diff --git a/recursive_swarm/asdf/.gitignore b/recursive_swarm/asdf/.gitignore
new file mode 100644
index 0000000000000000000000000000000000000000..bae154434ffeeabbd7d4bd6119aa4f980d2e3349
--- /dev/null
+++ b/recursive_swarm/asdf/.gitignore
@@ -0,0 +1,16 @@
+node_modules
+.ipynb_checkpoints
+.vscode
+*.stl
+*.obj
+*.3dm
+*.3dm_tmp
+*.3dm.rhl
+*.3dmbak
+*.log
+*.objbak
+*.mtl
+*.psd
+*.ai
+*.mov
+.DS_Strore
\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCones1.json b/recursive_swarm/asdf/json/Sphere/orderedCones1.json
new file mode 100644
index 0000000000000000000000000000000000000000..42764b72b868b1ff9298e9a437b17544f782b710
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCones1.json
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCones2.json b/recursive_swarm/asdf/json/Sphere/orderedCones2.json
new file mode 100644
index 0000000000000000000000000000000000000000..a9382c800637120cc7a20de2fc66ee4586b09cef
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCones2.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCones3.json b/recursive_swarm/asdf/json/Sphere/orderedCones3.json
new file mode 100644
index 0000000000000000000000000000000000000000..36f507a8f31a0deca7f392e338b3266b9905402e
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCones3.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCones4.json b/recursive_swarm/asdf/json/Sphere/orderedCones4.json
new file mode 100644
index 0000000000000000000000000000000000000000..dd24218f73f5b70bc96dbc6c6a7e138d55dedb13
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCones4.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubes1.json b/recursive_swarm/asdf/json/Sphere/orderedCubes1.json
new file mode 100644
index 0000000000000000000000000000000000000000..dd2f33edbf0d00d3e20d2e9ef842eb9d9b9f2443
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubes1.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubes2.json b/recursive_swarm/asdf/json/Sphere/orderedCubes2.json
new file mode 100644
index 0000000000000000000000000000000000000000..df04292d746a1c86734224a95135ddb052695648
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubes2.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubes3.json b/recursive_swarm/asdf/json/Sphere/orderedCubes3.json
new file mode 100644
index 0000000000000000000000000000000000000000..cc50a4740e5bfdb297e0adf96b0e36f1a9efe99c
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubes3.json
@@ -0,0 +1 @@
+[[[[{"origin":[0.0,-1.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-1.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,-1.0,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-1.0,-0.5],"widths":[0.5,0.5,0.5]}]]],[[[{"origin":[0.5,-0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.75,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.25,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.0,-0.75,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.75,-0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.75,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.0,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,-0.75,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.75,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.75,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,-0.75,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.5,-0.75,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.75,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.5,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.25,-0.75,-0.75],"widths":[0.25,0.25,0.25]}]]],[[[{"origin":[0.0,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,-0.5,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[0.5,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,0.5],"widths":[0.5,0.5,0.5]},{"origin":[0.0,-0.5,-1.0],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,-0.5,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[0.0,-0.5,0.5],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.5,-0.5,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,-1.0],"widths":[0.5,0.5,0.5]}]],[[{"origin":[0.5,-0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.5,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.5,-0.75],"widths":[0.25,0.25,0.25]}]]],[[[{"origin":[0.5,-0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.25,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.25,-0.75],"widths":[0.25,0.25,0.25]}]]],[[[{"origin":[0.0,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,0.0,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[0.5,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,0.0,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[-0.5,0.0,0.5],"widths":[0.5,0.5,0.5]},{"origin":[0.0,0.0,-1.0],"widths":[0.5,0.5,0.5]}],[{"origin":[0.0,0.0,0.5],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.5,0.0,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,-1.0],"widths":[0.5,0.5,0.5]}]],[[{"origin":[0.5,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.0,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,-0.75],"widths":[0.25,0.25,0.25]}]]],[[[{"origin":[0.5,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.25,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.25,-0.75],"widths":[0.25,0.25,0.25]}]]],[[[{"origin":[0.0,0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.5,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[-0.5,0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,0.5,-0.5],"widths":[0.5,0.5,0.5]}]],[[{"origin":[0.5,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.5,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.5,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.75,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.5,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.0,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.5,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.5,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.5,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.5,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.5,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.25,0.5,-0.75],"widths":[0.25,0.25,0.25]}]]]]
\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubes4.json b/recursive_swarm/asdf/json/Sphere/orderedCubes4.json
new file mode 100644
index 0000000000000000000000000000000000000000..10e81d8ebfaab8249d5065ac94bf33c0626fdbdd
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubes4.json
@@ -0,0 +1 @@
+[[[[{"origin":[0.0,-1.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,-1.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[0.0,-1.0,-1.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,-1.0,-1.0],"widths":[1.0,1.0,1.0]}]]],[[[{"origin":[0.0,0.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,0.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[0.0,0.0,-1.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,0.0,-1.0],"widths":[1.0,1.0,1.0]}]]]]
\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubesSize1.json b/recursive_swarm/asdf/json/Sphere/orderedCubesSize1.json
new file mode 100644
index 0000000000000000000000000000000000000000..ebe7b2ace50f8ab89312516c986a1c0a14d04b5d
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubesSize1.json
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubesSize2.json b/recursive_swarm/asdf/json/Sphere/orderedCubesSize2.json
new file mode 100644
index 0000000000000000000000000000000000000000..03e5fe50be1c36f5938f74226d4db990acf60379
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubesSize2.json
@@ -0,0 +1 @@
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diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubesSize3.json b/recursive_swarm/asdf/json/Sphere/orderedCubesSize3.json
new file mode 100644
index 0000000000000000000000000000000000000000..b017ee4fcea2c35e5ce25bd1a81fc4f2f233ad7e
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubesSize3.json
@@ -0,0 +1 @@
+[[[[{"origin":[0.0,-1.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-1.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,-1.0,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-1.0,-0.5],"widths":[0.5,0.5,0.5]}]],[[{"origin":[0.0,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,-0.5,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[0.5,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,0.5],"widths":[0.5,0.5,0.5]},{"origin":[0.0,-0.5,-1.0],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,-0.5,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[0.0,-0.5,0.5],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,-0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.5,-0.5,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,-0.5,-1.0],"widths":[0.5,0.5,0.5]}]],[[{"origin":[0.0,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,0.0,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[0.5,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,0.0,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[-0.5,0.0,0.5],"widths":[0.5,0.5,0.5]},{"origin":[0.0,0.0,-1.0],"widths":[0.5,0.5,0.5]}],[{"origin":[0.0,0.0,0.5],"widths":[0.5,0.5,0.5]},{"origin":[-1.0,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.5,0.0,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,-1.0],"widths":[0.5,0.5,0.5]}]],[[{"origin":[0.0,0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.5,-0.5],"widths":[0.5,0.5,0.5]}],[{"origin":[-0.5,0.5,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,0.5,-0.5],"widths":[0.5,0.5,0.5]}]]],[[[{"origin":[0.5,-0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.75,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.25,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.0,-0.75,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.75,-0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.75,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.0,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,-0.75,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.75,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.75,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,-0.75,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.5,-0.75,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.75,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.5,-0.75,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.25,-0.75,-0.75],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.5,-0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.5,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.5,-0.75],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.5,-0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,-0.25,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,-0.25,-0.75],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.5,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.0,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,-0.75],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.5,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.25,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.25,-0.75],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.5,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.5,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.5,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.75,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.5,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.0,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.5,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.5,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.5,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.5,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.5,0.5,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.25,0.5,-0.75],"widths":[0.25,0.25,0.25]}]]]]
\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/Sphere/orderedCubesSize4.json b/recursive_swarm/asdf/json/Sphere/orderedCubesSize4.json
new file mode 100644
index 0000000000000000000000000000000000000000..b55b801b41b910690e6d9723cad709ed789291ce
--- /dev/null
+++ b/recursive_swarm/asdf/json/Sphere/orderedCubesSize4.json
@@ -0,0 +1 @@
+[[[[{"origin":[0.0,-1.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,-1.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[0.0,-1.0,-1.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,-1.0,-1.0],"widths":[1.0,1.0,1.0]}]],[[{"origin":[0.0,0.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,0.0,0.0],"widths":[1.0,1.0,1.0]},{"origin":[0.0,0.0,-1.0],"widths":[1.0,1.0,1.0]},{"origin":[-1.0,0.0,-1.0],"widths":[1.0,1.0,1.0]}]]]]
\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/cubeCone.json b/recursive_swarm/asdf/json/cubeCone.json
new file mode 100644
index 0000000000000000000000000000000000000000..7cfe9d1f6ac6d00d7d04e8e9083c1ff5c1f86f5d
--- /dev/null
+++ b/recursive_swarm/asdf/json/cubeCone.json
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diff --git a/recursive_swarm/asdf/json/cubeCone2.json b/recursive_swarm/asdf/json/cubeCone2.json
new file mode 100644
index 0000000000000000000000000000000000000000..78edec542da518c04716b17999e8fa085f34b650
--- /dev/null
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diff --git a/recursive_swarm/asdf/json/cubeCone2Size.json b/recursive_swarm/asdf/json/cubeCone2Size.json
new file mode 100644
index 0000000000000000000000000000000000000000..010afd1619da7334adc313525c8b6c322a8fd1e2
--- /dev/null
+++ b/recursive_swarm/asdf/json/cubeCone2Size.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/cubeCone3.json b/recursive_swarm/asdf/json/cubeCone3.json
new file mode 100644
index 0000000000000000000000000000000000000000..8fdedf7fa6cc78550c433c0f845bca2b22bec634
--- /dev/null
+++ b/recursive_swarm/asdf/json/cubeCone3.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/cubeCone3Size.json b/recursive_swarm/asdf/json/cubeCone3Size.json
new file mode 100644
index 0000000000000000000000000000000000000000..dd1e9705ab111f6fe66e3e45b2a5d2383cd14aea
--- /dev/null
+++ b/recursive_swarm/asdf/json/cubeCone3Size.json
@@ -0,0 +1 @@
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\ No newline at end of file
diff --git a/recursive_swarm/asdf/json/cubeCone4.json b/recursive_swarm/asdf/json/cubeCone4.json
new file mode 100644
index 0000000000000000000000000000000000000000..b2b02d2848e92e158d5b49e738a703e9361545f0
--- /dev/null
+++ b/recursive_swarm/asdf/json/cubeCone4.json
@@ -0,0 +1 @@
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diff --git a/recursive_swarm/asdf/json/cubeCone4Size.json b/recursive_swarm/asdf/json/cubeCone4Size.json
new file mode 100644
index 0000000000000000000000000000000000000000..c18c5b00a49f9381581c09ba9950e6c995434dcf
--- /dev/null
+++ b/recursive_swarm/asdf/json/cubeCone4Size.json
@@ -0,0 +1 @@
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diff --git a/recursive_swarm/asdf/json/cubeConeSize.json b/recursive_swarm/asdf/json/cubeConeSize.json
new file mode 100644
index 0000000000000000000000000000000000000000..fe09189906ce4c65b5e74b2a330088e98c64b6ba
--- /dev/null
+++ b/recursive_swarm/asdf/json/cubeConeSize.json
@@ -0,0 +1 @@
+[[[[{"origin":[0.0,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,0.0],"widths":[0.5,0.5,0.5]},{"origin":[0.0,0.0,-0.5],"widths":[0.5,0.5,0.5]},{"origin":[-0.5,0.0,-0.5],"widths":[0.5,0.5,0.5]}]]],[[[{"origin":[0.25,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.0,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.0,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.0,-0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.0,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.25,0.0,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.0,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,-0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.0,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.0,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.5,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.0,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.0,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[0.0,0.0,0.75],"widths":[0.25,0.25,0.25]},{"origin":[-1.0,0.0,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.75,0.0,-0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.0,-1.0],"widths":[0.25,0.25,0.25]}],[{"origin":[0.75,0.0,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.0,0.75],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.0,-1.0],"widths":[0.25,0.25,0.25]},{"origin":[-1.0,0.0,-0.25],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.0,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.25,-0.75],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.75,0.25,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.25,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.5,0.25,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.25,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.25,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.5,0.25,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[0.25,0.25,-0.75],"widths":[0.25,0.25,0.25]},{"origin":[-0.75,0.25,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.75,0.25,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.5,0.25,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,0.25,0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.25,-0.75],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.0,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.5,-0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.0,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.5,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.25,0.5,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,0.5,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.5,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.5,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.5,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.25,0.5,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.5,-0.5],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.0,0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.75,-0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.75,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.0,0.75,0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.75,-0.5],"widths":[0.25,0.25,0.25]}],[{"origin":[-0.5,0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.25,0.75,-0.25],"widths":[0.25,0.25,0.25]}],[{"origin":[0.25,0.75,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,0.75,0.25],"widths":[0.25,0.25,0.25]},{"origin":[0.0,0.75,-0.5],"widths":[0.25,0.25,0.25]},{"origin":[-0.5,0.75,-0.25],"widths":[0.25,0.25,0.25]}]],[[{"origin":[0.0,1.0,0.0],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,1.0,0.0],"widths":[0.25,0.25,0.25]},{"origin":[0.0,1.0,-0.25],"widths":[0.25,0.25,0.25]},{"origin":[-0.25,1.0,-0.25],"widths":[0.25,0.25,0.25]}]]]]
\ No newline at end of file
diff --git a/recursive_swarm/demos/indexBuitSequence_old.html b/recursive_swarm/demos/indexBuitSequence_old.html
new file mode 100644
index 0000000000000000000000000000000000000000..54e271bbefa27801d40adcaf2530777caab4e373
--- /dev/null
+++ b/recursive_swarm/demos/indexBuitSequence_old.html
@@ -0,0 +1,274 @@
+<head>
+    <!-- // Amira Abdel-Rahman -->
+    <!-- // (c) Massachusetts Institute of Technology 2020 -->
+    
+    <style> 
+    body { margin: 0;background-color: #020227; } 
+
+    #graph1 { float: left;background-color: #020227; } 
+    #graph {  float: right;background-color: #020227; } 
+
+    
+    </style>
+
+
+    <title>Build Sequence</title>
+    <!-- <script src="//unpkg.com/three"></script>   -->
+    <script src="../lib/three.min.js"></script>
+    <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script>
+
+    <script src="//unpkg.com/d3-dsv"></script>
+    <script src="//unpkg.com/dat.gui"></script>
+    <script src="//unpkg.com/d3-octree"></script>
+    <script src="//unpkg.com/d3-force-3d"></script>
+
+
+    <script src="//unpkg.com/3d-force-graph"></script>
+    <script src="//unpkg.com/three-spritetext"></script>
+
+
+    <script src="../lib/js-colormaps.js"></script>
+
+    
+
+
+  </head>
+  
+  <body>
+    <div id="graph1"></div>
+    <div id="graph"></div>
+
+    <script src="../js/decision/decision_old.js"></script>
+
+    <script>
+        var color1= 0xffffff; /*white*/
+        var color1= '#ffffff'; /*white*/
+        var color2= '#020227';  /*kohly*/
+        var color3= 0x1c5c61; /*teal*/
+        var color4= "#fa6e70"; //red/orange
+        var color5="#380152"; //purple
+        var color6="#696767"; //grey
+        var color7="#03dbfc"; //blue
+        colormap=Blues;
+        colormap=YlGnBu;
+        var fileName="../asdf/json/cubeCone4.json";
+        var cone;
+
+
+
+        setup={};
+        setup.nodes=[];
+        setup.edges=[];
+        setup.viz={};
+        setup.viz.colorMaps=[YlGnBu,coolwarm, winter ,jet];
+
+        example();
+
+        $.getJSON(fileName, function(json) {
+
+            setup={};
+            setup.nodes=[];
+            setup.edges=[];
+            setup.viz={};
+            setup.viz.colorMaps=[YlGnBu,coolwarm, winter ,jet];
+            console.log(json);
+
+            //todo move this to other document
+            scale=1/0.1875;
+
+            buildList= createBuildList1(json, setup, scale);
+
+            drawGraph(setup);
+
+
+        });
+
+        var button={
+                "Save Image":function(){
+                    // var cnvs = document.getElementById('graph').children[0].children[0].children[0].children[2];
+                    // console.log(cnvs)
+                    // var ctx = cnvs.getContext('2d');
+                    
+                    // var dataURL = cnvs.toDataURL({ pixelRatio: 1 });
+                    graph.renderer().render(graph.scene(), graph.camera());
+                    var dataURL = graph.renderer().domElement.toDataURL();
+
+                    downloadURI(dataURL, 'canvas.png');
+
+                },
+                "Start Simulation": function(){
+
+                },
+                "Show Blocks": function(){
+                    
+                    // example();
+                    cone.visible=!cone.visible;
+
+                }
+        }
+
+        const gui = new dat.GUI();
+        gui.add(button,"Show Blocks");
+        gui.add(button,"Start Simulation");
+
+
+       
+
+        function example(){
+            
+            const controls = { 'DAG Orientation': 'td'};
+
+            function downloadURI(uri, name) {
+                var link = document.createElement('a');
+                link.download = name;
+                link.href = uri;
+                document.body.appendChild(link);
+                link.click();
+                document.body.removeChild(link);
+                delete link;
+            }
+            
+
+            // const gui = new dat.GUI();
+
+            // gui.add(controls, 'DAG Orientation', ['td', 'bu', 'lr', 'rl', 'zout', 'zin', 'radialout', 'radialin', null])
+            //     .onChange(orientation => graph && graph.dagMode(orientation));
+            // gui.add(button,"Save Image");
+            
+            
+            // graph config
+            const NODE_REL_SIZE = 1;
+
+            const graph = ForceGraph3D({ controlType: 'orbit' }).backgroundColor(color2)
+                .dagMode('td')
+                .dagLevelDistance(150)
+                .linkColor(() => 'rgba(127,127,127,0.5)')
+                .nodeThreeObject(node => {
+                    var use=(node.level<=2);
+                    // use a sphere as a drag handle
+                    const obj = new THREE.Mesh(
+                        new THREE.CubeGeometry(node.size/25,node.size/25,node.size/25),
+                        new THREE.MeshBasicMaterial({ depthWrite: false, transparent: use, opacity: 0 })
+                    );
+
+                    // add text sprite as child
+                    const sprite = new SpriteText(node.name);
+                    // sprite.color = "#"+getColor(node.order,0, maxOrder,colormap);
+                    sprite.color=color1;
+                    // sprite.color = "#"+getColor(node.order,0, maxOrder,colormap);
+                    // console.log(getColor(node.order,0, maxOrder,colormap))
+                    sprite.textHeight = 24/(node.level+1);
+                    
+                    if(node.level==0){
+                        sprite.textHeight = 20;
+
+                    }else if(node.level==1){
+                        sprite.textHeight = 20;
+
+                    }else if(node.level==2){
+                        sprite.textHeight = 20;
+                        
+                    }else if(node.level==3){
+                        sprite.textHeight = 12;
+                        
+                    }
+                    sprite.fontFace="Times";
+                    if(use){
+                        obj.add(sprite);
+                    }else{
+                        // obj.material.opacity=1;
+                        // obj.material.depthWrite=true;
+                        obj.material= new THREE.MeshLambertMaterial( { color: getColor(node.order,maxOrder ,0 ,colormap) } );
+
+
+                    }
+                    return obj;
+                })
+                .nodeRelSize(NODE_REL_SIZE)
+                .nodeId('path')
+                .nodeVal('size')
+                .nodeLabel('name')
+                .nodeAutoColorBy('module')
+                .nodeOpacity(0.9)
+                .linkDirectionalParticles(2)
+                .linkDirectionalParticleWidth(0.8)
+                .linkDirectionalParticleSpeed(0.006)
+                .d3Force('collision', d3.forceCollide(node => Math.cbrt(node.size) * NODE_REL_SIZE))
+                .d3VelocityDecay(0.3)
+                .linkWidth(2.0)
+                .linkOpacity(0.5)
+                // .height(window.innerHeight);
+                // .height(2*window.innerHeight/3);
+                .width(1*window.innerWidth/2);
+            //
+
+            // Decrease repel intensity
+            graph.d3Force('charge').strength(-10);
+
+
+            scale=1/0.1875;
+
+            $.getJSON(fileName, function(json) {
+                console.log(json);
+
+                //todo move this to other document
+                scale=1/0.1875;
+
+                buildList=createBuildList(json, setup, scale);
+                var nodes=setup.nodes;
+                var links=setup.edges;
+                
+                graph(document.getElementById('graph'))
+                        .graphData({ nodes, links });
+                
+            });
+
+
+
+            // fetch('../js/decision/d3-dependencies.csv')
+            //     .then(r => r.text())
+            //     .then(d3.csvParse)
+            //     .then(data => {
+            //         const nodes = [], links = [];
+            //         data.forEach(({ size, path }) => {
+            //             const levels = path.split('/'),
+            //                 level = levels.length - 1,
+            //                 module = level > 0 ? levels[1] : null,
+            //                 leaf = levels.pop(),
+            //                 parent = levels.join('/');
+
+            //             const node = {
+            //                 path,
+            //                 // leaf,
+            //                 module,
+            //                 // size: +size || 20,
+            //                 // level
+            //             };
+
+            //             nodes.push(node);
+
+            //             if (parent) {
+            //                 // links.push({source: parent, target: path, targetNode: node});
+            //                 links.push({source: parent, target: path});
+            //             }
+            //         });
+            //         console.log(nodes)
+
+            //         graph(document.getElementById('graph'))
+            //             .graphData({ nodes, links });
+
+                    
+            //     });
+            // //
+
+        }
+
+
+        
+
+    </script>
+  
+    
+
+    
+  </body>
\ No newline at end of file
diff --git a/recursive_swarm/demos/indexCone.html b/recursive_swarm/demos/indexCone.html
new file mode 100644
index 0000000000000000000000000000000000000000..3126af274beeb9b231b9ba525a04ff4e1a51d751
--- /dev/null
+++ b/recursive_swarm/demos/indexCone.html
@@ -0,0 +1,191 @@
+<!DOCTYPE html>
+<html>
+    <!-- // Amira Abdel-Rahman -->
+	<!-- // (c) Massachusetts Institute of Technology 2020 -->
+<head>
+	<title>Small Cone - Recursive Swarms</title>
+	
+</head>
+<body>
+	<!-- <a download="info.txt" id="downloadlink" style="display: none">Download</a> -->
+
+    <div id="webgl"></div>
+    
+    <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script>
+
+
+	<script src="../lib/three.min.js"></script>
+	<script src="../lib/OrbitControls.js"></script>
+	<script src="../lib/OBJLoader.js"></script>
+	<script src="../lib/dat.gui.min.js"></script>
+	<script src="../lib/TransformControls.js"></script>
+	<script src="../lib/GPUComputationRenderer.js"></script>
+
+	<script src="../js/voxel.js"></script>
+    
+    <script src="../js/swarm.js"></script>
+	<script src="../js/swarm_geometry.js"></script>
+	<script src="../js/swarm_gui.js"></script>
+	<script src="../js/swarm_IK.js"></script>
+	<script src="../js/swarm_move.js"></script>
+	<script src="../js/swarm_path.js"></script>
+	<script src="../js/swarm_step.js"></script>
+	<script src="../js/swarm_three.js"></script>
+    <script src="../js/swarm_voxel.js"></script>
+
+    <script src="../js/swarm_build.js"></script>
+    
+	<script>
+
+		var voxelSpacing=3.0;
+		var three='webgl';
+		var speed=1000;
+		var offset=6;
+		var buildSize=12;
+		var gridSize=buildSize+2*offset;
+
+		var robotLocations=[
+			[new THREE.Vector3(offset+0           ,offset+1          ,0)      ,new THREE.Vector3(offset+0           ,offset+0           ,0),  1 ],
+			[new THREE.Vector3(offset+0           ,gridSize-offset-1 ,0)      ,new THREE.Vector3(offset+0           ,gridSize-offset-2  ,0),  1 ],
+			[new THREE.Vector3((gridSize-offset-2),offset+1          ,0)      ,new THREE.Vector3((gridSize-offset-2),offset+0           ,0),  1 ],
+			[new THREE.Vector3((gridSize-offset-2),gridSize-offset-1 ,0)      ,new THREE.Vector3((gridSize-offset-2),(gridSize-offset-2),0),  1 ],
+			[new THREE.Vector3((offset+2)          ,(offset+4)         ,0)   ,new THREE.Vector3((offset+0)          ,(offset+4)           ,0) ,2 ]
+		];
+
+		var depositLocations=[
+			[new THREE.Vector3(offset+0            ,offset+0           ,0)     ,new THREE.Vector3(-2,-2,0)],
+			[new THREE.Vector3(offset+0            ,(gridSize-offset-2),  0)   ,new THREE.Vector3(-2,2,0) ],
+			[new THREE.Vector3(gridSize-offset-2     ,offset+0           ,0)   ,new THREE.Vector3(2,-2,0) ],
+            [new THREE.Vector3(gridSize-offset-2     ,(gridSize-offset-2),  0) ,new THREE.Vector3(2,2,0)  ],
+            [new THREE.Vector3(0            ,gridSize/2.0           ,0),new THREE.Vector3(0,0,0)]
+		];
+		var hierarchical=true;
+
+        var buildType=["frepCube","frep","directions","list","sdfList"];
+
+        var buildList,recursiveSwarms;
+
+        $.getJSON("../asdf/json/cubeCone.json", function(json) {
+            console.log(json);
+            //todo move this to other document
+            var scale=4.0;
+            var shift=12.0;
+            buildList={
+                currentSizeIndex:0,
+                maxSizeIndex:json.length,
+                done:false,
+                availablePickup:[],
+                listSize:[]
+
+            };
+
+            // todo multiply by 4 as smallest size in cubeCone is 0.25
+            // y is z and z is y
+            // shift z by 1 cause sacrificial layer is 0
+            // shift x and y to not have negative values
+
+            for(var i=0;i<json.length;i++){ //for each z layer bin
+                buildList.listSize.push({
+                        size:json[i][0][0][0].widths[0]*scale,
+                        done:false,
+                        currentZIndex:0,
+                        maxZIndex:json[i].length,
+                        listZ:[],
+                    });
+                for(var j=0;j<json[i].length;j++){ //for each size bin
+                    buildList.listSize[i].listZ.push({
+
+                        size:buildList.listSize[i].size,
+                        layerZ:json[i][j][0][0].origin[1]*scale+1,
+
+                        done:false,
+                        currentSDFIndex:0,
+                        maxSDFIndex:json[i][j].length,
+                        listSDF:[]
+                        
+                    });
+                    for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                        buildList.listSize[i].listZ[j].listSDF.push({
+                            sdfRank:k,
+                            layerZ:buildList.listSize[i].listZ[j].layerZ,
+                            size:buildList.listSize[i].size,
+                            done:false,
+                            currentCubeIndex:0,
+                            maxCubeIndex:json[i][j][k].length,
+                            listCubes:[]
+                            
+                            
+                        });
+
+                        for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                            var stockBuilt=false;
+                            if(buildList.listSize[i].size==1){
+                                stockBuilt=true;
+                            }
+                            buildList.listSize[i].listZ[j].listSDF[k].listCubes.push({
+                                layerZ:buildList.listSize[i].listZ[j].layerZ,
+                                size:buildList.listSize[i].size,
+                                sdfRank:buildList.listSize[i].listZ[j].listSDF[k].sdfRank,
+                                done:false,
+                                stockBuilt:stockBuilt,
+                                stockAssigned:false,
+                                stockPickedUp:false,
+                                position:new THREE.Vector3(
+                                    json[i][j][k][l].origin[0]*scale+shift,
+                                    json[i][j][k][l].origin[2]*scale+shift,
+                                    json[i][j][k][l].origin[1]*scale+1)
+                            });
+                        }
+                    }
+                }
+            }
+
+            console.log(buildList)
+
+            buildList=createBuildList (json,scale,shift);
+
+            var setup={
+                three:'webgl',
+                voxelSpacing:3.0,
+                viz:{
+                    speed:500,
+                    showGUI:false,
+                    saveAngleData:false,
+                },
+                robotGeometry:{
+                    leg1:5,
+                    leg2:5,
+                    offset:2
+                },
+                path:{
+                    showPath:false,
+                    number:20, //number of divisions/points 
+                    cHeight:1.5 //parabola height (will be multiplied later by voxelSpacing)
+
+                },
+                robotLocations:robotLocations,
+                depositLocations:depositLocations,
+                hierarchical:true,
+                buildType:"sdfList",
+                buildList:buildList ,
+                gridSize:gridSize,
+                
+
+            };
+
+            
+
+            recursiveSwarms=new Swarm(setup);
+
+        });
+
+		
+
+
+	</script>
+
+	
+
+
+</body>
+</html>
\ No newline at end of file
diff --git a/recursive_swarm/demos/indexCone4.html b/recursive_swarm/demos/indexCone4.html
new file mode 100644
index 0000000000000000000000000000000000000000..81bcbb5ab2da137ce832548f149e02afbba89103
--- /dev/null
+++ b/recursive_swarm/demos/indexCone4.html
@@ -0,0 +1,158 @@
+<!DOCTYPE html>
+<html>
+    <!-- // Amira Abdel-Rahman -->
+    <!-- // (c) Massachusetts Institute of Technology 2020 -->
+    
+<head>
+	<title>Cone 4 - Recursive Swarms</title>
+	
+</head>
+<body>
+	<!-- <a download="info.txt" id="downloadlink" style="display: none">Download</a> -->
+
+    <div id="webgl"></div>
+    
+    <script src="https://ajax.googleapis.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script>
+
+
+	<script src="../lib/three.min.js"></script>
+	<script src="../lib/OrbitControls.js"></script>
+	<script src="../lib/OBJLoader.js"></script>
+	<script src="../lib/dat.gui.min.js"></script>
+	<script src="../lib/TransformControls.js"></script>
+	<script src="../lib/GPUComputationRenderer.js"></script>
+
+	<script src="../js/voxel.js"></script>
+    
+    
+    <script src="../js/swarm.js"></script>
+	<script src="../js/swarm_geometry.js"></script>
+	<script src="../js/swarm_gui.js"></script>
+	<script src="../js/swarm_IK.js"></script>
+	<script src="../js/swarm_move.js"></script>
+	<script src="../js/swarm_path.js"></script>
+	<script src="../js/swarm_step.js"></script>
+	<script src="../js/swarm_three.js"></script>
+    <script src="../js/swarm_voxel.js"></script>
+
+    <script src="../js/swarm_build.js"></script>
+    
+	<script>
+
+		var voxelSpacing=3.0;
+		var three='webgl';
+		var speed=1000;
+        var offset2=12;
+        var offset=offset2+8;
+		var buildSize=32;
+		var gridSize=buildSize+2*(offset);
+
+		var robotLocations=[
+
+            [new THREE.Vector3(offset+0           ,offset+1          ,0)      ,new THREE.Vector3(offset+0           ,offset+0           ,0),  1 ],
+            [new THREE.Vector3(offset+0           ,gridSize-offset-1 ,0)      ,new THREE.Vector3(offset+0           ,gridSize-offset-4  ,0),  1 ],
+            [new THREE.Vector3((gridSize-offset-4),offset+1          ,0)      ,new THREE.Vector3((gridSize-offset-4),offset+0           ,0),  1 ],
+            [new THREE.Vector3((gridSize-offset-4),gridSize-offset-1 ,0)      ,new THREE.Vector3((gridSize-offset-4),(gridSize-offset-4),0),  1 ],
+
+            [new THREE.Vector3(offset+0           ,gridSize/2.0-1 ,0)      ,new THREE.Vector3(offset+0           ,gridSize/2.0-2  ,0),  1 ],
+            [new THREE.Vector3((gridSize/2.0-2),offset+1          ,0)      ,new THREE.Vector3((gridSize/2.0-2),offset+0           ,0),  1 ],
+            [new THREE.Vector3((gridSize/2.0-2),gridSize-offset-1 ,0)      ,new THREE.Vector3((gridSize/2.0-2),(gridSize-offset-2),0),  1 ],
+            [new THREE.Vector3((gridSize-offset-2),gridSize/2.0-1 ,0)      ,new THREE.Vector3((gridSize-offset-2),(gridSize/2.0-2),0),  1 ],
+
+            [new THREE.Vector3(4+offset2          ,gridSize/2.0          ,0)   ,new THREE.Vector3(6+offset2            ,gridSize/2.0            ,0) ,2 ],
+            [new THREE.Vector3(gridSize-4-offset2            ,gridSize/2.0          ,0)   ,new THREE.Vector3(gridSize-2-offset2            ,gridSize/2.0            ,0) ,2 ],
+            [new THREE.Vector3(gridSize/2.0          ,2+offset2          ,0)   ,new THREE.Vector3(gridSize/2.0          ,4+offset2             ,0) ,2 ],
+            [new THREE.Vector3(gridSize/2.0            ,gridSize-2-offset2          ,0)   ,new THREE.Vector3(gridSize/2.0            ,gridSize-4-offset2           ,0) ,2 ],
+
+            [new THREE.Vector3(gridSize-offset-4             ,4          ,0)   ,new THREE.Vector3(gridSize-offset-4             ,8           ,0) ,4 ],
+
+
+		];
+
+		var depositLocations=[
+
+            [new THREE.Vector3(offset+0            ,offset+0           ,0)     ,new THREE.Vector3(-2,-2,0)],
+            [new THREE.Vector3(offset+0            ,(gridSize-offset-4),  0)   ,new THREE.Vector3(-2,2,0) ],
+			[new THREE.Vector3(gridSize-offset-4     ,offset+0           ,0)   ,new THREE.Vector3(2,-2,0) ],
+            [new THREE.Vector3(gridSize-offset-4     ,(gridSize-offset-4),  0) ,new THREE.Vector3(2,2,0)  ],
+
+            [new THREE.Vector3(offset+0            ,(gridSize/2.0-2),  0)   ,new THREE.Vector3(-2,0,0) ],
+            [new THREE.Vector3(gridSize/2.0-2     ,offset+0           ,0)   ,new THREE.Vector3(0,-2,0) ],
+            [new THREE.Vector3(gridSize/2.0-2     ,(gridSize-offset-2),  0) ,new THREE.Vector3(0,2,0)  ],
+            [new THREE.Vector3(gridSize-offset-2     ,(gridSize/2.0-2),  0) ,new THREE.Vector3(2,0,0)  ],
+
+
+            [new THREE.Vector3(4 +offset2           ,gridSize/2.0           ,0),new THREE.Vector3(-6,0,0)],
+            [new THREE.Vector3(gridSize-4-offset2            ,gridSize/2.0           ,0),new THREE.Vector3(6,0,0)],
+            [new THREE.Vector3(gridSize/2.0          ,4+offset2           ,0),new THREE.Vector3(0,-6,0)],
+            [new THREE.Vector3(gridSize/2.0            ,gridSize-4-offset2           ,0),new THREE.Vector3(0,6,0)],
+
+            [new THREE.Vector3(gridSize-offset-4             ,4           ,0),new THREE.Vector3(0,0,0)],
+
+        ];
+        
+		var hierarchical=true;
+
+        var buildType=["frepCube","frep","directions","list","sdfList","sdfList"];
+
+        var buildList,recursiveSwarms;
+
+        $.getJSON("../asdf/json/cubeCone4.json", function(json) {
+            console.log(json);
+            //todo move this to other document
+            var scale=1/0.1875;
+            var shift=gridSize/2.0;
+
+            buildList=createBuildList (json,scale,shift);
+
+            var setup={
+                three:'webgl',
+                voxelSpacing:3.0,
+                viz:{
+                    speed:1000,
+                    showGUI:false,
+                    saveAngleData:false,
+                },
+                robotGeometry:{
+                    leg1:5,
+                    leg2:5,
+                    offset:2
+                },
+                path:{
+                    showPath:false,
+                    number:10, //number of divisions/points 
+                    cHeight:1.5 //parabola height (will be multiplied later by voxelSpacing)
+
+                },
+                robotLocations:robotLocations,
+                depositLocations:depositLocations,
+                hierarchical:true,
+                buildType:"sdfList",
+                buildList:buildList ,
+                gridSize:gridSize,
+                
+
+            };
+
+            
+            var t=new THREE.Vector3(0,0,0);
+
+            recursiveSwarms=new Swarm(setup);
+
+            recursiveSwarms.camera.position.set(200*recursiveSwarms.gridSize/40, 200*recursiveSwarms.gridSize/40, 100*recursiveSwarms.gridSize/40);//general
+            recursiveSwarms.cameraControls.target.set( 0, 0, -40*recursiveSwarms.gridSize/30 );//general
+
+
+
+        });
+
+		
+
+
+	</script>
+
+	
+
+
+</body>
+</html>
\ No newline at end of file
diff --git a/recursive_swarm/demos/indexHierarchyExplanation.html b/recursive_swarm/demos/indexHierarchyExplanation.html
new file mode 100644
index 0000000000000000000000000000000000000000..1e2a78caafb8616157fc59f02649bf841be4e70a
--- /dev/null
+++ b/recursive_swarm/demos/indexHierarchyExplanation.html
@@ -0,0 +1,216 @@
+<!-- // Amira Abdel-Rahman -->
+<!-- // (c) Massachusetts Institute of Technology 2020 -->
+
+<!DOCTYPE html>
+<html>
+<head>
+	<title>Hierarchy Explained</title>
+	
+</head>
+<body>
+	<!-- <a download="info.txt" id="downloadlink" style="display: none">Download</a> -->
+
+	<div id="webgl"></div>
+
+	<script src="../lib/three.min.js"></script>
+	<script src="../lib/OrbitControls.js"></script>
+	<script src="../lib/OBJLoader.js"></script>
+	<script src="../lib/dat.gui.min.js"></script>
+	<script src="../lib/TransformControls.js"></script>
+	<script src="../lib/GPUComputationRenderer.js"></script>
+
+	<script src="../js/voxel.js"></script>
+
+	<script src="../js/swarm.js"></script>
+	<script src="../js/swarm_geometry.js"></script>
+	<script src="../js/swarm_gui.js"></script>
+	<script src="../js/swarm_IK.js"></script>
+	<script src="../js/swarm_move.js"></script>
+	<script src="../js/swarm_path.js"></script>
+	<script src="../js/swarm_step.js"></script>
+	<script src="../js/swarm_three.js"></script>
+	<script src="../js/swarm_voxel.js"></script>
+
+	<script>
+
+		var voxelSpacing=3.0;
+		var three='webgl';
+		var speed=1000;
+		var offset=8;
+		var buildSize=12;
+		var gridSize=buildSize+2*offset;
+
+		var robotLocations=[
+			// [new THREE.Vector3(offset+2           ,offset+0          ,0)      ,new THREE.Vector3(offset+0           ,offset+0           ,0),2],
+			// [new THREE.Vector3(offset+0           ,gridSize-offset-1 ,0)      ,new THREE.Vector3(offset+0           ,gridSize-offset-2  ,0),1],
+			// [new THREE.Vector3((gridSize-offset-2),offset+1          ,0)      ,new THREE.Vector3((gridSize-offset-2),offset+0           ,0),1],
+			[new THREE.Vector3((gridSize-offset-2)+4,gridSize-offset -4,0)      ,new THREE.Vector3((gridSize-offset-2)+4,(gridSize-offset-2)-4,0),1],
+			[new THREE.Vector3((gridSize-offset-2)+4,gridSize-offset -4,0)      ,new THREE.Vector3((gridSize-offset-2)+4,(gridSize-offset-2)-4,0),2],
+
+			[new THREE.Vector3((gridSize-offset-2)-4,gridSize-offset +4,0)      ,new THREE.Vector3((gridSize-offset-2)-4,(gridSize-offset-1)+4,0),1],
+
+			// [new THREE.Vector3((gridSize-offset-2),gridSize-offset ,0)      ,new THREE.Vector3((gridSize-offset-2),(gridSize-offset-2),0),3],
+
+			// [new THREE.Vector3((gridSize-offset-5),gridSize-offset-1 ,0)      ,new THREE.Vector3((gridSize-offset-5),(gridSize-offset-2),0),1],
+			// [new THREE.Vector3((offset+4),gridSize-offset-1 ,0)      ,new THREE.Vector3((offset+4),(gridSize-offset-2),0),1],
+
+
+			// [new THREE.Vector3((gridSize-offset-5),offset+1 ,0)      ,new THREE.Vector3((gridSize-offset-5),(offset-0),0),1],
+			// [new THREE.Vector3((offset+4),offset+1 ,0)      ,new THREE.Vector3((offset+4),(offset-0),0),1],
+
+
+			// [new THREE.Vector3((offset+2)           ,(offset+0)         ,0)   ,new THREE.Vector3(offset+0           ,offset+0           ,0),2]
+		];
+
+		var depositLocations=[
+			// [new THREE.Vector3(offset+0            ,offset+0           ,0) ],
+			// [new THREE.Vector3(offset+0            ,(gridSize-offset-2),  0) ],
+			// [new THREE.Vector3(gridSize-offset-2     ,offset+0           ,0) ],
+			[new THREE.Vector3(gridSize-offset-2+4     ,(gridSize-offset-2)-4,  0) ],
+			[new THREE.Vector3(gridSize-offset-2+4     ,(gridSize-offset-2)-4,  0) ],
+
+			[new THREE.Vector3(gridSize-offset-2-4     ,(gridSize-offset-2)+4,  0) ],
+
+			// [new THREE.Vector3((gridSize-offset-5),gridSize-offset-2 ,  0) ],
+			// [new THREE.Vector3((offset+4),gridSize-offset-2,  0) ],
+			// [new THREE.Vector3((gridSize-offset-5),offset+0,  0) ],
+			// [new THREE.Vector3((offset+4),offset+0,  0) ],
+			// [new THREE.Vector3(gridSize-offset-2     ,(gridSize-offset-2),  0) ],
+		];
+		var hierarchical=true;
+
+		var buildType=["frepCube","frep","directions","list"];
+
+		var setup={
+			three:'webgl',
+			voxelSpacing:3.0,
+			viz:{
+				speed:1000,
+				showGUI:false,
+				saveAngleData:false,
+			},
+			robotGeometry:{
+                leg1:6,
+                leg2:6,
+                offset:3
+            },
+            path:{
+                showPath:false,
+                number:20, //number of divisions/points 
+                cHeight:1.5 //parabola height (will be multiplied later by voxelSpacing)
+
+            },
+			robotLocations:robotLocations,
+			depositLocations:depositLocations,
+			hierarchical:true,
+			buildType:"list",
+			gridSize:gridSize,
+			
+
+		};
+
+		
+
+		var recursiveSwarms=new Swarm(setup);
+		recursiveSwarms.camera.position.set(200*recursiveSwarms.gridSize/40, 200*recursiveSwarms.gridSize/40, 150*recursiveSwarms.gridSize/40);//general
+
+
+		recursiveSwarms.path[1].delay=2*recursiveSwarms.path[1].delay;
+
+
+		var scenario=1;
+
+		var count=0;
+		var list=[]
+
+		list.push(new THREE.Vector3(gridSize/2-2+2 +4   ,gridSize/2-2+2 -4 ,1+0));
+
+		list.push(new THREE.Vector3(gridSize/2-2+0 +4   ,gridSize/2-2+2 -4 ,1+0));
+		list.push(new THREE.Vector3(gridSize/2-2+2 +4   ,gridSize/2-2+0 -4 ,1+0));
+
+		list.push(new THREE.Vector3(gridSize/2-2+0 +4   ,gridSize/2-2+0 -4 ,1+0));
+
+
+		list.push(new THREE.Vector3(gridSize/2-2+2 +4   ,gridSize/2-2+2 -4 ,1+2));
+
+		list.push(new THREE.Vector3(gridSize/2-2+0 +4   ,gridSize/2-2+2 -4 ,1+2));
+		list.push(new THREE.Vector3(gridSize/2-2+2 +4   ,gridSize/2-2+0 -4 ,1+2));
+
+		list.push(new THREE.Vector3(gridSize/2-2+0 +4   ,gridSize/2-2+0 -4 ,1+2));
+
+
+
+
+		
+
+
+		
+		next();
+		// recursiveSwarms.voxelList[0].list=[new THREE.Vector3(3,0,1)];
+		// recursiveSwarms.startMovement(0,true);
+		function next(){
+			console.log("herrr!!")
+			if(count%2==0){
+				if(list.length>0){
+					recursiveSwarms.THREESimulationRobot[1].visible=false;
+					recursiveSwarms.THREESimulationRobot[0].visible=true;
+					recursiveSwarms.voxelList[0].list=[];
+
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+1  +4  ,(gridSize-offset-2)+2+1 -4  ,1+0));
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+0  +4  ,(gridSize-offset-2)+2+1 -4  ,1+0));
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+1  +4  ,(gridSize-offset-2)+2+0 -4  ,1+0));
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+0  +4  ,(gridSize-offset-2)+2+0 -4  ,1+0));
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+1  +4  ,(gridSize-offset-2)+2+1 -4  ,1+1));
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+0  +4  ,(gridSize-offset-2)+2+1 -4  ,1+1));
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+1  +4  ,(gridSize-offset-2)+2+0 -4  ,1+1));
+					recursiveSwarms.voxelList[0].list.push(new THREE.Vector3(gridSize-offset-2+2+0  +4  ,(gridSize-offset-2)+2+0 -4  ,1+1));
+
+					recursiveSwarms.startMovement(0,true);
+
+				}
+				
+
+			}else{
+				recursiveSwarms.THREESimulationRobot[0].visible=false;
+				recursiveSwarms.THREESimulationRobot[1].visible=true;
+				recursiveSwarms.voxelList[1].list=[list[0]];
+				list.shift()
+
+				recursiveSwarms.deleteVoxelAt(0,new THREE.Vector3(gridSize-offset-2+2+1 +4  ,(gridSize-offset-2)+2+1  -4 ,1+0));
+				recursiveSwarms.deleteVoxelAt(0,new THREE.Vector3(gridSize-offset-2+2+0 +4  ,(gridSize-offset-2)+2+1  -4 ,1+0));
+				recursiveSwarms.deleteVoxelAt(0,new THREE.Vector3(gridSize-offset-2+2+1 +4  ,(gridSize-offset-2)+2+0  -4 ,1+0));
+				recursiveSwarms.deleteVoxelAt(0,new THREE.Vector3(gridSize-offset-2+2+0 +4  ,(gridSize-offset-2)+2+0  -4 ,1+1));
+				recursiveSwarms.deleteVoxelAt(0,new THREE.Vector3(gridSize-offset-2+2+1 +4  ,(gridSize-offset-2)+2+1  -4 ,1+1));
+				recursiveSwarms.deleteVoxelAt(0,new THREE.Vector3(gridSize-offset-2+2+0 +4  ,(gridSize-offset-2)+2+1  -4 ,1+1));
+				recursiveSwarms.deleteVoxelAt(0,new THREE.Vector3(gridSize-offset-2+2+1 +4  ,(gridSize-offset-2)+2+0  -4 ,1+1));
+
+				recursiveSwarms.startMovement(1,true);
+			}
+			count++;
+		
+			
+			
+
+		}
+
+
+		recursiveSwarms.voxelList[2].list=[];
+		for(var i=0;i<4;i++){
+			for(var j=0;j<4;j++){
+				for(var k=0;k<4;k++){
+					recursiveSwarms.voxelList[2].list.push(new THREE.Vector3(gridSize-offset-2 -3-4-j    ,(gridSize-offset-2)-3+4-k,  1+i))
+					
+				}
+			}
+		}
+		recursiveSwarms.startMovement(2,true);
+
+
+
+	</script>
+
+	
+
+
+</body>
+</html>
\ No newline at end of file
diff --git a/recursive_swarm/js/decision/d3-dependencies.csv b/recursive_swarm/js/decision/d3-dependencies.csv
new file mode 100644
index 0000000000000000000000000000000000000000..aa8727d0a206f4b74819cad5fa11a601cad8410a
--- /dev/null
+++ b/recursive_swarm/js/decision/d3-dependencies.csv
@@ -0,0 +1,464 @@
+size,path
+,d3
+,d3/d3-array
+,d3/d3-array/threshold
+,d3/d3-axis
+,d3/d3-brush
+,d3/d3-chord
+,d3/d3-collection
+,d3/d3-color
+,d3/d3-dispatch
+,d3/d3-drag
+,d3/d3-dsv
+,d3/d3-ease
+,d3/d3-force
+,d3/d3-format
+,d3/d3-geo
+,d3/d3-geo/clip
+,d3/d3-geo/path
+,d3/d3-geo/projection
+,d3/d3-hierarchy
+,d3/d3-hierarchy/hierarchy
+,d3/d3-hierarchy/pack
+,d3/d3-hierarchy/treemap
+,d3/d3-interpolate
+,d3/d3-interpolate/transform
+,d3/d3-path
+,d3/d3-polygon
+,d3/d3-quadtree
+,d3/d3-queue
+,d3/d3-random
+,d3/d3-request
+,d3/d3-scale
+,d3/d3-selection
+,d3/d3-selection/selection
+,d3/d3-shape
+,d3/d3-shape/curve
+,d3/d3-shape/offset
+,d3/d3-shape/order
+,d3/d3-shape/symbol
+,d3/d3-time-format
+,d3/d3-time
+,d3/d3-timer
+,d3/d3-transition
+,d3/d3-transition/selection
+,d3/d3-transition/transition
+,d3/d3-voronoi
+,d3/d3-zoom
+90,d3/d3-array/array.js
+86,d3/d3-array/ascending.js
+238,d3/d3-array/bisect.js
+786,d3/d3-array/bisector.js
+72,d3/d3-array/constant.js
+86,d3/d3-array/descending.js
+135,d3/d3-array/deviation.js
+553,d3/d3-array/extent.js
+1876,d3/d3-array/histogram.js
+43,d3/d3-array/identity.js
+451,d3/d3-array/max.js
+362,d3/d3-array/mean.js
+452,d3/d3-array/median.js
+339,d3/d3-array/merge.js
+451,d3/d3-array/min.js
+63,d3/d3-array/number.js
+182,d3/d3-array/pairs.js
+161,d3/d3-array/permute.js
+416,d3/d3-array/quantile.js
+344,d3/d3-array/range.js
+357,d3/d3-array/scan.js
+285,d3/d3-array/shuffle.js
+295,d3/d3-array/sum.js
+361,d3/d3-array/threshold/freedmanDiaconis.js
+180,d3/d3-array/threshold/scott.js
+96,d3/d3-array/threshold/sturges.js
+672,d3/d3-array/ticks.js
+356,d3/d3-array/transpose.js
+540,d3/d3-array/variance.js
+99,d3/d3-array/zip.js
+42,d3/d3-axis/array.js
+5239,d3/d3-axis/axis.js
+43,d3/d3-axis/identity.js
+15778,d3/d3-brush/brush.js
+72,d3/d3-brush/constant.js
+127,d3/d3-brush/event.js
+202,d3/d3-brush/noevent.js
+42,d3/d3-chord/array.js
+3178,d3/d3-chord/chord.js
+72,d3/d3-chord/constant.js
+159,d3/d3-chord/math.js
+2340,d3/d3-chord/ribbon.js
+137,d3/d3-collection/entries.js
+104,d3/d3-collection/keys.js
+1988,d3/d3-collection/map.js
+2021,d3/d3-collection/nest.js
+800,d3/d3-collection/set.js
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+914,d3/d3-geo/path/context.js
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+447,d3/d3-geo/projection/azimuthalEqualArea.js
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+1017,d3/d3-geo/projection/conicConformal.js
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+253,d3/d3-geo/projection/equirectangular.js
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+3752,d3/d3-geo/projection/index.js
+1119,d3/d3-geo/projection/mercator.js
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+2509,d3/d3-geo/rotation.js
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+979,d3/d3-time/utcWeek.js
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+691,d3/d3-transition/transition/transition.js
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+72,d3/d3-voronoi/constant.js
+3415,d3/d3-voronoi/Diagram.js
+3634,d3/d3-voronoi/Edge.js
+81,d3/d3-voronoi/point.js
+5302,d3/d3-voronoi/RedBlackTree.js
+1420,d3/d3-voronoi/voronoi.js
+72,d3/d3-zoom/constant.js
+137,d3/d3-zoom/event.js
+202,d3/d3-zoom/noevent.js
+1336,d3/d3-zoom/transform.js
+12133,d3/d3-zoom/zoom.js
\ No newline at end of file
diff --git a/recursive_swarm/js/decision/decision.js b/recursive_swarm/js/decision/decision.js
new file mode 100644
index 0000000000000000000000000000000000000000..f3155e36f2abc100636fe9349468d6ad88593d57
--- /dev/null
+++ b/recursive_swarm/js/decision/decision.js
@@ -0,0 +1,1201 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+
+
+var buildList=[];
+var voxelIndexList;
+var scale,setup;
+setup={};
+setup.nodes=[];
+setup.edges=[];
+setup.viz={};
+setup.viz.colorMaps=[YlGnBu,coolwarm, winter ,jet];
+var colormap=YlGnBu;
+var maxOrder;
+
+var Graph,gData;
+var Graph1;
+
+var Robots;
+var minCost=Infinity;
+var minNodePath= "" ;
+
+function decisionTree(){
+    Robots=[
+        null,
+        {
+            size:1,
+            maxNum:4,
+            num:0
+        },
+        {
+            size:2,
+            maxNum:4,
+            num:0
+        },
+        null,
+        {
+            size:1,
+            maxNum:1,
+            num:0
+        }
+    ];
+    scale=400;
+
+
+    Robots[1].num++;
+    setup.nodes.push({
+        path:"",
+        // name:"["+Robots[4].num +","+ Robots[2].num+","+ Robots[1].num+"]",
+        name:"Decision Tree",
+        size:scale,
+        min:false,
+        parent:"top"
+    });
+
+
+    // console.log(estimateCost(Robots,""));
+
+    decision(setup,Robots,1,"");
+
+    console.log("Min Node:"+minNodePath+"!!!");
+
+    var node=setup.nodes.filter(n => n.path==minNodePath)[0];
+    node.min=true;
+    while(node.parent != "top"){
+        var edge=setup.edges.filter(e => (e.source==node.parent) &&(e.target==node.path))[0];
+        edge.min=true;
+        node=setup.nodes.filter(n => n.path==node.parent)[0];
+    }
+
+    var nodes=setup.nodes;
+    var links=setup.edges;
+
+    Graph(document.getElementById('graph')).graphData({ nodes, links });
+
+
+}
+
+function decision(setup,robots,size,name){
+
+
+    setup.nodes.push({
+        path:name+"b",
+        type:"build",
+        // name:"expand:"+0,
+        // name:"["+robots[4].num +","+ robots[2].num+","+ robots[1].num+"] build cost:"+estimateCost(robots,name+"b"),
+        name:"Build Cost:"+estimateCost(robots,name+"b"),
+        size:scale,
+        parent:name,
+        min:false,
+    });
+    setup.edges.push({source: name, target: name+"b",min:false});
+    
+
+    if(robots[size].num<robots[size].maxNum){
+        var r=JSON.parse(JSON.stringify(robots));
+        r[size].num++;
+        setup.nodes.push({
+            path:name+"r",
+            type:"reproduce",
+            // name:"reproduce: ["+r[4].num +","+ r[2].num+","+ r[1].num+"]",
+            name:"Reproduce",
+            size:scale,
+            parent:name,
+            min:false,
+
+        });
+        setup.edges.push({source: name, target: name+"r",min:false});
+
+        //for each robot here propagate decision
+        decision(setup,r,size,name+"r");
+
+    }
+
+    if(size<=2 && robots[size*2].num<robots[size*2].maxNum){
+        var r=JSON.parse(JSON.stringify(robots));
+        r[size*2].num++;
+        setup.nodes.push({
+            path:name+"g",
+            type:"grow",
+            // name:"grow: ["+r[4].num +","+ r[2].num+","+ r[1].num+"]",
+            name:"Grow",
+            size:scale,
+            parent:name,
+            min:false,
+
+        });
+        setup.edges.push({source: name, target: name+"g",min:false});;
+        decision(setup,r,size*2,name+"g")
+
+    }
+
+    
+}
+
+function estimateCost(robots,path){
+    var cost =0;
+    //fisrt add cost of building robots
+    cost+=recursionCost(robots);
+
+    var binZ=buildList.listZ[buildList.currentZIndex];
+    var binSize=binZ.listSize[binZ.currentSizeIndex];
+    var binSDF=binSize.listSDF[binSize.currentSDFIndex];
+    
+    var indexZ=buildList.currentZIndex;
+    var indexSize=binZ.currentSizeIndex;
+    var indexSDF=binSize.currentSDFIndex;
+
+    var maxIndexZ=buildList.maxZIndex;
+    var maxIndexSize=binZ.maxSizeIndex;
+    var maxIndexSDF=binSize.maxSDFIndex;
+
+    for(var i=0;i<buildList.listZ.length;i++){ //for each z layer bin
+        binZ=buildList.listZ[i];
+        indexZ=i;
+        maxIndexSize=binZ.maxSizeIndex;
+
+        for(var j=0;j<binZ.listSize.length;j++){ //for each size bin
+            binSize=binZ.listSize[j];
+            indexSize=j;
+            maxIndexSDF=binSize.maxSDFIndex;
+
+            for(var k=0;k<binSize.listSDF.length;k++){ //for each sdf bin (signed distance field)
+                binSDF=binSize.listSDF[k];
+                indexSDF=k;
+                var cubesToBuild=[];
+                var size=binSize.size;
+
+                if(robots[size].num>0){
+                    //there is robots same size
+                    cubesToBuild=binSDF.listCubes;
+                }else if(robots[binSize.size/2].num>0 &&binSize.size>=2 ){
+                    
+                    //there is no robots same size, divide stock by 2
+                    for(var l=0;l<binSDF.listCubes.length;l++){
+                        for(var ii=0;ii<voxelIndexList[2].list.length;ii++){
+                            var x1=binSDF.listCubes[l].position.x+voxelIndexList[2].list[ii].x;
+                            var y1=binSDF.listCubes[l].position.y+voxelIndexList[2].list[ii].y;
+                            var z1=binSDF.listCubes[l].position.z+voxelIndexList[2].list[ii].z;
+                            var stockBuilt=false;
+                            if(buildList.listZ[i].listSize[j].size==1){
+                                stockBuilt=true;
+                            }
+                            cubesToBuild.push({
+                                layerZ:buildList.listZ[i].layerZ,
+                                size:buildList.listZ[i].listSize[j].size,
+                                sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                done:false,
+                                stockBuilt:stockBuilt,
+                                stockAssigned:false,
+                                stockPickedUp:false,
+                                position:new THREE.Vector3(
+                                    x1,
+                                    y1,
+                                    z1)
+                            });
+                        }
+                    }
+                    size=binSize.size/2;
+
+                }else if(robots[binSize.size/4].num>0&&binSize.size>=4){
+                    //there is no robots same size, divide stock by 8
+                    for(var l=0;l<binSDF.listCubes.length;l++){
+                        for(var ii=0;ii<voxelIndexList[4].list.length;ii++){
+                            var x1=binSDF.listCubes[l].position.x+voxelIndexList[4].list[ii].x;
+                            var y1=binSDF.listCubes[l].position.y+voxelIndexList[4].list[ii].y;
+                            var z1=binSDF.listCubes[l].position.z+voxelIndexList[4].list[ii].z;
+                            var stockBuilt=false;
+                            if(buildList.listZ[i].listSize[j].size==1){
+                                stockBuilt=true;
+                            }
+                            cubesToBuild.push({
+                                layerZ:buildList.listZ[i].layerZ,
+                                size:buildList.listZ[i].listSize[j].size,
+                                sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                done:false,
+                                stockBuilt:stockBuilt,
+                                stockAssigned:false,
+                                stockPickedUp:false,
+                                position:new THREE.Vector3(
+                                    x1,
+                                    y1,
+                                    z1)
+                            });
+                        }
+                    }
+                    size=binSize.size/4;
+
+                }
+
+                //check how many in parallel
+
+                var numRobotParallel= Math.floor(cubesToBuild.length / robots[size].num);
+                if((cubesToBuild.length/robots[size].num - Math.floor(cubesToBuild.length/robots[size].num))>0){
+                    numRobotParallel++;
+                }
+
+                //get furthest robot
+                var furthestVoxel=new THREE.Vector3(0,0,0);
+
+                for(var l=0;l<cubesToBuild.length;l++){ //for each cube add location (todo check if int)
+                    if( (cubesToBuild[l].position.x+cubesToBuild[l].position.y+cubesToBuild[l].position.z)
+                        > (furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)){
+                        furthestVoxel=cubesToBuild[l].position.clone();
+                    }
+                }
+                cost+=(numRobotParallel*2*((furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)));
+
+            }
+        }
+    }
+
+    if(cost<minCost){
+        minCost=cost;
+        minNodePath=path;
+    }
+
+
+    return cost;
+
+}
+
+function recursionCost(robots){
+    //todo fix to more accurate estimate
+    // return cubeCost(2,2,2)*robots[1].num+cubeCost(4,4,4)*robots[2].num+cubeCost(8,8,8)*robots[4].num;
+    return cubeCost(1,1,1)*robots[1].num+cubeCost(2,2,2)*robots[2].num+cubeCost(4,4,4)*robots[4].num;
+
+}
+
+function cubeCost(x,y,z){
+    return 2.0*(((x*x+x)/2)*y*z + ((y*y+y)/2)*x*z + ((z*z+z)/2)*y*x);
+}
+
+/////////////////////////////////////////////
+
+//the one for vis built sequence no decision tree
+function createBuildList(json, setup, scale){
+    var offset2=12;
+    var offset=offset2+8;
+    var buildSize=32;
+    var gridSize=buildSize+2*(offset);
+    var order=0;
+
+    var voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentSizeIndex:0,
+        maxSizeIndex:json.length,
+        done:false,
+        availablePickup:[],
+        listSize:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    setup.nodes.push({
+        path:"[]",
+        size:100,
+        name:"Build Sequence",
+        level:0,
+        order:order
+    });
+
+    
+
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listSize.push({
+            size:json[i][0][0][0].widths[0]*scale,
+            done:false,
+            currentZIndex:0,
+            maxZIndex:json[i].length,
+            listZ:[],
+        });
+
+        setup.nodes.push({
+            path:"["+i+"]",
+            size:100,
+            module:"["+i+"]",
+            name:"S:"+json[i][0][0][0].widths[0]*scale+"",
+            level:1,
+            order:order
+        });
+        setup.edges.push({source: "[]", target: "["+i+"]"});
+
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listSize[i].listZ.push({
+
+                size:buildList.listSize[i].size,
+                layerZ:json[i][j][0][0].origin[1]*scale+1,
+
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            setup.nodes.push({
+                path:"["+i+","+j+"]",
+                size:100,
+                module:"["+i+"]",
+                // name:"Size:"+buildList.listSize[i].size+", Layer:"+(json[i][j][0][0].origin[1]*scale+1)+"",
+                name:"L:"+(json[i][j][0][0].origin[1]*scale+1)+"",
+                level:2,
+                order:order
+            });
+            setup.edges.push({source: "["+i+"]", target: "["+i+","+j+"]"});
+
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listSize[i].listZ[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listSize[i].listZ[j].layerZ,
+                    size:buildList.listSize[i].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+
+                setup.nodes.push({
+                    path:"["+i+","+j+","+k+"]",
+                    size:100,
+                    module:"["+i+"]",
+                    // name:"Size:"+buildList.listSize[i].size+", Layer:"+j+", SDF:"+k+"",
+                    name:"SDF:"+k+"",
+                    level:3,
+                    order:order
+                });
+                setup.edges.push({source: "["+i+","+j+"]", target: "["+i+","+j+","+k+"]"});
+
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listSize[i].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listSize[i].listZ[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listSize[i].listZ[j].layerZ,
+                        size:buildList.listSize[i].size,
+                        sdfRank:buildList.listSize[i].listZ[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+
+                    setup.nodes.push({
+                        path:"["+i+","+j+","+k+","+l+"]",
+                        size:200*buildList.listSize[i].size,
+                        module:"["+i+"]",
+                        // name:"layer:"+i+", size:"+buildList.listZ[i].listSize[j].size+", sdf:"+k+", cube:"+l+"",
+                        name:"x:"+json[i][j][k][l].origin[0]*scale+", y:"+json[i][j][k][l].origin[2]*scale+", z:"+(json[i][j][k][l].origin[1]*scale+1.0),
+                        level:4,
+                        order:order
+                    });
+                    setup.edges.push({source: "["+i+","+j+","+k+"]", target: "["+i+","+j+","+k+","+l+"]"});
+                }
+                order++;
+            }
+        }
+    }
+
+    maxOrder=order;
+
+    return buildList;
+}
+
+// the one for the simulation
+function createBuildList1(json, setup, scale){
+    var offset2=12;
+    var offset=offset2+8;
+    var buildSize=32;
+    var gridSize=buildSize+2*(offset);
+    var opacity=0.9;
+    var order1=0;
+
+
+    var voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+
+    var shift=gridSize/2.0;
+
+    buildList={
+        currentSizeIndex:0,
+        maxSizeIndex:json.length,
+        done:false,
+        availablePickup:[],
+        listSize:[]
+
+    };
+
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listSize.push({
+                size:json[i][0][0][0].widths[0]*scale,
+                done:false,
+                currentZIndex:0,
+                maxZIndex:json[i].length,
+                listZ:[],
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listSize[i].listZ.push({
+
+                size:buildList.listSize[i].size,
+                layerZ:json[i][j][0][0].origin[1]*scale+1,
+
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listSize[i].listZ[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listSize[i].listZ[j].layerZ,
+                    size:buildList.listSize[i].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listSize[i].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listSize[i].listZ[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listSize[i].listZ[j].layerZ,
+                        size:buildList.listSize[i].size,
+                        sdfRank:buildList.listSize[i].listZ[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                    var nomSize=buildList.listSize[i].size;
+                    var x=json[i][j][k][l].origin[0]*scale;
+                    var y=json[i][j][k][l].origin[1]*scale;
+                    var z=json[i][j][k][l].origin[2]*scale;
+
+                    // if(true){
+                    // if(json[i][j][k][l].origin[2]*scale+nomSize/2.0<0){
+                    if(json[i][j][k][l].origin[2]*scale+nomSize/2.0<0 || json[i][j][k][l].origin[0]*scale+nomSize/2.0<0){
+                        setup.nodes.push({
+                            id:"["+nomSize+","+x+","+y+","+z+"]",
+                            position:{
+                                x:x+nomSize/2.0,
+                                y:y+nomSize/2.0,
+                                z:z+nomSize/2.0
+                            },
+                            displacement:{
+                                x:0,
+                                y:0,
+                                z:0
+                            },
+                            nomSize:nomSize,
+                            orgNomSize:nomSize,
+                            viz:opacity,
+                            order:order1
+                        });
+
+                        addEdge(setup,nomSize,nomSize,x,y,z,opacity);
+
+                        if(nomSize==2){
+                            for(var ii=0;ii<voxelIndexList[2].list.length;ii++){
+                                var nomSize1=1;
+                                var x1=x+voxelIndexList[2].list[ii].x;
+                                var y1=y+voxelIndexList[2].list[ii].y;
+                                var z1=z+voxelIndexList[2].list[ii].z;
+                    
+                                setup.nodes.push({
+                                    id:"["+nomSize1+","+x1+","+y1+","+z1+"]",
+                                    position:{
+                                        x:x1+nomSize1/2.0,
+                                        y:y1+nomSize1/2.0,
+                                        z:z1+nomSize1/2.0
+                                    },
+                                    displacement:{
+                                        x:0,
+                                        y:0,
+                                        z:0
+                                    },
+                                    nomSize:nomSize1,
+                                    orgNomSize:nomSize,
+                                    viz:0.0,
+                                    order:order1
+                                });
+
+                                addEdge(setup,nomSize1,nomSize,x1,y1,z1,0);
+
+                            }
+                        }
+
+                        
+                        if(nomSize==4){
+                            for(var ii=0;ii<voxelIndexList[4].list.length;ii++){
+                                var nomSize1=1;
+                                var x1=x+voxelIndexList[4].list[ii].x;
+                                var y1=y+voxelIndexList[4].list[ii].y;
+                                var z1=z+voxelIndexList[4].list[ii].z;
+                    
+                                setup.nodes.push({
+                                    id:"["+nomSize1+","+x1+","+y1+","+z1+"]",
+                                    position:{
+                                        x:x1+nomSize1/2.0,
+                                        y:y1+nomSize1/2.0,
+                                        z:z1+nomSize1/2.0
+                                    },
+                                    displacement:{
+                                        x:0,
+                                        y:0,
+                                        z:0
+                                    },
+                                    nomSize:nomSize1,
+                                    orgNomSize:nomSize,
+                                    viz:0.0,
+                                    order:order1
+                                });
+
+                                addEdge(setup,nomSize1,nomSize,x1,y1,z1,0);
+                            }
+
+                        }
+                    }
+                }
+                order1++;
+            }
+        }
+    }
+
+    maxOrder=order1;
+    console.log(maxOrder)
+    return buildList;
+}
+
+//the original one
+function createBuildList2(json, setup, scale,buildSize){
+    var offset2=12;
+    var offset=offset2+8;
+    var gridSize=buildSize+2*(offset);
+
+
+    voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentSizeIndex:0,
+        maxSizeIndex:json.length,
+        done:false,
+        availablePickup:[],
+        listSize:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listSize.push({
+                size:json[i][0][0][0].widths[0]*scale,
+                done:false,
+                currentZIndex:0,
+                maxZIndex:json[i].length,
+                listZ:[],
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listSize[i].listZ.push({
+
+                size:buildList.listSize[i].size,
+                layerZ:json[i][j][0][0].origin[1]*scale+1,
+
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listSize[i].listZ[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listSize[i].listZ[j].layerZ,
+                    size:buildList.listSize[i].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listSize[i].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listSize[i].listZ[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listSize[i].listZ[j].layerZ,
+                        size:buildList.listSize[i].size,
+                        sdfRank:buildList.listSize[i].listZ[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                }
+            }
+        }
+    }
+
+    return buildList;
+}
+
+
+function drawGraph(setup){
+    scale=10.0;
+
+    gData = {
+        nodes: setup.nodes.map(node => ({ 
+        id: node.id,
+        px:node.position.x*scale,
+        py:node.position.y*scale,
+        pz:node.position.z*scale,
+        dx:node.displacement.x*scale,
+        dy:node.displacement.y*scale,
+        dz:node.displacement.z*scale,
+        nomSize:node.nomSize,
+        viz:node.viz,
+        order:node.order
+        })),
+        links: setup.edges
+        .filter(edge => edge.id)
+        .map(edge => ({
+            source: edge.source,
+            target: edge.target,
+        //   color:getColor(edge.stress)
+        }))
+    };
+
+
+    Graph1 = ForceGraph3D({ controlType: 'orbit' }).backgroundColor(color1)
+        (document.getElementById('graph1'))
+        .d3Force('center', null)
+        .d3Force('charge', null)
+        .linkWidth(1.0)
+        .linkOpacity(1.0)
+        // .nodeThreeObject(({ nomSize,viz,order }) => new THREE.Mesh(
+        //     new THREE.BoxGeometry(scale*nomSize*0.9, scale*nomSize*0.9, scale*nomSize*0.9),
+        //     new THREE.MeshLambertMaterial({
+        //     color: getColor(order,maxOrder  ,0,colormap),
+        //     transparent: true,
+        //     opacity: viz
+        // })
+        // )
+        // )
+        .nodeThreeObject(node => {
+            var mesh =new THREE.Mesh(
+                new THREE.BoxGeometry(scale*node.nomSize*0.9, scale*node.nomSize*0.9, scale*node.nomSize*0.9),
+                new THREE.MeshLambertMaterial({
+                color: getColor(node.order,maxOrder  ,0,colormap),
+                transparent: true,
+                opacity: node.viz
+            }));
+            if(node.viz==0){
+                mesh.visible=false;
+            }
+            return mesh;
+        })
+        .d3Force('box', () => {
+
+        gData.nodes.forEach(node => {
+            node.fx=node.px;
+            node.fy=node.py;
+            node.fz=node.pz;
+
+        });
+        })
+        
+        .cooldownTime(Infinity)
+        .graphData(gData)
+        .height(window.innerHeight/3);
+        // .height(window.innerHeight);
+
+    var count=0;
+    var totalCount=0;
+    var increment=true;
+    var speed=100;
+    var exaggeration=10000.0;
+
+
+    var helper = new THREE.GridHelper( scale*2, scale*2 );
+    helper.position.y = 0;
+    helper.material.opacity = 0.5;
+    helper.material.transparent = true;
+    helper.scale.x=1.0*scale
+    helper.scale.z=1.0*scale
+    Graph1.scene().add(helper);
+
+
+}
+
+/////////////utils////////////////////
+
+function addEdge(setup,nomSize,orgNomSize,x,y,z,viz){
+
+    // var source="["+nomSize+","+x+","+y+","+z+"]";
+
+    // for(var i=-1;i<2;i++){
+    //     for(var j=-1;j<2;j++){
+    //     for(var k=-1;k<2;k++){
+    //         if(((i==0&&j==0)||(i==0&&k==0)||(j==0&&k==0))){ //not same voxel and no diagonals
+    //         if(!(i==0&&j==0&&k==0)){
+    //             var x1=x+i*nomSize;
+    //             var y1=y+j*nomSize;
+    //             var z1=z+k*nomSize;
+    //             var target="["+nomSize+","+x1+","+y1+","+z1+"]";
+    //             var node=setup.nodes.find(v => v.id === target);
+    //             if(node!==undefined){
+    //             if(!(viz==0&&node.viz==0)){
+    //                 setup.edges.push({ id: 'e'+setup.edges.length, source: source, target: target ,stress:0 });
+
+    //             }
+    //             if(orgNomSize!=node.orgNomSize){
+    //                 setup.edges.push({ id: 'e'+setup.edges.length, source: source, target: target ,stress:0 });
+    //             }
+    //             }
+    //         }
+    //         }
+    //     }
+    //     }
+    // }
+
+}
+
+function getColor(value,min, max,colormap){
+    var val=map(value,min,max,1.0,0.5);
+    color=interpolateLinearly(val, colormap);
+    // return new THREE.Color(color[0],color[1],color[2]);
+    return new THREE.Color(color[0],color[1],color[2]).getHex();
+
+}
+
+function interpolateLinearly(x, values) {
+	// Split values into four lists
+	var x_values = [];
+	var r_values = [];
+	var g_values = [];
+	var b_values = [];
+	for (i in values) {
+		x_values.push(values[i][0]);
+		r_values.push(values[i][1][0]);
+		g_values.push(values[i][1][1]);
+		b_values.push(values[i][1][2]);
+	}
+	var i = 1;
+	while (x_values[i] < x) {
+		i = i+1;
+	}
+	i = i-1;
+	var width = Math.abs(x_values[i] - x_values[i+1]);
+	var scaling_factor = (x - x_values[i]) / width;
+	// Get the new color values though interpolation
+	var r = r_values[i] + scaling_factor * (r_values[i+1] - r_values[i])
+	var g = g_values[i] + scaling_factor * (g_values[i+1] - g_values[i])
+	var b = b_values[i] + scaling_factor * (b_values[i+1] - b_values[i])
+	return [enforceBounds(r), enforceBounds(g), enforceBounds(b)];
+}
+
+function enforceBounds(x) {
+	if (x < 0) {
+		return 0;
+	} else if (x > 1){
+		return 1;
+	} else {
+		return x;
+	}
+}
+
+function map (value, x1, y1, x2, y2) {
+	return (value - x1) * (y2 - x2) / (y1 - x1) + x2;
+}
+
+
+
+  
+    
+    
+  
+  
diff --git a/recursive_swarm/js/decision/decision_old.js b/recursive_swarm/js/decision/decision_old.js
new file mode 100644
index 0000000000000000000000000000000000000000..816f9e3f91ad0f116a6665434f881146b0ce812d
--- /dev/null
+++ b/recursive_swarm/js/decision/decision_old.js
@@ -0,0 +1,1244 @@
+
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+
+var buildList=[];
+var voxelIndexList;
+var scale,setup;
+setup={};
+setup.nodes=[];
+setup.edges=[];
+setup.viz={};
+setup.viz.colorMaps=[YlGnBu,coolwarm, winter ,jet];
+var colormap=YlGnBu;
+var maxOrder;
+
+var Graph,gData;
+var Graph1;
+
+var Robots;
+var minCost=Infinity;
+var maxCost=0;
+var minNodePath= "" ;
+
+function decisionTree(){
+    Robots=[
+        null,
+        {
+            size:1,
+            maxNum:4,
+            num:0
+        },
+        {
+            size:2,
+            maxNum:2,
+            num:0
+        },
+        null,
+        {
+            size:4,
+            maxNum:1,
+            num:0
+        }
+    ];
+    scale=400;
+
+
+    Robots[1].num++;
+    setup.nodes.push({
+        path:"",
+        name:"["+Robots[4].num +","+ Robots[2].num+","+ Robots[1].num+"]",
+        name:"Decision Tree\nR⁴:"+Robots[4].num +", R²:"+ Robots[2].num+", R:"+ Robots[1].num+"",
+        size:scale,
+        min:false,
+        parent:"top",
+        c:color66,
+        shape:'dot',
+        cost:estimateCost(Robots,"")
+    });
+
+
+    // console.log(estimateCost(Robots,""));
+
+    decision(setup,Robots,1,"");
+
+    console.log("Min Node:"+minNodePath+"!!!");
+
+    var node=setup.nodes.filter(n => n.path==minNodePath)[0];
+    node.min=true;
+    while(node.parent != "top"){
+        var edge=setup.edges.filter(e => (e.source==node.parent) &&(e.target==node.path))[0];
+        edge.min=true;
+        node=setup.nodes.filter(n => n.path==node.parent)[0];
+    }
+
+    var nodes=setup.nodes;
+    var links=setup.edges;
+
+    Graph(document.getElementById('graph')).graphData({ nodes, links });
+
+
+}
+
+function decision(setup,robots,size,name){
+
+    var cc=estimateCost(robots,name+"b");
+    setup.nodes.push({
+        path:name+"b",
+        type:"build",
+        // name:"expand:"+0,
+        // name:"["+robots[4].num +","+ robots[2].num+","+ robots[1].num+"] build cost:"+estimateCost(robots,name+"b"),
+        name:"Build \n Time: "+cc,
+        size:scale,
+        parent:name,
+        min:false,
+        c:'#56ffcc',
+        shape:'square',
+        cost:cc
+    });
+
+    setup.edges.push({source: name, target: name+"b",min:false});
+    
+
+    if(robots[size].num<robots[size].maxNum){
+        var r=JSON.parse(JSON.stringify(robots));
+        r[size].num++;
+        setup.nodes.push({
+            path:name+"r",
+            type:"reproduce",
+            // name:"reproduce: ["+r[4].num +","+ r[2].num+","+ r[1].num+"]",
+            name:"Reproduce\nR⁴:"+r[4].num +", R²:"+ r[2].num+", R:"+ r[1].num+"",
+            size:scale,
+            parent:name,
+            min:false,
+            c:color88,
+            shape:'star'
+
+        });
+        setup.edges.push({source: name, target: name+"r",min:false});
+
+        //for each robot here propagate decision
+        decision(setup,r,size,name+"r");
+
+    }
+
+    if(size<=2 && robots[size*2].num<robots[size*2].maxNum){
+        var r=JSON.parse(JSON.stringify(robots));
+        r[size*2].num++;
+        setup.nodes.push({
+            path:name+"g",
+            type:"grow",
+            // name:"grow: ["+r[4].num +","+ r[2].num+","+ r[1].num+"]",
+            name:"Evolve\nR⁴:"+r[4].num +", R²:"+ r[2].num+", R:"+ r[1].num+"",
+            size:scale*0.9,
+            parent:name,
+            min:false,
+            c:color77,
+            shape:'diamond'
+
+        });
+        setup.edges.push({source: name, target: name+"g",min:false});;
+        decision(setup,r,size*2,name+"g")
+
+    }
+
+    
+}
+
+function estimateCost(robots,path){
+    var cost =0;
+    //fisrt add cost of building robots
+    cost+=recursionCost(robots);
+
+    var binZ=buildList.listZ[buildList.currentZIndex];
+    var binSize=binZ.listSize[binZ.currentSizeIndex];
+    var binSDF=binSize.listSDF[binSize.currentSDFIndex];
+    
+    var indexZ=buildList.currentZIndex;
+    var indexSize=binZ.currentSizeIndex;
+    var indexSDF=binSize.currentSDFIndex;
+
+    var maxIndexZ=buildList.maxZIndex;
+    var maxIndexSize=binZ.maxSizeIndex;
+    var maxIndexSDF=binSize.maxSDFIndex;
+
+    for(var i=0;i<buildList.listZ.length;i++){ //for each z layer bin
+        binZ=buildList.listZ[i];
+        indexZ=i;
+        maxIndexSize=binZ.maxSizeIndex;
+
+        for(var j=0;j<binZ.listSize.length;j++){ //for each size bin
+            binSize=binZ.listSize[j];
+            indexSize=j;
+            maxIndexSDF=binSize.maxSDFIndex;
+
+            for(var k=0;k<binSize.listSDF.length;k++){ //for each sdf bin (signed distance field)
+                binSDF=binSize.listSDF[k];
+                indexSDF=k;
+                var cubesToBuild=[];
+                var size=binSize.size;
+
+                if(robots[size].num>0){
+                    //there is robots same size
+                    cubesToBuild=binSDF.listCubes;
+                }else if(robots[binSize.size/2].num>0 &&binSize.size>=2 ){
+                    
+                    //there is no robots same size, divide stock by 2
+                    for(var l=0;l<binSDF.listCubes.length;l++){
+                        for(var ii=0;ii<voxelIndexList[2].list.length;ii++){
+                            var x1=binSDF.listCubes[l].position.x+voxelIndexList[2].list[ii].x;
+                            var y1=binSDF.listCubes[l].position.y+voxelIndexList[2].list[ii].y;
+                            var z1=binSDF.listCubes[l].position.z+voxelIndexList[2].list[ii].z;
+                            var stockBuilt=false;
+                            if(buildList.listZ[i].listSize[j].size==1){
+                                stockBuilt=true;
+                            }
+                            cubesToBuild.push({
+                                layerZ:buildList.listZ[i].layerZ,
+                                size:buildList.listZ[i].listSize[j].size,
+                                sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                done:false,
+                                stockBuilt:stockBuilt,
+                                stockAssigned:false,
+                                stockPickedUp:false,
+                                position:new THREE.Vector3(
+                                    x1,
+                                    y1,
+                                    z1)
+                            });
+                        }
+                    }
+                    size=binSize.size/2;
+
+                }else if(robots[binSize.size/4].num>0&&binSize.size>=4){
+                    //there is no robots same size, divide stock by 8
+                    for(var l=0;l<binSDF.listCubes.length;l++){
+                        for(var ii=0;ii<voxelIndexList[4].list.length;ii++){
+                            var x1=binSDF.listCubes[l].position.x+voxelIndexList[4].list[ii].x;
+                            var y1=binSDF.listCubes[l].position.y+voxelIndexList[4].list[ii].y;
+                            var z1=binSDF.listCubes[l].position.z+voxelIndexList[4].list[ii].z;
+                            var stockBuilt=false;
+                            if(buildList.listZ[i].listSize[j].size==1){
+                                stockBuilt=true;
+                            }
+                            cubesToBuild.push({
+                                layerZ:buildList.listZ[i].layerZ,
+                                size:buildList.listZ[i].listSize[j].size,
+                                sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                done:false,
+                                stockBuilt:stockBuilt,
+                                stockAssigned:false,
+                                stockPickedUp:false,
+                                position:new THREE.Vector3(
+                                    x1,
+                                    y1,
+                                    z1)
+                            });
+                        }
+                    }
+                    size=binSize.size/4;
+
+                }
+
+                //check how many in parallel
+
+                var numRobotParallel= Math.floor(cubesToBuild.length / robots[size].num);
+                if((cubesToBuild.length/robots[size].num - Math.floor(cubesToBuild.length/robots[size].num))>0){
+                    numRobotParallel++;
+                }
+
+                //get furthest robot
+                var furthestVoxel=new THREE.Vector3(0,0,0);
+
+                for(var l=0;l<cubesToBuild.length;l++){ //for each cube add location (todo check if int)
+                    if( (cubesToBuild[l].position.x+cubesToBuild[l].position.y+cubesToBuild[l].position.z)
+                        > (furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)){
+                        furthestVoxel=cubesToBuild[l].position.clone();
+                    }
+                }
+                cost+=(numRobotParallel*2*((furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)));
+
+            }
+        }
+    }
+
+    if(cost<minCost){
+        minCost=cost;
+        minNodePath=path;
+    }
+    if(cost>maxCost){
+        // if(cost!=12126){
+            maxCost=cost;
+        //     console.log(maxCost)
+
+        // }
+            
+    }
+
+
+    return cost;
+
+}
+
+function recursionCost(robots){
+    //todo fix to more accurate estimate
+    // return cubeCost(2,2,2)*robots[1].num+cubeCost(4,4,4)*robots[2].num+cubeCost(8,8,8)*robots[4].num;
+    return cubeCost(1,1,1)*robots[1].num+cubeCost(2,2,2)*robots[2].num+cubeCost(4,4,4)*robots[4].num;
+
+}
+
+function cubeCost(x,y,z){
+    return 2.0*(((x*x+x)/2)*y*z + ((y*y+y)/2)*x*z + ((z*z+z)/2)*y*x);
+}
+
+/////////////////////////////////////////////
+
+//the one for vis built sequence no decision tree
+function createBuildList(json, setup, scale){
+    var offset2=12;
+    var offset=offset2+8;
+    var buildSize=32;
+    var gridSize=buildSize+2*(offset);
+    var order=0;
+
+    var voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentZIndex:0,
+        maxZIndex:json.length,
+        listZ:[],
+        done:false,
+        availablePickup:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    setup.nodes.push({
+        path:"[]",
+        size:100,
+        name:"Build \n Sequence",
+        level:0,
+        order:order
+    });
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listZ.push({
+                layerZ:json[i][0][0][0].origin[1]*scale+1,
+                done:false,
+                currentSizeIndex:0,
+                maxSizeIndex:json[i].length,
+                listSize:[]
+        });
+
+        setup.nodes.push({
+            path:"["+i+"]",
+            size:100,
+            module:"["+i+"]",
+            // name:"layer:"+i+"",
+            name:"L:"+i+"",
+            level:1,
+            order:order
+        });
+        setup.edges.push({source: "[]", target: "["+i+"]"});
+
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listZ[i].listSize.push({
+                size:json[i][j][0][0].widths[0]*scale,
+                layerZ:buildList.listZ[i].layerZ,
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+
+            setup.nodes.push({
+                path:"["+i+","+j+"]",
+                size:100,
+                module:"["+i+"]",
+                // name:"layer:"+i+", size:"+json[i][j][0][0].widths[0]*scale+"",
+                name:"S:"+(json[i][j][0][0].widths[0]*scale)+"",
+                level:2,
+                order:order
+            });
+            setup.edges.push({source: "["+i+"]", target: "["+i+","+j+"]"});
+
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listZ[i].listSize[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listZ[i].layerZ,
+                    size:buildList.listZ[i].listSize[j].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+
+                setup.nodes.push({
+                    path:"["+i+","+j+","+k+"]",
+                    size:100,
+                    module:"["+i+"]",
+                    // name:"layer:"+i+", size:"+buildList.listZ[i].listSize[j].size+", sdf:"+k+"",
+                    name:"SDF:"+k+"",
+                    level:3,
+                    order:order
+                });
+                setup.edges.push({source: "["+i+","+j+"]", target: "["+i+","+j+","+k+"]"});
+                
+
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listZ[i].listSize[j].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listZ[i].listSize[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listZ[i].layerZ,
+                        size:buildList.listZ[i].listSize[j].size,
+                        sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+
+                    setup.nodes.push({
+                        path:"["+i+","+j+","+k+","+l+"]",
+                        size:200*buildList.listZ[i].listSize[j].size,
+                        module:"["+i+"]",
+                        // name:"layer:"+i+", size:"+buildList.listZ[i].listSize[j].size+", sdf:"+k+", cube:"+l+"",
+                        name:"x:"+json[i][j][k][l].origin[0]*scale+", y:"+json[i][j][k][l].origin[2]*scale+", z:"+(json[i][j][k][l].origin[1]*scale+1.0),
+                        level:4,
+                        order:order
+                    });
+                    setup.edges.push({source: "["+i+","+j+","+k+"]", target: "["+i+","+j+","+k+","+l+"]"});
+
+                    
+
+
+                }
+                order++;
+            }
+        }
+    }
+
+    maxOrder=order;
+
+    return buildList;
+}
+
+// the one for the simulation
+function createBuildList1(json, setup, scale){
+    var offset2=12;
+    var offset=offset2+8;
+    var buildSize=32;
+    var gridSize=buildSize+2*(offset);
+    var opacity=0.9;
+    var order1=0;
+
+
+    var voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+
+    var totalNumber=0;
+
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentZIndex:0,
+        maxZIndex:json.length,
+        listZ:[],
+        done:false,
+        availablePickup:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listZ.push({
+                layerZ:json[i][0][0][0].origin[1]*scale+1,
+                done:false,
+                currentSizeIndex:0,
+                maxSizeIndex:json[i].length,
+                listSize:[]
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listZ[i].listSize.push({
+                size:json[i][j][0][0].widths[0]*scale,
+                layerZ:buildList.listZ[i].layerZ,
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listZ[i].listSize[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listZ[i].layerZ,
+                    size:buildList.listZ[i].listSize[j].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+                
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    totalNumber+=(buildList.listZ[i].listSize[j].size*buildList.listZ[i].listSize[j].size*buildList.listZ[i].listSize[j].size)
+
+                    if(buildList.listZ[i].listSize[j].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listZ[i].listSize[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listZ[i].layerZ,
+                        size:buildList.listZ[i].listSize[j].size,
+                        sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                    var nomSize=buildList.listZ[i].listSize[j].size;
+                    var x=json[i][j][k][l].origin[0]*scale;
+                    var y=json[i][j][k][l].origin[1]*scale;
+                    var z=json[i][j][k][l].origin[2]*scale;
+
+                    // if(true){
+                    // if(json[i][j][k][l].origin[2]*scale+nomSize/2.0<0){
+                    if(json[i][j][k][l].origin[2]*scale+nomSize/2.0<0 || json[i][j][k][l].origin[0]*scale+nomSize/2.0<0){
+                        setup.nodes.push({
+                            id:"["+nomSize+","+x+","+y+","+z+"]",
+                            position:{
+                                x:x+nomSize/2.0,
+                                y:y+nomSize/2.0,
+                                z:z+nomSize/2.0
+                            },
+                            displacement:{
+                                x:0,
+                                y:0,
+                                z:0
+                            },
+                            nomSize:nomSize,
+                            orgNomSize:nomSize,
+                            viz:opacity,
+                            order:order1
+                        });
+
+                        addEdge(setup,nomSize,nomSize,x,y,z,opacity);
+
+                        if(nomSize==2){
+                            for(var ii=0;ii<voxelIndexList[2].list.length;ii++){
+                                var nomSize1=1;
+                                var x1=x+voxelIndexList[2].list[ii].x;
+                                var y1=y+voxelIndexList[2].list[ii].y;
+                                var z1=z+voxelIndexList[2].list[ii].z;
+                    
+                                setup.nodes.push({
+                                    id:"["+nomSize1+","+x1+","+y1+","+z1+"]",
+                                    position:{
+                                        x:x1+nomSize1/2.0,
+                                        y:y1+nomSize1/2.0,
+                                        z:z1+nomSize1/2.0
+                                    },
+                                    displacement:{
+                                        x:0,
+                                        y:0,
+                                        z:0
+                                    },
+                                    nomSize:nomSize1,
+                                    orgNomSize:nomSize,
+                                    viz:0.0,
+                                    order:order1
+                                });
+
+                                addEdge(setup,nomSize1,nomSize,x1,y1,z1,0);
+
+                            }
+                        }
+
+                        
+                        if(nomSize==4){
+                            for(var ii=0;ii<voxelIndexList[4].list.length;ii++){
+                                var nomSize1=1;
+                                var x1=x+voxelIndexList[4].list[ii].x;
+                                var y1=y+voxelIndexList[4].list[ii].y;
+                                var z1=z+voxelIndexList[4].list[ii].z;
+                    
+                                setup.nodes.push({
+                                    id:"["+nomSize1+","+x1+","+y1+","+z1+"]",
+                                    position:{
+                                        x:x1+nomSize1/2.0,
+                                        y:y1+nomSize1/2.0,
+                                        z:z1+nomSize1/2.0
+                                    },
+                                    displacement:{
+                                        x:0,
+                                        y:0,
+                                        z:0
+                                    },
+                                    nomSize:nomSize1,
+                                    orgNomSize:nomSize,
+                                    viz:0.0,
+                                    order:order1
+                                });
+
+                                addEdge(setup,nomSize1,nomSize,x1,y1,z1,0);
+                            }
+
+                        }
+                    }
+                }
+                order1++;
+            }
+        }
+    }
+
+    console.log("total number of blocks="+totalNumber)
+
+
+    maxOrder=order1;
+    console.log(maxOrder)
+    return buildList;
+}
+
+//the original one
+function createBuildList2(json, setup, scale,buildSize){
+    var offset2=12;
+    var offset=offset2+8;
+    var gridSize=buildSize+2*(offset);
+
+
+    voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentZIndex:0,
+        maxZIndex:json.length,
+        listZ:[],
+        done:false,
+        availablePickup:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+    var totalNumber=0;
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listZ.push({
+                layerZ:json[i][0][0][0].origin[1]*scale+1,
+                done:false,
+                currentSizeIndex:0,
+                maxSizeIndex:json[i].length,
+                listSize:[]
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listZ[i].listSize.push({
+                size:json[i][j][0][0].widths[0]*scale,
+                layerZ:buildList.listZ[i].layerZ,
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listZ[i].listSize[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listZ[i].layerZ,
+                    size:buildList.listZ[i].listSize[j].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+                
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    totalNumber+=(buildList.listZ[i].listSize[j].size*buildList.listZ[i].listSize[j].size*buildList.listZ[i].listSize[j].size)
+                    if(buildList.listZ[i].listSize[j].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listZ[i].listSize[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listZ[i].layerZ,
+                        size:buildList.listZ[i].listSize[j].size,
+                        sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                    
+                }
+            }
+        }
+    }
+    console.log("total number of blocks="+totalNumber)
+
+    return buildList;
+}
+
+
+function drawGraph(setup){
+    scale=10.0;
+
+    gData = {
+        nodes: setup.nodes.map(node => ({ 
+        id: node.id,
+        px:node.position.x*scale,
+        py:node.position.y*scale,
+        pz:node.position.z*scale,
+        dx:node.displacement.x*scale,
+        dy:node.displacement.y*scale,
+        dz:node.displacement.z*scale,
+        nomSize:node.nomSize,
+        viz:node.viz,
+        order:node.order
+        })),
+        links: setup.edges
+        .filter(edge => edge.id)
+        .map(edge => ({
+            source: edge.source,
+            target: edge.target,
+        //   color:getColor(edge.stress)
+        }))
+    };
+
+
+    Graph1 = ForceGraph3D({ controlType: 'orbit' }).backgroundColor(color2)
+        (document.getElementById('graph1'))
+        .d3Force('center', null)
+        .d3Force('charge', null)
+        .linkWidth(1.0)
+        .linkOpacity(1.0)
+        // .nodeThreeObject(({ nomSize,viz,order }) => new THREE.Mesh(
+        //     new THREE.BoxGeometry(scale*nomSize*0.9, scale*nomSize*0.9, scale*nomSize*0.9),
+        //     new THREE.MeshLambertMaterial({
+        //     color: getColor(order, maxOrder+1 ,-1,colormap),
+        //     transparent: true,
+        //     opacity: viz
+        // })
+        // )
+        // )
+        .nodeThreeObject(node => {
+            var mesh =new THREE.Mesh(
+                new THREE.BoxGeometry(scale*node.nomSize*0.9, scale*node.nomSize*0.9, scale*node.nomSize*0.9),
+                new THREE.MeshLambertMaterial({
+                color: getColor(node.order,maxOrder  ,0,colormap),
+                transparent: true,
+                opacity: node.viz
+            }));
+            if(node.viz==0){
+                mesh.visible=false;
+            }
+            return mesh;
+        })
+        .d3Force('box', () => {
+
+        gData.nodes.forEach(node => {
+            node.fx=node.px;
+            node.fy=node.py;
+            node.fz=node.pz;
+
+        });
+        })
+        
+        .cooldownTime(Infinity)
+        .graphData(gData)
+        // .height(window.innerHeight/3);
+        .width(1*window.innerWidth/2.1);
+        // .height(window.innerHeight);
+
+    var count=0;
+    var totalCount=0;
+    var increment=true;
+    var speed=100;
+    var exaggeration=10000.0;
+
+
+    var helper = new THREE.GridHelper( scale*2, scale*2 );
+    helper.position.y = 0;
+    helper.material.opacity = 0.5;
+    helper.material.transparent = true;
+    helper.scale.x=1.0*scale;
+    helper.scale.z=1.0*scale;
+    Graph1.scene().add(helper);
+
+    var geometry = new THREE.ConeGeometry( scale*10*1.15, scale*16*1.15, 32 );
+    var material = new THREE.MeshBasicMaterial( {color: color3} );
+    cone = new THREE.Mesh( geometry, material );
+    cone.position.y=scale*16*1.15/2.0;
+
+    Graph1.scene().add( cone );
+
+
+    
+
+
+}
+
+/////////////utils////////////////////
+
+function addEdge(setup,nomSize,orgNomSize,x,y,z,viz){
+
+    // var source="["+nomSize+","+x+","+y+","+z+"]";
+
+    // for(var i=-1;i<2;i++){
+    //     for(var j=-1;j<2;j++){
+    //     for(var k=-1;k<2;k++){
+    //         if(((i==0&&j==0)||(i==0&&k==0)||(j==0&&k==0))){ //not same voxel and no diagonals
+    //         if(!(i==0&&j==0&&k==0)){
+    //             var x1=x+i*nomSize;
+    //             var y1=y+j*nomSize;
+    //             var z1=z+k*nomSize;
+    //             var target="["+nomSize+","+x1+","+y1+","+z1+"]";
+    //             var node=setup.nodes.find(v => v.id === target);
+    //             if(node!==undefined){
+    //             if(!(viz==0&&node.viz==0)){
+    //                 setup.edges.push({ id: 'e'+setup.edges.length, source: source, target: target ,stress:0 });
+
+    //             }
+    //             if(orgNomSize!=node.orgNomSize){
+    //                 setup.edges.push({ id: 'e'+setup.edges.length, source: source, target: target ,stress:0 });
+    //             }
+    //             }
+    //         }
+    //         }
+    //     }
+    //     }
+    // }
+
+}
+
+function getColor(value,min, max,colormap){
+    var val=map(value,min,max,1.0,0.5);
+    color=interpolateLinearly(val, colormap);
+    // return new THREE.Color(color[0],color[1],color[2]);
+    return new THREE.Color(color[0],color[1],color[2]).getHex();
+
+}
+
+function getColor11(value,min, max,colormap){
+    var val=map(value,min,max,0.2,1.0);
+    color=interpolateLinearly(val, colormap);
+    c=new THREE.Color(color[0],color[1],color[2]);
+    // console.log(c.getHexString())
+
+    // return new THREE.Color(color[0],color[1],color[2]);
+    return new THREE.Color(color[0],color[1],color[2]).getHexString();
+
+}
+
+function interpolateLinearly(x, values) {
+	// Split values into four lists
+	var x_values = [];
+	var r_values = [];
+	var g_values = [];
+	var b_values = [];
+	for (i in values) {
+		x_values.push(values[i][0]);
+		r_values.push(values[i][1][0]);
+		g_values.push(values[i][1][1]);
+		b_values.push(values[i][1][2]);
+	}
+	var i = 1;
+	while (x_values[i] < x) {
+		i = i+1;
+	}
+	i = i-1;
+	var width = Math.abs(x_values[i] - x_values[i+1]);
+	var scaling_factor = (x - x_values[i]) / width;
+	// Get the new color values though interpolation
+	var r = r_values[i] + scaling_factor * (r_values[i+1] - r_values[i])
+	var g = g_values[i] + scaling_factor * (g_values[i+1] - g_values[i])
+	var b = b_values[i] + scaling_factor * (b_values[i+1] - b_values[i])
+	return [enforceBounds(r), enforceBounds(g), enforceBounds(b)];
+}
+
+function enforceBounds(x) {
+	if (x < 0) {
+		return 0;
+	} else if (x > 1){
+		return 1;
+	} else {
+		return x;
+	}
+}
+
+function map (value, x1, y1, x2, y2) {
+	return (value - x1) * (y2 - x2) / (y1 - x1) + x2;
+}
+    
+    
+  
+  
diff --git a/recursive_swarm/js/decision/decision_old_estimate.js b/recursive_swarm/js/decision/decision_old_estimate.js
new file mode 100644
index 0000000000000000000000000000000000000000..dda713deb2736d849eee976fbbde374d52251bff
--- /dev/null
+++ b/recursive_swarm/js/decision/decision_old_estimate.js
@@ -0,0 +1,1516 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+
+
+var buildList=[];
+var voxelIndexList;
+var scale,setup;
+setup={};
+setup.nodes=[];
+setup.edges=[];
+setup.viz={};
+setup.viz.colorMaps=[YlGnBu,coolwarm, winter ,jet];
+var colormap=YlGnBu;
+var maxOrder;
+
+var Graph,gData;
+var Graph1;
+
+var Robots;
+var minCost=Infinity;
+var minNodePath= "" ;
+
+function decisionTree(){
+
+    
+
+
+    Robots=[
+        null,
+        {
+            size:1,
+            maxNum:4,
+            num:0
+        },
+        {
+            size:2,
+            maxNum:4,
+            num:0
+        },
+        null,//3
+        {
+            size:4,
+            maxNum:4,
+            num:0
+        },
+        null,//5
+        null,//6
+        null,//7
+        {
+            size:8,
+            maxNum:0,
+            num:0
+        },
+        null,//9
+        null,//10
+        null,//11
+        null,//12
+        null,//13
+        null,//14
+        null,//15
+        {
+            size:16,
+            maxNum:0,
+            num:0
+        },
+
+    ];
+    scale=400;
+
+
+    Robots[1].num++;
+    setup.nodes.push({
+        path:"",
+        name:"["+Robots[4].num +","+ Robots[2].num+","+ Robots[1].num+"]",
+        name:"Decision Tree\nr4:"+Robots[4].num +", r2:"+ Robots[2].num+", r1:"+ Robots[1].num+"",
+        size:scale,
+        min:false,
+        parent:"top",
+        c:color66,
+    });
+
+
+    // console.log(estimateCost(Robots,""));
+
+    decision(setup,Robots,1,"");
+
+    console.log("Min Node:"+minNodePath+"!!!");
+
+    var node=setup.nodes.filter(n => n.path==minNodePath)[0];
+    node.min=true;
+    while(node.parent != "top"){
+        var edge=setup.edges.filter(e => (e.source==node.parent) &&(e.target==node.path))[0];
+        edge.min=true;
+        node=setup.nodes.filter(n => n.path==node.parent)[0];
+    }
+
+    var nodes=setup.nodes;
+    var links=setup.edges;
+
+    Graph(document.getElementById('graph')).graphData({ nodes, links });
+
+    /// get cost estimate
+    var allCost=[];
+    for(var i=1;i<=4;i++){
+        allCost.push([])
+        for(var j=0;j<=4;j++){
+            allCost[i-1].push([])
+            for(var k=0;k<=4;k++){
+                var allRobots=[
+                    null,
+                    {
+                        size:1,
+                        maxNum:i,
+                        num:i
+                    },
+                    {
+                        size:2,
+                        maxNum:j,
+                        num:j
+                    },
+                    null,//3
+                    {
+                        size:4,
+                        maxNum:k,
+                        num:k
+                    },
+                    null,//5
+                    null,//6
+                    null,//7
+                    {
+                        size:8,
+                        maxNum:0,
+                        num:0
+                    },
+                    null,//9
+                    null,//10
+                    null,//11
+                    null,//12
+                    null,//13
+                    null,//14
+                    null,//15
+                    {
+                        size:16,
+                        maxNum:0,
+                        num:0
+                    },
+            
+                ];
+                allCost[i-1][j].push(estimateCost(allRobots,"no"));
+            }
+        }
+    }
+    console.log(allCost)
+
+
+}
+
+function decision(setup,robots,size,name){
+
+
+    setup.nodes.push({
+        path:name+"b",
+        type:"build",
+        // name:"expand:"+0,
+        // name:"["+robots[4].num +","+ robots[2].num+","+ robots[1].num+"] build cost:"+estimateCost(robots,name+"b"),
+        name:"Build \n Time: "+Math.floor(estimateCost(robots,name+"b")),
+        size:scale,
+        parent:name,
+        min:false,
+        c:'#56ffcc',
+    });
+    setup.edges.push({source: name, target: name+"b",min:false});
+    
+
+    if(robots[size].num<robots[size].maxNum){
+        var r=JSON.parse(JSON.stringify(robots));
+        r[size].num++;
+        setup.nodes.push({
+            path:name+"r",
+            type:"reproduce",
+            // name:"reproduce: ["+r[4].num +","+ r[2].num+","+ r[1].num+"]",
+            name:"Reproduce\nr4:"+r[4].num +", r2:"+ r[2].num+", r1:"+ r[1].num+"",
+            size:scale,
+            parent:name,
+            min:false,
+            c:color88,
+
+        });
+        setup.edges.push({source: name, target: name+"r",min:false});
+
+        //for each robot here propagate decision
+        decision(setup,r,size,name+"r");
+
+    }
+
+    if(size<=2 && robots[size*2].num<robots[size*2].maxNum){
+        var r=JSON.parse(JSON.stringify(robots));
+        r[size*2].num++;
+        setup.nodes.push({
+            path:name+"g",
+            type:"grow",
+            // name:"grow: ["+r[4].num +","+ r[2].num+","+ r[1].num+"]",
+            name:"Grow\nr4:"+r[4].num +", r2:"+ r[2].num+", r1:"+ r[1].num+"",
+            size:scale,
+            parent:name,
+            min:false,
+            c:color77,
+
+        });
+        setup.edges.push({source: name, target: name+"g",min:false});;
+        decision(setup,r,size*2,name+"g")
+
+    }
+
+    
+}
+
+function estimateCost(robots,path){
+    var cost =0;
+    //fisrt add cost of building robots
+    cost+=recursionCost(robots);
+
+    var binZ=buildList.listZ[buildList.currentZIndex];
+    var binSize=binZ.listSize[binZ.currentSizeIndex];
+    var binSDF=binSize.listSDF[binSize.currentSDFIndex];
+    
+    var indexZ=buildList.currentZIndex;
+    var indexSize=binZ.currentSizeIndex;
+    var indexSDF=binSize.currentSDFIndex;
+
+    var maxIndexZ=buildList.maxZIndex;
+    var maxIndexSize=binZ.maxSizeIndex;
+    var maxIndexSDF=binSize.maxSDFIndex;
+
+    for(var i=0;i<buildList.listZ.length;i++){ //for each z layer bin
+        binZ=buildList.listZ[i];
+        indexZ=i;
+        maxIndexSize=binZ.maxSizeIndex;
+
+        for(var j=0;j<binZ.listSize.length;j++){ //for each size bin
+            binSize=binZ.listSize[j];
+            // console.log(binSize.size)
+            if(binSize.size>=1){
+                indexSize=j;
+                maxIndexSDF=binSize.maxSDFIndex;
+
+                for(var k=0;k<binSize.listSDF.length;k++){ //for each sdf bin (signed distance field)
+                    binSDF=binSize.listSDF[k];
+                    indexSDF=k;
+                    var cubesToBuild=[];
+                    var size=binSize.size;
+
+                    // console.log(size)
+                    // console.log(voxelIndexList[4])
+
+                    if(robots[size].num>0){
+                        //there is robots same size
+                        cubesToBuild=binSDF.listCubes;
+                    }else if(robots[binSize.size/2].num>0 &&binSize.size>=2 ){
+                        
+                        //there is no robots same size, divide stock by 2
+                        for(var l=0;l<binSDF.listCubes.length;l++){
+                            for(var ii=0;ii<voxelIndexList[2].list.length;ii++){
+                                var x1=binSDF.listCubes[l].position.x+voxelIndexList[2].list[ii].x;
+                                var y1=binSDF.listCubes[l].position.y+voxelIndexList[2].list[ii].y;
+                                var z1=binSDF.listCubes[l].position.z+voxelIndexList[2].list[ii].z;
+                                var stockBuilt=false;
+                                if(buildList.listZ[i].listSize[j].size==1){
+                                    stockBuilt=true;
+                                }
+                                cubesToBuild.push({
+                                    layerZ:buildList.listZ[i].layerZ,
+                                    size:buildList.listZ[i].listSize[j].size,
+                                    sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                    done:false,
+                                    stockBuilt:stockBuilt,
+                                    stockAssigned:false,
+                                    stockPickedUp:false,
+                                    position:new THREE.Vector3(
+                                        x1,
+                                        y1,
+                                        z1)
+                                });
+                            }
+                        }
+                        size=binSize.size/2;
+
+                    }else if(robots[binSize.size/4].num>0&&binSize.size>=4){
+                        //there is no robots same size, divide stock by 4
+                        for(var l=0;l<binSDF.listCubes.length;l++){
+                            for(var ii=0;ii<voxelIndexList[4].list.length;ii++){
+                                var x1=binSDF.listCubes[l].position.x+voxelIndexList[4].list[ii].x;
+                                var y1=binSDF.listCubes[l].position.y+voxelIndexList[4].list[ii].y;
+                                var z1=binSDF.listCubes[l].position.z+voxelIndexList[4].list[ii].z;
+                                var stockBuilt=false;
+                                if(buildList.listZ[i].listSize[j].size==1){
+                                    stockBuilt=true;
+                                }
+                                cubesToBuild.push({
+                                    layerZ:buildList.listZ[i].layerZ,
+                                    size:buildList.listZ[i].listSize[j].size,
+                                    sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                    done:false,
+                                    stockBuilt:stockBuilt,
+                                    stockAssigned:false,
+                                    stockPickedUp:false,
+                                    position:new THREE.Vector3(
+                                        x1,
+                                        y1,
+                                        z1)
+                                });
+                            }
+                        }
+                        size=binSize.size/4;
+
+                    }else if(robots[binSize.size/8].num>0&&binSize.size>=8){
+                        //there is no robots same size, divide stock by 8
+                        for(var l=0;l<binSDF.listCubes.length;l++){
+                            for(var ii=0;ii<voxelIndexList[8].list.length;ii++){
+                                var x1=binSDF.listCubes[l].position.x+voxelIndexList[8].list[ii].x;
+                                var y1=binSDF.listCubes[l].position.y+voxelIndexList[8].list[ii].y;
+                                var z1=binSDF.listCubes[l].position.z+voxelIndexList[8].list[ii].z;
+                                var stockBuilt=false;
+                                if(buildList.listZ[i].listSize[j].size==1){
+                                    stockBuilt=true;
+                                }
+                                cubesToBuild.push({
+                                    layerZ:buildList.listZ[i].layerZ,
+                                    size:buildList.listZ[i].listSize[j].size,
+                                    sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                    done:false,
+                                    stockBuilt:stockBuilt,
+                                    stockAssigned:false,
+                                    stockPickedUp:false,
+                                    position:new THREE.Vector3(
+                                        x1,
+                                        y1,
+                                        z1)
+                                });
+                            }
+                        }
+                        size=binSize.size/8;
+
+                    }else if(robots[binSize.size/16].num>0&&binSize.size>=16){
+                        //there is no robots same size, divide stock by 16
+                        for(var l=0;l<binSDF.listCubes.length;l++){
+                            for(var ii=0;ii<voxelIndexList[16].list.length;ii++){
+                                var x1=binSDF.listCubes[l].position.x+voxelIndexList[16].list[ii].x;
+                                var y1=binSDF.listCubes[l].position.y+voxelIndexList[16].list[ii].y;
+                                var z1=binSDF.listCubes[l].position.z+voxelIndexList[16].list[ii].z;
+                                var stockBuilt=false;
+                                if(buildList.listZ[i].listSize[j].size==1){
+                                    stockBuilt=true;
+                                }
+                                cubesToBuild.push({
+                                    layerZ:buildList.listZ[i].layerZ,
+                                    size:buildList.listZ[i].listSize[j].size,
+                                    sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                    done:false,
+                                    stockBuilt:stockBuilt,
+                                    stockAssigned:false,
+                                    stockPickedUp:false,
+                                    position:new THREE.Vector3(
+                                        x1,
+                                        y1,
+                                        z1)
+                                });
+                            }
+                        }
+                        size=binSize.size/16;
+
+                    }
+
+                    //check how many in parallel
+
+                    var numRobotParallel= Math.floor(cubesToBuild.length / robots[size].num);
+                    if((cubesToBuild.length/robots[size].num - Math.floor(cubesToBuild.length/robots[size].num))>0){
+                        numRobotParallel++;
+                    }
+
+                    //get furthest robot
+                    var furthestVoxel=new THREE.Vector3(0,0,0);
+
+                    for(var l=0;l<cubesToBuild.length;l++){ //for each cube add location (todo check if int)
+                        if( (cubesToBuild[l].position.x+cubesToBuild[l].position.y+cubesToBuild[l].position.z)
+                            > (furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)){
+                            furthestVoxel=cubesToBuild[l].position.clone();
+                        }
+                    }
+                    cost+=(numRobotParallel*2*((furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)));
+
+                }
+
+            }else{
+                // console.log("BINSIZE:"+ binSize.size+"!!!!")
+            }
+            
+        }
+    }
+
+    if(cost<minCost){
+        if(path!="no"){
+            minCost=cost;
+            minNodePath=path;
+        }
+    }
+
+
+    return cost;
+
+}
+
+function estimateCost1(robots,path){
+    var cost =0;
+    //fisrt add cost of building robots
+    cost+=recursionCost(robots);
+
+    var binZ=buildList.listZ[buildList.currentZIndex];
+    var binSize=binZ.listSize[binZ.currentSizeIndex];
+    var binSDF=binSize.listSDF[binSize.currentSDFIndex];
+    
+    var indexZ=buildList.currentZIndex;
+    var indexSize=binZ.currentSizeIndex;
+    var indexSDF=binSize.currentSDFIndex;
+
+    var maxIndexZ=buildList.maxZIndex;
+    var maxIndexSize=binZ.maxSizeIndex;
+    var maxIndexSDF=binSize.maxSDFIndex;
+
+    for(var i=0;i<buildList.listZ.length;i++){ //for each z layer bin
+        binZ=buildList.listZ[i];
+        indexZ=i;
+        maxIndexSize=binZ.maxSizeIndex;
+
+        for(var j=0;j<binZ.listSize.length;j++){ //for each size bin
+            binSize=binZ.listSize[j];
+            indexSize=j;
+            maxIndexSDF=binSize.maxSDFIndex;
+
+            for(var k=0;k<binSize.listSDF.length;k++){ //for each sdf bin (signed distance field)
+                binSDF=binSize.listSDF[k];
+                indexSDF=k;
+                var cubesToBuild=[];
+                var size=binSize.size;
+                console.log(size)
+
+                if(robots[size].num>0){
+                    //there is robots same size
+                    cubesToBuild=binSDF.listCubes;
+                }else if(robots[binSize.size/2].num>0 &&binSize.size>=2 ){
+                    
+                    //there is no robots same size, divide stock by 2
+                    for(var l=0;l<binSDF.listCubes.length;l++){
+                        for(var ii=0;ii<voxelIndexList[2].list.length;ii++){
+                            var x1=binSDF.listCubes[l].position.x+voxelIndexList[2].list[ii].x;
+                            var y1=binSDF.listCubes[l].position.y+voxelIndexList[2].list[ii].y;
+                            var z1=binSDF.listCubes[l].position.z+voxelIndexList[2].list[ii].z;
+                            var stockBuilt=false;
+                            if(buildList.listZ[i].listSize[j].size==1){
+                                stockBuilt=true;
+                            }
+                            cubesToBuild.push({
+                                layerZ:buildList.listZ[i].layerZ,
+                                size:buildList.listZ[i].listSize[j].size,
+                                sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                done:false,
+                                stockBuilt:stockBuilt,
+                                stockAssigned:false,
+                                stockPickedUp:false,
+                                position:new THREE.Vector3(
+                                    x1,
+                                    y1,
+                                    z1)
+                            });
+                        }
+                    }
+                    size=binSize.size/2;
+
+                }else if(robots[binSize.size/4].num>0&&binSize.size>=4){
+                    //there is no robots same size, divide stock by 8
+                    for(var l=0;l<binSDF.listCubes.length;l++){
+                        for(var ii=0;ii<voxelIndexList[4].list.length;ii++){
+                            var x1=binSDF.listCubes[l].position.x+voxelIndexList[4].list[ii].x;
+                            var y1=binSDF.listCubes[l].position.y+voxelIndexList[4].list[ii].y;
+                            var z1=binSDF.listCubes[l].position.z+voxelIndexList[4].list[ii].z;
+                            var stockBuilt=false;
+                            if(buildList.listZ[i].listSize[j].size==1){
+                                stockBuilt=true;
+                            }
+                            cubesToBuild.push({
+                                layerZ:buildList.listZ[i].layerZ,
+                                size:buildList.listZ[i].listSize[j].size,
+                                sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                                done:false,
+                                stockBuilt:stockBuilt,
+                                stockAssigned:false,
+                                stockPickedUp:false,
+                                position:new THREE.Vector3(
+                                    x1,
+                                    y1,
+                                    z1)
+                            });
+                        }
+                    }
+                    size=binSize.size/4;
+
+                }
+
+                //check how many in parallel
+
+                var numRobotParallel= Math.floor(cubesToBuild.length / robots[size].num);
+                if((cubesToBuild.length/robots[size].num - Math.floor(cubesToBuild.length/robots[size].num))>0){
+                    numRobotParallel++;
+                }
+
+                //get furthest robot
+                var furthestVoxel=new THREE.Vector3(0,0,0);
+
+                for(var l=0;l<cubesToBuild.length;l++){ //for each cube add location (todo check if int)
+                    if( (cubesToBuild[l].position.x+cubesToBuild[l].position.y+cubesToBuild[l].position.z)
+                        > (furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)){
+                        furthestVoxel=cubesToBuild[l].position.clone();
+                    }
+                }
+                cost+=(numRobotParallel*2*((furthestVoxel.x+furthestVoxel.y+furthestVoxel.z)));
+
+            }
+        }
+    }
+
+    if(cost<minCost){
+        minCost=cost;
+        minNodePath=path;
+    }
+
+
+    return cost;
+
+}
+
+function recursionCost(robots){
+    //todo fix to more accurate estimate
+    // return cubeCost(2,2,2)*robots[1].num+cubeCost(4,4,4)*robots[2].num+cubeCost(8,8,8)*robots[4].num;
+    return robots[1].num*Math.log2(robots[1].num)+2*robots[2].num*Math.log2(2*robots[2].num)+4*robots[4].num*Math.log2(4*robots[4].num);
+    return cubeCost(1,1,1)*robots[1].num+cubeCost(2,2,2)*robots[2].num+cubeCost(4,4,4)*robots[4].num;
+
+}
+
+function cubeCost(x,y,z){
+    return 2.0*(((x*x+x)/2)*y*z + ((y*y+y)/2)*x*z + ((z*z+z)/2)*y*x);
+}
+
+/////////////////////////////////////////////
+
+//the one for vis built sequence no decision tree
+function createBuildList(json, setup, scale){
+    var offset2=12;
+    var offset=offset2+8;
+    var buildSize=32;
+    var gridSize=buildSize+2*(offset);
+    var order=0;
+
+    var voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentZIndex:0,
+        maxZIndex:json.length,
+        listZ:[],
+        done:false,
+        availablePickup:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    setup.nodes.push({
+        path:"[]",
+        size:100,
+        name:"",
+        level:0,
+        order:order
+    });
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listZ.push({
+                layerZ:json[i][0][0][0].origin[1]*scale+1,
+                done:false,
+                currentSizeIndex:0,
+                maxSizeIndex:json[i].length,
+                listSize:[]
+        });
+
+        setup.nodes.push({
+            path:"["+i+"]",
+            size:100,
+            module:"["+i+"]",
+            name:"layer:"+i+"",
+            level:1,
+            order:order
+        });
+        setup.edges.push({source: "[]", target: "["+i+"]"});
+
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listZ[i].listSize.push({
+                size:json[i][j][0][0].widths[0]*scale,
+                layerZ:buildList.listZ[i].layerZ,
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+
+            setup.nodes.push({
+                path:"["+i+","+j+"]",
+                size:100,
+                module:"["+i+"]",
+                name:"layer:"+i+", size:"+json[i][j][0][0].widths[0]*scale+"",
+                level:2,
+                order:order
+            });
+            setup.edges.push({source: "["+i+"]", target: "["+i+","+j+"]"});
+
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listZ[i].listSize[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listZ[i].layerZ,
+                    size:buildList.listZ[i].listSize[j].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+
+                setup.nodes.push({
+                    path:"["+i+","+j+","+k+"]",
+                    size:100,
+                    module:"["+i+"]",
+                    name:"layer:"+i+", size:"+buildList.listZ[i].listSize[j].size+", sdf:"+k+"",
+                    level:3,
+                    order:order
+                });
+                setup.edges.push({source: "["+i+","+j+"]", target: "["+i+","+j+","+k+"]"});
+                
+
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listZ[i].listSize[j].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listZ[i].listSize[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listZ[i].layerZ,
+                        size:buildList.listZ[i].listSize[j].size,
+                        sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+
+                    setup.nodes.push({
+                        path:"["+i+","+j+","+k+","+l+"]",
+                        size:200*buildList.listZ[i].listSize[j].size,
+                        module:"["+i+"]",
+                        // name:"layer:"+i+", size:"+buildList.listZ[i].listSize[j].size+", sdf:"+k+", cube:"+l+"",
+                        name:"x:"+json[i][j][k][l].origin[0]*scale+", y:"+json[i][j][k][l].origin[2]*scale+", z:"+(json[i][j][k][l].origin[1]*scale+1.0),
+                        level:4,
+                        order:order
+                    });
+                    setup.edges.push({source: "["+i+","+j+","+k+"]", target: "["+i+","+j+","+k+","+l+"]"});
+
+                    
+
+
+                }
+                order++;
+            }
+        }
+    }
+
+    maxOrder=order;
+
+    return buildList;
+}
+
+// the one for the simulation
+function createBuildList1(json, setup, scale){
+    var offset2=12;
+    var offset=offset2+8;
+    var buildSize=32;
+    var gridSize=buildSize+2*(offset);
+    var opacity=0.9;
+    var order1=0;
+
+
+    var voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        }
+    
+    ];
+    
+    
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentZIndex:0,
+        maxZIndex:json.length,
+        listZ:[],
+        done:false,
+        availablePickup:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listZ.push({
+                layerZ:json[i][0][0][0].origin[1]*scale+1,
+                done:false,
+                currentSizeIndex:0,
+                maxSizeIndex:json[i].length,
+                listSize:[]
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listZ[i].listSize.push({
+                size:json[i][j][0][0].widths[0]*scale,
+                layerZ:buildList.listZ[i].layerZ,
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listZ[i].listSize[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listZ[i].layerZ,
+                    size:buildList.listZ[i].listSize[j].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+                
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listZ[i].listSize[j].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listZ[i].listSize[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listZ[i].layerZ,
+                        size:buildList.listZ[i].listSize[j].size,
+                        sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                    var nomSize=buildList.listZ[i].listSize[j].size;
+                    var x=json[i][j][k][l].origin[0]*scale;
+                    var y=json[i][j][k][l].origin[1]*scale;
+                    var z=json[i][j][k][l].origin[2]*scale;
+
+                    // if(true){
+                    // if(json[i][j][k][l].origin[2]*scale+nomSize/2.0<0){
+                    if(json[i][j][k][l].origin[2]*scale+nomSize/2.0<0 || json[i][j][k][l].origin[0]*scale+nomSize/2.0<0){
+                        setup.nodes.push({
+                            id:"["+nomSize+","+x+","+y+","+z+"]",
+                            position:{
+                                x:x+nomSize/2.0,
+                                y:y+nomSize/2.0,
+                                z:z+nomSize/2.0
+                            },
+                            displacement:{
+                                x:0,
+                                y:0,
+                                z:0
+                            },
+                            nomSize:nomSize,
+                            orgNomSize:nomSize,
+                            viz:opacity,
+                            order:order1
+                        });
+
+                        addEdge(setup,nomSize,nomSize,x,y,z,opacity);
+
+                        if(nomSize==2){
+                            for(var ii=0;ii<voxelIndexList[2].list.length;ii++){
+                                var nomSize1=1;
+                                var x1=x+voxelIndexList[2].list[ii].x;
+                                var y1=y+voxelIndexList[2].list[ii].y;
+                                var z1=z+voxelIndexList[2].list[ii].z;
+                    
+                                setup.nodes.push({
+                                    id:"["+nomSize1+","+x1+","+y1+","+z1+"]",
+                                    position:{
+                                        x:x1+nomSize1/2.0,
+                                        y:y1+nomSize1/2.0,
+                                        z:z1+nomSize1/2.0
+                                    },
+                                    displacement:{
+                                        x:0,
+                                        y:0,
+                                        z:0
+                                    },
+                                    nomSize:nomSize1,
+                                    orgNomSize:nomSize,
+                                    viz:0.0,
+                                    order:order1
+                                });
+
+                                addEdge(setup,nomSize1,nomSize,x1,y1,z1,0);
+
+                            }
+                        }
+
+                        
+                        if(nomSize==4){
+                            for(var ii=0;ii<voxelIndexList[4].list.length;ii++){
+                                var nomSize1=1;
+                                var x1=x+voxelIndexList[4].list[ii].x;
+                                var y1=y+voxelIndexList[4].list[ii].y;
+                                var z1=z+voxelIndexList[4].list[ii].z;
+                    
+                                setup.nodes.push({
+                                    id:"["+nomSize1+","+x1+","+y1+","+z1+"]",
+                                    position:{
+                                        x:x1+nomSize1/2.0,
+                                        y:y1+nomSize1/2.0,
+                                        z:z1+nomSize1/2.0
+                                    },
+                                    displacement:{
+                                        x:0,
+                                        y:0,
+                                        z:0
+                                    },
+                                    nomSize:nomSize1,
+                                    orgNomSize:nomSize,
+                                    viz:0.0,
+                                    order:order1
+                                });
+
+                                addEdge(setup,nomSize1,nomSize,x1,y1,z1,0);
+                            }
+
+                        }
+                    }
+                }
+                order1++;
+            }
+        }
+    }
+
+    maxOrder=order1;
+    console.log(maxOrder)
+    return buildList;
+}
+
+//the original one
+function createBuildList2(json, setup, scale,buildSize){
+    var offset2=12;
+    var offset=offset2+8;
+    var gridSize=buildSize+2*(offset);
+
+
+    voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+    
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1)
+            ]
+    
+        },
+        null,
+        {
+            size:4,
+            list:[
+                new THREE.Vector3(0,0,0),
+                new THREE.Vector3(0,1,0),
+                new THREE.Vector3(0,2,0),
+                new THREE.Vector3(0,3,0),
+    
+                new THREE.Vector3(1,0,0),
+                new THREE.Vector3(1,1,0),
+                new THREE.Vector3(1,2,0),
+                new THREE.Vector3(1,3,0),
+    
+                new THREE.Vector3(2,0,0),
+                new THREE.Vector3(2,1,0),
+                new THREE.Vector3(2,2,0),
+                new THREE.Vector3(2,3,0),
+    
+                new THREE.Vector3(3,0,0),
+                new THREE.Vector3(3,1,0),
+                new THREE.Vector3(3,2,0),
+                new THREE.Vector3(3,3,0),
+    
+    
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(0,2,1),
+                new THREE.Vector3(0,3,1),
+    
+                new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                new THREE.Vector3(1,3,1),
+    
+                new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                new THREE.Vector3(2,3,1),
+    
+                new THREE.Vector3(3,0,1),
+                new THREE.Vector3(3,1,1),
+                new THREE.Vector3(3,2,1),
+                new THREE.Vector3(3,3,1),
+    
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(0,2,2),
+                new THREE.Vector3(0,3,2),
+    
+                new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                new THREE.Vector3(1,3,2),
+    
+                new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                new THREE.Vector3(2,3,2),
+    
+                new THREE.Vector3(3,0,2),
+                new THREE.Vector3(3,1,2),
+                new THREE.Vector3(3,2,2),
+                new THREE.Vector3(3,3,2),
+    
+    
+                new THREE.Vector3(0,0,3),
+                new THREE.Vector3(0,1,3),
+                new THREE.Vector3(0,2,3),
+                new THREE.Vector3(0,3,3),
+    
+                new THREE.Vector3(1,0,3),
+                new THREE.Vector3(1,1,3),
+                new THREE.Vector3(1,2,3),
+                new THREE.Vector3(1,3,3),
+    
+                new THREE.Vector3(2,0,3),
+                new THREE.Vector3(2,1,3),
+                new THREE.Vector3(2,2,3),
+                new THREE.Vector3(2,3,3),
+    
+                new THREE.Vector3(3,0,3),
+                new THREE.Vector3(3,1,3),
+                new THREE.Vector3(3,2,3),
+                new THREE.Vector3(3,3,3),
+                
+            ]
+    
+        },
+        null,//5
+        null,//6
+        null,//7
+        {
+            size:8,
+            list:[]
+        },
+        null,//9
+        null,//10
+        null,//11
+        null,//12
+        null,//13
+        null,//14
+        null,//15
+        {
+            size:16,
+            list:[]
+        },
+
+    
+    ];
+
+    var temp=[];
+    for(var i=0;i<voxelIndexList[2].list.length;i++){
+        for(var j=0;j<voxelIndexList[2].list.length;j++){
+            temp.push(
+                    voxelIndexList[2].list[i].clone().multiplyScalar(2).add(voxelIndexList[2].list[j].clone())
+                );
+        }
+    }
+    voxelIndexList[4].list=temp;
+
+    for(var i=0;i<8;i++){
+        for(var j=0;j<8;j++){
+            for(var k=0;k<8;k++){
+                voxelIndexList[8].list.push(new THREE.Vector3(i,j,k));
+            }
+        }
+    }
+
+    for(var i=0;i<16;i++){
+        for(var j=0;j<16;j++){
+            for(var k=0;k<16;k++){
+                voxelIndexList[16].list.push(new THREE.Vector3(i,j,k));
+            }
+        }
+    }
+    console.log(voxelIndexList)
+
+    var shift=gridSize/2.0;
+
+    var buildList={
+        currentZIndex:0,
+        maxZIndex:json.length,
+        listZ:[],
+        done:false,
+        availablePickup:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listZ.push({
+                layerZ:json[i][0][0][0].origin[1]*scale+1,
+                done:false,
+                currentSizeIndex:0,
+                maxSizeIndex:json[i].length,
+                listSize:[]
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listZ[i].listSize.push({
+                size:json[i][j][0][0].widths[0]*scale,
+                layerZ:buildList.listZ[i].layerZ,
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listZ[i].listSize[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listZ[i].layerZ,
+                    size:buildList.listZ[i].listSize[j].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+                
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listZ[i].listSize[j].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listZ[i].listSize[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listZ[i].layerZ,
+                        size:buildList.listZ[i].listSize[j].size,
+                        sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                    
+                }
+            }
+        }
+    }
+
+    return buildList;
+}
+
+
+function drawGraph(setup){
+    scale=10.0;
+
+    gData = {
+        nodes: setup.nodes.map(node => ({ 
+        id: node.id,
+        px:node.position.x*scale,
+        py:node.position.y*scale,
+        pz:node.position.z*scale,
+        dx:node.displacement.x*scale,
+        dy:node.displacement.y*scale,
+        dz:node.displacement.z*scale,
+        nomSize:node.nomSize,
+        viz:node.viz,
+        order:node.order
+        })),
+        links: setup.edges
+        .filter(edge => edge.id)
+        .map(edge => ({
+            source: edge.source,
+            target: edge.target,
+        //   color:getColor(edge.stress)
+        }))
+    };
+
+
+    Graph1 = ForceGraph3D({ controlType: 'orbit' }).backgroundColor(color1)
+        (document.getElementById('graph1'))
+        .d3Force('center', null)
+        .d3Force('charge', null)
+        .linkWidth(1.0)
+        .linkOpacity(1.0)
+        // .nodeThreeObject(({ nomSize,viz,order }) => new THREE.Mesh(
+        //     new THREE.BoxGeometry(scale*nomSize*0.9, scale*nomSize*0.9, scale*nomSize*0.9),
+        //     new THREE.MeshLambertMaterial({
+        //     color: getColor(order,maxOrder  ,0,colormap),
+        //     transparent: true,
+        //     opacity: viz
+        // })
+        // )
+        // )
+        .nodeThreeObject(node => {
+            var mesh =new THREE.Mesh(
+                new THREE.BoxGeometry(scale*node.nomSize*0.9, scale*node.nomSize*0.9, scale*node.nomSize*0.9),
+                new THREE.MeshLambertMaterial({
+                color: getColor(node.order,maxOrder  ,0,colormap),
+                transparent: true,
+                opacity: node.viz
+            }));
+            if(node.viz==0){
+                mesh.visible=false;
+            }
+            return mesh;
+        })
+        .d3Force('box', () => {
+
+        gData.nodes.forEach(node => {
+            node.fx=node.px;
+            node.fy=node.py;
+            node.fz=node.pz;
+
+        });
+        })
+        
+        .cooldownTime(Infinity)
+        .graphData(gData)
+        .height(window.innerHeight/3);
+        // .height(window.innerHeight);
+
+    var count=0;
+    var totalCount=0;
+    var increment=true;
+    var speed=100;
+    var exaggeration=10000.0;
+
+
+    var helper = new THREE.GridHelper( scale*2, scale*2 );
+    helper.position.y = 0;
+    helper.material.opacity = 0.5;
+    helper.material.transparent = true;
+    helper.scale.x=1.0*scale
+    helper.scale.z=1.0*scale
+    // Graph1.scene().add(helper);
+
+
+}
+
+/////////////utils////////////////////
+
+function addEdge(setup,nomSize,orgNomSize,x,y,z,viz){
+
+    // var source="["+nomSize+","+x+","+y+","+z+"]";
+
+    // for(var i=-1;i<2;i++){
+    //     for(var j=-1;j<2;j++){
+    //     for(var k=-1;k<2;k++){
+    //         if(((i==0&&j==0)||(i==0&&k==0)||(j==0&&k==0))){ //not same voxel and no diagonals
+    //         if(!(i==0&&j==0&&k==0)){
+    //             var x1=x+i*nomSize;
+    //             var y1=y+j*nomSize;
+    //             var z1=z+k*nomSize;
+    //             var target="["+nomSize+","+x1+","+y1+","+z1+"]";
+    //             var node=setup.nodes.find(v => v.id === target);
+    //             if(node!==undefined){
+    //             if(!(viz==0&&node.viz==0)){
+    //                 setup.edges.push({ id: 'e'+setup.edges.length, source: source, target: target ,stress:0 });
+
+    //             }
+    //             if(orgNomSize!=node.orgNomSize){
+    //                 setup.edges.push({ id: 'e'+setup.edges.length, source: source, target: target ,stress:0 });
+    //             }
+    //             }
+    //         }
+    //         }
+    //     }
+    //     }
+    // }
+
+}
+
+function getColor(value,min, max,colormap){
+    var val=map(value,min,max,1.0,0.0);
+    color=interpolateLinearly(val, colormap);
+    // return new THREE.Color(color[0],color[1],color[2]);
+    return new THREE.Color(color[0],color[1],color[2]).getHex();
+
+}
+
+function interpolateLinearly(x, values) {
+	// Split values into four lists
+	var x_values = [];
+	var r_values = [];
+	var g_values = [];
+	var b_values = [];
+	for (i in values) {
+		x_values.push(values[i][0]);
+		r_values.push(values[i][1][0]);
+		g_values.push(values[i][1][1]);
+		b_values.push(values[i][1][2]);
+	}
+	var i = 1;
+	while (x_values[i] < x) {
+		i = i+1;
+	}
+	i = i-1;
+	var width = Math.abs(x_values[i] - x_values[i+1]);
+	var scaling_factor = (x - x_values[i]) / width;
+	// Get the new color values though interpolation
+	var r = r_values[i] + scaling_factor * (r_values[i+1] - r_values[i])
+	var g = g_values[i] + scaling_factor * (g_values[i+1] - g_values[i])
+	var b = b_values[i] + scaling_factor * (b_values[i+1] - b_values[i])
+	return [enforceBounds(r), enforceBounds(g), enforceBounds(b)];
+}
+
+function enforceBounds(x) {
+	if (x < 0) {
+		return 0;
+	} else if (x > 1){
+		return 1;
+	} else {
+		return x;
+	}
+}
+
+function map (value, x1, y1, x2, y2) {
+	return (value - x1) * (y2 - x2) / (y1 - x1) + x2;
+}
+    
+    
+  
+  
diff --git a/recursive_swarm/js/swarm.js b/recursive_swarm/js/swarm.js
new file mode 100644
index 0000000000000000000000000000000000000000..51c3c228f5999ea094e06b17bced84c3a27438bf
--- /dev/null
+++ b/recursive_swarm/js/swarm.js
@@ -0,0 +1,282 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+
+
+///////////////////////////TODO///////////////////////////////
+//- change robot to prototype not list
+//- change path/steps to class
+// you have name the swarm object recursiveSwarms for some functions to work (i'll change that later)
+
+
+///////////////////////////globals///////////////////////////////
+function Swarm(setup){
+	///////////////////////////THREE///////////////////////////////
+	// this.container =three.this.container;
+	// this.camera    =three.this.camera;    
+	// this.scene     =three.this.scene  ;   
+	// this.renderer  =three.this.renderer ;
+	this.setup=setup;
+	this.container =null;
+	this.camera    =null;
+	this.scene     =null;
+	this.renderer  =null;
+	this.cameraControls=null;
+	this.three=setup.three;
+	this.geometryGui; //todo needed?
+	this.targetGui;//todo needed?
+	this.jointsGui;//todo needed?
+	this.jointsParams;//todo needed?
+	this.targetParams;//todo needed?
+	this.geometryParams;//todo needed?
+	this.end;//todo needed?
