(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.AFRAME = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){
var str = Object.prototype.toString

module.exports = anArray

function anArray(arr) {
  return (
       arr.BYTES_PER_ELEMENT
    && str.call(arr.buffer) === '[object ArrayBuffer]'
    || Array.isArray(arr)
  )
}

},{}],2:[function(_dereq_,module,exports){
module.exports = function numtype(num, def) {
	return typeof num === 'number'
		? num
		: (typeof def === 'number' ? def : 0)
}
},{}],3:[function(_dereq_,module,exports){
'use strict';
// For more information about browser field, check out the browser field at https://github.com/substack/browserify-handbook#browser-field.

module.exports = {
    // Create a <link> tag with optional data attributes
    createLink: function(href, attributes) {
        var head = document.head || document.getElementsByTagName('head')[0];
        var link = document.createElement('link');

        link.href = href;
        link.rel = 'stylesheet';

        for (var key in attributes) {
            if ( ! attributes.hasOwnProperty(key)) {
                continue;
            }
            var value = attributes[key];
            link.setAttribute('data-' + key, value);
        }

        head.appendChild(link);
    },
    // Create a <style> tag with optional data attributes
    createStyle: function(cssText, attributes) {
        var head = document.head || document.getElementsByTagName('head')[0],
            style = document.createElement('style');

        style.type = 'text/css';

        for (var key in attributes) {
            if ( ! attributes.hasOwnProperty(key)) {
                continue;
            }
            var value = attributes[key];
            style.setAttribute('data-' + key, value);
        }

        if (style.sheet) { // for jsdom and IE9+
            style.innerHTML = cssText;
            style.sheet.cssText = cssText;
            head.appendChild(style);
        } else if (style.styleSheet) { // for IE8 and below
            head.appendChild(style);
            style.styleSheet.cssText = cssText;
        } else { // for Chrome, Firefox, and Safari
            style.appendChild(document.createTextNode(cssText));
            head.appendChild(style);
        }
    }
};

},{}],4:[function(_dereq_,module,exports){
(function (global){
/*!
 * The buffer module from node.js, for the browser.
 *
 * @author   Feross Aboukhadijeh <feross@feross.org> <http://feross.org>
 * @license  MIT
 */
/* eslint-disable no-proto */

'use strict'

var base64 = _dereq_('base64-js')
var ieee754 = _dereq_('ieee754')
var isArray = _dereq_('isarray')

exports.Buffer = Buffer
exports.SlowBuffer = SlowBuffer
exports.INSPECT_MAX_BYTES = 50

/**
 * If `Buffer.TYPED_ARRAY_SUPPORT`:
 *   === true    Use Uint8Array implementation (fastest)
 *   === false   Use Object implementation (most compatible, even IE6)
 *
 * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,
 * Opera 11.6+, iOS 4.2+.
 *
 * Due to various browser bugs, sometimes the Object implementation will be used even
 * when the browser supports typed arrays.
 *
 * Note:
 *
 *   - Firefox 4-29 lacks support for adding new properties to `Uint8Array` instances,
 *     See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.
 *
 *   - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.
 *
 *   - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of
 *     incorrect length in some situations.

 * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they
 * get the Object implementation, which is slower but behaves correctly.
 */
Buffer.TYPED_ARRAY_SUPPORT = global.TYPED_ARRAY_SUPPORT !== undefined
  ? global.TYPED_ARRAY_SUPPORT
  : typedArraySupport()

/*
 * Export kMaxLength after typed array support is determined.
 */
exports.kMaxLength = kMaxLength()

function typedArraySupport () {
  try {
    var arr = new Uint8Array(1)
    arr.__proto__ = {__proto__: Uint8Array.prototype, foo: function () { return 42 }}
    return arr.foo() === 42 && // typed array instances can be augmented
        typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`
        arr.subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`
  } catch (e) {
    return false
  }
}

function kMaxLength () {
  return Buffer.TYPED_ARRAY_SUPPORT
    ? 0x7fffffff
    : 0x3fffffff
}

function createBuffer (that, length) {
  if (kMaxLength() < length) {
    throw new RangeError('Invalid typed array length')
  }
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    // Return an augmented `Uint8Array` instance, for best performance
    that = new Uint8Array(length)
    that.__proto__ = Buffer.prototype
  } else {
    // Fallback: Return an object instance of the Buffer class
    if (that === null) {
      that = new Buffer(length)
    }
    that.length = length
  }

  return that
}

/**
 * The Buffer constructor returns instances of `Uint8Array` that have their
 * prototype changed to `Buffer.prototype`. Furthermore, `Buffer` is a subclass of
 * `Uint8Array`, so the returned instances will have all the node `Buffer` methods
 * and the `Uint8Array` methods. Square bracket notation works as expected -- it
 * returns a single octet.
 *
 * The `Uint8Array` prototype remains unmodified.
 */

function Buffer (arg, encodingOrOffset, length) {
  if (!Buffer.TYPED_ARRAY_SUPPORT && !(this instanceof Buffer)) {
    return new Buffer(arg, encodingOrOffset, length)
  }

  // Common case.
  if (typeof arg === 'number') {
    if (typeof encodingOrOffset === 'string') {
      throw new Error(
        'If encoding is specified then the first argument must be a string'
      )
    }
    return allocUnsafe(this, arg)
  }
  return from(this, arg, encodingOrOffset, length)
}

Buffer.poolSize = 8192 // not used by this implementation

// TODO: Legacy, not needed anymore. Remove in next major version.
Buffer._augment = function (arr) {
  arr.__proto__ = Buffer.prototype
  return arr
}

function from (that, value, encodingOrOffset, length) {
  if (typeof value === 'number') {
    throw new TypeError('"value" argument must not be a number')
  }

  if (typeof ArrayBuffer !== 'undefined' && value instanceof ArrayBuffer) {
    return fromArrayBuffer(that, value, encodingOrOffset, length)
  }

  if (typeof value === 'string') {
    return fromString(that, value, encodingOrOffset)
  }

  return fromObject(that, value)
}

/**
 * Functionally equivalent to Buffer(arg, encoding) but throws a TypeError
 * if value is a number.
 * Buffer.from(str[, encoding])
 * Buffer.from(array)
 * Buffer.from(buffer)
 * Buffer.from(arrayBuffer[, byteOffset[, length]])
 **/
Buffer.from = function (value, encodingOrOffset, length) {
  return from(null, value, encodingOrOffset, length)
}

if (Buffer.TYPED_ARRAY_SUPPORT) {
  Buffer.prototype.__proto__ = Uint8Array.prototype
  Buffer.__proto__ = Uint8Array
  if (typeof Symbol !== 'undefined' && Symbol.species &&
      Buffer[Symbol.species] === Buffer) {
    // Fix subarray() in ES2016. See: https://github.com/feross/buffer/pull/97
    Object.defineProperty(Buffer, Symbol.species, {
      value: null,
      configurable: true
    })
  }
}

function assertSize (size) {
  if (typeof size !== 'number') {
    throw new TypeError('"size" argument must be a number')
  } else if (size < 0) {
    throw new RangeError('"size" argument must not be negative')
  }
}

function alloc (that, size, fill, encoding) {
  assertSize(size)
  if (size <= 0) {
    return createBuffer(that, size)
  }
  if (fill !== undefined) {
    // Only pay attention to encoding if it's a string. This
    // prevents accidentally sending in a number that would
    // be interpretted as a start offset.
    return typeof encoding === 'string'
      ? createBuffer(that, size).fill(fill, encoding)
      : createBuffer(that, size).fill(fill)
  }
  return createBuffer(that, size)
}

/**
 * Creates a new filled Buffer instance.
 * alloc(size[, fill[, encoding]])
 **/
Buffer.alloc = function (size, fill, encoding) {
  return alloc(null, size, fill, encoding)
}

function allocUnsafe (that, size) {
  assertSize(size)
  that = createBuffer(that, size < 0 ? 0 : checked(size) | 0)
  if (!Buffer.TYPED_ARRAY_SUPPORT) {
    for (var i = 0; i < size; ++i) {
      that[i] = 0
    }
  }
  return that
}

/**
 * Equivalent to Buffer(num), by default creates a non-zero-filled Buffer instance.
 * */
Buffer.allocUnsafe = function (size) {
  return allocUnsafe(null, size)
}
/**
 * Equivalent to SlowBuffer(num), by default creates a non-zero-filled Buffer instance.
 */
Buffer.allocUnsafeSlow = function (size) {
  return allocUnsafe(null, size)
}

function fromString (that, string, encoding) {
  if (typeof encoding !== 'string' || encoding === '') {
    encoding = 'utf8'
  }

  if (!Buffer.isEncoding(encoding)) {
    throw new TypeError('"encoding" must be a valid string encoding')
  }

  var length = byteLength(string, encoding) | 0
  that = createBuffer(that, length)

  var actual = that.write(string, encoding)

  if (actual !== length) {
    // Writing a hex string, for example, that contains invalid characters will
    // cause everything after the first invalid character to be ignored. (e.g.
    // 'abxxcd' will be treated as 'ab')
    that = that.slice(0, actual)
  }

  return that
}

function fromArrayLike (that, array) {
  var length = array.length < 0 ? 0 : checked(array.length) | 0
  that = createBuffer(that, length)
  for (var i = 0; i < length; i += 1) {
    that[i] = array[i] & 255
  }
  return that
}

function fromArrayBuffer (that, array, byteOffset, length) {
  array.byteLength // this throws if `array` is not a valid ArrayBuffer

  if (byteOffset < 0 || array.byteLength < byteOffset) {
    throw new RangeError('\'offset\' is out of bounds')
  }

  if (array.byteLength < byteOffset + (length || 0)) {
    throw new RangeError('\'length\' is out of bounds')
  }

  if (byteOffset === undefined && length === undefined) {
    array = new Uint8Array(array)
  } else if (length === undefined) {
    array = new Uint8Array(array, byteOffset)
  } else {
    array = new Uint8Array(array, byteOffset, length)
  }

  if (Buffer.TYPED_ARRAY_SUPPORT) {
    // Return an augmented `Uint8Array` instance, for best performance
    that = array
    that.__proto__ = Buffer.prototype
  } else {
    // Fallback: Return an object instance of the Buffer class
    that = fromArrayLike(that, array)
  }
  return that
}

function fromObject (that, obj) {
  if (Buffer.isBuffer(obj)) {
    var len = checked(obj.length) | 0
    that = createBuffer(that, len)

    if (that.length === 0) {
      return that
    }

    obj.copy(that, 0, 0, len)
    return that
  }

  if (obj) {
    if ((typeof ArrayBuffer !== 'undefined' &&
        obj.buffer instanceof ArrayBuffer) || 'length' in obj) {
      if (typeof obj.length !== 'number' || isnan(obj.length)) {
        return createBuffer(that, 0)
      }
      return fromArrayLike(that, obj)
    }

    if (obj.type === 'Buffer' && isArray(obj.data)) {
      return fromArrayLike(that, obj.data)
    }
  }

  throw new TypeError('First argument must be a string, Buffer, ArrayBuffer, Array, or array-like object.')
}

function checked (length) {
  // Note: cannot use `length < kMaxLength()` here because that fails when
  // length is NaN (which is otherwise coerced to zero.)
  if (length >= kMaxLength()) {
    throw new RangeError('Attempt to allocate Buffer larger than maximum ' +
                         'size: 0x' + kMaxLength().toString(16) + ' bytes')
  }
  return length | 0
}

function SlowBuffer (length) {
  if (+length != length) { // eslint-disable-line eqeqeq
    length = 0
  }
  return Buffer.alloc(+length)
}

Buffer.isBuffer = function isBuffer (b) {
  return !!(b != null && b._isBuffer)
}

Buffer.compare = function compare (a, b) {
  if (!Buffer.isBuffer(a) || !Buffer.isBuffer(b)) {
    throw new TypeError('Arguments must be Buffers')
  }

  if (a === b) return 0

  var x = a.length
  var y = b.length

  for (var i = 0, len = Math.min(x, y); i < len; ++i) {
    if (a[i] !== b[i]) {
      x = a[i]
      y = b[i]
      break
    }
  }

  if (x < y) return -1
  if (y < x) return 1
  return 0
}

Buffer.isEncoding = function isEncoding (encoding) {
  switch (String(encoding).toLowerCase()) {
    case 'hex':
    case 'utf8':
    case 'utf-8':
    case 'ascii':
    case 'latin1':
    case 'binary':
    case 'base64':
    case 'ucs2':
    case 'ucs-2':
    case 'utf16le':
    case 'utf-16le':
      return true
    default:
      return false
  }
}

Buffer.concat = function concat (list, length) {
  if (!isArray(list)) {
    throw new TypeError('"list" argument must be an Array of Buffers')
  }

  if (list.length === 0) {
    return Buffer.alloc(0)
  }

  var i
  if (length === undefined) {
    length = 0
    for (i = 0; i < list.length; ++i) {
      length += list[i].length
    }
  }

  var buffer = Buffer.allocUnsafe(length)
  var pos = 0
  for (i = 0; i < list.length; ++i) {
    var buf = list[i]
    if (!Buffer.isBuffer(buf)) {
      throw new TypeError('"list" argument must be an Array of Buffers')
    }
    buf.copy(buffer, pos)
    pos += buf.length
  }
  return buffer
}

function byteLength (string, encoding) {
  if (Buffer.isBuffer(string)) {
    return string.length
  }
  if (typeof ArrayBuffer !== 'undefined' && typeof ArrayBuffer.isView === 'function' &&
      (ArrayBuffer.isView(string) || string instanceof ArrayBuffer)) {
    return string.byteLength
  }
  if (typeof string !== 'string') {
    string = '' + string
  }

  var len = string.length
  if (len === 0) return 0

  // Use a for loop to avoid recursion
  var loweredCase = false
  for (;;) {
    switch (encoding) {
      case 'ascii':
      case 'latin1':
      case 'binary':
        return len
      case 'utf8':
      case 'utf-8':
      case undefined:
        return utf8ToBytes(string).length
      case 'ucs2':
      case 'ucs-2':
      case 'utf16le':
      case 'utf-16le':
        return len * 2
      case 'hex':
        return len >>> 1
      case 'base64':
        return base64ToBytes(string).length
      default:
        if (loweredCase) return utf8ToBytes(string).length // assume utf8
        encoding = ('' + encoding).toLowerCase()
        loweredCase = true
    }
  }
}
Buffer.byteLength = byteLength

function slowToString (encoding, start, end) {
  var loweredCase = false

  // No need to verify that "this.length <= MAX_UINT32" since it's a read-only
  // property of a typed array.

  // This behaves neither like String nor Uint8Array in that we set start/end
  // to their upper/lower bounds if the value passed is out of range.
  // undefined is handled specially as per ECMA-262 6th Edition,
  // Section 13.3.3.7 Runtime Semantics: KeyedBindingInitialization.
  if (start === undefined || start < 0) {
    start = 0
  }
  // Return early if start > this.length. Done here to prevent potential uint32
  // coercion fail below.
  if (start > this.length) {
    return ''
  }

  if (end === undefined || end > this.length) {
    end = this.length
  }

  if (end <= 0) {
    return ''
  }

  // Force coersion to uint32. This will also coerce falsey/NaN values to 0.
  end >>>= 0
  start >>>= 0

  if (end <= start) {
    return ''
  }

  if (!encoding) encoding = 'utf8'

  while (true) {
    switch (encoding) {
      case 'hex':
        return hexSlice(this, start, end)

      case 'utf8':
      case 'utf-8':
        return utf8Slice(this, start, end)

      case 'ascii':
        return asciiSlice(this, start, end)

      case 'latin1':
      case 'binary':
        return latin1Slice(this, start, end)

      case 'base64':
        return base64Slice(this, start, end)

      case 'ucs2':
      case 'ucs-2':
      case 'utf16le':
      case 'utf-16le':
        return utf16leSlice(this, start, end)

      default:
        if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)
        encoding = (encoding + '').toLowerCase()
        loweredCase = true
    }
  }
}

// The property is used by `Buffer.isBuffer` and `is-buffer` (in Safari 5-7) to detect
// Buffer instances.
Buffer.prototype._isBuffer = true

function swap (b, n, m) {
  var i = b[n]
  b[n] = b[m]
  b[m] = i
}

Buffer.prototype.swap16 = function swap16 () {
  var len = this.length
  if (len % 2 !== 0) {
    throw new RangeError('Buffer size must be a multiple of 16-bits')
  }
  for (var i = 0; i < len; i += 2) {
    swap(this, i, i + 1)
  }
  return this
}

Buffer.prototype.swap32 = function swap32 () {
  var len = this.length
  if (len % 4 !== 0) {
    throw new RangeError('Buffer size must be a multiple of 32-bits')
  }
  for (var i = 0; i < len; i += 4) {
    swap(this, i, i + 3)
    swap(this, i + 1, i + 2)
  }
  return this
}

Buffer.prototype.swap64 = function swap64 () {
  var len = this.length
  if (len % 8 !== 0) {
    throw new RangeError('Buffer size must be a multiple of 64-bits')
  }
  for (var i = 0; i < len; i += 8) {
    swap(this, i, i + 7)
    swap(this, i + 1, i + 6)
    swap(this, i + 2, i + 5)
    swap(this, i + 3, i + 4)
  }
  return this
}

Buffer.prototype.toString = function toString () {
  var length = this.length | 0
  if (length === 0) return ''
  if (arguments.length === 0) return utf8Slice(this, 0, length)
  return slowToString.apply(this, arguments)
}

Buffer.prototype.equals = function equals (b) {
  if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer')
  if (this === b) return true
  return Buffer.compare(this, b) === 0
}

Buffer.prototype.inspect = function inspect () {
  var str = ''
  var max = exports.INSPECT_MAX_BYTES
  if (this.length > 0) {
    str = this.toString('hex', 0, max).match(/.{2}/g).join(' ')
    if (this.length > max) str += ' ... '
  }
  return '<Buffer ' + str + '>'
}

Buffer.prototype.compare = function compare (target, start, end, thisStart, thisEnd) {
  if (!Buffer.isBuffer(target)) {
    throw new TypeError('Argument must be a Buffer')
  }

  if (start === undefined) {
    start = 0
  }
  if (end === undefined) {
    end = target ? target.length : 0
  }
  if (thisStart === undefined) {
    thisStart = 0
  }
  if (thisEnd === undefined) {
    thisEnd = this.length
  }

  if (start < 0 || end > target.length || thisStart < 0 || thisEnd > this.length) {
    throw new RangeError('out of range index')
  }

  if (thisStart >= thisEnd && start >= end) {
    return 0
  }
  if (thisStart >= thisEnd) {
    return -1
  }
  if (start >= end) {
    return 1
  }

  start >>>= 0
  end >>>= 0
  thisStart >>>= 0
  thisEnd >>>= 0

  if (this === target) return 0

  var x = thisEnd - thisStart
  var y = end - start
  var len = Math.min(x, y)

  var thisCopy = this.slice(thisStart, thisEnd)
  var targetCopy = target.slice(start, end)

  for (var i = 0; i < len; ++i) {
    if (thisCopy[i] !== targetCopy[i]) {
      x = thisCopy[i]
      y = targetCopy[i]
      break
    }
  }

  if (x < y) return -1
  if (y < x) return 1
  return 0
}

// Finds either the first index of `val` in `buffer` at offset >= `byteOffset`,
// OR the last index of `val` in `buffer` at offset <= `byteOffset`.
//
// Arguments:
// - buffer - a Buffer to search
// - val - a string, Buffer, or number
// - byteOffset - an index into `buffer`; will be clamped to an int32
// - encoding - an optional encoding, relevant is val is a string
// - dir - true for indexOf, false for lastIndexOf
function bidirectionalIndexOf (buffer, val, byteOffset, encoding, dir) {
  // Empty buffer means no match
  if (buffer.length === 0) return -1

  // Normalize byteOffset
  if (typeof byteOffset === 'string') {
    encoding = byteOffset
    byteOffset = 0
  } else if (byteOffset > 0x7fffffff) {
    byteOffset = 0x7fffffff
  } else if (byteOffset < -0x80000000) {
    byteOffset = -0x80000000
  }
  byteOffset = +byteOffset  // Coerce to Number.
  if (isNaN(byteOffset)) {
    // byteOffset: it it's undefined, null, NaN, "foo", etc, search whole buffer
    byteOffset = dir ? 0 : (buffer.length - 1)
  }

  // Normalize byteOffset: negative offsets start from the end of the buffer
  if (byteOffset < 0) byteOffset = buffer.length + byteOffset
  if (byteOffset >= buffer.length) {
    if (dir) return -1
    else byteOffset = buffer.length - 1
  } else if (byteOffset < 0) {
    if (dir) byteOffset = 0
    else return -1
  }

  // Normalize val
  if (typeof val === 'string') {
    val = Buffer.from(val, encoding)
  }

  // Finally, search either indexOf (if dir is true) or lastIndexOf
  if (Buffer.isBuffer(val)) {
    // Special case: looking for empty string/buffer always fails
    if (val.length === 0) {
      return -1
    }
    return arrayIndexOf(buffer, val, byteOffset, encoding, dir)
  } else if (typeof val === 'number') {
    val = val & 0xFF // Search for a byte value [0-255]
    if (Buffer.TYPED_ARRAY_SUPPORT &&
        typeof Uint8Array.prototype.indexOf === 'function') {
      if (dir) {
        return Uint8Array.prototype.indexOf.call(buffer, val, byteOffset)
      } else {
        return Uint8Array.prototype.lastIndexOf.call(buffer, val, byteOffset)
      }
    }
    return arrayIndexOf(buffer, [ val ], byteOffset, encoding, dir)
  }

  throw new TypeError('val must be string, number or Buffer')
}

function arrayIndexOf (arr, val, byteOffset, encoding, dir) {
  var indexSize = 1
  var arrLength = arr.length
  var valLength = val.length

  if (encoding !== undefined) {
    encoding = String(encoding).toLowerCase()
    if (encoding === 'ucs2' || encoding === 'ucs-2' ||
        encoding === 'utf16le' || encoding === 'utf-16le') {
      if (arr.length < 2 || val.length < 2) {
        return -1
      }
      indexSize = 2
      arrLength /= 2
      valLength /= 2
      byteOffset /= 2
    }
  }

  function read (buf, i) {
    if (indexSize === 1) {
      return buf[i]
    } else {
      return buf.readUInt16BE(i * indexSize)
    }
  }

  var i
  if (dir) {
    var foundIndex = -1
    for (i = byteOffset; i < arrLength; i++) {
      if (read(arr, i) === read(val, foundIndex === -1 ? 0 : i - foundIndex)) {
        if (foundIndex === -1) foundIndex = i
        if (i - foundIndex + 1 === valLength) return foundIndex * indexSize
      } else {
        if (foundIndex !== -1) i -= i - foundIndex
        foundIndex = -1
      }
    }
  } else {
    if (byteOffset + valLength > arrLength) byteOffset = arrLength - valLength
    for (i = byteOffset; i >= 0; i--) {
      var found = true
      for (var j = 0; j < valLength; j++) {
        if (read(arr, i + j) !== read(val, j)) {
          found = false
          break
        }
      }
      if (found) return i
    }
  }

  return -1
}

Buffer.prototype.includes = function includes (val, byteOffset, encoding) {
  return this.indexOf(val, byteOffset, encoding) !== -1
}

Buffer.prototype.indexOf = function indexOf (val, byteOffset, encoding) {
  return bidirectionalIndexOf(this, val, byteOffset, encoding, true)
}

Buffer.prototype.lastIndexOf = function lastIndexOf (val, byteOffset, encoding) {
  return bidirectionalIndexOf(this, val, byteOffset, encoding, false)
}

function hexWrite (buf, string, offset, length) {
  offset = Number(offset) || 0
  var remaining = buf.length - offset
  if (!length) {
    length = remaining
  } else {
    length = Number(length)
    if (length > remaining) {
      length = remaining
    }
  }

  // must be an even number of digits
  var strLen = string.length
  if (strLen % 2 !== 0) throw new TypeError('Invalid hex string')

  if (length > strLen / 2) {
    length = strLen / 2
  }
  for (var i = 0; i < length; ++i) {
    var parsed = parseInt(string.substr(i * 2, 2), 16)
    if (isNaN(parsed)) return i
    buf[offset + i] = parsed
  }
  return i
}

function utf8Write (buf, string, offset, length) {
  return blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length)
}

function asciiWrite (buf, string, offset, length) {
  return blitBuffer(asciiToBytes(string), buf, offset, length)
}

function latin1Write (buf, string, offset, length) {
  return asciiWrite(buf, string, offset, length)
}

function base64Write (buf, string, offset, length) {
  return blitBuffer(base64ToBytes(string), buf, offset, length)
}

function ucs2Write (buf, string, offset, length) {
  return blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length)
}

Buffer.prototype.write = function write (string, offset, length, encoding) {
  // Buffer#write(string)
  if (offset === undefined) {
    encoding = 'utf8'
    length = this.length
    offset = 0
  // Buffer#write(string, encoding)
  } else if (length === undefined && typeof offset === 'string') {
    encoding = offset
    length = this.length
    offset = 0
  // Buffer#write(string, offset[, length][, encoding])
  } else if (isFinite(offset)) {
    offset = offset | 0
    if (isFinite(length)) {
      length = length | 0
      if (encoding === undefined) encoding = 'utf8'
    } else {
      encoding = length
      length = undefined
    }
  // legacy write(string, encoding, offset, length) - remove in v0.13
  } else {
    throw new Error(
      'Buffer.write(string, encoding, offset[, length]) is no longer supported'
    )
  }

  var remaining = this.length - offset
  if (length === undefined || length > remaining) length = remaining

  if ((string.length > 0 && (length < 0 || offset < 0)) || offset > this.length) {
    throw new RangeError('Attempt to write outside buffer bounds')
  }

  if (!encoding) encoding = 'utf8'

  var loweredCase = false
  for (;;) {
    switch (encoding) {
      case 'hex':
        return hexWrite(this, string, offset, length)

      case 'utf8':
      case 'utf-8':
        return utf8Write(this, string, offset, length)

      case 'ascii':
        return asciiWrite(this, string, offset, length)

      case 'latin1':
      case 'binary':
        return latin1Write(this, string, offset, length)

      case 'base64':
        // Warning: maxLength not taken into account in base64Write
        return base64Write(this, string, offset, length)

      case 'ucs2':
      case 'ucs-2':
      case 'utf16le':
      case 'utf-16le':
        return ucs2Write(this, string, offset, length)

      default:
        if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding)
        encoding = ('' + encoding).toLowerCase()
        loweredCase = true
    }
  }
}

Buffer.prototype.toJSON = function toJSON () {
  return {
    type: 'Buffer',
    data: Array.prototype.slice.call(this._arr || this, 0)
  }
}

function base64Slice (buf, start, end) {
  if (start === 0 && end === buf.length) {
    return base64.fromByteArray(buf)
  } else {
    return base64.fromByteArray(buf.slice(start, end))
  }
}

function utf8Slice (buf, start, end) {
  end = Math.min(buf.length, end)
  var res = []

  var i = start
  while (i < end) {
    var firstByte = buf[i]
    var codePoint = null
    var bytesPerSequence = (firstByte > 0xEF) ? 4
      : (firstByte > 0xDF) ? 3
      : (firstByte > 0xBF) ? 2
      : 1

    if (i + bytesPerSequence <= end) {
      var secondByte, thirdByte, fourthByte, tempCodePoint

      switch (bytesPerSequence) {
        case 1:
          if (firstByte < 0x80) {
            codePoint = firstByte
          }
          break
        case 2:
          secondByte = buf[i + 1]
          if ((secondByte & 0xC0) === 0x80) {
            tempCodePoint = (firstByte & 0x1F) << 0x6 | (secondByte & 0x3F)
            if (tempCodePoint > 0x7F) {
              codePoint = tempCodePoint
            }
          }
          break
        case 3:
          secondByte = buf[i + 1]
          thirdByte = buf[i + 2]
          if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80) {
            tempCodePoint = (firstByte & 0xF) << 0xC | (secondByte & 0x3F) << 0x6 | (thirdByte & 0x3F)
            if (tempCodePoint > 0x7FF && (tempCodePoint < 0xD800 || tempCodePoint > 0xDFFF)) {
              codePoint = tempCodePoint
            }
          }
          break
        case 4:
          secondByte = buf[i + 1]
          thirdByte = buf[i + 2]
          fourthByte = buf[i + 3]
          if ((secondByte & 0xC0) === 0x80 && (thirdByte & 0xC0) === 0x80 && (fourthByte & 0xC0) === 0x80) {
            tempCodePoint = (firstByte & 0xF) << 0x12 | (secondByte & 0x3F) << 0xC | (thirdByte & 0x3F) << 0x6 | (fourthByte & 0x3F)
            if (tempCodePoint > 0xFFFF && tempCodePoint < 0x110000) {
              codePoint = tempCodePoint
            }
          }
      }
    }

    if (codePoint === null) {
      // we did not generate a valid codePoint so insert a
      // replacement char (U+FFFD) and advance only 1 byte
      codePoint = 0xFFFD
      bytesPerSequence = 1
    } else if (codePoint > 0xFFFF) {
      // encode to utf16 (surrogate pair dance)
      codePoint -= 0x10000
      res.push(codePoint >>> 10 & 0x3FF | 0xD800)
      codePoint = 0xDC00 | codePoint & 0x3FF
    }

    res.push(codePoint)
    i += bytesPerSequence
  }

  return decodeCodePointsArray(res)
}

// Based on http://stackoverflow.com/a/22747272/680742, the browser with
// the lowest limit is Chrome, with 0x10000 args.
// We go 1 magnitude less, for safety
var MAX_ARGUMENTS_LENGTH = 0x1000

function decodeCodePointsArray (codePoints) {
  var len = codePoints.length
  if (len <= MAX_ARGUMENTS_LENGTH) {
    return String.fromCharCode.apply(String, codePoints) // avoid extra slice()
  }

  // Decode in chunks to avoid "call stack size exceeded".
  var res = ''
  var i = 0
  while (i < len) {
    res += String.fromCharCode.apply(
      String,
      codePoints.slice(i, i += MAX_ARGUMENTS_LENGTH)
    )
  }
  return res
}

function asciiSlice (buf, start, end) {
  var ret = ''
  end = Math.min(buf.length, end)

  for (var i = start; i < end; ++i) {
    ret += String.fromCharCode(buf[i] & 0x7F)
  }
  return ret
}

function latin1Slice (buf, start, end) {
  var ret = ''
  end = Math.min(buf.length, end)

  for (var i = start; i < end; ++i) {
    ret += String.fromCharCode(buf[i])
  }
  return ret
}

function hexSlice (buf, start, end) {
  var len = buf.length

  if (!start || start < 0) start = 0
  if (!end || end < 0 || end > len) end = len

  var out = ''
  for (var i = start; i < end; ++i) {
    out += toHex(buf[i])
  }
  return out
}

function utf16leSlice (buf, start, end) {
  var bytes = buf.slice(start, end)
  var res = ''
  for (var i = 0; i < bytes.length; i += 2) {
    res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256)
  }
  return res
}

Buffer.prototype.slice = function slice (start, end) {
  var len = this.length
  start = ~~start
  end = end === undefined ? len : ~~end

  if (start < 0) {
    start += len
    if (start < 0) start = 0
  } else if (start > len) {
    start = len
  }

  if (end < 0) {
    end += len
    if (end < 0) end = 0
  } else if (end > len) {
    end = len
  }

  if (end < start) end = start

  var newBuf
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    newBuf = this.subarray(start, end)
    newBuf.__proto__ = Buffer.prototype
  } else {
    var sliceLen = end - start
    newBuf = new Buffer(sliceLen, undefined)
    for (var i = 0; i < sliceLen; ++i) {
      newBuf[i] = this[i + start]
    }
  }

  return newBuf
}

/*
 * Need to make sure that buffer isn't trying to write out of bounds.
 */
function checkOffset (offset, ext, length) {
  if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint')
  if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length')
}

Buffer.prototype.readUIntLE = function readUIntLE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) checkOffset(offset, byteLength, this.length)

  var val = this[offset]
  var mul = 1
  var i = 0
  while (++i < byteLength && (mul *= 0x100)) {
    val += this[offset + i] * mul
  }

  return val
}

Buffer.prototype.readUIntBE = function readUIntBE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) {
    checkOffset(offset, byteLength, this.length)
  }

  var val = this[offset + --byteLength]
  var mul = 1
  while (byteLength > 0 && (mul *= 0x100)) {
    val += this[offset + --byteLength] * mul
  }

  return val
}

Buffer.prototype.readUInt8 = function readUInt8 (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 1, this.length)
  return this[offset]
}

Buffer.prototype.readUInt16LE = function readUInt16LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  return this[offset] | (this[offset + 1] << 8)
}

Buffer.prototype.readUInt16BE = function readUInt16BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  return (this[offset] << 8) | this[offset + 1]
}

Buffer.prototype.readUInt32LE = function readUInt32LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return ((this[offset]) |
      (this[offset + 1] << 8) |
      (this[offset + 2] << 16)) +
      (this[offset + 3] * 0x1000000)
}

Buffer.prototype.readUInt32BE = function readUInt32BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return (this[offset] * 0x1000000) +
    ((this[offset + 1] << 16) |
    (this[offset + 2] << 8) |
    this[offset + 3])
}

Buffer.prototype.readIntLE = function readIntLE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) checkOffset(offset, byteLength, this.length)

  var val = this[offset]
  var mul = 1
  var i = 0
  while (++i < byteLength && (mul *= 0x100)) {
    val += this[offset + i] * mul
  }
  mul *= 0x80

  if (val >= mul) val -= Math.pow(2, 8 * byteLength)

  return val
}

Buffer.prototype.readIntBE = function readIntBE (offset, byteLength, noAssert) {
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) checkOffset(offset, byteLength, this.length)

  var i = byteLength
  var mul = 1
  var val = this[offset + --i]
  while (i > 0 && (mul *= 0x100)) {
    val += this[offset + --i] * mul
  }
  mul *= 0x80

  if (val >= mul) val -= Math.pow(2, 8 * byteLength)

  return val
}

Buffer.prototype.readInt8 = function readInt8 (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 1, this.length)
  if (!(this[offset] & 0x80)) return (this[offset])
  return ((0xff - this[offset] + 1) * -1)
}

Buffer.prototype.readInt16LE = function readInt16LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  var val = this[offset] | (this[offset + 1] << 8)
  return (val & 0x8000) ? val | 0xFFFF0000 : val
}

Buffer.prototype.readInt16BE = function readInt16BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 2, this.length)
  var val = this[offset + 1] | (this[offset] << 8)
  return (val & 0x8000) ? val | 0xFFFF0000 : val
}

Buffer.prototype.readInt32LE = function readInt32LE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return (this[offset]) |
    (this[offset + 1] << 8) |
    (this[offset + 2] << 16) |
    (this[offset + 3] << 24)
}

Buffer.prototype.readInt32BE = function readInt32BE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)

  return (this[offset] << 24) |
    (this[offset + 1] << 16) |
    (this[offset + 2] << 8) |
    (this[offset + 3])
}

Buffer.prototype.readFloatLE = function readFloatLE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)
  return ieee754.read(this, offset, true, 23, 4)
}

Buffer.prototype.readFloatBE = function readFloatBE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 4, this.length)
  return ieee754.read(this, offset, false, 23, 4)
}

Buffer.prototype.readDoubleLE = function readDoubleLE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 8, this.length)
  return ieee754.read(this, offset, true, 52, 8)
}

Buffer.prototype.readDoubleBE = function readDoubleBE (offset, noAssert) {
  if (!noAssert) checkOffset(offset, 8, this.length)
  return ieee754.read(this, offset, false, 52, 8)
}

function checkInt (buf, value, offset, ext, max, min) {
  if (!Buffer.isBuffer(buf)) throw new TypeError('"buffer" argument must be a Buffer instance')
  if (value > max || value < min) throw new RangeError('"value" argument is out of bounds')
  if (offset + ext > buf.length) throw new RangeError('Index out of range')
}

Buffer.prototype.writeUIntLE = function writeUIntLE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) {
    var maxBytes = Math.pow(2, 8 * byteLength) - 1
    checkInt(this, value, offset, byteLength, maxBytes, 0)
  }

  var mul = 1
  var i = 0
  this[offset] = value & 0xFF
  while (++i < byteLength && (mul *= 0x100)) {
    this[offset + i] = (value / mul) & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeUIntBE = function writeUIntBE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  byteLength = byteLength | 0
  if (!noAssert) {
    var maxBytes = Math.pow(2, 8 * byteLength) - 1
    checkInt(this, value, offset, byteLength, maxBytes, 0)
  }

  var i = byteLength - 1
  var mul = 1
  this[offset + i] = value & 0xFF
  while (--i >= 0 && (mul *= 0x100)) {
    this[offset + i] = (value / mul) & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeUInt8 = function writeUInt8 (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0)
  if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)
  this[offset] = (value & 0xff)
  return offset + 1
}

function objectWriteUInt16 (buf, value, offset, littleEndian) {
  if (value < 0) value = 0xffff + value + 1
  for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; ++i) {
    buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>>
      (littleEndian ? i : 1 - i) * 8
  }
}

Buffer.prototype.writeUInt16LE = function writeUInt16LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value & 0xff)
    this[offset + 1] = (value >>> 8)
  } else {
    objectWriteUInt16(this, value, offset, true)
  }
  return offset + 2
}

Buffer.prototype.writeUInt16BE = function writeUInt16BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 8)
    this[offset + 1] = (value & 0xff)
  } else {
    objectWriteUInt16(this, value, offset, false)
  }
  return offset + 2
}

function objectWriteUInt32 (buf, value, offset, littleEndian) {
  if (value < 0) value = 0xffffffff + value + 1
  for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; ++i) {
    buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff
  }
}

Buffer.prototype.writeUInt32LE = function writeUInt32LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset + 3] = (value >>> 24)
    this[offset + 2] = (value >>> 16)
    this[offset + 1] = (value >>> 8)
    this[offset] = (value & 0xff)
  } else {
    objectWriteUInt32(this, value, offset, true)
  }
  return offset + 4
}

Buffer.prototype.writeUInt32BE = function writeUInt32BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 24)
    this[offset + 1] = (value >>> 16)
    this[offset + 2] = (value >>> 8)
    this[offset + 3] = (value & 0xff)
  } else {
    objectWriteUInt32(this, value, offset, false)
  }
  return offset + 4
}

Buffer.prototype.writeIntLE = function writeIntLE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) {
    var limit = Math.pow(2, 8 * byteLength - 1)

    checkInt(this, value, offset, byteLength, limit - 1, -limit)
  }

  var i = 0
  var mul = 1
  var sub = 0
  this[offset] = value & 0xFF
  while (++i < byteLength && (mul *= 0x100)) {
    if (value < 0 && sub === 0 && this[offset + i - 1] !== 0) {
      sub = 1
    }
    this[offset + i] = ((value / mul) >> 0) - sub & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeIntBE = function writeIntBE (value, offset, byteLength, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) {
    var limit = Math.pow(2, 8 * byteLength - 1)

    checkInt(this, value, offset, byteLength, limit - 1, -limit)
  }

  var i = byteLength - 1
  var mul = 1
  var sub = 0
  this[offset + i] = value & 0xFF
  while (--i >= 0 && (mul *= 0x100)) {
    if (value < 0 && sub === 0 && this[offset + i + 1] !== 0) {
      sub = 1
    }
    this[offset + i] = ((value / mul) >> 0) - sub & 0xFF
  }

  return offset + byteLength
}

Buffer.prototype.writeInt8 = function writeInt8 (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80)
  if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value)
  if (value < 0) value = 0xff + value + 1
  this[offset] = (value & 0xff)
  return offset + 1
}

Buffer.prototype.writeInt16LE = function writeInt16LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value & 0xff)
    this[offset + 1] = (value >>> 8)
  } else {
    objectWriteUInt16(this, value, offset, true)
  }
  return offset + 2
}

Buffer.prototype.writeInt16BE = function writeInt16BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 8)
    this[offset + 1] = (value & 0xff)
  } else {
    objectWriteUInt16(this, value, offset, false)
  }
  return offset + 2
}

Buffer.prototype.writeInt32LE = function writeInt32LE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value & 0xff)
    this[offset + 1] = (value >>> 8)
    this[offset + 2] = (value >>> 16)
    this[offset + 3] = (value >>> 24)
  } else {
    objectWriteUInt32(this, value, offset, true)
  }
  return offset + 4
}

Buffer.prototype.writeInt32BE = function writeInt32BE (value, offset, noAssert) {
  value = +value
  offset = offset | 0
  if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000)
  if (value < 0) value = 0xffffffff + value + 1
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    this[offset] = (value >>> 24)
    this[offset + 1] = (value >>> 16)
    this[offset + 2] = (value >>> 8)
    this[offset + 3] = (value & 0xff)
  } else {
    objectWriteUInt32(this, value, offset, false)
  }
  return offset + 4
}

function checkIEEE754 (buf, value, offset, ext, max, min) {
  if (offset + ext > buf.length) throw new RangeError('Index out of range')
  if (offset < 0) throw new RangeError('Index out of range')
}

function writeFloat (buf, value, offset, littleEndian, noAssert) {
  if (!noAssert) {
    checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38)
  }
  ieee754.write(buf, value, offset, littleEndian, 23, 4)
  return offset + 4
}

Buffer.prototype.writeFloatLE = function writeFloatLE (value, offset, noAssert) {
  return writeFloat(this, value, offset, true, noAssert)
}

Buffer.prototype.writeFloatBE = function writeFloatBE (value, offset, noAssert) {
  return writeFloat(this, value, offset, false, noAssert)
}

function writeDouble (buf, value, offset, littleEndian, noAssert) {
  if (!noAssert) {
    checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308)
  }
  ieee754.write(buf, value, offset, littleEndian, 52, 8)
  return offset + 8
}

Buffer.prototype.writeDoubleLE = function writeDoubleLE (value, offset, noAssert) {
  return writeDouble(this, value, offset, true, noAssert)
}

Buffer.prototype.writeDoubleBE = function writeDoubleBE (value, offset, noAssert) {
  return writeDouble(this, value, offset, false, noAssert)
}

// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)
Buffer.prototype.copy = function copy (target, targetStart, start, end) {
  if (!start) start = 0
  if (!end && end !== 0) end = this.length
  if (targetStart >= target.length) targetStart = target.length
  if (!targetStart) targetStart = 0
  if (end > 0 && end < start) end = start

  // Copy 0 bytes; we're done
  if (end === start) return 0
  if (target.length === 0 || this.length === 0) return 0

  // Fatal error conditions
  if (targetStart < 0) {
    throw new RangeError('targetStart out of bounds')
  }
  if (start < 0 || start >= this.length) throw new RangeError('sourceStart out of bounds')
  if (end < 0) throw new RangeError('sourceEnd out of bounds')

  // Are we oob?
  if (end > this.length) end = this.length
  if (target.length - targetStart < end - start) {
    end = target.length - targetStart + start
  }

  var len = end - start
  var i

  if (this === target && start < targetStart && targetStart < end) {
    // descending copy from end
    for (i = len - 1; i >= 0; --i) {
      target[i + targetStart] = this[i + start]
    }
  } else if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {
    // ascending copy from start
    for (i = 0; i < len; ++i) {
      target[i + targetStart] = this[i + start]
    }
  } else {
    Uint8Array.prototype.set.call(
      target,
      this.subarray(start, start + len),
      targetStart
    )
  }

  return len
}

// Usage:
//    buffer.fill(number[, offset[, end]])
//    buffer.fill(buffer[, offset[, end]])
//    buffer.fill(string[, offset[, end]][, encoding])
Buffer.prototype.fill = function fill (val, start, end, encoding) {
  // Handle string cases:
  if (typeof val === 'string') {
    if (typeof start === 'string') {
      encoding = start
      start = 0
      end = this.length
    } else if (typeof end === 'string') {
      encoding = end
      end = this.length
    }
    if (val.length === 1) {
      var code = val.charCodeAt(0)
      if (code < 256) {
        val = code
      }
    }
    if (encoding !== undefined && typeof encoding !== 'string') {
      throw new TypeError('encoding must be a string')
    }
    if (typeof encoding === 'string' && !Buffer.isEncoding(encoding)) {
      throw new TypeError('Unknown encoding: ' + encoding)
    }
  } else if (typeof val === 'number') {
    val = val & 255
  }

  // Invalid ranges are not set to a default, so can range check early.
  if (start < 0 || this.length < start || this.length < end) {
    throw new RangeError('Out of range index')
  }

  if (end <= start) {
    return this
  }

  start = start >>> 0
  end = end === undefined ? this.length : end >>> 0

  if (!val) val = 0

  var i
  if (typeof val === 'number') {
    for (i = start; i < end; ++i) {
      this[i] = val
    }
  } else {
    var bytes = Buffer.isBuffer(val)
      ? val
      : utf8ToBytes(new Buffer(val, encoding).toString())
    var len = bytes.length
    for (i = 0; i < end - start; ++i) {
      this[i + start] = bytes[i % len]
    }
  }

  return this
}

// HELPER FUNCTIONS
// ================

var INVALID_BASE64_RE = /[^+\/0-9A-Za-z-_]/g

function base64clean (str) {
  // Node strips out invalid characters like \n and \t from the string, base64-js does not
  str = stringtrim(str).replace(INVALID_BASE64_RE, '')
  // Node converts strings with length < 2 to ''
  if (str.length < 2) return ''
  // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not
  while (str.length % 4 !== 0) {
    str = str + '='
  }
  return str
}

function stringtrim (str) {
  if (str.trim) return str.trim()
  return str.replace(/^\s+|\s+$/g, '')
}

function toHex (n) {
  if (n < 16) return '0' + n.toString(16)
  return n.toString(16)
}

function utf8ToBytes (string, units) {
  units = units || Infinity
  var codePoint
  var length = string.length
  var leadSurrogate = null
  var bytes = []

  for (var i = 0; i < length; ++i) {
    codePoint = string.charCodeAt(i)

    // is surrogate component
    if (codePoint > 0xD7FF && codePoint < 0xE000) {
      // last char was a lead
      if (!leadSurrogate) {
        // no lead yet
        if (codePoint > 0xDBFF) {
          // unexpected trail
          if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
          continue
        } else if (i + 1 === length) {
          // unpaired lead
          if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
          continue
        }

        // valid lead
        leadSurrogate = codePoint

        continue
      }

      // 2 leads in a row
      if (codePoint < 0xDC00) {
        if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
        leadSurrogate = codePoint
        continue
      }

      // valid surrogate pair
      codePoint = (leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00) + 0x10000
    } else if (leadSurrogate) {
      // valid bmp char, but last char was a lead
      if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD)
    }

    leadSurrogate = null

    // encode utf8
    if (codePoint < 0x80) {
      if ((units -= 1) < 0) break
      bytes.push(codePoint)
    } else if (codePoint < 0x800) {
      if ((units -= 2) < 0) break
      bytes.push(
        codePoint >> 0x6 | 0xC0,
        codePoint & 0x3F | 0x80
      )
    } else if (codePoint < 0x10000) {
      if ((units -= 3) < 0) break
      bytes.push(
        codePoint >> 0xC | 0xE0,
        codePoint >> 0x6 & 0x3F | 0x80,
        codePoint & 0x3F | 0x80
      )
    } else if (codePoint < 0x110000) {
      if ((units -= 4) < 0) break
      bytes.push(
        codePoint >> 0x12 | 0xF0,
        codePoint >> 0xC & 0x3F | 0x80,
        codePoint >> 0x6 & 0x3F | 0x80,
        codePoint & 0x3F | 0x80
      )
    } else {
      throw new Error('Invalid code point')
    }
  }

  return bytes
}

function asciiToBytes (str) {
  var byteArray = []
  for (var i = 0; i < str.length; ++i) {
    // Node's code seems to be doing this and not & 0x7F..
    byteArray.push(str.charCodeAt(i) & 0xFF)
  }
  return byteArray
}

function utf16leToBytes (str, units) {
  var c, hi, lo
  var byteArray = []
  for (var i = 0; i < str.length; ++i) {
    if ((units -= 2) < 0) break

    c = str.charCodeAt(i)
    hi = c >> 8
    lo = c % 256
    byteArray.push(lo)
    byteArray.push(hi)
  }

  return byteArray
}

function base64ToBytes (str) {
  return base64.toByteArray(base64clean(str))
}

function blitBuffer (src, dst, offset, length) {
  for (var i = 0; i < length; ++i) {
    if ((i + offset >= dst.length) || (i >= src.length)) break
    dst[i + offset] = src[i]
  }
  return i
}

function isnan (val) {
  return val !== val // eslint-disable-line no-self-compare
}

}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{"base64-js":5,"ieee754":6,"isarray":7}],5:[function(_dereq_,module,exports){
'use strict'

exports.byteLength = byteLength
exports.toByteArray = toByteArray
exports.fromByteArray = fromByteArray

var lookup = []
var revLookup = []
var Arr = typeof Uint8Array !== 'undefined' ? Uint8Array : Array

var code = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
for (var i = 0, len = code.length; i < len; ++i) {
  lookup[i] = code[i]
  revLookup[code.charCodeAt(i)] = i
}

revLookup['-'.charCodeAt(0)] = 62
revLookup['_'.charCodeAt(0)] = 63

function placeHoldersCount (b64) {
  var len = b64.length
  if (len % 4 > 0) {
    throw new Error('Invalid string. Length must be a multiple of 4')
  }

  // the number of equal signs (place holders)
  // if there are two placeholders, than the two characters before it
  // represent one byte
  // if there is only one, then the three characters before it represent 2 bytes
  // this is just a cheap hack to not do indexOf twice
  return b64[len - 2] === '=' ? 2 : b64[len - 1] === '=' ? 1 : 0
}

function byteLength (b64) {
  // base64 is 4/3 + up to two characters of the original data
  return b64.length * 3 / 4 - placeHoldersCount(b64)
}

function toByteArray (b64) {
  var i, j, l, tmp, placeHolders, arr
  var len = b64.length
  placeHolders = placeHoldersCount(b64)

  arr = new Arr(len * 3 / 4 - placeHolders)

  // if there are placeholders, only get up to the last complete 4 chars
  l = placeHolders > 0 ? len - 4 : len

  var L = 0

  for (i = 0, j = 0; i < l; i += 4, j += 3) {
    tmp = (revLookup[b64.charCodeAt(i)] << 18) | (revLookup[b64.charCodeAt(i + 1)] << 12) | (revLookup[b64.charCodeAt(i + 2)] << 6) | revLookup[b64.charCodeAt(i + 3)]
    arr[L++] = (tmp >> 16) & 0xFF
    arr[L++] = (tmp >> 8) & 0xFF
    arr[L++] = tmp & 0xFF
  }

  if (placeHolders === 2) {
    tmp = (revLookup[b64.charCodeAt(i)] << 2) | (revLookup[b64.charCodeAt(i + 1)] >> 4)
    arr[L++] = tmp & 0xFF
  } else if (placeHolders === 1) {
    tmp = (revLookup[b64.charCodeAt(i)] << 10) | (revLookup[b64.charCodeAt(i + 1)] << 4) | (revLookup[b64.charCodeAt(i + 2)] >> 2)
    arr[L++] = (tmp >> 8) & 0xFF
    arr[L++] = tmp & 0xFF
  }

  return arr
}

function tripletToBase64 (num) {
  return lookup[num >> 18 & 0x3F] + lookup[num >> 12 & 0x3F] + lookup[num >> 6 & 0x3F] + lookup[num & 0x3F]
}

function encodeChunk (uint8, start, end) {
  var tmp
  var output = []
  for (var i = start; i < end; i += 3) {
    tmp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])
    output.push(tripletToBase64(tmp))
  }
  return output.join('')
}

function fromByteArray (uint8) {
  var tmp
  var len = uint8.length
  var extraBytes = len % 3 // if we have 1 byte left, pad 2 bytes
  var output = ''
  var parts = []
  var maxChunkLength = 16383 // must be multiple of 3

  // go through the array every three bytes, we'll deal with trailing stuff later
  for (var i = 0, len2 = len - extraBytes; i < len2; i += maxChunkLength) {
    parts.push(encodeChunk(uint8, i, (i + maxChunkLength) > len2 ? len2 : (i + maxChunkLength)))
  }

  // pad the end with zeros, but make sure to not forget the extra bytes
  if (extraBytes === 1) {
    tmp = uint8[len - 1]
    output += lookup[tmp >> 2]
    output += lookup[(tmp << 4) & 0x3F]
    output += '=='
  } else if (extraBytes === 2) {
    tmp = (uint8[len - 2] << 8) + (uint8[len - 1])
    output += lookup[tmp >> 10]
    output += lookup[(tmp >> 4) & 0x3F]
    output += lookup[(tmp << 2) & 0x3F]
    output += '='
  }

  parts.push(output)

  return parts.join('')
}

},{}],6:[function(_dereq_,module,exports){
exports.read = function (buffer, offset, isLE, mLen, nBytes) {
  var e, m
  var eLen = nBytes * 8 - mLen - 1
  var eMax = (1 << eLen) - 1
  var eBias = eMax >> 1
  var nBits = -7
  var i = isLE ? (nBytes - 1) : 0
  var d = isLE ? -1 : 1
  var s = buffer[offset + i]

  i += d

  e = s & ((1 << (-nBits)) - 1)
  s >>= (-nBits)
  nBits += eLen
  for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8) {}

  m = e & ((1 << (-nBits)) - 1)
  e >>= (-nBits)
  nBits += mLen
  for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8) {}

  if (e === 0) {
    e = 1 - eBias
  } else if (e === eMax) {
    return m ? NaN : ((s ? -1 : 1) * Infinity)
  } else {
    m = m + Math.pow(2, mLen)
    e = e - eBias
  }
  return (s ? -1 : 1) * m * Math.pow(2, e - mLen)
}

exports.write = function (buffer, value, offset, isLE, mLen, nBytes) {
  var e, m, c
  var eLen = nBytes * 8 - mLen - 1
  var eMax = (1 << eLen) - 1
  var eBias = eMax >> 1
  var rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0)
  var i = isLE ? 0 : (nBytes - 1)
  var d = isLE ? 1 : -1
  var s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0

  value = Math.abs(value)

  if (isNaN(value) || value === Infinity) {
    m = isNaN(value) ? 1 : 0
    e = eMax
  } else {
    e = Math.floor(Math.log(value) / Math.LN2)
    if (value * (c = Math.pow(2, -e)) < 1) {
      e--
      c *= 2
    }
    if (e + eBias >= 1) {
      value += rt / c
    } else {
      value += rt * Math.pow(2, 1 - eBias)
    }
    if (value * c >= 2) {
      e++
      c /= 2
    }

    if (e + eBias >= eMax) {
      m = 0
      e = eMax
    } else if (e + eBias >= 1) {
      m = (value * c - 1) * Math.pow(2, mLen)
      e = e + eBias
    } else {
      m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen)
      e = 0
    }
  }

  for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8) {}

  e = (e << mLen) | m
  eLen += mLen
  for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8) {}

  buffer[offset + i - d] |= s * 128
}

},{}],7:[function(_dereq_,module,exports){
var toString = {}.toString;

module.exports = Array.isArray || function (arr) {
  return toString.call(arr) == '[object Array]';
};

},{}],8:[function(_dereq_,module,exports){
(function (process){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

// resolves . and .. elements in a path array with directory names there
// must be no slashes, empty elements, or device names (c:\) in the array
// (so also no leading and trailing slashes - it does not distinguish
// relative and absolute paths)
function normalizeArray(parts, allowAboveRoot) {
  // if the path tries to go above the root, `up` ends up > 0
  var up = 0;
  for (var i = parts.length - 1; i >= 0; i--) {
    var last = parts[i];
    if (last === '.') {
      parts.splice(i, 1);
    } else if (last === '..') {
      parts.splice(i, 1);
      up++;
    } else if (up) {
      parts.splice(i, 1);
      up--;
    }
  }

  // if the path is allowed to go above the root, restore leading ..s
  if (allowAboveRoot) {
    for (; up--; up) {
      parts.unshift('..');
    }
  }

  return parts;
}

// Split a filename into [root, dir, basename, ext], unix version
// 'root' is just a slash, or nothing.
var splitPathRe =
    /^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]*|))(?:[\/]*)$/;
var splitPath = function(filename) {
  return splitPathRe.exec(filename).slice(1);
};

// path.resolve([from ...], to)
// posix version
exports.resolve = function() {
  var resolvedPath = '',
      resolvedAbsolute = false;

  for (var i = arguments.length - 1; i >= -1 && !resolvedAbsolute; i--) {
    var path = (i >= 0) ? arguments[i] : process.cwd();

    // Skip empty and invalid entries
    if (typeof path !== 'string') {
      throw new TypeError('Arguments to path.resolve must be strings');
    } else if (!path) {
      continue;
    }

    resolvedPath = path + '/' + resolvedPath;
    resolvedAbsolute = path.charAt(0) === '/';
  }

  // At this point the path should be resolved to a full absolute path, but
  // handle relative paths to be safe (might happen when process.cwd() fails)

  // Normalize the path
  resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function(p) {
    return !!p;
  }), !resolvedAbsolute).join('/');

  return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.';
};

// path.normalize(path)
// posix version
exports.normalize = function(path) {
  var isAbsolute = exports.isAbsolute(path),
      trailingSlash = substr(path, -1) === '/';

  // Normalize the path
  path = normalizeArray(filter(path.split('/'), function(p) {
    return !!p;
  }), !isAbsolute).join('/');

  if (!path && !isAbsolute) {
    path = '.';
  }
  if (path && trailingSlash) {
    path += '/';
  }

  return (isAbsolute ? '/' : '') + path;
};

// posix version
exports.isAbsolute = function(path) {
  return path.charAt(0) === '/';
};

// posix version
exports.join = function() {
  var paths = Array.prototype.slice.call(arguments, 0);
  return exports.normalize(filter(paths, function(p, index) {
    if (typeof p !== 'string') {
      throw new TypeError('Arguments to path.join must be strings');
    }
    return p;
  }).join('/'));
};


// path.relative(from, to)
// posix version
exports.relative = function(from, to) {
  from = exports.resolve(from).substr(1);
  to = exports.resolve(to).substr(1);

  function trim(arr) {
    var start = 0;
    for (; start < arr.length; start++) {
      if (arr[start] !== '') break;
    }

    var end = arr.length - 1;
    for (; end >= 0; end--) {
      if (arr[end] !== '') break;
    }

    if (start > end) return [];
    return arr.slice(start, end - start + 1);
  }

  var fromParts = trim(from.split('/'));
  var toParts = trim(to.split('/'));

  var length = Math.min(fromParts.length, toParts.length);
  var samePartsLength = length;
  for (var i = 0; i < length; i++) {
    if (fromParts[i] !== toParts[i]) {
      samePartsLength = i;
      break;
    }
  }

  var outputParts = [];
  for (var i = samePartsLength; i < fromParts.length; i++) {
    outputParts.push('..');
  }

  outputParts = outputParts.concat(toParts.slice(samePartsLength));

  return outputParts.join('/');
};

exports.sep = '/';
exports.delimiter = ':';

exports.dirname = function(path) {
  var result = splitPath(path),
      root = result[0],
      dir = result[1];

  if (!root && !dir) {
    // No dirname whatsoever
    return '.';
  }

  if (dir) {
    // It has a dirname, strip trailing slash
    dir = dir.substr(0, dir.length - 1);
  }

  return root + dir;
};


exports.basename = function(path, ext) {
  var f = splitPath(path)[2];
  // TODO: make this comparison case-insensitive on windows?
  if (ext && f.substr(-1 * ext.length) === ext) {
    f = f.substr(0, f.length - ext.length);
  }
  return f;
};


exports.extname = function(path) {
  return splitPath(path)[3];
};

function filter (xs, f) {
    if (xs.filter) return xs.filter(f);
    var res = [];
    for (var i = 0; i < xs.length; i++) {
        if (f(xs[i], i, xs)) res.push(xs[i]);
    }
    return res;
}

// String.prototype.substr - negative index don't work in IE8
var substr = 'ab'.substr(-1) === 'b'
    ? function (str, start, len) { return str.substr(start, len) }
    : function (str, start, len) {
        if (start < 0) start = str.length + start;
        return str.substr(start, len);
    }
;

}).call(this,_dereq_('_process'))

},{"_process":9}],9:[function(_dereq_,module,exports){
// shim for using process in browser
var process = module.exports = {};

// cached from whatever global is present so that test runners that stub it
// don't break things.  But we need to wrap it in a try catch in case it is
// wrapped in strict mode code which doesn't define any globals.  It's inside a
// function because try/catches deoptimize in certain engines.

var cachedSetTimeout;
var cachedClearTimeout;

function defaultSetTimout() {
    throw new Error('setTimeout has not been defined');
}
function defaultClearTimeout () {
    throw new Error('clearTimeout has not been defined');
}
(function () {
    try {
        if (typeof setTimeout === 'function') {
            cachedSetTimeout = setTimeout;
        } else {
            cachedSetTimeout = defaultSetTimout;
        }
    } catch (e) {
        cachedSetTimeout = defaultSetTimout;
    }
    try {
        if (typeof clearTimeout === 'function') {
            cachedClearTimeout = clearTimeout;
        } else {
            cachedClearTimeout = defaultClearTimeout;
        }
    } catch (e) {
        cachedClearTimeout = defaultClearTimeout;
    }
} ())
function runTimeout(fun) {
    if (cachedSetTimeout === setTimeout) {
        //normal enviroments in sane situations
        return setTimeout(fun, 0);
    }
    // if setTimeout wasn't available but was latter defined
    if ((cachedSetTimeout === defaultSetTimout || !cachedSetTimeout) && setTimeout) {
        cachedSetTimeout = setTimeout;
        return setTimeout(fun, 0);
    }
    try {
        // when when somebody has screwed with setTimeout but no I.E. maddness
        return cachedSetTimeout(fun, 0);
    } catch(e){
        try {
            // When we are in I.E. but the script has been evaled so I.E. doesn't trust the global object when called normally
            return cachedSetTimeout.call(null, fun, 0);
        } catch(e){
            // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error
            return cachedSetTimeout.call(this, fun, 0);
        }
    }


}
function runClearTimeout(marker) {
    if (cachedClearTimeout === clearTimeout) {
        //normal enviroments in sane situations
        return clearTimeout(marker);
    }
    // if clearTimeout wasn't available but was latter defined
    if ((cachedClearTimeout === defaultClearTimeout || !cachedClearTimeout) && clearTimeout) {
        cachedClearTimeout = clearTimeout;
        return clearTimeout(marker);
    }
    try {
        // when when somebody has screwed with setTimeout but no I.E. maddness
        return cachedClearTimeout(marker);
    } catch (e){
        try {
            // When we are in I.E. but the script has been evaled so I.E. doesn't  trust the global object when called normally
            return cachedClearTimeout.call(null, marker);
        } catch (e){
            // same as above but when it's a version of I.E. that must have the global object for 'this', hopfully our context correct otherwise it will throw a global error.
            // Some versions of I.E. have different rules for clearTimeout vs setTimeout
            return cachedClearTimeout.call(this, marker);
        }
    }



}
var queue = [];
var draining = false;
var currentQueue;
var queueIndex = -1;

function cleanUpNextTick() {
    if (!draining || !currentQueue) {
        return;
    }
    draining = false;
    if (currentQueue.length) {
        queue = currentQueue.concat(queue);
    } else {
        queueIndex = -1;
    }
    if (queue.length) {
        drainQueue();
    }
}

function drainQueue() {
    if (draining) {
        return;
    }
    var timeout = runTimeout(cleanUpNextTick);
    draining = true;

    var len = queue.length;
    while(len) {
        currentQueue = queue;
        queue = [];
        while (++queueIndex < len) {
            if (currentQueue) {
                currentQueue[queueIndex].run();
            }
        }
        queueIndex = -1;
        len = queue.length;
    }
    currentQueue = null;
    draining = false;
    runClearTimeout(timeout);
}

process.nextTick = function (fun) {
    var args = new Array(arguments.length - 1);
    if (arguments.length > 1) {
        for (var i = 1; i < arguments.length; i++) {
            args[i - 1] = arguments[i];
        }
    }
    queue.push(new Item(fun, args));
    if (queue.length === 1 && !draining) {
        runTimeout(drainQueue);
    }
};

// v8 likes predictible objects
function Item(fun, array) {
    this.fun = fun;
    this.array = array;
}
Item.prototype.run = function () {
    this.fun.apply(null, this.array);
};
process.title = 'browser';
process.browser = true;
process.env = {};
process.argv = [];
process.version = ''; // empty string to avoid regexp issues
process.versions = {};

function noop() {}

process.on = noop;
process.addListener = noop;
process.once = noop;
process.off = noop;
process.removeListener = noop;
process.removeAllListeners = noop;
process.emit = noop;

process.binding = function (name) {
    throw new Error('process.binding is not supported');
};

process.cwd = function () { return '/' };
process.chdir = function (dir) {
    throw new Error('process.chdir is not supported');
};
process.umask = function() { return 0; };

},{}],10:[function(_dereq_,module,exports){
var Buffer = _dereq_('buffer').Buffer; // for use with browserify

module.exports = function (a, b) {
    if (!Buffer.isBuffer(a)) return undefined;
    if (!Buffer.isBuffer(b)) return undefined;
    if (typeof a.equals === 'function') return a.equals(b);
    if (a.length !== b.length) return false;

    for (var i = 0; i < a.length; i++) {
        if (a[i] !== b[i]) return false;
    }

    return true;
};

},{"buffer":4}],11:[function(_dereq_,module,exports){
(function (process){

/**
 * This is the web browser implementation of `debug()`.
 *
 * Expose `debug()` as the module.
 */

exports = module.exports = _dereq_('./debug');
exports.log = log;
exports.formatArgs = formatArgs;
exports.save = save;
exports.load = load;
exports.useColors = useColors;
exports.storage = 'undefined' != typeof chrome
               && 'undefined' != typeof chrome.storage
                  ? chrome.storage.local
                  : localstorage();

/**
 * Colors.
 */

exports.colors = [
  'lightseagreen',
  'forestgreen',
  'goldenrod',
  'dodgerblue',
  'darkorchid',
  'crimson'
];

/**
 * Currently only WebKit-based Web Inspectors, Firefox >= v31,
 * and the Firebug extension (any Firefox version) are known
 * to support "%c" CSS customizations.
 *
 * TODO: add a `localStorage` variable to explicitly enable/disable colors
 */

function useColors() {
  // is webkit? http://stackoverflow.com/a/16459606/376773
  // document is undefined in react-native: https://github.com/facebook/react-native/pull/1632
  return (typeof document !== 'undefined' && 'WebkitAppearance' in document.documentElement.style) ||
    // is firebug? http://stackoverflow.com/a/398120/376773
    (window.console && (console.firebug || (console.exception && console.table))) ||
    // is firefox >= v31?
    // https://developer.mozilla.org/en-US/docs/Tools/Web_Console#Styling_messages
    (navigator.userAgent.toLowerCase().match(/firefox\/(\d+)/) && parseInt(RegExp.$1, 10) >= 31);
}

/**
 * Map %j to `JSON.stringify()`, since no Web Inspectors do that by default.
 */

exports.formatters.j = function(v) {
  try {
    return JSON.stringify(v);
  } catch (err) {
    return '[UnexpectedJSONParseError]: ' + err.message;
  }
};


/**
 * Colorize log arguments if enabled.
 *
 * @api public
 */

function formatArgs() {
  var args = arguments;
  var useColors = this.useColors;

  args[0] = (useColors ? '%c' : '')
    + this.namespace
    + (useColors ? ' %c' : ' ')
    + args[0]
    + (useColors ? '%c ' : ' ')
    + '+' + exports.humanize(this.diff);

  if (!useColors) return args;

  var c = 'color: ' + this.color;
  args = [args[0], c, 'color: inherit'].concat(Array.prototype.slice.call(args, 1));

  // the final "%c" is somewhat tricky, because there could be other
  // arguments passed either before or after the %c, so we need to
  // figure out the correct index to insert the CSS into
  var index = 0;
  var lastC = 0;
  args[0].replace(/%[a-z%]/g, function(match) {
    if ('%%' === match) return;
    index++;
    if ('%c' === match) {
      // we only are interested in the *last* %c
      // (the user may have provided their own)
      lastC = index;
    }
  });

  args.splice(lastC, 0, c);
  return args;
}

/**
 * Invokes `console.log()` when available.
 * No-op when `console.log` is not a "function".
 *
 * @api public
 */

function log() {
  // this hackery is required for IE8/9, where
  // the `console.log` function doesn't have 'apply'
  return 'object' === typeof console
    && console.log
    && Function.prototype.apply.call(console.log, console, arguments);
}

/**
 * Save `namespaces`.
 *
 * @param {String} namespaces
 * @api private
 */

function save(namespaces) {
  try {
    if (null == namespaces) {
      exports.storage.removeItem('debug');
    } else {
      exports.storage.debug = namespaces;
    }
  } catch(e) {}
}

/**
 * Load `namespaces`.
 *
 * @return {String} returns the previously persisted debug modes
 * @api private
 */

function load() {
  var r;
  try {
    return exports.storage.debug;
  } catch(e) {}

  // If debug isn't set in LS, and we're in Electron, try to load $DEBUG
  if (typeof process !== 'undefined' && 'env' in process) {
    return process.env.DEBUG;
  }
}

/**
 * Enable namespaces listed in `localStorage.debug` initially.
 */

exports.enable(load());

/**
 * Localstorage attempts to return the localstorage.
 *
 * This is necessary because safari throws
 * when a user disables cookies/localstorage
 * and you attempt to access it.
 *
 * @return {LocalStorage}
 * @api private
 */

function localstorage(){
  try {
    return window.localStorage;
  } catch (e) {}
}

}).call(this,_dereq_('_process'))

},{"./debug":12,"_process":9}],12:[function(_dereq_,module,exports){

/**
 * This is the common logic for both the Node.js and web browser
 * implementations of `debug()`.
 *
 * Expose `debug()` as the module.
 */

exports = module.exports = debug.debug = debug;
exports.coerce = coerce;
exports.disable = disable;
exports.enable = enable;
exports.enabled = enabled;
exports.humanize = _dereq_('ms');

/**
 * The currently active debug mode names, and names to skip.
 */

exports.names = [];
exports.skips = [];

/**
 * Map of special "%n" handling functions, for the debug "format" argument.
 *
 * Valid key names are a single, lowercased letter, i.e. "n".
 */

exports.formatters = {};

/**
 * Previously assigned color.
 */

var prevColor = 0;

/**
 * Previous log timestamp.
 */

var prevTime;

/**
 * Select a color.
 *
 * @return {Number}
 * @api private
 */

function selectColor() {
  return exports.colors[prevColor++ % exports.colors.length];
}

/**
 * Create a debugger with the given `namespace`.
 *
 * @param {String} namespace
 * @return {Function}
 * @api public
 */

function debug(namespace) {

  // define the `disabled` version
  function disabled() {
  }
  disabled.enabled = false;

  // define the `enabled` version
  function enabled() {

    var self = enabled;

    // set `diff` timestamp
    var curr = +new Date();
    var ms = curr - (prevTime || curr);
    self.diff = ms;
    self.prev = prevTime;
    self.curr = curr;
    prevTime = curr;

    // add the `color` if not set
    if (null == self.useColors) self.useColors = exports.useColors();
    if (null == self.color && self.useColors) self.color = selectColor();

    var args = new Array(arguments.length);
    for (var i = 0; i < args.length; i++) {
      args[i] = arguments[i];
    }

    args[0] = exports.coerce(args[0]);

    if ('string' !== typeof args[0]) {
      // anything else let's inspect with %o
      args = ['%o'].concat(args);
    }

    // apply any `formatters` transformations
    var index = 0;
    args[0] = args[0].replace(/%([a-z%])/g, function(match, format) {
      // if we encounter an escaped % then don't increase the array index
      if (match === '%%') return match;
      index++;
      var formatter = exports.formatters[format];
      if ('function' === typeof formatter) {
        var val = args[index];
        match = formatter.call(self, val);

        // now we need to remove `args[index]` since it's inlined in the `format`
        args.splice(index, 1);
        index--;
      }
      return match;
    });

    // apply env-specific formatting
    args = exports.formatArgs.apply(self, args);

    var logFn = enabled.log || exports.log || console.log.bind(console);
    logFn.apply(self, args);
  }
  enabled.enabled = true;

  var fn = exports.enabled(namespace) ? enabled : disabled;

  fn.namespace = namespace;

  return fn;
}

/**
 * Enables a debug mode by namespaces. This can include modes
 * separated by a colon and wildcards.
 *
 * @param {String} namespaces
 * @api public
 */

function enable(namespaces) {
  exports.save(namespaces);

  var split = (namespaces || '').split(/[\s,]+/);
  var len = split.length;

  for (var i = 0; i < len; i++) {
    if (!split[i]) continue; // ignore empty strings
    namespaces = split[i].replace(/[\\^$+?.()|[\]{}]/g, '\\$&').replace(/\*/g, '.*?');
    if (namespaces[0] === '-') {
      exports.skips.push(new RegExp('^' + namespaces.substr(1) + '$'));
    } else {
      exports.names.push(new RegExp('^' + namespaces + '$'));
    }
  }
}

/**
 * Disable debug output.
 *
 * @api public
 */

function disable() {
  exports.enable('');
}

/**
 * Returns true if the given mode name is enabled, false otherwise.
 *
 * @param {String} name
 * @return {Boolean}
 * @api public
 */

function enabled(name) {
  var i, len;
  for (i = 0, len = exports.skips.length; i < len; i++) {
    if (exports.skips[i].test(name)) {
      return false;
    }
  }
  for (i = 0, len = exports.names.length; i < len; i++) {
    if (exports.names[i].test(name)) {
      return true;
    }
  }
  return false;
}

/**
 * Coerce `val`.
 *
 * @param {Mixed} val
 * @return {Mixed}
 * @api private
 */

function coerce(val) {
  if (val instanceof Error) return val.stack || val.message;
  return val;
}

},{"ms":13}],13:[function(_dereq_,module,exports){
/**
 * Helpers.
 */

var s = 1000
var m = s * 60
var h = m * 60
var d = h * 24
var y = d * 365.25

/**
 * Parse or format the given `val`.
 *
 * Options:
 *
 *  - `long` verbose formatting [false]
 *
 * @param {String|Number} val
 * @param {Object} options
 * @throws {Error} throw an error if val is not a non-empty string or a number
 * @return {String|Number}
 * @api public
 */

module.exports = function (val, options) {
  options = options || {}
  var type = typeof val
  if (type === 'string' && val.length > 0) {
    return parse(val)
  } else if (type === 'number' && isNaN(val) === false) {
    return options.long ?
			fmtLong(val) :
			fmtShort(val)
  }
  throw new Error('val is not a non-empty string or a valid number. val=' + JSON.stringify(val))
}

/**
 * Parse the given `str` and return milliseconds.
 *
 * @param {String} str
 * @return {Number}
 * @api private
 */

function parse(str) {
  str = String(str)
  if (str.length > 10000) {
    return
  }
  var match = /^((?:\d+)?\.?\d+) *(milliseconds?|msecs?|ms|seconds?|secs?|s|minutes?|mins?|m|hours?|hrs?|h|days?|d|years?|yrs?|y)?$/i.exec(str)
  if (!match) {
    return
  }
  var n = parseFloat(match[1])
  var type = (match[2] || 'ms').toLowerCase()
  switch (type) {
    case 'years':
    case 'year':
    case 'yrs':
    case 'yr':
    case 'y':
      return n * y
    case 'days':
    case 'day':
    case 'd':
      return n * d
    case 'hours':
    case 'hour':
    case 'hrs':
    case 'hr':
    case 'h':
      return n * h
    case 'minutes':
    case 'minute':
    case 'mins':
    case 'min':
    case 'm':
      return n * m
    case 'seconds':
    case 'second':
    case 'secs':
    case 'sec':
    case 's':
      return n * s
    case 'milliseconds':
    case 'millisecond':
    case 'msecs':
    case 'msec':
    case 'ms':
      return n
    default:
      return undefined
  }
}

/**
 * Short format for `ms`.
 *
 * @param {Number} ms
 * @return {String}
 * @api private
 */

function fmtShort(ms) {
  if (ms >= d) {
    return Math.round(ms / d) + 'd'
  }
  if (ms >= h) {
    return Math.round(ms / h) + 'h'
  }
  if (ms >= m) {
    return Math.round(ms / m) + 'm'
  }
  if (ms >= s) {
    return Math.round(ms / s) + 's'
  }
  return ms + 'ms'
}

/**
 * Long format for `ms`.
 *
 * @param {Number} ms
 * @return {String}
 * @api private
 */

function fmtLong(ms) {
  return plural(ms, d, 'day') ||
    plural(ms, h, 'hour') ||
    plural(ms, m, 'minute') ||
    plural(ms, s, 'second') ||
    ms + ' ms'
}

/**
 * Pluralization helper.
 */

function plural(ms, n, name) {
  if (ms < n) {
    return
  }
  if (ms < n * 1.5) {
    return Math.floor(ms / n) + ' ' + name
  }
  return Math.ceil(ms / n) + ' ' + name + 's'
}

},{}],14:[function(_dereq_,module,exports){
'use strict';
var isObj = _dereq_('is-obj');
var hasOwnProperty = Object.prototype.hasOwnProperty;
var propIsEnumerable = Object.prototype.propertyIsEnumerable;

function toObject(val) {
	if (val === null || val === undefined) {
		throw new TypeError('Sources cannot be null or undefined');
	}

	return Object(val);
}

function assignKey(to, from, key) {
	var val = from[key];

	if (val === undefined || val === null) {
		return;
	}

	if (hasOwnProperty.call(to, key)) {
		if (to[key] === undefined || to[key] === null) {
			throw new TypeError('Cannot convert undefined or null to object (' + key + ')');
		}
	}

	if (!hasOwnProperty.call(to, key) || !isObj(val)) {
		to[key] = val;
	} else {
		to[key] = assign(Object(to[key]), from[key]);
	}
}

function assign(to, from) {
	if (to === from) {
		return to;
	}

	from = Object(from);

	for (var key in from) {
		if (hasOwnProperty.call(from, key)) {
			assignKey(to, from, key);
		}
	}

	if (Object.getOwnPropertySymbols) {
		var symbols = Object.getOwnPropertySymbols(from);

		for (var i = 0; i < symbols.length; i++) {
			if (propIsEnumerable.call(from, symbols[i])) {
				assignKey(to, from, symbols[i]);
			}
		}
	}

	return to;
}

module.exports = function deepAssign(target) {
	target = toObject(target);

	for (var s = 1; s < arguments.length; s++) {
		assign(target, arguments[s]);
	}

	return target;
};

},{"is-obj":15}],15:[function(_dereq_,module,exports){
'use strict';
module.exports = function (x) {
	var type = typeof x;
	return x !== null && (type === 'object' || type === 'function');
};

},{}],16:[function(_dereq_,module,exports){
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t=e.currentTarget,n=t[s],r=e.propertyName,i;n.hasOwnProperty(r)&&(n=n[r],i=new CustomEvent(h,{bubbles:!0}),i.attrName=n.name,i.prevValue=n.value||null,i.newValue=n.value=t[r]||null,i.prevValue==null?i[f]=i.attrChange=0:i[l]=i.attrChange=1,t.dispatchEvent(i))};t.value=function(e,t,u){e===h&&this.attributeChangedCallback&&this.setAttribute!==i&&(this[s]={className:{name:"class",value:this.className}},this.setAttribute=i,this.removeAttribute=r,n.call(this,"propertychange",o)),n.call(this,e,t,u)},k(B,"addEventListener",t)}()):H||(S.addEventListener(h,V),S.setAttribute(s,1),S.removeAttribute(s),Q&&(Z=function(e){var t=this,n,r,i;if(t===e.target){n=t[s],t[s]=r=tt(t);for(i in r){if(!(i in n))return et(0,t,i,n[i],r[i],f);if(r[i]!==n[i])return et(1,t,i,n[i],r[i],l)}for(i in n)if(!(i in r))return et(2,t,i,n[i],r[i],c)}},et=function(e,t,n,r,i,s){var o={attrChange:e,currentTarget:t,attrName:n,prevValue:r,newValue:i};o[s]=e,lt(o)},tt=function(e){for(var t,n,r={},i=e.attributes,s=0,o=i.length;s<o;s++)t=i[s],n=t.name,n!=="setAttribute"&&(r[n]=t.value);return r})),n[i]=function(t,r){c=t.toUpperCase(),K||(K=!0,H?(nt=function(e,t){function n(e,t){for(var n=0,r=e.length;n<r;t(e[n++]));}return new H(function(r){for(var i,s,o,u=0,a=r.length;u<a;u++)i=r[u],i.type==="childList"?(n(i.addedNodes,e),n(i.removedNodes,t)):(s=i.target,Y&&s.attributeChangedCallback&&i.attributeName!=="style"&&(o=R.call(s,i.attributeName),o!==i.oldValue&&s.attributeChangedCallback(i.attributeName,i.oldValue,o)))})}(ut(o),ut(u)),nt.observe(n,{childList:!0,subtree:!0})):($=[],J(function d(){while($.length)$.shift().call(null,$.shift());J(d)}),n.addEventListener("DOMNodeInserted",ct(o)),n.addEventListener("DOMNodeRemoved",ct(u))),n.addEventListener(p,ht),n.addEventListener("readystatechange",ht),n.createElement=function(e,t){var r=W.apply(n,arguments),i=""+e,s=x.call(b,(t?m:v)+(t||i).toUpperCase()),o=-1<s;return t&&(r.setAttribute("is",t=t.toLowerCase()),o&&(o=ft(i.toUpperCase(),t))),Y=!n.createElement.innerHTMLHelper,o&&it(r,w[s]),r},B.cloneNode=function(e){var t=q.call(this,!!e),n=at(t);return-1<n&&it(t,w[n]),e&&ot(t.querySelectorAll(E)),t}),-2<x.call(b,m+c)+x.call(b,v+c)&&mt(t);if(!g.test(c)||-1<x.call(y,c))throw new Error("The type "+t+" is invalid");var i=function(){return f?n.createElement(l,c):n.createElement(l)},s=r||T,f=N.call(s,a),l=f?r[a].toUpperCase():c,c,h;return f&&-1<x.call(b,v+l)&&mt(l),h=b.push((f?m:v)+c)-1,E=E.concat(E.length?",":"",f?l+'[is="'+t.toLowerCase()+'"]':l),i.prototype=w[h]=N.call(s,"prototype")?s.prototype:D(B),st(n.querySelectorAll(E),o),i}})(window,document,Object,"registerElement");
},{}],17:[function(_dereq_,module,exports){
module.exports = function(dtype) {
  switch (dtype) {
    case 'int8':
      return Int8Array
    case 'int16':
      return Int16Array
    case 'int32':
      return Int32Array
    case 'uint8':
      return Uint8Array
    case 'uint16':
      return Uint16Array
    case 'uint32':
      return Uint32Array
    case 'float32':
      return Float32Array
    case 'float64':
      return Float64Array
    case 'array':
      return Array
    case 'uint8_clamped':
      return Uint8ClampedArray
  }
}

},{}],18:[function(_dereq_,module,exports){
/*eslint new-cap:0*/
var dtype = _dereq_('dtype')
module.exports = flattenVertexData
function flattenVertexData (data, output, offset) {
  if (!data) throw new TypeError('must specify data as first parameter')
  offset = +(offset || 0) | 0

  if (Array.isArray(data) && Array.isArray(data[0])) {
    var dim = data[0].length
    var length = data.length * dim

    // no output specified, create a new typed array
    if (!output || typeof output === 'string') {
      output = new (dtype(output || 'float32'))(length + offset)
    }

    var dstLength = output.length - offset
    if (length !== dstLength) {
      throw new Error('source length ' + length + ' (' + dim + 'x' + data.length + ')' +
        ' does not match destination length ' + dstLength)
    }

    for (var i = 0, k = offset; i < data.length; i++) {
      for (var j = 0; j < dim; j++) {
        output[k++] = data[i][j]
      }
    }
  } else {
    if (!output || typeof output === 'string') {
      // no output, create a new one
      var Ctor = dtype(output || 'float32')
      if (offset === 0) {
        output = new Ctor(data)
      } else {
        output = new Ctor(data.length + offset)
        output.set(data, offset)
      }
    } else {
      // store output in existing array
      output.set(data, offset)
    }
  }

  return output
}

},{"dtype":17}],19:[function(_dereq_,module,exports){
var isFunction = _dereq_('is-function')

module.exports = forEach

var toString = Object.prototype.toString
var hasOwnProperty = Object.prototype.hasOwnProperty

function forEach(list, iterator, context) {
    if (!isFunction(iterator)) {
        throw new TypeError('iterator must be a function')
    }

    if (arguments.length < 3) {
        context = this
    }

    if (toString.call(list) === '[object Array]')
        forEachArray(list, iterator, context)
    else if (typeof list === 'string')
        forEachString(list, iterator, context)
    else
        forEachObject(list, iterator, context)
}

function forEachArray(array, iterator, context) {
    for (var i = 0, len = array.length; i < len; i++) {
        if (hasOwnProperty.call(array, i)) {
            iterator.call(context, array[i], i, array)
        }
    }
}

function forEachString(string, iterator, context) {
    for (var i = 0, len = string.length; i < len; i++) {
        // no such thing as a sparse string.
        iterator.call(context, string.charAt(i), i, string)
    }
}

function forEachObject(object, iterator, context) {
    for (var k in object) {
        if (hasOwnProperty.call(object, k)) {
            iterator.call(context, object[k], k, object)
        }
    }
}

},{"is-function":24}],20:[function(_dereq_,module,exports){
(function (global){
if (typeof window !== "undefined") {
    module.exports = window;
} else if (typeof global !== "undefined") {
    module.exports = global;
} else if (typeof self !== "undefined"){
    module.exports = self;
} else {
    module.exports = {};
}

}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{}],21:[function(_dereq_,module,exports){
module.exports = function compile(property) {
	if (!property || typeof property !== 'string')
		throw new Error('must specify property for indexof search')

	return new Function('array', 'value', 'start', [
		'start = start || 0',
		'for (var i=start; i<array.length; i++)',
		'  if (array[i]["' + property +'"] === value)',
		'      return i',
		'return -1'
	].join('\n'))
}
},{}],22:[function(_dereq_,module,exports){
if (typeof Object.create === 'function') {
  // implementation from standard node.js 'util' module
  module.exports = function inherits(ctor, superCtor) {
    ctor.super_ = superCtor
    ctor.prototype = Object.create(superCtor.prototype, {
      constructor: {
        value: ctor,
        enumerable: false,
        writable: true,
        configurable: true
      }
    });
  };
} else {
  // old school shim for old browsers
  module.exports = function inherits(ctor, superCtor) {
    ctor.super_ = superCtor
    var TempCtor = function () {}
    TempCtor.prototype = superCtor.prototype
    ctor.prototype = new TempCtor()
    ctor.prototype.constructor = ctor
  }
}

},{}],23:[function(_dereq_,module,exports){
/*!
 * Determine if an object is a Buffer
 *
 * @author   Feross Aboukhadijeh <feross@feross.org> <http://feross.org>
 * @license  MIT
 */

// The _isBuffer check is for Safari 5-7 support, because it's missing
// Object.prototype.constructor. Remove this eventually
module.exports = function (obj) {
  return obj != null && (isBuffer(obj) || isSlowBuffer(obj) || !!obj._isBuffer)
}

function isBuffer (obj) {
  return !!obj.constructor && typeof obj.constructor.isBuffer === 'function' && obj.constructor.isBuffer(obj)
}

// For Node v0.10 support. Remove this eventually.
function isSlowBuffer (obj) {
  return typeof obj.readFloatLE === 'function' && typeof obj.slice === 'function' && isBuffer(obj.slice(0, 0))
}

},{}],24:[function(_dereq_,module,exports){
module.exports = isFunction

var toString = Object.prototype.toString

function isFunction (fn) {
  var string = toString.call(fn)
  return string === '[object Function]' ||
    (typeof fn === 'function' && string !== '[object RegExp]') ||
    (typeof window !== 'undefined' &&
     // IE8 and below
     (fn === window.setTimeout ||
      fn === window.alert ||
      fn === window.confirm ||
      fn === window.prompt))
};

},{}],25:[function(_dereq_,module,exports){
var wordWrap = _dereq_('word-wrapper')
var xtend = _dereq_('xtend')
var findChar = _dereq_('indexof-property')('id')
var number = _dereq_('as-number')

var X_HEIGHTS = ['x', 'e', 'a', 'o', 'n', 's', 'r', 'c', 'u', 'm', 'v', 'w', 'z']
var M_WIDTHS = ['m', 'w']
var CAP_HEIGHTS = ['H', 'I', 'N', 'E', 'F', 'K', 'L', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z']


var TAB_ID = '\t'.charCodeAt(0)
var SPACE_ID = ' '.charCodeAt(0)
var ALIGN_LEFT = 0,
    ALIGN_CENTER = 1,
    ALIGN_RIGHT = 2

module.exports = function createLayout(opt) {
  return new TextLayout(opt)
}

function TextLayout(opt) {
  this.glyphs = []
  this._measure = this.computeMetrics.bind(this)
  this.update(opt)
}

TextLayout.prototype.update = function(opt) {
  opt = xtend({
    measure: this._measure
  }, opt)
  this._opt = opt
  this._opt.tabSize = number(this._opt.tabSize, 4)

  if (!opt.font)
    throw new Error('must provide a valid bitmap font')

  var glyphs = this.glyphs
  var text = opt.text||''
  var font = opt.font
  this._setupSpaceGlyphs(font)

  var lines = wordWrap.lines(text, opt)
  var minWidth = opt.width || 0

  //clear glyphs
  glyphs.length = 0

  //get max line width
  var maxLineWidth = lines.reduce(function(prev, line) {
    return Math.max(prev, line.width, minWidth)
  }, 0)

  //the pen position
  var x = 0
  var y = 0
  var lineHeight = number(opt.lineHeight, font.common.lineHeight)
  var baseline = font.common.base
  var descender = lineHeight-baseline
  var letterSpacing = opt.letterSpacing || 0
  var height = lineHeight * lines.length - descender
  var align = getAlignType(this._opt.align)

  //draw text along baseline
  y -= height

  //the metrics for this text layout
  this._width = maxLineWidth
  this._height = height
  this._descender = lineHeight - baseline
  this._baseline = baseline
  this._xHeight = getXHeight(font)
  this._capHeight = getCapHeight(font)
  this._lineHeight = lineHeight
  this._ascender = lineHeight - descender - this._xHeight

  //layout each glyph
  var self = this
  lines.forEach(function(line, lineIndex) {
    var start = line.start
    var end = line.end
    var lineWidth = line.width
    var lastGlyph

    //for each glyph in that line...
    for (var i=start; i<end; i++) {
      var id = text.charCodeAt(i)
      var glyph = self.getGlyph(font, id)
      if (glyph) {
        if (lastGlyph)
          x += getKerning(font, lastGlyph.id, glyph.id)

        var tx = x
        if (align === ALIGN_CENTER)
          tx += (maxLineWidth-lineWidth)/2
        else if (align === ALIGN_RIGHT)
          tx += (maxLineWidth-lineWidth)

        glyphs.push({
          position: [tx, y],
          data: glyph,
          index: i,
          line: lineIndex
        })

        //move pen forward
        x += glyph.xadvance + letterSpacing
        lastGlyph = glyph
      }
    }

    //next line down
    y += lineHeight
    x = 0
  })
  this._linesTotal = lines.length;
}

TextLayout.prototype._setupSpaceGlyphs = function(font) {
  //These are fallbacks, when the font doesn't include
  //' ' or '\t' glyphs
  this._fallbackSpaceGlyph = null
  this._fallbackTabGlyph = null

  if (!font.chars || font.chars.length === 0)
    return

  //try to get space glyph
  //then fall back to the 'm' or 'w' glyphs
  //then fall back to the first glyph available
  var space = getGlyphById(font, SPACE_ID)
          || getMGlyph(font)
          || font.chars[0]

  //and create a fallback for tab
  var tabWidth = this._opt.tabSize * space.xadvance
  this._fallbackSpaceGlyph = space
  this._fallbackTabGlyph = xtend(space, {
    x: 0, y: 0, xadvance: tabWidth, id: TAB_ID,
    xoffset: 0, yoffset: 0, width: 0, height: 0
  })
}

TextLayout.prototype.getGlyph = function(font, id) {
  var glyph = getGlyphById(font, id)
  if (glyph)
    return glyph
  else if (id === TAB_ID)
    return this._fallbackTabGlyph
  else if (id === SPACE_ID)
    return this._fallbackSpaceGlyph
  return null
}

TextLayout.prototype.computeMetrics = function(text, start, end, width) {
  var letterSpacing = this._opt.letterSpacing || 0
  var font = this._opt.font
  var curPen = 0
  var curWidth = 0
  var count = 0
  var glyph
  var lastGlyph

  if (!font.chars || font.chars.length === 0) {
    return {
      start: start,
      end: start,
      width: 0
    }
  }

  end = Math.min(text.length, end)
  for (var i=start; i < end; i++) {
    var id = text.charCodeAt(i)
    var glyph = this.getGlyph(font, id)

    if (glyph) {
      //move pen forward
      var xoff = glyph.xoffset
      var kern = lastGlyph ? getKerning(font, lastGlyph.id, glyph.id) : 0
      curPen += kern

      var nextPen = curPen + glyph.xadvance + letterSpacing
      var nextWidth = curPen + glyph.width

      //we've hit our limit; we can't move onto the next glyph
      if (nextWidth >= width || nextPen >= width)
        break

      //otherwise continue along our line
      curPen = nextPen
      curWidth = nextWidth
      lastGlyph = glyph
    }
    count++
  }

  //make sure rightmost edge lines up with rendered glyphs
  if (lastGlyph)
    curWidth += lastGlyph.xoffset

  return {
    start: start,
    end: start + count,
    width: curWidth
  }
}

//getters for the private vars
;['width', 'height',
  'descender', 'ascender',
  'xHeight', 'baseline',
  'capHeight',
  'lineHeight' ].forEach(addGetter)

function addGetter(name) {
  Object.defineProperty(TextLayout.prototype, name, {
    get: wrapper(name),
    configurable: true
  })
}

//create lookups for private vars
function wrapper(name) {
  return (new Function([
    'return function '+name+'() {',
    '  return this._'+name,
    '}'
  ].join('\n')))()
}

function getGlyphById(font, id) {
  if (!font.chars || font.chars.length === 0)
    return null

  var glyphIdx = findChar(font.chars, id)
  if (glyphIdx >= 0)
    return font.chars[glyphIdx]
  return null
}

function getXHeight(font) {
  for (var i=0; i<X_HEIGHTS.length; i++) {
    var id = X_HEIGHTS[i].charCodeAt(0)
    var idx = findChar(font.chars, id)
    if (idx >= 0)
      return font.chars[idx].height
  }
  return 0
}

function getMGlyph(font) {
  for (var i=0; i<M_WIDTHS.length; i++) {
    var id = M_WIDTHS[i].charCodeAt(0)
    var idx = findChar(font.chars, id)
    if (idx >= 0)
      return font.chars[idx]
  }
  return 0
}

function getCapHeight(font) {
  for (var i=0; i<CAP_HEIGHTS.length; i++) {
    var id = CAP_HEIGHTS[i].charCodeAt(0)
    var idx = findChar(font.chars, id)
    if (idx >= 0)
      return font.chars[idx].height
  }
  return 0
}

function getKerning(font, left, right) {
  if (!font.kernings || font.kernings.length === 0)
    return 0

  var table = font.kernings
  for (var i=0; i<table.length; i++) {
    var kern = table[i]
    if (kern.first === left && kern.second === right)
      return kern.amount
  }
  return 0
}

function getAlignType(align) {
  if (align === 'center')
    return ALIGN_CENTER
  else if (align === 'right')
    return ALIGN_RIGHT
  return ALIGN_LEFT
}
},{"as-number":2,"indexof-property":21,"word-wrapper":51,"xtend":54}],26:[function(_dereq_,module,exports){
(function (Buffer){
var xhr = _dereq_('xhr')
var noop = function(){}
var parseASCII = _dereq_('parse-bmfont-ascii')
var parseXML = _dereq_('parse-bmfont-xml')
var readBinary = _dereq_('parse-bmfont-binary')
var isBinaryFormat = _dereq_('./lib/is-binary')
var xtend = _dereq_('xtend')

var xml2 = (function hasXML2() {
  return self.XMLHttpRequest && "withCredentials" in new XMLHttpRequest
})()

module.exports = function(opt, cb) {
  cb = typeof cb === 'function' ? cb : noop

  if (typeof opt === 'string')
    opt = { uri: opt }
  else if (!opt)
    opt = {}

  var expectBinary = opt.binary
  if (expectBinary)
    opt = getBinaryOpts(opt)

  xhr(opt, function(err, res, body) {
    if (err)
      return cb(err)
    if (!/^2/.test(res.statusCode))
      return cb(new Error('http status code: '+res.statusCode))
    if (!body)
      return cb(new Error('no body result'))

    var binary = false

    //if the response type is an array buffer,
    //we need to convert it into a regular Buffer object
    if (isArrayBuffer(body)) {
      var array = new Uint8Array(body)
      body = new Buffer(array, 'binary')
    }

    //now check the string/Buffer response
    //and see if it has a binary BMF header
    if (isBinaryFormat(body)) {
      binary = true
      //if we have a string, turn it into a Buffer
      if (typeof body === 'string')
        body = new Buffer(body, 'binary')
    }

    //we are not parsing a binary format, just ASCII/XML/etc
    if (!binary) {
      //might still be a buffer if responseType is 'arraybuffer'
      if (Buffer.isBuffer(body))
        body = body.toString(opt.encoding)
      body = body.trim()
    }

    var result
    try {
      var type = res.headers['content-type']
      if (binary)
        result = readBinary(body)
      else if (/json/.test(type) || body.charAt(0) === '{')
        result = JSON.parse(body)
      else if (/xml/.test(type)  || body.charAt(0) === '<')
        result = parseXML(body)
      else
        result = parseASCII(body)
    } catch (e) {
      cb(new Error('error parsing font '+e.message))
      cb = noop
    }
    cb(null, result)
  })
}

function isArrayBuffer(arr) {
  var str = Object.prototype.toString
  return str.call(arr) === '[object ArrayBuffer]'
}

function getBinaryOpts(opt) {
  //IE10+ and other modern browsers support array buffers
  if (xml2)
    return xtend(opt, { responseType: 'arraybuffer' })

  if (typeof self.XMLHttpRequest === 'undefined')
    throw new Error('your browser does not support XHR loading')

  //IE9 and XML1 browsers could still use an override
  var req = new self.XMLHttpRequest()
  req.overrideMimeType('text/plain; charset=x-user-defined')
  return xtend({
    xhr: req
  }, opt)
}

}).call(this,_dereq_("buffer").Buffer)

},{"./lib/is-binary":27,"buffer":4,"parse-bmfont-ascii":29,"parse-bmfont-binary":30,"parse-bmfont-xml":31,"xhr":52,"xtend":54}],27:[function(_dereq_,module,exports){
(function (Buffer){
var equal = _dereq_('buffer-equal')
var HEADER = new Buffer([66, 77, 70, 3])

module.exports = function(buf) {
  if (typeof buf === 'string')
    return buf.substring(0, 3) === 'BMF'
  return buf.length > 4 && equal(buf.slice(0, 4), HEADER)
}
}).call(this,_dereq_("buffer").Buffer)

},{"buffer":4,"buffer-equal":10}],28:[function(_dereq_,module,exports){
'use strict';
/* eslint-disable no-unused-vars */
var hasOwnProperty = Object.prototype.hasOwnProperty;
var propIsEnumerable = Object.prototype.propertyIsEnumerable;

function toObject(val) {
	if (val === null || val === undefined) {
		throw new TypeError('Object.assign cannot be called with null or undefined');
	}

	return Object(val);
}

function shouldUseNative() {
	try {
		if (!Object.assign) {
			return false;
		}

		// Detect buggy property enumeration order in older V8 versions.

		// https://bugs.chromium.org/p/v8/issues/detail?id=4118
		var test1 = new String('abc');  // eslint-disable-line
		test1[5] = 'de';
		if (Object.getOwnPropertyNames(test1)[0] === '5') {
			return false;
		}

		// https://bugs.chromium.org/p/v8/issues/detail?id=3056
		var test2 = {};
		for (var i = 0; i < 10; i++) {
			test2['_' + String.fromCharCode(i)] = i;
		}
		var order2 = Object.getOwnPropertyNames(test2).map(function (n) {
			return test2[n];
		});
		if (order2.join('') !== '0123456789') {
			return false;
		}

		// https://bugs.chromium.org/p/v8/issues/detail?id=3056
		var test3 = {};
		'abcdefghijklmnopqrst'.split('').forEach(function (letter) {
			test3[letter] = letter;
		});
		if (Object.keys(Object.assign({}, test3)).join('') !==
				'abcdefghijklmnopqrst') {
			return false;
		}

		return true;
	} catch (e) {
		// We don't expect any of the above to throw, but better to be safe.
		return false;
	}
}

module.exports = shouldUseNative() ? Object.assign : function (target, source) {
	var from;
	var to = toObject(target);
	var symbols;

	for (var s = 1; s < arguments.length; s++) {
		from = Object(arguments[s]);

		for (var key in from) {
			if (hasOwnProperty.call(from, key)) {
				to[key] = from[key];
			}
		}

		if (Object.getOwnPropertySymbols) {
			symbols = Object.getOwnPropertySymbols(from);
			for (var i = 0; i < symbols.length; i++) {
				if (propIsEnumerable.call(from, symbols[i])) {
					to[symbols[i]] = from[symbols[i]];
				}
			}
		}
	}

	return to;
};

},{}],29:[function(_dereq_,module,exports){
module.exports = function parseBMFontAscii(data) {
  if (!data)
    throw new Error('no data provided')
  data = data.toString().trim()

  var output = {
    pages: [],
    chars: [],
    kernings: []
  }

  var lines = data.split(/\r\n?|\n/g)

  if (lines.length === 0)
    throw new Error('no data in BMFont file')

  for (var i = 0; i < lines.length; i++) {
    var lineData = splitLine(lines[i], i)
    if (!lineData) //skip empty lines
      continue

    if (lineData.key === 'page') {
      if (typeof lineData.data.id !== 'number')
        throw new Error('malformed file at line ' + i + ' -- needs page id=N')
      if (typeof lineData.data.file !== 'string')
        throw new Error('malformed file at line ' + i + ' -- needs page file="path"')
      output.pages[lineData.data.id] = lineData.data.file
    } else if (lineData.key === 'chars' || lineData.key === 'kernings') {
      //... do nothing for these two ...
    } else if (lineData.key === 'char') {
      output.chars.push(lineData.data)
    } else if (lineData.key === 'kerning') {
      output.kernings.push(lineData.data)
    } else {
      output[lineData.key] = lineData.data
    }
  }

  return output
}

function splitLine(line, idx) {
  line = line.replace(/\t+/g, ' ').trim()
  if (!line)
    return null

  var space = line.indexOf(' ')
  if (space === -1)
    throw new Error("no named row at line " + idx)

  var key = line.substring(0, space)

  line = line.substring(space + 1)
  //clear "letter" field as it is non-standard and
  //requires additional complexity to parse " / = symbols
  line = line.replace(/letter=[\'\"]\S+[\'\"]/gi, '')
  line = line.split("=")
  line = line.map(function(str) {
    return str.trim().match((/(".*?"|[^"\s]+)+(?=\s*|\s*$)/g))
  })

  var data = []
  for (var i = 0; i < line.length; i++) {
    var dt = line[i]
    if (i === 0) {
      data.push({
        key: dt[0],
        data: ""
      })
    } else if (i === line.length - 1) {
      data[data.length - 1].data = parseData(dt[0])
    } else {
      data[data.length - 1].data = parseData(dt[0])
      data.push({
        key: dt[1],
        data: ""
      })
    }
  }

  var out = {
    key: key,
    data: {}
  }

  data.forEach(function(v) {
    out.data[v.key] = v.data;
  })

  return out
}

function parseData(data) {
  if (!data || data.length === 0)
    return ""

  if (data.indexOf('"') === 0 || data.indexOf("'") === 0)
    return data.substring(1, data.length - 1)
  if (data.indexOf(',') !== -1)
    return parseIntList(data)
  return parseInt(data, 10)
}

function parseIntList(data) {
  return data.split(',').map(function(val) {
    return parseInt(val, 10)
  })
}
},{}],30:[function(_dereq_,module,exports){
var HEADER = [66, 77, 70]

module.exports = function readBMFontBinary(buf) {
  if (buf.length < 6)
    throw new Error('invalid buffer length for BMFont')

  var header = HEADER.every(function(byte, i) {
    return buf.readUInt8(i) === byte
  })

  if (!header)
    throw new Error('BMFont missing BMF byte header')

  var i = 3
  var vers = buf.readUInt8(i++)
  if (vers > 3)
    throw new Error('Only supports BMFont Binary v3 (BMFont App v1.10)')

  var target = { kernings: [], chars: [] }
  for (var b=0; b<5; b++)
    i += readBlock(target, buf, i)
  return target
}

function readBlock(target, buf, i) {
  if (i > buf.length-1)
    return 0

  var blockID = buf.readUInt8(i++)
  var blockSize = buf.readInt32LE(i)
  i += 4

  switch(blockID) {
    case 1:
      target.info = readInfo(buf, i)
      break
    case 2:
      target.common = readCommon(buf, i)
      break
    case 3:
      target.pages = readPages(buf, i, blockSize)
      break
    case 4:
      target.chars = readChars(buf, i, blockSize)
      break
    case 5:
      target.kernings = readKernings(buf, i, blockSize)
      break
  }
  return 5 + blockSize
}

function readInfo(buf, i) {
  var info = {}
  info.size = buf.readInt16LE(i)

  var bitField = buf.readUInt8(i+2)
  info.smooth = (bitField >> 7) & 1
  info.unicode = (bitField >> 6) & 1
  info.italic = (bitField >> 5) & 1
  info.bold = (bitField >> 4) & 1

  //fixedHeight is only mentioned in binary spec
  if ((bitField >> 3) & 1)
    info.fixedHeight = 1

  info.charset = buf.readUInt8(i+3) || ''
  info.stretchH = buf.readUInt16LE(i+4)
  info.aa = buf.readUInt8(i+6)
  info.padding = [
    buf.readInt8(i+7),
    buf.readInt8(i+8),
    buf.readInt8(i+9),
    buf.readInt8(i+10)
  ]
  info.spacing = [
    buf.readInt8(i+11),
    buf.readInt8(i+12)
  ]
  info.outline = buf.readUInt8(i+13)
  info.face = readStringNT(buf, i+14)
  return info
}

function readCommon(buf, i) {
  var common = {}
  common.lineHeight = buf.readUInt16LE(i)
  common.base = buf.readUInt16LE(i+2)
  common.scaleW = buf.readUInt16LE(i+4)
  common.scaleH = buf.readUInt16LE(i+6)
  common.pages = buf.readUInt16LE(i+8)
  var bitField = buf.readUInt8(i+10)
  common.packed = 0
  common.alphaChnl = buf.readUInt8(i+11)
  common.redChnl = buf.readUInt8(i+12)
  common.greenChnl = buf.readUInt8(i+13)
  common.blueChnl = buf.readUInt8(i+14)
  return common
}

function readPages(buf, i, size) {
  var pages = []
  var text = readNameNT(buf, i)
  var len = text.length+1
  var count = size / len
  for (var c=0; c<count; c++) {
    pages[c] = buf.slice(i, i+text.length).toString('utf8')
    i += len
  }
  return pages
}

function readChars(buf, i, blockSize) {
  var chars = []

  var count = blockSize / 20
  for (var c=0; c<count; c++) {
    var char = {}
    var off = c*20
    char.id = buf.readUInt32LE(i + 0 + off)
    char.x = buf.readUInt16LE(i + 4 + off)
    char.y = buf.readUInt16LE(i + 6 + off)
    char.width = buf.readUInt16LE(i + 8 + off)
    char.height = buf.readUInt16LE(i + 10 + off)
    char.xoffset = buf.readInt16LE(i + 12 + off)
    char.yoffset = buf.readInt16LE(i + 14 + off)
    char.xadvance = buf.readInt16LE(i + 16 + off)
    char.page = buf.readUInt8(i + 18 + off)
    char.chnl = buf.readUInt8(i + 19 + off)
    chars[c] = char
  }
  return chars
}

function readKernings(buf, i, blockSize) {
  var kernings = []
  var count = blockSize / 10
  for (var c=0; c<count; c++) {
    var kern = {}
    var off = c*10
    kern.first = buf.readUInt32LE(i + 0 + off)
    kern.second = buf.readUInt32LE(i + 4 + off)
    kern.amount = buf.readInt16LE(i + 8 + off)
    kernings[c] = kern
  }
  return kernings
}

function readNameNT(buf, offset) {
  var pos=offset
  for (; pos<buf.length; pos++) {
    if (buf[pos] === 0x00)
      break
  }
  return buf.slice(offset, pos)
}

function readStringNT(buf, offset) {
  return readNameNT(buf, offset).toString('utf8')
}
},{}],31:[function(_dereq_,module,exports){
var parseAttributes = _dereq_('./parse-attribs')
var parseFromString = _dereq_('xml-parse-from-string')

//In some cases element.attribute.nodeName can return
//all lowercase values.. so we need to map them to the correct
//case
var NAME_MAP = {
  scaleh: 'scaleH',
  scalew: 'scaleW',
  stretchh: 'stretchH',
  lineheight: 'lineHeight',
  alphachnl: 'alphaChnl',
  redchnl: 'redChnl',
  greenchnl: 'greenChnl',
  bluechnl: 'blueChnl'
}

module.exports = function parse(data) {
  data = data.toString()

  var xmlRoot = parseFromString(data)
  var output = {
    pages: [],
    chars: [],
    kernings: []
  }

  //get config settings
  ;['info', 'common'].forEach(function(key) {
    var element = xmlRoot.getElementsByTagName(key)[0]
    if (element)
      output[key] = parseAttributes(getAttribs(element))
  })

  //get page info
  var pageRoot = xmlRoot.getElementsByTagName('pages')[0]
  if (!pageRoot)
    throw new Error('malformed file -- no <pages> element')
  var pages = pageRoot.getElementsByTagName('page')
  for (var i=0; i<pages.length; i++) {
    var p = pages[i]
    var id = parseInt(p.getAttribute('id'), 10)
    var file = p.getAttribute('file')
    if (isNaN(id))
      throw new Error('malformed file -- page "id" attribute is NaN')
    if (!file)
      throw new Error('malformed file -- needs page "file" attribute')
    output.pages[parseInt(id, 10)] = file
  }

  //get kernings / chars
  ;['chars', 'kernings'].forEach(function(key) {
    var element = xmlRoot.getElementsByTagName(key)[0]
    if (!element)
      return
    var childTag = key.substring(0, key.length-1)
    var children = element.getElementsByTagName(childTag)
    for (var i=0; i<children.length; i++) {
      var child = children[i]
      output[key].push(parseAttributes(getAttribs(child)))
    }
  })
  return output
}

function getAttribs(element) {
  var attribs = getAttribList(element)
  return attribs.reduce(function(dict, attrib) {
    var key = mapName(attrib.nodeName)
    dict[key] = attrib.nodeValue
    return dict
  }, {})
}

function getAttribList(element) {
  //IE8+ and modern browsers
  var attribs = []
  for (var i=0; i<element.attributes.length; i++)
    attribs.push(element.attributes[i])
  return attribs
}

function mapName(nodeName) {
  return NAME_MAP[nodeName.toLowerCase()] || nodeName
}
},{"./parse-attribs":32,"xml-parse-from-string":53}],32:[function(_dereq_,module,exports){
//Some versions of GlyphDesigner have a typo
//that causes some bugs with parsing.
//Need to confirm with recent version of the software
//to see whether this is still an issue or not.
var GLYPH_DESIGNER_ERROR = 'chasrset'

module.exports = function parseAttributes(obj) {
  if (GLYPH_DESIGNER_ERROR in obj) {
    obj['charset'] = obj[GLYPH_DESIGNER_ERROR]
    delete obj[GLYPH_DESIGNER_ERROR]
  }

  for (var k in obj) {
    if (k === 'face' || k === 'charset')
      continue
    else if (k === 'padding' || k === 'spacing')
      obj[k] = parseIntList(obj[k])
    else
      obj[k] = parseInt(obj[k], 10)
  }
  return obj
}

function parseIntList(data) {
  return data.split(',').map(function(val) {
    return parseInt(val, 10)
  })
}
},{}],33:[function(_dereq_,module,exports){
var trim = _dereq_('trim')
  , forEach = _dereq_('for-each')
  , isArray = function(arg) {
      return Object.prototype.toString.call(arg) === '[object Array]';
    }

module.exports = function (headers) {
  if (!headers)
    return {}

  var result = {}

  forEach(
      trim(headers).split('\n')
    , function (row) {
        var index = row.indexOf(':')
          , key = trim(row.slice(0, index)).toLowerCase()
          , value = trim(row.slice(index + 1))

        if (typeof(result[key]) === 'undefined') {
          result[key] = value
        } else if (isArray(result[key])) {
          result[key].push(value)
        } else {
          result[key] = [ result[key], value ]
        }
      }
  )

  return result
}
},{"for-each":19,"trim":48}],34:[function(_dereq_,module,exports){
(function (global){
var performance = global.performance || {};

var present = (function () {
  var names = ['now', 'webkitNow', 'msNow', 'mozNow', 'oNow'];
  while (names.length) {
    var name = names.shift();
    if (name in performance) {
      return performance[name].bind(performance);
    }
  }

  var dateNow = Date.now || function () { return new Date().getTime(); };
  var navigationStart = (performance.timing || {}).navigationStart || dateNow();
  return function () {
    return dateNow() - navigationStart;
  };
}());

present.performanceNow = performance.now;
present.noConflict = function () {
  performance.now = present.performanceNow;
};
present.conflict = function () {
  performance.now = present;
};
present.conflict();

module.exports = present;

}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{}],35:[function(_dereq_,module,exports){
(function(root) {

	// Store setTimeout reference so promise-polyfill will be unaffected by
	// other code modifying setTimeout (like sinon.useFakeTimers())
	var setTimeoutFunc = setTimeout;

	// Use polyfill for setImmediate for performance gains
	var asap = (typeof setImmediate === 'function' && setImmediate) ||
		function(fn) { setTimeoutFunc(fn, 1); };

	// Polyfill for Function.prototype.bind
	function bind(fn, thisArg) {
		return function() {
			fn.apply(thisArg, arguments);
		}
	}

	var isArray = Array.isArray || function(value) { return Object.prototype.toString.call(value) === "[object Array]" };

	function Promise(fn) {
		if (typeof this !== 'object') throw new TypeError('Promises must be constructed via new');
		if (typeof fn !== 'function') throw new TypeError('not a function');
		this._state = null;
		this._value = null;
		this._deferreds = []

		doResolve(fn, bind(resolve, this), bind(reject, this))
	}

	function handle(deferred) {
		var me = this;
		if (this._state === null) {
			this._deferreds.push(deferred);
			return
		}
		asap(function() {
			var cb = me._state ? deferred.onFulfilled : deferred.onRejected
			if (cb === null) {
				(me._state ? deferred.resolve : deferred.reject)(me._value);
				return;
			}
			var ret;
			try {
				ret = cb(me._value);
			}
			catch (e) {
				deferred.reject(e);
				return;
			}
			deferred.resolve(ret);
		})
	}

	function resolve(newValue) {
		try { //Promise Resolution Procedure: https://github.com/promises-aplus/promises-spec#the-promise-resolution-procedure
			if (newValue === this) throw new TypeError('A promise cannot be resolved with itself.');
			if (newValue && (typeof newValue === 'object' || typeof newValue === 'function')) {
				var then = newValue.then;
				if (typeof then === 'function') {
					doResolve(bind(then, newValue), bind(resolve, this), bind(reject, this));
					return;
				}
			}
			this._state = true;
			this._value = newValue;
			finale.call(this);
		} catch (e) { reject.call(this, e); }
	}

	function reject(newValue) {
		this._state = false;
		this._value = newValue;
		finale.call(this);
	}

	function finale() {
		for (var i = 0, len = this._deferreds.length; i < len; i++) {
			handle.call(this, this._deferreds[i]);
		}
		this._deferreds = null;
	}

	function Handler(onFulfilled, onRejected, resolve, reject){
		this.onFulfilled = typeof onFulfilled === 'function' ? onFulfilled : null;
		this.onRejected = typeof onRejected === 'function' ? onRejected : null;
		this.resolve = resolve;
		this.reject = reject;
	}

	/**
	 * Take a potentially misbehaving resolver function and make sure
	 * onFulfilled and onRejected are only called once.
	 *
	 * Makes no guarantees about asynchrony.
	 */
	function doResolve(fn, onFulfilled, onRejected) {
		var done = false;
		try {
			fn(function (value) {
				if (done) return;
				done = true;
				onFulfilled(value);
			}, function (reason) {
				if (done) return;
				done = true;
				onRejected(reason);
			})
		} catch (ex) {
			if (done) return;
			done = true;
			onRejected(ex);
		}
	}

	Promise.prototype['catch'] = function (onRejected) {
		return this.then(null, onRejected);
	};

	Promise.prototype.then = function(onFulfilled, onRejected) {
		var me = this;
		return new Promise(function(resolve, reject) {
			handle.call(me, new Handler(onFulfilled, onRejected, resolve, reject));
		})
	};

	Promise.all = function () {
		var args = Array.prototype.slice.call(arguments.length === 1 && isArray(arguments[0]) ? arguments[0] : arguments);

		return new Promise(function (resolve, reject) {
			if (args.length === 0) return resolve([]);
			var remaining = args.length;
			function res(i, val) {
				try {
					if (val && (typeof val === 'object' || typeof val === 'function')) {
						var then = val.then;
						if (typeof then === 'function') {
							then.call(val, function (val) { res(i, val) }, reject);
							return;
						}
					}
					args[i] = val;
					if (--remaining === 0) {
						resolve(args);
					}
				} catch (ex) {
					reject(ex);
				}
			}
			for (var i = 0; i < args.length; i++) {
				res(i, args[i]);
			}
		});
	};

	Promise.resolve = function (value) {
		if (value && typeof value === 'object' && value.constructor === Promise) {
			return value;
		}

		return new Promise(function (resolve) {
			resolve(value);
		});
	};

	Promise.reject = function (value) {
		return new Promise(function (resolve, reject) {
			reject(value);
		});
	};

	Promise.race = function (values) {
		return new Promise(function (resolve, reject) {
			for(var i = 0, len = values.length; i < len; i++) {
				values[i].then(resolve, reject);
			}
		});
	};

	/**
	 * Set the immediate function to execute callbacks
	 * @param fn {function} Function to execute
	 * @private
	 */
	Promise._setImmediateFn = function _setImmediateFn(fn) {
		asap = fn;
	};

	if (typeof module !== 'undefined' && module.exports) {
		module.exports = Promise;
	} else if (!root.Promise) {
		root.Promise = Promise;
	}

})(this);

},{}],36:[function(_dereq_,module,exports){
var dtype = _dereq_('dtype')
var anArray = _dereq_('an-array')
var isBuffer = _dereq_('is-buffer')

var CW = [0, 2, 3]
var CCW = [2, 1, 3]

module.exports = function createQuadElements(array, opt) {
    //if user didn't specify an output array
    if (!array || !(anArray(array) || isBuffer(array))) {
        opt = array || {}
        array = null
    }

    if (typeof opt === 'number') //backwards-compatible
        opt = { count: opt }
    else
        opt = opt || {}

    var type = typeof opt.type === 'string' ? opt.type : 'uint16'
    var count = typeof opt.count === 'number' ? opt.count : 1
    var start = (opt.start || 0)

    var dir = opt.clockwise !== false ? CW : CCW,
        a = dir[0],
        b = dir[1],
        c = dir[2]

    var numIndices = count * 6

    var indices = array || new (dtype(type))(numIndices)
    for (var i = 0, j = 0; i < numIndices; i += 6, j += 4) {
        var x = i + start
        indices[x + 0] = j + 0
        indices[x + 1] = j + 1
        indices[x + 2] = j + 2
        indices[x + 3] = j + a
        indices[x + 4] = j + b
        indices[x + 5] = j + c
    }
    return indices
}
},{"an-array":1,"dtype":17,"is-buffer":23}],37:[function(_dereq_,module,exports){


/*:: type Attr = { [key: string]: string } */

/*

style-attr
====

Very simple parsing and stringifying of style attributes.

`parse`
----

Convert a style attribute string to an object.

*/

/*:: declare function parse (raw: string): Attr */
function parse(raw) {
  var trim = function (s) {
    return s.trim();
  };
  var obj = {};

  getKeyValueChunks(raw).map(trim).filter(Boolean).forEach(function (item) {
    // split with `.indexOf` rather than `.split` because the value may also contain colons.
    var pos = item.indexOf(':');
    var key = item.substr(0, pos).trim();
    var val = item.substr(pos + 1).trim();

    obj[key] = val;
  });

  return obj;
}

/*

`getKeyValueChunks`
----

Split a string into chunks matching `<key>: <value>`

*/
/*:: declare function getKeyValueChunks (raw: string): Array<string> */
function getKeyValueChunks(raw) {
  var chunks = [];
  var offset = 0;
  var sep = ';';
  var hasUnclosedUrl = /url\([^\)]+$/;
  var chunk = '';
  var nextSplit;
  while (offset < raw.length) {
    nextSplit = raw.indexOf(sep, offset);
    if (nextSplit === -1) {
      nextSplit = raw.length;
    }

    chunk += raw.substring(offset, nextSplit);

    // data URIs can contain semicolons, so make sure we get the whole thing
    if (hasUnclosedUrl.test(chunk)) {
      chunk += ';';
      offset = nextSplit + 1;
      continue;
    }

    chunks.push(chunk);
    chunk = '';
    offset = nextSplit + 1;
  }

  return chunks;
}

/*

`stringify`
----

Convert an object into an attribute string

*/
/*:: declare function stringify (obj: Attr): string */
function stringify(obj) {
  return Object.keys(obj).map(function (key) {
    return key + ':' + obj[key];
  }).join(';');
}

/*

`normalize`
----

Normalize an attribute string (eg. collapse duplicates)

*/
/*:: declare function normalize (str: string): string */
function normalize(str) {
  return stringify(parse(str));
}

module.exports.parse = parse;
module.exports.stringify = stringify;
module.exports.normalize = normalize;
},{}],38:[function(_dereq_,module,exports){
var createLayout = _dereq_('layout-bmfont-text')
var inherits = _dereq_('inherits')
var createIndices = _dereq_('quad-indices')
var buffer = _dereq_('three-buffer-vertex-data')
var assign = _dereq_('object-assign')

var vertices = _dereq_('./lib/vertices')
var utils = _dereq_('./lib/utils')

var Base = THREE.BufferGeometry

module.exports = function createTextGeometry (opt) {
  return new TextGeometry(opt)
}

function TextGeometry (opt) {
  Base.call(this)

  if (typeof opt === 'string') {
    opt = { text: opt }
  }

  // use these as default values for any subsequent
  // calls to update()
  this._opt = assign({}, opt)

  // also do an initial setup...
  if (opt) this.update(opt)
}

inherits(TextGeometry, Base)

TextGeometry.prototype.update = function (opt) {
  if (typeof opt === 'string') {
    opt = { text: opt }
  }

  // use constructor defaults
  opt = assign({}, this._opt, opt)

  if (!opt.font) {
    throw new TypeError('must specify a { font } in options')
  }

  this.layout = createLayout(opt)

  // get vec2 texcoords
  var flipY = opt.flipY !== false

  // the desired BMFont data
  var font = opt.font

  // determine texture size from font file
  var texWidth = font.common.scaleW
  var texHeight = font.common.scaleH

  // get visible glyphs
  var glyphs = this.layout.glyphs.filter(function (glyph) {
    var bitmap = glyph.data
    return bitmap.width * bitmap.height > 0
  })

  // provide visible glyphs for convenience
  this.visibleGlyphs = glyphs

  // get common vertex data
  var positions = vertices.positions(glyphs)
  var uvs = vertices.uvs(glyphs, texWidth, texHeight, flipY)
  var indices = createIndices({
    clockwise: true,
    type: 'uint16',
    count: glyphs.length
  })

  // update vertex data
  buffer.index(this, indices, 1, 'uint16')
  buffer.attr(this, 'position', positions, 2)
  buffer.attr(this, 'uv', uvs, 2)

  // update multipage data
  if (!opt.multipage && 'page' in this.attributes) {
    // disable multipage rendering
    this.removeAttribute('page')
  } else if (opt.multipage) {
    var pages = vertices.pages(glyphs)
    // enable multipage rendering
    buffer.attr(this, 'page', pages, 1)
  }
}

TextGeometry.prototype.computeBoundingSphere = function () {
  if (this.boundingSphere === null) {
    this.boundingSphere = new THREE.Sphere()
  }

  var positions = this.attributes.position.array
  var itemSize = this.attributes.position.itemSize
  if (!positions || !itemSize || positions.length < 2) {
    this.boundingSphere.radius = 0
    this.boundingSphere.center.set(0, 0, 0)
    return
  }
  utils.computeSphere(positions, this.boundingSphere)
  if (isNaN(this.boundingSphere.radius)) {
    console.error('THREE.BufferGeometry.computeBoundingSphere(): ' +
      'Computed radius is NaN. The ' +
      '"position" attribute is likely to have NaN values.')
  }
}

TextGeometry.prototype.computeBoundingBox = function () {
  if (this.boundingBox === null) {
    this.boundingBox = new THREE.Box3()
  }

  var bbox = this.boundingBox
  var positions = this.attributes.position.array
  var itemSize = this.attributes.position.itemSize
  if (!positions || !itemSize || positions.length < 2) {
    bbox.makeEmpty()
    return
  }
  utils.computeBox(positions, bbox)
}

},{"./lib/utils":39,"./lib/vertices":40,"inherits":22,"layout-bmfont-text":25,"object-assign":28,"quad-indices":36,"three-buffer-vertex-data":41}],39:[function(_dereq_,module,exports){
var itemSize = 2
var box = { min: [0, 0], max: [0, 0] }

function bounds (positions) {
  var count = positions.length / itemSize
  box.min[0] = positions[0]
  box.min[1] = positions[1]
  box.max[0] = positions[0]
  box.max[1] = positions[1]

  for (var i = 0; i < count; i++) {
    var x = positions[i * itemSize + 0]
    var y = positions[i * itemSize + 1]
    box.min[0] = Math.min(x, box.min[0])
    box.min[1] = Math.min(y, box.min[1])
    box.max[0] = Math.max(x, box.max[0])
    box.max[1] = Math.max(y, box.max[1])
  }
}

module.exports.computeBox = function (positions, output) {
  bounds(positions)
  output.min.set(box.min[0], box.min[1], 0)
  output.max.set(box.max[0], box.max[1], 0)
}

module.exports.computeSphere = function (positions, output) {
  bounds(positions)
  var minX = box.min[0]
  var minY = box.min[1]
  var maxX = box.max[0]
  var maxY = box.max[1]
  var width = maxX - minX
  var height = maxY - minY
  var length = Math.sqrt(width * width + height * height)
  output.center.set(minX + width / 2, minY + height / 2, 0)
  output.radius = length / 2
}

},{}],40:[function(_dereq_,module,exports){
module.exports.pages = function pages (glyphs) {
  var pages = new Float32Array(glyphs.length * 4 * 1)
  var i = 0
  glyphs.forEach(function (glyph) {
    var id = glyph.data.page || 0
    pages[i++] = id
    pages[i++] = id
    pages[i++] = id
    pages[i++] = id
  })
  return pages
}

module.exports.uvs = function uvs (glyphs, texWidth, texHeight, flipY) {
  var uvs = new Float32Array(glyphs.length * 4 * 2)
  var i = 0
  glyphs.forEach(function (glyph) {
    var bitmap = glyph.data
    var bw = (bitmap.x + bitmap.width)
    var bh = (bitmap.y + bitmap.height)

    // top left position
    var u0 = bitmap.x / texWidth
    var v1 = bitmap.y / texHeight
    var u1 = bw / texWidth
    var v0 = bh / texHeight

    if (flipY) {
      v1 = (texHeight - bitmap.y) / texHeight
      v0 = (texHeight - bh) / texHeight
    }

    // BL
    uvs[i++] = u0
    uvs[i++] = v1
    // TL
    uvs[i++] = u0
    uvs[i++] = v0
    // TR
    uvs[i++] = u1
    uvs[i++] = v0
    // BR
    uvs[i++] = u1
    uvs[i++] = v1
  })
  return uvs
}

module.exports.positions = function positions (glyphs) {
  var positions = new Float32Array(glyphs.length * 4 * 2)
  var i = 0
  glyphs.forEach(function (glyph) {
    var bitmap = glyph.data

    // bottom left position
    var x = glyph.position[0] + bitmap.xoffset
    var y = glyph.position[1] + bitmap.yoffset

    // quad size
    var w = bitmap.width
    var h = bitmap.height

    // BL
    positions[i++] = x
    positions[i++] = y
    // TL
    positions[i++] = x
    positions[i++] = y + h
    // TR
    positions[i++] = x + w
    positions[i++] = y + h
    // BR
    positions[i++] = x + w
    positions[i++] = y
  })
  return positions
}

},{}],41:[function(_dereq_,module,exports){
var flatten = _dereq_('flatten-vertex-data')
var warned = false;

module.exports.attr = setAttribute
module.exports.index = setIndex

function setIndex (geometry, data, itemSize, dtype) {
  if (typeof itemSize !== 'number') itemSize = 1
  if (typeof dtype !== 'string') dtype = 'uint16'

  var isR69 = !geometry.index && typeof geometry.setIndex !== 'function'
  var attrib = isR69 ? geometry.getAttribute('index') : geometry.index
  var newAttrib = updateAttribute(attrib, data, itemSize, dtype)
  if (newAttrib) {
    if (isR69) geometry.addAttribute('index', newAttrib)
    else geometry.index = newAttrib
  }
}

function setAttribute (geometry, key, data, itemSize, dtype) {
  if (typeof itemSize !== 'number') itemSize = 3
  if (typeof dtype !== 'string') dtype = 'float32'
  if (Array.isArray(data) &&
    Array.isArray(data[0]) &&
    data[0].length !== itemSize) {
    throw new Error('Nested vertex array has unexpected size; expected ' +
      itemSize + ' but found ' + data[0].length)
  }

  var attrib = geometry.getAttribute(key)
  var newAttrib = updateAttribute(attrib, data, itemSize, dtype)
  if (newAttrib) {
    geometry.addAttribute(key, newAttrib)
  }
}

function updateAttribute (attrib, data, itemSize, dtype) {
  data = data || []
  if (!attrib || rebuildAttribute(attrib, data, itemSize)) {
    // create a new array with desired type
    data = flatten(data, dtype)

    var needsNewBuffer = attrib && typeof attrib.setArray !== 'function'
    if (!attrib || needsNewBuffer) {
      // We are on an old version of ThreeJS which can't
      // support growing / shrinking buffers, so we need
      // to build a new buffer
      if (needsNewBuffer && !warned) {
        warned = true
        console.warn([
          'A WebGL buffer is being updated with a new size or itemSize, ',
          'however this version of ThreeJS only supports fixed-size buffers.',
          '\nThe old buffer may still be kept in memory.\n',
          'To avoid memory leaks, it is recommended that you dispose ',
          'your geometries and create new ones, or update to ThreeJS r82 or newer.\n',
          'See here for discussion:\n',
          'https://github.com/mrdoob/three.js/pull/9631'
        ].join(''))
      }

      // Build a new attribute
      attrib = new THREE.BufferAttribute(data, itemSize);
    }

    attrib.itemSize = itemSize
    attrib.needsUpdate = true

    // New versions of ThreeJS suggest using setArray
    // to change the data. It will use bufferData internally,
    // so you can change the array size without any issues
    if (typeof attrib.setArray === 'function') {
      attrib.setArray(data)
    }

    return attrib
  } else {
    // copy data into the existing array
    flatten(data, attrib.array)
    attrib.needsUpdate = true
    return null
  }
}

// Test whether the attribute needs to be re-created,
// returns false if we can re-use it as-is.
function rebuildAttribute (attrib, data, itemSize) {
  if (attrib.itemSize !== itemSize) return true
  if (!attrib.array) return true
  var attribLength = attrib.array.length
  if (Array.isArray(data) && Array.isArray(data[0])) {
    // [ [ x, y, z ] ]
    return attribLength !== data.length * itemSize
  } else {
    // [ x, y, z ]
    return attribLength !== data.length
  }
  return false
}

},{"flatten-vertex-data":18}],42:[function(_dereq_,module,exports){
(function (global, factory) {
	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
	typeof define === 'function' && define.amd ? define(['exports'], factory) :
	(factory((global.THREE = global.THREE || {})));
}(this, (function (exports) { 'use strict';

	// Polyfills

	if ( Number.EPSILON === undefined ) {

		Number.EPSILON = Math.pow( 2, - 52 );

	}

	//

	if ( Math.sign === undefined ) {

		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign

		Math.sign = function ( x ) {

			return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;

		};

	}

	if ( Function.prototype.name === undefined ) {

		// Missing in IE9-11.
		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name

		Object.defineProperty( Function.prototype, 'name', {

			get: function () {

				return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];

			}

		} );

	}

	if ( Object.assign === undefined ) {

		// Missing in IE.
		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign

		( function () {

			Object.assign = function ( target ) {

				'use strict';

				if ( target === undefined || target === null ) {

					throw new TypeError( 'Cannot convert undefined or null to object' );

				}

				var output = Object( target );

				for ( var index = 1; index < arguments.length; index ++ ) {

					var source = arguments[ index ];

					if ( source !== undefined && source !== null ) {

						for ( var nextKey in source ) {

							if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {

								output[ nextKey ] = source[ nextKey ];

							}

						}

					}

				}

				return output;

			};

		} )();

	}

	/**
	 * https://github.com/mrdoob/eventdispatcher.js/
	 */

	function EventDispatcher() {}

	Object.assign( EventDispatcher.prototype, {

		addEventListener: function ( type, listener ) {

			if ( this._listeners === undefined ) this._listeners = {};

			var listeners = this._listeners;

			if ( listeners[ type ] === undefined ) {

				listeners[ type ] = [];

			}

			if ( listeners[ type ].indexOf( listener ) === - 1 ) {

				listeners[ type ].push( listener );

			}

		},

		hasEventListener: function ( type, listener ) {

			if ( this._listeners === undefined ) return false;

			var listeners = this._listeners;

			return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;

		},

		removeEventListener: function ( type, listener ) {

			if ( this._listeners === undefined ) return;

			var listeners = this._listeners;
			var listenerArray = listeners[ type ];

			if ( listenerArray !== undefined ) {

				var index = listenerArray.indexOf( listener );

				if ( index !== - 1 ) {

					listenerArray.splice( index, 1 );

				}

			}

		},

		dispatchEvent: function ( event ) {

			if ( this._listeners === undefined ) return;

			var listeners = this._listeners;
			var listenerArray = listeners[ event.type ];

			if ( listenerArray !== undefined ) {

				event.target = this;

				var array = [], i = 0;
				var length = listenerArray.length;

				for ( i = 0; i < length; i ++ ) {

					array[ i ] = listenerArray[ i ];

				}

				for ( i = 0; i < length; i ++ ) {

					array[ i ].call( this, event );

				}

			}

		}

	} );

	var REVISION = '83';
	var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
	var CullFaceNone = 0;
	var CullFaceBack = 1;
	var CullFaceFront = 2;
	var CullFaceFrontBack = 3;
	var FrontFaceDirectionCW = 0;
	var FrontFaceDirectionCCW = 1;
	var BasicShadowMap = 0;
	var PCFShadowMap = 1;
	var PCFSoftShadowMap = 2;
	var FrontSide = 0;
	var BackSide = 1;
	var DoubleSide = 2;
	var FlatShading = 1;
	var SmoothShading = 2;
	var NoColors = 0;
	var FaceColors = 1;
	var VertexColors = 2;
	var NoBlending = 0;
	var NormalBlending = 1;
	var AdditiveBlending = 2;
	var SubtractiveBlending = 3;
	var MultiplyBlending = 4;
	var CustomBlending = 5;
	var BlendingMode = {
		NoBlending: NoBlending,
		NormalBlending: NormalBlending,
		AdditiveBlending: AdditiveBlending,
		SubtractiveBlending: SubtractiveBlending,
		MultiplyBlending: MultiplyBlending,
		CustomBlending: CustomBlending
	};
	var AddEquation = 100;
	var SubtractEquation = 101;
	var ReverseSubtractEquation = 102;
	var MinEquation = 103;
	var MaxEquation = 104;
	var ZeroFactor = 200;
	var OneFactor = 201;
	var SrcColorFactor = 202;
	var OneMinusSrcColorFactor = 203;
	var SrcAlphaFactor = 204;
	var OneMinusSrcAlphaFactor = 205;
	var DstAlphaFactor = 206;
	var OneMinusDstAlphaFactor = 207;
	var DstColorFactor = 208;
	var OneMinusDstColorFactor = 209;
	var SrcAlphaSaturateFactor = 210;
	var NeverDepth = 0;
	var AlwaysDepth = 1;
	var LessDepth = 2;
	var LessEqualDepth = 3;
	var EqualDepth = 4;
	var GreaterEqualDepth = 5;
	var GreaterDepth = 6;
	var NotEqualDepth = 7;
	var MultiplyOperation = 0;
	var MixOperation = 1;
	var AddOperation = 2;
	var NoToneMapping = 0;
	var LinearToneMapping = 1;
	var ReinhardToneMapping = 2;
	var Uncharted2ToneMapping = 3;
	var CineonToneMapping = 4;
	var UVMapping = 300;
	var CubeReflectionMapping = 301;
	var CubeRefractionMapping = 302;
	var EquirectangularReflectionMapping = 303;
	var EquirectangularRefractionMapping = 304;
	var SphericalReflectionMapping = 305;
	var CubeUVReflectionMapping = 306;
	var CubeUVRefractionMapping = 307;
	var TextureMapping = {
		UVMapping: UVMapping,
		CubeReflectionMapping: CubeReflectionMapping,
		CubeRefractionMapping: CubeRefractionMapping,
		EquirectangularReflectionMapping: EquirectangularReflectionMapping,
		EquirectangularRefractionMapping: EquirectangularRefractionMapping,
		SphericalReflectionMapping: SphericalReflectionMapping,
		CubeUVReflectionMapping: CubeUVReflectionMapping,
		CubeUVRefractionMapping: CubeUVRefractionMapping
	};
	var RepeatWrapping = 1000;
	var ClampToEdgeWrapping = 1001;
	var MirroredRepeatWrapping = 1002;
	var TextureWrapping = {
		RepeatWrapping: RepeatWrapping,
		ClampToEdgeWrapping: ClampToEdgeWrapping,
		MirroredRepeatWrapping: MirroredRepeatWrapping
	};
	var NearestFilter = 1003;
	var NearestMipMapNearestFilter = 1004;
	var NearestMipMapLinearFilter = 1005;
	var LinearFilter = 1006;
	var LinearMipMapNearestFilter = 1007;
	var LinearMipMapLinearFilter = 1008;
	var TextureFilter = {
		NearestFilter: NearestFilter,
		NearestMipMapNearestFilter: NearestMipMapNearestFilter,
		NearestMipMapLinearFilter: NearestMipMapLinearFilter,
		LinearFilter: LinearFilter,
		LinearMipMapNearestFilter: LinearMipMapNearestFilter,
		LinearMipMapLinearFilter: LinearMipMapLinearFilter
	};
	var UnsignedByteType = 1009;
	var ByteType = 1010;
	var ShortType = 1011;
	var UnsignedShortType = 1012;
	var IntType = 1013;
	var UnsignedIntType = 1014;
	var FloatType = 1015;
	var HalfFloatType = 1016;
	var UnsignedShort4444Type = 1017;
	var UnsignedShort5551Type = 1018;
	var UnsignedShort565Type = 1019;
	var UnsignedInt248Type = 1020;
	var AlphaFormat = 1021;
	var RGBFormat = 1022;
	var RGBAFormat = 1023;
	var LuminanceFormat = 1024;
	var LuminanceAlphaFormat = 1025;
	var RGBEFormat = RGBAFormat;
	var DepthFormat = 1026;
	var DepthStencilFormat = 1027;
	var RGB_S3TC_DXT1_Format = 2001;
	var RGBA_S3TC_DXT1_Format = 2002;
	var RGBA_S3TC_DXT3_Format = 2003;
	var RGBA_S3TC_DXT5_Format = 2004;
	var RGB_PVRTC_4BPPV1_Format = 2100;
	var RGB_PVRTC_2BPPV1_Format = 2101;
	var RGBA_PVRTC_4BPPV1_Format = 2102;
	var RGBA_PVRTC_2BPPV1_Format = 2103;
	var RGB_ETC1_Format = 2151;
	var LoopOnce = 2200;
	var LoopRepeat = 2201;
	var LoopPingPong = 2202;
	var InterpolateDiscrete = 2300;
	var InterpolateLinear = 2301;
	var InterpolateSmooth = 2302;
	var ZeroCurvatureEnding = 2400;
	var ZeroSlopeEnding = 2401;
	var WrapAroundEnding = 2402;
	var TrianglesDrawMode = 0;
	var TriangleStripDrawMode = 1;
	var TriangleFanDrawMode = 2;
	var LinearEncoding = 3000;
	var sRGBEncoding = 3001;
	var GammaEncoding = 3007;
	var RGBEEncoding = 3002;
	var LogLuvEncoding = 3003;
	var RGBM7Encoding = 3004;
	var RGBM16Encoding = 3005;
	var RGBDEncoding = 3006;
	var BasicDepthPacking = 3200;
	var RGBADepthPacking = 3201;

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	var _Math = {

		DEG2RAD: Math.PI / 180,
		RAD2DEG: 180 / Math.PI,

		generateUUID: function () {

			// http://www.broofa.com/Tools/Math.uuid.htm

			var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
			var uuid = new Array( 36 );
			var rnd = 0, r;

			return function generateUUID() {

				for ( var i = 0; i < 36; i ++ ) {

					if ( i === 8 || i === 13 || i === 18 || i === 23 ) {

						uuid[ i ] = '-';

					} else if ( i === 14 ) {

						uuid[ i ] = '4';

					} else {

						if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
						r = rnd & 0xf;
						rnd = rnd >> 4;
						uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];

					}

				}

				return uuid.join( '' );

			};

		}(),

		clamp: function ( value, min, max ) {

			return Math.max( min, Math.min( max, value ) );

		},

		// compute euclidian modulo of m % n
		// https://en.wikipedia.org/wiki/Modulo_operation

		euclideanModulo: function ( n, m ) {

			return ( ( n % m ) + m ) % m;

		},

		// 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 );

		},

		// https://en.wikipedia.org/wiki/Linear_interpolation

		lerp: function ( x, y, t ) {

			return ( 1 - t ) * x + t * y;

		},

		// http://en.wikipedia.org/wiki/Smoothstep

		smoothstep: function ( x, min, max ) {

			if ( x <= min ) return 0;
			if ( x >= max ) return 1;

			x = ( x - min ) / ( max - min );

			return x * x * ( 3 - 2 * x );

		},

		smootherstep: function ( x, min, max ) {

			if ( x <= min ) return 0;
			if ( x >= max ) return 1;

			x = ( x - min ) / ( max - min );

			return x * x * x * ( x * ( x * 6 - 15 ) + 10 );

		},

		// Random 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() );

		},

		degToRad: function ( degrees ) {

			return degrees * _Math.DEG2RAD;

		},

		radToDeg: function ( radians ) {

			return radians * _Math.RAD2DEG;

		},

		isPowerOfTwo: function ( value ) {

			return ( value & ( value - 1 ) ) === 0 && value !== 0;

		},

		nearestPowerOfTwo: function ( value ) {

			return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) );

		},

		nextPowerOfTwo: function ( value ) {

			value --;
			value |= value >> 1;
			value |= value >> 2;
			value |= value >> 4;
			value |= value >> 8;
			value |= value >> 16;
			value ++;

			return value;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author philogb / http://blog.thejit.org/
	 * @author egraether / http://egraether.com/
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 */

	function Vector2( x, y ) {

		this.x = x || 0;
		this.y = y || 0;

	}

	Vector2.prototype = {

		constructor: Vector2,

		isVector2: true,

		get width() {

			return this.x;

		},

		set width( value ) {

			this.x = value;

		},

		get height() {

			return this.y;

		},

		set height( value ) {

			this.y = value;

		},

		//

		set: function ( x, y ) {

			this.x = x;
			this.y = y;

			return this;

		},

		setScalar: function ( scalar ) {

			this.x = scalar;
			this.y = scalar;

			return this;

		},

		setX: function ( x ) {

			this.x = x;

			return this;

		},

		setY: function ( y ) {

			this.y = y;

			return this;

		},

		setComponent: function ( index, value ) {

			switch ( index ) {

				case 0: this.x = value; break;
				case 1: this.y = value; break;
				default: throw new Error( 'index is out of range: ' + index );

			}

			return this;

		},

		getComponent: function ( index ) {

			switch ( index ) {

				case 0: return this.x;
				case 1: return this.y;
				default: throw new Error( 'index is out of range: ' + index );

			}

		},

		clone: function () {

			return new this.constructor( this.x, this.y );

		},

		copy: function ( v ) {

			this.x = v.x;
			this.y = v.y;

			return this;

		},

		add: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
				return this.addVectors( v, w );

			}

			this.x += v.x;
			this.y += v.y;

			return this;

		},

		addScalar: function ( s ) {

			this.x += s;
			this.y += s;

			return this;

		},

		addVectors: function ( a, b ) {

			this.x = a.x + b.x;
			this.y = a.y + b.y;

			return this;

		},

		addScaledVector: function ( v, s ) {

			this.x += v.x * s;
			this.y += v.y * s;

			return this;

		},

		sub: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
				return this.subVectors( v, w );

			}

			this.x -= v.x;
			this.y -= v.y;

			return this;

		},

		subScalar: function ( s ) {

			this.x -= s;
			this.y -= s;

			return this;

		},

		subVectors: function ( a, b ) {

			this.x = a.x - b.x;
			this.y = a.y - b.y;

			return this;

		},

		multiply: function ( v ) {

			this.x *= v.x;
			this.y *= v.y;

			return this;

		},

		multiplyScalar: function ( scalar ) {

			if ( isFinite( scalar ) ) {

				this.x *= scalar;
				this.y *= scalar;

			} else {

				this.x = 0;
				this.y = 0;

			}

			return this;

		},

		divide: function ( v ) {

			this.x /= v.x;
			this.y /= v.y;

			return this;

		},

		divideScalar: function ( scalar ) {

			return this.multiplyScalar( 1 / scalar );

		},

		min: function ( v ) {

			this.x = Math.min( this.x, v.x );
			this.y = Math.min( this.y, v.y );

			return this;

		},

		max: function ( v ) {

			this.x = Math.max( this.x, v.x );
			this.y = Math.max( this.y, v.y );

			return this;

		},

		clamp: function ( min, max ) {

			// This function assumes min < max, if this assumption isn't true it will not operate correctly

			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
			this.y = Math.max( min.y, Math.min( max.y, this.y ) );

			return this;

		},

		clampScalar: function () {

			var min, max;

			return function clampScalar( minVal, maxVal ) {

				if ( min === undefined ) {

					min = new Vector2();
					max = new Vector2();

				}

				min.set( minVal, minVal );
				max.set( maxVal, maxVal );

				return this.clamp( min, max );

			};

		}(),

		clampLength: function ( min, max ) {

			var length = this.length();

			return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );

		},

		floor: function () {

			this.x = Math.floor( this.x );
			this.y = Math.floor( this.y );

			return this;

		},

		ceil: function () {

			this.x = Math.ceil( this.x );
			this.y = Math.ceil( this.y );

			return this;

		},

		round: function () {

			this.x = Math.round( this.x );
			this.y = Math.round( this.y );

			return this;

		},

		roundToZero: function () {

			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );

			return this;

		},

		negate: function () {

			this.x = - this.x;
			this.y = - this.y;

			return this;

		},

		dot: function ( v ) {

			return this.x * v.x + this.y * v.y;

		},

		lengthSq: function () {

			return this.x * this.x + this.y * this.y;

		},

		length: function () {

			return Math.sqrt( this.x * this.x + this.y * this.y );

		},

		lengthManhattan: function() {

			return Math.abs( this.x ) + Math.abs( this.y );

		},

		normalize: function () {

			return this.divideScalar( this.length() );

		},

		angle: function () {

			// computes the angle in radians with respect to the positive x-axis

			var angle = Math.atan2( this.y, this.x );

			if ( angle < 0 ) angle += 2 * Math.PI;

			return angle;

		},

		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;

		},

		distanceToManhattan: function ( v ) {

			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );

		},

		setLength: function ( length ) {

			return this.multiplyScalar( length / this.length() );

		},

		lerp: function ( v, alpha ) {

			this.x += ( v.x - this.x ) * alpha;
			this.y += ( v.y - this.y ) * alpha;

			return this;

		},

		lerpVectors: function ( v1, v2, alpha ) {

			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

		},

		equals: function ( v ) {

			return ( ( v.x === this.x ) && ( v.y === this.y ) );

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this.x = array[ offset ];
			this.y = array[ offset + 1 ];

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this.x;
			array[ offset + 1 ] = this.y;

			return array;

		},

		fromAttribute: function ( attribute, index, offset ) {

			if ( offset !== undefined ) {

				console.warn( 'THREE.Vector2: offset has been removed from .fromAttribute().' );

			}

			this.x = attribute.getX( index );
			this.y = attribute.getY( index );

			return this;

		},

		rotateAround: function ( center, angle ) {

			var c = Math.cos( angle ), s = Math.sin( angle );

			var x = this.x - center.x;
			var y = this.y - center.y;

			this.x = x * c - y * s + center.x;
			this.y = x * s + y * c + center.y;

			return this;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author szimek / https://github.com/szimek/
	 */

	var textureId = 0;

	function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

		Object.defineProperty( this, 'id', { value: textureId ++ } );

		this.uuid = _Math.generateUUID();

		this.name = '';

		this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
		this.mipmaps = [];

		this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;

		this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
		this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;

		this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
		this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;

		this.anisotropy = anisotropy !== undefined ? anisotropy : 1;

		this.format = format !== undefined ? format : RGBAFormat;
		this.type = type !== undefined ? type : UnsignedByteType;

		this.offset = new Vector2( 0, 0 );
		this.repeat = new 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)


		// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
		//
		// Also changing the encoding after already used by a Material will not automatically make the Material
		// update.  You need to explicitly call Material.needsUpdate to trigger it to recompile.
		this.encoding = encoding !== undefined ? encoding : LinearEncoding;

		this.version = 0;
		this.onUpdate = null;

	}

	Texture.DEFAULT_IMAGE = undefined;
	Texture.DEFAULT_MAPPING = UVMapping;

	Texture.prototype = {

		constructor: Texture,

		isTexture: true,

		set needsUpdate( value ) {

			if ( value === true ) this.version ++;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( source ) {

			this.image = source.image;
			this.mipmaps = source.mipmaps.slice( 0 );

			this.mapping = source.mapping;

			this.wrapS = source.wrapS;
			this.wrapT = source.wrapT;

			this.magFilter = source.magFilter;
			this.minFilter = source.minFilter;

			this.anisotropy = source.anisotropy;

			this.format = source.format;
			this.type = source.type;

			this.offset.copy( source.offset );
			this.repeat.copy( source.repeat );

			this.generateMipmaps = source.generateMipmaps;
			this.premultiplyAlpha = source.premultiplyAlpha;
			this.flipY = source.flipY;
			this.unpackAlignment = source.unpackAlignment;
			this.encoding = source.encoding;

			return this;

		},

		toJSON: function ( meta ) {

			if ( meta.textures[ this.uuid ] !== undefined ) {

				return meta.textures[ this.uuid ];

			}

			function getDataURL( image ) {

				var canvas;

				if ( image.toDataURL !== undefined ) {

					canvas = image;

				} else {

					canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
					canvas.width = image.width;
					canvas.height = image.height;

					canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );

				}

				if ( canvas.width > 2048 || canvas.height > 2048 ) {

					return canvas.toDataURL( 'image/jpeg', 0.6 );

				} else {

					return canvas.toDataURL( 'image/png' );

				}

			}

			var output = {
				metadata: {
					version: 4.4,
					type: 'Texture',
					generator: 'Texture.toJSON'
				},

				uuid: this.uuid,
				name: this.name,

				mapping: this.mapping,

				repeat: [ this.repeat.x, this.repeat.y ],
				offset: [ this.offset.x, this.offset.y ],
				wrap: [ this.wrapS, this.wrapT ],

				minFilter: this.minFilter,
				magFilter: this.magFilter,
				anisotropy: this.anisotropy,

				flipY: this.flipY
			};

			if ( this.image !== undefined ) {

				// TODO: Move to THREE.Image

				var image = this.image;

				if ( image.uuid === undefined ) {

					image.uuid = _Math.generateUUID(); // UGH

				}

				if ( meta.images[ image.uuid ] === undefined ) {

					meta.images[ image.uuid ] = {
						uuid: image.uuid,
						url: getDataURL( image )
					};

				}

				output.image = image.uuid;

			}

			meta.textures[ this.uuid ] = output;

			return output;

		},

		dispose: function () {

			this.dispatchEvent( { type: 'dispose' } );

		},

		transformUv: function ( uv ) {

			if ( this.mapping !== UVMapping ) return;

			uv.multiply( this.repeat );
			uv.add( this.offset );

			if ( uv.x < 0 || uv.x > 1 ) {

				switch ( this.wrapS ) {

					case RepeatWrapping:

						uv.x = uv.x - Math.floor( uv.x );
						break;

					case ClampToEdgeWrapping:

						uv.x = uv.x < 0 ? 0 : 1;
						break;

					case MirroredRepeatWrapping:

						if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {

							uv.x = Math.ceil( uv.x ) - uv.x;

						} else {

							uv.x = uv.x - Math.floor( uv.x );

						}
						break;

				}

			}

			if ( uv.y < 0 || uv.y > 1 ) {

				switch ( this.wrapT ) {

					case RepeatWrapping:

						uv.y = uv.y - Math.floor( uv.y );
						break;

					case ClampToEdgeWrapping:

						uv.y = uv.y < 0 ? 0 : 1;
						break;

					case MirroredRepeatWrapping:

						if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {

							uv.y = Math.ceil( uv.y ) - uv.y;

						} else {

							uv.y = uv.y - Math.floor( uv.y );

						}
						break;

				}

			}

			if ( this.flipY ) {

				uv.y = 1 - uv.y;

			}

		}

	};

	Object.assign( Texture.prototype, EventDispatcher.prototype );

	/**
	 * @author supereggbert / http://www.paulbrunt.co.uk/
	 * @author philogb / http://blog.thejit.org/
	 * @author mikael emtinger / http://gomo.se/
	 * @author egraether / http://egraether.com/
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function Vector4( x, y, z, w ) {

		this.x = x || 0;
		this.y = y || 0;
		this.z = z || 0;
		this.w = ( w !== undefined ) ? w : 1;

	}

	Vector4.prototype = {

		constructor: Vector4,

		isVector4: true,

		set: function ( x, y, z, w ) {

			this.x = x;
			this.y = y;
			this.z = z;
			this.w = w;

			return this;

		},

		setScalar: function ( scalar ) {

			this.x = scalar;
			this.y = scalar;
			this.z = scalar;
			this.w = scalar;

			return this;

		},

		setX: function ( x ) {

			this.x = x;

			return this;

		},

		setY: function ( y ) {

			this.y = y;

			return this;

		},

		setZ: function ( z ) {

			this.z = z;

			return this;

		},

		setW: function ( w ) {

			this.w = w;

			return this;

		},

		setComponent: function ( index, value ) {

			switch ( index ) {

				case 0: this.x = value; break;
				case 1: this.y = value; break;
				case 2: this.z = value; break;
				case 3: this.w = value; break;
				default: throw new Error( 'index is out of range: ' + index );

			}

			return this;

		},

		getComponent: function ( index ) {

			switch ( index ) {

				case 0: return this.x;
				case 1: return this.y;
				case 2: return this.z;
				case 3: return this.w;
				default: throw new Error( 'index is out of range: ' + index );

			}

		},

		clone: function () {

			return new this.constructor( this.x, this.y, this.z, this.w );

		},

		copy: function ( v ) {

			this.x = v.x;
			this.y = v.y;
			this.z = v.z;
			this.w = ( v.w !== undefined ) ? v.w : 1;

			return this;

		},

		add: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
				return this.addVectors( v, w );

			}

			this.x += v.x;
			this.y += v.y;
			this.z += v.z;
			this.w += v.w;

			return this;

		},

		addScalar: function ( s ) {

			this.x += s;
			this.y += s;
			this.z += s;
			this.w += s;

			return this;

		},

		addVectors: function ( a, b ) {

			this.x = a.x + b.x;
			this.y = a.y + b.y;
			this.z = a.z + b.z;
			this.w = a.w + b.w;

			return this;

		},

		addScaledVector: function ( v, s ) {

			this.x += v.x * s;
			this.y += v.y * s;
			this.z += v.z * s;
			this.w += v.w * s;

			return this;

		},

		sub: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
				return this.subVectors( v, w );

			}

			this.x -= v.x;
			this.y -= v.y;
			this.z -= v.z;
			this.w -= v.w;

			return this;

		},

		subScalar: function ( s ) {

			this.x -= s;
			this.y -= s;
			this.z -= s;
			this.w -= s;

			return this;

		},

		subVectors: function ( a, b ) {

			this.x = a.x - b.x;
			this.y = a.y - b.y;
			this.z = a.z - b.z;
			this.w = a.w - b.w;

			return this;

		},

		multiplyScalar: function ( scalar ) {

			if ( isFinite( scalar ) ) {

				this.x *= scalar;
				this.y *= scalar;
				this.z *= scalar;
				this.w *= scalar;

			} else {

				this.x = 0;
				this.y = 0;
				this.z = 0;
				this.w = 0;

			}

			return this;

		},

		applyMatrix4: function ( m ) {

			var x = this.x, y = this.y, z = this.z, w = this.w;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
			this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;

			return this;

		},

		divideScalar: function ( scalar ) {

			return this.multiplyScalar( 1 / scalar );

		},

		setAxisAngleFromQuaternion: function ( q ) {

			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm

			// q is assumed to be normalized

			this.w = 2 * Math.acos( q.w );

			var s = Math.sqrt( 1 - q.w * q.w );

			if ( s < 0.0001 ) {

				 this.x = 1;
				 this.y = 0;
				 this.z = 0;

			} else {

				 this.x = q.x / s;
				 this.y = q.y / s;
				 this.z = q.z / s;

			}

			return this;

		},

		setAxisAngleFromRotationMatrix: function ( m ) {

			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm

			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

			var angle, x, y, z,		// variables for result
				epsilon = 0.01,		// margin to allow for rounding errors
				epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees

				te = m.elements,

				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];

			if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
			     ( Math.abs( m13 - m31 ) < epsilon ) &&
			     ( Math.abs( m23 - m32 ) < epsilon ) ) {

				// singularity found
				// first check for identity matrix which must have +1 for all terms
				// in leading diagonal and zero in other terms

				if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
				     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
				     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
				     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {

					// this singularity is identity matrix so angle = 0

					this.set( 1, 0, 0, 0 );

					return this; // zero angle, arbitrary axis

				}

				// otherwise this singularity is angle = 180

				angle = Math.PI;

				var xx = ( m11 + 1 ) / 2;
				var yy = ( m22 + 1 ) / 2;
				var zz = ( m33 + 1 ) / 2;
				var xy = ( m12 + m21 ) / 4;
				var xz = ( m13 + m31 ) / 4;
				var yz = ( m23 + m32 ) / 4;

				if ( ( xx > yy ) && ( xx > zz ) ) {

					// m11 is the largest diagonal term

					if ( xx < epsilon ) {

						x = 0;
						y = 0.707106781;
						z = 0.707106781;

					} else {

						x = Math.sqrt( xx );
						y = xy / x;
						z = xz / x;

					}

				} else if ( yy > zz ) {

					// m22 is the largest diagonal term

					if ( yy < epsilon ) {

						x = 0.707106781;
						y = 0;
						z = 0.707106781;

					} else {

						y = Math.sqrt( yy );
						x = xy / y;
						z = yz / y;

					}

				} else {

					// m33 is the largest diagonal term so base result on this

					if ( zz < epsilon ) {

						x = 0.707106781;
						y = 0.707106781;
						z = 0;

					} else {

						z = Math.sqrt( zz );
						x = xz / z;
						y = yz / z;

					}

				}

				this.set( x, y, z, angle );

				return this; // return 180 deg rotation

			}

			// as we have reached here there are no singularities so we can handle normally

			var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
			                   ( m13 - m31 ) * ( m13 - m31 ) +
			                   ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize

			if ( Math.abs( s ) < 0.001 ) s = 1;

			// prevent divide by zero, should not happen if matrix is orthogonal and should be
			// caught by singularity test above, but I've left it in just in case

			this.x = ( m32 - m23 ) / s;
			this.y = ( m13 - m31 ) / s;
			this.z = ( m21 - m12 ) / s;
			this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );

			return this;

		},

		min: function ( v ) {

			this.x = Math.min( this.x, v.x );
			this.y = Math.min( this.y, v.y );
			this.z = Math.min( this.z, v.z );
			this.w = Math.min( this.w, v.w );

			return this;

		},

		max: function ( v ) {

			this.x = Math.max( this.x, v.x );
			this.y = Math.max( this.y, v.y );
			this.z = Math.max( this.z, v.z );
			this.w = Math.max( this.w, v.w );

			return this;

		},

		clamp: function ( min, max ) {

			// This function assumes min < max, if this assumption isn't true it will not operate correctly

			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
			this.z = Math.max( min.z, Math.min( max.z, this.z ) );
			this.w = Math.max( min.w, Math.min( max.w, this.w ) );

			return this;

		},

		clampScalar: function () {

			var min, max;

			return function clampScalar( minVal, maxVal ) {

				if ( min === undefined ) {

					min = new Vector4();
					max = new Vector4();

				}

				min.set( minVal, minVal, minVal, minVal );
				max.set( maxVal, maxVal, maxVal, maxVal );

				return this.clamp( min, max );

			};

		}(),

		floor: function () {

			this.x = Math.floor( this.x );
			this.y = Math.floor( this.y );
			this.z = Math.floor( this.z );
			this.w = Math.floor( this.w );

			return this;

		},

		ceil: function () {

			this.x = Math.ceil( this.x );
			this.y = Math.ceil( this.y );
			this.z = Math.ceil( this.z );
			this.w = Math.ceil( this.w );

			return this;

		},

		round: function () {

			this.x = Math.round( this.x );
			this.y = Math.round( this.y );
			this.z = Math.round( this.z );
			this.w = Math.round( this.w );

			return this;

		},

		roundToZero: function () {

			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
			this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );

			return this;

		},

		negate: function () {

			this.x = - this.x;
			this.y = - this.y;
			this.z = - this.z;
			this.w = - this.w;

			return this;

		},

		dot: function ( v ) {

			return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;

		},

		lengthSq: function () {

			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;

		},

		length: function () {

			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );

		},

		lengthManhattan: function () {

			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );

		},

		normalize: function () {

			return this.divideScalar( this.length() );

		},

		setLength: function ( length ) {

			return this.multiplyScalar( length / this.length() );

		},

		lerp: function ( v, alpha ) {

			this.x += ( v.x - this.x ) * alpha;
			this.y += ( v.y - this.y ) * alpha;
			this.z += ( v.z - this.z ) * alpha;
			this.w += ( v.w - this.w ) * alpha;

			return this;

		},

		lerpVectors: function ( v1, v2, alpha ) {

			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

		},

		equals: function ( v ) {

			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this.x = array[ offset ];
			this.y = array[ offset + 1 ];
			this.z = array[ offset + 2 ];
			this.w = array[ offset + 3 ];

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this.x;
			array[ offset + 1 ] = this.y;
			array[ offset + 2 ] = this.z;
			array[ offset + 3 ] = this.w;

			return array;

		},

		fromAttribute: function ( attribute, index, offset ) {

			if ( offset !== undefined ) {

				console.warn( 'THREE.Vector4: offset has been removed from .fromAttribute().' );

			}

			this.x = attribute.getX( index );
			this.y = attribute.getY( index );
			this.z = attribute.getZ( index );
			this.w = attribute.getW( index );

			return this;

		}

	};

	/**
	 * @author szimek / https://github.com/szimek/
	 * @author alteredq / http://alteredqualia.com/
	 * @author Marius Kintel / https://github.com/kintel
	 */

	/*
	 In options, we can specify:
	 * Texture parameters for an auto-generated target texture
	 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
	*/
	function WebGLRenderTarget( width, height, options ) {

		this.uuid = _Math.generateUUID();

		this.width = width;
		this.height = height;

		this.scissor = new Vector4( 0, 0, width, height );
		this.scissorTest = false;

		this.viewport = new Vector4( 0, 0, width, height );

		options = options || {};

		if ( options.minFilter === undefined ) options.minFilter = LinearFilter;

		this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );

		this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
		this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
		this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;

	}

	Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype, {

		isWebGLRenderTarget: true,

		setSize: function ( width, height ) {

			if ( this.width !== width || this.height !== height ) {

				this.width = width;
				this.height = height;

				this.dispose();

			}

			this.viewport.set( 0, 0, width, height );
			this.scissor.set( 0, 0, width, height );

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( source ) {

			this.width = source.width;
			this.height = source.height;

			this.viewport.copy( source.viewport );

			this.texture = source.texture.clone();

			this.depthBuffer = source.depthBuffer;
			this.stencilBuffer = source.stencilBuffer;
			this.depthTexture = source.depthTexture;

			return this;

		},

		dispose: function () {

			this.dispatchEvent( { type: 'dispose' } );

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com
	 */

	function WebGLRenderTargetCube( width, height, options ) {

		WebGLRenderTarget.call( this, width, height, options );

		this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
		this.activeMipMapLevel = 0;

	}

	WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
	WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;

	WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author bhouston / http://clara.io
	 */

	function Quaternion( x, y, z, w ) {

		this._x = x || 0;
		this._y = y || 0;
		this._z = z || 0;
		this._w = ( w !== undefined ) ? w : 1;

	}

	Quaternion.prototype = {

		constructor: Quaternion,

		get x () {

			return this._x;

		},

		set x ( value ) {

			this._x = value;
			this.onChangeCallback();

		},

		get y () {

			return this._y;

		},

		set y ( value ) {

			this._y = value;
			this.onChangeCallback();

		},

		get z () {

			return this._z;

		},

		set z ( value ) {

			this._z = value;
			this.onChangeCallback();

		},

		get w () {

			return this._w;

		},

		set w ( value ) {

			this._w = value;
			this.onChangeCallback();

		},

		set: function ( x, y, z, w ) {

			this._x = x;
			this._y = y;
			this._z = z;
			this._w = w;

			this.onChangeCallback();

			return this;

		},

		clone: function () {

			return new this.constructor( this._x, this._y, this._z, this._w );

		},

		copy: function ( quaternion ) {

			this._x = quaternion.x;
			this._y = quaternion.y;
			this._z = quaternion.z;
			this._w = quaternion.w;

			this.onChangeCallback();

			return this;

		},

		setFromEuler: function ( euler, update ) {

			if ( (euler && euler.isEuler) === false ) {

				throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );

			}

			// http://www.mathworks.com/matlabcentral/fileexchange/
			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
			//	content/SpinCalc.m

			var c1 = Math.cos( euler._x / 2 );
			var c2 = Math.cos( euler._y / 2 );
			var c3 = Math.cos( euler._z / 2 );
			var s1 = Math.sin( euler._x / 2 );
			var s2 = Math.sin( euler._y / 2 );
			var s3 = Math.sin( euler._z / 2 );

			var order = euler.order;

			if ( 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;

			}

			if ( update !== false ) this.onChangeCallback();

			return this;

		},

		setFromAxisAngle: function ( axis, angle ) {

			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm

			// assumes axis is normalized

			var halfAngle = angle / 2, s = Math.sin( halfAngle );

			this._x = axis.x * s;
			this._y = axis.y * s;
			this._z = axis.z * s;
			this._w = Math.cos( halfAngle );

			this.onChangeCallback();

			return this;

		},

		setFromRotationMatrix: function ( m ) {

			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

			var te = m.elements,

				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],

				trace = m11 + m22 + m33,
				s;

			if ( trace > 0 ) {

				s = 0.5 / Math.sqrt( trace + 1.0 );

				this._w = 0.25 / s;
				this._x = ( m32 - m23 ) * s;
				this._y = ( m13 - m31 ) * s;
				this._z = ( m21 - m12 ) * s;

			} else if ( m11 > m22 && m11 > m33 ) {

				s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );

				this._w = ( m32 - m23 ) / s;
				this._x = 0.25 * s;
				this._y = ( m12 + m21 ) / s;
				this._z = ( m13 + m31 ) / s;

			} else if ( m22 > m33 ) {

				s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );

				this._w = ( m13 - m31 ) / s;
				this._x = ( m12 + m21 ) / s;
				this._y = 0.25 * s;
				this._z = ( m23 + m32 ) / s;

			} else {

				s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );

				this._w = ( m21 - m12 ) / s;
				this._x = ( m13 + m31 ) / s;
				this._y = ( m23 + m32 ) / s;
				this._z = 0.25 * s;

			}

			this.onChangeCallback();

			return this;

		},

		setFromUnitVectors: function () {

			// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final

			// assumes direction vectors vFrom and vTo are normalized

			var v1, r;

			var EPS = 0.000001;

			return function setFromUnitVectors( vFrom, vTo ) {

				if ( v1 === undefined ) v1 = new Vector3();

				r = vFrom.dot( vTo ) + 1;

				if ( r < EPS ) {

					r = 0;

					if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {

						v1.set( - vFrom.y, vFrom.x, 0 );

					} else {

						v1.set( 0, - vFrom.z, vFrom.y );

					}

				} else {

					v1.crossVectors( vFrom, vTo );

				}

				this._x = v1.x;
				this._y = v1.y;
				this._z = v1.z;
				this._w = r;

				return this.normalize();

			};

		}(),

		inverse: function () {

			return this.conjugate().normalize();

		},

		conjugate: function () {

			this._x *= - 1;
			this._y *= - 1;
			this._z *= - 1;

			this.onChangeCallback();

			return this;

		},

		dot: function ( v ) {

			return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;

		},

		lengthSq: function () {

			return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;

		},

		length: function () {

			return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );

		},

		normalize: function () {

			var l = this.length();

			if ( l === 0 ) {

				this._x = 0;
				this._y = 0;
				this._z = 0;
				this._w = 1;

			} else {

				l = 1 / l;

				this._x = this._x * l;
				this._y = this._y * l;
				this._z = this._z * l;
				this._w = this._w * l;

			}

			this.onChangeCallback();

			return this;

		},

		multiply: function ( q, p ) {

			if ( p !== undefined ) {

				console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
				return this.multiplyQuaternions( q, p );

			}

			return this.multiplyQuaternions( this, q );

		},

		premultiply: function ( q ) {

			return this.multiplyQuaternions( q, this );

		},

		multiplyQuaternions: function ( a, b ) {

			// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm

			var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
			var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;

			this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
			this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
			this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
			this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

			this.onChangeCallback();

			return this;

		},

		slerp: function ( qb, t ) {

			if ( t === 0 ) return this;
			if ( t === 1 ) return this.copy( qb );

			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 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 halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
			var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
			ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;

			this._w = ( w * ratioA + this._w * ratioB );
			this._x = ( x * ratioA + this._x * ratioB );
			this._y = ( y * ratioA + this._y * ratioB );
			this._z = ( z * ratioA + this._z * ratioB );

			this.onChangeCallback();

			return this;

		},

		equals: function ( quaternion ) {

			return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this._x = array[ offset ];
			this._y = array[ offset + 1 ];
			this._z = array[ offset + 2 ];
			this._w = array[ offset + 3 ];

			this.onChangeCallback();

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this._x;
			array[ offset + 1 ] = this._y;
			array[ offset + 2 ] = this._z;
			array[ offset + 3 ] = this._w;

			return array;

		},

		onChange: function ( callback ) {

			this.onChangeCallback = callback;

			return this;

		},

		onChangeCallback: function () {}

	};

	Object.assign( Quaternion, {

		slerp: function( qa, qb, qm, t ) {

			return qm.copy( qa ).slerp( qb, t );

		},

		slerpFlat: function(
				dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {

			// fuzz-free, array-based Quaternion SLERP operation

			var x0 = src0[ srcOffset0 + 0 ],
				y0 = src0[ srcOffset0 + 1 ],
				z0 = src0[ srcOffset0 + 2 ],
				w0 = src0[ srcOffset0 + 3 ],

				x1 = src1[ srcOffset1 + 0 ],
				y1 = src1[ srcOffset1 + 1 ],
				z1 = src1[ srcOffset1 + 2 ],
				w1 = src1[ srcOffset1 + 3 ];

			if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {

				var s = 1 - t,

					cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,

					dir = ( cos >= 0 ? 1 : - 1 ),
					sqrSin = 1 - cos * cos;

				// Skip the Slerp for tiny steps to avoid numeric problems:
				if ( sqrSin > Number.EPSILON ) {

					var sin = Math.sqrt( sqrSin ),
						len = Math.atan2( sin, cos * dir );

					s = Math.sin( s * len ) / sin;
					t = Math.sin( t * len ) / sin;

				}

				var tDir = t * dir;

				x0 = x0 * s + x1 * tDir;
				y0 = y0 * s + y1 * tDir;
				z0 = z0 * s + z1 * tDir;
				w0 = w0 * s + w1 * tDir;

				// Normalize in case we just did a lerp:
				if ( s === 1 - t ) {

					var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );

					x0 *= f;
					y0 *= f;
					z0 *= f;
					w0 *= f;

				}

			}

			dst[ dstOffset ] = x0;
			dst[ dstOffset + 1 ] = y0;
			dst[ dstOffset + 2 ] = z0;
			dst[ dstOffset + 3 ] = w0;

		}

	} );

	/**
	 * @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
	 */

	function Vector3( x, y, z ) {

		this.x = x || 0;
		this.y = y || 0;
		this.z = z || 0;

	}

	Vector3.prototype = {

		constructor: Vector3,

		isVector3: true,

		set: function ( x, y, z ) {

			this.x = x;
			this.y = y;
			this.z = z;

			return this;

		},

		setScalar: function ( scalar ) {

			this.x = scalar;
			this.y = scalar;
			this.z = scalar;

			return this;

		},

		setX: function ( x ) {

			this.x = x;

			return this;

		},

		setY: function ( y ) {

			this.y = y;

			return this;

		},

		setZ: function ( z ) {

			this.z = z;

			return this;

		},

		setComponent: function ( index, value ) {

			switch ( index ) {

				case 0: this.x = value; break;
				case 1: this.y = value; break;
				case 2: this.z = value; break;
				default: throw new Error( 'index is out of range: ' + index );

			}

			return this;

		},

		getComponent: function ( index ) {

			switch ( index ) {

				case 0: return this.x;
				case 1: return this.y;
				case 2: return this.z;
				default: throw new Error( 'index is out of range: ' + index );

			}

		},

		clone: function () {

			return new this.constructor( this.x, this.y, this.z );

		},

		copy: function ( v ) {

			this.x = v.x;
			this.y = v.y;
			this.z = v.z;

			return this;

		},

		add: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
				return this.addVectors( v, w );

			}

			this.x += v.x;
			this.y += v.y;
			this.z += v.z;

			return this;

		},

		addScalar: function ( s ) {

			this.x += s;
			this.y += s;
			this.z += s;

			return this;

		},

		addVectors: function ( a, b ) {

			this.x = a.x + b.x;
			this.y = a.y + b.y;
			this.z = a.z + b.z;

			return this;

		},

		addScaledVector: function ( v, s ) {

			this.x += v.x * s;
			this.y += v.y * s;
			this.z += v.z * s;

			return this;

		},

		sub: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
				return this.subVectors( v, w );

			}

			this.x -= v.x;
			this.y -= v.y;
			this.z -= v.z;

			return this;

		},

		subScalar: function ( s ) {

			this.x -= s;
			this.y -= s;
			this.z -= s;

			return this;

		},

		subVectors: function ( a, b ) {

			this.x = a.x - b.x;
			this.y = a.y - b.y;
			this.z = a.z - b.z;

			return this;

		},

		multiply: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
				return this.multiplyVectors( v, w );

			}

			this.x *= v.x;
			this.y *= v.y;
			this.z *= v.z;

			return this;

		},

		multiplyScalar: function ( scalar ) {

			if ( isFinite( scalar ) ) {

				this.x *= scalar;
				this.y *= scalar;
				this.z *= scalar;

			} else {

				this.x = 0;
				this.y = 0;
				this.z = 0;

			}

			return this;

		},

		multiplyVectors: function ( a, b ) {

			this.x = a.x * b.x;
			this.y = a.y * b.y;
			this.z = a.z * b.z;

			return this;

		},

		applyEuler: function () {

			var quaternion;

			return function applyEuler( euler ) {

				if ( (euler && euler.isEuler) === false ) {

					console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );

				}

				if ( quaternion === undefined ) quaternion = new Quaternion();

				return this.applyQuaternion( quaternion.setFromEuler( euler ) );

			};

		}(),

		applyAxisAngle: function () {

			var quaternion;

			return function applyAxisAngle( axis, angle ) {

				if ( quaternion === undefined ) quaternion = new Quaternion();

				return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );

			};

		}(),

		applyMatrix3: function ( m ) {

			var x = this.x, y = this.y, z = this.z;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
			this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;

			return this;

		},

		applyMatrix4: function ( m ) {

			// input: THREE.Matrix4 affine matrix

			var x = this.x, y = this.y, z = this.z;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];

			return this;

		},

		applyProjection: function ( m ) {

			// input: THREE.Matrix4 projection matrix

			var x = this.x, y = this.y, z = this.z;
			var e = m.elements;
			var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide

			this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ] ) * d;
			this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ] ) * d;
			this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;

			return this;

		},

		applyQuaternion: function ( q ) {

			var x = this.x, y = this.y, z = this.z;
			var qx = q.x, qy = q.y, qz = q.z, qw = q.w;

			// calculate quat * vector

			var ix =  qw * x + qy * z - qz * y;
			var iy =  qw * y + qz * x - qx * z;
			var iz =  qw * z + qx * y - qy * x;
			var iw = - qx * x - qy * y - qz * z;

			// calculate result * inverse quat

			this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
			this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
			this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;

			return this;

		},

		project: function () {

			var matrix;

			return function project( camera ) {

				if ( matrix === undefined ) matrix = new Matrix4();

				matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
				return this.applyProjection( matrix );

			};

		}(),

		unproject: function () {

			var matrix;

			return function unproject( camera ) {

				if ( matrix === undefined ) matrix = new Matrix4();

				matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
				return this.applyProjection( matrix );

			};

		}(),

		transformDirection: function ( m ) {

			// input: THREE.Matrix4 affine matrix
			// vector interpreted as a direction

			var x = this.x, y = this.y, z = this.z;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;

			return this.normalize();

		},

		divide: function ( v ) {

			this.x /= v.x;
			this.y /= v.y;
			this.z /= v.z;

			return this;

		},

		divideScalar: function ( scalar ) {

			return this.multiplyScalar( 1 / scalar );

		},

		min: function ( v ) {

			this.x = Math.min( this.x, v.x );
			this.y = Math.min( this.y, v.y );
			this.z = Math.min( this.z, v.z );

			return this;

		},

		max: function ( v ) {

			this.x = Math.max( this.x, v.x );
			this.y = Math.max( this.y, v.y );
			this.z = Math.max( this.z, v.z );

			return this;

		},

		clamp: function ( min, max ) {

			// This function assumes min < max, if this assumption isn't true it will not operate correctly

			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
			this.z = Math.max( min.z, Math.min( max.z, this.z ) );

			return this;

		},

		clampScalar: function () {

			var min, max;

			return function clampScalar( minVal, maxVal ) {

				if ( min === undefined ) {

					min = new Vector3();
					max = new Vector3();

				}

				min.set( minVal, minVal, minVal );
				max.set( maxVal, maxVal, maxVal );

				return this.clamp( min, max );

			};

		}(),

		clampLength: function ( min, max ) {

			var length = this.length();

			return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );

		},

		floor: function () {

			this.x = Math.floor( this.x );
			this.y = Math.floor( this.y );
			this.z = Math.floor( this.z );

			return this;

		},

		ceil: function () {

			this.x = Math.ceil( this.x );
			this.y = Math.ceil( this.y );
			this.z = Math.ceil( this.z );

			return this;

		},

		round: function () {

			this.x = Math.round( this.x );
			this.y = Math.round( this.y );
			this.z = Math.round( this.z );

			return this;

		},

		roundToZero: function () {

			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );

			return this;

		},

		negate: function () {

			this.x = - this.x;
			this.y = - this.y;
			this.z = - this.z;

			return this;

		},

		dot: function ( v ) {

			return this.x * v.x + this.y * v.y + this.z * v.z;

		},

		lengthSq: function () {

			return this.x * this.x + this.y * this.y + this.z * this.z;

		},

		length: function () {

			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );

		},

		lengthManhattan: function () {

			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );

		},

		normalize: function () {

			return this.divideScalar( this.length() );

		},

		setLength: function ( length ) {

			return this.multiplyScalar( length / this.length() );

		},

		lerp: function ( v, alpha ) {

			this.x += ( v.x - this.x ) * alpha;
			this.y += ( v.y - this.y ) * alpha;
			this.z += ( v.z - this.z ) * alpha;

			return this;

		},

		lerpVectors: function ( v1, v2, alpha ) {

			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

		},

		cross: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
				return this.crossVectors( v, w );

			}

			var x = this.x, y = this.y, z = this.z;

			this.x = y * v.z - z * v.y;
			this.y = z * v.x - x * v.z;
			this.z = x * v.y - y * v.x;

			return this;

		},

		crossVectors: function ( a, b ) {

			var ax = a.x, ay = a.y, az = a.z;
			var bx = b.x, by = b.y, bz = b.z;

			this.x = ay * bz - az * by;
			this.y = az * bx - ax * bz;
			this.z = ax * by - ay * bx;

			return this;

		},

		projectOnVector: function ( vector ) {

			var scalar = vector.dot( this ) / vector.lengthSq();

			return this.copy( vector ).multiplyScalar( scalar );

		},

		projectOnPlane: function () {

			var v1;

			return function projectOnPlane( planeNormal ) {

				if ( v1 === undefined ) v1 = new Vector3();

				v1.copy( this ).projectOnVector( planeNormal );

				return this.sub( v1 );

			};

		}(),

		reflect: function () {

			// reflect incident vector off plane orthogonal to normal
			// normal is assumed to have unit length

			var v1;

			return function reflect( normal ) {

				if ( v1 === undefined ) v1 = new Vector3();

				return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );

			};

		}(),

		angleTo: function ( v ) {

			var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );

			// clamp, to handle numerical problems

			return Math.acos( _Math.clamp( theta, - 1, 1 ) );

		},

		distanceTo: function ( v ) {

			return Math.sqrt( this.distanceToSquared( v ) );

		},

		distanceToSquared: function ( v ) {

			var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;

			return dx * dx + dy * dy + dz * dz;

		},

		distanceToManhattan: function ( v ) {

			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );

		},

		setFromSpherical: function( s ) {

			var sinPhiRadius = Math.sin( s.phi ) * s.radius;

			this.x = sinPhiRadius * Math.sin( s.theta );
			this.y = Math.cos( s.phi ) * s.radius;
			this.z = sinPhiRadius * Math.cos( s.theta );

			return this;

		},

		setFromCylindrical: function( c ) {

			this.x = c.radius * Math.sin( c.theta );
			this.y = c.y;
			this.z = c.radius * Math.cos( c.theta );

			return this;

		},

		setFromMatrixPosition: function ( m ) {

			return this.setFromMatrixColumn( m, 3 );

		},

		setFromMatrixScale: function ( m ) {

			var sx = this.setFromMatrixColumn( m, 0 ).length();
			var sy = this.setFromMatrixColumn( m, 1 ).length();
			var sz = this.setFromMatrixColumn( m, 2 ).length();

			this.x = sx;
			this.y = sy;
			this.z = sz;

			return this;

		},

		setFromMatrixColumn: function ( m, index ) {

			if ( typeof m === 'number' ) {

				console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
				var temp = m;
				m = index;
				index = temp;

			}

			return this.fromArray( m.elements, index * 4 );

		},

		equals: function ( v ) {

			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this.x = array[ offset ];
			this.y = array[ offset + 1 ];
			this.z = array[ offset + 2 ];

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this.x;
			array[ offset + 1 ] = this.y;
			array[ offset + 2 ] = this.z;

			return array;

		},

		fromAttribute: function ( attribute, index, offset ) {

			if ( offset !== undefined ) {

				console.warn( 'THREE.Vector3: offset has been removed from .fromAttribute().' );

			}

			this.x = attribute.getX( index );
			this.y = attribute.getY( index );
			this.z = attribute.getZ( index );

			return this;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author supereggbert / http://www.paulbrunt.co.uk/
	 * @author philogb / http://blog.thejit.org/
	 * @author jordi_ros / http://plattsoft.com
	 * @author D1plo1d / http://github.com/D1plo1d
	 * @author alteredq / http://alteredqualia.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author timknip / http://www.floorplanner.com/
	 * @author bhouston / http://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function Matrix4() {

		this.elements = new Float32Array( [

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		] );

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	Matrix4.prototype = {

		constructor: Matrix4,

		isMatrix4: true,

		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;

		},

		clone: function () {

			return new Matrix4().fromArray( this.elements );

		},

		copy: function ( m ) {

			this.elements.set( m.elements );

			return this;

		},

		copyPosition: function ( m ) {

			var te = this.elements;
			var me = m.elements;

			te[ 12 ] = me[ 12 ];
			te[ 13 ] = me[ 13 ];
			te[ 14 ] = me[ 14 ];

			return this;

		},

		extractBasis: function ( xAxis, yAxis, zAxis ) {

			xAxis.setFromMatrixColumn( this, 0 );
			yAxis.setFromMatrixColumn( this, 1 );
			zAxis.setFromMatrixColumn( this, 2 );

			return this;

		},

		makeBasis: function ( xAxis, yAxis, zAxis ) {

			this.set(
				xAxis.x, yAxis.x, zAxis.x, 0,
				xAxis.y, yAxis.y, zAxis.y, 0,
				xAxis.z, yAxis.z, zAxis.z, 0,
				0,       0,       0,       1
			);

			return this;

		},

		extractRotation: function () {

			var v1;

			return function extractRotation( m ) {

				if ( v1 === undefined ) v1 = new Vector3();

				var te = this.elements;
				var me = m.elements;

				var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
				var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
				var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();

				te[ 0 ] = me[ 0 ] * scaleX;
				te[ 1 ] = me[ 1 ] * scaleX;
				te[ 2 ] = me[ 2 ] * scaleX;

				te[ 4 ] = me[ 4 ] * scaleY;
				te[ 5 ] = me[ 5 ] * scaleY;
				te[ 6 ] = me[ 6 ] * scaleY;

				te[ 8 ] = me[ 8 ] * scaleZ;
				te[ 9 ] = me[ 9 ] * scaleZ;
				te[ 10 ] = me[ 10 ] * scaleZ;

				return this;

			};

		}(),

		makeRotationFromEuler: function ( euler ) {

			if ( (euler && euler.isEuler) === false ) {

				console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );

			}

			var te = this.elements;

			var x = euler.x, y = euler.y, z = euler.z;
			var a = Math.cos( x ), b = Math.sin( x );
			var c = Math.cos( y ), d = Math.sin( y );
			var e = Math.cos( z ), f = Math.sin( z );

			if ( euler.order === 'XYZ' ) {

				var ae = a * e, af = a * f, be = b * e, bf = b * f;

				te[ 0 ] = c * e;
				te[ 4 ] = - c * f;
				te[ 8 ] = d;

				te[ 1 ] = af + be * d;
				te[ 5 ] = ae - bf * d;
				te[ 9 ] = - b * c;

				te[ 2 ] = bf - ae * d;
				te[ 6 ] = be + af * d;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'YXZ' ) {

				var ce = c * e, cf = c * f, de = d * e, df = d * f;

				te[ 0 ] = ce + df * b;
				te[ 4 ] = de * b - cf;
				te[ 8 ] = a * d;

				te[ 1 ] = a * f;
				te[ 5 ] = a * e;
				te[ 9 ] = - b;

				te[ 2 ] = cf * b - de;
				te[ 6 ] = df + ce * b;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'ZXY' ) {

				var ce = c * e, cf = c * f, de = d * e, df = d * f;

				te[ 0 ] = ce - df * b;
				te[ 4 ] = - a * f;
				te[ 8 ] = de + cf * b;

				te[ 1 ] = cf + de * b;
				te[ 5 ] = a * e;
				te[ 9 ] = df - ce * b;

				te[ 2 ] = - a * d;
				te[ 6 ] = b;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'ZYX' ) {

				var ae = a * e, af = a * f, be = b * e, bf = b * f;

				te[ 0 ] = c * e;
				te[ 4 ] = be * d - af;
				te[ 8 ] = ae * d + bf;

				te[ 1 ] = c * f;
				te[ 5 ] = bf * d + ae;
				te[ 9 ] = af * d - be;

				te[ 2 ] = - d;
				te[ 6 ] = b * c;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'YZX' ) {

				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

				te[ 0 ] = c * e;
				te[ 4 ] = bd - ac * f;
				te[ 8 ] = bc * f + ad;

				te[ 1 ] = f;
				te[ 5 ] = a * e;
				te[ 9 ] = - b * e;

				te[ 2 ] = - d * e;
				te[ 6 ] = ad * f + bc;
				te[ 10 ] = ac - bd * f;

			} else if ( euler.order === 'XZY' ) {

				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

				te[ 0 ] = c * e;
				te[ 4 ] = - f;
				te[ 8 ] = d * e;

				te[ 1 ] = ac * f + bd;
				te[ 5 ] = a * e;
				te[ 9 ] = ad * f - bc;

				te[ 2 ] = bc * f - ad;
				te[ 6 ] = b * e;
				te[ 10 ] = bd * f + ac;

			}

			// last column
			te[ 3 ] = 0;
			te[ 7 ] = 0;
			te[ 11 ] = 0;

			// bottom row
			te[ 12 ] = 0;
			te[ 13 ] = 0;
			te[ 14 ] = 0;
			te[ 15 ] = 1;

			return this;

		},

		makeRotationFromQuaternion: function ( q ) {

			var te = this.elements;

			var x = q.x, y = q.y, z = q.z, w = q.w;
			var x2 = x + x, y2 = y + y, z2 = z + z;
			var xx = x * x2, xy = x * y2, xz = x * z2;
			var yy = y * y2, yz = y * z2, zz = z * z2;
			var wx = w * x2, wy = w * y2, wz = w * z2;

			te[ 0 ] = 1 - ( yy + zz );
			te[ 4 ] = xy - wz;
			te[ 8 ] = xz + wy;

			te[ 1 ] = xy + wz;
			te[ 5 ] = 1 - ( xx + zz );
			te[ 9 ] = yz - wx;

			te[ 2 ] = xz - wy;
			te[ 6 ] = yz + wx;
			te[ 10 ] = 1 - ( xx + yy );

			// last column
			te[ 3 ] = 0;
			te[ 7 ] = 0;
			te[ 11 ] = 0;

			// bottom row
			te[ 12 ] = 0;
			te[ 13 ] = 0;
			te[ 14 ] = 0;
			te[ 15 ] = 1;

			return this;

		},

		lookAt: function () {

			var x, y, z;

			return function lookAt( eye, target, up ) {

				if ( x === undefined ) {

					x = new Vector3();
					y = new Vector3();
					z = new Vector3();

				}

				var te = this.elements;

				z.subVectors( eye, target ).normalize();

				if ( z.lengthSq() === 0 ) {

					z.z = 1;

				}

				x.crossVectors( up, z ).normalize();

				if ( x.lengthSq() === 0 ) {

					z.z += 0.0001;
					x.crossVectors( up, z ).normalize();

				}

				y.crossVectors( z, x );


				te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
				te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
				te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;

				return this;

			};

		}(),

		multiply: function ( m, n ) {

			if ( n !== undefined ) {

				console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
				return this.multiplyMatrices( m, n );

			}

			return this.multiplyMatrices( this, m );

		},

		premultiply: function ( m ) {

			return this.multiplyMatrices( m, this );

		},

		multiplyMatrices: function ( a, b ) {

			var ae = a.elements;
			var be = b.elements;
			var te = this.elements;

			var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
			var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
			var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
			var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];

			var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
			var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
			var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
			var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];

			te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
			te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
			te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
			te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

			te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
			te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
			te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
			te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
			te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
			te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
			te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

			te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
			te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
			te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
			te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

			return this;

		},

		multiplyToArray: function ( a, b, r ) {

			var te = this.elements;

			this.multiplyMatrices( a, b );

			r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
			r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
			r[ 8 ]  = te[ 8 ]; r[ 9 ]  = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
			r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];

			return this;

		},

		multiplyScalar: function ( s ) {

			var te = this.elements;

			te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
			te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
			te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
			te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;

			return this;

		},

		applyToVector3Array: function () {

			var v1;

			return function applyToVector3Array( array, offset, length ) {

				if ( v1 === undefined ) v1 = new Vector3();
				if ( offset === undefined ) offset = 0;
				if ( length === undefined ) length = array.length;

				for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {

					v1.fromArray( array, j );
					v1.applyMatrix4( this );
					v1.toArray( array, j );

				}

				return array;

			};

		}(),

		applyToBufferAttribute: function () {

			var v1;

			return function applyToBufferAttribute( attribute ) {

				if ( v1 === undefined ) v1 = new Vector3();

				for ( var i = 0, l = attribute.count; i < l; i ++ ) {

					v1.x = attribute.getX( i );
					v1.y = attribute.getY( i );
					v1.z = attribute.getZ( i );

					v1.applyMatrix4( this );

					attribute.setXYZ( i, v1.x, v1.y, v1.z );

				}

				return attribute;

			};

		}(),

		determinant: function () {

			var te = this.elements;

			var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
			var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
			var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
			var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];

			//TODO: make this more efficient
			//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

			return (
				n41 * (
					+ n14 * n23 * n32
					 - n13 * n24 * n32
					 - n14 * n22 * n33
					 + n12 * n24 * n33
					 + n13 * n22 * n34
					 - n12 * n23 * n34
				) +
				n42 * (
					+ n11 * n23 * n34
					 - n11 * n24 * n33
					 + n14 * n21 * n33
					 - n13 * n21 * n34
					 + n13 * n24 * n31
					 - n14 * n23 * n31
				) +
				n43 * (
					+ n11 * n24 * n32
					 - n11 * n22 * n34
					 - n14 * n21 * n32
					 + n12 * n21 * n34
					 + n14 * n22 * n31
					 - n12 * n24 * n31
				) +
				n44 * (
					- n13 * n22 * n31
					 - n11 * n23 * n32
					 + n11 * n22 * n33
					 + n13 * n21 * n32
					 - n12 * n21 * n33
					 + n12 * n23 * n31
				)

			);

		},

		transpose: function () {

			var te = this.elements;
			var tmp;

			tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
			tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
			tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;

			tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
			tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
			tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;

			return this;

		},

		setPosition: function ( v ) {

			var te = this.elements;

			te[ 12 ] = v.x;
			te[ 13 ] = v.y;
			te[ 14 ] = v.z;

			return this;

		},

		getInverse: function ( m, throwOnDegenerate ) {

			// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
			var te = this.elements,
				me = m.elements,

				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
				n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
				n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
				n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],

				t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
				t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
				t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
				t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;

			var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;

			if ( det === 0 ) {

				var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";

				if ( throwOnDegenerate === true ) {

					throw new Error( msg );

				} else {

					console.warn( msg );

				}

				return this.identity();

			}

			var detInv = 1 / det;

			te[ 0 ] = t11 * detInv;
			te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
			te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
			te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;

			te[ 4 ] = t12 * detInv;
			te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
			te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
			te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;

			te[ 8 ] = t13 * detInv;
			te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
			te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
			te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;

			te[ 12 ] = t14 * detInv;
			te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
			te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
			te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;

			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, 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;

		},

		makeShear: function ( x, y, z ) {

			this.set(

				1, y, z, 0,
				x, 1, z, 0,
				x, y, 1, 0,
				0, 0, 0, 1

			);

			return this;

		},

		compose: function ( position, quaternion, scale ) {

			this.makeRotationFromQuaternion( quaternion );
			this.scale( scale );
			this.setPosition( position );

			return this;

		},

		decompose: function () {

			var vector, matrix;

			return function decompose( position, quaternion, scale ) {

				if ( vector === undefined ) {

					vector = new Vector3();
					matrix = new Matrix4();

				}

				var te = this.elements;

				var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
				var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
				var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();

				// if determine is negative, we need to invert one scale
				var det = this.determinant();
				if ( det < 0 ) {

					sx = - sx;

				}

				position.x = te[ 12 ];
				position.y = te[ 13 ];
				position.z = te[ 14 ];

				// scale the rotation part

				matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()

				var invSX = 1 / sx;
				var invSY = 1 / sy;
				var invSZ = 1 / sz;

				matrix.elements[ 0 ] *= invSX;
				matrix.elements[ 1 ] *= invSX;
				matrix.elements[ 2 ] *= invSX;

				matrix.elements[ 4 ] *= invSY;
				matrix.elements[ 5 ] *= invSY;
				matrix.elements[ 6 ] *= invSY;

				matrix.elements[ 8 ] *= invSZ;
				matrix.elements[ 9 ] *= invSZ;
				matrix.elements[ 10 ] *= invSZ;

				quaternion.setFromRotationMatrix( matrix );

				scale.x = sx;
				scale.y = sy;
				scale.z = sz;

				return this;

			};

		}(),

		makeFrustum: function ( left, right, bottom, top, near, far ) {

			var te = this.elements;
			var x = 2 * near / ( right - left );
			var y = 2 * near / ( top - bottom );

			var a = ( right + left ) / ( right - left );
			var b = ( top + bottom ) / ( top - bottom );
			var c = - ( far + near ) / ( far - near );
			var d = - 2 * far * near / ( far - near );

			te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
			te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
			te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
			te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;

			return this;

		},

		makePerspective: function ( fov, aspect, near, far ) {

			var ymax = near * Math.tan( _Math.DEG2RAD * fov * 0.5 );
			var ymin = - ymax;
			var xmin = ymin * aspect;
			var xmax = ymax * aspect;

			return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );

		},

		makeOrthographic: function ( left, right, top, bottom, near, far ) {

			var te = this.elements;
			var w = 1.0 / ( right - left );
			var h = 1.0 / ( top - bottom );
			var p = 1.0 / ( 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;

		},

		equals: function ( matrix ) {

			var te = this.elements;
			var me = matrix.elements;

			for ( var i = 0; i < 16; i ++ ) {

				if ( te[ i ] !== me[ i ] ) return false;

			}

			return true;

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			for( var i = 0; i < 16; i ++ ) {

				this.elements[ i ] = array[ i + offset ];

			}

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			var te = this.elements;

			array[ offset ] = te[ 0 ];
			array[ offset + 1 ] = te[ 1 ];
			array[ offset + 2 ] = te[ 2 ];
			array[ offset + 3 ] = te[ 3 ];

			array[ offset + 4 ] = te[ 4 ];
			array[ offset + 5 ] = te[ 5 ];
			array[ offset + 6 ] = te[ 6 ];
			array[ offset + 7 ] = te[ 7 ];

			array[ offset + 8 ]  = te[ 8 ];
			array[ offset + 9 ]  = te[ 9 ];
			array[ offset + 10 ] = te[ 10 ];
			array[ offset + 11 ] = te[ 11 ];

			array[ offset + 12 ] = te[ 12 ];
			array[ offset + 13 ] = te[ 13 ];
			array[ offset + 14 ] = te[ 14 ];
			array[ offset + 15 ] = te[ 15 ];

			return array;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

		images = images !== undefined ? images : [];
		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;

		Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.flipY = false;

	}

	CubeTexture.prototype = Object.create( Texture.prototype );
	CubeTexture.prototype.constructor = CubeTexture;

	CubeTexture.prototype.isCubeTexture = true;

	Object.defineProperty( CubeTexture.prototype, 'images', {

		get: function () {

			return this.image;

		},

		set: function ( value ) {

			this.image = value;

		}

	} );

	/**
	 * @author tschw
	 *
	 * Uniforms of a program.
	 * Those form a tree structure with a special top-level container for the root,
	 * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
	 *
	 *
	 * Properties of inner nodes including the top-level container:
	 *
	 * .seq - array of nested uniforms
	 * .map - nested uniforms by name
	 *
	 *
	 * Methods of all nodes except the top-level container:
	 *
	 * .setValue( gl, value, [renderer] )
	 *
	 * 		uploads a uniform value(s)
	 *  	the 'renderer' parameter is needed for sampler uniforms
	 *
	 *
	 * Static methods of the top-level container (renderer factorizations):
	 *
	 * .upload( gl, seq, values, renderer )
	 *
	 * 		sets uniforms in 'seq' to 'values[id].value'
	 *
	 * .seqWithValue( seq, values ) : filteredSeq
	 *
	 * 		filters 'seq' entries with corresponding entry in values
	 *
	 *
	 * Methods of the top-level container (renderer factorizations):
	 *
	 * .setValue( gl, name, value )
	 *
	 * 		sets uniform with  name 'name' to 'value'
	 *
	 * .set( gl, obj, prop )
	 *
	 * 		sets uniform from object and property with same name than uniform
	 *
	 * .setOptional( gl, obj, prop )
	 *
	 * 		like .set for an optional property of the object
	 *
	 */

	var emptyTexture = new Texture();
	var emptyCubeTexture = new CubeTexture();

	// --- Base for inner nodes (including the root) ---

	function UniformContainer() {

		this.seq = [];
		this.map = {};

	}

	// --- Utilities ---

	// Array Caches (provide typed arrays for temporary by size)

	var arrayCacheF32 = [];
	var arrayCacheI32 = [];

	// Flattening for arrays of vectors and matrices

	function flatten( array, nBlocks, blockSize ) {

		var firstElem = array[ 0 ];

		if ( firstElem <= 0 || firstElem > 0 ) return array;
		// unoptimized: ! isNaN( firstElem )
		// see http://jacksondunstan.com/articles/983

		var n = nBlocks * blockSize,
			r = arrayCacheF32[ n ];

		if ( r === undefined ) {

			r = new Float32Array( n );
			arrayCacheF32[ n ] = r;

		}

		if ( nBlocks !== 0 ) {

			firstElem.toArray( r, 0 );

			for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {

				offset += blockSize;
				array[ i ].toArray( r, offset );

			}

		}

		return r;

	}

	// Texture unit allocation

	function allocTexUnits( renderer, n ) {

		var r = arrayCacheI32[ n ];

		if ( r === undefined ) {

			r = new Int32Array( n );
			arrayCacheI32[ n ] = r;

		}

		for ( var i = 0; i !== n; ++ i )
			r[ i ] = renderer.allocTextureUnit();

		return r;

	}

	// --- Setters ---

	// Note: Defining these methods externally, because they come in a bunch
	// and this way their names minify.