+	this.currentStep;
+	this.DEG_TO_RAD = Math.PI / 180;
+	this.RAD_TO_DEG = 180 / Math.PI;
+	// this.color2=GLOBALS.color2;//kohly
+	// this.color3=GLOBALS.color3;///*teal*/
+	// this.color4= GLOBALS.color4; //red/orange
+	
+	///////////////////////////this.voxels///////////////////////////////
+	this.voxel=[];
+	this.singleVoxel=null;
+	this.spacing=setup.voxelSpacing;
+	this.voxelSpacing=[];
+	this.voxelLocations=[];
+	this.voxelSlices=[];
+	this.voxelSlicesCount=[];
+
+	this.currentVoxelCount=0;
+	this.build=[];
+
+	this.globalZ=0;
+	this.globalRank=0;
+
+	this.voxelNum=0;
+	this.gridSize=setup.gridSize;
+
+	this.stepsCap=500; //change with very big simulations
+
+	this.grid=[];
+
+	this.dataAngles=[];
+
+
+	///////////////////////////robot///////////////////////////////
+	this.numberOfRobots=setup.robotLocations.length; //change number of robots
+	// this.numberOfRobots=4;
+	this.numberOfStartLocations=setup.depositLocations.length;
+	// this.numberOfStartLocations=4;
+	this.speed=setup.viz.speed; //change to speed up the simulation
+	this.reducedViz=false;
+	this.renderInterval=1;
+	this.renderCounter=0;
+
+	this.THREE1=[];
+	this.robotBones = [];
+	this.joints = [];
+	this.angles = [];
+
+	this.robotState=[];
+
+	this.THREERobot;
+	this.VisualRobot= [];
+	this.THREESimulationRobot= [];
+	this.defaultRobotState= [];
+	this.target = [];
+	this.control= [];
+	this.leg= [];
+
+	this.voxelNormal= [];
+	this.normalAdjustmentVector= [];
+
+	this.startLocations= [];
+	this.depositLocations= [];
+
+	this.THREE1dir= [];
+	this.THREE1Pos= [];
+
+	//path
+	this.targetPositionMesh= [];
+	this.carriedVoxel= [];
+
+	this.goHome= [];
+	this.robotScale=[];
+	this.labelRenderer=[]
+
+	if(setup.path !== undefined){
+		this.pathParams={
+			showPath:setup.path.showPath,
+			cHeight:setup.path.cHeight,
+			number:setup.path.number
+
+		}
+	}else{
+		this.pathParams={
+			showPath:false,
+			showPath:1.4,
+			number:20
+
+		}
+
+	}
+
+	this.waitTime=10;
+
+	if(setup.robotGeometry !== undefined){
+		this.robotGeometry={
+			leg1: setup.robotGeometry.leg1,
+			leg2: 	setup.robotGeometry.leg2,
+			offset:	setup.robotGeometry.offset
+
+		}
+	}else{
+		this.robotGeometry={
+			leg1:5,
+			leg2:5,
+			offset:2
+
+		}
+
+	}
+
+	//////////////////////
+
+	this.steps=[];
+	this.path= [];
+
+	this.totalNumberofSteps=[];
+	this.guiControls=[];
+	this.showGUI= setup.viz.showGUI;
+
+	if(this.showGUI){
+		this.saveAngleData=setup.viz.saveAngleData;
+	}else{
+		this.saveAngleData=false;
+	}
+
+	this.buildType=setup.buildType;
+	this.hierarchical=setup.hierarchical;
+
+	if(this.buildType=="directions"){
+		this.stepsDir=setup.stepsDir;
+
+	}
+
+	for (var i=0; i<this.numberOfRobots;i++){
+		this.robotScale.push(setup.robotLocations[i][2]);
+		this.voxelSpacing.push(setup.voxelSpacing*this.robotScale[i]);
+
+	}
+
+	///////////////////////function calls///////////////////////////////
+	this.declareGlobals();
+
+	for (var i=0; i<this.numberOfRobots;i++){
+		this.robotState[i].leg1Pos=setup.robotLocations[i][0].multiplyScalar(1/this.robotScale[i]);
+		this.robotState[i].leg2Pos=setup.robotLocations[i][1].multiplyScalar(1/this.robotScale[i]);
+
+	}
+	for (var i=0; i<this.numberOfStartLocations;i++){
+		if(setup.depositLocations[i][0]!=-1){
+			this.startLocations[i]=setup.depositLocations[i][0].clone().multiplyScalar(this.spacing);
+			this.depositLocations[i]=setup.depositLocations[i][0].clone().multiplyScalar(this.spacing);
+		}else{
+			this.startLocations[i]=setup.depositLocations[i][0].clone();
+			this.depositLocations[i]=setup.depositLocations[i][0].clone();
+		}
+	}
+
+	this.init();
+	this.buildGrid(); //build grid and first sacrificial layer
+
+	//IROS PAPER FREP
+	if(this.buildType=="frepCube"){
+		this.frepCube();//later change string for frep
+	}
+	
+
+	if(this.hierarchical&& (this.buildType=="sdfList"||this.buildType=="sdfList1")){
+		this.buildList=setup.buildList;
+		this.buildList.availablePickup=[];
+		this.buildList.listToBuild=[];
+		this.voxelList=[];
+		for (var i=0; i<this.numberOfRobots;i++){
+			this.voxelList.push({
+				build:{
+					list:[],
+					stockData:[]
+				},
+				toDelete:{
+					stockData:[],
+					robotIndex:-1
+
+				},
+				busy:false,
+				busyGoingHome:false
+			});
+		}
+		
+		this.createHierarchalSDFVoxelList();
+		this.inSituAdjustment=[];
+		for (var i=0; i<this.numberOfStartLocations;i++){
+			this.inSituAdjustment.push(setup.depositLocations[i][1]);
+		}
+	}
+
+	if(this.buildType=="list"){
+
+		this.voxelList=[];
+		this.createHierarchalVoxelList();
+
+	}else if(this.buildType=="recursion"){
+
+		this.voxelList=[];
+		this.createRecursionVoxelList();
+
+	}
+
+	for( i=0;i<this.numberOfRobots;i++){
+		this.loadVoxel(i);
+		if( this.buildType != "directions"){
+			this.buildHelperMeshes(i);
+		}
+		
+		this.setupGUI(i);
+		this.THREERobotCall(i);
+		this.defaultRobot(i);
+		if( this.buildType != "recursion" &&this.buildType != "list"){
+			this.startMovement(i,true);
+		}
+	}
+	this.screenshotSaver();
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////
+function _move(robotIndex){
+	recursiveSwarms.move(robotIndex);
+}
+
+function _changeEnd(robotIndex){
+	recursiveSwarms.changeEnd(robotIndex);
+}
+
+function _rotateRobot (robotIndex){
+	recursiveSwarms.rotateRobot(robotIndex,recursiveSwarms.path[robotIndex].changeRotation[parseInt((recursiveSwarms.path[robotIndex].currentPoint-recursiveSwarms.path[robotIndex].number)/recursiveSwarms.path[robotIndex].number/2)]);
+}
+
+function onWindowResize() {
+	recursiveSwarms.camera.aspect = window.innerWidth / window.innerHeight;
+	recursiveSwarms.camera.updateProjectionMatrix();
+
+	recursiveSwarms.renderer.setSize(window.innerWidth, window.innerHeight);
+	recursiveSwarms.renderer.render(recursiveSwarms.scene, recursiveSwarms.camera);
+	// recursiveSwarms.labelRenderer.setSize( window.innerWidth, window.innerHeight );
+}
+
+function _startMovement(robotIndex,home){
+
+	recursiveSwarms.startMovement(robotIndex,home);
+}
+
+
diff --git a/recursive_swarm/js/swarm_IK.js b/recursive_swarm/js/swarm_IK.js
new file mode 100644
index 0000000000000000000000000000000000000000..e4ff5b140dc7f44273562b7f525c79ced5d6cf9e
--- /dev/null
+++ b/recursive_swarm/js/swarm_IK.js
@@ -0,0 +1,208 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+
+///////////////////////Inverse Kinematics////////////////////////
+Swarm.prototype.updateAngles= function(robotIndex,saveAngleData=false){
+
+	this.THREE1[robotIndex].updateMatrixWorld();
+	var matrix = new THREE.Matrix4();
+	matrix.extractRotation( this.THREE1[robotIndex].matrix );
+
+	//check rotation
+	
+	var vector = this.THREE1[robotIndex].position.clone().sub(this.target[robotIndex].position.clone().add(this.normalAdjustmentVector[robotIndex].clone()));
+	vector.applyMatrix4(matrix);
+
+	
+
+	if(this.THREE1[robotIndex].rotation.x!=0&&this.THREE1[robotIndex].rotation.x!=180*this.DEG_TO_RAD)
+	{
+		vector.x = -vector.x;
+		vector.add(this.THREE1[robotIndex].position.clone());
+	}else if(this.THREE1[robotIndex].rotation.y!=0&&this.THREE1[robotIndex].rotation.y!=180*this.DEG_TO_RAD)
+	{
+		vector.y = -vector.y;
+		vector.add(this.THREE1[robotIndex].position.clone());
+			
+	}else
+	{
+		vector = new THREE.Vector3(0,0,0).sub(vector.clone());
+		vector.add(this.THREE1[robotIndex].position.clone());
+	}
+	
+	var origin= new THREE.Vector3(this.THREE1[robotIndex].position.x, this.THREE1[robotIndex].position.y, vector.z);
+
+	var a=this.ik_2d( vector.z-this.THREE1[robotIndex].position.z ,origin.distanceTo(vector) , this.guiControls[robotIndex].leg1, this.guiControls[robotIndex].leg2);
+	
+	this.VisualRobot[robotIndex].setAngle(robotIndex,0,Math.atan2( vector.y-this.THREE1[robotIndex].position.y , vector.x-this.THREE1[robotIndex].position.x));
+	this.VisualRobot[robotIndex].setAngle(robotIndex,1,a.theta1);
+	this.VisualRobot[robotIndex].setAngle(robotIndex,2,a.theta2-a.theta1);
+	this.VisualRobot[robotIndex].setAngle(robotIndex,3,(this.voxelNormal[robotIndex]*this.DEG_TO_RAD)-(a.theta2));
+	this.VisualRobot[robotIndex].setAngle(robotIndex,4,Math.atan2( vector.y-this.THREE1[robotIndex].position.y , vector.x-this.THREE1[robotIndex].position.x));
+
+	if(this.leg[robotIndex]==1)
+	{
+		this.guiControls[robotIndex].j1=this.angles[robotIndex][0]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j2=this.angles[robotIndex][1]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j3=this.angles[robotIndex][2]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j4=this.angles[robotIndex][3]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j5=this.angles[robotIndex][4]*this.RAD_TO_DEG;
+		//later output package
+		// console.log(this.angles[robotIndex][0]+","+this.angles[robotIndex][1]+","+this.angles[robotIndex][2]+","+this.angles[robotIndex][3]+","+this.angles[robotIndex][4]);
+	}else
+	{
+		this.guiControls[robotIndex].j1=this.angles[robotIndex][4]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j2=this.angles[robotIndex][3]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j3=this.angles[robotIndex][2]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j4=this.angles[robotIndex][1]*this.RAD_TO_DEG;
+		this.guiControls[robotIndex].j5=this.angles[robotIndex][0]*this.RAD_TO_DEG;
+		//later output package
+		// console.log(this.angles[robotIndex][4]+","+this.angles[robotIndex][3]+","+this.angles[robotIndex][2]+","+this.angles[robotIndex][1]+","+this.angles[robotIndex][0]);
+	}
+
+
+	if(saveAngleData)
+	{
+		this.fillOutputAngles(robotIndex);
+	}
+};
+
+Swarm.prototype.ik_2d= function(x, y, d1, d2) {
+	let dist = Math.sqrt(x ** 2 + y ** 2);
+	let theta1 = Math.atan2(y, x) - Math.acos((dist ** 2 + d1 ** 2 - d2 ** 2) / (2 * d1 * dist));
+	let theta2 = Math.atan2(y - d1 * Math.sin(theta1), x - d1 * Math.cos(theta1));
+	return {theta1, theta2};
+};
+
+Swarm.prototype.getNormalAdjustment= function(robotIndex,n,vnormal,forward){//n is normal degree{
+	var result=new THREE.Vector3(0,0,0);
+	if(n==180)
+	{
+		return result;
+	}
+	var theta=Math.abs(180-n);
+	var base=2*Math.sin(theta/2*this.DEG_TO_RAD)*this.guiControls[robotIndex].offset;
+	var x= Math.sin(((180-theta)/2)*this.DEG_TO_RAD)*base;
+	var y= Math.cos(((180-theta)/2)*this.DEG_TO_RAD)*base;
+
+	result= vnormal.clone().multiplyScalar(-y);
+
+	if(n > 180)
+	{
+		var tempV=forward.clone().multiplyScalar(x);
+		result.add(tempV);
+		return result;
+	}else
+	{
+		var tempV=forward.clone().multiplyScalar(-x);
+		result.add(tempV);
+		return result;
+	}
+
+};
+
+Swarm.prototype.fillOutputAngles=function(robotIndex){
+	var restAngles,outputAngles;
+	restAngles=[0, 0.4934693946333222, 2.1546538643231488, 0.4934693946333222, 0];
+	restAngles=[0, 0, 0, 0, 0];
+
+	outputAngles=[(this.angles[robotIndex][0]-restAngles[0])*this.RAD_TO_DEG, -(this.angles[robotIndex][1]-restAngles[1])*this.RAD_TO_DEG, (this.angles[robotIndex][2]-restAngles[2])*this.RAD_TO_DEG, -(this.angles[robotIndex][3]- restAngles[3])*this.RAD_TO_DEG,(this.angles[robotIndex][0]-restAngles[0])*this.RAD_TO_DEG];
+
+
+	if(this.leg[robotIndex]==1)
+	{
+
+		// outputAngles=[ -(angles[1]-restAngles[1])*RAD_TO_DEG, (angles[2]-restAngles[2])*RAD_TO_DEG, -(angles[3]- restAngles[3])*RAD_TO_DEG];
+		outputAngles=[(this.angles[robotIndex][0]-restAngles[0])*this.RAD_TO_DEG, (this.angles[robotIndex][1]-restAngles[1])*this.RAD_TO_DEG, (this.angles[robotIndex][2]-restAngles[2])*this.RAD_TO_DEG, (this.angles[robotIndex][3]- restAngles[3])*this.RAD_TO_DEG,(this.angles[robotIndex][0]-restAngles[0])*this.RAD_TO_DEG];
+		if(outputAngles[0]>=90)
+		{
+			outputAngles[0]=90-outputAngles[0];
+		}
+		if(outputAngles[4]>=90)
+		{
+			outputAngles[4]=90-outputAngles[4];
+		}
+		if(outputAngles[0]<=-90)
+		{
+			outputAngles[0]=90+outputAngles[0];
+		}
+		if(outputAngles[4]<=-90)
+		{
+			outputAngles[4]=90+outputAngles[4];
+		}
+
+		
+	}else
+	{
+
+		outputAngles=[(this.angles[robotIndex][0]-restAngles[0])*this.RAD_TO_DEG, (this.angles[robotIndex][3]-restAngles[1])*this.RAD_TO_DEG, (this.angles[robotIndex][2]-restAngles[2])*this.RAD_TO_DEG, (this.angles[robotIndex][1]- restAngles[3])*this.RAD_TO_DEG,(this.angles[robotIndex][0]-restAngles[0])*this.RAD_TO_DEG];
+		// outputAngles[0]=180-outputAngles[0]-90;
+		// outputAngles[4]=180-outputAngles[4]-90;
+
+		if(outputAngles[0]>0)
+		{
+			outputAngles[0]-=180;
+		}
+		if(outputAngles[4]>0)
+		{
+			outputAngles[4]-=180;
+		}
+
+		if(outputAngles[0]<0)
+		{
+			outputAngles[0]+=180-90;
+			outputAngles[0]=-outputAngles[0];
+		}
+		if(outputAngles[4]<0)
+		{
+			outputAngles[4]+=180-90;
+			outputAngles[4]=-outputAngles[4];
+		}
+		// if(outputAngles[0]<=-90)
+		// {
+		// 	outputAngles[0]=90+outputAngles[0];
+		// }
+		// if(outputAngles[4]<=-90)
+		// {
+		// 	outputAngles[4]=90+outputAngles[4];
+		// }
+
+
+		// if(outputAngles[0]==180||outputAngles[0]==-180)
+		// {
+		// 	outputAngles[0]=0;
+		// }
+		// if(outputAngles[4]==180||outputAngles[4]==-180)
+		// {
+		// 	outputAngles[4]=0;
+		// }
+		// if (outputAngles[0]<0){
+		// 	outputAngles[0]+=90;
+		// 	outputAngles[0]=-outputAngles[0];
+
+		// }
+		// if (outputAngles[4]<0){
+		// 	outputAngles[4]+=90;
+		// 	outputAngles[4]=-outputAngles[4];
+
+		// }
+		
+		// else if (outputAngles[0]>0) 
+		// {
+		// 	outputAngles[0]=-outputAngles[0]+90.0;
+		// }else
+		// {
+		// 	outputAngles[0]=-outputAngles[0]-90.0;
+		// }
+
+		// outputAngles[4]=2.0*outputAngles[0];
+	}
+	this.dataAngles.push(outputAngles); //todo change later to multiple robots
+	this.guiControls[robotIndex].j1=outputAngles[0];
+	this.guiControls[robotIndex].j2=outputAngles[1];
+	this.guiControls[robotIndex].j3=outputAngles[2];
+	this.guiControls[robotIndex].j4=outputAngles[3];
+	this.guiControls[robotIndex].j5=outputAngles[4];
+
+};
\ No newline at end of file
diff --git a/recursive_swarm/js/swarm_bille.js b/recursive_swarm/js/swarm_bille.js
new file mode 100644
index 0000000000000000000000000000000000000000..02d16a692885bfd56f08337c1c72a3582f8d6ac2
--- /dev/null
+++ b/recursive_swarm/js/swarm_bille.js
@@ -0,0 +1,1091 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+function Bille(swarm, inputState,firstLoad=true) {
+    this.inputState = inputState;
+    this.swarm = swarm;
+    this.spacing = swarm.spacing; //general spacing
+    this.robotScale = this.inputState[2];
+    this.voxelSpacing = this.robotScale * swarm.spacing; //spacing based on robot size
+
+    console.log("voxelSpacing:"+this.voxelSpacing)
+    this.bille = null;
+    this.billeAngles = null;
+    this.billePos = null;
+    this.billePos1 = null;
+    this.billePosition = null;
+
+    this.billePos = this.swarm.setup.billePos;
+    this.billePos1 = this.swarm.setup.billePos1;
+
+    this.stepsDirection = this.swarm.setup.stepsDir; //todo remove later based on path planning
+
+    this.targetGui = null;
+    this.jointsGui = null;
+
+    this.init();
+    if(typeof swarm.setup.parametric!== undefined && swarm.setup.parametric){ //parametric Bill-E
+        this.BilleSize=this.swarm.setup.BilleSize;
+        if(this.BilleSize.rotatedJoint){
+            this.loadRhino(swarm.setup.fileNameRot,true,firstLoad);
+        }
+        else{
+            this.loadRhino(swarm.setup.fileName,true,firstLoad);
+        }
+    }
+    else{
+        this.loadRhino(swarm.setup.fileName,false,firstLoad);
+    }
+
+    if (swarm.setup.recursion) {
+        // this.loadBilleRecursion(swarm.setup.fileNameParts);
+        setTimeout(function () { recursiveBille.loadBilleRecursion(swarm.setup.fileNameParts); }, this.path.timeout += this.path.delay);
+    }
+
+}
+
+Bille.prototype.startMovement = function () {
+    this.generatePath(this.stepsDirection);
+}
+
+Bille.prototype.init = function () {
+    this.id = 0; //todo change when you need multiple
+    this.billeAngles = {
+        j0: 0.0,
+        j1: 0.0,
+        j2: 0.0,
+        j3: 0.0,
+        j4: 0.0,
+        j5: 0.0,
+    };
+
+    this.billeTarget = {
+        x: this.inputState[1].x * this.voxelSpacing,
+        y: this.inputState[1].y * this.voxelSpacing,
+        z: this.inputState[1].z * this.voxelSpacing,
+        rx: 0,
+        ry: 0,
+        rz: 0,
+        targetEnd: "end 1"
+    };
+
+    this.bille = new THREE.Group();
+
+    this.billePosition = this.inputState[0].clone().multiplyScalar(this.voxelSpacing);
+
+    this.bille.position.x = this.billePosition.x;
+    this.bille.position.y = this.billePosition.y;
+    this.bille.position.z = this.billePosition.z;
+
+    this.billeDirection = new THREE.Vector3(0, 0, 1);
+
+    this.robotState = {
+        leg1Pos: this.inputState[1].clone(),
+        leg2Pos: this.inputState[0].clone(),
+        up: new THREE.Vector3(0, 0, 1),
+        forward: new THREE.Vector3(1, 0, 0), //todo change to make it parametric from inputState
+    };
+    this.steps = [];
+
+    this.leg = 1;
+    this.voxelNormal = 180;
+    this.normalAdjustmentVector = new THREE.Vector3(0, 0, 0);
+
+    this.path = {
+        curve: null,
+        currentPoint: 0,
+        points: [],
+        number: this.swarm.pathParams.number,
+        delay: 1000 / this.swarm.speed,
+        timeout: 1000,
+        cHeight: this.swarm.pathParams.cHeight * this.voxelSpacing,
+        showPath: this.swarm.pathParams.showPath,
+        normals: [],
+        changeLegs: [],
+        changeRotation: [],
+        normalAdjustments: [],
+        rotations: [],
+        j0: []
+    };
+
+    this.totalNumberofSteps = 0;
+    this.carriedVoxel = [];
+
+    this.flipped = false;
+    this.loadArrows=[];
+    
+};
+
+Bille.prototype.remove=function(){
+    // objects=null;
+    var selectedObject = this.swarm.scene.getObjectByName("RecursiveBille");
+    this.swarm.scene.remove(selectedObject);
+    // var selectedObject = this.swarm.scene.getObjectByName("loadArrowsGroup");
+    // this.swarm.scene.remove(selectedObject);
+    var selectedObject = this.swarm.scene.getObjectByName("targetBille");
+    this.swarm.scene.remove(selectedObject);
+    var selectedObject = this.swarm.scene.getObjectByName("controlBille");
+    this.swarm.scene.remove(selectedObject);
+
+    this.gui.destroy();
+    this.lgui.destroy();
+}
+
+Bille.prototype.loadRhino=function(fileName,parametric,first){
+
+    if(first){
+        let fetchPromise = fetch(fileName);
+
+        rhino3dm().then(async m => {
+            this.swarm.rhino = m;
+
+            let res = await fetchPromise;
+            let buffer = await res.arrayBuffer();
+            let arr = new Uint8Array(buffer);
+            let doc = this.swarm.rhino.File3dm.fromByteArray(arr);
+            this.swarm.rhinoDoc=doc;
+            
+            if (parametric){
+                this.loadParametric();
+            }else{
+                this.load();
+            }
+        });
+
+    }else{
+        if (parametric){
+            this.loadParametric();
+        }else{
+            this.load();
+        }
+    }
+}
+
+Bille.prototype.load = function () {
+    var objects = this.swarm.rhinoDoc.objects();
+    
+    THREE.Object3D.DefaultUp = new THREE.Vector3(0, 0, 1)
+
+    var beta = 0.5;
+
+    var material = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.8, 0.8, 0.8) });
+    var material1 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    var material  = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(1.0, 1.0, 1.0) });
+    var material1 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    let billeGroupsTemp = [
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group()
+    ];
+
+    for (let i = 0; i < objects.count; i++) {
+        let mesh = objects.get(i).geometry();
+        let layer = objects.get(i).attributes().layerIndex;
+        // console.log(objects.get(i).attributes())
+        if (mesh instanceof this.swarm.rhino.Mesh) {
+            // convert all meshes in 3dm model into threejs objects
+
+            let threeMesh;
+
+            if (objects.get(i).attributes().name == 'grey' || objects.get(i).attributes().name == 'grey1' || objects.get(i).attributes().name == 'grey2' || objects.get(i).attributes().name == 'pcb') {
+                threeMesh = meshToThreejs(mesh, material1);
+
+            } else if (objects.get(i).attributes().name == 'motors') {
+                threeMesh = meshToThreejs(mesh, material2);
+            } else if (objects.get(i).attributes().name == 'controller') {
+                threeMesh = meshToThreejs(mesh, material3);
+            } else if (objects.get(i).attributes().name == 'connectors') {
+                threeMesh = meshToThreejs(mesh, material4);
+            } else if (objects.get(i).attributes().name == 'battery') {
+                threeMesh = meshToThreejs(mesh, material5);
+            } else {
+                threeMesh = meshToThreejs(mesh, material);
+            }
+            // console.log(layer)
+            threeMesh.position.x += this.billePos[layer - 1].x;
+            threeMesh.position.y += this.billePos[layer - 1].y;
+            threeMesh.position.z += this.billePos[layer - 1].z;
+
+            billeGroupsTemp[layer - 1].add(threeMesh);
+        }
+    }
+
+    for (let i = 0; i < billeGroupsTemp.length; i++) {
+        billeGroupsTemp[i].name = "Group:" + i;
+    }
+    // billeGroupsTemp[0].add(billeGroupsTemp[6].clone());
+
+    this.bille.add(billeGroupsTemp[0].clone().add(billeGroupsTemp[1].clone().add(billeGroupsTemp[2].clone().add(billeGroupsTemp[3].clone().add(billeGroupsTemp[4].clone().add(billeGroupsTemp[5].clone()))))));
+    this.bille.children[0].add(billeGroupsTemp[6].clone());
+    
+    this.bille.name="RecursiveBille";
+    this.swarm.scene.add(this.bille);
+
+    console.log("Loaded Bille!");
+
+    this.GUI();
+    // this.jointsGui = jointsGui;
+    // this.targetGui = targetGui;
+
+    this.createTarget();
+    this.updateAngles();
+    // this.startMovement();
+
+    // this.initLoads();
+
+
+    
+
+};
+
+Bille.prototype.loadParametric = function () {
+    var objects = this.swarm.rhinoDoc.objects();
+    
+    var wrist=0.3;
+    var bille_parts={
+        "g1":new THREE.Vector3(0.0   ,0.0                  ,- (1-1)*this.spacing -wrist ),//"g1",
+        "c1":new THREE.Vector3(0.0   ,0.0                  ,- (1-1)*this.spacing-1*wrist),//"c1",
+        "w1":new THREE.Vector3(0.0   ,0.0                  ,- (2-1)*this.spacing-1*wrist),//"w1",
+        "e1_1":new THREE.Vector3(0.0 ,0.0                  ,- (2-1)*this.spacing-2*wrist),//"e1",
+        "e1_2":new THREE.Vector3(0.0 ,0.0                  ,- (2-1)*this.spacing-2*wrist),//"e1",
+        "v1":new THREE.Vector3(0.0   ,0.0                  ,- (3-1)*this.spacing-2*wrist  ),//"v1",
+        "v1":new THREE.Vector3(0.0   ,0.0                  ,- (4-1)*this.spacing-2*wrist  ),//"v11",
+        "w2":new THREE.Vector3(0.0   ,0.0                  ,- (4-1)*this.spacing-2*wrist  ),//"w2",
+        "v2":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (4-1)*this.spacing-2*wrist  ),//"v2",
+        "v2":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (5-1)*this.spacing-2*wrist  ),//"v22",
+        "e2_1":new THREE.Vector3(0.0 , this.spacing+wrist  ,- (6-1)*this.spacing-2*wrist  ),//"e2",
+        "e2_2":new THREE.Vector3(0.0 , this.spacing+wrist  ,- (6-1)*this.spacing-2*wrist  ),//"e2",
+        "w3":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (7-1)*this.spacing-2*wrist  ),//"w3",
+        "v3":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (7-1)*this.spacing-4*wrist  ),//"v3",
+        "g2":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (8-1)*this.spacing-5*wrist  ),//"g2",
+        "e3_1":new THREE.Vector3(0.0 ,-this.spacing+wrist  ,- (1-1)*this.spacing -2*wrist ),//"e3",
+        "e3_2":new THREE.Vector3(0.0 ,-this.spacing+wrist  ,- (1-1)*this.spacing -2*wrist ),//"e3",
+        "g3":new THREE.Vector3(0.0   ,-this.spacing+wrist  ,- (1-1)*this.spacing -2*wrist ),//"g3",
+        
+
+    };
+
+    THREE.Object3D.DefaultUp = new THREE.Vector3(0, 0, 1)
+
+    var beta = 0.5;
+
+    var material = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.8, 0.8, 0.8) });
+    var material1 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    var material  = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(1.0, 1.0, 1.0) });
+    var material1 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    let billeGroupsTemp = [
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group()
+    ];
+
+    for (let i = 0; i < objects.count; i++) {
+        let mesh = objects.get(i).geometry();
+        let layerIndex = objects.get(i).attributes().layerIndex;
+        let layerName = this.swarm.rhinoDoc.layers().findIndex(layerIndex).name;
+        // console.log(objects.get(i).attributes())
+        if (mesh instanceof this.swarm.rhino.Mesh) {
+            // convert all meshes in 3dm model into threejs objects
+
+            let threeMeshes=[];
+            let materialChosen=material;
+
+            if (objects.get(i).attributes().name == 'grey' || objects.get(i).attributes().name == 'grey1' || objects.get(i).attributes().name == 'grey2' || objects.get(i).attributes().name == 'pcb') {
+                materialChosen=material1;
+            } else if (objects.get(i).attributes().name == 'motors') {
+                materialChosen=material2;
+            } else if (objects.get(i).attributes().name == 'controller') {
+                materialChosen=material3;
+            } else if (objects.get(i).attributes().name == 'connectors') {
+                materialChosen=material4;
+            } else if (objects.get(i).attributes().name == 'battery') {
+                materialChosen=material5;
+            } else {
+                materialChosen=material;
+            }
+
+            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+
+            var layer=0
+            var add=true;
+            var wrist=0.3;
+            if(layerName=="g1"||layerName=="c1"||layerName=="e3_1"||layerName=="v11"){
+                layer=0
+                
+            }else if(layerName=="w1"||layerName=="e1_1"||layerName=="v111"){
+                layer=1
+                if(this.BilleSize.rotatedJoint && (layerName=="v111"||layerName=="e1_1")){
+                    threeMeshes[0].position.z+=wrist;
+                }else if(layerName=="v111"){
+                    add=false;
+                }
+            }else if(layerName=="v1"||layerName=="e1_2"||layerName=="w2"){
+                layer=2
+                if(layerName=="w2"){
+                    threeMeshes[0].position.z+=this.spacing*(this.BilleSize.legHeight-1);
+                }
+            }else if(layerName=="v2"||layerName=="e2_1"){
+                layer=3
+                if(layerName=="e2_1"){
+                    threeMeshes[0].position.z+=this.spacing*(this.BilleSize.legHeight-1);
+                }
+            }else if(layerName=="e2_2"||layerName=="w3"||layerName=="v222"){
+                layer=4
+                if(this.BilleSize.rotatedJoint && (layerName=="v222"||layerName=="e2_2")){
+                    // threeMeshes[0].position.z+=wrist;
+                }else if(layerName=="v222"){
+                    add=false;
+                }
+            }else if(layerName=="v3"||layerName=="g2"||layerName=="v22"){
+                layer=5
+                if(layerName=="g2"){
+                    threeMeshes[0].position.z+=this.spacing*(this.BilleSize.baseHeight-1);
+                }
+            }else if(layerName=="e3_2"||layerName=="g3"){
+                layer=6
+                
+            }else{
+                add=false;
+            }
+            
+            for (var ii=1;ii<this.BilleSize.legHeight;ii++){
+                if(layerName=="v1"||layerName=="v2"){
+                    threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                    threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-(threeMeshes.length-1));
+                }
+            }
+            for (var ii=1;ii<this.BilleSize.baseHeight;ii++){
+                if(layerName=="v11"||layerName=="v22"){
+                    threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                    threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.baseHeight-(threeMeshes.length-1));
+                }
+            }
+
+            if(this.BilleSize.rotatedJoint){ //width should be 1 already but just in case
+                for (var ii=1;ii<this.BilleSize.width;ii++){
+                    if(layerName=="v11"||layerName=="v22"){
+                        for (var kk=0;kk<this.BilleSize.baseHeight;kk++){
+                            // console.log("ii:"+(this.BilleSize.width-(ii))+" kk:"+(this.BilleSize.baseHeight-(kk)))
+                            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                            threeMeshes[threeMeshes.length-1].position.x-=this.spacing*(this.BilleSize.width-(ii));
+                            threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.baseHeight-(kk+1));
+                        }
+                    }
+                    if(layerName=="v1"){
+                        for (var kk=0;kk<this.BilleSize.legHeight;kk++){
+                            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                            threeMeshes[threeMeshes.length-1].position.y+=this.spacing*(this.BilleSize.width-(ii));
+                            threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-(kk+1));
+
+                        }
+                    }else if(layerName=="v2"){
+                        for (var kk=0;kk<this.BilleSize.legHeight;kk++){
+                            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                            threeMeshes[threeMeshes.length-1].position.y-=this.spacing*(this.BilleSize.width-(ii));
+                            threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-(kk+1));
+                        }
+                    }
+
+
+                    if(layerName=="v111"||layerName=="e1_1"||layerName=="e1_2"){
+                        threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                        threeMeshes[threeMeshes.length-1].position.y+=this.spacing*(this.BilleSize.width-(ii));
+                    }else if(layerName=="v222"||layerName=="e2_1"||layerName=="e2_2"){
+                        threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                        threeMeshes[threeMeshes.length-1].position.y-=this.spacing*(this.BilleSize.width-(ii));
+                    }else if(layerName=="g1"||layerName=="e3_1"||layerName=="e3_2"||layerName=="g3"||layerName=="g2"){
+                        threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                        threeMeshes[threeMeshes.length-1].position.x-=this.spacing*(this.BilleSize.width-(ii));
+                    }
+                    if(layerName=="e2_1"){
+                        threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-1);
+                    }else if(layerName=="g2"){
+                        threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.baseHeight-1);
+                    }
+                    
+                }
+            }
+                
+            
+
+            if(add){
+                for (var ii=0;ii<threeMeshes.length;ii++){
+                    threeMeshes[ii].position.x += this.billePos[layer].x;
+                    threeMeshes[ii].position.y += this.billePos[layer].y;
+                    threeMeshes[ii].position.z += this.billePos[layer].z;
+                    billeGroupsTemp[layer].add(threeMeshes[ii]);
+                }
+            }
+            
+        }
+    }
+
+    for (let i = 0; i < billeGroupsTemp.length; i++) {
+        billeGroupsTemp[i].name = "Group:" + i;
+    }
+    billeGroupsTemp[0].add(billeGroupsTemp[6].clone());
+
+    this.bille.add(billeGroupsTemp[0].clone().add(billeGroupsTemp[1].clone().add(billeGroupsTemp[2].clone().add(billeGroupsTemp[3].clone().add(billeGroupsTemp[4].clone().add(billeGroupsTemp[5].clone()))))));
+
+    this.bille.name="RecursiveBille";
+    this.swarm.scene.add(this.bille);
+
+    console.log("Loaded Bille!");
+
+    this.GUI();
+    // this.jointsGui = jointsGui;
+    // this.targetGui = targetGui;
+
+    this.createTarget();
+    this.updateAngles();
+    // // this.startMovement();
+
+    // this.initLoads();
+
+
+
+};
+
+Bille.prototype.updateAngles = function (getTarget = true) {
+    if (this.leg == 1) {
+        if (getTarget) {
+            this.IK(new THREE.Vector3(this.targetBille.position.x - this.bille.position.x,
+                this.targetBille.position.y - this.bille.position.y,
+                this.targetBille.position.z - this.bille.position.z));
+        }
+        // console.log(this.billeAngles)
+
+        for (let i = 0; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x = 0;
+            joint.position.y = 0;
+            joint.position.z = 0;
+        }
+
+
+        if (this.path.j0.length > 0 && this.path.currentPoint < this.path.j0.length) {
+            this.billeAngles.j0 = this.path.j0[this.path.currentPoint];
+        }
+
+        this.swarm.scene.getObjectByName("Group:" + 6).rotation.x = this.swarm.DEG_TO_RAD * this.billeAngles.j0;
+        this.swarm.scene.getObjectByName("Group:" + 1).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j1;
+        this.swarm.scene.getObjectByName("Group:" + 2).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j2;
+        this.swarm.scene.getObjectByName("Group:" + 3).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j3;
+        this.swarm.scene.getObjectByName("Group:" + 4).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j4;
+        this.swarm.scene.getObjectByName("Group:" + 5).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j5;
+
+        this.swarm.scene.getObjectByName("Group:" + 1).rotation.z -= this.swarm.scene.getObjectByName("Group:" + 0).rotation.z;
+
+        if (this.path.rotations.length > 0 && this.path.currentPoint < this.path.rotations.length) {
+            this.swarm.scene.getObjectByName("Group:" + 5).rotation.z += this.path.rotations[this.path.currentPoint] * this.swarm.DEG_TO_RAD;
+        }
+
+        for (let i = 1; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x -= this.billePos1[i].x;
+            joint.position.y -= this.billePos1[i].y;
+            joint.position.z -= this.billePos1[i].z;
+            
+        }
+
+    } else {
+        if (getTarget) {
+            this.IK(new THREE.Vector3(-(this.targetBille.position.x - this.bille.position.x),
+                -(this.targetBille.position.y - this.bille.position.y),
+                -(this.targetBille.position.z - this.bille.position.z)));
+        }
+
+
+        for (let i = 0; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x = 0;
+            joint.position.y = 0;
+            joint.position.z = 0;
+        }
+
+        this.swarm.scene.getObjectByName("Group:" + 6).rotation.x = this.swarm.DEG_TO_RAD * this.billeAngles.j0;
+        this.swarm.scene.getObjectByName("Group:" + 1).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j1;
+        this.swarm.scene.getObjectByName("Group:" + 2).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j2;
+        this.swarm.scene.getObjectByName("Group:" + 3).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j3;
+        this.swarm.scene.getObjectByName("Group:" + 4).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j4;
+        this.swarm.scene.getObjectByName("Group:" + 5).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j5;
+
+
+        if (this.path.rotations.length > 0 && this.path.currentPoint < this.path.rotations.length) {
+            this.swarm.scene.getObjectByName("Group:" + 0).rotation.z = -this.path.rotations[this.path.currentPoint] * this.swarm.DEG_TO_RAD + this.bille.position.rz;
+            this.swarm.scene.getObjectByName("Group:" + 1).rotation.z += this.path.rotations[this.path.currentPoint] * this.swarm.DEG_TO_RAD - this.bille.position.rz;
+
+        } else {
+            this.swarm.scene.getObjectByName("Group:" + 1).rotation.z -= this.swarm.scene.getObjectByName("Group:" + 0).rotation.z;
+
+        }
+
+        for (let i = 1; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x -= this.billePos1[i].x;
+            joint.position.y -= this.billePos1[i].y;
+            joint.position.z -= this.billePos1[i].z;
+        }
+
+        var joint = this.swarm.scene.getObjectByName("Group:" + 0);
+        joint.position.x = this.targetBille.position.x - this.bille.position.x;
+        joint.position.y = this.targetBille.position.y - this.bille.position.y;
+        joint.position.z = this.targetBille.position.z - this.bille.position.z;
+
+    }
+    for (var i in this.jointsGui.__controllers) {
+        this.jointsGui.__controllers[i].updateDisplay();
+    }
+    for (var i in this.targetGui.__controllers) {
+        this.targetGui.__controllers[i].updateDisplay();
+    }
+
+    // if(this.loadArrows.length!=0){
+    //     this.updateLoads();
+    // }
+
+};
+
+Bille.prototype.GUI = function () {
+    this.gui = new dat.GUI();
+
+    var button = {
+        'download csv': function () {
+            recursiveBille.download_csv();
+        },
+        'start movement': function () {
+            recursiveBille.startMovementDirections(recursiveBille.stepsDirection);
+        },
+        'pick up': function () {
+            recursiveBille.startMovementPickup();
+        },
+        // 'drop off':function(){
+        //     recursiveBille.startMovementDropOff();
+        // },
+        // 'create robot':function(){
+        //     recursiveBille.magic();
+        // },
+        // 'final':function(){
+        //     recursiveBille.final();
+        // }
+    };
+
+    var jointsGui = this.gui.addFolder('Robot Joints');
+    var jointsParams = [];
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j0', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j1', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j2', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j3', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j4', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j5', -180.0, 180.0).step(0.01));
+
+    for (var i = 0; i < jointsParams.length; i++) {
+        jointsParams[i].onChange(function (value) {
+            recursiveBille.updateAngles(false); //todo change
+            
+        });
+    }
+
+    var targetGui = this.gui.addFolder('Target Position');
+    var targetParams = [];
+    // targetParams.push(targetGui.add(this.billeTarget, 'x', -15.0, 15.0).step(0.01).listen());
+    // targetParams.push(targetGui.add(this.billeTarget, 'y', -15.0, 15.0).step(0.01).listen());
+    // targetParams.push(targetGui.add(this.billeTarget, 'z', -15.0, 15.0).step(0.01).listen());
+    // var changeTargetEnd = targetGui.add(this.billeTarget, 'targetEnd', ["end 1", "end 2"]).listen()
+    targetParams.push(targetGui.add(this.billeTarget, 'x', -15.0, 15.0).step(0.01));
+    targetParams.push(targetGui.add(this.billeTarget, 'y', -15.0, 15.0).step(0.01));
+    targetParams.push(targetGui.add(this.billeTarget, 'z', -15.0, 15.0).step(0.01));
+    var changeTargetEnd = targetGui.add(this.billeTarget, 'targetEnd', ["end 1", "end 2"])
+
+    // var extraGui =gui.addFolder('Simulation Speed');
+    // extraGui.add(this.path, 'delay', 0, 100).step(10).listen();
+
+    // gui.add(button,"pick up");
+    // gui.add(button,"drop off");
+    // gui.add(button,"create robot");
+    // gui.add(button,"final");
+    // gui.add(button,"start movement");
+    // gui.add(button,"download csv");
+
+    for (var i = 0; i < targetParams.length; i++) {
+        targetParams[i].onChange(function (value) {
+
+            recursiveBille.targetBille.position.x = recursiveBille.billeTarget.x;
+            recursiveBille.targetBille.position.y = recursiveBille.billeTarget.y;
+            recursiveBille.targetBille.position.z = recursiveBille.billeTarget.z;
+            recursiveBille.controlBille.position.x = recursiveBille.billeTarget.x;
+            recursiveBille.controlBille.position.y = recursiveBille.billeTarget.y;
+            recursiveBille.controlBille.position.z = recursiveBille.billeTarget.z;
+
+            recursiveBille.updateAngles();  //todo change bille
+            
+        });
+    }
+    changeTargetEnd.onChange(function (value) {
+        recursiveBille.changeEnd();
+    });
+
+    this.jointsGui = jointsGui;
+    this.targetGui = targetGui;
+
+};
+
+Bille.prototype.IK = function (pos) {
+    var x1 = pos.x;
+    var y1 = pos.y;
+
+    var x = x1;
+    var alt = this.spacing;
+    var y = pos.y + alt;
+    var z = pos.z - 0.0; // empirical was pos.z-0.188
+
+
+    var l = Math.sqrt(pos.y ** 2 + pos.x ** 2);
+    var ll = this.spacing + (10.5 / 102) * this.spacing; //Middle wrist actuator thickness
+
+
+    if (pos.y <= 0) {
+
+        var alpha = Math.asin(pos.x / l);
+        var beta = Math.asin(ll / l);
+
+        var theta = Math.PI / 2 - alpha - beta;
+
+
+        var xm = Math.sin(theta) * ll;
+        var ym = Math.cos(theta) * ll;
+
+        x = Math.sqrt((-pos.y - ym) ** 2 + (pos.x + xm) ** 2);
+        j1 = -theta;
+    } else {
+        var alpha = Math.asin(Math.sqrt(l ** 2 - ll ** 2) / l);
+        var beta = Math.atan(pos.x / Math.abs(pos.y));
+
+        var theta = Math.PI - alpha - beta;
+
+
+        var xm = Math.sin(theta) * ll;
+        var ym = Math.cos(theta) * ll;
+        x = Math.sqrt((pos.y + ym) ** 2 + (pos.x - xm) ** 2);
+        j1 = theta;
+    }
+
+
+    var j1, j2, j3, j4, j5;
+    var a = this.spacing * this.robotScale;
+    var b = this.spacing * this.robotScale;
+    // console.log(this.robotScale)
+
+    var c = Math.sqrt(x * x + z * z);
+
+    j2 = Math.PI / 2.0 - (Math.atan(z / x) + Math.acos((b * b + c * c - a * a) / (2 * b * c)));
+
+    j3 = Math.acos((a * a + b * b - c * c) / (2 * a * b));
+
+    j4 = Math.atan(x / z) + Math.acos((a * a + c * c - b * b) / (2 * a * c));
+
+
+
+    if (z < 0) {
+        j4 -= Math.PI;
+    }
+
+
+    this.billeAngles.j1 = j1 * this.swarm.RAD_TO_DEG;
+    this.billeAngles.j2 = (j2 * this.swarm.RAD_TO_DEG);
+    this.billeAngles.j3 = 180 - (j3 * this.swarm.RAD_TO_DEG);
+    this.billeAngles.j4 = 180 - (j4 * this.swarm.RAD_TO_DEG);
+    if (this.billeAngles.j4 > 360) {
+        this.billeAngles.j4 -= 360;
+    } else if (this.billeAngles.j4 > 180) {
+        this.billeAngles.j4 -= 360;
+    }
+    this.billeAngles.j5 = (j1 * this.swarm.RAD_TO_DEG);
+
+
+    // console.log(this.path.points.length)
+};
+
+Bille.prototype.createTarget = function () {
+    this.targetBille = new THREE.Group();
+    this.targetBille.name="targetBille";
+    if (this.swarm.showGUI) {
+        
+        this.swarm.scene.add(this.targetBille);
+    }
+
+    this.controlBille = new THREE.TransformControls(this.swarm.camera, this.swarm.renderer.domElement);
+    this.controlBille.name="controlBille"
+    this.targetBille.position.x = this.billeTarget.x;
+    this.targetBille.position.y = this.billeTarget.y;
+    this.targetBille.position.z = this.billeTarget.z;
+
+    this.controlBille.size = 0.5;
+    this.controlBille.space = "local";
+    // this.targetBille.rotation.y=180*this.DEG_TO_RAD;
+    // this.targetBille.rotation.z=90*this.DEG_TO_RAD;
+    // this.control.setSpace( this.control.space === "local" ? "world" : "local" );
+    this.controlBille.addEventListener('change', () => {
+        recursiveBille.billeTarget.x = recursiveBille.targetBille.position.x; //todo change bille
+        recursiveBille.billeTarget.y = recursiveBille.targetBille.position.y;
+        recursiveBille.billeTarget.z = recursiveBille.targetBille.position.z;
+        recursiveBille.updateAngles();
+    });
+    this.controlBille.attach(this.targetBille);
+
+    if (this.swarm.showGUI) {
+        this.swarm.scene.add(this.controlBille);
+        // this.control.visible = false;
+
+    }
+
+};
+
+Bille.prototype.getNormalAdjustment = function (n, vnormal, forward) {//n is normal degree{
+    var result = new THREE.Vector3(0, 0, 0);
+    if (n == 180) {
+        return result;
+    }
+    var theta = Math.abs(180 - n);
+    var base = 2 * Math.sin(theta / 2 * this.DEG_TO_RAD) * (this.voxelSpacing * 1.5);//TODO fix (offset)
+    var x = Math.sin(((180 - theta) / 2) * this.DEG_TO_RAD) * base;
+    var y = Math.cos(((180 - theta) / 2) * this.DEG_TO_RAD) * base;
+
+    result = vnormal.clone().multiplyScalar(-y);
+
+    if (n > 180) {
+        var tempV = forward.clone().multiplyScalar(x);
+        result.add(tempV);
+        return result;
+    } else {
+        var tempV = forward.clone().multiplyScalar(-x);
+        result.add(tempV);
+        return result;
+    }
+
+};
+
+Bille.prototype.initLoads= function(){
+    this.loadArrowsGroup=new THREE.Group();
+    this.loadArrowsGroup.name="loadArrowsGroup";
+
+    this.loads={
+        grip_1:new THREE.Vector3(0,0,0),
+        control_voxel:new THREE.Vector3(0,0,0), //control voxel
+        wrist_1:new THREE.Vector3(0,0,0) , // wrist 1
+        elbow_1:new THREE.Vector3(0,0,0), // elbow 1
+        leg_1:new THREE.Vector3(0,0,0), // leg_1
+        wrist_2:new THREE.Vector3(0,0,0) , // wrist 2
+        leg_2:new THREE.Vector3(0,0,0), // leg_2
+        elbow_2:new THREE.Vector3(0,0,0), // elbow 2
+        wrist_3:new THREE.Vector3(0,0,0),  //wrist 3
+        voxel_1:new THREE.Vector3(0,0,0), //voxel
+        grip_2:new THREE.Vector3(0,0,0),  //grip 3
+        elbow_pickup:new THREE.Vector3(0,0,0)  //elbow_pickup
+
+    };
+    if(typeof this.swarm.setup.parametric!== undefined && this.swarm.setup.parametric){
+        var shift=0.3
+
+        this.loadPosAdjustments=[
+            new THREE.Vector3(0,0,-shift),//grip 1
+            new THREE.Vector3(0,0,(this.spacing*this.BilleSize.baseHeight)*0.5),//control voxel
+            new THREE.Vector3(0,0,this.spacing),//wrist 1
+            new THREE.Vector3(0.0,0.0,this.spacing*1.5),// elbow 1
+            new THREE.Vector3(0,0,this.spacing+this.spacing*0.5*(this.BilleSize.legHeight-1)),// leg 1
+            new THREE.Vector3(0,this.spacing*0.5,0),//wrist 2
+            new THREE.Vector3(0,0,this.spacing*0.5*(this.BilleSize.legHeight-1)),// leg 2
+            new THREE.Vector3(0,0,0), // elbow 2
+            new THREE.Vector3(0,0,this.spacing/2+shift), // wrist 3
+
+            new THREE.Vector3(0,0,(this.spacing*this.BilleSize.baseHeight)-0.5*this.spacing), //voxel
+
+            new THREE.Vector3(0,0,(1+this.BilleSize.baseHeight)*this.spacing-2*shift),//grip 2
+
+            new THREE.Vector3(0,0,0) //elbow_pickup
+
+        ];
+
+    }else{
+        this.loadPosAdjustments=[
+            new THREE.Vector3(0,0,-this.voxelSpacing/this.robotScale*0.1),//grip 1
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.5),//control voxel
+            new THREE.Vector3(0,0,0),//wrist 1
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.5),// elbow 1
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*1.5),// leg 1
+            new THREE.Vector3(0,this.voxelSpacing/this.robotScale*0.5,0),//wrist 2
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.5),// leg 2
+            new THREE.Vector3(0,0,0), // elbow 2
+            new THREE.Vector3(0,0,-this.voxelSpacing/this.robotScale*0.25), // wrist 3
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.25), //voxel
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.75),//grip 2
+            new THREE.Vector3(0,0,0) //elbow_pickup
+    
+        ];
+
+    }
+
+    
+
+    this.weights=[
+        5,  //grip 1
+        15, //control voxel
+        5,  //wrist 1
+        30, // elbow 1
+        20, // leg 1
+        5,  // wrist 2
+        20, // leg 2
+        30, // elbow 3
+        5,  //wrist 3
+        10, //voxel
+        5,  //grip 2
+        30  //lower elbow
+
+    ];
+    this.torques=[
+        new THREE.Vector3(0,0,0), //grip 1
+        new THREE.Vector3(0,0,0), //control voxel
+        new THREE.Vector3(0,0,0), //wrist1
+        new THREE.Vector3(0,0,0), // elbow 1
+        new THREE.Vector3(0,0,0), // leg 1
+        new THREE.Vector3(0,0,0), // wrist 2
+        new THREE.Vector3(0,0,0), // leg 2
+        new THREE.Vector3(0,0,0), // elbow 3
+        new THREE.Vector3(0,0,0), //wrist 3
+        new THREE.Vector3(0,0,0), //voxel
+        new THREE.Vector3(0,0,0), //grip 2
+        new THREE.Vector3(0,0,0), //lower elbow
+
+    ];
+    
+
+    var currentParent=this.bille.children[this.bille.children.length - 1];
+    var length = 1.2;
+    var hex = 0xff7171;
+    var dir = new THREE.Vector3( 0, 0, -1 );
+    dir.normalize();
+    var arrowScale=0.7;
+
+    
+    
+    for(var i=0;i<10;i++){
+        var origin = currentParent.getWorldPosition(origin).clone().add(this.bille.position);
+
+        var vec=this.loadPosAdjustments[i].clone();
+        var q=currentParent.getWorldQuaternion();
+        vec.applyQuaternion(q);
+
+        this.loadArrows.push(new THREE.ArrowHelper( dir, origin.clone().add(vec), length, hex,arrowScale,arrowScale ));
+        
+        this.loadArrows[i].name="loadArrow:" + i;
+        this.loadArrowsGroup.add( this.loadArrows[i] );
+        if(i!=9 ){
+            if(i!=2&&i!=5&&i!=0&&i!=8){
+                currentParent=currentParent.children[currentParent.children.length - 1];
+            }
+        }
+        
+            
+
+    }
+    //last wrist
+    var origin = currentParent.getWorldPosition(origin).clone().add(this.bille.position);
+    var vec=this.loadPosAdjustments[this.loadPosAdjustments.length-2].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows.push(new THREE.ArrowHelper( dir, origin.clone().add(vec), length, hex,arrowScale,arrowScale ));
+    this.loadArrows[this.loadArrows.length-1].name="loadArrow:" + (this.loadArrows.length-1);
+    this.loadArrowsGroup.add( this.loadArrows[this.loadArrows.length-1] );
+
+
+
+    //pickup elbow
+    var origin = this.bille.children[0].children[this.bille.children[0].children.length - 2].getWorldPosition().clone().add(this.bille.position);
+    var vec=this.loadPosAdjustments[this.loadPosAdjustments.length-1].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows.push(new THREE.ArrowHelper( dir, origin.clone().add(vec), length, hex,arrowScale,arrowScale ));
+    this.loadArrows[this.loadArrows.length-1].name="loadArrow:" + (this.loadArrows.length-1);
+    this.loadArrowsGroup.add( this.loadArrows[this.loadPosAdjustments.length-1] );
+    
+
+
+    this.swarm.scene.add( this.loadArrowsGroup );
+
+    this.calcTorque();
+    this.loadsGUI();
+    
+}
+
+Bille.prototype.updateLoads= function(){
+
+    var currentParent=this.bille.children[this.bille.children.length - 1];
+  
+    
+    for(var i=0;i<10;i++){
+
+        var origin = currentParent.getWorldPosition().clone();
+
+        var vec=this.loadPosAdjustments[i].clone();
+        var q=currentParent.getWorldQuaternion();
+        vec.applyQuaternion(q);
+
+        this.loadArrows[i].position.copy(origin.add(vec))
+        if(i!=9 ){
+            if(i!=2&&i!=5&&i!=0&&i!=8){
+                currentParent=currentParent.children[currentParent.children.length - 1];
+            }
+        }
+    }
+
+    //last wrist
+    var origin = currentParent.getWorldPosition(origin).clone();
+    var vec=this.loadPosAdjustments[this.loadPosAdjustments.length-2].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows[this.loadArrows.length-2].position.copy(origin.add(vec))
+    
+
+
+    var origin = this.bille.children[0].children[this.bille.children[0].children.length - 2].getWorldPosition().clone();
+    var vec=this.loadPosAdjustments[this.loadArrows.length-1].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows[this.loadArrows.length-1].position.copy(origin.add(vec))
+
+    this.calcTorque();
+
+
+}
+
+Bille.prototype.calcTorque= function(){
+    //calculate load
+
+    for(var i=0;i<10;i++){
+        this.torques[i]=new THREE.Vector3(0,0,0);
+        for(var j=i+1;j<10;j++){
+            this.torques[i].add(new THREE.Vector3(0,0,-this.weights[j]));
+            var vec=this.loadArrows[j].position.clone().sub(this.loadArrows[i].position);
+            var t=new THREE.Vector3(0,0,0);
+            t.crossVectors(vec,new THREE.Vector3(0,0,-this.weights[j]));
+            this.torques[i].add(t);
+        }
+        
+    }
+
+    this.loads.grip_1       .copy(this.torques[0]);
+    this.loads.control_voxel.copy(this.torques[1]);
+    this.loads.wrist_1      .copy(this.torques[2]);
+    this.loads.elbow_1      .copy(this.torques[3]);
+    this.loads.leg_1        .copy(this.torques[4]);
+    this.loads.wrist_2.copy(this.torques[5]);
+    this.loads.leg_2        .copy(this.torques[6]);
+    this.loads.elbow_2      .copy(this.torques[7]);
+    this.loads.wrist_3      .copy(this.torques[8]);
+    this.loads.voxel_1      .copy(this.torques[9]);
+    this.loads.grip_2       .copy(this.torques[10]);
+    this.loads.elbow_pickup .copy(this.torques[11]);
+
+}
+
+Bille.prototype.loadsGUI= function(){
+    this.lgui = new dat.GUI();
+    var loadGUI = this.lgui.addFolder('Loads');
+
+    var elbow_pickup=loadGUI.addFolder('elbow_pickup');
+    var grip_1      =loadGUI.addFolder('grip_1')
+    var wrist_1     =loadGUI.addFolder('wrist_1')
+    var elbow_1     =loadGUI.addFolder('elbow_1')
+    var wrist_2     =loadGUI.addFolder('wrist_2')
+    var elbow_2     =loadGUI.addFolder('elbow_2')
+    var wrist_3     =loadGUI.addFolder('wrist_3')
+    var grip_2      =loadGUI.addFolder('grip_2')
+
+    elbow_pickup.add(this.loads.elbow_pickup, 'x', 0, 100.0).step(0.01).listen();
+    grip_1      .add(this.loads.grip_1      , 'x', 0, 100.0).step(0.01).listen();
+    wrist_1     .add(this.loads.wrist_1     , 'x', 0, 100.0).step(0.01).listen();
+    elbow_1     .add(this.loads.elbow_1     , 'x', 0, 100.0).step(0.01).listen();
+    wrist_2     .add(this.loads.wrist_2     , 'x', 0, 100.0).step(0.01).listen();
+    elbow_2     .add(this.loads.elbow_2     , 'x', 0, 100.0).step(0.01).listen();
+    wrist_3     .add(this.loads.wrist_3     , 'x', 0, 100.0).step(0.01).listen();
+    grip_2      .add(this.loads.grip_2      , 'x', 0, 100.0).step(0.01).listen();
+
+    elbow_pickup.add(this.loads.elbow_pickup, 'y', 0, 100.0).step(0.01).listen();
+    grip_1      .add(this.loads.grip_1      , 'y', 0, 100.0).step(0.01).listen();
+    wrist_1     .add(this.loads.wrist_1     , 'y', 0, 100.0).step(0.01).listen();
+    elbow_1     .add(this.loads.elbow_1     , 'y', 0, 100.0).step(0.01).listen();
+    wrist_2     .add(this.loads.wrist_2     , 'y', 0, 100.0).step(0.01).listen();
+    elbow_2     .add(this.loads.elbow_2     , 'y', 0, 100.0).step(0.01).listen();
+    wrist_3     .add(this.loads.wrist_3     , 'y', 0, 100.0).step(0.01).listen();
+    grip_2      .add(this.loads.grip_2      , 'y', 0, 100.0).step(0.01).listen();
+
+    elbow_pickup.add(this.loads.elbow_pickup, 'z', 0, 100.0).step(0.01).listen();
+    grip_1      .add(this.loads.grip_1      , 'z', 0, 100.0).step(0.01).listen();
+    wrist_1     .add(this.loads.wrist_1     , 'z', 0, 100.0).step(0.01).listen();
+    elbow_1     .add(this.loads.elbow_1     , 'z', 0, 100.0).step(0.01).listen();
+    wrist_2     .add(this.loads.wrist_2     , 'z', 0, 100.0).step(0.01).listen();
+    elbow_2     .add(this.loads.elbow_2     , 'z', 0, 100.0).step(0.01).listen();
+    wrist_3     .add(this.loads.wrist_3     , 'z', 0, 100.0).step(0.01).listen();
+    grip_2      .add(this.loads.grip_2      , 'z', 0, 100.0).step(0.01).listen();
+
+    
+
+}
+
+
+//////////////////calls//////////////////
+
+function meshToThreejs(mesh, material) {
+    let loader = new THREE.BufferGeometryLoader();
+    var geometry = loader.parse(mesh.toThreejsJSON());
+    return new THREE.Mesh(geometry, material);
+}
+
+//todo figure out a way to call this.
+function move() {
+    recursiveBille.move();
+}
+
+function changeEnd() {
+    recursiveBille.changeEnd();
+}
+
+function rotateRobot() {
+    recursiveBille.rotateRobot(recursiveBille.path.changeRotation[parseInt((recursiveBille.path.currentPoint - recursiveBille.path.number) / recursiveBille.path.number / 2)]);
+
+}
+
+function pickupPart(num) {
+    // console.log(num);
+    recursiveBille.pickupPart(num);
+}
+//////////////////////////////////////////////
+
diff --git a/recursive_swarm/js/swarm_bille1.js b/recursive_swarm/js/swarm_bille1.js
new file mode 100644
index 0000000000000000000000000000000000000000..edee0ddc275b61ac3bb9d3c206e1200e44e15663
--- /dev/null
+++ b/recursive_swarm/js/swarm_bille1.js
@@ -0,0 +1,1091 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+function Bille(swarm, inputState,firstLoad=true) {
+    this.inputState = inputState;
+    this.swarm = swarm;
+    this.spacing = swarm.spacing; //general spacing
+    this.robotScale = this.inputState[2];
+    this.voxelSpacing = this.robotScale * swarm.spacing; //spacing based on robot size
+
+    console.log("voxelSpacing:"+this.voxelSpacing)
+    this.bille = null;
+    this.billeAngles = null;
+    this.billePos = null;
+    this.billePos1 = null;
+    this.billePosition = null;
+
+    this.billePos = this.swarm.setup.billePos;
+    this.billePos1 = this.swarm.setup.billePos1;
+
+    this.stepsDirection = this.swarm.setup.stepsDir; //todo remove later based on path planning
+
+    this.targetGui = null;
+    this.jointsGui = null;
+
+    this.init();
+    if(typeof swarm.setup.parametric!== undefined && swarm.setup.parametric){ //parametric Bill-E
+        this.BilleSize=this.swarm.setup.BilleSize;
+        if(this.BilleSize.rotatedJoint){
+            this.loadRhino(swarm.setup.fileNameRot,true,firstLoad);
+        }
+        else{
+            this.loadRhino(swarm.setup.fileName,true,firstLoad);
+        }
+    }
+    else{
+        this.loadRhino(swarm.setup.fileName,false,firstLoad);
+    }
+
+    if (swarm.setup.recursion) {
+        // this.loadBilleRecursion(swarm.setup.fileNameParts);
+        setTimeout(function () { recursiveBille.loadBilleRecursion(swarm.setup.fileNameParts); }, this.path.timeout += this.path.delay);
+    }
+
+}
+
+Bille.prototype.startMovement = function () {
+    this.generatePath(this.stepsDirection);
+}
+
+Bille.prototype.init = function () {
+    this.id = 0; //todo change when you need multiple
+    this.billeAngles = {
+        j0: 0.0,
+        j1: 0.0,
+        j2: 0.0,
+        j3: 0.0,
+        j4: 0.0,
+        j5: 0.0,
+    };
+
+    this.billeTarget = {
+        x: this.inputState[1].x * this.voxelSpacing,
+        y: this.inputState[1].y * this.voxelSpacing,
+        z: this.inputState[1].z * this.voxelSpacing,
+        rx: 0,
+        ry: 0,
+        rz: 0,
+        targetEnd: "end 1"
+    };
+
+    this.bille = new THREE.Group();
+
+    this.billePosition = this.inputState[0].clone().multiplyScalar(this.voxelSpacing);
+
+    this.bille.position.x = this.billePosition.x;
+    this.bille.position.y = this.billePosition.y;
+    this.bille.position.z = this.billePosition.z;
+
+    this.billeDirection = new THREE.Vector3(0, 0, 1);
+
+    this.robotState = {
+        leg1Pos: this.inputState[1].clone(),
+        leg2Pos: this.inputState[0].clone(),
+        up: new THREE.Vector3(0, 0, 1),
+        forward: new THREE.Vector3(1, 0, 0), //todo change to make it parametric from inputState
+    };
+    this.steps = [];
+
+    this.leg = 1;
+    this.voxelNormal = 180;
+    this.normalAdjustmentVector = new THREE.Vector3(0, 0, 0);
+
+    this.path = {
+        curve: null,
+        currentPoint: 0,
+        points: [],
+        number: this.swarm.pathParams.number,
+        delay: 1000 / this.swarm.speed,
+        timeout: 1000,
+        cHeight: this.swarm.pathParams.cHeight * this.voxelSpacing,
+        showPath: this.swarm.pathParams.showPath,
+        normals: [],
+        changeLegs: [],
+        changeRotation: [],
+        normalAdjustments: [],
+        rotations: [],
+        j0: []
+    };
+
+    this.totalNumberofSteps = 0;
+    this.carriedVoxel = [];
+
+    this.flipped = false;
+    this.loadArrows=[];
+    
+};
+
+Bille.prototype.remove=function(){
+    // objects=null;
+    var selectedObject = this.swarm.scene.getObjectByName("RecursiveBille");
+    this.swarm.scene.remove(selectedObject);
+    var selectedObject = this.swarm.scene.getObjectByName("loadArrowsGroup");
+    this.swarm.scene.remove(selectedObject);
+    var selectedObject = this.swarm.scene.getObjectByName("targetBille");
+    this.swarm.scene.remove(selectedObject);
+    var selectedObject = this.swarm.scene.getObjectByName("controlBille");
+    this.swarm.scene.remove(selectedObject);
+
+    this.gui.destroy();
+    this.lgui.destroy();
+}
+
+Bille.prototype.loadRhino=function(fileName,parametric,first){
+
+    if(first){
+        let fetchPromise = fetch(fileName);
+
+        rhino3dm().then(async m => {
+            this.swarm.rhino = m;
+
+            let res = await fetchPromise;
+            let buffer = await res.arrayBuffer();
+            let arr = new Uint8Array(buffer);
+            let doc = this.swarm.rhino.File3dm.fromByteArray(arr);
+            this.swarm.rhinoDoc=doc;
+            
+            if (parametric){
+                this.loadParametric();
+            }else{
+                this.load();
+            }
+        });
+
+    }else{
+        if (parametric){
+            this.loadParametric();
+        }else{
+            this.load();
+        }
+    }
+}
+
+Bille.prototype.load = function () {
+    var objects = this.swarm.rhinoDoc.objects();
+    
+    THREE.Object3D.DefaultUp = new THREE.Vector3(0, 0, 1)
+
+    var beta = 0.5;
+
+    var material = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.8, 0.8, 0.8) });
+    var material1 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    var material  = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(1.0, 1.0, 1.0) });
+    var material1 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    let billeGroupsTemp = [
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group()
+    ];
+
+    for (let i = 0; i < objects.count; i++) {
+        let mesh = objects.get(i).geometry();
+        let layer = objects.get(i).attributes().layerIndex;
+        // console.log(objects.get(i).attributes())
+        if (mesh instanceof this.swarm.rhino.Mesh) {
+            // convert all meshes in 3dm model into threejs objects
+
+            let threeMesh;
+
+            if (objects.get(i).attributes().name == 'grey' || objects.get(i).attributes().name == 'grey1' || objects.get(i).attributes().name == 'grey2' || objects.get(i).attributes().name == 'pcb') {
+                threeMesh = meshToThreejs(mesh, material1);
+
+            } else if (objects.get(i).attributes().name == 'motors') {
+                threeMesh = meshToThreejs(mesh, material2);
+            } else if (objects.get(i).attributes().name == 'controller') {
+                threeMesh = meshToThreejs(mesh, material3);
+            } else if (objects.get(i).attributes().name == 'connectors') {
+                threeMesh = meshToThreejs(mesh, material4);
+            } else if (objects.get(i).attributes().name == 'battery') {
+                threeMesh = meshToThreejs(mesh, material5);
+            } else {
+                threeMesh = meshToThreejs(mesh, material);
+            }
+            // console.log(layer)
+            threeMesh.position.x += this.billePos[layer - 1].x;
+            threeMesh.position.y += this.billePos[layer - 1].y;
+            threeMesh.position.z += this.billePos[layer - 1].z;
+
+            billeGroupsTemp[layer - 1].add(threeMesh);
+        }
+    }
+
+    for (let i = 0; i < billeGroupsTemp.length; i++) {
+        billeGroupsTemp[i].name = "Group:" + i;
+    }
+    billeGroupsTemp[0].add(billeGroupsTemp[6].clone());
+
+    this.bille.add(billeGroupsTemp[0].clone().add(billeGroupsTemp[1].clone().add(billeGroupsTemp[2].clone().add(billeGroupsTemp[3].clone().add(billeGroupsTemp[4].clone().add(billeGroupsTemp[5].clone()))))));
+
+    
+    this.bille.name="RecursiveBille";
+    this.swarm.scene.add(this.bille);
+
+    console.log("Loaded Bille!");
+
+    this.GUI();
+    // this.jointsGui = jointsGui;
+    // this.targetGui = targetGui;
+
+    this.createTarget();
+    this.updateAngles();
+    // this.startMovement();
+
+    this.initLoads();
+
+
+    
+
+};
+
+Bille.prototype.loadParametric = function () {
+    var objects = this.swarm.rhinoDoc.objects();
+    
+    var wrist=0.3;
+    var bille_parts={
+        "g1":new THREE.Vector3(0.0   ,0.0                  ,- (1-1)*this.spacing -wrist ),//"g1",
+        "c1":new THREE.Vector3(0.0   ,0.0                  ,- (1-1)*this.spacing-1*wrist),//"c1",
+        "w1":new THREE.Vector3(0.0   ,0.0                  ,- (2-1)*this.spacing-1*wrist),//"w1",
+        "e1_1":new THREE.Vector3(0.0 ,0.0                  ,- (2-1)*this.spacing-2*wrist),//"e1",
+        "e1_2":new THREE.Vector3(0.0 ,0.0                  ,- (2-1)*this.spacing-2*wrist),//"e1",
+        "v1":new THREE.Vector3(0.0   ,0.0                  ,- (3-1)*this.spacing-2*wrist  ),//"v1",
+        "v1":new THREE.Vector3(0.0   ,0.0                  ,- (4-1)*this.spacing-2*wrist  ),//"v11",
+        "w2":new THREE.Vector3(0.0   ,0.0                  ,- (4-1)*this.spacing-2*wrist  ),//"w2",
+        "v2":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (4-1)*this.spacing-2*wrist  ),//"v2",
+        "v2":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (5-1)*this.spacing-2*wrist  ),//"v22",
+        "e2_1":new THREE.Vector3(0.0 , this.spacing+wrist  ,- (6-1)*this.spacing-2*wrist  ),//"e2",
+        "e2_2":new THREE.Vector3(0.0 , this.spacing+wrist  ,- (6-1)*this.spacing-2*wrist  ),//"e2",
+        "w3":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (7-1)*this.spacing-2*wrist  ),//"w3",
+        "v3":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (7-1)*this.spacing-4*wrist  ),//"v3",
+        "g2":new THREE.Vector3(0.0   , this.spacing+wrist  ,- (8-1)*this.spacing-5*wrist  ),//"g2",
+        "e3_1":new THREE.Vector3(0.0 ,-this.spacing+wrist  ,- (1-1)*this.spacing -2*wrist ),//"e3",
+        "e3_2":new THREE.Vector3(0.0 ,-this.spacing+wrist  ,- (1-1)*this.spacing -2*wrist ),//"e3",
+        "g3":new THREE.Vector3(0.0   ,-this.spacing+wrist  ,- (1-1)*this.spacing -2*wrist ),//"g3",
+        
+
+    };
+
+    THREE.Object3D.DefaultUp = new THREE.Vector3(0, 0, 1)
+
+    var beta = 0.5;
+
+    var material = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.8, 0.8, 0.8) });
+    var material1 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshLambertMaterial({ reflectivity: beta, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    var material  = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(1.0, 1.0, 1.0) });
+    var material1 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.3, 0.3, 0.3) });
+    var material2 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.6, 0.6, 0.6) });
+    var material3 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0, 0.2, 0) });
+    var material4 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.5, 0.5, 0) });
+    var material5 = new THREE.MeshPhysicalMaterial({ metalness: 0.4, reflectivity: 0.5, roughness: 0.5, color: new THREE.Color(0.1, 0.1, 0.1) });
+
+    let billeGroupsTemp = [
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group(),
+        new THREE.Group()
+    ];
+
+    for (let i = 0; i < objects.count; i++) {
+        let mesh = objects.get(i).geometry();
+        let layerIndex = objects.get(i).attributes().layerIndex;
+        let layerName = this.swarm.rhinoDoc.layers().findIndex(layerIndex).name;
+        // console.log(objects.get(i).attributes())
+        if (mesh instanceof this.swarm.rhino.Mesh) {
+            // convert all meshes in 3dm model into threejs objects
+
+            let threeMeshes=[];
+            let materialChosen=material;
+
+            if (objects.get(i).attributes().name == 'grey' || objects.get(i).attributes().name == 'grey1' || objects.get(i).attributes().name == 'grey2' || objects.get(i).attributes().name == 'pcb') {
+                materialChosen=material1;
+            } else if (objects.get(i).attributes().name == 'motors') {
+                materialChosen=material2;
+            } else if (objects.get(i).attributes().name == 'controller') {
+                materialChosen=material3;
+            } else if (objects.get(i).attributes().name == 'connectors') {
+                materialChosen=material4;
+            } else if (objects.get(i).attributes().name == 'battery') {
+                materialChosen=material5;
+            } else {
+                materialChosen=material;
+            }
+
+            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+
+            var layer=0
+            var add=true;
+            var wrist=0.3;
+            if(layerName=="g1"||layerName=="c1"||layerName=="e3_1"||layerName=="v11"){
+                layer=0
+                
+            }else if(layerName=="w1"||layerName=="e1_1"||layerName=="v111"){
+                layer=1
+                if(this.BilleSize.rotatedJoint && (layerName=="v111"||layerName=="e1_1")){
+                    threeMeshes[0].position.z+=wrist;
+                }else if(layerName=="v111"){
+                    add=false;
+                }
+            }else if(layerName=="v1"||layerName=="e1_2"||layerName=="w2"){
+                layer=2
+                if(layerName=="w2"){
+                    threeMeshes[0].position.z+=this.spacing*(this.BilleSize.legHeight-1);
+                }
+            }else if(layerName=="v2"||layerName=="e2_1"){
+                layer=3
+                if(layerName=="e2_1"){
+                    threeMeshes[0].position.z+=this.spacing*(this.BilleSize.legHeight-1);
+                }
+            }else if(layerName=="e2_2"||layerName=="w3"||layerName=="v222"){
+                layer=4
+                if(this.BilleSize.rotatedJoint && (layerName=="v222"||layerName=="e2_2")){
+                    // threeMeshes[0].position.z+=wrist;
+                }else if(layerName=="v222"){
+                    add=false;
+                }
+            }else if(layerName=="v3"||layerName=="g2"||layerName=="v22"){
+                layer=5
+                if(layerName=="g2"){
+                    threeMeshes[0].position.z+=this.spacing*(this.BilleSize.baseHeight-1);
+                }
+            }else if(layerName=="e3_2"||layerName=="g3"){
+                layer=6
+                
+            }else{
+                add=false;
+            }
+            
+            for (var ii=1;ii<this.BilleSize.legHeight;ii++){
+                if(layerName=="v1"||layerName=="v2"){
+                    threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                    threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-(threeMeshes.length-1));
+                }
+            }
+            for (var ii=1;ii<this.BilleSize.baseHeight;ii++){
+                if(layerName=="v11"||layerName=="v22"){
+                    threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                    threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.baseHeight-(threeMeshes.length-1));
+                }
+            }
+
+            if(this.BilleSize.rotatedJoint){ //width should be 1 already but just in case
+                for (var ii=1;ii<this.BilleSize.width;ii++){
+                    if(layerName=="v11"||layerName=="v22"){
+                        for (var kk=0;kk<this.BilleSize.baseHeight;kk++){
+                            // console.log("ii:"+(this.BilleSize.width-(ii))+" kk:"+(this.BilleSize.baseHeight-(kk)))
+                            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                            threeMeshes[threeMeshes.length-1].position.x-=this.spacing*(this.BilleSize.width-(ii));
+                            threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.baseHeight-(kk+1));
+                        }
+                    }
+                    if(layerName=="v1"){
+                        for (var kk=0;kk<this.BilleSize.legHeight;kk++){
+                            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                            threeMeshes[threeMeshes.length-1].position.y+=this.spacing*(this.BilleSize.width-(ii));
+                            threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-(kk+1));
+
+                        }
+                    }else if(layerName=="v2"){
+                        for (var kk=0;kk<this.BilleSize.legHeight;kk++){
+                            threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                            threeMeshes[threeMeshes.length-1].position.y-=this.spacing*(this.BilleSize.width-(ii));
+                            threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-(kk+1));
+                        }
+                    }
+
+
+                    if(layerName=="v111"||layerName=="e1_1"||layerName=="e1_2"){
+                        threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                        threeMeshes[threeMeshes.length-1].position.y+=this.spacing*(this.BilleSize.width-(ii));
+                    }else if(layerName=="v222"||layerName=="e2_1"||layerName=="e2_2"){
+                        threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                        threeMeshes[threeMeshes.length-1].position.y-=this.spacing*(this.BilleSize.width-(ii));
+                    }else if(layerName=="g1"||layerName=="e3_1"||layerName=="e3_2"||layerName=="g3"||layerName=="g2"){
+                        threeMeshes.push(meshToThreejs(mesh, materialChosen));
+                        threeMeshes[threeMeshes.length-1].position.x-=this.spacing*(this.BilleSize.width-(ii));
+                    }
+                    if(layerName=="e2_1"){
+                        threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.legHeight-1);
+                    }else if(layerName=="g2"){
+                        threeMeshes[threeMeshes.length-1].position.z+=this.spacing*(this.BilleSize.baseHeight-1);
+                    }
+                    
+                }
+            }
+                
+            
+
+            if(add){
+                for (var ii=0;ii<threeMeshes.length;ii++){
+                    threeMeshes[ii].position.x += this.billePos[layer].x;
+                    threeMeshes[ii].position.y += this.billePos[layer].y;
+                    threeMeshes[ii].position.z += this.billePos[layer].z;
+                    billeGroupsTemp[layer].add(threeMeshes[ii]);
+                }
+            }
+            
+        }
+    }
+
+    for (let i = 0; i < billeGroupsTemp.length; i++) {
+        billeGroupsTemp[i].name = "Group:" + i;
+    }
+    billeGroupsTemp[0].add(billeGroupsTemp[6].clone());
+
+    this.bille.add(billeGroupsTemp[0].clone().add(billeGroupsTemp[1].clone().add(billeGroupsTemp[2].clone().add(billeGroupsTemp[3].clone().add(billeGroupsTemp[4].clone().add(billeGroupsTemp[5].clone()))))));
+
+    this.bille.name="RecursiveBille";
+    this.swarm.scene.add(this.bille);
+
+    console.log("Loaded Bille!");
+
+    this.GUI();
+    // this.jointsGui = jointsGui;
+    // this.targetGui = targetGui;
+
+    this.createTarget();
+    this.updateAngles();
+    // // this.startMovement();
+
+    this.initLoads();
+
+
+
+};
+
+Bille.prototype.updateAngles = function (getTarget = true) {
+    if (this.leg == 1) {
+        if (getTarget) {
+            this.IK(new THREE.Vector3(this.targetBille.position.x - this.bille.position.x,
+                this.targetBille.position.y - this.bille.position.y,
+                this.targetBille.position.z - this.bille.position.z));
+        }
+        // console.log(this.billeAngles)
+
+        for (let i = 0; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x = 0;
+            joint.position.y = 0;
+            joint.position.z = 0;
+        }
+
+
+        if (this.path.j0.length > 0 && this.path.currentPoint < this.path.j0.length) {
+            this.billeAngles.j0 = this.path.j0[this.path.currentPoint];
+        }
+
+        this.swarm.scene.getObjectByName("Group:" + 6).rotation.x = this.swarm.DEG_TO_RAD * this.billeAngles.j0;
+        this.swarm.scene.getObjectByName("Group:" + 1).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j1;
+        this.swarm.scene.getObjectByName("Group:" + 2).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j2;
+        this.swarm.scene.getObjectByName("Group:" + 3).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j3;
+        this.swarm.scene.getObjectByName("Group:" + 4).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j4;
+        this.swarm.scene.getObjectByName("Group:" + 5).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j5;
+
+        this.swarm.scene.getObjectByName("Group:" + 1).rotation.z -= this.swarm.scene.getObjectByName("Group:" + 0).rotation.z;
+
+        if (this.path.rotations.length > 0 && this.path.currentPoint < this.path.rotations.length) {
+            this.swarm.scene.getObjectByName("Group:" + 5).rotation.z += this.path.rotations[this.path.currentPoint] * this.swarm.DEG_TO_RAD;
+        }
+
+        for (let i = 1; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x -= this.billePos1[i].x;
+            joint.position.y -= this.billePos1[i].y;
+            joint.position.z -= this.billePos1[i].z;
+            
+        }
+
+    } else {
+        if (getTarget) {
+            this.IK(new THREE.Vector3(-(this.targetBille.position.x - this.bille.position.x),
+                -(this.targetBille.position.y - this.bille.position.y),
+                -(this.targetBille.position.z - this.bille.position.z)));
+        }
+
+
+        for (let i = 0; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x = 0;
+            joint.position.y = 0;
+            joint.position.z = 0;
+        }
+
+        this.swarm.scene.getObjectByName("Group:" + 6).rotation.x = this.swarm.DEG_TO_RAD * this.billeAngles.j0;
+        this.swarm.scene.getObjectByName("Group:" + 1).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j1;
+        this.swarm.scene.getObjectByName("Group:" + 2).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j2;
+        this.swarm.scene.getObjectByName("Group:" + 3).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j3;
+        this.swarm.scene.getObjectByName("Group:" + 4).rotation.y = this.swarm.DEG_TO_RAD * this.billeAngles.j4;
+        this.swarm.scene.getObjectByName("Group:" + 5).rotation.z = this.swarm.DEG_TO_RAD * this.billeAngles.j5;
+
+
+        if (this.path.rotations.length > 0 && this.path.currentPoint < this.path.rotations.length) {
+            this.swarm.scene.getObjectByName("Group:" + 0).rotation.z = -this.path.rotations[this.path.currentPoint] * this.swarm.DEG_TO_RAD + this.bille.position.rz;
+            this.swarm.scene.getObjectByName("Group:" + 1).rotation.z += this.path.rotations[this.path.currentPoint] * this.swarm.DEG_TO_RAD - this.bille.position.rz;
+
+        } else {
+            this.swarm.scene.getObjectByName("Group:" + 1).rotation.z -= this.swarm.scene.getObjectByName("Group:" + 0).rotation.z;
+
+        }
+
+        for (let i = 1; i < 7; i++) {
+            var joint = this.swarm.scene.getObjectByName("Group:" + i);
+            joint.position.x -= this.billePos1[i].x;
+            joint.position.y -= this.billePos1[i].y;
+            joint.position.z -= this.billePos1[i].z;
+        }
+
+        var joint = this.swarm.scene.getObjectByName("Group:" + 0);
+        joint.position.x = this.targetBille.position.x - this.bille.position.x;
+        joint.position.y = this.targetBille.position.y - this.bille.position.y;
+        joint.position.z = this.targetBille.position.z - this.bille.position.z;
+
+    }
+    for (var i in this.jointsGui.__controllers) {
+        this.jointsGui.__controllers[i].updateDisplay();
+    }
+    for (var i in this.targetGui.__controllers) {
+        this.targetGui.__controllers[i].updateDisplay();
+    }
+
+    if(this.loadArrows.length!=0){
+        this.updateLoads();
+    }
+
+};
+
+Bille.prototype.GUI = function () {
+    this.gui = new dat.GUI();
+
+    var button = {
+        'download csv': function () {
+            recursiveBille.download_csv();
+        },
+        'start movement': function () {
+            recursiveBille.startMovementDirections(recursiveBille.stepsDirection);
+        },
+        'pick up': function () {
+            recursiveBille.startMovementPickup();
+        },
+        // 'drop off':function(){
+        //     recursiveBille.startMovementDropOff();
+        // },
+        // 'create robot':function(){
+        //     recursiveBille.magic();
+        // },
+        // 'final':function(){
+        //     recursiveBille.final();
+        // }
+    };
+
+    var jointsGui = this.gui.addFolder('Robot Joints');
+    var jointsParams = [];
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j0', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j1', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j2', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j3', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j4', -180.0, 180.0).step(0.01));
+    jointsParams.push(jointsGui.add(this.billeAngles, 'j5', -180.0, 180.0).step(0.01));
+
+    for (var i = 0; i < jointsParams.length; i++) {
+        jointsParams[i].onChange(function (value) {
+            recursiveBille.updateAngles(false); //todo change
+            
+        });
+    }
+
+    var targetGui = this.gui.addFolder('Target Position');
+    var targetParams = [];
+    // targetParams.push(targetGui.add(this.billeTarget, 'x', -15.0, 15.0).step(0.01).listen());
+    // targetParams.push(targetGui.add(this.billeTarget, 'y', -15.0, 15.0).step(0.01).listen());
+    // targetParams.push(targetGui.add(this.billeTarget, 'z', -15.0, 15.0).step(0.01).listen());
+    // var changeTargetEnd = targetGui.add(this.billeTarget, 'targetEnd', ["end 1", "end 2"]).listen()
+    targetParams.push(targetGui.add(this.billeTarget, 'x', -15.0, 15.0).step(0.01));
+    targetParams.push(targetGui.add(this.billeTarget, 'y', -15.0, 15.0).step(0.01));
+    targetParams.push(targetGui.add(this.billeTarget, 'z', -15.0, 15.0).step(0.01));
+    var changeTargetEnd = targetGui.add(this.billeTarget, 'targetEnd', ["end 1", "end 2"])
+
+    // var extraGui =gui.addFolder('Simulation Speed');
+    // extraGui.add(this.path, 'delay', 0, 100).step(10).listen();
+
+    // gui.add(button,"pick up");
+    // gui.add(button,"drop off");
+    // gui.add(button,"create robot");
+    // gui.add(button,"final");
+    // gui.add(button,"start movement");
+    // gui.add(button,"download csv");
+
+    for (var i = 0; i < targetParams.length; i++) {
+        targetParams[i].onChange(function (value) {
+
+            recursiveBille.targetBille.position.x = recursiveBille.billeTarget.x;
+            recursiveBille.targetBille.position.y = recursiveBille.billeTarget.y;
+            recursiveBille.targetBille.position.z = recursiveBille.billeTarget.z;
+            recursiveBille.controlBille.position.x = recursiveBille.billeTarget.x;
+            recursiveBille.controlBille.position.y = recursiveBille.billeTarget.y;
+            recursiveBille.controlBille.position.z = recursiveBille.billeTarget.z;
+
+            recursiveBille.updateAngles();  //todo change bille
+            
+        });
+    }
+    changeTargetEnd.onChange(function (value) {
+        recursiveBille.changeEnd();
+    });
+
+    this.jointsGui = jointsGui;
+    this.targetGui = targetGui;
+
+};
+
+Bille.prototype.IK = function (pos) {
+    var x1 = pos.x;
+    var y1 = pos.y;
+
+    var x = x1;
+    var alt = this.spacing;
+    var y = pos.y + alt;
+    var z = pos.z - 0.0; // empirical was pos.z-0.188
+
+
+    var l = Math.sqrt(pos.y ** 2 + pos.x ** 2);
+    var ll = this.spacing + (10.5 / 102) * this.spacing; //Middle wrist actuator thickness
+
+
+    if (pos.y <= 0) {
+
+        var alpha = Math.asin(pos.x / l);
+        var beta = Math.asin(ll / l);
+
+        var theta = Math.PI / 2 - alpha - beta;
+
+
+        var xm = Math.sin(theta) * ll;
+        var ym = Math.cos(theta) * ll;
+
+        x = Math.sqrt((-pos.y - ym) ** 2 + (pos.x + xm) ** 2);
+        j1 = -theta;
+    } else {
+        var alpha = Math.asin(Math.sqrt(l ** 2 - ll ** 2) / l);
+        var beta = Math.atan(pos.x / Math.abs(pos.y));
+
+        var theta = Math.PI - alpha - beta;
+
+
+        var xm = Math.sin(theta) * ll;
+        var ym = Math.cos(theta) * ll;
+        x = Math.sqrt((pos.y + ym) ** 2 + (pos.x - xm) ** 2);
+        j1 = theta;
+    }
+
+
+    var j1, j2, j3, j4, j5;
+    var a = this.spacing * this.robotScale;
+    var b = this.spacing * this.robotScale;
+    // console.log(this.robotScale)
+
+    var c = Math.sqrt(x * x + z * z);
+
+    j2 = Math.PI / 2.0 - (Math.atan(z / x) + Math.acos((b * b + c * c - a * a) / (2 * b * c)));
+
+    j3 = Math.acos((a * a + b * b - c * c) / (2 * a * b));
+
+    j4 = Math.atan(x / z) + Math.acos((a * a + c * c - b * b) / (2 * a * c));
+
+
+
+    if (z < 0) {
+        j4 -= Math.PI;
+    }
+
+
+    this.billeAngles.j1 = j1 * this.swarm.RAD_TO_DEG;
+    this.billeAngles.j2 = (j2 * this.swarm.RAD_TO_DEG);
+    this.billeAngles.j3 = 180 - (j3 * this.swarm.RAD_TO_DEG);
+    this.billeAngles.j4 = 180 - (j4 * this.swarm.RAD_TO_DEG);
+    if (this.billeAngles.j4 > 360) {
+        this.billeAngles.j4 -= 360;
+    } else if (this.billeAngles.j4 > 180) {
+        this.billeAngles.j4 -= 360;
+    }
+    this.billeAngles.j5 = (j1 * this.swarm.RAD_TO_DEG);
+
+
+    // console.log(this.path.points.length)
+};
+
+Bille.prototype.createTarget = function () {
+    this.targetBille = new THREE.Group();
+    this.targetBille.name="targetBille";
+    if (this.swarm.showGUI) {
+        
+        this.swarm.scene.add(this.targetBille);
+    }
+
+    this.controlBille = new THREE.TransformControls(this.swarm.camera, this.swarm.renderer.domElement);
+    this.controlBille.name="controlBille"
+    this.targetBille.position.x = this.billeTarget.x;
+    this.targetBille.position.y = this.billeTarget.y;
+    this.targetBille.position.z = this.billeTarget.z;
+
+    this.controlBille.size = 0.5;
+    this.controlBille.space = "local";
+    // this.targetBille.rotation.y=180*this.DEG_TO_RAD;
+    // this.targetBille.rotation.z=90*this.DEG_TO_RAD;
+    // this.control.setSpace( this.control.space === "local" ? "world" : "local" );
+    this.controlBille.addEventListener('change', () => {
+        recursiveBille.billeTarget.x = recursiveBille.targetBille.position.x; //todo change bille
+        recursiveBille.billeTarget.y = recursiveBille.targetBille.position.y;
+        recursiveBille.billeTarget.z = recursiveBille.targetBille.position.z;
+        recursiveBille.updateAngles();
+    });
+    this.controlBille.attach(this.targetBille);
+
+    if (this.swarm.showGUI) {
+        this.swarm.scene.add(this.controlBille);
+        // this.control.visible = false;
+
+    }
+
+};
+
+Bille.prototype.getNormalAdjustment = function (n, vnormal, forward) {//n is normal degree{
+    var result = new THREE.Vector3(0, 0, 0);
+    if (n == 180) {
+        return result;
+    }
+    var theta = Math.abs(180 - n);
+    var base = 2 * Math.sin(theta / 2 * this.DEG_TO_RAD) * (this.voxelSpacing * 1.5);//TODO fix (offset)
+    var x = Math.sin(((180 - theta) / 2) * this.DEG_TO_RAD) * base;
+    var y = Math.cos(((180 - theta) / 2) * this.DEG_TO_RAD) * base;
+
+    result = vnormal.clone().multiplyScalar(-y);
+
+    if (n > 180) {
+        var tempV = forward.clone().multiplyScalar(x);
+        result.add(tempV);
+        return result;
+    } else {
+        var tempV = forward.clone().multiplyScalar(-x);
+        result.add(tempV);
+        return result;
+    }
+
+};
+
+Bille.prototype.initLoads= function(){
+    this.loadArrowsGroup=new THREE.Group();
+    this.loadArrowsGroup.name="loadArrowsGroup";
+
+    this.loads={
+        grip_1:new THREE.Vector3(0,0,0),
+        control_voxel:new THREE.Vector3(0,0,0), //control voxel
+        wrist_1:new THREE.Vector3(0,0,0) , // wrist 1
+        elbow_1:new THREE.Vector3(0,0,0), // elbow 1
+        leg_1:new THREE.Vector3(0,0,0), // leg_1
+        wrist_2:new THREE.Vector3(0,0,0) , // wrist 2
+        leg_2:new THREE.Vector3(0,0,0), // leg_2
+        elbow_2:new THREE.Vector3(0,0,0), // elbow 2
+        wrist_3:new THREE.Vector3(0,0,0),  //wrist 3
+        voxel_1:new THREE.Vector3(0,0,0), //voxel
+        grip_2:new THREE.Vector3(0,0,0),  //grip 3
+        elbow_pickup:new THREE.Vector3(0,0,0)  //elbow_pickup
+
+    };
+    if(typeof this.swarm.setup.parametric!== undefined && this.swarm.setup.parametric){
+        var shift=0.3
+
+        this.loadPosAdjustments=[
+            new THREE.Vector3(0,0,-shift),//grip 1
+            new THREE.Vector3(0,0,(this.spacing*this.BilleSize.baseHeight)*0.5),//control voxel
+            new THREE.Vector3(0,0,this.spacing),//wrist 1
+            new THREE.Vector3(0.0,0.0,this.spacing*1.5),// elbow 1
+            new THREE.Vector3(0,0,this.spacing+this.spacing*0.5*(this.BilleSize.legHeight-1)),// leg 1
+            new THREE.Vector3(0,this.spacing*0.5,0),//wrist 2
+            new THREE.Vector3(0,0,this.spacing*0.5*(this.BilleSize.legHeight-1)),// leg 2
+            new THREE.Vector3(0,0,0), // elbow 2
+            new THREE.Vector3(0,0,this.spacing/2+shift), // wrist 3
+
+            new THREE.Vector3(0,0,(this.spacing*this.BilleSize.baseHeight)-0.5*this.spacing), //voxel
+
+            new THREE.Vector3(0,0,(1+this.BilleSize.baseHeight)*this.spacing-2*shift),//grip 2
+
+            new THREE.Vector3(0,0,0) //elbow_pickup
+
+        ];
+
+    }else{
+        this.loadPosAdjustments=[
+            new THREE.Vector3(0,0,-this.voxelSpacing/this.robotScale*0.1),//grip 1
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.5),//control voxel
+            new THREE.Vector3(0,0,0),//wrist 1
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.5),// elbow 1
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*1.5),// leg 1
+            new THREE.Vector3(0,this.voxelSpacing/this.robotScale*0.5,0),//wrist 2
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.5),// leg 2
+            new THREE.Vector3(0,0,0), // elbow 2
+            new THREE.Vector3(0,0,-this.voxelSpacing/this.robotScale*0.25), // wrist 3
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.25), //voxel
+            new THREE.Vector3(0,0,this.voxelSpacing/this.robotScale*0.75),//grip 2
+            new THREE.Vector3(0,0,0) //elbow_pickup
+    
+        ];
+
+    }
+
+    
+
+    this.weights=[
+        5,  //grip 1
+        15, //control voxel
+        5,  //wrist 1
+        30, // elbow 1
+        20, // leg 1
+        5,  // wrist 2
+        20, // leg 2
+        30, // elbow 3
+        5,  //wrist 3
+        10, //voxel
+        5,  //grip 2
+        30  //lower elbow
+
+    ];
+    this.torques=[
+        new THREE.Vector3(0,0,0), //grip 1
+        new THREE.Vector3(0,0,0), //control voxel
+        new THREE.Vector3(0,0,0), //wrist1
+        new THREE.Vector3(0,0,0), // elbow 1
+        new THREE.Vector3(0,0,0), // leg 1
+        new THREE.Vector3(0,0,0), // wrist 2
+        new THREE.Vector3(0,0,0), // leg 2
+        new THREE.Vector3(0,0,0), // elbow 3
+        new THREE.Vector3(0,0,0), //wrist 3
+        new THREE.Vector3(0,0,0), //voxel
+        new THREE.Vector3(0,0,0), //grip 2
+        new THREE.Vector3(0,0,0), //lower elbow
+
+    ];
+    
+
+    var currentParent=this.bille.children[this.bille.children.length - 1];
+    var length = 1.2;
+    var hex = 0xff7171;
+    var dir = new THREE.Vector3( 0, 0, -1 );
+    dir.normalize();
+    var arrowScale=0.7;
+
+    
+    
+    for(var i=0;i<10;i++){
+        var origin = currentParent.getWorldPosition(origin).clone().add(this.bille.position);
+
+        var vec=this.loadPosAdjustments[i].clone();
+        var q=currentParent.getWorldQuaternion();
+        vec.applyQuaternion(q);
+
+        this.loadArrows.push(new THREE.ArrowHelper( dir, origin.clone().add(vec), length, hex,arrowScale,arrowScale ));
+        
+        this.loadArrows[i].name="loadArrow:" + i;
+        this.loadArrowsGroup.add( this.loadArrows[i] );
+        if(i!=9 ){
+            if(i!=2&&i!=5&&i!=0&&i!=8){
+                currentParent=currentParent.children[currentParent.children.length - 1];
+            }
+        }
+        
+            
+
+    }
+    //last wrist
+    var origin = currentParent.getWorldPosition(origin).clone().add(this.bille.position);
+    var vec=this.loadPosAdjustments[this.loadPosAdjustments.length-2].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows.push(new THREE.ArrowHelper( dir, origin.clone().add(vec), length, hex,arrowScale,arrowScale ));
+    this.loadArrows[this.loadArrows.length-1].name="loadArrow:" + (this.loadArrows.length-1);
+    this.loadArrowsGroup.add( this.loadArrows[this.loadArrows.length-1] );
+
+
+
+    //pickup elbow
+    var origin = this.bille.children[0].children[this.bille.children[0].children.length - 2].getWorldPosition().clone().add(this.bille.position);
+    var vec=this.loadPosAdjustments[this.loadPosAdjustments.length-1].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows.push(new THREE.ArrowHelper( dir, origin.clone().add(vec), length, hex,arrowScale,arrowScale ));
+    this.loadArrows[this.loadArrows.length-1].name="loadArrow:" + (this.loadArrows.length-1);
+    this.loadArrowsGroup.add( this.loadArrows[this.loadPosAdjustments.length-1] );
+    
+
+
+    this.swarm.scene.add( this.loadArrowsGroup );
+
+    this.calcTorque();
+    this.loadsGUI();
+    
+}
+
+Bille.prototype.updateLoads= function(){
+
+    var currentParent=this.bille.children[this.bille.children.length - 1];
+  
+    
+    for(var i=0;i<10;i++){
+
+        var origin = currentParent.getWorldPosition().clone();
+
+        var vec=this.loadPosAdjustments[i].clone();
+        var q=currentParent.getWorldQuaternion();
+        vec.applyQuaternion(q);
+
+        this.loadArrows[i].position.copy(origin.add(vec))
+        if(i!=9 ){
+            if(i!=2&&i!=5&&i!=0&&i!=8){
+                currentParent=currentParent.children[currentParent.children.length - 1];
+            }
+        }
+    }
+
+    //last wrist
+    var origin = currentParent.getWorldPosition(origin).clone();
+    var vec=this.loadPosAdjustments[this.loadPosAdjustments.length-2].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows[this.loadArrows.length-2].position.copy(origin.add(vec))
+    
+
+
+    var origin = this.bille.children[0].children[this.bille.children[0].children.length - 2].getWorldPosition().clone();
+    var vec=this.loadPosAdjustments[this.loadArrows.length-1].clone();
+    var q=currentParent.getWorldQuaternion();
+    vec.applyQuaternion(q);
+    this.loadArrows[this.loadArrows.length-1].position.copy(origin.add(vec))
+
+    this.calcTorque();
+
+
+}
+
+Bille.prototype.calcTorque= function(){
+    //calculate load
+
+    for(var i=0;i<10;i++){
+        this.torques[i]=new THREE.Vector3(0,0,0);
+        for(var j=i+1;j<10;j++){
+            this.torques[i].add(new THREE.Vector3(0,0,-this.weights[j]));
+            var vec=this.loadArrows[j].position.clone().sub(this.loadArrows[i].position);
+            var t=new THREE.Vector3(0,0,0);
+            t.crossVectors(vec,new THREE.Vector3(0,0,-this.weights[j]));
+            this.torques[i].add(t);
+        }
+        
+    }
+
+    this.loads.grip_1       .copy(this.torques[0]);
+    this.loads.control_voxel.copy(this.torques[1]);
+    this.loads.wrist_1      .copy(this.torques[2]);
+    this.loads.elbow_1      .copy(this.torques[3]);
+    this.loads.leg_1        .copy(this.torques[4]);
+    this.loads.wrist_2.copy(this.torques[5]);
+    this.loads.leg_2        .copy(this.torques[6]);
+    this.loads.elbow_2      .copy(this.torques[7]);
+    this.loads.wrist_3      .copy(this.torques[8]);
+    this.loads.voxel_1      .copy(this.torques[9]);
+    this.loads.grip_2       .copy(this.torques[10]);
+    this.loads.elbow_pickup .copy(this.torques[11]);
+
+}
+
+Bille.prototype.loadsGUI= function(){
+    this.lgui = new dat.GUI();
+    var loadGUI = this.lgui.addFolder('Loads');
+
+    var elbow_pickup=loadGUI.addFolder('elbow_pickup');
+    var grip_1      =loadGUI.addFolder('grip_1')
+    var wrist_1     =loadGUI.addFolder('wrist_1')
+    var elbow_1     =loadGUI.addFolder('elbow_1')
+    var wrist_2     =loadGUI.addFolder('wrist_2')
+    var elbow_2     =loadGUI.addFolder('elbow_2')
+    var wrist_3     =loadGUI.addFolder('wrist_3')
+    var grip_2      =loadGUI.addFolder('grip_2')
+
+    elbow_pickup.add(this.loads.elbow_pickup, 'x', 0, 100.0).step(0.01).listen();
+    grip_1      .add(this.loads.grip_1      , 'x', 0, 100.0).step(0.01).listen();
+    wrist_1     .add(this.loads.wrist_1     , 'x', 0, 100.0).step(0.01).listen();
+    elbow_1     .add(this.loads.elbow_1     , 'x', 0, 100.0).step(0.01).listen();
+    wrist_2     .add(this.loads.wrist_2     , 'x', 0, 100.0).step(0.01).listen();
+    elbow_2     .add(this.loads.elbow_2     , 'x', 0, 100.0).step(0.01).listen();
+    wrist_3     .add(this.loads.wrist_3     , 'x', 0, 100.0).step(0.01).listen();
+    grip_2      .add(this.loads.grip_2      , 'x', 0, 100.0).step(0.01).listen();
+
+    elbow_pickup.add(this.loads.elbow_pickup, 'y', 0, 100.0).step(0.01).listen();
+    grip_1      .add(this.loads.grip_1      , 'y', 0, 100.0).step(0.01).listen();
+    wrist_1     .add(this.loads.wrist_1     , 'y', 0, 100.0).step(0.01).listen();
+    elbow_1     .add(this.loads.elbow_1     , 'y', 0, 100.0).step(0.01).listen();
+    wrist_2     .add(this.loads.wrist_2     , 'y', 0, 100.0).step(0.01).listen();
+    elbow_2     .add(this.loads.elbow_2     , 'y', 0, 100.0).step(0.01).listen();
+    wrist_3     .add(this.loads.wrist_3     , 'y', 0, 100.0).step(0.01).listen();
+    grip_2      .add(this.loads.grip_2      , 'y', 0, 100.0).step(0.01).listen();
+
+    elbow_pickup.add(this.loads.elbow_pickup, 'z', 0, 100.0).step(0.01).listen();
+    grip_1      .add(this.loads.grip_1      , 'z', 0, 100.0).step(0.01).listen();
+    wrist_1     .add(this.loads.wrist_1     , 'z', 0, 100.0).step(0.01).listen();
+    elbow_1     .add(this.loads.elbow_1     , 'z', 0, 100.0).step(0.01).listen();
+    wrist_2     .add(this.loads.wrist_2     , 'z', 0, 100.0).step(0.01).listen();
+    elbow_2     .add(this.loads.elbow_2     , 'z', 0, 100.0).step(0.01).listen();
+    wrist_3     .add(this.loads.wrist_3     , 'z', 0, 100.0).step(0.01).listen();
+    grip_2      .add(this.loads.grip_2      , 'z', 0, 100.0).step(0.01).listen();
+
+    
+
+}
+
+
+//////////////////calls//////////////////
+
+function meshToThreejs(mesh, material) {
+    let loader = new THREE.BufferGeometryLoader();
+    var geometry = loader.parse(mesh.toThreejsJSON());
+    return new THREE.Mesh(geometry, material);
+}
+
+//todo figure out a way to call this.
+function move() {
+    recursiveBille.move();
+}
+
+function changeEnd() {
+    recursiveBille.changeEnd();
+}
+
+function rotateRobot() {
+    recursiveBille.rotateRobot(recursiveBille.path.changeRotation[parseInt((recursiveBille.path.currentPoint - recursiveBille.path.number) / recursiveBille.path.number / 2)]);
+
+}
+
+function pickupPart(num) {
+    // console.log(num);
+    recursiveBille.pickupPart(num);
+}
+//////////////////////////////////////////////
+
diff --git a/recursive_swarm/js/swarm_bille_pickup.js b/recursive_swarm/js/swarm_bille_pickup.js
new file mode 100644
index 0000000000000000000000000000000000000000..8a33d6ab7c44fad2b3087284a63f4a94f29a10c7
--- /dev/null
+++ b/recursive_swarm/js/swarm_bille_pickup.js
@@ -0,0 +1,1019 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+
+Bille.prototype.loadBilleRecursion= function(fileName){
+
+	function meshToThreejs(mesh, material) {
+		var loader = new THREE.BufferGeometryLoader();
+		var geometry = loader.parse(mesh.toThreejsJSON());
+		return new THREE.Mesh(geometry, material);
+    }
+    
+    var fetchPromise = fetch(fileName);
+    
+	rhino3dm().then(async m => {
+		var rhino = m;
+
+		let res = await fetchPromise;
+		let buffer = await res.arrayBuffer();
+		let arr = new Uint8Array(buffer);
+		let doc = rhino.File3dm.fromByteArray(arr);
+
+        
+        var voxelSpacing=this.spacing;
+        
+        this.billePosition=new THREE.Vector3(0,0,0);
+
+        // let material = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.8, 0.8, 0.8 ) } );
+        // let material1 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.3, 0.3, 0.3 ) } );
+        // let material2 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.6, 0.6, 0.6 ) } );
+        // let material3 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0, 0.2, 0 ) } );
+        // let material4 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.5, 0.5, 0 ) } );
+        // let material5 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.1, 0.1, 0.1 ) } );
+        
+        var material  = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,clearcoat: 0.8,clearcoatRoughness: 0.1,color: new THREE.Color( 1.0, 1.0, 1.0 ) } );
+        var material1 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,clearcoat: 0.8,clearcoatRoughness: 0.1,color: new THREE.Color( 0.3, 0.3, 0.3 ) } );
+        var material2 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,clearcoat: 0.8,clearcoatRoughness: 0.1,color: new THREE.Color( 0.6, 0.6, 0.6 ) } );
+        var material3 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,clearcoat: 0.8,clearcoatRoughness: 0.1,color: new THREE.Color( 0, 0.2, 0 ) } );
+        var material4 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,clearcoat: 0.8,clearcoatRoughness: 0.1,color: new THREE.Color( 0.5, 0.5, 0 ) } );
+        var material5 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,clearcoat: 0.8,clearcoatRoughness: 0.1,color: new THREE.Color( 0.1, 0.1, 0.1 ) } );
+
+        var wrist=0.188;
+        var billePos=[
+            new THREE.Vector3(0.0   ,0.0               ,-this.spacing/2.0- this.spacing -wrist ),//"g1",
+            new THREE.Vector3(0.0   ,0.0               ,-this.spacing/2.0- this.spacing-1*wrist),//"c1",
+            new THREE.Vector3(0.0   ,0.0               ,-this.spacing/2.0- 2*this.spacing-1*wrist),//"w1",
+            new THREE.Vector3(0.0   ,0.0               ,-this.spacing/2.0- 2*this.spacing-2*wrist),//"e1",
+        
+            new THREE.Vector3(0.0   ,0.0               ,-this.spacing/2.0- 3*this.spacing-2*wrist  ),//"v1",
+            new THREE.Vector3(0.0   ,0.0               ,-this.spacing/2.0- 4*this.spacing-2*wrist  ),//"v11",
+            new THREE.Vector3(0.0   ,0.0               ,-this.spacing/2.0- 4*this.spacing-2*wrist  ),//"w2",
+            new THREE.Vector3(0.0   , this.spacing+wrist  ,-this.spacing/2.0- 4*this.spacing-2*wrist  ),//"v2",
+            new THREE.Vector3(0.0   , this.spacing+wrist  ,-this.spacing/2.0- 5*this.spacing-2*wrist  ),//"v22",
+            new THREE.Vector3(0.0   , this.spacing+wrist  ,-this.spacing/2.0- 6*this.spacing-2*wrist  ),//"e2",
+            new THREE.Vector3(0.0   , this.spacing+wrist  ,-this.spacing/2.0- 7*this.spacing-2*wrist  ),//"w3",
+            new THREE.Vector3(0.0   , this.spacing+wrist  ,-this.spacing/2.0- 7*this.spacing-4*wrist  ),//"v3",
+            new THREE.Vector3(0.0   , this.spacing+wrist  ,-this.spacing/2.0- 8*this.spacing-5*wrist  ),//"g2",
+            new THREE.Vector3(0.0   ,-this.spacing+wrist ,-this.spacing/2.0 - this.spacing -2*wrist ),//"e3",
+            new THREE.Vector3(0.0   ,-this.spacing+wrist ,-this.spacing/2.0 - this.spacing -2*wrist ),//"g3",
+            
+
+        ];
+
+        this.billeParts=[
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+        ];
+        this.partNames=[
+            "g1",
+            "c1",
+            "w1",
+            "e1",
+            "v1",
+            "v11",
+            "w2",
+            "v2",
+            "v22",
+            "e2",
+            "w3",
+            "v3",
+            "g2",
+            "e3",
+            "g3",
+
+        ];
+        
+        
+		
+
+		let objects = doc.objects();
+		for (let i = 0; i < objects.count; i++) {
+			let mesh = objects.get(i).geometry();
+			let layer=objects.get(i).attributes().layerIndex;
+			if(mesh instanceof rhino.Mesh) {
+				// convert all meshes in 3dm model into threejs objects
+				let threeMesh; 
+
+                if(objects.get(i).attributes().name=='grey'||objects.get(i).attributes().name=='grey1'||objects.get(i).attributes().name=='grey2'||objects.get(i).attributes().name=='pcb'){
+                    threeMesh = meshToThreejs(mesh, material1);
+
+                }else if(objects.get(i).attributes().name=='motors'){
+                    threeMesh = meshToThreejs(mesh, material2);
+                }else if(objects.get(i).attributes().name=='controller'){
+                    threeMesh = meshToThreejs(mesh, material3);
+                }else if(objects.get(i).attributes().name=='connectors'){
+                    threeMesh = meshToThreejs(mesh, material4);
+                }else if(objects.get(i).attributes().name=='battery'){
+                    threeMesh = meshToThreejs(mesh, material5);
+                    console.log(objects.get(i).attributes())
+                }else{
+                    threeMesh = meshToThreejs(mesh, material);
+                }
+				// console.log(layer)
+				threeMesh.position.x+=billePos[layer-1].x;
+				threeMesh.position.y+=billePos[layer-1].y;
+				threeMesh.position.z+=billePos[layer-1].z;
+                this.billeParts[layer-1].add(threeMesh);
+                
+            }
+        }
+
+        console.log("Loaded Parts!");
+        this.partsInit();
+
+		
+    });
+
+};
+
+Bille.prototype.partsInit=function(){
+    this.counter=0;
+    var stage1=new THREE.Vector3(1,1,1);
+    var stage2=new THREE.Vector3(1,2,2+0);
+
+    this.createStage(stage1);
+    this.createStage(stage2);
+    this.currentPart=[];
+
+    this.partsPickupLocations=[ //3 accessories, 1 main
+        new THREE.Vector3(-0+stage2.x,stage2.y,1+stage2.z),//"g1",
+        new THREE.Vector3(-0+stage1.x,stage1.y,1+stage1.z),//"c1",
+
+        new THREE.Vector3(-5+stage2.x,stage2.y,1+stage2.z),//"w1",
+        new THREE.Vector3(-5+stage1.x,stage1.y,1+stage1.z),//"e1",
+
+        new THREE.Vector3(-6+stage1.x,stage1.y,1+stage1.z),//"v1",
+
+        new THREE.Vector3(-7+stage1.x,stage1.y,1+stage1.z),//"v11",
+        new THREE.Vector3(-3+stage2.x,stage2.y,1+stage2.z),//"w2",
+
+        new THREE.Vector3(-2+stage1.x,stage1.y,1+stage1.z),//"v2",
+        new THREE.Vector3(-3+stage1.x,stage1.y,1+stage1.z),//"v22",
+
+        new THREE.Vector3(-1+stage1.x,stage1.y,1+stage1.z),//"e2",
+        new THREE.Vector3(-1+stage2.x,stage2.y,1+stage2.z),//"w3",
+
+        new THREE.Vector3(-4+stage1.x,stage1.y,1+stage1.z),//"v3",
+        new THREE.Vector3(-4+stage2.x,stage2.y,1+stage2.z),//"g2",
+
+        new THREE.Vector3(-8+stage1.x,stage1.y,1+stage1.z),//"e3",
+        new THREE.Vector3(-8+stage2.x,stage2.y,1+stage2.z),//"g3",
+    ];
+
+
+    
+    for(var i=0;i<this.billeParts.length;i++){
+        // this.partsPickupLocations.push(new THREE.Vector3(-i,1,1));
+        this.placeParts(i);
+    }
+
+    this.partsOrder=[
+        "c1","g1",//0
+        "e2","w3",//1
+        "v2","",//2
+        "v22","w2",//3
+
+        "v3","g2",//4
+        "e1","w1",//5
+        "v1","",//6
+        "v11","",//7
+        
+        "e3","g3",
+
+    ];
+    
+
+    //pickup c1 
+    //accessorize with g1
+    //place at location
+
+    
+
+    this.startMovementPickup();
+
+};
+
+Bille.prototype.startMovementPickup= function(){
+
+    var inputState=[new THREE.Vector3(1,0,0),new THREE.Vector3(2,0,0),2];
+
+    console.log(this.billeDirection)
+    this.robotState={
+        leg1Pos:inputState[1].clone(),
+        leg2Pos:inputState[0].clone(),
+        up:new THREE.Vector3(0,0,1),
+        forward:new THREE.Vector3(1,0,0), //todo change to make it parametric from inputState
+    };
+
+    this.resetPath();
+
+    this.pickup(true);
+    
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    // if(this.leg==1){
+    //     setTimeout(function(){ changeEnd(); }, this.path.timeout);
+
+    // }
+
+    this.moveLeg();
+
+    
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    setTimeout(function(){ pickupPart(); }, this.path.timeout+=this.path.number/2.0*this.path.delay);
+    
+    this.moveLeg();
+
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    setTimeout(function(){ pickupPart(); }, this.path.timeout+=this.path.number/2.0*this.path.delay);
+
+    this.moveLeg();
+
+    for(var i=0;i<this.path.number;i++){
+        setTimeout(function(){ recursiveBille.beltAnimation();}, this.path.timeout+i*this.path.delay*2.0);
+    }
+
+    if(this.counter!=0){
+        setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    }
+
+    setTimeout(function(){ recursiveBille.startMovementDirections([0,4,0,0]); }, this.path.timeout);
+    setTimeout(function(){ recursiveBille.startMovementDropOff(); },  this.path.timeout+=(this.path.number+2)*this.path.delay*4*2);
+
+    
+
+};
+
+Bille.prototype.startMovementDropOff=function(){
+    this.resetPath();
+
+    if(this.counter==0){
+        this.createPickupDropOff0(this.bille.position.clone(),false); 
+        this.createPickupDropOff0(this.bille.position.clone(),true);
+        
+        
+    }else if(this.counter==1){
+        this.createPickupDropOff1(this.bille.position.clone(),false); 
+        this.createPickupDropOff1(this.bille.position.clone(),true); 
+        
+    }else if(this.counter==2){
+        this.createPickupDropOff2(this.bille.position.clone(),false); 
+        this.createPickupDropOff2(this.bille.position.clone(),true); 
+        
+    }else if(this.counter==3){
+        this.createPickupDropOff3(this.bille.position.clone(),false); 
+        this.createPickupDropOff3(this.bille.position.clone(),true); 
+        
+    }else if(this.counter==4){
+        this.createPickupDropOff00(this.bille.position.clone(),false); 
+        this.createPickupDropOff00(this.bille.position.clone(),true);
+        
+        
+    }else if(this.counter==5){
+        this.createPickupDropOff11(this.bille.position.clone(),false); 
+        this.createPickupDropOff11(this.bille.position.clone(),true); 
+        
+    }else if(this.counter==6){
+        this.createPickupDropOff22(this.bille.position.clone(),false); 
+        this.createPickupDropOff22(this.bille.position.clone(),true); 
+        
+    }else if(this.counter==7){
+        this.createPickupDropOff33(this.bille.position.clone(),false); 
+        this.createPickupDropOff33(this.bille.position.clone(),true); 
+        
+    }
+
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    this.moveLeg();
+    setTimeout(function(){ recursiveBille.dropPart(); }, this.path.timeout+=this.path.number/2.0*this.path.delay);
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    this.moveLeg();
+
+    
+    
+
+    if(this.counter!=7){
+
+        if(this.counter==0){
+            this.path.delay=this.path.delay/4.0;
+        }
+    
+        setTimeout(function(){ recursiveBille.startMovementDirections([1,0,5,0]); }, this.path.timeout+=this.path.delay);
+        setTimeout(function(){ changeEnd();},  this.path.timeout+=(this.path.number+2)*this.path.delay*4*2);
+        
+
+        
+        
+        setTimeout(function(){ recursiveBille.startMovementPickup(); },  this.path.timeout);
+    }else{
+        this.path.delay=this.path.delay*4.0;
+        setTimeout(function(){ recursiveBille.startMovementDirections([1,0]); }, this.path.timeout+=this.path.delay);
+        // setTimeout(function(){ recursiveBille.startMovementDirections([0,0,1]); }, this.path.timeout+=this.path.delay);
+        setTimeout(function(){ recursiveBille.magic()},  this.path.timeout+(this.path.number+2)*this.path.delay*2*2);
+
+    }
+
+    
+
+    this.counter++;
+    ///////////////////////////////////////////////////////////////////////////////////////
+
+};
+
+Bille.prototype.pickup=function(both){
+    //got in front of location
+    //create path
+    this.createPickupPath1(this.bille.position.clone(),false);
+    if(both){
+        this.createPickupPath2(this.bille.position.clone(),false);
+        this.createPickupPathBack(this.bille.position.clone(),true);
+
+    }else{
+        this.createPickupPath1(this.bille.position.clone(),true);
+    }
+    
+
+}
+
+Bille.prototype.createPickupPath1= function(start,reverse){
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,-this.spacing  ,this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(0             ,-this.spacing  ,0.0));
+    var p4=p3.clone().add(new THREE.Vector3(-this.spacing ,this.spacing   ,0));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupPath2= function(start,reverse){
+
+    var p1=start.clone().add(new THREE.Vector3(-this.spacing,-this.spacing  ,this.spacing));
+
+    var p2=p1.clone().add(new THREE.Vector3(0               ,0.0           ,this.spacing+0.9*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(0               ,this.spacing  ,0.0));
+    var p4=p3.clone().add(new THREE.Vector3(0               ,0             ,-0.8*this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupPathBack= function(start,reverse){
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0       ,0.0           ,1.5*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3( 0    ,0.0 ,1.5*this.spacing+0.1*this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(-this.spacing               ,0   ,-1.0*this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupPath11= function(start,reverse){
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,0 ,this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(0             ,-this.spacing  ,0.0));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,this.spacing   ,0));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupPath22= function(start,reverse){
+
+    var p1=start.clone().add(new THREE.Vector3(0,0  ,this.spacing));
+
+    var p2=p1.clone().add(new THREE.Vector3(0               ,0.0           ,this.spacing+0.9*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(0               ,this.spacing  ,0.0));
+    var p4=p3.clone().add(new THREE.Vector3(0               ,0             ,-0.8*this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupPathBack1= function(start,reverse){
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0       ,-this.spacing          ,1.5*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3( 0    , 0,1.5*this.spacing+0.1*this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0               ,this.spacing  ,-1.0*this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff0= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,this.spacing,0));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing             ,0 ,this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff1= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,this.spacing,this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing            , 0 ,this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff2= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,this.spacing ,1.5*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing            , 0 ,1.5*this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff3= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,this.spacing ,2*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing            , 0 ,1.5*this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-0.5*this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff00= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,0,0));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing             ,0 ,this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff11= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,0,this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing            , 0 ,this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff22= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,0 ,1.5*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing            , 0 ,1.5*this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.createPickupDropOff33= function(start,reverse){ //one above
+
+    var p1=start.clone();
+
+    var p2=p1.clone().add(new THREE.Vector3(0             ,0 ,2*this.spacing));
+    var p3=p2.clone().add(new THREE.Vector3(-this.spacing            , 0 ,1.5*this.spacing));
+    var p4=p3.clone().add(new THREE.Vector3(0 ,0   ,-0.5*this.spacing));
+    // var p5=p4.clone().add(new THREE.Vector3(0,0,0));
+    
+    if(!reverse){
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p1,
+            p2,
+            p3,
+            p4
+        );
+
+    }else{
+        //create bezier curve
+        this.path.curve= new THREE.CubicBezierCurve3 (
+            p4,
+            p3,
+            p2,
+            p1
+        );
+    }
+	
+	this.dividePickupPath(reverse);
+};
+
+Bille.prototype.dividePickupPath= function(reverse){
+
+	//points
+	var tempPoints=this.path.curve.getSpacedPoints(this.path.number);
+	
+	for (var i=0;i<=this.path.number;i++)
+	{
+		this.path.normals.push(0);
+		this.path.normalAdjustments.push(0);
+		this.path.points.push(tempPoints[i].clone());
+        this.path.rotations.push(0);		
+        this.path.j0.push(0);
+		
+		if(this.path.showPath)
+		{
+			var material = new THREE.MeshLambertMaterial({ color:0xff7171,});
+			var geometry = new THREE.SphereGeometry(0.05, 0.05, 0.05);
+			var mesh = new THREE.Mesh(geometry, material);
+			mesh.position.x=tempPoints[i].x;
+			mesh.position.y=tempPoints[i].y;
+			mesh.position.z=tempPoints[i].z;
+			this.swarm.scene.add(mesh);
+		}
+    }
+	
+};
+
+Bille.prototype.pickupPart=function(){
+    
+    if(this.partsOrder[0]!=""){
+        this.currentPart.push(this.partsOrder[0]);
+        var part=this.swarm.scene.getObjectByName( this.partsOrder[0]);
+
+        part.position.x=0;
+        part.position.y=2*this.spacing;
+        part.position.z=this.spacing+0.5*this.spacing;
+
+
+        this.bille.children[0].children[0].add(part);
+
+    }
+
+    this.partsOrder.shift();
+
+    
+}
+
+Bille.prototype.pickupPart1=function(){
+    
+    if(this.partsOrder[0]!=""){
+        this.currentPart.push(this.partsOrder[0]);
+        var part=this.swarm.scene.getObjectByName( this.partsOrder[0]);
+
+        part.position.x=0;
+        part.position.y=1*this.spacing;
+        part.position.z=this.spacing+0.5*this.spacing;
+
+
+        this.bille.children[0].add(part);
+
+    }
+
+    this.partsOrder.shift();
+
+    
+}
+
+Bille.prototype.dropPart=function(){
+
+    for(var i=0;i<this.currentPart.length;i++){
+        var part=this.swarm.scene.getObjectByName(this.currentPart[i]);
+
+        this.bille.children[0].children[0].remove(part);
+
+        part.position.x=0;
+        part.position.y=0;
+        part.position.z=0;
+
+        part.rotation.z=Math.PI/2.0;
+
+        part.position.x=this.bille.position.x-2*this.spacing;
+        part.position.y=this.bille.position.y+0.2*this.spacing;
+        part.position.z=this.bille.position.z+this.spacing+0.5*this.spacing;
+
+        // part.rotation.x=this.bille.rotation.x;
+        // part.rotation.y=this.bille.rotation.y;
+        // part.rotation.z=this.bille.rotation.z;
+
+        // console.log(part.position);
+        // console.log(this.bille.position);
+        this.swarm.scene.add(part)
+
+    }
+    
+    this.currentPart=[];
+
+    
+}
+
+Bille.prototype.createStage=function(pos){
+    var material = new THREE.MeshLambertMaterial({ color:new THREE.Color(0.1,0.1,0.1)});
+    material.transparent=false;
+    material.opacity=0.7;
+    var geometry = new THREE.BoxGeometry(10*this.spacing, this.spacing, 0.4);
+    var mesh = new THREE.Mesh(geometry, material);
+    mesh.position.x=pos.x*this.spacing-5*this.spacing+0.5*this.spacing;
+    mesh.position.y=pos.y*this.spacing;
+    mesh.position.z=pos.z*this.spacing-0.2;
+    this.swarm.scene.add(mesh);
+
+}
+
+Bille.prototype.placeParts=function(num){
+    
+    // this.swarm.buildSingleVoxelAt(new THREE.Vector3(
+    //     this.partsPickupLocations[num].x*this.spacing,
+    //     this.partsPickupLocations[num].y*this.spacing,
+    //     this.partsPickupLocations[num].z*this.spacing
+    //     ));
+    
+    // this.swarm.grid[this.partsPickupLocations[num].x][this.partsPickupLocations[num].y][this.partsPickupLocations[num].z]=true;
+    // this.swarm.grid[this.partsPickupLocations[num].x][this.partsPickupLocations[num].y][this.partsPickupLocations[num].z+1]=true;
+
+    this.billeParts[num].position.x=(this.partsPickupLocations[num].x)*this.spacing;
+    this.billeParts[num].position.y=(this.partsPickupLocations[num].y)*this.spacing;
+    this.billeParts[num].position.z=(this.partsPickupLocations[num].z)*this.spacing+0.5*this.spacing;
+    this.billeParts[num].name=this.partNames[num];
+    this.swarm.scene.add(this.billeParts[num]);
+
+}
+
+Bille.prototype.beltAnimation=function(){
+    // console.log(list);
+    var list=this.partsOrder;
+
+    for(var i=0;i<list.length;i++){
+        if( list[i]!=""){
+            var part=this.swarm.scene.getObjectByName( list[i]);
+            part.position.x+=this.spacing/this.path.number;
+        }
+        
+    }
+
+}
+
+Bille.prototype.magic=function(){
+
+    for(var i=0;i<this.billeParts.length;i++){
+        this.billeParts[i].visible=false;
+    }
+    var part=this.swarm.scene.getObjectByName( 'e3');
+    part.visible=true;
+    var part=this.swarm.scene.getObjectByName( 'g3');
+    part.visible=true;
+    this.swarm.scene.add(this.bille.clone())
+
+    inputState=[new THREE.Vector3(1.5,2,0),new THREE.Vector3(1.5,3,0),2];
+
+    this.billePosition=inputState[0].clone().multiplyScalar(this.voxelSpacing);
+    this.bille.position.x=this.billePosition.x;
+    this.bille.position.y=this.billePosition.y;
+    this.bille.position.z=this.billePosition.z;
+
+    this.bille.children[0].remove(this.bille.children[0].children[this.bille.children[0].children.length-1]);
+    
+
+    
+
+    this.billeTarget={
+        x:inputState[1].x*this.voxelSpacing,
+        y:inputState[1].y*this.voxelSpacing-0.81*this.spacing,
+        z:inputState[1].z*this.voxelSpacing,
+        rx:0,
+        ry:0,
+        rz:0,
+        targetEnd:"end 1"
+    };
+    this.robotState={
+        leg1Pos:inputState[1].clone(),
+        leg2Pos:inputState[0].clone(),
+        up:new THREE.Vector3(0,0,1),
+        forward:new THREE.Vector3(1,0,0), //todo change to make it parametric from inputState
+    };
+    this.targetBille.position.x = this.billeTarget.x;
+	this.targetBille.position.y = this.billeTarget.y;
+    this.targetBille.position.z = this.billeTarget.z;
+
+    this.updateAngles();
+
+    setTimeout(function(){ recursiveBille.startMovementDirections([5,0,0,4,1]); }, this.path.timeout+=2*this.path.delay);
+
+    setTimeout(function(){ changeEnd();},  this.path.timeout+=(this.path.number+2)*this.path.delay*5*2);
+
+    setTimeout(function(){ recursiveBille.finalPickup()},  this.path.timeout+=this.path.delay*2);
+
+    
+}
+
+Bille.prototype.finalPickup=function(){
+
+    var inputState=[new THREE.Vector3(1,0,0),new THREE.Vector3(2,0,0),2];
+
+    console.log(this.billeDirection)
+    this.robotState={
+        leg1Pos:inputState[1].clone(),
+        leg2Pos:inputState[0].clone(),
+        up:new THREE.Vector3(0,0,1),
+        forward:new THREE.Vector3(1,0,0), //todo change to make it parametric from inputState
+    };
+
+
+    this.resetPath();
+
+    this.createPickupPath11(this.bille.position.clone(),false);
+    this.createPickupPath22(this.bille.position.clone(),false);
+    this.createPickupPathBack1(this.bille.position.clone(),true);
+
+    
+    
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+
+    this.moveLeg();
+
+    
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    setTimeout(function(){ recursiveBille.pickupPart1(); }, this.path.timeout+=this.path.number/2.0*this.path.delay);
+
+    this.moveLeg();
+
+    setTimeout(function(){ changeEnd(); }, this.path.timeout);
+    setTimeout(function(){ recursiveBille.pickupPart1(); }, this.path.timeout+=this.path.number/2.0*this.path.delay);
+
+    this.moveLeg();
+}
+
diff --git a/recursive_swarm/js/swarm_bille_step.js b/recursive_swarm/js/swarm_bille_step.js
new file mode 100644
index 0000000000000000000000000000000000000000..c4ae6c351bb53403952f750fbf6be69003f21bb0
--- /dev/null
+++ b/recursive_swarm/js/swarm_bille_step.js
@@ -0,0 +1,565 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+Bille.prototype.generatePath= function(stepsDirection){
+    this.goHome=false;
+    this.stepsDirection=stepsDirection;
+	this.resetPath();
+	this.getStepsFromDirections();
+	this.generatePoints();
+};
+
+Bille.prototype.startMovementDirections= function(stepsDirection){
+	this.stepsDirection=stepsDirection;
+	this.resetPath();
+    this.startMovement();
+	//if generated path
+	if(this.steps.length>0){
+		for(var i=0;i<this.steps.length;i++){
+			this.step(i);
+		}
+	}
+};
+
+///////////////////high level steps///////////////////////
+Bille.prototype.getStepsFromDirections= function(){
+	// var leg1Pos=new THREE.Vector3(1,0,0);
+	// var leg2Pos=new THREE.Vector3(0,0,0);
+	// var up=new THREE.Vector3(0,0,1);
+	// var forward=new THREE.Vector3(1,0,0);
+	
+	for(var i=0;i<this.stepsDirection.length;i++){
+
+		switch(this.stepsDirection[i]){
+
+			case 0:
+				
+				this.robotState.leg2Pos=this.robotState.leg1Pos.clone();
+				this.robotState.leg1Pos.add(this.robotState.forward);
+				this.steps.push([this.robotState.leg1Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.leg2Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.up]);
+				break;
+			case 1:
+				this.robotState.forward=new THREE.Vector3(0,0,0).sub(this.robotState.forward);
+				// var temp=leg2Pos.clone();
+				// leg2Pos=leg1Pos.clone();
+				this.robotState.leg1Pos=this.robotState.leg2Pos.clone().add(this.robotState.forward);
+				this.steps.push([this.robotState.leg1Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.leg2Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.up]);
+				break;
+			case 2:
+				this.robotState.leg2Pos=this.robotState.leg1Pos.clone();
+				this.robotState.leg1Pos.add(this.robotState.forward.clone().add(this.robotState.up));
+				this.steps.push([this.robotState.leg1Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.leg2Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.up]);
+				break;
+			case 3:
+				this.robotState.leg2Pos=this.robotState.leg1Pos.clone();
+				this.robotState.leg1Pos.add(this.robotState.forward.clone().sub(this.robotState.up));
+				this.steps.push([this.robotState.leg1Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.leg2Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.up]);
+				break;
+			case 4:
+				this.robotState.leg2Pos=this.robotState.leg1Pos.clone();
+				if(this.robotState.forward.x==1) {
+					this.robotState.forward.y=1;
+					this.robotState.forward.x=0;
+				}else if(this.robotState.forward.x==-1) {
+					this.robotState.forward.y=-1;
+					this.robotState.forward.x=0;
+				}else if(this.robotState.forward.y==1) {
+					this.robotState.forward.x=-1;
+					this.robotState.forward.y=0;
+				}else if(this.robotState.forward.y==-1) {
+					this.robotState.forward.x=1;
+					this.robotState.forward.y=0;
+				}
+				this.robotState.leg1Pos=this.robotState.leg2Pos.clone().add(this.robotState.forward);
+				this.steps.push([this.robotState.leg1Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.leg2Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.up]);
+				break;
+			case 5:
+				this.robotState.leg2Pos=this.robotState.leg1Pos.clone();
+
+				if(this.robotState.forward.x==1) {
+					this.robotState.forward.y=-1;
+					this.robotState.forward.x=0;
+				}else if(this.robotState.forward.x==-1) {
+					this.robotState.forward.y=1;
+					this.robotState.forward.x=0;
+				}else if(this.robotState.forward.y==1) {
+					this.robotState.forward.x=1;
+					this.robotState.forward.y=0;
+				}else if(this.robotState.forward.y==-1) {
+					this.robotState.forward.x=-1;
+					this.robotState.forward.y=0;
+				}
+
+				this.robotState.leg1Pos=this.robotState.leg2Pos.clone().add(this.robotState.forward);
+				this.steps.push([this.robotState.leg1Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.leg2Pos.clone().multiplyScalar(this.voxelSpacing),this.robotState.up]);
+				break;
+			
+		}
+
+	}
+	this.stepsDirection=[];
+
+};
+
+Bille.prototype.generatePoints= function(){
+	for (var i=0; i<this.steps.length ; i++)
+	{
+		var s=this.billeStep(this.steps[i][0],this.steps[i][1],this.steps[i][2]);
+		this.path.changeLegs.push(s[0]);
+		this.path.changeRotation.push(s[1]);
+	}
+};
+
+Bille.prototype.billeStep= function(stepLeg1,stepLeg2,legsNormal){
+	
+	var changeLegBefore=false;
+	var leg1Pos=new THREE.Vector3(0,0,0);
+	var leg2Pos=new THREE.Vector3(0,0,0);
+
+	var pos1=new THREE.Vector3(0,0,0);
+	var pos2=new THREE.Vector3(0,0,0);
+
+	if(this.path.points.length==0)
+	{	
+		// pos1.copy(this.target.position);
+		// pos2.copy(this.THREE1.position);
+		// console.log(this.targetBille)
+        pos1.copy(this.targetBille.position);
+		pos2.copy(this.bille.position);
+	}else{
+		pos1.copy(this.path.points[this.path.points.length-1-1-this.path.number]);
+		pos2.copy(this.path.points[this.path.points.length-1]);
+		
+	}
+
+	//check starting leg based on distance to target 
+	if(pos2.distanceTo(stepLeg1)<pos1.distanceTo(stepLeg1))
+	{
+		changeLegBefore=true;
+		this.flipped=!this.flipped;
+		var temp=new THREE.Vector3(0,0,0);
+		temp.copy(pos1);
+		pos1.copy(pos2);
+		pos2.copy(temp);
+	}
+
+	leg1Pos.copy(pos1);
+	leg2Pos.copy(pos2);
+
+	// var robotUp=this.billeDirection.clone();
+	var robotUp=this.billeDirection.clone();
+	var robotLocation=this.billePosition.clone();
+
+	// console.log(tempV);
+	var znormal=0;
+
+	var tempV=pos2.clone().sub(pos1);
+	var tempV1=stepLeg2.clone().sub(stepLeg1);
+	var tempV2=tempV.clone().sub(tempV1);
+	// console.log(tempV2);
+
+	if(tempV2.x!=0&&tempV2.y!=0){
+		if(tempV2.x<0&&tempV2.y<0 ){
+			znormal=-90;
+		}else if(tempV2.x>0&&tempV2.y>0){
+			znormal=90;
+		}else if(tempV2.x<0&&tempV2.y>0){
+			znormal=-90;
+		}else if(tempV2.x>0&&tempV2.y<0){
+			znormal=90;
+		}
+	}
+	// console.log(changeLegBefore)
+	if(this.flipped){
+		znormal=-znormal;
+		// console.log(znormal)
+		// console.log(stepLeg1)
+		// console.log(stepLeg2)
+		// console.log(legsNormal)
+	}
+	
+
+	// if(tempV.x!=0&&tempV.y!=0){
+	// 	if(tempV.x<0&&tempV.y<0 ){
+	// 		znormal=-90;
+	// 	}else if(tempV.x>0&&tempV.y>0){
+	// 		znormal=-90;
+	// 	}else if(tempV.x<0&&tempV.y>0){
+	// 		znormal=90;
+	// 	}else if(tempV.x>0&&tempV.y<0){
+	// 		znormal=90;
+	// 	}
+	// }
+
+	
+	this.createPath(leg1Pos,stepLeg1,this.billeDirection,legsNormal,znormal,robotUp,robotLocation);
+
+	robotUp=legsNormal;
+	robotLocation=stepLeg1;
+	this.createPath(leg2Pos,stepLeg2,this.billeDirection,legsNormal,znormal,robotUp,robotLocation);
+
+	//update previous locations/pos
+	this.billeDirection = legsNormal.clone();
+	this.billePosition=stepLeg2.clone();
+
+	return [changeLegBefore,legsNormal];
+};
+
+/////////////////PATH///////////////////////////
+//todo change to path class
+Bille.prototype.resetPath= function(){
+	//////////////////////
+	this.steps=[];
+	this.path.curve=null;
+	this.path.points=[];
+	this.path.normals=[];
+	this.path.changeRotation=[];
+	this.path.normalAdjustments=[];
+	this.path.currentPoint=0;
+	this.path.timeout=0;
+	this.path.j0=[];
+	this.path.rotations=[];
+	this.path.changeLegs=[]
+	// this.flipped=false;
+};
+
+Bille.prototype.createPath= function(start,end,snormal,enormal,znormal,robotUp,robotLocation){
+
+	var p1=start.clone();
+	// p1.add(snormal.clone().multiplyScalar(1)); //add if you want to change voxel Location
+	var p2=new THREE.Vector3(0,0,0);
+	var p3=new THREE.Vector3(0,0,0);
+	var p4=end.clone();
+	// p4.add(enormal.clone().multiplyScalar(1)); //add if you want to change voxel Location
+
+	var nor = snormal.clone();
+	nor.add(enormal);
+	nor.normalize();
+	
+
+	var dir=end.clone().sub(start);
+
+	var temp1=new THREE.Vector3(0,0,0);
+	var temp2=new THREE.Vector3(0,0,0);
+	nor.multiplyScalar(this.path.cHeight);
+
+
+	temp1.addVectors(start,dir.multiplyScalar(1/3));
+	temp2.addVectors(start,dir.multiplyScalar(2));
+
+
+	p2.addVectors(nor,temp1);
+	p3.addVectors(nor,temp2);
+
+	//create bezier curve
+	this.path.curve= new THREE.CubicBezierCurve3 (
+		p1,
+		p2,
+		p3,
+		p4
+	);
+
+	this.dividePath(snormal.clone(),enormal.clone(),znormal,robotUp,robotLocation);
+};
+
+Bille.prototype.dividePath= function(snormal,enormal,znormal,robotUp,robotLocation){
+
+	// console.log(this.robotState.forward)
+	// console.log(snormal)
+	// console.log(enormal)
+	
+	//points
+	var d=1/this.path.number;
+	var tempPoints=this.path.curve.getSpacedPoints(this.path.number);
+	// console.log(tempPoints)
+
+	var forward=new THREE.Vector3(0,0,0);
+	var tempV=tempPoints[0].clone().sub(robotLocation);
+
+	
+
+	if(tempV.x!=0 && robotUp.x==0)
+	{
+		forward.x=tempV.x;
+	}else if(tempV.y!=0 && robotUp.y==0)
+	{
+		forward.y=tempV.y;
+	}else if(tempV.z!=0 && robotUp.z==0)
+	{
+		forward.z=tempV.z;
+	}
+	forward.normalize();
+	
+
+	var p1=tempPoints[0];
+	var p2=tempPoints[this.path.number];
+	var diff=p2.clone().sub(p1);
+	diff.multiply(snormal);
+	
+	//normals
+	var vnormal1=180;
+	var vnormal2=180;
+	if(!snormal.equals(enormal))
+	{
+
+		if(diff.x>0||diff.y>0||diff.z>0)
+		{
+			if(robotUp.equals(snormal))
+			{
+				vnormal1=180;
+				vnormal2=90;
+
+			}else
+			{
+				vnormal2=180;
+				vnormal1=90;
+
+			}
+				
+		}else if(diff.x<0||diff.y<0||diff.z<0)
+		{
+			if(robotUp.equals(snormal))
+			{
+				vnormal1=180;
+				vnormal2=180+90;
+
+			}else
+			{
+				vnormal2=180;
+				vnormal1=180+90;
+
+			}
+		}
+	}
+	var dn=(vnormal2-vnormal1)/(this.path.number+1);
+
+	
+	
+	for (var i=0;i<=this.path.number;i++)
+	{
+		this.path.normals.push(vnormal1+i*dn);
+		this.path.normalAdjustments.push(this.getNormalAdjustment(vnormal1+i*dn,robotUp,forward));
+		this.path.points.push(tempPoints[i].clone());
+		this.path.rotations.push((i % (this.path.number+1))/(this.path.number+1)*znormal);		
+		this.path.j0.push(0);
+		
+		if(this.path.showPath)
+		{
+			var material = new THREE.MeshLambertMaterial({ color:0xff7171,});
+			var geometry = new THREE.SphereGeometry(0.05, 0.05, 0.05);
+			var mesh = new THREE.Mesh(geometry, material);
+			mesh.position.x=tempPoints[i].x;
+			mesh.position.y=tempPoints[i].y;
+			mesh.position.z=tempPoints[i].z;
+			this.swarm.scene.add(mesh);
+		}
+	}
+	
+};
+
+
+///////////////step///////////////////
+Bille.prototype.step= function(i){
+	this.totalNumberofSteps++;
+
+	if(this.path.changeLegs[i])
+	{
+		setTimeout(function(){ changeEnd(); }, this.path.timeout);
+	}
+
+	this.moveLeg();//leg1
+
+	//rotate bill-e
+	if(i>0 && !this.path.changeRotation[i].equals(this.path.changeRotation[i-1]))
+	{
+		
+		setTimeout(function(){ rotateRobot(); 
+		}, this.path.timeout);
+	}
+
+	this.moveLeg();//leg2
+
+}
+
+Bille.prototype.moveLeg= function(){
+	var ps= this.path.points.slice();
+
+	for(var i=0;i<=this.path.number;i++)
+	{
+		setTimeout(function(){ move(); }, this.path.timeout+=this.path.delay);
+	}
+	setTimeout(function(){ changeEnd(); }, this.path.timeout);
+	
+}
+
+Bille.prototype.move= function(){
+
+	this.billeTarget.x=this.path.points[this.path.currentPoint].x;
+	this.billeTarget.y=this.path.points[this.path.currentPoint].y;
+	this.billeTarget.z=this.path.points[this.path.currentPoint].z;
+	this.voxelNormal=this.path.normals[this.path.currentPoint];
+	this.normalAdjustmentVector=this.path.normalAdjustments[this.path.currentPoint];
+	if(this.swarm.CubicBezierCurve3saveAngleData){
+		// this.dataAngles.push([this.path.currentPoint,this.path.points[this.path.currentPoint].x,this.path.points[this.path.currentPoint].y,this.path.points[this.path.currentPoint].z]);
+		this.updateAngles();
+
+	}else{
+		this.updateAngles();
+	}
+
+	this.controlBille.position.x = this.billeTarget.x;
+	this.controlBille.position.y = this.billeTarget.y;
+	this.controlBille.position.z = this.billeTarget.z;
+
+	this.targetBille.position.x = this.billeTarget.x;
+	this.targetBille.position.y = this.billeTarget.y;
+	this.targetBille.position.z = this.billeTarget.z;
+	
+	this.path.currentPoint++;
+
+	if(this.path.currentPoint==this.path.points.length){
+		// if(this.goHome){
+			
+		// 	this.buildVoxelAt(this.robotState.leg1Pos.clone().multiplyScalar(this.voxelSpacing));
+		// 	//go Home
+		// 	this.startMovement(true);
+
+		// }else{
+		// 	//go to new Voxel
+		// 	this.startMovement(false);
+		// }
+	}
+	
+}
+
+Bille.prototype.changeEnd= function(){
+	//TODO: send fix end and unfix end to code
+	if(this.leg==2)
+	{
+		//later output package
+		// console.log("unfix leg 1, fix leg 2");
+		this.leg=1;
+		this.billeTarget.targetEnd="end 1";
+		// if( this.carriedVoxel[0].visible||this.carriedVoxel[1].visible){
+		// 	this.carriedVoxel[1].visible=true;
+		// 	this.carriedVoxel[0].visible=false;
+
+		// }
+
+	}else
+	{
+		//later output package
+		// console.log("unfix leg 2, fix leg 1");
+		this.leg=2;
+		this.billeTarget.targetEnd="end 2";
+		// if(this.carriedVoxel[0].visible||this.carriedVoxel[1].visible){
+		// 	this.carriedVoxel[0].visible=true;
+		// 	this.carriedVoxel[1].visible=false;
+		// }
+	}
+
+	var tempPosition=new THREE.Vector3(this.billeTarget.x,
+		                               this.billeTarget.y,
+		                               this.billeTarget.z);
+	var tempPosition1=new THREE.Vector3(this.bille.position.x,
+									    this.bille.position.y,
+									    this.bille.position.z);
+	this.billeTarget.x=tempPosition1.x;
+	this.billeTarget.y=tempPosition1.y;
+	this.billeTarget.z=tempPosition1.z;       
+
+	this.bille.position.x=tempPosition.x;
+	this.bille.position.y=tempPosition.y;
+	this.bille.position.z=tempPosition.z;
+
+	this.targetBille.position.x =  this.billeTarget.x;
+	this.targetBille.position.y =  this.billeTarget.y;
+	this.targetBille.position.z =  this.billeTarget.z;
+	this.controlBille.position.x = this.billeTarget.x;
+	this.controlBille.position.y = this.billeTarget.y;
+	this.controlBille.position.z = this.billeTarget.z;
+	
+	this.bille.position.rz=this.swarm.scene.getObjectByName( "Group:"+0 ).rotation.z;
+
+	if(this.saveAngleData){
+		this.updateAngles();
+		this.dataAngles.push(["Lock end",this.leg]);
+
+
+	}else{
+		this.updateAngles();
+	}
+	
+
+}
+
+Bille.prototype.rotateRobot= function(dir){
+	console.log("rotate")
+
+	
+	if(dir===undefined){
+
+		
+
+		var temp=parseInt((this.path.currentPoint-this.path.number)/this.path.number/2);
+		if(temp>=this.path.changeRotation.length){
+			temp=this.path.changeRotation.length-1;
+		}
+		dir=this.path.changeRotation[temp];
+		
+
+
+		console.log("try to fix errrrooorrr")
+
+	}else{
+		var newRotation=this.getRotation(dir).clone();
+		this.bille.rotation.x=newRotation.x;
+		this.bille.rotation.y=newRotation.y;
+		this.bille.rotation.z=newRotation.z;
+
+		this.voxelNormal=this.path.normals[this.path.currentPoint+1];
+		this.normalAdjustmentVector=this.path.normalAdjustments[this.path.currentPoint+1];
+		// if(this.saveAngleData){
+		// 	this.updateAngles(true);
+
+		// }else{
+			this.updateAngles();
+		// }
+
+	}
+		
+
+
+	
+	
+}
+
+Bille.prototype.getRotation= function(dir){
+	var tempRot=new THREE.Vector3();
+	if(dir.equals(new THREE.Vector3(0,0,1)) )
+	{
+		tempRot=new THREE.Vector3(0,0,0);
+	}
+	else if (dir.equals( new THREE.Vector3(0,0,-1)))
+	{
+		tempRot=new THREE.Vector3(180*this.DEG_TO_RAD,0,0);
+	}
+	else if (dir.equals( new THREE.Vector3(0,-1,0)))
+	{
+		tempRot=new THREE.Vector3(90*this.DEG_TO_RAD,0,0);
+	}
+	else if (dir.equals( new THREE.Vector3(0,1,0)))
+	{
+		tempRot=new THREE.Vector3(-90*this.DEG_TO_RAD,0,0);
+	}
+	else if (dir.equals(new THREE.Vector3(-1,0,0)))
+	{
+		tempRot=new THREE.Vector3(0,-90*this.DEG_TO_RAD,0);
+	}
+	else if (dir.equals( new THREE.Vector3(1,0,0)))
+	{
+		tempRot=new THREE.Vector3(0,90*this.DEG_TO_RAD,0);
+	}
+	return tempRot;
+}
+
diff --git a/recursive_swarm/js/swarm_build.js b/recursive_swarm/js/swarm_build.js
new file mode 100644
index 0000000000000000000000000000000000000000..a135479bcf2a61fc2d89beeab355b63e7efecff7
--- /dev/null
+++ b/recursive_swarm/js/swarm_build.js
@@ -0,0 +1,162 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+function createBuildList(json,scale,shift){ //layer first
+	///layer first
+
+    var buildList={
+        currentZIndex:0,
+        maxZIndex:json.length,
+        listZ:[],
+        done:false,
+        availablePickup:[],
+        listToBuild:[]
+
+    };
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listZ.push({
+                layerZ:json[i][0][0][0].origin[1]*scale+1,
+                done:false,
+                currentSizeIndex:0,
+                maxSizeIndex:json[i].length,
+                listSize:[]
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listZ[i].listSize.push({
+                size:json[i][j][0][0].widths[0]*scale,
+                layerZ:buildList.listZ[i].layerZ,
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listZ[i].listSize[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listZ[i].layerZ,
+                    size:buildList.listZ[i].listSize[j].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+                
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listZ[i].listSize[j].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listZ[i].listSize[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listZ[i].layerZ,
+                        size:buildList.listZ[i].listSize[j].size,
+                        sdfRank:buildList.listZ[i].listSize[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                    
+                }
+            }
+        }
+    }
+
+    console.log(buildList)
+
+    return buildList;
+	
+	
+};
+
+function createBuildListSize (json,scale,shift){ //size first
+
+    //size first
+
+    var buildList={
+        currentSizeIndex:0,
+        maxSizeIndex:json.length,
+        done:false,
+        availablePickup:[],
+        listSize:[],
+        listToBuild:[]
+
+    };
+
+    // todo multiply by 4 as smallest size in cubeCone is 0.25
+    // y is z and z is y
+    // shift z by 1 cause sacrificial layer is 0
+    // shift x and y to not have negative values
+
+    for(var i=0;i<json.length;i++){ //for each z layer bin
+        buildList.listSize.push({
+                size:json[i][0][0][0].widths[0]*scale,
+                done:false,
+                currentZIndex:0,
+                maxZIndex:json[i].length,
+                listZ:[],
+            });
+        for(var j=0;j<json[i].length;j++){ //for each size bin
+            buildList.listSize[i].listZ.push({
+
+                size:buildList.listSize[i].size,
+                layerZ:json[i][j][0][0].origin[1]*scale+1,
+
+                done:false,
+                currentSDFIndex:0,
+                maxSDFIndex:json[i][j].length,
+                listSDF:[]
+                
+            });
+            for(var k=0;k<json[i][j].length;k++){ //for each sdf bin (signed distance field)
+                buildList.listSize[i].listZ[j].listSDF.push({
+                    sdfRank:k,
+                    layerZ:buildList.listSize[i].listZ[j].layerZ,
+                    size:buildList.listSize[i].size,
+                    done:false,
+                    currentCubeIndex:0,
+                    maxCubeIndex:json[i][j][k].length,
+                    listCubes:[]
+                    
+                    
+                });
+
+                for(var l=0;l<json[i][j][k].length;l++){ //for each cube add location (todo check if int)
+                    var stockBuilt=false;
+                    if(buildList.listSize[i].size==1){
+                        stockBuilt=true;
+                    }
+                    buildList.listSize[i].listZ[j].listSDF[k].listCubes.push({
+                        layerZ:buildList.listSize[i].listZ[j].layerZ,
+                        size:buildList.listSize[i].size,
+                        sdfRank:buildList.listSize[i].listZ[j].listSDF[k].sdfRank,
+                        done:false,
+                        stockBuilt:stockBuilt,
+                        stockAssigned:false,
+                        stockPickedUp:false,
+                        position:new THREE.Vector3(
+                            json[i][j][k][l].origin[0]*scale+shift,
+                            json[i][j][k][l].origin[2]*scale+shift,
+                            json[i][j][k][l].origin[1]*scale+1)
+                    });
+                }
+            }
+        }
+    }
+
+    return buildList;
+	
+	
+	
+};
\ No newline at end of file
diff --git a/recursive_swarm/js/swarm_control.js b/recursive_swarm/js/swarm_control.js
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/recursive_swarm/js/swarm_geometry.js b/recursive_swarm/js/swarm_geometry.js
new file mode 100644
index 0000000000000000000000000000000000000000..14d6907eec33ef9c040c4fd7c1b1c749d8efcc26
--- /dev/null
+++ b/recursive_swarm/js/swarm_geometry.js
@@ -0,0 +1,375 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+///////////////////////////geometry///////////////////////////////
+Swarm.prototype.declareGlobals= function(){
+	for( i=0;i<this.numberOfStartLocations;i++){
+		this.startLocations.push(new THREE.Vector3(0,0,0) );
+		this.depositLocations.push(new THREE.Vector3(0,0,0) );
+	}
+	for( i=0;i<this.numberOfRobots;i++){
+		this.guiControls.push(null);
+	
+		this.THREE1.push(new THREE.Vector3(0,0,0) );
+		this.robotBones.push([]);
+		this.joints.push([]);
+		this.angles.push([0, 0, 0, 0, 0, 0]);
+		this.robotState.push({
+			leg1Pos:new THREE.Vector3(1,0,0),
+			leg2Pos:new THREE.Vector3(0,0,0),
+			up:new THREE.Vector3(0,0,1),
+			forward:new THREE.Vector3(1,0,0),
+			Z:0,
+			rank:0
+		});
+
+		// this.THREERobot.push(null);
+		this.VisualRobot.push(null);
+		this.THREESimulationRobot.push(null);
+		// this.geo.push(null);
+		this.defaultRobotState.push(null);
+		this.target.push(null);
+		this.control.push(null);
+		this.leg.push(1);
+		this.voxelNormal.push(180);
+		this.normalAdjustmentVector.push(new THREE.Vector3( 0, 0, 0));	
+		
+		this.THREE1dir.push(new THREE.Vector3(0,0,1) );
+		this.THREE1Pos.push(new THREE.Vector3(0,0,0) );
+
+		//path
+		this.targetPositionMesh.push(new THREE.Vector3(1,0,0));
+		this.carriedVoxel.push([]);
+
+		this.goHome.push(true);
+		this.totalNumberofSteps.push(0);
+
+		//////////////////////
+
+		this.steps.push([]);
+		this.path.push({
+			curve: null,
+			currentPoint: 0,
+			points:[],
+			number:this.pathParams.number,
+			delay:1000/this.speed,
+			timeout:100,
+			cHeight:this.pathParams.cHeight*this.voxelSpacing[i],
+			showPath:this.pathParams.showPath,
+			normals:[],
+			changeLegs:[],
+			changeRotation:[],
+			normalAdjustments:[]
+		});
+
+	}
+}
+
+//implemented based on https://github.com/glumb/robot-gui
+Swarm.prototype.THREERobotCall= function(robotIndex){
+	THREERobot= function (r,robotIndex,V_initial, limits, group) {
+		this.r=r;
+		r.THREE1[robotIndex] = new THREE.Group();
+
+		var colors = [
+			0xaaaaaa,
+			0xbbbbbb,
+			0xbcbcbc,
+			0xcbcbcb,
+			0xcccccc,
+			0x0,
+		];
+
+		let parentObject = r.THREE1[robotIndex];
+		r.robotBones[robotIndex] = [];
+		r.joints[robotIndex] = [];
+
+		function createCube(x, y, z, w, h, d, min, max, jointNumber) {
+			var thicken = 1*r.robotScale[robotIndex];
+			// var thicken = 1; //for hierachy demo
+		
+			var w_thickened = Math.abs(w) + thicken;
+			var h_thickened = Math.abs(h) + thicken;
+			var d_thickened = Math.abs(d) + thicken;
+		
+			var material = new THREE.MeshLambertMaterial({ color: colors[jointNumber],});
+			var geometry = new THREE.CubeGeometry(w_thickened, h_thickened, d_thickened);
+			var mesh = new THREE.Mesh(geometry, material);
+
+			
+		
+			mesh.position.set(w / 2, h / 2, d / 2);
+			var group = new THREE.Object3D();
+			group.position.set(x, y, z);
+			group.add(mesh);
+		
+			// min = min / 180 * Math.PI
+			// max = max / 180 * Math.PI
+		
+			var jointGeo1 = new THREE.CylinderGeometry  (0.8*r.robotScale[robotIndex], 0.8*r.robotScale[robotIndex], 0.8 * 2*r.robotScale[robotIndex], 32, 32, false, -min, 2 * Math.PI - max + min)
+			var jointGeoMax = new THREE.CylinderGeometry(0.8*r.robotScale[robotIndex], 0.8*r.robotScale[robotIndex], 0.8 * 2*r.robotScale[robotIndex], 32, 32, false, -max, max)
+			var jointGeoMin = new THREE.CylinderGeometry(0.8*r.robotScale[robotIndex], 0.8*r.robotScale[robotIndex], 0.8 * 2*r.robotScale[robotIndex], 32, 32, false, 0, -min)
+			
+
+			// var jointGeo1 = new THREE.CylinderGeometry  (0.8, 0.8, 0.8 * 2, 32, 32, false, -min, 2 * Math.PI - max + min)//for hierachy demo
+			// var jointGeoMax = new THREE.CylinderGeometry(0.8, 0.8, 0.8 * 2, 32, 32, false, -max, max)//for hierachy demo
+			// var jointGeoMin = new THREE.CylinderGeometry(0.8, 0.8, 0.8 * 2, 32, 32, false, 0, -min)//for hierachy demo
+			
+
+			var jointMesh1 = new THREE.Mesh(jointGeo1, new THREE.MeshBasicMaterial({
+			color: 0x000000,//0xffbb00,
+			}));
+			var jointMeshMax = new THREE.Mesh(jointGeoMax, new THREE.MeshBasicMaterial({
+			color: 0x000000,//0x009900,
+			}));
+			var jointMeshMin = new THREE.Mesh(jointGeoMin, new THREE.MeshBasicMaterial({
+			color: 0x000000,//0xdd2200,
+			}));
+		
+			var joint = new THREE.Group();
+			joint.add(jointMeshMax, jointMeshMin, jointMesh1);
+		
+			r.joints[robotIndex].push(joint);
+		
+			switch (jointNumber) {
+			case 0:
+				joint.rotation.x = Math.PI / 2;
+				break;
+			case 1:
+			// joint.rotation.x = Math.PI / 2
+				break;
+			case 2:
+			// joint.rotation.x = Math.PI / 2
+				break;
+			case 3:
+				// joint.rotation.z = Math.PI / 2;
+				break;
+			case 4:	
+				joint.rotation.x = Math.PI / 2;
+				break;
+			}
+		
+			group.add(joint);
+			return group;
+		}
+
+		let x = 0,
+		y = 0,
+		z = 0;
+
+		// V_initial.push([0, 0, 0]) // add a 6th pseudo link for 6 axis
+
+		for (let i = 0; i < V_initial.length; i++) {
+			var link = V_initial[i];
+
+			
+		
+			var linkGeo = createCube(x, y, z, link[0], link[1], link[2], limits[i][0], limits[i][1], i);
+			x = link[0];
+			y = link[1];
+			z = link[2];
+
+			if(i==1 ||i==2)
+			{
+
+				r.carriedVoxel[robotIndex].push(r.voxel[robotIndex].clone());
+				r.carriedVoxel[robotIndex][r.carriedVoxel[robotIndex].length-1].position.x=x-r.voxelSpacing[robotIndex]/2-0.5;
+				r.carriedVoxel[robotIndex][r.carriedVoxel[robotIndex].length-1].position.y=y;
+				r.carriedVoxel[robotIndex][r.carriedVoxel[robotIndex].length-1].position.z=z-2;
+				linkGeo.add( r.carriedVoxel[robotIndex][r.carriedVoxel[robotIndex].length-1] );
+			}
+
+			parentObject.add(linkGeo);
+			parentObject = linkGeo;
+			r.robotBones[robotIndex].push(linkGeo);
+		}
+		r.carriedVoxel[robotIndex][0].visible=false;
+	
+		group.add(r.THREE1[robotIndex]);
+	};
+
+	THREERobot.prototype = {
+		setAngles(robotIndex,angles1) {
+		this.r.robotBones[robotIndex][0].rotation.z =this.r.angles[robotIndex][0];
+		this.r.robotBones[robotIndex][1].rotation.y =this.r.angles[robotIndex][1];
+		this.r.robotBones[robotIndex][2].rotation.y =this.r.angles[robotIndex][2];
+		this.r.robotBones[robotIndex][3].rotation.y =this.r.angles[robotIndex][3];
+		this.r.robotBones[robotIndex][4].rotation.z =this.r.angles[robotIndex][4];
+		// this.robotBones[robotIndex][5].rotation.z =this.angles[robotIndex][5];
+		},
+	
+		setAngle(robotIndex,index, angle) {
+		this.r.angles[robotIndex][index] = angle;
+		this.setAngles(robotIndex,this.r.angles[robotIndex].slice());
+		},
+	};
+}
+
+///////////////////////initialization/////////////////////////////
+Swarm.prototype.defaultRobot= function(robotIndex){
+	localState = {
+		jointOutOfBound: [false, false, false, false, false, false],
+	  };
+	var maxAngleVelocity = 90.0 / (180.0 * Math.PI) / 1000.0;
+	geo = [
+		[0, 0, this.guiControls[robotIndex].offset],
+		[0, 0, this.guiControls[robotIndex].leg1  ],
+		[0, 0, this.guiControls[robotIndex].leg2  ],
+		[0, 0, this.guiControls[robotIndex].offset],
+		[0, 0, 0],
+		[0, 0, 0],
+	  ];
+
+	this.defaultRobotState[robotIndex] = {
+		target: {
+		  position: {
+			x: 10,
+			y: 10,
+			z: 10,
+		  },
+		  rotation: {
+			x: Math.PI,
+			y: 0,
+			z: 0,
+		  },
+		},
+		angles: {
+		  A0: 0,
+		  A1: 0,
+		  A2: 0,
+		  A3: 0,
+		  A4: 0,
+		  A5: 0,
+		},
+		jointOutOfBound: [false, false, false, false, false, false],
+		maxAngleVelocities: {
+		  J0: maxAngleVelocity,
+		  J1: maxAngleVelocity,
+		  J2: maxAngleVelocity,
+		  J3: maxAngleVelocity,
+		  J4: maxAngleVelocity,
+		  J5: maxAngleVelocity,
+		},
+		jointLimits: {
+		  J0: [-190 / 180 * Math.PI, 190 / 180 * Math.PI],
+		  J1: [-58 / 180 * Math.PI, 90 / 180 * Math.PI],
+		  J2: [-135 / 180 * Math.PI, 40 / 180 * Math.PI],
+		  J3: [-90 / 180 * Math.PI, 75 / 180 * Math.PI],
+		  J4: [-139 / 180 * Math.PI, 20 / 180 * Math.PI],
+		  J5: [-188 / 180 * Math.PI, 181 / 180 * Math.PI],
+		},
+		geometry: {
+		  V0: {
+			x: geo[0][0],
+			y: geo[0][1],
+			z: geo[0][2],
+		  },
+		  V1: {
+			x: geo[1][0],
+			y: geo[1][1],
+			z: geo[1][2],
+		  },
+		  V2: {
+			x: geo[2][0],
+			y: geo[2][1],
+			z: geo[2][2],
+		  },
+		  V3: {
+			x: geo[3][0],
+			y: geo[3][1],
+			z: geo[3][2],
+		  },
+		  V4: {
+			x: geo[4][0],
+			y: geo[4][1],
+			z: geo[4][2],
+		  },
+		},
+	  };
+	  
+	this.THREESimulationRobot[robotIndex] = new THREE.Group();
+	this.scene.add(this.THREESimulationRobot[robotIndex]);
+	  
+	var geometry = Object.values(this.defaultRobotState[robotIndex].geometry).map((val, i, array) => [val.x, val.y, val.z]);
+    var jointLimits = Object.values(this.defaultRobotState[robotIndex].jointLimits);
+
+	this.VisualRobot[robotIndex] = new THREERobot(this,robotIndex,geometry, jointLimits, this.THREESimulationRobot[robotIndex]);
+	// varthis.angles = Object.values(this.defaultRobotState.angles);
+	// this.VisualRobot[robotIndex].setAngles(angles);
+	var restAngle=60;
+	// this.VisualRobot[robotIndex].setAngle(0,restAngle/ 180 * Math.PI);
+	this.VisualRobot[robotIndex].setAngle(robotIndex,1,restAngle*this.RAD_TO_DEG);
+	this.VisualRobot[robotIndex].setAngle(robotIndex,2,restAngle*this.RAD_TO_DEG);
+	this.VisualRobot[robotIndex].setAngle(robotIndex,3,restAngle*this.RAD_TO_DEG);
+	
+	if(this.showGUI){
+		// var target= new THREE.Vector3(this.guiControls[robotIndex].x,this.guiControls[robotIndex].y,this.guiControls[robotIndex].z);
+		this.updateGUI(robotIndex);
+
+	}
+	
+	
+	this.targetControl(robotIndex);
+	this.THREE1[robotIndex].position.x=this.robotState[robotIndex].leg2Pos.x*this.voxelSpacing[robotIndex];// /this.robotScale[robotIndex];
+	this.THREE1[robotIndex].position.y=this.robotState[robotIndex].leg2Pos.y*this.voxelSpacing[robotIndex];// /this.robotScale[robotIndex];
+	this.THREE1[robotIndex].position.z=this.robotState[robotIndex].leg2Pos.z*this.voxelSpacing[robotIndex];// /this.robotScale[robotIndex];
+	this.updateAngles(robotIndex);
+
+}
+
+Swarm.prototype.updateRobotGeometry= function(robotIndex){
+	geo = [
+		[0, 0, this.guiControls[robotIndex].offset],
+		[0, 0, this.guiControls[robotIndex].leg1],
+		[0, 0, this.guiControls[robotIndex].leg2],
+		[0, 0, this.guiControls[robotIndex].offset],
+		[0, 0, 0],
+		[0, 0, 0],
+	];
+	
+	this.defaultRobotState[robotIndex].geometry ={
+		V0: {
+		  x: geo[0][0],
+		  y: geo[0][1],
+		  z: geo[0][2],
+		},
+		V1: {
+		  x: geo[1][0],
+		  y: geo[1][1],
+		  z: geo[1][2],
+		},
+		V2: {
+		  x: geo[2][0],
+		  y: geo[2][1],
+		  z: geo[2][2],
+		},
+		V3: {
+		  x: geo[3][0],
+		  y: geo[3][1],
+		  z: geo[3][2],
+		},
+		V4: {
+		  x: geo[4][0],
+		  y: geo[4][1],
+		  z: geo[4][2],
+		},
+	};
+
+	var geometry = Object.values(this.defaultRobotState[robotIndex].geometry).map((val, i, array) => [val.x, val.y, val.z]);
+    var jointLimits = Object.values(this.defaultRobotState[robotIndex].jointLimits);
+
+	while (this.THREESimulationRobot[robotIndex].children.length) {
+		this.THREESimulationRobot[robotIndex].remove(this.THREESimulationRobot[robotIndex].children[0]);
+	}
+
+	
+
+
+	this.VisualRobot[robotIndex] = new THREERobot(this,robotIndex,geometry, jointLimits, this.THREESimulationRobot[robotIndex]);
+	
+	this.THREE1[robotIndex].position.x=this.robotState[robotIndex].leg2Pos.x*this.voxelSpacing[robotIndex];///this.robotScale[robotIndex];
+	this.THREE1[robotIndex].position.y=this.robotState[robotIndex].leg2Pos.y*this.voxelSpacing[robotIndex];///this.robotScale[robotIndex];
+	this.THREE1[robotIndex].position.z=this.robotState[robotIndex].leg2Pos.z*this.voxelSpacing[robotIndex];///this.robotScale[robotIndex];
+
+	this.updateAngles(robotIndex);
+}
\ No newline at end of file
diff --git a/recursive_swarm/js/swarm_gui.js b/recursive_swarm/js/swarm_gui.js
new file mode 100644
index 0000000000000000000000000000000000000000..413f69f12b079467e14e35c3772b2e64c0b16ca1
--- /dev/null
+++ b/recursive_swarm/js/swarm_gui.js
@@ -0,0 +1,263 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+////////////////////////////////GUI///////////////////////////////
+Swarm.prototype.setupGUI= function(robotIndex){
+	var r=this;
+	//Parameters that can be modified.
+	this.guiControls[robotIndex] = new function() {
+		// this.x = r.robotState[robotIndex].leg1Pos.x*r.voxelSpacing[robotIndex]/r.robotScale[robotIndex];
+		// this.y = r.robotState[robotIndex].leg1Pos.y*r.voxelSpacing[robotIndex]/r.robotScale[robotIndex];
+		// this.z = r.voxelSpacing[robotIndex]/2;
+		this.x = r.robotState[robotIndex].leg1Pos.x*r.voxelSpacing[robotIndex];///r.robotScale[robotIndex]*2;
+		this.y = r.robotState[robotIndex].leg1Pos.y*r.voxelSpacing[robotIndex];///r.robotScale[robotIndex]*1;
+		this.z = r.robotState[robotIndex].leg1Pos.z*r.voxelSpacing[robotIndex];///r.robotScale[robotIndex]*2;
+
+		this.j1 = 0.0;
+		this.j2 = 0.0;
+		this.j3 = 0.0;
+		this.j4 = 0.0;
+		this.j5 = 0.0;
+		this.leg1 =   r.robotGeometry.leg1    *r.robotScale[robotIndex];
+		this.leg2 =   r.robotGeometry.leg2    *r.robotScale[robotIndex];
+		this.offset = r.robotGeometry.offset  *r.robotScale[robotIndex];
+
+		// this.leg1 =   r.robotGeometry.leg1   ;//for hierachy demo
+		// this.leg2 =   r.robotGeometry.leg2   ;//for hierachy demo
+		// this.offset = r.robotGeometry.offset ;//for hierachy demo
+		this.targetEnd="end 1";
+		this.step=0;
+	};
+
+	if(this.showGUI){
+		var gui = new dat.GUI();
+		var button={
+			'download csv': function() {
+				download_csv();
+			},
+			'start movement':function(){
+				if(!recursiveSwarms.hierarchical && recursiveSwarms.buildType=="directions"){
+					recursiveSwarms.startMovementDirections(0);
+				}
+			}
+		};
+
+		this.geometryGui = gui.addFolder('Robot Geometry');
+		this.geometryParams=[];
+		this.geometryParams.push(this.geometryGui.add(this.guiControls[robotIndex], 'leg1', 1.00, 10.0).step(0.1).listen());
+		this.geometryParams.push(this.geometryGui.add(this.guiControls[robotIndex], 'leg2', 1.00, 10.0).step(0.1).listen());
+		this.geometryParams.push(this.geometryGui.add(this.guiControls[robotIndex], 'offset', 1.00, 10.0).step(0.1).listen());
+
+		this.jointsGui = gui.addFolder('Robot Joints');
+		this.jointsParams=[];
+		this.jointsParams.push(this.jointsGui.add(this.guiControls[robotIndex], 'j1', -180.0, 180.0).step(0.1).listen());
+		this.jointsParams.push(this.jointsGui.add(this.guiControls[robotIndex], 'j2', -180.0, 180.0).step(0.1).listen());
+		this.jointsParams.push(this.jointsGui.add(this.guiControls[robotIndex], 'j3', -180.0, 180.0).step(0.1).listen());
+		this.jointsParams.push(this.jointsGui.add(this.guiControls[robotIndex], 'j4', -180.0, 180.0).step(0.1).listen());
+		this.jointsParams.push(this.jointsGui.add(this.guiControls[robotIndex], 'j5', -180.0, 180.0).step(0.1).listen());
+
+		this.targetGui = gui.addFolder('Target');
+		this.targetParams=[];
+		this.targetParams.push(this.targetGui.add(this.guiControls[robotIndex], 'x', -10.0*this.voxelSpacing, 10.0*this.voxelSpacing).step(0.1).listen());
+		this.targetParams.push(this.targetGui.add(this.guiControls[robotIndex], 'y', -10.0*this.voxelSpacing, 10.0*this.voxelSpacing).step(0.1).listen());
+		this.targetParams.push(this.targetGui.add(this.guiControls[robotIndex], 'z', -10.0*this.voxelSpacing, 10.0*this.voxelSpacing).step(0.1).listen());
+
+		var endtarget= gui.addFolder('Target end');
+		this.end=endtarget.add(this.guiControls[robotIndex],'targetEnd',["end 1","end 2"]).listen();
+
+		// entStep=gui.add(this.guiControls[robotIndex], 'step', 0, this.path[robotIndex].number).step(1.0).listen();
+		gui.add(button,"start movement");
+		gui.add(button,"download csv");
+
+	}
+
+	
+	
+}
+
+Swarm.prototype.updateGUI= function(robotIndex){
+	for (var i=0;i<this.targetParams.length;i++) {
+			this.targetParams[i].onChange(function(value) {
+				recursiveSwarms.updateAngles(robotIndex);
+				recursiveSwarms.control[robotIndex].position.x = recursiveSwarms.guiControls[robotIndex].x;
+				recursiveSwarms.control[robotIndex].position.y = recursiveSwarms.guiControls[robotIndex].y;
+				recursiveSwarms.control[robotIndex].position.z = recursiveSwarms.guiControls[robotIndex].z;
+				recursiveSwarms.target[robotIndex].position.x = recursiveSwarms.guiControls[robotIndex].x;
+				recursiveSwarms.target[robotIndex].position.y = recursiveSwarms.guiControls[robotIndex].y;
+				recursiveSwarms.target[robotIndex].position.z = recursiveSwarms.guiControls[robotIndex].z;
+		});
+	}
+
+	for (var i=0;i<this.jointsParams.length;i++) {
+		this.jointsParams[i].onChange(function(value) {
+			// console.log(value)
+			// console.log(recursiveSwarms)
+			if(recursiveSwarms.leg[robotIndex]==1)
+			{
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,0,recursiveSwarms.guiControls[robotIndex].j1*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,1,recursiveSwarms.guiControls[robotIndex].j2*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,2,recursiveSwarms.guiControls[robotIndex].j3*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,3,recursiveSwarms.guiControls[robotIndex].j4*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,4,recursiveSwarms.guiControls[robotIndex].j5*recursiveSwarms.DEG_TO_RAD);
+
+			}else
+			{
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,4,recursiveSwarms.guiControls[robotIndex].j1*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,3,recursiveSwarms.guiControls[robotIndex].j2*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,2,recursiveSwarms.guiControls[robotIndex].j3*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,1,recursiveSwarms.guiControls[robotIndex].j4*recursiveSwarms.DEG_TO_RAD);
+				recursiveSwarms.VisualRobot[robotIndex].setAngle(robotIndex,0,recursiveSwarms.guiControls[robotIndex].j5*recursiveSwarms.DEG_TO_RAD);
+
+			}
+			
+			recursiveSwarms.updateTarget(robotIndex);
+		});
+	}
+	// console.log(this.geometryParams)
+	// console.log(this.targetParams)
+
+	for (var i=0 ;i<this.geometryParams.length ;i++) {
+		this.geometryParams[i].onChange(function(value) {
+			recursiveSwarms.updateRobotGeometry(robotIndex);
+		});
+	}
+
+	// this.currentStep.onChange(function(value) {
+	// 	this.step(robotIndex,this.guiControls[robotIndex].step);
+	// });
+
+	this.end.onChange(function(value) {
+		
+		recursiveSwarms.changeEnd(robotIndex);
+	});
+
+
+}
+
+////////////////////////Target Control////////////////////////////
+Swarm.prototype.targetControl= function(robotIndex){
+	this.target[robotIndex] = new THREE.Group();
+	if(this.showGUI){
+		this.scene.add(this.target[robotIndex]);
+	}
+
+	this.control[robotIndex] = new THREE.TransformControls(this.camera, this.renderer.domElement);
+	this.target[robotIndex].position.x = this.guiControls[robotIndex].x;
+	this.target[robotIndex].position.y = this.guiControls[robotIndex].y;
+	this.target[robotIndex].position.z = this.guiControls[robotIndex].z;
+
+	this.control[robotIndex].size=0.25;
+	this.control[robotIndex].space = "local";
+	this.target[robotIndex].rotation.y=180*this.DEG_TO_RAD;
+	this.target[robotIndex].rotation.z=90*this.DEG_TO_RAD;
+	// this.control[robotIndex].setSpace( this.control[robotIndex].space === "local" ? "world" : "local" );
+	this.control[robotIndex].addEventListener('change', () => {
+		// robotIndex=0;
+		// console.log(recursiveSwarms)
+		recursiveSwarms.guiControls[robotIndex].x= recursiveSwarms.target[robotIndex].position.x;
+		recursiveSwarms.guiControls[robotIndex].y= recursiveSwarms.target[robotIndex].position.y;
+		recursiveSwarms.guiControls[robotIndex].z= recursiveSwarms.target[robotIndex].position.z;
+		recursiveSwarms.updateAngles(robotIndex);
+	});
+	this.control[robotIndex].attach(this.target[robotIndex]);
+
+	if(this.showGUI){
+		this.scene.add(this.control[robotIndex]);
+		// this.control[robotIndex].visible = false;
+
+	}
+	
+}
+
+Swarm.prototype.updateTarget= function(robotIndex){
+	var tempPosition=new THREE.Vector3(0,0,0);
+
+	// parent.updateMatrixWorld();
+
+	// var vector = new THREE.Vector3();
+	// vector.setFromMatrixPosition( child.matrixWorld );
+
+
+	// var object=this.THREE1[robotIndex].children[0].children[2].children[2].children[2].children[2];
+	// object.updateMatrixWorld();
+	// var vector = object.geometry.vertices[i].clone();
+	// vector.applyMatrix4( object.matrixWorld );
+	
+
+	// tempPosition.x=this.THREE1[robotIndex].parent.parent.children[0].position.x/this.robotScale[robotIndex];
+	// tempPosition.y=this.THREE1[robotIndex].parent.parent.children[0].position.y/this.robotScale[robotIndex];
+	// tempPosition.z=this.THREE1[robotIndex].parent.parent.children[0].position.z/this.robotScale[robotIndex];
+
+	tempPosition.x=this.THREE1[robotIndex].parent.parent.children[5].position.x/this.robotScale[robotIndex];
+	tempPosition.y=this.THREE1[robotIndex].parent.parent.children[5].position.y/this.robotScale[robotIndex];
+	tempPosition.z=this.THREE1[robotIndex].parent.parent.children[5].position.z/this.robotScale[robotIndex];
+
+
+
+
+
+	this.guiControls[robotIndex].x=tempPosition.x;
+	this.guiControls[robotIndex].y=tempPosition.y;
+	this.guiControls[robotIndex].z=tempPosition.z;
+
+	this.control[robotIndex].position.x = this.guiControls[robotIndex].x;
+	this.control[robotIndex].position.y = this.guiControls[robotIndex].y;
+	this.control[robotIndex].position.z = this.guiControls[robotIndex].z;
+
+	this.target[robotIndex].position.x = this.guiControls[robotIndex].x;
+	this.target[robotIndex].position.y = this.guiControls[robotIndex].y;
+	this.target[robotIndex].position.z = this.guiControls[robotIndex].z;
+}
+
+
+Swarm.prototype.screenshotSaver=function(){
+	function downloadURI(uri, name) {
+		var link = document.createElement('a');
+		link.download = name;
+		link.href = uri;
+		document.body.appendChild(link);
+		link.click();
+		document.body.removeChild(link);
+		delete link;
+	}
+	var button={
+		"Save Image":function(){
+			// var cnvs = document.getElementById('graph').children[0].children[0].children[0].children[2];
+			// console.log(cnvs)
+			// var ctx = cnvs.getContext('2d');
+			// var cnvs = document.getElementById('mynetwork').children[0].children[0];
+			// console.log(cnvs)
+			// var dataURL = cnvs.toDataURL({ pixelRatio: 10 });
+			recursiveSwarms.renderer.render(recursiveSwarms.scene, recursiveSwarms.camera);
+			var dataURL = recursiveSwarms.renderer.domElement.toDataURL({ pixelRatio: 10 });
+
+			downloadURI(dataURL, 'recursiveSwarms.png');
+
+			
+
+		}
+	}
+	const gui = new dat.GUI();
+	gui.add(button,"Save Image");
+}
+///////////////////////////////////////////////////////////////////////////////////////////////////
+function download_csv(){
+	var csv = 'j1,j2,j3,j4,j5\n';
+	recursiveSwarms.dataAngles.forEach(function(row) {
+			csv += row.join(',');
+			csv += "\n";
+	});
+
+
+	var hiddenElement = document.createElement('a');
+	hiddenElement.href = 'data:text/csv;charset=utf-8,' + encodeURI(csv);
+	hiddenElement.target = '_blank';
+	hiddenElement.download = 'angles.csv';
+	//hiddenElement.click();
+
+	document.body.append(hiddenElement);
+	hiddenElement.click();
+  	document.body.removeChild(hiddenElement);
+
+
+}
diff --git a/recursive_swarm/js/swarm_hierarchy.js b/recursive_swarm/js/swarm_hierarchy.js
new file mode 100644
index 0000000000000000000000000000000000000000..0736cea7cd734e6541d290881ae490d1ad5055d0
--- /dev/null
+++ b/recursive_swarm/js/swarm_hierarchy.js
@@ -0,0 +1,123 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+function loadBilles(fileName,pos,carrying=true,rz=0){
+    function meshToThreejs(mesh, material) {
+        let loader = new THREE.BufferGeometryLoader();
+        var geometry = loader.parse(mesh.toThreejsJSON());
+        return new THREE.Mesh(geometry, material);
+    }
+    
+    let fetchPromise = fetch(fileName);
+    
+    rhino3dm().then(async m => {
+        let rhino = m;
+    
+        let res = await fetchPromise;
+        let buffer = await res.arrayBuffer();
+        let arr = new Uint8Array(buffer);
+        let doc = rhino.File3dm.fromByteArray(arr);
+    
+        THREE.Object3D.DefaultUp = new THREE.Vector3(0,0,1)
+        // init();
+        // let material = new THREE.MeshNormalMaterial();
+        
+        
+        // let material = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.8, 0.8, 0.8 ) } );
+        // let material1 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.3, 0.3, 0.3 ) } );
+        // let material2 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.6, 0.6, 0.6 ) } );
+        // let material3 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0, 0.2, 0 ) } );
+        // let material4 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.5, 0.5, 0 ) } );
+        // let material5 = new THREE.MeshLambertMaterial( { color: new THREE.Color( 0.1, 0.1, 0.1 ) } );
+        var material5  = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,color: new THREE.Color( 1.0, 1.0, 1.0 ) } );
+
+        var material  = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,color: new THREE.Color( 1.0, 1.0, 1.0 ) } );
+        var material1 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,color: new THREE.Color( 0.3, 0.3, 0.3 ) } );
+        var material2 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,color: new THREE.Color( 0.6, 0.6, 0.6 ) } );
+        var material3 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,color: new THREE.Color( 0, 0.2, 0 ) } );
+        var material4 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,color: new THREE.Color( 0.5, 0.5, 0 ) } );
+        var material5 = new THREE.MeshPhysicalMaterial( { metalness: 0.4,reflectivity: 0.5,roughness: 0.5,color: new THREE.Color( 0.1, 0.1, 0.1 ) } );
+
+        // var color= new THREE.Color( 0.5, 0.5, 0.5 );
+        // var color= new THREE.Color( 0.5, 0.5, 0.5 );
+        
+        let r=new THREE.Group();
+    
+        let objects = doc.objects();
+        for (let i = 0; i < objects.count; i++) {
+            let mesh = objects.get(i).geometry();
+            let layer=objects.get(i).attributes().layerIndex;
+            // console.log(objects.get(i).attributes())
+            if(mesh instanceof rhino.Mesh) {
+                // convert all meshes in 3dm model into threejs objects
+                
+                let threeMesh=new THREE.Group(); 
+                // if(layer==7||layer==2||layer==5){
+                //     threeMesh = meshToThreejs(mesh, material1);
+    
+                // }else{
+                //     threeMesh = meshToThreejs(mesh, material);
+    
+                // }
+    
+                if(objects.get(i).attributes().name=='grey'||objects.get(i).attributes().name=='grey1'||objects.get(i).attributes().name=='grey2'||objects.get(i).attributes().name=='pcb'){
+                    threeMesh = meshToThreejs(mesh, material1);
+    
+                }else if(objects.get(i).attributes().name=='motors'){
+                    threeMesh = meshToThreejs(mesh, material2);
+                }else if(objects.get(i).attributes().name=='controller'){
+                    threeMesh = meshToThreejs(mesh, material3);
+                }else if(objects.get(i).attributes().name=='connectors'){
+                    threeMesh = meshToThreejs(mesh, material4);
+                }else if(objects.get(i).attributes().name=='battery'){
+                    threeMesh = meshToThreejs(mesh, material5);
+                }else{
+                    if(layer==8){
+                        if(carrying){
+                            threeMesh = meshToThreejs(mesh, material);
+
+                        }
+                    
+                    }else{
+                        threeMesh = meshToThreejs(mesh, material);
+                    }
+                    
+                }
+                // console.log(layer)
+                
+                
+    
+                r.add(threeMesh);
+            }
+        }
+        console.log("loaded bille");
+    
+        // for (let i = 0; i < billeGroupsTemp.length; i++) {
+        //     billeGroupsTemp[i].name="Group:"+i;
+        // }
+        // this.bille.add(billeGroupsTemp[0].clone().add(billeGroupsTemp[1].clone().add(billeGroupsTemp[2].clone().add(billeGroupsTemp[3].clone().add(billeGroupsTemp[4].clone().add(billeGroupsTemp[5].clone()))))));
+    
+        // this.bille.children[0].add(billeGroupsTemp[6].clone());
+        // r.rotation.z=rz;
+
+        r.rotation.z=rz;
+        r.position.x+=pos.x;
+        r.position.y+=pos.y;
+        r.position.z+=pos.z;
+        
+        // r.name=""+name;
+        // name++;
+
+        recursiveSwarms.scene.add(r);
+
+
+
+        
+        // recursiveSwarms.render();
+        // recursiveSwarms.renderer.render(recursiveSwarms.scene, recursiveSwarms.camera)
+    
+        
+    
+    });
+
+}
\ No newline at end of file
diff --git a/recursive_swarm/js/swarm_move.js b/recursive_swarm/js/swarm_move.js
new file mode 100644
index 0000000000000000000000000000000000000000..1b435f03b66e879dc0f21b9c674cac891166c97e
--- /dev/null
+++ b/recursive_swarm/js/swarm_move.js
@@ -0,0 +1,1392 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+//////////////////////////commands stack////////////////////////////
+
+Swarm.prototype.startMovement= function(robotIndex,home){
+	if(!this.hierarchical && this.buildType=="frepCube"){
+		this.startMovementIROS(robotIndex,home);
+	}else if(this.hierarchical && this.buildType=="sdfList"){
+		this.startMovementHierarchicalSDF(robotIndex,home);
+	}else if(this.hierarchical && this.buildType=="sdfList1"){
+		this.startMovementHierarchicalSDF1(robotIndex,home);
+	}else if(this.hierarchical && (this.buildType=="list"||this.buildType=="recursion")){
+		this.startMovementList(robotIndex,home);
+	}
+
+}
+
+Swarm.prototype.startMovementList= function(robotIndex,home){
+    // console.log("robot:"+robotIndex+" home:"+home);
+	
+	//if not home
+	if(!home){
+		this.resetPath(robotIndex);
+		this.voxelBuilderList(
+			robotIndex,this.robotState[robotIndex].leg1Pos, 
+			this.robotState[robotIndex].leg2Pos, 
+			this.robotState[robotIndex].up,
+			this.robotState[robotIndex].forward,
+			this.voxelList[robotIndex].list
+			); 
+		this.generatePoints(robotIndex);
+		
+		//if generated path
+		if(this.steps[robotIndex].length>0){
+			for(var i=0;i<this.steps[robotIndex].length;i++){
+				this.step(robotIndex,i);
+			}
+			if(this.voxelList[robotIndex].pickupList!==undefined){
+				this.startLocations[robotIndex]=this.depositLocations[this.voxelList[robotIndex].pickupList[0]];
+				this.voxelList[robotIndex].pickupList.shift();
+			}
+			this.goHome[robotIndex]=true;
+		}else{
+			// console.log("done")
+			// this.bille.visible=true;
+			// for(var i=0;i<9;i++){
+			// 	var joint = this.scene.getObjectByName( "bille" +i);
+			// 	joint.visible=false;
+
+			// }
+			next();
+			
+			
+		}
+
+		
+
+	}
+	//go home
+	else{
+		this.resetPath(robotIndex);
+		this.reloadVoxel(
+			robotIndex,
+			this.robotState[robotIndex].leg1Pos, 
+			this.robotState[robotIndex].leg2Pos, 
+			this.robotState[robotIndex].up,
+			this.robotState[robotIndex].forward);
+		this.generatePoints(robotIndex);
+
+		for(var i=0;i<this.steps[robotIndex].length;i++){
+			this.step(robotIndex,i);
+		}
+
+		this.goHome[robotIndex]=false;
+
+		if(this.steps[robotIndex].length==0){
+			// console.log("nn st")
+			this.startMovement(robotIndex,false);
+		}
+
+	}
+				
+}
+
+Swarm.prototype.voxelBuilderList= function(robotIndex,leg1Pos, leg2Pos, up ,forward,availableVoxels){
+	// var availableVoxels=this.voxelSlices[this.robotState[robotIndex].Z];
+	
+	var start=leg1Pos.clone();
+	var state;
+	var succeeded;
+	var count=0;
+
+	var min=Infinity;
+	var minIndex= new THREE.Vector3(0,0,0);
+    var minIndex1= 0;
+    var robotSize=this.robotScale[robotIndex];
+
+
+	//if there is still voxels in this layer
+	if(availableVoxels !== undefined){
+		if(availableVoxels.length>0){ 
+			minIndex= availableVoxels[minIndex1].clone().multiplyScalar(this.voxelSpacing[robotIndex]);
+			minIndex.x=minIndex.x/this.robotScale[robotIndex];
+			minIndex.y=minIndex.y/this.robotScale[robotIndex];
+			minIndex.z=minIndex.z/this.robotScale[robotIndex];
+			//for all available voxels
+			// for(var i=0;i<availableVoxels[this.robotState[robotIndex].rank].length;i++){
+			// 	//if no voxel 
+			// 	if(!this.voxelAt(availableVoxels[this.robotState[robotIndex].rank][i].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]))){
+			// 		//find min distance
+			// 		if(start.distanceTo(availableVoxels[this.robotState[robotIndex].rank][i])<min){
+			// 			min=start.distanceTo(availableVoxels[this.robotState[robotIndex].rank][i]);
+			// 			minIndex=availableVoxels[this.robotState[robotIndex].rank][i];
+			// 		}
+			// 	}
+			// }
+			//change occupancy
+			//change occupancy
+			if(this.robotScale[robotIndex]>1){//todo change to accommodate for more sizes
+				//todo check if
+				minIndex.z=(availableVoxels[minIndex1].z+(robotSize-1))*this.voxelSpacing[robotIndex]/this.robotScale[robotIndex];
+				
+				
+				for (var j=0; j<this.voxelIndexList[robotSize].list.length;j++){
+					this.grid[availableVoxels[minIndex1].x+this.voxelIndexList[robotSize].list[j].x]
+							[availableVoxels[minIndex1].y+this.voxelIndexList[robotSize].list[j].y]
+							[availableVoxels[minIndex1].z+this.voxelIndexList[robotSize].list[j].z-1]=true;
+				}
+
+			}else{
+				this.grid[availableVoxels[minIndex1].x][availableVoxels[minIndex1].y][availableVoxels[minIndex1].z]=true;
+
+			}
+			//remove from list 
+			this.voxelList[robotIndex].list.shift();
+			// this.voxelList[robotIndex].list = availableVoxels.slice(0, minIndex1).concat(availableVoxels.slice(minIndex1 + 1, availableVoxels.length));
+			// this.voxelList[robotIndex].list.shift();
+
+			this.showTargetPosition(robotIndex,minIndex,true);
+
+			state= this.pathPlan(robotIndex,leg1Pos, leg2Pos, up ,forward,minIndex);
+
+			this.robotState[robotIndex].leg1Pos=state[0].clone();
+			this.robotState[robotIndex].leg2Pos=state[1].clone();
+			this.robotState[robotIndex].up=state[2].clone();
+			this.robotState[robotIndex].forward=state[3].clone();
+			succeeded=state[4];
+
+			if(succeeded)
+			{
+				return [state[0],state[1],state[2],state[3]];
+
+			}else
+			{
+				// console.log("COULDN'T FIND PATH!!!");
+				return false;
+			}
+
+		}else{
+			return false;
+		}
+	}else{
+		console.log("DONEE!!!");
+		return false;
+	}
+
+}
+
+Swarm.prototype.startMovementHierarchicalSDF1= function(robotIndex,goHome){
+
+	var wait=false;
+	var robotSize=this.robotScale[robotIndex];
+	var log=false;
+	
+	//if not home
+	if(!goHome && !this.buildList.done){
+
+        //////////////////////////check if task is pending/////////////////
+
+		//if bigger size bill-e at pickup site and ready to delete in situ
+		if(robotSize>1&&  this.voxelList[robotIndex].toDelete.robotIndex!=-1){
+			// console.log(robotSize)
+			// console.log(this.voxelList[robotIndex].toDelete.stockData)
+
+			// console.log(this.startLocations[robotIndex].equals(this.startLocations[this.voxelList[robotIndex].toDelete.robotIndex]))
+			if(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]).equals(this.startLocations[robotIndex])&&this.startLocations[robotIndex].equals(this.startLocations[this.voxelList[robotIndex].toDelete.robotIndex])){
+				var pickUp=this.voxelList[robotIndex].toDelete.robotIndex;
+
+				if(this.voxelList[robotIndex].toDelete.stockData.length>1 ){
+					//delete voxels from scene
+					for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+						// var loc=this.voxelIndexList[2].list[j].clone()
+						// 			.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+						//             .add(this.inSituAdjustment[pickUp]);
+						var loc=this.voxelIndexList[2].list[j].clone()
+									.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+									.add(this.inSituAdjustment[pickUp].clone().multiplyScalar(1/this.robotScale[pickUp]));
+
+						this.grid[loc.x][loc.y][loc.z]=false;
+
+						var name='['+loc.x+','+loc.y+','+loc.z+']';
+						var obj=this.scene.getObjectByName(name);
+						this.scene.remove(obj);
+
+					}
+
+					var indexZ=   this.voxelList[robotIndex].toDelete.stockData[0];
+					var indexSize=this.voxelList[robotIndex].toDelete.stockData[1];
+					var indexSDF= this.voxelList[robotIndex].toDelete.stockData[2];
+					var indexCube=this.voxelList[robotIndex].toDelete.stockData[3];
+					//flag that it is picked up
+					this.buildList.listSize[indexSize].listZ[indexZ].listSDF[indexSDF].listCubes[indexCube].stockPickedUp=true;
+					//make smaller billl-e not busy
+					this.voxelList[pickUp].busy=false;
+					this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+					//remove fag that arrived to pickup
+					this.voxelList[robotIndex].toDelete={stockData:[],robotIndex:-1};
+
+					//now get task to build voxel
+					this.buildList.listSize[indexSize].listZ[indexZ].listSDF[indexSDF].listCubes[indexCube].done=true;
+					//todo make sure that works.. maybe final location is not the one
+					this.voxelList[robotIndex].build.list.push({ position:this.buildList.listSize[indexSize].listZ[indexZ].listSDF[indexSDF].listCubes[indexCube].position.clone(),
+						stockBuilt:true});
+
+				}else{
+					
+					var indexBiggerRobot=this.voxelList[robotIndex].toDelete.stockData[0];
+					if(indexBiggerRobot==robotIndex){
+						//delete voxels from scene
+						for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+							// var loc=this.voxelIndexList[2].list[j].clone()
+							// 			.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+							//             .add(this.inSituAdjustment[pickUp]);
+							var loc=this.voxelIndexList[2].list[j].clone()
+										.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+										.add(this.inSituAdjustment[pickUp].clone().multiplyScalar(1/this.robotScale[pickUp]));
+
+							this.grid[loc.x][loc.y][loc.z]=false;
+
+							var name='['+loc.x+','+loc.y+','+loc.z+']';
+							var obj=this.scene.getObjectByName(name);
+						
+
+							this.scene.remove(obj);
+
+						}
+
+						indexBiggerRobot=robotIndex;
+						var taskGiven=false;
+						for(var i=0;i<this.voxelList[indexBiggerRobot].build.list.length;i++){
+							if(!this.voxelList[indexBiggerRobot].build.list[i].stockBuilt && !taskGiven){
+								// console.log(i)
+								// console.log(indexBiggerRobot)
+
+								taskGiven=true;
+								//make smaller bill-e not busy
+								this.voxelList[pickUp].busy=false;
+								this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+								//remove fag that arrived to pickup
+								this.voxelList[robotIndex].toDelete={stockData:[],robotIndex:-1};
+
+								this.voxelList[indexBiggerRobot].build.list[i].stockBuilt=true;
+
+								//todo make sure that works.. maybe final location is not the one
+								// this.voxelList[robotIndex].build.list.push({ position:this.voxelList[indexBiggerRobot].build.list[i].position.clone(),
+								//     stockBuilt:true});
+
+
+							}
+
+						}
+						if(!taskGiven){
+							// if(log) 
+							if(log) console.log("dcvszv"+robotIndex)
+
+							wait=true;
+						}
+
+					}
+				}
+
+			}
+			
+		}
+
+		
+		
+		//if smaller size bill-e finished building in situ construction and flag available for pickup
+		//if voxelList has the flag
+		if(this.voxelList[robotIndex].build.stockData.length>0 &&this.voxelList[robotIndex].build.list.length==0){
+            if(this.voxelList[robotIndex].build.stockData.length>1){
+                var indexZ=this.voxelList[robotIndex].build.stockData[0];
+                var indexSize=this.voxelList[robotIndex].build.stockData[1];
+                var indexSDF=this.voxelList[robotIndex].build.stockData[2];
+                var indexCube=this.voxelList[robotIndex].build.stockData[3];
+
+                this.buildList.listSize[indexSize].listZ[indexZ].listSDF[indexSDF].listCubes[indexCube].stockBuilt=true;
+
+                this.voxelList[robotIndex].build.stockData=[];
+                var found=false;
+                for(var i=0;i<this.buildList.availablePickup[robotSize*2].length;i++){ //change available pickup from busy to done
+                    if(this.buildList.availablePickup[robotSize*2][i]==-1 && !found){
+                        this.buildList.availablePickup[robotSize*2][i]={stockData:[indexZ,indexSize,indexSDF,indexCube],robotIndex:robotIndex};
+                        found=true;
+                    }
+                }
+                if(log) console.log("dvsv"+robotIndex)
+
+                // wait=true;
+
+            }else{
+                var indexBiggerRobot=this.voxelList[robotIndex].build.stockData[0];
+                this.voxelList[robotIndex].build.stockData=[];
+
+                var found=false;
+                for(var i=0;i<this.buildList.availablePickup[robotSize*2].length;i++){ //change available pickup from busy to done
+                    if(this.buildList.availablePickup[robotSize*2][i]==-1 && !found){
+                        this.buildList.availablePickup[robotSize*2][i]={stockData:[indexBiggerRobot],robotIndex:robotIndex};
+                        found=true;
+                    }
+                }
+                if(log) console.log("xczzc"+robotIndex)
+
+                // wait=true;
+
+            }
+			
+        }
+        
+        //if stock needed to be built for intermediate bill-es
+        if(!wait && this.voxelList[robotIndex].build.list.length==0 &&this.buildList.listToBuild[robotSize].length>0&&!this.voxelList[robotIndex].busy&&!this.voxelList[robotIndex].busyGoingHome){
+            //build in situ
+            //hardcoded 2 as it will always be building 8 voxels regardless of the size
+            var stockBuilt=false;
+            if(robotSize==1){
+                stockBuilt=true;
+            }
+            for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+                // this.voxelList[robotIndex].build.list.push({
+                //     position:this.voxelIndexList[2].list[j].clone()
+                //         .add(this.startLocations[robotIndex].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]))
+                //         .add(this.inSituAdjustment[robotIndex]),
+                //         stockBuilt:stockBuilt
+                // });
+                this.voxelList[robotIndex].build.list.push({
+                    position:this.voxelIndexList[2].list[j].clone().add(new THREE.Vector3(0,0,-1)).multiplyScalar(robotSize).add(new THREE.Vector3(0,0,1))
+                        .add(this.startLocations[robotIndex].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]*robotSize))
+                        .add(this.inSituAdjustment[robotIndex].clone().multiplyScalar(1)),
+                        stockBuilt:stockBuilt
+                });
+            }
+            this.buildList.availablePickup[robotSize*2].push(-1); //for bigger robot to wait and not go home
+			this.voxelList[robotIndex].build.stockData=[this.buildList.listToBuild[robotSize][0]];//push index at the end to flag when it's done
+			// console.log(this.buildList.listToBuild[robotSize][0])
+			this.voxelList[robotIndex].busy=true;
+
+            this.buildList.listToBuild[robotSize].shift();
+
+        }
+
+        ////////////////check for new tasks//////////////////////////////////////
+		//if have no assigned voxels try to assign 
+		if( !wait && this.voxelList[robotIndex].build.list.length==0&& !this.voxelList[robotIndex].busy&&!this.voxelList[robotIndex].busyGoingHome&& !this.buildList.done){
+			//find current bin
+			var binSize=this.buildList.listSize[this.buildList.currentSizeIndex];
+			var binZ=binSize.listZ[binSize.currentZIndex];
+			var binSDF=binZ.listSDF[binZ.currentSDFIndex];
+			
+			var indexSize=this.buildList.currentSizeIndex;
+			var indexZ=binSize.currentZIndex;
+			var indexSDF=binZ.currentSDFIndex;
+
+			var maxIndexSize=this.buildList.maxSizeIndex;
+			var maxIndexZ=binSize.maxZIndex;
+			var maxIndexSDF=binZ.maxSDFIndex;
+
+			// if robot size smaller than target bin size
+			if(robotSize<binSDF.size){
+				if(robotSize==binSDF.size/2){
+					var gotTask=false;
+					for(var i=0;i<binSDF.listCubes.length;i++){
+						if(!binSDF.listCubes[i].done&&!binSDF.listCubes[i].stockAssigned &&!gotTask){
+							gotTask=true;
+							binSDF.listCubes[i].stockAssigned=true;
+							this.buildList.listSize[indexSize].listZ[indexZ].listSDF[indexSDF].listCubes[i].stockAssigned=true;
+                            //build in situ
+                            //hardcoded 2 as it will always be building 8 voxels regardless of the size
+                            var stockBuilt=false;
+                            if(robotSize==1){
+                                stockBuilt=true;
+                            }
+
+                            for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+								this.voxelList[robotIndex].build.list.push({
+                                    position:this.voxelIndexList[2].list[j].clone().add(new THREE.Vector3(0,0,-1)).multiplyScalar(robotSize).add(new THREE.Vector3(0,0,1))
+                                        .add(this.startLocations[robotIndex].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]*robotSize))
+                                        .add(this.inSituAdjustment[robotIndex].clone().multiplyScalar(1)),
+                                        stockBuilt:stockBuilt
+                                });
+                            }
+                            
+							this.buildList.availablePickup[binSDF.size].push(-1); //for bigger robot to wait and not go home
+							this.voxelList[robotIndex].build.stockData=[indexZ,indexSize,indexSDF,i];//push index at the end to flag when it's done
+							this.voxelList[robotIndex].busy=true;
+
+                            //if not size 1 go back later as no stock available
+                            // flag for smaller robots to build stocks
+                            if(robotSize>1){
+                                //add them in list to build
+                                if(log) console.log("vdsvs"+robotIndex)
+
+                                wait=true;
+                                for(var i=0;i<8;i++){
+                                    this.buildList.listToBuild[robotSize/2.0].push(robotIndex); //no need to put robotIndex but why not
+                                }
+                            }
+						}
+					}
+					if(!gotTask){
+                        if(log) console.log("dssvd"+robotIndex)
+						wait=true;
+					}
+
+				}else{
+                    if(log) console.log("awfawf"+robotIndex)
+					wait=true;
+				}
+
+			}else if(binSDF.size==robotSize){ //if same size
+				var gotTask=false;
+				var done=true;
+				for(var i=0;i<binSDF.listCubes.length;i++){
+					if(!binSDF.listCubes[i].done){
+						done=false;
+					}
+					if(!binSDF.listCubes[i].done&&binSDF.listCubes[i].stockBuilt &&!gotTask){
+						gotTask=true;
+						binSDF.listCubes[i].done=true;
+						this.buildList.listSize[indexSize].listZ[indexZ].listSDF[indexSDF].listCubes[i].done=true;
+						this.voxelList[robotIndex].build.list.push({position:binSDF.listCubes[i].position.clone(),stockBuilt:true});
+					}
+				}
+				if(!gotTask){
+                    if(log) console.log("fefswv"+robotIndex)
+					wait=true;
+				}
+
+				//update list
+				if(done){
+					binSDF.done=true;
+					this.buildList.listSize[indexSize].listZ[indexZ].listSDF[indexSDF].done=true;
+					binZ.currentSDFIndex++;
+					console.log("Layer "+(maxIndexZ-indexZ)+", size "+(maxIndexSize-indexSize)+", sdf "+(maxIndexSDF-indexSDF)+" done!");
+					if(binZ.currentSDFIndex>=binZ.maxSDFIndex){
+						binZ.done=true;
+						this.buildList.listSize[indexSize].listZ[indexZ].done=true;
+						console.log("Layer "+(maxIndexZ-indexZ)+", size "+(maxIndexSize-indexSize)+" done!");
+						binSize.currentZIndex++;
+						if(binSize.currentZIndex>=binSize.maxZIndex){
+							binSize.done=true;
+							this.buildList.listSize[indexSize].done=true;
+							console.log("Size "+(maxIndexSize-indexSize)+" done!");
+							this.buildList.currentSizeIndex++;
+							if(this.buildList.currentSizeIndex>=this.buildList.maxSizeIndex){
+								this.buildList.done=true;
+								console.log("Simulation Done!!!!!!!!!!!!!!")
+							}
+						}
+					}
+				}
+			}else{
+                if(log) console.log("fdbddfbd"+robotIndex)
+				wait=true; //later change for two sizes bigger
+			}
+        }
+        
+        //if has task but stock not ready
+        if(this.voxelList[robotIndex].build.list.length> 0&& !this.voxelList[robotIndex].build.list[0].stockBuilt){
+            if(log) console.log("bhhbj"+robotIndex)
+            wait=true;
+        }
+
+        ///////////////////////////if there is task go on/////////////////
+		//if have assigned voxel
+		if(!wait && this.voxelList[robotIndex].build.list.length>0){
+			this.resetPath(robotIndex);
+			this.voxelBuilderHierarchicalSDF(
+				robotIndex,this.robotState[robotIndex].leg1Pos, 
+				this.robotState[robotIndex].leg2Pos, 
+				this.robotState[robotIndex].up,
+				this.robotState[robotIndex].forward,
+				this.voxelList[robotIndex].build.list
+			); 
+			this.generatePoints(robotIndex);
+
+			//if generated path
+			if(this.steps[robotIndex].length>0){
+				for(var i=0;i<this.steps[robotIndex].length;i++){
+					this.step(robotIndex,i);
+				}
+				this.goHome[robotIndex]=true;
+			}else{
+                if(log) console.log("gbdfgd "+robotIndex)
+
+				wait=true;
+			}
+
+		}else if(this.voxelList[robotIndex].build.list.length==0&&!wait){
+			if(!this.buildList.done){
+                // console.log("jbhb"+robotIndex)
+				// this.goHome[robotIndex]=true;
+				setTimeout(function(){ _startMovement(robotIndex,true); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*this.waitTime));
+            }
+            // return;
+		}
+
+		if(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]).equals(this.startLocations[robotIndex])){
+			this.voxelList[robotIndex].busyGoingHome=false;
+		}
+
+		//if you have to wait we tigui bokra
+		if(wait){
+			setTimeout(function(){ _startMovement(robotIndex,true); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*this.waitTime));
+        }
+		return;
+
+    }else if(goHome){ //go home got get stock
+
+        //////////////////////where to restock? (home or another smaller station)///////////
+		var pickUp=-1;
+
+		if(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]).equals(this.startLocations[robotIndex])){
+			this.voxelList[robotIndex].busyGoingHome=false;
+		}
+		if(this.voxelList[robotIndex].busyGoingHome){
+			console.log(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]));
+			console.log(this.startLocations[robotIndex])
+		}
+
+		if(robotSize>1&&this.buildList.availablePickup[robotSize].length>0){
+			if(this.buildList.availablePickup[robotSize][0]==-1){
+                if(log) console.log("sscs"+robotIndex)
+				wait=true;
+				this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+				this.voxelList[robotIndex].busyGoingHome=true;
+			}else{
+				var taskTaken=false;
+				for(var i=0;i<this.buildList.availablePickup[robotSize].length;i++){
+					if(!taskTaken&&this.buildList.availablePickup[robotSize][i]!=-1){
+						pickUp=this.buildList.availablePickup[robotSize][i];
+						if(pickUp.stockData.length==1){
+							if(robotIndex==pickUp.stockData[0]){
+								taskTaken=true;
+								this.startLocations[robotIndex]=this.startLocations[this.buildList.availablePickup[robotSize][i].robotIndex].clone();
+								this.buildList.availablePickup[robotSize]=this.buildList.availablePickup[robotSize].slice(0, i).concat(this.buildList.availablePickup[robotSize].slice(i + 1, this.buildList.availablePickup[robotSize].length));
+								// this.buildList.availablePickup[robotSize].shift();
+								this.voxelList[robotIndex].toDelete=pickUp;
+							}
+						}else{
+							taskTaken=true;
+							this.startLocations[robotIndex]=this.startLocations[this.buildList.availablePickup[robotSize][i].robotIndex].clone();
+							this.buildList.availablePickup[robotSize]=this.buildList.availablePickup[robotSize].slice(0, i).concat(this.buildList.availablePickup[robotSize].slice(i + 1, this.buildList.availablePickup[robotSize].length));
+							// this.buildList.availablePickup[robotSize].shift();
+							this.voxelList[robotIndex].toDelete=pickUp;
+						}
+					}
+				}
+				
+			}
+		}else if(robotSize>1){ //no one is busy making smaller bill-es get out of the way
+			this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+		}
+		// if(wait){
+		// 	setTimeout(function(){ _startMovement(robotIndex,true); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*10));
+		// 	return;
+
+		// }
+
+		// if(!wait){
+			this.resetPath(robotIndex);
+			this.reloadVoxel(
+				robotIndex,
+				this.robotState[robotIndex].leg1Pos, 
+				this.robotState[robotIndex].leg2Pos, 
+				this.robotState[robotIndex].up,
+				this.robotState[robotIndex].forward);
+			this.generatePoints(robotIndex);
+
+			for(var i=0;i<this.steps[robotIndex].length;i++){
+                
+				this.step(robotIndex,i);
+			}
+
+			this.goHome[robotIndex]=false;
+
+			if(this.steps[robotIndex].length==0){
+                
+				// console.log("nn st")
+				this.startMovement(robotIndex,false);
+			}
+
+
+		// }else{
+		// 	// console.log("here")
+
+		// 	setTimeout(function(){ _startMovement(robotIndex,false); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*10));
+		// }
+
+		return;
+
+	}else{
+		console.log("Great job, simulation done!!")
+		return;
+	}
+
+	console.log("shouldn't be here");
+}
+
+Swarm.prototype.voxelBuilderHierarchicalSDF= function(robotIndex,leg1Pos, leg2Pos, up ,forward,availableVoxels){
+
+	var start=leg1Pos.clone();
+	var state;
+	var succeeded;
+	var count=0;
+
+	//get point with minimum distance
+	var min=Infinity;
+	var minIndex= new THREE.Vector3(0,0,0);
+    var minIndex1= 0;
+    var robotSize=this.robotScale[robotIndex];
+
+	//if there is still voxels in this layer
+	if(availableVoxels.length>0){ 
+		minIndex= availableVoxels[minIndex1].position.clone().multiplyScalar(this.voxelSpacing[robotIndex]);
+		minIndex.x=minIndex.x/this.robotScale[robotIndex];
+		minIndex.y=minIndex.y/this.robotScale[robotIndex];
+		minIndex.z=minIndex.z/this.robotScale[robotIndex];
+		
+		
+		//change occupancy
+        if(this.robotScale[robotIndex]>1){//todo change to accommodate for more sizes
+            //todo check if
+            minIndex.z=(availableVoxels[minIndex1].position.z+(robotSize-1))*this.voxelSpacing[robotIndex]/this.robotScale[robotIndex];
+            
+            
+			for (var j=0; j<this.voxelIndexList[robotSize].list.length;j++){
+				this.grid[availableVoxels[minIndex1].position.x+this.voxelIndexList[robotSize].list[j].x]
+						 [availableVoxels[minIndex1].position.y+this.voxelIndexList[robotSize].list[j].y]
+						 [availableVoxels[minIndex1].position.z+this.voxelIndexList[robotSize].list[j].z-1]=true;
+			}
+
+		}else{
+			this.grid[availableVoxels[minIndex1].position.x][availableVoxels[minIndex1].position.y][availableVoxels[minIndex1].position.z]=true;
+
+		}
+
+		//remove from list 
+		// this.voxelList[robotIndex].build.list = availableVoxels.slice(0, minIndex1).concat(availableVoxels.slice(minIndex1 + 1, availableVoxels.length));
+		this.voxelList[robotIndex].build.list.shift();
+		// console.log(this.voxelList[robotIndex])
+
+
+		this.showTargetPosition(robotIndex,minIndex,true);
+
+		state= this.pathPlan(robotIndex,leg1Pos, leg2Pos, up ,forward,minIndex);
+
+		this.robotState[robotIndex].leg1Pos=state[0].clone();
+		this.robotState[robotIndex].leg2Pos=state[1].clone();
+		this.robotState[robotIndex].up=state[2].clone();
+		this.robotState[robotIndex].forward=state[3].clone();
+		succeeded=state[4];
+
+		if(succeeded)
+		{
+			return [state[0],state[1],state[2],state[3]];
+
+		}else
+		{
+			console.log("COULDN'T FIND PATH!!!");
+			return false;
+		}
+
+	}else{
+		// this.voxelList[robotIndex].assembled=true;
+		console.log("ROBOT "+robotIndex+" DONEE!!!");
+		return false;
+	}
+
+	console.log("shouldn't be here");
+	
+
+}
+
+Swarm.prototype.startMovementIROS= function(robotIndex,home){
+    // console.log("robot:"+robotIndex+" home:"+home);
+	
+	//if not home
+	if(!home){
+		this.resetPath(robotIndex);
+		this.voxelBuilderIROS(
+			robotIndex,this.robotState[robotIndex].leg1Pos, 
+			this.robotState[robotIndex].leg2Pos, 
+			this.robotState[robotIndex].up,
+			this.robotState[robotIndex].forward,
+			this.voxelSlices[this.robotState[robotIndex].Z]
+			); 
+		this.generatePoints(robotIndex);
+		
+		//if generated path
+		if(this.steps[robotIndex].length>0){
+			for(var i=0;i<this.steps[robotIndex].length;i++){
+				this.step(robotIndex,i);
+			}
+			this.goHome[robotIndex]=true;
+		}
+
+		//update z and rank
+		if(this.robotState[robotIndex].Z>this.globalZ){
+			this.globalZ=this.robotState[robotIndex].Z;
+			this.globalRank=this.robotState[robotIndex].rank;
+		}else if(this.robotState[robotIndex].Z<this.globalZ)
+		{
+			this.robotState[robotIndex].Z=this.globalZ;
+			this.robotState[robotIndex].rank=this.globalRank;
+		}else{
+			if(this.robotState[robotIndex].rank>this.globalRank){
+				this.globalRank=this.robotState[robotIndex].rank;
+			}else if(this.robotState[robotIndex].rank<this.globalRank)
+			{
+				this.robotState[robotIndex].rank=this.globalRank;
+			}
+		}
+		//if no other z levels
+		if(this.voxelSlices[this.robotState[robotIndex].Z]!==undefined){
+			//if there are voxels
+			if(this.voxelSlices[this.robotState[robotIndex].Z].length>0){
+				if(this.voxelSlicesCount[this.robotState[robotIndex].Z][this.robotState[robotIndex].rank] <this.voxelSlices[this.robotState[robotIndex].Z][this.robotState[robotIndex].rank].length-1){
+					this.voxelSlicesCount[this.robotState[robotIndex].Z][this.robotState[robotIndex].rank]++;	
+					// console.log("robot:"+robotIndex+" f"+" home:"+home);
+					if(!this.goHome[robotIndex]){
+						this.startMovement(robotIndex,true);
+					}
+				}
+				else{
+					if(this.robotState[robotIndex].rank<this.voxelSlicesCount[this.robotState[robotIndex].Z].length-1){
+						this.robotState[robotIndex].rank++;
+						// this.globalRank++;
+						// console.log("robot:"+robotIndex+" ff"+" home:"+home);
+						if(!this.goHome[robotIndex]){
+							this.startMovement(robotIndex,true);
+						}
+					}
+					else
+					{
+						if(this.robotState[robotIndex].Z<this.voxelSlicesCount.length-1){
+							this.robotState[robotIndex].Z++;
+							this.robotState[robotIndex].rank=0;
+
+							// this.globalZ++;
+							// this.globalRank=0;
+
+							// console.log("robot:"+robotIndex+" fff"+" home:"+home);
+							if(!this.goHome[robotIndex]){
+								this.startMovement(robotIndex,true);
+							}
+							
+						}else{
+							console.log("DONEEE!!!");
+
+						}
+					}
+				}
+			}
+			else if(this.robotState[robotIndex].Z<this.voxelSlices.length){
+				// console.log("robot:"+robotIndex+" fffff"+" home:"+home);
+				this.robotState[robotIndex].Z++;
+				this.robotState[robotIndex].rank=0;
+				
+				// this.globalZ++;
+				// this.globalRank=0;
+				// console.log("ss");
+				this.startMovement(robotIndex,false);
+			}
+		}else{
+			console.log("DONEE!!!");
+		}
+
+	}
+	//go home
+	else{
+		this.resetPath(robotIndex);
+		this.reloadVoxel(
+			robotIndex,
+			this.robotState[robotIndex].leg1Pos, 
+			this.robotState[robotIndex].leg2Pos, 
+			this.robotState[robotIndex].up,
+			this.robotState[robotIndex].forward);
+		this.generatePoints(robotIndex);
+
+		for(var i=0;i<this.steps[robotIndex].length;i++){
+			this.step(robotIndex,i);
+		}
+
+		this.goHome[robotIndex]=false;
+
+		if(this.steps[robotIndex].length==0){
+			// console.log("nn st")
+			this.startMovement(robotIndex,false);
+		}
+
+	}
+				
+}
+
+Swarm.prototype.startMovementDirections= function(robotIndex){
+	this.goHome[robotIndex]=false;
+	this.resetPath(robotIndex);
+	this.getStepsFromDir(robotIndex);
+	this.generatePoints(robotIndex);
+	// console.log(this.path[robotIndex].points)
+	
+	//if generated path
+	if(this.steps[robotIndex].length>0){
+		for(var i=0;i<this.steps[robotIndex].length;i++){
+			this.step(robotIndex,i);
+		}
+	}
+
+}
+
+Swarm.prototype.closestStartLocation= function(robotPosition){
+	robotPosition.x=robotPosition.x*this.spacing;
+	robotPosition.y=robotPosition.y*this.spacing;
+	robotPosition.z=robotPosition.z*this.spacing;
+	var closest=0;
+	var min=robotPosition.distanceTo(this.startLocations[0]);
+	for (var i=0;i< this.startLocations.length;i++){
+		if(robotPosition.distanceTo(this.startLocations[i])<min)
+		{
+			min=robotPosition.distanceTo(this.startLocations[i]);
+			closest=i;
+		}
+	}
+	return closest;
+}
+
+Swarm.prototype.reloadVoxel= function(robotIndex,leg1Pos, leg2Pos, up ,forward){ //go home
+	var succeeded;
+
+	this.showTargetPosition(robotIndex,leg1Pos.clone(),false); 
+	
+
+	if(this.robotScale[robotIndex]==2&&this.buildType!="sdfList"&&this.buildType!="sdfList1"){ //if rank 2 pickup from predefined places
+		// state= this.pathPlan(robotIndex,leg1Pos, leg2Pos, up ,forward,this.voxelList[robotIndex].pickupList[0].clone());
+		// this.voxelList[robotIndex].pickupList.shift(); //remove defined location
+		state= this.pathPlan(robotIndex,leg1Pos, leg2Pos, up ,forward,this.startLocations[robotIndex]);
+
+	}else{
+        state= this.pathPlan(robotIndex,leg1Pos, leg2Pos, up ,forward,this.startLocations[robotIndex]);
+		//closest:
+		// state= this.pathPlan(robotIndex,leg1Pos, leg2Pos, up ,forward,this.startLocations[this.closestStartLocation(leg1Pos.clone())]);
+    }
+	
+
+	this.robotState[robotIndex].leg1Pos=state[0].clone();
+	this.robotState[robotIndex].leg2Pos=state[1].clone();
+	this.robotState[robotIndex].up=state[2].clone();
+	this.robotState[robotIndex].forward=state[3].clone();
+	succeeded=state[4];
+	
+	if(succeeded)
+	{
+		return [state[0],state[1],state[2],state[3]];
+
+	}else
+	{
+		// console.log("COULDN'T FIND PATH!!!");
+		return false;
+	}
+	 
+
+}
+
+Swarm.prototype.voxelBuilderIROS= function(robotIndex,leg1Pos, leg2Pos, up ,forward,availableVoxels){
+	// var availableVoxels=this.voxelSlices[this.robotState[robotIndex].Z];
+	
+	var start=leg1Pos.clone();
+	var state;
+	var succeeded;
+	var count=0;
+
+	//get point with minimum distance
+	var min=Infinity;
+	var minIndex= new THREE.Vector3(0,0,0);
+
+	//if there is still voxels in this layer
+	if(availableVoxels !== undefined){
+		if(availableVoxels.length>0){ 
+			//for all available voxels
+			for(var i=0;i<availableVoxels[this.robotState[robotIndex].rank].length;i++){
+				//if no voxel 
+				if(!this.voxelAt(availableVoxels[this.robotState[robotIndex].rank][i].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]))){
+					//find min distance
+					if(start.distanceTo(availableVoxels[this.robotState[robotIndex].rank][i])<min){
+						min=start.distanceTo(availableVoxels[this.robotState[robotIndex].rank][i]);
+						minIndex=availableVoxels[this.robotState[robotIndex].rank][i];
+					}
+				}
+			}
+			//change occupancy
+			this.grid[minIndex.x/this.voxelSpacing[robotIndex]][minIndex.y/this.voxelSpacing[robotIndex]][minIndex.z/this.voxelSpacing[robotIndex]]=true;
+
+			this.showTargetPosition(robotIndex,minIndex,true);
+
+			state= this.pathPlan(robotIndex,leg1Pos, leg2Pos, up ,forward,minIndex);
+
+			this.robotState[robotIndex].leg1Pos=state[0].clone();
+			this.robotState[robotIndex].leg2Pos=state[1].clone();
+			this.robotState[robotIndex].up=state[2].clone();
+			this.robotState[robotIndex].forward=state[3].clone();
+			succeeded=state[4];
+
+			if(succeeded)
+			{
+				return [state[0],state[1],state[2],state[3]];
+
+			}else
+			{
+				// console.log("COULDN'T FIND PATH!!!");
+				return false;
+			}
+
+		}else{
+			return false;
+		}
+	}else{
+		console.log("DONEE!!!");
+		return false;
+	}
+
+}
+
+Swarm.prototype.startMovementHierarchicalSDF= function(robotIndex,goHome){
+
+	var wait=false;
+	var robotSize=this.robotScale[robotIndex];
+	var log=false;
+	
+	//if not home
+	if(!goHome && !this.buildList.done){
+
+        //////////////////////////check if task is pending/////////////////
+
+		//if bigger size bill-e at pickup site and ready to delete in situ
+		if(robotSize>1&&  this.voxelList[robotIndex].toDelete.robotIndex!=-1){
+			// console.log(robotSize)
+			// console.log(this.voxelList[robotIndex].toDelete.stockData)
+
+			// console.log(this.startLocations[robotIndex].equals(this.startLocations[this.voxelList[robotIndex].toDelete.robotIndex]))
+			if(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]).equals(this.startLocations[robotIndex])&&this.startLocations[robotIndex].equals(this.startLocations[this.voxelList[robotIndex].toDelete.robotIndex])){
+				var pickUp=this.voxelList[robotIndex].toDelete.robotIndex;
+
+				if(this.voxelList[robotIndex].toDelete.stockData.length>1 ){
+					//delete voxels from scene
+					for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+						// var loc=this.voxelIndexList[2].list[j].clone()
+						// 			.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+						//             .add(this.inSituAdjustment[pickUp]);
+						var loc=this.voxelIndexList[2].list[j].clone()
+									.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+									.add(this.inSituAdjustment[pickUp].clone().multiplyScalar(1/this.robotScale[pickUp]));
+
+						this.grid[loc.x][loc.y][loc.z]=false;
+
+						var name='['+loc.x+','+loc.y+','+loc.z+']';
+						var obj=this.scene.getObjectByName(name);
+						this.scene.remove(obj);
+
+					}
+
+					var indexZ=   this.voxelList[robotIndex].toDelete.stockData[0];
+					var indexSize=this.voxelList[robotIndex].toDelete.stockData[1];
+					var indexSDF= this.voxelList[robotIndex].toDelete.stockData[2];
+					var indexCube=this.voxelList[robotIndex].toDelete.stockData[3];
+					//flag that it is picked up
+					this.buildList.listZ[indexZ].listSize[indexSize].listSDF[indexSDF].listCubes[indexCube].stockPickedUp=true;
+					//make smaller billl-e not busy
+					this.voxelList[pickUp].busy=false;
+					this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+					//remove fag that arrived to pickup
+					this.voxelList[robotIndex].toDelete={stockData:[],robotIndex:-1};
+
+					//now get task to build voxel
+					this.buildList.listZ[indexZ].listSize[indexSize].listSDF[indexSDF].listCubes[indexCube].done=true;
+					//todo make sure that works.. maybe final location is not the one
+					this.voxelList[robotIndex].build.list.push({ position:this.buildList.listZ[indexZ].listSize[indexSize].listSDF[indexSDF].listCubes[indexCube].position.clone(),
+						stockBuilt:true});
+
+				}else{
+					
+					var indexBiggerRobot=this.voxelList[robotIndex].toDelete.stockData[0];
+					if(indexBiggerRobot==robotIndex){
+						//delete voxels from scene
+						for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+							// var loc=this.voxelIndexList[2].list[j].clone()
+							// 			.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+							//             .add(this.inSituAdjustment[pickUp]);
+							var loc=this.voxelIndexList[2].list[j].clone()
+										.add(this.startLocations[pickUp].clone().multiplyScalar(1/this.voxelSpacing[pickUp]))
+										.add(this.inSituAdjustment[pickUp].clone().multiplyScalar(1/this.robotScale[pickUp]));
+
+							this.grid[loc.x][loc.y][loc.z]=false;
+
+							var name='['+loc.x+','+loc.y+','+loc.z+']';
+							var obj=this.scene.getObjectByName(name);
+						
+
+							this.scene.remove(obj);
+
+						}
+
+						indexBiggerRobot=robotIndex;
+						var taskGiven=false;
+						for(var i=0;i<this.voxelList[indexBiggerRobot].build.list.length;i++){
+							if(!this.voxelList[indexBiggerRobot].build.list[i].stockBuilt && !taskGiven){
+								// console.log(i)
+								// console.log(indexBiggerRobot)
+
+								taskGiven=true;
+								//make smaller bill-e not busy
+								this.voxelList[pickUp].busy=false;
+								this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+								//remove fag that arrived to pickup
+								this.voxelList[robotIndex].toDelete={stockData:[],robotIndex:-1};
+
+								this.voxelList[indexBiggerRobot].build.list[i].stockBuilt=true;
+
+								//todo make sure that works.. maybe final location is not the one
+								// this.voxelList[robotIndex].build.list.push({ position:this.voxelList[indexBiggerRobot].build.list[i].position.clone(),
+								//     stockBuilt:true});
+
+
+							}
+
+						}
+						if(!taskGiven){
+							// if(log) 
+							if(log) console.log("dcvszv"+robotIndex)
+
+							wait=true;
+						}
+
+					}
+				}
+
+			}
+			
+		}
+
+		
+		
+		//if smaller size bill-e finished building in situ construction and flag available for pickup
+		//if voxelList has the flag
+		if(this.voxelList[robotIndex].build.stockData.length>0 &&this.voxelList[robotIndex].build.list.length==0){
+            if(this.voxelList[robotIndex].build.stockData.length>1){
+                var indexZ=this.voxelList[robotIndex].build.stockData[0];
+                var indexSize=this.voxelList[robotIndex].build.stockData[1];
+                var indexSDF=this.voxelList[robotIndex].build.stockData[2];
+                var indexCube=this.voxelList[robotIndex].build.stockData[3];
+
+                this.buildList.listZ[indexZ].listSize[indexSize].listSDF[indexSDF].listCubes[indexCube].stockBuilt=true;
+
+                this.voxelList[robotIndex].build.stockData=[];
+                var found=false;
+                for(var i=0;i<this.buildList.availablePickup[robotSize*2].length;i++){ //change available pickup from busy to done
+                    if(this.buildList.availablePickup[robotSize*2][i]==-1 && !found){
+                        this.buildList.availablePickup[robotSize*2][i]={stockData:[indexZ,indexSize,indexSDF,indexCube],robotIndex:robotIndex};
+                        found=true;
+                    }
+                }
+                if(log) console.log("dvsv"+robotIndex)
+
+                // wait=true;
+
+            }else{
+                var indexBiggerRobot=this.voxelList[robotIndex].build.stockData[0];
+                this.voxelList[robotIndex].build.stockData=[];
+
+                var found=false;
+                for(var i=0;i<this.buildList.availablePickup[robotSize*2].length;i++){ //change available pickup from busy to done
+                    if(this.buildList.availablePickup[robotSize*2][i]==-1 && !found){
+                        this.buildList.availablePickup[robotSize*2][i]={stockData:[indexBiggerRobot],robotIndex:robotIndex};
+                        found=true;
+                    }
+                }
+                if(log) console.log("xczzc"+robotIndex)
+
+                // wait=true;
+
+            }
+			
+        }
+        
+        //if stock needed to be built for intermediate bill-es
+        if(!wait && this.voxelList[robotIndex].build.list.length==0 &&this.buildList.listToBuild[robotSize].length>0&&!this.voxelList[robotIndex].busy&&!this.voxelList[robotIndex].busyGoingHome){
+            //build in situ
+            //hardcoded 2 as it will always be building 8 voxels regardless of the size
+            var stockBuilt=false;
+            if(robotSize==1){
+                stockBuilt=true;
+            }
+            for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+                // this.voxelList[robotIndex].build.list.push({
+                //     position:this.voxelIndexList[2].list[j].clone()
+                //         .add(this.startLocations[robotIndex].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]))
+                //         .add(this.inSituAdjustment[robotIndex]),
+                //         stockBuilt:stockBuilt
+                // });
+                this.voxelList[robotIndex].build.list.push({
+                    position:this.voxelIndexList[2].list[j].clone().add(new THREE.Vector3(0,0,-1)).multiplyScalar(robotSize).add(new THREE.Vector3(0,0,1))
+                        .add(this.startLocations[robotIndex].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]*robotSize))
+                        .add(this.inSituAdjustment[robotIndex].clone().multiplyScalar(1)),
+                        stockBuilt:stockBuilt
+                });
+            }
+            this.buildList.availablePickup[robotSize*2].push(-1); //for bigger robot to wait and not go home
+			this.voxelList[robotIndex].build.stockData=[this.buildList.listToBuild[robotSize][0]];//push index at the end to flag when it's done
+			// console.log(this.buildList.listToBuild[robotSize][0])
+			this.voxelList[robotIndex].busy=true;
+
+            this.buildList.listToBuild[robotSize].shift();
+
+        }
+
+        ////////////////check for new tasks//////////////////////////////////////
+		//if have no assigned voxels try to assign 
+		if( !wait && this.voxelList[robotIndex].build.list.length==0&& !this.voxelList[robotIndex].busy&&!this.voxelList[robotIndex].busyGoingHome&& !this.buildList.done){
+			//find current bin
+			var binZ=this.buildList.listZ[this.buildList.currentZIndex];
+			var binSize=binZ.listSize[binZ.currentSizeIndex];
+			var binSDF=binSize.listSDF[binSize.currentSDFIndex];
+			
+			var indexZ=this.buildList.currentZIndex;
+			var indexSize=binZ.currentSizeIndex;
+			var indexSDF=binSize.currentSDFIndex;
+
+			var maxIndexZ=this.buildList.maxZIndex;
+			var maxIndexSize=binZ.maxSizeIndex;
+			var maxIndexSDF=binSize.maxSDFIndex;
+
+			// if robot size smaller than target bin size
+			if(robotSize<binSDF.size){
+				if(robotSize==binSDF.size/2){
+					var gotTask=false;
+					for(var i=0;i<binSDF.listCubes.length;i++){
+						if(!binSDF.listCubes[i].done&&!binSDF.listCubes[i].stockAssigned &&!gotTask){
+							gotTask=true;
+							binSDF.listCubes[i].stockAssigned=true;
+							this.buildList.listZ[indexZ].listSize[indexSize].listSDF[indexSDF].listCubes[i].stockAssigned=true;
+                            //build in situ
+                            //hardcoded 2 as it will always be building 8 voxels regardless of the size
+                            var stockBuilt=false;
+                            if(robotSize==1){
+                                stockBuilt=true;
+                            }
+
+                            for (var j=0; j<this.voxelIndexList[2].list.length;j++){
+								this.voxelList[robotIndex].build.list.push({
+                                    position:this.voxelIndexList[2].list[j].clone().add(new THREE.Vector3(0,0,-1)).multiplyScalar(robotSize).add(new THREE.Vector3(0,0,1))
+                                        .add(this.startLocations[robotIndex].clone().multiplyScalar(1/this.voxelSpacing[robotIndex]*robotSize))
+                                        .add(this.inSituAdjustment[robotIndex].clone().multiplyScalar(1)),
+                                        stockBuilt:stockBuilt
+                                });
+                            }
+                            
+							this.buildList.availablePickup[binSDF.size].push(-1); //for bigger robot to wait and not go home
+							this.voxelList[robotIndex].build.stockData=[indexZ,indexSize,indexSDF,i];//push index at the end to flag when it's done
+							this.voxelList[robotIndex].busy=true;
+
+                            //if not size 1 go back later as no stock available
+                            // flag for smaller robots to build stocks
+                            if(robotSize>1){
+                                //add them in list to build
+                                if(log) console.log("vdsvs"+robotIndex)
+
+                                wait=true;
+                                for(var i=0;i<8;i++){
+                                    this.buildList.listToBuild[robotSize/2.0].push(robotIndex); //no need to put robotIndex but why not
+                                }
+                            }
+						}
+					}
+					if(!gotTask){
+                        if(log) console.log("dssvd"+robotIndex)
+						wait=true;
+					}
+
+				}else{
+                    if(log) console.log("awfawf"+robotIndex)
+					wait=true;
+				}
+
+			}else if(binSDF.size==robotSize){ //if same size
+				var gotTask=false;
+				var done=true;
+				for(var i=0;i<binSDF.listCubes.length;i++){
+					if(!binSDF.listCubes[i].done){
+						done=false;
+					}
+					if(!binSDF.listCubes[i].done&&binSDF.listCubes[i].stockBuilt &&!gotTask){
+						gotTask=true;
+						binSDF.listCubes[i].done=true;
+						this.buildList.listZ[indexZ].listSize[indexSize].listSDF[indexSDF].listCubes[i].done=true;
+						this.voxelList[robotIndex].build.list.push({position:binSDF.listCubes[i].position.clone(),stockBuilt:true});
+					}
+				}
+				if(!gotTask){
+                    if(log) console.log("fefswv"+robotIndex)
+					wait=true;
+				}
+
+				//update list
+				if(done){
+					binSDF.done=true;
+					this.buildList.listZ[indexZ].listSize[indexSize].listSDF[indexSDF].done=true;
+					binSize.currentSDFIndex++;
+					console.log("Layer "+(maxIndexZ-indexZ)+", size "+(maxIndexSize-indexSize)+", sdf "+(maxIndexSDF-indexSDF)+" done!");
+					if(binSize.currentSDFIndex>=binSize.maxSDFIndex){
+						binSize.done=true;
+						this.buildList.listZ[indexZ].listSize[indexSize].done=true;
+						console.log("Layer "+(maxIndexZ-indexZ)+", size "+(maxIndexSize-indexSize)+" done!");
+						binZ.currentSizeIndex++;
+						if(binZ.currentSizeIndex>=binZ.maxSizeIndex){
+							binZ.done=true;
+							this.buildList.listZ[indexZ].done=true;
+							console.log("Layer "+(maxIndexZ-indexZ)+" done!");
+							this.buildList.currentZIndex++;
+							if(this.buildList.currentZIndex>=this.buildList.maxZIndex){
+								this.buildList.done=true;
+								console.log("Simulation Done!!!!!!!!!!!!!!")
+							}
+						}
+					}
+				}
+			}else{
+                if(log) console.log("fdbddfbd"+robotIndex)
+				wait=true; //later change for two sizes bigger
+			}
+        }
+        
+        //if has task but stock not ready
+        if(this.voxelList[robotIndex].build.list.length> 0&& !this.voxelList[robotIndex].build.list[0].stockBuilt){
+            if(log) console.log("bhhbj"+robotIndex)
+            wait=true;
+        }
+
+        ///////////////////////////if there is task go on/////////////////
+		//if have assigned voxel
+		if(!wait && this.voxelList[robotIndex].build.list.length>0){
+			this.resetPath(robotIndex);
+			this.voxelBuilderHierarchicalSDF(
+				robotIndex,this.robotState[robotIndex].leg1Pos, 
+				this.robotState[robotIndex].leg2Pos, 
+				this.robotState[robotIndex].up,
+				this.robotState[robotIndex].forward,
+				this.voxelList[robotIndex].build.list
+			); 
+			this.generatePoints(robotIndex);
+
+			//if generated path
+			if(this.steps[robotIndex].length>0){
+				for(var i=0;i<this.steps[robotIndex].length;i++){
+					this.step(robotIndex,i);
+				}
+				this.goHome[robotIndex]=true;
+			}else{
+                if(log) console.log("gbdfgd "+robotIndex)
+
+				wait=true;
+			}
+
+		}else if(this.voxelList[robotIndex].build.list.length==0&&!wait){
+			if(!this.buildList.done){
+                // console.log("jbhb"+robotIndex)
+				// this.goHome[robotIndex]=true;
+				setTimeout(function(){ _startMovement(robotIndex,true); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*this.waitTime));
+            }
+            // return;
+		}
+
+		if(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]).equals(this.startLocations[robotIndex])){
+			this.voxelList[robotIndex].busyGoingHome=false;
+		}
+
+		//if you have to wait we tigui bokra
+		if(wait){
+			setTimeout(function(){ _startMovement(robotIndex,true); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*this.waitTime));
+        }
+		return;
+
+    }else if(goHome){ //go home got get stock
+
+        //////////////////////where to restock? (home or another smaller station)///////////
+		var pickUp=-1;
+
+		if(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]).equals(this.startLocations[robotIndex])){
+			this.voxelList[robotIndex].busyGoingHome=false;
+		}
+		if(this.voxelList[robotIndex].busyGoingHome){
+			console.log(this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]));
+			console.log(this.startLocations[robotIndex])
+		}
+
+		if(robotSize>1&&this.buildList.availablePickup[robotSize].length>0){
+			if(this.buildList.availablePickup[robotSize][0]==-1){
+                if(log) console.log("sscs"+robotIndex)
+				wait=true;
+				this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+				this.voxelList[robotIndex].busyGoingHome=true;
+			}else{
+				var taskTaken=false;
+				for(var i=0;i<this.buildList.availablePickup[robotSize].length;i++){
+					if(!taskTaken&&this.buildList.availablePickup[robotSize][i]!=-1){
+						pickUp=this.buildList.availablePickup[robotSize][i];
+						if(pickUp.stockData.length==1){
+							if(robotIndex==pickUp.stockData[0]){
+								taskTaken=true;
+								this.startLocations[robotIndex]=this.startLocations[this.buildList.availablePickup[robotSize][i].robotIndex].clone();
+								this.buildList.availablePickup[robotSize]=this.buildList.availablePickup[robotSize].slice(0, i).concat(this.buildList.availablePickup[robotSize].slice(i + 1, this.buildList.availablePickup[robotSize].length));
+								// this.buildList.availablePickup[robotSize].shift();
+								this.voxelList[robotIndex].toDelete=pickUp;
+							}
+						}else{
+							taskTaken=true;
+							this.startLocations[robotIndex]=this.startLocations[this.buildList.availablePickup[robotSize][i].robotIndex].clone();
+							this.buildList.availablePickup[robotSize]=this.buildList.availablePickup[robotSize].slice(0, i).concat(this.buildList.availablePickup[robotSize].slice(i + 1, this.buildList.availablePickup[robotSize].length));
+							// this.buildList.availablePickup[robotSize].shift();
+							this.voxelList[robotIndex].toDelete=pickUp;
+						}
+					}
+				}
+				
+			}
+		}else if(robotSize>1){ //no one is busy making smaller bill-es get out of the way
+			this.startLocations[robotIndex]=this.depositLocations[robotIndex].clone();
+		}
+		// if(wait){
+		// 	setTimeout(function(){ _startMovement(robotIndex,true); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*10));
+		// 	return;
+
+		// }
+
+		// if(!wait){
+			this.resetPath(robotIndex);
+			this.reloadVoxel(
+				robotIndex,
+				this.robotState[robotIndex].leg1Pos, 
+				this.robotState[robotIndex].leg2Pos, 
+				this.robotState[robotIndex].up,
+				this.robotState[robotIndex].forward);
+			this.generatePoints(robotIndex);
+
+			for(var i=0;i<this.steps[robotIndex].length;i++){
+                
+				this.step(robotIndex,i);
+			}
+
+			this.goHome[robotIndex]=false;
+
+			if(this.steps[robotIndex].length==0){
+                
+				// console.log("nn st")
+				this.startMovement(robotIndex,false);
+			}
+
+
+		// }else{
+		// 	// console.log("here")
+
+		// 	setTimeout(function(){ _startMovement(robotIndex,false); }, this.path[robotIndex].timeout+=(this.path[robotIndex].delay*10));
+		// }
+
+		return;
+
+	}else{
+		console.log("Great job, simulation done!!")
+		return;
+	}
+
+	console.log("shouldn't be here");
+}
diff --git a/recursive_swarm/js/swarm_path.js b/recursive_swarm/js/swarm_path.js
new file mode 100644
index 0000000000000000000000000000000000000000..1ebd3191c1dc00d6d4fdbddb158f3f125a9085c2
--- /dev/null
+++ b/recursive_swarm/js/swarm_path.js
@@ -0,0 +1,357 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+//////////////////////////path planing///////////////////////////
+Swarm.prototype.pathPlan= function(robotIndex,leg1Pos, leg2Pos, up ,forward,targetPos){
+    // console.log(targetPos)
+
+
+    // if(this.robotScale[robotIndex]==2){
+    //     console.log(leg1Pos);
+    //     console.log(targetPos);
+    // }
+	if(this.voxelAt(robotIndex,targetPos.clone().multiplyScalar(1/this.voxelSpacing[robotIndex]))){
+		var succeded=false;
+		var p0=this.findShortestPath(robotIndex,leg1Pos.clone(), leg2Pos.clone(), up.clone(),forward.clone(), targetPos);
+		succeded=p0[4];
+		this.steps[robotIndex]=this.steps[robotIndex].concat(p0[5]);
+		if(!succeded){
+            
+            console.log("Robot "+robotIndex+" stuck!!!!!")
+            console.log(targetPos)
+		}
+		return [p0[0] , p0[1] , p0[2] , p0[3] , true];
+		if(!succeded)
+		{
+			// console.log("see path from neighbours");
+			var neighbours=this.getNeighbors(targetPos);
+			
+			for(var i=0;i<neighbours.length;i++)
+			{	
+				var p=this.findShortestPath(robotIndex,leg1Pos.clone(), leg2Pos.clone(), up.clone(),forward.clone(),neighbours[i]);
+				succeded=p[4];
+				if(succeded)
+				{
+					var stepsFirst=p[5].slice();
+					var p1=this.findShortestPath(robotIndex,p[0], p[1], p[2],p[3],targetPos);
+					succeded=p[4];
+					if(succeded)
+					{
+						for(var j=0;j<this.steps[robotIndex].length;j++)
+						{
+							stepsFirst.push(p1[5][j]);
+						}
+
+						this.steps[robotIndex]=this.steps[robotIndex].concat(stepsFirst.slice());
+						return [p[0] , p[1] , p[2] , p[3] , true];
+					}
+				}
+			}
+			return [leg1Pos, leg2Pos, up ,forward , false];
+		}
+
+	}
+	else
+	{
+		console.log("TARGET VOXEL DOESN'T EXIST!");
+		console.log(targetPos)
+		return [leg1Pos, leg2Pos, up ,forward , false];
+
+	}
+	console.log("Shouldn't be here");
+	
+	
+}
+
+Swarm.prototype.findShortestPath= function(robotIndex,leg1Pos, leg2Pos, up,forward, targetPos){
+	var stepsTemp=[];
+	var stepsAlternative=[];
+	var orderAlternatives=[[0,1,2],[0,2,1],[1,2,0],[1,0,2],[2,1,0],[2,0,1]];
+	for(var i=0;i<orderAlternatives.length;i++)
+	{
+		stepsAlternative.push(this.findPath(robotIndex,leg1Pos.clone(), leg2Pos.clone(), up.clone(),forward.clone(), targetPos, orderAlternatives[i]).slice());
+	}
+	stepsAlternative.sort(function(a, b){
+		// ASC  -> a.length - b.length
+		// DESC -> b.length - a.length
+		return a[4].length - b[4].length;
+	});
+	stepsTemp=stepsAlternative[0][4].slice();
+	if(stepsTemp.length>this.stepsCap)
+	{
+		stepsTemp=[];
+		console.log("CAN'T FIND ANY PATH TO THIS POINT");
+		return [stepsAlternative[0][0],stepsAlternative[0][1],stepsAlternative[0][2],stepsAlternative[0][3],false,stepsTemp];
+	}else
+	{
+		return [stepsAlternative[0][0],stepsAlternative[0][1],stepsAlternative[0][2],stepsAlternative[0][3],true,stepsTemp];
+	}
+}
+
+Swarm.prototype.findPath= function(robotIndex,leg1Pos, leg2Pos, up, forward, targetPos, order){
+	var logg=false;
+	if (logg) console.log(order);
+	var stepsTemp=[];
+	// leg1Pos.multiplyScalar(1/this.voxelSpacing[robotIndex]);
+	// leg2Pos.multiplyScalar(1/this.voxelSpacing[robotIndex]);
+	var difference=this.getDifference(robotIndex,leg1Pos, targetPos);
+	var forwardAlt=new THREE.Vector3(0,0,0);
+	var pos=leg1Pos.clone();
+	var error=1000;
+	var counts=0;
+	
+
+	while(difference[0]!=0||difference[1]!=0||difference[2]!=0 &&counts<error){
+		for(var count=0;count<3;count++){
+			var i= order[count];
+			var startingLeg1Pos=leg1Pos.clone();
+			var startingLeg2Pos=leg2Pos.clone();
+			var exit=false;
+			var previousDifference=Math.pow(10, 1000);//infinity
+			
+			if(i==0)
+			{
+				forwardAlt=new THREE.Vector3(-difference[0],0,0);
+				forwardAlt.normalize();
+				if(up.x==0)
+				{
+					forward=forwardAlt.clone();
+				}
+			}else if(i==1)
+			{
+				forwardAlt=new THREE.Vector3(0,-difference[1],0);
+				forwardAlt.normalize();
+				if(up.y==0)
+				{
+					forward=forwardAlt.clone();
+				}
+			}else if(i==2)
+			{
+				forwardAlt=new THREE.Vector3(0,0,-difference[2]);
+				forwardAlt.normalize();
+				if(up.z==0)
+				{
+					forward=forwardAlt.clone();
+				}
+			}
+			var counts2=0;
+
+			while (Math.abs(difference[i])>0 && !exit && counts2<error){
+				
+				if(this.voxelAt(robotIndex,pos.clone().add(forward.clone().add(up))))
+				{
+					if( this.voxelAt(robotIndex, pos.clone().add( forward.clone().add(up.clone().add(up)) )))
+					{
+						//step there //rotate convex
+						if (logg) console.log("rotate convex");
+						leg1Pos=pos.clone().add( forward.clone().add(up.clone().add(up)));
+						leg2Pos=pos.clone().add(forward.clone().add(up));
+						var temp=up.clone();
+						up= new THREE.Vector3(0,0,0).sub(forward);
+						forward=temp.clone();
+						stepsTemp.push([leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),up]);
+						difference=this.getDifference(robotIndex,leg1Pos, targetPos);
+						pos=leg1Pos.clone();
+					}
+					else //if pos+forward+up+up empty 
+					{
+						//step there //step up
+						if (logg) console.log("step up");
+						leg2Pos=leg1Pos.clone();
+						leg1Pos=pos.clone().add(forward.clone().add(up));
+						stepsTemp.push([leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),up]);
+						difference=this.getDifference(robotIndex,leg1Pos, targetPos);
+						pos=leg1Pos.clone();
+					}
+				}
+				else //if(pos +foward +up) empty
+				{
+					if (this.voxelAt(robotIndex,pos.clone().add(forward.clone())))
+					{
+						//step there //step forward
+						if (logg) console.log("step forward");
+						leg2Pos=leg1Pos.clone();
+						leg1Pos=pos.clone().add(forward.clone());
+						stepsTemp.push([leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),up]);
+						difference=this.getDifference(robotIndex,leg1Pos, targetPos);
+						pos=leg1Pos.clone();
+					}
+					else //if pos+forward empty
+					{
+						if(this.voxelAt(robotIndex,pos.clone().add(forward.clone().sub(up))))
+						{
+							//step there //step down
+							if (logg) console.log("step down");
+							leg2Pos=leg1Pos.clone();
+							leg1Pos=pos.clone().add(forward.clone().sub(up));
+							stepsTemp.push([leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),up]);
+							difference=this.getDifference(robotIndex,leg1Pos, targetPos);
+							pos=leg1Pos.clone();
+						}
+						else if (this.voxelAt(robotIndex,pos.clone().sub(up))) //pos-up full
+						{
+							if (logg) console.log("rotate concave");
+							leg2Pos=leg1Pos.clone();
+							leg1Pos=pos.clone().sub(up);
+							var temp=up.clone();
+							up= forward.clone();
+							forward=new THREE.Vector3(0,0,0).sub(temp);
+							stepsTemp.push([leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),up]);
+							difference=this.getDifference(robotIndex,leg1Pos, targetPos);
+							pos=leg1Pos.clone();
+						}
+						else 
+						{
+							if (logg) console.log("fail");
+							exit=true;
+						}
+					}
+				}
+
+				if( previousDifference<0 &&difference[i]<=0 )
+				{
+					
+					if(Math.abs(previousDifference)<Math.abs(difference[i]))
+					{
+						exit=true;
+						if (logg) console.log("exit");
+					}
+
+				}
+				else
+				{
+					if(previousDifference<Math.abs(difference[i]))
+					{
+						exit=true;
+						if (logg) console.log("exit");
+					}
+
+				}
+				previousDifference=difference[i];
+				if(stepsTemp.length>this.stepsCap)//cap number of steps in case of failure // change later based on complexity of the model
+				{
+					exit=true;
+					if (logg) console.log("Too many steps,choose another alternative");
+				}	
+				counts2++;
+				if(counts2>=error){
+					console.log("errrooooorrr robot "+robotIndex+"!!!");
+				}
+
+			}
+
+			
+		}
+		if(stepsTemp.length>this.stepsCap)//cap number of steps in case of failure // change later based on complexity of the model
+		{
+			difference[0]=0;
+			difference[1]=0;
+			difference[2]=0;
+			if (logg) console.log("Too many steps,choose another alternative");
+		}
+		counts++;
+		if(counts>=error){
+			difference[0]=0;
+			difference[1]=0;
+			difference[2]=0;
+			console.log("errrooooorrr robot "+robotIndex+"!!!");
+		}
+
+	}
+	return [leg1Pos, leg2Pos, up,forward,stepsTemp];
+
+}
+
+Swarm.prototype.voxelAt= function(location){
+	if(location.x<0||location.y<0||location.z<0||location.x>=this.gridSize||location.y>=this.gridSize||location.z>=this.gridSize)
+	{
+		return false;
+	}
+	return this.grid[location.x][location.y][location.z];
+}
+
+Swarm.prototype.voxelAt= function(robotIndex,loc){
+	var location=loc.clone();
+	location.x=location.x*this.robotScale[robotIndex];
+	location.y=location.y*this.robotScale[robotIndex];
+	location.z=location.z*this.robotScale[robotIndex];
+	// location.z=(location.z-1)*this.robotScale[robotIndex]+1;
+	
+	
+	// console.log(location.z);
+
+	if(location.x<0||location.y<0||location.z<0||location.x>=this.gridSize||location.y>=this.gridSize||location.z>=this.gridSize)
+	{
+		return false;
+	}
+	if(this.robotScale[robotIndex]>1){
+		
+		// location.z=loc.z*this.robotScale[robotIndex];
+		// if(location.z<0){
+		// 	location.z=0;
+		// }
+		// if(!this.grid[location.x][location.y][location.z]){
+		// 	console.log(location);
+		// }
+
+	}
+	return this.grid[location.x][location.y][location.z];
+}
+
+Swarm.prototype.getDifference= function(robotIndex,location, targetPos){
+	var diff=[];
+	diff.push(location.x-targetPos.x/this.voxelSpacing[robotIndex]);//0
+	diff.push(location.y-targetPos.y/this.voxelSpacing[robotIndex]);//1
+	diff.push(location.z-targetPos.z/this.voxelSpacing[robotIndex]);//2
+	return diff.slice();
+}
+
+Swarm.prototype.getNeighbors= function(targetPos){
+	var n=[];
+	var t=targetPos.clone().multiplyScalar(1/this.spacing);
+	// for(var i=-1;i<2;i++)
+	// {
+	// 	for(var j=-1;j<2;j++)
+	// 	{
+	// 		for(var k=-1;k<2;k++)
+	// 		{
+	// 			var tt=new THREE.Vector3(t.x+i,t.y+j,t.z+k);
+	// 			if(!(tt.equals(t)) && this.voxelAt(tt) )
+	// 			{
+	// 				n.push(new THREE.Vector3(tt*this.spacing,tt*this.spacing,tt*this.spacing));
+	// 			}
+	// 		}
+	// 	}
+	// }
+	var tt=new THREE.Vector3(t.x+1,t.y,t.z);
+	if(this.voxelAt(tt))
+	{
+		n.push(new THREE.Vector3(tt.x*this.spacing,tt.y*this.spacing,tt.z*this.spacing));
+	}
+	tt=new THREE.Vector3(t.x-1,t.y,t.z);
+	if(this.voxelAt(tt))
+	{
+		n.push(new THREE.Vector3(tt.x*this.spacing,tt.y*this.spacing,tt.z*this.spacing));
+	}
+	tt=new THREE.Vector3(t.x,t.y+1,t.z);
+	if(this.voxelAt(tt))
+	{
+		n.push(new THREE.Vector3(tt.x*this.spacing,tt.y*this.spacing,tt.z*this.spacing));
+	}
+	tt=new THREE.Vector3(t.x,t.y-1,t.z);
+	if(this.voxelAt(tt))
+	{
+		n.push(new THREE.Vector3(tt.x*this.spacing,tt.y*this.spacing,tt.z*this.spacing));
+	}
+	tt=new THREE.Vector3(t.x,t.y,t.z+1);
+	if(this.voxelAt(tt))
+	{
+		n.push(new THREE.Vector3(tt.x*this.spacing,tt.y*this.spacing,tt.z*this.spacing));
+	}
+	tt=new THREE.Vector3(t.x,t.y,t.z-1);
+	if(this.voxelAt(tt))
+	{
+		n.push(new THREE.Vector3(tt.x*this.spacing,tt.y*this.spacing,tt.z*this.spacing));
+	}
+	return n;
+}
\ No newline at end of file
diff --git a/recursive_swarm/js/swarm_step.js b/recursive_swarm/js/swarm_step.js
new file mode 100644
index 0000000000000000000000000000000000000000..637fb75ad99be15de303b4dadab298ec90a1570d
--- /dev/null
+++ b/recursive_swarm/js/swarm_step.js
@@ -0,0 +1,493 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+////////////////////Change Fixed end////////////////////////////
+Swarm.prototype.changeEnd= function(robotIndex){
+	//TODO: send fix end and unfix end to code
+	if(this.leg[robotIndex]==2)
+	{
+		//later output package
+		// console.log("unfix leg 1, fix leg 2");
+		this.leg[robotIndex]=1;
+		this.guiControls[robotIndex].targetEnd="end 1";
+		if(this.carriedVoxel[robotIndex][0].visible||this.carriedVoxel[robotIndex][1].visible){
+			this.carriedVoxel[robotIndex][1].visible=true;
+			this.carriedVoxel[robotIndex][0].visible=false;
+
+		}
+
+	}else
+	{
+		//later output package
+		// console.log("unfix leg 2, fix leg 1");
+		this.leg[robotIndex]=2;
+		this.guiControls[robotIndex].targetEnd="end 2";
+		if(this.carriedVoxel[robotIndex][0].visible||this.carriedVoxel[robotIndex][1].visible){
+			this.carriedVoxel[robotIndex][0].visible=true;
+			this.carriedVoxel[robotIndex][1].visible=false;
+		}
+	}
+
+	var tempPosition=new THREE.Vector3(0,0,0);
+	tempPosition.x=this.THREE1[robotIndex].position.x;
+	tempPosition.y=this.THREE1[robotIndex].position.y;
+	tempPosition.z=this.THREE1[robotIndex].position.z;
+
+	this.THREE1[robotIndex].position.x=this.target[robotIndex].position.x;
+	this.THREE1[robotIndex].position.y=this.target[robotIndex].position.y;
+	this.THREE1[robotIndex].position.z=this.target[robotIndex].position.z;
+	
+
+	this.guiControls[robotIndex].x=tempPosition.x;
+	this.guiControls[robotIndex].y=tempPosition.y;
+	this.guiControls[robotIndex].z=tempPosition.z;
+
+	this.control[robotIndex].position.x = this.guiControls[robotIndex].x;
+	this.control[robotIndex].position.y = this.guiControls[robotIndex].y;
+	this.control[robotIndex].position.z = this.guiControls[robotIndex].z;
+	this.target[robotIndex].position.x = this.guiControls[robotIndex].x;
+	this.target[robotIndex].position.y = this.guiControls[robotIndex].y;
+	this.target[robotIndex].position.z = this.guiControls[robotIndex].z;
+
+	if(this.saveAngleData){
+		this.updateAngles(robotIndex,true);
+		this.dataAngles.push(["Lock end",this.leg[robotIndex]]);
+
+
+	}else{
+		this.updateAngles(robotIndex);
+	}
+	
+
+}
+
+Swarm.prototype.rotateRobot= function(robotIndex,dir){
+
+	
+	if(dir===undefined){
+
+		
+
+		var temp=parseInt((recursiveSwarms.path[robotIndex].currentPoint-recursiveSwarms.path[robotIndex].number)/recursiveSwarms.path[robotIndex].number/2);
+		if(temp>=recursiveSwarms.path[robotIndex].changeRotation.length){
+			temp=recursiveSwarms.path[robotIndex].changeRotation.length-1;
+		}
+		dir=recursiveSwarms.path[robotIndex].changeRotation[temp];
+		
+
+
+		console.log("try to fix errrrooorrr")
+
+	}else{
+		var newRotation=this.getRotation(dir).clone();
+		this.THREE1[robotIndex].rotation.x=newRotation.x;
+		this.THREE1[robotIndex].rotation.y=newRotation.y;
+		this.THREE1[robotIndex].rotation.z=newRotation.z;
+
+		this.voxelNormal[robotIndex]=this.path[robotIndex].normals[this.path[robotIndex].currentPoint+1];
+		this.normalAdjustmentVector[robotIndex]=this.path[robotIndex].normalAdjustments[this.path[robotIndex].currentPoint+1];
+		// if(this.saveAngleData){
+		// 	this.updateAngles(robotIndex,true);
+
+		// }else{
+			this.updateAngles(robotIndex);
+		// }
+
+	}
+		
+
+
+	
+	
+}
+
+Swarm.prototype.getRotation= function(dir){
+	var tempRot=new THREE.Vector3();
+	if(dir.equals(new THREE.Vector3(0,0,1)) )
+	{
+		tempRot=new THREE.Vector3(0,0,0);
+	}
+	else if (dir.equals( new THREE.Vector3(0,0,-1)))
+	{
+		tempRot=new THREE.Vector3(180*this.DEG_TO_RAD,0,0);
+	}
+	else if (dir.equals( new THREE.Vector3(0,-1,0)))
+	{
+		tempRot=new THREE.Vector3(90*this.DEG_TO_RAD,0,0);
+	}
+	else if (dir.equals( new THREE.Vector3(0,1,0)))
+	{
+		tempRot=new THREE.Vector3(-90*this.DEG_TO_RAD,0,0);
+	}
+	else if (dir.equals(new THREE.Vector3(-1,0,0)))
+	{
+		tempRot=new THREE.Vector3(0,-90*this.DEG_TO_RAD,0);
+	}
+	else if (dir.equals( new THREE.Vector3(1,0,0)))
+	{
+		tempRot=new THREE.Vector3(0,90*this.DEG_TO_RAD,0);
+	}
+	return tempRot;
+}
+
+////////////////////////////////Path////////////////////////////
+Swarm.prototype._createPath= function(robotIndex,start,end,snormal,enormal,robotUp,robotLocation){
+
+	var p1=start.clone();
+	// p1.add(snormal.clone().multiplyScalar(1)); //add if you want to change voxel Location
+	var p2=new THREE.Vector3(0,0,0);
+	var p3=new THREE.Vector3(0,0,0);
+	var p4=end.clone();
+	// p4.add(enormal.clone().multiplyScalar(1)); //add if you want to change voxel Location
+
+	var nor = snormal.clone();
+	nor.add(enormal);
+	nor.normalize();
+
+	var dir=end.clone().sub(start);
+
+	var temp1=new THREE.Vector3(0,0,0);
+	var temp2=new THREE.Vector3(0,0,0);
+	nor.multiplyScalar(this.path[robotIndex].cHeight);
+
+
+	temp1.addVectors(start,dir.multiplyScalar(1/3));
+	temp2.addVectors(start,dir.multiplyScalar(2));
+
+
+	p2.addVectors(nor,temp1);
+	p3.addVectors(nor,temp2);
+
+	//create bezier curve
+	this.path[robotIndex].curve= new THREE.CubicBezierCurve3 (
+		p1,
+		p2,
+		p3,
+		p4
+	);
+
+	this._dividePath(robotIndex,snormal.clone(),enormal.clone(),robotUp,robotLocation);
+}
+
+Swarm.prototype._dividePath= function(robotIndex,snormal,enormal,robotUp,robotLocation){
+	
+	//points
+	var d=1/this.path[robotIndex].number;
+	var tempPoints=this.path[robotIndex].curve.getSpacedPoints(this.path[robotIndex].number);
+	// console.log(tempPoints)
+
+	var forward=new THREE.Vector3(0,0,0);
+	var tempV=tempPoints[0].clone().sub(robotLocation);
+	if(tempV.x!=0 && robotUp.x==0)
+	{
+		forward.x=tempV.x;
+	}else if(tempV.y!=0 && robotUp.y==0)
+	{
+		forward.y=tempV.y;
+	}else if(tempV.z!=0 && robotUp.z==0)
+	{
+		forward.z=tempV.z;
+	}
+	forward.normalize();
+
+	var p1=tempPoints[0];
+	var p2=tempPoints[this.path[robotIndex].number];
+	var diff=p2.clone().sub(p1);
+	diff.multiply(snormal);
+	
+	//normals
+	var vnormal1=180;
+	var vnormal2=180;
+	if(!snormal.equals(enormal))
+	{
+
+		if(diff.x>0||diff.y>0||diff.z>0)
+		{
+			if(robotUp.equals(snormal))
+			{
+				vnormal1=180;
+				vnormal2=90;
+
+			}else
+			{
+				vnormal2=180;
+				vnormal1=90;
+
+			}
+				
+		}else if(diff.x<0||diff.y<0||diff.z<0)
+		{
+			if(robotUp.equals(snormal))
+			{
+				vnormal1=180;
+				vnormal2=180+90;
+
+			}else
+			{
+				vnormal2=180;
+				vnormal1=180+90;
+
+			}
+		}
+	}
+	var dn=(vnormal2-vnormal1)/(this.path[robotIndex].number+1);
+
+	
+
+	for (var i=0;i<=this.path[robotIndex].number;i++)
+	{
+		this.path[robotIndex].normals.push(vnormal1+i*dn);
+		this.path[robotIndex].normalAdjustments.push(this.getNormalAdjustment(robotIndex,vnormal1+i*dn,robotUp,forward));
+		this.path[robotIndex].points.push(tempPoints[i].clone());
+		
+		
+		if(this.path[robotIndex].showPath)
+		{
+			var material = new THREE.MeshLambertMaterial({ color:0xff7171,});
+			var geometry = new THREE.SphereGeometry(0.05, 0.05, 0.05);
+			var mesh = new THREE.Mesh(geometry, material);
+			mesh.position.x=tempPoints[i].x;
+			mesh.position.y=tempPoints[i].y;
+			mesh.position.z=tempPoints[i].z;
+			this.scene.add(mesh);
+		}
+	}
+	
+}
+
+Swarm.prototype._BilleStep= function(robotIndex,stepLeg1,stepLeg2,legsNormal){
+	
+	var changeLegBefore=false;
+	var leg1Pos=new THREE.Vector3(0,0,0);
+	var leg2Pos=new THREE.Vector3(0,0,0);
+
+	var pos1=new THREE.Vector3(0,0,0);
+	var pos2=new THREE.Vector3(0,0,0);
+
+	if(this.path[robotIndex].points.length==0)
+	{	
+		pos1.copy(this.target[robotIndex].position);
+		pos2.copy(this.THREE1[robotIndex].position);
+	}else{
+		pos1.copy(this.path[robotIndex].points[this.path[robotIndex].points.length-1-1-this.path[robotIndex].number]);
+		pos2.copy(this.path[robotIndex].points[this.path[robotIndex].points.length-1]);
+		
+	}
+
+	//check starting leg based on distance to target 
+	if(pos2.distanceTo(stepLeg1)<pos1.distanceTo(stepLeg1))
+	{
+		changeLegBefore=true;
+		var temp=new THREE.Vector3(0,0,0);
+		temp.copy(pos1);
+		pos1.copy(pos2);
+		pos2.copy(temp);
+	}
+
+	leg1Pos.copy(pos1);
+	leg2Pos.copy(pos2);
+
+	// var robotUp=this.THREE1dir[robotIndex].clone();
+	var robotUp=this.THREE1dir[robotIndex].clone();
+	var robotLocation=this.THREE1Pos[robotIndex].clone();
+
+	
+	this._createPath(robotIndex,leg1Pos,stepLeg1,this.THREE1dir[robotIndex],legsNormal,robotUp,robotLocation);
+
+	robotUp=legsNormal;
+	robotLocation=stepLeg1;
+	this._createPath(robotIndex,leg2Pos,stepLeg2,this.THREE1dir[robotIndex],legsNormal,robotUp,robotLocation);
+
+	//update previous locations/pos
+	this.THREE1dir[robotIndex] = legsNormal.clone();
+	this.THREE1Pos[robotIndex]=stepLeg2.clone();
+
+	return [changeLegBefore,legsNormal];
+}
+
+Swarm.prototype.moveLeg= function(robotIndex){
+	var ps= this.path[robotIndex].points.slice();
+
+	for(var i=0;i<=this.path[robotIndex].number;i++)
+	{
+		setTimeout(function(){ _move(robotIndex); }, this.path[robotIndex].timeout+=this.path[robotIndex].delay);
+	}
+	setTimeout(function(){ _changeEnd(robotIndex); }, this.path[robotIndex].timeout);
+	
+}
+
+Swarm.prototype.move= function(robotIndex){
+
+	this.guiControls[robotIndex].x=this.path[robotIndex].points[this.path[robotIndex].currentPoint].x;
+	this.guiControls[robotIndex].y=this.path[robotIndex].points[this.path[robotIndex].currentPoint].y;
+	this.guiControls[robotIndex].z=this.path[robotIndex].points[this.path[robotIndex].currentPoint].z;
+	this.voxelNormal[robotIndex]=this.path[robotIndex].normals[this.path[robotIndex].currentPoint];
+	this.normalAdjustmentVector[robotIndex]=this.path[robotIndex].normalAdjustments[this.path[robotIndex].currentPoint];
+	if(this.saveAngleData){
+		// this.dataAngles.push([this.path[robotIndex].currentPoint,this.path[robotIndex].points[this.path[robotIndex].currentPoint].x,this.path[robotIndex].points[this.path[robotIndex].currentPoint].y,this.path[robotIndex].points[this.path[robotIndex].currentPoint].z]);
+		this.updateAngles(robotIndex,true);
+
+	}else{
+		this.updateAngles(robotIndex);
+	}
+
+	this.control[robotIndex].position.x = this.guiControls[robotIndex].x;
+	this.control[robotIndex].position.y = this.guiControls[robotIndex].y;
+	this.control[robotIndex].position.z = this.guiControls[robotIndex].z;
+
+	this.target[robotIndex].position.x = this.guiControls[robotIndex].x;
+	this.target[robotIndex].position.y = this.guiControls[robotIndex].y;
+	this.target[robotIndex].position.z = this.guiControls[robotIndex].z;
+	
+	this.path[robotIndex].currentPoint++;
+
+	if(this.path[robotIndex].currentPoint==this.path[robotIndex].points.length){
+		if(this.goHome[robotIndex]){
+			
+			this.buildVoxelAt(robotIndex,this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]));
+			//go Home
+			// console.log("robotIndex:"+robotIndex+" s2s");
+			this.startMovement(robotIndex,true);
+
+		}else{
+			//go to new Voxel
+			// console.log("robotIndex:"+robotIndex+" s2s");
+			this.startMovement(robotIndex,false);
+		}
+	}
+	
+}
+
+Swarm.prototype.getDirVec= function(direction){
+	var vec = new THREE.Vector3(0,0,0);
+	
+	switch(direction)
+	{
+		case 0:	
+			vec = new THREE.Vector3(1,0,0);
+			break;
+		case 1:	
+			vec = new THREE.Vector3(-1,0,0);
+			break;
+		case 2:	
+			vec = new THREE.Vector3(0,1,0);
+			break;
+		case 3:	
+			vec = new THREE.Vector3(0,-1,0);
+			break;
+	}
+	return vec;
+
+}
+
+Swarm.prototype.resetPath= function(robotIndex){
+	//////////////////////
+	this.steps[robotIndex]=[];
+	this.path[robotIndex].curve=null;
+	this.path[robotIndex].points=[];
+	this.path[robotIndex].normals=[];
+	this.path[robotIndex].changeRotation=[];
+	this.path[robotIndex].normalAdjustments=[];
+	this.path[robotIndex].currentPoint=0;
+	this.path[robotIndex].timeout=0;
+}
+
+Swarm.prototype.getStepsFromDir= function(robotIndex){
+	// var leg1Pos=new THREE.Vector3(1,0,0);
+	// var leg2Pos=new THREE.Vector3(0,0,0);
+	// var up=new THREE.Vector3(0,0,1);
+	// var forward=new THREE.Vector3(1,0,0);
+	
+	for(var i=0;i<this.stepsDir.length;i++){
+
+		switch(this.stepsDir[i]){
+
+			case 0:
+				this.robotState[robotIndex].leg2Pos=this.robotState[robotIndex].leg1Pos.clone();
+				this.robotState[robotIndex].leg1Pos.add(this.robotState[robotIndex].forward);
+				this.steps[robotIndex].push([this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].up]);
+				break;
+			case 1:
+				this.robotState[robotIndex].forward=new THREE.Vector3(0,0,0).sub(this.robotState[robotIndex].forward);
+				// var temp=leg2Pos.clone();
+				// leg2Pos=leg1Pos.clone();
+				this.robotState[robotIndex].leg1Pos=this.robotState[robotIndex].leg2Pos.clone().add(this.robotState[robotIndex].forward);
+				this.steps[robotIndex].push([this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].up]);
+				break;
+			case 2:
+				this.robotState[robotIndex].leg2Pos=this.robotState[robotIndex].leg1Pos.clone();
+				this.robotState[robotIndex].leg1Pos.add(this.robotState[robotIndex].forward.clone().add(this.robotState[robotIndex].up));
+				this.steps[robotIndex].push([this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].up]);
+				break;
+			case 3:
+				this.robotState[robotIndex].leg2Pos=this.robotState[robotIndex].leg1Pos.clone();
+				this.robotState[robotIndex].leg1Pos.add(this.robotState[robotIndex].forward.clone().sub(this.robotState[robotIndex].up));
+				this.steps[robotIndex].push([this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].up]);
+				break;
+			case 4:
+				this.robotState[robotIndex].leg2Pos=this.robotState[robotIndex].leg1Pos.clone();
+				if(this.robotState[robotIndex].forward.x!=0) {
+					var temp=this.robotState[robotIndex].forward.x;
+					this.robotState[robotIndex].forward.x=0;
+					this.robotState[robotIndex].forward.y=temp;
+				}else {
+					var temp=this.robotState[robotIndex].forward.y;
+					this.robotState[robotIndex].forward.y=0;
+					this.robotState[robotIndex].forward.x=temp;
+				}
+				this.robotState[robotIndex].leg1Pos=this.robotState[robotIndex].leg2Pos.clone().add(this.robotState[robotIndex].forward);
+				this.steps[robotIndex].push([this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].up]);
+				break;
+			case 5:
+				this.robotState[robotIndex].leg2Pos=this.robotState[robotIndex].leg1Pos.clone();
+				if(this.robotState[robotIndex].forward.x!=0) {
+					var temp=this.robotState[robotIndex].forward.x;
+					this.robotState[robotIndex].forward.x=0;
+					this.robotState[robotIndex].forward.y=-temp;
+				}else {
+					var temp=this.robotState[robotIndex].forward.y;
+					this.robotState[robotIndex].forward.y=0;
+					this.robotState[robotIndex].forward.x=-temp;
+				}
+				this.robotState[robotIndex].leg1Pos=this.robotState[robotIndex].leg2Pos.clone().add(this.robotState[robotIndex].forward);
+				this.steps[robotIndex].push([this.robotState[robotIndex].leg1Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].leg2Pos.clone().multiplyScalar(this.voxelSpacing[robotIndex]),this.robotState[robotIndex].up]);
+				break;
+			
+		}
+
+	}
+	this.stepsDir=[];
+
+}
+
+
+Swarm.prototype.generatePoints= function(robotIndex){
+	for (var i=0; i<this.steps[robotIndex].length ; i++)
+	{
+		var s=this._BilleStep(robotIndex,this.steps[robotIndex][i][0],this.steps[robotIndex][i][1],this.steps[robotIndex][i][2]);
+		this.path[robotIndex].changeLegs.push(s[0]);
+		this.path[robotIndex].changeRotation.push(s[1]);
+	}
+}
+
+Swarm.prototype.step= function(robotIndex,i){
+	this.totalNumberofSteps[robotIndex]++;
+
+	if(this.path[robotIndex].changeLegs[i])
+	{
+		setTimeout(function(){ _changeEnd(robotIndex); }, this.path[robotIndex].timeout);
+	}
+
+	this.moveLeg(robotIndex);//leg1
+
+	//rotate bill-e
+	if(i>0 && !this.path[robotIndex].changeRotation[i].equals(this.path[robotIndex].changeRotation[i-1]))
+	{
+		
+		setTimeout(function(){ _rotateRobot(robotIndex); 
+		}, this.path[robotIndex].timeout);
+	}
+
+	this.moveLeg(robotIndex);//leg2
+
+}
\ No newline at end of file
diff --git a/recursive_swarm/js/swarm_three.js b/recursive_swarm/js/swarm_three.js
new file mode 100644
index 0000000000000000000000000000000000000000..10ab381b652264e34d375e4ac1ac0e68d7aec135
--- /dev/null
+++ b/recursive_swarm/js/swarm_three.js
@@ -0,0 +1,109 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+
+// Based on: https://github.com/glumb/robot-gui
+
+///////////////////////////////scene threejs///////////////////////////////
+Swarm.prototype.init=function() {
+	this.container = document.getElementById(this.three);// 'webgl' ); //
+
+	////////////
+	// this.labelRenderer = new THREE.CSS2DRenderer();
+    // this.labelRenderer.setSize( window.innerWidth, window.innerHeight );
+    // this.labelRenderer.domElement.style.position = 'absolute';
+    // this.labelRenderer.domElement.style.top = '0px';
+    // document.body.appendChild( this.labelRenderer.domElement );
+	//////////////////
+
+	this.renderer = new THREE.WebGLRenderer({
+		alpha: true,//transparent
+		antialias: true, // to get smoother output
+		preserveDrawingBuffer: false, // no screenshot -> faster?
+	  });
+	// this.renderer.setClearColor(0x333333);
+	// this.renderer.setClearColor(0xffffff);// the default
+	this.renderer.setClearColor( 0x000000, 0 ); //transparent
+	let width = 3000;
+    let height= 2000;
+	this.renderer.setSize(window.innerWidth, window.innerHeight)
+	// this.renderer.setSize(width, height)
+	this.container.appendChild( this.renderer.domElement );
+
+	this.scene = new THREE.Scene();
+
+	this.camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 10000)
+	
+	this.camera.up.set(0, 0, 0.5);
+	
+	this.camera.position.set(200*this.gridSize/40, 200*this.gridSize/40, 200*this.gridSize/40);//general
+
+	
+
+  	this.scene.add(this.camera);
+
+	// lights
+	var light = new THREE.AmbientLight(0xaaaaaa);
+	this.scene.add(light);
+	var light2 = new THREE.DirectionalLight(0xaaaaaa);
+	light2.position.set(1, 1.3, 1).normalize();
+	this.scene.add(light2);
+
+	
+  
+	this.cameraControls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
+
+	
+	this.cameraControls.target.set( 0, 0, -50*this.gridSize/30 );//general
+	
+
+
+	// this.cameraControls.addEventListener('change', () => this.renderer.render(this.scene, this.camera));
+	this.cameraControls.addEventListener('change', this.render);
+
+  
+	
+	window.addEventListener('resize', onWindowResize, false);
+
+	var size = 10;
+	var step = 20;
+
+	var gridHelper = new THREE.GridHelper(size, step);
+	gridHelper.rotation.x = Math.PI / 2;
+	// this.scene.add(gridHelper);
+
+	var axisHelper = new THREE.AxesHelper(5);
+	var colors = axisHelper.geometry.attributes.color.array;
+
+	colors.set( [
+		0, 1, 0,    0, 1, 0, // x-axis rgb at origin; rgb at end of segment
+		1, 0, 0,    1, 0, 0, // y-axis
+		0, 0, 1,    0, 0, 1  // z-axis
+	] );
+
+	
+
+	// this.scene.add(axisHelper);
+	this.animate();
+
+	////////////////////load voxel/////////////////////////
+	this.loadSingleVoxel();
+	
+}
+
+Swarm.prototype.animate=function(){
+	requestAnimationFrame(this.animate.bind(this));
+	this.render();
+}
+
+Swarm.prototype.render= function() {
+	if(this.renderCounter>this.renderInterval){
+		this.renderer.render(this.scene, this.camera);
+		// this.labelRenderer.render( this.scene, this.camera );
+		this.cameraControls.update();
+		this.renderCounter=0;
+
+	}
+	this.renderCounter++;
+	
+}
\ No newline at end of file
diff --git a/recursive_swarm/js/swarm_voxel.js b/recursive_swarm/js/swarm_voxel.js
new file mode 100644
index 0000000000000000000000000000000000000000..f7ae3fcb87153e43ca5d76b4b5f3dcd7aa3620e1
--- /dev/null
+++ b/recursive_swarm/js/swarm_voxel.js
@@ -0,0 +1,1057 @@
+// Amira Abdel-Rahman
+// (c) Massachusetts Institute of Technology 2020
+
+//////////////////////////load Voxels////////////////////////////
+Swarm.prototype.loadVoxel= function(robotIndex){
+    var robotSize=this.robotScale[robotIndex];
+
+	if(this.robotScale[robotIndex]===undefined ||this.robotScale[robotIndex]==1){
+		this.voxel.push(this.singleVoxel.clone());
+	}else if(this.robotScale[robotIndex]==2){
+		var group = new THREE.Group();
+		for (var j=0; j<this.voxelIndexList[robotSize].list.length;j++){
+			var object1=this.singleVoxel.clone();
+			object1.position.x=this.voxelIndexList[robotSize].list[j].x*this.spacing;
+			object1.position.y=(this.voxelIndexList[robotSize].list[j].y)*this.spacing;
+			object1.position.z=(this.voxelIndexList[robotSize].list[j].z-2)*this.spacing;
+			group.add(object1);
+		}
+		this.voxel.push(group);
+	}else if(this.robotScale[robotIndex]==4){
+		var group = new THREE.Group();
+		for (var j=0; j<this.voxelIndexList[robotSize].list.length;j++){
+			var object1=this.singleVoxel.clone();
+			object1.position.x=this.voxelIndexList[robotSize].list[j].x*this.spacing;
+			object1.position.y=(this.voxelIndexList[robotSize].list[j].y)*this.spacing;
+			object1.position.z=(this.voxelIndexList[robotSize].list[j].z-4)*this.spacing;
+			group.add(object1);
+		}
+		this.voxel.push(group);
+	}
+	
+};
+
+Swarm.prototype.loadSingleVoxel= function(){
+	
+	var geometry = new THREE.BufferGeometry();
+	// create a simple square shape. We duplicate the top left and bottom right
+	// vertices because each vertex needs to appear once per triangle.
+	var vertices = voxelData;
+	var normals = voxelNormalData;
+	var uv = voxelUVData;
+
+	// itemSize = 3 because there are 3 values (components) per vertex
+	geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+	geometry.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+    geometry.addAttribute( 'uv', new THREE.BufferAttribute( uv, 2 ) );
+    
+    if(this.reducedViz){
+        geometry=new THREE.BoxGeometry(this.spacing, this.spacing, this.spacing);
+        
+    }
+
+	// var material = new THREE.MeshLambertMaterial( { color: 0xbbc3ce } );
+	var material = new THREE.MeshBasicMaterial( { color: new THREE.Color(0,0,0) } );
+
+	
+	var object = new THREE.Mesh( geometry, material );
+	// object.scale.x=0.04;
+	// object.scale.y=0.04;
+	// object.scale.z=0.04;
+    // object.position.z=-1.5;
+    if(!this.reducedViz){
+        object.scale.x=0.5;
+        object.scale.y=0.5;
+        object.scale.z=0.5;
+        object.position.x=-15;
+        object.position.y=-15;
+
+    }
+	
+    
+	this.singleVoxel=(object);
+	
+};
+
+Swarm.prototype.buildGrid= function(){
+	//this.build this.grid
+	for(var i=0;i<this.gridSize;i++){
+		var t=[];
+		this.grid.push(t)
+		for(var j=0;j<this.gridSize;j++)
+		{
+			var tt=[];
+			this.grid[i].push(tt);
+			for(var k=0;k<this.gridSize;k++)
+			{
+				this.grid[i][j].push(false);
+			}	
+		}
+	}
+	//this.build first layer
+	for(var i=0;i<this.gridSize;i++)
+	{
+		for(var j=0;j<this.gridSize;j++)
+		{
+			this.buildSingleVoxelAt(new THREE.Vector3(i*this.spacing,j*this.spacing,0));
+			this.grid[i][j][0]=true;	
+		}
+	}
+
+	// for(var i=8;i<this.gridSize-8;i++)
+	// {
+	// 	for(var j=8;j<this.gridSize-8;j++)
+	// 	{
+	// 		for(var k=1;k<this.gridSize-16;k++)
+	// 		{	
+	// 			this.buildSingleVoxelAt1(new THREE.Vector3(i*this.spacing,j*this.spacing,k*this.spacing));
+	// 		}	
+	// 	}
+	// }
+
+
+	
+	
+};
+
+Swarm.prototype.frepCube= function(){
+	// string function= "Math.min(Math.min(Math.min(Math.min(X-(-1),(1)-X),Math.min(Y-(-1),(1)-Y)),Math.min(Z-(-1),(1)-Z)),-(Math.min(Math.min(Math.min(X-(-0.8),(0.8)-X),Math.min(Y-(-0.8),(0.8)-Y)),Math.min(Z-(-0.8),(0.8)-Z))))";
+	var maxZslices=[];
+	var tempVoxelSlices=[];
+	for (var Z=0;Z<this.gridSize;Z++){
+		this.voxelSlices.push([]);
+		tempVoxelSlices.push([]);
+		this.voxelSlicesCount.push([]);
+		var max=- Infinity;
+		var maxIndex=new THREE.Vector3(0,0,0);
+		for (var Y=0;Y<this.gridSize;Y++)
+		{
+			for (var X=0;X<this.gridSize;X++)
+			{
+				var func= this.frep(X,Y,Z);
+
+				if(func>=0 && !this.grid[X][Y][Z])
+				{
+					if(func>max)
+					{
+						max=func;
+						maxIndex=new THREE.Vector3(X*this.spacing,Y*this.spacing, Z*this.spacing);
+
+					}
+					var loc=new THREE.Vector3(X*this.spacing,Y*this.spacing,Z*this.spacing);
+					tempVoxelSlices[Z].push(loc);
+					this.voxelNum++;
+				}
+			}
+		}
+		maxZslices.push(maxIndex);//check if right later
+	}
+
+	for (var Z=0;Z<this.gridSize;Z++){
+		
+		for(var i=0;i<tempVoxelSlices[Z].length;i++)
+		{
+			var rank = Math.ceil(maxZslices[Z].distanceTo(tempVoxelSlices[Z][i]) /this.spacing);
+			while(this.voxelSlices[Z].length<=rank)
+			{
+				this.voxelSlicesCount[Z].push([]);
+
+				this.voxelSlices[Z].push([]);
+
+				this.voxelSlicesCount[Z][this.voxelSlices[Z].length-1]=0;
+
+				this.voxelSlices[Z][this.voxelSlices[Z].length-1]=[];
+			}
+			this.voxelSlices[Z][rank].push(tempVoxelSlices[Z][i]);
+		}
+	}
+	//////////
+	// for(var i=0; i<this.numberOfRobots;i++)
+	// {
+	// 	this.buildHelperMeshes(i);
+	// }
+	
+};
+
+Swarm.prototype.frep= function(X,Y,Z){
+	// return (3*3-((X-(5))*(X-(5))+(Y-(5))*(Y-(5))+(Z-(3))*(Z-(3)))); //sphere FIX!!