	// Single scalar

	function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
	function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }

	// Single float vector (from flat array or THREE.VectorN)

	function setValue2fv( gl, v ) {

		if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
		else gl.uniform2f( this.addr, v.x, v.y );

	}

	function setValue3fv( gl, v ) {

		if ( v.x !== undefined )
			gl.uniform3f( this.addr, v.x, v.y, v.z );
		else if ( v.r !== undefined )
			gl.uniform3f( this.addr, v.r, v.g, v.b );
		else
			gl.uniform3fv( this.addr, v );

	}

	function setValue4fv( gl, v ) {

		if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
		else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

	}

	// Single matrix (from flat array or MatrixN)

	function setValue2fm( gl, v ) {

		gl.uniformMatrix2fv( this.addr, false, v.elements || v );

	}

	function setValue3fm( gl, v ) {

		gl.uniformMatrix3fv( this.addr, false, v.elements || v );

	}

	function setValue4fm( gl, v ) {

		gl.uniformMatrix4fv( this.addr, false, v.elements || v );

	}

	// Single texture (2D / Cube)

	function setValueT1( gl, v, renderer ) {

		var unit = renderer.allocTextureUnit();
		gl.uniform1i( this.addr, unit );
		renderer.setTexture2D( v || emptyTexture, unit );

	}

	function setValueT6( gl, v, renderer ) {

		var unit = renderer.allocTextureUnit();
		gl.uniform1i( this.addr, unit );
		renderer.setTextureCube( v || emptyCubeTexture, unit );

	}

	// Integer / Boolean vectors or arrays thereof (always flat arrays)

	function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
	function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
	function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }

	// Helper to pick the right setter for the singular case

	function getSingularSetter( type ) {

		switch ( type ) {

			case 0x1406: return setValue1f; // FLOAT
			case 0x8b50: return setValue2fv; // _VEC2
			case 0x8b51: return setValue3fv; // _VEC3
			case 0x8b52: return setValue4fv; // _VEC4

			case 0x8b5a: return setValue2fm; // _MAT2
			case 0x8b5b: return setValue3fm; // _MAT3
			case 0x8b5c: return setValue4fm; // _MAT4

			case 0x8b5e: return setValueT1; // SAMPLER_2D
			case 0x8b60: return setValueT6; // SAMPLER_CUBE

			case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
			case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
			case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
			case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

		}

	}

	// Array of scalars

	function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
	function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }

	// Array of vectors (flat or from THREE classes)

	function setValueV2a( gl, v ) {

		gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );

	}

	function setValueV3a( gl, v ) {

		gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );

	}

	function setValueV4a( gl, v ) {

		gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );

	}

	// Array of matrices (flat or from THREE clases)

	function setValueM2a( gl, v ) {

		gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );

	}

	function setValueM3a( gl, v ) {

		gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );

	}

	function setValueM4a( gl, v ) {

		gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );

	}

	// Array of textures (2D / Cube)

	function setValueT1a( gl, v, renderer ) {

		var n = v.length,
			units = allocTexUnits( renderer, n );

		gl.uniform1iv( this.addr, units );

		for ( var i = 0; i !== n; ++ i ) {

			renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );

		}

	}

	function setValueT6a( gl, v, renderer ) {

		var n = v.length,
			units = allocTexUnits( renderer, n );

		gl.uniform1iv( this.addr, units );

		for ( var i = 0; i !== n; ++ i ) {

			renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

		}

	}

	// Helper to pick the right setter for a pure (bottom-level) array

	function getPureArraySetter( type ) {

		switch ( type ) {

			case 0x1406: return setValue1fv; // FLOAT
			case 0x8b50: return setValueV2a; // _VEC2
			case 0x8b51: return setValueV3a; // _VEC3
			case 0x8b52: return setValueV4a; // _VEC4

			case 0x8b5a: return setValueM2a; // _MAT2
			case 0x8b5b: return setValueM3a; // _MAT3
			case 0x8b5c: return setValueM4a; // _MAT4

			case 0x8b5e: return setValueT1a; // SAMPLER_2D
			case 0x8b60: return setValueT6a; // SAMPLER_CUBE

			case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
			case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
			case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
			case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

		}

	}

	// --- Uniform Classes ---

	function SingleUniform( id, activeInfo, addr ) {

		this.id = id;
		this.addr = addr;
		this.setValue = getSingularSetter( activeInfo.type );

		// this.path = activeInfo.name; // DEBUG

	}

	function PureArrayUniform( id, activeInfo, addr ) {

		this.id = id;
		this.addr = addr;
		this.size = activeInfo.size;
		this.setValue = getPureArraySetter( activeInfo.type );

		// this.path = activeInfo.name; // DEBUG

	}

	function StructuredUniform( id ) {

		this.id = id;

		UniformContainer.call( this ); // mix-in

	}

	StructuredUniform.prototype.setValue = function( gl, value ) {

		// Note: Don't need an extra 'renderer' parameter, since samplers
		// are not allowed in structured uniforms.

		var seq = this.seq;

		for ( var i = 0, n = seq.length; i !== n; ++ i ) {

			var u = seq[ i ];
			u.setValue( gl, value[ u.id ] );

		}

	};

	// --- Top-level ---

	// Parser - builds up the property tree from the path strings

	var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;

	// extracts
	// 	- the identifier (member name or array index)
	//  - followed by an optional right bracket (found when array index)
	//  - followed by an optional left bracket or dot (type of subscript)
	//
	// Note: These portions can be read in a non-overlapping fashion and
	// allow straightforward parsing of the hierarchy that WebGL encodes
	// in the uniform names.

	function addUniform( container, uniformObject ) {

		container.seq.push( uniformObject );
		container.map[ uniformObject.id ] = uniformObject;

	}

	function parseUniform( activeInfo, addr, container ) {

		var path = activeInfo.name,
			pathLength = path.length;

		// reset RegExp object, because of the early exit of a previous run
		RePathPart.lastIndex = 0;

		for (; ;) {

			var match = RePathPart.exec( path ),
				matchEnd = RePathPart.lastIndex,

				id = match[ 1 ],
				idIsIndex = match[ 2 ] === ']',
				subscript = match[ 3 ];

			if ( idIsIndex ) id = id | 0; // convert to integer

			if ( subscript === undefined ||
					subscript === '[' && matchEnd + 2 === pathLength ) {
				// bare name or "pure" bottom-level array "[0]" suffix

				addUniform( container, subscript === undefined ?
						new SingleUniform( id, activeInfo, addr ) :
						new PureArrayUniform( id, activeInfo, addr ) );

				break;

			} else {
				// step into inner node / create it in case it doesn't exist

				var map = container.map,
					next = map[ id ];

				if ( next === undefined ) {

					next = new StructuredUniform( id );
					addUniform( container, next );

				}

				container = next;

			}

		}

	}

	// Root Container

	function WebGLUniforms( gl, program, renderer ) {

		UniformContainer.call( this );

		this.renderer = renderer;

		var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );

		for ( var i = 0; i !== n; ++ i ) {

			var info = gl.getActiveUniform( program, i ),
				path = info.name,
				addr = gl.getUniformLocation( program, path );

			parseUniform( info, addr, this );

		}

	}

	WebGLUniforms.prototype.setValue = function( gl, name, value ) {

		var u = this.map[ name ];

		if ( u !== undefined ) u.setValue( gl, value, this.renderer );

	};

	WebGLUniforms.prototype.set = function( gl, object, name ) {

		var u = this.map[ name ];

		if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );

	};

	WebGLUniforms.prototype.setOptional = function( gl, object, name ) {

		var v = object[ name ];

		if ( v !== undefined ) this.setValue( gl, name, v );

	};


	// Static interface

	WebGLUniforms.upload = function( gl, seq, values, renderer ) {

		for ( var i = 0, n = seq.length; i !== n; ++ i ) {

			var u = seq[ i ],
				v = values[ u.id ];

			if ( v.needsUpdate !== false ) {
				// note: always updating when .needsUpdate is undefined

				u.setValue( gl, v.value, renderer );

			}

		}

	};

	WebGLUniforms.seqWithValue = function( seq, values ) {

		var r = [];

		for ( var i = 0, n = seq.length; i !== n; ++ i ) {

			var u = seq[ i ];
			if ( u.id in values ) r.push( u );

		}

		return r;

	};

	/**
	 * Uniform Utilities
	 */

	var UniformsUtils = {

		merge: function ( uniforms ) {

			var merged = {};

			for ( var u = 0; u < uniforms.length; u ++ ) {

				var tmp = this.clone( uniforms[ u ] );

				for ( var p in tmp ) {

					merged[ p ] = tmp[ p ];

				}

			}

			return merged;

		},

		clone: function ( uniforms_src ) {

			var uniforms_dst = {};

			for ( var u in uniforms_src ) {

				uniforms_dst[ u ] = {};

				for ( var p in uniforms_src[ u ] ) {

					var parameter_src = uniforms_src[ u ][ p ];

					if ( parameter_src && ( parameter_src.isColor ||
						parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
						parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
						parameter_src.isTexture ) ) {

						uniforms_dst[ u ][ p ] = parameter_src.clone();

					} else if ( Array.isArray( parameter_src ) ) {

						uniforms_dst[ u ][ p ] = parameter_src.slice();

					} else {

						uniforms_dst[ u ][ p ] = parameter_src;

					}

				}

			}

			return uniforms_dst;

		}

	};

	var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";

	var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";

	var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";

	var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";

	var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

	var begin_vertex = "\nvec3 transformed = vec3( position );\n";

	var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";

	var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 ltcTextureCoords( const in GeometricContext geometry, const in float roughness ) {\n\tconst float LUT_SIZE  = 64.0;\n\tconst float LUT_SCALE = (LUT_SIZE - 1.0)/LUT_SIZE;\n\tconst float LUT_BIAS  = 0.5/LUT_SIZE;\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] =  L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3(   1,   0, t.y ),\n\t\tvec3(   0, t.z,   0 ),\n\t\tvec3( t.w,   0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";

	var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";

	var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";

	var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";

	var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";

	var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";

	var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";

	var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";

	var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

	var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";

	var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";

	var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1  (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale =  bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ?  a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ?  0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";

	var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";

	var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";

	var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";

	var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";

	var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";

	var encodings_fragment = "  gl_FragColor = linearToOutputTexel( gl_FragColor );\n";

	var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n  return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n  return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n  return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n  return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n  return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n  return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n  float maxComponent = max( max( value.r, value.g ), value.b );\n  float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n  return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n  return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n  float maxRGB = max( value.x, max( value.g, value.b ) );\n  float M      = clamp( maxRGB / maxRange, 0.0, 1.0 );\n  M            = ceil( M * 255.0 ) / 255.0;\n  return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n    return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n    float maxRGB = max( value.x, max( value.g, value.b ) );\n    float D      = max( maxRange / maxRGB, 1.0 );\n    D            = min( floor( D ) / 255.0, 1.0 );\n    return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n  vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n  Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n  vec4 vResult;\n  vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n  float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n  vResult.w = fract(Le);\n  vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n  return vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n  float Le = value.z * 255.0 + value.w;\n  vec3 Xp_Y_XYZp;\n  Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n  Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n  Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n  vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n  return vec4( max(vRGB, 0.0), 1.0 );\n}\n";

	var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";

	var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";

	var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";

	var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";

	var fog_fragment = "#ifdef USE_FOG\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";

	var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";

	var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";

	var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";

	var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

	var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";

	var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";

	var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";

	var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n    void RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n        vec3 matDiffColor = material.diffuseColor;\n        vec3 matSpecColor = material.specularColor;\n        vec3 lightColor   = rectAreaLight.color;\n        float roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n        vec3 spec = Rect_Area_Light_Specular_Reflectance(\n                geometry,\n                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n                roughness,\n                ltcMat, ltcMag );\n        vec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n                geometry,\n                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n        reflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n        reflectedLight.directDiffuse  += lightColor * matDiffColor * diff / PI2;\n    }\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";

	var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";

	var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n    void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n        vec3 matDiffColor = material.diffuseColor;\n        vec3 matSpecColor = material.specularColor;\n        vec3 lightColor   = rectAreaLight.color;\n        float roughness = material.specularRoughness;\n        vec3 spec = Rect_Area_Light_Specular_Reflectance(\n                geometry,\n                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n                roughness,\n                ltcMat, ltcMag );\n        vec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n                geometry,\n                rectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n        reflectedLight.directSpecular += lightColor * matSpecColor * spec;\n        reflectedLight.directDiffuse  += lightColor * matDiffColor * diff;\n    }\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";

	var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t \tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\t\t\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";

	var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";

	var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";

	var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";

	var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";

	var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";

	var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";

	var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";

	var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";

	var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n";

	var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

	var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";

	var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";

	var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";

	var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";

	var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";

	var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";

	var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n  return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n  return 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n  return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n  return linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n  return (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n  return ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";

	var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";

	var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";

	var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";

	var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

	var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n    #if NUM_RECT_AREA_LIGHTS > 0\n    #endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";

	var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n    #if NUM_RECT_AREA_LIGHTS > 0\n    #endif\n#endif\n";

	var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n    #if NUM_RECT_AREA_LIGHTS > 0\n    #endif\n#endif\n";

	var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_RECT_AREA_LIGHTS > 0\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";

	var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

	var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";

	var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned  = bindMatrixInverse * skinned;\n#endif\n";

	var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";

	var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

	var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

	var tonemapping_fragment = "#if defined( TONE_MAPPING )\n  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";

	var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n  return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n  color *= toneMappingExposure;\n  return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n  color *= toneMappingExposure;\n  return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n  color *= toneMappingExposure;\n  color = max( vec3( 0.0 ), color - 0.004 );\n  return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";

	var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";

	var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";

	var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";

	var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

	var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";

	var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";

	var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n";

	var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";

	var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";

	var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";

	var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";

	var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";

	var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n";

	var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";

	var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";

	var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n";

	var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n}\n";

	var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n}\n";

	var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n}\n";

	var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";

	var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED  ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#include <premultiplied_alpha_fragment>\n\t#include <encodings_fragment>\n}\n";

	var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED  ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED  ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";

	var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";

	var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0  - getShadowMask() ) );\n}\n";

	var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";

	var ShaderChunk = {
		alphamap_fragment: alphamap_fragment,
		alphamap_pars_fragment: alphamap_pars_fragment,
		alphatest_fragment: alphatest_fragment,
		aomap_fragment: aomap_fragment,
		aomap_pars_fragment: aomap_pars_fragment,
		begin_vertex: begin_vertex,
		beginnormal_vertex: beginnormal_vertex,
		bsdfs: bsdfs,
		bumpmap_pars_fragment: bumpmap_pars_fragment,
		clipping_planes_fragment: clipping_planes_fragment,
		clipping_planes_pars_fragment: clipping_planes_pars_fragment,
		clipping_planes_pars_vertex: clipping_planes_pars_vertex,
		clipping_planes_vertex: clipping_planes_vertex,
		color_fragment: color_fragment,
		color_pars_fragment: color_pars_fragment,
		color_pars_vertex: color_pars_vertex,
		color_vertex: color_vertex,
		common: common,
		cube_uv_reflection_fragment: cube_uv_reflection_fragment,
		defaultnormal_vertex: defaultnormal_vertex,
		displacementmap_pars_vertex: displacementmap_pars_vertex,
		displacementmap_vertex: displacementmap_vertex,
		emissivemap_fragment: emissivemap_fragment,
		emissivemap_pars_fragment: emissivemap_pars_fragment,
		encodings_fragment: encodings_fragment,
		encodings_pars_fragment: encodings_pars_fragment,
		envmap_fragment: envmap_fragment,
		envmap_pars_fragment: envmap_pars_fragment,
		envmap_pars_vertex: envmap_pars_vertex,
		envmap_vertex: envmap_vertex,
		fog_fragment: fog_fragment,
		fog_pars_fragment: fog_pars_fragment,
		gradientmap_pars_fragment: gradientmap_pars_fragment,
		lightmap_fragment: lightmap_fragment,
		lightmap_pars_fragment: lightmap_pars_fragment,
		lights_lambert_vertex: lights_lambert_vertex,
		lights_pars: lights_pars,
		lights_phong_fragment: lights_phong_fragment,
		lights_phong_pars_fragment: lights_phong_pars_fragment,
		lights_physical_fragment: lights_physical_fragment,
		lights_physical_pars_fragment: lights_physical_pars_fragment,
		lights_template: lights_template,
		logdepthbuf_fragment: logdepthbuf_fragment,
		logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
		logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
		logdepthbuf_vertex: logdepthbuf_vertex,
		map_fragment: map_fragment,
		map_pars_fragment: map_pars_fragment,
		map_particle_fragment: map_particle_fragment,
		map_particle_pars_fragment: map_particle_pars_fragment,
		metalnessmap_fragment: metalnessmap_fragment,
		metalnessmap_pars_fragment: metalnessmap_pars_fragment,
		morphnormal_vertex: morphnormal_vertex,
		morphtarget_pars_vertex: morphtarget_pars_vertex,
		morphtarget_vertex: morphtarget_vertex,
		normal_flip: normal_flip,
		normal_fragment: normal_fragment,
		normalmap_pars_fragment: normalmap_pars_fragment,
		packing: packing,
		premultiplied_alpha_fragment: premultiplied_alpha_fragment,
		project_vertex: project_vertex,
		roughnessmap_fragment: roughnessmap_fragment,
		roughnessmap_pars_fragment: roughnessmap_pars_fragment,
		shadowmap_pars_fragment: shadowmap_pars_fragment,
		shadowmap_pars_vertex: shadowmap_pars_vertex,
		shadowmap_vertex: shadowmap_vertex,
		shadowmask_pars_fragment: shadowmask_pars_fragment,
		skinbase_vertex: skinbase_vertex,
		skinning_pars_vertex: skinning_pars_vertex,
		skinning_vertex: skinning_vertex,
		skinnormal_vertex: skinnormal_vertex,
		specularmap_fragment: specularmap_fragment,
		specularmap_pars_fragment: specularmap_pars_fragment,
		tonemapping_fragment: tonemapping_fragment,
		tonemapping_pars_fragment: tonemapping_pars_fragment,
		uv_pars_fragment: uv_pars_fragment,
		uv_pars_vertex: uv_pars_vertex,
		uv_vertex: uv_vertex,
		uv2_pars_fragment: uv2_pars_fragment,
		uv2_pars_vertex: uv2_pars_vertex,
		uv2_vertex: uv2_vertex,
		worldpos_vertex: worldpos_vertex,

		cube_frag: cube_frag,
		cube_vert: cube_vert,
		depth_frag: depth_frag,
		depth_vert: depth_vert,
		distanceRGBA_frag: distanceRGBA_frag,
		distanceRGBA_vert: distanceRGBA_vert,
		equirect_frag: equirect_frag,
		equirect_vert: equirect_vert,
		linedashed_frag: linedashed_frag,
		linedashed_vert: linedashed_vert,
		meshbasic_frag: meshbasic_frag,
		meshbasic_vert: meshbasic_vert,
		meshlambert_frag: meshlambert_frag,
		meshlambert_vert: meshlambert_vert,
		meshphong_frag: meshphong_frag,
		meshphong_vert: meshphong_vert,
		meshphysical_frag: meshphysical_frag,
		meshphysical_vert: meshphysical_vert,
		normal_frag: normal_frag,
		normal_vert: normal_vert,
		points_frag: points_frag,
		points_vert: points_vert,
		shadow_frag: shadow_frag,
		shadow_vert: shadow_vert
	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Color( r, g, b ) {

		if ( g === undefined && b === undefined ) {

			// r is THREE.Color, hex or string
			return this.set( r );

		}

		return this.setRGB( r, g, b );

	}

	Color.prototype = {

		constructor: Color,

		isColor: true,

		r: 1, g: 1, b: 1,

		set: function ( value ) {

			if ( value && value.isColor ) {

				this.copy( value );

			} else if ( typeof value === 'number' ) {

				this.setHex( value );

			} else if ( typeof value === 'string' ) {

				this.setStyle( value );

			}

			return this;

		},

		setScalar: function ( scalar ) {

			this.r = scalar;
			this.g = scalar;
			this.b = scalar;

			return this;

		},

		setHex: function ( hex ) {

			hex = Math.floor( hex );

			this.r = ( hex >> 16 & 255 ) / 255;
			this.g = ( hex >> 8 & 255 ) / 255;
			this.b = ( hex & 255 ) / 255;

			return this;

		},

		setRGB: function ( r, g, b ) {

			this.r = r;
			this.g = g;
			this.b = b;

			return this;

		},

		setHSL: function () {

			function hue2rgb( p, q, t ) {

				if ( t < 0 ) t += 1;
				if ( t > 1 ) t -= 1;
				if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
				if ( t < 1 / 2 ) return q;
				if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
				return p;

			}

			return function setHSL( h, s, l ) {

				// h,s,l ranges are in 0.0 - 1.0
				h = _Math.euclideanModulo( h, 1 );
				s = _Math.clamp( s, 0, 1 );
				l = _Math.clamp( l, 0, 1 );

				if ( s === 0 ) {

					this.r = this.g = this.b = l;

				} else {

					var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
					var q = ( 2 * l ) - p;

					this.r = hue2rgb( q, p, h + 1 / 3 );
					this.g = hue2rgb( q, p, h );
					this.b = hue2rgb( q, p, h - 1 / 3 );

				}

				return this;

			};

		}(),

		setStyle: function ( style ) {

			function handleAlpha( string ) {

				if ( string === undefined ) return;

				if ( parseFloat( string ) < 1 ) {

					console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

				}

			}


			var m;

			if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {

				// rgb / hsl

				var color;
				var name = m[ 1 ];
				var components = m[ 2 ];

				switch ( name ) {

					case 'rgb':
					case 'rgba':

						if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

							// rgb(255,0,0) rgba(255,0,0,0.5)
							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;

							handleAlpha( color[ 5 ] );

							return this;

						}

						if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

							// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
							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;

							handleAlpha( color[ 5 ] );

							return this;

						}

						break;

					case 'hsl':
					case 'hsla':

						if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

							// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
							var h = parseFloat( color[ 1 ] ) / 360;
							var s = parseInt( color[ 2 ], 10 ) / 100;
							var l = parseInt( color[ 3 ], 10 ) / 100;

							handleAlpha( color[ 5 ] );

							return this.setHSL( h, s, l );

						}

						break;

				}

			} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {

				// hex color

				var hex = m[ 1 ];
				var size = hex.length;

				if ( size === 3 ) {

					// #ff0
					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
					this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
					this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

					return this;

				} else if ( size === 6 ) {

					// #ff0000
					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
					this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
					this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

					return this;

				}

			}

			if ( style && style.length > 0 ) {

				// color keywords
				var hex = ColorKeywords[ style ];

				if ( hex !== undefined ) {

					// red
					this.setHex( hex );

				} else {

					// unknown color
					console.warn( 'THREE.Color: Unknown color ' + style );

				}

			}

			return this;

		},

		clone: function () {

			return new this.constructor( this.r, this.g, this.b );

		},

		copy: function ( color ) {

			this.r = color.r;
			this.g = color.g;
			this.b = color.b;

			return this;

		},

		copyGammaToLinear: function ( color, gammaFactor ) {

			if ( gammaFactor === undefined ) gammaFactor = 2.0;

			this.r = Math.pow( color.r, gammaFactor );
			this.g = Math.pow( color.g, gammaFactor );
			this.b = Math.pow( color.b, gammaFactor );

			return this;

		},

		copyLinearToGamma: function ( color, gammaFactor ) {

			if ( gammaFactor === undefined ) gammaFactor = 2.0;

			var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;

			this.r = Math.pow( color.r, safeInverse );
			this.g = Math.pow( color.g, safeInverse );
			this.b = Math.pow( color.b, safeInverse );

			return this;

		},

		convertGammaToLinear: function () {

			var r = this.r, g = this.g, b = this.b;

			this.r = r * r;
			this.g = g * g;
			this.b = b * b;

			return this;

		},

		convertLinearToGamma: function () {

			this.r = Math.sqrt( this.r );
			this.g = Math.sqrt( this.g );
			this.b = Math.sqrt( this.b );

			return this;

		},

		getHex: function () {

			return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

		},

		getHexString: function () {

			return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

		},

		getHSL: function ( optionalTarget ) {

			// h,s,l ranges are in 0.0 - 1.0

			var hsl = optionalTarget || { h: 0, s: 0, l: 0 };

			var r = this.r, g = this.g, b = this.b;

			var max = Math.max( r, g, b );
			var min = Math.min( r, g, b );

			var hue, saturation;
			var lightness = ( min + max ) / 2.0;

			if ( min === max ) {

				hue = 0;
				saturation = 0;

			} else {

				var delta = max - min;

				saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

				switch ( max ) {

					case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
					case g: hue = ( b - r ) / delta + 2; break;
					case b: hue = ( r - g ) / delta + 4; break;

				}

				hue /= 6;

			}

			hsl.h = hue;
			hsl.s = saturation;
			hsl.l = lightness;

			return hsl;

		},

		getStyle: function () {

			return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

		},

		offsetHSL: function ( h, s, l ) {

			var hsl = this.getHSL();

			hsl.h += h; hsl.s += s; hsl.l += l;

			this.setHSL( hsl.h, hsl.s, hsl.l );

			return this;

		},

		add: function ( color ) {

			this.r += color.r;
			this.g += color.g;
			this.b += color.b;

			return this;

		},

		addColors: function ( color1, color2 ) {

			this.r = color1.r + color2.r;
			this.g = color1.g + color2.g;
			this.b = color1.b + color2.b;

			return this;

		},

		addScalar: function ( s ) {

			this.r += s;
			this.g += s;
			this.b += s;

			return this;

		},

		sub: function( color ) {

			this.r = Math.max( 0, this.r - color.r );
			this.g = Math.max( 0, this.g - color.g );
			this.b = Math.max( 0, this.b - color.b );

			return this;

		},

		multiply: function ( color ) {

			this.r *= color.r;
			this.g *= color.g;
			this.b *= color.b;

			return this;

		},

		multiplyScalar: function ( s ) {

			this.r *= s;
			this.g *= s;
			this.b *= s;

			return this;

		},

		lerp: function ( color, alpha ) {

			this.r += ( color.r - this.r ) * alpha;
			this.g += ( color.g - this.g ) * alpha;
			this.b += ( color.b - this.b ) * alpha;

			return this;

		},

		equals: function ( c ) {

			return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this.r = array[ offset ];
			this.g = array[ offset + 1 ];
			this.b = array[ offset + 2 ];

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this.r;
			array[ offset + 1 ] = this.g;
			array[ offset + 2 ] = this.b;

			return array;

		},

		toJSON: function () {

			return this.getHex();

		}

	};

	var 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 alteredq / http://alteredqualia.com/
	 */

	function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.image = { data: data, width: width, height: height };

		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

		this.generateMipmaps  = false;
		this.flipY = false;
		this.unpackAlignment = 1;

	}

	DataTexture.prototype = Object.create( Texture.prototype );
	DataTexture.prototype.constructor = DataTexture;

	DataTexture.prototype.isDataTexture = true;

	/**
	 * Uniforms library for shared webgl shaders
	 */

	var UniformsLib = {

		common: {

			diffuse: { value: new Color( 0xeeeeee ) },
			opacity: { value: 1.0 },

			map: { value: null },
			offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },

			specularMap: { value: null },
			alphaMap: { value: null },

			envMap: { value: null },
			flipEnvMap: { value: - 1 },
			reflectivity: { value: 1.0 },
			refractionRatio: { value: 0.98 }

		},

		aomap: {

			aoMap: { value: null },
			aoMapIntensity: { value: 1 }

		},

		lightmap: {

			lightMap: { value: null },
			lightMapIntensity: { value: 1 }

		},

		emissivemap: {

			emissiveMap: { value: null }

		},

		bumpmap: {

			bumpMap: { value: null },
			bumpScale: { value: 1 }

		},

		normalmap: {

			normalMap: { value: null },
			normalScale: { value: new Vector2( 1, 1 ) }

		},

		displacementmap: {

			displacementMap: { value: null },
			displacementScale: { value: 1 },
			displacementBias: { value: 0 }

		},

		roughnessmap: {

			roughnessMap: { value: null }

		},

		metalnessmap: {

			metalnessMap: { value: null }

		},

		gradientmap: {

			gradientMap: { value: null }

		},

		fog: {

			fogDensity: { value: 0.00025 },
			fogNear: { value: 1 },
			fogFar: { value: 2000 },
			fogColor: { value: new Color( 0xffffff ) }

		},

		lights: {

			ambientLightColor: { value: [] },

			directionalLights: { value: [], properties: {
				direction: {},
				color: {},

				shadow: {},
				shadowBias: {},
				shadowRadius: {},
				shadowMapSize: {}
			} },

			directionalShadowMap: { value: [] },
			directionalShadowMatrix: { value: [] },

			spotLights: { value: [], properties: {
				color: {},
				position: {},
				direction: {},
				distance: {},
				coneCos: {},
				penumbraCos: {},
				decay: {},

				shadow: {},
				shadowBias: {},
				shadowRadius: {},
				shadowMapSize: {}
			} },

			spotShadowMap: { value: [] },
			spotShadowMatrix: { value: [] },

			pointLights: { value: [], properties: {
				color: {},
				position: {},
				decay: {},
				distance: {},

				shadow: {},
				shadowBias: {},
				shadowRadius: {},
				shadowMapSize: {}
			} },

			pointShadowMap: { value: [] },
			pointShadowMatrix: { value: [] },

			hemisphereLights: { value: [], properties: {
				direction: {},
				skyColor: {},
				groundColor: {}
			} },

	        // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
	        rectAreaLights: { value: [], properties: {
	            color: {},
	            position: {},
	            width: {},
	            height: {},
	        } }

		},

		points: {

			diffuse: { value: new Color( 0xeeeeee ) },
			opacity: { value: 1.0 },
			size: { value: 1.0 },
			scale: { value: 1.0 },
			map: { value: null },
			offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author mikael emtinger / http://gomo.se/
	 */

	var ShaderLib = {

		basic: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.fog
			] ),

			vertexShader: ShaderChunk.meshbasic_vert,
			fragmentShader: ShaderChunk.meshbasic_frag

		},

		lambert: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.emissivemap,
				UniformsLib.fog,
				UniformsLib.lights,
				{
					emissive: { value: new Color( 0x000000 ) }
				}
			] ),

			vertexShader: ShaderChunk.meshlambert_vert,
			fragmentShader: ShaderChunk.meshlambert_frag

		},

		phong: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.emissivemap,
				UniformsLib.bumpmap,
				UniformsLib.normalmap,
				UniformsLib.displacementmap,
				UniformsLib.gradientmap,
				UniformsLib.fog,
				UniformsLib.lights,
				{
					emissive: { value: new Color( 0x000000 ) },
					specular: { value: new Color( 0x111111 ) },
					shininess: { value: 30 }
				}
			] ),

			vertexShader: ShaderChunk.meshphong_vert,
			fragmentShader: ShaderChunk.meshphong_frag

		},

		standard: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.emissivemap,
				UniformsLib.bumpmap,
				UniformsLib.normalmap,
				UniformsLib.displacementmap,
				UniformsLib.roughnessmap,
				UniformsLib.metalnessmap,
				UniformsLib.fog,
				UniformsLib.lights,
				{
					emissive: { value: new Color( 0x000000 ) },
					roughness: { value: 0.5 },
					metalness: { value: 0 },
					envMapIntensity: { value: 1 } // temporary
				}
			] ),

			vertexShader: ShaderChunk.meshphysical_vert,
			fragmentShader: ShaderChunk.meshphysical_frag

		},

		points: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.points,
				UniformsLib.fog
			] ),

			vertexShader: ShaderChunk.points_vert,
			fragmentShader: ShaderChunk.points_frag

		},

		dashed: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.fog,
				{
					scale: { value: 1 },
					dashSize: { value: 1 },
					totalSize: { value: 2 }
				}
			] ),

			vertexShader: ShaderChunk.linedashed_vert,
			fragmentShader: ShaderChunk.linedashed_frag

		},

		depth: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.displacementmap
			] ),

			vertexShader: ShaderChunk.depth_vert,
			fragmentShader: ShaderChunk.depth_frag

		},

		normal: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.bumpmap,
				UniformsLib.normalmap,
				UniformsLib.displacementmap,
				{
					opacity: { value: 1.0 }
				}
			] ),

			vertexShader: ShaderChunk.normal_vert,
			fragmentShader: ShaderChunk.normal_frag

		},

		/* -------------------------------------------------------------------------
		//	Cube map shader
		 ------------------------------------------------------------------------- */

		cube: {

			uniforms: {
				tCube: { value: null },
				tFlip: { value: - 1 },
				opacity: { value: 1.0 }
			},

			vertexShader: ShaderChunk.cube_vert,
			fragmentShader: ShaderChunk.cube_frag

		},

		/* -------------------------------------------------------------------------
		//	Cube map shader
		 ------------------------------------------------------------------------- */

		equirect: {

			uniforms: {
				tEquirect: { value: null },
				tFlip: { value: - 1 }
			},

			vertexShader: ShaderChunk.equirect_vert,
			fragmentShader: ShaderChunk.equirect_frag

		},

		distanceRGBA: {

			uniforms: {
				lightPos: { value: new Vector3() }
			},

			vertexShader: ShaderChunk.distanceRGBA_vert,
			fragmentShader: ShaderChunk.distanceRGBA_frag

		}

	};

	ShaderLib.physical = {

		uniforms: UniformsUtils.merge( [
			ShaderLib.standard.uniforms,
			{
				clearCoat: { value: 0 },
				clearCoatRoughness: { value: 0 }
			}
		] ),

		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag

	};

	/**
	 * @author bhouston / http://clara.io
	 */

	function Box2( min, max ) {

		this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
		this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );

	}

	Box2.prototype = {

		constructor: Box2,

		set: function ( min, max ) {

			this.min.copy( min );
			this.max.copy( max );

			return this;

		},

		setFromPoints: function ( points ) {

			this.makeEmpty();

			for ( var i = 0, il = points.length; i < il; i ++ ) {

				this.expandByPoint( points[ i ] );

			}

			return this;

		},

		setFromCenterAndSize: function () {

			var v1 = new Vector2();

			return function setFromCenterAndSize( center, size ) {

				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
				this.min.copy( center ).sub( halfSize );
				this.max.copy( center ).add( halfSize );

				return this;

			};

		}(),

		clone: function () {

			return new this.constructor().copy( 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;

		},

		isEmpty: 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 );

		},

		getCenter: function ( optionalTarget ) {

			var result = optionalTarget || new Vector2();
			return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

		},

		getSize: function ( optionalTarget ) {

			var result = optionalTarget || new Vector2();
			return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );

		},

		expandByPoint: function ( point ) {

			this.min.min( point );
			this.max.max( point );

			return this;

		},

		expandByVector: function ( vector ) {

			this.min.sub( vector );
			this.max.add( vector );

			return this;

		},

		expandByScalar: function ( scalar ) {

			this.min.addScalar( - scalar );
			this.max.addScalar( scalar );

			return this;

		},

		containsPoint: function ( point ) {

			return point.x < this.min.x || point.x > this.max.x ||
				point.y < this.min.y || point.y > this.max.y ? false : true;

		},

		containsBox: function ( box ) {

			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
				this.min.y <= box.min.y && box.max.y <= this.max.y;

		},

		getParameter: function ( point, optionalTarget ) {

			// This can potentially have a divide by zero if the box
			// has a size dimension of 0.

			var result = optionalTarget || new Vector2();

			return result.set(
				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
				( point.y - this.min.y ) / ( this.max.y - this.min.y )
			);

		},

		intersectsBox: function ( box ) {

			// using 6 splitting planes to rule out intersections.
			return box.max.x < this.min.x || box.min.x > this.max.x ||
				box.max.y < this.min.y || box.min.y > this.max.y ? false : true;

		},

		clampPoint: function ( point, optionalTarget ) {

			var result = optionalTarget || new Vector2();
			return result.copy( point ).clamp( this.min, this.max );

		},

		distanceToPoint: function () {

			var v1 = new Vector2();

			return function distanceToPoint( point ) {

				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
				return clampedPoint.sub( point ).length();

			};

		}(),

		intersect: function ( box ) {

			this.min.max( box.min );
			this.max.min( box.max );

			return this;

		},

		union: function ( box ) {

			this.min.min( box.min );
			this.max.max( box.max );

			return this;

		},

		translate: function ( offset ) {

			this.min.add( offset );
			this.max.add( offset );

			return this;

		},

		equals: function ( box ) {

			return box.min.equals( this.min ) && box.max.equals( this.max );

		}

	};

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function LensFlarePlugin( renderer, flares ) {

		var gl = renderer.context;
		var state = renderer.state;

		var vertexBuffer, elementBuffer;
		var shader, program, attributes, uniforms;

		var tempTexture, occlusionTexture;

		function init() {

			var vertices = new Float32Array( [
				- 1, - 1,  0, 0,
				 1, - 1,  1, 0,
				 1,  1,  1, 1,
				- 1,  1,  0, 1
			] );

			var faces = new Uint16Array( [
				0, 1, 2,
				0, 2, 3
			] );

			// buffers

			vertexBuffer     = gl.createBuffer();
			elementBuffer    = gl.createBuffer();

			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
			gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );

			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );

			// textures

			tempTexture      = gl.createTexture();
			occlusionTexture = gl.createTexture();

			state.bindTexture( gl.TEXTURE_2D, 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 );

			state.bindTexture( gl.TEXTURE_2D, 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 );

			shader = {

				vertexShader: [

					"uniform lowp int renderType;",

					"uniform vec3 screenPosition;",
					"uniform vec2 scale;",
					"uniform float rotation;",

					"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 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",

							"vVisibility =        visibility.r / 9.0;",
							"vVisibility *= 1.0 - visibility.g / 9.0;",
							"vVisibility *=       visibility.b / 9.0;",
							"vVisibility *= 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: [

					"uniform lowp int renderType;",

					"uniform sampler2D map;",
					"uniform float opacity;",
					"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" )

			};

			program = createProgram( shader );

			attributes = {
				vertex: gl.getAttribLocation ( program, "position" ),
				uv:     gl.getAttribLocation ( program, "uv" )
			};

			uniforms = {
				renderType:     gl.getUniformLocation( program, "renderType" ),
				map:            gl.getUniformLocation( program, "map" ),
				occlusionMap:   gl.getUniformLocation( program, "occlusionMap" ),
				opacity:        gl.getUniformLocation( program, "opacity" ),
				color:          gl.getUniformLocation( program, "color" ),
				scale:          gl.getUniformLocation( program, "scale" ),
				rotation:       gl.getUniformLocation( program, "rotation" ),
				screenPosition: gl.getUniformLocation( program, "screenPosition" )
			};

		}

		/*
		 * Render lens flares
		 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
		 *         reads these back and calculates occlusion.
		 */

		this.render = function ( scene, camera, viewport ) {

			if ( flares.length === 0 ) return;

			var tempPosition = new Vector3();

			var invAspect = viewport.w / viewport.z,
				halfViewportWidth = viewport.z * 0.5,
				halfViewportHeight = viewport.w * 0.5;

			var size = 16 / viewport.w,
				scale = new Vector2( size * invAspect, size );

			var screenPosition = new Vector3( 1, 1, 0 ),
				screenPositionPixels = new Vector2( 1, 1 );

			var validArea = new Box2();

			validArea.min.set( viewport.x, viewport.y );
			validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );

			if ( program === undefined ) {

				init();

			}

			gl.useProgram( program );

			state.initAttributes();
			state.enableAttribute( attributes.vertex );
			state.enableAttribute( attributes.uv );
			state.disableUnusedAttributes();

			// loop through all lens flares to update their occlusion and positions
			// setup gl and common used attribs/uniforms

			gl.uniform1i( uniforms.occlusionMap, 0 );
			gl.uniform1i( uniforms.map, 1 );

			gl.bindBuffer( gl.ARRAY_BUFFER, 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, elementBuffer );

			state.disable( gl.CULL_FACE );
			state.setDepthWrite( false );

			for ( var i = 0, l = flares.length; i < l; i ++ ) {

				size = 16 / viewport.w;
				scale.set( size * invAspect, size );

				// calc object screen position

				var flare = flares[ i ];

				tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );

				tempPosition.applyMatrix4( camera.matrixWorldInverse );
				tempPosition.applyProjection( camera.projectionMatrix );

				// setup arrays for gl programs

				screenPosition.copy( tempPosition );

				// horizontal and vertical coordinate of the lower left corner of the pixels to copy

				screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
				screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;

				// screen cull

				if ( validArea.containsPoint( screenPositionPixels ) === true ) {

					// save current RGB to temp texture

					state.activeTexture( gl.TEXTURE0 );
					state.bindTexture( gl.TEXTURE_2D, null );
					state.activeTexture( gl.TEXTURE1 );
					state.bindTexture( gl.TEXTURE_2D, tempTexture );
					gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 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 );

					state.disable( gl.BLEND );
					state.enable( gl.DEPTH_TEST );

					gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );


					// copy result to occlusionMap

					state.activeTexture( gl.TEXTURE0 );
					state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
					gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );


					// restore graphics

					gl.uniform1i( uniforms.renderType, 1 );
					state.disable( gl.DEPTH_TEST );

					state.activeTexture( gl.TEXTURE1 );
					state.bindTexture( gl.TEXTURE_2D, 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 );
					state.enable( gl.BLEND );

					for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {

						var 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 / viewport.w;

							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 );

							state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
							renderer.setTexture2D( sprite.texture, 1 );

							gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );

						}

					}

				}

			}

			// restore gl

			state.enable( gl.CULL_FACE );
			state.enable( gl.DEPTH_TEST );
			state.setDepthWrite( true );

			renderer.resetGLState();

		};

		function createProgram( shader ) {

			var program = gl.createProgram();

			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
			var vertexShader = gl.createShader( gl.VERTEX_SHADER );

			var prefix = "precision " + renderer.getPrecision() + " float;\n";

			gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
			gl.shaderSource( vertexShader, prefix + shader.vertexShader );

			gl.compileShader( fragmentShader );
			gl.compileShader( vertexShader );

			gl.attachShader( program, fragmentShader );
			gl.attachShader( program, vertexShader );

			gl.linkProgram( program );

			return program;

		}

	}

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function SpritePlugin( renderer, sprites ) {

		var gl = renderer.context;
		var state = renderer.state;

		var vertexBuffer, elementBuffer;
		var program, attributes, uniforms;

		var texture;

		// decompose matrixWorld

		var spritePosition = new Vector3();
		var spriteRotation = new Quaternion();
		var spriteScale = new Vector3();

		function init() {

			var vertices = new Float32Array( [
				- 0.5, - 0.5,  0, 0,
				  0.5, - 0.5,  1, 0,
				  0.5,   0.5,  1, 1,
				- 0.5,   0.5,  0, 1
			] );

			var faces = new Uint16Array( [
				0, 1, 2,
				0, 2, 3
			] );

			vertexBuffer  = gl.createBuffer();
			elementBuffer = gl.createBuffer();

			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
			gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );

			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );

			program = createProgram();

			attributes = {
				position:			gl.getAttribLocation ( program, 'position' ),
				uv:					gl.getAttribLocation ( program, 'uv' )
			};

			uniforms = {
				uvOffset:			gl.getUniformLocation( program, 'uvOffset' ),
				uvScale:			gl.getUniformLocation( program, 'uvScale' ),

				rotation:			gl.getUniformLocation( program, 'rotation' ),
				scale:				gl.getUniformLocation( program, 'scale' ),

				color:				gl.getUniformLocation( program, 'color' ),
				map:				gl.getUniformLocation( program, 'map' ),
				opacity:			gl.getUniformLocation( program, 'opacity' ),

				modelViewMatrix: 	gl.getUniformLocation( program, 'modelViewMatrix' ),
				projectionMatrix:	gl.getUniformLocation( program, 'projectionMatrix' ),

				fogType:			gl.getUniformLocation( program, 'fogType' ),
				fogDensity:			gl.getUniformLocation( program, 'fogDensity' ),
				fogNear:			gl.getUniformLocation( program, 'fogNear' ),
				fogFar:				gl.getUniformLocation( program, 'fogFar' ),
				fogColor:			gl.getUniformLocation( program, 'fogColor' ),

				alphaTest:			gl.getUniformLocation( program, 'alphaTest' )
			};

			var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
			canvas.width = 8;
			canvas.height = 8;

			var context = canvas.getContext( '2d' );
			context.fillStyle = 'white';
			context.fillRect( 0, 0, 8, 8 );

			texture = new Texture( canvas );
			texture.needsUpdate = true;

		}

		this.render = function ( scene, camera ) {

			if ( sprites.length === 0 ) return;

			// setup gl

			if ( program === undefined ) {

				init();

			}

			gl.useProgram( program );

			state.initAttributes();
			state.enableAttribute( attributes.position );
			state.enableAttribute( attributes.uv );
			state.disableUnusedAttributes();

			state.disable( gl.CULL_FACE );
			state.enable( gl.BLEND );

			gl.bindBuffer( gl.ARRAY_BUFFER, 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, elementBuffer );

			gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

			state.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.isFog ) {

					gl.uniform1f( uniforms.fogNear, fog.near );
					gl.uniform1f( uniforms.fogFar, fog.far );

					gl.uniform1i( uniforms.fogType, 1 );
					oldFogType = 1;
					sceneFogType = 1;

				} else if ( fog.isFogExp2 ) {

					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

			for ( var i = 0, l = sprites.length; i < l; i ++ ) {

				var sprite = sprites[ i ];

				sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
				sprite.z = - sprite.modelViewMatrix.elements[ 14 ];

			}

			sprites.sort( painterSortStable );

			// render all sprites

			var scale = [];

			for ( var i = 0, l = sprites.length; i < l; i ++ ) {

				var sprite = sprites[ i ];
				var material = sprite.material;

				if ( material.visible === false ) continue;

				gl.uniform1f( uniforms.alphaTest, material.alphaTest );
				gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );

				sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );

				scale[ 0 ] = spriteScale.x;
				scale[ 1 ] = spriteScale.y;

				var fogType = 0;

				if ( scene.fog && material.fog ) {

					fogType = sceneFogType;

				}

				if ( oldFogType !== fogType ) {

					gl.uniform1i( uniforms.fogType, fogType );
					oldFogType = fogType;

				}

				if ( material.map !== null ) {

					gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
					gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );

				} else {

					gl.uniform2f( uniforms.uvOffset, 0, 0 );
					gl.uniform2f( uniforms.uvScale, 1, 1 );

				}

				gl.uniform1f( uniforms.opacity, material.opacity );
				gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );

				gl.uniform1f( uniforms.rotation, material.rotation );
				gl.uniform2fv( uniforms.scale, scale );

				state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
				state.setDepthTest( material.depthTest );
				state.setDepthWrite( material.depthWrite );

				if ( material.map ) {

					renderer.setTexture2D( material.map, 0 );

				} else {

					renderer.setTexture2D( texture, 0 );

				}

				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );

			}

			// restore gl

			state.enable( gl.CULL_FACE );

			renderer.resetGLState();

		};

		function createProgram() {

			var program = gl.createProgram();

			var vertexShader = gl.createShader( gl.VERTEX_SHADER );
			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );

			gl.shaderSource( vertexShader, [

				'precision ' + renderer.getPrecision() + ' float;',

				'uniform mat4 modelViewMatrix;',
				'uniform mat4 projectionMatrix;',
				'uniform float rotation;',
				'uniform vec2 scale;',
				'uniform vec2 uvOffset;',
				'uniform vec2 uvScale;',

				'attribute vec2 position;',
				'attribute vec2 uv;',

				'varying vec2 vUV;',

				'void main() {',

					'vUV = uvOffset + uv * uvScale;',

					'vec2 alignedPosition = position * scale;',

					'vec2 rotatedPosition;',
					'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
					'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',

					'vec4 finalPosition;',

					'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
					'finalPosition.xy += rotatedPosition;',
					'finalPosition = projectionMatrix * finalPosition;',

					'gl_Position = finalPosition;',

				'}'

			].join( '\n' ) );

			gl.shaderSource( fragmentShader, [

				'precision ' + renderer.getPrecision() + ' 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;',
							'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' ) );

			gl.compileShader( vertexShader );
			gl.compileShader( fragmentShader );

			gl.attachShader( program, vertexShader );
			gl.attachShader( program, fragmentShader );

			gl.linkProgram( program );

			return program;

		}

		function painterSortStable( a, b ) {

			if ( a.renderOrder !== b.renderOrder ) {

				return a.renderOrder - b.renderOrder;

			} else if ( a.z !== b.z ) {

				return b.z - a.z;

			} else {

				return b.id - a.id;

			}

		}

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	var materialId = 0;

	function Material() {

		Object.defineProperty( this, 'id', { value: materialId ++ } );

		this.uuid = _Math.generateUUID();

		this.name = '';
		this.type = 'Material';

		this.fog = true;
		this.lights = true;

		this.blending = NormalBlending;
		this.side = FrontSide;
		this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading
		this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors

		this.opacity = 1;
		this.transparent = false;

		this.blendSrc = SrcAlphaFactor;
		this.blendDst = OneMinusSrcAlphaFactor;
		this.blendEquation = AddEquation;
		this.blendSrcAlpha = null;
		this.blendDstAlpha = null;
		this.blendEquationAlpha = null;

		this.depthFunc = LessEqualDepth;
		this.depthTest = true;
		this.depthWrite = true;

		this.clippingPlanes = null;
		this.clipIntersection = false;
		this.clipShadows = false;

		this.colorWrite = true;

		this.precision = null; // override the renderer's default precision for this material

		this.polygonOffset = false;
		this.polygonOffsetFactor = 0;
		this.polygonOffsetUnits = 0;

		this.alphaTest = 0;
		this.premultipliedAlpha = false;

		this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer

		this.visible = true;

		this._needsUpdate = true;

	}

	Material.prototype = {

		constructor: Material,

		isMaterial: true,

		get needsUpdate() {

			return this._needsUpdate;

		},

		set needsUpdate( value ) {

			if ( value === true ) this.update();
			this._needsUpdate = value;

		},

		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;

				}

				var currentValue = this[ key ];

				if ( currentValue === undefined ) {

					console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
					continue;

				}

				if ( currentValue && currentValue.isColor ) {

					currentValue.set( newValue );

				} else if ( (currentValue && currentValue.isVector3) && (newValue && newValue.isVector3) ) {

					currentValue.copy( newValue );

				} else if ( key === 'overdraw' ) {

					// ensure overdraw is backwards-compatible with legacy boolean type
					this[ key ] = Number( newValue );

				} else {

					this[ key ] = newValue;

				}

			}

		},

		toJSON: function ( meta ) {

			var isRoot = meta === undefined;

			if ( isRoot ) {

				meta = {
					textures: {},
					images: {}
				};

			}

			var data = {
				metadata: {
					version: 4.4,
					type: 'Material',
					generator: 'Material.toJSON'
				}
			};

			// standard Material serialization
			data.uuid = this.uuid;
			data.type = this.type;

			if ( this.name !== '' ) data.name = this.name;

			if ( this.color && this.color.isColor ) data.color = this.color.getHex();

			if ( this.roughness !== undefined ) data.roughness = this.roughness;
			if ( this.metalness !== undefined ) data.metalness = this.metalness;

			if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
			if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
			if ( this.shininess !== undefined ) data.shininess = this.shininess;
			if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
			if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;

			if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
			if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
			if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
			if ( this.bumpMap && this.bumpMap.isTexture ) {

				data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
				data.bumpScale = this.bumpScale;

			}
			if ( this.normalMap && this.normalMap.isTexture ) {

				data.normalMap = this.normalMap.toJSON( meta ).uuid;
				data.normalScale = this.normalScale.toArray();

			}
			if ( this.displacementMap && this.displacementMap.isTexture ) {

				data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
				data.displacementScale = this.displacementScale;
				data.displacementBias = this.displacementBias;

			}
			if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
			if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

			if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
			if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;

			if ( this.envMap && this.envMap.isTexture ) {

				data.envMap = this.envMap.toJSON( meta ).uuid;
				data.reflectivity = this.reflectivity; // Scale behind envMap

			}

			if ( this.gradientMap && this.gradientMap.isTexture ) {

				data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

			}

			if ( this.size !== undefined ) data.size = this.size;
			if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

			if ( this.blending !== NormalBlending ) data.blending = this.blending;
			if ( this.shading !== SmoothShading ) data.shading = this.shading;
			if ( this.side !== FrontSide ) data.side = this.side;
			if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;

			if ( this.opacity < 1 ) data.opacity = this.opacity;
			if ( this.transparent === true ) data.transparent = this.transparent;

			data.depthFunc = this.depthFunc;
			data.depthTest = this.depthTest;
			data.depthWrite = this.depthWrite;

			if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
			if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
			if ( this.wireframe === true ) data.wireframe = this.wireframe;
			if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
			if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
			if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

			data.skinning = this.skinning;
			data.morphTargets = this.morphTargets;

			// TODO: Copied from Object3D.toJSON

			function extractFromCache( cache ) {

				var values = [];

				for ( var key in cache ) {

					var data = cache[ key ];
					delete data.metadata;
					values.push( data );

				}

				return values;

			}

			if ( isRoot ) {

				var textures = extractFromCache( meta.textures );
				var images = extractFromCache( meta.images );

				if ( textures.length > 0 ) data.textures = textures;
				if ( images.length > 0 ) data.images = images;

			}

			return data;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( source ) {

			this.name = source.name;

			this.fog = source.fog;
			this.lights = source.lights;

			this.blending = source.blending;
			this.side = source.side;
			this.shading = source.shading;
			this.vertexColors = source.vertexColors;

			this.opacity = source.opacity;
			this.transparent = source.transparent;

			this.blendSrc = source.blendSrc;
			this.blendDst = source.blendDst;
			this.blendEquation = source.blendEquation;
			this.blendSrcAlpha = source.blendSrcAlpha;
			this.blendDstAlpha = source.blendDstAlpha;
			this.blendEquationAlpha = source.blendEquationAlpha;

			this.depthFunc = source.depthFunc;
			this.depthTest = source.depthTest;
			this.depthWrite = source.depthWrite;

			this.colorWrite = source.colorWrite;

			this.precision = source.precision;

			this.polygonOffset = source.polygonOffset;
			this.polygonOffsetFactor = source.polygonOffsetFactor;
			this.polygonOffsetUnits = source.polygonOffsetUnits;

			this.alphaTest = source.alphaTest;

			this.premultipliedAlpha = source.premultipliedAlpha;

			this.overdraw = source.overdraw;

			this.visible = source.visible;
			this.clipShadows = source.clipShadows;
			this.clipIntersection = source.clipIntersection;

			var srcPlanes = source.clippingPlanes,
				dstPlanes = null;

			if ( srcPlanes !== null ) {

				var n = srcPlanes.length;
				dstPlanes = new Array( n );

				for ( var i = 0; i !== n; ++ i )
					dstPlanes[ i ] = srcPlanes[ i ].clone();

			}

			this.clippingPlanes = dstPlanes;

			return this;

		},

		update: function () {

			this.dispatchEvent( { type: 'update' } );

		},

		dispose: function () {

			this.dispatchEvent( { type: 'dispose' } );

		}

	};

	Object.assign( Material.prototype, EventDispatcher.prototype );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  defines: { "label" : "value" },
	 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
	 *
	 *  fragmentShader: <string>,
	 *  vertexShader: <string>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  lights: <bool>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function ShaderMaterial( parameters ) {

		Material.call( this );

		this.type = 'ShaderMaterial';

		this.defines = {};
		this.uniforms = {};

		this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
		this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';

		this.linewidth = 1;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false; // set to use scene fog
		this.lights = false; // set to use scene lights
		this.clipping = false; // set to use user-defined clipping planes

		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.extensions = {
			derivatives: false, // set to use derivatives
			fragDepth: false, // set to use fragment depth values
			drawBuffers: false, // set to use draw buffers
			shaderTextureLOD: false // set to use shader texture LOD
		};

		// When rendered geometry doesn't include these attributes but the material does,
		// use these default values in WebGL. This avoids errors when buffer data is missing.
		this.defaultAttributeValues = {
			'color': [ 1, 1, 1 ],
			'uv': [ 0, 0 ],
			'uv2': [ 0, 0 ]
		};

		this.index0AttributeName = undefined;

		if ( parameters !== undefined ) {

			if ( parameters.attributes !== undefined ) {

				console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

			}

			this.setValues( parameters );

		}

	}

	ShaderMaterial.prototype = Object.create( Material.prototype );
	ShaderMaterial.prototype.constructor = ShaderMaterial;

	ShaderMaterial.prototype.isShaderMaterial = true;

	ShaderMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.fragmentShader = source.fragmentShader;
		this.vertexShader = source.vertexShader;

		this.uniforms = UniformsUtils.clone( source.uniforms );

		this.defines = source.defines;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.lights = source.lights;
		this.clipping = source.clipping;

		this.skinning = source.skinning;

		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		this.extensions = source.extensions;

		return this;

	};

	ShaderMaterial.prototype.toJSON = function ( meta ) {

		var data = Material.prototype.toJSON.call( this, meta );

		data.uniforms = this.uniforms;
		data.vertexShader = this.vertexShader;
		data.fragmentShader = this.fragmentShader;

		return data;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author bhouston / https://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *
	 *  opacity: <float>,
	 *
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>
	 * }
	 */

	function MeshDepthMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshDepthMaterial';

		this.depthPacking = BasicDepthPacking;

		this.skinning = false;
		this.morphTargets = false;

		this.map = null;

		this.alphaMap = null;

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false;
		this.lights = false;

		this.setValues( parameters );

	}

	MeshDepthMaterial.prototype = Object.create( Material.prototype );
	MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;

	MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

	MeshDepthMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.depthPacking = source.depthPacking;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		return this;

	};

	/**
	 * @author bhouston / http://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function Box3( min, max ) {

		this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
		this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );

	}

	Box3.prototype = {

		constructor: Box3,

		isBox3: true,

		set: function ( min, max ) {

			this.min.copy( min );
			this.max.copy( max );

			return this;

		},

		setFromArray: function ( array ) {

			var minX = + Infinity;
			var minY = + Infinity;
			var minZ = + Infinity;

			var maxX = - Infinity;
			var maxY = - Infinity;
			var maxZ = - Infinity;

			for ( var i = 0, l = array.length; i < l; i += 3 ) {

				var x = array[ i ];
				var y = array[ i + 1 ];
				var z = array[ i + 2 ];

				if ( x < minX ) minX = x;
				if ( y < minY ) minY = y;
				if ( z < minZ ) minZ = z;

				if ( x > maxX ) maxX = x;
				if ( y > maxY ) maxY = y;
				if ( z > maxZ ) maxZ = z;

			}

			this.min.set( minX, minY, minZ );
			this.max.set( maxX, maxY, maxZ );

		},

		setFromBufferAttribute: function ( attribute ) {

			var minX = + Infinity;
			var minY = + Infinity;
			var minZ = + Infinity;

			var maxX = - Infinity;
			var maxY = - Infinity;
			var maxZ = - Infinity;

			for ( var i = 0, l = attribute.count; i < l; i ++ ) {

				var x = attribute.getX( i );
				var y = attribute.getY( i );
				var z = attribute.getZ( i );

				if ( x < minX ) minX = x;
				if ( y < minY ) minY = y;
				if ( z < minZ ) minZ = z;

				if ( x > maxX ) maxX = x;
				if ( y > maxY ) maxY = y;
				if ( z > maxZ ) maxZ = z;

			}

			this.min.set( minX, minY, minZ );
			this.max.set( maxX, maxY, maxZ );

		},

		setFromPoints: function ( points ) {

			this.makeEmpty();

			for ( var i = 0, il = points.length; i < il; i ++ ) {

				this.expandByPoint( points[ i ] );

			}

			return this;

		},

		setFromCenterAndSize: function () {

			var v1 = new Vector3();

			return function setFromCenterAndSize( center, size ) {

				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );

				this.min.copy( center ).sub( halfSize );
				this.max.copy( center ).add( halfSize );

				return this;

			};

		}(),

		setFromObject: function () {

			// Computes the world-axis-aligned bounding box of an object (including its children),
			// accounting for both the object's, and children's, world transforms

			var v1 = new Vector3();

			return function setFromObject( object ) {

				var scope = this;

				object.updateMatrixWorld( true );

				this.makeEmpty();

				object.traverse( function ( node ) {

					var i, l;

					var geometry = node.geometry;

					if ( geometry !== undefined ) {

						if ( geometry.isGeometry ) {

							var vertices = geometry.vertices;

							for ( i = 0, l = vertices.length; i < l; i ++ ) {

								v1.copy( vertices[ i ] );
								v1.applyMatrix4( node.matrixWorld );

								scope.expandByPoint( v1 );

							}

						} else if ( geometry.isBufferGeometry ) {

							var attribute = geometry.attributes.position;

							if ( attribute !== undefined ) {

								for ( i = 0, l = attribute.count; i < l; i ++ ) {

									v1.fromAttribute( attribute, i ).applyMatrix4( node.matrixWorld );

									scope.expandByPoint( v1 );

								}

							}

						}

					}

				} );

				return this;

			};

		}(),

		clone: function () {

			return new this.constructor().copy( 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;

		},

		isEmpty: 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 );

		},

		getCenter: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

		},

		getSize: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );

		},

		expandByPoint: function ( point ) {

			this.min.min( point );
			this.max.max( point );

			return this;

		},

		expandByVector: function ( vector ) {

			this.min.sub( vector );
			this.max.add( vector );

			return this;

		},

		expandByScalar: function ( scalar ) {

			this.min.addScalar( - scalar );
			this.max.addScalar( scalar );

			return this;

		},

		containsPoint: function ( point ) {

			return point.x < this.min.x || point.x > this.max.x ||
				point.y < this.min.y || point.y > this.max.y ||
				point.z < this.min.z || point.z > this.max.z ? false : true;

		},

		containsBox: function ( box ) {

			return 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;

		},

		getParameter: function ( point, optionalTarget ) {

			// This can potentially have a divide by zero if the box
			// has a size dimension of 0.

			var result = optionalTarget || new Vector3();

			return result.set(
				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
				( point.y - this.min.y ) / ( this.max.y - this.min.y ),
				( point.z - this.min.z ) / ( this.max.z - this.min.z )
			);

		},

		intersectsBox: function ( box ) {

			// using 6 splitting planes to rule out intersections.
			return 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 ? false : true;

		},

		intersectsSphere: ( function () {

			var closestPoint;

			return function intersectsSphere( sphere ) {

				if ( closestPoint === undefined ) closestPoint = new Vector3();

				// Find the point on the AABB closest to the sphere center.
				this.clampPoint( sphere.center, closestPoint );

				// If that point is inside the sphere, the AABB and sphere intersect.
				return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );

			};

		} )(),

		intersectsPlane: function ( plane ) {

			// We compute the minimum and maximum dot product values. If those values
			// are on the same side (back or front) of the plane, then there is no intersection.

			var min, max;

			if ( plane.normal.x > 0 ) {

				min = plane.normal.x * this.min.x;
				max = plane.normal.x * this.max.x;

			} else {

				min = plane.normal.x * this.max.x;
				max = plane.normal.x * this.min.x;

			}

			if ( plane.normal.y > 0 ) {

				min += plane.normal.y * this.min.y;
				max += plane.normal.y * this.max.y;

			} else {

				min += plane.normal.y * this.max.y;
				max += plane.normal.y * this.min.y;

			}

			if ( plane.normal.z > 0 ) {

				min += plane.normal.z * this.min.z;
				max += plane.normal.z * this.max.z;

			} else {

				min += plane.normal.z * this.max.z;
				max += plane.normal.z * this.min.z;

			}

			return ( min <= plane.constant && max >= plane.constant );

		},

		clampPoint: function ( point, optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.copy( point ).clamp( this.min, this.max );

		},

		distanceToPoint: function () {

			var v1 = new Vector3();

			return function distanceToPoint( point ) {

				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
				return clampedPoint.sub( point ).length();

			};

		}(),

		getBoundingSphere: function () {

			var v1 = new Vector3();

			return function getBoundingSphere( optionalTarget ) {

				var result = optionalTarget || new Sphere();

				this.getCenter( result.center );

				result.radius = this.getSize( v1 ).length() * 0.5;

				return result;

			};

		}(),

		intersect: function ( box ) {

			this.min.max( box.min );
			this.max.min( box.max );

			// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
			if( this.isEmpty() ) this.makeEmpty();

			return this;

		},

		union: function ( box ) {

			this.min.min( box.min );
			this.max.max( box.max );

			return this;

		},

		applyMatrix4: function () {

			var points = [
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3(),
				new Vector3()
			];

			return function applyMatrix4( matrix ) {

				// transform of empty box is an empty box.
				if( this.isEmpty() ) return this;

				// NOTE: I am using a binary pattern to specify all 2^3 combinations below
				points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
				points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
				points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
				points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
				points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
				points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
				points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
				points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix );	// 111

				this.setFromPoints( points );

				return this;

			};

		}(),

		translate: function ( offset ) {

			this.min.add( offset );
			this.max.add( offset );

			return this;

		},

		equals: function ( box ) {

			return box.min.equals( this.min ) && box.max.equals( this.max );

		}

	};

	/**
	 * @author bhouston / http://clara.io
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Sphere( center, radius ) {

		this.center = ( center !== undefined ) ? center : new Vector3();
		this.radius = ( radius !== undefined ) ? radius : 0;

	}

	Sphere.prototype = {

		constructor: Sphere,

		set: function ( center, radius ) {

			this.center.copy( center );
			this.radius = radius;

			return this;

		},

		setFromPoints: function () {

			var box = new Box3();

			return function setFromPoints( points, optionalCenter ) {

				var center = this.center;

				if ( optionalCenter !== undefined ) {

					center.copy( optionalCenter );

				} else {

					box.setFromPoints( points ).getCenter( center );

				}

				var maxRadiusSq = 0;

				for ( var i = 0, il = points.length; i < il; i ++ ) {

					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

				}

				this.radius = Math.sqrt( maxRadiusSq );

				return this;

			};

		}(),

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( sphere ) {

			this.center.copy( sphere.center );
			this.radius = sphere.radius;

			return this;

		},

		empty: function () {

			return ( this.radius <= 0 );

		},

		containsPoint: function ( point ) {

			return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );

		},

		distanceToPoint: function ( point ) {

			return ( point.distanceTo( this.center ) - this.radius );

		},

		intersectsSphere: function ( sphere ) {

			var radiusSum = this.radius + sphere.radius;

			return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );

		},

		intersectsBox: function ( box ) {

			return box.intersectsSphere( this );

		},

		intersectsPlane: function ( plane ) {

			// We use the following equation to compute the signed distance from
			// the center of the sphere to the plane.
			//
			// distance = q * n - d
			//
			// If this distance is greater than the radius of the sphere,
			// then there is no intersection.

			return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;

		},

		clampPoint: function ( point, optionalTarget ) {

			var deltaLengthSq = this.center.distanceToSquared( point );

			var result = optionalTarget || new Vector3();

			result.copy( point );

			if ( deltaLengthSq > ( this.radius * this.radius ) ) {

				result.sub( this.center ).normalize();
				result.multiplyScalar( this.radius ).add( this.center );

			}

			return result;

		},

		getBoundingBox: function ( optionalTarget ) {

			var box = optionalTarget || new Box3();

			box.set( this.center, this.center );
			box.expandByScalar( this.radius );

			return box;

		},

		applyMatrix4: function ( matrix ) {

			this.center.applyMatrix4( matrix );
			this.radius = this.radius * matrix.getMaxScaleOnAxis();

			return this;

		},

		translate: function ( offset ) {

			this.center.add( offset );

			return this;

		},

		equals: function ( sphere ) {

			return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author bhouston / http://clara.io
	 * @author tschw
	 */

	function Matrix3() {

		this.elements = new Float32Array( [

			1, 0, 0,
			0, 1, 0,
			0, 0, 1

		] );

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	Matrix3.prototype = {

		constructor: Matrix3,

		isMatrix3: true,

		set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

			var te = this.elements;

			te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
			te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
			te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;

			return this;

		},

		identity: function () {

			this.set(

				1, 0, 0,
				0, 1, 0,
				0, 0, 1

			);

			return this;

		},

		clone: function () {

			return new this.constructor().fromArray( this.elements );

		},

		copy: function ( m ) {

			var me = m.elements;

			this.set(

				me[ 0 ], me[ 3 ], me[ 6 ],
				me[ 1 ], me[ 4 ], me[ 7 ],
				me[ 2 ], me[ 5 ], me[ 8 ]

			);

			return this;

		},

		setFromMatrix4: function( m ) {

			var me = m.elements;

			this.set(

				me[ 0 ], me[ 4 ], me[  8 ],
				me[ 1 ], me[ 5 ], me[  9 ],
				me[ 2 ], me[ 6 ], me[ 10 ]

			);

			return this;

		},

		applyToVector3Array: function () {

			var v1;

			return function applyToVector3Array( array, offset, length ) {

				if ( v1 === undefined ) v1 = new Vector3();
				if ( offset === undefined ) offset = 0;
				if ( length === undefined ) length = array.length;

				for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) {

					v1.fromArray( array, j );
					v1.applyMatrix3( this );
					v1.toArray( array, j );

				}

				return array;

			};

		}(),

		applyToBufferAttribute: function () {

			var v1;

			return function applyToBufferAttribute( attribute ) {

				if ( v1 === undefined ) v1 = new Vector3();

				for ( var i = 0, l = attribute.count; i < l; i ++ ) {

					v1.x = attribute.getX( i );
					v1.y = attribute.getY( i );
					v1.z = attribute.getZ( i );

					v1.applyMatrix3( this );

					attribute.setXYZ( i, v1.x, v1.y, v1.z );

				}

				return attribute;

			};

		}(),

		multiplyScalar: function ( s ) {

			var te = this.elements;

			te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
			te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
			te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;

			return this;

		},

		determinant: function () {

			var te = this.elements;

			var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
				d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
				g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];

			return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;

		},

		getInverse: function ( matrix, throwOnDegenerate ) {

			if ( matrix && matrix.isMatrix4 ) {

				console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." );

			}

			var me = matrix.elements,
				te = this.elements,

				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
				n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
				n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],

				t11 = n33 * n22 - n32 * n23,
				t12 = n32 * n13 - n33 * n12,
				t13 = n23 * n12 - n22 * n13,

				det = n11 * t11 + n21 * t12 + n31 * t13;

			if ( det === 0 ) {

				var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";

				if ( throwOnDegenerate === true ) {

					throw new Error( msg );

				} else {

					console.warn( msg );

				}

				return this.identity();
			}

			var detInv = 1 / det;

			te[ 0 ] = t11 * detInv;
			te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
			te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;

			te[ 3 ] = t12 * detInv;
			te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
			te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;

			te[ 6 ] = t13 * detInv;
			te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
			te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;

			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;

		},

		getNormalMatrix: function ( matrix4 ) {

			return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();

		},

		transposeIntoArray: function ( r ) {

			var m = this.elements;

			r[ 0 ] = m[ 0 ];
			r[ 1 ] = m[ 3 ];
			r[ 2 ] = m[ 6 ];
			r[ 3 ] = m[ 1 ];
			r[ 4 ] = m[ 4 ];
			r[ 5 ] = m[ 7 ];
			r[ 6 ] = m[ 2 ];
			r[ 7 ] = m[ 5 ];
			r[ 8 ] = m[ 8 ];

			return this;

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			for( var i = 0; i < 9; i ++ ) {

				this.elements[ i ] = array[ i + offset ];

			}

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			var te = this.elements;

			array[ offset ] = te[ 0 ];
			array[ offset + 1 ] = te[ 1 ];
			array[ offset + 2 ] = te[ 2 ];

			array[ offset + 3 ] = te[ 3 ];
			array[ offset + 4 ] = te[ 4 ];
			array[ offset + 5 ] = te[ 5 ];

			array[ offset + 6 ] = te[ 6 ];
			array[ offset + 7 ] = te[ 7 ];
			array[ offset + 8 ]  = te[ 8 ];

			return array;

		}

	};

	/**
	 * @author bhouston / http://clara.io
	 */

	function Plane( normal, constant ) {

		this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
		this.constant = ( constant !== undefined ) ? constant : 0;

	}

	Plane.prototype = {

		constructor: Plane,

		set: function ( normal, constant ) {

			this.normal.copy( normal );
			this.constant = constant;

			return this;

		},

		setComponents: function ( x, y, z, w ) {

			this.normal.set( x, y, z );
			this.constant = w;

			return this;

		},

		setFromNormalAndCoplanarPoint: function ( normal, point ) {

			this.normal.copy( normal );
			this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized

			return this;

		},

		setFromCoplanarPoints: function () {

			var v1 = new Vector3();
			var v2 = new Vector3();

			return function setFromCoplanarPoints( a, b, c ) {

				var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();

				// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

				this.setFromNormalAndCoplanarPoint( normal, a );

				return this;

			};

		}(),

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( plane ) {

			this.normal.copy( plane.normal );
			this.constant = plane.constant;

			return this;

		},

		normalize: function () {

			// Note: will lead to a divide by zero if the plane is invalid.

			var inverseNormalLength = 1.0 / this.normal.length();
			this.normal.multiplyScalar( inverseNormalLength );
			this.constant *= inverseNormalLength;

			return this;

		},

		negate: function () {

			this.constant *= - 1;
			this.normal.negate();

			return this;

		},

		distanceToPoint: function ( point ) {

			return this.normal.dot( point ) + this.constant;

		},

		distanceToSphere: function ( sphere ) {

			return this.distanceToPoint( sphere.center ) - sphere.radius;

		},

		projectPoint: function ( point, optionalTarget ) {

			return this.orthoPoint( point, optionalTarget ).sub( point ).negate();

		},

		orthoPoint: function ( point, optionalTarget ) {

			var perpendicularMagnitude = this.distanceToPoint( point );

			var result = optionalTarget || new Vector3();
			return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );

		},

		intersectLine: function () {

			var v1 = new Vector3();

			return function intersectLine( line, optionalTarget ) {

				var result = optionalTarget || new Vector3();

				var direction = line.delta( v1 );

				var denominator = this.normal.dot( direction );

				if ( denominator === 0 ) {

					// line is coplanar, return origin
					if ( this.distanceToPoint( line.start ) === 0 ) {

						return result.copy( line.start );

					}

					// Unsure if this is the correct method to handle this case.
					return undefined;

				}

				var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

				if ( t < 0 || t > 1 ) {

					return undefined;

				}

				return result.copy( direction ).multiplyScalar( t ).add( line.start );

			};

		}(),

		intersectsLine: function ( line ) {

			// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

			var startSign = this.distanceToPoint( line.start );
			var endSign = this.distanceToPoint( line.end );

			return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

		},

		intersectsBox: function ( box ) {

			return box.intersectsPlane( this );

		},

		intersectsSphere: function ( sphere ) {

			return sphere.intersectsPlane( this );

		},

		coplanarPoint: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.copy( this.normal ).multiplyScalar( - this.constant );

		},

		applyMatrix4: function () {

			var v1 = new Vector3();
			var m1 = new Matrix3();

			return function applyMatrix4( matrix, optionalNormalMatrix ) {

				var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );

				// transform normal based on theory here:
				// http://www.songho.ca/opengl/gl_normaltransform.html
				var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
				var normal = this.normal.applyMatrix3( normalMatrix ).normalize();

				// recalculate constant (like in setFromNormalAndCoplanarPoint)
				this.constant = - referencePoint.dot( normal );

				return this;

			};

		}(),

		translate: function ( offset ) {

			this.constant = this.constant - offset.dot( this.normal );

			return this;

		},

		equals: function ( plane ) {

			return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author bhouston / http://clara.io
	 */

	function Frustum( p0, p1, p2, p3, p4, p5 ) {

		this.planes = [

			( p0 !== undefined ) ? p0 : new Plane(),
			( p1 !== undefined ) ? p1 : new Plane(),
			( p2 !== undefined ) ? p2 : new Plane(),
			( p3 !== undefined ) ? p3 : new Plane(),
			( p4 !== undefined ) ? p4 : new Plane(),
			( p5 !== undefined ) ? p5 : new Plane()

		];

	}

	Frustum.prototype = {

		constructor: Frustum,

		set: function ( p0, p1, p2, p3, p4, p5 ) {

			var planes = this.planes;

			planes[ 0 ].copy( p0 );
			planes[ 1 ].copy( p1 );
			planes[ 2 ].copy( p2 );
			planes[ 3 ].copy( p3 );
			planes[ 4 ].copy( p4 );
			planes[ 5 ].copy( p5 );

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( frustum ) {

			var planes = this.planes;

			for ( var i = 0; i < 6; i ++ ) {

				planes[ i ].copy( frustum.planes[ i ] );

			}

			return this;

		},

		setFromMatrix: function ( m ) {

			var planes = this.planes;
			var me = m.elements;
			var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
			var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
			var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
			var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

			planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
			planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
			planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
			planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
			planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
			planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

			return this;

		},

		intersectsObject: function () {

			var sphere = new Sphere();

			return function intersectsObject( object ) {

				var geometry = object.geometry;

				if ( geometry.boundingSphere === null )
					geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere )
					.applyMatrix4( object.matrixWorld );

				return this.intersectsSphere( sphere );

			};

		}(),

		intersectsSprite: function () {

			var sphere = new Sphere();

			return function intersectsSprite( sprite ) {

				sphere.center.set( 0, 0, 0 );
				sphere.radius = 0.7071067811865476;
				sphere.applyMatrix4( sprite.matrixWorld );

				return this.intersectsSphere( sphere );

			};

		}(),

		intersectsSphere: function ( sphere ) {

			var planes = this.planes;
			var center = sphere.center;
			var negRadius = - sphere.radius;

			for ( var i = 0; i < 6; i ++ ) {

				var distance = planes[ i ].distanceToPoint( center );

				if ( distance < negRadius ) {

					return false;

				}

			}

			return true;

		},

		intersectsBox: function () {

			var p1 = new Vector3(),
				p2 = new Vector3();

			return function intersectsBox( box ) {

				var planes = this.planes;

				for ( var i = 0; i < 6 ; i ++ ) {

					var plane = planes[ i ];

					p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
					p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
					p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
					p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
					p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
					p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;

					var d1 = plane.distanceToPoint( p1 );
					var d2 = plane.distanceToPoint( p2 );

					// if both outside plane, no intersection

					if ( d1 < 0 && d2 < 0 ) {

						return false;

					}

				}

				return true;

			};

		}(),


		containsPoint: function ( point ) {

			var planes = this.planes;

			for ( var i = 0; i < 6; i ++ ) {

				if ( planes[ i ].distanceToPoint( point ) < 0 ) {

					return false;

				}

			}

			return true;

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {

		var _gl = _renderer.context,
		_state = _renderer.state,
		_frustum = new Frustum(),
		_projScreenMatrix = new Matrix4(),

		_lightShadows = _lights.shadows,

		_shadowMapSize = new Vector2(),
		_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),

		_lookTarget = new Vector3(),
		_lightPositionWorld = new Vector3(),

		_renderList = [],

		_MorphingFlag = 1,
		_SkinningFlag = 2,

		_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,

		_depthMaterials = new Array( _NumberOfMaterialVariants ),
		_distanceMaterials = new Array( _NumberOfMaterialVariants ),

		_materialCache = {};

		var cubeDirections = [
			new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
			new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
		];

		var cubeUps = [
			new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
			new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
		];

		var cube2DViewPorts = [
			new Vector4(), new Vector4(), new Vector4(),
			new Vector4(), new Vector4(), new Vector4()
		];

		// init

		var depthMaterialTemplate = new MeshDepthMaterial();
		depthMaterialTemplate.depthPacking = RGBADepthPacking;
		depthMaterialTemplate.clipping = true;

		var distanceShader = ShaderLib[ "distanceRGBA" ];
		var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );

		for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {

			var useMorphing = ( i & _MorphingFlag ) !== 0;
			var useSkinning = ( i & _SkinningFlag ) !== 0;

			var depthMaterial = depthMaterialTemplate.clone();
			depthMaterial.morphTargets = useMorphing;
			depthMaterial.skinning = useSkinning;

			_depthMaterials[ i ] = depthMaterial;

			var distanceMaterial = new ShaderMaterial( {
				defines: {
					'USE_SHADOWMAP': ''
				},
				uniforms: distanceUniforms,
				vertexShader: distanceShader.vertexShader,
				fragmentShader: distanceShader.fragmentShader,
				morphTargets: useMorphing,
				skinning: useSkinning,
				clipping: true
			} );

			_distanceMaterials[ i ] = distanceMaterial;

		}

		//

		var scope = this;

		this.enabled = false;

		this.autoUpdate = true;
		this.needsUpdate = false;

		this.type = PCFShadowMap;

		this.renderReverseSided = true;
		this.renderSingleSided = true;

		this.render = function ( scene, camera ) {

			if ( scope.enabled === false ) return;
			if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

			if ( _lightShadows.length === 0 ) return;

			// Set GL state for depth map.
			_state.buffers.color.setClear( 1, 1, 1, 1 );
			_state.disable( _gl.BLEND );
			_state.setDepthTest( true );
			_state.setScissorTest( false );

			// render depth map

			var faceCount, isPointLight;

			for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {

				var light = _lightShadows[ i ];
				var shadow = light.shadow;

				if ( shadow === undefined ) {

					console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
					continue;

				}

				var shadowCamera = shadow.camera;

				_shadowMapSize.copy( shadow.mapSize );
				_shadowMapSize.min( _maxShadowMapSize );

				if ( light && light.isPointLight ) {

					faceCount = 6;
					isPointLight = true;

					var vpWidth = _shadowMapSize.x;
					var vpHeight = _shadowMapSize.y;

					// These viewports map a cube-map onto a 2D texture with the
					// following orientation:
					//
					//  xzXZ
					//   y Y
					//
					// X - Positive x direction
					// x - Negative x direction
					// Y - Positive y direction
					// y - Negative y direction
					// Z - Positive z direction
					// z - Negative z direction

					// positive X
					cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
					// negative X
					cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
					// positive Z
					cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
					// negative Z
					cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
					// positive Y
					cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
					// negative Y
					cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );

					_shadowMapSize.x *= 4.0;
					_shadowMapSize.y *= 2.0;

				} else {

					faceCount = 1;
					isPointLight = false;

				}

				if ( shadow.map === null ) {

					var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

					shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );

					shadowCamera.updateProjectionMatrix();

				}

				if ( shadow.isSpotLightShadow ) {

					shadow.update( light );

				}

				// TODO (abelnation / sam-g-steel): is this needed?
				if (shadow && shadow.isRectAreaLightShadow ) {

					shadow.update( light );

				}

				var shadowMap = shadow.map;
				var shadowMatrix = shadow.matrix;

				_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
				shadowCamera.position.copy( _lightPositionWorld );

				_renderer.setRenderTarget( shadowMap );
				_renderer.clear();

				// render shadow map for each cube face (if omni-directional) or
				// run a single pass if not

				for ( var face = 0; face < faceCount; face ++ ) {

					if ( isPointLight ) {

						_lookTarget.copy( shadowCamera.position );
						_lookTarget.add( cubeDirections[ face ] );
						shadowCamera.up.copy( cubeUps[ face ] );
						shadowCamera.lookAt( _lookTarget );

						var vpDimensions = cube2DViewPorts[ face ];
						_state.viewport( vpDimensions );

					} else {

						_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
						shadowCamera.lookAt( _lookTarget );

					}

					shadowCamera.updateMatrixWorld();
					shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );

					// 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.multiply( shadowCamera.projectionMatrix );
					shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

					// update camera matrices and frustum

					_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
					_frustum.setFromMatrix( _projScreenMatrix );

					// set object matrices & frustum culling

					_renderList.length = 0;

					projectObject( scene, camera, shadowCamera );

					// render shadow map
					// render regular objects

					for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {

						var object = _renderList[ j ];
						var geometry = _objects.update( object );
						var material = object.material;

						if ( material && material.isMultiMaterial ) {

							var groups = geometry.groups;
							var materials = material.materials;

							for ( var k = 0, kl = groups.length; k < kl; k ++ ) {

								var group = groups[ k ];
								var groupMaterial = materials[ group.materialIndex ];

								if ( groupMaterial.visible === true ) {

									var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
									_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

								}

							}

						} else {

							var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

						}

					}

				}

			}

			// Restore GL state.
			var clearColor = _renderer.getClearColor(),
			clearAlpha = _renderer.getClearAlpha();
			_renderer.setClearColor( clearColor, clearAlpha );

			scope.needsUpdate = false;

		};

		function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {

			var geometry = object.geometry;

			var result = null;

			var materialVariants = _depthMaterials;
			var customMaterial = object.customDepthMaterial;

			if ( isPointLight ) {

				materialVariants = _distanceMaterials;
				customMaterial = object.customDistanceMaterial;

			}

			if ( ! customMaterial ) {

				var useMorphing = false;

				if ( material.morphTargets ) {

					if ( geometry && geometry.isBufferGeometry ) {

						useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;

					} else if ( geometry && geometry.isGeometry ) {

						useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;

					}

				}

				var useSkinning = object.isSkinnedMesh && material.skinning;

				var variantIndex = 0;

				if ( useMorphing ) variantIndex |= _MorphingFlag;
				if ( useSkinning ) variantIndex |= _SkinningFlag;

				result = materialVariants[ variantIndex ];

			} else {

				result = customMaterial;

			}

			if ( _renderer.localClippingEnabled &&
				 material.clipShadows === true &&
					material.clippingPlanes.length !== 0 ) {

				// in this case we need a unique material instance reflecting the
				// appropriate state

				var keyA = result.uuid, keyB = material.uuid;

				var materialsForVariant = _materialCache[ keyA ];

				if ( materialsForVariant === undefined ) {

					materialsForVariant = {};
					_materialCache[ keyA ] = materialsForVariant;

				}

				var cachedMaterial = materialsForVariant[ keyB ];

				if ( cachedMaterial === undefined ) {

					cachedMaterial = result.clone();
					materialsForVariant[ keyB ] = cachedMaterial;

				}

				result = cachedMaterial;

			}

			result.visible = material.visible;
			result.wireframe = material.wireframe;

			var side = material.side;

			if ( scope.renderSingleSided && side == DoubleSide ) {

				side = FrontSide;

			}

			if ( scope.renderReverseSided ) {

				if ( side === FrontSide ) side = BackSide;
				else if ( side === BackSide ) side = FrontSide;

			}

			result.side = side;

			result.clipShadows = material.clipShadows;
			result.clippingPlanes = material.clippingPlanes;

			result.wireframeLinewidth = material.wireframeLinewidth;
			result.linewidth = material.linewidth;

			if ( isPointLight && result.uniforms.lightPos !== undefined ) {

				result.uniforms.lightPos.value.copy( lightPositionWorld );

			}

			return result;

		}

		function projectObject( object, camera, shadowCamera ) {

			if ( object.visible === false ) return;

			var visible = ( object.layers.mask & camera.layers.mask ) !== 0;

			if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

				if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {

					var material = object.material;

					if ( material.visible === true ) {

						object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
						_renderList.push( object );

					}

				}

			}

			var children = object.children;

			for ( var i = 0, l = children.length; i < l; i ++ ) {

				projectObject( children[ i ], camera, shadowCamera );

			}

		}

	}

	/**
	 * @author bhouston / http://clara.io
	 */

	function Ray( origin, direction ) {

		this.origin = ( origin !== undefined ) ? origin : new Vector3();
		this.direction = ( direction !== undefined ) ? direction : new Vector3();

	}

	Ray.prototype = {

		constructor: Ray,

		set: function ( origin, direction ) {

			this.origin.copy( origin );
			this.direction.copy( direction );

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( ray ) {

			this.origin.copy( ray.origin );
			this.direction.copy( ray.direction );

			return this;

		},

		at: function ( t, optionalTarget ) {

			var result = optionalTarget || new Vector3();

			return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );

		},

		lookAt: function ( v ) {

			this.direction.copy( v ).sub( this.origin ).normalize();

			return this;

		},

		recast: function () {

			var v1 = new Vector3();

			return function recast( t ) {

				this.origin.copy( this.at( t, v1 ) );

				return this;

			};

		}(),

		closestPointToPoint: function ( point, optionalTarget ) {

			var result = optionalTarget || new Vector3();
			result.subVectors( point, this.origin );
			var directionDistance = result.dot( this.direction );

			if ( directionDistance < 0 ) {

				return result.copy( this.origin );

			}

			return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

		},

		distanceToPoint: function ( point ) {

			return Math.sqrt( this.distanceSqToPoint( point ) );

		},

		distanceSqToPoint: function () {

			var v1 = new Vector3();

			return function distanceSqToPoint( point ) {

				var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

				// point behind the ray

				if ( directionDistance < 0 ) {

					return this.origin.distanceToSquared( point );

				}

				v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

				return v1.distanceToSquared( point );

			};

		}(),

		distanceSqToSegment: function () {

			var segCenter = new Vector3();
			var segDir = new Vector3();
			var diff = new Vector3();

			return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
				// It returns the min distance between the ray and the segment
				// defined by v0 and v1
				// It can also set two optional targets :
				// - The closest point on the ray
				// - The closest point on the segment

				segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
				segDir.copy( v1 ).sub( v0 ).normalize();
				diff.copy( this.origin ).sub( segCenter );

				var segExtent = v0.distanceTo( v1 ) * 0.5;
				var a01 = - this.direction.dot( segDir );
				var b0 = diff.dot( this.direction );
				var b1 = - diff.dot( segDir );
				var c = diff.lengthSq();
				var det = Math.abs( 1 - a01 * a01 );
				var s0, s1, sqrDist, extDet;

				if ( det > 0 ) {

					// The ray and segment are not parallel.

					s0 = a01 * b1 - b0;
					s1 = a01 * b0 - b1;
					extDet = segExtent * det;

					if ( s0 >= 0 ) {

						if ( s1 >= - extDet ) {

							if ( s1 <= extDet ) {

								// region 0
								// Minimum at interior points of ray and segment.

								var invDet = 1 / det;
								s0 *= invDet;
								s1 *= invDet;
								sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

							} else {

								// region 1

								s1 = segExtent;
								s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
								sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

							}

						} else {

							// region 5

							s1 = - segExtent;
							s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

						}

					} else {

						if ( s1 <= - extDet ) {

							// region 4

							s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
							s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

						} else if ( s1 <= extDet ) {

							// region 3

							s0 = 0;
							s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
							sqrDist = s1 * ( s1 + 2 * b1 ) + c;

						} else {

							// region 2

							s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
							s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
							sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

						}

					}

				} else {

					// Ray and segment are parallel.

					s1 = ( a01 > 0 ) ? - segExtent : segExtent;
					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

				}

				if ( optionalPointOnRay ) {

					optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

				}

				if ( optionalPointOnSegment ) {

					optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );

				}

				return sqrDist;

			};

		}(),

		intersectSphere: function () {

			var v1 = new Vector3();

			return function intersectSphere( sphere, optionalTarget ) {

				v1.subVectors( sphere.center, this.origin );
				var tca = v1.dot( this.direction );
				var d2 = v1.dot( v1 ) - tca * tca;
				var radius2 = sphere.radius * sphere.radius;

				if ( d2 > radius2 ) return null;

				var thc = Math.sqrt( radius2 - d2 );

				// t0 = first intersect point - entrance on front of sphere
				var t0 = tca - thc;

				// t1 = second intersect point - exit point on back of sphere
				var t1 = tca + thc;

				// test to see if both t0 and t1 are behind the ray - if so, return null
				if ( t0 < 0 && t1 < 0 ) return null;

				// test to see if t0 is behind the ray:
				// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
				// in order to always return an intersect point that is in front of the ray.
				if ( t0 < 0 ) return this.at( t1, optionalTarget );

				// else t0 is in front of the ray, so return the first collision point scaled by t0
				return this.at( t0, optionalTarget );

			};

		}(),

		intersectsSphere: function ( sphere ) {

			return this.distanceToPoint( sphere.center ) <= sphere.radius;

		},

		distanceToPlane: function ( plane ) {

			var denominator = plane.normal.dot( this.direction );

			if ( denominator === 0 ) {

				// line is coplanar, return origin
				if ( plane.distanceToPoint( this.origin ) === 0 ) {

					return 0;

				}

				// Null is preferable to undefined since undefined means.... it is undefined

				return null;

			}

			var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

			// Return if the ray never intersects the plane

			return t >= 0 ? t :  null;

		},

		intersectPlane: function ( plane, optionalTarget ) {

			var t = this.distanceToPlane( plane );

			if ( t === null ) {

				return null;

			}

			return this.at( t, optionalTarget );

		},



		intersectsPlane: function ( plane ) {

			// check if the ray lies on the plane first

			var distToPoint = plane.distanceToPoint( this.origin );

			if ( distToPoint === 0 ) {

				return true;

			}

			var denominator = plane.normal.dot( this.direction );

			if ( denominator * distToPoint < 0 ) {

				return true;

			}

			// ray origin is behind the plane (and is pointing behind it)

			return false;

		},

		intersectBox: function ( box, optionalTarget ) {

			var tmin, tmax, tymin, tymax, tzmin, tzmax;

			var invdirx = 1 / this.direction.x,
				invdiry = 1 / this.direction.y,
				invdirz = 1 / this.direction.z;

			var origin = this.origin;

			if ( invdirx >= 0 ) {

				tmin = ( box.min.x - origin.x ) * invdirx;
				tmax = ( box.max.x - origin.x ) * invdirx;

			} else {

				tmin = ( box.max.x - origin.x ) * invdirx;
				tmax = ( box.min.x - origin.x ) * invdirx;

			}

			if ( invdiry >= 0 ) {

				tymin = ( box.min.y - origin.y ) * invdiry;
				tymax = ( box.max.y - origin.y ) * invdiry;

			} else {

				tymin = ( box.max.y - origin.y ) * invdiry;
				tymax = ( box.min.y - origin.y ) * invdiry;

			}

			if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

			// These lines also handle the case where tmin or tmax is NaN
			// (result of 0 * Infinity). x !== x returns true if x is NaN

			if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

			if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

			if ( invdirz >= 0 ) {

				tzmin = ( box.min.z - origin.z ) * invdirz;
				tzmax = ( box.max.z - origin.z ) * invdirz;

			} else {

				tzmin = ( box.max.z - origin.z ) * invdirz;
				tzmax = ( box.min.z - origin.z ) * invdirz;

			}

			if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

			if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

			if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

			//return point closest to the ray (positive side)

			if ( tmax < 0 ) return null;

			return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );

		},

		intersectsBox: ( function () {

			var v = new Vector3();

			return function intersectsBox( box ) {

				return this.intersectBox( box, v ) !== null;

			};

		} )(),

		intersectTriangle: function () {

			// Compute the offset origin, edges, and normal.
			var diff = new Vector3();
			var edge1 = new Vector3();
			var edge2 = new Vector3();
			var normal = new Vector3();

			return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {

				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

				edge1.subVectors( b, a );
				edge2.subVectors( c, a );
				normal.crossVectors( edge1, edge2 );

				// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
				// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
				//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
				//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
				//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
				var DdN = this.direction.dot( normal );
				var sign;

				if ( DdN > 0 ) {

					if ( backfaceCulling ) return null;
					sign = 1;

				} else if ( DdN < 0 ) {

					sign = - 1;
					DdN = - DdN;

				} else {

					return null;

				}

				diff.subVectors( this.origin, a );
				var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );

				// b1 < 0, no intersection
				if ( DdQxE2 < 0 ) {

					return null;

				}

				var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );

				// b2 < 0, no intersection
				if ( DdE1xQ < 0 ) {

					return null;

				}

				// b1+b2 > 1, no intersection
				if ( DdQxE2 + DdE1xQ > DdN ) {

					return null;

				}

				// Line intersects triangle, check if ray does.
				var QdN = - sign * diff.dot( normal );

				// t < 0, no intersection
				if ( QdN < 0 ) {

					return null;

				}

				// Ray intersects triangle.
				return this.at( QdN / DdN, optionalTarget );

			};

		}(),

		applyMatrix4: function ( matrix4 ) {

			this.direction.add( this.origin ).applyMatrix4( matrix4 );
			this.origin.applyMatrix4( matrix4 );
			this.direction.sub( this.origin );
			this.direction.normalize();

			return this;

		},

		equals: function ( ray ) {

			return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author bhouston / http://clara.io
	 */

	function Euler( x, y, z, order ) {

		this._x = x || 0;
		this._y = y || 0;
		this._z = z || 0;
		this._order = order || Euler.DefaultOrder;

	}

	Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

	Euler.DefaultOrder = 'XYZ';

	Euler.prototype = {

		constructor: Euler,

		isEuler: true,

		get x () {

			return this._x;

		},

		set x ( value ) {

			this._x = value;
			this.onChangeCallback();

		},

		get y () {

			return this._y;

		},

		set y ( value ) {

			this._y = value;
			this.onChangeCallback();

		},

		get z () {

			return this._z;

		},

		set z ( value ) {

			this._z = value;
			this.onChangeCallback();

		},

		get order () {

			return this._order;

		},

		set order ( value ) {

			this._order = value;
			this.onChangeCallback();

		},

		set: function ( x, y, z, order ) {

			this._x = x;
			this._y = y;
			this._z = z;
			this._order = order || this._order;

			this.onChangeCallback();

			return this;

		},

		clone: function () {

			return new this.constructor( this._x, this._y, this._z, this._order );

		},

		copy: function ( euler ) {

			this._x = euler._x;
			this._y = euler._y;
			this._z = euler._z;
			this._order = euler._order;

			this.onChangeCallback();

			return this;

		},

		setFromRotationMatrix: function ( m, order, update ) {

			var clamp = _Math.clamp;

			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

			var te = m.elements;
			var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
			var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
			var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];

			order = order || this._order;

			if ( order === 'XYZ' ) {

				this._y = Math.asin( clamp( m13, - 1, 1 ) );

				if ( Math.abs( m13 ) < 0.99999 ) {

					this._x = Math.atan2( - m23, m33 );
					this._z = Math.atan2( - m12, m11 );

				} else {

					this._x = Math.atan2( m32, m22 );
					this._z = 0;

				}

			} else if ( order === 'YXZ' ) {

				this._x = Math.asin( - clamp( m23, - 1, 1 ) );

				if ( Math.abs( m23 ) < 0.99999 ) {

					this._y = Math.atan2( m13, m33 );
					this._z = Math.atan2( m21, m22 );

				} else {

					this._y = Math.atan2( - m31, m11 );
					this._z = 0;

				}

			} else if ( order === 'ZXY' ) {

				this._x = Math.asin( clamp( m32, - 1, 1 ) );

				if ( Math.abs( m32 ) < 0.99999 ) {

					this._y = Math.atan2( - m31, m33 );
					this._z = Math.atan2( - m12, m22 );

				} else {

					this._y = 0;
					this._z = Math.atan2( m21, m11 );

				}

			} else if ( order === 'ZYX' ) {

				this._y = Math.asin( - clamp( m31, - 1, 1 ) );

				if ( Math.abs( m31 ) < 0.99999 ) {

					this._x = Math.atan2( m32, m33 );
					this._z = Math.atan2( m21, m11 );

				} else {

					this._x = 0;
					this._z = Math.atan2( - m12, m22 );

				}

			} else if ( order === 'YZX' ) {

				this._z = Math.asin( clamp( m21, - 1, 1 ) );

				if ( Math.abs( m21 ) < 0.99999 ) {

					this._x = Math.atan2( - m23, m22 );
					this._y = Math.atan2( - m31, m11 );

				} else {

					this._x = 0;
					this._y = Math.atan2( m13, m33 );

				}

			} else if ( order === 'XZY' ) {

				this._z = Math.asin( - clamp( m12, - 1, 1 ) );

				if ( Math.abs( m12 ) < 0.99999 ) {

					this._x = Math.atan2( m32, m22 );
					this._y = Math.atan2( m13, m11 );

				} else {

					this._x = Math.atan2( - m23, m33 );
					this._y = 0;

				}

			} else {

				console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );

			}

			this._order = order;

			if ( update !== false ) this.onChangeCallback();

			return this;

		},

		setFromQuaternion: function () {

			var matrix;

			return function setFromQuaternion( q, order, update ) {

				if ( matrix === undefined ) matrix = new Matrix4();

				matrix.makeRotationFromQuaternion( q );

				return this.setFromRotationMatrix( matrix, order, update );

			};

		}(),

		setFromVector3: function ( v, order ) {

			return this.set( v.x, v.y, v.z, order || this._order );

		},

		reorder: function () {

			// WARNING: this discards revolution information -bhouston

			var q = new Quaternion();

			return function reorder( newOrder ) {

				q.setFromEuler( this );

				return this.setFromQuaternion( q, newOrder );

			};

		}(),

		equals: function ( euler ) {

			return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );

		},

		fromArray: function ( array ) {

			this._x = array[ 0 ];
			this._y = array[ 1 ];
			this._z = array[ 2 ];
			if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];

			this.onChangeCallback();

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this._x;
			array[ offset + 1 ] = this._y;
			array[ offset + 2 ] = this._z;
			array[ offset + 3 ] = this._order;

			return array;

		},

		toVector3: function ( optionalResult ) {

			if ( optionalResult ) {

				return optionalResult.set( this._x, this._y, this._z );

			} else {

				return new Vector3( this._x, this._y, this._z );

			}

		},

		onChange: function ( callback ) {

			this.onChangeCallback = callback;

			return this;

		},

		onChangeCallback: function () {}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Layers() {

		this.mask = 1;

	}

	Layers.prototype = {

		constructor: Layers,

		set: function ( channel ) {

			this.mask = 1 << channel;

		},

		enable: function ( channel ) {

			this.mask |= 1 << channel;

		},

		toggle: function ( channel ) {

			this.mask ^= 1 << channel;

		},

		disable: function ( channel ) {

			this.mask &= ~ ( 1 << channel );

		},

		test: function ( layers ) {

			return ( this.mask & layers.mask ) !== 0;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author elephantatwork / www.elephantatwork.ch
	 */

	var object3DId = 0;

	function Object3D() {

		Object.defineProperty( this, 'id', { value: object3DId ++ } );

		this.uuid = _Math.generateUUID();

		this.name = '';
		this.type = 'Object3D';

		this.parent = null;
		this.children = [];

		this.up = Object3D.DefaultUp.clone();

		var position = new Vector3();
		var rotation = new Euler();
		var quaternion = new Quaternion();
		var scale = new Vector3( 1, 1, 1 );

		function onRotationChange() {

			quaternion.setFromEuler( rotation, false );

		}

		function onQuaternionChange() {

			rotation.setFromQuaternion( quaternion, undefined, false );

		}

		rotation.onChange( onRotationChange );
		quaternion.onChange( onQuaternionChange );

		Object.defineProperties( this, {
			position: {
				enumerable: true,
				value: position
			},
			rotation: {
				enumerable: true,
				value: rotation
			},
			quaternion: {
				enumerable: true,
				value: quaternion
			},
			scale: {
				enumerable: true,
				value: scale
			},
			modelViewMatrix: {
				value: new Matrix4()
			},
			normalMatrix: {
				value: new Matrix3()
			}
		} );

		this.matrix = new Matrix4();
		this.matrixWorld = new Matrix4();

		this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
		this.matrixWorldNeedsUpdate = false;

		this.layers = new Layers();
		this.visible = true;

		this.castShadow = false;
		this.receiveShadow = false;

		this.frustumCulled = true;
		this.renderOrder = 0;

		this.userData = {};

		this.onBeforeRender = function () {};
		this.onAfterRender = function () {};

	}

	Object3D.DefaultUp = new Vector3( 0, 1, 0 );
	Object3D.DefaultMatrixAutoUpdate = true;

	Object.assign( Object3D.prototype, EventDispatcher.prototype, {

		isObject3D: true,

		applyMatrix: function ( matrix ) {

			this.matrix.multiplyMatrices( matrix, this.matrix );

			this.matrix.decompose( this.position, this.quaternion, this.scale );

		},

		setRotationFromAxisAngle: function ( axis, angle ) {

			// assumes axis is normalized

			this.quaternion.setFromAxisAngle( axis, angle );

		},

		setRotationFromEuler: function ( euler ) {

			this.quaternion.setFromEuler( euler, true );

		},

		setRotationFromMatrix: function ( m ) {

			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

			this.quaternion.setFromRotationMatrix( m );

		},

		setRotationFromQuaternion: function ( q ) {

			// assumes q is normalized

			this.quaternion.copy( q );

		},

		rotateOnAxis: function () {

			// rotate object on axis in object space
			// axis is assumed to be normalized

			var q1 = new Quaternion();

			return function rotateOnAxis( axis, angle ) {

				q1.setFromAxisAngle( axis, angle );

				this.quaternion.multiply( q1 );

				return this;

			};

		}(),

		rotateX: function () {

			var v1 = new Vector3( 1, 0, 0 );

			return function rotateX( angle ) {

				return this.rotateOnAxis( v1, angle );

			};

		}(),

		rotateY: function () {

			var v1 = new Vector3( 0, 1, 0 );

			return function rotateY( angle ) {

				return this.rotateOnAxis( v1, angle );

			};

		}(),

		rotateZ: function () {

			var v1 = new Vector3( 0, 0, 1 );

			return function rotateZ( angle ) {

				return this.rotateOnAxis( v1, angle );

			};

		}(),

		translateOnAxis: function () {

			// translate object by distance along axis in object space
			// axis is assumed to be normalized

			var v1 = new Vector3();

			return function translateOnAxis( axis, distance ) {

				v1.copy( axis ).applyQuaternion( this.quaternion );

				this.position.add( v1.multiplyScalar( distance ) );

				return this;

			};

		}(),

		translateX: function () {

			var v1 = new Vector3( 1, 0, 0 );

			return function translateX( distance ) {

				return this.translateOnAxis( v1, distance );

			};

		}(),

		translateY: function () {

			var v1 = new Vector3( 0, 1, 0 );

			return function translateY( distance ) {

				return this.translateOnAxis( v1, distance );

			};

		}(),

		translateZ: function () {

			var v1 = new Vector3( 0, 0, 1 );

			return function translateZ( distance ) {

				return this.translateOnAxis( v1, distance );

			};

		}(),

		localToWorld: function ( vector ) {

			return vector.applyMatrix4( this.matrixWorld );

		},

		worldToLocal: function () {

			var m1 = new Matrix4();

			return function worldToLocal( vector ) {

				return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );

			};

		}(),

		lookAt: function () {

			// This routine does not support objects with rotated and/or translated parent(s)

			var m1 = new Matrix4();

			return function lookAt( vector ) {

				m1.lookAt( vector, this.position, this.up );

				this.quaternion.setFromRotationMatrix( m1 );

			};

		}(),

		add: function ( object ) {

			if ( arguments.length > 1 ) {

				for ( var i = 0; i < arguments.length; i ++ ) {

					this.add( arguments[ i ] );

				}

				return this;

			}

			if ( object === this ) {

				console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
				return this;

			}

			if ( ( object && object.isObject3D ) ) {

				if ( object.parent !== null ) {

					object.parent.remove( object );

				}

				object.parent = this;
				object.dispatchEvent( { type: 'added' } );

				this.children.push( object );

			} else {

				console.error( "THREE.Object3D.add: object not an instance of THREE.Object3D.", object );

			}

			return this;

		},

		remove: function ( object ) {

			if ( arguments.length > 1 ) {

				for ( var i = 0; i < arguments.length; i ++ ) {

					this.remove( arguments[ i ] );

				}

			}

			var index = this.children.indexOf( object );

			if ( index !== - 1 ) {

				object.parent = null;

				object.dispatchEvent( { type: 'removed' } );

				this.children.splice( index, 1 );

			}

		},

		getObjectById: function ( id ) {

			return this.getObjectByProperty( 'id', id );

		},

		getObjectByName: function ( name ) {

			return this.getObjectByProperty( 'name', name );

		},

		getObjectByProperty: function ( name, value ) {

			if ( this[ name ] === value ) return this;

			for ( var i = 0, l = this.children.length; i < l; i ++ ) {

				var child = this.children[ i ];
				var object = child.getObjectByProperty( name, value );

				if ( object !== undefined ) {

					return object;

				}

			}

			return undefined;

		},

		getWorldPosition: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();

			this.updateMatrixWorld( true );

			return result.setFromMatrixPosition( this.matrixWorld );

		},

		getWorldQuaternion: function () {

			var position = new Vector3();
			var scale = new Vector3();

			return function getWorldQuaternion( optionalTarget ) {

				var result = optionalTarget || new Quaternion();

				this.updateMatrixWorld( true );

				this.matrixWorld.decompose( position, result, scale );

				return result;

			};

		}(),

		getWorldRotation: function () {

			var quaternion = new Quaternion();

			return function getWorldRotation( optionalTarget ) {

				var result = optionalTarget || new Euler();

				this.getWorldQuaternion( quaternion );

				return result.setFromQuaternion( quaternion, this.rotation.order, false );

			};

		}(),

		getWorldScale: function () {

			var position = new Vector3();
			var quaternion = new Quaternion();

			return function getWorldScale( optionalTarget ) {

				var result = optionalTarget || new Vector3();

				this.updateMatrixWorld( true );

				this.matrixWorld.decompose( position, quaternion, result );

				return result;

			};

		}(),

		getWorldDirection: function () {

			var quaternion = new Quaternion();

			return function getWorldDirection( optionalTarget ) {

				var result = optionalTarget || new Vector3();

				this.getWorldQuaternion( quaternion );

				return result.set( 0, 0, 1 ).applyQuaternion( quaternion );

			};

		}(),

		raycast: function () {},

		traverse: function ( callback ) {

			callback( this );

			var children = this.children;

			for ( var i = 0, l = children.length; i < l; i ++ ) {

				children[ i ].traverse( callback );

			}

		},

		traverseVisible: function ( callback ) {

			if ( this.visible === false ) return;

			callback( this );

			var children = this.children;

			for ( var i = 0, l = children.length; i < l; i ++ ) {

				children[ i ].traverseVisible( callback );

			}

		},

		traverseAncestors: function ( callback ) {

			var parent = this.parent;

			if ( parent !== null ) {

				callback( parent );

				parent.traverseAncestors( callback );

			}

		},

		updateMatrix: function () {

			this.matrix.compose( this.position, this.quaternion, this.scale );

			this.matrixWorldNeedsUpdate = true;

		},

		updateMatrixWorld: function ( force ) {

			if ( this.matrixAutoUpdate === true ) this.updateMatrix();

			if ( this.matrixWorldNeedsUpdate === true || force === true ) {

				if ( this.parent === null ) {

					this.matrixWorld.copy( this.matrix );

				} else {

					this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

				}

				this.matrixWorldNeedsUpdate = false;

				force = true;

			}

			// update children

			var children = this.children;

			for ( var i = 0, l = children.length; i < l; i ++ ) {

				children[ i ].updateMatrixWorld( force );

			}

		},

		toJSON: function ( meta ) {

			// meta is '' when called from JSON.stringify
			var isRootObject = ( meta === undefined || meta === '' );

			var output = {};

			// meta is a hash used to collect geometries, materials.
			// not providing it implies that this is the root object
			// being serialized.
			if ( isRootObject ) {

				// initialize meta obj
				meta = {
					geometries: {},
					materials: {},
					textures: {},
					images: {}
				};

				output.metadata = {
					version: 4.4,
					type: 'Object',
					generator: 'Object3D.toJSON'
				};

			}

			// standard Object3D serialization

			var object = {};

			object.uuid = this.uuid;
			object.type = this.type;

			if ( this.name !== '' ) object.name = this.name;
			if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
			if ( this.castShadow === true ) object.castShadow = true;
			if ( this.receiveShadow === true ) object.receiveShadow = true;
			if ( this.visible === false ) object.visible = false;

			object.matrix = this.matrix.toArray();

			//

			if ( this.geometry !== undefined ) {

				if ( meta.geometries[ this.geometry.uuid ] === undefined ) {

					meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );

				}

				object.geometry = this.geometry.uuid;

			}

			if ( this.material !== undefined ) {

				if ( meta.materials[ this.material.uuid ] === undefined ) {

					meta.materials[ this.material.uuid ] = this.material.toJSON( meta );

				}

				object.material = this.material.uuid;

			}

			//

			if ( this.children.length > 0 ) {

				object.children = [];

				for ( var i = 0; i < this.children.length; i ++ ) {

					object.children.push( this.children[ i ].toJSON( meta ).object );

				}

			}

			if ( isRootObject ) {

				var geometries = extractFromCache( meta.geometries );
				var materials = extractFromCache( meta.materials );
				var textures = extractFromCache( meta.textures );
				var images = extractFromCache( meta.images );

				if ( geometries.length > 0 ) output.geometries = geometries;
				if ( materials.length > 0 ) output.materials = materials;
				if ( textures.length > 0 ) output.textures = textures;
				if ( images.length > 0 ) output.images = images;

			}

			output.object = object;

			return output;

			// extract data from the cache hash
			// remove metadata on each item
			// and return as array
			function extractFromCache( cache ) {

				var values = [];
				for ( var key in cache ) {

					var data = cache[ key ];
					delete data.metadata;
					values.push( data );

				}
				return values;

			}

		},

		clone: function ( recursive ) {

			return new this.constructor().copy( this, recursive );

		},

		copy: function ( source, recursive ) {

			if ( recursive === undefined ) recursive = true;

			this.name = source.name;

			this.up.copy( source.up );

			this.position.copy( source.position );
			this.quaternion.copy( source.quaternion );
			this.scale.copy( source.scale );

			this.matrix.copy( source.matrix );
			this.matrixWorld.copy( source.matrixWorld );

			this.matrixAutoUpdate = source.matrixAutoUpdate;
			this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

			this.layers.mask = source.layers.mask;
			this.visible = source.visible;

			this.castShadow = source.castShadow;
			this.receiveShadow = source.receiveShadow;

			this.frustumCulled = source.frustumCulled;
			this.renderOrder = source.renderOrder;

			this.userData = JSON.parse( JSON.stringify( source.userData ) );

			if ( recursive === true ) {

				for ( var i = 0; i < source.children.length; i ++ ) {

					var child = source.children[ i ];
					this.add( child.clone() );

				}

			}

			return this;

		}

	} );

	/**
	 * @author bhouston / http://clara.io
	 */

	function Line3( start, end ) {

		this.start = ( start !== undefined ) ? start : new Vector3();
		this.end = ( end !== undefined ) ? end : new Vector3();

	}

	Line3.prototype = {

		constructor: Line3,

		set: function ( start, end ) {

			this.start.copy( start );
			this.end.copy( end );

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( line ) {

			this.start.copy( line.start );
			this.end.copy( line.end );

			return this;

		},

		getCenter: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

		},

		delta: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.subVectors( this.end, this.start );

		},

		distanceSq: function () {

			return this.start.distanceToSquared( this.end );

		},

		distance: function () {

			return this.start.distanceTo( this.end );

		},

		at: function ( t, optionalTarget ) {

			var result = optionalTarget || new Vector3();

			return this.delta( result ).multiplyScalar( t ).add( this.start );

		},

		closestPointToPointParameter: function () {

			var startP = new Vector3();
			var startEnd = new Vector3();

			return function closestPointToPointParameter( point, clampToLine ) {

				startP.subVectors( point, this.start );
				startEnd.subVectors( this.end, this.start );

				var startEnd2 = startEnd.dot( startEnd );
				var startEnd_startP = startEnd.dot( startP );

				var t = startEnd_startP / startEnd2;

				if ( clampToLine ) {

					t = _Math.clamp( t, 0, 1 );

				}

				return t;

			};

		}(),

		closestPointToPoint: function ( point, clampToLine, optionalTarget ) {

			var t = this.closestPointToPointParameter( point, clampToLine );

			var result = optionalTarget || new Vector3();

			return this.delta( result ).multiplyScalar( t ).add( this.start );

		},

		applyMatrix4: function ( matrix ) {

			this.start.applyMatrix4( matrix );
			this.end.applyMatrix4( matrix );

			return this;

		},

		equals: function ( line ) {

			return line.start.equals( this.start ) && line.end.equals( this.end );

		}

	};

	/**
	 * @author bhouston / http://clara.io
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Triangle( a, b, c ) {

		this.a = ( a !== undefined ) ? a : new Vector3();
		this.b = ( b !== undefined ) ? b : new Vector3();
		this.c = ( c !== undefined ) ? c : new Vector3();

	}

	Triangle.normal = function () {

		var v0 = new Vector3();

		return function normal( a, b, c, optionalTarget ) {

			var result = optionalTarget || new Vector3();

			result.subVectors( c, b );
			v0.subVectors( a, b );
			result.cross( v0 );

			var resultLengthSq = result.lengthSq();
			if ( resultLengthSq > 0 ) {

				return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );

			}

			return result.set( 0, 0, 0 );

		};

	}();

	// static/instance method to calculate barycentric coordinates
	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
	Triangle.barycoordFromPoint = function () {

		var v0 = new Vector3();
		var v1 = new Vector3();
		var v2 = new Vector3();

		return function barycoordFromPoint( point, a, b, c, optionalTarget ) {

			v0.subVectors( c, a );
			v1.subVectors( b, a );
			v2.subVectors( point, a );

			var dot00 = v0.dot( v0 );
			var dot01 = v0.dot( v1 );
			var dot02 = v0.dot( v2 );
			var dot11 = v1.dot( v1 );
			var dot12 = v1.dot( v2 );

			var denom = ( dot00 * dot11 - dot01 * dot01 );

			var result = optionalTarget || new Vector3();

			// collinear 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;

			// barycentric coordinates must always sum to 1
			return result.set( 1 - u - v, v, u );

		};

	}();

	Triangle.containsPoint = function () {

		var v1 = new Vector3();

		return function containsPoint( point, a, b, c ) {

			var result = Triangle.barycoordFromPoint( point, a, b, c, v1 );

			return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );

		};

	}();

	Triangle.prototype = {

		constructor: 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;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( triangle ) {

			this.a.copy( triangle.a );
			this.b.copy( triangle.b );
			this.c.copy( triangle.c );

			return this;

		},

		area: function () {

			var v0 = new Vector3();
			var v1 = new Vector3();

			return function area() {

				v0.subVectors( this.c, this.b );
				v1.subVectors( this.a, this.b );

				return v0.cross( v1 ).length() * 0.5;

			};

		}(),

		midpoint: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

		},

		normal: function ( optionalTarget ) {

			return Triangle.normal( this.a, this.b, this.c, optionalTarget );

		},

		plane: function ( optionalTarget ) {

			var result = optionalTarget || new Plane();

			return result.setFromCoplanarPoints( this.a, this.b, this.c );

		},

		barycoordFromPoint: function ( point, optionalTarget ) {

			return Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );

		},

		containsPoint: function ( point ) {

			return Triangle.containsPoint( point, this.a, this.b, this.c );

		},

		closestPointToPoint: function () {

			var plane, edgeList, projectedPoint, closestPoint;

			return function closestPointToPoint( point, optionalTarget ) {

				if ( plane === undefined ) {

					plane = new Plane();
					edgeList = [ new Line3(), new Line3(), new Line3() ];
					projectedPoint = new Vector3();
					closestPoint = new Vector3();

				}

				var result = optionalTarget || new Vector3();
				var minDistance = Infinity;

				// project the point onto the plane of the triangle

				plane.setFromCoplanarPoints( this.a, this.b, this.c );
				plane.projectPoint( point, projectedPoint );

				// check if the projection lies within the triangle

				if( this.containsPoint( projectedPoint ) === true ) {

					// if so, this is the closest point

					result.copy( projectedPoint );

				} else {

					// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices

					edgeList[ 0 ].set( this.a, this.b );
					edgeList[ 1 ].set( this.b, this.c );
					edgeList[ 2 ].set( this.c, this.a );

					for( var i = 0; i < edgeList.length; i ++ ) {

						edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );

						var distance = projectedPoint.distanceToSquared( closestPoint );

						if( distance < minDistance ) {

							minDistance = distance;

							result.copy( closestPoint );

						}

					}

				}

				return result;

			};

		}(),

		equals: function ( triangle ) {

			return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Face3( a, b, c, normal, color, materialIndex ) {

		this.a = a;
		this.b = b;
		this.c = c;

		this.normal = (normal && normal.isVector3) ? normal : new Vector3();
		this.vertexNormals = Array.isArray( normal ) ? normal : [];

		this.color = (color && color.isColor) ? color : new Color();
		this.vertexColors = Array.isArray( color ) ? color : [];

		this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

	}

	Face3.prototype = {

		constructor: Face3,

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( source ) {

			this.a = source.a;
			this.b = source.b;
			this.c = source.c;

			this.normal.copy( source.normal );
			this.color.copy( source.color );

			this.materialIndex = source.materialIndex;

			for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {

				this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();

			}

			for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {

				this.vertexColors[ i ] = source.vertexColors[ i ].clone();

			}

			return this;

		}

	};

	/**
	 * @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> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  specularMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	 *  combine: THREE.Multiply,
	 *  reflectivity: <float>,
	 *  refractionRatio: <float>,
	 *
	 *  shading: THREE.SmoothShading,
	 *  depthTest: <bool>,
	 *  depthWrite: <bool>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>
	 * }
	 */

	function MeshBasicMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshBasicMaterial';

		this.color = new Color( 0xffffff ); // emissive

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;

		this.lights = false;

		this.setValues( parameters );

	}

	MeshBasicMaterial.prototype = Object.create( Material.prototype );
	MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;

	MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

	MeshBasicMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BufferAttribute( array, itemSize, normalized ) {

		if ( Array.isArray( array ) ) {

			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

		}

		this.uuid = _Math.generateUUID();

		this.array = array;
		this.itemSize = itemSize;
		this.count = array !== undefined ? array.length / itemSize : 0;
		this.normalized = normalized === true;

		this.dynamic = false;
		this.updateRange = { offset: 0, count: - 1 };

		this.onUploadCallback = function () {};

		this.version = 0;

	}

	BufferAttribute.prototype = {

		constructor: BufferAttribute,

		isBufferAttribute: true,

		set needsUpdate( value ) {

			if ( value === true ) this.version ++;

		},

		setArray: function ( array ) {

			if ( Array.isArray( array ) ) {

				throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

			}

			this.count = array !== undefined ? array.length / this.itemSize : 0;
			this.array = array;

		},

		setDynamic: function ( value ) {

			this.dynamic = value;

			return this;

		},

		copy: function ( source ) {

			this.array = new source.array.constructor( source.array );
			this.itemSize = source.itemSize;
			this.count = source.count;
			this.normalized = source.normalized;

			this.dynamic = source.dynamic;

			return this;

		},

		copyAt: function ( index1, attribute, index2 ) {

			index1 *= this.itemSize;
			index2 *= attribute.itemSize;

			for ( var i = 0, l = this.itemSize; i < l; i ++ ) {

				this.array[ index1 + i ] = attribute.array[ index2 + i ];

			}

			return this;

		},

		copyArray: function ( array ) {

			this.array.set( array );

			return this;

		},

		copyColorsArray: function ( colors ) {

			var array = this.array, offset = 0;

			for ( var i = 0, l = colors.length; i < l; i ++ ) {

				var color = colors[ i ];

				if ( color === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
					color = new Color();

				}

				array[ offset ++ ] = color.r;
				array[ offset ++ ] = color.g;
				array[ offset ++ ] = color.b;

			}

			return this;

		},

		copyIndicesArray: function ( indices ) {

			var array = this.array, offset = 0;

			for ( var i = 0, l = indices.length; i < l; i ++ ) {

				var index = indices[ i ];

				array[ offset ++ ] = index.a;
				array[ offset ++ ] = index.b;
				array[ offset ++ ] = index.c;

			}

			return this;

		},

		copyVector2sArray: function ( vectors ) {

			var array = this.array, offset = 0;

			for ( var i = 0, l = vectors.length; i < l; i ++ ) {

				var vector = vectors[ i ];

				if ( vector === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
					vector = new Vector2();

				}

				array[ offset ++ ] = vector.x;
				array[ offset ++ ] = vector.y;

			}

			return this;

		},

		copyVector3sArray: function ( vectors ) {

			var array = this.array, offset = 0;

			for ( var i = 0, l = vectors.length; i < l; i ++ ) {

				var vector = vectors[ i ];

				if ( vector === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
					vector = new Vector3();

				}

				array[ offset ++ ] = vector.x;
				array[ offset ++ ] = vector.y;
				array[ offset ++ ] = vector.z;

			}

			return this;

		},

		copyVector4sArray: function ( vectors ) {

			var array = this.array, offset = 0;

			for ( var i = 0, l = vectors.length; i < l; i ++ ) {

				var vector = vectors[ i ];

				if ( vector === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
					vector = new Vector4();

				}

				array[ offset ++ ] = vector.x;
				array[ offset ++ ] = vector.y;
				array[ offset ++ ] = vector.z;
				array[ offset ++ ] = vector.w;

			}

			return this;

		},

		set: function ( value, offset ) {

			if ( offset === undefined ) offset = 0;

			this.array.set( value, offset );

			return this;

		},

		getX: function ( index ) {

			return this.array[ index * this.itemSize ];

		},

		setX: function ( index, x ) {

			this.array[ index * this.itemSize ] = x;

			return this;

		},

		getY: function ( index ) {

			return this.array[ index * this.itemSize + 1 ];

		},

		setY: function ( index, y ) {

			this.array[ index * this.itemSize + 1 ] = y;

			return this;

		},

		getZ: function ( index ) {

			return this.array[ index * this.itemSize + 2 ];

		},

		setZ: function ( index, z ) {

			this.array[ index * this.itemSize + 2 ] = z;

			return this;

		},

		getW: function ( index ) {

			return this.array[ index * this.itemSize + 3 ];

		},

		setW: function ( index, w ) {

			this.array[ index * this.itemSize + 3 ] = w;

			return this;

		},

		setXY: function ( index, x, y ) {

			index *= this.itemSize;

			this.array[ index + 0 ] = x;
			this.array[ index + 1 ] = y;

			return this;

		},

		setXYZ: function ( index, x, y, z ) {

			index *= this.itemSize;

			this.array[ index + 0 ] = x;
			this.array[ index + 1 ] = y;
			this.array[ index + 2 ] = z;

			return this;

		},

		setXYZW: function ( index, x, y, z, w ) {

			index *= this.itemSize;

			this.array[ index + 0 ] = x;
			this.array[ index + 1 ] = y;
			this.array[ index + 2 ] = z;
			this.array[ index + 3 ] = w;

			return this;

		},

		onUpload: function ( callback ) {

			this.onUploadCallback = callback;

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		}

	};

	//

	function Int8BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Int8Array( array ), itemSize );

	}

	Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;


	function Uint8BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint8Array( array ), itemSize );

	}

	Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;


	function Uint8ClampedBufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize );

	}

	Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;


	function Int16BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Int16Array( array ), itemSize );

	}

	Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;


	function Uint16BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint16Array( array ), itemSize );

	}

	Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;


	function Int32BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Int32Array( array ), itemSize );

	}

	Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;


	function Uint32BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint32Array( array ), itemSize );

	}

	Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;


	function Float32BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Float32Array( array ), itemSize );

	}

	Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;


	function Float64BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Float64Array( array ), itemSize );

	}

	Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function DirectGeometry() {

		this.indices = [];
		this.vertices = [];
		this.normals = [];
		this.colors = [];
		this.uvs = [];
		this.uvs2 = [];

		this.groups = [];

		this.morphTargets = {};

		this.skinWeights = [];
		this.skinIndices = [];

		// this.lineDistances = [];

		this.boundingBox = null;
		this.boundingSphere = null;

		// update flags

		this.verticesNeedUpdate = false;
		this.normalsNeedUpdate = false;
		this.colorsNeedUpdate = false;
		this.uvsNeedUpdate = false;
		this.groupsNeedUpdate = false;

	}

	Object.assign( DirectGeometry.prototype, {

		computeGroups: function ( geometry ) {

			var group;
			var groups = [];
			var materialIndex = undefined;

			var faces = geometry.faces;

			for ( var i = 0; i < faces.length; i ++ ) {

				var face = faces[ i ];

				// materials

				if ( face.materialIndex !== materialIndex ) {

					materialIndex = face.materialIndex;

					if ( group !== undefined ) {

						group.count = ( i * 3 ) - group.start;
						groups.push( group );

					}

					group = {
						start: i * 3,
						materialIndex: materialIndex
					};

				}

			}

			if ( group !== undefined ) {

				group.count = ( i * 3 ) - group.start;
				groups.push( group );

			}

			this.groups = groups;

		},

		fromGeometry: function ( geometry ) {

			var faces = geometry.faces;
			var vertices = geometry.vertices;
			var faceVertexUvs = geometry.faceVertexUvs;

			var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
			var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;

			// morphs

			var morphTargets = geometry.morphTargets;
			var morphTargetsLength = morphTargets.length;

			var morphTargetsPosition;

			if ( morphTargetsLength > 0 ) {

				morphTargetsPosition = [];

				for ( var i = 0; i < morphTargetsLength; i ++ ) {

					morphTargetsPosition[ i ] = [];

				}

				this.morphTargets.position = morphTargetsPosition;

			}

			var morphNormals = geometry.morphNormals;
			var morphNormalsLength = morphNormals.length;

			var morphTargetsNormal;

			if ( morphNormalsLength > 0 ) {

				morphTargetsNormal = [];

				for ( var i = 0; i < morphNormalsLength; i ++ ) {

					morphTargetsNormal[ i ] = [];

				}

				this.morphTargets.normal = morphTargetsNormal;

			}

			// skins

			var skinIndices = geometry.skinIndices;
			var skinWeights = geometry.skinWeights;

			var hasSkinIndices = skinIndices.length === vertices.length;
			var hasSkinWeights = skinWeights.length === vertices.length;

			//

			for ( var i = 0; i < faces.length; i ++ ) {

				var face = faces[ i ];

				this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );

				var vertexNormals = face.vertexNormals;

				if ( vertexNormals.length === 3 ) {

					this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );

				} else {

					var normal = face.normal;

					this.normals.push( normal, normal, normal );

				}

				var vertexColors = face.vertexColors;

				if ( vertexColors.length === 3 ) {

					this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );

				} else {

					var color = face.color;

					this.colors.push( color, color, color );

				}

				if ( hasFaceVertexUv === true ) {

					var vertexUvs = faceVertexUvs[ 0 ][ i ];

					if ( vertexUvs !== undefined ) {

						this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

					} else {

						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );

						this.uvs.push( new Vector2(), new Vector2(), new Vector2() );

					}

				}

				if ( hasFaceVertexUv2 === true ) {

					var vertexUvs = faceVertexUvs[ 1 ][ i ];

					if ( vertexUvs !== undefined ) {

						this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

					} else {

						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );

						this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );

					}

				}

				// morphs

				for ( var j = 0; j < morphTargetsLength; j ++ ) {

					var morphTarget = morphTargets[ j ].vertices;

					morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );

				}

				for ( var j = 0; j < morphNormalsLength; j ++ ) {

					var morphNormal = morphNormals[ j ].vertexNormals[ i ];

					morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );

				}

				// skins

				if ( hasSkinIndices ) {

					this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );

				}

				if ( hasSkinWeights ) {

					this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );

				}

			}

			this.computeGroups( geometry );

			this.verticesNeedUpdate = geometry.verticesNeedUpdate;
			this.normalsNeedUpdate = geometry.normalsNeedUpdate;
			this.colorsNeedUpdate = geometry.colorsNeedUpdate;
			this.uvsNeedUpdate = geometry.uvsNeedUpdate;
			this.groupsNeedUpdate = geometry.groupsNeedUpdate;

			return this;

		}

	} );

	/**
	 * @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://clara.io
	 */

	function Geometry() {

		Object.defineProperty( this, 'id', { value: GeometryIdCount() } );

		this.uuid = _Math.generateUUID();

		this.name = '';
		this.type = 'Geometry';

		this.vertices = [];
		this.colors = [];
		this.faces = [];
		this.faceVertexUvs = [ [] ];

		this.morphTargets = [];
		this.morphNormals = [];

		this.skinWeights = [];
		this.skinIndices = [];

		this.lineDistances = [];

		this.boundingBox = null;
		this.boundingSphere = null;

		// update flags

		this.elementsNeedUpdate = false;
		this.verticesNeedUpdate = false;
		this.uvsNeedUpdate = false;
		this.normalsNeedUpdate = false;
		this.colorsNeedUpdate = false;
		this.lineDistancesNeedUpdate = false;
		this.groupsNeedUpdate = false;

	}

	Object.assign( Geometry.prototype, EventDispatcher.prototype, {

		isGeometry: true,

		applyMatrix: function ( matrix ) {

			var normalMatrix = new Matrix3().getNormalMatrix( matrix );

			for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

				var vertex = this.vertices[ i ];
				vertex.applyMatrix4( matrix );

			}

			for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

				var face = this.faces[ i ];
				face.normal.applyMatrix3( normalMatrix ).normalize();

				for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

					face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

				}

			}

			if ( this.boundingBox !== null ) {

				this.computeBoundingBox();

			}

			if ( this.boundingSphere !== null ) {

				this.computeBoundingSphere();

			}

			this.verticesNeedUpdate = true;
			this.normalsNeedUpdate = true;

			return this;

		},

		rotateX: function () {

			// rotate geometry around world x-axis

			var m1;

			return function rotateX( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationX( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateY: function () {

			// rotate geometry around world y-axis

			var m1;

			return function rotateY( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationY( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateZ: function () {

			// rotate geometry around world z-axis

			var m1;

			return function rotateZ( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationZ( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		translate: function () {

			// translate geometry

			var m1;

			return function translate( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeTranslation( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		scale: function () {

			// scale geometry

			var m1;

			return function scale( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeScale( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		lookAt: function () {

			var obj;

			return function lookAt( vector ) {

				if ( obj === undefined ) obj = new Object3D();

				obj.lookAt( vector );

				obj.updateMatrix();

				this.applyMatrix( obj.matrix );

			};

		}(),

		fromBufferGeometry: function ( geometry ) {

			var scope = this;

			var indices = geometry.index !== null ? geometry.index.array : undefined;
			var attributes = geometry.attributes;

			var positions = attributes.position.array;
			var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
			var colors = attributes.color !== undefined ? attributes.color.array : undefined;
			var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
			var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;

			if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];

			var tempNormals = [];
			var tempUVs = [];
			var tempUVs2 = [];

			for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {

				scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );

				if ( normals !== undefined ) {

					tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );

				}

				if ( colors !== undefined ) {

					scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );

				}

				if ( uvs !== undefined ) {

					tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );

				}

				if ( uvs2 !== undefined ) {

					tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );

				}

			}

			function addFace( a, b, c, materialIndex ) {

				var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
				var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];

				var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );

				scope.faces.push( face );

				if ( uvs !== undefined ) {

					scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );

				}

				if ( uvs2 !== undefined ) {

					scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );

				}

			}

			if ( indices !== undefined ) {

				var groups = geometry.groups;

				if ( groups.length > 0 ) {

					for ( var i = 0; i < groups.length; i ++ ) {

						var group = groups[ i ];

						var start = group.start;
						var count = group.count;

						for ( var j = start, jl = start + count; j < jl; j += 3 ) {

							addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex  );

						}

					}

				} else {

					for ( var i = 0; i < indices.length; i += 3 ) {

						addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

					}

				}

			} else {

				for ( var i = 0; i < positions.length / 3; i += 3 ) {

					addFace( i, i + 1, i + 2 );

				}

			}

			this.computeFaceNormals();

			if ( geometry.boundingBox !== null ) {

				this.boundingBox = geometry.boundingBox.clone();

			}

			if ( geometry.boundingSphere !== null ) {

				this.boundingSphere = geometry.boundingSphere.clone();

			}

			return this;

		},

		center: function () {

			this.computeBoundingBox();

			var offset = this.boundingBox.getCenter().negate();

			this.translate( offset.x, offset.y, offset.z );

			return offset;

		},

		normalize: function () {

			this.computeBoundingSphere();

			var center = this.boundingSphere.center;
			var radius = this.boundingSphere.radius;

			var s = radius === 0 ? 1 : 1.0 / radius;

			var matrix = new Matrix4();
			matrix.set(
				s, 0, 0, - s * center.x,
				0, s, 0, - s * center.y,
				0, 0, s, - s * center.z,
				0, 0, 0, 1
			);

			this.applyMatrix( matrix );

			return this;

		},

		computeFaceNormals: function () {

			var cb = new Vector3(), ab = new Vector3();

			for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

				var face = this.faces[ f ];

				var vA = this.vertices[ face.a ];
				var vB = this.vertices[ face.b ];
				var vC = this.vertices[ face.c ];

				cb.subVectors( vC, vB );
				ab.subVectors( vA, vB );
				cb.cross( ab );

				cb.normalize();

				face.normal.copy( cb );

			}

		},

		computeVertexNormals: function ( areaWeighted ) {

			if ( areaWeighted === undefined ) areaWeighted = true;

			var v, vl, f, fl, face, vertices;

			vertices = new Array( this.vertices.length );

			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ] = new Vector3();

			}

			if ( areaWeighted ) {

				// vertex normals weighted by triangle areas
				// http://www.iquilezles.org/www/articles/normals/normals.htm

				var vA, vB, vC;
				var cb = new Vector3(), ab = new 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.subVectors( vC, vB );
					ab.subVectors( vA, vB );
					cb.cross( ab );

					vertices[ face.a ].add( cb );
					vertices[ face.b ].add( cb );
					vertices[ face.c ].add( cb );

				}

			} else {

				this.computeFaceNormals();

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					face = this.faces[ f ];

					vertices[ face.a ].add( face.normal );
					vertices[ face.b ].add( face.normal );
					vertices[ face.c ].add( 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 ];

				var vertexNormals = face.vertexNormals;

				if ( vertexNormals.length === 3 ) {

					vertexNormals[ 0 ].copy( vertices[ face.a ] );
					vertexNormals[ 1 ].copy( vertices[ face.b ] );
					vertexNormals[ 2 ].copy( vertices[ face.c ] );

				} else {

					vertexNormals[ 0 ] = vertices[ face.a ].clone();
					vertexNormals[ 1 ] = vertices[ face.b ].clone();
					vertexNormals[ 2 ] = vertices[ face.c ].clone();

				}

			}

			if ( this.faces.length > 0 ) {

				this.normalsNeedUpdate = true;

			}

		},

		computeFlatVertexNormals: function () {

			var f, fl, face;

			this.computeFaceNormals();

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				var vertexNormals = face.vertexNormals;

				if ( vertexNormals.length === 3 ) {

					vertexNormals[ 0 ].copy( face.normal );
					vertexNormals[ 1 ].copy( face.normal );
					vertexNormals[ 2 ].copy( face.normal );

				} else {

					vertexNormals[ 0 ] = face.normal.clone();
					vertexNormals[ 1 ] = face.normal.clone();
					vertexNormals[ 2 ] = face.normal.clone();

				}

			}

			if ( this.faces.length > 0 ) {

				this.normalsNeedUpdate = true;

			}

		},

		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 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 ++ ) {

						faceNormal = new Vector3();
						vertexNormals = { a: new Vector3(), b: new Vector3(), c: new 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 );

					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
					vertexNormals.c.copy( face.vertexNormals[ 2 ] );

				}

			}

			// 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;

			}

		},

		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 Box3();

			}

			this.boundingBox.setFromPoints( this.vertices );

		},

		computeBoundingSphere: function () {

			if ( this.boundingSphere === null ) {

				this.boundingSphere = new Sphere();

			}

			this.boundingSphere.setFromPoints( this.vertices );

		},

		merge: function ( geometry, matrix, materialIndexOffset ) {

			if ( (geometry && geometry.isGeometry) === false ) {

				console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
				return;

			}

			var normalMatrix,
			vertexOffset = this.vertices.length,
			vertices1 = this.vertices,
			vertices2 = geometry.vertices,
			faces1 = this.faces,
			faces2 = geometry.faces,
			uvs1 = this.faceVertexUvs[ 0 ],
			uvs2 = geometry.faceVertexUvs[ 0 ],
			colors1 = this.colors,
			colors2 = geometry.colors;

			if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

			if ( matrix !== undefined ) {

				normalMatrix = new Matrix3().getNormalMatrix( matrix );

			}

			// vertices

			for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

				var vertex = vertices2[ i ];

				var vertexCopy = vertex.clone();

				if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );

				vertices1.push( vertexCopy );

			}

			// colors

			for ( var i = 0, il = colors2.length; i < il; i ++ ) {

				colors1.push( colors2[ i ].clone() );

			}

			// faces

			for ( i = 0, il = faces2.length; i < il; i ++ ) {

				var face = faces2[ i ], faceCopy, normal, color,
				faceVertexNormals = face.vertexNormals,
				faceVertexColors = face.vertexColors;

				faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
				faceCopy.normal.copy( face.normal );

				if ( normalMatrix !== undefined ) {

					faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

				}

				for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

					normal = faceVertexNormals[ j ].clone();

					if ( normalMatrix !== undefined ) {

						normal.applyMatrix3( normalMatrix ).normalize();

					}

					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 + materialIndexOffset;

				faces1.push( faceCopy );

			}

			// uvs

			for ( i = 0, il = uvs2.length; i < il; i ++ ) {

				var uv = uvs2[ i ], uvCopy = [];

				if ( uv === undefined ) {

					continue;

				}

				for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

					uvCopy.push( uv[ j ].clone() );

				}

				uvs1.push( uvCopy );

			}

		},

		mergeMesh: function ( mesh ) {

			if ( (mesh && mesh.isMesh) === false ) {

				console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
				return;

			}

			mesh.matrixAutoUpdate && mesh.updateMatrix();

			this.merge( mesh.geometry, mesh.matrix );

		},

		/*
		 * Checks for duplicate vertices with hashmap.
		 * Duplicated vertices are removed
		 * and faces' vertices are updated.
		 */

		mergeVertices: function () {

			var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
			var unique = [], changes = [];

			var v, key;
			var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
			var precision = Math.pow( 10, precisionPoints );
			var i, il, face;
			var indices, j, jl;

			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 );

				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 ] ];

				}

			}


			// if faces are completely degenerate after merging vertices, we
			// have to remove them from the geometry.
			var faceIndicesToRemove = [];

			for ( i = 0, il = this.faces.length; i < il; i ++ ) {

				face = this.faces[ i ];

				face.a = changes[ face.a ];
				face.b = changes[ face.b ];
				face.c = changes[ face.c ];

				indices = [ face.a, face.b, face.c ];

				var dupIndex = - 1;

				// if any duplicate vertices are found in a Face3
				// we have to remove the face as nothing can be saved
				for ( var n = 0; n < 3; n ++ ) {

					if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {

						dupIndex = n;
						faceIndicesToRemove.push( i );
						break;

					}

				}

			}

			for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {

				var idx = faceIndicesToRemove[ i ];

				this.faces.splice( idx, 1 );

				for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

					this.faceVertexUvs[ j ].splice( idx, 1 );

				}

			}

			// Use unique set of vertices

			var diff = this.vertices.length - unique.length;
			this.vertices = unique;
			return diff;

		},

		sortFacesByMaterialIndex: function () {

			var faces = this.faces;
			var length = faces.length;

			// tag faces

			for ( var i = 0; i < length; i ++ ) {

				faces[ i ]._id = i;

			}

			// sort faces

			function materialIndexSort( a, b ) {

				return a.materialIndex - b.materialIndex;

			}

			faces.sort( materialIndexSort );

			// sort uvs

			var uvs1 = this.faceVertexUvs[ 0 ];
			var uvs2 = this.faceVertexUvs[ 1 ];

			var newUvs1, newUvs2;

			if ( uvs1 && uvs1.length === length ) newUvs1 = [];
			if ( uvs2 && uvs2.length === length ) newUvs2 = [];

			for ( var i = 0; i < length; i ++ ) {

				var id = faces[ i ]._id;

				if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
				if ( newUvs2 ) newUvs2.push( uvs2[ id ] );

			}

			if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
			if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;

		},

		toJSON: function () {

			var data = {
				metadata: {
					version: 4.4,
					type: 'Geometry',
					generator: 'Geometry.toJSON'
				}
			};

			// standard Geometry serialization

			data.uuid = this.uuid;
			data.type = this.type;
			if ( this.name !== '' ) data.name = this.name;

			if ( this.parameters !== undefined ) {

				var parameters = this.parameters;

				for ( var key in parameters ) {

					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

				}

				return data;

			}

			var vertices = [];

			for ( var i = 0; i < this.vertices.length; i ++ ) {

				var vertex = this.vertices[ i ];
				vertices.push( vertex.x, vertex.y, vertex.z );

			}

			var faces = [];
			var normals = [];
			var normalsHash = {};
			var colors = [];
			var colorsHash = {};
			var uvs = [];
			var uvsHash = {};

			for ( var i = 0; i < this.faces.length; i ++ ) {

				var face = this.faces[ i ];

				var hasMaterial = true;
				var hasFaceUv = false; // deprecated
				var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
				var hasFaceNormal = face.normal.length() > 0;
				var hasFaceVertexNormal = face.vertexNormals.length > 0;
				var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
				var hasFaceVertexColor = face.vertexColors.length > 0;

				var faceType = 0;

				faceType = setBit( faceType, 0, 0 ); // isQuad
				faceType = setBit( faceType, 1, hasMaterial );
				faceType = setBit( faceType, 2, hasFaceUv );
				faceType = setBit( faceType, 3, hasFaceVertexUv );
				faceType = setBit( faceType, 4, hasFaceNormal );
				faceType = setBit( faceType, 5, hasFaceVertexNormal );
				faceType = setBit( faceType, 6, hasFaceColor );
				faceType = setBit( faceType, 7, hasFaceVertexColor );

				faces.push( faceType );
				faces.push( face.a, face.b, face.c );
				faces.push( face.materialIndex );

				if ( hasFaceVertexUv ) {

					var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];

					faces.push(
						getUvIndex( faceVertexUvs[ 0 ] ),
						getUvIndex( faceVertexUvs[ 1 ] ),
						getUvIndex( faceVertexUvs[ 2 ] )
					);

				}

				if ( hasFaceNormal ) {

					faces.push( getNormalIndex( face.normal ) );

				}

				if ( hasFaceVertexNormal ) {

					var vertexNormals = face.vertexNormals;

					faces.push(
						getNormalIndex( vertexNormals[ 0 ] ),
						getNormalIndex( vertexNormals[ 1 ] ),
						getNormalIndex( vertexNormals[ 2 ] )
					);

				}

				if ( hasFaceColor ) {

					faces.push( getColorIndex( face.color ) );

				}

				if ( hasFaceVertexColor ) {

					var vertexColors = face.vertexColors;

					faces.push(
						getColorIndex( vertexColors[ 0 ] ),
						getColorIndex( vertexColors[ 1 ] ),
						getColorIndex( vertexColors[ 2 ] )
					);

				}

			}

			function setBit( value, position, enabled ) {

				return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );

			}

			function getNormalIndex( normal ) {

				var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();

				if ( normalsHash[ hash ] !== undefined ) {

					return normalsHash[ hash ];

				}

				normalsHash[ hash ] = normals.length / 3;
				normals.push( normal.x, normal.y, normal.z );

				return normalsHash[ hash ];

			}

			function getColorIndex( color ) {

				var hash = color.r.toString() + color.g.toString() + color.b.toString();

				if ( colorsHash[ hash ] !== undefined ) {

					return colorsHash[ hash ];

				}

				colorsHash[ hash ] = colors.length;
				colors.push( color.getHex() );

				return colorsHash[ hash ];

			}

			function getUvIndex( uv ) {

				var hash = uv.x.toString() + uv.y.toString();

				if ( uvsHash[ hash ] !== undefined ) {

					return uvsHash[ hash ];

				}

				uvsHash[ hash ] = uvs.length / 2;
				uvs.push( uv.x, uv.y );

				return uvsHash[ hash ];

			}

			data.data = {};

			data.data.vertices = vertices;
			data.data.normals = normals;
			if ( colors.length > 0 ) data.data.colors = colors;
			if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
			data.data.faces = faces;

			return data;

		},

		clone: function () {

			/*
			// Handle primitives

			var parameters = this.parameters;

			if ( parameters !== undefined ) {

				var values = [];

				for ( var key in parameters ) {

					values.push( parameters[ key ] );

				}

				var geometry = Object.create( this.constructor.prototype );
				this.constructor.apply( geometry, values );
				return geometry;

			}

			return new this.constructor().copy( this );
			*/

			return new Geometry().copy( this );

		},

		copy: function ( source ) {

			this.vertices = [];
			this.faces = [];
			this.faceVertexUvs = [ [] ];
			this.colors = [];

			var vertices = source.vertices;

			for ( var i = 0, il = vertices.length; i < il; i ++ ) {

				this.vertices.push( vertices[ i ].clone() );

			}

			var colors = source.colors;

			for ( var i = 0, il = colors.length; i < il; i ++ ) {

				this.colors.push( colors[ i ].clone() );

			}

			var faces = source.faces;

			for ( var i = 0, il = faces.length; i < il; i ++ ) {

				this.faces.push( faces[ i ].clone() );

			}

			for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {

				var faceVertexUvs = source.faceVertexUvs[ i ];

				if ( this.faceVertexUvs[ i ] === undefined ) {

					this.faceVertexUvs[ i ] = [];

				}

				for ( var j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {

					var uvs = faceVertexUvs[ j ], uvsCopy = [];

					for ( var k = 0, kl = uvs.length; k < kl; k ++ ) {

						var uv = uvs[ k ];

						uvsCopy.push( uv.clone() );

					}

					this.faceVertexUvs[ i ].push( uvsCopy );

				}

			}

			return this;

		},

		dispose: function () {

			this.dispatchEvent( { type: 'dispose' } );

		}

	} );

	var count = 0;
	function GeometryIdCount() { return count++; }

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BufferGeometry() {

		Object.defineProperty( this, 'id', { value: GeometryIdCount() } );

		this.uuid = _Math.generateUUID();

		this.name = '';
		this.type = 'BufferGeometry';

		this.index = null;
		this.attributes = {};

		this.morphAttributes = {};

		this.groups = [];

		this.boundingBox = null;
		this.boundingSphere = null;

		this.drawRange = { start: 0, count: Infinity };

	}

	Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {

		isBufferGeometry: true,

		getIndex: function () {

			return this.index;

		},

		setIndex: function ( index ) {

			this.index = index;

		},

		addAttribute: function ( name, attribute ) {

			if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) {

				console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

				this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );

				return;

			}

			if ( name === 'index' ) {

				console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
				this.setIndex( attribute );

				return;

			}

			this.attributes[ name ] = attribute;

			return this;

		},

		getAttribute: function ( name ) {

			return this.attributes[ name ];

		},

		removeAttribute: function ( name ) {

			delete this.attributes[ name ];

			return this;

		},

		addGroup: function ( start, count, materialIndex ) {

			this.groups.push( {

				start: start,
				count: count,
				materialIndex: materialIndex !== undefined ? materialIndex : 0

			} );

		},

		clearGroups: function () {

			this.groups = [];

		},

		setDrawRange: function ( start, count ) {

			this.drawRange.start = start;
			this.drawRange.count = count;

		},

		applyMatrix: function ( matrix ) {

			var position = this.attributes.position;

			if ( position !== undefined ) {

				matrix.applyToVector3Array( position.array );
				position.needsUpdate = true;

			}

			var normal = this.attributes.normal;

			if ( normal !== undefined ) {

				var normalMatrix = new Matrix3().getNormalMatrix( matrix );

				normalMatrix.applyToVector3Array( normal.array );
				normal.needsUpdate = true;

			}

			if ( this.boundingBox !== null ) {

				this.computeBoundingBox();

			}

			if ( this.boundingSphere !== null ) {

				this.computeBoundingSphere();

			}

			return this;

		},

		rotateX: function () {

			// rotate geometry around world x-axis

			var m1;

			return function rotateX( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationX( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateY: function () {

			// rotate geometry around world y-axis

			var m1;

			return function rotateY( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationY( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateZ: function () {

			// rotate geometry around world z-axis

			var m1;

			return function rotateZ( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationZ( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		translate: function () {

			// translate geometry

			var m1;

			return function translate( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeTranslation( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		scale: function () {

			// scale geometry

			var m1;

			return function scale( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeScale( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		lookAt: function () {

			var obj;

			return function lookAt( vector ) {

				if ( obj === undefined ) obj = new Object3D();

				obj.lookAt( vector );

				obj.updateMatrix();

				this.applyMatrix( obj.matrix );

			};

		}(),

		center: function () {

			this.computeBoundingBox();

			var offset = this.boundingBox.getCenter().negate();

			this.translate( offset.x, offset.y, offset.z );

			return offset;

		},

		setFromObject: function ( object ) {

			// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );

			var geometry = object.geometry;

			if ( object.isPoints || object.isLine ) {

				var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
				var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );

				this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
				this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );

				if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {

					var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );

					this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );

				}

				if ( geometry.boundingSphere !== null ) {

					this.boundingSphere = geometry.boundingSphere.clone();

				}

				if ( geometry.boundingBox !== null ) {

					this.boundingBox = geometry.boundingBox.clone();

				}

			} else if ( object.isMesh ) {

				if ( geometry && geometry.isGeometry ) {

					this.fromGeometry( geometry );

				}

			}

			return this;

		},

		updateFromObject: function ( object ) {

			var geometry = object.geometry;

			if ( object.isMesh ) {

				var direct = geometry.__directGeometry;

				if ( geometry.elementsNeedUpdate === true ) {

					direct = undefined;
					geometry.elementsNeedUpdate = false;

				}

				if ( direct === undefined ) {

					return this.fromGeometry( geometry );

				}

				direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
				direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
				direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
				direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
				direct.groupsNeedUpdate = geometry.groupsNeedUpdate;

				geometry.verticesNeedUpdate = false;
				geometry.normalsNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
				geometry.uvsNeedUpdate = false;
				geometry.groupsNeedUpdate = false;

				geometry = direct;

			}

			var attribute;

			if ( geometry.verticesNeedUpdate === true ) {

				attribute = this.attributes.position;

				if ( attribute !== undefined ) {

					attribute.copyVector3sArray( geometry.vertices );
					attribute.needsUpdate = true;

				}

				geometry.verticesNeedUpdate = false;

			}

			if ( geometry.normalsNeedUpdate === true ) {

				attribute = this.attributes.normal;

				if ( attribute !== undefined ) {

					attribute.copyVector3sArray( geometry.normals );
					attribute.needsUpdate = true;

				}

				geometry.normalsNeedUpdate = false;

			}

			if ( geometry.colorsNeedUpdate === true ) {

				attribute = this.attributes.color;

				if ( attribute !== undefined ) {

					attribute.copyColorsArray( geometry.colors );
					attribute.needsUpdate = true;

				}

				geometry.colorsNeedUpdate = false;

			}

			if ( geometry.uvsNeedUpdate ) {

				attribute = this.attributes.uv;

				if ( attribute !== undefined ) {

					attribute.copyVector2sArray( geometry.uvs );
					attribute.needsUpdate = true;

				}

				geometry.uvsNeedUpdate = false;

			}

			if ( geometry.lineDistancesNeedUpdate ) {

				attribute = this.attributes.lineDistance;

				if ( attribute !== undefined ) {

					attribute.copyArray( geometry.lineDistances );
					attribute.needsUpdate = true;

				}

				geometry.lineDistancesNeedUpdate = false;

			}

			if ( geometry.groupsNeedUpdate ) {

				geometry.computeGroups( object.geometry );
				this.groups = geometry.groups;

				geometry.groupsNeedUpdate = false;

			}

			return this;

		},

		fromGeometry: function ( geometry ) {

			geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );

			return this.fromDirectGeometry( geometry.__directGeometry );

		},

		fromDirectGeometry: function ( geometry ) {

			var positions = new Float32Array( geometry.vertices.length * 3 );
			this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );

			if ( geometry.normals.length > 0 ) {

				var normals = new Float32Array( geometry.normals.length * 3 );
				this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );

			}

			if ( geometry.colors.length > 0 ) {

				var colors = new Float32Array( geometry.colors.length * 3 );
				this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );

			}

			if ( geometry.uvs.length > 0 ) {

				var uvs = new Float32Array( geometry.uvs.length * 2 );
				this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );

			}

			if ( geometry.uvs2.length > 0 ) {

				var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
				this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );

			}

			if ( geometry.indices.length > 0 ) {

				var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array;
				var indices = new TypeArray( geometry.indices.length * 3 );
				this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );

			}

			// groups

			this.groups = geometry.groups;

			// morphs

			for ( var name in geometry.morphTargets ) {

				var array = [];
				var morphTargets = geometry.morphTargets[ name ];

				for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {

					var morphTarget = morphTargets[ i ];

					var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );

					array.push( attribute.copyVector3sArray( morphTarget ) );

				}

				this.morphAttributes[ name ] = array;

			}

			// skinning

			if ( geometry.skinIndices.length > 0 ) {

				var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
				this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );

			}

			if ( geometry.skinWeights.length > 0 ) {

				var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
				this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );

			}

			//

			if ( geometry.boundingSphere !== null ) {

				this.boundingSphere = geometry.boundingSphere.clone();

			}

			if ( geometry.boundingBox !== null ) {

				this.boundingBox = geometry.boundingBox.clone();

			}

			return this;

		},

		computeBoundingBox: function () {

			if ( this.boundingBox === null ) {

				this.boundingBox = new Box3();

			}

			var position = this.attributes.position;

			if ( position !== undefined ) {

				this.boundingBox.setFromBufferAttribute( position );

			} else {

				this.boundingBox.makeEmpty();

			}

			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

				console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

			}

		},

		computeBoundingSphere: function () {

			var box = new Box3();
			var vector = new Vector3();

			return function computeBoundingSphere() {

				if ( this.boundingSphere === null ) {

					this.boundingSphere = new Sphere();

				}

				var position = this.attributes.position;

				if ( position ) {

					var center = this.boundingSphere.center;

					box.setFromBufferAttribute( position );
					box.getCenter( center );

					// hoping to find a boundingSphere with a radius smaller than the
					// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

					var maxRadiusSq = 0;

					for ( var i = 0, il = position.count; i < il; i ++ ) {

						vector.x = position.getX( i );
						vector.y = position.getY( i );
						vector.z = position.getZ( i );
						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );

					}

					this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

					if ( isNaN( this.boundingSphere.radius ) ) {

						console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

					}

				}

			};

		}(),

		computeFaceNormals: function () {

			// backwards compatibility

		},

		computeVertexNormals: function () {

			var index = this.index;
			var attributes = this.attributes;
			var groups = this.groups;

			if ( attributes.position ) {

				var positions = attributes.position.array;

				if ( attributes.normal === undefined ) {

					this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );

				} else {

					// reset existing normals to zero

					var array = attributes.normal.array;

					for ( var i = 0, il = array.length; i < il; i ++ ) {

						array[ i ] = 0;

					}

				}

				var normals = attributes.normal.array;

				var vA, vB, vC;
				var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
				var cb = new Vector3(), ab = new Vector3();

				// indexed elements

				if ( index ) {

					var indices = index.array;

					if ( groups.length === 0 ) {

						this.addGroup( 0, indices.length );

					}

					for ( var j = 0, jl = groups.length; j < jl; ++ j ) {

						var group = groups[ j ];

						var start = group.start;
						var count = group.count;

						for ( var i = start, il = start + count; i < il; i += 3 ) {

							vA = indices[ i + 0 ] * 3;
							vB = indices[ i + 1 ] * 3;
							vC = indices[ i + 2 ] * 3;

							pA.fromArray( positions, vA );
							pB.fromArray( positions, vB );
							pC.fromArray( positions, vC );

							cb.subVectors( pC, pB );
							ab.subVectors( pA, pB );
							cb.cross( ab );

							normals[ vA ] += cb.x;
							normals[ vA + 1 ] += cb.y;
							normals[ vA + 2 ] += cb.z;

							normals[ vB ] += cb.x;
							normals[ vB + 1 ] += cb.y;
							normals[ vB + 2 ] += cb.z;

							normals[ vC ] += cb.x;
							normals[ vC + 1 ] += cb.y;
							normals[ vC + 2 ] += cb.z;

						}

					}

				} else {

					// non-indexed elements (unconnected triangle soup)

					for ( var i = 0, il = positions.length; i < il; i += 9 ) {

						pA.fromArray( positions, i );
						pB.fromArray( positions, i + 3 );
						pC.fromArray( positions, i + 6 );

						cb.subVectors( pC, pB );
						ab.subVectors( pA, pB );
						cb.cross( 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();

				attributes.normal.needsUpdate = true;

			}

		},

		merge: function ( geometry, offset ) {

			if ( ( geometry && geometry.isBufferGeometry ) === false ) {

				console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
				return;

			}

			if ( offset === undefined ) offset = 0;

			var attributes = this.attributes;

			for ( var key in attributes ) {

				if ( geometry.attributes[ key ] === undefined ) continue;

				var attribute1 = attributes[ key ];
				var attributeArray1 = attribute1.array;

				var attribute2 = geometry.attributes[ key ];
				var attributeArray2 = attribute2.array;

				var attributeSize = attribute2.itemSize;

				for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {

					attributeArray1[ j ] = attributeArray2[ i ];

				}

			}

			return this;

		},

		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;

			}

		},

		toNonIndexed: function () {

			if ( this.index === null ) {

				console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
				return this;

			}

			var geometry2 = new BufferGeometry();

			var indices = this.index.array;
			var attributes = this.attributes;

			for ( var name in attributes ) {

				var attribute = attributes[ name ];

				var array = attribute.array;
				var itemSize = attribute.itemSize;

				var array2 = new array.constructor( indices.length * itemSize );

				var index = 0, index2 = 0;

				for ( var i = 0, l = indices.length; i < l; i ++ ) {

					index = indices[ i ] * itemSize;

					for ( var j = 0; j < itemSize; j ++ ) {

						array2[ index2 ++ ] = array[ index ++ ];

					}

				}

				geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );

			}

			return geometry2;

		},

		toJSON: function () {

			var data = {
				metadata: {
					version: 4.4,
					type: 'BufferGeometry',
					generator: 'BufferGeometry.toJSON'
				}
			};

			// standard BufferGeometry serialization

			data.uuid = this.uuid;
			data.type = this.type;
			if ( this.name !== '' ) data.name = this.name;

			if ( this.parameters !== undefined ) {

				var parameters = this.parameters;

				for ( var key in parameters ) {

					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

				}

				return data;

			}

			data.data = { attributes: {} };

			var index = this.index;

			if ( index !== null ) {

				var array = Array.prototype.slice.call( index.array );

				data.data.index = {
					type: index.array.constructor.name,
					array: array
				};

			}

			var attributes = this.attributes;

			for ( var key in attributes ) {

				var attribute = attributes[ key ];

				var array = Array.prototype.slice.call( attribute.array );

				data.data.attributes[ key ] = {
					itemSize: attribute.itemSize,
					type: attribute.array.constructor.name,
					array: array,
					normalized: attribute.normalized
				};

			}

			var groups = this.groups;

			if ( groups.length > 0 ) {

				data.data.groups = JSON.parse( JSON.stringify( groups ) );

			}

			var boundingSphere = this.boundingSphere;

			if ( boundingSphere !== null ) {

				data.data.boundingSphere = {
					center: boundingSphere.center.toArray(),
					radius: boundingSphere.radius
				};

			}

			return data;

		},

		clone: function () {

			/*
			// Handle primitives

			var parameters = this.parameters;

			if ( parameters !== undefined ) {

				var values = [];

				for ( var key in parameters ) {

					values.push( parameters[ key ] );

				}

				var geometry = Object.create( this.constructor.prototype );
				this.constructor.apply( geometry, values );
				return geometry;

			}

			return new this.constructor().copy( this );
			*/

			return new BufferGeometry().copy( this );

		},

		copy: function ( source ) {

			var index = source.index;

			if ( index !== null ) {

				this.setIndex( index.clone() );

			}

			var attributes = source.attributes;

			for ( var name in attributes ) {

				var attribute = attributes[ name ];
				this.addAttribute( name, attribute.clone() );

			}

			var groups = source.groups;

			for ( var i = 0, l = groups.length; i < l; i ++ ) {

				var group = groups[ i ];
				this.addGroup( group.start, group.count, group.materialIndex );

			}

			return this;

		},

		dispose: function () {

			this.dispatchEvent( { type: 'dispose' } );

		}

	} );

	BufferGeometry.MaxIndex = 65535;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author jonobr1 / http://jonobr1.com/
	 */

	function Mesh( geometry, material ) {

		Object3D.call( this );

		this.type = 'Mesh';

		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
		this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );

		this.drawMode = TrianglesDrawMode;

		this.updateMorphTargets();

	}

	Mesh.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Mesh,

		isMesh: true,

		setDrawMode: function ( value ) {

			this.drawMode = value;

		},

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source );

			this.drawMode = source.drawMode;

			return this;

		},

		updateMorphTargets: function () {

			var morphTargets = this.geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				this.morphTargetInfluences = [];
				this.morphTargetDictionary = {};

				for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) {

					this.morphTargetInfluences.push( 0 );
					this.morphTargetDictionary[ morphTargets[ m ].name ] = m;

				}

			}

		},

		raycast: ( function () {

			var inverseMatrix = new Matrix4();
			var ray = new Ray();
			var sphere = new Sphere();

			var vA = new Vector3();
			var vB = new Vector3();
			var vC = new Vector3();

			var tempA = new Vector3();
			var tempB = new Vector3();
			var tempC = new Vector3();

			var uvA = new Vector2();
			var uvB = new Vector2();
			var uvC = new Vector2();

			var barycoord = new Vector3();

			var intersectionPoint = new Vector3();
			var intersectionPointWorld = new Vector3();

			function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {

				Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );

				uv1.multiplyScalar( barycoord.x );
				uv2.multiplyScalar( barycoord.y );
				uv3.multiplyScalar( barycoord.z );

				uv1.add( uv2 ).add( uv3 );

				return uv1.clone();

			}

			function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {

				var intersect;
				var material = object.material;

				if ( material.side === BackSide ) {

					intersect = ray.intersectTriangle( pC, pB, pA, true, point );

				} else {

					intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

				}

				if ( intersect === null ) return null;

				intersectionPointWorld.copy( point );
				intersectionPointWorld.applyMatrix4( object.matrixWorld );

				var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );

				if ( distance < raycaster.near || distance > raycaster.far ) return null;

				return {
					distance: distance,
					point: intersectionPointWorld.clone(),
					object: object
				};

			}

			function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) {

				vA.fromArray( positions, a * 3 );
				vB.fromArray( positions, b * 3 );
				vC.fromArray( positions, c * 3 );

				var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );

				if ( intersection ) {

					if ( uvs ) {

						uvA.fromArray( uvs, a * 2 );
						uvB.fromArray( uvs, b * 2 );
						uvC.fromArray( uvs, c * 2 );

						intersection.uv = uvIntersection( intersectionPoint,  vA, vB, vC,  uvA, uvB, uvC );

					}

					intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
					intersection.faceIndex = a;

				}

				return intersection;

			}

			return function raycast( raycaster, intersects ) {

				var geometry = this.geometry;
				var material = this.material;
				var matrixWorld = this.matrixWorld;

				if ( material === undefined ) return;

				// Checking boundingSphere distance to ray

				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere );
				sphere.applyMatrix4( matrixWorld );

				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

				//

				inverseMatrix.getInverse( matrixWorld );
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

				// Check boundingBox before continuing

				if ( geometry.boundingBox !== null ) {

					if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;

				}

				var uvs, intersection;

				if ( geometry.isBufferGeometry ) {

					var a, b, c;
					var index = geometry.index;
					var attributes = geometry.attributes;
					var positions = attributes.position.array;

					if ( attributes.uv !== undefined ) {

						uvs = attributes.uv.array;

					}

					if ( index !== null ) {

						var indices = index.array;

						for ( var i = 0, l = indices.length; i < l; i += 3 ) {

							a = indices[ i ];
							b = indices[ i + 1 ];
							c = indices[ i + 2 ];

							intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );

							if ( intersection ) {

								intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
								intersects.push( intersection );

							}

						}

					} else {


						for ( var i = 0, l = positions.length; i < l; i += 9 ) {

							a = i / 3;
							b = a + 1;
							c = a + 2;

							intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c );

							if ( intersection ) {

								intersection.index = a; // triangle number in positions buffer semantics
								intersects.push( intersection );

							}

						}

					}

				} else if ( geometry.isGeometry ) {

					var fvA, fvB, fvC;
					var isFaceMaterial = (material && material.isMultiMaterial);
					var materials = isFaceMaterial === true ? material.materials : null;

					var vertices = geometry.vertices;
					var faces = geometry.faces;
					var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
					if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;

					for ( var f = 0, fl = faces.length; f < fl; f ++ ) {

						var face = faces[ f ];
						var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;

						if ( faceMaterial === undefined ) continue;

						fvA = vertices[ face.a ];
						fvB = vertices[ face.b ];
						fvC = vertices[ face.c ];

						if ( faceMaterial.morphTargets === true ) {

							var morphTargets = geometry.morphTargets;
							var morphInfluences = this.morphTargetInfluences;

							vA.set( 0, 0, 0 );
							vB.set( 0, 0, 0 );
							vC.set( 0, 0, 0 );

							for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {

								var influence = morphInfluences[ t ];

								if ( influence === 0 ) continue;

								var targets = morphTargets[ t ].vertices;

								vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
								vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
								vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );

							}

							vA.add( fvA );
							vB.add( fvB );
							vC.add( fvC );

							fvA = vA;
							fvB = vB;
							fvC = vC;

						}

						intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );

						if ( intersection ) {

							if ( uvs ) {

								var uvs_f = uvs[ f ];
								uvA.copy( uvs_f[ 0 ] );
								uvB.copy( uvs_f[ 1 ] );
								uvC.copy( uvs_f[ 2 ] );

								intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );

							}

							intersection.face = face;
							intersection.faceIndex = f;
							intersects.push( intersection );

						}

					}

				}

			};

		}() ),

		clone: function () {

			return new this.constructor( this.geometry, this.material ).copy( this );

		}

	} );

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

		BufferGeometry.call( this );

		this.type = 'BoxBufferGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		var scope = this;

		// segments
		widthSegments = Math.floor( widthSegments ) || 1;
		heightSegments = Math.floor( heightSegments ) || 1;
		depthSegments = Math.floor( depthSegments ) || 1;

		// these are used to calculate buffer length
		var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments );
		var indexCount = calculateIndexCount( widthSegments, heightSegments, depthSegments );

		// buffers
		var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount );
		var vertices = new Float32Array( vertexCount * 3 );
		var normals = new Float32Array( vertexCount * 3 );
		var uvs = new Float32Array( vertexCount * 2 );

		// offset variables
		var vertexBufferOffset = 0;
		var uvBufferOffset = 0;
		var indexBufferOffset = 0;
		var numberOfVertices = 0;

		// group variables
		var groupStart = 0;

		// build each side of the box geometry
		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height,   width,  depthSegments, heightSegments, 0 ); // px
		buildPlane( 'z', 'y', 'x',   1, - 1, depth, height, - width,  depthSegments, heightSegments, 1 ); // nx
		buildPlane( 'x', 'z', 'y',   1,   1, width, depth,    height, widthSegments, depthSegments,  2 ); // py
		buildPlane( 'x', 'z', 'y',   1, - 1, width, depth,  - height, widthSegments, depthSegments,  3 ); // ny
		buildPlane( 'x', 'y', 'z',   1, - 1, width, height,   depth,  widthSegments, heightSegments, 4 ); // pz
		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth,  widthSegments, heightSegments, 5 ); // nz

		// build geometry
		this.setIndex( new BufferAttribute( indices, 1 ) );
		this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );

		// helper functions

		function calculateVertexCount( w, h, d ) {

			var vertices = 0;

			// calculate the amount of vertices for each side (plane)
			vertices += (w + 1) * (h + 1) * 2; // xy
			vertices += (w + 1) * (d + 1) * 2; // xz
			vertices += (d + 1) * (h + 1) * 2; // zy

			return vertices;

		}

		function calculateIndexCount( w, h, d ) {

			var index = 0;

			// calculate the amount of squares for each side
			index += w * h * 2; // xy
			index += w * d * 2; // xz
			index += d * h * 2; // zy

			return index * 6; // two triangles per square => six vertices per square

		}

		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

			var segmentWidth	= width / gridX;
			var segmentHeight = height / gridY;

			var widthHalf = width / 2;
			var heightHalf = height / 2;
			var depthHalf = depth / 2;

			var gridX1 = gridX + 1;
			var gridY1 = gridY + 1;

			var vertexCounter = 0;
			var groupCount = 0;

			var vector = new Vector3();

			// generate vertices, normals and uvs

			for ( var iy = 0; iy < gridY1; iy ++ ) {

				var y = iy * segmentHeight - heightHalf;

				for ( var ix = 0; ix < gridX1; ix ++ ) {

					var x = ix * segmentWidth - widthHalf;

					// set values to correct vector component
					vector[ u ] = x * udir;
					vector[ v ] = y * vdir;
					vector[ w ] = depthHalf;

					// now apply vector to vertex buffer
					vertices[ vertexBufferOffset ] = vector.x;
					vertices[ vertexBufferOffset + 1 ] = vector.y;
					vertices[ vertexBufferOffset + 2 ] = vector.z;

					// set values to correct vector component
					vector[ u ] = 0;
					vector[ v ] = 0;
					vector[ w ] = depth > 0 ? 1 : - 1;

					// now apply vector to normal buffer
					normals[ vertexBufferOffset ] = vector.x;
					normals[ vertexBufferOffset + 1 ] = vector.y;
					normals[ vertexBufferOffset + 2 ] = vector.z;

					// uvs
					uvs[ uvBufferOffset ] = ix / gridX;
					uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY );

					// update offsets and counters
					vertexBufferOffset += 3;
					uvBufferOffset += 2;
					vertexCounter += 1;

				}

			}

			// 1. you need three indices to draw a single face
			// 2. a single segment consists of two faces
			// 3. so we need to generate six (2*3) indices per segment

			for ( iy = 0; iy < gridY; iy ++ ) {

				for ( ix = 0; ix < gridX; ix ++ ) {

					// indices
					var a = numberOfVertices + ix + gridX1 * iy;
					var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
					var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
					var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

					// face one
					indices[ indexBufferOffset ] = a;
					indices[ indexBufferOffset + 1 ] = b;
					indices[ indexBufferOffset + 2 ] = d;

					// face two
					indices[ indexBufferOffset + 3 ] = b;
					indices[ indexBufferOffset + 4 ] = c;
					indices[ indexBufferOffset + 5 ] = d;

					// update offsets and counters
					indexBufferOffset += 6;
					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support
			scope.addGroup( groupStart, groupCount, materialIndex );

			// calculate new start value for groups
			groupStart += groupCount;

			// update total number of vertices
			numberOfVertices += vertexCounter;

		}

	}

	BoxBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	BoxBufferGeometry.prototype.constructor = BoxBufferGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
	 */

	function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {

		BufferGeometry.call( this );

		this.type = 'PlaneBufferGeometry';

		this.parameters = {
			width: width,
			height: height,
			widthSegments: widthSegments,
			heightSegments: heightSegments
		};

		var width_half = width / 2;
		var height_half = height / 2;

		var gridX = Math.floor( widthSegments ) || 1;
		var gridY = Math.floor( heightSegments ) || 1;

		var gridX1 = gridX + 1;
		var gridY1 = gridY + 1;

		var segment_width = width / gridX;
		var segment_height = height / gridY;

		var vertices = new Float32Array( gridX1 * gridY1 * 3 );
		var normals = new Float32Array( gridX1 * gridY1 * 3 );
		var uvs = new Float32Array( gridX1 * gridY1 * 2 );

		var offset = 0;
		var offset2 = 0;

		for ( var iy = 0; iy < gridY1; iy ++ ) {

			var y = iy * segment_height - height_half;

			for ( var ix = 0; ix < gridX1; ix ++ ) {

				var x = ix * segment_width - width_half;

				vertices[ offset ] = x;
				vertices[ offset + 1 ] = - y;

				normals[ offset + 2 ] = 1;

				uvs[ offset2 ] = ix / gridX;
				uvs[ offset2 + 1 ] = 1 - ( iy / gridY );

				offset += 3;
				offset2 += 2;

			}

		}

		offset = 0;

		var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );

		for ( var iy = 0; iy < gridY; iy ++ ) {

			for ( var 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;

				indices[ offset ] = a;
				indices[ offset + 1 ] = b;
				indices[ offset + 2 ] = d;

				indices[ offset + 3 ] = b;
				indices[ offset + 4 ] = c;
				indices[ offset + 5 ] = d;

				offset += 6;

			}

		}

		this.setIndex( new BufferAttribute( indices, 1 ) );
		this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );

	}

	PlaneBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	PlaneBufferGeometry.prototype.constructor = PlaneBufferGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function Camera() {

		Object3D.call( this );

		this.type = 'Camera';

		this.matrixWorldInverse = new Matrix4();
		this.projectionMatrix = new Matrix4();

	}

	Camera.prototype = Object.create( Object3D.prototype );
	Camera.prototype.constructor = Camera;

	Camera.prototype.isCamera = true;

	Camera.prototype.getWorldDirection = function () {

		var quaternion = new Quaternion();

		return function getWorldDirection( optionalTarget ) {

			var result = optionalTarget || new Vector3();

			this.getWorldQuaternion( quaternion );

			return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );

		};

	}();

	Camera.prototype.lookAt = function () {

		// This routine does not support cameras with rotated and/or translated parent(s)

		var m1 = new Matrix4();

		return function lookAt( vector ) {

			m1.lookAt( this.position, vector, this.up );

			this.quaternion.setFromRotationMatrix( m1 );

		};

	}();

	Camera.prototype.clone = function () {

		return new this.constructor().copy( this );

	};

	Camera.prototype.copy = function ( source ) {

		Object3D.prototype.copy.call( this, source );

		this.matrixWorldInverse.copy( source.matrixWorldInverse );
		this.projectionMatrix.copy( source.projectionMatrix );

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author greggman / http://games.greggman.com/
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * @author tschw
	 */

	function PerspectiveCamera( fov, aspect, near, far ) {

		Camera.call( this );

		this.type = 'PerspectiveCamera';

		this.fov = fov !== undefined ? fov : 50;
		this.zoom = 1;

		this.near = near !== undefined ? near : 0.1;
		this.far = far !== undefined ? far : 2000;
		this.focus = 10;

		this.aspect = aspect !== undefined ? aspect : 1;
		this.view = null;

		this.filmGauge = 35;	// width of the film (default in millimeters)
		this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

		this.updateProjectionMatrix();

	}

	PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

		constructor: PerspectiveCamera,

		isPerspectiveCamera: true,

		copy: function ( source ) {

			Camera.prototype.copy.call( this, source );

			this.fov = source.fov;
			this.zoom = source.zoom;

			this.near = source.near;
			this.far = source.far;
			this.focus = source.focus;

			this.aspect = source.aspect;
			this.view = source.view === null ? null : Object.assign( {}, source.view );

			this.filmGauge = source.filmGauge;
			this.filmOffset = source.filmOffset;

			return this;

		},

		/**
		 * Sets the FOV by focal length in respect to the current .filmGauge.
		 *
		 * The default film gauge is 35, so that the focal length can be specified for
		 * a 35mm (full frame) camera.
		 *
		 * Values for focal length and film gauge must have the same unit.
		 */
		setFocalLength: function ( focalLength ) {

			// see http://www.bobatkins.com/photography/technical/field_of_view.html
			var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

			this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
			this.updateProjectionMatrix();

		},

		/**
		 * Calculates the focal length from the current .fov and .filmGauge.
		 */
		getFocalLength: function () {

			var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );

			return 0.5 * this.getFilmHeight() / vExtentSlope;

		},

		getEffectiveFOV: function () {

			return _Math.RAD2DEG * 2 * Math.atan(
					Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );

		},

		getFilmWidth: function () {

			// film not completely covered in portrait format (aspect < 1)
			return this.filmGauge * Math.min( this.aspect, 1 );

		},

		getFilmHeight: function () {

			// film not completely covered in landscape format (aspect > 1)
			return this.filmGauge / Math.max( this.aspect, 1 );

		},

		/**
		 * 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.
		 */
		setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

			this.aspect = fullWidth / fullHeight;

			this.view = {
				fullWidth: fullWidth,
				fullHeight: fullHeight,
				offsetX: x,
				offsetY: y,
				width: width,
				height: height
			};

			this.updateProjectionMatrix();

		},

		clearViewOffset: function() {

			this.view = null;
			this.updateProjectionMatrix();

		},

		updateProjectionMatrix: function () {

			var near = this.near,
				top = near * Math.tan(
						_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
				height = 2 * top,
				width = this.aspect * height,
				left = - 0.5 * width,
				view = this.view;

			if ( view !== null ) {

				var fullWidth = view.fullWidth,
					fullHeight = view.fullHeight;

				left += view.offsetX * width / fullWidth;
				top -= view.offsetY * height / fullHeight;
				width *= view.width / fullWidth;
				height *= view.height / fullHeight;

			}

			var skew = this.filmOffset;
			if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

			this.projectionMatrix.makeFrustum(
					left, left + width, top - height, top, near, this.far );

		},

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.fov = this.fov;
			data.object.zoom = this.zoom;

			data.object.near = this.near;
			data.object.far = this.far;
			data.object.focus = this.focus;

			data.object.aspect = this.aspect;

			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

			data.object.filmGauge = this.filmGauge;
			data.object.filmOffset = this.filmOffset;

			return data;

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author arose / http://github.com/arose
	 */

	function OrthographicCamera( left, right, top, bottom, near, far ) {

		Camera.call( this );

		this.type = 'OrthographicCamera';

		this.zoom = 1;
		this.view = null;

		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();

	}

	OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

		constructor: OrthographicCamera,

		isOrthographicCamera: true,

		copy: function ( source ) {

			Camera.prototype.copy.call( this, source );

			this.left = source.left;
			this.right = source.right;
			this.top = source.top;
			this.bottom = source.bottom;
			this.near = source.near;
			this.far = source.far;

			this.zoom = source.zoom;
			this.view = source.view === null ? null : Object.assign( {}, source.view );

			return this;

		},

		setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {

			this.view = {
				fullWidth: fullWidth,
				fullHeight: fullHeight,
				offsetX: x,
				offsetY: y,
				width: width,
				height: height
			};

			this.updateProjectionMatrix();

		},

		clearViewOffset: function() {

			this.view = null;
			this.updateProjectionMatrix();

		},

		updateProjectionMatrix: function () {

			var dx = ( this.right - this.left ) / ( 2 * this.zoom );
			var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
			var cx = ( this.right + this.left ) / 2;
			var cy = ( this.top + this.bottom ) / 2;

			var left = cx - dx;
			var right = cx + dx;
			var top = cy + dy;
			var bottom = cy - dy;

			if ( this.view !== null ) {

				var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
				var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
				var scaleW = ( this.right - this.left ) / this.view.width;
				var scaleH = ( this.top - this.bottom ) / this.view.height;

				left += scaleW * ( this.view.offsetX / zoomW );
				right = left + scaleW * ( this.view.width / zoomW );
				top -= scaleH * ( this.view.offsetY / zoomH );
				bottom = top - scaleH * ( this.view.height / zoomH );

			}

			this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

		},

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.zoom = this.zoom;
			data.object.left = this.left;
			data.object.right = this.right;
			data.object.top = this.top;
			data.object.bottom = this.bottom;
			data.object.near = this.near;
			data.object.far = this.far;

			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

			return data;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {

		var mode;

		function setMode( value ) {

			mode = value;

		}

		var type, size;

		function setIndex( index ) {

			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {

				type = gl.UNSIGNED_INT;
				size = 4;

			} else if ( index.array instanceof Uint16Array ) {

				type = gl.UNSIGNED_SHORT;
				size = 2;

			} else {

				type = gl.UNSIGNED_BYTE;
				size = 1;
			}

		}

		function render( start, count ) {

			gl.drawElements( mode, count, type, start * size );

			infoRender.calls ++;
			infoRender.vertices += count;

			if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;

		}

		function renderInstances( geometry, start, count ) {

			var extension = extensions.get( 'ANGLE_instanced_arrays' );

			if ( extension === null ) {

				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

			extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );

			infoRender.calls ++;
			infoRender.vertices += count * geometry.maxInstancedCount;

			if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;

		}

		return {

			setMode: setMode,
			setIndex: setIndex,
			render: render,
			renderInstances: renderInstances

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLBufferRenderer( gl, extensions, infoRender ) {

		var mode;

		function setMode( value ) {

			mode = value;

		}

		function render( start, count ) {

			gl.drawArrays( mode, start, count );

			infoRender.calls ++;
			infoRender.vertices += count;

			if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;

		}

		function renderInstances( geometry ) {

			var extension = extensions.get( 'ANGLE_instanced_arrays' );

			if ( extension === null ) {

				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

			var position = geometry.attributes.position;

			var count = 0;

			if ( position.isInterleavedBufferAttribute ) {

				count = position.data.count;

				extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );

			} else {

				count = position.count;

				extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );

			}

			infoRender.calls ++;
			infoRender.vertices += count * geometry.maxInstancedCount;

			if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;

		}

		return {
			setMode: setMode,
			render: render,
			renderInstances: renderInstances
		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLLights() {

		var lights = {};

		return {

			get: function ( light ) {

				if ( lights[ light.id ] !== undefined ) {

					return lights[ light.id ];

				}

				var uniforms;

				switch ( light.type ) {

					case 'DirectionalLight':
						uniforms = {
							direction: new Vector3(),
							color: new Color(),

							shadow: false,
							shadowBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'SpotLight':
						uniforms = {
							position: new Vector3(),
							direction: new Vector3(),
							color: new Color(),
							distance: 0,
							coneCos: 0,
							penumbraCos: 0,
							decay: 0,

							shadow: false,
							shadowBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'PointLight':
						uniforms = {
							position: new Vector3(),
							color: new Color(),
							distance: 0,
							decay: 0,

							shadow: false,
							shadowBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'HemisphereLight':
						uniforms = {
							direction: new Vector3(),
							skyColor: new Color(),
							groundColor: new Color()
						};
						break;

					case 'RectAreaLight':
						uniforms = {
							color: new Color(),
							position: new Vector3(),
							halfWidth: new Vector3(),
							halfHeight: new Vector3()
							// TODO (abelnation): set RectAreaLight shadow uniforms
						};
						break;

				}

				lights[ light.id ] = uniforms;

				return uniforms;

			}

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function addLineNumbers( string ) {

		var lines = string.split( '\n' );

		for ( var i = 0; i < lines.length; i ++ ) {

			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

		}

		return lines.join( '\n' );

	}

	function WebGLShader( gl, type, string ) {

		var shader = gl.createShader( type );

		gl.shaderSource( shader, string );
		gl.compileShader( shader );

		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {

			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );

		}

		if ( gl.getShaderInfoLog( shader ) !== '' ) {

			console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );

		}

		// --enable-privileged-webgl-extension
		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

		return shader;

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	var programIdCount = 0;

	function getEncodingComponents( encoding ) {

		switch ( encoding ) {

			case LinearEncoding:
				return [ 'Linear','( value )' ];
			case sRGBEncoding:
				return [ 'sRGB','( value )' ];
			case RGBEEncoding:
				return [ 'RGBE','( value )' ];
			case RGBM7Encoding:
				return [ 'RGBM','( value, 7.0 )' ];
			case RGBM16Encoding:
				return [ 'RGBM','( value, 16.0 )' ];
			case RGBDEncoding:
				return [ 'RGBD','( value, 256.0 )' ];
			case GammaEncoding:
				return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
			default:
				throw new Error( 'unsupported encoding: ' + encoding );

		}

	}

	function getTexelDecodingFunction( functionName, encoding ) {

		var components = getEncodingComponents( encoding );
		return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";

	}

	function getTexelEncodingFunction( functionName, encoding ) {

		var components = getEncodingComponents( encoding );
		return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";

	}

	function getToneMappingFunction( functionName, toneMapping ) {

		var toneMappingName;

		switch ( toneMapping ) {

			case LinearToneMapping:
				toneMappingName = "Linear";
				break;

			case ReinhardToneMapping:
				toneMappingName = "Reinhard";
				break;

			case Uncharted2ToneMapping:
				toneMappingName = "Uncharted2";
				break;

			case CineonToneMapping:
				toneMappingName = "OptimizedCineon";
				break;

			default:
				throw new Error( 'unsupported toneMapping: ' + toneMapping );

		}

		return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";

	}

	function generateExtensions( extensions, parameters, rendererExtensions ) {

		extensions = extensions || {};

		var chunks = [
			( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
			( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
			( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
			( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
		];

		return chunks.filter( filterEmptyLine ).join( '\n' );

	}

	function generateDefines( defines ) {

		var chunks = [];

		for ( var name in defines ) {

			var value = defines[ name ];

			if ( value === false ) continue;

			chunks.push( '#define ' + name + ' ' + value );

		}

		return chunks.join( '\n' );

	}

	function fetchAttributeLocations( gl, program, identifiers ) {

		var attributes = {};

		var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );

		for ( var i = 0; i < n; i ++ ) {

			var info = gl.getActiveAttrib( program, i );
			var name = info.name;

			// console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );

			attributes[ name ] = gl.getAttribLocation( program, name );

		}

		return attributes;

	}

	function filterEmptyLine( string ) {

		return string !== '';

	}

	function replaceLightNums( string, parameters ) {

		return string
			.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
			.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
			.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
			.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
			.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );

	}

	function parseIncludes( string ) {

		var pattern = /#include +<([\w\d.]+)>/g;

		function replace( match, include ) {

			var replace = ShaderChunk[ include ];

			if ( replace === undefined ) {

				throw new Error( 'Can not resolve #include <' + include + '>' );

			}

			return parseIncludes( replace );

		}

		return string.replace( pattern, replace );

	}

	function unrollLoops( string ) {

		var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;

		function replace( match, start, end, snippet ) {

			var unroll = '';

			for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {

				unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );

			}

			return unroll;

		}

		return string.replace( pattern, replace );

	}

	function WebGLProgram( renderer, code, material, parameters ) {

		var gl = renderer.context;

		var extensions = material.extensions;
		var defines = material.defines;

		var vertexShader = material.__webglShader.vertexShader;
		var fragmentShader = material.__webglShader.fragmentShader;

		var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

		if ( parameters.shadowMapType === PCFShadowMap ) {

			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

		} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

		}

		var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
		var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
		var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';

		if ( parameters.envMap ) {

			switch ( material.envMap.mapping ) {

				case CubeReflectionMapping:
				case CubeRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
					break;

				case CubeUVReflectionMapping:
				case CubeUVRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
					break;

				case EquirectangularReflectionMapping:
				case EquirectangularRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
					break;

				case SphericalReflectionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
					break;

			}

			switch ( material.envMap.mapping ) {

				case CubeRefractionMapping:
				case EquirectangularRefractionMapping:
					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
					break;

			}

			switch ( material.combine ) {

				case MultiplyOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
					break;

				case MixOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
					break;

				case AddOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
					break;

			}

		}

		var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;

		// console.log( 'building new program ' );

		//

		var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );

		var customDefines = generateDefines( defines );

		//

		var program = gl.createProgram();

		var prefixVertex, prefixFragment;

		if ( material.isRawShaderMaterial ) {

			prefixVertex = [

				customDefines,

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

			prefixFragment = [

				customExtensions,
				customDefines,

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

		} else {

			prefixVertex = [

				'precision ' + parameters.precision + ' float;',
				'precision ' + parameters.precision + ' int;',

				'#define SHADER_NAME ' + material.__webglShader.name,

				customDefines,

				parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

				'#define GAMMA_FACTOR ' + gammaFactorDefine,

				'#define MAX_BONES ' + parameters.maxBones,

				parameters.map ? '#define USE_MAP' : '',
				parameters.envMap ? '#define USE_ENVMAP' : '',
				parameters.envMap ? '#define ' + envMapModeDefine : '',
				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
				parameters.aoMap ? '#define USE_AOMAP' : '',
				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
				parameters.normalMap ? '#define USE_NORMALMAP' : '',
				parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
				parameters.vertexColors ? '#define USE_COLOR' : '',

				parameters.flatShading ? '#define FLAT_SHADED' : '',

				parameters.skinning ? '#define USE_SKINNING' : '',
				parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

				parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
				parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
				parameters.flipSided ? '#define FLIP_SIDED' : '',

				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,

				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

				parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

				'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;',

				'#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',

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

			prefixFragment = [

				customExtensions,

				'precision ' + parameters.precision + ' float;',
				'precision ' + parameters.precision + ' int;',

				'#define SHADER_NAME ' + material.__webglShader.name,

				customDefines,

				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',

				'#define GAMMA_FACTOR ' + gammaFactorDefine,

				( 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.envMap ? '#define ' + envMapTypeDefine : '',
				parameters.envMap ? '#define ' + envMapModeDefine : '',
				parameters.envMap ? '#define ' + envMapBlendingDefine : '',
				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
				parameters.aoMap ? '#define USE_AOMAP' : '',
				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
				parameters.normalMap ? '#define USE_NORMALMAP' : '',
				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
				parameters.vertexColors ? '#define USE_COLOR' : '',

				parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

				parameters.flatShading ? '#define FLAT_SHADED' : '',

				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
				parameters.flipSided ? '#define FLIP_SIDED' : '',

				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
				'#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),

				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

				parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',

				parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',

				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

				parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',

				'uniform mat4 viewMatrix;',
				'uniform vec3 cameraPosition;',

				( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
				( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '',  // this code is required here because it is used by the toneMapping() function defined below
				( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',

				( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
				parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
				parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
				parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
				parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',

				parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

		}

		vertexShader = parseIncludes( vertexShader, parameters );
		vertexShader = replaceLightNums( vertexShader, parameters );

		fragmentShader = parseIncludes( fragmentShader, parameters );
		fragmentShader = replaceLightNums( fragmentShader, parameters );

		if ( ! material.isShaderMaterial ) {

			vertexShader = unrollLoops( vertexShader );
			fragmentShader = unrollLoops( fragmentShader );

		}

		var vertexGlsl = prefixVertex + vertexShader;
		var fragmentGlsl = prefixFragment + fragmentShader;

		// console.log( '*VERTEX*', vertexGlsl );
		// console.log( '*FRAGMENT*', fragmentGlsl );

		var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
		var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );

		gl.attachShader( program, glVertexShader );
		gl.attachShader( program, glFragmentShader );

		// Force a particular attribute to index 0.

		if ( material.index0AttributeName !== undefined ) {

			gl.bindAttribLocation( program, 0, material.index0AttributeName );

		} else if ( parameters.morphTargets === true ) {

			// programs with morphTargets displace position out of attribute 0
			gl.bindAttribLocation( program, 0, 'position' );

		}

		gl.linkProgram( program );

		var programLog = gl.getProgramInfoLog( program );
		var vertexLog = gl.getShaderInfoLog( glVertexShader );
		var fragmentLog = gl.getShaderInfoLog( glFragmentShader );

		var runnable = true;
		var haveDiagnostics = true;

		// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
		// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );

		if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {

			runnable = false;

			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );

		} else if ( programLog !== '' ) {

			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );

		} else if ( vertexLog === '' || fragmentLog === '' ) {

			haveDiagnostics = false;

		}

		if ( haveDiagnostics ) {

			this.diagnostics = {

				runnable: runnable,
				material: material,

				programLog: programLog,

				vertexShader: {

					log: vertexLog,
					prefix: prefixVertex

				},

				fragmentShader: {

					log: fragmentLog,
					prefix: prefixFragment

				}

			};

		}

		// clean up

		gl.deleteShader( glVertexShader );
		gl.deleteShader( glFragmentShader );

		// set up caching for uniform locations

		var cachedUniforms;

		this.getUniforms = function() {

			if ( cachedUniforms === undefined ) {

				cachedUniforms =
					new WebGLUniforms( gl, program, renderer );

			}

			return cachedUniforms;

		};

		// set up caching for attribute locations

		var cachedAttributes;

		this.getAttributes = function() {

			if ( cachedAttributes === undefined ) {

				cachedAttributes = fetchAttributeLocations( gl, program );

			}

			return cachedAttributes;

		};

		// free resource

		this.destroy = function() {

			gl.deleteProgram( program );
			this.program = undefined;

		};

		// DEPRECATED

		Object.defineProperties( this, {

			uniforms: {
				get: function() {

					console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
					return this.getUniforms();

				}
			},

			attributes: {
				get: function() {

					console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
					return this.getAttributes();

				}
			}

		} );


		//

		this.id = programIdCount ++;
		this.code = code;
		this.usedTimes = 1;
		this.program = program;
		this.vertexShader = glVertexShader;
		this.fragmentShader = glFragmentShader;

		return this;

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLPrograms( renderer, capabilities ) {

		var programs = [];

		var shaderIDs = {
			MeshDepthMaterial: 'depth',
			MeshNormalMaterial: 'normal',
			MeshBasicMaterial: 'basic',
			MeshLambertMaterial: 'lambert',
			MeshPhongMaterial: 'phong',
			MeshToonMaterial: 'phong',
			MeshStandardMaterial: 'physical',
			MeshPhysicalMaterial: 'physical',
			LineBasicMaterial: 'basic',
			LineDashedMaterial: 'dashed',
			PointsMaterial: 'points'
		};

		var parameterNames = [
			"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
			"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
			"roughnessMap", "metalnessMap", "gradientMap",
			"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
			"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
			"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
			"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
			"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
			"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
			"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking"
		];


		function allocateBones( object ) {

			if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.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 = capabilities.maxVertexUniforms;
				var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

				var maxBones = nVertexMatrices;

				if ( object !== undefined && (object && object.isSkinnedMesh) ) {

					maxBones = Math.min( object.skeleton.bones.length, maxBones );

					if ( maxBones < object.skeleton.bones.length ) {

						console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );

					}

				}

				return maxBones;

			}

		}

		function getTextureEncodingFromMap( map, gammaOverrideLinear ) {

			var encoding;

			if ( ! map ) {

				encoding = LinearEncoding;

			} else if ( map.isTexture ) {

				encoding = map.encoding;

			} else if ( map.isWebGLRenderTarget ) {

				console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
				encoding = map.texture.encoding;

			}

			// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
			if ( encoding === LinearEncoding && gammaOverrideLinear ) {

				encoding = GammaEncoding;

			}

			return encoding;

		}

		this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) {

			var shaderID = shaderIDs[ material.type ];

			// heuristics to create shader parameters according to lights in the scene
			// (not to blow over maxLights budget)

			var maxBones = allocateBones( object );
			var precision = renderer.getPrecision();

			if ( material.precision !== null ) {

				precision = capabilities.getMaxPrecision( material.precision );

				if ( precision !== material.precision ) {

					console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

				}

			}

			var currentRenderTarget = renderer.getCurrentRenderTarget();

			var parameters = {

				shaderID: shaderID,

				precision: precision,
				supportsVertexTextures: capabilities.vertexTextures,
				outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
				map: !! material.map,
				mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
				envMap: !! material.envMap,
				envMapMode: material.envMap && material.envMap.mapping,
				envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
				envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
				lightMap: !! material.lightMap,
				aoMap: !! material.aoMap,
				emissiveMap: !! material.emissiveMap,
				emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
				bumpMap: !! material.bumpMap,
				normalMap: !! material.normalMap,
				displacementMap: !! material.displacementMap,
				roughnessMap: !! material.roughnessMap,
				metalnessMap: !! material.metalnessMap,
				specularMap: !! material.specularMap,
				alphaMap: !! material.alphaMap,

				gradientMap: !! material.gradientMap,

				combine: material.combine,

				vertexColors: material.vertexColors,

				fog: !! fog,
				useFog: material.fog,
				fogExp: (fog && fog.isFogExp2),

				flatShading: material.shading === FlatShading,

				sizeAttenuation: material.sizeAttenuation,
				logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,

				skinning: material.skinning,
				maxBones: maxBones,
				useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,

				morphTargets: material.morphTargets,
				morphNormals: material.morphNormals,
				maxMorphTargets: renderer.maxMorphTargets,
				maxMorphNormals: renderer.maxMorphNormals,

				numDirLights: lights.directional.length,
				numPointLights: lights.point.length,
				numSpotLights: lights.spot.length,
				numRectAreaLights: lights.rectArea.length,
				numHemiLights: lights.hemi.length,

				numClippingPlanes: nClipPlanes,
				numClipIntersection: nClipIntersection,

				shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
				shadowMapType: renderer.shadowMap.type,

				toneMapping: renderer.toneMapping,
				physicallyCorrectLights: renderer.physicallyCorrectLights,

				premultipliedAlpha: material.premultipliedAlpha,

				alphaTest: material.alphaTest,
				doubleSided: material.side === DoubleSide,
				flipSided: material.side === BackSide,

				depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false

			};

			return parameters;

		};

		this.getProgramCode = function ( material, parameters ) {

			var array = [];

			if ( parameters.shaderID ) {

				array.push( parameters.shaderID );

			} else {

				array.push( material.fragmentShader );
				array.push( material.vertexShader );

			}

			if ( material.defines !== undefined ) {

				for ( var name in material.defines ) {

					array.push( name );
					array.push( material.defines[ name ] );