+	// return Math.min(Math.min(Math.min(Math.min(X-(2),(7)-X),Math.min(Y-(2),(7)-Y)),Math.min(Z-(1),(5)-Z)),-(Math.min(Math.min(Math.min(X-(4),(8)-X),Math.min(Y-(4),(8)-Y)),Math.min(Z-(0),(4)-Z))));
+	// return Math.min(Math.min(Math.min(Math.min(X-(2),(5)-X),Math.min(Y-(2),(5)-Y)),Math.min(Z-(1),(5)-Z)),-(Math.min(Math.min(Math.min(X-(3),(6)-X),Math.min(Y-(3),(6)-Y)),Math.min(Z-(0),(4)-Z))));
+	// return Math.min(Math.min(Math.min(Math.min(X-(2),(7)-X),Math.min(Y-(2),(7)-Y)),Math.min(Z-(1),(6)-Z)),-(Math.min(Math.min(Math.min(X-(3),(6)-X),Math.min(Y-(3),(6)-Y)),Math.min(Z-(0),(7)-Z))));//empty cube
+	// return Math.min(((6)-Z),(Math.min((Z-(1)),(((3*(5-(Z-(1)))/5)*(3*(5-(Z-(1)))/5)-((X-(5))*(X-(5))+(Y-(5))*(Y-(5))))))));//CONE
+	return Math.min(Math.min(Math.min(X-(2),((this.gridSize-3))-X),Math.min(Y-(2),((this.gridSize-3))-Y)),Math.min(Z-(1),((this.gridSize-4))-Z)); //CUBE
+};
+
+Swarm.prototype.buildSingleVoxelAt= function(loc){
+	var object1=this.singleVoxel.clone();
+	object1.position.x=loc.x;
+	object1.position.y=loc.y;
+	object1.position.z=loc.z-this.spacing/2.0;
+
+	var color1= new THREE.Color( 0.8, 0.8, 0.8 );//0.6
+	var material  = new THREE.MeshPhysicalMaterial( { metalness: 0.00,reflectivity: 1.0,roughness: 0.5,color: new THREE.Color( 0.9, 0.9, 0.9 ) } );
+
+
+	var material = new THREE.MeshLambertMaterial( { color: color1 } );
+
+	// // var color = new THREE.Color( 1/this.globalRank, 0, 0 );
+	
+	object1.material=material.clone();
+    object1.material.color=color1;
+    
+    if(this.reducedViz){
+        object1.visible=false;
+	}
+	// object1.visible=false;
+	
+
+
+	this.scene.add( object1 );
+};
+
+Swarm.prototype.buildSingleVoxelAt1= function(loc){
+	var object1=this.singleVoxel.clone();
+	object1.position.x=loc.x;
+	object1.position.y=loc.y;
+	object1.position.z=loc.z-this.spacing/2.0;
+
+	var color1= new THREE.Color( 0, 0, 0 );
+
+	var material = new THREE.MeshLambertMaterial( { color: 0xbbc3ce } );
+
+	// // var color = new THREE.Color( 1/this.globalRank, 0, 0 );
+	
+	object1.material=material.clone();
+	object1.material.transparent=true;
+	object1.material.opacity=0.4;
+    // object1.material.color=color1;
+    
+    if(this.reducedViz){
+        object1.visible=false;
+    }
+
+
+	this.scene.add( object1 );
+};
+
+Swarm.prototype.buildSingleVoxelAt2= function(loc){
+	var object1=this.singleVoxel.clone();
+	object1.position.x=loc.x;
+	object1.position.y=loc.y;
+	object1.position.z=loc.z-this.spacing/2.0;
+
+	var color1= new THREE.Color( 0.7, 0.7, 0.7 );
+	// var color1= new THREE.Color( 0.0, 0.0, 0.0 );
+	var material = new THREE.MeshLambertMaterial( { color: color1 } );
+	
+	object1.material=material.clone();
+    
+    if(this.reducedViz){
+        object1.visible=false;
+    }
+
+	this.scene.add( object1 );
+};
+
+Swarm.prototype.buildVoxelAt= function(robotIndex,loc){
+	var object1=this.voxel[robotIndex].clone();
+	object1.name='['+loc.x/this.spacing+','+loc.y/this.spacing+','+loc.z/this.spacing+']';
+
+    object1.name='['+loc.x/this.voxelSpacing[robotIndex]+','+loc.y/this.voxelSpacing[robotIndex]+','+loc.z/this.voxelSpacing[robotIndex]+']';
+
+
+	if(this.buildType=="recursion"){
+		// console.log(this.voxelList[robotIndex].pickupList)
+		object1=this.billeParts[this.voxelList[robotIndex].pickupList[0]].clone();
+		object1.name='bille'+this.voxelList[robotIndex].pickupList[0];
+
+	}
+	object1.position.x=loc.x;
+	object1.position.y=loc.y;
+	object1.position.z=loc.z-this.spacing/2.0;
+    
+
+	// var color1= new THREE.Color( 1/this.globalRank, 0, 0 )
+
+	// var material = new THREE.MeshLambertMaterial( { color: 0xbbc3ce } );
+
+	// var color = new THREE.Color( 255, 0, 0 );
+	
+	// object1.material=material.clone();
+	// object1.material.color=color;
+
+
+	this.scene.add( object1 );
+};
+
+Swarm.prototype.deleteVoxelAt= function(robotIndex,loc){ //loc is index
+	// var object1=this.voxel[robotIndex].clone();
+	// object1.name='['+loc.x/this.spacing+','+loc.y/this.spacing+','+loc.z/this.spacing+']';
+
+    var object1=this.scene.getObjectByName('['+loc.x+','+loc.y+','+loc.z+']');
+
+	this.scene.remove( object1 );
+	this.grid[loc.x][loc.y][loc.z]=false;
+
+	
+
+	
+};
+
+Swarm.prototype.createHierarchalSDFVoxelList=function(){
+	this.voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1),
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(1,0,2),
+                new THREE.Vector3(1,1,2)
+            ]
+
+        },
+        null,
+        {
+            size:4,
+            list:[
+                // new THREE.Vector3(0,0,1),
+                // new THREE.Vector3(0,1,1),
+                // new THREE.Vector3(0,2,1),
+                // new THREE.Vector3(0,3,1),
+
+                // new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                // new THREE.Vector3(1,3,1),
+
+                // new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                // new THREE.Vector3(2,3,1),
+
+                // new THREE.Vector3(3,0,1),
+                // new THREE.Vector3(3,1,1),
+                // new THREE.Vector3(3,2,1),
+                // new THREE.Vector3(3,3,1),
+
+
+                // new THREE.Vector3(0,0,2),
+                // new THREE.Vector3(0,1,2),
+                // new THREE.Vector3(0,2,2),
+                // new THREE.Vector3(0,3,2),
+
+                // new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                // new THREE.Vector3(1,3,2),
+
+                // new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                // new THREE.Vector3(2,3,2),
+
+                // new THREE.Vector3(3,0,2),
+                // new THREE.Vector3(3,1,2),
+                // new THREE.Vector3(3,2,2),
+                // new THREE.Vector3(3,3,2),
+
+                // new THREE.Vector3(0,0,3),
+                // new THREE.Vector3(0,1,3),
+                // new THREE.Vector3(0,2,3),
+                // new THREE.Vector3(0,3,3),
+
+                // new THREE.Vector3(1,0,3),
+                // new THREE.Vector3(1,1,3),
+                // new THREE.Vector3(1,2,3),
+                // new THREE.Vector3(1,3,3),
+
+                // new THREE.Vector3(2,0,3),
+                // new THREE.Vector3(2,1,3),
+                // new THREE.Vector3(2,2,3),
+                // new THREE.Vector3(2,3,3),
+
+                // new THREE.Vector3(3,0,3),
+                // new THREE.Vector3(3,1,3),
+                // new THREE.Vector3(3,2,3),
+                // new THREE.Vector3(3,3,3),
+
+
+                // new THREE.Vector3(0,0,4),
+                // new THREE.Vector3(0,1,4),
+                // new THREE.Vector3(0,2,4),
+                // new THREE.Vector3(0,3,4),
+
+                // new THREE.Vector3(1,0,4),
+                // new THREE.Vector3(1,1,4),
+                // new THREE.Vector3(1,2,4),
+                // new THREE.Vector3(1,3,4),
+
+                // new THREE.Vector3(2,0,4),
+                // new THREE.Vector3(2,1,4),
+                // new THREE.Vector3(2,2,4),
+                // new THREE.Vector3(2,3,4),
+
+                // new THREE.Vector3(3,0,4),
+                // new THREE.Vector3(3,1,4),
+                // new THREE.Vector3(3,2,4),
+                // new THREE.Vector3(3,3,4),
+                
+            ]
+
+        }
+
+    ];
+
+    for(var i=0;i<this.voxelIndexList[2].list.length;i++){
+        for(var j=0;j<this.voxelIndexList[2].list.length;j++){
+            this.voxelIndexList[4].list.push(
+                    this.voxelIndexList[2].list[i].clone().add(new THREE.Vector3(0,0,-1)).multiplyScalar(2).add(this.voxelIndexList[2].list[j].clone())
+                );
+        }
+    }
+
+    this.buildList.availablePickup=[
+        null,
+        [],
+        [],
+        null,
+        []
+    ];
+    this.buildList.listToBuild=[
+        null,
+        [],
+        [],
+        null,
+        []
+    ];
+};
+
+Swarm.prototype.createHierarchalVoxelList=function(){
+	this.voxelIndexList=[
+		new THREE.Vector3(0,0,1),
+		new THREE.Vector3(0,1,1),
+		new THREE.Vector3(1,0,1),
+		new THREE.Vector3(1,1,1),
+		new THREE.Vector3(0,0,2),
+		new THREE.Vector3(0,1,2),
+		new THREE.Vector3(1,0,2),
+		new THREE.Vector3(1,1,2)
+	];
+	// this.voxelIndexList=[
+	//     new THREE.Vector3(0,0,1),
+    //     new THREE.Vector3(0,1,1),
+    //     new THREE.Vector3(0,2,1),
+    //     new THREE.Vector3(0,3,1),
+    //     new THREE.Vector3(0,4,1),
+
+    //     new THREE.Vector3(-1,0,1),
+    //     new THREE.Vector3(-2,0,1),
+    //     new THREE.Vector3(-3,0,1),
+
+    //     new THREE.Vector3(1,0,1),
+    //     new THREE.Vector3(2,0,1),
+    //     new THREE.Vector3(3,0,1),
+
+    //     new THREE.Vector3(-1,4,1),
+    //     new THREE.Vector3(-2,4,1),
+    //     new THREE.Vector3(-3,4,1),
+
+    //     new THREE.Vector3(1,4,0),
+    //     new THREE.Vector3(2,4,0),
+	// 	new THREE.Vector3(3,4,0)
+	// ];
+	i=0;
+	this.voxelList.push({rank:this.robotScale[i],list:[],originalList:[],assembled:false,pickedUp:false})
+	for (var j=0; j<this.voxelIndexList.length;j++){
+		this.voxelList[i].list.push(
+			this.voxelIndexList[j].clone()
+			.add(this.startLocations[i].clone().multiplyScalar(1/this.voxelSpacing[i]))
+			.add(new THREE.Vector3(-2,-2,0))
+		);
+		this.voxelList[i].originalList.push(this.voxelList[i].list[j].clone());
+	}
+	i=1;
+	this.voxelList.push({rank:this.robotScale[i],list:[],originalList:[],assembled:false,pickedUp:false})
+	for (var j=0; j<this.voxelIndexList.length;j++){
+		this.voxelList[i].list.push(
+			this.voxelIndexList[j].clone()
+			.add(this.startLocations[i].clone().multiplyScalar(1/this.voxelSpacing[i]))
+			.add(new THREE.Vector3(-2,2,0))
+		);
+		this.voxelList[i].originalList.push(this.voxelList[i].list[j].clone());
+	}
+	i=2;
+	this.voxelList.push({rank:this.robotScale[i],list:[],originalList:[],assembled:false,pickedUp:false})
+	for (var j=0; j<this.voxelIndexList.length;j++){
+		this.voxelList[i].list.push(
+			this.voxelIndexList[j].clone()
+			.add(this.startLocations[i].clone().multiplyScalar(1/this.voxelSpacing[i]))
+			.add(new THREE.Vector3(2,-2,0))
+		);
+		this.voxelList[i].originalList.push(this.voxelList[i].list[j].clone());
+	}
+	// i=3;
+	// this.voxelList.push({rank:this.robotScale[i],list:[],originalList:[],assembled:false,pickedUp:false})
+	// for (var j=0; j<this.voxelIndexList.length;j++){
+	// 	this.voxelList[i].list.push(
+	// 		this.voxelIndexList[j].clone()
+	// 		.add(this.startLocations[i].clone().multiplyScalar(1/this.voxelSpacing[i]))
+	// 		.add(new THREE.Vector3(2,2,0))
+	// 	);
+	// 	this.voxelList[i].originalList.push(this.voxelList[i].list[j].clone());
+	// }
+	// this.voxelIndexList1=[
+	// 	new THREE.Vector3(0,0,1),
+	// 	new THREE.Vector3(0,1,1),
+
+	// 	new THREE.Vector3(1,0,1),
+	// 	new THREE.Vector3(1,1,1),
+
+	// 	new THREE.Vector3(0,0,2),
+	// 	new THREE.Vector3(0,1,2),
+
+	// 	new THREE.Vector3(1,0,2),
+	// 	new THREE.Vector3(1,1,2),
+
+	// 	new THREE.Vector3(2,1,1),
+	// 	new THREE.Vector3(2,0,1),
+
+	// 	new THREE.Vector3(2,1,2),
+	// 	new THREE.Vector3(2,0,2),
+
+	// 	new THREE.Vector3(1,1,3),
+	// 	new THREE.Vector3(1,0,3),
+
+	// 	new THREE.Vector3(1,2,1),
+	// 	new THREE.Vector3(1,-1,1),
+
+	// 	new THREE.Vector3(3,1,1),
+	// 	new THREE.Vector3(-1,1,1),
+
+	// 	new THREE.Vector3( 3,0,1),
+	// 	new THREE.Vector3(-1,0,1),
+
+	// 	// new THREE.Vector3(0,2,1),
+	// 	// new THREE.Vector3(2,2,1),
+
+	// 	// new THREE.Vector3(0,-1,1),
+	// 	// new THREE.Vector3(2,-1,1),
+
+	// 	// new THREE.Vector3(1,3,1),
+	// 	// new THREE.Vector3(1,-2,1),
+		
+		
+	// ];
+	// i=4;
+	// this.voxelList.push({rank:this.robotScale[i],list:[],assembled:false,pickedUp:false,pickupList:[]})
+	// for (var j=0; j<this.voxelIndexList1.length;j++){
+	// 	var loc=new THREE.Vector3(5,5,0);
+	// 	this.voxelList[i].list.push(
+	// 		this.voxelIndexList1[j].clone()
+	// 		.add(loc)
+	// 		.add(new THREE.Vector3(0,0,0))
+	// 	);
+
+	// }
+
+	this.voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1),
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(1,0,2),
+                new THREE.Vector3(1,1,2)
+            ]
+
+        },
+        null,
+        {
+            size:4,
+            list:[
+                // new THREE.Vector3(0,0,1),
+                // new THREE.Vector3(0,1,1),
+                // new THREE.Vector3(0,2,1),
+                // new THREE.Vector3(0,3,1),
+
+                // new THREE.Vector3(1,0,1),
+                // new THREE.Vector3(1,1,1),
+                // new THREE.Vector3(1,2,1),
+                // new THREE.Vector3(1,3,1),
+
+                // new THREE.Vector3(2,0,1),
+                // new THREE.Vector3(2,1,1),
+                // new THREE.Vector3(2,2,1),
+                // new THREE.Vector3(2,3,1),
+
+                // new THREE.Vector3(3,0,1),
+                // new THREE.Vector3(3,1,1),
+                // new THREE.Vector3(3,2,1),
+                // new THREE.Vector3(3,3,1),
+
+
+                // new THREE.Vector3(0,0,2),
+                // new THREE.Vector3(0,1,2),
+                // new THREE.Vector3(0,2,2),
+                // new THREE.Vector3(0,3,2),
+
+                // new THREE.Vector3(1,0,2),
+                // new THREE.Vector3(1,1,2),
+                // new THREE.Vector3(1,2,2),
+                // new THREE.Vector3(1,3,2),
+
+                // new THREE.Vector3(2,0,2),
+                // new THREE.Vector3(2,1,2),
+                // new THREE.Vector3(2,2,2),
+                // new THREE.Vector3(2,3,2),
+
+                // new THREE.Vector3(3,0,2),
+                // new THREE.Vector3(3,1,2),
+                // new THREE.Vector3(3,2,2),
+                // new THREE.Vector3(3,3,2),
+
+                // new THREE.Vector3(0,0,3),
+                // new THREE.Vector3(0,1,3),
+                // new THREE.Vector3(0,2,3),
+                // new THREE.Vector3(0,3,3),
+
+                // new THREE.Vector3(1,0,3),
+                // new THREE.Vector3(1,1,3),
+                // new THREE.Vector3(1,2,3),
+                // new THREE.Vector3(1,3,3),
+
+                // new THREE.Vector3(2,0,3),
+                // new THREE.Vector3(2,1,3),
+                // new THREE.Vector3(2,2,3),
+                // new THREE.Vector3(2,3,3),
+
+                // new THREE.Vector3(3,0,3),
+                // new THREE.Vector3(3,1,3),
+                // new THREE.Vector3(3,2,3),
+                // new THREE.Vector3(3,3,3),
+
+
+                // new THREE.Vector3(0,0,4),
+                // new THREE.Vector3(0,1,4),
+                // new THREE.Vector3(0,2,4),
+                // new THREE.Vector3(0,3,4),
+
+                // new THREE.Vector3(1,0,4),
+                // new THREE.Vector3(1,1,4),
+                // new THREE.Vector3(1,2,4),
+                // new THREE.Vector3(1,3,4),
+
+                // new THREE.Vector3(2,0,4),
+                // new THREE.Vector3(2,1,4),
+                // new THREE.Vector3(2,2,4),
+                // new THREE.Vector3(2,3,4),
+
+                // new THREE.Vector3(3,0,4),
+                // new THREE.Vector3(3,1,4),
+                // new THREE.Vector3(3,2,4),
+                // new THREE.Vector3(3,3,4),
+                
+            ]
+
+        }
+
+    ];
+
+    for(var i=0;i<this.voxelIndexList[2].list.length;i++){
+        for(var j=0;j<this.voxelIndexList[2].list.length;j++){
+            this.voxelIndexList[4].list.push(
+                    this.voxelIndexList[2].list[i].clone().add(new THREE.Vector3(0,0,-1)).multiplyScalar(2).add(this.voxelIndexList[2].list[j].clone())
+                );
+        }
+	}
+	console.log(this.voxelList)
+	
+
+
+};
+
+Swarm.prototype.createRecursionVoxelList=function(){
+	// this.voxelIndexList=[
+	// 	new THREE.Vector3(0,0,1),
+	// 	new THREE.Vector3(0,1,1),
+	// 	new THREE.Vector3(1,0,1),
+	// 	new THREE.Vector3(1,1,1),
+	// 	new THREE.Vector3(0,0,2),
+	// 	new THREE.Vector3(0,1,2),
+	// 	new THREE.Vector3(1,0,2),
+	// 	new THREE.Vector3(1,1,2)
+	// ];
+
+	this.voxelIndexList=[
+		new THREE.Vector3(7,0,1),
+
+		new THREE.Vector3(6,0,1),
+		new THREE.Vector3(6,0,2),
+		new THREE.Vector3(6,1,2),
+		new THREE.Vector3(6,2,2),
+
+		new THREE.Vector3(5,3,1),
+		new THREE.Vector3(5,3,2),
+		new THREE.Vector3(5,2,2),
+		new THREE.Vector3(5,1,2),
+	];
+
+	this.voxelIndexList=[
+		new THREE.Vector3(5,2,1),
+
+		new THREE.Vector3(5,1,1),
+		new THREE.Vector3(5,1,2),
+		new THREE.Vector3(6,1,2),
+		new THREE.Vector3(7,1,2),
+
+		new THREE.Vector3(8,0,1),
+		new THREE.Vector3(8,0,2),
+		new THREE.Vector3(7,0,2),
+		new THREE.Vector3(6,0,2),
+	];
+
+	
+	var pickupList=[
+		0,
+		0,
+
+		1,
+		2,
+		3,
+		4,
+
+		5,
+		6,
+		7,
+		8,
+	];
+
+	i=0;
+	var scafoldList=[
+		new THREE.Vector3(6,1,1),
+		new THREE.Vector3(6,2,1),
+		new THREE.Vector3(5,1,1),
+		new THREE.Vector3(5,2,1),
+	];
+
+	var scafoldList=[
+		new THREE.Vector3(5,1,1),
+		new THREE.Vector3(6,1,1),
+		new THREE.Vector3(5,0,1),
+		new THREE.Vector3(6,0,1),
+	];
+
+	
+
+	this.voxelList.push({rank:this.robotScale[i],list:[],originalList:[],pickupList:[],assembled:false,pickedUp:false})
+	for (var j=0; j<this.voxelIndexList.length;j++){
+		this.voxelList[i].list.push(
+			this.voxelIndexList[j].clone()
+			.add(this.startLocations[i].clone().multiplyScalar(1/this.voxelSpacing[i]))
+			.add(new THREE.Vector3(0,0,0))
+		);
+		this.voxelList[i].originalList.push(this.voxelList[i].list[j].clone());
+	}
+	this.voxelList[i].pickupList=pickupList.slice();
+	for (var j=0; j<scafoldList.length;j++){
+		var x=scafoldList[j].x+this.startLocations[i].x/this.voxelSpacing[i];
+		var y=scafoldList[j].y+this.startLocations[i].y/this.voxelSpacing[i];
+		var z=scafoldList[j].z+this.startLocations[i].z/this.voxelSpacing[i];
+		this.buildSingleVoxelAt(new THREE.Vector3(x*this.spacing,y*this.spacing,z*this.spacing));
+		this.grid[x][y][z]=true;
+	}
+	
+	this.voxelIndexList=[
+        null,
+        {
+            size:1,
+            list:[
+                new THREE.Vector3(0,0,0),
+
+            ]
+        },
+        {
+            size:2,
+            list:[
+                new THREE.Vector3(0,0,1),
+                new THREE.Vector3(0,1,1),
+                new THREE.Vector3(1,0,1),
+                new THREE.Vector3(1,1,1),
+                new THREE.Vector3(0,0,2),
+                new THREE.Vector3(0,1,2),
+                new THREE.Vector3(1,0,2),
+                new THREE.Vector3(1,1,2)
+            ]
+
+        },
+        null,
+        {
+            size:4,
+            list:[
+                
+            ]
+
+        }
+
+    ];
+
+    for(var i=0;i<this.voxelIndexList[2].list.length;i++){
+        for(var j=0;j<this.voxelIndexList[2].list.length;j++){
+            this.voxelIndexList[4].list.push(
+                    this.voxelIndexList[2].list[i].clone().add(new THREE.Vector3(0,0,-1)).multiplyScalar(2).add(this.voxelIndexList[2].list[j].clone())
+                );
+        }
+	}
+	console.log(this.voxelList)
+
+
+};
+
+//////////////////////////utilities////////////////////////////
+Swarm.prototype.ClosestPointOnLine= function(s ,d ,vPoint ){
+	var tempvPoint=new THREE.Vector3(0,0,0);
+	tempvPoint.copy(vPoint);
+	var tempD=new THREE.Vector3(0,0,0);
+	tempD.copy(d);
+	var temps=new THREE.Vector3(0,0,0);
+	temps.copy(d);
+
+
+	var vVector1 = tempvPoint.sub(temps) ;
+	
+	var vVector2 = tempD.normalize();
+
+	var t = vVector2.dot( vVector1);
+
+	if (t <= 0)
+	{
+		return s;
+	}
+	
+	var vVector3 = vVector2.multiplyScalar(t) ;
+
+	var vClosestPoint = temps.add(vVector3);
+
+	return vClosestPoint;
+};
+
+Swarm.prototype.buildHelperMeshes= function(robotIndex){
+	var material = new THREE.MeshLambertMaterial({ color:0xff7171,});
+	var geometry = new THREE.SphereGeometry(0.5, 0.5, 0.5);
+	this.targetPositionMesh[robotIndex] = new THREE.Mesh(geometry, material);
+	this.scene.add(this.targetPositionMesh[robotIndex]);
+
+	for (var count=0; count<this.numberOfStartLocations;count++)
+	{
+		if(this.startLocations[count]!=-1){
+			geometry = new THREE.BoxGeometry(this.spacing, this.spacing, this.spacing);
+			mesh = new THREE.Mesh(geometry, material);
+			mesh.position.x=this.startLocations[count].x;
+			mesh.position.y=this.startLocations[count].y;
+			mesh.position.z=this.startLocations[count].z-this.spacing/2.0;
+			this.scene.add(mesh);
+
+		}
+		
+	}
+
+	// var material = new THREE.MeshLambertMaterial({ color:0xff7171});
+	// material.wireframe=true;
+
+	// count=0
+	// geometry = new THREE.BoxGeometry(this.spacing*2, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x+1*this.spacing;
+	// mesh.position.y=this.startLocations[count].y+2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+
+	// count=1
+	// geometry = new THREE.BoxGeometry(this.spacing*2, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x+1*this.spacing;
+	// mesh.position.y=this.startLocations[count].y-2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+
+	// count=2
+	// geometry = new THREE.BoxGeometry(this.spacing*2, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x-1*this.spacing;
+	// mesh.position.y=this.startLocations[count].y+2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+
+	// count=3
+	// geometry = new THREE.BoxGeometry(this.spacing*2, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x-1*this.spacing;
+	// mesh.position.y=this.startLocations[count].y-2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+
+	// count=4
+	// geometry = new THREE.BoxGeometry(this.spacing*3, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x-3.5*this.spacing;
+	// mesh.position.y=this.startLocations[count].y-2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+
+	// count=5
+	// geometry = new THREE.BoxGeometry(this.spacing*2, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x-1*this.spacing;
+	// mesh.position.y=this.startLocations[count].y-2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+
+	// count=6
+	// geometry = new THREE.BoxGeometry(this.spacing*3, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x-0.5*this.spacing;
+	// mesh.position.y=this.startLocations[count].y+2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+
+	// count=7
+	// geometry = new THREE.BoxGeometry(this.spacing*3, this.spacing*6, this.spacing*6);
+	// mesh = new THREE.Mesh(geometry, material);
+	// mesh.position.x=this.startLocations[count].x-0.5*this.spacing;
+	// mesh.position.y=this.startLocations[count].y+2*this.spacing;
+	// mesh.position.z=this.startLocations[count].z+3*this.spacing;
+	// var box = new THREE.BoxHelper( mesh, 0xff7171 );
+	// this.scene.add(box);
+		
+
+};
+
+Swarm.prototype.showTargetPosition= function(robotIndex,targetPos,show){
+	if(show){
+		this.targetPositionMesh[robotIndex].position.x=targetPos.x;
+		this.targetPositionMesh[robotIndex].position.y=targetPos.y;
+		this.targetPositionMesh[robotIndex].position.z=targetPos.z;
+		this.carriedVoxel[robotIndex][1].visible=true;
+		this.targetPositionMesh[robotIndex].visible=true;
+		
+	}else{
+		this.carriedVoxel[robotIndex][0].visible=false;
+		this.carriedVoxel[robotIndex][1].visible=false;
+		this.targetPositionMesh[robotIndex].visible=false;
+	}
+};
+
+
+///////////////////bille///////////////
+Swarm.prototype.loadBilleRecursion= function(fileName){
+	function meshToThreejs(mesh, material) {
+		var loader = new THREE.BufferGeometryLoader();
+		var geometry = loader.parse(mesh.toThreejsJSON());
+		return new THREE.Mesh(geometry, material);
+    }
+    
+    var fetchPromise = fetch(fileName);
+    
+	rhino3dm().then(async m => {
+		console.log('Loaded rhino3dm.');
+		var rhino = m;
+
+		var res = await fetchPromise;
+		var buffer = await res.arrayBuffer();
+		var arr = new Uint8Array(buffer);
+		var doc = rhino.File3dm.fromByteArray(arr);
+
+		THREE.Object3D.DefaultUp = new THREE.Vector3(0,0,1);
+		// init();
+        // let material = new THREE.MeshNormalMaterial();
+        
+        var voxelSpacing=this.spacing;
+        
+        this.billePosition=new THREE.Vector3(0,0,0);
+
+		var material = new THREE.MeshLambertMaterial( { color: 0xbbc3ce } );
+		
+
+		var billePos=[
+            new THREE.Vector3(0,-voxelSpacing,-(1*voxelSpacing)+voxelSpacing/2.0),
+            
+			new THREE.Vector3(0,0,-(1*voxelSpacing)+voxelSpacing/2.0),
+			new THREE.Vector3(0,0,-(2*voxelSpacing)+voxelSpacing/2.0),
+            new THREE.Vector3(0,0,-(3*voxelSpacing)+voxelSpacing/2.0),
+            new THREE.Vector3(0,0,-(4*voxelSpacing)+voxelSpacing/2.0),
+
+            new THREE.Vector3(0,(1*voxelSpacing),-(7*voxelSpacing)+voxelSpacing/2.0),
+            new THREE.Vector3(0,(1*voxelSpacing),-(6*voxelSpacing)+voxelSpacing/2.0),
+            new THREE.Vector3(0,(1*voxelSpacing),-(5*voxelSpacing)+voxelSpacing/2.0),
+            new THREE.Vector3(0,(1*voxelSpacing),-(4*voxelSpacing)+voxelSpacing/2.0),
+            
+
+        ];
+
+        this.billeParts=[
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+            new THREE.Group(),
+        ];
+        
+		
+
+		var objects = doc.objects();
+		for (var i = 0; i < objects.count; i++) {
+			var mesh = objects.get(i).geometry();
+			var layer=objects.get(i).attributes().layerIndex;
+			if(mesh instanceof rhino.Mesh) {
+				// convert all meshes in 3dm model into threejs objects
+				var threeMesh = meshToThreejs(mesh, material);
+				// console.log(layer)
+				threeMesh.position.x+=billePos[layer-1].x;
+				threeMesh.position.y+=billePos[layer-1].y;
+				threeMesh.position.z+=billePos[layer-1].z;
+                this.billeParts[layer-1].add(threeMesh);
+                
+            }
+        }
+
+        this.startMovement(0,true);
+
+		
+    });
+
+};
\ No newline at end of file
diff --git a/recursive_swarm/js/voxel.js b/recursive_swarm/js/voxel.js
new file mode 100644
index 0000000000000000000000000000000000000000..7591db1c3daff5d7be1505f5ed014eec9dc29b21
--- /dev/null
+++ b/recursive_swarm/js/voxel.js
@@ -0,0 +1,3 @@
+var voxelData= new 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,0,-1,-0.7071115970611572,-0.7071019411087036,0,-0.7071115970611572,-0.7071019411087036,0,-0.7071115970611572,-0.7071019411087036,0,-0.7071115970611572,-0.7071019411087036,0,-0.7071115970611572,-0.7071019411087036,0,-0.7071115970611572,-0.7071019411087036,0,0.7071067690849304,-0.7071067690849304,0,0.7071067690849304,-0.7071067690849304,0,0.7071067690849304,-0.7071067690849304,0,0.7071067690849304,-0.7071067690849304,0,0.7071067690849304,-0.7071067690849304,0,0.7071067690849304,-0.7071067690849304,0,0.7071067690849304,0.7071067690849304,0,0.7071067690849304,0.7071067690849304,0,0.7071067690849304,0.7071067690849304,0,0.7071067690849304,0.7071067690849304,0,0.7071067690849304,0.7071067690849304,0,0.7071067690849304,0.7071067690849304,0,-0.70710688829422,0.7071066498756409,0,-0.70710688829422,0.7071066498756409,0,-0.70710688829422,0.7071066498756409,0,-0.70710688829422,0.7071066498756409,0,-0.70710688829422,0.7071066498756409,0,-0.70710688829422,0.7071066498756409,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1]);
+var voxelUVData= new Float32Array([]);
\ No newline at end of file
diff --git a/recursive_swarm/lib/CSS2DRenderer.js b/recursive_swarm/lib/CSS2DRenderer.js
new file mode 100644
index 0000000000000000000000000000000000000000..5075e45160b3027a1d281b44ed2fa8372d07aa88
--- /dev/null
+++ b/recursive_swarm/lib/CSS2DRenderer.js
@@ -0,0 +1,192 @@
+THREE.CSS2DObject = function ( element ) {
+
+	THREE.Object3D.call( this );
+
+	this.element = element || document.createElement( 'div' );
+
+	this.element.style.position = 'absolute';
+
+	this.addEventListener( 'removed', function () {
+
+		this.traverse( function ( object ) {
+
+			if ( object.element instanceof Element && object.element.parentNode !== null ) {
+
+				object.element.parentNode.removeChild( object.element );
+
+			}
+
+		} );
+
+	} );
+
+};
+
+THREE.CSS2DObject.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
+
+	constructor: THREE.CSS2DObject,
+
+	copy: function ( source, recursive ) {
+
+		THREE.Object3D.prototype.copy.call( this, source, recursive );
+
+		this.element = source.element.cloneNode( true );
+
+		return this;
+
+	}
+
+} );
+
+//
+
+THREE.CSS2DRenderer = function () {
+
+	var _this = this;
+
+	var _width, _height;
+	var _widthHalf, _heightHalf;
+
+	var vector = new THREE.Vector3();
+	var viewMatrix = new THREE.Matrix4();
+	var viewProjectionMatrix = new THREE.Matrix4();
+
+	var cache = {
+		objects: new WeakMap()
+	};
+
+	var domElement = document.createElement( 'div' );
+	domElement.style.overflow = 'hidden';
+
+	this.domElement = domElement;
+
+	this.getSize = function () {
+
+		return {
+			width: _width,
+			height: _height
+		};
+
+	};
+
+	this.setSize = function ( width, height ) {
+
+		_width = width;
+		_height = height;
+
+		_widthHalf = _width / 2;
+		_heightHalf = _height / 2;
+
+		domElement.style.width = width + 'px';
+		domElement.style.height = height + 'px';
+
+	};
+
+	var renderObject = function ( object, scene, camera ) {
+
+		if ( object instanceof THREE.CSS2DObject ) {
+
+			object.onBeforeRender( _this, scene, camera );
+
+			vector.setFromMatrixPosition( object.matrixWorld );
+			vector.applyMatrix4( viewProjectionMatrix );
+
+			var element = object.element;
+			var style = 'translate(-50%,-50%) translate(' + ( vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - vector.y * _heightHalf + _heightHalf ) + 'px)';
+
+			element.style.WebkitTransform = style;
+			element.style.MozTransform = style;
+			element.style.oTransform = style;
+			element.style.transform = style;
+
+			element.style.display = ( object.visible && vector.z >= - 1 && vector.z <= 1 ) ? '' : 'none';
+
+			var objectData = {
+				distanceToCameraSquared: getDistanceToSquared( camera, object )
+			};
+
+			cache.objects.set( object, objectData );
+
+			if ( element.parentNode !== domElement ) {
+
+				domElement.appendChild( element );
+
+			}
+
+			object.onAfterRender( _this, scene, camera );
+
+		}
+
+		for ( var i = 0, l = object.children.length; i < l; i ++ ) {
+
+			renderObject( object.children[ i ], scene, camera );
+
+		}
+
+	};
+
+	var getDistanceToSquared = function () {
+
+		var a = new THREE.Vector3();
+		var b = new THREE.Vector3();
+
+		return function ( object1, object2 ) {
+
+			a.setFromMatrixPosition( object1.matrixWorld );
+			b.setFromMatrixPosition( object2.matrixWorld );
+
+			return a.distanceToSquared( b );
+
+		};
+
+	}();
+
+	var filterAndFlatten = function ( scene ) {
+
+		var result = [];
+
+		scene.traverse( function ( object ) {
+
+			if ( object instanceof THREE.CSS2DObject ) result.push( object );
+
+		} );
+
+		return result;
+
+	};
+
+	var zOrder = function ( scene ) {
+
+		var sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
+
+			var distanceA = cache.objects.get( a ).distanceToCameraSquared;
+			var distanceB = cache.objects.get( b ).distanceToCameraSquared;
+
+			return distanceA - distanceB;
+
+		} );
+
+		var zMax = sorted.length;
+
+		for ( var i = 0, l = sorted.length; i < l; i ++ ) {
+
+			sorted[ i ].element.style.zIndex = zMax - i;
+
+		}
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+		if ( camera.parent === null ) camera.updateMatrixWorld();
+
+		viewMatrix.copy( camera.matrixWorldInverse );
+		viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, viewMatrix );
+
+		renderObject( scene, scene, camera );
+		zOrder( scene );
+
+	};
+
+};
diff --git a/recursive_swarm/lib/CopyShader.js b/recursive_swarm/lib/CopyShader.js
new file mode 100644
index 0000000000000000000000000000000000000000..8f34f8d49098c4e9d28ad6261cb082626ea66913
--- /dev/null
+++ b/recursive_swarm/lib/CopyShader.js
@@ -0,0 +1,46 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Full-screen textured quad shader
+ */
+
+THREE.CopyShader = {
+
+	uniforms: {
+
+		"tDiffuse": { value: null },
+		"opacity":  { value: 1.0 }
+
+	},
+
+	vertexShader: [
+
+		"varying vec2 vUv;",
+
+		"void main() {",
+
+			"vUv = uv;",
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join( "\n" ),
+
+	fragmentShader: [
+
+		"uniform float opacity;",
+
+		"uniform sampler2D tDiffuse;",
+
+		"varying vec2 vUv;",
+
+		"void main() {",
+
+			"vec4 texel = texture2D( tDiffuse, vUv );",
+			"gl_FragColor = opacity * texel;",
+
+		"}"
+
+	].join( "\n" )
+
+};
\ No newline at end of file
diff --git a/recursive_swarm/lib/EffectComposer.js b/recursive_swarm/lib/EffectComposer.js
new file mode 100644
index 0000000000000000000000000000000000000000..4dac97f6825d315bc5a83e2b847d5bf93f1bce2b
--- /dev/null
+++ b/recursive_swarm/lib/EffectComposer.js
@@ -0,0 +1,176 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.EffectComposer = function ( renderer, renderTarget ) {
+
+	this.renderer = renderer;
+
+	if ( renderTarget === undefined ) {
+
+		var parameters = {
+			minFilter: THREE.LinearFilter,
+			magFilter: THREE.LinearFilter,
+			format: THREE.RGBAFormat,
+			stencilBuffer: false
+		};
+		var size = renderer.getSize();
+		renderTarget = new THREE.WebGLRenderTarget( size.width, size.height, parameters );
+		renderTarget.texture.name = "EffectComposer.rt1";
+	}
+
+	this.renderTarget1 = renderTarget;
+	this.renderTarget2 = renderTarget.clone();
+	this.renderTarget2.texture.name = "EffectComposer.rt2";
+
+	this.writeBuffer = this.renderTarget1;
+	this.readBuffer = this.renderTarget2;
+
+	this.passes = [];
+
+	if ( THREE.CopyShader === undefined )
+		console.error( "THREE.EffectComposer relies on THREE.CopyShader" );
+
+	this.copyPass = new THREE.ShaderPass( THREE.CopyShader );
+
+};
+
+Object.assign( THREE.EffectComposer.prototype, {
+
+	swapBuffers: function() {
+
+		var tmp = this.readBuffer;
+		this.readBuffer = this.writeBuffer;
+		this.writeBuffer = tmp;
+
+	},
+
+	addPass: function ( pass ) {
+
+		this.passes.push( pass );
+
+		var size = this.renderer.getSize();
+		pass.setSize( size.width, size.height );
+
+	},
+
+	insertPass: function ( pass, index ) {
+
+		this.passes.splice( index, 0, pass );
+
+	},
+
+	render: function ( delta ) {
+
+		var maskActive = false;
+
+		var pass, i, il = this.passes.length;
+
+		for ( i = 0; i < il; i ++ ) {
+
+			pass = this.passes[ i ];
+
+			if ( pass.enabled === false ) continue;
+
+			pass.render( this.renderer, this.writeBuffer, this.readBuffer, delta, maskActive );
+
+			if ( pass.needsSwap ) {
+
+				if ( maskActive ) {
+
+					var context = this.renderer.context;
+
+					context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
+
+					this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, delta );
+
+					context.stencilFunc( context.EQUAL, 1, 0xffffffff );
+
+				}
+
+				this.swapBuffers();
+
+			}
+
+			if ( THREE.MaskPass !== undefined ) {
+
+				if ( pass instanceof THREE.MaskPass ) {
+
+					maskActive = true;
+
+				} else if ( pass instanceof THREE.ClearMaskPass ) {
+
+					maskActive = false;
+
+				}
+
+			}
+
+		}
+
+	},
+
+	reset: function ( renderTarget ) {
+
+		if ( renderTarget === undefined ) {
+
+			var size = this.renderer.getSize();
+
+			renderTarget = this.renderTarget1.clone();
+			renderTarget.setSize( size.width, size.height );
+
+		}
+
+		this.renderTarget1.dispose();
+		this.renderTarget2.dispose();
+		this.renderTarget1 = renderTarget;
+		this.renderTarget2 = renderTarget.clone();
+
+		this.writeBuffer = this.renderTarget1;
+		this.readBuffer = this.renderTarget2;
+
+	},
+
+	setSize: function ( width, height ) {
+
+		this.renderTarget1.setSize( width, height );
+		this.renderTarget2.setSize( width, height );
+
+		for ( var i = 0; i < this.passes.length; i ++ ) {
+
+			this.passes[i].setSize( width, height );
+
+		}
+
+	}
+
+} );
+
+
+THREE.Pass = function () {
+
+	// if set to true, the pass is processed by the composer
+	this.enabled = true;
+
+	// if set to true, the pass indicates to swap read and write buffer after rendering
+	this.needsSwap = true;
+
+	// if set to true, the pass clears its buffer before rendering
+	this.clear = false;
+
+	// if set to true, the result of the pass is rendered to screen
+	this.renderToScreen = false;
+
+};
+
+Object.assign( THREE.Pass.prototype, {
+
+	setSize: function( width, height ) {},
+
+	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+		console.error( "THREE.Pass: .render() must be implemented in derived pass." );
+
+	}
+
+} );
\ No newline at end of file
diff --git a/recursive_swarm/lib/GPUComputationRenderer.js b/recursive_swarm/lib/GPUComputationRenderer.js
new file mode 100644
index 0000000000000000000000000000000000000000..3c64d7c7c7bb0683d76ab0547621434f2cc2994e
--- /dev/null
+++ b/recursive_swarm/lib/GPUComputationRenderer.js
@@ -0,0 +1,370 @@
+/**
+ * @author yomboprime https://github.com/yomboprime
+ *
+ * GPUComputationRenderer, based on SimulationRenderer by zz85
+ *
+ * The GPUComputationRenderer uses the concept of variables. These variables are RGBA float textures that hold 4 floats
+ * for each compute element (texel)
+ *
+ * Each variable has a fragment shader that defines the computation made to obtain the variable in question.
+ * You can use as many variables you need, and make dependencies so you can use textures of other variables in the shader
+ * (the sampler uniforms are added automatically) Most of the variables will need themselves as dependency.
+ *
+ * The renderer has actually two render targets per variable, to make ping-pong. Textures from the current frame are used
+ * as inputs to render the textures of the next frame.
+ *
+ * The render targets of the variables can be used as input textures for your visualization shaders.
+ *
+ * Variable names should be valid identifiers and should not collide with THREE GLSL used identifiers.
+ * a common approach could be to use 'texture' prefixing the variable name; i.e texturePosition, textureVelocity...
+ *
+ * The size of the computation (sizeX * sizeY) is defined as 'resolution' automatically in the shader. For example:
+ * #DEFINE resolution vec2( 1024.0, 1024.0 )
+ *
+ * -------------
+ *
+ * Basic use:
+ *
+ * // Initialization...
+ *
+ * // Create computation renderer
+ * var gpuCompute = new GPUComputationRenderer( 1024, 1024, renderer );
+ *
+ * // Create initial state float textures
+ * var pos0 = gpuCompute.createTexture();
+ * var vel0 = gpuCompute.createTexture();
+ * // and fill in here the texture data...
+ *
+ * // Add texture variables
+ * var velVar = gpuCompute.addVariable( "textureVelocity", fragmentShaderVel, pos0 );
+ * var posVar = gpuCompute.addVariable( "texturePosition", fragmentShaderPos, vel0 );
+ *
+ * // Add variable dependencies
+ * gpuCompute.setVariableDependencies( velVar, [ velVar, posVar ] );
+ * gpuCompute.setVariableDependencies( posVar, [ velVar, posVar ] );
+ *
+ * // Add custom uniforms
+ * velVar.material.uniforms.time = { value: 0.0 };
+ *
+ * // Check for completeness
+ * var error = gpuCompute.init();
+ * if ( error !== null ) {
+ *		console.error( error );
+  * }
+ *
+ *
+ * // In each frame...
+ *
+ * // Compute!
+ * gpuCompute.compute();
+ *
+ * // Update texture uniforms in your visualization materials with the gpu renderer output
+ * myMaterial.uniforms.myTexture.value = gpuCompute.getCurrentRenderTarget( posVar ).texture;
+ *
+ * // Do your rendering
+ * renderer.render( myScene, myCamera );
+ *
+ * -------------
+ *
+ * Also, you can use utility functions to create ShaderMaterial and perform computations (rendering between textures)
+ * Note that the shaders can have multiple input textures.
+ *
+ * var myFilter1 = gpuCompute.createShaderMaterial( myFilterFragmentShader1, { theTexture: { value: null } } );
+ * var myFilter2 = gpuCompute.createShaderMaterial( myFilterFragmentShader2, { theTexture: { value: null } } );
+ *
+ * var inputTexture = gpuCompute.createTexture();
+ *
+ * // Fill in here inputTexture...
+ *
+ * myFilter1.uniforms.theTexture.value = inputTexture;
+ *
+ * var myRenderTarget = gpuCompute.createRenderTarget();
+ * myFilter2.uniforms.theTexture.value = myRenderTarget.texture;
+ *
+ * var outputRenderTarget = gpuCompute.createRenderTarget();
+ *
+ * // Now use the output texture where you want:
+ * myMaterial.uniforms.map.value = outputRenderTarget.texture;
+ *
+ * // And compute each frame, before rendering to screen:
+ * gpuCompute.doRenderTarget( myFilter1, myRenderTarget );
+ * gpuCompute.doRenderTarget( myFilter2, outputRenderTarget );
+ * 
+ *
+ *
+ * @param {int} sizeX Computation problem size is always 2d: sizeX * sizeY elements.
+ * @param {int} sizeY Computation problem size is always 2d: sizeX * sizeY elements.
+ * @param {WebGLRenderer} renderer The renderer
+  */
+
+function GPUComputationRenderer( sizeX, sizeY, renderer ) {
+
+	this.variables = [];
+
+	this.currentTextureIndex = 0;
+
+	var scene = new THREE.Scene();
+
+	var camera = new THREE.Camera();
+	camera.position.z = 1;
+
+	var passThruUniforms = {
+		texture: { value: null }
+	};
+
+	var passThruShader = createShaderMaterial( getPassThroughFragmentShader(), passThruUniforms );
+
+	var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), passThruShader );
+	scene.add( mesh );
+
+
+	this.addVariable = function( variableName, computeFragmentShader, initialValueTexture ) {
+
+		var material = this.createShaderMaterial( computeFragmentShader );
+
+		var variable = {
+			name: variableName,
+			initialValueTexture: initialValueTexture,
+			material: material,
+			dependencies: null,
+			renderTargets: [],
+			wrapS: null,
+			wrapT: null,
+			minFilter: THREE.NearestFilter,
+			magFilter: THREE.NearestFilter
+		};
+
+		this.variables.push( variable );
+
+		return variable;
+		
+	};
+
+	this.setVariableDependencies = function( variable, dependencies ) {
+
+		variable.dependencies = dependencies;
+
+	};
+
+	this.init = function() {
+
+		if ( ! renderer.extensions.get( "OES_texture_float" ) ) {
+
+			return "No OES_texture_float support for float textures.";
+
+		}
+
+		if ( renderer.capabilities.maxVertexTextures === 0 ) {
+
+			return "No support for vertex shader textures.";
+
+		}
+
+		for ( var i = 0; i < this.variables.length; i++ ) {
+
+			var variable = this.variables[ i ];
+
+			// Creates rendertargets and initialize them with input texture
+			variable.renderTargets[ 0 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
+			variable.renderTargets[ 1 ] = this.createRenderTarget( sizeX, sizeY, variable.wrapS, variable.wrapT, variable.minFilter, variable.magFilter );
+			this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 0 ] );
+			this.renderTexture( variable.initialValueTexture, variable.renderTargets[ 1 ] );
+
+			// Adds dependencies uniforms to the ShaderMaterial
+			var material = variable.material;
+			var uniforms = material.uniforms;
+			if ( variable.dependencies !== null ) {
+
+				for ( var d = 0; d < variable.dependencies.length; d++ ) {
+
+					var depVar = variable.dependencies[ d ];
+
+					if ( depVar.name !== variable.name ) {
+
+						// Checks if variable exists
+						var found = false;
+						for ( var j = 0; j < this.variables.length; j++ ) {
+
+							if ( depVar.name === this.variables[ j ].name ) {
+								found = true;
+								break;
+							}
+
+						}
+						if ( ! found ) {
+							return "Variable dependency not found. Variable=" + variable.name + ", dependency=" + depVar.name;
+						}
+
+					}
+
+					uniforms[ depVar.name ] = { value: null };
+
+					material.fragmentShader = "\nuniform sampler2D " + depVar.name + ";\n" + material.fragmentShader;
+
+				}
+			}
+		}
+
+		this.currentTextureIndex = 0;
+
+		return null;
+
+	};
+
+	this.compute = function() {
+
+		var currentTextureIndex = this.currentTextureIndex;
+		var nextTextureIndex = this.currentTextureIndex === 0 ? 1 : 0;
+
+		for ( var i = 0, il = this.variables.length; i < il; i++ ) {
+
+			var variable = this.variables[ i ];
+
+			// Sets texture dependencies uniforms
+			if ( variable.dependencies !== null ) {
+
+				var uniforms = variable.material.uniforms;
+				for ( var d = 0, dl = variable.dependencies.length; d < dl; d++ ) {
+
+					var depVar = variable.dependencies[ d ];
+
+					uniforms[ depVar.name ].value = depVar.renderTargets[ currentTextureIndex ].texture;
+
+				}
+
+			}
+
+			// Performs the computation for this variable
+			this.doRenderTarget( variable.material, variable.renderTargets[ nextTextureIndex ] );
+
+		}
+
+		this.currentTextureIndex = nextTextureIndex;
+	};
+
+	this.getCurrentRenderTarget = function( variable ) {
+
+		return variable.renderTargets[ this.currentTextureIndex ];
+
+	};
+
+	this.getAlternateRenderTarget = function( variable ) {
+
+		return variable.renderTargets[ this.currentTextureIndex === 0 ? 1 : 0 ];
+
+	};
+
+	function addResolutionDefine( materialShader ) {
+
+		materialShader.defines.resolution = 'vec2( ' + sizeX.toFixed( 1 ) + ', ' + sizeY.toFixed( 1 ) + " )";
+
+	}
+	this.addResolutionDefine = addResolutionDefine;
+
+
+	// The following functions can be used to compute things manually
+
+	function createShaderMaterial( computeFragmentShader, uniforms ) {
+
+		uniforms = uniforms || {};
+
+		var material = new THREE.ShaderMaterial( {
+			uniforms: uniforms,
+			vertexShader: getPassThroughVertexShader(),
+			fragmentShader: computeFragmentShader
+		} );
+
+		addResolutionDefine( material );
+
+		return material;
+	}
+	this.createShaderMaterial = createShaderMaterial;
+
+	this.createRenderTarget = function( sizeXTexture, sizeYTexture, wrapS, wrapT, minFilter, magFilter ) {
+
+		sizeXTexture = sizeXTexture || sizeX;
+		sizeYTexture = sizeYTexture || sizeY;
+
+		wrapS = wrapS || THREE.ClampToEdgeWrapping;
+		wrapT = wrapT || THREE.ClampToEdgeWrapping;
+
+		minFilter = minFilter || THREE.NearestFilter;
+		magFilter = magFilter || THREE.NearestFilter;
+
+		var renderTarget = new THREE.WebGLRenderTarget( sizeXTexture, sizeYTexture, {
+			wrapS: wrapS,
+			wrapT: wrapT,
+			minFilter: minFilter,
+			magFilter: magFilter,
+			format: THREE.RGBAFormat,
+			type: ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) ? THREE.HalfFloatType : THREE.FloatType,
+			stencilBuffer: false
+		} );
+
+		return renderTarget;
+
+	};
+
+    this.createTexture = function( sizeXTexture, sizeYTexture ) {
+
+		sizeXTexture = sizeXTexture || sizeX;
+		sizeYTexture = sizeYTexture || sizeY;
+
+		var a = new Float32Array( sizeXTexture * sizeYTexture * 4 );
+		var texture = new THREE.DataTexture( a, sizeX, sizeY, THREE.RGBAFormat, THREE.FloatType );
+		texture.needsUpdate = true;
+
+		return texture;
+
+	};
+
+
+	this.renderTexture = function( input, output ) {
+
+		// Takes a texture, and render out in rendertarget
+		// input = Texture
+		// output = RenderTarget
+
+		passThruUniforms.texture.value = input;
+
+		this.doRenderTarget( passThruShader, output);
+
+		passThruUniforms.texture.value = null;
+
+	};
+
+	this.doRenderTarget = function( material, output ) {
+
+		mesh.material = material;
+		renderer.render( scene, camera, output );
+		mesh.material = passThruShader;
+
+	};
+
+	// Shaders
+
+	function getPassThroughVertexShader() {
+
+		return	"void main()	{\n" +
+				"\n" +
+				"	gl_Position = vec4( position, 1.0 );\n" +
+				"\n" +
+				"}\n";
+
+	}
+
+	function getPassThroughFragmentShader() {
+
+		return	"uniform sampler2D texture;\n" +
+				"\n" +
+				"void main() {\n" +
+				"\n" +
+				"	vec2 uv = gl_FragCoord.xy / resolution.xy;\n" +
+				"\n" +
+				"	gl_FragColor = texture2D( texture, uv );\n" +
+				"\n" +
+				"}\n";
+
+	}
+
+}
diff --git a/recursive_swarm/lib/LoaderSupport.js b/recursive_swarm/lib/LoaderSupport.js
new file mode 100644
index 0000000000000000000000000000000000000000..3143f7f36d4557ea9ef3572c48308c67dcb5b8ae
--- /dev/null
+++ b/recursive_swarm/lib/LoaderSupport.js
@@ -0,0 +1,1572 @@
+/**
+  * @author Kai Salmen / https://kaisalmen.de
+  * Development repository: https://github.com/kaisalmen/WWOBJLoader
+  */
+
+'use strict';
+
+if ( THREE.LoaderSupport === undefined ) { THREE.LoaderSupport = {} }
+
+/**
+ * Validation functions.
+ * @class
+ */
+THREE.LoaderSupport.Validator = {
+	/**
+	 * If given input is null or undefined, false is returned otherwise true.
+	 *
+	 * @param input Can be anything
+	 * @returns {boolean}
+	 */
+	isValid: function( input ) {
+		return ( input !== null && input !== undefined );
+	},
+	/**
+	 * If given input is null or undefined, the defaultValue is returned otherwise the given input.
+	 *
+	 * @param input Can be anything
+	 * @param defaultValue Can be anything
+	 * @returns {*}
+	 */
+	verifyInput: function( input, defaultValue ) {
+		return ( input === null || input === undefined ) ? defaultValue : input;
+	}
+};
+
+
+/**
+ * Logging wrapper for console.
+ * @class
+ *
+ * @param {boolean} enabled=true Tell if logger is enabled.
+ * @param {boolean} debug=false Toggle debug logging.
+ */
+THREE.LoaderSupport.ConsoleLogger = (function () {
+
+	function ConsoleLogger( enabled, debug ) {
+		this.enabled = enabled !== false;
+		this.debug = debug === true;
+	}
+
+	/**
+	 * Enable or disable debug logging.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {boolean} debug True or False
+	 */
+	ConsoleLogger.prototype.setDebug = function ( debug ) {
+		this.debug = debug === true;
+	};
+
+	/**
+	 * Returns if is enabled and debug.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @returns {boolean}
+	 */
+	ConsoleLogger.prototype.isDebug = function () {
+		return this.isEnabled() && this.debug;
+	};
+
+	/**
+	 * Enable or disable info, debug and time logging.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {boolean} enabled True or False
+	 */
+	ConsoleLogger.prototype.setEnabled = function ( enabled ) {
+		this.enabled = enabled === true;
+	};
+
+	/**
+	 * Returns if is enabled.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @returns {boolean}
+	 */
+	ConsoleLogger.prototype.isEnabled = function () {
+		return this.enabled;
+	};
+
+	/**
+	 * Log a debug message if enabled and debug is set.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {string} message Message to log
+	 */
+	ConsoleLogger.prototype.logDebug = function ( message ) {
+		if ( this.enabled && this.debug ) console.info( message );
+	};
+
+	/**
+	 * Log an info message if enabled.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {string} message Message to log
+	 */
+	ConsoleLogger.prototype.logInfo = function ( message ) {
+		if ( this.enabled ) console.info( message );
+	};
+
+	/**
+	 * Log a warn message (always).
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {string} message Message to log
+	 */
+	ConsoleLogger.prototype.logWarn = function ( message ) {
+		console.warn( message );
+	};
+
+	/**
+	 * Log an error message (always).
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {string} message Message to log
+	 */
+	ConsoleLogger.prototype.logError = function ( message ) {
+		console.error( message );
+	};
+
+	/**
+	 * Start time measurement with provided id.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {string} id Time identification
+	 */
+	ConsoleLogger.prototype.logTimeStart = function ( id ) {
+		if ( this.enabled ) console.time( id );
+	};
+
+	/**
+	 * Stop time measurement started with provided id.
+	 * @memberOf THREE.LoaderSupport.ConsoleLogger
+	 *
+	 * @param {string} id Time identification
+	 */
+	ConsoleLogger.prototype.logTimeEnd = function ( id ) {
+		if ( this.enabled ) console.timeEnd( id );
+	};
+
+	return ConsoleLogger;
+})();
+
+/**
+ * Callbacks utilized by loaders and builder.
+ * @class
+ */
+THREE.LoaderSupport.Callbacks = (function () {
+
+	var Validator = THREE.LoaderSupport.Validator;
+
+	function Callbacks() {
+		this.onProgress = null;
+		this.onMeshAlter = null;
+		this.onLoad = null;
+		this.onLoadMaterials = null;
+	}
+
+	/**
+	 * Register callback function that is invoked by internal function "announceProgress" to print feedback.
+	 * @memberOf THREE.LoaderSupport.Callbacks
+	 *
+	 * @param {callback} callbackOnProgress Callback function for described functionality
+	 */
+	Callbacks.prototype.setCallbackOnProgress = function ( callbackOnProgress ) {
+		this.onProgress = Validator.verifyInput( callbackOnProgress, this.onProgress );
+	};
+
+	/**
+	 * Register callback function that is called every time a mesh was loaded.
+	 * Use {@link THREE.LoaderSupport.LoadedMeshUserOverride} for alteration instructions (geometry, material or disregard mesh).
+	 * @memberOf THREE.LoaderSupport.Callbacks
+	 *
+	 * @param {callback} callbackOnMeshAlter Callback function for described functionality
+	 */
+	Callbacks.prototype.setCallbackOnMeshAlter = function ( callbackOnMeshAlter ) {
+		this.onMeshAlter = Validator.verifyInput( callbackOnMeshAlter, this.onMeshAlter );
+	};
+
+	/**
+	 * Register callback function that is called once loading of the complete OBJ file is completed.
+	 * @memberOf THREE.LoaderSupport.Callbacks
+	 *
+	 * @param {callback} callbackOnLoad Callback function for described functionality
+	 */
+	Callbacks.prototype.setCallbackOnLoad = function ( callbackOnLoad ) {
+		this.onLoad = Validator.verifyInput( callbackOnLoad, this.onLoad );
+	};
+
+	/**
+	 * Register callback function that is called when materials have been loaded.
+	 * @memberOf THREE.LoaderSupport.Callbacks
+	 *
+	 * @param {callback} callbackOnLoadMaterials Callback function for described functionality
+	 */
+	Callbacks.prototype.setCallbackOnLoadMaterials = function ( callbackOnLoadMaterials ) {
+		this.onLoadMaterials = Validator.verifyInput( callbackOnLoadMaterials, this.onLoadMaterials );
+	};
+
+	return Callbacks;
+})();
+
+
+/**
+ * Object to return by callback onMeshAlter. Used to disregard a certain mesh or to return one to many meshes.
+ * @class
+ *
+ * @param {boolean} disregardMesh=false Tell implementation to completely disregard this mesh
+ * @param {boolean} disregardMesh=false Tell implementation that mesh(es) have been altered or added
+ */
+THREE.LoaderSupport.LoadedMeshUserOverride = (function () {
+
+	function LoadedMeshUserOverride( disregardMesh, alteredMesh ) {
+		this.disregardMesh = disregardMesh === true;
+		this.alteredMesh = alteredMesh === true;
+		this.meshes = [];
+	}
+
+	/**
+	 * Add a mesh created within callback.
+	 *
+	 * @memberOf THREE.OBJLoader2.LoadedMeshUserOverride
+	 *
+	 * @param {THREE.Mesh} mesh
+	 */
+	LoadedMeshUserOverride.prototype.addMesh = function ( mesh ) {
+		this.meshes.push( mesh );
+		this.alteredMesh = true;
+	};
+
+	/**
+	 * Answers if mesh shall be disregarded completely.
+	 *
+	 * @returns {boolean}
+	 */
+	LoadedMeshUserOverride.prototype.isDisregardMesh = function () {
+		return this.disregardMesh;
+	};
+
+	/**
+	 * Answers if new mesh(es) were created.
+	 *
+	 * @returns {boolean}
+	 */
+	LoadedMeshUserOverride.prototype.providesAlteredMeshes = function () {
+		return this.alteredMesh;
+	};
+
+	return LoadedMeshUserOverride;
+})();
+
+
+/**
+ * A resource description used by {@link THREE.LoaderSupport.PrepData} and others.
+ * @class
+ *
+ * @param {string} url URL to the file
+ * @param {string} extension The file extension (type)
+ */
+THREE.LoaderSupport.ResourceDescriptor = (function () {
+
+	var Validator = THREE.LoaderSupport.Validator;
+
+	function ResourceDescriptor( url, extension ) {
+		var urlParts = url.split( '/' );
+
+		if ( urlParts.length < 2 ) {
+
+			this.path = null;
+			this.name = url;
+			this.url = url;
+
+		} else {
+
+			this.path = Validator.verifyInput( urlParts.slice( 0, urlParts.length - 1).join( '/' ) + '/', null );
+			this.name = Validator.verifyInput( urlParts[ urlParts.length - 1 ], null );
+			this.url = url;
+
+		}
+		this.extension = Validator.verifyInput( extension, "default" );
+		this.extension = this.extension.trim();
+		this.content = null;
+	}
+
+	/**
+	 * Set the content of this resource (String)
+	 * @memberOf THREE.LoaderSupport.ResourceDescriptor
+	 *
+	 * @param {Object} content The file content as arraybuffer or text
+	 */
+	ResourceDescriptor.prototype.setContent = function ( content ) {
+		this.content = Validator.verifyInput( content, null );
+	};
+
+	return ResourceDescriptor;
+})();
+
+
+/**
+ * Configuration instructions to be used by run method.
+ * @class
+ */
+THREE.LoaderSupport.PrepData = (function () {
+
+	var Validator = THREE.LoaderSupport.Validator;
+
+	function PrepData( modelName ) {
+		this.modelName = Validator.verifyInput( modelName, '' );
+		this.resources = [];
+		this.streamMeshesTo = null;
+		this.materialPerSmoothingGroup = false;
+		this.useIndices = false;
+		this.disregardNormals = false;
+		this.callbacks = new THREE.LoaderSupport.Callbacks();
+		this.crossOrigin;
+		this.useAsync = false;
+	}
+
+	/**
+	 * Set the node where the loaded objects will be attached directly.
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @param {THREE.Object3D} streamMeshesTo Object already attached to scenegraph where new meshes will be attached to
+	 */
+	PrepData.prototype.setStreamMeshesTo = function ( streamMeshesTo ) {
+		this.streamMeshesTo = Validator.verifyInput( streamMeshesTo, null );
+	};
+
+	/**
+	 * Tells whether a material shall be created per smoothing group.
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @param {boolean} materialPerSmoothingGroup=false
+	 */
+	PrepData.prototype.setMaterialPerSmoothingGroup = function ( materialPerSmoothingGroup ) {
+		this.materialPerSmoothingGroup = materialPerSmoothingGroup === true;
+	};
+
+	/**
+	 * Tells whether indices should be used
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @param {boolean} useIndices=false
+	 */
+	PrepData.prototype.setUseIndices = function ( useIndices ) {
+		this.useIndices = useIndices === true;
+	};
+
+	/**
+	 * Tells whether normals should be completely disregarded and regenerated.
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @param {boolean} disregardNormals=false
+	 */
+	PrepData.prototype.setDisregardNormals = function ( disregardNormals ) {
+		this.disregardNormals = disregardNormals === true;
+	};
+
+	/**
+	 * Returns all callbacks as {@link THREE.LoaderSupport.Callbacks}
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @returns {THREE.LoaderSupport.Callbacks}
+	 */
+	PrepData.prototype.getCallbacks = function () {
+		return this.callbacks;
+	};
+
+	/**
+	 * Sets the CORS string to be used.
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @param {string} crossOrigin CORS value
+	 */
+	PrepData.prototype.setCrossOrigin = function ( crossOrigin ) {
+		this.crossOrigin = crossOrigin;
+	};
+
+	/**
+	 * Add a resource description.
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @param {THREE.LoaderSupport.ResourceDescriptor}
+	 */
+	PrepData.prototype.addResource = function ( resource ) {
+		this.resources.push( resource );
+	};
+
+	/**
+	 * If true uses async loading with worker, if false loads data synchronously.
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @param {boolean} useAsync
+	 */
+	PrepData.prototype.setUseAsync = function ( useAsync ) {
+		this.useAsync = useAsync === true;
+	};
+
+	/**
+	 * Clones this object and returns it afterwards.
+	 * @memberOf THREE.LoaderSupport.PrepData
+	 *
+	 * @returns {@link THREE.LoaderSupport.PrepData}
+	 */
+	PrepData.prototype.clone = function () {
+		var clone = new THREE.LoaderSupport.PrepData( this.modelName );
+		clone.resources = this.resources;
+		clone.streamMeshesTo = this.streamMeshesTo;
+		clone.materialPerSmoothingGroup = this.materialPerSmoothingGroup;
+		clone.useIndices = this.useIndices;
+		clone.disregardNormals = this.disregardNormals;
+		clone.callbacks = this.callbacks;
+		clone.crossOrigin = this.crossOrigin;
+		clone.useAsync = this.useAsync;
+		return clone;
+	};
+
+	return PrepData;
+})();
+
+/**
+ * Builds one or many THREE.Mesh from one raw set of Arraybuffers, materialGroup descriptions and further parameters.
+ * Supports vertex, vertexColor, normal, uv and index buffers.
+ * @class
+ */
+THREE.LoaderSupport.Builder = (function () {
+
+	var LOADER_BUILDER_VERSION = '1.1.1';
+
+	var Validator = THREE.LoaderSupport.Validator;
+	var ConsoleLogger = THREE.LoaderSupport.ConsoleLogger;
+
+	function Builder( logger ) {
+		this.logger = Validator.verifyInput( logger, new ConsoleLogger() );
+		this.logger.logInfo( 'Using THREE.LoaderSupport.Builder version: ' + LOADER_BUILDER_VERSION );
+		this.callbacks = new THREE.LoaderSupport.Callbacks();
+		this.materials = [];
+	}
+
+	/**
+	 * Set materials loaded by any supplier of an Array of {@link THREE.Material}.
+	 * @memberOf THREE.LoaderSupport.Builder
+	 *
+	 * @param {THREE.Material[]} materials Array of {@link THREE.Material}
+	 */
+	Builder.prototype.setMaterials = function ( materials ) {
+		var payload = {
+			cmd: 'materialData',
+			materials: {
+				materialCloneInstructions: null,
+				serializedMaterials: null,
+				runtimeMaterials: Validator.isValid( this.callbacks.onLoadMaterials ) ? this.callbacks.onLoadMaterials( materials ) : materials
+			}
+		};
+		this.updateMaterials( payload );
+	};
+
+	Builder.prototype._setCallbacks = function ( callbacks ) {
+		if ( Validator.isValid( callbacks.onProgress ) ) this.callbacks.setCallbackOnProgress( callbacks.onProgress );
+		if ( Validator.isValid( callbacks.onMeshAlter ) ) this.callbacks.setCallbackOnMeshAlter( callbacks.onMeshAlter );
+		if ( Validator.isValid( callbacks.onLoad ) ) this.callbacks.setCallbackOnLoad( callbacks.onLoad );
+		if ( Validator.isValid( callbacks.onLoadMaterials ) ) this.callbacks.setCallbackOnLoadMaterials( callbacks.onLoadMaterials );
+	};
+
+	/**
+	 * Delegates processing of the payload (mesh building or material update) to the corresponding functions (BW-compatibility).
+	 * @memberOf THREE.LoaderSupport.Builder
+	 *
+	 * @param {Object} payload Raw Mesh or Material descriptions.
+	 * @returns {THREE.Mesh[]} mesh Array of {@link THREE.Mesh} or null in case of material update
+	 */
+	Builder.prototype.processPayload = function ( payload ) {
+		if ( payload.cmd === 'meshData' ) {
+
+			return this.buildMeshes( payload );
+
+		} else if ( payload.cmd === 'materialData' ) {
+
+			this.updateMaterials( payload );
+			return null;
+
+		}
+	};
+
+	/**
+	 * Builds one or multiple meshes from the data described in the payload (buffers, params, material info).
+	 * @memberOf THREE.LoaderSupport.Builder
+	 *
+	 * @param {Object} meshPayload Raw mesh description (buffers, params, materials) used to build one to many meshes.
+	 * @returns {THREE.Mesh[]} mesh Array of {@link THREE.Mesh}
+	 */
+	Builder.prototype.buildMeshes = function ( meshPayload ) {
+		var meshName = meshPayload.params.meshName;
+
+		var bufferGeometry = new THREE.BufferGeometry();
+		bufferGeometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( meshPayload.buffers.vertices ), 3 ) );
+		if ( Validator.isValid( meshPayload.buffers.indices ) ) {
+
+			bufferGeometry.setIndex( new THREE.BufferAttribute( new Uint32Array( meshPayload.buffers.indices ), 1 ));
+
+		}
+		var haveVertexColors = Validator.isValid( meshPayload.buffers.colors );
+		if ( haveVertexColors ) {
+
+			bufferGeometry.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( meshPayload.buffers.colors ), 3 ) );
+
+		}
+		if ( Validator.isValid( meshPayload.buffers.normals ) ) {
+
+			bufferGeometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( meshPayload.buffers.normals ), 3 ) );
+
+		} else {
+
+			bufferGeometry.computeVertexNormals();
+
+		}
+		if ( Validator.isValid( meshPayload.buffers.uvs ) ) {
+
+			bufferGeometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( meshPayload.buffers.uvs ), 2 ) );
+
+		}
+
+		var material, materialName, key;
+		var materialNames = meshPayload.materials.materialNames;
+		var createMultiMaterial = meshPayload.materials.multiMaterial;
+		var multiMaterials = [];
+		for ( key in materialNames ) {
+
+			materialName = materialNames[ key ];
+			material = this.materials[ materialName ];
+			if ( createMultiMaterial ) multiMaterials.push( material );
+
+		}
+		if ( createMultiMaterial ) {
+
+			material = multiMaterials;
+			var materialGroups = meshPayload.materials.materialGroups;
+			var materialGroup;
+			for ( key in materialGroups ) {
+
+				materialGroup = materialGroups[ key ];
+				bufferGeometry.addGroup( materialGroup.start, materialGroup.count, materialGroup.index );
+
+			}
+
+		}
+
+		var meshes = [];
+		var mesh;
+		var callbackOnMeshAlter = this.callbacks.onMeshAlter;
+		var callbackOnMeshAlterResult;
+		var useOrgMesh = true;
+		if ( Validator.isValid( callbackOnMeshAlter ) ) {
+
+			callbackOnMeshAlterResult = callbackOnMeshAlter(
+				{
+					detail: {
+						meshName: meshName,
+						bufferGeometry: bufferGeometry,
+						material: material
+					}
+				}
+			);
+			if ( Validator.isValid( callbackOnMeshAlterResult ) ) {
+
+				if ( ! callbackOnMeshAlterResult.isDisregardMesh() && callbackOnMeshAlterResult.providesAlteredMeshes() ) {
+
+					for ( var i in callbackOnMeshAlterResult.meshes ) {
+
+						meshes.push( callbackOnMeshAlterResult.meshes[ i ] );
+
+					}
+
+				}
+				useOrgMesh = false;
+
+			}
+
+		}
+		if ( useOrgMesh ) {
+
+			mesh = new THREE.Mesh( bufferGeometry, material );
+			mesh.name = meshName;
+			meshes.push( mesh );
+
+		}
+
+		var progressMessage;
+		if ( Validator.isValid( meshes ) && meshes.length > 0 ) {
+
+			var meshNames = [];
+			for ( var i in meshes ) {
+
+				mesh = meshes[ i ];
+				meshNames[ i ] = mesh.name;
+
+			}
+			progressMessage = 'Adding mesh(es) (' + meshNames.length + ': ' + meshNames + ') from input mesh: ' + meshName;
+			progressMessage += ' (' + ( meshPayload.progress.numericalValue * 100 ).toFixed( 2 ) + '%)';
+
+		} else {
+
+			progressMessage = 'Not adding mesh: ' + meshName;
+			progressMessage += ' (' + ( meshPayload.progress.numericalValue * 100 ).toFixed( 2 ) + '%)';
+
+		}
+		var callbackOnProgress = this.callbacks.onProgress;
+		if ( Validator.isValid( callbackOnProgress ) ) {
+
+			var event = new CustomEvent( 'BuilderEvent', {
+				detail: {
+					type: 'progress',
+					modelName: meshPayload.params.meshName,
+					text: progressMessage,
+					numericalValue: meshPayload.progress.numericalValue
+				}
+			} );
+			callbackOnProgress( event );
+
+		}
+
+		return meshes;
+	};
+
+	/**
+	 * Updates the materials with contained material objects (sync) or from alteration instructions (async).
+	 * @memberOf THREE.LoaderSupport.Builder
+	 *
+	 * @param {Object} materialPayload Material update instructions
+	 */
+	Builder.prototype.updateMaterials = function ( materialPayload ) {
+		var material, materialName;
+		var materialCloneInstructions = materialPayload.materials.materialCloneInstructions;
+		if ( Validator.isValid( materialCloneInstructions ) ) {
+
+			var materialNameOrg = materialCloneInstructions.materialNameOrg;
+			var materialOrg = this.materials[ materialNameOrg ];
+			material = materialOrg.clone();
+
+			materialName = materialCloneInstructions.materialName;
+			material.name = materialName;
+
+			var materialProperties = materialCloneInstructions.materialProperties;
+			for ( var key in materialProperties ) {
+
+				if ( material.hasOwnProperty( key ) && materialProperties.hasOwnProperty( key ) ) material[ key ] = materialProperties[ key ];
+
+			}
+			this.materials[ materialName ] = material;
+
+		}
+
+		var materials = materialPayload.materials.serializedMaterials;
+		if ( Validator.isValid( materials ) && Object.keys( materials ).length > 0 ) {
+
+			var loader = new THREE.MaterialLoader();
+			var materialJson;
+			for ( materialName in materials ) {
+
+				materialJson = materials[ materialName ];
+				if ( Validator.isValid( materialJson ) ) {
+
+					material = loader.parse( materialJson );
+					this.logger.logInfo( 'De-serialized material with name "' + materialName + '" will be added.' );
+					this.materials[ materialName ] = material;
+				}
+
+			}
+
+		}
+
+		materials = materialPayload.materials.runtimeMaterials;
+		if ( Validator.isValid( materials ) && Object.keys( materials ).length > 0 ) {
+
+			for ( materialName in materials ) {
+
+				material = materials[ materialName ];
+				this.logger.logInfo( 'Material with name "' + materialName + '" will be added.' );
+				this.materials[ materialName ] = material;
+
+			}
+
+		}
+	};
+
+	/**
+	 * Returns the mapping object of material name and corresponding jsonified material.
+	 *
+	 * @returns {Object} Map of Materials in JSON representation
+	 */
+	Builder.prototype.getMaterialsJSON = function () {
+		var materialsJSON = {};
+		var material;
+		for ( var materialName in this.materials ) {
+
+			material = this.materials[ materialName ];
+			materialsJSON[ materialName ] = material.toJSON();
+		}
+
+		return materialsJSON;
+	};
+
+	/**
+	 * Returns the mapping object of material name and corresponding material.
+	 *
+	 * @returns {Object} Map of {@link THREE.Material}
+	 */
+	Builder.prototype.getMaterials = function () {
+		return this.materials;
+	};
+
+	return Builder;
+})();
+
+/**
+ * Base class to be used by loaders.
+ * @class
+ *
+ * @param {THREE.DefaultLoadingManager} [manager] The loadingManager for the loader to use. Default is {@link THREE.DefaultLoadingManager}
+ * @param {THREE.LoaderSupport.ConsoleLogger} logger logger to be used
+ */
+THREE.LoaderSupport.LoaderBase = (function () {
+
+	var Validator = THREE.LoaderSupport.Validator;
+	var ConsoleLogger = THREE.LoaderSupport.ConsoleLogger;
+
+	function LoaderBase( manager, logger ) {
+		this.manager = Validator.verifyInput( manager, THREE.DefaultLoadingManager );
+		this.logger = Validator.verifyInput( logger, new ConsoleLogger() );
+
+		this.modelName = '';
+		this.instanceNo = 0;
+		this.path = '';
+		this.useIndices = false;
+		this.disregardNormals = false;
+
+		this.loaderRootNode = new THREE.Group();
+		this.builder = new THREE.LoaderSupport.Builder( this.logger );
+		this._createDefaultMaterials();
+		this.callbacks = new THREE.LoaderSupport.Callbacks();
+	};
+
+	LoaderBase.prototype._createDefaultMaterials = function () {
+		var defaultMaterial = new THREE.MeshStandardMaterial( { color: 0xDCF1FF } );
+		defaultMaterial.name = 'defaultMaterial';
+
+		var vertexColorMaterial = new THREE.MeshStandardMaterial( { color: 0xDCF1FF } );
+		vertexColorMaterial.name = 'vertexColorMaterial';
+		vertexColorMaterial.vertexColors = THREE.VertexColors;
+
+		var runtimeMaterials = {};
+		runtimeMaterials[ defaultMaterial.name ] = defaultMaterial;
+		runtimeMaterials[ vertexColorMaterial.name ] = vertexColorMaterial;
+
+		this.builder.updateMaterials(
+			{
+				cmd: 'materialData',
+				materials: {
+					materialCloneInstructions: null,
+					serializedMaterials: null,
+					runtimeMaterials: runtimeMaterials
+				}
+			}
+		);
+	};
+
+	LoaderBase.prototype._applyPrepData = function ( prepData ) {
+		if ( Validator.isValid( prepData ) ) {
+
+			this.setModelName( prepData.modelName );
+			this.setStreamMeshesTo( prepData.streamMeshesTo );
+			this.builder.setMaterials( prepData.materials );
+			this.setUseIndices( prepData.useIndices );
+			this.setDisregardNormals( prepData.disregardNormals );
+
+			this._setCallbacks( prepData.getCallbacks() );
+		}
+	};
+
+	LoaderBase.prototype._setCallbacks = function ( callbacks ) {
+		if ( Validator.isValid( callbacks.onProgress ) ) this.callbacks.setCallbackOnProgress( callbacks.onProgress );
+		if ( Validator.isValid( callbacks.onMeshAlter ) ) this.callbacks.setCallbackOnMeshAlter( callbacks.onMeshAlter );
+		if ( Validator.isValid( callbacks.onLoad ) ) this.callbacks.setCallbackOnLoad( callbacks.onLoad );
+		if ( Validator.isValid( callbacks.onLoadMaterials ) ) this.callbacks.setCallbackOnLoadMaterials( callbacks.onLoadMaterials );
+
+		this.builder._setCallbacks( this.callbacks );
+	};
+
+	/**
+	 * Provides access to console logging wrapper.
+	 *
+	 * @returns {THREE.LoaderSupport.ConsoleLogger}
+	 */
+	LoaderBase.prototype.getLogger = function () {
+		return this.logger;
+	};
+
+	/**
+	 * Set the name of the model.
+	 * @memberOf THREE.LoaderSupport.LoaderBase
+	 *
+	 * @param {string} modelName
+	 */
+	LoaderBase.prototype.setModelName = function ( modelName ) {
+		this.modelName = Validator.verifyInput( modelName, this.modelName );
+	};
+
+	/**
+	 * The URL of the base path.
+	 * @memberOf THREE.LoaderSupport.LoaderBase
+	 *
+	 * @param {string} path URL
+	 */
+	LoaderBase.prototype.setPath = function ( path ) {
+		this.path = Validator.verifyInput( path, this.path );
+	};
+
+	/**
+	 * Set the node where the loaded objects will be attached directly.
+	 * @memberOf THREE.LoaderSupport.LoaderBase
+	 *
+	 * @param {THREE.Object3D} streamMeshesTo Object already attached to scenegraph where new meshes will be attached to
+	 */
+	LoaderBase.prototype.setStreamMeshesTo = function ( streamMeshesTo ) {
+		this.loaderRootNode = Validator.verifyInput( streamMeshesTo, this.loaderRootNode );
+	};
+
+	/**
+	 * Set materials loaded by MTLLoader or any other supplier of an Array of {@link THREE.Material}.
+	 * @memberOf THREE.LoaderSupport.LoaderBase
+	 *
+	 * @param {THREE.Material[]} materials Array of {@link THREE.Material}
+	 */
+	LoaderBase.prototype.setMaterials = function ( materials ) {
+		this.builder.setMaterials( materials );
+	};
+
+	/**
+	 * Instructs loaders to create indexed {@link THREE.BufferGeometry}.
+	 * @memberOf THREE.LoaderSupport.LoaderBase
+	 *
+	 * @param {boolean} useIndices=false
+	 */
+	LoaderBase.prototype.setUseIndices = function ( useIndices ) {
+		this.useIndices = useIndices === true;
+	};
+
+	/**
+	 * Tells whether normals should be completely disregarded and regenerated.
+	 * @memberOf THREE.LoaderSupport.LoaderBase
+	 *
+	 * @param {boolean} disregardNormals=false
+	 */
+	LoaderBase.prototype.setDisregardNormals = function ( disregardNormals ) {
+		this.disregardNormals = disregardNormals === true;
+	};
+
+	/**
+	 * Announce feedback which is give to the registered callbacks.
+	 * @memberOf THREE.LoaderSupport.LoaderBase
+	 * @private
+	 *
+	 * @param {string} type The type of event
+	 * @param {string} text Textual description of the event
+	 * @param {number} numericalValue Numerical value describing the progress
+	 */
+	LoaderBase.prototype.onProgress = function ( type, text, numericalValue ) {
+		var content = Validator.isValid( text ) ? text: '';
+		var event = {
+			detail: {
+				type: type,
+				modelName: this.modelName,
+				instanceNo: this.instanceNo,
+				text: content,
+				numericalValue: numericalValue
+			}
+		};
+
+		if ( Validator.isValid( this.callbacks.onProgress ) ) this.callbacks.onProgress( event );
+
+		this.logger.logDebug( content );
+	};
+
+	return LoaderBase;
+})();
+
+/**
+ * Default implementation of the WorkerRunner responsible for creation and configuration of the parser within the worker.
+ *
+ * @class
+ */
+THREE.LoaderSupport.WorkerRunnerRefImpl = (function () {
+
+	function WorkerRunnerRefImpl() {
+		var scope = this;
+		var scopedRunner = function( event ) {
+			scope.processMessage( event.data );
+		};
+		self.addEventListener( 'message', scopedRunner, false );
+	}
+
+	/**
+	 * Applies values from parameter object via set functions or via direct assignment.
+	 * @memberOf THREE.LoaderSupport.WorkerRunnerRefImpl
+	 *
+	 * @param {Object} parser The parser instance
+	 * @param {Object} params The parameter object
+	 */
+	WorkerRunnerRefImpl.prototype.applyProperties = function ( parser, params ) {
+		var property, funcName, values;
+		for ( property in params ) {
+			funcName = 'set' + property.substring( 0, 1 ).toLocaleUpperCase() + property.substring( 1 );
+			values = params[ property ];
+
+			if ( typeof parser[ funcName ] === 'function' ) {
+
+				parser[ funcName ]( values );
+
+			} else if ( parser.hasOwnProperty( property ) ) {
+
+				parser[ property ] = values;
+
+			}
+		}
+	};
+
+	/**
+	 * Configures the Parser implementation according the supplied configuration object.
+	 * @memberOf THREE.LoaderSupport.WorkerRunnerRefImpl
+	 *
+	 * @param {Object} payload Raw mesh description (buffers, params, materials) used to build one to many meshes.
+	 */
+	WorkerRunnerRefImpl.prototype.processMessage = function ( payload ) {
+		var logEnabled = payload.logger.enabled;
+		var logDebug = payload.logger.enabled;
+		if ( payload.cmd === 'run' ) {
+
+			var callbacks = {
+				callbackBuilder: function ( payload ) {
+					self.postMessage( payload );
+				},
+				callbackProgress: function ( text ) {
+					if ( logEnabled && logDebug ) console.debug( 'WorkerRunner: progress: ' + text );
+				}
+			};
+
+			// Parser is expected to be named as such
+			var parser = new Parser();
+			if ( typeof parser[ 'setLogConfig' ] === 'function' ) parser.setLogConfig( logEnabled, logDebug );
+			this.applyProperties( parser, payload.params );
+			this.applyProperties( parser, payload.materials );
+			this.applyProperties( parser, callbacks );
+			parser.workerScope = self;
+			parser.parse( payload.data.input, payload.data.options );
+
+			if ( logEnabled ) console.log( 'WorkerRunner: Run complete!' );
+
+			callbacks.callbackBuilder( {
+				cmd: 'complete',
+				msg: 'WorkerRunner completed run.'
+			} );
+
+		} else {
+
+			console.error( 'WorkerRunner: Received unknown command: ' + payload.cmd );
+
+		}
+	};
+
+	return WorkerRunnerRefImpl;
+})();
+
+/**
+ * This class provides means to transform existing parser code into a web worker. It defines a simple communication protocol
+ * which allows to configure the worker and receive raw mesh data during execution.
+ * @class
+ *
+ * @param {THREE.LoaderSupport.ConsoleLogger} logger logger to be used
+ */
+THREE.LoaderSupport.WorkerSupport = (function () {
+
+	var WORKER_SUPPORT_VERSION = '2.0.1';
+
+	var Validator = THREE.LoaderSupport.Validator;
+
+	var LoaderWorker = (function () {
+
+		function LoaderWorker( logger ) {
+			this.logger = Validator.verifyInput( logger, new THREE.LoaderSupport.ConsoleLogger() );
+			this._reset();
+		}
+
+		LoaderWorker.prototype._reset = function () {
+			this.worker = null;
+			this.runnerImplName = null;
+			this.callbacks = {
+				builder: null,
+				onLoad: null
+			};
+			this.terminateRequested = false;
+			this.queuedMessage = null;
+			this.started = false;
+		};
+
+		LoaderWorker.prototype.initWorker = function ( code, runnerImplName ) {
+			this.runnerImplName = runnerImplName;
+			var blob = new Blob( [ code ], { type: 'application/javascript' } );
+			this.worker = new Worker( window.URL.createObjectURL( blob ) );
+			this.worker.onmessage = this._receiveWorkerMessage;
+
+			// set referemce to this, then processing in worker scope within "_receiveWorkerMessage" can access members
+			this.worker.runtimeRef = this;
+
+			// process stored queuedMessage
+			this._postMessage();
+		};
+
+		/**
+		 * Executed in worker scope
+ 		 */
+		LoaderWorker.prototype._receiveWorkerMessage = function ( e ) {
+			var payload = e.data;
+			switch ( payload.cmd ) {
+				case 'meshData':
+				case 'materialData':
+				case 'imageData':
+					this.runtimeRef.callbacks.builder( payload );
+					break;
+
+				case 'complete':
+					this.runtimeRef.queuedMessage = null;
+					this.started = false;
+					this.runtimeRef.callbacks.onLoad( payload.msg );
+
+					if ( this.runtimeRef.terminateRequested ) {
+
+						this.runtimeRef.logger.logInfo( 'WorkerSupport [' + this.runtimeRef.runnerImplName + ']: Run is complete. Terminating application on request!' );
+						this.runtimeRef._terminate();
+
+					}
+					break;
+
+				case 'error':
+					this.runtimeRef.logger.logError( 'WorkerSupport [' + this.runtimeRef.runnerImplName + ']: Reported error: ' + payload.msg );
+					this.runtimeRef.queuedMessage = null;
+					this.started = false;
+					this.runtimeRef.callbacks.onLoad( payload.msg );
+
+					if ( this.runtimeRef.terminateRequested ) {
+
+						this.runtimeRef.logger.logInfo( 'WorkerSupport [' + this.runtimeRef.runnerImplName + ']: Run reported error. Terminating application on request!' );
+						this.runtimeRef._terminate();
+
+					}
+					break;
+
+				default:
+					this.runtimeRef.logger.logError( 'WorkerSupport [' + this.runtimeRef.runnerImplName + ']: Received unknown command: ' + payload.cmd );
+					break;
+
+			}
+		};
+
+		LoaderWorker.prototype.setCallbacks = function ( builder, onLoad ) {
+			this.callbacks.builder = Validator.verifyInput( builder, this.callbacks.builder );
+			this.callbacks.onLoad = Validator.verifyInput( onLoad, this.callbacks.onLoad );
+		};
+
+		LoaderWorker.prototype.run = function( payload ) {
+			if ( Validator.isValid( this.queuedMessage ) ) {
+
+				console.warn( 'Already processing message. Rejecting new run instruction' );
+				return;
+
+			} else {
+
+				this.queuedMessage = payload;
+				this.started = true;
+
+			}
+			if ( ! Validator.isValid( this.callbacks.builder ) ) throw 'Unable to run as no "builder" callback is set.';
+			if ( ! Validator.isValid( this.callbacks.onLoad ) ) throw 'Unable to run as no "onLoad" callback is set.';
+			if ( payload.cmd !== 'run' ) payload.cmd = 'run';
+			if ( Validator.isValid( payload.logger ) ) {
+
+				payload.logger.enabled = Validator.verifyInput( payload.logger.enabled, true );
+				payload.logger.debug = Validator.verifyInput( payload.logger.debug, false );
+
+			} else {
+
+				payload.logger = {
+					enabled: true,
+					debug: false
+				}
+
+			}
+			this._postMessage();
+		};
+
+		LoaderWorker.prototype._postMessage = function () {
+			if ( Validator.isValid( this.queuedMessage ) && Validator.isValid( this.worker ) ) {
+
+				if ( this.queuedMessage.data.input instanceof ArrayBuffer ) {
+
+					this.worker.postMessage( this.queuedMessage, [ this.queuedMessage.data.input ] );
+
+				} else {
+
+					this.worker.postMessage( this.queuedMessage );
+
+				}
+
+			}
+		};
+
+		LoaderWorker.prototype.setTerminateRequested = function ( terminateRequested ) {
+			this.terminateRequested = terminateRequested === true;
+			if ( this.terminateRequested && Validator.isValid( this.worker ) && ! Validator.isValid( this.queuedMessage ) && this.started ) {
+
+				this.logger.logInfo( 'Worker is terminated immediately as it is not running!' );
+				this._terminate();
+
+			}
+		};
+
+		LoaderWorker.prototype._terminate = function () {
+			this.worker.terminate();
+			this._reset();
+		};
+
+		return LoaderWorker;
+
+	})();
+
+	function WorkerSupport( logger ) {
+		this.logger = Validator.verifyInput( logger, new THREE.LoaderSupport.ConsoleLogger() );
+		this.logger.logInfo( 'Using THREE.LoaderSupport.WorkerSupport version: ' + WORKER_SUPPORT_VERSION );
+
+		// check worker support first
+		if ( window.Worker === undefined ) throw "This browser does not support web workers!";
+		if ( window.Blob === undefined  ) throw "This browser does not support Blob!";
+		if ( typeof window.URL.createObjectURL !== 'function'  ) throw "This browser does not support Object creation from URL!";
+
+		this.loaderWorker = new LoaderWorker( this.logger );
+	}
+
+	/**
+	 * Validate the status of worker code and the derived worker.
+	 * @memberOf THREE.LoaderSupport.WorkerSupport
+	 *
+	 * @param {Function} functionCodeBuilder Function that is invoked with funcBuildObject and funcBuildSingelton that allows stringification of objects and singletons.
+	 * @param {String[]} libLocations URL of libraries that shall be added to worker code relative to libPath
+	 * @param {String} libPath Base path used for loading libraries
+	 * @param {THREE.LoaderSupport.WorkerRunnerRefImpl} runnerImpl The default worker parser wrapper implementation (communication and execution). An extended class could be passed here.
+	 */
+	WorkerSupport.prototype.validate = function ( functionCodeBuilder, libLocations, libPath, runnerImpl ) {
+		if ( Validator.isValid( this.loaderWorker.worker ) ) return;
+
+		this.logger.logInfo( 'WorkerSupport: Building worker code...' );
+		this.logger.logTimeStart( 'buildWebWorkerCode' );
+
+		if ( Validator.isValid( runnerImpl ) ) {
+
+			this.logger.logInfo( 'WorkerSupport: Using "' + runnerImpl.name + '" as Runncer class for worker.' );
+
+		} else {
+
+			runnerImpl = THREE.LoaderSupport.WorkerRunnerRefImpl;
+			this.logger.logInfo( 'WorkerSupport: Using DEFAULT "THREE.LoaderSupport.WorkerRunnerRefImpl" as Runncer class for worker.' );
+
+		}
+
+		var userWorkerCode = functionCodeBuilder( buildObject, buildSingelton );
+		userWorkerCode += buildSingelton( runnerImpl.name, runnerImpl.name, runnerImpl );
+		userWorkerCode += 'new ' + runnerImpl.name + '();\n\n';
+
+		var scope = this;
+		if ( Validator.isValid( libLocations ) && libLocations.length > 0 ) {
+
+			var libsContent = '';
+			var loadAllLibraries = function ( path, locations ) {
+				if ( locations.length === 0 ) {
+
+					scope.loaderWorker.initWorker( libsContent + userWorkerCode, scope.logger, runnerImpl.name );
+					scope.logger.logTimeEnd( 'buildWebWorkerCode' );
+
+				} else {
+
+					var loadedLib = function ( contentAsString ) {
+						libsContent += contentAsString;
+						loadAllLibraries( path, locations );
+					};
+
+					var fileLoader = new THREE.FileLoader();
+					fileLoader.setPath( path );
+					fileLoader.setResponseType( 'text' );
+					fileLoader.load( locations[ 0 ], loadedLib );
+					locations.shift();
+
+				}
+			};
+			loadAllLibraries( libPath, libLocations );
+
+		} else {
+
+			this.loaderWorker.initWorker( userWorkerCode, this.logger, runnerImpl.name );
+			this.logger.logTimeEnd( 'buildWebWorkerCode' );
+
+		}
+	};
+
+	/**
+	 * Specify functions that should be build when new raw mesh data becomes available and when the parser is finished.
+	 * @memberOf THREE.LoaderSupport.WorkerSupport
+	 *
+	 * @param {Function} builder The builder function. Default is {@link THREE.LoaderSupport.Builder}.
+	 * @param {Function} onLoad The function that is called when parsing is complete.
+	 */
+	WorkerSupport.prototype.setCallbacks = function ( builder, onLoad ) {
+		this.loaderWorker.setCallbacks( builder, onLoad );
+	};
+
+	/**
+	 * Runs the parser with the provided configuration.
+	 * @memberOf THREE.LoaderSupport.WorkerSupport
+	 *
+	 * @param {Object} payload Raw mesh description (buffers, params, materials) used to build one to many meshes.
+	 */
+	WorkerSupport.prototype.run = function ( payload ) {
+		this.loaderWorker.run( payload );
+	};
+
+	/**
+	 * Request termination of worker once parser is finished.
+	 * @memberOf THREE.LoaderSupport.WorkerSupport
+	 *
+	 * @param {boolean} terminateRequested True or false.
+	 */
+	WorkerSupport.prototype.setTerminateRequested = function ( terminateRequested ) {
+		this.loaderWorker.setTerminateRequested( terminateRequested );
+	};
+
+	var buildObject = function ( fullName, object ) {
+		var objectString = fullName + ' = {\n';
+		var part;
+		for ( var name in object ) {
+
+			part = object[ name ];
+			if ( typeof( part ) === 'string' || part instanceof String ) {
+
+				part = part.replace( '\n', '\\n' );
+				part = part.replace( '\r', '\\r' );
+				objectString += '\t' + name + ': "' + part + '",\n';
+
+			} else if ( part instanceof Array ) {
+
+				objectString += '\t' + name + ': [' + part + '],\n';
+
+			} else if ( Number.isInteger( part ) ) {
+
+				objectString += '\t' + name + ': ' + part + ',\n';
+
+			} else if ( typeof part === 'function' ) {
+
+				objectString += '\t' + name + ': ' + part + ',\n';
+
+			}
+
+		}
+		objectString += '}\n\n';
+
+		return objectString;
+	};
+
+	var buildSingelton = function ( fullName, internalName, object ) {
+		var objectString = fullName + ' = (function () {\n\n';
+		objectString += '\t' + object.prototype.constructor.toString() + '\n\n';
+		objectString = objectString.replace( object.name, internalName );
+
+		var funcString;
+		var objectPart;
+		for ( var name in object.prototype ) {
+
+			objectPart = object.prototype[ name ];
+			if ( typeof objectPart === 'function' ) {
+
+				funcString = objectPart.toString();
+				objectString += '\t' + internalName + '.prototype.' + name + ' = ' + funcString + ';\n\n';
+
+			}
+
+		}
+		objectString += '\treturn ' + internalName + ';\n';
+		objectString += '})();\n\n';
+
+		return objectString;
+	};
+
+	return WorkerSupport;
+
+})();
+
+/**
+ * Orchestrate loading of multiple OBJ files/data from an instruction queue with a configurable amount of workers (1-16).
+ * Workflow:
+ *   prepareWorkers
+ *   enqueueForRun
+ *   processQueue
+ *   tearDown (to force stop)
+ *
+ * @class
+ *
+ * @param {string} classDef Class definition to be used for construction
+ * @param {THREE.LoaderSupport.ConsoleLogger} logger logger to be used
+ */
+THREE.LoaderSupport.WorkerDirector = (function () {
+
+	var LOADER_WORKER_DIRECTOR_VERSION = '2.1.0';
+
+	var Validator = THREE.LoaderSupport.Validator;
+
+	var MAX_WEB_WORKER = 16;
+	var MAX_QUEUE_SIZE = 8192;
+
+	function WorkerDirector( classDef, logger ) {
+		this.logger = Validator.verifyInput( logger, new THREE.LoaderSupport.ConsoleLogger() );
+		this.logger.logInfo( 'Using THREE.LoaderSupport.WorkerDirector version: ' + LOADER_WORKER_DIRECTOR_VERSION );
+
+		this.maxQueueSize = MAX_QUEUE_SIZE ;
+		this.maxWebWorkers = MAX_WEB_WORKER;
+		this.crossOrigin = null;
+
+		if ( ! Validator.isValid( classDef ) ) throw 'Provided invalid classDef: ' + classDef;
+
+		this.workerDescription = {
+			classDef: classDef,
+			globalCallbacks: {},
+			workerSupports: {}
+		};
+		this.objectsCompleted = 0;
+		this.instructionQueue = [];
+		this.instructionQueuePointer = 0;
+
+		this.callbackOnFinishedProcessing = null;
+	}
+
+	/**
+	 * Returns the maximum length of the instruction queue.
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 *
+	 * @returns {number}
+	 */
+	WorkerDirector.prototype.getMaxQueueSize = function () {
+		return this.maxQueueSize;
+	};
+
+	/**
+	 * Returns the maximum number of workers.
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 *
+	 * @returns {number}
+	 */
+	WorkerDirector.prototype.getMaxWebWorkers = function () {
+		return this.maxWebWorkers;
+	};
+
+	/**
+	 * Sets the CORS string to be used.
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 *
+	 * @param {string} crossOrigin CORS value
+	 */
+	WorkerDirector.prototype.setCrossOrigin = function ( crossOrigin ) {
+		this.crossOrigin = crossOrigin;
+	};
+
+	/**
+	 * Create or destroy workers according limits. Set the name and register callbacks for dynamically created web workers.
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 *
+	 * @param {THREE.OBJLoader2.WWOBJLoader2.PrepDataCallbacks} globalCallbacks  Register global callbacks used by all web workers
+	 * @param {number} maxQueueSize Set the maximum size of the instruction queue (1-1024)
+	 * @param {number} maxWebWorkers Set the maximum amount of workers (1-16)
+	 */
+	WorkerDirector.prototype.prepareWorkers = function ( globalCallbacks, maxQueueSize, maxWebWorkers ) {
+		if ( Validator.isValid( globalCallbacks ) ) this.workerDescription.globalCallbacks = globalCallbacks;
+		this.maxQueueSize = Math.min( maxQueueSize, MAX_QUEUE_SIZE );
+		this.maxWebWorkers = Math.min( maxWebWorkers, MAX_WEB_WORKER );
+		this.maxWebWorkers = Math.min( this.maxWebWorkers, this.maxQueueSize );
+		this.objectsCompleted = 0;
+		this.instructionQueue = [];
+		this.instructionQueuePointer = 0;
+
+		for ( var instanceNo = 0; instanceNo < this.maxWebWorkers; instanceNo++ ) {
+
+			this.workerDescription.workerSupports[ instanceNo ] = {
+				instanceNo: instanceNo,
+				inUse: false,
+				terminateRequested: false,
+				workerSupport: new THREE.LoaderSupport.WorkerSupport( this.logger ),
+				loader: null
+			};
+
+		}
+	};
+
+	/**
+	 * Store run instructions in internal instructionQueue.
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 *
+	 * @param {THREE.LoaderSupport.PrepData} prepData
+	 */
+	WorkerDirector.prototype.enqueueForRun = function ( prepData ) {
+		if ( this.instructionQueue.length < this.maxQueueSize ) {
+			this.instructionQueue.push( prepData );
+		}
+	};
+
+	/**
+	 * Returns if any workers are running.
+	 *
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 * @returns {boolean}
+	 */
+	WorkerDirector.prototype.isRunning = function () {
+		var wsKeys = Object.keys( this.workerDescription.workerSupports );
+		return ( ( this.instructionQueue.length > 0 && this.instructionQueuePointer < this.instructionQueue.length ) || wsKeys.length > 0 );
+	};
+
+	/**
+	 * Process the instructionQueue until it is depleted.
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 */
+	WorkerDirector.prototype.processQueue = function () {
+		var prepData, supportDesc;
+		for ( var instanceNo in this.workerDescription.workerSupports ) {
+
+			supportDesc = this.workerDescription.workerSupports[ instanceNo ];
+			if ( ! supportDesc.inUse ) {
+
+				if ( this.instructionQueuePointer < this.instructionQueue.length ) {
+
+					prepData = this.instructionQueue[ this.instructionQueuePointer ];
+					this._kickWorkerRun( prepData, supportDesc );
+					this.instructionQueuePointer++;
+
+				} else {
+
+					this._deregister( supportDesc );
+
+				}
+
+			}
+
+		}
+
+		if ( ! this.isRunning() && this.callbackOnFinishedProcessing !== null ) {
+
+			this.callbackOnFinishedProcessing();
+			this.callbackOnFinishedProcessing = null;
+
+		}
+	};
+
+	WorkerDirector.prototype._kickWorkerRun = function( prepData, supportDesc ) {
+		supportDesc.inUse = true;
+		supportDesc.workerSupport.setTerminateRequested( supportDesc.terminateRequested );
+
+		this.logger.logInfo( '\nAssigning next item from queue to worker (queue length: ' + this.instructionQueue.length + ')\n\n' );
+
+		var scope = this;
+		var prepDataCallbacks = prepData.getCallbacks();
+		var globalCallbacks = this.workerDescription.globalCallbacks;
+		var wrapperOnLoad = function ( event ) {
+			if ( Validator.isValid( globalCallbacks.onLoad ) ) globalCallbacks.onLoad( event );
+			if ( Validator.isValid( prepDataCallbacks.onLoad ) ) prepDataCallbacks.onLoad( event );
+			scope.objectsCompleted++;
+			supportDesc.inUse = false;
+
+			scope.processQueue();
+		};
+
+		var wrapperOnProgress = function ( event ) {
+			if ( Validator.isValid( globalCallbacks.onProgress ) ) globalCallbacks.onProgress( event );
+			if ( Validator.isValid( prepDataCallbacks.onProgress ) ) prepDataCallbacks.onProgress( event );
+		};
+
+		var wrapperOnMeshAlter = function ( event ) {
+			if ( Validator.isValid( globalCallbacks.onMeshAlter ) ) globalCallbacks.onMeshAlter( event );
+			if ( Validator.isValid( prepDataCallbacks.onMeshAlter ) ) prepDataCallbacks.onMeshAlter( event );
+		};
+
+		supportDesc.loader = this._buildLoader( supportDesc.instanceNo );
+
+		var updatedCallbacks = new THREE.LoaderSupport.Callbacks();
+		updatedCallbacks.setCallbackOnLoad( wrapperOnLoad );
+		updatedCallbacks.setCallbackOnProgress( wrapperOnProgress );
+		updatedCallbacks.setCallbackOnMeshAlter( wrapperOnMeshAlter );
+		prepData.callbacks = updatedCallbacks;
+
+		supportDesc.loader.run( prepData, supportDesc.workerSupport );
+	};
+
+	WorkerDirector.prototype._buildLoader = function ( instanceNo ) {
+		var classDef = this.workerDescription.classDef;
+		var loader = Object.create( classDef.prototype );
+		this.workerDescription.classDef.call( loader, THREE.DefaultLoadingManager, this.logger );
+
+		// verify that all required functions are implemented
+		if ( ! loader.hasOwnProperty( 'instanceNo' ) ) throw classDef.name + ' has no property "instanceNo".';
+		loader.instanceNo = instanceNo;
+
+		if ( ! loader.hasOwnProperty( 'workerSupport' ) ) {
+
+			throw classDef.name + ' has no property "workerSupport".';
+
+		}
+		if ( typeof loader.run !== 'function'  ) throw classDef.name + ' has no function "run".';
+		if ( ! loader.hasOwnProperty( 'callbacks' ) || ! Validator.isValid( loader.callbacks ) ) {
+
+			this.logger.logWarn( classDef.name + ' has an invalid property "callbacks". Will change to "THREE.LoaderSupport.Callbacks"' );
+			loader.callbacks = new THREE.LoaderSupport.Callbacks();
+
+		}
+		return loader;
+	};
+
+	WorkerDirector.prototype._deregister = function ( supportDesc ) {
+		if ( Validator.isValid( supportDesc ) ) {
+
+			supportDesc.workerSupport.setTerminateRequested( true );
+			this.logger.logInfo( 'Requested termination of worker #' + supportDesc.instanceNo + '.' );
+
+			var loaderCallbacks = supportDesc.loader.callbacks;
+			if ( Validator.isValid( loaderCallbacks.onProgress ) ) loaderCallbacks.onProgress( { detail: { text: '' } } );
+			delete this.workerDescription.workerSupports[ supportDesc.instanceNo ];
+
+		}
+	};
+
+	/**
+	 * Terminate all workers.
+	 * @memberOf THREE.LoaderSupport.WorkerDirector
+	 *
+	 * @param {callback} callbackOnFinishedProcessing Function called once all workers finished processing.
+	 */
+	WorkerDirector.prototype.tearDown = function ( callbackOnFinishedProcessing ) {
+		this.logger.logInfo( 'WorkerDirector received the deregister call. Terminating all workers!' );
+
+		this.instructionQueuePointer = this.instructionQueue.length;
+		this.callbackOnFinishedProcessing = Validator.verifyInput( callbackOnFinishedProcessing, null );
+
+		for ( var name in this.workerDescription.workerSupports ) {
+
+			this.workerDescription.workerSupports[ name ].terminateRequested = true;
+
+		}
+	};
+
+	return WorkerDirector;
+
+})();
diff --git a/recursive_swarm/lib/MTLLoader.js b/recursive_swarm/lib/MTLLoader.js
new file mode 100644
index 0000000000000000000000000000000000000000..152e0a69dc0604a3688f7c940c106d7ccdc189e4
--- /dev/null
+++ b/recursive_swarm/lib/MTLLoader.js
@@ -0,0 +1,540 @@
+/**
+ * Loads a Wavefront .mtl file specifying materials
+ *
+ * @author angelxuanchang
+ */
+
+THREE.MTLLoader = function ( manager ) {
+
+	this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+};
+
+THREE.MTLLoader.prototype = {
+
+	constructor: THREE.MTLLoader,
+
+	/**
+	 * 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
+
+		};
+
+		function resolveURL( 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;
+
+	}
+
+};
\ No newline at end of file
diff --git a/recursive_swarm/lib/MaskPass.js b/recursive_swarm/lib/MaskPass.js
new file mode 100644
index 0000000000000000000000000000000000000000..a79834591d8795e21a79c4f77240865966157d58
--- /dev/null
+++ b/recursive_swarm/lib/MaskPass.js
@@ -0,0 +1,97 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.MaskPass = function ( scene, camera ) {
+
+	THREE.Pass.call( this );
+
+	this.scene = scene;
+	this.camera = camera;
+
+	this.clear = true;
+	this.needsSwap = false;
+
+	this.inverse = false;
+
+};
+
+THREE.MaskPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
+
+	constructor: THREE.MaskPass,
+
+	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+		var context = renderer.context;
+		var state = renderer.state;
+
+		// don't update color or depth
+
+		state.buffers.color.setMask( false );
+		state.buffers.depth.setMask( false );
+
+		// lock buffers
+
+		state.buffers.color.setLocked( true );
+		state.buffers.depth.setLocked( true );
+
+		// set up stencil
+
+		var writeValue, clearValue;
+
+		if ( this.inverse ) {
+
+			writeValue = 0;
+			clearValue = 1;
+
+		} else {
+
+			writeValue = 1;
+			clearValue = 0;
+
+		}
+
+		state.buffers.stencil.setTest( true );
+		state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
+		state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
+		state.buffers.stencil.setClear( clearValue );
+
+		// draw into the stencil buffer
+
+		renderer.render( this.scene, this.camera, readBuffer, this.clear );
+		renderer.render( this.scene, this.camera, writeBuffer, this.clear );
+
+		// unlock color and depth buffer for subsequent rendering
+
+		state.buffers.color.setLocked( false );
+		state.buffers.depth.setLocked( false );
+
+		// only render where stencil is set to 1
+
+		state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff );  // draw if == 1
+		state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
+
+	}
+
+} );
+
+
+THREE.ClearMaskPass = function () {
+
+	THREE.Pass.call( this );
+
+	this.needsSwap = false;
+
+};
+
+THREE.ClearMaskPass.prototype = Object.create( THREE.Pass.prototype );
+
+Object.assign( THREE.ClearMaskPass.prototype, {
+
+	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+		renderer.state.buffers.stencil.setTest( false );
+
+	}
+
+} );
\ No newline at end of file
diff --git a/recursive_swarm/lib/OBJLoader.js b/recursive_swarm/lib/OBJLoader.js
new file mode 100644
index 0000000000000000000000000000000000000000..cfe309a7789e3504c1e5a24d0ec6e918b963dfe8
--- /dev/null
+++ b/recursive_swarm/lib/OBJLoader.js
@@ -0,0 +1,791 @@
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.OBJLoader = ( function () {
+
+	// o object_name | g group_name
+	var object_pattern = /^[og]\s*(.+)?/;
+	// mtllib file_reference
+	var material_library_pattern = /^mtllib /;
+	// usemtl material_name
+	var material_use_pattern = /^usemtl /;
+
+	function ParserState() {
+
+		var state = {
+			objects: [],
+			object: {},
+
+			vertices: [],
+			normals: [],
+			colors: [],
+			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: [],
+						colors: [],
+						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 ], src[ a + 1 ], src[ a + 2 ] );
+				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
+				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
+
+			},
+
+			addVertexPoint: function ( a ) {
+
+				var src = this.vertices;
+				var dst = this.object.geometry.vertices;
+
+				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
+
+			},
+
+			addVertexLine: function ( a ) {
+
+				var src = this.vertices;
+				var dst = this.object.geometry.vertices;
+
+				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
+
+			},
+
+			addNormal: function ( a, b, c ) {
+
+				var src = this.normals;
+				var dst = this.object.geometry.normals;
+
+				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
+				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
+				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
+
+			},
+
+			addColor: function ( a, b, c ) {
+
+				var src = this.colors;
+				var dst = this.object.geometry.colors;
+
+				dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] );
+				dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] );
+				dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] );
+
+			},
+
+			addUV: function ( a, b, c ) {
+
+				var src = this.uvs;
+				var dst = this.object.geometry.uvs;
+
+				dst.push( src[ a + 0 ], src[ a + 1 ] );
+				dst.push( src[ b + 0 ], src[ b + 1 ] );
+				dst.push( src[ c + 0 ], src[ c + 1 ] );
+
+			},
+
+			addUVLine: function ( a ) {
+
+				var src = this.uvs;
+				var dst = this.object.geometry.uvs;
+
+				dst.push( src[ a + 0 ], src[ a + 1 ] );
+
+			},
+
+			addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) {
+
+				var vLen = this.vertices.length;
+
+				var ia = this.parseVertexIndex( a, vLen );
+				var ib = this.parseVertexIndex( b, vLen );
+				var ic = this.parseVertexIndex( c, vLen );
+
+				this.addVertex( ia, ib, ic );
+
+				if ( ua !== undefined && ua !== '' ) {
+
+					var uvLen = this.uvs.length;
+					ia = this.parseUVIndex( ua, uvLen );
+					ib = this.parseUVIndex( ub, uvLen );
+					ic = this.parseUVIndex( uc, uvLen );
+					this.addUV( ia, ib, ic );
+
+				}
+
+				if ( na !== undefined && na !== '' ) {
+
+					// 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 );
+
+					this.addNormal( ia, ib, ic );
+
+				}
+
+				if ( this.colors.length > 0 ) {
+
+					this.addColor( ia, ib, ic );
+
+				}
+
+			},
+
+			addPointGeometry: function ( vertices ) {
+
+				this.object.geometry.type = 'Points';
+
+				var vLen = this.vertices.length;
+
+				for ( var vi = 0, l = vertices.length; vi < l; vi ++ ) {
+
+					this.addVertexPoint( this.parseVertexIndex( vertices[ vi ], vLen ) );
+
+				}
+
+			},
+
+			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;
+
+	}
+
+	//
+
+	function OBJLoader( manager ) {
+
+		this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+
+		this.materials = null;
+
+	}
+
+	OBJLoader.prototype = {
+
+		constructor: 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;
+
+			return this;
+
+		},
+
+		parse: function ( text ) {
+
+			console.time( 'OBJLoader' );
+
+			var state = new ParserState();
+
+			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 = '';
+			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' ) {
+
+					var data = line.split( /\s+/ );
+
+					switch ( data[ 0 ] ) {
+
+						case 'v':
+							state.vertices.push(
+								parseFloat( data[ 1 ] ),
+								parseFloat( data[ 2 ] ),
+								parseFloat( data[ 3 ] )
+							);
+							if ( data.length === 8 ) {
+
+								state.colors.push(
+									parseFloat( data[ 4 ] ),
+									parseFloat( data[ 5 ] ),
+									parseFloat( data[ 6 ] )
+
+								);
+
+							}
+							break;
+						case 'vn':
+							state.normals.push(
+								parseFloat( data[ 1 ] ),
+								parseFloat( data[ 2 ] ),
+								parseFloat( data[ 3 ] )
+							);
+							break;
+						case 'vt':
+							state.uvs.push(
+								parseFloat( data[ 1 ] ),
+								parseFloat( data[ 2 ] )
+							);
+							break;
+
+					}
+
+				} else if ( lineFirstChar === 'f' ) {
+
+					var lineData = line.substr( 1 ).trim();
+					var vertexData = lineData.split( /\s+/ );
+					var faceVertices = [];
+
+					// Parse the face vertex data into an easy to work with format
+
+					for ( var j = 0, jl = vertexData.length; j < jl; j ++ ) {
+
+						var vertex = vertexData[ j ];
+
+						if ( vertex.length > 0 ) {
+
+							var vertexParts = vertex.split( '/' );
+							faceVertices.push( vertexParts );
+
+						}
+
+					}
+
+					// Draw an edge between the first vertex and all subsequent vertices to form an n-gon
+
+					var v1 = faceVertices[ 0 ];
+
+					for ( var j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) {
+
+						var v2 = faceVertices[ j ];
+						var v3 = faceVertices[ j + 1 ];
+
+						state.addFace(
+							v1[ 0 ], v2[ 0 ], v3[ 0 ],
+							v1[ 1 ], v2[ 1 ], v3[ 1 ],
+							v1[ 2 ], v2[ 2 ], v3[ 2 ]
+						);
+
+					}
+
+				} 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 ( lineFirstChar === 'p' ) {
+
+					var lineData = line.substr( 1 ).trim();
+					var pointData = lineData.split( " " );
+
+					state.addPointGeometry( pointData );
+
+				} else if ( ( result = 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 ( material_use_pattern.test( line ) ) {
+
+					// material
+
+					state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries );
+
+				} else if ( material_library_pattern.test( line ) ) {
+
+					// mtl file
+
+					state.materialLibraries.push( line.substring( 7 ).trim() );
+
+				} else if ( lineFirstChar === 's' ) {
+
+					result = line.split( ' ' );
+
+					// 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
+
+					/*
+					 * http://paulbourke.net/dataformats/obj/
+					 * or
+					 * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
+					 *
+					 * From chapter "Grouping" Syntax explanation "s group_number":
+					 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
+					 * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
+					 * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
+					 * than 0."
+					 */
+					if ( result.length > 1 ) {
+
+						var value = result[ 1 ].trim().toLowerCase();
+						state.object.smooth = ( value !== '0' && value !== 'off' );
+
+					} else {
+
+						// ZBrush can produce "s" lines #11707
+						state.object.smooth = true;
+
+					}
+					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( 'THREE.OBJLoader: 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' );
+				var isPoints = ( geometry.type === 'Points' );
+				var hasVertexColors = false;
+
+				// 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.Float32BufferAttribute( geometry.vertices, 3 ) );
+
+				if ( geometry.normals.length > 0 ) {
+
+					buffergeometry.addAttribute( 'normal', new THREE.Float32BufferAttribute( geometry.normals, 3 ) );
+
+				} else {
+
+					buffergeometry.computeVertexNormals();
+
+				}
+
+				if ( geometry.colors.length > 0 ) {
+
+					hasVertexColors = true;
+					buffergeometry.addAttribute( 'color', new THREE.Float32BufferAttribute( geometry.colors, 3 ) );
+
+				}
+
+				if ( geometry.uvs.length > 0 ) {
+
+					buffergeometry.addAttribute( 'uv', new THREE.Float32BufferAttribute( 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 );
+							materialLine.lights = false; // TOFIX
+							material = materialLine;
+
+						} else if ( isPoints && material && ! ( material instanceof THREE.PointsMaterial ) ) {
+
+							var materialPoints = new THREE.PointsMaterial( { size: 10, sizeAttenuation: false } );
+							materialLine.copy( material );
+							material = materialPoints;
+
+						}
+
+					}
+
+					if ( ! material ) {
+
+						if ( isLine ) {
+
+							material = new THREE.LineBasicMaterial();
+
+						} else if ( isPoints ) {
+
+							material = new THREE.PointsMaterial( { size: 1, sizeAttenuation: false } );
+
+						} else {
+
+							material = new THREE.MeshPhongMaterial();
+
+						}
+
+						material.name = sourceMaterial.name;
+
+					}
+
+					material.flatShading = sourceMaterial.smooth ? false : true;
+					material.vertexColors = hasVertexColors ? THREE.VertexColors : THREE.NoColors;
+
+					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 );
+
+					}
+
+					if ( isLine ) {
+
+						mesh = new THREE.LineSegments( buffergeometry, createdMaterials );
+
+					} else if ( isPoints ) {
+
+						mesh = new THREE.Points( buffergeometry, createdMaterials );
+
+					} else {
+
+						mesh = new THREE.Mesh( buffergeometry, createdMaterials );
+
+					}
+
+				} else {
+
+					if ( isLine ) {
+
+						mesh = new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] );
+
+					} else if ( isPoints ) {
+
+						mesh = new THREE.Points( buffergeometry, createdMaterials[ 0 ] );
+
+					} else {
+
+						mesh = new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] );
+
+					}
+
+				}
+
+				mesh.name = object.name;
+
+				container.add( mesh );
+
+			}
+
+			console.timeEnd( 'OBJLoader' );
+
+			return container;
+
+		}
+
+	};
+
+	return OBJLoader;
+
+} )();
diff --git a/recursive_swarm/lib/OBJLoader2.js b/recursive_swarm/lib/OBJLoader2.js
new file mode 100644
index 0000000000000000000000000000000000000000..03fd9e5fc42ba4b06a745e1b96b75e53ace963d1
--- /dev/null
+++ b/recursive_swarm/lib/OBJLoader2.js
@@ -0,0 +1,1219 @@
+/**
+  * @author Kai Salmen / https://kaisalmen.de
+  * Development repository: https://github.com/kaisalmen/WWOBJLoader
+  */
+
+'use strict';
+
+if ( THREE.OBJLoader2 === undefined ) { THREE.OBJLoader2 = {} }
+
+if ( THREE.LoaderSupport === undefined ) console.error( '"THREE.LoaderSupport" is not available. "THREE.OBJLoader2" requires it. Please include "LoaderSupport.js" in your HTML.' );
+
+/**
+ * Use this class to load OBJ data from files or to parse OBJ data from an arraybuffer
+ * @class
+ *
+ * @param {THREE.DefaultLoadingManager} [manager] The loadingManager for the loader to use. Default is {@link THREE.DefaultLoadingManager}
+ * @param {THREE.LoaderSupport.ConsoleLogger} logger logger to be used
+ */
+THREE.OBJLoader2 = (function () {
+
+	var OBJLOADER2_VERSION = '2.3.1';
+	var Validator = THREE.LoaderSupport.Validator;
+
+	OBJLoader2.prototype = Object.create( THREE.LoaderSupport.LoaderBase.prototype );
+	OBJLoader2.prototype.constructor = OBJLoader2;
+
+	function OBJLoader2( manager, logger ) {
+		THREE.LoaderSupport.LoaderBase.call( this, manager, logger );
+		this.logger.logInfo( 'Using THREE.OBJLoader2 version: ' + OBJLOADER2_VERSION );
+
+		this.materialPerSmoothingGroup = false;
+
+		this.workerSupport = null;
+		this.terminateWorkerOnLoad = true;
+	}
+
+	/**
+	 * Tells whether a material shall be created per smoothing group.
+	 * @memberOf THREE.OBJLoader2
+	 *
+	 * @param {boolean} materialPerSmoothingGroup=false
+	 */
+	OBJLoader2.prototype.setMaterialPerSmoothingGroup = function ( materialPerSmoothingGroup ) {
+		this.materialPerSmoothingGroup = materialPerSmoothingGroup === true;
+	};
+
+	/**
+	 * Run the loader according the provided instructions.
+	 * @memberOf THREE.OBJLoader2
+	 *
+	 * @param {THREE.LoaderSupport.PrepData} prepData All parameters and resources required for execution
+	 * @param {THREE.LoaderSupport.WorkerSupport} [workerSupportExternal] Use pre-existing WorkerSupport
+	 */
+	OBJLoader2.prototype.run = function ( prepData, workerSupportExternal ) {
+		this._applyPrepData( prepData );
+		var available = this.checkResourceDescriptorFiles( prepData.resources,
+			[
+				{ ext: "obj", type: "Uint8Array", ignore: false },
+				{ ext: "mtl", type: "String", ignore: false },
+				{ ext: "zip", type: "String", ignore: true }
+			]
+		);
+		if ( Validator.isValid( workerSupportExternal ) ) {
+
+			this.terminateWorkerOnLoad = false;
+			this.workerSupport = workerSupportExternal;
+			this.logger = workerSupportExternal.logger;
+
+		}
+		var scope = this;
+		var onMaterialsLoaded = function ( materials ) {
+			scope.builder.setMaterials( materials );
+
+			if ( Validator.isValid( available.obj.content ) ) {
+
+				if ( prepData.useAsync ) {
+
+					scope.parseAsync( available.obj.content, scope.callbacks.onLoad );
+
+				} else {
+
+					scope.parse( available.obj.content );
+
+				}
+			} else {
+
+				scope.setPath( available.obj.path );
+				scope.load( available.obj.name, scope.callbacks.onLoad, null, null, scope.callbacks.onMeshAlter, prepData.useAsync );
+
+			}
+		};
+
+		this._loadMtl( available.mtl, onMaterialsLoaded, prepData.crossOrigin );
+	};
+
+	OBJLoader2.prototype._applyPrepData = function ( prepData ) {
+		THREE.LoaderSupport.LoaderBase.prototype._applyPrepData.call( this, prepData );
+
+		if ( Validator.isValid( prepData ) ) {
+
+			this.setMaterialPerSmoothingGroup( prepData.materialPerSmoothingGroup );
+
+		}
+	};
+
+	/**
+	 * Parses OBJ data synchronously from arraybuffer or string.
+	 * @memberOf THREE.OBJLoader2
+	 *
+	 * @param {arraybuffer|string} content OBJ data as Uint8Array or String
+	 */
+	OBJLoader2.prototype.parse = function ( content ) {
+		this.logger.logTimeStart( 'OBJLoader2 parse: ' + this.modelName );
+
+		var parser = new Parser();
+		parser.setLogConfig( this.logger.enabled, this.logger.debug );
+		parser.setMaterialPerSmoothingGroup( this.materialPerSmoothingGroup );
+		parser.setUseIndices( this.useIndices );
+		parser.setDisregardNormals( this.disregardNormals );
+		// sync code works directly on the material references
+		parser.setMaterials( this.builder.getMaterials() );
+
+		var scope = this;
+		var onMeshLoaded = function ( payload ) {
+			var meshes = scope.builder.processPayload( payload );
+			var mesh;
+			for ( var i in meshes ) {
+				mesh = meshes[ i ];
+				scope.loaderRootNode.add( mesh );
+			}
+		};
+		parser.setCallbackBuilder( onMeshLoaded );
+		var onProgressScoped = function ( text, numericalValue ) {
+			scope.onProgress( 'progressParse', text, numericalValue );
+		};
+		parser.setCallbackProgress( onProgressScoped );
+
+		if ( content instanceof ArrayBuffer || content instanceof Uint8Array ) {
+
+			this.logger.logInfo( 'Parsing arrayBuffer...' );
+			parser.parse( content );
+
+		} else if ( typeof( content ) === 'string' || content instanceof String ) {
+
+			this.logger.logInfo( 'Parsing text...' );
+			parser.parseText( content );
+
+		} else {
+
+			throw 'Provided content was neither of type String nor Uint8Array! Aborting...';
+
+		}
+		this.logger.logTimeEnd( 'OBJLoader2 parse: ' + this.modelName );
+
+		return this.loaderRootNode;
+	};
+
+	/**
+	 * Parses OBJ content asynchronously from arraybuffer.
+	 * @memberOf THREE.OBJLoader2
+	 *
+	 * @param {arraybuffer} content OBJ data as Uint8Array
+	 * @param {callback} onLoad Called after worker successfully completed loading
+	 */
+	OBJLoader2.prototype.parseAsync = function ( content, onLoad ) {
+		this.logger.logTimeStart( 'OBJLoader2 parseAsync: ' + this.modelName );
+
+		var scope = this;
+		var scopedOnLoad = function () {
+			onLoad(
+				{
+					detail: {
+						loaderRootNode: scope.loaderRootNode,
+						modelName: scope.modelName,
+						instanceNo: scope.instanceNo
+					}
+				}
+			);
+			scope.logger.logTimeEnd( 'OBJLoader2 parseAsync: ' + scope.modelName );
+		};
+		var scopedOnMeshLoaded = function ( payload ) {
+			var meshes = scope.builder.processPayload( payload );
+			var mesh;
+			for ( var i in meshes ) {
+				mesh = meshes[ i ];
+				scope.loaderRootNode.add( mesh );
+			}
+		};
+
+		this.workerSupport = Validator.verifyInput( this.workerSupport, new THREE.LoaderSupport.WorkerSupport( this.logger ) );
+		var buildCode = function ( funcBuildObject, funcBuildSingleton ) {
+			var workerCode = '';
+			workerCode += '/**\n';
+			workerCode += '  * This code was constructed by OBJLoader2 buildCode.\n';
+			workerCode += '  */\n\n';
+			workerCode += 'THREE = { LoaderSupport: {} };\n\n';
+			workerCode += funcBuildObject( 'THREE.LoaderSupport.Validator', Validator );
+			workerCode += funcBuildSingleton( 'THREE.LoaderSupport.ConsoleLogger', THREE.LoaderSupport.ConsoleLogger );
+			workerCode += funcBuildSingleton( 'THREE.LoaderSupport.LoaderBase', THREE.LoaderSupport.LoaderBase );
+			workerCode += funcBuildSingleton( 'Parser', Parser );
+
+			return workerCode;
+		};
+		this.workerSupport.validate( buildCode, 'Parser' );
+		this.workerSupport.setCallbacks( scopedOnMeshLoaded, scopedOnLoad );
+		if ( scope.terminateWorkerOnLoad ) this.workerSupport.setTerminateRequested( true );
+
+		var materialNames = {};
+		var materials = this.builder.getMaterials();
+		for ( var materialName in materials ) {
+
+			materialNames[ materialName ] = materialName;
+
+		}
+		this.workerSupport.run(
+			{
+				params: {
+					useAsync: true,
+					materialPerSmoothingGroup: this.materialPerSmoothingGroup,
+					useIndices: this.useIndices,
+					disregardNormals: this.disregardNormals
+				},
+				logger: {
+					debug: this.logger.debug,
+					enabled: this.logger.enabled
+				},
+				materials: {
+					// in async case only material names are supplied to parser
+					materials: materialNames
+				},
+				data: {
+					input: content,
+					options: null
+				}
+			}
+		);
+	};
+
+
+	/**
+	 * Parse OBJ data either from ArrayBuffer or string
+	 * @class
+	 */
+	var Parser = (function () {
+
+		function Parser() {
+			this.callbackProgress = null;
+			this.callbackBuilder = null;
+
+			this.materials = {};
+			this.useAsync = false;
+			this.materialPerSmoothingGroup = false;
+			this.useIndices = false;
+			this.disregardNormals = false;
+
+			this.vertices = [];
+			this.colors = [];
+			this.normals = [];
+			this.uvs = [];
+
+			this.rawMesh = {
+				objectName: '',
+				groupName: '',
+				activeMtlName: '',
+				mtllibName: '',
+
+				// reset with new mesh
+				faceType: -1,
+				subGroups: [],
+				subGroupInUse: null,
+				smoothingGroup: {
+					splitMaterials: false,
+					normalized: -1,
+					real: -1
+				},
+				counts: {
+					doubleIndicesCount: 0,
+					faceCount: 0,
+					mtlCount: 0,
+					smoothingGroupCount: 0
+				}
+			};
+
+			this.inputObjectCount = 1;
+			this.outputObjectCount = 1;
+			this.globalCounts = {
+				vertices: 0,
+				faces: 0,
+				doubleIndicesCount: 0,
+				currentByte: 0,
+				totalBytes: 0
+			};
+			this.logger = new THREE.LoaderSupport.ConsoleLogger();
+		}
+
+		Parser.prototype.resetRawMesh = function () {
+			// faces are stored according combined index of group, material and smoothingGroup (0 or not)
+			this.rawMesh.subGroups = [];
+			this.rawMesh.subGroupInUse = null;
+			this.rawMesh.smoothingGroup.normalized = -1;
+			this.rawMesh.smoothingGroup.real = -1;
+
+			// this default index is required as it is possible to define faces without 'g' or 'usemtl'
+			this.pushSmoothingGroup( 1 );
+
+			this.rawMesh.counts.doubleIndicesCount = 0;
+			this.rawMesh.counts.faceCount = 0;
+			this.rawMesh.counts.mtlCount = 0;
+			this.rawMesh.counts.smoothingGroupCount = 0;
+		};
+
+		Parser.prototype.setUseAsync = function ( useAsync ) {
+			this.useAsync = useAsync;
+		};
+
+		Parser.prototype.setMaterialPerSmoothingGroup = function ( materialPerSmoothingGroup ) {
+			this.materialPerSmoothingGroup = materialPerSmoothingGroup;
+		};
+
+		Parser.prototype.setUseIndices = function ( useIndices ) {
+			this.useIndices = useIndices;
+		};
+
+		Parser.prototype.setDisregardNormals = function ( disregardNormals ) {
+			this.disregardNormals = disregardNormals;
+		};
+
+		Parser.prototype.setMaterials = function ( materials ) {
+			this.materials = THREE.LoaderSupport.Validator.verifyInput( materials, this.materials );
+			this.materials = THREE.LoaderSupport.Validator.verifyInput( this.materials, {} );
+		};
+
+		Parser.prototype.setCallbackBuilder = function ( callbackBuilder ) {
+			if ( ! THREE.LoaderSupport.Validator.isValid( callbackBuilder ) ) throw 'Unable to run as no "builder" callback is set.';
+			this.callbackBuilder = callbackBuilder;
+		};
+
+		Parser.prototype.setCallbackProgress = function ( callbackProgress ) {
+			this.callbackProgress = callbackProgress;
+		};
+
+		Parser.prototype.setLogConfig = function ( enabled, debug ) {
+			this.logger.setEnabled( enabled );
+			this.logger.setDebug( debug );
+		};
+
+		Parser.prototype.configure = function () {
+			this.pushSmoothingGroup( 1 );
+
+			if ( this.logger.isEnabled() ) {
+
+				var matKeys = Object.keys( this.materials );
+				var matNames = ( matKeys.length > 0 ) ? '\n\tmaterialNames:\n\t\t- ' + matKeys.join( '\n\t\t- ' ) : '\n\tmaterialNames: None';
+				var printedConfig = 'OBJLoader2.Parser configuration:'
+					+ matNames
+					+ '\n\tuseAsync: ' + this.useAsync
+					+ '\n\tmaterialPerSmoothingGroup: ' + this.materialPerSmoothingGroup
+					+ '\n\tuseIndices: ' + this.useIndices
+					+ '\n\tdisregardNormals: ' + this.disregardNormals
+					+ '\n\tcallbackBuilderName: ' + this.callbackBuilder.name
+					+ '\n\tcallbackProgressName: ' + this.callbackProgress.name;
+				this.logger.logInfo( printedConfig );
+			}
+		};
+
+		/**
+		 * Parse the provided arraybuffer
+		 * @memberOf Parser
+		 *
+		 * @param {Uint8Array} arrayBuffer OBJ data as Uint8Array
+		 */
+		Parser.prototype.parse = function ( arrayBuffer ) {
+			this.logger.logTimeStart( 'OBJLoader2.Parser.parse' );
+			this.configure();
+
+			var arrayBufferView = new Uint8Array( arrayBuffer );
+			var length = arrayBufferView.byteLength;
+			this.globalCounts.totalBytes = length;
+			var buffer = new Array( 128 );
+			var bufferPointer = 0;
+			var slashSpacePattern = new Array( 16 );
+			var slashSpacePatternPointer = 0;
+			var code;
+			var word = '';
+			var i = 0;
+			for ( ; i < length; i++ ) {
+
+				code = arrayBufferView[ i ];
+				switch ( code ) {
+					// space
+					case 32:
+						if ( word.length > 0 ) buffer[ bufferPointer++ ] = word;
+						slashSpacePattern[ slashSpacePatternPointer++ ] = 0;
+						word = '';
+						break;
+					// slash
+					case 47:
+						if ( word.length > 0 ) buffer[ bufferPointer++ ] = word;
+						slashSpacePattern[ slashSpacePatternPointer++ ] = 1;
+						word = '';
+						break;
+
+					// LF
+					case 10:
+						if ( word.length > 0 ) buffer[ bufferPointer++ ] = word;
+						word = '';
+						this.globalCounts.currentByte = i;
+						this.processLine( buffer, bufferPointer, slashSpacePattern, slashSpacePatternPointer );
+						bufferPointer = 0;
+						slashSpacePatternPointer = 0;
+						break;
+
+					// CR
+					case 13:
+						break;
+
+					default:
+						word += String.fromCharCode( code );
+						break;
+				}
+			}
+			this.finalizeParsing();
+			this.logger.logTimeEnd( 'OBJLoader2.Parser.parse' );
+		};
+
+		/**
+		 * Parse the provided text
+		 * @memberOf Parser
+		 *
+		 * @param {string} text OBJ data as string
+		 */
+		Parser.prototype.parseText = function ( text ) {
+			this.logger.logTimeStart( 'OBJLoader2.Parser.parseText' );
+			this.configure();
+
+			var length = text.length;
+			this.globalCounts.totalBytes = length;
+			var buffer = new Array( 128 );
+			var bufferPointer = 0;
+			var slashSpacePattern = new Array( 16 );
+			var slashSpacePatternPointer = 0;
+			var char;
+			var word = '';
+			var i = 0;
+			for ( ; i < length; i++ ) {
+
+				char = text[ i ];
+				switch ( char ) {
+					case ' ':
+						if ( word.length > 0 ) buffer[ bufferPointer++ ] = word;
+						slashSpacePattern[ slashSpacePatternPointer++ ] = 0;
+						word = '';
+						break;
+
+					case '/':
+						if ( word.length > 0 ) buffer[ bufferPointer++ ] = word;
+						slashSpacePattern[ slashSpacePatternPointer++ ] = 1;
+						word = '';
+						break;
+
+					case '\n':
+						if ( word.length > 0 ) buffer[ bufferPointer++ ] = word;
+						word = '';
+						this.globalCounts.currentByte = i;
+						this.processLine( buffer, bufferPointer, slashSpacePattern, slashSpacePatternPointer );
+						bufferPointer = 0;
+						slashSpacePatternPointer = 0;
+						break;
+
+					case '\r':
+						break;
+
+					default:
+						word += char;
+				}
+			}
+			this.finalizeParsing();
+			this.logger.logTimeEnd( 'OBJLoader2.Parser.parseText' );
+		};
+
+		Parser.prototype.processLine = function ( buffer, bufferPointer, slashSpacePattern, slashSpacePatternPointer ) {
+			if ( bufferPointer < 1 ) return;
+
+			var countSlashes = function ( slashSpacePattern, slashSpacePatternPointer ) {
+				var slashesCount = 0;
+				for ( var i = 0; i < slashSpacePatternPointer; i++ ) {
+					slashesCount += slashSpacePattern[ i ];
+				}
+				return slashesCount;
+			};
+
+			var concatStringBuffer = function ( buffer, bufferPointer, slashSpacePattern ) {
+				var concatBuffer = '';
+				if ( bufferPointer === 2 ) {
+
+					concatBuffer = buffer[ 1 ];
+
+				} else {
+
+					var bufferLength = bufferPointer - 1;
+					for ( var i = 1; i < bufferLength; i++ ) {
+
+						concatBuffer += buffer[ i ] + ( slashSpacePattern[ i ] === 0 ? ' ' : '/' );
+
+					}
+					concatBuffer += buffer[ bufferLength ];
+
+				}
+				return concatBuffer;
+			};
+
+			var flushStringBuffer = function ( buffer, bufferPointer ) {
+				for ( var i = 0; i < bufferPointer; i++ ) {
+					buffer[ i ] = '';
+				}
+			};
+
+			switch ( buffer[ 0 ] ) {
+				case 'v':
+					this.vertices.push( parseFloat( buffer[ 1 ] ) );
+					this.vertices.push( parseFloat( buffer[ 2 ] ) );
+					this.vertices.push( parseFloat( buffer[ 3 ] ) );
+					if ( bufferPointer > 4 ) {
+
+						this.colors.push( parseFloat( buffer[ 4 ] ) );
+						this.colors.push( parseFloat( buffer[ 5 ] ) );
+						this.colors.push( parseFloat( buffer[ 6 ] ) );
+
+					}
+					break;
+
+				case 'vt':
+					this.uvs.push( parseFloat( buffer[ 1 ] ) );
+					this.uvs.push( parseFloat( buffer[ 2 ] ) );
+					break;
+
+				case 'vn':
+					this.normals.push( parseFloat( buffer[ 1 ] ) );
+					this.normals.push( parseFloat( buffer[ 2 ] ) );
+					this.normals.push( parseFloat( buffer[ 3 ] ) );
+					break;
+
+				case 'f':
+					var slashesCount = countSlashes( slashSpacePattern, slashSpacePatternPointer );
+					var bufferLength = bufferPointer - 1;
+
+					// "f vertex ..."
+					if ( slashesCount === 0 ) {
+
+						this.checkFaceType( 0 );
+
+						// "f vertex/uv ..."
+					} else if  ( bufferLength === slashesCount * 2 ) {
+
+						this.checkFaceType( 1 );
+
+						// "f vertex/uv/normal ..."
+					} else if  ( bufferLength * 2 === slashesCount * 3 ) {
+
+						this.checkFaceType( 2 );
+
+						// "f vertex//normal ..."
+					} else {
+
+						this.checkFaceType( 3 );
+
+					}
+					this.processFaces( buffer, bufferLength );
+					break;
+
+				case 'l':
+					this.checkFaceType( 4 );
+					this.processLinesOrPoints( buffer, bufferPointer, countSlashes( slashSpacePattern, slashSpacePatternPointer ) );
+					break;
+
+				case 'p':
+					this.checkFaceType( 5 );
+					this.processLinesOrPoints( buffer, bufferPointer, 0 );
+					break;
+
+				case 's':
+					this.pushSmoothingGroup( buffer[ 1 ] );
+					flushStringBuffer( buffer, bufferPointer );
+					break;
+
+				case 'g':
+					// 'g' leads to creation of mesh if valid data (faces declaration was done before), otherwise only groupName gets set
+					this.processCompletedMesh();
+					this.rawMesh.groupName = THREE.LoaderSupport.Validator.verifyInput( concatStringBuffer( buffer, bufferPointer, slashSpacePattern ), '' );
+					flushStringBuffer( buffer, bufferPointer );
+					break;
+
+				case 'o':
+					// 'o' is pure meta-information and does not result in creation of new meshes
+					this.rawMesh.objectName = THREE.LoaderSupport.Validator.verifyInput( concatStringBuffer( buffer, bufferPointer, slashSpacePattern ), '' );
+					flushStringBuffer( buffer, bufferPointer );
+					break;
+
+				case 'mtllib':
+					this.rawMesh.mtllibName = THREE.LoaderSupport.Validator.verifyInput( concatStringBuffer( buffer, bufferPointer, slashSpacePattern ), '' );
+					flushStringBuffer( buffer, bufferPointer );
+					break;
+
+				case 'usemtl':
+					var mtlName = concatStringBuffer( buffer, bufferPointer, slashSpacePattern );
+					if ( this.rawMesh.activeMtlName !== mtlName && THREE.LoaderSupport.Validator.isValid( mtlName ) ) {
+
+						this.rawMesh.activeMtlName = mtlName;
+						this.rawMesh.counts.mtlCount++;
+						this.checkSubGroup();
+
+					}
+					flushStringBuffer( buffer, bufferPointer );
+					break;
+
+				default:
+					break;
+			}
+		};
+
+		Parser.prototype.pushSmoothingGroup = function ( smoothingGroup ) {
+			var smoothingGroupInt = parseInt( smoothingGroup );
+			if ( isNaN( smoothingGroupInt ) ) {
+				smoothingGroupInt = smoothingGroup === "off" ? 0 : 1;
+			}
+
+			var smoothCheck = this.rawMesh.smoothingGroup.normalized;
+			this.rawMesh.smoothingGroup.normalized = this.rawMesh.smoothingGroup.splitMaterials ? smoothingGroupInt : ( smoothingGroupInt === 0 ) ? 0 : 1;
+			this.rawMesh.smoothingGroup.real = smoothingGroupInt;
+
+			if ( smoothCheck !== smoothingGroupInt ) {
+
+				this.rawMesh.counts.smoothingGroupCount++;
+				this.checkSubGroup();
+
+			}
+		};
+
+		/**
+		 * Expanded faceTypes include all four face types, both line types and the point type
+		 * faceType = 0: "f vertex ..."
+		 * faceType = 1: "f vertex/uv ..."
+		 * faceType = 2: "f vertex/uv/normal ..."
+		 * faceType = 3: "f vertex//normal ..."
+		 * faceType = 4: "l vertex/uv ..." or "l vertex ..."
+		 * faceType = 5: "p vertex ..."
+		 */
+		Parser.prototype.checkFaceType = function ( faceType ) {
+			if ( this.rawMesh.faceType !== faceType ) {
+
+				this.processCompletedMesh();
+				this.rawMesh.faceType = faceType;
+				this.checkSubGroup();
+
+			}
+		};
+
+		Parser.prototype.checkSubGroup = function () {
+			var index = this.rawMesh.activeMtlName + '|' + this.rawMesh.smoothingGroup.normalized;
+			this.rawMesh.subGroupInUse = this.rawMesh.subGroups[ index ];
+
+			if ( ! THREE.LoaderSupport.Validator.isValid( this.rawMesh.subGroupInUse ) ) {
+
+				this.rawMesh.subGroupInUse = {
+					index: index,
+					objectName: this.rawMesh.objectName,
+					groupName: this.rawMesh.groupName,
+					materialName: this.rawMesh.activeMtlName,
+					smoothingGroup: this.rawMesh.smoothingGroup.normalized,
+					vertices: [],
+					indexMappingsCount: 0,
+					indexMappings: [],
+					indices: [],
+					colors: [],
+					uvs: [],
+					normals: []
+				};
+				this.rawMesh.subGroups[ index ] = this.rawMesh.subGroupInUse;
+
+			}
+		};
+
+		Parser.prototype.processFaces = function ( buffer, bufferLength ) {
+			var i, length;
+
+			// "f vertex ..."
+			if ( this.rawMesh.faceType === 0 ) {
+
+				for ( i = 2, length = bufferLength; i < length; i ++ ) {
+
+					this.buildFace( buffer[ 1 ] );
+					this.buildFace( buffer[ i ] );
+					this.buildFace( buffer[ i + 1 ] );
+
+				}
+
+				// "f vertex/uv ..."
+			} else if  ( this.rawMesh.faceType === 1 ) {
+
+				for ( i = 3, length = bufferLength - 2; i < length; i += 2 ) {
+
+					this.buildFace( buffer[ 1 ], buffer[ 2 ] );
+					this.buildFace( buffer[ i ], buffer[ i + 1 ] );
+					this.buildFace( buffer[ i + 2 ], buffer[ i + 3 ] );
+
+				}
+
+				// "f vertex/uv/normal ..."
+			} else if  ( this.rawMesh.faceType === 2 ) {
+
+				for ( i = 4, length = bufferLength - 3; i < length; i += 3 ) {
+
+					this.buildFace( buffer[ 1 ], buffer[ 2 ], buffer[ 3 ] );
+					this.buildFace( buffer[ i ], buffer[ i + 1 ], buffer[ i + 2 ] );
+					this.buildFace( buffer[ i + 3 ], buffer[ i + 4 ], buffer[ i + 5 ] );
+
+				}
+
+				// "f vertex//normal ..."
+			} else {
+
+				for ( i = 3, length = bufferLength - 2; i < length; i += 2 ) {
+
+					this.buildFace( buffer[ 1 ], undefined, buffer[ 2 ] );
+					this.buildFace( buffer[ i ], undefined, buffer[ i + 1 ] );
+					this.buildFace( buffer[ i + 2 ], undefined, buffer[ i + 3 ] );
+
+				}
+
+			}
+		};
+
+		Parser.prototype.buildFace = function ( faceIndexV, faceIndexU, faceIndexN ) {
+			if ( this.disregardNormals ) faceIndexN = undefined;
+			var scope = this;
+			var updateSubGroupInUse = function () {
+
+				var faceIndexVi = parseInt( faceIndexV );
+				var indexPointerV = 3 * ( faceIndexVi > 0 ? faceIndexVi - 1 : faceIndexVi + scope.vertices.length / 3 );
+
+				var vertices = scope.rawMesh.subGroupInUse.vertices;
+				vertices.push( scope.vertices[ indexPointerV++ ] );
+				vertices.push( scope.vertices[ indexPointerV++ ] );
+				vertices.push( scope.vertices[ indexPointerV ] );
+
+				var indexPointerC = scope.colors.length > 0 ? indexPointerV : null;
+				if ( indexPointerC !== null ) {
+
+					var colors = scope.rawMesh.subGroupInUse.colors;
+					colors.push( scope.colors[ indexPointerC++ ] );
+					colors.push( scope.colors[ indexPointerC++ ] );
+					colors.push( scope.colors[ indexPointerC ] );
+
+				}
+
+				if ( faceIndexU ) {
+
+					var faceIndexUi = parseInt( faceIndexU );
+					var indexPointerU = 2 * ( faceIndexUi > 0 ? faceIndexUi - 1 : faceIndexUi + scope.uvs.length / 2 );
+					var uvs = scope.rawMesh.subGroupInUse.uvs;
+					uvs.push( scope.uvs[ indexPointerU++ ] );
+					uvs.push( scope.uvs[ indexPointerU ] );
+
+				}
+				if ( faceIndexN ) {
+
+					var faceIndexNi = parseInt( faceIndexN );
+					var indexPointerN = 3 * ( faceIndexNi > 0 ? faceIndexNi - 1 : faceIndexNi + scope.normals.length / 3 );
+					var normals = scope.rawMesh.subGroupInUse.normals;
+					normals.push( scope.normals[ indexPointerN++ ] );
+					normals.push( scope.normals[ indexPointerN++ ] );
+					normals.push( scope.normals[ indexPointerN ] );
+
+				}
+			};
+
+			if ( this.useIndices ) {
+
+				var mappingName = faceIndexV + ( faceIndexU ? '_' + faceIndexU : '_n' ) + ( faceIndexN ? '_' + faceIndexN : '_n' );
+				var indicesPointer = this.rawMesh.subGroupInUse.indexMappings[ mappingName ];
+				if ( THREE.LoaderSupport.Validator.isValid( indicesPointer ) ) {
+
+					this.rawMesh.counts.doubleIndicesCount++;
+
+				} else {
+
+					indicesPointer = this.rawMesh.subGroupInUse.vertices.length / 3;
+					updateSubGroupInUse();
+					this.rawMesh.subGroupInUse.indexMappings[ mappingName ] = indicesPointer;
+					this.rawMesh.subGroupInUse.indexMappingsCount++;
+
+				}
+				this.rawMesh.subGroupInUse.indices.push( indicesPointer );
+
+			} else {
+
+				updateSubGroupInUse();
+
+			}
+			this.rawMesh.counts.faceCount++;
+		};
+
+		/*
+		 * Support for lines with or without texture or Points (just Vertex).
+		 * First element in indexArray is the line/point identification
+		 *
+		 * : "l vertex/uv		vertex/uv 		..."
+		 * 1: "l vertex			vertex 			..."
+		 */
+		Parser.prototype.processLinesOrPoints = function ( buffer, bufferPointer, slashCount ) {
+			var i = 1;
+			var length;
+			var bufferLength = bufferPointer - 1;
+
+			if ( bufferLength === slashCount * 2 ) {
+
+				for ( length = bufferPointer; i < length; i += 2 ) this.buildFace( buffer[ i ], buffer[ i + 1 ] );
+
+			} else {
+
+				for ( length = bufferPointer; i < length; i ++ ) this.buildFace( buffer[ i ] );
+
+			}
+		};
+
+		Parser.prototype.createRawMeshReport = function ( inputObjectCount ) {
+			return 'Input Object number: ' + inputObjectCount +
+				'\n\tObject name: ' + this.rawMesh.objectName +
+				'\n\tGroup name: ' + this.rawMesh.groupName +
+				'\n\tMtllib name: ' + this.rawMesh.mtllibName +
+				'\n\tVertex count: ' + this.vertices.length / 3 +
+				'\n\tNormal count: ' + this.normals.length / 3 +
+				'\n\tUV count: ' + this.uvs.length / 2 +
+				'\n\tSmoothingGroup count: ' + this.rawMesh.counts.smoothingGroupCount +
+				'\n\tMaterial count: ' + this.rawMesh.counts.mtlCount +
+				'\n\tReal MeshOutputGroup count: ' + this.rawMesh.subGroups.length;
+		};
+
+		/**
+		 * Clear any empty subGroup and calculate absolute vertex, normal and uv counts
+		 */
+		Parser.prototype.finalizeRawMesh = function () {
+			var meshOutputGroupTemp = [];
+			var meshOutputGroup;
+			var absoluteVertexCount = 0;
+			var absoluteIndexMappingsCount = 0;
+			var absoluteIndexCount = 0;
+			var absoluteColorCount = 0;
+			var absoluteNormalCount = 0;
+			var absoluteUvCount = 0;
+			var indices;
+			for ( var name in this.rawMesh.subGroups ) {
+
+				meshOutputGroup = this.rawMesh.subGroups[ name ];
+				if ( meshOutputGroup.vertices.length > 0 ) {
+
+					indices = meshOutputGroup.indices;
+					if ( indices.length > 0 && absoluteIndexMappingsCount > 0 ) {
+
+						for ( var i in indices ) indices[ i ] = indices[ i ] + absoluteIndexMappingsCount;
+
+					}
+					meshOutputGroupTemp.push( meshOutputGroup );
+					absoluteVertexCount += meshOutputGroup.vertices.length;
+					absoluteIndexMappingsCount += meshOutputGroup.indexMappingsCount;
+					absoluteIndexCount += meshOutputGroup.indices.length;
+					absoluteColorCount += meshOutputGroup.colors.length;
+					absoluteUvCount += meshOutputGroup.uvs.length;
+					absoluteNormalCount += meshOutputGroup.normals.length;
+
+				}
+			}
+
+			// do not continue if no result
+			var result = null;
+			if ( meshOutputGroupTemp.length > 0 ) {
+
+				result = {
+					name: this.rawMesh.groupName !== '' ? this.rawMesh.groupName : this.rawMesh.objectName,
+					subGroups: meshOutputGroupTemp,
+					absoluteVertexCount: absoluteVertexCount,
+					absoluteIndexCount: absoluteIndexCount,
+					absoluteColorCount: absoluteColorCount,
+					absoluteNormalCount: absoluteNormalCount,
+					absoluteUvCount: absoluteUvCount,
+					faceCount: this.rawMesh.counts.faceCount,
+					doubleIndicesCount: this.rawMesh.counts.doubleIndicesCount
+				};
+
+			}
+			return result;
+		};
+
+		Parser.prototype.processCompletedMesh = function () {
+			var result = this.finalizeRawMesh();
+			if ( THREE.LoaderSupport.Validator.isValid( result ) ) {
+
+				if ( this.colors.length > 0 && this.colors.length !== this.vertices.length ) {
+
+					throw 'Vertex Colors were detected, but vertex count and color count do not match!';
+
+				}
+				if ( this.logger.isDebug() ) this.logger.logDebug( this.createRawMeshReport( this.inputObjectCount ) );
+				this.inputObjectCount++;
+
+				this.buildMesh( result );
+				var progressBytesPercent = this.globalCounts.currentByte / this.globalCounts.totalBytes;
+				this.callbackProgress( 'Completed [o: ' + this.rawMesh.objectName + ' g:' + this.rawMesh.groupName + '] Total progress: ' + ( progressBytesPercent * 100 ).toFixed( 2 ) + '%', progressBytesPercent );
+				this.resetRawMesh();
+				return true;
+
+			} else {
+
+				return false;
+			}
+		};
+
+		/**
+		 * SubGroups are transformed to too intermediate format that is forwarded to the Builder.
+		 * It is ensured that SubGroups only contain objects with vertices (no need to check).
+		 *
+		 * @param result
+		 */
+		Parser.prototype.buildMesh = function ( result ) {
+			var meshOutputGroups = result.subGroups;
+
+			var vertexFA = new Float32Array( result.absoluteVertexCount );
+			this.globalCounts.vertices += result.absoluteVertexCount / 3;
+			this.globalCounts.faces += result.faceCount;
+			this.globalCounts.doubleIndicesCount += result.doubleIndicesCount;
+			var indexUA = ( result.absoluteIndexCount > 0 ) ? new Uint32Array( result.absoluteIndexCount ) : null;
+			var colorFA = ( result.absoluteColorCount > 0 ) ? new Float32Array( result.absoluteColorCount ) : null;
+			var normalFA = ( result.absoluteNormalCount > 0 ) ? new Float32Array( result.absoluteNormalCount ) : null;
+			var uvFA = ( result.absoluteUvCount > 0 ) ? new Float32Array( result.absoluteUvCount ) : null;
+			var haveVertexColors = THREE.LoaderSupport.Validator.isValid( colorFA );
+
+			var meshOutputGroup;
+			var materialNames = [];
+
+			var createMultiMaterial = ( meshOutputGroups.length > 1 );
+			var materialIndex = 0;
+			var materialIndexMapping = [];
+			var selectedMaterialIndex;
+			var materialGroup;
+			var materialGroups = [];
+
+			var vertexFAOffset = 0;
+			var indexUAOffset = 0;
+			var colorFAOffset = 0;
+			var normalFAOffset = 0;
+			var uvFAOffset = 0;
+			var materialGroupOffset = 0;
+			var materialGroupLength = 0;
+
+			var materialOrg, material, materialName, materialNameOrg;
+			// only one specific face type
+			for ( var oodIndex in meshOutputGroups ) {
+
+				if ( ! meshOutputGroups.hasOwnProperty( oodIndex ) ) continue;
+				meshOutputGroup = meshOutputGroups[ oodIndex ];
+
+				materialNameOrg = meshOutputGroup.materialName;
+				if ( this.rawMesh.faceType < 4 ) {
+
+					materialName = materialNameOrg + ( haveVertexColors ? '_vertexColor' : '' ) + ( meshOutputGroup.smoothingGroup === 0 ? '_flat' : '' );
+
+
+				} else {
+
+					materialName = this.rawMesh.faceType === 4 ? 'defaultLineMaterial' : 'defaultPointMaterial';
+
+				}
+				materialOrg = this.materials[ materialNameOrg ];
+				material = this.materials[ materialName ];
+
+				// both original and derived names do not lead to an existing material => need to use a default material
+				if ( ! THREE.LoaderSupport.Validator.isValid( materialOrg ) && ! THREE.LoaderSupport.Validator.isValid( material ) ) {
+
+					var defaultMaterialName = haveVertexColors ? 'defaultVertexColorMaterial' : 'defaultMaterial';
+					materialOrg = this.materials[ defaultMaterialName ];
+					this.logger.logWarn( 'object_group "' + meshOutputGroup.objectName + '_' +
+						meshOutputGroup.groupName + '" was defined with unresolvable material "' +
+						materialNameOrg + '"! Assigning "' + defaultMaterialName + '".' );
+					materialNameOrg = defaultMaterialName;
+
+					// if names are identical then there is no need for later manipulation
+					if ( materialNameOrg === materialName ) {
+
+						material = materialOrg;
+						materialName = defaultMaterialName;
+
+					}
+
+				}
+				if ( ! THREE.LoaderSupport.Validator.isValid( material ) ) {
+
+					var materialCloneInstructions = {
+						materialNameOrg: materialNameOrg,
+						materialName: materialName,
+						materialProperties: {
+							vertexColors: haveVertexColors ? 2 : 0,
+							flatShading: meshOutputGroup.smoothingGroup === 0
+						}
+					};
+					var payload = {
+						cmd: 'materialData',
+						materials: {
+							materialCloneInstructions: materialCloneInstructions
+						}
+					};
+					this.callbackBuilder( payload );
+
+					// fake entry for async; sync Parser always works on material references (Builder update directly visible here)
+					if ( this.useAsync ) this.materials[ materialName ] = materialCloneInstructions;
+
+				}
+
+				if ( createMultiMaterial ) {
+
+					// re-use material if already used before. Reduces materials array size and eliminates duplicates
+					selectedMaterialIndex = materialIndexMapping[ materialName ];
+					if ( ! selectedMaterialIndex ) {
+
+						selectedMaterialIndex = materialIndex;
+						materialIndexMapping[ materialName ] = materialIndex;
+						materialNames.push( materialName );
+						materialIndex++;
+
+					}
+					materialGroupLength = this.useIndices ? meshOutputGroup.indices.length : meshOutputGroup.vertices.length / 3;
+					materialGroup = {
+						start: materialGroupOffset,
+						count: materialGroupLength,
+						index: selectedMaterialIndex
+					};
+					materialGroups.push( materialGroup );
+					materialGroupOffset += materialGroupLength;
+
+				} else {
+
+					materialNames.push( materialName );
+
+				}
+
+				vertexFA.set( meshOutputGroup.vertices, vertexFAOffset );
+				vertexFAOffset += meshOutputGroup.vertices.length;
+
+				if ( indexUA ) {
+
+					indexUA.set( meshOutputGroup.indices, indexUAOffset );
+					indexUAOffset += meshOutputGroup.indices.length;
+
+				}
+
+				if ( colorFA ) {
+
+					colorFA.set( meshOutputGroup.colors, colorFAOffset );
+					colorFAOffset += meshOutputGroup.colors.length;
+
+				}
+
+				if ( normalFA ) {
+
+					normalFA.set( meshOutputGroup.normals, normalFAOffset );
+					normalFAOffset += meshOutputGroup.normals.length;
+
+				}
+				if ( uvFA ) {
+
+					uvFA.set( meshOutputGroup.uvs, uvFAOffset );
+					uvFAOffset += meshOutputGroup.uvs.length;
+
+				}
+
+				if ( this.logger.isDebug() ) {
+					var materialIndexLine = THREE.LoaderSupport.Validator.isValid( selectedMaterialIndex ) ? '\n\t\tmaterialIndex: ' + selectedMaterialIndex : '';
+					var createdReport = '\tOutput Object no.: ' + this.outputObjectCount +
+						'\n\t\tgroupName: ' + meshOutputGroup.groupName +
+						'\n\t\tIndex: ' + meshOutputGroup.index +
+						'\n\t\tfaceType: ' + this.rawMesh.faceType +
+						'\n\t\tmaterialName: ' + meshOutputGroup.materialName +
+						'\n\t\tsmoothingGroup: ' + meshOutputGroup.smoothingGroup +
+						materialIndexLine +
+						'\n\t\tobjectName: ' + meshOutputGroup.objectName +
+						'\n\t\t#vertices: ' + meshOutputGroup.vertices.length / 3 +
+						'\n\t\t#indices: ' + meshOutputGroup.indices.length +
+						'\n\t\t#colors: ' + meshOutputGroup.colors.length / 3 +
+						'\n\t\t#uvs: ' + meshOutputGroup.uvs.length / 2 +
+						'\n\t\t#normals: ' + meshOutputGroup.normals.length / 3;
+					this.logger.logDebug( createdReport );
+				}
+
+			}
+
+			this.outputObjectCount++;
+			this.callbackBuilder(
+				{
+					cmd: 'meshData',
+					progress: {
+						numericalValue: this.globalCounts.currentByte / this.globalCounts.totalBytes
+					},
+					params: {
+						meshName: result.name
+					},
+					materials: {
+						multiMaterial: createMultiMaterial,
+						materialNames: materialNames,
+						materialGroups: materialGroups
+					},
+					buffers: {
+						vertices: vertexFA,
+						indices: indexUA,
+						colors: colorFA,
+						normals: normalFA,
+						uvs: uvFA
+					},
+					// 0: mesh, 1: line, 2: point
+					geometryType: this.rawMesh.faceType < 4 ? 0 : ( this.rawMesh.faceType === 4 ) ? 1 : 2
+				},
+				[ vertexFA.buffer ],
+				THREE.LoaderSupport.Validator.isValid( indexUA ) ? [ indexUA.buffer ] : null,
+				THREE.LoaderSupport.Validator.isValid( colorFA ) ? [ colorFA.buffer ] : null,
+				THREE.LoaderSupport.Validator.isValid( normalFA ) ? [ normalFA.buffer ] : null,
+				THREE.LoaderSupport.Validator.isValid( uvFA ) ? [ uvFA.buffer ] : null
+			);
+		};
+
+		Parser.prototype.finalizeParsing = function () {
+			this.logger.logInfo( 'Global output object count: ' + this.outputObjectCount );
+			if ( this.processCompletedMesh() && this.logger.isEnabled() ) {
+
+				var parserFinalReport = 'Overall counts: ' +
+					'\n\tVertices: ' + this.globalCounts.vertices +
+					'\n\tFaces: ' + this.globalCounts.faces +
+					'\n\tMultiple definitions: ' + this.globalCounts.doubleIndicesCount;
+				this.logger.logInfo( parserFinalReport );
+
+			}
+		};
+
+		return Parser;
+	})();
+
+	/**
+	 * Utility method for loading an mtl file according resource description. Provide url or content.
+	 * @memberOf THREE.OBJLoader2
+	 *
+	 * @param {string} url URL to the file
+	 * @param {Object} content The file content as arraybuffer or text
+	 * @param {function} callbackOnLoad Callback to be called after successful load
+	 * @param {string} [crossOrigin] CORS value
+ 	 * @param {Object} [materialOptions] Set material loading options for MTLLoader
+	 */
+	OBJLoader2.prototype.loadMtl = function ( url, content, callbackOnLoad, crossOrigin, materialOptions ) {
+		var resource = new THREE.LoaderSupport.ResourceDescriptor( url, 'MTL' );
+		resource.setContent( content );
+		this._loadMtl( resource, callbackOnLoad, crossOrigin, materialOptions );
+	};
+
+
+	OBJLoader2.prototype._loadMtl = function ( resource, callbackOnLoad, crossOrigin, materialOptions ) {
+		if ( THREE.MTLLoader === undefined ) console.error( '"THREE.MTLLoader" is not available. "THREE.OBJLoader2" requires it for loading MTL files.' );
+		if ( Validator.isValid( resource ) ) this.logger.logTimeStart( 'Loading MTL: ' + resource.name );
+
+		var materials = [];
+		var scope = this;
+		var processMaterials = function ( materialCreator ) {
+			var materialCreatorMaterials = [];
+			if ( Validator.isValid( materialCreator ) ) {
+
+				materialCreator.preload();
+				materialCreatorMaterials = materialCreator.materials;
+				for ( var materialName in materialCreatorMaterials ) {
+
+					if ( materialCreatorMaterials.hasOwnProperty( materialName ) ) {
+
+						materials[ materialName ] = materialCreatorMaterials[ materialName ];
+
+					}
+				}
+			}
+
+			if ( Validator.isValid( resource ) ) scope.logger.logTimeEnd( 'Loading MTL: ' + resource.name );
+			callbackOnLoad( materials, materialCreator );
+		};
+
+		var mtlLoader = new THREE.MTLLoader( this.manager );
+		crossOrigin = Validator.verifyInput( crossOrigin, 'anonymous' );
+		mtlLoader.setCrossOrigin( crossOrigin );
+		if ( Validator.isValid( materialOptions ) ) mtlLoader.setMaterialOptions( materialOptions );
+
+		// fast-fail
+		if ( ! Validator.isValid( resource ) || ( ! Validator.isValid( resource.content ) && ! Validator.isValid( resource.url ) ) ) {
+
+			processMaterials();
+
+		} else {
+
+			mtlLoader.setPath( resource.path );
+			if ( Validator.isValid( resource.content ) ) {
+
+				processMaterials( Validator.isValid( resource.content ) ? mtlLoader.parse( resource.content ) : null );
+
+			} else if ( Validator.isValid( resource.url ) ) {
+
+				var onError = function ( event ) {
+					var output = 'Error occurred while downloading "' + resource.url + '"';
+					scope.logger.logError( output, event instanceof ProgressEvent ? [ 'Status: ' + event.currentTarget.statusText ] : null );
+					throw output;
+				};
+
+				mtlLoader.load( resource.name, processMaterials, undefined, onError );
+
+			}
+		}
+	};
+
+	return OBJLoader2;
+})();
diff --git a/recursive_swarm/lib/ObjectLoader.js b/recursive_swarm/lib/ObjectLoader.js
new file mode 100644
index 0000000000000000000000000000000000000000..bf7dbe138a1522d2419454a87747065ce00da86a
--- /dev/null
+++ b/recursive_swarm/lib/ObjectLoader.js
@@ -0,0 +1,886 @@
+import {
+	UVMapping,
+	CubeReflectionMapping,
+	CubeRefractionMapping,
+	EquirectangularReflectionMapping,
+	EquirectangularRefractionMapping,
+	SphericalReflectionMapping,
+	CubeUVReflectionMapping,
+	CubeUVRefractionMapping,
+
+	RepeatWrapping,
+	ClampToEdgeWrapping,
+	MirroredRepeatWrapping,
+
+	NearestFilter,
+	NearestMipMapNearestFilter,
+	NearestMipMapLinearFilter,
+	LinearFilter,
+	LinearMipMapNearestFilter,
+	LinearMipMapLinearFilter
+} from '../constants.js';
+import { Color } from '../math/Color.js';
+import { Object3D } from '../core/Object3D.js';
+import { Group } from '../objects/Group.js';
+import { Sprite } from '../objects/Sprite.js';
+import { Points } from '../objects/Points.js';
+import { Line } from '../objects/Line.js';
+import { LineLoop } from '../objects/LineLoop.js';
+import { LineSegments } from '../objects/LineSegments.js';
+import { LOD } from '../objects/LOD.js';
+import { Mesh } from '../objects/Mesh.js';
+import { SkinnedMesh } from '../objects/SkinnedMesh.js';
+import { Shape } from '../extras/core/Shape.js';
+import { Fog } from '../scenes/Fog.js';
+import { FogExp2 } from '../scenes/FogExp2.js';
+import { HemisphereLight } from '../lights/HemisphereLight.js';
+import { SpotLight } from '../lights/SpotLight.js';
+import { PointLight } from '../lights/PointLight.js';
+import { DirectionalLight } from '../lights/DirectionalLight.js';
+import { AmbientLight } from '../lights/AmbientLight.js';
+import { RectAreaLight } from '../lights/RectAreaLight.js';
+import { OrthographicCamera } from '../cameras/OrthographicCamera.js';
+import { PerspectiveCamera } from '../cameras/PerspectiveCamera.js';
+import { Scene } from '../scenes/Scene.js';
+import { Texture } from '../textures/Texture.js';
+import { ImageLoader } from './ImageLoader.js';
+import { LoadingManager, DefaultLoadingManager } from './LoadingManager.js';
+import { AnimationClip } from '../animation/AnimationClip.js';
+import { MaterialLoader } from './MaterialLoader.js';
+import { BufferGeometryLoader } from './BufferGeometryLoader.js';
+import { JSONLoader } from './JSONLoader.js';
+import { FileLoader } from './FileLoader.js';
+import * as Geometries from '../geometries/Geometries.js';
+
+/**
+ * @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 ) {
+
+				if ( onError !== undefined ) onError( 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 shapes = this.parseShape( json.shapes );
+		var geometries = this.parseGeometries( json.geometries, shapes );
+
+		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;
+
+	},
+
+	parseShape: function ( json ) {
+
+		var shapes = {};
+
+		if ( json !== undefined ) {
+
+			for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+				var shape = new Shape().fromJSON( json[ i ] );
+
+				shapes[ shape.uuid ] = shape;
+
+			}
+
+		}
+
+		return shapes;
+
+	},
+
+	parseGeometries: function ( json, shapes ) {
+
+		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 'DodecahedronBufferGeometry':
+					case 'IcosahedronGeometry':
+					case 'IcosahedronBufferGeometry':
+					case 'OctahedronGeometry':
+					case 'OctahedronBufferGeometry':
+					case 'TetrahedronGeometry':
+					case 'TetrahedronBufferGeometry':
+
+						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 'PolyhedronGeometry':
+					case 'PolyhedronBufferGeometry':
+
+						geometry = new Geometries[ data.type ](
+							data.vertices,
+							data.indices,
+							data.radius,
+							data.details
+						);
+
+						break;
+
+					case 'ShapeGeometry':
+					case 'ShapeBufferGeometry':
+
+						var geometryShapes = [];
+
+						for ( var i = 0, l = data.shapes.length; i < l; i ++ ) {
+
+							var shape = shapes[ data.shapes[ i ] ];
+
+							geometryShapes.push( shape );
+
+						}
+
+						geometry = new Geometries[ data.type ](
+							geometryShapes,
+							data.curveSegments
+						);
+
+						break;
+
+					case 'BufferGeometry':
+
+						geometry = bufferGeometryLoader.parse( data );
+
+						break;
+
+					case 'Geometry':
+
+						geometry = geometryLoader.parse( 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 data = json[ i ];
+
+				if ( data.type === 'MultiMaterial' ) {
+
+					// Deprecated
+
+					var array = [];
+
+					for ( var j = 0; j < data.materials.length; j ++ ) {
+
+						array.push( loader.parse( data.materials[ j ] ) );
+
+					}
+
+					materials[ data.uuid ] = array;
+
+				} else {
+
+					materials[ data.uuid ] = loader.parse( data );
+
+				}
+
+			}
+
+		}
+
+		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.itemEnd( url );
+				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, TEXTURE_MAPPING );
+
+				if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
+				if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
+				if ( data.center !== undefined ) texture.center.fromArray( data.center );
+				if ( data.rotation !== undefined ) texture.rotation = data.rotation;
+
+				if ( data.wrap !== undefined ) {
+
+					texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
+					texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
+
+				}
+
+				if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
+				if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
+				if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
+
+				if ( data.flipY !== undefined ) texture.flipY = data.flipY;
+
+				textures[ data.uuid ] = texture;
+
+			}
+
+		}
+
+		return textures;
+
+	},
+
+	parseObject: function ( 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 ( Array.isArray( name ) ) {
+
+				var array = [];
+
+				for ( var i = 0, l = name.length; i < l; i ++ ) {
+
+					var uuid = name[ i ];
+
+					if ( materials[ uuid ] === undefined ) {
+
+						console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
+
+					}
+
+					array.push( materials[ uuid ] );
+
+				}
+
+				return array;
+
+			}
+
+			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 'RectAreaLight':
+
+				object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
+
+				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 'SkinnedMesh':
+
+				console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
+
+			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 'LineLoop':
+
+				object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+				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;
+
+			default:
+
+				object = new Object3D();
+
+		}
+
+		object.uuid = data.uuid;
+
+		if ( data.name !== undefined ) object.name = data.name;
+		if ( data.matrix !== undefined ) {
+
+			object.matrix.fromArray( data.matrix );
+			object.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 ) {
+
+			var children = data.children;
+
+			for ( var i = 0; i < children.length; i ++ ) {
+
+				object.add( this.parseObject( children[ i ], 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;
+
+	}
+
+} );
+
+var TEXTURE_MAPPING = {
+	UVMapping: UVMapping,
+	CubeReflectionMapping: CubeReflectionMapping,
+	CubeRefractionMapping: CubeRefractionMapping,
+	EquirectangularReflectionMapping: EquirectangularReflectionMapping,
+	EquirectangularRefractionMapping: EquirectangularRefractionMapping,
+	SphericalReflectionMapping: SphericalReflectionMapping,
+	CubeUVReflectionMapping: CubeUVReflectionMapping,
+	CubeUVRefractionMapping: CubeUVRefractionMapping
+};
+
+var TEXTURE_WRAPPING = {
+	RepeatWrapping: RepeatWrapping,
+	ClampToEdgeWrapping: ClampToEdgeWrapping,
+	MirroredRepeatWrapping: MirroredRepeatWrapping
+};
+
+var TEXTURE_FILTER = {
+	NearestFilter: NearestFilter,
+	NearestMipMapNearestFilter: NearestMipMapNearestFilter,
+	NearestMipMapLinearFilter: NearestMipMapLinearFilter,
+	LinearFilter: LinearFilter,
+	LinearMipMapNearestFilter: LinearMipMapNearestFilter,
+	LinearMipMapLinearFilter: LinearMipMapLinearFilter
+};
+
+
+export { ObjectLoader };
diff --git a/recursive_swarm/lib/OrbitControls.js b/recursive_swarm/lib/OrbitControls.js
new file mode 100644
index 0000000000000000000000000000000000000000..d3d2464e7d5ba02357829f0c688af7c5d5e85743
--- /dev/null
+++ b/recursive_swarm/lib/OrbitControls.js
@@ -0,0 +1,1016 @@
+/**
+ * @author qiao / https://github.com/qiao
+ * @author mrdoob / http://mrdoob.com
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author erich666 / http://erichaines.com
+ */
+
+// This set of controls performs orbiting, dollying (zooming), and panning.
+// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
+//
+//    Orbit - left mouse / touch: one finger move
+//    Zoom - middle mouse, or mousewheel / touch: two finger spread or squish
+//    Pan - right mouse, or arrow keys / touch: three finger swipe
+
+THREE.OrbitControls = function ( object, domElement ) {
+
+	this.object = object;
+
+	this.domElement = ( domElement !== undefined ) ? domElement : document;
+
+	// Set to false to disable this control
+	this.enabled = true;
+
+	// "target" sets the location of focus, where the object orbits around
+	this.target = new THREE.Vector3();
+
+	// How far you can dolly in and out ( PerspectiveCamera only )
+	this.minDistance = 0;
+	this.maxDistance = Infinity;
+
+	// How far you can zoom in and out ( OrthographicCamera only )
+	this.minZoom = 0;
+	this.maxZoom = Infinity;
+
+	// How far you can orbit vertically, upper and lower limits.
+	// Range is 0 to Math.PI radians.
+	this.minPolarAngle = 0; // radians
+	this.maxPolarAngle = Math.PI; // radians
+
+	// How far you can orbit horizontally, upper and lower limits.
+	// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].
+	this.minAzimuthAngle = - Infinity; // radians
+	this.maxAzimuthAngle = Infinity; // radians
+
+	// Set to true to enable damping (inertia)
+	// If damping is enabled, you must call controls.update() in your animation loop
+	this.enableDamping = false;
+	this.dampingFactor = 0.25;
+
+	// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
+	// Set to false to disable zooming
+	this.enableZoom = true;
+	this.zoomSpeed = 1.0;
+
+	// Set to false to disable rotating
+	this.enableRotate = true;
+	this.rotateSpeed = 1.0;
+
+	// Set to false to disable panning
+	this.enablePan = true;
+	this.keyPanSpeed = 7.0;	// pixels moved per arrow key push
+
+	// Set to true to automatically rotate around the target
+	// If auto-rotate is enabled, you must call controls.update() in your animation loop
+	this.autoRotate = false;
+	this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60
+
+	// Set to false to disable use of the keys
+	this.enableKeys = true;
+
+	// The four arrow keys
+	this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };
+
+	// Mouse buttons
+	this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };
+
+	// for reset
+	this.target0 = this.target.clone();
+	this.position0 = this.object.position.clone();
+	this.zoom0 = this.object.zoom;
+
+	//
+	// public methods
+	//
+
+	this.getPolarAngle = function () {
+
+		return spherical.phi;
+
+	};
+
+	this.getAzimuthalAngle = function () {
+
+		return spherical.theta;
+
+	};
+
+	this.reset = function () {
+
+		scope.target.copy( scope.target0 );
+		scope.object.position.copy( scope.position0 );
+		scope.object.zoom = scope.zoom0;
+
+		scope.object.updateProjectionMatrix();
+		scope.dispatchEvent( changeEvent );
+
+		scope.update();
+
+		state = STATE.NONE;
+
+	};
+
+	// this method is exposed, but perhaps it would be better if we can make it private...
+	this.update = function () {
+
+		var offset = new THREE.Vector3();
+
+		// so camera.up is the orbit axis
+		var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) );
+		var quatInverse = quat.clone().inverse();
+
+		var lastPosition = new THREE.Vector3();
+		var lastQuaternion = new THREE.Quaternion();
+
+		return function update() {
+
+			var position = scope.object.position;
+
+			offset.copy( position ).sub( scope.target );
+
+			// rotate offset to "y-axis-is-up" space
+			offset.applyQuaternion( quat );
+
+			// angle from z-axis around y-axis
+			spherical.setFromVector3( offset );
+
+			if ( scope.autoRotate && state === STATE.NONE ) {
+
+				rotateLeft( getAutoRotationAngle() );
+
+			}
+
+			spherical.theta += sphericalDelta.theta;
+			spherical.phi += sphericalDelta.phi;
+
+			// restrict theta to be between desired limits
+			spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );
+
+			// restrict phi to be between desired limits
+			spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );
+
+			spherical.makeSafe();
+
+
+			spherical.radius *= scale;
+
+			// restrict radius to be between desired limits
+			spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );
+
+			// move target to panned location
+			scope.target.add( panOffset );
+
+			offset.setFromSpherical( spherical );
+
+			// rotate offset back to "camera-up-vector-is-up" space
+			offset.applyQuaternion( quatInverse );
+
+			position.copy( scope.target ).add( offset );
+
+			scope.object.lookAt( scope.target );
+
+			if ( scope.enableDamping === true ) {
+
+				sphericalDelta.theta *= ( 1 - scope.dampingFactor );
+				sphericalDelta.phi *= ( 1 - scope.dampingFactor );
+
+			} else {
+
+				sphericalDelta.set( 0, 0, 0 );
+
+			}
+
+			scale = 1;
+			panOffset.set( 0, 0, 0 );
+
+			// update condition is:
+			// min(camera displacement, camera rotation in radians)^2 > EPS
+			// using small-angle approximation cos(x/2) = 1 - x^2 / 8
+
+			if ( zoomChanged ||
+				lastPosition.distanceToSquared( scope.object.position ) > EPS ||
+				8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {
+
+				scope.dispatchEvent( changeEvent );
+
+				lastPosition.copy( scope.object.position );
+				lastQuaternion.copy( scope.object.quaternion );
+				zoomChanged = false;
+
+				return true;
+
+			}
+
+			return false;
+
+		};
+
+	}();
+
+	this.dispose = function () {
+
+		scope.domElement.removeEventListener( 'contextmenu', onContextMenu, false );
+		scope.domElement.removeEventListener( 'mousedown', onMouseDown, false );
+		scope.domElement.removeEventListener( 'wheel', onMouseWheel, false );
+
+		scope.domElement.removeEventListener( 'touchstart', onTouchStart, false );
+		scope.domElement.removeEventListener( 'touchend', onTouchEnd, false );
+		scope.domElement.removeEventListener( 'touchmove', onTouchMove, false );
+
+		document.removeEventListener( 'mousemove', onMouseMove, false );
+		document.removeEventListener( 'mouseup', onMouseUp, false );
+
+		window.removeEventListener( 'keydown', onKeyDown, false );
+
+		//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?
+
+	};
+
+	//
+	// internals
+	//
+
+	var scope = this;
+
+	var changeEvent = { type: 'change' };
+	var startEvent = { type: 'start' };
+	var endEvent = { type: 'end' };
+
+	var STATE = { NONE: - 1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };
+
+	var state = STATE.NONE;
+
+	var EPS = 0.000001;
+
+	// current position in spherical coordinates
+	var spherical = new THREE.Spherical();
+	var sphericalDelta = new THREE.Spherical();
+
+	var scale = 1;
+	var panOffset = new THREE.Vector3();
+	var zoomChanged = false;
+
+	var rotateStart = new THREE.Vector2();
+	var rotateEnd = new THREE.Vector2();
+	var rotateDelta = new THREE.Vector2();
+
+	var panStart = new THREE.Vector2();
+	var panEnd = new THREE.Vector2();
+	var panDelta = new THREE.Vector2();
+
+	var dollyStart = new THREE.Vector2();
+	var dollyEnd = new THREE.Vector2();
+	var dollyDelta = new THREE.Vector2();
+
+	function getAutoRotationAngle() {
+
+		return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;
+
+	}
+
+	function getZoomScale() {
+
+		return Math.pow( 0.95, scope.zoomSpeed );
+
+	}
+
+	function rotateLeft( angle ) {
+
+		sphericalDelta.theta -= angle;
+
+	}
+
+	function rotateUp( angle ) {
+
+		sphericalDelta.phi -= angle;
+
+	}
+
+	var panLeft = function () {
+
+		var v = new THREE.Vector3();
+
+		return function panLeft( distance, objectMatrix ) {
+
+			v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
+			v.multiplyScalar( - distance );
+
+			panOffset.add( v );
+
+		};
+
+	}();
+
+	var panUp = function () {
+
+		var v = new THREE.Vector3();
+
+		return function panUp( distance, objectMatrix ) {
+
+			v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix
+			v.multiplyScalar( distance );
+
+			panOffset.add( v );
+
+		};
+
+	}();
+
+	// deltaX and deltaY are in pixels; right and down are positive
+	var pan = function () {
+
+		var offset = new THREE.Vector3();
+
+		return function pan( deltaX, deltaY ) {
+
+			var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+			if ( scope.object instanceof THREE.PerspectiveCamera ) {
+
+				// perspective
+				var position = scope.object.position;
+				offset.copy( position ).sub( scope.target );
+				var targetDistance = offset.length();
+
+				// half of the fov is center to top of screen
+				targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );
+
+				// we actually don't use screenWidth, since perspective camera is fixed to screen height
+				panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
+				panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );
+
+			} else if ( scope.object instanceof THREE.OrthographicCamera ) {
+
+				// orthographic
+				panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
+				panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );
+
+			} else {
+
+				// camera neither orthographic nor perspective
+				console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
+				scope.enablePan = false;
+
+			}
+
+		};
+
+	}();
+
+	function dollyIn( dollyScale ) {
+
+		if ( scope.object instanceof THREE.PerspectiveCamera ) {
+
+			scale /= dollyScale;
+
+		} else if ( scope.object instanceof THREE.OrthographicCamera ) {
+
+			scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom * dollyScale ) );
+			scope.object.updateProjectionMatrix();
+			zoomChanged = true;
+
+		} else {
+
+			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
+			scope.enableZoom = false;
+
+		}
+
+	}
+
+	function dollyOut( dollyScale ) {
+
+		if ( scope.object instanceof THREE.PerspectiveCamera ) {
+
+			scale *= dollyScale;
+
+		} else if ( scope.object instanceof THREE.OrthographicCamera ) {
+
+			scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / dollyScale ) );
+			scope.object.updateProjectionMatrix();
+			zoomChanged = true;
+
+		} else {
+
+			console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
+			scope.enableZoom = false;
+
+		}
+
+	}
+
+	//
+	// event callbacks - update the object state
+	//
+
+	function handleMouseDownRotate( event ) {
+
+		//console.log( 'handleMouseDownRotate' );
+
+		rotateStart.set( event.clientX, event.clientY );
+
+	}
+
+	function handleMouseDownDolly( event ) {
+
+		//console.log( 'handleMouseDownDolly' );
+
+		dollyStart.set( event.clientX, event.clientY );
+
+	}
+
+	function handleMouseDownPan( event ) {
+
+		//console.log( 'handleMouseDownPan' );
+
+		panStart.set( event.clientX, event.clientY );
+
+	}
+
+	function handleMouseMoveRotate( event ) {
+
+		//console.log( 'handleMouseMoveRotate' );
+
+		rotateEnd.set( event.clientX, event.clientY );
+		rotateDelta.subVectors( rotateEnd, rotateStart );
+
+		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+		// rotating across whole screen goes 360 degrees around
+		rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
+
+		// rotating up and down along whole screen attempts to go 360, but limited to 180
+		rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
+
+		rotateStart.copy( rotateEnd );
+
+		scope.update();
+
+	}
+
+	function handleMouseMoveDolly( event ) {
+
+		//console.log( 'handleMouseMoveDolly' );
+
+		dollyEnd.set( event.clientX, event.clientY );
+
+		dollyDelta.subVectors( dollyEnd, dollyStart );
+
+		if ( dollyDelta.y > 0 ) {
+
+			dollyIn( getZoomScale() );
+
+		} else if ( dollyDelta.y < 0 ) {
+
+			dollyOut( getZoomScale() );
+
+		}
+
+		dollyStart.copy( dollyEnd );
+
+		scope.update();
+
+	}
+
+	function handleMouseMovePan( event ) {
+
+		//console.log( 'handleMouseMovePan' );
+
+		panEnd.set( event.clientX, event.clientY );
+
+		panDelta.subVectors( panEnd, panStart );
+
+		pan( panDelta.x, panDelta.y );
+
+		panStart.copy( panEnd );
+
+		scope.update();
+
+	}
+
+	function handleMouseUp( event ) {
+
+		// console.log( 'handleMouseUp' );
+
+	}
+
+	function handleMouseWheel( event ) {
+
+		// console.log( 'handleMouseWheel' );
+
+		if ( event.deltaY < 0 ) {
+
+			dollyOut( getZoomScale() );
+
+		} else if ( event.deltaY > 0 ) {
+
+			dollyIn( getZoomScale() );
+
+		}
+
+		scope.update();
+
+	}
+
+	function handleKeyDown( event ) {
+
+		//console.log( 'handleKeyDown' );
+
+		switch ( event.keyCode ) {
+
+			case scope.keys.UP:
+				pan( 0, scope.keyPanSpeed );
+				scope.update();
+				break;
+
+			case scope.keys.BOTTOM:
+				pan( 0, - scope.keyPanSpeed );
+				scope.update();
+				break;
+
+			case scope.keys.LEFT:
+				pan( scope.keyPanSpeed, 0 );
+				scope.update();
+				break;
+
+			case scope.keys.RIGHT:
+				pan( - scope.keyPanSpeed, 0 );
+				scope.update();
+				break;
+
+		}
+
+	}
+
+	function handleTouchStartRotate( event ) {
+
+		//console.log( 'handleTouchStartRotate' );
+
+		rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+
+	}
+
+	function handleTouchStartDolly( event ) {
+
+		//console.log( 'handleTouchStartDolly' );
+
+		var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+		var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+
+		var distance = Math.sqrt( dx * dx + dy * dy );
+
+		dollyStart.set( 0, distance );
+
+	}
+
+	function handleTouchStartPan( event ) {
+
+		//console.log( 'handleTouchStartPan' );
+
+		panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+
+	}
+
+	function handleTouchMoveRotate( event ) {
+
+		//console.log( 'handleTouchMoveRotate' );
+
+		rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+		rotateDelta.subVectors( rotateEnd, rotateStart );
+
+		var element = scope.domElement === document ? scope.domElement.body : scope.domElement;
+
+		// rotating across whole screen goes 360 degrees around
+		rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed );
+
+		// rotating up and down along whole screen attempts to go 360, but limited to 180
+		rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed );
+
+		rotateStart.copy( rotateEnd );
+
+		scope.update();
+
+	}
+
+	function handleTouchMoveDolly( event ) {
+
+		//console.log( 'handleTouchMoveDolly' );
+
+		var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX;
+		var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY;
+
+		var distance = Math.sqrt( dx * dx + dy * dy );
+
+		dollyEnd.set( 0, distance );
+
+		dollyDelta.subVectors( dollyEnd, dollyStart );
+
+		if ( dollyDelta.y > 0 ) {
+
+			dollyOut( getZoomScale() );
+
+		} else if ( dollyDelta.y < 0 ) {
+
+			dollyIn( getZoomScale() );
+
+		}
+
+		dollyStart.copy( dollyEnd );
+
+		scope.update();
+
+	}
+
+	function handleTouchMovePan( event ) {
+
+		//console.log( 'handleTouchMovePan' );
+
+		panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY );
+
+		panDelta.subVectors( panEnd, panStart );
+
+		pan( panDelta.x, panDelta.y );
+
+		panStart.copy( panEnd );
+
+		scope.update();
+
+	}
+
+	function handleTouchEnd( event ) {
+
+		//console.log( 'handleTouchEnd' );
+
+	}
+
+	//
+	// event handlers - FSM: listen for events and reset state
+	//
+
+	function onMouseDown( event ) {
+
+		if ( scope.enabled === false ) return;
+
+		event.preventDefault();
+
+		if ( event.button === scope.mouseButtons.ORBIT ) {
+
+			if ( scope.enableRotate === false ) return;
+
+			handleMouseDownRotate( event );
+
+			state = STATE.ROTATE;
+
+		} else if ( event.button === scope.mouseButtons.ZOOM ) {
+
+			if ( scope.enableZoom === false ) return;
+
+			handleMouseDownDolly( event );
+
+			state = STATE.DOLLY;
+
+		} else if ( event.button === scope.mouseButtons.PAN ) {
+
+			if ( scope.enablePan === false ) return;
+
+			handleMouseDownPan( event );
+
+			state = STATE.PAN;
+
+		}
+
+		if ( state !== STATE.NONE ) {
+
+			document.addEventListener( 'mousemove', onMouseMove, false );
+			document.addEventListener( 'mouseup', onMouseUp, false );
+
+			scope.dispatchEvent( startEvent );
+
+		}
+
+	}
+
+	function onMouseMove( event ) {
+
+		if ( scope.enabled === false ) return;
+
+		event.preventDefault();
+
+		if ( state === STATE.ROTATE ) {
+
+			if ( scope.enableRotate === false ) return;
+
+			handleMouseMoveRotate( event );
+
+		} else if ( state === STATE.DOLLY ) {
+
+			if ( scope.enableZoom === false ) return;
+
+			handleMouseMoveDolly( event );
+
+		} else if ( state === STATE.PAN ) {
+
+			if ( scope.enablePan === false ) return;
+
+			handleMouseMovePan( event );
+
+		}
+
+	}
+
+	function onMouseUp( event ) {
+
+		if ( scope.enabled === false ) return;
+
+		handleMouseUp( event );
+
+		document.removeEventListener( 'mousemove', onMouseMove, false );
+		document.removeEventListener( 'mouseup', onMouseUp, false );
+
+		scope.dispatchEvent( endEvent );
+
+		state = STATE.NONE;
+
+	}
+
+	function onMouseWheel( event ) {
+
+		if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return;
+
+		event.preventDefault();
+		event.stopPropagation();
+
+		handleMouseWheel( event );
+
+		scope.dispatchEvent( startEvent ); // not sure why these are here...
+		scope.dispatchEvent( endEvent );
+
+	}
+
+	function onKeyDown( event ) {
+
+		if ( scope.enabled === false || scope.enableKeys === false || scope.enablePan === false ) return;
+
+		handleKeyDown( event );
+
+	}
+
+	function onTouchStart( event ) {
+
+		if ( scope.enabled === false ) return;
+
+		switch ( event.touches.length ) {
+
+			case 1:	// one-fingered touch: rotate
+
+				if ( scope.enableRotate === false ) return;
+
+				handleTouchStartRotate( event );
+
+				state = STATE.TOUCH_ROTATE;
+
+				break;
+
+			case 2:	// two-fingered touch: dolly
+
+				if ( scope.enableZoom === false ) return;
+
+				handleTouchStartDolly( event );
+
+				state = STATE.TOUCH_DOLLY;
+
+				break;
+
+			case 3: // three-fingered touch: pan
+
+				if ( scope.enablePan === false ) return;
+
+				handleTouchStartPan( event );
+
+				state = STATE.TOUCH_PAN;
+
+				break;
+
+			default:
+
+				state = STATE.NONE;
+
+		}
+
+		if ( state !== STATE.NONE ) {
+
+			scope.dispatchEvent( startEvent );
+
+		}
+
+	}
+
+	function onTouchMove( event ) {
+
+		if ( scope.enabled === false ) return;
+
+		event.preventDefault();
+		event.stopPropagation();
+
+		switch ( event.touches.length ) {
+
+			case 1: // one-fingered touch: rotate
+
+				if ( scope.enableRotate === false ) return;
+				if ( state !== STATE.TOUCH_ROTATE ) return; // is this needed?...
+
+				handleTouchMoveRotate( event );
+
+				break;
+
+			case 2: // two-fingered touch: dolly
+
+				if ( scope.enableZoom === false ) return;
+				if ( state !== STATE.TOUCH_DOLLY ) return; // is this needed?...
+
+				handleTouchMoveDolly( event );
+
+				break;
+
+			case 3: // three-fingered touch: pan
+
+				if ( scope.enablePan === false ) return;
+				if ( state !== STATE.TOUCH_PAN ) return; // is this needed?...
+
+				handleTouchMovePan( event );
+
+				break;
+
+			default:
+
+				state = STATE.NONE;
+
+		}
+
+	}
+
+	function onTouchEnd( event ) {
+
+		if ( scope.enabled === false ) return;
+
+		handleTouchEnd( event );
+
+		scope.dispatchEvent( endEvent );
+
+		state = STATE.NONE;
+
+	}
+
+	function onContextMenu( event ) {
+
+		event.preventDefault();
+
+	}
+
+	//
+
+	scope.domElement.addEventListener( 'contextmenu', onContextMenu, false );
+
+	scope.domElement.addEventListener( 'mousedown', onMouseDown, false );
+	scope.domElement.addEventListener( 'wheel', onMouseWheel, false );
+
+	scope.domElement.addEventListener( 'touchstart', onTouchStart, false );
+	scope.domElement.addEventListener( 'touchend', onTouchEnd, false );
+	scope.domElement.addEventListener( 'touchmove', onTouchMove, false );
+
+	window.addEventListener( 'keydown', onKeyDown, false );
+
+	// force an update at start
+
+	this.update();
+
+};
+
+THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype );
+THREE.OrbitControls.prototype.constructor = THREE.OrbitControls;
+
+Object.defineProperties( THREE.OrbitControls.prototype, {
+
+	center: {
+
+		get: function () {
+
+			console.warn( 'THREE.OrbitControls: .center has been renamed to .target' );
+			return this.target;
+
+		}
+
+	},
+
+	// backward compatibility
+
+	noZoom: {
+
+		get: function () {
+
+			console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
+			return ! this.enableZoom;
+
+		},
+
+		set: function ( value ) {
+
+			console.warn( 'THREE.OrbitControls: .noZoom has been deprecated. Use .enableZoom instead.' );
+			this.enableZoom = ! value;
+
+		}
+
+	},
+
+	noRotate: {
+
+		get: function () {
+
+			console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
+			return ! this.enableRotate;
+
+		},
+
+		set: function ( value ) {
+
+			console.warn( 'THREE.OrbitControls: .noRotate has been deprecated. Use .enableRotate instead.' );
+			this.enableRotate = ! value;
+
+		}
+
+	},
+
+	noPan: {
+
+		get: function () {
+
+			console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
+			return ! this.enablePan;
+
+		},
+
+		set: function ( value ) {
+
+			console.warn( 'THREE.OrbitControls: .noPan has been deprecated. Use .enablePan instead.' );
+			this.enablePan = ! value;
+
+		}
+
+	},
+
+	noKeys: {
+
+		get: function () {
+
+			console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
+			return ! this.enableKeys;
+
+		},
+
+		set: function ( value ) {
+
+			console.warn( 'THREE.OrbitControls: .noKeys has been deprecated. Use .enableKeys instead.' );
+			this.enableKeys = ! value;
+
+		}
+
+	},
+
+	staticMoving: {
+
+		get: function () {
+
+			console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
+			return ! this.enableDamping;
+
+		},
+
+		set: function ( value ) {
+
+			console.warn( 'THREE.OrbitControls: .staticMoving has been deprecated. Use .enableDamping instead.' );
+			this.enableDamping = ! value;
+
+		}
+
+	},
+
+	dynamicDampingFactor: {
+
+		get: function () {
+
+			console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
+			return this.dampingFactor;
+
+		},
+
+		set: function ( value ) {
+
+			console.warn( 'THREE.OrbitControls: .dynamicDampingFactor has been renamed. Use .dampingFactor instead.' );
+			this.dampingFactor = value;
+
+		}
+
+	}
+
+} );
\ No newline at end of file
diff --git a/recursive_swarm/lib/RGBShiftShader.js b/recursive_swarm/lib/RGBShiftShader.js
new file mode 100644
index 0000000000000000000000000000000000000000..fe5a343ef238bf824b8a029e5dcbca4bf5fcd265
--- /dev/null
+++ b/recursive_swarm/lib/RGBShiftShader.js
@@ -0,0 +1,56 @@
+/**
+ * @author felixturner / http://airtight.cc/
+ *
+ * RGB Shift Shader
+ * Shifts red and blue channels from center in opposite directions
+ * Ported from http://kriss.cx/tom/2009/05/rgb-shift/
+ * by Tom Butterworth / http://kriss.cx/tom/
+ *
+ * amount: shift distance (1 is width of input)
+ * angle: shift angle in radians
+ */
+
+THREE.RGBShiftShader = {
+
+	uniforms: {
+
+		"tDiffuse": { value: null },
+		"amount":   { value: 0.005 },
+		"angle":    { value: 0.0 }
+
+	},
+
+	vertexShader: [
+
+		"varying vec2 vUv;",
+
+		"void main() {",
+
+			"vUv = uv;",
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join( "\n" ),
+
+	fragmentShader: [
+
+		"uniform sampler2D tDiffuse;",
+		"uniform float amount;",
+		"uniform float angle;",
+
+		"varying vec2 vUv;",
+
+		"void main() {",
+
+			"vec2 offset = amount * vec2( cos(angle), sin(angle));",
+			"vec4 cr = texture2D(tDiffuse, vUv + offset);",
+			"vec4 cga = texture2D(tDiffuse, vUv);",
+			"vec4 cb = texture2D(tDiffuse, vUv - offset);",
+			"gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);",
+
+		"}"
+
+	].join( "\n" )
+
+};
\ No newline at end of file
diff --git a/recursive_swarm/lib/RenderPass.js b/recursive_swarm/lib/RenderPass.js
new file mode 100644
index 0000000000000000000000000000000000000000..94186562860d2f490ba8ad327ad93bac1e387be7
--- /dev/null
+++ b/recursive_swarm/lib/RenderPass.js
@@ -0,0 +1,63 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.RenderPass = function ( scene, camera, overrideMaterial, clearColor, clearAlpha ) {
+
+	THREE.Pass.call( this );
+
+	this.scene = scene;
+	this.camera = camera;
+
+	this.overrideMaterial = overrideMaterial;
+
+	this.clearColor = clearColor;
+	this.clearAlpha = ( clearAlpha !== undefined ) ? clearAlpha : 0;
+
+	this.clear = true;
+	this.clearDepth = false;
+	this.needsSwap = false;
+
+};
+
+THREE.RenderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
+
+	constructor: THREE.RenderPass,
+
+	render: function ( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+		var oldAutoClear = renderer.autoClear;
+		renderer.autoClear = false;
+
+		this.scene.overrideMaterial = this.overrideMaterial;
+
+		var oldClearColor, oldClearAlpha;
+
+		if ( this.clearColor ) {
+
+			oldClearColor = renderer.getClearColor().getHex();
+			oldClearAlpha = renderer.getClearAlpha();
+
+			renderer.setClearColor( this.clearColor, this.clearAlpha );
+
+		}
+
+		if ( this.clearDepth ) {
+
+			renderer.clearDepth();
+
+		}
+
+		renderer.render( this.scene, this.camera, this.renderToScreen ? null : readBuffer, this.clear );
+
+		if ( this.clearColor ) {
+
+			renderer.setClearColor( oldClearColor, oldClearAlpha );
+
+		}
+
+		this.scene.overrideMaterial = null;
+		renderer.autoClear = oldAutoClear;
+	}
+
+} );
\ No newline at end of file
diff --git a/recursive_swarm/lib/STLLoader.js b/recursive_swarm/lib/STLLoader.js
new file mode 100644
index 0000000000000000000000000000000000000000..704a9ce6ca8a5f51aa46d6037eaef5e6612d4e61
--- /dev/null
+++ b/recursive_swarm/lib/STLLoader.js
@@ -0,0 +1,389 @@
+console.warn( "THREE.STLLoader: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
+/**
+ * Description: A THREE loader for STL ASCII files, as created by Solidworks and other CAD programs.
+ *
+ * Supports both binary and ASCII encoded files, with automatic detection of type.
+ *
+ * The loader returns a non-indexed buffer geometry.
+ *
+ * Limitations:
+ *  Binary decoding supports "Magics" color format (http://en.wikipedia.org/wiki/STL_(file_format)#Color_in_binary_STL).
+ *  There is perhaps some question as to how valid it is to always assume little-endian-ness.
+ *  ASCII decoding assumes file is UTF-8.
+ *
+ * Usage:
+ *  var loader = new THREE.STLLoader();
+ *  loader.load( './models/stl/slotted_disk.stl', function ( geometry ) {
+ *    scene.add( new THREE.Mesh( geometry ) );
+ *  });
+ *
+ * For binary STLs geometry might contain colors for vertices. To use it:
+ *  // use the same code to load STL as above
+ *  if (geometry.hasColors) {
+ *    material = new THREE.MeshPhongMaterial({ opacity: geometry.alpha, vertexColors: true });
+ *  } else { .... }
+ *  var mesh = new THREE.Mesh( geometry, material );
+ *
+ * For ASCII STLs containing multiple solids, each solid is assigned to a different group.
+ * Groups can be used to assign a different color by defining an array of materials with the same length of
+ * geometry.groups and passing it to the Mesh constructor:
+ *
+ * var mesh = new THREE.Mesh( geometry, material );
+ *
+ * For example:
+ *
+ *  var materials = [];
+ *  var nGeometryGroups = geometry.groups.length;
+ *
+ *  var colorMap = ...; // Some logic to index colors.
+ *
+ *  for (var i = 0; i < nGeometryGroups; i++) {
+ *
+ *		var material = new THREE.MeshPhongMaterial({
+ *			color: colorMap[i],
+ *			wireframe: false
+ *		});
+ *
+ *  }
+ *
+ *  materials.push(material);
+ *  var mesh = new THREE.Mesh(geometry, materials);
+ */
+
+
+THREE.STLLoader = function ( manager ) {
+
+	THREE.Loader.call( this, manager );
+
+};
+
+THREE.STLLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype ), {
+
+	constructor: THREE.STLLoader,
+
+	load: function ( url, onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var loader = new THREE.FileLoader( scope.manager );
+		loader.setPath( scope.path );
+		loader.setResponseType( 'arraybuffer' );
+		loader.setRequestHeader( this.requestHeader );
+		loader.load( url, function ( text ) {
+
+			try {
+
+				onLoad( scope.parse( text ) );
+
+			} catch ( e ) {
+
+				if ( onError ) {
+
+					onError( e );
+
+				} else {
+
+					console.error( e );
+
+				}
+
+				scope.manager.itemError( url );
+
+			}
+
+		}, onProgress, onError );
+
+	},
+
+	parse: function ( data ) {
+
+		function isBinary( data ) {
+
+			var expect, face_size, n_faces, reader;
+			reader = new DataView( data );
+			face_size = ( 32 / 8 * 3 ) + ( ( 32 / 8 * 3 ) * 3 ) + ( 16 / 8 );
+			n_faces = reader.getUint32( 80, true );
+			expect = 80 + ( 32 / 8 ) + ( n_faces * face_size );
+
+			if ( expect === reader.byteLength ) {
+
+				return true;
+
+			}
+
+			// An ASCII STL data must begin with 'solid ' as the first six bytes.
+			// However, ASCII STLs lacking the SPACE after the 'd' are known to be
+			// plentiful.  So, check the first 5 bytes for 'solid'.
+
+			// Several encodings, such as UTF-8, precede the text with up to 5 bytes:
+			// https://en.wikipedia.org/wiki/Byte_order_mark#Byte_order_marks_by_encoding
+			// Search for "solid" to start anywhere after those prefixes.
+
+			// US-ASCII ordinal values for 's', 'o', 'l', 'i', 'd'
+
+			var solid = [ 115, 111, 108, 105, 100 ];
+
+			for ( var off = 0; off < 5; off ++ ) {
+
+				// If "solid" text is matched to the current offset, declare it to be an ASCII STL.
+
+				if ( matchDataViewAt( solid, reader, off ) ) return false;
+
+			}
+
+			// Couldn't find "solid" text at the beginning; it is binary STL.
+
+			return true;
+
+		}
+
+		function matchDataViewAt( query, reader, offset ) {
+
+			// Check if each byte in query matches the corresponding byte from the current offset
+
+			for ( var i = 0, il = query.length; i < il; i ++ ) {
+
+				if ( query[ i ] !== reader.getUint8( offset + i, false ) ) return false;
+
+			}
+
+			return true;
+
+		}
+
+		function parseBinary( data ) {
+
+			var reader = new DataView( data );
+			var faces = reader.getUint32( 80, true );
+
+			var r, g, b, hasColors = false, colors;
+			var defaultR, defaultG, defaultB, alpha;
+
+			// process STL header
+			// check for default color in header ("COLOR=rgba" sequence).
+
+			for ( var index = 0; index < 80 - 10; index ++ ) {
+
+				if ( ( reader.getUint32( index, false ) == 0x434F4C4F /*COLO*/ ) &&
+					( reader.getUint8( index + 4 ) == 0x52 /*'R'*/ ) &&
+					( reader.getUint8( index + 5 ) == 0x3D /*'='*/ ) ) {
+
+					hasColors = true;
+					colors = new Float32Array( faces * 3 * 3 );
+
+					defaultR = reader.getUint8( index + 6 ) / 255;
+					defaultG = reader.getUint8( index + 7 ) / 255;
+					defaultB = reader.getUint8( index + 8 ) / 255;
+					alpha = reader.getUint8( index + 9 ) / 255;
+
+				}
+
+			}
+
+			var dataOffset = 84;
+			var faceLength = 12 * 4 + 2;
+
+			var geometry = new THREE.BufferGeometry();
+
+			var vertices = new Float32Array( faces * 3 * 3 );
+			var normals = new Float32Array( faces * 3 * 3 );
+
+			for ( var face = 0; face < faces; face ++ ) {
+
+				var start = dataOffset + face * faceLength;
+				var normalX = reader.getFloat32( start, true );
+				var normalY = reader.getFloat32( start + 4, true );
+				var normalZ = reader.getFloat32( start + 8, true );
+
+				if ( hasColors ) {
+
+					var packedColor = reader.getUint16( start + 48, true );
+
+					if ( ( packedColor & 0x8000 ) === 0 ) {
+
+						// facet has its own unique color
+
+						r = ( packedColor & 0x1F ) / 31;
+						g = ( ( packedColor >> 5 ) & 0x1F ) / 31;
+						b = ( ( packedColor >> 10 ) & 0x1F ) / 31;
+
+					} else {
+
+						r = defaultR;
+						g = defaultG;
+						b = defaultB;
+
+					}
+
+				}
+
+				for ( var i = 1; i <= 3; i ++ ) {
+
+					var vertexstart = start + i * 12;
+					var componentIdx = ( face * 3 * 3 ) + ( ( i - 1 ) * 3 );
+
+					vertices[ componentIdx ] = reader.getFloat32( vertexstart, true );
+					vertices[ componentIdx + 1 ] = reader.getFloat32( vertexstart + 4, true );
+					vertices[ componentIdx + 2 ] = reader.getFloat32( vertexstart + 8, true );
+
+					normals[ componentIdx ] = normalX;
+					normals[ componentIdx + 1 ] = normalY;
+					normals[ componentIdx + 2 ] = normalZ;
+
+					if ( hasColors ) {
+
+						colors[ componentIdx ] = r;
+						colors[ componentIdx + 1 ] = g;
+						colors[ componentIdx + 2 ] = b;
+
+					}
+
+				}
+
+			}
+
+			geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
+			geometry.setAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
+
+			if ( hasColors ) {
+
+				geometry.setAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
+				geometry.hasColors = true;
+				geometry.alpha = alpha;
+
+			}
+
+			return geometry;
+
+		}
+
+		function parseASCII( data ) {
+
+			var geometry = new THREE.BufferGeometry();
+			var patternSolid = /solid([\s\S]*?)endsolid/g;
+			var patternFace = /facet([\s\S]*?)endfacet/g;
+			var faceCounter = 0;
+
+			var patternFloat = /[\s]+([+-]?(?:\d*)(?:\.\d*)?(?:[eE][+-]?\d+)?)/.source;
+			var patternVertex = new RegExp( 'vertex' + patternFloat + patternFloat + patternFloat, 'g' );
+			var patternNormal = new RegExp( 'normal' + patternFloat + patternFloat + patternFloat, 'g' );
+
+			var vertices = [];
+			var normals = [];
+
+			var normal = new THREE.Vector3();
+
+			var result;
+
+			var groupCount = 0;
+			var startVertex = 0;
+			var endVertex = 0;
+
+			while ( ( result = patternSolid.exec( data ) ) !== null ) {
+
+				startVertex = endVertex;
+
+				var solid = result[ 0 ];
+
+				while ( ( result = patternFace.exec( solid ) ) !== null ) {
+
+					var vertexCountPerFace = 0;
+					var normalCountPerFace = 0;
+
+					var text = result[ 0 ];
+
+					while ( ( result = patternNormal.exec( text ) ) !== null ) {
+
+						normal.x = parseFloat( result[ 1 ] );
+						normal.y = parseFloat( result[ 2 ] );
+						normal.z = parseFloat( result[ 3 ] );
+						normalCountPerFace ++;
+
+					}
+
+					while ( ( result = patternVertex.exec( text ) ) !== null ) {
+
+						vertices.push( parseFloat( result[ 1 ] ), parseFloat( result[ 2 ] ), parseFloat( result[ 3 ] ) );
+						normals.push( normal.x, normal.y, normal.z );
+						vertexCountPerFace ++;
+						endVertex ++;
+
+					}
+
+					// every face have to own ONE valid normal
+
+					if ( normalCountPerFace !== 1 ) {
+
+						console.error( 'THREE.STLLoader: Something isn\'t right with the normal of face number ' + faceCounter );
+
+					}
+
+					// each face have to own THREE valid vertices
+
+					if ( vertexCountPerFace !== 3 ) {
+
+						console.error( 'THREE.STLLoader: Something isn\'t right with the vertices of face number ' + faceCounter );
+
+					}
+
+					faceCounter ++;
+
+				}
+
+				var start = startVertex;
+				var count = endVertex - startVertex;
+
+				geometry.addGroup( start, count, groupCount );
+				groupCount ++;
+
+			}
+
+			geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
+			geometry.setAttribute( 'normal', new THREE.Float32BufferAttribute( normals, 3 ) );
+
+			return geometry;
+
+		}
+
+		function ensureString( buffer ) {
+
+			if ( typeof buffer !== 'string' ) {
+
+				return THREE.LoaderUtils.decodeText( new Uint8Array( buffer ) );
+
+			}
+
+			return buffer;
+
+		}
+
+		function ensureBinary( buffer ) {
+
+			if ( typeof buffer === 'string' ) {
+
+				var array_buffer = new Uint8Array( buffer.length );
+				for ( var i = 0; i < buffer.length; i ++ ) {
+
+					array_buffer[ i ] = buffer.charCodeAt( i ) & 0xff; // implicitly assumes little-endian
+
+				}
+
+				return array_buffer.buffer || array_buffer;
+
+			} else {
+
+				return buffer;
+
+			}
+
+		}
+
+		// start
+
+		var binData = ensureBinary( data );
+
+		return isBinary( binData ) ? parseBinary( binData ) : parseASCII( ensureString( data ) );
+
+	}
+
+} );
diff --git a/recursive_swarm/lib/SaveSVG.min.js b/recursive_swarm/lib/SaveSVG.min.js
new file mode 100644
index 0000000000000000000000000000000000000000..e56d431386fdf698e836286f177bc11704bf19b4
--- /dev/null
+++ b/recursive_swarm/lib/SaveSVG.min.js
@@ -0,0 +1,2 @@
+//  v1.0.0 Copyright 2020 Akul Mehta
+!function(t,e){"object"==typeof exports&&"undefined"!=typeof module?e(exports):"function"==typeof define&&define.amd?define(["exports"],e):e((t=t||self).SaveSVG={})}(this,(function(t){"use strict";var e={data:""},i={data:[]};async function n(t){var i=window.location.href;(i=i.split("/")).pop(),i=i.join("/"),i+="/";await function(t){return new Promise((function(e,i){var n=new XMLHttpRequest;n.onreadystatechange=function(){4==n.readyState&&(200==n.status?e(n.responseText):i(n))},n.open("GET",t),n.overrideMimeType("text/plain; charset=x-user-defined"),n.send()}))}(i+t).then((function(t){e.data+=t})).catch((function(t){}))}function r(t){e.data.replace(/\/\*.*\*\//g,"").replace(/\r?\n|\r/g,"").split("}").forEach((function(e){if(""!=e.trim()){var i=e.split("{"),n=i[0].trim();i[1].split(";").forEach((function(e){if(""!=e.trim()){var i=e.split(":"),r=i[0].trim(),a=i[1].trim();"font-weight"==r?d3.select("#"+t).selectAll(n).each((function(t,e){this.getAttribute(r)||this.style[r]===a||d3.select(this).style(r+"",a+"")})):d3.select("#"+t).selectAll(n).each((function(t,e){this.getAttribute(r)||this.style[r]||d3.select(this).style(r+"",a+"")}))}}))}}))}async function a(t){await d3.xml(t).then((function(t){return i.data=[].map.call(t.querySelectorAll("symbol"),(function(t){return{id:t.getAttribute("id"),viewBox:t.getAttribute("viewBox"),innerhtml:t.innerHTML.replace(/\n|\t/g,"").trim()}})),i.data}))}async function l(t){d3.selectAll(`#${t} use`).each((function(t){var e=this.getAttribute("href");if(null===e&&(e=this.getAttribute("xlink:href")),null!==e){var n={id:e.split("#")[1],x:this.getAttribute("x"),y:this.getAttribute("y"),height:this.getAttribute("height"),width:this.getAttribute("width")},r=i.data.find(t=>t.id==n.id);d3.select(this.parentNode).append("svg").attr("id",n.id).attr("x",n.x).attr("y",n.y).attr("height",n.height).attr("width",n.width).attr("viewBox",r.viewBox).html(r.innerhtml).lower()}})).remove()}t.readCSSFile=n,t.readUSE=a,t.replacecss=r,t.replaceuse=l,t.save=async function(t,e,i){null!==e&&(await n(e),r(t)),null!==i&&(await a(i),l(t));var s=document.getElementById(t);s.setAttribute("xmlns","http://www.w3.org/2000/svg"),s.setAttribute("xmlns:xlink","http://www.w3.org/1999/xlink"),s=document.getElementById(t).outerHTML;var o=new Blob([s],{type:"image/svg+xml;charset=utf-8"}),c=URL.createObjectURL(o),d=document.createElement("a");d.href=c,d.download="Figure.svg",document.body.appendChild(d),d.click(),document.body.removeChild(d)},t.svgStyle=e,t.useArr=i,Object.defineProperty(t,"__esModule",{value:!0})}));
diff --git a/recursive_swarm/lib/ShaderPass.js b/recursive_swarm/lib/ShaderPass.js
new file mode 100644
index 0000000000000000000000000000000000000000..e24da659819ff9b933948aa6bf1583f8266a2d6b
--- /dev/null
+++ b/recursive_swarm/lib/ShaderPass.js
@@ -0,0 +1,67 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ */
+
+THREE.ShaderPass = function ( shader, textureID ) {
+
+	THREE.Pass.call( this );
+
+	this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse";
+
+	if ( shader instanceof THREE.ShaderMaterial ) {
+
+		this.uniforms = shader.uniforms;
+
+		this.material = shader;
+
+	} else if ( shader ) {
+
+		this.uniforms = THREE.UniformsUtils.clone( shader.uniforms );
+
+		this.material = new THREE.ShaderMaterial( {
+
+			defines: shader.defines || {},
+			uniforms: this.uniforms,
+			vertexShader: shader.vertexShader,
+			fragmentShader: shader.fragmentShader
+
+		} );
+
+	}
+
+	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
+	this.scene = new THREE.Scene();
+
+	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
+	this.quad.frustumCulled = false; // Avoid getting clipped
+	this.scene.add( this.quad );
+
+};
+
+THREE.ShaderPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
+
+	constructor: THREE.ShaderPass,
+
+	render: function( renderer, writeBuffer, readBuffer, delta, maskActive ) {
+
+		if ( this.uniforms[ this.textureID ] ) {
+
+			this.uniforms[ this.textureID ].value = readBuffer.texture;
+
+		}
+
+		this.quad.material = this.material;
+
+		if ( this.renderToScreen ) {
+
+			renderer.render( this.scene, this.camera );
+
+		} else {
+
+			renderer.render( this.scene, this.camera, writeBuffer, this.clear );
+
+		}
+
+	}
+
+} );
\ No newline at end of file
diff --git a/recursive_swarm/lib/TransformControls.js b/recursive_swarm/lib/TransformControls.js
new file mode 100644
index 0000000000000000000000000000000000000000..4c1bbd38d392c79671340b4bf0e46bcd2efa9b49
--- /dev/null
+++ b/recursive_swarm/lib/TransformControls.js
@@ -0,0 +1,1138 @@
+/**
+ * @author arodic / https://github.com/arodic
+ */
+ /*jshint sub:true*/
+
+( function () {
+
+	'use strict';
+
+
+	var GizmoMaterial = function ( parameters ) {
+
+		THREE.MeshBasicMaterial.call( this );
+
+		this.depthTest = false;
+		this.depthWrite = false;
+		this.side = THREE.FrontSide;
+		this.transparent = true;
+
+		this.setValues( parameters );
+
+		this.oldColor = this.color.clone();
+		this.oldOpacity = this.opacity;
+
+		this.highlight = function( highlighted ) {
+
+			if ( highlighted ) {
+
+				this.color.setRGB( 1, 1, 0 );
+				this.opacity = 1;
+
+			} else {
+
+				this.color.copy( this.oldColor );
+				this.opacity = this.oldOpacity;
+
+			}
+
+		};
+
+	};
+
+	GizmoMaterial.prototype = Object.create( THREE.MeshBasicMaterial.prototype );
+	GizmoMaterial.prototype.constructor = GizmoMaterial;
+
+
+	var GizmoLineMaterial = function ( parameters ) {
+
+		THREE.LineBasicMaterial.call( this );
+
+		this.depthTest = false;
+		this.depthWrite = false;
+		this.transparent = true;
+		this.linewidth = 1;
+
+		this.setValues( parameters );
+
+		this.oldColor = this.color.clone();
+		this.oldOpacity = this.opacity;
+
+		this.highlight = function( highlighted ) {
+
+			if ( highlighted ) {
+
+				this.color.setRGB( 1, 1, 0 );
+				this.opacity = 1;
+
+			} else {
+
+				this.color.copy( this.oldColor );
+				this.opacity = this.oldOpacity;
+
+			}
+
+		};
+
+	};
+
+	GizmoLineMaterial.prototype = Object.create( THREE.LineBasicMaterial.prototype );
+	GizmoLineMaterial.prototype.constructor = GizmoLineMaterial;
+
+
+	var pickerMaterial = new GizmoMaterial( { visible: false, transparent: false } );
+
+
+	THREE.TransformGizmo = function () {
+
+		var scope = this;
+
+		this.init = function () {
+
+			THREE.Object3D.call( this );
+
+			this.handles = new THREE.Object3D();
+			this.pickers = new THREE.Object3D();
+			this.planes = new THREE.Object3D();
+
+			this.add( this.handles );
+			this.add( this.pickers );
+			this.add( this.planes );
+
+			//// PLANES
+
+			var planeGeometry = new THREE.PlaneBufferGeometry( 50, 50, 2, 2 );
+			var planeMaterial = new THREE.MeshBasicMaterial( { visible: false, side: THREE.DoubleSide } );
+
+			var planes = {
+				"XY":   new THREE.Mesh( planeGeometry, planeMaterial ),
+				"YZ":   new THREE.Mesh( planeGeometry, planeMaterial ),
+				"XZ":   new THREE.Mesh( planeGeometry, planeMaterial ),
+				"XYZE": new THREE.Mesh( planeGeometry, planeMaterial )
+			};
+
+			this.activePlane = planes[ "XYZE" ];
+
+			planes[ "YZ" ].rotation.set( 0, Math.PI / 2, 0 );
+			planes[ "XZ" ].rotation.set( - Math.PI / 2, 0, 0 );
+
+			for ( var i in planes ) {
+
+				planes[ i ].name = i;
+				this.planes.add( planes[ i ] );
+				this.planes[ i ] = planes[ i ];
+
+			}
+
+			//// HANDLES AND PICKERS
+
+			var setupGizmos = function( gizmoMap, parent ) {
+
+				for ( var name in gizmoMap ) {
+
+					for ( i = gizmoMap[ name ].length; i --; ) {
+
+						var object = gizmoMap[ name ][ i ][ 0 ];
+						var position = gizmoMap[ name ][ i ][ 1 ];
+						var rotation = gizmoMap[ name ][ i ][ 2 ];
+
+						object.name = name;
+
+						if ( position ) object.position.set( position[ 0 ], position[ 1 ], position[ 2 ] );
+						if ( rotation ) object.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation[ 2 ] );
+
+						parent.add( object );
+
+					}
+
+				}
+
+			};
+
+			setupGizmos( this.handleGizmos, this.handles );
+			setupGizmos( this.pickerGizmos, this.pickers );
+
+			// reset Transformations
+
+			this.traverse( function ( child ) {
+
+				if ( child instanceof THREE.Mesh ) {
+
+					child.updateMatrix();
+
+					var tempGeometry = child.geometry.clone();
+					tempGeometry.applyMatrix( child.matrix );
+					child.geometry = tempGeometry;
+
+					child.position.set( 0, 0, 0 );
+					child.rotation.set( 0, 0, 0 );
+					child.scale.set( 1, 1, 1 );
+
+				}
+
+			} );
+
+		};
+
+		this.highlight = function ( axis ) {
+
+			this.traverse( function( child ) {
+
+				if ( child.material && child.material.highlight ) {
+
+					if ( child.name === axis ) {
+
+						child.material.highlight( true );
+
+					} else {
+
+						child.material.highlight( false );
+
+					}
+
+				}
+
+			} );
+
+		};
+
+	};
+
+	THREE.TransformGizmo.prototype = Object.create( THREE.Object3D.prototype );
+	THREE.TransformGizmo.prototype.constructor = THREE.TransformGizmo;
+
+	THREE.TransformGizmo.prototype.update = function ( rotation, eye ) {
+
+		var vec1 = new THREE.Vector3( 0, 0, 0 );
+		var vec2 = new THREE.Vector3( 0, 1, 0 );
+		var lookAtMatrix = new THREE.Matrix4();
+
+		this.traverse( function( child ) {
+
+			if ( child.name.search( "E" ) !== - 1 ) {
+
+				child.quaternion.setFromRotationMatrix( lookAtMatrix.lookAt( eye, vec1, vec2 ) );
+
+			} else if ( child.name.search( "X" ) !== - 1 || child.name.search( "Y" ) !== - 1 || child.name.search( "Z" ) !== - 1 ) {
+
+				child.quaternion.setFromEuler( rotation );
+
+			}
+
+		} );
+
+	};
+
+	THREE.TransformGizmoTranslate = function () {
+
+		THREE.TransformGizmo.call( this );
+
+		var arrowGeometry = new THREE.Geometry();
+		var mesh = new THREE.Mesh( new THREE.CylinderGeometry( 0, 0.05, 0.2, 12, 1, false ) );
+		mesh.position.y = 0.5;
+		mesh.updateMatrix();
+
+		arrowGeometry.merge( mesh.geometry, mesh.matrix );
+
+		var lineXGeometry = new THREE.BufferGeometry();
+		lineXGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0,  1, 0, 0 ], 3 ) );
+
+		var lineYGeometry = new THREE.BufferGeometry();
+		lineYGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0,  0, 1, 0 ], 3 ) );
+
+		var lineZGeometry = new THREE.BufferGeometry();
+		lineZGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0,  0, 0, 1 ], 3 ) );
+
+		this.handleGizmos = {
+
+			X: [
+				[ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0xff0000 } ) ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ],
+				[ new THREE.Line( lineXGeometry, new GizmoLineMaterial( { color: 0xff0000 } ) ) ]
+			],
+
+			Y: [
+				[ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x00ff00 } ) ), [ 0, 0.5, 0 ] ],
+				[	new THREE.Line( lineYGeometry, new GizmoLineMaterial( { color: 0x00ff00 } ) ) ]
+			],
+
+			Z: [
+				[ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x0000ff } ) ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ] ],
+				[ new THREE.Line( lineZGeometry, new GizmoLineMaterial( { color: 0x0000ff } ) ) ]
+			],
+
+			XYZ: [
+				[ new THREE.Mesh( new THREE.OctahedronGeometry( 0.1, 0 ), new GizmoMaterial( { color: 0xffffff, opacity: 0.25 } ) ), [ 0, 0, 0 ], [ 0, 0, 0 ] ]
+			],
+
+			XY: [
+				[ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.29, 0.29 ), new GizmoMaterial( { color: 0xffff00, opacity: 0.25 } ) ), [ 0.15, 0.15, 0 ] ]
+			],
+
+			YZ: [
+				[ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.29, 0.29 ), new GizmoMaterial( { color: 0x00ffff, opacity: 0.25 } ) ), [ 0, 0.15, 0.15 ], [ 0, Math.PI / 2, 0 ] ]
+			],
+
+			XZ: [
+				[ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.29, 0.29 ), new GizmoMaterial( { color: 0xff00ff, opacity: 0.25 } ) ), [ 0.15, 0, 0.15 ], [ - Math.PI / 2, 0, 0 ] ]
+			]
+
+		};
+
+		this.pickerGizmos = {
+
+			X: [
+				[ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0.6, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ]
+			],
+
+			Y: [
+				[ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0.6, 0 ] ]
+			],
+
+			Z: [
+				[ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0, 0.6 ], [ Math.PI / 2, 0, 0 ] ]
+			],
+
+			XYZ: [
+				[ new THREE.Mesh( new THREE.OctahedronGeometry( 0.2, 0 ), pickerMaterial ) ]
+			],
+
+			XY: [
+				[ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.4, 0.4 ), pickerMaterial ), [ 0.2, 0.2, 0 ] ]
+			],
+
+			YZ: [
+				[ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.4, 0.4 ), pickerMaterial ), [ 0, 0.2, 0.2 ], [ 0, Math.PI / 2, 0 ] ]
+			],
+
+			XZ: [
+				[ new THREE.Mesh( new THREE.PlaneBufferGeometry( 0.4, 0.4 ), pickerMaterial ), [ 0.2, 0, 0.2 ], [ - Math.PI / 2, 0, 0 ] ]
+			]
+
+		};
+
+		this.setActivePlane = function ( axis, eye ) {
+
+			var tempMatrix = new THREE.Matrix4();
+			eye.applyMatrix4( tempMatrix.getInverse( tempMatrix.extractRotation( this.planes[ "XY" ].matrixWorld ) ) );
+
+			if ( axis === "X" ) {
+
+				this.activePlane = this.planes[ "XY" ];
+
+				if ( Math.abs( eye.y ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "XZ" ];
+
+			}
+
+			if ( axis === "Y" ) {
+
+				this.activePlane = this.planes[ "XY" ];
+
+				if ( Math.abs( eye.x ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "YZ" ];
+
+			}
+
+			if ( axis === "Z" ) {
+
+				this.activePlane = this.planes[ "XZ" ];
+
+				if ( Math.abs( eye.x ) > Math.abs( eye.y ) ) this.activePlane = this.planes[ "YZ" ];
+
+			}
+
+			if ( axis === "XYZ" ) this.activePlane = this.planes[ "XYZE" ];
+
+			if ( axis === "XY" ) this.activePlane = this.planes[ "XY" ];
+
+			if ( axis === "YZ" ) this.activePlane = this.planes[ "YZ" ];
+
+			if ( axis === "XZ" ) this.activePlane = this.planes[ "XZ" ];
+
+		};
+
+		this.init();
+
+	};
+
+	THREE.TransformGizmoTranslate.prototype = Object.create( THREE.TransformGizmo.prototype );
+	THREE.TransformGizmoTranslate.prototype.constructor = THREE.TransformGizmoTranslate;
+
+	THREE.TransformGizmoRotate = function () {
+
+		THREE.TransformGizmo.call( this );
+
+		var CircleGeometry = function ( radius, facing, arc ) {
+
+			var geometry = new THREE.BufferGeometry();
+			var vertices = [];
+			arc = arc ? arc : 1;
+
+			for ( var i = 0; i <= 64 * arc; ++ i ) {
+
+				if ( facing === 'x' ) vertices.push( 0, Math.cos( i / 32 * Math.PI ) * radius, Math.sin( i / 32 * Math.PI ) * radius );
+				if ( facing === 'y' ) vertices.push( Math.cos( i / 32 * Math.PI ) * radius, 0, Math.sin( i / 32 * Math.PI ) * radius );
+				if ( facing === 'z' ) vertices.push( Math.sin( i / 32 * Math.PI ) * radius, Math.cos( i / 32 * Math.PI ) * radius, 0 );
+
+			}
+
+			geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( vertices, 3 ) );
+			return geometry;
+
+		};
+
+		this.handleGizmos = {
+
+			X: [
+				[ new THREE.Line( new CircleGeometry( 1, 'x', 0.5 ), new GizmoLineMaterial( { color: 0xff0000 } ) ) ]
+			],
+
+			Y: [
+				[ new THREE.Line( new CircleGeometry( 1, 'y', 0.5 ), new GizmoLineMaterial( { color: 0x00ff00 } ) ) ]
+			],
+
+			Z: [
+				[ new THREE.Line( new CircleGeometry( 1, 'z', 0.5 ), new GizmoLineMaterial( { color: 0x0000ff } ) ) ]
+			],
+
+			E: [
+				[ new THREE.Line( new CircleGeometry( 1.25, 'z', 1 ), new GizmoLineMaterial( { color: 0xcccc00 } ) ) ]
+			],
+
+			XYZE: [
+				[ new THREE.Line( new CircleGeometry( 1, 'z', 1 ), new GizmoLineMaterial( { color: 0x787878 } ) ) ]
+			]
+
+		};
+
+		this.pickerGizmos = {
+
+			X: [
+				[ new THREE.Mesh( new THREE.TorusGeometry( 1, 0.12, 4, 12, Math.PI ), pickerMaterial ), [ 0, 0, 0 ], [ 0, - Math.PI / 2, - Math.PI / 2 ] ]
+			],
+
+			Y: [
+				[ new THREE.Mesh( new THREE.TorusGeometry( 1, 0.12, 4, 12, Math.PI ), pickerMaterial ), [ 0, 0, 0 ], [ Math.PI / 2, 0, 0 ] ]
+			],
+
+			Z: [
+				[ new THREE.Mesh( new THREE.TorusGeometry( 1, 0.12, 4, 12, Math.PI ), pickerMaterial ), [ 0, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ]
+			],
+
+			E: [
+				[ new THREE.Mesh( new THREE.TorusGeometry( 1.25, 0.12, 2, 24 ), pickerMaterial ) ]
+			],
+
+			XYZE: [
+				[ new THREE.Mesh( new THREE.Geometry() ) ]// TODO
+			]
+
+		};
+
+		this.setActivePlane = function ( axis ) {
+
+			if ( axis === "E" ) this.activePlane = this.planes[ "XYZE" ];
+
+			if ( axis === "X" ) this.activePlane = this.planes[ "YZ" ];
+
+			if ( axis === "Y" ) this.activePlane = this.planes[ "XZ" ];
+
+			if ( axis === "Z" ) this.activePlane = this.planes[ "XY" ];
+
+		};
+
+		this.update = function ( rotation, eye2 ) {
+
+			THREE.TransformGizmo.prototype.update.apply( this, arguments );
+
+			var group = {
+
+				handles: this[ "handles" ],
+				pickers: this[ "pickers" ],
+
+			};
+
+			var tempMatrix = new THREE.Matrix4();
+			var worldRotation = new THREE.Euler( 0, 0, 1 );
+			var tempQuaternion = new THREE.Quaternion();
+			var unitX = new THREE.Vector3( 1, 0, 0 );
+			var unitY = new THREE.Vector3( 0, 1, 0 );
+			var unitZ = new THREE.Vector3( 0, 0, 1 );
+			var quaternionX = new THREE.Quaternion();
+			var quaternionY = new THREE.Quaternion();
+			var quaternionZ = new THREE.Quaternion();
+			var eye = eye2.clone();
+
+			worldRotation.copy( this.planes[ "XY" ].rotation );
+			tempQuaternion.setFromEuler( worldRotation );
+
+			tempMatrix.makeRotationFromQuaternion( tempQuaternion ).getInverse( tempMatrix );
+			eye.applyMatrix4( tempMatrix );
+
+			this.traverse( function( child ) {
+
+				tempQuaternion.setFromEuler( worldRotation );
+
+				if ( child.name === "X" ) {
+
+					quaternionX.setFromAxisAngle( unitX, Math.atan2( - eye.y, eye.z ) );
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionX );
+					child.quaternion.copy( tempQuaternion );
+
+				}
+
+				if ( child.name === "Y" ) {
+
+					quaternionY.setFromAxisAngle( unitY, Math.atan2( eye.x, eye.z ) );
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionY );
+					child.quaternion.copy( tempQuaternion );
+
+				}
+
+				if ( child.name === "Z" ) {
+
+					quaternionZ.setFromAxisAngle( unitZ, Math.atan2( eye.y, eye.x ) );
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionZ );
+					child.quaternion.copy( tempQuaternion );
+
+				}
+
+			} );
+
+		};
+
+		this.init();
+
+	};
+
+	THREE.TransformGizmoRotate.prototype = Object.create( THREE.TransformGizmo.prototype );
+	THREE.TransformGizmoRotate.prototype.constructor = THREE.TransformGizmoRotate;
+
+	THREE.TransformGizmoScale = function () {
+
+		THREE.TransformGizmo.call( this );
+
+		var arrowGeometry = new THREE.Geometry();
+		var mesh = new THREE.Mesh( new THREE.BoxGeometry( 0.125, 0.125, 0.125 ) );
+		mesh.position.y = 0.5;
+		mesh.updateMatrix();
+
+		arrowGeometry.merge( mesh.geometry, mesh.matrix );
+
+		var lineXGeometry = new THREE.BufferGeometry();
+		lineXGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0,  1, 0, 0 ], 3 ) );
+
+		var lineYGeometry = new THREE.BufferGeometry();
+		lineYGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0,  0, 1, 0 ], 3 ) );
+
+		var lineZGeometry = new THREE.BufferGeometry();
+		lineZGeometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0,  0, 0, 1 ], 3 ) );
+
+		this.handleGizmos = {
+
+			X: [
+				[ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0xff0000 } ) ), [ 0.5, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ],
+				[ new THREE.Line( lineXGeometry, new GizmoLineMaterial( { color: 0xff0000 } ) ) ]
+			],
+
+			Y: [
+				[ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x00ff00 } ) ), [ 0, 0.5, 0 ] ],
+				[ new THREE.Line( lineYGeometry, new GizmoLineMaterial( { color: 0x00ff00 } ) ) ]
+			],
+
+			Z: [
+				[ new THREE.Mesh( arrowGeometry, new GizmoMaterial( { color: 0x0000ff } ) ), [ 0, 0, 0.5 ], [ Math.PI / 2, 0, 0 ] ],
+				[ new THREE.Line( lineZGeometry, new GizmoLineMaterial( { color: 0x0000ff } ) ) ]
+			],
+
+			XYZ: [
+				[ new THREE.Mesh( new THREE.BoxGeometry( 0.125, 0.125, 0.125 ), new GizmoMaterial( { color: 0xffffff, opacity: 0.25 } ) ) ]
+			]
+
+		};
+
+		this.pickerGizmos = {
+
+			X: [
+				[ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0.6, 0, 0 ], [ 0, 0, - Math.PI / 2 ] ]
+			],
+
+			Y: [
+				[ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0.6, 0 ] ]
+			],
+
+			Z: [
+				[ new THREE.Mesh( new THREE.CylinderGeometry( 0.2, 0, 1, 4, 1, false ), pickerMaterial ), [ 0, 0, 0.6 ], [ Math.PI / 2, 0, 0 ] ]
+			],
+
+			XYZ: [
+				[ new THREE.Mesh( new THREE.BoxGeometry( 0.4, 0.4, 0.4 ), pickerMaterial ) ]
+			]
+
+		};
+
+		this.setActivePlane = function ( axis, eye ) {
+
+			var tempMatrix = new THREE.Matrix4();
+			eye.applyMatrix4( tempMatrix.getInverse( tempMatrix.extractRotation( this.planes[ "XY" ].matrixWorld ) ) );
+
+			if ( axis === "X" ) {
+
+				this.activePlane = this.planes[ "XY" ];
+				if ( Math.abs( eye.y ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "XZ" ];
+
+			}
+
+			if ( axis === "Y" ) {
+
+				this.activePlane = this.planes[ "XY" ];
+				if ( Math.abs( eye.x ) > Math.abs( eye.z ) ) this.activePlane = this.planes[ "YZ" ];
+
+			}
+
+			if ( axis === "Z" ) {
+
+				this.activePlane = this.planes[ "XZ" ];
+				if ( Math.abs( eye.x ) > Math.abs( eye.y ) ) this.activePlane = this.planes[ "YZ" ];
+
+			}
+
+			if ( axis === "XYZ" ) this.activePlane = this.planes[ "XYZE" ];
+
+		};
+
+		this.init();
+
+	};
+
+	THREE.TransformGizmoScale.prototype = Object.create( THREE.TransformGizmo.prototype );
+	THREE.TransformGizmoScale.prototype.constructor = THREE.TransformGizmoScale;
+
+	THREE.TransformControls = function ( camera, domElement ) {
+
+		// TODO: Make non-uniform scale and rotate play nice in hierarchies
+		// TODO: ADD RXYZ contol
+
+		THREE.Object3D.call( this );
+
+		domElement = ( domElement !== undefined ) ? domElement : document;
+
+		this.object = undefined;
+		this.visible = false;
+		this.translationSnap = null;
+		this.rotationSnap = null;
+		this.space = "world";
+		this.size = 1;
+		this.axis = null;
+
+		var scope = this;
+
+		var _mode = "translate";
+		var _dragging = false;
+		var _plane = "XY";
+		var _gizmo = {
+
+			"translate": new THREE.TransformGizmoTranslate(),
+			"rotate": new THREE.TransformGizmoRotate(),
+			"scale": new THREE.TransformGizmoScale()
+		};
+
+		for ( var type in _gizmo ) {
+
+			var gizmoObj = _gizmo[ type ];
+
+			gizmoObj.visible = ( type === _mode );
+			this.add( gizmoObj );
+
+		}
+
+		var changeEvent = { type: "change" };
+		var mouseDownEvent = { type: "mouseDown" };
+		var mouseUpEvent = { type: "mouseUp", mode: _mode };
+		var objectChangeEvent = { type: "objectChange" };
+
+		var ray = new THREE.Raycaster();
+		var pointerVector = new THREE.Vector2();
+
+		var point = new THREE.Vector3();
+		var offset = new THREE.Vector3();
+
+		var rotation = new THREE.Vector3();
+		var offsetRotation = new THREE.Vector3();
+		var scale = 1;
+
+		var lookAtMatrix = new THREE.Matrix4();
+		var eye = new THREE.Vector3();
+
+		var tempMatrix = new THREE.Matrix4();
+		var tempVector = new THREE.Vector3();
+		var tempQuaternion = new THREE.Quaternion();
+		var unitX = new THREE.Vector3( 1, 0, 0 );
+		var unitY = new THREE.Vector3( 0, 1, 0 );
+		var unitZ = new THREE.Vector3( 0, 0, 1 );
+
+		var quaternionXYZ = new THREE.Quaternion();
+		var quaternionX = new THREE.Quaternion();
+		var quaternionY = new THREE.Quaternion();
+		var quaternionZ = new THREE.Quaternion();
+		var quaternionE = new THREE.Quaternion();
+
+		var oldPosition = new THREE.Vector3();
+		var oldScale = new THREE.Vector3();
+		var oldRotationMatrix = new THREE.Matrix4();
+
+		var parentRotationMatrix  = new THREE.Matrix4();
+		var parentScale = new THREE.Vector3();
+
+		var worldPosition = new THREE.Vector3();
+		var worldRotation = new THREE.Euler();
+		var worldRotationMatrix  = new THREE.Matrix4();
+		var camPosition = new THREE.Vector3();
+		var camRotation = new THREE.Euler();
+
+		domElement.addEventListener( "mousedown", onPointerDown, false );
+		domElement.addEventListener( "touchstart", onPointerDown, false );
+
+		domElement.addEventListener( "mousemove", onPointerHover, false );
+		domElement.addEventListener( "touchmove", onPointerHover, false );
+
+		domElement.addEventListener( "mousemove", onPointerMove, false );
+		domElement.addEventListener( "touchmove", onPointerMove, false );
+
+		domElement.addEventListener( "mouseup", onPointerUp, false );
+		domElement.addEventListener( "mouseout", onPointerUp, false );
+		domElement.addEventListener( "touchend", onPointerUp, false );
+		domElement.addEventListener( "touchcancel", onPointerUp, false );
+		domElement.addEventListener( "touchleave", onPointerUp, false );
+
+		this.dispose = function () {
+
+			domElement.removeEventListener( "mousedown", onPointerDown );
+			domElement.removeEventListener( "touchstart", onPointerDown );
+
+			domElement.removeEventListener( "mousemove", onPointerHover );
+			domElement.removeEventListener( "touchmove", onPointerHover );
+
+			domElement.removeEventListener( "mousemove", onPointerMove );
+			domElement.removeEventListener( "touchmove", onPointerMove );
+
+			domElement.removeEventListener( "mouseup", onPointerUp );
+			domElement.removeEventListener( "mouseout", onPointerUp );
+			domElement.removeEventListener( "touchend", onPointerUp );
+			domElement.removeEventListener( "touchcancel", onPointerUp );
+			domElement.removeEventListener( "touchleave", onPointerUp );
+
+		};
+
+		this.attach = function ( object ) {
+
+			this.object = object;
+			this.visible = true;
+			this.update();
+
+		};
+
+		this.detach = function () {
+
+			this.object = undefined;
+			this.visible = false;
+			this.axis = null;
+
+		};
+
+		this.getMode = function () {
+
+			return _mode;
+
+		};
+
+		this.setMode = function ( mode ) {
+
+			_mode = mode ? mode : _mode;
+
+			if ( _mode === "scale" ) scope.space = "local";
+
+			for ( var type in _gizmo ) _gizmo[ type ].visible = ( type === _mode );
+
+			this.update();
+			scope.dispatchEvent( changeEvent );
+
+		};
+
+		this.setTranslationSnap = function ( translationSnap ) {
+
+			scope.translationSnap = translationSnap;
+
+		};
+
+		this.setRotationSnap = function ( rotationSnap ) {
+
+			scope.rotationSnap = rotationSnap;
+
+		};
+
+		this.setSize = function ( size ) {
+
+			scope.size = size;
+			this.update();
+			scope.dispatchEvent( changeEvent );
+
+		};
+
+		this.setSpace = function ( space ) {
+
+			scope.space = space;
+			this.update();
+			scope.dispatchEvent( changeEvent );
+
+		};
+
+		this.update = function () {
+
+			if ( scope.object === undefined ) return;
+
+			scope.object.updateMatrixWorld();
+			worldPosition.setFromMatrixPosition( scope.object.matrixWorld );
+			worldRotation.setFromRotationMatrix( tempMatrix.extractRotation( scope.object.matrixWorld ) );
+
+			camera.updateMatrixWorld();
+			camPosition.setFromMatrixPosition( camera.matrixWorld );
+			camRotation.setFromRotationMatrix( tempMatrix.extractRotation( camera.matrixWorld ) );
+
+			scale = worldPosition.distanceTo( camPosition ) / 6 * scope.size;
+			this.position.copy( worldPosition );
+			this.scale.set( scale, scale, scale );
+
+			eye.copy( camPosition ).sub( worldPosition ).normalize();
+
+			if ( scope.space === "local" ) {
+
+				_gizmo[ _mode ].update( worldRotation, eye );
+
+			} else if ( scope.space === "world" ) {
+
+				_gizmo[ _mode ].update( new THREE.Euler(), eye );
+
+			}
+
+			_gizmo[ _mode ].highlight( scope.axis );
+
+		};
+
+		function onPointerHover( event ) {
+
+			if ( scope.object === undefined || _dragging === true || ( event.button !== undefined && event.button !== 0 ) ) return;
+
+			var pointer = event.changedTouches ? event.changedTouches[ 0 ] : event;
+
+			var intersect = intersectObjects( pointer, _gizmo[ _mode ].pickers.children );
+
+			var axis = null;
+
+			if ( intersect ) {
+
+				axis = intersect.object.name;
+
+				event.preventDefault();
+
+			}
+
+			if ( scope.axis !== axis ) {
+
+				scope.axis = axis;
+				scope.update();
+				scope.dispatchEvent( changeEvent );
+
+			}
+
+		}
+
+		function onPointerDown( event ) {
+
+			if ( scope.object === undefined || _dragging === true || ( event.button !== undefined && event.button !== 0 ) ) return;
+
+			var pointer = event.changedTouches ? event.changedTouches[ 0 ] : event;
+
+			if ( pointer.button === 0 || pointer.button === undefined ) {
+
+				var intersect = intersectObjects( pointer, _gizmo[ _mode ].pickers.children );
+
+				if ( intersect ) {
+
+					event.preventDefault();
+					event.stopPropagation();
+
+					scope.dispatchEvent( mouseDownEvent );
+
+					scope.axis = intersect.object.name;
+
+					scope.update();
+
+					eye.copy( camPosition ).sub( worldPosition ).normalize();
+
+					_gizmo[ _mode ].setActivePlane( scope.axis, eye );
+
+					var planeIntersect = intersectObjects( pointer, [ _gizmo[ _mode ].activePlane ] );
+
+					if ( planeIntersect ) {
+
+						oldPosition.copy( scope.object.position );
+						oldScale.copy( scope.object.scale );
+
+						oldRotationMatrix.extractRotation( scope.object.matrix );
+						worldRotationMatrix.extractRotation( scope.object.matrixWorld );
+
+						parentRotationMatrix.extractRotation( scope.object.parent.matrixWorld );
+						parentScale.setFromMatrixScale( tempMatrix.getInverse( scope.object.parent.matrixWorld ) );
+
+						offset.copy( planeIntersect.point );
+
+					}
+
+				}
+
+			}
+
+			_dragging = true;
+
+		}
+
+		function onPointerMove( event ) {
+
+			if ( scope.object === undefined || scope.axis === null || _dragging === false || ( event.button !== undefined && event.button !== 0 ) ) return;
+
+			var pointer = event.changedTouches ? event.changedTouches[ 0 ] : event;
+
+			var planeIntersect = intersectObjects( pointer, [ _gizmo[ _mode ].activePlane ] );
+
+			if ( planeIntersect === false ) return;
+
+			event.preventDefault();
+			event.stopPropagation();
+
+			point.copy( planeIntersect.point );
+
+			if ( _mode === "translate" ) {
+
+				point.sub( offset );
+				point.multiply( parentScale );
+
+				if ( scope.space === "local" ) {
+
+					point.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) );
+
+					if ( scope.axis.search( "X" ) === - 1 ) point.x = 0;
+					if ( scope.axis.search( "Y" ) === - 1 ) point.y = 0;
+					if ( scope.axis.search( "Z" ) === - 1 ) point.z = 0;
+
+					point.applyMatrix4( oldRotationMatrix );
+
+					scope.object.position.copy( oldPosition );
+					scope.object.position.add( point );
+
+				}
+
+				if ( scope.space === "world" || scope.axis.search( "XYZ" ) !== - 1 ) {
+
+					if ( scope.axis.search( "X" ) === - 1 ) point.x = 0;
+					if ( scope.axis.search( "Y" ) === - 1 ) point.y = 0;
+					if ( scope.axis.search( "Z" ) === - 1 ) point.z = 0;
+
+					point.applyMatrix4( tempMatrix.getInverse( parentRotationMatrix ) );
+
+					scope.object.position.copy( oldPosition );
+					scope.object.position.add( point );
+
+				}
+
+				if ( scope.translationSnap !== null ) {
+
+					if ( scope.space === "local" ) {
+
+						scope.object.position.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) );
+
+					}
+
+					if ( scope.axis.search( "X" ) !== - 1 ) scope.object.position.x = Math.round( scope.object.position.x / scope.translationSnap ) * scope.translationSnap;
+					if ( scope.axis.search( "Y" ) !== - 1 ) scope.object.position.y = Math.round( scope.object.position.y / scope.translationSnap ) * scope.translationSnap;
+					if ( scope.axis.search( "Z" ) !== - 1 ) scope.object.position.z = Math.round( scope.object.position.z / scope.translationSnap ) * scope.translationSnap;
+
+					if ( scope.space === "local" ) {
+
+						scope.object.position.applyMatrix4( worldRotationMatrix );
+
+					}
+
+				}
+
+			} else if ( _mode === "scale" ) {
+
+				point.sub( offset );
+				point.multiply( parentScale );
+
+				if ( scope.space === "local" ) {
+
+					if ( scope.axis === "XYZ" ) {
+
+						scale = 1 + ( ( point.y ) / 50 );
+
+						scope.object.scale.x = oldScale.x * scale;
+						scope.object.scale.y = oldScale.y * scale;
+						scope.object.scale.z = oldScale.z * scale;
+
+					} else {
+
+						point.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) );
+
+						if ( scope.axis === "X" ) scope.object.scale.x = oldScale.x * ( 1 + point.x / 50 );
+						if ( scope.axis === "Y" ) scope.object.scale.y = oldScale.y * ( 1 + point.y / 50 );
+						if ( scope.axis === "Z" ) scope.object.scale.z = oldScale.z * ( 1 + point.z / 50 );
+
+					}
+
+				}
+
+			} else if ( _mode === "rotate" ) {
+
+				point.sub( worldPosition );
+				point.multiply( parentScale );
+				tempVector.copy( offset ).sub( worldPosition );
+				tempVector.multiply( parentScale );
+
+				if ( scope.axis === "E" ) {
+
+					point.applyMatrix4( tempMatrix.getInverse( lookAtMatrix ) );
+					tempVector.applyMatrix4( tempMatrix.getInverse( lookAtMatrix ) );
+
+					rotation.set( Math.atan2( point.z, point.y ), Math.atan2( point.x, point.z ), Math.atan2( point.y, point.x ) );
+					offsetRotation.set( Math.atan2( tempVector.z, tempVector.y ), Math.atan2( tempVector.x, tempVector.z ), Math.atan2( tempVector.y, tempVector.x ) );
+
+					tempQuaternion.setFromRotationMatrix( tempMatrix.getInverse( parentRotationMatrix ) );
+
+					quaternionE.setFromAxisAngle( eye, rotation.z - offsetRotation.z );
+					quaternionXYZ.setFromRotationMatrix( worldRotationMatrix );
+
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionE );
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionXYZ );
+
+					scope.object.quaternion.copy( tempQuaternion );
+
+				} else if ( scope.axis === "XYZE" ) {
+
+					quaternionE.setFromEuler( point.clone().cross( tempVector ).normalize() ); // rotation axis
+
+					tempQuaternion.setFromRotationMatrix( tempMatrix.getInverse( parentRotationMatrix ) );
+					quaternionX.setFromAxisAngle( quaternionE, - point.clone().angleTo( tempVector ) );
+					quaternionXYZ.setFromRotationMatrix( worldRotationMatrix );
+
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionX );
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionXYZ );
+
+					scope.object.quaternion.copy( tempQuaternion );
+
+				} else if ( scope.space === "local" ) {
+
+					point.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) );
+
+					tempVector.applyMatrix4( tempMatrix.getInverse( worldRotationMatrix ) );
+
+					rotation.set( Math.atan2( point.z, point.y ), Math.atan2( point.x, point.z ), Math.atan2( point.y, point.x ) );
+					offsetRotation.set( Math.atan2( tempVector.z, tempVector.y ), Math.atan2( tempVector.x, tempVector.z ), Math.atan2( tempVector.y, tempVector.x ) );
+
+					quaternionXYZ.setFromRotationMatrix( oldRotationMatrix );
+
+					if ( scope.rotationSnap !== null ) {
+
+						quaternionX.setFromAxisAngle( unitX, Math.round( ( rotation.x - offsetRotation.x ) / scope.rotationSnap ) * scope.rotationSnap );
+						quaternionY.setFromAxisAngle( unitY, Math.round( ( rotation.y - offsetRotation.y ) / scope.rotationSnap ) * scope.rotationSnap );
+						quaternionZ.setFromAxisAngle( unitZ, Math.round( ( rotation.z - offsetRotation.z ) / scope.rotationSnap ) * scope.rotationSnap );
+
+					} else {
+
+						quaternionX.setFromAxisAngle( unitX, rotation.x - offsetRotation.x );
+						quaternionY.setFromAxisAngle( unitY, rotation.y - offsetRotation.y );
+						quaternionZ.setFromAxisAngle( unitZ, rotation.z - offsetRotation.z );
+
+					}
+
+					if ( scope.axis === "X" ) quaternionXYZ.multiplyQuaternions( quaternionXYZ, quaternionX );
+					if ( scope.axis === "Y" ) quaternionXYZ.multiplyQuaternions( quaternionXYZ, quaternionY );
+					if ( scope.axis === "Z" ) quaternionXYZ.multiplyQuaternions( quaternionXYZ, quaternionZ );
+
+					scope.object.quaternion.copy( quaternionXYZ );
+
+				} else if ( scope.space === "world" ) {
+
+					rotation.set( Math.atan2( point.z, point.y ), Math.atan2( point.x, point.z ), Math.atan2( point.y, point.x ) );
+					offsetRotation.set( Math.atan2( tempVector.z, tempVector.y ), Math.atan2( tempVector.x, tempVector.z ), Math.atan2( tempVector.y, tempVector.x ) );
+
+					tempQuaternion.setFromRotationMatrix( tempMatrix.getInverse( parentRotationMatrix ) );
+
+					if ( scope.rotationSnap !== null ) {
+
+						quaternionX.setFromAxisAngle( unitX, Math.round( ( rotation.x - offsetRotation.x ) / scope.rotationSnap ) * scope.rotationSnap );
+						quaternionY.setFromAxisAngle( unitY, Math.round( ( rotation.y - offsetRotation.y ) / scope.rotationSnap ) * scope.rotationSnap );
+						quaternionZ.setFromAxisAngle( unitZ, Math.round( ( rotation.z - offsetRotation.z ) / scope.rotationSnap ) * scope.rotationSnap );
+
+					} else {
+
+						quaternionX.setFromAxisAngle( unitX, rotation.x - offsetRotation.x );
+						quaternionY.setFromAxisAngle( unitY, rotation.y - offsetRotation.y );
+						quaternionZ.setFromAxisAngle( unitZ, rotation.z - offsetRotation.z );
+
+					}
+
+					quaternionXYZ.setFromRotationMatrix( worldRotationMatrix );
+
+					if ( scope.axis === "X" ) tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionX );
+					if ( scope.axis === "Y" ) tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionY );
+					if ( scope.axis === "Z" ) tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionZ );
+
+					tempQuaternion.multiplyQuaternions( tempQuaternion, quaternionXYZ );
+
+					scope.object.quaternion.copy( tempQuaternion );
+
+				}
+
+			}
+
+			scope.update();
+			scope.dispatchEvent( changeEvent );
+			scope.dispatchEvent( objectChangeEvent );
+
+		}
+
+		function onPointerUp( event ) {
+
+			if ( event.button !== undefined && event.button !== 0 ) return;
+
+			if ( _dragging && ( scope.axis !== null ) ) {
+
+				mouseUpEvent.simulationMode = _mode;
+				scope.dispatchEvent( mouseUpEvent )
+
+			}
+
+			_dragging = false;
+			onPointerHover( event );
+
+		}
+
+		function intersectObjects( pointer, objects ) {
+
+			var rect = domElement.getBoundingClientRect();
+			var x = ( pointer.clientX - rect.left ) / rect.width;
+			var y = ( pointer.clientY - rect.top ) / rect.height;
+
+			pointerVector.set( ( x * 2 ) - 1, - ( y * 2 ) + 1 );
+			ray.setFromCamera( pointerVector, camera );
+
+			var intersections = ray.intersectObjects( objects, true );
+			return intersections[ 0 ] ? intersections[ 0 ] : false;
+
+		}
+
+	};
+
+	THREE.TransformControls.prototype = Object.create( THREE.Object3D.prototype );
+	THREE.TransformControls.prototype.constructor = THREE.TransformControls;
+
+}() );
diff --git a/recursive_swarm/lib/Tween.min.js b/recursive_swarm/lib/Tween.min.js
new file mode 100644
index 0000000000000000000000000000000000000000..c712b17c2633ff9339dc6519550a24bb169124ba
--- /dev/null
+++ b/recursive_swarm/lib/Tween.min.js
@@ -0,0 +1,2 @@
+var TWEEN=TWEEN||function(){var n=[];return{getAll:function(){return n},removeAll:function(){n=[]},add:function(t){n.push(t)},remove:function(t){var r=n.indexOf(t);-1!==r&&n.splice(r,1)},update:function(t,r){if(0===n.length)return!1;var i=0;for(t=void 0!==t?t:TWEEN.now();i<n.length;)n[i].update(t)||r?i++:n.splice(i,1);return!0}}}();!function(){void 0===this.window&&void 0!==this.process?TWEEN.now=function(){var n=process.hrtime();return 1e3*n[0]+n[1]/1e3}:void 0!==this.window&&void 0!==window.performance&&void 0!==window.performance.now?TWEEN.now=window.performance.now.bind(window.performance):void 0!==Date.now?TWEEN.now=Date.now:TWEEN.now=function(){return(new Date).getTime()}}(),TWEEN.Tween=function(n){var t=n,r={},i={},o={},u=1e3,e=0,a=!1,f=!1,c=!1,s=0,h=null,l=TWEEN.Easing.Linear.None,E=TWEEN.Interpolation.Linear,p=[],d=null,v=!1,w=null,I=null,M=null;for(var T in n)r[T]=parseFloat(n[T],10);this.to=function(n,t){return void 0!==t&&(u=t),i=n,this},this.start=function(n){TWEEN.add(this),f=!0,v=!1,h=void 0!==n?n:TWEEN.now(),h+=s;for(var u in i){if(i[u]instanceof Array){if(0===i[u].length)continue;i[u]=[t[u]].concat(i[u])}void 0!==r[u]&&(r[u]=t[u],r[u]instanceof Array==!1&&(r[u]*=1),o[u]=r[u]||0)}return this},this.stop=function(){return f?(TWEEN.remove(this),f=!1,null!==M&&M.call(t),this.stopChainedTweens(),this):this},this.stopChainedTweens=function(){for(var n=0,t=p.length;t>n;n++)p[n].stop()},this.delay=function(n){return s=n,this},this.repeat=function(n){return e=n,this},this.yoyo=function(n){return a=n,this},this.easing=function(n){return l=n,this},this.interpolation=function(n){return E=n,this},this.chain=function(){return p=arguments,this},this.onStart=function(n){return d=n,this},this.onUpdate=function(n){return w=n,this},this.onComplete=function(n){return I=n,this},this.onStop=function(n){return M=n,this},this.update=function(n){var f,M,T;if(h>n)return!0;v===!1&&(null!==d&&d.call(t),v=!0),M=(n-h)/u,M=M>1?1:M,T=l(M);for(f in i)if(void 0!==r[f]){var N=r[f]||0,W=i[f];W instanceof Array?t[f]=E(W,T):("string"==typeof W&&(W="+"===W.charAt(0)||"-"===W.charAt(0)?N+parseFloat(W,10):parseFloat(W,10)),"number"==typeof W&&(t[f]=N+(W-N)*T))}if(null!==w&&w.call(t,T),1===M){if(e>0){isFinite(e)&&e--;for(f in o){if("string"==typeof i[f]&&(o[f]=o[f]+parseFloat(i[f],10)),a){var O=o[f];o[f]=i[f],i[f]=O}r[f]=o[f]}return a&&(c=!c),h=n+s,!0}null!==I&&I.call(t);for(var m=0,g=p.length;g>m;m++)p[m].start(h+u);return!1}return!0}},TWEEN.Easing={Linear:{None:function(n){return n}},Quadratic:{In:function(n){return n*n},Out:function(n){return n*(2-n)},InOut:function(n){return(n*=2)<1?.5*n*n:-.5*(--n*(n-2)-1)}},Cubic:{In:function(n){return n*n*n},Out:function(n){return--n*n*n+1},InOut:function(n){return(n*=2)<1?.5*n*n*n:.5*((n-=2)*n*n+2)}},Quartic:{In:function(n){return n*n*n*n},Out:function(n){return 1- --n*n*n*n},InOut:function(n){return(n*=2)<1?.5*n*n*n*n:-.5*((n-=2)*n*n*n-2)}},Quintic:{In:function(n){return n*n*n*n*n},Out:function(n){return--n*n*n*n*n+1},InOut:function(n){return(n*=2)<1?.5*n*n*n*n*n:.5*((n-=2)*n*n*n*n+2)}},Sinusoidal:{In:function(n){return 1-Math.cos(n*Math.PI/2)},Out:function(n){return Math.sin(n*Math.PI/2)},InOut:function(n){return.5*(1-Math.cos(Math.PI*n))}},Exponential:{In:function(n){return 0===n?0:Math.pow(1024,n-1)},Out:function(n){return 1===n?1:1-Math.pow(2,-10*n)},InOut:function(n){return 0===n?0:1===n?1:(n*=2)<1?.5*Math.pow(1024,n-1):.5*(-Math.pow(2,-10*(n-1))+2)}},Circular:{In:function(n){return 1-Math.sqrt(1-n*n)},Out:function(n){return Math.sqrt(1- --n*n)},InOut:function(n){return(n*=2)<1?-.5*(Math.sqrt(1-n*n)-1):.5*(Math.sqrt(1-(n-=2)*n)+1)}},Elastic:{In:function(n){return 0===n?0:1===n?1:-Math.pow(2,10*(n-1))*Math.sin(5*(n-1.1)*Math.PI)},Out:function(n){return 0===n?0:1===n?1:Math.pow(2,-10*n)*Math.sin(5*(n-.1)*Math.PI)+1},InOut:function(n){return 0===n?0:1===n?1:(n*=2,1>n?-.5*Math.pow(2,10*(n-1))*Math.sin(5*(n-1.1)*Math.PI):.5*Math.pow(2,-10*(n-1))*Math.sin(5*(n-1.1)*Math.PI)+1)}},Back:{In:function(n){var t=1.70158;return n*n*((t+1)*n-t)},Out:function(n){var t=1.70158;return--n*n*((t+1)*n+t)+1},InOut:function(n){var t=2.5949095;return(n*=2)<1?.5*(n*n*((t+1)*n-t)):.5*((n-=2)*n*((t+1)*n+t)+2)}},Bounce:{In:function(n){return 1-TWEEN.Easing.Bounce.Out(1-n)},Out:function(n){return 1/2.75>n?7.5625*n*n:2/2.75>n?7.5625*(n-=1.5/2.75)*n+.75:2.5/2.75>n?7.5625*(n-=2.25/2.75)*n+.9375:7.5625*(n-=2.625/2.75)*n+.984375},InOut:function(n){return.5>n?.5*TWEEN.Easing.Bounce.In(2*n):.5*TWEEN.Easing.Bounce.Out(2*n-1)+.5}}},TWEEN.Interpolation={Linear:function(n,t){var r=n.length-1,i=r*t,o=Math.floor(i),u=TWEEN.Interpolation.Utils.Linear;return 0>t?u(n[0],n[1],i):t>1?u(n[r],n[r-1],r-i):u(n[o],n[o+1>r?r:o+1],i-o)},Bezier:function(n,t){for(var r=0,i=n.length-1,o=Math.pow,u=TWEEN.Interpolation.Utils.Bernstein,e=0;i>=e;e++)r+=o(1-t,i-e)*o(t,e)*n[e]*u(i,e);return r},CatmullRom:function(n,t){var r=n.length-1,i=r*t,o=Math.floor(i),u=TWEEN.Interpolation.Utils.CatmullRom;return n[0]===n[r]?(0>t&&(o=Math.floor(i=r*(1+t))),u(n[(o-1+r)%r],n[o],n[(o+1)%r],n[(o+2)%r],i-o)):0>t?n[0]-(u(n[0],n[0],n[1],n[1],-i)-n[0]):t>1?n[r]-(u(n[r],n[r],n[r-1],n[r-1],i-r)-n[r]):u(n[o?o-1:0],n[o],n[o+1>r?r:o+1],n[o+2>r?r:o+2],i-o)},Utils:{Linear:function(n,t,r){return(t-n)*r+n},Bernstein:function(n,t){var r=TWEEN.Interpolation.Utils.Factorial;return r(n)/r(t)/r(n-t)},Factorial:function(){var n=[1];return function(t){var r=1;if(n[t])return n[t];for(var i=t;i>1;i--)r*=i;return n[t]=r,r}}(),CatmullRom:function(n,t,r,i,o){var u=.5*(r-n),e=.5*(i-t),a=o*o,f=o*a;return(2*t-2*r+u+e)*f+(-3*t+3*r-2*u-e)*a+u*o+t}}},function(n){"function"==typeof define&&define.amd?define([],function(){return TWEEN}):"undefined"!=typeof module&&"object"==typeof exports?module.exports=TWEEN:void 0!==n&&(n.TWEEN=TWEEN)}(this);
+//# sourceMappingURL=Tween.min.js.map
\ No newline at end of file
diff --git a/recursive_swarm/lib/VignetteShader.js b/recursive_swarm/lib/VignetteShader.js
new file mode 100644
index 0000000000000000000000000000000000000000..9bf8323e2d126eca26ae5c41aa424cbf08f0ad6d
--- /dev/null
+++ b/recursive_swarm/lib/VignetteShader.js
@@ -0,0 +1,63 @@
+/**
+ * @author alteredq / http://alteredqualia.com/
+ *
+ * Vignette shader
+ * based on PaintEffect postprocess from ro.me
+ * http://code.google.com/p/3-dreams-of-black/source/browse/deploy/js/effects/PaintEffect.js
+ */
+
+THREE.VignetteShader = {
+
+	uniforms: {
+
+		"tDiffuse": { value: null },
+		"offset":   { value: 1.0 },
+		"darkness": { value: 1.0 }
+
+	},
+
+	vertexShader: [
+
+		"varying vec2 vUv;",
+
+		"void main() {",
+
+			"vUv = uv;",
+			"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
+
+		"}"
+
+	].join( "\n" ),
+
+	fragmentShader: [
+
+		"uniform float offset;",
+		"uniform float darkness;",
+
+		"uniform sampler2D tDiffuse;",
+
+		"varying vec2 vUv;",
+
+		"void main() {",
+
+			// Eskil's vignette
+
+			"vec4 texel = texture2D( tDiffuse, vUv );",
+			"vec2 uv = ( vUv - vec2( 0.5 ) ) * vec2( offset );",
+			"gl_FragColor = vec4( mix( texel.rgb, vec3( 1.0 - darkness ), dot( uv, uv ) ), texel.a );",
+
+			/*
+			// alternative version from glfx.js
+			// this one makes more "dusty" look (as opposed to "burned")
+
+			"vec4 color = texture2D( tDiffuse, vUv );",
+			"float dist = distance( vUv, vec2( 0.5 ) );",
+			"color.rgb *= smoothstep( 0.8, offset * 0.799, dist *( darkness + offset ) );",
+			"gl_FragColor = color;",
+			*/
+
+		"}"
+
+	].join( "\n" )
+
+};
\ No newline at end of file
diff --git a/recursive_swarm/lib/binascii.js b/recursive_swarm/lib/binascii.js
new file mode 100644
index 0000000000000000000000000000000000000000..15d924eacc20977099095d84d8c608163d827348
--- /dev/null
+++ b/recursive_swarm/lib/binascii.js
@@ -0,0 +1,33 @@
+
+// Based on https://docs.python.org/2/library/binascii.html
+// var binascii = (function(){
+
+  var hexlify = function(str) {
+    var result = '';
+    var padding = '00';
+    for (var i=0, l=str.length; i<l; i++) {
+      var digit = str.charCodeAt(i).toString(16);
+      var padded = (padding+digit).slice(-2);
+      result += padded;
+    }
+    return result;
+  };
+
+  var unhexlify = function(str) {
+    var result = '';
+    for (var i=0, l=str.length; i<l; i+=2) {
+      result += String.fromCharCode(parseInt(str.substr(i, 2), 16));
+    }
+    return result;
+  };
+
+
+//   return {
+//     b2a_hex: hexlify,
+//     hexlify: hexlify,
+
+//     a2b_hex: unhexlify,
+//     unhexlify: unhexlify
+//   };
+
+// })();
diff --git a/recursive_swarm/lib/canvas.svg b/recursive_swarm/lib/canvas.svg
new file mode 100644
index 0000000000000000000000000000000000000000..b550a9bbdac87e69b6e6379a7747a6dccccceda9
Binary files /dev/null and b/recursive_swarm/lib/canvas.svg differ
diff --git a/recursive_swarm/lib/canvas2svg.js b/recursive_swarm/lib/canvas2svg.js
new file mode 100644
index 0000000000000000000000000000000000000000..5ce04ed533eae3c9e68118ec4be7976792e72870
--- /dev/null
+++ b/recursive_swarm/lib/canvas2svg.js
@@ -0,0 +1,1307 @@
+/*!!
+ *  Canvas 2 Svg v1.0.19
+ *  A low level canvas to SVG converter. Uses a mock canvas context to build an SVG document.
+ *
+ *  Licensed under the MIT license:
+ *  http://www.opensource.org/licenses/mit-license.php
+ *
+ *  Author:
+ *  Kerry Liu
+ *
+ *  Copyright (c) 2014 Gliffy Inc.
+ */
+
+;(function () {
+    "use strict";
+
+    var STYLES, ctx, CanvasGradient, CanvasPattern, namedEntities;
+
+    //helper function to format a string
+    function format(str, args) {
+        var keys = Object.keys(args), i;
+        for (i=0; i<keys.length; i++) {
+            str = str.replace(new RegExp("\\{" + keys[i] + "\\}", "gi"), args[keys[i]]);
+        }
+        return str;
+    }
+
+    //helper function that generates a random string
+    function randomString(holder) {
+        var chars, randomstring, i;
+        if (!holder) {
+            throw new Error("cannot create a random attribute name for an undefined object");
+        }
+        chars = "ABCDEFGHIJKLMNOPQRSTUVWXTZabcdefghiklmnopqrstuvwxyz";
+        randomstring = "";
+        do {
+            randomstring = "";
+            for (i = 0; i < 12; i++) {
+                randomstring += chars[Math.floor(Math.random() * chars.length)];
+            }
+        } while (holder[randomstring]);
+        return randomstring;
+    }
+
+    //helper function to map named to numbered entities
+    function createNamedToNumberedLookup(items, radix) {
+        var i, entity, lookup = {}, base10, base16;
+        items = items.split(',');
+        radix = radix || 10;
+        // Map from named to numbered entities.
+        for (i = 0; i < items.length; i += 2) {
+            entity = '&' + items[i + 1] + ';';
+            base10 = parseInt(items[i], radix);
+            lookup[entity] = '&#'+base10+';';
+        }
+        //FF and IE need to create a regex from hex values ie &nbsp; == \xa0
+        lookup["\\xa0"] = '&#160;';
+        return lookup;
+    }
+
+    //helper function to map canvas-textAlign to svg-textAnchor
+    function getTextAnchor(textAlign) {
+        //TODO: support rtl languages
+        var mapping = {"left":"start", "right":"end", "center":"middle", "start":"start", "end":"end"};
+        return mapping[textAlign] || mapping.start;
+    }
+
+    //helper function to map canvas-textBaseline to svg-dominantBaseline
+    function getDominantBaseline(textBaseline) {
+        //INFO: not supported in all browsers
+        var mapping = {"alphabetic": "alphabetic", "hanging": "hanging", "top":"text-before-edge", "bottom":"text-after-edge", "middle":"central"};
+        return mapping[textBaseline] || mapping.alphabetic;
+    }
+
+    // Unpack entities lookup where the numbers are in radix 32 to reduce the size
+    // entity mapping courtesy of tinymce
+    namedEntities = createNamedToNumberedLookup(
+        '50,nbsp,51,iexcl,52,cent,53,pound,54,curren,55,yen,56,brvbar,57,sect,58,uml,59,copy,' +
+            '5a,ordf,5b,laquo,5c,not,5d,shy,5e,reg,5f,macr,5g,deg,5h,plusmn,5i,sup2,5j,sup3,5k,acute,' +
+            '5l,micro,5m,para,5n,middot,5o,cedil,5p,sup1,5q,ordm,5r,raquo,5s,frac14,5t,frac12,5u,frac34,' +
+            '5v,iquest,60,Agrave,61,Aacute,62,Acirc,63,Atilde,64,Auml,65,Aring,66,AElig,67,Ccedil,' +
+            '68,Egrave,69,Eacute,6a,Ecirc,6b,Euml,6c,Igrave,6d,Iacute,6e,Icirc,6f,Iuml,6g,ETH,6h,Ntilde,' +
+            '6i,Ograve,6j,Oacute,6k,Ocirc,6l,Otilde,6m,Ouml,6n,times,6o,Oslash,6p,Ugrave,6q,Uacute,' +
+            '6r,Ucirc,6s,Uuml,6t,Yacute,6u,THORN,6v,szlig,70,agrave,71,aacute,72,acirc,73,atilde,74,auml,' +
+            '75,aring,76,aelig,77,ccedil,78,egrave,79,eacute,7a,ecirc,7b,euml,7c,igrave,7d,iacute,7e,icirc,' +
+            '7f,iuml,7g,eth,7h,ntilde,7i,ograve,7j,oacute,7k,ocirc,7l,otilde,7m,ouml,7n,divide,7o,oslash,' +
+            '7p,ugrave,7q,uacute,7r,ucirc,7s,uuml,7t,yacute,7u,thorn,7v,yuml,ci,fnof,sh,Alpha,si,Beta,' +
+            'sj,Gamma,sk,Delta,sl,Epsilon,sm,Zeta,sn,Eta,so,Theta,sp,Iota,sq,Kappa,sr,Lambda,ss,Mu,' +
+            'st,Nu,su,Xi,sv,Omicron,t0,Pi,t1,Rho,t3,Sigma,t4,Tau,t5,Upsilon,t6,Phi,t7,Chi,t8,Psi,' +
+            't9,Omega,th,alpha,ti,beta,tj,gamma,tk,delta,tl,epsilon,tm,zeta,tn,eta,to,theta,tp,iota,' +
+            'tq,kappa,tr,lambda,ts,mu,tt,nu,tu,xi,tv,omicron,u0,pi,u1,rho,u2,sigmaf,u3,sigma,u4,tau,' +
+            'u5,upsilon,u6,phi,u7,chi,u8,psi,u9,omega,uh,thetasym,ui,upsih,um,piv,812,bull,816,hellip,' +
+            '81i,prime,81j,Prime,81u,oline,824,frasl,88o,weierp,88h,image,88s,real,892,trade,89l,alefsym,' +
+            '8cg,larr,8ch,uarr,8ci,rarr,8cj,darr,8ck,harr,8dl,crarr,8eg,lArr,8eh,uArr,8ei,rArr,8ej,dArr,' +
+            '8ek,hArr,8g0,forall,8g2,part,8g3,exist,8g5,empty,8g7,nabla,8g8,isin,8g9,notin,8gb,ni,8gf,prod,' +
+            '8gh,sum,8gi,minus,8gn,lowast,8gq,radic,8gt,prop,8gu,infin,8h0,ang,8h7,and,8h8,or,8h9,cap,8ha,cup,' +
+            '8hb,int,8hk,there4,8hs,sim,8i5,cong,8i8,asymp,8j0,ne,8j1,equiv,8j4,le,8j5,ge,8k2,sub,8k3,sup,8k4,' +
+            'nsub,8k6,sube,8k7,supe,8kl,oplus,8kn,otimes,8l5,perp,8m5,sdot,8o8,lceil,8o9,rceil,8oa,lfloor,8ob,' +
+            'rfloor,8p9,lang,8pa,rang,9ea,loz,9j0,spades,9j3,clubs,9j5,hearts,9j6,diams,ai,OElig,aj,oelig,b0,' +
+            'Scaron,b1,scaron,bo,Yuml,m6,circ,ms,tilde,802,ensp,803,emsp,809,thinsp,80c,zwnj,80d,zwj,80e,lrm,' +
+            '80f,rlm,80j,ndash,80k,mdash,80o,lsquo,80p,rsquo,80q,sbquo,80s,ldquo,80t,rdquo,80u,bdquo,810,dagger,' +
+            '811,Dagger,81g,permil,81p,lsaquo,81q,rsaquo,85c,euro', 32);
+
+
+    //Some basic mappings for attributes and default values.
+    STYLES = {
+        "strokeStyle":{
+            svgAttr : "stroke", //corresponding svg attribute
+            canvas : "#000000", //canvas default
+            svg : "none",       //svg default
+            apply : "stroke"    //apply on stroke() or fill()
+        },
+        "fillStyle":{
+            svgAttr : "fill",
+            canvas : "#000000",
+            svg : null, //svg default is black, but we need to special case this to handle canvas stroke without fill
+            apply : "fill"
+        },
+        "lineCap":{
+            svgAttr : "stroke-linecap",
+            canvas : "butt",
+            svg : "butt",
+            apply : "stroke"
+        },
+        "lineJoin":{
+            svgAttr : "stroke-linejoin",
+            canvas : "miter",
+            svg : "miter",
+            apply : "stroke"
+        },
+        "miterLimit":{
+            svgAttr : "stroke-miterlimit",
+            canvas : 10,
+            svg : 4,
+            apply : "stroke"
+        },
+        "lineWidth":{
+            svgAttr : "stroke-width",
+            canvas : 1,
+            svg : 1,
+            apply : "stroke"
+        },
+        "globalAlpha": {
+            svgAttr : "opacity",
+            canvas : 1,
+            svg : 1,
+            apply :  "fill stroke"
+        },
+        "font":{
+            //font converts to multiple svg attributes, there is custom logic for this
+            canvas : "10px sans-serif"
+        },
+        "shadowColor":{
+            canvas : "#000000"
+        },
+        "shadowOffsetX":{
+            canvas : 0
+        },
+        "shadowOffsetY":{
+            canvas : 0
+        },
+        "shadowBlur":{
+            canvas : 0
+        },
+        "textAlign":{
+            canvas : "start"
+        },
+        "textBaseline":{
+            canvas : "alphabetic"
+        },
+        "lineDash" : {
+            svgAttr : "stroke-dasharray",
+            canvas : [],
+            svg : null,
+            apply : "stroke"
+        }
+    };
+
+    /**
+     *
+     * @param gradientNode - reference to the gradient
+     * @constructor
+     */
+    CanvasGradient = function (gradientNode, ctx) {
+        this.__root = gradientNode;
+        this.__ctx = ctx;
+    };
+
+    /**
+     * Adds a color stop to the gradient root
+     */
+    CanvasGradient.prototype.addColorStop = function (offset, color) {
+        var stop = this.__ctx.__createElement("stop"), regex, matches;
+        stop.setAttribute("offset", offset);
+        if (color.indexOf("rgba") !== -1) {
+            //separate alpha value, since webkit can't handle it
+            regex = /rgba\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d?\.?\d*)\s*\)/gi;
+            matches = regex.exec(color);
+            stop.setAttribute("stop-color", format("rgb({r},{g},{b})", {r:matches[1], g:matches[2], b:matches[3]}));
+            stop.setAttribute("stop-opacity", matches[4]);
+        } else {
+            stop.setAttribute("stop-color", color);
+        }
+        this.__root.appendChild(stop);
+    };
+
+    CanvasPattern = function (pattern, ctx) {
+        this.__root = pattern;
+        this.__ctx = ctx;
+    };
+
+    /**
+     * The mock canvas context
+     * @param o - options include:
+     * ctx - existing Context2D to wrap around
+     * width - width of your canvas (defaults to 500)
+     * height - height of your canvas (defaults to 500)
+     * embedImages - enables embedding images as data URLs (defaults to false)
+     * document - the document object (defaults to the current document)
+     */
+    ctx = function (o) {
+        var defaultOptions = { width:500, height:500, embedImages : false}, options;
+
+        //keep support for this way of calling C2S: new C2S(width,height)
+        if (arguments.length > 1) {
+            options = defaultOptions;
+            options.width = arguments[0];
+            options.height = arguments[1];
+        } else if ( !o ) {
+            options = defaultOptions;
+        } else {
+            options = o;
+        }
+
+        if (!(this instanceof ctx)) {
+            //did someone call this without new?
+            return new ctx(options);
+        }
+
+        //setup options
+        this.width = options.width || defaultOptions.width;
+        this.height = options.height || defaultOptions.height;
+        this.embedImages = options.embedImages !== undefined ? options.embedImages : defaultOptions.embedImages;
+
+        this.canvas = this;   ///point back to this instance!
+        this.__document = options.document || document;
+
+        // allow passing in an existing context to wrap around
+        // if a context is passed in, we know a canvas already exist
+        if (options.ctx) {
+            this.__ctx = options.ctx;
+        } else {
+            this.__canvas = this.__document.createElement("canvas");
+            this.__ctx = this.__canvas.getContext("2d");
+        }
+
+        this.__setDefaultStyles();
+        this.__stack = [this.__getStyleState()];
+        this.__groupStack = [];
+
+        //the root svg element
+        this.__root = this.__document.createElementNS("http://www.w3.org/2000/svg", "svg");
+        this.__root.setAttribute("version", 1.1);
+        this.__root.setAttribute("xmlns", "http://www.w3.org/2000/svg");
+        this.__root.setAttributeNS("http://www.w3.org/2000/xmlns/", "xmlns:xlink", "http://www.w3.org/1999/xlink");
+        this.__root.setAttribute("width", this.width);
+        this.__root.setAttribute("height", this.height);
+
+        //make sure we don't generate the same ids in defs
+        this.__ids = {};
+
+        //defs tag
+        this.__defs = this.__document.createElementNS("http://www.w3.org/2000/svg", "defs");
+        this.__root.appendChild(this.__defs);
+
+        //also add a group child. the svg element can't use the transform attribute
+        this.__currentElement = this.__document.createElementNS("http://www.w3.org/2000/svg", "g");
+        this.__root.appendChild(this.__currentElement);
+    };
+
+
+    /**
+     * Creates the specified svg element
+     * @private
+     */
+    ctx.prototype.__createElement = function (elementName, properties, resetFill) {
+        if (typeof properties === "undefined") {
+            properties = {};
+        }
+
+        var element = this.__document.createElementNS("http://www.w3.org/2000/svg", elementName),
+            keys = Object.keys(properties), i, key;
+        if (resetFill) {
+            //if fill or stroke is not specified, the svg element should not display. By default SVG's fill is black.
+            element.setAttribute("fill", "none");
+            element.setAttribute("stroke", "none");
+        }
+        for (i=0; i<keys.length; i++) {
+            key = keys[i];
+            element.setAttribute(key, properties[key]);
+        }
+        return element;
+    };
+
+    /**
+     * Applies default canvas styles to the context
+     * @private
+     */
+    ctx.prototype.__setDefaultStyles = function () {
+        //default 2d canvas context properties see:http://www.w3.org/TR/2dcontext/
+        var keys = Object.keys(STYLES), i, key;
+        for (i=0; i<keys.length; i++) {
+            key = keys[i];
+            this[key] = STYLES[key].canvas;
+        }
+    };
+
+    /**
+     * Applies styles on restore
+     * @param styleState
+     * @private
+     */
+    ctx.prototype.__applyStyleState = function (styleState) {
+        var keys = Object.keys(styleState), i, key;
+        for (i=0; i<keys.length; i++) {
+            key = keys[i];
+            this[key] = styleState[key];
+        }
+    };
+
+    /**
+     * Gets the current style state
+     * @return {Object}
+     * @private
+     */
+    ctx.prototype.__getStyleState = function () {
+        var i, styleState = {}, keys = Object.keys(STYLES), key;
+        for (i=0; i<keys.length; i++) {
+            key = keys[i];
+            styleState[key] = this[key];
+        }
+        return styleState;
+    };
+
+    /**
+     * Apples the current styles to the current SVG element. On "ctx.fill" or "ctx.stroke"
+     * @param type
+     * @private
+     */
+    ctx.prototype.__applyStyleToCurrentElement = function (type) {
+    	var currentElement = this.__currentElement;
+    	var currentStyleGroup = this.__currentElementsToStyle;
+    	if (currentStyleGroup) {
+    		currentElement.setAttribute(type, "");
+    		currentElement = currentStyleGroup.element;
+    		currentStyleGroup.children.forEach(function (node) {
+    			node.setAttribute(type, "");
+    		})
+    	}
+
+        var keys = Object.keys(STYLES), i, style, value, id, regex, matches;
+        for (i = 0; i < keys.length; i++) {
+            style = STYLES[keys[i]];
+            value = this[keys[i]];
+            if (style.apply) {
+                //is this a gradient or pattern?
+                if (value instanceof CanvasPattern) {
+                    //pattern
+                    if (value.__ctx) {
+                        //copy over defs
+                        while(value.__ctx.__defs.childNodes.length) {
+                            id = value.__ctx.__defs.childNodes[0].getAttribute("id");
+                            this.__ids[id] = id;
+                            this.__defs.appendChild(value.__ctx.__defs.childNodes[0]);
+                        }
+                    }
+                    currentElement.setAttribute(style.apply, format("url(#{id})", {id:value.__root.getAttribute("id")}));
+                }
+                else if (value instanceof CanvasGradient) {
+                    //gradient
+                    currentElement.setAttribute(style.apply, format("url(#{id})", {id:value.__root.getAttribute("id")}));
+                } else if (style.apply.indexOf(type)!==-1 && style.svg !== value) {
+                    if ((style.svgAttr === "stroke" || style.svgAttr === "fill") && value.indexOf("rgba") !== -1) {
+                        //separate alpha value, since illustrator can't handle it
+                        regex = /rgba\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d?\.?\d*)\s*\)/gi;
+                        matches = regex.exec(value);
+                        currentElement.setAttribute(style.svgAttr, format("rgb({r},{g},{b})", {r:matches[1], g:matches[2], b:matches[3]}));
+                        //should take globalAlpha here
+                        var opacity = matches[4];
+                        var globalAlpha = this.globalAlpha;
+                        if (globalAlpha != null) {
+                            opacity *= globalAlpha;
+                        }
+                        currentElement.setAttribute(style.svgAttr+"-opacity", opacity);
+                    } else {
+                        var attr = style.svgAttr;
+                        if (keys[i] === 'globalAlpha') {
+                            attr = type+'-'+style.svgAttr;
+                            if (currentElement.getAttribute(attr)) {
+                                 //fill-opacity or stroke-opacity has already been set by stroke or fill.
+                                continue;
+                            }
+                        }
+                        //otherwise only update attribute if right type, and not svg default
+                        currentElement.setAttribute(attr, value);
+                    }
+                }
+            }
+        }
+    };
+
+    /**
+     * Will return the closest group or svg node. May return the current element.
+     * @private
+     */
+    ctx.prototype.__closestGroupOrSvg = function (node) {
+        node = node || this.__currentElement;
+        if (node.nodeName === "g" || node.nodeName === "svg") {
+            return node;
+        } else {
+            return this.__closestGroupOrSvg(node.parentNode);
+        }
+    };
+
+    function startRequest()
+    {
+        outstandingRequests++;
+    }
+
+    function completeRequest()
+    {
+        outstandingRequests--;
+        if(outstandingRequests == 0)
+        {
+            completeCallbacks.forEach(function(callback)
+                {
+                callback();
+                });
+            completeCallbacks = [];
+        }
+    }
+
+    var outstandingRequests = 0;
+    var completeCallbacks = [];
+    
+    function toDataUrl(url, callback){
+        var xhr = new XMLHttpRequest();
+        xhr.open('get', url);
+        xhr.responseType = 'blob';
+        xhr.onload = function(){
+           var fr = new FileReader();
+    
+           fr.onload = function()
+            {
+                callback(this.result);
+                completeRequest();
+            }; 
+    
+            fr.onerror = function(e)
+            {
+                console.error("error reading image " + url, e);
+                completeRequest();
+            }; 
+
+            fr.readAsDataURL(xhr.response); // async call
+        };
+        xhr.onerror = function(e){
+            console.error("error loading image " + url + " status " + e.target.status);
+            completeRequest();
+        };
+        startRequest();
+        xhr.send();
+     }
+
+    /**
+     * Waits for all outstanding asyc calls such as image download
+     * @param callback - will be called when complete
+     */
+    ctx.prototype.waitForComplete = function (callback)
+    {
+        if(outstandingRequests > 0)
+        {
+            completeCallbacks.push(callback);
+            return;
+        }
+        callback();
+    };
+
+    /**
+     * Returns the serialized value of the svg so far
+     * @param fixNamedEntities - Standalone SVG doesn't support named entities, which document.createTextNode encodes.
+     *                           If true, we attempt to find all named entities and encode it as a numeric entity.
+     * @return serialized svg
+     */
+    ctx.prototype.getSerializedSvg = function (fixNamedEntities) {
+        var serialized = new XMLSerializer().serializeToString(this.__root),
+            keys, i, key, value, regexp, xmlns;
+
+        //IE search for a duplicate xmnls because they didn't implement setAttributeNS correctly
+        xmlns = /xmlns="http:\/\/www\.w3\.org\/2000\/svg".+xmlns="http:\/\/www\.w3\.org\/2000\/svg/gi;
+        if (xmlns.test(serialized)) {
+            serialized = serialized.replace('xmlns="http://www.w3.org/2000/svg','xmlns:xlink="http://www.w3.org/1999/xlink');
+        }
+
+        if (fixNamedEntities) {
+            keys = Object.keys(namedEntities);
+            //loop over each named entity and replace with the proper equivalent.
+            for (i=0; i<keys.length; i++) {
+                key = keys[i];
+                value = namedEntities[key];
+                regexp = new RegExp(key, "gi");
+                if (regexp.test(serialized)) {
+                    serialized = serialized.replace(regexp, value);
+                }
+            }
+        }
+
+        return serialized;
+    };
+
+
+    /**
+     * Returns the root svg
+     * @return
+     */
+    ctx.prototype.getSvg = function () {
+        return this.__root;
+    };
+    /**
+     * Will generate a group tag.
+     */
+    ctx.prototype.save = function () {
+        var group = this.__createElement("g");
+        var parent = this.__closestGroupOrSvg();
+        this.__groupStack.push(parent);
+        parent.appendChild(group);
+        this.__currentElement = group;
+        this.__stack.push(this.__getStyleState());
+    };
+    /**
+     * Sets current element to parent, or just root if already root
+     */
+    ctx.prototype.restore = function () {
+        this.__currentElement = this.__groupStack.pop();
+        this.__currentElementsToStyle = null;
+        //Clearing canvas will make the poped group invalid, currentElement is set to the root group node.
+        if (!this.__currentElement) {
+            this.__currentElement = this.__root.childNodes[1];
+        }
+        var state = this.__stack.pop();
+        this.__applyStyleState(state);
+    };
+
+    /**
+     * Helper method to add transform
+     * @private
+     */
+    ctx.prototype.__addTransform = function (t) {
+        //if the current element has siblings, add another group
+        var parent = this.__closestGroupOrSvg();
+        if (parent.childNodes.length > 0) {
+        	if (this.__currentElement.nodeName === "path") {
+        		if (!this.__currentElementsToStyle) this.__currentElementsToStyle = {element: parent, children: []};
+        		this.__currentElementsToStyle.children.push(this.__currentElement)
+        		this.__applyCurrentDefaultPath();
+        	}
+
+            var group = this.__createElement("g");
+            parent.appendChild(group);
+            this.__currentElement = group;
+        }
+
+        var transform = this.__currentElement.getAttribute("transform");
+        if (transform) {
+            transform += " ";
+        } else {
+            transform = "";
+        }
+        transform += t;
+        this.__currentElement.setAttribute("transform", transform);
+    };
+
+    /**
+     *  scales the current element
+     */
+    ctx.prototype.scale = function (x, y) {
+        if (y === undefined) {
+            y = x;
+        }
+        this.__addTransform(format("scale({x},{y})", {x:x, y:y}));
+    };
+
+    /**
+     * rotates the current element
+     */
+    ctx.prototype.rotate = function (angle) {
+        var degrees = (angle * 180 / Math.PI);
+        this.__addTransform(format("rotate({angle},{cx},{cy})", {angle:degrees, cx:0, cy:0}));
+    };
+
+    /**
+     * translates the current element
+     */
+    ctx.prototype.translate = function (x, y) {
+        this.__addTransform(format("translate({x},{y})", {x:x,y:y}));
+    };
+
+    /**
+     * applies a transform to the current element
+     */
+    ctx.prototype.transform = function (a, b, c, d, e, f) {
+        this.__addTransform(format("matrix({a},{b},{c},{d},{e},{f})", {a:a, b:b, c:c, d:d, e:e, f:f}));
+    };
+
+    /**
+     * Create a new Path Element
+     */
+    ctx.prototype.beginPath = function () {
+        var path, parent;
+
+        // Note that there is only one current default path, it is not part of the drawing state.
+        // See also: https://html.spec.whatwg.org/multipage/scripting.html#current-default-path
+        this.__currentDefaultPath = "";
+        this.__currentPosition = {};
+
+        path = this.__createElement("path", {}, true);
+        parent = this.__closestGroupOrSvg();
+        parent.appendChild(path);
+        this.__currentElement = path;
+    };
+
+    /**
+     * Helper function to apply currentDefaultPath to current path element
+     * @private
+     */
+    ctx.prototype.__applyCurrentDefaultPath = function () {
+    	var currentElement = this.__currentElement;
+        if (currentElement.nodeName === "path") {
+			currentElement.setAttribute("d", this.__currentDefaultPath);
+        } else {
+			console.error("Attempted to apply path command to node", currentElement.nodeName);
+        }
+    };
+
+    /**
+     * Helper function to add path command
+     * @private
+     */
+    ctx.prototype.__addPathCommand = function (command) {
+        this.__currentDefaultPath += " ";
+        this.__currentDefaultPath += command;
+    };
+
+    /**
+     * Adds the move command to the current path element,
+     * if the currentPathElement is not empty create a new path element
+     */
+    ctx.prototype.moveTo = function (x,y) {
+        if (this.__currentElement.nodeName !== "path") {
+            this.beginPath();
+        }
+
+        // creates a new subpath with the given point
+        this.__currentPosition = {x: x, y: y};
+        this.__addPathCommand(format("M {x} {y}", {x:x, y:y}));
+    };
+
+    /**
+     * Closes the current path
+     */
+    ctx.prototype.closePath = function () {
+        if (this.__currentDefaultPath) {
+            this.__addPathCommand("Z");
+        }
+    };
+
+    /**
+     * Adds a line to command
+     */
+    ctx.prototype.lineTo = function (x, y) {
+        this.__currentPosition = {x: x, y: y};
+        if (this.__currentDefaultPath.indexOf('M') > -1) {
+            this.__addPathCommand(format("L {x} {y}", {x:x, y:y}));
+        } else {
+            this.__addPathCommand(format("M {x} {y}", {x:x, y:y}));
+        }
+    };
+
+    /**
+     * Add a bezier command
+     */
+    ctx.prototype.bezierCurveTo = function (cp1x, cp1y, cp2x, cp2y, x, y) {
+        this.__currentPosition = {x: x, y: y};
+        this.__addPathCommand(format("C {cp1x} {cp1y} {cp2x} {cp2y} {x} {y}",
+            {cp1x:cp1x, cp1y:cp1y, cp2x:cp2x, cp2y:cp2y, x:x, y:y}));
+    };
+
+    /**
+     * Adds a quadratic curve to command
+     */
+    ctx.prototype.quadraticCurveTo = function (cpx, cpy, x, y) {
+        this.__currentPosition = {x: x, y: y};
+        this.__addPathCommand(format("Q {cpx} {cpy} {x} {y}", {cpx:cpx, cpy:cpy, x:x, y:y}));
+    };
+
+
+    /**
+     * Return a new normalized vector of given vector
+     */
+    var normalize = function (vector) {
+        var len = Math.sqrt(vector[0] * vector[0] + vector[1] * vector[1]);
+        return [vector[0] / len, vector[1] / len];
+    };
+
+    /**
+     * Adds the arcTo to the current path
+     *
+     * @see http://www.w3.org/TR/2015/WD-2dcontext-20150514/#dom-context-2d-arcto
+     */
+    ctx.prototype.arcTo = function (x1, y1, x2, y2, radius) {
+        // Let the point (x0, y0) be the last point in the subpath.
+        var x0 = this.__currentPosition && this.__currentPosition.x;
+        var y0 = this.__currentPosition && this.__currentPosition.y;
+
+        // First ensure there is a subpath for (x1, y1).
+        if (typeof x0 == "undefined" || typeof y0 == "undefined") {
+            return;
+        }
+
+        // Negative values for radius must cause the implementation to throw an IndexSizeError exception.
+        if (radius < 0) {
+            throw new Error("IndexSizeError: The radius provided (" + radius + ") is negative.");
+        }
+
+        // If the point (x0, y0) is equal to the point (x1, y1),
+        // or if the point (x1, y1) is equal to the point (x2, y2),
+        // or if the radius radius is zero,
+        // then the method must add the point (x1, y1) to the subpath,
+        // and connect that point to the previous point (x0, y0) by a straight line.
+        if (((x0 === x1) && (y0 === y1))
+            || ((x1 === x2) && (y1 === y2))
+            || (radius === 0)) {
+            this.lineTo(x1, y1);
+            return;
+        }
+
+        // Otherwise, if the points (x0, y0), (x1, y1), and (x2, y2) all lie on a single straight line,
+        // then the method must add the point (x1, y1) to the subpath,
+        // and connect that point to the previous point (x0, y0) by a straight line.
+        var unit_vec_p1_p0 = normalize([x0 - x1, y0 - y1]);
+        var unit_vec_p1_p2 = normalize([x2 - x1, y2 - y1]);
+        if (unit_vec_p1_p0[0] * unit_vec_p1_p2[1] === unit_vec_p1_p0[1] * unit_vec_p1_p2[0]) {
+            this.lineTo(x1, y1);
+            return;
+        }
+
+        // Otherwise, let The Arc be the shortest arc given by circumference of the circle that has radius radius,
+        // and that has one point tangent to the half-infinite line that crosses the point (x0, y0) and ends at the point (x1, y1),
+        // and that has a different point tangent to the half-infinite line that ends at the point (x1, y1), and crosses the point (x2, y2).
+        // The points at which this circle touches these two lines are called the start and end tangent points respectively.
+
+        // note that both vectors are unit vectors, so the length is 1
+        var cos = (unit_vec_p1_p0[0] * unit_vec_p1_p2[0] + unit_vec_p1_p0[1] * unit_vec_p1_p2[1]);
+        var theta = Math.acos(Math.abs(cos));
+
+        // Calculate origin
+        var unit_vec_p1_origin = normalize([
+            unit_vec_p1_p0[0] + unit_vec_p1_p2[0],
+            unit_vec_p1_p0[1] + unit_vec_p1_p2[1]
+        ]);
+        var len_p1_origin = radius / Math.sin(theta / 2);
+        var x = x1 + len_p1_origin * unit_vec_p1_origin[0];
+        var y = y1 + len_p1_origin * unit_vec_p1_origin[1];
+
+        // Calculate start angle and end angle
+        // rotate 90deg clockwise (note that y axis points to its down)
+        var unit_vec_origin_start_tangent = [
+            -unit_vec_p1_p0[1],
+            unit_vec_p1_p0[0]
+        ];
+        // rotate 90deg counter clockwise (note that y axis points to its down)
+        var unit_vec_origin_end_tangent = [
+            unit_vec_p1_p2[1],
+            -unit_vec_p1_p2[0]
+        ];
+        var getAngle = function (vector) {
+            // get angle (clockwise) between vector and (1, 0)
+            var x = vector[0];
+            var y = vector[1];
+            if (y >= 0) { // note that y axis points to its down
+                return Math.acos(x);
+            } else {
+                return -Math.acos(x);
+            }
+        };
+        var startAngle = getAngle(unit_vec_origin_start_tangent);
+        var endAngle = getAngle(unit_vec_origin_end_tangent);
+
+        // Connect the point (x0, y0) to the start tangent point by a straight line
+        this.lineTo(x + unit_vec_origin_start_tangent[0] * radius,
+                    y + unit_vec_origin_start_tangent[1] * radius);
+
+        // Connect the start tangent point to the end tangent point by arc
+        // and adding the end tangent point to the subpath.
+        this.arc(x, y, radius, startAngle, endAngle);
+    };
+
+    /**
+     * Sets the stroke property on the current element
+     */
+    ctx.prototype.stroke = function () {
+        if (this.__currentElement.nodeName === "path") {
+            this.__currentElement.setAttribute("paint-order", "fill stroke markers");
+        }
+        this.__applyCurrentDefaultPath();
+        this.__applyStyleToCurrentElement("stroke");
+    };
+
+    /**
+     * Sets fill properties on the current element
+     */
+    ctx.prototype.fill = function () {
+        if (this.__currentElement.nodeName === "path") {
+            this.__currentElement.setAttribute("paint-order", "stroke fill markers");
+        }
+        this.__applyCurrentDefaultPath();
+        this.__applyStyleToCurrentElement("fill");
+    };
+
+    /**
+     *  Adds a rectangle to the path.
+     */
+    ctx.prototype.rect = function (x, y, width, height) {
+        if (this.__currentElement.nodeName !== "path") {
+            this.beginPath();
+        }
+        this.moveTo(x, y);
+        this.lineTo(x+width, y);
+        this.lineTo(x+width, y+height);
+        this.lineTo(x, y+height);
+        this.lineTo(x, y);
+        this.closePath();
+    };
+
+
+    /**
+     * adds a rectangle element
+     */
+    ctx.prototype.fillRect = function (x, y, width, height) {
+        var rect, parent;
+        rect = this.__createElement("rect", {
+            x : x,
+            y : y,
+            width : width,
+            height : height
+        }, true);
+        parent = this.__closestGroupOrSvg();
+        parent.appendChild(rect);
+        this.__currentElement = rect;
+        this.__applyStyleToCurrentElement("fill");
+    };
+
+    /**
+     * Draws a rectangle with no fill
+     * @param x
+     * @param y
+     * @param width
+     * @param height
+     */
+    ctx.prototype.strokeRect = function (x, y, width, height) {
+        var rect, parent;
+        rect = this.__createElement("rect", {
+            x : x,
+            y : y,
+            width : width,
+            height : height
+        }, true);
+        parent = this.__closestGroupOrSvg();
+        parent.appendChild(rect);
+        this.__currentElement = rect;
+        this.__applyStyleToCurrentElement("stroke");
+    };
+
+
+    /**
+     * Clear entire canvas:
+     * 1. save current transforms
+     * 2. remove all the childNodes of the root g element
+     */
+    ctx.prototype.__clearCanvas = function () {
+        var current = this.__closestGroupOrSvg(),
+            transform = current.getAttribute("transform");
+        var rootGroup = this.__root.childNodes[1];
+        var childNodes = rootGroup.childNodes;
+        for (var i = childNodes.length - 1; i >= 0; i--) {
+            if (childNodes[i]) {
+                rootGroup.removeChild(childNodes[i]);
+            }
+        }
+        this.__currentElement = rootGroup;
+        //reset __groupStack as all the child group nodes are all removed.
+        this.__groupStack = [];
+        if (transform) {
+            this.__addTransform(transform);
+        }
+    };
+
+    /**
+     * "Clears" a canvas by just drawing a white rectangle in the current group.
+     */
+    ctx.prototype.clearRect = function (x, y, width, height) {
+        //clear entire canvas
+        if (x === 0 && y === 0 && width === this.width && height === this.height) {
+            this.__clearCanvas();
+            return;
+        }
+        var rect, parent = this.__closestGroupOrSvg();
+        rect = this.__createElement("rect", {
+            x : x,
+            y : y,
+            width : width,
+            height : height,
+            fill : "#FFFFFF"
+        }, true);
+        parent.appendChild(rect);
+    };
+
+    /**
+     * Adds a linear gradient to a defs tag.
+     * Returns a canvas gradient object that has a reference to it's parent def
+     */
+    ctx.prototype.createLinearGradient = function (x1, y1, x2, y2) {
+        var grad = this.__createElement("linearGradient", {
+            id : randomString(this.__ids),
+            x1 : x1+"px",
+            x2 : x2+"px",
+            y1 : y1+"px",
+            y2 : y2+"px",
+            "gradientUnits" : "userSpaceOnUse"
+        }, false);
+        this.__defs.appendChild(grad);
+        return new CanvasGradient(grad, this);
+    };
+
+    /**
+     * Adds a radial gradient to a defs tag.