				}

			}

			for ( var i = 0; i < parameterNames.length; i ++ ) {

				array.push( parameters[ parameterNames[ i ] ] );

			}

			return array.join();

		};

		this.acquireProgram = function ( material, parameters, code ) {

			var program;

			// Check if code has been already compiled
			for ( var p = 0, pl = programs.length; p < pl; p ++ ) {

				var programInfo = programs[ p ];

				if ( programInfo.code === code ) {

					program = programInfo;
					++ program.usedTimes;

					break;

				}

			}

			if ( program === undefined ) {

				program = new WebGLProgram( renderer, code, material, parameters );
				programs.push( program );

			}

			return program;

		};

		this.releaseProgram = function( program ) {

			if ( -- program.usedTimes === 0 ) {

				// Remove from unordered set
				var i = programs.indexOf( program );
				programs[ i ] = programs[ programs.length - 1 ];
				programs.pop();

				// Free WebGL resources
				program.destroy();

			}

		};

		// Exposed for resource monitoring & error feedback via renderer.info:
		this.programs = programs;

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLGeometries( gl, properties, info ) {

		var geometries = {};

		function onGeometryDispose( event ) {

			var geometry = event.target;
			var buffergeometry = geometries[ geometry.id ];

			if ( buffergeometry.index !== null ) {

				deleteAttribute( buffergeometry.index );

			}

			deleteAttributes( buffergeometry.attributes );

			geometry.removeEventListener( 'dispose', onGeometryDispose );

			delete geometries[ geometry.id ];

			// TODO

			var property = properties.get( geometry );

			if ( property.wireframe ) {

				deleteAttribute( property.wireframe );

			}

			properties.delete( geometry );

			var bufferproperty = properties.get( buffergeometry );

			if ( bufferproperty.wireframe ) {

				deleteAttribute( bufferproperty.wireframe );

			}

			properties.delete( buffergeometry );

			//

			info.memory.geometries --;

		}

		function getAttributeBuffer( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				return properties.get( attribute.data ).__webglBuffer;

			}

			return properties.get( attribute ).__webglBuffer;

		}

		function deleteAttribute( attribute ) {

			var buffer = getAttributeBuffer( attribute );

			if ( buffer !== undefined ) {

				gl.deleteBuffer( buffer );
				removeAttributeBuffer( attribute );

			}

		}

		function deleteAttributes( attributes ) {

			for ( var name in attributes ) {

				deleteAttribute( attributes[ name ] );

			}

		}

		function removeAttributeBuffer( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				properties.delete( attribute.data );

			} else {

				properties.delete( attribute );

			}

		}

		return {

			get: function ( object ) {

				var geometry = object.geometry;

				if ( geometries[ geometry.id ] !== undefined ) {

					return geometries[ geometry.id ];

				}

				geometry.addEventListener( 'dispose', onGeometryDispose );

				var buffergeometry;

				if ( geometry.isBufferGeometry ) {

					buffergeometry = geometry;

				} else if ( geometry.isGeometry ) {

					if ( geometry._bufferGeometry === undefined ) {

						geometry._bufferGeometry = new BufferGeometry().setFromObject( object );

					}

					buffergeometry = geometry._bufferGeometry;

				}

				geometries[ geometry.id ] = buffergeometry;

				info.memory.geometries ++;

				return buffergeometry;

			}

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLObjects( gl, properties, info ) {

		var geometries = new WebGLGeometries( gl, properties, info );

		//

		function update( object ) {

			// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.

			var geometry = geometries.get( object );

			if ( object.geometry.isGeometry ) {

				geometry.updateFromObject( object );

			}

			var index = geometry.index;
			var attributes = geometry.attributes;

			if ( index !== null ) {

				updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );

			}

			for ( var name in attributes ) {

				updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );

			}

			// morph targets

			var morphAttributes = geometry.morphAttributes;

			for ( var name in morphAttributes ) {

				var array = morphAttributes[ name ];

				for ( var i = 0, l = array.length; i < l; i ++ ) {

					updateAttribute( array[ i ], gl.ARRAY_BUFFER );

				}

			}

			return geometry;

		}

		function updateAttribute( attribute, bufferType ) {

			var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute;

			var attributeProperties = properties.get( data );

			if ( attributeProperties.__webglBuffer === undefined ) {

				createBuffer( attributeProperties, data, bufferType );

			} else if ( attributeProperties.version !== data.version ) {

				updateBuffer( attributeProperties, data, bufferType );

			}

		}

		function createBuffer( attributeProperties, data, bufferType ) {

			attributeProperties.__webglBuffer = gl.createBuffer();
			gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );

			var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;

			gl.bufferData( bufferType, data.array, usage );

			var type = gl.FLOAT;
			var array = data.array;

			if ( array instanceof Float32Array ) {

				type = gl.FLOAT;

			} else if ( array instanceof Float64Array ) {

				console.warn( "Unsupported data buffer format: Float64Array" );

			} else if ( array instanceof Uint16Array ) {

				type = gl.UNSIGNED_SHORT;

			} else if ( array instanceof Int16Array ) {

				type = gl.SHORT;

			} else if ( array instanceof Uint32Array ) {

				type = gl.UNSIGNED_INT;

			} else if ( array instanceof Int32Array ) {

				type = gl.INT;

			} else if ( array instanceof Int8Array ) {

				type = gl.BYTE;

			} else if ( array instanceof Uint8Array ) {

				type = gl.UNSIGNED_BYTE;

			}

			attributeProperties.bytesPerElement = array.BYTES_PER_ELEMENT;
			attributeProperties.type = type;
			attributeProperties.version = data.version;

			data.onUploadCallback();

		}

		function updateBuffer( attributeProperties, data, bufferType ) {

			gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );

			if ( data.dynamic === false ) {

				gl.bufferData( bufferType, data.array, gl.STATIC_DRAW );

			} else if ( data.updateRange.count === - 1 ) {

				// Not using update ranges

				gl.bufferSubData( bufferType, 0, data.array );

			} else if ( data.updateRange.count === 0 ) {

				console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );

			} else {

				gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
								  data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );

				data.updateRange.count = 0; // reset range

			}

			attributeProperties.version = data.version;

		}

		function getAttributeBuffer( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				return properties.get( attribute.data ).__webglBuffer;

			}

			return properties.get( attribute ).__webglBuffer;

		}

		function getAttributeProperties( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				return properties.get( attribute.data );

			}

			return properties.get( attribute );

		}

		function getWireframeAttribute( geometry ) {

			var property = properties.get( geometry );

			if ( property.wireframe !== undefined ) {

				return property.wireframe;

			}

			var indices = [];

			var index = geometry.index;
			var attributes = geometry.attributes;
			var position = attributes.position;

			// console.time( 'wireframe' );

			if ( index !== null ) {

				var edges = {};
				var array = index.array;

				for ( var i = 0, l = array.length; i < l; i += 3 ) {

					var a = array[ i + 0 ];
					var b = array[ i + 1 ];
					var c = array[ i + 2 ];

					indices.push( a, b, b, c, c, a );

				}

			} else {

				var array = attributes.position.array;

				for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

					var a = i + 0;
					var b = i + 1;
					var c = i + 2;

					indices.push( a, b, b, c, c, a );

				}

			}

			// console.timeEnd( 'wireframe' );

			var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array;
			var attribute = new BufferAttribute( new TypeArray( indices ), 1 );

			updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );

			property.wireframe = attribute;

			return attribute;

		}

		return {

			getAttributeBuffer: getAttributeBuffer,
			getAttributeProperties: getAttributeProperties,
			getWireframeAttribute: getWireframeAttribute,

			update: update

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) {

		var _infoMemory = info.memory;
		var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );

		//

		function clampToMaxSize( image, maxSize ) {

			if ( image.width > maxSize || image.height > maxSize ) {

				// Warning: Scaling through the canvas will only work with images that use
				// premultiplied alpha.

				var scale = maxSize / Math.max( image.width, image.height );

				var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
				canvas.width = Math.floor( image.width * scale );
				canvas.height = Math.floor( image.height * scale );

				var context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );

				console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

				return canvas;

			}

			return image;

		}

		function isPowerOfTwo( image ) {

			return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );

		}

		function makePowerOfTwo( image ) {

			if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {

				var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
				canvas.width = _Math.nearestPowerOfTwo( image.width );
				canvas.height = _Math.nearestPowerOfTwo( image.height );

				var context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, canvas.width, canvas.height );

				console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

				return canvas;

			}

			return image;

		}

		function textureNeedsPowerOfTwo( texture ) {

			return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
				( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

		}

		// Fallback filters for non-power-of-2 textures

		function filterFallback( f ) {

			if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {

				return _gl.NEAREST;

			}

			return _gl.LINEAR;

		}

		//

		function onTextureDispose( event ) {

			var texture = event.target;

			texture.removeEventListener( 'dispose', onTextureDispose );

			deallocateTexture( texture );

			_infoMemory.textures --;


		}

		function onRenderTargetDispose( event ) {

			var renderTarget = event.target;

			renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

			deallocateRenderTarget( renderTarget );

			_infoMemory.textures --;

		}

		//

		function deallocateTexture( texture ) {

			var textureProperties = properties.get( texture );

			if ( texture.image && textureProperties.__image__webglTextureCube ) {

				// cube texture

				_gl.deleteTexture( textureProperties.__image__webglTextureCube );

			} else {

				// 2D texture

				if ( textureProperties.__webglInit === undefined ) return;

				_gl.deleteTexture( textureProperties.__webglTexture );

			}

			// remove all webgl properties
			properties.delete( texture );

		}

		function deallocateRenderTarget( renderTarget ) {

			var renderTargetProperties = properties.get( renderTarget );
			var textureProperties = properties.get( renderTarget.texture );

			if ( ! renderTarget ) return;

			if ( textureProperties.__webglTexture !== undefined ) {

				_gl.deleteTexture( textureProperties.__webglTexture );

			}

			if ( renderTarget.depthTexture ) {

				renderTarget.depthTexture.dispose();

			}

			if ( renderTarget.isWebGLRenderTargetCube ) {

				for ( var i = 0; i < 6; i ++ ) {

					_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
					if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

				}

			} else {

				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );

			}

			properties.delete( renderTarget.texture );
			properties.delete( renderTarget );

		}

		//



		function setTexture2D( texture, slot ) {

			var textureProperties = properties.get( texture );

			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

				var image = texture.image;

				if ( image === undefined ) {

					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );

				} else if ( image.complete === false ) {

					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );

				} else {

					uploadTexture( textureProperties, texture, slot );
					return;

				}

			}

			state.activeTexture( _gl.TEXTURE0 + slot );
			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );

		}

		function setTextureCube( texture, slot ) {

			var textureProperties = properties.get( texture );

			if ( texture.image.length === 6 ) {

				if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

					if ( ! textureProperties.__image__webglTextureCube ) {

						texture.addEventListener( 'dispose', onTextureDispose );

						textureProperties.__image__webglTextureCube = _gl.createTexture();

						_infoMemory.textures ++;

					}

					state.activeTexture( _gl.TEXTURE0 + slot );
					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

					_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

					var isCompressed = ( texture && texture.isCompressedTexture );
					var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

					var cubeImage = [];

					for ( var i = 0; i < 6; i ++ ) {

						if ( ! isCompressed && ! isDataTexture ) {

							cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );

						} else {

							cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

						}

					}

					var image = cubeImage[ 0 ],
					isPowerOfTwoImage = isPowerOfTwo( image ),
					glFormat = paramThreeToGL( texture.format ),
					glType = paramThreeToGL( texture.type );

					setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );

					for ( var i = 0; i < 6; i ++ ) {

						if ( ! isCompressed ) {

							if ( isDataTexture ) {

								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

							} else {

								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

							}

						} else {

							var mipmap, mipmaps = cubeImage[ i ].mipmaps;

							for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

								mipmap = mipmaps[ j ];

								if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

									if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

										state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

									} else {

										console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );

									}

								} else {

									state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

								}

							}

						}

					}

					if ( texture.generateMipmaps && isPowerOfTwoImage ) {

						_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

					}

					textureProperties.__version = texture.version;

					if ( texture.onUpdate ) texture.onUpdate( texture );

				} else {

					state.activeTexture( _gl.TEXTURE0 + slot );
					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

				}

			}

		}

		function setTextureCubeDynamic( texture, slot ) {

			state.activeTexture( _gl.TEXTURE0 + slot );
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );

		}

		function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {

			var extension;

			if ( isPowerOfTwoImage ) {

				_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 );

				if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );

				}

				_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
				_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

				if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );

				}

			}

			extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			if ( extension ) {

				if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
				if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;

				if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

					_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
					properties.get( texture ).__currentAnisotropy = texture.anisotropy;

				}

			}

		}

		function uploadTexture( textureProperties, texture, slot ) {

			if ( textureProperties.__webglInit === undefined ) {

				textureProperties.__webglInit = true;

				texture.addEventListener( 'dispose', onTextureDispose );

				textureProperties.__webglTexture = _gl.createTexture();

				_infoMemory.textures ++;

			}

			state.activeTexture( _gl.TEXTURE0 + slot );
			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__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 = clampToMaxSize( texture.image, capabilities.maxTextureSize );

			if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {

				image = makePowerOfTwo( image );

			}

			var isPowerOfTwoImage = isPowerOfTwo( image ),
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );

			setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );

			var mipmap, mipmaps = texture.mipmaps;

			if ( texture.isDepthTexture ) {

				// populate depth texture with dummy data

				var internalFormat = _gl.DEPTH_COMPONENT;

				if ( texture.type === FloatType ) {

					if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
					internalFormat = _gl.DEPTH_COMPONENT32F;

				} else if ( _isWebGL2 ) {

					// WebGL 2.0 requires signed internalformat for glTexImage2D
					internalFormat = _gl.DEPTH_COMPONENT16;

				}

				if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {

					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
					// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
					if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

					        console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

						texture.type = UnsignedShortType;
						glType = paramThreeToGL( texture.type );

					}

				}

				// Depth stencil textures need the DEPTH_STENCIL internal format
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.format === DepthStencilFormat ) {

					internalFormat = _gl.DEPTH_STENCIL;

					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
					// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
					if ( texture.type !== UnsignedInt248Type ) {

					        console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

						texture.type = UnsignedInt248Type;
						glType = paramThreeToGL( texture.type );

					}

				}

				state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );

			} else if ( texture.isDataTexture ) {

				// 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 && isPowerOfTwoImage ) {

					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

						mipmap = mipmaps[ i ];
						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

					texture.generateMipmaps = false;

				} else {

					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

				}

			} else if ( texture.isCompressedTexture ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];

					if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

						if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

							state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						} else {

							console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );

						}

					} else {

						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, 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 && isPowerOfTwoImage ) {

					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

						mipmap = mipmaps[ i ];
						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

					}

					texture.generateMipmaps = false;

				} else {

					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );

				}

			}

			if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );

			textureProperties.__version = texture.version;

			if ( texture.onUpdate ) texture.onUpdate( texture );

		}

		// Render targets

		// Setup storage for target texture and bind it to correct framebuffer
		function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {

			var glFormat = paramThreeToGL( renderTarget.texture.format );
			var glType = paramThreeToGL( renderTarget.texture.type );
			state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
		function setupRenderBufferStorage( 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 );

			} 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 {

				// FIXME: We don't support !depth !stencil
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

			}

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

		}

		// Setup resources for a Depth Texture for a FBO (needs an extension)
		function setupDepthTexture( framebuffer, renderTarget ) {

			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
			if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

			if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

				throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');

			}

			// upload an empty depth texture with framebuffer size
			if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
					renderTarget.depthTexture.image.width !== renderTarget.width ||
					renderTarget.depthTexture.image.height !== renderTarget.height ) {
				renderTarget.depthTexture.image.width = renderTarget.width;
				renderTarget.depthTexture.image.height = renderTarget.height;
				renderTarget.depthTexture.needsUpdate = true;
			}

			setTexture2D( renderTarget.depthTexture, 0 );

			var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;

			if ( renderTarget.depthTexture.format === DepthFormat ) {

				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

			} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

			} else {

				throw new Error('Unknown depthTexture format')

			}

		}

		// Setup GL resources for a non-texture depth buffer
		function setupDepthRenderbuffer( renderTarget ) {

			var renderTargetProperties = properties.get( renderTarget );

			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );

			if ( renderTarget.depthTexture ) {

				if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');

				setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

			} else {

				if ( isCube ) {

					renderTargetProperties.__webglDepthbuffer = [];

					for ( var i = 0; i < 6; i ++ ) {

						_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
						renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );

					}

				} else {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );

				}

			}

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		// Set up GL resources for the render target
		function setupRenderTarget( renderTarget ) {

			var renderTargetProperties = properties.get( renderTarget );
			var textureProperties = properties.get( renderTarget.texture );

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			textureProperties.__webglTexture = _gl.createTexture();

			_infoMemory.textures ++;

			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );

			// Setup framebuffer

			if ( isCube ) {

				renderTargetProperties.__webglFramebuffer = [];

				for ( var i = 0; i < 6; i ++ ) {

					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

				}

			} else {

				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

			}

			// Setup color buffer

			if ( isCube ) {

				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );

				}

				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );

				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
				state.bindTexture( _gl.TEXTURE_2D, null );

			}

			// Setup depth and stencil buffers

			if ( renderTarget.depthBuffer ) {

				setupDepthRenderbuffer( renderTarget );

			}

		}

		function updateRenderTargetMipmap( renderTarget ) {

			var texture = renderTarget.texture;

			if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
					texture.minFilter !== NearestFilter &&
					texture.minFilter !== LinearFilter ) {

				var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
				var webglTexture = properties.get( texture ).__webglTexture;

				state.bindTexture( target, webglTexture );
				_gl.generateMipmap( target );
				state.bindTexture( target, null );

			}

		}

		this.setTexture2D = setTexture2D;
		this.setTextureCube = setTextureCube;
		this.setTextureCubeDynamic = setTextureCubeDynamic;
		this.setupRenderTarget = setupRenderTarget;
		this.updateRenderTargetMipmap = updateRenderTargetMipmap;

	}

	/**
	 * @author fordacious / fordacious.github.io
	 */

	function WebGLProperties() {

		var properties = {};

		return {

			get: function ( object ) {

				var uuid = object.uuid;
				var map = properties[ uuid ];

				if ( map === undefined ) {

					map = {};
					properties[ uuid ] = map;

				}

				return map;

			},

			delete: function ( object ) {

				delete properties[ object.uuid ];

			},

			clear: function () {

				properties = {};

			}

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLState( gl, extensions, paramThreeToGL ) {

		function ColorBuffer() {

			var locked = false;

			var color = new Vector4();
			var currentColorMask = null;
			var currentColorClear = new Vector4();

			return {

				setMask: function ( colorMask ) {

					if ( currentColorMask !== colorMask && ! locked ) {

						gl.colorMask( colorMask, colorMask, colorMask, colorMask );
						currentColorMask = colorMask;

					}

				},

				setLocked: function ( lock ) {

					locked = lock;

				},

				setClear: function ( r, g, b, a, premultipliedAlpha ) {

					if ( premultipliedAlpha === true ) {

						r *= a; g *= a; b *= a;

					}

					color.set( r, g, b, a );

					if ( currentColorClear.equals( color ) === false ) {

						gl.clearColor( r, g, b, a );
						currentColorClear.copy( color );

					}

				},

				reset: function () {

					locked = false;

					currentColorMask = null;
					currentColorClear.set( 0, 0, 0, 1 );

				}

			};

		}

		function DepthBuffer() {

			var locked = false;

			var currentDepthMask = null;
			var currentDepthFunc = null;
			var currentDepthClear = null;

			return {

				setTest: function ( depthTest ) {

					if ( depthTest ) {

						enable( gl.DEPTH_TEST );

					} else {

						disable( gl.DEPTH_TEST );

					}

				},

				setMask: function ( depthMask ) {

					if ( currentDepthMask !== depthMask && ! locked ) {

						gl.depthMask( depthMask );
						currentDepthMask = depthMask;

					}

				},

				setFunc: function ( depthFunc ) {

					if ( currentDepthFunc !== depthFunc ) {

						if ( depthFunc ) {

							switch ( depthFunc ) {

								case NeverDepth:

									gl.depthFunc( gl.NEVER );
									break;

								case AlwaysDepth:

									gl.depthFunc( gl.ALWAYS );
									break;

								case LessDepth:

									gl.depthFunc( gl.LESS );
									break;

								case LessEqualDepth:

									gl.depthFunc( gl.LEQUAL );
									break;

								case EqualDepth:

									gl.depthFunc( gl.EQUAL );
									break;

								case GreaterEqualDepth:

									gl.depthFunc( gl.GEQUAL );
									break;

								case GreaterDepth:

									gl.depthFunc( gl.GREATER );
									break;

								case NotEqualDepth:

									gl.depthFunc( gl.NOTEQUAL );
									break;

								default:

									gl.depthFunc( gl.LEQUAL );

							}

						} else {

							gl.depthFunc( gl.LEQUAL );

						}

						currentDepthFunc = depthFunc;

					}

				},

				setLocked: function ( lock ) {

					locked = lock;

				},

				setClear: function ( depth ) {

					if ( currentDepthClear !== depth ) {

						gl.clearDepth( depth );
						currentDepthClear = depth;

					}

				},

				reset: function () {

					locked = false;

					currentDepthMask = null;
					currentDepthFunc = null;
					currentDepthClear = null;

				}

			};

		}

		function StencilBuffer() {

			var locked = false;

			var currentStencilMask = null;
			var currentStencilFunc = null;
			var currentStencilRef = null;
			var currentStencilFuncMask = null;
			var currentStencilFail = null;
			var currentStencilZFail = null;
			var currentStencilZPass = null;
			var currentStencilClear = null;

			return {

				setTest: function ( stencilTest ) {

					if ( stencilTest ) {

						enable( gl.STENCIL_TEST );

					} else {

						disable( gl.STENCIL_TEST );

					}

				},

				setMask: function ( stencilMask ) {

					if ( currentStencilMask !== stencilMask && ! locked ) {

						gl.stencilMask( stencilMask );
						currentStencilMask = stencilMask;

					}

				},

				setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

					if ( currentStencilFunc !== stencilFunc ||
					     currentStencilRef 	!== stencilRef 	||
					     currentStencilFuncMask !== stencilMask ) {

						gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

						currentStencilFunc = stencilFunc;
						currentStencilRef = stencilRef;
						currentStencilFuncMask = stencilMask;

					}

				},

				setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

					if ( currentStencilFail	 !== stencilFail 	||
					     currentStencilZFail !== stencilZFail ||
					     currentStencilZPass !== stencilZPass ) {

						gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

						currentStencilFail = stencilFail;
						currentStencilZFail = stencilZFail;
						currentStencilZPass = stencilZPass;

					}

				},

				setLocked: function ( lock ) {

					locked = lock;

				},

				setClear: function ( stencil ) {

					if ( currentStencilClear !== stencil ) {

						gl.clearStencil( stencil );
						currentStencilClear = stencil;

					}

				},

				reset: function () {

					locked = false;

					currentStencilMask = null;
					currentStencilFunc = null;
					currentStencilRef = null;
					currentStencilFuncMask = null;
					currentStencilFail = null;
					currentStencilZFail = null;
					currentStencilZPass = null;
					currentStencilClear = null;

				}

			};

		}

		//

		var colorBuffer = new ColorBuffer();
		var depthBuffer = new DepthBuffer();
		var stencilBuffer = new StencilBuffer();

		var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
		var newAttributes = new Uint8Array( maxVertexAttributes );
		var enabledAttributes = new Uint8Array( maxVertexAttributes );
		var attributeDivisors = new Uint8Array( maxVertexAttributes );

		var capabilities = {};

		var compressedTextureFormats = null;

		var currentBlending = null;
		var currentBlendEquation = null;
		var currentBlendSrc = null;
		var currentBlendDst = null;
		var currentBlendEquationAlpha = null;
		var currentBlendSrcAlpha = null;
		var currentBlendDstAlpha = null;
		var currentPremultipledAlpha = false;

		var currentFlipSided = null;
		var currentCullFace = null;

		var currentLineWidth = null;

		var currentPolygonOffsetFactor = null;
		var currentPolygonOffsetUnits = null;

		var currentScissorTest = null;

		var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );

		var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
		var lineWidthAvailable = parseFloat( version ) >= 1.0;

		var currentTextureSlot = null;
		var currentBoundTextures = {};

		var currentScissor = new Vector4();
		var currentViewport = new Vector4();

		function createTexture( type, target, count ) {

			var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
			var texture = gl.createTexture();

			gl.bindTexture( type, texture );
			gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
			gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );

			for ( var i = 0; i < count; i ++ ) {

				gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

			}

			return texture;

		}

		var emptyTextures = {};
		emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
		emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );

		//

		function init() {

			colorBuffer.setClear( 0, 0, 0, 1 );
			depthBuffer.setClear( 1 );
			stencilBuffer.setClear( 0 );

			enable( gl.DEPTH_TEST );
			setDepthFunc( LessEqualDepth );

			setFlipSided( false );
			setCullFace( CullFaceBack );
			enable( gl.CULL_FACE );

			enable( gl.BLEND );
			setBlending( NormalBlending );

		}

		function initAttributes() {

			for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {

				newAttributes[ i ] = 0;

			}

		}

		function enableAttribute( attribute ) {

			newAttributes[ attribute ] = 1;

			if ( enabledAttributes[ attribute ] === 0 ) {

				gl.enableVertexAttribArray( attribute );
				enabledAttributes[ attribute ] = 1;

			}

			if ( attributeDivisors[ attribute ] !== 0 ) {

				var extension = extensions.get( 'ANGLE_instanced_arrays' );

				extension.vertexAttribDivisorANGLE( attribute, 0 );
				attributeDivisors[ attribute ] = 0;

			}

		}

		function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) {

			newAttributes[ attribute ] = 1;

			if ( enabledAttributes[ attribute ] === 0 ) {

				gl.enableVertexAttribArray( attribute );
				enabledAttributes[ attribute ] = 1;

			}

			if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {

				extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
				attributeDivisors[ attribute ] = meshPerAttribute;

			}

		}

		function disableUnusedAttributes() {

			for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {

				if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

					gl.disableVertexAttribArray( i );
					enabledAttributes[ i ] = 0;

				}

			}

		}

		function enable( id ) {

			if ( capabilities[ id ] !== true ) {

				gl.enable( id );
				capabilities[ id ] = true;

			}

		}

		function disable( id ) {

			if ( capabilities[ id ] !== false ) {

				gl.disable( id );
				capabilities[ id ] = false;

			}

		}

		function getCompressedTextureFormats() {

			if ( compressedTextureFormats === null ) {

				compressedTextureFormats = [];

				if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
				     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
				     extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {

					var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );

					for ( var i = 0; i < formats.length; i ++ ) {

						compressedTextureFormats.push( formats[ i ] );

					}

				}

			}

			return compressedTextureFormats;

		}

		function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

			if ( blending !== NoBlending ) {

				enable( gl.BLEND );

			} else {

				disable( gl.BLEND );

			}

			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

				if ( blending === AdditiveBlending ) {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );

					} else {

						gl.blendEquation( gl.FUNC_ADD );
						gl.blendFunc( gl.SRC_ALPHA, gl.ONE );

					}

				} else if ( blending === SubtractiveBlending ) {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );

					} else {

						gl.blendEquation( gl.FUNC_ADD );
						gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );

					}

				} else if ( blending === MultiplyBlending ) {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );

					} else {

						gl.blendEquation( gl.FUNC_ADD );
						gl.blendFunc( gl.ZERO, gl.SRC_COLOR );

					}

				} else {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );

					} else {

						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 );

					}

				}

				currentBlending = blending;
				currentPremultipledAlpha = premultipliedAlpha;

			}

			if ( blending === CustomBlending ) {

				blendEquationAlpha = blendEquationAlpha || blendEquation;
				blendSrcAlpha = blendSrcAlpha || blendSrc;
				blendDstAlpha = blendDstAlpha || blendDst;

				if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

					gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );

					currentBlendEquation = blendEquation;
					currentBlendEquationAlpha = blendEquationAlpha;

				}

				if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

					gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );

					currentBlendSrc = blendSrc;
					currentBlendDst = blendDst;
					currentBlendSrcAlpha = blendSrcAlpha;
					currentBlendDstAlpha = blendDstAlpha;

				}

			} else {

				currentBlendEquation = null;
				currentBlendSrc = null;
				currentBlendDst = null;
				currentBlendEquationAlpha = null;
				currentBlendSrcAlpha = null;
				currentBlendDstAlpha = null;

			}

		}

		// TODO Deprecate

		function setColorWrite( colorWrite ) {

			colorBuffer.setMask( colorWrite );

		}

		function setDepthTest( depthTest ) {

			depthBuffer.setTest( depthTest );

		}

		function setDepthWrite( depthWrite ) {

			depthBuffer.setMask( depthWrite );

		}

		function setDepthFunc( depthFunc ) {

			depthBuffer.setFunc( depthFunc );

		}

		function setStencilTest( stencilTest ) {

			stencilBuffer.setTest( stencilTest );

		}

		function setStencilWrite( stencilWrite ) {

			stencilBuffer.setMask( stencilWrite );

		}

		function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {

			stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );

		}

		function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {

			stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );

		}

		//

		function setFlipSided( flipSided ) {

			if ( currentFlipSided !== flipSided ) {

				if ( flipSided ) {

					gl.frontFace( gl.CW );

				} else {

					gl.frontFace( gl.CCW );

				}

				currentFlipSided = flipSided;

			}

		}

		function setCullFace( cullFace ) {

			if ( cullFace !== CullFaceNone ) {

				enable( gl.CULL_FACE );

				if ( cullFace !== currentCullFace ) {

					if ( cullFace === CullFaceBack ) {

						gl.cullFace( gl.BACK );

					} else if ( cullFace === CullFaceFront ) {

						gl.cullFace( gl.FRONT );

					} else {

						gl.cullFace( gl.FRONT_AND_BACK );

					}

				}

			} else {

				disable( gl.CULL_FACE );

			}

			currentCullFace = cullFace;

		}

		function setLineWidth( width ) {

			if ( width !== currentLineWidth ) {

				if ( lineWidthAvailable ) gl.lineWidth( width );

				currentLineWidth = width;

			}

		}

		function setPolygonOffset( polygonOffset, factor, units ) {

			if ( polygonOffset ) {

				enable( gl.POLYGON_OFFSET_FILL );

				if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

					gl.polygonOffset( factor, units );

					currentPolygonOffsetFactor = factor;
					currentPolygonOffsetUnits = units;

				}

			} else {

				disable( gl.POLYGON_OFFSET_FILL );

			}

		}

		function getScissorTest() {

			return currentScissorTest;

		}

		function setScissorTest( scissorTest ) {

			currentScissorTest = scissorTest;

			if ( scissorTest ) {

				enable( gl.SCISSOR_TEST );

			} else {

				disable( gl.SCISSOR_TEST );

			}

		}

		// texture

		function activeTexture( webglSlot ) {

			if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;

			if ( currentTextureSlot !== webglSlot ) {

				gl.activeTexture( webglSlot );
				currentTextureSlot = webglSlot;

			}

		}

		function bindTexture( webglType, webglTexture ) {

			if ( currentTextureSlot === null ) {

				activeTexture();

			}

			var boundTexture = currentBoundTextures[ currentTextureSlot ];

			if ( boundTexture === undefined ) {

				boundTexture = { type: undefined, texture: undefined };
				currentBoundTextures[ currentTextureSlot ] = boundTexture;

			}

			if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

				gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

				boundTexture.type = webglType;
				boundTexture.texture = webglTexture;

			}

		}

		function compressedTexImage2D() {

			try {

				gl.compressedTexImage2D.apply( gl, arguments );

			} catch ( error ) {

				console.error( error );

			}

		}

		function texImage2D() {

			try {

				gl.texImage2D.apply( gl, arguments );

			} catch ( error ) {

				console.error( error );

			}

		}

		//

		function scissor( scissor ) {

			if ( currentScissor.equals( scissor ) === false ) {

				gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
				currentScissor.copy( scissor );

			}

		}

		function viewport( viewport ) {

			if ( currentViewport.equals( viewport ) === false ) {

				gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
				currentViewport.copy( viewport );

			}

		}

		//

		function reset() {

			for ( var i = 0; i < enabledAttributes.length; i ++ ) {

				if ( enabledAttributes[ i ] === 1 ) {

					gl.disableVertexAttribArray( i );
					enabledAttributes[ i ] = 0;

				}

			}

			capabilities = {};

			compressedTextureFormats = null;

			currentTextureSlot = null;
			currentBoundTextures = {};

			currentBlending = null;

			currentFlipSided = null;
			currentCullFace = null;

			colorBuffer.reset();
			depthBuffer.reset();
			stencilBuffer.reset();

		}

		return {

			buffers: {
				color: colorBuffer,
				depth: depthBuffer,
				stencil: stencilBuffer
			},

			init: init,
			initAttributes: initAttributes,
			enableAttribute: enableAttribute,
			enableAttributeAndDivisor: enableAttributeAndDivisor,
			disableUnusedAttributes: disableUnusedAttributes,
			enable: enable,
			disable: disable,
			getCompressedTextureFormats: getCompressedTextureFormats,

			setBlending: setBlending,

			setColorWrite: setColorWrite,
			setDepthTest: setDepthTest,
			setDepthWrite: setDepthWrite,
			setDepthFunc: setDepthFunc,
			setStencilTest: setStencilTest,
			setStencilWrite: setStencilWrite,
			setStencilFunc: setStencilFunc,
			setStencilOp: setStencilOp,

			setFlipSided: setFlipSided,
			setCullFace: setCullFace,

			setLineWidth: setLineWidth,
			setPolygonOffset: setPolygonOffset,

			getScissorTest: getScissorTest,
			setScissorTest: setScissorTest,

			activeTexture: activeTexture,
			bindTexture: bindTexture,
			compressedTexImage2D: compressedTexImage2D,
			texImage2D: texImage2D,

			scissor: scissor,
			viewport: viewport,

			reset: reset

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLCapabilities( gl, extensions, parameters ) {

		var maxAnisotropy;

		function getMaxAnisotropy() {

			if ( maxAnisotropy !== undefined ) return maxAnisotropy;

			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			if ( extension !== null ) {

				maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

			} else {

				maxAnisotropy = 0;

			}

			return maxAnisotropy;

		}

		function getMaxPrecision( precision ) {

			if ( precision === 'highp' ) {

				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {

					return 'highp';

				}

				precision = 'mediump';

			}

			if ( precision === 'mediump' ) {

				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {

					return 'mediump';

				}

			}

			return 'lowp';

		}

		var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
		var maxPrecision = getMaxPrecision( precision );

		if ( maxPrecision !== precision ) {

			console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
			precision = maxPrecision;

		}

		var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );

		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 maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
		var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
		var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
		var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );

		var vertexTextures = maxVertexTextures > 0;
		var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
		var floatVertexTextures = vertexTextures && floatFragmentTextures;

		return {

			getMaxAnisotropy: getMaxAnisotropy,
			getMaxPrecision: getMaxPrecision,

			precision: precision,
			logarithmicDepthBuffer: logarithmicDepthBuffer,

			maxTextures: maxTextures,
			maxVertexTextures: maxVertexTextures,
			maxTextureSize: maxTextureSize,
			maxCubemapSize: maxCubemapSize,

			maxAttributes: maxAttributes,
			maxVertexUniforms: maxVertexUniforms,
			maxVaryings: maxVaryings,
			maxFragmentUniforms: maxFragmentUniforms,

			vertexTextures: vertexTextures,
			floatFragmentTextures: floatFragmentTextures,
			floatVertexTextures: floatVertexTextures

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLExtensions( gl ) {

		var extensions = {};

		return {

			get: function ( name ) {

				if ( extensions[ name ] !== undefined ) {

					return extensions[ name ];

				}

				var extension;

				switch ( name ) {

					case 'WEBGL_depth_texture':
						extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
						break;

					case 'EXT_texture_filter_anisotropic':
						extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
						break;

					case 'WEBGL_compressed_texture_s3tc':
						extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
						break;

					case 'WEBGL_compressed_texture_pvrtc':
						extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
						break;

					case 'WEBGL_compressed_texture_etc1':
						extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
						break;

					default:
						extension = gl.getExtension( name );

				}

				if ( extension === null ) {

					console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

				}

				extensions[ name ] = extension;

				return extension;

			}

		};

	}

	/**
	 * @author tschw
	 */

	function WebGLClipping() {

		var scope = this,

			globalState = null,
			numGlobalPlanes = 0,
			localClippingEnabled = false,
			renderingShadows = false,

			plane = new Plane(),
			viewNormalMatrix = new Matrix3(),

			uniform = { value: null, needsUpdate: false };

		this.uniform = uniform;
		this.numPlanes = 0;
		this.numIntersection = 0;

		this.init = function( planes, enableLocalClipping, camera ) {

			var enabled =
				planes.length !== 0 ||
				enableLocalClipping ||
				// enable state of previous frame - the clipping code has to
				// run another frame in order to reset the state:
				numGlobalPlanes !== 0 ||
				localClippingEnabled;

			localClippingEnabled = enableLocalClipping;

			globalState = projectPlanes( planes, camera, 0 );
			numGlobalPlanes = planes.length;

			return enabled;

		};

		this.beginShadows = function() {

			renderingShadows = true;
			projectPlanes( null );

		};

		this.endShadows = function() {

			renderingShadows = false;
			resetGlobalState();

		};

		this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {

			if ( ! localClippingEnabled ||
					planes === null || planes.length === 0 ||
					renderingShadows && ! clipShadows ) {
				// there's no local clipping

				if ( renderingShadows ) {
					// there's no global clipping

					projectPlanes( null );

				} else {

					resetGlobalState();
				}

			} else {

				var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
					lGlobal = nGlobal * 4,

					dstArray = cache.clippingState || null;

				uniform.value = dstArray; // ensure unique state

				dstArray = projectPlanes( planes, camera, lGlobal, fromCache );

				for ( var i = 0; i !== lGlobal; ++ i ) {

					dstArray[ i ] = globalState[ i ];

				}

				cache.clippingState = dstArray;
				this.numIntersection = clipIntersection ? this.numPlanes : 0;
				this.numPlanes += nGlobal;

			}


		};

		function resetGlobalState() {

			if ( uniform.value !== globalState ) {

				uniform.value = globalState;
				uniform.needsUpdate = numGlobalPlanes > 0;

			}

			scope.numPlanes = numGlobalPlanes;
			scope.numIntersection = 0;

		}

		function projectPlanes( planes, camera, dstOffset, skipTransform ) {

			var nPlanes = planes !== null ? planes.length : 0,
				dstArray = null;

			if ( nPlanes !== 0 ) {

				dstArray = uniform.value;

				if ( skipTransform !== true || dstArray === null ) {

					var flatSize = dstOffset + nPlanes * 4,
						viewMatrix = camera.matrixWorldInverse;

					viewNormalMatrix.getNormalMatrix( viewMatrix );

					if ( dstArray === null || dstArray.length < flatSize ) {

						dstArray = new Float32Array( flatSize );

					}

					for ( var i = 0, i4 = dstOffset;
										i !== nPlanes; ++ i, i4 += 4 ) {

						plane.copy( planes[ i ] ).
								applyMatrix4( viewMatrix, viewNormalMatrix );

						plane.normal.toArray( dstArray, i4 );
						dstArray[ i4 + 3 ] = plane.constant;

					}

				}

				uniform.value = dstArray;
				uniform.needsUpdate = true;

			}

			scope.numPlanes = nPlanes;

			return dstArray;

		}

	}

	/**
	 * @author supereggbert / http://www.paulbrunt.co.uk/
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author szimek / https://github.com/szimek/
	 * @author tschw
	 */

	function WebGLRenderer( parameters ) {

		console.log( 'THREE.WebGLRenderer', REVISION );

		parameters = parameters || {};

		var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
			_context = parameters.context !== undefined ? parameters.context : null,

			_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
			_depth = parameters.depth !== undefined ? parameters.depth : true,
			_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
			_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
			_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
			_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;

		var lights = [];

		var opaqueObjects = [];
		var opaqueObjectsLastIndex = - 1;
		var transparentObjects = [];
		var transparentObjectsLastIndex = - 1;

		var morphInfluences = new Float32Array( 8 );

		var sprites = [];
		var lensFlares = [];

		// 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;

		// user-defined clipping

		this.clippingPlanes = [];
		this.localClippingEnabled = false;

		// physically based shading

		this.gammaFactor = 2.0;	// for backwards compatibility
		this.gammaInput = false;
		this.gammaOutput = false;

		// physical lights

		this.physicallyCorrectLights = false;

		// tone mapping

		this.toneMapping = LinearToneMapping;
		this.toneMappingExposure = 1.0;
		this.toneMappingWhitePoint = 1.0;

		// morphs

		this.maxMorphTargets = 8;
		this.maxMorphNormals = 4;

		// internal properties

		var _this = this,

			// internal state cache

			_currentProgram = null,
			_currentRenderTarget = null,
			_currentFramebuffer = null,
			_currentMaterialId = - 1,
			_currentGeometryProgram = '',
			_currentCamera = null,

			_currentScissor = new Vector4(),
			_currentScissorTest = null,

			_currentViewport = new Vector4(),

			//

			_usedTextureUnits = 0,

			//

			_clearColor = new Color( 0x000000 ),
			_clearAlpha = 0,

			_width = _canvas.width,
			_height = _canvas.height,

			_pixelRatio = 1,

			_scissor = new Vector4( 0, 0, _width, _height ),
			_scissorTest = false,

			_viewport = new Vector4( 0, 0, _width, _height ),

			// frustum

			_frustum = new Frustum(),

			// clipping

			_clipping = new WebGLClipping(),
			_clippingEnabled = false,
			_localClippingEnabled = false,

			_sphere = new Sphere(),

			// camera matrices cache

			_projScreenMatrix = new Matrix4(),

			_vector3 = new Vector3(),
			_matrix4 = new Matrix4(),
			_matrix42 = new Matrix4(),

			// light arrays cache

			_lights = {

				hash: '',

			ambient: [ 0, 0, 0 ],
			directional: [],
			directionalShadowMap: [],
			directionalShadowMatrix: [],
			spot: [],
			spotShadowMap: [],
			spotShadowMatrix: [],
			rectArea: [],
			point: [],
			pointShadowMap: [],
			pointShadowMatrix: [],
			hemi: [],

				shadows: []

			},

			// info

			_infoRender = {

				calls: 0,
				vertices: 0,
				faces: 0,
				points: 0

			};

		this.info = {

			render: _infoRender,
			memory: {

				geometries: 0,
				textures: 0

			},
			programs: null

		};


		// initialize

		var _gl;

		try {

			var attributes = {
				alpha: _alpha,
				depth: _depth,
				stencil: _stencil,
				antialias: _antialias,
				premultipliedAlpha: _premultipliedAlpha,
				preserveDrawingBuffer: _preserveDrawingBuffer
			};

			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

			if ( _gl === null ) {

				if ( _canvas.getContext( 'webgl' ) !== null ) {

					throw 'Error creating WebGL context with your selected attributes.';

				} else {

					throw 'Error creating WebGL context.';

				}

			}

			// Some experimental-webgl implementations do not have getShaderPrecisionFormat

			if ( _gl.getShaderPrecisionFormat === undefined ) {

				_gl.getShaderPrecisionFormat = function () {

					return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

				};

			}

			_canvas.addEventListener( 'webglcontextlost', onContextLost, false );

		} catch ( error ) {

			console.error( 'THREE.WebGLRenderer: ' + error );

		}

		var extensions = new WebGLExtensions( _gl );

		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		extensions.get( 'ANGLE_instanced_arrays' );

		if ( extensions.get( 'OES_element_index_uint' ) ) {

			BufferGeometry.MaxIndex = 4294967296;

		}

		var capabilities = new WebGLCapabilities( _gl, extensions, parameters );

		var state = new WebGLState( _gl, extensions, paramThreeToGL );
		var properties = new WebGLProperties();
		var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
		var objects = new WebGLObjects( _gl, properties, this.info );
		var programCache = new WebGLPrograms( this, capabilities );
		var lightCache = new WebGLLights();

		this.info.programs = programCache.programs;

		var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );

		//

		var backgroundCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
		var backgroundCamera2 = new PerspectiveCamera();
		var backgroundPlaneMesh = new Mesh(
			new PlaneBufferGeometry( 2, 2 ),
			new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
		);
		var backgroundBoxShader = ShaderLib[ 'cube' ];
		var backgroundBoxMesh = new Mesh(
			new BoxBufferGeometry( 5, 5, 5 ),
			new ShaderMaterial( {
				uniforms: backgroundBoxShader.uniforms,
				vertexShader: backgroundBoxShader.vertexShader,
				fragmentShader: backgroundBoxShader.fragmentShader,
				side: BackSide,
				depthTest: false,
				depthWrite: false,
				fog: false
			} )
		);

		//

		function getTargetPixelRatio() {

			return _currentRenderTarget === null ? _pixelRatio : 1;

		}

		function setDefaultGLState() {

			state.init();

			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );

			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

		}

		function resetGLState() {

			_currentProgram = null;
			_currentCamera = null;

			_currentGeometryProgram = '';
			_currentMaterialId = - 1;

			state.reset();

		}

		setDefaultGLState();

		this.context = _gl;
		this.capabilities = capabilities;
		this.extensions = extensions;
		this.properties = properties;
		this.state = state;

		// shadow map

		var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );

		this.shadowMap = shadowMap;


		// Plugins

		var spritePlugin = new SpritePlugin( this, sprites );
		var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );

		// API

		this.getContext = function () {

			return _gl;

		};

		this.getContextAttributes = function () {

			return _gl.getContextAttributes();

		};

		this.forceContextLoss = function () {

			extensions.get( 'WEBGL_lose_context' ).loseContext();

		};

		this.getMaxAnisotropy = function () {

			return capabilities.getMaxAnisotropy();

		};

		this.getPrecision = function () {

			return capabilities.precision;

		};

		this.getPixelRatio = function () {

			return _pixelRatio;

		};

		this.setPixelRatio = function ( value ) {

			if ( value === undefined ) return;

			_pixelRatio = value;

			this.setSize( _viewport.z, _viewport.w, false );

		};

		this.getSize = function () {

			return {
				width: _width,
				height: _height
			};

		};

		this.setSize = function ( width, height, updateStyle ) {

			_width = width;
			_height = height;

			_canvas.width = width * _pixelRatio;
			_canvas.height = height * _pixelRatio;

			if ( updateStyle !== false ) {

				_canvas.style.width = width + 'px';
				_canvas.style.height = height + 'px';

			}

			this.setViewport( 0, 0, width, height );

		};

		this.setViewport = function ( x, y, width, height ) {

			state.viewport( _viewport.set( x, y, width, height ) );

		};

		this.setScissor = function ( x, y, width, height ) {

			state.scissor( _scissor.set( x, y, width, height ) );

		};

		this.setScissorTest = function ( boolean ) {

			state.setScissorTest( _scissorTest = boolean );

		};

		// Clearing

		this.getClearColor = function () {

			return _clearColor;

		};

		this.setClearColor = function ( color, alpha ) {

			_clearColor.set( color );

			_clearAlpha = alpha !== undefined ? alpha : 1;

			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

		};

		this.getClearAlpha = function () {

			return _clearAlpha;

		};

		this.setClearAlpha = function ( alpha ) {

			_clearAlpha = alpha;

			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

		};

		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.clearColor = function () {

			this.clear( true, false, false );

		};

		this.clearDepth = function () {

			this.clear( false, true, false );

		};

		this.clearStencil = function () {

			this.clear( false, false, true );

		};

		this.clearTarget = function ( renderTarget, color, depth, stencil ) {

			this.setRenderTarget( renderTarget );
			this.clear( color, depth, stencil );

		};

		// Reset

		this.resetGLState = resetGLState;

		this.dispose = function() {

			transparentObjects = [];
			transparentObjectsLastIndex = -1;
			opaqueObjects = [];
			opaqueObjectsLastIndex = -1;

			_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

		};

		// Events

		function onContextLost( event ) {

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

			properties.clear();

		}

		function onMaterialDispose( event ) {

			var material = event.target;

			material.removeEventListener( 'dispose', onMaterialDispose );

			deallocateMaterial( material );

		}

		// Buffer deallocation

		function deallocateMaterial( material ) {

			releaseMaterialProgramReference( material );

			properties.delete( material );

		}


		function releaseMaterialProgramReference( material ) {

			var programInfo = properties.get( material ).program;

			material.program = undefined;

			if ( programInfo !== undefined ) {

				programCache.releaseProgram( programInfo );

			}

		}

		// Buffer rendering

		this.renderBufferImmediate = function ( object, program, material ) {

			state.initAttributes();

			var buffers = properties.get( object );

			if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
			if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
			if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
			if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();

			var attributes = program.getAttributes();

			if ( object.hasPositions ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
				_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.position );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

			}

			if ( object.hasNormals ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );

				if ( ! material.isMeshPhongMaterial &&
					! material.isMeshStandardMaterial &&
					! material.isMeshNormalMaterial &&
					material.shading === FlatShading ) {

					for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {

						var array = object.normalArray;

						var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
						var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
						var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;

						array[ i + 0 ] = nx;
						array[ i + 1 ] = ny;
						array[ i + 2 ] = nz;

						array[ i + 3 ] = nx;
						array[ i + 4 ] = ny;
						array[ i + 5 ] = nz;

						array[ i + 6 ] = nx;
						array[ i + 7 ] = ny;
						array[ i + 8 ] = nz;

					}

				}

				_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.normal );

				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

			}

			if ( object.hasUvs && material.map ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
				_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.uv );

				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

			}

			if ( object.hasColors && material.vertexColors !== NoColors ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
				_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.color );

				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );

			}

			state.disableUnusedAttributes();

			_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

			object.count = 0;

		};

		this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {

			setMaterial( material );

			var program = setProgram( camera, fog, material, object );

			var updateBuffers = false;
			var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;

			if ( geometryProgram !== _currentGeometryProgram ) {

				_currentGeometryProgram = geometryProgram;
				updateBuffers = true;

			}

			// morph targets

			var morphTargetInfluences = object.morphTargetInfluences;

			if ( morphTargetInfluences !== undefined ) {

				var activeInfluences = [];

				for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) {

					var influence = morphTargetInfluences[ i ];
					activeInfluences.push( [ influence, i ] );

				}

				activeInfluences.sort( absNumericalSort );

				if ( activeInfluences.length > 8 ) {

					activeInfluences.length = 8;

				}

				var morphAttributes = geometry.morphAttributes;

				for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) {

					var influence = activeInfluences[ i ];
					morphInfluences[ i ] = influence[ 0 ];

					if ( influence[ 0 ] !== 0 ) {

						var index = influence[ 1 ];

						if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
						if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );

					} else {

						if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
						if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );

					}

				}

				for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

					morphInfluences[ i ] = 0.0;

				}

				program.getUniforms().setValue(
					_gl, 'morphTargetInfluences', morphInfluences );

				updateBuffers = true;

			}

			//

			var index = geometry.index;
			var position = geometry.attributes.position;
			var rangeFactor = 1;

			if ( material.wireframe === true ) {

				index = objects.getWireframeAttribute( geometry );
				rangeFactor = 2;

			}

			var renderer;

			if ( index !== null ) {

				renderer = indexedBufferRenderer;
				renderer.setIndex( index );

			} else {

				renderer = bufferRenderer;

			}

			if ( updateBuffers ) {

				setupVertexAttributes( material, program, geometry );

				if ( index !== null ) {

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );

				}

			}

			//

			var dataCount = 0;

			if ( index !== null ) {

				dataCount = index.count;

			} else if ( position !== undefined ) {

				dataCount = position.count;

			}

			var rangeStart = geometry.drawRange.start * rangeFactor;
			var rangeCount = geometry.drawRange.count * rangeFactor;

			var groupStart = group !== null ? group.start * rangeFactor : 0;
			var groupCount = group !== null ? group.count * rangeFactor : Infinity;

			var drawStart = Math.max( rangeStart, groupStart );
			var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

			var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

			if ( drawCount === 0 ) return;

			//

			if ( object.isMesh ) {

				if ( material.wireframe === true ) {

					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
					renderer.setMode( _gl.LINES );

				} else {

					switch ( object.drawMode ) {

						case TrianglesDrawMode:
							renderer.setMode( _gl.TRIANGLES );
							break;

						case TriangleStripDrawMode:
							renderer.setMode( _gl.TRIANGLE_STRIP );
							break;

						case TriangleFanDrawMode:
							renderer.setMode( _gl.TRIANGLE_FAN );
							break;

					}

				}


			} else if ( object.isLine ) {

				var lineWidth = material.linewidth;

				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

				state.setLineWidth( lineWidth * getTargetPixelRatio() );

				if ( object.isLineSegments ) {

					renderer.setMode( _gl.LINES );

				} else {

					renderer.setMode( _gl.LINE_STRIP );

				}

			} else if ( object.isPoints ) {

				renderer.setMode( _gl.POINTS );

			}

			if ( geometry && geometry.isInstancedBufferGeometry ) {

				if ( geometry.maxInstancedCount > 0 ) {

					renderer.renderInstances( geometry, drawStart, drawCount );

				}

			} else {

				renderer.render( drawStart, drawCount );

			}

		};

		function setupVertexAttributes( material, program, geometry, startIndex ) {

			var extension;

			if ( geometry && geometry.isInstancedBufferGeometry ) {

				extension = extensions.get( 'ANGLE_instanced_arrays' );

				if ( extension === null ) {

					console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
					return;

				}

			}

			if ( startIndex === undefined ) startIndex = 0;

			state.initAttributes();

			var geometryAttributes = geometry.attributes;

			var programAttributes = program.getAttributes();

			var materialDefaultAttributeValues = material.defaultAttributeValues;

			for ( var name in programAttributes ) {

				var programAttribute = programAttributes[ name ];

				if ( programAttribute >= 0 ) {

					var geometryAttribute = geometryAttributes[ name ];

					if ( geometryAttribute !== undefined ) {

						var normalized = geometryAttribute.normalized;
						var size = geometryAttribute.itemSize;

						var attributeProperties = objects.getAttributeProperties( geometryAttribute );

						var buffer = attributeProperties.__webglBuffer;
						var type = attributeProperties.type;
						var bytesPerElement = attributeProperties.bytesPerElement;

						if ( geometryAttribute.isInterleavedBufferAttribute ) {

							var data = geometryAttribute.data;
							var stride = data.stride;
							var offset = geometryAttribute.offset;

							if ( data && data.isInstancedInterleavedBuffer ) {

								state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );

								if ( geometry.maxInstancedCount === undefined ) {

									geometry.maxInstancedCount = data.meshPerAttribute * data.count;

								}

							} else {

								state.enableAttribute( programAttribute );

							}

							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
							_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );

						} else {

							if ( geometryAttribute.isInstancedBufferAttribute ) {

								state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );

								if ( geometry.maxInstancedCount === undefined ) {

									geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

								}

							} else {

								state.enableAttribute( programAttribute );

							}

							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
							_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );

						}

					} else if ( materialDefaultAttributeValues !== undefined ) {

						var value = materialDefaultAttributeValues[ name ];

						if ( value !== undefined ) {

							switch ( value.length ) {

								case 2:
									_gl.vertexAttrib2fv( programAttribute, value );
									break;

								case 3:
									_gl.vertexAttrib3fv( programAttribute, value );
									break;

								case 4:
									_gl.vertexAttrib4fv( programAttribute, value );
									break;

								default:
									_gl.vertexAttrib1fv( programAttribute, value );

							}

						}

					}

				}

			}

			state.disableUnusedAttributes();

		}

		// Sorting

		function absNumericalSort( a, b ) {

			return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );

		}

		function painterSortStable( a, b ) {

			if ( a.object.renderOrder !== b.object.renderOrder ) {

				return a.object.renderOrder - b.object.renderOrder;

			} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

				return a.material.program.id - b.material.program.id;

			} else if ( a.material.id !== b.material.id ) {

				return a.material.id - b.material.id;

			} else if ( a.z !== b.z ) {

				return a.z - b.z;

			} else {

				return a.id - b.id;

			}

		}

		function reversePainterSortStable( a, b ) {

			if ( a.object.renderOrder !== b.object.renderOrder ) {

				return a.object.renderOrder - b.object.renderOrder;

			} if ( a.z !== b.z ) {

				return b.z - a.z;

			} else {

				return a.id - b.id;

			}

		}

		// Rendering

		this.render = function ( scene, camera, renderTarget, forceClear ) {

			if ( camera !== undefined && camera.isCamera !== true ) {

				console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
				return;

			}

			// reset caching for this frame

			_currentGeometryProgram = '';
			_currentMaterialId = - 1;
			_currentCamera = null;

			// update scene graph

			if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

			// update camera matrices and frustum

			if ( camera.parent === null ) camera.updateMatrixWorld();

			camera.matrixWorldInverse.getInverse( camera.matrixWorld );

			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
			_frustum.setFromMatrix( _projScreenMatrix );

			lights.length = 0;

			opaqueObjectsLastIndex = - 1;
			transparentObjectsLastIndex = - 1;

			sprites.length = 0;
			lensFlares.length = 0;

			_localClippingEnabled = this.localClippingEnabled;
			_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

			projectObject( scene, camera );

			opaqueObjects.length = opaqueObjectsLastIndex + 1;
			transparentObjects.length = transparentObjectsLastIndex + 1;

			if ( _this.sortObjects === true ) {

				opaqueObjects.sort( painterSortStable );
				transparentObjects.sort( reversePainterSortStable );

			}

			//

			if ( _clippingEnabled ) _clipping.beginShadows();

			setupShadows( lights );

			shadowMap.render( scene, camera );

			setupLights( lights, camera );

			if ( _clippingEnabled ) _clipping.endShadows();

			//

			_infoRender.calls = 0;
			_infoRender.vertices = 0;
			_infoRender.faces = 0;
			_infoRender.points = 0;

			if ( renderTarget === undefined ) {

				renderTarget = null;

			}

			this.setRenderTarget( renderTarget );

			//

			var background = scene.background;

			if ( background === null ) {

				state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

			} else if ( background && background.isColor ) {

				state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
				forceClear = true;

			}

			if ( this.autoClear || forceClear ) {

				this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );

			}

			if ( background && background.isCubeTexture ) {

				backgroundCamera2.projectionMatrix.copy( camera.projectionMatrix );

				backgroundCamera2.matrixWorld.extractRotation( camera.matrixWorld );
				backgroundCamera2.matrixWorldInverse.getInverse( backgroundCamera2.matrixWorld );

				backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
				backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundCamera2.matrixWorldInverse, backgroundBoxMesh.matrixWorld );

				objects.update( backgroundBoxMesh );

				_this.renderBufferDirect( backgroundCamera2, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

			} else if ( background && background.isTexture ) {

				backgroundPlaneMesh.material.map = background;

				objects.update( backgroundPlaneMesh );

				_this.renderBufferDirect( backgroundCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

			}

			//

			if ( scene.overrideMaterial ) {

				var overrideMaterial = scene.overrideMaterial;

				renderObjects( opaqueObjects, scene, camera, overrideMaterial );
				renderObjects( transparentObjects, scene, camera, overrideMaterial );

			} else {

				// opaque pass (front-to-back order)

				state.setBlending( NoBlending );
				renderObjects( opaqueObjects, scene, camera );

				// transparent pass (back-to-front order)

				renderObjects( transparentObjects, scene, camera );

			}

			// custom render plugins (post pass)

			spritePlugin.render( scene, camera );
			lensFlarePlugin.render( scene, camera, _currentViewport );

			// Generate mipmap if we're using any kind of mipmap filtering

			if ( renderTarget ) {

				textures.updateRenderTargetMipmap( renderTarget );

			}

			// Ensure depth buffer writing is enabled so it can be cleared on next render

			state.setDepthTest( true );
			state.setDepthWrite( true );
			state.setColorWrite( true );

			// _gl.finish();

		};

		function pushRenderItem( object, geometry, material, z, group ) {

			var array, index;

			// allocate the next position in the appropriate array

			if ( material.transparent ) {

				array = transparentObjects;
				index = ++ transparentObjectsLastIndex;

			} else {

				array = opaqueObjects;
				index = ++ opaqueObjectsLastIndex;

			}

			// recycle existing render item or grow the array

			var renderItem = array[ index ];

			if ( renderItem !== undefined ) {

				renderItem.id = object.id;
				renderItem.object = object;
				renderItem.geometry = geometry;
				renderItem.material = material;
				renderItem.z = _vector3.z;
				renderItem.group = group;

			} else {

				renderItem = {
					id: object.id,
					object: object,
					geometry: geometry,
					material: material,
					z: _vector3.z,
					group: group
				};

				// assert( index === array.length );
				array.push( renderItem );

			}

		}

		// TODO Duplicated code (Frustum)

		function isObjectViewable( object ) {

			var geometry = object.geometry;

			if ( geometry.boundingSphere === null )
				geometry.computeBoundingSphere();

			_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

			return isSphereViewable( _sphere );

		}

		function isSpriteViewable( sprite ) {

			_sphere.center.set( 0, 0, 0 );
			_sphere.radius = 0.7071067811865476;
			_sphere.applyMatrix4( sprite.matrixWorld );

			return isSphereViewable( _sphere );

		}

		function isSphereViewable( sphere ) {

			if ( ! _frustum.intersectsSphere( sphere ) ) return false;

			var numPlanes = _clipping.numPlanes;

			if ( numPlanes === 0 ) return true;

			var planes = _this.clippingPlanes,

				center = sphere.center,
				negRad = - sphere.radius,
				i = 0;

			do {

				// out when deeper than radius in the negative halfspace
				if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

			} while ( ++ i !== numPlanes );

			return true;

		}

		function projectObject( object, camera ) {

			if ( object.visible === false ) return;

			var visible = ( object.layers.mask & camera.layers.mask ) !== 0;

			if ( visible ) {

				if ( object.isLight ) {

					lights.push( object );

				} else if ( object.isSprite ) {

					if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {

						sprites.push( object );

					}

				} else if ( object.isLensFlare ) {

					lensFlares.push( object );

				} else if ( object.isImmediateRenderObject ) {

					if ( _this.sortObjects === true ) {

						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyProjection( _projScreenMatrix );

					}

					pushRenderItem( object, null, object.material, _vector3.z, null );

				} else if ( object.isMesh || object.isLine || object.isPoints ) {

					if ( object.isSkinnedMesh ) {

						object.skeleton.update();

					}

					if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {

						var material = object.material;

						if ( material.visible === true ) {

							if ( _this.sortObjects === true ) {

								_vector3.setFromMatrixPosition( object.matrixWorld );
								_vector3.applyProjection( _projScreenMatrix );

							}

							var geometry = objects.update( object );

							if ( material.isMultiMaterial ) {

								var groups = geometry.groups;
								var materials = material.materials;

								for ( var i = 0, l = groups.length; i < l; i ++ ) {

									var group = groups[ i ];
									var groupMaterial = materials[ group.materialIndex ];

									if ( groupMaterial.visible === true ) {

										pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

									}

								}

							} else {

								pushRenderItem( object, geometry, material, _vector3.z, null );

							}

						}

					}

				}

			}

			var children = object.children;

			for ( var i = 0, l = children.length; i < l; i ++ ) {

				projectObject( children[ i ], camera );

			}

		}

		function renderObjects( renderList, scene, camera, overrideMaterial ) {

			for ( var i = 0, l = renderList.length; i < l; i ++ ) {

				var renderItem = renderList[ i ];

				var object = renderItem.object;
				var geometry = renderItem.geometry;
				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
				var group = renderItem.group;

				object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
				object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

				object.onBeforeRender( _this, scene, camera, geometry, material, group );

				if ( object.isImmediateRenderObject ) {

					setMaterial( material );

					var program = setProgram( camera, scene.fog, material, object );

					_currentGeometryProgram = '';

					object.render( function ( object ) {

						_this.renderBufferImmediate( object, program, material );

					} );

				} else {

					_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );

				}

				object.onAfterRender( _this, scene, camera, geometry, material, group );


			}

		}

		function initMaterial( material, fog, object ) {

			var materialProperties = properties.get( material );

			var parameters = programCache.getParameters(
				material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );

			var code = programCache.getProgramCode( material, parameters );

			var program = materialProperties.program;
			var programChange = true;

			if ( program === undefined ) {

				// new material
				material.addEventListener( 'dispose', onMaterialDispose );

			} else if ( program.code !== code ) {

				// changed glsl or parameters
				releaseMaterialProgramReference( material );

			} else if ( parameters.shaderID !== undefined ) {

				// same glsl and uniform list
				return;

			} else {

				// only rebuild uniform list
				programChange = false;

			}

			if ( programChange ) {

				if ( parameters.shaderID ) {

					var shader = ShaderLib[ parameters.shaderID ];

					materialProperties.__webglShader = {
						name: material.type,
						uniforms: UniformsUtils.clone( shader.uniforms ),
						vertexShader: shader.vertexShader,
						fragmentShader: shader.fragmentShader
					};

				} else {

					materialProperties.__webglShader = {
						name: material.type,
						uniforms: material.uniforms,
						vertexShader: material.vertexShader,
						fragmentShader: material.fragmentShader
					};

				}

				material.__webglShader = materialProperties.__webglShader;

				program = programCache.acquireProgram( material, parameters, code );

				materialProperties.program = program;
				material.program = program;

			}

			var attributes = program.getAttributes();

			if ( material.morphTargets ) {

				material.numSupportedMorphTargets = 0;

				for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {

					if ( attributes[ 'morphTarget' + i ] >= 0 ) {

						material.numSupportedMorphTargets ++;

					}

				}

			}

			if ( material.morphNormals ) {

				material.numSupportedMorphNormals = 0;

				for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {

					if ( attributes[ 'morphNormal' + i ] >= 0 ) {

						material.numSupportedMorphNormals ++;

					}

				}

			}

			var uniforms = materialProperties.__webglShader.uniforms;

			if ( ! material.isShaderMaterial &&
				! material.isRawShaderMaterial ||
				material.clipping === true ) {

				materialProperties.numClippingPlanes = _clipping.numPlanes;
				materialProperties.numIntersection = _clipping.numIntersection;
				uniforms.clippingPlanes = _clipping.uniform;

			}

			materialProperties.fog = fog;

			// store the light setup it was created for

			materialProperties.lightsHash = _lights.hash;

			if ( material.lights ) {

				// wire up the material to this renderer's lighting state

				uniforms.ambientLightColor.value = _lights.ambient;
				uniforms.directionalLights.value = _lights.directional;
				uniforms.spotLights.value = _lights.spot;
				uniforms.rectAreaLights.value = _lights.rectArea;
				uniforms.pointLights.value = _lights.point;
				uniforms.hemisphereLights.value = _lights.hemi;

				uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
				uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
				uniforms.spotShadowMap.value = _lights.spotShadowMap;
				uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
				uniforms.pointShadowMap.value = _lights.pointShadowMap;
				uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
				// TODO (abelnation): add area lights shadow info to uniforms

			}

			var progUniforms = materialProperties.program.getUniforms(),
				uniformsList =
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );

			materialProperties.uniformsList = uniformsList;

		}

		function setMaterial( material ) {

			material.side === DoubleSide
				? state.disable( _gl.CULL_FACE )
				: state.enable( _gl.CULL_FACE );

			state.setFlipSided( material.side === BackSide );

			material.transparent === true
				? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
				: state.setBlending( NoBlending );

			state.setDepthFunc( material.depthFunc );
			state.setDepthTest( material.depthTest );
			state.setDepthWrite( material.depthWrite );
			state.setColorWrite( material.colorWrite );
			state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

		}

		function setProgram( camera, fog, material, object ) {

			_usedTextureUnits = 0;

			var materialProperties = properties.get( material );

			if ( _clippingEnabled ) {

				if ( _localClippingEnabled || camera !== _currentCamera ) {

					var useCache =
						camera === _currentCamera &&
						material.id === _currentMaterialId;

					// we might want to call this function with some ClippingGroup
					// object instead of the material, once it becomes feasible
					// (#8465, #8379)
					_clipping.setState(
						material.clippingPlanes, material.clipIntersection, material.clipShadows,
						camera, materialProperties, useCache );

				}

			}

			if ( material.needsUpdate === false ) {

				if ( materialProperties.program === undefined ) {

					material.needsUpdate = true;

				} else if ( material.fog && materialProperties.fog !== fog ) {

					material.needsUpdate = true;

				} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {

					material.needsUpdate = true;

				} else if ( materialProperties.numClippingPlanes !== undefined &&
					( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
					materialProperties.numIntersection  !== _clipping.numIntersection ) ) {

					material.needsUpdate = true;

				}

			}

			if ( material.needsUpdate ) {

				initMaterial( material, fog, object );
				material.needsUpdate = false;

			}

			var refreshProgram = false;
			var refreshMaterial = false;
			var refreshLights = false;

			var program = materialProperties.program,
				p_uniforms = program.getUniforms(),
				m_uniforms = materialProperties.__webglShader.uniforms;

			if ( program.id !== _currentProgram ) {

				_gl.useProgram( program.program );
				_currentProgram = program.id;

				refreshProgram = true;
				refreshMaterial = true;
				refreshLights = true;

			}

			if ( material.id !== _currentMaterialId ) {

				_currentMaterialId = material.id;

				refreshMaterial = true;

			}

			if ( refreshProgram || camera !== _currentCamera ) {

				p_uniforms.set( _gl, camera, 'projectionMatrix' );

				if ( capabilities.logarithmicDepthBuffer ) {

					p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

				}


				if ( camera !== _currentCamera ) {

					_currentCamera = camera;

					// lighting uniforms depend on the camera so enforce an update
					// now, in case this material supports lights - or later, when
					// the next material that does gets activated:

					refreshMaterial = true;		// set to true on material change
					refreshLights = true;		// remains set until update done

				}

				// load material specific uniforms
				// (shader material also gets them for the sake of genericity)

				if ( material.isShaderMaterial ||
					material.isMeshPhongMaterial ||
					material.isMeshStandardMaterial ||
					material.envMap ) {

					var uCamPos = p_uniforms.map.cameraPosition;

					if ( uCamPos !== undefined ) {

						uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );

					}

				}

				if ( material.isMeshPhongMaterial ||
					material.isMeshLambertMaterial ||
					material.isMeshBasicMaterial ||
					material.isMeshStandardMaterial ||
					material.isShaderMaterial ||
					material.skinning ) {

					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

				}

				p_uniforms.set( _gl, _this, 'toneMappingExposure' );
				p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );

			}

			// 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 ) {

				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

				var skeleton = object.skeleton;

				if ( skeleton ) {

					if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {

						p_uniforms.set( _gl, skeleton, 'boneTexture' );
						p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
						p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );

					} else {

						p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

					}

				}

			}

			if ( refreshMaterial ) {

				if ( material.lights ) {

					// the current material requires lighting info

					// note: all lighting uniforms are always set correctly
					// they simply reference the renderer's state for their
					// values
					//
					// use the current material's .needsUpdate flags to set
					// the GL state when required

					markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

				}

				// refresh uniforms common to several materials

				if ( fog && material.fog ) {

					refreshUniformsFog( m_uniforms, fog );

				}

				if ( material.isMeshBasicMaterial ||
					material.isMeshLambertMaterial ||
					material.isMeshPhongMaterial ||
					material.isMeshStandardMaterial ||
					material.isMeshNormalMaterial ||
					material.isMeshDepthMaterial ) {

					refreshUniformsCommon( m_uniforms, material );

				}

				// refresh single material specific uniforms

				if ( material.isLineBasicMaterial ) {

					refreshUniformsLine( m_uniforms, material );

				} else if ( material.isLineDashedMaterial ) {

					refreshUniformsLine( m_uniforms, material );
					refreshUniformsDash( m_uniforms, material );

				} else if ( material.isPointsMaterial ) {

					refreshUniformsPoints( m_uniforms, material );

				} else if ( material.isMeshLambertMaterial ) {

					refreshUniformsLambert( m_uniforms, material );

				} else if ( material.isMeshToonMaterial ) {

					refreshUniformsToon( m_uniforms, material );

				} else if ( material.isMeshPhongMaterial ) {

					refreshUniformsPhong( m_uniforms, material );

				} else if ( material.isMeshPhysicalMaterial ) {

					refreshUniformsPhysical( m_uniforms, material );

				} else if ( material.isMeshStandardMaterial ) {

					refreshUniformsStandard( m_uniforms, material );

				} else if ( material.isMeshDepthMaterial ) {

					if ( material.displacementMap ) {

						m_uniforms.displacementMap.value = material.displacementMap;
						m_uniforms.displacementScale.value = material.displacementScale;
						m_uniforms.displacementBias.value = material.displacementBias;

					}

				} else if ( material.isMeshNormalMaterial ) {

					refreshUniformsNormal( m_uniforms, material );

				}

				// RectAreaLight Texture
				// TODO (mrdoob): Find a nicer implementation

				if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
				if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;

				WebGLUniforms.upload(
					_gl, materialProperties.uniformsList, m_uniforms, _this );

			}


			// common matrices

			p_uniforms.set( _gl, object, 'modelViewMatrix' );
			p_uniforms.set( _gl, object, 'normalMatrix' );
			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

			return program;

		}

		// Uniforms (refresh uniforms objects)

		function refreshUniformsCommon( uniforms, material ) {

			uniforms.opacity.value = material.opacity;

			uniforms.diffuse.value = material.color;

			if ( material.emissive ) {

				uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

			}

			uniforms.map.value = material.map;
			uniforms.specularMap.value = material.specularMap;
			uniforms.alphaMap.value = material.alphaMap;

			if ( material.lightMap ) {

				uniforms.lightMap.value = material.lightMap;
				uniforms.lightMapIntensity.value = material.lightMapIntensity;

			}

			if ( material.aoMap ) {

				uniforms.aoMap.value = material.aoMap;
				uniforms.aoMapIntensity.value = material.aoMapIntensity;

			}

			// uv repeat and offset setting priorities
			// 1. color map
			// 2. specular map
			// 3. normal map
			// 4. bump map
			// 5. alpha map
			// 6. emissive map

			var uvScaleMap;

			if ( material.map ) {

				uvScaleMap = material.map;

			} else if ( material.specularMap ) {

				uvScaleMap = material.specularMap;

			} else if ( material.displacementMap ) {

				uvScaleMap = material.displacementMap;

			} else if ( material.normalMap ) {

				uvScaleMap = material.normalMap;

			} else if ( material.bumpMap ) {

				uvScaleMap = material.bumpMap;

			} else if ( material.roughnessMap ) {

				uvScaleMap = material.roughnessMap;

			} else if ( material.metalnessMap ) {

				uvScaleMap = material.metalnessMap;

			} else if ( material.alphaMap ) {

				uvScaleMap = material.alphaMap;

			} else if ( material.emissiveMap ) {

				uvScaleMap = material.emissiveMap;

			}

			if ( uvScaleMap !== undefined ) {

				// backwards compatibility
				if ( uvScaleMap.isWebGLRenderTarget ) {

					uvScaleMap = uvScaleMap.texture;

				}

				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;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

		}

		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 refreshUniformsPoints( uniforms, material ) {

			uniforms.diffuse.value = material.color;
			uniforms.opacity.value = material.opacity;
			uniforms.size.value = material.size * _pixelRatio;
			uniforms.scale.value = _height * 0.5;

			uniforms.map.value = material.map;

			if ( material.map !== null ) {

				var offset = material.map.offset;
				var repeat = material.map.repeat;

				uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

			}

		}

		function refreshUniformsFog( uniforms, fog ) {

			uniforms.fogColor.value = fog.color;

			if ( fog.isFog ) {

				uniforms.fogNear.value = fog.near;
				uniforms.fogFar.value = fog.far;

			} else if ( fog.isFogExp2 ) {

				uniforms.fogDensity.value = fog.density;

			}

		}

		function refreshUniformsLambert( uniforms, material ) {

			if ( material.emissiveMap ) {

				uniforms.emissiveMap.value = material.emissiveMap;

			}

		}

		function refreshUniformsPhong( uniforms, material ) {

			uniforms.specular.value = material.specular;
			uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

			if ( material.emissiveMap ) {

				uniforms.emissiveMap.value = material.emissiveMap;

			}

			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 );

			}

			if ( material.displacementMap ) {

				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;

			}

		}

		function refreshUniformsToon( uniforms, material ) {

			refreshUniformsPhong( uniforms, material );

			if ( material.gradientMap ) {

				uniforms.gradientMap.value = material.gradientMap;

			}

		}

		function refreshUniformsStandard( uniforms, material ) {

			uniforms.roughness.value = material.roughness;
			uniforms.metalness.value = material.metalness;

			if ( material.roughnessMap ) {

				uniforms.roughnessMap.value = material.roughnessMap;

			}

			if ( material.metalnessMap ) {

				uniforms.metalnessMap.value = material.metalnessMap;

			}

			if ( material.emissiveMap ) {

				uniforms.emissiveMap.value = material.emissiveMap;

			}

			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 );

			}

			if ( material.displacementMap ) {

				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;

			}

			if ( material.envMap ) {

				//uniforms.envMap.value = material.envMap; // part of uniforms common
				uniforms.envMapIntensity.value = material.envMapIntensity;

			}

		}

		function refreshUniformsPhysical( uniforms, material ) {

			uniforms.clearCoat.value = material.clearCoat;
			uniforms.clearCoatRoughness.value = material.clearCoatRoughness;

			refreshUniformsStandard( uniforms, material );

		}

		function refreshUniformsNormal( uniforms, material ) {

			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 );

			}

			if ( material.displacementMap ) {

				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;

			}

		}

		// If uniforms are marked as clean, they don't need to be loaded to the GPU.

		function markUniformsLightsNeedsUpdate( uniforms, value ) {

			uniforms.ambientLightColor.needsUpdate = value;

			uniforms.directionalLights.needsUpdate = value;
			uniforms.pointLights.needsUpdate = value;
			uniforms.spotLights.needsUpdate = value;
			uniforms.rectAreaLights.needsUpdate = value;
			uniforms.hemisphereLights.needsUpdate = value;

		}

		// Lighting

		function setupShadows( lights ) {

			var lightShadowsLength = 0;

			for ( var i = 0, l = lights.length; i < l; i ++ ) {

				var light = lights[ i ];

				if ( light.castShadow ) {

					_lights.shadows[ lightShadowsLength ++ ] = light;

				}

			}

			_lights.shadows.length = lightShadowsLength;

		}

		function setupLights( lights, camera ) {

			var l, ll, light,
				r = 0, g = 0, b = 0,
				color,
				intensity,
				distance,
				shadowMap,

				viewMatrix = camera.matrixWorldInverse,

			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;

			for ( l = 0, ll = lights.length; l < ll; l ++ ) {

				light = lights[ l ];

				color = light.color;
				intensity = light.intensity;
				distance = light.distance;

				shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

				if ( light.isAmbientLight ) {

					r += color.r * intensity;
					g += color.g * intensity;
					b += color.b * intensity;

				} else if ( light.isDirectionalLight ) {

					var uniforms = lightCache.get( light );

					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
					_vector3.setFromMatrixPosition( light.target.matrixWorld );
					uniforms.direction.sub( _vector3 );
					uniforms.direction.transformDirection( viewMatrix );

					uniforms.shadow = light.castShadow;

					if ( light.castShadow ) {

						uniforms.shadowBias = light.shadow.bias;
						uniforms.shadowRadius = light.shadow.radius;
						uniforms.shadowMapSize = light.shadow.mapSize;

					}

					_lights.directionalShadowMap[ directionalLength ] = shadowMap;
					_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
					_lights.directional[ directionalLength ++ ] = uniforms;

				} else if ( light.isSpotLight ) {

					var uniforms = lightCache.get( light );

					uniforms.position.setFromMatrixPosition( light.matrixWorld );
					uniforms.position.applyMatrix4( viewMatrix );

					uniforms.color.copy( color ).multiplyScalar( intensity );
					uniforms.distance = distance;

					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
					_vector3.setFromMatrixPosition( light.target.matrixWorld );
					uniforms.direction.sub( _vector3 );
					uniforms.direction.transformDirection( viewMatrix );

					uniforms.coneCos = Math.cos( light.angle );
					uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
					uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

					uniforms.shadow = light.castShadow;

					if ( light.castShadow ) {

						uniforms.shadowBias = light.shadow.bias;
						uniforms.shadowRadius = light.shadow.radius;
						uniforms.shadowMapSize = light.shadow.mapSize;

					}

					_lights.spotShadowMap[ spotLength ] = shadowMap;
					_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
					_lights.spot[ spotLength ++ ] = uniforms;

				} else if ( light.isRectAreaLight ) {

					var uniforms = lightCache.get( light );

					// (a) intensity controls irradiance of entire light
					uniforms.color
						.copy( color )
						.multiplyScalar( intensity / ( light.width * light.height ) );

					// (b) intensity controls the radiance per light area
					// uniforms.color.copy( color ).multiplyScalar( intensity );

					uniforms.position.setFromMatrixPosition( light.matrixWorld );
					uniforms.position.applyMatrix4( viewMatrix );

					// extract local rotation of light to derive width/height half vectors
					_matrix42.identity();
					_matrix4.copy( light.matrixWorld );
					_matrix4.premultiply( viewMatrix );
					_matrix42.extractRotation( _matrix4 );

					uniforms.halfWidth.set( light.width * 0.5,                0.0, 0.0 );
					uniforms.halfHeight.set(              0.0, light.height * 0.5, 0.0 );

					uniforms.halfWidth.applyMatrix4( _matrix42 );
					uniforms.halfHeight.applyMatrix4( _matrix42 );

					// TODO (abelnation): RectAreaLight distance?
					// uniforms.distance = distance;

					_lights.rectArea[ rectAreaLength ++ ] = uniforms;

				} else if ( light.isPointLight ) {

					var uniforms = lightCache.get( light );

					uniforms.position.setFromMatrixPosition( light.matrixWorld );
					uniforms.position.applyMatrix4( viewMatrix );

					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
					uniforms.distance = light.distance;
					uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

					uniforms.shadow = light.castShadow;

					if ( light.castShadow ) {

						uniforms.shadowBias = light.shadow.bias;
						uniforms.shadowRadius = light.shadow.radius;
						uniforms.shadowMapSize = light.shadow.mapSize;

					}

					_lights.pointShadowMap[ pointLength ] = shadowMap;

					if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

						_lights.pointShadowMatrix[ pointLength ] = new Matrix4();

					}

					// for point lights we set the shadow matrix to be a translation-only matrix
					// equal to inverse of the light's position
					_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
					_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

					_lights.point[ pointLength ++ ] = uniforms;

				} else if ( light.isHemisphereLight ) {

					var uniforms = lightCache.get( light );

					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
					uniforms.direction.transformDirection( viewMatrix );
					uniforms.direction.normalize();

					uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
					uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

					_lights.hemi[ hemiLength ++ ] = uniforms;

				}

			}

			_lights.ambient[ 0 ] = r;
			_lights.ambient[ 1 ] = g;
			_lights.ambient[ 2 ] = b;

			_lights.directional.length = directionalLength;
			_lights.spot.length = spotLength;
			_lights.rectArea.length = rectAreaLength;
			_lights.point.length = pointLength;
			_lights.hemi.length = hemiLength;

			// TODO (sam-g-steel) why aren't we using join
			_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;

		}

		// GL state setting

		this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

			state.setCullFace( cullFace );
			state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );

		};

		// Textures

		function allocTextureUnit() {

			var textureUnit = _usedTextureUnits;

			if ( textureUnit >= capabilities.maxTextures ) {

				console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

			}

			_usedTextureUnits += 1;

			return textureUnit;

		}

		this.allocTextureUnit = allocTextureUnit;

		// this.setTexture2D = setTexture2D;
		this.setTexture2D = ( function() {

			var warned = false;

			// backwards compatibility: peel texture.texture
			return function setTexture2D( texture, slot ) {

				if ( texture && texture.isWebGLRenderTarget ) {

					if ( ! warned ) {

						console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
						warned = true;

					}

					texture = texture.texture;

				}

				textures.setTexture2D( texture, slot );

			};

		}() );

		this.setTexture = ( function() {

			var warned = false;

			return function setTexture( texture, slot ) {

				if ( ! warned ) {

					console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
					warned = true;

				}

				textures.setTexture2D( texture, slot );

			};

		}() );

		this.setTextureCube = ( function() {

			var warned = false;

			return function setTextureCube( texture, slot ) {

				// backwards compatibility: peel texture.texture
				if ( texture && texture.isWebGLRenderTargetCube ) {

					if ( ! warned ) {

						console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
						warned = true;

					}

					texture = texture.texture;

				}

				// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
				// TODO: unify these code paths
				if ( ( texture && texture.isCubeTexture ) ||
					( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

					// CompressedTexture can have Array in image :/

					// this function alone should take care of cube textures
					textures.setTextureCube( texture, slot );

				} else {

					// assumed: texture property of THREE.WebGLRenderTargetCube

					textures.setTextureCubeDynamic( texture, slot );

				}

			};

		}() );

		this.getCurrentRenderTarget = function() {

			return _currentRenderTarget;

		};

		this.setRenderTarget = function ( renderTarget ) {

			_currentRenderTarget = renderTarget;

			if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {

				textures.setupRenderTarget( renderTarget );

			}

			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
			var framebuffer;

			if ( renderTarget ) {

				var renderTargetProperties = properties.get( renderTarget );

				if ( isCube ) {

					framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];

				} else {

					framebuffer = renderTargetProperties.__webglFramebuffer;

				}

				_currentScissor.copy( renderTarget.scissor );
				_currentScissorTest = renderTarget.scissorTest;

				_currentViewport.copy( renderTarget.viewport );

			} else {

				framebuffer = null;

				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
				_currentScissorTest = _scissorTest;

				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );

			}

			if ( _currentFramebuffer !== framebuffer ) {

				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
				_currentFramebuffer = framebuffer;

			}

			state.scissor( _currentScissor );
			state.setScissorTest( _currentScissorTest );

			state.viewport( _currentViewport );

			if ( isCube ) {

				var textureProperties = properties.get( renderTarget.texture );
				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );

			}

		};

		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {

			if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {

				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
				return;

			}

			var framebuffer = properties.get( renderTarget ).__webglFramebuffer;

			if ( framebuffer ) {

				var restore = false;

				if ( framebuffer !== _currentFramebuffer ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

					restore = true;

				}

				try {

					var texture = renderTarget.texture;
					var textureFormat = texture.format;
					var textureType = texture.type;

					if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {

						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
						return;

					}

					if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
						! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
						! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {

						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
						return;

					}

					if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {

						// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

						if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

							_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );

						}

					} else {

						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

					}

				} finally {

					if ( restore ) {

						_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );

					}

				}

			}

		};

		// Map three.js constants to WebGL constants

		function paramThreeToGL( p ) {

			var extension;

			if ( p === RepeatWrapping ) return _gl.REPEAT;
			if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
			if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

			if ( p === NearestFilter ) return _gl.NEAREST;
			if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
			if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

			if ( p === LinearFilter ) return _gl.LINEAR;
			if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
			if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

			if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
			if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
			if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
			if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

			if ( p === ByteType ) return _gl.BYTE;
			if ( p === ShortType ) return _gl.SHORT;
			if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
			if ( p === IntType ) return _gl.INT;
			if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
			if ( p === FloatType ) return _gl.FLOAT;

			if ( p === HalfFloatType ) {

				extension = extensions.get( 'OES_texture_half_float' );

				if ( extension !== null ) return extension.HALF_FLOAT_OES;

			}

			if ( p === AlphaFormat ) return _gl.ALPHA;
			if ( p === RGBFormat ) return _gl.RGB;
			if ( p === RGBAFormat ) return _gl.RGBA;
			if ( p === LuminanceFormat ) return _gl.LUMINANCE;
			if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
			if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
			if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;

			if ( p === AddEquation ) return _gl.FUNC_ADD;
			if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
			if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

			if ( p === ZeroFactor ) return _gl.ZERO;
			if ( p === OneFactor ) return _gl.ONE;
			if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
			if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
			if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
			if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
			if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
			if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

			if ( p === DstColorFactor ) return _gl.DST_COLOR;
			if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
			if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

			if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
				p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

				if ( extension !== null ) {

					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

				}

			}

			if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
				p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

				extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

				if ( extension !== null ) {

					if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
					if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
					if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
					if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

				}

			}

			if ( p === RGB_ETC1_Format ) {

				extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

				if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;

			}

			if ( p === MinEquation || p === MaxEquation ) {

				extension = extensions.get( 'EXT_blend_minmax' );

				if ( extension !== null ) {

					if ( p === MinEquation ) return extension.MIN_EXT;
					if ( p === MaxEquation ) return extension.MAX_EXT;

				}

			}

			if ( p === UnsignedInt248Type ) {

				extension = extensions.get( 'WEBGL_depth_texture' );

				if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;

			}

			return 0;

		}

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function FogExp2 ( color, density ) {

		this.name = '';

		this.color = new Color( color );
		this.density = ( density !== undefined ) ? density : 0.00025;

	}

	FogExp2.prototype.isFogExp2 = true;

	FogExp2.prototype.clone = function () {

		return new FogExp2( this.color.getHex(), this.density );

	};

	FogExp2.prototype.toJSON = function ( meta ) {

		return {
			type: 'FogExp2',
			color: this.color.getHex(),
			density: this.density
		};

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Fog ( color, near, far ) {

		this.name = '';

		this.color = new Color( color );

		this.near = ( near !== undefined ) ? near : 1;
		this.far = ( far !== undefined ) ? far : 1000;

	}

	Fog.prototype.isFog = true;

	Fog.prototype.clone = function () {

		return new Fog( this.color.getHex(), this.near, this.far );

	};

	Fog.prototype.toJSON = function ( meta ) {

		return {
			type: 'Fog',
			color: this.color.getHex(),
			near: this.near,
			far: this.far
		};

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Scene () {

		Object3D.call( this );

		this.type = 'Scene';

		this.background = null;
		this.fog = null;
		this.overrideMaterial = null;

		this.autoUpdate = true; // checked by the renderer

	}

	Scene.prototype = Object.create( Object3D.prototype );

	Scene.prototype.constructor = Scene;

	Scene.prototype.copy = function ( source, recursive ) {

		Object3D.prototype.copy.call( this, source, recursive );

		if ( source.background !== null ) this.background = source.background.clone();
		if ( source.fog !== null ) this.fog = source.fog.clone();
		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

		this.autoUpdate = source.autoUpdate;
		this.matrixAutoUpdate = source.matrixAutoUpdate;

		return this;

	};

	Scene.prototype.toJSON = function ( meta ) {

		var data = Object3D.prototype.toJSON.call( this, meta );

		if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

		return data;

	};

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function LensFlare( texture, size, distance, blending, color ) {

		Object3D.call( this );

		this.lensFlares = [];

		this.positionScreen = new Vector3();
		this.customUpdateCallback = undefined;

		if ( texture !== undefined ) {

			this.add( texture, size, distance, blending, color );

		}

	}

	LensFlare.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: LensFlare,

		isLensFlare: true,

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source );

			this.positionScreen.copy( source.positionScreen );
			this.customUpdateCallback = source.customUpdateCallback;

			for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) {

				this.lensFlares.push( source.lensFlares[ i ] );

			}

			return this;

		},

		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 Color( 0xffffff );
			if ( blending === undefined ) blending = 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 in front z = 1 is back
				scale: 1, 		// scale
				rotation: 0, 		// 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.
		 */

		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/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *	uvOffset: new THREE.Vector2(),
	 *	uvScale: new THREE.Vector2()
	 * }
	 */

	function SpriteMaterial( parameters ) {

		Material.call( this );

		this.type = 'SpriteMaterial';

		this.color = new Color( 0xffffff );
		this.map = null;

		this.rotation = 0;

		this.fog = false;
		this.lights = false;

		this.setValues( parameters );

	}

	SpriteMaterial.prototype = Object.create( Material.prototype );
	SpriteMaterial.prototype.constructor = SpriteMaterial;

	SpriteMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );
		this.map = source.map;

		this.rotation = source.rotation;

		return this;

	};

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Sprite( material ) {

		Object3D.call( this );

		this.type = 'Sprite';

		this.material = ( material !== undefined ) ? material : new SpriteMaterial();

	}

	Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Sprite,

		isSprite: true,

		raycast: ( function () {

			var matrixPosition = new Vector3();

			return function raycast( raycaster, intersects ) {

				matrixPosition.setFromMatrixPosition( this.matrixWorld );

				var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
				var guessSizeSq = this.scale.x * this.scale.y / 4;

				if ( distanceSq > guessSizeSq ) {

					return;

				}

				intersects.push( {

					distance: Math.sqrt( distanceSq ),
					point: this.position,
					face: null,
					object: this

				} );

			};

		}() ),

		clone: function () {

			return new this.constructor( this.material ).copy( this );

		}

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LOD() {

		Object3D.call( this );

		this.type = 'LOD';

		Object.defineProperties( this, {
			levels: {
				enumerable: true,
				value: []
			}
		} );

	}


	LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: LOD,

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source, false );

			var levels = source.levels;

			for ( var i = 0, l = levels.length; i < l; i ++ ) {

				var level = levels[ i ];

				this.addLevel( level.object.clone(), level.distance );

			}

			return this;

		},

		addLevel: function ( object, distance ) {

			if ( distance === undefined ) distance = 0;

			distance = Math.abs( distance );

			var levels = this.levels;

			for ( var l = 0; l < levels.length; l ++ ) {

				if ( distance < levels[ l ].distance ) {

					break;

				}

			}

			levels.splice( l, 0, { distance: distance, object: object } );

			this.add( object );

		},

		getObjectForDistance: function ( distance ) {

			var levels = this.levels;

			for ( var i = 1, l = levels.length; i < l; i ++ ) {

				if ( distance < levels[ i ].distance ) {

					break;

				}

			}

			return levels[ i - 1 ].object;

		},

		raycast: ( function () {

			var matrixPosition = new Vector3();

			return function raycast( raycaster, intersects ) {

				matrixPosition.setFromMatrixPosition( this.matrixWorld );

				var distance = raycaster.ray.origin.distanceTo( matrixPosition );

				this.getObjectForDistance( distance ).raycast( raycaster, intersects );

			};

		}() ),

		update: function () {

			var v1 = new Vector3();
			var v2 = new Vector3();

			return function update( camera ) {

				var levels = this.levels;

				if ( levels.length > 1 ) {

					v1.setFromMatrixPosition( camera.matrixWorld );
					v2.setFromMatrixPosition( this.matrixWorld );

					var distance = v1.distanceTo( v2 );

					levels[ 0 ].object.visible = true;

					for ( var i = 1, l = levels.length; i < l; i ++ ) {

						if ( distance >= levels[ i ].distance ) {

							levels[ i - 1 ].object.visible = false;
							levels[ i ].object.visible = true;

						} else {

							break;

						}

					}

					for ( ; i < l; i ++ ) {

						levels[ i ].object.visible = false;

					}

				}

			};

		}(),

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.levels = [];

			var levels = this.levels;

			for ( var i = 0, l = levels.length; i < l; i ++ ) {

				var level = levels[ i ];

				data.object.levels.push( {
					object: level.object.uuid,
					distance: level.distance
				} );

			}

			return data;

		}

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author michael guerrero / http://realitymeltdown.com
	 * @author ikerr / http://verold.com
	 */

	function Skeleton( bones, boneInverses, useVertexTexture ) {

		this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;

		this.identityMatrix = new Matrix4();

		// copy the bone array

		bones = bones || [];

		this.bones = bones.slice( 0 );

		// create a bone texture or an array of floats

		if ( this.useVertexTexture ) {

			// layout (1 matrix = 4 pixels)
			//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
			//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
			//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
			//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
			//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


			var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
			size = _Math.nextPowerOfTwo( Math.ceil( size ) );
			size = Math.max( size, 4 );

			this.boneTextureWidth = size;
			this.boneTextureHeight = size;

			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
			this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType );

		} else {

			this.boneMatrices = new Float32Array( 16 * this.bones.length );

		}

		// use the supplied bone inverses or calculate the inverses

		if ( boneInverses === undefined ) {

			this.calculateInverses();

		} else {

			if ( this.bones.length === boneInverses.length ) {

				this.boneInverses = boneInverses.slice( 0 );

			} else {

				console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );

				this.boneInverses = [];

				for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

					this.boneInverses.push( new Matrix4() );

				}

			}

		}

	}

	Object.assign( Skeleton.prototype, {

		calculateInverses: function () {

			this.boneInverses = [];

			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

				var inverse = new Matrix4();

				if ( this.bones[ b ] ) {

					inverse.getInverse( this.bones[ b ].matrixWorld );

				}

				this.boneInverses.push( inverse );

			}

		},

		pose: function () {

			var bone;

			// recover the bind-time world matrices

			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

				bone = this.bones[ b ];

				if ( bone ) {

					bone.matrixWorld.getInverse( this.boneInverses[ b ] );

				}

			}

			// compute the local matrices, positions, rotations and scales

			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

				bone = this.bones[ b ];

				if ( bone ) {

					if ( bone.parent && bone.parent.isBone ) {

						bone.matrix.getInverse( bone.parent.matrixWorld );
						bone.matrix.multiply( bone.matrixWorld );

					} else {

						bone.matrix.copy( bone.matrixWorld );

					}

					bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );

				}

			}

		},

		update: ( function () {

			var offsetMatrix = new Matrix4();

			return function update() {

				// 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

					var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;

					offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
					offsetMatrix.toArray( this.boneMatrices, b * 16 );

				}

				if ( this.useVertexTexture ) {

					this.boneTexture.needsUpdate = true;

				}

			};

		} )(),

		clone: function () {

			return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture );

		}

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author ikerr / http://verold.com
	 */

	function Bone() {

		Object3D.call( this );

		this.type = 'Bone';

	}

	Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Bone,

		isBone: true

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author ikerr / http://verold.com
	 */

	function SkinnedMesh( geometry, material, useVertexTexture ) {

		Mesh.call( this, geometry, material );

		this.type = 'SkinnedMesh';

		this.bindMode = "attached";
		this.bindMatrix = new Matrix4();
		this.bindMatrixInverse = new Matrix4();

		// init bones

		// TODO: remove bone creation as there is no reason (other than
		// convenience) for THREE.SkinnedMesh to do this.

		var bones = [];

		if ( this.geometry && this.geometry.bones !== undefined ) {

			var bone, gbone;

			for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {

				gbone = this.geometry.bones[ b ];

				bone = new Bone();
				bones.push( bone );

				bone.name = gbone.name;
				bone.position.fromArray( gbone.pos );
				bone.quaternion.fromArray( gbone.rotq );
				if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );

			}

			for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {

				gbone = this.geometry.bones[ b ];

				if ( gbone.parent !== - 1 && gbone.parent !== null &&
						bones[ gbone.parent ] !== undefined ) {

					bones[ gbone.parent ].add( bones[ b ] );

				} else {

					this.add( bones[ b ] );

				}

			}

		}

		this.normalizeSkinWeights();

		this.updateMatrixWorld( true );
		this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );

	}


	SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

		constructor: SkinnedMesh,

		isSkinnedMesh: true,

		bind: function( skeleton, bindMatrix ) {

			this.skeleton = skeleton;

			if ( bindMatrix === undefined ) {

				this.updateMatrixWorld( true );

				this.skeleton.calculateInverses();

				bindMatrix = this.matrixWorld;

			}

			this.bindMatrix.copy( bindMatrix );
			this.bindMatrixInverse.getInverse( bindMatrix );

		},

		pose: function () {

			this.skeleton.pose();

		},

		normalizeSkinWeights: function () {

			if ( this.geometry && this.geometry.isGeometry ) {

				for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {

					var sw = this.geometry.skinWeights[ i ];

					var scale = 1.0 / sw.lengthManhattan();

					if ( scale !== Infinity ) {

						sw.multiplyScalar( scale );

					} else {

						sw.set( 1, 0, 0, 0 ); // do something reasonable

					}

				}

			} else if ( this.geometry && this.geometry.isBufferGeometry ) {

				var vec = new Vector4();

				var skinWeight = this.geometry.attributes.skinWeight;

				for ( var i = 0; i < skinWeight.count; i ++ ) {

					vec.x = skinWeight.getX( i );
					vec.y = skinWeight.getY( i );
					vec.z = skinWeight.getZ( i );
					vec.w = skinWeight.getW( i );

					var scale = 1.0 / vec.lengthManhattan();

					if ( scale !== Infinity ) {

						vec.multiplyScalar( scale );

					} else {

						vec.set( 1, 0, 0, 0 ); // do something reasonable

					}

					skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );

				}

			}

		},

		updateMatrixWorld: function( force ) {

			Mesh.prototype.updateMatrixWorld.call( this, true );

			if ( this.bindMode === "attached" ) {

				this.bindMatrixInverse.getInverse( this.matrixWorld );

			} else if ( this.bindMode === "detached" ) {

				this.bindMatrixInverse.getInverse( this.bindMatrix );

			} else {

				console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );

			}

		},

		clone: function() {

			return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this );

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *
	 *  linewidth: <float>,
	 *  linecap: "round",
	 *  linejoin: "round"
	 * }
	 */

	function LineBasicMaterial( parameters ) {

		Material.call( this );

		this.type = 'LineBasicMaterial';

		this.color = new Color( 0xffffff );

		this.linewidth = 1;
		this.linecap = 'round';
		this.linejoin = 'round';

		this.lights = false;

		this.setValues( parameters );

	}

	LineBasicMaterial.prototype = Object.create( Material.prototype );
	LineBasicMaterial.prototype.constructor = LineBasicMaterial;

	LineBasicMaterial.prototype.isLineBasicMaterial = true;

	LineBasicMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );

		this.linewidth = source.linewidth;
		this.linecap = source.linecap;
		this.linejoin = source.linejoin;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Line( geometry, material, mode ) {

		if ( mode === 1 ) {

			console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
			return new LineSegments( geometry, material );

		}

		Object3D.call( this );

		this.type = 'Line';

		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
		this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );

	}

	Line.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Line,

		isLine: true,

		raycast: ( function () {

			var inverseMatrix = new Matrix4();
			var ray = new Ray();
			var sphere = new Sphere();

			return function raycast( raycaster, intersects ) {

				var precision = raycaster.linePrecision;
				var precisionSq = precision * precision;

				var geometry = this.geometry;
				var matrixWorld = this.matrixWorld;

				// Checking boundingSphere distance to ray

				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere );
				sphere.applyMatrix4( matrixWorld );

				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

				//

				inverseMatrix.getInverse( matrixWorld );
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

				var vStart = new Vector3();
				var vEnd = new Vector3();
				var interSegment = new Vector3();
				var interRay = new Vector3();
				var step = (this && this.isLineSegments) ? 2 : 1;

				if ( geometry.isBufferGeometry ) {

					var index = geometry.index;
					var attributes = geometry.attributes;
					var positions = attributes.position.array;

					if ( index !== null ) {

						var indices = index.array;

						for ( var i = 0, l = indices.length - 1; i < l; i += step ) {

							var a = indices[ i ];
							var b = indices[ i + 1 ];

							vStart.fromArray( positions, a * 3 );
							vEnd.fromArray( positions, b * 3 );

							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

							if ( distSq > precisionSq ) continue;

							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

							var distance = raycaster.ray.origin.distanceTo( interRay );

							if ( distance < raycaster.near || distance > raycaster.far ) continue;

							intersects.push( {

								distance: distance,
								// What do we want? intersection point on the ray or on the segment??
								// point: raycaster.ray.at( distance ),
								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
								index: i,
								face: null,
								faceIndex: null,
								object: this

							} );

						}

					} else {

						for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {

							vStart.fromArray( positions, 3 * i );
							vEnd.fromArray( positions, 3 * i + 3 );

							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

							if ( distSq > precisionSq ) continue;

							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

							var distance = raycaster.ray.origin.distanceTo( interRay );

							if ( distance < raycaster.near || distance > raycaster.far ) continue;

							intersects.push( {

								distance: distance,
								// What do we want? intersection point on the ray or on the segment??
								// point: raycaster.ray.at( distance ),
								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
								index: i,
								face: null,
								faceIndex: null,
								object: this

							} );

						}

					}

				} else if ( geometry.isGeometry ) {

					var vertices = geometry.vertices;
					var nbVertices = vertices.length;

					for ( var i = 0; i < nbVertices - 1; i += step ) {

						var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

						if ( distSq > precisionSq ) continue;

						interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

						var distance = raycaster.ray.origin.distanceTo( interRay );

						if ( distance < raycaster.near || distance > raycaster.far ) continue;

						intersects.push( {

							distance: distance,
							// What do we want? intersection point on the ray or on the segment??
							// point: raycaster.ray.at( distance ),
							point: interSegment.clone().applyMatrix4( this.matrixWorld ),
							index: i,
							face: null,
							faceIndex: null,
							object: this

						} );

					}

				}

			};

		}() ),

		clone: function () {

			return new this.constructor( this.geometry, this.material ).copy( this );

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LineSegments( geometry, material ) {

		Line.call( this, geometry, material );

		this.type = 'LineSegments';

	}

	LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {

		constructor: LineSegments,

		isLineSegments: true

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  size: <float>,
	 *  sizeAttenuation: <bool>
	 * }
	 */

	function PointsMaterial( parameters ) {

		Material.call( this );

		this.type = 'PointsMaterial';

		this.color = new Color( 0xffffff );

		this.map = null;

		this.size = 1;
		this.sizeAttenuation = true;

		this.lights = false;

		this.setValues( parameters );

	}

	PointsMaterial.prototype = Object.create( Material.prototype );
	PointsMaterial.prototype.constructor = PointsMaterial;

	PointsMaterial.prototype.isPointsMaterial = true;

	PointsMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );

		this.map = source.map;

		this.size = source.size;
		this.sizeAttenuation = source.sizeAttenuation;

		return this;

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Points( geometry, material ) {

		Object3D.call( this );

		this.type = 'Points';

		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
		this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );

	}

	Points.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Points,

		isPoints: true,

		raycast: ( function () {

			var inverseMatrix = new Matrix4();
			var ray = new Ray();
			var sphere = new Sphere();

			return function raycast( raycaster, intersects ) {

				var object = this;
				var geometry = this.geometry;
				var matrixWorld = this.matrixWorld;
				var threshold = raycaster.params.Points.threshold;

				// Checking boundingSphere distance to ray

				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere );
				sphere.applyMatrix4( matrixWorld );

				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

				//

				inverseMatrix.getInverse( matrixWorld );
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

				var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
				var localThresholdSq = localThreshold * localThreshold;
				var position = new Vector3();

				function testPoint( point, index ) {

					var rayPointDistanceSq = ray.distanceSqToPoint( point );

					if ( rayPointDistanceSq < localThresholdSq ) {

						var intersectPoint = ray.closestPointToPoint( point );
						intersectPoint.applyMatrix4( matrixWorld );

						var distance = raycaster.ray.origin.distanceTo( intersectPoint );

						if ( distance < raycaster.near || distance > raycaster.far ) return;

						intersects.push( {

							distance: distance,
							distanceToRay: Math.sqrt( rayPointDistanceSq ),
							point: intersectPoint.clone(),
							index: index,
							face: null,
							object: object

						} );

					}

				}

				if ( geometry.isBufferGeometry ) {

					var index = geometry.index;
					var attributes = geometry.attributes;
					var positions = attributes.position.array;

					if ( index !== null ) {

						var indices = index.array;

						for ( var i = 0, il = indices.length; i < il; i ++ ) {

							var a = indices[ i ];

							position.fromArray( positions, a * 3 );

							testPoint( position, a );

						}

					} else {

						for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {

							position.fromArray( positions, i * 3 );

							testPoint( position, i );

						}

					}

				} else {

					var vertices = geometry.vertices;

					for ( var i = 0, l = vertices.length; i < l; i ++ ) {

						testPoint( vertices[ i ], i );

					}

				}

			};

		}() ),

		clone: function () {

			return new this.constructor( this.geometry, this.material ).copy( this );

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Group() {

		Object3D.call( this );

		this.type = 'Group';

	}

	Group.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Group

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

		Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.generateMipmaps = false;

		var scope = this;

		function update() {

			requestAnimationFrame( update );

			if ( video.readyState >= video.HAVE_CURRENT_DATA ) {

				scope.needsUpdate = true;

			}

		}

		update();

	}

	VideoTexture.prototype = Object.create( Texture.prototype );
	VideoTexture.prototype.constructor = VideoTexture;

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.image = { width: width, height: height };
		this.mipmaps = mipmaps;

		// no flipping for cube textures
		// (also flipping doesn't work for compressed textures )

		this.flipY = false;

		// can't generate mipmaps for compressed textures
		// mips must be embedded in DDS files

		this.generateMipmaps = false;

	}

	CompressedTexture.prototype = Object.create( Texture.prototype );
	CompressedTexture.prototype.constructor = CompressedTexture;

	CompressedTexture.prototype.isCompressedTexture = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

		Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.needsUpdate = true;

	}

	CanvasTexture.prototype = Object.create( Texture.prototype );
	CanvasTexture.prototype.constructor = CanvasTexture;

	/**
	 * @author Matt DesLauriers / @mattdesl
	 * @author atix / arthursilber.de
	 */

	function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

		format = format !== undefined ? format : DepthFormat;

		if ( format !== DepthFormat && format !== DepthStencilFormat ) {

			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' )

		}

		if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
		if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.image = { width: width, height: height };

		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

		this.flipY = false;
		this.generateMipmaps	= false;

	}

	DepthTexture.prototype = Object.create( Texture.prototype );
	DepthTexture.prototype.constructor = DepthTexture;
	DepthTexture.prototype.isDepthTexture = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WireframeGeometry( geometry ) {

		BufferGeometry.call( this );

		var edge = [ 0, 0 ], hash = {};

		function sortFunction( a, b ) {

			return a - b;

		}

		var keys = [ 'a', 'b', 'c' ];

		if ( geometry && geometry.isGeometry ) {

			var vertices = geometry.vertices;
			var faces = geometry.faces;
			var numEdges = 0;

			// allocate maximal size
			var edges = new Uint32Array( 6 * faces.length );

			for ( var i = 0, l = faces.length; i < l; i ++ ) {

				var face = faces[ i ];

				for ( var j = 0; j < 3; j ++ ) {

					edge[ 0 ] = face[ keys[ j ] ];
					edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
					edge.sort( sortFunction );

					var key = edge.toString();

					if ( hash[ key ] === undefined ) {

						edges[ 2 * numEdges ] = edge[ 0 ];
						edges[ 2 * numEdges + 1 ] = edge[ 1 ];
						hash[ key ] = true;
						numEdges ++;

					}

				}

			}

			var coords = new Float32Array( numEdges * 2 * 3 );

			for ( var i = 0, l = numEdges; i < l; i ++ ) {

				for ( var j = 0; j < 2; j ++ ) {

					var vertex = vertices[ edges [ 2 * i + j ] ];

					var index = 6 * i + 3 * j;
					coords[ index + 0 ] = vertex.x;
					coords[ index + 1 ] = vertex.y;
					coords[ index + 2 ] = vertex.z;

				}

			}

			this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );

		} else if ( geometry && geometry.isBufferGeometry ) {

			if ( geometry.index !== null ) {

				// Indexed BufferGeometry

				var indices = geometry.index.array;
				var vertices = geometry.attributes.position;
				var groups = geometry.groups;
				var numEdges = 0;

				if ( groups.length === 0 ) {

					geometry.addGroup( 0, indices.length );

				}

				// allocate maximal size
				var edges = new Uint32Array( 2 * indices.length );

				for ( var o = 0, ol = groups.length; o < ol; ++ o ) {

					var group = groups[ o ];

					var start = group.start;
					var count = group.count;

					for ( var i = start, il = start + count; i < il; i += 3 ) {

						for ( var j = 0; j < 3; j ++ ) {

							edge[ 0 ] = indices[ i + j ];
							edge[ 1 ] = indices[ i + ( j + 1 ) % 3 ];
							edge.sort( sortFunction );

							var key = edge.toString();

							if ( hash[ key ] === undefined ) {

								edges[ 2 * numEdges ] = edge[ 0 ];
								edges[ 2 * numEdges + 1 ] = edge[ 1 ];
								hash[ key ] = true;
								numEdges ++;

							}

						}

					}

				}

				var coords = new Float32Array( numEdges * 2 * 3 );

				for ( var i = 0, l = numEdges; i < l; i ++ ) {

					for ( var j = 0; j < 2; j ++ ) {

						var index = 6 * i + 3 * j;
						var index2 = edges[ 2 * i + j ];

						coords[ index + 0 ] = vertices.getX( index2 );
						coords[ index + 1 ] = vertices.getY( index2 );
						coords[ index + 2 ] = vertices.getZ( index2 );

					}

				}

				this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );

			} else {

				// non-indexed BufferGeometry

				var vertices = geometry.attributes.position.array;
				var numEdges = vertices.length / 3;
				var numTris = numEdges / 3;

				var coords = new Float32Array( numEdges * 2 * 3 );

				for ( var i = 0, l = numTris; i < l; i ++ ) {

					for ( var j = 0; j < 3; j ++ ) {

						var index = 18 * i + 6 * j;

						var index1 = 9 * i + 3 * j;
						coords[ index + 0 ] = vertices[ index1 ];
						coords[ index + 1 ] = vertices[ index1 + 1 ];
						coords[ index + 2 ] = vertices[ index1 + 2 ];

						var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
						coords[ index + 3 ] = vertices[ index2 ];
						coords[ index + 4 ] = vertices[ index2 + 1 ];
						coords[ index + 5 ] = vertices[ index2 + 2 ];

					}

				}

				this.addAttribute( 'position', new BufferAttribute( coords, 3 ) );

			}

		}

	}

	WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
	WireframeGeometry.prototype.constructor = WireframeGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * Parametric Surfaces Geometry
	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
	 */

	function ParametricBufferGeometry( func, slices, stacks ) {

		BufferGeometry.call( this );

		this.type = 'ParametricBufferGeometry';

		this.parameters = {
			func: func,
			slices: slices,
			stacks: stacks
		};

		// generate vertices and uvs

		var vertices = [];
		var uvs = [];

		var i, j, p;
		var u, v;

		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 );
				vertices.push( p.x, p.y, p.z );

				uvs.push( u, v );

			}

		}

		// generate indices

		var indices = [];
		var a, b, c, d;

		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 + 1;
				d = ( i + 1 ) * sliceCount + j;

				// faces one and two

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( new ( indices.length > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// generate normals

		this.computeVertexNormals();

	}

	ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;

	/**
	 * @author zz85 / https://github.com/zz85
	 *
	 * Parametric Surfaces Geometry
	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
	 */

	function ParametricGeometry( func, slices, stacks ) {

		Geometry.call( this );

		this.type = 'ParametricGeometry';

		this.parameters = {
			func: func,
			slices: slices,
			stacks: stacks
		};

		this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
		this.mergeVertices();

	}

	ParametricGeometry.prototype = Object.create( Geometry.prototype );
	ParametricGeometry.prototype.constructor = ParametricGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {

		BufferGeometry.call( this );

		this.type = 'PolyhedronBufferGeometry';

		this.parameters = {
			vertices: vertices,
			indices: indices,
			radius: radius,
			detail: detail
		};

		radius = radius || 1;
		detail = detail || 0;

		// default buffer data

		var vertexBuffer = [];
		var uvBuffer = [];

		// the subdivision creates the vertex buffer data

		subdivide( detail );

		// all vertices should lie on a conceptual sphere with a given radius

		appplyRadius( radius );

		// finally, create the uv data

		generateUVs();

		// build non-indexed geometry

		this.addAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );
		this.normalizeNormals();

		this.boundingSphere = new Sphere( new Vector3(), radius );

		// helper functions

		function subdivide( detail ) {

			var a = new Vector3();
			var b = new Vector3();
			var c = new Vector3();

			// iterate over all faces and apply a subdivison with the given detail value

			for ( var i = 0; i < indices.length; i += 3 ) {

				// get the vertices of the face

				getVertexByIndex( indices[ i + 0 ], a );
				getVertexByIndex( indices[ i + 1 ], b );
				getVertexByIndex( indices[ i + 2 ], c );

				// perform subdivision

				subdivideFace( a, b, c, detail );

			}

		}

		function subdivideFace( a, b, c, detail ) {

			var cols = Math.pow( 2, detail );

			// we use this multidimensional array as a data structure for creating the subdivision

			var v = [];

			var i, j;

			// construct all of the vertices for this subdivision

			for ( i = 0 ; i <= cols; i ++ ) {

				v[ i ] = [];

				var aj = a.clone().lerp( c, i / cols );
				var bj = b.clone().lerp( c, i / cols );

				var rows = cols - i;

				for ( j = 0; j <= rows; j ++ ) {

					if ( j === 0 && i === cols ) {

						v[ i ][ j ] = aj;

					} else {

						v[ i ][ j ] = aj.clone().lerp( bj, j / rows );

					}

				}

			}

			// construct all of the faces

			for ( i = 0; i < cols ; i ++ ) {

				for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {

					var k = Math.floor( j / 2 );

					if ( j % 2 === 0 ) {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );
						pushVertex( v[ i ][ k ] );

					} else {

						pushVertex( v[ i ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k + 1 ] );
						pushVertex( v[ i + 1 ][ k ] );

					}

				}

			}

		}

		function appplyRadius( radius ) {

			var vertex = new Vector3();

			// iterate over the entire buffer and apply the radius to each vertex

			for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				vertex.normalize().multiplyScalar( radius );

				vertexBuffer[ i + 0 ] = vertex.x;
				vertexBuffer[ i + 1 ] = vertex.y;
				vertexBuffer[ i + 2 ] = vertex.z;

			}

		}

		function generateUVs() {

			var vertex = new Vector3();

			for ( var i = 0; i < vertexBuffer.length; i += 3 ) {

				vertex.x = vertexBuffer[ i + 0 ];
				vertex.y = vertexBuffer[ i + 1 ];
				vertex.z = vertexBuffer[ i + 2 ];

				var u = azimuth( vertex ) / 2 / Math.PI + 0.5;
				var v = inclination( vertex ) / Math.PI + 0.5;
				uvBuffer.push( u, 1 - v );

			}

			correctUVs();

			correctSeam();

		}

		function correctSeam() {

			// handle case when face straddles the seam, see #3269

			for ( var i = 0; i < uvBuffer.length; i += 6 ) {

				// uv data of a single face

				var x0 = uvBuffer[ i + 0 ];
				var x1 = uvBuffer[ i + 2 ];
				var x2 = uvBuffer[ i + 4 ];

				var max = Math.max( x0, x1, x2 );
				var min = Math.min( x0, x1, x2 );

				// 0.9 is somewhat arbitrary

				if ( max > 0.9 && min < 0.1 ) {

					if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;
					if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;
					if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;

				}

			}

		}

		function pushVertex( vertex ) {

			vertexBuffer.push( vertex.x, vertex.y, vertex.z );

		}

		function getVertexByIndex( index, vertex ) {

			var stride = index * 3;

			vertex.x = vertices[ stride + 0 ];
			vertex.y = vertices[ stride + 1 ];
			vertex.z = vertices[ stride + 2 ];

		}

		function correctUVs() {

			var a = new Vector3();
			var b = new Vector3();
			var c = new Vector3();

			var centroid = new Vector3();

			var uvA = new Vector2();
			var uvB = new Vector2();
			var uvC = new Vector2();

			for ( var i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {

				a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );
				b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );
				c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );

				uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );
				uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );
				uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );

				centroid.copy( a ).add( b ).add( c ).divideScalar( 3 );

				var azi = azimuth( centroid );

				correctUV( uvA, j + 0, a, azi );
				correctUV( uvB, j + 2, b, azi );
				correctUV( uvC, j + 4, c, azi );

			}

		}

		function correctUV( uv, stride, vector, azimuth  ) {

			if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {

				uvBuffer[ stride ] =  uv.x - 1;

			}

			if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {

				uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;

			}

		}

		// 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 ) ) );

		}

	}

	PolyhedronBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	PolyhedronBufferGeometry.prototype.constructor = PolyhedronBufferGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function TetrahedronBufferGeometry( radius, detail ) {

		var vertices = [
			1,  1,  1,   - 1, - 1,  1,   - 1,  1, - 1,    1, - 1, - 1
		];

		var indices = [
			2,  1,  0,    0,  3,  2,    1,  3,  0,    2,  3,  1
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'TetrahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;

	/**
	 * @author timothypratley / https://github.com/timothypratley
	 */

	function TetrahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'TetrahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
	TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function OctahedronBufferGeometry( radius,detail ) {

		var vertices = [
			1, 0, 0,   - 1, 0, 0,    0, 1, 0,    0, - 1, 0,    0, 0, 1,    0, 0, - 1
		];

		var indices = [
			0, 2, 4,    0, 4, 3,    0, 3, 5,    0, 5, 2,    1, 2, 5,    1, 5, 3,    1, 3, 4,    1, 4, 2
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'OctahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;

	/**
	 * @author timothypratley / https://github.com/timothypratley
	 */

	function OctahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'OctahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	OctahedronGeometry.prototype = Object.create( Geometry.prototype );
	OctahedronGeometry.prototype.constructor = OctahedronGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function IcosahedronBufferGeometry( 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 indices = [
			 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
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'IcosahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;

	/**
	 * @author timothypratley / https://github.com/timothypratley
	 */

	function IcosahedronGeometry( radius, detail ) {

	 	Geometry.call( this );

		this.type = 'IcosahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
	IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function DodecahedronBufferGeometry( radius, detail ) {

		var t = ( 1 + Math.sqrt( 5 ) ) / 2;
		var r = 1 / t;

		var vertices = [

			// (±1, ±1, ±1)
			- 1, - 1, - 1,    - 1, - 1,  1,
			- 1,  1, - 1,    - 1,  1,  1,
			 1, - 1, - 1,     1, - 1,  1,
			 1,  1, - 1,     1,  1,  1,

			// (0, ±1/φ, ±φ)
			 0, - r, - t,     0, - r,  t,
			 0,  r, - t,     0,  r,  t,

			// (±1/φ, ±φ, 0)
			- r, - t,  0,    - r,  t,  0,
			 r, - t,  0,     r,  t,  0,

			// (±φ, 0, ±1/φ)
			- t,  0, - r,     t,  0, - r,
			- t,  0,  r,     t,  0,  r
		];

		var indices = [
			 3, 11,  7,      3,  7, 15,      3, 15, 13,
			 7, 19, 17,      7, 17,  6,      7,  6, 15,
			17,  4,  8,     17,  8, 10,     17, 10,  6,
			 8,  0, 16,      8, 16,  2,      8,  2, 10,
			 0, 12,  1,      0,  1, 18,      0, 18, 16,
			 6, 10,  2,      6,  2, 13,      6, 13, 15,
			 2, 16, 18,      2, 18,  3,      2,  3, 13,
			18,  1,  9,     18,  9, 11,     18, 11,  3,
			 4, 14, 12,      4, 12,  0,      4,  0,  8,
			11,  9,  5,     11,  5, 19,     11, 19,  7,
			19,  5, 14,     19, 14,  4,     19,  4, 17,
			 1, 12, 14,      1, 14,  5,      1,  5,  9
		];

		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );

		this.type = 'DodecahedronBufferGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

	}

	DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
	DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;

	/**
	 * @author Abe Pazos / https://hamoid.com
	 */

	function DodecahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'DodecahedronGeometry';

		this.parameters = {
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
		this.mergeVertices();

	}

	DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
	DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;

	/**
	 * @author clockworkgeek / https://github.com/clockworkgeek
	 * @author timothypratley / https://github.com/timothypratley
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function PolyhedronGeometry( vertices, indices, radius, detail ) {

		Geometry.call( this );

		this.type = 'PolyhedronGeometry';

		this.parameters = {
			vertices: vertices,
			indices: indices,
			radius: radius,
			detail: detail
		};

		this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
		this.mergeVertices();

	}

	PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
	PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * Creates a tube which extrudes along a 3d spline.
	 *
	 */

	function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {

		BufferGeometry.call( this );

		this.type = 'TubeBufferGeometry';

		this.parameters = {
			path: path,
			tubularSegments: tubularSegments,
			radius: radius,
			radialSegments: radialSegments,
			closed: closed
		};

		tubularSegments = tubularSegments || 64;
		radius = radius || 1;
		radialSegments = radialSegments || 8;
		closed = closed || false;

		var frames = path.computeFrenetFrames( tubularSegments, closed );

		// expose internals

		this.tangents = frames.tangents;
		this.normals = frames.normals;
		this.binormals = frames.binormals;

		// helper variables

		var vertex = new Vector3();
		var normal = new Vector3();
		var uv = new Vector2();

		var i, j;

		// buffer

		var vertices = [];
		var normals = [];
		var uvs = [];
		var indices = [];

		// create buffer data

		generateBufferData();

		// build geometry

		this.setIndex( new ( indices.length > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// functions

		function generateBufferData() {

			for ( i = 0; i < tubularSegments; i ++ ) {

				generateSegment( i );

			}

			// if the geometry is not closed, generate the last row of vertices and normals
			// at the regular position on the given path
			//
			// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)

			generateSegment( ( closed === false ) ? tubularSegments : 0 );

			// uvs are generated in a separate function.
			// this makes it easy compute correct values for closed geometries

			generateUVs();

			// finally create faces

			generateIndices();

		}

		function generateSegment( i ) {

			// we use getPointAt to sample evenly distributed points from the given path

			var P = path.getPointAt( i / tubularSegments );

			// retrieve corresponding normal and binormal

			var N = frames.normals[ i ];
			var B = frames.binormals[ i ];

			// generate normals and vertices for the current segment

			for ( j = 0; j <= radialSegments; j ++ ) {

				var v = j / radialSegments * Math.PI * 2;

				var sin =   Math.sin( v );
				var cos = - Math.cos( v );

				// normal

				normal.x = ( cos * N.x + sin * B.x );
				normal.y = ( cos * N.y + sin * B.y );
				normal.z = ( cos * N.z + sin * B.z );
				normal.normalize();

				normals.push( normal.x, normal.y, normal.z );

				// vertex

				vertex.x = P.x + radius * normal.x;
				vertex.y = P.y + radius * normal.y;
				vertex.z = P.z + radius * normal.z;

				vertices.push( vertex.x, vertex.y, vertex.z );

			}

		}

		function generateIndices() {

			for ( j = 1; j <= tubularSegments; j ++ ) {

				for ( i = 1; i <= radialSegments; i ++ ) {

					var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
					var b = ( radialSegments + 1 ) * j + ( i - 1 );
					var c = ( radialSegments + 1 ) * j + i;
					var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

				}

			}

		}

		function generateUVs() {

			for ( i = 0; i <= tubularSegments; i ++ ) {

				for ( j = 0; j <= radialSegments; j ++ ) {

					uv.x = i / tubularSegments;
					uv.y = j / radialSegments;

					uvs.push( uv.x, uv.y );

				}

			}

		}

	}

	TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;

	/**
	 * @author oosmoxiecode / https://github.com/oosmoxiecode
	 * @author WestLangley / https://github.com/WestLangley
	 * @author zz85 / https://github.com/zz85
	 * @author miningold / https://github.com/miningold
	 * @author jonobr1 / https://github.com/jonobr1
	 *
	 * Creates a tube which extrudes along a 3d spline.
	 */

	function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {

		Geometry.call( this );

		this.type = 'TubeGeometry';

		this.parameters = {
			path: path,
			tubularSegments: tubularSegments,
			radius: radius,
			radialSegments: radialSegments,
			closed: closed
		};

		if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );

		var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );

		// expose internals

		this.tangents = bufferGeometry.tangents;
		this.normals = bufferGeometry.normals;
		this.binormals = bufferGeometry.binormals;

		// create geometry

		this.fromBufferGeometry( bufferGeometry );
		this.mergeVertices();

	}

	TubeGeometry.prototype = Object.create( Geometry.prototype );
	TubeGeometry.prototype.constructor = TubeGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * see: http://www.blackpawn.com/texts/pqtorus/
	 */
	function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {

		BufferGeometry.call( this );

		this.type = 'TorusKnotBufferGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			tubularSegments: tubularSegments,
			radialSegments: radialSegments,
			p: p,
			q: q
		};

		radius = radius || 100;
		tube = tube || 40;
		tubularSegments = Math.floor( tubularSegments ) || 64;
		radialSegments = Math.floor( radialSegments ) || 8;
		p = p || 2;
		q = q || 3;

		// used to calculate buffer length
		var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) );
		var indexCount = radialSegments * tubularSegments * 2 * 3;

		// buffers
		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );

		// helper variables
		var i, j, index = 0, indexOffset = 0;

		var vertex = new Vector3();
		var normal = new Vector3();
		var uv = new Vector2();

		var P1 = new Vector3();
		var P2 = new Vector3();

		var B = new Vector3();
		var T = new Vector3();
		var N = new Vector3();

		// generate vertices, normals and uvs

		for ( i = 0; i <= tubularSegments; ++ i ) {

			// the radian "u" is used to calculate the position on the torus curve of the current tubular segement

			var u = i / tubularSegments * p * Math.PI * 2;

			// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
			// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

			calculatePositionOnCurve( u, p, q, radius, P1 );
			calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

			// calculate orthonormal basis

			T.subVectors( P2, P1 );
			N.addVectors( P2, P1 );
			B.crossVectors( T, N );
			N.crossVectors( B, T );

			// normalize B, N. T can be ignored, we don't use it

			B.normalize();
			N.normalize();

			for ( j = 0; j <= radialSegments; ++ j ) {

				// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
				// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

				var v = j / radialSegments * Math.PI * 2;
				var cx = - tube * Math.cos( v );
				var cy = tube * Math.sin( v );

				// now calculate the final vertex position.
				// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

				vertex.x = P1.x + ( cx * N.x + cy * B.x );
				vertex.y = P1.y + ( cx * N.y + cy * B.y );
				vertex.z = P1.z + ( cx * N.z + cy * B.z );

				// vertex
				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );

				// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
				normal.subVectors( vertex, P1 ).normalize();
				normals.setXYZ( index, normal.x, normal.y, normal.z );

				// uv
				uv.x = i / tubularSegments;
				uv.y = j / radialSegments;
				uvs.setXY( index, uv.x, uv.y );

				// increase index
				index ++;

			}

		}

		// generate indices

		for ( j = 1; j <= tubularSegments; j ++ ) {

			for ( i = 1; i <= radialSegments; i ++ ) {

				// indices
				var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
				var b = ( radialSegments + 1 ) * j + ( i - 1 );
				var c = ( radialSegments + 1 ) * j + i;
				var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

				// face one
				indices.setX( indexOffset, a ); indexOffset++;
				indices.setX( indexOffset, b ); indexOffset++;
				indices.setX( indexOffset, d ); indexOffset++;

				// face two
				indices.setX( indexOffset, b ); indexOffset++;
				indices.setX( indexOffset, c ); indexOffset++;
				indices.setX( indexOffset, d ); indexOffset++;

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', vertices );
		this.addAttribute( 'normal', normals );
		this.addAttribute( 'uv', uvs );

		// this function calculates the current position on the torus curve

		function calculatePositionOnCurve( u, p, q, radius, position ) {

			var cu = Math.cos( u );
			var su = Math.sin( u );
			var quOverP = q / p * u;
			var cs = Math.cos( quOverP );

			position.x = radius * ( 2 + cs ) * 0.5 * cu;
			position.y = radius * ( 2 + cs ) * su * 0.5;
			position.z = radius * Math.sin( quOverP ) * 0.5;

		}

	}

	TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;

	/**
	 * @author oosmoxiecode
	 */

	function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {

		Geometry.call( this );

		this.type = 'TorusKnotGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			tubularSegments: tubularSegments,
			radialSegments: radialSegments,
			p: p,
			q: q
		};

		if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );

		this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
		this.mergeVertices();

	}

	TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
	TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

		BufferGeometry.call( this );

		this.type = 'TorusBufferGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			radialSegments: radialSegments,
			tubularSegments: tubularSegments,
			arc: arc
		};

		radius = radius || 100;
		tube = tube || 40;
		radialSegments = Math.floor( radialSegments ) || 8;
		tubularSegments = Math.floor( tubularSegments ) || 6;
		arc = arc || Math.PI * 2;

		// used to calculate buffer length
		var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) );
		var indexCount = radialSegments * tubularSegments * 2 * 3;

		// buffers
		var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount );
		var vertices = new Float32Array( vertexCount * 3 );
		var normals = new Float32Array( vertexCount * 3 );
		var uvs = new Float32Array( vertexCount * 2 );

		// offset variables
		var vertexBufferOffset = 0;
		var uvBufferOffset = 0;
		var indexBufferOffset = 0;

		// helper variables
		var center = new Vector3();
		var vertex = new Vector3();
		var normal = new Vector3();

		var j, i;

		// generate vertices, normals and uvs

		for ( j = 0; j <= radialSegments; j ++ ) {

			for ( i = 0; i <= tubularSegments; i ++ ) {

				var u = i / tubularSegments * arc;
				var v = j / radialSegments * Math.PI * 2;

				// vertex
				vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
				vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
				vertex.z = tube * Math.sin( v );

				vertices[ vertexBufferOffset ] = vertex.x;
				vertices[ vertexBufferOffset + 1 ] = vertex.y;
				vertices[ vertexBufferOffset + 2 ] = vertex.z;

				// this vector is used to calculate the normal
				center.x = radius * Math.cos( u );
				center.y = radius * Math.sin( u );

				// normal
				normal.subVectors( vertex, center ).normalize();

				normals[ vertexBufferOffset ] = normal.x;
				normals[ vertexBufferOffset + 1 ] = normal.y;
				normals[ vertexBufferOffset + 2 ] = normal.z;

				// uv
				uvs[ uvBufferOffset ] = i / tubularSegments;
				uvs[ uvBufferOffset + 1 ] = j / radialSegments;

				// update offsets
				vertexBufferOffset += 3;
				uvBufferOffset += 2;

			}

		}

		// generate indices

		for ( j = 1; j <= radialSegments; j ++ ) {

			for ( i = 1; i <= tubularSegments; i ++ ) {

				// indices
				var a = ( tubularSegments + 1 ) * j + i - 1;
				var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
				var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
				var d = ( tubularSegments + 1 ) * j + i;

				// face one
				indices[ indexBufferOffset ] = a;
				indices[ indexBufferOffset + 1 ] = b;
				indices[ indexBufferOffset + 2 ] = d;

				// face two
				indices[ indexBufferOffset + 3 ] = b;
				indices[ indexBufferOffset + 4 ] = c;
				indices[ indexBufferOffset + 5 ] = d;

				// update offset
				indexBufferOffset += 6;

			}

		}

		// build geometry
		this.setIndex( new BufferAttribute( indices, 1 ) );
		this.addAttribute( 'position', new BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );

	}

	TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;

	/**
	 * @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
	 */

	function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

		Geometry.call( this );

		this.type = 'TorusGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			radialSegments: radialSegments,
			tubularSegments: tubularSegments,
			arc: arc
		};

		this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );

	}

	TorusGeometry.prototype = Object.create( Geometry.prototype );
	TorusGeometry.prototype.constructor = TorusGeometry;

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 */

	var ShapeUtils = {

		// calculate area of the contour polygon

		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;

		},

		triangulate: ( function () {

			/**
			 * 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 snip( 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 ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) 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 ++ ) {

					px = contour[ verts[ p ] ].x;
					py = contour[ verts[ p ] ].y;

					if ( ( ( px === ax ) && ( py === ay ) ) ||
						 ( ( px === bx ) && ( py === by ) ) ||
						 ( ( px === cx ) && ( py === cy ) ) )	continue;

					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 >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;

				}

				return true;

			}

			// takes in an contour array and returns

			return function triangulate( 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 ( ShapeUtils.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.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );

						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;

			}

		} )(),

		triangulateShape: function ( contour, holes ) {

			function removeDupEndPts(points) {

				var l = points.length;

				if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

					points.pop();

				}

			}

			removeDupEndPts( contour );
			holes.forEach( removeDupEndPts );

			function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {

				// inOtherPt needs to be collinear to the inSegment
				if ( inSegPt1.x !== inSegPt2.x ) {

					if ( inSegPt1.x < inSegPt2.x ) {

						return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );

					} else {

						return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );

					}

				} else {

					if ( inSegPt1.y < inSegPt2.y ) {

						return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );

					} else {

						return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );

					}

				}

			}

			function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {

				var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
				var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;

				var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
				var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;

				var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
				var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;

				if ( Math.abs( limit ) > Number.EPSILON ) {

					// not parallel

					var perpSeg2;
					if ( limit > 0 ) {

						if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
						perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
						if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];

					} else {

						if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
						perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
						if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];

					}

					// i.e. to reduce rounding errors
					// intersection at endpoint of segment#1?
					if ( perpSeg2 === 0 ) {

						if ( ( inExcludeAdjacentSegs ) &&
							 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
						return [ inSeg1Pt1 ];

					}
					if ( perpSeg2 === limit ) {

						if ( ( inExcludeAdjacentSegs ) &&
							 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
						return [ inSeg1Pt2 ];

					}
					// intersection at endpoint of segment#2?
					if ( perpSeg1 === 0 )		return [ inSeg2Pt1 ];
					if ( perpSeg1 === limit )	return [ inSeg2Pt2 ];

					// return real intersection point
					var factorSeg1 = perpSeg2 / limit;
					return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
								y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];

				} else {

					// parallel or collinear
					if ( ( perpSeg1 !== 0 ) ||
						 ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) 			return [];

					// they are collinear or degenerate
					var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) );	// segment1 is just a point?
					var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) );	// segment2 is just a point?
					// both segments are points
					if ( seg1Pt && seg2Pt ) {

						if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
							 ( inSeg1Pt1.y !== inSeg2Pt1.y ) )		return [];	// they are distinct  points
						return [ inSeg1Pt1 ];                 						// they are the same point

					}
					// segment#1  is a single point
					if ( seg1Pt ) {

						if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
						return [ inSeg1Pt1 ];

					}
					// segment#2  is a single point
					if ( seg2Pt ) {

						if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
						return [ inSeg2Pt1 ];

					}

					// they are collinear segments, which might overlap
					var seg1min, seg1max, seg1minVal, seg1maxVal;
					var seg2min, seg2max, seg2minVal, seg2maxVal;
					if ( seg1dx !== 0 ) {

						// the segments are NOT on a vertical line
						if ( inSeg1Pt1.x < inSeg1Pt2.x ) {

							seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
							seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;

						} else {

							seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
							seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;

						}
						if ( inSeg2Pt1.x < inSeg2Pt2.x ) {

							seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
							seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;

						} else {

							seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
							seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;

						}

					} else {

						// the segments are on a vertical line
						if ( inSeg1Pt1.y < inSeg1Pt2.y ) {

							seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
							seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;

						} else {

							seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
							seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;

						}
						if ( inSeg2Pt1.y < inSeg2Pt2.y ) {

							seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
							seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;

						} else {

							seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
							seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;

						}

					}
					if ( seg1minVal <= seg2minVal ) {

						if ( seg1maxVal <  seg2minVal )	return [];
						if ( seg1maxVal === seg2minVal )	{

							if ( inExcludeAdjacentSegs )		return [];
							return [ seg2min ];

						}
						if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
						return	[ seg2min, seg2max ];

					} else {

						if ( seg1minVal >  seg2maxVal )	return [];
						if ( seg1minVal === seg2maxVal )	{

							if ( inExcludeAdjacentSegs )		return [];
							return [ seg1min ];

						}
						if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
						return	[ seg1min, seg2max ];

					}

				}

			}

			function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {

				// The order of legs is important

				// translation of all points, so that Vertex is at (0,0)
				var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
				var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
				var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;

				// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
				var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
				var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;

				if ( Math.abs( from2toAngle ) > Number.EPSILON ) {

					// angle != 180 deg.

					var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
					// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );

					if ( from2toAngle > 0 ) {

						// main angle < 180 deg.
						return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );

					} else {

						// main angle > 180 deg.
						return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );

					}

				} else {

					// angle == 180 deg.
					// console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
					return	( from2otherAngle > 0 );

				}

			}


			function removeHoles( contour, holes ) {

				var shape = contour.concat(); // work on this shape
				var hole;

				function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {

					// Check if hole point lies within angle around shape point
					var lastShapeIdx = shape.length - 1;

					var prevShapeIdx = inShapeIdx - 1;
					if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;

					var nextShapeIdx = inShapeIdx + 1;
					if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;

					var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
					if ( ! insideAngle ) {

						// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
						return	false;

					}

					// Check if shape point lies within angle around hole point
					var lastHoleIdx = hole.length - 1;

					var prevHoleIdx = inHoleIdx - 1;
					if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;

					var nextHoleIdx = inHoleIdx + 1;
					if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;

					insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
					if ( ! insideAngle ) {

						// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
						return	false;

					}

					return	true;

				}

				function intersectsShapeEdge( inShapePt, inHolePt ) {

					// checks for intersections with shape edges
					var sIdx, nextIdx, intersection;
					for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {

						nextIdx = sIdx + 1; nextIdx %= shape.length;
						intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
						if ( intersection.length > 0 )		return	true;

					}

					return	false;

				}

				var indepHoles = [];

				function intersectsHoleEdge( inShapePt, inHolePt ) {

					// checks for intersections with hole edges
					var ihIdx, chkHole,
						hIdx, nextIdx, intersection;
					for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {

						chkHole = holes[ indepHoles[ ihIdx ]];
						for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {

							nextIdx = hIdx + 1; nextIdx %= chkHole.length;
							intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
							if ( intersection.length > 0 )		return	true;

						}

					}
					return	false;

				}

				var holeIndex, shapeIndex,
					shapePt, holePt,
					holeIdx, cutKey, failedCuts = [],
					tmpShape1, tmpShape2,
					tmpHole1, tmpHole2;

				for ( var h = 0, hl = holes.length; h < hl; h ++ ) {

					indepHoles.push( h );

				}

				var minShapeIndex = 0;
				var counter = indepHoles.length * 2;
				while ( indepHoles.length > 0 ) {

					counter --;
					if ( counter < 0 ) {

						console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
						break;

					}

					// search for shape-vertex and hole-vertex,
					// which can be connected without intersections
					for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {

						shapePt = shape[ shapeIndex ];
						holeIndex	= - 1;

						// search for hole which can be reached without intersections
						for ( var h = 0; h < indepHoles.length; h ++ ) {

							holeIdx = indepHoles[ h ];

							// prevent multiple checks
							cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
							if ( failedCuts[ cutKey ] !== undefined )			continue;

							hole = holes[ holeIdx ];
							for ( var h2 = 0; h2 < hole.length; h2 ++ ) {

								holePt = hole[ h2 ];
								if ( ! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
								if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
								if ( intersectsHoleEdge( shapePt, holePt ) )		continue;

								holeIndex = h2;
								indepHoles.splice( h, 1 );

								tmpShape1 = shape.slice( 0, shapeIndex + 1 );
								tmpShape2 = shape.slice( shapeIndex );
								tmpHole1 = hole.slice( holeIndex );
								tmpHole2 = hole.slice( 0, holeIndex + 1 );

								shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );

								minShapeIndex = shapeIndex;

								// Debug only, to show the selected cuts
								// glob_CutLines.push( [ shapePt, holePt ] );

								break;

							}
							if ( holeIndex >= 0 )	break;		// hole-vertex found

							failedCuts[ cutKey ] = true;			// remember failure

						}
						if ( holeIndex >= 0 )	break;		// hole-vertex found

					}

				}

				return shape; 			/* shape with no holes */

			}


			var i, il, f, face,
				key, index,
				allPointsMap = {};

			// 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.

			var allpoints = contour.concat();

			for ( var h = 0, hl = holes.length; h < hl; h ++ ) {

				Array.prototype.push.apply( allpoints, holes[ h ] );

			}

			//console.log( "allpoints",allpoints, allpoints.length );

			// 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.warn( "THREE.ShapeUtils: Duplicate point", key, i );

				}

				allPointsMap[ key ] = i;

			}

			// remove holes by cutting paths to holes and adding them to the shape
			var shapeWithoutHoles = removeHoles( contour, holes );

			var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
			//console.log( "triangles",triangles, triangles.length );

			// 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;

					}

				}

			}

			return triangles.concat();

		},

		isClockWise: function ( pts ) {

			return ShapeUtils.area( pts ) < 0;

		},

		// Bezier Curves formulas obtained from
		// http://en.wikipedia.org/wiki/B%C3%A9zier_curve

		// Quad Bezier Functions

		b2: ( function () {

			function b2p0( t, p ) {

				var k = 1 - t;
				return k * k * p;

			}

			function b2p1( t, p ) {

				return 2 * ( 1 - t ) * t * p;

			}

			function b2p2( t, p ) {

				return t * t * p;

			}

			return function b2( t, p0, p1, p2 ) {

				return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 );

			};

		} )(),

		// Cubic Bezier Functions

		b3: ( function () {

			function b3p0( t, p ) {

				var k = 1 - t;
				return k * k * k * p;

			}

			function b3p1( t, p ) {

				var k = 1 - t;
				return 3 * k * k * t * p;

			}

			function b3p2( t, p ) {

				var k = 1 - t;
				return 3 * k * t * t * p;

			}

			function b3p3( t, p ) {

				return t * t * t * p;

			}

			return function b3( t, p0, p1, p2, p3 ) {

				return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 );

			};

		} )()

	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 *
	 * Creates extruded geometry from a path shape.
	 *
	 * parameters = {
	 *
	 *  curveSegments: <int>, // number of points on the curves
	 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
	 *  amount: <int>, // Depth to extrude the shape
	 *
	 *  bevelEnabled: <bool>, // turn on bevel
	 *  bevelThickness: <float>, // how deep into the original shape bevel goes
	 *  bevelSize: <float>, // how far from shape outline is bevel
	 *  bevelSegments: <int>, // number of bevel layers
	 *
	 *  extrudePath: <THREE.Curve> // curve to extrude shape along
	 *  frames: <Object> // containing arrays of tangents, normals, binormals
	 *
	 *  uvGenerator: <Object> // object that provides UV generator functions
	 *
	 * }
	 **/

	function ExtrudeGeometry( shapes, options ) {

		if ( typeof( shapes ) === "undefined" ) {

			shapes = [];
			return;

		}

		Geometry.call( this );

		this.type = 'ExtrudeGeometry';

		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

		this.addShapeList( shapes, options );

		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 ) );

	}

	ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
	ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;

	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 );

		}

	};

	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;

		// Use default WorldUVGenerator if no UV generators are specified.
		var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;

		var splineTube, binormal, normal, position2;
		if ( extrudePath ) {

			extrudePts = extrudePath.getSpacedPoints( steps );

			extrudeByPath = true;
			bevelEnabled = false; // bevels not supported for path extrusion

			// SETUP TNB variables

			// TODO1 - have a .isClosed in spline?

			splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );

			// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

			binormal = new Vector3();
			normal = new Vector3();
			position2 = new Vector3();

		}

		// Safeguards if bevels are not enabled

		if ( ! bevelEnabled ) {

			bevelSegments = 0;
			bevelThickness = 0;
			bevelSize = 0;

		}

		// Variables initialization

		var ahole, h, hl; // looping of holes
		var scope = this;

		var shapesOffset = this.vertices.length;

		var shapePoints = shape.extractPoints( curveSegments );

		var vertices = shapePoints.shape;
		var holes = shapePoints.holes;

		var reverse = ! ShapeUtils.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 ( ShapeUtils.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 = ShapeUtils.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.error( "THREE.ExtrudeGeometry: vec does not exist" );

			return vec.clone().multiplyScalar( size ).add( pt );

		}

		var b, bs, t, z,
			vert, vlen = vertices.length,
			face, flen = faces.length;


		// Find directions for point movement


		function getBevelVec( inPt, inPrev, inNext ) {

			// computes for inPt the corresponding point inPt' on a new contour
			//   shifted by 1 unit (length of normalized vector) to the left
			// if we walk along contour clockwise, this new contour is outside the old one
			//
			// inPt' is the intersection of the two lines parallel to the two
			//  adjacent edges of inPt at a distance of 1 unit on the left side.

			var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt

			// good reading for geometry algorithms (here: line-line intersection)
			// http://geomalgorithms.com/a05-_intersect-1.html

			var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
			var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;

			var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

			// check for collinear edges
			var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

			if ( Math.abs( collinear0 ) > Number.EPSILON ) {

				// not collinear

				// length of vectors for normalizing

				var v_prev_len = Math.sqrt( v_prev_lensq );
				var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

				// shift adjacent points by unit vectors to the left

				var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
				var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

				var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
				var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

				// scaling factor for v_prev to intersection point

				var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
							( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
						  ( v_prev_x * v_next_y - v_prev_y * v_next_x );

				// vector from inPt to intersection point

				v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
				v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

				// Don't normalize!, otherwise sharp corners become ugly
				//  but prevent crazy spikes
				var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
				if ( v_trans_lensq <= 2 ) {

					return	new Vector2( v_trans_x, v_trans_y );

				} else {

					shrink_by = Math.sqrt( v_trans_lensq / 2 );

				}

			} else {

				// handle special case of collinear edges

				var direction_eq = false;		// assumes: opposite
				if ( v_prev_x > Number.EPSILON ) {

					if ( v_next_x > Number.EPSILON ) {

						direction_eq = true;

					}

				} else {

					if ( v_prev_x < - Number.EPSILON ) {

						if ( v_next_x < - Number.EPSILON ) {

							direction_eq = true;

						}

					} else {

						if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

							direction_eq = true;

						}

					}

				}

				if ( direction_eq ) {

					// console.log("Warning: lines are a straight sequence");
					v_trans_x = - v_prev_y;
					v_trans_y =  v_prev_x;
					shrink_by = Math.sqrt( v_prev_lensq );

				} else {

					// console.log("Warning: lines are a straight spike");
					v_trans_x = v_prev_x;
					v_trans_y = v_prev_y;
					shrink_by = Math.sqrt( v_prev_lensq / 2 );

				}

			}

			return	new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

		}


		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)

			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 * Math.cos( 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,  - 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 );

					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 ] ).add( normal ).add( 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 ] ).add( normal ).add( 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 * Math.cos ( 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 );

				}

				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 );

				}

			} else {

				// Bottom faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 2 ], face[ 1 ], face[ 0 ] );

				}

				// Top faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

				}

			}

		}

		// 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 Vector3( x, y, z ) );

		}

		function f3( a, b, c ) {

			a += shapesOffset;
			b += shapesOffset;
			c += shapesOffset;

			scope.faces.push( new Face3( a, b, c, null, null, 0 ) );

			var uvs = uvgen.generateTopUV( scope, 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 Face3( a, b, d, null, null, 1 ) );
			scope.faces.push( new Face3( b, c, d, null, null, 1 ) );

			var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );

			scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
			scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );

		}

	};

	ExtrudeGeometry.WorldUVGenerator = {

		generateTopUV: function ( geometry, indexA, indexB, indexC ) {

			var vertices = geometry.vertices;

			var a = vertices[ indexA ];
			var b = vertices[ indexB ];
			var c = vertices[ indexC ];

			return [
				new Vector2( a.x, a.y ),
				new Vector2( b.x, b.y ),
				new Vector2( c.x, c.y )
			];

		},

		generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {

			var vertices = geometry.vertices;

			var a = vertices[ indexA ];
			var b = vertices[ indexB ];
			var c = vertices[ indexC ];
			var d = vertices[ indexD ];

			if ( Math.abs( a.y - b.y ) < 0.01 ) {

				return [
					new Vector2( a.x, 1 - a.z ),
					new Vector2( b.x, 1 - b.z ),
					new Vector2( c.x, 1 - c.z ),
					new Vector2( d.x, 1 - d.z )
				];

			} else {

				return [
					new Vector2( a.y, 1 - a.z ),
					new Vector2( b.y, 1 - b.z ),
					new Vector2( c.y, 1 - c.z ),
					new Vector2( d.y, 1 - d.z )
				];

			}

		}
	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * Text = 3D Text
	 *
	 * parameters = {
	 *  font: <THREE.Font>, // font
	 *
	 *  size: <float>, // size of the text
	 *  height: <float>, // thickness to extrude text
	 *  curveSegments: <int>, // number of points on the curves
	 *
	 *  bevelEnabled: <bool>, // turn on bevel
	 *  bevelThickness: <float>, // how deep into text bevel goes
	 *  bevelSize: <float> // how far from text outline is bevel
	 * }
	 */

	function TextGeometry( text, parameters ) {

		parameters = parameters || {};

		var font = parameters.font;

		if ( (font && font.isFont) === false ) {

			console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
			return new Geometry();

		}

		var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );

		// 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;

		ExtrudeGeometry.call( this, shapes, parameters );

		this.type = 'TextGeometry';

	}

	TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype );
	TextGeometry.prototype.constructor = TextGeometry;

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 * based on THREE.SphereGeometry
	 */

	function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'SphereBufferGeometry';

		this.parameters = {
			radius: radius,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			phiStart: phiStart,
			phiLength: phiLength,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		radius = radius || 50;

		widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
		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 thetaEnd = thetaStart + thetaLength;

		var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) );

		var positions = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );

		var index = 0, vertices = [], normal = new Vector3();

		for ( var y = 0; y <= heightSegments; y ++ ) {

			var verticesRow = [];

			var v = y / heightSegments;

			for ( var x = 0; x <= widthSegments; x ++ ) {

				var u = x / widthSegments;

				var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
				var py = radius * Math.cos( thetaStart + v * thetaLength );
				var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

				normal.set( px, py, pz ).normalize();

				positions.setXYZ( index, px, py, pz );
				normals.setXYZ( index, normal.x, normal.y, normal.z );
				uvs.setXY( index, u, 1 - v );

				verticesRow.push( index );

				index ++;

			}

			vertices.push( verticesRow );

		}

		var indices = [];

		for ( var y = 0; y < heightSegments; y ++ ) {

			for ( var x = 0; x < 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 ];

				if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 );
				if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 );

			}

		}

		this.setIndex( new ( positions.count > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
		this.addAttribute( 'position', positions );
		this.addAttribute( 'normal', normals );
		this.addAttribute( 'uv', uvs );

		this.boundingSphere = new Sphere( new Vector3(), radius );

	}

	SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'SphereGeometry';

		this.parameters = {
			radius: radius,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			phiStart: phiStart,
			phiLength: phiLength,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );

	}

	SphereGeometry.prototype = Object.create( Geometry.prototype );
	SphereGeometry.prototype.constructor = SphereGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'RingBufferGeometry';

		this.parameters = {
			innerRadius: innerRadius,
			outerRadius: outerRadius,
			thetaSegments: thetaSegments,
			phiSegments: phiSegments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		innerRadius = innerRadius || 20;
		outerRadius = outerRadius || 50;

		thetaStart = thetaStart !== undefined ? thetaStart : 0;
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

		thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
		phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;

		// these are used to calculate buffer length
		var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 );
		var indexCount = thetaSegments * phiSegments * 2 * 3;

		// buffers
		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );

		// some helper variables
		var index = 0, indexOffset = 0, segment;
		var radius = innerRadius;
		var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
		var vertex = new Vector3();
		var uv = new Vector2();
		var j, i;

		// generate vertices, normals and uvs

		// values are generate from the inside of the ring to the outside

		for ( j = 0; j <= phiSegments; j ++ ) {

			for ( i = 0; i <= thetaSegments; i ++ ) {

				segment = thetaStart + i / thetaSegments * thetaLength;

				// vertex
				vertex.x = radius * Math.cos( segment );
				vertex.y = radius * Math.sin( segment );
				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );

				// normal
				normals.setXYZ( index, 0, 0, 1 );

				// uv
				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
				uv.y = ( vertex.y / outerRadius + 1 ) / 2;
				uvs.setXY( index, uv.x, uv.y );

				// increase index
				index++;

			}

			// increase the radius for next row of vertices
			radius += radiusStep;

		}

		// generate indices

		for ( j = 0; j < phiSegments; j ++ ) {

			var thetaSegmentLevel = j * ( thetaSegments + 1 );

			for ( i = 0; i < thetaSegments; i ++ ) {

				segment = i + thetaSegmentLevel;

				// indices
				var a = segment;
				var b = segment + thetaSegments + 1;
				var c = segment + thetaSegments + 2;
				var d = segment + 1;

				// face one
				indices.setX( indexOffset, a ); indexOffset++;
				indices.setX( indexOffset, b ); indexOffset++;
				indices.setX( indexOffset, c ); indexOffset++;

				// face two
				indices.setX( indexOffset, a ); indexOffset++;
				indices.setX( indexOffset, c ); indexOffset++;
				indices.setX( indexOffset, d ); indexOffset++;

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', vertices );
		this.addAttribute( 'normal', normals );
		this.addAttribute( 'uv', uvs );

	}

	RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	RingBufferGeometry.prototype.constructor = RingBufferGeometry;

	/**
	 * @author Kaleb Murphy
	 */

	function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'RingGeometry';

		this.parameters = {
			innerRadius: innerRadius,
			outerRadius: outerRadius,
			thetaSegments: thetaSegments,
			phiSegments: phiSegments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );

	}

	RingGeometry.prototype = Object.create( Geometry.prototype );
	RingGeometry.prototype.constructor = RingGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
	 */

	function PlaneGeometry( width, height, widthSegments, heightSegments ) {

		Geometry.call( this );

		this.type = 'PlaneGeometry';

		this.parameters = {
			width: width,
			height: height,
			widthSegments: widthSegments,
			heightSegments: heightSegments
		};

		this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );

	}

	PlaneGeometry.prototype = Object.create( Geometry.prototype );
	PlaneGeometry.prototype.constructor = PlaneGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	 // points - to create a closed torus, one must use a set of points
	 //    like so: [ a, b, c, d, a ], see first is the same as last.
	 // segments - the number of circumference segments to create
	 // phiStart - the starting radian
	 // phiLength - the radian (0 to 2PI) range of the lathed section
	 //    2PI is a closed lathe, less than 2PI is a portion.

	function LatheBufferGeometry( points, segments, phiStart, phiLength ) {

		BufferGeometry.call( this );

		this.type = 'LatheBufferGeometry';

		this.parameters = {
			points: points,
			segments: segments,
			phiStart: phiStart,
			phiLength: phiLength
		};

		segments = Math.floor( segments ) || 12;
		phiStart = phiStart || 0;
		phiLength = phiLength || Math.PI * 2;

		// clamp phiLength so it's in range of [ 0, 2PI ]
		phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );

		// these are used to calculate buffer length
		var vertexCount = ( segments + 1 ) * points.length;
		var indexCount = segments * points.length * 2 * 3;

		// buffers
		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 );
		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );

		// helper variables
		var index = 0, indexOffset = 0, base;
		var inverseSegments = 1.0 / segments;
		var vertex = new Vector3();
		var uv = new Vector2();
		var i, j;

		// generate vertices and uvs

		for ( i = 0; i <= segments; i ++ ) {

			var phi = phiStart + i * inverseSegments * phiLength;

			var sin = Math.sin( phi );
			var cos = Math.cos( phi );

			for ( j = 0; j <= ( points.length - 1 ); j ++ ) {

				// vertex
				vertex.x = points[ j ].x * sin;
				vertex.y = points[ j ].y;
				vertex.z = points[ j ].x * cos;
				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );

				// uv
				uv.x = i / segments;
				uv.y = j / ( points.length - 1 );
				uvs.setXY( index, uv.x, uv.y );

				// increase index
				index ++;

			}

		}

		// generate indices

		for ( i = 0; i < segments; i ++ ) {

			for ( j = 0; j < ( points.length - 1 ); j ++ ) {

				base = j + i * points.length;

				// indices
				var a = base;
				var b = base + points.length;
				var c = base + points.length + 1;
				var d = base + 1;

				// face one
				indices.setX( indexOffset, a ); indexOffset++;
				indices.setX( indexOffset, b ); indexOffset++;
				indices.setX( indexOffset, d ); indexOffset++;

				// face two
				indices.setX( indexOffset, b ); indexOffset++;
				indices.setX( indexOffset, c ); indexOffset++;
				indices.setX( indexOffset, d ); indexOffset++;

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', vertices );
		this.addAttribute( 'uv', uvs );

		// generate normals

		this.computeVertexNormals();

		// if the geometry is closed, we need to average the normals along the seam.
		// because the corresponding vertices are identical (but still have different UVs).

		if( phiLength === Math.PI * 2 ) {

			var normals = this.attributes.normal.array;
			var n1 = new Vector3();
			var n2 = new Vector3();
			var n = new Vector3();

			// this is the buffer offset for the last line of vertices
			base = segments * points.length * 3;

			for( i = 0, j = 0; i < points.length; i ++, j += 3 ) {

				// select the normal of the vertex in the first line
				n1.x = normals[ j + 0 ];
				n1.y = normals[ j + 1 ];
				n1.z = normals[ j + 2 ];

				// select the normal of the vertex in the last line
				n2.x = normals[ base + j + 0 ];
				n2.y = normals[ base + j + 1 ];
				n2.z = normals[ base + j + 2 ];

				// average normals
				n.addVectors( n1, n2 ).normalize();

				// assign the new values to both normals
				normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
				normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
				normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;

			} // next row

		}

	}

	LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;

	/**
	 * @author astrodud / http://astrodud.isgreat.org/
	 * @author zz85 / https://github.com/zz85
	 * @author bhouston / http://clara.io
	 */

	// points - to create a closed torus, one must use a set of points
	//    like so: [ a, b, c, d, a ], see first is the same as last.
	// segments - the number of circumference segments to create
	// phiStart - the starting radian
	// phiLength - the radian (0 to 2PI) range of the lathed section
	//    2PI is a closed lathe, less than 2PI is a portion.

	function LatheGeometry( points, segments, phiStart, phiLength ) {

		Geometry.call( this );

		this.type = 'LatheGeometry';

		this.parameters = {
			points: points,
			segments: segments,
			phiStart: phiStart,
			phiLength: phiLength
		};

		this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
		this.mergeVertices();

	}

	LatheGeometry.prototype = Object.create( Geometry.prototype );
	LatheGeometry.prototype.constructor = LatheGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * Creates a one-sided polygonal geometry from one or more shapes.
	 *
	 **/

	function ShapeBufferGeometry( shapes, curveSegments ) {

		BufferGeometry.call( this );

		this.type = 'ShapeBufferGeometry';

		this.parameters = {
			shapes: shapes,
			curveSegments: curveSegments
		};

		curveSegments = curveSegments || 12;

		var vertices = [];
		var normals = [];
		var uvs = [];
		var indices = [];

		var groupStart = 0;
		var groupCount = 0;

		// allow single and array values for "shapes" parameter

		if ( Array.isArray( shapes ) === false ) {

			addShape( shapes );

		} else {

			for ( var i = 0; i < shapes.length; i++ ) {

				addShape( shapes[ i ] );

				this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support

				groupStart += groupCount;
				groupCount = 0;

			}

		}

		// build geometry

		this.setIndex( new ( indices.length > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ) );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );


		// helper functions

		function addShape( shape ) {

			var i, l, shapeHole;

			var indexOffset = vertices.length / 3;
			var points = shape.extractPoints( curveSegments );

			var shapeVertices = points.shape;
			var shapeHoles = points.holes;

			// check direction of vertices

			if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

				shapeVertices = shapeVertices.reverse();

				// also check if holes are in the opposite direction

				for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

					shapeHole = shapeHoles[ i ];

					if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

						shapeHoles[ i ] = shapeHole.reverse();

					}

				}

			}

			var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

			// join vertices of inner and outer paths to a single array

			for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

				shapeHole = shapeHoles[ i ];
				shapeVertices = shapeVertices.concat( shapeHole );

			}

			// vertices, normals, uvs

			for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {

				var vertex = shapeVertices[ i ];

				vertices.push( vertex.x, vertex.y, 0 );
				normals.push( 0, 0, 1 );
				uvs.push( vertex.x, vertex.y ); // world uvs

			}

			// incides

			for ( i = 0, l = faces.length; i < l; i ++ ) {

				var face = faces[ i ];

				var a = face[ 0 ] + indexOffset;
				var b = face[ 1 ] + indexOffset;
				var c = face[ 2 ] + indexOffset;

				indices.push( a, b, c );
				groupCount += 3;

			}

		}

	}

	ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;

	/**
	 * @author jonobr1 / http://jonobr1.com
	 *
	 * Creates a one-sided polygonal geometry from a path shape.
	 *
	 **/

	function ShapeGeometry( shapes, curveSegments ) {

		Geometry.call( this );

		this.type = 'ShapeGeometry';

		if ( typeof curveSegments === 'object' ) {

			console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );

			curveSegments = curveSegments.curveSegments;

		}

		this.parameters = {
			shapes: shapes,
			curveSegments: curveSegments
		};

		this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
		this.mergeVertices();

	}

	ShapeGeometry.prototype = Object.create( Geometry.prototype );
	ShapeGeometry.prototype.constructor = ShapeGeometry;

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function EdgesGeometry( geometry, thresholdAngle ) {

		BufferGeometry.call( this );

		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;

		var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );

		var edge = [ 0, 0 ], hash = {};

		function sortFunction( a, b ) {

			return a - b;

		}

		var keys = [ 'a', 'b', 'c' ];

		var geometry2;

		if ( geometry.isBufferGeometry ) {

			geometry2 = new Geometry();
			geometry2.fromBufferGeometry( geometry );

		} else {

			geometry2 = geometry.clone();

		}

		geometry2.mergeVertices();
		geometry2.computeFaceNormals();

		var vertices = geometry2.vertices;
		var faces = geometry2.faces;

		for ( var i = 0, l = faces.length; i < l; i ++ ) {

			var face = faces[ i ];

			for ( var j = 0; j < 3; j ++ ) {

				edge[ 0 ] = face[ keys[ j ] ];
				edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
				edge.sort( sortFunction );

				var key = edge.toString();

				if ( hash[ key ] === undefined ) {

					hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };

				} else {

					hash[ key ].face2 = i;

				}

			}

		}

		var coords = [];

		for ( var key in hash ) {

			var h = hash[ key ];

			// An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

			if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {

				var vertex = vertices[ h.vert1 ];
				coords.push( vertex.x );
				coords.push( vertex.y );
				coords.push( vertex.z );

				vertex = vertices[ h.vert2 ];
				coords.push( vertex.x );
				coords.push( vertex.y );
				coords.push( vertex.z );

			}

		}

		this.addAttribute( 'position', new Float32BufferAttribute( coords, 3 ) );

	}

	EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
	EdgesGeometry.prototype.constructor = EdgesGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'CylinderBufferGeometry';

		this.parameters = {
			radiusTop: radiusTop,
			radiusBottom: radiusBottom,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		var scope = this;

		radiusTop = radiusTop !== undefined ? radiusTop : 20;
		radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
		height = height !== undefined ? height : 100;

		radialSegments = Math.floor( radialSegments ) || 8;
		heightSegments = Math.floor( heightSegments ) || 1;

		openEnded = openEnded !== undefined ? openEnded : false;
		thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
		thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;

		// used to calculate buffer length

		var nbCap = 0;

		if ( openEnded === false ) {

			if ( radiusTop > 0 ) nbCap ++;
			if ( radiusBottom > 0 ) nbCap ++;

		}

		var vertexCount = calculateVertexCount();
		var indexCount = calculateIndexCount();

		// buffers

		var indices = new BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ), 1 );
		var vertices = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var normals = new BufferAttribute( new Float32Array( vertexCount * 3 ), 3 );
		var uvs = new BufferAttribute( new Float32Array( vertexCount * 2 ), 2 );

		// helper variables

		var index = 0,
		    indexOffset = 0,
		    indexArray = [],
		    halfHeight = height / 2;

		// group variables
		var groupStart = 0;

		// generate geometry

		generateTorso();

		if ( openEnded === false ) {

			if ( radiusTop > 0 ) generateCap( true );
			if ( radiusBottom > 0 ) generateCap( false );

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', vertices );
		this.addAttribute( 'normal', normals );
		this.addAttribute( 'uv', uvs );

		// helper functions

		function calculateVertexCount() {

			var count = ( radialSegments + 1 ) * ( heightSegments + 1 );

			if ( openEnded === false ) {

				count += ( ( radialSegments + 1 ) * nbCap ) + ( radialSegments * nbCap );

			}

			return count;

		}

		function calculateIndexCount() {

			var count = radialSegments * heightSegments * 2 * 3;

			if ( openEnded === false ) {

				count += radialSegments * nbCap * 3;

			}

			return count;

		}

		function generateTorso() {

			var x, y;
			var normal = new Vector3();
			var vertex = new Vector3();

			var groupCount = 0;

			// this will be used to calculate the normal
			var slope = ( radiusBottom - radiusTop ) / height;

			// generate vertices, normals and uvs

			for ( y = 0; y <= heightSegments; y ++ ) {

				var indexRow = [];

				var v = y / heightSegments;

				// calculate the radius of the current row
				var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

				for ( x = 0; x <= radialSegments; x ++ ) {

					var u = x / radialSegments;

					var theta = u * thetaLength + thetaStart;

					var sinTheta = Math.sin( theta );
					var cosTheta = Math.cos( theta );

					// vertex
					vertex.x = radius * sinTheta;
					vertex.y = - v * height + halfHeight;
					vertex.z = radius * cosTheta;
					vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );

					// normal
					normal.set( sinTheta, slope, cosTheta ).normalize();
					normals.setXYZ( index, normal.x, normal.y, normal.z );

					// uv
					uvs.setXY( index, u, 1 - v );

					// save index of vertex in respective row
					indexRow.push( index );

					// increase index
					index ++;

				}

				// now save vertices of the row in our index array
				indexArray.push( indexRow );

			}

			// generate indices

			for ( x = 0; x < radialSegments; x ++ ) {

				for ( y = 0; y < heightSegments; y ++ ) {

					// we use the index array to access the correct indices
					var i1 = indexArray[ y ][ x ];
					var i2 = indexArray[ y + 1 ][ x ];
					var i3 = indexArray[ y + 1 ][ x + 1 ];
					var i4 = indexArray[ y ][ x + 1 ];

					// face one
					indices.setX( indexOffset, i1 ); indexOffset ++;
					indices.setX( indexOffset, i2 ); indexOffset ++;
					indices.setX( indexOffset, i4 ); indexOffset ++;

					// face two
					indices.setX( indexOffset, i2 ); indexOffset ++;
					indices.setX( indexOffset, i3 ); indexOffset ++;
					indices.setX( indexOffset, i4 ); indexOffset ++;

					// update counters
					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support
			scope.addGroup( groupStart, groupCount, 0 );

			// calculate new start value for groups
			groupStart += groupCount;

		}

		function generateCap( top ) {

			var x, centerIndexStart, centerIndexEnd;

			var uv = new Vector2();
			var vertex = new Vector3();

			var groupCount = 0;

			var radius = ( top === true ) ? radiusTop : radiusBottom;
			var sign = ( top === true ) ? 1 : - 1;

			// save the index of the first center vertex
			centerIndexStart = index;

			// first we generate the center vertex data of the cap.
			// because the geometry needs one set of uvs per face,
			// we must generate a center vertex per face/segment

			for ( x = 1; x <= radialSegments; x ++ ) {

				// vertex
				vertices.setXYZ( index, 0, halfHeight * sign, 0 );

				// normal
				normals.setXYZ( index, 0, sign, 0 );

				// uv
				uv.x = 0.5;
				uv.y = 0.5;

				uvs.setXY( index, uv.x, uv.y );

				// increase index
				index ++;

			}

			// save the index of the last center vertex
			centerIndexEnd = index;

			// now we generate the surrounding vertices, normals and uvs

			for ( x = 0; x <= radialSegments; x ++ ) {

				var u = x / radialSegments;
				var theta = u * thetaLength + thetaStart;

				var cosTheta = Math.cos( theta );
				var sinTheta = Math.sin( theta );

				// vertex
				vertex.x = radius * sinTheta;
				vertex.y = halfHeight * sign;
				vertex.z = radius * cosTheta;
				vertices.setXYZ( index, vertex.x, vertex.y, vertex.z );

				// normal
				normals.setXYZ( index, 0, sign, 0 );

				// uv
				uv.x = ( cosTheta * 0.5 ) + 0.5;
				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
				uvs.setXY( index, uv.x, uv.y );

				// increase index
				index ++;

			}

			// generate indices

			for ( x = 0; x < radialSegments; x ++ ) {

				var c = centerIndexStart + x;
				var i = centerIndexEnd + x;

				if ( top === true ) {

					// face top
					indices.setX( indexOffset, i ); indexOffset ++;
					indices.setX( indexOffset, i + 1 ); indexOffset ++;
					indices.setX( indexOffset, c ); indexOffset ++;

				} else {

					// face bottom
					indices.setX( indexOffset, i + 1 ); indexOffset ++;
					indices.setX( indexOffset, i ); indexOffset ++;
					indices.setX( indexOffset, c ); indexOffset ++;

				}

				// update counters
				groupCount += 3;

			}

			// add a group to the geometry. this will ensure multi material support
			scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

			// calculate new start value for groups
			groupStart += groupCount;

		}

	}

	CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'CylinderGeometry';

		this.parameters = {
			radiusTop: radiusTop,
			radiusBottom: radiusBottom,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
		this.mergeVertices();

	}

	CylinderGeometry.prototype = Object.create( Geometry.prototype );
	CylinderGeometry.prototype.constructor = CylinderGeometry;

	/**
	 * @author abelnation / http://github.com/abelnation
	 */

	function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

		this.type = 'ConeGeometry';

		this.parameters = {
			radius: radius,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

	}

	ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
	ConeGeometry.prototype.constructor = ConeGeometry;

	/**
	 * @author: abelnation / http://github.com/abelnation
	 */

	function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

		this.type = 'ConeBufferGeometry';

		this.parameters = {
			radius: radius,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

	}

	ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
	ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'CircleBufferGeometry';

		this.parameters = {
			radius: radius,
			segments: segments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		radius = radius || 50;
		segments = segments !== undefined ? Math.max( 3, segments ) : 8;

		thetaStart = thetaStart !== undefined ? thetaStart : 0;
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

		var vertices = segments + 2;

		var positions = new Float32Array( vertices * 3 );
		var normals = new Float32Array( vertices * 3 );
		var uvs = new Float32Array( vertices * 2 );

		// center data is already zero, but need to set a few extras
		normals[ 2 ] = 1.0;
		uvs[ 0 ] = 0.5;
		uvs[ 1 ] = 0.5;

		for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) {

			var segment = thetaStart + s / segments * thetaLength;

			positions[ i ] = radius * Math.cos( segment );
			positions[ i + 1 ] = radius * Math.sin( segment );

			normals[ i + 2 ] = 1; // normal z

			uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2;
			uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2;

		}

		var indices = [];

		for ( var i = 1; i <= segments; i ++ ) {

			indices.push( i, i + 1, 0 );

		}

		this.setIndex( new BufferAttribute( new Uint16Array( indices ), 1 ) );
		this.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
		this.addAttribute( 'normal', new BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ) );

		this.boundingSphere = new Sphere( new Vector3(), radius );

	}

	CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;

	/**
	 * @author hughes
	 */

	function CircleGeometry( radius, segments, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'CircleGeometry';

		this.parameters = {
			radius: radius,
			segments: segments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );

	}

	CircleGeometry.prototype = Object.create( Geometry.prototype );
	CircleGeometry.prototype.constructor = CircleGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
	 */

	function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

		Geometry.call( this );

		this.type = 'BoxGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
		this.mergeVertices();

	}

	BoxGeometry.prototype = Object.create( Geometry.prototype );
	BoxGeometry.prototype.constructor = BoxGeometry;



	var Geometries = Object.freeze({
		WireframeGeometry: WireframeGeometry,
		ParametricGeometry: ParametricGeometry,
		ParametricBufferGeometry: ParametricBufferGeometry,
		TetrahedronGeometry: TetrahedronGeometry,
		TetrahedronBufferGeometry: TetrahedronBufferGeometry,
		OctahedronGeometry: OctahedronGeometry,
		OctahedronBufferGeometry: OctahedronBufferGeometry,
		IcosahedronGeometry: IcosahedronGeometry,
		IcosahedronBufferGeometry: IcosahedronBufferGeometry,
		DodecahedronGeometry: DodecahedronGeometry,
		DodecahedronBufferGeometry: DodecahedronBufferGeometry,
		PolyhedronGeometry: PolyhedronGeometry,
		PolyhedronBufferGeometry: PolyhedronBufferGeometry,
		TubeGeometry: TubeGeometry,
		TubeBufferGeometry: TubeBufferGeometry,
		TorusKnotGeometry: TorusKnotGeometry,
		TorusKnotBufferGeometry: TorusKnotBufferGeometry,
		TorusGeometry: TorusGeometry,
		TorusBufferGeometry: TorusBufferGeometry,
		TextGeometry: TextGeometry,
		SphereBufferGeometry: SphereBufferGeometry,
		SphereGeometry: SphereGeometry,
		RingGeometry: RingGeometry,
		RingBufferGeometry: RingBufferGeometry,
		PlaneBufferGeometry: PlaneBufferGeometry,
		PlaneGeometry: PlaneGeometry,
		LatheGeometry: LatheGeometry,
		LatheBufferGeometry: LatheBufferGeometry,
		ShapeGeometry: ShapeGeometry,
		ShapeBufferGeometry: ShapeBufferGeometry,
		ExtrudeGeometry: ExtrudeGeometry,
		EdgesGeometry: EdgesGeometry,
		ConeGeometry: ConeGeometry,
		ConeBufferGeometry: ConeBufferGeometry,
		CylinderGeometry: CylinderGeometry,
		CylinderBufferGeometry: CylinderBufferGeometry,
		CircleBufferGeometry: CircleBufferGeometry,
		CircleGeometry: CircleGeometry,
		BoxBufferGeometry: BoxBufferGeometry,
		BoxGeometry: BoxGeometry
	});

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function ShadowMaterial() {

		ShaderMaterial.call( this, {
			uniforms: UniformsUtils.merge( [
				UniformsLib.lights,
				{
					opacity: { value: 1.0 }
				}
			] ),
			vertexShader: ShaderChunk[ 'shadow_vert' ],
			fragmentShader: ShaderChunk[ 'shadow_frag' ]
		} );

		this.lights = true;
		this.transparent = true;

		Object.defineProperties( this, {
			opacity: {
				enumerable: true,
				get: function () {
					return this.uniforms.opacity.value;
				},
				set: function ( value ) {
					this.uniforms.opacity.value = value;
				}
			}
		} );

	}

	ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype );
	ShadowMaterial.prototype.constructor = ShadowMaterial;

	ShadowMaterial.prototype.isShadowMaterial = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function RawShaderMaterial( parameters ) {

		ShaderMaterial.call( this, parameters );

		this.type = 'RawShaderMaterial';

	}

	RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
	RawShaderMaterial.prototype.constructor = RawShaderMaterial;

	RawShaderMaterial.prototype.isRawShaderMaterial = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function MultiMaterial( materials ) {

		this.uuid = _Math.generateUUID();

		this.type = 'MultiMaterial';

		this.materials = Array.isArray( materials ) ? materials : [];

		this.visible = true;

	}

	MultiMaterial.prototype = {

		constructor: MultiMaterial,

		isMultiMaterial: true,

		toJSON: function ( meta ) {

			var output = {
				metadata: {
					version: 4.2,
					type: 'material',
					generator: 'MaterialExporter'
				},
				uuid: this.uuid,
				type: this.type,
				materials: []
			};

			var materials = this.materials;

			for ( var i = 0, l = materials.length; i < l; i ++ ) {

				var material = materials[ i ].toJSON( meta );
				delete material.metadata;

				output.materials.push( material );

			}

			output.visible = this.visible;

			return output;

		},

		clone: function () {

			var material = new this.constructor();

			for ( var i = 0; i < this.materials.length; i ++ ) {

				material.materials.push( this.materials[ i ].clone() );

			}

			material.visible = this.visible;

			return material;

		}

	};

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  roughness: <float>,
	 *  metalness: <float>,
	 *  opacity: <float>,
	 *
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  lightMap: new THREE.Texture( <Image> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  emissive: <hex>,
	 *  emissiveIntensity: <float>
	 *  emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *  bumpMap: new THREE.Texture( <Image> ),
	 *  bumpScale: <float>,
	 *
	 *  normalMap: new THREE.Texture( <Image> ),
	 *  normalScale: <Vector2>,
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  roughnessMap: new THREE.Texture( <Image> ),
	 *
	 *  metalnessMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
	 *  envMapIntensity: <float>
	 *
	 *  refractionRatio: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshStandardMaterial( parameters ) {

		Material.call( this );

		this.defines = { 'STANDARD': '' };

		this.type = 'MeshStandardMaterial';

		this.color = new Color( 0xffffff ); // diffuse
		this.roughness = 0.5;
		this.metalness = 0.5;

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.roughnessMap = null;

		this.metalnessMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.envMapIntensity = 1.0;

		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshStandardMaterial.prototype = Object.create( Material.prototype );
	MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;

	MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

	MeshStandardMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.defines = { 'STANDARD': '' };

		this.color.copy( source.color );
		this.roughness = source.roughness;
		this.metalness = source.metalness;

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.roughnessMap = source.roughnessMap;

		this.metalnessMap = source.metalnessMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.envMapIntensity = source.envMapIntensity;

		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *  reflectivity: <float>
	 * }
	 */

	function MeshPhysicalMaterial( parameters ) {

		MeshStandardMaterial.call( this );

		this.defines = { 'PHYSICAL': '' };

		this.type = 'MeshPhysicalMaterial';

		this.reflectivity = 0.5; // maps to F0 = 0.04

		this.clearCoat = 0.0;
		this.clearCoatRoughness = 0.0;

		this.setValues( parameters );

	}

	MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
	MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;

	MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

	MeshPhysicalMaterial.prototype.copy = function ( source ) {

		MeshStandardMaterial.prototype.copy.call( this, source );

		this.defines = { 'PHYSICAL': '' };

		this.reflectivity = source.reflectivity;

		this.clearCoat = source.clearCoat;
		this.clearCoatRoughness = source.clearCoatRoughness;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  specular: <hex>,
	 *  shininess: <float>,
	 *  opacity: <float>,
	 *
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  lightMap: new THREE.Texture( <Image> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  emissive: <hex>,
	 *  emissiveIntensity: <float>
	 *  emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *  bumpMap: new THREE.Texture( <Image> ),
	 *  bumpScale: <float>,
	 *
	 *  normalMap: new THREE.Texture( <Image> ),
	 *  normalScale: <Vector2>,
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  specularMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	 *  combine: THREE.Multiply,
	 *  reflectivity: <float>,
	 *  refractionRatio: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshPhongMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshPhongMaterial';

		this.color = new Color( 0xffffff ); // diffuse
		this.specular = new Color( 0x111111 );
		this.shininess = 30;

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshPhongMaterial.prototype = Object.create( Material.prototype );
	MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;

	MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

	MeshPhongMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );
		this.specular.copy( source.specular );
		this.shininess = source.shininess;

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @author takahirox / http://github.com/takahirox
	 *
	 * parameters = {
	 *  gradientMap: new THREE.Texture( <Image> )
	 * }
	 */

	function MeshToonMaterial( parameters ) {

		MeshPhongMaterial.call( this );

		this.defines = { 'TOON': '' };

		this.type = 'MeshToonMaterial';

		this.gradientMap = null;

		this.setValues( parameters );

	}

	MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
	MeshToonMaterial.prototype.constructor = MeshToonMaterial;

	MeshToonMaterial.prototype.isMeshToonMaterial = true;

	MeshToonMaterial.prototype.copy = function ( source ) {

		MeshPhongMaterial.prototype.copy.call( this, source );

		this.gradientMap = source.gradientMap;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *  opacity: <float>,
	 *
	 *  bumpMap: new THREE.Texture( <Image> ),
	 *  bumpScale: <float>,
	 *
	 *  normalMap: new THREE.Texture( <Image> ),
	 *  normalScale: <Vector2>,
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshNormalMaterial( parameters ) {

		Material.call( this, parameters );

		this.type = 'MeshNormalMaterial';

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false;
		this.lights = false;

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshNormalMaterial.prototype = Object.create( Material.prototype );
	MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;

	MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

	MeshNormalMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @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> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  emissive: <hex>,
	 *  emissiveIntensity: <float>
	 *  emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *  specularMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	 *  combine: THREE.Multiply,
	 *  reflectivity: <float>,
	 *  refractionRatio: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshLambertMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshLambertMaterial';

		this.color = new Color( 0xffffff ); // diffuse

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshLambertMaterial.prototype = Object.create( Material.prototype );
	MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;

	MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

	MeshLambertMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *
	 *  linewidth: <float>,
	 *
	 *  scale: <float>,
	 *  dashSize: <float>,
	 *  gapSize: <float>
	 * }
	 */

	function LineDashedMaterial( parameters ) {

		Material.call( this );

		this.type = 'LineDashedMaterial';

		this.color = new Color( 0xffffff );

		this.linewidth = 1;

		this.scale = 1;
		this.dashSize = 3;
		this.gapSize = 1;

		this.lights = false;

		this.setValues( parameters );

	}

	LineDashedMaterial.prototype = Object.create( Material.prototype );
	LineDashedMaterial.prototype.constructor = LineDashedMaterial;

	LineDashedMaterial.prototype.isLineDashedMaterial = true;

	LineDashedMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );

		this.linewidth = source.linewidth;

		this.scale = source.scale;
		this.dashSize = source.dashSize;
		this.gapSize = source.gapSize;

		return this;

	};



	var Materials = Object.freeze({
		ShadowMaterial: ShadowMaterial,
		SpriteMaterial: SpriteMaterial,
		RawShaderMaterial: RawShaderMaterial,
		ShaderMaterial: ShaderMaterial,
		PointsMaterial: PointsMaterial,
		MultiMaterial: MultiMaterial,
		MeshPhysicalMaterial: MeshPhysicalMaterial,
		MeshStandardMaterial: MeshStandardMaterial,
		MeshPhongMaterial: MeshPhongMaterial,
		MeshToonMaterial: MeshToonMaterial,
		MeshNormalMaterial: MeshNormalMaterial,
		MeshLambertMaterial: MeshLambertMaterial,
		MeshDepthMaterial: MeshDepthMaterial,
		MeshBasicMaterial: MeshBasicMaterial,
		LineDashedMaterial: LineDashedMaterial,
		LineBasicMaterial: LineBasicMaterial,
		Material: Material
	});

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	var Cache = {

		enabled: false,

		files: {},

		add: function ( key, file ) {

			if ( this.enabled === false ) return;

			// console.log( 'THREE.Cache', 'Adding key:', key );

			this.files[ key ] = file;

		},

		get: function ( key ) {

			if ( this.enabled === false ) return;

			// console.log( 'THREE.Cache', 'Checking key:', key );

			return this.files[ key ];

		},

		remove: function ( key ) {

			delete this.files[ key ];

		},

		clear: function () {

			this.files = {};

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LoadingManager( onLoad, onProgress, onError ) {

		var scope = this;

		var isLoading = false, itemsLoaded = 0, itemsTotal = 0;

		this.onStart = undefined;
		this.onLoad = onLoad;
		this.onProgress = onProgress;
		this.onError = onError;

		this.itemStart = function ( url ) {

			itemsTotal ++;

			if ( isLoading === false ) {

				if ( scope.onStart !== undefined ) {

					scope.onStart( url, itemsLoaded, itemsTotal );

				}

			}

			isLoading = true;

		};

		this.itemEnd = function ( url ) {

			itemsLoaded ++;

			if ( scope.onProgress !== undefined ) {

				scope.onProgress( url, itemsLoaded, itemsTotal );

			}

			if ( itemsLoaded === itemsTotal ) {

				isLoading = false;

				if ( scope.onLoad !== undefined ) {

					scope.onLoad();

				}

			}

		};

		this.itemError = function ( url ) {

			if ( scope.onError !== undefined ) {

				scope.onError( url );

			}

		};

	}

	var DefaultLoadingManager = new LoadingManager();

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function FileLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( FileLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			if ( url === undefined ) url = '';

			if ( this.path !== undefined ) url = this.path + url;

			var scope = this;

			var cached = Cache.get( url );

			if ( cached !== undefined ) {

				scope.manager.itemStart( url );

				setTimeout( function () {

					if ( onLoad ) onLoad( cached );

					scope.manager.itemEnd( url );

				}, 0 );

				return cached;

			}

			// Check for data: URI
			var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
			var dataUriRegexResult = url.match( dataUriRegex );

			// Safari can not handle Data URIs through XMLHttpRequest so process manually
			if ( dataUriRegexResult ) {

				var mimeType = dataUriRegexResult[ 1 ];
				var isBase64 = !! dataUriRegexResult[ 2 ];
				var data = dataUriRegexResult[ 3 ];

				data = window.decodeURIComponent( data );

				if ( isBase64 ) data = window.atob( data );

				try {

					var response;
					var responseType = ( this.responseType || '' ).toLowerCase();

					switch ( responseType ) {

						case 'arraybuffer':
						case 'blob':

						 	response = new ArrayBuffer( data.length );

							var view = new Uint8Array( response );

							for ( var i = 0; i < data.length; i ++ ) {

								view[ i ] = data.charCodeAt( i );

							}

							if ( responseType === 'blob' ) {

								response = new Blob( [ response ], { type: mimeType } );

							}

							break;

						case 'document':

							var parser = new DOMParser();
							response = parser.parseFromString( data, mimeType );

							break;

						case 'json':

							response = JSON.parse( data );

							break;

						default: // 'text' or other

							response = data;

							break;

					}

					// Wait for next browser tick
					window.setTimeout( function () {

						if ( onLoad ) onLoad( response );

						scope.manager.itemEnd( url );

					}, 0 );

				} catch ( error ) {

					// Wait for next browser tick
					window.setTimeout( function () {

						if ( onError ) onError( error );

						scope.manager.itemError( url );

					}, 0 );

				}

			} else {

				var request = new XMLHttpRequest();
				request.open( 'GET', url, true );

				request.addEventListener( 'load', function ( event ) {

					var response = event.target.response;

					Cache.add( url, response );

					if ( this.status === 200 ) {

						if ( onLoad ) onLoad( response );

						scope.manager.itemEnd( url );

					} else if ( this.status === 0 ) {

						// Some browsers return HTTP Status 0 when using non-http protocol
						// e.g. 'file://' or 'data://'. Handle as success.

						console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

						if ( onLoad ) onLoad( response );

						scope.manager.itemEnd( url );

					} else {

						if ( onError ) onError( event );

						scope.manager.itemError( url );

					}

				}, false );

				if ( onProgress !== undefined ) {

					request.addEventListener( 'progress', function ( event ) {

						onProgress( event );

					}, false );

				}

				request.addEventListener( 'error', function ( event ) {

					if ( onError ) onError( event );

					scope.manager.itemError( url );

				}, false );

				if ( this.responseType !== undefined ) request.responseType = this.responseType;
				if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;

				if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );

				request.send( null );

			}

			scope.manager.itemStart( url );

			return request;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		},

		setResponseType: function ( value ) {

			this.responseType = value;
			return this;

		},

		setWithCredentials: function ( value ) {

			this.withCredentials = value;
			return this;

		},

		setMimeType: function ( value ) {

			this.mimeType = value;
			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 *
	 * Abstract Base class to block based textures loader (dds, pvr, ...)
	 */

	function CompressedTextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

		// override in sub classes
		this._parser = null;

	}

	Object.assign( CompressedTextureLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var images = [];

			var texture = new CompressedTexture();
			texture.image = images;

			var loader = new FileLoader( this.manager );
			loader.setPath( this.path );
			loader.setResponseType( 'arraybuffer' );

			function loadTexture( i ) {

				loader.load( url[ i ], function ( buffer ) {

					var texDatas = scope._parser( buffer, true );

					images[ i ] = {
						width: texDatas.width,
						height: texDatas.height,
						format: texDatas.format,
						mipmaps: texDatas.mipmaps
					};

					loaded += 1;

					if ( loaded === 6 ) {

						if ( texDatas.mipmapCount === 1 )
							texture.minFilter = LinearFilter;

						texture.format = texDatas.format;
						texture.needsUpdate = true;

						if ( onLoad ) onLoad( texture );

					}

				}, onProgress, onError );

			}

			if ( Array.isArray( url ) ) {

				var loaded = 0;

				for ( var i = 0, il = url.length; i < il; ++ i ) {

					loadTexture( i );

				}

			} else {

				// compressed cubemap texture stored in a single DDS file

				loader.load( url, function ( buffer ) {

					var texDatas = scope._parser( buffer, true );

					if ( texDatas.isCubemap ) {

						var faces = texDatas.mipmaps.length / texDatas.mipmapCount;

						for ( var f = 0; f < faces; f ++ ) {

							images[ f ] = { mipmaps : [] };

							for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {

								images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
								images[ f ].format = texDatas.format;
								images[ f ].width = texDatas.width;
								images[ f ].height = texDatas.height;

							}

						}

					} else {

						texture.image.width = texDatas.width;
						texture.image.height = texDatas.height;
						texture.mipmaps = texDatas.mipmaps;

					}

					if ( texDatas.mipmapCount === 1 ) {

						texture.minFilter = LinearFilter;

					}

					texture.format = texDatas.format;
					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}, onProgress, onError );

			}

			return texture;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}

	} );

	/**
	 * @author Nikos M. / https://github.com/foo123/
	 *
	 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
	 */

	var DataTextureLoader = BinaryTextureLoader;
	function BinaryTextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

		// override in sub classes
		this._parser = null;

	}

	Object.assign( BinaryTextureLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var texture = new DataTexture();

			var loader = new FileLoader( this.manager );
			loader.setResponseType( 'arraybuffer' );

			loader.load( url, function ( buffer ) {

				var texData = scope._parser( buffer );

				if ( ! texData ) return;

				if ( undefined !== texData.image ) {

					texture.image = texData.image;

				} else if ( undefined !== texData.data ) {

					texture.image.width = texData.width;
					texture.image.height = texData.height;
					texture.image.data = texData.data;

				}

				texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
				texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;

				texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
				texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;

				texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;

				if ( undefined !== texData.format ) {

					texture.format = texData.format;

				}
				if ( undefined !== texData.type ) {

					texture.type = texData.type;

				}

				if ( undefined !== texData.mipmaps ) {

					texture.mipmaps = texData.mipmaps;

				}

				if ( 1 === texData.mipmapCount ) {

					texture.minFilter = LinearFilter;

				}

				texture.needsUpdate = true;

				if ( onLoad ) onLoad( texture, texData );

			}, onProgress, onError );


			return texture;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function ImageLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( ImageLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );

			image.onload = function () {

				image.onload = null;

				URL.revokeObjectURL( image.src );

				if ( onLoad ) onLoad( image );

				scope.manager.itemEnd( url );

			};
			image.onerror = onError;

			if ( url.indexOf( 'data:' ) === 0 ) {

				image.src = url;

			} else if ( this.crossOrigin !== undefined ) {

				// crossOrigin doesn't work with URL.createObjectURL()?
                //PROTOIO changed to anonymous from this.crossOrigin
				image.crossOrigin = 'anonymous';
				image.src = url;

			} else {

				var loader = new FileLoader();
				loader.setPath( this.path );
				loader.setResponseType( 'blob' );
				loader.setWithCredentials( this.withCredentials );
				loader.load( url, function ( blob ) {

					image.src = URL.createObjectURL( blob );

				}, onProgress, onError );

			}

			scope.manager.itemStart( url );

			return image;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;
			return this;

		},

		setWithCredentials: function ( value ) {

			this.withCredentials = value;
			return this;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CubeTextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( CubeTextureLoader.prototype, {

		load: function ( urls, onLoad, onProgress, onError ) {

			var texture = new CubeTexture();

			var loader = new ImageLoader( this.manager );
			loader.setCrossOrigin( this.crossOrigin );
			loader.setPath( this.path );

			var loaded = 0;

			function loadTexture( i ) {

				loader.load( urls[ i ], function ( image ) {

					texture.images[ i ] = image;

					loaded ++;

					if ( loaded === 6 ) {

						texture.needsUpdate = true;

						if ( onLoad ) onLoad( texture );

					}

				}, undefined, onError );

			}

			for ( var i = 0; i < urls.length; ++ i ) {

				loadTexture( i );

			}

			return texture;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;
			return this;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function TextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( TextureLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var texture = new Texture();

			var loader = new ImageLoader( this.manager );
			loader.setCrossOrigin( this.crossOrigin );
			loader.setWithCredentials( this.withCredentials );
			loader.setPath( this.path );
			loader.load( url, function ( image ) {

				// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
				var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;

				texture.format = isJPEG ? RGBFormat : RGBAFormat;
				texture.image = image;
				texture.needsUpdate = true;

				if ( onLoad !== undefined ) {

					onLoad( texture );

				}

			}, onProgress, onError );

			return texture;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;
			return this;

		},

		setWithCredentials: function ( value ) {

			this.withCredentials = value;
			return this;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}



	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Light( color, intensity ) {

		Object3D.call( this );

		this.type = 'Light';

		this.color = new Color( color );
		this.intensity = intensity !== undefined ? intensity : 1;

		this.receiveShadow = undefined;

	}

	Light.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Light,

		isLight: true,

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source );

			this.color.copy( source.color );
			this.intensity = source.intensity;

			return this;

		},

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.color = this.color.getHex();
			data.object.intensity = this.intensity;

			if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

			if ( this.distance !== undefined ) data.object.distance = this.distance;
			if ( this.angle !== undefined ) data.object.angle = this.angle;
			if ( this.decay !== undefined ) data.object.decay = this.decay;
			if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

			if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

			return data;

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function HemisphereLight( skyColor, groundColor, intensity ) {

		Light.call( this, skyColor, intensity );

		this.type = 'HemisphereLight';

		this.castShadow = undefined;

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.groundColor = new Color( groundColor );

	}

	HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: HemisphereLight,

		isHemisphereLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.groundColor.copy( source.groundColor );

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LightShadow( camera ) {

		this.camera = camera;

		this.bias = 0;
		this.radius = 1;

		this.mapSize = new Vector2( 512, 512 );

		this.map = null;
		this.matrix = new Matrix4();

	}

	Object.assign( LightShadow.prototype, {

		copy: function ( source ) {

			this.camera = source.camera.clone();

			this.bias = source.bias;
			this.radius = source.radius;

			this.mapSize.copy( source.mapSize );

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		toJSON: function () {

			var object = {};

			if ( this.bias !== 0 ) object.bias = this.bias;
			if ( this.radius !== 1 ) object.radius = this.radius;
			if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

			object.camera = this.camera.toJSON( false ).object;
			delete object.camera.matrix;

			return object;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function SpotLightShadow() {

		LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );

	}

	SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

		constructor: SpotLightShadow,

		isSpotLightShadow: true,

		update: function ( light ) {

			var fov = _Math.RAD2DEG * 2 * light.angle;
			var aspect = this.mapSize.width / this.mapSize.height;
			var far = light.distance || 500;

			var camera = this.camera;

			if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

				camera.fov = fov;
				camera.aspect = aspect;
				camera.far = far;
				camera.updateProjectionMatrix();

			}

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function SpotLight( color, intensity, distance, angle, penumbra, decay ) {

		Light.call( this, color, intensity );

		this.type = 'SpotLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		Object.defineProperty( this, 'power', {
			get: function () {
				// intensity = power per solid angle.
				// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				return this.intensity * Math.PI;
			},
			set: function ( power ) {
				// intensity = power per solid angle.
				// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				this.intensity = power / Math.PI;
			}
		} );

		this.distance = ( distance !== undefined ) ? distance : 0;
		this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
		this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

		this.shadow = new SpotLightShadow();

	}

	SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: SpotLight,

		isSpotLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.distance = source.distance;
			this.angle = source.angle;
			this.penumbra = source.penumbra;
			this.decay = source.decay;

			this.target = source.target.clone();

			this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */


	function PointLight( color, intensity, distance, decay ) {

		Light.call( this, color, intensity );

		this.type = 'PointLight';

		Object.defineProperty( this, 'power', {
			get: function () {
				// intensity = power per solid angle.
				// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				return this.intensity * 4 * Math.PI;

			},
			set: function ( power ) {
				// intensity = power per solid angle.
				// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				this.intensity = power / ( 4 * Math.PI );
			}
		} );

		this.distance = ( distance !== undefined ) ? distance : 0;
		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

		this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );

	}

	PointLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: PointLight,

		isPointLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.distance = source.distance;
			this.decay = source.decay;

			this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function DirectionalLightShadow( light ) {

		LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

	}

	DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

		constructor: DirectionalLightShadow

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function DirectionalLight( color, intensity ) {

		Light.call( this, color, intensity );

		this.type = 'DirectionalLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		this.shadow = new DirectionalLightShadow();

	}

	DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: DirectionalLight,

		isDirectionalLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.target = source.target.clone();

			this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AmbientLight( color, intensity ) {

		Light.call( this, color, intensity );

		this.type = 'AmbientLight';

		this.castShadow = undefined;

	}

	AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: AmbientLight,

		isAmbientLight: true

	} );

	/**
	 * @author tschw
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 */

	var AnimationUtils = {

		// same as Array.prototype.slice, but also works on typed arrays
		arraySlice: function( array, from, to ) {

			if ( AnimationUtils.isTypedArray( array ) ) {

				return new array.constructor( array.subarray( from, to ) );

			}

			return array.slice( from, to );

		},

		// converts an array to a specific type
		convertArray: function( array, type, forceClone ) {

			if ( ! array || // let 'undefined' and 'null' pass
					! forceClone && array.constructor === type ) return array;

			if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

				return new type( array ); // create typed array

			}

			return Array.prototype.slice.call( array ); // create Array

		},

		isTypedArray: function( object ) {

			return ArrayBuffer.isView( object ) &&
					! ( object instanceof DataView );

		},

		// returns an array by which times and values can be sorted
		getKeyframeOrder: function( times ) {

			function compareTime( i, j ) {

				return times[ i ] - times[ j ];

			}

			var n = times.length;
			var result = new Array( n );
			for ( var i = 0; i !== n; ++ i ) result[ i ] = i;

			result.sort( compareTime );

			return result;

		},

		// uses the array previously returned by 'getKeyframeOrder' to sort data
		sortedArray: function( values, stride, order ) {

			var nValues = values.length;
			var result = new values.constructor( nValues );

			for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

				var srcOffset = order[ i ] * stride;

				for ( var j = 0; j !== stride; ++ j ) {

					result[ dstOffset ++ ] = values[ srcOffset + j ];

				}

			}

			return result;

		},

		// function for parsing AOS keyframe formats
		flattenJSON: function( jsonKeys, times, values, valuePropertyName ) {

			var i = 1, key = jsonKeys[ 0 ];

			while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

				key = jsonKeys[ i ++ ];

			}

			if ( key === undefined ) return; // no data

			var value = key[ valuePropertyName ];
			if ( value === undefined ) return; // no data

			if ( Array.isArray( value ) ) {

				do {

					value = key[ valuePropertyName ];

					if ( value !== undefined ) {

						times.push( key.time );
						values.push.apply( values, value ); // push all elements

					}

					key = jsonKeys[ i ++ ];

				} while ( key !== undefined );

			} else if ( value.toArray !== undefined ) {
				// ...assume THREE.Math-ish

				do {

					value = key[ valuePropertyName ];

					if ( value !== undefined ) {

						times.push( key.time );
						value.toArray( values, values.length );

					}

					key = jsonKeys[ i ++ ];

				} while ( key !== undefined );

			} else {
				// otherwise push as-is

				do {

					value = key[ valuePropertyName ];

					if ( value !== undefined ) {

						times.push( key.time );
						values.push( value );

					}

					key = jsonKeys[ i ++ ];

				} while ( key !== undefined );

			}

		}

	};

	/**
	 * Abstract base class of interpolants over parametric samples.
	 *
	 * The parameter domain is one dimensional, typically the time or a path
	 * along a curve defined by the data.
	 *
	 * The sample values can have any dimensionality and derived classes may
	 * apply special interpretations to the data.
	 *
	 * This class provides the interval seek in a Template Method, deferring
	 * the actual interpolation to derived classes.
	 *
	 * Time complexity is O(1) for linear access crossing at most two points
	 * and O(log N) for random access, where N is the number of positions.
	 *
	 * References:
	 *
	 * 		http://www.oodesign.com/template-method-pattern.html
	 *
	 * @author tschw
	 */

	function Interpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		this.parameterPositions = parameterPositions;
		this._cachedIndex = 0;

		this.resultBuffer = resultBuffer !== undefined ?
				resultBuffer : new sampleValues.constructor( sampleSize );
		this.sampleValues = sampleValues;
		this.valueSize = sampleSize;

	}

	Interpolant.prototype = {

		constructor: Interpolant,

		evaluate: function( t ) {

			var pp = this.parameterPositions,
				i1 = this._cachedIndex,

				t1 = pp[   i1   ],
				t0 = pp[ i1 - 1 ];

			validate_interval: {

				seek: {

					var right;

					linear_scan: {
	//- See http://jsperf.com/comparison-to-undefined/3
	//- slower code:
	//-
	//- 				if ( t >= t1 || t1 === undefined ) {
						forward_scan: if ( ! ( t < t1 ) ) {

							for ( var giveUpAt = i1 + 2; ;) {

								if ( t1 === undefined ) {

									if ( t < t0 ) break forward_scan;

									// after end

									i1 = pp.length;
									this._cachedIndex = i1;
									return this.afterEnd_( i1 - 1, t, t0 );

								}

								if ( i1 === giveUpAt ) break; // this loop

								t0 = t1;
								t1 = pp[ ++ i1 ];

								if ( t < t1 ) {

									// we have arrived at the sought interval
									break seek;

								}

							}

							// prepare binary search on the right side of the index
							right = pp.length;
							break linear_scan;

						}

	//- slower code:
	//-					if ( t < t0 || t0 === undefined ) {
						if ( ! ( t >= t0 ) ) {

							// looping?

							var t1global = pp[ 1 ];

							if ( t < t1global ) {

								i1 = 2; // + 1, using the scan for the details
								t0 = t1global;

							}

							// linear reverse scan

							for ( var giveUpAt = i1 - 2; ;) {

								if ( t0 === undefined ) {

									// before start

									this._cachedIndex = 0;
									return this.beforeStart_( 0, t, t1 );

								}

								if ( i1 === giveUpAt ) break; // this loop

								t1 = t0;
								t0 = pp[ -- i1 - 1 ];

								if ( t >= t0 ) {

									// we have arrived at the sought interval
									break seek;

								}

							}

							// prepare binary search on the left side of the index
							right = i1;
							i1 = 0;
							break linear_scan;

						}

						// the interval is valid

						break validate_interval;

					} // linear scan

					// binary search

					while ( i1 < right ) {

						var mid = ( i1 + right ) >>> 1;

						if ( t < pp[ mid ] ) {

							right = mid;

						} else {

							i1 = mid + 1;

						}

					}

					t1 = pp[   i1   ];
					t0 = pp[ i1 - 1 ];

					// check boundary cases, again

					if ( t0 === undefined ) {

						this._cachedIndex = 0;
						return this.beforeStart_( 0, t, t1 );

					}

					if ( t1 === undefined ) {

						i1 = pp.length;
						this._cachedIndex = i1;
						return this.afterEnd_( i1 - 1, t0, t );

					}

				} // seek

				this._cachedIndex = i1;

				this.intervalChanged_( i1, t0, t1 );

			} // validate_interval

			return this.interpolate_( i1, t0, t, t1 );

		},

		settings: null, // optional, subclass-specific settings structure
		// Note: The indirection allows central control of many interpolants.

		// --- Protected interface

		DefaultSettings_: {},

		getSettings_: function() {

			return this.settings || this.DefaultSettings_;

		},

		copySampleValue_: function( index ) {

			// copies a sample value to the result buffer

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,
				offset = index * stride;

			for ( var i = 0; i !== stride; ++ i ) {

				result[ i ] = values[ offset + i ];

			}

			return result;

		},

		// Template methods for derived classes:

		interpolate_: function( i1, t0, t, t1 ) {

			throw new Error( "call to abstract method" );
			// implementations shall return this.resultBuffer

		},

		intervalChanged_: function( i1, t0, t1 ) {

			// empty

		}

	};

	Object.assign( Interpolant.prototype, {

		beforeStart_: //( 0, t, t0 ), returns this.resultBuffer
			Interpolant.prototype.copySampleValue_,

		afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer
			Interpolant.prototype.copySampleValue_

	} );

	/**
	 * Fast and simple cubic spline interpolant.
	 *
	 * It was derived from a Hermitian construction setting the first derivative
	 * at each sample position to the linear slope between neighboring positions
	 * over their parameter interval.
	 *
	 * @author tschw
	 */

	function CubicInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

		this._weightPrev = -0;
		this._offsetPrev = -0;
		this._weightNext = -0;
		this._offsetNext = -0;

	}

	CubicInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: CubicInterpolant,

		DefaultSettings_: {

			endingStart: 	ZeroCurvatureEnding,
			endingEnd:		ZeroCurvatureEnding

		},

		intervalChanged_: function( i1, t0, t1 ) {

			var pp = this.parameterPositions,
				iPrev = i1 - 2,
				iNext = i1 + 1,

				tPrev = pp[ iPrev ],
				tNext = pp[ iNext ];

			if ( tPrev === undefined ) {

				switch ( this.getSettings_().endingStart ) {

					case ZeroSlopeEnding:

						// f'(t0) = 0
						iPrev = i1;
						tPrev = 2 * t0 - t1;

						break;

					case WrapAroundEnding:

						// use the other end of the curve
						iPrev = pp.length - 2;
						tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

						break;

					default: // ZeroCurvatureEnding

						// f''(t0) = 0 a.k.a. Natural Spline
						iPrev = i1;
						tPrev = t1;

				}

			}

			if ( tNext === undefined ) {

				switch ( this.getSettings_().endingEnd ) {

					case ZeroSlopeEnding:

						// f'(tN) = 0
						iNext = i1;
						tNext = 2 * t1 - t0;

						break;

					case WrapAroundEnding:

						// use the other end of the curve
						iNext = 1;
						tNext = t1 + pp[ 1 ] - pp[ 0 ];

						break;

					default: // ZeroCurvatureEnding

						// f''(tN) = 0, a.k.a. Natural Spline
						iNext = i1 - 1;
						tNext = t0;

				}

			}

			var halfDt = ( t1 - t0 ) * 0.5,
				stride = this.valueSize;

			this._weightPrev = halfDt / ( t0 - tPrev );
			this._weightNext = halfDt / ( tNext - t1 );
			this._offsetPrev = iPrev * stride;
			this._offsetNext = iNext * stride;

		},

		interpolate_: function( i1, t0, t, t1 ) {

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,

				o1 = i1 * stride,		o0 = o1 - stride,
				oP = this._offsetPrev, 	oN = this._offsetNext,
				wP = this._weightPrev,	wN = this._weightNext,

				p = ( t - t0 ) / ( t1 - t0 ),
				pp = p * p,
				ppp = pp * p;

			// evaluate polynomials

			var sP =     - wP   * ppp   +         2 * wP    * pp    -          wP   * p;
			var s0 = ( 1 + wP ) * ppp   + (-1.5 - 2 * wP )  * pp    + ( -0.5 + wP ) * p     + 1;
			var s1 = (-1 - wN ) * ppp   + ( 1.5 +   wN   )  * pp    +    0.5        * p;
			var sN =       wN   * ppp   -           wN      * pp;

			// combine data linearly

			for ( var i = 0; i !== stride; ++ i ) {

				result[ i ] =
						sP * values[ oP + i ] +
						s0 * values[ o0 + i ] +
						s1 * values[ o1 + i ] +
						sN * values[ oN + i ];

			}

			return result;

		}

	} );

	/**
	 * @author tschw
	 */

	function LinearInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	LinearInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: LinearInterpolant,

		interpolate_: function( i1, t0, t, t1 ) {

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,

				offset1 = i1 * stride,
				offset0 = offset1 - stride,

				weight1 = ( t - t0 ) / ( t1 - t0 ),
				weight0 = 1 - weight1;

			for ( var i = 0; i !== stride; ++ i ) {

				result[ i ] =
						values[ offset0 + i ] * weight0 +
						values[ offset1 + i ] * weight1;

			}

			return result;

		}

	} );

	/**
	 *
	 * Interpolant that evaluates to the sample value at the position preceeding
	 * the parameter.
	 *
	 * @author tschw
	 */

	function DiscreteInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	DiscreteInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: DiscreteInterpolant,

		interpolate_: function( i1, t0, t, t1 ) {

			return this.copySampleValue_( i1 - 1 );

		}

	} );

	var KeyframeTrackPrototype;

	KeyframeTrackPrototype = {

		TimeBufferType: Float32Array,
		ValueBufferType: Float32Array,

		DefaultInterpolation: InterpolateLinear,

		InterpolantFactoryMethodDiscrete: function ( result ) {

			return new DiscreteInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		InterpolantFactoryMethodLinear: function ( result ) {

			return new LinearInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		InterpolantFactoryMethodSmooth: function ( result ) {

			return new CubicInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		setInterpolation: function ( interpolation ) {

			var factoryMethod;

			switch ( interpolation ) {

				case InterpolateDiscrete:

					factoryMethod = this.InterpolantFactoryMethodDiscrete;

					break;

				case InterpolateLinear:

					factoryMethod = this.InterpolantFactoryMethodLinear;

					break;

				case InterpolateSmooth:

					factoryMethod = this.InterpolantFactoryMethodSmooth;

					break;

			}

			if ( factoryMethod === undefined ) {

				var message = "unsupported interpolation for " +
						this.ValueTypeName + " keyframe track named " + this.name;

				if ( this.createInterpolant === undefined ) {

					// fall back to default, unless the default itself is messed up
					if ( interpolation !== this.DefaultInterpolation ) {

						this.setInterpolation( this.DefaultInterpolation );

					} else {

						throw new Error( message ); // fatal, in this case

					}

				}

				console.warn( message );
				return;

			}

			this.createInterpolant = factoryMethod;

		},

		getInterpolation: function () {

			switch ( this.createInterpolant ) {

				case this.InterpolantFactoryMethodDiscrete:

					return InterpolateDiscrete;

				case this.InterpolantFactoryMethodLinear:

					return InterpolateLinear;

				case this.InterpolantFactoryMethodSmooth:

					return InterpolateSmooth;

			}

		},

		getValueSize: function () {

			return this.values.length / this.times.length;

		},

		// move all keyframes either forwards or backwards in time
		shift: function ( timeOffset ) {

			if ( timeOffset !== 0.0 ) {

				var times = this.times;

				for ( var i = 0, n = times.length; i !== n; ++ i ) {

					times[ i ] += timeOffset;

				}

			}

			return this;

		},

		// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
		scale: function ( timeScale ) {

			if ( timeScale !== 1.0 ) {

				var times = this.times;

				for ( var i = 0, n = times.length; i !== n; ++ i ) {

					times[ i ] *= timeScale;

				}

			}

			return this;

		},

		// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
		// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
		trim: function ( startTime, endTime ) {

			var times = this.times,
				nKeys = times.length,
				from = 0,
				to = nKeys - 1;

			while ( from !== nKeys && times[ from ] < startTime ) ++ from;
			while ( to !== - 1 && times[ to ] > endTime ) -- to;

			++ to; // inclusive -> exclusive bound

			if ( from !== 0 || to !== nKeys ) {

				// empty tracks are forbidden, so keep at least one keyframe
				if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;

				var stride = this.getValueSize();
				this.times = AnimationUtils.arraySlice( times, from, to );
				this.values = AnimationUtils.
						arraySlice( this.values, from * stride, to * stride );

			}

			return this;

		},

		// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
		validate: function () {

			var valid = true;

			var valueSize = this.getValueSize();
			if ( valueSize - Math.floor( valueSize ) !== 0 ) {

				console.error( "invalid value size in track", this );
				valid = false;

			}

			var times = this.times,
				values = this.values,

				nKeys = times.length;

			if ( nKeys === 0 ) {

				console.error( "track is empty", this );
				valid = false;

			}

			var prevTime = null;

			for ( var i = 0; i !== nKeys; i ++ ) {

				var currTime = times[ i ];

				if ( typeof currTime === 'number' && isNaN( currTime ) ) {

					console.error( "time is not a valid number", this, i, currTime );
					valid = false;
					break;

				}

				if ( prevTime !== null && prevTime > currTime ) {

					console.error( "out of order keys", this, i, currTime, prevTime );
					valid = false;
					break;

				}

				prevTime = currTime;

			}

			if ( values !== undefined ) {

				if ( AnimationUtils.isTypedArray( values ) ) {

					for ( var i = 0, n = values.length; i !== n; ++ i ) {

						var value = values[ i ];

						if ( isNaN( value ) ) {

							console.error( "value is not a valid number", this, i, value );
							valid = false;
							break;

						}

					}

				}

			}

			return valid;

		},

		// removes equivalent sequential keys as common in morph target sequences
		// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
		optimize: function () {

			var times = this.times,
				values = this.values,
				stride = this.getValueSize(),

				smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

				writeIndex = 1,
				lastIndex = times.length - 1;

			for ( var i = 1; i < lastIndex; ++ i ) {

				var keep = false;

				var time = times[ i ];
				var timeNext = times[ i + 1 ];

				// remove adjacent keyframes scheduled at the same time

				if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {

					if ( ! smoothInterpolation ) {

						// remove unnecessary keyframes same as their neighbors

						var offset = i * stride,
							offsetP = offset - stride,
							offsetN = offset + stride;

						for ( var j = 0; j !== stride; ++ j ) {

							var value = values[ offset + j ];

							if ( value !== values[ offsetP + j ] ||
									value !== values[ offsetN + j ] ) {

								keep = true;
								break;

							}

						}

					} else keep = true;

				}

				// in-place compaction

				if ( keep ) {

					if ( i !== writeIndex ) {

						times[ writeIndex ] = times[ i ];

						var readOffset = i * stride,
							writeOffset = writeIndex * stride;

						for ( var j = 0; j !== stride; ++ j )

							values[ writeOffset + j ] = values[ readOffset + j ];

					}

					++ writeIndex;

				}

			}

			// flush last keyframe (compaction looks ahead)

			if ( lastIndex > 0 ) {

				times[ writeIndex ] = times[ lastIndex ];

				for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j )

					values[ writeOffset + j ] = values[ readOffset + j ];

				++ writeIndex;

			}

			if ( writeIndex !== times.length ) {

				this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
				this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

			}

			return this;

		}

	};

	function KeyframeTrackConstructor( name, times, values, interpolation ) {

		if( name === undefined ) throw new Error( "track name is undefined" );

		if( times === undefined || times.length === 0 ) {

			throw new Error( "no keyframes in track named " + name );

		}

		this.name = name;

		this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
		this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

		this.setInterpolation( interpolation || this.DefaultInterpolation );

		this.validate();
		this.optimize();

	}

	/**
	 *
	 * A Track of vectored keyframe values.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function VectorKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	VectorKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: VectorKeyframeTrack,

		ValueTypeName: 'vector'

		// ValueBufferType is inherited

		// DefaultInterpolation is inherited

	} );

	/**
	 * Spherical linear unit quaternion interpolant.
	 *
	 * @author tschw
	 */

	function QuaternionLinearInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	QuaternionLinearInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: QuaternionLinearInterpolant,

		interpolate_: function( i1, t0, t, t1 ) {

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,

				offset = i1 * stride,

				alpha = ( t - t0 ) / ( t1 - t0 );

			for ( var end = offset + stride; offset !== end; offset += 4 ) {

				Quaternion.slerpFlat( result, 0,
						values, offset - stride, values, offset, alpha );

			}

			return result;

		}

	} );

	/**
	 *
	 * A Track of quaternion keyframe values.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function QuaternionKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	QuaternionKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: QuaternionKeyframeTrack,

		ValueTypeName: 'quaternion',

		// ValueBufferType is inherited

		DefaultInterpolation: InterpolateLinear,

		InterpolantFactoryMethodLinear: function( result ) {

			return new QuaternionLinearInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		InterpolantFactoryMethodSmooth: undefined // not yet implemented

	} );

	/**
	 *
	 * A Track of numeric keyframe values.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function NumberKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	NumberKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: NumberKeyframeTrack,

		ValueTypeName: 'number'

		// ValueBufferType is inherited

		// DefaultInterpolation is inherited

	} );

	/**
	 *
	 * A Track that interpolates Strings
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function StringKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	StringKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: StringKeyframeTrack,

		ValueTypeName: 'string',
		ValueBufferType: Array,

		DefaultInterpolation: InterpolateDiscrete,

		InterpolantFactoryMethodLinear: undefined,

		InterpolantFactoryMethodSmooth: undefined

	} );

	/**
	 *
	 * A Track of Boolean keyframe values.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function BooleanKeyframeTrack( name, times, values ) {

		KeyframeTrackConstructor.call( this, name, times, values );

	}

	BooleanKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: BooleanKeyframeTrack,

		ValueTypeName: 'bool',
		ValueBufferType: Array,

		DefaultInterpolation: InterpolateDiscrete,

		InterpolantFactoryMethodLinear: undefined,
		InterpolantFactoryMethodSmooth: undefined

		// Note: Actually this track could have a optimized / compressed
		// representation of a single value and a custom interpolant that
		// computes "firstValue ^ isOdd( index )".

	} );

	/**
	 *
	 * A Track of keyframe values that represent color.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function ColorKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	ColorKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: ColorKeyframeTrack,

		ValueTypeName: 'color'

		// ValueBufferType is inherited

		// DefaultInterpolation is inherited


		// Note: Very basic implementation and nothing special yet.
		// However, this is the place for color space parameterization.

	} );

	/**
	 *
	 * A timed sequence of keyframes for a specific property.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function KeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.apply( this, arguments );

	}

	KeyframeTrack.prototype = KeyframeTrackPrototype;
	KeyframeTrackPrototype.constructor = KeyframeTrack;

	// Static methods:

	Object.assign( KeyframeTrack, {

		// Serialization (in static context, because of constructor invocation
		// and automatic invocation of .toJSON):

		parse: function( json ) {

			if( json.type === undefined ) {

				throw new Error( "track type undefined, can not parse" );

			}

			var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );

			if ( json.times === undefined ) {

				var times = [], values = [];

				AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

				json.times = times;
				json.values = values;

			}

			// derived classes can define a static parse method
			if ( trackType.parse !== undefined ) {

				return trackType.parse( json );

			} else {

				// by default, we asssume a constructor compatible with the base
				return new trackType(
						json.name, json.times, json.values, json.interpolation );

			}

		},

		toJSON: function( track ) {

			var trackType = track.constructor;

			var json;

			// derived classes can define a static toJSON method
			if ( trackType.toJSON !== undefined ) {

				json = trackType.toJSON( track );

			} else {

				// by default, we assume the data can be serialized as-is
				json = {

					'name': track.name,
					'times': AnimationUtils.convertArray( track.times, Array ),
					'values': AnimationUtils.convertArray( track.values, Array )

				};

				var interpolation = track.getInterpolation();

				if ( interpolation !== track.DefaultInterpolation ) {

					json.interpolation = interpolation;

				}

			}

			json.type = track.ValueTypeName; // mandatory

			return json;

		},

		_getTrackTypeForValueTypeName: function( typeName ) {

			switch( typeName.toLowerCase() ) {

				case "scalar":
				case "double":
				case "float":
				case "number":
				case "integer":

					return NumberKeyframeTrack;

				case "vector":
				case "vector2":
				case "vector3":
				case "vector4":

					return VectorKeyframeTrack;

				case "color":

					return ColorKeyframeTrack;

				case "quaternion":

					return QuaternionKeyframeTrack;

				case "bool":
				case "boolean":

					return BooleanKeyframeTrack;

				case "string":

					return StringKeyframeTrack;

			}

			throw new Error( "Unsupported typeName: " + typeName );

		}

	} );

	/**
	 *
	 * Reusable set of Tracks that represent an animation.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 */

	function AnimationClip( name, duration, tracks ) {

		this.name = name;
		this.tracks = tracks;
		this.duration = ( duration !== undefined ) ? duration : -1;

		this.uuid = _Math.generateUUID();

		// this means it should figure out its duration by scanning the tracks
		if ( this.duration < 0 ) {

			this.resetDuration();

		}

		this.optimize();

	}

	AnimationClip.prototype = {

		constructor: AnimationClip,

		resetDuration: function() {

			var tracks = this.tracks,
				duration = 0;

			for ( var i = 0, n = tracks.length; i !== n; ++ i ) {

				var track = this.tracks[ i ];

				duration = Math.max( duration, track.times[ track.times.length - 1 ] );

			}

			this.duration = duration;

		},

		trim: function() {

			for ( var i = 0; i < this.tracks.length; i ++ ) {

				this.tracks[ i ].trim( 0, this.duration );

			}

			return this;

		},

		optimize: function() {

			for ( var i = 0; i < this.tracks.length; i ++ ) {

				this.tracks[ i ].optimize();

			}

			return this;

		}

	};

	// Static methods:

	Object.assign( AnimationClip, {

		parse: function( json ) {

			var tracks = [],
				jsonTracks = json.tracks,
				frameTime = 1.0 / ( json.fps || 1.0 );

			for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {

				tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );

			}

			return new AnimationClip( json.name, json.duration, tracks );

		},


		toJSON: function( clip ) {

			var tracks = [],
				clipTracks = clip.tracks;

			var json = {

				'name': clip.name,
				'duration': clip.duration,
				'tracks': tracks

			};

			for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {

				tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

			}

			return json;

		},


		CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) {

			var numMorphTargets = morphTargetSequence.length;
			var tracks = [];

			for ( var i = 0; i < numMorphTargets; i ++ ) {

				var times = [];
				var values = [];

				times.push(
						( i + numMorphTargets - 1 ) % numMorphTargets,
						i,
						( i + 1 ) % numMorphTargets );

				values.push( 0, 1, 0 );

				var order = AnimationUtils.getKeyframeOrder( times );
				times = AnimationUtils.sortedArray( times, 1, order );
				values = AnimationUtils.sortedArray( values, 1, order );

				// if there is a key at the first frame, duplicate it as the
				// last frame as well for perfect loop.
				if ( ! noLoop && times[ 0 ] === 0 ) {

					times.push( numMorphTargets );
					values.push( values[ 0 ] );

				}

				tracks.push(
						new NumberKeyframeTrack(
							'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
							times, values
						).scale( 1.0 / fps ) );
			}

			return new AnimationClip( name, -1, tracks );

		},

		findByName: function( objectOrClipArray, name ) {

			var clipArray = objectOrClipArray;

			if ( ! Array.isArray( objectOrClipArray ) ) {

				var o = objectOrClipArray;
				clipArray = o.geometry && o.geometry.animations || o.animations;

			}

			for ( var i = 0; i < clipArray.length; i ++ ) {

				if ( clipArray[ i ].name === name ) {

					return clipArray[ i ];

				}
			}

			return null;

		},

		CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) {

			var animationToMorphTargets = {};

			// tested with https://regex101.com/ on trick sequences
			// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
			var pattern = /^([\w-]*?)([\d]+)$/;

			// sort morph target names into animation groups based
			// patterns like Walk_001, Walk_002, Run_001, Run_002
			for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {

				var morphTarget = morphTargets[ i ];
				var parts = morphTarget.name.match( pattern );

				if ( parts && parts.length > 1 ) {

					var name = parts[ 1 ];

					var animationMorphTargets = animationToMorphTargets[ name ];
					if ( ! animationMorphTargets ) {

						animationToMorphTargets[ name ] = animationMorphTargets = [];

					}

					animationMorphTargets.push( morphTarget );

				}

			}

			var clips = [];

			for ( var name in animationToMorphTargets ) {

				clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

			}

			return clips;

		},

		// parse the animation.hierarchy format
		parseAnimation: function( animation, bones ) {

			if ( ! animation ) {

				console.error( "  no animation in JSONLoader data" );
				return null;

			}

			var addNonemptyTrack = function(
					trackType, trackName, animationKeys, propertyName, destTracks ) {

				// only return track if there are actually keys.
				if ( animationKeys.length !== 0 ) {

					var times = [];
					var values = [];

					AnimationUtils.flattenJSON(
							animationKeys, times, values, propertyName );

					// empty keys are filtered out, so check again
					if ( times.length !== 0 ) {

						destTracks.push( new trackType( trackName, times, values ) );

					}

				}

			};

			var tracks = [];

			var clipName = animation.name || 'default';
			// automatic length determination in AnimationClip.
			var duration = animation.length || -1;
			var fps = animation.fps || 30;

			var hierarchyTracks = animation.hierarchy || [];

			for ( var h = 0; h < hierarchyTracks.length; h ++ ) {

				var animationKeys = hierarchyTracks[ h ].keys;

				// skip empty tracks
				if ( ! animationKeys || animationKeys.length === 0 ) continue;

				// process morph targets in a way exactly compatible
				// with AnimationHandler.init( animation )
				if ( animationKeys[0].morphTargets ) {

					// figure out all morph targets used in this track
					var morphTargetNames = {};
					for ( var k = 0; k < animationKeys.length; k ++ ) {

						if ( animationKeys[k].morphTargets ) {

							for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {

								morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
							}

						}

					}

					// create a track for each morph target with all zero
					// morphTargetInfluences except for the keys in which
					// the morphTarget is named.
					for ( var morphTargetName in morphTargetNames ) {

						var times = [];
						var values = [];

						for ( var m = 0; m !== animationKeys[k].morphTargets.length; ++ m ) {

							var animationKey = animationKeys[k];

							times.push( animationKey.time );
							values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

						}

						tracks.push( new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

					}

					duration = morphTargetNames.length * ( fps || 1.0 );

				} else {
					// ...assume skeletal animation

					var boneName = '.bones[' + bones[ h ].name + ']';

					addNonemptyTrack(
							VectorKeyframeTrack, boneName + '.position',
							animationKeys, 'pos', tracks );

					addNonemptyTrack(
							QuaternionKeyframeTrack, boneName + '.quaternion',
							animationKeys, 'rot', tracks );

					addNonemptyTrack(
							VectorKeyframeTrack, boneName + '.scale',
							animationKeys, 'scl', tracks );

				}

			}

			if ( tracks.length === 0 ) {

				return null;

			}

			var clip = new AnimationClip( clipName, duration, tracks );

			return clip;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function MaterialLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
		this.textures = {};

	}

	Object.assign( MaterialLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var loader = new FileLoader( scope.manager );
			loader.load( url, function ( text ) {

				onLoad( scope.parse( JSON.parse( text ) ) );

			}, onProgress, onError );

		},

		setTextures: function ( value ) {

			this.textures = value;

		},

		parse: function ( json ) {

			var textures = this.textures;

			function getTexture( name ) {

				if ( textures[ name ] === undefined ) {

					console.warn( 'THREE.MaterialLoader: Undefined texture', name );

				}

				return textures[ name ];

			}

			var material = new Materials[ json.type ]();

			if ( json.uuid !== undefined ) material.uuid = json.uuid;
			if ( json.name !== undefined ) material.name = json.name;
			if ( json.color !== undefined ) material.color.setHex( json.color );
			if ( json.roughness !== undefined ) material.roughness = json.roughness;
			if ( json.metalness !== undefined ) material.metalness = json.metalness;
			if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
			if ( json.specular !== undefined ) material.specular.setHex( json.specular );
			if ( json.shininess !== undefined ) material.shininess = json.shininess;
			if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
			if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
			if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
			if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
			if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
			if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
			if ( json.fog !== undefined ) material.fog = json.fog;
			if ( json.shading !== undefined ) material.shading = json.shading;
			if ( json.blending !== undefined ) material.blending = json.blending;
			if ( json.side !== undefined ) material.side = json.side;
			if ( json.opacity !== undefined ) material.opacity = json.opacity;
			if ( json.transparent !== undefined ) material.transparent = json.transparent;
			if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
			if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
			if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
			if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
			if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
			if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
			if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
			if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
			if ( json.skinning !== undefined ) material.skinning = json.skinning;
			if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;

			// for PointsMaterial

			if ( json.size !== undefined ) material.size = json.size;
			if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;

			// maps

			if ( json.map !== undefined ) material.map = getTexture( json.map );

			if ( json.alphaMap !== undefined ) {

				material.alphaMap = getTexture( json.alphaMap );
				material.transparent = true;

			}

			if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
			if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;

			if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
			if ( json.normalScale !== undefined ) {

				var normalScale = json.normalScale;

				if ( Array.isArray( normalScale ) === false ) {

					// Blender exporter used to export a scalar. See #7459

					normalScale = [ normalScale, normalScale ];

				}

				material.normalScale = new Vector2().fromArray( normalScale );

			}

			if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
			if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
			if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;

			if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
			if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );

			if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
			if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;

			if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );

			if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );

			if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;

			if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
			if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;

			if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
			if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;

			if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );

			// MultiMaterial

			if ( json.materials !== undefined ) {

				for ( var i = 0, l = json.materials.length; i < l; i ++ ) {

					material.materials.push( this.parse( json.materials[ i ] ) );

				}

			}

			return material;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BufferGeometryLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( BufferGeometryLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var loader = new FileLoader( scope.manager );
			loader.load( url, function ( text ) {

				onLoad( scope.parse( JSON.parse( text ) ) );

			}, onProgress, onError );

		},

		parse: function ( json ) {

			var geometry = new BufferGeometry();

			var index = json.data.index;

			var TYPED_ARRAYS = {
				'Int8Array': Int8Array,
				'Uint8Array': Uint8Array,
				'Uint8ClampedArray': Uint8ClampedArray,
				'Int16Array': Int16Array,
				'Uint16Array': Uint16Array,
				'Int32Array': Int32Array,
				'Uint32Array': Uint32Array,
				'Float32Array': Float32Array,
				'Float64Array': Float64Array
			};

			if ( index !== undefined ) {

				var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
				geometry.setIndex( new BufferAttribute( typedArray, 1 ) );

			}

			var attributes = json.data.attributes;

			for ( var key in attributes ) {

				var attribute = attributes[ key ];
				var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );

				geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );

			}

			var groups = json.data.groups || json.data.drawcalls || json.data.offsets;

			if ( groups !== undefined ) {

				for ( var i = 0, n = groups.length; i !== n; ++ i ) {

					var group = groups[ i ];

					geometry.addGroup( group.start, group.count, group.materialIndex );

				}

			}

			var boundingSphere = json.data.boundingSphere;

			if ( boundingSphere !== undefined ) {

				var center = new Vector3();

				if ( boundingSphere.center !== undefined ) {

					center.fromArray( boundingSphere.center );

				}

				geometry.boundingSphere = new Sphere( center, boundingSphere.radius );

			}

			return geometry;

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Loader() {

		this.onLoadStart = function () {};
		this.onLoadProgress = function () {};
		this.onLoadComplete = function () {};

	}

	Loader.prototype = {

		constructor: Loader,
//PROTOIO changed crossorigin from undefined to anonymous
		crossOrigin: 'anonymous',

		extractUrlBase: function ( url ) {

			var parts = url.split( '/' );

			if ( parts.length === 1 ) return './';

			parts.pop();

			return parts.join( '/' ) + '/';

		},

		initMaterials: function ( materials, texturePath, crossOrigin ) {

			var array = [];

			for ( var i = 0; i < materials.length; ++ i ) {

				array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );

			}

			return array;

		},

		createMaterial: ( function () {

			var color, textureLoader, materialLoader;

			return function createMaterial( m, texturePath, crossOrigin ) {

				if ( color === undefined ) color = new Color();
				if ( textureLoader === undefined ) textureLoader = new TextureLoader();
				if ( materialLoader === undefined ) materialLoader = new MaterialLoader();

				// convert from old material format

				var textures = {};

				function loadTexture( path, repeat, offset, wrap, anisotropy ) {

					var fullPath = texturePath + path;
					var loader = Loader.Handlers.get( fullPath );

					var texture;

					if ( loader !== null ) {

						texture = loader.load( fullPath );

					} else {

						textureLoader.setCrossOrigin( crossOrigin );
						texture = textureLoader.load( fullPath );

					}

					if ( repeat !== undefined ) {

						texture.repeat.fromArray( repeat );

						if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
						if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;

					}

					if ( offset !== undefined ) {

						texture.offset.fromArray( offset );

					}

					if ( wrap !== undefined ) {

						if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
						if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;

						if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
						if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;

					}

					if ( anisotropy !== undefined ) {

						texture.anisotropy = anisotropy;

					}

					var uuid = _Math.generateUUID();

					textures[ uuid ] = texture;

					return uuid;

				}

				//

				var json = {
					uuid: _Math.generateUUID(),
					type: 'MeshLambertMaterial'
				};

				for ( var name in m ) {

					var value = m[ name ];

					switch ( name ) {
						case 'DbgColor':
						case 'DbgIndex':
						case 'opticalDensity':
						case 'illumination':
							break;
						case 'DbgName':
							json.name = value;
							break;
						case 'blending':
							json.blending = BlendingMode[ value ];
							break;
						case 'colorAmbient':
						case 'mapAmbient':
							console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
							break;
						case 'colorDiffuse':
							json.color = color.fromArray( value ).getHex();
							break;
						case 'colorSpecular':
							json.specular = color.fromArray( value ).getHex();
							break;
						case 'colorEmissive':
							json.emissive = color.fromArray( value ).getHex();
							break;
						case 'specularCoef':
							json.shininess = value;
							break;
						case 'shading':
							if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
							if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
							if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
							break;
						case 'mapDiffuse':
							json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
							break;
						case 'mapDiffuseRepeat':
						case 'mapDiffuseOffset':
						case 'mapDiffuseWrap':
						case 'mapDiffuseAnisotropy':
							break;
						case 'mapEmissive':
							json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
							break;
						case 'mapEmissiveRepeat':
						case 'mapEmissiveOffset':
						case 'mapEmissiveWrap':
						case 'mapEmissiveAnisotropy':
							break;
						case 'mapLight':
							json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
							break;
						case 'mapLightRepeat':
						case 'mapLightOffset':
						case 'mapLightWrap':
						case 'mapLightAnisotropy':
							break;
						case 'mapAO':
							json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
							break;
						case 'mapAORepeat':
						case 'mapAOOffset':
						case 'mapAOWrap':
						case 'mapAOAnisotropy':
							break;
						case 'mapBump':
							json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
							break;
						case 'mapBumpScale':
							json.bumpScale = value;
							break;
						case 'mapBumpRepeat':
						case 'mapBumpOffset':
						case 'mapBumpWrap':
						case 'mapBumpAnisotropy':
							break;
						case 'mapNormal':
							json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
							break;
						case 'mapNormalFactor':
							json.normalScale = [ value, value ];
							break;
						case 'mapNormalRepeat':
						case 'mapNormalOffset':
						case 'mapNormalWrap':
						case 'mapNormalAnisotropy':
							break;
						case 'mapSpecular':
							json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
							break;
						case 'mapSpecularRepeat':
						case 'mapSpecularOffset':
						case 'mapSpecularWrap':
						case 'mapSpecularAnisotropy':
							break;
						case 'mapMetalness':
							json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
							break;
						case 'mapMetalnessRepeat':
						case 'mapMetalnessOffset':
						case 'mapMetalnessWrap':
						case 'mapMetalnessAnisotropy':
							break;
						case 'mapRoughness':
							json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
							break;
						case 'mapRoughnessRepeat':
						case 'mapRoughnessOffset':
						case 'mapRoughnessWrap':
						case 'mapRoughnessAnisotropy':
							break;
						case 'mapAlpha':
							json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
							break;
						case 'mapAlphaRepeat':
						case 'mapAlphaOffset':
						case 'mapAlphaWrap':
						case 'mapAlphaAnisotropy':
							break;
						case 'flipSided':
							json.side = BackSide;
							break;
						case 'doubleSided':
							json.side = DoubleSide;
							break;
						case 'transparency':
							console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
							json.opacity = value;
							break;
						case 'depthTest':
						case 'depthWrite':
						case 'colorWrite':
						case 'opacity':
						case 'reflectivity':
						case 'transparent':
						case 'visible':
						case 'wireframe':
							json[ name ] = value;
							break;
						case 'vertexColors':
							if ( value === true ) json.vertexColors = VertexColors;
							if ( value === 'face' ) json.vertexColors = FaceColors;
							break;
						default:
							console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
							break;
					}

				}

				if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
				if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;

				if ( json.opacity < 1 ) json.transparent = true;

				materialLoader.setTextures( textures );

				return materialLoader.parse( json );

			};

		} )()

	};

	Loader.Handlers = {

		handlers: [],

		add: function ( regex, loader ) {

			this.handlers.push( regex, loader );

		},

		get: function ( file ) {

			var handlers = this.handlers;

			for ( var i = 0, l = handlers.length; i < l; i += 2 ) {

				var regex = handlers[ i ];
				var loader  = handlers[ i + 1 ];

				if ( regex.test( file ) ) {

					return loader;

				}

			}

			return null;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function JSONLoader( manager ) {

		if ( typeof manager === 'boolean' ) {

			console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
			manager = undefined;

		}

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

		this.withCredentials = false;

	}

	Object.assign( JSONLoader.prototype, {

		load: function( url, onLoad, onProgress, onError ) {

			var scope = this;

			var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );

			var loader = new FileLoader( this.manager );
			loader.setWithCredentials( this.withCredentials );
			loader.load( url, function ( text ) {

				var json = JSON.parse( text );
				var metadata = json.metadata;

				if ( metadata !== undefined ) {

					var type = metadata.type;

					if ( type !== undefined ) {

						if ( type.toLowerCase() === 'object' ) {

							console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
							return;

						}

						if ( type.toLowerCase() === 'scene' ) {

							console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
							return;

						}

					}

				}

				var object = scope.parse( json, texturePath );
				onLoad( object.geometry, object.materials );

			}, onProgress, onError );

		},

		setTexturePath: function ( value ) {

			this.texturePath = value;

		},

		parse: function ( json, texturePath ) {

			var geometry = new Geometry(),
			scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;

			parseModel( scale );

			parseSkin();
			parseMorphing( scale );
			parseAnimations();

			geometry.computeFaceNormals();
			geometry.computeBoundingSphere();

			function parseModel( scale ) {

				function isBitSet( value, position ) {

					return value & ( 1 << position );

				}

				var i, j, fi,

				offset, zLength,

			colorIndex, normalIndex, uvIndex, materialIndex,

				type,
				isQuad,
				hasMaterial,
				hasFaceVertexUv,
				hasFaceNormal, hasFaceVertexNormal,
				hasFaceColor, hasFaceVertexColor,

			vertex, face, faceA, faceB, hex, normal,

				uvLayer, uv, u, v,

				faces = json.faces,
				vertices = json.vertices,
				normals = json.normals,
				colors = json.colors,

				nUvLayers = 0;

				if ( json.uvs !== undefined ) {

					// disregard empty arrays

					for ( i = 0; i < json.uvs.length; i ++ ) {

						if ( json.uvs[ i ].length ) nUvLayers ++;

					}

					for ( i = 0; i < nUvLayers; i ++ ) {

						geometry.faceVertexUvs[ i ] = [];

					}

				}

				offset = 0;
				zLength = vertices.length;

				while ( offset < zLength ) {

					vertex = new 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 );
					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, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

					if ( isQuad ) {

						faceA = new Face3();
						faceA.a = faces[ offset ];
						faceA.b = faces[ offset + 1 ];
						faceA.c = faces[ offset + 3 ];

						faceB = new Face3();
						faceB.a = faces[ offset + 1 ];
						faceB.b = faces[ offset + 2 ];
						faceB.c = faces[ offset + 3 ];

						offset += 4;

						if ( hasMaterial ) {

							materialIndex = faces[ offset ++ ];
							faceA.materialIndex = materialIndex;
							faceB.materialIndex = materialIndex;

						}

						// to get face <=> uv index correspondence

						fi = geometry.faces.length;

						if ( hasFaceVertexUv ) {

							for ( i = 0; i < nUvLayers; i ++ ) {

								uvLayer = json.uvs[ i ];

								geometry.faceVertexUvs[ i ][ fi ] = [];
								geometry.faceVertexUvs[ i ][ fi + 1 ] = [];

								for ( j = 0; j < 4; j ++ ) {

									uvIndex = faces[ offset ++ ];

									u = uvLayer[ uvIndex * 2 ];
									v = uvLayer[ uvIndex * 2 + 1 ];

									uv = new Vector2( u, v );

									if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
									if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );

								}

							}

						}

						if ( hasFaceNormal ) {

							normalIndex = faces[ offset ++ ] * 3;

							faceA.normal.set(
								normals[ normalIndex ++ ],
								normals[ normalIndex ++ ],
								normals[ normalIndex ]
							);

							faceB.normal.copy( faceA.normal );

						}

						if ( hasFaceVertexNormal ) {

							for ( i = 0; i < 4; i ++ ) {

								normalIndex = faces[ offset ++ ] * 3;

								normal = new Vector3(
									normals[ normalIndex ++ ],
									normals[ normalIndex ++ ],
									normals[ normalIndex ]
								);


								if ( i !== 2 ) faceA.vertexNormals.push( normal );
								if ( i !== 0 ) faceB.vertexNormals.push( normal );

							}

						}


						if ( hasFaceColor ) {

							colorIndex = faces[ offset ++ ];
							hex = colors[ colorIndex ];

							faceA.color.setHex( hex );
							faceB.color.setHex( hex );

						}


						if ( hasFaceVertexColor ) {

							for ( i = 0; i < 4; i ++ ) {

								colorIndex = faces[ offset ++ ];
								hex = colors[ colorIndex ];

								if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
								if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );

							}

						}

						geometry.faces.push( faceA );
						geometry.faces.push( faceB );

					} else {

						face = new Face3();
						face.a = faces[ offset ++ ];
						face.b = faces[ offset ++ ];
						face.c = faces[ offset ++ ];

						if ( hasMaterial ) {

							materialIndex = faces[ offset ++ ];
							face.materialIndex = materialIndex;

						}

						// to get face <=> uv index correspondence

						fi = geometry.faces.length;

						if ( hasFaceVertexUv ) {

							for ( i = 0; i < nUvLayers; i ++ ) {

								uvLayer = json.uvs[ i ];

								geometry.faceVertexUvs[ i ][ fi ] = [];

								for ( j = 0; j < 3; j ++ ) {

									uvIndex = faces[ offset ++ ];

									u = uvLayer[ uvIndex * 2 ];
									v = uvLayer[ uvIndex * 2 + 1 ];

									uv = new Vector2( u, v );

									geometry.faceVertexUvs[ i ][ fi ].push( uv );

								}

							}

						}

						if ( hasFaceNormal ) {

							normalIndex = faces[ offset ++ ] * 3;

							face.normal.set(
								normals[ normalIndex ++ ],
								normals[ normalIndex ++ ],
								normals[ normalIndex ]
							);

						}

						if ( hasFaceVertexNormal ) {

							for ( i = 0; i < 3; i ++ ) {

								normalIndex = faces[ offset ++ ] * 3;

								normal = new Vector3(
									normals[ normalIndex ++ ],
									normals[ normalIndex ++ ],
									normals[ normalIndex ]
								);

								face.vertexNormals.push( normal );

							}

						}


						if ( hasFaceColor ) {

							colorIndex = faces[ offset ++ ];
							face.color.setHex( colors[ colorIndex ] );

						}


						if ( hasFaceVertexColor ) {

							for ( i = 0; i < 3; i ++ ) {

								colorIndex = faces[ offset ++ ];
								face.vertexColors.push( new Color( colors[ colorIndex ] ) );

							}

						}

						geometry.faces.push( face );

					}

				}

			}

			function parseSkin() {

				var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;

				if ( json.skinWeights ) {

					for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {

						var x =                               json.skinWeights[ i ];
						var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
						var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
						var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;

						geometry.skinWeights.push( new Vector4( x, y, z, w ) );

					}

				}

				if ( json.skinIndices ) {

					for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {

						var a =                               json.skinIndices[ i ];
						var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
						var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
						var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;

						geometry.skinIndices.push( new Vector4( a, b, c, d ) );

					}

				}

				geometry.bones = json.bones;

				if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {

					console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
						geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );

				}

			}

			function parseMorphing( scale ) {

				if ( json.morphTargets !== undefined ) {

					for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {

						geometry.morphTargets[ i ] = {};
						geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
						geometry.morphTargets[ i ].vertices = [];

						var dstVertices = geometry.morphTargets[ i ].vertices;
						var srcVertices = json.morphTargets[ i ].vertices;

						for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

							var vertex = new 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 && json.morphColors.length > 0 ) {

					console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );

					var faces = geometry.faces;
					var morphColors = json.morphColors[ 0 ].colors;

					for ( var i = 0, l = faces.length; i < l; i ++ ) {

						faces[ i ].color.fromArray( morphColors, i * 3 );

					}

				}

			}

			function parseAnimations() {

				var outputAnimations = [];

				// parse old style Bone/Hierarchy animations
				var animations = [];

				if ( json.animation !== undefined ) {

					animations.push( json.animation );

				}

				if ( json.animations !== undefined ) {

					if ( json.animations.length ) {

						animations = animations.concat( json.animations );

					} else {

						animations.push( json.animations );

					}

				}

				for ( var i = 0; i < animations.length; i ++ ) {

					var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
					if ( clip ) outputAnimations.push( clip );

				}

				// parse implicit morph animations
				if ( geometry.morphTargets ) {

					// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
					var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
					outputAnimations = outputAnimations.concat( morphAnimationClips );

				}

				if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;

			}

			if ( json.materials === undefined || json.materials.length === 0 ) {

				return { geometry: geometry };

			} else {

				var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );

				return { geometry: geometry, materials: materials };

			}

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function ObjectLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
		this.texturePath = '';

	}

	Object.assign( ObjectLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			if ( this.texturePath === '' ) {

				this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );

			}

			var scope = this;

			var loader = new FileLoader( scope.manager );
			loader.load( url, function ( text ) {

				var json = null;

				try {

					json = JSON.parse( text );

				} catch ( error ) {

					console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
					return;

				}

				var metadata = json.metadata;

				if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {

					console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
					return;

				}

				scope.parse( json, onLoad );

			}, onProgress, onError );

		},

		setTexturePath: function ( value ) {

			this.texturePath = value;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;

		},

		parse: function ( json, onLoad ) {

			var geometries = this.parseGeometries( json.geometries );

			var images = this.parseImages( json.images, function () {

				if ( onLoad !== undefined ) onLoad( object );

			} );

			var textures = this.parseTextures( json.textures, images );
			var materials = this.parseMaterials( json.materials, textures );

			var object = this.parseObject( json.object, geometries, materials );

			if ( json.animations ) {

				object.animations = this.parseAnimations( json.animations );

			}

			if ( json.images === undefined || json.images.length === 0 ) {

				if ( onLoad !== undefined ) onLoad( object );

			}

			return object;

		},

		parseGeometries: function ( json ) {

			var geometries = {};

			if ( json !== undefined ) {

				var geometryLoader = new JSONLoader();
				var bufferGeometryLoader = new BufferGeometryLoader();

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var geometry;
					var data = json[ i ];

					switch ( data.type ) {

						case 'PlaneGeometry':
						case 'PlaneBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.width,
								data.height,
								data.widthSegments,
								data.heightSegments
							);

							break;

						case 'BoxGeometry':
						case 'BoxBufferGeometry':
						case 'CubeGeometry': // backwards compatible

							geometry = new Geometries[ data.type ](
								data.width,
								data.height,
								data.depth,
								data.widthSegments,
								data.heightSegments,
								data.depthSegments
							);

							break;

						case 'CircleGeometry':
						case 'CircleBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.segments,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'CylinderGeometry':
						case 'CylinderBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radiusTop,
								data.radiusBottom,
								data.height,
								data.radialSegments,
								data.heightSegments,
								data.openEnded,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'ConeGeometry':
						case 'ConeBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.height,
								data.radialSegments,
								data.heightSegments,
								data.openEnded,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'SphereGeometry':
						case 'SphereBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.widthSegments,
								data.heightSegments,
								data.phiStart,
								data.phiLength,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'DodecahedronGeometry':
						case 'IcosahedronGeometry':
						case 'OctahedronGeometry':
						case 'TetrahedronGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.detail
							);

							break;

						case 'RingGeometry':
						case 'RingBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.innerRadius,
								data.outerRadius,
								data.thetaSegments,
								data.phiSegments,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'TorusGeometry':
						case 'TorusBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.tube,
								data.radialSegments,
								data.tubularSegments,
								data.arc
							);

							break;

						case 'TorusKnotGeometry':
						case 'TorusKnotBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.tube,
								data.tubularSegments,
								data.radialSegments,
								data.p,
								data.q
							);

							break;

						case 'LatheGeometry':
						case 'LatheBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.points,
								data.segments,
								data.phiStart,
								data.phiLength
							);

							break;

						case 'BufferGeometry':

							geometry = bufferGeometryLoader.parse( data );

							break;

						case 'Geometry':

							geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;

							break;

						default:

							console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );

							continue;

					}

					geometry.uuid = data.uuid;

					if ( data.name !== undefined ) geometry.name = data.name;

					geometries[ data.uuid ] = geometry;

				}

			}

			return geometries;

		},

		parseMaterials: function ( json, textures ) {

			var materials = {};

			if ( json !== undefined ) {

				var loader = new MaterialLoader();
				loader.setTextures( textures );

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var material = loader.parse( json[ i ] );
					materials[ material.uuid ] = material;

				}

			}

			return materials;

		},

		parseAnimations: function ( json ) {

			var animations = [];

			for ( var i = 0; i < json.length; i ++ ) {

				var clip = AnimationClip.parse( json[ i ] );

				animations.push( clip );

			}

			return animations;

		},

		parseImages: function ( json, onLoad ) {

			var scope = this;
			var images = {};

			function loadImage( url ) {

				scope.manager.itemStart( url );

				return loader.load( url, function () {

					scope.manager.itemEnd( url );

				}, undefined, function () {

					scope.manager.itemError( url );

				} );

			}

			if ( json !== undefined && json.length > 0 ) {

				var manager = new LoadingManager( onLoad );

				var loader = new ImageLoader( manager );
				loader.setCrossOrigin( this.crossOrigin );

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var image = json[ i ];
					var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;

					images[ image.uuid ] = loadImage( path );

				}

			}

			return images;

		},

		parseTextures: function ( json, images ) {

			function parseConstant( value, type ) {

				if ( typeof( value ) === 'number' ) return value;

				console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );

				return type[ value ];

			}

			var textures = {};

			if ( json !== undefined ) {

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var data = json[ i ];

					if ( data.image === undefined ) {

						console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );

					}

					if ( images[ data.image ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined image', data.image );

					}

					var texture = new Texture( images[ data.image ] );
					texture.needsUpdate = true;

					texture.uuid = data.uuid;

					if ( data.name !== undefined ) texture.name = data.name;

					if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TextureMapping );

					if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
					if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
					if ( data.wrap !== undefined ) {

						texture.wrapS = parseConstant( data.wrap[ 0 ], TextureWrapping );
						texture.wrapT = parseConstant( data.wrap[ 1 ], TextureWrapping );

					}

					if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TextureFilter );
					if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TextureFilter );
					if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;

					if ( data.flipY !== undefined ) texture.flipY = data.flipY;

					textures[ data.uuid ] = texture;

				}

			}

			return textures;

		},

		parseObject: function () {

			var matrix = new Matrix4();

			return function parseObject( data, geometries, materials ) {

				var object;

				function getGeometry( name ) {

					if ( geometries[ name ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined geometry', name );

					}

					return geometries[ name ];

				}

				function getMaterial( name ) {

					if ( name === undefined ) return undefined;

					if ( materials[ name ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined material', name );

					}

					return materials[ name ];

				}

				switch ( data.type ) {

					case 'Scene':

						object = new Scene();

						if ( data.background !== undefined ) {

							if ( Number.isInteger( data.background ) ) {

								object.background = new Color( data.background );

							}

						}

						if ( data.fog !== undefined ) {

							if ( data.fog.type === 'Fog' ) {

								object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );

							} else if ( data.fog.type === 'FogExp2' ) {

								object.fog = new FogExp2( data.fog.color, data.fog.density );

							}

						}

						break;

					case 'PerspectiveCamera':

						object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

						if ( data.focus !== undefined ) object.focus = data.focus;
						if ( data.zoom !== undefined ) object.zoom = data.zoom;
						if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
						if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
						if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

						break;

					case 'OrthographicCamera':

						object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

						break;

					case 'AmbientLight':

						object = new AmbientLight( data.color, data.intensity );

						break;

					case 'DirectionalLight':

						object = new DirectionalLight( data.color, data.intensity );

						break;

					case 'PointLight':

						object = new PointLight( data.color, data.intensity, data.distance, data.decay );

						break;

					case 'SpotLight':

						object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );

						break;

					case 'HemisphereLight':

						object = new HemisphereLight( data.color, data.groundColor, data.intensity );

						break;

					case 'Mesh':

						var geometry = getGeometry( data.geometry );
						var material = getMaterial( data.material );

						if ( geometry.bones && geometry.bones.length > 0 ) {

							object = new SkinnedMesh( geometry, material );

						} else {

							object = new Mesh( geometry, material );

						}

						break;

					case 'LOD':

						object = new LOD();

						break;

					case 'Line':

						object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );

						break;

					case 'LineSegments':

						object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

						break;

					case 'PointCloud':
					case 'Points':

						object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

						break;

					case 'Sprite':

						object = new Sprite( getMaterial( data.material ) );

						break;

					case 'Group':

						object = new Group();

						break;

					case 'SkinnedMesh':

						console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh type. Instantiates Object3D instead.' );

					default:

						object = new Object3D();

				}

				object.uuid = data.uuid;

				if ( data.name !== undefined ) object.name = data.name;
				if ( data.matrix !== undefined ) {

					matrix.fromArray( data.matrix );
					matrix.decompose( object.position, object.quaternion, object.scale );

				} else {

					if ( data.position !== undefined ) object.position.fromArray( data.position );
					if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
					if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
					if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

				}

				if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
				if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

				if ( data.shadow ) {

					if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
					if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
					if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
					if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

				}

				if ( data.visible !== undefined ) object.visible = data.visible;
				if ( data.userData !== undefined ) object.userData = data.userData;

				if ( data.children !== undefined ) {

					for ( var child in data.children ) {

						object.add( this.parseObject( data.children[ child ], geometries, materials ) );

					}

				}

				if ( data.type === 'LOD' ) {

					var levels = data.levels;

					for ( var l = 0; l < levels.length; l ++ ) {

						var level = levels[ l ];
						var child = object.getObjectByProperty( 'uuid', level.object );

						if ( child !== undefined ) {

							object.addLevel( child, level.distance );

						}

					}

				}

				return object;

			};

		}()

	} );

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * Extensible curve object
	 *
	 * Some common of Curve methods
	 * .getPoint(t), getTangent(t)
	 * .getPointAt(u), getTangentAt(u)
	 * .getPoints(), .getSpacedPoints()
	 * .getLength()
	 * .updateArcLengths()
	 *
	 * This following classes subclasses THREE.Curve:
	 *
	 * -- 2d classes --
	 * THREE.LineCurve
	 * THREE.QuadraticBezierCurve
	 * THREE.CubicBezierCurve
	 * THREE.SplineCurve
	 * THREE.ArcCurve
	 * THREE.EllipseCurve
	 *
	 * -- 3d classes --
	 * THREE.LineCurve3
	 * THREE.QuadraticBezierCurve3
	 * THREE.CubicBezierCurve3
	 * THREE.SplineCurve3
	 *
	 * A series of curves can be represented as a THREE.CurvePath
	 *
	 **/

	/**************************************************************
	 *	Abstract Curve base class
	 **************************************************************/

	function Curve() {}

	Curve.prototype = {

		constructor: Curve,

		// Virtual base class method to overwrite and implement in subclasses
		//	- t [0 .. 1]

		getPoint: function ( t ) {

			console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
			return null;

		},

		// Get point at relative position in curve according to arc length
		// - u [0 .. 1]

		getPointAt: function ( u ) {

			var t = this.getUtoTmapping( u );
			return this.getPoint( t );

		},

		// Get sequence of points using getPoint( t )

		getPoints: function ( divisions ) {

			if ( ! divisions ) divisions = 5;

			var points = [];

			for ( var d = 0; d <= divisions; d ++ ) {

				points.push( this.getPoint( d / divisions ) );

			}

			return points;

		},

		// Get sequence of points using getPointAt( u )

		getSpacedPoints: function ( divisions ) {

			if ( ! divisions ) divisions = 5;

			var points = [];

			for ( var d = 0; d <= divisions; d ++ ) {

				points.push( this.getPointAt( d / divisions ) );

			}

			return points;

		},

		// Get total curve arc length

		getLength: function () {

			var lengths = this.getLengths();
			return lengths[ lengths.length - 1 ];

		},

		// Get list of cumulative segment lengths

		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.

		},

		updateArcLengths: function() {

			this.needsUpdate = true;
			this.getLengths();

		},

		// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

		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;

				} else if ( comparison > 0 ) {

					high = i - 1;

				} 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 interpolation 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

		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().sub( pt1 );
			return vec.normalize();

		},

		getTangentAt: function ( u ) {

			var t = this.getUtoTmapping( u );
			return this.getTangent( t );

		},

		computeFrenetFrames: function ( segments, closed ) {

			// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

			var normal = new Vector3();

			var tangents = [];
			var normals = [];
			var binormals = [];

			var vec = new Vector3();
			var mat = new Matrix4();

			var i, u, theta;

			// compute the tangent vectors for each segment on the curve

			for ( i = 0; i <= segments; i ++ ) {

				u = i / segments;

				tangents[ i ] = this.getTangentAt( u );
				tangents[ i ].normalize();

			}

			// select an initial normal vector perpendicular to the first tangent vector,
			// and in the direction of the minimum tangent xyz component

			normals[ 0 ] = new Vector3();
			binormals[ 0 ] = new Vector3();
			var min = Number.MAX_VALUE;
			var tx = Math.abs( tangents[ 0 ].x );
			var ty = Math.abs( tangents[ 0 ].y );
			var tz = Math.abs( tangents[ 0 ].z );

			if ( tx <= min ) {

				min = tx;
				normal.set( 1, 0, 0 );

			}

			if ( ty <= min ) {

				min = ty;
				normal.set( 0, 1, 0 );

			}

			if ( tz <= min ) {

				normal.set( 0, 0, 1 );

			}

			vec.crossVectors( tangents[ 0 ], normal ).normalize();

			normals[ 0 ].crossVectors( tangents[ 0 ], vec );
			binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


			// compute the slowly-varying normal and binormal vectors for each segment on the curve

			for ( i = 1; i <= segments; i ++ ) {

				normals[ i ] = normals[ i - 1 ].clone();

				binormals[ i ] = binormals[ i - 1 ].clone();

				vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

				if ( vec.length() > Number.EPSILON ) {

					vec.normalize();

					theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

					normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

				}

				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

			}

			// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

			if ( closed === true ) {

				theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
				theta /= segments;

				if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

					theta = - theta;

				}

				for ( i = 1; i <= segments; i ++ ) {

					// twist a little...
					normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
					binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

				}

			}

			return {
				tangents: tangents,
				normals: normals,
				binormals: binormals
			};

		}

	};

	// TODO: Transformation for Curves?

	/**************************************************************
	 *	3D Curves
	 **************************************************************/

	// A Factory method for creating new curve subclasses

	Curve.create = function ( constructor, getPointFunc ) {

		constructor.prototype = Object.create( Curve.prototype );
		constructor.prototype.constructor = constructor;
		constructor.prototype.getPoint = getPointFunc;

		return constructor;

	};

	/**************************************************************
	 *	Line
	 **************************************************************/

	function LineCurve( v1, v2 ) {

		this.v1 = v1;
		this.v2 = v2;

	}

	LineCurve.prototype = Object.create( Curve.prototype );
	LineCurve.prototype.constructor = LineCurve;

	LineCurve.prototype.isLineCurve = true;

	LineCurve.prototype.getPoint = function ( t ) {

		if ( t === 1 ) {

			return this.v2.clone();

		}

		var point = this.v2.clone().sub( this.v1 );
		point.multiplyScalar( t ).add( this.v1 );

		return point;

	};

	// Line curve is linear, so we can overwrite default getPointAt

	LineCurve.prototype.getPointAt = function ( u ) {

		return this.getPoint( u );

	};

	LineCurve.prototype.getTangent = function( t ) {

		var tangent = this.v2.clone().sub( this.v1 );

		return tangent.normalize();

	};

	/**
	 * @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
	 **************************************************************/

	function CurvePath() {

		this.curves = [];

		this.autoClose = false; // Automatically closes the path

	}

	CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {

		constructor: CurvePath,

		add: function ( curve ) {

			this.curves.push( curve );

		},

		closePath: function () {

			// 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 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')

		getPoint: function ( t ) {

			var d = t * this.getLength();
			var curveLengths = this.getCurveLengths();
			var i = 0;

			// To think about boundaries points.

			while ( i < curveLengths.length ) {

				if ( curveLengths[ i ] >= d ) {

					var diff = curveLengths[ i ] - d;
					var curve = this.curves[ i ];

					var segmentLength = curve.getLength();
					var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

					return curve.getPointAt( u );

				}

				i ++;

			}

			return null;

			// loop where sum != 0, sum > d , sum+1 <d

		},

		// 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

		getLength: function () {

			var lens = this.getCurveLengths();
			return lens[ lens.length - 1 ];

		},

		// cacheLengths must be recalculated.
		updateArcLengths: function () {

			this.needsUpdate = true;
			this.cacheLengths = null;
			this.getLengths();

		},

		// Compute lengths and cache them
		// We cannot overwrite getLengths() because UtoT mapping uses it.

		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 sub-curve
			// Push sums into cached array

			var lengths = [], sums = 0;

			for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

				sums += this.curves[ i ].getLength();
				lengths.push( sums );

			}

			this.cacheLengths = lengths;

			return lengths;

		},

		getSpacedPoints: function ( divisions ) {

			if ( ! divisions ) divisions = 40;

			var points = [];

			for ( var i = 0; i <= divisions; i ++ ) {

				points.push( this.getPoint( i / divisions ) );

			}

			if ( this.autoClose ) {

				points.push( points[ 0 ] );

			}

			return points;

		},

		getPoints: function ( divisions ) {

			divisions = divisions || 12;

			var points = [], last;

			for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {

				var curve = curves[ i ];
				var resolution = (curve && curve.isEllipseCurve) ? divisions * 2
					: (curve && curve.isLineCurve) ? 1
					: (curve && curve.isSplineCurve) ? divisions * curve.points.length
					: divisions;

				var pts = curve.getPoints( resolution );

				for ( var j = 0; j < pts.length; j++ ) {

					var point = pts[ j ];

					if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

					points.push( point );
					last = point;

				}

			}

			if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) {

				points.push( points[ 0 ] );

			}

			return points;

		},

		/**************************************************************
		 *	Create Geometries Helpers
		 **************************************************************/

		/// Generate geometry from path points (for Line or Points objects)

		createPointsGeometry: function ( divisions ) {

			var pts = this.getPoints( divisions );
			return this.createGeometry( pts );

		},

		// Generate geometry from equidistant sampling along the path

		createSpacedPointsGeometry: function ( divisions ) {

			var pts = this.getSpacedPoints( divisions );
			return this.createGeometry( pts );

		},

		createGeometry: function ( points ) {

			var geometry = new Geometry();

			for ( var i = 0, l = points.length; i < l; i ++ ) {

				var point = points[ i ];
				geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

			}

			return geometry;

		}

	} );

	/**************************************************************
	 *	Ellipse curve
	 **************************************************************/

	function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

		this.aX = aX;
		this.aY = aY;

		this.xRadius = xRadius;
		this.yRadius = yRadius;

		this.aStartAngle = aStartAngle;
		this.aEndAngle = aEndAngle;

		this.aClockwise = aClockwise;

		this.aRotation = aRotation || 0;

	}

	EllipseCurve.prototype = Object.create( Curve.prototype );
	EllipseCurve.prototype.constructor = EllipseCurve;

	EllipseCurve.prototype.isEllipseCurve = true;

	EllipseCurve.prototype.getPoint = function( t ) {

		var twoPi = Math.PI * 2;
		var deltaAngle = this.aEndAngle - this.aStartAngle;
		var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

		// ensures that deltaAngle is 0 .. 2 PI
		while ( deltaAngle < 0 ) deltaAngle += twoPi;
		while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

		if ( deltaAngle < Number.EPSILON ) {

			if ( samePoints ) {

				deltaAngle = 0;

			} else {

				deltaAngle = twoPi;

			}

		}

		if ( this.aClockwise === true && ! samePoints ) {

			if ( deltaAngle === twoPi ) {

				deltaAngle = - twoPi;

			} else {

				deltaAngle = deltaAngle - twoPi;

			}

		}

		var angle = this.aStartAngle + t * deltaAngle;
		var x = this.aX + this.xRadius * Math.cos( angle );
		var y = this.aY + this.yRadius * Math.sin( angle );

		if ( this.aRotation !== 0 ) {

			var cos = Math.cos( this.aRotation );
			var sin = Math.sin( this.aRotation );

			var tx = x - this.aX;
			var ty = y - this.aY;

			// Rotate the point about the center of the ellipse.
			x = tx * cos - ty * sin + this.aX;
			y = tx * sin + ty * cos + this.aY;

		}

		return new Vector2( x, y );

	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 */

	var CurveUtils = {

		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;

		}

	};

	/**************************************************************
	 *	Spline curve
	 **************************************************************/

	function SplineCurve( points /* array of Vector2 */ ) {

		this.points = ( points === undefined ) ? [] : points;

	}

	SplineCurve.prototype = Object.create( Curve.prototype );
	SplineCurve.prototype.constructor = SplineCurve;

	SplineCurve.prototype.isSplineCurve = true;

	SplineCurve.prototype.getPoint = function ( t ) {

		var points = this.points;
		var point = ( points.length - 1 ) * t;

		var intPoint = Math.floor( point );
		var weight = point - intPoint;

		var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
		var point1 = points[ intPoint ];
		var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
		var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

		var interpolate = CurveUtils.interpolate;

		return new Vector2(
			interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
			interpolate( point0.y, point1.y, point2.y, point3.y, weight )
		);

	};

	/**************************************************************
	 *	Cubic Bezier curve
	 **************************************************************/

	function CubicBezierCurve( v0, v1, v2, v3 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

	}

	CubicBezierCurve.prototype = Object.create( Curve.prototype );
	CubicBezierCurve.prototype.constructor = CubicBezierCurve;

	CubicBezierCurve.prototype.getPoint = function ( t ) {

		var b3 = ShapeUtils.b3;

		return new Vector2(
			b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
			b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
		);

	};

	CubicBezierCurve.prototype.getTangent = function( t ) {

		var tangentCubicBezier = CurveUtils.tangentCubicBezier;

		return new Vector2(
			tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
			tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y )
		).normalize();

	};

	/**************************************************************
	 *	Quadratic Bezier curve
	 **************************************************************/


	function QuadraticBezierCurve( v0, v1, v2 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	}

	QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
	QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;


	QuadraticBezierCurve.prototype.getPoint = function ( t ) {

		var b2 = ShapeUtils.b2;

		return new Vector2(
			b2( t, this.v0.x, this.v1.x, this.v2.x ),
			b2( t, this.v0.y, this.v1.y, this.v2.y )
		);

	};


	QuadraticBezierCurve.prototype.getTangent = function( t ) {

		var tangentQuadraticBezier = CurveUtils.tangentQuadraticBezier;

		return new Vector2(
			tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ),
			tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y )
		).normalize();

	};

	var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {

		fromPoints: function ( vectors ) {

			this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );

			for ( var i = 1, l = vectors.length; i < l; i ++ ) {

				this.lineTo( vectors[ i ].x, vectors[ i ].y );

			}

		},

		moveTo: function ( x, y ) {

			this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

		},

		lineTo: function ( x, y ) {

			var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
			this.curves.push( curve );

			this.currentPoint.set( x, y );

		},

		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

			var curve = new QuadraticBezierCurve(
				this.currentPoint.clone(),
				new Vector2( aCPx, aCPy ),
				new Vector2( aX, aY )
			);

			this.curves.push( curve );

			this.currentPoint.set( aX, aY );

		},

		bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

			var curve = new CubicBezierCurve(
				this.currentPoint.clone(),
				new Vector2( aCP1x, aCP1y ),
				new Vector2( aCP2x, aCP2y ),
				new Vector2( aX, aY )
			);

			this.curves.push( curve );

			this.currentPoint.set( aX, aY );

		},

		splineThru: function ( pts /*Array of Vector*/ ) {

			var npts = [ this.currentPoint.clone() ].concat( pts );

			var curve = new SplineCurve( npts );
			this.curves.push( curve );

			this.currentPoint.copy( pts[ pts.length - 1 ] );

		},

		arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

			var x0 = this.currentPoint.x;
			var y0 = this.currentPoint.y;

			this.absarc( aX + x0, aY + y0, aRadius,
				aStartAngle, aEndAngle, aClockwise );

		},

		absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

			this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

		},

		ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

			var x0 = this.currentPoint.x;
			var y0 = this.currentPoint.y;

			this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

		},

		absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

			var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

			if ( this.curves.length > 0 ) {

				// if a previous curve is present, attempt to join
				var firstPoint = curve.getPoint( 0 );

				if ( ! firstPoint.equals( this.currentPoint ) ) {

					this.lineTo( firstPoint.x, firstPoint.y );

				}

			}

			this.curves.push( curve );

			var lastPoint = curve.getPoint( 1 );
			this.currentPoint.copy( lastPoint );

		}

	} );

	/**
	 * @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.

	function Shape() {

		Path.apply( this, arguments );

		this.holes = [];

	}

	Shape.prototype = Object.assign( Object.create( PathPrototype ), {

		constructor: Shape,

		getPointsHoles: function ( divisions ) {

			var holesPts = [];

			for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

				holesPts[ i ] = this.holes[ i ].getPoints( divisions );

			}

			return holesPts;

		},

		// Get points of shape and holes (keypoints based on segments parameter)

		extractAllPoints: function ( divisions ) {

			return {

				shape: this.getPoints( divisions ),
				holes: this.getPointsHoles( divisions )

			};

		},

		extractPoints: function ( divisions ) {

			return this.extractAllPoints( divisions );

		}

	} );

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * Creates free form 2d path using series of points, lines or curves.
	 *
	 **/

	function Path( points ) {

		CurvePath.call( this );
		this.currentPoint = new Vector2();

		if ( points ) {

			this.fromPoints( points );

		}

	}

	Path.prototype = PathPrototype;
	PathPrototype.constructor = Path;


	// minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
	function ShapePath() {
		this.subPaths = [];
		this.currentPath = null;
	}

	ShapePath.prototype = {
		moveTo: function ( x, y ) {
			this.currentPath = new Path();
			this.subPaths.push(this.currentPath);
			this.currentPath.moveTo( x, y );
		},
		lineTo: function ( x, y ) {
			this.currentPath.lineTo( x, y );
		},
		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
			this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
		},
		bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
			this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
		},
		splineThru: function ( pts ) {
			this.currentPath.splineThru( pts );
		},

		toShapes: function ( isCCW, noHoles ) {

			function toShapesNoHoles( inSubpaths ) {

				var shapes = [];

				for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {

					var tmpPath = inSubpaths[ i ];

					var tmpShape = new Shape();
					tmpShape.curves = tmpPath.curves;

					shapes.push( tmpShape );

				}

				return shapes;

			}

			function isPointInsidePolygon( inPt, inPolygon ) {

				var polyLen = inPolygon.length;

				// inPt on polygon contour => immediate success    or
				// toggling of inside/outside at every single! intersection point of an edge
				//  with the horizontal line through inPt, left of inPt
				//  not counting lowerY endpoints of edges and whole edges on that line
				var inside = false;
				for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

					var edgeLowPt  = inPolygon[ p ];
					var edgeHighPt = inPolygon[ q ];

					var edgeDx = edgeHighPt.x - edgeLowPt.x;
					var edgeDy = edgeHighPt.y - edgeLowPt.y;

					if ( Math.abs( edgeDy ) > Number.EPSILON ) {

						// not parallel
						if ( edgeDy < 0 ) {

							edgeLowPt  = inPolygon[ q ]; edgeDx = - edgeDx;
							edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

						}
						if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

						if ( inPt.y === edgeLowPt.y ) {

							if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
							// continue;				// no intersection or edgeLowPt => doesn't count !!!

						} else {

							var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
							if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
							if ( perpEdge < 0 ) 				continue;
							inside = ! inside;		// true intersection left of inPt

						}

					} else {

						// parallel or collinear
						if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
						// edge lies on the same horizontal line as inPt
						if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
							 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
						// continue;

					}

				}

				return	inside;

			}

			var isClockWise = ShapeUtils.isClockWise;

			var subPaths = this.subPaths;
			if ( subPaths.length === 0 ) return [];

			if ( noHoles === true )	return	toShapesNoHoles( subPaths );


			var solid, tmpPath, tmpShape, shapes = [];

			if ( subPaths.length === 1 ) {

				tmpPath = subPaths[ 0 ];
				tmpShape = new Shape();
				tmpShape.curves = tmpPath.curves;
				shapes.push( tmpShape );
				return shapes;

			}

			var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
			holesFirst = isCCW ? ! holesFirst : holesFirst;

			// console.log("Holes first", holesFirst);

			var betterShapeHoles = [];
			var newShapes = [];
			var newShapeHoles = [];
			var mainIdx = 0;
			var tmpPoints;

			newShapes[ mainIdx ] = undefined;
			newShapeHoles[ mainIdx ] = [];

			for ( var i = 0, l = subPaths.length; i < l; i ++ ) {

				tmpPath = subPaths[ i ];
				tmpPoints = tmpPath.getPoints();
				solid = isClockWise( tmpPoints );
				solid = isCCW ? ! solid : solid;

				if ( solid ) {

					if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;

					newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
					newShapes[ mainIdx ].s.curves = tmpPath.curves;

					if ( holesFirst )	mainIdx ++;
					newShapeHoles[ mainIdx ] = [];

					//console.log('cw', i);

				} else {

					newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

					//console.log('ccw', i);

				}

			}

			// only Holes? -> probably all Shapes with wrong orientation
			if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );


			if ( newShapes.length > 1 ) {

				var ambiguous = false;
				var toChange = [];

				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

					betterShapeHoles[ sIdx ] = [];

				}

				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

					var sho = newShapeHoles[ sIdx ];

					for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {

						var ho = sho[ hIdx ];
						var hole_unassigned = true;

						for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

							if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

								if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
								if ( hole_unassigned ) {

									hole_unassigned = false;
									betterShapeHoles[ s2Idx ].push( ho );

								} else {

									ambiguous = true;

								}

							}

						}
						if ( hole_unassigned ) {

							betterShapeHoles[ sIdx ].push( ho );

						}

					}

				}
				// console.log("ambiguous: ", ambiguous);
				if ( toChange.length > 0 ) {

					// console.log("to change: ", toChange);
					if ( ! ambiguous )	newShapeHoles = betterShapeHoles;

				}

			}

			var tmpHoles;

			for ( var i = 0, il = newShapes.length; i < il; i ++ ) {

				tmpShape = newShapes[ i ].s;
				shapes.push( tmpShape );
				tmpHoles = newShapeHoles[ i ];

				for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

					tmpShape.holes.push( tmpHoles[ j ].h );

				}

			}

			//console.log("shape", shapes);

			return shapes;

		}
	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Font( data ) {

		this.data = data;

	}

	Object.assign( Font.prototype, {

		isFont: true,

		generateShapes: function ( text, size, divisions ) {

			function createPaths( text ) {

				var chars = String( text ).split( '' );
				var scale = size / data.resolution;
				var offset = 0;

				var paths = [];

				for ( var i = 0; i < chars.length; i ++ ) {

					var ret = createPath( chars[ i ], scale, offset );
					offset += ret.offset;

					paths.push( ret.path );

				}

				return paths;

			}

			function createPath( c, scale, offset ) {

				var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];

				if ( ! glyph ) return;

				var path = new ShapePath();

				var pts = [], b2 = ShapeUtils.b2, b3 = ShapeUtils.b3;
				var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;

				if ( glyph.o ) {

					var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

					for ( var i = 0, l = outline.length; i < l; ) {

						var action = outline[ i ++ ];

						switch ( action ) {

							case 'm': // moveTo

								x = outline[ i ++ ] * scale + offset;
								y = outline[ i ++ ] * scale;

								path.moveTo( x, y );

								break;

							case 'l': // lineTo

								x = outline[ i ++ ] * scale + offset;
								y = outline[ i ++ ] * scale;

								path.lineTo( x, y );

								break;

							case 'q': // quadraticCurveTo

								cpx  = outline[ i ++ ] * scale + offset;
								cpy  = outline[ i ++ ] * scale;
								cpx1 = outline[ i ++ ] * scale + offset;
								cpy1 = outline[ i ++ ] * scale;

								path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

								laste = pts[ pts.length - 1 ];

								if ( laste ) {

									cpx0 = laste.x;
									cpy0 = laste.y;

									for ( var i2 = 1; i2 <= divisions; i2 ++ ) {

										var t = i2 / divisions;
										b2( t, cpx0, cpx1, cpx );
										b2( t, cpy0, cpy1, cpy );

									}

								}

								break;

							case 'b': // bezierCurveTo

								cpx  = outline[ i ++ ] * scale + offset;
								cpy  = outline[ i ++ ] * scale;
								cpx1 = outline[ i ++ ] * scale + offset;
								cpy1 = outline[ i ++ ] * scale;
								cpx2 = outline[ i ++ ] * scale + offset;
								cpy2 = outline[ i ++ ] * scale;

								path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );

								laste = pts[ pts.length - 1 ];

								if ( laste ) {

									cpx0 = laste.x;
									cpy0 = laste.y;

									for ( var i2 = 1; i2 <= divisions; i2 ++ ) {

										var t = i2 / divisions;
										b3( t, cpx0, cpx1, cpx2, cpx );
										b3( t, cpy0, cpy1, cpy2, cpy );

									}

								}

								break;

						}

					}

				}

				return { offset: glyph.ha * scale, path: path };

			}

			//

			if ( size === undefined ) size = 100;
			if ( divisions === undefined ) divisions = 4;

			var data = this.data;

			var paths = createPaths( text );
			var shapes = [];

			for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

				Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

			}

			return shapes;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function FontLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( FontLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var loader = new FileLoader( this.manager );
			loader.load( url, function ( text ) {

				var json;

				try {

					json = JSON.parse( text );

				} catch ( e ) {

					console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
					json = JSON.parse( text.substring( 65, text.length - 2 ) );

				}

				var font = scope.parse( json );

				if ( onLoad ) onLoad( font );

			}, onProgress, onError );

		},

		parse: function ( json ) {

			return new Font( json );

		}

	} );

	var context;

	var AudioContext = {

		getContext: function () {

			if ( context === undefined ) {

				context = new ( window.AudioContext || window.webkitAudioContext )();

			}

			return context;

		},

		setContext: function ( value ) {

			context = value;

		}

	};

	/**
	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
	 */

	function AudioLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( AudioLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var loader = new FileLoader( this.manager );
			loader.setResponseType( 'arraybuffer' );
			loader.load( url, function ( buffer ) {

				var context = AudioContext.getContext();

				context.decodeAudioData( buffer, function ( audioBuffer ) {

					onLoad( audioBuffer );

				} );

			}, onProgress, onError );

		}

	} );

	/**
	 * @author abelnation / http://github.com/abelnation
	 */

	function RectAreaLight ( color, intensity, width, height ) {

		Light.call( this, color, intensity );

		this.type = 'RectAreaLight';

		this.position.set( 0, 1, 0 );
		this.updateMatrix();

		this.width = ( width !== undefined ) ? width : 10;
		this.height = ( height !== undefined ) ? height : 10;

		// TODO (abelnation): distance/decay

		// TODO (abelnation): update method for RectAreaLight to update transform to lookat target

		// TODO (abelnation): shadows
		// this.shadow = new THREE.RectAreaLightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) );

	}

	// TODO (abelnation): RectAreaLight update when light shape is changed
	RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: RectAreaLight,

		isRectAreaLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.width = source.width;
			this.height = source.height;

			// this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function StereoCamera() {

		this.type = 'StereoCamera';

		this.aspect = 1;

		this.eyeSep = 0.064;

		this.cameraL = new PerspectiveCamera();
		this.cameraL.layers.enable( 1 );
		this.cameraL.matrixAutoUpdate = false;

		this.cameraR = new PerspectiveCamera();
		this.cameraR.layers.enable( 2 );
		this.cameraR.matrixAutoUpdate = false;

	}

	Object.assign( StereoCamera.prototype, {

		update: ( function () {

			var instance, focus, fov, aspect, near, far, zoom;

			var eyeRight = new Matrix4();
			var eyeLeft = new Matrix4();

			return function update( camera ) {

				var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
													aspect !== camera.aspect * this.aspect || near !== camera.near ||
													far !== camera.far || zoom !== camera.zoom;

				if ( needsUpdate ) {

					instance = this;
					focus = camera.focus;
					fov = camera.fov;
					aspect = camera.aspect * this.aspect;
					near = camera.near;
					far = camera.far;
					zoom = camera.zoom;

					// Off-axis stereoscopic effect based on
					// http://paulbourke.net/stereographics/stereorender/

					var projectionMatrix = camera.projectionMatrix.clone();
					var eyeSep = this.eyeSep / 2;
					var eyeSepOnProjection = eyeSep * near / focus;
					var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
					var xmin, xmax;

					// translate xOffset

					eyeLeft.elements[ 12 ] = - eyeSep;
					eyeRight.elements[ 12 ] = eyeSep;

					// for left eye

					xmin = - ymax * aspect + eyeSepOnProjection;
					xmax = ymax * aspect + eyeSepOnProjection;

					projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
					projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

					this.cameraL.projectionMatrix.copy( projectionMatrix );

					// for right eye

					xmin = - ymax * aspect - eyeSepOnProjection;
					xmax = ymax * aspect - eyeSepOnProjection;

					projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
					projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

					this.cameraR.projectionMatrix.copy( projectionMatrix );

				}

				this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
				this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );

			};

		} )()

	} );

	/**
	 * Camera for rendering cube maps
	 *	- renders scene into axis-aligned cube
	 *
	 * @author alteredq / http://alteredqualia.com/
	 */

	function CubeCamera( near, far, cubeResolution ) {

		Object3D.call( this );

		this.type = 'CubeCamera';

		var fov = 90, aspect = 1;

		var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
		cameraPX.up.set( 0, - 1, 0 );
		cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
		this.add( cameraPX );

		var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
		cameraNX.up.set( 0, - 1, 0 );
		cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
		this.add( cameraNX );

		var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
		cameraPY.up.set( 0, 0, 1 );
		cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
		this.add( cameraPY );

		var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
		cameraNY.up.set( 0, 0, - 1 );
		cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
		this.add( cameraNY );

		var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraPZ.up.set( 0, - 1, 0 );
		cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
		this.add( cameraPZ );

		var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraNZ.up.set( 0, - 1, 0 );
		cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
		this.add( cameraNZ );

		var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };

		this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );

		this.updateCubeMap = function ( renderer, scene ) {

			if ( this.parent === null ) this.updateMatrixWorld();

			var renderTarget = this.renderTarget;
			var generateMipmaps = renderTarget.texture.generateMipmaps;

			renderTarget.texture.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.texture.generateMipmaps = generateMipmaps;

			renderTarget.activeCubeFace = 5;
			renderer.render( scene, cameraNZ, renderTarget );

			renderer.setRenderTarget( null );

		};

	}

	CubeCamera.prototype = Object.create( Object3D.prototype );
	CubeCamera.prototype.constructor = CubeCamera;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AudioListener() {

		Object3D.call( this );

		this.type = 'AudioListener';

		this.context = AudioContext.getContext();

		this.gain = this.context.createGain();
		this.gain.connect( this.context.destination );

		this.filter = null;

	}

	AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: AudioListener,

		getInput: function () {

			return this.gain;

		},

		removeFilter: function ( ) {

			if ( this.filter !== null ) {

				this.gain.disconnect( this.filter );
				this.filter.disconnect( this.context.destination );
				this.gain.connect( this.context.destination );
				this.filter = null;

			}

		},

		getFilter: function () {

			return this.filter;

		},

		setFilter: function ( value ) {

			if ( this.filter !== null ) {

				this.gain.disconnect( this.filter );
				this.filter.disconnect( this.context.destination );

			} else {

				this.gain.disconnect( this.context.destination );

			}

			this.filter = value;
			this.gain.connect( this.filter );
			this.filter.connect( this.context.destination );

		},

		getMasterVolume: function () {

			return this.gain.gain.value;

		},

		setMasterVolume: function ( value ) {

			this.gain.gain.value = value;

		},

		updateMatrixWorld: ( function () {

			var position = new Vector3();
			var quaternion = new Quaternion();
			var scale = new Vector3();

			var orientation = new Vector3();

			return function updateMatrixWorld( force ) {

				Object3D.prototype.updateMatrixWorld.call( this, force );

				var listener = this.context.listener;
				var up = this.up;

				this.matrixWorld.decompose( position, quaternion, scale );

				orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );

				if ( listener.positionX ) {

					listener.positionX.setValueAtTime( position.x, this.context.currentTime );
					listener.positionY.setValueAtTime( position.y, this.context.currentTime );
					listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
					listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
					listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
					listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
					listener.upX.setValueAtTime( up.x, this.context.currentTime );
					listener.upY.setValueAtTime( up.y, this.context.currentTime );
					listener.upZ.setValueAtTime( up.z, this.context.currentTime );

				} else {

					listener.setPosition( position.x, position.y, position.z );
					listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );

				}

			};

		} )()

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
	 */

	function Audio( listener ) {

		Object3D.call( this );

		this.type = 'Audio';

		this.context = listener.context;

		this.gain = this.context.createGain();
		this.gain.connect( listener.getInput() );

		this.autoplay = false;

		this.buffer = null;
		this.loop = false;
		this.startTime = 0;
		this.playbackRate = 1;
		this.isPlaying = false;
		this.hasPlaybackControl = true;
		this.sourceType = 'empty';

		this.filters = [];

	}

	Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Audio,

		getOutput: function () {

			return this.gain;

		},

		setNodeSource: function ( audioNode ) {

			this.hasPlaybackControl = false;
			this.sourceType = 'audioNode';
			this.source = audioNode;
			this.connect();

			return this;

		},

		setBuffer: function ( audioBuffer ) {

			this.buffer = audioBuffer;
			this.sourceType = 'buffer';

			if ( this.autoplay ) this.play();

			return this;

		},

		play: function () {

			if ( this.isPlaying === true ) {

				console.warn( 'THREE.Audio: Audio is already playing.' );
				return;

			}

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			var source = this.context.createBufferSource();

			source.buffer = this.buffer;
			source.loop = this.loop;
			source.onended = this.onEnded.bind( this );
			source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
			source.start( 0, this.startTime );

			this.isPlaying = true;

			this.source = source;

			return this.connect();

		},

		pause: function () {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.source.stop();
			this.startTime = this.context.currentTime;
			this.isPlaying = false;

			return this;

		},

		stop: function () {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.source.stop();
			this.startTime = 0;
			this.isPlaying = false;

			return this;

		},

		connect: function () {

			if ( this.filters.length > 0 ) {

				this.source.connect( this.filters[ 0 ] );

				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

					this.filters[ i - 1 ].connect( this.filters[ i ] );

				}

				this.filters[ this.filters.length - 1 ].connect( this.getOutput() );

			} else {

				this.source.connect( this.getOutput() );

			}

			return this;

		},

		disconnect: function () {

			if ( this.filters.length > 0 ) {

				this.source.disconnect( this.filters[ 0 ] );

				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

					this.filters[ i - 1 ].disconnect( this.filters[ i ] );

				}

				this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );

			} else {

				this.source.disconnect( this.getOutput() );

			}

			return this;

		},

		getFilters: function () {

			return this.filters;

		},

		setFilters: function ( value ) {

			if ( ! value ) value = [];

			if ( this.isPlaying === true ) {

				this.disconnect();
				this.filters = value;
				this.connect();

			} else {

				this.filters = value;

			}

			return this;

		},

		getFilter: function () {

			return this.getFilters()[ 0 ];

		},

		setFilter: function ( filter ) {

			return this.setFilters( filter ? [ filter ] : [] );

		},

		setPlaybackRate: function ( value ) {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.playbackRate = value;

			if ( this.isPlaying === true ) {

				this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );

			}

			return this;

		},

		getPlaybackRate: function () {

			return this.playbackRate;

		},

		onEnded: function () {

			this.isPlaying = false;

		},

		getLoop: function () {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return false;

			}

			return this.loop;

		},

		setLoop: function ( value ) {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.loop = value;

			if ( this.isPlaying === true ) {

				this.source.loop = this.loop;

			}

			return this;

		},

		getVolume: function () {

			return this.gain.gain.value;

		},


		setVolume: function ( value ) {

			this.gain.gain.value = value;

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function PositionalAudio( listener ) {

		Audio.call( this, listener );

		this.panner = this.context.createPanner();
		this.panner.connect( this.gain );

	}

	PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {

		constructor: PositionalAudio,

		getOutput: function () {

			return this.panner;

		},

		getRefDistance: function () {

			return this.panner.refDistance;

		},

		setRefDistance: function ( value ) {

			this.panner.refDistance = value;

		},

		getRolloffFactor: function () {

			return this.panner.rolloffFactor;

		},

		setRolloffFactor: function ( value ) {

			this.panner.rolloffFactor = value;

		},

		getDistanceModel: function () {

			return this.panner.distanceModel;

		},

		setDistanceModel: function ( value ) {

			this.panner.distanceModel = value;

		},

		getMaxDistance: function () {

			return this.panner.maxDistance;

		},

		setMaxDistance: function ( value ) {

			this.panner.maxDistance = value;

		},

		updateMatrixWorld: ( function () {

			var position = new Vector3();

			return function updateMatrixWorld( force ) {

				Object3D.prototype.updateMatrixWorld.call( this, force );

				position.setFromMatrixPosition( this.matrixWorld );

				this.panner.setPosition( position.x, position.y, position.z );

			};

		} )()


	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AudioAnalyser( audio, fftSize ) {

		this.analyser = audio.context.createAnalyser();
		this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;

		this.data = new Uint8Array( this.analyser.frequencyBinCount );

		audio.getOutput().connect( this.analyser );

	}

	Object.assign( AudioAnalyser.prototype, {

		getFrequencyData: function () {

			this.analyser.getByteFrequencyData( this.data );

			return this.data;

		},

		getAverageFrequency: function () {

			var value = 0, data = this.getFrequencyData();

			for ( var i = 0; i < data.length; i ++ ) {

				value += data[ i ];

			}

			return value / data.length;

		}

	} );

	/**
	 *
	 * Buffered scene graph property that allows weighted accumulation.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function PropertyMixer( binding, typeName, valueSize ) {

		this.binding = binding;
		this.valueSize = valueSize;

		var bufferType = Float64Array,
			mixFunction;

		switch ( typeName ) {

			case 'quaternion':
				mixFunction = this._slerp;
				break;

			case 'string':
			case 'bool':
				bufferType = Array;
				mixFunction = this._select;
				break;

			default:
				mixFunction = this._lerp;

		}

		this.buffer = new bufferType( valueSize * 4 );
		// layout: [ incoming | accu0 | accu1 | orig ]
		//
		// interpolators can use .buffer as their .result
		// the data then goes to 'incoming'
		//
		// 'accu0' and 'accu1' are used frame-interleaved for
		// the cumulative result and are compared to detect
		// changes
		//
		// 'orig' stores the original state of the property

		this._mixBufferRegion = mixFunction;

		this.cumulativeWeight = 0;

		this.useCount = 0;
		this.referenceCount = 0;

	}

	PropertyMixer.prototype = {

		constructor: PropertyMixer,

		// accumulate data in the 'incoming' region into 'accu<i>'
		accumulate: function( accuIndex, weight ) {

			// note: happily accumulating nothing when weight = 0, the caller knows
			// the weight and shouldn't have made the call in the first place

			var buffer = this.buffer,
				stride = this.valueSize,
				offset = accuIndex * stride + stride,

				currentWeight = this.cumulativeWeight;

			if ( currentWeight === 0 ) {

				// accuN := incoming * weight

				for ( var i = 0; i !== stride; ++ i ) {

					buffer[ offset + i ] = buffer[ i ];

				}

				currentWeight = weight;

			} else {

				// accuN := accuN + incoming * weight

				currentWeight += weight;
				var mix = weight / currentWeight;
				this._mixBufferRegion( buffer, offset, 0, mix, stride );

			}

			this.cumulativeWeight = currentWeight;

		},

		// apply the state of 'accu<i>' to the binding when accus differ
		apply: function( accuIndex ) {

			var stride = this.valueSize,
				buffer = this.buffer,
				offset = accuIndex * stride + stride,

				weight = this.cumulativeWeight,

				binding = this.binding;

			this.cumulativeWeight = 0;

			if ( weight < 1 ) {

				// accuN := accuN + original * ( 1 - cumulativeWeight )

				var originalValueOffset = stride * 3;

				this._mixBufferRegion(
						buffer, offset, originalValueOffset, 1 - weight, stride );

			}

			for ( var i = stride, e = stride + stride; i !== e; ++ i ) {

				if ( buffer[ i ] !== buffer[ i + stride ] ) {

					// value has changed -> update scene graph

					binding.setValue( buffer, offset );
					break;

				}

			}

		},

		// remember the state of the bound property and copy it to both accus
		saveOriginalState: function() {

			var binding = this.binding;

			var buffer = this.buffer,
				stride = this.valueSize,

				originalValueOffset = stride * 3;

			binding.getValue( buffer, originalValueOffset );

			// accu[0..1] := orig -- initially detect changes against the original
			for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {

				buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];

			}

			this.cumulativeWeight = 0;

		},

		// apply the state previously taken via 'saveOriginalState' to the binding
		restoreOriginalState: function() {

			var originalValueOffset = this.valueSize * 3;
			this.binding.setValue( this.buffer, originalValueOffset );

		},


		// mix functions

		_select: function( buffer, dstOffset, srcOffset, t, stride ) {

			if ( t >= 0.5 ) {

				for ( var i = 0; i !== stride; ++ i ) {

					buffer[ dstOffset + i ] = buffer[ srcOffset + i ];

				}

			}

		},

		_slerp: function( buffer, dstOffset, srcOffset, t, stride ) {

			Quaternion.slerpFlat( buffer, dstOffset,
					buffer, dstOffset, buffer, srcOffset, t );

		},

		_lerp: function( buffer, dstOffset, srcOffset, t, stride ) {

			var s = 1 - t;

			for ( var i = 0; i !== stride; ++ i ) {

				var j = dstOffset + i;

				buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;

			}

		}

	};

	/**
	 *
	 * A reference to a real property in the scene graph.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function PropertyBinding( rootNode, path, parsedPath ) {

		this.path = path;
		this.parsedPath = parsedPath ||
				PropertyBinding.parseTrackName( path );

		this.node = PropertyBinding.findNode(
				rootNode, this.parsedPath.nodeName ) || rootNode;

		this.rootNode = rootNode;

	}

	PropertyBinding.prototype = {

		constructor: PropertyBinding,

		getValue: function getValue_unbound( targetArray, offset ) {

			this.bind();
			this.getValue( targetArray, offset );

			// Note: This class uses a State pattern on a per-method basis:
			// 'bind' sets 'this.getValue' / 'setValue' and shadows the
			// prototype version of these methods with one that represents
			// the bound state. When the property is not found, the methods
			// become no-ops.

		},

		setValue: function getValue_unbound( sourceArray, offset ) {

			this.bind();
			this.setValue( sourceArray, offset );

		},

		// create getter / setter pair for a property in the scene graph
		bind: function() {

			var targetObject = this.node,
				parsedPath = this.parsedPath,

				objectName = parsedPath.objectName,
				propertyName = parsedPath.propertyName,
				propertyIndex = parsedPath.propertyIndex;

			if ( ! targetObject ) {

				targetObject = PropertyBinding.findNode(
						this.rootNode, parsedPath.nodeName ) || this.rootNode;

				this.node = targetObject;

			}

			// set fail state so we can just 'return' on error
			this.getValue = this._getValue_unavailable;
			this.setValue = this._setValue_unavailable;

	 		// ensure there is a value node
			if ( ! targetObject ) {

				console.error( "  trying to update node for track: " + this.path + " but it wasn't found." );
				return;

			}

			if ( objectName ) {

				var objectIndex = parsedPath.objectIndex;

				// special cases were we need to reach deeper into the hierarchy to get the face materials....
				switch ( objectName ) {

					case 'materials':

						if ( ! targetObject.material ) {

							console.error( '  can not bind to material as node does not have a material', this );
							return;

						}

						if ( ! targetObject.material.materials ) {

							console.error( '  can not bind to material.materials as node.material does not have a materials array', this );
							return;

						}

						targetObject = targetObject.material.materials;

						break;

					case 'bones':

						if ( ! targetObject.skeleton ) {

							console.error( '  can not bind to bones as node does not have a skeleton', this );
							return;

						}

						// potential future optimization: skip this if propertyIndex is already an integer
						// and convert the integer string to a true integer.

						targetObject = targetObject.skeleton.bones;

						// support resolving morphTarget names into indices.
						for ( var i = 0; i < targetObject.length; i ++ ) {

							if ( targetObject[ i ].name === objectIndex ) {

								objectIndex = i;
								break;

							}

						}

						break;

					default:

						if ( targetObject[ objectName ] === undefined ) {

							console.error( '  can not bind to objectName of node, undefined', this );
							return;

						}

						targetObject = targetObject[ objectName ];

				}


				if ( objectIndex !== undefined ) {

					if ( targetObject[ objectIndex ] === undefined ) {

						console.error( "  trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
						return;

					}

					targetObject = targetObject[ objectIndex ];

				}

			}

			// resolve property
			var nodeProperty = targetObject[ propertyName ];

			if ( nodeProperty === undefined ) {

				var nodeName = parsedPath.nodeName;

				console.error( "  trying to update property for track: " + nodeName +
						'.' + propertyName + " but it wasn't found.", targetObject );
				return;

			}

			// determine versioning scheme
			var versioning = this.Versioning.None;

			if ( targetObject.needsUpdate !== undefined ) { // material

				versioning = this.Versioning.NeedsUpdate;
				this.targetObject = targetObject;

			} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

				versioning = this.Versioning.MatrixWorldNeedsUpdate;
				this.targetObject = targetObject;

			}

			// determine how the property gets bound
			var bindingType = this.BindingType.Direct;

			if ( propertyIndex !== undefined ) {
				// access a sub element of the property array (only primitives are supported right now)

				if ( propertyName === "morphTargetInfluences" ) {
					// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

					// support resolving morphTarget names into indices.
					if ( ! targetObject.geometry ) {

						console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
						return;

					}

					if ( ! targetObject.geometry.morphTargets ) {

						console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
						return;

					}

					for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {

						if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {

							propertyIndex = i;
							break;

						}

					}

				}

				bindingType = this.BindingType.ArrayElement;

				this.resolvedProperty = nodeProperty;
				this.propertyIndex = propertyIndex;

			} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
				// must use copy for Object3D.Euler/Quaternion

				bindingType = this.BindingType.HasFromToArray;

				this.resolvedProperty = nodeProperty;

			} else if ( nodeProperty.length !== undefined ) {

				bindingType = this.BindingType.EntireArray;

				this.resolvedProperty = nodeProperty;

			} else {

				this.propertyName = propertyName;

			}

			// select getter / setter
			this.getValue = this.GetterByBindingType[ bindingType ];
			this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

		},

		unbind: function() {

			this.node = null;

			// back to the prototype version of getValue / setValue
			// note: avoiding to mutate the shape of 'this' via 'delete'
			this.getValue = this._getValue_unbound;
			this.setValue = this._setValue_unbound;

		}

	};

	Object.assign( PropertyBinding.prototype, { // prototype, continued

		// these are used to "bind" a nonexistent property
		_getValue_unavailable: function() {},
		_setValue_unavailable: function() {},

		// initial state of these methods that calls 'bind'
		_getValue_unbound: PropertyBinding.prototype.getValue,
		_setValue_unbound: PropertyBinding.prototype.setValue,

		BindingType: {
			Direct: 0,
			EntireArray: 1,
			ArrayElement: 2,
			HasFromToArray: 3
		},

		Versioning: {
			None: 0,
			NeedsUpdate: 1,
			MatrixWorldNeedsUpdate: 2
		},

		GetterByBindingType: [

			function getValue_direct( buffer, offset ) {

				buffer[ offset ] = this.node[ this.propertyName ];

			},

			function getValue_array( buffer, offset ) {

				var source = this.resolvedProperty;

				for ( var i = 0, n = source.length; i !== n; ++ i ) {

					buffer[ offset ++ ] = source[ i ];

				}

			},

			function getValue_arrayElement( buffer, offset ) {

				buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

			},

			function getValue_toArray( buffer, offset ) {

				this.resolvedProperty.toArray( buffer, offset );

			}

		],

		SetterByBindingTypeAndVersioning: [

			[
				// Direct

				function setValue_direct( buffer, offset ) {

					this.node[ this.propertyName ] = buffer[ offset ];

				},

				function setValue_direct_setNeedsUpdate( buffer, offset ) {

					this.node[ this.propertyName ] = buffer[ offset ];
					this.targetObject.needsUpdate = true;

				},

				function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

					this.node[ this.propertyName ] = buffer[ offset ];
					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			], [

				// EntireArray

				function setValue_array( buffer, offset ) {

					var dest = this.resolvedProperty;

					for ( var i = 0, n = dest.length; i !== n; ++ i ) {

						dest[ i ] = buffer[ offset ++ ];

					}

				},

				function setValue_array_setNeedsUpdate( buffer, offset ) {

					var dest = this.resolvedProperty;

					for ( var i = 0, n = dest.length; i !== n; ++ i ) {

						dest[ i ] = buffer[ offset ++ ];

					}

					this.targetObject.needsUpdate = true;

				},

				function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

					var dest = this.resolvedProperty;

					for ( var i = 0, n = dest.length; i !== n; ++ i ) {

						dest[ i ] = buffer[ offset ++ ];

					}

					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			], [

				// ArrayElement

				function setValue_arrayElement( buffer, offset ) {

					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

				},

				function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
					this.targetObject.needsUpdate = true;

				},

				function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			], [

				// HasToFromArray

				function setValue_fromArray( buffer, offset ) {

					this.resolvedProperty.fromArray( buffer, offset );

				},

				function setValue_fromArray_setNeedsUpdate( buffer, offset ) {

					this.resolvedProperty.fromArray( buffer, offset );
					this.targetObject.needsUpdate = true;

				},

				function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

					this.resolvedProperty.fromArray( buffer, offset );
					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			]

		]

	} );

	PropertyBinding.Composite =
			function( targetGroup, path, optionalParsedPath ) {

		var parsedPath = optionalParsedPath ||
				PropertyBinding.parseTrackName( path );

		this._targetGroup = targetGroup;
		this._bindings = targetGroup.subscribe_( path, parsedPath );

	};

	PropertyBinding.Composite.prototype = {

		constructor: PropertyBinding.Composite,

		getValue: function( array, offset ) {

			this.bind(); // bind all binding

			var firstValidIndex = this._targetGroup.nCachedObjects_,
				binding = this._bindings[ firstValidIndex ];

			// and only call .getValue on the first
			if ( binding !== undefined ) binding.getValue( array, offset );

		},

		setValue: function( array, offset ) {

			var bindings = this._bindings;

			for ( var i = this._targetGroup.nCachedObjects_,
					n = bindings.length; i !== n; ++ i ) {

				bindings[ i ].setValue( array, offset );

			}

		},

		bind: function() {

			var bindings = this._bindings;

			for ( var i = this._targetGroup.nCachedObjects_,
					n = bindings.length; i !== n; ++ i ) {

				bindings[ i ].bind();

			}

		},

		unbind: function() {

			var bindings = this._bindings;

			for ( var i = this._targetGroup.nCachedObjects_,
					n = bindings.length; i !== n; ++ i ) {

				bindings[ i ].unbind();

			}

		}

	};

	PropertyBinding.create = function( root, path, parsedPath ) {

		if ( ! ( root && root.isAnimationObjectGroup ) ) {

			return new PropertyBinding( root, path, parsedPath );

		} else {

			return new PropertyBinding.Composite( root, path, parsedPath );

		}

	};

	PropertyBinding.parseTrackName = function( trackName ) {

		// matches strings in the form of:
		//    nodeName.property
		//    nodeName.property[accessor]
		//    nodeName.material.property[accessor]
		//    uuid.property[accessor]
		//    uuid.objectName[objectIndex].propertyName[propertyIndex]
		//    parentName/nodeName.property
		//    parentName/parentName/nodeName.property[index]
		//    .bone[Armature.DEF_cog].position
		//    scene:helium_balloon_model:helium_balloon_model.position
		// created and tested via https://regex101.com/#javascript

		var re = /^((?:[\w-]+[\/:])*)([\w-]+)?(?:\.([\w-]+)(?:\[(.+)\])?)?\.([\w-]+)(?:\[(.+)\])?$/;
		var matches = re.exec( trackName );

		if ( ! matches ) {

			throw new Error( "cannot parse trackName at all: " + trackName );

		}

		var results = {
			// directoryName: matches[ 1 ], // (tschw) currently unused
			nodeName: matches[ 2 ], 	// allowed to be null, specified root node.
			objectName: matches[ 3 ],
			objectIndex: matches[ 4 ],
			propertyName: matches[ 5 ],
			propertyIndex: matches[ 6 ]	// allowed to be null, specifies that the whole property is set.
		};

		if ( results.propertyName === null || results.propertyName.length === 0 ) {

			throw new Error( "can not parse propertyName from trackName: " + trackName );

		}

		return results;

	};

	PropertyBinding.findNode = function( root, nodeName ) {

		if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {

			return root;

		}

		// search into skeleton bones.
		if ( root.skeleton ) {

			var searchSkeleton = function( skeleton ) {

				for( var i = 0; i < skeleton.bones.length; i ++ ) {

					var bone = skeleton.bones[ i ];

					if ( bone.name === nodeName ) {

						return bone;

					}
				}

				return null;

			};

			var bone = searchSkeleton( root.skeleton );

			if ( bone ) {

				return bone;

			}
		}

		// search into node subtree.
		if ( root.children ) {

			var searchNodeSubtree = function( children ) {

				for( var i = 0; i < children.length; i ++ ) {

					var childNode = children[ i ];

					if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

						return childNode;

					}

					var result = searchNodeSubtree( childNode.children );

					if ( result ) return result;

				}

				return null;

			};

			var subTreeNode = searchNodeSubtree( root.children );

			if ( subTreeNode ) {

				return subTreeNode;

			}

		}

		return null;

	};

	/**
	 *
	 * A group of objects that receives a shared animation state.
	 *
	 * Usage:
	 *
	 * 	-	Add objects you would otherwise pass as 'root' to the
	 * 		constructor or the .clipAction method of AnimationMixer.
	 *
	 * 	-	Instead pass this object as 'root'.
	 *
	 * 	-	You can also add and remove objects later when the mixer
	 * 		is running.
	 *
	 * Note:
	 *
	 *  	Objects of this class appear as one object to the mixer,
	 *  	so cache control of the individual objects must be done
	 *  	on the group.
	 *
	 * Limitation:
	 *
	 * 	- 	The animated properties must be compatible among the
	 * 		all objects in the group.
	 *
	 *  -	A single property can either be controlled through a
	 *  	target group or directly, but not both.
	 *
	 * @author tschw
	 */

	function AnimationObjectGroup( var_args ) {

		this.uuid = _Math.generateUUID();

		// cached objects followed by the active ones
		this._objects = Array.prototype.slice.call( arguments );

		this.nCachedObjects_ = 0;			// threshold
		// note: read by PropertyBinding.Composite

		var indices = {};
		this._indicesByUUID = indices;		// for bookkeeping

		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

			indices[ arguments[ i ].uuid ] = i;

		}

		this._paths = [];					// inside: string
		this._parsedPaths = [];				// inside: { we don't care, here }
		this._bindings = []; 				// inside: Array< PropertyBinding >
		this._bindingsIndicesByPath = {}; 	// inside: indices in these arrays

		var scope = this;

		this.stats = {

			objects: {
				get total() { return scope._objects.length; },
				get inUse() { return this.total - scope.nCachedObjects_;  }
			},

			get bindingsPerObject() { return scope._bindings.length; }

		};

	}

	AnimationObjectGroup.prototype = {

		constructor: AnimationObjectGroup,

		isAnimationObjectGroup: true,

		add: function( var_args ) {

			var objects = this._objects,
				nObjects = objects.length,
				nCachedObjects = this.nCachedObjects_,
				indicesByUUID = this._indicesByUUID,
				paths = this._paths,
				parsedPaths = this._parsedPaths,
				bindings = this._bindings,
				nBindings = bindings.length;

			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

				var object = arguments[ i ],
					uuid = object.uuid,
					index = indicesByUUID[ uuid ],
					knownObject = undefined;

				if ( index === undefined ) {

					// unknown object -> add it to the ACTIVE region

					index = nObjects ++;
					indicesByUUID[ uuid ] = index;
					objects.push( object );

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						bindings[ j ].push(
								new PropertyBinding(
									object, paths[ j ], parsedPaths[ j ] ) );

					}

				} else if ( index < nCachedObjects ) {

					knownObject = objects[ index ];

					// move existing object to the ACTIVE region

					var firstActiveIndex = -- nCachedObjects,
						lastCachedObject = objects[ firstActiveIndex ];

					indicesByUUID[ lastCachedObject.uuid ] = index;
					objects[ index ] = lastCachedObject;

					indicesByUUID[ uuid ] = firstActiveIndex;
					objects[ firstActiveIndex ] = object;

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						var bindingsForPath = bindings[ j ],
							lastCached = bindingsForPath[ firstActiveIndex ],
							binding = bindingsForPath[ index ];

						bindingsForPath[ index ] = lastCached;

						if ( binding === undefined ) {

							// since we do not bother to create new bindings
							// for objects that are cached, the binding may
							// or may not exist

							binding = new PropertyBinding(
									object, paths[ j ], parsedPaths[ j ] );

						}

						bindingsForPath[ firstActiveIndex ] = binding;

					}

				} else if ( objects[ index ] !== knownObject) {

					console.error( "Different objects with the same UUID " +
							"detected. Clean the caches or recreate your " +
							"infrastructure when reloading scenes..." );

				} // else the object is already where we want it to be

			} // for arguments

			this.nCachedObjects_ = nCachedObjects;

		},

		remove: function( var_args ) {

			var objects = this._objects,
				nCachedObjects = this.nCachedObjects_,
				indicesByUUID = this._indicesByUUID,
				bindings = this._bindings,
				nBindings = bindings.length;

			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

				var object = arguments[ i ],
					uuid = object.uuid,
					index = indicesByUUID[ uuid ];

				if ( index !== undefined && index >= nCachedObjects ) {

					// move existing object into the CACHED region

					var lastCachedIndex = nCachedObjects ++,
						firstActiveObject = objects[ lastCachedIndex ];

					indicesByUUID[ firstActiveObject.uuid ] = index;
					objects[ index ] = firstActiveObject;

					indicesByUUID[ uuid ] = lastCachedIndex;
					objects[ lastCachedIndex ] = object;

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						var bindingsForPath = bindings[ j ],
							firstActive = bindingsForPath[ lastCachedIndex ],
							binding = bindingsForPath[ index ];

						bindingsForPath[ index ] = firstActive;
						bindingsForPath[ lastCachedIndex ] = binding;

					}

				}

			} // for arguments

			this.nCachedObjects_ = nCachedObjects;

		},

		// remove & forget
		uncache: function( var_args ) {

			var objects = this._objects,
				nObjects = objects.length,
				nCachedObjects = this.nCachedObjects_,
				indicesByUUID = this._indicesByUUID,
				bindings = this._bindings,
				nBindings = bindings.length;

			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

				var object = arguments[ i ],
					uuid = object.uuid,
					index = indicesByUUID[ uuid ];

				if ( index !== undefined ) {

					delete indicesByUUID[ uuid ];

					if ( index < nCachedObjects ) {

						// object is cached, shrink the CACHED region

						var firstActiveIndex = -- nCachedObjects,
							lastCachedObject = objects[ firstActiveIndex ],
							lastIndex = -- nObjects,
							lastObject = objects[ lastIndex ];

						// last cached object takes this object's place
						indicesByUUID[ lastCachedObject.uuid ] = index;
						objects[ index ] = lastCachedObject;

						// last object goes to the activated slot and pop
						indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
						objects[ firstActiveIndex ] = lastObject;
						objects.pop();

						// accounting is done, now do the same for all bindings

						for ( var j = 0, m = nBindings; j !== m; ++ j ) {

							var bindingsForPath = bindings[ j ],
								lastCached = bindingsForPath[ firstActiveIndex ],
								last = bindingsForPath[ lastIndex ];

							bindingsForPath[ index ] = lastCached;
							bindingsForPath[ firstActiveIndex ] = last;
							bindingsForPath.pop();

						}

					} else {

						// object is active, just swap with the last and pop

						var lastIndex = -- nObjects,
							lastObject = objects[ lastIndex ];

						indicesByUUID[ lastObject.uuid ] = index;
						objects[ index ] = lastObject;
						objects.pop();

						// accounting is done, now do the same for all bindings

						for ( var j = 0, m = nBindings; j !== m; ++ j ) {

							var bindingsForPath = bindings[ j ];

							bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
							bindingsForPath.pop();

						}

					} // cached or active

				} // if object is known

			} // for arguments

			this.nCachedObjects_ = nCachedObjects;

		},

		// Internal interface used by befriended PropertyBinding.Composite:

		subscribe_: function( path, parsedPath ) {
			// returns an array of bindings for the given path that is changed
			// according to the contained objects in the group

			var indicesByPath = this._bindingsIndicesByPath,
				index = indicesByPath[ path ],
				bindings = this._bindings;

			if ( index !== undefined ) return bindings[ index ];

			var paths = this._paths,
				parsedPaths = this._parsedPaths,
				objects = this._objects,
				nObjects = objects.length,
				nCachedObjects = this.nCachedObjects_,
				bindingsForPath = new Array( nObjects );

			index = bindings.length;

			indicesByPath[ path ] = index;

			paths.push( path );
			parsedPaths.push( parsedPath );
			bindings.push( bindingsForPath );

			for ( var i = nCachedObjects,
					n = objects.length; i !== n; ++ i ) {

				var object = objects[ i ];

				bindingsForPath[ i ] =
						new PropertyBinding( object, path, parsedPath );

			}

			return bindingsForPath;

		},

		unsubscribe_: function( path ) {
			// tells the group to forget about a property path and no longer
			// update the array previously obtained with 'subscribe_'

			var indicesByPath = this._bindingsIndicesByPath,
				index = indicesByPath[ path ];

			if ( index !== undefined ) {

				var paths = this._paths,
					parsedPaths = this._parsedPaths,
					bindings = this._bindings,
					lastBindingsIndex = bindings.length - 1,
					lastBindings = bindings[ lastBindingsIndex ],
					lastBindingsPath = path[ lastBindingsIndex ];

				indicesByPath[ lastBindingsPath ] = index;

				bindings[ index ] = lastBindings;
				bindings.pop();

				parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
				parsedPaths.pop();

				paths[ index ] = paths[ lastBindingsIndex ];
				paths.pop();

			}

		}

	};

	/**
	 *
	 * Action provided by AnimationMixer for scheduling clip playback on specific
	 * objects.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 *
	 */

	function AnimationAction( mixer, clip, localRoot ) {

		this._mixer = mixer;
		this._clip = clip;
		this._localRoot = localRoot || null;

		var tracks = clip.tracks,
			nTracks = tracks.length,
			interpolants = new Array( nTracks );

		var interpolantSettings = {
				endingStart: 	ZeroCurvatureEnding,
				endingEnd:		ZeroCurvatureEnding
		};

		for ( var i = 0; i !== nTracks; ++ i ) {

			var interpolant = tracks[ i ].createInterpolant( null );
			interpolants[ i ] = interpolant;
			interpolant.settings = interpolantSettings;

		}

		this._interpolantSettings = interpolantSettings;

		this._interpolants = interpolants;	// bound by the mixer

		// inside: PropertyMixer (managed by the mixer)
		this._propertyBindings = new Array( nTracks );

		this._cacheIndex = null;			// for the memory manager
		this._byClipCacheIndex = null;		// for the memory manager

		this._timeScaleInterpolant = null;
		this._weightInterpolant = null;

		this.loop = LoopRepeat;
		this._loopCount = -1;

		// global mixer time when the action is to be started
		// it's set back to 'null' upon start of the action
		this._startTime = null;

		// scaled local time of the action
		// gets clamped or wrapped to 0..clip.duration according to loop
		this.time = 0;

		this.timeScale = 1;
		this._effectiveTimeScale = 1;

		this.weight = 1;
		this._effectiveWeight = 1;

		this.repetitions = Infinity; 		// no. of repetitions when looping

		this.paused = false;				// false -> zero effective time scale
		this.enabled = true;				// true -> zero effective weight

		this.clampWhenFinished 	= false;	// keep feeding the last frame?

		this.zeroSlopeAtStart 	= true;		// for smooth interpolation w/o separate
		this.zeroSlopeAtEnd		= true;		// clips for start, loop and end

	}

	AnimationAction.prototype = {

		constructor: AnimationAction,

		// State & Scheduling

		play: function() {

			this._mixer._activateAction( this );

			return this;

		},

		stop: function() {

			this._mixer._deactivateAction( this );

			return this.reset();

		},

		reset: function() {

			this.paused = false;
			this.enabled = true;

			this.time = 0;			// restart clip
			this._loopCount = -1;	// forget previous loops
			this._startTime = null;	// forget scheduling

			return this.stopFading().stopWarping();

		},

		isRunning: function() {

			return this.enabled && ! this.paused && this.timeScale !== 0 &&
					this._startTime === null && this._mixer._isActiveAction( this );

		},

		// return true when play has been called
		isScheduled: function() {

			return this._mixer._isActiveAction( this );

		},

		startAt: function( time ) {

			this._startTime = time;

			return this;

		},

		setLoop: function( mode, repetitions ) {

			this.loop = mode;
			this.repetitions = repetitions;

			return this;

		},

		// Weight

		// set the weight stopping any scheduled fading
		// although .enabled = false yields an effective weight of zero, this
		// method does *not* change .enabled, because it would be confusing
		setEffectiveWeight: function( weight ) {

			this.weight = weight;

			// note: same logic as when updated at runtime
			this._effectiveWeight = this.enabled ? weight : 0;

			return this.stopFading();

		},

		// return the weight considering fading and .enabled
		getEffectiveWeight: function() {

			return this._effectiveWeight;

		},

		fadeIn: function( duration ) {

			return this._scheduleFading( duration, 0, 1 );

		},

		fadeOut: function( duration ) {

			return this._scheduleFading( duration, 1, 0 );

		},

		crossFadeFrom: function( fadeOutAction, duration, warp ) {

			fadeOutAction.fadeOut( duration );
			this.fadeIn( duration );

			if( warp ) {

				var fadeInDuration = this._clip.duration,
					fadeOutDuration = fadeOutAction._clip.duration,

					startEndRatio = fadeOutDuration / fadeInDuration,
					endStartRatio = fadeInDuration / fadeOutDuration;

				fadeOutAction.warp( 1.0, startEndRatio, duration );
				this.warp( endStartRatio, 1.0, duration );

			}

			return this;

		},

		crossFadeTo: function( fadeInAction, duration, warp ) {

			return fadeInAction.crossFadeFrom( this, duration, warp );

		},

		stopFading: function() {

			var weightInterpolant = this._weightInterpolant;

			if ( weightInterpolant !== null ) {

				this._weightInterpolant = null;
				this._mixer._takeBackControlInterpolant( weightInterpolant );

			}

			return this;

		},

		// Time Scale Control

		// set the weight stopping any scheduled warping
		// although .paused = true yields an effective time scale of zero, this
		// method does *not* change .paused, because it would be confusing
		setEffectiveTimeScale: function( timeScale ) {

			this.timeScale = timeScale;
			this._effectiveTimeScale = this.paused ? 0 :timeScale;

			return this.stopWarping();

		},

		// return the time scale considering warping and .paused
		getEffectiveTimeScale: function() {

			return this._effectiveTimeScale;

		},

		setDuration: function( duration ) {

			this.timeScale = this._clip.duration / duration;

			return this.stopWarping();

		},

		syncWith: function( action ) {

			this.time = action.time;
			this.timeScale = action.timeScale;

			return this.stopWarping();

		},

		halt: function( duration ) {

			return this.warp( this._effectiveTimeScale, 0, duration );

		},

		warp: function( startTimeScale, endTimeScale, duration ) {

			var mixer = this._mixer, now = mixer.time,
				interpolant = this._timeScaleInterpolant,

				timeScale = this.timeScale;

			if ( interpolant === null ) {

				interpolant = mixer._lendControlInterpolant();
				this._timeScaleInterpolant = interpolant;

			}

			var times = interpolant.parameterPositions,
				values = interpolant.sampleValues;

			times[ 0 ] = now;
			times[ 1 ] = now + duration;

			values[ 0 ] = startTimeScale / timeScale;
			values[ 1 ] = endTimeScale / timeScale;

			return this;

		},

		stopWarping: function() {

			var timeScaleInterpolant = this._timeScaleInterpolant;

			if ( timeScaleInterpolant !== null ) {

				this._timeScaleInterpolant = null;
				this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

			}

			return this;

		},

		// Object Accessors

		getMixer: function() {

			return this._mixer;

		},

		getClip: function() {

			return this._clip;

		},

		getRoot: function() {

			return this._localRoot || this._mixer._root;

		},

		// Interna

		_update: function( time, deltaTime, timeDirection, accuIndex ) {
			// called by the mixer

			var startTime = this._startTime;

			if ( startTime !== null ) {

				// check for scheduled start of action

				var timeRunning = ( time - startTime ) * timeDirection;
				if ( timeRunning < 0 || timeDirection === 0 ) {

					return; // yet to come / don't decide when delta = 0

				}

				// start

				this._startTime = null; // unschedule
				deltaTime = timeDirection * timeRunning;

			}

			// apply time scale and advance time

			deltaTime *= this._updateTimeScale( time );
			var clipTime = this._updateTime( deltaTime );

			// note: _updateTime may disable the action resulting in
			// an effective weight of 0

			var weight = this._updateWeight( time );

			if ( weight > 0 ) {

				var interpolants = this._interpolants;
				var propertyMixers = this._propertyBindings;

				for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

					interpolants[ j ].evaluate( clipTime );
					propertyMixers[ j ].accumulate( accuIndex, weight );

				}

			}

		},

		_updateWeight: function( time ) {

			var weight = 0;

			if ( this.enabled ) {

				weight = this.weight;
				var interpolant = this._weightInterpolant;

				if ( interpolant !== null ) {

					var interpolantValue = interpolant.evaluate( time )[ 0 ];

					weight *= interpolantValue;

					if ( time > interpolant.parameterPositions[ 1 ] ) {

						this.stopFading();

						if ( interpolantValue === 0 ) {

							// faded out, disable
							this.enabled = false;

						}

					}

				}

			}

			this._effectiveWeight = weight;
			return weight;

		},

		_updateTimeScale: function( time ) {

			var timeScale = 0;

			if ( ! this.paused ) {

				timeScale = this.timeScale;

				var interpolant = this._timeScaleInterpolant;

				if ( interpolant !== null ) {

					var interpolantValue = interpolant.evaluate( time )[ 0 ];

					timeScale *= interpolantValue;

					if ( time > interpolant.parameterPositions[ 1 ] ) {

						this.stopWarping();

						if ( timeScale === 0 ) {

							// motion has halted, pause
							this.paused = true;

						} else {

							// warp done - apply final time scale
							this.timeScale = timeScale;

						}

					}

				}

			}

			this._effectiveTimeScale = timeScale;
			return timeScale;

		},

		_updateTime: function( deltaTime ) {

			var time = this.time + deltaTime;

			if ( deltaTime === 0 ) return time;

			var duration = this._clip.duration,

				loop = this.loop,
				loopCount = this._loopCount;

			if ( loop === LoopOnce ) {

				if ( loopCount === -1 ) {
					// just started

					this._loopCount = 0;
					this._setEndings( true, true, false );

				}

				handle_stop: {

					if ( time >= duration ) {

						time = duration;

					} else if ( time < 0 ) {

						time = 0;

					} else break handle_stop;

					if ( this.clampWhenFinished ) this.paused = true;
					else this.enabled = false;

					this._mixer.dispatchEvent( {
						type: 'finished', action: this,
						direction: deltaTime < 0 ? -1 : 1
					} );

				}

			} else { // repetitive Repeat or PingPong

				var pingPong = ( loop === LoopPingPong );

				if ( loopCount === -1 ) {
					// just started

					if ( deltaTime >= 0 ) {

						loopCount = 0;

						this._setEndings(
								true, this.repetitions === 0, pingPong );

					} else {

						// when looping in reverse direction, the initial
						// transition through zero counts as a repetition,
						// so leave loopCount at -1

						this._setEndings(
								this.repetitions === 0, true, pingPong );

					}

				}

				if ( time >= duration || time < 0 ) {
					// wrap around

					var loopDelta = Math.floor( time / duration ); // signed
					time -= duration * loopDelta;

					loopCount += Math.abs( loopDelta );

					var pending = this.repetitions - loopCount;

					if ( pending < 0 ) {
						// have to stop (switch state, clamp time, fire event)

						if ( this.clampWhenFinished ) this.paused = true;
						else this.enabled = false;

						time = deltaTime > 0 ? duration : 0;

						this._mixer.dispatchEvent( {
							type: 'finished', action: this,
							direction: deltaTime > 0 ? 1 : -1
						} );

					} else {
						// keep running

						if ( pending === 0 ) {
							// entering the last round

							var atStart = deltaTime < 0;
							this._setEndings( atStart, ! atStart, pingPong );

						} else {

							this._setEndings( false, false, pingPong );

						}

						this._loopCount = loopCount;

						this._mixer.dispatchEvent( {
							type: 'loop', action: this, loopDelta: loopDelta
						} );

					}

				}

				if ( pingPong && ( loopCount & 1 ) === 1 ) {
					// invert time for the "pong round"

					this.time = time;
					return duration - time;

				}

			}

			this.time = time;
			return time;

		},

		_setEndings: function( atStart, atEnd, pingPong ) {

			var settings = this._interpolantSettings;

			if ( pingPong ) {

				settings.endingStart 	= ZeroSlopeEnding;
				settings.endingEnd		= ZeroSlopeEnding;

			} else {

				// assuming for LoopOnce atStart == atEnd == true

				if ( atStart ) {

					settings.endingStart = this.zeroSlopeAtStart ?
							ZeroSlopeEnding : ZeroCurvatureEnding;

				} else {

					settings.endingStart = WrapAroundEnding;

				}

				if ( atEnd ) {

					settings.endingEnd = this.zeroSlopeAtEnd ?
							ZeroSlopeEnding : ZeroCurvatureEnding;

				} else {

					settings.endingEnd 	 = WrapAroundEnding;

				}

			}

		},

		_scheduleFading: function( duration, weightNow, weightThen ) {

			var mixer = this._mixer, now = mixer.time,
				interpolant = this._weightInterpolant;

			if ( interpolant === null ) {

				interpolant = mixer._lendControlInterpolant();
				this._weightInterpolant = interpolant;

			}

			var times = interpolant.parameterPositions,
				values = interpolant.sampleValues;

			times[ 0 ] = now; 				values[ 0 ] = weightNow;
			times[ 1 ] = now + duration;	values[ 1 ] = weightThen;

			return this;

		}

	};

	/**
	 *
	 * Player for AnimationClips.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function AnimationMixer( root ) {

		this._root = root;
		this._initMemoryManager();
		this._accuIndex = 0;

		this.time = 0;

		this.timeScale = 1.0;

	}

	Object.assign( AnimationMixer.prototype, EventDispatcher.prototype, {

		// return an action for a clip optionally using a custom root target
		// object (this method allocates a lot of dynamic memory in case a
		// previously unknown clip/root combination is specified)
		clipAction: function( clip, optionalRoot ) {

			var root = optionalRoot || this._root,
				rootUuid = root.uuid,

				clipObject = typeof clip === 'string' ?
						AnimationClip.findByName( root, clip ) : clip,

				clipUuid = clipObject !== null ? clipObject.uuid : clip,

				actionsForClip = this._actionsByClip[ clipUuid ],
				prototypeAction = null;

			if ( actionsForClip !== undefined ) {

				var existingAction =
						actionsForClip.actionByRoot[ rootUuid ];

				if ( existingAction !== undefined ) {

					return existingAction;

				}

				// we know the clip, so we don't have to parse all
				// the bindings again but can just copy
				prototypeAction = actionsForClip.knownActions[ 0 ];

				// also, take the clip from the prototype action
				if ( clipObject === null )
					clipObject = prototypeAction._clip;

			}

			// clip must be known when specified via string
			if ( clipObject === null ) return null;

			// allocate all resources required to run it
			var newAction = new AnimationAction( this, clipObject, optionalRoot );

			this._bindAction( newAction, prototypeAction );

			// and make the action known to the memory manager
			this._addInactiveAction( newAction, clipUuid, rootUuid );

			return newAction;

		},

		// get an existing action
		existingAction: function( clip, optionalRoot ) {

			var root = optionalRoot || this._root,
				rootUuid = root.uuid,

				clipObject = typeof clip === 'string' ?
						AnimationClip.findByName( root, clip ) : clip,

				clipUuid = clipObject ? clipObject.uuid : clip,

				actionsForClip = this._actionsByClip[ clipUuid ];

			if ( actionsForClip !== undefined ) {

				return actionsForClip.actionByRoot[ rootUuid ] || null;

			}

			return null;

		},

		// deactivates all previously scheduled actions
		stopAllAction: function() {

			var actions = this._actions,
				nActions = this._nActiveActions,
				bindings = this._bindings,
				nBindings = this._nActiveBindings;

			this._nActiveActions = 0;
			this._nActiveBindings = 0;

			for ( var i = 0; i !== nActions; ++ i ) {

				actions[ i ].reset();

			}

			for ( var i = 0; i !== nBindings; ++ i ) {

				bindings[ i ].useCount = 0;

			}

			return this;

		},

		// advance the time and update apply the animation
		update: function( deltaTime ) {

			deltaTime *= this.timeScale;

			var actions = this._actions,
				nActions = this._nActiveActions,

				time = this.time += deltaTime,
				timeDirection = Math.sign( deltaTime ),

				accuIndex = this._accuIndex ^= 1;

			// run active actions

			for ( var i = 0; i !== nActions; ++ i ) {

				var action = actions[ i ];

				if ( action.enabled ) {

					action._update( time, deltaTime, timeDirection, accuIndex );

				}

			}

			// update scene graph

			var bindings = this._bindings,
				nBindings = this._nActiveBindings;

			for ( var i = 0; i !== nBindings; ++ i ) {

				bindings[ i ].apply( accuIndex );

			}

			return this;

		},

		// return this mixer's root target object
		getRoot: function() {

			return this._root;

		},

		// free all resources specific to a particular clip
		uncacheClip: function( clip ) {

			var actions = this._actions,
				clipUuid = clip.uuid,
				actionsByClip = this._actionsByClip,
				actionsForClip = actionsByClip[ clipUuid ];

			if ( actionsForClip !== undefined ) {

				// note: just calling _removeInactiveAction would mess up the
				// iteration state and also require updating the state we can
				// just throw away

				var actionsToRemove = actionsForClip.knownActions;

				for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {

					var action = actionsToRemove[ i ];

					this._deactivateAction( action );

					var cacheIndex = action._cacheIndex,
						lastInactiveAction = actions[ actions.length - 1 ];

					action._cacheIndex = null;
					action._byClipCacheIndex = null;

					lastInactiveAction._cacheIndex = cacheIndex;
					actions[ cacheIndex ] = lastInactiveAction;
					actions.pop();

					this._removeInactiveBindingsForAction( action );

				}

				delete actionsByClip[ clipUuid ];

			}

		},

		// free all resources specific to a particular root target object
		uncacheRoot: function( root ) {

			var rootUuid = root.uuid,
				actionsByClip = this._actionsByClip;

			for ( var clipUuid in actionsByClip ) {

				var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
					action = actionByRoot[ rootUuid ];

				if ( action !== undefined ) {

					this._deactivateAction( action );
					this._removeInactiveAction( action );

				}

			}

			var bindingsByRoot = this._bindingsByRootAndName,
				bindingByName = bindingsByRoot[ rootUuid ];

			if ( bindingByName !== undefined ) {

				for ( var trackName in bindingByName ) {

					var binding = bindingByName[ trackName ];
					binding.restoreOriginalState();
					this._removeInactiveBinding( binding );

				}

			}

		},

		// remove a targeted clip from the cache
		uncacheAction: function( clip, optionalRoot ) {

			var action = this.existingAction( clip, optionalRoot );

			if ( action !== null ) {

				this._deactivateAction( action );
				this._removeInactiveAction( action );

			}

		}

	} );

	// Implementation details:

	Object.assign( AnimationMixer.prototype, {

		_bindAction: function( action, prototypeAction ) {

			var root = action._localRoot || this._root,
				tracks = action._clip.tracks,
				nTracks = tracks.length,
				bindings = action._propertyBindings,
				interpolants = action._interpolants,
				rootUuid = root.uuid,
				bindingsByRoot = this._bindingsByRootAndName,
				bindingsByName = bindingsByRoot[ rootUuid ];

			if ( bindingsByName === undefined ) {

				bindingsByName = {};
				bindingsByRoot[ rootUuid ] = bindingsByName;

			}

			for ( var i = 0; i !== nTracks; ++ i ) {

				var track = tracks[ i ],
					trackName = track.name,
					binding = bindingsByName[ trackName ];

				if ( binding !== undefined ) {

					bindings[ i ] = binding;

				} else {

					binding = bindings[ i ];

					if ( binding !== undefined ) {

						// existing binding, make sure the cache knows

						if ( binding._cacheIndex === null ) {

							++ binding.referenceCount;
							this._addInactiveBinding( binding, rootUuid, trackName );

						}

						continue;

					}

					var path = prototypeAction && prototypeAction.
							_propertyBindings[ i ].binding.parsedPath;

					binding = new PropertyMixer(
							PropertyBinding.create( root, trackName, path ),
							track.ValueTypeName, track.getValueSize() );

					++ binding.referenceCount;
					this._addInactiveBinding( binding, rootUuid, trackName );

					bindings[ i ] = binding;

				}

				interpolants[ i ].resultBuffer = binding.buffer;

			}

		},

		_activateAction: function( action ) {

			if ( ! this._isActiveAction( action ) ) {

				if ( action._cacheIndex === null ) {

					// this action has been forgotten by the cache, but the user
					// appears to be still using it -> rebind

					var rootUuid = ( action._localRoot || this._root ).uuid,
						clipUuid = action._clip.uuid,
						actionsForClip = this._actionsByClip[ clipUuid ];

					this._bindAction( action,
							actionsForClip && actionsForClip.knownActions[ 0 ] );

					this._addInactiveAction( action, clipUuid, rootUuid );

				}

				var bindings = action._propertyBindings;

				// increment reference counts / sort out state
				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

					var binding = bindings[ i ];

					if ( binding.useCount ++ === 0 ) {

						this._lendBinding( binding );
						binding.saveOriginalState();

					}

				}

				this._lendAction( action );

			}

		},

		_deactivateAction: function( action ) {

			if ( this._isActiveAction( action ) ) {

				var bindings = action._propertyBindings;

				// decrement reference counts / sort out state
				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

					var binding = bindings[ i ];

					if ( -- binding.useCount === 0 ) {

						binding.restoreOriginalState();
						this._takeBackBinding( binding );

					}

				}

				this._takeBackAction( action );

			}

		},

		// Memory manager

		_initMemoryManager: function() {

			this._actions = []; // 'nActiveActions' followed by inactive ones
			this._nActiveActions = 0;

			this._actionsByClip = {};
			// inside:
			// {
			// 		knownActions: Array< AnimationAction >	- used as prototypes
			// 		actionByRoot: AnimationAction			- lookup
			// }


			this._bindings = []; // 'nActiveBindings' followed by inactive ones
			this._nActiveBindings = 0;

			this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >


			this._controlInterpolants = []; // same game as above
			this._nActiveControlInterpolants = 0;

			var scope = this;

			this.stats = {

				actions: {
					get total() { return scope._actions.length; },
					get inUse() { return scope._nActiveActions; }
				},
				bindings: {
					get total() { return scope._bindings.length; },
					get inUse() { return scope._nActiveBindings; }
				},
				controlInterpolants: {
					get total() { return scope._controlInterpolants.length; },
					get inUse() { return scope._nActiveControlInterpolants; }
				}

			};

		},

		// Memory management for AnimationAction objects

		_isActiveAction: function( action ) {

			var index = action._cacheIndex;
			return index !== null && index < this._nActiveActions;

		},

		_addInactiveAction: function( action, clipUuid, rootUuid ) {

			var actions = this._actions,
				actionsByClip = this._actionsByClip,
				actionsForClip = actionsByClip[ clipUuid ];

			if ( actionsForClip === undefined ) {

				actionsForClip = {

					knownActions: [ action ],
					actionByRoot: {}

				};

				action._byClipCacheIndex = 0;

				actionsByClip[ clipUuid ] = actionsForClip;

			} else {

				var knownActions = actionsForClip.knownActions;

				action._byClipCacheIndex = knownActions.length;
				knownActions.push( action );

			}

			action._cacheIndex = actions.length;
			actions.push( action );

			actionsForClip.actionByRoot[ rootUuid ] = action;

		},

		_removeInactiveAction: function( action ) {

			var actions = this._actions,
				lastInactiveAction = actions[ actions.length - 1 ],
				cacheIndex = action._cacheIndex;

			lastInactiveAction._cacheIndex = cacheIndex;
			actions[ cacheIndex ] = lastInactiveAction;
			actions.pop();

			action._cacheIndex = null;


			var clipUuid = action._clip.uuid,
				actionsByClip = this._actionsByClip,
				actionsForClip = actionsByClip[ clipUuid ],
				knownActionsForClip = actionsForClip.knownActions,

				lastKnownAction =
					knownActionsForClip[ knownActionsForClip.length - 1 ],

				byClipCacheIndex = action._byClipCacheIndex;

			lastKnownAction._byClipCacheIndex = byClipCacheIndex;
			knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
			knownActionsForClip.pop();

			action._byClipCacheIndex = null;


			var actionByRoot = actionsForClip.actionByRoot,
				rootUuid = ( actions._localRoot || this._root ).uuid;

			delete actionByRoot[ rootUuid ];

			if ( knownActionsForClip.length === 0 ) {

				delete actionsByClip[ clipUuid ];

			}

			this._removeInactiveBindingsForAction( action );

		},

		_removeInactiveBindingsForAction: function( action ) {

			var bindings = action._propertyBindings;
			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

				var binding = bindings[ i ];

				if ( -- binding.referenceCount === 0 ) {

					this._removeInactiveBinding( binding );

				}

			}

		},

		_lendAction: function( action ) {

			// [ active actions |  inactive actions  ]
			// [  active actions >| inactive actions ]
			//                 s        a
			//                  <-swap->
			//                 a        s

			var actions = this._actions,
				prevIndex = action._cacheIndex,

				lastActiveIndex = this._nActiveActions ++,

				firstInactiveAction = actions[ lastActiveIndex ];

			action._cacheIndex = lastActiveIndex;
			actions[ lastActiveIndex ] = action;

			firstInactiveAction._cacheIndex = prevIndex;
			actions[ prevIndex ] = firstInactiveAction;

		},

		_takeBackAction: function( action ) {

			// [  active actions  | inactive actions ]
			// [ active actions |< inactive actions  ]
			//        a        s
			//         <-swap->
			//        s        a

			var actions = this._actions,
				prevIndex = action._cacheIndex,

				firstInactiveIndex = -- this._nActiveActions,

				lastActiveAction = actions[ firstInactiveIndex ];

			action._cacheIndex = firstInactiveIndex;
			actions[ firstInactiveIndex ] = action;

			lastActiveAction._cacheIndex = prevIndex;
			actions[ prevIndex ] = lastActiveAction;

		},

		// Memory management for PropertyMixer objects

		_addInactiveBinding: function( binding, rootUuid, trackName ) {

			var bindingsByRoot = this._bindingsByRootAndName,
				bindingByName = bindingsByRoot[ rootUuid ],

				bindings = this._bindings;

			if ( bindingByName === undefined ) {

				bindingByName = {};
				bindingsByRoot[ rootUuid ] = bindingByName;

			}

			bindingByName[ trackName ] = binding;

			binding._cacheIndex = bindings.length;
			bindings.push( binding );

		},

		_removeInactiveBinding: function( binding ) {

			var bindings = this._bindings,
				propBinding = binding.binding,
				rootUuid = propBinding.rootNode.uuid,
				trackName = propBinding.path,
				bindingsByRoot = this._bindingsByRootAndName,
				bindingByName = bindingsByRoot[ rootUuid ],

				lastInactiveBinding = bindings[ bindings.length - 1 ],
				cacheIndex = binding._cacheIndex;

			lastInactiveBinding._cacheIndex = cacheIndex;
			bindings[ cacheIndex ] = lastInactiveBinding;
			bindings.pop();

			delete bindingByName[ trackName ];

			remove_empty_map: {

				for ( var _ in bindingByName ) break remove_empty_map;

				delete bindingsByRoot[ rootUuid ];

			}

		},

		_lendBinding: function( binding ) {

			var bindings = this._bindings,
				prevIndex = binding._cacheIndex,

				lastActiveIndex = this._nActiveBindings ++,

				firstInactiveBinding = bindings[ lastActiveIndex ];

			binding._cacheIndex = lastActiveIndex;
			bindings[ lastActiveIndex ] = binding;

			firstInactiveBinding._cacheIndex = prevIndex;
			bindings[ prevIndex ] = firstInactiveBinding;

		},

		_takeBackBinding: function( binding ) {

			var bindings = this._bindings,
				prevIndex = binding._cacheIndex,

				firstInactiveIndex = -- this._nActiveBindings,

				lastActiveBinding = bindings[ firstInactiveIndex ];

			binding._cacheIndex = firstInactiveIndex;
			bindings[ firstInactiveIndex ] = binding;

			lastActiveBinding._cacheIndex = prevIndex;
			bindings[ prevIndex ] = lastActiveBinding;

		},


		// Memory management of Interpolants for weight and time scale

		_lendControlInterpolant: function() {

			var interpolants = this._controlInterpolants,
				lastActiveIndex = this._nActiveControlInterpolants ++,
				interpolant = interpolants[ lastActiveIndex ];

			if ( interpolant === undefined ) {

				interpolant = new LinearInterpolant(
						new Float32Array( 2 ), new Float32Array( 2 ),
							1, this._controlInterpolantsResultBuffer );

				interpolant.__cacheIndex = lastActiveIndex;
				interpolants[ lastActiveIndex ] = interpolant;

			}

			return interpolant;

		},

		_takeBackControlInterpolant: function( interpolant ) {

			var interpolants = this._controlInterpolants,
				prevIndex = interpolant.__cacheIndex,

				firstInactiveIndex = -- this._nActiveControlInterpolants,

				lastActiveInterpolant = interpolants[ firstInactiveIndex ];

			interpolant.__cacheIndex = firstInactiveIndex;
			interpolants[ firstInactiveIndex ] = interpolant;

			lastActiveInterpolant.__cacheIndex = prevIndex;
			interpolants[ prevIndex ] = lastActiveInterpolant;

		},

		_controlInterpolantsResultBuffer: new Float32Array( 1 )

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Uniform( value ) {

		if ( typeof value === 'string' ) {

			console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
			value = arguments[ 1 ];

		}

		this.value = value;

	}

	Uniform.prototype.clone = function () {

		return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InstancedBufferGeometry() {

		BufferGeometry.call( this );

		this.type = 'InstancedBufferGeometry';
		this.maxInstancedCount = undefined;

	}

	InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry;

	InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;

	InstancedBufferGeometry.prototype.addGroup = function ( start, count, materialIndex ) {

		this.groups.push( {

			start: start,
			count: count,
			materialIndex: materialIndex

		} );

	};

	InstancedBufferGeometry.prototype.copy = function ( source ) {

		var index = source.index;

		if ( index !== null ) {

			this.setIndex( index.clone() );

		}

		var attributes = source.attributes;

		for ( var name in attributes ) {

			var attribute = attributes[ name ];
			this.addAttribute( name, attribute.clone() );

		}

		var groups = source.groups;

		for ( var i = 0, l = groups.length; i < l; i ++ ) {

			var group = groups[ i ];
			this.addGroup( group.start, group.count, group.materialIndex );

		}

		return this;

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {

		this.uuid = _Math.generateUUID();

		this.data = interleavedBuffer;
		this.itemSize = itemSize;
		this.offset = offset;

		this.normalized = normalized === true;

	}


	InterleavedBufferAttribute.prototype = {

		constructor: InterleavedBufferAttribute,

		isInterleavedBufferAttribute: true,

		get count() {

			return this.data.count;

		},

		get array() {

			return this.data.array;

		},

		setX: function ( index, x ) {

			this.data.array[ index * this.data.stride + this.offset ] = x;

			return this;

		},

		setY: function ( index, y ) {

			this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

			return this;

		},

		setZ: function ( index, z ) {

			this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

			return this;

		},

		setW: function ( index, w ) {

			this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

			return this;

		},

		getX: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset ];

		},

		getY: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset + 1 ];

		},

		getZ: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset + 2 ];

		},

		getW: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset + 3 ];

		},

		setXY: function ( index, x, y ) {

			index = index * this.data.stride + this.offset;

			this.data.array[ index + 0 ] = x;
			this.data.array[ index + 1 ] = y;

			return this;

		},

		setXYZ: function ( index, x, y, z ) {

			index = index * this.data.stride + this.offset;

			this.data.array[ index + 0 ] = x;
			this.data.array[ index + 1 ] = y;
			this.data.array[ index + 2 ] = z;

			return this;

		},

		setXYZW: function ( index, x, y, z, w ) {

			index = index * this.data.stride + this.offset;

			this.data.array[ index + 0 ] = x;
			this.data.array[ index + 1 ] = y;
			this.data.array[ index + 2 ] = z;
			this.data.array[ index + 3 ] = w;

			return this;

		}

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InterleavedBuffer( array, stride ) {

		this.uuid = _Math.generateUUID();

		this.array = array;
		this.stride = stride;
		this.count = array !== undefined ? array.length / stride : 0;

		this.dynamic = false;
		this.updateRange = { offset: 0, count: - 1 };

		this.onUploadCallback = function () {};

		this.version = 0;

	}

	InterleavedBuffer.prototype = {

		constructor: InterleavedBuffer,

		isInterleavedBuffer: true,

		set needsUpdate( value ) {

			if ( value === true ) this.version ++;

		},

		setArray: function ( array ) {

			if ( Array.isArray( array ) ) {

				throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

			}

			this.count = array !== undefined ? array.length / this.stride : 0;
			this.array = array;

		},

		setDynamic: function ( value ) {

			this.dynamic = value;

			return this;

		},

		copy: function ( source ) {

			this.array = new source.array.constructor( source.array );
			this.count = source.count;
			this.stride = source.stride;
			this.dynamic = source.dynamic;

			return this;

		},

		copyAt: function ( index1, attribute, index2 ) {

			index1 *= this.stride;
			index2 *= attribute.stride;

			for ( var i = 0, l = this.stride; i < l; i ++ ) {

				this.array[ index1 + i ] = attribute.array[ index2 + i ];

			}

			return this;

		},

		set: function ( value, offset ) {

			if ( offset === undefined ) offset = 0;

			this.array.set( value, offset );

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		onUpload: function ( callback ) {

			this.onUploadCallback = callback;

			return this;

		}

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {

		InterleavedBuffer.call( this, array, stride );

		this.meshPerAttribute = meshPerAttribute || 1;

	}

	InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype );
	InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer;

	InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;

	InstancedInterleavedBuffer.prototype.copy = function ( source ) {

		InterleavedBuffer.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {

		BufferAttribute.call( this, array, itemSize );

		this.meshPerAttribute = meshPerAttribute || 1;

	}

	InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute;

	InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;

	InstancedBufferAttribute.prototype.copy = function ( source ) {

		BufferAttribute.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author bhouston / http://clara.io/
	 * @author stephomi / http://stephaneginier.com/
	 */

	function Raycaster( origin, direction, near, far ) {

		this.ray = new Ray( origin, direction );
		// direction is assumed to be normalized (for accurate distance calculations)

		this.near = near || 0;
		this.far = far || Infinity;

		this.params = {
			Mesh: {},
			Line: {},
			LOD: {},
			Points: { threshold: 1 },
			Sprite: {}
		};

		Object.defineProperties( this.params, {
			PointCloud: {
				get: function () {
					console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
					return this.Points;
				}
			}
		} );

	}

	function ascSort( a, b ) {

		return a.distance - b.distance;

	}

	function intersectObject( object, raycaster, intersects, recursive ) {

		if ( object.visible === false ) return;

		object.raycast( raycaster, intersects );

		if ( recursive === true ) {

			var children = object.children;

			for ( var i = 0, l = children.length; i < l; i ++ ) {

				intersectObject( children[ i ], raycaster, intersects, true );

			}

		}

	}

	//

	Raycaster.prototype = {

		constructor: Raycaster,

		linePrecision: 1,

		set: function ( origin, direction ) {

			// direction is assumed to be normalized (for accurate distance calculations)

			this.ray.set( origin, direction );

		},

		setFromCamera: function ( coords, camera ) {

			if ( (camera && camera.isPerspectiveCamera) ) {

				this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
				this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();

			} else if ( (camera && camera.isOrthographicCamera) ) {

				this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
				this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );

			} else {

				console.error( 'THREE.Raycaster: Unsupported camera type.' );

			}

		},

		intersectObject: function ( object, recursive ) {

			var intersects = [];

			intersectObject( object, this, intersects, recursive );

			intersects.sort( ascSort );

			return intersects;

		},

		intersectObjects: function ( objects, recursive ) {

			var intersects = [];

			if ( Array.isArray( objects ) === false ) {

				console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
				return intersects;

			}

			for ( var i = 0, l = objects.length; i < l; i ++ ) {

				intersectObject( objects[ i ], this, intersects, recursive );

			}

			intersects.sort( ascSort );

			return intersects;

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Clock( autoStart ) {

		this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

		this.startTime = 0;
		this.oldTime = 0;
		this.elapsedTime = 0;

		this.running = false;

	}

	Clock.prototype = {

		constructor: Clock,

		start: function () {

			this.startTime = ( performance || Date ).now();

			this.oldTime = this.startTime;
			this.elapsedTime = 0;
			this.running = true;

		},

		stop: function () {

			this.getElapsedTime();
			this.running = false;

		},

		getElapsedTime: function () {

			this.getDelta();
			return this.elapsedTime;

		},

		getDelta: function () {

			var diff = 0;

			if ( this.autoStart && ! this.running ) {

				this.start();

			}

			if ( this.running ) {

				var newTime = ( performance || Date ).now();

				diff = ( newTime - this.oldTime ) / 1000;
				this.oldTime = newTime;

				this.elapsedTime += diff;

			}

			return diff;

		}

	};

	/**
	 * 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/
	 */

	function Spline( 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 Vector3(),
				tmpVec = new 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,
				realDistance,
				sampling, position,
				newpoints = [],
				tmpVec = new 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://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
	 *
	 * The poles (phi) are at the positive and negative y axis.
	 * The equator starts at positive z.
	 */

	function Spherical( radius, phi, theta ) {

		this.radius = ( radius !== undefined ) ? radius : 1.0;
		this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
		this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere

		return this;

	}

	Spherical.prototype = {

		constructor: Spherical,

		set: function ( radius, phi, theta ) {

			this.radius = radius;
			this.phi = phi;
			this.theta = theta;

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( other ) {

			this.radius = other.radius;
			this.phi = other.phi;
			this.theta = other.theta;

			return this;

		},

		// restrict phi to be betwee EPS and PI-EPS
		makeSafe: function() {

			var EPS = 0.000001;
			this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

			return this;

		},

		setFromVector3: function( vec3 ) {

			this.radius = vec3.length();

			if ( this.radius === 0 ) {

				this.theta = 0;
				this.phi = 0;

			} else {

				this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
				this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle

			}

			return this;

		}

	};

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
	 *
	 */

	function Cylindrical( radius, theta, y ) {

		this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
		this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
		this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane

		return this;

	}

	Cylindrical.prototype = {

		constructor: Cylindrical,

		set: function ( radius, theta, y ) {

			this.radius = radius;
			this.theta = theta;
			this.y = y;

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( other ) {

			this.radius = other.radius;
			this.theta = other.theta;
			this.y = other.y;

			return this;

		},

		setFromVector3: function( vec3 ) {

			this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
			this.theta = Math.atan2( vec3.x, vec3.z );
			this.y = vec3.y;

			return this;

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function MorphBlendMesh( geometry, material ) {

		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 );

	}

	MorphBlendMesh.prototype = Object.create( Mesh.prototype );
	MorphBlendMesh.prototype.constructor = MorphBlendMesh;

	MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {

		var animation = {

			start: start,
			end: 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 );

	};

	MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {

		var pattern = /([a-z]+)_?(\d+)/i;

		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 ];

				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;

	};

	MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.direction = 1;
			animation.directionBackwards = false;

		}

	};

	MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.direction = - 1;
			animation.directionBackwards = true;

		}

	};

	MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.fps = fps;
			animation.duration = ( animation.end - animation.start ) / animation.fps;

		}

	};

	MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.duration = duration;
			animation.fps = ( animation.end - animation.start ) / animation.duration;

		}

	};

	MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.weight = weight;

		}

	};

	MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.time = time;

		}

	};

	MorphBlendMesh.prototype.getAnimationTime = function ( name ) {

		var time = 0;

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			time = animation.time;

		}

		return time;

	};

	MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {

		var duration = - 1;

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			duration = animation.duration;

		}

		return duration;

	};

	MorphBlendMesh.prototype.playAnimation = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.time = 0;
			animation.active = true;

		} else {

			console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );

		}

	};

	MorphBlendMesh.prototype.stopAnimation = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.active = false;

		}

	};

	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.start + _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;

			if ( animation.currentFrame !== animation.lastFrame ) {

				this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
				this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

			} else {

				this.morphTargetInfluences[ animation.currentFrame ] = weight;

			}

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function ImmediateRenderObject( material ) {

		Object3D.call( this );

		this.material = material;
		this.render = function ( renderCallback ) {};

	}

	ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
	ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;

	ImmediateRenderObject.prototype.isImmediateRenderObject = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function VertexNormalsHelper( object, size, hex, linewidth ) {

		this.object = object;

		this.size = ( size !== undefined ) ? size : 1;

		var color = ( hex !== undefined ) ? hex : 0xff0000;

		var width = ( linewidth !== undefined ) ? linewidth : 1;

		//

		var nNormals = 0;

		var objGeometry = this.object.geometry;

		if ( objGeometry && objGeometry.isGeometry ) {

			nNormals = objGeometry.faces.length * 3;

		} else if ( objGeometry && objGeometry.isBufferGeometry ) {

			nNormals = objGeometry.attributes.normal.count;

		}

		//

		var geometry = new BufferGeometry();

		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );

		geometry.addAttribute( 'position', positions );

		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );

		//

		this.matrixAutoUpdate = false;

		this.update();

	}

	VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
	VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;

	VertexNormalsHelper.prototype.update = ( function () {

		var v1 = new Vector3();
		var v2 = new Vector3();
		var normalMatrix = new Matrix3();

		return function update() {

			var keys = [ 'a', 'b', 'c' ];

			this.object.updateMatrixWorld( true );

			normalMatrix.getNormalMatrix( this.object.matrixWorld );

			var matrixWorld = this.object.matrixWorld;

			var position = this.geometry.attributes.position;

			//

			var objGeometry = this.object.geometry;

			if ( objGeometry && objGeometry.isGeometry ) {

				var vertices = objGeometry.vertices;

				var faces = objGeometry.faces;

				var idx = 0;

				for ( var i = 0, l = faces.length; i < l; i ++ ) {

					var face = faces[ i ];

					for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

						var vertex = vertices[ face[ keys[ j ] ] ];

						var normal = face.vertexNormals[ j ];

						v1.copy( vertex ).applyMatrix4( matrixWorld );

						v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

						position.setXYZ( idx, v1.x, v1.y, v1.z );

						idx = idx + 1;

						position.setXYZ( idx, v2.x, v2.y, v2.z );

						idx = idx + 1;

					}

				}

			} else if ( objGeometry && objGeometry.isBufferGeometry ) {

				var objPos = objGeometry.attributes.position;

				var objNorm = objGeometry.attributes.normal;

				var idx = 0;

				// for simplicity, ignore index and drawcalls, and render every normal

				for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {

					v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );

					v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );

					v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

					position.setXYZ( idx, v1.x, v1.y, v1.z );

					idx = idx + 1;

					position.setXYZ( idx, v2.x, v2.y, v2.z );

					idx = idx + 1;

				}

			}

			position.needsUpdate = true;

			return this;

		};

	}() );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function SpotLightHelper( light ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		var geometry = new BufferGeometry();

		var positions = [
			0, 0, 0,   0,   0,   1,
			0, 0, 0,   1,   0,   1,
			0, 0, 0, - 1,   0,   1,
			0, 0, 0,   0,   1,   1,
			0, 0, 0,   0, - 1,   1
		];

		for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

			var p1 = ( i / l ) * Math.PI * 2;
			var p2 = ( j / l ) * Math.PI * 2;

			positions.push(
				Math.cos( p1 ), Math.sin( p1 ), 1,
				Math.cos( p2 ), Math.sin( p2 ), 1
			);

		}

		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

		var material = new LineBasicMaterial( { fog: false } );

		this.cone = new LineSegments( geometry, material );
		this.add( this.cone );

		this.update();

	}

	SpotLightHelper.prototype = Object.create( Object3D.prototype );
	SpotLightHelper.prototype.constructor = SpotLightHelper;

	SpotLightHelper.prototype.dispose = function () {

		this.cone.geometry.dispose();
		this.cone.material.dispose();

	};

	SpotLightHelper.prototype.update = function () {

		var vector = new Vector3();
		var vector2 = new Vector3();

		return function update() {

			var coneLength = this.light.distance ? this.light.distance : 1000;
			var coneWidth = coneLength * Math.tan( this.light.angle );

			this.cone.scale.set( coneWidth, coneWidth, coneLength );

			vector.setFromMatrixPosition( this.light.matrixWorld );
			vector2.setFromMatrixPosition( this.light.target.matrixWorld );

			this.cone.lookAt( vector2.sub( vector ) );

			this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

		};

	}();

	/**
	 * @author Sean Griffin / http://twitter.com/sgrif
	 * @author Michael Guerrero / http://realitymeltdown.com
	 * @author mrdoob / http://mrdoob.com/
	 * @author ikerr / http://verold.com
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function SkeletonHelper( object ) {

		this.bones = this.getBoneList( object );

		var geometry = new BufferGeometry();

		var vertices = [];
		var colors = [];

		var color1 = new Color( 0, 0, 1 );
		var color2 = new Color( 0, 1, 0 );

		for ( var i = 0; i < this.bones.length; i ++ ) {

			var bone = this.bones[ i ];

			if ( bone.parent && bone.parent.isBone ) {

				vertices.push( 0, 0, 0 );
				vertices.push( 0, 0, 0 );
				colors.push( color1.r, color1.g, color1.b );
				colors.push( color2.r, color2.g, color2.b );

			}

		}

		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );

		LineSegments.call( this, geometry, material );

		this.root = object;

		this.matrix = object.matrixWorld;
		this.matrixAutoUpdate = false;

		this.update();

	}


	SkeletonHelper.prototype = Object.create( LineSegments.prototype );
	SkeletonHelper.prototype.constructor = SkeletonHelper;

	SkeletonHelper.prototype.getBoneList = function( object ) {

		var boneList = [];

		if ( object && object.isBone ) {

			boneList.push( object );

		}

		for ( var i = 0; i < object.children.length; i ++ ) {

			boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );

		}

		return boneList;

	};

	SkeletonHelper.prototype.update = function () {

		var vector = new Vector3();

		var boneMatrix = new Matrix4();
		var matrixWorldInv = new Matrix4();

		return function update() {

			var geometry = this.geometry;
			var position = geometry.getAttribute( 'position' );

			matrixWorldInv.getInverse( this.root.matrixWorld );

			for ( var i = 0, j = 0; i < this.bones.length; i ++ ) {

				var bone = this.bones[ i ];

				if ( bone.parent && bone.parent.isBone ) {

					boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
					vector.setFromMatrixPosition( boneMatrix );
					position.setXYZ( j, vector.x, vector.y, vector.z );

					boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
					vector.setFromMatrixPosition( boneMatrix );
					position.setXYZ( j + 1, vector.x, vector.y, vector.z );

					j += 2;

				}

			}

			geometry.getAttribute( 'position' ).needsUpdate = true;

		};

	}();

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function PointLightHelper( light, sphereSize ) {

		this.light = light;
		this.light.updateMatrixWorld();

		var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
		var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
		material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

		Mesh.call( this, geometry, material );

		this.matrix = this.light.matrixWorld;
		this.matrixAutoUpdate = false;

		/*
		var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
		var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

		this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
		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.lightDistance );
		*/

	}

	PointLightHelper.prototype = Object.create( Mesh.prototype );
	PointLightHelper.prototype.constructor = PointLightHelper;

	PointLightHelper.prototype.dispose = function () {

		this.geometry.dispose();
		this.material.dispose();

	};

	PointLightHelper.prototype.update = function () {

		this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

		/*
		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 abelnation / http://github.com/abelnation
	 * @author Mugen87 / http://github.com/Mugen87
	 */

	function RectAreaLightHelper( light ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		var materialFront = new MeshBasicMaterial( {
			color: light.color,
			fog: false
		} );

		var materialBack = new MeshBasicMaterial( {
			color: light.color,
			fog: false,
			wireframe: true
		} );

		var geometry = new BufferGeometry();

		geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );

		// shows the "front" of the light, e.g. where light comes from

		this.add( new Mesh( geometry, materialFront ) );

		// shows the "back" of the light, which does not emit light

		this.add( new Mesh( geometry, materialBack ) );

		this.update();

	}

	RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
	RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;

	RectAreaLightHelper.prototype.dispose = function () {

		this.children[ 0 ].geometry.dispose();
		this.children[ 0 ].material.dispose();
		this.children[ 1 ].geometry.dispose();
		this.children[ 1 ].material.dispose();

	};

	RectAreaLightHelper.prototype.update = function () {

		var vector1 = new Vector3();
		var vector2 = new Vector3();

		return function update() {

			var mesh1 = this.children[ 0 ];
			var mesh2 = this.children[ 1 ];

			if ( this.light.target ) {

				vector1.setFromMatrixPosition( this.light.matrixWorld );
				vector2.setFromMatrixPosition( this.light.target.matrixWorld );

				var lookVec = vector2.clone().sub( vector1 );
				mesh1.lookAt( lookVec );
				mesh2.lookAt( lookVec );

			}

			// update materials

			mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
			mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

			// calculate new dimensions of the helper

			var hx = this.light.width * 0.5;
			var hy = this.light.height * 0.5;

			// because the buffer attribute is shared over both geometries, we only have to update once

			var position = mesh1.geometry.getAttribute( 'position' );
			var array = position.array;

			// first face

			array[  0 ] =   hx; array[  1 ] = - hy; array[  2 ] = 0;
			array[  3 ] =   hx; array[  4 ] =   hy; array[  5 ] = 0;
			array[  6 ] = - hx; array[  7 ] =   hy; array[  8 ] = 0;

			// second face

			array[  9 ] = - hx; array[ 10 ] =   hy; array[ 11 ] = 0;
			array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
			array[ 15 ] =   hx; array[ 16 ] = - hy; array[ 17 ] = 0;

			position.needsUpdate = true;

		};

	}();

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function HemisphereLightHelper( light, size ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		var geometry = new OctahedronBufferGeometry( size );
		geometry.rotateY( Math.PI * 0.5 );

		var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );

		var position = geometry.getAttribute( 'position' );
		var colors = new Float32Array( position.count * 3 );

		geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );

		this.add( new Mesh( geometry, material ) );

		this.update();

	}

	HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
	HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;

	HemisphereLightHelper.prototype.dispose = function () {

		this.children[ 0 ].geometry.dispose();
		this.children[ 0 ].material.dispose();

	};

	HemisphereLightHelper.prototype.update = function () {

		var vector = new Vector3();

		var color1 = new Color();
		var color2 = new Color();

		return function update() {

			var mesh = this.children[ 0 ];

			var colors = mesh.geometry.getAttribute( 'color' );

			color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
			color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );

			for ( var i = 0, l = colors.count; i < l; i ++ ) {

				var color = ( i < ( l / 2 ) ) ? color1 : color2;

				colors.setXYZ( i, color.r, color.g, color.b );

			}

			mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );

			colors.needsUpdate = true;

		};

	}();

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function GridHelper( size, divisions, color1, color2 ) {

		size = size || 10;
		divisions = divisions || 10;
		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

		var center = divisions / 2;
		var step = ( size * 2 ) / divisions;
		var vertices = [], colors = [];

		for ( var i = 0, j = 0, k = - size; i <= divisions; i ++, k += step ) {

			vertices.push( - size, 0, k, size, 0, k );
			vertices.push( k, 0, - size, k, 0, size );

			var color = i === center ? color1 : color2;

			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;

		}

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors } );

		LineSegments.call( this, geometry, material );

	}

	GridHelper.prototype = Object.create( LineSegments.prototype );
	GridHelper.prototype.constructor = GridHelper;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author Mugen87 / http://github.com/Mugen87
	 * @author Hectate / http://www.github.com/Hectate
	 */

	function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {

		radius = radius || 10;
		radials = radials || 16;
		circles = circles || 8;
		divisions = divisions || 64;
		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

		var vertices = [];
		var colors = [];

		var x, z;
		var v, i, j, r, color;

		// create the radials

		for ( i = 0; i <= radials; i ++ ) {

			v = ( i / radials ) * ( Math.PI * 2 );

			x = Math.sin( v ) * radius;
			z = Math.cos( v ) * radius;

			vertices.push( 0, 0, 0 );
			vertices.push( x, 0, z );

			color = ( i & 1 ) ? color1 : color2;

			colors.push( color.r, color.g, color.b );
			colors.push( color.r, color.g, color.b );

		}

		// create the circles

		for ( i = 0; i <= circles; i ++ ) {

			color = ( i & 1 ) ? color1 : color2;

			r = radius - ( radius / circles * i );

			for ( j = 0; j < divisions; j ++ ) {

				// first vertex

				v = ( j / divisions ) * ( Math.PI * 2 );

				x = Math.sin( v ) * r;
				z = Math.cos( v ) * r;

				vertices.push( x, 0, z );
				colors.push( color.r, color.g, color.b );

				// second vertex

				v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );

				x = Math.sin( v ) * r;
				z = Math.cos( v ) * r;

				vertices.push( x, 0, z );
				colors.push( color.r, color.g, color.b );

			}

		}

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors } );

		LineSegments.call( this, geometry, material );

	}

	PolarGridHelper.prototype = Object.create( LineSegments.prototype );
	PolarGridHelper.prototype.constructor = PolarGridHelper;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function FaceNormalsHelper( object, size, hex, linewidth ) {

		// FaceNormalsHelper only supports THREE.Geometry

		this.object = object;

		this.size = ( size !== undefined ) ? size : 1;

		var color = ( hex !== undefined ) ? hex : 0xffff00;

		var width = ( linewidth !== undefined ) ? linewidth : 1;

		//

		var nNormals = 0;

		var objGeometry = this.object.geometry;

		if ( objGeometry && objGeometry.isGeometry ) {

			nNormals = objGeometry.faces.length;

		} else {

			console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );

		}

		//

		var geometry = new BufferGeometry();

		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );

		geometry.addAttribute( 'position', positions );

		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );

		//

		this.matrixAutoUpdate = false;
		this.update();

	}

	FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
	FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;

	FaceNormalsHelper.prototype.update = ( function () {

		var v1 = new Vector3();
		var v2 = new Vector3();
		var normalMatrix = new Matrix3();

		return function update() {

			this.object.updateMatrixWorld( true );

			normalMatrix.getNormalMatrix( this.object.matrixWorld );

			var matrixWorld = this.object.matrixWorld;

			var position = this.geometry.attributes.position;

			//

			var objGeometry = this.object.geometry;

			var vertices = objGeometry.vertices;

			var faces = objGeometry.faces;

			var idx = 0;

			for ( var i = 0, l = faces.length; i < l; i ++ ) {

				var face = faces[ i ];

				var normal = face.normal;

				v1.copy( vertices[ face.a ] )
					.add( vertices[ face.b ] )
					.add( vertices[ face.c ] )
					.divideScalar( 3 )
					.applyMatrix4( matrixWorld );

				v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

				position.setXYZ( idx, v1.x, v1.y, v1.z );

				idx = idx + 1;

				position.setXYZ( idx, v2.x, v2.y, v2.z );

				idx = idx + 1;

			}

			position.needsUpdate = true;

			return this;

		};

	}() );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function DirectionalLightHelper( light, size ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		if ( size === undefined ) size = 1;

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( [
			- size,   size, 0,
			  size,   size, 0,
			  size, - size, 0,
			- size, - size, 0,
			- size,   size, 0
		], 3 ) );

		var material = new LineBasicMaterial( { fog: false } );

		this.add( new Line( geometry, material ) );

		geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );

		this.add( new Line( geometry, material ));

		this.update();

	}

	DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
	DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;

	DirectionalLightHelper.prototype.dispose = function () {

		var lightPlane = this.children[ 0 ];
		var targetLine = this.children[ 1 ];

		lightPlane.geometry.dispose();
		lightPlane.material.dispose();
		targetLine.geometry.dispose();
		targetLine.material.dispose();

	};

	DirectionalLightHelper.prototype.update = function () {

		var v1 = new Vector3();
		var v2 = new Vector3();
		var v3 = new Vector3();

		return function update() {

			v1.setFromMatrixPosition( this.light.matrixWorld );
			v2.setFromMatrixPosition( this.light.target.matrixWorld );
			v3.subVectors( v2, v1 );

			var lightPlane = this.children[ 0 ];
			var targetLine = this.children[ 1 ];

			lightPlane.lookAt( v3 );
			lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

			targetLine.lookAt( v3 );
			targetLine.scale.z = v3.length();

		};

	}();

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 *	- 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
	 */

	function CameraHelper( camera ) {

		var geometry = new BufferGeometry();
		var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );

		var vertices = [];
		var colors = [];

		var pointMap = {};

		// colors

		var colorFrustum = new Color( 0xffaa00 );
		var colorCone = new Color( 0xff0000 );
		var colorUp = new Color( 0x00aaff );
		var colorTarget = new Color( 0xffffff );
		var colorCross = new Color( 0x333333 );

		// near

		addLine( "n1", "n2", colorFrustum );
		addLine( "n2", "n4", colorFrustum );
		addLine( "n4", "n3", colorFrustum );
		addLine( "n3", "n1", colorFrustum );

		// far

		addLine( "f1", "f2", colorFrustum );
		addLine( "f2", "f4", colorFrustum );
		addLine( "f4", "f3", colorFrustum );
		addLine( "f3", "f1", colorFrustum );

		// sides

		addLine( "n1", "f1", colorFrustum );
		addLine( "n2", "f2", colorFrustum );
		addLine( "n3", "f3", colorFrustum );
		addLine( "n4", "f4", colorFrustum );

		// cone

		addLine( "p", "n1", colorCone );
		addLine( "p", "n2", colorCone );
		addLine( "p", "n3", colorCone );
		addLine( "p", "n4", colorCone );

		// up

		addLine( "u1", "u2", colorUp );
		addLine( "u2", "u3", colorUp );
		addLine( "u3", "u1", colorUp );

		// target

		addLine( "c", "t", colorTarget );
		addLine( "p", "c", colorCross );

		// cross

		addLine( "cn1", "cn2", colorCross );
		addLine( "cn3", "cn4", colorCross );

		addLine( "cf1", "cf2", colorCross );
		addLine( "cf3", "cf4", colorCross );

		function addLine( a, b, color ) {

			addPoint( a, color );
			addPoint( b, color );

		}

		function addPoint( id, color ) {

			vertices.push( 0, 0, 0 );
			colors.push( color.r, color.g, color.b );

			if ( pointMap[ id ] === undefined ) {

				pointMap[ id ] = [];

			}

			pointMap[ id ].push( ( vertices.length / 3 ) - 1 );

		}

		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		LineSegments.call( this, geometry, material );

		this.camera = camera;
		if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();

		this.matrix = camera.matrixWorld;
		this.matrixAutoUpdate = false;

		this.pointMap = pointMap;

		this.update();

	}

	CameraHelper.prototype = Object.create( LineSegments.prototype );
	CameraHelper.prototype.constructor = CameraHelper;

	CameraHelper.prototype.update = function () {

		var geometry, pointMap;

		var vector = new Vector3();
		var camera = new Camera();

		function setPoint( point, x, y, z ) {

			vector.set( x, y, z ).unproject( camera );

			var points = pointMap[ point ];

			if ( points !== undefined ) {

				var position = geometry.getAttribute( 'position' );

				for ( var i = 0, l = points.length; i < l; i ++ ) {

					position.setXYZ( points[ i ], vector.x, vector.y, vector.z );

				}

			}

		}

		return function update() {

			geometry = this.geometry;
			pointMap = this.pointMap;

			var w = 1, h = 1;

			// we need just camera projection matrix
			// world matrix must be identity

			camera.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 );

			geometry.getAttribute( 'position' ).needsUpdate = true;

		};

	}();

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BoxHelper( object, color ) {

		if ( color === undefined ) color = 0xffff00;

		var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
		var positions = new Float32Array( 8 * 3 );

		var geometry = new BufferGeometry();
		geometry.setIndex( new BufferAttribute( indices, 1 ) );
		geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );

		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );

		if ( object !== undefined ) {

			this.update( object );

		}

	}

	BoxHelper.prototype = Object.create( LineSegments.prototype );
	BoxHelper.prototype.constructor = BoxHelper;

	BoxHelper.prototype.update = ( function () {

		var box = new Box3();

		return function update( object ) {

			if ( object && object.isBox3 ) {

				box.copy( object );

			} else {

				box.setFromObject( object );

			}

			if ( box.isEmpty() ) return;

			var min = box.min;
			var max = box.max;

			/*
			  5____4
			1/___0/|
			| 6__|_7
			2/___3/

			0: max.x, max.y, max.z
			1: min.x, max.y, max.z
			2: min.x, min.y, max.z
			3: max.x, min.y, max.z
			4: max.x, max.y, min.z
			5: min.x, max.y, min.z
			6: min.x, min.y, min.z
			7: max.x, min.y, min.z
			*/

			var position = this.geometry.attributes.position;
			var array = position.array;

			array[  0 ] = max.x; array[  1 ] = max.y; array[  2 ] = max.z;
			array[  3 ] = min.x; array[  4 ] = max.y; array[  5 ] = max.z;
			array[  6 ] = min.x; array[  7 ] = min.y; array[  8 ] = max.z;
			array[  9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
			array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
			array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
			array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
			array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;

			position.needsUpdate = true;

			this.geometry.computeBoundingSphere();

		};

	} )();

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 * @author zz85 / http://github.com/zz85
	 * @author bhouston / http://clara.io
	 *
	 * Creates an arrow for visualizing directions
	 *
	 * Parameters:
	 *  dir - Vector3
	 *  origin - Vector3
	 *  length - Number
	 *  color - color in hex value
	 *  headLength - Number
	 *  headWidth - Number
	 */

	var lineGeometry = new BufferGeometry();
	lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );

	var coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
	coneGeometry.translate( 0, - 0.5, 0 );

	function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {

		// dir is assumed to be normalized

		Object3D.call( this );

		if ( color === undefined ) color = 0xffff00;
		if ( length === undefined ) length = 1;
		if ( headLength === undefined ) headLength = 0.2 * length;
		if ( headWidth === undefined ) headWidth = 0.2 * headLength;

		this.position.copy( origin );

		this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
		this.line.matrixAutoUpdate = false;
		this.add( this.line );

		this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
		this.cone.matrixAutoUpdate = false;
		this.add( this.cone );

		this.setDirection( dir );
		this.setLength( length, headLength, headWidth );

	}

	ArrowHelper.prototype = Object.create( Object3D.prototype );
	ArrowHelper.prototype.constructor = ArrowHelper;

	ArrowHelper.prototype.setDirection = ( function () {

		var axis = new Vector3();
		var radians;

		return function setDirection( dir ) {

			// dir is assumed to be normalized

			if ( dir.y > 0.99999 ) {

				this.quaternion.set( 0, 0, 0, 1 );

			} else if ( dir.y < - 0.99999 ) {

				this.quaternion.set( 1, 0, 0, 0 );

			} else {

				axis.set( dir.z, 0, - dir.x ).normalize();

				radians = Math.acos( dir.y );

				this.quaternion.setFromAxisAngle( axis, radians );

			}

		};

	}() );

	ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {

		if ( headLength === undefined ) headLength = 0.2 * length;
		if ( headWidth === undefined ) headWidth = 0.2 * headLength;

		this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
		this.line.updateMatrix();

		this.cone.scale.set( headWidth, headLength, headWidth );
		this.cone.position.y = length;
		this.cone.updateMatrix();

	};

	ArrowHelper.prototype.setColor = function ( color ) {

		this.line.material.color.copy( color );
		this.cone.material.color.copy( color );

	};

	/**
	 * @author sroucheray / http://sroucheray.org/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AxisHelper( size ) {

		size = size || 1;

		var vertices = [
			0, 0, 0,  size, 0, 0,
			0, 0, 0,  0, size, 0,
			0, 0, 0,  0, 0, size
		];

		var colors = [
			1, 0, 0,  1, 0.6, 0,
			0, 1, 0,  0.6, 1, 0,
			0, 0, 1,  0, 0.6, 1
		];

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors } );

		LineSegments.call( this, geometry, material );

	}

	AxisHelper.prototype = Object.create( LineSegments.prototype );
	AxisHelper.prototype.constructor = AxisHelper;

	/**
	 * @author zz85 https://github.com/zz85
	 *
	 * Centripetal CatmullRom Curve - which is useful for avoiding
	 * cusps and self-intersections in non-uniform catmull rom curves.
	 * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
	 *
	 * curve.type accepts centripetal(default), chordal and catmullrom
	 * curve.tension is used for catmullrom which defaults to 0.5
	 */

	var CatmullRomCurve3 = ( function() {

		var
			tmp = new Vector3(),
			px = new CubicPoly(),
			py = new CubicPoly(),
			pz = new CubicPoly();

		/*
		Based on an optimized c++ solution in
		 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
		 - http://ideone.com/NoEbVM

		This CubicPoly class could be used for reusing some variables and calculations,
		but for three.js curve use, it could be possible inlined and flatten into a single function call
		which can be placed in CurveUtils.
		*/

		function CubicPoly() {}

		/*
		 * Compute coefficients for a cubic polynomial
		 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
		 * such that
		 *   p(0) = x0, p(1) = x1
		 *  and
		 *   p'(0) = t0, p'(1) = t1.
		 */
		CubicPoly.prototype.init = function( x0, x1, t0, t1 ) {

			this.c0 = x0;
			this.c1 = t0;
			this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
			this.c3 = 2 * x0 - 2 * x1 + t0 + t1;

		};

		CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) {

			// compute tangents when parameterized in [t1,t2]
			var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
			var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

			// rescale tangents for parametrization in [0,1]
			t1 *= dt1;
			t2 *= dt1;

			// initCubicPoly
			this.init( x1, x2, t1, t2 );

		};

		// standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4
		CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) {

			this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

		};

		CubicPoly.prototype.calc = function( t ) {

			var t2 = t * t;
			var t3 = t2 * t;
			return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3;

		};

		// Subclass Three.js curve
		return Curve.create(

			function ( p /* array of Vector3 */ ) {

				this.points = p || [];
				this.closed = false;

			},

			function ( t ) {

				var points = this.points,
					point, intPoint, weight, l;

				l = points.length;

				if ( l < 2 ) console.log( 'duh, you need at least 2 points' );

				point = ( l - ( this.closed ? 0 : 1 ) ) * t;
				intPoint = Math.floor( point );
				weight = point - intPoint;

				if ( this.closed ) {

					intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;

				} else if ( weight === 0 && intPoint === l - 1 ) {

					intPoint = l - 2;
					weight = 1;

				}

				var p0, p1, p2, p3; // 4 points

				if ( this.closed || intPoint > 0 ) {

					p0 = points[ ( intPoint - 1 ) % l ];

				} else {

					// extrapolate first point
					tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
					p0 = tmp;

				}

				p1 = points[ intPoint % l ];
				p2 = points[ ( intPoint + 1 ) % l ];

				if ( this.closed || intPoint + 2 < l ) {

					p3 = points[ ( intPoint + 2 ) % l ];

				} else {

					// extrapolate last point
					tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
					p3 = tmp;

				}

				if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {

					// init Centripetal / Chordal Catmull-Rom
					var pow = this.type === 'chordal' ? 0.5 : 0.25;
					var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
					var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
					var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

					// safety check for repeated points
					if ( dt1 < 1e-4 ) dt1 = 1.0;
					if ( dt0 < 1e-4 ) dt0 = dt1;
					if ( dt2 < 1e-4 ) dt2 = dt1;

					px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
					py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
					pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

				} else if ( this.type === 'catmullrom' ) {

					var tension = this.tension !== undefined ? this.tension : 0.5;
					px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
					py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
					pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );

				}

				var v = new Vector3(
					px.calc( weight ),
					py.calc( weight ),
					pz.calc( weight )
				);

				return v;

			}

		);

	} )();

	/**************************************************************
	 *	Spline 3D curve
	 **************************************************************/


	var SplineCurve3 = Curve.create(

		function ( points /* array of Vector3 */ ) {

			console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' );
			this.points = ( points === undefined ) ? [] : points;

		},

		function ( t ) {

			var points = this.points;
			var point = ( points.length - 1 ) * t;

			var intPoint = Math.floor( point );
			var weight = point - intPoint;

			var point0 = points[ intPoint == 0 ? intPoint : intPoint - 1 ];
			var point1 = points[ intPoint ];
			var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
			var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

			var interpolate = CurveUtils.interpolate;

			return new Vector3(
				interpolate( point0.x, point1.x, point2.x, point3.x, weight ),
				interpolate( point0.y, point1.y, point2.y, point3.y, weight ),
				interpolate( point0.z, point1.z, point2.z, point3.z, weight )
			);

		}

	);

	/**************************************************************
	 *	Cubic Bezier 3D curve
	 **************************************************************/

	var CubicBezierCurve3 = Curve.create(

		function ( v0, v1, v2, v3 ) {

			this.v0 = v0;
			this.v1 = v1;
			this.v2 = v2;
			this.v3 = v3;

		},

		function ( t ) {

			var b3 = ShapeUtils.b3;

			return new Vector3(
				b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ),
				b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ),
				b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z )
			);

		}

	);

	/**************************************************************
	 *	Quadratic Bezier 3D curve
	 **************************************************************/

	var QuadraticBezierCurve3 = Curve.create(

		function ( v0, v1, v2 ) {

			this.v0 = v0;
			this.v1 = v1;
			this.v2 = v2;

		},

		function ( t ) {

			var b2 = ShapeUtils.b2;

			return new Vector3(
				b2( t, this.v0.x, this.v1.x, this.v2.x ),
				b2( t, this.v0.y, this.v1.y, this.v2.y ),
				b2( t, this.v0.z, this.v1.z, this.v2.z )
			);

		}

	);

	/**************************************************************
	 *	Line3D
	 **************************************************************/

	var LineCurve3 = Curve.create(

		function ( v1, v2 ) {

			this.v1 = v1;
			this.v2 = v2;

		},

		function ( t ) {

			if ( t === 1 ) {

				return this.v2.clone();

			}

			var vector = new Vector3();

			vector.subVectors( this.v2, this.v1 ); // diff
			vector.multiplyScalar( t );
			vector.add( this.v1 );

			return vector;

		}

	);

	/**************************************************************
	 *	Arc curve
	 **************************************************************/

	function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

		EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

	}

	ArcCurve.prototype = Object.create( EllipseCurve.prototype );
	ArcCurve.prototype.constructor = ArcCurve;

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	var SceneUtils = {

		createMultiMaterialObject: function ( geometry, materials ) {

			var group = new Group();

			for ( var i = 0, l = materials.length; i < l; i ++ ) {

				group.add( new 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 Matrix4();
			matrixWorldInverse.getInverse( parent.matrixWorld );
			child.applyMatrix( matrixWorldInverse );

			scene.remove( child );
			parent.add( child );

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Face4( a, b, c, d, normal, color, materialIndex ) {

		console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
		return new Face3( a, b, c, normal, color, materialIndex );

	}

	var LineStrip = 0;

	var LinePieces = 1;

	function MeshFaceMaterial( materials ) {

		console.warn( 'THREE.MeshFaceMaterial has been renamed to THREE.MultiMaterial.' );
		return new MultiMaterial( materials );

	}

	function PointCloud( geometry, material ) {

		console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
		return new Points( geometry, material );

	}

	function Particle( material ) {

		console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
		return new Sprite( material );

	}

	function ParticleSystem( geometry, material ) {

		console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
		return new Points( geometry, material );

	}

	function PointCloudMaterial( parameters ) {

		console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
		return new PointsMaterial( parameters );

	}

	function ParticleBasicMaterial( parameters ) {

		console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
		return new PointsMaterial( parameters );

	}

	function ParticleSystemMaterial( parameters ) {

		console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
		return new PointsMaterial( parameters );

	}

	function Vertex( x, y, z ) {

		console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
		return new Vector3( x, y, z );

	}

	//

	function DynamicBufferAttribute( array, itemSize ) {

		console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
		return new BufferAttribute( array, itemSize ).setDynamic( true );

	}

	function Int8Attribute( array, itemSize ) {

		console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
		return new Int8BufferAttribute( array, itemSize );

	}

	function Uint8Attribute( array, itemSize ) {

		console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
		return new Uint8BufferAttribute( array, itemSize );

	}

	function Uint8ClampedAttribute( array, itemSize ) {

		console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
		return new Uint8ClampedBufferAttribute( array, itemSize );

	}

	function Int16Attribute( array, itemSize ) {

		console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
		return new Int16BufferAttribute( array, itemSize );

	}

	function Uint16Attribute( array, itemSize ) {

		console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
		return new Uint16BufferAttribute( array, itemSize );

	}

	function Int32Attribute( array, itemSize ) {

		console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
		return new Int32BufferAttribute( array, itemSize );

	}

	function Uint32Attribute( array, itemSize ) {

		console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
		return new Uint32BufferAttribute( array, itemSize );

	}

	function Float32Attribute( array, itemSize ) {

		console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
		return new Float32BufferAttribute( array, itemSize );

	}

	function Float64Attribute( array, itemSize ) {

		console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
		return new Float64BufferAttribute( array, itemSize );

	}

	//

	function ClosedSplineCurve3( points ) {

		console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

		CatmullRomCurve3.call( this, points );
		this.type = 'catmullrom';
		this.closed = true;

	}

	ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );


	//
	function BoundingBoxHelper( object, color ) {

		console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
		return new BoxHelper( object, color );

	}

	function EdgesHelper( object, hex ) {

		console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
		return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

	}

	GridHelper.prototype.setColors = function () {

		console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );

	};

	function WireframeHelper( object, hex ) {

		console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
		return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

	}

	//

	function XHRLoader( manager ) {

		console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
		return new FileLoader( manager );

	}

	//

	Object.assign( Box2.prototype, {

		center: function ( optionalTarget ) {

			console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
			return this.getCenter( optionalTarget );

		},
		empty: function () {

			console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
			return this.isEmpty();

		},
		isIntersectionBox: function ( box ) {

			console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
			return this.intersectsBox( box );

		},
		size: function ( optionalTarget ) {

			console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
			return this.getSize( optionalTarget );

		}
	} );

	Object.assign( Box3.prototype, {

		center: function ( optionalTarget ) {

			console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
			return this.getCenter( optionalTarget );

		},
		empty: function () {

			console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
			return this.isEmpty();

		},
		isIntersectionBox: function ( box ) {

			console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
			return this.intersectsBox( box );

		},
		isIntersectionSphere: function ( sphere ) {

			console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
			return this.intersectsSphere( sphere );

		},
		size: function ( optionalTarget ) {

			console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
			return this.getSize( optionalTarget );

		}
	} );

	Line3.prototype.center = function ( optionalTarget ) {

		console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
		return this.getCenter( optionalTarget );

	};

	_Math.random16 = function () {

		console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
		return Math.random();

	};

	Object.assign( Matrix3.prototype, {

		flattenToArrayOffset: function ( array, offset ) {

			console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
			return this.toArray( array, offset );

		},
		multiplyVector3: function ( vector ) {

			console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
			return vector.applyMatrix3( this );

		},
		multiplyVector3Array: function ( a ) {

			console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
			return this.applyToVector3Array( a );

		},
		applyToBuffer: function( buffer, offset, length ) {

			console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
			return this.applyToBufferAttribute( buffer );

		}

	} );

	Object.assign( Matrix4.prototype, {

		extractPosition: function ( m ) {

			console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
			return this.copyPosition( m );

		},
		flattenToArrayOffset: function ( array, offset ) {

			console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
			return this.toArray( array, offset );

		},
		getPosition: function () {

			var v1;

			return function getPosition() {

				if ( v1 === undefined ) v1 = new Vector3();
				console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
				return v1.setFromMatrixColumn( this, 3 );

			};

		}(),
		setRotationFromQuaternion: function ( q ) {

			console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
			return this.makeRotationFromQuaternion( q );

		},
		multiplyVector3: function ( vector ) {

			console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
			return vector.applyProjection( this );

		},
		multiplyVector4: function ( vector ) {

			console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
			return vector.applyMatrix4( this );

		},
		multiplyVector3Array: function ( a ) {

			console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
			return this.applyToVector3Array( a );

		},
		rotateAxis: function ( v ) {

			console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
			v.transformDirection( this );

		},
		crossVector: function ( vector ) {

			console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
			return vector.applyMatrix4( this );

		},
		translate: function () {

			console.error( 'THREE.Matrix4: .translate() has been removed.' );

		},
		rotateX: function () {

			console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

		},
		rotateY: function () {

			console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

		},
		rotateZ: function () {

			console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

		},
		rotateByAxis: function () {

			console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

		},
		applyToBuffer: function( buffer, offset, length ) {

			console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
			return this.applyToBufferAttribute( buffer );

		}

	} );

	Plane.prototype.isIntersectionLine = function ( line ) {

		console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
		return this.intersectsLine( line );

	};

	Quaternion.prototype.multiplyVector3 = function ( vector ) {

		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
		return vector.applyQuaternion( this );

	};

	Object.assign( Ray.prototype, {

		isIntersectionBox: function ( box ) {

			console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
			return this.intersectsBox( box );

		},
		isIntersectionPlane: function ( plane ) {

			console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
			return this.intersectsPlane( plane );

		},
		isIntersectionSphere: function ( sphere ) {

			console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
			return this.intersectsSphere( sphere );

		}

	} );

	Object.assign( Shape.prototype, {

		extrude: function ( options ) {

			console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
			return new ExtrudeGeometry( this, options );

		},
		makeGeometry: function ( options ) {

			console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
			return new ShapeGeometry( this, options );

		}

	} );

	Object.assign( Vector3.prototype, {

		setEulerFromRotationMatrix: function () {

			console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

		},
		setEulerFromQuaternion: function () {

			console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

		},
		getPositionFromMatrix: function ( m ) {

			console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
			return this.setFromMatrixPosition( m );

		},
		getScaleFromMatrix: function ( m ) {

			console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
			return this.setFromMatrixScale( m );

		},
		getColumnFromMatrix: function ( index, matrix ) {

			console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
			return this.setFromMatrixColumn( matrix, index );

		}

	} );

	//

	Geometry.prototype.computeTangents = function () {

		console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );

	};

	Object.assign( Object3D.prototype, {

		getChildByName: function ( name ) {

			console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
			return this.getObjectByName( name );

		},
		renderDepth: function () {

			console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

		},
		translate: function ( distance, axis ) {

			console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
			return this.translateOnAxis( axis, distance );

		}

	} );

	Object.defineProperties( Object3D.prototype, {

		eulerOrder: {
			get: function () {

				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
				return this.rotation.order;

			},
			set: function ( value ) {

				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
				this.rotation.order = value;

			}
		},
		useQuaternion: {
			get: function () {

				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

			},
			set: function () {

				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

			}
		}

	} );

	Object.defineProperties( LOD.prototype, {

		objects: {
			get: function () {

				console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
				return this.levels;

			}
		}

	} );

	//

	PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

		console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
				"Use .setFocalLength and .filmGauge for a photographic setup." );

		if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
		this.setFocalLength( focalLength );

	};

	//

	Object.defineProperties( Light.prototype, {
		onlyShadow: {
			set: function () {

				console.warn( 'THREE.Light: .onlyShadow has been removed.' );

			}
		},
		shadowCameraFov: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
				this.shadow.camera.fov = value;

			}
		},
		shadowCameraLeft: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
				this.shadow.camera.left = value;

			}
		},
		shadowCameraRight: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
				this.shadow.camera.right = value;

			}
		},
		shadowCameraTop: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
				this.shadow.camera.top = value;

			}
		},
		shadowCameraBottom: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
				this.shadow.camera.bottom = value;

			}
		},
		shadowCameraNear: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
				this.shadow.camera.near = value;

			}
		},
		shadowCameraFar: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
				this.shadow.camera.far = value;

			}
		},
		shadowCameraVisible: {
			set: function () {

				console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

			}
		},
		shadowBias: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
				this.shadow.bias = value;

			}
		},
		shadowDarkness: {
			set: function () {

				console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

			}
		},
		shadowMapWidth: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
				this.shadow.mapSize.width = value;

			}
		},
		shadowMapHeight: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
				this.shadow.mapSize.height = value;

			}
		}
	} );

	//

	Object.defineProperties( BufferAttribute.prototype, {

		length: {
			get: function () {

				console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
				return this.array.length;

			}
		}

	} );

	Object.assign( BufferGeometry.prototype, {

		addIndex: function ( index ) {

			console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
			this.setIndex( index );

		},
		addDrawCall: function ( start, count, indexOffset ) {

			if ( indexOffset !== undefined ) {

				console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

			}
			console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
			this.addGroup( start, count );

		},
		clearDrawCalls: function () {

			console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
			this.clearGroups();

		},
		computeTangents: function () {

			console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );

		},
		computeOffsets: function () {

			console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

		}

	} );

	Object.defineProperties( BufferGeometry.prototype, {

		drawcalls: {
			get: function () {

				console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
				return this.groups;

			}
		},
		offsets: {
			get: function () {

				console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
				return this.groups;

			}
		}

	} );

	//

	Object.defineProperties( Uniform.prototype, {

		dynamic: {
			set: function () {

				console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );

			}
		},
		onUpdate: {
			value: function () {

				console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
				return this;

			}
		}

	} );

	//

	Object.defineProperties( Material.prototype, {

		wrapAround: {
			get: function () {

				console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );

			},
			set: function () {

				console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );

			}
		},
		wrapRGB: {
			get: function () {

				console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
				return new Color();

			}
		}

	} );

	Object.defineProperties( MeshPhongMaterial.prototype, {

		metal: {
			get: function () {

				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
				return false;

			},
			set: function () {

				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );

			}
		}

	} );

	Object.defineProperties( ShaderMaterial.prototype, {

		derivatives: {
			get: function () {

				console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
				return this.extensions.derivatives;

			},
			set: function ( value ) {

				console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
				this.extensions.derivatives = value;

			}
		}

	} );

	//

	EventDispatcher.prototype = Object.assign( Object.create( {

		// Note: Extra base ensures these properties are not 'assign'ed.

		constructor: EventDispatcher,

		apply: function ( target ) {

			console.warn( "THREE.EventDispatcher: .apply is deprecated, " +
					"just inherit or Object.assign the prototype to mix-in." );

			Object.assign( target, this );

		}

	} ), EventDispatcher.prototype );

	//

	Object.assign( WebGLRenderer.prototype, {

		supportsFloatTextures: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
			return this.extensions.get( 'OES_texture_float' );

		},
		supportsHalfFloatTextures: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
			return this.extensions.get( 'OES_texture_half_float' );

		},
		supportsStandardDerivatives: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
			return this.extensions.get( 'OES_standard_derivatives' );

		},
		supportsCompressedTextureS3TC: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
			return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

		},
		supportsCompressedTexturePVRTC: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
			return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		},
		supportsBlendMinMax: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
			return this.extensions.get( 'EXT_blend_minmax' );

		},
		supportsVertexTextures: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
			return this.capabilities.vertexTextures;

		},
		supportsInstancedArrays: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
			return this.extensions.get( 'ANGLE_instanced_arrays' );

		},
		enableScissorTest: function ( boolean ) {

			console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
			this.setScissorTest( boolean );

		},
		initMaterial: function () {

			console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

		},
		addPrePlugin: function () {

			console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

		},
		addPostPlugin: function () {

			console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

		},
		updateShadowMap: function () {

			console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

		}

	} );

	Object.defineProperties( WebGLRenderer.prototype, {

		shadowMapEnabled: {
			get: function () {

				return this.shadowMap.enabled;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
				this.shadowMap.enabled = value;

			}
		},
		shadowMapType: {
			get: function () {

				return this.shadowMap.type;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
				this.shadowMap.type = value;

			}
		},
		shadowMapCullFace: {
			get: function () {

				return this.shadowMap.cullFace;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
				this.shadowMap.cullFace = value;

			}
		}
	} );

	Object.defineProperties( WebGLShadowMap.prototype, {

		cullFace: {
			get: function () {

				return this.renderReverseSided ? CullFaceFront : CullFaceBack;

			},
			set: function ( cullFace ) {

				var value = ( cullFace !== CullFaceBack );
				console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." );
				this.renderReverseSided = value;

			}
		}

	} );

	//

	Object.defineProperties( WebGLRenderTarget.prototype, {

		wrapS: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
				return this.texture.wrapS;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
				this.texture.wrapS = value;

			}
		},
		wrapT: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
				return this.texture.wrapT;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
				this.texture.wrapT = value;

			}
		},
		magFilter: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
				return this.texture.magFilter;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
				this.texture.magFilter = value;

			}
		},
		minFilter: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
				return this.texture.minFilter;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
				this.texture.minFilter = value;

			}
		},
		anisotropy: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
				return this.texture.anisotropy;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
				this.texture.anisotropy = value;

			}
		},
		offset: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
				return this.texture.offset;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
				this.texture.offset = value;

			}
		},
		repeat: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
				return this.texture.repeat;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
				this.texture.repeat = value;

			}
		},
		format: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
				return this.texture.format;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
				this.texture.format = value;

			}
		},
		type: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
				return this.texture.type;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
				this.texture.type = value;

			}
		},
		generateMipmaps: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
				return this.texture.generateMipmaps;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
				this.texture.generateMipmaps = value;

			}
		}

	} );

	//

	Audio.prototype.load = function ( file ) {

		console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
		var scope = this;
		var audioLoader = new AudioLoader();
		audioLoader.load( file, function ( buffer ) {

			scope.setBuffer( buffer );

		} );
		return this;

	};

	AudioAnalyser.prototype.getData = function () {

		console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
		return this.getFrequencyData();

	};

	//

	var GeometryUtils = {

		merge: function ( geometry1, geometry2, materialIndexOffset ) {

			console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
			var matrix;

			if ( geometry2.isMesh ) {

				geometry2.matrixAutoUpdate && geometry2.updateMatrix();

				matrix = geometry2.matrix;
				geometry2 = geometry2.geometry;

			}

			geometry1.merge( geometry2, matrix, materialIndexOffset );

		},

		center: function ( geometry ) {

			console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
			return geometry.center();

		}

	};

	var ImageUtils = {

	    //PROTOIO changed crossorigin from undefined to anonymous
        crossOrigin: 'anonymous',

		loadTexture: function ( url, mapping, onLoad, onError ) {

			console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );

			var loader = new TextureLoader();
			loader.setCrossOrigin( this.crossOrigin );

			var texture = loader.load( url, onLoad, undefined, onError );

			if ( mapping ) texture.mapping = mapping;

			return texture;