+     * Returns a canvas gradient object that has a reference to it's parent def
+     */
+    ctx.prototype.createRadialGradient = function (x0, y0, r0, x1, y1, r1) {
+        var grad = this.__createElement("radialGradient", {
+            id : randomString(this.__ids),
+            cx : x1+"px",
+            cy : y1+"px",
+            r  : r1+"px",
+            fx : x0+"px",
+            fy : y0+"px",
+            "gradientUnits" : "userSpaceOnUse"
+        }, false);
+        this.__defs.appendChild(grad);
+        return new CanvasGradient(grad, this);
+
+    };
+
+    /**
+     * Parses the font string and returns svg mapping
+     * @private
+     */
+    ctx.prototype.__parseFont = function () {
+        var regex = /^\s*(?=(?:(?:[-a-z]+\s*){0,2}(italic|oblique))?)(?=(?:(?:[-a-z]+\s*){0,2}(small-caps))?)(?=(?:(?:[-a-z]+\s*){0,2}(bold(?:er)?|lighter|[1-9]00))?)(?:(?:normal|\1|\2|\3)\s*){0,3}((?:xx?-)?(?:small|large)|medium|smaller|larger|[.\d]+(?:\%|in|[cem]m|ex|p[ctx]))(?:\s*\/\s*(normal|[.\d]+(?:\%|in|[cem]m|ex|p[ctx])))?\s*([-,\'\"\sa-z0-9]+?)\s*$/i;
+        var fontPart = regex.exec( this.font );
+        var data = {
+            style : fontPart[1] || 'normal',
+            size : fontPart[4] || '10px',
+            family : fontPart[6] || 'sans-serif',
+            weight: fontPart[3] || 'normal',
+            decoration : fontPart[2] || 'normal',
+            href : null
+        };
+
+        //canvas doesn't support underline natively, but we can pass this attribute
+        if (this.__fontUnderline === "underline") {
+            data.decoration = "underline";
+        }
+
+        //canvas also doesn't support linking, but we can pass this as well
+        if (this.__fontHref) {
+            data.href = this.__fontHref;
+        }
+
+        return data;
+    };
+
+    /**
+     * Helper to link text fragments
+     * @param font
+     * @param element
+     * @return {*}
+     * @private
+     */
+    ctx.prototype.__wrapTextLink = function (font, element) {
+        if (font.href) {
+            var a = this.__createElement("a");
+            a.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", font.href);
+            a.appendChild(element);
+            return a;
+        }
+        return element;
+    };
+
+    /**
+     * Fills or strokes text
+     * @param text
+     * @param x
+     * @param y
+     * @param action - stroke or fill
+     * @private
+     */
+    ctx.prototype.__applyText = function (text, x, y, action) {
+        var font = this.__parseFont(),
+            parent = this.__closestGroupOrSvg(),
+            textElement = this.__createElement("text", {
+                "font-family" : font.family,
+                "font-size" : font.size,
+                "font-style" : font.style,
+                "font-weight" : font.weight,
+                "text-decoration" : font.decoration,
+                "x" : x,
+                "y" : y,
+                "text-anchor": getTextAnchor(this.textAlign),
+                "dominant-baseline": getDominantBaseline(this.textBaseline)
+            }, true);
+
+        textElement.appendChild(this.__document.createTextNode(text));
+        this.__currentElement = textElement;
+        this.__applyStyleToCurrentElement(action);
+        parent.appendChild(this.__wrapTextLink(font,textElement));
+    };
+
+    /**
+     * Creates a text element
+     * @param text
+     * @param x
+     * @param y
+     */
+    ctx.prototype.fillText = function (text, x, y) {
+        this.__applyText(text, x, y, "fill");
+    };
+
+    /**
+     * Strokes text
+     * @param text
+     * @param x
+     * @param y
+     */
+    ctx.prototype.strokeText = function (text, x, y) {
+        this.__applyText(text, x, y, "stroke");
+    };
+
+    /**
+     * No need to implement this for svg.
+     * @param text
+     * @return {TextMetrics}
+     */
+    ctx.prototype.measureText = function (text) {
+        this.__ctx.font = this.font;
+        return this.__ctx.measureText(text);
+    };
+
+    /**
+     *  Arc command!
+     */
+    ctx.prototype.arc = function (x, y, radius, startAngle, endAngle, counterClockwise) {
+        // in canvas no circle is drawn if no angle is provided.
+        if (startAngle === endAngle) {
+            return;
+        }
+        startAngle = startAngle % (2*Math.PI);
+        endAngle = endAngle % (2*Math.PI);
+        if (startAngle === endAngle) {
+            //circle time! subtract some of the angle so svg is happy (svg elliptical arc can't draw a full circle)
+            endAngle = ((endAngle + (2*Math.PI)) - 0.001 * (counterClockwise ? -1 : 1)) % (2*Math.PI);
+        }
+        var endX = x+radius*Math.cos(endAngle),
+            endY = y+radius*Math.sin(endAngle),
+            startX = x+radius*Math.cos(startAngle),
+            startY = y+radius*Math.sin(startAngle),
+            sweepFlag = counterClockwise ? 0 : 1,
+            largeArcFlag = 0,
+            diff = endAngle - startAngle;
+
+        // https://github.com/gliffy/canvas2svg/issues/4
+        if (diff < 0) {
+            diff += 2*Math.PI;
+        }
+
+        if (counterClockwise) {
+            largeArcFlag = diff > Math.PI ? 0 : 1;
+        } else {
+            largeArcFlag = diff > Math.PI ? 1 : 0;
+        }
+
+        this.lineTo(startX, startY);
+        this.__addPathCommand(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
+            {rx:radius, ry:radius, xAxisRotation:0, largeArcFlag:largeArcFlag, sweepFlag:sweepFlag, endX:endX, endY:endY}));
+
+        this.__currentPosition = {x: endX, y: endY};
+    };
+
+    /**
+     * Generates a ClipPath from the clip command.
+     */
+    ctx.prototype.clip = function () {
+        var group = this.__closestGroupOrSvg(),
+            clipPath = this.__createElement("clipPath"),
+            id =  randomString(this.__ids),
+            newGroup = this.__createElement("g");
+
+        this.__applyCurrentDefaultPath();
+        group.removeChild(this.__currentElement);
+        clipPath.setAttribute("id", id);
+        clipPath.appendChild(this.__currentElement);
+
+        this.__defs.appendChild(clipPath);
+
+        //set the clip path to this group
+        group.setAttribute("clip-path", format("url(#{id})", {id:id}));
+
+        //clip paths can be scaled and transformed, we need to add another wrapper group to avoid later transformations
+        // to this path
+        group.appendChild(newGroup);
+
+        this.__currentElement = newGroup;
+
+    };
+
+    /**
+     * Draws a canvas, image or mock context to this canvas.
+     * Note that all svg dom manipulation uses node.childNodes rather than node.children for IE support.
+     * http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-drawimage
+     */
+    ctx.prototype.drawImage = function () {
+        //convert arguments to a real array
+        var args = Array.prototype.slice.call(arguments),
+            image=args[0],
+            dx, dy, dw, dh, sx=0, sy=0, sw, sh, parent, svg, defs, group,
+            currentElement, svgImage, canvas, context, id;
+
+        if (args.length === 3) {
+            dx = args[1];
+            dy = args[2];
+            sw = image.width;
+            sh = image.height;
+            dw = sw;
+            dh = sh;
+        } else if (args.length === 5) {
+            dx = args[1];
+            dy = args[2];
+            dw = args[3];
+            dh = args[4];
+            sw = image.width;
+            sh = image.height;
+        } else if (args.length === 9) {
+            sx = args[1];
+            sy = args[2];
+            sw = args[3];
+            sh = args[4];
+            dx = args[5];
+            dy = args[6];
+            dw = args[7];
+            dh = args[8];
+        } else {
+            throw new Error("Invalid number of arguments passed to drawImage: " + arguments.length);
+        }
+
+        parent = this.__closestGroupOrSvg();
+        currentElement = this.__currentElement;
+        var translateDirective = "translate(" + dx + ", " + dy + ")";
+        if (image instanceof ctx) {
+            //canvas2svg mock canvas context. In the future we may want to clone nodes instead.
+            //also I'm currently ignoring dw, dh, sw, sh, sx, sy for a mock context.
+            svg = image.getSvg().cloneNode(true);
+            if (svg.childNodes && svg.childNodes.length > 1) {
+                defs = svg.childNodes[0];
+                while(defs.childNodes.length) {
+                    id = defs.childNodes[0].getAttribute("id");
+                    this.__ids[id] = id;
+                    this.__defs.appendChild(defs.childNodes[0]);
+                }
+                group = svg.childNodes[1];
+                if (group) {
+                    //save original transform
+                    var originTransform = group.getAttribute("transform");
+                    var transformDirective;
+                    if (originTransform) {
+                        transformDirective = originTransform+" "+translateDirective;
+                    } else {
+                        transformDirective = translateDirective;
+                    }
+                    group.setAttribute("transform", transformDirective);
+                    parent.appendChild(group);
+                }
+            }
+        } else if (image.nodeName === "CANVAS" || image.nodeName === "IMG") {
+            //canvas or image
+            svgImage = this.__createElement("image");
+            svgImage.setAttribute("width", dw);
+            svgImage.setAttribute("height", dh);
+            svgImage.setAttribute("preserveAspectRatio", "none");
+
+            if (sx || sy || sw !== image.width || sh !== image.height) {
+                //crop the image using a temporary canvas
+                canvas = this.__document.createElement("canvas");
+                canvas.width = dw;
+                canvas.height = dh;
+                context = canvas.getContext("2d");
+                context.drawImage(image, sx, sy, sw, sh, 0, 0, dw, dh);
+                image = canvas;
+            }
+
+            if (image.nodeName === "CANVAS") {
+                svgImage.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", image.toDataURL());
+            }
+            else if(this.embedImages)
+            {
+                var orgSvgImage = svgImage;
+                svgImage = this.__createElement("use");
+                svgImage.setAttribute("width", dw);
+                svgImage.setAttribute("height", dh);
+                var imageUrl = image.getAttribute("src");
+                svgImage.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", "#" + imageUrl);
+                //if the image has not been dseen before download and add to defs for reuse
+                if(!this.__ids[imageUrl])
+                {
+                    this.__ids[imageUrl] = imageUrl;
+                    orgSvgImage.setAttribute("id", imageUrl);
+                    this.__defs.appendChild(orgSvgImage);
+                    toDataUrl(image.getAttribute("src"),
+                        function(dataUrl)
+                            {
+                                orgSvgImage.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", dataUrl);
+                            });
+                }
+            }
+            else
+            {
+                svgImage.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", image.getAttribute("src"));
+            }
+
+            svgImage.setAttribute("transform", translateDirective);
+
+            parent.appendChild(svgImage);
+        }
+    };
+
+    /**
+     * Generates a pattern tag
+     */
+    ctx.prototype.createPattern = function (image, repetition) {
+        var pattern = this.__document.createElementNS("http://www.w3.org/2000/svg", "pattern"), id = randomString(this.__ids),
+            img;
+        pattern.setAttribute("id", id);
+        pattern.setAttribute("width", image.width);
+        pattern.setAttribute("height", image.height);
+        if (image.nodeName === "CANVAS" || image.nodeName === "IMG") {
+            img = this.__document.createElementNS("http://www.w3.org/2000/svg", "image");
+            img.setAttribute("width", image.width);
+            img.setAttribute("height", image.height);
+            img.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href",
+                image.nodeName === "CANVAS" ? image.toDataURL() : image.getAttribute("src"));
+            pattern.appendChild(img);
+            this.__defs.appendChild(pattern);
+        } else if (image instanceof ctx) {
+            pattern.appendChild(image.__root.childNodes[1]);
+            this.__defs.appendChild(pattern);
+        }
+        return new CanvasPattern(pattern, this);
+    };
+
+    ctx.prototype.setLineDash = function (dashArray) {
+        if (dashArray && dashArray.length > 0) {
+            this.lineDash = dashArray.join(",");
+        } else {
+            this.lineDash = null;
+        }
+    };
+
+    /**
+     * Not yet implemented
+     */
+    ctx.prototype.drawFocusRing = function () {};
+    ctx.prototype.createImageData = function () {};
+    ctx.prototype.getImageData = function () {};
+    ctx.prototype.putImageData = function () {};
+    ctx.prototype.globalCompositeOperation = function () {};
+    ctx.prototype.setTransform = function () {};
+
+    //add options for alternative namespace
+    if (typeof window === "object") {
+        window.C2S = ctx;
+    }
+
+    // CommonJS/Browserify
+    if (typeof module === "object" && typeof module.exports === "object") {
+        module.exports = ctx;
+    }
+
+}());
diff --git a/recursive_swarm/lib/dat.gui.min.js b/recursive_swarm/lib/dat.gui.min.js
new file mode 100644
index 0000000000000000000000000000000000000000..8f07c7b0edc595f8c7ed98a941d39a19e0408a8d
--- /dev/null
+++ b/recursive_swarm/lib/dat.gui.min.js
@@ -0,0 +1,2 @@
+!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t():"function"==typeof define&&define.amd?define([],t):"object"==typeof exports?exports.dat=t():e.dat=t()}(this,function(){return function(e){function t(o){if(n[o])return n[o].exports;var i=n[o]={exports:{},id:o,loaded:!1};return e[o].call(i.exports,i,i.exports,t),i.loaded=!0,i.exports}var n={};return t.m=e,t.c=n,t.p="",t(0)}([function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}var i=n(1),r=o(i);e.exports=r["default"]},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}t.__esModule=!0;var 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diff --git a/recursive_swarm/lib/js-colormaps.js b/recursive_swarm/lib/js-colormaps.js
new file mode 100644
index 0000000000000000000000000000000000000000..cbc99710a55ec7c175fd2edda1d5d873eb0c7462
--- /dev/null
+++ b/recursive_swarm/lib/js-colormaps.js
@@ -0,0 +1,77 @@
+// Diverging
+var BrBG = [[0.000, [0.329, 0.188, 0.020]], [0.002, [0.329, 0.188, 0.020]], [0.004, [0.338, 0.193, 0.020]], [0.006, [0.338, 0.193, 0.020]], [0.008, [0.347, 0.198, 0.021]], [0.010, [0.347, 0.198, 0.021]], [0.012, [0.355, 0.203, 0.022]], [0.014, [0.355, 0.203, 0.022]], [0.016, [0.364, 0.209, 0.023]], [0.018, [0.364, 0.209, 0.023]], [0.020, [0.372, 0.214, 0.023]], [0.022, [0.372, 0.214, 0.023]], [0.023, [0.381, 0.219, 0.024]], [0.025, [0.381, 0.219, 0.024]], [0.027, [0.390, 0.224, 0.025]], [0.029, [0.390, 0.224, 0.025]], [0.031, [0.398, 0.229, 0.026]], [0.033, [0.398, 0.229, 0.026]], [0.035, [0.407, 0.234, 0.027]], [0.037, [0.407, 0.234, 0.027]], [0.039, [0.416, 0.239, 0.027]], [0.041, [0.416, 0.239, 0.027]], [0.043, [0.424, 0.244, 0.028]], [0.045, [0.424, 0.244, 0.028]], [0.047, [0.433, 0.249, 0.029]], [0.049, [0.433, 0.249, 0.029]], [0.051, [0.441, 0.254, 0.030]], [0.053, [0.441, 0.254, 0.030]], [0.055, [0.450, 0.259, 0.030]], [0.057, [0.450, 0.259, 0.030]], [0.059, [0.459, 0.264, 0.031]], [0.061, [0.459, 0.264, 0.031]], [0.063, [0.467, 0.269, 0.032]], [0.065, [0.467, 0.269, 0.032]], [0.067, [0.476, 0.275, 0.033]], [0.068, [0.476, 0.275, 0.033]], [0.070, [0.484, 0.280, 0.033]], [0.072, [0.484, 0.280, 0.033]], [0.074, [0.493, 0.285, 0.034]], [0.076, [0.493, 0.285, 0.034]], [0.078, [0.502, 0.290, 0.035]], [0.080, [0.502, 0.290, 0.035]], [0.082, [0.510, 0.295, 0.036]], [0.084, [0.510, 0.295, 0.036]], [0.086, [0.519, 0.300, 0.037]], [0.088, [0.519, 0.300, 0.037]], [0.090, [0.527, 0.305, 0.037]], [0.092, [0.527, 0.305, 0.037]], [0.094, [0.536, 0.310, 0.038]], [0.096, [0.536, 0.310, 0.038]], [0.098, [0.545, 0.315, 0.039]], [0.100, [0.545, 0.315, 0.039]], [0.102, [0.553, 0.321, 0.042]], [0.104, [0.553, 0.321, 0.042]], [0.106, [0.561, 0.329, 0.047]], [0.108, [0.561, 0.329, 0.047]], [0.110, [0.569, 0.336, 0.053]], [0.112, [0.569, 0.336, 0.053]], [0.114, [0.576, 0.343, 0.058]], [0.115, [0.576, 0.343, 0.058]], [0.117, [0.584, 0.351, 0.063]], [0.119, [0.584, 0.351, 0.063]], [0.121, [0.592, 0.358, 0.069]], [0.123, [0.592, 0.358, 0.069]], [0.125, [0.600, 0.366, 0.074]], [0.127, [0.600, 0.366, 0.074]], [0.129, [0.608, 0.373, 0.080]], [0.131, [0.608, 0.373, 0.080]], [0.133, [0.616, 0.380, 0.085]], [0.135, [0.616, 0.380, 0.085]], [0.137, [0.624, 0.388, 0.090]], [0.139, [0.624, 0.388, 0.090]], [0.141, [0.631, 0.395, 0.096]], [0.143, [0.631, 0.395, 0.096]], [0.145, [0.639, 0.403, 0.101]], [0.147, [0.639, 0.403, 0.101]], [0.149, [0.647, 0.410, 0.106]], [0.151, [0.647, 0.410, 0.106]], [0.153, [0.655, 0.417, 0.112]], [0.155, [0.655, 0.417, 0.112]], [0.157, [0.663, 0.425, 0.117]], [0.159, [0.663, 0.425, 0.117]], [0.160, [0.671, 0.432, 0.123]], [0.162, [0.671, 0.432, 0.123]], [0.164, [0.678, 0.439, 0.128]], [0.166, [0.678, 0.439, 0.128]], [0.168, [0.686, 0.447, 0.133]], [0.170, [0.686, 0.447, 0.133]], [0.172, [0.694, 0.454, 0.139]], [0.174, [0.694, 0.454, 0.139]], [0.176, [0.702, 0.462, 0.144]], [0.178, [0.702, 0.462, 0.144]], [0.180, [0.710, 0.469, 0.150]], [0.182, [0.710, 0.469, 0.150]], [0.184, [0.718, 0.476, 0.155]], [0.186, [0.718, 0.476, 0.155]], [0.188, [0.725, 0.484, 0.160]], [0.190, [0.725, 0.484, 0.160]], [0.192, [0.733, 0.491, 0.166]], [0.194, [0.733, 0.491, 0.166]], [0.196, [0.741, 0.499, 0.171]], [0.198, [0.741, 0.499, 0.171]], [0.200, [0.749, 0.506, 0.176]], [0.202, [0.749, 0.506, 0.176]], [0.204, [0.754, 0.516, 0.189]], [0.205, [0.754, 0.516, 0.189]], [0.207, [0.759, 0.526, 0.201]], [0.209, [0.759, 0.526, 0.201]], [0.211, [0.764, 0.536, 0.213]], [0.213, [0.764, 0.536, 0.213]], [0.215, [0.769, 0.546, 0.226]], [0.217, [0.769, 0.546, 0.226]], [0.219, [0.774, 0.556, 0.238]], [0.221, [0.774, 0.556, 0.238]], [0.223, [0.779, 0.566, 0.250]], [0.225, [0.779, 0.566, 0.250]], [0.227, [0.783, 0.576, 0.263]], [0.229, [0.783, 0.576, 0.263]], [0.231, [0.788, 0.586, 0.275]], [0.233, [0.788, 0.586, 0.275]], [0.235, [0.793, 0.596, 0.287]], [0.237, [0.793, 0.596, 0.287]], [0.239, [0.798, 0.606, 0.300]], [0.241, [0.798, 0.606, 0.300]], [0.243, [0.803, 0.616, 0.312]], [0.245, [0.803, 0.616, 0.312]], [0.247, [0.808, 0.626, 0.324]], [0.249, [0.808, 0.626, 0.324]], [0.250, [0.813, 0.636, 0.336]], [0.252, [0.813, 0.636, 0.336]], [0.254, [0.818, 0.646, 0.349]], [0.256, [0.818, 0.646, 0.349]], [0.258, [0.823, 0.656, 0.361]], [0.260, [0.823, 0.656, 0.361]], [0.262, [0.828, 0.666, 0.373]], [0.264, [0.828, 0.666, 0.373]], [0.266, [0.833, 0.676, 0.386]], [0.268, [0.833, 0.676, 0.386]], [0.270, [0.838, 0.686, 0.398]], [0.272, [0.838, 0.686, 0.398]], [0.274, [0.843, 0.696, 0.410]], [0.276, [0.843, 0.696, 0.410]], [0.278, [0.847, 0.706, 0.423]], [0.280, [0.847, 0.706, 0.423]], [0.282, [0.852, 0.716, 0.435]], [0.284, [0.852, 0.716, 0.435]], [0.286, [0.857, 0.726, 0.447]], [0.288, [0.857, 0.726, 0.447]], [0.290, [0.862, 0.736, 0.459]], [0.292, [0.862, 0.736, 0.459]], [0.294, [0.867, 0.746, 0.472]], [0.295, [0.867, 0.746, 0.472]], [0.297, [0.872, 0.756, 0.484]], [0.299, [0.872, 0.756, 0.484]], [0.301, [0.876, 0.764, 0.496]], [0.303, [0.876, 0.764, 0.496]], [0.305, [0.880, 0.770, 0.506]], [0.307, [0.880, 0.770, 0.506]], [0.309, [0.883, 0.775, 0.517]], [0.311, [0.883, 0.775, 0.517]], [0.313, [0.887, 0.781, 0.528]], [0.315, [0.887, 0.781, 0.528]], [0.317, [0.890, 0.787, 0.539]], [0.319, [0.890, 0.787, 0.539]], [0.321, [0.894, 0.793, 0.549]], [0.323, [0.894, 0.793, 0.549]], [0.325, [0.898, 0.799, 0.560]], [0.327, [0.898, 0.799, 0.560]], [0.329, [0.901, 0.805, 0.571]], [0.331, [0.901, 0.805, 0.571]], [0.333, [0.905, 0.810, 0.582]], [0.335, [0.905, 0.810, 0.582]], [0.337, [0.908, 0.816, 0.592]], [0.339, [0.908, 0.816, 0.592]], [0.341, [0.912, 0.822, 0.603]], [0.342, [0.912, 0.822, 0.603]], [0.344, [0.915, 0.828, 0.614]], [0.346, [0.915, 0.828, 0.614]], [0.348, [0.919, 0.834, 0.625]], [0.350, [0.919, 0.834, 0.625]], [0.352, [0.922, 0.840, 0.636]], [0.354, [0.922, 0.840, 0.636]], [0.356, [0.926, 0.846, 0.646]], [0.358, [0.926, 0.846, 0.646]], [0.360, [0.929, 0.851, 0.657]], [0.362, [0.929, 0.851, 0.657]], [0.364, [0.933, 0.857, 0.668]], [0.366, [0.933, 0.857, 0.668]], [0.368, [0.936, 0.863, 0.679]], [0.370, [0.936, 0.863, 0.679]], [0.372, [0.940, 0.869, 0.689]], [0.374, [0.940, 0.869, 0.689]], [0.376, [0.943, 0.875, 0.700]], [0.378, [0.943, 0.875, 0.700]], [0.380, [0.947, 0.881, 0.711]], [0.382, [0.947, 0.881, 0.711]], [0.384, [0.951, 0.886, 0.722]], [0.386, [0.951, 0.886, 0.722]], [0.387, [0.954, 0.892, 0.732]], [0.389, [0.954, 0.892, 0.732]], [0.391, [0.958, 0.898, 0.743]], [0.393, [0.958, 0.898, 0.743]], [0.395, [0.961, 0.904, 0.754]], [0.397, [0.961, 0.904, 0.754]], [0.399, [0.965, 0.910, 0.765]], [0.401, [0.965, 0.910, 0.765]], [0.403, [0.965, 0.912, 0.772]], [0.405, [0.965, 0.912, 0.772]], [0.407, [0.964, 0.914, 0.780]], [0.409, [0.964, 0.914, 0.780]], [0.411, [0.964, 0.916, 0.788]], [0.413, [0.964, 0.916, 0.788]], [0.415, [0.964, 0.918, 0.795]], [0.417, [0.964, 0.918, 0.795]], [0.419, [0.964, 0.920, 0.803]], [0.421, [0.964, 0.920, 0.803]], [0.423, [0.964, 0.922, 0.811]], [0.425, [0.964, 0.922, 0.811]], [0.427, [0.964, 0.924, 0.819]], [0.429, [0.964, 0.924, 0.819]], [0.431, [0.963, 0.926, 0.826]], [0.432, [0.963, 0.926, 0.826]], [0.434, [0.963, 0.928, 0.834]], [0.436, [0.963, 0.928, 0.834]], [0.438, [0.963, 0.930, 0.842]], [0.440, [0.963, 0.930, 0.842]], [0.442, [0.963, 0.932, 0.849]], [0.444, [0.963, 0.932, 0.849]], [0.446, [0.963, 0.934, 0.857]], [0.448, [0.963, 0.934, 0.857]], [0.450, [0.963, 0.936, 0.865]], [0.452, [0.963, 0.936, 0.865]], [0.454, [0.963, 0.938, 0.872]], [0.456, [0.963, 0.938, 0.872]], [0.458, [0.962, 0.940, 0.880]], [0.460, [0.962, 0.940, 0.880]], [0.462, [0.962, 0.942, 0.888]], [0.464, [0.962, 0.942, 0.888]], [0.466, [0.962, 0.944, 0.895]], [0.468, [0.962, 0.944, 0.895]], [0.470, [0.962, 0.946, 0.903]], [0.472, [0.962, 0.946, 0.903]], [0.474, [0.962, 0.948, 0.911]], [0.476, [0.962, 0.948, 0.911]], [0.477, [0.962, 0.950, 0.918]], [0.479, [0.962, 0.950, 0.918]], [0.481, [0.961, 0.952, 0.926]], [0.483, [0.961, 0.952, 0.926]], [0.485, [0.961, 0.954, 0.934]], [0.487, [0.961, 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0.930]], [0.550, [0.872, 0.940, 0.930]], [0.552, [0.865, 0.938, 0.928]], [0.554, [0.865, 0.938, 0.928]], [0.556, [0.858, 0.936, 0.925]], [0.558, [0.858, 0.936, 0.925]], [0.560, [0.851, 0.935, 0.923]], [0.562, [0.851, 0.935, 0.923]], [0.564, [0.844, 0.933, 0.920]], [0.566, [0.844, 0.933, 0.920]], [0.568, [0.837, 0.931, 0.918]], [0.569, [0.837, 0.931, 0.918]], [0.571, [0.830, 0.929, 0.915]], [0.573, [0.830, 0.929, 0.915]], [0.575, [0.823, 0.928, 0.913]], [0.577, [0.823, 0.928, 0.913]], [0.579, [0.816, 0.926, 0.910]], [0.581, [0.816, 0.926, 0.910]], [0.583, [0.809, 0.924, 0.908]], [0.585, [0.809, 0.924, 0.908]], [0.587, [0.802, 0.923, 0.905]], [0.589, [0.802, 0.923, 0.905]], [0.591, [0.795, 0.921, 0.903]], [0.593, [0.795, 0.921, 0.903]], [0.595, [0.787, 0.919, 0.900]], [0.597, [0.787, 0.919, 0.900]], [0.599, [0.780, 0.918, 0.898]], [0.601, [0.780, 0.918, 0.898]], [0.603, [0.769, 0.913, 0.893]], [0.605, [0.769, 0.913, 0.893]], [0.607, [0.759, 0.909, 0.887]], [0.609, [0.759, 0.909, 0.887]], [0.611, [0.748, 0.904, 0.881]], [0.613, [0.748, 0.904, 0.881]], [0.614, [0.737, 0.900, 0.876]], [0.616, [0.737, 0.900, 0.876]], [0.618, [0.726, 0.895, 0.870]], [0.620, [0.726, 0.895, 0.870]], [0.622, [0.715, 0.891, 0.865]], [0.624, [0.715, 0.891, 0.865]], [0.626, [0.704, 0.886, 0.859]], [0.628, [0.704, 0.886, 0.859]], [0.630, [0.693, 0.882, 0.854]], [0.632, [0.693, 0.882, 0.854]], [0.634, [0.682, 0.878, 0.848]], [0.636, [0.682, 0.878, 0.848]], [0.638, [0.671, 0.873, 0.843]], [0.640, [0.671, 0.873, 0.843]], [0.642, [0.660, 0.869, 0.837]], [0.644, [0.660, 0.869, 0.837]], [0.646, [0.649, 0.864, 0.832]], [0.648, [0.649, 0.864, 0.832]], [0.650, [0.638, 0.860, 0.826]], [0.652, [0.638, 0.860, 0.826]], [0.654, [0.628, 0.855, 0.821]], [0.656, [0.628, 0.855, 0.821]], [0.658, [0.617, 0.851, 0.815]], [0.659, [0.617, 0.851, 0.815]], [0.661, [0.606, 0.846, 0.809]], [0.663, [0.606, 0.846, 0.809]], [0.665, [0.595, 0.842, 0.804]], [0.667, [0.595, 0.842, 0.804]], [0.669, [0.584, 0.837, 0.798]], [0.671, [0.584, 0.837, 0.798]], [0.673, [0.573, 0.833, 0.793]], [0.675, [0.573, 0.833, 0.793]], [0.677, [0.562, 0.828, 0.787]], [0.679, [0.562, 0.828, 0.787]], [0.681, [0.551, 0.824, 0.782]], [0.683, [0.551, 0.824, 0.782]], [0.685, [0.540, 0.820, 0.776]], [0.687, [0.540, 0.820, 0.776]], [0.689, [0.529, 0.815, 0.771]], [0.691, [0.529, 0.815, 0.771]], [0.693, [0.518, 0.811, 0.765]], [0.695, [0.518, 0.811, 0.765]], [0.697, [0.507, 0.806, 0.760]], [0.699, [0.507, 0.806, 0.760]], [0.701, [0.496, 0.800, 0.753]], [0.703, [0.496, 0.800, 0.753]], [0.705, [0.485, 0.791, 0.745]], [0.706, [0.485, 0.791, 0.745]], [0.708, [0.473, 0.783, 0.738]], [0.710, [0.473, 0.783, 0.738]], [0.712, [0.462, 0.775, 0.730]], [0.714, [0.462, 0.775, 0.730]], [0.716, [0.450, 0.767, 0.722]], [0.718, [0.450, 0.767, 0.722]], [0.720, [0.439, 0.758, 0.715]], [0.722, [0.439, 0.758, 0.715]], [0.724, [0.427, 0.750, 0.707]], [0.726, [0.427, 0.750, 0.707]], [0.728, [0.415, 0.742, 0.699]], [0.730, [0.415, 0.742, 0.699]], [0.732, [0.404, 0.733, 0.692]], [0.734, [0.404, 0.733, 0.692]], [0.736, [0.392, 0.725, 0.684]], [0.738, [0.392, 0.725, 0.684]], [0.740, [0.381, 0.717, 0.676]], [0.742, [0.381, 0.717, 0.676]], [0.744, [0.369, 0.708, 0.668]], [0.746, [0.369, 0.708, 0.668]], [0.748, [0.358, 0.700, 0.661]], [0.750, [0.358, 0.700, 0.661]], [0.751, [0.346, 0.692, 0.653]], [0.753, [0.346, 0.692, 0.653]], [0.755, [0.335, 0.684, 0.645]], [0.757, [0.335, 0.684, 0.645]], [0.759, [0.323, 0.675, 0.638]], [0.761, [0.323, 0.675, 0.638]], [0.763, [0.312, 0.667, 0.630]], [0.765, [0.312, 0.667, 0.630]], [0.767, [0.300, 0.659, 0.622]], [0.769, [0.300, 0.659, 0.622]], [0.771, [0.289, 0.650, 0.615]], [0.773, [0.289, 0.650, 0.615]], [0.775, [0.277, 0.642, 0.607]], [0.777, [0.277, 0.642, 0.607]], [0.779, [0.266, 0.634, 0.599]], [0.781, [0.266, 0.634, 0.599]], [0.783, [0.254, 0.625, 0.592]], [0.785, [0.254, 0.625, 0.592]], [0.787, [0.242, 0.617, 0.584]], [0.789, [0.242, 0.617, 0.584]], [0.791, [0.231, 0.609, 0.576]], [0.793, [0.231, 0.609, 0.576]], [0.795, [0.219, 0.600, 0.568]], [0.796, [0.219, 0.600, 0.568]], [0.798, [0.208, 0.592, 0.561]], [0.800, [0.208, 0.592, 0.561]], [0.802, [0.200, 0.585, 0.553]], [0.804, [0.200, 0.585, 0.553]], [0.806, [0.192, 0.577, 0.546]], [0.808, [0.192, 0.577, 0.546]], [0.810, [0.184, 0.570, 0.538]], [0.812, [0.184, 0.570, 0.538]], [0.814, [0.176, 0.562, 0.531]], [0.816, [0.176, 0.562, 0.531]], [0.818, [0.168, 0.554, 0.523]], [0.820, [0.168, 0.554, 0.523]], [0.822, [0.160, 0.547, 0.516]], [0.824, [0.160, 0.547, 0.516]], [0.826, [0.152, 0.539, 0.508]], [0.828, [0.152, 0.539, 0.508]], [0.830, [0.144, 0.532, 0.500]], [0.832, [0.144, 0.532, 0.500]], [0.834, [0.136, 0.524, 0.493]], [0.836, [0.136, 0.524, 0.493]], [0.838, [0.128, 0.517, 0.485]], [0.840, [0.128, 0.517, 0.485]], [0.841, [0.120, 0.509, 0.478]], [0.843, [0.120, 0.509, 0.478]], [0.845, [0.112, 0.502, 0.470]], [0.847, [0.112, 0.502, 0.470]], [0.849, [0.104, 0.494, 0.463]], [0.851, [0.104, 0.494, 0.463]], [0.853, [0.096, 0.487, 0.455]], [0.855, [0.096, 0.487, 0.455]], [0.857, [0.088, 0.479, 0.448]], [0.859, [0.088, 0.479, 0.448]], [0.861, [0.080, 0.472, 0.440]], [0.863, [0.080, 0.472, 0.440]], [0.865, [0.072, 0.464, 0.433]], [0.867, [0.072, 0.464, 0.433]], [0.869, [0.064, 0.457, 0.425]], [0.871, [0.064, 0.457, 0.425]], [0.873, [0.056, 0.449, 0.418]], [0.875, [0.056, 0.449, 0.418]], [0.877, [0.048, 0.441, 0.410]], [0.879, [0.048, 0.441, 0.410]], [0.881, [0.040, 0.434, 0.403]], [0.883, [0.040, 0.434, 0.403]], [0.885, [0.032, 0.426, 0.395]], [0.886, [0.032, 0.426, 0.395]], [0.888, [0.024, 0.419, 0.387]], [0.890, [0.024, 0.419, 0.387]], [0.892, [0.016, 0.411, 0.380]], [0.894, [0.016, 0.411, 0.380]], [0.896, [0.008, 0.404, 0.372]], [0.898, [0.008, 0.404, 0.372]], [0.900, [0.004, 0.397, 0.365]], [0.902, [0.004, 0.397, 0.365]], [0.904, [0.004, 0.390, 0.358]], [0.906, [0.004, 0.390, 0.358]], [0.908, [0.004, 0.384, 0.351]], [0.910, [0.004, 0.384, 0.351]], [0.912, [0.003, 0.377, 0.344]], [0.914, [0.003, 0.377, 0.344]], [0.916, [0.003, 0.371, 0.337]], [0.918, [0.003, 0.371, 0.337]], [0.920, [0.003, 0.364, 0.330]], [0.922, [0.003, 0.364, 0.330]], [0.924, [0.003, 0.358, 0.323]], [0.926, [0.003, 0.358, 0.323]], [0.928, [0.003, 0.352, 0.316]], [0.930, [0.003, 0.352, 0.316]], [0.932, [0.003, 0.345, 0.308]], [0.933, [0.003, 0.345, 0.308]], [0.935, [0.002, 0.339, 0.301]], [0.937, [0.002, 0.339, 0.301]], [0.939, [0.002, 0.332, 0.294]], [0.941, [0.002, 0.332, 0.294]], [0.943, [0.002, 0.326, 0.287]], [0.945, [0.002, 0.326, 0.287]], [0.947, [0.002, 0.319, 0.280]], [0.949, [0.002, 0.319, 0.280]], [0.951, [0.002, 0.313, 0.273]], [0.953, [0.002, 0.313, 0.273]], [0.955, [0.002, 0.306, 0.266]], [0.957, [0.002, 0.306, 0.266]], [0.959, [0.002, 0.300, 0.259]], [0.961, [0.002, 0.300, 0.259]], [0.963, [0.001, 0.293, 0.252]], [0.965, [0.001, 0.293, 0.252]], [0.967, [0.001, 0.287, 0.245]], [0.969, [0.001, 0.287, 0.245]], [0.971, [0.001, 0.281, 0.238]], [0.973, [0.001, 0.281, 0.238]], [0.975, [0.001, 0.274, 0.231]], [0.977, [0.001, 0.274, 0.231]], [0.978, [0.001, 0.268, 0.224]], [0.980, [0.001, 0.268, 0.224]], [0.982, [0.001, 0.261, 0.217]], [0.984, [0.001, 0.261, 0.217]], [0.986, [0.000, 0.255, 0.209]], [0.988, [0.000, 0.255, 0.209]], [0.990, [0.000, 0.248, 0.202]], [0.992, [0.000, 0.248, 0.202]], [0.994, [0.000, 0.242, 0.195]], [0.996, [0.000, 0.242, 0.195]], [0.998, [0.000, 0.235, 0.188]], [1.000, [0.000, 0.235, 0.188]]];
+var PRGn = [[0.000, [0.251, 0.000, 0.294]], [0.002, [0.251, 0.000, 0.294]], [0.004, [0.259, 0.006, 0.303]], [0.006, [0.259, 0.006, 0.303]], [0.008, [0.268, 0.013, 0.311]], [0.010, [0.268, 0.013, 0.311]], [0.012, [0.276, 0.019, 0.320]], [0.014, [0.276, 0.019, 0.320]], [0.016, [0.284, 0.026, 0.329]], [0.018, [0.284, 0.026, 0.329]], [0.020, [0.293, 0.032, 0.337]], [0.022, [0.293, 0.032, 0.337]], [0.023, [0.301, 0.039, 0.346]], [0.025, [0.301, 0.039, 0.346]], [0.027, [0.309, 0.045, 0.354]], [0.029, [0.309, 0.045, 0.354]], [0.031, [0.317, 0.052, 0.363]], [0.033, [0.317, 0.052, 0.363]], [0.035, [0.326, 0.058, 0.372]], [0.037, [0.326, 0.058, 0.372]], [0.039, [0.334, 0.065, 0.380]], [0.041, [0.334, 0.065, 0.380]], [0.043, [0.342, 0.071, 0.389]], [0.045, [0.342, 0.071, 0.389]], [0.047, [0.351, 0.078, 0.397]], [0.049, [0.351, 0.078, 0.397]], [0.051, [0.359, 0.084, 0.406]], [0.053, [0.359, 0.084, 0.406]], [0.055, [0.367, 0.090, 0.415]], [0.057, [0.367, 0.090, 0.415]], [0.059, [0.376, 0.097, 0.423]], [0.061, [0.376, 0.097, 0.423]], [0.063, [0.384, 0.103, 0.432]], [0.065, [0.384, 0.103, 0.432]], [0.067, [0.392, 0.110, 0.441]], [0.068, [0.392, 0.110, 0.441]], [0.070, [0.400, 0.116, 0.449]], [0.072, [0.400, 0.116, 0.449]], [0.074, [0.409, 0.123, 0.458]], [0.076, [0.409, 0.123, 0.458]], [0.078, [0.417, 0.129, 0.466]], [0.080, [0.417, 0.129, 0.466]], [0.082, [0.425, 0.136, 0.475]], [0.084, [0.425, 0.136, 0.475]], [0.086, [0.434, 0.142, 0.484]], [0.088, [0.434, 0.142, 0.484]], [0.090, [0.442, 0.149, 0.492]], [0.092, [0.442, 0.149, 0.492]], [0.094, [0.450, 0.155, 0.501]], [0.096, [0.450, 0.155, 0.501]], [0.098, [0.459, 0.161, 0.509]], [0.100, [0.459, 0.161, 0.509]], [0.102, [0.465, 0.170, 0.517]], [0.104, [0.465, 0.170, 0.517]], [0.106, [0.471, 0.181, 0.523]], [0.108, [0.471, 0.181, 0.523]], [0.110, [0.476, 0.192, 0.529]], [0.112, [0.476, 0.192, 0.529]], [0.114, [0.482, 0.202, 0.535]], [0.115, [0.482, 0.202, 0.535]], [0.117, [0.487, 0.213, 0.541]], [0.119, [0.487, 0.213, 0.541]], 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0.834, 0.435]], [0.734, [0.647, 0.834, 0.435]], [0.736, [0.638, 0.828, 0.425]], [0.738, [0.638, 0.828, 0.425]], [0.740, [0.630, 0.823, 0.414]], [0.742, [0.630, 0.823, 0.414]], [0.744, [0.621, 0.817, 0.403]], [0.746, [0.621, 0.817, 0.403]], [0.748, [0.612, 0.811, 0.393]], [0.750, [0.612, 0.811, 0.393]], [0.751, [0.603, 0.806, 0.382]], [0.753, [0.603, 0.806, 0.382]], [0.755, [0.594, 0.800, 0.372]], [0.757, [0.594, 0.800, 0.372]], [0.759, [0.586, 0.794, 0.361]], [0.761, [0.586, 0.794, 0.361]], [0.763, [0.577, 0.788, 0.350]], [0.765, [0.577, 0.788, 0.350]], [0.767, [0.568, 0.783, 0.340]], [0.769, [0.568, 0.783, 0.340]], [0.771, [0.559, 0.777, 0.329]], [0.773, [0.559, 0.777, 0.329]], [0.775, [0.551, 0.771, 0.319]], [0.777, [0.551, 0.771, 0.319]], [0.779, [0.542, 0.766, 0.308]], [0.781, [0.542, 0.766, 0.308]], [0.783, [0.533, 0.760, 0.297]], [0.785, [0.533, 0.760, 0.297]], [0.787, [0.524, 0.754, 0.287]], [0.789, [0.524, 0.754, 0.287]], [0.791, [0.516, 0.749, 0.276]], [0.793, [0.516, 0.749, 0.276]], [0.795, [0.507, 0.743, 0.266]], [0.796, [0.507, 0.743, 0.266]], [0.798, [0.498, 0.737, 0.255]], [0.800, [0.498, 0.737, 0.255]], [0.802, [0.490, 0.731, 0.250]], [0.804, [0.490, 0.731, 0.250]], [0.806, [0.483, 0.724, 0.245]], [0.808, [0.483, 0.724, 0.245]], [0.810, [0.475, 0.718, 0.240]], [0.812, [0.475, 0.718, 0.240]], [0.814, [0.467, 0.711, 0.235]], [0.816, [0.467, 0.711, 0.235]], [0.818, [0.460, 0.705, 0.230]], [0.820, [0.460, 0.705, 0.230]], [0.822, [0.452, 0.699, 0.225]], [0.824, [0.452, 0.699, 0.225]], [0.826, [0.444, 0.692, 0.220]], [0.828, [0.444, 0.692, 0.220]], [0.830, [0.437, 0.686, 0.216]], [0.832, [0.437, 0.686, 0.216]], [0.834, [0.429, 0.679, 0.211]], [0.836, [0.429, 0.679, 0.211]], [0.838, [0.421, 0.673, 0.206]], [0.840, [0.421, 0.673, 0.206]], [0.841, [0.413, 0.666, 0.201]], [0.843, [0.413, 0.666, 0.201]], [0.845, [0.406, 0.660, 0.196]], [0.847, [0.406, 0.660, 0.196]], [0.849, [0.398, 0.653, 0.191]], [0.851, [0.398, 0.653, 0.191]], [0.853, [0.390, 0.647, 0.186]], [0.855, [0.390, 0.647, 0.186]], [0.857, [0.383, 0.640, 0.181]], [0.859, [0.383, 0.640, 0.181]], [0.861, [0.375, 0.634, 0.176]], [0.863, [0.375, 0.634, 0.176]], [0.865, [0.367, 0.627, 0.171]], [0.867, [0.367, 0.627, 0.171]], [0.869, [0.360, 0.621, 0.166]], [0.871, [0.360, 0.621, 0.166]], [0.873, [0.352, 0.615, 0.161]], [0.875, [0.352, 0.615, 0.161]], [0.877, [0.344, 0.608, 0.156]], [0.879, [0.344, 0.608, 0.156]], [0.881, [0.337, 0.602, 0.152]], [0.883, [0.337, 0.602, 0.152]], [0.885, [0.329, 0.595, 0.147]], [0.886, [0.329, 0.595, 0.147]], [0.888, [0.321, 0.589, 0.142]], [0.890, [0.321, 0.589, 0.142]], [0.892, [0.313, 0.582, 0.137]], [0.894, [0.313, 0.582, 0.137]], [0.896, [0.306, 0.576, 0.132]], [0.898, [0.306, 0.576, 0.132]], [0.900, [0.299, 0.569, 0.129]], [0.902, [0.299, 0.569, 0.129]], [0.904, [0.293, 0.562, 0.128]], [0.906, [0.293, 0.562, 0.128]], [0.908, [0.287, 0.555, 0.126]], [0.910, [0.287, 0.555, 0.126]], [0.912, [0.282, 0.548, 0.125]], [0.914, [0.282, 0.548, 0.125]], [0.916, [0.276, 0.541, 0.124]], [0.918, [0.276, 0.541, 0.124]], [0.920, [0.270, 0.534, 0.123]], [0.922, [0.270, 0.534, 0.123]], [0.924, [0.264, 0.527, 0.121]], [0.926, [0.264, 0.527, 0.121]], [0.928, [0.258, 0.519, 0.120]], [0.930, [0.258, 0.519, 0.120]], [0.932, [0.252, 0.512, 0.119]], [0.933, [0.252, 0.512, 0.119]], [0.935, [0.246, 0.505, 0.118]], [0.937, [0.246, 0.505, 0.118]], [0.939, [0.241, 0.498, 0.116]], [0.941, [0.241, 0.498, 0.116]], [0.943, [0.235, 0.491, 0.115]], [0.945, [0.235, 0.491, 0.115]], [0.947, [0.229, 0.484, 0.114]], [0.949, [0.229, 0.484, 0.114]], [0.951, [0.223, 0.477, 0.113]], [0.953, [0.223, 0.477, 0.113]], [0.955, [0.217, 0.470, 0.112]], [0.957, [0.217, 0.470, 0.112]], [0.959, [0.211, 0.463, 0.110]], [0.961, [0.211, 0.463, 0.110]], [0.963, [0.206, 0.456, 0.109]], [0.965, [0.206, 0.456, 0.109]], [0.967, [0.200, 0.449, 0.108]], [0.969, [0.200, 0.449, 0.108]], [0.971, [0.194, 0.442, 0.107]], [0.973, [0.194, 0.442, 0.107]], [0.975, [0.188, 0.435, 0.105]], [0.977, [0.188, 0.435, 0.105]], [0.978, [0.182, 0.428, 0.104]], [0.980, [0.182, 0.428, 0.104]], [0.982, [0.176, 0.420, 0.103]], [0.984, [0.176, 0.420, 0.103]], [0.986, [0.170, 0.413, 0.102]], [0.988, [0.170, 0.413, 0.102]], [0.990, [0.165, 0.406, 0.100]], [0.992, [0.165, 0.406, 0.100]], [0.994, [0.159, 0.399, 0.099]], [0.996, [0.159, 0.399, 0.099]], [0.998, [0.153, 0.392, 0.098]], [1.000, [0.153, 0.392, 0.098]]];
+var PuOr = [[0.000, [0.498, 0.231, 0.031]], [0.002, [0.498, 0.231, 0.031]], [0.004, [0.506, 0.236, 0.031]], [0.006, [0.506, 0.236, 0.031]], [0.008, [0.514, 0.240, 0.031]], [0.010, [0.514, 0.240, 0.031]], [0.012, [0.522, 0.245, 0.030]], [0.014, [0.522, 0.245, 0.030]], [0.016, [0.530, 0.249, 0.030]], [0.018, [0.530, 0.249, 0.030]], [0.020, [0.538, 0.254, 0.030]], [0.022, [0.538, 0.254, 0.030]], [0.023, [0.546, 0.258, 0.030]], [0.025, [0.546, 0.258, 0.030]], [0.027, [0.554, 0.263, 0.029]], [0.029, [0.554, 0.263, 0.029]], [0.031, [0.562, 0.267, 0.029]], [0.033, [0.562, 0.267, 0.029]], [0.035, [0.570, 0.272, 0.029]], [0.037, [0.570, 0.272, 0.029]], [0.039, [0.578, 0.276, 0.028]], [0.041, [0.578, 0.276, 0.028]], [0.043, [0.586, 0.280, 0.028]], [0.045, [0.586, 0.280, 0.028]], [0.047, [0.594, 0.285, 0.028]], [0.049, [0.594, 0.285, 0.028]], [0.051, [0.602, 0.289, 0.027]], [0.053, [0.602, 0.289, 0.027]], [0.055, [0.610, 0.294, 0.027]], [0.057, [0.610, 0.294, 0.027]], [0.059, [0.618, 0.298, 0.027]], [0.061, [0.618, 0.298, 0.027]], [0.063, [0.626, 0.303, 0.026]], [0.065, [0.626, 0.303, 0.026]], [0.067, [0.634, 0.307, 0.026]], [0.068, [0.634, 0.307, 0.026]], [0.070, [0.642, 0.312, 0.026]], [0.072, [0.642, 0.312, 0.026]], [0.074, [0.650, 0.316, 0.026]], [0.076, [0.650, 0.316, 0.026]], [0.078, [0.658, 0.321, 0.025]], [0.080, [0.658, 0.321, 0.025]], [0.082, [0.666, 0.325, 0.025]], [0.084, [0.666, 0.325, 0.025]], [0.086, [0.674, 0.329, 0.025]], [0.088, [0.674, 0.329, 0.025]], [0.090, [0.682, 0.334, 0.024]], [0.092, [0.682, 0.334, 0.024]], [0.094, [0.690, 0.338, 0.024]], [0.096, [0.690, 0.338, 0.024]], [0.098, [0.698, 0.343, 0.024]], [0.100, [0.698, 0.343, 0.024]], [0.102, [0.705, 0.348, 0.025]], [0.104, [0.705, 0.348, 0.025]], [0.106, [0.712, 0.355, 0.027]], [0.108, [0.712, 0.355, 0.027]], [0.110, [0.719, 0.361, 0.029]], [0.112, [0.719, 0.361, 0.029]], [0.114, [0.726, 0.368, 0.031]], [0.115, [0.726, 0.368, 0.031]], [0.117, [0.733, 0.374, 0.033]], [0.119, [0.733, 0.374, 0.033]], 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0.773]], [0.795, [0.275, 0.584, 0.769]], [0.796, [0.275, 0.584, 0.769]], [0.798, [0.263, 0.576, 0.765]], [0.800, [0.263, 0.576, 0.765]], [0.802, [0.258, 0.570, 0.761]], [0.804, [0.258, 0.570, 0.761]], [0.806, [0.252, 0.563, 0.758]], [0.808, [0.252, 0.563, 0.758]], [0.810, [0.247, 0.556, 0.754]], [0.812, [0.247, 0.556, 0.754]], [0.814, [0.242, 0.549, 0.751]], [0.816, [0.242, 0.549, 0.751]], [0.818, [0.237, 0.542, 0.747]], [0.820, [0.237, 0.542, 0.747]], [0.822, [0.231, 0.535, 0.743]], [0.824, [0.231, 0.535, 0.743]], [0.826, [0.226, 0.528, 0.740]], [0.828, [0.226, 0.528, 0.740]], [0.830, [0.221, 0.521, 0.736]], [0.832, [0.221, 0.521, 0.736]], [0.834, [0.216, 0.514, 0.733]], [0.836, [0.216, 0.514, 0.733]], [0.838, [0.210, 0.507, 0.729]], [0.840, [0.210, 0.507, 0.729]], [0.841, [0.205, 0.500, 0.726]], [0.843, [0.205, 0.500, 0.726]], [0.845, [0.200, 0.493, 0.722]], [0.847, [0.200, 0.493, 0.722]], [0.849, [0.195, 0.487, 0.719]], [0.851, [0.195, 0.487, 0.719]], [0.853, [0.190, 0.480, 0.715]], 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[0.110, 0.363, 0.623]], [0.918, [0.110, 0.363, 0.623]], [0.920, [0.106, 0.354, 0.611]], [0.922, [0.106, 0.354, 0.611]], [0.924, [0.101, 0.346, 0.600]], [0.926, [0.101, 0.346, 0.600]], [0.928, [0.097, 0.338, 0.588]], [0.930, [0.097, 0.338, 0.588]], [0.932, [0.093, 0.329, 0.576]], [0.933, [0.093, 0.329, 0.576]], [0.935, [0.089, 0.321, 0.565]], [0.937, [0.089, 0.321, 0.565]], [0.939, [0.084, 0.313, 0.553]], [0.941, [0.084, 0.313, 0.553]], [0.943, [0.080, 0.304, 0.542]], [0.945, [0.080, 0.304, 0.542]], [0.947, [0.076, 0.296, 0.530]], [0.949, [0.076, 0.296, 0.530]], [0.951, [0.071, 0.288, 0.519]], [0.953, [0.071, 0.288, 0.519]], [0.955, [0.067, 0.280, 0.507]], [0.957, [0.067, 0.280, 0.507]], [0.959, [0.063, 0.271, 0.496]], [0.961, [0.063, 0.271, 0.496]], [0.963, [0.058, 0.263, 0.484]], [0.965, [0.058, 0.263, 0.484]], [0.967, [0.054, 0.255, 0.473]], [0.969, [0.054, 0.255, 0.473]], [0.971, [0.050, 0.246, 0.461]], [0.973, [0.050, 0.246, 0.461]], [0.975, [0.045, 0.238, 0.450]], [0.977, [0.045, 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+var RdGy = [[0.000, [0.404, 0.000, 0.122]], [0.002, [0.404, 0.000, 0.122]], [0.004, [0.415, 0.004, 0.123]], [0.006, [0.415, 0.004, 0.123]], [0.008, [0.427, 0.007, 0.125]], [0.010, [0.427, 0.007, 0.125]], [0.012, [0.439, 0.011, 0.127]], [0.014, [0.439, 0.011, 0.127]], [0.016, [0.450, 0.015, 0.129]], [0.018, [0.450, 0.015, 0.129]], [0.020, [0.462, 0.018, 0.131]], [0.022, [0.462, 0.018, 0.131]], [0.023, [0.473, 0.022, 0.133]], [0.025, [0.473, 0.022, 0.133]], [0.027, [0.485, 0.026, 0.134]], [0.029, [0.485, 0.026, 0.134]], [0.031, [0.496, 0.030, 0.136]], [0.033, [0.496, 0.030, 0.136]], [0.035, [0.508, 0.033, 0.138]], [0.037, [0.508, 0.033, 0.138]], [0.039, [0.519, 0.037, 0.140]], [0.041, [0.519, 0.037, 0.140]], [0.043, [0.531, 0.041, 0.142]], [0.045, [0.531, 0.041, 0.142]], [0.047, [0.542, 0.044, 0.144]], [0.049, [0.542, 0.044, 0.144]], [0.051, [0.554, 0.048, 0.146]], [0.053, [0.554, 0.048, 0.146]], [0.055, [0.565, 0.052, 0.147]], [0.057, [0.565, 0.052, 0.147]], [0.059, [0.577, 0.055, 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+var RdYlBu = [[0.000, [0.647, 0.000, 0.149]], [0.002, [0.647, 0.000, 0.149]], [0.004, [0.655, 0.007, 0.149]], [0.006, [0.655, 0.007, 0.149]], [0.008, [0.662, 0.015, 0.149]], [0.010, [0.662, 0.015, 0.149]], [0.012, [0.670, 0.022, 0.149]], [0.014, [0.670, 0.022, 0.149]], [0.016, [0.678, 0.030, 0.150]], [0.018, [0.678, 0.030, 0.150]], [0.020, [0.686, 0.037, 0.150]], [0.022, [0.686, 0.037, 0.150]], [0.023, [0.693, 0.044, 0.150]], [0.025, [0.693, 0.044, 0.150]], [0.027, [0.701, 0.052, 0.150]], [0.029, [0.701, 0.052, 0.150]], [0.031, [0.709, 0.059, 0.150]], [0.033, [0.709, 0.059, 0.150]], [0.035, [0.716, 0.066, 0.150]], [0.037, [0.716, 0.066, 0.150]], [0.039, [0.724, 0.074, 0.151]], [0.041, [0.724, 0.074, 0.151]], [0.043, [0.732, 0.081, 0.151]], [0.045, [0.732, 0.081, 0.151]], [0.047, [0.739, 0.089, 0.151]], [0.049, [0.739, 0.089, 0.151]], [0.051, [0.747, 0.096, 0.151]], [0.053, [0.747, 0.096, 0.151]], [0.055, [0.755, 0.103, 0.151]], [0.057, [0.755, 0.103, 0.151]], [0.059, [0.762, 0.111, 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[0.855, [0.354, 0.558, 0.757]], [0.857, [0.346, 0.549, 0.753]], [0.859, [0.346, 0.549, 0.753]], [0.861, [0.339, 0.541, 0.748]], [0.863, [0.339, 0.541, 0.748]], [0.865, [0.332, 0.532, 0.744]], [0.867, [0.332, 0.532, 0.744]], [0.869, [0.325, 0.523, 0.739]], [0.871, [0.325, 0.523, 0.739]], [0.873, [0.318, 0.515, 0.735]], [0.875, [0.318, 0.515, 0.735]], [0.877, [0.310, 0.506, 0.730]], [0.879, [0.310, 0.506, 0.730]], [0.881, [0.303, 0.498, 0.726]], [0.883, [0.303, 0.498, 0.726]], [0.885, [0.296, 0.489, 0.721]], [0.886, [0.296, 0.489, 0.721]], [0.888, [0.289, 0.480, 0.717]], [0.890, [0.289, 0.480, 0.717]], [0.892, [0.281, 0.472, 0.713]], [0.894, [0.281, 0.472, 0.713]], [0.896, [0.274, 0.463, 0.708]], [0.898, [0.274, 0.463, 0.708]], [0.900, [0.269, 0.454, 0.703]], [0.902, [0.269, 0.454, 0.703]], [0.904, [0.266, 0.444, 0.699]], [0.906, [0.266, 0.444, 0.699]], [0.908, [0.263, 0.435, 0.694]], [0.910, [0.263, 0.435, 0.694]], [0.912, [0.260, 0.425, 0.689]], [0.914, [0.260, 0.425, 0.689]], [0.916, [0.257, 0.415, 0.684]], [0.918, [0.257, 0.415, 0.684]], [0.920, [0.254, 0.406, 0.680]], [0.922, [0.254, 0.406, 0.680]], [0.924, [0.251, 0.396, 0.675]], [0.926, [0.251, 0.396, 0.675]], [0.928, [0.248, 0.386, 0.670]], [0.930, [0.248, 0.386, 0.670]], [0.932, [0.244, 0.376, 0.665]], [0.933, [0.244, 0.376, 0.665]], [0.935, [0.241, 0.367, 0.661]], [0.937, [0.241, 0.367, 0.661]], [0.939, [0.238, 0.357, 0.656]], [0.941, [0.238, 0.357, 0.656]], [0.943, [0.235, 0.347, 0.651]], [0.945, [0.235, 0.347, 0.651]], [0.947, [0.232, 0.338, 0.646]], [0.949, [0.232, 0.338, 0.646]], [0.951, [0.229, 0.328, 0.642]], [0.953, [0.229, 0.328, 0.642]], [0.955, [0.226, 0.318, 0.637]], [0.957, [0.226, 0.318, 0.637]], [0.959, [0.223, 0.309, 0.632]], [0.961, [0.223, 0.309, 0.632]], [0.963, [0.220, 0.299, 0.627]], [0.965, [0.220, 0.299, 0.627]], [0.967, [0.217, 0.289, 0.622]], [0.969, [0.217, 0.289, 0.622]], [0.971, [0.214, 0.280, 0.618]], [0.973, [0.214, 0.280, 0.618]], [0.975, [0.211, 0.270, 0.613]], [0.977, [0.211, 0.270, 0.613]], [0.978, [0.208, 0.260, 0.608]], [0.980, [0.208, 0.260, 0.608]], [0.982, [0.204, 0.251, 0.603]], [0.984, [0.204, 0.251, 0.603]], [0.986, [0.201, 0.241, 0.599]], [0.988, [0.201, 0.241, 0.599]], [0.990, [0.198, 0.231, 0.594]], [0.992, [0.198, 0.231, 0.594]], [0.994, [0.195, 0.221, 0.589]], [0.996, [0.195, 0.221, 0.589]], [0.998, [0.192, 0.212, 0.584]], [1.000, [0.192, 0.212, 0.584]]];
+var RdYlGn = [[0.000, [0.647, 0.000, 0.149]], [0.002, [0.647, 0.000, 0.149]], [0.004, [0.655, 0.007, 0.149]], [0.006, [0.655, 0.007, 0.149]], [0.008, [0.662, 0.015, 0.149]], [0.010, [0.662, 0.015, 0.149]], [0.012, [0.670, 0.022, 0.149]], [0.014, [0.670, 0.022, 0.149]], [0.016, [0.678, 0.030, 0.150]], [0.018, [0.678, 0.030, 0.150]], [0.020, [0.686, 0.037, 0.150]], [0.022, [0.686, 0.037, 0.150]], [0.023, [0.693, 0.044, 0.150]], [0.025, [0.693, 0.044, 0.150]], [0.027, [0.701, 0.052, 0.150]], [0.029, [0.701, 0.052, 0.150]], [0.031, [0.709, 0.059, 0.150]], [0.033, [0.709, 0.059, 0.150]], [0.035, [0.716, 0.066, 0.150]], [0.037, [0.716, 0.066, 0.150]], [0.039, [0.724, 0.074, 0.151]], [0.041, [0.724, 0.074, 0.151]], [0.043, [0.732, 0.081, 0.151]], [0.045, [0.732, 0.081, 0.151]], [0.047, [0.739, 0.089, 0.151]], [0.049, [0.739, 0.089, 0.151]], [0.051, [0.747, 0.096, 0.151]], [0.053, [0.747, 0.096, 0.151]], [0.055, [0.755, 0.103, 0.151]], [0.057, [0.755, 0.103, 0.151]], [0.059, [0.762, 0.111, 0.151]], [0.061, [0.762, 0.111, 0.151]], [0.063, [0.770, 0.118, 0.151]], [0.065, [0.770, 0.118, 0.151]], [0.067, [0.778, 0.125, 0.152]], [0.068, [0.778, 0.125, 0.152]], [0.070, [0.785, 0.133, 0.152]], [0.072, [0.785, 0.133, 0.152]], [0.074, [0.793, 0.140, 0.152]], [0.076, [0.793, 0.140, 0.152]], [0.078, [0.801, 0.148, 0.152]], [0.080, [0.801, 0.148, 0.152]], [0.082, [0.809, 0.155, 0.152]], [0.084, [0.809, 0.155, 0.152]], [0.086, [0.816, 0.162, 0.152]], [0.088, [0.816, 0.162, 0.152]], [0.090, [0.824, 0.170, 0.153]], [0.092, [0.824, 0.170, 0.153]], [0.094, [0.832, 0.177, 0.153]], [0.096, [0.832, 0.177, 0.153]], [0.098, [0.839, 0.185, 0.153]], [0.100, [0.839, 0.185, 0.153]], [0.102, [0.845, 0.193, 0.155]], [0.104, [0.845, 0.193, 0.155]], [0.106, [0.850, 0.202, 0.159]], [0.108, [0.850, 0.202, 0.159]], [0.110, [0.854, 0.212, 0.164]], [0.112, [0.854, 0.212, 0.164]], [0.114, [0.859, 0.221, 0.168]], [0.115, [0.859, 0.221, 0.168]], [0.117, [0.863, 0.230, 0.172]], [0.119, [0.863, 0.230, 0.172]], [0.121, [0.868, 0.240, 0.177]], [0.123, [0.868, 0.240, 0.177]], [0.125, [0.872, 0.249, 0.181]], [0.127, [0.872, 0.249, 0.181]], [0.129, [0.877, 0.259, 0.185]], [0.131, [0.877, 0.259, 0.185]], [0.133, [0.881, 0.268, 0.190]], [0.135, [0.881, 0.268, 0.190]], [0.137, [0.886, 0.277, 0.194]], [0.139, [0.886, 0.277, 0.194]], [0.141, [0.890, 0.287, 0.198]], [0.143, [0.890, 0.287, 0.198]], [0.145, [0.894, 0.296, 0.202]], [0.147, [0.894, 0.296, 0.202]], [0.149, [0.899, 0.305, 0.207]], [0.151, [0.899, 0.305, 0.207]], [0.153, [0.903, 0.315, 0.211]], [0.155, [0.903, 0.315, 0.211]], [0.157, [0.908, 0.324, 0.215]], [0.159, [0.908, 0.324, 0.215]], [0.160, [0.912, 0.334, 0.220]], [0.162, [0.912, 0.334, 0.220]], [0.164, [0.917, 0.343, 0.224]], [0.166, [0.917, 0.343, 0.224]], [0.168, [0.921, 0.352, 0.228]], [0.170, [0.921, 0.352, 0.228]], [0.172, [0.926, 0.362, 0.233]], [0.174, [0.926, 0.362, 0.233]], [0.176, [0.930, 0.371, 0.237]], [0.178, [0.930, 0.371, 0.237]], [0.180, [0.935, 0.381, 0.241]], [0.182, [0.935, 0.381, 0.241]], [0.184, [0.939, 0.390, 0.246]], [0.186, [0.939, 0.390, 0.246]], [0.188, [0.943, 0.399, 0.250]], [0.190, [0.943, 0.399, 0.250]], [0.192, [0.948, 0.409, 0.254]], [0.194, [0.948, 0.409, 0.254]], [0.196, [0.952, 0.418, 0.258]], [0.198, [0.952, 0.418, 0.258]], [0.200, [0.957, 0.427, 0.263]], [0.202, [0.957, 0.427, 0.263]], [0.204, [0.958, 0.437, 0.267]], [0.205, [0.958, 0.437, 0.267]], [0.207, [0.960, 0.447, 0.272]], [0.209, [0.960, 0.447, 0.272]], [0.211, [0.961, 0.457, 0.277]], [0.213, [0.961, 0.457, 0.277]], [0.215, [0.962, 0.467, 0.281]], [0.217, [0.962, 0.467, 0.281]], [0.219, [0.964, 0.477, 0.286]], [0.221, [0.964, 0.477, 0.286]], [0.223, [0.965, 0.487, 0.290]], [0.225, [0.965, 0.487, 0.290]], [0.227, [0.967, 0.497, 0.295]], [0.229, [0.967, 0.497, 0.295]], [0.231, [0.968, 0.507, 0.300]], [0.233, [0.968, 0.507, 0.300]], [0.235, [0.969, 0.517, 0.304]], [0.237, [0.969, 0.517, 0.304]], [0.239, [0.971, 0.527, 0.309]], [0.241, [0.971, 0.527, 0.309]], [0.243, [0.972, 0.537, 0.313]], [0.245, [0.972, 0.537, 0.313]], [0.247, [0.973, 0.547, 0.318]], [0.249, [0.973, 0.547, 0.318]], [0.250, [0.975, 0.557, 0.323]], [0.252, [0.975, 0.557, 0.323]], [0.254, [0.976, 0.567, 0.327]], [0.256, [0.976, 0.567, 0.327]], [0.258, [0.978, 0.577, 0.332]], [0.260, [0.978, 0.577, 0.332]], [0.262, [0.979, 0.587, 0.337]], [0.264, [0.979, 0.587, 0.337]], [0.266, [0.980, 0.597, 0.341]], [0.268, [0.980, 0.597, 0.341]], [0.270, [0.982, 0.607, 0.346]], [0.272, [0.982, 0.607, 0.346]], [0.274, [0.983, 0.617, 0.350]], [0.276, [0.983, 0.617, 0.350]], [0.278, [0.985, 0.627, 0.355]], [0.280, [0.985, 0.627, 0.355]], [0.282, [0.986, 0.637, 0.360]], [0.284, [0.986, 0.637, 0.360]], [0.286, [0.987, 0.647, 0.364]], [0.288, [0.987, 0.647, 0.364]], [0.290, [0.989, 0.657, 0.369]], [0.292, [0.989, 0.657, 0.369]], [0.294, [0.990, 0.667, 0.373]], [0.295, [0.990, 0.667, 0.373]], [0.297, [0.991, 0.677, 0.378]], [0.299, [0.991, 0.677, 0.378]], [0.301, [0.992, 0.686, 0.384]], [0.303, [0.992, 0.686, 0.384]], [0.305, [0.992, 0.694, 0.390]], [0.307, [0.992, 0.694, 0.390]], [0.309, [0.993, 0.702, 0.397]], [0.311, [0.993, 0.702, 0.397]], [0.313, [0.993, 0.709, 0.403]], [0.315, [0.993, 0.709, 0.403]], [0.317, [0.993, 0.717, 0.409]], [0.319, [0.993, 0.717, 0.409]], [0.321, [0.993, 0.725, 0.416]], [0.323, [0.993, 0.725, 0.416]], [0.325, [0.993, 0.732, 0.422]], [0.327, [0.993, 0.732, 0.422]], [0.329, [0.993, 0.740, 0.429]], [0.331, [0.993, 0.740, 0.429]], [0.333, [0.993, 0.748, 0.435]], [0.335, [0.993, 0.748, 0.435]], [0.337, [0.994, 0.755, 0.442]], [0.339, [0.994, 0.755, 0.442]], [0.341, [0.994, 0.763, 0.448]], [0.342, [0.994, 0.763, 0.448]], [0.344, [0.994, 0.771, 0.455]], [0.346, [0.994, 0.771, 0.455]], [0.348, [0.994, 0.778, 0.461]], [0.350, [0.994, 0.778, 0.461]], [0.352, [0.994, 0.786, 0.468]], [0.354, [0.994, 0.786, 0.468]], [0.356, [0.994, 0.794, 0.474]], [0.358, [0.994, 0.794, 0.474]], [0.360, [0.995, 0.802, 0.481]], [0.362, [0.995, 0.802, 0.481]], [0.364, [0.995, 0.809, 0.487]], [0.366, [0.995, 0.809, 0.487]], [0.368, [0.995, 0.817, 0.493]], [0.370, [0.995, 0.817, 0.493]], [0.372, [0.995, 0.825, 0.500]], [0.374, [0.995, 0.825, 0.500]], [0.376, [0.995, 0.832, 0.506]], [0.378, [0.995, 0.832, 0.506]], [0.380, [0.995, 0.840, 0.513]], [0.382, [0.995, 0.840, 0.513]], [0.384, [0.995, 0.848, 0.519]], [0.386, [0.995, 0.848, 0.519]], [0.387, [0.996, 0.855, 0.526]], [0.389, [0.996, 0.855, 0.526]], [0.391, [0.996, 0.863, 0.532]], [0.393, [0.996, 0.863, 0.532]], [0.395, [0.996, 0.871, 0.539]], [0.397, [0.996, 0.871, 0.539]], [0.399, [0.996, 0.878, 0.545]], [0.401, [0.996, 0.878, 0.545]], [0.403, [0.996, 0.883, 0.553]], [0.405, [0.996, 0.883, 0.553]], [0.407, [0.996, 0.888, 0.561]], [0.409, [0.996, 0.888, 0.561]], [0.411, [0.997, 0.893, 0.569]], [0.413, [0.997, 0.893, 0.569]], [0.415, [0.997, 0.898, 0.577]], [0.417, [0.997, 0.898, 0.577]], [0.419, [0.997, 0.902, 0.585]], [0.421, [0.997, 0.902, 0.585]], [0.423, [0.997, 0.907, 0.593]], [0.425, [0.997, 0.907, 0.593]], [0.427, 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+
+// Qualitative
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+var Dark2 = [[0.000, [0.106, 0.620, 0.467]], [0.002, [0.106, 0.620, 0.467]], [0.004, [0.126, 0.613, 0.454]], [0.006, [0.126, 0.613, 0.454]], [0.008, [0.147, 0.606, 0.441]], [0.010, [0.147, 0.606, 0.441]], [0.012, [0.167, 0.599, 0.429]], [0.014, [0.167, 0.599, 0.429]], [0.016, [0.188, 0.592, 0.416]], [0.018, [0.188, 0.592, 0.416]], [0.020, [0.208, 0.586, 0.404]], [0.022, [0.208, 0.586, 0.404]], [0.023, [0.229, 0.579, 0.391]], [0.025, [0.229, 0.579, 0.391]], [0.027, [0.249, 0.572, 0.379]], [0.029, [0.249, 0.572, 0.379]], [0.031, [0.270, 0.565, 0.366]], [0.033, [0.270, 0.565, 0.366]], [0.035, [0.290, 0.559, 0.353]], [0.037, [0.290, 0.559, 0.353]], [0.039, [0.310, 0.552, 0.341]], [0.041, [0.310, 0.552, 0.341]], [0.043, [0.331, 0.545, 0.328]], [0.045, [0.331, 0.545, 0.328]], [0.047, [0.351, 0.538, 0.316]], [0.049, [0.351, 0.538, 0.316]], [0.051, [0.372, 0.531, 0.303]], [0.053, [0.372, 0.531, 0.303]], [0.055, [0.392, 0.525, 0.290]], [0.057, [0.392, 0.525, 0.290]], [0.059, [0.413, 0.518, 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+var Pastel2 = [[0.000, [0.702, 0.886, 0.804]], [0.002, [0.702, 0.886, 0.804]], [0.004, [0.710, 0.884, 0.800]], [0.006, [0.710, 0.884, 0.800]], [0.008, [0.718, 0.882, 0.797]], [0.010, [0.718, 0.882, 0.797]], [0.012, [0.726, 0.879, 0.793]], [0.014, [0.726, 0.879, 0.793]], [0.016, [0.734, 0.877, 0.790]], [0.018, [0.734, 0.877, 0.790]], [0.020, [0.742, 0.875, 0.786]], [0.022, [0.742, 0.875, 0.786]], [0.023, [0.750, 0.873, 0.783]], [0.025, [0.750, 0.873, 0.783]], [0.027, [0.758, 0.870, 0.779]], [0.029, [0.758, 0.870, 0.779]], [0.031, [0.766, 0.868, 0.776]], [0.033, [0.766, 0.868, 0.776]], [0.035, [0.774, 0.866, 0.772]], [0.037, [0.774, 0.866, 0.772]], [0.039, [0.782, 0.864, 0.768]], [0.041, [0.782, 0.864, 0.768]], [0.043, [0.790, 0.861, 0.765]], [0.045, [0.790, 0.861, 0.765]], [0.047, [0.798, 0.859, 0.761]], [0.049, [0.798, 0.859, 0.761]], [0.051, [0.806, 0.857, 0.758]], [0.053, [0.806, 0.857, 0.758]], [0.055, [0.813, 0.855, 0.754]], [0.057, [0.813, 0.855, 0.754]], [0.059, [0.821, 0.852, 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+
+// Sequential
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+var BuGn = [[0.000, [0.969, 0.988, 0.992]], [0.002, [0.969, 0.988, 0.992]], [0.004, [0.966, 0.987, 0.992]], [0.006, [0.966, 0.987, 0.992]], [0.008, [0.964, 0.987, 0.991]], [0.010, [0.964, 0.987, 0.991]], [0.012, [0.962, 0.986, 0.991]], [0.014, [0.962, 0.986, 0.991]], [0.016, [0.960, 0.985, 0.990]], [0.018, [0.960, 0.985, 0.990]], [0.020, [0.958, 0.984, 0.990]], [0.022, [0.958, 0.984, 0.990]], [0.023, [0.955, 0.983, 0.989]], [0.025, [0.955, 0.983, 0.989]], [0.027, [0.953, 0.982, 0.989]], [0.029, [0.953, 0.982, 0.989]], [0.031, [0.951, 0.981, 0.988]], [0.033, [0.951, 0.981, 0.988]], [0.035, [0.949, 0.980, 0.988]], [0.037, [0.949, 0.980, 0.988]], [0.039, [0.946, 0.980, 0.987]], [0.041, [0.946, 0.980, 0.987]], [0.043, [0.944, 0.979, 0.987]], [0.045, [0.944, 0.979, 0.987]], [0.047, [0.942, 0.978, 0.986]], [0.049, [0.942, 0.978, 0.986]], [0.051, [0.940, 0.977, 0.986]], [0.053, [0.940, 0.977, 0.986]], [0.055, [0.938, 0.976, 0.985]], [0.057, [0.938, 0.976, 0.985]], [0.059, [0.935, 0.975, 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+var BuPu = [[0.000, [0.969, 0.988, 0.992]], [0.002, [0.969, 0.988, 0.992]], [0.004, [0.966, 0.986, 0.991]], [0.006, [0.966, 0.986, 0.991]], [0.008, [0.963, 0.984, 0.990]], [0.010, [0.963, 0.984, 0.990]], [0.012, [0.960, 0.982, 0.989]], [0.014, [0.960, 0.982, 0.989]], [0.016, [0.957, 0.980, 0.988]], [0.018, [0.957, 0.980, 0.988]], [0.020, [0.954, 0.978, 0.987]], [0.022, [0.954, 0.978, 0.987]], [0.023, [0.952, 0.976, 0.986]], [0.025, [0.952, 0.976, 0.986]], [0.027, [0.949, 0.974, 0.984]], [0.029, [0.949, 0.974, 0.984]], [0.031, [0.946, 0.972, 0.983]], [0.033, [0.946, 0.972, 0.983]], [0.035, [0.943, 0.971, 0.982]], [0.037, [0.943, 0.971, 0.982]], [0.039, [0.940, 0.969, 0.981]], [0.041, [0.940, 0.969, 0.981]], [0.043, [0.938, 0.967, 0.980]], [0.045, [0.938, 0.967, 0.980]], [0.047, [0.935, 0.965, 0.979]], [0.049, [0.935, 0.965, 0.979]], [0.051, [0.932, 0.963, 0.978]], [0.053, [0.932, 0.963, 0.978]], [0.055, [0.929, 0.961, 0.977]], [0.057, [0.929, 0.961, 0.977]], [0.059, [0.926, 0.959, 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+var OrRd = [[0.000, [1.000, 0.969, 0.925]], [0.002, [1.000, 0.969, 0.925]], [0.004, [1.000, 0.967, 0.921]], [0.006, [1.000, 0.967, 0.921]], [0.008, [1.000, 0.965, 0.917]], [0.010, [1.000, 0.965, 0.917]], [0.012, [1.000, 0.963, 0.912]], [0.014, [1.000, 0.963, 0.912]], [0.016, [1.000, 0.961, 0.908]], [0.018, [1.000, 0.961, 0.908]], [0.020, [0.999, 0.959, 0.903]], [0.022, [0.999, 0.959, 0.903]], [0.023, [0.999, 0.958, 0.899]], [0.025, [0.999, 0.958, 0.899]], [0.027, [0.999, 0.956, 0.894]], [0.029, [0.999, 0.956, 0.894]], [0.031, [0.999, 0.954, 0.890]], [0.033, [0.999, 0.954, 0.890]], [0.035, [0.999, 0.952, 0.886]], [0.037, [0.999, 0.952, 0.886]], [0.039, [0.999, 0.950, 0.881]], [0.041, [0.999, 0.950, 0.881]], [0.043, [0.999, 0.948, 0.877]], [0.045, [0.999, 0.948, 0.877]], [0.047, [0.999, 0.946, 0.872]], [0.049, [0.999, 0.946, 0.872]], [0.051, [0.998, 0.945, 0.868]], [0.053, [0.998, 0.945, 0.868]], [0.055, [0.998, 0.943, 0.863]], [0.057, [0.998, 0.943, 0.863]], [0.059, [0.998, 0.941, 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+var PuRd = [[0.000, [0.969, 0.957, 0.976]], [0.002, [0.969, 0.957, 0.976]], [0.004, [0.967, 0.955, 0.975]], [0.006, [0.967, 0.955, 0.975]], [0.008, [0.965, 0.952, 0.974]], [0.010, [0.965, 0.952, 0.974]], [0.012, [0.963, 0.950, 0.973]], [0.014, [0.963, 0.950, 0.973]], [0.016, [0.961, 0.948, 0.972]], [0.018, [0.961, 0.948, 0.972]], [0.020, [0.959, 0.945, 0.970]], [0.022, [0.959, 0.945, 0.970]], [0.023, [0.957, 0.943, 0.969]], [0.025, [0.957, 0.943, 0.969]], [0.027, [0.955, 0.940, 0.968]], [0.029, [0.955, 0.940, 0.968]], [0.031, [0.953, 0.938, 0.967]], [0.033, [0.953, 0.938, 0.967]], [0.035, [0.951, 0.936, 0.965]], [0.037, [0.951, 0.936, 0.965]], [0.039, [0.949, 0.933, 0.964]], [0.041, [0.949, 0.933, 0.964]], [0.043, [0.947, 0.931, 0.963]], [0.045, [0.947, 0.931, 0.963]], [0.047, [0.945, 0.929, 0.962]], [0.049, [0.945, 0.929, 0.962]], [0.051, [0.943, 0.926, 0.960]], [0.053, [0.943, 0.926, 0.960]], [0.055, [0.941, 0.924, 0.959]], [0.057, [0.941, 0.924, 0.959]], [0.059, [0.939, 0.922, 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0.619, 0.793]], [0.489, [0.629, 0.615, 0.790]], [0.491, [0.629, 0.615, 0.790]], [0.493, [0.625, 0.610, 0.788]], [0.495, [0.625, 0.610, 0.788]], [0.497, [0.621, 0.606, 0.786]], [0.499, [0.621, 0.606, 0.786]], [0.501, [0.618, 0.602, 0.783]], [0.503, [0.618, 0.602, 0.783]], [0.505, [0.614, 0.599, 0.782]], [0.507, [0.614, 0.599, 0.782]], [0.509, [0.610, 0.595, 0.780]], [0.511, [0.610, 0.595, 0.780]], [0.513, [0.607, 0.591, 0.778]], [0.515, [0.607, 0.591, 0.778]], [0.517, [0.603, 0.588, 0.777]], [0.519, [0.603, 0.588, 0.777]], [0.521, [0.599, 0.584, 0.775]], [0.523, [0.599, 0.584, 0.775]], [0.524, [0.596, 0.581, 0.773]], [0.526, [0.596, 0.581, 0.773]], [0.528, [0.592, 0.577, 0.771]], [0.530, [0.592, 0.577, 0.771]], [0.532, [0.588, 0.574, 0.770]], [0.534, [0.588, 0.574, 0.770]], [0.536, [0.585, 0.570, 0.768]], [0.538, [0.585, 0.570, 0.768]], [0.540, [0.581, 0.566, 0.766]], [0.542, [0.581, 0.566, 0.766]], [0.544, [0.577, 0.563, 0.765]], [0.546, [0.577, 0.563, 0.765]], [0.548, [0.573, 0.559, 0.763]], [0.550, [0.573, 0.559, 0.763]], [0.552, [0.570, 0.556, 0.761]], [0.554, [0.570, 0.556, 0.761]], [0.556, [0.566, 0.552, 0.759]], [0.558, [0.566, 0.552, 0.759]], [0.560, [0.562, 0.549, 0.758]], [0.562, [0.562, 0.549, 0.758]], [0.564, [0.559, 0.545, 0.756]], [0.566, [0.559, 0.545, 0.756]], [0.568, [0.555, 0.541, 0.754]], [0.569, [0.555, 0.541, 0.754]], [0.571, [0.551, 0.538, 0.752]], [0.573, [0.551, 0.538, 0.752]], [0.575, [0.548, 0.534, 0.751]], [0.577, [0.548, 0.534, 0.751]], [0.579, [0.544, 0.531, 0.749]], [0.581, [0.544, 0.531, 0.749]], [0.583, [0.540, 0.527, 0.747]], [0.585, [0.540, 0.527, 0.747]], [0.587, [0.537, 0.524, 0.746]], [0.589, [0.537, 0.524, 0.746]], [0.591, [0.533, 0.520, 0.744]], [0.593, [0.533, 0.520, 0.744]], [0.595, [0.529, 0.517, 0.742]], [0.597, [0.529, 0.517, 0.742]], [0.599, [0.525, 0.513, 0.740]], [0.601, [0.525, 0.513, 0.740]], [0.603, [0.522, 0.509, 0.739]], [0.605, [0.522, 0.509, 0.739]], [0.607, [0.518, 0.506, 0.737]], [0.609, [0.518, 0.506, 0.737]], [0.611, [0.514, 0.502, 0.735]], [0.613, [0.514, 0.502, 0.735]], [0.614, [0.511, 0.499, 0.734]], [0.616, [0.511, 0.499, 0.734]], [0.618, [0.507, 0.495, 0.732]], [0.620, [0.507, 0.495, 0.732]], [0.622, [0.503, 0.492, 0.730]], [0.624, [0.503, 0.492, 0.730]], [0.626, [0.500, 0.487, 0.728]], [0.628, [0.500, 0.487, 0.728]], [0.630, [0.498, 0.481, 0.725]], [0.632, [0.498, 0.481, 0.725]], [0.634, [0.495, 0.476, 0.722]], [0.636, [0.495, 0.476, 0.722]], [0.638, [0.492, 0.471, 0.719]], [0.640, [0.492, 0.471, 0.719]], [0.642, [0.489, 0.465, 0.716]], [0.644, [0.489, 0.465, 0.716]], [0.646, [0.487, 0.460, 0.713]], [0.648, [0.487, 0.460, 0.713]], [0.650, [0.484, 0.454, 0.711]], [0.652, [0.484, 0.454, 0.711]], [0.654, [0.481, 0.449, 0.708]], [0.656, [0.481, 0.449, 0.708]], [0.658, [0.479, 0.444, 0.705]], [0.659, [0.479, 0.444, 0.705]], [0.661, [0.476, 0.438, 0.702]], [0.663, [0.476, 0.438, 0.702]], [0.665, [0.473, 0.433, 0.699]], [0.667, [0.473, 0.433, 0.699]], [0.669, [0.470, 0.427, 0.697]], [0.671, [0.470, 0.427, 0.697]], [0.673, [0.468, 0.422, 0.694]], [0.675, [0.468, 0.422, 0.694]], [0.677, [0.465, 0.416, 0.691]], [0.679, [0.465, 0.416, 0.691]], [0.681, [0.462, 0.411, 0.688]], [0.683, [0.462, 0.411, 0.688]], [0.685, [0.460, 0.406, 0.685]], [0.687, [0.460, 0.406, 0.685]], [0.689, [0.457, 0.400, 0.682]], [0.691, [0.457, 0.400, 0.682]], [0.693, [0.454, 0.395, 0.680]], [0.695, [0.454, 0.395, 0.680]], [0.697, [0.452, 0.389, 0.677]], [0.699, [0.452, 0.389, 0.677]], [0.701, [0.449, 0.384, 0.674]], [0.703, [0.449, 0.384, 0.674]], [0.705, [0.446, 0.379, 0.671]], [0.706, [0.446, 0.379, 0.671]], [0.708, [0.443, 0.373, 0.668]], [0.710, [0.443, 0.373, 0.668]], [0.712, [0.441, 0.368, 0.665]], [0.714, [0.441, 0.368, 0.665]], [0.716, [0.438, 0.362, 0.663]], [0.718, [0.438, 0.362, 0.663]], [0.720, [0.435, 0.357, 0.660]], [0.722, [0.435, 0.357, 0.660]], [0.724, [0.433, 0.351, 0.657]], [0.726, [0.433, 0.351, 0.657]], [0.728, [0.430, 0.346, 0.654]], [0.730, [0.430, 0.346, 0.654]], [0.732, [0.427, 0.341, 0.651]], [0.734, [0.427, 0.341, 0.651]], [0.736, [0.424, 0.335, 0.648]], [0.738, [0.424, 0.335, 0.648]], [0.740, [0.422, 0.330, 0.646]], [0.742, [0.422, 0.330, 0.646]], [0.744, [0.419, 0.324, 0.643]], [0.746, [0.419, 0.324, 0.643]], [0.748, [0.416, 0.319, 0.640]], [0.750, [0.416, 0.319, 0.640]], [0.751, [0.414, 0.314, 0.637]], [0.753, [0.414, 0.314, 0.637]], [0.755, [0.411, 0.309, 0.635]], [0.757, [0.411, 0.309, 0.635]], [0.759, [0.408, 0.303, 0.632]], [0.761, [0.408, 0.303, 0.632]], [0.763, [0.406, 0.298, 0.630]], [0.765, [0.406, 0.298, 0.630]], [0.767, [0.403, 0.293, 0.628]], [0.769, [0.403, 0.293, 0.628]], [0.771, [0.400, 0.288, 0.625]], [0.773, [0.400, 0.288, 0.625]], [0.775, [0.397, 0.283, 0.623]], [0.777, [0.397, 0.283, 0.623]], [0.779, [0.395, 0.278, 0.620]], [0.781, [0.395, 0.278, 0.620]], [0.783, [0.392, 0.272, 0.618]], [0.785, [0.392, 0.272, 0.618]], [0.787, [0.389, 0.267, 0.615]], [0.789, [0.389, 0.267, 0.615]], [0.791, [0.387, 0.262, 0.613]], [0.793, [0.387, 0.262, 0.613]], [0.795, [0.384, 0.257, 0.610]], [0.796, [0.384, 0.257, 0.610]], [0.798, [0.381, 0.252, 0.608]], [0.800, [0.381, 0.252, 0.608]], [0.802, [0.378, 0.247, 0.605]], [0.804, [0.378, 0.247, 0.605]], [0.806, [0.376, 0.241, 0.603]], [0.808, [0.376, 0.241, 0.603]], [0.810, [0.373, 0.236, 0.600]], [0.812, [0.373, 0.236, 0.600]], [0.814, [0.370, 0.231, 0.598]], [0.816, [0.370, 0.231, 0.598]], [0.818, [0.368, 0.226, 0.596]], [0.820, [0.368, 0.226, 0.596]], [0.822, [0.365, 0.221, 0.593]], [0.824, [0.365, 0.221, 0.593]], [0.826, [0.362, 0.216, 0.591]], [0.828, [0.362, 0.216, 0.591]], [0.830, [0.360, 0.210, 0.588]], [0.832, [0.360, 0.210, 0.588]], [0.834, [0.357, 0.205, 0.586]], [0.836, [0.357, 0.205, 0.586]], [0.838, [0.354, 0.200, 0.583]], [0.840, [0.354, 0.200, 0.583]], [0.841, [0.351, 0.195, 0.581]], [0.843, [0.351, 0.195, 0.581]], [0.845, [0.349, 0.190, 0.578]], [0.847, [0.349, 0.190, 0.578]], [0.849, [0.346, 0.185, 0.576]], [0.851, [0.346, 0.185, 0.576]], [0.853, [0.343, 0.179, 0.573]], [0.855, [0.343, 0.179, 0.573]], [0.857, [0.341, 0.174, 0.571]], [0.859, [0.341, 0.174, 0.571]], [0.861, [0.338, 0.169, 0.568]], [0.863, [0.338, 0.169, 0.568]], [0.865, [0.335, 0.164, 0.566]], [0.867, [0.335, 0.164, 0.566]], [0.869, [0.332, 0.159, 0.564]], [0.871, [0.332, 0.159, 0.564]], [0.873, [0.330, 0.154, 0.561]], [0.875, [0.330, 0.154, 0.561]], [0.877, [0.327, 0.149, 0.559]], [0.879, [0.327, 0.149, 0.559]], [0.881, [0.325, 0.144, 0.557]], [0.883, [0.325, 0.144, 0.557]], [0.885, [0.322, 0.139, 0.554]], [0.886, [0.322, 0.139, 0.554]], [0.888, [0.319, 0.134, 0.552]], [0.890, [0.319, 0.134, 0.552]], [0.892, [0.317, 0.130, 0.550]], [0.894, [0.317, 0.130, 0.550]], [0.896, [0.314, 0.125, 0.548]], [0.898, [0.314, 0.125, 0.548]], [0.900, [0.312, 0.120, 0.546]], [0.902, [0.312, 0.120, 0.546]], [0.904, [0.309, 0.115, 0.543]], [0.906, [0.309, 0.115, 0.543]], [0.908, [0.306, 0.110, 0.541]], [0.910, [0.306, 0.110, 0.541]], [0.912, [0.304, 0.106, 0.539]], [0.914, [0.304, 0.106, 0.539]], [0.916, [0.301, 0.101, 0.537]], [0.918, [0.301, 0.101, 0.537]], [0.920, [0.299, 0.096, 0.534]], [0.922, [0.299, 0.096, 0.534]], [0.924, [0.296, 0.091, 0.532]], [0.926, [0.296, 0.091, 0.532]], [0.928, [0.294, 0.086, 0.530]], [0.930, [0.294, 0.086, 0.530]], [0.932, [0.291, 0.082, 0.528]], [0.933, [0.291, 0.082, 0.528]], [0.935, [0.288, 0.077, 0.526]], [0.937, [0.288, 0.077, 0.526]], [0.939, [0.286, 0.072, 0.523]], [0.941, [0.286, 0.072, 0.523]], [0.943, [0.283, 0.067, 0.521]], [0.945, [0.283, 0.067, 0.521]], [0.947, [0.281, 0.062, 0.519]], [0.949, [0.281, 0.062, 0.519]], [0.951, [0.278, 0.058, 0.517]], [0.953, [0.278, 0.058, 0.517]], [0.955, [0.275, 0.053, 0.515]], [0.957, [0.275, 0.053, 0.515]], [0.959, [0.273, 0.048, 0.512]], [0.961, [0.273, 0.048, 0.512]], [0.963, [0.270, 0.043, 0.510]], [0.965, [0.270, 0.043, 0.510]], [0.967, [0.268, 0.038, 0.508]], [0.969, [0.268, 0.038, 0.508]], [0.971, [0.265, 0.034, 0.506]], [0.973, [0.265, 0.034, 0.506]], [0.975, [0.263, 0.029, 0.503]], [0.977, [0.263, 0.029, 0.503]], [0.978, [0.260, 0.024, 0.501]], [0.980, [0.260, 0.024, 0.501]], [0.982, [0.257, 0.019, 0.499]], [0.984, [0.257, 0.019, 0.499]], [0.986, [0.255, 0.014, 0.497]], [0.988, [0.255, 0.014, 0.497]], [0.990, [0.252, 0.010, 0.495]], [0.992, [0.252, 0.010, 0.495]], [0.994, [0.250, 0.005, 0.492]], [0.996, [0.250, 0.005, 0.492]], [0.998, [0.247, 0.000, 0.490]], [1.000, [0.247, 0.000, 0.490]]];
+var RdPu = [[0.000, [1.000, 0.969, 0.953]], [0.002, [1.000, 0.969, 0.953]], [0.004, [1.000, 0.966, 0.950]], [0.006, [1.000, 0.966, 0.950]], [0.008, [1.000, 0.963, 0.948]], [0.010, [1.000, 0.963, 0.948]], [0.012, [0.999, 0.960, 0.945]], [0.014, [0.999, 0.960, 0.945]], [0.016, [0.999, 0.957, 0.942]], [0.018, [0.999, 0.957, 0.942]], [0.020, [0.999, 0.954, 0.939]], [0.022, [0.999, 0.954, 0.939]], [0.023, [0.999, 0.952, 0.937]], [0.025, [0.999, 0.952, 0.937]], [0.027, [0.998, 0.949, 0.934]], [0.029, [0.998, 0.949, 0.934]], [0.031, [0.998, 0.946, 0.931]], [0.033, [0.998, 0.946, 0.931]], [0.035, [0.998, 0.943, 0.929]], [0.037, [0.998, 0.943, 0.929]], [0.039, [0.998, 0.940, 0.926]], [0.041, [0.998, 0.940, 0.926]], [0.043, [0.997, 0.938, 0.923]], [0.045, [0.997, 0.938, 0.923]], [0.047, [0.997, 0.935, 0.920]], [0.049, [0.997, 0.935, 0.920]], [0.051, [0.997, 0.932, 0.918]], [0.053, [0.997, 0.932, 0.918]], [0.055, [0.997, 0.929, 0.915]], [0.057, [0.997, 0.929, 0.915]], [0.059, [0.996, 0.926, 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0.244]], [0.550, [0.966, 0.343, 0.244]], [0.552, [0.964, 0.338, 0.240]], [0.554, [0.964, 0.338, 0.240]], [0.556, [0.963, 0.332, 0.237]], [0.558, [0.963, 0.332, 0.237]], [0.560, [0.961, 0.326, 0.233]], [0.562, [0.961, 0.326, 0.233]], [0.564, [0.960, 0.320, 0.229]], [0.566, [0.960, 0.320, 0.229]], [0.568, [0.958, 0.314, 0.226]], [0.569, [0.958, 0.314, 0.226]], [0.571, [0.957, 0.309, 0.222]], [0.573, [0.957, 0.309, 0.222]], [0.575, [0.956, 0.303, 0.218]], [0.577, [0.956, 0.303, 0.218]], [0.579, [0.954, 0.297, 0.215]], [0.581, [0.954, 0.297, 0.215]], [0.583, [0.953, 0.291, 0.211]], [0.585, [0.953, 0.291, 0.211]], [0.587, [0.951, 0.286, 0.207]], [0.589, [0.951, 0.286, 0.207]], [0.591, [0.950, 0.280, 0.203]], [0.593, [0.950, 0.280, 0.203]], [0.595, [0.948, 0.274, 0.200]], [0.597, [0.948, 0.274, 0.200]], [0.599, [0.947, 0.268, 0.196]], [0.601, [0.947, 0.268, 0.196]], [0.603, [0.945, 0.262, 0.192]], [0.605, [0.945, 0.262, 0.192]], [0.607, [0.944, 0.257, 0.189]], [0.609, [0.944, 0.257, 0.189]], [0.611, [0.942, 0.251, 0.185]], [0.613, [0.942, 0.251, 0.185]], [0.614, [0.941, 0.245, 0.181]], [0.616, [0.941, 0.245, 0.181]], [0.618, [0.939, 0.239, 0.178]], [0.620, [0.939, 0.239, 0.178]], [0.622, [0.938, 0.234, 0.174]], [0.624, [0.938, 0.234, 0.174]], [0.626, [0.934, 0.229, 0.171]], [0.628, [0.934, 0.229, 0.171]], [0.630, [0.930, 0.224, 0.170]], [0.632, [0.930, 0.224, 0.170]], [0.634, [0.926, 0.220, 0.168]], [0.636, [0.926, 0.220, 0.168]], [0.638, [0.921, 0.216, 0.166]], [0.640, [0.921, 0.216, 0.166]], [0.642, [0.917, 0.211, 0.164]], [0.644, [0.917, 0.211, 0.164]], [0.646, [0.912, 0.207, 0.162]], [0.648, [0.912, 0.207, 0.162]], [0.650, [0.908, 0.203, 0.160]], [0.652, [0.908, 0.203, 0.160]], [0.654, [0.903, 0.199, 0.158]], [0.656, [0.903, 0.199, 0.158]], [0.658, [0.899, 0.194, 0.157]], [0.659, [0.899, 0.194, 0.157]], [0.661, [0.895, 0.190, 0.155]], [0.663, [0.895, 0.190, 0.155]], [0.665, [0.890, 0.186, 0.153]], [0.667, [0.890, 0.186, 0.153]], [0.669, [0.886, 0.181, 0.151]], [0.671, [0.886, 0.181, 0.151]], [0.673, [0.881, 0.177, 0.149]], [0.675, [0.881, 0.177, 0.149]], [0.677, [0.877, 0.173, 0.147]], [0.679, [0.877, 0.173, 0.147]], [0.681, [0.872, 0.168, 0.146]], [0.683, [0.872, 0.168, 0.146]], [0.685, [0.868, 0.164, 0.144]], [0.687, [0.868, 0.164, 0.144]], [0.689, [0.864, 0.160, 0.142]], [0.691, [0.864, 0.160, 0.142]], [0.693, [0.859, 0.155, 0.140]], [0.695, [0.859, 0.155, 0.140]], [0.697, [0.855, 0.151, 0.138]], [0.699, [0.855, 0.151, 0.138]], [0.701, [0.850, 0.147, 0.136]], [0.703, [0.850, 0.147, 0.136]], [0.705, [0.846, 0.143, 0.134]], [0.706, [0.846, 0.143, 0.134]], [0.708, [0.841, 0.138, 0.133]], [0.710, [0.841, 0.138, 0.133]], [0.712, [0.837, 0.134, 0.131]], [0.714, [0.837, 0.134, 0.131]], [0.716, [0.833, 0.130, 0.129]], [0.718, [0.833, 0.130, 0.129]], [0.720, [0.828, 0.125, 0.127]], [0.722, [0.828, 0.125, 0.127]], [0.724, [0.824, 0.121, 0.125]], [0.726, [0.824, 0.121, 0.125]], [0.728, [0.819, 0.117, 0.123]], [0.730, [0.819, 0.117, 0.123]], [0.732, [0.815, 0.112, 0.122]], [0.734, [0.815, 0.112, 0.122]], [0.736, [0.810, 0.108, 0.120]], [0.738, [0.810, 0.108, 0.120]], [0.740, [0.806, 0.104, 0.118]], [0.742, [0.806, 0.104, 0.118]], [0.744, [0.802, 0.100, 0.116]], [0.746, [0.802, 0.100, 0.116]], [0.748, [0.797, 0.095, 0.114]], [0.750, [0.797, 0.095, 0.114]], [0.751, [0.793, 0.093, 0.113]], [0.753, [0.793, 0.093, 0.113]], [0.755, [0.788, 0.092, 0.112]], [0.757, [0.788, 0.092, 0.112]], [0.759, [0.783, 0.091, 0.111]], [0.761, [0.783, 0.091, 0.111]], [0.763, [0.779, 0.090, 0.110]], [0.765, [0.779, 0.090, 0.110]], [0.767, [0.774, 0.089, 0.109]], [0.769, [0.774, 0.089, 0.109]], [0.771, [0.769, 0.088, 0.108]], [0.773, [0.769, 0.088, 0.108]], [0.775, [0.765, 0.087, 0.107]], [0.777, [0.765, 0.087, 0.107]], [0.779, [0.760, 0.086, 0.106]], [0.781, [0.760, 0.086, 0.106]], [0.783, [0.755, 0.084, 0.105]], [0.785, [0.755, 0.084, 0.105]], [0.787, [0.750, 0.083, 0.104]], [0.789, [0.750, 0.083, 0.104]], [0.791, [0.746, 0.082, 0.103]], [0.793, [0.746, 0.082, 0.103]], [0.795, [0.741, 0.081, 0.102]], [0.796, [0.741, 0.081, 0.102]], [0.798, [0.736, 0.080, 0.101]], [0.800, [0.736, 0.080, 0.101]], [0.802, [0.732, 0.079, 0.100]], [0.804, [0.732, 0.079, 0.100]], [0.806, [0.727, 0.078, 0.099]], [0.808, [0.727, 0.078, 0.099]], [0.810, [0.722, 0.077, 0.098]], [0.812, [0.722, 0.077, 0.098]], [0.814, [0.718, 0.076, 0.097]], [0.816, [0.718, 0.076, 0.097]], [0.818, [0.713, 0.074, 0.096]], [0.820, [0.713, 0.074, 0.096]], [0.822, [0.708, 0.073, 0.095]], [0.824, [0.708, 0.073, 0.095]], [0.826, [0.704, 0.072, 0.094]], [0.828, [0.704, 0.072, 0.094]], [0.830, [0.699, 0.071, 0.093]], [0.832, [0.699, 0.071, 0.093]], [0.834, [0.694, 0.070, 0.092]], [0.836, [0.694, 0.070, 0.092]], [0.838, [0.690, 0.069, 0.091]], [0.840, [0.690, 0.069, 0.091]], [0.841, [0.685, 0.068, 0.090]], [0.843, [0.685, 0.068, 0.090]], [0.845, [0.680, 0.067, 0.089]], [0.847, [0.680, 0.067, 0.089]], [0.849, [0.676, 0.066, 0.088]], [0.851, [0.676, 0.066, 0.088]], [0.853, [0.671, 0.064, 0.087]], [0.855, [0.671, 0.064, 0.087]], [0.857, [0.666, 0.063, 0.086]], [0.859, [0.666, 0.063, 0.086]], [0.861, [0.662, 0.062, 0.085]], [0.863, [0.662, 0.062, 0.085]], [0.865, [0.657, 0.061, 0.084]], [0.867, [0.657, 0.061, 0.084]], [0.869, [0.652, 0.060, 0.083]], [0.871, [0.652, 0.060, 0.083]], [0.873, [0.648, 0.059, 0.082]], [0.875, [0.648, 0.059, 0.082]], [0.877, [0.640, 0.057, 0.081]], [0.879, [0.640, 0.057, 0.081]], [0.881, [0.633, 0.055, 0.081]], [0.883, [0.633, 0.055, 0.081]], [0.885, [0.625, 0.054, 0.080]], [0.886, [0.625, 0.054, 0.080]], [0.888, [0.618, 0.052, 0.079]], [0.890, [0.618, 0.052, 0.079]], [0.892, [0.610, 0.050, 0.078]], [0.894, [0.610, 0.050, 0.078]], [0.896, [0.602, 0.048, 0.077]], [0.898, [0.602, 0.048, 0.077]], [0.900, [0.595, 0.046, 0.076]], [0.902, [0.595, 0.046, 0.076]], [0.904, [0.587, 0.044, 0.075]], [0.906, [0.587, 0.044, 0.075]], [0.908, [0.579, 0.042, 0.074]], [0.910, [0.579, 0.042, 0.074]], [0.912, [0.572, 0.041, 0.073]], [0.914, [0.572, 0.041, 0.073]], [0.916, [0.564, 0.039, 0.072]], [0.918, [0.564, 0.039, 0.072]], [0.920, [0.556, 0.037, 0.071]], [0.922, [0.556, 0.037, 0.071]], [0.924, [0.549, 0.035, 0.070]], [0.926, [0.549, 0.035, 0.070]], [0.928, [0.541, 0.033, 0.069]], [0.930, [0.541, 0.033, 0.069]], [0.932, [0.534, 0.031, 0.068]], [0.933, [0.534, 0.031, 0.068]], [0.935, [0.526, 0.030, 0.067]], [0.937, [0.526, 0.030, 0.067]], [0.939, [0.518, 0.028, 0.066]], [0.941, [0.518, 0.028, 0.066]], [0.943, [0.511, 0.026, 0.065]], [0.945, [0.511, 0.026, 0.065]], [0.947, [0.503, 0.024, 0.064]], [0.949, [0.503, 0.024, 0.064]], [0.951, [0.495, 0.022, 0.063]], [0.953, [0.495, 0.022, 0.063]], [0.955, [0.488, 0.020, 0.062]], [0.957, [0.488, 0.020, 0.062]], [0.959, [0.480, 0.018, 0.061]], [0.961, [0.480, 0.018, 0.061]], [0.963, [0.473, 0.017, 0.060]], [0.965, [0.473, 0.017, 0.060]], [0.967, [0.465, 0.015, 0.059]], [0.969, [0.465, 0.015, 0.059]], [0.971, [0.457, 0.013, 0.058]], [0.973, [0.457, 0.013, 0.058]], [0.975, [0.450, 0.011, 0.057]], [0.977, [0.450, 0.011, 0.057]], [0.978, [0.442, 0.009, 0.056]], [0.980, [0.442, 0.009, 0.056]], [0.982, [0.434, 0.007, 0.055]], [0.984, [0.434, 0.007, 0.055]], [0.986, [0.427, 0.006, 0.054]], [0.988, [0.427, 0.006, 0.054]], [0.990, [0.419, 0.004, 0.053]], [0.992, [0.419, 0.004, 0.053]], [0.994, [0.412, 0.002, 0.052]], [0.996, [0.412, 0.002, 0.052]], [0.998, [0.404, 0.000, 0.051]], [1.000, [0.404, 0.000, 0.051]]];
+var YlGn = [[0.000, [1.000, 1.000, 0.898]], [0.002, [1.000, 1.000, 0.898]], [0.004, [0.999, 1.000, 0.893]], [0.006, [0.999, 1.000, 0.893]], [0.008, [0.998, 0.999, 0.887]], [0.010, [0.998, 0.999, 0.887]], [0.012, [0.997, 0.999, 0.882]], [0.014, [0.997, 0.999, 0.882]], [0.016, [0.996, 0.999, 0.876]], [0.018, [0.996, 0.999, 0.876]], [0.020, [0.995, 0.998, 0.871]], [0.022, [0.995, 0.998, 0.871]], [0.023, [0.994, 0.998, 0.866]], [0.025, [0.994, 0.998, 0.866]], [0.027, [0.993, 0.997, 0.860]], [0.029, [0.993, 0.997, 0.860]], [0.031, [0.992, 0.997, 0.855]], [0.033, [0.992, 0.997, 0.855]], [0.035, [0.991, 0.997, 0.849]], [0.037, [0.991, 0.997, 0.849]], [0.039, [0.990, 0.996, 0.844]], [0.041, [0.990, 0.996, 0.844]], [0.043, [0.989, 0.996, 0.838]], [0.045, [0.989, 0.996, 0.838]], [0.047, [0.988, 0.996, 0.833]], [0.049, [0.988, 0.996, 0.833]], [0.051, [0.987, 0.995, 0.828]], [0.053, [0.987, 0.995, 0.828]], [0.055, [0.986, 0.995, 0.822]], [0.057, [0.986, 0.995, 0.822]], [0.059, [0.985, 0.994, 0.817]], [0.061, [0.985, 0.994, 0.817]], [0.063, [0.984, 0.994, 0.811]], [0.065, [0.984, 0.994, 0.811]], [0.067, [0.983, 0.994, 0.806]], [0.068, [0.983, 0.994, 0.806]], [0.070, [0.982, 0.993, 0.801]], [0.072, [0.982, 0.993, 0.801]], [0.074, [0.981, 0.993, 0.795]], [0.076, [0.981, 0.993, 0.795]], [0.078, [0.980, 0.993, 0.790]], [0.080, [0.980, 0.993, 0.790]], [0.082, [0.979, 0.992, 0.784]], [0.084, [0.979, 0.992, 0.784]], [0.086, [0.978, 0.992, 0.779]], [0.088, [0.978, 0.992, 0.779]], [0.090, [0.977, 0.992, 0.774]], [0.092, [0.977, 0.992, 0.774]], [0.094, [0.976, 0.991, 0.768]], [0.096, [0.976, 0.991, 0.768]], [0.098, [0.975, 0.991, 0.763]], [0.100, [0.975, 0.991, 0.763]], [0.102, [0.974, 0.990, 0.757]], [0.104, [0.974, 0.990, 0.757]], [0.106, [0.973, 0.990, 0.752]], [0.108, [0.973, 0.990, 0.752]], [0.110, [0.972, 0.990, 0.746]], [0.112, [0.972, 0.990, 0.746]], [0.114, [0.971, 0.989, 0.741]], [0.115, [0.971, 0.989, 0.741]], [0.117, [0.970, 0.989, 0.736]], [0.119, [0.970, 0.989, 0.736]], 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[0.121, 0.496, 0.719]], [0.673, [0.121, 0.489, 0.716]], [0.675, [0.121, 0.489, 0.716]], [0.677, [0.122, 0.483, 0.713]], [0.679, [0.122, 0.483, 0.713]], [0.681, [0.123, 0.477, 0.710]], [0.683, [0.123, 0.477, 0.710]], [0.685, [0.123, 0.471, 0.707]], [0.687, [0.123, 0.471, 0.707]], [0.689, [0.124, 0.464, 0.704]], [0.691, [0.124, 0.464, 0.704]], [0.693, [0.125, 0.458, 0.701]], [0.695, [0.125, 0.458, 0.701]], [0.697, [0.125, 0.452, 0.698]], [0.699, [0.125, 0.452, 0.698]], [0.701, [0.126, 0.445, 0.695]], [0.703, [0.126, 0.445, 0.695]], [0.705, [0.126, 0.439, 0.692]], [0.706, [0.126, 0.439, 0.692]], [0.708, [0.127, 0.433, 0.689]], [0.710, [0.127, 0.433, 0.689]], [0.712, [0.128, 0.427, 0.686]], [0.714, [0.128, 0.427, 0.686]], [0.716, [0.128, 0.420, 0.683]], [0.718, [0.128, 0.420, 0.683]], [0.720, [0.129, 0.414, 0.680]], [0.722, [0.129, 0.414, 0.680]], [0.724, [0.129, 0.408, 0.677]], [0.726, [0.129, 0.408, 0.677]], [0.728, [0.130, 0.402, 0.674]], [0.730, [0.130, 0.402, 0.674]], [0.732, [0.131, 0.395, 0.671]], [0.734, [0.131, 0.395, 0.671]], [0.736, [0.131, 0.389, 0.668]], [0.738, [0.131, 0.389, 0.668]], [0.740, [0.132, 0.383, 0.665]], [0.742, [0.132, 0.383, 0.665]], [0.744, [0.133, 0.376, 0.663]], [0.746, [0.133, 0.376, 0.663]], [0.748, [0.133, 0.370, 0.660]], [0.750, [0.133, 0.370, 0.660]], [0.751, [0.134, 0.365, 0.657]], [0.753, [0.134, 0.365, 0.657]], [0.755, [0.134, 0.360, 0.655]], [0.757, [0.134, 0.360, 0.655]], [0.759, [0.134, 0.354, 0.652]], [0.761, [0.134, 0.354, 0.652]], [0.763, [0.135, 0.349, 0.650]], [0.765, [0.135, 0.349, 0.650]], [0.767, [0.135, 0.344, 0.647]], [0.769, [0.135, 0.344, 0.647]], [0.771, [0.135, 0.339, 0.645]], [0.773, [0.135, 0.339, 0.645]], [0.775, [0.136, 0.334, 0.642]], [0.777, [0.136, 0.334, 0.642]], [0.779, [0.136, 0.329, 0.640]], [0.781, [0.136, 0.329, 0.640]], [0.783, [0.137, 0.323, 0.637]], [0.785, [0.137, 0.323, 0.637]], [0.787, [0.137, 0.318, 0.635]], [0.789, [0.137, 0.318, 0.635]], [0.791, [0.137, 0.313, 0.632]], [0.793, [0.137, 0.313, 0.632]], [0.795, [0.138, 0.308, 0.630]], [0.796, [0.138, 0.308, 0.630]], [0.798, [0.138, 0.303, 0.627]], [0.800, [0.138, 0.303, 0.627]], [0.802, [0.138, 0.298, 0.625]], [0.804, [0.138, 0.298, 0.625]], [0.806, [0.139, 0.292, 0.623]], [0.808, [0.139, 0.292, 0.623]], [0.810, [0.139, 0.287, 0.620]], [0.812, [0.139, 0.287, 0.620]], [0.814, [0.140, 0.282, 0.618]], [0.816, [0.140, 0.282, 0.618]], [0.818, [0.140, 0.277, 0.615]], [0.820, [0.140, 0.277, 0.615]], [0.822, [0.140, 0.272, 0.613]], [0.824, [0.140, 0.272, 0.613]], [0.826, [0.141, 0.267, 0.610]], [0.828, [0.141, 0.267, 0.610]], [0.830, [0.141, 0.261, 0.608]], [0.832, [0.141, 0.261, 0.608]], [0.834, [0.141, 0.256, 0.605]], [0.836, [0.141, 0.256, 0.605]], [0.838, [0.142, 0.251, 0.603]], [0.840, [0.142, 0.251, 0.603]], [0.841, [0.142, 0.246, 0.600]], [0.843, [0.142, 0.246, 0.600]], [0.845, [0.142, 0.241, 0.598]], [0.847, [0.142, 0.241, 0.598]], [0.849, [0.143, 0.236, 0.595]], [0.851, [0.143, 0.236, 0.595]], [0.853, [0.143, 0.230, 0.593]], [0.855, [0.143, 0.230, 0.593]], [0.857, [0.144, 0.225, 0.591]], [0.859, [0.144, 0.225, 0.591]], [0.861, [0.144, 0.220, 0.588]], [0.863, [0.144, 0.220, 0.588]], [0.865, [0.144, 0.215, 0.586]], [0.867, [0.144, 0.215, 0.586]], [0.869, [0.145, 0.210, 0.583]], [0.871, [0.145, 0.210, 0.583]], [0.873, [0.145, 0.205, 0.581]], [0.875, [0.145, 0.205, 0.581]], [0.877, [0.142, 0.201, 0.574]], [0.879, [0.142, 0.201, 0.574]], [0.881, [0.138, 0.199, 0.567]], [0.883, [0.138, 0.199, 0.567]], [0.885, [0.135, 0.196, 0.559]], [0.886, [0.135, 0.196, 0.559]], [0.888, [0.131, 0.193, 0.552]], [0.890, [0.131, 0.193, 0.552]], [0.892, [0.128, 0.190, 0.544]], [0.894, [0.128, 0.190, 0.544]], [0.896, [0.124, 0.187, 0.537]], [0.898, [0.124, 0.187, 0.537]], [0.900, [0.121, 0.184, 0.530]], [0.902, [0.121, 0.184, 0.530]], [0.904, [0.117, 0.182, 0.522]], [0.906, [0.117, 0.182, 0.522]], [0.908, [0.113, 0.179, 0.515]], [0.910, [0.113, 0.179, 0.515]], [0.912, [0.110, 0.176, 0.507]], [0.914, [0.110, 0.176, 0.507]], [0.916, [0.106, 0.173, 0.500]], [0.918, [0.106, 0.173, 0.500]], [0.920, [0.103, 0.170, 0.493]], [0.922, [0.103, 0.170, 0.493]], [0.924, [0.099, 0.167, 0.485]], [0.926, [0.099, 0.167, 0.485]], [0.928, [0.096, 0.165, 0.478]], [0.930, [0.096, 0.165, 0.478]], [0.932, [0.092, 0.162, 0.471]], [0.933, [0.092, 0.162, 0.471]], [0.935, [0.088, 0.159, 0.463]], [0.937, [0.088, 0.159, 0.463]], [0.939, [0.085, 0.156, 0.456]], [0.941, [0.085, 0.156, 0.456]], [0.943, [0.081, 0.153, 0.448]], [0.945, [0.081, 0.153, 0.448]], [0.947, [0.078, 0.151, 0.441]], [0.949, [0.078, 0.151, 0.441]], [0.951, [0.074, 0.148, 0.434]], [0.953, [0.074, 0.148, 0.434]], [0.955, [0.071, 0.145, 0.426]], [0.957, [0.071, 0.145, 0.426]], [0.959, [0.067, 0.142, 0.419]], [0.961, [0.067, 0.142, 0.419]], [0.963, [0.063, 0.139, 0.412]], [0.965, [0.063, 0.139, 0.412]], [0.967, [0.060, 0.136, 0.404]], [0.969, [0.060, 0.136, 0.404]], [0.971, [0.056, 0.134, 0.397]], [0.973, [0.056, 0.134, 0.397]], [0.975, [0.053, 0.131, 0.389]], [0.977, [0.053, 0.131, 0.389]], [0.978, [0.049, 0.128, 0.382]], [0.980, [0.049, 0.128, 0.382]], [0.982, [0.046, 0.125, 0.375]], [0.984, [0.046, 0.125, 0.375]], [0.986, [0.042, 0.122, 0.367]], [0.988, [0.042, 0.122, 0.367]], [0.990, [0.039, 0.119, 0.360]], [0.992, [0.039, 0.119, 0.360]], [0.994, [0.035, 0.117, 0.352]], [0.996, [0.035, 0.117, 0.352]], [0.998, [0.031, 0.114, 0.345]], [1.000, [0.031, 0.114, 0.345]]];
+var YlOrBr = [[0.000, [1.000, 1.000, 0.898]], [0.002, [1.000, 1.000, 0.898]], [0.004, [1.000, 0.999, 0.893]], [0.006, [1.000, 0.999, 0.893]], [0.008, [1.000, 0.998, 0.888]], [0.010, [1.000, 0.998, 0.888]], [0.012, [1.000, 0.997, 0.883]], [0.014, [1.000, 0.997, 0.883]], [0.016, [1.000, 0.996, 0.878]], [0.018, [1.000, 0.996, 0.878]], [0.020, [1.000, 0.995, 0.873]], [0.022, [1.000, 0.995, 0.873]], [0.023, [1.000, 0.994, 0.868]], [0.025, [1.000, 0.994, 0.868]], [0.027, [1.000, 0.993, 0.863]], [0.029, [1.000, 0.993, 0.863]], [0.031, [1.000, 0.992, 0.858]], [0.033, [1.000, 0.992, 0.858]], [0.035, [1.000, 0.991, 0.853]], [0.037, [1.000, 0.991, 0.853]], [0.039, [1.000, 0.990, 0.848]], [0.041, [1.000, 0.990, 0.848]], [0.043, [1.000, 0.989, 0.843]], [0.045, [1.000, 0.989, 0.843]], [0.047, [1.000, 0.988, 0.838]], [0.049, [1.000, 0.988, 0.838]], [0.051, [1.000, 0.987, 0.832]], [0.053, [1.000, 0.987, 0.832]], [0.055, [1.000, 0.986, 0.827]], [0.057, [1.000, 0.986, 0.827]], [0.059, [1.000, 0.985, 0.822]], [0.061, [1.000, 0.985, 0.822]], [0.063, [1.000, 0.984, 0.817]], [0.065, [1.000, 0.984, 0.817]], [0.067, [1.000, 0.983, 0.812]], [0.068, [1.000, 0.983, 0.812]], [0.070, [1.000, 0.982, 0.807]], [0.072, [1.000, 0.982, 0.807]], [0.074, [1.000, 0.981, 0.802]], [0.076, [1.000, 0.981, 0.802]], [0.078, [1.000, 0.980, 0.797]], [0.080, [1.000, 0.980, 0.797]], [0.082, [1.000, 0.979, 0.792]], [0.084, [1.000, 0.979, 0.792]], [0.086, [1.000, 0.978, 0.787]], [0.088, [1.000, 0.978, 0.787]], [0.090, [1.000, 0.977, 0.782]], [0.092, [1.000, 0.977, 0.782]], [0.094, [1.000, 0.976, 0.777]], [0.096, [1.000, 0.976, 0.777]], [0.098, [1.000, 0.975, 0.772]], [0.100, [1.000, 0.975, 0.772]], [0.102, [1.000, 0.974, 0.767]], [0.104, [1.000, 0.974, 0.767]], [0.106, [1.000, 0.973, 0.762]], [0.108, [1.000, 0.973, 0.762]], [0.110, [1.000, 0.972, 0.757]], [0.112, [1.000, 0.972, 0.757]], [0.114, [1.000, 0.971, 0.752]], [0.115, [1.000, 0.971, 0.752]], [0.117, [1.000, 0.970, 0.747]], [0.119, [1.000, 0.970, 0.747]], [0.121, [1.000, 0.969, 0.742]], [0.123, [1.000, 0.969, 0.742]], [0.125, [1.000, 0.968, 0.737]], [0.127, [1.000, 0.968, 0.737]], [0.129, [1.000, 0.966, 0.731]], [0.131, [1.000, 0.966, 0.731]], [0.133, [1.000, 0.963, 0.726]], [0.135, [1.000, 0.963, 0.726]], [0.137, [1.000, 0.961, 0.721]], [0.139, [1.000, 0.961, 0.721]], [0.141, [0.999, 0.958, 0.715]], [0.143, [0.999, 0.958, 0.715]], [0.145, [0.999, 0.956, 0.710]], [0.147, [0.999, 0.956, 0.710]], [0.149, [0.999, 0.954, 0.705]], [0.151, [0.999, 0.954, 0.705]], [0.153, [0.999, 0.951, 0.700]], [0.155, [0.999, 0.951, 0.700]], [0.157, [0.999, 0.949, 0.694]], [0.159, [0.999, 0.949, 0.694]], [0.160, [0.999, 0.946, 0.689]], [0.162, [0.999, 0.946, 0.689]], [0.164, [0.999, 0.944, 0.684]], [0.166, [0.999, 0.944, 0.684]], [0.168, [0.999, 0.941, 0.678]], [0.170, [0.999, 0.941, 0.678]], [0.172, [0.999, 0.939, 0.673]], [0.174, [0.999, 0.939, 0.673]], [0.176, [0.998, 0.936, 0.668]], [0.178, [0.998, 0.936, 0.668]], [0.180, [0.998, 0.934, 0.663]], [0.182, 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[0.855, [0.632, 0.219, 0.014]], [0.857, [0.626, 0.216, 0.015]], [0.859, [0.626, 0.216, 0.015]], [0.861, [0.620, 0.213, 0.015]], [0.863, [0.620, 0.213, 0.015]], [0.865, [0.613, 0.210, 0.015]], [0.867, [0.613, 0.210, 0.015]], [0.869, [0.607, 0.207, 0.015]], [0.871, [0.607, 0.207, 0.015]], [0.873, [0.601, 0.204, 0.016]], [0.875, [0.601, 0.204, 0.016]], [0.877, [0.595, 0.202, 0.016]], [0.879, [0.595, 0.202, 0.016]], [0.881, [0.588, 0.200, 0.016]], [0.883, [0.588, 0.200, 0.016]], [0.885, [0.582, 0.199, 0.016]], [0.886, [0.582, 0.199, 0.016]], [0.888, [0.576, 0.197, 0.017]], [0.890, [0.576, 0.197, 0.017]], [0.892, [0.569, 0.195, 0.017]], [0.894, [0.569, 0.195, 0.017]], [0.896, [0.563, 0.193, 0.017]], [0.898, [0.563, 0.193, 0.017]], [0.900, [0.557, 0.191, 0.017]], [0.902, [0.557, 0.191, 0.017]], [0.904, [0.551, 0.189, 0.018]], [0.906, [0.551, 0.189, 0.018]], [0.908, [0.544, 0.188, 0.018]], [0.910, [0.544, 0.188, 0.018]], [0.912, [0.538, 0.186, 0.018]], [0.914, [0.538, 0.186, 0.018]], [0.916, [0.532, 0.184, 0.018]], [0.918, [0.532, 0.184, 0.018]], [0.920, [0.525, 0.182, 0.019]], [0.922, [0.525, 0.182, 0.019]], [0.924, [0.519, 0.180, 0.019]], [0.926, [0.519, 0.180, 0.019]], [0.928, [0.513, 0.178, 0.019]], [0.930, [0.513, 0.178, 0.019]], [0.932, [0.507, 0.176, 0.019]], [0.933, [0.507, 0.176, 0.019]], [0.935, [0.500, 0.175, 0.020]], [0.937, [0.500, 0.175, 0.020]], [0.939, [0.494, 0.173, 0.020]], [0.941, [0.494, 0.173, 0.020]], [0.943, [0.488, 0.171, 0.020]], [0.945, [0.488, 0.171, 0.020]], [0.947, [0.482, 0.169, 0.020]], [0.949, [0.482, 0.169, 0.020]], [0.951, [0.475, 0.167, 0.021]], [0.953, [0.475, 0.167, 0.021]], [0.955, [0.469, 0.165, 0.021]], [0.957, [0.469, 0.165, 0.021]], [0.959, [0.463, 0.164, 0.021]], [0.961, [0.463, 0.164, 0.021]], [0.963, [0.456, 0.162, 0.021]], [0.965, [0.456, 0.162, 0.021]], [0.967, [0.450, 0.160, 0.022]], [0.969, [0.450, 0.160, 0.022]], [0.971, [0.444, 0.158, 0.022]], [0.973, [0.444, 0.158, 0.022]], [0.975, [0.438, 0.156, 0.022]], [0.977, [0.438, 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+var YlOrRd = [[0.000, [1.000, 1.000, 0.800]], [0.002, [1.000, 1.000, 0.800]], [0.004, [1.000, 0.998, 0.795]], [0.006, [1.000, 0.998, 0.795]], [0.008, [1.000, 0.996, 0.789]], [0.010, [1.000, 0.996, 0.789]], [0.012, [1.000, 0.993, 0.784]], [0.014, [1.000, 0.993, 0.784]], [0.016, [1.000, 0.991, 0.778]], [0.018, [1.000, 0.991, 0.778]], [0.020, [1.000, 0.989, 0.773]], [0.022, [1.000, 0.989, 0.773]], [0.023, [1.000, 0.987, 0.768]], [0.025, [1.000, 0.987, 0.768]], [0.027, [1.000, 0.984, 0.762]], [0.029, [1.000, 0.984, 0.762]], [0.031, [1.000, 0.982, 0.757]], [0.033, [1.000, 0.982, 0.757]], [0.035, [1.000, 0.980, 0.751]], [0.037, [1.000, 0.980, 0.751]], [0.039, [1.000, 0.978, 0.746]], [0.041, [1.000, 0.978, 0.746]], [0.043, [1.000, 0.976, 0.740]], [0.045, [1.000, 0.976, 0.740]], [0.047, [1.000, 0.973, 0.735]], [0.049, [1.000, 0.973, 0.735]], [0.051, [1.000, 0.971, 0.730]], [0.053, [1.000, 0.971, 0.730]], [0.055, [1.000, 0.969, 0.724]], [0.057, [1.000, 0.969, 0.724]], [0.059, [1.000, 0.967, 0.719]], [0.061, [1.000, 0.967, 0.719]], [0.063, [1.000, 0.965, 0.713]], [0.065, [1.000, 0.965, 0.713]], [0.067, [1.000, 0.962, 0.708]], [0.068, [1.000, 0.962, 0.708]], [0.070, [1.000, 0.960, 0.703]], [0.072, [1.000, 0.960, 0.703]], [0.074, [1.000, 0.958, 0.697]], [0.076, [1.000, 0.958, 0.697]], [0.078, [1.000, 0.956, 0.692]], [0.080, [1.000, 0.956, 0.692]], [0.082, [1.000, 0.953, 0.686]], [0.084, [1.000, 0.953, 0.686]], [0.086, [1.000, 0.951, 0.681]], [0.088, [1.000, 0.951, 0.681]], [0.090, [1.000, 0.949, 0.675]], [0.092, [1.000, 0.949, 0.675]], [0.094, [1.000, 0.947, 0.670]], [0.096, [1.000, 0.947, 0.670]], [0.098, [1.000, 0.945, 0.665]], [0.100, [1.000, 0.945, 0.665]], [0.102, [1.000, 0.942, 0.659]], [0.104, [1.000, 0.942, 0.659]], [0.106, [1.000, 0.940, 0.654]], [0.108, [1.000, 0.940, 0.654]], [0.110, [1.000, 0.938, 0.648]], [0.112, [1.000, 0.938, 0.648]], [0.114, [1.000, 0.936, 0.643]], [0.115, [1.000, 0.936, 0.643]], [0.117, [1.000, 0.934, 0.638]], [0.119, [1.000, 0.934, 0.638]], 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+
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0.733, 0.633]], [0.734, [0.000, 0.733, 0.633]], [0.736, [0.000, 0.737, 0.631]], [0.738, [0.000, 0.737, 0.631]], [0.740, [0.000, 0.741, 0.629]], [0.742, [0.000, 0.741, 0.629]], [0.744, [0.000, 0.745, 0.627]], [0.746, [0.000, 0.745, 0.627]], [0.748, [0.000, 0.749, 0.625]], [0.750, [0.000, 0.749, 0.625]], [0.751, [0.000, 0.753, 0.624]], [0.753, [0.000, 0.753, 0.624]], [0.755, [0.000, 0.757, 0.622]], [0.757, [0.000, 0.757, 0.622]], [0.759, [0.000, 0.761, 0.620]], [0.761, [0.000, 0.761, 0.620]], [0.763, [0.000, 0.765, 0.618]], [0.765, [0.000, 0.765, 0.618]], [0.767, [0.000, 0.769, 0.616]], [0.769, [0.000, 0.769, 0.616]], [0.771, [0.000, 0.773, 0.614]], [0.773, [0.000, 0.773, 0.614]], [0.775, [0.000, 0.776, 0.612]], [0.777, [0.000, 0.776, 0.612]], [0.779, [0.000, 0.780, 0.610]], [0.781, [0.000, 0.780, 0.610]], [0.783, [0.000, 0.784, 0.608]], [0.785, [0.000, 0.784, 0.608]], [0.787, [0.000, 0.788, 0.606]], [0.789, [0.000, 0.788, 0.606]], [0.791, [0.000, 0.792, 0.604]], [0.793, [0.000, 0.792, 0.604]], [0.795, [0.000, 0.796, 0.602]], [0.796, [0.000, 0.796, 0.602]], [0.798, [0.000, 0.800, 0.600]], [0.800, [0.000, 0.800, 0.600]], [0.802, [0.000, 0.804, 0.598]], [0.804, [0.000, 0.804, 0.598]], [0.806, [0.000, 0.808, 0.596]], [0.808, [0.000, 0.808, 0.596]], [0.810, [0.000, 0.812, 0.594]], [0.812, [0.000, 0.812, 0.594]], [0.814, [0.000, 0.816, 0.592]], [0.816, [0.000, 0.816, 0.592]], [0.818, [0.000, 0.820, 0.590]], [0.820, [0.000, 0.820, 0.590]], [0.822, [0.000, 0.824, 0.588]], [0.824, [0.000, 0.824, 0.588]], [0.826, [0.000, 0.827, 0.586]], [0.828, [0.000, 0.827, 0.586]], [0.830, [0.000, 0.831, 0.584]], [0.832, [0.000, 0.831, 0.584]], [0.834, [0.000, 0.835, 0.582]], [0.836, [0.000, 0.835, 0.582]], [0.838, [0.000, 0.839, 0.580]], [0.840, [0.000, 0.839, 0.580]], [0.841, [0.000, 0.843, 0.578]], [0.843, [0.000, 0.843, 0.578]], [0.845, [0.000, 0.847, 0.576]], [0.847, [0.000, 0.847, 0.576]], [0.849, [0.000, 0.851, 0.575]], [0.851, [0.000, 0.851, 0.575]], [0.853, [0.000, 0.855, 0.573]], 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+
+// Miscellaneous
+var CMRmap = [[0.000, [0.000, 0.000, 0.000]], [0.002, [0.000, 0.000, 0.000]], [0.004, [0.005, 0.005, 0.016]], [0.006, [0.005, 0.005, 0.016]], [0.008, [0.009, 0.009, 0.031]], [0.010, [0.009, 0.009, 0.031]], [0.012, [0.014, 0.014, 0.047]], [0.014, [0.014, 0.014, 0.047]], [0.016, [0.019, 0.019, 0.063]], [0.018, [0.019, 0.019, 0.063]], [0.020, [0.024, 0.024, 0.078]], [0.022, [0.024, 0.024, 0.078]], [0.023, [0.028, 0.028, 0.094]], [0.025, [0.028, 0.028, 0.094]], [0.027, [0.033, 0.033, 0.110]], [0.029, [0.033, 0.033, 0.110]], [0.031, [0.038, 0.038, 0.125]], [0.033, [0.038, 0.038, 0.125]], [0.035, [0.042, 0.042, 0.141]], [0.037, [0.042, 0.042, 0.141]], [0.039, [0.047, 0.047, 0.157]], [0.041, [0.047, 0.047, 0.157]], [0.043, [0.052, 0.052, 0.173]], [0.045, [0.052, 0.052, 0.173]], [0.047, [0.056, 0.056, 0.188]], [0.049, [0.056, 0.056, 0.188]], [0.051, [0.061, 0.061, 0.204]], [0.053, [0.061, 0.061, 0.204]], [0.055, [0.066, 0.066, 0.220]], [0.057, [0.066, 0.066, 0.220]], [0.059, [0.071, 0.071, 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[0.659, 0.563, 0.416]], [0.673, [0.651, 0.553, 0.412]], [0.675, [0.651, 0.553, 0.412]], [0.677, [0.643, 0.543, 0.407]], [0.679, [0.643, 0.543, 0.407]], [0.681, [0.635, 0.533, 0.403]], [0.683, [0.635, 0.533, 0.403]], [0.685, [0.627, 0.523, 0.399]], [0.687, [0.627, 0.523, 0.399]], [0.689, [0.620, 0.513, 0.395]], [0.691, [0.620, 0.513, 0.395]], [0.693, [0.612, 0.503, 0.390]], [0.695, [0.612, 0.503, 0.390]], [0.697, [0.604, 0.493, 0.386]], [0.699, [0.604, 0.493, 0.386]], [0.701, [0.596, 0.483, 0.382]], [0.703, [0.596, 0.483, 0.382]], [0.705, [0.588, 0.473, 0.378]], [0.706, [0.588, 0.473, 0.378]], [0.708, [0.580, 0.463, 0.373]], [0.710, [0.580, 0.463, 0.373]], [0.712, [0.573, 0.453, 0.369]], [0.714, [0.573, 0.453, 0.369]], [0.716, [0.565, 0.443, 0.365]], [0.718, [0.565, 0.443, 0.365]], [0.720, [0.557, 0.433, 0.361]], [0.722, [0.557, 0.433, 0.361]], [0.724, [0.549, 0.423, 0.356]], [0.726, [0.549, 0.423, 0.356]], [0.728, [0.541, 0.413, 0.352]], [0.730, [0.541, 0.413, 0.352]], [0.732, [0.533, 0.403, 0.348]], [0.734, [0.533, 0.403, 0.348]], [0.736, [0.525, 0.393, 0.344]], [0.738, [0.525, 0.393, 0.344]], [0.740, [0.518, 0.383, 0.340]], [0.742, [0.518, 0.383, 0.340]], [0.744, [0.510, 0.373, 0.335]], [0.746, [0.510, 0.373, 0.335]], [0.748, [0.502, 0.363, 0.331]], [0.750, [0.502, 0.363, 0.331]], [0.751, [0.506, 0.368, 0.338]], [0.753, [0.506, 0.368, 0.338]], [0.755, [0.514, 0.378, 0.348]], [0.757, [0.514, 0.378, 0.348]], [0.759, [0.522, 0.388, 0.359]], [0.761, [0.522, 0.388, 0.359]], [0.763, [0.529, 0.398, 0.369]], [0.765, [0.529, 0.398, 0.369]], [0.767, [0.537, 0.408, 0.380]], [0.769, [0.537, 0.408, 0.380]], [0.771, [0.545, 0.418, 0.390]], [0.773, [0.545, 0.418, 0.390]], [0.775, [0.553, 0.428, 0.401]], [0.777, [0.553, 0.428, 0.401]], [0.779, [0.561, 0.438, 0.411]], [0.781, [0.561, 0.438, 0.411]], [0.783, [0.569, 0.448, 0.422]], [0.785, [0.569, 0.448, 0.422]], [0.787, [0.576, 0.458, 0.432]], [0.789, [0.576, 0.458, 0.432]], [0.791, [0.584, 0.468, 0.443]], [0.793, [0.584, 0.468, 0.443]], [0.795, [0.592, 0.478, 0.453]], [0.796, [0.592, 0.478, 0.453]], [0.798, [0.600, 0.488, 0.464]], [0.800, [0.600, 0.488, 0.464]], [0.802, [0.608, 0.498, 0.475]], [0.804, [0.608, 0.498, 0.475]], [0.806, [0.616, 0.508, 0.485]], [0.808, [0.616, 0.508, 0.485]], [0.810, [0.624, 0.518, 0.496]], [0.812, [0.624, 0.518, 0.496]], [0.814, [0.631, 0.528, 0.506]], [0.816, [0.631, 0.528, 0.506]], [0.818, [0.639, 0.538, 0.517]], [0.820, [0.639, 0.538, 0.517]], [0.822, [0.647, 0.548, 0.527]], [0.824, [0.647, 0.548, 0.527]], [0.826, [0.655, 0.558, 0.538]], [0.828, [0.655, 0.558, 0.538]], [0.830, [0.663, 0.568, 0.548]], [0.832, [0.663, 0.568, 0.548]], [0.834, [0.671, 0.578, 0.559]], [0.836, [0.671, 0.578, 0.559]], [0.838, [0.678, 0.588, 0.569]], [0.840, [0.678, 0.588, 0.569]], [0.841, [0.686, 0.598, 0.580]], [0.843, [0.686, 0.598, 0.580]], [0.845, [0.694, 0.608, 0.590]], [0.847, [0.694, 0.608, 0.590]], [0.849, [0.702, 0.619, 0.601]], [0.851, [0.702, 0.619, 0.601]], [0.853, [0.710, 0.629, 0.611]], [0.855, [0.710, 0.629, 0.611]], [0.857, [0.718, 0.639, 0.622]], [0.859, [0.718, 0.639, 0.622]], [0.861, [0.725, 0.649, 0.632]], [0.863, [0.725, 0.649, 0.632]], [0.865, [0.733, 0.659, 0.643]], [0.867, [0.733, 0.659, 0.643]], [0.869, [0.741, 0.669, 0.653]], [0.871, [0.741, 0.669, 0.653]], [0.873, [0.749, 0.679, 0.664]], [0.875, [0.749, 0.679, 0.664]], [0.877, [0.757, 0.689, 0.674]], [0.879, [0.757, 0.689, 0.674]], [0.881, [0.765, 0.699, 0.685]], [0.883, [0.765, 0.699, 0.685]], [0.885, [0.773, 0.709, 0.695]], [0.886, [0.773, 0.709, 0.695]], [0.888, [0.780, 0.719, 0.706]], [0.890, [0.780, 0.719, 0.706]], [0.892, [0.788, 0.729, 0.716]], [0.894, [0.788, 0.729, 0.716]], [0.896, [0.796, 0.739, 0.727]], [0.898, [0.796, 0.739, 0.727]], [0.900, [0.804, 0.749, 0.737]], [0.902, [0.804, 0.749, 0.737]], [0.904, [0.812, 0.759, 0.748]], [0.906, [0.812, 0.759, 0.748]], [0.908, [0.820, 0.769, 0.758]], [0.910, [0.820, 0.769, 0.758]], [0.912, [0.827, 0.779, 0.769]], [0.914, [0.827, 0.779, 0.769]], [0.916, [0.835, 0.789, 0.779]], [0.918, [0.835, 0.789, 0.779]], [0.920, [0.843, 0.799, 0.790]], [0.922, [0.843, 0.799, 0.790]], [0.924, [0.851, 0.809, 0.800]], [0.926, [0.851, 0.809, 0.800]], [0.928, [0.859, 0.819, 0.811]], [0.930, [0.859, 0.819, 0.811]], [0.932, [0.867, 0.829, 0.821]], [0.933, [0.867, 0.829, 0.821]], [0.935, [0.875, 0.839, 0.832]], [0.937, [0.875, 0.839, 0.832]], [0.939, [0.882, 0.849, 0.842]], [0.941, [0.882, 0.849, 0.842]], [0.943, [0.890, 0.859, 0.853]], [0.945, [0.890, 0.859, 0.853]], [0.947, [0.898, 0.869, 0.863]], [0.949, [0.898, 0.869, 0.863]], [0.951, [0.906, 0.880, 0.874]], [0.953, [0.906, 0.880, 0.874]], [0.955, [0.914, 0.890, 0.884]], [0.957, [0.914, 0.890, 0.884]], [0.959, [0.922, 0.900, 0.895]], [0.961, [0.922, 0.900, 0.895]], [0.963, [0.929, 0.910, 0.905]], [0.965, [0.929, 0.910, 0.905]], [0.967, [0.937, 0.920, 0.916]], [0.969, [0.937, 0.920, 0.916]], [0.971, [0.945, 0.930, 0.926]], [0.973, [0.945, 0.930, 0.926]], [0.975, [0.953, 0.940, 0.937]], [0.977, [0.953, 0.940, 0.937]], [0.978, [0.961, 0.950, 0.947]], [0.980, [0.961, 0.950, 0.947]], [0.982, [0.969, 0.960, 0.958]], [0.984, [0.969, 0.960, 0.958]], [0.986, [0.976, 0.970, 0.968]], [0.988, [0.976, 0.970, 0.968]], [0.990, [0.984, 0.980, 0.979]], [0.992, [0.984, 0.980, 0.979]], [0.994, [0.992, 0.990, 0.989]], [0.996, [0.992, 0.990, 0.989]], [0.998, [1.000, 1.000, 1.000]], [1.000, [1.000, 1.000, 1.000]]];
+
diff --git a/recursive_swarm/lib/jspack.js b/recursive_swarm/lib/jspack.js
new file mode 100644
index 0000000000000000000000000000000000000000..6dd46670bd8e214ac84880480bab8f2bf1a42234
--- /dev/null
+++ b/recursive_swarm/lib/jspack.js
@@ -0,0 +1,253 @@
+/*!
+ *  Copyright � 2008 Fair Oaks Labs, Inc.
+ *  All rights reserved.