		},

		loadTextureCube: function ( urls, mapping, onLoad, onError ) {

			console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );

			var loader = new CubeTextureLoader();
			loader.setCrossOrigin( this.crossOrigin );

			var texture = loader.load( urls, onLoad, undefined, onError );

			if ( mapping ) texture.mapping = mapping;

			return texture;

		},

		loadCompressedTexture: function () {

			console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

		},

		loadCompressedTextureCube: function () {

			console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

		}

	};

	//

	function Projector() {

		console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );

		this.projectVector = function ( vector, camera ) {

			console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
			vector.project( camera );

		};

		this.unprojectVector = function ( vector, camera ) {

			console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
			vector.unproject( camera );

		};

		this.pickingRay = function () {

			console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );

		};

	}

	//

	function CanvasRenderer() {

		console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );

		this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
		this.clear = function () {};
		this.render = function () {};
		this.setClearColor = function () {};
		this.setSize = function () {};

	}

	exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
	exports.WebGLRenderTarget = WebGLRenderTarget;
	exports.WebGLRenderer = WebGLRenderer;
	exports.ShaderLib = ShaderLib;
	exports.UniformsLib = UniformsLib;
	exports.UniformsUtils = UniformsUtils;
	exports.ShaderChunk = ShaderChunk;
	exports.FogExp2 = FogExp2;
	exports.Fog = Fog;
	exports.Scene = Scene;
	exports.LensFlare = LensFlare;
	exports.Sprite = Sprite;
	exports.LOD = LOD;
	exports.SkinnedMesh = SkinnedMesh;
	exports.Skeleton = Skeleton;
	exports.Bone = Bone;
	exports.Mesh = Mesh;
	exports.LineSegments = LineSegments;
	exports.Line = Line;
	exports.Points = Points;
	exports.Group = Group;
	exports.VideoTexture = VideoTexture;
	exports.DataTexture = DataTexture;
	exports.CompressedTexture = CompressedTexture;
	exports.CubeTexture = CubeTexture;
	exports.CanvasTexture = CanvasTexture;
	exports.DepthTexture = DepthTexture;
	exports.Texture = Texture;
	exports.CompressedTextureLoader = CompressedTextureLoader;
	exports.BinaryTextureLoader = BinaryTextureLoader;
	exports.DataTextureLoader = DataTextureLoader;
	exports.CubeTextureLoader = CubeTextureLoader;
	exports.TextureLoader = TextureLoader;
	exports.ObjectLoader = ObjectLoader;
	exports.MaterialLoader = MaterialLoader;
	exports.BufferGeometryLoader = BufferGeometryLoader;
	exports.DefaultLoadingManager = DefaultLoadingManager;
	exports.LoadingManager = LoadingManager;
	exports.JSONLoader = JSONLoader;
	exports.ImageLoader = ImageLoader;
	exports.FontLoader = FontLoader;
	exports.FileLoader = FileLoader;
	exports.Loader = Loader;
	exports.Cache = Cache;
	exports.AudioLoader = AudioLoader;
	exports.SpotLightShadow = SpotLightShadow;
	exports.SpotLight = SpotLight;
	exports.PointLight = PointLight;
	exports.RectAreaLight = RectAreaLight;
	exports.HemisphereLight = HemisphereLight;
	exports.DirectionalLightShadow = DirectionalLightShadow;
	exports.DirectionalLight = DirectionalLight;
	exports.AmbientLight = AmbientLight;
	exports.LightShadow = LightShadow;
	exports.Light = Light;
	exports.StereoCamera = StereoCamera;
	exports.PerspectiveCamera = PerspectiveCamera;
	exports.OrthographicCamera = OrthographicCamera;
	exports.CubeCamera = CubeCamera;
	exports.Camera = Camera;
	exports.AudioListener = AudioListener;
	exports.PositionalAudio = PositionalAudio;
	exports.AudioContext = AudioContext;
	exports.AudioAnalyser = AudioAnalyser;
	exports.Audio = Audio;
	exports.VectorKeyframeTrack = VectorKeyframeTrack;
	exports.StringKeyframeTrack = StringKeyframeTrack;
	exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
	exports.NumberKeyframeTrack = NumberKeyframeTrack;
	exports.ColorKeyframeTrack = ColorKeyframeTrack;
	exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
	exports.PropertyMixer = PropertyMixer;
	exports.PropertyBinding = PropertyBinding;
	exports.KeyframeTrack = KeyframeTrack;
	exports.AnimationUtils = AnimationUtils;
	exports.AnimationObjectGroup = AnimationObjectGroup;
	exports.AnimationMixer = AnimationMixer;
	exports.AnimationClip = AnimationClip;
	exports.Uniform = Uniform;
	exports.InstancedBufferGeometry = InstancedBufferGeometry;
	exports.BufferGeometry = BufferGeometry;
	exports.GeometryIdCount = GeometryIdCount;
	exports.Geometry = Geometry;
	exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
	exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
	exports.InterleavedBuffer = InterleavedBuffer;
	exports.InstancedBufferAttribute = InstancedBufferAttribute;
	exports.Face3 = Face3;
	exports.Object3D = Object3D;
	exports.Raycaster = Raycaster;
	exports.Layers = Layers;
	exports.EventDispatcher = EventDispatcher;
	exports.Clock = Clock;
	exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
	exports.LinearInterpolant = LinearInterpolant;
	exports.DiscreteInterpolant = DiscreteInterpolant;
	exports.CubicInterpolant = CubicInterpolant;
	exports.Interpolant = Interpolant;
	exports.Triangle = Triangle;
	exports.Spline = Spline;
	exports.Math = _Math;
	exports.Spherical = Spherical;
	exports.Cylindrical = Cylindrical;
	exports.Plane = Plane;
	exports.Frustum = Frustum;
	exports.Sphere = Sphere;
	exports.Ray = Ray;
	exports.Matrix4 = Matrix4;
	exports.Matrix3 = Matrix3;
	exports.Box3 = Box3;
	exports.Box2 = Box2;
	exports.Line3 = Line3;
	exports.Euler = Euler;
	exports.Vector4 = Vector4;
	exports.Vector3 = Vector3;
	exports.Vector2 = Vector2;
	exports.Quaternion = Quaternion;
	exports.Color = Color;
	exports.MorphBlendMesh = MorphBlendMesh;
	exports.ImmediateRenderObject = ImmediateRenderObject;
	exports.VertexNormalsHelper = VertexNormalsHelper;
	exports.SpotLightHelper = SpotLightHelper;
	exports.SkeletonHelper = SkeletonHelper;
	exports.PointLightHelper = PointLightHelper;
	exports.RectAreaLightHelper = RectAreaLightHelper;
	exports.HemisphereLightHelper = HemisphereLightHelper;
	exports.GridHelper = GridHelper;
	exports.PolarGridHelper = PolarGridHelper;
	exports.FaceNormalsHelper = FaceNormalsHelper;
	exports.DirectionalLightHelper = DirectionalLightHelper;
	exports.CameraHelper = CameraHelper;
	exports.BoxHelper = BoxHelper;
	exports.ArrowHelper = ArrowHelper;
	exports.AxisHelper = AxisHelper;
	exports.CatmullRomCurve3 = CatmullRomCurve3;
	exports.SplineCurve3 = SplineCurve3;
	exports.CubicBezierCurve3 = CubicBezierCurve3;
	exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
	exports.LineCurve3 = LineCurve3;
	exports.ArcCurve = ArcCurve;
	exports.EllipseCurve = EllipseCurve;
	exports.SplineCurve = SplineCurve;
	exports.CubicBezierCurve = CubicBezierCurve;
	exports.QuadraticBezierCurve = QuadraticBezierCurve;
	exports.LineCurve = LineCurve;
	exports.Shape = Shape;
	exports.ShapePath = ShapePath;
	exports.Path = Path;
	exports.Font = Font;
	exports.CurvePath = CurvePath;
	exports.Curve = Curve;
	exports.ShapeUtils = ShapeUtils;
	exports.SceneUtils = SceneUtils;
	exports.CurveUtils = CurveUtils;
	exports.WireframeGeometry = WireframeGeometry;
	exports.ParametricGeometry = ParametricGeometry;
	exports.ParametricBufferGeometry = ParametricBufferGeometry;
	exports.TetrahedronGeometry = TetrahedronGeometry;
	exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
	exports.OctahedronGeometry = OctahedronGeometry;
	exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
	exports.IcosahedronGeometry = IcosahedronGeometry;
	exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
	exports.DodecahedronGeometry = DodecahedronGeometry;
	exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
	exports.PolyhedronGeometry = PolyhedronGeometry;
	exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
	exports.TubeGeometry = TubeGeometry;
	exports.TubeBufferGeometry = TubeBufferGeometry;
	exports.TorusKnotGeometry = TorusKnotGeometry;
	exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
	exports.TorusGeometry = TorusGeometry;
	exports.TorusBufferGeometry = TorusBufferGeometry;
	exports.TextGeometry = TextGeometry;
	exports.SphereBufferGeometry = SphereBufferGeometry;
	exports.SphereGeometry = SphereGeometry;
	exports.RingGeometry = RingGeometry;
	exports.RingBufferGeometry = RingBufferGeometry;
	exports.PlaneBufferGeometry = PlaneBufferGeometry;
	exports.PlaneGeometry = PlaneGeometry;
	exports.LatheGeometry = LatheGeometry;
	exports.LatheBufferGeometry = LatheBufferGeometry;
	exports.ShapeGeometry = ShapeGeometry;
	exports.ShapeBufferGeometry = ShapeBufferGeometry;
	exports.ExtrudeGeometry = ExtrudeGeometry;
	exports.EdgesGeometry = EdgesGeometry;
	exports.ConeGeometry = ConeGeometry;
	exports.ConeBufferGeometry = ConeBufferGeometry;
	exports.CylinderGeometry = CylinderGeometry;
	exports.CylinderBufferGeometry = CylinderBufferGeometry;
	exports.CircleBufferGeometry = CircleBufferGeometry;
	exports.CircleGeometry = CircleGeometry;
	exports.BoxBufferGeometry = BoxBufferGeometry;
	exports.BoxGeometry = BoxGeometry;
	exports.ShadowMaterial = ShadowMaterial;
	exports.SpriteMaterial = SpriteMaterial;
	exports.RawShaderMaterial = RawShaderMaterial;
	exports.ShaderMaterial = ShaderMaterial;
	exports.PointsMaterial = PointsMaterial;
	exports.MultiMaterial = MultiMaterial;
	exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
	exports.MeshStandardMaterial = MeshStandardMaterial;
	exports.MeshPhongMaterial = MeshPhongMaterial;
	exports.MeshToonMaterial = MeshToonMaterial;
	exports.MeshNormalMaterial = MeshNormalMaterial;
	exports.MeshLambertMaterial = MeshLambertMaterial;
	exports.MeshDepthMaterial = MeshDepthMaterial;
	exports.MeshBasicMaterial = MeshBasicMaterial;
	exports.LineDashedMaterial = LineDashedMaterial;
	exports.LineBasicMaterial = LineBasicMaterial;
	exports.Material = Material;
	exports.Float64BufferAttribute = Float64BufferAttribute;
	exports.Float32BufferAttribute = Float32BufferAttribute;
	exports.Uint32BufferAttribute = Uint32BufferAttribute;
	exports.Int32BufferAttribute = Int32BufferAttribute;
	exports.Uint16BufferAttribute = Uint16BufferAttribute;
	exports.Int16BufferAttribute = Int16BufferAttribute;
	exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
	exports.Uint8BufferAttribute = Uint8BufferAttribute;
	exports.Int8BufferAttribute = Int8BufferAttribute;
	exports.BufferAttribute = BufferAttribute;
	exports.REVISION = REVISION;
	exports.MOUSE = MOUSE;
	exports.CullFaceNone = CullFaceNone;
	exports.CullFaceBack = CullFaceBack;
	exports.CullFaceFront = CullFaceFront;
	exports.CullFaceFrontBack = CullFaceFrontBack;
	exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
	exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
	exports.BasicShadowMap = BasicShadowMap;
	exports.PCFShadowMap = PCFShadowMap;
	exports.PCFSoftShadowMap = PCFSoftShadowMap;
	exports.FrontSide = FrontSide;
	exports.BackSide = BackSide;
	exports.DoubleSide = DoubleSide;
	exports.FlatShading = FlatShading;
	exports.SmoothShading = SmoothShading;
	exports.NoColors = NoColors;
	exports.FaceColors = FaceColors;
	exports.VertexColors = VertexColors;
	exports.NoBlending = NoBlending;
	exports.NormalBlending = NormalBlending;
	exports.AdditiveBlending = AdditiveBlending;
	exports.SubtractiveBlending = SubtractiveBlending;
	exports.MultiplyBlending = MultiplyBlending;
	exports.CustomBlending = CustomBlending;
	exports.BlendingMode = BlendingMode;
	exports.AddEquation = AddEquation;
	exports.SubtractEquation = SubtractEquation;
	exports.ReverseSubtractEquation = ReverseSubtractEquation;
	exports.MinEquation = MinEquation;
	exports.MaxEquation = MaxEquation;
	exports.ZeroFactor = ZeroFactor;
	exports.OneFactor = OneFactor;
	exports.SrcColorFactor = SrcColorFactor;
	exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
	exports.SrcAlphaFactor = SrcAlphaFactor;
	exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
	exports.DstAlphaFactor = DstAlphaFactor;
	exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
	exports.DstColorFactor = DstColorFactor;
	exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
	exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
	exports.NeverDepth = NeverDepth;
	exports.AlwaysDepth = AlwaysDepth;
	exports.LessDepth = LessDepth;
	exports.LessEqualDepth = LessEqualDepth;
	exports.EqualDepth = EqualDepth;
	exports.GreaterEqualDepth = GreaterEqualDepth;
	exports.GreaterDepth = GreaterDepth;
	exports.NotEqualDepth = NotEqualDepth;
	exports.MultiplyOperation = MultiplyOperation;
	exports.MixOperation = MixOperation;
	exports.AddOperation = AddOperation;
	exports.NoToneMapping = NoToneMapping;
	exports.LinearToneMapping = LinearToneMapping;
	exports.ReinhardToneMapping = ReinhardToneMapping;
	exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
	exports.CineonToneMapping = CineonToneMapping;
	exports.UVMapping = UVMapping;
	exports.CubeReflectionMapping = CubeReflectionMapping;
	exports.CubeRefractionMapping = CubeRefractionMapping;
	exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
	exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
	exports.SphericalReflectionMapping = SphericalReflectionMapping;
	exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
	exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
	exports.TextureMapping = TextureMapping;
	exports.RepeatWrapping = RepeatWrapping;
	exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
	exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
	exports.TextureWrapping = TextureWrapping;
	exports.NearestFilter = NearestFilter;
	exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
	exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
	exports.LinearFilter = LinearFilter;
	exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
	exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
	exports.TextureFilter = TextureFilter;
	exports.UnsignedByteType = UnsignedByteType;
	exports.ByteType = ByteType;
	exports.ShortType = ShortType;
	exports.UnsignedShortType = UnsignedShortType;
	exports.IntType = IntType;
	exports.UnsignedIntType = UnsignedIntType;
	exports.FloatType = FloatType;
	exports.HalfFloatType = HalfFloatType;
	exports.UnsignedShort4444Type = UnsignedShort4444Type;
	exports.UnsignedShort5551Type = UnsignedShort5551Type;
	exports.UnsignedShort565Type = UnsignedShort565Type;
	exports.UnsignedInt248Type = UnsignedInt248Type;
	exports.AlphaFormat = AlphaFormat;
	exports.RGBFormat = RGBFormat;
	exports.RGBAFormat = RGBAFormat;
	exports.LuminanceFormat = LuminanceFormat;
	exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
	exports.RGBEFormat = RGBEFormat;
	exports.DepthFormat = DepthFormat;
	exports.DepthStencilFormat = DepthStencilFormat;
	exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
	exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
	exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
	exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
	exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
	exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
	exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
	exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
	exports.RGB_ETC1_Format = RGB_ETC1_Format;
	exports.LoopOnce = LoopOnce;
	exports.LoopRepeat = LoopRepeat;
	exports.LoopPingPong = LoopPingPong;
	exports.InterpolateDiscrete = InterpolateDiscrete;
	exports.InterpolateLinear = InterpolateLinear;
	exports.InterpolateSmooth = InterpolateSmooth;
	exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
	exports.ZeroSlopeEnding = ZeroSlopeEnding;
	exports.WrapAroundEnding = WrapAroundEnding;
	exports.TrianglesDrawMode = TrianglesDrawMode;
	exports.TriangleStripDrawMode = TriangleStripDrawMode;
	exports.TriangleFanDrawMode = TriangleFanDrawMode;
	exports.LinearEncoding = LinearEncoding;
	exports.sRGBEncoding = sRGBEncoding;
	exports.GammaEncoding = GammaEncoding;
	exports.RGBEEncoding = RGBEEncoding;
	exports.LogLuvEncoding = LogLuvEncoding;
	exports.RGBM7Encoding = RGBM7Encoding;
	exports.RGBM16Encoding = RGBM16Encoding;
	exports.RGBDEncoding = RGBDEncoding;
	exports.BasicDepthPacking = BasicDepthPacking;
	exports.RGBADepthPacking = RGBADepthPacking;
	exports.CubeGeometry = BoxGeometry;
	exports.Face4 = Face4;
	exports.LineStrip = LineStrip;
	exports.LinePieces = LinePieces;
	exports.MeshFaceMaterial = MeshFaceMaterial;
	exports.PointCloud = PointCloud;
	exports.Particle = Particle;
	exports.ParticleSystem = ParticleSystem;
	exports.PointCloudMaterial = PointCloudMaterial;
	exports.ParticleBasicMaterial = ParticleBasicMaterial;
	exports.ParticleSystemMaterial = ParticleSystemMaterial;
	exports.Vertex = Vertex;
	exports.DynamicBufferAttribute = DynamicBufferAttribute;
	exports.Int8Attribute = Int8Attribute;
	exports.Uint8Attribute = Uint8Attribute;
	exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
	exports.Int16Attribute = Int16Attribute;
	exports.Uint16Attribute = Uint16Attribute;
	exports.Int32Attribute = Int32Attribute;
	exports.Uint32Attribute = Uint32Attribute;
	exports.Float32Attribute = Float32Attribute;
	exports.Float64Attribute = Float64Attribute;
	exports.ClosedSplineCurve3 = ClosedSplineCurve3;
	exports.BoundingBoxHelper = BoundingBoxHelper;
	exports.EdgesHelper = EdgesHelper;
	exports.WireframeHelper = WireframeHelper;
	exports.XHRLoader = XHRLoader;
	exports.GeometryUtils = GeometryUtils;
	exports.ImageUtils = ImageUtils;
	exports.Projector = Projector;
	exports.CanvasRenderer = CanvasRenderer;

	Object.defineProperty(exports, '__esModule', { value: true });

})));

},{}],43:[function(_dereq_,module,exports){
/**
 * @author Michael Guerrero / http://realitymeltdown.com
 */

THREE.BlendCharacter = function () {

	this.weightSchedule = [];
	this.warpSchedule = [];

	this.load = function ( url, onLoad ) {

		var scope = this;

		var loader = new THREE.ObjectLoader();
		loader.load( url, function( loadedObject ) {

			// The exporter does not currently allow exporting a skinned mesh by itself
			// so we must fish it out of the hierarchy it is embedded in (scene)
			loadedObject.traverse( function( object ) {

				if ( object instanceof THREE.SkinnedMesh ) {

					scope.skinnedMesh = object;

				}

			} );

			THREE.SkinnedMesh.call( scope, scope.skinnedMesh.geometry, scope.skinnedMesh.material );

			// If we didn't successfully find the mesh, bail out
			if ( scope.skinnedMesh == undefined ) {

				console.log( 'unable to find skinned mesh in ' + url );
				return;

			}

			scope.material.skinning = true;

			scope.mixer = new THREE.AnimationMixer( scope );

			// Create the animations
			for ( var i = 0; i < scope.geometry.animations.length; ++ i ) {

				scope.mixer.clipAction( scope.geometry.animations[ i ] );

			}

			// Loading is complete, fire the callback
			if ( onLoad !== undefined ) onLoad();

		} );

	};

	this.loadJSON = function ( url, onLoad ) {

		var scope = this;

		var loader = new THREE.JSONLoader();
		loader.load( url, function( geometry, materials ) {

			var originalMaterial = materials[ 0 ];
			originalMaterial.skinning = true;

			THREE.SkinnedMesh.call( scope, geometry, originalMaterial );

			var mixer = new THREE.AnimationMixer( scope );
			scope.mixer = mixer;

			// Create the animations
			for ( var i = 0; i < geometry.animations.length; ++ i ) {

				mixer.clipAction( geometry.animations[ i ] );

			}

			// Loading is complete, fire the callback
			if ( onLoad !== undefined ) onLoad();

		} );

	};

	this.update = function( dt ) {

		this.mixer.update( dt );

	};

	this.play = function( animName, weight ) {

		//console.log("play('%s', %f)", animName, weight);
		return this.mixer.clipAction( animName ).
				setEffectiveWeight( weight ).play();
	};

	this.crossfade = function( fromAnimName, toAnimName, duration ) {

		this.mixer.stopAllAction();

		var fromAction = this.play( fromAnimName, 1 );
		var toAction = this.play( toAnimName, 1 );

		fromAction.crossFadeTo( toAction, duration, false );

	};

	this.warp = function( fromAnimName, toAnimName, duration ) {

		this.mixer.stopAllAction();

		var fromAction = this.play( fromAnimName, 1 );
		var toAction = this.play( toAnimName, 1 );

		fromAction.crossFadeTo( toAction, duration, true );

	};

	this.applyWeight = function( animName, weight ) {

		this.mixer.clipAction( animName ).setEffectiveWeight( weight );

	};

	this.getWeight = function( animName ) {

		return this.mixer.clipAction( animName ).getEffectiveWeight();

	};

	this.pauseAll = function() {

		this.mixer.timeScale = 0;

	};

	this.unPauseAll = function() {

		this.mixer.timeScale = 1;

	};


	this.stopAll = function() {

		this.mixer.stopAllAction();

	};

	this.showModel = function( boolean ) {

		this.visible = boolean;

	};

};


THREE.BlendCharacter.prototype = Object.create( THREE.SkinnedMesh.prototype );
THREE.BlendCharacter.prototype.constructor = THREE.BlendCharacter;

THREE.BlendCharacter.prototype.getForward = function() {

	var forward = new THREE.Vector3();

	return function() {

		// pull the character's forward basis vector out of the matrix
		forward.set(
			- this.matrix.elements[ 8 ],
			- this.matrix.elements[ 9 ],
			- this.matrix.elements[ 10 ]
		);

		return forward;

	}

};


},{}],44:[function(_dereq_,module,exports){
/**
* @author Tim Knip / http://www.floorplanner.com/ / tim at floorplanner.com
* @author Tony Parisi / http://www.tonyparisi.com/
*/

THREE.ColladaLoader = function () {

	var COLLADA = null;
	var scene = null;
	var visualScene;
	var kinematicsModel;

	var readyCallbackFunc = null;

	var sources = {};
	var images = {};
	var animations = {};
	var controllers = {};
	var geometries = {};
	var materials = {};
	var effects = {};
	var cameras = {};
	var lights = {};

	var animData;
	var kinematics;
	var visualScenes;
	var kinematicsModels;
	var baseUrl;
	var morphs;
	var skins;

	var flip_uv = true;
	var preferredShading = THREE.SmoothShading;

	var options = {
		// Force Geometry to always be centered at the local origin of the
		// containing Mesh.
		centerGeometry: false,

		// Axis conversion is done for geometries, animations, and controllers.
		// If we ever pull cameras or lights out of the COLLADA file, they'll
		// need extra work.
		convertUpAxis: false,

		subdivideFaces: true,

		upAxis: 'Y',

		// For reflective or refractive materials we'll use this cubemap
		defaultEnvMap: null

	};

	var colladaUnit = 1.0;
	var colladaUp = 'Y';
	var upConversion = null;

	function load ( url, readyCallback, progressCallback, failCallback ) {

		var length = 0;

		if ( document.implementation && document.implementation.createDocument ) {

			var request = new XMLHttpRequest();

			request.onreadystatechange = function() {

				if ( request.readyState === 4 ) {

					if ( request.status === 0 || request.status === 200 ) {

						if ( request.response ) {

							readyCallbackFunc = readyCallback;
							parse( request.response, undefined, url );

						} else {

							if ( failCallback ) {

								failCallback( { type: 'error', url: url } );

							} else {

								console.error( "ColladaLoader: Empty or non-existing file (" + url + ")" );

							}

						}

					}else{

						if( failCallback ){

							failCallback( { type: 'error', url: url } );

						}else{

							console.error( 'ColladaLoader: Couldn\'t load "' + url + '" (' + request.status + ')' );

						}

					}

				} else if ( request.readyState === 3 ) {

					if ( progressCallback ) {

						if ( length === 0 ) {

							length = request.getResponseHeader( "Content-Length" );

						}

						progressCallback( { total: length, loaded: request.responseText.length } );

					}

				}

			};

			request.open( "GET", url, true );
			request.send( null );

		} else {

			alert( "Don't know how to parse XML!" );

		}

	}

	function parse( text, callBack, url ) {

		COLLADA = new DOMParser().parseFromString( text, 'text/xml' );
		callBack = callBack || readyCallbackFunc;

		if ( url !== undefined ) {

			var parts = url.split( '/' );
			parts.pop();
			baseUrl = ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';

		}

		parseAsset();
		setUpConversion();
		images = parseLib( "library_images image", _Image, "image" );
		materials = parseLib( "library_materials material", Material, "material" );
		effects = parseLib( "library_effects effect", Effect, "effect" );
		geometries = parseLib( "library_geometries geometry", Geometry, "geometry" );
		cameras = parseLib( "library_cameras camera", Camera, "camera" );
		lights = parseLib( "library_lights light", Light, "light" );
		controllers = parseLib( "library_controllers controller", Controller, "controller" );
		animations = parseLib( "library_animations animation", Animation, "animation" );
		visualScenes = parseLib( "library_visual_scenes visual_scene", VisualScene, "visual_scene" );
		kinematicsModels = parseLib( "library_kinematics_models kinematics_model", KinematicsModel, "kinematics_model" );

		morphs = [];
		skins = [];

		visualScene = parseScene();
		scene = new THREE.Group();

		for ( var i = 0; i < visualScene.nodes.length; i ++ ) {

			scene.add( createSceneGraph( visualScene.nodes[ i ] ) );

		}

		// unit conversion
		scene.scale.multiplyScalar( colladaUnit );

		createAnimations();

		kinematicsModel = parseKinematicsModel();
		createKinematics();

		var result = {

			scene: scene,
			morphs: morphs,
			skins: skins,
			animations: animData,
			kinematics: kinematics,
			dae: {
				images: images,
				materials: materials,
				cameras: cameras,
				lights: lights,
				effects: effects,
				geometries: geometries,
				controllers: controllers,
				animations: animations,
				visualScenes: visualScenes,
				visualScene: visualScene,
				scene: visualScene,
				kinematicsModels: kinematicsModels,
				kinematicsModel: kinematicsModel
			}

		};

		if ( callBack ) {

			callBack( result );

		}

		return result;

	}

	function setPreferredShading ( shading ) {

		preferredShading = shading;

	}

	function parseAsset () {

		var elements = COLLADA.querySelectorAll('asset');

		var element = elements[0];

		if ( element && element.childNodes ) {

			for ( var i = 0; i < element.childNodes.length; i ++ ) {

				var child = element.childNodes[ i ];

				switch ( child.nodeName ) {

					case 'unit':

						var meter = child.getAttribute( 'meter' );

						if ( meter ) {

							colladaUnit = parseFloat( meter );

						}

						break;

					case 'up_axis':

						colladaUp = child.textContent.charAt(0);
						break;

				}

			}

		}

	}

	function parseLib ( q, classSpec, prefix ) {

		var elements = COLLADA.querySelectorAll(q);

		var lib = {};

		var i = 0;

		var elementsLength = elements.length;

		for ( var j = 0; j < elementsLength; j ++ ) {

			var element = elements[j];
			var daeElement = ( new classSpec() ).parse( element );

			if ( !daeElement.id || daeElement.id.length === 0 ) daeElement.id = prefix + ( i ++ );
			lib[ daeElement.id ] = daeElement;

		}

		return lib;

	}

	function parseScene() {

		var sceneElement = COLLADA.querySelectorAll('scene instance_visual_scene')[0];

		if ( sceneElement ) {

			var url = sceneElement.getAttribute( 'url' ).replace( /^#/, '' );
			return visualScenes[ url.length > 0 ? url : 'visual_scene0' ];

		} else {

			return null;

		}

	}

	function parseKinematicsModel() {

		var kinematicsModelElement = COLLADA.querySelectorAll('instance_kinematics_model')[0];

		if ( kinematicsModelElement ) {

			var url = kinematicsModelElement.getAttribute( 'url' ).replace(/^#/, '');
			return kinematicsModels[ url.length > 0 ? url : 'kinematics_model0' ];

		} else {

			return null;

		}

	}

	function createAnimations() {

		animData = [];

		// fill in the keys
		recurseHierarchy( scene );

	}

	function recurseHierarchy( node ) {

		var n = visualScene.getChildById( node.colladaId, true ),
			newData = null;

		if ( n && n.keys ) {

			newData = {
				fps: 60,
				hierarchy: [ {
					node: n,
					keys: n.keys,
					sids: n.sids
				} ],
				node: node,
				name: 'animation_' + node.name,
				length: 0
			};

			animData.push(newData);

			for ( var i = 0, il = n.keys.length; i < il; i ++ ) {

				newData.length = Math.max( newData.length, n.keys[i].time );

			}

		} else {

			newData = {
				hierarchy: [ {
					keys: [],
					sids: []
				} ]
			}

		}

		for ( var i = 0, il = node.children.length; i < il; i ++ ) {

			var d = recurseHierarchy( node.children[i] );

			for ( var j = 0, jl = d.hierarchy.length; j < jl; j ++ ) {

				newData.hierarchy.push( {
					keys: [],
					sids: []
				} );

			}

		}

		return newData;

	}

	function calcAnimationBounds () {

		var start = 1000000;
		var end = -start;
		var frames = 0;
		var ID;
		for ( var id in animations ) {

			var animation = animations[ id ];
			ID = ID || animation.id;
			for ( var i = 0; i < animation.sampler.length; i ++ ) {

				var sampler = animation.sampler[ i ];

				sampler.create();

				start = Math.min( start, sampler.startTime );
				end = Math.max( end, sampler.endTime );
				frames = Math.max( frames, sampler.input.length );

			}

		}

		return { start:start, end:end, frames:frames,ID:ID };

	}

	function createMorph ( geometry, ctrl ) {

		var morphCtrl = ctrl instanceof InstanceController ? controllers[ ctrl.url ] : ctrl;

		if ( !morphCtrl || !morphCtrl.morph ) {

			console.log("could not find morph controller!");
			return;

		}

		var morph = morphCtrl.morph;

		for ( var i = 0; i < morph.targets.length; i ++ ) {

			var target_id = morph.targets[ i ];
			var daeGeometry = geometries[ target_id ];

			if ( !daeGeometry.mesh ||
				 !daeGeometry.mesh.primitives ||
				 !daeGeometry.mesh.primitives.length ) {
				 continue;
			}

			var target = daeGeometry.mesh.primitives[ 0 ].geometry;

			if ( target.vertices.length === geometry.vertices.length ) {

				geometry.morphTargets.push( { name: "target_1", vertices: target.vertices } );

			}

		}

		geometry.morphTargets.push( { name: "target_Z", vertices: geometry.vertices } );

	}

	function createSkin ( geometry, ctrl, applyBindShape ) {

		var skinCtrl = controllers[ ctrl.url ];

		if ( !skinCtrl || !skinCtrl.skin ) {

			console.log( "could not find skin controller!" );
			return;

		}

		if ( !ctrl.skeleton || !ctrl.skeleton.length ) {

			console.log( "could not find the skeleton for the skin!" );
			return;

		}

		var skin = skinCtrl.skin;
		var skeleton = visualScene.getChildById( ctrl.skeleton[ 0 ] );
		var hierarchy = [];

		applyBindShape = applyBindShape !== undefined ? applyBindShape : true;

		var bones = [];
		geometry.skinWeights = [];
		geometry.skinIndices = [];

		//createBones( geometry.bones, skin, hierarchy, skeleton, null, -1 );
		//createWeights( skin, geometry.bones, geometry.skinIndices, geometry.skinWeights );

		/*
		geometry.animation = {
			name: 'take_001',
			fps: 30,
			length: 2,
			JIT: true,
			hierarchy: hierarchy
		};
		*/

		if ( applyBindShape ) {

			for ( var i = 0; i < geometry.vertices.length; i ++ ) {

				geometry.vertices[ i ].applyMatrix4( skin.bindShapeMatrix );

			}

		}

	}

	function setupSkeleton ( node, bones, frame, parent ) {

		node.world = node.world || new THREE.Matrix4();
		node.localworld = node.localworld || new THREE.Matrix4();
		node.world.copy( node.matrix );
		node.localworld.copy( node.matrix );

		if ( node.channels && node.channels.length ) {

			var channel = node.channels[ 0 ];
			var m = channel.sampler.output[ frame ];

			if ( m instanceof THREE.Matrix4 ) {

				node.world.copy( m );
				node.localworld.copy(m);
				if (frame === 0)
					node.matrix.copy(m);
			}

		}

		if ( parent ) {

			node.world.multiplyMatrices( parent, node.world );

		}

		bones.push( node );

		for ( var i = 0; i < node.nodes.length; i ++ ) {

			setupSkeleton( node.nodes[ i ], bones, frame, node.world );

		}

	}

	function setupSkinningMatrices ( bones, skin ) {

		// FIXME: this is dumb...

		for ( var i = 0; i < bones.length; i ++ ) {

			var bone = bones[ i ];
			var found = -1;

			if ( bone.type != 'JOINT' ) continue;

			for ( var j = 0; j < skin.joints.length; j ++ ) {

				if ( bone.sid === skin.joints[ j ] ) {

					found = j;
					break;

				}

			}

			if ( found >= 0 ) {

				var inv = skin.invBindMatrices[ found ];

				bone.invBindMatrix = inv;
				bone.skinningMatrix = new THREE.Matrix4();
				bone.skinningMatrix.multiplyMatrices(bone.world, inv); // (IBMi * JMi)
				bone.animatrix = new THREE.Matrix4();

				bone.animatrix.copy(bone.localworld);
				bone.weights = [];

				for ( var j = 0; j < skin.weights.length; j ++ ) {

					for (var k = 0; k < skin.weights[ j ].length; k ++ ) {

						var w = skin.weights[ j ][ k ];

						if ( w.joint === found ) {

							bone.weights.push( w );

						}

					}

				}

			} else {

				console.warn( "ColladaLoader: Could not find joint '" + bone.sid + "'." );

				bone.skinningMatrix = new THREE.Matrix4();
				bone.weights = [];

			}
		}

	}

	//Walk the Collada tree and flatten the bones into a list, extract the position, quat and scale from the matrix
	function flattenSkeleton(skeleton) {

		var list = [];
		var walk = function(parentid, node, list) {

			var bone = {};
			bone.name = node.sid;
			bone.parent = parentid;
			bone.matrix = node.matrix;
			var data = [ new THREE.Vector3(),new THREE.Quaternion(),new THREE.Vector3() ];
			bone.matrix.decompose(data[0], data[1], data[2]);

			bone.pos = [ data[0].x,data[0].y,data[0].z ];

			bone.scl = [ data[2].x,data[2].y,data[2].z ];
			bone.rotq = [ data[1].x,data[1].y,data[1].z,data[1].w ];
			list.push(bone);

			for (var i in node.nodes) {

				walk(node.sid, node.nodes[i], list);

			}

		};

		walk(-1, skeleton, list);
		return list;

	}

	//Move the vertices into the pose that is proper for the start of the animation
	function skinToBindPose(geometry,skeleton,skinController) {

		var bones = [];
		setupSkeleton( skeleton, bones, -1 );
		setupSkinningMatrices( bones, skinController.skin );
		var v = new THREE.Vector3();
		var skinned = [];

		for (var i = 0; i < geometry.vertices.length; i ++) {

			skinned.push(new THREE.Vector3());

		}

		for ( i = 0; i < bones.length; i ++ ) {

			if ( bones[ i ].type != 'JOINT' ) continue;

			for ( var j = 0; j < bones[ i ].weights.length; j ++ ) {

				var w = bones[ i ].weights[ j ];
				var vidx = w.index;
				var weight = w.weight;

				var o = geometry.vertices[vidx];
				var s = skinned[vidx];

				v.x = o.x;
				v.y = o.y;
				v.z = o.z;

				v.applyMatrix4( bones[i].skinningMatrix );

				s.x += (v.x * weight);
				s.y += (v.y * weight);
				s.z += (v.z * weight);
			}

		}

		for (var i = 0; i < geometry.vertices.length; i ++) {

			geometry.vertices[i] = skinned[i];

		}

	}

	function applySkin ( geometry, instanceCtrl, frame ) {

		var skinController = controllers[ instanceCtrl.url ];

		frame = frame !== undefined ? frame : 40;

		if ( !skinController || !skinController.skin ) {

			console.log( 'ColladaLoader: Could not find skin controller.' );
			return;

		}

		if ( !instanceCtrl.skeleton || !instanceCtrl.skeleton.length ) {

			console.log( 'ColladaLoader: Could not find the skeleton for the skin. ' );
			return;

		}

		var animationBounds = calcAnimationBounds();
		var skeleton = visualScene.getChildById( instanceCtrl.skeleton[0], true ) || visualScene.getChildBySid( instanceCtrl.skeleton[0], true );

		//flatten the skeleton into a list of bones
		var bonelist = flattenSkeleton(skeleton);
		var joints = skinController.skin.joints;

		//sort that list so that the order reflects the order in the joint list
		var sortedbones = [];
		for (var i = 0; i < joints.length; i ++) {

			for (var j = 0; j < bonelist.length; j ++) {

				if (bonelist[j].name === joints[i]) {

					sortedbones[i] = bonelist[j];

				}

			}

		}

		//hook up the parents by index instead of name
		for (var i = 0; i < sortedbones.length; i ++) {

			for (var j = 0; j < sortedbones.length; j ++) {

				if (sortedbones[i].parent === sortedbones[j].name) {

					sortedbones[i].parent = j;

				}

			}

		}


		var i, j, w, vidx, weight;
		var v = new THREE.Vector3(), o, s;

		// move vertices to bind shape
		for ( i = 0; i < geometry.vertices.length; i ++ ) {
			geometry.vertices[i].applyMatrix4( skinController.skin.bindShapeMatrix );
		}

		var skinIndices = [];
		var skinWeights = [];
		var weights = skinController.skin.weights;

		// hook up the skin weights
		// TODO - this might be a good place to choose greatest 4 weights
		for ( var i =0; i < weights.length; i ++ ) {

			var indicies = new THREE.Vector4(weights[i][0] ? weights[i][0].joint : 0,weights[i][1] ? weights[i][1].joint : 0,weights[i][2] ? weights[i][2].joint : 0,weights[i][3] ? weights[i][3].joint : 0);
			var weight = new THREE.Vector4(weights[i][0] ? weights[i][0].weight : 0,weights[i][1] ? weights[i][1].weight : 0,weights[i][2] ? weights[i][2].weight : 0,weights[i][3] ? weights[i][3].weight : 0);

			skinIndices.push(indicies);
			skinWeights.push(weight);

		}

		geometry.skinIndices = skinIndices;
		geometry.skinWeights = skinWeights;
		geometry.bones = sortedbones;
		// process animation, or simply pose the rig if no animation

		//create an animation for the animated bones
		//NOTE: this has no effect when using morphtargets
		var animationdata = { "name":animationBounds.ID,"fps":30,"length":animationBounds.frames / 30,"hierarchy":[] };

		for (var j = 0; j < sortedbones.length; j ++) {

			animationdata.hierarchy.push({ parent:sortedbones[j].parent, name:sortedbones[j].name, keys:[] });

		}

		console.log( 'ColladaLoader:', animationBounds.ID + ' has ' + sortedbones.length + ' bones.' );



		skinToBindPose(geometry, skeleton, skinController);


		for ( frame = 0; frame < animationBounds.frames; frame ++ ) {

			var bones = [];
			var skinned = [];
			// process the frame and setup the rig with a fresh
			// transform, possibly from the bone's animation channel(s)

			setupSkeleton( skeleton, bones, frame );
			setupSkinningMatrices( bones, skinController.skin );

			for (var i = 0; i < bones.length; i ++) {

				for (var j = 0; j < animationdata.hierarchy.length; j ++) {

					if (animationdata.hierarchy[j].name === bones[i].sid) {

						var key = {};
						key.time = (frame / 30);
						key.matrix = bones[i].animatrix;

						if (frame === 0)
							bones[i].matrix = key.matrix;

						var data = [ new THREE.Vector3(),new THREE.Quaternion(),new THREE.Vector3() ];
						key.matrix.decompose(data[0], data[1], data[2]);

						key.pos = [ data[0].x,data[0].y,data[0].z ];

						key.scl = [ data[2].x,data[2].y,data[2].z ];
						key.rot = data[1];

						animationdata.hierarchy[j].keys.push(key);

					}

				}

			}

			geometry.animation = animationdata;

		}

	}

	function createKinematics() {

		if ( kinematicsModel && kinematicsModel.joints.length === 0 ) {
			kinematics = undefined;
			return;
		}

		var jointMap = {};

		var _addToMap = function( jointIndex, parentVisualElement ) {

			var parentVisualElementId = parentVisualElement.getAttribute( 'id' );
			var colladaNode = visualScene.getChildById( parentVisualElementId, true );
			var joint = kinematicsModel.joints[ jointIndex ];

			scene.traverse(function( node ) {

				if ( node.colladaId == parentVisualElementId ) {

					jointMap[ jointIndex ] = {
						node: node,
						transforms: colladaNode.transforms,
						joint: joint,
						position: joint.zeroPosition
					};

				}

			});

		};

		kinematics = {

			joints: kinematicsModel && kinematicsModel.joints,

			getJointValue: function( jointIndex ) {

				var jointData = jointMap[ jointIndex ];

				if ( jointData ) {

					return jointData.position;

				} else {

					console.log( 'getJointValue: joint ' + jointIndex + ' doesn\'t exist' );

				}

			},

			setJointValue: function( jointIndex, value ) {

				var jointData = jointMap[ jointIndex ];

				if ( jointData ) {

					var joint = jointData.joint;

					if ( value > joint.limits.max || value < joint.limits.min ) {

						console.log( 'setJointValue: joint ' + jointIndex + ' value ' + value + ' outside of limits (min: ' + joint.limits.min + ', max: ' + joint.limits.max + ')' );

					} else if ( joint.static ) {

						console.log( 'setJointValue: joint ' + jointIndex + ' is static' );

					} else {

						var threejsNode = jointData.node;
						var axis = joint.axis;
						var transforms = jointData.transforms;

						var matrix = new THREE.Matrix4();

						for (i = 0; i < transforms.length; i ++ ) {

							var transform = transforms[ i ];

							// kinda ghetto joint detection
							if ( transform.sid && transform.sid.indexOf( 'joint' + jointIndex ) !== -1 ) {

								// apply actual joint value here
								switch ( joint.type ) {

									case 'revolute':

										matrix.multiply( m1.makeRotationAxis( axis, THREE.Math.degToRad(value) ) );
										break;

									case 'prismatic':

										matrix.multiply( m1.makeTranslation(axis.x * value, axis.y * value, axis.z * value ) );
										break;

									default:

										console.warn( 'setJointValue: unknown joint type: ' + joint.type );
										break;

								}

							} else {

								var m1 = new THREE.Matrix4();

								switch ( transform.type ) {

									case 'matrix':

										matrix.multiply( transform.obj );

										break;

									case 'translate':

										matrix.multiply( m1.makeTranslation( transform.obj.x, transform.obj.y, transform.obj.z ) );

										break;

									case 'rotate':

										matrix.multiply( m1.makeRotationAxis( transform.obj, transform.angle ) );

										break;

								}
							}
						}

						// apply the matrix to the threejs node
						var elementsFloat32Arr = matrix.elements;
						var elements = Array.prototype.slice.call( elementsFloat32Arr );

						var elementsRowMajor = [
							elements[ 0 ],
							elements[ 4 ],
							elements[ 8 ],
							elements[ 12 ],
							elements[ 1 ],
							elements[ 5 ],
							elements[ 9 ],
							elements[ 13 ],
							elements[ 2 ],
							elements[ 6 ],
							elements[ 10 ],
							elements[ 14 ],
							elements[ 3 ],
							elements[ 7 ],
							elements[ 11 ],
							elements[ 15 ]
						];

						threejsNode.matrix.set.apply( threejsNode.matrix, elementsRowMajor );
						threejsNode.matrix.decompose( threejsNode.position, threejsNode.quaternion, threejsNode.scale );
					}

				} else {

					console.log( 'setJointValue: joint ' + jointIndex + ' doesn\'t exist' );

				}

			}

		};

		var element = COLLADA.querySelector('scene instance_kinematics_scene');

		if ( element ) {

			for ( var i = 0; i < element.childNodes.length; i ++ ) {

				var child = element.childNodes[ i ];

				if ( child.nodeType != 1 ) continue;

				switch ( child.nodeName ) {

					case 'bind_joint_axis':

						var visualTarget = child.getAttribute( 'target' ).split( '/' ).pop();
						var axis = child.querySelector('axis param').textContent;
						var jointIndex = parseInt( axis.split( 'joint' ).pop().split( '.' )[0] );
						var visualTargetElement = COLLADA.querySelector( '[sid="' + visualTarget + '"]' );

						if ( visualTargetElement ) {
							var parentVisualElement = visualTargetElement.parentElement;
							_addToMap(jointIndex, parentVisualElement);
						}

						break;

					default:

						break;

				}

			}
		}

	}

	function createSceneGraph ( node, parent ) {

		var obj = new THREE.Object3D();
		var skinned = false;
		var skinController;
		var morphController;
		var i, j;

		// FIXME: controllers

		for ( i = 0; i < node.controllers.length; i ++ ) {

			var controller = controllers[ node.controllers[ i ].url ];

			switch ( controller.type ) {

				case 'skin':

					if ( geometries[ controller.skin.source ] ) {

						var inst_geom = new InstanceGeometry();

						inst_geom.url = controller.skin.source;
						inst_geom.instance_material = node.controllers[ i ].instance_material;

						node.geometries.push( inst_geom );
						skinned = true;
						skinController = node.controllers[ i ];

					} else if ( controllers[ controller.skin.source ] ) {

						// urgh: controller can be chained
						// handle the most basic case...

						var second = controllers[ controller.skin.source ];
						morphController = second;
					//	skinController = node.controllers[i];

						if ( second.morph && geometries[ second.morph.source ] ) {

							var inst_geom = new InstanceGeometry();

							inst_geom.url = second.morph.source;
							inst_geom.instance_material = node.controllers[ i ].instance_material;

							node.geometries.push( inst_geom );

						}

					}

					break;

				case 'morph':

					if ( geometries[ controller.morph.source ] ) {

						var inst_geom = new InstanceGeometry();

						inst_geom.url = controller.morph.source;
						inst_geom.instance_material = node.controllers[ i ].instance_material;

						node.geometries.push( inst_geom );
						morphController = node.controllers[ i ];

					}

					console.log( 'ColladaLoader: Morph-controller partially supported.' );

				default:
					break;

			}

		}

		// geometries

		var double_sided_materials = {};

		for ( i = 0; i < node.geometries.length; i ++ ) {

			var instance_geometry = node.geometries[i];
			var instance_materials = instance_geometry.instance_material;
			var geometry = geometries[ instance_geometry.url ];
			var used_materials = {};
			var used_materials_array = [];
			var num_materials = 0;
			var first_material;

			if ( geometry ) {

				if ( !geometry.mesh || !geometry.mesh.primitives )
					continue;

				if ( obj.name.length === 0 ) {

					obj.name = geometry.id;

				}

				// collect used fx for this geometry-instance

				if ( instance_materials ) {

					for ( j = 0; j < instance_materials.length; j ++ ) {

						var instance_material = instance_materials[ j ];
						var mat = materials[ instance_material.target ];
						var effect_id = mat.instance_effect.url;
						var shader = effects[ effect_id ].shader;
						var material3js = shader.material;

						if ( geometry.doubleSided ) {

							if ( !( instance_material.symbol in double_sided_materials ) ) {

								var _copied_material = material3js.clone();
								_copied_material.side = THREE.DoubleSide;
								double_sided_materials[ instance_material.symbol ] = _copied_material;

							}

							material3js = double_sided_materials[ instance_material.symbol ];

						}

						material3js.opacity = !material3js.opacity ? 1 : material3js.opacity;
						used_materials[ instance_material.symbol ] = num_materials;
						used_materials_array.push( material3js );
						first_material = material3js;
						first_material.name = mat.name === null || mat.name === '' ? mat.id : mat.name;
						num_materials ++;

					}

				}

				var mesh;
				var material = first_material || new THREE.MeshLambertMaterial( { color: 0xdddddd, side: geometry.doubleSided ? THREE.DoubleSide : THREE.FrontSide } );
				var geom = geometry.mesh.geometry3js;

				if ( num_materials > 1 ) {

					material = new THREE.MultiMaterial( used_materials_array );

					for ( j = 0; j < geom.faces.length; j ++ ) {

						var face = geom.faces[ j ];
						face.materialIndex = used_materials[ face.daeMaterial ]

					}

				}

				if ( skinController !== undefined ) {


					applySkin( geom, skinController );

					if ( geom.morphTargets.length > 0 ) {

						material.morphTargets = true;
						material.skinning = false;

					} else {

						material.morphTargets = false;
						material.skinning = true;

					}


					mesh = new THREE.SkinnedMesh( geom, material, false );


					//mesh.skeleton = skinController.skeleton;
					//mesh.skinController = controllers[ skinController.url ];
					//mesh.skinInstanceController = skinController;
					mesh.name = 'skin_' + skins.length;



					//mesh.animationHandle.setKey(0);
					skins.push( mesh );

				} else if ( morphController !== undefined ) {

					createMorph( geom, morphController );

					material.morphTargets = true;

					mesh = new THREE.Mesh( geom, material );
					mesh.name = 'morph_' + morphs.length;

					morphs.push( mesh );

				} else {

					if ( geom.isLineStrip === true ) {

						mesh = new THREE.Line( geom );

					} else {

						mesh = new THREE.Mesh( geom, material );

					}

				}

				obj.add(mesh);

			}

		}

		for ( i = 0; i < node.cameras.length; i ++ ) {

			var instance_camera = node.cameras[i];
			var cparams = cameras[instance_camera.url];

			var cam = new THREE.PerspectiveCamera(cparams.yfov, parseFloat(cparams.aspect_ratio),
					parseFloat(cparams.znear), parseFloat(cparams.zfar));

			obj.add(cam);
		}

		for ( i = 0; i < node.lights.length; i ++ ) {

			var light = null;
			var instance_light = node.lights[i];
			var lparams = lights[instance_light.url];

			if ( lparams && lparams.technique ) {

				var color = lparams.color.getHex();
				var intensity = lparams.intensity;
				var distance = lparams.distance;
				var angle = lparams.falloff_angle;

				switch ( lparams.technique ) {

					case 'directional':

						light = new THREE.DirectionalLight( color, intensity, distance );
						light.position.set(0, 0, 1);
						break;

					case 'point':

						light = new THREE.PointLight( color, intensity, distance );
						break;

					case 'spot':

						light = new THREE.SpotLight( color, intensity, distance, angle );
						light.position.set(0, 0, 1);
						break;

					case 'ambient':

						light = new THREE.AmbientLight( color );
						break;

				}

			}

			if (light) {
				obj.add(light);
			}
		}

		obj.name = node.name || node.id || "";
		obj.colladaId = node.id || "";
		obj.layer = node.layer || "";
		obj.matrix = node.matrix;
		obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );

		if ( options.centerGeometry && obj.geometry ) {

			var delta = obj.geometry.center();
			delta.multiply( obj.scale );
			delta.applyQuaternion( obj.quaternion );

			obj.position.sub( delta );

		}

		for ( i = 0; i < node.nodes.length; i ++ ) {

			obj.add( createSceneGraph( node.nodes[i], node ) );

		}

		return obj;

	}

	function getJointId( skin, id ) {

		for ( var i = 0; i < skin.joints.length; i ++ ) {

			if ( skin.joints[ i ] === id ) {

				return i;

			}

		}

	}

	function getLibraryNode( id ) {

		var nodes = COLLADA.querySelectorAll('library_nodes node');

		for ( var i = 0; i < nodes.length; i++ ) {

			var attObj = nodes[i].attributes.getNamedItem('id');

			if ( attObj && attObj.value === id ) {

				return nodes[i];

			}

		}

		return undefined;

	}

	function getChannelsForNode ( node ) {

		var channels = [];
		var startTime = 1000000;
		var endTime = -1000000;

		for ( var id in animations ) {

			var animation = animations[id];

			for ( var i = 0; i < animation.channel.length; i ++ ) {

				var channel = animation.channel[i];
				var sampler = animation.sampler[i];
				var id = channel.target.split('/')[0];

				if ( id == node.id ) {

					sampler.create();
					channel.sampler = sampler;
					startTime = Math.min(startTime, sampler.startTime);
					endTime = Math.max(endTime, sampler.endTime);
					channels.push(channel);

				}

			}

		}

		if ( channels.length ) {

			node.startTime = startTime;
			node.endTime = endTime;

		}

		return channels;

	}

	function calcFrameDuration( node ) {

		var minT = 10000000;

		for ( var i = 0; i < node.channels.length; i ++ ) {

			var sampler = node.channels[i].sampler;

			for ( var j = 0; j < sampler.input.length - 1; j ++ ) {

				var t0 = sampler.input[ j ];
				var t1 = sampler.input[ j + 1 ];
				minT = Math.min( minT, t1 - t0 );

			}
		}

		return minT;

	}

	function calcMatrixAt( node, t ) {

		var animated = {};

		var i, j;

		for ( i = 0; i < node.channels.length; i ++ ) {

			var channel = node.channels[ i ];
			animated[ channel.sid ] = channel;

		}

		var matrix = new THREE.Matrix4();

		for ( i = 0; i < node.transforms.length; i ++ ) {

			var transform = node.transforms[ i ];
			var channel = animated[ transform.sid ];

			if ( channel !== undefined ) {

				var sampler = channel.sampler;
				var value;

				for ( j = 0; j < sampler.input.length - 1; j ++ ) {

					if ( sampler.input[ j + 1 ] > t ) {

						value = sampler.output[ j ];
						//console.log(value.flatten)
						break;

					}

				}

				if ( value !== undefined ) {

					if ( value instanceof THREE.Matrix4 ) {

						matrix.multiplyMatrices( matrix, value );

					} else {

						// FIXME: handle other types

						matrix.multiplyMatrices( matrix, transform.matrix );

					}

				} else {

					matrix.multiplyMatrices( matrix, transform.matrix );

				}

			} else {

				matrix.multiplyMatrices( matrix, transform.matrix );

			}

		}

		return matrix;

	}

	function bakeAnimations ( node ) {

		if ( node.channels && node.channels.length ) {

			var keys = [],
				sids = [];

			for ( var i = 0, il = node.channels.length; i < il; i ++ ) {

				var channel = node.channels[i],
					fullSid = channel.fullSid,
					sampler = channel.sampler,
					input = sampler.input,
					transform = node.getTransformBySid( channel.sid ),
					member;

				if ( channel.arrIndices ) {

					member = [];

					for ( var j = 0, jl = channel.arrIndices.length; j < jl; j ++ ) {

						member[ j ] = getConvertedIndex( channel.arrIndices[ j ] );

					}

				} else {

					member = getConvertedMember( channel.member );

				}

				if ( transform ) {

					if ( sids.indexOf( fullSid ) === -1 ) {

						sids.push( fullSid );

					}

					for ( var j = 0, jl = input.length; j < jl; j ++ ) {

						var time = input[j],
							data = sampler.getData( transform.type, j, member ),
							key = findKey( keys, time );

						if ( !key ) {

							key = new Key( time );
							var timeNdx = findTimeNdx( keys, time );
							keys.splice( timeNdx === -1 ? keys.length : timeNdx, 0, key );

						}

						key.addTarget( fullSid, transform, member, data );

					}

				} else {

					console.log( 'Could not find transform "' + channel.sid + '" in node ' + node.id );

				}

			}

			// post process
			for ( var i = 0; i < sids.length; i ++ ) {

				var sid = sids[ i ];

				for ( var j = 0; j < keys.length; j ++ ) {

					var key = keys[ j ];

					if ( !key.hasTarget( sid ) ) {

						interpolateKeys( keys, key, j, sid );

					}

				}

			}

			node.keys = keys;
			node.sids = sids;

		}

	}

	function findKey ( keys, time) {

		var retVal = null;

		for ( var i = 0, il = keys.length; i < il && retVal === null; i ++ ) {

			var key = keys[i];

			if ( key.time === time ) {

				retVal = key;

			} else if ( key.time > time ) {

				break;

			}

		}

		return retVal;

	}

	function findTimeNdx ( keys, time) {

		var ndx = -1;

		for ( var i = 0, il = keys.length; i < il && ndx === -1; i ++ ) {

			var key = keys[i];

			if ( key.time >= time ) {

				ndx = i;

			}

		}

		return ndx;

	}

	function interpolateKeys ( keys, key, ndx, fullSid ) {

		var prevKey = getPrevKeyWith( keys, fullSid, ndx ? ndx - 1 : 0 ),
			nextKey = getNextKeyWith( keys, fullSid, ndx + 1 );

		if ( prevKey && nextKey ) {

			var scale = (key.time - prevKey.time) / (nextKey.time - prevKey.time),
				prevTarget = prevKey.getTarget( fullSid ),
				nextData = nextKey.getTarget( fullSid ).data,
				prevData = prevTarget.data,
				data;

			if ( prevTarget.type === 'matrix' ) {

				data = prevData;

			} else if ( prevData.length ) {

				data = [];

				for ( var i = 0; i < prevData.length; ++ i ) {

					data[ i ] = prevData[ i ] + ( nextData[ i ] - prevData[ i ] ) * scale;

				}

			} else {

				data = prevData + ( nextData - prevData ) * scale;

			}

			key.addTarget( fullSid, prevTarget.transform, prevTarget.member, data );

		}

	}

	// Get next key with given sid

	function getNextKeyWith( keys, fullSid, ndx ) {

		for ( ; ndx < keys.length; ndx ++ ) {

			var key = keys[ ndx ];

			if ( key.hasTarget( fullSid ) ) {

				return key;

			}

		}

		return null;

	}

	// Get previous key with given sid

	function getPrevKeyWith( keys, fullSid, ndx ) {

		ndx = ndx >= 0 ? ndx : ndx + keys.length;

		for ( ; ndx >= 0; ndx -- ) {

			var key = keys[ ndx ];

			if ( key.hasTarget( fullSid ) ) {

				return key;

			}

		}

		return null;

	}

	function _Image() {

		this.id = "";
		this.init_from = "";

	}

	_Image.prototype.parse = function(element) {

		this.id = element.getAttribute('id');

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			if ( child.nodeName === 'init_from' ) {

				this.init_from = child.textContent;

			}

		}

		return this;

	};

	function Controller() {

		this.id = "";
		this.name = "";
		this.type = "";
		this.skin = null;
		this.morph = null;

	}

	Controller.prototype.parse = function( element ) {

		this.id = element.getAttribute('id');
		this.name = element.getAttribute('name');
		this.type = "none";

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			switch ( child.nodeName ) {

				case 'skin':

					this.skin = (new Skin()).parse(child);
					this.type = child.nodeName;
					break;

				case 'morph':

					this.morph = (new Morph()).parse(child);
					this.type = child.nodeName;
					break;

				default:
					break;

			}
		}

		return this;

	};

	function Morph() {

		this.method = null;
		this.source = null;
		this.targets = null;
		this.weights = null;

	}

	Morph.prototype.parse = function( element ) {

		var sources = {};
		var inputs = [];
		var i;

		this.method = element.getAttribute( 'method' );
		this.source = element.getAttribute( 'source' ).replace( /^#/, '' );

		for ( i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'source':

					var source = ( new Source() ).parse( child );
					sources[ source.id ] = source;
					break;

				case 'targets':

					inputs = this.parseInputs( child );
					break;

				default:

					console.log( child.nodeName );
					break;

			}

		}

		for ( i = 0; i < inputs.length; i ++ ) {

			var input = inputs[ i ];
			var source = sources[ input.source ];

			switch ( input.semantic ) {

				case 'MORPH_TARGET':

					this.targets = source.read();
					break;

				case 'MORPH_WEIGHT':

					this.weights = source.read();
					break;

				default:
					break;

			}
		}

		return this;

	};

	Morph.prototype.parseInputs = function(element) {

		var inputs = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];
			if ( child.nodeType != 1) continue;

			switch ( child.nodeName ) {

				case 'input':

					inputs.push( (new Input()).parse(child) );
					break;

				default:
					break;
			}
		}

		return inputs;

	};

	function Skin() {

		this.source = "";
		this.bindShapeMatrix = null;
		this.invBindMatrices = [];
		this.joints = [];
		this.weights = [];

	}

	Skin.prototype.parse = function( element ) {

		var sources = {};
		var joints, weights;

		this.source = element.getAttribute( 'source' ).replace( /^#/, '' );
		this.invBindMatrices = [];
		this.joints = [];
		this.weights = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'bind_shape_matrix':

					var f = _floats(child.textContent);
					this.bindShapeMatrix = getConvertedMat4( f );
					break;

				case 'source':

					var src = new Source().parse(child);
					sources[ src.id ] = src;
					break;

				case 'joints':

					joints = child;
					break;

				case 'vertex_weights':

					weights = child;
					break;

				default:

					console.log( child.nodeName );
					break;

			}
		}

		this.parseJoints( joints, sources );
		this.parseWeights( weights, sources );

		return this;

	};

	Skin.prototype.parseJoints = function ( element, sources ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'input':

					var input = ( new Input() ).parse( child );
					var source = sources[ input.source ];

					if ( input.semantic === 'JOINT' ) {

						this.joints = source.read();

					} else if ( input.semantic === 'INV_BIND_MATRIX' ) {

						this.invBindMatrices = source.read();

					}

					break;

				default:
					break;
			}

		}

	};

	Skin.prototype.parseWeights = function ( element, sources ) {

		var v, vcount, inputs = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'input':

					inputs.push( ( new Input() ).parse( child ) );
					break;

				case 'v':

					v = _ints( child.textContent );
					break;

				case 'vcount':

					vcount = _ints( child.textContent );
					break;

				default:
					break;

			}

		}

		var index = 0;

		for ( var i = 0; i < vcount.length; i ++ ) {

			var numBones = vcount[i];
			var vertex_weights = [];

			for ( var j = 0; j < numBones; j ++ ) {

				var influence = {};

				for ( var k = 0; k < inputs.length; k ++ ) {

					var input = inputs[ k ];
					var value = v[ index + input.offset ];

					switch ( input.semantic ) {

						case 'JOINT':

							influence.joint = value;//this.joints[value];
							break;

						case 'WEIGHT':

							influence.weight = sources[ input.source ].data[ value ];
							break;

						default:
							break;

					}

				}

				vertex_weights.push( influence );
				index += inputs.length;
			}

			for ( var j = 0; j < vertex_weights.length; j ++ ) {

				vertex_weights[ j ].index = i;

			}

			this.weights.push( vertex_weights );

		}

	};

	function VisualScene () {

		this.id = "";
		this.name = "";
		this.nodes = [];
		this.scene = new THREE.Group();

	}

	VisualScene.prototype.getChildById = function( id, recursive ) {

		for ( var i = 0; i < this.nodes.length; i ++ ) {

			var node = this.nodes[ i ].getChildById( id, recursive );

			if ( node ) {

				return node;

			}

		}

		return null;

	};

	VisualScene.prototype.getChildBySid = function( sid, recursive ) {

		for ( var i = 0; i < this.nodes.length; i ++ ) {

			var node = this.nodes[ i ].getChildBySid( sid, recursive );

			if ( node ) {

				return node;

			}

		}

		return null;

	};

	VisualScene.prototype.parse = function( element ) {

		this.id = element.getAttribute( 'id' );
		this.name = element.getAttribute( 'name' );
		this.nodes = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'node':

					this.nodes.push( ( new Node() ).parse( child ) );
					break;

				default:
					break;

			}

		}

		return this;

	};

	function Node() {

		this.id = "";
		this.name = "";
		this.sid = "";
		this.nodes = [];
		this.controllers = [];
		this.transforms = [];
		this.geometries = [];
		this.channels = [];
		this.matrix = new THREE.Matrix4();

	}

	Node.prototype.getChannelForTransform = function( transformSid ) {

		for ( var i = 0; i < this.channels.length; i ++ ) {

			var channel = this.channels[i];
			var parts = channel.target.split('/');
			var id = parts.shift();
			var sid = parts.shift();
			var dotSyntax = (sid.indexOf(".") >= 0);
			var arrSyntax = (sid.indexOf("(") >= 0);
			var arrIndices;
			var member;

			if ( dotSyntax ) {

				parts = sid.split(".");
				sid = parts.shift();
				member = parts.shift();

			} else if ( arrSyntax ) {

				arrIndices = sid.split("(");
				sid = arrIndices.shift();

				for ( var j = 0; j < arrIndices.length; j ++ ) {

					arrIndices[ j ] = parseInt( arrIndices[ j ].replace( /\)/, '' ) );

				}

			}

			if ( sid === transformSid ) {

				channel.info = { sid: sid, dotSyntax: dotSyntax, arrSyntax: arrSyntax, arrIndices: arrIndices };
				return channel;

			}

		}

		return null;

	};

	Node.prototype.getChildById = function ( id, recursive ) {

		if ( this.id === id ) {

			return this;

		}

		if ( recursive ) {

			for ( var i = 0; i < this.nodes.length; i ++ ) {

				var n = this.nodes[ i ].getChildById( id, recursive );

				if ( n ) {

					return n;

				}

			}

		}

		return null;

	};

	Node.prototype.getChildBySid = function ( sid, recursive ) {

		if ( this.sid === sid ) {

			return this;

		}

		if ( recursive ) {

			for ( var i = 0; i < this.nodes.length; i ++ ) {

				var n = this.nodes[ i ].getChildBySid( sid, recursive );

				if ( n ) {

					return n;

				}

			}
		}

		return null;

	};

	Node.prototype.getTransformBySid = function ( sid ) {

		for ( var i = 0; i < this.transforms.length; i ++ ) {

			if ( this.transforms[ i ].sid === sid ) return this.transforms[ i ];

		}

		return null;

	};

	Node.prototype.parse = function( element ) {

		var url;

		this.id = element.getAttribute('id');
		this.sid = element.getAttribute('sid');
		this.name = element.getAttribute('name');
		this.type = element.getAttribute('type');
		this.layer = element.getAttribute('layer');

		this.type = this.type === 'JOINT' ? this.type : 'NODE';

		this.nodes = [];
		this.transforms = [];
		this.geometries = [];
		this.cameras = [];
		this.lights = [];
		this.controllers = [];
		this.matrix = new THREE.Matrix4();

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'node':

					this.nodes.push( ( new Node() ).parse( child ) );
					break;

				case 'instance_camera':

					this.cameras.push( ( new InstanceCamera() ).parse( child ) );
					break;

				case 'instance_controller':

					this.controllers.push( ( new InstanceController() ).parse( child ) );
					break;

				case 'instance_geometry':

					this.geometries.push( ( new InstanceGeometry() ).parse( child ) );
					break;

				case 'instance_light':

					this.lights.push( ( new InstanceLight() ).parse( child ) );
					break;

				case 'instance_node':

					url = child.getAttribute( 'url' ).replace( /^#/, '' );
					var iNode = getLibraryNode( url );

					if ( iNode ) {

						this.nodes.push( ( new Node() ).parse( iNode )) ;

					}

					break;

				case 'rotate':
				case 'translate':
				case 'scale':
				case 'matrix':
				case 'lookat':
				case 'skew':

					this.transforms.push( ( new Transform() ).parse( child ) );
					break;

				case 'extra':
					break;

				default:

					console.log( child.nodeName );
					break;

			}

		}

		this.channels = getChannelsForNode( this );
		bakeAnimations( this );

		this.updateMatrix();

		return this;

	};

	Node.prototype.updateMatrix = function () {

		this.matrix.identity();

		for ( var i = 0; i < this.transforms.length; i ++ ) {

			this.transforms[ i ].apply( this.matrix );

		}

	};

	function Transform () {

		this.sid = "";
		this.type = "";
		this.data = [];
		this.obj = null;

	}

	Transform.prototype.parse = function ( element ) {

		this.sid = element.getAttribute( 'sid' );
		this.type = element.nodeName;
		this.data = _floats( element.textContent );
		this.convert();

		return this;

	};

	Transform.prototype.convert = function () {

		switch ( this.type ) {

			case 'matrix':

				this.obj = getConvertedMat4( this.data );
				break;

			case 'rotate':

				this.angle = THREE.Math.degToRad( this.data[3] );

			case 'translate':

				fixCoords( this.data, -1 );
				this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] );
				break;

			case 'scale':

				fixCoords( this.data, 1 );
				this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] );
				break;

			default:
				console.log( 'Can not convert Transform of type ' + this.type );
				break;

		}

	};

	Transform.prototype.apply = function () {

		var m1 = new THREE.Matrix4();

		return function ( matrix ) {

			switch ( this.type ) {

				case 'matrix':

					matrix.multiply( this.obj );

					break;

				case 'translate':

					matrix.multiply( m1.makeTranslation( this.obj.x, this.obj.y, this.obj.z ) );

					break;

				case 'rotate':

					matrix.multiply( m1.makeRotationAxis( this.obj, this.angle ) );

					break;

				case 'scale':

					matrix.scale( this.obj );

					break;

			}

		};

	}();

	Transform.prototype.update = function ( data, member ) {

		var members = [ 'X', 'Y', 'Z', 'ANGLE' ];

		switch ( this.type ) {

			case 'matrix':

				if ( ! member ) {

					this.obj.copy( data );

				} else if ( member.length === 1 ) {

					switch ( member[ 0 ] ) {

						case 0:

							this.obj.n11 = data[ 0 ];
							this.obj.n21 = data[ 1 ];
							this.obj.n31 = data[ 2 ];
							this.obj.n41 = data[ 3 ];

							break;

						case 1:

							this.obj.n12 = data[ 0 ];
							this.obj.n22 = data[ 1 ];
							this.obj.n32 = data[ 2 ];
							this.obj.n42 = data[ 3 ];

							break;

						case 2:

							this.obj.n13 = data[ 0 ];
							this.obj.n23 = data[ 1 ];
							this.obj.n33 = data[ 2 ];
							this.obj.n43 = data[ 3 ];

							break;

						case 3:

							this.obj.n14 = data[ 0 ];
							this.obj.n24 = data[ 1 ];
							this.obj.n34 = data[ 2 ];
							this.obj.n44 = data[ 3 ];

							break;

					}

				} else if ( member.length === 2 ) {

					var propName = 'n' + ( member[ 0 ] + 1 ) + ( member[ 1 ] + 1 );
					this.obj[ propName ] = data;

				} else {

					console.log('Incorrect addressing of matrix in transform.');

				}

				break;

			case 'translate':
			case 'scale':

				if ( Object.prototype.toString.call( member ) === '[object Array]' ) {

					member = members[ member[ 0 ] ];

				}

				switch ( member ) {

					case 'X':

						this.obj.x = data;
						break;

					case 'Y':

						this.obj.y = data;
						break;

					case 'Z':

						this.obj.z = data;
						break;

					default:

						this.obj.x = data[ 0 ];
						this.obj.y = data[ 1 ];
						this.obj.z = data[ 2 ];
						break;

				}

				break;

			case 'rotate':

				if ( Object.prototype.toString.call( member ) === '[object Array]' ) {

					member = members[ member[ 0 ] ];

				}

				switch ( member ) {

					case 'X':

						this.obj.x = data;
						break;

					case 'Y':

						this.obj.y = data;
						break;

					case 'Z':

						this.obj.z = data;
						break;

					case 'ANGLE':

						this.angle = THREE.Math.degToRad( data );
						break;

					default:

						this.obj.x = data[ 0 ];
						this.obj.y = data[ 1 ];
						this.obj.z = data[ 2 ];
						this.angle = THREE.Math.degToRad( data[ 3 ] );
						break;

				}
				break;

		}

	};

	function InstanceController() {

		this.url = "";
		this.skeleton = [];
		this.instance_material = [];

	}

	InstanceController.prototype.parse = function ( element ) {

		this.url = element.getAttribute('url').replace(/^#/, '');
		this.skeleton = [];
		this.instance_material = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType !== 1 ) continue;

			switch ( child.nodeName ) {

				case 'skeleton':

					this.skeleton.push( child.textContent.replace(/^#/, '') );
					break;

				case 'bind_material':

					var instances = child.querySelectorAll('instance_material');

					for ( var j = 0; j < instances.length; j ++ ) {

						var instance = instances[j];
						this.instance_material.push( (new InstanceMaterial()).parse(instance) );

					}


					break;

				case 'extra':
					break;

				default:
					break;

			}
		}

		return this;

	};

	function InstanceMaterial () {

		this.symbol = "";
		this.target = "";

	}

	InstanceMaterial.prototype.parse = function ( element ) {

		this.symbol = element.getAttribute('symbol');
		this.target = element.getAttribute('target').replace(/^#/, '');
		return this;

	};

	function InstanceGeometry() {

		this.url = "";
		this.instance_material = [];

	}

	InstanceGeometry.prototype.parse = function ( element ) {

		this.url = element.getAttribute('url').replace(/^#/, '');
		this.instance_material = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];
			if ( child.nodeType != 1 ) continue;

			if ( child.nodeName === 'bind_material' ) {

				var instances = child.querySelectorAll('instance_material');

				for ( var j = 0; j < instances.length; j ++ ) {

					var instance = instances[j];
					this.instance_material.push( (new InstanceMaterial()).parse(instance) );

				}

				break;

			}

		}

		return this;

	};

	function Geometry() {

		this.id = "";
		this.mesh = null;

	}

	Geometry.prototype.parse = function ( element ) {

		this.id = element.getAttribute('id');

		extractDoubleSided( this, element );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];

			switch ( child.nodeName ) {

				case 'mesh':

					this.mesh = (new Mesh(this)).parse(child);
					break;

				case 'extra':

					// console.log( child );
					break;

				default:
					break;
			}
		}

		return this;

	};

	function Mesh( geometry ) {

		this.geometry = geometry.id;
		this.primitives = [];
		this.vertices = null;
		this.geometry3js = null;

	}

	Mesh.prototype.parse = function ( element ) {

		this.primitives = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			switch ( child.nodeName ) {

				case 'source':

					_source( child );
					break;

				case 'vertices':

					this.vertices = ( new Vertices() ).parse( child );
					break;

				case 'linestrips':

					this.primitives.push( ( new LineStrips().parse( child ) ) );
					break;

				case 'triangles':

					this.primitives.push( ( new Triangles().parse( child ) ) );
					break;

				case 'polygons':

					this.primitives.push( ( new Polygons().parse( child ) ) );
					break;

				case 'polylist':

					this.primitives.push( ( new Polylist().parse( child ) ) );
					break;

				default:
					break;

			}

		}

		this.geometry3js = new THREE.Geometry();

		if ( this.vertices === null ) {

			// TODO (mrdoob): Study case when this is null (carrier.dae)

			return this;

		}

		var vertexData = sources[ this.vertices.input['POSITION'].source ].data;

		for ( var i = 0; i < vertexData.length; i += 3 ) {

			this.geometry3js.vertices.push( getConvertedVec3( vertexData, i ).clone() );

		}

		for ( var i = 0; i < this.primitives.length; i ++ ) {

			var primitive = this.primitives[ i ];
			primitive.setVertices( this.vertices );
			this.handlePrimitive( primitive, this.geometry3js );

		}

		if ( this.geometry3js.calcNormals ) {

			this.geometry3js.computeVertexNormals();
			delete this.geometry3js.calcNormals;

		}

		return this;

	};

	Mesh.prototype.handlePrimitive = function ( primitive, geom ) {

		if ( primitive instanceof LineStrips ) {

			// TODO: Handle indices. Maybe easier with BufferGeometry?

			geom.isLineStrip = true;
			return;

		}

		var j, k, pList = primitive.p, inputs = primitive.inputs;
		var input, index, idx32;
		var source, numParams;
		var vcIndex = 0, vcount = 3, maxOffset = 0;
		var texture_sets = [];

		for ( j = 0; j < inputs.length; j ++ ) {

			input = inputs[ j ];

			var offset = input.offset + 1;
			maxOffset = (maxOffset < offset) ? offset : maxOffset;

			switch ( input.semantic ) {

				case 'TEXCOORD':
					texture_sets.push( input.set );
					break;

			}

		}

		for ( var pCount = 0; pCount < pList.length; ++ pCount ) {

			var p = pList[ pCount ], i = 0;

			while ( i < p.length ) {

				var vs = [];
				var ns = [];
				var ts = null;
				var cs = [];

				if ( primitive.vcount ) {

					vcount = primitive.vcount.length ? primitive.vcount[ vcIndex ++ ] : primitive.vcount;

				} else {

					vcount = p.length / maxOffset;

				}


				for ( j = 0; j < vcount; j ++ ) {

					for ( k = 0; k < inputs.length; k ++ ) {

						input = inputs[ k ];
						source = sources[ input.source ];

						index = p[ i + ( j * maxOffset ) + input.offset ];
						numParams = source.accessor.params.length;
						idx32 = index * numParams;

						switch ( input.semantic ) {

							case 'VERTEX':

								vs.push( index );

								break;

							case 'NORMAL':

								ns.push( getConvertedVec3( source.data, idx32 ) );

								break;

							case 'TEXCOORD':

								ts = ts || { };
								if ( ts[ input.set ] === undefined ) ts[ input.set ] = [];
								// invert the V
								ts[ input.set ].push( new THREE.Vector2( source.data[ idx32 ], source.data[ idx32 + 1 ] ) );

								break;

							case 'COLOR':

								cs.push( new THREE.Color().setRGB( source.data[ idx32 ], source.data[ idx32 + 1 ], source.data[ idx32 + 2 ] ) );

								break;

							default:

								break;

						}

					}

				}

				if ( ns.length === 0 ) {

					// check the vertices inputs
					input = this.vertices.input.NORMAL;

					if ( input ) {

						source = sources[ input.source ];
						numParams = source.accessor.params.length;

						for ( var ndx = 0, len = vs.length; ndx < len; ndx ++ ) {

							ns.push( getConvertedVec3( source.data, vs[ ndx ] * numParams ) );

						}

					} else {

						geom.calcNormals = true;

					}

				}

				if ( !ts ) {

					ts = { };
					// check the vertices inputs
					input = this.vertices.input.TEXCOORD;

					if ( input ) {

						texture_sets.push( input.set );
						source = sources[ input.source ];
						numParams = source.accessor.params.length;

						for ( var ndx = 0, len = vs.length; ndx < len; ndx ++ ) {

							idx32 = vs[ ndx ] * numParams;
							if ( ts[ input.set ] === undefined ) ts[ input.set ] = [ ];
							// invert the V
							ts[ input.set ].push( new THREE.Vector2( source.data[ idx32 ], 1.0 - source.data[ idx32 + 1 ] ) );

						}

					}

				}

				if ( cs.length === 0 ) {

					// check the vertices inputs
					input = this.vertices.input.COLOR;

					if ( input ) {

						source = sources[ input.source ];
						numParams = source.accessor.params.length;

						for ( var ndx = 0, len = vs.length; ndx < len; ndx ++ ) {

							idx32 = vs[ ndx ] * numParams;
							cs.push( new THREE.Color().setRGB( source.data[ idx32 ], source.data[ idx32 + 1 ], source.data[ idx32 + 2 ] ) );

						}

					}

				}

				var face = null, faces = [], uv, uvArr;

				if ( vcount === 3 ) {

					faces.push( new THREE.Face3( vs[0], vs[1], vs[2], ns, cs.length ? cs : new THREE.Color() ) );

				} else if ( vcount === 4 ) {

					faces.push( new THREE.Face3( vs[0], vs[1], vs[3], ns.length ? [ ns[0].clone(), ns[1].clone(), ns[3].clone() ] : [], cs.length ? [ cs[0], cs[1], cs[3] ] : new THREE.Color() ) );

					faces.push( new THREE.Face3( vs[1], vs[2], vs[3], ns.length ? [ ns[1].clone(), ns[2].clone(), ns[3].clone() ] : [], cs.length ? [ cs[1], cs[2], cs[3] ] : new THREE.Color() ) );

				} else if ( vcount > 4 && options.subdivideFaces ) {

					var clr = cs.length ? cs : new THREE.Color(),
						vec1, vec2, vec3, v1, v2, norm;

					// subdivide into multiple Face3s

					for ( k = 1; k < vcount - 1; ) {

						faces.push( new THREE.Face3( vs[0], vs[k], vs[k + 1], ns.length ? [ ns[0].clone(), ns[k ++].clone(), ns[k].clone() ] : [], clr ) );

					}

				}

				if ( faces.length ) {

					for ( var ndx = 0, len = faces.length; ndx < len; ndx ++ ) {

						face = faces[ndx];
						face.daeMaterial = primitive.material;
						geom.faces.push( face );

						for ( k = 0; k < texture_sets.length; k ++ ) {

							uv = ts[ texture_sets[k] ];

							if ( vcount > 4 ) {

								// Grab the right UVs for the vertices in this face
								uvArr = [ uv[0], uv[ndx + 1], uv[ndx + 2] ];

							} else if ( vcount === 4 ) {

								if ( ndx === 0 ) {

									uvArr = [ uv[0], uv[1], uv[3] ];

								} else {

									uvArr = [ uv[1].clone(), uv[2], uv[3].clone() ];

								}

							} else {

								uvArr = [ uv[0], uv[1], uv[2] ];

							}

							if ( geom.faceVertexUvs[k] === undefined ) {

								geom.faceVertexUvs[k] = [];

							}

							geom.faceVertexUvs[k].push( uvArr );

						}

					}

				} else {

					console.log( 'dropped face with vcount ' + vcount + ' for geometry with id: ' + geom.id );

				}

				i += maxOffset * vcount;

			}

		}

	};

	function Polygons () {

		this.material = "";
		this.count = 0;
		this.inputs = [];
		this.vcount = null;
		this.p = [];
		this.geometry = new THREE.Geometry();

	}

	Polygons.prototype.setVertices = function ( vertices ) {

		for ( var i = 0; i < this.inputs.length; i ++ ) {

			if ( this.inputs[ i ].source === vertices.id ) {

				this.inputs[ i ].source = vertices.input[ 'POSITION' ].source;

			}

		}

	};

	Polygons.prototype.parse = function ( element ) {

		this.material = element.getAttribute( 'material' );
		this.count = _attr_as_int( element, 'count', 0 );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			switch ( child.nodeName ) {

				case 'input':

					this.inputs.push( ( new Input() ).parse( element.childNodes[ i ] ) );
					break;

				case 'vcount':

					this.vcount = _ints( child.textContent );
					break;

				case 'p':

					this.p.push( _ints( child.textContent ) );
					break;

				case 'ph':

					console.warn( 'polygon holes not yet supported!' );
					break;

				default:
					break;

			}

		}

		return this;

	};

	function Polylist () {

		Polygons.call( this );

		this.vcount = [];

	}

	Polylist.prototype = Object.create( Polygons.prototype );
	Polylist.prototype.constructor = Polylist;

	function LineStrips() {

		Polygons.call( this );

		this.vcount = 1;

	}

	LineStrips.prototype = Object.create( Polygons.prototype );
	LineStrips.prototype.constructor = LineStrips;

	function Triangles () {

		Polygons.call( this );

		this.vcount = 3;

	}

	Triangles.prototype = Object.create( Polygons.prototype );
	Triangles.prototype.constructor = Triangles;

	function Accessor() {

		this.source = "";
		this.count = 0;
		this.stride = 0;
		this.params = [];

	}

	Accessor.prototype.parse = function ( element ) {

		this.params = [];
		this.source = element.getAttribute( 'source' );
		this.count = _attr_as_int( element, 'count', 0 );
		this.stride = _attr_as_int( element, 'stride', 0 );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			if ( child.nodeName === 'param' ) {

				var param = {};
				param[ 'name' ] = child.getAttribute( 'name' );
				param[ 'type' ] = child.getAttribute( 'type' );
				this.params.push( param );

			}

		}

		return this;

	};

	function Vertices() {

		this.input = {};

	}

	Vertices.prototype.parse = function ( element ) {

		this.id = element.getAttribute('id');

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			if ( element.childNodes[i].nodeName === 'input' ) {

				var input = ( new Input() ).parse( element.childNodes[ i ] );
				this.input[ input.semantic ] = input;

			}

		}

		return this;

	};

	function Input () {

		this.semantic = "";
		this.offset = 0;
		this.source = "";
		this.set = 0;

	}

	Input.prototype.parse = function ( element ) {

		this.semantic = element.getAttribute('semantic');
		this.source = element.getAttribute('source').replace(/^#/, '');
		this.set = _attr_as_int(element, 'set', -1);
		this.offset = _attr_as_int(element, 'offset', 0);

		if ( this.semantic === 'TEXCOORD' && this.set < 0 ) {

			this.set = 0;

		}

		return this;

	};

	function Source ( id ) {

		this.id = id;
		this.type = null;

	}

	Source.prototype.parse = function ( element ) {

		this.id = element.getAttribute( 'id' );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];

			switch ( child.nodeName ) {

				case 'bool_array':

					this.data = _bools( child.textContent );
					this.type = child.nodeName;
					break;

				case 'float_array':

					this.data = _floats( child.textContent );
					this.type = child.nodeName;
					break;

				case 'int_array':

					this.data = _ints( child.textContent );
					this.type = child.nodeName;
					break;

				case 'IDREF_array':
				case 'Name_array':

					this.data = _strings( child.textContent );
					this.type = child.nodeName;
					break;

				case 'technique_common':

					for ( var j = 0; j < child.childNodes.length; j ++ ) {

						if ( child.childNodes[ j ].nodeName === 'accessor' ) {

							this.accessor = ( new Accessor() ).parse( child.childNodes[ j ] );
							break;

						}
					}
					break;

				default:
					// console.log(child.nodeName);
					break;

			}

		}

		return this;

	};

	Source.prototype.read = function () {

		var result = [];

		//for (var i = 0; i < this.accessor.params.length; i++) {

		var param = this.accessor.params[ 0 ];

			//console.log(param.name + " " + param.type);

		switch ( param.type ) {

			case 'IDREF':
			case 'Name': case 'name':
			case 'float':

				return this.data;

			case 'float4x4':

				for ( var j = 0; j < this.data.length; j += 16 ) {

					var s = this.data.slice( j, j + 16 );
					var m = getConvertedMat4( s );
					result.push( m );
				}

				break;

			default:

				console.log( 'ColladaLoader: Source: Read dont know how to read ' + param.type + '.' );
				break;

		}

		//}

		return result;

	};

	function Material () {

		this.id = "";
		this.name = "";
		this.instance_effect = null;

	}

	Material.prototype.parse = function ( element ) {

		this.id = element.getAttribute( 'id' );
		this.name = element.getAttribute( 'name' );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			if ( element.childNodes[ i ].nodeName === 'instance_effect' ) {

				this.instance_effect = ( new InstanceEffect() ).parse( element.childNodes[ i ] );
				break;

			}

		}

		return this;

	};

	function ColorOrTexture () {

		this.color = new THREE.Color();
		this.color.setRGB( Math.random(), Math.random(), Math.random() );
		this.color.a = 1.0;

		this.texture = null;
		this.texcoord = null;
		this.texOpts = null;

	}

	ColorOrTexture.prototype.isColor = function () {

		return ( this.texture === null );

	};

	ColorOrTexture.prototype.isTexture = function () {

		return ( this.texture != null );

	};

	ColorOrTexture.prototype.parse = function ( element ) {

		if (element.nodeName === 'transparent') {

			this.opaque = element.getAttribute('opaque');

		}

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'color':

					var rgba = _floats( child.textContent );
					this.color = new THREE.Color();
					this.color.setRGB( rgba[0], rgba[1], rgba[2] );
					this.color.a = rgba[3];
					break;

				case 'texture':

					this.texture = child.getAttribute('texture');
					this.texcoord = child.getAttribute('texcoord');
					// Defaults from:
					// https://collada.org/mediawiki/index.php/Maya_texture_placement_MAYA_extension
					this.texOpts = {
						offsetU: 0,
						offsetV: 0,
						repeatU: 1,
						repeatV: 1,
						wrapU: 1,
						wrapV: 1
					};
					this.parseTexture( child );
					break;

				default:
					break;

			}

		}

		return this;

	};

	ColorOrTexture.prototype.parseTexture = function ( element ) {

		if ( ! element.childNodes ) return this;

		// This should be supported by Maya, 3dsMax, and MotionBuilder

		if ( element.childNodes[1] && element.childNodes[1].nodeName === 'extra' ) {

			element = element.childNodes[1];

			if ( element.childNodes[1] && element.childNodes[1].nodeName === 'technique' ) {

				element = element.childNodes[1];

			}

		}

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			switch ( child.nodeName ) {

				case 'offsetU':
				case 'offsetV':
				case 'repeatU':
				case 'repeatV':

					this.texOpts[ child.nodeName ] = parseFloat( child.textContent );

					break;

				case 'wrapU':
				case 'wrapV':

					// some dae have a value of true which becomes NaN via parseInt

					if ( child.textContent.toUpperCase() === 'TRUE' ) {

						this.texOpts[ child.nodeName ] = 1;

					} else {

						this.texOpts[ child.nodeName ] = parseInt( child.textContent );

					}
					break;

				default:

					this.texOpts[ child.nodeName ] = child.textContent;

					break;

			}

		}

		return this;

	};

	function Shader ( type, effect ) {

		this.type = type;
		this.effect = effect;
		this.material = null;

	}

	Shader.prototype.parse = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'emission':
				case 'diffuse':
				case 'specular':
				case 'transparent':

					this[ child.nodeName ] = ( new ColorOrTexture() ).parse( child );
					break;

				case 'bump':

					// If 'bumptype' is 'heightfield', create a 'bump' property
					// Else if 'bumptype' is 'normalmap', create a 'normal' property
					// (Default to 'bump')
					var bumpType = child.getAttribute( 'bumptype' );
					if ( bumpType ) {
						if ( bumpType.toLowerCase() === "heightfield" ) {
							this[ 'bump' ] = ( new ColorOrTexture() ).parse( child );
						} else if ( bumpType.toLowerCase() === "normalmap" ) {
							this[ 'normal' ] = ( new ColorOrTexture() ).parse( child );
						} else {
							console.error( "Shader.prototype.parse: Invalid value for attribute 'bumptype' (" + bumpType + ") - valid bumptypes are 'HEIGHTFIELD' and 'NORMALMAP' - defaulting to 'HEIGHTFIELD'" );
							this[ 'bump' ] = ( new ColorOrTexture() ).parse( child );
						}
					} else {
						console.warn( "Shader.prototype.parse: Attribute 'bumptype' missing from bump node - defaulting to 'HEIGHTFIELD'" );
						this[ 'bump' ] = ( new ColorOrTexture() ).parse( child );
					}

					break;

				case 'shininess':
				case 'reflectivity':
				case 'index_of_refraction':
				case 'transparency':

					var f = child.querySelectorAll('float');

					if ( f.length > 0 )
						this[ child.nodeName ] = parseFloat( f[ 0 ].textContent );

					break;

				default:
					break;

			}

		}

		this.create();
		return this;

	};

	Shader.prototype.create = function() {

		var props = {};

		var transparent = false;

		if (this['transparency'] !== undefined && this['transparent'] !== undefined) {
			// convert transparent color RBG to average value
			var transparentColor = this['transparent'];
			var transparencyLevel = (this.transparent.color.r + this.transparent.color.g + this.transparent.color.b) / 3 * this.transparency;

			if (transparencyLevel > 0) {
				transparent = true;
				props[ 'transparent' ] = true;
				props[ 'opacity' ] = 1 - transparencyLevel;

			}

		}

		var keys = {
			'diffuse':'map',
			'ambient':'lightMap',
			'specular':'specularMap',
			'emission':'emissionMap',
			'bump':'bumpMap',
			'normal':'normalMap'
			};

		for ( var prop in this ) {

			switch ( prop ) {

				case 'ambient':
				case 'emission':
				case 'diffuse':
				case 'specular':
				case 'bump':
				case 'normal':

					var cot = this[ prop ];

					if ( cot instanceof ColorOrTexture ) {

						if ( cot.isTexture() ) {

							var samplerId = cot.texture;
							var surfaceId = this.effect.sampler[samplerId];

							if ( surfaceId !== undefined && surfaceId.source !== undefined ) {

								var surface = this.effect.surface[surfaceId.source];

								if ( surface !== undefined ) {

									var image = images[ surface.init_from ];

									if ( image ) {

										var url = baseUrl + image.init_from;

										var texture;
										var loader = THREE.Loader.Handlers.get( url );

										if ( loader !== null ) {

											texture = loader.load( url );

										} else {

											texture = new THREE.Texture();

											loadTextureImage( texture, url );

										}

										texture.wrapS = cot.texOpts.wrapU ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
										texture.wrapT = cot.texOpts.wrapV ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
										texture.offset.x = cot.texOpts.offsetU;
										texture.offset.y = cot.texOpts.offsetV;
										texture.repeat.x = cot.texOpts.repeatU;
										texture.repeat.y = cot.texOpts.repeatV;
										props[keys[prop]] = texture;

										// Texture with baked lighting?
										if (prop === 'emission') props['emissive'] = 0xffffff;

									}

								}

							}

						} else if ( prop === 'diffuse' || !transparent ) {

							if ( prop === 'emission' ) {

								props[ 'emissive' ] = cot.color.getHex();

							} else {

								props[ prop ] = cot.color.getHex();

							}

						}

					}

					break;

				case 'shininess':

					props[ prop ] = this[ prop ];
					break;

				case 'reflectivity':

					props[ prop ] = this[ prop ];
					if ( props[ prop ] > 0.0 ) props['envMap'] = options.defaultEnvMap;
					props['combine'] = THREE.MixOperation;	//mix regular shading with reflective component
					break;

				case 'index_of_refraction':

					props[ 'refractionRatio' ] = this[ prop ]; //TODO: "index_of_refraction" becomes "refractionRatio" in shader, but I'm not sure if the two are actually comparable
					if ( this[ prop ] !== 1.0 ) props['envMap'] = options.defaultEnvMap;
					break;

				case 'transparency':
					// gets figured out up top
					break;

				default:
					break;

			}

		}

		props[ 'shading' ] = preferredShading;
		props[ 'side' ] = this.effect.doubleSided ? THREE.DoubleSide : THREE.FrontSide;

		if ( props.diffuse !== undefined ) {

			props.color = props.diffuse;
			delete props.diffuse;

		}

		switch ( this.type ) {

			case 'constant':

				if (props.emissive != undefined) props.color = props.emissive;
				this.material = new THREE.MeshBasicMaterial( props );
				break;

			case 'phong':
			case 'blinn':

				this.material = new THREE.MeshPhongMaterial( props );
				break;

			case 'lambert':
			default:

				this.material = new THREE.MeshLambertMaterial( props );
				break;

		}

		return this.material;

	};

	function Surface ( effect ) {

		this.effect = effect;
		this.init_from = null;
		this.format = null;

	}

	Surface.prototype.parse = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'init_from':

					this.init_from = child.textContent;
					break;

				case 'format':

					this.format = child.textContent;
					break;

				default:

					console.log( "unhandled Surface prop: " + child.nodeName );
					break;

			}

		}

		return this;

	};

	function Sampler2D ( effect ) {

		this.effect = effect;
		this.source = null;
		this.wrap_s = null;
		this.wrap_t = null;
		this.minfilter = null;
		this.magfilter = null;
		this.mipfilter = null;

	}

	Sampler2D.prototype.parse = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'source':

					this.source = child.textContent;
					break;

				case 'minfilter':

					this.minfilter = child.textContent;
					break;

				case 'magfilter':

					this.magfilter = child.textContent;
					break;

				case 'mipfilter':

					this.mipfilter = child.textContent;
					break;

				case 'wrap_s':

					this.wrap_s = child.textContent;
					break;

				case 'wrap_t':

					this.wrap_t = child.textContent;
					break;

				default:

					console.log( "unhandled Sampler2D prop: " + child.nodeName );
					break;

			}

		}

		return this;

	};

	function Effect () {

		this.id = "";
		this.name = "";
		this.shader = null;
		this.surface = {};
		this.sampler = {};

	}

	Effect.prototype.create = function () {

		if ( this.shader === null ) {

			return null;

		}

	};

	Effect.prototype.parse = function ( element ) {

		this.id = element.getAttribute( 'id' );
		this.name = element.getAttribute( 'name' );

		extractDoubleSided( this, element );

		this.shader = null;

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'profile_COMMON':

					this.parseTechnique( this.parseProfileCOMMON( child ) );
					break;

				default:
					break;

			}

		}

		return this;

	};

	Effect.prototype.parseNewparam = function ( element ) {

		var sid = element.getAttribute( 'sid' );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'surface':

					this.surface[sid] = ( new Surface( this ) ).parse( child );
					break;

				case 'sampler2D':

					this.sampler[sid] = ( new Sampler2D( this ) ).parse( child );
					break;

				case 'extra':

					break;

				default:

					console.log( child.nodeName );
					break;

			}

		}

	};

	Effect.prototype.parseProfileCOMMON = function ( element ) {

		var technique;

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'profile_COMMON':

					this.parseProfileCOMMON( child );
					break;

				case 'technique':

					technique = child;
					break;

				case 'newparam':

					this.parseNewparam( child );
					break;

				case 'image':

					var _image = ( new _Image() ).parse( child );
					images[ _image.id ] = _image;
					break;

				case 'extra':
					break;

				default:

					console.log( child.nodeName );
					break;

			}

		}

		return technique;

	};

	Effect.prototype.parseTechnique = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'constant':
				case 'lambert':
				case 'blinn':
				case 'phong':

					this.shader = ( new Shader( child.nodeName, this ) ).parse( child );
					break;
				case 'extra':
					this.parseExtra(child);
					break;
				default:
					break;

			}

		}

	};

	Effect.prototype.parseExtra = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'technique':
					this.parseExtraTechnique( child );
					break;
				default:
					break;

			}

		}

	};

	Effect.prototype.parseExtraTechnique = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[i];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'bump':
					this.shader.parse( element );
					break;
				default:
					break;

			}

		}

	};

	function InstanceEffect () {

		this.url = "";

	}

	InstanceEffect.prototype.parse = function ( element ) {

		this.url = element.getAttribute( 'url' ).replace( /^#/, '' );
		return this;

	};

	function Animation() {

		this.id = "";
		this.name = "";
		this.source = {};
		this.sampler = [];
		this.channel = [];

	}

	Animation.prototype.parse = function ( element ) {

		this.id = element.getAttribute( 'id' );
		this.name = element.getAttribute( 'name' );
		this.source = {};

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'animation':

					var anim = ( new Animation() ).parse( child );

					for ( var src in anim.source ) {

						this.source[ src ] = anim.source[ src ];

					}

					for ( var j = 0; j < anim.channel.length; j ++ ) {

						this.channel.push( anim.channel[ j ] );
						this.sampler.push( anim.sampler[ j ] );

					}

					break;

				case 'source':

					var src = ( new Source() ).parse( child );
					this.source[ src.id ] = src;
					break;

				case 'sampler':

					this.sampler.push( ( new Sampler( this ) ).parse( child ) );
					break;

				case 'channel':

					this.channel.push( ( new Channel( this ) ).parse( child ) );
					break;

				default:
					break;

			}

		}

		return this;

	};

	function Channel( animation ) {

		this.animation = animation;
		this.source = "";
		this.target = "";
		this.fullSid = null;
		this.sid = null;
		this.dotSyntax = null;
		this.arrSyntax = null;
		this.arrIndices = null;
		this.member = null;

	}

	Channel.prototype.parse = function ( element ) {

		this.source = element.getAttribute( 'source' ).replace( /^#/, '' );
		this.target = element.getAttribute( 'target' );

		var parts = this.target.split( '/' );

		var id = parts.shift();
		var sid = parts.shift();

		var dotSyntax = ( sid.indexOf(".") >= 0 );
		var arrSyntax = ( sid.indexOf("(") >= 0 );

		if ( dotSyntax ) {

			parts = sid.split(".");
			this.sid = parts.shift();
			this.member = parts.shift();

		} else if ( arrSyntax ) {

			var arrIndices = sid.split("(");
			this.sid = arrIndices.shift();

			for (var j = 0; j < arrIndices.length; j ++ ) {

				arrIndices[j] = parseInt( arrIndices[j].replace(/\)/, '') );

			}

			this.arrIndices = arrIndices;

		} else {

			this.sid = sid;

		}

		this.fullSid = sid;
		this.dotSyntax = dotSyntax;
		this.arrSyntax = arrSyntax;

		return this;

	};

	function Sampler ( animation ) {

		this.id = "";
		this.animation = animation;
		this.inputs = [];
		this.input = null;
		this.output = null;
		this.strideOut = null;
		this.interpolation = null;
		this.startTime = null;
		this.endTime = null;
		this.duration = 0;

	}

	Sampler.prototype.parse = function ( element ) {

		this.id = element.getAttribute( 'id' );
		this.inputs = [];

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'input':

					this.inputs.push( (new Input()).parse( child ) );
					break;

				default:
					break;

			}

		}

		return this;

	};

	Sampler.prototype.create = function () {

		for ( var i = 0; i < this.inputs.length; i ++ ) {

			var input = this.inputs[ i ];
			var source = this.animation.source[ input.source ];

			switch ( input.semantic ) {

				case 'INPUT':

					this.input = source.read();
					break;

				case 'OUTPUT':

					this.output = source.read();
					this.strideOut = source.accessor.stride;
					break;

				case 'INTERPOLATION':

					this.interpolation = source.read();
					break;

				case 'IN_TANGENT':

					break;

				case 'OUT_TANGENT':

					break;

				default:

					console.log(input.semantic);
					break;

			}

		}

		this.startTime = 0;
		this.endTime = 0;
		this.duration = 0;

		if ( this.input.length ) {

			this.startTime = 100000000;
			this.endTime = -100000000;

			for ( var i = 0; i < this.input.length; i ++ ) {

				this.startTime = Math.min( this.startTime, this.input[ i ] );
				this.endTime = Math.max( this.endTime, this.input[ i ] );

			}

			this.duration = this.endTime - this.startTime;

		}

	};

	Sampler.prototype.getData = function ( type, ndx, member ) {

		var data;

		if ( type === 'matrix' && this.strideOut === 16 ) {

			data = this.output[ ndx ];

		} else if ( this.strideOut > 1 ) {

			data = [];
			ndx *= this.strideOut;

			for ( var i = 0; i < this.strideOut; ++ i ) {

				data[ i ] = this.output[ ndx + i ];

			}

			if ( this.strideOut === 3 ) {

				switch ( type ) {

					case 'rotate':
					case 'translate':

						fixCoords( data, -1 );
						break;

					case 'scale':

						fixCoords( data, 1 );
						break;

				}

			} else if ( this.strideOut === 4 && type === 'matrix' ) {

				fixCoords( data, -1 );

			}

		} else {

			data = this.output[ ndx ];

			if ( member && type === 'translate' ) {
				data = getConvertedTranslation( member, data );
			}

		}

		return data;

	};

	function Key ( time ) {

		this.targets = [];
		this.time = time;

	}

	Key.prototype.addTarget = function ( fullSid, transform, member, data ) {

		this.targets.push( {
			sid: fullSid,
			member: member,
			transform: transform,
			data: data
		} );

	};

	Key.prototype.apply = function ( opt_sid ) {

		for ( var i = 0; i < this.targets.length; ++ i ) {

			var target = this.targets[ i ];

			if ( !opt_sid || target.sid === opt_sid ) {

				target.transform.update( target.data, target.member );

			}

		}

	};

	Key.prototype.getTarget = function ( fullSid ) {

		for ( var i = 0; i < this.targets.length; ++ i ) {

			if ( this.targets[ i ].sid === fullSid ) {

				return this.targets[ i ];

			}

		}

		return null;

	};

	Key.prototype.hasTarget = function ( fullSid ) {

		for ( var i = 0; i < this.targets.length; ++ i ) {

			if ( this.targets[ i ].sid === fullSid ) {

				return true;

			}

		}

		return false;

	};

	// TODO: Currently only doing linear interpolation. Should support full COLLADA spec.
	Key.prototype.interpolate = function ( nextKey, time ) {

		for ( var i = 0, l = this.targets.length; i < l; i ++ ) {

			var target = this.targets[ i ],
				nextTarget = nextKey.getTarget( target.sid ),
				data;

			if ( target.transform.type !== 'matrix' && nextTarget ) {

				var scale = ( time - this.time ) / ( nextKey.time - this.time ),
					nextData = nextTarget.data,
					prevData = target.data;

				if ( scale < 0 ) scale = 0;
				if ( scale > 1 ) scale = 1;

				if ( prevData.length ) {

					data = [];

					for ( var j = 0; j < prevData.length; ++ j ) {

						data[ j ] = prevData[ j ] + ( nextData[ j ] - prevData[ j ] ) * scale;

					}

				} else {

					data = prevData + ( nextData - prevData ) * scale;

				}

			} else {

				data = target.data;

			}

			target.transform.update( data, target.member );

		}

	};

	// Camera
	function Camera() {

		this.id = "";
		this.name = "";
		this.technique = "";

	}

	Camera.prototype.parse = function ( element ) {

		this.id = element.getAttribute( 'id' );
		this.name = element.getAttribute( 'name' );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'optics':

					this.parseOptics( child );
					break;

				default:
					break;

			}

		}

		return this;

	};

	Camera.prototype.parseOptics = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			if ( element.childNodes[ i ].nodeName === 'technique_common' ) {

				var technique = element.childNodes[ i ];

				for ( var j = 0; j < technique.childNodes.length; j ++ ) {

					this.technique = technique.childNodes[ j ].nodeName;

					if ( this.technique === 'perspective' ) {

						var perspective = technique.childNodes[ j ];

						for ( var k = 0; k < perspective.childNodes.length; k ++ ) {

							var param = perspective.childNodes[ k ];

							switch ( param.nodeName ) {

								case 'yfov':
									this.yfov = param.textContent;
									break;
								case 'xfov':
									this.xfov = param.textContent;
									break;
								case 'znear':
									this.znear = param.textContent;
									break;
								case 'zfar':
									this.zfar = param.textContent;
									break;
								case 'aspect_ratio':
									this.aspect_ratio = param.textContent;
									break;

							}

						}

					} else if ( this.technique === 'orthographic' ) {

						var orthographic = technique.childNodes[ j ];

						for ( var k = 0; k < orthographic.childNodes.length; k ++ ) {

							var param = orthographic.childNodes[ k ];

							switch ( param.nodeName ) {

								case 'xmag':
									this.xmag = param.textContent;
									break;
								case 'ymag':
									this.ymag = param.textContent;
									break;
								case 'znear':
									this.znear = param.textContent;
									break;
								case 'zfar':
									this.zfar = param.textContent;
									break;
								case 'aspect_ratio':
									this.aspect_ratio = param.textContent;
									break;

							}

						}

					}

				}

			}

		}

		return this;

	};

	function InstanceCamera() {

		this.url = "";

	}

	InstanceCamera.prototype.parse = function ( element ) {

		this.url = element.getAttribute('url').replace(/^#/, '');

		return this;

	};

	// Light

	function Light() {

		this.id = "";
		this.name = "";
		this.technique = "";

	}

	Light.prototype.parse = function ( element ) {

		this.id = element.getAttribute( 'id' );
		this.name = element.getAttribute( 'name' );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'technique_common':

					this.parseCommon( child );
					break;

				case 'technique':

					this.parseTechnique( child );
					break;

				default:
					break;

			}

		}

		return this;

	};

	Light.prototype.parseCommon = function ( element ) {

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			switch ( element.childNodes[ i ].nodeName ) {

				case 'directional':
				case 'point':
				case 'spot':
				case 'ambient':

					this.technique = element.childNodes[ i ].nodeName;

					var light = element.childNodes[ i ];

					for ( var j = 0; j < light.childNodes.length; j ++ ) {

						var child = light.childNodes[j];

						switch ( child.nodeName ) {

							case 'color':

								var rgba = _floats( child.textContent );
								this.color = new THREE.Color(0);
								this.color.setRGB( rgba[0], rgba[1], rgba[2] );
								this.color.a = rgba[3];
								break;

							case 'falloff_angle':

								this.falloff_angle = parseFloat( child.textContent );
								break;

							case 'quadratic_attenuation':
								var f = parseFloat( child.textContent );
								this.distance = f ? Math.sqrt( 1 / f ) : 0;
						}

					}

			}

		}

		return this;

	};

	Light.prototype.parseTechnique = function ( element ) {

		this.profile = element.getAttribute( 'profile' );

		for ( var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];

			switch ( child.nodeName ) {

				case 'intensity':

					this.intensity = parseFloat(child.textContent);
					break;

			}

		}

		return this;

	};

	function InstanceLight() {

		this.url = "";

	}

	InstanceLight.prototype.parse = function ( element ) {

		this.url = element.getAttribute('url').replace(/^#/, '');

		return this;

	};

	function KinematicsModel( ) {

		this.id = '';
		this.name = '';
		this.joints = [];
		this.links = [];

	}

	KinematicsModel.prototype.parse = function( element ) {

		this.id = element.getAttribute('id');
		this.name = element.getAttribute('name');
		this.joints = [];
		this.links = [];

		for (var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'technique_common':

					this.parseCommon(child);
					break;

				default:
					break;

			}

		}

		return this;

	};

	KinematicsModel.prototype.parseCommon = function( element ) {

		for (var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( element.childNodes[ i ].nodeName ) {

				case 'joint':
					this.joints.push( (new Joint()).parse(child) );
					break;

				case 'link':
					this.links.push( (new Link()).parse(child) );
					break;

				default:
					break;

			}

		}

		return this;

	};

	function Joint( ) {

		this.sid = '';
		this.name = '';
		this.axis = new THREE.Vector3();
		this.limits = {
			min: 0,
			max: 0
		};
		this.type = '';
		this.static = false;
		this.zeroPosition = 0.0;
		this.middlePosition = 0.0;

	}

	Joint.prototype.parse = function( element ) {

		this.sid = element.getAttribute('sid');
		this.name = element.getAttribute('name');
		this.axis = new THREE.Vector3();
		this.limits = {
			min: 0,
			max: 0
		};
		this.type = '';
		this.static = false;
		this.zeroPosition = 0.0;
		this.middlePosition = 0.0;

		var axisElement = element.querySelector('axis');
		var _axis = _floats(axisElement.textContent);
		this.axis = getConvertedVec3(_axis, 0);

		var min = element.querySelector('limits min') ? parseFloat(element.querySelector('limits min').textContent) : -360;
		var max = element.querySelector('limits max') ? parseFloat(element.querySelector('limits max').textContent) : 360;

		this.limits = {
			min: min,
			max: max
		};

		var jointTypes = [ 'prismatic', 'revolute' ];
		for (var i = 0; i < jointTypes.length; i ++ ) {

			var type = jointTypes[ i ];

			var jointElement = element.querySelector(type);

			if ( jointElement ) {

				this.type = type;

			}

		}

		// if the min is equal to or somehow greater than the max, consider the joint static
		if ( this.limits.min >= this.limits.max ) {

			this.static = true;

		}

		this.middlePosition = (this.limits.min + this.limits.max) / 2.0;
		return this;

	};

	function Link( ) {

		this.sid = '';
		this.name = '';
		this.transforms = [];
		this.attachments = [];

	}

	Link.prototype.parse = function( element ) {

		this.sid = element.getAttribute('sid');
		this.name = element.getAttribute('name');
		this.transforms = [];
		this.attachments = [];

		for (var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'attachment_full':
					this.attachments.push( (new Attachment()).parse(child) );
					break;

				case 'rotate':
				case 'translate':
				case 'matrix':

					this.transforms.push( (new Transform()).parse(child) );
					break;

				default:

					break;

			}

		}

		return this;

	};

	function Attachment( ) {

		this.joint = '';
		this.transforms = [];
		this.links = [];

	}

	Attachment.prototype.parse = function( element ) {

		this.joint = element.getAttribute('joint').split('/').pop();
		this.links = [];

		for (var i = 0; i < element.childNodes.length; i ++ ) {

			var child = element.childNodes[ i ];
			if ( child.nodeType != 1 ) continue;

			switch ( child.nodeName ) {

				case 'link':
					this.links.push( (new Link()).parse(child) );
					break;

				case 'rotate':
				case 'translate':
				case 'matrix':

					this.transforms.push( (new Transform()).parse(child) );
					break;

				default:

					break;

			}

		}

		return this;

	};

	function _source( element ) {

		var id = element.getAttribute( 'id' );

		if ( sources[ id ] != undefined ) {

			return sources[ id ];

		}

		sources[ id ] = ( new Source(id )).parse( element );
		return sources[ id ];

	}

	function _nsResolver( nsPrefix ) {

		if ( nsPrefix === "dae" ) {

			return "http://www.collada.org/2005/11/COLLADASchema";

		}

		return null;

	}

	function _bools( str ) {

		var raw = _strings( str );
		var data = [];

		for ( var i = 0, l = raw.length; i < l; i ++ ) {

			data.push( (raw[i] === 'true' || raw[i] === '1') ? true : false );

		}

		return data;

	}

	function _floats( str ) {

		var raw = _strings(str);
		var data = [];

		for ( var i = 0, l = raw.length; i < l; i ++ ) {

			data.push( parseFloat( raw[ i ] ) );

		}

		return data;

	}

	function _ints( str ) {

		var raw = _strings( str );
		var data = [];

		for ( var i = 0, l = raw.length; i < l; i ++ ) {

			data.push( parseInt( raw[ i ], 10 ) );

		}

		return data;

	}

	function _strings( str ) {

		return ( str.length > 0 ) ? _trimString( str ).split( /\s+/ ) : [];

	}

	function _trimString( str ) {

		return str.replace( /^\s+/, "" ).replace( /\s+$/, "" );

	}

	function _attr_as_float( element, name, defaultValue ) {

		if ( element.hasAttribute( name ) ) {

			return parseFloat( element.getAttribute( name ) );

		} else {

			return defaultValue;

		}

	}

	function _attr_as_int( element, name, defaultValue ) {

		if ( element.hasAttribute( name ) ) {

			return parseInt( element.getAttribute( name ), 10) ;

		} else {

			return defaultValue;

		}

	}

	function _attr_as_string( element, name, defaultValue ) {

		if ( element.hasAttribute( name ) ) {

			return element.getAttribute( name );

		} else {

			return defaultValue;

		}

	}

	function _format_float( f, num ) {

		if ( f === undefined ) {

			var s = '0.';

			while ( s.length < num + 2 ) {

				s += '0';

			}

			return s;

		}

		num = num || 2;

		var parts = f.toString().split( '.' );
		parts[ 1 ] = parts.length > 1 ? parts[ 1 ].substr( 0, num ) : "0";

		while ( parts[ 1 ].length < num ) {

			parts[ 1 ] += '0';

		}

		return parts.join( '.' );

	}

	function loadTextureImage ( texture, url ) {

		var loader = new THREE.ImageLoader();

		loader.load( url, function ( image ) {

			texture.image = image;
			texture.needsUpdate = true;

		} );

	}

	function extractDoubleSided( obj, element ) {

		obj.doubleSided = false;

		var node = element.querySelectorAll('extra double_sided')[0];

		if ( node ) {

			if ( node && parseInt( node.textContent, 10 ) === 1 ) {

				obj.doubleSided = true;

			}

		}

	}

	// Up axis conversion

	function setUpConversion() {

		if ( options.convertUpAxis !== true || colladaUp === options.upAxis ) {

			upConversion = null;

		} else {

			switch ( colladaUp ) {

				case 'X':

					upConversion = options.upAxis === 'Y' ? 'XtoY' : 'XtoZ';
					break;

				case 'Y':

					upConversion = options.upAxis === 'X' ? 'YtoX' : 'YtoZ';
					break;

				case 'Z':

					upConversion = options.upAxis === 'X' ? 'ZtoX' : 'ZtoY';
					break;

			}

		}

	}

	function fixCoords( data, sign ) {

		if ( options.convertUpAxis !== true || colladaUp === options.upAxis ) {

			return;

		}

		switch ( upConversion ) {

			case 'XtoY':

				var tmp = data[ 0 ];
				data[ 0 ] = sign * data[ 1 ];
				data[ 1 ] = tmp;
				break;

			case 'XtoZ':

				var tmp = data[ 2 ];
				data[ 2 ] = data[ 1 ];
				data[ 1 ] = data[ 0 ];
				data[ 0 ] = tmp;
				break;

			case 'YtoX':

				var tmp = data[ 0 ];
				data[ 0 ] = data[ 1 ];
				data[ 1 ] = sign * tmp;
				break;

			case 'YtoZ':

				var tmp = data[ 1 ];
				data[ 1 ] = sign * data[ 2 ];
				data[ 2 ] = tmp;
				break;

			case 'ZtoX':

				var tmp = data[ 0 ];
				data[ 0 ] = data[ 1 ];
				data[ 1 ] = data[ 2 ];
				data[ 2 ] = tmp;
				break;

			case 'ZtoY':

				var tmp = data[ 1 ];
				data[ 1 ] = data[ 2 ];
				data[ 2 ] = sign * tmp;
				break;

		}

	}

	function getConvertedTranslation( axis, data ) {

		if ( options.convertUpAxis !== true || colladaUp === options.upAxis ) {

			return data;

		}

		switch ( axis ) {
			case 'X':
				data = upConversion === 'XtoY' ? data * -1 : data;
				break;
			case 'Y':
				data = upConversion === 'YtoZ' || upConversion === 'YtoX' ? data * -1 : data;
				break;
			case 'Z':
				data = upConversion === 'ZtoY' ? data * -1 : data ;
				break;
			default:
				break;
		}

		return data;
	}

	function getConvertedVec3( data, offset ) {

		var arr = [ data[ offset ], data[ offset + 1 ], data[ offset + 2 ] ];
		fixCoords( arr, -1 );
		return new THREE.Vector3( arr[ 0 ], arr[ 1 ], arr[ 2 ] );

	}

	function getConvertedMat4( data ) {

		if ( options.convertUpAxis ) {

			// First fix rotation and scale

			// Columns first
			var arr = [ data[ 0 ], data[ 4 ], data[ 8 ] ];
			fixCoords( arr, -1 );
			data[ 0 ] = arr[ 0 ];
			data[ 4 ] = arr[ 1 ];
			data[ 8 ] = arr[ 2 ];
			arr = [ data[ 1 ], data[ 5 ], data[ 9 ] ];
			fixCoords( arr, -1 );
			data[ 1 ] = arr[ 0 ];
			data[ 5 ] = arr[ 1 ];
			data[ 9 ] = arr[ 2 ];
			arr = [ data[ 2 ], data[ 6 ], data[ 10 ] ];
			fixCoords( arr, -1 );
			data[ 2 ] = arr[ 0 ];
			data[ 6 ] = arr[ 1 ];
			data[ 10 ] = arr[ 2 ];
			// Rows second
			arr = [ data[ 0 ], data[ 1 ], data[ 2 ] ];
			fixCoords( arr, -1 );
			data[ 0 ] = arr[ 0 ];
			data[ 1 ] = arr[ 1 ];
			data[ 2 ] = arr[ 2 ];
			arr = [ data[ 4 ], data[ 5 ], data[ 6 ] ];
			fixCoords( arr, -1 );
			data[ 4 ] = arr[ 0 ];
			data[ 5 ] = arr[ 1 ];
			data[ 6 ] = arr[ 2 ];
			arr = [ data[ 8 ], data[ 9 ], data[ 10 ] ];
			fixCoords( arr, -1 );
			data[ 8 ] = arr[ 0 ];
			data[ 9 ] = arr[ 1 ];
			data[ 10 ] = arr[ 2 ];

			// Now fix translation
			arr = [ data[ 3 ], data[ 7 ], data[ 11 ] ];
			fixCoords( arr, -1 );
			data[ 3 ] = arr[ 0 ];
			data[ 7 ] = arr[ 1 ];
			data[ 11 ] = arr[ 2 ];

		}

		return new THREE.Matrix4().set(
			data[0], data[1], data[2], data[3],
			data[4], data[5], data[6], data[7],
			data[8], data[9], data[10], data[11],
			data[12], data[13], data[14], data[15]
			);

	}

	function getConvertedIndex( index ) {

		if ( index > -1 && index < 3 ) {

			var members = [ 'X', 'Y', 'Z' ],
				indices = { X: 0, Y: 1, Z: 2 };

			index = getConvertedMember( members[ index ] );
			index = indices[ index ];

		}

		return index;

	}

	function getConvertedMember( member ) {

		if ( options.convertUpAxis ) {

			switch ( member ) {

				case 'X':

					switch ( upConversion ) {

						case 'XtoY':
						case 'XtoZ':
						case 'YtoX':

							member = 'Y';
							break;

						case 'ZtoX':

							member = 'Z';
							break;

					}

					break;

				case 'Y':

					switch ( upConversion ) {

						case 'XtoY':
						case 'YtoX':
						case 'ZtoX':

							member = 'X';
							break;

						case 'XtoZ':
						case 'YtoZ':
						case 'ZtoY':

							member = 'Z';
							break;

					}

					break;

				case 'Z':

					switch ( upConversion ) {

						case 'XtoZ':

							member = 'X';
							break;

						case 'YtoZ':
						case 'ZtoX':
						case 'ZtoY':

							member = 'Y';
							break;

					}

					break;

			}

		}

		return member;

	}

	return {

		load: load,
		parse: parse,
		setPreferredShading: setPreferredShading,
		applySkin: applySkin,
		geometries : geometries,
		options: options

	};

};

},{}],45:[function(_dereq_,module,exports){
/**
 * @author Rich Tibbett / https://github.com/richtr
 * @author mrdoob / http://mrdoob.com/
 * @author Tony Parisi / http://www.tonyparisi.com/
 */

THREE.GLTFLoader = ( function () {

	function GLTFLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

	}

	GLTFLoader.prototype = {

		constructor: GLTFLoader,

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var path = this.path && ( typeof this.path === "string" ) ? this.path : THREE.Loader.prototype.extractUrlBase( url );

			var loader = new THREE.FileLoader( scope.manager );
			loader.load( url, function ( text ) {

				scope.parse( JSON.parse( text ), onLoad, path );

			}, onProgress, onError );

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;

		},

		setPath: function ( value ) {

			this.path = value;

		},

		parse: function ( json, callback, path ) {

			console.time( 'GLTFLoader' );

			var parser = new GLTFParser( json, {

				path: path || this.path,
				crossOrigin: !! this.crossOrigin

			} );

			parser.parse( function ( scene, cameras, animations ) {

				console.timeEnd( 'GLTFLoader' );

				var glTF = {
					"scene": scene,
					"cameras": cameras,
					"animations": animations
				};

				callback( glTF );

			} );

		}

	};

	/* GLTFREGISTRY */

	function GLTFRegistry() {

		var objects = {};

		return	{

			get: function ( key ) {

				return objects[ key ];

			},

			add: function ( key, object ) {

				objects[ key ] = object;

			},

			remove: function ( key ) {

				delete objects[ key ];

			},

			removeAll: function () {

				objects = {};

			},

			update: function ( scene, camera ) {

				for ( var name in objects ) {

					var object = objects[ name ];

					if ( object.update ) {

						object.update( scene, camera );

					}

				}

			}

		};

	}

	/* GLTFSHADERS */

	GLTFLoader.Shaders = new GLTFRegistry();

	/* GLTFSHADER */

	function GLTFShader( targetNode, allNodes ) {

		var boundUniforms = {};

		// bind each uniform to its source node

		var uniforms = targetNode.material.uniforms;

		for ( var uniformId in uniforms ) {

			var uniform = uniforms[ uniformId ];

			if ( uniform.semantic ) {

				var sourceNodeRef = uniform.node;

				var sourceNode = targetNode;

				if ( sourceNodeRef ) {

					sourceNode = allNodes[ sourceNodeRef ];

				}

				boundUniforms[ uniformId ] = {
					semantic: uniform.semantic,
					sourceNode: sourceNode,
					targetNode: targetNode,
					uniform: uniform
				};

			}

		}

		this.boundUniforms = boundUniforms;
		this._m4 = new THREE.Matrix4();

	}

	// Update - update all the uniform values
	GLTFShader.prototype.update = function ( scene, camera ) {

		// update scene graph

		scene.updateMatrixWorld();

		// update camera matrices and frustum

		camera.updateMatrixWorld();
		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		var boundUniforms = this.boundUniforms;

		for ( var name in boundUniforms ) {

			var boundUniform = boundUniforms[ name ];

			switch ( boundUniform.semantic ) {

				case "MODELVIEW":

					var m4 = boundUniform.uniform.value;
					m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
					break;

				case "MODELVIEWINVERSETRANSPOSE":

					var m3 = boundUniform.uniform.value;
					this._m4.multiplyMatrices( camera.matrixWorldInverse, boundUniform.sourceNode.matrixWorld );
					m3.getNormalMatrix( this._m4 );
					break;

				case "PROJECTION":

					var m4 = boundUniform.uniform.value;
					m4.copy( camera.projectionMatrix );
					break;

				case "JOINTMATRIX":

					var m4v = boundUniform.uniform.value;

					for ( var mi = 0; mi < m4v.length; mi ++ ) {

						// So it goes like this:
						// SkinnedMesh world matrix is already baked into MODELVIEW;
						// transform joints to local space,
						// then transform using joint's inverse
						m4v[ mi ]
							.getInverse( boundUniform.sourceNode.matrixWorld )
							.multiply( boundUniform.targetNode.skeleton.bones[ mi ].matrixWorld )
							.multiply( boundUniform.targetNode.skeleton.boneInverses[ mi ] )
							.multiply( boundUniform.targetNode.bindMatrix );

					}

					break;

				default :

					console.warn( "Unhandled shader semantic: " + boundUniform.semantic );
					break;

			}

		}

	};


	/* ANIMATION */

	GLTFLoader.Animations = {

		update: function () {

			console.warn( 'THREE.GLTFLoader.Animation has been deprecated. Use THREE.AnimationMixer instead.' );

		}

	};

	function createAnimation( name, interps ) {

		var tracks = [];

		for ( var i = 0, len = interps.length; i < len; i ++ ) {

			var interp = interps[ i ];

			// KeyframeTrack.optimize() will modify given 'times' and 'values'
			// buffers before creating a truncated copy to keep. Because buffers may
			// be reused by other tracks, make copies here.
			interp.times = THREE.AnimationUtils.arraySlice( interp.times, 0 );
			interp.values = THREE.AnimationUtils.arraySlice( interp.values, 0 );

			interp.target.updateMatrix();
			interp.target.matrixAutoUpdate = true;

			tracks.push( new THREE.KeyframeTrack(
				interp.name,
				interp.times,
				interp.values,
				interp.type
			) );

		}

		return new THREE.AnimationClip( name, undefined, tracks );

	}

	/*********************************/
	/********** INTERNALS ************/
	/*********************************/

	/* CONSTANTS */

	var WEBGL_CONSTANTS = {
		FLOAT: 5126,
		//FLOAT_MAT2: 35674,
		FLOAT_MAT3: 35675,
		FLOAT_MAT4: 35676,
		FLOAT_VEC2: 35664,
		FLOAT_VEC3: 35665,
		FLOAT_VEC4: 35666,
		LINEAR: 9729,
		REPEAT: 10497,
		SAMPLER_2D: 35678,
		TRIANGLES: 4,
		UNSIGNED_BYTE: 5121,
		UNSIGNED_SHORT: 5123,

		VERTEX_SHADER: 35633,
		FRAGMENT_SHADER: 35632
	};

	var WEBGL_TYPE = {
		5126: Number,
		//35674: THREE.Matrix2,
		35675: THREE.Matrix3,
		35676: THREE.Matrix4,
		35664: THREE.Vector2,
		35665: THREE.Vector3,
		35666: THREE.Vector4,
		35678: THREE.Texture
	};

	var WEBGL_COMPONENT_TYPES = {
		5120: Int8Array,
		5121: Uint8Array,
		5122: Int16Array,
		5123: Uint16Array,
		5125: Uint32Array,
		5126: Float32Array
	};

	var WEBGL_FILTERS = {
		9728: THREE.NearestFilter,
		9729: THREE.LinearFilter,
		9984: THREE.NearestMipMapNearestFilter,
		9985: THREE.LinearMipMapNearestFilter,
		9986: THREE.NearestMipMapLinearFilter,
		9987: THREE.LinearMipMapLinearFilter
	};

	var WEBGL_WRAPPINGS = {
		33071: THREE.ClampToEdgeWrapping,
		33648: THREE.MirroredRepeatWrapping,
		10497: THREE.RepeatWrapping
	};

	var WEBGL_TYPE_SIZES = {
		'SCALAR': 1,
		'VEC2': 2,
		'VEC3': 3,
		'VEC4': 4,
		'MAT2': 4,
		'MAT3': 9,
		'MAT4': 16
	};

	var PATH_PROPERTIES = {
		scale: 'scale',
		translation: 'position',
		rotation: 'quaternion'
	};

	var INTERPOLATION = {
		LINEAR: THREE.InterpolateLinear,
		STEP: THREE.InterpolateDiscrete
	};

	/* UTILITY FUNCTIONS */

	function _each( object, callback, thisObj ) {

		if ( !object ) {
			return Promise.resolve();
		}

		var results;
		var fns = [];

		if ( Object.prototype.toString.call( object ) === '[object Array]' ) {

			results = [];

			var length = object.length;
			for ( var idx = 0; idx < length; idx ++ ) {
				var value = callback.call( thisObj || this, object[ idx ], idx );
				if ( value ) {
					fns.push( value );
					if ( value instanceof Promise ) {
						value.then( function( key, value ) {
							results[ idx ] = value;
						}.bind( this, key ));
					} else {
						results[ idx ] = value;
					}
				}
			}

		} else {

			results = {};

			for ( var key in object ) {
				if ( object.hasOwnProperty( key ) ) {
					var value = callback.call( thisObj || this, object[ key ], key );
					if ( value ) {
						fns.push( value );
						if ( value instanceof Promise ) {
							value.then( function( key, value ) {
								results[ key ] = value;
							}.bind( this, key ));
						} else {
							results[ key ] = value;
						}
					}
				}
			}

		}

		return Promise.all( fns ).then( function() {
			return results;
		});

	}

	function resolveURL( url, path ) {

		// Invalid URL
		if ( typeof url !== 'string' || url === '' )
			return '';

		// Absolute URL
		if ( /^https?:\/\//i.test( url ) ) {

			return url;

		}

		// Data URI
		if ( /^data:.*,.*$/i.test( url ) ) {

			return url;

		}

		// Relative URL
		return ( path || '' ) + url;

	}

	// Three.js seems too dependent on attribute names so globally
	// replace those in the shader code
	function replaceTHREEShaderAttributes( shaderText, technique ) {

		// Expected technique attributes
		var attributes = {};

		for ( var attributeId in technique.attributes ) {

			var pname = technique.attributes[ attributeId ];

			var param = technique.parameters[ pname ];
			var atype = param.type;
			var semantic = param.semantic;

			attributes[ attributeId ] = {
				type: atype,
				semantic: semantic
			};

		}

		// Figure out which attributes to change in technique

		var shaderParams = technique.parameters;
		var shaderAttributes = technique.attributes;
		var params = {};

		for ( var attributeId in attributes ) {

			var pname = shaderAttributes[ attributeId ];
			var shaderParam = shaderParams[ pname ];
			var semantic = shaderParam.semantic;
			if ( semantic ) {

				params[ attributeId ] = shaderParam;

			}

		}

		for ( var pname in params ) {

			var param = params[ pname ];
			var semantic = param.semantic;

			var regEx = new RegExp( "\\b" + pname + "\\b", "g" );

			switch ( semantic ) {

				case "POSITION":

					shaderText = shaderText.replace( regEx, 'position' );
					break;

				case "NORMAL":

					shaderText = shaderText.replace( regEx, 'normal' );
					break;

				case 'TEXCOORD_0':
				case 'TEXCOORD0':
				case 'TEXCOORD':

					shaderText = shaderText.replace( regEx, 'uv' );
					break;

				case "WEIGHT":

					shaderText = shaderText.replace( regEx, 'skinWeight' );
					break;

				case "JOINT":

					shaderText = shaderText.replace( regEx, 'skinIndex' );
					break;

			}

		}

		return shaderText;

	}

	// Deferred constructor for RawShaderMaterial types
	function DeferredShaderMaterial( params ) {

		this.isDeferredShaderMaterial = true;

		this.params = params;

	}

	DeferredShaderMaterial.prototype.create = function () {

		var uniforms = THREE.UniformsUtils.clone( this.params.uniforms );

		for ( var uniformId in this.params.uniforms ) {

			var originalUniform = this.params.uniforms[ uniformId ];

			if ( originalUniform.value instanceof THREE.Texture ) {

				uniforms[ uniformId ].value = originalUniform.value;
				uniforms[ uniformId ].value.needsUpdate = true;

			}

			uniforms[ uniformId ].semantic = originalUniform.semantic;
			uniforms[ uniformId ].node = originalUniform.node;

		}

		this.params.uniforms = uniforms;

		return new THREE.RawShaderMaterial( this.params );

	};

	/* GLTF PARSER */

	function GLTFParser( json, options ) {

		this.json = json || {};
		this.options = options || {};

		// loader object cache
		this.cache = new GLTFRegistry();

	}

	GLTFParser.prototype._withDependencies = function ( dependencies ) {

		var _dependencies = {};

		for ( var i = 0; i < dependencies.length; i ++ ) {

			var dependency = dependencies[ i ];
			var fnName = "load" + dependency.charAt( 0 ).toUpperCase() + dependency.slice( 1 );

			var cached = this.cache.get( dependency );

			if ( cached !== undefined ) {

				_dependencies[ dependency ] = cached;

			} else if ( this[ fnName ] ) {

				var fn = this[ fnName ]();
				this.cache.add( dependency, fn );

				_dependencies[ dependency ] = fn;

			}

		}

		return _each( _dependencies, function ( dependency ) {

			return dependency;

		} );

	};

	GLTFParser.prototype.parse = function ( callback ) {

		var json = this.json;

		// Clear the loader cache
		this.cache.removeAll();

		// Fire the callback on complete
		this._withDependencies( [

			"scenes",
			"cameras",
			"animations"

		] ).then( function ( dependencies ) {

			var scene = dependencies.scenes[ json.scene ];

			var cameras = [];

			for ( var name in dependencies.cameras ) {

				var camera = dependencies.cameras[ name ];
				cameras.push( camera );

			}

			var animations = [];

			for ( var name in dependencies.animations ) {

				animations.push( dependencies.animations[ name ] );

			}

			callback( scene, cameras, animations );

		} );

	};

	GLTFParser.prototype.loadShaders = function () {

		var json = this.json;
		var options = this.options;

		return _each( json.shaders, function ( shader ) {

			return new Promise( function ( resolve ) {

				var loader = new THREE.FileLoader();
				loader.responseType = 'text';
				loader.load( resolveURL( shader.uri, options.path ), function ( shaderText ) {

					resolve( shaderText );

				} );

			} );

		} );

	};

	GLTFParser.prototype.loadBuffers = function () {

		var json = this.json;
		var options = this.options;

		return _each( json.buffers, function ( buffer ) {

			if ( buffer.type === 'arraybuffer' ) {

				return new Promise( function ( resolve ) {

					var loader = new THREE.FileLoader();
					loader.responseType = 'arraybuffer';
					loader.load( resolveURL( buffer.uri, options.path ), function ( buffer ) {

						resolve( buffer );

					} );

				} );

			}

		} );

	};

	GLTFParser.prototype.loadBufferViews = function () {

		var json = this.json;

		return this._withDependencies( [

			"buffers"

		] ).then( function ( dependencies ) {

			return _each( json.bufferViews, function ( bufferView ) {

				var arraybuffer = dependencies.buffers[ bufferView.buffer ];

				return arraybuffer.slice( bufferView.byteOffset, bufferView.byteOffset + bufferView.byteLength );

			} );

		} );

	};

	GLTFParser.prototype.loadAccessors = function () {

		var json = this.json;

		return this._withDependencies( [

			"bufferViews"

		] ).then( function ( dependencies ) {

			return _each( json.accessors, function ( accessor ) {

				var arraybuffer = dependencies.bufferViews[ accessor.bufferView ];
				var itemSize = WEBGL_TYPE_SIZES[ accessor.type ];
				var TypedArray = WEBGL_COMPONENT_TYPES[ accessor.componentType ];

				// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.
				var elementBytes = TypedArray.BYTES_PER_ELEMENT;
				var itemBytes = elementBytes * itemSize;

				// The buffer is not interleaved if the stride is the item size in bytes.
				if ( accessor.byteStride && accessor.byteStride !== itemBytes ) {

					// Use the full buffer if it's interleaved.
					var array = new TypedArray( arraybuffer );

					// Integer parameters to IB/IBA are in array elements, not bytes.
					var ib = new THREE.InterleavedBuffer( array, accessor.byteStride / elementBytes );

					return new THREE.InterleavedBufferAttribute( ib, itemSize, accessor.byteOffset / elementBytes );

				} else {

					array = new TypedArray( arraybuffer, accessor.byteOffset, accessor.count * itemSize );

					return new THREE.BufferAttribute( array, itemSize );

				}

			} );

		} );

	};

	GLTFParser.prototype.loadTextures = function () {

		var json = this.json;
		var options = this.options;

		return _each( json.textures, function ( texture ) {

			if ( texture.source ) {

				return new Promise( function ( resolve ) {

					var source = json.images[ texture.source ];

					var textureLoader = THREE.Loader.Handlers.get( source.uri );

					if ( textureLoader === null ) {

						textureLoader = new THREE.TextureLoader();

					}

					textureLoader.crossOrigin = options.crossOrigin || false;

					textureLoader.load( resolveURL( source.uri, options.path ), function ( _texture ) {

						_texture.flipY = false;

						if ( texture.sampler ) {

							var sampler = json.samplers[ texture.sampler ];

							_texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ];
							_texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ];
							_texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ];
							_texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ];

						}

						resolve( _texture );

					}, undefined, function () {

						resolve();

					} );

				} );

			}

		} );

	};

	GLTFParser.prototype.loadMaterials = function () {

		var json = this.json;

		return this._withDependencies( [

			"shaders",
			"textures"

		] ).then( function ( dependencies ) {

			return _each( json.materials, function ( material ) {

				var materialType;
				var materialValues = {};
				var materialParams = {};

				var khr_material;

				if ( material.extensions && material.extensions.KHR_materials_common ) {

					khr_material = material.extensions.KHR_materials_common;

				} else if ( json.extensions && json.extensions.KHR_materials_common ) {

					khr_material = json.extensions.KHR_materials_common;

				}

				if ( khr_material ) {

					switch ( khr_material.technique ) {

						case 'BLINN' :
						case 'PHONG' :
							materialType = THREE.MeshPhongMaterial;
							break;

						case 'LAMBERT' :
							materialType = THREE.MeshLambertMaterial;
							break;

						case 'CONSTANT' :
						default :
							materialType = THREE.MeshBasicMaterial;
							break;

					}

					Object.assign( materialValues, khr_material.values );

					if ( khr_material.doubleSided || materialValues.doubleSided ) {

						materialParams.side = THREE.DoubleSide;

					}

					if ( khr_material.transparent || materialValues.transparent ) {

						materialParams.transparent = true;
						materialParams.opacity = ( materialValues.transparency !== undefined ) ? materialValues.transparency : 1;

					}

				} else if ( material.technique === undefined ) {

					materialType = THREE.MeshPhongMaterial;

					Object.assign( materialValues, material.values );

				} else {

					materialType = DeferredShaderMaterial;

					var technique = json.techniques[ material.technique ];

					materialParams.uniforms = {};

					var program = json.programs[ technique.program ];

					if ( program ) {

						materialParams.fragmentShader = dependencies.shaders[ program.fragmentShader ];

						if ( ! materialParams.fragmentShader ) {

							console.warn( "ERROR: Missing fragment shader definition:", program.fragmentShader );
							materialType = THREE.MeshPhongMaterial;

						}

						var vertexShader = dependencies.shaders[ program.vertexShader ];

						if ( ! vertexShader ) {

							console.warn( "ERROR: Missing vertex shader definition:", program.vertexShader );
							materialType = THREE.MeshPhongMaterial;

						}

						// IMPORTANT: FIX VERTEX SHADER ATTRIBUTE DEFINITIONS
						materialParams.vertexShader = replaceTHREEShaderAttributes( vertexShader, technique );

						var uniforms = technique.uniforms;

						for ( var uniformId in uniforms ) {

							var pname = uniforms[ uniformId ];
							var shaderParam = technique.parameters[ pname ];

							var ptype = shaderParam.type;

							if ( WEBGL_TYPE[ ptype ] ) {

								var pcount = shaderParam.count;
								var value = material.values[ pname ];

								var uvalue = new WEBGL_TYPE[ ptype ]();
								var usemantic = shaderParam.semantic;
								var unode = shaderParam.node;

								switch ( ptype ) {

									case WEBGL_CONSTANTS.FLOAT:

										uvalue = shaderParam.value;

										if ( pname == "transparency" ) {

											materialParams.transparent = true;

										}

										if ( value !== undefined ) {

											uvalue = value;

										}

										break;

									case WEBGL_CONSTANTS.FLOAT_VEC2:
									case WEBGL_CONSTANTS.FLOAT_VEC3:
									case WEBGL_CONSTANTS.FLOAT_VEC4:
									case WEBGL_CONSTANTS.FLOAT_MAT3:

										if ( shaderParam && shaderParam.value ) {

											uvalue.fromArray( shaderParam.value );

										}

										if ( value ) {

											uvalue.fromArray( value );

										}

										break;

									case WEBGL_CONSTANTS.FLOAT_MAT2:

										// what to do?
										console.warn( "FLOAT_MAT2 is not a supported uniform type" );
										break;

									case WEBGL_CONSTANTS.FLOAT_MAT4:

										if ( pcount ) {

											uvalue = new Array( pcount );

											for ( var mi = 0; mi < pcount; mi ++ ) {

												uvalue[ mi ] = new WEBGL_TYPE[ ptype ]();

											}

											if ( shaderParam && shaderParam.value ) {

												var m4v = shaderParam.value;
												uvalue.fromArray( m4v );

											}

											if ( value ) {

												uvalue.fromArray( value );

											}

										}	else {

											if ( shaderParam && shaderParam.value ) {

												var m4 = shaderParam.value;
												uvalue.fromArray( m4 );

											}

											if ( value ) {

												uvalue.fromArray( value );

											}

										}

										break;

									case WEBGL_CONSTANTS.SAMPLER_2D:

										uvalue = value ? dependencies.textures[ value ] : null;

										break;

								}

								materialParams.uniforms[ uniformId ] = {
									value: uvalue,
									semantic: usemantic,
									node: unode
								};

							} else {

								throw new Error( "Unknown shader uniform param type: " + ptype );

							}

						}

					}

				}

				if ( Array.isArray( materialValues.diffuse ) ) {

					materialParams.color = new THREE.Color().fromArray( materialValues.diffuse );

				} else if ( typeof( materialValues.diffuse ) === 'string' ) {

					materialParams.map = dependencies.textures[ materialValues.diffuse ];

				}

				delete materialParams.diffuse;

				if ( typeof( materialValues.reflective ) === 'string' ) {

					materialParams.envMap = dependencies.textures[ materialValues.reflective ];

				}

				if ( typeof( materialValues.bump ) === 'string' ) {

					materialParams.bumpMap = dependencies.textures[ materialValues.bump ];

				}

				if ( Array.isArray( materialValues.emission ) ) {

					if ( materialType === THREE.MeshBasicMaterial ) {

						materialParams.color = new THREE.Color().fromArray( materialValues.emission );

					} else {

						materialParams.emissive = new THREE.Color().fromArray( materialValues.emission );

					}

				} else if ( typeof( materialValues.emission ) === 'string' ) {

					if ( materialType === THREE.MeshBasicMaterial ) {

						materialParams.map = dependencies.textures[ materialValues.emission ];

					} else {

						materialParams.emissiveMap = dependencies.textures[ materialValues.emission ];

					}

				}

				if ( Array.isArray( materialValues.specular ) ) {

					materialParams.specular = new THREE.Color().fromArray( materialValues.specular );

				} else if ( typeof( materialValues.specular ) === 'string' ) {

					materialParams.specularMap = dependencies.textures[ materialValues.specular ];

				}

				if ( materialValues.shininess !== undefined ) {

					materialParams.shininess = materialValues.shininess;

				}

				var _material = new materialType( materialParams );
				_material.name = material.name;

				return _material;

			} );

		} );

	};

	GLTFParser.prototype.loadMeshes = function () {

		var json = this.json;

		return this._withDependencies( [

			"accessors",
			"materials"

		] ).then( function ( dependencies ) {

			return _each( json.meshes, function ( mesh ) {

				var group = new THREE.Object3D();
				group.name = mesh.name;

				var primitives = mesh.primitives;

				for ( var name in primitives ) {

					var primitive = primitives[ name ];

					if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || primitive.mode === undefined ) {

						var geometry = new THREE.BufferGeometry();

						var attributes = primitive.attributes;

						for ( var attributeId in attributes ) {

							var attributeEntry = attributes[ attributeId ];

							if ( ! attributeEntry ) return;

							var bufferAttribute = dependencies.accessors[ attributeEntry ];

							switch ( attributeId ) {

								case 'POSITION':
									geometry.addAttribute( 'position', bufferAttribute );
									break;

								case 'NORMAL':
									geometry.addAttribute( 'normal', bufferAttribute );
									break;

								case 'TEXCOORD_0':
								case 'TEXCOORD0':
								case 'TEXCOORD':
									geometry.addAttribute( 'uv', bufferAttribute );
									break;

								case 'WEIGHT':
									geometry.addAttribute( 'skinWeight', bufferAttribute );
									break;

								case 'JOINT':
									geometry.addAttribute( 'skinIndex', bufferAttribute );
									break;

							}

						}

						if ( primitive.indices ) {

							var indexArray = dependencies.accessors[ primitive.indices ];

							geometry.setIndex( indexArray );

							var offset = {
								start: 0,
								index: 0,
								count: indexArray.count
							};

							geometry.groups.push( offset );

							geometry.computeBoundingSphere();

						}


						var material = dependencies.materials[ primitive.material ];

						var meshNode = new THREE.Mesh( geometry, material );
						meshNode.castShadow = true;

						group.add( meshNode );

					} else {

						console.warn( "Non-triangular primitives are not supported" );

					}

				}

				return group;

			} );

		} );

	};

	GLTFParser.prototype.loadCameras = function () {

		var json = this.json;

		return _each( json.cameras, function ( camera ) {

			if ( camera.type == "perspective" && camera.perspective ) {

				var yfov = camera.perspective.yfov;
				var xfov = camera.perspective.xfov;
				var aspect_ratio = camera.perspective.aspect_ratio || 1;

				// According to COLLADA spec...
				// aspect_ratio = xfov / yfov
				xfov = ( xfov === undefined && yfov ) ? yfov * aspect_ratio : xfov;

				// According to COLLADA spec...
				// aspect_ratio = xfov / yfov
				// yfov = ( yfov === undefined && xfov ) ? xfov / aspect_ratio : yfov;

				var _camera = new THREE.PerspectiveCamera( THREE.Math.radToDeg( xfov ), aspect_ratio, camera.perspective.znear || 1, camera.perspective.zfar || 2e6 );
				_camera.name = camera.name;

				return _camera;

			} else if ( camera.type == "orthographic" && camera.orthographic ) {

				var _camera = new THREE.OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, camera.orthographic.znear, camera.orthographic.zfar );
				_camera.name = camera.name;

				return _camera;

			}

		} );

	};

	GLTFParser.prototype.loadSkins = function () {

		var json = this.json;

		return this._withDependencies( [

			"accessors"

		] ).then( function ( dependencies ) {

			return _each( json.skins, function ( skin ) {

				var _skin = {
					bindShapeMatrix: new THREE.Matrix4().fromArray( skin.bindShapeMatrix ),
					jointNames: skin.jointNames,
					inverseBindMatrices: dependencies.accessors[ skin.inverseBindMatrices ]
				};

				return _skin;

			} );

		} );

	};

	GLTFParser.prototype.loadAnimations = function () {

		var json = this.json;

		return this._withDependencies( [

			"accessors",
			"nodes"

		] ).then( function ( dependencies ) {

			return _each( json.animations, function ( animation, animationId ) {

				var interps = [];

				for ( var channelId in animation.channels ) {

					var channel = animation.channels[ channelId ];
					var sampler = animation.samplers[ channel.sampler ];

					if ( sampler && animation.parameters ) {

						var target = channel.target;
						var name = target.id;
						var input = animation.parameters[ sampler.input ];
						var output = animation.parameters[ sampler.output ];

						var inputAccessor = dependencies.accessors[ input ];
						var outputAccessor = dependencies.accessors[ output ];

						var node = dependencies.nodes[ name ];

						if ( node ) {

							var interp = {
								times: inputAccessor.array,
								values: outputAccessor.array,
								target: node,
								type: INTERPOLATION[ sampler.interpolation ],
								name: node.name + '.' + PATH_PROPERTIES[ target.path ]
							};

							interps.push( interp );

						}

					}

				}

				return createAnimation( "animation_" + animationId, interps );

			} );

		} );

	};

	GLTFParser.prototype.loadNodes = function () {

		var json = this.json;
		var scope = this;

		return _each( json.nodes, function ( node ) {

			var matrix = new THREE.Matrix4();

			var _node;

			if ( node.jointName ) {

				_node = new THREE.Bone();
				_node.jointName = node.jointName;

			} else {

				_node = new THREE.Object3D();

			}

			_node.name = node.name;

			_node.matrixAutoUpdate = false;

			if ( node.matrix !== undefined ) {

				matrix.fromArray( node.matrix );
				_node.applyMatrix( matrix );

			} else {

				if ( node.translation !== undefined ) {

					_node.position.fromArray( node.translation );

				}

				if ( node.rotation !== undefined ) {

					_node.quaternion.fromArray( node.rotation );

				}

				if ( node.scale !== undefined ) {

					_node.scale.fromArray( node.scale );

				}

			}

			return _node;

		} ).then( function ( __nodes ) {

			return scope._withDependencies( [

				"meshes",
				"skins",
				"cameras",
				"extensions"

			] ).then( function ( dependencies ) {

				return _each( __nodes, function ( _node, nodeId ) {

					var node = json.nodes[ nodeId ];

					if ( node.meshes !== undefined ) {

						for ( var meshId in node.meshes ) {

							var mesh = node.meshes[ meshId ];
							var group = dependencies.meshes[ mesh ];

							for ( var childrenId in group.children ) {

								var child = group.children[ childrenId ];

								// clone Mesh to add to _node

								var originalMaterial = child.material;
								var originalGeometry = child.geometry;

								var material;

								if ( originalMaterial.isDeferredShaderMaterial ) {

									originalMaterial = material = originalMaterial.create();

								} else {

									material = originalMaterial;

								}

								child = new THREE.Mesh( originalGeometry, material );
								child.castShadow = true;

								var skinEntry;

								if ( node.skin ) {

									skinEntry = dependencies.skins[ node.skin ];

								}

								// Replace Mesh with SkinnedMesh in library
								if ( skinEntry ) {

									var geometry = originalGeometry;
									var material = originalMaterial;
									material.skinning = true;

									child = new THREE.SkinnedMesh( geometry, material, false );
									child.castShadow = true;

									var bones = [];
									var boneInverses = [];

									var keys = Object.keys( __nodes );

									for ( var i = 0, l = skinEntry.jointNames.length; i < l; i ++ ) {

										var jointId = skinEntry.jointNames[ i ];

										var jointNode;

										for ( var j = 0, jl = keys.length; j < jl; j ++ ) {

											var n = __nodes[ keys[ j ] ];

											if ( n.jointName === jointId ) {

												jointNode = n;
												break;

											}

										}

										if ( jointNode ) {

											jointNode.skin = child;
											bones.push( jointNode );

											var m = skinEntry.inverseBindMatrices.array;
											var mat = new THREE.Matrix4().fromArray( m, i * 16 );
											boneInverses.push( mat );

										} else {

											console.warn( "WARNING: joint: ''" + jointId + "' could not be found" );

										}

									}

									child.bind( new THREE.Skeleton( bones, boneInverses, false ), skinEntry.bindShapeMatrix );

								}

								_node.add( child );

							}

						}

					}

					if ( node.camera !== undefined ) {

						var camera = dependencies.cameras[ node.camera ];

						_node.add( camera );

					}

					if ( node.extensions && node.extensions.KHR_materials_common && node.extensions.KHR_materials_common.light ) {

						var light = dependencies.extensions.KHR_materials_common.lights[ node.extensions.KHR_materials_common.light ];

						_node.add( light );

					}

					return _node;

				} );

			} );

		} );

	};

	GLTFParser.prototype.loadExtensions = function () {

		var json = this.json;

		return _each( json.extensions, function ( extension, extensionId ) {

			switch ( extensionId ) {

				case "KHR_materials_common":

					var extensionNode = {
						lights: {}
					};

					var lights = extension.lights;

					for ( var lightId in lights ) {

						var light = lights[ lightId ];
						var lightNode;

						var lightParams = light[ light.type ];
						var color = new THREE.Color().fromArray( lightParams.color );

						switch ( light.type ) {

							case "directional":
								lightNode = new THREE.DirectionalLight( color );
								lightNode.position.set( 0, 0, 1 );
								break;

							case "point":
								lightNode = new THREE.PointLight( color );
								break;

							case "spot ":
								lightNode = new THREE.SpotLight( color );
								lightNode.position.set( 0, 0, 1 );
								break;

							case "ambient":
								lightNode = new THREE.AmbientLight( color );
								break;

						}

						if ( lightNode ) {

							extensionNode.lights[ lightId ] = lightNode;

						}

					}

					return extensionNode;

					break;

			}

		} );

	};

	GLTFParser.prototype.loadScenes = function () {

		var json = this.json;

		// scene node hierachy builder

		function buildNodeHierachy( nodeId, parentObject, allNodes ) {

			var _node = allNodes[ nodeId ];
			parentObject.add( _node );

			var node = json.nodes[ nodeId ];

			if ( node.children ) {

				var children = node.children;

				for ( var i = 0, l = children.length; i < l; i ++ ) {

					var child = children[ i ];
					buildNodeHierachy( child, _node, allNodes );

				}

			}

		}

		return this._withDependencies( [

			"nodes"

		] ).then( function ( dependencies ) {

			return _each( json.scenes, function ( scene ) {

				var _scene = new THREE.Scene();
				_scene.name = scene.name;

				var nodes = scene.nodes;

				for ( var i = 0, l = nodes.length; i < l; i ++ ) {

					var nodeId = nodes[ i ];
					buildNodeHierachy( nodeId, _scene, dependencies.nodes );

				}

				_scene.traverse( function ( child ) {

					// Register raw material meshes with GLTFLoader.Shaders
					if ( child.material && child.material.isRawShaderMaterial ) {

						var xshader = new GLTFShader( child, dependencies.nodes );
						GLTFLoader.Shaders.add( child.uuid, xshader );

					}

				} );

				return _scene;

			} );

		} );

	};

	return GLTFLoader;

} )();

},{}],46:[function(_dereq_,module,exports){
/**
 * Loads a Wavefront .mtl file specifying materials
 *
 * @author angelxuanchang
 */

THREE.MTLLoader = function( manager ) {

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

};

Object.assign( THREE.MTLLoader.prototype, THREE.EventDispatcher.prototype, {

	/**
	 * Loads and parses a MTL asset from a URL.
	 *
	 * @param {String} url - URL to the MTL file.
	 * @param {Function} [onLoad] - Callback invoked with the loaded object.
	 * @param {Function} [onProgress] - Callback for download progress.
	 * @param {Function} [onError] - Callback for download errors.
	 *
	 * @see setPath setTexturePath
	 *
	 * @note In order for relative texture references to resolve correctly
	 * you must call setPath and/or setTexturePath explicitly prior to load.
	 */
	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.FileLoader( this.manager );
		loader.setPath( this.path );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( text ) );

		}, onProgress, onError );

	},

	/**
	 * Set base path for resolving references.
	 * If set this path will be prepended to each loaded and found reference.
	 *
	 * @see setTexturePath
	 * @param {String} path
	 *
	 * @example
	 *     mtlLoader.setPath( 'assets/obj/' );
	 *     mtlLoader.load( 'my.mtl', ... );
	 */
	setPath: function ( path ) {

		this.path = path;

	},

	/**
	 * Set base path for resolving texture references.
	 * If set this path will be prepended found texture reference.
	 * If not set and setPath is, it will be used as texture base path.
	 *
	 * @see setPath
	 * @param {String} path
	 *
	 * @example
	 *     mtlLoader.setPath( 'assets/obj/' );
	 *     mtlLoader.setTexturePath( 'assets/textures/' );
	 *     mtlLoader.load( 'my.mtl', ... );
	 */
	setTexturePath: function( path ) {

		this.texturePath = path;

	},

	setBaseUrl: function( path ) {

		console.warn( 'THREE.MTLLoader: .setBaseUrl() is deprecated. Use .setTexturePath( path ) for texture path or .setPath( path ) for general base path instead.' );

		this.setTexturePath( path );

	},

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	setMaterialOptions: function ( value ) {

		this.materialOptions = value;

	},

	/**
	 * Parses a MTL file.
	 *
	 * @param {String} text - Content of MTL file
	 * @return {THREE.MTLLoader.MaterialCreator}
	 *
	 * @see setPath setTexturePath
	 *
	 * @note In order for relative texture references to resolve correctly
	 * you must call setPath and/or setTexturePath explicitly prior to parse.
	 */
	parse: function ( text ) {

		var lines = text.split( '\n' );
		var info = {};
		var delimiter_pattern = /\s+/;
		var materialsInfo = {};

		for ( var i = 0; i < lines.length; i ++ ) {

			var line = lines[ i ];
			line = line.trim();

			if ( line.length === 0 || line.charAt( 0 ) === '#' ) {

				// Blank line or comment ignore
				continue;

			}

			var pos = line.indexOf( ' ' );

			var key = ( pos >= 0 ) ? line.substring( 0, pos ) : line;
			key = key.toLowerCase();

			var value = ( pos >= 0 ) ? line.substring( pos + 1 ) : '';
			value = value.trim();

			if ( key === 'newmtl' ) {

				// New material

				info = { name: value };
				materialsInfo[ value ] = info;

			} else if ( info ) {

				if ( key === 'ka' || key === 'kd' || key === 'ks' ) {

					var ss = value.split( delimiter_pattern, 3 );
					info[ key ] = [ parseFloat( ss[ 0 ] ), parseFloat( ss[ 1 ] ), parseFloat( ss[ 2 ] ) ];

				} else {

					info[ key ] = value;

				}

			}

		}

		var materialCreator = new THREE.MTLLoader.MaterialCreator( this.texturePath || this.path, this.materialOptions );
		materialCreator.setCrossOrigin( this.crossOrigin );
		materialCreator.setManager( this.manager );
		materialCreator.setMaterials( materialsInfo );
		return materialCreator;

	}

} );

/**
 * Create a new THREE-MTLLoader.MaterialCreator
 * @param baseUrl - Url relative to which textures are loaded
 * @param options - Set of options on how to construct the materials
 *                  side: Which side to apply the material
 *                        THREE.FrontSide (default), THREE.BackSide, THREE.DoubleSide
 *                  wrap: What type of wrapping to apply for textures
 *                        THREE.RepeatWrapping (default), THREE.ClampToEdgeWrapping, THREE.MirroredRepeatWrapping
 *                  normalizeRGB: RGBs need to be normalized to 0-1 from 0-255
 *                                Default: false, assumed to be already normalized
 *                  ignoreZeroRGBs: Ignore values of RGBs (Ka,Kd,Ks) that are all 0's
 *                                  Default: false
 * @constructor
 */

THREE.MTLLoader.MaterialCreator = function( baseUrl, options ) {

	this.baseUrl = baseUrl || '';
	this.options = options;
	this.materialsInfo = {};
	this.materials = {};
	this.materialsArray = [];
	this.nameLookup = {};

	this.side = ( this.options && this.options.side ) ? this.options.side : THREE.FrontSide;
	this.wrap = ( this.options && this.options.wrap ) ? this.options.wrap : THREE.RepeatWrapping;

};

THREE.MTLLoader.MaterialCreator.prototype = {

	constructor: THREE.MTLLoader.MaterialCreator,

	setCrossOrigin: function ( value ) {

		this.crossOrigin = value;

	},

	setManager: function ( value ) {

		this.manager = value;

	},

	setMaterials: function( materialsInfo ) {

		this.materialsInfo = this.convert( materialsInfo );
		this.materials = {};
		this.materialsArray = [];
		this.nameLookup = {};

	},

	convert: function( materialsInfo ) {

		if ( ! this.options ) return materialsInfo;

		var converted = {};

		for ( var mn in materialsInfo ) {

			// Convert materials info into normalized form based on options

			var mat = materialsInfo[ mn ];

			var covmat = {};

			converted[ mn ] = covmat;

			for ( var prop in mat ) {

				var save = true;
				var value = mat[ prop ];
				var lprop = prop.toLowerCase();

				switch ( lprop ) {

					case 'kd':
					case 'ka':
					case 'ks':

						// Diffuse color (color under white light) using RGB values

						if ( this.options && this.options.normalizeRGB ) {

							value = [ value[ 0 ] / 255, value[ 1 ] / 255, value[ 2 ] / 255 ];

						}

						if ( this.options && this.options.ignoreZeroRGBs ) {

							if ( value[ 0 ] === 0 && value[ 1 ] === 0 && value[ 2 ] === 0 ) {

								// ignore

								save = false;

							}

						}

						break;

					default:

						break;
				}

				if ( save ) {

					covmat[ lprop ] = value;

				}

			}

		}

		return converted;

	},

	preload: function () {

		for ( var mn in this.materialsInfo ) {

			this.create( mn );

		}

	},

	getIndex: function( materialName ) {

		return this.nameLookup[ materialName ];

	},

	getAsArray: function() {

		var index = 0;

		for ( var mn in this.materialsInfo ) {

			this.materialsArray[ index ] = this.create( mn );
			this.nameLookup[ mn ] = index;
			index ++;

		}

		return this.materialsArray;

	},

	create: function ( materialName ) {

		if ( this.materials[ materialName ] === undefined ) {

			this.createMaterial_( materialName );

		}

		return this.materials[ materialName ];

	},

	createMaterial_: function ( materialName ) {

		// Create material

		var scope = this;
		var mat = this.materialsInfo[ materialName ];
		var params = {

			name: materialName,
			side: this.side

		};

		var resolveURL = function ( baseUrl, url ) {

			if ( typeof url !== 'string' || url === '' )
				return '';

			// Absolute URL
			if ( /^https?:\/\//i.test( url ) ) {
				return url;
			}

			return baseUrl + url;
		};

		function setMapForType ( mapType, value ) {

			if ( params[ mapType ] ) return; // Keep the first encountered texture

			var texParams = scope.getTextureParams( value, params );
			var map = scope.loadTexture( resolveURL( scope.baseUrl, texParams.url ) );

			map.repeat.copy( texParams.scale );
			map.offset.copy( texParams.offset );

			map.wrapS = scope.wrap;
			map.wrapT = scope.wrap;

			params[ mapType ] = map;
		}

		for ( var prop in mat ) {

			var value = mat[ prop ];

			if ( value === '' ) continue;

			switch ( prop.toLowerCase() ) {

				// Ns is material specular exponent

				case 'kd':

					// Diffuse color (color under white light) using RGB values

					params.color = new THREE.Color().fromArray( value );

					break;

				case 'ks':

					// Specular color (color when light is reflected from shiny surface) using RGB values
					params.specular = new THREE.Color().fromArray( value );

					break;

				case 'map_kd':

					// Diffuse texture map

					setMapForType( "map", value );

					break;

				case 'map_ks':

					// Specular map

					setMapForType( "specularMap", value );

					break;

				case 'map_bump':
				case 'bump':

					// Bump texture map

					setMapForType( "bumpMap", value );

					break;

				case 'ns':

					// The specular exponent (defines the focus of the specular highlight)
					// A high exponent results in a tight, concentrated highlight. Ns values normally range from 0 to 1000.

					params.shininess = parseFloat( value );

					break;

				case 'd':

					if ( value < 1 ) {

						params.opacity = value;
						params.transparent = true;

					}

					break;

				case 'Tr':

					if ( value > 0 ) {

						params.opacity = 1 - value;
						params.transparent = true;

					}

					break;

				default:
					break;

			}

		}

		this.materials[ materialName ] = new THREE.MeshPhongMaterial( params );
		return this.materials[ materialName ];
	},

	getTextureParams: function( value, matParams ) {

		var texParams = {

			scale: new THREE.Vector2( 1, 1 ),
			offset: new THREE.Vector2( 0, 0 )

		 };

		var items = value.split(/\s+/);
		var pos;

		pos = items.indexOf('-bm');
		if (pos >= 0) {

			matParams.bumpScale = parseFloat( items[pos+1] );
			items.splice( pos, 2 );

		}

		pos = items.indexOf('-s');
		if (pos >= 0) {

			texParams.scale.set( parseFloat( items[pos+1] ), parseFloat( items[pos+2] ) );
			items.splice( pos, 4 ); // we expect 3 parameters here!

		}

		pos = items.indexOf('-o');
		if (pos >= 0) {

			texParams.offset.set( parseFloat( items[pos+1] ), parseFloat( items[pos+2] ) );
			items.splice( pos, 4 ); // we expect 3 parameters here!

		}

		texParams.url = items.join(' ').trim();
		return texParams;

	},

	loadTexture: function ( url, mapping, onLoad, onProgress, onError ) {

		var texture;
		var loader = THREE.Loader.Handlers.get( url );
		var manager = ( this.manager !== undefined ) ? this.manager : THREE.DefaultLoadingManager;

		if ( loader === null ) {

			loader = new THREE.TextureLoader( manager );

		}

		if ( loader.setCrossOrigin ) loader.setCrossOrigin( this.crossOrigin );
		texture = loader.load( url, onLoad, onProgress, onError );

		if ( mapping !== undefined ) texture.mapping = mapping;

		return texture;

	}

};

},{}],47:[function(_dereq_,module,exports){
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.OBJLoader = function ( manager ) {

	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;

	this.materials = null;

	this.regexp = {
		// v float float float
		vertex_pattern           : /^v\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/,
		// vn float float float
		normal_pattern           : /^vn\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/,
		// vt float float
		uv_pattern               : /^vt\s+([\d|\.|\+|\-|e|E]+)\s+([\d|\.|\+|\-|e|E]+)/,
		// f vertex vertex vertex
		face_vertex              : /^f\s+(-?\d+)\s+(-?\d+)\s+(-?\d+)(?:\s+(-?\d+))?/,
		// f vertex/uv vertex/uv vertex/uv
		face_vertex_uv           : /^f\s+(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)(?:\s+(-?\d+)\/(-?\d+))?/,
		// f vertex/uv/normal vertex/uv/normal vertex/uv/normal
		face_vertex_uv_normal    : /^f\s+(-?\d+)\/(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\/(-?\d+)\s+(-?\d+)\/(-?\d+)\/(-?\d+)(?:\s+(-?\d+)\/(-?\d+)\/(-?\d+))?/,
		// f vertex//normal vertex//normal vertex//normal
		face_vertex_normal       : /^f\s+(-?\d+)\/\/(-?\d+)\s+(-?\d+)\/\/(-?\d+)\s+(-?\d+)\/\/(-?\d+)(?:\s+(-?\d+)\/\/(-?\d+))?/,
		// o object_name | g group_name
		object_pattern           : /^[og]\s*(.+)?/,
		// s boolean
		smoothing_pattern        : /^s\s+(\d+|on|off)/,
		// mtllib file_reference
		material_library_pattern : /^mtllib /,
		// usemtl material_name
		material_use_pattern     : /^usemtl /
	};

};

THREE.OBJLoader.prototype = {

	constructor: THREE.OBJLoader,

	load: function ( url, onLoad, onProgress, onError ) {

		var scope = this;

		var loader = new THREE.FileLoader( scope.manager );
		loader.setPath( this.path );
		loader.load( url, function ( text ) {

			onLoad( scope.parse( text ) );

		}, onProgress, onError );

	},

	setPath: function ( value ) {

		this.path = value;

	},

	setMaterials: function ( materials ) {

		this.materials = materials;

	},

	_createParserState : function () {

		var state = {
			objects  : [],
			object   : {},

			vertices : [],
			normals  : [],
			uvs      : [],

			materialLibraries : [],

			startObject: function ( name, fromDeclaration ) {

				// If the current object (initial from reset) is not from a g/o declaration in the parsed
				// file. We need to use it for the first parsed g/o to keep things in sync.
				if ( this.object && this.object.fromDeclaration === false ) {

					this.object.name = name;
					this.object.fromDeclaration = ( fromDeclaration !== false );
					return;

				}

				var previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined );

				if ( this.object && typeof this.object._finalize === 'function' ) {

					this.object._finalize( true );

				}

				this.object = {
					name : name || '',
					fromDeclaration : ( fromDeclaration !== false ),

					geometry : {
						vertices : [],
						normals  : [],
						uvs      : []
					},
					materials : [],
					smooth : true,

					startMaterial : function( name, libraries ) {

						var previous = this._finalize( false );

						// New usemtl declaration overwrites an inherited material, except if faces were declared
						// after the material, then it must be preserved for proper MultiMaterial continuation.
						if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) {

							this.materials.splice( previous.index, 1 );

						}

						var material = {
							index      : this.materials.length,
							name       : name || '',
							mtllib     : ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ),
							smooth     : ( previous !== undefined ? previous.smooth : this.smooth ),
							groupStart : ( previous !== undefined ? previous.groupEnd : 0 ),
							groupEnd   : -1,
							groupCount : -1,
							inherited  : false,

							clone : function( index ) {
								var cloned = {
									index      : ( typeof index === 'number' ? index : this.index ),
									name       : this.name,
									mtllib     : this.mtllib,
									smooth     : this.smooth,
									groupStart : 0,
									groupEnd   : -1,
									groupCount : -1,
									inherited  : false
								};
								cloned.clone = this.clone.bind(cloned);
								return cloned;
							}
						};

						this.materials.push( material );

						return material;

					},

					currentMaterial : function() {

						if ( this.materials.length > 0 ) {
							return this.materials[ this.materials.length - 1 ];
						}

						return undefined;

					},

					_finalize : function( end ) {

						var lastMultiMaterial = this.currentMaterial();
						if ( lastMultiMaterial && lastMultiMaterial.groupEnd === -1 ) {

							lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
							lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
							lastMultiMaterial.inherited = false;

						}

						// Ignore objects tail materials if no face declarations followed them before a new o/g started.
						if ( end && this.materials.length > 1 ) {

							for ( var mi = this.materials.length - 1; mi >= 0; mi-- ) {
								if ( this.materials[mi].groupCount <= 0 ) {
									this.materials.splice( mi, 1 );
								}
							}

						}

						// Guarantee at least one empty material, this makes the creation later more straight forward.
						if ( end && this.materials.length === 0 ) {

							this.materials.push({
								name   : '',
								smooth : this.smooth
							});

						}

						return lastMultiMaterial;

					}
				};

				// Inherit previous objects material.
				// Spec tells us that a declared material must be set to all objects until a new material is declared.
				// If a usemtl declaration is encountered while this new object is being parsed, it will
				// overwrite the inherited material. Exception being that there was already face declarations
				// to the inherited material, then it will be preserved for proper MultiMaterial continuation.

				if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === "function" ) {

					var declared = previousMaterial.clone( 0 );
					declared.inherited = true;
					this.object.materials.push( declared );

				}

				this.objects.push( this.object );

			},

			finalize : function() {

				if ( this.object && typeof this.object._finalize === 'function' ) {

					this.object._finalize( true );

				}

			},

			parseVertexIndex: function ( value, len ) {

				var index = parseInt( value, 10 );
				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;

			},

			parseNormalIndex: function ( value, len ) {

				var index = parseInt( value, 10 );
				return ( index >= 0 ? index - 1 : index + len / 3 ) * 3;

			},

			parseUVIndex: function ( value, len ) {

				var index = parseInt( value, 10 );
				return ( index >= 0 ? index - 1 : index + len / 2 ) * 2;

			},

			addVertex: function ( a, b, c ) {

				var src = this.vertices;
				var dst = this.object.geometry.vertices;

				dst.push( src[ a + 0 ] );
				dst.push( src[ a + 1 ] );
				dst.push( src[ a + 2 ] );
				dst.push( src[ b + 0 ] );
				dst.push( src[ b + 1 ] );
				dst.push( src[ b + 2 ] );
				dst.push( src[ c + 0 ] );
				dst.push( src[ c + 1 ] );
				dst.push( src[ c + 2 ] );

			},

			addVertexLine: function ( a ) {

				var src = this.vertices;
				var dst = this.object.geometry.vertices;

				dst.push( src[ a + 0 ] );
				dst.push( src[ a + 1 ] );
				dst.push( src[ a + 2 ] );

			},

			addNormal : function ( a, b, c ) {

				var src = this.normals;
				var dst = this.object.geometry.normals;

				dst.push( src[ a + 0 ] );
				dst.push( src[ a + 1 ] );
				dst.push( src[ a + 2 ] );
				dst.push( src[ b + 0 ] );
				dst.push( src[ b + 1 ] );
				dst.push( src[ b + 2 ] );
				dst.push( src[ c + 0 ] );
				dst.push( src[ c + 1 ] );
				dst.push( src[ c + 2 ] );

			},

			addUV: function ( a, b, c ) {

				var src = this.uvs;
				var dst = this.object.geometry.uvs;

				dst.push( src[ a + 0 ] );
				dst.push( src[ a + 1 ] );
				dst.push( src[ b + 0 ] );
				dst.push( src[ b + 1 ] );
				dst.push( src[ c + 0 ] );
				dst.push( src[ c + 1 ] );

			},

			addUVLine: function ( a ) {

				var src = this.uvs;
				var dst = this.object.geometry.uvs;

				dst.push( src[ a + 0 ] );
				dst.push( src[ a + 1 ] );

			},

			addFace: function ( a, b, c, d, ua, ub, uc, ud, na, nb, nc, nd ) {

				var vLen = this.vertices.length;

				var ia = this.parseVertexIndex( a, vLen );
				var ib = this.parseVertexIndex( b, vLen );
				var ic = this.parseVertexIndex( c, vLen );
				var id;

				if ( d === undefined ) {

					this.addVertex( ia, ib, ic );

				} else {

					id = this.parseVertexIndex( d, vLen );

					this.addVertex( ia, ib, id );
					this.addVertex( ib, ic, id );

				}

				if ( ua !== undefined ) {

					var uvLen = this.uvs.length;

					ia = this.parseUVIndex( ua, uvLen );
					ib = this.parseUVIndex( ub, uvLen );
					ic = this.parseUVIndex( uc, uvLen );

					if ( d === undefined ) {

						this.addUV( ia, ib, ic );

					} else {

						id = this.parseUVIndex( ud, uvLen );

						this.addUV( ia, ib, id );
						this.addUV( ib, ic, id );

					}

				}

				if ( na !== undefined ) {

					// Normals are many times the same. If so, skip function call and parseInt.
					var nLen = this.normals.length;
					ia = this.parseNormalIndex( na, nLen );

					ib = na === nb ? ia : this.parseNormalIndex( nb, nLen );
					ic = na === nc ? ia : this.parseNormalIndex( nc, nLen );

					if ( d === undefined ) {

						this.addNormal( ia, ib, ic );

					} else {

						id = this.parseNormalIndex( nd, nLen );

						this.addNormal( ia, ib, id );
						this.addNormal( ib, ic, id );

					}

				}

			},

			addLineGeometry: function ( vertices, uvs ) {

				this.object.geometry.type = 'Line';

				var vLen = this.vertices.length;
				var uvLen = this.uvs.length;

				for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {

					this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) );

				}

				for ( var uvi = 0, l = uvs.length; uvi < l; uvi ++ ) {

					this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) );

				}

			}

		};

		state.startObject( '', false );

		return state;

	},

	parse: function ( text ) {

		console.time( 'OBJLoader' );

		var state = this._createParserState();

		if ( text.indexOf( '\r\n' ) !== - 1 ) {

			// This is faster than String.split with regex that splits on both
			text = text.replace( /\r\n/g, '\n' );

		}

		if ( text.indexOf( '\\\n' ) !== - 1) {

			// join lines separated by a line continuation character (\)
			text = text.replace( /\\\n/g, '' );

		}

		var lines = text.split( '\n' );
		var line = '', lineFirstChar = '', lineSecondChar = '';
		var lineLength = 0;
		var result = [];

		// Faster to just trim left side of the line. Use if available.
		var trimLeft = ( typeof ''.trimLeft === 'function' );

		for ( var i = 0, l = lines.length; i < l; i ++ ) {

			line = lines[ i ];

			line = trimLeft ? line.trimLeft() : line.trim();

			lineLength = line.length;

			if ( lineLength === 0 ) continue;

			lineFirstChar = line.charAt( 0 );

			// @todo invoke passed in handler if any
			if ( lineFirstChar === '#' ) continue;

			if ( lineFirstChar === 'v' ) {

				lineSecondChar = line.charAt( 1 );

				if ( lineSecondChar === ' ' && ( result = this.regexp.vertex_pattern.exec( line ) ) !== null ) {

					// 0                  1      2      3
					// ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]

					state.vertices.push(
						parseFloat( result[ 1 ] ),
						parseFloat( result[ 2 ] ),
						parseFloat( result[ 3 ] )
					);

				} else if ( lineSecondChar === 'n' && ( result = this.regexp.normal_pattern.exec( line ) ) !== null ) {

					// 0                   1      2      3
					// ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]

					state.normals.push(
						parseFloat( result[ 1 ] ),
						parseFloat( result[ 2 ] ),
						parseFloat( result[ 3 ] )
					);

				} else if ( lineSecondChar === 't' && ( result = this.regexp.uv_pattern.exec( line ) ) !== null ) {

					// 0               1      2
					// ["vt 0.1 0.2", "0.1", "0.2"]

					state.uvs.push(
						parseFloat( result[ 1 ] ),
						parseFloat( result[ 2 ] )
					);

				} else {

					throw new Error( "Unexpected vertex/normal/uv line: '" + line  + "'" );

				}

			} else if ( lineFirstChar === "f" ) {

				if ( ( result = this.regexp.face_vertex_uv_normal.exec( line ) ) !== null ) {

					// f vertex/uv/normal vertex/uv/normal vertex/uv/normal
					// 0                        1    2    3    4    5    6    7    8    9   10         11         12
					// ["f 1/1/1 2/2/2 3/3/3", "1", "1", "1", "2", "2", "2", "3", "3", "3", undefined, undefined, undefined]

					state.addFace(
						result[ 1 ], result[ 4 ], result[ 7 ], result[ 10 ],
						result[ 2 ], result[ 5 ], result[ 8 ], result[ 11 ],
						result[ 3 ], result[ 6 ], result[ 9 ], result[ 12 ]
					);

				} else if ( ( result = this.regexp.face_vertex_uv.exec( line ) ) !== null ) {

					// f vertex/uv vertex/uv vertex/uv
					// 0                  1    2    3    4    5    6   7          8
					// ["f 1/1 2/2 3/3", "1", "1", "2", "2", "3", "3", undefined, undefined]

					state.addFace(
						result[ 1 ], result[ 3 ], result[ 5 ], result[ 7 ],
						result[ 2 ], result[ 4 ], result[ 6 ], result[ 8 ]
					);

				} else if ( ( result = this.regexp.face_vertex_normal.exec( line ) ) !== null ) {

					// f vertex//normal vertex//normal vertex//normal
					// 0                     1    2    3    4    5    6   7          8
					// ["f 1//1 2//2 3//3", "1", "1", "2", "2", "3", "3", undefined, undefined]

					state.addFace(
						result[ 1 ], result[ 3 ], result[ 5 ], result[ 7 ],
						undefined, undefined, undefined, undefined,
						result[ 2 ], result[ 4 ], result[ 6 ], result[ 8 ]
					);

				} else if ( ( result = this.regexp.face_vertex.exec( line ) ) !== null ) {

					// f vertex vertex vertex
					// 0            1    2    3   4
					// ["f 1 2 3", "1", "2", "3", undefined]

					state.addFace(
						result[ 1 ], result[ 2 ], result[ 3 ], result[ 4 ]
					);

				} else {

					throw new Error( "Unexpected face line: '" + line  + "'" );

				}

			} else if ( lineFirstChar === "l" ) {

				var lineParts = line.substring( 1 ).trim().split( " " );
				var lineVertices = [], lineUVs = [];

				if ( line.indexOf( "/" ) === - 1 ) {

					lineVertices = lineParts;

				} else {

					for ( var li = 0, llen = lineParts.length; li < llen; li ++ ) {

						var parts = lineParts[ li ].split( "/" );

						if ( parts[ 0 ] !== "" ) lineVertices.push( parts[ 0 ] );
						if ( parts[ 1 ] !== "" ) lineUVs.push( parts[ 1 ] );

					}

				}
				state.addLineGeometry( lineVertices, lineUVs );

			} else if ( ( result = this.regexp.object_pattern.exec( line ) ) !== null ) {

				// o object_name
				// or
				// g group_name

				// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
				// var name = result[ 0 ].substr( 1 ).trim();
				var name = ( " " + result[ 0 ].substr( 1 ).trim() ).substr( 1 );

				state.startObject( name );

			} else if ( this.regexp.material_use_pattern.test( line ) ) {

				// material

				state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );

			} else if ( this.regexp.material_library_pattern.test( line ) ) {

				// mtl file

				state.materialLibraries.push( line.substring( 7 ).trim() );

			} else if ( ( result = this.regexp.smoothing_pattern.exec( line ) ) !== null ) {

				// smooth shading

				// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
				// but does not define a usemtl for each face set.
				// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
				// This requires some care to not create extra material on each smooth value for "normal" obj files.
				// where explicit usemtl defines geometry groups.
				// Example asset: examples/models/obj/cerberus/Cerberus.obj

				var value = result[ 1 ].trim().toLowerCase();
				state.object.smooth = ( value === '1' || value === 'on' );

				var material = state.object.currentMaterial();
				if ( material ) {

					material.smooth = state.object.smooth;

				}

			} else {

				// Handle null terminated files without exception
				if ( line === '\0' ) continue;

				throw new Error( "Unexpected line: '" + line  + "'" );

			}

		}

		state.finalize();

		var container = new THREE.Group();
		container.materialLibraries = [].concat( state.materialLibraries );

		for ( var i = 0, l = state.objects.length; i < l; i ++ ) {

			var object = state.objects[ i ];
			var geometry = object.geometry;
			var materials = object.materials;
			var isLine = ( geometry.type === 'Line' );

			// Skip o/g line declarations that did not follow with any faces
			if ( geometry.vertices.length === 0 ) continue;

			var buffergeometry = new THREE.BufferGeometry();

			buffergeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geometry.vertices ), 3 ) );

			if ( geometry.normals.length > 0 ) {

				buffergeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geometry.normals ), 3 ) );

			} else {

				buffergeometry.computeVertexNormals();

			}

			if ( geometry.uvs.length > 0 ) {

				buffergeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geometry.uvs ), 2 ) );

			}

			// Create materials

			var createdMaterials = [];

			for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {

				var sourceMaterial = materials[mi];
				var material = undefined;

				if ( this.materials !== null ) {

					material = this.materials.create( sourceMaterial.name );

					// mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
					if ( isLine && material && ! ( material instanceof THREE.LineBasicMaterial ) ) {

						var materialLine = new THREE.LineBasicMaterial();
						materialLine.copy( material );
						material = materialLine;

					}

				}

				if ( ! material ) {

					material = ( ! isLine ? new THREE.MeshPhongMaterial() : new THREE.LineBasicMaterial() );
					material.name = sourceMaterial.name;

				}

				material.shading = sourceMaterial.smooth ? THREE.SmoothShading : THREE.FlatShading;

				createdMaterials.push(material);

			}

			// Create mesh

			var mesh;

			if ( createdMaterials.length > 1 ) {

				for ( var mi = 0, miLen = materials.length; mi < miLen ; mi++ ) {

					var sourceMaterial = materials[mi];
					buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi );

				}

				var multiMaterial = new THREE.MultiMaterial( createdMaterials );
				mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, multiMaterial ) : new THREE.LineSegments( buffergeometry, multiMaterial ) );

			} else {

				mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) );
			}

			mesh.name = object.name;

			container.add( mesh );

		}

		console.timeEnd( 'OBJLoader' );

		return container;

	}

};

},{}],48:[function(_dereq_,module,exports){

exports = module.exports = trim;

function trim(str){
  return str.replace(/^\s*|\s*$/g, '');
}

exports.left = function(str){
  return str.replace(/^\s*/, '');
};

exports.right = function(str){
  return str.replace(/\s*$/, '');
};

},{}],49:[function(_dereq_,module,exports){
/**
 * Tween.js - Licensed under the MIT license
 * https://github.com/sole/tween.js
 * ----------------------------------------------
 *
 * See https://github.com/sole/tween.js/graphs/contributors for the full list of contributors.
 * Thank you all, you're awesome!
 */

// performance.now polyfill
( function ( root ) {

	if ( 'performance' in root === false ) {
		root.performance = {};
	}

	// IE 8
	Date.now = ( Date.now || function () {
		return new Date().getTime();
	} );

	if ( 'now' in root.performance === false ) {
		var offset = root.performance.timing && root.performance.timing.navigationStart ? performance.timing.navigationStart
		                                                                                : Date.now();

		root.performance.now = function () {
			return Date.now() - offset;
		};
	}

} )( this );

var TWEEN = TWEEN || ( function () {

	var _tweens = [];

	return {

		REVISION: '14',

		getAll: function () {

			return _tweens;

		},

		removeAll: function () {

			_tweens = [];

		},

		add: function ( tween ) {

			_tweens.push( tween );

		},

		remove: function ( tween ) {

			var i = _tweens.indexOf( tween );

			if ( i !== -1 ) {

				_tweens.splice( i, 1 );

			}

		},

		update: function ( time ) {

			if ( _tweens.length === 0 ) return false;

			var i = 0;

			time = time !== undefined ? time : window.performance.now();

			while ( i < _tweens.length ) {

				if ( _tweens[ i ].update( time ) ) {

					i++;

				} else {

					_tweens.splice( i, 1 );

				}

			}

			return true;

		}
	};

} )();

TWEEN.Tween = function ( object ) {

	var _object = object;
	var _valuesStart = {};
	var _valuesEnd = {};
	var _valuesStartRepeat = {};
	var _duration = 1000;
	var _repeat = 0;
	var _yoyo = false;
	var _isPlaying = false;
	var _reversed = false;
	var _delayTime = 0;
	var _startTime = null;
	var _easingFunction = TWEEN.Easing.Linear.None;
	var _interpolationFunction = TWEEN.Interpolation.Linear;
	var _chainedTweens = [];
	var _onStartCallback = null;
	var _onStartCallbackFired = false;
	var _onUpdateCallback = null;
	var _onCompleteCallback = null;
	var _onStopCallback = null;

	// Set all starting values present on the target object
	for ( var field in object ) {

		_valuesStart[ field ] = parseFloat(object[field], 10);

	}

	this.to = function ( properties, duration ) {

		if ( duration !== undefined ) {

			_duration = duration;

		}

		_valuesEnd = properties;

		return this;

	};

	this.start = function ( time ) {

		TWEEN.add( this );

		_isPlaying = true;

		_onStartCallbackFired = false;

		_startTime = time !== undefined ? time : window.performance.now();
		_startTime += _delayTime;

		for ( var property in _valuesEnd ) {

			// check if an Array was provided as property value
			if ( _valuesEnd[ property ] instanceof Array ) {

				if ( _valuesEnd[ property ].length === 0 ) {

					continue;

				}

				// create a local copy of the Array with the start value at the front
				_valuesEnd[ property ] = [ _object[ property ] ].concat( _valuesEnd[ property ] );

			}

			_valuesStart[ property ] = _object[ property ];

			if( ( _valuesStart[ property ] instanceof Array ) === false ) {
				_valuesStart[ property ] *= 1.0; // Ensures we're using numbers, not strings
			}

			_valuesStartRepeat[ property ] = _valuesStart[ property ] || 0;

		}

		return this;

	};

	this.stop = function () {

		if ( !_isPlaying ) {
			return this;
		}

		TWEEN.remove( this );
		_isPlaying = false;

		if ( _onStopCallback !== null ) {

			_onStopCallback.call( _object );

		}

		this.stopChainedTweens();
		return this;

	};

	this.stopChainedTweens = function () {

		for ( var i = 0, numChainedTweens = _chainedTweens.length; i < numChainedTweens; i++ ) {

			_chainedTweens[ i ].stop();

		}

	};

	this.delay = function ( amount ) {

		_delayTime = amount;
		return this;

	};

	this.repeat = function ( times ) {

		_repeat = times;
		return this;

	};

	this.yoyo = function( yoyo ) {

		_yoyo = yoyo;
		return this;

	};


	this.easing = function ( easing ) {

		_easingFunction = easing;
		return this;

	};

	this.interpolation = function ( interpolation ) {

		_interpolationFunction = interpolation;
		return this;

	};

	this.chain = function () {

		_chainedTweens = arguments;
		return this;

	};

	this.onStart = function ( callback ) {

		_onStartCallback = callback;
		return this;

	};

	this.onUpdate = function ( callback ) {

		_onUpdateCallback = callback;
		return this;

	};

	this.onComplete = function ( callback ) {

		_onCompleteCallback = callback;
		return this;

	};

	this.onStop = function ( callback ) {

		_onStopCallback = callback;
		return this;

	};

	this.update = function ( time ) {

		var property;

		if ( time < _startTime ) {

			return true;

		}

		if ( _onStartCallbackFired === false ) {

			if ( _onStartCallback !== null ) {

				_onStartCallback.call( _object );

			}

			_onStartCallbackFired = true;

		}

		var elapsed = ( time - _startTime ) / _duration;
		elapsed = elapsed > 1 ? 1 : elapsed;

		var value = _easingFunction( elapsed );

		for ( property in _valuesEnd ) {

			var start = _valuesStart[ property ] || 0;
			var end = _valuesEnd[ property ];

			if ( end instanceof Array ) {

				_object[ property ] = _interpolationFunction( end, value );

			} else {

				// Parses relative end values with start as base (e.g.: +10, -3)
				if ( typeof(end) === "string" ) {
					end = start + parseFloat(end, 10);
				}

				// protect against non numeric properties.
				if ( typeof(end) === "number" ) {
					_object[ property ] = start + ( end - start ) * value;
				}

			}

		}

		if ( _onUpdateCallback !== null ) {

			_onUpdateCallback.call( _object, value );

		}

		if ( elapsed == 1 ) {

			if ( _repeat > 0 ) {

				if( isFinite( _repeat ) ) {
					_repeat--;
				}

				// reassign starting values, restart by making startTime = now
				for( property in _valuesStartRepeat ) {

					if ( typeof( _valuesEnd[ property ] ) === "string" ) {
						_valuesStartRepeat[ property ] = _valuesStartRepeat[ property ] + parseFloat(_valuesEnd[ property ], 10);
					}

					if (_yoyo) {
						var tmp = _valuesStartRepeat[ property ];
						_valuesStartRepeat[ property ] = _valuesEnd[ property ];
						_valuesEnd[ property ] = tmp;
					}

					_valuesStart[ property ] = _valuesStartRepeat[ property ];

				}

				if (_yoyo) {
					_reversed = !_reversed;
				}

				_startTime = time + _delayTime;

				return true;

			} else {

				if ( _onCompleteCallback !== null ) {

					_onCompleteCallback.call( _object );

				}

				for ( var i = 0, numChainedTweens = _chainedTweens.length; i < numChainedTweens; i++ ) {

					_chainedTweens[ i ].start( time );

				}

				return false;

			}

		}

		return true;

	};

};


TWEEN.Easing = {

	Linear: {

		None: function ( k ) {

			return k;

		}

	},

	Quadratic: {

		In: function ( k ) {

			return k * k;

		},

		Out: function ( k ) {

			return k * ( 2 - k );

		},

		InOut: function ( k ) {

			if ( ( k *= 2 ) < 1 ) return 0.5 * k * k;
			return - 0.5 * ( --k * ( k - 2 ) - 1 );

		}

	},

	Cubic: {

		In: function ( k ) {

			return k * k * k;

		},

		Out: function ( k ) {

			return --k * k * k + 1;

		},

		InOut: function ( k ) {

			if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k;
			return 0.5 * ( ( k -= 2 ) * k * k + 2 );

		}

	},

	Quartic: {

		In: function ( k ) {

			return k * k * k * k;

		},

		Out: function ( k ) {

			return 1 - ( --k * k * k * k );

		},

		InOut: function ( k ) {

			if ( ( k *= 2 ) < 1) return 0.5 * k * k * k * k;
			return - 0.5 * ( ( k -= 2 ) * k * k * k - 2 );

		}

	},

	Quintic: {

		In: function ( k ) {

			return k * k * k * k * k;

		},

		Out: function ( k ) {

			return --k * k * k * k * k + 1;

		},

		InOut: function ( k ) {

			if ( ( k *= 2 ) < 1 ) return 0.5 * k * k * k * k * k;
			return 0.5 * ( ( k -= 2 ) * k * k * k * k + 2 );

		}

	},

	Sinusoidal: {

		In: function ( k ) {

			return 1 - Math.cos( k * Math.PI / 2 );

		},

		Out: function ( k ) {

			return Math.sin( k * Math.PI / 2 );

		},

		InOut: function ( k ) {

			return 0.5 * ( 1 - Math.cos( Math.PI * k ) );

		}

	},

	Exponential: {

		In: function ( k ) {

			return k === 0 ? 0 : Math.pow( 1024, k - 1 );

		},

		Out: function ( k ) {

			return k === 1 ? 1 : 1 - Math.pow( 2, - 10 * k );

		},

		InOut: function ( k ) {

			if ( k === 0 ) return 0;
			if ( k === 1 ) return 1;
			if ( ( k *= 2 ) < 1 ) return 0.5 * Math.pow( 1024, k - 1 );
			return 0.5 * ( - Math.pow( 2, - 10 * ( k - 1 ) ) + 2 );

		}

	},

	Circular: {

		In: function ( k ) {

			return 1 - Math.sqrt( 1 - k * k );

		},

		Out: function ( k ) {

			return Math.sqrt( 1 - ( --k * k ) );

		},

		InOut: function ( k ) {

			if ( ( k *= 2 ) < 1) return - 0.5 * ( Math.sqrt( 1 - k * k) - 1);
			return 0.5 * ( Math.sqrt( 1 - ( k -= 2) * k) + 1);

		}

	},

	Elastic: {

		In: function ( k ) {

			var s, a = 0.1, p = 0.4;
			if ( k === 0 ) return 0;
			if ( k === 1 ) return 1;
			if ( !a || a < 1 ) { a = 1; s = p / 4; }
			else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
			return - ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );

		},

		Out: function ( k ) {

			var s, a = 0.1, p = 0.4;
			if ( k === 0 ) return 0;
			if ( k === 1 ) return 1;
			if ( !a || a < 1 ) { a = 1; s = p / 4; }
			else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
			return ( a * Math.pow( 2, - 10 * k) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) + 1 );

		},

		InOut: function ( k ) {

			var s, a = 0.1, p = 0.4;
			if ( k === 0 ) return 0;
			if ( k === 1 ) return 1;
			if ( !a || a < 1 ) { a = 1; s = p / 4; }
			else s = p * Math.asin( 1 / a ) / ( 2 * Math.PI );
			if ( ( k *= 2 ) < 1 ) return - 0.5 * ( a * Math.pow( 2, 10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) );
			return a * Math.pow( 2, -10 * ( k -= 1 ) ) * Math.sin( ( k - s ) * ( 2 * Math.PI ) / p ) * 0.5 + 1;

		}

	},

	Back: {

		In: function ( k ) {

			var s = 1.70158;
			return k * k * ( ( s + 1 ) * k - s );

		},

		Out: function ( k ) {

			var s = 1.70158;
			return --k * k * ( ( s + 1 ) * k + s ) + 1;

		},

		InOut: function ( k ) {

			var s = 1.70158 * 1.525;
			if ( ( k *= 2 ) < 1 ) return 0.5 * ( k * k * ( ( s + 1 ) * k - s ) );
			return 0.5 * ( ( k -= 2 ) * k * ( ( s + 1 ) * k + s ) + 2 );

		}

	},

	Bounce: {

		In: function ( k ) {

			return 1 - TWEEN.Easing.Bounce.Out( 1 - k );

		},

		Out: function ( k ) {

			if ( k < ( 1 / 2.75 ) ) {

				return 7.5625 * k * k;

			} else if ( k < ( 2 / 2.75 ) ) {

				return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;

			} else if ( k < ( 2.5 / 2.75 ) ) {

				return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;

			} else {

				return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;

			}

		},

		InOut: function ( k ) {

			if ( k < 0.5 ) return TWEEN.Easing.Bounce.In( k * 2 ) * 0.5;
			return TWEEN.Easing.Bounce.Out( k * 2 - 1 ) * 0.5 + 0.5;

		}

	}

};

TWEEN.Interpolation = {

	Linear: function ( v, k ) {

		var m = v.length - 1, f = m * k, i = Math.floor( f ), fn = TWEEN.Interpolation.Utils.Linear;

		if ( k < 0 ) return fn( v[ 0 ], v[ 1 ], f );
		if ( k > 1 ) return fn( v[ m ], v[ m - 1 ], m - f );

		return fn( v[ i ], v[ i + 1 > m ? m : i + 1 ], f - i );

	},

	Bezier: function ( v, k ) {

		var b = 0, n = v.length - 1, pw = Math.pow, bn = TWEEN.Interpolation.Utils.Bernstein, i;

		for ( i = 0; i <= n; i++ ) {
			b += pw( 1 - k, n - i ) * pw( k, i ) * v[ i ] * bn( n, i );
		}

		return b;

	},

	CatmullRom: function ( v, k ) {

		var m = v.length - 1, f = m * k, i = Math.floor( f ), fn = TWEEN.Interpolation.Utils.CatmullRom;

		if ( v[ 0 ] === v[ m ] ) {

			if ( k < 0 ) i = Math.floor( f = m * ( 1 + k ) );

			return fn( v[ ( i - 1 + m ) % m ], v[ i ], v[ ( i + 1 ) % m ], v[ ( i + 2 ) % m ], f - i );

		} else {

			if ( k < 0 ) return v[ 0 ] - ( fn( v[ 0 ], v[ 0 ], v[ 1 ], v[ 1 ], -f ) - v[ 0 ] );
			if ( k > 1 ) return v[ m ] - ( fn( v[ m ], v[ m ], v[ m - 1 ], v[ m - 1 ], f - m ) - v[ m ] );

			return fn( v[ i ? i - 1 : 0 ], v[ i ], v[ m < i + 1 ? m : i + 1 ], v[ m < i + 2 ? m : i + 2 ], f - i );

		}

	},

	Utils: {

		Linear: function ( p0, p1, t ) {

			return ( p1 - p0 ) * t + p0;

		},

		Bernstein: function ( n , i ) {

			var fc = TWEEN.Interpolation.Utils.Factorial;
			return fc( n ) / fc( i ) / fc( n - i );

		},

		Factorial: ( function () {

			var a = [ 1 ];

			return function ( n ) {

				var s = 1, i;
				if ( a[ n ] ) return a[ n ];
				for ( i = n; i > 1; i-- ) s *= i;
				return a[ n ] = s;

			};

		} )(),

		CatmullRom: function ( p0, p1, p2, p3, t ) {

			var v0 = ( p2 - p0 ) * 0.5, v1 = ( p3 - p1 ) * 0.5, t2 = t * t, t3 = t * t2;
			return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

		}

	}

};

// UMD (Universal Module Definition)
( function ( root ) {

	if ( typeof define === 'function' && define.amd ) {

		// AMD
		define( [], function () {
			return TWEEN;
		} );

	} else if ( typeof exports === 'object' ) {

		// Node.js
		module.exports = TWEEN;

	} else {

		// Global variable
		root.TWEEN = TWEEN;

	}

} )( this );

},{}],50:[function(_dereq_,module,exports){
(function (global){
(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.WebVRPolyfill = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof _dereq_=="function"&&_dereq_;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof _dereq_=="function"&&_dereq_;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){
'use strict';

var has = Object.prototype.hasOwnProperty
  , prefix = '~';

/**
 * Constructor to create a storage for our `EE` objects.
 * An `Events` instance is a plain object whose properties are event names.
 *
 * @constructor
 * @api private
 */
function Events() {}

//
// We try to not inherit from `Object.prototype`. In some engines creating an
// instance in this way is faster than calling `Object.create(null)` directly.
// If `Object.create(null)` is not supported we prefix the event names with a
// character to make sure that the built-in object properties are not
// overridden or used as an attack vector.
//
if (Object.create) {
  Events.prototype = Object.create(null);

  //
  // This hack is needed because the `__proto__` property is still inherited in
  // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
  //
  if (!new Events().__proto__) prefix = false;
}

/**
 * Representation of a single event listener.
 *
 * @param {Function} fn The listener function.
 * @param {Mixed} context The context to invoke the listener with.
 * @param {Boolean} [once=false] Specify if the listener is a one-time listener.
 * @constructor
 * @api private
 */
function EE(fn, context, once) {
  this.fn = fn;
  this.context = context;
  this.once = once || false;
}

/**
 * Minimal `EventEmitter` interface that is molded against the Node.js
 * `EventEmitter` interface.
 *
 * @constructor
 * @api public
 */
function EventEmitter() {
  this._events = new Events();
  this._eventsCount = 0;
}

/**
 * Return an array listing the events for which the emitter has registered
 * listeners.
 *
 * @returns {Array}
 * @api public
 */
EventEmitter.prototype.eventNames = function eventNames() {
  var names = []
    , events
    , name;

  if (this._eventsCount === 0) return names;

  for (name in (events = this._events)) {
    if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
  }

  if (Object.getOwnPropertySymbols) {
    return names.concat(Object.getOwnPropertySymbols(events));
  }

  return names;
};

/**
 * Return the listeners registered for a given event.
 *
 * @param {String|Symbol} event The event name.
 * @param {Boolean} exists Only check if there are listeners.
 * @returns {Array|Boolean}
 * @api public
 */
EventEmitter.prototype.listeners = function listeners(event, exists) {
  var evt = prefix ? prefix + event : event
    , available = this._events[evt];

  if (exists) return !!available;
  if (!available) return [];
  if (available.fn) return [available.fn];

  for (var i = 0, l = available.length, ee = new Array(l); i < l; i++) {
    ee[i] = available[i].fn;
  }

  return ee;
};

/**
 * Calls each of the listeners registered for a given event.
 *
 * @param {String|Symbol} event The event name.
 * @returns {Boolean} `true` if the event had listeners, else `false`.
 * @api public
 */
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
  var evt = prefix ? prefix + event : event;

  if (!this._events[evt]) return false;

  var listeners = this._events[evt]
    , len = arguments.length
    , args
    , i;

  if (listeners.fn) {
    if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);

    switch (len) {
      case 1: return listeners.fn.call(listeners.context), true;
      case 2: return listeners.fn.call(listeners.context, a1), true;
      case 3: return listeners.fn.call(listeners.context, a1, a2), true;
      case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
      case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
      case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
    }

    for (i = 1, args = new Array(len -1); i < len; i++) {
      args[i - 1] = arguments[i];
    }

    listeners.fn.apply(listeners.context, args);
  } else {
    var length = listeners.length
      , j;

    for (i = 0; i < length; i++) {
      if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);

      switch (len) {
        case 1: listeners[i].fn.call(listeners[i].context); break;
        case 2: listeners[i].fn.call(listeners[i].context, a1); break;
        case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
        case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
        default:
          if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
            args[j - 1] = arguments[j];
          }

          listeners[i].fn.apply(listeners[i].context, args);
      }
    }
  }

  return true;
};

/**
 * Add a listener for a given event.
 *
 * @param {String|Symbol} event The event name.
 * @param {Function} fn The listener function.
 * @param {Mixed} [context=this] The context to invoke the listener with.
 * @returns {EventEmitter} `this`.
 * @api public
 */
EventEmitter.prototype.on = function on(event, fn, context) {
  var listener = new EE(fn, context || this)
    , evt = prefix ? prefix + event : event;

  if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++;
  else if (!this._events[evt].fn) this._events[evt].push(listener);
  else this._events[evt] = [this._events[evt], listener];

  return this;
};

/**
 * Add a one-time listener for a given event.
 *
 * @param {String|Symbol} event The event name.
 * @param {Function} fn The listener function.
 * @param {Mixed} [context=this] The context to invoke the listener with.
 * @returns {EventEmitter} `this`.
 * @api public
 */
EventEmitter.prototype.once = function once(event, fn, context) {
  var listener = new EE(fn, context || this, true)
    , evt = prefix ? prefix + event : event;

  if (!this._events[evt]) this._events[evt] = listener, this._eventsCount++;
  else if (!this._events[evt].fn) this._events[evt].push(listener);
  else this._events[evt] = [this._events[evt], listener];

  return this;
};

/**
 * Remove the listeners of a given event.
 *
 * @param {String|Symbol} event The event name.
 * @param {Function} fn Only remove the listeners that match this function.
 * @param {Mixed} context Only remove the listeners that have this context.
 * @param {Boolean} once Only remove one-time listeners.
 * @returns {EventEmitter} `this`.
 * @api public
 */
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
  var evt = prefix ? prefix + event : event;

  if (!this._events[evt]) return this;
  if (!fn) {
    if (--this._eventsCount === 0) this._events = new Events();
    else delete this._events[evt];
    return this;
  }

  var listeners = this._events[evt];

  if (listeners.fn) {
    if (
         listeners.fn === fn
      && (!once || listeners.once)
      && (!context || listeners.context === context)
    ) {
      if (--this._eventsCount === 0) this._events = new Events();
      else delete this._events[evt];
    }
  } else {
    for (var i = 0, events = [], length = listeners.length; i < length; i++) {
      if (
           listeners[i].fn !== fn
        || (once && !listeners[i].once)
        || (context && listeners[i].context !== context)
      ) {
        events.push(listeners[i]);
      }
    }

    //
    // Reset the array, or remove it completely if we have no more listeners.
    //
    if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
    else if (--this._eventsCount === 0) this._events = new Events();
    else delete this._events[evt];
  }

  return this;
};

/**
 * Remove all listeners, or those of the specified event.
 *
 * @param {String|Symbol} [event] The event name.
 * @returns {EventEmitter} `this`.
 * @api public
 */
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
  var evt;

  if (event) {
    evt = prefix ? prefix + event : event;
    if (this._events[evt]) {
      if (--this._eventsCount === 0) this._events = new Events();
      else delete this._events[evt];
    }
  } else {
    this._events = new Events();
    this._eventsCount = 0;
  }

  return this;
};

//
// Alias methods names because people roll like that.
//
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
EventEmitter.prototype.addListener = EventEmitter.prototype.on;

//
// This function doesn't apply anymore.
//
EventEmitter.prototype.setMaxListeners = function setMaxListeners() {
  return this;
};

//
// Expose the prefix.
//
EventEmitter.prefixed = prefix;

//
// Allow `EventEmitter` to be imported as module namespace.
//
EventEmitter.EventEmitter = EventEmitter;

//
// Expose the module.
//
if ('undefined' !== typeof module) {
  module.exports = EventEmitter;
}

},{}],2:[function(_dereq_,module,exports){
'use strict';
/* eslint-disable no-unused-vars */
var hasOwnProperty = Object.prototype.hasOwnProperty;
var propIsEnumerable = Object.prototype.propertyIsEnumerable;

function toObject(val) {
	if (val === null || val === undefined) {
		throw new TypeError('Object.assign cannot be called with null or undefined');
	}

	return Object(val);
}

function shouldUseNative() {
	try {
		if (!Object.assign) {
			return false;
		}

		// Detect buggy property enumeration order in older V8 versions.

		// https://bugs.chromium.org/p/v8/issues/detail?id=4118
		var test1 = new String('abc');  // eslint-disable-line
		test1[5] = 'de';
		if (Object.getOwnPropertyNames(test1)[0] === '5') {
			return false;
		}

		// https://bugs.chromium.org/p/v8/issues/detail?id=3056
		var test2 = {};
		for (var i = 0; i < 10; i++) {
			test2['_' + String.fromCharCode(i)] = i;
		}
		var order2 = Object.getOwnPropertyNames(test2).map(function (n) {
			return test2[n];
		});
		if (order2.join('') !== '0123456789') {
			return false;
		}

		// https://bugs.chromium.org/p/v8/issues/detail?id=3056
		var test3 = {};
		'abcdefghijklmnopqrst'.split('').forEach(function (letter) {
			test3[letter] = letter;
		});
		if (Object.keys(Object.assign({}, test3)).join('') !==
				'abcdefghijklmnopqrst') {
			return false;
		}

		return true;
	} catch (e) {
		// We don't expect any of the above to throw, but better to be safe.
		return false;
	}
}

module.exports = shouldUseNative() ? Object.assign : function (target, source) {
	var from;
	var to = toObject(target);
	var symbols;

	for (var s = 1; s < arguments.length; s++) {
		from = Object(arguments[s]);

		for (var key in from) {
			if (hasOwnProperty.call(from, key)) {
				to[key] = from[key];
			}
		}

		if (Object.getOwnPropertySymbols) {
			symbols = Object.getOwnPropertySymbols(from);
			for (var i = 0; i < symbols.length; i++) {
				if (propIsEnumerable.call(from, symbols[i])) {
					to[symbols[i]] = from[symbols[i]];
				}
			}
		}
	}

	return to;
};

},{}],3:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = _dereq_('./util.js');
var WakeLock = _dereq_('./wakelock.js');

// Start at a higher number to reduce chance of conflict.
var nextDisplayId = 1000;
var hasShowDeprecationWarning = false;

var defaultLeftBounds = [0, 0, 0.5, 1];
var defaultRightBounds = [0.5, 0, 0.5, 1];

/**
 * The base class for all VR frame data.
 */

function VRFrameData() {
  this.leftProjectionMatrix = new Float32Array(16);
  this.leftViewMatrix = new Float32Array(16);
  this.rightProjectionMatrix = new Float32Array(16);
  this.rightViewMatrix = new Float32Array(16);
  this.pose = null;
};

/**
 * The base class for all VR displays.
 */
function VRDisplay() {
  this.isPolyfilled = true;
  this.displayId = nextDisplayId++;
  this.displayName = 'webvr-polyfill displayName';

  this.depthNear = 0.01;
  this.depthFar = 10000.0;

  this.isConnected = true;
  this.isPresenting = false;
  this.capabilities = {
    hasPosition: false,
    hasOrientation: false,
    hasExternalDisplay: false,
    canPresent: false,
    maxLayers: 1
  };
  this.stageParameters = null;

  // "Private" members.
  this.waitingForPresent_ = false;
  this.layer_ = null;

  this.fullscreenElement_ = null;
  this.fullscreenWrapper_ = null;
  this.fullscreenElementCachedStyle_ = null;

  this.fullscreenEventTarget_ = null;
  this.fullscreenChangeHandler_ = null;
  this.fullscreenErrorHandler_ = null;

  this.wakelock_ = new WakeLock();
}

VRDisplay.prototype.getFrameData = function(frameData) {
  // TODO: Technically this should retain it's value for the duration of a frame
  // but I doubt that's practical to do in javascript.
  return Util.frameDataFromPose(frameData, this.getPose(), this);
};

VRDisplay.prototype.getPose = function() {
  // TODO: Technically this should retain it's value for the duration of a frame
  // but I doubt that's practical to do in javascript.
  return this.getImmediatePose();
};

VRDisplay.prototype.requestAnimationFrame = function(callback) {
  return window.requestAnimationFrame(callback);
};

VRDisplay.prototype.cancelAnimationFrame = function(id) {
  return window.cancelAnimationFrame(id);
};

VRDisplay.prototype.wrapForFullscreen = function(element) {
  // Don't wrap in iOS.
  if (Util.isIOS()) {
    return element;
  }
  if (!this.fullscreenWrapper_) {
    this.fullscreenWrapper_ = document.createElement('div');
    var cssProperties = [
      'height: ' + Math.min(screen.height, screen.width) + 'px !important',
      'top: 0 !important',
      'left: 0 !important',
      'right: 0 !important',
      'border: 0',
      'margin: 0',
      'padding: 0',
      'z-index: 999999 !important',
      'position: fixed',
    ];
    this.fullscreenWrapper_.setAttribute('style', cssProperties.join('; ') + ';');
    this.fullscreenWrapper_.classList.add('webvr-polyfill-fullscreen-wrapper');
  }

  if (this.fullscreenElement_ == element) {
    return this.fullscreenWrapper_;
  }

  // Remove any previously applied wrappers
  this.removeFullscreenWrapper();

  this.fullscreenElement_ = element;
  var parent = this.fullscreenElement_.parentElement;
  parent.insertBefore(this.fullscreenWrapper_, this.fullscreenElement_);
  parent.removeChild(this.fullscreenElement_);
  this.fullscreenWrapper_.insertBefore(this.fullscreenElement_, this.fullscreenWrapper_.firstChild);
  this.fullscreenElementCachedStyle_ = this.fullscreenElement_.getAttribute('style');

  var self = this;
  function applyFullscreenElementStyle() {
    if (!self.fullscreenElement_) {
      return;
    }

    var cssProperties = [
      'position: absolute',
      'top: 0',
      'left: 0',
      'width: ' + Math.max(screen.width, screen.height) + 'px',
      'height: ' + Math.min(screen.height, screen.width) + 'px',
      'border: 0',
      'margin: 0',
      'padding: 0',
    ];
    self.fullscreenElement_.setAttribute('style', cssProperties.join('; ') + ';');
  }

  applyFullscreenElementStyle();

  return this.fullscreenWrapper_;
};

VRDisplay.prototype.removeFullscreenWrapper = function() {
  if (!this.fullscreenElement_) {
    return;
  }

  var element = this.fullscreenElement_;
  if (this.fullscreenElementCachedStyle_) {
    element.setAttribute('style', this.fullscreenElementCachedStyle_);
  } else {
    element.removeAttribute('style');
  }
  this.fullscreenElement_ = null;
  this.fullscreenElementCachedStyle_ = null;

  var parent = this.fullscreenWrapper_.parentElement;
  this.fullscreenWrapper_.removeChild(element);
  parent.insertBefore(element, this.fullscreenWrapper_);
  parent.removeChild(this.fullscreenWrapper_);

  return element;
};

VRDisplay.prototype.requestPresent = function(layers) {
  var wasPresenting = this.isPresenting;
  var self = this;

  if (!(layers instanceof Array)) {
    if (!hasShowDeprecationWarning) {
      console.warn("Using a deprecated form of requestPresent. Should pass in an array of VRLayers.");
      hasShowDeprecationWarning = true;
    }
    layers = [layers];
  }

  return new Promise(function(resolve, reject) {
    if (!self.capabilities.canPresent) {
      reject(new Error('VRDisplay is not capable of presenting.'));
      return;
    }

    if (layers.length == 0 || layers.length > self.capabilities.maxLayers) {
      reject(new Error('Invalid number of layers.'));
      return;
    }

    var incomingLayer = layers[0];
    if (!incomingLayer.source) {
      /*
      todo: figure out the correct behavior if the source is not provided.
      see https://github.com/w3c/webvr/issues/58
      */
      resolve();
      return;
    }

    var leftBounds = incomingLayer.leftBounds || defaultLeftBounds;
    var rightBounds = incomingLayer.rightBounds || defaultRightBounds;
    if (wasPresenting) {
      // Already presenting, just changing configuration
      var layer = self.layer_;
      if (layer.source !== incomingLayer.source) {
        layer.source = incomingLayer.source;
      }

      for (var i = 0; i < 4; i++) {
        if (layer.leftBounds[i] !== leftBounds[i]) {
          layer.leftBounds[i] = leftBounds[i];
        }
        if (layer.rightBounds[i] !== rightBounds[i]) {
          layer.rightBounds[i] = rightBounds[i];
        }
      }

      resolve();
      return;
    }

    // Was not already presenting.
    self.layer_ = {
      predistorted: incomingLayer.predistorted,
      source: incomingLayer.source,
      leftBounds: leftBounds.slice(0),
      rightBounds: rightBounds.slice(0)
    };

    self.waitingForPresent_ = false;
    if (self.layer_ && self.layer_.source) {
      var fullscreenElement = self.wrapForFullscreen(self.layer_.source);

      function onFullscreenChange() {
        var actualFullscreenElement = Util.getFullscreenElement();

        self.isPresenting = (fullscreenElement === actualFullscreenElement);
        if (self.isPresenting) {
          if (screen.orientation && screen.orientation.lock) {
            screen.orientation.lock('landscape-primary').catch(function(error){
                    console.error('screen.orientation.lock() failed due to', error.message)
            });
          }
          self.waitingForPresent_ = false;
          self.beginPresent_();
          resolve();
        } else {
          if (screen.orientation && screen.orientation.unlock) {
            screen.orientation.unlock();
          }
          self.removeFullscreenWrapper();
          self.wakelock_.release();
          self.endPresent_();
          self.removeFullscreenListeners_();
        }
        self.fireVRDisplayPresentChange_();
      }
      function onFullscreenError() {
        if (!self.waitingForPresent_) {
          return;
        }

        self.removeFullscreenWrapper();
        self.removeFullscreenListeners_();

        self.wakelock_.release();
        self.waitingForPresent_ = false;
        self.isPresenting = false;

        reject(new Error('Unable to present.'));
      }

      self.addFullscreenListeners_(fullscreenElement,
          onFullscreenChange, onFullscreenError);

      if (Util.requestFullscreen(fullscreenElement)) {
        self.wakelock_.request();
        self.waitingForPresent_ = true;
      } else if (Util.isIOS() || Util.isWebViewAndroid()) {
        // *sigh* Just fake it.
        self.wakelock_.request();
        self.isPresenting = true;
        self.beginPresent_();
        self.fireVRDisplayPresentChange_();
        resolve();
      }
    }

    if (!self.waitingForPresent_ && !Util.isIOS()) {
      Util.exitFullscreen();
      reject(new Error('Unable to present.'));
    }
  });
};

VRDisplay.prototype.exitPresent = function() {
  var wasPresenting = this.isPresenting;
  var self = this;
  this.isPresenting = false;
  this.layer_ = null;
  this.wakelock_.release();

  return new Promise(function(resolve, reject) {
    if (wasPresenting) {
      if (!Util.exitFullscreen() && Util.isIOS()) {
        self.endPresent_();
        self.fireVRDisplayPresentChange_();
      }

      if(Util.isWebViewAndroid()) {
        self.removeFullscreenWrapper();
        self.removeFullscreenListeners_();
        self.endPresent_();
        self.fireVRDisplayPresentChange_();
      }

      resolve();
    } else {
      reject(new Error('Was not presenting to VRDisplay.'));
    }
  });
};

VRDisplay.prototype.getLayers = function() {
  if (this.layer_) {
    return [this.layer_];
  }
  return [];
};

VRDisplay.prototype.fireVRDisplayPresentChange_ = function() {
  var event = new CustomEvent('vrdisplaypresentchange', {detail: {display: this}});
  window.dispatchEvent(event);
};

VRDisplay.prototype.addFullscreenListeners_ = function(element, changeHandler, errorHandler) {
  this.removeFullscreenListeners_();

  this.fullscreenEventTarget_ = element;
  this.fullscreenChangeHandler_ = changeHandler;
  this.fullscreenErrorHandler_ = errorHandler;

  if (changeHandler) {
    if (document.fullscreenEnabled) {
      element.addEventListener('fullscreenchange', changeHandler, false);
    } else if (document.webkitFullscreenEnabled) {
      element.addEventListener('webkitfullscreenchange', changeHandler, false);
    } else if (document.mozFullScreenEnabled) {
      document.addEventListener('mozfullscreenchange', changeHandler, false);
    } else if (document.msFullscreenEnabled) {
      element.addEventListener('msfullscreenchange', changeHandler, false);
    }
  }

  if (errorHandler) {
    if (document.fullscreenEnabled) {
      element.addEventListener('fullscreenerror', errorHandler, false);
    } else if (document.webkitFullscreenEnabled) {
      element.addEventListener('webkitfullscreenerror', errorHandler, false);
    } else if (document.mozFullScreenEnabled) {
      document.addEventListener('mozfullscreenerror', errorHandler, false);
    } else if (document.msFullscreenEnabled) {
      element.addEventListener('msfullscreenerror', errorHandler, false);
    }
  }
};

VRDisplay.prototype.removeFullscreenListeners_ = function() {
  if (!this.fullscreenEventTarget_)
    return;

  var element = this.fullscreenEventTarget_;

  if (this.fullscreenChangeHandler_) {
    var changeHandler = this.fullscreenChangeHandler_;
    element.removeEventListener('fullscreenchange', changeHandler, false);
    element.removeEventListener('webkitfullscreenchange', changeHandler, false);
    document.removeEventListener('mozfullscreenchange', changeHandler, false);
    element.removeEventListener('msfullscreenchange', changeHandler, false);
  }

  if (this.fullscreenErrorHandler_) {
    var errorHandler = this.fullscreenErrorHandler_;
    element.removeEventListener('fullscreenerror', errorHandler, false);
    element.removeEventListener('webkitfullscreenerror', errorHandler, false);
    document.removeEventListener('mozfullscreenerror', errorHandler, false);
    element.removeEventListener('msfullscreenerror', errorHandler, false);
  }

  this.fullscreenEventTarget_ = null;
  this.fullscreenChangeHandler_ = null;
  this.fullscreenErrorHandler_ = null;
};

VRDisplay.prototype.beginPresent_ = function() {
  // Override to add custom behavior when presentation begins.
};

VRDisplay.prototype.endPresent_ = function() {
  // Override to add custom behavior when presentation ends.
};

VRDisplay.prototype.submitFrame = function(pose) {
  // Override to add custom behavior for frame submission.
};

VRDisplay.prototype.getEyeParameters = function(whichEye) {
  // Override to return accurate eye parameters if canPresent is true.
  return null;
};

/*
 * Deprecated classes
 */

/**
 * The base class for all VR devices. (Deprecated)
 */
function VRDevice() {
  this.isPolyfilled = true;
  this.hardwareUnitId = 'webvr-polyfill hardwareUnitId';
  this.deviceId = 'webvr-polyfill deviceId';
  this.deviceName = 'webvr-polyfill deviceName';
}

/**
 * The base class for all VR HMD devices. (Deprecated)
 */
function HMDVRDevice() {
}
HMDVRDevice.prototype = new VRDevice();

/**
 * The base class for all VR position sensor devices. (Deprecated)
 */
function PositionSensorVRDevice() {
}
PositionSensorVRDevice.prototype = new VRDevice();

module.exports.VRFrameData = VRFrameData;
module.exports.VRDisplay = VRDisplay;
module.exports.VRDevice = VRDevice;
module.exports.HMDVRDevice = HMDVRDevice;
module.exports.PositionSensorVRDevice = PositionSensorVRDevice;

},{"./util.js":23,"./wakelock.js":25}],4:[function(_dereq_,module,exports){
/*
 * Copyright 2016 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var CardboardUI = _dereq_('./cardboard-ui.js');
var Util = _dereq_('./util.js');
var WGLUPreserveGLState = _dereq_('./deps/wglu-preserve-state.js');

var distortionVS = [
  'attribute vec2 position;',
  'attribute vec3 texCoord;',

  'varying vec2 vTexCoord;',

  'uniform vec4 viewportOffsetScale[2];',

  'void main() {',
  '  vec4 viewport = viewportOffsetScale[int(texCoord.z)];',
  '  vTexCoord = (texCoord.xy * viewport.zw) + viewport.xy;',
  '  gl_Position = vec4( position, 1.0, 1.0 );',
  '}',
].join('\n');

var distortionFS = [
  'precision mediump float;',
  'uniform sampler2D diffuse;',

  'varying vec2 vTexCoord;',

  'void main() {',
  '  gl_FragColor = texture2D(diffuse, vTexCoord);',
  '}',
].join('\n');

/**
 * A mesh-based distorter.
 */
function CardboardDistorter(gl) {
  this.gl = gl;
  this.ctxAttribs = gl.getContextAttributes();

  this.meshWidth = 20;
  this.meshHeight = 20;

  this.bufferScale = WebVRConfig.BUFFER_SCALE;

  this.bufferWidth = gl.drawingBufferWidth;
  this.bufferHeight = gl.drawingBufferHeight;

  // Patching support
  this.realBindFramebuffer = gl.bindFramebuffer;
  this.realEnable = gl.enable;
  this.realDisable = gl.disable;
  this.realColorMask = gl.colorMask;
  this.realClearColor = gl.clearColor;
  this.realViewport = gl.viewport;

  if (!Util.isIOS()) {
    this.realCanvasWidth = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'width');
    this.realCanvasHeight = Object.getOwnPropertyDescriptor(gl.canvas.__proto__, 'height');
  }

  this.isPatched = false;

  // State tracking
  this.lastBoundFramebuffer = null;
  this.cullFace = false;
  this.depthTest = false;
  this.blend = false;
  this.scissorTest = false;
  this.stencilTest = false;
  this.viewport = [0, 0, 0, 0];
  this.colorMask = [true, true, true, true];
  this.clearColor = [0, 0, 0, 0];

  this.attribs = {
    position: 0,
    texCoord: 1
  };
  this.program = Util.linkProgram(gl, distortionVS, distortionFS, this.attribs);
  this.uniforms = Util.getProgramUniforms(gl, this.program);

  this.viewportOffsetScale = new Float32Array(8);
  this.setTextureBounds();

  this.vertexBuffer = gl.createBuffer();
  this.indexBuffer = gl.createBuffer();
  this.indexCount = 0;

  this.renderTarget = gl.createTexture();
  this.framebuffer = gl.createFramebuffer();

  this.depthStencilBuffer = null;
  this.depthBuffer = null;
  this.stencilBuffer = null;

  if (this.ctxAttribs.depth && this.ctxAttribs.stencil) {
    this.depthStencilBuffer = gl.createRenderbuffer();
  } else if (this.ctxAttribs.depth) {
    this.depthBuffer = gl.createRenderbuffer();
  } else if (this.ctxAttribs.stencil) {
    this.stencilBuffer = gl.createRenderbuffer();
  }

  this.patch();

  this.onResize();

  if (!WebVRConfig.CARDBOARD_UI_DISABLED) {
    this.cardboardUI = new CardboardUI(gl);
  }
};

/**
 * Tears down all the resources created by the distorter and removes any
 * patches.
 */
CardboardDistorter.prototype.destroy = function() {
  var gl = this.gl;

  this.unpatch();

  gl.deleteProgram(this.program);
  gl.deleteBuffer(this.vertexBuffer);
  gl.deleteBuffer(this.indexBuffer);
  gl.deleteTexture(this.renderTarget);
  gl.deleteFramebuffer(this.framebuffer);
  if (this.depthStencilBuffer) {
    gl.deleteRenderbuffer(this.depthStencilBuffer);
  }
  if (this.depthBuffer) {
    gl.deleteRenderbuffer(this.depthBuffer);
  }
  if (this.stencilBuffer) {
    gl.deleteRenderbuffer(this.stencilBuffer);
  }

  if (this.cardboardUI) {
    this.cardboardUI.destroy();
  }
};


/**
 * Resizes the backbuffer to match the canvas width and height.
 */
CardboardDistorter.prototype.onResize = function() {
  var gl = this.gl;
  var self = this;

  var glState = [
    gl.RENDERBUFFER_BINDING,
    gl.TEXTURE_BINDING_2D, gl.TEXTURE0
  ];

  WGLUPreserveGLState(gl, glState, function(gl) {
    // Bind real backbuffer and clear it once. We don't need to clear it again
    // after that because we're overwriting the same area every frame.
    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null);

    // Put things in a good state
    if (self.scissorTest) { self.realDisable.call(gl, gl.SCISSOR_TEST); }
    self.realColorMask.call(gl, true, true, true, true);
    self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
    self.realClearColor.call(gl, 0, 0, 0, 1);

    gl.clear(gl.COLOR_BUFFER_BIT);

    // Now bind and resize the fake backbuffer
    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.framebuffer);

    gl.bindTexture(gl.TEXTURE_2D, self.renderTarget);
    gl.texImage2D(gl.TEXTURE_2D, 0, self.ctxAttribs.alpha ? gl.RGBA : gl.RGB,
        self.bufferWidth, self.bufferHeight, 0,
        self.ctxAttribs.alpha ? gl.RGBA : gl.RGB, gl.UNSIGNED_BYTE, null);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
    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.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, self.renderTarget, 0);

    if (self.ctxAttribs.depth && self.ctxAttribs.stencil) {
      gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthStencilBuffer);
      gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL,
          self.bufferWidth, self.bufferHeight);
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT,
          gl.RENDERBUFFER, self.depthStencilBuffer);
    } else if (self.ctxAttribs.depth) {
      gl.bindRenderbuffer(gl.RENDERBUFFER, self.depthBuffer);
      gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16,
          self.bufferWidth, self.bufferHeight);
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
          gl.RENDERBUFFER, self.depthBuffer);
    } else if (self.ctxAttribs.stencil) {
      gl.bindRenderbuffer(gl.RENDERBUFFER, self.stencilBuffer);
      gl.renderbufferStorage(gl.RENDERBUFFER, gl.STENCIL_INDEX8,
          self.bufferWidth, self.bufferHeight);
      gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.STENCIL_ATTACHMENT,
          gl.RENDERBUFFER, self.stencilBuffer);
    }

    if (!gl.checkFramebufferStatus(gl.FRAMEBUFFER) === gl.FRAMEBUFFER_COMPLETE) {
      console.error('Framebuffer incomplete!');
    }

    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer);

    if (self.scissorTest) { self.realEnable.call(gl, gl.SCISSOR_TEST); }

    self.realColorMask.apply(gl, self.colorMask);
    self.realViewport.apply(gl, self.viewport);
    self.realClearColor.apply(gl, self.clearColor);
  });

  if (this.cardboardUI) {
    this.cardboardUI.onResize();
  }
};

CardboardDistorter.prototype.patch = function() {
  if (this.isPatched) {
    return;
  }

  var self = this;
  var canvas = this.gl.canvas;
  var gl = this.gl;

  if (!Util.isIOS()) {
    canvas.width = Util.getScreenWidth() * this.bufferScale;
    canvas.height = Util.getScreenHeight() * this.bufferScale;

    Object.defineProperty(canvas, 'width', {
      configurable: true,
      enumerable: true,
      get: function() {
        return self.bufferWidth;
      },
      set: function(value) {
        self.bufferWidth = value;
        self.realCanvasWidth.set.call(canvas, value);
        self.onResize();
      }
    });

    Object.defineProperty(canvas, 'height', {
      configurable: true,
      enumerable: true,
      get: function() {
        return self.bufferHeight;
      },
      set: function(value) {
        self.bufferHeight = value;
        self.realCanvasHeight.set.call(canvas, value);
        self.onResize();
      }
    });
  }

  this.lastBoundFramebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);

  if (this.lastBoundFramebuffer == null) {
    this.lastBoundFramebuffer = this.framebuffer;
    this.gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
  }

  this.gl.bindFramebuffer = function(target, framebuffer) {
    self.lastBoundFramebuffer = framebuffer ? framebuffer : self.framebuffer;
    // Silently make calls to bind the default framebuffer bind ours instead.
    self.realBindFramebuffer.call(gl, target, self.lastBoundFramebuffer);
  };

  this.cullFace = gl.getParameter(gl.CULL_FACE);
  this.depthTest = gl.getParameter(gl.DEPTH_TEST);
  this.blend = gl.getParameter(gl.BLEND);
  this.scissorTest = gl.getParameter(gl.SCISSOR_TEST);
  this.stencilTest = gl.getParameter(gl.STENCIL_TEST);

  gl.enable = function(pname) {
    switch (pname) {
      case gl.CULL_FACE: self.cullFace = true; break;
      case gl.DEPTH_TEST: self.depthTest = true; break;
      case gl.BLEND: self.blend = true; break;
      case gl.SCISSOR_TEST: self.scissorTest = true; break;
      case gl.STENCIL_TEST: self.stencilTest = true; break;
    }
    self.realEnable.call(gl, pname);
  };

  gl.disable = function(pname) {
    switch (pname) {
      case gl.CULL_FACE: self.cullFace = false; break;
      case gl.DEPTH_TEST: self.depthTest = false; break;
      case gl.BLEND: self.blend = false; break;
      case gl.SCISSOR_TEST: self.scissorTest = false; break;
      case gl.STENCIL_TEST: self.stencilTest = false; break;
    }
    self.realDisable.call(gl, pname);
  };

  this.colorMask = gl.getParameter(gl.COLOR_WRITEMASK);
  gl.colorMask = function(r, g, b, a) {
    self.colorMask[0] = r;
    self.colorMask[1] = g;
    self.colorMask[2] = b;
    self.colorMask[3] = a;
    self.realColorMask.call(gl, r, g, b, a);
  };

  this.clearColor = gl.getParameter(gl.COLOR_CLEAR_VALUE);
  gl.clearColor = function(r, g, b, a) {
    self.clearColor[0] = r;
    self.clearColor[1] = g;
    self.clearColor[2] = b;
    self.clearColor[3] = a;
    self.realClearColor.call(gl, r, g, b, a);
  };

  this.viewport = gl.getParameter(gl.VIEWPORT);
  gl.viewport = function(x, y, w, h) {
    self.viewport[0] = x;
    self.viewport[1] = y;
    self.viewport[2] = w;
    self.viewport[3] = h;
    self.realViewport.call(gl, x, y, w, h);
  };

  this.isPatched = true;
  Util.safariCssSizeWorkaround(canvas);
};

CardboardDistorter.prototype.unpatch = function() {
  if (!this.isPatched) {
    return;
  }

  var gl = this.gl;
  var canvas = this.gl.canvas;

  if (!Util.isIOS()) {
    Object.defineProperty(canvas, 'width', this.realCanvasWidth);
    Object.defineProperty(canvas, 'height', this.realCanvasHeight);
  }
  canvas.width = this.bufferWidth;
  canvas.height = this.bufferHeight;

  gl.bindFramebuffer = this.realBindFramebuffer;
  gl.enable = this.realEnable;
  gl.disable = this.realDisable;
  gl.colorMask = this.realColorMask;
  gl.clearColor = this.realClearColor;
  gl.viewport = this.realViewport;

  // Check to see if our fake backbuffer is bound and bind the real backbuffer
  // if that's the case.
  if (this.lastBoundFramebuffer == this.framebuffer) {
    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  }

  this.isPatched = false;

  setTimeout(function() {
    Util.safariCssSizeWorkaround(canvas);
  }, 1);
};

CardboardDistorter.prototype.setTextureBounds = function(leftBounds, rightBounds) {
  if (!leftBounds) {
    leftBounds = [0, 0, 0.5, 1];
  }

  if (!rightBounds) {
    rightBounds = [0.5, 0, 0.5, 1];
  }

  // Left eye
  this.viewportOffsetScale[0] = leftBounds[0]; // X
  this.viewportOffsetScale[1] = leftBounds[1]; // Y
  this.viewportOffsetScale[2] = leftBounds[2]; // Width
  this.viewportOffsetScale[3] = leftBounds[3]; // Height

  // Right eye
  this.viewportOffsetScale[4] = rightBounds[0]; // X
  this.viewportOffsetScale[5] = rightBounds[1]; // Y
  this.viewportOffsetScale[6] = rightBounds[2]; // Width
  this.viewportOffsetScale[7] = rightBounds[3]; // Height
};

/**
 * Performs distortion pass on the injected backbuffer, rendering it to the real
 * backbuffer.
 */
CardboardDistorter.prototype.submitFrame = function() {
  var gl = this.gl;
  var self = this;

  var glState = [];

  if (!WebVRConfig.DIRTY_SUBMIT_FRAME_BINDINGS) {
    glState.push(
      gl.CURRENT_PROGRAM,
      gl.ARRAY_BUFFER_BINDING,
      gl.ELEMENT_ARRAY_BUFFER_BINDING,
      gl.TEXTURE_BINDING_2D, gl.TEXTURE0
    );
  }

  WGLUPreserveGLState(gl, glState, function(gl) {
    // Bind the real default framebuffer
    self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, null);

    // Make sure the GL state is in a good place
    if (self.cullFace) { self.realDisable.call(gl, gl.CULL_FACE); }
    if (self.depthTest) { self.realDisable.call(gl, gl.DEPTH_TEST); }
    if (self.blend) { self.realDisable.call(gl, gl.BLEND); }
    if (self.scissorTest) { self.realDisable.call(gl, gl.SCISSOR_TEST); }
    if (self.stencilTest) { self.realDisable.call(gl, gl.STENCIL_TEST); }
    self.realColorMask.call(gl, true, true, true, true);
    self.realViewport.call(gl, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

    // If the backbuffer has an alpha channel clear every frame so the page
    // doesn't show through.
    if (self.ctxAttribs.alpha || Util.isIOS()) {
      self.realClearColor.call(gl, 0, 0, 0, 1);
      gl.clear(gl.COLOR_BUFFER_BIT);
    }

    // Bind distortion program and mesh
    gl.useProgram(self.program);

    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer);

    gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer);
    gl.enableVertexAttribArray(self.attribs.position);
    gl.enableVertexAttribArray(self.attribs.texCoord);
    gl.vertexAttribPointer(self.attribs.position, 2, gl.FLOAT, false, 20, 0);
    gl.vertexAttribPointer(self.attribs.texCoord, 3, gl.FLOAT, false, 20, 8);

    gl.activeTexture(gl.TEXTURE0);
    gl.uniform1i(self.uniforms.diffuse, 0);
    gl.bindTexture(gl.TEXTURE_2D, self.renderTarget);

    gl.uniform4fv(self.uniforms.viewportOffsetScale, self.viewportOffsetScale);

    // Draws both eyes
    gl.drawElements(gl.TRIANGLES, self.indexCount, gl.UNSIGNED_SHORT, 0);

    if (self.cardboardUI) {
      self.cardboardUI.renderNoState();
    }

    // Bind the fake default framebuffer again
    self.realBindFramebuffer.call(self.gl, gl.FRAMEBUFFER, self.framebuffer);

    // If preserveDrawingBuffer == false clear the framebuffer
    if (!self.ctxAttribs.preserveDrawingBuffer) {
      self.realClearColor.call(gl, 0, 0, 0, 0);
      gl.clear(gl.COLOR_BUFFER_BIT);
    }

    if (!WebVRConfig.DIRTY_SUBMIT_FRAME_BINDINGS) {
      self.realBindFramebuffer.call(gl, gl.FRAMEBUFFER, self.lastBoundFramebuffer);
    }

    // Restore state
    if (self.cullFace) { self.realEnable.call(gl, gl.CULL_FACE); }
    if (self.depthTest) { self.realEnable.call(gl, gl.DEPTH_TEST); }
    if (self.blend) { self.realEnable.call(gl, gl.BLEND); }
    if (self.scissorTest) { self.realEnable.call(gl, gl.SCISSOR_TEST); }
    if (self.stencilTest) { self.realEnable.call(gl, gl.STENCIL_TEST); }

    self.realColorMask.apply(gl, self.colorMask);
    self.realViewport.apply(gl, self.viewport);
    if (self.ctxAttribs.alpha || !self.ctxAttribs.preserveDrawingBuffer) {
      self.realClearColor.apply(gl, self.clearColor);
    }
  });

  // Workaround for the fact that Safari doesn't allow us to patch the canvas
  // width and height correctly. After each submit frame check to see what the
  // real backbuffer size has been set to and resize the fake backbuffer size
  // to match.
  if (Util.isIOS()) {
    var canvas = gl.canvas;
    if (canvas.width != self.bufferWidth || canvas.height != self.bufferHeight) {
      self.bufferWidth = canvas.width;
      self.bufferHeight = canvas.height;
      self.onResize();
    }
  }
};

/**
 * Call when the deviceInfo has changed. At this point we need
 * to re-calculate the distortion mesh.
 */
CardboardDistorter.prototype.updateDeviceInfo = function(deviceInfo) {
  var gl = this.gl;
  var self = this;

  var glState = [gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING];
  WGLUPreserveGLState(gl, glState, function(gl) {
    var vertices = self.computeMeshVertices_(self.meshWidth, self.meshHeight, deviceInfo);
    gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

    // Indices don't change based on device parameters, so only compute once.
    if (!self.indexCount) {
      var indices = self.computeMeshIndices_(self.meshWidth, self.meshHeight);
      gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.indexBuffer);
      gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
      self.indexCount = indices.length;
    }
  });
};

/**
 * Build the distortion mesh vertices.
 * Based on code from the Unity cardboard plugin.
 */
CardboardDistorter.prototype.computeMeshVertices_ = function(width, height, deviceInfo) {
  var vertices = new Float32Array(2 * width * height * 5);

  var lensFrustum = deviceInfo.getLeftEyeVisibleTanAngles();
  var noLensFrustum = deviceInfo.getLeftEyeNoLensTanAngles();
  var viewport = deviceInfo.getLeftEyeVisibleScreenRect(noLensFrustum);
  var vidx = 0;
  var iidx = 0;
  for (var e = 0; e < 2; e++) {
    for (var j = 0; j < height; j++) {
      for (var i = 0; i < width; i++, vidx++) {
        var u = i / (width - 1);
        var v = j / (height - 1);

        // Grid points regularly spaced in StreoScreen, and barrel distorted in
        // the mesh.
        var s = u;
        var t = v;
        var x = Util.lerp(lensFrustum[0], lensFrustum[2], u);
        var y = Util.lerp(lensFrustum[3], lensFrustum[1], v);
        var d = Math.sqrt(x * x + y * y);
        var r = deviceInfo.distortion.distortInverse(d);
        var p = x * r / d;
        var q = y * r / d;
        u = (p - noLensFrustum[0]) / (noLensFrustum[2] - noLensFrustum[0]);
        v = (q - noLensFrustum[3]) / (noLensFrustum[1] - noLensFrustum[3]);

        // Convert u,v to mesh screen coordinates.
        var aspect = deviceInfo.device.widthMeters / deviceInfo.device.heightMeters;

        // FIXME: The original Unity plugin multiplied U by the aspect ratio
        // and didn't multiply either value by 2, but that seems to get it
        // really close to correct looking for me. I hate this kind of "Don't
        // know why it works" code though, and wold love a more logical
        // explanation of what needs to happen here.
        u = (viewport.x + u * viewport.width - 0.5) * 2.0; //* aspect;
        v = (viewport.y + v * viewport.height - 0.5) * 2.0;

        vertices[(vidx * 5) + 0] = u; // position.x
        vertices[(vidx * 5) + 1] = v; // position.y
        vertices[(vidx * 5) + 2] = s; // texCoord.x
        vertices[(vidx * 5) + 3] = t; // texCoord.y
        vertices[(vidx * 5) + 4] = e; // texCoord.z (viewport index)
      }
    }
    var w = lensFrustum[2] - lensFrustum[0];
    lensFrustum[0] = -(w + lensFrustum[0]);
    lensFrustum[2] = w - lensFrustum[2];
    w = noLensFrustum[2] - noLensFrustum[0];
    noLensFrustum[0] = -(w + noLensFrustum[0]);
    noLensFrustum[2] = w - noLensFrustum[2];
    viewport.x = 1 - (viewport.x + viewport.width);
  }
  return vertices;
}

/**
 * Build the distortion mesh indices.
 * Based on code from the Unity cardboard plugin.
 */
CardboardDistorter.prototype.computeMeshIndices_ = function(width, height) {
  var indices = new Uint16Array(2 * (width - 1) * (height - 1) * 6);
  var halfwidth = width / 2;
  var halfheight = height / 2;
  var vidx = 0;
  var iidx = 0;
  for (var e = 0; e < 2; e++) {
    for (var j = 0; j < height; j++) {
      for (var i = 0; i < width; i++, vidx++) {
        if (i == 0 || j == 0)
          continue;
        // Build a quad.  Lower right and upper left quadrants have quads with
        // the triangle diagonal flipped to get the vignette to interpolate
        // correctly.
        if ((i <= halfwidth) == (j <= halfheight)) {
          // Quad diagonal lower left to upper right.
          indices[iidx++] = vidx;
          indices[iidx++] = vidx - width - 1;
          indices[iidx++] = vidx - width;
          indices[iidx++] = vidx - width - 1;
          indices[iidx++] = vidx;
          indices[iidx++] = vidx - 1;
        } else {
          // Quad diagonal upper left to lower right.
          indices[iidx++] = vidx - 1;
          indices[iidx++] = vidx - width;
          indices[iidx++] = vidx;
          indices[iidx++] = vidx - width;
          indices[iidx++] = vidx - 1;
          indices[iidx++] = vidx - width - 1;
        }
      }
    }
  }
  return indices;
};

CardboardDistorter.prototype.getOwnPropertyDescriptor_ = function(proto, attrName) {
  var descriptor = Object.getOwnPropertyDescriptor(proto, attrName);
  // In some cases (ahem... Safari), the descriptor returns undefined get and
  // set fields. In this case, we need to create a synthetic property
  // descriptor. This works around some of the issues in
  // https://github.com/borismus/webvr-polyfill/issues/46
  if (descriptor.get === undefined || descriptor.set === undefined) {
    descriptor.configurable = true;
    descriptor.enumerable = true;
    descriptor.get = function() {
      return this.getAttribute(attrName);
    };
    descriptor.set = function(val) {
      this.setAttribute(attrName, val);
    };
  }
  return descriptor;
};

module.exports = CardboardDistorter;

},{"./cardboard-ui.js":5,"./deps/wglu-preserve-state.js":7,"./util.js":23}],5:[function(_dereq_,module,exports){
/*
 * Copyright 2016 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = _dereq_('./util.js');
var WGLUPreserveGLState = _dereq_('./deps/wglu-preserve-state.js');

var uiVS = [
  'attribute vec2 position;',

  'uniform mat4 projectionMat;',

  'void main() {',
  '  gl_Position = projectionMat * vec4( position, -1.0, 1.0 );',
  '}',
].join('\n');

var uiFS = [
  'precision mediump float;',

  'uniform vec4 color;',

  'void main() {',
  '  gl_FragColor = color;',
  '}',
].join('\n');

var DEG2RAD = Math.PI/180.0;

// The gear has 6 identical sections, each spanning 60 degrees.
var kAnglePerGearSection = 60;

// Half-angle of the span of the outer rim.
var kOuterRimEndAngle = 12;

// Angle between the middle of the outer rim and the start of the inner rim.
var kInnerRimBeginAngle = 20;

// Distance from center to outer rim, normalized so that the entire model
// fits in a [-1, 1] x [-1, 1] square.
var kOuterRadius = 1;

// Distance from center to depressed rim, in model units.
var kMiddleRadius = 0.75;

// Radius of the inner hollow circle, in model units.
var kInnerRadius = 0.3125;

// Center line thickness in DP.
var kCenterLineThicknessDp = 4;

// Button width in DP.
var kButtonWidthDp = 28;

// Factor to scale the touch area that responds to the touch.
var kTouchSlopFactor = 1.5;

var Angles = [
  0, kOuterRimEndAngle, kInnerRimBeginAngle,
  kAnglePerGearSection - kInnerRimBeginAngle,
  kAnglePerGearSection - kOuterRimEndAngle
];

/**
 * Renders the alignment line and "options" gear. It is assumed that the canvas
 * this is rendered into covers the entire screen (or close to it.)
 */
function CardboardUI(gl) {
  this.gl = gl;

  this.attribs = {
    position: 0
  };
  this.program = Util.linkProgram(gl, uiVS, uiFS, this.attribs);
  this.uniforms = Util.getProgramUniforms(gl, this.program);

  this.vertexBuffer = gl.createBuffer();
  this.gearOffset = 0;
  this.gearVertexCount = 0;
  this.arrowOffset = 0;
  this.arrowVertexCount = 0;

  this.projMat = new Float32Array(16);

  this.listener = null;

  this.onResize();
};

/**
 * Tears down all the resources created by the UI renderer.
 */
CardboardUI.prototype.destroy = function() {
  var gl = this.gl;

  if (this.listener) {
    gl.canvas.removeEventListener('click', this.listener, false);
  }

  gl.deleteProgram(this.program);
  gl.deleteBuffer(this.vertexBuffer);
};

/**
 * Adds a listener to clicks on the gear and back icons
 */
CardboardUI.prototype.listen = function(optionsCallback, backCallback) {
  var canvas = this.gl.canvas;
  this.listener = function(event) {
    var midline = canvas.clientWidth / 2;
    var buttonSize = kButtonWidthDp * kTouchSlopFactor;
    // Check to see if the user clicked on (or around) the gear icon
    if (event.clientX > midline - buttonSize &&
        event.clientX < midline + buttonSize &&
        event.clientY > canvas.clientHeight - buttonSize) {
      optionsCallback(event);
    }
    // Check to see if the user clicked on (or around) the back icon
    else if (event.clientX < buttonSize && event.clientY < buttonSize) {
      backCallback(event);
    }
  };
  canvas.addEventListener('click', this.listener, false);
};

/**
 * Builds the UI mesh.
 */
CardboardUI.prototype.onResize = function() {
  var gl = this.gl;
  var self = this;

  var glState = [
    gl.ARRAY_BUFFER_BINDING
  ];

  WGLUPreserveGLState(gl, glState, function(gl) {
    var vertices = [];

    var midline = gl.drawingBufferWidth / 2;

    // Assumes your canvas width and height is scaled proportionately.
    // TODO(smus): The following causes buttons to become huge on iOS, but seems
    // like the right thing to do. For now, added a hack. But really, investigate why.
    var dps = (gl.drawingBufferWidth / (screen.width * window.devicePixelRatio));
    if (!Util.isIOS()) {
      dps *= window.devicePixelRatio;
    }

    var lineWidth = kCenterLineThicknessDp * dps / 2;
    var buttonSize = kButtonWidthDp * kTouchSlopFactor * dps;
    var buttonScale = kButtonWidthDp * dps / 2;
    var buttonBorder = ((kButtonWidthDp * kTouchSlopFactor) - kButtonWidthDp) * dps;

    // Build centerline
    vertices.push(midline - lineWidth, buttonSize);
    vertices.push(midline - lineWidth, gl.drawingBufferHeight);
    vertices.push(midline + lineWidth, buttonSize);
    vertices.push(midline + lineWidth, gl.drawingBufferHeight);

    // Build gear
    self.gearOffset = (vertices.length / 2);

    function addGearSegment(theta, r) {
      var angle = (90 - theta) * DEG2RAD;
      var x = Math.cos(angle);
      var y = Math.sin(angle);
      vertices.push(kInnerRadius * x * buttonScale + midline, kInnerRadius * y * buttonScale + buttonScale);
      vertices.push(r * x * buttonScale + midline, r * y * buttonScale + buttonScale);
    }

    for (var i = 0; i <= 6; i++) {
      var segmentTheta = i * kAnglePerGearSection;

      addGearSegment(segmentTheta, kOuterRadius);
      addGearSegment(segmentTheta + kOuterRimEndAngle, kOuterRadius);
      addGearSegment(segmentTheta + kInnerRimBeginAngle, kMiddleRadius);
      addGearSegment(segmentTheta + (kAnglePerGearSection - kInnerRimBeginAngle), kMiddleRadius);
      addGearSegment(segmentTheta + (kAnglePerGearSection - kOuterRimEndAngle), kOuterRadius);
    }

    self.gearVertexCount = (vertices.length / 2) - self.gearOffset;

    // Build back arrow
    self.arrowOffset = (vertices.length / 2);

    function addArrowVertex(x, y) {
      vertices.push(buttonBorder + x, gl.drawingBufferHeight - buttonBorder - y);
    }

    var angledLineWidth = lineWidth / Math.sin(45 * DEG2RAD);

    addArrowVertex(0, buttonScale);
    addArrowVertex(buttonScale, 0);
    addArrowVertex(buttonScale + angledLineWidth, angledLineWidth);
    addArrowVertex(angledLineWidth, buttonScale + angledLineWidth);

    addArrowVertex(angledLineWidth, buttonScale - angledLineWidth);
    addArrowVertex(0, buttonScale);
    addArrowVertex(buttonScale, buttonScale * 2);
    addArrowVertex(buttonScale + angledLineWidth, (buttonScale * 2) - angledLineWidth);

    addArrowVertex(angledLineWidth, buttonScale - angledLineWidth);
    addArrowVertex(0, buttonScale);

    addArrowVertex(angledLineWidth, buttonScale - lineWidth);
    addArrowVertex(kButtonWidthDp * dps, buttonScale - lineWidth);
    addArrowVertex(angledLineWidth, buttonScale + lineWidth);
    addArrowVertex(kButtonWidthDp * dps, buttonScale + lineWidth);

    self.arrowVertexCount = (vertices.length / 2) - self.arrowOffset;

    // Buffer data
    gl.bindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
  });
};

/**
 * Performs distortion pass on the injected backbuffer, rendering it to the real
 * backbuffer.
 */
CardboardUI.prototype.render = function() {
  var gl = this.gl;
  var self = this;

  var glState = [
    gl.CULL_FACE,
    gl.DEPTH_TEST,
    gl.BLEND,
    gl.SCISSOR_TEST,
    gl.STENCIL_TEST,
    gl.COLOR_WRITEMASK,
    gl.VIEWPORT,

    gl.CURRENT_PROGRAM,
    gl.ARRAY_BUFFER_BINDING
  ];

  WGLUPreserveGLState(gl, glState, function(gl) {
    // Make sure the GL state is in a good place
    gl.disable(gl.CULL_FACE);
    gl.disable(gl.DEPTH_TEST);
    gl.disable(gl.BLEND);
    gl.disable(gl.SCISSOR_TEST);
    gl.disable(gl.STENCIL_TEST);
    gl.colorMask(true, true, true, true);
    gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

    self.renderNoState();
  });
};

CardboardUI.prototype.renderNoState = function() {
  var gl = this.gl;

  // Bind distortion program and mesh
  gl.useProgram(this.program);

  gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
  gl.enableVertexAttribArray(this.attribs.position);
  gl.vertexAttribPointer(this.attribs.position, 2, gl.FLOAT, false, 8, 0);

  gl.uniform4f(this.uniforms.color, 1.0, 1.0, 1.0, 1.0);

  Util.orthoMatrix(this.projMat, 0, gl.drawingBufferWidth, 0, gl.drawingBufferHeight, 0.1, 1024.0);
  gl.uniformMatrix4fv(this.uniforms.projectionMat, false, this.projMat);

  // Draws UI element
  gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
  gl.drawArrays(gl.TRIANGLE_STRIP, this.gearOffset, this.gearVertexCount);
  gl.drawArrays(gl.TRIANGLE_STRIP, this.arrowOffset, this.arrowVertexCount);
};

module.exports = CardboardUI;

},{"./deps/wglu-preserve-state.js":7,"./util.js":23}],6:[function(_dereq_,module,exports){
/*
 * Copyright 2016 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var CardboardDistorter = _dereq_('./cardboard-distorter.js');
var CardboardUI = _dereq_('./cardboard-ui.js');
var DeviceInfo = _dereq_('./device-info.js');
var Dpdb = _dereq_('./dpdb/dpdb.js');
var FusionPoseSensor = _dereq_('./sensor-fusion/fusion-pose-sensor.js');
var RotateInstructions = _dereq_('./rotate-instructions.js');
var ViewerSelector = _dereq_('./viewer-selector.js');
var VRDisplay = _dereq_('./base.js').VRDisplay;
var Util = _dereq_('./util.js');

var Eye = {
  LEFT: 'left',
  RIGHT: 'right'
};

/**
 * VRDisplay based on mobile device parameters and DeviceMotion APIs.
 */
function CardboardVRDisplay() {
  this.displayName = 'Cardboard VRDisplay (webvr-polyfill)';

  this.capabilities.hasOrientation = true;
  this.capabilities.canPresent = true;

  // "Private" members.
  this.bufferScale_ = WebVRConfig.BUFFER_SCALE;
  this.poseSensor_ = new FusionPoseSensor();
  this.distorter_ = null;
  this.cardboardUI_ = null;

  this.dpdb_ = new Dpdb(true, this.onDeviceParamsUpdated_.bind(this));
  this.deviceInfo_ = new DeviceInfo(this.dpdb_.getDeviceParams());

  this.viewerSelector_ = new ViewerSelector();
  this.viewerSelector_.on('change', this.onViewerChanged_.bind(this));

  // Set the correct initial viewer.
  this.deviceInfo_.setViewer(this.viewerSelector_.getCurrentViewer());

  if (!WebVRConfig.ROTATE_INSTRUCTIONS_DISABLED) {
    this.rotateInstructions_ = new RotateInstructions();
  }

  if (Util.isIOS()) {
    // Listen for resize events to workaround this awful Safari bug.
    window.addEventListener('resize', this.onResize_.bind(this));
  }
}
CardboardVRDisplay.prototype = new VRDisplay();

CardboardVRDisplay.prototype.getImmediatePose = function() {
  return {
    position: this.poseSensor_.getPosition(),
    orientation: this.poseSensor_.getOrientation(),
    linearVelocity: null,
    linearAcceleration: null,
    angularVelocity: null,
    angularAcceleration: null
  };
};

CardboardVRDisplay.prototype.resetPose = function() {
  this.poseSensor_.resetPose();
};

CardboardVRDisplay.prototype.getEyeParameters = function(whichEye) {
  var offset = [this.deviceInfo_.viewer.interLensDistance * 0.5, 0.0, 0.0];
  var fieldOfView;

  // TODO: FoV can be a little expensive to compute. Cache when device params change.
  if (whichEye == Eye.LEFT) {
    offset[0] *= -1.0;
    fieldOfView = this.deviceInfo_.getFieldOfViewLeftEye();
  } else if (whichEye == Eye.RIGHT) {
    fieldOfView = this.deviceInfo_.getFieldOfViewRightEye();
  } else {
    console.error('Invalid eye provided: %s', whichEye);
    return null;
  }

  return {
    fieldOfView: fieldOfView,
    offset: offset,
    // TODO: Should be able to provide better values than these.
    renderWidth: this.deviceInfo_.device.width * 0.5 * this.bufferScale_,
    renderHeight: this.deviceInfo_.device.height * this.bufferScale_,
  };
};

CardboardVRDisplay.prototype.onDeviceParamsUpdated_ = function(newParams) {
  if (Util.isDebug()) {
    console.log('DPDB reported that device params were updated.');
  }
  this.deviceInfo_.updateDeviceParams(newParams);

  if (this.distorter_) {
    this.distorter_.updateDeviceInfo(this.deviceInfo_);
  }
};

CardboardVRDisplay.prototype.updateBounds_ = function () {
  if (this.layer_ && this.distorter_ && (this.layer_.leftBounds || this.layer_.rightBounds)) {
    this.distorter_.setTextureBounds(this.layer_.leftBounds, this.layer_.rightBounds);
  }
};

CardboardVRDisplay.prototype.beginPresent_ = function() {
  var gl = this.layer_.source.getContext('webgl');
  if (!gl)
    gl = this.layer_.source.getContext('experimental-webgl');
  if (!gl)
    gl = this.layer_.source.getContext('webgl2');

  if (!gl)
    return; // Can't do distortion without a WebGL context.

  // Provides a way to opt out of distortion
  if (this.layer_.predistorted) {
    if (!WebVRConfig.CARDBOARD_UI_DISABLED) {
      gl.canvas.width = Util.getScreenWidth() * this.bufferScale_;
      gl.canvas.height = Util.getScreenHeight() * this.bufferScale_;
      this.cardboardUI_ = new CardboardUI(gl);
    }
  } else {
    // Create a new distorter for the target context
    this.distorter_ = new CardboardDistorter(gl);
    this.distorter_.updateDeviceInfo(this.deviceInfo_);
    this.cardboardUI_ = this.distorter_.cardboardUI;
  }

  if (this.cardboardUI_) {
    this.cardboardUI_.listen(function(e) {
      // Options clicked.
      this.viewerSelector_.show(this.layer_.source.parentElement);
      e.stopPropagation();
      e.preventDefault();
    }.bind(this), function(e) {
      // Back clicked.
      this.exitPresent();
      e.stopPropagation();
      e.preventDefault();
    }.bind(this));
  }

  if (this.rotateInstructions_) {
    if (Util.isLandscapeMode() && Util.isMobile()) {
      // In landscape mode, temporarily show the "put into Cardboard"
      // interstitial. Otherwise, do the default thing.
      this.rotateInstructions_.showTemporarily(3000, this.layer_.source.parentElement);
    } else {
      this.rotateInstructions_.update();
    }
  }

  // Listen for orientation change events in order to show interstitial.
  this.orientationHandler = this.onOrientationChange_.bind(this);
  window.addEventListener('orientationchange', this.orientationHandler);

  // Listen for present display change events in order to update distorter dimensions
  this.vrdisplaypresentchangeHandler = this.updateBounds_.bind(this);
  window.addEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler);

  // Fire this event initially, to give geometry-distortion clients the chance
  // to do something custom.
  this.fireVRDisplayDeviceParamsChange_();
};

CardboardVRDisplay.prototype.endPresent_ = function() {
  if (this.distorter_) {
    this.distorter_.destroy();
    this.distorter_ = null;
  }
  if (this.cardboardUI_) {
    this.cardboardUI_.destroy();
    this.cardboardUI_ = null;
  }

  if (this.rotateInstructions_) {
    this.rotateInstructions_.hide();
  }
  this.viewerSelector_.hide();

  window.removeEventListener('orientationchange', this.orientationHandler);
  window.removeEventListener('vrdisplaypresentchange', this.vrdisplaypresentchangeHandler);
};

CardboardVRDisplay.prototype.submitFrame = function(pose) {
  if (this.distorter_) {
    this.distorter_.submitFrame();
  } else if (this.cardboardUI_ && this.layer_) {
    // Hack for predistorted: true.
    var canvas = this.layer_.source.getContext('webgl').canvas;
    if (canvas.width != this.lastWidth || canvas.height != this.lastHeight) {
      this.cardboardUI_.onResize();
    }
    this.lastWidth = canvas.width;
    this.lastHeight = canvas.height;

    // Render the Cardboard UI.
    this.cardboardUI_.render();
  }
};

CardboardVRDisplay.prototype.onOrientationChange_ = function(e) {
  // Hide the viewer selector.
  this.viewerSelector_.hide();

  // Update the rotate instructions.
  if (this.rotateInstructions_) {
    this.rotateInstructions_.update();
  }

  this.onResize_();
};

CardboardVRDisplay.prototype.onResize_ = function(e) {
  if (this.layer_) {
    var gl = this.layer_.source.getContext('webgl');
    // Size the CSS canvas.
    // Added padding on right and bottom because iPhone 5 will not
    // hide the URL bar unless content is bigger than the screen.
    // This will not be visible as long as the container element (e.g. body)
    // is set to 'overflow: hidden'.
    var cssProperties = [
      'position: absolute',
      'top: 0',
      'left: 0',
      'width: ' + Math.max(screen.width, screen.height) + 'px',
      'height: ' + Math.min(screen.height, screen.width) + 'px',
      'border: 0',
      'margin: 0',
      'padding: 0 10px 10px 0',
    ];
    gl.canvas.setAttribute('style', cssProperties.join('; ') + ';');

    Util.safariCssSizeWorkaround(gl.canvas);
  }
};

CardboardVRDisplay.prototype.onViewerChanged_ = function(viewer) {
  this.deviceInfo_.setViewer(viewer);

  if (this.distorter_) {
    // Update the distortion appropriately.
    this.distorter_.updateDeviceInfo(this.deviceInfo_);
  }

  // Fire a new event containing viewer and device parameters for clients that
  // want to implement their own geometry-based distortion.
  this.fireVRDisplayDeviceParamsChange_();
};

CardboardVRDisplay.prototype.fireVRDisplayDeviceParamsChange_ = function() {
  var event = new CustomEvent('vrdisplaydeviceparamschange', {
    detail: {
      vrdisplay: this,
      deviceInfo: this.deviceInfo_,
    }
  });
  window.dispatchEvent(event);
};

module.exports = CardboardVRDisplay;

},{"./base.js":3,"./cardboard-distorter.js":4,"./cardboard-ui.js":5,"./device-info.js":8,"./dpdb/dpdb.js":13,"./rotate-instructions.js":17,"./sensor-fusion/fusion-pose-sensor.js":19,"./util.js":23,"./viewer-selector.js":24}],7:[function(_dereq_,module,exports){
/*
Copyright (c) 2016, Brandon Jones.

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/

/*
Caches specified GL state, runs a callback, and restores the cached state when
done.

Example usage:

var savedState = [
  gl.ARRAY_BUFFER_BINDING,

  // TEXTURE_BINDING_2D or _CUBE_MAP must always be followed by the texure unit.
  gl.TEXTURE_BINDING_2D, gl.TEXTURE0,

  gl.CLEAR_COLOR,
];
// After this call the array buffer, texture unit 0, active texture, and clear
// color will be restored. The viewport will remain changed, however, because
// gl.VIEWPORT was not included in the savedState list.
WGLUPreserveGLState(gl, savedState, function(gl) {
  gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);

  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(gl.ARRAY_BUFFER, ....);

  gl.activeTexture(gl.TEXTURE0);
  gl.bindTexture(gl.TEXTURE_2D, texture);
  gl.texImage2D(gl.TEXTURE_2D, ...);

  gl.clearColor(1, 0, 0, 1);
  gl.clear(gl.COLOR_BUFFER_BIT);
});

Note that this is not intended to be fast. Managing state in your own code to
avoid redundant state setting and querying will always be faster. This function
is most useful for cases where you may not have full control over the WebGL
calls being made, such as tooling or effect injectors.
*/

function WGLUPreserveGLState(gl, bindings, callback) {
  if (!bindings) {
    callback(gl);
    return;
  }

  var boundValues = [];

  var activeTexture = null;
  for (var i = 0; i < bindings.length; ++i) {
    var binding = bindings[i];
    switch (binding) {
      case gl.TEXTURE_BINDING_2D:
      case gl.TEXTURE_BINDING_CUBE_MAP:
        var textureUnit = bindings[++i];
        if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31) {
          console.error("TEXTURE_BINDING_2D or TEXTURE_BINDING_CUBE_MAP must be followed by a valid texture unit");
          boundValues.push(null, null);
          break;
        }
        if (!activeTexture) {
          activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE);
        }
        gl.activeTexture(textureUnit);
        boundValues.push(gl.getParameter(binding), null);
        break;
      case gl.ACTIVE_TEXTURE:
        activeTexture = gl.getParameter(gl.ACTIVE_TEXTURE);
        boundValues.push(null);
        break;
      default:
        boundValues.push(gl.getParameter(binding));
        break;
    }
  }

  callback(gl);

  for (var i = 0; i < bindings.length; ++i) {
    var binding = bindings[i];
    var boundValue = boundValues[i];
    switch (binding) {
      case gl.ACTIVE_TEXTURE:
        break; // Ignore this binding, since we special-case it to happen last.
      case gl.ARRAY_BUFFER_BINDING:
        gl.bindBuffer(gl.ARRAY_BUFFER, boundValue);
        break;
      case gl.COLOR_CLEAR_VALUE:
        gl.clearColor(boundValue[0], boundValue[1], boundValue[2], boundValue[3]);
        break;
      case gl.COLOR_WRITEMASK:
        gl.colorMask(boundValue[0], boundValue[1], boundValue[2], boundValue[3]);
        break;
      case gl.CURRENT_PROGRAM:
        gl.useProgram(boundValue);
        break;
      case gl.ELEMENT_ARRAY_BUFFER_BINDING:
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, boundValue);
        break;
      case gl.FRAMEBUFFER_BINDING:
        gl.bindFramebuffer(gl.FRAMEBUFFER, boundValue);
        break;
      case gl.RENDERBUFFER_BINDING:
        gl.bindRenderbuffer(gl.RENDERBUFFER, boundValue);
        break;
      case gl.TEXTURE_BINDING_2D:
        var textureUnit = bindings[++i];
        if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31)
          break;
        gl.activeTexture(textureUnit);
        gl.bindTexture(gl.TEXTURE_2D, boundValue);
        break;
      case gl.TEXTURE_BINDING_CUBE_MAP:
        var textureUnit = bindings[++i];
        if (textureUnit < gl.TEXTURE0 || textureUnit > gl.TEXTURE31)
          break;
        gl.activeTexture(textureUnit);
        gl.bindTexture(gl.TEXTURE_CUBE_MAP, boundValue);
        break;
      case gl.VIEWPORT:
        gl.viewport(boundValue[0], boundValue[1], boundValue[2], boundValue[3]);
        break;
      case gl.BLEND:
      case gl.CULL_FACE:
      case gl.DEPTH_TEST:
      case gl.SCISSOR_TEST:
      case gl.STENCIL_TEST:
        if (boundValue) {
          gl.enable(binding);
        } else {
          gl.disable(binding);
        }
        break;
      default:
        console.log("No GL restore behavior for 0x" + binding.toString(16));
        break;
    }

    if (activeTexture) {
      gl.activeTexture(activeTexture);
    }
  }
}

module.exports = WGLUPreserveGLState;
},{}],8:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Distortion = _dereq_('./distortion/distortion.js');
var MathUtil = _dereq_('./math-util.js');
var Util = _dereq_('./util.js');

function Device(params) {
  this.width = params.width || Util.getScreenWidth();
  this.height = params.height || Util.getScreenHeight();
  this.widthMeters = params.widthMeters;
  this.heightMeters = params.heightMeters;
  this.bevelMeters = params.bevelMeters;
}


// Fallback Android device (based on Nexus 5 measurements) for use when
// we can't recognize an Android device.
var DEFAULT_ANDROID = new Device({
  widthMeters: 0.110,
  heightMeters: 0.062,
  bevelMeters: 0.004
});

// Fallback iOS device (based on iPhone6) for use when
// we can't recognize an Android device.
var DEFAULT_IOS = new Device({
  widthMeters: 0.1038,
  heightMeters: 0.0584,
  bevelMeters: 0.004
});


var Viewers = {
  CardboardV1: new CardboardViewer({
    id: 'CardboardV1',
    label: 'Cardboard I/O 2014',
    fov: 40,
    interLensDistance: 0.060,
    baselineLensDistance: 0.035,
    screenLensDistance: 0.042,
    distortionCoefficients: [0.441, 0.156],
    inverseCoefficients: [-0.4410035, 0.42756155, -0.4804439, 0.5460139,
      -0.58821183, 0.5733938, -0.48303202, 0.33299083, -0.17573841,
      0.0651772, -0.01488963, 0.001559834]
  }),
  CardboardV2: new CardboardViewer({
    id: 'CardboardV2',
    label: 'Cardboard I/O 2015',
    fov: 60,
    interLensDistance: 0.064,
    baselineLensDistance: 0.035,
    screenLensDistance: 0.039,
    distortionCoefficients: [0.34, 0.55],
    inverseCoefficients: [-0.33836704, -0.18162185, 0.862655, -1.2462051,
      1.0560602, -0.58208317, 0.21609078, -0.05444823, 0.009177956,
      -9.904169E-4, 6.183535E-5, -1.6981803E-6]
  })
};


var DEFAULT_LEFT_CENTER = {x: 0.5, y: 0.5};
var DEFAULT_RIGHT_CENTER = {x: 0.5, y: 0.5};

/**
 * Manages information about the device and the viewer.
 *
 * deviceParams indicates the parameters of the device to use (generally
 * obtained from dpdb.getDeviceParams()). Can be null to mean no device
 * params were found.
 */
function DeviceInfo(deviceParams) {
  this.viewer = Viewers.CardboardV2;
  this.updateDeviceParams(deviceParams);
  this.distortion = new Distortion(this.viewer.distortionCoefficients);
}

DeviceInfo.prototype.updateDeviceParams = function(deviceParams) {
  this.device = this.determineDevice_(deviceParams) || this.device;
};

DeviceInfo.prototype.getDevice = function() {
  return this.device;
};

DeviceInfo.prototype.setViewer = function(viewer) {
  this.viewer = viewer;
  this.distortion = new Distortion(this.viewer.distortionCoefficients);
};

DeviceInfo.prototype.determineDevice_ = function(deviceParams) {
  if (!deviceParams) {
    // No parameters, so use a default.
    if (Util.isIOS()) {
      console.warn('Using fallback iOS device measurements.');
      return DEFAULT_IOS;
    } else {
      console.warn('Using fallback Android device measurements.');
      return DEFAULT_ANDROID;
    }
  }

  // Compute device screen dimensions based on deviceParams.
  var METERS_PER_INCH = 0.0254;
  var metersPerPixelX = METERS_PER_INCH / deviceParams.xdpi;
  var metersPerPixelY = METERS_PER_INCH / deviceParams.ydpi;
  var width = Util.getScreenWidth();
  var height = Util.getScreenHeight();
  return new Device({
    widthMeters: metersPerPixelX * width,
    heightMeters: metersPerPixelY * height,
    bevelMeters: deviceParams.bevelMm * 0.001,
  });
};

/**
 * Calculates field of view for the left eye.
 */
DeviceInfo.prototype.getDistortedFieldOfViewLeftEye = function() {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;

  // Device.height and device.width for device in portrait mode, so transpose.
  var eyeToScreenDistance = viewer.screenLensDistance;

  var outerDist = (device.widthMeters - viewer.interLensDistance) / 2;
  var innerDist = viewer.interLensDistance / 2;
  var bottomDist = viewer.baselineLensDistance - device.bevelMeters;
  var topDist = device.heightMeters - bottomDist;

  var outerAngle = MathUtil.radToDeg * Math.atan(
      distortion.distort(outerDist / eyeToScreenDistance));
  var innerAngle = MathUtil.radToDeg * Math.atan(
      distortion.distort(innerDist / eyeToScreenDistance));
  var bottomAngle = MathUtil.radToDeg * Math.atan(
      distortion.distort(bottomDist / eyeToScreenDistance));
  var topAngle = MathUtil.radToDeg * Math.atan(
      distortion.distort(topDist / eyeToScreenDistance));

  return {
    leftDegrees: Math.min(outerAngle, viewer.fov),
    rightDegrees: Math.min(innerAngle, viewer.fov),
    downDegrees: Math.min(bottomAngle, viewer.fov),
    upDegrees: Math.min(topAngle, viewer.fov)
  };
};

/**
 * Calculates the tan-angles from the maximum FOV for the left eye for the
 * current device and screen parameters.
 */
DeviceInfo.prototype.getLeftEyeVisibleTanAngles = function() {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;

  // Tan-angles from the max FOV.
  var fovLeft = Math.tan(-MathUtil.degToRad * viewer.fov);
  var fovTop = Math.tan(MathUtil.degToRad * viewer.fov);
  var fovRight = Math.tan(MathUtil.degToRad * viewer.fov);
  var fovBottom = Math.tan(-MathUtil.degToRad * viewer.fov);
  // Viewport size.
  var halfWidth = device.widthMeters / 4;
  var halfHeight = device.heightMeters / 2;
  // Viewport center, measured from left lens position.
  var verticalLensOffset = (viewer.baselineLensDistance - device.bevelMeters - halfHeight);
  var centerX = viewer.interLensDistance / 2 - halfWidth;
  var centerY = -verticalLensOffset;
  var centerZ = viewer.screenLensDistance;
  // Tan-angles of the viewport edges, as seen through the lens.
  var screenLeft = distortion.distort((centerX - halfWidth) / centerZ);
  var screenTop = distortion.distort((centerY + halfHeight) / centerZ);
  var screenRight = distortion.distort((centerX + halfWidth) / centerZ);
  var screenBottom = distortion.distort((centerY - halfHeight) / centerZ);
  // Compare the two sets of tan-angles and take the value closer to zero on each side.
  var result = new Float32Array(4);
  result[0] = Math.max(fovLeft, screenLeft);
  result[1] = Math.min(fovTop, screenTop);
  result[2] = Math.min(fovRight, screenRight);
  result[3] = Math.max(fovBottom, screenBottom);
  return result;
};

/**
 * Calculates the tan-angles from the maximum FOV for the left eye for the
 * current device and screen parameters, assuming no lenses.
 */
DeviceInfo.prototype.getLeftEyeNoLensTanAngles = function() {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;

  var result = new Float32Array(4);
  // Tan-angles from the max FOV.
  var fovLeft = distortion.distortInverse(Math.tan(-MathUtil.degToRad * viewer.fov));
  var fovTop = distortion.distortInverse(Math.tan(MathUtil.degToRad * viewer.fov));
  var fovRight = distortion.distortInverse(Math.tan(MathUtil.degToRad * viewer.fov));
  var fovBottom = distortion.distortInverse(Math.tan(-MathUtil.degToRad * viewer.fov));
  // Viewport size.
  var halfWidth = device.widthMeters / 4;
  var halfHeight = device.heightMeters / 2;
  // Viewport center, measured from left lens position.
  var verticalLensOffset = (viewer.baselineLensDistance - device.bevelMeters - halfHeight);
  var centerX = viewer.interLensDistance / 2 - halfWidth;
  var centerY = -verticalLensOffset;
  var centerZ = viewer.screenLensDistance;
  // Tan-angles of the viewport edges, as seen through the lens.
  var screenLeft = (centerX - halfWidth) / centerZ;
  var screenTop = (centerY + halfHeight) / centerZ;
  var screenRight = (centerX + halfWidth) / centerZ;
  var screenBottom = (centerY - halfHeight) / centerZ;
  // Compare the two sets of tan-angles and take the value closer to zero on each side.
  result[0] = Math.max(fovLeft, screenLeft);
  result[1] = Math.min(fovTop, screenTop);
  result[2] = Math.min(fovRight, screenRight);
  result[3] = Math.max(fovBottom, screenBottom);
  return result;
};

/**
 * Calculates the screen rectangle visible from the left eye for the
 * current device and screen parameters.
 */
DeviceInfo.prototype.getLeftEyeVisibleScreenRect = function(undistortedFrustum) {
  var viewer = this.viewer;
  var device = this.device;

  var dist = viewer.screenLensDistance;
  var eyeX = (device.widthMeters - viewer.interLensDistance) / 2;
  var eyeY = viewer.baselineLensDistance - device.bevelMeters;
  var left = (undistortedFrustum[0] * dist + eyeX) / device.widthMeters;
  var top = (undistortedFrustum[1] * dist + eyeY) / device.heightMeters;
  var right = (undistortedFrustum[2] * dist + eyeX) / device.widthMeters;
  var bottom = (undistortedFrustum[3] * dist + eyeY) / device.heightMeters;
  return {
    x: left,
    y: bottom,
    width: right - left,
    height: top - bottom
  };
};

DeviceInfo.prototype.getFieldOfViewLeftEye = function(opt_isUndistorted) {
  return opt_isUndistorted ? this.getUndistortedFieldOfViewLeftEye() :
      this.getDistortedFieldOfViewLeftEye();
};

DeviceInfo.prototype.getFieldOfViewRightEye = function(opt_isUndistorted) {
  var fov = this.getFieldOfViewLeftEye(opt_isUndistorted);
  return {
    leftDegrees: fov.rightDegrees,
    rightDegrees: fov.leftDegrees,
    upDegrees: fov.upDegrees,
    downDegrees: fov.downDegrees
  };
};

/**
 * Calculates undistorted field of view for the left eye.
 */
DeviceInfo.prototype.getUndistortedFieldOfViewLeftEye = function() {
  var p = this.getUndistortedParams_();

  return {
    leftDegrees: MathUtil.radToDeg * Math.atan(p.outerDist),
    rightDegrees: MathUtil.radToDeg * Math.atan(p.innerDist),
    downDegrees: MathUtil.radToDeg * Math.atan(p.bottomDist),
    upDegrees: MathUtil.radToDeg * Math.atan(p.topDist)
  };
};

DeviceInfo.prototype.getUndistortedViewportLeftEye = function() {
  var p = this.getUndistortedParams_();
  var viewer = this.viewer;
  var device = this.device;

  // Distances stored in local variables are in tan-angle units unless otherwise
  // noted.
  var eyeToScreenDistance = viewer.screenLensDistance;
  var screenWidth = device.widthMeters / eyeToScreenDistance;
  var screenHeight = device.heightMeters / eyeToScreenDistance;
  var xPxPerTanAngle = device.width / screenWidth;
  var yPxPerTanAngle = device.height / screenHeight;

  var x = Math.round((p.eyePosX - p.outerDist) * xPxPerTanAngle);
  var y = Math.round((p.eyePosY - p.bottomDist) * yPxPerTanAngle);
  return {
    x: x,
    y: y,
    width: Math.round((p.eyePosX + p.innerDist) * xPxPerTanAngle) - x,
    height: Math.round((p.eyePosY + p.topDist) * yPxPerTanAngle) - y
  };
};

DeviceInfo.prototype.getUndistortedParams_ = function() {
  var viewer = this.viewer;
  var device = this.device;
  var distortion = this.distortion;

  // Most of these variables in tan-angle units.
  var eyeToScreenDistance = viewer.screenLensDistance;
  var halfLensDistance = viewer.interLensDistance / 2 / eyeToScreenDistance;
  var screenWidth = device.widthMeters / eyeToScreenDistance;
  var screenHeight = device.heightMeters / eyeToScreenDistance;

  var eyePosX = screenWidth / 2 - halfLensDistance;
  var eyePosY = (viewer.baselineLensDistance - device.bevelMeters) / eyeToScreenDistance;

  var maxFov = viewer.fov;
  var viewerMax = distortion.distortInverse(Math.tan(MathUtil.degToRad * maxFov));
  var outerDist = Math.min(eyePosX, viewerMax);
  var innerDist = Math.min(halfLensDistance, viewerMax);
  var bottomDist = Math.min(eyePosY, viewerMax);
  var topDist = Math.min(screenHeight - eyePosY, viewerMax);

  return {
    outerDist: outerDist,
    innerDist: innerDist,
    topDist: topDist,
    bottomDist: bottomDist,
    eyePosX: eyePosX,
    eyePosY: eyePosY
  };
};


function CardboardViewer(params) {
  // A machine readable ID.
  this.id = params.id;
  // A human readable label.
  this.label = params.label;

  // Field of view in degrees (per side).
  this.fov = params.fov;

  // Distance between lens centers in meters.
  this.interLensDistance = params.interLensDistance;
  // Distance between viewer baseline and lens center in meters.
  this.baselineLensDistance = params.baselineLensDistance;
  // Screen-to-lens distance in meters.
  this.screenLensDistance = params.screenLensDistance;

  // Distortion coefficients.
  this.distortionCoefficients = params.distortionCoefficients;
  // Inverse distortion coefficients.
  // TODO: Calculate these from distortionCoefficients in the future.
  this.inverseCoefficients = params.inverseCoefficients;
}

// Export viewer information.
DeviceInfo.Viewers = Viewers;
module.exports = DeviceInfo;

},{"./distortion/distortion.js":10,"./math-util.js":15,"./util.js":23}],9:[function(_dereq_,module,exports){
/*
 * Copyright 2016 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
var VRDisplay = _dereq_('./base.js').VRDisplay;
var HMDVRDevice = _dereq_('./base.js').HMDVRDevice;
var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;

/**
 * Wraps a VRDisplay and exposes it as a HMDVRDevice
 */
function VRDisplayHMDDevice(display) {
  this.display = display;

  this.hardwareUnitId = display.displayId;
  this.deviceId = 'webvr-polyfill:HMD:' + display.displayId;
  this.deviceName = display.displayName + ' (HMD)';
}
VRDisplayHMDDevice.prototype = new HMDVRDevice();

VRDisplayHMDDevice.prototype.getEyeParameters = function(whichEye) {
  var eyeParameters = this.display.getEyeParameters(whichEye);

  return {
    currentFieldOfView: eyeParameters.fieldOfView,
    maximumFieldOfView: eyeParameters.fieldOfView,
    minimumFieldOfView: eyeParameters.fieldOfView,
    recommendedFieldOfView: eyeParameters.fieldOfView,
    eyeTranslation: { x: eyeParameters.offset[0], y: eyeParameters.offset[1], z: eyeParameters.offset[2] },
    renderRect: {
      x: (whichEye == 'right') ? eyeParameters.renderWidth : 0,
      y: 0,
      width: eyeParameters.renderWidth,
      height: eyeParameters.renderHeight
    }
  };
};

VRDisplayHMDDevice.prototype.setFieldOfView =
    function(opt_fovLeft, opt_fovRight, opt_zNear, opt_zFar) {
  // Not supported. getEyeParameters reports that the min, max, and recommended
  // FoV is all the same, so no adjustment can be made.
};

// TODO: Need to hook requestFullscreen to see if a wrapped VRDisplay was passed
// in as an option. If so we should prevent the default fullscreen behavior and
// call VRDisplay.requestPresent instead.

/**
 * Wraps a VRDisplay and exposes it as a PositionSensorVRDevice
 */
function VRDisplayPositionSensorDevice(display) {
  this.display = display;

  this.hardwareUnitId = display.displayId;
  this.deviceId = 'webvr-polyfill:PositionSensor: ' + display.displayId;
  this.deviceName = display.displayName + ' (PositionSensor)';
}
VRDisplayPositionSensorDevice.prototype = new PositionSensorVRDevice();

VRDisplayPositionSensorDevice.prototype.getState = function() {
  var pose = this.display.getPose();
  return {
    position: pose.position ? { x: pose.position[0], y: pose.position[1], z: pose.position[2] } : null,
    orientation: pose.orientation ? { x: pose.orientation[0], y: pose.orientation[1], z: pose.orientation[2], w: pose.orientation[3] } : null,
    linearVelocity: null,
    linearAcceleration: null,
    angularVelocity: null,
    angularAcceleration: null
  };
};

VRDisplayPositionSensorDevice.prototype.resetState = function() {
  return this.positionDevice.resetPose();
};


module.exports.VRDisplayHMDDevice = VRDisplayHMDDevice;
module.exports.VRDisplayPositionSensorDevice = VRDisplayPositionSensorDevice;


},{"./base.js":3}],10:[function(_dereq_,module,exports){
/**
 * TODO(smus): Implement coefficient inversion.
 */
function Distortion(coefficients) {
  this.coefficients = coefficients;
}

/**
 * Calculates the inverse distortion for a radius.
 * </p><p>
 * Allows to compute the original undistorted radius from a distorted one.
 * See also getApproximateInverseDistortion() for a faster but potentially
 * less accurate method.
 *
 * @param {Number} radius Distorted radius from the lens center in tan-angle units.
 * @return {Number} The undistorted radius in tan-angle units.
 */
Distortion.prototype.distortInverse = function(radius) {
  // Secant method.
  var r0 = 0;
  var r1 = 1;
  var dr0 = radius - this.distort(r0);
  while (Math.abs(r1 - r0) > 0.0001 /** 0.1mm */) {
    var dr1 = radius - this.distort(r1);
    var r2 = r1 - dr1 * ((r1 - r0) / (dr1 - dr0));
    r0 = r1;
    r1 = r2;
    dr0 = dr1;
  }
  return r1;
};

/**
 * Distorts a radius by its distortion factor from the center of the lenses.
 *
 * @param {Number} radius Radius from the lens center in tan-angle units.
 * @return {Number} The distorted radius in tan-angle units.
 */
Distortion.prototype.distort = function(radius) {
  var r2 = radius * radius;
  var ret = 0;
  for (var i = 0; i < this.coefficients.length; i++) {
    ret = r2 * (ret + this.coefficients[i]);
  }
  return (ret + 1) * radius;
};

// Functions below roughly ported from
// https://github.com/googlesamples/cardboard-unity/blob/master/Cardboard/Scripts/CardboardProfile.cs#L412

// Solves a small linear equation via destructive gaussian
// elimination and back substitution.  This isn't generic numeric
// code, it's just a quick hack to work with the generally
// well-behaved symmetric matrices for least-squares fitting.
// Not intended for reuse.
//
// @param a Input positive definite symmetrical matrix. Destroyed
//     during calculation.
// @param y Input right-hand-side values. Destroyed during calculation.
// @return Resulting x value vector.
//
Distortion.prototype.solveLinear_ = function(a, y) {
  var n = a.length;

  // Gaussian elimination (no row exchange) to triangular matrix.
  // The input matrix is a A^T A product which should be a positive
  // definite symmetrical matrix, and if I remember my linear
  // algebra right this implies that the pivots will be nonzero and
  // calculations sufficiently accurate without needing row
  // exchange.
  for (var j = 0; j < n - 1; ++j) {
    for (var k = j + 1; k < n; ++k) {
      var p = a[j][k] / a[j][j];
      for (var i = j + 1; i < n; ++i) {
        a[i][k] -= p * a[i][j];
      }
      y[k] -= p * y[j];
    }
  }
  // From this point on, only the matrix elements a[j][i] with i>=j are
  // valid. The elimination doesn't fill in eliminated 0 values.

  var x = new Array(n);

  // Back substitution.
  for (var j = n - 1; j >= 0; --j) {
    var v = y[j];
    for (var i = j + 1; i < n; ++i) {
      v -= a[i][j] * x[i];
    }
    x[j] = v / a[j][j];
  }

  return x;
};

// Solves a least-squares matrix equation.  Given the equation A * x = y, calculate the
// least-square fit x = inverse(A * transpose(A)) * transpose(A) * y.  The way this works
// is that, while A is typically not a square matrix (and hence not invertible), A * transpose(A)
// is always square.  That is:
//   A * x = y
//   transpose(A) * (A * x) = transpose(A) * y   <- multiply both sides by transpose(A)
//   (transpose(A) * A) * x = transpose(A) * y   <- associativity
//   x = inverse(transpose(A) * A) * transpose(A) * y  <- solve for x
// Matrix A's row count (first index) must match y's value count.  A's column count (second index)
// determines the length of the result vector x.
Distortion.prototype.solveLeastSquares_ = function(matA, vecY) {
  var i, j, k, sum;
  var numSamples = matA.length;
  var numCoefficients = matA[0].length;
  if (numSamples != vecY.Length) {
    throw new Error("Matrix / vector dimension mismatch");
  }

  // Calculate transpose(A) * A
  var matATA = new Array(numCoefficients);
  for (k = 0; k < numCoefficients; ++k) {
    matATA[k] = new Array(numCoefficients);
    for (j = 0; j < numCoefficients; ++j) {
      sum = 0;
      for (i = 0; i < numSamples; ++i) {
        sum += matA[j][i] * matA[k][i];
      }
      matATA[k][j] = sum;
    }
  }

  // Calculate transpose(A) * y
  var vecATY = new Array(numCoefficients);
  for (j = 0; j < numCoefficients; ++j) {
    sum = 0;
    for (i = 0; i < numSamples; ++i) {
      sum += matA[j][i] * vecY[i];
    }
    vecATY[j] = sum;
  }

  // Now solve (A * transpose(A)) * x = transpose(A) * y.
  return this.solveLinear_(matATA, vecATY);
};

/// Calculates an approximate inverse to the given radial distortion parameters.
Distortion.prototype.approximateInverse = function(maxRadius, numSamples) {
  maxRadius = maxRadius || 1;
  numSamples = numSamples || 100;
  var numCoefficients = 6;
  var i, j;

  // R + K1*R^3 + K2*R^5 = r, with R = rp = distort(r)
  // Repeating for numSamples:
  //   [ R0^3, R0^5 ] * [ K1 ] = [ r0 - R0 ]
  //   [ R1^3, R1^5 ]   [ K2 ]   [ r1 - R1 ]
  //   [ R2^3, R2^5 ]            [ r2 - R2 ]
  //   [ etc... ]                [ etc... ]
  // That is:
  //   matA * [K1, K2] = y
  // Solve:
  //   [K1, K2] = inverse(transpose(matA) * matA) * transpose(matA) * y
  var matA = new Array(numCoefficients);
  for (j = 0; j < numCoefficients; ++j) {
    matA[j] = new Array(numSamples);
  }
  var vecY = new Array(numSamples);

  for (i = 0; i < numSamples; ++i) {
    var r = maxRadius * (i + 1) / numSamples;
    var rp = this.distort(r);
    var v = rp;
    for (j = 0; j < numCoefficients; ++j) {
      v *= rp * rp;
      matA[j][i] = v;
    }
    vecY[i] = r - rp;
  }

  var inverseCoefficients = this.solveLeastSquares_(matA, vecY);

  return new Distortion(inverseCoefficients);
};

module.exports = Distortion;

},{}],11:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

/**
 * DPDB cache.
 */
var DPDB_CACHE = {
  "format": 1,
  "last_updated": "2016-01-20T00:18:35Z",
  "devices": [

  {
    "type": "android",
    "rules": [
      { "mdmh": "asus/*/Nexus 7/*" },
      { "ua": "Nexus 7" }
    ],
    "dpi": [ 320.8, 323.0 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "asus/*/ASUS_Z00AD/*" },
      { "ua": "ASUS_Z00AD" }
    ],
    "dpi": [ 403.0, 404.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Google//Pixel XL/" },
      { "ua": "Pixel XL" }
    ],
    "dpi": [537.9, 533],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "HTC/*/HTC6435LVW/*" },
      { "ua": "HTC6435LVW" }
    ],
    "dpi": [ 449.7, 443.3 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "HTC/*/HTC One XL/*" },
      { "ua": "HTC One XL" }
    ],
    "dpi": [ 315.3, 314.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "htc/*/Nexus 9/*" },
      { "ua": "Nexus 9" }
    ],
    "dpi": 289.0,
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "HTC/*/HTC One M9/*" },
      { "ua": "HTC One M9" }
    ],
    "dpi": [ 442.5, 443.3 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "HTC/*/HTC One_M8/*" },
      { "ua": "HTC One_M8" }
    ],
    "dpi": [ 449.7, 447.4 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "HTC/*/HTC One/*" },
      { "ua": "HTC One" }
    ],
    "dpi": 472.8,
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Huawei/*/Nexus 6P/*" },
      { "ua": "Nexus 6P" }
    ],
    "dpi": [ 515.1, 518.0 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/Nexus 5X/*" },
      { "ua": "Nexus 5X" }
    ],
    "dpi": [ 422.0, 419.9 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/LGMS345/*" },
      { "ua": "LGMS345" }
    ],
    "dpi": [ 221.7, 219.1 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/LG-D800/*" },
      { "ua": "LG-D800" }
    ],
    "dpi": [ 422.0, 424.1 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/LG-D850/*" },
      { "ua": "LG-D850" }
    ],
    "dpi": [ 537.9, 541.9 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/VS985 4G/*" },
      { "ua": "VS985 4G" }
    ],
    "dpi": [ 537.9, 535.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/Nexus 5/*" },
      { "ua": "Nexus 5 " }
    ],
    "dpi": [ 442.4, 444.8 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/Nexus 4/*" },
      { "ua": "Nexus 4" }
    ],
    "dpi": [ 319.8, 318.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/LG-P769/*" },
      { "ua": "LG-P769" }
    ],
    "dpi": [ 240.6, 247.5 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/LGMS323/*" },
      { "ua": "LGMS323" }
    ],
    "dpi": [ 206.6, 204.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "LGE/*/LGLS996/*" },
      { "ua": "LGLS996" }
    ],
    "dpi": [ 403.4, 401.5 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Micromax/*/4560MMX/*" },
      { "ua": "4560MMX" }
    ],
    "dpi": [ 240.0, 219.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Micromax/*/A250/*" },
      { "ua": "Micromax A250" }
    ],
    "dpi": [ 480.0, 446.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Micromax/*/Micromax AQ4501/*" },
      { "ua": "Micromax AQ4501" }
    ],
    "dpi": 240.0,
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/DROID RAZR/*" },
      { "ua": "DROID RAZR" }
    ],
    "dpi": [ 368.1, 256.7 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT830C/*" },
      { "ua": "XT830C" }
    ],
    "dpi": [ 254.0, 255.9 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1021/*" },
      { "ua": "XT1021" }
    ],
    "dpi": [ 254.0, 256.7 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1023/*" },
      { "ua": "XT1023" }
    ],
    "dpi": [ 254.0, 256.7 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1028/*" },
      { "ua": "XT1028" }
    ],
    "dpi": [ 326.6, 327.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1034/*" },
      { "ua": "XT1034" }
    ],
    "dpi": [ 326.6, 328.4 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1053/*" },
      { "ua": "XT1053" }
    ],
    "dpi": [ 315.3, 316.1 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1562/*" },
      { "ua": "XT1562" }
    ],
    "dpi": [ 403.4, 402.7 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/Nexus 6/*" },
      { "ua": "Nexus 6 " }
    ],
    "dpi": [ 494.3, 489.7 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1063/*" },
      { "ua": "XT1063" }
    ],
    "dpi": [ 295.0, 296.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1064/*" },
      { "ua": "XT1064" }
    ],
    "dpi": [ 295.0, 295.6 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1092/*" },
      { "ua": "XT1092" }
    ],
    "dpi": [ 422.0, 424.1 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/XT1095/*" },
      { "ua": "XT1095" }
    ],
    "dpi": [ 422.0, 423.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "motorola/*/G4/*" },
      { "ua": "Moto G (4)" }
    ],
    "dpi": 401.0,
    "bw": 4,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "OnePlus/*/A0001/*" },
      { "ua": "A0001" }
    ],
    "dpi": [ 403.4, 401.0 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "OnePlus/*/ONE E1005/*" },
      { "ua": "ONE E1005" }
    ],
    "dpi": [ 442.4, 441.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "OnePlus/*/ONE A2005/*" },
      { "ua": "ONE A2005" }
    ],
    "dpi": [ 391.9, 405.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "OPPO/*/X909/*" },
      { "ua": "X909" }
    ],
    "dpi": [ 442.4, 444.1 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-I9082/*" },
      { "ua": "GT-I9082" }
    ],
    "dpi": [ 184.7, 185.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G360P/*" },
      { "ua": "SM-G360P" }
    ],
    "dpi": [ 196.7, 205.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/Nexus S/*" },
      { "ua": "Nexus S" }
    ],
    "dpi": [ 234.5, 229.8 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-I9300/*" },
      { "ua": "GT-I9300" }
    ],
    "dpi": [ 304.8, 303.9 ],
    "bw": 5,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-T230NU/*" },
      { "ua": "SM-T230NU" }
    ],
    "dpi": 216.0,
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SGH-T399/*" },
      { "ua": "SGH-T399" }
    ],
    "dpi": [ 217.7, 231.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-N9005/*" },
      { "ua": "SM-N9005" }
    ],
    "dpi": [ 386.4, 387.0 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SAMSUNG-SM-N900A/*" },
      { "ua": "SAMSUNG-SM-N900A" }
    ],
    "dpi": [ 386.4, 387.7 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-I9500/*" },
      { "ua": "GT-I9500" }
    ],
    "dpi": [ 442.5, 443.3 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-I9505/*" },
      { "ua": "GT-I9505" }
    ],
    "dpi": 439.4,
    "bw": 4,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G900F/*" },
      { "ua": "SM-G900F" }
    ],
    "dpi": [ 415.6, 431.6 ],
    "bw": 5,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G900M/*" },
      { "ua": "SM-G900M" }
    ],
    "dpi": [ 415.6, 431.6 ],
    "bw": 5,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G800F/*" },
      { "ua": "SM-G800F" }
    ],
    "dpi": 326.8,
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G906S/*" },
      { "ua": "SM-G906S" }
    ],
    "dpi": [ 562.7, 572.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-I9300/*" },
      { "ua": "GT-I9300" }
    ],
    "dpi": [ 306.7, 304.8 ],
    "bw": 5,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-T535/*" },
      { "ua": "SM-T535" }
    ],
    "dpi": [ 142.6, 136.4 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-N920C/*" },
      { "ua": "SM-N920C" }
    ],
    "dpi": [ 515.1, 518.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-I9300I/*" },
      { "ua": "GT-I9300I" }
    ],
    "dpi": [ 304.8, 305.8 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-I9195/*" },
      { "ua": "GT-I9195" }
    ],
    "dpi": [ 249.4, 256.7 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SPH-L520/*" },
      { "ua": "SPH-L520" }
    ],
    "dpi": [ 249.4, 255.9 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SAMSUNG-SGH-I717/*" },
      { "ua": "SAMSUNG-SGH-I717" }
    ],
    "dpi": 285.8,
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SPH-D710/*" },
      { "ua": "SPH-D710" }
    ],
    "dpi": [ 217.7, 204.2 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/GT-N7100/*" },
      { "ua": "GT-N7100" }
    ],
    "dpi": 265.1,
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SCH-I605/*" },
      { "ua": "SCH-I605" }
    ],
    "dpi": 265.1,
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/Galaxy Nexus/*" },
      { "ua": "Galaxy Nexus" }
    ],
    "dpi": [ 315.3, 314.2 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-N910H/*" },
      { "ua": "SM-N910H" }
    ],
    "dpi": [ 515.1, 518.0 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-N910C/*" },
      { "ua": "SM-N910C" }
    ],
    "dpi": [ 515.2, 520.2 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G130M/*" },
      { "ua": "SM-G130M" }
    ],
    "dpi": [ 165.9, 164.8 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G928I/*" },
      { "ua": "SM-G928I" }
    ],
    "dpi": [ 515.1, 518.4 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G920F/*" },
      { "ua": "SM-G920F" }
    ],
    "dpi": 580.6,
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G920P/*" },
      { "ua": "SM-G920P" }
    ],
    "dpi": [ 522.5, 577.0 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G925F/*" },
      { "ua": "SM-G925F" }
    ],
    "dpi": 580.6,
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G925V/*" },
      { "ua": "SM-G925V" }
    ],
    "dpi": [ 522.5, 576.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "samsung/*/SM-G935F/*" },
      { "ua": "SM-G935F" }
    ],
    "dpi": 534,
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Sony/*/C6903/*" },
      { "ua": "C6903" }
    ],
    "dpi": [ 442.5, 443.3 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Sony/*/D6653/*" },
      { "ua": "D6653" }
    ],
    "dpi": [ 428.6, 427.6 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Sony/*/E6653/*" },
      { "ua": "E6653" }
    ],
    "dpi": [ 428.6, 425.7 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Sony/*/E6853/*" },
      { "ua": "E6853" }
    ],
    "dpi": [ 403.4, 401.9 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "Sony/*/SGP321/*" },
      { "ua": "SGP321" }
    ],
    "dpi": [ 224.7, 224.1 ],
    "bw": 3,
    "ac": 500
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "TCT/*/ALCATEL ONE TOUCH Fierce/*" },
      { "ua": "ALCATEL ONE TOUCH Fierce" }
    ],
    "dpi": [ 240.0, 247.5 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "THL/*/thl 5000/*" },
      { "ua": "thl 5000" }
    ],
    "dpi": [ 480.0, 443.3 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "android",
    "rules": [
      { "mdmh": "ZTE/*/ZTE Blade L2/*" },
      { "ua": "ZTE Blade L2" }
    ],
    "dpi": 240.0,
    "bw": 3,
    "ac": 500
  },

  {
    "type": "ios",
    "rules": [ { "res": [ 640, 960 ] } ],
    "dpi": [ 325.1, 328.4 ],
    "bw": 4,
    "ac": 1000
  },

  {
    "type": "ios",
    "rules": [ { "res": [ 640, 1136 ] } ],
    "dpi": [ 317.1, 320.2 ],
    "bw": 3,
    "ac": 1000
  },

  {
    "type": "ios",
    "rules": [ { "res": [ 750, 1334 ] } ],
    "dpi": 326.4,
    "bw": 4,
    "ac": 1000
  },

  {
    "type": "ios",
    "rules": [ { "res": [ 1242, 2208 ] } ],
    "dpi": [ 453.6, 458.4 ],
    "bw": 4,
    "ac": 1000
  },

  {
    "type": "ios",
    "rules": [ { "res": [ 1125, 2001 ] } ],
    "dpi": [ 410.9, 415.4 ],
    "bw": 4,
    "ac": 1000
  }
]};

module.exports = DPDB_CACHE;

},{}],12:[function(_dereq_,module,exports){
module.exports={
  "format":1,
  "last_updated":"2017-01-12T08:41:55Z",
  "devices":[
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"asus/*/Nexus 7/*"
        },
        {
          "ua":"Nexus 7"
        }
      ],
      "dpi":[
        320.8,
        323
      ],
      "bw":3,
      "ac":500
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"asus/*/ASUS_Z00AD/*"
        },
        {
          "ua":"ASUS_Z00AD"
        }
      ],
      "dpi":[
        403,
        404.6
      ],
      "bw":3,
      "ac":1000
    },
    {
      "type": "android",
      "rules": [
        {
          "mdmh": "Google//Pixel XL/"
        },
        {
          "ua": "Pixel XL"
        }
      ],
      "dpi": [
        537.9,
        533
      ],
      "bw": 3,
      "ac": 1000
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"HTC/*/HTC6435LVW/*"
        },
        {
          "ua":"HTC6435LVW"
        }
      ],
      "dpi":[
        449.7,
        443.3
      ],
      "bw":3,
      "ac":1000
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"HTC/*/HTC One XL/*"
        },
        {
          "ua":"HTC One XL"
        }
      ],
      "dpi":[
        315.3,
        314.6
      ],
      "bw":3,
      "ac":1000
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"htc/*/Nexus 9/*"
        },
        {
          "ua":"Nexus 9"
        }
      ],
      "dpi":289,
      "bw":3,
      "ac":500
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"HTC/*/HTC One M9/*"
        },
        {
          "ua":"HTC One M9"
        }
      ],
      "dpi":[
        442.5,
        443.3
      ],
      "bw":3,
      "ac":500
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"HTC/*/HTC One_M8/*"
        },
        {
          "ua":"HTC One_M8"
        }
      ],
      "dpi":[
        449.7,
        447.4
      ],
      "bw":3,
      "ac":500
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"HTC/*/HTC One/*"
        },
        {
          "ua":"HTC One"
        }
      ],
      "dpi":472.8,
      "bw":3,
      "ac":1000
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"Huawei/*/Nexus 6P/*"
        },
        {
          "ua":"Nexus 6P"
        }
      ],
      "dpi":[
        515.1,
        518
      ],
      "bw":3,
      "ac":1000
    },
    {
      "type":"android",
      "rules":[
        {
          "mdmh":"LGE/*/Nexus 5X/*"
        },
        {
          "ua":"Nexus 5X"
        }
      ],
      "dpi":[
        422,
        419.9
      ],
      "bw":3,
      "ac":1000
    },
    {
      "type":"android",
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            750,
            1334
          ]
        }
      ],
      "dpi":326.4,
      "bw":4,
      "ac":1000
    },
    {
      "type":"ios",
      "rules":[
        {
          "res":[
            1242,
            2208
          ]
        }
      ],
      "dpi":[
        453.6,
        458.4
      ],
      "bw":4,
      "ac":1000
    },
    {
      "type":"ios",
      "rules":[
        {
          "res":[
            1125,
            2001
          ]
        }
      ],
      "dpi":[
        410.9,
        415.4
      ],
      "bw":4,
      "ac":1000
    }
  ]
}

},{}],13:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

// Offline cache of the DPDB, to be used until we load the online one (and
// as a fallback in case we can't load the online one).
var DPDB_CACHE = _dereq_('./dpdb-cache.js');
var Util = _dereq_('../util.js');

// Online DPDB URL.
var ONLINE_DPDB_URL = _dereq_('./dpdb.json');

/**
 * Calculates device parameters based on the DPDB (Device Parameter Database).
 * Initially, uses the cached DPDB values.
 *
 * If fetchOnline == true, then this object tries to fetch the online version
 * of the DPDB and updates the device info if a better match is found.
 * Calls the onDeviceParamsUpdated callback when there is an update to the
 * device information.
 */
function Dpdb(fetchOnline, onDeviceParamsUpdated) {
  // Start with the offline DPDB cache while we are loading the real one.
  this.dpdb = DPDB_CACHE;

  // Calculate device params based on the offline version of the DPDB.
  this.recalculateDeviceParams_();

  // XHR to fetch online DPDB file, if requested.
  if (fetchOnline) {
    // Set the callback.
    this.onDeviceParamsUpdated = onDeviceParamsUpdated;

    var xhr = new XMLHttpRequest();
    var obj = this;
    xhr.open('GET', ONLINE_DPDB_URL, true);
    xhr.addEventListener('load', function() {
      obj.loading = false;
      if (xhr.status >= 200 && xhr.status <= 299) {
        // Success.
        obj.dpdb = JSON.parse(xhr.response);
        obj.recalculateDeviceParams_();
      } else {
        // Error loading the DPDB.
        console.error('Error loading online DPDB!');
      }
    });
    xhr.send();
  }
}

// Returns the current device parameters.
Dpdb.prototype.getDeviceParams = function() {
  return this.deviceParams;
};

// Recalculates this device's parameters based on the DPDB.
Dpdb.prototype.recalculateDeviceParams_ = function() {
  var newDeviceParams = this.calcDeviceParams_();
  if (newDeviceParams) {
    this.deviceParams = newDeviceParams;
    // Invoke callback, if it is set.
    if (this.onDeviceParamsUpdated) {
      this.onDeviceParamsUpdated(this.deviceParams);
    }
  } else {
    console.error('Failed to recalculate device parameters.');
  }
};

// Returns a DeviceParams object that represents the best guess as to this
// device's parameters. Can return null if the device does not match any
// known devices.
Dpdb.prototype.calcDeviceParams_ = function() {
  var db = this.dpdb; // shorthand
  if (!db) {
    console.error('DPDB not available.');
    return null;
  }
  if (db.format != 1) {
    console.error('DPDB has unexpected format version.');
    return null;
  }
  if (!db.devices || !db.devices.length) {
    console.error('DPDB does not have a devices section.');
    return null;
  }

  // Get the actual user agent and screen dimensions in pixels.
  var userAgent = navigator.userAgent || navigator.vendor || window.opera;
  var width = Util.getScreenWidth();
  var height = Util.getScreenHeight();

  if (!db.devices) {
    console.error('DPDB has no devices section.');
    return null;
  }

  for (var i = 0; i < db.devices.length; i++) {
    var device = db.devices[i];
    if (!device.rules) {
      console.warn('Device[' + i + '] has no rules section.');
      continue;
    }

    if (device.type != 'ios' && device.type != 'android') {
      console.warn('Device[' + i + '] has invalid type.');
      continue;
    }

    // See if this device is of the appropriate type.
    if (Util.isIOS() != (device.type == 'ios')) continue;

    // See if this device matches any of the rules:
    var matched = false;
    for (var j = 0; j < device.rules.length; j++) {
      var rule = device.rules[j];
      if (this.matchRule_(rule, userAgent, width, height)) {
        matched = true;
        break;
      }
    }
    if (!matched) continue;

    // device.dpi might be an array of [ xdpi, ydpi] or just a scalar.
    var xdpi = device.dpi[0] || device.dpi;
    var ydpi = device.dpi[1] || device.dpi;

    return new DeviceParams({ xdpi: xdpi, ydpi: ydpi, bevelMm: device.bw });
  }

  console.warn('No DPDB device match.');
  return null;
};

Dpdb.prototype.matchRule_ = function(rule, ua, screenWidth, screenHeight) {
  // We can only match 'ua' and 'res' rules, not other types like 'mdmh'
  // (which are meant for native platforms).
  if (!rule.ua && !rule.res) return false;

  // If our user agent string doesn't contain the indicated user agent string,
  // the match fails.
  if (rule.ua && ua.indexOf(rule.ua) < 0) return false;

  // If the rule specifies screen dimensions that don't correspond to ours,
  // the match fails.
  if (rule.res) {
    if (!rule.res[0] || !rule.res[1]) return false;
    var resX = rule.res[0];
    var resY = rule.res[1];
    // Compare min and max so as to make the order not matter, i.e., it should
    // be true that 640x480 == 480x640.
    if (Math.min(screenWidth, screenHeight) != Math.min(resX, resY) ||
        (Math.max(screenWidth, screenHeight) != Math.max(resX, resY))) {
      return false;
    }
  }

  return true;
}

function DeviceParams(params) {
  this.xdpi = params.xdpi;
  this.ydpi = params.ydpi;
  this.bevelMm = params.bevelMm;
}

module.exports = Dpdb;

},{"../util.js":23,"./dpdb-cache.js":11,"./dpdb.json":12}],14:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
var Util = _dereq_('./util.js');
var WebVRPolyfill = _dereq_('./webvr-polyfill.js').WebVRPolyfill;

// Initialize a WebVRConfig just in case.
window.WebVRConfig = Util.extend({
  // Forces availability of VR mode, even for non-mobile devices.
  FORCE_ENABLE_VR: false,

  // Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
  K_FILTER: 0.98,

  // How far into the future to predict during fast motion (in seconds).
  PREDICTION_TIME_S: 0.040,

  // Flag to enable touch panner. In case you have your own touch controls.
  TOUCH_PANNER_DISABLED: true,

  // Flag to disabled the UI in VR Mode.
  CARDBOARD_UI_DISABLED: false, // Default: false

  // Flag to disable the instructions to rotate your device.
  ROTATE_INSTRUCTIONS_DISABLED: false, // Default: false.

  // Enable yaw panning only, disabling roll and pitch. This can be useful
  // for panoramas with nothing interesting above or below.
  YAW_ONLY: false,

  // To disable keyboard and mouse controls, if you want to use your own
  // implementation.
  MOUSE_KEYBOARD_CONTROLS_DISABLED: false,

  // Prevent the polyfill from initializing immediately. Requires the app
  // to call InitializeWebVRPolyfill() before it can be used.
  DEFER_INITIALIZATION: false,

  // Enable the deprecated version of the API (navigator.getVRDevices).
  ENABLE_DEPRECATED_API: false,

  // Scales the recommended buffer size reported by WebVR, which can improve
  // performance.
  // UPDATE(2016-05-03): Setting this to 0.5 by default since 1.0 does not
  // perform well on many mobile devices.
  BUFFER_SCALE: 0.5,

  // Allow VRDisplay.submitFrame to change gl bindings, which is more
  // efficient if the application code will re-bind its resources on the
  // next frame anyway. This has been seen to cause rendering glitches with
  // THREE.js.
  // Dirty bindings include: gl.FRAMEBUFFER_BINDING, gl.CURRENT_PROGRAM,
  // gl.ARRAY_BUFFER_BINDING, gl.ELEMENT_ARRAY_BUFFER_BINDING,
  // and gl.TEXTURE_BINDING_2D for texture unit 0.
  DIRTY_SUBMIT_FRAME_BINDINGS: false,

  // When set to true, this will cause a polyfilled VRDisplay to always be
  // appended to the list returned by navigator.getVRDisplays(), even if that
  // list includes a native VRDisplay.
  ALWAYS_APPEND_POLYFILL_DISPLAY: false
}, window.WebVRConfig);

if (!window.WebVRConfig.DEFER_INITIALIZATION) {
  new WebVRPolyfill();
} else {
  window.InitializeWebVRPolyfill = function() {
    new WebVRPolyfill();
  }
}

},{"./util.js":23,"./webvr-polyfill.js":26}],15:[function(_dereq_,module,exports){
/*
 * Copyright 2016 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var MathUtil = window.MathUtil || {};

MathUtil.degToRad = Math.PI / 180;
MathUtil.radToDeg = 180 / Math.PI;

// Some minimal math functionality borrowed from THREE.Math and stripped down
// for the purposes of this library.


MathUtil.Vector2 = function ( x, y ) {
  this.x = x || 0;
  this.y = y || 0;
};

MathUtil.Vector2.prototype = {
  constructor: MathUtil.Vector2,

  set: function ( x, y ) {
    this.x = x;
    this.y = y;

    return this;
  },

  copy: function ( v ) {
    this.x = v.x;
    this.y = v.y;

    return this;
  },

  subVectors: function ( a, b ) {
    this.x = a.x - b.x;
    this.y = a.y - b.y;

    return this;
  },
};

MathUtil.Vector3 = function ( x, y, z ) {
  this.x = x || 0;
  this.y = y || 0;
  this.z = z || 0;
};

MathUtil.Vector3.prototype = {
  constructor: MathUtil.Vector3,

  set: function ( x, y, z ) {
    this.x = x;
    this.y = y;
    this.z = z;

    return this;
  },

  copy: function ( v ) {
    this.x = v.x;
    this.y = v.y;
    this.z = v.z;

    return this;
  },

  length: function () {
    return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  },

  normalize: function () {
    var scalar = this.length();

    if ( scalar !== 0 ) {
      var invScalar = 1 / scalar;

      this.multiplyScalar(invScalar);
    } else {
      this.x = 0;
      this.y = 0;
      this.z = 0;
    }

    return this;
  },

  multiplyScalar: function ( scalar ) {
    this.x *= scalar;
    this.y *= scalar;
    this.z *= scalar;
  },

  applyQuaternion: function ( q ) {
    var x = this.x;
    var y = this.y;
    var z = this.z;

    var qx = q.x;
    var qy = q.y;
    var qz = q.z;
    var qw = q.w;

    // calculate quat * vector
    var ix =  qw * x + qy * z - qz * y;
    var iy =  qw * y + qz * x - qx * z;
    var iz =  qw * z + qx * y - qy * x;
    var iw = - qx * x - qy * y - qz * z;

    // calculate result * inverse quat
    this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
    this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
    this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;

    return this;
  },

  dot: function ( v ) {
    return this.x * v.x + this.y * v.y + this.z * v.z;
  },

  crossVectors: function ( a, b ) {
    var ax = a.x, ay = a.y, az = a.z;
    var bx = b.x, by = b.y, bz = b.z;

    this.x = ay * bz - az * by;
    this.y = az * bx - ax * bz;
    this.z = ax * by - ay * bx;

    return this;
  },
};

MathUtil.Quaternion = function ( x, y, z, w ) {
  this.x = x || 0;
  this.y = y || 0;
  this.z = z || 0;
  this.w = ( w !== undefined ) ? w : 1;
};

MathUtil.Quaternion.prototype = {
  constructor: MathUtil.Quaternion,

  set: function ( x, y, z, w ) {
    this.x = x;
    this.y = y;
    this.z = z;
    this.w = w;

    return this;
  },

  copy: function ( quaternion ) {
    this.x = quaternion.x;
    this.y = quaternion.y;
    this.z = quaternion.z;
    this.w = quaternion.w;

    return this;
  },

  setFromEulerXYZ: function( x, y, z ) {
    var c1 = Math.cos( x / 2 );
    var c2 = Math.cos( y / 2 );
    var c3 = Math.cos( z / 2 );
    var s1 = Math.sin( x / 2 );
    var s2 = Math.sin( y / 2 );
    var s3 = Math.sin( z / 2 );

    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;
  },

  setFromEulerYXZ: function( x, y, z ) {
    var c1 = Math.cos( x / 2 );
    var c2 = Math.cos( y / 2 );
    var c3 = Math.cos( z / 2 );
    var s1 = Math.sin( x / 2 );
    var s2 = Math.sin( y / 2 );
    var s3 = Math.sin( z / 2 );

    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 ) {
    // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
    // assumes axis is normalized

    var halfAngle = angle / 2, s = Math.sin( halfAngle );

    this.x = axis.x * s;
    this.y = axis.y * s;
    this.z = axis.z * s;
    this.w = Math.cos( halfAngle );

    return this;
  },

  multiply: function ( q ) {
    return this.multiplyQuaternions( this, q );
  },

  multiplyQuaternions: function ( a, b ) {
    // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm

    var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
    var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;

    this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
    this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
    this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
    this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

    return this;
  },

  inverse: function () {
    this.x *= -1;
    this.y *= -1;
    this.z *= -1;

    this.normalize();

    return this;
  },

  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;
  },

  slerp: function ( qb, t ) {
    if ( t === 0 ) return this;
    if ( t === 1 ) return this.copy( qb );

    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;
  },

  setFromUnitVectors: function () {
    // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
    // assumes direction vectors vFrom and vTo are normalized

    var v1, r;
    var EPS = 0.000001;

    return function ( vFrom, vTo ) {
      if ( v1 === undefined ) v1 = new MathUtil.Vector3();

      r = vFrom.dot( vTo ) + 1;

      if ( r < EPS ) {
        r = 0;

        if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
          v1.set( - vFrom.y, vFrom.x, 0 );
        } else {
          v1.set( 0, - vFrom.z, vFrom.y );
        }
      } else {
        v1.crossVectors( vFrom, vTo );
      }

      this.x = v1.x;
      this.y = v1.y;
      this.z = v1.z;
      this.w = r;

      this.normalize();

      return this;
    }
  }(),
};

module.exports = MathUtil;

},{}],16:[function(_dereq_,module,exports){
/*
 * Copyright 2016 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var VRDisplay = _dereq_('./base.js').VRDisplay;
var MathUtil = _dereq_('./math-util.js');
var Util = _dereq_('./util.js');

// How much to rotate per key stroke.
var KEY_SPEED = 0.15;
var KEY_ANIMATION_DURATION = 80;

// How much to rotate for mouse events.
var MOUSE_SPEED_X = 0.5;
var MOUSE_SPEED_Y = 0.3;

/**
 * VRDisplay based on mouse and keyboard input. Designed for desktops/laptops
 * where orientation events aren't supported. Cannot present.
 */
function MouseKeyboardVRDisplay() {
  this.displayName = 'Mouse and Keyboard VRDisplay (webvr-polyfill)';

  this.capabilities.hasOrientation = true;

  // Attach to mouse and keyboard events.
  window.addEventListener('keydown', this.onKeyDown_.bind(this));
  window.addEventListener('mousemove', this.onMouseMove_.bind(this));
  window.addEventListener('mousedown', this.onMouseDown_.bind(this));
  window.addEventListener('mouseup', this.onMouseUp_.bind(this));

  // "Private" members.
  this.phi_ = 0;
  this.theta_ = 0;

  // Variables for keyboard-based rotation animation.
  this.targetAngle_ = null;
  this.angleAnimation_ = null;

  // State variables for calculations.
  this.orientation_ = new MathUtil.Quaternion();

  // Variables for mouse-based rotation.
  this.rotateStart_ = new MathUtil.Vector2();
  this.rotateEnd_ = new MathUtil.Vector2();
  this.rotateDelta_ = new MathUtil.Vector2();
  this.isDragging_ = false;

  this.orientationOut_ = new Float32Array(4);
}
MouseKeyboardVRDisplay.prototype = new VRDisplay();

MouseKeyboardVRDisplay.prototype.getImmediatePose = function() {
  this.orientation_.setFromEulerYXZ(this.phi_, this.theta_, 0);

  this.orientationOut_[0] = this.orientation_.x;
  this.orientationOut_[1] = this.orientation_.y;
  this.orientationOut_[2] = this.orientation_.z;
  this.orientationOut_[3] = this.orientation_.w;

  return {
    position: null,
    orientation: this.orientationOut_,
    linearVelocity: null,
    linearAcceleration: null,
    angularVelocity: null,
    angularAcceleration: null
  };
};

MouseKeyboardVRDisplay.prototype.onKeyDown_ = function(e) {
  // Track WASD and arrow keys.
  if (e.keyCode == 38) { // Up key.
    this.animatePhi_(this.phi_ + KEY_SPEED);
  } else if (e.keyCode == 39) { // Right key.
    this.animateTheta_(this.theta_ - KEY_SPEED);
  } else if (e.keyCode == 40) { // Down key.
    this.animatePhi_(this.phi_ - KEY_SPEED);
  } else if (e.keyCode == 37) { // Left key.
    this.animateTheta_(this.theta_ + KEY_SPEED);
  }
};

MouseKeyboardVRDisplay.prototype.animateTheta_ = function(targetAngle) {
  this.animateKeyTransitions_('theta_', targetAngle);
};

MouseKeyboardVRDisplay.prototype.animatePhi_ = function(targetAngle) {
  // Prevent looking too far up or down.
  targetAngle = Util.clamp(targetAngle, -Math.PI/2, Math.PI/2);
  this.animateKeyTransitions_('phi_', targetAngle);
};

/**
 * Start an animation to transition an angle from one value to another.
 */
MouseKeyboardVRDisplay.prototype.animateKeyTransitions_ = function(angleName, targetAngle) {
  // If an animation is currently running, cancel it.
  if (this.angleAnimation_) {
    cancelAnimationFrame(this.angleAnimation_);
  }
  var startAngle = this[angleName];
  var startTime = new Date();
  // Set up an interval timer to perform the animation.
  this.angleAnimation_ = requestAnimationFrame(function animate() {
    // Once we're finished the animation, we're done.
    var elapsed = new Date() - startTime;
    if (elapsed >= KEY_ANIMATION_DURATION) {
      this[angleName] = targetAngle;
      cancelAnimationFrame(this.angleAnimation_);
      return;
    }
    // loop with requestAnimationFrame
    this.angleAnimation_ = requestAnimationFrame(animate.bind(this))
    // Linearly interpolate the angle some amount.
    var percent = elapsed / KEY_ANIMATION_DURATION;
    this[angleName] = startAngle + (targetAngle - startAngle) * percent;
  }.bind(this));
};

MouseKeyboardVRDisplay.prototype.onMouseDown_ = function(e) {
  this.rotateStart_.set(e.clientX, e.clientY);
  this.isDragging_ = true;
};

// Very similar to https://gist.github.com/mrflix/8351020
MouseKeyboardVRDisplay.prototype.onMouseMove_ = function(e) {
  if (!this.isDragging_ && !this.isPointerLocked_()) {
    return;
  }
  // Support pointer lock API.
  if (this.isPointerLocked_()) {
    var movementX = e.movementX || e.mozMovementX || 0;
    var movementY = e.movementY || e.mozMovementY || 0;
    this.rotateEnd_.set(this.rotateStart_.x - movementX, this.rotateStart_.y - movementY);
  } else {
    this.rotateEnd_.set(e.clientX, e.clientY);
  }
  // Calculate how much we moved in mouse space.
  this.rotateDelta_.subVectors(this.rotateEnd_, this.rotateStart_);
  this.rotateStart_.copy(this.rotateEnd_);

  // Keep track of the cumulative euler angles.
  this.phi_ += 2 * Math.PI * this.rotateDelta_.y / screen.height * MOUSE_SPEED_Y;
  this.theta_ += 2 * Math.PI * this.rotateDelta_.x / screen.width * MOUSE_SPEED_X;

  // Prevent looking too far up or down.
  this.phi_ = Util.clamp(this.phi_, -Math.PI/2, Math.PI/2);
};

MouseKeyboardVRDisplay.prototype.onMouseUp_ = function(e) {
  this.isDragging_ = false;
};

MouseKeyboardVRDisplay.prototype.isPointerLocked_ = function() {
  var el = document.pointerLockElement || document.mozPointerLockElement ||
      document.webkitPointerLockElement;
  return el !== undefined;
};

MouseKeyboardVRDisplay.prototype.resetPose = function() {
  this.phi_ = 0;
  this.theta_ = 0;
};

module.exports = MouseKeyboardVRDisplay;

},{"./base.js":3,"./math-util.js":15,"./util.js":23}],17:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = _dereq_('./util.js');

function RotateInstructions() {
  this.loadIcon_();

  var overlay = document.createElement('div');
  var s = overlay.style;
  s.position = 'fixed';
  s.top = 0;
  s.right = 0;
  s.bottom = 0;
  s.left = 0;
  s.backgroundColor = 'gray';
  s.fontFamily = 'sans-serif';
  // Force this to be above the fullscreen canvas, which is at zIndex: 999999.
  s.zIndex = 1000000;

  var img = document.createElement('img');
  //PROTOIO CHANGE: WeebGL rrequires img.crossorigin = 'anonymous' to load images with CORS
  img.crossOrigin = 'anonymous';
  img.src = this.icon;
  var s = img.style;
  s.marginLeft = '25%';
  s.marginTop = '25%';
  s.width = '50%';
  overlay.appendChild(img);

  var text = document.createElement('div');
  var s = text.style;
  s.textAlign = 'center';
  s.fontSize = '16px';
  s.lineHeight = '24px';
  s.margin = '24px 25%';
  s.width = '50%';
  text.innerHTML = 'Place your phone into your Cardboard viewer.';
  overlay.appendChild(text);

  var snackbar = document.createElement('div');
  var s = snackbar.style;
  s.backgroundColor = '#CFD8DC';
  s.position = 'fixed';
  s.bottom = 0;
  s.width = '100%';
  s.height = '48px';
  s.padding = '14px 24px';
  s.boxSizing = 'border-box';
  s.color = '#656A6B';
  overlay.appendChild(snackbar);

  var snackbarText = document.createElement('div');
  snackbarText.style.float = 'left';
  snackbarText.innerHTML = 'No Cardboard viewer?';

  var snackbarButton = document.createElement('a');
  snackbarButton.href = 'https://www.google.com/get/cardboard/get-cardboard/';
  snackbarButton.innerHTML = 'get one';
  snackbarButton.target = '_blank';
  var s = snackbarButton.style;
  s.float = 'right';
  s.fontWeight = 600;
  s.textTransform = 'uppercase';
  s.borderLeft = '1px solid gray';
  s.paddingLeft = '24px';
  s.textDecoration = 'none';
  s.color = '#656A6B';

  snackbar.appendChild(snackbarText);
  snackbar.appendChild(snackbarButton);

  this.overlay = overlay;
  this.text = text;

  this.hide();
}

RotateInstructions.prototype.show = function(parent) {
  if (!parent && !this.overlay.parentElement) {
    document.body.appendChild(this.overlay);
  } else if (parent) {
    if (this.overlay.parentElement && this.overlay.parentElement != parent)
      this.overlay.parentElement.removeChild(this.overlay);

    parent.appendChild(this.overlay);
  }

  this.overlay.style.display = 'block';

  var img = this.overlay.querySelector('img');
  var s = img.style;

  if (Util.isLandscapeMode()) {
    s.width = '20%';
    s.marginLeft = '40%';
    s.marginTop = '3%';
  } else {
    s.width = '50%';
    s.marginLeft = '25%';
    s.marginTop = '25%';
  }
};

RotateInstructions.prototype.hide = function() {
  this.overlay.style.display = 'none';
};

RotateInstructions.prototype.showTemporarily = function(ms, parent) {
  this.show(parent);
  this.timer = setTimeout(this.hide.bind(this), ms);
};

RotateInstructions.prototype.disableShowTemporarily = function() {
  clearTimeout(this.timer);
};

RotateInstructions.prototype.update = function() {
  this.disableShowTemporarily();
  // In portrait VR mode, tell the user to rotate to landscape. Otherwise, hide
  // the instructions.
  if (!Util.isLandscapeMode() && Util.isMobile()) {
    this.show();
  } else {
    this.hide();
  }
};

RotateInstructions.prototype.loadIcon_ = function() {
  // Encoded asset_src/rotate-instructions.svg
  this.icon = Util.base64('image/svg+xml', ' ');
};

module.exports = RotateInstructions;

},{"./util.js":23}],18:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var SensorSample = _dereq_('./sensor-sample.js');
var MathUtil = _dereq_('../math-util.js');
var Util = _dereq_('../util.js');

/**
 * An implementation of a simple complementary filter, which fuses gyroscope and
 * accelerometer data from the 'devicemotion' event.
 *
 * Accelerometer data is very noisy, but stable over the long term.
 * Gyroscope data is smooth, but tends to drift over the long term.
 *
 * This fusion is relatively simple:
 * 1. Get orientation estimates from accelerometer by applying a low-pass filter
 *    on that data.
 * 2. Get orientation estimates from gyroscope by integrating over time.
 * 3. Combine the two estimates, weighing (1) in the long term, but (2) for the
 *    short term.
 */
function ComplementaryFilter(kFilter) {
  this.kFilter = kFilter;

  // Raw sensor measurements.
  this.currentAccelMeasurement = new SensorSample();
  this.currentGyroMeasurement = new SensorSample();
  this.previousGyroMeasurement = new SensorSample();

  // Set default look direction to be in the correct direction.
  if (Util.isIOS()) {
    this.filterQ = new MathUtil.Quaternion(-1, 0, 0, 1);
  } else {
    this.filterQ = new MathUtil.Quaternion(1, 0, 0, 1);
  }
  this.previousFilterQ = new MathUtil.Quaternion();
  this.previousFilterQ.copy(this.filterQ);

  // Orientation based on the accelerometer.
  this.accelQ = new MathUtil.Quaternion();
  // Whether or not the orientation has been initialized.
  this.isOrientationInitialized = false;
  // Running estimate of gravity based on the current orientation.
  this.estimatedGravity = new MathUtil.Vector3();
  // Measured gravity based on accelerometer.
  this.measuredGravity = new MathUtil.Vector3();

  // Debug only quaternion of gyro-based orientation.
  this.gyroIntegralQ = new MathUtil.Quaternion();
}

ComplementaryFilter.prototype.addAccelMeasurement = function(vector, timestampS) {
  this.currentAccelMeasurement.set(vector, timestampS);
};

ComplementaryFilter.prototype.addGyroMeasurement = function(vector, timestampS) {
  this.currentGyroMeasurement.set(vector, timestampS);

  var deltaT = timestampS - this.previousGyroMeasurement.timestampS;
  if (Util.isTimestampDeltaValid(deltaT)) {
    this.run_();
  }

  this.previousGyroMeasurement.copy(this.currentGyroMeasurement);
};

ComplementaryFilter.prototype.run_ = function() {

  if (!this.isOrientationInitialized) {
    this.accelQ = this.accelToQuaternion_(this.currentAccelMeasurement.sample);
    this.previousFilterQ.copy(this.accelQ);
    this.isOrientationInitialized = true;
    return;
  }

  var deltaT = this.currentGyroMeasurement.timestampS -
      this.previousGyroMeasurement.timestampS;

  // Convert gyro rotation vector to a quaternion delta.
  var gyroDeltaQ = this.gyroToQuaternionDelta_(this.currentGyroMeasurement.sample, deltaT);
  this.gyroIntegralQ.multiply(gyroDeltaQ);

  // filter_1 = K * (filter_0 + gyro * dT) + (1 - K) * accel.
  this.filterQ.copy(this.previousFilterQ);
  this.filterQ.multiply(gyroDeltaQ);

  // Calculate the delta between the current estimated gravity and the real
  // gravity vector from accelerometer.
  var invFilterQ = new MathUtil.Quaternion();
  invFilterQ.copy(this.filterQ);
  invFilterQ.inverse();

  this.estimatedGravity.set(0, 0, -1);
  this.estimatedGravity.applyQuaternion(invFilterQ);
  this.estimatedGravity.normalize();

  this.measuredGravity.copy(this.currentAccelMeasurement.sample);
  this.measuredGravity.normalize();

  // Compare estimated gravity with measured gravity, get the delta quaternion
  // between the two.
  var deltaQ = new MathUtil.Quaternion();
  deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity);
  deltaQ.inverse();

  if (Util.isDebug()) {
    console.log('Delta: %d deg, G_est: (%s, %s, %s), G_meas: (%s, %s, %s)',
                MathUtil.radToDeg * Util.getQuaternionAngle(deltaQ),
                (this.estimatedGravity.x).toFixed(1),
                (this.estimatedGravity.y).toFixed(1),
                (this.estimatedGravity.z).toFixed(1),
                (this.measuredGravity.x).toFixed(1),
                (this.measuredGravity.y).toFixed(1),
                (this.measuredGravity.z).toFixed(1));
  }

  // Calculate the SLERP target: current orientation plus the measured-estimated
  // quaternion delta.
  var targetQ = new MathUtil.Quaternion();
  targetQ.copy(this.filterQ);
  targetQ.multiply(deltaQ);

  // SLERP factor: 0 is pure gyro, 1 is pure accel.
  this.filterQ.slerp(targetQ, 1 - this.kFilter);

  this.previousFilterQ.copy(this.filterQ);
};

ComplementaryFilter.prototype.getOrientation = function() {
  return this.filterQ;
};

ComplementaryFilter.prototype.accelToQuaternion_ = function(accel) {
  var normAccel = new MathUtil.Vector3();
  normAccel.copy(accel);
  normAccel.normalize();
  var quat = new MathUtil.Quaternion();
  quat.setFromUnitVectors(new MathUtil.Vector3(0, 0, -1), normAccel);
  quat.inverse();
  return quat;
};

ComplementaryFilter.prototype.gyroToQuaternionDelta_ = function(gyro, dt) {
  // Extract axis and angle from the gyroscope data.
  var quat = new MathUtil.Quaternion();
  var axis = new MathUtil.Vector3();
  axis.copy(gyro);
  axis.normalize();
  quat.setFromAxisAngle(axis, gyro.length() * dt);
  return quat;
};


module.exports = ComplementaryFilter;

},{"../math-util.js":15,"../util.js":23,"./sensor-sample.js":21}],19:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
var ComplementaryFilter = _dereq_('./complementary-filter.js');
var PosePredictor = _dereq_('./pose-predictor.js');
var TouchPanner = _dereq_('../touch-panner.js');
var MathUtil = _dereq_('../math-util.js');
var Util = _dereq_('../util.js');

/**
 * The pose sensor, implemented using DeviceMotion APIs.
 */
function FusionPoseSensor() {
  this.deviceId = 'webvr-polyfill:fused';
  this.deviceName = 'VR Position Device (webvr-polyfill:fused)';

  this.accelerometer = new MathUtil.Vector3();
  this.gyroscope = new MathUtil.Vector3();

  this.start();

  this.filter = new ComplementaryFilter(WebVRConfig.K_FILTER);
  this.posePredictor = new PosePredictor(WebVRConfig.PREDICTION_TIME_S);
  this.touchPanner = new TouchPanner();

  this.filterToWorldQ = new MathUtil.Quaternion();

  // Set the filter to world transform, depending on OS.
  if (Util.isIOS()) {
    this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), Math.PI / 2);
  } else {
    this.filterToWorldQ.setFromAxisAngle(new MathUtil.Vector3(1, 0, 0), -Math.PI / 2);
  }

  this.inverseWorldToScreenQ = new MathUtil.Quaternion();
  this.worldToScreenQ = new MathUtil.Quaternion();
  this.originalPoseAdjustQ = new MathUtil.Quaternion();
  this.originalPoseAdjustQ.setFromAxisAngle(new MathUtil.Vector3(0, 0, 1),
                                           -window.orientation * Math.PI / 180);

  this.setScreenTransform_();
  // Adjust this filter for being in landscape mode.
  if (Util.isLandscapeMode()) {
    this.filterToWorldQ.multiply(this.inverseWorldToScreenQ);
  }

  // Keep track of a reset transform for resetSensor.
  this.resetQ = new MathUtil.Quaternion();

  this.isFirefoxAndroid = Util.isFirefoxAndroid();
  this.isIOS = Util.isIOS();

  this.orientationOut_ = new Float32Array(4);
}

FusionPoseSensor.prototype.getPosition = function() {
  // This PoseSensor doesn't support position
  return null;
};

FusionPoseSensor.prototype.getOrientation = function() {
  // Convert from filter space to the the same system used by the
  // deviceorientation event.
  var orientation = this.filter.getOrientation();

  // Predict orientation.
  this.predictedQ = this.posePredictor.getPrediction(orientation, this.gyroscope, this.previousTimestampS);

  // Convert to THREE coordinate system: -Z forward, Y up, X right.
  var out = new MathUtil.Quaternion();
  out.copy(this.filterToWorldQ);
  out.multiply(this.resetQ);
  if (!WebVRConfig.TOUCH_PANNER_DISABLED) {
    out.multiply(this.touchPanner.getOrientation());
  }
  out.multiply(this.predictedQ);
  out.multiply(this.worldToScreenQ);

  // Handle the yaw-only case.
  if (WebVRConfig.YAW_ONLY) {
    // Make a quaternion that only turns around the Y-axis.
    out.x = 0;
    out.z = 0;
    out.normalize();
  }

  this.orientationOut_[0] = out.x;
  this.orientationOut_[1] = out.y;
  this.orientationOut_[2] = out.z;
  this.orientationOut_[3] = out.w;
  return this.orientationOut_;
};

FusionPoseSensor.prototype.resetPose = function() {
  // Reduce to inverted yaw-only.
  this.resetQ.copy(this.filter.getOrientation());
  this.resetQ.x = 0;
  this.resetQ.y = 0;
  this.resetQ.z *= -1;
  this.resetQ.normalize();

  // Take into account extra transformations in landscape mode.
  if (Util.isLandscapeMode()) {
    this.resetQ.multiply(this.inverseWorldToScreenQ);
  }

  // Take into account original pose.
  this.resetQ.multiply(this.originalPoseAdjustQ);

  if (!WebVRConfig.TOUCH_PANNER_DISABLED) {
    this.touchPanner.resetSensor();
  }
};

FusionPoseSensor.prototype.onDeviceMotion_ = function(deviceMotion) {
  this.updateDeviceMotion_(deviceMotion);
};

FusionPoseSensor.prototype.updateDeviceMotion_ = function(deviceMotion) {
  var accGravity = deviceMotion.accelerationIncludingGravity;
  var rotRate = deviceMotion.rotationRate;
  var timestampS = deviceMotion.timeStamp / 1000;

  // Firefox Android timeStamp returns one thousandth of a millisecond.
  if (this.isFirefoxAndroid) {
    timestampS /= 1000;
  }

  var deltaS = timestampS - this.previousTimestampS;
  if (deltaS <= Util.MIN_TIMESTEP || deltaS > Util.MAX_TIMESTEP) {
    console.warn('Invalid timestamps detected. Time step between successive ' +
                 'gyroscope sensor samples is very small or not monotonic');
    this.previousTimestampS = timestampS;
    return;
  }
  this.accelerometer.set(-accGravity.x, -accGravity.y, -accGravity.z);
  this.gyroscope.set(rotRate.alpha, rotRate.beta, rotRate.gamma);

  // With iOS and Firefox Android, rotationRate is reported in degrees,
  // so we first convert to radians.
  if (this.isIOS || this.isFirefoxAndroid) {
    this.gyroscope.multiplyScalar(Math.PI / 180);
  }

  this.filter.addAccelMeasurement(this.accelerometer, timestampS);
  this.filter.addGyroMeasurement(this.gyroscope, timestampS);

  this.previousTimestampS = timestampS;
};

FusionPoseSensor.prototype.onOrientationChange_ = function(screenOrientation) {
  this.setScreenTransform_();
};

/**
 * This is only needed if we are in an cross origin iframe on iOS to work around
 * this issue: https://bugs.webkit.org/show_bug.cgi?id=152299.
 */
FusionPoseSensor.prototype.onMessage_ = function(event) {
  var message = event.data;

  // If there's no message type, ignore it.
  if (!message || !message.type) {
    return;
  }

  // Ignore all messages that aren't devicemotion.
  var type = message.type.toLowerCase();
  if (type !== 'devicemotion') {
    return;
  }

  // Update device motion.
  this.updateDeviceMotion_(message.deviceMotionEvent);
};

FusionPoseSensor.prototype.setScreenTransform_ = function() {
  this.worldToScreenQ.set(0, 0, 0, 1);
  switch (window.orientation) {
    case 0:
      break;
    case 90:
      this.worldToScreenQ.setFromAxisAngle(new MathUtil.Vector3(0, 0, 1), -Math.PI / 2);
      break;
    case -90:
      this.worldToScreenQ.setFromAxisAngle(new MathUtil.Vector3(0, 0, 1), Math.PI / 2);
      break;
    case 180:
      // TODO.
      break;
  }
  this.inverseWorldToScreenQ.copy(this.worldToScreenQ);
  this.inverseWorldToScreenQ.inverse();
};

FusionPoseSensor.prototype.start = function() {
  this.onDeviceMotionCallback_ = this.onDeviceMotion_.bind(this);
  this.onOrientationChangeCallback_ = this.onOrientationChange_.bind(this);
  this.onMessageCallback_ = this.onMessage_.bind(this);

  // Only listen for postMessages if we're in an iOS and embedded inside a cross
  // domain IFrame. In this case, the polyfill can still work if the containing
  // page sends synthetic devicemotion events. For an example of this, see
  // iframe-message-sender.js in VR View: https://goo.gl/XDtvFZ
  if (Util.isIOS() && Util.isInsideCrossDomainIFrame()) {
    window.addEventListener('message', this.onMessageCallback_);
  }
  window.addEventListener('orientationchange', this.onOrientationChangeCallback_);
  window.addEventListener('devicemotion', this.onDeviceMotionCallback_);
};

FusionPoseSensor.prototype.stop = function() {
  window.removeEventListener('devicemotion', this.onDeviceMotionCallback_);
  window.removeEventListener('orientationchange', this.onOrientationChangeCallback_);
  window.removeEventListener('message', this.onMessageCallback_);
};

module.exports = FusionPoseSensor;

},{"../math-util.js":15,"../touch-panner.js":22,"../util.js":23,"./complementary-filter.js":18,"./pose-predictor.js":20}],20:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
var MathUtil = _dereq_('../math-util');
var Util = _dereq_('../util');

/**
 * Given an orientation and the gyroscope data, predicts the future orientation
 * of the head. This makes rendering appear faster.
 *
 * Also see: http://msl.cs.uiuc.edu/~lavalle/papers/LavYerKatAnt14.pdf
 *
 * @param {Number} predictionTimeS time from head movement to the appearance of
 * the corresponding image.
 */
function PosePredictor(predictionTimeS) {
  this.predictionTimeS = predictionTimeS;

  // The quaternion corresponding to the previous state.
  this.previousQ = new MathUtil.Quaternion();
  // Previous time a prediction occurred.
  this.previousTimestampS = null;

  // The delta quaternion that adjusts the current pose.
  this.deltaQ = new MathUtil.Quaternion();
  // The output quaternion.
  this.outQ = new MathUtil.Quaternion();
}

PosePredictor.prototype.getPrediction = function(currentQ, gyro, timestampS) {
  if (!this.previousTimestampS) {
    this.previousQ.copy(currentQ);
    this.previousTimestampS = timestampS;
    return currentQ;
  }

  // Calculate axis and angle based on gyroscope rotation rate data.
  var axis = new MathUtil.Vector3();
  axis.copy(gyro);
  axis.normalize();

  var angularSpeed = gyro.length();

  // If we're rotating slowly, don't do prediction.
  if (angularSpeed < MathUtil.degToRad * 20) {
    if (Util.isDebug()) {
      console.log('Moving slowly, at %s deg/s: no prediction',
                  (MathUtil.radToDeg * angularSpeed).toFixed(1));
    }
    this.outQ.copy(currentQ);
    this.previousQ.copy(currentQ);
    return this.outQ;
  }

  // Get the predicted angle based on the time delta and latency.
  var deltaT = timestampS - this.previousTimestampS;
  var predictAngle = angularSpeed * this.predictionTimeS;

  this.deltaQ.setFromAxisAngle(axis, predictAngle);
  this.outQ.copy(this.previousQ);
  this.outQ.multiply(this.deltaQ);

  this.previousQ.copy(currentQ);
  this.previousTimestampS = timestampS;

  return this.outQ;
};


module.exports = PosePredictor;

},{"../math-util":15,"../util":23}],21:[function(_dereq_,module,exports){
function SensorSample(sample, timestampS) {
  this.set(sample, timestampS);
};

SensorSample.prototype.set = function(sample, timestampS) {
  this.sample = sample;
  this.timestampS = timestampS;
};

SensorSample.prototype.copy = function(sensorSample) {
  this.set(sensorSample.sample, sensorSample.timestampS);
};

module.exports = SensorSample;

},{}],22:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */
var MathUtil = _dereq_('./math-util.js');
var Util = _dereq_('./util.js');

var ROTATE_SPEED = 0.5;
/**
 * Provides a quaternion responsible for pre-panning the scene before further
 * transformations due to device sensors.
 */
function TouchPanner() {
  window.addEventListener('touchstart', this.onTouchStart_.bind(this));
  window.addEventListener('touchmove', this.onTouchMove_.bind(this));
  window.addEventListener('touchend', this.onTouchEnd_.bind(this));

  this.isTouching = false;
  this.rotateStart = new MathUtil.Vector2();
  this.rotateEnd = new MathUtil.Vector2();
  this.rotateDelta = new MathUtil.Vector2();

  this.theta = 0;
  this.orientation = new MathUtil.Quaternion();
}

TouchPanner.prototype.getOrientation = function() {
  this.orientation.setFromEulerXYZ(0, 0, this.theta);
  return this.orientation;
};

TouchPanner.prototype.resetSensor = function() {
  this.theta = 0;
};

TouchPanner.prototype.onTouchStart_ = function(e) {
  // Only respond if there is exactly one touch.
  if (e.touches.length != 1) {
    return;
  }
  this.rotateStart.set(e.touches[0].pageX, e.touches[0].pageY);
  this.isTouching = true;
};

TouchPanner.prototype.onTouchMove_ = function(e) {
  if (!this.isTouching) {
    return;
  }
  this.rotateEnd.set(e.touches[0].pageX, e.touches[0].pageY);
  this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);
  this.rotateStart.copy(this.rotateEnd);

  // On iOS, direction is inverted.
  if (Util.isIOS()) {
    this.rotateDelta.x *= -1;
  }

  var element = document.body;
  this.theta += 2 * Math.PI * this.rotateDelta.x / element.clientWidth * ROTATE_SPEED;
};

TouchPanner.prototype.onTouchEnd_ = function(e) {
  this.isTouching = false;
};

module.exports = TouchPanner;

},{"./math-util.js":15,"./util.js":23}],23:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var objectAssign = _dereq_('object-assign');

var Util = window.Util || {};

Util.MIN_TIMESTEP = 0.001;
Util.MAX_TIMESTEP = 1;

Util.base64 = function(mimeType, base64) {
  return 'data:' + mimeType + ';base64,' + base64;
};

Util.clamp = function(value, min, max) {
  return Math.min(Math.max(min, value), max);
};

Util.lerp = function(a, b, t) {
  return a + ((b - a) * t);
};

Util.isIOS = (function() {
  var isIOS = /iPad|iPhone|iPod/.test(navigator.platform);
  return function() {
    return isIOS;
  };
})();

Util.isWebViewAndroid = (function() {
  var isWebViewAndroid = navigator.userAgent.indexOf('Version') !== -1 &&
      navigator.userAgent.indexOf('Android') !== -1 &&
      navigator.userAgent.indexOf('Chrome') !== -1;
  return function() {
    return isWebViewAndroid;
  };
})();

Util.isSafari = (function() {
  var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  return function() {
    return isSafari;
  };
})();

Util.isFirefoxAndroid = (function() {
  var isFirefoxAndroid = navigator.userAgent.indexOf('Firefox') !== -1 &&
      navigator.userAgent.indexOf('Android') !== -1;
  return function() {
    return isFirefoxAndroid;
  };
})();

Util.isLandscapeMode = function() {
  return (window.orientation == 90 || window.orientation == -90);
};

// Helper method to validate the time steps of sensor timestamps.
Util.isTimestampDeltaValid = function(timestampDeltaS) {
  if (isNaN(timestampDeltaS)) {
    return false;
  }
  if (timestampDeltaS <= Util.MIN_TIMESTEP) {
    return false;
  }
  if (timestampDeltaS > Util.MAX_TIMESTEP) {
    return false;
  }
  return true;
};

Util.getScreenWidth = function() {
  return Math.max(window.screen.width, window.screen.height) *
      window.devicePixelRatio;
};

Util.getScreenHeight = function() {
  return Math.min(window.screen.width, window.screen.height) *
      window.devicePixelRatio;
};

Util.requestFullscreen = function(element) {
  if (Util.isWebViewAndroid()) {
      return false;
  }
  if (element.requestFullscreen) {
    element.requestFullscreen();
  } else if (element.webkitRequestFullscreen) {
    element.webkitRequestFullscreen();
  } else if (element.mozRequestFullScreen) {
    element.mozRequestFullScreen();
  } else if (element.msRequestFullscreen) {
    element.msRequestFullscreen();
  } else {
    return false;
  }

  return true;
};

Util.exitFullscreen = function() {

  if (document.exitFullscreen) {
    document.exitFullscreen();
  } else if (document.webkitExitFullscreen) {
    document.webkitExitFullscreen();
  } else if (document.mozCancelFullScreen) {
    document.mozCancelFullScreen();
  } else if (document.msExitFullscreen) {
    document.msExitFullscreen();
  } else {
    return false;
  }

  return true;
};

Util.getFullscreenElement = function() {
  return document.fullscreenElement ||
      document.webkitFullscreenElement ||
      document.mozFullScreenElement ||
      document.msFullscreenElement;
};

Util.linkProgram = function(gl, vertexSource, fragmentSource, attribLocationMap) {
  // No error checking for brevity.
  var vertexShader = gl.createShader(gl.VERTEX_SHADER);
  gl.shaderSource(vertexShader, vertexSource);
  gl.compileShader(vertexShader);

  var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
  gl.shaderSource(fragmentShader, fragmentSource);
  gl.compileShader(fragmentShader);

  var program = gl.createProgram();
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);

  for (var attribName in attribLocationMap)
    gl.bindAttribLocation(program, attribLocationMap[attribName], attribName);

  gl.linkProgram(program);

  gl.deleteShader(vertexShader);
  gl.deleteShader(fragmentShader);

  return program;
};

Util.getProgramUniforms = function(gl, program) {
  var uniforms = {};
  var uniformCount = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
  var uniformName = '';
  for (var i = 0; i < uniformCount; i++) {
    var uniformInfo = gl.getActiveUniform(program, i);
    uniformName = uniformInfo.name.replace('[0]', '');
    uniforms[uniformName] = gl.getUniformLocation(program, uniformName);
  }
  return uniforms;
};

Util.orthoMatrix = function (out, left, right, bottom, top, near, far) {
  var lr = 1 / (left - right),
      bt = 1 / (bottom - top),
      nf = 1 / (near - far);
  out[0] = -2 * lr;
  out[1] = 0;
  out[2] = 0;
  out[3] = 0;
  out[4] = 0;
  out[5] = -2 * bt;
  out[6] = 0;
  out[7] = 0;
  out[8] = 0;
  out[9] = 0;
  out[10] = 2 * nf;
  out[11] = 0;
  out[12] = (left + right) * lr;
  out[13] = (top + bottom) * bt;
  out[14] = (far + near) * nf;
  out[15] = 1;
  return out;
};

Util.isMobile = function() {
  var check = false;
  (function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0,4)))check = true})(navigator.userAgent||navigator.vendor||window.opera);
  return check;
};

Util.extend = objectAssign;

Util.safariCssSizeWorkaround = function(canvas) {
  // TODO(smus): Remove this workaround when Safari for iOS is fixed.
  // iOS only workaround (for https://bugs.webkit.org/show_bug.cgi?id=152556).
  //
  // "To the last I grapple with thee;
  //  from hell's heart I stab at thee;
  //  for hate's sake I spit my last breath at thee."
  // -- Moby Dick, by Herman Melville
  if (Util.isIOS()) {
    var width = canvas.style.width;
    var height = canvas.style.height;
    canvas.style.width = (parseInt(width) + 1) + 'px';
    canvas.style.height = (parseInt(height)) + 'px';
    setTimeout(function() {
      canvas.style.width = width;
      canvas.style.height = height;
    }, 100);
  }

  // Debug only.
  window.Util = Util;
  window.canvas = canvas;
};

Util.isDebug = function() {
  return Util.getQueryParameter('debug');
};

Util.getQueryParameter = function(name) {
  var name = name.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]");
  var regex = new RegExp("[\\?&]" + name + "=([^&#]*)"),
      results = regex.exec(location.search);
  return results === null ? "" : decodeURIComponent(results[1].replace(/\+/g, " "));
};

Util.frameDataFromPose = (function() {
  var piOver180 = Math.PI / 180.0;
  var rad45 = Math.PI * 0.25;

  // Borrowed from glMatrix.
  function mat4_perspectiveFromFieldOfView(out, fov, near, far) {
    var upTan = Math.tan(fov ? (fov.upDegrees * piOver180) : rad45),
    downTan = Math.tan(fov ? (fov.downDegrees * piOver180) : rad45),
    leftTan = Math.tan(fov ? (fov.leftDegrees * piOver180) : rad45),
    rightTan = Math.tan(fov ? (fov.rightDegrees * piOver180) : rad45),
    xScale = 2.0 / (leftTan + rightTan),
    yScale = 2.0 / (upTan + downTan);

    out[0] = xScale;
    out[1] = 0.0;
    out[2] = 0.0;
    out[3] = 0.0;
    out[4] = 0.0;
    out[5] = yScale;
    out[6] = 0.0;
    out[7] = 0.0;
    out[8] = -((leftTan - rightTan) * xScale * 0.5);
    out[9] = ((upTan - downTan) * yScale * 0.5);
    out[10] = far / (near - far);
    out[11] = -1.0;
    out[12] = 0.0;
    out[13] = 0.0;
    out[14] = (far * near) / (near - far);
    out[15] = 0.0;
    return out;
  }

  function mat4_fromRotationTranslation(out, q, v) {
    // Quaternion math
    var x = q[0], y = q[1], z = q[2], w = q[3],
        x2 = x + x,
        y2 = y + y,
        z2 = z + z,

        xx = x * x2,
        xy = x * y2,
        xz = x * z2,
        yy = y * y2,
        yz = y * z2,
        zz = z * z2,
        wx = w * x2,
        wy = w * y2,
        wz = w * z2;

    out[0] = 1 - (yy + zz);
    out[1] = xy + wz;
    out[2] = xz - wy;
    out[3] = 0;
    out[4] = xy - wz;
    out[5] = 1 - (xx + zz);
    out[6] = yz + wx;
    out[7] = 0;
    out[8] = xz + wy;
    out[9] = yz - wx;
    out[10] = 1 - (xx + yy);
    out[11] = 0;
    out[12] = v[0];
    out[13] = v[1];
    out[14] = v[2];
    out[15] = 1;

    return out;
  };

  function mat4_translate(out, a, v) {
    var x = v[0], y = v[1], z = v[2],
        a00, a01, a02, a03,
        a10, a11, a12, a13,
        a20, a21, a22, a23;

    if (a === out) {
      out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
      out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
      out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
      out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
    } else {
      a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
      a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
      a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];

      out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
      out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
      out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;

      out[12] = a00 * x + a10 * y + a20 * z + a[12];
      out[13] = a01 * x + a11 * y + a21 * z + a[13];
      out[14] = a02 * x + a12 * y + a22 * z + a[14];
      out[15] = a03 * x + a13 * y + a23 * z + a[15];
    }

    return out;
  };

  function mat4_invert(out, a) {
    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],

        b00 = a00 * a11 - a01 * a10,
        b01 = a00 * a12 - a02 * a10,
        b02 = a00 * a13 - a03 * a10,
        b03 = a01 * a12 - a02 * a11,
        b04 = a01 * a13 - a03 * a11,
        b05 = a02 * a13 - a03 * a12,
        b06 = a20 * a31 - a21 * a30,
        b07 = a20 * a32 - a22 * a30,
        b08 = a20 * a33 - a23 * a30,
        b09 = a21 * a32 - a22 * a31,
        b10 = a21 * a33 - a23 * a31,
        b11 = a22 * a33 - a23 * a32,

        // Calculate the determinant
        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

    if (!det) {
      return null;
    }
    det = 1.0 / det;

    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;

    return out;
  };

  var defaultOrientation = new Float32Array([0, 0, 0, 1]);
  var defaultPosition = new Float32Array([0, 0, 0]);

  function updateEyeMatrices(projection, view, pose, parameters, vrDisplay) {
    mat4_perspectiveFromFieldOfView(projection, parameters ? parameters.fieldOfView : null, vrDisplay.depthNear, vrDisplay.depthFar);

    var orientation = pose.orientation || defaultOrientation;
    var position = pose.position || defaultPosition;

    mat4_fromRotationTranslation(view, orientation, position);
    if (parameters)
      mat4_translate(view, view, parameters.offset);
    mat4_invert(view, view);
  }

  return function(frameData, pose, vrDisplay) {
    if (!frameData || !pose)
      return false;

    frameData.pose = pose;
    frameData.timestamp = pose.timestamp;

    updateEyeMatrices(
        frameData.leftProjectionMatrix, frameData.leftViewMatrix,
        pose, vrDisplay.getEyeParameters("left"), vrDisplay);
    updateEyeMatrices(
        frameData.rightProjectionMatrix, frameData.rightViewMatrix,
        pose, vrDisplay.getEyeParameters("right"), vrDisplay);

    return true;
  };
})();

Util.isInsideCrossDomainIFrame = function() {
  var isFramed = (window.self !== window.top);
  var refDomain = Util.getDomainFromUrl(document.referrer);
  var thisDomain = Util.getDomainFromUrl(window.location.href);

  return isFramed && (refDomain !== thisDomain);
};

// From http://stackoverflow.com/a/23945027.
Util.getDomainFromUrl = function(url) {
  var domain;
  // Find & remove protocol (http, ftp, etc.) and get domain.
  if (url.indexOf("://") > -1) {
    domain = url.split('/')[2];
  }
  else {
    domain = url.split('/')[0];
  }

  //find & remove port number
  domain = domain.split(':')[0];

  return domain;
}

module.exports = Util;

},{"object-assign":2}],24:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var DeviceInfo = _dereq_('./device-info.js');
var EventEmitter3 = _dereq_('eventemitter3');
var Util = _dereq_('./util.js');

var DEFAULT_VIEWER = 'CardboardV1';
var VIEWER_KEY = 'WEBVR_CARDBOARD_VIEWER';
var CLASS_NAME = 'webvr-polyfill-viewer-selector';

/**
 * Creates a viewer selector with the options specified. Supports being shown
 * and hidden. Generates events when viewer parameters change. Also supports
 * saving the currently selected index in localStorage.
 */
function ViewerSelector() {
  // Try to load the selected key from local storage. If none exists, use the
  // default key.
  try {
    this.selectedKey = localStorage.getItem(VIEWER_KEY) || DEFAULT_VIEWER;
  } catch (error) {
    console.error('Failed to load viewer profile: %s', error);
  }
  this.dialog = this.createDialog_(DeviceInfo.Viewers);
  this.root = null;
}
ViewerSelector.prototype = new EventEmitter3();

ViewerSelector.prototype.show = function(root) {
  this.root = root;

  root.appendChild(this.dialog);

  // Ensure the currently selected item is checked.
  var selected = this.dialog.querySelector('#' + this.selectedKey);
  selected.checked = true;

  // Show the UI.
  this.dialog.style.display = 'block';
};

ViewerSelector.prototype.hide = function() {
  if (this.root && this.root.contains(this.dialog)) {
    this.root.removeChild(this.dialog);
  }
  this.dialog.style.display = 'none';
};

ViewerSelector.prototype.getCurrentViewer = function() {
  return DeviceInfo.Viewers[this.selectedKey];
};

ViewerSelector.prototype.getSelectedKey_ = function() {
  var input = this.dialog.querySelector('input[name=field]:checked');
  if (input) {
    return input.id;
  }
  return null;
};

ViewerSelector.prototype.onSave_ = function() {
  this.selectedKey = this.getSelectedKey_();
  if (!this.selectedKey || !DeviceInfo.Viewers[this.selectedKey]) {
    console.error('ViewerSelector.onSave_: this should never happen!');
    return;
  }

  this.emit('change', DeviceInfo.Viewers[this.selectedKey]);

  // Attempt to save the viewer profile, but fails in private mode.
  try {
    localStorage.setItem(VIEWER_KEY, this.selectedKey);
  } catch(error) {
    console.error('Failed to save viewer profile: %s', error);
  }
  this.hide();
};

/**
 * Creates the dialog.
 */
ViewerSelector.prototype.createDialog_ = function(options) {
  var container = document.createElement('div');
  container.classList.add(CLASS_NAME);
  container.style.display = 'none';
  // Create an overlay that dims the background, and which goes away when you
  // tap it.
  var overlay = document.createElement('div');
  var s = overlay.style;
  s.position = 'fixed';
  s.left = 0;
  s.top = 0;
  s.width = '100%';
  s.height = '100%';
  s.background = 'rgba(0, 0, 0, 0.3)';
  overlay.addEventListener('click', this.hide.bind(this));

  var width = 280;
  var dialog = document.createElement('div');
  var s = dialog.style;
  s.boxSizing = 'border-box';
  s.position = 'fixed';
  s.top = '24px';
  s.left = '50%';
  s.marginLeft = (-width/2) + 'px';
  s.width = width + 'px';
  s.padding = '24px';
  s.overflow = 'hidden';
  s.background = '#fafafa';
  s.fontFamily = "'Roboto', sans-serif";
  s.boxShadow = '0px 5px 20px #666';

  dialog.appendChild(this.createH1_('Select your viewer'));
  for (var id in options) {
    dialog.appendChild(this.createChoice_(id, options[id].label));
  }
  dialog.appendChild(this.createButton_('Save', this.onSave_.bind(this)));

  container.appendChild(overlay);
  container.appendChild(dialog);

  return container;
};

ViewerSelector.prototype.createH1_ = function(name) {
  var h1 = document.createElement('h1');
  var s = h1.style;
  s.color = 'black';
  s.fontSize = '20px';
  s.fontWeight = 'bold';
  s.marginTop = 0;
  s.marginBottom = '24px';
  h1.innerHTML = name;
  return h1;
};

ViewerSelector.prototype.createChoice_ = function(id, name) {
  /*
  <div class="choice">
  <input id="v1" type="radio" name="field" value="v1">
  <label for="v1">Cardboard V1</label>
  </div>
  */
  var div = document.createElement('div');
  div.style.marginTop = '8px';
  div.style.color = 'black';

  var input = document.createElement('input');
  input.style.fontSize = '30px';
  input.setAttribute('id', id);
  input.setAttribute('type', 'radio');
  input.setAttribute('value', id);
  input.setAttribute('name', 'field');

  var label = document.createElement('label');
  label.style.marginLeft = '4px';
  label.setAttribute('for', id);
  label.innerHTML = name;

  div.appendChild(input);
  div.appendChild(label);

  return div;
};

ViewerSelector.prototype.createButton_ = function(label, onclick) {
  var button = document.createElement('button');
  button.innerHTML = label;
  var s = button.style;
  s.float = 'right';
  s.textTransform = 'uppercase';
  s.color = '#1094f7';
  s.fontSize = '14px';
  s.letterSpacing = 0;
  s.border = 0;
  s.background = 'none';
  s.marginTop = '16px';

  button.addEventListener('click', onclick);

  return button;
};

module.exports = ViewerSelector;

},{"./device-info.js":8,"./util.js":23,"eventemitter3":1}],25:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = _dereq_('./util.js');

/**
 * Android and iOS compatible wakelock implementation.
 *
 * Refactored thanks to dkovalev@.
 */
function AndroidWakeLock() {
  var video = document.createElement('video');

  video.addEventListener('ended', function() {
    video.play();
  });

  this.request = function() {
    if (video.paused) {
      // Base64 version of videos_src/no-sleep-120s.mp4.
      video.src = Util.base64('video/mp4', ' ');
      video.play();
    }
  };

  this.release = function() {
    video.pause();
    video.src = '';
  };
}

function iOSWakeLock() {
  var timer = null;

  this.request = function() {
    if (!timer) {
      timer = setInterval(function() {
        window.location = window.location;
        setTimeout(window.stop, 0);
      }, 30000);
    }
  }

  this.release = function() {
    if (timer) {
      clearInterval(timer);
      timer = null;
    }
  }
}


function getWakeLock() {
  var userAgent = navigator.userAgent || navigator.vendor || window.opera;
  if (userAgent.match(/iPhone/i) || userAgent.match(/iPod/i)) {
    return iOSWakeLock;
  } else {
    return AndroidWakeLock;
  }
}

module.exports = getWakeLock();
},{"./util.js":23}],26:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = _dereq_('./util.js');
var CardboardVRDisplay = _dereq_('./cardboard-vr-display.js');
var MouseKeyboardVRDisplay = _dereq_('./mouse-keyboard-vr-display.js');
// Uncomment to add positional tracking via webcam.
//var WebcamPositionSensorVRDevice = require('./webcam-position-sensor-vr-device.js');
var VRDisplay = _dereq_('./base.js').VRDisplay;
var VRFrameData = _dereq_('./base.js').VRFrameData;
var HMDVRDevice = _dereq_('./base.js').HMDVRDevice;
var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;
var VRDisplayHMDDevice = _dereq_('./display-wrappers.js').VRDisplayHMDDevice;
var VRDisplayPositionSensorDevice = _dereq_('./display-wrappers.js').VRDisplayPositionSensorDevice;

function WebVRPolyfill() {
  this.displays = [];
  this.devices = []; // For deprecated objects
  this.devicesPopulated = false;
  this.nativeWebVRAvailable = this.isWebVRAvailable();
  this.nativeLegacyWebVRAvailable = this.isDeprecatedWebVRAvailable();
  this.nativeGetVRDisplaysFunc = this.nativeWebVRAvailable ?
                                 navigator.getVRDisplays :
                                 null;

  if (!this.nativeLegacyWebVRAvailable) {
    this.enablePolyfill();
    if (WebVRConfig.ENABLE_DEPRECATED_API) {
      this.enableDeprecatedPolyfill();
    }
  }

  // Put a shim in place to update the API to 1.1 if needed.
  InstallWebVRSpecShim();
}

WebVRPolyfill.prototype.isWebVRAvailable = function() {
  return ('getVRDisplays' in navigator);
};

WebVRPolyfill.prototype.isDeprecatedWebVRAvailable = function() {
  return ('getVRDevices' in navigator) || ('mozGetVRDevices' in navigator);
};

WebVRPolyfill.prototype.populateDevices = function() {
  if (this.devicesPopulated) {
    return;
  }

  // Initialize our virtual VR devices.
  var vrDisplay = null;

  // Add a Cardboard VRDisplay on compatible mobile devices
  if (this.isCardboardCompatible()) {
    vrDisplay = new CardboardVRDisplay();
    this.displays.push(vrDisplay);

    // For backwards compatibility
    if (WebVRConfig.ENABLE_DEPRECATED_API) {
      this.devices.push(new VRDisplayHMDDevice(vrDisplay));
      this.devices.push(new VRDisplayPositionSensorDevice(vrDisplay));
    }
  }

  // Add a Mouse and Keyboard driven VRDisplay for desktops/laptops
  if (!this.isMobile() && !WebVRConfig.MOUSE_KEYBOARD_CONTROLS_DISABLED) {
    vrDisplay = new MouseKeyboardVRDisplay();
    this.displays.push(vrDisplay);

    // For backwards compatibility
    if (WebVRConfig.ENABLE_DEPRECATED_API) {
      this.devices.push(new VRDisplayHMDDevice(vrDisplay));
      this.devices.push(new VRDisplayPositionSensorDevice(vrDisplay));
    }
  }

  // Uncomment to add positional tracking via webcam.
  //if (!this.isMobile() && WebVRConfig.ENABLE_DEPRECATED_API) {
  //  positionDevice = new WebcamPositionSensorVRDevice();
  //  this.devices.push(positionDevice);
  //}

  this.devicesPopulated = true;
};

WebVRPolyfill.prototype.enablePolyfill = function() {
  // Provide navigator.getVRDisplays.
  navigator.getVRDisplays = this.getVRDisplays.bind(this);

  // Provide the VRDisplay object.
  window.VRDisplay = VRDisplay;

  // Provide navigator.vrEnabled.
  var self = this;
  Object.defineProperty(navigator, 'vrEnabled', {
    get: function () {
      return self.isCardboardCompatible() &&
          (self.isFullScreenAvailable() || Util.isIOS());
    }
  });

  if (!'VRFrameData' in window) {
    // Provide the VRFrameData object.
    window.VRFrameData = VRFrameData;
  }
};

WebVRPolyfill.prototype.enableDeprecatedPolyfill = function() {
  // Provide navigator.getVRDevices.
  navigator.getVRDevices = this.getVRDevices.bind(this);

  // Provide the CardboardHMDVRDevice and PositionSensorVRDevice objects.
  window.HMDVRDevice = HMDVRDevice;
  window.PositionSensorVRDevice = PositionSensorVRDevice;
};

WebVRPolyfill.prototype.getVRDisplays = function() {
  this.populateDevices();
  var polyfillDisplays = this.displays;

  if (this.nativeWebVRAvailable) {
    return this.nativeGetVRDisplaysFunc.call(navigator).then(function(nativeDisplays) {
      if (WebVRConfig.ALWAYS_APPEND_POLYFILL_DISPLAY) {
        return nativeDisplays.concat(polyfillDisplays);
      } else {
        return nativeDisplays.length > 0 ? nativeDisplays : polyfillDisplays;
      }
    });
  } else {
    return new Promise(function(resolve, reject) {
      try {
        resolve(polyfillDisplays);
      } catch (e) {
        reject(e);
      }
    });
  }
};

WebVRPolyfill.prototype.getVRDevices = function() {
  console.warn('getVRDevices is deprecated. Please update your code to use getVRDisplays instead.');
  var self = this;
  return new Promise(function(resolve, reject) {
    try {
      if (!self.devicesPopulated) {
        if (self.nativeWebVRAvailable) {
          return navigator.getVRDisplays(function(displays) {
            for (var i = 0; i < displays.length; ++i) {
              self.devices.push(new VRDisplayHMDDevice(displays[i]));
              self.devices.push(new VRDisplayPositionSensorDevice(displays[i]));
            }
            self.devicesPopulated = true;
            resolve(self.devices);
          }, reject);
        }

        if (self.nativeLegacyWebVRAvailable) {
          return (navigator.getVRDDevices || navigator.mozGetVRDevices)(function(devices) {
            for (var i = 0; i < devices.length; ++i) {
              if (devices[i] instanceof HMDVRDevice) {
                self.devices.push(devices[i]);
              }
              if (devices[i] instanceof PositionSensorVRDevice) {
                self.devices.push(devices[i]);
              }
            }
            self.devicesPopulated = true;
            resolve(self.devices);
          }, reject);
        }
      }

      self.populateDevices();
      resolve(self.devices);
    } catch (e) {
      reject(e);
    }
  });
};

/**
 * Determine if a device is mobile.
 */
WebVRPolyfill.prototype.isMobile = function() {
  return /Android/i.test(navigator.userAgent) ||
      /iPhone|iPad|iPod/i.test(navigator.userAgent);
};

WebVRPolyfill.prototype.isCardboardCompatible = function() {
  // For now, support all iOS and Android devices.
  // Also enable the WebVRConfig.FORCE_VR flag for debugging.
  return this.isMobile() || WebVRConfig.FORCE_ENABLE_VR;
};

WebVRPolyfill.prototype.isFullScreenAvailable = function() {
  return (document.fullscreenEnabled ||
          document.mozFullScreenEnabled ||
          document.webkitFullscreenEnabled ||
          false);
};

// Installs a shim that updates a WebVR 1.0 spec implementation to WebVR 1.1
function InstallWebVRSpecShim() {
  if ('VRDisplay' in window && !('VRFrameData' in window)) {
    // Provide the VRFrameData object.
    window.VRFrameData = VRFrameData;

    // A lot of Chrome builds don't have depthNear and depthFar, even
    // though they're in the WebVR 1.0 spec. Patch them in if they're not present.
    if(!('depthNear' in window.VRDisplay.prototype)) {
      window.VRDisplay.prototype.depthNear = 0.01;
    }

    if(!('depthFar' in window.VRDisplay.prototype)) {
      window.VRDisplay.prototype.depthFar = 10000.0;
    }

    window.VRDisplay.prototype.getFrameData = function(frameData) {
      return Util.frameDataFromPose(frameData, this.getPose(), this);
    }
  }
};

module.exports.WebVRPolyfill = WebVRPolyfill;

},{"./base.js":3,"./cardboard-vr-display.js":6,"./display-wrappers.js":9,"./mouse-keyboard-vr-display.js":16,"./util.js":23}]},{},[14])(14)
});
}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{}],51:[function(_dereq_,module,exports){
var newline = /\n/
var newlineChar = '\n'
var whitespace = /\s/

module.exports = function(text, opt) {
    var lines = module.exports.lines(text, opt)
    return lines.map(function(line) {
        return text.substring(line.start, line.end)
    }).join('\n')
}

module.exports.lines = function wordwrap(text, opt) {
    opt = opt||{}

    //zero width results in nothing visible
    if (opt.width === 0 && opt.mode !== 'nowrap')
        return []

    text = text||''
    var width = typeof opt.width === 'number' ? opt.width : Number.MAX_VALUE
    var start = Math.max(0, opt.start||0)
    var end = typeof opt.end === 'number' ? opt.end : text.length
    var mode = opt.mode

    var measure = opt.measure || monospace
    if (mode === 'pre')
        return pre(measure, text, start, end, width)
    else
        return greedy(measure, text, start, end, width, mode)
}

function idxOf(text, chr, start, end) {
    var idx = text.indexOf(chr, start)
    if (idx === -1 || idx > end)
        return end
    return idx
}

function isWhitespace(chr) {
    return whitespace.test(chr)
}

function pre(measure, text, start, end, width) {
    var lines = []
    var lineStart = start
    for (var i=start; i<end && i<text.length; i++) {
        var chr = text.charAt(i)
        var isNewline = newline.test(chr)

        //If we've reached a newline, then step down a line
        //Or if we've reached the EOF
        if (isNewline || i===end-1) {
            var lineEnd = isNewline ? i : i+1
            var measured = measure(text, lineStart, lineEnd, width)
            lines.push(measured)

            lineStart = i+1
        }
    }
    return lines
}

function greedy(measure, text, start, end, width, mode) {
    //A greedy word wrapper based on LibGDX algorithm
    //https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/graphics/g2d/BitmapFontCache.java
    var lines = []

    var testWidth = width
    //if 'nowrap' is specified, we only wrap on newline chars
    if (mode === 'nowrap')
        testWidth = Number.MAX_VALUE

    while (start < end && start < text.length) {
        //get next newline position
        var newLine = idxOf(text, newlineChar, start, end)

        //eat whitespace at start of line
        while (start < newLine) {
            if (!isWhitespace( text.charAt(start) ))
                break
            start++
        }

        //determine visible # of glyphs for the available width
        var measured = measure(text, start, newLine, testWidth)

        var lineEnd = start + (measured.end-measured.start)
        var nextStart = lineEnd + newlineChar.length

        //if we had to cut the line before the next newline...
        if (lineEnd < newLine) {
            //find char to break on
            while (lineEnd > start) {
                if (isWhitespace(text.charAt(lineEnd)))
                    break
                lineEnd--
            }
            if (lineEnd === start) {
                if (nextStart > start + newlineChar.length) nextStart--
                lineEnd = nextStart // If no characters to break, show all.
            } else {
                nextStart = lineEnd
                //eat whitespace at end of line
                while (lineEnd > start) {
                    if (!isWhitespace(text.charAt(lineEnd - newlineChar.length)))
                        break
                    lineEnd--
                }
            }
        }
        if (lineEnd >= start) {
            var result = measure(text, start, lineEnd, testWidth)
            lines.push(result)
        }
        start = nextStart
    }
    return lines
}

//determines the visible number of glyphs within a given width
function monospace(text, start, end, width) {
    var glyphs = Math.min(width, end-start)
    return {
        start: start,
        end: start+glyphs
    }
}
},{}],52:[function(_dereq_,module,exports){
"use strict";
var window = _dereq_("global/window")
var isFunction = _dereq_("is-function")
var parseHeaders = _dereq_("parse-headers")
var xtend = _dereq_("xtend")

module.exports = createXHR
createXHR.XMLHttpRequest = window.XMLHttpRequest || noop
createXHR.XDomainRequest = "withCredentials" in (new createXHR.XMLHttpRequest()) ? createXHR.XMLHttpRequest : window.XDomainRequest

forEachArray(["get", "put", "post", "patch", "head", "delete"], function(method) {
    createXHR[method === "delete" ? "del" : method] = function(uri, options, callback) {
        options = initParams(uri, options, callback)
        options.method = method.toUpperCase()
        return _createXHR(options)
    }
})

function forEachArray(array, iterator) {
    for (var i = 0; i < array.length; i++) {
        iterator(array[i])
    }
}

function isEmpty(obj){
    for(var i in obj){
        if(obj.hasOwnProperty(i)) return false
    }
    return true
}

function initParams(uri, options, callback) {
    var params = uri

    if (isFunction(options)) {
        callback = options
        if (typeof uri === "string") {
            params = {uri:uri}
        }
    } else {
        params = xtend(options, {uri: uri})
    }

    params.callback = callback
    return params
}

function createXHR(uri, options, callback) {
    options = initParams(uri, options, callback)
    return _createXHR(options)
}

function _createXHR(options) {
    if(typeof options.callback === "undefined"){
        throw new Error("callback argument missing")
    }

    var called = false
    var callback = function cbOnce(err, response, body){
        if(!called){
            called = true
            options.callback(err, response, body)
        }
    }

    function readystatechange() {
        if (xhr.readyState === 4) {
            loadFunc()
        }
    }

    function getBody() {
        // Chrome with requestType=blob throws errors arround when even testing access to responseText
        var body = undefined

        if (xhr.response) {
            body = xhr.response
        } else {
            body = xhr.responseText || getXml(xhr)
        }

        if (isJson) {
            try {
                body = JSON.parse(body)
            } catch (e) {}
        }

        return body
    }

    function errorFunc(evt) {
        clearTimeout(timeoutTimer)
        if(!(evt instanceof Error)){
            evt = new Error("" + (evt || "Unknown XMLHttpRequest Error") )
        }
        evt.statusCode = 0
        return callback(evt, failureResponse)
    }

    // will load the data & process the response in a special response object
    function loadFunc() {
        if (aborted) return
        var status
        clearTimeout(timeoutTimer)
        if(options.useXDR && xhr.status===undefined) {
            //IE8 CORS GET successful response doesn't have a status field, but body is fine
            status = 200
        } else {
            status = (xhr.status === 1223 ? 204 : xhr.status)
        }
        var response = failureResponse
        var err = null

        if (status !== 0){
            response = {
                body: getBody(),
                statusCode: status,
                method: method,
                headers: {},
                url: uri,
                rawRequest: xhr
            }
            if(xhr.getAllResponseHeaders){ //remember xhr can in fact be XDR for CORS in IE
                response.headers = parseHeaders(xhr.getAllResponseHeaders())
            }
        } else {
            err = new Error("Internal XMLHttpRequest Error")
        }
        return callback(err, response, response.body)
    }

    var xhr = options.xhr || null

    if (!xhr) {
        if (options.cors || options.useXDR) {
            xhr = new createXHR.XDomainRequest()
        }else{
            xhr = new createXHR.XMLHttpRequest()
        }
    }

    var key
    var aborted
    var uri = xhr.url = options.uri || options.url
    var method = xhr.method = options.method || "GET"
    var body = options.body || options.data
    var headers = xhr.headers = options.headers || {}
    var sync = !!options.sync
    var isJson = false
    var timeoutTimer
    var failureResponse = {
        body: undefined,
        headers: {},
        statusCode: 0,
        method: method,
        url: uri,
        rawRequest: xhr
    }

    if ("json" in options && options.json !== false) {
        isJson = true
        headers["accept"] || headers["Accept"] || (headers["Accept"] = "application/json") //Don't override existing accept header declared by user
        if (method !== "GET" && method !== "HEAD") {
            headers["content-type"] || headers["Content-Type"] || (headers["Content-Type"] = "application/json") //Don't override existing accept header declared by user
            body = JSON.stringify(options.json === true ? body : options.json)
        }
    }

    xhr.onreadystatechange = readystatechange
    xhr.onload = loadFunc
    xhr.onerror = errorFunc
    // IE9 must have onprogress be set to a unique function.
    xhr.onprogress = function () {
        // IE must die
    }
    xhr.onabort = function(){
        aborted = true;
    }
    xhr.ontimeout = errorFunc
    xhr.open(method, uri, !sync, options.username, options.password)
    //has to be after open
    if(!sync) {
        xhr.withCredentials = !!options.withCredentials
    }
    // Cannot set timeout with sync request
    // not setting timeout on the xhr object, because of old webkits etc. not handling that correctly
    // both npm's request and jquery 1.x use this kind of timeout, so this is being consistent
    if (!sync && options.timeout > 0 ) {
        timeoutTimer = setTimeout(function(){
            if (aborted) return
            aborted = true//IE9 may still call readystatechange
            xhr.abort("timeout")
            var e = new Error("XMLHttpRequest timeout")
            e.code = "ETIMEDOUT"
            errorFunc(e)
        }, options.timeout )
    }

    if (xhr.setRequestHeader) {
        for(key in headers){
            if(headers.hasOwnProperty(key)){
                xhr.setRequestHeader(key, headers[key])
            }
        }
    } else if (options.headers && !isEmpty(options.headers)) {
        throw new Error("Headers cannot be set on an XDomainRequest object")
    }

    if ("responseType" in options) {
        xhr.responseType = options.responseType
    }

    if ("beforeSend" in options &&
        typeof options.beforeSend === "function"
    ) {
        options.beforeSend(xhr)
    }

    // Microsoft Edge browser sends "undefined" when send is called with undefined value.
    // XMLHttpRequest spec says to pass null as body to indicate no body
    // See https://github.com/naugtur/xhr/issues/100.
    xhr.send(body || null)

    return xhr


}

function getXml(xhr) {
    if (xhr.responseType === "document") {
        return xhr.responseXML
    }
    var firefoxBugTakenEffect = xhr.status === 204 && xhr.responseXML && xhr.responseXML.documentElement.nodeName === "parsererror"
    if (xhr.responseType === "" && !firefoxBugTakenEffect) {
        return xhr.responseXML
    }

    return null
}

function noop() {}

},{"global/window":20,"is-function":24,"parse-headers":33,"xtend":54}],53:[function(_dereq_,module,exports){
module.exports = (function xmlparser() {
  //common browsers
  if (typeof window.DOMParser !== 'undefined') {
    return function(str) {
      var parser = new window.DOMParser()
      return parser.parseFromString(str, 'application/xml')
    }
  }

  //IE8 fallback
  if (typeof window.ActiveXObject !== 'undefined'
      && new window.ActiveXObject('Microsoft.XMLDOM')) {
    return function(str) {
      var xmlDoc = new window.ActiveXObject("Microsoft.XMLDOM")
      xmlDoc.async = "false"
      xmlDoc.loadXML(str)
      return xmlDoc
    }
  }

  //last resort fallback
  return function(str) {
    var div = document.createElement('div')
    div.innerHTML = str
    return div
  }
})()
},{}],54:[function(_dereq_,module,exports){
module.exports = extend

var hasOwnProperty = Object.prototype.hasOwnProperty;

function extend() {
    var target = {}

    for (var i = 0; i < arguments.length; i++) {
        var source = arguments[i]

        for (var key in source) {
            if (hasOwnProperty.call(source, key)) {
                target[key] = source[key]
            }
        }
    }

    return target
}

},{}],55:[function(_dereq_,module,exports){
module.exports={
  "name": "aframe",
  "version": "0.5.0",
  "description": "A web framework for building virtual reality experiences.",
  "homepage": "https://aframe.io/",
  "main": "dist/aframe-master.js",
  "scripts": {
    "browserify": "browserify src/index.js -s 'AFRAME' -p browserify-derequire",
    "build": "mkdirp build/ && npm run browserify -- --debug -t [envify --INSPECTOR_VERSION dev] -o build/aframe.js",
    "codecov": "codecov",
    "dev": "npm run build && cross-env INSPECTOR_VERSION=dev node ./scripts/budo -t envify",
    "dist": "node scripts/updateVersionLog.js && npm run dist:min && npm run dist:max",
    "dist:max": "npm run browserify -s -- --debug | exorcist dist/aframe.js.map > dist/aframe.js",
    "dist:min": "npm run browserify -s -- --debug -p [minifyify --map aframe.js.map --output dist/aframe.js.map] -o dist/aframe.js",
    "docs": "markserv --dir docs --port 9001",
    "ghpages": "ghpages -p gh-pages/",
    "lint": "semistandard -v | snazzy",
    "precommit": "npm run lint",
    "preghpages": "npm run dist && rimraf gh-pages && mkdirp gh-pages && cp -r {.nojekyll,dist,lib,examples,index.html,style} gh-pages/. 2>/dev/null || : && git checkout dist/ && replace 'build/aframe-master.js' 'dist/aframe-master.min.js' gh-pages/ -r --silent",
    "prerelease": "npm run dist && node scripts/release.js 0.4.0 0.5.0",
    "start": "npm run dev",
    "test": "karma start ./tests/karma.conf.js",
    "test:docs": "node scripts/docsLint.js",
    "test:firefox": "karma start ./tests/karma.conf.js --browsers Firefox",
    "test:chrome": "karma start ./tests/karma.conf.js --browsers Chrome"
  },
  "repository": "aframevr/aframe",
  "license": "MIT",
  "dependencies": {
    "browserify-css": "^0.8.2",
    "debug": "^2.2.0",
    "deep-assign": "^2.0.0",
    "document-register-element": "dmarcos/document-register-element#8ccc532b7",
    "envify": "^3.4.1",
    "load-bmfont": "^1.2.3",
    "object-assign": "^4.0.1",
    "present": "0.0.6",
    "promise-polyfill": "^3.1.0",
    "style-attr": "^1.0.2",
    "three": "^0.83.0",
    "three-bmfont-text": "^2.1.0",
    "tween.js": "^15.0.0",
    "webvr-polyfill": "dmarcos/webvr-polyfill#a02a8089b"
  },
  "devDependencies": {
    "browserify": "^13.1.0",
    "browserify-derequire": "^0.9.4",
    "browserify-istanbul": "^2.0.0",
    "budo": "^9.2.0",
    "chai": "^3.5.0",
    "chai-shallow-deep-equal": "^1.4.0",
    "chalk": "^1.1.3",
    "codecov": "^1.0.1",
    "cross-env": "^3.1.3",
    "exorcist": "^0.4.0",
    "ghpages": "0.0.8",
    "git-rev": "^0.2.1",
    "glob": "^7.1.1",
    "husky": "^0.11.7",
    "istanbul": "^0.4.5",
    "karma": "^1.3.0",
    "karma-browserify": "^5.1.0",
    "karma-chai-shallow-deep-equal": "0.0.4",
    "karma-chrome-launcher": "^2.0.0",
    "karma-coverage": "^1.1.1",
    "karma-env-preprocessor": "^0.1.1",
    "karma-firefox-launcher": "^1.0.0",
    "karma-mocha": "^1.1.1",
    "karma-mocha-reporter": "^2.1.0",
    "karma-sinon-chai": "^1.2.4",
    "lolex": "^1.5.1",
    "markserv": "0.0.20",
    "minifyify": "^7.3.3",
    "mkdirp": "^0.5.1",
    "mocha": "^3.0.2",
    "mozilla-download": "^1.1.1",
    "open": "0.0.5",
    "replace": "^0.3.0",
    "rimraf": "^2.5.4",
    "semistandard": "^9.0.0",
    "sinon": "^1.17.5",
    "sinon-chai": "^2.8.0",
    "snazzy": "^5.0.0",
    "too-wordy": "ngokevin/too-wordy",
    "uglifyjs": "^2.4.10",
    "write-good": "^0.9.1"
  },
  "link": true,
  "browserify": {
    "transform": [
      "browserify-css",
      "envify"
    ]
  },
  "semistandard": {
    "ignore": [
      "build/**",
      "dist/**",
      "examples/**/shaders/*.js",
      "**/vendor/**"
    ]
  },
  "keywords": [
    "3d",
    "aframe",
    "cardboard",
    "components",
    "oculus",
    "three",
    "three.js",
    "rift",
    "vive",
    "vr",
    "web-components",
    "webvr"
  ],
  "browserify-css": {
    "minify": true
  },
  "engines": {
    "node": ">= 4.6.0",
    "npm": "^2.15.9"
  }
}

},{}],56:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');

/**
 * Blend character model component.
 * Loads a model with skeletal animation blending.
 */
module.exports.Component = registerComponent('blend-character-model', {
  schema: {type: 'asset'},

  init: function () {
    this.model = null;
  },

  update: function () {
    var self = this;
    var el = this.el;
    var src = this.data;

    if (!src) { return; }

    this.remove();
    this.model = new THREE.BlendCharacter();

    this.model.load(src, function () {
      el.setObject3D('mesh', self.model);
      el.emit('model-loaded', {format: 'blend', model: self.model});
      self.model.castShadow = true;
      self.model.receiveShadow = true;
      self.model.material.shading = THREE.FlatShading;
      self.model.geometry.computeBoundingBox();
    });
  },

  remove: function () {
    if (!this.model) { return; }
    this.el.removeObject3D('mesh');
  }
});

},{"../core/component":100,"../lib/three":146}],57:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');
var bind = utils.bind;

var checkHasPositionalTracking = utils.device.checkHasPositionalTracking;

/**
 * Camera component.
 * Pairs along with camera system to handle tracking the active camera.
 */
module.exports.Component = registerComponent('camera', {
  schema: {
    active: {default: true},
    far: {default: 10000},
    fov: {default: 80, min: 0},
    near: {default: 0.005, min: 0},
    userHeight: {default: 0, min: 0},
    zoom: {default: 1, min: 0}
  },

  /**
   * Initialize three.js camera and add it to the entity.
   * Add reference from scene to this entity as the camera.
   */
  init: function () {
    var camera;
    var el = this.el;
    var sceneEl = el.sceneEl;

    this.savedPose = null;

    // Create camera.
    camera = this.camera = new THREE.PerspectiveCamera();
    el.setObject3D('camera', camera);

    // Add listeners to save and restore camera pose if headset is present.
    this.onEnterVR = bind(this.onEnterVR, this);
    this.onExitVR = bind(this.onExitVR, this);
    sceneEl.addEventListener('enter-vr', this.onEnterVR);
    sceneEl.addEventListener('exit-vr', this.onExitVR);
  },

  /**
   * Update three.js camera.
   */
  update: function (oldData) {
    var el = this.el;
    var data = this.data;
    var camera = this.camera;
    var system = this.system;

    // Update height offset.
    this.addHeightOffset(oldData.userHeight);

    // Update properties.
    camera.aspect = data.aspect || (window.innerWidth / window.innerHeight);
    camera.far = data.far;
    camera.fov = data.fov;
    camera.near = data.near;
    camera.zoom = data.zoom;
    camera.updateProjectionMatrix();

    // Active property did not change.
    if (oldData && oldData.active === data.active) { return; }

    // If `active` property changes, or first update, handle active camera with system.
    if (data.active && system.activeCameraEl !== el) {
      // Camera enabled. Set camera to this camera.
      system.setActiveCamera(el);
    } else if (!data.active && system.activeCameraEl === el) {
      // Camera disabled. Set camera to another camera.
      system.disableActiveCamera();
    }
  },

  /**
   * Remove camera on remove (callback).
   */
  remove: function () {
    var sceneEl = this.el.sceneEl;
    this.el.removeObject3D('camera');
    sceneEl.removeEventListener('enter-vr', this.onEnterVR);
    sceneEl.removeEventListener('exit-vr', this.onExitVR);
  },

  /**
   * Save pose and remove the offset.
   */
  onEnterVR: function () {
    this.saveCameraPose();
    this.removeHeightOffset();
  },

  /**
   * Restore the pose. Do not need to re-add the offset because it was saved on entering VR.
   */
  onExitVR: function () {
    this.restoreCameraPose();
  },

  /**
   * Offsets the position of the camera to set a human scale perspective
   * This offset is not necessary when using a headset because the SDK
   * will return the real user's head height and position.
   */
  addHeightOffset: function (oldOffset) {
    var el = this.el;
    var currentPosition;
    var userHeightOffset = this.data.userHeight;

    oldOffset = oldOffset || 0;
    currentPosition = el.getAttribute('position') || {x: 0, y: 0, z: 0};
    el.setAttribute('position', {
      x: currentPosition.x,
      y: currentPosition.y - oldOffset + userHeightOffset,
      z: currentPosition.z
    });
  },

  /**
   * Remove the height offset (called when entering VR) since WebVR API gives absolute
   * position.
   */
  removeHeightOffset: function () {
    var currentPosition;
    var el = this.el;
    var hasPositionalTracking;
    var userHeightOffset = this.data.userHeight;

    // Remove the offset if there is positional tracking when entering VR.
    // Necessary for fullscreen mode with no headset.
    // Checking this.hasPositionalTracking to make the value injectable for unit tests.
    hasPositionalTracking = this.hasPositionalTracking || checkHasPositionalTracking();
    if (!userHeightOffset || !hasPositionalTracking) { return; }

    currentPosition = el.getAttribute('position') || {x: 0, y: 0, z: 0};
    el.setAttribute('position', {
      x: currentPosition.x,
      y: currentPosition.y - userHeightOffset,
      z: currentPosition.z
    });
  },

  /**
   * Save camera pose before entering VR to restore later if exiting.
   */
  saveCameraPose: function () {
    var el = this.el;
    var hasPositionalTracking = this.hasPositionalTracking || checkHasPositionalTracking();

    if (this.savedPose || !hasPositionalTracking) { return; }

    this.savedPose = {
      position: el.getAttribute('position'),
      rotation: el.getAttribute('rotation')
    };
  },

  /**
   * Reset camera pose to before entering VR.
   */
  restoreCameraPose: function () {
    var el = this.el;
    var savedPose = this.savedPose;
    var hasPositionalTracking = this.hasPositionalTracking || checkHasPositionalTracking();

    if (!savedPose || !hasPositionalTracking) { return; }

    // Reset camera orientation.
    el.setAttribute('position', savedPose.position);
    el.setAttribute('rotation', savedPose.rotation);
    this.savedPose = null;
  }
});

},{"../core/component":100,"../lib/three":146,"../utils/":167}],58:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');

module.exports.Component = registerComponent('collada-model', {
  schema: {type: 'asset'},

  init: function () {
    this.model = null;
    this.loader = new THREE.ColladaLoader();
    this.loader.options.convertUpAxis = true;
  },

  update: function () {
    var self = this;
    var el = this.el;
    var src = this.data;

    if (!src) { return; }

    this.remove();

    this.loader.load(src, function (colladaModel) {
      self.model = colladaModel.scene;
      el.setObject3D('mesh', self.model);
      el.emit('model-loaded', {format: 'collada', model: self.model});
    });
  },

  remove: function () {
    if (!this.model) { return; }
    this.el.removeObject3D('mesh');
  }
});

},{"../core/component":100,"../lib/three":146}],59:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var utils = _dereq_('../utils/');
var bind = utils.bind;

var EVENTS = {
  CLICK: 'click',
  FUSING: 'fusing',
  MOUSEENTER: 'mouseenter',
  MOUSEDOWN: 'mousedown',
  MOUSELEAVE: 'mouseleave',
  MOUSEUP: 'mouseup'
};

var STATES = {
  FUSING: 'cursor-fusing',
  HOVERING: 'cursor-hovering',
  HOVERED: 'cursor-hovered'
};

/**
 * Cursor component. Applies the raycaster component specifically for starting the raycaster
 * from the camera and pointing from camera's facing direction, and then only returning the
 * closest intersection. Cursor can be fine-tuned by setting raycaster properties.
 *
 * @member {object} fuseTimeout - Timeout to trigger fuse-click.
 * @member {Element} mouseDownEl - Entity that was last mousedowned during current click.
 * @member {object} intersection - Attributes of the current intersection event, including
 *         3D- and 2D-space coordinates. See: http://threejs.org/docs/api/core/Raycaster.html
 * @member {Element} intersectedEl - Currently-intersected entity. Used to keep track to
 *         emit events when unintersecting.
 */
module.exports.Component = registerComponent('cursor', {
  dependencies: ['raycaster'],

  schema: {
    fuse: {default: utils.device.isMobile()},
    fuseTimeout: {default: 1500, min: 0}
  },

  init: function () {
    var cursorEl = this.el;
    var canvas = cursorEl.sceneEl.canvas;
    this.fuseTimeout = undefined;
    this.mouseDownEl = null;
    this.intersection = null;
    this.intersectedEl = null;

    // Wait for canvas to load.
    if (!canvas) {
      cursorEl.sceneEl.addEventListener('render-target-loaded', bind(this.init, this));
      return;
    }

    // Attach event listeners.
    canvas.addEventListener('mousedown', bind(this.onMouseDown, this));
    canvas.addEventListener('mouseup', bind(this.onMouseUp, this));
    cursorEl.addEventListener('raycaster-intersection', bind(this.onIntersection, this));
    cursorEl.addEventListener('raycaster-intersection-cleared',
                              bind(this.onIntersectionCleared, this));
  },

  /**
   * Trigger mousedown and keep track of the mousedowned entity.
   */
  onMouseDown: function (evt) {
    this.twoWayEmit(EVENTS.MOUSEDOWN);
    this.mouseDownEl = this.intersectedEl;
  },

  /**
   * Trigger mouseup if:
   * - Not fusing (mobile has no mouse).
   * - Currently intersecting an entity.
   * - Currently-intersected entity is the same as the one when mousedown was triggered,
   *   in case user mousedowned one entity, dragged to another, and mouseupped.
   */
  onMouseUp: function (evt) {
    this.twoWayEmit(EVENTS.MOUSEUP);
    if (this.data.fuse || !this.intersectedEl ||
        this.mouseDownEl !== this.intersectedEl) { return; }
    this.twoWayEmit(EVENTS.CLICK);
  },

  /**
   * Handle intersection.
   */
  onIntersection: function (evt) {
    var self = this;
    var cursorEl = this.el;
    var data = this.data;
    var index;
    var intersectedEl;
    var intersection;

    // Select closest object, excluding the cursor.
    index = evt.detail.els[0] === cursorEl ? 1 : 0;
    intersection = evt.detail.intersections[index];
    intersectedEl = evt.detail.els[index];

    // If cursor is the only intersected object, ignore the event.
    if (!intersectedEl) { return; }

    // Already intersecting this entity.
    if (this.intersectedEl === intersectedEl) {
      this.intersection = intersection;
      return;
    }

    // Unset current intersection.
    if (this.intersectedEl) { this.clearCurrentIntersection(); }

    // Set new intersection.
    this.intersection = intersection;
    this.intersectedEl = intersectedEl;

    // Hovering.
    cursorEl.addState(STATES.HOVERING);
    intersectedEl.addState(STATES.HOVERED);
    self.twoWayEmit(EVENTS.MOUSEENTER);

    // Begin fuse if necessary.
    if (data.fuseTimeout === 0 || !data.fuse) { return; }
    cursorEl.addState(STATES.FUSING);
    this.twoWayEmit(EVENTS.FUSING);
    this.fuseTimeout = setTimeout(function fuse () {
      cursorEl.removeState(STATES.FUSING);
      self.twoWayEmit(EVENTS.CLICK);
    }, data.fuseTimeout);
  },

  /**
   * Handle intersection cleared.
   */
  onIntersectionCleared: function (evt) {
    var cursorEl = this.el;
    var intersectedEl = evt.detail.el;

    // Ignore the cursor.
    if (cursorEl === intersectedEl) { return; }

    // Ignore if the event didn't occur on the current intersection.
    if (intersectedEl !== this.intersectedEl) { return; }

    this.clearCurrentIntersection();
  },

  clearCurrentIntersection: function () {
    var cursorEl = this.el;

    // No longer hovering (or fusing).
    this.intersectedEl.removeState(STATES.HOVERED);
    cursorEl.removeState(STATES.HOVERING);
    cursorEl.removeState(STATES.FUSING);
    this.twoWayEmit(EVENTS.MOUSELEAVE);

    // Unset intersected entity (after emitting the event).
    this.intersection = null;
    this.intersectedEl = null;

    // Clear fuseTimeout.
    clearTimeout(this.fuseTimeout);
  },

  /**
   * Helper to emit on both the cursor and the intersected entity (if exists).
   */
  twoWayEmit: function (evtName) {
    var el = this.el;
    var intersectedEl = this.intersectedEl;
    var intersection = this.intersection;
    el.emit(evtName, {intersectedEl: intersectedEl, intersection: intersection});
    if (!intersectedEl) { return; }
    intersectedEl.emit(evtName, {cursorEl: el, intersection: intersection});
  }
});