+ */
+
+// Utility object:  Encode/Decode C-style binary primitives to/from octet arrays
+function JSPack()
+{
+	// Module-level (private) variables
+	var el,  bBE = false, m = this;
+
+
+	// Raw byte arrays
+	m._DeArray = function (a, p, l)
+	{
+		return [a.slice(p,p+l)];
+	};
+	m._EnArray = function (a, p, l, v)
+	{
+		for (var i = 0; i < l; a[p+i] = v[i]?v[i]:0, i++);
+	};
+
+	// ASCII characters
+	m._DeChar = function (a, p)
+	{
+		return String.fromCharCode(a[p]);
+	};
+	m._EnChar = function (a, p, v)
+	{
+		a[p] = v.charCodeAt(0);
+	};
+
+	// Little-endian (un)signed N-byte integers
+	m._DeInt = function (a, p)
+	{
+		var lsb = bBE?(el.len-1):0, nsb = bBE?-1:1, stop = lsb+nsb*el.len, rv, i, f;
+		for (rv = 0, i = lsb, f = 1; i != stop; rv+=(a[p+i]*f), i+=nsb, f*=256);
+		if (el.bSigned && (rv & Math.pow(2, el.len*8-1))) { rv -= Math.pow(2, el.len*8); }
+		return rv;
+	};
+	m._EnInt = function (a, p, v)
+	{
+		var lsb = bBE?(el.len-1):0, nsb = bBE?-1:1, stop = lsb+nsb*el.len, i;
+		v = (v<el.min)?el.min:(v>el.max)?el.max:v;
+		for (i = lsb; i != stop; a[p+i]=v&0xff, i+=nsb, v>>=8);
+	};
+
+	// ASCII character strings
+	m._DeString = function (a, p, l)
+	{
+		for (var rv = new Array(l), i = 0; i < l; rv[i] = String.fromCharCode(a[p+i]), i++);
+		return rv.join('');
+	};
+	m._EnString = function (a, p, l, v)
+	{
+		for (var t, i = 0; i < l; a[p+i] = (t=v.charCodeAt(i))?t:0, i++);
+	};
+
+	// Little-endian N-bit IEEE 754 floating point
+	m._De754 = function (a, p)
+	{
+		var s, e, m, i, d, nBits, mLen, eLen, eBias, eMax;
+		mLen = el.mLen, eLen = el.len*8-el.mLen-1, eMax = (1<<eLen)-1, eBias = eMax>>1;
+
+		i = bBE?0:(el.len-1); d = bBE?1:-1; s = a[p+i]; i+=d; nBits = -7;
+		for (e = s&((1<<(-nBits))-1), s>>=(-nBits), nBits += eLen; nBits > 0; e=e*256+a[p+i], i+=d, nBits-=8);
+		for (m = e&((1<<(-nBits))-1), e>>=(-nBits), nBits += mLen; nBits > 0; m=m*256+a[p+i], i+=d, nBits-=8);
+
+		switch (e)
+		{
+			case 0:
+				// Zero, or denormalized number
+				e = 1-eBias;
+				break;
+			case eMax:
+				// NaN, or +/-Infinity
+				return m?NaN:((s?-1:1)*Infinity);
+			default:
+				// Normalized number
+				m = m + Math.pow(2, mLen);
+				e = e - eBias;
+				break;
+		}
+		return (s?-1:1) * m * Math.pow(2, e-mLen);
+	};
+	m._En754 = function (a, p, v)
+	{
+		var s, e, m, i, d, c, mLen, eLen, eBias, eMax;
+		mLen = el.mLen, eLen = el.len*8-el.mLen-1, eMax = (1<<eLen)-1, eBias = eMax>>1;
+
+		s = v<0?1:0;
+		v = Math.abs(v);
+		if (isNaN(v) || (v == Infinity))
+		{
+			m = isNaN(v)?1:0;
+			e = eMax;
+		}
+		else
+		{
+			e = Math.floor(Math.log(v)/Math.LN2);			// Calculate log2 of the value
+			if (v*(c = Math.pow(2, -e)) < 1) { e--; c*=2; }		// Math.log() isn't 100% reliable
+
+			// Round by adding 1/2 the significand's LSD
+			if (e+eBias >= 1) { v += el.rt/c; }			// Normalized:  mLen significand digits
+			else { v += el.rt*Math.pow(2, 1-eBias); } 		// Denormalized:  <= mLen significand digits
+			if (v*c >= 2) { e++; c/=2; }				// Rounding can increment the exponent
+
+			if (e+eBias >= eMax)
+			{
+				// Overflow
+				m = 0;
+				e = eMax;
+			}
+			else if (e+eBias >= 1)
+			{
+				// Normalized - term order matters, as Math.pow(2, 52-e) and v*Math.pow(2, 52) can overflow
+				m = (v*c-1)*Math.pow(2, mLen);
+				e = e + eBias;
+			}
+			else
+			{
+				// Denormalized - also catches the '0' case, somewhat by chance
+				m = v*Math.pow(2, eBias-1)*Math.pow(2, mLen);
+				e = 0;
+			}
+		}
+
+		for (i = bBE?(el.len-1):0, d=bBE?-1:1; mLen >= 8; a[p+i]=m&0xff, i+=d, m/=256, mLen-=8);
+		for (e=(e<<mLen)|m, eLen+=mLen; eLen > 0; a[p+i]=e&0xff, i+=d, e/=256, eLen-=8);
+		a[p+i-d] |= s*128;
+	};
+
+
+	// Class data
+	m._sPattern	= '(\\d+)?([AxcbBhHsfdiIlL])';
+	m._lenLut	= {'A':1, 'x':1, 'c':1, 'b':1, 'B':1, 'h':2, 'H':2, 's':1, 'f':4, 'd':8, 'i':4, 'I':4, 'l':4, 'L':4};
+	m._elLut	= {	'A': {en:m._EnArray, de:m._DeArray},
+				's': {en:m._EnString, de:m._DeString},
+				'c': {en:m._EnChar, de:m._DeChar},
+				'b': {en:m._EnInt, de:m._DeInt, len:1, bSigned:true, min:-Math.pow(2, 7), max:Math.pow(2, 7)-1},
+				'B': {en:m._EnInt, de:m._DeInt, len:1, bSigned:false, min:0, max:Math.pow(2, 8)-1},
+				'h': {en:m._EnInt, de:m._DeInt, len:2, bSigned:true, min:-Math.pow(2, 15), max:Math.pow(2, 15)-1},
+				'H': {en:m._EnInt, de:m._DeInt, len:2, bSigned:false, min:0, max:Math.pow(2, 16)-1},
+				'i': {en:m._EnInt, de:m._DeInt, len:4, bSigned:true, min:-Math.pow(2, 31), max:Math.pow(2, 31)-1},
+				'I': {en:m._EnInt, de:m._DeInt, len:4, bSigned:false, min:0, max:Math.pow(2, 32)-1},
+				'l': {en:m._EnInt, de:m._DeInt, len:4, bSigned:true, min:-Math.pow(2, 31), max:Math.pow(2, 31)-1},
+				'L': {en:m._EnInt, de:m._DeInt, len:4, bSigned:false, min:0, max:Math.pow(2, 32)-1},
+				'f': {en:m._En754, de:m._De754, len:4, mLen:23, rt:Math.pow(2, -24)-Math.pow(2, -77)},
+				'd': {en:m._En754, de:m._De754, len:8, mLen:52, rt:0}};
+
+	// Unpack a series of n elements of size s from array a at offset p with fxn
+	m._UnpackSeries = function (n, s, a, p)
+	{
+		for (var fxn = el.de, rv = [], i = 0; i < n; rv.push(fxn(a, p+i*s)), i++);
+		return rv;
+	};
+
+	// Pack a series of n elements of size s from array v at offset i to array a at offset p with fxn
+	m._PackSeries = function (n, s, a, p, v, i)
+	{
+		for (var fxn = el.en, o = 0; o < n; fxn(a, p+o*s, v[i+o]), o++);
+	};
+
+	// Unpack the octet array a, beginning at offset p, according to the fmt string
+	m.Unpack = function (fmt, a, p)
+	{
+		// Set the private bBE flag based on the format string - assume big-endianness
+		bBE = (fmt.charAt(0) != '<');
+
+		p = p?p:0;
+		var re = new RegExp(this._sPattern, 'g'), m, n, s, rv = [];
+		while (m = re.exec(fmt))
+		{
+			n = ((m[1]==undefined)||(m[1]==''))?1:parseInt(m[1]);
+			s = this._lenLut[m[2]];
+			if ((p + n*s) > a.length)
+			{
+				return undefined;
+			}
+			switch (m[2])
+			{
+				case 'A': case 's':
+					rv.push(this._elLut[m[2]].de(a, p, n));
+					break;
+				case 'c': case 'b': case 'B': case 'h': case 'H':
+				case 'i': case 'I': case 'l': case 'L': case 'f': case 'd':
+					el = this._elLut[m[2]];
+					rv.push(this._UnpackSeries(n, s, a, p));
+					break;
+			}
+			p += n*s;
+		}
+		return Array.prototype.concat.apply([], rv);
+	};
+
+	// Pack the supplied values into the octet array a, beginning at offset p, according to the fmt string
+	m.PackTo = function (fmt, a, p, values)
+	{
+		// Set the private bBE flag based on the format string - assume big-endianness
+		bBE = (fmt.charAt(0) != '<');
+
+		var re = new RegExp(this._sPattern, 'g'), m, n, s, i = 0, j;
+		while (m = re.exec(fmt))
+		{
+			n = ((m[1]==undefined)||(m[1]==''))?1:parseInt(m[1]);
+			s = this._lenLut[m[2]];
+			if ((p + n*s) > a.length)
+			{
+				return false;
+			}
+			switch (m[2])
+			{
+				case 'A': case 's':
+					if ((i + 1) > values.length) { return false; }
+					this._elLut[m[2]].en(a, p, n, values[i]);
+					i += 1;
+					break;
+				case 'c': case 'b': case 'B': case 'h': case 'H':
+				case 'i': case 'I': case 'l': case 'L': case 'f': case 'd':
+					el = this._elLut[m[2]];
+					if ((i + n) > values.length) { return false; }
+					this._PackSeries(n, s, a, p, values, i);
+					i += n;
+					break;
+				case 'x':
+					for (j = 0; j < n; j++) { a[p+j] = 0; }
+					break;
+			}
+			p += n*s;
+		}
+		return a;
+	};
+
+	// Pack the supplied values into a new octet array, according to the fmt string
+	m.Pack = function (fmt, values)
+	{
+		return this.PackTo(fmt, new Array(this.CalcLength(fmt)), 0, values);
+	};
+
+	// Determine the number of bytes represented by the format string
+	m.CalcLength = function (fmt)
+	{
+		var re = new RegExp(this._sPattern, 'g'), m, sum = 0;
+		while (m = re.exec(fmt))
+		{
+			sum += (((m[1]==undefined)||(m[1]==''))?1:parseInt(m[1])) * this._lenLut[m[2]];
+		}
+		return sum;
+	};
+	
+};
+
+// exports.jspack = new JSPack();
\ No newline at end of file
diff --git a/recursive_swarm/lib/perlin.js b/recursive_swarm/lib/perlin.js
new file mode 100644
index 0000000000000000000000000000000000000000..3ab0f4822be07e0e3f89a19068285fc46323fbfe
--- /dev/null
+++ b/recursive_swarm/lib/perlin.js
@@ -0,0 +1,310 @@
+/*
+ * A speed-improved perlin and simplex noise algorithms for 2D.
+ *
+ * Based on example code by Stefan Gustavson (stegu@itn.liu.se).
+ * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
+ * Better rank ordering method by Stefan Gustavson in 2012.
+ * Converted to Javascript by Joseph Gentle.
+ *
+ * Version 2012-03-09
+ *
+ * This code was placed in the public domain by its original author,
+ * Stefan Gustavson. You may use it as you see fit, but
+ * attribution is appreciated.
+ *
+ */
+
+(function(global){
+  var module = global.noise = {};
+
+  function Grad(x, y, z) {
+    this.x = x; this.y = y; this.z = z;
+  }
+  
+  Grad.prototype.dot2 = function(x, y) {
+    return this.x*x + this.y*y;
+  };
+
+  Grad.prototype.dot3 = function(x, y, z) {
+    return this.x*x + this.y*y + this.z*z;
+  };
+
+  var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
+               new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
+               new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
+
+  var p = [151,160,137,91,90,15,
+  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
+  // To remove the need for index wrapping, double the permutation table length
+  var perm = new Array(512);
+  var gradP = new Array(512);
+
+  // This isn't a very good seeding function, but it works ok. It supports 2^16
+  // different seed values. Write something better if you need more seeds.
+  module.seed = function(seed) {
+    if(seed > 0 && seed < 1) {
+      // Scale the seed out
+      seed *= 65536;
+    }
+
+    seed = Math.floor(seed);
+    if(seed < 256) {
+      seed |= seed << 8;
+    }
+
+    for(var i = 0; i < 256; i++) {
+      var v;
+      if (i & 1) {
+        v = p[i] ^ (seed & 255);
+      } else {
+        v = p[i] ^ ((seed>>8) & 255);
+      }
+
+      perm[i] = perm[i + 256] = v;
+      gradP[i] = gradP[i + 256] = grad3[v % 12];
+    }
+  };
+
+  module.seed(0);
+
+  /*
+  for(var i=0; i<256; i++) {
+    perm[i] = perm[i + 256] = p[i];
+    gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
+  }*/
+
+  // Skewing and unskewing factors for 2, 3, and 4 dimensions
+  var F2 = 0.5*(Math.sqrt(3)-1);
+  var G2 = (3-Math.sqrt(3))/6;
+
+  var F3 = 1/3;
+  var G3 = 1/6;
+
+  // 2D simplex noise
+  module.simplex2 = function(xin, yin) {
+    var n0, n1, n2; // Noise contributions from the three corners
+    // Skew the input space to determine which simplex cell we're in
+    var s = (xin+yin)*F2; // Hairy factor for 2D
+    var i = Math.floor(xin+s);
+    var j = Math.floor(yin+s);
+    var t = (i+j)*G2;
+    var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
+    var y0 = yin-j+t;
+    // For the 2D case, the simplex shape is an equilateral triangle.
+    // Determine which simplex we are in.
+    var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
+    if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
+      i1=1; j1=0;
+    } else {    // upper triangle, YX order: (0,0)->(0,1)->(1,1)
+      i1=0; j1=1;
+    }
+    // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
+    // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
+    // c = (3-sqrt(3))/6
+    var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
+    var y1 = y0 - j1 + G2;
+    var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
+    var y2 = y0 - 1 + 2 * G2;
+    // Work out the hashed gradient indices of the three simplex corners
+    i &= 255;
+    j &= 255;
+    var gi0 = gradP[i+perm[j]];
+    var gi1 = gradP[i+i1+perm[j+j1]];
+    var gi2 = gradP[i+1+perm[j+1]];
+    // Calculate the contribution from the three corners
+    var t0 = 0.5 - x0*x0-y0*y0;
+    if(t0<0) {
+      n0 = 0;
+    } else {
+      t0 *= t0;
+      n0 = t0 * t0 * gi0.dot2(x0, y0);  // (x,y) of grad3 used for 2D gradient
+    }
+    var t1 = 0.5 - x1*x1-y1*y1;
+    if(t1<0) {
+      n1 = 0;
+    } else {
+      t1 *= t1;
+      n1 = t1 * t1 * gi1.dot2(x1, y1);
+    }
+    var t2 = 0.5 - x2*x2-y2*y2;
+    if(t2<0) {
+      n2 = 0;
+    } else {
+      t2 *= t2;
+      n2 = t2 * t2 * gi2.dot2(x2, y2);
+    }
+    // Add contributions from each corner to get the final noise value.
+    // The result is scaled to return values in the interval [-1,1].
+    return 70 * (n0 + n1 + n2);
+  };
+
+  // 3D simplex noise
+  module.simplex3 = function(xin, yin, zin) {
+    var n0, n1, n2, n3; // Noise contributions from the four corners
+
+    // Skew the input space to determine which simplex cell we're in
+    var s = (xin+yin+zin)*F3; // Hairy factor for 2D
+    var i = Math.floor(xin+s);
+    var j = Math.floor(yin+s);
+    var k = Math.floor(zin+s);
+
+    var t = (i+j+k)*G3;
+    var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
+    var y0 = yin-j+t;
+    var z0 = zin-k+t;
+
+    // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
+    // Determine which simplex we are in.
+    var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
+    var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
+    if(x0 >= y0) {
+      if(y0 >= z0)      { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
+      else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
+      else              { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
+    } else {
+      if(y0 < z0)      { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
+      else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
+      else             { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
+    }
+    // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
+    // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
+    // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
+    // c = 1/6.
+    var x1 = x0 - i1 + G3; // Offsets for second corner
+    var y1 = y0 - j1 + G3;
+    var z1 = z0 - k1 + G3;
+
+    var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
+    var y2 = y0 - j2 + 2 * G3;
+    var z2 = z0 - k2 + 2 * G3;
+
+    var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
+    var y3 = y0 - 1 + 3 * G3;
+    var z3 = z0 - 1 + 3 * G3;
+
+    // Work out the hashed gradient indices of the four simplex corners
+    i &= 255;
+    j &= 255;
+    k &= 255;
+    var gi0 = gradP[i+   perm[j+   perm[k   ]]];
+    var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
+    var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
+    var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];
+
+    // Calculate the contribution from the four corners
+    var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
+    if(t0<0) {
+      n0 = 0;
+    } else {
+      t0 *= t0;
+      n0 = t0 * t0 * gi0.dot3(x0, y0, z0);  // (x,y) of grad3 used for 2D gradient
+    }
+    var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
+    if(t1<0) {
+      n1 = 0;
+    } else {
+      t1 *= t1;
+      n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
+    }
+    var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
+    if(t2<0) {
+      n2 = 0;
+    } else {
+      t2 *= t2;
+      n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
+    }
+    var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
+    if(t3<0) {
+      n3 = 0;
+    } else {
+      t3 *= t3;
+      n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
+    }
+    // Add contributions from each corner to get the final noise value.
+    // The result is scaled to return values in the interval [-1,1].
+    return 32 * (n0 + n1 + n2 + n3);
+
+  };
+
+  // ##### Perlin noise stuff
+
+  function fade(t) {
+    return t*t*t*(t*(t*6-15)+10);
+  }
+
+  function lerp(a, b, t) {
+    return (1-t)*a + t*b;
+  }
+
+  // 2D Perlin Noise
+  module.perlin2 = function(x, y) {
+    // Find unit grid cell containing point
+    var X = Math.floor(x), Y = Math.floor(y);
+    // Get relative xy coordinates of point within that cell
+    x = x - X; y = y - Y;
+    // Wrap the integer cells at 255 (smaller integer period can be introduced here)
+    X = X & 255; Y = Y & 255;
+
+    // Calculate noise contributions from each of the four corners
+    var n00 = gradP[X+perm[Y]].dot2(x, y);
+    var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
+    var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
+    var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
+
+    // Compute the fade curve value for x
+    var u = fade(x);
+
+    // Interpolate the four results
+    return lerp(
+        lerp(n00, n10, u),
+        lerp(n01, n11, u),
+       fade(y));
+  };
+
+  // 3D Perlin Noise
+  module.perlin3 = function(x, y, z) {
+    // Find unit grid cell containing point
+    var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
+    // Get relative xyz coordinates of point within that cell
+    x = x - X; y = y - Y; z = z - Z;
+    // Wrap the integer cells at 255 (smaller integer period can be introduced here)
+    X = X & 255; Y = Y & 255; Z = Z & 255;
+
+    // Calculate noise contributions from each of the eight corners
+    var n000 = gradP[X+  perm[Y+  perm[Z  ]]].dot3(x,   y,     z);
+    var n001 = gradP[X+  perm[Y+  perm[Z+1]]].dot3(x,   y,   z-1);
+    var n010 = gradP[X+  perm[Y+1+perm[Z  ]]].dot3(x,   y-1,   z);
+    var n011 = gradP[X+  perm[Y+1+perm[Z+1]]].dot3(x,   y-1, z-1);
+    var n100 = gradP[X+1+perm[Y+  perm[Z  ]]].dot3(x-1,   y,   z);
+    var n101 = gradP[X+1+perm[Y+  perm[Z+1]]].dot3(x-1,   y, z-1);
+    var n110 = gradP[X+1+perm[Y+1+perm[Z  ]]].dot3(x-1, y-1,   z);
+    var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
+
+    // Compute the fade curve value for x, y, z
+    var u = fade(x);
+    var v = fade(y);
+    var w = fade(z);
+
+    // Interpolate
+    return lerp(
+        lerp(
+          lerp(n000, n100, u),
+          lerp(n001, n101, u), w),
+        lerp(
+          lerp(n010, n110, u),
+          lerp(n011, n111, u), w),
+       v);
+  };
+
+})(this);
diff --git a/recursive_swarm/lib/stats.js b/recursive_swarm/lib/stats.js
new file mode 100644
index 0000000000000000000000000000000000000000..a2baaf7efdd5b4166d7bca43b46b8e3c34516e3c
--- /dev/null
+++ b/recursive_swarm/lib/stats.js
@@ -0,0 +1,179 @@
+(function (global, factory) {
+	typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
+	typeof define === 'function' && define.amd ? define(factory) :
+	(global.Stats = factory());
+}(this, (function () { 'use strict';
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+var Stats = function () {
+
+	var mode = 0;
+
+	var container = document.createElement( 'div' );
+	container.style.cssText = 'position:fixed;top:0;left:0;cursor:pointer;opacity:0.9;z-index:10000';
+	container.addEventListener( 'click', function ( event ) {
+
+		event.preventDefault();
+		showPanel( ++ mode % container.children.length );
+
+	}, false );
+
+	//
+
+	function addPanel( panel ) {
+
+		container.appendChild( panel.dom );
+		return panel;
+
+	}
+
+	function showPanel( id ) {
+
+		for ( var i = 0; i < container.children.length; i ++ ) {
+
+			container.children[ i ].style.display = i === id ? 'block' : 'none';
+
+		}
+
+		mode = id;
+
+	}
+
+	//
+
+	var beginTime = ( performance || Date ).now(), prevTime = beginTime, frames = 0;
+
+	var fpsPanel = addPanel( new Stats.Panel( 'FPS', '#0ff', '#002' ) );
+	var msPanel = addPanel( new Stats.Panel( 'MS', '#0f0', '#020' ) );
+
+	if ( self.performance && self.performance.memory ) {
+
+		var memPanel = addPanel( new Stats.Panel( 'MB', '#f08', '#201' ) );
+
+	}
+
+	showPanel( 0 );
+
+	return {
+
+		REVISION: 16,
+
+		dom: container,
+
+		addPanel: addPanel,
+		showPanel: showPanel,
+
+		begin: function () {
+
+			beginTime = ( performance || Date ).now();
+
+		},
+
+		end: function () {
+
+			frames ++;
+
+			var time = ( performance || Date ).now();
+
+			msPanel.update( time - beginTime, 200 );
+
+			if ( time > prevTime + 1000 ) {
+
+				fpsPanel.update( ( frames * 1000 ) / ( time - prevTime ), 100 );
+
+				prevTime = time;
+				frames = 0;
+
+				if ( memPanel ) {
+
+					var memory = performance.memory;
+					memPanel.update( memory.usedJSHeapSize / 1048576, memory.jsHeapSizeLimit / 1048576 );
+
+				}
+
+			}
+
+			return time;
+
+		},
+
+		update: function () {
+
+			beginTime = this.end();
+
+		},
+
+		// Backwards Compatibility
+
+		domElement: container,
+		setMode: showPanel
+
+	};
+
+};
+
+Stats.Panel = function ( name, fg, bg ) {
+
+	var min = Infinity, max = 0, round = Math.round;
+	var PR = round( window.devicePixelRatio || 1 );
+
+	var WIDTH = 80 * PR, HEIGHT = 48 * PR,
+			TEXT_X = 3 * PR, TEXT_Y = 2 * PR,
+			GRAPH_X = 3 * PR, GRAPH_Y = 15 * PR,
+			GRAPH_WIDTH = 74 * PR, GRAPH_HEIGHT = 30 * PR;
+
+	var canvas = document.createElement( 'canvas' );
+	canvas.width = WIDTH;
+	canvas.height = HEIGHT;
+	canvas.style.cssText = 'width:80px;height:48px';
+
+	var context = canvas.getContext( '2d' );
+	context.font = 'bold ' + ( 9 * PR ) + 'px Helvetica,Arial,sans-serif';
+	context.textBaseline = 'top';
+
+	context.fillStyle = bg;
+	context.fillRect( 0, 0, WIDTH, HEIGHT );
+
+	context.fillStyle = fg;
+	context.fillText( name, TEXT_X, TEXT_Y );
+	context.fillRect( GRAPH_X, GRAPH_Y, GRAPH_WIDTH, GRAPH_HEIGHT );
+
+	context.fillStyle = bg;
+	context.globalAlpha = 0.9;
+	context.fillRect( GRAPH_X, GRAPH_Y, GRAPH_WIDTH, GRAPH_HEIGHT );
+
+	return {
+
+		dom: canvas,
+
+		update: function ( value, maxValue ) {
+
+			min = Math.min( min, value );
+			max = Math.max( max, value );
+
+			context.fillStyle = bg;
+			context.globalAlpha = 1;
+			context.fillRect( 0, 0, WIDTH, GRAPH_Y );
+			context.fillStyle = fg;
+			context.fillText( round( value ) + ' ' + name + ' (' + round( min ) + '-' + round( max ) + ')', TEXT_X, TEXT_Y );
+
+			context.drawImage( canvas, GRAPH_X + PR, GRAPH_Y, GRAPH_WIDTH - PR, GRAPH_HEIGHT, GRAPH_X, GRAPH_Y, GRAPH_WIDTH - PR, GRAPH_HEIGHT );
+
+			context.fillRect( GRAPH_X + GRAPH_WIDTH - PR, GRAPH_Y, PR, GRAPH_HEIGHT );
+
+			context.fillStyle = bg;
+			context.globalAlpha = 0.9;
+			context.fillRect( GRAPH_X + GRAPH_WIDTH - PR, GRAPH_Y, PR, round( ( 1 - ( value / maxValue ) ) * GRAPH_HEIGHT ) );
+
+		}
+
+	};
+
+};
+
+return Stats;
+
+})));
\ No newline at end of file
diff --git a/recursive_swarm/lib/structjs.js b/recursive_swarm/lib/structjs.js
new file mode 100644
index 0000000000000000000000000000000000000000..f15996582dcfc26b7ab2a6f1921c7752a986ae30
--- /dev/null
+++ b/recursive_swarm/lib/structjs.js
@@ -0,0 +1,72 @@
+/*eslint-env es6*/
+const rechk = /^([<>])?(([1-9]\d*)?([xcbB?hHiIfdsp]))*$/
+const refmt = /([1-9]\d*)?([xcbB?hHiIfdsp])/g
+const str = (v,o,c) => String.fromCharCode(
+    ...new Uint8Array(v.buffer, v.byteOffset + o, c))
+const rts = (v,o,c,s) => new Uint8Array(v.buffer, v.byteOffset + o, c)
+    .set(s.split('').map(str => str.charCodeAt(0)))
+const pst = (v,o,c) => str(v, o + 1, Math.min(v.getUint8(o), c - 1))
+const tsp = (v,o,c,s) => { v.setUint8(o, s.length); rts(v, o + 1, c - 1, s) }
+const lut = le => ({
+    x: c=>[1,c,0],
+    c: c=>[c,1,o=>({u:v=>str(v, o, 1)      , p:(v,c)=>rts(v, o, 1, c)     })],
+    '?': c=>[c,1,o=>({u:v=>Boolean(v.getUint8(o)),p:(v,B)=>v.setUint8(o,B)})],
+    b: c=>[c,1,o=>({u:v=>v.getInt8(   o   ), p:(v,b)=>v.setInt8(   o,b   )})],
+    B: c=>[c,1,o=>({u:v=>v.getUint8(  o   ), p:(v,B)=>v.setUint8(  o,B   )})],
+    h: c=>[c,2,o=>({u:v=>v.getInt16(  o,le), p:(v,h)=>v.setInt16(  o,h,le)})],
+    H: c=>[c,2,o=>({u:v=>v.getUint16( o,le), p:(v,H)=>v.setUint16( o,H,le)})],
+    i: c=>[c,4,o=>({u:v=>v.getInt32(  o,le), p:(v,i)=>v.setInt32(  o,i,le)})],
+    I: c=>[c,4,o=>({u:v=>v.getUint32( o,le), p:(v,I)=>v.setUint32( o,I,le)})],
+    f: c=>[c,4,o=>({u:v=>v.getFloat32(o,le), p:(v,f)=>v.setFloat32(o,f,le)})],
+    d: c=>[c,8,o=>({u:v=>v.getFloat64(o,le), p:(v,d)=>v.setFloat64(o,d,le)})],
+    s: c=>[1,c,o=>({u:v=>str(v,o,c), p:(v,s)=>rts(v,o,c,s.slice(0,c    ) )})],
+    p: c=>[1,c,o=>({u:v=>pst(v,o,c), p:(v,s)=>tsp(v,o,c,s.slice(0,c - 1) )})]
+})
+const errbuf = new RangeError("Structure larger than remaining buffer")
+const errval = new RangeError("Not enough values for structure")
+// export default 
+function struct(format) {
+    let fns = [], size = 0, m = rechk.exec(format)
+    if (!m) { throw new RangeError("Invalid format string") }
+    const t = lut('<' === m[1]), lu = (n, c) => t[c](n ? parseInt(n, 10) : 1)
+    while ((m = refmt.exec(format))) { ((r, s, f) => {
+        for (let i = 0; i < r; ++i, size += s) { if (f) {fns.push(f(size))} }
+    })(...lu(...m.slice(1)))}
+    const unpack_from = (arrb, offs) => {
+        if (arrb.byteLength < (offs|0) + size) { throw errbuf }
+        let v = new DataView(arrb, offs|0)
+        return fns.map(f => f.u(v))
+    }
+    const pack_into = (arrb, offs, ...values) => {
+        if (values.length < fns.length) { throw errval }
+        if (arrb.byteLength < offs + size) { throw errbuf }
+        const v = new DataView(arrb, offs)
+        new Uint8Array(arrb, offs, size).fill(0)
+        fns.forEach((f, i) => f.p(v, values[i]))
+    }
+    const pack = (...values) => {
+        let b = new ArrayBuffer(size)
+        pack_into(b, 0, ...values)
+        return b
+    }
+    const unpack = arrb => unpack_from(arrb, 0)
+    function* iter_unpack(arrb) { 
+        for (let offs = 0; offs + size <= arrb.byteLength; offs += size) {
+            yield unpack_from(arrb, offs);
+        }
+    }
+    return Object.freeze({
+        unpack, pack, unpack_from, pack_into, iter_unpack, format, size})
+}
+/*
+const pack = (format, ...values) => struct(format).pack(...values)
+const unpack = (format, buffer) => struct(format).unpack(buffer)
+const pack_into = (format, arrb, offs, ...values) =>
+    struct(format).pack_into(arrb, offs, ...values)
+const unpack_from = (format, arrb, offset) =>
+    struct(format).unpack_from(arrb, offset)
+const iter_unpack = (format, arrb) => struct(format).iter_unpack(arrb)
+const calcsize = format => struct(format).size
+module.exports = {
+    struct, pack, unpack, pack_into, unpack_from, iter_unpack, calcsize }
+*/
\ No newline at end of file
diff --git a/recursive_swarm/lib/styles.css b/recursive_swarm/lib/styles.css
new file mode 100644
index 0000000000000000000000000000000000000000..a63a0359a3d5ec76e2220b8d8aa78e2b71948198
--- /dev/null
+++ b/recursive_swarm/lib/styles.css
@@ -0,0 +1,9 @@
+body {
+  font-family: 'Helvetica Neue', Arial, sans-serif;
+  color: #333;
+  font-weight: 300;
+}
+
+path.glyd3link {
+  stroke: black;
+}
\ No newline at end of file
diff --git a/recursive_swarm/lib/three.js b/recursive_swarm/lib/three.js
new file mode 100644
index 0000000000000000000000000000000000000000..d9c68d25e56ef525914bce42e886974302a86541
--- /dev/null
+++ b/recursive_swarm/lib/three.js
@@ -0,0 +1,43684 @@
+(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 ( Number.isInteger === undefined ) {
+
+		// Missing in IE
+		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
+
+		Number.isInteger = function ( value ) {
+
+			return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
+
+		};
+
+	}
+
+	//
+
+	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 IE
+		// 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 = '85';
+	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 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 RepeatWrapping = 1000;
+	var ClampToEdgeWrapping = 1001;
+	var MirroredRepeatWrapping = 1002;
+	var NearestFilter = 1003;
+	var NearestMipMapNearestFilter = 1004;
+	var NearestMipMapLinearFilter = 1005;
+	var LinearFilter = 1006;
+	var LinearMipMapNearestFilter = 1007;
+	var LinearMipMapLinearFilter = 1008;
+	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;
+
+	}
+
+	Object.defineProperties( Vector2.prototype, {
+
+		"width" : {
+
+			get: function () {
+
+				return this.x;
+
+			},
+
+			set: function ( value ) {
+
+				this.x = value;
+
+			}
+
+		},
+
+		"height" : {
+
+			get: function () {
+
+				return this.y;
+
+			},
+
+			set: function ( value ) {
+
+				this.y = value;
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( Vector2.prototype, {
+
+		isVector2: true,
+
+		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 ) {
+
+			this.x *= scalar;
+			this.y *= scalar;
+
+			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 = new Vector2();
+			var max = new Vector2();
+
+			return function clampScalar( minVal, maxVal ) {
+
+				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;
+
+		},
+
+		fromBufferAttribute: function ( attribute, index, offset ) {
+
+			if ( offset !== undefined ) {
+
+				console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
+
+			}
+
+			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;
+
+	Object.defineProperty( Texture.prototype, "needsUpdate", {
+
+		set: function ( value ) {
+
+			if ( value === true ) this.version ++;
+
+		}
+
+	} );
+
+	Object.assign( Texture.prototype, EventDispatcher.prototype, {
+
+		constructor: Texture,
+
+		isTexture: true,
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			this.name = source.name;
+
+			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: 4.5,
+					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;
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 * @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;
+
+	}
+
+	Object.assign( Vector4.prototype, {
+
+		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 ) {
+
+			this.x *= scalar;
+			this.y *= scalar;
+			this.z *= scalar;
+			this.w *= scalar;
+
+			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 = new Vector4();
+			var max = new Vector4();
+
+			return function clampScalar( minVal, maxVal ) {
+
+				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;
+
+		},
+
+		fromBufferAttribute: function ( attribute, index, offset ) {
+
+			if ( offset !== undefined ) {
+
+				console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
+
+			}
+
+			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;
+
+	}
+
+	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;
+
+		}
+
+	} );
+
+	Object.defineProperties( Quaternion.prototype, {
+
+		x: {
+
+			get: function () {
+
+				return this._x;
+
+			},
+
+			set: function ( value ) {
+
+				this._x = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		y: {
+
+			get: function () {
+
+				return this._y;
+
+			},
+
+			set: function ( value ) {
+
+				this._y = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		z: {
+
+			get: function () {
+
+				return this._z;
+
+			},
+
+			set: function ( value ) {
+
+				this._z = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		w: {
+
+			get: function () {
+
+				return this._w;
+
+			},
+
+			set: function ( value ) {
+
+				this._w = value;
+				this.onChangeCallback();
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( Quaternion.prototype, {
+
+		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.' );
+
+			}
+
+			var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
+
+			// http://www.mathworks.com/matlabcentral/fileexchange/
+			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+			//	content/SpinCalc.m
+
+			var cos = Math.cos;
+			var sin = Math.sin;
+
+			var c1 = cos( x / 2 );
+			var c2 = cos( y / 2 );
+			var c3 = cos( z / 2 );
+
+			var s1 = sin( x / 2 );
+			var s2 = sin( y / 2 );
+			var s3 = sin( z / 2 );
+
+			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 () {
+
+			// assumes direction vectors vFrom and vTo are normalized
+
+			var v1 = new Vector3();
+			var 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 () {}
+
+	} );
+
+	/**
+	 * @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;
+
+	}
+
+	Object.assign( Vector3.prototype, {
+
+		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 ) {
+
+			this.x *= scalar;
+			this.y *= scalar;
+			this.z *= scalar;
+
+			return this;
+
+		},
+
+		multiplyVectors: function ( a, b ) {
+
+			this.x = a.x * b.x;
+			this.y = a.y * b.y;
+			this.z = a.z * b.z;
+
+			return this;
+
+		},
+
+		applyEuler: function () {
+
+			var quaternion = new 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.' );
+
+				}
+
+				return this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+			};
+
+		}(),
+
+		applyAxisAngle: function () {
+
+			var quaternion = new Quaternion();
+
+			return function applyAxisAngle( axis, angle ) {
+
+				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 ) {
+
+			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 ];
+			var w =  e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ];
+
+			return this.divideScalar( w );
+
+		},
+
+		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 = new Matrix4();
+
+			return function project( camera ) {
+
+				matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+				return this.applyMatrix4( matrix );
+
+			};
+
+		}(),
+
+		unproject: function () {
+
+			var matrix = new Matrix4();
+
+			return function unproject( camera ) {
+
+				matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+				return this.applyMatrix4( 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 = new Vector3();
+			var max = new Vector3();
+
+			return function clampScalar( minVal, maxVal ) {
+
+				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;
+
+		},
+
+		// TODO lengthSquared?
+
+		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 = new Vector3();
+
+			return function projectOnPlane( planeNormal ) {
+
+				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 = new Vector3();
+
+			return function reflect( normal ) {
+
+				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 ) {
+
+
+			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;
+
+		},
+
+		fromBufferAttribute: function ( attribute, index, offset ) {
+
+			if ( offset !== undefined ) {
+
+				console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
+
+			}
+
+			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 = [
+
+			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.' );
+
+		}
+
+	}
+
+	Object.assign( Matrix4.prototype, {
+
+		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 ) {
+
+			var te = this.elements;
+			var me = m.elements;
+
+			te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
+			te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
+			te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
+			te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
+
+			return this;
+
+		},
+
+		copyPosition: function ( m ) {
+
+			var te = this.elements, 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 = new Vector3();
+
+			return function extractRotation( m ) {
+
+				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 = new Vector3();
+			var y = new Vector3();
+			var z = new Vector3();
+
+			return function lookAt( eye, target, up ) {
+
+				var te = this.elements;
+
+				z.subVectors( eye, target );
+
+				if ( z.lengthSq() === 0 ) {
+
+					// eye and target are in the same position
+
+					z.z = 1;
+
+				}
+
+				z.normalize();
+				x.crossVectors( up, z );
+
+				if ( x.lengthSq() === 0 ) {
+
+					// eye and target are in the same vertical
+
+					z.z += 0.0001;
+					x.crossVectors( up, z );
+
+				}
+
+				x.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;
+
+		},
+
+		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;
+
+		},
+
+		applyToBufferAttribute: function () {
+
+			var v1 = new Vector3();
+
+			return function applyToBufferAttribute( attribute ) {
+
+				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 = new Vector3();
+			var matrix = new Matrix4();
+
+			return function decompose( position, quaternion, scale ) {
+
+				var te = this.elements;
+
+				var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
+				var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
+				var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
+
+				// if determine is negative, we need to invert one scale
+				var det = this.determinant();
+				if ( det < 0 ) sx = - sx;
+
+				position.x = te[ 12 ];
+				position.y = te[ 13 ];
+				position.z = te[ 14 ];
+
+				// scale the rotation part
+				matrix.copy( this );
+
+				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;
+
+			};
+
+		}(),
+
+		makePerspective: function ( left, right, top, bottom, near, far ) {
+
+			if ( far === undefined ) {
+
+				console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );
+
+			}
+
+			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;
+
+		},
+
+		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 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;
+
+	/**
+	 * @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 = [];
+
+	// Float32Array caches used for uploading Matrix uniforms
+
+	var mat4array = new Float32Array( 16 );
+	var mat3array = new Float32Array( 9 );
+
+	// 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 ) {
+
+		if ( v.elements === undefined ) {
+
+			gl.uniformMatrix3fv( this.addr, false, v );
+
+		} else {
+
+			mat3array.set( v.elements );
+			gl.uniformMatrix3fv( this.addr, false, mat3array );
+
+		}
+
+	}
+
+	function setValue4fm( gl, v ) {
+
+		if ( v.elements === undefined ) {
+
+			gl.uniformMatrix4fv( this.addr, false, v );
+
+		} else {
+
+			mat4array.set( v.elements );
+			gl.uniformMatrix4fv( this.addr, false, mat4array );
+
+		}
+
+	}
+
+	// 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.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;
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	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 };
+
+	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 );
+
+	}
+
+	Object.assign( Color.prototype, {
+
+		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();
+
+		}
+
+	} );
+
+	/**
+	 * 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 ) }
+
+		}
+
+	};
+
+	/**
+	 * 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\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\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 LTC_Uv( const in vec3 N, const in vec3 V, 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\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}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.86267 + (0.49788 + 0.01436 * y ) * y;\n\tfloat b = 3.45068 + (4.18814 + y) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = (x > 0.0) ? v : 0.5 * inversesqrt( 1.0 - x * x ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tvec3 result = vec3( LTC_ClippedSphereFormFactor( vectorFormFactor ) );\n\treturn result;\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\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn 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\treturn 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\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M      = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM            = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D      = max( maxRange / maxRGB, 1.0 );\n\tD            = min( floor( D ) / 255.0, 1.0 );\n\treturn 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\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn 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\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn 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_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";
+
+	var fog_pars_vertex = "#ifdef USE_FOG\n  varying float fogDepth;\n#endif\n";
+
+	var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\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\tvarying float fogDepth;\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\n";
+
+	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_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\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3(   1,   0, t.y ),\n\t\t\tvec3(   0, t.z,   0 ),\n\t\t\tvec3( t.w,   0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\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\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tfloat norm = texture2D( ltcMag, uv ).a;\n\t\tvec4 t = texture2D( ltcMat, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3(   1,   0, t.y ),\n\t\t\tvec3(   0, t.z,   0 ),\n\t\t\tvec3( t.w,   0, t.x )\n\t\t);\n\t\treflectedLight.directSpecular += lightColor * material.specularColor * norm * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1 ), rectCoords );\n\t}\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\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.b;\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\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 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\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( 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 dithering_fragment = "#if defined( DITHERING )\n  gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n";
+
+	var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n";
+
+	var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\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\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#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#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#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 boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\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\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn 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\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn 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 <fog_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\t#include <fog_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 <fog_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\t#include <fog_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 <dithering_pars_fragment>\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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_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 <fog_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\t#include <fog_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 <dithering_pars_fragment>\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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_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 <fog_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\t#include <fog_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 <dithering_pars_fragment>\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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_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 <fog_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\t#include <fog_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}\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 <fog_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\t#include <fog_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_vertex: fog_vertex,
+		fog_pars_vertex: fog_pars_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,
+		dithering_fragment: dithering_fragment,
+		dithering_pars_fragment: dithering_pars_fragment,
+		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 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: 0.5 },
+					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 );
+
+	}
+
+	Object.assign( Box2.prototype, {
+
+		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 4 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.buffers.depth.setMask( 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.applyMatrix4( 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.buffers.depth.setMask( 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.buffers.depth.setTest( material.depthTest );
+				state.buffers.depth.setMask( 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.dithering = false;
+
+		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;
+
+	}
+
+	Object.assign( Material.prototype, EventDispatcher.prototype, {
+
+		isMaterial: true,
+
+		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: 4.5,
+					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;
+
+			data.dithering = this.dithering;
+
+			// 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.dithering = source.dithering;
+
+			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;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	/**
+	 * @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 );
+
+	}
+
+	Object.assign( Box3.prototype, {
+
+		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 );
+
+			return this;
+
+		},
+
+		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 );
+
+			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 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 ( object ) {
+
+			this.makeEmpty();
+
+			return this.expandByObject( object );
+
+		},
+
+		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;
+
+		},
+
+		expandByObject: 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 expandByObject( object ) {
+
+				var scope = this;
+
+				object.updateMatrixWorld( true );
+
+				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.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );
+
+									scope.expandByPoint( v1 );
+
+								}
+
+							}
+
+						}
+
+					}
+
+				} );
+
+				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 = new Vector3();
+
+			return function intersectsSphere( sphere ) {
+
+				// 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;
+
+	}
+
+	Object.assign( Sphere.prototype, {
+
+		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 = [
+
+			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.' );
+
+		}
+
+	}
+
+	Object.assign( Matrix3.prototype, {
+
+		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 te = this.elements;
+			var me = m.elements;
+
+			te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
+			te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
+			te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = 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;
+
+		},
+
+		applyToBufferAttribute: function () {
+
+			var v1 = new Vector3();
+
+			return function applyToBufferAttribute( attribute ) {
+
+				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;
+
+			};
+
+		}(),
+
+		multiply: function ( m ) {
+
+			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[ 3 ], a13 = ae[ 6 ];
+			var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
+			var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
+
+			var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
+			var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
+			var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
+
+			te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
+			te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
+			te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
+
+			te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
+			te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
+			te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
+
+			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
+			te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
+			te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
+
+			return this;
+
+		},
+
+		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;
+
+		},
+
+		equals: function ( matrix ) {
+
+			var te = this.elements;
+			var me = matrix.elements;
+
+			for ( var i = 0; i < 9; i ++ ) {
+
+				if ( te[ i ] !== me[ i ] ) return false;
+
+			}
+
+			return true;
+
+		},
+
+		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;
+
+	}
+
+	Object.assign( Plane.prototype, {
+
+		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()
+
+		];
+
+	}
+
+	Object.assign( Frustum.prototype, {
+
+		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(),
+
+			_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.disable( _gl.BLEND );
+			_state.buffers.color.setClear( 1, 1, 1, 1 );
+			_state.buffers.depth.setTest( 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;
+				var shadowMatrix = shadow.matrix;
+
+				_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
+				shadowCamera.position.copy( _lightPositionWorld );
+
+				_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;
+
+
+					// for point lights we set the shadow matrix to be a translation-only matrix
+					// equal to inverse of the light's position
+
+					shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
+
+				} else {
+
+					faceCount = 1;
+					isPointLight = false;
+
+					_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 );
+
+				}
+
+				if ( shadow.map === null ) {
+
+					var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
+
+					shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
+					shadow.map.texture.name = light.name + ".shadowMap";
+
+					shadowCamera.updateProjectionMatrix();
+
+				}
+
+				if ( shadow.isSpotLightShadow ) {
+
+					shadow.update( light );
+
+				}
+
+				var shadowMap = shadow.map;
+
+				_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 );
+						shadowCamera.updateMatrixWorld();
+						shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
+
+						var vpDimensions = cube2DViewPorts[ face ];
+						_state.viewport( vpDimensions );
+
+					}
+
+					// update camera matrices and frustum
+
+					_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+					_frustum.setFromMatrix( _projScreenMatrix );
+
+					// set object matrices & frustum culling
+
+					renderObject( scene, camera, shadowCamera, isPointLight );
+
+				}
+
+			}
+
+			// Restore GL state.
+			var clearColor = _renderer.getClearColor();
+			var 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;
+
+					}
+
+				}
+
+				if ( object.isSkinnedMesh && material.skinning === false ) {
+
+					console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
+
+				}
+
+				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 renderObject( object, camera, shadowCamera, isPointLight ) {
+
+			if ( object.visible === false ) return;
+
+			var visible = object.layers.test( camera.layers );
+
+			if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
+
+				if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
+
+					object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+					var geometry = _objects.update( object );
+					var material = object.material;
+
+					if ( Array.isArray( material ) ) {
+
+						var groups = geometry.groups;
+
+						for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
+
+							var group = groups[ k ];
+							var groupMaterial = material[ group.materialIndex ];
+
+							if ( groupMaterial && groupMaterial.visible ) {
+
+								var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
+								_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
+
+							}
+
+						}
+
+					} else if ( material.visible ) {
+
+						var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
+						_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
+
+					}
+
+				}
+
+			}
+
+			var children = object.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				renderObject( children[ i ], camera, shadowCamera, isPointLight );
+
+			}
+
+		}
+
+	}
+
+	/**
+	 * @author bhouston / http://clara.io
+	 */
+
+	function Ray( origin, direction ) {
+
+		this.origin = ( origin !== undefined ) ? origin : new Vector3();
+		this.direction = ( direction !== undefined ) ? direction : new Vector3();
+
+	}
+
+	Object.assign( Ray.prototype, {
+
+		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';
+
+	Object.defineProperties( Euler.prototype, {
+
+		x: {
+
+			get: function () {
+
+				return this._x;
+
+			},
+
+			set: function ( value ) {
+
+				this._x = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		y: {
+
+			get: function () {
+
+				return this._y;
+
+			},
+
+			set: function ( value ) {
+
+				this._y = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		z: {
+
+			get: function () {
+
+				return this._z;
+
+			},
+
+			set: function ( value ) {
+
+				this._z = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		order: {
+
+			get: function () {
+
+				return this._order;
+
+			},
+
+			set: function ( value ) {
+
+				this._order = value;
+				this.onChangeCallback();
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( Euler.prototype, {
+
+		isEuler: true,
+
+		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 = new Matrix4();
+
+			return function setFromQuaternion( q, order, update ) {
+
+				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 | 0;
+
+	}
+
+	Object.assign( Layers.prototype, {
+
+		set: function ( channel ) {
+
+			this.mask = 1 << channel | 0;
+
+		},
+
+		enable: function ( channel ) {
+
+			this.mask |= 1 << channel | 0;
+
+		},
+
+		toggle: function ( channel ) {
+
+			this.mask ^= 1 << channel | 0;
+
+		},
+
+		disable: function ( channel ) {
+
+			this.mask &= ~ ( 1 << channel | 0 );
+
+		},
+
+		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 ) {
+
+				if ( this.isCamera ) {
+
+					m1.lookAt( this.position, vector, this.up );
+
+				} else {
+
+					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 ) this.updateMatrix();
+
+			if ( this.matrixWorldNeedsUpdate || force ) {
+
+				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: 4.5,
+					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();
+
+			//
+
+			function serialize( library, element ) {
+
+				if ( library[ element.uuid ] === undefined ) {
+
+					library[ element.uuid ] = element.toJSON( meta );
+
+				}
+
+				return element.uuid;
+
+			}
+
+			if ( this.geometry !== undefined ) {
+
+				object.geometry = serialize( meta.geometries, this.geometry );
+
+			}
+
+			if ( this.material !== undefined ) {
+
+				if ( Array.isArray( this.material ) ) {
+
+					var uuids = [];
+
+					for ( var i = 0, l = this.material.length; i < l; i ++ ) {
+
+						uuids.push( serialize( meta.materials, this.material[ i ] ) );
+
+					}
+
+					object.material = uuids;
+
+				} else {
+
+					object.material = serialize( meta.materials, this.material );
+
+				}
+
+			}
+
+			//
+
+			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();
+
+	}
+
+	Object.assign( Line3.prototype, {
+
+		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();
+
+	}
+
+	Object.assign( 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
+		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 );
+
+			};
+
+		}(),
+
+		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 );
+
+			};
+
+		}()
+
+	} );
+
+	Object.assign( Triangle.prototype, {
+
+		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 = new Plane();
+			var edgeList = [ new Line3(), new Line3(), new Line3() ];
+			var projectedPoint = new Vector3();
+			var closestPoint = new Vector3();
+
+			return function closestPointToPoint( point, optionalTarget ) {
+
+				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;
+
+	}
+
+	Object.assign( Face3.prototype, {
+
+		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;
+
+	}
+
+	Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
+
+		set: function ( value ) {
+
+			if ( value === true ) this.version ++;
+
+		}
+
+	} );
+
+	Object.assign( BufferAttribute.prototype, {
+
+		isBufferAttribute: true,
+
+		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( this.array, this.itemSize ).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;
+
+		}
+
+	} );
+
+	function arrayMax( array ) {
+
+		if ( array.length === 0 ) return - Infinity;
+
+		var max = array[ 0 ];
+
+		for ( var i = 1, l = array.length; i < l; ++ i ) {
+
+			if ( array[ i ] > max ) max = array[ i ];
+
+		}
+
+		return max;
+
+	}
+
+	/**
+	 * @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
+	 */
+
+	var count = 0;
+	function GeometryIdCount() { return count++; }
+
+	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 = new Matrix4();
+
+			return function rotateX( angle ) {
+
+				m1.makeRotationX( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateY: function () {
+
+			// rotate geometry around world y-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateY( angle ) {
+
+				m1.makeRotationY( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateZ: function () {
+
+			// rotate geometry around world z-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateZ( angle ) {
+
+				m1.makeRotationZ( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		translate: function () {
+
+			// translate geometry
+
+			var m1 = new Matrix4();
+
+			return function translate( x, y, z ) {
+
+				m1.makeTranslation( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		scale: function () {
+
+			// scale geometry
+
+			var m1 = new Matrix4();
+
+			return function scale( x, y, z ) {
+
+				m1.makeScale( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		lookAt: function () {
+
+			var obj = new Object3D();
+
+			return function lookAt( vector ) {
+
+				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() ] );
+
+				}
+
+			}
+
+			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 ) {
+
+						if ( indices !== undefined ) {
+
+							addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
+
+						} else {
+
+							addFace( j, j + 1, j + 2, group.materialIndex );
+
+						}
+
+					}
+
+				}
+
+			} else {
+
+				if ( indices !== undefined ) {
+
+					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 ];
+
+				// 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 ] ) {
+
+						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: 4.5,
+					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 ) {
+
+			var i, il, j, jl, k, kl;
+
+			// reset
+
+			this.vertices = [];
+			this.colors = [];
+			this.faces = [];
+			this.faceVertexUvs = [[]];
+			this.morphTargets = [];
+			this.morphNormals = [];
+			this.skinWeights = [];
+			this.skinIndices = [];
+			this.lineDistances = [];
+			this.boundingBox = null;
+			this.boundingSphere = null;
+
+			// name
+
+			this.name = source.name;
+
+			// vertices
+
+			var vertices = source.vertices;
+
+			for ( i = 0, il = vertices.length; i < il; i ++ ) {
+
+				this.vertices.push( vertices[ i ].clone() );
+
+			}
+
+			// colors
+
+			var colors = source.colors;
+
+			for ( i = 0, il = colors.length; i < il; i ++ ) {
+
+				this.colors.push( colors[ i ].clone() );
+
+			}
+
+			// faces
+
+			var faces = source.faces;
+
+			for ( i = 0, il = faces.length; i < il; i ++ ) {
+
+				this.faces.push( faces[ i ].clone() );
+
+			}
+
+			// face vertex uvs
+
+			for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
+
+				var faceVertexUvs = source.faceVertexUvs[ i ];
+
+				if ( this.faceVertexUvs[ i ] === undefined ) {
+
+					this.faceVertexUvs[ i ] = [];
+
+				}
+
+				for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
+
+					var uvs = faceVertexUvs[ j ], uvsCopy = [];
+
+					for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
+
+						var uv = uvs[ k ];
+
+						uvsCopy.push( uv.clone() );
+
+					}
+
+					this.faceVertexUvs[ i ].push( uvsCopy );
+
+				}
+
+			}
+
+			// morph targets
+
+			var morphTargets = source.morphTargets;
+
+			for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
+
+				var morphTarget = {};
+				morphTarget.name = morphTargets[ i ].name;
+
+				// vertices
+
+				if ( morphTargets[ i ].vertices !== undefined ) {
+
+					morphTarget.vertices = [];
+
+					for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
+
+						morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
+
+					}
+
+				}
+
+				// normals
+
+				if ( morphTargets[ i ].normals !== undefined ) {
+
+					morphTarget.normals = [];
+
+					for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
+
+						morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
+
+					}
+
+				}
+
+				this.morphTargets.push( morphTarget );
+
+			}
+
+			// morph normals
+
+			var morphNormals = source.morphNormals;
+
+			for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
+
+				var morphNormal = {};
+
+				// vertex normals
+
+				if ( morphNormals[ i ].vertexNormals !== undefined ) {
+
+					morphNormal.vertexNormals = [];
+
+					for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
+
+						var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
+						var destVertexNormal = {};
+
+						destVertexNormal.a = srcVertexNormal.a.clone();
+						destVertexNormal.b = srcVertexNormal.b.clone();
+						destVertexNormal.c = srcVertexNormal.c.clone();
+
+						morphNormal.vertexNormals.push( destVertexNormal );
+
+					}
+
+				}
+
+				// face normals
+
+				if ( morphNormals[ i ].faceNormals !== undefined ) {
+
+					morphNormal.faceNormals = [];
+
+					for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
+
+						morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
+
+					}
+
+				}
+
+				this.morphNormals.push( morphNormal );
+
+			}
+
+			// skin weights
+
+			var skinWeights = source.skinWeights;
+
+			for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
+
+				this.skinWeights.push( skinWeights[ i ].clone() );
+
+			}
+
+			// skin indices
+
+			var skinIndices = source.skinIndices;
+
+			for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
+
+				this.skinIndices.push( skinIndices[ i ].clone() );
+
+			}
+
+			// line distances
+
+			var lineDistances = source.lineDistances;
+
+			for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
+
+				this.lineDistances.push( lineDistances[ i ] );
+
+			}
+
+			// bounding box
+
+			var boundingBox = source.boundingBox;
+
+			if ( boundingBox !== null ) {
+
+				this.boundingBox = boundingBox.clone();
+
+			}
+
+			// bounding sphere
+
+			var boundingSphere = source.boundingSphere;
+
+			if ( boundingSphere !== null ) {
+
+				this.boundingSphere = boundingSphere.clone();
+
+			}
+
+			// update flags
+
+			this.elementsNeedUpdate = source.elementsNeedUpdate;
+			this.verticesNeedUpdate = source.verticesNeedUpdate;
+			this.uvsNeedUpdate = source.uvsNeedUpdate;
+			this.normalsNeedUpdate = source.normalsNeedUpdate;
+			this.colorsNeedUpdate = source.colorsNeedUpdate;
+			this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
+			this.groupsNeedUpdate = source.groupsNeedUpdate;
+
+			return this;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	/**
+	 * @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 };
+
+	}
+
+	BufferGeometry.MaxIndex = 65535;
+
+	Object.assign( BufferGeometry.prototype, EventDispatcher.prototype, {
+
+		isBufferGeometry: true,
+
+		getIndex: function () {
+
+			return this.index;
+
+		},
+
+		setIndex: function ( index ) {
+
+			if ( Array.isArray( index ) ) {
+
+				this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
+
+			} else {
+
+				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.applyToBufferAttribute( position );
+				position.needsUpdate = true;
+
+			}
+
+			var normal = this.attributes.normal;
+
+			if ( normal !== undefined ) {
+
+				var normalMatrix = new Matrix3().getNormalMatrix( matrix );
+
+				normalMatrix.applyToBufferAttribute( normal );
+				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 = new Matrix4();
+
+			return function rotateX( angle ) {
+
+				m1.makeRotationX( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateY: function () {
+
+			// rotate geometry around world y-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateY( angle ) {
+
+				m1.makeRotationY( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateZ: function () {
+
+			// rotate geometry around world z-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateZ( angle ) {
+
+				m1.makeRotationZ( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		translate: function () {
+
+			// translate geometry
+
+			var m1 = new Matrix4();
+
+			return function translate( x, y, z ) {
+
+				m1.makeTranslation( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		scale: function () {
+
+			// scale geometry
+
+			var m1 = new Matrix4();
+
+			return function scale( x, y, z ) {
+
+				m1.makeScale( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		lookAt: function () {
+
+			var obj = new Object3D();
+
+			return function lookAt( vector ) {
+
+				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 = arrayMax( geometry.indices ) > 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;
+
+			var x, y, z, n;
+
+			for ( var i = 0, il = normals.count; i < il; i ++ ) {
+
+				x = normals.getX( i );
+				y = normals.getY( i );
+				z = normals.getZ( i );
+
+				n = 1.0 / Math.sqrt( x * x + y * y + z * z );
+
+				normals.setXYZ( i, x * n, y * n, z * 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: 4.5,
+					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 name, i, l;
+
+			// reset
+
+			this.index = null;
+			this.attributes = {};
+			this.morphAttributes = {};
+			this.groups = [];
+			this.boundingBox = null;
+			this.boundingSphere = null;
+
+			// name
+
+			this.name = source.name;
+
+			// index
+
+			var index = source.index;
+
+			if ( index !== null ) {
+
+				this.setIndex( index.clone() );
+
+			}
+
+			// attributes
+
+			var attributes = source.attributes;
+
+			for ( name in attributes ) {
+
+				var attribute = attributes[ name ];
+				this.addAttribute( name, attribute.clone() );
+
+			}
+
+			// morph attributes
+
+			var morphAttributes = source.morphAttributes;
+
+			for ( name in morphAttributes ) {
+
+				var array = [];
+				var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
+
+				for ( i = 0, l = morphAttribute.length; i < l; i ++ ) {
+
+					array.push( morphAttribute[ i ].clone() );
+
+				}
+
+				this.morphAttributes[ name ] = array;
+
+			}
+
+			// groups
+
+			var groups = source.groups;
+
+			for ( i = 0, l = groups.length; i < l; i ++ ) {
+
+				var group = groups[ i ];
+				this.addGroup( group.start, group.count, group.materialIndex );
+
+			}
+
+			// bounding box
+
+			var boundingBox = source.boundingBox;
+
+			if ( boundingBox !== null ) {
+
+				this.boundingBox = boundingBox.clone();
+
+			}
+
+			// bounding sphere
+
+			var boundingSphere = source.boundingSphere;
+
+			if ( boundingSphere !== null ) {
+
+				this.boundingSphere = boundingSphere.clone();
+
+			}
+
+			// draw range
+
+			this.drawRange.start = source.drawRange.start;
+			this.drawRange.count = source.drawRange.count;
+
+			return this;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	/**
+	 * @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, position, uv, a, b, c ) {
+
+				vA.fromBufferAttribute( position, a );
+				vB.fromBufferAttribute( position, b );
+				vC.fromBufferAttribute( position, c );
+
+				var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );
+
+				if ( intersection ) {
+
+					if ( uv ) {
+
+						uvA.fromBufferAttribute( uv, a );
+						uvB.fromBufferAttribute( uv, b );
+						uvC.fromBufferAttribute( uv, c );
+
+						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 intersection;
+
+				if ( geometry.isBufferGeometry ) {
+
+					var a, b, c;
+					var index = geometry.index;
+					var position = geometry.attributes.position;
+					var uv = geometry.attributes.uv;
+					var i, l;
+
+					if ( index !== null ) {
+
+						// indexed buffer geometry
+
+						for ( i = 0, l = index.count; i < l; i += 3 ) {
+
+							a = index.getX( i );
+							b = index.getX( i + 1 );
+							c = index.getX( i + 2 );
+
+							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, a, b, c );
+
+							if ( intersection ) {
+
+								intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics
+								intersects.push( intersection );
+
+							}
+
+						}
+
+					} else {
+
+						// non-indexed buffer geometry
+
+						for ( i = 0, l = position.count; i < l; i += 3 ) {
+
+							a = i;
+							b = i + 1;
+							c = i + 2;
+
+							intersection = checkBufferGeometryIntersection( this, raycaster, ray, position, uv, 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 isMultiMaterial = Array.isArray( material );
+
+					var vertices = geometry.vertices;
+					var faces = geometry.faces;
+					var uvs;
+
+					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 = isMultiMaterial ? material[ 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 && uvs[ f ] ) {
+
+								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 mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// BoxGeometry
+
+	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;
+
+	// BoxBufferGeometry
+
+	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;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var numberOfVertices = 0;
+		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( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+		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 ix, iy;
+
+			var vector = new Vector3();
+
+			// generate vertices, normals and uvs
+
+			for ( iy = 0; iy < gridY1; iy ++ ) {
+
+				var y = iy * segmentHeight - heightHalf;
+
+				for ( 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.push( vector.x, vector.y, 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.push( vector.x, vector.y, vector.z );
+
+					// uvs
+
+					uvs.push( ix / gridX );
+					uvs.push( 1 - ( iy / gridY ) );
+
+					// counters
+
+					vertexCounter += 1;
+
+				}
+
+			}
+
+			// indices
+
+			// 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 ++ ) {
+
+					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;
+
+					// faces
+
+					indices.push( a, b, d );
+					indices.push( b, c, d );
+
+					// increase counter
+
+					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/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// PlaneGeometry
+
+	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 ) );
+		this.mergeVertices();
+
+	}
+
+	PlaneGeometry.prototype = Object.create( Geometry.prototype );
+	PlaneGeometry.prototype.constructor = PlaneGeometry;
+
+	// PlaneBufferGeometry
+
+	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 ix, iy;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// generate vertices, normals and uvs
+
+		for ( iy = 0; iy < gridY1; iy ++ ) {
+
+			var y = iy * segment_height - height_half;
+
+			for ( ix = 0; ix < gridX1; ix ++ ) {
+
+				var x = ix * segment_width - width_half;
+
+				vertices.push( x, - y, 0 );
+
+				normals.push( 0, 0, 1 );
+
+				uvs.push( ix / gridX );
+				uvs.push( 1 - ( iy / gridY ) );
+
+			}
+
+		}
+
+		// indices
+
+		for ( iy = 0; iy < gridY; iy ++ ) {
+
+			for ( ix = 0; ix < gridX; ix ++ ) {
+
+				var a = ix + gridX1 * iy;
+				var b = ix + gridX1 * ( iy + 1 );
+				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+				var d = ( ix + 1 ) + gridX1 * iy;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( 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.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Camera,
+
+		isCamera: true,
+
+		copy: function ( source ) {
+
+			Object3D.prototype.copy.call( this, source );
+
+			this.matrixWorldInverse.copy( source.matrixWorldInverse );
+			this.projectionMatrix.copy( source.projectionMatrix );
+
+			return this;
+
+		},
+
+		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 );
+
+			};
+
+		}(),
+
+		clone: function () {
+
+			return new this.constructor().copy( 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.makePerspective( left, left + width, top, top - height, 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 WebGLAttributes( gl ) {
+
+		var buffers = {};
+
+		function createBuffer( attribute, bufferType ) {
+
+			var array = attribute.array;
+			var usage = attribute.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;
+
+			var buffer = gl.createBuffer();
+
+			gl.bindBuffer( bufferType, buffer );
+			gl.bufferData( bufferType, array, usage );
+
+			attribute.onUploadCallback();
+
+			var type = gl.FLOAT;
+
+			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;
+
+			}
+
+			return {
+				buffer: buffer,
+				type: type,
+				bytesPerElement: array.BYTES_PER_ELEMENT,
+				version: attribute.version
+			};
+
+		}
+
+		function updateBuffer( buffer, attribute, bufferType ) {
+
+			var array = attribute.array;
+			var updateRange = attribute.updateRange;
+
+			gl.bindBuffer( bufferType, buffer );
+
+			if ( attribute.dynamic === false ) {
+
+				gl.bufferData( bufferType, array, gl.STATIC_DRAW );
+
+			} else if ( updateRange.count === - 1 ) {
+
+				// Not using update ranges
+
+				gl.bufferSubData( bufferType, 0, array );
+
+			} else if ( 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, updateRange.offset * array.BYTES_PER_ELEMENT,
+					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
+
+				updateRange.count = 0; // reset range
+
+			}
+
+		}
+
+		//
+
+		function get( attribute ) {
+
+			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+			return buffers[ attribute.uuid ];
+
+		}
+
+		function remove( attribute ) {
+
+			var data = buffers[ attribute.uuid ];
+
+			if ( data ) {
+
+				gl.deleteBuffer( data.buffer );
+
+				delete buffers[ attribute.uuid ];
+
+			}
+
+		}
+
+		function update( attribute, bufferType ) {
+
+			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+			var data = buffers[ attribute.uuid ];
+
+			if ( data === undefined ) {
+
+				buffers[ attribute.uuid ] = createBuffer( attribute, bufferType );
+
+			} else if ( data.version < attribute.version ) {
+
+				updateBuffer( data.buffer, attribute, bufferType );
+
+				data.version = attribute.version;
+
+			}
+
+		}
+
+		return {
+
+			get: get,
+			remove: remove,
+			update: update
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function painterSortStable( a, b ) {
+
+		if ( a.renderOrder !== b.renderOrder ) {
+
+			return a.renderOrder - b.renderOrder;
+
+		} else if ( a.program && b.program && a.program !== b.program ) {
+
+			return a.program.id - b.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.renderOrder !== b.renderOrder ) {
+
+			return a.renderOrder - b.renderOrder;
+
+		} if ( a.z !== b.z ) {
+
+			return b.z - a.z;
+
+		} else {
+
+			return a.id - b.id;
+
+		}
+
+	}
+
+	function WebGLRenderList() {
+
+		var opaque = [];
+		var opaqueLastIndex = - 1;
+
+		var transparent = [];
+		var transparentLastIndex = - 1;
+
+		function init() {
+
+			opaqueLastIndex = - 1;
+			transparentLastIndex = - 1;
+
+		}
+
+		function push( object, geometry, material, z, group ) {
+
+			var array, index;
+
+			// allocate the next position in the appropriate array
+
+			if ( material.transparent ) {
+
+				array = transparent;
+				index = ++ transparentLastIndex;
+
+			} else {
+
+				array = opaque;
+				index = ++ opaqueLastIndex;
+
+			}
+
+			// recycle existing render item or grow the array
+
+			var renderItem = array[ index ];
+
+			if ( renderItem ) {
+
+				renderItem.id = object.id;
+				renderItem.object = object;
+				renderItem.geometry = geometry;
+				renderItem.material = material;
+				renderItem.program = material.program;
+				renderItem.renderOrder = object.renderOrder;
+				renderItem.z = z;
+				renderItem.group = group;
+
+			} else {
+
+				renderItem = {
+					id: object.id,
+					object: object,
+					geometry: geometry,
+					material: material,
+					program: material.program,
+					renderOrder: object.renderOrder,
+					z: z,
+					group: group
+				};
+
+				// assert( index === array.length );
+				array.push( renderItem );
+
+			}
+
+		}
+
+		function finish() {
+
+			opaque.length = opaqueLastIndex + 1;
+			transparent.length = transparentLastIndex + 1;
+
+		}
+
+		function sort() {
+
+			opaque.sort( painterSortStable );
+			transparent.sort( reversePainterSortStable );
+
+		}
+
+		return {
+			opaque: opaque,
+			transparent: transparent,
+
+			init: init,
+			push: push,
+			finish: finish,
+
+			sort: sort
+		};
+
+	}
+
+	function WebGLRenderLists() {
+
+		var lists = {};
+
+		function get( scene, camera ) {
+
+			var hash = scene.id + ',' + camera.id;
+			var list = lists[ hash ];
+
+			if ( list === undefined ) {
+
+				// console.log( 'THREE.WebGLRenderLists:', hash );
+
+				list = new WebGLRenderList();
+				lists[ hash ] = list;
+
+			}
+
+			return list;
+
+		}
+
+		function dispose() {
+
+			lists = {};
+
+		}
+
+		return {
+			get: get,
+			dispose: dispose
+		};
+
+	}
+
+	/**
+	 * @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.WebGLIndexedBufferRenderer: 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;
+
+		}
+
+		//
+
+		this.setMode = setMode;
+		this.setIndex = setIndex;
+		this.render = render;
+		this.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, 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;
+
+			}
+
+			var position = geometry.attributes.position;
+
+			if ( position.isInterleavedBufferAttribute ) {
+
+				count = position.data.count;
+
+				extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount );
+
+			} else {
+
+				extension.drawArraysInstancedANGLE( mode, start, count, geometry.maxInstancedCount );
+
+			}
+
+			infoRender.calls ++;
+			infoRender.vertices += count * geometry.maxInstancedCount;
+
+			if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;
+
+		}
+
+		//
+
+		this.setMode = setMode;
+		this.render = render;
+		this.renderInstances = renderInstances;
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLGeometries( gl, attributes, infoMemory ) {
+
+		var geometries = {};
+		var wireframeAttributes = {};
+
+		function onGeometryDispose( event ) {
+
+			var geometry = event.target;
+			var buffergeometry = geometries[ geometry.id ];
+
+			if ( buffergeometry.index !== null ) {
+
+				attributes.remove( buffergeometry.index );
+
+			}
+
+			for ( var name in buffergeometry.attributes ) {
+
+				attributes.remove( buffergeometry.attributes[ name ] );
+
+			}
+
+			geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+			delete geometries[ geometry.id ];
+
+			// TODO Remove duplicate code
+
+			var attribute = wireframeAttributes[ geometry.id ];
+
+			if ( attribute ) {
+
+				attributes.remove( attribute );
+				delete wireframeAttributes[ geometry.id ];
+
+			}
+
+			attribute = wireframeAttributes[ buffergeometry.id ];
+
+			if ( attribute ) {
+
+				attributes.remove( attribute );
+				delete wireframeAttributes[ buffergeometry.id ];
+
+			}
+
+			//
+
+			infoMemory.geometries --;
+
+		}
+
+		function get( object, geometry ) {
+
+			var buffergeometry = geometries[ geometry.id ];
+
+			if ( buffergeometry ) return buffergeometry;
+
+			geometry.addEventListener( 'dispose', onGeometryDispose );
+
+			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;
+
+			infoMemory.geometries ++;
+
+			return buffergeometry;
+
+		}
+
+		function update( geometry ) {
+
+			var index = geometry.index;
+			var geometryAttributes = geometry.attributes;
+
+			if ( index !== null ) {
+
+				attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );
+
+			}
+
+			for ( var name in geometryAttributes ) {
+
+				attributes.update( geometryAttributes[ 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 ++ ) {
+
+					attributes.update( array[ i ], gl.ARRAY_BUFFER );
+
+				}
+
+			}
+
+		}
+
+		function getWireframeAttribute( geometry ) {
+
+			var attribute = wireframeAttributes[ geometry.id ];
+
+			if ( attribute ) return attribute;
+
+			var indices = [];
+
+			var geometryIndex = geometry.index;
+			var geometryAttributes = geometry.attributes;
+
+			// console.time( 'wireframe' );
+
+			if ( geometryIndex !== null ) {
+
+				var array = geometryIndex.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 = geometryAttributes.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' );
+
+			attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
+
+			attributes.update( attribute, gl.ELEMENT_ARRAY_BUFFER );
+
+			wireframeAttributes[ geometry.id ] = attribute;
+
+			return attribute;
+
+		}
+
+		return {
+
+			get: get,
+			update: update,
+
+			getWireframeAttribute: getWireframeAttribute
+
+		};
+
+	}
+
+	/**
+	 * @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 WebGLObjects( gl, geometries, infoRender ) {
+
+		var updateList = {};
+
+		function update( object ) {
+
+			var frame = infoRender.frame;
+
+			var geometry = object.geometry;
+			var buffergeometry = geometries.get( object, geometry );
+
+			// Update once per frame
+
+			if ( updateList[ buffergeometry.id ] !== frame ) {
+
+				if ( geometry.isGeometry ) {
+
+					buffergeometry.updateFromObject( object );
+
+				}
+
+				geometries.update( buffergeometry );
+
+				updateList[ buffergeometry.id ] = frame;
+
+			}
+
+			return buffergeometry;
+
+		}
+
+		function clear() {
+
+			updateList = {};
+
+		}
+
+		return {
+
+			update: update,
+			clear: clear
+
+		};
+
+	}
+
+	/**
+	 * @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 = /^[ \t]*#include +<([\w\d.]+)>/gm;
+
+		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.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 ' + 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.dithering ? '#define DITHERING' : '',
+
+				( 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", "dithering"
+		];
+
+
+		function allocateBones( object ) {
+
+			var skeleton = object.skeleton;
+			var bones = skeleton.bones;
+
+			if ( capabilities.floatVertexTextures ) {
+
+				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 = Math.min( nVertexMatrices, bones.length );
+
+				if ( maxBones < bones.length ) {
+
+					console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
+					return 0;
+
+				}
+
+				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 = object.isSkinnedMesh ? allocateBones( object ) : 0;
+			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.getRenderTarget();
+
+			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 > 0,
+				maxBones: maxBones,
+				useVertexTexture: capabilities.floatVertexTextures,
+
+				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,
+
+				dithering: material.dithering,
+
+				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 WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, infoMemory ) {
+
+		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.remove( 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.remove( renderTarget.texture );
+			properties.remove( 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 = {};
+
+		function get( object ) {
+
+			var uuid = object.uuid;
+			var map = properties[ uuid ];
+
+			if ( map === undefined ) {
+
+				map = {};
+				properties[ uuid ] = map;
+
+			}
+
+			return map;
+
+		}
+
+		function remove( object ) {
+
+			delete properties[ object.uuid ];
+
+		}
+
+		function clear() {
+
+			properties = {};
+
+		}
+
+		return {
+			get: get,
+			remove: remove,
+			clear: clear
+		};
+
+	}
+
+	/**
+	 * @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 );
+			depthBuffer.setFunc( 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 ) {
+
+			newAttributes[ attribute ] = 1;
+
+			if ( enabledAttributes[ attribute ] === 0 ) {
+
+				gl.enableVertexAttribArray( attribute );
+				enabledAttributes[ attribute ] = 1;
+
+			}
+
+			if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
+
+				var extension = extensions.get( 'ANGLE_instanced_arrays' );
+
+				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;
+
+			}
+
+		}
+
+		function setMaterial( material ) {
+
+			material.side === DoubleSide
+				? disable( gl.CULL_FACE )
+				: enable( gl.CULL_FACE );
+
+			setFlipSided( material.side === BackSide );
+
+			material.transparent === true
+				? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
+				: setBlending( NoBlending );
+
+			depthBuffer.setFunc( material.depthFunc );
+			depthBuffer.setTest( material.depthTest );
+			depthBuffer.setMask( material.depthWrite );
+			colorBuffer.setMask( material.colorWrite );
+
+			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+		}
+
+		//
+
+		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,
+			setMaterial: setMaterial,
+
+			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;
+
+		}
+
+	}
+
+	// import { Sphere } from '../math/Sphere';
+	/**
+	 * @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 currentRenderList = null;
+
+		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,
+
+			// 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
+
+			_infoMemory = {
+				geometries: 0,
+				textures: 0
+			},
+
+			_infoRender = {
+
+				frame: 0,
+				calls: 0,
+				vertices: 0,
+				faces: 0,
+				points: 0
+
+			};
+
+		this.info = {
+
+			render: _infoRender,
+			memory: _infoMemory,
+			programs: null
+
+		};
+
+
+		// initialize
+
+		var _gl;
+
+		try {
+
+			var contextAttributes = {
+				alpha: _alpha,
+				depth: _depth,
+				stencil: _stencil,
+				antialias: _antialias,
+				premultipliedAlpha: _premultipliedAlpha,
+				preserveDrawingBuffer: _preserveDrawingBuffer
+			};
+
+			_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
+
+			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, _infoMemory );
+		var attributes = new WebGLAttributes( _gl );
+		var geometries = new WebGLGeometries( _gl, attributes, _infoMemory );
+		var objects = new WebGLObjects( _gl, geometries, _infoRender );
+		var programCache = new WebGLPrograms( this, capabilities );
+		var lightCache = new WebGLLights();
+		var renderLists = new WebGLRenderLists();
+
+		this.info.programs = programCache.programs;
+
+		var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
+		var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );
+
+		//
+
+		var backgroundPlaneCamera, backgroundPlaneMesh;
+		var backgroundBoxCamera, backgroundBoxMesh;
+
+		//
+
+		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 () {
+
+			var extension = extensions.get( 'WEBGL_lose_context' );
+			if ( extension ) extension.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 () {
+
+			_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
+
+			renderLists.dispose();
+
+		};
+
+		// Events
+
+		function onContextLost( event ) {
+
+			event.preventDefault();
+
+			resetGLState();
+			setDefaultGLState();
+
+			properties.clear();
+			objects.clear();
+
+		}
+
+		function onMaterialDispose( event ) {
+
+			var material = event.target;
+
+			material.removeEventListener( 'dispose', onMaterialDispose );
+
+			deallocateMaterial( material );
+
+		}
+
+		// Buffer deallocation
+
+		function deallocateMaterial( material ) {
+
+			releaseMaterialProgramReference( material );
+
+			properties.remove( material );
+
+		}
+
+
+		function releaseMaterialProgramReference( material ) {
+
+			var programInfo = properties.get( material ).program;
+
+			material.program = undefined;
+
+			if ( programInfo !== undefined ) {
+
+				programCache.releaseProgram( programInfo );
+
+			}
+
+		}
+
+		// Buffer rendering
+
+		function renderObjectImmediate( object, program, material ) {
+
+			object.render( function ( object ) {
+
+				_this.renderBufferImmediate( object, program, material );
+
+			} );
+
+		}
+
+		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 programAttributes = program.getAttributes();
+
+			if ( object.hasPositions ) {
+
+				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
+				_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
+
+				state.enableAttribute( programAttributes.position );
+				_gl.vertexAttribPointer( programAttributes.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( programAttributes.normal );
+
+				_gl.vertexAttribPointer( programAttributes.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( programAttributes.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( programAttributes.color );
+
+				_gl.vertexAttribPointer( programAttributes.color, 3, _gl.FLOAT, false, 0, 0 );
+
+			}
+
+			state.disableUnusedAttributes();
+
+			_gl.drawArrays( _gl.TRIANGLES, 0, object.count );
+
+			object.count = 0;
+
+		};
+
+		function absNumericalSort( a, b ) {
+
+			return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );
+
+		}
+
+		this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
+
+			state.setMaterial( material );
+
+			var program = setProgram( camera, fog, material, object );
+			var geometryProgram = geometry.id + '_' + program.id + '_' + ( material.wireframe === true );
+
+			var updateBuffers = false;
+
+			if ( geometryProgram !== _currentGeometryProgram ) {
+
+				_currentGeometryProgram = geometryProgram;
+				updateBuffers = true;
+
+			}
+
+			// morph targets
+
+			var morphTargetInfluences = object.morphTargetInfluences;
+
+			if ( morphTargetInfluences !== undefined ) {
+
+				// TODO Remove allocations
+
+				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 = geometries.getWireframeAttribute( geometry );
+				rangeFactor = 2;
+
+			}
+
+			var renderer = bufferRenderer;
+
+			if ( index !== null ) {
+
+				renderer = indexedBufferRenderer;
+				renderer.setIndex( index );
+
+			}
+
+			if ( updateBuffers ) {
+
+				setupVertexAttributes( material, program, geometry );
+
+				if ( index !== null ) {
+
+					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
+
+				}
+
+			}
+
+			//
+
+			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 if ( object.isLineLoop ) {
+
+					renderer.setMode( _gl.LINE_LOOP );
+
+				} 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 ) {
+
+			if ( geometry && geometry.isInstancedBufferGeometry ) {
+
+				if ( extensions.get( 'ANGLE_instanced_arrays' ) === 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 = attributes.get( geometryAttribute );
+
+						var buffer = attributeProperties.buffer;
+						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 );
+
+								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 );
+
+								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();
+
+		}
+
+		// Compile
+
+		this.compile = function ( scene, camera ) {
+
+			lights = [];
+
+			scene.traverse( function ( object ) {
+
+				if ( object.isLight ) {
+
+					lights.push( object );
+
+				}
+
+			} );
+
+			setupLights( lights, camera );
+
+			scene.traverse( function ( object ) {
+
+				if ( object.material ) {
+
+					if ( Array.isArray( object.material ) ) {
+
+						for ( var i = 0; i < object.material.length; i ++ ) {
+
+							initMaterial( object.material[ i ], scene.fog, object );
+
+						}
+
+					} else {
+
+						initMaterial( object.material, scene.fog, object );
+
+					}
+
+				}
+
+			} );
+
+		};
+
+		// 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
+
+			camera.onBeforeRender( _this );
+
+			if ( camera.parent === null ) camera.updateMatrixWorld();
+
+			camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+			_frustum.setFromMatrix( _projScreenMatrix );
+
+			lights.length = 0;
+			sprites.length = 0;
+			lensFlares.length = 0;
+
+			_localClippingEnabled = this.localClippingEnabled;
+			_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
+
+			currentRenderList = renderLists.get( scene, camera );
+			currentRenderList.init();
+
+			projectObject( scene, camera, _this.sortObjects );
+
+			currentRenderList.finish();
+
+			if ( _this.sortObjects === true ) {
+
+				currentRenderList.sort();
+
+			}
+
+			//
+
+			if ( _clippingEnabled ) _clipping.beginShadows();
+
+			setupShadows( lights );
+
+			shadowMap.render( scene, camera );
+
+			setupLights( lights, camera );
+
+			if ( _clippingEnabled ) _clipping.endShadows();
+
+			//
+
+			_infoRender.frame ++;
+			_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 ) {
+
+				if ( backgroundBoxCamera === undefined ) {
+
+					backgroundBoxCamera = new PerspectiveCamera();
+
+					backgroundBoxMesh = new Mesh(
+						new BoxBufferGeometry( 5, 5, 5 ),
+						new ShaderMaterial( {
+							uniforms: ShaderLib.cube.uniforms,
+							vertexShader: ShaderLib.cube.vertexShader,
+							fragmentShader: ShaderLib.cube.fragmentShader,
+							side: BackSide,
+							depthTest: false,
+							depthWrite: false,
+							fog: false
+						} )
+					);
+
+				}
+
+				backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );
+
+				backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
+				backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );
+
+
+				backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
+				backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );
+
+				objects.update( backgroundBoxMesh );
+
+				_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );
+
+			} else if ( background && background.isTexture ) {
+
+				if ( backgroundPlaneCamera === undefined ) {
+
+					backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
+
+					backgroundPlaneMesh = new Mesh(
+						new PlaneBufferGeometry( 2, 2 ),
+						new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
+					);
+
+				}
+
+				backgroundPlaneMesh.material.map = background;
+
+				objects.update( backgroundPlaneMesh );
+
+				_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );
+
+			}
+
+			//
+
+			var opaqueObjects = currentRenderList.opaque;
+			var transparentObjects = currentRenderList.transparent;
+
+			if ( scene.overrideMaterial ) {
+
+				var overrideMaterial = scene.overrideMaterial;
+
+				if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
+				if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
+
+			} else {
+
+				// opaque pass (front-to-back order)
+
+				if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
+
+				// transparent pass (back-to-front order)
+
+				if ( transparentObjects.length ) 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.buffers.depth.setTest( true );
+			state.buffers.depth.setMask( true );
+			state.buffers.color.setMask( true );
+
+			if ( camera.isArrayCamera && camera.enabled ) {
+
+				_this.setScissorTest( false );
+
+			}
+
+			camera.onAfterRender( _this );
+
+			// _gl.finish();
+
+		};
+
+		/*
+		// TODO Duplicated code (Frustum)
+
+		var _sphere = new Sphere();
+
+		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, sortObjects ) {
+
+			if ( ! object.visible ) return;
+
+			var visible = object.layers.test( camera.layers );
+
+			if ( visible ) {
+
+				if ( object.isLight ) {
+
+					lights.push( object );
+
+				} else if ( object.isSprite ) {
+
+					if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
+
+						sprites.push( object );
+
+					}
+
+				} else if ( object.isLensFlare ) {
+
+					lensFlares.push( object );
+
+				} else if ( object.isImmediateRenderObject ) {
+
+					if ( sortObjects ) {
+
+						_vector3.setFromMatrixPosition( object.matrixWorld )
+							.applyMatrix4( _projScreenMatrix );
+
+					}
+
+					currentRenderList.push( object, null, object.material, _vector3.z, null );
+
+				} else if ( object.isMesh || object.isLine || object.isPoints ) {
+
+					if ( object.isSkinnedMesh ) {
+
+						object.skeleton.update();
+
+					}
+
+					if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
+
+						if ( sortObjects ) {
+
+							_vector3.setFromMatrixPosition( object.matrixWorld )
+								.applyMatrix4( _projScreenMatrix );
+
+						}
+
+						var geometry = objects.update( object );
+						var material = object.material;
+
+						if ( Array.isArray( material ) ) {
+
+							var groups = geometry.groups;
+
+							for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+								var group = groups[ i ];
+								var groupMaterial = material[ group.materialIndex ];
+
+								if ( groupMaterial && groupMaterial.visible ) {
+
+									currentRenderList.push( object, geometry, groupMaterial, _vector3.z, group );
+
+								}
+
+							}
+
+						} else if ( material.visible ) {
+
+							currentRenderList.push( object, geometry, material, _vector3.z, null );
+
+						}
+
+					}
+
+				}
+
+			}
+
+			var children = object.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				projectObject( children[ i ], camera, sortObjects );
+
+			}
+
+		}
+
+		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.onBeforeRender( _this, scene, camera, geometry, material, group );
+
+				if ( camera.isArrayCamera && camera.enabled ) {
+
+					var cameras = camera.cameras;
+
+					for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
+
+						var camera2 = cameras[ j ];
+						var bounds = camera2.bounds;
+
+						_this.setViewport(
+							bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
+							bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
+						);
+						_this.setScissor(
+							bounds.x * _width * _pixelRatio, bounds.y * _height * _pixelRatio,
+							bounds.z * _width * _pixelRatio, bounds.w * _height * _pixelRatio
+						);
+						_this.setScissorTest( true );
+
+						renderObject( object, scene, camera2, geometry, material, group );
+
+					}
+
+				} else {
+
+					renderObject( object, scene, camera, geometry, material, group );
+
+				}
+
+				object.onAfterRender( _this, scene, camera, geometry, material, group );
+
+			}
+
+		}
+
+		function renderObject( object, scene, camera, geometry, material, group ) {
+
+			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
+
+			if ( object.isImmediateRenderObject ) {
+
+				state.setMaterial( material );
+
+				var program = setProgram( camera, scene.fog, material, object );
+
+				_currentGeometryProgram = '';
+
+				renderObjectImmediate( object, program, material );
+
+			} else {
+
+				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, 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 programAttributes = program.getAttributes();
+
+			if ( material.morphTargets ) {
+
+				material.numSupportedMorphTargets = 0;
+
+				for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
+
+					if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
+
+						material.numSupportedMorphTargets ++;
+
+					}
+
+				}
+
+			}
+
+			if ( material.morphNormals ) {
+
+				material.numSupportedMorphNormals = 0;
+
+				for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
+
+					if ( programAttributes[ '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 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.setValue( _gl, 'projectionMatrix', 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.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
+				p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _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 ) {
+
+					var bones = skeleton.bones;
+
+					if ( capabilities.floatVertexTextures ) {
+
+						if ( skeleton.boneTexture === undefined ) {
+
+							// 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( bones.length * 4 ); // 4 pixels needed for 1 matrix
+							size = _Math.nextPowerOfTwo( Math.ceil( size ) );
+							size = Math.max( size, 4 );
+
+							var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
+							boneMatrices.set( skeleton.boneMatrices ); // copy current values
+
+							var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
+
+							skeleton.boneMatrices = boneMatrices;
+							skeleton.boneTexture = boneTexture;
+							skeleton.boneTextureSize = size;
+
+						}
+
+						p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture );
+						p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
+
+					} 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 = UniformsLib.LTC_MAT_TEXTURE;
+				if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;
+
+				WebGLUniforms.upload(
+					_gl, materialProperties.uniformsList, m_uniforms, _this );
+
+			}
+
+
+			// common matrices
+
+			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
+			p_uniforms.setValue( _gl, 'normalMatrix', 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;
+					lightShadowsLength ++;
+
+				}
+
+			}
+
+			_lights.shadows.length = lightShadowsLength;
+
+		}
+
+		function setupLights( lights, camera ) {
+
+			var l, ll, light, shadow,
+				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 ) {
+
+						shadow = light.shadow;
+
+						uniforms.shadowBias = shadow.bias;
+						uniforms.shadowRadius = shadow.radius;
+						uniforms.shadowMapSize = shadow.mapSize;
+
+					}
+
+					_lights.directionalShadowMap[ directionalLength ] = shadowMap;
+					_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
+					_lights.directional[ directionalLength ] = uniforms;
+
+					directionalLength ++;
+
+				} 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 ) {
+
+						shadow = light.shadow;
+
+						uniforms.shadowBias = shadow.bias;
+						uniforms.shadowRadius = shadow.radius;
+						uniforms.shadowMapSize = shadow.mapSize;
+
+					}
+
+					_lights.spotShadowMap[ spotLength ] = shadowMap;
+					_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
+					_lights.spot[ spotLength ] = uniforms;
+
+					spotLength ++;
+
+				} 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;
+
+					rectAreaLength ++;
+
+				} 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 ) {
+
+						shadow = light.shadow;
+
+						uniforms.shadowBias = shadow.bias;
+						uniforms.shadowRadius = shadow.radius;
+						uniforms.shadowMapSize = shadow.mapSize;
+
+					}
+
+					_lights.pointShadowMap[ pointLength ] = shadowMap;
+					_lights.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
+					_lights.point[ pointLength ] = uniforms;
+
+					pointLength ++;
+
+				} 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;
+
+					hemiLength ++;
+
+				}
+
+			}
+
+			_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.getRenderTarget = 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.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Scene,
+
+		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;
+
+		},
+
+		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.isSpriteMaterial = true;
+
+	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 intersectPoint = new Vector3();
+			var worldPosition = new Vector3();
+			var worldScale = new Vector3();
+
+			return function raycast( raycaster, intersects ) {
+
+				worldPosition.setFromMatrixPosition( this.matrixWorld );
+				raycaster.ray.closestPointToPoint( worldPosition, intersectPoint );
+
+				worldScale.setFromMatrixScale( this.matrixWorld );
+				var guessSizeSq = worldScale.x * worldScale.y / 4;
+
+				if ( worldPosition.distanceToSquared( intersectPoint ) > guessSizeSq ) return;
+
+				var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+				if ( distance < raycaster.near || distance > raycaster.far ) return;
+
+				intersects.push( {
+
+					distance: distance,
+					point: intersectPoint.clone(),
+					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 ) {
+
+		// copy the bone array
+
+		bones = bones || [];
+
+		this.bones = bones.slice( 0 );
+		this.boneMatrices = new Float32Array( this.bones.length * 16 );
+
+		// 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 boneInverses is the wrong length.' );
+
+				this.boneInverses = [];
+
+				for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
+
+					this.boneInverses.push( new Matrix4() );
+
+				}
+
+			}
+
+		}
+
+	}
+
+	Object.assign( Skeleton.prototype, {
+
+		calculateInverses: function () {
+
+			this.boneInverses = [];
+
+			for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
+
+				var inverse = new Matrix4();
+
+				if ( this.bones[ i ] ) {
+
+					inverse.getInverse( this.bones[ i ].matrixWorld );
+
+				}
+
+				this.boneInverses.push( inverse );
+
+			}
+
+		},
+
+		pose: function () {
+
+			var bone, i, il;
+
+			// recover the bind-time world matrices
+
+			for ( i = 0, il = this.bones.length; i < il; i ++ ) {
+
+				bone = this.bones[ i ];
+
+				if ( bone ) {
+
+					bone.matrixWorld.getInverse( this.boneInverses[ i ] );
+
+				}
+
+			}
+
+			// compute the local matrices, positions, rotations and scales
+
+			for ( i = 0, il = this.bones.length; i < il; i ++ ) {
+
+				bone = this.bones[ i ];
+
+				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();
+			var identityMatrix = new Matrix4();
+
+			return function update() {
+
+				var bones = this.bones;
+				var boneInverses = this.boneInverses;
+				var boneMatrices = this.boneMatrices;
+				var boneTexture = this.boneTexture;
+
+				// flatten bone matrices to array
+
+				for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+					// compute the offset between the current and the original transform
+
+					var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
+
+					offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
+					offsetMatrix.toArray( boneMatrices, i * 16 );
+
+				}
+
+				if ( boneTexture !== undefined ) {
+
+					boneTexture.needsUpdate = true;
+
+				}
+
+			};
+
+		} )(),
+
+		clone: function () {
+
+			return new Skeleton( this.bones, this.boneInverses );
+
+		}
+
+	} );
+
+	/**
+	 * @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 ) {
+
+		Mesh.call( this, geometry, material );
+
+		this.type = 'SkinnedMesh';
+
+		this.bindMode = 'attached';
+		this.bindMatrix = new Matrix4();
+		this.bindMatrixInverse = new Matrix4();
+
+		var bones = this.initBones();
+		var skeleton = new Skeleton( bones );
+
+		this.bind( skeleton, this.matrixWorld );
+
+		this.normalizeSkinWeights();
+
+	}
+
+	SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
+
+		constructor: SkinnedMesh,
+
+		isSkinnedMesh: true,
+
+		initBones: function () {
+
+			var bones = [], bone, gbone;
+			var i, il;
+
+			if ( this.geometry && this.geometry.bones !== undefined ) {
+
+				// first, create array of 'Bone' objects from geometry data
+
+				for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
+
+					gbone = this.geometry.bones[ i ];
+
+					// create new 'Bone' object
+
+					bone = new Bone();
+					bones.push( bone );
+
+					// apply values
+
+					bone.name = gbone.name;
+					bone.position.fromArray( gbone.pos );
+					bone.quaternion.fromArray( gbone.rotq );
+					if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
+
+				}
+
+				// second, create bone hierarchy
+
+				for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
+
+					gbone = this.geometry.bones[ i ];
+
+					if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
+
+						// subsequent bones in the hierarchy
+
+						bones[ gbone.parent ].add( bones[ i ] );
+
+					} else {
+
+						// topmost bone, immediate child of the skinned mesh
+
+						this.add( bones[ i ] );
+
+					}
+
+				}
+
+			}
+
+			// now the bones are part of the scene graph and children of the skinned mesh.
+			// let's update the corresponding matrices
+
+			this.updateMatrixWorld( true );
+
+			return bones;
+
+		},
+
+		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 () {
+
+			var scale, i;
+
+			if ( this.geometry && this.geometry.isGeometry ) {
+
+				for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {
+
+					var sw = this.geometry.skinWeights[ i ];
+
+					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 ( 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 );
+
+					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, force );
+
+			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 ).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 mgreter / http://github.com/mgreter
+	 */
+
+	function LineLoop( geometry, material ) {
+
+		Line.call( this, geometry, material );
+
+		this.type = 'LineLoop';
+
+	}
+
+	LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
+
+		constructor: LineLoop,
+
+		isLineLoop: 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 );
+				sphere.radius += threshold;
+
+				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/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function WireframeGeometry( geometry ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'WireframeGeometry';
+
+		// buffer
+
+		var vertices = [];
+
+		// helper variables
+
+		var i, j, l, o, ol;
+		var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
+		var key, keys = [ 'a', 'b', 'c' ];
+		var vertex;
+
+		// different logic for Geometry and BufferGeometry
+
+		if ( geometry && geometry.isGeometry ) {
+
+			// create a data structure that contains all edges without duplicates
+
+			var faces = geometry.faces;
+
+			for ( i = 0, l = faces.length; i < l; i ++ ) {
+
+				var face = faces[ i ];
+
+				for ( j = 0; j < 3; j ++ ) {
+
+					edge1 = face[ keys[ j ] ];
+					edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
+					edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
+					edge[ 1 ] = Math.max( edge1, edge2 );
+
+					key = edge[ 0 ] + ',' + edge[ 1 ];
+
+					if ( edges[ key ] === undefined ) {
+
+						edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
+
+					}
+
+				}
+
+			}
+
+			// generate vertices
+
+			for ( key in edges ) {
+
+				e = edges[ key ];
+
+				vertex = geometry.vertices[ e.index1 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				vertex = geometry.vertices[ e.index2 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+			}
+
+		} else if ( geometry && geometry.isBufferGeometry ) {
+
+			var position, indices, groups;
+			var group, start, count;
+			var index1, index2;
+
+			vertex = new Vector3();
+
+			if ( geometry.index !== null ) {
+
+				// indexed BufferGeometry
+
+				position = geometry.attributes.position;
+				indices = geometry.index;
+				groups = geometry.groups;
+
+				if ( groups.length === 0 ) {
+
+					groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
+
+				}
+
+				// create a data structure that contains all eges without duplicates
+
+				for ( o = 0, ol = groups.length; o < ol; ++ o ) {
+
+					group = groups[ o ];
+
+					start = group.start;
+					count = group.count;
+
+					for ( i = start, l = ( start + count ); i < l; i += 3 ) {
+
+						for ( j = 0; j < 3; j ++ ) {
+
+							edge1 = indices.getX( i + j );
+							edge2 = indices.getX( i + ( j + 1 ) % 3 );
+							edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
+							edge[ 1 ] = Math.max( edge1, edge2 );
+
+							key = edge[ 0 ] + ',' + edge[ 1 ];
+
+							if ( edges[ key ] === undefined ) {
+
+								edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
+
+							}
+
+						}
+
+					}
+
+				}
+
+				// generate vertices
+
+				for ( key in edges ) {
+
+					e = edges[ key ];
+
+					vertex.fromBufferAttribute( position, e.index1 );
+					vertices.push( vertex.x, vertex.y, vertex.z );
+
+					vertex.fromBufferAttribute( position, e.index2 );
+					vertices.push( vertex.x, vertex.y, vertex.z );
+
+				}
+
+			} else {
+
+				// non-indexed BufferGeometry
+
+				position = geometry.attributes.position;
+
+				for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
+
+					for ( j = 0; j < 3; j ++ ) {
+
+						// three edges per triangle, an edge is represented as (index1, index2)
+						// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
+
+						index1 = 3 * i + j;
+						vertex.fromBufferAttribute( position, index1 );
+						vertices.push( vertex.x, vertex.y, vertex.z );
+
+						index2 = 3 * i + ( ( j + 1 ) % 3 );
+						vertex.fromBufferAttribute( position, index2 );
+						vertices.push( vertex.x, vertex.y, vertex.z );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		// build geometry
+
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+
+	}
+
+	WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
+	WireframeGeometry.prototype.constructor = WireframeGeometry;
+
+	/**
+	 * @author zz85 / https://github.com/zz85
+	 * @author Mugen87 / https://github.com/Mugen87
+	 *
+	 * Parametric Surfaces Geometry
+	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+	 */
+
+	// ParametricGeometry
+
+	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;
+
+	// ParametricBufferGeometry
+
+	function ParametricBufferGeometry( func, slices, stacks ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'ParametricBufferGeometry';
+
+		this.parameters = {
+			func: func,
+			slices: slices,
+			stacks: stacks
+		};
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		var EPS = 0.00001;
+
+		var normal = new Vector3();
+
+		var p0 = new Vector3(), p1 = new Vector3();
+		var pu = new Vector3(), pv = new Vector3();
+
+		var i, j;
+
+		// generate vertices, normals and uvs
+
+		var sliceCount = slices + 1;
+
+		for ( i = 0; i <= stacks; i ++ ) {
+
+			var v = i / stacks;
+
+			for ( j = 0; j <= slices; j ++ ) {
+
+				var u = j / slices;
+
+				// vertex
+
+				p0 = func( u, v, p0 );
+				vertices.push( p0.x, p0.y, p0.z );
+
+				// normal
+
+				// approximate tangent vectors via finite differences
+
+				if ( u - EPS >= 0 ) {
+
+					p1 = func( u - EPS, v, p1 );
+					pu.subVectors( p0, p1 );
+
+				} else {
+
+					p1 = func( u + EPS, v, p1 );
+					pu.subVectors( p1, p0 );
+
+				}
+
+				if ( v - EPS >= 0 ) {
+
+					p1 = func( u, v - EPS, p1 );
+					pv.subVectors( p0, p1 );
+
+				} else {
+
+					p1 = func( u, v + EPS, p1 );
+					pv.subVectors( p1, p0 );
+
+				}
+
+				// cross product of tangent vectors returns surface normal
+
+				normal.crossVectors( pu, pv ).normalize();
+				normals.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( u, v );
+
+			}
+
+		}
+
+		// generate indices
+
+		for ( i = 0; i < stacks; i ++ ) {
+
+			for ( j = 0; j < slices; j ++ ) {
+
+				var a = i * sliceCount + j;
+				var b = i * sliceCount + j + 1;
+				var c = ( i + 1 ) * sliceCount + j + 1;
+				var d = ( i + 1 ) * sliceCount + j;
+
+				// faces one and two
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	}
+
+	ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
+
+	/**
+	 * @author clockworkgeek / https://github.com/clockworkgeek
+	 * @author timothypratley / https://github.com/timothypratley
+	 * @author WestLangley / http://github.com/WestLangley
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// PolyhedronGeometry
+
+	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;
+
+	// PolyhedronBufferGeometry
+
+	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();
+
+		// 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 timothypratley / https://github.com/timothypratley
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// TetrahedronGeometry
+
+	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;
+
+	// TetrahedronBufferGeometry
+
+	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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// OctahedronGeometry
+
+	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;
+
+	// OctahedronBufferGeometry
+
+	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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// IcosahedronGeometry
+
+	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;
+
+	// IcosahedronBufferGeometry
+
+	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 Abe Pazos / https://hamoid.com
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// DodecahedronGeometry
+
+	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;
+
+	// DodecahedronBufferGeometry
+
+	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 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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 *
+	 */
+
+	// TubeGeometry
+
+	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;
+
+	// TubeBufferGeometry
+
+	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( indices );
+		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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 *
+	 * based on http://www.blackpawn.com/texts/pqtorus/
+	 */
+
+	// TorusKnotGeometry
+
+	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;
+
+	// TorusKnotBufferGeometry
+
+	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;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var i, j;
+
+		var vertex = new Vector3();
+		var normal = new Vector3();
+
+		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 );
+
+				vertices.push( 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.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( i / tubularSegments );
+				uvs.push( j / radialSegments );
+
+			}
+
+		}
+
+		// 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;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+		// 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
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// TorusGeometry
+
+	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 ) );
+		this.mergeVertices();
+
+	}
+
+	TorusGeometry.prototype = Object.create( Geometry.prototype );
+	TorusGeometry.prototype.constructor = TorusGeometry;
+
+	// TorusBufferGeometry
+
+	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;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// 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.push( vertex.x, vertex.y, vertex.z );
+
+				// normal
+
+				center.x = radius * Math.cos( u );
+				center.y = radius * Math.sin( u );
+				normal.subVectors( vertex, center ).normalize();
+
+				normals.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( i / tubularSegments );
+				uvs.push( j / radialSegments );
+
+			}
+
+		}
+
+		// 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;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	}
+
+	TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;
+
+	/**
+	 * @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;
+
+		}
+
+	};
+
+	/**
+	 * @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
+	 *
+	 * }
+	 */
+
+	// ExtrudeGeometry
+
+	function ExtrudeGeometry( shapes, options ) {
+
+		Geometry.call( this );
+
+		this.type = 'ExtrudeGeometry';
+
+		this.parameters = {
+			shapes: shapes,
+			options: options
+		};
+
+		this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
+		this.mergeVertices();
+
+	}
+
+	ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
+	ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
+
+	// ExtrudeBufferGeometry
+
+	function ExtrudeBufferGeometry( shapes, options ) {
+
+		if ( typeof ( shapes ) === "undefined" ) {
+
+			shapes = [];
+			return;
+
+		}
+
+		BufferGeometry.call( this );
+
+		this.type = 'ExtrudeBufferGeometry';
+
+		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
+
+		this.addShapeList( shapes, options );
+
+		this.computeVertexNormals();
+
+		// 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 ) );
+
+	}
+
+	ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
+
+	ExtrudeBufferGeometry.prototype.getArrays = function () {
+
+		var positionAttribute = this.getAttribute( "position" );
+		var verticesArray = positionAttribute ? Array.prototype.slice.call( positionAttribute.array ) : [];
+
+		var uvAttribute = this.getAttribute( "uv" );
+		var uvArray = uvAttribute ? Array.prototype.slice.call( uvAttribute.array ) : [];
+
+		var IndexAttribute = this.index;
+		var indicesArray = IndexAttribute ? Array.prototype.slice.call( IndexAttribute.array ) : [];
+
+		return {
+			position: verticesArray,
+			uv: uvArray,
+			index: indicesArray
+		};
+
+	};
+
+	ExtrudeBufferGeometry.prototype.addShapeList = function ( shapes, options ) {
+
+		var sl = shapes.length;
+		options.arrays = this.getArrays();
+
+		for ( var s = 0; s < sl; s ++ ) {
+
+			var shape = shapes[ s ];
+			this.addShape( shape, options );
+
+		}
+
+		this.setIndex( options.arrays.index );
+		this.addAttribute( 'position', new Float32BufferAttribute( options.arrays.position, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
+
+	};
+
+	ExtrudeBufferGeometry.prototype.addShape = function ( shape, options ) {
+
+		var arrays = options.arrays ? options.arrays : this.getArrays();
+		var verticesArray = arrays.position;
+		var indicesArray = arrays.index;
+		var uvArray = arrays.uv;
+
+		var placeholder = [];
+
+
+		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 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() {
+
+			var start = verticesArray.length/3;
+
+			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 );
+
+				}
+
+			}
+
+			scope.addGroup( start, verticesArray.length/3 -start, options.material !== undefined ? options.material : 0);
+
+		}
+
+		// Create faces for the z-sides of the shape
+
+		function buildSideFaces() {
+
+			var start = verticesArray.length/3;
+			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;
+
+			}
+
+
+			scope.addGroup( start, verticesArray.length/3 -start, options.extrudeMaterial !== undefined ? options.extrudeMaterial : 1);
+
+
+		}
+
+		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 ) {
+
+			placeholder.push( x );
+			placeholder.push( y );
+			placeholder.push( z );
+
+		}
+
+
+		function f3( a, b, c ) {
+
+			addVertex( a );
+			addVertex( b );
+			addVertex( c );
+
+			var nextIndex = verticesArray.length / 3;
+			var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
+
+			addUV( uvs[ 0 ] );
+			addUV( uvs[ 1 ] );
+			addUV( uvs[ 2 ] );
+
+		}
+
+		function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
+
+			addVertex( a );
+			addVertex( b );
+			addVertex( d );
+
+			addVertex( b );
+			addVertex( c );
+			addVertex( d );
+
+
+			var nextIndex = verticesArray.length / 3;
+			var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
+
+			addUV( uvs[ 0 ] );
+			addUV( uvs[ 1 ] );
+			addUV( uvs[ 3 ] );
+
+			addUV( uvs[ 1 ] );
+			addUV( uvs[ 2 ] );
+			addUV( uvs[ 3 ] );
+
+		}
+
+		function addVertex( index ) {
+
+			indicesArray.push( verticesArray.length / 3 );
+			verticesArray.push( placeholder[ index * 3 + 0 ] );
+			verticesArray.push( placeholder[ index * 3 + 1 ] );
+			verticesArray.push( placeholder[ index * 3 + 2 ] );
+
+		}
+
+
+		function addUV( vector2 ) {
+
+			uvArray.push( vector2.x );
+			uvArray.push( vector2.y );
+
+		}
+
+		if ( ! options.arrays ) {
+
+			this.setIndex( indicesArray );
+			this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
+			this.addAttribute( 'uv', new Float32BufferAttribute( options.arrays.uv, 2 ) );
+
+		}
+
+	};
+
+	ExtrudeGeometry.WorldUVGenerator = {
+
+		generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
+
+			var a_x = vertices[ indexA * 3 ];
+			var a_y = vertices[ indexA * 3 + 1 ];
+			var b_x = vertices[ indexB * 3 ];
+			var b_y = vertices[ indexB * 3 + 1 ];
+			var c_x = vertices[ indexC * 3 ];
+			var c_y = vertices[ indexC * 3 + 1 ];
+
+			return [
+				new Vector2( a_x, a_y ),
+				new Vector2( b_x, b_y ),
+				new Vector2( c_x, c_y )
+			];
+
+		},
+
+		generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
+
+			var a_x = vertices[ indexA * 3 ];
+			var a_y = vertices[ indexA * 3 + 1 ];
+			var a_z = vertices[ indexA * 3 + 2 ];
+			var b_x = vertices[ indexB * 3 ];
+			var b_y = vertices[ indexB * 3 + 1 ];
+			var b_z = vertices[ indexB * 3 + 2 ];
+			var c_x = vertices[ indexC * 3 ];
+			var c_y = vertices[ indexC * 3 + 1 ];
+			var c_z = vertices[ indexC * 3 + 2 ];
+			var d_x = vertices[ indexD * 3 ];
+			var d_y = vertices[ indexD * 3 + 1 ];
+			var d_z = vertices[ indexD * 3 + 2 ];
+
+			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
+	 * }
+	 */
+
+	// TextGeometry
+
+	function TextGeometry(  text, parameters ) {
+
+		Geometry.call( this );
+
+		this.type = 'TextGeometry';
+
+		this.parameters = {
+			text: text,
+			parameters: parameters
+		};
+
+		this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
+		this.mergeVertices();
+
+	}
+
+	TextGeometry.prototype = Object.create( Geometry.prototype );
+	TextGeometry.prototype.constructor = TextGeometry;
+
+	// TextBufferGeometry
+
+	function TextBufferGeometry( 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;
+
+		ExtrudeBufferGeometry.call( this, shapes, parameters );
+
+		this.type = 'TextBufferGeometry';
+
+	}
+
+	TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
+	TextBufferGeometry.prototype.constructor = TextBufferGeometry;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author benaadams / https://twitter.com/ben_a_adams
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// SphereGeometry
+
+	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 ) );
+		this.mergeVertices();
+
+	}
+
+	SphereGeometry.prototype = Object.create( Geometry.prototype );
+	SphereGeometry.prototype.constructor = SphereGeometry;
+
+	// SphereBufferGeometry
+
+	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 ix, iy;
+
+		var index = 0;
+		var grid = [];
+
+		var vertex = new Vector3();
+		var normal = new Vector3();
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// generate vertices, normals and uvs
+
+		for ( iy = 0; iy <= heightSegments; iy ++ ) {
+
+			var verticesRow = [];
+
+			var v = iy / heightSegments;
+
+			for ( ix = 0; ix <= widthSegments; ix ++ ) {
+
+				var u = ix / widthSegments;
+
+				// vertex
+
+				vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+				vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
+				vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				// normal
+
+				normal.set( vertex.x, vertex.y, vertex.z ).normalize();
+				normals.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( u, 1 - v );
+
+				verticesRow.push( index ++ );
+
+			}
+
+			grid.push( verticesRow );
+
+		}
+
+		// indices
+
+		for ( iy = 0; iy < heightSegments; iy ++ ) {
+
+			for ( ix = 0; ix < widthSegments; ix ++ ) {
+
+				var a = grid[ iy ][ ix + 1 ];
+				var b = grid[ iy ][ ix ];
+				var c = grid[ iy + 1 ][ ix ];
+				var d = grid[ iy + 1 ][ ix + 1 ];
+
+				if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
+				if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	}
+
+	SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;
+
+	/**
+	 * @author Kaleb Murphy
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// RingGeometry
+
+	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 ) );
+		this.mergeVertices();
+
+	}
+
+	RingGeometry.prototype = Object.create( Geometry.prototype );
+	RingGeometry.prototype.constructor = RingGeometry;
+
+	// RingBufferGeometry
+
+	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;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// some helper variables
+
+		var 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
+
+		for ( j = 0; j <= phiSegments; j ++ ) {
+
+			for ( i = 0; i <= thetaSegments; i ++ ) {
+
+				// values are generate from the inside of the ring to the outside
+
+				segment = thetaStart + i / thetaSegments * thetaLength;
+
+				// vertex
+
+				vertex.x = radius * Math.cos( segment );
+				vertex.y = radius * Math.sin( segment );
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				// normal
+
+				normals.push( 0, 0, 1 );
+
+				// uv
+
+				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
+				uv.y = ( vertex.y / outerRadius + 1 ) / 2;
+
+				uvs.push( uv.x, uv.y );
+
+			}
+
+			// increase the radius for next row of vertices
+
+			radius += radiusStep;
+
+		}
+
+		// indices
+
+		for ( j = 0; j < phiSegments; j ++ ) {
+
+			var thetaSegmentLevel = j * ( thetaSegments + 1 );
+
+			for ( i = 0; i < thetaSegments; i ++ ) {
+
+				segment = i + thetaSegmentLevel;
+
+				var a = segment;
+				var b = segment + thetaSegments + 1;
+				var c = segment + thetaSegments + 2;
+				var d = segment + 1;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	}
+
+	RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	RingBufferGeometry.prototype.constructor = RingBufferGeometry;
+
+	/**
+	 * @author astrodud / http://astrodud.isgreat.org/
+	 * @author zz85 / https://github.com/zz85
+	 * @author bhouston / http://clara.io
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// LatheGeometry
+
+	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;
+
+	// LatheBufferGeometry
+
+	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 );
+
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var uvs = [];
+
+		// helper variables
+
+		var 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.push( vertex.x, vertex.y, vertex.z );
+
+				// uv
+
+				uv.x = i / segments;
+				uv.y = j / ( points.length - 1 );
+
+				uvs.push( uv.x, uv.y );
+
+
+			}
+
+		}
+
+		// indices
+
+		for ( i = 0; i < segments; i ++ ) {
+
+			for ( j = 0; j < ( points.length - 1 ); j ++ ) {
+
+				base = j + i * points.length;
+
+				var a = base;
+				var b = base + points.length;
+				var c = base + points.length + 1;
+				var d = base + 1;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+		// 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;
+
+			}
+
+		}
+
+	}
+
+	LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;
+
+	/**
+	 * @author jonobr1 / http://jonobr1.com
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// ShapeGeometry
+
+	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;
+
+	// ShapeBufferGeometry
+
+	function ShapeBufferGeometry( shapes, curveSegments ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'ShapeBufferGeometry';
+
+		this.parameters = {
+			shapes: shapes,
+			curveSegments: curveSegments
+		};
+
+		curveSegments = curveSegments || 12;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		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( indices );
+		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 WestLangley / http://github.com/WestLangley
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function EdgesGeometry( geometry, thresholdAngle ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'EdgesGeometry';
+
+		this.parameters = {
+			thresholdAngle: thresholdAngle
+		};
+
+		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
+
+		// buffer
+
+		var vertices = [];
+
+		// helper variables
+
+		var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
+		var edge = [ 0, 0 ], edges = {}, edge1, edge2;
+		var key, keys = [ 'a', 'b', 'c' ];
+
+		// prepare source geometry
+
+		var geometry2;
+
+		if ( geometry.isBufferGeometry ) {
+
+			geometry2 = new Geometry();
+			geometry2.fromBufferGeometry( geometry );
+
+		} else {
+
+			geometry2 = geometry.clone();
+
+		}
+
+		geometry2.mergeVertices();
+		geometry2.computeFaceNormals();
+
+		var sourceVertices = geometry2.vertices;
+		var faces = geometry2.faces;
+
+		// now create a data structure where each entry represents an edge with its adjoining faces
+
+		for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+			var face = faces[ i ];
+
+			for ( var j = 0; j < 3; j ++ ) {
+
+				edge1 = face[ keys[ j ] ];
+				edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
+				edge[ 0 ] = Math.min( edge1, edge2 );
+				edge[ 1 ] = Math.max( edge1, edge2 );
+
+				key = edge[ 0 ] + ',' + edge[ 1 ];
+
+				if ( edges[ key ] === undefined ) {
+
+					edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
+
+				} else {
+
+					edges[ key ].face2 = i;
+
+				}
+
+			}
+
+		}
+
+		// generate vertices
+
+		for ( key in edges ) {
+
+			var e = edges[ 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 ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
+
+				var vertex = sourceVertices[ e.index1 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				vertex = sourceVertices[ e.index2 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+
+	}
+
+	EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
+	EdgesGeometry.prototype.constructor = EdgesGeometry;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// CylinderGeometry
+
+	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;
+
+	// CylinderBufferGeometry
+
+	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;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var index = 0;
+		var indexArray = [];
+		var halfHeight = height / 2;
+		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', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+		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.push( vertex.x, vertex.y, vertex.z );
+
+					// normal
+
+					normal.set( sinTheta, slope, cosTheta ).normalize();
+					normals.push( normal.x, normal.y, normal.z );
+
+					// uv
+
+					uvs.push( u, 1 - v );
+
+					// save index of vertex in respective row
+
+					indexRow.push( 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 a = indexArray[ y ][ x ];
+					var b = indexArray[ y + 1 ][ x ];
+					var c = indexArray[ y + 1 ][ x + 1 ];
+					var d = indexArray[ y ][ x + 1 ];
+
+					// faces
+
+					indices.push( a, b, d );
+					indices.push( b, c, d );
+
+					// update group counter
+
+					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.push( 0, halfHeight * sign, 0 );
+
+				// normal
+
+				normals.push( 0, sign, 0 );
+
+				// uv
+
+				uvs.push( 0.5, 0.5 );
+
+				// 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.push( vertex.x, vertex.y, vertex.z );
+
+				// normal
+
+				normals.push( 0, sign, 0 );
+
+				// uv
+
+				uv.x = ( cosTheta * 0.5 ) + 0.5;
+				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
+				uvs.push( 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.push( i, i + 1, c );
+
+				} else {
+
+					// face bottom
+
+					indices.push( i + 1, i, c );
+
+				}
+
+				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 abelnation / http://github.com/abelnation
+	 */
+
+	// ConeGeometry
+
+	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;
+
+	// ConeBufferGeometry
+
+	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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 * @author hughes
+	 */
+
+	// CircleGeometry
+
+	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 ) );
+		this.mergeVertices();
+
+	}
+
+	CircleGeometry.prototype = Object.create( Geometry.prototype );
+	CircleGeometry.prototype.constructor = CircleGeometry;
+
+	// CircleBufferGeometry
+
+	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;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var i, s;
+		var vertex = new Vector3();
+		var uv = new Vector2();
+
+		// center point
+
+		vertices.push( 0, 0, 0 );
+		normals.push( 0, 0, 1 );
+		uvs.push( 0.5, 0.5 );
+
+		for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
+
+			var segment = thetaStart + s / segments * thetaLength;
+
+			// vertex
+
+			vertex.x = radius * Math.cos( segment );
+			vertex.y = radius * Math.sin( segment );
+
+			vertices.push( vertex.x, vertex.y, vertex.z );
+
+			// normal
+
+			normals.push( 0, 0, 1 );
+
+			// uvs
+
+			uv.x = ( vertices[ i ] / radius + 1 ) / 2;
+			uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
+
+			uvs.push( uv.x, uv.y );
+
+		}
+
+		// indices
+
+		for ( i = 1; i <= segments; i ++ ) {
+
+			indices.push( i, i + 1, 0 );
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	}
+
+	CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;
+
+
+
+	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,
+		TextBufferGeometry: TextBufferGeometry,
+		SphereGeometry: SphereGeometry,
+		SphereBufferGeometry: SphereBufferGeometry,
+		RingGeometry: RingGeometry,
+		RingBufferGeometry: RingBufferGeometry,
+		PlaneGeometry: PlaneGeometry,
+		PlaneBufferGeometry: PlaneBufferGeometry,
+		LatheGeometry: LatheGeometry,
+		LatheBufferGeometry: LatheBufferGeometry,
+		ShapeGeometry: ShapeGeometry,
+		ShapeBufferGeometry: ShapeBufferGeometry,
+		ExtrudeGeometry: ExtrudeGeometry,
+		ExtrudeBufferGeometry: ExtrudeBufferGeometry,
+		EdgesGeometry: EdgesGeometry,
+		ConeGeometry: ConeGeometry,
+		ConeBufferGeometry: ConeBufferGeometry,
+		CylinderGeometry: CylinderGeometry,
+		CylinderBufferGeometry: CylinderBufferGeometry,
+		CircleGeometry: CircleGeometry,
+		CircleBufferGeometry: CircleBufferGeometry,
+		BoxGeometry: BoxGeometry,
+		BoxBufferGeometry: BoxBufferGeometry
+	});
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 *
+	 * parameters = {
+	 *  opacity: <float>
+	 * }
+	 */
+
+	function ShadowMaterial( parameters ) {
+
+		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;
+				}
+			}
+		} );
+
+		this.setValues( parameters );
+
+	}
+
+	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 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,
+		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.itemEnd( url );
+						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.itemEnd( url );
+						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.itemEnd( url );
+					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' );
+
+				for ( var header in this.requestHeader ) {
+
+					request.setRequestHeader( header, this.requestHeader[ header ] );
+
+				}
+
+				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;
+
+		},
+
+		setRequestHeader: function ( value ) {
+
+			this.requestHeader = 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, ...)
+	 */
+
+	function DataTextureLoader( manager ) {
+
+		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+		// override in sub classes
+		this._parser = null;
+
+	}
+
+	Object.assign( DataTextureLoader.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 ) {
+
+			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;
+
+			}
+
+			var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
+
+			image.addEventListener( 'load', function () {
+
+				Cache.add( url, this );
+
+				if ( onLoad ) onLoad( this );
+
+				scope.manager.itemEnd( url );
+
+			}, false );
+
+			/*
+			image.addEventListener( 'progress', function ( event ) {
+
+				if ( onProgress ) onProgress( event );
+
+			}, false );
+			*/
+
+			image.addEventListener( 'error', function ( event ) {
+
+				if ( onError ) onError( event );
+
+				scope.manager.itemEnd( url );
+				scope.manager.itemError( url );
+
+			}, false );
+
+			if ( url.substr( 0, 5 ) !== 'data:' ) {
+
+				if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+			}
+
+			scope.manager.itemStart( url );
+
+			image.src = url;
+
+			return image;
+
+		},
+
+		setCrossOrigin: function ( value ) {
+
+			this.crossOrigin = 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 loader = new ImageLoader( this.manager );
+			loader.setCrossOrigin( this.crossOrigin );
+			loader.setPath( this.path );
+
+			var texture = new Texture();
+			texture.image = loader.load( url, function () {
+
+				// 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.needsUpdate = true;
+
+				if ( onLoad !== undefined ) {
+
+					onLoad( texture );
+
+				}
+
+			}, onProgress, onError );
+
+			return texture;
+
+		},
+
+		setCrossOrigin: function ( value ) {
+
+			this.crossOrigin = 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 camera = this.camera;
+
+			var fov = _Math.RAD2DEG * 2 * light.angle;
+			var aspect = this.mapSize.width / this.mapSize.height;
+			var far = light.distance || camera.far;
+
+			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( ) {
+
+		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 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
+
+	}
+
+	// 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;
+
+			return this;
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var data = Light.prototype.toJSON.call( this, meta );
+
+			data.object.width = this.width;
+			data.object.height = this.height;
+
+			return data;
+
+		}
+
+	} );
+
+	/**
+	 * @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 ) ) {
+
+				// in ios9 array.subarray(from, undefined) will return empty array
+				// but array.subarray(from) or array.subarray(from, len) is correct
+				return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
+
+			}
+
+			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;
+
+	}
+
+	Object.assign( Interpolant.prototype, {
+
+		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
+
+		}
+
+	} );
+
+	//!\ DECLARE ALIAS AFTER assign prototype !
+	Object.assign( Interpolant.prototype, {
+
+		//( 0, t, t0 ), returns this.resultBuffer
+		beforeStart_: Interpolant.prototype.copySampleValue_,
+
+		//( N-1, tN-1, t ), returns this.resultBuffer
+		afterEnd_: 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();
+
+	}
+
+	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;
+
+		}
+
+	} );
+
+	Object.assign( AnimationClip.prototype, {
+
+		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;
+
+		}
+
+	} );
+
+	/**
+	 * @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.setResponseType( 'json' );
+			loader.load( url, function ( json ) {
+
+				onLoad( scope.parse( json ) );
+
+			}, 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 );
+
+			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.setResponseType( 'json' );
+			loader.load( url, function ( json ) {
+
+				onLoad( scope.parse( json ) );
+
+			}, onProgress, onError );
+
+		},
+
+		parse: function ( json ) {
+
+			var geometry = new BufferGeometry();
+
+			var index = json.data.index;
+
+			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;
+
+		}
+
+	} );
+
+	var TYPED_ARRAYS = {
+		Int8Array: Int8Array,
+		Uint8Array: Uint8Array,
+		Uint8ClampedArray: Uint8ClampedArray,
+		Int16Array: Int16Array,
+		Uint16Array: Uint16Array,
+		Int32Array: Int32Array,
+		Uint32Array: Uint32Array,
+		Float32Array: Float32Array,
+		Float64Array: Float64Array
+	};
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function Loader() {
+
+		this.onLoadStart = function () {};
+		this.onLoadProgress = function () {};
+		this.onLoadComplete = function () {};
+
+	}
+
+	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;
+
+		}
+
+	};
+
+	Object.assign( Loader.prototype, {
+
+		crossOrigin: undefined,
+
+		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 BlendingMode = {
+				NoBlending: NoBlending,
+				NormalBlending: NormalBlending,
+				AdditiveBlending: AdditiveBlending,
+				SubtractiveBlending: SubtractiveBlending,
+				MultiplyBlending: MultiplyBlending,
+				CustomBlending: CustomBlending
+			};
+
+			var color = new Color();
+			var textureLoader = new TextureLoader();
+			var materialLoader = new MaterialLoader();
+
+			return function createMaterial( m, texturePath, crossOrigin ) {
+
+				// 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 );
+
+			};
+
+		} )()
+
+	} );
+
+	/**
+	 * @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.setResponseType( 'json' );
+			loader.setWithCredentials( this.withCredentials );
+			loader.load( url, function ( json ) {
+
+				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 () {
+
+			function parseModel( json, geometry ) {
+
+				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,
+
+					scale = json.scale,
+
+					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( json, geometry ) {
+
+				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( json, geometry ) {
+
+				var scale = json.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( json, geometry ) {
+
+				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;
+
+			}
+
+			return function ( json, texturePath ) {
+
+				if ( json.data !== undefined ) {
+
+					// Geometry 4.0 spec
+					json = json.data;
+
+				}
+
+				if ( json.scale !== undefined ) {
+
+					json.scale = 1.0 / json.scale;
+
+				} else {
+
+					json.scale = 1.0;
+
+				}
+
+				var geometry = new Geometry();
+
+				parseModel( json, geometry );
+				parseSkin( json, geometry );
+				parseMorphing( json, geometry );
+				parseAnimations( json, geometry );
+
+				geometry.computeFaceNormals();
+				geometry.computeBoundingSphere();
+
+				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 ) {
+
+					if ( onError !== undefined ) onError( 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, 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 data = json[ i ];
+
+					if ( data.type === 'MultiMaterial' ) {
+
+						// Deprecated
+
+						var array = [];
+
+						for ( var j = 0; j < data.materials.length; j ++ ) {
+
+							array.push( loader.parse( data.materials[ j ] ) );
+
+						}
+
+						materials[ data.uuid ] = array;
+
+					} else {
+
+						materials[ data.uuid ] = loader.parse( data );
+
+					}
+
+				}
+
+			}
+
+			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.itemEnd( url );
+					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, TEXTURE_MAPPING );
+
+					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 ], TEXTURE_WRAPPING );
+						texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
+
+					}
+
+					if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
+					if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
+					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 ( Array.isArray( name ) ) {
+
+						var array = [];
+
+						for ( var i = 0, l = name.length; i < l; i ++ ) {
+
+							var uuid = name[ i ];
+
+							if ( materials[ uuid ] === undefined ) {
+
+								console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
+
+							}
+
+							array.push( materials[ uuid ] );
+
+						}
+
+						return array;
+
+					}
+
+					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 'RectAreaLight':
+
+						object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
+
+						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 'SkinnedMesh':
+
+						console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
+
+					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 'LineLoop':
+
+						object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+						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;
+
+					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;
+
+			};
+
+		}()
+
+	} );
+
+	var TEXTURE_MAPPING = {
+		UVMapping: UVMapping,
+		CubeReflectionMapping: CubeReflectionMapping,
+		CubeRefractionMapping: CubeRefractionMapping,
+		EquirectangularReflectionMapping: EquirectangularReflectionMapping,
+		EquirectangularRefractionMapping: EquirectangularRefractionMapping,
+		SphericalReflectionMapping: SphericalReflectionMapping,
+		CubeUVReflectionMapping: CubeUVReflectionMapping,
+		CubeUVRefractionMapping: CubeUVRefractionMapping
+	};
+
+	var TEXTURE_WRAPPING = {
+		RepeatWrapping: RepeatWrapping,
+		ClampToEdgeWrapping: ClampToEdgeWrapping,
+		MirroredRepeatWrapping: MirroredRepeatWrapping
+	};
+
+	var TEXTURE_FILTER = {
+		NearestFilter: NearestFilter,
+		NearestMipMapNearestFilter: NearestMipMapNearestFilter,
+		NearestMipMapLinearFilter: NearestMipMapLinearFilter,
+		LinearFilter: LinearFilter,
+		LinearMipMapNearestFilter: LinearMipMapNearestFilter,
+		LinearMipMapLinearFilter: LinearMipMapLinearFilter
+	};
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 *
+	 * Bezier Curves formulas obtained from
+	 * http://en.wikipedia.org/wiki/Bézier_curve
+	 */
+
+	function CatmullRom( t, p0, p1, p2, p3 ) {
+
+		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;
+
+	}
+
+	//
+
+	function QuadraticBezierP0( t, p ) {
+
+		var k = 1 - t;
+		return k * k * p;
+
+	}
+
+	function QuadraticBezierP1( t, p ) {
+
+		return 2 * ( 1 - t ) * t * p;
+
+	}
+
+	function QuadraticBezierP2( t, p ) {
+
+		return t * t * p;
+
+	}
+
+	function QuadraticBezier( t, p0, p1, p2 ) {
+
+		return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
+			QuadraticBezierP2( t, p2 );
+
+	}
+
+	//
+
+	function CubicBezierP0( t, p ) {
+
+		var k = 1 - t;
+		return k * k * k * p;
+
+	}
+
+	function CubicBezierP1( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * k * t * p;
+
+	}
+
+	function CubicBezierP2( t, p ) {
+
+		return 3 * ( 1 - t ) * t * t * p;
+
+	}
+
+	function CubicBezierP3( t, p ) {
+
+		return t * t * t * p;
+
+	}
+
+	function CubicBezier( t, p0, p1, p2, p3 ) {
+
+		return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
+			CubicBezierP3( t, p3 );
+
+	}
+
+	/**
+	 * @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 curves inherit from THREE.Curve:
+	 *
+	 * -- 2D curves --
+	 * THREE.ArcCurve
+	 * THREE.CubicBezierCurve
+	 * THREE.EllipseCurve
+	 * THREE.LineCurve
+	 * THREE.QuadraticBezierCurve
+	 * THREE.SplineCurve
+	 *
+	 * -- 3D curves --
+	 * THREE.CatmullRomCurve3
+	 * THREE.CubicBezierCurve3
+	 * THREE.LineCurve3
+	 * THREE.QuadraticBezierCurve3
+	 *
+	 * A series of curves can be represented as a THREE.CurvePath.
+	 *
+	 **/
+
+	/**************************************************************
+	 *	Abstract Curve base class
+	 **************************************************************/
+
+	function Curve() {
+
+		this.arcLengthDivisions = 200;
+
+	}
+
+	Object.assign( Curve.prototype, {
+
+		// Virtual base class method to overwrite and implement in subclasses
+		//	- t [0 .. 1]
+
+		getPoint: function () {
+
+			console.warn( 'THREE.Curve: .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 === undefined ) 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 === undefined ) 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 === undefined ) divisions = this.arcLengthDivisions;
+
+			if ( this.cacheArcLengths &&
+				( this.cacheArcLengths.length === divisions + 1 ) &&
+				! this.needsUpdate ) {
+
+				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 ];
+
+			}
+
+			// 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;
+
+			if ( arcLengths[ i ] === targetArcLength ) {
+
+				return i / ( il - 1 );
+
+			}
+
+			// 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
+			};
+
+		}
+
+	} );
+
+	function LineCurve( v1, v2 ) {
+
+		Curve.call( this );
+
+		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() {
+
+		Curve.call( this );
+
+		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.getCurveLengths();
+
+		},
+
+		// 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 === undefined ) 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;
+
+		}
+
+	} );
+
+	function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
+
+		Curve.call( this );
+
+		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 );
+
+	};
+
+	function SplineCurve( points /* array of Vector2 */ ) {
+
+		Curve.call( this );
+
+		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 ];
+
+		return new Vector2(
+			CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),
+			CatmullRom( weight, point0.y, point1.y, point2.y, point3.y )
+		);
+
+	};
+
+	function CubicBezierCurve( v0, v1, v2, v3 ) {
+
+		Curve.call( this );
+
+		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 v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
+
+		return new Vector2(
+			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
+			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
+		);
+
+	};
+
+	function QuadraticBezierCurve( v0, v1, v2 ) {
+
+		Curve.call( this );
+
+		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 v0 = this.v0, v1 = this.v1, v2 = this.v2;
+
+		return new Vector2(
+			QuadraticBezier( t, v0.x, v1.x, v2.x ),
+			QuadraticBezier( t, v0.y, v1.y, v2.y )
+		);
+
+	};
+
+	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
+	 * 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;
+
+	/**
+	 * @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
+	 * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
+	 **/
+
+	function ShapePath() {
+
+		this.subPaths = [];
+		this.currentPath = null;
+
+	}
+
+	Object.assign( 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 line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
+
+				var offsetX = 0, offsetY = 0;
+
+				var paths = [];
+
+				for ( var i = 0; i < chars.length; i ++ ) {
+
+					var char = chars[ i ];
+
+					if ( char === '\n' ) {
+
+						offsetX = 0;
+						offsetY -= line_height;
+
+					} else {
+
+						var ret = createPath( char, scale, offsetX, offsetY );
+						offsetX += ret.offsetX;
+						paths.push( ret.path );
+
+					}
+
+				}
+
+				return paths;
+
+			}
+
+			function createPath( c, scale, offsetX, offsetY ) {
+
+				var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];
+
+				if ( ! glyph ) return;
+
+				var path = new ShapePath();
+
+				var pts = [];
+				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 + offsetX;
+								y = outline[ i ++ ] * scale + offsetY;
+
+								path.moveTo( x, y );
+
+								break;
+
+							case 'l': // lineTo
+
+								x = outline[ i ++ ] * scale + offsetX;
+								y = outline[ i ++ ] * scale + offsetY;
+
+								path.lineTo( x, y );
+
+								break;
+
+							case 'q': // quadraticCurveTo
+
+								cpx  = outline[ i ++ ] * scale + offsetX;
+								cpy  = outline[ i ++ ] * scale + offsetY;
+								cpx1 = outline[ i ++ ] * scale + offsetX;
+								cpy1 = outline[ i ++ ] * scale + offsetY;
+
+								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;
+										QuadraticBezier( t, cpx0, cpx1, cpx );
+										QuadraticBezier( t, cpy0, cpy1, cpy );
+
+									}
+
+								}
+
+								break;
+
+							case 'b': // bezierCurveTo
+
+								cpx  = outline[ i ++ ] * scale + offsetX;
+								cpy  = outline[ i ++ ] * scale + offsetY;
+								cpx1 = outline[ i ++ ] * scale + offsetX;
+								cpy1 = outline[ i ++ ] * scale + offsetY;
+								cpx2 = outline[ i ++ ] * scale + offsetX;
+								cpy2 = outline[ i ++ ] * scale + offsetY;
+
+								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;
+										CubicBezier( t, cpx0, cpx1, cpx2, cpx );
+										CubicBezier( t, cpy0, cpy1, cpy2, cpy );
+
+									}
+
+								}
+
+								break;
+
+						}
+
+					}
+
+				}
+
+				return { offsetX: 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 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, eyeSep;
+
+			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 || eyeSep !== this.eyeSep;
+
+				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();
+					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.renderTarget.texture.name = "CubeCamera";
+
+		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 ArrayCamera( array ) {
+
+		PerspectiveCamera.call( this );
+
+		this.enabled = false;
+		this.cameras = array || [];
+
+	}
+
+	ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
+
+		constructor: ArrayCamera,
+
+		isArrayCamera: true
+
+	} );
+
+	/**
+	 * @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;
+
+	}
+
+	Object.assign( PropertyMixer.prototype, {
+
+		// 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 ) {
+
+			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 Composite( targetGroup, path, optionalParsedPath ) {
+
+		var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
+
+		this._targetGroup = targetGroup;
+		this._bindings = targetGroup.subscribe_( path, parsedPath );
+
+	}
+
+	Object.assign( Composite.prototype, {
+
+		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();
+
+			}
+
+		}
+
+	} );
+
+
+	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;
+
+	}
+
+	Object.assign( PropertyBinding, {
+
+		Composite: Composite,
+
+		create: function ( root, path, parsedPath ) {
+
+			if ( ! ( root && root.isAnimationObjectGroup ) ) {
+
+				return new PropertyBinding( root, path, parsedPath );
+
+			} else {
+
+				return new PropertyBinding.Composite( root, path, parsedPath );
+
+			}
+
+		},
+
+		parseTrackName: function () {
+
+			// Parent directories, delimited by '/' or ':'. Currently unused, but must
+			// be matched to parse the rest of the track name.
+			var directoryRe = /((?:[\w-]+[\/:])*)/;
+
+			// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
+			var nodeRe = /([\w-\.]+)?/;
+
+			// Object on target node, and accessor. Name may contain only word
+			// characters. Accessor may contain any character except closing bracket.
+			var objectRe = /(?:\.([\w-]+)(?:\[(.+)\])?)?/;
+
+			// Property and accessor. May contain only word characters. Accessor may
+			// contain any non-bracket characters.
+			var propertyRe = /\.([\w-]+)(?:\[(.+)\])?/;
+
+			var trackRe = new RegExp(''
+				+ '^'
+				+ directoryRe.source
+				+ nodeRe.source
+				+ objectRe.source
+				+ propertyRe.source
+				+ '$'
+			);
+
+			var supportedObjectNames = [ 'material', 'materials', 'bones' ];
+
+			return function ( trackName ) {
+
+					var matches = trackRe.exec( trackName );
+
+					if ( ! matches ) {
+
+						throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
+
+					}
+
+					var results = {
+						// directoryName: matches[ 1 ], // (tschw) currently unused
+						nodeName: matches[ 2 ],
+						objectName: matches[ 3 ],
+						objectIndex: matches[ 4 ],
+						propertyName: matches[ 5 ],     // required
+						propertyIndex: matches[ 6 ]
+					};
+
+					var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
+
+					if ( lastDot !== undefined && lastDot !== -1 ) {
+
+						var objectName = results.nodeName.substring( lastDot + 1 );
+
+						// Object names must be checked against a whitelist. Otherwise, there
+						// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
+						// 'bar' could be the objectName, or part of a nodeName (which can
+						// include '.' characters).
+						if ( supportedObjectNames.indexOf( objectName ) !== -1 ) {
+
+							results.nodeName = results.nodeName.substring( 0, lastDot );
+							results.objectName = objectName;
+
+						}
+
+					}
+
+					if ( results.propertyName === null || results.propertyName.length === 0 ) {
+
+						throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
+
+					}
+
+					return results;
+
+				};
+
+		}(),
+
+		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;
+
+		}
+
+	} );
+
+	Object.assign( PropertyBinding.prototype, { // prototype, continued
+
+		// these are used to "bind" a nonexistent property
+		_getValue_unavailable: function () {},
+		_setValue_unavailable: function () {},
+
+		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;
+
+				}
+
+			]
+
+		],
+
+		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 ( Array.isArray( nodeProperty ) ) {
+
+				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;
+
+		}
+
+	} );
+
+	//!\ DECLARE ALIAS AFTER assign prototype !
+	Object.assign( PropertyBinding.prototype, {
+
+		// initial state of these methods that calls 'bind'
+		_getValue_unbound: PropertyBinding.prototype.getValue,
+		_setValue_unbound: PropertyBinding.prototype.setValue,
+
+	} );
+
+	/**
+	 *
+	 * 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; }
+
+		};
+
+	}
+
+	Object.assign( AnimationObjectGroup.prototype, {
+
+		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;				// true -> zero effective time scale
+		this.enabled = true;				// false -> 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
+
+	}
+
+	Object.assign( AnimationAction.prototype, {
+
+		// 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 time scale 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
+
+			if ( ! this.enabled ) {
+
+				// call ._updateWeight() to update ._effectiveWeight
+
+				this._updateWeight( time );
+				return;
+
+			}
+
+			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, {
+
+		_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 = ( action._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 ),
+
+		// 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 ];
+
+				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 );
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 * @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.assign( Object.create( BufferGeometry.prototype ), {
+
+		constructor: InstancedBufferGeometry,
+
+		isInstancedBufferGeometry: true,
+
+		addGroup: function ( start, count, materialIndex ) {
+
+			this.groups.push( {
+
+				start: start,
+				count: count,
+				materialIndex: materialIndex
+
+			} );
+
+		},
+
+		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;
+
+	}
+
+	Object.defineProperties( InterleavedBufferAttribute.prototype, {
+
+		count: {
+
+			get: function () {
+
+				return this.data.count;
+
+			}
+
+		},
+
+		array: {
+
+			get: function () {
+
+				return this.data.array;
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( InterleavedBufferAttribute.prototype, {
+
+		isInterleavedBufferAttribute: true,
+
+		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;
+
+	}
+
+	Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
+
+		set: function ( value ) {
+
+			if ( value === true ) this.version ++;
+
+		}
+
+	} );
+
+	Object.assign( InterleavedBuffer.prototype, {
+
+		isInterleavedBuffer: true,
+
+		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.assign( Object.create( InterleavedBuffer.prototype ), {
+
+		constructor: InstancedInterleavedBuffer,
+
+		isInstancedInterleavedBuffer: true,
+
+		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.assign( Object.create( BufferAttribute.prototype ), {
+
+		constructor: InstancedBufferAttribute,
+
+		isInstancedBufferAttribute: true,
+
+		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 );
+
+			}
+
+		}
+
+	}
+
+	Object.assign( Raycaster.prototype, {
+
+		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;
+
+	}
+
+	Object.assign( Clock.prototype, {
+
+		start: function () {
+
+			this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
+
+			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();
+				return 0;
+
+			}
+
+			if ( this.running ) {
+
+				var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
+
+				diff = ( newTime - this.oldTime ) / 1000;
+				this.oldTime = newTime;
+
+				this.elapsedTime += diff;
+
+			}
+
+			return diff;
+
+		}
+
+	} );
+
+	/**
+	 * @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;
+
+	}
+
+	Object.assign( Spherical.prototype, {
+
+		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;
+
+	}
+
+	Object.assign( Cylindrical.prototype, {
+
+		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;
+
+		};
+
+	}() );
+
+	/**
+	 * @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 );
+
+		};
+
+	}();
+
+	/**
+	 * @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 );
+
+		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 );
+
+		/*
+		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
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function RectAreaLightHelper( light ) {
+
+		Object3D.call( this );
+
+		this.light = light;
+		this.light.updateMatrixWorld();
+
+		this.matrix = light.matrixWorld;
+		this.matrixAutoUpdate = false;
+
+		var material = new LineBasicMaterial( { color: light.color } );
+
+		var geometry = new BufferGeometry();
+
+		geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 5 * 3 ), 3 ) );
+
+		this.add( new Line( geometry, material ) );
+
+		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();
+
+	};
+
+	RectAreaLightHelper.prototype.update = function () {
+
+		var line = this.children[ 0 ];
+
+		// update material
+
+		line.material.color.copy( this.light.color );
+
+		// calculate new dimensions of the helper
+
+		var hx = this.light.width * 0.5;
+		var hy = this.light.height * 0.5;
+
+		var position = line.geometry.attributes.position;
+		var array = position.array;
+
+		// update vertices
+
+		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;
+		array[  9 ] = - hx; array[ 10 ] = - hy; array[ 11 ] = 0;
+		array[ 12 ] =   hx; array[ 13 ] = - hy; array[ 14 ] = 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 );
+			color2.copy( this.light.groundColor );
+
+			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 / divisions;
+		var halfSize = size / 2;
+
+		var vertices = [], colors = [];
+
+		for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {
+
+			vertices.push( - halfSize, 0, k, halfSize, 0, k );
+			vertices.push( k, 0, - halfSize, k, 0, halfSize );
+
+			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;
+
+		};
+
+	}() );
+
+	/**
+	 * @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 );
+
+			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/
+	 * @author Mugen87 / http://github.com/Mugen87
+	 */
+
+	function BoxHelper( object, color ) {
+
+		this.object = object;
+
+		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 } ) );
+
+		this.matrixAutoUpdate = false;
+
+		this.update();
+
+	}
+
+	BoxHelper.prototype = Object.create( LineSegments.prototype );
+	BoxHelper.prototype.constructor = BoxHelper;
+
+	BoxHelper.prototype.update = ( function () {
+
+		var box = new Box3();
+
+		return function update( object ) {
+
+			if ( object !== undefined ) {
+
+				console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
+
+			}
+
+			if ( this.object !== undefined ) {
+
+				box.setFromObject( this.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();
+
+		};
+
+	} )();
+
+	BoxHelper.prototype.setFromObject = function ( object ) {
+
+		this.object = object;
+		this.update();
+
+		return this;
+
+	};
+
+	/**
+	 * @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;
+	var coneGeometry;
+
+	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;
+
+		if ( lineGeometry === undefined ) {
+
+			lineGeometry = new BufferGeometry();
+			lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );
+
+			coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
+			coneGeometry.translate( 0, - 0.5, 0 );
+
+		}
+
+		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
+	 */
+
+
+	/*
+	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() {
+
+		var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
+
+		/*
+		 * 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.