},{"../core/component":100,"../utils/":167}],60:[function(_dereq_,module,exports){
var debug = _dereq_('../utils/debug');
var geometries = _dereq_('../core/geometry').geometries;
var geometryNames = _dereq_('../core/geometry').geometryNames;
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');

var dummyGeometry = new THREE.Geometry();
var warn = debug('components:geometry:warn');

/**
 * Geometry component. Combined with material component to make a mesh in 3D object.
 * Extended with registered geometries.
 */
module.exports.Component = registerComponent('geometry', {
  schema: {
    buffer: {default: true},
    mergeTo: {type: 'selector'},
    primitive: {default: 'box', oneOf: geometryNames},
    skipCache: {default: false}
  },

  init: function () {
    this.geometry = null;
  },

  /**
   * Talk to geometry system to get or create geometry.
   */
  update: function (previousData) {
    var data = this.data;
    var mesh = this.el.getOrCreateObject3D('mesh', THREE.Mesh);
    var system = this.system;

    // Dispose old geometry if we created one.
    if (this.geometry) {
      system.unuseGeometry(previousData);
      this.geometry = null;
    }

    // Create new geometry.
    this.geometry = mesh.geometry = system.getOrCreateGeometry(data);
    if (data.mergeTo) {
      this.mergeTo(data.mergeTo);
    }
  },

  /**
   * Merge geometry to another entity's geometry.
   * Remove the entity from the scene. Not a reversible operation.
   *
   * @param {Element} toEl - Entity where the geometry will be merged to.
   */
  mergeTo: function (toEl) {
    var el = this.el;
    var mesh = el.getObject3D('mesh');
    var toMesh;

    if (!toEl || !toEl.isEntity) {
      warn('There is not a valid entity to merge the geometry to');
      return;
    }

    if (toEl === el) {
      warn('Source and target geometries cannot be the same for merge');
      return;
    }

    // Create mesh if entity does not have one.
    toMesh = toEl.getObject3D('mesh');
    if (!toMesh) {
      toMesh = toEl.getOrCreateObject3D('mesh', THREE.Mesh);
      toEl.setAttribute('material', el.getAttribute('material'));
      return;
    }

    if (toMesh.geometry instanceof THREE.Geometry === false ||
        mesh.geometry instanceof THREE.Geometry === false) {
      warn('Geometry merge is only available for `THREE.Geometry` types. ' +
           'Check that both of the merging geometry and the target geometry have `buffer` ' +
           'set to false');
      return;
    }

    if (this.data.skipCache === false) {
      warn('Cached geometries are not allowed to merge. Set `skipCache` to true');
      return;
    }

    mesh.parent.updateMatrixWorld();
    toMesh.geometry.merge(mesh.geometry, mesh.matrixWorld);
    el.emit('geometry-merged', {mergeTarget: toEl});
    el.parentNode.removeChild(el);
  },

  /**
   * Tell geometry system that entity is no longer using the geometry.
   * Unset the geometry on the mesh
   */
  remove: function () {
    this.system.unuseGeometry(this.data);
    this.el.getObject3D('mesh').geometry = dummyGeometry;
    this.geometry = null;
  },

  /**
   * Update geometry component schema based on geometry type.
   *
   * @param {object} data - New data passed by Component.
   */
  updateSchema: function (data) {
    var newGeometryType = data.primitive;
    var currentGeometryType = this.data && this.data.primitive;
    var schema = geometries[newGeometryType] && geometries[newGeometryType].schema;

    // Geometry has no schema.
    if (!schema) { throw new Error('Unknown geometry schema `' + newGeometryType + '`'); }
    // Nothing has changed.
    if (currentGeometryType && currentGeometryType === newGeometryType) { return; }

    this.extendSchema(schema);
  }
});

},{"../core/component":100,"../core/geometry":101,"../lib/three":146,"../utils/debug":163}],61:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');

/**
 * glTF model loader.
 */
module.exports.Component = registerComponent('gltf-model', {
  schema: {type: 'model'},

  init: function () {
    this.model = null;
    this.loader = new THREE.GLTFLoader();
  },

  update: function () {
    var self = this;
    var el = this.el;
    var src = this.data;

    if (!src) { return; }

    this.remove();

    this.loader.load(src, function gltfLoaded (gltfModel) {
      self.model = gltfModel.scene;
      self.system.registerModel(self.model);
      el.setObject3D('mesh', self.model);
      el.emit('model-loaded', {format: 'gltf', model: self.model});
    });
  },

  remove: function () {
    if (!this.model) { return; }
    this.el.removeObject3D('mesh');
    this.system.unregisterModel(this.model);
  }
});

},{"../core/component":100,"../lib/three":146}],62:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;

var OCULUS_LEFT_HAND_MODEL_URL = 'https://cdn.aframe.io/controllers/oculus-hands/v2/leftHand.json';
var OCULUS_RIGHT_HAND_MODEL_URL = 'https://cdn.aframe.io/controllers/oculus-hands/v2/rightHand.json';

/**
*
* Hand Controls component
* Auto-detect appropriate controllers
* Handle common events coming from the detected vendor-specific controls
* Translate button events to hand related actions:
* gripclose, gripopen, thumbup, thumbdown, pointup, pointdown
* Load a hand model with gestures that are applied based
* on the button pressed.
*
* @property {left/right} Hand mapping
*/
module.exports.Component = registerComponent('hand-controls', {
  schema: {default: 'left'},

  init: function () {
    var self = this;
    this.touchedButtons = {};
    this.pressedButtons = {};
    this.onGripDown = function () { self.handleButton('grip', 'down'); };
    this.onGripUp = function () { self.handleButton('grip', 'up'); };
    this.onTrackpadDown = function () { self.handleButton('trackpad', 'down'); };
    this.onTrackpadUp = function () { self.handleButton('trackpad', 'up'); };
    this.onTrackpadTouchStart = function () { self.handleButton('trackpad', 'touchstart'); };
    this.onTrackpadTouchEnd = function () { self.handleButton('trackpad', 'touchend'); };
    this.onTriggerDown = function () { self.handleButton('trigger', 'down'); };
    this.onTriggerUp = function () { self.handleButton('trigger', 'up'); };
    this.onTriggerTouchStart = function () { self.handleButton('trigger', 'touchstart'); };
    this.onTriggerTouchEnd = function () { self.handleButton('trigger', 'touchend'); };
    this.onGripTouchStart = function () { self.handleButton('grip', 'touchstart'); };
    this.onGripTouchEnd = function () { self.handleButton('grip', 'touchend'); };
    this.onThumbstickDown = function () { self.handleButton('thumbstick', 'down'); };
    this.onThumbstickUp = function () { self.handleButton('thumbstick', 'up'); };
    this.onAorXTouchStart = function () { self.handleButton('AorX', 'touchstart'); };
    this.onAorXTouchEnd = function () { self.handleButton('AorX', 'touchend'); };
    this.onBorYTouchStart = function () { self.handleButton('BorY', 'touchstart'); };
    this.onBorYTouchEnd = function () { self.handleButton('BorY', 'touchend'); };
    this.onSurfaceTouchStart = function () { self.handleButton('surface', 'touchstart'); };
    this.onSurfaceTouchEnd = function () { self.handleButton('surface', 'touchend'); };
  },

  play: function () {
    this.addEventListeners();
  },

  pause: function () {
    this.removeEventListeners();
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('gripdown', this.onGripDown);
    el.addEventListener('gripup', this.onGripUp);
    el.addEventListener('trackpaddown', this.onTrackpadDown);
    el.addEventListener('trackpadup', this.onTrackpadUp);
    el.addEventListener('trackpadtouchstart', this.onTrackpadTouchStart);
    el.addEventListener('trackpadtouchend', this.onTrackpadTouchEnd);
    el.addEventListener('triggerdown', this.onTriggerDown);
    el.addEventListener('triggerup', this.onTriggerUp);
    el.addEventListener('triggertouchstart', this.onTriggerTouchStart);
    el.addEventListener('triggertouchend', this.onTriggerTouchEnd);
    el.addEventListener('griptouchstart', this.onGripTouchStart);
    el.addEventListener('griptouchend', this.onGripTouchEnd);
    el.addEventListener('thumbstickdown', this.onThumbstickDown);
    el.addEventListener('thumbstickup', this.onThumbstickUp);
    el.addEventListener('Atouchstart', this.onAorXTouchStart);
    el.addEventListener('Atouchend', this.onAorXTouchEnd);
    el.addEventListener('Btouchstart', this.onBorYTouchStart);
    el.addEventListener('Btouchend', this.onBorYTouchEnd);
    el.addEventListener('Xtouchstart', this.onAorXTouchStart);
    el.addEventListener('Xtouchend', this.onAorXTouchEnd);
    el.addEventListener('Ytouchstart', this.onBorYTouchStart);
    el.addEventListener('Ytouchend', this.onBorYTouchEnd);
    el.addEventListener('surfacetouchstart', this.onSurfaceTouchStart);
    el.addEventListener('surfacetouchend', this.onSurfaceTouchEnd);
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('gripdown', this.onGripDown);
    el.removeEventListener('gripup', this.onGripUp);
    el.removeEventListener('trackpaddown', this.onTrackpadDown);
    el.removeEventListener('trackpadup', this.onTrackpadUp);
    el.removeEventListener('trackpadtouchstart', this.onTrackpadTouchStart);
    el.removeEventListener('trackpadtouchend', this.onTrackpadTouchEnd);
    el.removeEventListener('triggerdown', this.onTriggerDown);
    el.removeEventListener('triggerup', this.onTriggerUp);
    el.removeEventListener('triggertouchstart', this.onTriggerTouchStart);
    el.removeEventListener('triggertouchend', this.onTriggerTouchEnd);
    el.removeEventListener('griptouchstart', this.onGripTouchStart);
    el.removeEventListener('griptouchend', this.onGripTouchEnd);
    el.removeEventListener('thumbstickdown', this.onThumbstickDown);
    el.removeEventListener('thumbstickup', this.onThumbstickUp);
    el.removeEventListener('Atouchstart', this.onAorXTouchStart);
    el.removeEventListener('Atouchend', this.onAorXTouchEnd);
    el.removeEventListener('Btouchstart', this.onBorYTouchStart);
    el.removeEventListener('Btouchend', this.onBorYTouchEnd);
    el.removeEventListener('Xtouchstart', this.onAorXTouchStart);
    el.removeEventListener('Xtouchend', this.onAorXTouchEnd);
    el.removeEventListener('Ytouchstart', this.onBorYTouchStart);
    el.removeEventListener('Ytouchend', this.onBorYTouchEnd);
    el.removeEventListener('surfacetouchstart', this.onSurfaceTouchStart);
    el.removeEventListener('surfacetouchend', this.onSurfaceTouchEnd);
  },

  update: function () {
    var el = this.el;
    var hand = this.data;
    var controlConfiguration = {
      hand: hand,
      model: false,
      rotationOffset: hand === 'left' ? 90 : -90
    };
    var modelUrl;
    if (hand === 'left') {
      modelUrl = 'url(' + OCULUS_LEFT_HAND_MODEL_URL + ')';
    } else {
      modelUrl = 'url(' + OCULUS_RIGHT_HAND_MODEL_URL + ')';
    }
    el.setAttribute('vive-controls', controlConfiguration);
    el.setAttribute('oculus-touch-controls', controlConfiguration);
    el.setAttribute('blend-character-model', modelUrl);
  },

 /** Play the model animations based on the pressed button and kind of event.
   *
   * @param {string} button the name of the button
   * @param {string} evt the event associated to the button
   */
  handleButton: function (button, evt) {
    var isPressed = evt === 'down';
    var isTouched = evt === 'touchstart';
    var lastGesture;
    if (evt.indexOf('touch') === 0) {
      if (isTouched === this.touchedButtons[button]) { return; }
      this.touchedButtons[button] = isTouched;
    } else {
      if (isPressed === this.pressedButtons[button]) { return; }
      this.pressedButtons[button] = isPressed;
    }
    lastGesture = this.gesture;
    this.gesture = this.determineGesture();
    if (this.gesture === lastGesture) { return; }
    this.animateGesture(this.gesture);
    this.emitGestureEvents(this.gesture, lastGesture);
  },

  isOculusTouchController: function () {
    var trackedControls = this.el.components['tracked-controls'];
    var controllerId = trackedControls && trackedControls.controller && trackedControls.controller.id;
    return controllerId && controllerId.indexOf('Oculus Touch') === 0;
  },

  determineGesture: function () {
    var gesture;
    var isGripActive = this.pressedButtons['grip'];
    var isSurfaceActive = this.pressedButtons['surface'] || this.touchedButtons['surface'];
    var isTrackpadActive = this.pressedButtons['trackpad'] || this.touchedButtons['trackpad'];
    var isTriggerActive = this.pressedButtons['trigger'] || this.touchedButtons['trigger'];
    var isABXYActive = this.touchedButtons['AorX'] || this.touchedButtons['BorY'];
    var isOculusTouch = this.isOculusTouchController();
    // this works well with Oculus Touch, but Vive needs tweaks
    if (isGripActive) {
      if (!isOculusTouch) {
        gesture = 'fist';
      } else
      if (isSurfaceActive || isABXYActive || isTrackpadActive) {
        gesture = isTriggerActive ? 'fist' : 'pointing';
      } else {
        gesture = isTriggerActive ? 'thumb' : 'pistol';
      }
    } else
    if (isTriggerActive) {
      gesture = isOculusTouch ? 'touch' : 'fist';
    } else
    if (!isOculusTouch && isTrackpadActive) { gesture = 'pointing'; }
    return gesture;
  },

  gestureAnimationMapping: {
    default: 'Open',
    pointing: 'Point',
    pistol: 'Point + Thumb',
    fist: 'Fist',
    touch: 'Hold',
    thumb: 'Thumb Up'
  },

  animateGesture: function (gesture) {
    var isOculusTouch = this.isOculusTouchController();
    if (!gesture && !isOculusTouch) {
      // for Vive (and other non-Oculus Touch), change rest pose to be thumb down
      this.playAnimation('Open', true);
      return;
    }
    var animation = this.gestureAnimationMapping[gesture || 'default'];
    this.playAnimation(animation || 'Open', !animation && isOculusTouch);
  },

  // map to old vive-specific event names for now
  gestureEventMapping: {
    fist: 'grip',         // fist: e.g. grip active, trigger active, trackpad / surface active
    touch: 'point',       // 'touch' e.g. trigger active, grip not active
    thumb: 'thumb',       // thumbs up: e.g. grip active, trigger active, trackpad / surface not active
    pointing: 'pointing', // pointing: e.g. grip active, trackpad / surface active, trigger not active
    pistol: 'pistol'      // pistol: e.g. grip active, trigger not active, trackpad / surface not active
  },

  gestureEventName: function (gesture, active) {
    if (!gesture) return 0;
    var eventName = this.gestureEventMapping[gesture];
    if (eventName === 'grip') { return eventName + (active ? 'close' : 'open'); }
    if (eventName === 'point' || eventName === 'thumb') { return eventName + (active ? 'up' : 'down'); }
    if (eventName === 'pointing' || eventName === 'pistol') { return eventName + (active ? 'start' : 'end'); }
    return 0;
  },

  emitGestureEvents: function (gesture, lastGesture) {
    var el = this.el;
    var eventName;
    if (lastGesture !== gesture) {
      eventName = this.gestureEventName(lastGesture, false);
      if (eventName) { el.emit(eventName); }
      eventName = this.gestureEventName(gesture, true);
      if (eventName) { el.emit(eventName); }
    }
  },

/**
  * Play the hand animations based on button state.
  *
  * @param {string} animation - the name of the animation.
  * @param {string} reverse - It the animation has to play in reverse.
  */
  playAnimation: function (animation, reverse) {
    var animationActive = this.animationActive;
    var timeScale = 1;
    var mesh = this.el.getObject3D('mesh');
    var clipAction;
    if (!mesh) { return; }

    // determine direction of the animation.
    if (reverse) { timeScale = -1; }

    // stop current animation.
    if (animationActive) { mesh.play(animationActive, 0); }

    // play new animation.
    clipAction = mesh.mixer.clipAction(animation);
    // returning when no clipAction will prevent further issues
    // (e.g. controllers no longer updating pose)
    // but per https://github.com/aframevr/aframe/pull/2191#discussion_r93121878
    // the preference is to NOT prevent the issues to catch bugs earlier in QA.
    clipAction.loop = 2200;
    clipAction.clampWhenFinished = true;
    clipAction.timeScale = timeScale;
    mesh.play(animation, 1);
    this.animationActive = animation;
  }
});

},{"../core/component":100}],63:[function(_dereq_,module,exports){
_dereq_('./blend-character-model');
_dereq_('./camera');
_dereq_('./collada-model');
_dereq_('./cursor');
_dereq_('./geometry');
_dereq_('./gltf-model');
_dereq_('./hand-controls');
_dereq_('./light');
_dereq_('./look-controls');
_dereq_('./material');
_dereq_('./obj-model');
_dereq_('./oculus-touch-controls');
_dereq_('./position');
_dereq_('./raycaster');
_dereq_('./rotation');
_dereq_('./scale');
_dereq_('./sound');
_dereq_('./text');
_dereq_('./tracked-controls');
_dereq_('./visible');
_dereq_('./vive-controls');
_dereq_('./wasd-controls');

_dereq_('./scene/auto-enter-vr');
_dereq_('./scene/canvas');
_dereq_('./scene/debug');
_dereq_('./scene/embedded');
_dereq_('./scene/inspector');
_dereq_('./scene/fog');
_dereq_('./scene/keyboard-shortcuts');
_dereq_('./scene/pool');
_dereq_('./scene/screenshot');
_dereq_('./scene/stats');
_dereq_('./scene/vr-mode-ui');

},{"./blend-character-model":56,"./camera":57,"./collada-model":58,"./cursor":59,"./geometry":60,"./gltf-model":61,"./hand-controls":62,"./light":64,"./look-controls":65,"./material":66,"./obj-model":67,"./oculus-touch-controls":68,"./position":69,"./raycaster":70,"./rotation":71,"./scale":72,"./scene/auto-enter-vr":73,"./scene/canvas":74,"./scene/debug":75,"./scene/embedded":76,"./scene/fog":77,"./scene/inspector":78,"./scene/keyboard-shortcuts":79,"./scene/pool":80,"./scene/screenshot":81,"./scene/stats":82,"./scene/vr-mode-ui":83,"./sound":84,"./text":85,"./tracked-controls":86,"./visible":87,"./vive-controls":88,"./wasd-controls":89}],64:[function(_dereq_,module,exports){
var bind = _dereq_('../utils/bind');
var diff = _dereq_('../utils').diff;
var debug = _dereq_('../utils/debug');
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');

var degToRad = THREE.Math.degToRad;
var warn = debug('components:light:warn');

/**
 * Light component.
 */
module.exports.Component = registerComponent('light', {
  schema: {
    angle: {default: 60, if: {type: ['spot']}},
    color: {type: 'color'},
    groundColor: {type: 'color', if: {type: ['hemisphere']}},
    decay: {default: 1, if: {type: ['point', 'spot']}},
    distance: {default: 0.0, min: 0, if: {type: ['point', 'spot']}},
    intensity: {default: 1.0, min: 0, if: {type: ['ambient', 'directional', 'hemisphere', 'point', 'spot']}},
    penumbra: {default: 0, min: 0, max: 1, if: {type: ['spot']}},
    type: {default: 'directional', oneOf: ['ambient', 'directional', 'hemisphere', 'point', 'spot']},
    target: {type: 'selector', if: {type: ['spot', 'directional']}}
  },

  /**
   * Notifies scene a light has been added to remove default lighting.
   */
  init: function () {
    var el = this.el;
    this.light = null;
    this.defaultTarget = null;
    this.system.registerLight(el);
  },

  /**
   * (Re)create or update light.
   */
  update: function (oldData) {
    var data = this.data;
    var diffData = diff(data, oldData);
    var light = this.light;
    var self = this;

    // Existing light.
    if (light && !('type' in diffData)) {
      // Light type has not changed. Update light.
      Object.keys(diffData).forEach(function (key) {
        var value = data[key];

        switch (key) {
          case 'color': {
            light.color.set(value);
            break;
          }

          case 'groundColor': {
            light.groundColor.set(value);
            break;
          }

          case 'angle': {
            light.angle = degToRad(value);
            break;
          }

          case 'target': {
            // Reset target if selector is null.
            if (value === null) {
              if (data.type === 'spot' || data.type === 'directional') {
                light.target = self.defaultTarget;
              }
            } else {
              // Target specified, set target to entity's `object3D` when it is loaded.
              if (value.hasLoaded) {
                self.onSetTarget(value);
              } else {
                value.addEventListener('loaded', bind(self.onSetTarget, self, value));
              }
            }
            break;
          }

          default: {
            light[key] = value;
          }
        }
      });
      return;
    }

    // No light yet or light type has changed. Create and add light.
    this.setLight(this.data);
  },

  setLight: function (data) {
    var el = this.el;
    var newLight = this.getLight(data);
    if (newLight) {
      if (this.light) {
        el.removeObject3D('light');
      }

      this.light = newLight;
      this.light.el = el;
      el.setObject3D('light', this.light);

      // HACK solution for issue #1624
      if (data.type === 'spot' || data.type === 'directional' || data.type === 'hemisphere') {
        el.getObject3D('light').translateY(-1);
      }

      // set and position default lighttarget as a child to enable spotlight orientation
      if (data.type === 'spot') {
        el.setObject3D('light-target', this.defaultTarget);
        el.getObject3D('light-target').position.set(0, 0, -1);
      }
    }
  },

  /**
   * Creates a new three.js light object given data object defining the light.
   *
   * @param {object} data
   */
  getLight: function (data) {
    var angle = data.angle;
    var color = new THREE.Color(data.color).getHex();
    var decay = data.decay;
    var distance = data.distance;
    var groundColor = new THREE.Color(data.groundColor).getHex();
    var intensity = data.intensity;
    var type = data.type;
    var target = data.target;
    var light = null;

    switch (type.toLowerCase()) {
      case 'ambient': {
        return new THREE.AmbientLight(color, intensity);
      }

      case 'directional': {
        light = new THREE.DirectionalLight(color, intensity);
        this.defaultTarget = light.target;
        if (target) {
          if (target.hasLoaded) {
            this.onSetTarget(target);
          } else {
            target.addEventListener('loaded', bind(this.onSetTarget, this, target));
          }
        }
        return light;
      }

      case 'hemisphere': {
        return new THREE.HemisphereLight(color, groundColor, intensity);
      }

      case 'point': {
        return new THREE.PointLight(color, intensity, distance, decay);
      }

      case 'spot': {
        light = new THREE.SpotLight(color, intensity, distance, degToRad(angle), data.penumbra, decay);
        this.defaultTarget = light.target;
        if (target) {
          if (target.hasLoaded) {
            this.onSetTarget(target);
          } else {
            target.addEventListener('loaded', bind(this.onSetTarget, this, target));
          }
        }
        return light;
      }

      default: {
        warn('%s is not a valid light type. ' +
           'Choose from ambient, directional, hemisphere, point, spot.', type);
      }
    }
  },

  onSetTarget: function (targetEl) {
    this.light.target = targetEl.object3D;
  },

  /**
   * Remove light on remove (callback).
   */
  remove: function () {
    this.el.removeObject3D('light');
  }
});

},{"../core/component":100,"../lib/three":146,"../utils":167,"../utils/bind":161,"../utils/debug":163}],65:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');
var isMobile = _dereq_('../utils/').device.isMobile();
var bind = _dereq_('../utils/bind');

// To avoid recalculation at every mouse movement tick
var PI_2 = Math.PI / 2;
var radToDeg = THREE.Math.radToDeg;

module.exports.Component = registerComponent('look-controls', {
  dependencies: ['position', 'rotation'],

  schema: {
    enabled: {default: true},
    hmdEnabled: {default: true},
    reverseMouseDrag: {default: false},
    standing: {default: true}
  },

  init: function () {
    var sceneEl = this.el.sceneEl;

    // Aux variables
    this.previousHMDPosition = new THREE.Vector3();
    this.hmdQuaternion = new THREE.Quaternion();
    this.hmdEuler = new THREE.Euler();

    this.setupMouseControls();
    this.setupHMDControls();
    this.bindMethods();

    // Enable grab cursor class on canvas.
    function enableGrabCursor () { sceneEl.canvas.classList.add('a-grab-cursor'); }
    if (!sceneEl.canvas) {
      sceneEl.addEventListener('render-target-loaded', enableGrabCursor);
    } else {
      enableGrabCursor();
    }
  },

  update: function (oldData) {
    var data = this.data;
    var hmdEnabled = data.hmdEnabled;
    if (!data.enabled) { return; }
    if (!hmdEnabled && oldData && hmdEnabled !== oldData.hmdEnabled) {
      this.pitchObject.rotation.set(0, 0, 0);
      this.yawObject.rotation.set(0, 0, 0);
    }
    this.controls.standing = data.standing;
    this.controls.update();
    this.updateOrientation();
    this.updatePosition();
  },

  play: function () {
    this.addEventListeners();
  },

  pause: function () {
    this.removeEventListeners();
  },

  tick: function (t) {
    this.update();
  },

  remove: function () {
    this.pause();
  },

  bindMethods: function () {
    this.onMouseDown = bind(this.onMouseDown, this);
    this.onMouseMove = bind(this.onMouseMove, this);
    this.releaseMouse = bind(this.releaseMouse, this);
    this.onTouchStart = bind(this.onTouchStart, this);
    this.onTouchMove = bind(this.onTouchMove, this);
    this.onTouchEnd = bind(this.onTouchEnd, this);
  },

  setupMouseControls: function () {
    // The canvas where the scene is painted
    this.mouseDown = false;
    this.pitchObject = new THREE.Object3D();
    this.yawObject = new THREE.Object3D();
    this.yawObject.position.y = 10;
    this.yawObject.add(this.pitchObject);
  },

  setupHMDControls: function () {
    this.dolly = new THREE.Object3D();
    this.euler = new THREE.Euler();
    this.controls = new THREE.VRControls(this.dolly);
    this.controls.userHeight = 0.0;
  },

  addEventListeners: function () {
    var sceneEl = this.el.sceneEl;
    var canvasEl = sceneEl.canvas;

    // listen for canvas to load.
    if (!canvasEl) {
      sceneEl.addEventListener('render-target-loaded', bind(this.addEventListeners, this));
      return;
    }

    // Mouse Events
    canvasEl.addEventListener('mousedown', this.onMouseDown, false);
    window.addEventListener('mousemove', this.onMouseMove, false);
    window.addEventListener('mouseup', this.releaseMouse, false);

    // Touch events
    canvasEl.addEventListener('touchstart', this.onTouchStart);
    window.addEventListener('touchmove', this.onTouchMove);
    window.addEventListener('touchend', this.onTouchEnd);
  },

  removeEventListeners: function () {
    var sceneEl = this.el.sceneEl;
    var canvasEl = sceneEl && sceneEl.canvas;
    if (!canvasEl) { return; }

    // Mouse Events
    canvasEl.removeEventListener('mousedown', this.onMouseDown);
    canvasEl.removeEventListener('mousemove', this.onMouseMove);
    canvasEl.removeEventListener('mouseup', this.releaseMouse);
    canvasEl.removeEventListener('mouseout', this.releaseMouse);

    // Touch events
    canvasEl.removeEventListener('touchstart', this.onTouchStart);
    canvasEl.removeEventListener('touchmove', this.onTouchMove);
    canvasEl.removeEventListener('touchend', this.onTouchEnd);
  },

  updateOrientation: function () {
    var currentRotation;
    var deltaRotation;
    var hmdEuler = this.hmdEuler;
    var pitchObject = this.pitchObject;
    var yawObject = this.yawObject;
    var hmdQuaternion = this.calculateHMDQuaternion();
    var sceneEl = this.el.sceneEl;
    var rotation;
    hmdEuler.setFromQuaternion(hmdQuaternion, 'YXZ');
    if (isMobile) {
      // In mobile we allow camera rotation with touch events and sensors
      rotation = {
        x: radToDeg(hmdEuler.x) + radToDeg(pitchObject.rotation.x),
        // PROTOIO custom change: reverse drag direction to match scrollable conteiner behaviour as anna requested, following code affects mobile player when user manualy touch drag to rotate horizontaly (on the vertical -y- axis)
        // y: radToDeg(hmdEuler.y) + radToDeg(yawObject.rotation.y),
        y: radToDeg(hmdEuler.y) - radToDeg(yawObject.rotation.y),
        z: radToDeg(hmdEuler.z)
      };
    } else if (!sceneEl.is('vr-mode') || isNullVector(hmdEuler) || !this.data.hmdEnabled) {
      currentRotation = this.el.getAttribute('rotation');
      deltaRotation = this.calculateDeltaRotation();
      // Mouse look only if HMD disabled or no info coming from the sensors
      if (this.data.reverseMouseDrag) {
        rotation = {
          x: currentRotation.x - deltaRotation.x,
          y: currentRotation.y - deltaRotation.y,
          z: currentRotation.z
        };
      } else {
        rotation = {
          x: currentRotation.x + deltaRotation.x,
          y: currentRotation.y + deltaRotation.y,
          z: currentRotation.z
        };
      }
    } else {
      // Mouse rotation ignored with an active headset.
      // The user head rotation takes priority
      rotation = {
        x: radToDeg(hmdEuler.x),
        y: radToDeg(hmdEuler.y),
        z: radToDeg(hmdEuler.z)
      };
    }
    this.el.setAttribute('rotation', rotation);
  },

  calculateDeltaRotation: function () {
    // PROTOIO custom change: reverse drag direction to match scrollable conteiner behaviour as anna requested, following code affects web player
    // var currentRotationX = radToDeg(this.pitchObject.rotation.x); //original
    // var currentRotationY = radToDeg(this.yawObject.rotation.y);  //original
    var currentRotationX = radToDeg(-this.pitchObject.rotation.x);
    var currentRotationY = radToDeg(-this.yawObject.rotation.y);
    var deltaRotation;
    this.previousRotationX = this.previousRotationX || currentRotationX;
    this.previousRotationY = this.previousRotationY || currentRotationY;
    deltaRotation = {
      x: currentRotationX - this.previousRotationX,
      y: currentRotationY - this.previousRotationY
    };
    this.previousRotationX = currentRotationX;
    this.previousRotationY = currentRotationY;
    return deltaRotation;
  },

  calculateHMDQuaternion: function () {
    var hmdQuaternion = this.hmdQuaternion;
    hmdQuaternion.copy(this.dolly.quaternion);
    return hmdQuaternion;
  },

  updatePosition: (function () {
    var deltaHMDPosition = new THREE.Vector3();
    return function () {
      var el = this.el;
      var currentPosition = el.getAttribute('position');
      var currentHMDPosition;
      var previousHMDPosition = this.previousHMDPosition;
      var sceneEl = this.el.sceneEl;
      currentHMDPosition = this.calculateHMDPosition();
      deltaHMDPosition.copy(currentHMDPosition).sub(previousHMDPosition);
      if (!sceneEl.is('vr-mode') || isNullVector(deltaHMDPosition)) { return; }
      previousHMDPosition.copy(currentHMDPosition);
      // Do nothing if we have not moved.
      if (!sceneEl.is('vr-mode')) { return; }
      el.setAttribute('position', {
        x: currentPosition.x + deltaHMDPosition.x,
        y: currentPosition.y + deltaHMDPosition.y,
        z: currentPosition.z + deltaHMDPosition.z
      });
    };
  })(),

  calculateHMDPosition: function () {
    var dolly = this.dolly;
    var position = new THREE.Vector3();
    dolly.updateMatrix();
    position.setFromMatrixPosition(dolly.matrix);
    return position;
  },

  onMouseMove: function (event) {
    var pitchObject = this.pitchObject;
    var yawObject = this.yawObject;
    var previousMouseEvent = this.previousMouseEvent;

    if (!this.mouseDown || !this.data.enabled) { return; }

    var movementX = event.movementX || event.mozMovementX;
    var movementY = event.movementY || event.mozMovementY;

    if (movementX === undefined || movementY === undefined) {
      movementX = event.screenX - previousMouseEvent.screenX;
      movementY = event.screenY - previousMouseEvent.screenY;
    }
    this.previousMouseEvent = event;

    yawObject.rotation.y -= movementX * 0.002;
    pitchObject.rotation.x -= movementY * 0.002;
    pitchObject.rotation.x = Math.max(-PI_2, Math.min(PI_2, pitchObject.rotation.x));
  },

  onMouseDown: function (event) {
    this.mouseDown = true;
    this.previousMouseEvent = event;
    document.body.classList.add('a-grabbing');
  },

  releaseMouse: function () {
    this.mouseDown = false;
    document.body.classList.remove('a-grabbing');
  },

  onTouchStart: function (e) {
    if (e.touches.length !== 1) { return; }
    this.touchStart = {
      x: e.touches[0].pageX,
      y: e.touches[0].pageY
    };
    this.touchStarted = true;
  },

  onTouchMove: function (e) {
    var deltaY;
    var yawObject = this.yawObject;
    if (!this.touchStarted) { return; }
    deltaY = 2 * Math.PI * (e.touches[0].pageX - this.touchStart.x) /
            this.el.sceneEl.canvas.clientWidth;
    // Limits touch orientaion to to yaw (y axis)
    yawObject.rotation.y -= deltaY * 0.5;
    this.touchStart = {
      x: e.touches[0].pageX,
      y: e.touches[0].pageY
    };
  },

  onTouchEnd: function () {
    this.touchStarted = false;
  }
});

function isNullVector (vector) {
  return vector.x === 0 && vector.y === 0 && vector.z === 0;
}

},{"../core/component":100,"../lib/three":146,"../utils/":167,"../utils/bind":161}],66:[function(_dereq_,module,exports){
/* global Promise */
var utils = _dereq_('../utils/');
var component = _dereq_('../core/component');
var THREE = _dereq_('../lib/three');
var shader = _dereq_('../core/shader');

var error = utils.debug('components:material:error');
var registerComponent = component.registerComponent;
var shaders = shader.shaders;
var shaderNames = shader.shaderNames;

/**
 * Material component.
 *
 * @member {object} shader - Determines how material is shaded. Defaults to `standard`,
 *         three.js's implementation of PBR. Another standard shading model is `flat` which
 *         uses MeshBasicMaterial.
 */
module.exports.Component = registerComponent('material', {
  schema: {
    depthTest: {default: true},
    flatShading: {default: false},
    opacity: {default: 1.0, min: 0.0, max: 1.0},
    shader: {default: 'standard', oneOf: shaderNames},
    side: {default: 'front', oneOf: ['front', 'back', 'double']},
    transparent: {default: false},
    visible: {default: true},
    offset: {type: 'vec2', default: {x: 0, y: 0}},
    repeat: {type: 'vec2', default: {x: 1, y: 1}},
    npot: {default: false}
  },

  init: function () {
    this.material = null;
  },

  /**
   * Update or create material.
   *
   * @param {object|null} oldData
   */
  update: function (oldData) {
    var data = this.data;
    if (!this.shader || data.shader !== oldData.shader) {
      this.updateShader(data.shader);
    }
    this.shader.update(this.data);
    this.updateMaterial();
  },

  updateSchema: function (data) {
    var newShader = data.shader;
    var currentShader = this.data && this.data.shader;
    var shader = newShader || currentShader;
    var schema = shaders[shader] && shaders[shader].schema;
    if (!schema) { error('Unknown shader schema ' + shader); }
    if (currentShader && newShader === currentShader) { return; }
    this.extendSchema(schema);
    this.updateBehavior();
  },

  updateBehavior: function () {
    var schema = this.schema;
    var self = this;
    var sceneEl = this.el.sceneEl;
    var tickProperties = {};
    var tick = function (time, delta) {
      var keys = Object.keys(tickProperties);
      keys.forEach(update);
      function update (key) { tickProperties[key] = time; }
      self.shader.update(tickProperties);
    };
    var keys = Object.keys(schema);
    this.tick = undefined;
    keys.forEach(function (key) {
      if (schema[key].type === 'time') {
        self.tick = tick;
        tickProperties[key] = true;
      }
    });
    if (!sceneEl) { return; }
    if (!this.tick) {
      sceneEl.removeBehavior(this);
    } else {
      sceneEl.addBehavior(this);
    }
  },

  updateShader: function (shaderName) {
    var data = this.data;
    var Shader = shaders[shaderName] && shaders[shaderName].Shader;
    var shaderInstance;

    if (!Shader) { throw new Error('Unknown shader ' + shaderName); }

    // Get material from A-Frame shader.
    shaderInstance = this.shader = new Shader();
    shaderInstance.el = this.el;
    shaderInstance.init(data);
    this.setMaterial(shaderInstance.material);
    this.updateSchema(data);
  },

  updateMaterial: function () {
    var data = this.data;
    var material = this.material;
    material.side = parseSide(data.side);
    material.opacity = data.opacity;
    material.transparent = data.transparent !== false || data.opacity < 1.0;
    material.depthTest = data.depthTest !== false;
    material.shading = data.flatShading ? THREE.FlatShading : THREE.SmoothShading;
    material.visible = data.visible;
  },

  /**
   * Remove material on remove (callback).
   * Dispose of it from memory and unsubscribe from scene updates.
   */
  remove: function () {
    var defaultMaterial = new THREE.MeshBasicMaterial();
    var material = this.material;
    var object3D = this.el.getObject3D('mesh');
    if (object3D) { object3D.material = defaultMaterial; }
    disposeMaterial(material, this.system);
  },

  /**
   * (Re)create new material. Has side-effects of setting `this.material` and updating
   * material registration in scene.
   *
   * @param {object} data - Material component data.
   * @param {object} type - Material type to create.
   * @returns {object} Material.
   */
  setMaterial: function (material) {
    var mesh = this.el.getOrCreateObject3D('mesh', THREE.Mesh);
    var system = this.system;
    if (this.material) { disposeMaterial(this.material, system); }
    this.material = mesh.material = material;
    system.registerMaterial(material);
  }
});

/**
 * Returns a three.js constant determining which material face sides to render
 * based on the side parameter (passed as a component property).
 *
 * @param {string} [side=front] - `front`, `back`, or `double`.
 * @returns {number} THREE.FrontSide, THREE.BackSide, or THREE.DoubleSide.
 */
function parseSide (side) {
  switch (side) {
    case 'back': {
      return THREE.BackSide;
    }
    case 'double': {
      return THREE.DoubleSide;
    }
    default: {
      // Including case `front`.
      return THREE.FrontSide;
    }
  }
}

/**
 * Dispose of material from memory and unsubscribe material from scene updates like fog.
 */
function disposeMaterial (material, system) {
  material.dispose();
  system.unregisterMaterial(material);
}

},{"../core/component":100,"../core/shader":109,"../lib/three":146,"../utils/":167}],67:[function(_dereq_,module,exports){
var debug = _dereq_('../utils/debug');
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');

var warn = debug('components:obj-model:warn');

module.exports.Component = registerComponent('obj-model', {
  dependencies: ['material'],

  schema: {
    mtl: {type: 'model'},
    obj: {type: 'model'}
  },

  init: function () {
    this.model = null;
    this.objLoader = new THREE.OBJLoader();
    this.mtlLoader = new THREE.MTLLoader(this.objLoader.manager);
    // Allow cross-origin images to be loaded.
    this.mtlLoader.crossOrigin = '';
  },

  update: function () {
    var data = this.data;
    if (!data.obj) { return; }
    this.remove();
    this.loadObj(data.obj, data.mtl);
  },

  remove: function () {
    if (!this.model) { return; }
    this.el.removeObject3D('mesh');
  },

  loadObj: function (objUrl, mtlUrl) {
    var self = this;
    var el = this.el;
    var mtlLoader = this.mtlLoader;
    var objLoader = this.objLoader;

    if (mtlUrl) {
      // .OBJ with an .MTL.
      if (el.hasAttribute('material')) {
        warn('Material component properties are ignored when a .MTL is provided');
      }
      mtlLoader.setTexturePath(mtlUrl.substr(0, mtlUrl.lastIndexOf('/') + 1));
      mtlLoader.load(mtlUrl, function (materials) {
        materials.preload();
        objLoader.setMaterials(materials);
        objLoader.load(objUrl, function (objModel) {
          self.model = objModel;
          el.setObject3D('mesh', objModel);
          el.emit('model-loaded', {format: 'obj', model: objModel});
        });
      });
      return;
    }

    // .OBJ only.
    objLoader.load(objUrl, function (objModel) {
      // Apply material.
      var material = el.components.material;
      if (material) {
        objModel.traverse(function (child) {
          if (child instanceof THREE.Mesh) {
            child.material = material.material;
          }
        });
      }

      self.model = objModel;
      el.setObject3D('mesh', objModel);
      el.emit('model-loaded', {format: 'obj', model: objModel});
    });
  }
});

},{"../core/component":100,"../lib/three":146,"../utils/debug":163}],68:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var bind = _dereq_('../utils/bind');
var isControllerPresent = _dereq_('../utils/tracked-controls').isControllerPresent;

var TOUCH_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-';
var TOUCH_CONTROLLER_MODEL_OBJ_URL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.obj';
var TOUCH_CONTROLLER_MODEL_OBJ_MTL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.mtl';
var TOUCH_CONTROLLER_MODEL_OBJ_URL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.obj';
var TOUCH_CONTROLLER_MODEL_OBJ_MTL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.mtl';

var GAMEPAD_ID_PREFIX = 'Oculus Touch';

var PIVOT_OFFSET = {x: 0, y: -0.015, z: 0.04};

// currently, browser bugs prevent capacitive touch events from firing on trigger and grip;
// however those have analog values, and this (below button-down values) can be used to fake them
var EMULATED_TOUCH_THRESHOLD = 0.001;

/**
 * Oculus Touch Controls Component
 * Interfaces with Oculus Touch controllers and maps Gamepad events to
 * common controller buttons: trackpad, trigger, grip, menu and system
 * It loads a controller model and highlights the pressed buttons
 */
module.exports.Component = registerComponent('oculus-touch-controls', {
  schema: {
    hand: {default: 'left'},
    buttonColor: {type: 'color', default: '#999'},          // Off-white.
    buttonTouchColor: {type: 'color', default: '#8AB'},
    buttonHighlightColor: {type: 'color', default: '#2DF'}, // Light blue.
    model: { default: true },
    rotationOffset: {default: 0} // no default offset; -999 is sentinel value to auto-determine based on hand
  },

  // buttonId
  // 0 - thumbstick
  // 1 - trigger ( intensity value from 0.5 to 1 )
  // 2 - grip
  // 3 - menu ( dispatch but better for menu options )
  // 4 - system ( never dispatched on this layer )
  mapping: {
    'left': {
      axis0: 'thumbstick',
      axis1: 'thumbstick',
      button0: 'thumbstick',
      button1: 'trigger',
      button2: 'grip',
      button3: 'X',
      button4: 'Y',
      button5: 'surface'
    },
    'right': {
      axis0: 'thumbstick',
      axis1: 'thumbstick',
      button0: 'thumbstick',
      button1: 'trigger',
      button2: 'grip',
      button3: 'A',
      button4: 'B',
      button5: 'surface'
    }
  },

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
  },

  init: function () {
    var self = this;
    this.animationActive = 'pointing';
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { self.onButtonEvent(evt.detail.id, 'down'); };
    this.onButtonUp = function (evt) { self.onButtonEvent(evt.detail.id, 'up'); };
    this.onButtonTouchStart = function (evt) { self.onButtonEvent(evt.detail.id, 'touchstart'); };
    this.onButtonTouchEnd = function (evt) { self.onButtonEvent(evt.detail.id, 'touchend'); };
    this.controllerPresent = false;
    this.everGotGamepadEvent = false;
    this.lastControllerCheck = 0;
    this.previousButtonValues = {};
    this.bindMethods();
    this.isControllerPresent = isControllerPresent; // to allow mock
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('model-loaded', this.onModelLoaded);
    el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
    window.addEventListener('gamepadconnected', this.checkIfControllerPresent, false);
    window.addEventListener('gamepaddisconnected', this.checkIfControllerPresent, false);
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('model-loaded', this.onModelLoaded);
    el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
    window.removeEventListener('gamepadconnected', this.checkIfControllerPresent, false);
    window.removeEventListener('gamepaddisconnected', this.checkIfControllerPresent, false);
  },

  checkIfControllerPresent: function () {
    var data = this.data;
    var isPresent = this.isControllerPresent(this.el.sceneEl, GAMEPAD_ID_PREFIX, { hand: data.hand });
    if (isPresent === this.controllerPresent) { return; }
    this.controllerPresent = isPresent;
    if (isPresent) { this.injectTrackedControls(); } // inject track-controls
  },

  play: function () {
    this.checkIfControllerPresent();
    this.addEventListeners();
  },

  pause: function () {
    this.removeEventListeners();
  },

  updateControllerModel: function () {
    var objUrl, mtlUrl;
    if (!this.data.model) { return; }
    if (this.data.hand === 'right') {
      objUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_URL_R + ')';
      mtlUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_MTL_R + ')';
    } else {
      objUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_URL_L + ')';
      mtlUrl = 'url(' + TOUCH_CONTROLLER_MODEL_OBJ_MTL_L + ')';
    }
    this.el.setAttribute('obj-model', {obj: objUrl, mtl: mtlUrl});
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;
    var isRightHand = data.hand === 'right';

    // since each hand is named differently, avoid enumeration
    el.setAttribute('tracked-controls', {
      id: isRightHand ? 'Oculus Touch (Right)' : 'Oculus Touch (Left)',
      controller: 0,
      rotationOffset: data.rotationOffset !== -999 ? data.rotationOffset : isRightHand ? -90 : 90
    });
    this.updateControllerModel();
  },

  onControllersUpdate: function () {
    if (!this.everGotGamepadEvent) { this.checkIfControllerPresent(); }
  },

  // currently, browser bugs prevent capacitive touch events from firing on trigger and grip;
  // however those have analog values, and this (below button-down values) can be used to fake them
  isEmulatedTouchEvent: function (analogValue) {
    return analogValue && (analogValue >= EMULATED_TOUCH_THRESHOLD);
  },

  onButtonChanged: function (evt) {
    var button = this.mapping[this.data.hand]['button' + evt.detail.id];
    var buttonMeshes = this.buttonMeshes;
    var isPreviousValueEmulatedTouch;
    var analogValue;
    var isEmulatedTouch;

    // at the moment, if trigger or grip,
    // touch events aren't happening (touched is stuck true);
    // synthesize touch events from very low analog values
    if (button !== 'trigger' && button !== 'grip') { return; }
    analogValue = evt.detail.state.value;
    isPreviousValueEmulatedTouch = this.isEmulatedTouchEvent(this.previousButtonValues[button]);
    this.previousButtonValues[button] = analogValue;
    isEmulatedTouch = this.isEmulatedTouchEvent(analogValue);
    if (isEmulatedTouch !== isPreviousValueEmulatedTouch) {
      (isEmulatedTouch ? this.onButtonTouchStart : this.onButtonTouchEnd)(evt);
    }
    if (!buttonMeshes) { return; }
    if (button === 'trigger' && buttonMeshes.trigger) {
      buttonMeshes.trigger.rotation.x = -analogValue * (Math.PI / 24);
    }
    if (button === 'grip' && buttonMeshes.grip) {
      buttonMeshes.grip.rotation.y = (this.data.hand === 'left' ? -1 : 1) * analogValue * (Math.PI / 60);
    }
  },

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;
    var buttonMeshes;
    if (!this.data.model) { return; }

    var leftHand = this.data.hand === 'left';
    buttonMeshes = this.buttonMeshes = {};

    buttonMeshes.grip = controllerObject3D.getObjectByName(leftHand ? 'buttonHand_oculus-touch-controller-left.004' : 'buttonHand_oculus-touch-controller-right.005');
    buttonMeshes.thumbstick = controllerObject3D.getObjectByName(leftHand ? 'stick_oculus-touch-controller-left.007' : 'stick_oculus-touch-controller-right.004');
    buttonMeshes.trigger = controllerObject3D.getObjectByName(leftHand ? 'buttonTrigger_oculus-touch-controller-left.005' : 'buttonTrigger_oculus-touch-controller-right.006');
    buttonMeshes.X = controllerObject3D.getObjectByName('buttonX_oculus-touch-controller-left.002');
    buttonMeshes.A = controllerObject3D.getObjectByName('buttonA_oculus-touch-controller-right.002');
    buttonMeshes.Y = controllerObject3D.getObjectByName('buttonY_oculus-touch-controller-left.001');
    buttonMeshes.B = controllerObject3D.getObjectByName('buttonB_oculus-touch-controller-right.003');

    // Offset pivot point
    controllerObject3D.position = PIVOT_OFFSET;
  },

  onButtonEvent: function (id, evtName) {
    var buttonName = this.mapping[this.data.hand]['button' + id];
    var i;
    if (Array.isArray(buttonName)) {
      for (i = 0; i < buttonName.length; i++) {
        this.el.emit(buttonName[i] + evtName);
      }
    } else {
      this.el.emit(buttonName + evtName);
    }
    this.updateModel(buttonName, evtName);
  },

  updateModel: function (buttonName, evtName) {
    var i;
    if (Array.isArray(buttonName)) {
      for (i = 0; i < buttonName.length; i++) {
        this.updateButtonModel(buttonName[i], evtName);
      }
    } else {
      this.updateButtonModel(buttonName, evtName);
    }
  },

  updateButtonModel: function (buttonName, state) {
    var color = (state === 'up' || state === 'touchend') ? this.data.buttonColor : state === 'touchstart' ? this.data.buttonTouchColor : this.data.buttonHighlightColor;
    var buttonMeshes = this.buttonMeshes;
    if (!this.data.model) { return; }
    if (buttonMeshes && buttonMeshes[buttonName]) {
      buttonMeshes[buttonName].material.color.set(color);
    }
  }
});

},{"../core/component":100,"../utils/bind":161,"../utils/tracked-controls":171}],69:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;

module.exports.Component = registerComponent('position', {
  schema: {type: 'vec3'},

  update: function () {
    var object3D = this.el.object3D;
    var data = this.data;
    object3D.position.set(data.x, data.y, data.z);
  }
});

},{"../core/component":100}],70:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');
var bind = _dereq_('../utils/').bind;

var scaleDummy = new THREE.Vector3();

/**
 * Raycaster component.
 *
 * Pass options to three.js Raycaster including which objects to test.
 * Poll for intersections.
 * Emit event on origin entity and on target entity on intersect.
 *
 * @member {array} intersectedEls - List of currently intersected entities.
 * @member {array} objects - Cached list of meshes to intersect.
 * @member {number} prevCheckTime - Previous time intersection was checked. To help interval.
 * @member {object} raycaster - three.js Raycaster.
 */
module.exports.Component = registerComponent('raycaster', {
  schema: {
    far: {default: Infinity}, // Infinity.
    interval: {default: 100},
    near: {default: 0},
    objects: {default: ''},
    recursive: {default: true}
  },

  init: function () {
    this.direction = new THREE.Vector3();
    this.intersectedEls = [];
    this.objects = null;
    this.prevCheckTime = undefined;
    this.raycaster = new THREE.Raycaster();
    this.updateOriginDirection();
    this.refreshObjects = bind(this.refreshObjects, this);
  },

  play: function () {
    this.el.sceneEl.addEventListener('child-attached', this.refreshObjects);
    this.el.sceneEl.addEventListener('child-detached', this.refreshObjects);
  },

  pause: function () {
    this.el.sceneEl.removeEventListener('child-attached', this.refreshObjects);
    this.el.sceneEl.removeEventListener('child-detached', this.refreshObjects);
  },

  /**
   * Create or update raycaster object.
   */
  update: function () {
    var data = this.data;
    var raycaster = this.raycaster;

    // Set raycaster properties.
    raycaster.far = data.far;
    raycaster.near = data.near;

    this.refreshObjects();
  },

  /**
   * Update list of objects to test for intersection.
   */
  refreshObjects: function () {
    var data = this.data;
    var i;
    var objectEls;

    // Push meshes onto list of objects to intersect.
    if (data.objects) {
      objectEls = this.el.sceneEl.querySelectorAll(data.objects);
      this.objects = [];
      for (i = 0; i < objectEls.length; i++) {
        this.objects.push(objectEls[i].object3D);
      }
      return;
    }

    // If objects not defined, intersect with everything.
    this.objects = this.el.sceneEl.object3D.children;
  },

  /**
   * Check for intersections and cleared intersections on an interval.
   */
  tick: function (time) {
    var el = this.el;
    var data = this.data;
    var intersectedEls;
    var intersections;
    var prevCheckTime = this.prevCheckTime;
    var prevIntersectedEls;

    // Only check for intersection if interval time has passed.
    if (prevCheckTime && (time - prevCheckTime < data.interval)) { return; }

    // Update check time.
    this.prevCheckTime = time;

    // Store old previously intersected entities.
    prevIntersectedEls = this.intersectedEls.slice();

    // Raycast.
    this.updateOriginDirection();
    intersections = this.raycaster.intersectObjects(this.objects, data.recursive);

    // Only keep intersections against objects that have a reference to an entity.
    intersections = intersections.filter(function hasEl (intersection) {
      return !!intersection.object.el;
    });

    // Update intersectedEls.
    intersectedEls = this.intersectedEls = intersections.map(function getEl (intersection) {
      return intersection.object.el;
    });

    // Emit intersected on intersected entity per intersected entity.
    intersections.forEach(function emitEvents (intersection) {
      var intersectedEl = intersection.object.el;
      intersectedEl.emit('raycaster-intersected', {el: el, intersection: intersection});
    });

    // Emit all intersections at once on raycasting entity.
    if (intersections.length) {
      el.emit('raycaster-intersection', {
        els: intersectedEls.slice(),
        intersections: intersections
      });
    }

    // Emit intersection cleared on both entities per formerly intersected entity.
    prevIntersectedEls.forEach(function checkStillIntersected (intersectedEl) {
      if (intersectedEls.indexOf(intersectedEl) !== -1) { return; }
      el.emit('raycaster-intersection-cleared', {el: intersectedEl});
      intersectedEl.emit('raycaster-intersected-cleared', {el: el});
    });
  },

  /**
   * Set origin and direction of raycaster using entity position and rotation.
   */
  updateOriginDirection: (function () {
    var directionHelper = new THREE.Quaternion();
    var originVec3 = new THREE.Vector3();

    // Closure to make quaternion/vector3 objects private.
    return function updateOriginDirection () {
      var el = this.el;
      var object3D = el.object3D;

      // Update matrix world.
      object3D.updateMatrixWorld();
      // Grab the position and rotation.
      object3D.matrixWorld.decompose(originVec3, directionHelper, scaleDummy);
      // Apply rotation to a 0, 0, -1 vector.
      this.direction.set(0, 0, -1);
      this.direction.applyQuaternion(directionHelper);

      this.raycaster.set(originVec3, this.direction);
    };
  })()
});

},{"../core/component":100,"../lib/three":146,"../utils/":167}],71:[function(_dereq_,module,exports){
var degToRad = _dereq_('../lib/three').Math.degToRad;
var registerComponent = _dereq_('../core/component').registerComponent;

module.exports.Component = registerComponent('rotation', {
  schema: {type: 'vec3'},

  /**
   * Updates object3D rotation.
   */
  update: function () {
    var data = this.data;
    var object3D = this.el.object3D;
    object3D.rotation.set(degToRad(data.x), degToRad(data.y), degToRad(data.z));
    object3D.rotation.order = 'YXZ';
  }
});

},{"../core/component":100,"../lib/three":146}],72:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;

// Avoids triggering a zero-determinant which makes object3D matrix non-invertible.
var zeroScale = 0.00001;

module.exports.Component = registerComponent('scale', {
  schema: {
    type: 'vec3',
    default: {x: 1, y: 1, z: 1}
  },

  update: function () {
    var data = this.data;
    var object3D = this.el.object3D;
    var x = data.x === 0 ? zeroScale : data.x;
    var y = data.y === 0 ? zeroScale : data.y;
    var z = data.z === 0 ? zeroScale : data.z;
    object3D.scale.set(x, y, z);
  }
});

},{"../core/component":100}],73:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../../core/component').registerComponent;
var utils = _dereq_('../../utils');

/**
 * Automatically enter VR, either upon vrdisplayactivate (e.g. putting on Rift headset)
 * or immediately (if possible) if display name contains data string.
 * The default data string is 'GearVR' for Carmel browser which only does VR.
 */
module.exports.Component = registerComponent('auto-enter-vr', {
  schema: {
    display: {type: 'string', default: 'GearVR'},
    enabled: {type: 'boolean', default: true}
  },

  init: function () {
    var scene = this.el;
    var self = this;

    // define methods to allow mock testing
    this.enterVR = scene.enterVR.bind(scene);
    this.exitVR = scene.exitVR.bind(scene);
    this.shouldAutoEnterVR = this.shouldAutoEnterVR.bind(this);

    // don't do anything if false
    if (utils.getUrlParameter('auto-enter-vr') === 'false') { return; }

    // enter VR on vrdisplayactivate (e.g. putting on Rift headset)
    window.addEventListener('vrdisplayactivate', function () { self.enterVR(); }, false);

    // exit VR on vrdisplaydeactivate (e.g. taking off Rift headset)
    window.addEventListener('vrdisplaydeactivate', function () { self.exitVR(); }, false);

    // check if we should try to enter VR... turns out we need to wait for next tick
    setTimeout(function () { if (self.shouldAutoEnterVR()) { self.enterVR(); } }, 0);
  },

  update: function () {
    return this.shouldAutoEnterVR() ? this.enterVR() : this.exitVR();
  },

  shouldAutoEnterVR: function () {
    var scene = this.el;
    var data = this.data;
    // if false, we should not auto-enter VR
    if (!data.enabled) { return false; }
    // if we have a data string to match against display name, try and get it;
    // if we can't get display name, or it doesn't match, we should not auto-enter VR
    if (data.display && data.display !== 'all') {
      var display = scene.effect && scene.effect.getVRDisplay && scene.effect.getVRDisplay();
      if (!display || !display.displayName || display.displayName.indexOf(data.display) < 0) { return false; }
    }
    // we should auto-enter VR
    return true;
  }
});


},{"../../core/component":100,"../../utils":167}],74:[function(_dereq_,module,exports){
var bind = _dereq_('../../utils/bind');
var registerComponent = _dereq_('../../core/component').registerComponent;

module.exports.Component = registerComponent('canvas', {
  init: function () {
    var canvasEl;
    var sceneEl = this.el;

    canvasEl = document.createElement('canvas');
    canvasEl.classList.add('a-canvas');
    // Mark canvas as provided/injected by A-Frame.
    canvasEl.dataset.aframeCanvas = true;
    sceneEl.appendChild(canvasEl);

    document.addEventListener('fullscreenchange', onFullScreenChange);
    document.addEventListener('mozfullscreenchange', onFullScreenChange);
    document.addEventListener('webkitfullscreenchange', onFullScreenChange);

    // Prevent overscroll on mobile.
    canvasEl.addEventListener('touchmove', function (event) {
      event.preventDefault();
    });

    // Set canvas on scene.
    sceneEl.canvas = canvasEl;
    sceneEl.emit('render-target-loaded', {target: canvasEl});

    // For unknown reasons a syncrhonous resize does not work on desktop when
    // entering/exiting fullscreen.
    setTimeout(bind(sceneEl.resize, sceneEl), 0);

    function onFullScreenChange () {
      var fullscreenEl =
        document.fullscreenElement ||
        document.mozFullScreenElement ||
        document.webkitFullscreenElement;
      // No fullscren element === exit fullscreen
      if (!fullscreenEl) { sceneEl.exitVR(); }
      document.activeElement.blur();
      document.body.focus();
    }
  }
});

},{"../../core/component":100,"../../utils/bind":161}],75:[function(_dereq_,module,exports){
var register = _dereq_('../../core/component').registerComponent;

module.exports.Component = register('debug', {
  schema: {default: true}
});

},{"../../core/component":100}],76:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../../core/component').registerComponent;

/**
 * Component to embed an a-frame scene within the layout of a 2D page.
 */
module.exports.Component = registerComponent('embedded', {
  dependencies: ['vr-mode-ui'],

  schema: {default: true},

  update: function () {
    var sceneEl = this.el;
    var enterVREl = sceneEl.querySelector('.a-enter-vr');
    if (this.data === true) {
      if (enterVREl) { enterVREl.classList.add('embedded'); }
      sceneEl.removeFullScreenStyles();
    } else {
      if (enterVREl) { enterVREl.classList.remove('embedded'); }
      sceneEl.addFullScreenStyles();
    }
  }

});

},{"../../core/component":100}],77:[function(_dereq_,module,exports){
var register = _dereq_('../../core/component').registerComponent;
var THREE = _dereq_('../../lib/three');
var debug = _dereq_('../../utils/debug');

var warn = debug('components:fog:warn');

/**
 * Fog component.
 * Applies only to the scene entity.
 */
module.exports.Component = register('fog', {
  schema: {
    color: {type: 'color', default: '#000'},
    density: {default: 0.00025},
    far: {default: 1000, min: 0},
    near: {default: 1, min: 0},
    type: {default: 'linear', oneOf: ['linear', 'exponential']}
  },

  update: function () {
    var data = this.data;
    var el = this.el;
    var fog = this.el.object3D.fog;

    if (!el.isScene) {
      warn('Fog component can only be applied to <a-scene>');
      return;
    }

    // (Re)create fog if fog doesn't exist or fog type changed.
    if (!fog || data.type !== fog.name) {
      el.object3D.fog = getFog(data);
      el.systems.material.updateMaterials();
      return;
    }

    // Fog data changed. Update fog.
    Object.keys(this.schema).forEach(function (key) {
      var value = data[key];
      if (key === 'color') { value = new THREE.Color(value); }
      fog[key] = value;
    });
  },

  /**
   * Remove fog on remove (callback).
   */
  remove: function () {
    var fog = this.el.object3D.fog;
    if (!fog) { return; }
    fog.far = 0;
    fog.near = 0.1;
  }
});

/**
 * Creates a fog object. Sets fog.name to be able to detect fog type changes.
 *
 * @param {object} data - Fog data.
 * @returns {object} fog
 */
function getFog (data) {
  var fog;
  if (data.type === 'exponential') {
    fog = new THREE.FogExp2(data.color, data.density);
  } else {
    fog = new THREE.Fog(data.color, data.near, data.far);
  }
  fog.name = data.type;
  return fog;
}

},{"../../core/component":100,"../../lib/three":146,"../../utils/debug":163}],78:[function(_dereq_,module,exports){
(function (process){
/* global AFRAME */
var AFRAME_INJECTED = _dereq_('../../constants').AFRAME_INJECTED;
var bind = _dereq_('../../utils/bind');
var pkg = _dereq_('../../../package');
var registerComponent = _dereq_('../../core/component').registerComponent;

/**
 * 0.4.2 to 0.4.x
 * Will need to update this when A-Frame goes to 1.x.x.
 */
function getFuzzyPatchVersion (version) {
  var split = version.split('.');
  split[2] = 'x';
  return split.join('.');
}

var INSPECTOR_DEV_URL = 'https://aframe.io/aframe-inspector/dist/aframe-inspector.js';
var INSPECTOR_RELEASE_URL = 'https://unpkg.com/aframe-inspector@' + getFuzzyPatchVersion(pkg.version) + '/dist/aframe-inspector.min.js';
var INSPECTOR_URL = process.env.INSPECTOR_VERSION === 'dev' ? INSPECTOR_DEV_URL : INSPECTOR_RELEASE_URL;
var LOADING_MESSAGE = 'Loading Inspector';

module.exports.Component = registerComponent('inspector', {
  schema: {
    url: {default: INSPECTOR_URL}
  },

  init: function () {
    this.onKeydown = bind(this.onKeydown, this);
    this.onMessage = bind(this.onMessage, this);
    this.initOverlay();
    window.addEventListener('keydown', this.onKeydown);
    window.addEventListener('message', this.onMessage);
  },

  initOverlay: function () {
    var dotsHTML = '<span class="dots"><span>.</span><span>.</span><span>.</span></span>';
    this.loadingMessageEl = document.createElement('div');
    this.loadingMessageEl.classList.add('a-inspector-loader');
    this.loadingMessageEl.innerHTML = LOADING_MESSAGE + dotsHTML;
  },

  remove: function () {
    this.removeEventListeners();
  },

  /**
   * <ctrl> + <alt> + i keyboard shortcut.
   */
  onKeydown: function (evt) {
    var shortcutPressed = evt.keyCode === 73 && evt.ctrlKey && evt.altKey;
    if (!this.data || !shortcutPressed) { return; }
    this.injectInspector();
  },

  showLoader: function () {
    document.body.appendChild(this.loadingMessageEl);
  },

  hideLoader: function () {
    this.el.removeChild(this.loadingMessageEl);
  },

  /**
   * postMessage. aframe.io uses this to create a button on examples to open Inspector.
   */
  onMessage: function (evt) {
    if (evt.data === 'INJECT_AFRAME_INSPECTOR') { this.injectInspector(); }
  },

  injectInspector: function () {
    var self = this;
    var script;

    if (AFRAME.INSPECTOR || AFRAME.inspectorInjected) { return; }

    this.showLoader();

    // Inject.
    script = document.createElement('script');
    script.src = this.data.url;
    script.setAttribute('data-name', 'aframe-inspector');
    script.setAttribute(AFRAME_INJECTED, '');
    script.onload = function () {
      AFRAME.INSPECTOR.open();
      self.hideLoader();
      self.removeEventListeners();
    };
    document.head.appendChild(script);
    AFRAME.inspectorInjected = true;
  },

  removeEventListeners: function () {
    window.removeEventListener('keydown', this.onKeydown);
    window.removeEventListener('message', this.onMessage);
  }
});

}).call(this,_dereq_('_process'))

},{"../../../package":55,"../../constants":91,"../../core/component":100,"../../utils/bind":161,"_process":9}],79:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../../core/component').registerComponent;
var shouldCaptureKeyEvent = _dereq_('../../utils/').shouldCaptureKeyEvent;
var THREE = _dereq_('../../lib/three');

var controls = new THREE.VRControls(new THREE.Object3D());

module.exports.Component = registerComponent('keyboard-shortcuts', {
  schema: {
    enterVR: {default: true},
    exitVR: {default: true},
    resetSensor: {default: true}
  },

  init: function () {
    var self = this;
    var scene = this.el;

    this.listener = window.addEventListener('keyup', function (event) {
      if (!shouldCaptureKeyEvent(event)) { return; }
      if (self.enterVREnabled && event.keyCode === 70) {  // f.
        scene.enterVR();
      }
      if (self.enterVREnabled && event.keyCode === 27) {  // escape.
        scene.exitVR();
      }
      if (self.resetSensorEnabled && event.keyCode === 90) {  // z.
        controls.resetSensor();
      }
    }, false);
  },

  update: function (oldData) {
    var data = this.data;
    this.enterVREnabled = data.enterVR;
    this.resetSensorEnabled = data.resetSensor;
  },

  remove: function () {
    window.removeEventListener('keyup', this.listener);
  }
});

},{"../../core/component":100,"../../lib/three":146,"../../utils/":167}],80:[function(_dereq_,module,exports){
var debug = _dereq_('../../utils/debug');
var registerComponent = _dereq_('../../core/component').registerComponent;

var warn = debug('components:pool:warn');

/**
 * Pool component.
 * A pool of entities that will be reused.
 * It avoids creating and destroying the same kind of entities
 * in dynamic scenes. It will help reduce GC pauses. Useful for example
 * in a game where you want to reuse enemies entities.
 *
 * @member {array} availableEls - Available entities in the pool.
 * @member {array} usedEls - Entities of the pool in use.
 *
 */
module.exports.Component = registerComponent('pool', {
  schema: {
    mixin: {default: ''},
    size: {default: 0},
    dynamic: {default: false}
  },

  multiple: true,

  init: function () {
    this.initPool();
  },

  initPool: function () {
    var i;
    var mixin = this.data.mixin;
    if (!mixin) { return; }
    this.availableEls = [];
    this.usedEls = [];
    for (i = 0; i < this.data.size; ++i) {
      this.createEntity();
    }
  },

  update: function (oldData) {
    var data = this.data;
    if (oldData.mixin !== data.mixin || oldData.size !== data.size) {
      this.initPool();
    }
  },

  /**
   * Add a new entity to the list of available entities.
   */
  createEntity: function () {
    var el = document.createElement('a-entity');
    el.play = this.wrapPlay(el.play);
    el.setAttribute('mixin', this.data.mixin);
    el.setAttribute('visible', false);
    this.el.appendChild(el);
    this.availableEls.push(el);
  },

  /**
   * Play wrapper for pooled entities. When pausing and playing
   * a scene we don't want to play the entities that are not in use
   */
  wrapPlay: function (playMethod) {
    var usedEls = this.usedEls;
    return function () {
      if (usedEls.indexOf(this) === -1) { return; }
      playMethod.call(this);
    };
  },

  /**
   * Used to request one of the available entities of the pool
   */
  requestEntity: function () {
    var el;
    if (this.availableEls.length === 0) {
      if (this.data.dynamic === false) {
        warn('Requested entity from empty pool ' + this.name);
        return;
      } else {
        warn('Requested entity from empty pool. This pool is dynamic' +
        'and will resize automatically. You might want to increase its initial size' + this.name);
      }
      this.createEntity();
    }
    el = this.availableEls.shift();
    this.usedEls.push(el);
    el.setAttribute('visible', true);
    return el;
  },

  /**
   * Used to return a used entity to the pool
   */
  returnEntity: function (el) {
    var index = this.usedEls.indexOf(el);
    if (index === -1) {
      warn('The returned entity was not previously pooled from ' + this.name);
      return;
    }
    this.usedEls.splice(index, 1);
    this.availableEls.push(el);
    el.setAttribute('visible', false);
    el.pause();
  }
});

},{"../../core/component":100,"../../utils/debug":163}],81:[function(_dereq_,module,exports){
/* global ImageData, URL */
var registerComponent = _dereq_('../../core/component').registerComponent;
var THREE = _dereq_('../../lib/three');

var VERTEX_SHADER = [
  'attribute vec3 position;',
  'attribute vec2 uv;',
  'uniform mat4 projectionMatrix;',
  'uniform mat4 modelViewMatrix;',
  'varying vec2 vUv;',
  'void main()  {',
  '  vUv = vec2( 1.- uv.x, uv.y );',
  '  gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  '}'
].join('\n');

var FRAGMENT_SHADER = [
  'precision mediump float;',
  'uniform samplerCube map;',
  'varying vec2 vUv;',
  '#define M_PI 3.141592653589793238462643383279',
  'void main() {',
  '  vec2 uv = vUv;',
  '  float longitude = uv.x * 2. * M_PI - M_PI + M_PI / 2.;',
  '  float latitude = uv.y * M_PI;',
  '  vec3 dir = vec3(',
  '    - sin( longitude ) * sin( latitude ),',
  '    cos( latitude ),',
  '    - cos( longitude ) * sin( latitude )',
  '  );',
  '  normalize( dir );',
  '  gl_FragColor = vec4( textureCube( map, dir ).rgb, 1.0 );',
  '}'
].join('\n');

/**
 * Component to take screenshots of the scene using a keboard shortcut (alt+s).
 * It can be configured to either take 360&deg; captures (`equirectangular`)
 * or regular screenshots (`projection`)
 *
 * This is based on https://github.com/spite/THREE.CubemapToEquirectangular
 * To capture an equirectangular projection of the scene a THREE.CubeCamera is used
 * The cube map produced by the CubeCamera is projected on a quad and then rendered to
 * WebGLRenderTarget with an ortographic camera.
 */
module.exports.Component = registerComponent('screenshot', {
  schema: {
    width: {default: 4096},
    height: {default: 2048}
  },

  init: function () {
    var el = this.el;
    var self = this;

    if (el.renderer) {
      setup();
    } else {
      el.addEventListener('render-target-loaded', setup);
    }

    function setup () {
      var gl = el.renderer.getContext();
      self.cubeMapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
      self.material = new THREE.RawShaderMaterial({
        uniforms: {map: {type: 't', value: null}},
        vertexShader: VERTEX_SHADER,
        fragmentShader: FRAGMENT_SHADER,
        side: THREE.DoubleSide
      });
      self.quad = new THREE.Mesh(
        new THREE.PlaneBufferGeometry(1, 1),
        self.material
      );
      self.quad.visible = false;
      self.camera = new THREE.OrthographicCamera(-1 / 2, 1 / 2, 1 / 2, -1 / 2, -10000, 10000);
      self.canvas = document.createElement('canvas');
      self.ctx = self.canvas.getContext('2d');
      if (el.camera) { el.camera.add(self.quad); }
      self.onKeyDown = self.onKeyDown.bind(self);
      self.onCameraActive = self.onCameraActive.bind(self);
      el.addEventListener('camera-set-active', self.onCameraActive);
    }
  },

  getRenderTarget: function (width, height) {
    return new THREE.WebGLRenderTarget(width, height, {
      minFilter: THREE.LinearFilter,
      magFilter: THREE.LinearFilter,
      wrapS: THREE.ClampToEdgeWrapping,
      wrapT: THREE.ClampToEdgeWrapping,
      format: THREE.RGBAFormat,
      type: THREE.UnsignedByteType
    });
  },

  resize: function (width, height) {
    // Resize quad.
    this.quad.scale.set(width, height, 1);

    // Resize camera.
    this.camera.left = -1 * width / 2;
    this.camera.right = width / 2;
    this.camera.top = height / 2;
    this.camera.bottom = -1 * height / 2;
    this.camera.updateProjectionMatrix();

    // Resize canvas.
    this.canvas.width = width;
    this.canvas.height = height;
  },

  play: function () {
    window.addEventListener('keydown', this.onKeyDown);
  },

  onCameraActive: function (evt) {
    var cameraParent = this.quad.parent;
    if (cameraParent) { cameraParent.remove(this.quad); }
    evt.detail.cameraEl.getObject3D('camera').add(this.quad);
  },

  /**
   * <ctrl> + <alt> + s = Regular screenshot.
   * <ctrl> + <alt> + <shift> + s = Equirectangular screenshot.
  */
  onKeyDown: function (evt) {
    var shortcutPressed = evt.keyCode === 83 && evt.ctrlKey && evt.altKey;
    if (!this.data || !shortcutPressed) { return; }
    var projection = evt.shiftKey ? 'equirectangular' : 'perspective';
    this.capture(projection);
  },

  /**
   * Capture a screenshot of the scene.
   *
   * @param {string} projection - Screenshot projection (equirectangular or perspective).
   */
  setCapture: function (projection) {
    var el = this.el;
    var renderer = el.renderer;
    var size;
    var camera;
    var cubeCamera;
    // Configure camera.
    if (projection === 'perspective') {
      // Quad is only used in equirectangular mode. Hide it in this case.
      this.quad.visible = false;
      // Use scene camera.
      camera = el.camera;
      size = renderer.getSize();
    } else {
      // Use ortho camera.
      camera = this.camera;
      // Copy position and rotation of scene camera into the ortho one.
      camera.position.copy(el.camera.getWorldPosition());
      camera.rotation.copy(el.camera.getWorldRotation());
      // Create cube camera and copy position from scene camera.
      cubeCamera = new THREE.CubeCamera(el.camera.near, el.camera.far,
                                        Math.min(this.cubeMapSize, 2048));
      cubeCamera.position.copy(el.camera.getWorldPosition());
      cubeCamera.rotation.copy(el.camera.getWorldRotation());
      // Render scene with cube camera.
      cubeCamera.updateCubeMap(el.renderer, el.object3D);
      this.quad.material.uniforms.map.value = cubeCamera.renderTarget.texture;
      size = {width: this.data.width, height: this.data.height};
      // Use quad to project image taken by the cube camera.
      this.quad.visible = true;
    }
    return {
      camera: camera,
      size: size,
      projection: projection
    };
  },

  /**
   * Maintained for backwards compatibility.
   */
  capture: function (projection) {
    var params = this.setCapture(projection);
    this.renderCapture(params.camera, params.size, params.projection);
    // Trigger file download.
    this.saveCapture();
  },

  /**
   * Return canvas instead of triggering download (e.g., for uploading blob to server).
   */
  getCanvas: function (projection) {
    var params = this.setCapture(projection);
    this.renderCapture(params.camera, params.size, params.projection);
    return this.canvas;
  },

  renderCapture: function (camera, size, projection) {
    var autoClear = this.el.renderer.autoClear;
    var el = this.el;
    var imageData;
    var output;
    var pixels;
    var renderer = this.el.renderer;
    // Create rendering target and buffer to store the read pixels.
    output = this.getRenderTarget(size.width, size.height);
    pixels = new Uint8Array(4 * size.width * size.height);
    // Resize quad, camera, and canvas.
    this.resize(size.width, size.height);
    // Render scene to render target.
    renderer.autoClear = true;
    renderer.render(el.object3D, camera, output, true);
    renderer.autoClear = autoClear;
    // Read image pizels back.
    renderer.readRenderTargetPixels(output, 0, 0, size.width, size.height, pixels);
    if (projection === 'perspective') {
      pixels = this.flipPixelsVertically(pixels, size.width, size.height);
    }
    imageData = new ImageData(new Uint8ClampedArray(pixels), size.width, size.height);
    // Hide quad after projecting the image.
    this.quad.visible = false;
    // Copy pixels into canvas.
    this.ctx.putImageData(imageData, 0, 0);
  },

  flipPixelsVertically: function (pixels, width, height) {
    var flippedPixels = pixels.slice(0);
    for (var x = 0; x < width; ++x) {
      for (var y = 0; y < height; ++y) {
        flippedPixels[x * 4 + y * width * 4] = pixels[x * 4 + (height - y) * width * 4];
        flippedPixels[x * 4 + 1 + y * width * 4] = pixels[x * 4 + 1 + (height - y) * width * 4];
        flippedPixels[x * 4 + 2 + y * width * 4] = pixels[x * 4 + 2 + (height - y) * width * 4];
        flippedPixels[x * 4 + 3 + y * width * 4] = pixels[x * 4 + 3 + (height - y) * width * 4];
      }
    }
    return flippedPixels;
  },

  /**
   * Download capture to file.
   */
  saveCapture: function () {
    this.canvas.toBlob(function (blob) {
      var fileName = 'screenshot-' + document.title.toLowerCase() + '-' + Date.now() + '.png';
      var linkEl = document.createElement('a');
      var url = URL.createObjectURL(blob);
      linkEl.href = url;
      linkEl.setAttribute('download', fileName);
      linkEl.innerHTML = 'downloading...';
      linkEl.style.display = 'none';
      document.body.appendChild(linkEl);
      setTimeout(function () {
        linkEl.click();
        document.body.removeChild(linkEl);
      }, 1);
    }, 'image/png');
  }
});

},{"../../core/component":100,"../../lib/three":146}],82:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../../core/component').registerComponent;
var RStats = _dereq_('../../../vendor/rStats');
var utils = _dereq_('../../utils');
_dereq_('../../../vendor/rStats.extras');
_dereq_('../../lib/rStatsAframe');

var AFrameStats = window.aframeStats;
var bind = utils.bind;
var HIDDEN_CLASS = 'a-hidden';
var ThreeStats = window.threeStats;

/**
 * Stats appended to document.body by RStats.
 */
module.exports.Component = registerComponent('stats', {
  schema: {default: true},

  init: function () {
    var scene = this.el;

    if (utils.getUrlParameter('stats') === 'false') { return; }

    this.stats = createStats(scene);
    this.statsEl = document.querySelector('.rs-base');

    this.hideBound = bind(this.hide, this);
    this.showBound = bind(this.show, this);

    scene.addEventListener('enter-vr', this.hideBound);
    scene.addEventListener('exit-vr', this.showBound);
  },

  update: function () {
    if (!this.stats) { return; }
    return (!this.data) ? this.hide() : this.show();
  },

  remove: function () {
    this.el.removeEventListener('enter-vr', this.hideBound);
    this.el.removeEventListener('exit-vr', this.showBound);
    if (!this.statsEl) { return; }  // Scene detached.
    this.statsEl.parentNode.removeChild(this.statsEl);
  },

  tick: function () {
    var stats = this.stats;

    if (!stats) { return; }

    stats('rAF').tick();
    stats('FPS').frame();
    stats().update();
  },

  hide: function () {
    this.statsEl.classList.add(HIDDEN_CLASS);
  },

  show: function () {
    this.statsEl.classList.remove(HIDDEN_CLASS);
  }
});

function createStats (scene) {
  var threeStats = new ThreeStats(scene.renderer);
  var aframeStats = new AFrameStats(scene);
  var plugins = scene.isMobile ? [] : [threeStats, aframeStats];
  return new RStats({
    css: [],  // Our stylesheet is injected from `src/index.js`.
    values: {
      fps: {caption: 'fps', below: 30}
    },
    groups: [
      {caption: 'Framerate', values: ['fps', 'raf']}
    ],
    plugins: plugins
  });
}

},{"../../../vendor/rStats":175,"../../../vendor/rStats.extras":174,"../../core/component":100,"../../lib/rStatsAframe":145,"../../utils":167}],83:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../../core/component').registerComponent;
var constants = _dereq_('../../constants/');
var utils = _dereq_('../../utils/');
var bind = utils.bind;

var ENTER_VR_CLASS = 'a-enter-vr';
var ENTER_VR_BTN_CLASS = 'a-enter-vr-button';
var HIDDEN_CLASS = 'a-hidden';
var ORIENTATION_MODAL_CLASS = 'a-orientation-modal';

/**
 * UI for entering VR mode.
 */
module.exports.Component = registerComponent('vr-mode-ui', {
  dependencies: ['canvas'],

  schema: {
    enabled: {default: true}
  },

  init: function () {
    var self = this;
    var sceneEl = this.el;

    if (utils.getUrlParameter('ui') === 'false') { return; }

    this.enterVR = bind(sceneEl.enterVR, sceneEl);
    this.exitVR = bind(sceneEl.exitVR, sceneEl);
    this.insideLoader = false;
    this.enterVREl = null;
    this.orientationModalEl = null;

    // Hide/show VR UI when entering/exiting VR mode.
    sceneEl.addEventListener('enter-vr', bind(this.updateEnterVRInterface, this));
    sceneEl.addEventListener('exit-vr', bind(this.updateEnterVRInterface, this));

    window.addEventListener('message', function (event) {
      if (event.data.type === 'loaderReady') {
        self.insideLoader = true;
        self.remove();
      }
    });

    // Modal that tells the user to change orientation if in portrait.
    window.addEventListener('orientationchange', bind(this.toggleOrientationModalIfNeeded, this));
  },

  update: function () {
    var sceneEl = this.el;

    if (!this.data.enabled || this.insideLoader || utils.getUrlParameter('ui') === 'false') {
      return this.remove();
    }
    if (this.enterVREl || this.orientationModalEl) { return; }

    // Add UI if enabled and not already present.
    this.enterVREl = createEnterVRButton(this.enterVR);
    sceneEl.appendChild(this.enterVREl);

    this.orientationModalEl = createOrientationModal(this.exitVR);
    sceneEl.appendChild(this.orientationModalEl);

    this.updateEnterVRInterface();
  },

  remove: function () {
    [this.enterVREl, this.orientationModalEl].forEach(function (uiElement) {
      if (uiElement) {
        uiElement.parentNode.removeChild(uiElement);
      }
    });
  },

  updateEnterVRInterface: function () {
    this.toggleEnterVRButtonIfNeeded();
    this.toggleOrientationModalIfNeeded();
  },

  toggleEnterVRButtonIfNeeded: function () {
    var sceneEl = this.el;
    if (!this.enterVREl) { return; }
    if (sceneEl.is('vr-mode')) {
      this.enterVREl.classList.add(HIDDEN_CLASS);
    } else {
      this.enterVREl.classList.remove(HIDDEN_CLASS);
    }
  },

  toggleOrientationModalIfNeeded: function () {
    var sceneEl = this.el;
    var orientationModalEl = this.orientationModalEl;
    if (!orientationModalEl || !sceneEl.isMobile) { return; }
    if (!utils.device.isLandscape() && sceneEl.is('vr-mode')) {
      // Show if in VR mode on portrait.
      orientationModalEl.classList.remove(HIDDEN_CLASS);
    } else {
      orientationModalEl.classList.add(HIDDEN_CLASS);
    }
  }
});

/**
 * Creates a button that when clicked will enter into stereo-rendering mode for VR.
 *
 * Structure: <div><button></div>
 *
 * @returns {Element} Wrapper <div>.
 */
function createEnterVRButton (enterVRHandler) {
  var vrButton;
  var wrapper;

  // Create elements.
  wrapper = document.createElement('div');
  wrapper.classList.add(ENTER_VR_CLASS);
  wrapper.setAttribute(constants.AFRAME_INJECTED, '');
  vrButton = document.createElement('button');
  vrButton.className = ENTER_VR_BTN_CLASS;
  vrButton.setAttribute(constants.AFRAME_INJECTED, '');

  // Insert elements.
  wrapper.appendChild(vrButton);
  vrButton.addEventListener('click', enterVRHandler);
  return wrapper;
}

/**
 * Create a modal that tells mobile users to orient the phone to landscape.
 * Add a close button that if clicked, exits VR and closes the modal.
 */
function createOrientationModal (exitVRHandler) {
  var modal = document.createElement('div');
  modal.className = ORIENTATION_MODAL_CLASS;
  modal.classList.add(HIDDEN_CLASS);
  modal.setAttribute(constants.AFRAME_INJECTED, '');

  var exit = document.createElement('button');
  exit.setAttribute(constants.AFRAME_INJECTED, '');
  exit.innerHTML = 'Exit VR';

  // Exit VR on close.
  exit.addEventListener('click', exitVRHandler);

  modal.appendChild(exit);

  return modal;
}

},{"../../constants/":91,"../../core/component":100,"../../utils/":167}],84:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var debug = _dereq_('../utils/debug');
var bind = _dereq_('../utils/bind');
var THREE = _dereq_('../lib/three');

var warn = debug('components:sound:warn');

/**
 * Sound component.
 */
module.exports.Component = registerComponent('sound', {
  schema: {
    autoplay: {default: false},
    loop: {default: false},
    on: {default: ''},
    poolSize: {default: 1},
    src: {type: 'audio'},
    volume: {default: 1}
  },

  multiple: true,

  init: function () {
    this.listener = null;
    this.audioLoader = new THREE.AudioLoader();
    this.pool = new THREE.Group();
    this.playSound = bind(this.playSound, this);
  },

  update: function (oldData) {
    var data = this.data;
    var srcChanged = data.src !== oldData.src;
    // Create new sound if not yet created or changing `src`.
    if (srcChanged) {
      if (!data.src) {
        warn('Audio source was not specified with `src`');
        return;
      }
      this.setupSound();
    }

    this.pool.children.forEach(function (sound) {
      sound.autoplay = data.autoplay;
      sound.setLoop(data.loop);
      sound.setVolume(data.volume);
    });

    if (data.on !== oldData.on) {
      this.updateEventListener(oldData.on);
    }

    // All sound values set. Load in `src`.
    if (srcChanged) {
      var self = this;
      this.audioLoader.load(data.src, function (buffer) {
        self.pool.children.forEach(function (sound) {
          sound.setBuffer(buffer);
        });
        // Remove this key from cache, otherwise we can't play it again
        THREE.Cache.remove(data.src);
      });
    }
  },

  pause: function () {
    this.pauseSound();
    this.removeEventListener();
  },

  play: function () {
    if (this.data.autoplay) { this.playSound(); }
    this.updateEventListener();
  },

  remove: function () {
    this.removeEventListener();
    this.el.removeObject3D(this.attrName);
    try {
      this.pool.children.forEach(function (sound) {
        sound.disconnect();
      });
    } catch (e) {
      // disconnect() will throw if it was never connected initially.
      warn('Audio source not properly disconnected');
    }
  },

  /**
  *  Update listener attached to the user defined on event.
  */
  updateEventListener: function (oldEvt) {
    var el = this.el;
    if (oldEvt) { el.removeEventListener(oldEvt, this.playSound); }
    el.addEventListener(this.data.on, this.playSound);
  },

  removeEventListener: function () {
    this.el.removeEventListener(this.data.on, this.playSound);
  },

  /**
   * Removes current sound object, creates new sound object, adds to entity.
   *
   * @returns {object} sound
   */
  setupSound: function () {
    var el = this.el;
    var sceneEl = el.sceneEl;

    if (this.pool.children.length > 0) {
      this.stopSound();
      el.removeObject3D('sound');
    }

    // Only want one AudioListener. Cache it on the scene.
    var listener = this.listener = sceneEl.audioListener || new THREE.AudioListener();
    sceneEl.audioListener = listener;

    if (sceneEl.camera) {
      sceneEl.camera.add(listener);
    }

    // Wait for camera if necessary.
    sceneEl.addEventListener('camera-set-active', function (evt) {
      evt.detail.cameraEl.getObject3D('camera').add(listener);
    });

    // Create [poolSize] audio instances and attach them to pool
    this.pool = new THREE.Group();
    for (var i = 0; i < this.data.poolSize; i++) {
      var sound = new THREE.PositionalAudio(listener);
      this.pool.add(sound);
    }
    el.setObject3D(this.attrName, this.pool);

    this.pool.children.forEach(function (sound) {
      sound.onEnded = function () {
        sound.isPlaying = false;
        el.emit('sound-ended', {index: i});
      };
    });
  },

  /**
   * Pause all the sounds in the pool.
   */
  pauseSound: function () {
    this.pool.children.forEach(function (sound) {
      if (!sound.source || !sound.source.buffer || !sound.isPlaying || !sound.pause) { return; }
      sound.pause();
    });
  },

  /**
   * Look for an unused sound in the pool and play it if found.
   */
  playSound: function () {
    var found = false;
    this.pool.children.forEach(function (sound) {
      if (!sound.isPlaying && sound.buffer && !found) {
        sound.play();
        found = true;
        return;
      }
    });

    if (!found) {
      warn('All the sounds are playing. If you need to play more sounds simultaneously ' +
           'consider increasing the size of pool with the `poolSize` attribute.');
    }
  },

  /**
   * Stop all the sounds in the pool.
   */
  stopSound: function () {
    this.pool.children.forEach(function (sound) {
      if (!sound.source || !sound.source.buffer) { return; }
      sound.stop();
    });
  }
});

},{"../core/component":100,"../lib/three":146,"../utils/bind":161,"../utils/debug":163}],85:[function(_dereq_,module,exports){
var createTextGeometry = _dereq_('three-bmfont-text');
var loadBMFont = _dereq_('load-bmfont');
var path = _dereq_('path');

var registerComponent = _dereq_('../core/component').registerComponent;
var coreShader = _dereq_('../core/shader');
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');

var error = utils.debug('components:text:error');
var shaders = coreShader.shaders;
var warn = utils.debug('components:text:warn');

// 1 to match other A-Frame default widths.
var DEFAULT_WIDTH = 1;

// @bryik set anisotropy to 16. Improves look of large amounts of text when viewed from angle.
var MAX_ANISOTROPY = 16;

var FONT_BASE_URL = 'https://cdn.aframe.io/fonts/';
var FONTS = {
  aileronsemibold: FONT_BASE_URL + 'Aileron-Semibold.fnt',
  dejavu: FONT_BASE_URL + 'DejaVu-sdf.fnt',
  exo2bold: FONT_BASE_URL + 'Exo2Bold.fnt',
  exo2semibold: FONT_BASE_URL + 'Exo2SemiBold.fnt',
  kelsonsans: FONT_BASE_URL + 'KelsonSans.fnt',
  monoid: FONT_BASE_URL + 'Monoid.fnt',
  mozillavr: FONT_BASE_URL + 'mozillavr.fnt',
  roboto: FONT_BASE_URL + 'Roboto-msdf.json',
  sourcecodepro: FONT_BASE_URL + 'SourceCodePro.fnt'
};
var MSDF_FONTS = ['roboto'];
var DEFAULT_FONT = 'roboto';
module.exports.FONTS = FONTS;

var cache = new PromiseCache();
var fontWidthFactors = {};

/**
 * SDF-based text component.
 * Based on https://github.com/Jam3/three-bmfont-text.
 *
 * All the stock fonts are for the `sdf` registered shader, an improved version of jam3's
 * original `sdf` shader.
 */
module.exports.Component = registerComponent('text', {
  multiple: true,

  schema: {
    align: {type: 'string', default: 'left', oneOf: ['left', 'right', 'center']},
    alphaTest: {default: 0.5},
    // `anchor` defaults to center to match geometries.
    anchor: {default: 'center', oneOf: ['left', 'right', 'center', 'align']},
    baseline: {default: 'center', oneOf: ['top', 'center', 'bottom']},
    color: {type: 'color', default: '#FFF'},
    font: {type: 'string', default: DEFAULT_FONT},
    // `fontImage` defaults to the font name as a .png (e.g., mozillavr.fnt -> mozillavr.png).
    fontImage: {type: 'string'},
    // `height` has no default, will be populated at layout.
    height: {type: 'number'},
    letterSpacing: {type: 'number', default: 0},
    // `lineHeight` defaults to font's `lineHeight` value.
    lineHeight: {type: 'number'},
    opacity: {type: 'number', default: '1.0'},
    shader: {default: 'sdf', oneOf: shaders},
    side: {default: 'front', oneOf: ['front', 'back', 'double']},
    tabSize: {default: 4},
    transparent: {default: true},
    value: {type: 'string'},
    whiteSpace: {default: 'normal', oneOf: ['normal', 'pre', 'nowrap']},
    // `width` defaults to geometry width if present, else `DEFAULT_WIDTH`.
    width: {type: 'number'},
    // `wrapCount` units are about one default font character. Wrap roughly at this number.
    wrapCount: {type: 'number', default: 40},
    // `wrapPixels` will wrap using bmfont pixel units (e.g., dejavu's is 32 pixels).
    wrapPixels: {type: 'number'},
    // `yOffset` to adjust generated fonts from tools that may have incorrect metrics.
    yOffset: {type: 'number', default: 0},
    // `zOffset` will provide a small z offset to avoid z-fighting.
    zOffset: {type: 'number', default: 0.001}
  },

  init: function () {
    this.texture = new THREE.Texture();
    this.texture.anisotropy = MAX_ANISOTROPY;

    this.geometry = createTextGeometry();

    this.createOrUpdateMaterial();
    this.mesh = new THREE.Mesh(this.geometry, this.material);
    this.el.setObject3D(this.attrName, this.mesh);
  },

  update: function (oldData) {
    var data = coerceData(this.data);
    var font = this.currentFont;

    // Update material.
    this.createOrUpdateMaterial();

    // New font. `updateFont` will later change data and layout.
    if (oldData.font !== data.font) {
      this.updateFont();
      return;
    }

    // Update geometry and layout.
    if (font) {
      updateGeometry(this.geometry, data, font);
      this.updateLayout(data);
    }
  },

  /**
   * Clean up geometry, material, texture, mesh, objects.
   */
  remove: function () {
    this.geometry.dispose();
    this.geometry = null;
    this.el.removeObject3D(this.attrName);
    this.material.dispose();
    this.material = null;
    this.texture.dispose();
    this.texture = null;
    if (this.shaderObject) {
      delete this.shaderObject;
    }
  },

  /**
   * Update the shader of the material.
   */
  createOrUpdateMaterial: function () {
    var data = this.data;
    var hasChangedShader;
    var material = this.material;
    var NewShader;
    var shaderData;
    var shaderName;

    // Infer shader if using a stock font (or from `-msdf` filename convention).
    shaderName = data.shader;
    if (MSDF_FONTS.indexOf(data.font) !== -1 || data.font.indexOf('-msdf.') >= 0) {
      shaderName = 'msdf';
    } else if (data.font in FONTS && MSDF_FONTS.indexOf(data.font) === -1) {
      shaderName = 'sdf';
    }

    hasChangedShader = (this.shaderObject && this.shaderObject.name) !== shaderName;
    shaderData = {
      alphaTest: data.alphaTest,
      color: data.color,
      map: this.texture,
      opacity: data.opacity,
      side: parseSide(data.side),
      transparent: data.transparent
    };

    // Shader has not changed, do an update.
    if (!hasChangedShader) {
      // Update shader material.
      this.shaderObject.update(shaderData);
      // Apparently, was not set on `init` nor `update`.
      material.transparent = shaderData.transparent;
      updateBaseMaterial(material, shaderData);
      return;
    }

    // Shader has changed. Create a shader material.
    NewShader = createShader(this.el, shaderName, shaderData);
    this.material = NewShader.material;
    this.shaderObject = NewShader.shader;

    // Set new shader material.
    updateBaseMaterial(this.material, shaderData);
    if (this.mesh) { this.mesh.material = this.material; }
  },

  /**
   * Load font for geometry, load font image for material, and apply.
   */
  updateFont: function () {
    var data = this.data;
    var el = this.el;
    var fontSrc;
    var geometry = this.geometry;
    var self = this;

    if (!data.font) { warn('No font specified. Using the default font.'); }

    // Make invisible during font swap.
    this.mesh.visible = false;

    // Look up font URL to use, and perform cached load.
    fontSrc = this.lookupFont(data.font || DEFAULT_FONT) || data.font;
    cache.get(fontSrc, function doLoadFont () {
      return loadFont(fontSrc, data.yOffset);
    }).then(function setFont (font) {
      var coercedData;
      var fontImgSrc;

      if (font.pages.length !== 1) {
        throw new Error('Currently only single-page bitmap fonts are supported.');
      }

      if (!fontWidthFactors[fontSrc]) {
        font.widthFactor = fontWidthFactors[font] = computeFontWidthFactor(font);
      }

      // Update geometry given font metrics.
      coercedData = coerceData(data);
      updateGeometry(geometry, data, font);

      // Set font and update layout.
      self.currentFont = font;
      self.updateLayout(coercedData);

      // Look up font image URL to use, and perform cached load.
      fontImgSrc = data.fontImage || fontSrc.replace(/(\.fnt)|(\.json)/, '.png') ||
                   path.dirname(data.font) + '/' + font.pages[0];
      cache.get(fontImgSrc, function () {
        return loadTexture(fontImgSrc);
      }).then(function (image) {
        // Make mesh visible and apply font image as texture.
        self.mesh.visible = true;
        self.texture.image = image;
        self.texture.needsUpdate = true;
        el.emit('textfontset', {font: data.font, fontObj: font});
      }).catch(function (err) {
        error(err);
        throw err;
      });
    }).catch(function (err) {
      error(err);
      throw err;
    });
  },

  /**
   * Update layout with anchor, alignment, baseline, and considering any meshes.
   */
  updateLayout: function (data) {
    var anchor;
    var baseline;
    var el = this.el;
    var geometry = this.geometry;
    var geometryComponent = el.getAttribute('geometry');
    var height;
    var layout = geometry.layout;
    var mesh = this.mesh;
    var textRenderWidth;
    var textScale;
    var width;
    var x;
    var y;

    // Determine width to use (defined width, geometry's width, or default width).
    geometryComponent = el.getAttribute('geometry');
    width = data.width || (geometryComponent && geometryComponent.width) || DEFAULT_WIDTH;

    // Determine wrap pixel count. Either specified or by experimental fudge factor.
    // Note that experimental factor will never be correct for variable width fonts.
    textRenderWidth = computeWidth(data.wrapPixels, data.wrapCount,
                                   this.currentFont.widthFactor);
    textScale = width / textRenderWidth;

    // Determine height to use.
    height = textScale * (layout.height + layout.descender);

    // Update geometry dimensions to match text layout if width and height are set to 0.
    // For example, scales a plane to fit text.
    if (geometryComponent) {
      if (!geometryComponent.width) { el.setAttribute('geometry', 'width', width); }
      if (!geometryComponent.height) { el.setAttribute('geometry', 'height', height); }
    }

    // Calculate X position to anchor text left, center, or right.
    anchor = data.anchor === 'align' ? data.align : data.anchor;
    if (anchor === 'left') {
      x = 0;
    } else if (anchor === 'right') {
      x = -1 * layout.width;
    } else if (anchor === 'center') {
      x = -1 * layout.width / 2;
    } else {
      throw new TypeError('Invalid text.anchor property value', anchor);
    }

    // Calculate Y position to anchor text top, center, or bottom.
    baseline = data.baseline;
    if (baseline === 'bottom') {
      y = 0;
    } else if (baseline === 'top') {
      y = -1 * layout.height + layout.ascender;
    } else if (baseline === 'center') {
      y = -1 * layout.height / 2;
    } else {
      throw new TypeError('Invalid text.baseline property value', baseline);
    }

    // Position and scale mesh to apply layout.
    mesh.position.x = x * textScale;
    mesh.position.y = y * textScale;
    // Place text slightly in front to avoid Z-fighting.
    mesh.position.z = data.zOffset;
    mesh.scale.set(textScale, -1 * textScale, textScale);
    this.geometry.computeBoundingSphere();
  },

  /**
   * Grab font from the constant.
   * Set as a method for test stubbing purposes.
   */
  lookupFont: function (key) {
    return FONTS[key];
  }
});

function parseSide (side) {
  switch (side) {
    case 'back': {
      return THREE.BackSide;
    }
    case 'double': {
      return THREE.DoubleSide;
    }
    default: {
      return THREE.FrontSide;
    }
  }
}

/**
 * Coerce some data to numbers.
 * as they will be passed directly into text creation and update
 */
function coerceData (data) {
  data = utils.clone(data);
  if (data.lineHeight !== undefined) {
    data.lineHeight = parseFloat(data.lineHeight);
    if (!isFinite(data.lineHeight)) { data.lineHeight = undefined; }
  }
  if (data.width !== undefined) {
    data.width = parseFloat(data.width);
    if (!isFinite(data.width)) { data.width = undefined; }
  }
  return data;
}

/**
 * @returns {Promise}
 */
function loadFont (src, yOffset) {
  return new Promise(function (resolve, reject) {
    loadBMFont(src, function (err, font) {
      if (err) {
        error('Error loading font', src);
        reject(err);
        return;
      }

      // Fix negative Y offsets for Roboto MSDF font from tool. Experimentally determined.
      if (src.indexOf('/Roboto-msdf.json') >= 0) { yOffset = 30; }
      if (yOffset) { font.chars.map(function doOffset (ch) { ch.yoffset += yOffset; }); }

      resolve(font);
    });
  });
}

/**
 * @returns {Promise}
 */
function loadTexture (src) {
  return new Promise(function (resolve, reject) {
    new THREE.ImageLoader().load(src, function (image) {
      resolve(image);
    }, undefined, function () {
      error('Error loading font image', src);
      reject(null);
    });
  });
}

function createShader (el, shaderName, data) {
  var shader;
  var shaderObject;

  // Set up Shader.
  shaderObject = new shaders[shaderName].Shader();
  shaderObject.el = el;
  shaderObject.init(data);
  shaderObject.update(data);

  // Get material.
  shader = shaderObject.material;
  // Apparently, was not set on `init` nor `update`.
  shader.transparent = data.transparent;

  return {
    material: shader,
    shader: shaderObject
  };
}

/**
 * @todo Add more supported material properties (e.g., `visible`).
 */
function updateBaseMaterial (material, data) {
  material.side = data.side;
}

/**
 * Update the text geometry using `three-bmfont-text.update`.
 */
function updateGeometry (geometry, data, font) {
  geometry.update(utils.extend({}, data, {
    font: font,
    width: computeWidth(data.wrapPixels, data.wrapCount, font.widthFactor),
    text: data.value.replace(/\\n/g, '\n').replace(/\\t/g, '\t'),
    lineHeight: data.lineHeight || font.common.lineHeight
  }));
}

/**
 * Determine wrap pixel count. Either specified or by experimental fudge factor.
 * Note that experimental factor will never be correct for variable width fonts.
 */
function computeWidth (wrapPixels, wrapCount, widthFactor) {
  return wrapPixels || ((0.5 + wrapCount) * widthFactor);
}

/**
 * Compute default font width factor to use.
 */
function computeFontWidthFactor (font) {
  var sum = 0;
  var digitsum = 0;
  var digits = 0;
  font.chars.map(function (ch) {
    sum += ch.xadvance;
    if (ch.id >= 48 && ch.id <= 57) {
      digits++;
      digitsum += ch.xadvance;
    }
  });
  return digits ? digitsum / digits : sum / font.chars.length;
}

/**
 * Get or create a promise given a key and promise generator.
 * @todo Move to a utility and use in other parts of A-Frame.
 */
function PromiseCache () {
  var cache = this.cache = {};

  this.get = function (key, promiseGenerator) {
    if (key in cache) {
      return cache[key];
    }
    cache[key] = promiseGenerator();
    return cache[key];
  };
}

},{"../core/component":100,"../core/shader":109,"../lib/three":146,"../utils/":167,"load-bmfont":26,"path":8,"three-bmfont-text":38}],86:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');

/**
 * Tracked controls component.
 * Interface with the gamepad API to handled tracked controllers.
 * Select the appropriate controller and apply pose to the entity.
 * Observe buttons state and emit appropriate events.
 *
 * @property {number} controller - Index of the controller in array returned by Gamepad API.
 * @property {string} id - Selected controller among those returned by Gamepad API.
 */
module.exports.Component = registerComponent('tracked-controls', {
  schema: {
    controller: {default: 0},
    id: {type: 'string', default: ''},
    idPrefix: {type: 'string', default: ''},
    rotationOffset: {default: 0}
  },

  init: function () {
    this.buttonStates = {};
    this.previousAxis = [];
    this.previousControllerPosition = new THREE.Vector3();
  },

  update: function () {
    var controllers = this.system.controllers;
    var data = this.data;
    controllers = controllers.filter(hasIdOrPrefix);
    // handId: 0 - right, 1 - left
    this.controller = controllers[data.controller];
    function hasIdOrPrefix (controller) { return data.idPrefix ? controller.id.indexOf(data.idPrefix) === 0 : controller.id === data.id; }
  },

  tick: function (time, delta) {
    var mesh = this.el.getObject3D('mesh');
    // Update mesh animations.
    if (mesh && mesh.update) { mesh.update(delta / 1000); }
    this.updatePose();
    this.updateButtons();
  },

  updatePose: (function () {
    var controllerEuler = new THREE.Euler();
    var controllerPosition = new THREE.Vector3();
    var controllerQuaternion = new THREE.Quaternion();
    var deltaControllerPosition = new THREE.Vector3();
    var dolly = new THREE.Object3D();
    var standingMatrix = new THREE.Matrix4();
    controllerEuler.order = 'YXZ';
    return function () {
      var controller;
      var pose;
      var orientation;
      var position;
      var el = this.el;
      var vrDisplay = this.system.vrDisplay;
      this.update();
      controller = this.controller;
      if (!controller) { return; }
      pose = controller.pose;
      orientation = pose.orientation || [0, 0, 0, 1];
      position = pose.position || [0, 0, 0];
      controllerQuaternion.fromArray(orientation);
      dolly.quaternion.fromArray(orientation);
      dolly.position.fromArray(position);
      dolly.updateMatrix();
      if (vrDisplay && vrDisplay.stageParameters) {
        standingMatrix.fromArray(vrDisplay.stageParameters.sittingToStandingTransform);
        dolly.applyMatrix(standingMatrix);
      }
      controllerEuler.setFromRotationMatrix(dolly.matrix);
      controllerPosition.setFromMatrixPosition(dolly.matrix);
      el.setAttribute('rotation', {
        x: THREE.Math.radToDeg(controllerEuler.x),
        y: THREE.Math.radToDeg(controllerEuler.y),
        z: THREE.Math.radToDeg(controllerEuler.z) + this.data.rotationOffset
      });

      deltaControllerPosition.copy(controllerPosition).sub(this.previousControllerPosition);
      this.previousControllerPosition.copy(controllerPosition);
      var currentPosition = el.getAttribute('position');

      el.setAttribute('position', {
        x: currentPosition.x + deltaControllerPosition.x,
        y: currentPosition.y + deltaControllerPosition.y,
        z: currentPosition.z + deltaControllerPosition.z
      });
    };
  })(),

  updateButtons: function () {
    var i;
    var buttonState;
    var controller = this.controller;
    if (!this.controller) { return; }
    for (i = 0; i < controller.buttons.length; ++i) {
      buttonState = controller.buttons[i];
      this.handleButton(i, buttonState);
    }
    this.handleAxes(controller.axes);
  },

  handleAxes: function (controllerAxes) {
    var previousAxis = this.previousAxis;
    var changed = false;
    var i;
    for (i = 0; i < controllerAxes.length; ++i) {
      if (previousAxis[i] !== controllerAxes[i]) {
        changed = true;
        break;
      }
    }
    if (!changed) { return; }
    this.previousAxis = controllerAxes.slice();
    this.el.emit('axismove', {axis: this.previousAxis});
  },

  handleButton: function (id, buttonState) {
    var changed = false;
    changed = changed || this.handlePress(id, buttonState);
    changed = changed || this.handleTouch(id, buttonState);
    changed = changed || this.handleValue(id, buttonState);
    if (!changed) { return; }
    this.el.emit('buttonchanged', {id: id, state: buttonState});
  },

  /**
   * Determine whether a button press has occured and emit events as appropriate.
   *
   * @param {string} id - id of the button to check.
   * @param {object} buttonState - state of the button to check.
   * @returns {boolean} true if button press state changed, false otherwise.
   */
  handlePress: function (id, buttonState) {
    var buttonStates = this.buttonStates;
    var evtName;
    var previousButtonState = buttonStates[id] = buttonStates[id] || {};
    if (buttonState.pressed === previousButtonState.pressed) { return false; }
    if (buttonState.pressed) {
      evtName = 'down';
    } else {
      evtName = 'up';
    }
    this.el.emit('button' + evtName, {id: id});
    previousButtonState.pressed = buttonState.pressed;
    return true;
  },

  /**
   * Determine whether a button touch has occured and emit events as appropriate.
   *
   * @param {string} id - id of the button to check.
   * @param {object} buttonState - state of the button to check.
   * @returns {boolean} true if button touch state changed, false otherwise.
   */
  handleTouch: function (id, buttonState) {
    var buttonStates = this.buttonStates;
    var evtName;
    var previousButtonState = buttonStates[id] = buttonStates[id] || {};
    if (buttonState.touched === previousButtonState.touched) { return false; }
    if (buttonState.touched) {
      evtName = 'start';
    } else {
      evtName = 'end';
    }
    previousButtonState.touched = buttonState.touched;
    this.el.emit('touch' + evtName, {id: id, state: previousButtonState});
    return true;
  },

  /**
   * Determine whether a button value has changed.
   *
   * @param {string} id - id of the button to check.
   * @param {object} buttonState - state of the button to check.
   * @returns {boolean} true if button value changed, false otherwise.
   */
  handleValue: function (id, buttonState) {
    var buttonStates = this.buttonStates;
    var previousButtonState = buttonStates[id] = buttonStates[id] || {};
    if (buttonState.value === previousButtonState.value) { return false; }
    previousButtonState.value = buttonState.value;
    return true;
  }
});

},{"../core/component":100,"../lib/three":146}],87:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;

/**
 * Visibility component.
 */
module.exports.Component = registerComponent('visible', {
  schema: {default: true},

  update: function () {
    this.el.object3D.visible = this.data;
  }
});

},{"../core/component":100}],88:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../core/component').registerComponent;
var bind = _dereq_('../utils/bind');
var isControllerPresent = _dereq_('../utils/tracked-controls').isControllerPresent;

var VIVE_CONTROLLER_MODEL_OBJ_URL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.obj';
var VIVE_CONTROLLER_MODEL_OBJ_MTL = 'https://cdn.aframe.io/controllers/vive/vr_controller_vive.mtl';

var GAMEPAD_ID_PREFIX = 'OpenVR ';

/**
 * Vive Controls Component
 * Interfaces with vive controllers and maps Gamepad events to
 * common controller buttons: trackpad, trigger, grip, menu and system
 * It loads a controller model and highlights the pressed buttons
 */
module.exports.Component = registerComponent('vive-controls', {
  schema: {
    hand: {default: 'left'},
    buttonColor: {type: 'color', default: '#FAFAFA'},  // Off-white.
    buttonHighlightColor: {type: 'color', default: '#22D1EE'},  // Light blue.
    model: {default: true},
    rotationOffset: {default: 0} // use -999 as sentinel value to auto-determine based on hand
  },

  // buttonId
  // 0 - trackpad
  // 1 - trigger ( intensity value from 0.5 to 1 )
  // 2 - grip
  // 3 - menu ( dispatch but better for menu options )
  // 4 - system ( never dispatched on this layer )
  mapping: {
    axis0: 'trackpad',
    axis1: 'trackpad',
    button0: 'trackpad',
    button1: 'trigger',
    button2: 'grip',
    button3: 'menu',
    button4: 'system'
  },

  bindMethods: function () {
    this.onModelLoaded = bind(this.onModelLoaded, this);
    this.onControllersUpdate = bind(this.onControllersUpdate, this);
    this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this);
    this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this);
    this.onGamepadConnected = bind(this.onGamepadConnected, this);
    this.onGamepadDisconnected = bind(this.onGamepadDisconnected, this);
  },

  init: function () {
    var self = this;
    this.animationActive = 'pointing';
    this.onButtonChanged = bind(this.onButtonChanged, this);
    this.onButtonDown = function (evt) { self.onButtonEvent(evt.detail.id, 'down'); };
    this.onButtonUp = function (evt) { self.onButtonEvent(evt.detail.id, 'up'); };
    this.onButtonTouchStart = function (evt) { self.onButtonEvent(evt.detail.id, 'touchstart'); };
    this.onButtonTouchEnd = function (evt) { self.onButtonEvent(evt.detail.id, 'touchend'); };
    this.controllerPresent = false;
    this.everGotGamepadEvent = false;
    this.lastControllerCheck = 0;
    this.bindMethods();
    this.isControllerPresent = isControllerPresent; // to allow mock
  },

  addEventListeners: function () {
    var el = this.el;
    el.addEventListener('buttonchanged', this.onButtonChanged);
    el.addEventListener('buttondown', this.onButtonDown);
    el.addEventListener('buttonup', this.onButtonUp);
    el.addEventListener('touchstart', this.onButtonTouchStart);
    el.addEventListener('touchend', this.onButtonTouchEnd);
    el.addEventListener('model-loaded', this.onModelLoaded);
  },

  removeEventListeners: function () {
    var el = this.el;
    el.removeEventListener('buttonchanged', this.onButtonChanged);
    el.removeEventListener('buttondown', this.onButtonDown);
    el.removeEventListener('buttonup', this.onButtonUp);
    el.removeEventListener('touchstart', this.onButtonTouchStart);
    el.removeEventListener('touchend', this.onButtonTouchEnd);
    el.removeEventListener('model-loaded', this.onModelLoaded);
  },

  checkIfControllerPresent: function () {
    var data = this.data;
    var controller = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2;
    var isPresent = this.isControllerPresent(this.el.sceneEl, GAMEPAD_ID_PREFIX, { index: controller });
    if (isPresent === this.controllerPresent) { return; }
    this.controllerPresent = isPresent;
    if (isPresent) { this.injectTrackedControls(); } // inject track-controls
  },

  onGamepadConnected: function (evt) {
    // for now, don't disable controller update listening, due to
    // apparent issue with FF Nightly only sending one event and seeing one controller;
    // this.everGotGamepadEvent = true;
    // this.removeControllersUpdateListener();
    this.checkIfControllerPresent();
  },

  onGamepadDisconnected: function (evt) {
    // for now, don't disable controller update listening, due to
    // apparent issue with FF Nightly only sending one event and seeing one controller;
    // this.everGotGamepadEvent = true;
    // this.removeControllersUpdateListener();
    this.checkIfControllerPresent();
  },

  play: function () {
    this.checkIfControllerPresent();
    window.addEventListener('gamepadconnected', this.onGamepadConnected, false);
    window.addEventListener('gamepaddisconnected', this.onGamepadDisconnected, false);
    this.addControllersUpdateListener();
    this.addEventListeners();
  },

  pause: function () {
    window.removeEventListener('gamepadconnected', this.onGamepadConnected, false);
    window.removeEventListener('gamepaddisconnected', this.onGamepadDisconnected, false);
    this.removeControllersUpdateListener();
    this.removeEventListeners();
  },

  injectTrackedControls: function () {
    var el = this.el;
    var data = this.data;
    // handId: 0 - right, 1 - left, 2 - anything else...
    var controller = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2;
    // if we have an OpenVR Gamepad, use the fixed mapping
    el.setAttribute('tracked-controls', {idPrefix: GAMEPAD_ID_PREFIX, controller: controller, rotationOffset: data.rotationOffset});
    if (!this.data.model) { return; }
    this.el.setAttribute('obj-model', {
      obj: VIVE_CONTROLLER_MODEL_OBJ_URL,
      mtl: VIVE_CONTROLLER_MODEL_OBJ_MTL
    });
  },

  addControllersUpdateListener: function () {
    this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  removeControllersUpdateListener: function () {
    this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
  },

  onControllersUpdate: function () {
    if (!this.everGotGamepadEvent) { this.checkIfControllerPresent(); }
  },

  onButtonChanged: function (evt) {
    var button = this.mapping['button' + evt.detail.id];
    var buttonMeshes = this.buttonMeshes;
    var value;
    if (!button || !buttonMeshes || button !== 'trigger') { return; }
    value = evt.detail.state.value;
    buttonMeshes.trigger.rotation.x = -value * (Math.PI / 12);
  },

  onModelLoaded: function (evt) {
    var controllerObject3D = evt.detail.model;
    var buttonMeshes;
    if (!this.data.model) { return; }
    buttonMeshes = this.buttonMeshes = {};
    buttonMeshes.grip = {
      left: controllerObject3D.getObjectByName('leftgrip'),
      right: controllerObject3D.getObjectByName('rightgrip')
    };
    buttonMeshes.menu = controllerObject3D.getObjectByName('menubutton');
    buttonMeshes.system = controllerObject3D.getObjectByName('systembutton');
    buttonMeshes.trackpad = controllerObject3D.getObjectByName('touchpad');
    buttonMeshes.trigger = controllerObject3D.getObjectByName('trigger');
    // Offset pivot point
    controllerObject3D.position.set(0, -0.015, 0.04);
  },

  onButtonEvent: function (id, evtName) {
    var buttonName = this.mapping['button' + id];
    var i;
    if (Array.isArray(buttonName)) {
      for (i = 0; i < buttonName.length; i++) {
        this.el.emit(buttonName[i] + evtName);
      }
    } else {
      this.el.emit(buttonName + evtName);
    }
    this.updateModel(buttonName, evtName);
  },

  updateModel: function (buttonName, evtName) {
    var i;
    if (!this.data.model) { return; }
    if (Array.isArray(buttonName)) {
      for (i = 0; i < buttonName.length; i++) {
        this.updateButtonModel(buttonName[i], evtName);
      }
    } else {
      this.updateButtonModel(buttonName, evtName);
    }
  },

  updateButtonModel: function (buttonName, state) {
    var color = state === 'up' ? this.data.buttonColor : this.data.buttonHighlightColor;
    var buttonMeshes = this.buttonMeshes;
    if (!buttonMeshes) { return; }
    if (buttonName === 'grip') {
      buttonMeshes.grip.left.material.color.set(color);
      buttonMeshes.grip.right.material.color.set(color);
      return;
    }
    buttonMeshes[buttonName].material.color.set(color);
  }
});

},{"../core/component":100,"../utils/bind":161,"../utils/tracked-controls":171}],89:[function(_dereq_,module,exports){
var KEYCODE_TO_CODE = _dereq_('../constants').keyboardevent.KEYCODE_TO_CODE;
var registerComponent = _dereq_('../core/component').registerComponent;
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');

var bind = utils.bind;
var shouldCaptureKeyEvent = utils.shouldCaptureKeyEvent;

var CLAMP_VELOCITY = 0.00001;
var MAX_DELTA = 0.2;

/**
 * WASD component to control entities using WASD keys.
 */
module.exports.Component = registerComponent('wasd-controls', {
  schema: {
    acceleration: {default: 65},
    adAxis: {default: 'x', oneOf: ['x', 'y', 'z']},
    adEnabled: {default: true},
    adInverted: {default: false},
    easing: {default: 20},
    enabled: {default: true},
    fly: {default: false},
    wsAxis: {default: 'z', oneOf: ['x', 'y', 'z']},
    wsEnabled: {default: true},
    wsInverted: {default: false}
  },

  init: function () {
    // To keep track of the pressed keys.
    this.keys = {};

    this.velocity = new THREE.Vector3();

    // Bind methods and add event listeners.
    this.onBlur = bind(this.onBlur, this);
    this.onFocus = bind(this.onFocus, this);
    this.onKeyDown = bind(this.onKeyDown, this);
    this.onKeyUp = bind(this.onKeyUp, this);
    this.onVisibilityChange = bind(this.onVisibilityChange, this);
    this.attachVisibilityEventListeners();
  },

  tick: function (time, delta) {
    var data = this.data;
    var el = this.el;
    var movementVector;
    var position;
    var velocity = this.velocity;

    // Use seconds.
    delta = delta / 1000;

    // Get velocity.
    this.updateVelocity(delta);
    if (!velocity[data.adAxis] && !velocity[data.wsAxis]) { return; }

    // Get movement vector and translate position.
    movementVector = this.getMovementVector(delta);
    position = el.getAttribute('position');
    el.setAttribute('position', {
      x: position.x + movementVector.x,
      y: position.y + movementVector.y,
      z: position.z + movementVector.z
    });
  },

  remove: function () {
    this.removeKeyEventListeners();
    this.removeVisibilityEventListeners();
  },

  play: function () {
    this.attachKeyEventListeners();
  },

  pause: function () {
    this.keys = {};
    this.removeKeyEventListeners();
  },

  updateVelocity: function (delta) {
    var acceleration;
    var adAxis;
    var adSign;
    var data = this.data;
    var keys = this.keys;
    var velocity = this.velocity;
    var wsAxis;
    var wsSign;

    adAxis = data.adAxis;
    wsAxis = data.wsAxis;

    // If FPS too low, reset velocity.
    if (delta > MAX_DELTA) {
      velocity[adAxis] = 0;
      velocity[wsAxis] = 0;
      return;
    }

    // Decay velocity.
    if (velocity[adAxis] !== 0) {
      velocity[adAxis] -= velocity[adAxis] * data.easing * delta;
    }
    if (velocity[wsAxis] !== 0) {
      velocity[wsAxis] -= velocity[wsAxis] * data.easing * delta;
    }

    // Clamp velocity easing.
    if (Math.abs(velocity[adAxis]) < CLAMP_VELOCITY) { velocity[adAxis] = 0; }
    if (Math.abs(velocity[wsAxis]) < CLAMP_VELOCITY) { velocity[wsAxis] = 0; }

    if (!data.enabled) { return; }

    // Update velocity using keys pressed.
    acceleration = data.acceleration;
    if (data.adEnabled) {
      adSign = data.adInverted ? -1 : 1;
      if (keys.KeyA || keys.ArrowLeft) { velocity[adAxis] -= adSign * acceleration * delta; }
      if (keys.KeyD || keys.ArrowRight) { velocity[adAxis] += adSign * acceleration * delta; }
    }
    if (data.wsEnabled) {
      wsSign = data.wsInverted ? -1 : 1;
      if (keys.KeyW || keys.ArrowUp) { velocity[wsAxis] -= wsSign * acceleration * delta; }
      if (keys.KeyS || keys.ArrowDown) { velocity[wsAxis] += wsSign * acceleration * delta; }
    }
  },

  getMovementVector: (function () {
    var directionVector = new THREE.Vector3(0, 0, 0);
    var rotationEuler = new THREE.Euler(0, 0, 0, 'YXZ');

    return function (delta) {
      var rotation = this.el.getAttribute('rotation');
      var velocity = this.velocity;

      directionVector.copy(velocity);
      directionVector.multiplyScalar(delta);

      // Absolute.
      if (!rotation) { return directionVector; }

      if (!this.data.fly) { rotation.x = 0; }

      // Transform direction relative to heading.
      rotationEuler.set(THREE.Math.degToRad(rotation.x), THREE.Math.degToRad(rotation.y), 0);
      directionVector.applyEuler(rotationEuler);
      return directionVector;
    };
  })(),

  attachVisibilityEventListeners: function () {
    window.addEventListener('blur', this.onBlur);
    window.addEventListener('focus', this.onFocus);
    document.addEventListener('visibilitychange', this.onVisibilityChange);
  },

  removeVisibilityEventListeners: function () {
    window.removeEventListener('blur', this.onBlur);
    window.removeEventListener('focus', this.onFocus);
    document.removeEventListener('visibilitychange', this.onVisibilityChange);
  },

  attachKeyEventListeners: function () {
    window.addEventListener('keydown', this.onKeyDown);
    window.addEventListener('keyup', this.onKeyUp);
  },

  removeKeyEventListeners: function () {
    window.removeEventListener('keydown', this.onKeyDown);
    window.removeEventListener('keyup', this.onKeyUp);
  },

  onBlur: function () {
    this.pause();
  },

  onFocus: function () {
    this.play();
  },

  onVisibilityChange: function () {
    if (document.hidden) {
      this.onBlur();
    } else {
      this.onFocus();
    }
  },

  onKeyDown: function (event) {
    var code;
    if (!shouldCaptureKeyEvent(event)) { return; }
    code = event.code || KEYCODE_TO_CODE[event.keyCode];
    this.keys[code] = true;
  },

  onKeyUp: function (event) {
    var code;
    code = event.code || KEYCODE_TO_CODE[event.keyCode];
    this.keys[code] = false;
  }
});

},{"../constants":91,"../core/component":100,"../lib/three":146,"../utils/":167}],90:[function(_dereq_,module,exports){
/**
 * Animation configuration options for TWEEN.js animations.
 * Used by `<a-animation>`.
 */
var TWEEN = _dereq_('tween.js');

var DIRECTIONS = {
  alternate: 'alternate',
  alternateReverse: 'alternate-reverse',
  normal: 'normal',
  reverse: 'reverse'
};

var EASING_FUNCTIONS = {
  'linear': TWEEN.Easing.Linear.None,

  'ease': TWEEN.Easing.Cubic.InOut,
  'ease-in': TWEEN.Easing.Cubic.In,
  'ease-out': TWEEN.Easing.Cubic.Out,
  'ease-in-out': TWEEN.Easing.Cubic.InOut,

  'ease-cubic': TWEEN.Easing.Cubic.In,
  'ease-in-cubic': TWEEN.Easing.Cubic.In,
  'ease-out-cubic': TWEEN.Easing.Cubic.Out,
  'ease-in-out-cubic': TWEEN.Easing.Cubic.InOut,

  'ease-quad': TWEEN.Easing.Quadratic.InOut,
  'ease-in-quad': TWEEN.Easing.Quadratic.In,
  'ease-out-quad': TWEEN.Easing.Quadratic.Out,
  'ease-in-out-quad': TWEEN.Easing.Quadratic.InOut,

  'ease-quart': TWEEN.Easing.Quartic.InOut,
  'ease-in-quart': TWEEN.Easing.Quartic.In,
  'ease-out-quart': TWEEN.Easing.Quartic.Out,
  'ease-in-out-quart': TWEEN.Easing.Quartic.InOut,

  'ease-quint': TWEEN.Easing.Quintic.InOut,
  'ease-in-quint': TWEEN.Easing.Quintic.In,
  'ease-out-quint': TWEEN.Easing.Quintic.Out,
  'ease-in-out-quint': TWEEN.Easing.Quintic.InOut,

  'ease-sine': TWEEN.Easing.Sinusoidal.InOut,
  'ease-in-sine': TWEEN.Easing.Sinusoidal.In,
  'ease-out-sine': TWEEN.Easing.Sinusoidal.Out,
  'ease-in-out-sine': TWEEN.Easing.Sinusoidal.InOut,

  'ease-expo': TWEEN.Easing.Exponential.InOut,
  'ease-in-expo': TWEEN.Easing.Exponential.In,
  'ease-out-expo': TWEEN.Easing.Exponential.Out,
  'ease-in-out-expo': TWEEN.Easing.Exponential.InOut,

  'ease-circ': TWEEN.Easing.Circular.InOut,
  'ease-in-circ': TWEEN.Easing.Circular.In,
  'ease-out-circ': TWEEN.Easing.Circular.Out,
  'ease-in-out-circ': TWEEN.Easing.Circular.InOut,

  'ease-elastic': TWEEN.Easing.Elastic.InOut,
  'ease-in-elastic': TWEEN.Easing.Elastic.In,
  'ease-out-elastic': TWEEN.Easing.Elastic.Out,
  'ease-in-out-elastic': TWEEN.Easing.Elastic.InOut,

  'ease-back': TWEEN.Easing.Back.InOut,
  'ease-in-back': TWEEN.Easing.Back.In,
  'ease-out-back': TWEEN.Easing.Back.Out,
  'ease-in-out-back': TWEEN.Easing.Back.InOut,

  'ease-bounce': TWEEN.Easing.Bounce.InOut,
  'ease-in-bounce': TWEEN.Easing.Bounce.In,
  'ease-out-bounce': TWEEN.Easing.Bounce.Out,
  'ease-in-out-bounce': TWEEN.Easing.Bounce.InOut
};

var FILLS = {
  backwards: 'backwards',
  both: 'both',
  forwards: 'forwards',
  none: 'none'
};

var REPEATS = {
  indefinite: 'indefinite'
};

var DEFAULTS = {
  attribute: 'rotation',
  begin: '',
  end: '',
  delay: 0,
  dur: 1000,
  easing: 'ease',
  direction: DIRECTIONS.normal,
  fill: FILLS.forwards,
  from: undefined,
  repeat: 0,
  to: undefined
};

module.exports.defaults = DEFAULTS;
module.exports.directions = DIRECTIONS;
module.exports.easingFunctions = EASING_FUNCTIONS;
module.exports.fills = FILLS;
module.exports.repeats = REPEATS;

},{"tween.js":49}],91:[function(_dereq_,module,exports){
module.exports = {
  AFRAME_INJECTED: 'aframe-injected',
  DEFAULT_CAMERA_HEIGHT: 1.6,
  animation: _dereq_('./animation'),
  keyboardevent: _dereq_('./keyboardevent')
};

},{"./animation":90,"./keyboardevent":92}],92:[function(_dereq_,module,exports){
module.exports = {
  // Tiny KeyboardEvent.code polyfill.
  KEYCODE_TO_CODE: {
    '38': 'ArrowUp',
    '37': 'ArrowLeft',
    '40': 'ArrowDown',
    '39': 'ArrowRight',
    '87': 'KeyW',
    '65': 'KeyA',
    '83': 'KeyS',
    '68': 'KeyD'
  }
};

},{}],93:[function(_dereq_,module,exports){
var ANode = _dereq_('./a-node');
var animationConstants = _dereq_('../constants/animation');
var coordinates = _dereq_('../utils/').coordinates;
var parseProperty = _dereq_('./schema').parseProperty;
var registerElement = _dereq_('./a-register-element').registerElement;
var TWEEN = _dereq_('tween.js');
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');
var bind = utils.bind;

var getComponentProperty = utils.entity.getComponentProperty;
var DEFAULTS = animationConstants.defaults;
var DIRECTIONS = animationConstants.directions;
var EASING_FUNCTIONS = animationConstants.easingFunctions;
var FILLS = animationConstants.fills;
var REPEATS = animationConstants.repeats;
var isCoordinate = coordinates.isCoordinate;

/**
 * Animation element that applies Tween animation to parent element (entity).
 * Takes after the Web Animations spec.
 *
 * @member {number} count - Decrementing counter for how many cycles of animations left to
 *         run.
 * @member {Element} el - Entity which the animation is modifying.
 * @member initialValue - Value before animation started. Used to restore state.
 * @member {bool} isRunning - Whether animation is currently running.
 * @member {function} partialSetAttribute -
 *   setAttribute function that is agnostic to whether we are setting an attribute value
 *   or a component property value. The el and the attribute names are bundled with
 *   the function.
 * @member {object} tween - tween.js object.
 */
module.exports.AAnimation = registerElement('a-animation', {
  prototype: Object.create(ANode.prototype, {
    createdCallback: {
      value: function () {
        this.bindMethods();
        this.isRunning = false;
        this.partialSetAttribute = function () { /* no-op */ };
        this.tween = null;
      }
    },

    attachedCallback: {
      value: function () {
        this.el = this.parentNode;
        this.handleMixinUpdate();
        this.update();
        this.load();
      }
    },

    attributeChangedCallback: {
      value: function (attr, oldVal, newVal) {
        if (!this.hasLoaded || !this.isRunning) { return; }
        this.stop();
        this.handleMixinUpdate();
        this.update();
      }
    },

    detachedCallback: {
      value: function () {
        if (!this.isRunning) { return; }
        this.stop();
      }
    },

    /**
     * Builds a Tween object to handle animations.
     * Uses tween.js's from, to, delay, easing, repeat, onUpdate, and onComplete.
     * Note: tween.js takes objects for its `from` and `to` values.
     *
     * @returns {object}
     */
    getTween: {
      value: function () {
        var self = this;
        var data = self.data;
        var el = self.el;
        var animationValues;
        var attribute = data.attribute;
        var delay = parseInt(data.delay, 10);
        var currentValue = getComponentProperty(el, attribute);
        var direction = self.getDirection(data.direction);
        var easing = EASING_FUNCTIONS[data.easing];
        var fill = data.fill;
        var from;
        var repeat = data.repeat === REPEATS.indefinite ? Infinity : 0;
        var to;
        var toTemp;
        var yoyo = false;

        animationValues = getAnimationValues(el, attribute, data.from || self.initialValue, data.to, currentValue);
        from = animationValues.from;
        to = animationValues.to;
        self.partialSetAttribute = animationValues.partialSetAttribute;

        if (self.count === undefined) {
          self.count = repeat === Infinity ? 0 : parseInt(data.repeat, 10);
        }

        if (isNaN(delay)) { delay = 0; }

        // Store initial state.
        self.initialValue = self.initialValue || cloneValue(currentValue);

        // Handle indefinite + forwards + alternate yoyo edge-case (#405).
        if (repeat === Infinity && fill === FILLS.forwards &&
            [DIRECTIONS.alternate,
              DIRECTIONS.alternateReverse].indexOf(data.direction) !== -1) {
          yoyo = true;
        }

        // If reversing, swap from and to.
        if (direction === DIRECTIONS.reverse) {
          toTemp = to;
          to = cloneValue(from);
          from = cloneValue(toTemp);
        }

        // If fill is backwards or both, start animation at the specified from.
        if ([FILLS.backwards, FILLS.both].indexOf(fill) !== -1) {
          self.partialSetAttribute(from);
        }

        // Create Tween.
        return new TWEEN.Tween(cloneValue(from))
          .to(to, data.dur)
          .delay(delay)
          .easing(easing)
          .repeat(repeat)
          .yoyo(yoyo)
          .onUpdate(function () {
            self.partialSetAttribute(this);
          })
          .onComplete(bind(self.onCompleted, self));
      }
    },

    /**
     * Animation parameters changed. Stop current animation, get a new one, and start it.
     */
    update: {
      value: function () {
        var data = this.data;
        // Terminology warning if infinite used instead of indefinite
        if (data.repeat === 'infinite') {
          console.warn("Using 'infinite' as 'repeat' value is invalid.  Use 'indefinite' instead.");
        }
        // Deprecation warning for begin when used as a delay.
        if (data.begin !== '' && !isNaN(data.begin)) {
          console.warn("Using 'begin' to specify a delay is deprecated. Use 'delay' instead.");
          data.delay = data.begin;
          data.begin = '';
        }
        var begin = data.begin;
        var end = data.end;
        // Cancel previous event listeners
        if (this.evt) { this.removeEventListeners(this.evt); }
        // Store new event name.
        this.evt = {begin: begin, end: end};
        // Add new event listeners
        this.addEventListeners(this.evt);
        // If `begin` is not defined, start the animation right away.
        if (begin === '') {
          this.stop();
          this.start();
        }
      },
      writable: window.debug
    },

    /**
     * Callback for when a cycle of an animation is complete. Handles when to completely
     * finish the animation.
     *
     * If `repeat` is set to a value, this method is called after each repeat. Repeats are
     * handled by ending the current animation and creating a new one with `count` updated.
     * Note that this method is *not* called if repeat is set to `indefinite`.
     */
    onCompleted: {
      value: function () {
        var data = this.data;
        this.isRunning = false;
        if ([FILLS.backwards, FILLS.none].indexOf(data.fill) !== -1) {
          this.partialSetAttribute(this.initialValue);
        }
        if (this.count === 0) {
          this.count = undefined;
          this.emit('animationend');
          return;
        }
        this.isRunning = false;
        this.count--;
        this.start();
      }
    },

    start: {
      value: function () {
        var self = this;
        // Postpone animation start until the entity has loaded
        if (!this.el.hasLoaded) {
          this.el.addEventListener('loaded', function () { self.start(); });
          return;
        }
        if (this.isRunning || !this.el.isPlaying) { return; }
        this.tween = this.getTween();
        this.isRunning = true;
        this.tween.start();
        this.emit('animationstart');
      },
      writable: true
    },

    stop: {
      value: function () {
        var tween = this.tween;
        if (!tween) { return; }
        tween.stop();
        this.isRunning = false;
        if ([FILLS.backwards, FILLS.none].indexOf(this.data.fill) !== -1) {
          this.partialSetAttribute(this.initialValue);
        }
        this.emit('animationstop');
      },
      writable: true
    },

    /**
     * Handle alternating directions. Given the current direction, calculate the next one,
     * and store the current one.
     *
     * @param {string} direction
     * @returns {string} Direction that the next individual cycle of the animation will go
     *          towards.
     */
    getDirection: {
      value: function (direction) {
        if (direction === DIRECTIONS.alternate) {
          this.prevDirection =
            this.prevDirection === DIRECTIONS.normal ? DIRECTIONS.reverse : DIRECTIONS.normal;
          return this.prevDirection;
        }
        if (direction === DIRECTIONS.alternateReverse) {
          this.prevDirection =
            this.prevDirection === DIRECTIONS.reverse ? DIRECTIONS.normal : DIRECTIONS.reverse;
          return this.prevDirection;
        }
        return direction;
      }
    },

    /**
     * Preemptive binding to attach/detach event listeners (see `update`).
     */
    bindMethods: {
      value: function () {
        this.start = bind(this.start, this);
        this.stop = bind(this.stop, this);
        this.onStateAdded = bind(this.onStateAdded, this);
        this.onStateRemoved = bind(this.onStateRemoved, this);
      }
    },

    addEventListeners: {
      value: function (evts) {
        var el = this.el;
        var self = this;
        utils.splitString(evts.begin).forEach(function (evt) {
          el.addEventListener(evt, self.start);
        });
        utils.splitString(evts.end).forEach(function (evt) {
          el.addEventListener(evt, self.stop);
        });
        // If "begin" is an event name, wait. If it is not defined, start.
        if (evts.begin === '') { el.addEventListener('play', this.start); }
        el.addEventListener('pause', this.stop);
        el.addEventListener('stateadded', this.onStateAdded);
        el.addEventListener('stateremoved', this.onStateRemoved);
      }
    },

    removeEventListeners: {
      value: function (evts) {
        var el = this.el;
        var start = this.start;
        var stop = this.stop;
        utils.splitString(evts.begin).forEach(function (evt) {
          el.removeEventListener(evt, start);
        });
        utils.splitString(evts.end).forEach(function (evt) {
          el.removeEventListener(evt, stop);
        });
        el.removeEventListener('stateadded', this.onStateAdded);
        el.removeEventListener('stateremoved', this.onStateRemoved);
      }
    },

    onStateAdded: {
      value: function (evt) {
        if (evt.detail.state === this.data.begin) { this.start(); }
      },
      writable: true
    },

    onStateRemoved: {
      value: function (evt) {
        if (evt.detail.state === this.data.begin) { this.stop(); }
      },
      writable: true
    },

    /**
     * Applies animation data from a mixin element.
     * Works the same as component mixins but reimplemented because animations
     * aren't components.
     */
    handleMixinUpdate: {
      value: function () {
        var data = {};
        var elData;
        var mixinData;
        var mixinEl;

        // Get mixin data.
        mixinEl = document.querySelector('#' + this.getAttribute('mixin'));
        mixinData = mixinEl ? utils.getElData(mixinEl, DEFAULTS) : {};

        elData = utils.getElData(this, DEFAULTS);
        utils.extend(data, DEFAULTS, mixinData, elData);
        this.data = data;
      }
    }
  })
});

function cloneValue (val) {
  return utils.extend({}, val);
}

/**
 * Deduces different animation values based on whether we are:
 *   - animating an inner attribute of a component.
 *   - animating a coordinate component.
 *   - animating a boolean.
 *   - animating a number.
 *
 * @param {Element} el
 * @param {string} attribute - Tells what to animate based on whether it is dot-separated.
 * @param {string} dataFrom - Data `from` value.
 * @param {string} dataTo - Data `to` value.
 * @param currentValue
 * @returns {object}
 *   Object with keys [from, to, partialSetAttribute].
 *     `from` and `to`
 *        Objects where key is attribute being animated and value is value.
 *     `partialSetAttribute`
 *        Closured-function that tells tween how to update the component.
 */
function getAnimationValues (el, attribute, dataFrom, dataTo, currentValue) {
  var attributeSplit = attribute.split('.');
  var schema;
  var component;
  var componentPropName;
  var componentName;
  var from = {};
  var partialSetAttribute;
  var to = {};
  if (attributeSplit.length === 2) {
    if (isColor()) {
      getForColorComponent();
    } else {
      getForComponentAttribute();
    }
  } else if (dataTo && isCoordinate(dataTo)) {
    getForCoordinateComponent();
  } else if (['true', 'false'].indexOf(dataTo) !== -1) {
    getForBoolean();
  } else if (isNaN(dataTo)) {
    getForColorComponent();
  } else {
    getForNumber();
  }
  return {
    from: from,
    partialSetAttribute: partialSetAttribute,
    to: to
  };

  /**
   * Match the schema type to color
   * @return {bool} if the schema is of type color
   */
  function isColor () {
    var componentName = attributeSplit[0];
    var propertyName = attributeSplit[1];
    var component = el.components[componentName];
    var schema = component && component.schema;
    return schema && schema[propertyName] && schema[propertyName].type === 'color';
  }

  /**
   * Animating a component that has multiple attributes (e.g., geometry.width).
   */
  function getForComponentAttribute () {
    componentName = attributeSplit[0];
    componentPropName = attributeSplit[1];
    component = el.components[componentName];
    if (!component) {
      el.setAttribute(componentName, '');
      component = el.components[componentName];
    }
    schema = component.schema;
    if (dataFrom === undefined) {  // dataFrom can be 0.
      from[attribute] = getComponentProperty(el, attribute);
    } else {
      from[attribute] = dataFrom;
    }
    from[attribute] = parseProperty(from[attribute], schema[componentPropName]);
    to[attribute] = parseProperty(dataTo, schema[componentPropName]);
    partialSetAttribute = function (value) {
      if (!(attribute in value)) { return; }
      el.setAttribute(componentName, componentPropName, value[attribute]);
    };
  }

  /**
   * Animating a component that is an XYZ coordinate (e.g., position).
   * Will be tweening {x, y, z} all at once.
   */
  function getForCoordinateComponent () {
    from = dataFrom ? coordinates.parse(dataFrom) : currentValue;
    to = coordinates.parse(dataTo);
    partialSetAttribute = function (value) {
      el.setAttribute(attribute, value);
    };
  }

  /**
   * Animation a boolean (e.g., visible).
   * Have to convert from boolean to an integer (0 is false, > 0 is true) for tween.
   */
  function getForBoolean () {
    if (dataFrom === undefined) {
      from[attribute] = false;
    } else {
      from[attribute] = strToBool(dataFrom);
    }
    from[attribute] = boolToNum(from[attribute]);
    to[attribute] = boolToNum(strToBool(dataTo));
    partialSetAttribute = function (value) {
      el.setAttribute(attribute, !!value[attribute]);
    };
  }

  /**
   * Animating a color component
   *   Will convert a hex value to a THREE.Color
   *   Then converts to hex for the setAttribute
   */
  function getForColorComponent () {
    from = new THREE.Color(dataFrom);
    to = new THREE.Color(dataTo);
    partialSetAttribute = function (value) {
      if (attributeSplit.length > 1) {
        el.setAttribute(attributeSplit[0], attributeSplit[1], rgbVectorToHex(value));
      }
      el.setAttribute(attribute, rgbVectorToHex(value));
    };
  }

  /**
   * Animating a numbered attribute (e.g., opacity).
   */
  function getForNumber () {
    if (dataFrom === undefined) {  // dataFrom can be 0.
      from[attribute] = parseFloat(el.getAttribute(attribute));
    } else {
      from[attribute] = parseFloat(dataFrom);
    }
    to[attribute] = parseFloat(dataTo);
    partialSetAttribute = function (value) {
      el.setAttribute(attribute, value[attribute]);
    };
  }
}
module.exports.getAnimationValues = getAnimationValues;

/**
 * Converts string to bool.
 *
 * @param {string} str - `true` or `false`.
 * @returns {bool}
 */
function strToBool (str) {
  if (str === 'true') { return true; }
  return false;
}

/**
 * Converts boolean to number.
 *
 * @param {bool}
 * @returns {number}
 */
function boolToNum (bool) {
  return bool ? 1 : 0;
}

/**
 * Converts a number 0-255 to hex
 * @param {number} color number 0 - 255
 * @returns {string} hex value of number bassed
 */
function componentToHex (color) {
  var hex = color.toString(16);
  return hex.length === 1 ? '0' + hex : hex;
}

/**
 * Clamps a number to 0-1
 * Then converts that number to 0-255
 * @param {number} color number 0 - 1
 * @returns {number} color number 0 - 255
 */
function convertToIntegerColor (color) {
  return Math.floor(Math.min(Math.abs(color), 1) * 255);
}

/**
 * Converts a rgb object into a hex string
 * @param {object} color { r: 1, g: 1, b: 1 }
 * @returns {string} hex value #ffffff
 */
function rgbVectorToHex (color) {
  return '#' + ['r', 'g', 'b'].map(function (prop) {
    return componentToHex(convertToIntegerColor(color[prop]));
  }).join('');
}

},{"../constants/animation":90,"../lib/three":146,"../utils/":167,"./a-node":98,"./a-register-element":99,"./schema":108,"tween.js":49}],94:[function(_dereq_,module,exports){
var ANode = _dereq_('./a-node');
var bind = _dereq_('../utils/bind');
var debug = _dereq_('../utils/debug');
var registerElement = _dereq_('./a-register-element').registerElement;
var THREE = _dereq_('../lib/three');

var fileLoader = new THREE.FileLoader();
var warn = debug('core:a-assets:warn');

/**
 * Asset management system. Handles blocking on asset loading.
 */
module.exports = registerElement('a-assets', {
  prototype: Object.create(ANode.prototype, {
    createdCallback: {
      value: function () {
        this.isAssets = true;
        this.fileLoader = fileLoader;
        this.timeout = null;
      }
    },

    attachedCallback: {
      value: function () {
        var self = this;
        var i;
        var loaded = [];
        var mediaEl;
        var mediaEls;
        var imgEl;
        var imgEls;
        var timeout;

        if (!this.parentNode.isScene) {
          throw new Error('<a-assets> must be a child of a <a-scene>.');
        }

        // Wait for <img>s.
        imgEls = this.querySelectorAll('img');
        for (i = 0; i < imgEls.length; i++) {
          imgEl = fixUpMediaElement(imgEls[i]);
          loaded.push(new Promise(function (resolve, reject) {
            imgEl.onload = resolve;
            imgEl.onerror = reject;
          }));
        }

        // Wait for <audio>s and <video>s.
        mediaEls = this.querySelectorAll('audio, video');
        for (i = 0; i < mediaEls.length; i++) {
          mediaEl = fixUpMediaElement(mediaEls[i]);
          loaded.push(mediaElementLoaded(mediaEl));
        }

        // Trigger loaded for scene to start rendering.
        Promise.all(loaded).then(bind(this.load, this));

        // Timeout to start loading anyways.
        timeout = parseInt(this.getAttribute('timeout'), 10) || 3000;
        this.timeout = setTimeout(function () {
          if (self.hasLoaded) { return; }
          warn('Asset loading timed out in ', timeout, 'ms');
          self.emit('timeout');
          self.load();
        }, timeout);
      }
    },

    detachedCallback: {
      value: function () {
        if (this.timeout) { clearTimeout(this.timeout); }
      }
    },

    load: {
      value: function () {
        ANode.prototype.load.call(this, null, function waitOnFilter (el) {
          return el.isAssetItem && el.hasAttribute('src');
        });
      }
    }
  })
});

/**
 * Preload using XHRLoader for any type of asset.
 */
registerElement('a-asset-item', {
  prototype: Object.create(ANode.prototype, {
    createdCallback: {
      value: function () {
        this.data = null;
        this.isAssetItem = true;
      }
    },

    attachedCallback: {
      value: function () {
        var self = this;
        var src = this.getAttribute('src');
        fileLoader.load(src, function handleOnLoad (textResponse) {
          THREE.Cache.files[src] = textResponse;
          self.data = textResponse;
          /*
            Workaround for a Chrome bug. If another XHR is sent to the same url before the
            previous one closes, the second request never finishes.
            setTimeout finishes the first request and lets the logic triggered by load open
            subsequent requests.
            setTimeout can be removed once the fix for the bug below ships:
            https://bugs.chromium.org/p/chromium/issues/detail?id=633696&q=component%3ABlink%3ENetwork%3EXHR%20&colspec=ID%20Pri%20M%20Stars%20ReleaseBlock%20Component%20Status%20Owner%20Summary%20OS%20Modified
          */
          setTimeout(function load () { ANode.prototype.load.call(self); });
        }, function handleOnProgress (xhr) {
          self.emit('progress', {
            loadedBytes: xhr.loaded,
            totalBytes: xhr.total,
            xhr: xhr
          });
        }, function handleOnError (xhr) {
          self.emit('error', {xhr: xhr});
        });
      }
    }
  })
});

/**
 * Create a Promise that resolves once the media element has finished buffering.
 *
 * @param {Element} el - HTMLMediaElement.
 * @returns {Promise}
 */
function mediaElementLoaded (el) {
  if (!el.hasAttribute('autoplay') && el.getAttribute('preload') !== 'auto') {
    return;
  }

  // If media specifies autoplay or preload, wait until media is completely buffered.
  return new Promise(function (resolve, reject) {
    if (el.readyState === 4) { return resolve(); }  // Already loaded.
    if (el.error) { return reject(); }  // Error.

    el.addEventListener('loadeddata', checkProgress, false);
    el.addEventListener('progress', checkProgress, false);
    el.addEventListener('error', reject, false);

    function checkProgress () {
      // Add up the seconds buffered.
      var secondsBuffered = 0;
      for (var i = 0; i < el.buffered.length; i++) {
        secondsBuffered += el.buffered.end(i) - el.buffered.start(i);
      }

      // Compare seconds buffered to media duration.
      if (secondsBuffered >= el.duration) {
        resolve();
      }
    }
  });
}

/**
 * Automatically add attributes to media elements where convenient.
 * crossorigin, playsinline.
 */
function fixUpMediaElement (mediaEl) {
  // Cross-origin.
  var newMediaEl = setCrossOrigin(mediaEl);

  // Plays inline for mobile.
  if (newMediaEl.tagName === 'VIDEO') {
    newMediaEl.setAttribute('playsinline', '');
    newMediaEl.setAttribute('webkit-playsinline', '');
  }

  if (newMediaEl !== mediaEl) {
    mediaEl.parentNode.appendChild(newMediaEl);
    mediaEl.parentNode.removeChild(mediaEl);
  }
  return newMediaEl;
}

/**
 * Automatically set `crossorigin` if not defined on the media element.
 * If it is not defined, we must create and re-append a new media element <img> and
 * have the browser re-request it with `crossorigin` set.
 *
 * @param {Element} Media element (e.g., <img>, <audio>, <video>).
 * @returns {Element} Media element to be used to listen to for loaded events.
 */
function setCrossOrigin (mediaEl) {
  var newMediaEl;
  var src;

  // Already has crossorigin set.
  if (mediaEl.hasAttribute('crossorigin')) { return mediaEl; }

  src = mediaEl.getAttribute('src');

  if (src !== null) {
    // Does not have protocol.
    if (src.indexOf('://') === -1) { return mediaEl; }

    // Determine if cross origin is actually needed.
    if (extractDomain(src) === window.location.host) { return mediaEl; }
  }

  warn('Cross-origin element was requested without `crossorigin` set. ' +
       'A-Frame will re-request the asset with `crossorigin` attribute set.', src);
  mediaEl.crossOrigin = 'anonymous';
  newMediaEl = mediaEl.cloneNode(true);
  return newMediaEl;
}

/**
 * Extract domain out of URL.
 *
 * @param {string} url
 * @returns {string}
 */
function extractDomain (url) {
  // Find and remove protocol (e.g., http, ftp, etc.) to get domain.
  var domain = url.indexOf('://') > -1 ? url.split('/')[2] : url.split('/')[0];

  // Find and remove port number.
  return domain.split(':')[0];
}

},{"../lib/three":146,"../utils/bind":161,"../utils/debug":163,"./a-node":98,"./a-register-element":99}],95:[function(_dereq_,module,exports){
/* global HTMLElement */
var debug = _dereq_('../utils/debug');
var registerElement = _dereq_('./a-register-element').registerElement;

var warn = debug('core:cubemap:warn');

/**
 * Cubemap element that handles validation and exposes list of URLs.
 * Does not listen to updates.
 */
module.exports = registerElement('a-cubemap', {
  prototype: Object.create(HTMLElement.prototype, {
    /**
     * Calculates this.srcs.
     */
    attachedCallback: {
      value: function () {
        this.srcs = this.validate();
      },
      writable: window.debug
    },

    /**
     * Checks for exactly six elements with [src].
     * Does not check explicitly for <img>s in case user does not want
     * prefetching.
     *
     * @returns {Array|null} - six URLs if valid, else null.
     */
    validate: {
      value: function () {
        var elements = this.querySelectorAll('[src]');
        var i;
        var srcs = [];
        if (elements.length === 6) {
          for (i = 0; i < elements.length; i++) {
            srcs.push(elements[i].getAttribute('src'));
          }
          return srcs;
        }
        // Else if there are not six elements, throw a warning.
        warn(
          '<a-cubemap> did not contain exactly six elements each with a ' +
          '`src` attribute.');
      },
      writable: window.debug
    }
  })
});

},{"../utils/debug":163,"./a-register-element":99}],96:[function(_dereq_,module,exports){
/* global HTMLElement */
var ANode = _dereq_('./a-node');
var COMPONENTS = _dereq_('./component').components;
var registerElement = _dereq_('./a-register-element').registerElement;
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');

var AEntity;
var bind = utils.bind;
var debug = utils.debug('core:a-entity:debug');
var warn = utils.debug('core:a-entity:warn');

var MULTIPLE_COMPONENT_DELIMITER = '__';

/**
 * Entity is a container object that components are plugged into to comprise everything in
 * the scene. In A-Frame, they inherently have position, rotation, and scale.
 *
 * To be able to take components, the scene element inherits from the entity definition.
 *
 * @member {object} components - entity's currently initialized components.
 * @member {object} object3D - three.js object.
 * @member {array} states
 * @member {boolean} isPlaying - false if dynamic behavior of the entity is paused.
 */
var proto = Object.create(ANode.prototype, {
  defaultComponents: {
    value: {
      position: '',
      rotation: '',
      scale: '',
      visible: ''
    }
  },

  createdCallback: {
    value: function () {
      this.components = {};
      this.isEntity = true;
      this.isPlaying = false;
      this.object3D = new THREE.Group();
      this.object3D.el = this;
      this.object3DMap = {};
      this.parentEl = null;
      this.states = [];
    }
  },

  /**
   * Handle changes coming from the browser DOM inspector.
   */
  attributeChangedCallback: {
    value: function (attr, oldVal, newVal) {
      var component = this.components[attr];
      // If the empty string is passed by the component initialization
      // logic we ignore the component update.
      if (component && component.justInitialized && newVal === '') {
        delete component.justInitialized;
        return;
      }
      // When a component is removed after calling el.removeAttribute('material')
      if (!component && newVal === null) { return; }
      this.setEntityAttribute(attr, oldVal, newVal);
    }
  },

  /**
   * Add to parent, load, play.
   */
  attachedCallback: {
    value: function () {
      var assetsEl;  // Asset management system element.
      var sceneEl = this.sceneEl;
      var self = this;  // Component.

      this.addToParent();

      // Don't .load() scene on attachedCallback.
      if (this.isScene) { return; }

      // Gracefully not error when outside of <a-scene> (e.g., tests).
      if (!sceneEl) {
        this.load();
        return;
      }

      // Wait for asset management system to finish before loading.
      assetsEl = sceneEl.querySelector('a-assets');
      if (assetsEl && !assetsEl.hasLoaded) {
        assetsEl.addEventListener('loaded', function () { self.load(); });
        return;
      }
      this.load();
    }
  },

  /**
   * Tell parent to remove this element's object3D from its object3D.
   * Do not call on scene element because that will cause a call to document.body.remove().
   */
  detachedCallback: {
    value: function () {
      if (!this.parentEl) { return; }

      // Remove components.
      Object.keys(this.components).forEach(bind(this.removeComponent, this));

      if (this.isScene) { return; }

      this.removeFromParent();
      ANode.prototype.detachedCallback.call(this);
    }
  },

  /**
   * Apply mixin to component.
   */
  handleMixinUpdate: {
    value: function (attrName) {
      if (!attrName) {
        this.updateComponents();
        return;
      }
      this.updateComponent(attrName, this.getDOMAttribute(attrName));
    }
  },

  mapStateMixins: {
    value: function (state, op) {
      var mixins = this.getAttribute('mixin');
      var mixinIds;
      if (!mixins) { return; }
      mixinIds = mixins.split(' ');
      mixinIds.forEach(function (id) {
        var mixinId = id + '-' + state;
        op(mixinId);
      });
      this.updateComponents();
    }
  },

  updateStateMixins: {
    value: function (newMixins, oldMixins) {
      var self = this;
      oldMixins = oldMixins || '';
      var newMixinsIds = newMixins.split(' ');
      var oldMixinsIds = oldMixins ? oldMixins.split(' ') : [];
      // The list of mixins that might have been removed on update
      var diff = oldMixinsIds.filter(function (i) { return newMixinsIds.indexOf(i) < 0; });
      // Remove the mixins that are gone on update
      diff.forEach(function (mixinId) {
        var forEach = Array.prototype.forEach;
        // State Mixins
        var stateMixinsEls = document.querySelectorAll('[id^=' + mixinId + '-]');
        forEach.call(stateMixinsEls, function (el) {
          self.unregisterMixin(el.id);
        });
      });
      this.states.forEach(function (state) {
        newMixinsIds.forEach(function (id) {
          var mixinId = id + '-' + state;
          self.registerMixin(mixinId);
        });
      });
    }
  },

  getObject3D: {
    value: function (type) {
      return this.object3DMap[type];
    }
  },

  /**
   * Set a THREE.Object3D into the map.
   *
   * @param {string} type - Developer-set name of the type of object, will be unique per type.
   * @param {object} obj - A THREE.Object3D.
   */
  setObject3D: {
    value: function (type, obj) {
      var oldObj;
      var self = this;

      if (!(obj instanceof THREE.Object3D)) {
        throw new Error(
          '`Entity.setObject3D` was called with an object that was not an instance of ' +
          'THREE.Object3D.'
        );
      }

      // Remove existing object of the type.
      oldObj = this.getObject3D(type);
      if (oldObj) { this.object3D.remove(oldObj); }

      // Set references to A-Frame entity.
      obj.el = this;
      if (obj.children.length) {
        obj.traverse(function bindEl (child) {
          child.el = self;
        });
      }

      // Add.
      this.object3D.add(obj);
      this.object3DMap[type] = obj;
      this.emit('object3dset', {object: obj, type: type});
    }
  },

  /**
   * Remove object from scene and entity object3D map.
   */
  removeObject3D: {
    value: function (type) {
      var obj = this.getObject3D(type);
      if (!obj) {
        warn('Tried to remove `Object3D` of type:', type, 'which was not defined.');
        return;
      }
      this.object3D.remove(obj);
      delete this.object3DMap[type];
      this.emit('object3dremove', {type: type});
    }
  },

  /**
   * Gets or creates an object3D of a given type.
   *
   * @param {string} type - Type of the object3D.
   * @param {string} Constructor - Constructor to use to create the object3D if needed.
   * @returns {object}
   */
  getOrCreateObject3D: {
    value: function (type, Constructor) {
      var object3D = this.getObject3D(type);
      if (!object3D && Constructor) {
        object3D = new Constructor();
        this.setObject3D(type, object3D);
      }
      return object3D;
    }
  },

  /**
   * Add child entity.
   *
   * @param {Element} el - Child entity.
   */
  add: {
    value: function (el) {
      if (!el.object3D) {
        throw new Error("Trying to add an element that doesn't have an `object3D`");
      }
      this.object3D.add(el.object3D);
      this.emit('child-attached', { el: el });
    }
  },

  /**
   * Tell parentNode to add this entity to itself.
   */
  addToParent: {
    value: function () {
      var parentNode = this.parentEl = this.parentNode;

      // `!parentNode` check primarily for unit tests.
      if (!parentNode || !parentNode.add || this.attachedToParent) { return; }

      parentNode.add(this);
      this.attachedToParent = true;  // To prevent multiple attachments to same parent.
    }
  },

  /**
   * Tell parentNode to remove this entity from itself.
   */
  removeFromParent: {
    value: function () {
      var parentEl = this.parentEl;
      this.parentEl.remove(this);
      this.attachedToParent = false;
      this.parentEl = this.parentNode = null;
      parentEl.emit('child-detached', {el: this});
    }
  },

  load: {
    value: function () {
      var self = this;

      if (this.hasLoaded) { return; }

      ANode.prototype.load.call(this, function entityLoadCallback () {
        self.updateComponents();
        if (self.isScene || self.parentEl.isPlaying) { self.play(); }
      });
    },
    writable: window.debug
  },

  /**
   * Remove child entity.
   *
   * @param {Element} el - Child entity.
   */
  remove: {
    value: function (el) {
      this.object3D.remove(el.object3D);
    }
  },

  /**
   * @returns {array} Direct children that are entities.
   */
  getChildEntities: {
    value: function () {
      var children = this.children;
      var childEntities = [];

      for (var i = 0; i < children.length; i++) {
        var child = children[i];
        if (child instanceof AEntity) {
          childEntities.push(child);
        }
      }

      return childEntities;
    }
  },

  /**
   * Initialize component.
   *
   * @param {string} attrName - Attribute name asociated to the component.
   * @param {object} data - Component data
   * @param {boolean} isDependency - True if the component is a dependency.
   */
  initComponent: {
    value: function (attrName, data, isDependency) {
      var component;
      var componentInfo = attrName.split(MULTIPLE_COMPONENT_DELIMITER);
      var componentId = componentInfo[1];
      var componentName = componentInfo[0];
      var isComponentDefined = checkComponentDefined(this, attrName) || data !== undefined;

      // Not a registered component.
      if (!COMPONENTS[componentName]) { return; }

      // Component is not a dependency and is undefined.
      // If a component is a dependency, then it is okay to have no data.
      if (!isComponentDefined && !isDependency) { return; }

      // Component already initialized.
      if (attrName in this.components) { return; }

      // Initialize dependencies first
      this.initComponentDependencies(componentName);

      // If component name has an id we check component type multiplic
      if (componentId && !COMPONENTS[componentName].multiple) {
        throw new Error('Trying to initialize multiple ' +
                        'components of type `' + componentName +
                        '`. There can only be one component of this type per entity.');
      }
      component = this.components[attrName] = new COMPONENTS[componentName].Component(
        this, data, componentId);
      if (this.isPlaying) { component.play(); }

      // Components are reflected in the DOM as attributes but the state is not shown
      // hence we set the attribute to empty string.
      // The flag justInitialized is for attributeChangedCallback to not overwrite
      // the component with the empty string.
      if (!this.hasAttribute(attrName)) {
        component.justInitialized = true;
        HTMLElement.prototype.setAttribute.call(this, attrName, '');
      }

      debug('Component initialized: %s', attrName);
    },
    writable: window.debug
  },

  /**
   * Initialize dependencies of a component.
   *
   * @param {string} name - Root component name.
   */
  initComponentDependencies: {
    value: function (name) {
      var self = this;
      var component = COMPONENTS[name];
      var dependencies;

      // Not a component.
      if (!component) { return; }

      // No dependencies.
      dependencies = COMPONENTS[name].dependencies;

      if (!dependencies) { return; }

      // Initialize dependencies.
      dependencies.forEach(function initializeDependency (componentName) {
        // Call getAttribute to initialize the data from the DOM.
        self.initComponent(
          componentName,
          HTMLElement.prototype.getAttribute.call(self, componentName) || undefined,
          true
        );
      });
    }
  },

  removeComponent: {
    value: function (name) {
      var component;
      var isDefault;
      var isMixedIn;

      // Don't remove default or mixed-in components.
      isDefault = name in this.defaultComponents;
      isMixedIn = isComponentMixedIn(name, this.mixinEls);
      if (isDefault || isMixedIn) { return; }

      component = this.components[name];
      component.pause();
      component.remove();
      delete this.components[name];
      this.emit('componentremoved', {
        id: component.id,
        name: name
      });
    }
  },

  /**
   * Initialize or update all components.
   * Build data using initial components, defined attributes, mixins, and defaults.
   * Update default components before the rest.
   *
   * @member {function} getExtraComponents - Can be implemented to include component data
   *   from other sources (e.g., implemented by primitives).
   */
  updateComponents: {
    value: function () {
      var componentsToUpdate = {};
      var extraComponents = {};
      var i;
      var self = this;

      if (!this.hasLoaded) { return; }

      // Gather mixin-defined components.
      getMixedInComponents(this).forEach(addComponent);

      // Gather from extra initial component data if defined (e.g., primitives).
      if (this.getExtraComponents) {
        extraComponents = this.getExtraComponents();
        Object.keys(extraComponents).forEach(addComponent);
      }

      // Gather entity-defined components.
      for (i = 0; i < this.attributes.length; ++i) {
        addComponent(this.attributes[i].name);
      }

      // Initialze or update default components first.
      Object.keys(this.defaultComponents).forEach(doUpdateComponent);

      // Initialize or update rest of components.
      Object.keys(componentsToUpdate).forEach(doUpdateComponent);

      /**
       * Add component to the list to initialize or update.
       */
      function addComponent (componentName) {
        var name = componentName.split(MULTIPLE_COMPONENT_DELIMITER)[0];
        if (!COMPONENTS[name]) { return; }
        componentsToUpdate[componentName] = true;
      }

      /**
       * Get component data and initialize or update component.
       */
      function doUpdateComponent (name) {
        // Build defined component data.
        var data = mergeComponentData(self.getDOMAttribute(name), extraComponents[name]);
        delete componentsToUpdate[name];
        self.updateComponent(name, data);
      }
    }
  },

  /**
   * Initialize, update, or remove a single component.
   *
   * When initializing, we set the component on `this.components`.
   *
   * @param {string} attr - Component name.
   * @param {object} attrValue - The value of the DOM attribute.
   */
  updateComponent: {
    value: function (attr, attrValue) {
      var component = this.components[attr];
      var isDefault = attr in this.defaultComponents;
      if (component) {
        if (attrValue === null && !isDefault) {
          this.removeComponent(attr);
          return;
        }
        // Component already initialized. Update component.
        component.updateProperties(attrValue);
        return;
      }
      // Component not yet initialized. Initialize component.
      this.initComponent(attr, attrValue, false);
    }
  },

  /**
   * Updates one property of the component
   *
   * @param {string} name - Component name
   * @param {string} property - Component property name
   * @param {any} propertyValue - New property value
   */
  updateComponentProperty: {
    value: function (name, property, propertyValue) {
      var component = this.components[name];
      // Cached attribute value
      var attrValue = component && component.attrValue;
      // Copy cached value
      var componentObj = attrValue ? utils.extend({}, attrValue) : {};
      componentObj[property] = propertyValue;
      this.updateComponent(name, componentObj);
    }
  },

  /**
   * If `attr` is a component name, detach the component from the entity.
   *
   * If `propertyName` is given, reset the component property value to its default.
   *
   * @param {string} attr - Attribute name, which could also be a component name.
   * @param {string} propertyName - Component prop name, if resetting an individual prop.
   */
  removeAttribute: {
    value: function (attr, propertyName) {
      var component = this.components[attr];

      // Remove component.
      if (component && propertyName === undefined) {
        this.setEntityAttribute(attr, undefined, null);
        // Do not remove the component from the DOM if default component.
        if (this.components[attr]) { return; }
      }

      // Reset component property value.
      if (component && propertyName !== undefined) {
        component.resetProperty(propertyName);
        return;
      }

      HTMLElement.prototype.removeAttribute.call(this, attr);
    }
  },

  /**
   * Start dynamic behavior associated with entity such as dynamic components and animations.
   * Tell all children entities to also play.
   */
  play: {
    value: function () {
      var components = this.components;
      var componentKeys = Object.keys(components);

      // Already playing.
      if (this.isPlaying || !this.hasLoaded) { return; }
      this.isPlaying = true;

      // Wake up all components.
      componentKeys.forEach(function playComponent (key) {
        components[key].play();
      });

      // Tell all child entities to play.
      this.getChildEntities().forEach(function play (entity) {
        entity.play();
      });

      this.emit('play');
    },
    writable: true
  },

  /**
   * Pause dynamic behavior associated with entity such as dynamic components and animations.
   * Tell all children entities to also pause.
   */
  pause: {
    value: function () {
      var components = this.components;
      var componentKeys = Object.keys(components);

      if (!this.isPlaying) { return; }
      this.isPlaying = false;

      // Sleep all components.
      componentKeys.forEach(function pauseComponent (key) {
        components[key].pause();
      });

      // Tell all child entities to pause.
      this.getChildEntities().forEach(function pause (obj) {
        obj.pause();
      });

      this.emit('pause');
    },
    writable: true
  },

  /**
   * Deals with updates on entity-specific attributes (i.e., components and mixins).
   *
   * @param {string} attr
   * @param {string} oldVal
   * @param {string|object} newVal
   */
  setEntityAttribute: {
    value: function (attr, oldVal, newVal) {
      if (COMPONENTS[attr] || this.components[attr]) {
        this.updateComponent(attr, newVal);
        return;
      }
      if (attr === 'mixin') {
        this.mixinUpdate(newVal, oldVal);
        return;
      }
    }
  },

  mixinUpdate: {
    value: function (newMixins, oldMixins) {
      oldMixins = oldMixins || this.getAttribute('mixin');
      this.updateStateMixins(newMixins, oldMixins);
      this.updateComponents();
    }
  },

  /**
   * setAttribute can:
   *
   * 1. Set a single property of a multi-property component.
   * 2. Set multiple properties of a multi-property component.
   * 3. Replace properties of a multi-property component.
   * 4. Set a value for a single-property component, mixin, or normal HTML attribute.
   *
   * @param {string} attrName - Component or attribute name.
   * @param {string|object} arg1 - Can be a property name or object of properties.
   * @param {string|bool} arg2 - Can be a value, or boolean indicating whether to update or
   *   replace.
   */
  setAttribute: {
    value: function (attrName, arg1, arg2) {
      var componentName;
      var isDebugMode;

      // Determine which type of setAttribute to call based on the types of the arguments.
      componentName = attrName.split(MULTIPLE_COMPONENT_DELIMITER)[0];
      if (COMPONENTS[componentName]) {
        if (typeof arg1 === 'string' && typeof arg2 !== 'undefined') {
          singlePropertyUpdate(this, attrName, arg1, arg2);
        } else if (typeof arg1 === 'object' && arg2 === true) {
          multiPropertyClobber(this, attrName, arg1);
        } else {
          componentUpdate(this, attrName, arg1);
        }

        // In debug mode, write component data up to the DOM.
        isDebugMode = this.sceneEl && this.sceneEl.getAttribute('debug');
        if (isDebugMode) { this.components[attrName].flushToDOM(); }
        return;
      } else {
        normalSetAttribute(this, attrName, arg1);
      }

      /**
       * Just update one of the component properties.
       * >> setAttribute('foo', 'bar', 'baz')
       */
      function singlePropertyUpdate (el, componentName, propName, propertyValue) {
        el.updateComponentProperty(componentName, propName, propertyValue);
      }

      /**
       * Just update multiple component properties at once for a multi-property component.
       * >> setAttribute('foo', {bar: 'baz'})
       */
      function componentUpdate (el, componentName, propValue) {
        var component = el.components[componentName];
        if (component && typeof propValue === 'object') {
          // Extend existing component attribute value.
          el.updateComponent(
            componentName,
            utils.extendDeep(utils.extendDeep({}, component.attrValue), propValue));
        } else {
          el.updateComponent(componentName, propValue);
        }
      }

      /**
       * Pass in complete data set for a multi-property component.
       * >> setAttribute('foo', {bar: 'baz'}, true)
       */
      function multiPropertyClobber (el, componentName, propObject) {
        el.updateComponent(componentName, propObject);
      }

      /**
       * Just update one of the component properties.
       * >> setAttribute('id', 'myEntity')
       */
      function normalSetAttribute (el, attrName, value) {
        ANode.prototype.setAttribute.call(el, attrName, value);
        if (attrName === 'mixin') { el.mixinUpdate(value); }
      }
    },
    writable: window.debug
  },

  /**
   * Reflect component data in the DOM (as seen from the browser DOM Inspector).
   *
   * @param {bool} recursive - Also flushToDOM on the children.
   **/
  flushToDOM: {
    value: function (recursive) {
      var components = this.components;
      var defaultComponents = this.defaultComponents;
      var child;
      var children = this.children;
      var i;

      // Flush entity's components to DOM.
      Object.keys(components).forEach(function flushComponent (componentName) {
        components[componentName].flushToDOM(componentName in defaultComponents);
      });

      // Recurse.
      if (!recursive) { return; }
      for (i = 0; i < children.length; ++i) {
        child = children[i];
        if (!child.flushToDOM) { continue; }
        child.flushToDOM(recursive);
      }
    }
  },

  /**
   * If `attr` is a component, returns ALL component data including applied mixins and
   * defaults.
   *
   * If `attr` is not a component, fall back to HTML getAttribute.
   *
   * @param {string} attr
   * @returns {object|string} Object if component, else string.
   */
  getAttribute: {
    value: function (attr) {
      // If component, return component data.
      var component = this.components[attr];
      if (component) { return component.getData(); }
      return HTMLElement.prototype.getAttribute.call(this, attr);
    },
    writable: window.debug
  },

  /**
   * `getAttribute` used to be `getDOMAttribute` and `getComputedAttribute` used to be
   * what `getAttribute` is now. Now legacy code.
   *
   * @param {string} attr
   * @returns {object|string} Object if component, else string.
   */
  getComputedAttribute: {
    value: function (attr) {
      warn('`getComputedAttribute` is deprecated. Use `getAttribute` instead.');
      return this.getAttribute(attr);
    }
  },

  /**
   * If `attr` is a component, returns JUST the component data defined on the entity.
   * Like a partial version of `getComputedAttribute` as returned component data
   * does not include applied mixins or defaults.
   *
   * If `attr` is not a component, fall back to HTML getAttribute.
   *
   * @param {string} attr
   * @returns {object|string} Object if component, else string.
   */
  getDOMAttribute: {
    value: function (attr) {
      // If cached value exists, return partial component data.
      var component = this.components[attr];
      if (component) { return component.attrValue; }
      return HTMLElement.prototype.getAttribute.call(this, attr);
    },
    writable: window.debug
  },

  addState: {
    value: function (state) {
      if (this.is(state)) { return; }
      this.states.push(state);
      this.mapStateMixins(state, bind(this.registerMixin, this));
      this.emit('stateadded', {state: state});
    }
  },

  removeState: {
    value: function (state) {
      var stateIndex = this.states.indexOf(state);
      if (stateIndex === -1) { return; }
      this.states.splice(stateIndex, 1);
      this.mapStateMixins(state, bind(this.unregisterMixin, this));
      this.emit('stateremoved', {state: state});
    }
  },

  /**
   * Checks if the element is in a given state. e.g. el.is('alive');
   * @type {string} state - Name of the state we want to check
   */
  is: {
    value: function (state) {
      return this.states.indexOf(state) !== -1;
    }
  }
});

/**
 * Check if a component is *defined* for an entity, including defaults and mixins.
 * Does not check whether the component has been *initialized* for an entity.
 *
 * @param {string} el - Entity.
 * @param {string} name - Component name.
 * @returns {boolean}
 */
function checkComponentDefined (el, name) {
  // Check if default components contain the component.
  if (el.defaultComponents[name] !== undefined) { return true; }

  // Check if element contains the component.
  if (el.components[name] && el.components[name].attrValue) { return true; }

  return isComponentMixedIn(name, el.mixinEls);
}

function getMixedInComponents (entityEl) {
  var components = [];
  entityEl.mixinEls.forEach(function getMixedComponents (mixinEl) {
    Object.keys(mixinEl.componentCache).forEach(addComponent);
    function addComponent (key) {
      components.push(key);
    }
  });
  return components;
}

/**
 * Check if any mixins contains a component.
 *
 * @param {string} name - Component name.
 * @param {array} mixinEls - Array of <a-mixin>s.
 */
function isComponentMixedIn (name, mixinEls) {
  var i;
  var inMixin = false;
  for (i = 0; i < mixinEls.length; ++i) {
    inMixin = mixinEls[i].hasAttribute(name);
    if (inMixin) { break; }
  }
  return inMixin;
}

/**
 * Given entity defined value, merge in extra data if necessary.
 * Handle both single and multi-property components.
 *
 * @param {string} attrValue - Entity data.
 * @param extraData - Entity data from another source to merge in.
 */
function mergeComponentData (attrValue, extraData) {
  // Extra data not defined, just return attrValue.
  if (!extraData) { return attrValue; }

  // Merge multi-property data.
  if (extraData.constructor === Object) {
    return utils.extend(extraData, utils.styleParser.parse(attrValue || {}));
  }

  // Return data, precendence to the defined value.
  return attrValue || extraData;
}

AEntity = registerElement('a-entity', {
  prototype: proto
});
module.exports = AEntity;

},{"../lib/three":146,"../utils/":167,"./a-node":98,"./a-register-element":99,"./component":100}],97:[function(_dereq_,module,exports){
/* global HTMLElement */
var ANode = _dereq_('./a-node');
var registerElement = _dereq_('./a-register-element').registerElement;
var components = _dereq_('./component').components;

var MULTIPLE_COMPONENT_DELIMITER = '__';

/**
 * @member {object} componentCache - Cache of pre-parsed values. An object where the keys
 *         are component names and the values are already parsed by the component.
 */
module.exports = registerElement('a-mixin', {
  prototype: Object.create(ANode.prototype, {
    createdCallback: {
      value: function () {
        this.componentCache = {};
        this.id = this.getAttribute('id');
      }
    },

    attributeChangedCallback: {
      value: function (attr, oldVal, newVal) {
        this.cacheAttribute(attr, newVal);
      }
    },

    attachedCallback: {
      value: function () {
        this.sceneEl = this.closestScene();
        this.cacheAttributes();
        this.updateEntities();
        this.load();
      }
    },

    /**
     * setAttribute that parses and caches component values.
     */
    setAttribute: {
      value: function (attr, value) {
        this.cacheAttribute(attr, value);
        HTMLElement.prototype.setAttribute.call(this, attr, value);
      }
    },

    /**
     * If `attr` is a component, then parse the value using the schema and store it.
     */
    cacheAttribute: {
      value: function (attr, value) {
        var componentName = attr.split(MULTIPLE_COMPONENT_DELIMITER)[0];
        var component = components[componentName];
        if (!component) { return; }
        if (value === undefined) {
          value = HTMLElement.prototype.getAttribute.call(this, attr);
        }
        this.componentCache[attr] = component.parseAttrValueForCache(value);
      }
    },

    /**
     * If `attr` is a component, then grab pre-parsed value from the cache.
     * Else do a normal getAttribute.
     */
    getAttribute: {
      value: function (attr) {
        return this.componentCache[attr] ||
               HTMLElement.prototype.getAttribute.call(this, attr);
      }
    },

    /**
     * Parse and cache every component defined on the mixin.
     */
    cacheAttributes: {
      value: function () {
        var attributes = this.attributes;
        var attrName;
        var i;
        for (i = 0; i < attributes.length; i++) {
          attrName = attributes[i].name;
          this.cacheAttribute(attrName);
        }
      }
    },

    /**
     * For entities that already have been loaded by the time the mixin was attached, tell
     * those entities to register the mixin and refresh their component data.
     */
    updateEntities: {
      value: function () {
        if (!this.sceneEl) { return; }
        var entities = this.sceneEl.querySelectorAll('[mixin~=' + this.id + ']');
        for (var i = 0; i < entities.length; i++) {
          var entity = entities[i];
          if (!entity.hasLoaded) { continue; }
          entity.registerMixin(this.id);
          Object.keys(this.componentCache).forEach(function updateComponent (componentName) {
            entity.updateComponent(componentName);
          });
        }
      }
    }
  })
});

},{"./a-node":98,"./a-register-element":99,"./component":100}],98:[function(_dereq_,module,exports){
/* global HTMLElement, MutationObserver */
var registerElement = _dereq_('./a-register-element').registerElement;
var utils = _dereq_('../utils/');

var bind = utils.bind;
var warn = utils.debug('core:a-node:warn');

/**
 * Base class for A-Frame that manages loading of objects.
 *
 * Nodes can be modified using mixins.
 * Nodes emit a `loaded` event when they and their children have initialized.
 */
module.exports = registerElement('a-node', {
  prototype: Object.create(HTMLElement.prototype, {
    createdCallback: {
      value: function () {
        this.hasLoaded = false;
        this.isNode = true;
        this.mixinEls = [];
        this.mixinObservers = {};
      },
      writable: window.debug
    },

    attachedCallback: {
      value: function () {
        var mixins;
        this.sceneEl = this.closestScene();

        if (!this.sceneEl) {
          warn('You are attempting to attach <' + this.tagName + '> outside of an A-Frame ' +
               'scene. Append this element to `<a-scene>` instead.');
        }

        this.hasLoaded = false;
        this.emit('nodeready', {}, false);

        mixins = this.getAttribute('mixin');
        if (mixins) { this.updateMixins(mixins); }
      },
      writable: window.debug
    },

    attributeChangedCallback: {
      value: function (attr, oldVal, newVal) {
        if (attr === 'mixin') { this.updateMixins(newVal, oldVal); }
      }
    },

   /**
    * Returns the first scene by traversing up the tree starting from and
    * including receiver element.
    */
    closestScene: {
      value: function closest () {
        var element = this;
        while (element) {
          if (element.isScene) { break; }
          element = element.parentElement;
        }
        return element;
      }
    },

    /**
     * Returns first element matching a selector by traversing up the tree starting
     * from and including receiver element.
     *
     * @param {string} selector - Selector of element to find.
     */
    closest: {
      value: function closest (selector) {
        var matches = this.matches || this.mozMatchesSelector ||
          this.msMatchesSelector || this.oMatchesSelector || this.webkitMatchesSelector;
        var element = this;
        while (element) {
          if (matches.call(element, selector)) { break; }
          element = element.parentElement;
        }
        return element;
      }
    },

    detachedCallback: {
      value: function () {
        this.hasLoaded = false;
      }
    },

    /**
     * Wait for children to load, if any.
     * Then emit `loaded` event and set `hasLoaded`.
     */
    load: {
      value: function (cb, childFilter) {
        var children;
        var childrenLoaded;
        var self = this;

        if (this.hasLoaded) { return; }

        // Default to waiting for all nodes.
        childFilter = childFilter || function (el) { return el.isNode; };

        // Wait for children to load (if any), then load.
        children = this.getChildren();
        childrenLoaded = children.filter(childFilter).map(function (child) {
          return new Promise(function waitForLoaded (resolve) {
            if (child.hasLoaded) { return resolve(); }
            child.addEventListener('loaded', resolve);
          });
        });

        Promise.all(childrenLoaded).then(function emitLoaded () {
          self.hasLoaded = true;
          if (cb) { cb(); }
          self.emit('loaded', {}, false);
        });
      },
      writable: true
    },

    getChildren: {
      value: function () {
        return Array.prototype.slice.call(this.children, 0);
      }
    },

    updateMixins: {
      value: function (newMixins, oldMixins) {
        var newMixinsIds = newMixins ? newMixins.trim().split(/\s+/) : [];
        var oldMixinsIds = oldMixins ? oldMixins.trim().split(/\s+/) : [];
        // To determine what listeners will be removed
        var diff = oldMixinsIds.filter(function (i) { return newMixinsIds.indexOf(i) < 0; });
        this.mixinEls = [];
        diff.forEach(bind(this.unregisterMixin, this));
        newMixinsIds.forEach(bind(this.registerMixin, this));
      }
    },

    registerMixin: {
      value: function (mixinId) {
        if (!this.sceneEl) { return; }
        var mixinEl = this.sceneEl.querySelector('a-mixin#' + mixinId);
        if (!mixinEl) { return; }
        this.attachMixinListener(mixinEl);
        this.mixinEls.push(mixinEl);
      }
    },

    setAttribute: {
      value: function (attr, newValue) {
        if (attr === 'mixin') { this.updateMixins(newValue); }
        HTMLElement.prototype.setAttribute.call(this, attr, newValue);
      }
    },

    unregisterMixin: {
      value: function (mixinId) {
        var mixinEls = this.mixinEls;
        var mixinEl;
        var i;
        for (i = 0; i < mixinEls.length; ++i) {
          mixinEl = mixinEls[i];
          if (mixinId === mixinEl.id) {
            mixinEls.splice(i, 1);
            break;
          }
        }
        this.removeMixinListener(mixinId);
      }
    },

    removeMixinListener: {
      value: function (mixinId) {
        var observer = this.mixinObservers[mixinId];
        if (!observer) { return; }
        observer.disconnect();
        this.mixinObservers[mixinId] = null;
      }
    },

    attachMixinListener: {
      value: function (mixinEl) {
        var self = this;
        var mixinId = mixinEl.id;
        var currentObserver = this.mixinObservers[mixinId];
        if (!mixinEl) { return; }
        if (currentObserver) { return; }
        var observer = new MutationObserver(function (mutations) {
          var attr = mutations[0].attributeName;
          self.handleMixinUpdate(attr);
        });
        var config = { attributes: true };
        observer.observe(mixinEl, config);
        this.mixinObservers[mixinId] = observer;
      }
    },

    handleMixinUpdate: {
      value: function () { /* no-op */ }
    },

    /**
     * Emits a DOM event.
     *
     * @param {String} name
     *   Name of event (use a space-delimited string for multiple events).
     * @param {Object=} [detail={}]
     *   Custom data to pass as `detail` to the event.
     * @param {Boolean=} [bubbles=true]
     *   Whether the event should bubble.
     */
    emit: {
      value: function (name, detail, bubbles) {
        var self = this;
        detail = detail || {};
        if (bubbles === undefined) { bubbles = true; }
        var data = { bubbles: !!bubbles, detail: detail };
        return name.split(' ').map(function (eventName) {
          return utils.fireEvent(self, eventName, data);
        });
      }
    },

    /**
     * Returns a closure that emits a DOM event.
     *
     * @param {String} name
     *   Name of event (use a space-delimited string for multiple events).
     * @param {Object} detail
     *   Custom data (optional) to pass as `detail` if the event is to
     *   be a `CustomEvent`.
     * @param {Boolean} bubbles
     *   Whether the event should be bubble.
     */
    emitter: {
      value: function (name, detail, bubbles) {
        var self = this;
        return function () {
          self.emit(name, detail, bubbles);
        };
      }
    }
  })
});

},{"../utils/":167,"./a-register-element":99}],99:[function(_dereq_,module,exports){
/*
  ------------------------------------------------------------
  ------------- WARNING WARNING WARNING WARNING --------------
  ------------------------------------------------------------

  This module wraps registerElement to deal with components that inherit from
  `ANode` and `AEntity`.  It's a pass through in any other case.

  It wraps some of the prototype methods of the created element to make sure
  that the corresponding functions in the base prototypes (`AEntity` and `ANode`)
  are also invoked. The method in the base prototype is always called before the one
  in the derived prototype.
*/

// Polyfill `document.registerElement`.
_dereq_('document-register-element');

var ANode;  // Must declare before AEntity. Initialized at the bottom.
var AEntity;
var knownTags = module.exports.knownTags = {};

function addTagName (tagName) {
  knownTags[tagName.toLowerCase()] = true;
}

/**
 * Return whether the element type is one of our known registered ones.
 *
 * @param {string} node - The name of the tag to register.
 * @returns {boolean} Whether the tag name matches that of our registered custom elements.
 */
module.exports.isNode = function (node) {
  return node.tagName.toLowerCase() in knownTags || node.isNode;
};

/**
 * @param {string} tagName - The name of the tag to register.
 * @param {object} obj - The prototype of the new element.
 * @returns {object} The prototype of the new element.
 */
module.exports.registerElement = function (tagName, obj) {
  var proto = Object.getPrototypeOf(obj.prototype);
  var newObj = obj;
  var isANode = ANode && proto === ANode.prototype;
  var isAEntity = AEntity && proto === AEntity.prototype;

  if (isANode || isAEntity) { addTagName(tagName); }

  // Wrap if element inherits from `ANode`.
  if (isANode) {
    newObj = wrapANodeMethods(obj.prototype);
    newObj = {prototype: Object.create(proto, newObj)};
  }

  // Wrap if element inherits from `AEntity`.
  if (isAEntity) {
    newObj = wrapAEntityMethods(obj.prototype);
    newObj = {prototype: Object.create(proto, newObj)};
  }

  return document.registerElement(tagName, newObj);
};

/**
 * Wrap some obj methods to call those on `ANode` base prototype.
 *
 * @param {object} obj - Object that contains the methods that will be wrapped.
 * @return {object} An object with the same properties as the input parameter but
 * with some of methods wrapped.
 */
function wrapANodeMethods (obj) {
  var newObj = {};
  var ANodeMethods = [
    'attachedCallback',
    'attributeChangedCallback',
    'createdCallback'
  ];
  wrapMethods(newObj, ANodeMethods, obj, ANode.prototype);
  copyProperties(obj, newObj);
  return newObj;
}

/**
 * This wraps some of the obj methods to call those on `AEntity` base prototype.
 *
 * @param {object} obj - The objects that contains the methods that will be wrapped.
 * @return {object} - An object with the same properties as the input parameter but
 * with some of methods wrapped.
 */
function wrapAEntityMethods (obj) {
  var newObj = {};
  var ANodeMethods = [
    'attachedCallback',
    'attributeChangedCallback',
    'createdCallback'
  ];
  var AEntityMethods = [
    'attachedCallback',
    'attributeChangedCallback',
    'createdCallback',
    'detachedCallback'
  ];

  wrapMethods(newObj, ANodeMethods, obj, ANode.prototype);
  wrapMethods(newObj, AEntityMethods, obj, AEntity.prototype);
  // Copies the remaining properties into the new object.
  copyProperties(obj, newObj);
  return newObj;
}

/**
 * Wrap a list a methods to ensure that those in the base prototype are called
 * before the derived one.
 *
 * @param {object} targetObj - Object that will contain the wrapped methods.
 * @param {array} methodList - List of methods from the derivedObj that will be wrapped.
 * @param {object} derivedObject - Object that inherits from the baseObj.
 * @param {object} baseObj - Object that derivedObj inherits from.
 */
function wrapMethods (targetObj, methodList, derivedObj, baseObj) {
  methodList.forEach(function (methodName) {
    wrapMethod(targetObj, methodName, derivedObj, baseObj);
  });
}
module.exports.wrapMethods = wrapMethods;

/**
 * Wrap one method to ensure that the one in the base prototype is called before
 * the one in the derived one.
 *
 * @param {object} obj - Object that will contain the wrapped method.
 * @param {string} methodName - The name of the method that will be wrapped.
 * @param {object} derivedObject - Object that inherits from the baseObj.
 * @param {object} baseObj - Object that derivedObj inherits from.
 */
function wrapMethod (obj, methodName, derivedObj, baseObj) {
  var derivedMethod = derivedObj[methodName];
  var baseMethod = baseObj[methodName];

  // Derived prototype does not define method, no need to wrap.
  if (!derivedMethod || !baseMethod) { return; }

  // Derived prototype doesn't override the one in the base one, no need to wrap.
  if (derivedMethod === baseMethod) { return; }

  // Wrap to ensure the base method is called before the one in the derived prototype.
  obj[methodName] = {
    value: function wrappedMethod () {
      baseMethod.apply(this, arguments);
      return derivedMethod.apply(this, arguments);
    },
    writable: window.debug
  };
}

/**
 * It copies the properties from source to destination object if they don't
 * exist already.
 *
 * @param {object} source - The object where properties are copied from.
 * @param {type} destination - The object where properties are copied to.
 */
function copyProperties (source, destination) {
  var props = Object.getOwnPropertyNames(source);
  props.forEach(function (prop) {
    var desc;
    if (!destination[prop]) {
      desc = Object.getOwnPropertyDescriptor(source, prop);
      destination[prop] = {value: source[prop], writable: desc.writable};
    }
  });
}

ANode = _dereq_('./a-node');
AEntity = _dereq_('./a-entity');

},{"./a-entity":96,"./a-node":98,"document-register-element":16}],100:[function(_dereq_,module,exports){
/* global HTMLElement, Node */
var schema = _dereq_('./schema');
var scenes = _dereq_('./scene/scenes');
var systems = _dereq_('./system');
var utils = _dereq_('../utils/');

var components = module.exports.components = {}; // Keep track of registered components.
var parseProperties = schema.parseProperties;
var parseProperty = schema.parseProperty;
var processSchema = schema.process;
var isSingleProp = schema.isSingleProperty;
var stringifyProperties = schema.stringifyProperties;
var stringifyProperty = schema.stringifyProperty;
var styleParser = utils.styleParser;
var warn = utils.debug('core:component:warn');

var aframeScript = document.currentScript;
var upperCaseRegExp = new RegExp('[A-Z]+');

/**
 * Component class definition.
 *
 * Components configure appearance, modify behavior, or add functionality to
 * entities. The behavior and appearance of an entity can be changed at runtime
 * by adding, removing, or updating components. Entities do not share instances
 * of components.
 *
 * @member {object} el - Reference to the entity element.
 * @member {string} attrValue - Value of the corresponding HTML attribute.
 * @member {object} data - Component data populated by parsing the
 *         mapped attribute of the component plus applying defaults and mixins.
 */
var Component = module.exports.Component = function (el, attrValue, id) {
  this.el = el;
  this.id = id;
  this.attrName = this.name + (id ? '__' + id : '');
  this.updateProperties(attrValue);
};

Component.prototype = {
  /**
   * Contains the type schema and defaults for the data values.
   * Data is coerced into the types of the values of the defaults.
   */
  schema: {},

  /**
   * Init handler. Similar to attachedCallback.
   * Called during component initialization and is only run once.
   * Components can use this to set initial state.
   */
  init: function () { /* no-op */ },

  /**
   * Update handler. Similar to attributeChangedCallback.
   * Called whenever component's data changes.
   * Also called on component initialization when the component receives initial data.
   *
   * @param {object} prevData - Previous attributes of the component.
   */
  update: function (prevData) { /* no-op */ },

  updateSchema: undefined,

  /**
   * Tick handler.
   * Called on each tick of the scene render loop.
   * Affected by play and pause.
   *
   * @param {number} time - Scene tick time.
   * @param {number} timeDelta - Difference in current render time and previous render time.
   */
  tick: undefined,

  /**
   * Called to start any dynamic behavior (e.g., animation, AI, events, physics).
   */
  play: function () { /* no-op */ },

  /**
   * Called to stop any dynamic behavior (e.g., animation, AI, events, physics).
   */
  pause: function () { /* no-op */ },

  /**
   * Remove handler. Similar to detachedCallback.
   * Called whenever component is removed from the entity (i.e., removeAttribute).
   * Components can use this to reset behavior on the entity.
   */
  remove: function () { /* no-op */ },

  /**
   * Parses each property based on property type.
   * If component is single-property, then parses the single property value.
   *
   * @param {string} value - HTML attribute value.
   * @param {boolean} silent - Suppress warning messages.
   * @returns {object} Component data.
   */
  parse: function (value, silent) {
    var schema = this.schema;
    if (isSingleProp(schema)) { return parseProperty(value, schema); }
    return parseProperties(styleParser.parse(value), schema, true, this.name, silent);
  },

  /**
   * Stringify properties if necessary.
   *
   * Only called from `Entity.setAttribute` for properties whose parsers accept a non-string
   * value (e.g., selector, vec3 property types).
   *
   * @param {object} data - Complete component data.
   * @returns {string}
   */
  stringify: function (data) {
    var schema = this.schema;
    if (typeof data === 'string') { return data; }
    if (isSingleProp(schema)) { return stringifyProperty(data, schema); }
    data = stringifyProperties(data, schema);
    return styleParser.stringify(data);
  },

  /**
   * Returns a copy of data such that we don't expose the private this.data.
   *
   * @returns {object} data
   */
  getData: function () {
    var data = this.data;
    if (typeof data !== 'object') { return data; }
    return utils.extend({}, data);
  },

  /**
   * Update the cache of the pre-parsed attribute value.
   *
   * @param {string} value - HTML attribute value.
   */
  updateCachedAttrValue: function (value) {
    var isSinglePropSchema = isSingleProp(this.schema);
    var attrValue = this.parseAttrValueForCache(value);
    this.attrValue = extendProperties({}, attrValue, isSinglePropSchema);
  },

  /**
   * Given an HTML attribute value parses the string
   * based on the component schema. To avoid double parsings of
   * strings into strings we store the original instead
   * of the parsed one
   *
   * @param {string} value - HTML attribute value
   */
  parseAttrValueForCache: function (value) {
    var parsedValue;
    if (typeof value !== 'string') { return value; }
    if (isSingleProp(this.schema)) {
      parsedValue = this.schema.parse(value);
      // To avoid bogus double parsings. The cached values will
      // be parsed when building the component data.
      // For instance when parsing a src id to it's url.
      // We want to cache the original string and not the parsed
      // one (#monster -> models/monster.dae) so when building
      // data we parse the expected value.
      if (typeof parsedValue === 'string') { parsedValue = value; }
    } else {
      // We just parse using the style parser to avoid double parsing
      // of individual properties.
      parsedValue = styleParser.parse(value);
    }
    return parsedValue;
  },

  /**
   * Write cached attribute data to the entity DOM element.
   *
   * @param {bool} isDefault - Whether component is a default component. Always flush for
   *   default components.
   */
  flushToDOM: function (isDefault) {
    var attrValue = isDefault ? this.data : this.attrValue;
    if (!attrValue) { return; }
    HTMLElement.prototype.setAttribute.call(this.el, this.attrName,
                                            this.stringify(attrValue));
  },

  /**
   * Apply new component data if data has changed.
   *
   * @param {string} attrValue - HTML attribute value.
   *        If undefined, use the cached attribute value and continue updating properties.
   */
  updateProperties: function (attrValue) {
    var el = this.el;
    var isSinglePropSchema = isSingleProp(this.schema);
    var oldData = extendProperties({}, this.data, isSinglePropSchema);

    if (attrValue !== undefined) { this.updateCachedAttrValue(attrValue); }

    if (!el.hasLoaded) { return; }

    if (this.updateSchema) {
      this.updateSchema(buildData(el, this.name, this.attrName, this.schema, this.attrValue,
                                  true));
    }
    this.data = buildData(el, this.name, this.attrName, this.schema, this.attrValue);

    if (!this.initialized) {
      // Initialize component.
      this.init();
      this.initialized = true;
      // Play the component if the entity is playing.
      this.update(oldData);
      if (el.isPlaying) { this.play(); }
      el.emit('componentinitialized', {
        id: this.id,
        name: this.name,
        data: this.getData()
      }, false);
    } else {
      // Don't update if properties haven't changed
      if (utils.deepEqual(oldData, this.data)) { return; }

      // Update component.
      this.update(oldData);
      el.emit('componentchanged', {
        id: this.id,
        name: this.name,
        newData: this.getData(),
        oldData: oldData
      }, false);
    }
  },

  /**
   * Reset value of a property to the property's default value.
   * If single-prop component, reset value to component's default value.
   *
   * @param {string} propertyName - Name of property to reset.
   */
  resetProperty: function (propertyName) {
    if (isSingleProp(this.schema)) {
      this.attrValue = undefined;
    } else {
      if (!(propertyName in this.attrValue)) { return; }
      delete this.attrValue[propertyName];
    }
    this.updateProperties(this.attrValue);
  },

  /**
   * Extend schema of component given a partial schema.
   *
   * Some components might want to mutate their schema based on certain properties.
   * e.g., Material component changes its schema based on `shader` to account for different
   * uniforms
   *
   * @param {object} schemaAddon - Schema chunk that extend base schema.
   */
  extendSchema: function (schemaAddon) {
    // Clone base schema.
    var extendedSchema = utils.extend({}, components[this.name].schema);
    // Extend base schema with new schema chunk.
    utils.extend(extendedSchema, schemaAddon);
    this.schema = processSchema(extendedSchema);
    this.el.emit('schemachanged', {component: this.name});
  }
};

// For testing.
if (window.debug) {
  var registrationOrderWarnings = module.exports.registrationOrderWarnings = {};
}

/**
 * Registers a component to A-Frame.
 *
 * @param {string} name - Component name.
 * @param {object} definition - Component schema and lifecycle method handlers.
 * @returns {object} Component.
 */
module.exports.registerComponent = function (name, definition) {
  var NewComponent;
  var proto = {};

  // Warning if component is statically registered after the scene.
  if (document.currentScript && document.currentScript !== aframeScript) {
    scenes.forEach(function checkPosition (sceneEl) {
      // Okay to register component after the scene at runtime.
      if (sceneEl.hasLoaded) { return; }

      // Check that component is declared before the scene.
      if (document.currentScript.compareDocumentPosition(sceneEl) ===
          Node.DOCUMENT_POSITION_FOLLOWING) { return; }

      warn('The component `' + name + '` was registered in a <script> tag after the scene. ' +
           'Component <script> tags in an HTML file should be declared *before* the scene ' +
           'such that the component is available to entities during scene initialization.');

      // For testing.
      if (window.debug) { registrationOrderWarnings[name] = true; }
    });
  }

  if (upperCaseRegExp.test(name) === true) {
    warn('The component name `' + name + '` contains uppercase characters, but ' +
         'HTML will ignore the capitalization of attribute names. ' +
         'Change the name to be lowercase: `' + name.toLowerCase() + '`');
  }

  if (name.indexOf('__') !== -1) {
    throw new Error('The component name `' + name + '` is not allowed. ' +
                    'The sequence __ (double underscore) is reserved to specify an id' +
                    ' for multiple components of the same type');
  }

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (components[name]) {
    throw new Error('The component `' + name + '` has been already registered. ' +
                    'Check that you are not loading two versions of the same component ' +
                    'or two different components of the same name.');
  }
  NewComponent = function (el, attr, id) {
    Component.call(this, el, attr, id);
  };

  NewComponent.prototype = Object.create(Component.prototype, proto);
  NewComponent.prototype.name = name;
  NewComponent.prototype.constructor = NewComponent;
  NewComponent.prototype.system = systems && systems.systems[name];
  NewComponent.prototype.play = wrapPlay(NewComponent.prototype.play);
  NewComponent.prototype.pause = wrapPause(NewComponent.prototype.pause);

  components[name] = {
    Component: NewComponent,
    dependencies: NewComponent.prototype.dependencies,
    isSingleProp: isSingleProp(NewComponent.prototype.schema),
    multiple: NewComponent.prototype.multiple,
    parse: NewComponent.prototype.parse,
    parseAttrValueForCache: NewComponent.prototype.parseAttrValueForCache,
    schema: utils.extend(processSchema(NewComponent.prototype.schema)),
    stringify: NewComponent.prototype.stringify,
    type: NewComponent.prototype.type
  };
  return NewComponent;
};

/**
 * Builds component data from the current state of the entity, ultimately
 * updating this.data.
 *
 * If the component was detached completely, set data to null.
 *
 * Precedence:
 * 1. Defaults data
 * 2. Mixin data.
 * 3. Attribute data.
 *
 * Finally coerce the data to the types of the defaults.
 *
 * @param {object} el - Element to build data from.
 * @param {object} name - Component name.
 * @param {object} attrName - Attribute name associated to the component.
 * @param {object} schema - Component schema.
 * @param {object} elData - Element current data.
 * @param {boolean} silent - Suppress warning messages.
 * @return {object} The component data
 */
function buildData (el, name, attrName, schema, elData, silent) {
  var componentDefined = elData !== undefined && elData !== null;
  var data;
  var isSinglePropSchema = isSingleProp(schema);
  var mixinEls = el.mixinEls;

  // 1. Default values (lowest precendence).
  if (isSinglePropSchema) {
    data = schema.default;
  } else {
    data = {};
    Object.keys(schema).forEach(function applyDefault (key) {
      var defaultValue = schema[key].default;
      data[key] = defaultValue && defaultValue.constructor === Object
        ? utils.extend({}, defaultValue)
        : defaultValue;
    });
  }

  // 2. Mixin values.
  mixinEls.forEach(handleMixinUpdate);
  function handleMixinUpdate (mixinEl) {
    var mixinData = mixinEl.getAttribute(attrName);
    if (mixinData) {
      data = extendProperties(data, mixinData, isSinglePropSchema);
    }
  }

  // 3. Attribute values (highest precendence).
  if (componentDefined) {
    if (isSinglePropSchema) { return parseProperty(elData, schema); }
    data = extendProperties(data, elData, isSinglePropSchema);
    return parseProperties(data, schema, undefined, name, silent);
  } else {
     // Parse and coerce using the schema.
    if (isSinglePropSchema) { return parseProperty(data, schema); }
    return parseProperties(data, schema, undefined, name, silent);
  }
}
module.exports.buildData = buildData;

/**
* Object extending with checking for single-property schema.
*
* @param dest - Destination object or value.
* @param source - Source object or value
* @param {boolean} isSinglePropSchema - Whether or not schema is only a single property.
* @returns Overridden object or value.
*/
function extendProperties (dest, source, isSinglePropSchema) {
  if (isSinglePropSchema) { return source; }
  return utils.extend(dest, source);
}

/**
 * Wrapper for user defined pause method
 * Pause component by removing tick behavior and calling user's pause method.
 *
 * @param pauseMethod {function} - user defined pause method
 */
function wrapPause (pauseMethod) {
  return function pause () {
    var sceneEl = this.el.sceneEl;
    if (!this.isPlaying) { return; }
    pauseMethod.call(this);
    this.isPlaying = false;
    // Remove tick behavior.
    if (!this.tick) { return; }
    sceneEl.removeBehavior(this);
  };
}

/**
 * Wrapper for user defined play method
 * Play component by adding tick behavior and calling user's play method.
 *
 * @param playMethod {function} - user defined play method
 *
 */
function wrapPlay (playMethod) {
  return function play () {
    var sceneEl = this.el.sceneEl;
    var shouldPlay = this.el.isPlaying && !this.isPlaying;
    if (!this.initialized || !shouldPlay) { return; }
    playMethod.call(this);
    this.isPlaying = true;
    // Add tick behavior.
    if (!this.tick) { return; }
    sceneEl.addBehavior(this);
  };
}

},{"../utils/":167,"./scene/scenes":106,"./schema":108,"./system":110}],101:[function(_dereq_,module,exports){
var schema = _dereq_('./schema');

var processSchema = schema.process;
var geometries = module.exports.geometries = {};  // Registered geometries.
var geometryNames = module.exports.geometryNames = [];  // Names of registered geometries.
var THREE = _dereq_('../lib/three');

/**
 * Geometry class definition.
 *
 * Geometries extend the geometry component API to create and register geometry types.
 */
var Geometry = module.exports.Geometry = function () {};

Geometry.prototype = {
  /**
   * Contains the type schema and defaults for the data values.
   * Data is coerced into the types of the values of the defaults.
   */
  schema: {},

  /**
   * Init handler. Similar to attachedCallback.
   * Called during shader initialization and is only run once.
   */
  init: function (data) {
    this.geometry = new THREE.Geometry();
    return this.geometry;
  },

  /**
   * Update handler. Similar to attributeChangedCallback.
   * Called whenever the associated geometry data changes.
   *
   * @param {object} data - New geometry data.
   */
  update: function (data) { /* no-op */ }
};

/**
 * Registers a geometry to A-Frame.
 *
 * @param {string} name - Geometry name.
 * @param {object} definition - Geometry property and methods.
 * @returns {object} Geometry.
 */
module.exports.registerGeometry = function (name, definition) {
  var NewGeometry;
  var proto = {};

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function expandDefinition (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (geometries[name]) {
    throw new Error('The geometry `' + name + '` has been already registered');
  }
  NewGeometry = function () { Geometry.call(this); };
  NewGeometry.prototype = Object.create(Geometry.prototype, proto);
  NewGeometry.prototype.name = name;
  NewGeometry.prototype.constructor = NewGeometry;
  geometries[name] = {
    Geometry: NewGeometry,
    schema: processSchema(NewGeometry.prototype.schema)
  };
  geometryNames.push(name);
  return NewGeometry;
};

},{"../lib/three":146,"./schema":108}],102:[function(_dereq_,module,exports){
var coordinates = _dereq_('../utils/coordinates');
var debug = _dereq_('debug');

var error = debug('core:propertyTypes:warn');
var warn = debug('core:propertyTypes:warn');

var propertyTypes = module.exports.propertyTypes = {};

// Built-in property types.
registerPropertyType('audio', '', assetParse);
registerPropertyType('array', [], arrayParse, arrayStringify);
registerPropertyType('asset', '', assetParse);
registerPropertyType('boolean', false, boolParse);
registerPropertyType('color', '#FFF', defaultParse, defaultStringify);
registerPropertyType('int', 0, intParse);
registerPropertyType('number', 0, numberParse);
registerPropertyType('map', '', assetParse);
registerPropertyType('model', '', assetParse);
registerPropertyType('selector', '', selectorParse, selectorStringify);
registerPropertyType('selectorAll', '', selectorAllParse, selectorAllStringify);
registerPropertyType('src', '', srcParse);
registerPropertyType('string', '', defaultParse, defaultStringify);
registerPropertyType('time', 0, intParse);
registerPropertyType('vec2', {x: 0, y: 0}, vecParse, coordinates.stringify);
registerPropertyType('vec3', {x: 0, y: 0, z: 0}, vecParse, coordinates.stringify);
registerPropertyType('vec4', {x: 0, y: 0, z: 0, w: 0}, vecParse, coordinates.stringify);

/**
 * Register a parser for re-use such that when someone uses `type` in the schema,
 * `schema.process` will set the property `parse` and `stringify`.
 *
 * @param {string} type - Type name.
 * @param [defaultValue=null] -
 *   Default value to use if component does not define default value.
 * @param {function} [parse=defaultParse] - Parse string function.
 * @param {function} [stringify=defaultStringify] - Stringify to DOM function.
 */
function registerPropertyType (type, defaultValue, parse, stringify) {
  if ('type' in propertyTypes) {
    error('Property type ' + type + ' is already registered.');
    return;
  }

  propertyTypes[type] = {
    default: defaultValue,
    parse: parse || defaultParse,
    stringify: stringify || defaultStringify
  };
}
module.exports.registerPropertyType = registerPropertyType;

function arrayParse (value) {
  if (Array.isArray(value)) { return value; }
  if (!value || typeof value !== 'string') { return []; }
  return value.split(',').map(trim);
  function trim (str) { return str.trim(); }
}

function arrayStringify (value) {
  return value.join(', ');
}

/**
 * For general assets.
 *
 * @param {string} value - Can either be `url(<value>)`, an ID selector to an asset, or
 *   just string.
 * @returns {string} Parsed value from `url(<value>)`, src from `<someasset src>`, or
 *   just string.
 */
function assetParse (value) {
  var el;
  var parsedUrl;

  // If an element was provided (e.g. canvas or video), just return it.
  if (typeof value !== 'string') { return value; }

  // Wrapped `url()` in case of data URI.
  parsedUrl = value.match(/\url\((.+)\)/);
  if (parsedUrl) { return parsedUrl[1]; }

  // ID.
  if (value.charAt(0) === '#') {
    el = selectorParse(value);
    if (el) {
      if (el.tagName === 'CANVAS' || el.tagName === 'VIDEO') { return el; }
      return el.getAttribute('src');
    }
    warn('"' + value + '" asset not found.');
    return;
  }

  // Non-wrapped url().
  return value;
}

function defaultParse (value) {
  return value;
}

function defaultStringify (value) {
  if (value === null) { return 'null'; }
  return value.toString();
}

function boolParse (value) {
  return value !== 'false' && value !== false;
}

function intParse (value) {
  return parseInt(value, 10);
}

function numberParse (value) {
  return parseFloat(value, 10);
}

function selectorParse (value) {
  if (!value) { return null; }
  if (typeof value !== 'string') { return value; }
  return document.querySelector(value);
}

function selectorAllParse (value) {
  if (!value) { return null; }
  if (typeof value !== 'string') { return value; }
  return Array.prototype.slice.call(document.querySelectorAll(value), 0);
}

function selectorStringify (value) {
  if (value.getAttribute) {
    return '#' + value.getAttribute('id');
  }
  return defaultStringify(value);
}

function selectorAllStringify (value) {
  if (value instanceof Array) {
    return value.map(function (element) {
      return '#' + element.getAttribute('id');
    }).join(', ');
  }
  return defaultStringify(value);
}

function srcParse (value) {
  warn('`src` property type is deprecated. Use `asset` instead.');
  return assetParse(value);
}

function vecParse (value) {
  return coordinates.parse(value, this.default);
}

},{"../utils/coordinates":162,"debug":11}],103:[function(_dereq_,module,exports){
/* global Promise, screen */
var initMetaTags = _dereq_('./metaTags').inject;
var initWakelock = _dereq_('./wakelock');
var re = _dereq_('../a-register-element');
var scenes = _dereq_('./scenes');
var systems = _dereq_('../system').systems;
var THREE = _dereq_('../../lib/three');
var TWEEN = _dereq_('tween.js');
var utils = _dereq_('../../utils/');
// Require after.
var AEntity = _dereq_('../a-entity');
var ANode = _dereq_('../a-node');
var initPostMessageAPI = _dereq_('./postMessage');

var bind = utils.bind;
var isIOS = utils.device.isIOS();
var isMobile = utils.device.isMobile();
var registerElement = re.registerElement;
var warn = utils.debug('core:a-scene:warn');

/**
 * Scene element, holds all entities.
 *
 * @member {number} animationFrameID
 * @member {array} behaviors - Component instances that have registered themselves to be
           updated on every tick.
 * @member {object} camera - three.js Camera object.
 * @member {object} canvas
 * @member {bool} isScene - Differentiates as scene entity as opposed to other entites.
 * @member {bool} isMobile - Whether browser is mobile (via UA detection).
 * @member {object} object3D - Root three.js Scene object.
 * @member {object} renderer
 * @member {bool} renderStarted
 * @member (object) effect - three.js VREffect
 * @member {object} systems - Registered instantiated systems.
 * @member {number} time
 */
module.exports = registerElement('a-scene', {
  prototype: Object.create(AEntity.prototype, {
    defaultComponents: {
      value: {
        'canvas': '',
        'inspector': '',
        'keyboard-shortcuts': '',
        'screenshot': '',
        'vr-mode-ui': '',
        'auto-enter-vr': ''
      }
    },

    createdCallback: {
      value: function () {
        this.isIOS = isIOS;
        this.isMobile = isMobile;
        this.isScene = true;
        this.object3D = new THREE.Scene();
        this.render = bind(this.render, this);
        this.systems = {};
        this.time = 0;
        this.init();
      }
    },

    init: {
      value: function () {
        this.behaviors = [];
        this.hasLoaded = false;
        this.isPlaying = false;
        this.originalHTML = this.innerHTML;
        this.addEventListener('render-target-loaded', function () {
          this.setupRenderer();
          this.resize();
        });
        this.addFullScreenStyles();
        initPostMessageAPI(this);
      },
      writable: true
    },

    addFullScreenStyles: {
      value: function () {
        var htmlEl = document.documentElement;
        htmlEl.classList.add('a-html');
        document.body.classList.add('a-body');
        this.classList.add('fullscreen');
      }
    },

    removeFullScreenStyles: {
      value: function () {
        var htmlEl = document.documentElement;
        htmlEl.classList.remove('a-html');
        document.body.classList.remove('a-body');
        this.classList.remove('fullscreen');
      }
    },

    attachedCallback: {
      value: function () {
        var resize = bind(this.resize, this);
        initMetaTags(this);
        initWakelock(this);
        this.initSystems();

        window.addEventListener('load', resize);
        window.addEventListener('resize', resize);
        this.play();

        // Add to scene index.
        scenes.push(this);
      },
      writable: window.debug
    },

    initSystems: {
      value: function () {
        Object.keys(systems).forEach(bind(this.initSystem, this));
      }
    },

    initSystem: {
      value: function (name) {
        var system;
        if (this.systems[name]) { return; }
        system = this.systems[name] = new systems[name](this);
        system.init();
      }
    },

    /**
     * Shuts down scene on detach.
     */
    detachedCallback: {
      value: function () {
        var sceneIndex;
        window.cancelAnimationFrame(this.animationFrameID);
        this.animationFrameID = null;
        // Remove from scene index.
        sceneIndex = scenes.indexOf(this);
        scenes.splice(sceneIndex, 1);
      }
    },

    /**
     * @param {object} behavior - Generally a component. Must implement a .update() method to
     *        be called on every tick.
     */
    addBehavior: {
      value: function (behavior) {
        var behaviors = this.behaviors;
        if (behaviors.indexOf(behavior) !== -1) { return; }
        behaviors.push(behavior);
      }
    },

    /**
     * For tests.
     */
    checkHeadsetConnected: {
      value: utils.device.checkHeadsetConnected,
      writable: window.debug
    },

    /**
     * Call `requestPresent` if WebVR or WebVR polyfill.
     * Call `requestFullscreen` on desktop.
     * Handle events, states, fullscreen styles.
     *
     * @returns {Promise}
     */
    enterVR: {
      value: function (event) {
        var self = this;

        // Don't enter VR if already in VR.
        if (this.is('vr-mode')) { return Promise.resolve('Already in VR.'); }

        if (this.checkHeadsetConnected() || this.isMobile) {
          return this.effect.requestPresent().then(enterVRSuccess, enterVRFailure);
        }
        enterVRSuccess();
        return Promise.resolve();

        function enterVRSuccess () {
          self.addState('vr-mode');
          self.emit('enter-vr', event);

          // Lock to landscape orientation on mobile.
          if (self.isMobile && screen.orientation && screen.orientation.lock) {
            screen.orientation.lock('landscape');
          }
          self.addFullScreenStyles();

          // On mobile, the polyfill handles fullscreen.
          // TODO: 07/16 Chromium builds break when `requestFullscreen`ing on a canvas
          // that we are also `requestPresent`ing. Until then, don't fullscreen if headset
          // connected.
          if (!self.isMobile && !self.checkHeadsetConnected()) {
            requestFullscreen(self.canvas);
          }
          self.resize();
        }

        function enterVRFailure (err) {
          if (err && err.message) {
            throw new Error('Failed to enter VR mode (`requestPresent`): ' + err.message);
          } else {
            throw new Error('Failed to enter VR mode (`requestPresent`).');
          }
        }
      }
    },
     /**
     * Call `exitPresent` if WebVR or WebVR polyfill.
     * Handle events, states, fullscreen styles.
     *
     * @returns {Promise}
     */
    exitVR: {
      value: function () {
        var self = this;

        // protoio, proto.io: emit a custom event to handle things before exiting fullscreen
          self.emit('before-exit-vr', {target: self});

        // Don't exit VR if not in VR.
        if (!this.is('vr-mode')) { return Promise.resolve('Not in VR.'); }

        exitFullscreen();

        if (this.checkHeadsetConnected() || this.isMobile) {
          return this.effect.exitPresent().then(exitVRSuccess, exitVRFailure);
        }
        exitVRSuccess();
        return Promise.resolve();

        function exitVRSuccess () {
          self.removeState('vr-mode');
          // Lock to landscape orientation on mobile.
          if (self.isMobile && screen.orientation && screen.orientation.unlock) {
            screen.orientation.unlock();
          }
          // Exiting VR in embedded mode, no longer need fullscreen styles.
          if (self.hasAttribute('embedded')) { self.removeFullScreenStyles(); }
          self.resize();
          if (self.isIOS) { utils.forceCanvasResizeSafariMobile(this.canvas); }
          self.emit('exit-vr', {target: self});
        }

        function exitVRFailure (err) {
          if (err && err.message) {
            throw new Error('Failed to exit VR mode (`exitPresent`): ' + err.message);
          } else {
            throw new Error('Failed to exit VR mode (`exitPresent`).');
          }
        }
      }
    },

    /**
     * Wraps Entity.getAttribute to take into account for systems.
     * If system exists, then return system data rather than possible component data.
     */
    getAttribute: {
      value: function (attr) {
        var system = this.systems[attr];
        if (system) { return system.data; }
        return AEntity.prototype.getAttribute.call(this, attr);
      }
    },

    /**
     * `getAttribute` used to be `getDOMAttribute` and `getComputedAttribute` used to be
     * what `getAttribute` is now. Now legacy code.
     */
    getComputedAttribute: {
      value: function (attr) {
        warn('`getComputedAttribute` is deprecated. Use `getAttribute` instead.');
        this.getAttribute(attr);
      }
    },

    /**
     * Wraps Entity.getDOMAttribute to take into account for systems.
     * If system exists, then return system data rather than possible component data.
     */
    getDOMAttribute: {
      value: function (attr) {
        var system = this.systems[attr];
        if (system) { return system.data; }
        return AEntity.prototype.getDOMAttribute.call(this, attr);
      }
    },

    /**
     * Wraps Entity.setAttribute to take into account for systems.
     * If system exists, then skip component initialization checks and do a normal
     * setAttribute.
     */
    setAttribute: {
      value: function (attr, value, componentPropValue) {
        var system = this.systems[attr];
        if (system) {
          ANode.prototype.setAttribute.call(this, attr, value);
          return;
        }
        AEntity.prototype.setAttribute.call(this, attr, value, componentPropValue);
      }
    },

    /**
     * @param {object} behavior - Generally a component. Has registered itself to behaviors.
     */
    removeBehavior: {
      value: function (behavior) {
        var behaviors = this.behaviors;
        var index = behaviors.indexOf(behavior);
        if (index === -1) { return; }
        behaviors.splice(index, 1);
      }
    },

    resize: {
      value: function () {
        var camera = this.camera;
        var canvas = this.canvas;
        var embedded = this.getAttribute('embedded') && !this.is('vr-mode');
        var size;
        // Possible camera or canvas not injected yet.
        // ON MOBILE the webvr-polyfill relies on the fullscreen API to enter
        // VR mode. The canvas is resized by VREffect following the values returned
        // by getEyeParameters. We don't want to overwrite the size with the
        // windows width and height.
        if (!camera || !canvas || this.is('vr-mode') && isMobile) { return; }
        // Update camera.
        size = getCanvasSize(canvas, embedded);
        camera.aspect = size.width / size.height;
        camera.updateProjectionMatrix();
        // Notify renderer of size change.
        this.renderer.setSize(size.width, size.height);
      },
      writable: window.debug
    },

    setupRenderer: {
      value: function () {
        var canvas = this.canvas;
        // Set at startup. To enable/disable antialias
        // at runttime we would have to recreate the whole context
        var antialias = this.getAttribute('antialias') === 'true';
        var renderer = this.renderer = new THREE.WebGLRenderer({
          canvas: canvas,
          antialias: antialias || window.hasNativeWebVRImplementation,
          alpha: true
        });
        renderer.setPixelRatio(window.devicePixelRatio);
        renderer.sortObjects = false;
        this.effect = new THREE.VREffect(renderer);
      },
      writable: window.debug
    },

    /**
     * Handler attached to elements to help scene know when to kick off.
     * Scene waits for all entities to load.
     */
    play: {
      value: function () {
        var self = this;
        if (this.renderStarted) {
          AEntity.prototype.play.call(this);
          return;
        }

        this.addEventListener('loaded', function () {
          AEntity.prototype.play.call(this);  // .play() *before* render.

          // Wait for camera if necessary before rendering.
          if (this.camera) {
            startRender(this);
            return;
          }
          this.addEventListener('camera-set-active', function () { startRender(this); });

          function startRender (sceneEl) {
            if (sceneEl.renderStarted) { return; }

            sceneEl.resize();

            // Kick off render loop.
            if (sceneEl.renderer) {
              if (window.performance) {
                window.performance.mark('render-started');
              }
              sceneEl.render(0);
              sceneEl.renderStarted = true;
              sceneEl.emit('renderstart');
            }
          }
        });

        // setTimeout to wait for all nodes to attach and run their callbacks.
        setTimeout(function () {
          AEntity.prototype.load.call(self);
        });
      }
    },

    /**
     * Reload the scene to the original DOM content.
     *
     * @param {bool} doPause - Whether to reload the scene with all dynamic behavior paused.
     */
    reload: {
      value: function (doPause) {
        var self = this;
        if (doPause) { this.pause(); }
        this.innerHTML = this.originalHTML;
        this.init();
        ANode.prototype.load.call(this, play);
        function play () {
          if (!self.isPlaying) { return; }
          AEntity.prototype.play.call(self);
        }
      }
    },

    /**
     * Wrap `updateComponent` to not initialize the component if the component has a system
     * (aframevr/aframe#2365).
     */
    updateComponent: {
      value: function (componentName) {
        if (componentName in systems) { return; }
        AEntity.prototype.updateComponent.apply(this, arguments);
      }
    },

    /**
     * Behavior-updater meant to be called from scene render.
     * Abstracted to a different function to facilitate unit testing (`scene.tick()`) without
     * needing to render.
     */
    tick: {
      value: function (time, timeDelta) {
        var systems = this.systems;

        // Animations.
        TWEEN.update(time);
        // Components.
        this.behaviors.forEach(function (component) {
          if (!component.el.isPlaying) { return; }
          component.tick(time, timeDelta);
        });
        // Systems.
        Object.keys(systems).forEach(function (key) {
          if (!systems[key].tick) { return; }
          systems[key].tick(time, timeDelta);
        });
      }
    },

    /**
     * The render loop.
     *
     * Updates animations.
     * Updates behaviors.
     * Renders with request animation frame.
     */
    render: {
      value: function (time) {
        var effect = this.effect;
        var timeDelta = time - this.time;

        if (this.isPlaying) { this.tick(time, timeDelta); }

        this.animationFrameID = effect.requestAnimationFrame(this.render);
        effect.render(this.object3D, this.camera);
        this.time = time;
      },
      writable: true
    }
  })
});

/**
 * Return the canvas size where the scene will be rendered
 * It will be always the window size except when the scene
 * is embedded. The parent size will be returned in that case
 *
 * @param {object} canvasEl - the canvas element
 * @param {boolean} embedded - Is the scene embedded?
 */
function getCanvasSize (canvasEl, embedded) {
  if (embedded) {
    return {
      height: canvasEl.parentElement.offsetHeight,
      width: canvasEl.parentElement.offsetWidth
    };
  }
  return {
    height: window.innerHeight,
    width: window.innerWidth
  };
}

function requestFullscreen (canvas) {
  var requestFullscreen =
    canvas.requestFullscreen ||
    canvas.webkitRequestFullscreen ||
    canvas.mozRequestFullScreen ||  // The capitalized `S` is not a typo.
    canvas.msRequestFullscreen;
  requestFullscreen.apply(canvas);
}

function exitFullscreen () {
  if (document.exitFullscreen) {
    document.exitFullscreen();
  } else if (document.mozCancelFullScreen) {
    document.mozCancelFullScreen();
  } else if (document.webkitExitFullscreen) {
    document.webkitExitFullscreen();
  }
}

},{"../../lib/three":146,"../../utils/":167,"../a-entity":96,"../a-node":98,"../a-register-element":99,"../system":110,"./metaTags":104,"./postMessage":105,"./scenes":106,"./wakelock":107,"tween.js":49}],104:[function(_dereq_,module,exports){
var constants = _dereq_('../../constants/');
var extend = _dereq_('../../utils').extend;

var MOBILE_HEAD_TAGS = module.exports.MOBILE_HEAD_TAGS = [
  Meta({name: 'viewport', content: 'width=device-width,initial-scale=1,maximum-scale=1,shrink-to-fit=no,user-scalable=no,minimal-ui'}),

  // W3C-standardised meta tags.
  Meta({name: 'mobile-web-app-capable', content: 'yes'}),
  Meta({name: 'theme-color', content: 'black'})
];

var MOBILE_IOS_HEAD_TAGS = [
  // iOS-specific meta tags for fullscreen when pinning to homescreen.
  Meta({name: 'apple-mobile-web-app-capable', content: 'yes'}),
  Meta({name: 'apple-mobile-web-app-status-bar-style', content: 'black'}),
  Link({rel: 'apple-touch-icon', href: 'https://aframe.io/images/aframe-logo-152.png'})
];

function Meta (attrs) {
  return {
    tagName: 'meta',
    attributes: attrs,
    exists: function () { return document.querySelector('meta[name="' + attrs.name + '"]'); }
  };
}

function Link (attrs) {
  return {
    tagName: 'link',
    attributes: attrs,
    exists: function () { return document.querySelector('link[rel="' + attrs.rel + '"]'); }
  };
}

/**
 * Injects the necessary metatags in the document for mobile support:
 * 1. Prevent the user to zoom in the document.
 * 2. Ensure that window.innerWidth and window.innerHeight have the correct
 *    values and the canvas is properly scaled.
 * 3. To allow fullscreen mode when pinning a web app on the home screen on
 *    iOS.
 * Adapted from https://www.reddit.com/r/web_design/comments/3la04p/
 *
 * @param {object} scene - Scene element
 * @returns {Array}
 */
module.exports.inject = function injectHeadTags (scene) {
  var headEl = document.head;
  var headScriptEl = headEl.querySelector('script');
  var tag;
  var headTags = [];
  MOBILE_HEAD_TAGS.forEach(createAndInjectTag);
  if (scene.isIOS) {
    MOBILE_IOS_HEAD_TAGS.forEach(createAndInjectTag);
  }
  return headTags;

  function createAndInjectTag (tagObj) {
    if (!tagObj || tagObj.exists()) { return; }

    tag = createTag(tagObj);
    if (!tag) { return; }

    if (headScriptEl) {
      headScriptEl.parentNode.insertBefore(tag, headScriptEl);
    } else {
      headEl.appendChild(tag);
    }

    headTags.push(tag);
  }
};

function createTag (tagObj) {
  if (!tagObj || !tagObj.tagName) { return; }
  var meta = document.createElement(tagObj.tagName);
  meta.setAttribute(constants.AFRAME_INJECTED, '');
  return extend(meta, tagObj.attributes);
}

},{"../../constants/":91,"../../utils":167}],105:[function(_dereq_,module,exports){
var bind = _dereq_('../../utils/bind');
var isIframed = _dereq_('../../utils/').isIframed;

/**
 * Provides a post message API for scenes contained
 * in an iframe.
 */
module.exports = function initPostMessageAPI (scene) {
  // Handles fullscreen behavior when inside an iframe.
  if (!isIframed()) { return; }
  // postMessage API handler
  window.addEventListener('message', bind(postMessageAPIHandler, scene));
};

function postMessageAPIHandler (event) {
  var scene = this;
  if (!event.data) { return; }

  switch (event.data.type) {
    case 'vr': {
      switch (event.data.data) {
        case 'enter':
          scene.enterVR();
          break;
        case 'exit':
          scene.exitVR();
          break;
      }
    }
  }
}

},{"../../utils/":167,"../../utils/bind":161}],106:[function(_dereq_,module,exports){
/*
  Scene index for keeping track of created scenes.
*/
module.exports = [];

},{}],107:[function(_dereq_,module,exports){
var Wakelock = _dereq_('../../../vendor/wakelock/wakelock');

module.exports = function initWakelock (scene) {
  if (!scene.isMobile) { return; }

  var wakelock = scene.wakelock = new Wakelock();
  scene.addEventListener('enter-vr', function () { wakelock.request(); });
  scene.addEventListener('exit-vr', function () { wakelock.release(); });
};

},{"../../../vendor/wakelock/wakelock":177}],108:[function(_dereq_,module,exports){
var debug = _dereq_('../utils/debug');
var propertyTypes = _dereq_('./propertyTypes').propertyTypes;
var warn = debug('core:schema:warn');

/**
 * A schema is classified as a schema for a single property if:
 * - `type` is defined on the schema as a string.
 * - OR `default` is defined on the schema, as a reserved keyword.
 * - OR schema is empty.
 */
function isSingleProperty (schema) {
  if ('type' in schema) {
    return typeof schema.type === 'string';
  }
  return 'default' in schema;
}
module.exports.isSingleProperty = isSingleProperty;

/**
 * Build step to schema to use `type` to inject default value, parser, and stringifier.
 *
 * @param {object} schema
 * @returns {object} Schema.
 */
module.exports.process = function (schema) {
  // For single property schema, run processPropDefinition over the whole schema.
  if (isSingleProperty(schema)) {
    return processPropertyDefinition(schema);
  }

  // For multi-property schema, run processPropDefinition over each property definition.
  Object.keys(schema).forEach(function (propName) {
    schema[propName] = processPropertyDefinition(schema[propName]);
  });
  return schema;
};

/**
 * Inject default value, parser, stringifier for single property.
 */
function processPropertyDefinition (propDefinition) {
  var defaultVal = propDefinition.default;
  var propType;
  var typeName = propDefinition.type;

  // Type inference.
  if (!propDefinition.type) {
    if (defaultVal !== undefined && ['boolean', 'number'].indexOf(typeof defaultVal) !== -1) {
      // Type inference.
      typeName = typeof defaultVal;
    } else if (Array.isArray(defaultVal)) {
      typeName = 'array';
    } else {
      // Fall back to string.
      typeName = 'string';
    }
  } else if (propDefinition.type === 'bool') {
    typeName = 'boolean';
  } else if (propDefinition.type === 'float') {
    typeName = 'number';
  }

  propType = propertyTypes[typeName];
  if (!propType) {
    warn('Unknown property type: ' + typeName);
  }

  // Fill in parse and stringify using property types.
  propDefinition.parse = propDefinition.parse || propType.parse;
  propDefinition.stringify = propDefinition.stringify || propType.stringify;

  // Fill in type name.
  propDefinition.type = typeName;

  // Fill in default value.
  if (!('default' in propDefinition)) {
    propDefinition.default = propType.default;
  }

  return propDefinition;
}
module.exports.processPropertyDefinition = processPropertyDefinition;

/**
 * Parse propData using schema. Use default values if not existing in propData.
 *
 * @param {object} propData - Unparsed properties.
 * @param {object} schema - Property types definition.
 * @param {boolean} getPartialData - Whether to return full component data or just the data
 *        with keys in `propData`.
 * @param {string } componentName - Name of the component, used for the property warning.
 * @param {boolean} silent - Suppress warning messages.
 */
module.exports.parseProperties = function (propData, schema, getPartialData, componentName,
                                           silent) {
  var propNames = Object.keys(getPartialData ? propData : schema);

  if (propData === null || typeof propData !== 'object') { return propData; }

  // Validation errors.
  Object.keys(propData).forEach(function (propName) {
    if (!schema[propName] && !silent) {
      warn('Unknown property `' + propName +
           '` for component/system `' + componentName + '`.');
    }
  });

  propNames.forEach(function parse (propName) {
    var propDefinition = schema[propName];
    var propValue = propData[propName];
    if (!(schema[propName])) { return; }
    propData[propName] = parseProperty(propValue, propDefinition);
  });

  return propData;
};

/**
 * Deserialize a single property.
 */
function parseProperty (value, propDefinition) {
  // Use default value if value is falsy.
  if (value === undefined || value === null || value === '') {
    value = propDefinition.default;
  }
  // Invoke property type parser.
  return propDefinition.parse(value, propDefinition.default);
}
module.exports.parseProperty = parseProperty;

/**
 * Serialize a group of properties.
 */
module.exports.stringifyProperties = function (propData, schema) {
  var stringifiedData = {};
  Object.keys(propData).forEach(function (propName) {
    var propDefinition = schema[propName];
    var propValue = propData[propName];
    var value = propValue;
    if (typeof value === 'object') {
      value = stringifyProperty(propValue, propDefinition);
      if (!propDefinition) { warn('Unknown component property: ' + propName); }
    }
    stringifiedData[propName] = value;
  });
  return stringifiedData;
};

/**
 * Serialize a single property.
 */
function stringifyProperty (value, propDefinition) {
  // This function stringifies but it's used in a context where
  // there's always second stringification pass. By returning the original
  // value when it's not an object we save one unnecessary call
  // to JSON.stringify.
  if (typeof value !== 'object') { return value; }
  // if there's no schema for the property we use standar JSON stringify
  if (!propDefinition || value === null) { return JSON.stringify(value); }
  return propDefinition.stringify(value);
}
module.exports.stringifyProperty = stringifyProperty;

},{"../utils/debug":163,"./propertyTypes":102}],109:[function(_dereq_,module,exports){
var schema = _dereq_('./schema');

var processSchema = schema.process;
var shaders = module.exports.shaders = {};  // Keep track of registered shaders.
var shaderNames = module.exports.shaderNames = [];  // Keep track of the names of registered shaders.
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils');

// A-Frame properties to three.js uniform types.
var propertyToThreeMapping = {
  array: 'v3',
  color: 'v3',
  int: 'i',
  number: 'f',
  map: 't',
  time: 'f',
  vec2: 'v2',
  vec3: 'v3',
  vec4: 'v4'
};

/**
 * Shader class definition.
 *
 * Shaders extend the material component API so you can create your own library
 * of customized materials
 *
 */
var Shader = module.exports.Shader = function () {};

Shader.prototype = {
  /**
   * Contains the type schema and defaults for the data values.
   * Data is coerced into the types of the values of the defaults.
   */
  schema: {},

  vertexShader:
    'void main() {' +
      'gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);' +
    '}',

  fragmentShader:
    'void main() {' +
      'gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);' +
    '}',

  /**
   * Init handler. Similar to attachedCallback.
   * Called during shader initialization and is only run once.
   */
  init: function (data) {
    this.attributes = this.initVariables(data, 'attribute');
    this.uniforms = this.initVariables(data, 'uniform');
    this.material = new (this.raw ? THREE.RawShaderMaterial : THREE.ShaderMaterial)({
      // attributes: this.attributes,
      uniforms: this.uniforms,
      vertexShader: this.vertexShader,
      fragmentShader: this.fragmentShader
    });
    return this.material;
  },

  initVariables: function (data, type) {
    var variables = {};
    var schema = this.schema;
    Object.keys(schema).forEach(function processSchema (key) {
      if (schema[key].is !== type) { return; }
      var varType = propertyToThreeMapping[schema[key].type];
      variables[key] = {
        type: varType,
        value: undefined  // Let updateVariables handle setting these.
      };
    });
    return variables;
  },

  /**
   * Update handler. Similar to attributeChangedCallback.
   * Called whenever the associated material data changes.
   *
   * @param {object} data - New material data.
   */
  update: function (data) {
    this.updateVariables(data, 'attribute');
    this.updateVariables(data, 'uniform');
  },

  updateVariables: function (data, type) {
    var self = this;
    var variables = type === 'uniform' ? this.uniforms : this.attributes;
    var schema = this.schema;
    Object.keys(data).forEach(function processData (key) {
      var materialKey;
      if (!schema[key] || schema[key].is !== type) { return; }

      if (schema[key].type === 'map') {
        // If data unchanged, get out early.
        if (!variables[key] || variables[key].value === data[key]) { return; }

        // Special handling is needed for textures.
        materialKey = '_texture_' + key;

        // We can't actually set the variable correctly until we've loaded the texture.
        self.el.addEventListener('materialtextureloaded', function () {
          variables[key].value = self.material[materialKey];
          variables[key].needsUpdate = true;
        });

        // Kick off the texture update now that handler is added.
        utils.material.updateMapMaterialFromData(materialKey, key, self, data);
        return;
      }
      variables[key].value = self.parseValue(schema[key].type, data[key]);
      variables[key].needsUpdate = true;
    });
  },

  parseValue: function (type, value) {
    var color;
    switch (type) {
      case 'vec2': {
        return new THREE.Vector2(value.x, value.y);
      }
      case 'vec3': {
        return new THREE.Vector3(value.x, value.y, value.z);
      }
      case 'vec4': {
        return new THREE.Vector4(value.x, value.y, value.z, value.w);
      }
      case 'color': {
        color = new THREE.Color(value);
        return new THREE.Vector3(color.r, color.g, color.b);
      }
      default: {
        return value;
      }
    }
  }
};

/**
 * Registers a shader to A-Frame.
 *
 * @param {string} name - shader name.
 * @param {object} definition - shader property and methods.
 * @returns {object} Shader.
 */
module.exports.registerShader = function (name, definition) {
  var NewShader;
  var proto = {};

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (shaders[name]) {
    throw new Error('The shader ' + name + ' has been already registered');
  }
  NewShader = function () { Shader.call(this); };
  NewShader.prototype = Object.create(Shader.prototype, proto);
  NewShader.prototype.name = name;
  NewShader.prototype.constructor = NewShader;
  shaders[name] = {
    Shader: NewShader,
    schema: processSchema(NewShader.prototype.schema)
  };
  shaderNames.push(name);
  return NewShader;
};

},{"../lib/three":146,"../utils":167,"./schema":108}],110:[function(_dereq_,module,exports){
/* global HTMLElement */
var components = _dereq_('./component');
var schema = _dereq_('./schema');
var utils = _dereq_('../utils/');

var parseProperties = schema.parseProperties;
var parseProperty = schema.parseProperty;
var processSchema = schema.process;
var isSingleProp = schema.isSingleProperty;
var styleParser = utils.styleParser;

var systems = module.exports.systems = {};  // Keep track of registered systems.

/**
 * System class definition.
 *
 * Systems provide global scope and services to a group of instantiated components of the
 * same class. They can also help abstract logic away from components such that components
 * only have to worry about data.
 * For example, a physics component that creates a physics world that oversees
 * all entities with a physics or rigid body component.
 *
 * @member {string} name - Name that system is registered under.
 * @member {Element} sceneEl - Handle to the scene element where system applies to.
 */
var System = module.exports.System = function (sceneEl) {
  var component = components && components.components[this.name];
  var schema = this.schema;
  var rawData;

  // Set reference to scene.
  this.sceneEl = sceneEl;

  // Set reference to matching component (if exists).
  if (component) { component.Component.prototype.system = this; }

  // Process system configuration.
  if (!Object.keys(schema).length) { return; }
  rawData = HTMLElement.prototype.getAttribute.call(sceneEl, this.name);
  if (isSingleProp(schema)) {
    this.data = parseProperty(rawData, schema);
    return;
  }
  this.data = parseProperties(styleParser.parse(rawData) || {}, schema, false, this.name);
};

System.prototype = {
  /**
   * Schema to configure system.
   */
  schema: {},

  /**
   * Init handler. Called during scene initialization and is only run once.
   * Systems can use this to set initial state.
   */
  init: function () { /* no-op */ },

  /**
   * Tick handler.
   * Called on each tick of the scene render loop.
   * Affected by play and pause.
   *
   * @param {number} time - Scene tick time.
   * @param {number} timeDelta - Difference in current render time and previous render time.
   */
  tick: undefined,

  /**
   * Called to start any dynamic behavior (e.g., animation, AI, events, physics).
   */
  play: function () { /* no-op */ },

  /**
   * Called to stop any dynamic behavior (e.g., animation, AI, events, physics).
   */
  pause: function () { /* no-op */ }
};

/**
 * Registers a system to A-Frame.
 *
 * @param {string} name - Component name.
 * @param {object} definition - Component property and methods.
 * @returns {object} Component.
 */
module.exports.registerSystem = function (name, definition) {
  var i;
  var NewSystem;
  var proto = {};
  var scenes = utils.findAllScenes(document);

  // Format definition object to prototype object.
  Object.keys(definition).forEach(function (key) {
    proto[key] = {
      value: definition[key],
      writable: true
    };
  });

  if (systems[name]) {
    throw new Error('The system `' + name + '` has been already registered. ' +
                    'Check that you are not loading two versions of the same system ' +
                    'or two different systems of the same name.');
  }
  NewSystem = function (sceneEl) { System.call(this, sceneEl); };
  NewSystem.prototype = Object.create(System.prototype, proto);
  NewSystem.prototype.name = name;
  NewSystem.prototype.constructor = NewSystem;
  NewSystem.prototype.schema = utils.extend(processSchema(NewSystem.prototype.schema));
  systems[name] = NewSystem;

  // Initialize systems for existing scenes
  for (i = 0; i < scenes.length; i++) { scenes[i].initSystem(name); }
};

},{"../utils/":167,"./component":100,"./schema":108}],111:[function(_dereq_,module,exports){
_dereq_('./pivot');

},{"./pivot":112}],112:[function(_dereq_,module,exports){
var registerComponent = _dereq_('../../core/component').registerComponent;
var THREE = _dereq_('../../lib/three');

var originalPosition = new THREE.Vector3();
var originalRotation = new THREE.Vector3();

/**
 * Wrap el.object3D within an outer group. Apply pivot to el.object3D as position.
 */
registerComponent('pivot', {
  dependencies: ['position'],

  schema: {type: 'vec3'},

  init: function () {
    var data = this.data;
    var el = this.el;
    var originalParent = el.object3D.parent;
    var originalGroup = el.object3D;
    var outerGroup = new THREE.Group();

    originalPosition.copy(originalGroup.position);
    originalRotation.copy(originalGroup.rotation);

    // Detach current group from parent.
    originalParent.remove(originalGroup);
    outerGroup.add(originalGroup);

    // Set new group as the outer group.
    originalParent.add(outerGroup);

    // Set outer group as new object3D.
    el.object3D = outerGroup;

    // Apply pivot to original group.
    originalGroup.position.set(-1 * data.x, -1 * data.y, -1 * data.z);

    // Offset the pivot so that world position not affected.
    // And restore position onto outer group.
    outerGroup.position.set(data.x + originalPosition.x, data.y + originalPosition.y,
                            data.z + originalPosition.z);

    // Transfer rotation to outer group.
    outerGroup.rotation.copy(originalGroup.rotation);
    originalGroup.rotation.set(0, 0, 0);
  }
});

},{"../../core/component":100,"../../lib/three":146}],113:[function(_dereq_,module,exports){
/**
 * Common mesh defaults, mappings, and transforms.
 */
var components = _dereq_('../../core/component').components;
var shaders = _dereq_('../../core/shader').shaders;
var utils = _dereq_('../../utils/');

var materialMappings = {};
Object.keys(components.material.schema).forEach(addMapping);
Object.keys(shaders.standard.schema).forEach(addMapping);

function addMapping (prop) {
  // To hyphenated.
  var htmlAttrName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();
  if (prop === 'fog') { htmlAttrName = 'material-fog'; }
  if (prop === 'visible') { htmlAttrName = 'material-visible'; }
  materialMappings[htmlAttrName] = 'material.' + prop;
}

module.exports = function getMeshMixin () {
  return {
    defaultComponents: {material: {}},
    mappings: utils.extend({}, materialMappings)
  };
};

},{"../../core/component":100,"../../core/shader":109,"../../utils/":167}],114:[function(_dereq_,module,exports){
_dereq_('./primitives/a-camera');
_dereq_('./primitives/a-collada-model');
_dereq_('./primitives/a-cursor');
_dereq_('./primitives/a-curvedimage');
_dereq_('./primitives/a-gltf-model');
_dereq_('./primitives/a-image');
_dereq_('./primitives/a-light');
_dereq_('./primitives/a-obj-model');
_dereq_('./primitives/a-sky');
_dereq_('./primitives/a-sound');
_dereq_('./primitives/a-text');
_dereq_('./primitives/a-video');
_dereq_('./primitives/a-videosphere');
_dereq_('./primitives/meshPrimitives');

},{"./primitives/a-camera":116,"./primitives/a-collada-model":117,"./primitives/a-cursor":118,"./primitives/a-curvedimage":119,"./primitives/a-gltf-model":120,"./primitives/a-image":121,"./primitives/a-light":122,"./primitives/a-obj-model":123,"./primitives/a-sky":124,"./primitives/a-sound":125,"./primitives/a-text":126,"./primitives/a-video":127,"./primitives/a-videosphere":128,"./primitives/meshPrimitives":129}],115:[function(_dereq_,module,exports){
var AEntity = _dereq_('../../core/a-entity');
var components = _dereq_('../../core/component').components;
var registerElement = _dereq_('../../core/a-register-element').registerElement;
var utils = _dereq_('../../utils/');

var debug = utils.debug;
var setComponentProperty = utils.entity.setComponentProperty;
var log = debug('extras:primitives:debug');
var warn = debug('extras:primitives:warn');

var primitives = module.exports.primitives = {};

module.exports.registerPrimitive = function registerPrimitive (name, definition) {
  name = name.toLowerCase();
  log('Registering <%s>', name);

  // Deprecation warning for defaultAttributes usage.
  if (definition.defaultAttributes) {
    warn("The 'defaultAttributes' object is deprecated. Use 'defaultComponents' instead.");
  }

  var primitive = registerElement(name, {
    prototype: Object.create(AEntity.prototype, {
      defaultComponentsFromPrimitive: {
        value: definition.defaultComponents || definition.defaultAttributes || {}
      },
      deprecated: {value: definition.deprecated || null},
      deprecatedMappings: {value: definition.deprecatedMappings || {}},
      mappings: {value: definition.mappings || {}},

      createdCallback: {
        value: function () {
          if (definition.deprecated) { console.warn(definition.deprecated); }
          this.resolveMappingCollisions();
        }
      },

      /**
       * If a mapping collides with a registered component name
       * it renames the mapping to componentname-property
       */
      resolveMappingCollisions: {
        value: function () {
          var mappings = this.mappings;
          var self = this;
          Object.keys(mappings).forEach(function resolveCollision (key) {
            var newAttribute;
            if (components[key]) {
              newAttribute = mappings[key].replace('.', '-');
              mappings[newAttribute] = mappings[key];
              delete mappings[key];
              console.warn('The primitive ' + self.tagName.toLowerCase() + ' has a mapping collision. ' +
                           'The attribute ' + key + ' has the same name as a registered component and' +
                           ' has been renamed to ' + newAttribute);
            }
          });
        }
      },

      getExtraComponents: {
        value: function () {
          var attr;
          var data;
          var i;
          var mapping;
          var mixins;
          var path;
          var self = this;

          // Gather component data from default components.
          data = utils.clone(this.defaultComponentsFromPrimitive);

          // Factor in mixins to overwrite default components.
          mixins = this.getAttribute('mixin');
          if (mixins) {
            mixins = mixins.trim().split(' ');
            mixins.forEach(function applyMixin (mixinId) {
              var mixinComponents = self.sceneEl.querySelector('#' + mixinId).componentCache;
              Object.keys(mixinComponents).forEach(function setComponent (name) {
                data[name] = utils.extendDeep(data[name] || {}, mixinComponents[name]);
              });
            });
          }

          // Gather component data from mappings.
          for (i = 0; i < this.attributes.length; i++) {
            attr = this.attributes[i];
            mapping = this.mappings[attr.name];
            if (mapping) {
              path = utils.entity.getComponentPropertyPath(mapping);
              if (path.constructor === Array) {
                data[path[0]][path[1]] = attr.value;
              } else {
                data[path] = attr.value;
              }
              continue;
            }
          }

          return data;
        }
      },

      /**
       * Sync to attribute to component property whenever mapped attribute changes.
       * If attribute is mapped to a component property, set the component property using
       * the attribute value.
       */
      attributeChangedCallback: {
        value: function (attr, oldVal, value) {
          var componentName = this.mappings[attr];

          if (attr in this.deprecatedMappings) {
            console.warn(this.deprecatedMappings[attr]);
          }

          if (!attr || !componentName) { return; }

          // Set value.
          setComponentProperty(this, componentName, value);
        }
      }
    })
  });

  // Store.
  primitives[name] = primitive;
  return primitive;
};

/**
 * Add component mappings using schema.
 */
function addComponentMapping (componentName, mappings) {
  var schema = components[componentName].schema;
  Object.keys(schema).map(function (prop) {
    // Hyphenate where there is camelCase.
    var attrName = prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();
    // If there is a mapping collision, prefix with component name and hyphen.
    if (mappings[attrName] !== undefined) { attrName = componentName + '-' + prop; }
    mappings[attrName] = componentName + '.' + prop;
  });
}

/**
 * Helper to define a primitive, building mappings using a component schema.
 */
function definePrimitive (tagName, defaultComponents, mappings) {
  // If no initial mappings provided, start from empty map.
  mappings = mappings || {};

  // From the default components, add mapping automagically.
  Object.keys(defaultComponents).map(function buildMappings (componentName) {
    addComponentMapping(componentName, mappings);
  });

  // Register the primitive.
  module.exports.registerPrimitive(tagName, utils.extendDeep({}, null, {
    defaultComponents: defaultComponents,
    mappings: mappings
  }));
}
module.exports.definePrimitive = definePrimitive;

},{"../../core/a-entity":96,"../../core/a-register-element":99,"../../core/component":100,"../../utils/":167}],116:[function(_dereq_,module,exports){
var DEFAULT_CAMERA_HEIGHT = _dereq_('../../../constants/').DEFAULT_CAMERA_HEIGHT;
var registerPrimitive = _dereq_('../primitives').registerPrimitive;

registerPrimitive('a-camera', {
  defaultComponents: {
    camera: {
      userHeight: DEFAULT_CAMERA_HEIGHT
    },
    'look-controls': {},
    'wasd-controls': {}
  },

  mappings: {
    active: 'camera.active',
    far: 'camera.far',
    fov: 'camera.fov',
    'look-controls-enabled': 'look-controls.enabled',
    near: 'camera.near',
    'wasd-controls-enabled': 'wasd-controls.enabled',
    'reverse-mouse-drag': 'look-controls.reverseMouseDrag',
    'user-height': 'camera.userHeight',
    zoom: 'camera.zoom'
  },

  deprecatedMappings: {
    'cursor-color': 'a-camera[cursor-color] has been removed. Use a-cursor[color] instead.',
    'cursor-maxdistance': 'a-camera[cursor-maxdistance] has been removed. Use a-cursor[max-distance] instead.',
    'cursor-offset': 'a-camera[cursor-offset] has been removed. Use a-cursor[position] instead.',
    'cursor-opacity': 'a-camera[cursor-offset] has been removed. Use a-cursor[opacity] instead.',
    'cursor-scale': 'a-camera[cursor-scale] has been removed. Use a-cursor[scale] instead.',
    'cursor-visible': 'a-camera[cursor-visible] has been removed. Use a-cursor[visible] instead.'
  }
});

},{"../../../constants/":91,"../primitives":115}],117:[function(_dereq_,module,exports){
var registerPrimitive = _dereq_('../primitives').registerPrimitive;

registerPrimitive('a-collada-model', {
  mappings: {
    src: 'collada-model'
  }
});

},{"../primitives":115}],118:[function(_dereq_,module,exports){
var getMeshMixin = _dereq_('../getMeshMixin');
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');

registerPrimitive('a-cursor', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    cursor: {},
    geometry: {
      primitive: 'ring',
      radiusOuter: 0.016,
      radiusInner: 0.01,
      segmentsTheta: 64
    },
    material: {
      color: '#000',
      shader: 'flat',
      opacity: 0.8
    },
    position: {
      x: 0,
      y: 0,
      z: -1
    },
    raycaster: {
      far: 1000
    }
  },

  mappings: {
    far: 'raycaster.far',
    fuse: 'cursor.fuse',
    interval: 'raycaster.interval',
    objects: 'raycaster.objects',
    'fuse-timeout': 'cursor.fuseTimeout'
  }
}));

},{"../../../utils/":167,"../getMeshMixin":113,"../primitives":115}],119:[function(_dereq_,module,exports){
var getMeshMixin = _dereq_('../getMeshMixin');
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');

registerPrimitive('a-curvedimage', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      height: 1,
      primitive: 'cylinder',
      radius: 2,
      segmentsRadial: 48,
      thetaLength: 270,
      openEnded: true,
      thetaStart: 0
    },
    material: {
      color: '#FFF',
      shader: 'flat',
      side: 'double',
      transparent: true,
      repeat: '-1 1'
    }
  },

  mappings: {
    height: 'geometry.height',
    'open-ended': 'geometry.openEnded',
    radius: 'geometry.radius',
    segments: 'geometry.segmentsRadial',
    start: 'geometry.thetaStart',
    'theta-length': 'geometry.thetaLength',
    'theta-start': 'geometry.thetaStart',
    'width': 'geometry.thetaLength'
  }
}));

},{"../../../utils/":167,"../getMeshMixin":113,"../primitives":115}],120:[function(_dereq_,module,exports){
var registerPrimitive = _dereq_('../primitives').registerPrimitive;

registerPrimitive('a-gltf-model', {
  mappings: {
    src: 'gltf-model'
  }
});

},{"../primitives":115}],121:[function(_dereq_,module,exports){
var getMeshMixin = _dereq_('../getMeshMixin');
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');

registerPrimitive('a-image', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'plane'
    },
    material: {
      color: '#FFF',
      shader: 'flat',
      side: 'double',
      transparent: true
    }
  },

  mappings: {
    height: 'geometry.height',
    width: 'geometry.width'
  }
}));

},{"../../../utils/":167,"../getMeshMixin":113,"../primitives":115}],122:[function(_dereq_,module,exports){
var registerPrimitive = _dereq_('../primitives').registerPrimitive;

registerPrimitive('a-light', {
  defaultComponents: {
    light: {}
  },

  mappings: {
    angle: 'light.angle',
    color: 'light.color',
    'ground-color': 'light.groundColor',
    decay: 'light.decay',
    distance: 'light.distance',
    intensity: 'light.intensity',
    penumbra: 'light.penumbra',
    type: 'light.type',
    target: 'light.target'
  }
});

},{"../primitives":115}],123:[function(_dereq_,module,exports){
var meshMixin = _dereq_('../getMeshMixin')();
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');

registerPrimitive('a-obj-model', utils.extendDeep({}, meshMixin, {
  defaultComponents: {
    'obj-model': {}
  },

  mappings: {
    src: 'obj-model.obj',
    mtl: 'obj-model.mtl'
  }
}));

},{"../../../utils/":167,"../getMeshMixin":113,"../primitives":115}],124:[function(_dereq_,module,exports){
var getMeshMixin = _dereq_('../getMeshMixin');
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');
var meshPrimitives = _dereq_('./meshPrimitives');

registerPrimitive('a-sky', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'sphere',
      radius: 5000,
      segmentsWidth: 64,
      segmentsHeight: 20
    },
    material: {
      color: '#FFF',
      shader: 'flat'
    },
    scale: '-1 1 1'
  },

  mappings: utils.extendDeep({}, meshPrimitives['a-sphere'].prototype.mappings)
}));

},{"../../../utils/":167,"../getMeshMixin":113,"../primitives":115,"./meshPrimitives":129}],125:[function(_dereq_,module,exports){
var registerPrimitive = _dereq_('../primitives').registerPrimitive;

registerPrimitive('a-sound', {
  defaultComponents: {
    sound: {}
  },

  mappings: {
    src: 'sound.src',
    on: 'sound.on',
    autoplay: 'sound.autoplay',
    loop: 'sound.loop',
    volume: 'sound.volume'
  }
});

},{"../primitives":115}],126:[function(_dereq_,module,exports){
// <a-text> using `definePrimitive` helper.
var definePrimitive = _dereq_('../primitives').definePrimitive;
definePrimitive('a-text', {text: {anchor: 'align', width: 5}});

},{"../primitives":115}],127:[function(_dereq_,module,exports){
var getMeshMixin = _dereq_('../getMeshMixin');
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');

registerPrimitive('a-video', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'plane'
    },
    material: {
      color: '#FFF',
      shader: 'flat',
      side: 'double',
      transparent: true
    }
  },

  mappings: {
    height: 'geometry.height',
    width: 'geometry.width'
  }
}));

},{"../../../utils/":167,"../getMeshMixin":113,"../primitives":115}],128:[function(_dereq_,module,exports){
var getMeshMixin = _dereq_('../getMeshMixin');
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');

registerPrimitive('a-videosphere', utils.extendDeep({}, getMeshMixin(), {
  defaultComponents: {
    geometry: {
      primitive: 'sphere',
      radius: 5000,
      segmentsWidth: 64,
      segmentsHeight: 20
    },
    material: {
      color: '#FFF',
      shader: 'flat'
    },
    scale: '-1 1 1'
  },

  mappings: {
    radius: 'geometry.radius',
    'segments-height': 'geometry.segmentsHeight',
    'segments-width': 'geometry.segmentsWidth'
  }
}));

},{"../../../utils/":167,"../getMeshMixin":113,"../primitives":115}],129:[function(_dereq_,module,exports){
/**
 * Automated mesh primitive registration.
 */
var getMeshMixin = _dereq_('../getMeshMixin');
var geometries = _dereq_('../../../core/geometry').geometries;
var geometryNames = _dereq_('../../../core/geometry').geometryNames;
var registerPrimitive = _dereq_('../primitives').registerPrimitive;
var utils = _dereq_('../../../utils/');

// For testing.
var meshPrimitives = module.exports = {};

// Generate primitive for each geometry type.
geometryNames.forEach(function registerMeshPrimitive (geometryName) {
  var geometry = geometries[geometryName];
  var geometryHyphened = unCamelCase(geometryName);

  // Generate mappings.
  var mappings = {};
  Object.keys(geometry.schema).forEach(function createMapping (property) {
    mappings[unCamelCase(property)] = 'geometry.' + property;
  });

  // Register.
  var tagName = 'a-' + geometryHyphened;
  var primitive = registerPrimitive(tagName, utils.extendDeep({}, getMeshMixin(), {
    defaultComponents: {geometry: {primitive: geometryName}},
    mappings: mappings
  }));
  meshPrimitives[tagName] = primitive;
});

/**
 * camelCase to hyphened-string.
 */
function unCamelCase (str) {
  return str.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase();
}

},{"../../../core/geometry":101,"../../../utils/":167,"../getMeshMixin":113,"../primitives":115}],130:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

registerGeometry('box', {
  schema: {
    depth: {default: 1, min: 0},
    height: {default: 1, min: 0},
    width: {default: 1, min: 0},
    segmentsHeight: {default: 1, min: 1, max: 20, type: 'int'},
    segmentsWidth: {default: 1, min: 1, max: 20, type: 'int'},
    segmentsDepth: {default: 1, min: 1, max: 20, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.BoxGeometry(data.width, data.height, data.depth);
  }
});

},{"../core/geometry":101,"../lib/three":146}],131:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('circle', {
  schema: {
    radius: {default: 1, min: 0},
    segments: {default: 32, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.CircleGeometry(
      data.radius, data.segments, degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":101,"../lib/three":146}],132:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('cone', {
  schema: {
    height: {default: 1, min: 0},
    openEnded: {default: false},
    radiusBottom: {default: 1, min: 0},
    radiusTop: {default: 0.8, min: 0},
    segmentsHeight: {default: 18, min: 1, type: 'int'},
    segmentsRadial: {default: 36, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.CylinderGeometry(
        data.radiusTop, data.radiusBottom, data.height, data.segmentsRadial,
        data.segmentsHeight, data.openEnded, degToRad(data.thetaStart),
        degToRad(data.thetaLength));
  }
});

},{"../core/geometry":101,"../lib/three":146}],133:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('cylinder', {
  schema: {
    height: {default: 1, min: 0},
    openEnded: {default: false},
    radius: {default: 1, min: 0},
    segmentsHeight: {default: 18, min: 1, type: 'int'},
    segmentsRadial: {default: 36, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.CylinderGeometry(
        data.radius, data.radius, data.height, data.segmentsRadial, data.segmentsHeight,
        data.openEnded, degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":101,"../lib/three":146}],134:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

registerGeometry('dodecahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.DodecahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":101,"../lib/three":146}],135:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

registerGeometry('icosahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.IcosahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":101,"../lib/three":146}],136:[function(_dereq_,module,exports){
_dereq_('./box.js');
_dereq_('./circle.js');
_dereq_('./cone.js');
_dereq_('./cylinder.js');
_dereq_('./dodecahedron.js');
_dereq_('./icosahedron.js');
_dereq_('./octahedron.js');
_dereq_('./plane.js');
_dereq_('./ring.js');
_dereq_('./sphere.js');
_dereq_('./tetrahedron.js');
_dereq_('./torus.js');
_dereq_('./torusKnot.js');

},{"./box.js":130,"./circle.js":131,"./cone.js":132,"./cylinder.js":133,"./dodecahedron.js":134,"./icosahedron.js":135,"./octahedron.js":137,"./plane.js":138,"./ring.js":139,"./sphere.js":140,"./tetrahedron.js":141,"./torus.js":142,"./torusKnot.js":143}],137:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

registerGeometry('octahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.OctahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":101,"../lib/three":146}],138:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

registerGeometry('plane', {
  schema: {
    height: {default: 1, min: 0},
    width: {default: 1, min: 0},
    segmentsHeight: {default: 1, min: 1, max: 20, type: 'int'},
    segmentsWidth: {default: 1, min: 1, max: 20, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.PlaneGeometry(data.width, data.height);
  }
});

},{"../core/geometry":101,"../lib/three":146}],139:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('ring', {
  schema: {
    radiusInner: {default: 0.8, min: 0},
    radiusOuter: {default: 1.2, min: 0},
    segmentsPhi: {default: 10, min: 1, type: 'int'},
    segmentsTheta: {default: 32, min: 3, type: 'int'},
    thetaLength: {default: 360, min: 0},
    thetaStart: {default: 0}
  },

  init: function (data) {
    this.geometry = new THREE.RingGeometry(
        data.radiusInner, data.radiusOuter, data.segmentsTheta, data.segmentsPhi,
        degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":101,"../lib/three":146}],140:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('sphere', {
  schema: {
    radius: {default: 1, min: 0},
    phiLength: {default: 360},
    phiStart: {default: 0, min: 0},
    thetaLength: {default: 180, min: 0},
    thetaStart: {default: 0},
    segmentsHeight: {default: 18, min: 2, type: 'int'},
    segmentsWidth: {default: 36, min: 3, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.SphereGeometry(
      data.radius, data.segmentsWidth, data.segmentsHeight, degToRad(data.phiStart),
      degToRad(data.phiLength), degToRad(data.thetaStart), degToRad(data.thetaLength));
  }
});

},{"../core/geometry":101,"../lib/three":146}],141:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

registerGeometry('tetrahedron', {
  schema: {
    detail: {default: 0, min: 0, max: 5, type: 'int'},
    radius: {default: 1, min: 0}
  },

  init: function (data) {
    this.geometry = new THREE.TetrahedronGeometry(data.radius, data.detail);
  }
});

},{"../core/geometry":101,"../lib/three":146}],142:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

var degToRad = THREE.Math.degToRad;

registerGeometry('torus', {
  schema: {
    arc: {default: 360},
    radius: {default: 1, min: 0},
    radiusTubular: {default: 0.2, min: 0},
    segmentsRadial: {default: 36, min: 2, type: 'int'},
    segmentsTubular: {default: 32, min: 3, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.TorusGeometry(
      data.radius, data.radiusTubular * 2, data.segmentsRadial, data.segmentsTubular,
      degToRad(data.arc));
  }
});

},{"../core/geometry":101,"../lib/three":146}],143:[function(_dereq_,module,exports){
var registerGeometry = _dereq_('../core/geometry').registerGeometry;
var THREE = _dereq_('../lib/three');

registerGeometry('torusKnot', {
  schema: {
    p: {default: 2, min: 1},
    q: {default: 3, min: 1},
    radius: {default: 1, min: 0},
    radiusTubular: {default: 0.2, min: 0},
    segmentsRadial: {default: 8, min: 3, type: 'int'},
    segmentsTubular: {default: 100, min: 3, type: 'int'}
  },

  init: function (data) {
    this.geometry = new THREE.TorusKnotGeometry(
      data.radius, data.radiusTubular * 2, data.segmentsTubular, data.segmentsRadial,
      data.p, data.q);
  }
});

},{"../core/geometry":101,"../lib/three":146}],144:[function(_dereq_,module,exports){
var utils = _dereq_('./utils/');

var debug = utils.debug;
var warn = debug('A-Frame:warn');

if (document.currentScript && document.currentScript.parentNode !== document.head &&
    !window.debug) {
  warn('Put the A-Frame <script> tag in the <head> of the HTML *before* the scene to ' +
       'ensure everything for A-Frame is properly registered before they are used from ' +
       'HTML.');
}

// Polyfill `Promise`.
window.Promise = window.Promise || _dereq_('promise-polyfill');

// Check before the polyfill runs
window.hasNativeWebVRImplementation = !!navigator.getVRDisplays || !!navigator.getVRDevices;

window.WebVRConfig = window.WebVRConfig || {
  BUFFER_SCALE: 1,
  CARDBOARD_UI_DISABLED: true,
  ROTATE_INSTRUCTIONS_DISABLED: true,
  TOUCH_PANNER_DISABLED: true,
  MOUSE_KEYBOARD_CONTROLS_DISABLED: true
};

// Workaround for iOS Safari canvas sizing issues in stereo (webvr-polyfill/issues/102).
// Only for iOS on versions older than 10.
if (utils.device.isIOSOlderThan10(navigator.userAgent)) {
  window.WebVRConfig.BUFFER_SCALE = 1 / window.devicePixelRatio;
}

// WebVR polyfill
_dereq_('webvr-polyfill');

_dereq_('present'); // Polyfill `performance.now()`.
// CSS.
_dereq_('./style/aframe.css');
_dereq_('./style/rStats.css');

// Required before `AEntity` so that all components are registered.
var AScene = _dereq_('./core/scene/a-scene');
var components = _dereq_('./core/component').components;
var registerComponent = _dereq_('./core/component').registerComponent;
var registerGeometry = _dereq_('./core/geometry').registerGeometry;
var registerPrimitive = _dereq_('./extras/primitives/primitives').registerPrimitive;
var registerShader = _dereq_('./core/shader').registerShader;
var registerSystem = _dereq_('./core/system').registerSystem;
var shaders = _dereq_('./core/shader').shaders;
var systems = _dereq_('./core/system').systems;
// Exports THREE to window so three.js can be used without alteration.
var THREE = window.THREE = _dereq_('./lib/three');
var TWEEN = window.TWEEN = _dereq_('tween.js');

var pkg = _dereq_('../package');

_dereq_('./components/index'); // Register standard components.
_dereq_('./geometries/index'); // Register standard geometries.
_dereq_('./shaders/index'); // Register standard shaders.
_dereq_('./systems/index'); // Register standard systems.
var ANode = _dereq_('./core/a-node');
var AEntity = _dereq_('./core/a-entity'); // Depends on ANode and core components.

_dereq_('./core/a-animation');
_dereq_('./core/a-assets');
_dereq_('./core/a-cubemap');
_dereq_('./core/a-mixin');

// Extras.
_dereq_('./extras/components/');
_dereq_('./extras/primitives/');

console.log('A-Frame Version: 0.5.0 (Date 10-02-2017, Commit #110055d)');
console.log('three Version:', pkg.dependencies['three']);
console.log('WebVR Polyfill Version:', pkg.dependencies['webvr-polyfill']);

module.exports = window.AFRAME = {
  AComponent: _dereq_('./core/component').Component,
  AEntity: AEntity,
  ANode: ANode,
  AScene: AScene,
  components: components,
  geometries: _dereq_('./core/geometry').geometries,
  registerComponent: registerComponent,
  registerElement: _dereq_('./core/a-register-element').registerElement,
  registerGeometry: registerGeometry,
  registerPrimitive: registerPrimitive,
  registerShader: registerShader,
  registerSystem: registerSystem,
  primitives: {
    getMeshMixin: _dereq_('./extras/primitives/getMeshMixin'),
    primitives: _dereq_('./extras/primitives/primitives').primitives
  },
  scenes: _dereq_('./core/scene/scenes'),
  schema: _dereq_('./core/schema'),
  shaders: shaders,
  systems: systems,
  THREE: THREE,
  TWEEN: TWEEN,
  utils: utils,
  version: pkg.version
};

},{"../package":55,"./components/index":63,"./core/a-animation":93,"./core/a-assets":94,"./core/a-cubemap":95,"./core/a-entity":96,"./core/a-mixin":97,"./core/a-node":98,"./core/a-register-element":99,"./core/component":100,"./core/geometry":101,"./core/scene/a-scene":103,"./core/scene/scenes":106,"./core/schema":108,"./core/shader":109,"./core/system":110,"./extras/components/":111,"./extras/primitives/":114,"./extras/primitives/getMeshMixin":113,"./extras/primitives/primitives":115,"./geometries/index":136,"./lib/three":146,"./shaders/index":148,"./style/aframe.css":152,"./style/rStats.css":153,"./systems/index":157,"./utils/":167,"present":34,"promise-polyfill":35,"tween.js":49,"webvr-polyfill":50}],145:[function(_dereq_,module,exports){
window.aframeStats = function (scene) {
  var _rS = null;
  var _scene = scene;
  var _values = {
    te: {
      caption: 'Entities'
    },
    lt: {
      caption: 'Load Time'
    }
  };
  var _groups = [ {
    caption: 'A-Frame',
    values: [ 'te', 'lt' ]
  } ];

  function _update () {
    _rS('te').set(getEntityCount());
    if (window.performance.getEntriesByName) {
      _rS('lt').set(window.performance.getEntriesByName('render-started')[0].startTime.toFixed(0));
    }
  }

  function getEntityCount () {
    var elements = _scene.querySelectorAll('*');
    Array.prototype.slice.call(elements).filter(function (el) {
      return el.isEntity;
    });
    return elements.length;
  }

  function _start () {}

  function _end () {}

  function _attach (r) {
    _rS = r;
  }

  return {
    update: _update,
    start: _start,
    end: _end,
    attach: _attach,
    values: _values,
    groups: _groups,
    fractions: []
  };
};

if (typeof module === 'object') {
  module.exports = {
    aframeStats: window.aframeStats
  };
}

},{}],146:[function(_dereq_,module,exports){
(function (global){
var THREE = global.THREE = _dereq_('three');

// Allow cross-origin images to be loaded.

// This should not be on `THREE.Loader` nor `THREE.ImageUtils`.
// Must be on `THREE.TextureLoader`.
if (THREE.TextureLoader) {
  THREE.TextureLoader.prototype.crossOrigin = 'anonymous';
}

// This is for images loaded from the model loaders.
if (THREE.ImageLoader) {
  THREE.ImageLoader.prototype.crossOrigin = 'anonymous';
}

// In-memory caching for XHRs (for images, audio files, textures, etc.).
if (THREE.Cache) {
  THREE.Cache.enabled = true;
}

// TODO: Eventually include these only if they are needed by a component.
_dereq_('three/examples/js/loaders/GLTFLoader');  // THREE.GLTFLoader
_dereq_('three/examples/js/loaders/OBJLoader');  // THREE.OBJLoader
_dereq_('three/examples/js/loaders/MTLLoader');  // THREE.MTLLoader
_dereq_('three/examples/js/BlendCharacter');  // THREE.BlendCharacter
_dereq_('three/examples/js/loaders/ColladaLoader');  // THREE.ColladaLoader
_dereq_('../../vendor/VRControls');  // THREE.VRControls
_dereq_('../../vendor/VREffect');  // THREE.VREffect

THREE.ColladaLoader.prototype.crossOrigin = 'anonymous';
THREE.GLTFLoader.prototype.crossOrigin = 'anonymous';
THREE.MTLLoader.prototype.crossOrigin = 'anonymous';
THREE.OBJLoader.prototype.crossOrigin = 'anonymous';

module.exports = THREE;

}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})

},{"../../vendor/VRControls":172,"../../vendor/VREffect":173,"three":42,"three/examples/js/BlendCharacter":43,"three/examples/js/loaders/ColladaLoader":44,"three/examples/js/loaders/GLTFLoader":45,"three/examples/js/loaders/MTLLoader":46,"three/examples/js/loaders/OBJLoader":47}],147:[function(_dereq_,module,exports){
var registerShader = _dereq_('../core/shader').registerShader;
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');

/**
 * Flat shader using THREE.MeshBasicMaterial.
 */
module.exports.Shader = registerShader('flat', {
  schema: {
    color: {type: 'color'},
    fog: {default: true},
    height: {default: 256},
    offset: {type: 'vec2', default: {x: 0, y: 0}},
    repeat: {type: 'vec2', default: {x: 1, y: 1}},
    src: {type: 'map'},
    width: {default: 512},
    wireframe: {default: false},
    wireframeLinewidth: {default: 2}
  },

  /**
   * Initializes the shader.
   * Adds a reference from the scene to this entity as the camera.
   */
  init: function (data) {
    this.textureSrc = null;
    this.material = new THREE.MeshBasicMaterial(getMaterialData(data));
    utils.material.updateMap(this, data);
  },

  update: function (data) {
    this.updateMaterial(data);
    utils.material.updateMap(this, data);
  },

  /**
   * Updating existing material.
   *
   * @param {object} data - Material component data.
   */
  updateMaterial: function (data) {
    var material = this.material;
    data = getMaterialData(data);
    Object.keys(data).forEach(function (key) {
      material[key] = data[key];
    });
  }
});

/**
 * Builds and normalize material data, normalizing stuff along the way.
 *
 * @param {object} data - Material data.
 * @returns {object} data - Processed material data.
 */
function getMaterialData (data) {
  return {
    fog: data.fog,
    color: new THREE.Color(data.color),
    wireframe: data.wireframe,
    wireframeLinewidth: data.wireframeLinewidth
  };
}

},{"../core/shader":109,"../lib/three":146,"../utils/":167}],148:[function(_dereq_,module,exports){
_dereq_('./flat');
_dereq_('./standard');
_dereq_('./sdf');
_dereq_('./msdf');

},{"./flat":147,"./msdf":149,"./sdf":150,"./standard":151}],149:[function(_dereq_,module,exports){
var registerShader = _dereq_('../core/shader').registerShader;

/**
 * Multi-channel signed distance field.
 * Used by text component.
 */
module.exports.Shader = registerShader('msdf', {
  schema: {
    alphaTest: {type: 'number', is: 'uniform', default: 0.5},
    color: {type: 'color', is: 'uniform', default: 'white'},
    map: {type: 'map', is: 'uniform'},
    opacity: {type: 'number', is: 'uniform', default: 1.0}
  },

  raw: true,

  vertexShader: [
    'attribute vec2 uv;',
    'attribute vec3 position;',
    'uniform mat4 projectionMatrix;',
    'uniform mat4 modelViewMatrix;',
    'varying vec2 vUV;',
    'void main(void) {',
    '  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
    '  vUV = uv;',
    '}'
  ].join('\n'),

  fragmentShader: [
    '#ifdef GL_OES_standard_derivatives',
    '#extension GL_OES_standard_derivatives: enable',
    '#endif',

    'precision highp float;',
    // FIXME: Experimentally determined constants.
    '#define BIG_ENOUGH 0.001',
    '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)',
    '#define ALL_SMOOTH 0.4',
    '#define ALL_ROUGH 0.02',
    '#define DISCARD_ALPHA (alphaTest / (2.2 - 1.2 * ratio))',
    'uniform sampler2D map;',
    'uniform vec3 color;',
    'uniform float opacity;',
    'uniform float alphaTest;',
    'varying vec2 vUV;',

    'float median(float r, float g, float b) {',
    '  return max(min(r, g), min(max(r, g), b));',
    '}',
    'void main() {',
    '  vec3 sample = 1.0 - texture2D(map, vUV).rgb;',
    '  float sigDist = median(sample.r, sample.g, sample.b) - 0.5;',
    '  float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);',
    '  float dscale = 0.353505;',
    '  vec2 duv = dscale * (dFdx(vUV) + dFdy(vUV));',
    '  float isBigEnough = max(abs(duv.x), abs(duv.y));',
    // When texel is too small, blend raw alpha value rather than supersampling.
    // FIXME: Experimentally determined constant.
    '  if (isBigEnough > BIG_ENOUGH) {',
    '    float ratio = BIG_ENOUGH / isBigEnough;',
    '    alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);',
    '  }',

    '  gl_FragColor = vec4(color.xyz, alpha * opacity);',
    // When texel is big enough, do standard alpha test.
    // FIXME: Experimentally determined constant.
    // Looks much better if we *don't* do this, but do we get Z fighting?
    '  if (isBigEnough <= BIG_ENOUGH && gl_FragColor.a < alphaTest) { discard; return; }',
    // Else, do modified alpha test.
    // FIXME: Experimentally determined constant.
    '  if (gl_FragColor.a < alphaTest * MODIFIED_ALPHATEST) { discard; return; }',
    '}'
  ].join('\n')
});

},{"../core/shader":109}],150:[function(_dereq_,module,exports){
var registerShader = _dereq_('../core/shader').registerShader;

/**
 * Signed distance field.
 * Used by text component.
 */
module.exports.Shader = registerShader('sdf', {
  schema: {
    alphaTest: {type: 'number', is: 'uniform', default: 0.5},
    color: {type: 'color', is: 'uniform', default: 'white'},
    map: {type: 'map', is: 'uniform'},
    opacity: {type: 'number', is: 'uniform', default: 1.0}
  },

  raw: true,

  vertexShader: [
    'attribute vec2 uv;',
    'attribute vec3 position;',
    'uniform mat4 projectionMatrix;',
    'uniform mat4 modelViewMatrix;',
    'varying vec2 vUV;',
    'void main(void) {',
    '  gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
    '  vUV = uv;',
    '}'
  ].join('\n'),

  fragmentShader: [
    '#ifdef GL_OES_standard_derivatives',
    '#extension GL_OES_standard_derivatives: enable',
    '#endif',

    'precision highp float;',
    // FIXME: experimentally determined constants
    '#define BIG_ENOUGH 0.001',
    '#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)',
    '#define ALL_SMOOTH 0.4',
    '#define ALL_ROUGH 0.02',
    '#define DISCARD_ALPHA (alphaTest / (2.2 - 1.2 * ratio))',
    'uniform sampler2D map;',
    'uniform vec3 color;',
    'uniform float opacity;',
    'uniform float alphaTest;',
    'varying vec2 vUV;',
    '#ifdef GL_OES_standard_derivatives',
    'float contour(float width, float value) {',
    '  return smoothstep(0.5 - value, 0.5 + value, width);',
    '}',
    '#else',
    'float aastep(float value, float afwidth) {',
    '  return smoothstep(0.5 - afwidth, 0.5 + afwidth, value);',
    '}',
    '#endif',
    'void main() {',
    '#ifdef GL_OES_standard_derivatives',
    // when we have derivatives and can get texel size etc., that allows supersampling etc.
    '  vec2 uv = vUV;',
    '  vec4 texColor = texture2D(map, uv);',
    '  float dist = texColor.a;',
    '  float width = fwidth(dist);',
    '  float alpha = contour(dist, width);',
    '  float dscale = 0.353505;',
    '  vec2 duv = dscale * (dFdx(uv) + dFdy(uv));',
    '  float isBigEnough = max(abs(duv.x), abs(duv.y));',
    // when texel is too small, blend raw alpha value rather than supersampling etc.
    // FIXME: experimentally determined constant
    '  if (isBigEnough > BIG_ENOUGH) {',
    '    float ratio = BIG_ENOUGH / isBigEnough;',
    '    alpha = ratio * alpha + (1.0 - ratio) * dist;',
    '  }',
    // otherwise do weighted supersampling
    // FIXME: why this weighting?
    '  else if (isBigEnough <= BIG_ENOUGH) {',
    '    vec4 box = vec4 (uv - duv, uv + duv);',
    '    alpha = (alpha + 0.5 * (',
    '      contour(texture2D(map, box.xy).a, width)',
    '      + contour(texture2D(map, box.zw).a, width)',
    '      + contour(texture2D(map, box.xw).a, width)',
    '      + contour(texture2D(map, box.zy).a, width)',
    '    )) / 3.0;',
    '  }',
    // when texel is big enough, do standard alpha test
    // FIXME: experimentally determined constant
    // looks much better if we DON'T do this, but do we get Z fighting etc.?
    '  if (isBigEnough <= BIG_ENOUGH && alpha < alphaTest) { discard; return; }',
    // else do modified alpha test
    // FIXME: experimentally determined constant
    '  if (alpha < alphaTest * MODIFIED_ALPHATEST) { discard; return; }',
    '#else',
    '  vec4 texColor = texture2D(map, vUV);',
    '  float value = texColor.a;',
    // when we don't have derivatives, use approximations
    // FIXME: if we understood font pixel dimensions, this could probably be improved
    '  float afwidth = (1.0 / 32.0) * (1.4142135623730951 / (2.0 * gl_FragCoord.w));',
    '  float alpha = aastep(value, afwidth);',
    // use gl_FragCoord.w to guess when we should blend
    // FIXME: if we understood font pixel dimensions, this could probably be improved
    '  float ratio = (gl_FragCoord.w >= ALL_SMOOTH) ? 1.0 : (gl_FragCoord.w < ALL_ROUGH) ? 0.0 : (gl_FragCoord.w - ALL_ROUGH) / (ALL_SMOOTH - ALL_ROUGH);',
    '  if (alpha < alphaTest) { if (ratio >= 1.0) { discard; return; } alpha = 0.0; }',
    '  alpha = alpha * ratio + (1.0 - ratio) * value;',
    '  if (ratio < 1.0)',
    '    if (alpha <= DISCARD_ALPHA) { discard; return; }',
    '#endif',
    '  gl_FragColor = vec4(color, opacity * alpha);',
    '}'
  ].join('\n')
});

},{"../core/shader":109}],151:[function(_dereq_,module,exports){
var registerShader = _dereq_('../core/shader').registerShader;
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');

var CubeLoader = new THREE.CubeTextureLoader();
var texturePromises = {};

/**
 * Standard (physically-based) shader using THREE.MeshStandardMaterial.
 */
module.exports.Shader = registerShader('standard', {
  schema: {
    ambientOcclusionMap: {type: 'map'},
    ambientOcclusionMapIntensity: {default: 1},
    ambientOcclusionTextureOffset: {type: 'vec2'},
    ambientOcclusionTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},

    color: {type: 'color'},

    displacementMap: {type: 'map'},
    displacementScale: {default: 1},
    displacementBias: {default: 0.5},
    displacementTextureOffset: {type: 'vec2'},
    displacementTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},
    envMap: {default: ''},

    fog: {default: true},
    height: {default: 256},
    metalness: {default: 0.0, min: 0.0, max: 1.0},

    normalMap: {type: 'map'},
    normalScale: {type: 'vec2', default: '1 1'},
    normalTextureOffset: {type: 'vec2'},
    normalTextureRepeat: {type: 'vec2', default: {x: 1, y: 1}},

    offset: {type: 'vec2', default: {x: 0, y: 0}},
    repeat: {type: 'vec2', default: {x: 1, y: 1}},
    roughness: {default: 0.5, min: 0.0, max: 1.0},
    sphericalEnvMap: {type: 'map'},
    src: {type: 'map'},
    width: {default: 512},
    wireframe: {default: false},
    wireframeLinewidth: {default: 2}
  },

  /**
   * Initializes the shader.
   * Adds a reference from the scene to this entity as the camera.
   */
  init: function (data) {
    this.material = new THREE.MeshStandardMaterial(getMaterialData(data));
    utils.material.updateMap(this, data);
    if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); }
    if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); }
    if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); }
    this.updateEnvMap(data);
  },

  update: function (data) {
    this.updateMaterial(data);
    utils.material.updateMap(this, data);
    if (data.normalMap) { utils.material.updateDistortionMap('normal', this, data); }
    if (data.displacementMap) { utils.material.updateDistortionMap('displacement', this, data); }
    if (data.ambientOcclusionMap) { utils.material.updateDistortionMap('ambientOcclusion', this, data); }
    this.updateEnvMap(data);
  },

  /**
   * Updating existing material.
   *
   * @param {object} data - Material component data.
   * @returns {object} Material.
   */
  updateMaterial: function (data) {
    var material = this.material;
    data = getMaterialData(data);
    Object.keys(data).forEach(function (key) {
      material[key] = data[key];
    });
  },

  /**
   * Handle environment cubemap. Textures are cached in texturePromises.
   */
  updateEnvMap: function (data) {
    var self = this;
    var material = this.material;
    var envMap = data.envMap;
    var sphericalEnvMap = data.sphericalEnvMap;

    // No envMap defined or already loading.
    if ((!envMap && !sphericalEnvMap) || this.isLoadingEnvMap) {
      material.envMap = null;
      material.needsUpdate = true;
      return;
    }
    this.isLoadingEnvMap = true;

    // if a spherical env map is defined then use it.
    if (sphericalEnvMap) {
      this.el.sceneEl.systems.material.loadTexture(sphericalEnvMap, {src: sphericalEnvMap}, function textureLoaded (texture) {
        self.isLoadingEnvMap = false;
        texture.mapping = THREE.SphericalReflectionMapping;
        material.envMap = texture;
        utils.material.handleTextureEvents(self.el, texture);
        material.needsUpdate = true;
      });
      return;
    }

    // Another material is already loading this texture. Wait on promise.
    if (texturePromises[envMap]) {
      texturePromises[envMap].then(function (cube) {
        self.isLoadingEnvMap = false;
        material.envMap = cube;
        utils.material.handleTextureEvents(self.el, cube);
        material.needsUpdate = true;
      });
      return;
    }

    // Material is first to load this texture. Load and resolve texture.
    texturePromises[envMap] = new Promise(function (resolve) {
      utils.srcLoader.validateCubemapSrc(envMap, function loadEnvMap (urls) {
        CubeLoader.load(urls, function (cube) {
          // Texture loaded.
          self.isLoadingEnvMap = false;
          material.envMap = cube;
          utils.material.handleTextureEvents(self.el, cube);
          resolve(cube);
        });
      });
    });
  }
});

/**
 * Builds and normalize material data, normalizing stuff along the way.
 *
 * @param {object} data - Material data.
 * @returns {object} data - Processed material data.
 */
function getMaterialData (data) {
  var newData = {
    color: new THREE.Color(data.color),
    fog: data.fog,
    metalness: data.metalness,
    roughness: data.roughness,
    wireframe: data.wireframe,
    wireframeLinewidth: data.wireframeLinewidth
  };

  if (data.normalMap) { newData.normalScale = data.normalScale; }

  if (data.ambientOcclusionMap) { newData.aoMapIntensity = data.ambientOcclusionMapIntensity; }

  if (data.displacementMap) {
    newData.displacementScale = data.displacementScale;
    newData.displacementBias = data.displacementBias;
  }

  return newData;
}

},{"../core/shader":109,"../lib/three":146,"../utils/":167}],152:[function(_dereq_,module,exports){
var css = ".a-html{bottom:0;left:0;position:fixed;right:0;top:0}.a-body{height:100%;margin:0;overflow:hidden;padding:0;width:100%}:-webkit-full-screen{background-color:transparent}.a-hidden{display:none!important}.a-canvas{height:100%;left:0;position:absolute;top:0;width:100%}.a-canvas.a-grab-cursor:hover{cursor:grab;cursor:-moz-grabbing;cursor:-webkit-grab}.a-canvas.a-grab-cursor:active,.a-grabbing{cursor:grabbing;cursor:-moz-grabbing;cursor:-webkit-grabbing}// Class is removed when doing <a-scene embedded>. a-scene.fullscreen .a-canvas{width:100%!important;height:100%!important;top:0!important;left:0!important;right:0!important;bottom:0!important;z-index:999999!important;position:fixed!important}.a-inspector-loader{background-color:#ed3160;position:fixed;left:3px;top:3px;padding:6px 10px;color:#fff;text-decoration:none;font-size:12px;font-family:Roboto,sans-serif;text-align:center;z-index:99999;width:174px}@keyframes dots-1{from{opacity:0}25%{opacity:1}}@keyframes dots-2{from{opacity:0}50%{opacity:1}}@keyframes dots-3{from{opacity:0}75%{opacity:1}}@-webkit-keyframes dots-1{from{opacity:0}25%{opacity:1}}@-webkit-keyframes dots-2{from{opacity:0}50%{opacity:1}}@-webkit-keyframes dots-3{from{opacity:0}75%{opacity:1}}.a-inspector-loader .dots span{animation:dots-1 2s infinite steps(1);-webkit-animation:dots-1 2s infinite steps(1)}.a-inspector-loader .dots span:first-child+span{animation-name:dots-2;-webkit-animation-name:dots-2}.a-inspector-loader .dots span:first-child+span+span{animation-name:dots-3;-webkit-animation-name:dots-3}a-scene{display:block;position:relative;height:100%;width:100%}a-assets,a-scene audio,a-scene img,a-scene video{display:none}.a-enter-vr-modal,.a-orientation-modal{font-family:Consolas,Andale Mono,Courier New,monospace}.a-enter-vr-modal a{border-bottom:1px solid #fff;padding:2px 0;text-decoration:none;transition:.1s color ease-in}.a-enter-vr-modal a:hover{background-color:#fff;color:#111;padding:2px 4px;position:relative;left:-4px}.a-enter-vr{font-family:sans-serif,monospace;font-size:13px;width:100%;font-weight:200;line-height:16px;height:10%;position:absolute;right:20px;bottom:20px}.a-enter-vr.embedded{right:5px;bottom:5px}.a-enter-vr-button,.a-enter-vr-modal,.a-enter-vr-modal a{color:#fff}.a-enter-vr-button{background:url(data:image/svg+xml,%3Csvg%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20viewBox%3D%220%200%20245.82%20141.73%22%3E%3Cdefs%3E%3Cstyle%3E.a%7Bfill%3A%23fff%3Bfill-rule%3Aevenodd%3B%7D%3C%2Fstyle%3E%3C%2Fdefs%3E%3Ctitle%3Emask%3C%2Ftitle%3E%3Cpath%20class%3D%22a%22%20d%3D%22M175.56%2C111.37c-22.52%2C0-40.77-18.84-40.77-42.07S153%2C27.24%2C175.56%2C27.24s40.77%2C18.84%2C40.77%2C42.07S198.08%2C111.37%2C175.56%2C111.37ZM26.84%2C69.31c0-23.23%2C18.25-42.07%2C40.77-42.07s40.77%2C18.84%2C40.77%2C42.07-18.26%2C42.07-40.77%2C42.07S26.84%2C92.54%2C26.84%2C69.31ZM27.27%2C0C11.54%2C0%2C0%2C12.34%2C0%2C28.58V110.9c0%2C16.24%2C11.54%2C30.83%2C27.27%2C30.83H99.57c2.17%2C0%2C4.19-1.83%2C5.4-3.7L116.47%2C118a8%2C8%2C0%2C0%2C1%2C12.52-.18l11.51%2C20.34c1.2%2C1.86%2C3.22%2C3.61%2C5.39%2C3.61h72.29c15.74%2C0%2C27.63-14.6%2C27.63-30.83V28.58C245.82%2C12.34%2C233.93%2C0%2C218.19%2C0H27.27Z%22%2F%3E%3C%2Fsvg%3E) 50% 50%/70% 70% no-repeat rgba(0,0,0,.35);border:0;bottom:0;cursor:pointer;min-width:50px;min-height:30px;padding-right:5%;padding-top:4%;position:absolute;right:0;transition:background-color .05s ease;-webkit-transition:background-color .05s ease;z-index:9999}.a-enter-vr-button:active,.a-enter-vr-button:hover{background-color:#666}[data-a-enter-vr-no-webvr] .a-enter-vr-button{border-color:#666;opacity:.65}[data-a-enter-vr-no-webvr] .a-enter-vr-button:active,[data-a-enter-vr-no-webvr] .a-enter-vr-button:hover{background-color:rgba(0,0,0,.35);cursor:not-allowed}.a-enter-vr-modal{background-color:#666;border-radius:0;display:none;min-height:32px;margin-right:70px;padding:9px;width:280px;right:2%;position:absolute}.a-enter-vr-modal:after{border-bottom:10px solid transparent;border-left:10px solid #666;border-top:10px solid transparent;display:inline-block;content:'';position:absolute;right:-5px;top:5px;width:0;height:0}.a-enter-vr-modal a,.a-enter-vr-modal p{display:inline}.a-enter-vr-modal p{margin:0}.a-enter-vr-modal p:after{content:' '}[data-a-enter-vr-no-headset].a-enter-vr:hover .a-enter-vr-modal,[data-a-enter-vr-no-webvr].a-enter-vr:hover .a-enter-vr-modal{display:block}.a-orientation-modal{background:url(data:image/svg+xml,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20xmlns%3Axlink%3D%22http%3A//www.w3.org/1999/xlink%22%20version%3D%221.1%22%20x%3D%220px%22%20y%3D%220px%22%20viewBox%3D%220%200%2090%2090%22%20enable-background%3D%22new%200%200%2090%2090%22%20xml%3Aspace%3D%22preserve%22%3E%3Cpolygon%20points%3D%220%2C0%200%2C0%200%2C0%20%22%3E%3C/polygon%3E%3Cg%3E%3Cpath%20d%3D%22M71.545%2C48.145h-31.98V20.743c0-2.627-2.138-4.765-4.765-4.765H18.456c-2.628%2C0-4.767%2C2.138-4.767%2C4.765v42.789%20%20%20c0%2C2.628%2C2.138%2C4.766%2C4.767%2C4.766h5.535v0.959c0%2C2.628%2C2.138%2C4.765%2C4.766%2C4.765h42.788c2.628%2C0%2C4.766-2.137%2C4.766-4.765V52.914%20%20%20C76.311%2C50.284%2C74.173%2C48.145%2C71.545%2C48.145z%20M18.455%2C16.935h16.344c2.1%2C0%2C3.808%2C1.708%2C3.808%2C3.808v27.401H37.25V22.636%20%20%20c0-0.264-0.215-0.478-0.479-0.478H16.482c-0.264%2C0-0.479%2C0.214-0.479%2C0.478v36.585c0%2C0.264%2C0.215%2C0.478%2C0.479%2C0.478h7.507v7.644%20%20%20h-5.534c-2.101%2C0-3.81-1.709-3.81-3.81V20.743C14.645%2C18.643%2C16.354%2C16.935%2C18.455%2C16.935z%20M16.96%2C23.116h19.331v25.031h-7.535%20%20%20c-2.628%2C0-4.766%2C2.139-4.766%2C4.768v5.828h-7.03V23.116z%20M71.545%2C73.064H28.757c-2.101%2C0-3.81-1.708-3.81-3.808V52.914%20%20%20c0-2.102%2C1.709-3.812%2C3.81-3.812h42.788c2.1%2C0%2C3.809%2C1.71%2C3.809%2C3.812v16.343C75.354%2C71.356%2C73.645%2C73.064%2C71.545%2C73.064z%22%3E%3C/path%3E%3Cpath%20d%3D%22M28.919%2C58.424c-1.466%2C0-2.659%2C1.193-2.659%2C2.66c0%2C1.466%2C1.193%2C2.658%2C2.659%2C2.658c1.468%2C0%2C2.662-1.192%2C2.662-2.658%20%20%20C31.581%2C59.617%2C30.387%2C58.424%2C28.919%2C58.424z%20M28.919%2C62.786c-0.939%2C0-1.703-0.764-1.703-1.702c0-0.939%2C0.764-1.704%2C1.703-1.704%20%20%20c0.94%2C0%2C1.705%2C0.765%2C1.705%2C1.704C30.623%2C62.022%2C29.858%2C62.786%2C28.919%2C62.786z%22%3E%3C/path%3E%3Cpath%20d%3D%22M69.654%2C50.461H33.069c-0.264%2C0-0.479%2C0.215-0.479%2C0.479v20.288c0%2C0.264%2C0.215%2C0.478%2C0.479%2C0.478h36.585%20%20%20c0.263%2C0%2C0.477-0.214%2C0.477-0.478V50.939C70.131%2C50.676%2C69.917%2C50.461%2C69.654%2C50.461z%20M69.174%2C51.417V70.75H33.548V51.417H69.174z%22%3E%3C/path%3E%3Cpath%20d%3D%22M45.201%2C30.296c6.651%2C0%2C12.233%2C5.351%2C12.551%2C11.977l-3.033-2.638c-0.193-0.165-0.507-0.142-0.675%2C0.048%20%20%20c-0.174%2C0.198-0.153%2C0.501%2C0.045%2C0.676l3.883%2C3.375c0.09%2C0.075%2C0.198%2C0.115%2C0.312%2C0.115c0.141%2C0%2C0.273-0.061%2C0.362-0.166%20%20%20l3.371-3.877c0.173-0.2%2C0.151-0.502-0.047-0.675c-0.194-0.166-0.508-0.144-0.676%2C0.048l-2.592%2C2.979%20%20%20c-0.18-3.417-1.629-6.605-4.099-9.001c-2.538-2.461-5.877-3.817-9.404-3.817c-0.264%2C0-0.479%2C0.215-0.479%2C0.479%20%20%20C44.72%2C30.083%2C44.936%2C30.296%2C45.201%2C30.296z%22%3E%3C/path%3E%3C/g%3E%3C/svg%3E) center/50% 50% no-repeat rgba(244,244,244,1);bottom:0;font-size:14px;font-weight:600;left:0;line-height:20px;right:0;position:fixed;top:0;z-index:9999999}.a-orientation-modal:after{color:#666;content:\"Insert phone into Cardboard holder.\";display:block;position:absolute;text-align:center;top:70%;transform:translateY(-70%);width:100%}.a-orientation-modal button{background:url(data:image/svg+xml,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20xmlns%3Axlink%3D%22http%3A//www.w3.org/1999/xlink%22%20version%3D%221.1%22%20x%3D%220px%22%20y%3D%220px%22%20viewBox%3D%220%200%20100%20100%22%20enable-background%3D%22new%200%200%20100%20100%22%20xml%3Aspace%3D%22preserve%22%3E%3Cpath%20fill%3D%22%23000000%22%20d%3D%22M55.209%2C50l17.803-17.803c1.416-1.416%2C1.416-3.713%2C0-5.129c-1.416-1.417-3.713-1.417-5.129%2C0L50.08%2C44.872%20%20L32.278%2C27.069c-1.416-1.417-3.714-1.417-5.129%2C0c-1.417%2C1.416-1.417%2C3.713%2C0%2C5.129L44.951%2C50L27.149%2C67.803%20%20c-1.417%2C1.416-1.417%2C3.713%2C0%2C5.129c0.708%2C0.708%2C1.636%2C1.062%2C2.564%2C1.062c0.928%2C0%2C1.856-0.354%2C2.564-1.062L50.08%2C55.13l17.803%2C17.802%20%20c0.708%2C0.708%2C1.637%2C1.062%2C2.564%2C1.062s1.856-0.354%2C2.564-1.062c1.416-1.416%2C1.416-3.713%2C0-5.129L55.209%2C50z%22%3E%3C/path%3E%3C/svg%3E) no-repeat;border:none;height:50px;text-indent:-9999px;width:50px}"; (_dereq_("browserify-css").createStyle(css, { "href": "src/style/aframe.css"})); module.exports = css;
},{"browserify-css":3}],153:[function(_dereq_,module,exports){
var css = ".rs-base{background-color:#333;color:#fafafa;border-radius:0;font:10px monospace;left:5px;line-height:1em;opacity:.85;overflow:hidden;padding:10px;position:fixed;top:5px;width:300px;z-index:10000}.rs-base div.hidden{display:none}.rs-base h1{color:#fff;cursor:pointer;font-size:1.4em;font-weight:300;margin:0 0 5px;padding:0}.rs-group{display:-webkit-box;display:-webkit-flex;display:flex;-webkit-flex-direction:column-reverse;flex-direction:column-reverse;margin-bottom:5px}.rs-group:last-child{margin-bottom:0}.rs-counter-base{align-items:center;display:-webkit-box;display:-webkit-flex;display:flex;height:10px;-webkit-justify-content:space-between;justify-content:space-between;margin:2px 0}.rs-counter-base.alarm{color:#b70000;text-shadow:0 0 0 #b70000,0 0 1px #fff,0 0 1px #fff,0 0 2px #fff,0 0 2px #fff,0 0 3px #fff,0 0 3px #fff,0 0 4px #fff,0 0 4px #fff}.rs-counter-id{font-weight:300;-webkit-box-ordinal-group:0;-webkit-order:0;order:0;width:54px}.rs-counter-value{font-weight:300;-webkit-box-ordinal-group:1;-webkit-order:1;order:1;text-align:right;width:35px}.rs-canvas{-webkit-box-ordinal-group:2;-webkit-order:2;order:2}@media (min-width:480px){.rs-base{left:20px;top:20px}}"; (_dereq_("browserify-css").createStyle(css, { "href": "src/style/rStats.css"})); module.exports = css;
},{"browserify-css":3}],154:[function(_dereq_,module,exports){
var bind = _dereq_('../utils/bind');
var constants = _dereq_('../constants/');
var registerSystem = _dereq_('../core/system').registerSystem;

var DEFAULT_CAMERA_ATTR = 'data-aframe-default-camera';

/**
 * Camera system. Manages which camera is active among multiple cameras in scene.
 *
 * @member {object} activeCameraEl - Active camera entity.
 */
module.exports.System = registerSystem('camera', {
  init: function () {
    this.activeCameraEl = null;
    // Wait for all entities to fully load before checking for existence of camera.
    // Since entities wait for <a-assets> to load, any cameras attaching to the scene
    // will do so asynchronously.
    this.sceneEl.addEventListener('loaded', bind(this.setupDefaultCamera, this));
  },

  /**
   * Create a default camera if user has not added one during the initial scene traversal.
   *
   * Default camera offset height is at average eye level (~1.6m).
   */
  setupDefaultCamera: function () {
    var sceneEl = this.sceneEl;
    var defaultCameraEl;

    // Camera already defined.
    if (sceneEl.camera) {
      sceneEl.emit('camera-ready', {cameraEl: sceneEl.camera.el});
      return;
    }

    // Set up default camera.
    defaultCameraEl = document.createElement('a-entity');
    defaultCameraEl.setAttribute('position', '0 0 0');
    defaultCameraEl.setAttribute(DEFAULT_CAMERA_ATTR, '');
    defaultCameraEl.setAttribute('camera', {active: true, userHeight: constants.DEFAULT_CAMERA_HEIGHT});
    defaultCameraEl.setAttribute('wasd-controls', '');
    defaultCameraEl.setAttribute('look-controls', '');
    defaultCameraEl.setAttribute(constants.AFRAME_INJECTED, '');
    sceneEl.appendChild(defaultCameraEl);
    sceneEl.addEventListener('enter-vr', this.removeDefaultOffset);
    sceneEl.addEventListener('exit-vr', this.addDefaultOffset);
    sceneEl.emit('camera-ready', {cameraEl: defaultCameraEl});
  },

  /**
   * Set a different active camera.
   * When we choose a (sort of) random scene camera as the replacement, set its `active` to
   * true. The camera component will call `setActiveCamera` and handle passing the torch to
   * the new camera.
   */
  disableActiveCamera: function () {
    var cameraEls = this.sceneEl.querySelectorAll('[camera]');
    var newActiveCameraEl = cameraEls[cameraEls.length - 1];
    newActiveCameraEl.setAttribute('camera', 'active', true);
  },

  /**
   * Set active camera to be used by renderer.
   * Removes the default camera (if present).
   * Disables all other cameras in the scene.
   *
   * @param {Element} newCameraEl - Entity with camera component.
   */
  setActiveCamera: function (newCameraEl) {
    var cameraEl;
    var cameraEls;
    var i;
    var newCamera;
    var previousCamera = this.activeCameraEl;
    var sceneEl = this.sceneEl;

    // Same camera.
    newCamera = newCameraEl.getObject3D('camera');
    if (!newCamera || newCameraEl === this.activeCameraEl) { return; }

    // Grab the default camera.
    var defaultCameraWrapper = sceneEl.querySelector('[' + DEFAULT_CAMERA_ATTR + ']');
    var defaultCameraEl = defaultCameraWrapper &&
                          defaultCameraWrapper.querySelector('[camera]');

    // Remove default camera if new camera is not the default camera.
    if (newCameraEl !== defaultCameraEl) { removeDefaultCamera(sceneEl); }

    // Make new camera active.
    this.activeCameraEl = newCameraEl;
    this.activeCameraEl.play();
    sceneEl.camera = newCamera;

    // Disable current camera
    if (previousCamera) {
      previousCamera.setAttribute('camera', 'active', false);
    }

    // Disable other cameras in the scene
    cameraEls = sceneEl.querySelectorAll('[camera]');
    for (i = 0; i < cameraEls.length; i++) {
      cameraEl = cameraEls[i];
      if (newCameraEl === cameraEl) { continue; }
      cameraEl.setAttribute('camera', 'active', false);
      cameraEl.pause();
    }
    sceneEl.emit('camera-set-active', {cameraEl: newCameraEl});
  }
});

/**
 * Remove injected default camera from scene, if present.
 *
 * @param {Element} sceneEl
 */
function removeDefaultCamera (sceneEl) {
  var defaultCamera;
  var camera = sceneEl.camera;
  if (!camera) { return; }

  // Remove default camera if present.
  defaultCamera = sceneEl.querySelector('[' + DEFAULT_CAMERA_ATTR + ']');
  if (!defaultCamera) { return; }
  sceneEl.removeChild(defaultCamera);
}

},{"../constants/":91,"../core/system":110,"../utils/bind":161}],155:[function(_dereq_,module,exports){
var geometries = _dereq_('../core/geometry').geometries;
var registerSystem = _dereq_('../core/system').registerSystem;
var THREE = _dereq_('../lib/three');

/**
 * System for geometry component.
 * Handle geometry caching.
 *
 * @member {object} cache - Mapping of stringified component data to THREE.Geometry objects.
 * @member {object} cacheCount - Keep track of number of entities using a geometry to
 *         know whether to dispose on removal.
 */
module.exports.System = registerSystem('geometry', {
  init: function () {
    this.cache = {};
    this.cacheCount = {};
  },

  /**
   * Reset cache. Mainly for testing.
   */
  clearCache: function () {
    this.cache = {};
    this.cacheCount = {};
  },

  /**
   * Attempt to retrieve from cache.
   *
   * @returns {Object|null} A geometry if it exists, else null.
   */
  getOrCreateGeometry: function (data) {
    var cache = this.cache;
    var cachedGeometry;
    var hash;

    // Skip all caching logic.
    if (data.skipCache || data.mergeTo) { return createGeometry(data); }

    // Try to retrieve from cache first.
    hash = this.hash(data);
    cachedGeometry = cache[hash];
    incrementCacheCount(this.cacheCount, hash);

    if (cachedGeometry) { return cachedGeometry; }

    // Create geometry.
    cachedGeometry = createGeometry(data);

    // Cache and return geometry.
    cache[hash] = cachedGeometry;
    return cachedGeometry;
  },

  /**
   * Let system know that an entity is no longer using a geometry.
   */
  unuseGeometry: function (data) {
    var cache = this.cache;
    var cacheCount = this.cacheCount;
    var geometry;
    var hash;

    if (data.skipCache || data.mergeTo) { return; }

    hash = this.hash(data);

    if (!cache[hash]) { return; }

    decrementCacheCount(cacheCount, hash);

    // Another entity is still using this geometry. No need to do anything.
    if (cacheCount[hash] > 0) { return; }

    // No more entities are using this geometry. Dispose.
    geometry = cache[hash];
    geometry.dispose();
    delete cache[hash];
    delete cacheCount[hash];
  },

  /**
   * Use JSON.stringify to turn component data into hash.
   * Should be deterministic within a single browser engine.
   * If not, then look into json-stable-stringify.
   */
  hash: function (data) {
    return JSON.stringify(data);
  }
});

/**
 * Create geometry using component data.
 *
 * @param {object} data - Component data.
 * @returns {object} Geometry.
 */
function createGeometry (data) {
  var geometryType = data.primitive;
  var GeometryClass = geometries[geometryType] && geometries[geometryType].Geometry;
  var geometryInstance = new GeometryClass();

  if (!GeometryClass) { throw new Error('Unknown geometry `' + geometryType + '`'); }

  geometryInstance.init(data);
  return toBufferGeometry(geometryInstance.geometry, data.buffer);
}

/**
 * Decreate count of entity using a geometry.
 */
function decrementCacheCount (cacheCount, hash) {
  cacheCount[hash]--;
}

/**
 * Increase count of entity using a geometry.
 */
function incrementCacheCount (cacheCount, hash) {
  cacheCount[hash] = cacheCount[hash] === undefined ? 1 : cacheCount[hash] + 1;
}

/**
 * Transform geometry to BufferGeometry if `doBuffer`.
 *
 * @param {object} geometry
 * @param {boolean} doBuffer
 * @returns {object} Geometry.
 */
function toBufferGeometry (geometry, doBuffer) {
  var bufferGeometry;
  if (!doBuffer) { return geometry; }

  bufferGeometry = new THREE.BufferGeometry().fromGeometry(geometry);
  bufferGeometry.metadata = {type: geometry.type, parameters: geometry.parameters || {}};
  geometry.dispose();  // Dispose no longer needed non-buffer geometry.
  return bufferGeometry;
}

},{"../core/geometry":101,"../core/system":110,"../lib/three":146}],156:[function(_dereq_,module,exports){
var registerSystem = _dereq_('../core/system').registerSystem;
var THREE = _dereq_('../lib/three');

/**
 * glTF model system.
 */
module.exports.System = registerSystem('gltf-model', {
  init: function () {
    this.models = [];
  },

  /**
   * Updates shaders for all glTF models in the system.
   */
  tick: function () {
    var sceneEl = this.sceneEl;
    if (sceneEl.hasLoaded && this.models.length) {
      THREE.GLTFLoader.Shaders.update(sceneEl.object3D, sceneEl.camera);
    }
  },

  /**
   * Registers a glTF asset.
   * @param {object} gltf Asset containing a scene and (optional) animations and cameras.
   */
  registerModel: function (gltf) {
    this.models.push(gltf);
  },

  /**
   * Unregisters a glTF asset.
   * @param  {object} gltf Asset containing a scene and (optional) animations and cameras.
   */
  unregisterModel: function (gltf) {
    var models = this.models;
    var index = models.indexOf(gltf);
    if (index >= 0) {
      models.splice(index, 1);
    }
  }
});

},{"../core/system":110,"../lib/three":146}],157:[function(_dereq_,module,exports){
_dereq_('./camera');
_dereq_('./geometry');
_dereq_('./gltf-model');
_dereq_('./light');
_dereq_('./material');
_dereq_('./tracked-controls');


},{"./camera":154,"./geometry":155,"./gltf-model":156,"./light":158,"./material":159,"./tracked-controls":160}],158:[function(_dereq_,module,exports){
var registerSystem = _dereq_('../core/system').registerSystem;
var bind = _dereq_('../utils/bind');
var constants = _dereq_('../constants/');

var DEFAULT_LIGHT_ATTR = 'data-aframe-default-light';

/**
 * Light system.
 *
 * Prescribes default lighting if not specified (one ambient, one directional).
 * Removes default lighting from the scene when a new light is added.
 *
 * @param {bool} defaultLights - Whether default lighting are defined.
 * @param {bool} userDefinedLights - Whether user lighting is defined.
 */
module.exports.System = registerSystem('light', {
  init: function () {
    this.defaultLights = false;
    this.userDefinedLights = false;
    // Wait for all entities to fully load before checking for existence of lights.
    // Since entities wait for <a-assets> to load, any lights attaching to the scene
    // will do so asynchronously.
    this.sceneEl.addEventListener('loaded', bind(this.setupDefaultLights, this));
  },

  /**
   * Notify scene that light has been added and to remove the default.
   *
   * @param {object} el - element holding the light component.
   */
  registerLight: function (el) {
    if (!el.hasAttribute(DEFAULT_LIGHT_ATTR)) {
      // User added a light, remove default lights through DOM.
      this.removeDefaultLights();
      this.userDefinedLights = true;
    }
  },

  removeDefaultLights: function () {
    var defaultLights;
    var sceneEl = this.sceneEl;

    if (!this.defaultLights) { return; }
    defaultLights = document.querySelectorAll('[' + DEFAULT_LIGHT_ATTR + ']');
    for (var i = 0; i < defaultLights.length; i++) {
      sceneEl.removeChild(defaultLights[i]);
    }
    this.defaultLights = false;
  },

  /**
   * Prescibe default lights to the scene.
   * Does so by injecting markup such that this state is not invisible.
   * These lights are removed if the user adds any lights.
   */
  setupDefaultLights: function () {
    var sceneEl = this.sceneEl;
    var ambientLight;
    var directionalLight;

    if (this.userDefinedLights || this.defaultLights) { return; }
    ambientLight = document.createElement('a-entity');
    directionalLight = document.createElement('a-entity');
    ambientLight.setAttribute('light', {color: '#BBB', type: 'ambient'});
    ambientLight.setAttribute(DEFAULT_LIGHT_ATTR, '');
    ambientLight.setAttribute(constants.AFRAME_INJECTED, '');
    sceneEl.appendChild(ambientLight);

    directionalLight.setAttribute('light', {color: '#FFF', intensity: 0.6});
    directionalLight.setAttribute('position', {x: -0.5, y: 1, z: 1});
    directionalLight.setAttribute(DEFAULT_LIGHT_ATTR, '');
    directionalLight.setAttribute(constants.AFRAME_INJECTED, '');
    sceneEl.appendChild(directionalLight);

    this.defaultLights = true;
  }
});

},{"../constants/":91,"../core/system":110,"../utils/bind":161}],159:[function(_dereq_,module,exports){
var registerSystem = _dereq_('../core/system').registerSystem;
var THREE = _dereq_('../lib/three');
var utils = _dereq_('../utils/');

var debug = utils.debug;
var error = debug('components:texture:error');
var TextureLoader = new THREE.TextureLoader();
var warn = debug('components:texture:warn');

/**
 * System for material component.
 * Handle material registration, updates (for fog), and texture caching.
 *
 * @member materials {object} - Registered materials.
 * @member textureCache {object} - Texture cache for:
 *   - Images: textureCache has mapping of src -> repeat -> cached three.js texture.
 *   - Videos: textureCache has mapping of videoElement -> cached three.js texture.
 */
module.exports.System = registerSystem('material', {
  init: function () {
    this.materials = {};
    this.textureCache = {};
  },

  clearTextureCache: function () {
    this.textureCache = {};
  },

  /**
   * Determine whether `src` is a image or video. Then try to load the asset, then call back.
   *
   * @param {string, or element} src - Texture URL or element.
   * @param {string} data - Relevant texture data used for caching.
   * @param {function} cb - Callback to pass texture to.
   */
  loadTexture: function (src, data, cb) {
    var self = this;

    // Canvas.
    if (src.tagName === 'CANVAS') {
      this.loadCanvas(src, data, cb);
      return;
    }

    // Video element.
    if (src.tagName === 'VIDEO') {
      if (!src.hasAttribute('src') && !src.hasAttribute('srcObject')) {
        warn('Video element was defined without `src` nor `srcObject` attributes.');
      }
      this.loadVideo(src, data, cb);
      return;
    }

    utils.srcLoader.validateSrc(src, loadImageCb, loadVideoCb);
    function loadImageCb (src) { self.loadImage(src, data, cb); }
    function loadVideoCb (src) { self.loadVideo(src, data, cb); }
  },

  /**
   * High-level function for loading image textures (THREE.Texture).
   *
   * @param {Element|string} src - Texture source.
   * @param {object} data - Texture data.
   * @param {function} cb - Callback to pass texture to.
   */
  loadImage: function (src, data, cb) {
    var hash = this.hash(data);
    var handleImageTextureLoaded = cb;
    var textureCache = this.textureCache;

    // Texture already being loaded or already loaded. Wait on promise.
    if (textureCache[hash]) {
      textureCache[hash].then(handleImageTextureLoaded);
      return;
    }

    // Texture not yet being loaded. Start loading it.
    textureCache[hash] = loadImageTexture(src, data);
    textureCache[hash].then(handleImageTextureLoaded);
  },

  /**
   * High-level function for loading canvas textures (THREE.Texture).
   *
   * @param {Element|string} src - Texture source.
   * @param {object} data - Texture data.
   * @param {function} cb - Callback to pass texture to.
   */
  loadCanvas: function (src, data, cb) {
    // Hack readyState and HAVE_CURRENT_DATA on canvas to work with THREE.VideoTexture
    src.readyState = 2;
    src.HAVE_CURRENT_DATA = 2;
    this.loadVideo(src, data, cb);
  },

    /**
   * Load video texture (THREE.VideoTexture).
   * Which is just an image texture that RAFs + needsUpdate.
   * Note that creating a video texture is synchronous unlike loading an image texture.
   * Made asynchronous to be consistent with image textures.
   *
   * @param {Element|string} src - Texture source.
   * @param {object} data - Texture data.
   * @param {function} cb - Callback to pass texture to.
   */
  loadVideo: function (src, data, cb) {
    var hash;
    var texture;
    var textureCache = this.textureCache;
    var videoEl;
    var videoTextureResult;

    function handleVideoTextureLoaded (result) {
      result.texture.needsUpdate = true;
      cb(result.texture, result.videoEl);
    }

    // Video element provided.
    if (typeof src !== 'string') {
      // Check cache before creating texture.
      videoEl = src;
      hash = this.hashVideo(data, videoEl);
      if (textureCache[hash]) {
        textureCache[hash].then(handleVideoTextureLoaded);
        return;
      }
      // If not in cache, fix up the attributes then start to create the texture.
      fixVideoAttributes(videoEl);
    }

    // Only URL provided. Use video element to create texture.
    videoEl = videoEl || createVideoEl(src, data.width, data.height);

    // Generated video element already cached. Use that.
    hash = this.hashVideo(data, videoEl);
    if (textureCache[hash]) {
      textureCache[hash].then(handleVideoTextureLoaded);
      return;
    }

    // Create new video texture.
    texture = new THREE.VideoTexture(videoEl);
    texture.minFilter = THREE.LinearFilter;
    setTextureProperties(texture, data);

    // Cache as promise to be consistent with image texture caching.
    videoTextureResult = {texture: texture, videoEl: videoEl};
    textureCache[hash] = Promise.resolve(videoTextureResult);
    handleVideoTextureLoaded(videoTextureResult);
  },

  hash: function (data) {
    return JSON.stringify(data);
  },

  hashVideo: function (data, videoEl) {
    return calculateVideoCacheHash(data, videoEl);
  },

  /**
   * Keep track of material in case an update trigger is needed (e.g., fog).
   *
   * @param {object} material
   */
  registerMaterial: function (material) {
    this.materials[material.uuid] = material;
  },

  /**
   * Stop tracking material.
   *
   * @param {object} material
   */
  unregisterMaterial: function (material) {
    delete this.materials[material.uuid];
  },

  /**
   * Trigger update to all registered materials.
   */
  updateMaterials: function (material) {
    var materials = this.materials;
    Object.keys(materials).forEach(function (uuid) {
      materials[uuid].needsUpdate = true;
    });
  }
});

/**
 * Calculates consistent hash from a video element using its attributes.
 * If the video element has an ID, use that.
 * Else build a hash that looks like `src:myvideo.mp4;height:200;width:400;`.
 *
 * @param data {object} - Texture data such as repeat.
 * @param videoEl {Element} - Video element.
 * @returns {string}
 */
function calculateVideoCacheHash (data, videoEl) {
  var i;
  var id = videoEl.getAttribute('id');
  var hash;
  var videoAttributes;

  if (id) { return id; }

  // Calculate hash using sorted video attributes.
  hash = '';
  videoAttributes = data || {};
  for (i = 0; i < videoEl.attributes.length; i++) {
    videoAttributes[videoEl.attributes[i].name] = videoEl.attributes[i].value;
  }
  Object.keys(videoAttributes).sort().forEach(function (name) {
    hash += name + ':' + videoAttributes[name] + ';';
  });

  return hash;
}

/**
 * Load image texture.
 *
 * @private
 * @param {string|object} src - An <img> element or url to an image file.
 * @param {object} data - Data to set texture properties like `repeat`.
 * @returns {Promise} Resolves once texture is loaded.
 */
function loadImageTexture (src, data) {
  return new Promise(doLoadImageTexture);

  function doLoadImageTexture (resolve, reject) {
    var isEl = typeof src !== 'string';

    function resolveTexture (texture) {
      setTextureProperties(texture, data);
      texture.needsUpdate = true;
      resolve(texture);
    }

    // Create texture from an element.
    if (isEl) {
      resolveTexture(new THREE.Texture(src));
      return;
    }

    // Load texture from src string. THREE will create underlying element.
    // Use THREE.TextureLoader (src, onLoad, onProgress, onError) to load texture.
    TextureLoader.load(
      src,
      resolveTexture,
      function () { /* no-op */ },
      function (xhr) {
        error('`$s` could not be fetched (Error code: %s; Response: %s)', xhr.status,
              xhr.statusText);
      }
    );
  }
}

/**
 * Set texture properties such as repeat and offset.
 *
 * @param {object} data - With keys like `repeat`.
 */
function setTextureProperties (texture, data) {
  var offset = data.offset || {x: 0, y: 0};
  var repeat = data.repeat || {x: 1, y: 1};
  var npot = data.npot || false;

  // To support NPOT textures, wrap must be ClampToEdge (not Repeat),
  // and filters must not use mipmaps (i.e. Nearest or Linear).
  if (npot) {
    texture.wrapS = THREE.ClampToEdgeWrapping;
    texture.wrapT = THREE.ClampToEdgeWrapping;
    texture.magFilter = THREE.LinearFilter;
    texture.minFilter = THREE.LinearFilter;
  }

  // Don't bother setting repeat if it is 1/1. Power-of-two is required to repeat.
  if (repeat.x !== 1 || repeat.y !== 1) {
    texture.wrapS = THREE.RepeatWrapping;
    texture.wrapT = THREE.RepeatWrapping;
    texture.repeat.set(repeat.x, repeat.y);
  }
  // Don't bother setting offset if it is 0/0.
  if (offset.x !== 0 || offset.y !== 0) {
    texture.offset.set(offset.x, offset.y);
  }
}

/**
 * Create video element to be used as a texture.
 *
 * @param {string} src - Url to a video file.
 * @param {number} width - Width of the video.
 * @param {number} height - Height of the video.
 * @returns {Element} Video element.
 */
function createVideoEl (src, width, height) {
  var videoEl = document.createElement('video');
  videoEl.width = width;
  videoEl.height = height;
  videoEl.setAttribute('webkit-playsinline', '');  // Support inline videos for iOS webviews.
  videoEl.autoplay = true;
  videoEl.loop = true;
  videoEl.crossOrigin = 'anonymous';
  videoEl.addEventListener('error', function () {
    warn('`$s` is not a valid video', src);
  }, true);
  videoEl.src = src;
  return videoEl;
}

/**
 * Fixes a video element's attributes to prevent developers from accidentally passing the
 * wrong attribute values to commonly misused video attributes.
 *
 * <video> does not treat `autoplay`, `controls`, `crossorigin`, `loop`, and `preload` as
 * as booleans. Existence of those attributes will mean truthy.
 *
 * For example, translates <video loop="false"> to <video>.
 *
 * @see https://developer.mozilla.org/docs/Web/HTML/Element/video#Attributes
 * @param {Element} videoEl - Video element.
 * @returns {Element} Video element with the correct properties updated.
 */
function fixVideoAttributes (videoEl) {
  videoEl.autoplay = videoEl.getAttribute('autoplay') !== 'false';
  videoEl.controls = videoEl.getAttribute('controls') !== 'false';
  if (videoEl.getAttribute('loop') === 'false') {
    videoEl.removeAttribute('loop');
  }
  if (videoEl.getAttribute('preload') === 'false') {
    videoEl.preload = 'none';
  }
  videoEl.crossOrigin = videoEl.crossOrigin || 'anonymous';
  // To support inline videos in iOS webviews.
  videoEl.setAttribute('webkit-playsinline', '');
  return videoEl;
}

},{"../core/system":110,"../lib/three":146,"../utils/":167}],160:[function(_dereq_,module,exports){
var registerSystem = _dereq_('../core/system').registerSystem;
var trackedControlsUtils = _dereq_('../utils/tracked-controls');
var utils = _dereq_('../utils');

/**
 * Tracked controls system.
 * It maintains a list with the available tracked controllers
 */
module.exports.System = registerSystem('tracked-controls', {
  init: function () {
    var self = this;
    this.controllers = [];
    this.lastControllersUpdate = 0;
    // Throttle the (renamed) tick handler to minimum 10ms interval.
    this.tick = utils.throttle(this.throttledTick, 10, this);
    if (!navigator.getVRDisplays) { return; }
    navigator.getVRDisplays().then(function (displays) {
      if (displays.length > 0) {
        self.vrDisplay = displays[0];
      }
    });
  },

  updateControllerList: function () {
    var controllers = this.controllers = [];
    var gamepads = trackedControlsUtils.getGamepadsByPrefix('');
    for (var i = 0; i < gamepads.length; i++) {
      var gamepad = gamepads[i];
      if (gamepad && gamepad.pose) { controllers.push(gamepad); }
    }
  },

  /**
   * Update controller list every 10 millseconds.
   */
  throttledTick: function () {
    this.updateControllerList();
    this.sceneEl.emit('controllersupdated', { controllers: this.controllers });
  }
});

},{"../core/system":110,"../utils":167,"../utils/tracked-controls":171}],161:[function(_dereq_,module,exports){
/**
 * Faster version of Function.prototype.bind
 * @param {Function} fn - Function to wrap.
 * @param {Object} ctx - What to bind as context.
 * @param {...*} arguments - Arguments to pass through.
 */
module.exports = function bind (fn, ctx/* , arg1, arg2 */) {
  return (function (prependedArgs) {
    return function bound () {
      // Concat the bound function arguments with those passed to original bind
      var args = prependedArgs.concat(Array.prototype.slice.call(arguments, 0));
      return fn.apply(ctx, args);
    };
  })(Array.prototype.slice.call(arguments, 2));
};

},{}],162:[function(_dereq_,module,exports){
/* global THREE */
var extend = _dereq_('object-assign');
// Coordinate string regex. Handles negative, positive, and decimals.
var regex = /^\s*((-?\d*\.{0,1}\d+)\s+){2,3}(-?\d*\.{0,1}\d+)\s*$/;
module.exports.regex = regex;

/**
 * Parses coordinates from an "x y z" string.
 * Example: "3 10 -5" to {x: 3, y: 10, z: -5}.
 *
 * @param {string} val - An "x y z" string.
 * @param {string} defaults - fallback value.
 * @returns {object} An object with keys [x, y, z].
 */
function parse (value, defaultVec) {
  var coordinate;
  var vec = {};

  if (value && typeof value === 'object') {
    return vecParseFloat({
      x: value.x !== undefined ? value.x : (defaultVec && defaultVec.x),
      y: value.y !== undefined ? value.y : (defaultVec && defaultVec.y),
      z: value.z !== undefined ? value.z : (defaultVec && defaultVec.z),
      w: value.w !== undefined ? value.w : (defaultVec && defaultVec.w)
    });
  }

  if (typeof value !== 'string' || value === null) {
    return typeof defaultVec === 'object' ? extend({}, defaultVec) : defaultVec;
  }

  coordinate = value.trim().replace(/\s+/g, ' ').split(' ');
  vec.x = coordinate[0] || defaultVec && defaultVec.x;
  vec.y = coordinate[1] || defaultVec && defaultVec.y;
  vec.z = coordinate[2] || defaultVec && defaultVec.z;
  vec.w = coordinate[3] || defaultVec && defaultVec.w;
  return vecParseFloat(vec);
}
module.exports.parse = parse;

/**
 * Stringifies coordinates from an object with keys [x y z].
 * Example: {x: 3, y: 10, z: -5} to "3 10 -5".
 *
 * @param {object|string} data - An object with keys [x y z].
 * @returns {string} An "x y z" string.
 */
function stringify (data) {
  if (typeof data !== 'object') { return data; }
  return [data.x, data.y, data.z, data.w].join(' ').trim();
}
module.exports.stringify = stringify;

/**
 * @returns {bool}
 */
module.exports.isCoordinate = function (value) {
  return regex.test(value);
};

function vecParseFloat (vec) {
  Object.keys(vec).forEach(function (key) {
    if (vec[key] === undefined) {
      delete vec[key];
      return;
    }
    vec[key] = parseFloat(vec[key], 10);
  });
  return vec;
}

/**
 * Converts {x, y, z} object to three.js Vector3.
 */
module.exports.toVector3 = function (vec3) {
  return new THREE.Vector3(vec3.x, vec3.y, vec3.z);
};

},{"object-assign":28}],163:[function(_dereq_,module,exports){
(function (process){
var debugLib = _dereq_('debug');
var extend = _dereq_('object-assign');

var settings = {
  colors: {
    debug: 'gray',
    error: 'red',
    info: 'gray',
    warn: 'orange'
  }
};

/**
 * Monkeypatches `debug` so we can colorize error/warning messages.
 *
 * (See issue: https://github.com/visionmedia/debug/issues/137)
 */
var debug = function (namespace) {
  var d = debugLib(namespace);

  d.color = getDebugNamespaceColor(namespace);

  return d;
};
extend(debug, debugLib);

/**
 * Returns the type of the namespace (e.g., `error`, `warn`).
 *
 * @param {String} namespace
 *   The debug logger's namespace (e.g., `components:geometry:warn`).
 * @returns {String} The type of the namespace (e.g., `warn`).
 * @api private
 */
function getDebugNamespaceType (namespace) {
  var chunks = namespace.split(':');

  return chunks[chunks.length - 1];  // Return the last one
}

/**
 * Returns the color of the namespace (e.g., `orange`).
 *
 * @param {String} namespace
 *   The debug logger's namespace (e.g., `components:geometry:warn`).
 * @returns {String} The color of the namespace (e.g., `orange`).
 * @api private
 */
function getDebugNamespaceColor (namespace) {
  var type = getDebugNamespaceType(namespace);

  var color = settings.colors && settings.colors[type];

  return color || null;
}

/**
 * Returns `localStorage` if possible.
 *
 * This is necessary because Safari throws when a user disables
 * cookies or `localStorage` and you attempt to access it.
 *
 * @returns {localStorage}
 * @api private
 */
function storage () {
  try {
    return window.localStorage;
  } catch (e) {
  }
}

/**
 * To enable console logging, type this in the Console of your Dev Tools:
 *
 *   localStorage.logs = 1
 *
 * To disable console logging:
 *
 *   localStorage.logs = 0
 *
 */
var ls = storage();
if (ls && (parseInt(ls.logs, 10) || ls.logs === 'true')) {
  debug.enable('*');
} else {
  debug.enable('*:error,*:info,*:warn');
}

if (process.browser) { window.logs = debug; }

module.exports = debug;

}).call(this,_dereq_('_process'))

},{"_process":9,"debug":11,"object-assign":28}],164:[function(_dereq_,module,exports){
var THREE = _dereq_('../lib/three');
var dolly = new THREE.Object3D();
var controls = new THREE.VRControls(dolly);

/**
 * Determine if a headset is connected by checking if the
 * orientation is available
 */
function checkHeadsetConnected () {
  var orientation;
  controls.update();
  orientation = dolly.quaternion;
  if (orientation._x !== 0 || orientation._y !== 0 || orientation._z !== 0) {
    return true;
  }
  return false;
}
module.exports.checkHeadsetConnected = checkHeadsetConnected;

/**
 * Check for positional tracking.
 */
function checkHasPositionalTracking () {
  var position = new THREE.Vector3();
  return (function () {
    if (isMobile() || isGearVR()) { return false; }
    controls.update();
    dolly.updateMatrix();
    position.setFromMatrixPosition(dolly.matrix);
    if (position.x !== 0 || position.y !== 0 || position.z !== 0) {
      return true;
    }
    return false;
  })();
}
module.exports.checkHasPositionalTracking = checkHasPositionalTracking;

/**
 * Checks if browser is mobile.
 * @return {Boolean} True if mobile browser detected.
 */
var isMobile = (function () {
  var _isMobile = false;
  (function (a) {
    // eslint-disable-next-line no-useless-escape
    if (/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a) || /1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0, 4))) {
      _isMobile = true;
    }
    if (isIOS()) {
      _isMobile = true;
    }
    if (isGearVR()) {
      _isMobile = false;
    }
  })(navigator.userAgent || navigator.vendor || window.opera);

  return function () { return _isMobile; };
})();
module.exports.isMobile = isMobile;

function isIOS () {
  return /iPad|iPhone|iPod/.test(navigator.platform);
}
module.exports.isIOS = isIOS;

function isGearVR () {
  return /SamsungBrowser.+Mobile VR/i.test(navigator.userAgent);
}
module.exports.isGearVR = isGearVR;

/**
 * Checks mobile device orientation.
 * @return {Boolean} True if landscape orientation.
 */
module.exports.isLandscape = function () {
  return window.orientation === 90 || window.orientation === -90;
};

/**
 * Check if device is iOS and older than version 10.
 */
module.exports.isIOSOlderThan10 = function (userAgent) {
  return /(iphone|ipod|ipad).*os.(7|8|9)/i.test(userAgent);
};

},{"../lib/three":146}],165:[function(_dereq_,module,exports){
/**
 * Split a delimited component property string (e.g., `material.color`) to an object
 * containing `component` name and `property` name. If there is no delimiter, just return the
 * string back.
 */
module.exports.getComponentPropertyPath = function (str, delimiter) {
  delimiter = delimiter || '.';
  if (str.indexOf(delimiter) === -1) { return str; }
  return str.split(delimiter);
};

/**
 * Get component property using encoded component name + component property name with a
 * delimiter.
 */
module.exports.getComponentProperty = function (el, name, delimiter) {
  var splitName;
  delimiter = delimiter || '.';
  if (name.indexOf(delimiter) !== -1) {
    splitName = name.split(delimiter);
    return el.getAttribute(splitName[0])[splitName[1]];
  }
  return el.getAttribute(name);
};

/**
 * Set component property using encoded component name + component property name with a
 * delimiter.
 */
module.exports.setComponentProperty = function (el, name, value, delimiter) {
  var splitName;
  delimiter = delimiter || '.';
  if (name.indexOf(delimiter) !== -1) {
    splitName = name.split(delimiter);
    el.setAttribute(splitName[0], splitName[1], value);
    return;
  }
  el.setAttribute(name, value);
};

},{}],166:[function(_dereq_,module,exports){
module.exports = function forceCanvasResizeSafariMobile (canvasEl) {
  var width = canvasEl.style.width;
  var height = canvasEl.style.height;
  // Taken from webvr-polyfill (https://github.com/borismus/webvr-polyfill/blob/85f657cd502ec9417bf26b87c3cb2afa6a70e079/src/util.js#L200)
  // iOS only workaround for https://bugs.webkit.org/show_bug.cgi?id=152556
  // By changing the size 1 pixel and restoring the previous value
  // we trigger a size recalculation cycle.
  canvasEl.style.width = (parseInt(width, 10) + 1) + 'px';
  canvasEl.style.height = (parseInt(height, 10) + 1) + 'px';
  setTimeout(function () {
    canvasEl.style.width = width;
    canvasEl.style.height = height;
  }, 200);
};

},{}],167:[function(_dereq_,module,exports){
/* global CustomEvent, location */
/* Centralized place to reference utilities since utils is exposed to the user. */
var debug = _dereq_('./debug');
var deepAssign = _dereq_('deep-assign');
var device = _dereq_('./device');
var objectAssign = _dereq_('object-assign');

var warn = debug('utils:warn');

module.exports.bind = _dereq_('./bind');
module.exports.coordinates = _dereq_('./coordinates');
module.exports.debug = debug;
module.exports.device = device;
module.exports.entity = _dereq_('./entity');
module.exports.forceCanvasResizeSafariMobile = _dereq_('./forceCanvasResizeSafariMobile');
module.exports.material = _dereq_('./material');
module.exports.styleParser = _dereq_('./styleParser');
module.exports.trackedControls = _dereq_('./tracked-controls');

module.exports.checkHeadsetConnected = function () {
  warn('`utils.checkHeadsetConnected` has moved to `utils.device.checkHeadsetConnected`');
  return device.checkHeadsetConnected(arguments);
};
module.exports.isGearVR = function () {
  warn('`utils.isGearVR` has moved to `utils.device.isGearVR`');
  return device.isGearVR(arguments);
};
module.exports.isIOS = function () {
  warn('`utils.isIOS` has moved to `utils.device.isIOS`');
  return device.isIOS(arguments);
};
module.exports.isMobile = function () {
  warn('`utils.isMobile has moved to `utils.device.isMobile`');
  return device.isMobile(arguments);
};

/**
 * Returns throttle function that gets called at most once every interval.
 *
 * @param {function} functionToThrottle
 * @param {number} minimumInterval - Minimal interval between calls (milliseconds).
 * @param {object} optionalContext - If given, bind function to throttle to this context.
 * @returns {function} Throttled function.
 */
module.exports.throttle = function (functionToThrottle, minimumInterval, optionalContext) {
  var lastTime;
  if (optionalContext) {
    functionToThrottle = module.exports.bind(functionToThrottle, optionalContext);
  }
  return function () {
    var time = Date.now();
    var sinceLastTime = typeof lastTime === 'undefined' ? minimumInterval : time - lastTime;
    if (typeof lastTime === 'undefined' || (sinceLastTime >= minimumInterval)) {
      lastTime = time;
      functionToThrottle.apply(null, arguments);
    }
  };
};

/**
 * Returns throttle function that gets called at most once every interval.
 * Uses the time/timeDelta timestamps provided by the global render loop for better perf.
 *
 * @param {function} functionToThrottle
 * @param {number} minimumInterval - Minimal interval between calls (milliseconds).
 * @param {object} optionalContext - If given, bind function to throttle to this context.
 * @returns {function} Throttled function.
 */
module.exports.throttleTick = function (functionToThrottle, minimumInterval, optionalContext) {
  var lastTime;
  if (optionalContext) {
    functionToThrottle = module.exports.bind(functionToThrottle, optionalContext);
  }
  return function (time, delta) {
    var sinceLastTime = typeof lastTime === 'undefined' ? delta : time - lastTime;
    if (typeof lastTime === 'undefined' || (sinceLastTime >= minimumInterval)) {
      lastTime = time;
      functionToThrottle(time, sinceLastTime);
    }
  };
};

/**
 * Fires a custom DOM event.
 *
 * @param {Element} el Element on which to fire the event.
 * @param {String} name Name of the event.
 * @param {Object=} [data={bubbles: true, {detail: <el>}}]
 *   Data to pass as `customEventInit` to the event.
 */
module.exports.fireEvent = function (el, name, data) {
  data = data || {};
  data.detail = data.detail || {};
  data.detail.target = data.detail.target || el;
  var evt = new CustomEvent(name, data);
  el.dispatchEvent(evt);
};

/**
 * Mix the properties of source object(s) into a destination object.
 *
 * @param  {object} dest - The object to which properties will be copied.
 * @param  {...object} source - The object(s) from which properties will be copied.
 */
module.exports.extend = objectAssign;
module.exports.extendDeep = deepAssign;

module.exports.clone = function (obj) {
  return JSON.parse(JSON.stringify(obj));
};

/**
 * Checks if two values are equal.
 * Includes objects and arrays and nested objects and arrays.
 * Try to keep this function performant as it will be called often to see if a component
 * should be updated.
 *
 * @param {object} a - First object.
 * @param {object} b - Second object.
 * @returns {boolean} Whether two objects are deeply equal.
 */
function deepEqual (a, b) {
  var i;
  var keysA;
  var keysB;
  var valA;
  var valB;

  // If not objects, compare as values.
  if (typeof a !== 'object' || typeof b !== 'object' ||
      a === null || b === null) { return a === b; }

  // Different number of keys, not equal.
  keysA = Object.keys(a);
  keysB = Object.keys(b);
  if (keysA.length !== keysB.length) { return false; }

  // Return `false` at the first sign of inequality.
  for (i = 0; i < keysA.length; ++i) {
    valA = a[keysA[i]];
    valB = b[keysA[i]];
    // Check nested array and object.
    if ((typeof valA === 'object' || typeof valB === 'object') ||
        (Array.isArray(valA) && Array.isArray(valB))) {
      if (!deepEqual(valA, valB)) { return false; }
    } else if (valA !== valB) {
      return false;
    }
  }
  return true;
}
module.exports.deepEqual = deepEqual;

/**
 * Computes the difference between two objects.
 *
 * @param {object} a - First object to compare (e.g., oldData).
 * @param {object} b - Second object to compare (e.g., newData).
 * @returns {object}
 *   Difference object where set of keys note which values were not equal, and values are
 *   `b`'s values.
 */
module.exports.diff = function (a, b) {
  var diff = {};
  var keys = Object.keys(a);
  Object.keys(b).forEach(function collectKeys (bKey) {
    if (keys.indexOf(bKey) === -1) {
      keys.push(bKey);
    }
  });
  keys.forEach(function doDiff (key) {
    var aVal = a[key];
    var bVal = b[key];
    var isComparingObjects = aVal && bVal &&
                             aVal.constructor === Object && bVal.constructor === Object;
    if ((isComparingObjects && !deepEqual(aVal, bVal)) ||
        (!isComparingObjects && aVal !== bVal)) {
      diff[key] = bVal;
    }
  });
  return diff;
};

/**
 * Returns whether we should capture this keyboard event for keyboard shortcuts.
 * @param {Event} event Event object.
 * @returns {Boolean} Whether the key event should be captured.
 */
module.exports.shouldCaptureKeyEvent = function (event) {
  if (event.metaKey) { return false; }
  return document.activeElement === document.body;
};

/**
 * Splits a string into an array based on a delimiter.
 *
 * @param   {string=} [str='']        Source string
 * @param   {string=} [delimiter=' '] Delimiter to use
 * @returns {array}                   Array of delimited strings
 */
module.exports.splitString = function (str, delimiter) {
  if (typeof delimiter === 'undefined') { delimiter = ' '; }
  // First collapse the whitespace (or whatever the delimiter is).
  var regex = new RegExp(delimiter, 'g');
  str = (str || '').replace(regex, delimiter);
  // Then split.
  return str.split(delimiter);
};

/**
 * Extracts data from the element given an object that contains expected keys.
 *
 * @param {Element} Source element.
 * @param {Object} [defaults={}] Object of default key-value pairs.
 * @returns {Object}
 */
module.exports.getElData = function (el, defaults) {
  defaults = defaults || {};
  var data = {};
  Object.keys(defaults).forEach(copyAttribute);
  function copyAttribute (key) {
    if (el.hasAttribute(key)) {
      data[key] = el.getAttribute(key);
    }
  }
  return data;
};

/**
 * Retrieves querystring value.
 * @param  {String} name Name of querystring key.
 * @return {String}      Value
 */
module.exports.getUrlParameter = function (name) {
  // eslint-disable-next-line no-useless-escape
  name = name.replace(/[\[]/, '\\[').replace(/[\]]/, '\\]');
  var regex = new RegExp('[\\?&]' + name + '=([^&#]*)');
  var results = regex.exec(location.search);
  return results === null ? '' : decodeURIComponent(results[1].replace(/\+/g, ' '));
};

/**
 * Detects whether context is within iframe.
 */
module.exports.isIframed = function () {
  return window.top !== window.self;
};

/**
 * Finds all elements under the element that have the isScene
 * property set to true
 */
module.exports.findAllScenes = function (el) {
  var matchingElements = [];
  var allElements = el.getElementsByTagName('*');
  for (var i = 0, n = allElements.length; i < n; i++) {
    if (allElements[i].isScene) {
      // Element exists with isScene set.
      matchingElements.push(allElements[i]);
    }
  }
  return matchingElements;
};

// Must be at bottom to avoid circular dependency.
module.exports.srcLoader = _dereq_('./src-loader');

},{"./bind":161,"./coordinates":162,"./debug":163,"./device":164,"./entity":165,"./forceCanvasResizeSafariMobile":166,"./material":168,"./src-loader":169,"./styleParser":170,"./tracked-controls":171,"deep-assign":14,"object-assign":28}],168:[function(_dereq_,module,exports){
var THREE = _dereq_('../lib/three');

/**
 * Update `material.map` given `data.src`. For standard and flat shaders.
 *
 * @param {object} shader - A-Frame shader instance.
 * @param {object} data
 */
module.exports.updateMapMaterialFromData = function (materialName, dataName, shader, data) {
  var el = shader.el;
  var material = shader.material;
  var src = data[dataName];
  var shadowSrcName = '_texture_' + dataName;

  if (src) {
    if (src === shader[shadowSrcName]) { return; }
    // Texture added or changed.
    shader[shadowSrcName] = src;
    if (src instanceof THREE.Texture) { setMap(src); return; }
    el.sceneEl.systems.material.loadTexture(src, {src: src, repeat: data.repeat, offset: data.offset, npot: data.npot}, setMap);
    return;
  }

  // Texture removed.
  if (!material[materialName]) { return; }
  shader[shadowSrcName] = null;
  setMap(null);

  function setMap (texture) {
    if (shader[shadowSrcName] !== src) { return; }
    material[materialName] = texture;
    material.needsUpdate = true;
    handleTextureEvents(el, texture);
  }
};

/**
 * Update `material.map` given `data.src`. For standard and flat shaders.
 *
 * @param {object} shader - A-Frame shader instance.
 * @param {object} data
 */
module.exports.updateMap = function (shader, data) {
  return module.exports.updateMapMaterialFromData('map', 'src', shader, data);
};

/**
 * Updates the material's maps which give the illusion of extra geometry.
 *
 * @param {string} longType - The friendly name of the map from the component e.g. ambientOcclusionMap becomes aoMap in THREE.js
 * @param {object} shader - A-Frame shader instance
 * @param {object} data
 */
module.exports.updateDistortionMap = function (longType, shader, data) {
  var shortType = longType;
  if (longType === 'ambientOcclusion') { shortType = 'ao'; }
  var el = shader.el;
  var material = shader.material;
  var src = data[longType + 'Map'];
  var info = {};
  info.src = src;

  // Pass through the repeat and offset to be handled by the material loader.
  info.offset = data[longType + 'TextureOffset'];
  info.repeat = data[longType + 'TextureRepeat'];
  info.wrap = data[longType + 'TextureWrap'];

  if (src) {
    if (src === shader[longType + 'TextureSrc']) { return; }

    // Texture added or changed.
    shader[longType + 'TextureSrc'] = src;
    el.sceneEl.systems.material.loadTexture(src, info, setMap);
    return;
  }

  // Texture removed.
  if (!material.map) { return; }
  setMap(null);

  function setMap (texture) {
    material[shortType + 'Map'] = texture;
    material.needsUpdate = true;
    handleTextureEvents(el, texture);
  }
};

/**
 * Emit event on entities on texture-related events.
 *
 * @param {Element} el - Entity.
 * @param {object} texture - three.js Texture.
 */
function handleTextureEvents (el, texture) {
  if (!texture) { return; }

  el.emit('materialtextureloaded', {src: texture.image, texture: texture});

  // Video events.
  if (!texture.image || texture.image.tagName !== 'VIDEO') { return; }
  texture.image.addEventListener('loadeddata', function emitVideoTextureLoadedDataAll () {
    el.emit('materialvideoloadeddata', {src: texture.image, texture: texture});
  });
  texture.image.addEventListener('ended', function emitVideoTextureEndedAll () {
    // Works for non-looping videos only.
    el.emit('materialvideoended', {src: texture.image, texture: texture});
  });
}
module.exports.handleTextureEvents = handleTextureEvents;

},{"../lib/three":146}],169:[function(_dereq_,module,exports){
/* global Image */
var debug = _dereq_('./debug');

var warn = debug('utils:src-loader:warn');

/**
 * Validates a texture, either as a selector or as a URL.
 * Detects whether `src` is pointing to an image or video and invokes the appropriate
 * callback.
 *
 * The src will be returned on the callback
 *
 * @params {string} src - URL.
 * @params {function} isImageCb - callback if texture is an image.
 * @params {function} isVideoCb - callback if texture is a video.
 */
function validateSrc (src, isImageCb, isVideoCb) {
  validateImageUrl(src, function isAnImageUrl (isImage) {
    if (isImage) {
      isImageCb(src);
      return;
    }
    isVideoCb(src);
  });
}

/**
 * Validates six images as a cubemap, either as selector or comma-separated
 * URLs.
 *
 * @param {string} src - A selector or comma-separated image URLs. Image URLs
          must be wrapped by `url()`.
 * @param {string} src - A selector or comma-separated image URLs. Image URLs
          must be wrapped by `url()`.
 */
function validateCubemapSrc (src, cb) {
  var aCubemap;
  var cubemapSrcRegex = '';
  var i;
  var urls;
  var validatedUrls = [];

  for (i = 0; i < 5; i++) {
    cubemapSrcRegex += '(url\\((?:[^\\)]+)\\),\\s*)';
  }
  cubemapSrcRegex += '(url\\((?:[^\\)]+)\\)\\s*)';
  urls = src.match(new RegExp(cubemapSrcRegex));

  // `src` is a comma-separated list of URLs.
  // In this case, re-use validateSrc for each side of the cube.
  function isImageCb (url) {
    validatedUrls.push(url);
    if (validatedUrls.length === 6) {
      cb(validatedUrls);
    }
  }
  if (urls) {
    for (i = 1; i < 7; i++) {
      // TODO: cubemap property type.
      validateSrc(parseUrl(urls[i]), isImageCb);
    }
    return;
  }

  // `src` is a query selector to <a-cubemap> containing six $([src])s.
  aCubemap = validateAndGetQuerySelector(src);
  if (!aCubemap) { return; }
  if (aCubemap.tagName === 'A-CUBEMAP' && aCubemap.srcs) {
    return cb(aCubemap.srcs);
  }
  // Else if aCubeMap is not a <a-cubemap>.
  warn('Selector "%s" does not point to <a-cubemap>', src);
}

/**
 * Parses src from `url(src)`.
 * @param  {string} src - String to parse.
 * @return {string} The parsed src, if parseable.
 */
function parseUrl (src) {
  var parsedSrc = src.match(/\url\((.+)\)/);
  if (!parsedSrc) { return; }
  return parsedSrc[1];
}

/**
 * Validate src is a valid image url
 * @param  {string} src - url that will be tested
 * @param  {function} onResult - callback with the test result
 */
function validateImageUrl (src, onResult) {
  var tester = new Image();
  tester.addEventListener('load', onLoad);
  function onLoad () { onResult(true); }
  tester.addEventListener('error', onError);
  function onError () { onResult(false); }
  tester.src = src;
}

/**
 * Query and validate a query selector,
 *
 * @param  {string} selector - DOM selector.
 * @return {object|null|undefined} Selected DOM element if exists.
           null if query yields no results.
           undefined if `selector` is not a valid selector.
 */
function validateAndGetQuerySelector (selector) {
  try {
    var el = document.querySelector(selector);
    if (!el) {
      warn('No element was found matching the selector: "%s"', selector);
    }
    return el;
  } catch (e) {  // Capture exception if it's not a valid selector.
    warn('"%s" is not a valid selector', selector);
    return undefined;
  }
}

module.exports = {
  parseUrl: parseUrl,
  validateSrc: validateSrc,
  validateCubemapSrc: validateCubemapSrc
};

},{"./debug":163}],170:[function(_dereq_,module,exports){
/* Utils for parsing style-like strings (e.g., "primitive: box; width: 5; height: 4.5"). */
var styleParser = _dereq_('style-attr');

/**
 * Deserializes style-like string into an object of properties.
 *
 * @param {string} value - HTML attribute value.
 * @returns {object} Property data.
 */
module.exports.parse = function (value) {
  var parsedData;
  if (typeof value !== 'string') { return value; }
  parsedData = styleParser.parse(value);
  // The style parser returns an object { "" : "test"} when fed a string
  if (parsedData['']) { return value; }
  return transformKeysToCamelCase(parsedData);
};

/**
 * Serialize an object of properties into a style-like string.
 *
 * @param {object} data - Property data.
 * @returns {string}
 */
module.exports.stringify = function (data) {
  if (typeof data === 'string') { return data; }
  return styleParser.stringify(data);
};

/**
 * Converts string from hyphen to camelCase.
 *
 * @param {string} str - String to camelCase.
 * @return {string} CamelCased string.
 */
function toCamelCase (str) {
  return str.replace(/-([a-z])/g, camelCase);
  function camelCase (g) { return g[1].toUpperCase(); }
}
module.exports.toCamelCase = toCamelCase;

/**
 * Converts object's keys from hyphens to camelCase (e.g., `max-value` to
 * `maxValue`).
 *
 * @param {object} obj - The object to camelCase keys.
 * @return {object} The object with keys camelCased.
 */
function transformKeysToCamelCase (obj) {
  var keys = Object.keys(obj);
  var camelCaseObj = {};
  keys.forEach(function (key) {
    var camelCaseKey = toCamelCase(key);
    camelCaseObj[camelCaseKey] = obj[key];
  });
  return camelCaseObj;
}
module.exports.transformKeysToCamelCase = transformKeysToCamelCase;

},{"style-attr":37}],171:[function(_dereq_,module,exports){
/**
 * Return enumerated gamepads matching id prefix.
 *
 * @param {object} idPrefix - prefix to match in gamepad id, if any.
 */
module.exports.getGamepadsByPrefix = function (idPrefix) {
  var gamepadsList = [];
  var gamepad;
  var gamepads = navigator.getGamepads && navigator.getGamepads();
  if (!gamepads) { return gamepadsList; }

  for (var i = 0; i < gamepads.length; ++i) {
    gamepad = gamepads[i];
    // need to check that gamepad is valid, since browsers may return array of null values
    if (gamepad) {
      if (!idPrefix || gamepad.id.indexOf(idPrefix) === 0) {
        gamepadsList.push(gamepad);
      }
    }
  }
  return gamepadsList;
};

/**
 * Enumerate controllers (as built by system tick, e.g. that have pose) and check if they match parameters.
 *
 * @param {object} sceneEl - the scene element.
 * @param {object} idPrefix - prefix to match in gamepad id, if any.
 * @param {object} queryObject - map of values to match (hand; index among controllers with idPrefix)
 */
module.exports.isControllerPresent = function (sceneEl, idPrefix, queryObject) {
  var isPresent = false;
  var index = 0;
  var gamepad;
  var isPrefixMatch;
  var gamepads;
  var trackedControlsSystem = sceneEl && sceneEl.systems['tracked-controls'];
  if (!trackedControlsSystem) { return isPresent; }
  gamepads = trackedControlsSystem.controllers;
  if (!gamepads || gamepads.length === 0) {
    trackedControlsSystem.updateControllerList();
    gamepads = trackedControlsSystem.controllers;
  }
  if (!gamepads) { return isPresent; }

  for (var i = 0; i < gamepads.length; ++i) {
    gamepad = gamepads[i];
    isPrefixMatch = (!idPrefix || idPrefix === '' || gamepad.id.indexOf(idPrefix) === 0);
    isPresent = isPrefixMatch;
    if (isPresent && queryObject.hand) {
      isPresent = gamepad.hand === queryObject.hand;
    }
    if (isPresent && queryObject.index) {
      isPresent = index === queryObject.index; // need to use count of gamepads with idPrefix
    }
    if (isPresent) { break; }
    if (isPrefixMatch) { index++; } // update count of gamepads with idPrefix
  }
  return isPresent;
};


},{}],172:[function(_dereq_,module,exports){
/**
 * @author dmarcos / https://github.com/dmarcos
 * @author mrdoob / http://mrdoob.com
 */

THREE.VRControls = function ( object, onError ) {

	var scope = this;

	var vrDisplay, vrDisplays;

	var standingMatrix = new THREE.Matrix4();

	var frameData = null;

	if ( 'VRFrameData' in window ) {

		frameData = new VRFrameData();

	}

	function gotVRDisplays( displays ) {

		vrDisplays = displays;

		if ( displays.length > 0 ) {

			vrDisplay = displays[ 0 ];

		} else {

			if ( onError ) onError( 'VR input not available.' );

		}

	}

	if ( navigator.getVRDisplays ) {

		navigator.getVRDisplays().then( gotVRDisplays ).catch ( function () {

			console.warn( 'THREE.VRControls: Unable to get VR Displays' );

		} );

	}

	// the Rift SDK returns the position in meters
	// this scale factor allows the user to define how meters
	// are converted to scene units.

	this.scale = 1;

	// If true will use "standing space" coordinate system where y=0 is the
	// floor and x=0, z=0 is the center of the room.
	this.standing = false;

	// Distance from the users eyes to the floor in meters. Used when
	// standing=true but the VRDisplay doesn't provide stageParameters.
	this.userHeight = 1.6;

	this.getVRDisplay = function () {

		return vrDisplay;

	};

	this.setVRDisplay = function ( value ) {

		vrDisplay = value;

	};

	this.getVRDisplays = function () {

		console.warn( 'THREE.VRControls: getVRDisplays() is being deprecated.' );
		return vrDisplays;

	};

	this.getStandingMatrix = function () {

		return standingMatrix;

	};

	this.update = function () {

		if ( vrDisplay ) {

			var pose;

			if ( vrDisplay.getFrameData ) {

				vrDisplay.getFrameData( frameData );
				pose = frameData.pose;

			} else if ( vrDisplay.getPose ) {

				pose = vrDisplay.getPose();

			}

			if ( pose.orientation !== null ) {

				object.quaternion.fromArray( pose.orientation );

			}

			if ( pose.position !== null ) {

				object.position.fromArray( pose.position );

			} else {

				object.position.set( 0, 0, 0 );

			}

			if ( this.standing ) {

				if ( vrDisplay.stageParameters ) {

					object.updateMatrix();

					standingMatrix.fromArray( vrDisplay.stageParameters.sittingToStandingTransform );
					object.applyMatrix( standingMatrix );

				} else {

					object.position.setY( object.position.y + this.userHeight );

				}

			}

			object.position.multiplyScalar( scope.scale );

		}

	};

	this.resetPose = function () {

		if ( vrDisplay ) {

			vrDisplay.resetPose();

		}

	};

	this.resetSensor = function () {

		console.warn( 'THREE.VRControls: .resetSensor() is now .resetPose().' );
		this.resetPose();

	};

	this.zeroSensor = function () {

		console.warn( 'THREE.VRControls: .zeroSensor() is now .resetPose().' );
		this.resetPose();

	};

	this.dispose = function () {

		vrDisplay = null;

	};

};

},{}],173:[function(_dereq_,module,exports){
/**
 * @author dmarcos / https://github.com/dmarcos
 * @author mrdoob / http://mrdoob.com
 *
 * WebVR Spec: http://mozvr.github.io/webvr-spec/webvr.html
 *
 * Firefox: http://mozvr.com/downloads/
 * Chromium: https://webvr.info/get-chrome
 *
 */

THREE.VREffect = function( renderer, onError ) {

	var vrDisplay, vrDisplays;
	var eyeTranslationL = new THREE.Vector3();
	var eyeTranslationR = new THREE.Vector3();
	var renderRectL, renderRectR;

	var frameData = null;

	if ( 'VRFrameData' in window ) {

		frameData = new window.VRFrameData();

	}

	function gotVRDisplays( displays ) {

		vrDisplays = displays;

		if ( displays.length > 0 ) {

			vrDisplay = displays[ 0 ];

		} else {

			if ( onError ) onError( 'HMD not available' );

		}

	}

	if ( navigator.getVRDisplays ) {

		navigator.getVRDisplays().then( gotVRDisplays ).catch( function() {

			console.warn( 'THREE.VREffect: Unable to get VR Displays' );

		} );

	}

	//

	this.isPresenting = false;

	var scope = this;

	var rendererSize = renderer.getSize();
	var rendererUpdateStyle = false;
	var rendererPixelRatio = renderer.getPixelRatio();

	this.getVRDisplay = function() {

		return vrDisplay;

	};

	this.setVRDisplay = function( value ) {

		vrDisplay = value;

	};

	this.getVRDisplays = function() {

		console.warn( 'THREE.VREffect: getVRDisplays() is being deprecated.' );
		return vrDisplays;

	};

	this.setSize = function( width, height, updateStyle ) {

		rendererSize = { width: width, height: height };
		rendererUpdateStyle = updateStyle;

		if ( scope.isPresenting ) {

			var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
			renderer.setPixelRatio( 1 );
			renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );

		} else {

			renderer.setPixelRatio( rendererPixelRatio );
			renderer.setSize( width, height, updateStyle );

		}

	};

	// VR presentation

	var canvas = renderer.domElement;
	var defaultLeftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
	var defaultRightBounds = [ 0.5, 0.0, 0.5, 1.0 ];

	function onVRDisplayPresentChange() {

		var wasPresenting = scope.isPresenting;
		scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting;

		if ( scope.isPresenting ) {

			var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
			var eyeWidth = eyeParamsL.renderWidth;
			var eyeHeight = eyeParamsL.renderHeight;

			if ( ! wasPresenting ) {

				rendererPixelRatio = renderer.getPixelRatio();
				rendererSize = renderer.getSize();

				renderer.setPixelRatio( 1 );
				renderer.setSize( eyeWidth * 2, eyeHeight, false );

			}

		} else if ( wasPresenting ) {

			renderer.setPixelRatio( rendererPixelRatio );
			renderer.setSize( rendererSize.width, rendererSize.height, rendererUpdateStyle );

		}

	}

	window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );

	this.setFullScreen = function( boolean ) {

		return new Promise( function( resolve, reject ) {

			if ( vrDisplay === undefined ) {

				reject( new Error( 'No VR hardware found.' ) );
				return;

			}

			if ( scope.isPresenting === boolean ) {

				resolve();
				return;

			}

			if ( boolean ) {

				resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );

			} else {

				resolve( vrDisplay.exitPresent() );

			}

		} );

	};

	this.requestPresent = function() {

		return this.setFullScreen( true );

	};

	this.exitPresent = function() {

		return this.setFullScreen( false );

	};

	this.requestAnimationFrame = function( f ) {

		if ( vrDisplay !== undefined ) {

			return vrDisplay.requestAnimationFrame( f );

		} else {

			return window.requestAnimationFrame( f );

		}

	};

	this.cancelAnimationFrame = function( h ) {

		if ( vrDisplay !== undefined ) {

			vrDisplay.cancelAnimationFrame( h );

		} else {

			window.cancelAnimationFrame( h );

		}

	};

	this.submitFrame = function() {

		if ( vrDisplay !== undefined && scope.isPresenting ) {

			vrDisplay.submitFrame();

		}

	};

	this.autoSubmitFrame = true;

	// render

	var cameraL = new THREE.PerspectiveCamera();
	cameraL.layers.enable( 1 );

	var cameraR = new THREE.PerspectiveCamera();
	cameraR.layers.enable( 2 );

	this.render = function( scene, camera, renderTarget, forceClear ) {

		if ( vrDisplay && scope.isPresenting ) {

			var autoUpdate = scene.autoUpdate;

			if ( autoUpdate ) {

				scene.updateMatrixWorld();
				scene.autoUpdate = false;

			}

			var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
			var eyeParamsR = vrDisplay.getEyeParameters( 'right' );

			eyeTranslationL.fromArray( eyeParamsL.offset );
			eyeTranslationR.fromArray( eyeParamsR.offset );

			if ( Array.isArray( scene ) ) {

				console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
				scene = scene[ 0 ];

			}

			// When rendering we don't care what the recommended size is, only what the actual size
			// of the backbuffer is.
			var size = renderer.getSize();
			var layers = vrDisplay.getLayers();
			var leftBounds;
			var rightBounds;

			if ( layers.length ) {

				var layer = layers[ 0 ];

				leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : defaultLeftBounds;
				rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : defaultRightBounds;

			} else {

				leftBounds = defaultLeftBounds;
				rightBounds = defaultRightBounds;

			}

			renderRectL = {
				x: Math.round( size.width * leftBounds[ 0 ] ),
				y: Math.round( size.height * leftBounds[ 1 ] ),
				width: Math.round( size.width * leftBounds[ 2 ] ),
				height: Math.round( size.height * leftBounds[ 3 ] )
			};
			renderRectR = {
				x: Math.round( size.width * rightBounds[ 0 ] ),
				y: Math.round( size.height * rightBounds[ 1 ] ),
				width: Math.round( size.width * rightBounds[ 2 ] ),
				height: Math.round( size.height * rightBounds[ 3 ] )
			};

			if ( renderTarget ) {

				renderer.setRenderTarget( renderTarget );
				renderTarget.scissorTest = true;

			} else {

				renderer.setRenderTarget( null );
				renderer.setScissorTest( true );

			}

			if ( renderer.autoClear || forceClear ) renderer.clear();

			if ( camera.parent === null ) camera.updateMatrixWorld();

			camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );

			cameraR.position.copy(cameraL.position);
			cameraR.quaternion.copy(cameraL.quaternion);
			cameraR.scale.copy(cameraL.scale);

			cameraL.translateOnAxis( eyeTranslationL, cameraL.scale.x );
			cameraR.translateOnAxis( eyeTranslationR, cameraR.scale.x );

			if ( vrDisplay.getFrameData ) {

				vrDisplay.depthNear = camera.near;
				vrDisplay.depthFar = camera.far;

				vrDisplay.getFrameData( frameData );

				cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
				cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;

			} else {

				cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
				cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );

			}

			// render left eye
			if ( renderTarget ) {

				renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
				renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );

			} else {

				renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
				renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );

			}
			renderer.render( scene, cameraL, renderTarget, forceClear );

			// render right eye
			if ( renderTarget ) {

				renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
				renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );

			} else {

				renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
				renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );

			}
			renderer.render( scene, cameraR, renderTarget, forceClear );

			if ( renderTarget ) {

				renderTarget.viewport.set( 0, 0, size.width, size.height );
				renderTarget.scissor.set( 0, 0, size.width, size.height );
				renderTarget.scissorTest = false;
				renderer.setRenderTarget( null );

			} else {

				renderer.setViewport( 0, 0, size.width, size.height );
				renderer.setScissorTest( false );

			}

			if ( autoUpdate ) {

				scene.autoUpdate = true;

			}

			if ( scope.autoSubmitFrame ) {

				scope.submitFrame();

			}

			return;

		}

		// Regular render mode if not HMD

		renderer.render( scene, camera, renderTarget, forceClear );

	};

	this.dispose = function() {

		window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );

	};

	//

	function fovToNDCScaleOffset( fov ) {

		var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
		var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
		var pyscale = 2.0 / ( fov.upTan + fov.downTan );
		var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
		return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };

	}

	function fovPortToProjection( fov, rightHanded, zNear, zFar ) {

		rightHanded = rightHanded === undefined ? true : rightHanded;
		zNear = zNear === undefined ? 0.01 : zNear;
		zFar = zFar === undefined ? 10000.0 : zFar;

		var handednessScale = rightHanded ? - 1.0 : 1.0;

		// start with an identity matrix
		var mobj = new THREE.Matrix4();
		var m = mobj.elements;

		// and with scale/offset info for normalized device coords
		var scaleAndOffset = fovToNDCScaleOffset( fov );

		// X result, map clip edges to [-w,+w]
		m[ 0 * 4 + 0 ] = scaleAndOffset.scale[ 0 ];
		m[ 0 * 4 + 1 ] = 0.0;
		m[ 0 * 4 + 2 ] = scaleAndOffset.offset[ 0 ] * handednessScale;
		m[ 0 * 4 + 3 ] = 0.0;

		// Y result, map clip edges to [-w,+w]
		// Y offset is negated because this proj matrix transforms from world coords with Y=up,
		// but the NDC scaling has Y=down (thanks D3D?)
		m[ 1 * 4 + 0 ] = 0.0;
		m[ 1 * 4 + 1 ] = scaleAndOffset.scale[ 1 ];
		m[ 1 * 4 + 2 ] = - scaleAndOffset.offset[ 1 ] * handednessScale;
		m[ 1 * 4 + 3 ] = 0.0;

		// Z result (up to the app)
		m[ 2 * 4 + 0 ] = 0.0;
		m[ 2 * 4 + 1 ] = 0.0;
		m[ 2 * 4 + 2 ] = zFar / ( zNear - zFar ) * - handednessScale;
		m[ 2 * 4 + 3 ] = ( zFar * zNear ) / ( zNear - zFar );

		// W result (= Z in)
		m[ 3 * 4 + 0 ] = 0.0;
		m[ 3 * 4 + 1 ] = 0.0;
		m[ 3 * 4 + 2 ] = handednessScale;
		m[ 3 * 4 + 3 ] = 0.0;

		mobj.transpose();
		return mobj;

	}

	function fovToProjection( fov, rightHanded, zNear, zFar ) {

		var DEG2RAD = Math.PI / 180.0;

		var fovPort = {
			upTan: Math.tan( fov.upDegrees * DEG2RAD ),
			downTan: Math.tan( fov.downDegrees * DEG2RAD ),
			leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
			rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
		};

		return fovPortToProjection( fovPort, rightHanded, zNear, zFar );

	}

};

},{}],174:[function(_dereq_,module,exports){
window.glStats = function () {

    var _rS = null;

    var _totalDrawArraysCalls = 0,
        _totalDrawElementsCalls = 0,
        _totalUseProgramCalls = 0,
        _totalFaces = 0,
        _totalVertices = 0,
        _totalPoints = 0,
        _totalBindTexures = 0;

    function _h ( f, c ) {
        return function () {
            c.apply( this, arguments );
            f.apply( this, arguments );
        };
    }

    WebGLRenderingContext.prototype.drawArrays = _h( WebGLRenderingContext.prototype.drawArrays, function () {
        _totalDrawArraysCalls++;
        if ( arguments[ 0 ] == this.POINTS ) _totalPoints += arguments[ 2 ];
        else _totalVertices += arguments[ 2 ];
    } );

    WebGLRenderingContext.prototype.drawElements = _h( WebGLRenderingContext.prototype.drawElements, function () {
        _totalDrawElementsCalls++;
        _totalFaces += arguments[ 1 ] / 3;
        _totalVertices += arguments[ 1 ];
    } );

    WebGLRenderingContext.prototype.useProgram = _h( WebGLRenderingContext.prototype.useProgram, function () {
        _totalUseProgramCalls++;
    } );

    WebGLRenderingContext.prototype.bindTexture = _h( WebGLRenderingContext.prototype.bindTexture, function () {
        _totalBindTexures++;
    } );

    var _values = {
        allcalls: {
            over: 3000,
            caption: 'Calls (hook)'
        },
        drawelements: {
            caption: 'drawElements (hook)'
        },
        drawarrays: {
            caption: 'drawArrays (hook)'
        }
    };

    var _groups = [ {
        caption: 'WebGL',
        values: [ 'allcalls', 'drawelements', 'drawarrays', 'useprogram', 'bindtexture', 'glfaces', 'glvertices', 'glpoints' ]
    } ];

    var _fractions = [ {
        base: 'allcalls',
        steps: [ 'drawelements', 'drawarrays' ]
    } ];

    function _update () {
        _rS( 'allcalls' ).set( _totalDrawArraysCalls + _totalDrawElementsCalls );
        _rS( 'drawElements' ).set( _totalDrawElementsCalls );
        _rS( 'drawArrays' ).set( _totalDrawArraysCalls );
        _rS( 'bindTexture' ).set( _totalBindTexures );
        _rS( 'useProgram' ).set( _totalUseProgramCalls );
        _rS( 'glfaces' ).set( _totalFaces );
        _rS( 'glvertices' ).set( _totalVertices );
        _rS( 'glpoints' ).set( _totalPoints );
    }

    function _start () {
        _totalDrawArraysCalls = 0;
        _totalDrawElementsCalls = 0;
        _totalUseProgramCalls = 0;
        _totalFaces = 0;
        _totalVertices = 0;
        _totalPoints = 0;
        _totalBindTexures = 0;
    }

    function _end () {}

    function _attach ( r ) {
        _rS = r;
    }

    return {
        update: _update,
        start: _start,
        end: _end,
        attach: _attach,
        values: _values,
        groups: _groups,
        fractions: _fractions
    };

};

window.threeStats = function ( renderer ) {

    var _rS = null;

    var _values = {
        'renderer.info.memory.geometries': {
            caption: 'Geometries'
        },
        'renderer.info.memory.textures': {
            caption: 'Textures'
        },
        'renderer.info.programs': {
            caption: 'Programs'
        },
        'renderer.info.render.calls': {
            caption: 'Calls'
        },
        'renderer.info.render.faces': {
            caption: 'Faces',
            over: 1000
        },
        'renderer.info.render.points': {
            caption: 'Points'
        },
        'renderer.info.render.vertices': {
            caption: 'Vertices'
        }
    };

    var _groups = [ {
        caption: 'Three.js - Memory',
        values: [ 'renderer.info.memory.geometries', 'renderer.info.programs', 'renderer.info.memory.textures' ]
    }, {
        caption: 'Three.js - Render',
        values: [ 'renderer.info.render.calls', 'renderer.info.render.faces', 'renderer.info.render.points', 'renderer.info.render.vertices' ]
    } ];

    var _fractions = [];

    function _update () {

        _rS( 'renderer.info.memory.geometries' ).set( renderer.info.memory.geometries );
        _rS( 'renderer.info.programs' ).set( renderer.info.programs.length );
        _rS( 'renderer.info.memory.textures' ).set( renderer.info.memory.textures );
        _rS( 'renderer.info.render.calls' ).set( renderer.info.render.calls );
        _rS( 'renderer.info.render.faces' ).set( renderer.info.render.faces );
        _rS( 'renderer.info.render.points' ).set( renderer.info.render.points );
        _rS( 'renderer.info.render.vertices' ).set( renderer.info.render.vertices );

    }

    function _start () {}

    function _end () {}

    function _attach ( r ) {
        _rS = r;
    }

    return {
        update: _update,
        start: _start,
        end: _end,
        attach: _attach,
        values: _values,
        groups: _groups,
        fractions: _fractions
    };

};

/*
 *   From https://github.com/paulirish/memory-stats.js
 */

window.BrowserStats = function () {

    var _rS = null;

    var _usedJSHeapSize = 0,
        _totalJSHeapSize = 0;

    if ( window.performance && !performance.memory ) {
        performance.memory = {
            usedJSHeapSize: 0,
            totalJSHeapSize: 0
        };
    }

    if ( performance.memory.totalJSHeapSize === 0 ) {
        console.warn( 'totalJSHeapSize === 0... performance.memory is only available in Chrome .' );
    }

    var _values = {
        memory: {
            caption: 'Used Memory',
            average: true,
            avgMs: 1000,
            over: 22
        },
        total: {
            caption: 'Total Memory'
        }
    };

    var _groups = [ {
        caption: 'Browser',
        values: [ 'memory', 'total' ]
    } ];

    var _fractions = [ {
        base: 'total',
        steps: [ 'memory' ]
    } ];

    var log1024 = Math.log( 1024 );

    function _size ( v ) {

        var precision = 100; //Math.pow(10, 2);
        var i = Math.floor( Math.log( v ) / log1024 );
        return Math.round( v * precision / Math.pow( 1024, i ) ) / precision; // + ' ' + sizes[i];

    }

    function _update () {
        _usedJSHeapSize = _size( performance.memory.usedJSHeapSize );
        _totalJSHeapSize = _size( performance.memory.totalJSHeapSize );

        _rS( 'memory' ).set( _usedJSHeapSize );
        _rS( 'total' ).set( _totalJSHeapSize );
    }

    function _start () {
        _usedJSHeapSize = 0;
    }

    function _end () {}

    function _attach ( r ) {
        _rS = r;
    }

    return {
        update: _update,
        start: _start,
        end: _end,
        attach: _attach,
        values: _values,
        groups: _groups,
        fractions: _fractions
    };

};

if (typeof module === 'object') {
  module.exports = {
    glStats: window.glStats,
    threeStats: window.threeStats,
    BrowserStats: window.BrowserStats
  };
}

},{}],175:[function(_dereq_,module,exports){
// performance.now() polyfill from https://gist.github.com/paulirish/5438650
'use strict';

( function () {

    // prepare base perf object
    if ( typeof window.performance === 'undefined' ) {
        window.performance = {};
    }

    if ( !window.performance.now ) {

        var nowOffset = Date.now();

        if ( performance.timing && performance.timing.navigationStart ) {
            nowOffset = performance.timing.navigationStart;
        }

        window.performance.now = function now () {
            return Date.now() - nowOffset;
        };

    }

    if( !window.performance.mark ) {
        window.performance.mark = function(){}
    }

    if( !window.performance.measure ) {
        window.performance.measure = function(){}
    }

} )();

window.rStats = function rStats ( settings ) {

    function iterateKeys ( array, callback ) {
        var keys = Object.keys( array );
        for ( var j = 0, l = keys.length; j < l; j++ ) {
            callback( keys[ j ] );
        }
    }

    function importCSS ( url ) {

        var element = document.createElement( 'link' );
        element.href = url;
        element.rel = 'stylesheet';
        element.type = 'text/css';
        document.getElementsByTagName( 'head' )[ 0 ].appendChild( element );

    }

    var _settings = settings || {};
    var _colours = _settings.colours || [ '#850700', '#c74900', '#fcb300', '#284280', '#4c7c0c' ];

    var _cssFont = 'https://fonts.googleapis.com/css?family=Roboto+Condensed:400,700,300';
    var _cssRStats = ( _settings.CSSPath ? _settings.CSSPath : '' ) + 'rStats.css';

    var _css = _settings.css || [ _cssFont, _cssRStats ];
    _css.forEach(function (uri) {
        importCSS( uri );
    });

    if ( !_settings.values ) _settings.values = {};

    var _base, _div, _elHeight = 10, _elWidth = 200;
    var _perfCounters = {};


    function Graph ( _dom, _id, _defArg ) {

        var _def = _defArg || {};
        var _canvas = document.createElement( 'canvas' ),
            _ctx = _canvas.getContext( '2d' ),
            _max = 0,
            _current = 0;

        var c = _def.color ? _def.color : '#666666';

        var _dotCanvas = document.createElement( 'canvas' ),
            _dotCtx = _dotCanvas.getContext( '2d' );
        _dotCanvas.width = 1;
        _dotCanvas.height = 2 * _elHeight;
        _dotCtx.fillStyle = '#444444';
        _dotCtx.fillRect( 0, 0, 1, 2 * _elHeight );
        _dotCtx.fillStyle = c;
        _dotCtx.fillRect( 0, _elHeight, 1, _elHeight );
        _dotCtx.fillStyle = '#ffffff';
        _dotCtx.globalAlpha = 0.5;
        _dotCtx.fillRect( 0, _elHeight, 1, 1 );
        _dotCtx.globalAlpha = 1;

        var _alarmCanvas = document.createElement( 'canvas' ),
            _alarmCtx = _alarmCanvas.getContext( '2d' );
        _alarmCanvas.width = 1;
        _alarmCanvas.height = 2 * _elHeight;
        _alarmCtx.fillStyle = '#444444';
        _alarmCtx.fillRect( 0, 0, 1, 2 * _elHeight );
        _alarmCtx.fillStyle = '#b70000';
        _alarmCtx.fillRect( 0, _elHeight, 1, _elHeight );
        _alarmCtx.globalAlpha = 0.5;
        _alarmCtx.fillStyle = '#ffffff';
        _alarmCtx.fillRect( 0, _elHeight, 1, 1 );
        _alarmCtx.globalAlpha = 1;

        function _init () {

            _canvas.width = _elWidth;
            _canvas.height = _elHeight;
            _canvas.style.width = _canvas.width + 'px';
            _canvas.style.height = _canvas.height + 'px';
            _canvas.className = 'rs-canvas';
            _dom.appendChild( _canvas );

            _ctx.fillStyle = '#444444';
            _ctx.fillRect( 0, 0, _canvas.width, _canvas.height );

        }

        function _draw ( v, alarm ) {
            _current += ( v - _current ) * 0.1;
            _max *= 0.99;
            if ( _current > _max ) _max = _current;
            _ctx.drawImage( _canvas, 1, 0, _canvas.width - 1, _canvas.height, 0, 0, _canvas.width - 1, _canvas.height );
            if ( alarm ) {
                _ctx.drawImage( _alarmCanvas, _canvas.width - 1, _canvas.height - _current * _canvas.height / _max - _elHeight );
            } else {
                _ctx.drawImage( _dotCanvas, _canvas.width - 1, _canvas.height - _current * _canvas.height / _max - _elHeight );
            }
        }

        _init();

        return {
            draw: _draw
        };

    }

    function StackGraph ( _dom, _num ) {

        var _canvas = document.createElement( 'canvas' ),
            _ctx = _canvas.getContext( '2d' );

        function _init () {

            _canvas.width = _elWidth;
            _canvas.height = _elHeight * _num;
            _canvas.style.width = _canvas.width + 'px';
            _canvas.style.height = _canvas.height + 'px';
            _canvas.className = 'rs-canvas';
            _dom.appendChild( _canvas );

            _ctx.fillStyle = '#444444';
            _ctx.fillRect( 0, 0, _canvas.width, _canvas.height );

        }

        function _draw ( v ) {
            _ctx.drawImage( _canvas, 1, 0, _canvas.width - 1, _canvas.height, 0, 0, _canvas.width - 1, _canvas.height );
            var th = 0;
            iterateKeys( v, function ( j ) {
                var h = v[ j ] * _canvas.height;
                _ctx.fillStyle = _colours[ j ];
                _ctx.fillRect( _canvas.width - 1, th, 1, h );
                th += h;
            } );
        }

        _init();

        return {
            draw: _draw
        };

    }

    function PerfCounter ( id, group ) {

        var _id = id,
            _time,
            _value = 0,
            _total = 0,
            _averageValue = 0,
            _accumValue = 0,
            _accumStart = performance.now(),
            _accumSamples = 0,
            _dom = document.createElement( 'div' ),
            _spanId = document.createElement( 'span' ),
            _spanValue = document.createElement( 'div' ),
            _spanValueText = document.createTextNode( '' ),
            _def = _settings ? _settings.values[ _id.toLowerCase() ] : null,
            _graph = new Graph( _dom, _id, _def ),
            _started = false;

        _spanId.className = 'rs-counter-id';
        _spanId.textContent = ( _def && _def.caption ) ? _def.caption : _id;

        _spanValue.className = 'rs-counter-value';
        _spanValue.appendChild( _spanValueText );

        _dom.appendChild( _spanId );
        _dom.appendChild( _spanValue );
        if ( group ) group.div.appendChild( _dom );
        else _div.appendChild( _dom );

        _time = performance.now();

        function _average ( v ) {
            if ( _def && _def.average ) {
                _accumValue += v;
                _accumSamples++;
                var t = performance.now();
                if ( t - _accumStart >= ( _def.avgMs || 1000 ) ) {
                    _averageValue = _accumValue / _accumSamples;
                    _accumValue = 0;
                    _accumStart = t;
                    _accumSamples = 0;
                }
            }
        }

        function _start () {
            _time = performance.now();
            if( _settings.userTimingAPI ) performance.mark( _id + '-start' );
            _started = true;
        }

        function _end () {
            _value = performance.now() - _time;
            if( _settings.userTimingAPI ) {
                performance.mark( _id + '-end' );
                if( _started ) {
                    performance.measure( _id, _id + '-start', _id + '-end' );
                }
            }
            _average( _value );
        }

        function _tick () {
            _end();
            _start();
        }

        function _draw () {
            var v = ( _def && _def.average ) ? _averageValue : _value;
            _spanValueText.nodeValue = Math.round( v * 100 ) / 100;
            var a = ( _def && ( ( _def.below && _value < _def.below ) || ( _def.over && _value > _def.over ) ) );
            _graph.draw( _value, a );
            _dom.className = a ? 'rs-counter-base alarm' : 'rs-counter-base';

        }

        function _frame () {
            var t = performance.now();
            var e = t - _time;
            _total++;
            if ( e > 1000 ) {
                if ( _def && _def.interpolate === false ) {
                    _value = _total;
                } else {
                    _value = _total * 1000 / e;
                }
                _total = 0;
                _time = t;
                _average( _value );
            }
        }

        function _set ( v ) {
            _value = v;
            _average( _value );
        }

        return {
            set: _set,
            start: _start,
            tick: _tick,
            end: _end,
            frame: _frame,
            value: function () {
                return _value;
            },
            draw: _draw
        };

    }

    function sample () {

        var _value = 0;

        function _set ( v ) {
            _value = v;
        }

        return {
            set: _set,
            value: function () {
                return _value;
            }
        };

    }

    function _perf ( idArg ) {

        var id = idArg.toLowerCase();
        if ( id === undefined ) id = 'default';
        if ( _perfCounters[ id ] ) return _perfCounters[ id ];

        var group = null;
        if ( _settings && _settings.groups ) {
            iterateKeys( _settings.groups, function ( j ) {
                var g = _settings.groups[ parseInt( j, 10 ) ];
                if ( !group && g.values.indexOf( id.toLowerCase() ) !== -1 ) {
                    group = g;
                }
            } );
        }

        var p = new PerfCounter( id, group );
        _perfCounters[ id ] = p;
        return p;

    }

    function _init () {

        if ( _settings.plugins ) {
            if ( !_settings.values ) _settings.values = {};
            if ( !_settings.groups ) _settings.groups = [];
            if ( !_settings.fractions ) _settings.fractions = [];
            for ( var j = 0; j < _settings.plugins.length; j++ ) {
                _settings.plugins[ j ].attach( _perf );
                iterateKeys( _settings.plugins[ j ].values, function ( k ) {
                    _settings.values[ k ] = _settings.plugins[ j ].values[ k ];
                } );
                _settings.groups = _settings.groups.concat( _settings.plugins[ j ].groups );
                _settings.fractions = _settings.fractions.concat( _settings.plugins[ j ].fractions );
            }
        } else {
            _settings.plugins = {};
        }

        _base = document.createElement( 'div' );
        _base.className = 'rs-base';
        _div = document.createElement( 'div' );
        _div.className = 'rs-container';
        _div.style.height = 'auto';
        _base.appendChild( _div );
        document.body.appendChild( _base );

        if ( !_settings ) return;

        if ( _settings.groups ) {
            iterateKeys( _settings.groups, function ( j ) {
                var g = _settings.groups[ parseInt( j, 10 ) ];
                var div = document.createElement( 'div' );
                div.className = 'rs-group';
                g.div = div;
                var h1 = document.createElement( 'h1' );
                h1.textContent = g.caption;
                h1.addEventListener( 'click', function ( e ) {
                    this.classList.toggle( 'hidden' );
                    e.preventDefault();
                }.bind( div ) );
                _div.appendChild( h1 );
                _div.appendChild( div );
            } );
        }

        if ( _settings.fractions ) {
            iterateKeys( _settings.fractions, function ( j ) {
                var f = _settings.fractions[ parseInt( j, 10 ) ];
                var div = document.createElement( 'div' );
                div.className = 'rs-fraction';
                var legend = document.createElement( 'div' );
                legend.className = 'rs-legend';

                var h = 0;
                iterateKeys( _settings.fractions[ j ].steps, function ( k ) {
                    var p = document.createElement( 'p' );
                    p.textContent = _settings.fractions[ j ].steps[ k ];
                    p.style.color = _colours[ h ];
                    legend.appendChild( p );
                    h++;
                } );
                div.appendChild( legend );
                div.style.height = h * _elHeight + 'px';
                f.div = div;
                var graph = new StackGraph( div, h );
                f.graph = graph;
                _div.appendChild( div );
            } );
        }

    }

    function _update () {

        iterateKeys( _settings.plugins, function ( j ) {
            _settings.plugins[ j ].update();
        } );

        iterateKeys( _perfCounters, function ( j ) {
            _perfCounters[ j ].draw();
        } );

        if ( _settings && _settings.fractions ) {
            iterateKeys( _settings.fractions, function ( j ) {
                var f = _settings.fractions[ parseInt( j, 10 ) ];
                var v = [];
                var base = _perfCounters[ f.base.toLowerCase() ];
                if ( base ) {
                    base = base.value();
                    iterateKeys( _settings.fractions[ j ].steps, function ( k ) {
                        var s = _settings.fractions[ j ].steps[ parseInt( k, 10 ) ].toLowerCase();
                        var val = _perfCounters[ s ];
                        if ( val ) {
                            v.push( val.value() / base );
                        }
                    } );
                }
                f.graph.draw( v );
            } );
        }

        /*if( _height != _div.clientHeight ) {
            _height = _div.clientHeight;
            _base.style.height = _height + 2 * _elHeight + 'px';
        console.log( _base.clientHeight );
        }*/

    }

    _init();

    return function ( id ) {
        if ( id ) return _perf( id );
        return {
            element: _base,
            update: _update
        };
    };

}

if (typeof module === 'object') {
  module.exports = window.rStats;
}

},{}],176:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = {};

Util.base64 = function(mimeType, base64) {
  return 'data:' + mimeType + ';base64,' + base64;
};

Util.isMobile = function() {
  var check = false;
  (function(a){if(/(android|bb\d+|meego).+mobile|avantgo|bada\/|blackberry|blazer|compal|elaine|fennec|hiptop|iemobile|ip(hone|od)|iris|kindle|lge |maemo|midp|mmp|mobile.+firefox|netfront|opera m(ob|in)i|palm( os)?|phone|p(ixi|re)\/|plucker|pocket|psp|series(4|6)0|symbian|treo|up\.(browser|link)|vodafone|wap|windows ce|xda|xiino/i.test(a)||/1207|6310|6590|3gso|4thp|50[1-6]i|770s|802s|a wa|abac|ac(er|oo|s\-)|ai(ko|rn)|al(av|ca|co)|amoi|an(ex|ny|yw)|aptu|ar(ch|go)|as(te|us)|attw|au(di|\-m|r |s )|avan|be(ck|ll|nq)|bi(lb|rd)|bl(ac|az)|br(e|v)w|bumb|bw\-(n|u)|c55\/|capi|ccwa|cdm\-|cell|chtm|cldc|cmd\-|co(mp|nd)|craw|da(it|ll|ng)|dbte|dc\-s|devi|dica|dmob|do(c|p)o|ds(12|\-d)|el(49|ai)|em(l2|ul)|er(ic|k0)|esl8|ez([4-7]0|os|wa|ze)|fetc|fly(\-|_)|g1 u|g560|gene|gf\-5|g\-mo|go(\.w|od)|gr(ad|un)|haie|hcit|hd\-(m|p|t)|hei\-|hi(pt|ta)|hp( i|ip)|hs\-c|ht(c(\-| |_|a|g|p|s|t)|tp)|hu(aw|tc)|i\-(20|go|ma)|i230|iac( |\-|\/)|ibro|idea|ig01|ikom|im1k|inno|ipaq|iris|ja(t|v)a|jbro|jemu|jigs|kddi|keji|kgt( |\/)|klon|kpt |kwc\-|kyo(c|k)|le(no|xi)|lg( g|\/(k|l|u)|50|54|\-[a-w])|libw|lynx|m1\-w|m3ga|m50\/|ma(te|ui|xo)|mc(01|21|ca)|m\-cr|me(rc|ri)|mi(o8|oa|ts)|mmef|mo(01|02|bi|de|do|t(\-| |o|v)|zz)|mt(50|p1|v )|mwbp|mywa|n10[0-2]|n20[2-3]|n30(0|2)|n50(0|2|5)|n7(0(0|1)|10)|ne((c|m)\-|on|tf|wf|wg|wt)|nok(6|i)|nzph|o2im|op(ti|wv)|oran|owg1|p800|pan(a|d|t)|pdxg|pg(13|\-([1-8]|c))|phil|pire|pl(ay|uc)|pn\-2|po(ck|rt|se)|prox|psio|pt\-g|qa\-a|qc(07|12|21|32|60|\-[2-7]|i\-)|qtek|r380|r600|raks|rim9|ro(ve|zo)|s55\/|sa(ge|ma|mm|ms|ny|va)|sc(01|h\-|oo|p\-)|sdk\/|se(c(\-|0|1)|47|mc|nd|ri)|sgh\-|shar|sie(\-|m)|sk\-0|sl(45|id)|sm(al|ar|b3|it|t5)|so(ft|ny)|sp(01|h\-|v\-|v )|sy(01|mb)|t2(18|50)|t6(00|10|18)|ta(gt|lk)|tcl\-|tdg\-|tel(i|m)|tim\-|t\-mo|to(pl|sh)|ts(70|m\-|m3|m5)|tx\-9|up(\.b|g1|si)|utst|v400|v750|veri|vi(rg|te)|vk(40|5[0-3]|\-v)|vm40|voda|vulc|vx(52|53|60|61|70|80|81|83|85|98)|w3c(\-| )|webc|whit|wi(g |nc|nw)|wmlb|wonu|x700|yas\-|your|zeto|zte\-/i.test(a.substr(0,4)))check = true})(navigator.userAgent||navigator.vendor||window.opera);
  return check;
};

Util.isIOS = function() {
  return /(iPad|iPhone|iPod)/g.test(navigator.userAgent);
};

Util.isIFrame = function() {
  try {
    return window.self !== window.top;
  } catch (e) {
    return true;
  }
};

Util.appendQueryParameter = function(url, key, value) {
  // Determine delimiter based on if the URL already GET parameters in it.
  var delimiter = (url.indexOf('?') < 0 ? '?' : '&');
  url += delimiter + key + '=' + value;
  return url;
};

// From http://goo.gl/4WX3tg
Util.getQueryParameter = function(name) {
  name = name.replace(/[\[]/, "\\[").replace(/[\]]/, "\\]");
  var regex = new RegExp("[\\?&]" + name + "=([^&#]*)"),
      results = regex.exec(location.search);
  return results === null ? "" : decodeURIComponent(results[1].replace(/\+/g, " "));
};

Util.isLandscapeMode = function() {
  return (window.orientation == 90 || window.orientation == -90);
};


module.exports = Util;

},{}],177:[function(_dereq_,module,exports){
/*
 * Copyright 2015 Google Inc. All Rights Reserved.
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

var Util = _dereq_('./util.js');

/**
 * Android and iOS compatible wakelock implementation.
 *
 * Refactored thanks to dkovalev@.
 */
function AndroidWakeLock() {
  var video = document.createElement('video');

  video.addEventListener('ended', function() {
    video.play();
  });

  this.request = function() {
    if (video.paused) {
      // Base64 version of videos_src/no-sleep-60s.webm.
      video.src = Util.base64('video/webm', 'GkXfowEAAAAAAAAfQoaBAUL3gQFC8oEEQvOBCEKChHdlYm1Ch4ECQoWBAhhTgGcBAAAAAAAH4xFNm3RALE27i1OrhBVJqWZTrIHfTbuMU6uEFlSua1OsggEwTbuMU6uEHFO7a1OsggfG7AEAAAAAAACkAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAVSalmAQAAAAAAAEUq17GDD0JATYCNTGF2ZjU2LjQwLjEwMVdBjUxhdmY1Ni40MC4xMDFzpJAGSJTMbsLpDt/ySkipgX1fRImIQO1MAAAAAAAWVK5rAQAAAAAAADuuAQAAAAAAADLXgQFzxYEBnIEAIrWcg3VuZIaFVl9WUDmDgQEj44OEO5rKAOABAAAAAAAABrCBsLqBkB9DtnUBAAAAAAAAo+eBAKOmgQAAgKJJg0IAAV4BHsAHBIODCoAACmH2MAAAZxgz4dPSTFi5JACjloED6ACmAECSnABMQAADYAAAWi0quoCjloEH0ACmAECSnABNwAADYAAAWi0quoCjloELuACmAECSnABNgAADYAAAWi0quoCjloEPoACmAECSnABNYAADYAAAWi0quoCjloETiACmAECSnABNIAADYAAAWi0quoAfQ7Z1AQAAAAAAAJTnghdwo5aBAAAApgBAkpwATOAAA2AAAFotKrqAo5aBA+gApgBAkpwATMAAA2AAAFotKrqAo5aBB9AApgBAkpwATIAAA2AAAFotKrqAo5aBC7gApgBAkpwATEAAA2AAAFotKrqAo5aBD6AApgDAkpwAQ2AAA2AAAFotKrqAo5aBE4gApgBAkpwATCAAA2AAAFotKrqAH0O2dQEAAAAAAACU54Iu4KOWgQAAAKYAQJKcAEvAAANgAABaLSq6gKOWgQPoAKYAQJKcAEtgAANgAABaLSq6gKOWgQfQAKYAQJKcAEsAAANgAABaLSq6gKOWgQu4AKYAQJKcAEqAAANgAABaLSq6gKOWgQ+gAKYAQJKcAEogAANgAABaLSq6gKOWgROIAKYAQJKcAEnAAANgAABaLSq6gB9DtnUBAAAAAAAAlOeCRlCjloEAAACmAECSnABJgAADYAAAWi0quoCjloED6ACmAECSnABJIAADYAAAWi0quoCjloEH0ACmAMCSnABDYAADYAAAWi0quoCjloELuACmAECSnABI4AADYAAAWi0quoCjloEPoACmAECSnABIoAADYAAAWi0quoCjloETiACmAECSnABIYAADYAAAWi0quoAfQ7Z1AQAAAAAAAJTngl3Ao5aBAAAApgBAkpwASCAAA2AAAFotKrqAo5aBA+gApgBAkpwASAAAA2AAAFotKrqAo5aBB9AApgBAkpwAR8AAA2AAAFotKrqAo5aBC7gApgBAkpwAR4AAA2AAAFotKrqAo5aBD6AApgBAkpwAR2AAA2AAAFotKrqAo5aBE4gApgBAkpwARyAAA2AAAFotKrqAH0O2dQEAAAAAAACU54J1MKOWgQAAAKYAwJKcAENgAANgAABaLSq6gKOWgQPoAKYAQJKcAEbgAANgAABaLSq6gKOWgQfQAKYAQJKcAEagAANgAABaLSq6gKOWgQu4AKYAQJKcAEaAAANgAABaLSq6gKOWgQ+gAKYAQJKcAEZAAANgAABaLSq6gKOWgROIAKYAQJKcAEYAAANgAABaLSq6gB9DtnUBAAAAAAAAlOeCjKCjloEAAACmAECSnABF4AADYAAAWi0quoCjloED6ACmAECSnABFwAADYAAAWi0quoCjloEH0ACmAECSnABFoAADYAAAWi0quoCjloELuACmAECSnABFgAADYAAAWi0quoCjloEPoACmAMCSnABDYAADYAAAWi0quoCjloETiACmAECSnABFYAADYAAAWi0quoAfQ7Z1AQAAAAAAAJTngqQQo5aBAAAApgBAkpwARUAAA2AAAFotKrqAo5aBA+gApgBAkpwARSAAA2AAAFotKrqAo5aBB9AApgBAkpwARQAAA2AAAFotKrqAo5aBC7gApgBAkpwARQAAA2AAAFotKrqAo5aBD6AApgBAkpwAROAAA2AAAFotKrqAo5aBE4gApgBAkpwARMAAA2AAAFotKrqAH0O2dQEAAAAAAACU54K7gKOWgQAAAKYAQJKcAESgAANgAABaLSq6gKOWgQPoAKYAQJKcAESAAANgAABaLSq6gKOWgQfQAKYAwJKcAENgAANgAABaLSq6gKOWgQu4AKYAQJKcAERgAANgAABaLSq6gKOWgQ+gAKYAQJKcAERAAANgAABaLSq6gKOWgROIAKYAQJKcAEQgAANgAABaLSq6gB9DtnUBAAAAAAAAlOeC0vCjloEAAACmAECSnABEIAADYAAAWi0quoCjloED6ACmAECSnABEAAADYAAAWi0quoCjloEH0ACmAECSnABD4AADYAAAWi0quoCjloELuACmAECSnABDwAADYAAAWi0quoCjloEPoACmAECSnABDoAADYAAAWi0quoCjloETiACmAECSnABDgAADYAAAWi0quoAcU7trAQAAAAAAABG7j7OBALeK94EB8YIBd/CBAw==');
      video.play();
    }
  };

  this.release = function() {
    video.pause();
    video.src = '';
  };
}

function iOSWakeLock() {
  var timer = null;

  this.request = function() {
    if (!timer) {
      timer = setInterval(function() {
        window.location = window.location;
        setTimeout(window.stop, 0);
      }, 30000);
    }
  }

  this.release = function() {
    if (timer) {
      clearInterval(timer);
      timer = null;
    }
  }
}


function getWakeLock() {
  var userAgent = navigator.userAgent || navigator.vendor || window.opera;
  if (userAgent.match(/iPhone/i) || userAgent.match(/iPod/i)) {
    return iOSWakeLock;
  } else {
    return AndroidWakeLock;
  }
}

module.exports = getWakeLock();

},{"./util.js":176}]},{},[144])(144)
});
//# sourceMappingURL=aframe.js.map