+		 */
+		function init( x0, x1, t0, t1 ) {
+
+			c0 = x0;
+			c1 = t0;
+			c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
+			c3 = 2 * x0 - 2 * x1 + t0 + t1;
+
+		}
+
+		return {
+
+			initCatmullRom: function ( x0, x1, x2, x3, tension ) {
+
+				init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
+
+			},
+
+			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;
+
+				init( x1, x2, t1, t2 );
+
+			},
+
+			calc: function ( t ) {
+
+				var t2 = t * t;
+				var t3 = t2 * t;
+				return c0 + c1 * t + c2 * t2 + c3 * t3;
+
+			}
+
+		};
+
+	}
+
+	//
+
+	var tmp = new Vector3();
+	var px = new CubicPoly();
+	var py = new CubicPoly();
+	var pz = new CubicPoly();
+
+	function CatmullRomCurve3( p /* array of Vector3 */ ) {
+
+		Curve.call( this );
+
+		this.points = p || [];
+		this.closed = false;
+
+	}
+
+	CatmullRomCurve3.prototype = Object.create( Curve.prototype );
+	CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
+
+	CatmullRomCurve3.prototype.getPoint = function ( t ) {
+
+		var points = this.points;
+		var l = points.length;
+
+		if ( l < 2 ) console.log( 'duh, you need at least 2 points' );
+
+		var point = ( l - ( this.closed ? 0 : 1 ) ) * t;
+		var intPoint = Math.floor( point );
+		var 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 );
+
+		}
+
+		return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );
+
+	};
+
+	function CubicBezierCurve3( v0, v1, v2, v3 ) {
+
+		Curve.call( this );
+
+		this.v0 = v0;
+		this.v1 = v1;
+		this.v2 = v2;
+		this.v3 = v3;
+
+	}
+
+	CubicBezierCurve3.prototype = Object.create( Curve.prototype );
+	CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
+
+	CubicBezierCurve3.prototype.getPoint = function ( t ) {
+
+		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
+
+		return new Vector3(
+			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
+			CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
+			CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
+		);
+
+	};
+
+	function QuadraticBezierCurve3( v0, v1, v2 ) {
+
+		Curve.call( this );
+
+		this.v0 = v0;
+		this.v1 = v1;
+		this.v2 = v2;
+
+	}
+
+	QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
+	QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
+
+	QuadraticBezierCurve3.prototype.getPoint = function ( t ) {
+
+		var v0 = this.v0, v1 = this.v1, v2 = this.v2;
+
+		return new Vector3(
+			QuadraticBezier( t, v0.x, v1.x, v2.x ),
+			QuadraticBezier( t, v0.y, v1.y, v2.y ),
+			QuadraticBezier( t, v0.z, v1.z, v2.z )
+		);
+
+	};
+
+	function LineCurve3( v1, v2 ) {
+
+		Curve.call( this );
+
+		this.v1 = v1;
+		this.v2 = v2;
+
+	}
+
+	LineCurve3.prototype = Object.create( Curve.prototype );
+	LineCurve3.prototype.constructor = LineCurve3;
+
+	LineCurve3.prototype.getPoint = 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;
+
+	};
+
+	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 removed. Use an Array instead.' );
+		return materials;
+
+	}
+
+	function MultiMaterial( materials ) {
+
+		if ( materials === undefined ) materials = [];
+
+		console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
+		materials.isMultiMaterial = true;
+		materials.materials = materials;
+		materials.clone = function () {
+
+			return materials.slice();
+
+		};
+		return 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 );
+
+	}
+
+	//
+
+	Curve.create = function ( construct, getPoint ) {
+
+		console.log( 'THREE.Curve.create() has been deprecated' );
+
+		construct.prototype = Object.create( Curve.prototype );
+		construct.prototype.constructor = construct;
+		construct.prototype.getPoint = getPoint;
+
+		return construct;
+
+	};
+
+	//
+
+	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 SplineCurve3( points ) {
+
+		console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
+
+		CatmullRomCurve3.call( this, points );
+		this.type = 'catmullrom';
+
+	}
+
+	SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
+
+	//
+
+	function Spline( points ) {
+
+		console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
+
+		CatmullRomCurve3.call( this, points );
+		this.type = 'catmullrom';
+
+	}
+
+	Spline.prototype = Object.create( CatmullRomCurve3.prototype );
+
+	Object.assign( Spline.prototype, {
+
+		initFromArray: function ( a ) {
+
+			console.error( 'THREE.Spline: .initFromArray() has been removed.' );
+
+		},
+		getControlPointsArray: function ( optionalTarget ) {
+
+			console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
+
+		},
+		reparametrizeByArcLength: function ( samplingCoef ) {
+
+			console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
+
+		}
+
+	} );
+
+	//
+	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 );
+
+	}
+
+	function BinaryTextureLoader( manager ) {
+
+		console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
+		return new DataTextureLoader( 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 );
+
+		},
+		applyToVector3Array: function( array, offset, length ) {
+
+			console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
+
+		}
+
+	} );
+
+	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 );
+
+		},
+		multiplyToArray: function () {
+
+			console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
+
+		},
+		multiplyVector3: function ( vector ) {
+
+			console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+			return vector.applyMatrix4( 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 );
+
+		},
+		applyToVector3Array: function( array, offset, length ) {
+
+			console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
+
+		},
+		makeFrustum: function( left, right, bottom, top, near, far ) {
+
+			console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
+			return this.makePerspective( left, right, top, bottom, near, far );
+
+		}
+
+	} );
+
+	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( Vector2.prototype, {
+
+		fromAttribute: function ( attribute, index, offset ) {
+
+			console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+			return this.fromBufferAttribute( attribute, index, offset );
+
+		}
+
+	} );
+
+	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 );
+
+		},
+		applyProjection: function ( m ) {
+
+			console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
+			return this.applyMatrix4( m );
+
+		},
+		fromAttribute: function ( attribute, index, offset ) {
+
+			console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+			return this.fromBufferAttribute( attribute, index, offset );
+
+		}
+
+	} );
+
+	Object.assign( Vector4.prototype, {
+
+		fromAttribute: function ( attribute, index, offset ) {
+
+			console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+			return this.fromBufferAttribute( attribute, index, offset );
+
+		}
+
+	} );
+
+	//
+
+	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;
+
+			}
+		}
+
+	} );
+
+	Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
+
+		get: function () {
+
+			console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
+
+		},
+		set: function () {
+
+			console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
+
+		}
+
+	} );
+
+	Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
+
+		get: function () {
+
+			console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
+			return this.arcLengthDivisions;
+
+		},
+		set: function ( value ) {
+
+			console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
+			this.arcLengthDivisions = value;
+
+		}
+
+	} );
+
+	//
+
+	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.Material: .wrapAround has been removed.' );
+
+			},
+			set: function () {
+
+				console.warn( 'THREE.Material: .wrapAround has been removed.' );
+
+			}
+		},
+		wrapRGB: {
+			get: function () {
+
+				console.warn( 'THREE.Material: .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;
+
+			}
+		}
+
+	} );
+
+	//
+
+	Object.assign( WebGLRenderer.prototype, {
+
+		getCurrentRenderTarget: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
+			return this.getRenderTarget();
+
+		},
+
+		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 = {
+
+		crossOrigin: undefined,
+
+		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.LineLoop = LineLoop;
+	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.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.ArrayCamera = ArrayCamera;
+	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.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.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.Path = Path;
+	exports.ShapePath = ShapePath;
+	exports.Font = Font;
+	exports.CurvePath = CurvePath;
+	exports.Curve = Curve;
+	exports.ShapeUtils = ShapeUtils;
+	exports.SceneUtils = SceneUtils;
+	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.TextBufferGeometry = TextBufferGeometry;
+	exports.SphereGeometry = SphereGeometry;
+	exports.SphereBufferGeometry = SphereBufferGeometry;
+	exports.RingGeometry = RingGeometry;
+	exports.RingBufferGeometry = RingBufferGeometry;
+	exports.PlaneGeometry = PlaneGeometry;
+	exports.PlaneBufferGeometry = PlaneBufferGeometry;
+	exports.LatheGeometry = LatheGeometry;
+	exports.LatheBufferGeometry = LatheBufferGeometry;
+	exports.ShapeGeometry = ShapeGeometry;
+	exports.ShapeBufferGeometry = ShapeBufferGeometry;
+	exports.ExtrudeGeometry = ExtrudeGeometry;
+	exports.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
+	exports.EdgesGeometry = EdgesGeometry;
+	exports.ConeGeometry = ConeGeometry;
+	exports.ConeBufferGeometry = ConeBufferGeometry;
+	exports.CylinderGeometry = CylinderGeometry;
+	exports.CylinderBufferGeometry = CylinderBufferGeometry;
+	exports.CircleGeometry = CircleGeometry;
+	exports.CircleBufferGeometry = CircleBufferGeometry;
+	exports.BoxGeometry = BoxGeometry;
+	exports.BoxBufferGeometry = BoxBufferGeometry;
+	exports.ShadowMaterial = ShadowMaterial;
+	exports.SpriteMaterial = SpriteMaterial;
+	exports.RawShaderMaterial = RawShaderMaterial;
+	exports.ShaderMaterial = ShaderMaterial;
+	exports.PointsMaterial = PointsMaterial;
+	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.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.RepeatWrapping = RepeatWrapping;
+	exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
+	exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
+	exports.NearestFilter = NearestFilter;
+	exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
+	exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
+	exports.LinearFilter = LinearFilter;
+	exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
+	exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
+	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.MultiMaterial = MultiMaterial;
+	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.SplineCurve3 = SplineCurve3;
+	exports.Spline = Spline;
+	exports.BoundingBoxHelper = BoundingBoxHelper;
+	exports.EdgesHelper = EdgesHelper;
+	exports.WireframeHelper = WireframeHelper;
+	exports.XHRLoader = XHRLoader;
+	exports.BinaryTextureLoader = BinaryTextureLoader;
+	exports.GeometryUtils = GeometryUtils;
+	exports.ImageUtils = ImageUtils;
+	exports.Projector = Projector;
+	exports.CanvasRenderer = CanvasRenderer;
+
+	Object.defineProperty(exports, '__esModule', { value: true });
+
+})));
\ No newline at end of file
diff --git a/recursive_swarm/lib/three.min.js b/recursive_swarm/lib/three.min.js
new file mode 100644
index 0000000000000000000000000000000000000000..4ff1c1e37b28361a12c0d2e8b6efc3d31b532c54
--- /dev/null
+++ b/recursive_swarm/lib/three.min.js
@@ -0,0 +1,914 @@
+// threejs.org/license
+(function(l,xa){"object"===typeof exports&&"undefined"!==typeof module?xa(exports):"function"===typeof define&&define.amd?define(["exports"],xa):xa(l.THREE={})})(this,function(l){function xa(){}function C(a,b){this.x=a||0;this.y=b||0}function P(){this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1];0<arguments.length&&console.error("THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.")}function ca(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._w=void 0!==d?d:1}function p(a,
+b,c){this.x=a||0;this.y=b||0;this.z=c||0}function ta(){this.elements=[1,0,0,0,1,0,0,0,1];0<arguments.length&&console.error("THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.")}function aa(a,b,c,d,e,f,g,h,k,m){Object.defineProperty(this,"id",{value:xf++});this.uuid=S.generateUUID();this.name="";this.image=void 0!==a?a:aa.DEFAULT_IMAGE;this.mipmaps=[];this.mapping=void 0!==b?b:aa.DEFAULT_MAPPING;this.wrapS=void 0!==c?c:1001;this.wrapT=void 0!==d?d:1001;this.magFilter=void 0!==
+e?e:1006;this.minFilter=void 0!==f?f:1008;this.anisotropy=void 0!==k?k:1;this.format=void 0!==g?g:1023;this.type=void 0!==h?h:1009;this.offset=new C(0,0);this.repeat=new C(1,1);this.center=new C(0,0);this.rotation=0;this.matrixAutoUpdate=!0;this.matrix=new ta;this.generateMipmaps=!0;this.premultiplyAlpha=!1;this.flipY=!0;this.unpackAlignment=4;this.encoding=void 0!==m?m:3E3;this.version=0;this.onUpdate=null}function X(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}function jb(a,
+b,c){this.uuid=S.generateUUID();this.width=a;this.height=b;this.scissor=new X(0,0,a,b);this.scissorTest=!1;this.viewport=new X(0,0,a,b);c=c||{};void 0===c.minFilter&&(c.minFilter=1006);this.texture=new aa(void 0,void 0,c.wrapS,c.wrapT,c.magFilter,c.minFilter,c.format,c.type,c.anisotropy,c.encoding);this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.depthTexture=void 0!==c.depthTexture?c.depthTexture:null}function Gb(a,b,c){jb.call(this,
+a,b,c);this.activeMipMapLevel=this.activeCubeFace=0}function kb(a,b,c,d,e,f,g,h,k,m,v,n){aa.call(this,null,f,g,h,k,m,d,e,v,n);this.image={data:a,width:b,height:c};this.magFilter=void 0!==k?k:1003;this.minFilter=void 0!==m?m:1003;this.flipY=this.generateMipmaps=!1;this.unpackAlignment=1}function bb(a,b,c,d,e,f,g,h,k,m){a=void 0!==a?a:[];aa.call(this,a,void 0!==b?b:301,c,d,e,f,g,h,k,m);this.flipY=!1}function Hb(a,b,c){var d=a[0];if(0>=d||0<d)return a;var e=b*c,f=Ce[e];void 0===f&&(f=new Float32Array(e),
+Ce[e]=f);if(0!==b)for(d.toArray(f,0),d=1,e=0;d!==b;++d)e+=c,a[d].toArray(f,e);return f}function De(a,b){var c=Ee[b];void 0===c&&(c=new Int32Array(b),Ee[b]=c);for(var d=0;d!==b;++d)c[d]=a.allocTextureUnit();return c}function yf(a,b){a.uniform1f(this.addr,b)}function zf(a,b){a.uniform1i(this.addr,b)}function Af(a,b){void 0===b.x?a.uniform2fv(this.addr,b):a.uniform2f(this.addr,b.x,b.y)}function Bf(a,b){void 0!==b.x?a.uniform3f(this.addr,b.x,b.y,b.z):void 0!==b.r?a.uniform3f(this.addr,b.r,b.g,b.b):a.uniform3fv(this.addr,
+b)}function Cf(a,b){void 0===b.x?a.uniform4fv(this.addr,b):a.uniform4f(this.addr,b.x,b.y,b.z,b.w)}function Df(a,b){a.uniformMatrix2fv(this.addr,!1,b.elements||b)}function Ef(a,b){void 0===b.elements?a.uniformMatrix3fv(this.addr,!1,b):(Fe.set(b.elements),a.uniformMatrix3fv(this.addr,!1,Fe))}function Ff(a,b){void 0===b.elements?a.uniformMatrix4fv(this.addr,!1,b):(Ge.set(b.elements),a.uniformMatrix4fv(this.addr,!1,Ge))}function Gf(a,b,c){var d=c.allocTextureUnit();a.uniform1i(this.addr,d);c.setTexture2D(b||
+He,d)}function Hf(a,b,c){var d=c.allocTextureUnit();a.uniform1i(this.addr,d);c.setTextureCube(b||Ie,d)}function Je(a,b){a.uniform2iv(this.addr,b)}function Ke(a,b){a.uniform3iv(this.addr,b)}function Le(a,b){a.uniform4iv(this.addr,b)}function If(a){switch(a){case 5126:return yf;case 35664:return Af;case 35665:return Bf;case 35666:return Cf;case 35674:return Df;case 35675:return Ef;case 35676:return Ff;case 35678:case 36198:return Gf;case 35680:return Hf;case 5124:case 35670:return zf;case 35667:case 35671:return Je;
+case 35668:case 35672:return Ke;case 35669:case 35673:return Le}}function Jf(a,b){a.uniform1fv(this.addr,b)}function Kf(a,b){a.uniform1iv(this.addr,b)}function Lf(a,b){a.uniform2fv(this.addr,Hb(b,this.size,2))}function Mf(a,b){a.uniform3fv(this.addr,Hb(b,this.size,3))}function Nf(a,b){a.uniform4fv(this.addr,Hb(b,this.size,4))}function Of(a,b){a.uniformMatrix2fv(this.addr,!1,Hb(b,this.size,4))}function Pf(a,b){a.uniformMatrix3fv(this.addr,!1,Hb(b,this.size,9))}function Qf(a,b){a.uniformMatrix4fv(this.addr,
+!1,Hb(b,this.size,16))}function Rf(a,b,c){var d=b.length,e=De(c,d);a.uniform1iv(this.addr,e);for(a=0;a!==d;++a)c.setTexture2D(b[a]||He,e[a])}function Sf(a,b,c){var d=b.length,e=De(c,d);a.uniform1iv(this.addr,e);for(a=0;a!==d;++a)c.setTextureCube(b[a]||Ie,e[a])}function Tf(a){switch(a){case 5126:return Jf;case 35664:return Lf;case 35665:return Mf;case 35666:return Nf;case 35674:return Of;case 35675:return Pf;case 35676:return Qf;case 35678:return Rf;case 35680:return Sf;case 5124:case 35670:return Kf;
+case 35667:case 35671:return Je;case 35668:case 35672:return Ke;case 35669:case 35673:return Le}}function Uf(a,b,c){this.id=a;this.addr=c;this.setValue=If(b.type)}function Vf(a,b,c){this.id=a;this.addr=c;this.size=b.size;this.setValue=Tf(b.type)}function Me(a){this.id=a;this.seq=[];this.map={}}function cb(a,b,c){this.seq=[];this.map={};this.renderer=c;c=a.getProgramParameter(b,a.ACTIVE_UNIFORMS);for(var d=0;d<c;++d){var e=a.getActiveUniform(b,d),f=a.getUniformLocation(b,e.name),g=this,h=e.name,k=
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+T,b.STATIC_DRAW);ma=b.createProgram();T=b.createShader(b.VERTEX_SHADER);var y=b.createShader(b.FRAGMENT_SHADER);b.shaderSource(T,["precision "+e.precision+" float;","#define SHADER_NAME SpriteMaterial\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 center;\nuniform vec2 scale;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float fogDepth;\nvoid main() {\n\tvUV = uvOffset + uv * uvScale;\n\tvec2 alignedPosition = ( position - center ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tvec4 mvPosition;\n\tmvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\tfogDepth = - mvPosition.z;\n}"].join("\n"));
+b.shaderSource(y,["precision "+e.precision+" float;","#define SHADER_NAME SpriteMaterial\nuniform vec3 color;\nuniform sampler2D map;\nuniform float opacity;\nuniform int fogType;\nuniform vec3 fogColor;\nuniform float fogDensity;\nuniform float fogNear;\nuniform float fogFar;\nuniform float alphaTest;\nvarying vec2 vUV;\nvarying float fogDepth;\nvoid main() {\n\tvec4 texture = texture2D( map, vUV );\n\tgl_FragColor = vec4( color * texture.xyz, texture.a * opacity );\n\tif ( gl_FragColor.a < alphaTest ) discard;\n\tif ( fogType > 0 ) {\n\t\tfloat fogFactor = 0.0;\n\t\tif ( fogType == 1 ) {\n\t\t\tfogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t\t} else {\n\t\t\tconst float LOG2 = 1.442695;\n\t\t\tfogFactor = exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 );\n\t\t\tfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\t\t}\n\t\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n\t}\n}"].join("\n"));
+b.compileShader(T);b.compileShader(y);b.attachShader(ma,T);b.attachShader(ma,y);b.linkProgram(ma);ia=ma;N=b.getAttribLocation(ia,"position");Z=b.getAttribLocation(ia,"uv");f=b.getUniformLocation(ia,"uvOffset");g=b.getUniformLocation(ia,"uvScale");h=b.getUniformLocation(ia,"rotation");k=b.getUniformLocation(ia,"center");m=b.getUniformLocation(ia,"scale");v=b.getUniformLocation(ia,"color");n=b.getUniformLocation(ia,"map");u=b.getUniformLocation(ia,"opacity");q=b.getUniformLocation(ia,"modelViewMatrix");
+r=b.getUniformLocation(ia,"projectionMatrix");l=b.getUniformLocation(ia,"fogType");x=b.getUniformLocation(ia,"fogDensity");B=b.getUniformLocation(ia,"fogNear");w=b.getUniformLocation(ia,"fogFar");A=b.getUniformLocation(ia,"fogColor");b.getUniformLocation(ia,"fogDepth");G=b.getUniformLocation(ia,"alphaTest");ma=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");ma.width=8;ma.height=8;T=ma.getContext("2d");T.fillStyle="white";T.fillRect(0,0,8,8);Ne=new qc(ma)}c.useProgram(ia);c.initAttributes();
+c.enableAttribute(N);c.enableAttribute(Z);c.disableUnusedAttributes();c.disable(b.CULL_FACE);c.enable(b.BLEND);b.bindBuffer(b.ARRAY_BUFFER,ya);b.vertexAttribPointer(N,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(Z,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,Rd);b.uniformMatrix4fv(r,!1,kd.projectionMatrix.elements);c.activeTexture(b.TEXTURE0);b.uniform1i(n,0);T=ma=0;(y=p.fog)?(b.uniform3f(A,y.color.r,y.color.g,y.color.b),y.isFog?(b.uniform1f(B,y.near),b.uniform1f(w,y.far),b.uniform1i(l,1),T=
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+D);J[0]=D.x;J[1]=D.y;H[0]=Fa.center.x-.5;H[1]=Fa.center.y-.5;var I=0;p.fog&&Q.fog&&(I=T);ma!==I&&(b.uniform1i(l,I),ma=I);null!==Q.map?(b.uniform2f(f,Q.map.offset.x,Q.map.offset.y),b.uniform2f(g,Q.map.repeat.x,Q.map.repeat.y)):(b.uniform2f(f,0,0),b.uniform2f(g,1,1));b.uniform1f(u,Q.opacity);b.uniform3f(v,Q.color.r,Q.color.g,Q.color.b);b.uniform1f(h,Q.rotation);b.uniform2fv(k,H);b.uniform2fv(m,J);c.setBlending(Q.blending,Q.blendEquation,Q.blendSrc,Q.blendDst,Q.blendEquationAlpha,Q.blendSrcAlpha,Q.blendDstAlpha,
+Q.premultipliedAlpha);c.buffers.depth.setTest(Q.depthTest);c.buffers.depth.setMask(Q.depthWrite);c.buffers.color.setMask(Q.colorWrite);d.setTexture2D(Q.map||Ne,0);b.drawElements(b.TRIANGLES,6,b.UNSIGNED_SHORT,0);Fa.onAfterRender(a,p,kd,void 0,Q,void 0)}}c.enable(b.CULL_FACE);c.reset()}}}function O(){Object.defineProperty(this,"id",{value:Yf++});this.uuid=S.generateUUID();this.name="";this.type="Material";this.lights=this.fog=!0;this.blending=1;this.side=0;this.flatShading=!1;this.vertexColors=0;this.opacity=
+1;this.transparent=!1;this.blendSrc=204;this.blendDst=205;this.blendEquation=100;this.blendEquationAlpha=this.blendDstAlpha=this.blendSrcAlpha=null;this.depthFunc=3;this.depthWrite=this.depthTest=!0;this.clippingPlanes=null;this.clipShadows=this.clipIntersection=!1;this.shadowSide=null;this.colorWrite=!0;this.precision=null;this.polygonOffset=!1;this.polygonOffsetUnits=this.polygonOffsetFactor=0;this.dithering=!1;this.alphaTest=0;this.premultipliedAlpha=!1;this.overdraw=0;this.visible=!0;this.userData=
+{};this.needsUpdate=!0}function db(a){O.call(this);this.type="MeshDepthMaterial";this.depthPacking=3200;this.morphTargets=this.skinning=!1;this.displacementMap=this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.wireframe=!1;this.wireframeLinewidth=1;this.lights=this.fog=!1;this.setValues(a)}function eb(a){O.call(this);this.type="MeshDistanceMaterial";this.referencePosition=new p;this.nearDistance=1;this.farDistance=1E3;this.morphTargets=this.skinning=!1;this.displacementMap=
+this.alphaMap=this.map=null;this.displacementScale=1;this.displacementBias=0;this.lights=this.fog=!1;this.setValues(a)}function Va(a,b){this.min=void 0!==a?a:new p(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new p(-Infinity,-Infinity,-Infinity)}function Ca(a,b){this.center=void 0!==a?a:new p;this.radius=void 0!==b?b:0}function pa(a,b){this.normal=void 0!==a?a:new p(1,0,0);this.constant=void 0!==b?b:0}function ld(a,b,c,d,e,f){this.planes=[void 0!==a?a:new pa,void 0!==b?b:new pa,void 0!==c?c:
+new pa,void 0!==d?d:new pa,void 0!==e?e:new pa,void 0!==f?f:new pa]}function Oe(a,b,c){function d(b,c,d,e,f,g){var h=b.geometry;var k=n;var m=b.customDepthMaterial;d&&(k=u,m=b.customDistanceMaterial);m?k=m:(m=!1,c.morphTargets&&(h&&h.isBufferGeometry?m=h.morphAttributes&&h.morphAttributes.position&&0<h.morphAttributes.position.length:h&&h.isGeometry&&(m=h.morphTargets&&0<h.morphTargets.length)),b.isSkinnedMesh&&!1===c.skinning&&console.warn("THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:",
+b),b=b.isSkinnedMesh&&c.skinning,h=0,m&&(h|=1),b&&(h|=2),k=k[h]);a.localClippingEnabled&&!0===c.clipShadows&&0!==c.clippingPlanes.length&&(h=k.uuid,m=c.uuid,b=q[h],void 0===b&&(b={},q[h]=b),h=b[m],void 0===h&&(h=k.clone(),b[m]=h),k=h);k.visible=c.visible;k.wireframe=c.wireframe;k.side=null!=c.shadowSide?c.shadowSide:r[c.side];k.clipShadows=c.clipShadows;k.clippingPlanes=c.clippingPlanes;k.clipIntersection=c.clipIntersection;k.wireframeLinewidth=c.wireframeLinewidth;k.linewidth=c.linewidth;d&&k.isMeshDistanceMaterial&&
+(k.referencePosition.copy(e),k.nearDistance=f,k.farDistance=g);return k}function e(c,g,h,k){if(!1!==c.visible){if(c.layers.test(g.layers)&&(c.isMesh||c.isLine||c.isPoints)&&c.castShadow&&(!c.frustumCulled||f.intersectsObject(c))){c.modelViewMatrix.multiplyMatrices(h.matrixWorldInverse,c.matrixWorld);var m=b.update(c),n=c.material;if(Array.isArray(n))for(var u=m.groups,r=0,q=u.length;r<q;r++){var l=u[r],t=n[l.materialIndex];t&&t.visible&&(t=d(c,t,k,v,h.near,h.far),a.renderBufferDirect(h,null,m,t,c,
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+f);else if(""===e||""===v)u=!1;u&&(this.diagnostics={runnable:n,material:d,programLog:f,vertexShader:{log:e,prefix:h},fragmentShader:{log:v,prefix:b}});g.deleteShader(k);g.deleteShader(m);var w;this.getUniforms=function(){void 0===w&&(w=new cb(g,p,a));return w};var A;this.getAttributes=function(){if(void 0===A){for(var a={},b=g.getProgramParameter(p,g.ACTIVE_ATTRIBUTES),c=0;c<b;c++){var d=g.getActiveAttrib(p,c).name;a[d]=g.getAttribLocation(p,d)}A=a}return A};this.destroy=function(){g.deleteProgram(p);
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+LineDashedMaterial:"dashed",PointsMaterial:"points",ShadowMaterial:"shadow"},g="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 dithering".split(" ");
+this.getParameters=function(b,e,g,v,n,u,q){var h=f[b.type];if(q.isSkinnedMesh){var k=q.skeleton.bones;if(c.floatVertexTextures)k=1024;else{var m=Math.min(Math.floor((c.maxVertexUniforms-20)/4),k.length);m<k.length?(console.warn("THREE.WebGLRenderer: Skeleton has "+k.length+" bones. This GPU supports "+m+"."),k=0):k=m}}else k=0;m=c.precision;null!==b.precision&&(m=c.getMaxPrecision(b.precision),m!==b.precision&&console.warn("THREE.WebGLProgram.getParameters:",b.precision,"not supported, using",m,"instead."));
+var l=a.getRenderTarget();return{shaderID:h,precision:m,supportsVertexTextures:c.vertexTextures,outputEncoding:d(l?l.texture:null,a.gammaOutput),map:!!b.map,mapEncoding:d(b.map,a.gammaInput),envMap:!!b.envMap,envMapMode:b.envMap&&b.envMap.mapping,envMapEncoding:d(b.envMap,a.gammaInput),envMapCubeUV:!!b.envMap&&(306===b.envMap.mapping||307===b.envMap.mapping),lightMap:!!b.lightMap,aoMap:!!b.aoMap,emissiveMap:!!b.emissiveMap,emissiveMapEncoding:d(b.emissiveMap,a.gammaInput),bumpMap:!!b.bumpMap,normalMap:!!b.normalMap,
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+HTMLCanvasElement||n instanceof ImageBitmap?(void 0===G&&(G=document.createElementNS("http://www.w3.org/1999/xhtml","canvas")),G.width=S.floorPowerOfTwo(n.width),G.height=S.floorPowerOfTwo(n.height),G.getContext("2d").drawImage(n,0,0,G.width,G.height),console.warn("THREE.WebGLRenderer: image is not power of two ("+n.width+"x"+n.height+"). Resized to "+G.width+"x"+G.height,n),p=G):p=n);n=m(p);q=f.convert(b.format);t=f.convert(b.type);l(a.TEXTURE_2D,b,n);var x=b.mipmaps;if(b.isDepthTexture){x=a.DEPTH_COMPONENT;
+if(1015===b.type){if(!w)throw Error("Float Depth Texture only supported in WebGL2.0");x=a.DEPTH_COMPONENT32F}else w&&(x=a.DEPTH_COMPONENT16);1026===b.format&&x===a.DEPTH_COMPONENT&&1012!==b.type&&1014!==b.type&&(console.warn("THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture."),b.type=1012,t=f.convert(b.type));1027===b.format&&(x=a.DEPTH_STENCIL,1020!==b.type&&(console.warn("THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture."),
+b.type=1020,t=f.convert(b.type)));c.texImage2D(a.TEXTURE_2D,0,x,p.width,p.height,0,q,t,null)}else if(b.isDataTexture)if(0<x.length&&n){for(var N=0,Z=x.length;N<Z;N++)p=x[N],c.texImage2D(a.TEXTURE_2D,N,q,p.width,p.height,0,q,t,p.data);b.generateMipmaps=!1}else c.texImage2D(a.TEXTURE_2D,0,q,p.width,p.height,0,q,t,p.data);else if(b.isCompressedTexture)for(N=0,Z=x.length;N<Z;N++)p=x[N],1023!==b.format&&1022!==b.format?-1<c.getCompressedTextureFormats().indexOf(q)?c.compressedTexImage2D(a.TEXTURE_2D,N,
+q,p.width,p.height,0,p.data):console.warn("THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()"):c.texImage2D(a.TEXTURE_2D,N,q,p.width,p.height,0,q,t,p.data);else if(0<x.length&&n){N=0;for(Z=x.length;N<Z;N++)p=x[N],c.texImage2D(a.TEXTURE_2D,N,q,q,t,p);b.generateMipmaps=!1}else c.texImage2D(a.TEXTURE_2D,0,q,q,t,p);v(b,n)&&a.generateMipmap(a.TEXTURE_2D);r.__version=b.version;if(b.onUpdate)b.onUpdate(b);return}c.activeTexture(a.TEXTURE0+n);c.bindTexture(a.TEXTURE_2D,
+r.__webglTexture)}function l(c,g,h){h?(a.texParameteri(c,a.TEXTURE_WRAP_S,f.convert(g.wrapS)),a.texParameteri(c,a.TEXTURE_WRAP_T,f.convert(g.wrapT)),a.texParameteri(c,a.TEXTURE_MAG_FILTER,f.convert(g.magFilter)),a.texParameteri(c,a.TEXTURE_MIN_FILTER,f.convert(g.minFilter))):(a.texParameteri(c,a.TEXTURE_WRAP_S,a.CLAMP_TO_EDGE),a.texParameteri(c,a.TEXTURE_WRAP_T,a.CLAMP_TO_EDGE),1001===g.wrapS&&1001===g.wrapT||console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.",
+g),a.texParameteri(c,a.TEXTURE_MAG_FILTER,n(g.magFilter)),a.texParameteri(c,a.TEXTURE_MIN_FILTER,n(g.minFilter)),1003!==g.minFilter&&1006!==g.minFilter&&console.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.",g));!(h=b.get("EXT_texture_filter_anisotropic"))||1015===g.type&&null===b.get("OES_texture_float_linear")||1016===g.type&&null===b.get("OES_texture_half_float_linear")||!(1<g.anisotropy||d.get(g).__currentAnisotropy)||
+(a.texParameterf(c,h.TEXTURE_MAX_ANISOTROPY_EXT,Math.min(g.anisotropy,e.getMaxAnisotropy())),d.get(g).__currentAnisotropy=g.anisotropy)}function p(b,e,g,h){var k=f.convert(e.texture.format),m=f.convert(e.texture.type);c.texImage2D(h,0,k,e.width,e.height,0,k,m,null);a.bindFramebuffer(a.FRAMEBUFFER,b);a.framebufferTexture2D(a.FRAMEBUFFER,g,h,d.get(e.texture).__webglTexture,0);a.bindFramebuffer(a.FRAMEBUFFER,null)}function B(b,c){a.bindRenderbuffer(a.RENDERBUFFER,b);c.depthBuffer&&!c.stencilBuffer?(a.renderbufferStorage(a.RENDERBUFFER,
+a.DEPTH_COMPONENT16,c.width,c.height),a.framebufferRenderbuffer(a.FRAMEBUFFER,a.DEPTH_ATTACHMENT,a.RENDERBUFFER,b)):c.depthBuffer&&c.stencilBuffer?(a.renderbufferStorage(a.RENDERBUFFER,a.DEPTH_STENCIL,c.width,c.height),a.framebufferRenderbuffer(a.FRAMEBUFFER,a.DEPTH_STENCIL_ATTACHMENT,a.RENDERBUFFER,b)):a.renderbufferStorage(a.RENDERBUFFER,a.RGBA4,c.width,c.height);a.bindRenderbuffer(a.RENDERBUFFER,null)}var w="undefined"!==typeof WebGL2RenderingContext&&a instanceof WebGL2RenderingContext,A={},G;
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+!1;a()};this.setState=function(c,h,k,q,l,t){if(!f||null===c||0===c.length||g&&!k)g?b(null):a();else{k=g?0:e;var n=4*k,v=l.clippingState||null;m.value=v;v=b(c,q,n,t);for(c=0;c!==n;++c)v[c]=d[c];l.clippingState=v;this.numIntersection=h?this.numPlanes:0;this.numPlanes+=k}}}function We(a,b){return{convert:function(c){if(1E3===c)return a.REPEAT;if(1001===c)return a.CLAMP_TO_EDGE;if(1002===c)return a.MIRRORED_REPEAT;if(1003===c)return a.NEAREST;if(1004===c)return a.NEAREST_MIPMAP_NEAREST;if(1005===c)return a.NEAREST_MIPMAP_LINEAR;
+if(1006===c)return a.LINEAR;if(1007===c)return a.LINEAR_MIPMAP_NEAREST;if(1008===c)return a.LINEAR_MIPMAP_LINEAR;if(1009===c)return a.UNSIGNED_BYTE;if(1017===c)return a.UNSIGNED_SHORT_4_4_4_4;if(1018===c)return a.UNSIGNED_SHORT_5_5_5_1;if(1019===c)return a.UNSIGNED_SHORT_5_6_5;if(1010===c)return a.BYTE;if(1011===c)return a.SHORT;if(1012===c)return a.UNSIGNED_SHORT;if(1013===c)return a.INT;if(1014===c)return a.UNSIGNED_INT;if(1015===c)return a.FLOAT;if(1016===c){var d=b.get("OES_texture_half_float");
+if(null!==d)return d.HALF_FLOAT_OES}if(1021===c)return a.ALPHA;if(1022===c)return a.RGB;if(1023===c)return a.RGBA;if(1024===c)return a.LUMINANCE;if(1025===c)return a.LUMINANCE_ALPHA;if(1026===c)return a.DEPTH_COMPONENT;if(1027===c)return a.DEPTH_STENCIL;if(100===c)return a.FUNC_ADD;if(101===c)return a.FUNC_SUBTRACT;if(102===c)return a.FUNC_REVERSE_SUBTRACT;if(200===c)return a.ZERO;if(201===c)return a.ONE;if(202===c)return a.SRC_COLOR;if(203===c)return a.ONE_MINUS_SRC_COLOR;if(204===c)return a.SRC_ALPHA;
+if(205===c)return a.ONE_MINUS_SRC_ALPHA;if(206===c)return a.DST_ALPHA;if(207===c)return a.ONE_MINUS_DST_ALPHA;if(208===c)return a.DST_COLOR;if(209===c)return a.ONE_MINUS_DST_COLOR;if(210===c)return a.SRC_ALPHA_SATURATE;if(33776===c||33777===c||33778===c||33779===c)if(d=b.get("WEBGL_compressed_texture_s3tc"),null!==d){if(33776===c)return d.COMPRESSED_RGB_S3TC_DXT1_EXT;if(33777===c)return d.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(33778===c)return d.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(33779===c)return d.COMPRESSED_RGBA_S3TC_DXT5_EXT}if(35840===
+c||35841===c||35842===c||35843===c)if(d=b.get("WEBGL_compressed_texture_pvrtc"),null!==d){if(35840===c)return d.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(35841===c)return d.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(35842===c)return d.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(35843===c)return d.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}if(36196===c&&(d=b.get("WEBGL_compressed_texture_etc1"),null!==d))return d.COMPRESSED_RGB_ETC1_WEBGL;if(37808===c||37809===c||37810===c||37811===c||37812===c||37813===c||37814===c||37815===c||37816===
+c||37817===c||37818===c||37819===c||37820===c||37821===c)if(d=b.get("WEBGL_compressed_texture_astc"),null!==d)return c;if(103===c||104===c)if(d=b.get("EXT_blend_minmax"),null!==d){if(103===c)return d.MIN_EXT;if(104===c)return d.MAX_EXT}return 1020===c&&(d=b.get("WEBGL_depth_texture"),null!==d)?d.UNSIGNED_INT_24_8_WEBGL:0}}}function Bg(){var a={};return{get:function(b){if(void 0!==a[b.id])return a[b.id];switch(b.type){case "DirectionalLight":var c={direction:new p,color:new H,shadow:!1,shadowBias:0,
+shadowRadius:1,shadowMapSize:new C};break;case "SpotLight":c={position:new p,direction:new p,color:new H,distance:0,coneCos:0,penumbraCos:0,decay:0,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new C};break;case "PointLight":c={position:new p,color:new H,distance:0,decay:0,shadow:!1,shadowBias:0,shadowRadius:1,shadowMapSize:new C,shadowCameraNear:1,shadowCameraFar:1E3};break;case "HemisphereLight":c={direction:new p,skyColor:new H,groundColor:new H};break;case "RectAreaLight":c={color:new H,
+position:new p,halfWidth:new p,halfHeight:new p}}return a[b.id]=c}}}function Cg(){var a=new Bg,b={id:Dg++,hash:"",ambient:[0,0,0],directional:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadowMap:[],spotShadowMatrix:[],rectArea:[],point:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[]},c=new p,d=new P,e=new P;return{setup:function(f,g,h){var k=0,m=0,v=0,n=0,u=0,q=0,l=0,t=0;h=h.matrixWorldInverse;for(var p=0,B=f.length;p<B;p++){var w=f[p],A=w.color,G=w.intensity,N=w.distance,
+Z=w.shadow&&w.shadow.map?w.shadow.map.texture:null;if(w.isAmbientLight)k+=A.r*G,m+=A.g*G,v+=A.b*G;else if(w.isDirectionalLight){var F=a.get(w);F.color.copy(w.color).multiplyScalar(w.intensity);F.direction.setFromMatrixPosition(w.matrixWorld);c.setFromMatrixPosition(w.target.matrixWorld);F.direction.sub(c);F.direction.transformDirection(h);if(F.shadow=w.castShadow)A=w.shadow,F.shadowBias=A.bias,F.shadowRadius=A.radius,F.shadowMapSize=A.mapSize;b.directionalShadowMap[n]=Z;b.directionalShadowMatrix[n]=
+w.shadow.matrix;b.directional[n]=F;n++}else if(w.isSpotLight){F=a.get(w);F.position.setFromMatrixPosition(w.matrixWorld);F.position.applyMatrix4(h);F.color.copy(A).multiplyScalar(G);F.distance=N;F.direction.setFromMatrixPosition(w.matrixWorld);c.setFromMatrixPosition(w.target.matrixWorld);F.direction.sub(c);F.direction.transformDirection(h);F.coneCos=Math.cos(w.angle);F.penumbraCos=Math.cos(w.angle*(1-w.penumbra));F.decay=0===w.distance?0:w.decay;if(F.shadow=w.castShadow)A=w.shadow,F.shadowBias=A.bias,
+F.shadowRadius=A.radius,F.shadowMapSize=A.mapSize;b.spotShadowMap[q]=Z;b.spotShadowMatrix[q]=w.shadow.matrix;b.spot[q]=F;q++}else if(w.isRectAreaLight)F=a.get(w),F.color.copy(A).multiplyScalar(G),F.position.setFromMatrixPosition(w.matrixWorld),F.position.applyMatrix4(h),e.identity(),d.copy(w.matrixWorld),d.premultiply(h),e.extractRotation(d),F.halfWidth.set(.5*w.width,0,0),F.halfHeight.set(0,.5*w.height,0),F.halfWidth.applyMatrix4(e),F.halfHeight.applyMatrix4(e),b.rectArea[l]=F,l++;else if(w.isPointLight){F=
+a.get(w);F.position.setFromMatrixPosition(w.matrixWorld);F.position.applyMatrix4(h);F.color.copy(w.color).multiplyScalar(w.intensity);F.distance=w.distance;F.decay=0===w.distance?0:w.decay;if(F.shadow=w.castShadow)A=w.shadow,F.shadowBias=A.bias,F.shadowRadius=A.radius,F.shadowMapSize=A.mapSize,F.shadowCameraNear=A.camera.near,F.shadowCameraFar=A.camera.far;b.pointShadowMap[u]=Z;b.pointShadowMatrix[u]=w.shadow.matrix;b.point[u]=F;u++}else w.isHemisphereLight&&(F=a.get(w),F.direction.setFromMatrixPosition(w.matrixWorld),
+F.direction.transformDirection(h),F.direction.normalize(),F.skyColor.copy(w.color).multiplyScalar(G),F.groundColor.copy(w.groundColor).multiplyScalar(G),b.hemi[t]=F,t++)}b.ambient[0]=k;b.ambient[1]=m;b.ambient[2]=v;b.directional.length=n;b.spot.length=q;b.rectArea.length=l;b.point.length=u;b.hemi.length=t;b.hash=b.id+","+n+","+u+","+q+","+l+","+t+","+g.length},state:b}}function Eg(){var a=new Cg,b=[],c=[],d=[];return{init:function(){b.length=0;c.length=0;d.length=0},state:{lightsArray:b,shadowsArray:c,
+spritesArray:d,lights:a},setupLights:function(d){a.setup(b,c,d)},pushLight:function(a){b.push(a)},pushShadow:function(a){c.push(a)},pushSprite:function(a){d.push(a)}}}function Fg(){var a={};return{get:function(b,c){b=b.id+","+c.id;c=a[b];void 0===c&&(c=new Eg,a[b]=c);return c},dispose:function(){a={}}}}function Xd(a){function b(){ja=new zg(E);ja.get("WEBGL_depth_texture");ja.get("OES_texture_float");ja.get("OES_texture_float_linear");ja.get("OES_texture_half_float");ja.get("OES_texture_half_float_linear");
+ja.get("OES_standard_derivatives");ja.get("OES_element_index_uint");ja.get("ANGLE_instanced_arrays");oa=new We(E,ja);da=new yg(E,ja,a);ba=new xg(E,ja,oa);ba.scissor(Y.copy(ca).multiplyScalar(Q));ba.viewport(R.copy(ea).multiplyScalar(Q));W=new wg;fa=new vg(E,ja,ba,W,da,oa,Wd,Ra);sa=new Zf(E);ta=new lg(E,sa,Wd);ua=new mg(ta,Ra);xa=new ig(E);qa=new ug(z,ja,da);va=new gg;ra=new Fg;ka=new cg(z,ba,ta,Z);za=new kg(E,ja,Ra);Aa=new jg(E,ja,Ra);Ba=new Wf(z,E,ba,fa,da);z.info.programs=qa.programs;z.context=
+E;z.capabilities=da;z.extensions=ja;z.properties=W;z.renderLists=va;z.state=ba}function c(a){a.preventDefault();console.log("THREE.WebGLRenderer: Context Lost.");H=!0}function d(){console.log("THREE.WebGLRenderer: Context Restored.");H=!1;b()}function e(a){a=a.target;a.removeEventListener("dispose",e);f(a);W.remove(a)}function f(a){var b=W.get(a).program;a.program=void 0;void 0!==b&&qa.releaseProgram(b)}function g(a,b,c){a.render(function(a){z.renderBufferImmediate(a,b,c)})}function h(){var a=pa.getDevice();
+a&&a.isPresenting?a.requestAnimationFrame(k):window.requestAnimationFrame(k)}function k(a){!1!==wa&&(Ca(a),h())}function m(a,b,c){if(!1!==a.visible){if(a.layers.test(b.layers))if(a.isLight)D.pushLight(a),a.castShadow&&D.pushShadow(a);else if(a.isSprite)a.frustumCulled&&!ha.intersectsSprite(a)||D.pushSprite(a);else if(a.isImmediateRenderObject)c&&Lb.setFromMatrixPosition(a.matrixWorld).applyMatrix4(nd),y.push(a,null,a.material,Lb.z,null);else if(a.isMesh||a.isLine||a.isPoints)if(a.isSkinnedMesh&&a.skeleton.update(),
+!a.frustumCulled||ha.intersectsObject(a)){c&&Lb.setFromMatrixPosition(a.matrixWorld).applyMatrix4(nd);var d=ua.update(a),e=a.material;if(Array.isArray(e))for(var f=d.groups,g=0,h=f.length;g<h;g++){var k=f[g],n=e[k.materialIndex];n&&n.visible&&y.push(a,d,n,Lb.z,k)}else e.visible&&y.push(a,d,e,Lb.z,null)}a=a.children;g=0;for(h=a.length;g<h;g++)m(a[g],b,c)}}function v(a,b,c,d){for(var e=0,f=a.length;e<f;e++){var g=a[e],h=g.object,k=g.geometry,m=void 0===d?g.material:d;g=g.group;if(c.isArrayCamera){O=
+c;for(var v=c.cameras,u=0,l=v.length;u<l;u++){var q=v[u];if(h.layers.test(q.layers)){var r=q.bounds;ba.viewport(R.set(r.x*J,r.y*V,r.z*J,r.w*V).multiplyScalar(Q));n(h,b,q,k,m,g)}}}else O=null,n(h,b,c,k,m,g)}}function n(a,b,c,d,e,f){a.onBeforeRender(z,b,c,d,e,f);D=ra.get(b,O||c);a.modelViewMatrix.multiplyMatrices(c.matrixWorldInverse,a.matrixWorld);a.normalMatrix.getNormalMatrix(a.modelViewMatrix);if(a.isImmediateRenderObject){var h=a.isMesh&&0>a.matrixWorld.determinant();ba.setMaterial(e,h);h=q(c,
+b.fog,e,a);ma="";g(a,h,e)}else z.renderBufferDirect(c,b.fog,d,e,a,f);a.onAfterRender(z,b,c,d,e,f);D=ra.get(b,O||c)}function u(a,b,c){var d=W.get(a),g=D.state.lights;c=qa.getParameters(a,g.state,D.state.shadowsArray,b,Ga.numPlanes,Ga.numIntersection,c);var h=qa.getProgramCode(a,c),k=d.program,m=!0;if(void 0===k)a.addEventListener("dispose",e);else if(k.code!==h)f(a);else{if(d.lightsHash!==g.state.hash)W.update(a,"lightsHash",g.state.hash);else if(void 0!==c.shaderID)return;m=!1}m&&(c.shaderID?(k=qb[c.shaderID],
+d.shader={name:a.type,uniforms:Ea.clone(k.uniforms),vertexShader:k.vertexShader,fragmentShader:k.fragmentShader}):d.shader={name:a.type,uniforms:a.uniforms,vertexShader:a.vertexShader,fragmentShader:a.fragmentShader},a.onBeforeCompile(d.shader),k=qa.acquireProgram(a,d.shader,c,h),d.program=k,a.program=k);c=k.getAttributes();if(a.morphTargets)for(h=a.numSupportedMorphTargets=0;h<z.maxMorphTargets;h++)0<=c["morphTarget"+h]&&a.numSupportedMorphTargets++;if(a.morphNormals)for(h=a.numSupportedMorphNormals=
+0;h<z.maxMorphNormals;h++)0<=c["morphNormal"+h]&&a.numSupportedMorphNormals++;c=d.shader.uniforms;if(!a.isShaderMaterial&&!a.isRawShaderMaterial||!0===a.clipping)d.numClippingPlanes=Ga.numPlanes,d.numIntersection=Ga.numIntersection,c.clippingPlanes=Ga.uniform;d.fog=b;d.lightsHash=g.state.hash;a.lights&&(c.ambientLightColor.value=g.state.ambient,c.directionalLights.value=g.state.directional,c.spotLights.value=g.state.spot,c.rectAreaLights.value=g.state.rectArea,c.pointLights.value=g.state.point,c.hemisphereLights.value=
+g.state.hemi,c.directionalShadowMap.value=g.state.directionalShadowMap,c.directionalShadowMatrix.value=g.state.directionalShadowMatrix,c.spotShadowMap.value=g.state.spotShadowMap,c.spotShadowMatrix.value=g.state.spotShadowMatrix,c.pointShadowMap.value=g.state.pointShadowMap,c.pointShadowMatrix.value=g.state.pointShadowMatrix);a=d.program.getUniforms();a=cb.seqWithValue(a.seq,c);d.uniformsList=a}function q(a,b,c,d){aa=0;var e=W.get(c),f=D.state.lights;md&&(la||a!==M)&&Ga.setState(c.clippingPlanes,
+c.clipIntersection,c.clipShadows,a,e,a===M&&c.id===T);!1===c.needsUpdate&&(void 0===e.program?c.needsUpdate=!0:c.fog&&e.fog!==b?c.needsUpdate=!0:c.lights&&e.lightsHash!==f.state.hash?c.needsUpdate=!0:void 0===e.numClippingPlanes||e.numClippingPlanes===Ga.numPlanes&&e.numIntersection===Ga.numIntersection||(c.needsUpdate=!0));c.needsUpdate&&(u(c,b,d),c.needsUpdate=!1);var g=!1,h=!1,k=!1;f=e.program;var m=f.getUniforms(),n=e.shader.uniforms;ba.useProgram(f.program)&&(k=h=g=!0);c.id!==T&&(T=c.id,h=!0);
+if(g||a!==M){m.setValue(E,"projectionMatrix",a.projectionMatrix);da.logarithmicDepthBuffer&&m.setValue(E,"logDepthBufFC",2/(Math.log(a.far+1)/Math.LN2));M!==(O||a)&&(M=O||a,k=h=!0);if(c.isShaderMaterial||c.isMeshPhongMaterial||c.isMeshStandardMaterial||c.envMap)g=m.map.cameraPosition,void 0!==g&&g.setValue(E,Lb.setFromMatrixPosition(a.matrixWorld));(c.isMeshPhongMaterial||c.isMeshLambertMaterial||c.isMeshBasicMaterial||c.isMeshStandardMaterial||c.isShaderMaterial||c.skinning)&&m.setValue(E,"viewMatrix",
+a.matrixWorldInverse)}if(c.skinning&&(m.setOptional(E,d,"bindMatrix"),m.setOptional(E,d,"bindMatrixInverse"),a=d.skeleton))if(g=a.bones,da.floatVertexTextures){if(void 0===a.boneTexture){g=Math.sqrt(4*g.length);g=S.ceilPowerOfTwo(g);g=Math.max(g,4);var v=new Float32Array(g*g*4);v.set(a.boneMatrices);var q=new kb(v,g,g,1023,1015);q.needsUpdate=!0;a.boneMatrices=v;a.boneTexture=q;a.boneTextureSize=g}m.setValue(E,"boneTexture",a.boneTexture);m.setValue(E,"boneTextureSize",a.boneTextureSize)}else m.setOptional(E,
+a,"boneMatrices");h&&(m.setValue(E,"toneMappingExposure",z.toneMappingExposure),m.setValue(E,"toneMappingWhitePoint",z.toneMappingWhitePoint),c.lights&&(h=k,n.ambientLightColor.needsUpdate=h,n.directionalLights.needsUpdate=h,n.pointLights.needsUpdate=h,n.spotLights.needsUpdate=h,n.rectAreaLights.needsUpdate=h,n.hemisphereLights.needsUpdate=h),b&&c.fog&&(n.fogColor.value=b.color,b.isFog?(n.fogNear.value=b.near,n.fogFar.value=b.far):b.isFogExp2&&(n.fogDensity.value=b.density)),c.isMeshBasicMaterial?
+l(n,c):c.isMeshLambertMaterial?(l(n,c),c.emissiveMap&&(n.emissiveMap.value=c.emissiveMap)):c.isMeshPhongMaterial?(l(n,c),c.isMeshToonMaterial?(t(n,c),c.gradientMap&&(n.gradientMap.value=c.gradientMap)):t(n,c)):c.isMeshStandardMaterial?(l(n,c),c.isMeshPhysicalMaterial&&(n.clearCoat.value=c.clearCoat,n.clearCoatRoughness.value=c.clearCoatRoughness),n.roughness.value=c.roughness,n.metalness.value=c.metalness,c.roughnessMap&&(n.roughnessMap.value=c.roughnessMap),c.metalnessMap&&(n.metalnessMap.value=
+c.metalnessMap),c.emissiveMap&&(n.emissiveMap.value=c.emissiveMap),c.bumpMap&&(n.bumpMap.value=c.bumpMap,n.bumpScale.value=c.bumpScale),c.normalMap&&(n.normalMap.value=c.normalMap,n.normalScale.value.copy(c.normalScale)),c.displacementMap&&(n.displacementMap.value=c.displacementMap,n.displacementScale.value=c.displacementScale,n.displacementBias.value=c.displacementBias),c.envMap&&(n.envMapIntensity.value=c.envMapIntensity)):c.isMeshDepthMaterial?(l(n,c),c.displacementMap&&(n.displacementMap.value=
+c.displacementMap,n.displacementScale.value=c.displacementScale,n.displacementBias.value=c.displacementBias)):c.isMeshDistanceMaterial?(l(n,c),c.displacementMap&&(n.displacementMap.value=c.displacementMap,n.displacementScale.value=c.displacementScale,n.displacementBias.value=c.displacementBias),n.referencePosition.value.copy(c.referencePosition),n.nearDistance.value=c.nearDistance,n.farDistance.value=c.farDistance):c.isMeshNormalMaterial?(l(n,c),c.bumpMap&&(n.bumpMap.value=c.bumpMap,n.bumpScale.value=
+c.bumpScale),c.normalMap&&(n.normalMap.value=c.normalMap,n.normalScale.value.copy(c.normalScale)),c.displacementMap&&(n.displacementMap.value=c.displacementMap,n.displacementScale.value=c.displacementScale,n.displacementBias.value=c.displacementBias)):c.isLineBasicMaterial?(n.diffuse.value=c.color,n.opacity.value=c.opacity,c.isLineDashedMaterial&&(n.dashSize.value=c.dashSize,n.totalSize.value=c.dashSize+c.gapSize,n.scale.value=c.scale)):c.isPointsMaterial?(n.diffuse.value=c.color,n.opacity.value=
+c.opacity,n.size.value=c.size*Q,n.scale.value=.5*V,n.map.value=c.map,null!==c.map&&(!0===c.map.matrixAutoUpdate&&(b=c.map.offset,h=c.map.repeat,k=c.map.center,c.map.matrix.setUvTransform(b.x,b.y,h.x,h.y,c.map.rotation,k.x,k.y)),n.uvTransform.value.copy(c.map.matrix))):c.isShadowMaterial&&(n.color.value=c.color,n.opacity.value=c.opacity),void 0!==n.ltc_1&&(n.ltc_1.value=I.LTC_1),void 0!==n.ltc_2&&(n.ltc_2.value=I.LTC_2),cb.upload(E,e.uniformsList,n,z));c.isShaderMaterial&&!0===c.uniformsNeedUpdate&&
+(cb.upload(E,e.uniformsList,n,z),c.uniformsNeedUpdate=!1);m.setValue(E,"modelViewMatrix",d.modelViewMatrix);m.setValue(E,"normalMatrix",d.normalMatrix);m.setValue(E,"modelMatrix",d.matrixWorld);return f}function l(a,b){a.opacity.value=b.opacity;b.color&&(a.diffuse.value=b.color);b.emissive&&a.emissive.value.copy(b.emissive).multiplyScalar(b.emissiveIntensity);b.map&&(a.map.value=b.map);b.alphaMap&&(a.alphaMap.value=b.alphaMap);b.specularMap&&(a.specularMap.value=b.specularMap);b.envMap&&(a.envMap.value=
+b.envMap,a.flipEnvMap.value=b.envMap&&b.envMap.isCubeTexture?-1:1,a.reflectivity.value=b.reflectivity,a.refractionRatio.value=b.refractionRatio);b.lightMap&&(a.lightMap.value=b.lightMap,a.lightMapIntensity.value=b.lightMapIntensity);b.aoMap&&(a.aoMap.value=b.aoMap,a.aoMapIntensity.value=b.aoMapIntensity);if(b.map)var c=b.map;else b.specularMap?c=b.specularMap:b.displacementMap?c=b.displacementMap:b.normalMap?c=b.normalMap:b.bumpMap?c=b.bumpMap:b.roughnessMap?c=b.roughnessMap:b.metalnessMap?c=b.metalnessMap:
+b.alphaMap?c=b.alphaMap:b.emissiveMap&&(c=b.emissiveMap);if(void 0!==c){c.isWebGLRenderTarget&&(c=c.texture);if(!0===c.matrixAutoUpdate){b=c.offset;var d=c.repeat,e=c.center;c.matrix.setUvTransform(b.x,b.y,d.x,d.y,c.rotation,e.x,e.y)}a.uvTransform.value.copy(c.matrix)}}function t(a,b){a.specular.value=b.specular;a.shininess.value=Math.max(b.shininess,1E-4);b.emissiveMap&&(a.emissiveMap.value=b.emissiveMap);b.bumpMap&&(a.bumpMap.value=b.bumpMap,a.bumpScale.value=b.bumpScale);b.normalMap&&(a.normalMap.value=
+b.normalMap,a.normalScale.value.copy(b.normalScale));b.displacementMap&&(a.displacementMap.value=b.displacementMap,a.displacementScale.value=b.displacementScale,a.displacementBias.value=b.displacementBias)}console.log("THREE.WebGLRenderer","90");a=a||{};var x=void 0!==a.canvas?a.canvas:document.createElementNS("http://www.w3.org/1999/xhtml","canvas"),B=void 0!==a.context?a.context:null,w=void 0!==a.alpha?a.alpha:!1,A=void 0!==a.depth?a.depth:!0,G=void 0!==a.stencil?a.stencil:!0,N=void 0!==a.antialias?
+a.antialias:!1,Z=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,F=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,C=void 0!==a.powerPreference?a.powerPreference:"default",y=null,D=null;this.domElement=x;this.context=null;this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.clippingPlanes=[];this.localClippingEnabled=!1;this.gammaFactor=2;this.physicallyCorrectLights=this.gammaOutput=this.gammaInput=!1;this.toneMappingWhitePoint=this.toneMappingExposure=
+this.toneMapping=1;this.maxMorphTargets=8;this.maxMorphNormals=4;var z=this,H=!1,K=null,L=null,T=-1,ma="",M=null,O=null,R=new X,Y=new X,U=null,aa=0,J=x.width,V=x.height,Q=1,ea=new X(0,0,J,V),ca=new X(0,0,J,V),na=!1,ha=new ld,Ga=new Ag,md=!1,la=!1,nd=new P,Lb=new p,Wd={geometries:0,textures:0},Ra={frame:0,calls:0,vertices:0,faces:0,points:0};this.info={render:Ra,memory:Wd,programs:null,autoReset:!0,reset:function(){Ra.frame++;Ra.calls=0;Ra.vertices=0;Ra.faces=0;Ra.points=0}};try{w={alpha:w,depth:A,
+stencil:G,antialias:N,premultipliedAlpha:Z,preserveDrawingBuffer:F,powerPreference:C};x.addEventListener("webglcontextlost",c,!1);x.addEventListener("webglcontextrestored",d,!1);var E=B||x.getContext("webgl",w)||x.getContext("experimental-webgl",w);if(null===E){if(null!==x.getContext("webgl"))throw Error("Error creating WebGL context with your selected attributes.");throw Error("Error creating WebGL context.");}void 0===E.getShaderPrecisionFormat&&(E.getShaderPrecisionFormat=function(){return{rangeMin:1,
+rangeMax:1,precision:1}})}catch(Gg){console.error("THREE.WebGLRenderer: "+Gg.message)}var ja,da,ba,W,fa,sa,ta,ua,qa,va,ra,ka,xa,za,Aa,Ba,oa;b();var pa=new Ve(z);this.vr=pa;var Da=new Oe(z,ua,da.maxTextureSize);this.shadowMap=Da;this.getContext=function(){return E};this.getContextAttributes=function(){return E.getContextAttributes()};this.forceContextLoss=function(){var a=ja.get("WEBGL_lose_context");a&&a.loseContext()};this.forceContextRestore=function(){var a=ja.get("WEBGL_lose_context");a&&a.restoreContext()};
+this.getPixelRatio=function(){return Q};this.setPixelRatio=function(a){void 0!==a&&(Q=a,this.setSize(J,V,!1))};this.getSize=function(){return{width:J,height:V}};this.setSize=function(a,b,c){var d=pa.getDevice();d&&d.isPresenting?console.warn("THREE.WebGLRenderer: Can't change size while VR device is presenting."):(J=a,V=b,x.width=a*Q,x.height=b*Q,!1!==c&&(x.style.width=a+"px",x.style.height=b+"px"),this.setViewport(0,0,a,b))};this.getDrawingBufferSize=function(){return{width:J*Q,height:V*Q}};this.setDrawingBufferSize=
+function(a,b,c){J=a;V=b;Q=c;x.width=a*c;x.height=b*c;this.setViewport(0,0,a,b)};this.getCurrentViewport=function(){return R};this.setViewport=function(a,b,c,d){ea.set(a,V-b-d,c,d);ba.viewport(R.copy(ea).multiplyScalar(Q))};this.setScissor=function(a,b,c,d){ca.set(a,V-b-d,c,d);ba.scissor(Y.copy(ca).multiplyScalar(Q))};this.setScissorTest=function(a){ba.setScissorTest(na=a)};this.getClearColor=function(){return ka.getClearColor()};this.setClearColor=function(){ka.setClearColor.apply(ka,arguments)};
+this.getClearAlpha=function(){return ka.getClearAlpha()};this.setClearAlpha=function(){ka.setClearAlpha.apply(ka,arguments)};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=E.COLOR_BUFFER_BIT;if(void 0===b||b)d|=E.DEPTH_BUFFER_BIT;if(void 0===c||c)d|=E.STENCIL_BUFFER_BIT;E.clear(d)};this.clearColor=function(){this.clear(!0,!1,!1)};this.clearDepth=function(){this.clear(!1,!0,!1)};this.clearStencil=function(){this.clear(!1,!1,!0)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,
+c,d)};this.dispose=function(){x.removeEventListener("webglcontextlost",c,!1);x.removeEventListener("webglcontextrestored",d,!1);va.dispose();ra.dispose();W.dispose();ua.dispose();pa.dispose();wa=!1};this.renderBufferImmediate=function(a,b,c){ba.initAttributes();var d=W.get(a);a.hasPositions&&!d.position&&(d.position=E.createBuffer());a.hasNormals&&!d.normal&&(d.normal=E.createBuffer());a.hasUvs&&!d.uv&&(d.uv=E.createBuffer());a.hasColors&&!d.color&&(d.color=E.createBuffer());b=b.getAttributes();a.hasPositions&&
+(E.bindBuffer(E.ARRAY_BUFFER,d.position),E.bufferData(E.ARRAY_BUFFER,a.positionArray,E.DYNAMIC_DRAW),ba.enableAttribute(b.position),E.vertexAttribPointer(b.position,3,E.FLOAT,!1,0,0));if(a.hasNormals){E.bindBuffer(E.ARRAY_BUFFER,d.normal);if(!c.isMeshPhongMaterial&&!c.isMeshStandardMaterial&&!c.isMeshNormalMaterial&&!0===c.flatShading)for(var e=0,f=3*a.count;e<f;e+=9){var g=a.normalArray,h=(g[e+0]+g[e+3]+g[e+6])/3,k=(g[e+1]+g[e+4]+g[e+7])/3,m=(g[e+2]+g[e+5]+g[e+8])/3;g[e+0]=h;g[e+1]=k;g[e+2]=m;g[e+
+3]=h;g[e+4]=k;g[e+5]=m;g[e+6]=h;g[e+7]=k;g[e+8]=m}E.bufferData(E.ARRAY_BUFFER,a.normalArray,E.DYNAMIC_DRAW);ba.enableAttribute(b.normal);E.vertexAttribPointer(b.normal,3,E.FLOAT,!1,0,0)}a.hasUvs&&c.map&&(E.bindBuffer(E.ARRAY_BUFFER,d.uv),E.bufferData(E.ARRAY_BUFFER,a.uvArray,E.DYNAMIC_DRAW),ba.enableAttribute(b.uv),E.vertexAttribPointer(b.uv,2,E.FLOAT,!1,0,0));a.hasColors&&0!==c.vertexColors&&(E.bindBuffer(E.ARRAY_BUFFER,d.color),E.bufferData(E.ARRAY_BUFFER,a.colorArray,E.DYNAMIC_DRAW),ba.enableAttribute(b.color),
+E.vertexAttribPointer(b.color,3,E.FLOAT,!1,0,0));ba.disableUnusedAttributes();E.drawArrays(E.TRIANGLES,0,a.count);a.count=0};this.renderBufferDirect=function(a,b,c,d,e,f){var g=e.isMesh&&0>e.matrixWorld.determinant();ba.setMaterial(d,g);var h=q(a,b,d,e);a=c.id+"_"+h.id+"_"+(!0===d.wireframe);var k=!1;a!==ma&&(ma=a,k=!0);e.morphTargetInfluences&&(xa.update(e,c,d,h),k=!0);g=c.index;var m=c.attributes.position;b=1;!0===d.wireframe&&(g=ta.getWireframeAttribute(c),b=2);a=za;if(null!==g){var n=sa.get(g);
+a=Aa;a.setIndex(n)}if(k){k=void 0;if(c&&c.isInstancedBufferGeometry&&null===ja.get("ANGLE_instanced_arrays"))console.error("THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.");else{void 0===k&&(k=0);ba.initAttributes();var v=c.attributes;h=h.getAttributes();var u=d.defaultAttributeValues;for(N in h){var l=h[N];if(0<=l){var r=v[N];if(void 0!==r){var t=r.normalized,p=r.itemSize,x=sa.get(r);if(void 0!==x){var w=
+x.buffer,A=x.type;x=x.bytesPerElement;if(r.isInterleavedBufferAttribute){var B=r.data,G=B.stride;r=r.offset;B&&B.isInstancedInterleavedBuffer?(ba.enableAttributeAndDivisor(l,B.meshPerAttribute),void 0===c.maxInstancedCount&&(c.maxInstancedCount=B.meshPerAttribute*B.count)):ba.enableAttribute(l);E.bindBuffer(E.ARRAY_BUFFER,w);E.vertexAttribPointer(l,p,A,t,G*x,(k*G+r)*x)}else r.isInstancedBufferAttribute?(ba.enableAttributeAndDivisor(l,r.meshPerAttribute),void 0===c.maxInstancedCount&&(c.maxInstancedCount=
+r.meshPerAttribute*r.count)):ba.enableAttribute(l),E.bindBuffer(E.ARRAY_BUFFER,w),E.vertexAttribPointer(l,p,A,t,0,k*p*x)}}else if(void 0!==u&&(t=u[N],void 0!==t))switch(t.length){case 2:E.vertexAttrib2fv(l,t);break;case 3:E.vertexAttrib3fv(l,t);break;case 4:E.vertexAttrib4fv(l,t);break;default:E.vertexAttrib1fv(l,t)}}}ba.disableUnusedAttributes()}null!==g&&E.bindBuffer(E.ELEMENT_ARRAY_BUFFER,n.buffer)}n=Infinity;null!==g?n=g.count:void 0!==m&&(n=m.count);g=c.drawRange.start*b;m=null!==f?f.start*b:
+0;var N=Math.max(g,m);f=Math.max(0,Math.min(n,g+c.drawRange.count*b,m+(null!==f?f.count*b:Infinity))-1-N+1);if(0!==f){if(e.isMesh)if(!0===d.wireframe)ba.setLineWidth(d.wireframeLinewidth*(null===K?Q:1)),a.setMode(E.LINES);else switch(e.drawMode){case 0:a.setMode(E.TRIANGLES);break;case 1:a.setMode(E.TRIANGLE_STRIP);break;case 2:a.setMode(E.TRIANGLE_FAN)}else e.isLine?(d=d.linewidth,void 0===d&&(d=1),ba.setLineWidth(d*(null===K?Q:1)),e.isLineSegments?a.setMode(E.LINES):e.isLineLoop?a.setMode(E.LINE_LOOP):
+a.setMode(E.LINE_STRIP)):e.isPoints&&a.setMode(E.POINTS);c&&c.isInstancedBufferGeometry?0<c.maxInstancedCount&&a.renderInstances(c,N,f):a.render(N,f)}};this.compile=function(a,b){D=ra.get(a,b);D.init();a.traverse(function(a){a.isLight&&(D.pushLight(a),a.castShadow&&D.pushShadow(a))});D.setupLights(b);a.traverse(function(b){if(b.material)if(Array.isArray(b.material))for(var c=0;c<b.material.length;c++)u(b.material[c],a.fog,b);else u(b.material,a.fog,b)})};var wa=!1,Ca=null;this.animate=function(a){Ca=
+a;null!==Ca?wa||(h(),wa=!0):wa=!1};this.render=function(a,b,c,d){if(!b||!b.isCamera)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");else if(!H){ma="";T=-1;M=null;!0===a.autoUpdate&&a.updateMatrixWorld();null===b.parent&&b.updateMatrixWorld();pa.enabled&&(b=pa.getCamera(b));D=ra.get(a,b);D.init();a.onBeforeRender(z,a,b,c);nd.multiplyMatrices(b.projectionMatrix,b.matrixWorldInverse);ha.setFromMatrix(nd);la=this.localClippingEnabled;md=Ga.init(this.clippingPlanes,
+la,b);y=va.get(a,b);y.init();m(a,b,z.sortObjects);!0===z.sortObjects&&y.sort();md&&Ga.beginShadows();Da.render(D.state.shadowsArray,a,b);D.setupLights(b);md&&Ga.endShadows();this.info.autoReset&&this.info.reset();void 0===c&&(c=null);this.setRenderTarget(c);ka.render(y,a,b,d);d=y.opaque;var e=y.transparent;if(a.overrideMaterial){var f=a.overrideMaterial;d.length&&v(d,a,b,f);e.length&&v(e,a,b,f)}else d.length&&v(d,a,b),e.length&&v(e,a,b);Ba.render(D.state.spritesArray,a,b);c&&fa.updateRenderTargetMipmap(c);
+ba.buffers.depth.setTest(!0);ba.buffers.depth.setMask(!0);ba.buffers.color.setMask(!0);ba.setPolygonOffset(!1);a.onAfterRender(z,a,b);pa.enabled&&pa.submitFrame();D=y=null}};this.allocTextureUnit=function(){var a=aa;a>=da.maxTextures&&console.warn("THREE.WebGLRenderer: Trying to use "+a+" texture units while this GPU supports only "+da.maxTextures);aa+=1;return a};this.setTexture2D=function(){var a=!1;return function(b,c){b&&b.isWebGLRenderTarget&&(a||(console.warn("THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead."),
+a=!0),b=b.texture);fa.setTexture2D(b,c)}}();this.setTexture=function(){var a=!1;return function(b,c){a||(console.warn("THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead."),a=!0);fa.setTexture2D(b,c)}}();this.setTextureCube=function(){var a=!1;return function(b,c){b&&b.isWebGLRenderTargetCube&&(a||(console.warn("THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead."),a=!0),b=b.texture);b&&b.isCubeTexture||Array.isArray(b.image)&&
+6===b.image.length?fa.setTextureCube(b,c):fa.setTextureCubeDynamic(b,c)}}();this.getRenderTarget=function(){return K};this.setRenderTarget=function(a){(K=a)&&void 0===W.get(a).__webglFramebuffer&&fa.setupRenderTarget(a);var b=null,c=!1;a?(b=W.get(a).__webglFramebuffer,a.isWebGLRenderTargetCube&&(b=b[a.activeCubeFace],c=!0),R.copy(a.viewport),Y.copy(a.scissor),U=a.scissorTest):(R.copy(ea).multiplyScalar(Q),Y.copy(ca).multiplyScalar(Q),U=na);L!==b&&(E.bindFramebuffer(E.FRAMEBUFFER,b),L=b);ba.viewport(R);
+ba.scissor(Y);ba.setScissorTest(U);c&&(c=W.get(a.texture),E.framebufferTexture2D(E.FRAMEBUFFER,E.COLOR_ATTACHMENT0,E.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,c.__webglTexture,a.activeMipMapLevel))};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(a&&a.isWebGLRenderTarget){var g=W.get(a).__webglFramebuffer;if(g){var h=!1;g!==L&&(E.bindFramebuffer(E.FRAMEBUFFER,g),h=!0);try{var k=a.texture,m=k.format,n=k.type;1023!==m&&oa.convert(m)!==E.getParameter(E.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."):
+1009===n||oa.convert(n)===E.getParameter(E.IMPLEMENTATION_COLOR_READ_TYPE)||1015===n&&(ja.get("OES_texture_float")||ja.get("WEBGL_color_buffer_float"))||1016===n&&ja.get("EXT_color_buffer_half_float")?E.checkFramebufferStatus(E.FRAMEBUFFER)===E.FRAMEBUFFER_COMPLETE?0<=b&&b<=a.width-d&&0<=c&&c<=a.height-e&&E.readPixels(b,c,d,e,oa.convert(m),oa.convert(n),f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete."):console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.")}finally{h&&
+E.bindFramebuffer(E.FRAMEBUFFER,L)}}}else console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.")};this.copyFramebufferToTexture=function(a,b,c){var d=b.image.width,e=b.image.height,f=oa.convert(b.format);this.setTexture2D(b,0);E.copyTexImage2D(E.TEXTURE_2D,c||0,f,a.x,a.y,d,e,0)}}function Mb(a,b){this.name="";this.color=new H(a);this.density=void 0!==b?b:2.5E-4}function Nb(a,b,c){this.name="";this.color=new H(a);this.near=void 0!==b?b:1;this.far=void 0!==
+c?c:1E3}function pd(){y.call(this);this.type="Scene";this.overrideMaterial=this.fog=this.background=null;this.autoUpdate=!0}function gb(a){O.call(this);this.type="SpriteMaterial";this.color=new H(16777215);this.map=null;this.rotation=0;this.lights=this.fog=!1;this.setValues(a)}function zc(a){y.call(this);this.type="Sprite";this.material=void 0!==a?a:new gb;this.center=new C(.5,.5)}function Ac(){y.call(this);this.type="LOD";Object.defineProperties(this,{levels:{enumerable:!0,value:[]}})}function Bc(a,
+b){a=a||[];this.bones=a.slice(0);this.boneMatrices=new Float32Array(16*this.bones.length);if(void 0===b)this.calculateInverses();else if(this.bones.length===b.length)this.boneInverses=b.slice(0);else for(console.warn("THREE.Skeleton boneInverses is the wrong length."),this.boneInverses=[],a=0,b=this.bones.length;a<b;a++)this.boneInverses.push(new P)}function qd(){y.call(this);this.type="Bone"}function rd(a,b){ua.call(this,a,b);this.type="SkinnedMesh";this.bindMode="attached";this.bindMatrix=new P;
+this.bindMatrixInverse=new P;a=this.initBones();a=new Bc(a);this.bind(a,this.matrixWorld);this.normalizeSkinWeights()}function Y(a){O.call(this);this.type="LineBasicMaterial";this.color=new H(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.lights=!1;this.setValues(a)}function qa(a,b,c){if(1===c)return console.warn("THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead."),new U(a,b);y.call(this);this.type="Line";this.geometry=void 0!==a?a:
+new z;this.material=void 0!==b?b:new Y({color:16777215*Math.random()})}function U(a,b){qa.call(this,a,b);this.type="LineSegments"}function sd(a,b){qa.call(this,a,b);this.type="LineLoop"}function Ha(a){O.call(this);this.type="PointsMaterial";this.color=new H(16777215);this.map=null;this.size=1;this.sizeAttenuation=!0;this.lights=!1;this.setValues(a)}function Ob(a,b){y.call(this);this.type="Points";this.geometry=void 0!==a?a:new z;this.material=void 0!==b?b:new Ha({color:16777215*Math.random()})}function td(){y.call(this);
+this.type="Group"}function Yd(a,b,c,d,e,f,g,h,k){aa.call(this,a,b,c,d,e,f,g,h,k);this.generateMipmaps=!1}function Pb(a,b,c,d,e,f,g,h,k,m,v,n){aa.call(this,null,f,g,h,k,m,d,e,v,n);this.image={width:b,height:c};this.mipmaps=a;this.generateMipmaps=this.flipY=!1}function Cc(a,b,c,d,e,f,g,h,k,m){m=void 0!==m?m:1026;if(1026!==m&&1027!==m)throw Error("DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat");void 0===c&&1026===m&&(c=1012);void 0===c&&1027===m&&(c=1020);aa.call(this,
+null,d,e,f,g,h,m,c,k);this.image={width:a,height:b};this.magFilter=void 0!==g?g:1003;this.minFilter=void 0!==h?h:1003;this.generateMipmaps=this.flipY=!1}function Qb(a){z.call(this);this.type="WireframeGeometry";var b=[],c,d,e,f=[0,0],g={},h=["a","b","c"];if(a&&a.isGeometry){var k=a.faces;var m=0;for(d=k.length;m<d;m++){var v=k[m];for(c=0;3>c;c++){var n=v[h[c]];var u=v[h[(c+1)%3]];f[0]=Math.min(n,u);f[1]=Math.max(n,u);n=f[0]+","+f[1];void 0===g[n]&&(g[n]={index1:f[0],index2:f[1]})}}for(n in g)m=g[n],
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+0;b[15]=1;return this},lookAt:function(){var a=new p,b=new p,c=new p;return function(d,e,f){var g=this.elements;c.subVectors(d,e);0===c.lengthSq()&&(c.z=1);c.normalize();a.crossVectors(f,c);0===a.lengthSq()&&(1===Math.abs(f.z)?c.x+=1E-4:c.z+=1E-4,c.normalize(),a.crossVectors(f,c));a.normalize();b.crossVectors(c,a);g[0]=a.x;g[4]=b.x;g[8]=c.x;g[1]=a.y;g[5]=b.y;g[9]=c.y;g[2]=a.z;g[6]=b.z;g[10]=c.z;return this}}(),multiply:function(a,b){return void 0!==b?(console.warn("THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead."),
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+g*M;b[12]=a*N+e*C+f*K+g*d;b[1]=h*w+k*y+m*z+l*L;b[5]=h*A+k*F+m*H+l*T;b[9]=h*G+k*D+m*I+l*M;b[13]=h*N+k*C+m*K+l*d;b[2]=n*w+p*y+q*z+r*L;b[6]=n*A+p*F+q*H+r*T;b[10]=n*G+p*D+q*I+r*M;b[14]=n*N+p*C+q*K+r*d;b[3]=t*w+x*y+B*z+c*L;b[7]=t*A+x*F+B*H+c*T;b[11]=t*G+x*D+B*I+c*M;b[15]=t*N+x*C+B*K+c*d;return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[4]*=a;b[8]*=a;b[12]*=a;b[1]*=a;b[5]*=a;b[9]*=a;b[13]*=a;b[2]*=a;b[6]*=a;b[10]*=a;b[14]*=a;b[3]*=a;b[7]*=a;b[11]*=a;b[15]*=a;return this},applyToBufferAttribute:function(){var a=
+new p;return function(b){for(var c=0,d=b.count;c<d;c++)a.x=b.getX(c),a.y=b.getY(c),a.z=b.getZ(c),a.applyMatrix4(this),b.setXYZ(c,a.x,a.y,a.z);return b}}(),determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],h=a[9],k=a[13],m=a[2],l=a[6],n=a[10],p=a[14];return a[3]*(+e*h*l-d*k*l-e*g*n+c*k*n+d*g*p-c*h*p)+a[7]*(+b*h*p-b*k*n+e*f*n-d*f*p+d*k*m-e*h*m)+a[11]*(+b*k*l-b*g*p-e*f*l+c*f*p+e*g*m-c*k*m)+a[15]*(-d*g*m-b*h*l+b*g*n+d*f*l-c*f*n+c*h*m)},transpose:function(){var a=this.elements;
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+r+n*m*d-h*q*d,G=n*x*l-t*p*l+t*k*r-h*x*r-n*k*d+h*p*d,N=t*p*m-n*x*m-t*k*q+h*x*q+n*k*B-h*p*B,y=a*w+e*A+f*G+g*N;if(0===y){if(!0===b)throw Error("THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0");console.warn("THREE.Matrix4: .getInverse() can't invert matrix, determinant is 0");return this.identity()}b=1/y;c[0]=w*b;c[1]=(x*q*g-p*B*g-x*f*r+e*B*r+p*f*d-e*q*d)*b;c[2]=(k*B*g-x*m*g+x*f*l-e*B*l-k*f*d+e*m*d)*b;c[3]=(p*m*g-k*q*g-p*f*l+e*q*l+k*f*r-e*m*r)*b;c[4]=A*b;c[5]=(n*B*g-t*q*g+t*f*r-a*
+B*r-n*f*d+a*q*d)*b;c[6]=(t*m*g-h*B*g-t*f*l+a*B*l+h*f*d-a*m*d)*b;c[7]=(h*q*g-n*m*g+n*f*l-a*q*l-h*f*r+a*m*r)*b;c[8]=G*b;c[9]=(t*p*g-n*x*g-t*e*r+a*x*r+n*e*d-a*p*d)*b;c[10]=(h*x*g-t*k*g+t*e*l-a*x*l-h*e*d+a*k*d)*b;c[11]=(n*k*g-h*p*g-n*e*l+a*p*l+h*e*r-a*k*r)*b;c[12]=N*b;c[13]=(n*x*f-t*p*f+t*e*q-a*x*q-n*e*B+a*p*B)*b;c[14]=(t*k*f-h*x*f-t*e*m+a*x*m+h*e*B-a*k*B)*b;c[15]=(h*p*f-n*k*f+n*e*m-a*p*m-h*e*q+a*k*q)*b;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y;a=a.z;b[0]*=c;b[4]*=d;b[8]*=a;b[1]*=
+c;b[5]*=d;b[9]*=a;b[2]*=c;b[6]*=d;b[10]*=a;b[3]*=c;b[7]*=d;b[11]*=a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10]))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this},makeRotationX:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a);a=Math.sin(a);
+this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a);a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b);b=Math.sin(b);var d=1-c,e=a.x,f=a.y;a=a.z;var g=d*e,h=d*f;this.set(g*e+c,g*f-b*a,g*a+b*f,0,g*f+b*a,h*f+c,h*a-b*e,0,g*a-b*f,h*a+b*e,d*a*a+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeShear:function(a,b,c){this.set(1,b,
+c,0,a,1,c,0,a,b,1,0,0,0,0,1);return this},compose:function(a,b,c){this.makeRotationFromQuaternion(b);this.scale(c);this.setPosition(a);return this},decompose:function(){var a=new p,b=new P;return function(c,d,e){var f=this.elements,g=a.set(f[0],f[1],f[2]).length(),h=a.set(f[4],f[5],f[6]).length(),k=a.set(f[8],f[9],f[10]).length();0>this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.copy(this);c=1/g;f=1/h;var m=1/k;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=
+f;b.elements[6]*=f;b.elements[8]*=m;b.elements[9]*=m;b.elements[10]*=m;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makePerspective:function(a,b,c,d,e,f){void 0===f&&console.warn("THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.");var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(c-d);g[9]=(c+d)/(c-d);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},
+makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),k=1/(c-d),m=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*k;g[9]=0;g[13]=-((c+d)*k);g[2]=0;g[6]=0;g[10]=-2*m;g[14]=-((f+e)*m);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements;a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;16>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);
+void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}});Object.assign(ca,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a,b,c,d,e,f,g){var h=c[d+0],k=c[d+1],m=c[d+2];c=c[d+3];d=e[f+0];var l=e[f+1],n=e[f+2];e=e[f+3];if(c!==e||h!==d||k!==l||m!==n){f=1-g;var p=h*d+k*l+m*n+c*e,q=0<=
+p?1:-1,r=1-p*p;r>Number.EPSILON&&(r=Math.sqrt(r),p=Math.atan2(r,p*q),f=Math.sin(f*p)/r,g=Math.sin(g*p)/r);q*=g;h=h*f+d*q;k=k*f+l*q;m=m*f+n*q;c=c*f+e*q;f===1-g&&(g=1/Math.sqrt(h*h+k*k+m*m+c*c),h*=g,k*=g,m*=g,c*=g)}a[b]=h;a[b+1]=k;a[b+2]=m;a[b+3]=c}});Object.defineProperties(ca.prototype,{x:{get:function(){return this._x},set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},z:{get:function(){return this._z},set:function(a){this._z=
+a;this.onChangeCallback()}},w:{get:function(){return this._w},set:function(a){this._w=a;this.onChangeCallback()}}});Object.assign(ca.prototype,{set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._w=d;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._w)},copy:function(a){this._x=a.x;this._y=a.y;this._z=a.z;this._w=a.w;this.onChangeCallback();return this},setFromEuler:function(a,b){if(!a||!a.isEuler)throw Error("THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.");
+var c=a._x,d=a._y,e=a._z;a=a.order;var f=Math.cos,g=Math.sin,h=f(c/2),k=f(d/2);f=f(e/2);c=g(c/2);d=g(d/2);e=g(e/2);"XYZ"===a?(this._x=c*k*f+h*d*e,this._y=h*d*f-c*k*e,this._z=h*k*e+c*d*f,this._w=h*k*f-c*d*e):"YXZ"===a?(this._x=c*k*f+h*d*e,this._y=h*d*f-c*k*e,this._z=h*k*e-c*d*f,this._w=h*k*f+c*d*e):"ZXY"===a?(this._x=c*k*f-h*d*e,this._y=h*d*f+c*k*e,this._z=h*k*e+c*d*f,this._w=h*k*f-c*d*e):"ZYX"===a?(this._x=c*k*f-h*d*e,this._y=h*d*f+c*k*e,this._z=h*k*e-c*d*f,this._w=h*k*f+c*d*e):"YZX"===a?(this._x=
+c*k*f+h*d*e,this._y=h*d*f+c*k*e,this._z=h*k*e-c*d*f,this._w=h*k*f-c*d*e):"XZY"===a&&(this._x=c*k*f-h*d*e,this._y=h*d*f-c*k*e,this._z=h*k*e+c*d*f,this._w=h*k*f+c*d*e);if(!1!==b)this.onChangeCallback();return this},setFromAxisAngle:function(a,b){b/=2;var c=Math.sin(b);this._x=a.x*c;this._y=a.y*c;this._z=a.z*c;this._w=Math.cos(b);this.onChangeCallback();return this},setFromRotationMatrix:function(a){var b=a.elements,c=b[0];a=b[4];var d=b[8],e=b[1],f=b[5],g=b[9],h=b[2],k=b[6];b=b[10];var m=c+f+b;0<m?
+(c=.5/Math.sqrt(m+1),this._w=.25/c,this._x=(k-g)*c,this._y=(d-h)*c,this._z=(e-a)*c):c>f&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y=.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a=new p,b;return function(c,d){void 0===a&&(a=new p);b=c.dot(d)+1;1E-6>b?
+(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;return this.normalize()}}(),inverse:function(){return this.conjugate()},conjugate:function(){this._x*=-1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this},multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},premultiply:function(a){return this.multiplyQuaternions(a,
+this)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z;a=a._w;var f=b._x,g=b._y,h=b._z;b=b._w;this._x=c*b+a*f+d*h-e*g;this._y=d*b+a*g+e*f-c*h;this._z=e*b+a*h+c*g-d*f;this._w=a*b-c*f-d*g-e*h;this.onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=
+d,this._z=e,this;a=Math.sqrt(1-g*g);if(.001>Math.abs(a))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;var h=Math.atan2(a,g);g=Math.sin((1-b)*h)/a;b=Math.sin(b*h)/a;this._w=f*g+this._w*b;this._x=c*g+this._x*b;this._y=d*g+this._y*b;this._z=e*g+this._z*b;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+
+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}});Object.assign(p.prototype,{isVector3:!0,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=
+a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},
+add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),
+this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=
+a;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 a=new ca;return function(b){b&&b.isEuler||console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");return this.applyQuaternion(a.setFromEuler(b))}}(),applyAxisAngle:function(){var a=new ca;return function(b,c){return this.applyQuaternion(a.setFromAxisAngle(b,c))}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;
+a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,m=a*d+e*c-f*b;b=-e*b-f*c-g*d;this.x=h*a+b*
+-e+k*-g-m*-f;this.y=k*a+b*-f+m*-e-h*-g;this.z=m*a+b*-g+h*-f-k*-e;return this},project:function(){var a=new P;return function(b){a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyMatrix4(a)}}(),unproject:function(){var a=new P;return function(b){a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyMatrix4(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+
+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;return this.normalize()},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,
+this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a=new p,b=new p;return function(c,d){a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},
+length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},manhattanLength:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},cross:function(a,b){return void 0!==
+b?(console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b)):this.crossVectors(this,a)},crossVectors:function(a,b){var c=a.x,d=a.y;a=a.z;var e=b.x,f=b.y;b=b.z;this.x=d*b-a*f;this.y=a*e-c*b;this.z=c*f-d*e;return this},projectOnVector:function(a){var b=a.dot(this)/a.lengthSq();return this.copy(a).multiplyScalar(b)},projectOnPlane:function(){var a=new p;return function(b){a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a=
+new p;return function(b){return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/Math.sqrt(this.lengthSq()*a.lengthSq());return Math.acos(S.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},manhattanDistanceTo:function(a){return Math.abs(this.x-a.x)+Math.abs(this.y-a.y)+Math.abs(this.z-a.z)},setFromSpherical:function(a){var b=Math.sin(a.phi)*
+a.radius;this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromCylindrical:function(a){this.x=a.radius*Math.sin(a.theta);this.y=a.y;this.z=a.radius*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){a=a.elements;this.x=a[12];this.y=a[13];this.z=a[14];return this},setFromMatrixScale:function(a){var b=this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y=
+c;this.z=a;return this},setFromMatrixColumn:function(a,b){return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector3: offset has been removed from .fromBufferAttribute().");
+this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);return this}});Object.assign(ta.prototype,{isMatrix3:!0,set:function(a,b,c,d,e,f,g,h,k){var m=this.elements;m[0]=a;m[1]=d;m[2]=g;m[3]=b;m[4]=e;m[5]=h;m[6]=c;m[7]=f;m[8]=k;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(a){var b=this.elements;a=a.elements;b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=
+a[8];return this},setFromMatrix4:function(a){a=a.elements;this.set(a[0],a[4],a[8],a[1],a[5],a[9],a[2],a[6],a[10]);return this},applyToBufferAttribute:function(){var a=new p;return function(b){for(var c=0,d=b.count;c<d;c++)a.x=b.getX(c),a.y=b.getY(c),a.z=b.getZ(c),a.applyMatrix3(this),b.setXYZ(c,a.x,a.y,a.z);return b}}(),multiply:function(a){return this.multiplyMatrices(this,a)},premultiply:function(a){return this.multiplyMatrices(a,this)},multiplyMatrices:function(a,b){var c=a.elements,d=b.elements;
+b=this.elements;a=c[0];var e=c[3],f=c[6],g=c[1],h=c[4],k=c[7],m=c[2],l=c[5];c=c[8];var n=d[0],p=d[3],q=d[6],r=d[1],t=d[4],x=d[7],B=d[2],w=d[5];d=d[8];b[0]=a*n+e*r+f*B;b[3]=a*p+e*t+f*w;b[6]=a*q+e*x+f*d;b[1]=g*n+h*r+k*B;b[4]=g*p+h*t+k*w;b[7]=g*q+h*x+k*d;b[2]=m*n+l*r+c*B;b[5]=m*p+l*t+c*w;b[8]=m*q+l*x+c*d;return this},multiplyScalar:function(a){var b=this.elements;b[0]*=a;b[3]*=a;b[6]*=a;b[1]*=a;b[4]*=a;b[7]*=a;b[2]*=a;b[5]*=a;b[8]*=a;return this},determinant:function(){var a=this.elements,b=a[0],c=a[1],
+d=a[2],e=a[3],f=a[4],g=a[5],h=a[6],k=a[7];a=a[8];return b*f*a-b*g*k-c*e*a+c*g*h+d*e*k-d*f*h},getInverse:function(a,b){a&&a.isMatrix4&&console.error("THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument.");var c=a.elements;a=this.elements;var d=c[0],e=c[1],f=c[2],g=c[3],h=c[4],k=c[5],m=c[6],l=c[7];c=c[8];var n=c*h-k*l,p=k*m-c*g,q=l*g-h*m,r=d*n+e*p+f*q;if(0===r){if(!0===b)throw Error("THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0");console.warn("THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0");
+return this.identity()}b=1/r;a[0]=n*b;a[1]=(f*l-c*e)*b;a[2]=(k*e-f*h)*b;a[3]=p*b;a[4]=(c*d-f*m)*b;a[5]=(f*g-k*d)*b;a[6]=q*b;a[7]=(e*m-l*d)*b;a[8]=(h*d-e*g)*b;return this},transpose:function(){var a=this.elements;var b=a[1];a[1]=a[3];a[3]=b;b=a[2];a[2]=a[6];a[6]=b;b=a[5];a[5]=a[7];a[7]=b;return this},getNormalMatrix:function(a){return this.setFromMatrix4(a).getInverse(this).transpose()},transposeIntoArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=
+b[2];a[7]=b[5];a[8]=b[8];return this},setUvTransform:function(a,b,c,d,e,f,g){var h=Math.cos(e);e=Math.sin(e);this.set(c*h,c*e,-c*(h*f+e*g)+f+a,-d*e,d*h,-d*(-e*f+h*g)+g+b,0,0,1)},scale:function(a,b){var c=this.elements;c[0]*=a;c[3]*=a;c[6]*=a;c[1]*=b;c[4]*=b;c[7]*=b;return this},rotate:function(a){var b=Math.cos(a);a=Math.sin(a);var c=this.elements,d=c[0],e=c[3],f=c[6],g=c[1],h=c[4],k=c[7];c[0]=b*d+a*g;c[3]=b*e+a*h;c[6]=b*f+a*k;c[1]=-a*d+b*g;c[4]=-a*e+b*h;c[7]=-a*f+b*k;return this},translate:function(a,
+b){var c=this.elements;c[0]+=a*c[2];c[3]+=a*c[5];c[6]+=a*c[8];c[1]+=b*c[2];c[4]+=b*c[5];c[7]+=b*c[8];return this},equals:function(a){var b=this.elements;a=a.elements;for(var c=0;9>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a,b){void 0===b&&(b=0);for(var c=0;9>c;c++)this.elements[c]=a[c+b];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];
+return a}});var xf=0;aa.DEFAULT_IMAGE=void 0;aa.DEFAULT_MAPPING=300;aa.prototype=Object.assign(Object.create(xa.prototype),{constructor:aa,isTexture:!0,clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.name=a.name;this.image=a.image;this.mipmaps=a.mipmaps.slice(0);this.mapping=a.mapping;this.wrapS=a.wrapS;this.wrapT=a.wrapT;this.magFilter=a.magFilter;this.minFilter=a.minFilter;this.anisotropy=a.anisotropy;this.format=a.format;this.type=a.type;this.offset.copy(a.offset);
+this.repeat.copy(a.repeat);this.center.copy(a.center);this.rotation=a.rotation;this.matrixAutoUpdate=a.matrixAutoUpdate;this.matrix.copy(a.matrix);this.generateMipmaps=a.generateMipmaps;this.premultiplyAlpha=a.premultiplyAlpha;this.flipY=a.flipY;this.unpackAlignment=a.unpackAlignment;this.encoding=a.encoding;return this},toJSON:function(a){var b=void 0===a||"string"===typeof a;if(!b&&void 0!==a.textures[this.uuid])return a.textures[this.uuid];var c={metadata:{version:4.5,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],center:[this.center.x,this.center.y],rotation:this.rotation,wrap:[this.wrapS,this.wrapT],minFilter:this.minFilter,magFilter:this.magFilter,anisotropy:this.anisotropy,flipY:this.flipY};if(void 0!==this.image){var d=this.image;void 0===d.uuid&&(d.uuid=S.generateUUID());if(!b&&void 0===a.images[d.uuid]){var e=a.images,f=d.uuid,g=d.uuid;if(d instanceof HTMLCanvasElement)var h=d;
+else{h=document.createElementNS("http://www.w3.org/1999/xhtml","canvas");h.width=d.width;h.height=d.height;var k=h.getContext("2d");d instanceof ImageData?k.putImageData(d,0,0):k.drawImage(d,0,0,d.width,d.height)}h=2048<h.width||2048<h.height?h.toDataURL("image/jpeg",.6):h.toDataURL("image/png");e[f]={uuid:g,url:h}}c.image=d.uuid}b||(a.textures[this.uuid]=c);return c},dispose:function(){this.dispatchEvent({type:"dispose"})},transformUv:function(a){if(300===this.mapping){a.applyMatrix3(this.matrix);
+if(0>a.x||1<a.x)switch(this.wrapS){case 1E3:a.x-=Math.floor(a.x);break;case 1001:a.x=0>a.x?0:1;break;case 1002:a.x=1===Math.abs(Math.floor(a.x)%2)?Math.ceil(a.x)-a.x:a.x-Math.floor(a.x)}if(0>a.y||1<a.y)switch(this.wrapT){case 1E3:a.y-=Math.floor(a.y);break;case 1001:a.y=0>a.y?0:1;break;case 1002:a.y=1===Math.abs(Math.floor(a.y)%2)?Math.ceil(a.y)-a.y:a.y-Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}});Object.defineProperty(aa.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(X.prototype,
+{isVector4:!0,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}return this},getComponent:function(a){switch(a){case 0:return this.x;
+case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},
+addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=
+a;this.y-=a;this.z-=a;this.w-=a;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(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/
+a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){a=a.elements;var b=a[0];var c=a[4];var d=a[8],e=a[1],f=a[5],g=a[9];var h=a[2];var k=a[6];var m=a[10];if(.01>Math.abs(c-e)&&.01>Math.abs(d-h)&&.01>Math.abs(g-k)){if(.1>Math.abs(c+e)&&.1>Math.abs(d+h)&&.1>Math.abs(g+k)&&.1>Math.abs(b+f+m-3))return this.set(1,0,0,0),this;a=Math.PI;
+b=(b+1)/2;f=(f+1)/2;m=(m+1)/2;c=(c+e)/4;d=(d+h)/4;g=(g+k)/4;b>f&&b>m?.01>b?(k=0,c=h=.707106781):(k=Math.sqrt(b),h=c/k,c=d/k):f>m?.01>f?(k=.707106781,h=0,c=.707106781):(h=Math.sqrt(f),k=c/h,c=g/h):.01>m?(h=k=.707106781,c=0):(c=Math.sqrt(m),k=d/c,h=g/c);this.set(k,h,c,a);return this}a=Math.sqrt((k-g)*(k-g)+(d-h)*(d-h)+(e-c)*(e-c));.001>Math.abs(a)&&(a=1);this.x=(k-g)/a;this.y=(d-h)/a;this.z=(e-c)/a;this.w=Math.acos((b+f+m-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,
+a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new X,b=new X);a.set(c,
+c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();return this.divideScalar(c||1).multiplyScalar(Math.max(a,Math.min(b,c)))},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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.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)},manhattanLength: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()||1)},setLength:function(a){return this.normalize().multiplyScalar(a)},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,
+b,c){return this.subVectors(b,a).multiplyScalar(c).add(a)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromBufferAttribute:function(a,b,c){void 0!==c&&console.warn("THREE.Vector4: offset has been removed from .fromBufferAttribute().");
+this.x=a.getX(b);this.y=a.getY(b);this.z=a.getZ(b);this.w=a.getW(b);return this}});jb.prototype=Object.assign(Object.create(xa.prototype),{constructor:jb,isWebGLRenderTarget:!0,setSize:function(a,b){if(this.width!==a||this.height!==b)this.width=a,this.height=b,this.dispose();this.viewport.set(0,0,a,b);this.scissor.set(0,0,a,b)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.width=a.width;this.height=a.height;this.viewport.copy(a.viewport);this.texture=a.texture.clone();
+this.depthBuffer=a.depthBuffer;this.stencilBuffer=a.stencilBuffer;this.depthTexture=a.depthTexture;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});Gb.prototype=Object.create(jb.prototype);Gb.prototype.constructor=Gb;Gb.prototype.isWebGLRenderTargetCube=!0;kb.prototype=Object.create(aa.prototype);kb.prototype.constructor=kb;kb.prototype.isDataTexture=!0;bb.prototype=Object.create(aa.prototype);bb.prototype.constructor=bb;bb.prototype.isCubeTexture=!0;Object.defineProperty(bb.prototype,
+"images",{get:function(){return this.image},set:function(a){this.image=a}});var He=new aa,Ie=new bb,Ce=[],Ee=[],Ge=new Float32Array(16),Fe=new Float32Array(9);Me.prototype.setValue=function(a,b){for(var c=this.seq,d=0,e=c.length;d!==e;++d){var f=c[d];f.setValue(a,b[f.id])}};var Qd=/([\w\d_]+)(\])?(\[|\.)?/g;cb.prototype.setValue=function(a,b,c){b=this.map[b];void 0!==b&&b.setValue(a,c,this.renderer)};cb.prototype.setOptional=function(a,b,c){b=b[c];void 0!==b&&this.setValue(a,c,b)};cb.upload=function(a,
+b,c,d){for(var e=0,f=b.length;e!==f;++e){var g=b[e],h=c[g.id];!1!==h.needsUpdate&&g.setValue(a,h.value,d)}};cb.seqWithValue=function(a,b){for(var c=[],d=0,e=a.length;d!==e;++d){var f=a[d];f.id in b&&c.push(f)}return c};var Kg={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,
+cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,
+dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,
+lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,
+mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,
+seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074};Object.assign(H.prototype,{isColor:!0,r:1,g:1,b:1,set:function(a){a&&a.isColor?this.copy(a):"number"===typeof a?this.setHex(a):"string"===
+typeof a&&this.setStyle(a);return this},setScalar:function(a){this.b=this.g=this.r=a;return this},setHex:function(a){a=Math.floor(a);this.r=(a>>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1<d&&--d;return d<1/6?a+6*(c-a)*d:.5>d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b,c,d){b=S.euclideanModulo(b,1);c=S.clamp(c,0,1);d=S.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=
+.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c=/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/
+255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)%\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)%\s*,\s*(\d+)%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){d=parseFloat(c[1])/360;var e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,
+e,f)}}}else if(c=/^#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0<a.length&&(c=Kg[a],void 0!==c?this.setHex(c):console.warn("THREE.Color: Unknown color "+a));return this},
+clone:function(){return new this.constructor(this.r,this.g,this.b)},copy:function(a){this.r=a.r;this.g=a.g;this.b=a.b;return this},copyGammaToLinear:function(a,b){void 0===b&&(b=2);this.r=Math.pow(a.r,b);this.g=Math.pow(a.g,b);this.b=Math.pow(a.b,b);return this},copyLinearToGamma:function(a,b){void 0===b&&(b=2);b=0<b?1/b:1;this.r=Math.pow(a.r,b);this.g=Math.pow(a.g,b);this.b=Math.pow(a.b,b);return this},convertGammaToLinear:function(){var a=this.r,b=this.g,c=this.b;this.r=a*a;this.g=b*b;this.b=c*
+c;return this},convertLinearToGamma:function(){this.r=Math.sqrt(this.r);this.g=Math.sqrt(this.g);this.b=Math.sqrt(this.b);return this},getHex:function(){return 255*this.r<<16^255*this.g<<8^255*this.b<<0},getHexString:function(){return("000000"+this.getHex().toString(16)).slice(-6)},getHSL:function(a){a=a||{h:0,s:0,l:0};var b=this.r,c=this.g,d=this.b,e=Math.max(b,c,d),f=Math.min(b,c,d),g,h=(f+e)/2;if(f===e)f=g=0;else{var k=e-f;f=.5>=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(c<d?6:0);break;case c:g=
+(d-b)/k+2;break;case d:g=(b-c)/k+4}g/=6}a.h=g;a.s=f;a.l=h;return a},getStyle:function(){return"rgb("+(255*this.r|0)+","+(255*this.g|0)+","+(255*this.b|0)+")"},offsetHSL:function(a,b,c){var d=this.getHSL();d.h+=a;d.s+=b;d.l+=c;this.setHSL(d.h,d.s,d.l);return this},add:function(a){this.r+=a.r;this.g+=a.g;this.b+=a.b;return this},addColors:function(a,b){this.r=a.r+b.r;this.g=a.g+b.g;this.b=a.b+b.b;return this},addScalar:function(a){this.r+=a;this.g+=a;this.b+=a;return this},sub:function(a){this.r=Math.max(0,
+this.r-a.r);this.g=Math.max(0,this.g-a.g);this.b=Math.max(0,this.b-a.b);return this},multiply:function(a){this.r*=a.r;this.g*=a.g;this.b*=a.b;return this},multiplyScalar:function(a){this.r*=a;this.g*=a;this.b*=a;return this},lerp:function(a,b){this.r+=(a.r-this.r)*b;this.g+=(a.g-this.g)*b;this.b+=(a.b-this.b)*b;return this},equals:function(a){return a.r===this.r&&a.g===this.g&&a.b===this.b},fromArray:function(a,b){void 0===b&&(b=0);this.r=a[b];this.g=a[b+1];this.b=a[b+2];return this},toArray:function(a,
+b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.r;a[b+1]=this.g;a[b+2]=this.b;return a},toJSON:function(){return this.getHex()}});var I={common:{diffuse:{value:new H(15658734)},opacity:{value:1},map:{value:null},uvTransform:{value:new ta},alphaMap:{value:null}},specularmap:{specularMap:{value:null}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},refractionRatio:{value:.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 C(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:2.5E-4},fogNear:{value:1},fogFar:{value:2E3},fogColor:{value:new H(16777215)}},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:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}}},points:{diffuse:{value:new H(15658734)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},uvTransform:{value:new ta}}},Ea={merge:function(a){for(var b={},c=0;c<a.length;c++){var d=this.clone(a[c]),
+e;for(e in d)b[e]=d[e]}return b},clone:function(a){var b={},c;for(c in a){b[c]={};for(var d in a[c]){var e=a[c][d];e&&(e.isColor||e.isMatrix3||e.isMatrix4||e.isVector2||e.isVector3||e.isVector4||e.isTexture)?b[c][d]=e.clone():Array.isArray(e)?b[c][d]=e.slice():b[c][d]=e}}return b}},R={alphamap_fragment:"#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n",alphamap_pars_fragment:"#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n",alphatest_fragment:"#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n",
+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",aomap_pars_fragment:"#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif",
+begin_vertex:"\nvec3 transformed = vec3( position );\n",beginnormal_vertex:"\nvec3 objectNormal = vec3( normal );\n",bsdfs:"float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t}\n\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 LTC_Uv( const in vec3 N, const in vec3 V, 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\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\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",
+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 = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\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",
+clipping_planes_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif\n",
+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",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n",
+color_fragment:"#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n",color_pars_vertex:"#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif",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 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}\n",
+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",
+defaultnormal_vertex:"vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n",
+emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n",encodings_fragment:"  gl_FragColor = linearToOutputTexel( gl_FragColor );\n",encodings_pars_fragment:"\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn 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\treturn 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\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M      = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM            = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D      = max( maxRange / maxRGB, 1.0 );\n\tD            = min( floor( D ) / 255.0, 1.0 );\n\treturn 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\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn 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\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n",
+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, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = 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",
+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",
+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",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",
+fog_vertex:"\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n  varying float fogDepth;\n#endif\n",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\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\n",
+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",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n",
+lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",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\t#pragma unroll_loop\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\t#pragma unroll_loop\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_DIR_LIGHTS > 0\n\t#pragma unroll_loop\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\t#pragma unroll_loop\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",
+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\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\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 ltc_1;\tuniform sampler2D ltc_2;\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 = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 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",
+lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n",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};\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_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n",
+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",
+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\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos - halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos + halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos + halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos - halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\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",
+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\t#pragma unroll_loop\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 ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n",
+logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",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",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",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif\n",
+map_fragment:"#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n",map_particle_fragment:"#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n",map_particle_pars_fragment:"#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif\n",
+metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif\n",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",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",
+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",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",
+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 );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\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",
+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 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\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",
+packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\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\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n",
+premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n",project_vertex:"vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\n",dithering_fragment:"#if defined( DITHERING )\n  gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif\n",dithering_pars_fragment:"#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif\n",
+roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif\n",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",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\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\tfloat shadow = 1.0;\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\tshadow = (\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\tshadow = (\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\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\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, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\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",
+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#endif\n",
+shadowmap_vertex:"#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n",
+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\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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 ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n",
+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",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 boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\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",
+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\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif\n",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",
+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",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n",tonemapping_pars_fragment:"#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn 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\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n",
+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",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 mat3 uvTransform;\n#endif\n",
+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 = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif",uv2_pars_fragment:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif",uv2_pars_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif",
+uv2_vertex:"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif\n",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n",
+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\tgl_Position.z = gl_Position.w;\n}\n",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",
+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#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}\n",
+distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}\n",
+distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}\n",
+equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n",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",
+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",
+linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_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\t#include <fog_vertex>\n}\n",
+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 <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",
+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 <fog_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\t#include <fog_vertex>\n}\n",
+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 <dithering_pars_fragment>\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 <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n",
+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 <fog_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\t#include <fog_vertex>\n}\n",
+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 <dithering_pars_fragment>\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_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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n",
+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 <fog_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 <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_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\t#include <fog_vertex>\n}\n",
+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 <dithering_pars_fragment>\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 <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\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 <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}\n",
+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 <fog_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 <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_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\t#include <fog_vertex>\n}\n",
+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_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n",
+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 <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_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",
+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",
+points_vert:"uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_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\t#include <fog_vertex>\n}\n",
+shadow_frag:"uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}\n",shadow_vert:"#include <fog_pars_vertex>\n#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\t#include <fog_vertex>\n}\n"},
+qb={basic:{uniforms:Ea.merge([I.common,I.specularmap,I.envmap,I.aomap,I.lightmap,I.fog]),vertexShader:R.meshbasic_vert,fragmentShader:R.meshbasic_frag},lambert:{uniforms:Ea.merge([I.common,I.specularmap,I.envmap,I.aomap,I.lightmap,I.emissivemap,I.fog,I.lights,{emissive:{value:new H(0)}}]),vertexShader:R.meshlambert_vert,fragmentShader:R.meshlambert_frag},phong:{uniforms:Ea.merge([I.common,I.specularmap,I.envmap,I.aomap,I.lightmap,I.emissivemap,I.bumpmap,I.normalmap,I.displacementmap,I.gradientmap,
+I.fog,I.lights,{emissive:{value:new H(0)},specular:{value:new H(1118481)},shininess:{value:30}}]),vertexShader:R.meshphong_vert,fragmentShader:R.meshphong_frag},standard:{uniforms:Ea.merge([I.common,I.envmap,I.aomap,I.lightmap,I.emissivemap,I.bumpmap,I.normalmap,I.displacementmap,I.roughnessmap,I.metalnessmap,I.fog,I.lights,{emissive:{value:new H(0)},roughness:{value:.5},metalness:{value:.5},envMapIntensity:{value:1}}]),vertexShader:R.meshphysical_vert,fragmentShader:R.meshphysical_frag},points:{uniforms:Ea.merge([I.points,
+I.fog]),vertexShader:R.points_vert,fragmentShader:R.points_frag},dashed:{uniforms:Ea.merge([I.common,I.fog,{scale:{value:1},dashSize:{value:1},totalSize:{value:2}}]),vertexShader:R.linedashed_vert,fragmentShader:R.linedashed_frag},depth:{uniforms:Ea.merge([I.common,I.displacementmap]),vertexShader:R.depth_vert,fragmentShader:R.depth_frag},normal:{uniforms:Ea.merge([I.common,I.bumpmap,I.normalmap,I.displacementmap,{opacity:{value:1}}]),vertexShader:R.normal_vert,fragmentShader:R.normal_frag},cube:{uniforms:{tCube:{value:null},
+tFlip:{value:-1},opacity:{value:1}},vertexShader:R.cube_vert,fragmentShader:R.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:R.equirect_vert,fragmentShader:R.equirect_frag},distanceRGBA:{uniforms:Ea.merge([I.common,I.displacementmap,{referencePosition:{value:new p},nearDistance:{value:1},farDistance:{value:1E3}}]),vertexShader:R.distanceRGBA_vert,fragmentShader:R.distanceRGBA_frag},shadow:{uniforms:Ea.merge([I.lights,I.fog,{color:{value:new H(0)},opacity:{value:1}}]),vertexShader:R.shadow_vert,
+fragmentShader:R.shadow_frag}};qb.physical={uniforms:Ea.merge([qb.standard.uniforms,{clearCoat:{value:0},clearCoatRoughness:{value:0}}]),vertexShader:R.meshphysical_vert,fragmentShader:R.meshphysical_frag};qc.prototype=Object.create(aa.prototype);qc.prototype.constructor=qc;var Yf=0;O.prototype=Object.assign(Object.create(xa.prototype),{constructor:O,isMaterial:!0,onBeforeCompile:function(){},setValues:function(a){if(void 0!==a)for(var b in a){var c=a[b];if(void 0===c)console.warn("THREE.Material: '"+
+b+"' parameter is undefined.");else if("shading"===b)console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead."),this.flatShading=1===c?!0:!1;else{var d=this[b];void 0===d?console.warn("THREE."+this.type+": '"+b+"' is not a property of this material."):d&&d.isColor?d.set(c):d&&d.isVector3&&c&&c.isVector3?d.copy(c):this[b]="overdraw"===b?Number(c):c}}},toJSON:function(a){function b(a){var b=[],c;for(c in a){var d=a[c];delete d.metadata;b.push(d)}return b}var c=
+void 0===a||"string"===typeof a;c&&(a={textures:{},images:{}});var d={metadata:{version:4.5,type:"Material",generator:"Material.toJSON"}};d.uuid=this.uuid;d.type=this.type;""!==this.name&&(d.name=this.name);this.color&&this.color.isColor&&(d.color=this.color.getHex());void 0!==this.roughness&&(d.roughness=this.roughness);void 0!==this.metalness&&(d.metalness=this.metalness);this.emissive&&this.emissive.isColor&&(d.emissive=this.emissive.getHex());1!==this.emissiveIntensity&&(d.emissiveIntensity=this.emissiveIntensity);
+this.specular&&this.specular.isColor&&(d.specular=this.specular.getHex());void 0!==this.shininess&&(d.shininess=this.shininess);void 0!==this.clearCoat&&(d.clearCoat=this.clearCoat);void 0!==this.clearCoatRoughness&&(d.clearCoatRoughness=this.clearCoatRoughness);this.map&&this.map.isTexture&&(d.map=this.map.toJSON(a).uuid);this.alphaMap&&this.alphaMap.isTexture&&(d.alphaMap=this.alphaMap.toJSON(a).uuid);this.lightMap&&this.lightMap.isTexture&&(d.lightMap=this.lightMap.toJSON(a).uuid);this.bumpMap&&
+this.bumpMap.isTexture&&(d.bumpMap=this.bumpMap.toJSON(a).uuid,d.bumpScale=this.bumpScale);this.normalMap&&this.normalMap.isTexture&&(d.normalMap=this.normalMap.toJSON(a).uuid,d.normalScale=this.normalScale.toArray());this.displacementMap&&this.displacementMap.isTexture&&(d.displacementMap=this.displacementMap.toJSON(a).uuid,d.displacementScale=this.displacementScale,d.displacementBias=this.displacementBias);this.roughnessMap&&this.roughnessMap.isTexture&&(d.roughnessMap=this.roughnessMap.toJSON(a).uuid);
+this.metalnessMap&&this.metalnessMap.isTexture&&(d.metalnessMap=this.metalnessMap.toJSON(a).uuid);this.emissiveMap&&this.emissiveMap.isTexture&&(d.emissiveMap=this.emissiveMap.toJSON(a).uuid);this.specularMap&&this.specularMap.isTexture&&(d.specularMap=this.specularMap.toJSON(a).uuid);this.envMap&&this.envMap.isTexture&&(d.envMap=this.envMap.toJSON(a).uuid,d.reflectivity=this.reflectivity);this.gradientMap&&this.gradientMap.isTexture&&(d.gradientMap=this.gradientMap.toJSON(a).uuid);void 0!==this.size&&
+(d.size=this.size);void 0!==this.sizeAttenuation&&(d.sizeAttenuation=this.sizeAttenuation);1!==this.blending&&(d.blending=this.blending);!0===this.flatShading&&(d.flatShading=this.flatShading);0!==this.side&&(d.side=this.side);0!==this.vertexColors&&(d.vertexColors=this.vertexColors);1>this.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);d.depthFunc=this.depthFunc;d.depthTest=this.depthTest;d.depthWrite=this.depthWrite;0!==this.rotation&&(d.rotation=this.rotation);
+1!==this.linewidth&&(d.linewidth=this.linewidth);void 0!==this.dashSize&&(d.dashSize=this.dashSize);void 0!==this.gapSize&&(d.gapSize=this.gapSize);void 0!==this.scale&&(d.scale=this.scale);!0===this.dithering&&(d.dithering=!0);0<this.alphaTest&&(d.alphaTest=this.alphaTest);!0===this.premultipliedAlpha&&(d.premultipliedAlpha=this.premultipliedAlpha);!0===this.wireframe&&(d.wireframe=this.wireframe);1<this.wireframeLinewidth&&(d.wireframeLinewidth=this.wireframeLinewidth);"round"!==this.wireframeLinecap&&
+(d.wireframeLinecap=this.wireframeLinecap);"round"!==this.wireframeLinejoin&&(d.wireframeLinejoin=this.wireframeLinejoin);!0===this.morphTargets&&(d.morphTargets=!0);!0===this.skinning&&(d.skinning=!0);!1===this.visible&&(d.visible=!1);"{}"!==JSON.stringify(this.userData)&&(d.userData=this.userData);c&&(c=b(a.textures),a=b(a.images),0<c.length&&(d.textures=c),0<a.length&&(d.images=a));return d},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.name=a.name;this.fog=a.fog;
+this.lights=a.lights;this.blending=a.blending;this.side=a.side;this.flatShading=a.flatShading;this.vertexColors=a.vertexColors;this.opacity=a.opacity;this.transparent=a.transparent;this.blendSrc=a.blendSrc;this.blendDst=a.blendDst;this.blendEquation=a.blendEquation;this.blendSrcAlpha=a.blendSrcAlpha;this.blendDstAlpha=a.blendDstAlpha;this.blendEquationAlpha=a.blendEquationAlpha;this.depthFunc=a.depthFunc;this.depthTest=a.depthTest;this.depthWrite=a.depthWrite;this.colorWrite=a.colorWrite;this.precision=
+a.precision;this.polygonOffset=a.polygonOffset;this.polygonOffsetFactor=a.polygonOffsetFactor;this.polygonOffsetUnits=a.polygonOffsetUnits;this.dithering=a.dithering;this.alphaTest=a.alphaTest;this.premultipliedAlpha=a.premultipliedAlpha;this.overdraw=a.overdraw;this.visible=a.visible;this.userData=JSON.parse(JSON.stringify(a.userData));this.clipShadows=a.clipShadows;this.clipIntersection=a.clipIntersection;var b=a.clippingPlanes,c=null;if(null!==b){var d=b.length;c=Array(d);for(var e=0;e!==d;++e)c[e]=
+b[e].clone()}this.clippingPlanes=c;this.shadowSide=a.shadowSide;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});db.prototype=Object.create(O.prototype);db.prototype.constructor=db;db.prototype.isMeshDepthMaterial=!0;db.prototype.copy=function(a){O.prototype.copy.call(this,a);this.depthPacking=a.depthPacking;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.map=a.map;this.alphaMap=a.alphaMap;this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;
+this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;return this};eb.prototype=Object.create(O.prototype);eb.prototype.constructor=eb;eb.prototype.isMeshDistanceMaterial=!0;eb.prototype.copy=function(a){O.prototype.copy.call(this,a);this.referencePosition.copy(a.referencePosition);this.nearDistance=a.nearDistance;this.farDistance=a.farDistance;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.map=a.map;this.alphaMap=a.alphaMap;
+this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;return this};Object.assign(Va.prototype,{isBox3:!0,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromArray:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,k=a.length;h<k;h+=3){var m=a[h],l=a[h+1],n=a[h+2];m<b&&(b=m);l<c&&(c=l);n<d&&(d=n);m>e&&(e=m);l>f&&(f=l);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);
+return this},setFromBufferAttribute:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,k=a.count;h<k;h++){var m=a.getX(h),l=a.getY(h),n=a.getZ(h);m<b&&(b=m);l<c&&(c=l);n<d&&(d=n);m>e&&(e=m);l>f&&(f=l);n>g&&(g=n)}this.min.set(b,c,d);this.max.set(e,f,g);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;b<c;b++)this.expandByPoint(a[b]);return this},setFromCenterAndSize:function(){var a=new p;return function(b,c){c=a.copy(c).multiplyScalar(.5);
+this.min.copy(b).sub(c);this.max.copy(b).add(c);return this}}(),setFromObject:function(a){this.makeEmpty();return this.expandByObject(a)},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.min.copy(a.min);this.max.copy(a.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(){return this.max.x<this.min.x||this.max.y<this.min.y||this.max.z<this.min.z},getCenter:function(a){a=
+a||new p;return this.isEmpty()?a.set(0,0,0):a.addVectors(this.min,this.max).multiplyScalar(.5)},getSize:function(a){a=a||new p;return this.isEmpty()?a.set(0,0,0):a.subVectors(this.max,this.min)},expandByPoint:function(a){this.min.min(a);this.max.max(a);return this},expandByVector:function(a){this.min.sub(a);this.max.add(a);return this},expandByScalar:function(a){this.min.addScalar(-a);this.max.addScalar(a);return this},expandByObject:function(){function a(a){var f=a.geometry;if(void 0!==f)if(f.isGeometry)for(f=
+f.vertices,c=0,d=f.length;c<d;c++)e.copy(f[c]),e.applyMatrix4(a.matrixWorld),b.expandByPoint(e);else if(f.isBufferGeometry&&(f=f.attributes.position,void 0!==f))for(c=0,d=f.count;c<d;c++)e.fromBufferAttribute(f,c).applyMatrix4(a.matrixWorld),b.expandByPoint(e)}var b,c,d,e=new p;return function(c){b=this;c.updateMatrixWorld(!0);c.traverse(a);return this}}(),containsPoint:function(a){return a.x<this.min.x||a.x>this.max.x||a.y<this.min.y||a.y>this.max.y||a.z<this.min.z||a.z>this.max.z?!1:!0},containsBox:function(a){return this.min.x<=
+a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z},getParameter:function(a,b){return(b||new p).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.x<this.min.x||a.min.x>this.max.x||a.max.y<this.min.y||a.min.y>this.max.y||a.max.z<this.min.z||a.min.z>this.max.z?!1:!0},intersectsSphere:function(){var a=new p;return function(b){this.clampPoint(b.center,
+a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(),intersectsPlane:function(a){if(0<a.normal.x){var b=a.normal.x*this.min.x;var c=a.normal.x*this.max.x}else b=a.normal.x*this.max.x,c=a.normal.x*this.min.x;0<a.normal.y?(b+=a.normal.y*this.min.y,c+=a.normal.y*this.max.y):(b+=a.normal.y*this.max.y,c+=a.normal.y*this.min.y);0<a.normal.z?(b+=a.normal.z*this.min.z,c+=a.normal.z*this.max.z):(b+=a.normal.z*this.max.z,c+=a.normal.z*this.min.z);return b<=a.constant&&c>=a.constant},intersectsTriangle:function(){function a(a){var e;
+var f=0;for(e=a.length-3;f<=e;f+=3){h.fromArray(a,f);var g=m.x*Math.abs(h.x)+m.y*Math.abs(h.y)+m.z*Math.abs(h.z),k=b.dot(h),n=c.dot(h),l=d.dot(h);if(Math.max(-Math.max(k,n,l),Math.min(k,n,l))>g)return!1}return!0}var b=new p,c=new p,d=new p,e=new p,f=new p,g=new p,h=new p,k=new p,m=new p,l=new p;return function(h){if(this.isEmpty())return!1;this.getCenter(k);m.subVectors(this.max,k);b.subVectors(h.a,k);c.subVectors(h.b,k);d.subVectors(h.c,k);e.subVectors(c,b);f.subVectors(d,c);g.subVectors(b,d);h=
+[0,-e.z,e.y,0,-f.z,f.y,0,-g.z,g.y,e.z,0,-e.x,f.z,0,-f.x,g.z,0,-g.x,-e.y,e.x,0,-f.y,f.x,0,-g.y,g.x,0];if(!a(h))return!1;h=[1,0,0,0,1,0,0,0,1];if(!a(h))return!1;l.crossVectors(e,f);h=[l.x,l.y,l.z];return a(h)}}(),clampPoint:function(a,b){return(b||new p).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new p;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new p;return function(b){b=b||new Ca;this.getCenter(b.center);
+b.radius=.5*this.getSize(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new p,new p,new p,new p,new p,new p,new p,new p];return function(b){if(this.isEmpty())return this;a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,
+this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)}});
+Object.assign(Ca.prototype,{set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new Va;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).getCenter(d);for(var e=c=0,f=b.length;e<f;e++)c=Math.max(c,d.distanceToSquared(b[e]));this.radius=Math.sqrt(c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.center.copy(a.center);this.radius=a.radius;return this},empty:function(){return 0>=this.radius},
+containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(a.distanceToPoint(this.center))<=this.radius},clampPoint:function(a,b){var c=this.center.distanceToSquared(a);b=b||new p;b.copy(a);
+c>this.radius*this.radius&&(b.sub(this.center).normalize(),b.multiplyScalar(this.radius).add(this.center));return b},getBoundingBox:function(a){a=a||new Va;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius}});Object.assign(pa.prototype,{set:function(a,
+b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new p,b=new p;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d,c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal);
+this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return(b||new p).copy(this.normal).multiplyScalar(-this.distanceToPoint(a)).add(a)},intersectLine:function(){var a=
+new p;return function(b,c){c=c||new p;var d=b.delta(a),e=this.normal.dot(d);if(0===e){if(0===this.distanceToPoint(b.start))return c.copy(b.start)}else if(e=-(b.start.dot(this.normal)+this.constant)/e,!(0>e||1<e))return c.copy(d).multiplyScalar(e).add(b.start)}}(),intersectsLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0<a||0>a&&0<b},intersectsBox:function(a){return a.intersectsPlane(this)},intersectsSphere:function(a){return a.intersectsPlane(this)},
+coplanarPoint:function(a){return(a||new p).copy(this.normal).multiplyScalar(-this.constant)},applyMatrix4:function(){var a=new p,b=new ta;return function(c,d){d=d||b.getNormalMatrix(c);c=this.coplanarPoint(a).applyMatrix4(c);d=this.normal.applyMatrix3(d).normalize();this.constant=-c.dot(d);return this}}(),translate:function(a){this.constant-=a.dot(this.normal);return this},equals:function(a){return a.normal.equals(this.normal)&&a.constant===this.constant}});Object.assign(ld.prototype,{set:function(a,
+b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],m=c[7],l=c[8],n=c[9],p=c[10],q=c[11],r=c[12],t=c[13],x=c[14];c=c[15];b[0].setComponents(f-a,m-g,q-l,c-r).normalize();b[1].setComponents(f+
+a,m+g,q+l,c+r).normalize();b[2].setComponents(f+d,m+h,q+n,c+t).normalize();b[3].setComponents(f-d,m-h,q-n,c-t).normalize();b[4].setComponents(f-e,m-k,q-p,c-x).normalize();b[5].setComponents(f+e,m+k,q+p,c+x).normalize();return this},intersectsObject:function(){var a=new Ca;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere).applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSprite:function(){var a=new Ca;return function(b){a.center.set(0,
+0,0);a.radius=.7071067811865476;a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)<a)return!1;return!0},intersectsBox:function(){var a=new p,b=new p;return function(c){for(var d=this.planes,e=0;6>e;e++){var f=d[e];a.x=0<f.normal.x?c.min.x:c.max.x;b.x=0<f.normal.x?c.max.x:c.min.x;a.y=0<f.normal.y?c.min.y:c.max.y;b.y=0<f.normal.y?c.max.y:c.min.y;a.z=0<f.normal.z?c.min.z:
+c.max.z;b.z=0<f.normal.z?c.max.z:c.min.z;var g=f.distanceToPoint(a);f=f.distanceToPoint(b);if(0>g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}});fb.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");fb.DefaultOrder="XYZ";Object.defineProperties(fb.prototype,{x:{get:function(){return this._x},set:function(a){this._x=a;this.onChangeCallback()}},y:{get:function(){return this._y},set:function(a){this._y=a;this.onChangeCallback()}},
+z:{get:function(){return this._z},set:function(a){this._z=a;this.onChangeCallback()}},order:{get:function(){return this._order},set:function(a){this._order=a;this.onChangeCallback()}}});Object.assign(fb.prototype,{isEuler:!0,set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x,this._y,this._z,this._order)},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order=a._order;
+this.onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=S.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],k=e[5],m=e[9],l=e[2],n=e[6];e=e[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-m,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(n,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(m,-1,1)),.99999>Math.abs(m)?(this._y=Math.atan2(g,e),this._z=Math.atan2(h,k)):(this._y=Math.atan2(-l,a),this._z=0)):"ZXY"===b?(this._x=
+Math.asin(d(n,-1,1)),.99999>Math.abs(n)?(this._y=Math.atan2(-l,e),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(l,-1,1)),.99999>Math.abs(l)?(this._x=Math.atan2(n,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-m,k),this._y=Math.atan2(-l,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(n,
+k),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-m,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a=new P;return function(b,c,d){a.makeRotationFromQuaternion(b);return this.setFromRotationMatrix(a,c,d)}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new ca;return function(b){a.setFromEuler(this);return this.setFromQuaternion(a,
+b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new p(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=
+a;return this},onChangeCallback:function(){}});Object.assign(Sd.prototype,{set:function(a){this.mask=1<<a|0},enable:function(a){this.mask=this.mask|1<<a|0},toggle:function(a){this.mask^=1<<a|0},disable:function(a){this.mask&=~(1<<a|0)},test:function(a){return 0!==(this.mask&a.mask)}});var $f=0;y.DefaultUp=new p(0,1,0);y.DefaultMatrixAutoUpdate=!0;y.prototype=Object.assign(Object.create(xa.prototype),{constructor:y,isObject3D:!0,onBeforeRender:function(){},onAfterRender:function(){},applyMatrix:function(a){this.matrix.multiplyMatrices(a,
+this.matrix);this.matrix.decompose(this.position,this.quaternion,this.scale)},applyQuaternion:function(a){this.quaternion.premultiply(a);return this},setRotationFromAxisAngle:function(a,b){this.quaternion.setFromAxisAngle(a,b)},setRotationFromEuler:function(a){this.quaternion.setFromEuler(a,!0)},setRotationFromMatrix:function(a){this.quaternion.setFromRotationMatrix(a)},setRotationFromQuaternion:function(a){this.quaternion.copy(a)},rotateOnAxis:function(){var a=new ca;return function(b,c){a.setFromAxisAngle(b,
+c);this.quaternion.multiply(a);return this}}(),rotateOnWorldAxis:function(){var a=new ca;return function(b,c){a.setFromAxisAngle(b,c);this.quaternion.premultiply(a);return this}}(),rotateX:function(){var a=new p(1,0,0);return function(b){return this.rotateOnAxis(a,b)}}(),rotateY:function(){var a=new p(0,1,0);return function(b){return this.rotateOnAxis(a,b)}}(),rotateZ:function(){var a=new p(0,0,1);return function(b){return this.rotateOnAxis(a,b)}}(),translateOnAxis:function(){var a=new p;return function(b,
+c){a.copy(b).applyQuaternion(this.quaternion);this.position.add(a.multiplyScalar(c));return this}}(),translateX:function(){var a=new p(1,0,0);return function(b){return this.translateOnAxis(a,b)}}(),translateY:function(){var a=new p(0,1,0);return function(b){return this.translateOnAxis(a,b)}}(),translateZ:function(){var a=new p(0,0,1);return function(b){return this.translateOnAxis(a,b)}}(),localToWorld:function(a){return a.applyMatrix4(this.matrixWorld)},worldToLocal:function(){var a=new P;return function(b){return b.applyMatrix4(a.getInverse(this.matrixWorld))}}(),
+lookAt:function(){var a=new P,b=new p;return function(c,d,e){c.isVector3?b.copy(c):b.set(c,d,e);this.isCamera?a.lookAt(this.position,b,this.up):a.lookAt(b,this.position,this.up);this.quaternion.setFromRotationMatrix(a)}}(),add:function(a){if(1<arguments.length){for(var b=0;b<arguments.length;b++)this.add(arguments[b]);return this}if(a===this)return console.error("THREE.Object3D.add: object can't be added as a child of itself.",a),this;a&&a.isObject3D?(null!==a.parent&&a.parent.remove(a),a.parent=
+this,a.dispatchEvent({type:"added"}),this.children.push(a)):console.error("THREE.Object3D.add: object not an instance of THREE.Object3D.",a);return this},remove:function(a){if(1<arguments.length){for(var b=0;b<arguments.length;b++)this.remove(arguments[b]);return this}b=this.children.indexOf(a);-1!==b&&(a.parent=null,a.dispatchEvent({type:"removed"}),this.children.splice(b,1));return this},getObjectById:function(a){return this.getObjectByProperty("id",a)},getObjectByName:function(a){return this.getObjectByProperty("name",
+a)},getObjectByProperty:function(a,b){if(this[a]===b)return this;for(var c=0,d=this.children.length;c<d;c++){var e=this.children[c].getObjectByProperty(a,b);if(void 0!==e)return e}},getWorldPosition:function(a){a=a||new p;this.updateMatrixWorld(!0);return a.setFromMatrixPosition(this.matrixWorld)},getWorldQuaternion:function(){var a=new p,b=new p;return function(c){c=c||new ca;this.updateMatrixWorld(!0);this.matrixWorld.decompose(a,c,b);return c}}(),getWorldRotation:function(){var a=new ca;return function(b){b=
+b||new fb;this.getWorldQuaternion(a);return b.setFromQuaternion(a,this.rotation.order,!1)}}(),getWorldScale:function(){var a=new p,b=new ca;return function(c){c=c||new p;this.updateMatrixWorld(!0);this.matrixWorld.decompose(a,b,c);return c}}(),getWorldDirection:function(){var a=new ca;return function(b){b=b||new p;this.getWorldQuaternion(a);return b.set(0,0,1).applyQuaternion(a)}}(),raycast:function(){},traverse:function(a){a(this);for(var b=this.children,c=0,d=b.length;c<d;c++)b[c].traverse(a)},
+traverseVisible:function(a){if(!1!==this.visible){a(this);for(var b=this.children,c=0,d=b.length;c<d;c++)b[c].traverseVisible(a)}},traverseAncestors:function(a){var b=this.parent;null!==b&&(a(b),b.traverseAncestors(a))},updateMatrix:function(){this.matrix.compose(this.position,this.quaternion,this.scale);this.matrixWorldNeedsUpdate=!0},updateMatrixWorld:function(a){this.matrixAutoUpdate&&this.updateMatrix();if(this.matrixWorldNeedsUpdate||a)null===this.parent?this.matrixWorld.copy(this.matrix):this.matrixWorld.multiplyMatrices(this.parent.matrixWorld,
+this.matrix),this.matrixWorldNeedsUpdate=!1,a=!0;for(var b=this.children,c=0,d=b.length;c<d;c++)b[c].updateMatrixWorld(a)},toJSON:function(a){function b(b,c){void 0===b[c.uuid]&&(b[c.uuid]=c.toJSON(a));return c.uuid}function c(a){var b=[],c;for(c in a){var d=a[c];delete d.metadata;b.push(d)}return b}var d=void 0===a||"string"===typeof a,e={};d&&(a={geometries:{},materials:{},textures:{},images:{},shapes:{}},e.metadata={version:4.5,type:"Object",generator:"Object3D.toJSON"});var f={};f.uuid=this.uuid;
+f.type=this.type;""!==this.name&&(f.name=this.name);!0===this.castShadow&&(f.castShadow=!0);!0===this.receiveShadow&&(f.receiveShadow=!0);!1===this.visible&&(f.visible=!1);"{}"!==JSON.stringify(this.userData)&&(f.userData=this.userData);f.matrix=this.matrix.toArray();if(void 0!==this.geometry){f.geometry=b(a.geometries,this.geometry);var g=this.geometry.parameters;if(void 0!==g&&void 0!==g.shapes)if(g=g.shapes,Array.isArray(g))for(var h=0,k=g.length;h<k;h++)b(a.shapes,g[h]);else b(a.shapes,g)}if(void 0!==
+this.material)if(Array.isArray(this.material)){g=[];h=0;for(k=this.material.length;h<k;h++)g.push(b(a.materials,this.material[h]));f.material=g}else f.material=b(a.materials,this.material);if(0<this.children.length)for(f.children=[],h=0;h<this.children.length;h++)f.children.push(this.children[h].toJSON(a).object);if(d){d=c(a.geometries);h=c(a.materials);k=c(a.textures);var m=c(a.images);g=c(a.shapes);0<d.length&&(e.geometries=d);0<h.length&&(e.materials=h);0<k.length&&(e.textures=k);0<m.length&&(e.images=
+m);0<g.length&&(e.shapes=g)}e.object=f;return e},clone:function(a){return(new this.constructor).copy(this,a)},copy:function(a,b){void 0===b&&(b=!0);this.name=a.name;this.up.copy(a.up);this.position.copy(a.position);this.quaternion.copy(a.quaternion);this.scale.copy(a.scale);this.matrix.copy(a.matrix);this.matrixWorld.copy(a.matrixWorld);this.matrixAutoUpdate=a.matrixAutoUpdate;this.matrixWorldNeedsUpdate=a.matrixWorldNeedsUpdate;this.layers.mask=a.layers.mask;this.visible=a.visible;this.castShadow=
+a.castShadow;this.receiveShadow=a.receiveShadow;this.frustumCulled=a.frustumCulled;this.renderOrder=a.renderOrder;this.userData=JSON.parse(JSON.stringify(a.userData));if(!0===b)for(b=0;b<a.children.length;b++)this.add(a.children[b].clone());return this}});Qa.prototype=Object.assign(Object.create(y.prototype),{constructor:Qa,isCamera:!0,copy:function(a,b){y.prototype.copy.call(this,a,b);this.matrixWorldInverse.copy(a.matrixWorldInverse);this.projectionMatrix.copy(a.projectionMatrix);return this},getWorldDirection:function(){var a=
+new ca;return function(b){b=b||new p;this.getWorldQuaternion(a);return b.set(0,0,-1).applyQuaternion(a)}}(),updateMatrixWorld:function(a){y.prototype.updateMatrixWorld.call(this,a);this.matrixWorldInverse.getInverse(this.matrixWorld)},clone:function(){return(new this.constructor).copy(this)}});Ib.prototype=Object.assign(Object.create(Qa.prototype),{constructor:Ib,isOrthographicCamera:!0,copy:function(a,b){Qa.prototype.copy.call(this,a,b);this.left=a.left;this.right=a.right;this.top=a.top;this.bottom=
+a.bottom;this.near=a.near;this.far=a.far;this.zoom=a.zoom;this.view=null===a.view?null:Object.assign({},a.view);return this},setViewOffset:function(a,b,c,d,e,f){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1});this.view.enabled=!0;this.view.fullWidth=a;this.view.fullHeight=b;this.view.offsetX=c;this.view.offsetY=d;this.view.width=e;this.view.height=f;this.updateProjectionMatrix()},clearViewOffset:function(){null!==this.view&&(this.view.enabled=
+!1);this.updateProjectionMatrix()},updateProjectionMatrix:function(){var a=(this.right-this.left)/(2*this.zoom),b=(this.top-this.bottom)/(2*this.zoom),c=(this.right+this.left)/2,d=(this.top+this.bottom)/2,e=c-a;c+=a;a=d+b;b=d-b;if(null!==this.view&&this.view.enabled){c=this.zoom/(this.view.width/this.view.fullWidth);b=this.zoom/(this.view.height/this.view.fullHeight);var f=(this.right-this.left)/this.view.width;d=(this.top-this.bottom)/this.view.height;e+=this.view.offsetX/c*f;c=e+this.view.width/
+c*f;a-=this.view.offsetY/b*d;b=a-this.view.height/b*d}this.projectionMatrix.makeOrthographic(e,c,a,b,this.near,this.far)},toJSON:function(a){a=y.prototype.toJSON.call(this,a);a.object.zoom=this.zoom;a.object.left=this.left;a.object.right=this.right;a.object.top=this.top;a.object.bottom=this.bottom;a.object.near=this.near;a.object.far=this.far;null!==this.view&&(a.object.view=Object.assign({},this.view));return a}});Object.assign(Wa.prototype,{clone:function(){return(new this.constructor).copy(this)},
+copy:function(a){this.a=a.a;this.b=a.b;this.c=a.c;this.normal.copy(a.normal);this.color.copy(a.color);this.materialIndex=a.materialIndex;for(var b=0,c=a.vertexNormals.length;b<c;b++)this.vertexNormals[b]=a.vertexNormals[b].clone();b=0;for(c=a.vertexColors.length;b<c;b++)this.vertexColors[b]=a.vertexColors[b].clone();return this}});var ag=0;L.prototype=Object.assign(Object.create(xa.prototype),{constructor:L,isGeometry:!0,applyMatrix:function(a){for(var b=(new ta).getNormalMatrix(a),c=0,d=this.vertices.length;c<
+d;c++)this.vertices[c].applyMatrix4(a);c=0;for(d=this.faces.length;c<d;c++){a=this.faces[c];a.normal.applyMatrix3(b).normalize();for(var e=0,f=a.vertexNormals.length;e<f;e++)a.vertexNormals[e].applyMatrix3(b).normalize()}null!==this.boundingBox&&this.computeBoundingBox();null!==this.boundingSphere&&this.computeBoundingSphere();this.normalsNeedUpdate=this.verticesNeedUpdate=!0;return this},rotateX:function(){var a=new P;return function(b){a.makeRotationX(b);this.applyMatrix(a);return this}}(),rotateY:function(){var a=
+new P;return function(b){a.makeRotationY(b);this.applyMatrix(a);return this}}(),rotateZ:function(){var a=new P;return function(b){a.makeRotationZ(b);this.applyMatrix(a);return this}}(),translate:function(){var a=new P;return function(b,c,d){a.makeTranslation(b,c,d);this.applyMatrix(a);return this}}(),scale:function(){var a=new P;return function(b,c,d){a.makeScale(b,c,d);this.applyMatrix(a);return this}}(),lookAt:function(){var a=new y;return function(b){a.lookAt(b);a.updateMatrix();this.applyMatrix(a.matrix)}}(),
+fromBufferGeometry:function(a){function b(a,b,d,e){var f=void 0!==g?[l[a].clone(),l[b].clone(),l[d].clone()]:[],p=void 0!==h?[c.colors[a].clone(),c.colors[b].clone(),c.colors[d].clone()]:[];e=new Wa(a,b,d,f,p,e);c.faces.push(e);void 0!==k&&c.faceVertexUvs[0].push([n[a].clone(),n[b].clone(),n[d].clone()]);void 0!==m&&c.faceVertexUvs[1].push([u[a].clone(),u[b].clone(),u[d].clone()])}var c=this,d=null!==a.index?a.index.array:void 0,e=a.attributes,f=e.position.array,g=void 0!==e.normal?e.normal.array:
+void 0,h=void 0!==e.color?e.color.array:void 0,k=void 0!==e.uv?e.uv.array:void 0,m=void 0!==e.uv2?e.uv2.array:void 0;void 0!==m&&(this.faceVertexUvs[1]=[]);for(var l=[],n=[],u=[],q=e=0;e<f.length;e+=3,q+=2)c.vertices.push(new p(f[e],f[e+1],f[e+2])),void 0!==g&&l.push(new p(g[e],g[e+1],g[e+2])),void 0!==h&&c.colors.push(new H(h[e],h[e+1],h[e+2])),void 0!==k&&n.push(new C(k[q],k[q+1])),void 0!==m&&u.push(new C(m[q],m[q+1]));var r=a.groups;if(0<r.length)for(e=0;e<r.length;e++){f=r[e];var t=f.start,x=
+f.count;q=t;for(t+=x;q<t;q+=3)void 0!==d?b(d[q],d[q+1],d[q+2],f.materialIndex):b(q,q+1,q+2,f.materialIndex)}else if(void 0!==d)for(e=0;e<d.length;e+=3)b(d[e],d[e+1],d[e+2]);else for(e=0;e<f.length/3;e+=3)b(e,e+1,e+2);this.computeFaceNormals();null!==a.boundingBox&&(this.boundingBox=a.boundingBox.clone());null!==a.boundingSphere&&(this.boundingSphere=a.boundingSphere.clone());return this},center:function(){this.computeBoundingBox();var a=this.boundingBox.getCenter().negate();this.translate(a.x,a.y,
+a.z);return a},normalize:function(){this.computeBoundingSphere();var a=this.boundingSphere.center,b=this.boundingSphere.radius;b=0===b?1:1/b;var c=new P;c.set(b,0,0,-b*a.x,0,b,0,-b*a.y,0,0,b,-b*a.z,0,0,0,1);this.applyMatrix(c);return this},computeFaceNormals:function(){for(var a=new p,b=new p,c=0,d=this.faces.length;c<d;c++){var e=this.faces[c],f=this.vertices[e.a],g=this.vertices[e.b];a.subVectors(this.vertices[e.c],g);b.subVectors(f,g);a.cross(b);a.normalize();e.normal.copy(a)}},computeVertexNormals:function(a){void 0===
+a&&(a=!0);var b;var c=Array(this.vertices.length);var d=0;for(b=this.vertices.length;d<b;d++)c[d]=new p;if(a){var e=new p,f=new p;a=0;for(d=this.faces.length;a<d;a++){b=this.faces[a];var g=this.vertices[b.a];var h=this.vertices[b.b];var k=this.vertices[b.c];e.subVectors(k,h);f.subVectors(g,h);e.cross(f);c[b.a].add(e);c[b.b].add(e);c[b.c].add(e)}}else for(this.computeFaceNormals(),a=0,d=this.faces.length;a<d;a++)b=this.faces[a],c[b.a].add(b.normal),c[b.b].add(b.normal),c[b.c].add(b.normal);d=0;for(b=
+this.vertices.length;d<b;d++)c[d].normalize();a=0;for(d=this.faces.length;a<d;a++)b=this.faces[a],g=b.vertexNormals,3===g.length?(g[0].copy(c[b.a]),g[1].copy(c[b.b]),g[2].copy(c[b.c])):(g[0]=c[b.a].clone(),g[1]=c[b.b].clone(),g[2]=c[b.c].clone());0<this.faces.length&&(this.normalsNeedUpdate=!0)},computeFlatVertexNormals:function(){var a;this.computeFaceNormals();var b=0;for(a=this.faces.length;b<a;b++){var c=this.faces[b];var d=c.vertexNormals;3===d.length?(d[0].copy(c.normal),d[1].copy(c.normal),
+d[2].copy(c.normal)):(d[0]=c.normal.clone(),d[1]=c.normal.clone(),d[2]=c.normal.clone())}0<this.faces.length&&(this.normalsNeedUpdate=!0)},computeMorphNormals:function(){var a,b;var c=0;for(b=this.faces.length;c<b;c++){var d=this.faces[c];d.__originalFaceNormal?d.__originalFaceNormal.copy(d.normal):d.__originalFaceNormal=d.normal.clone();d.__originalVertexNormals||(d.__originalVertexNormals=[]);var e=0;for(a=d.vertexNormals.length;e<a;e++)d.__originalVertexNormals[e]?d.__originalVertexNormals[e].copy(d.vertexNormals[e]):
+d.__originalVertexNormals[e]=d.vertexNormals[e].clone()}var f=new L;f.faces=this.faces;e=0;for(a=this.morphTargets.length;e<a;e++){if(!this.morphNormals[e]){this.morphNormals[e]={};this.morphNormals[e].faceNormals=[];this.morphNormals[e].vertexNormals=[];d=this.morphNormals[e].faceNormals;var g=this.morphNormals[e].vertexNormals;c=0;for(b=this.faces.length;c<b;c++){var h=new p;var k={a:new p,b:new p,c:new p};d.push(h);g.push(k)}}g=this.morphNormals[e];f.vertices=this.morphTargets[e].vertices;f.computeFaceNormals();
+f.computeVertexNormals();c=0;for(b=this.faces.length;c<b;c++)d=this.faces[c],h=g.faceNormals[c],k=g.vertexNormals[c],h.copy(d.normal),k.a.copy(d.vertexNormals[0]),k.b.copy(d.vertexNormals[1]),k.c.copy(d.vertexNormals[2])}c=0;for(b=this.faces.length;c<b;c++)d=this.faces[c],d.normal=d.__originalFaceNormal,d.vertexNormals=d.__originalVertexNormals},computeBoundingBox:function(){null===this.boundingBox&&(this.boundingBox=new Va);this.boundingBox.setFromPoints(this.vertices)},computeBoundingSphere:function(){null===
+this.boundingSphere&&(this.boundingSphere=new Ca);this.boundingSphere.setFromPoints(this.vertices)},merge:function(a,b,c){if(a&&a.isGeometry){var d,e=this.vertices.length,f=this.vertices,g=a.vertices,h=this.faces,k=a.faces,m=this.faceVertexUvs[0],l=a.faceVertexUvs[0],n=this.colors,p=a.colors;void 0===c&&(c=0);void 0!==b&&(d=(new ta).getNormalMatrix(b));a=0;for(var q=g.length;a<q;a++){var r=g[a].clone();void 0!==b&&r.applyMatrix4(b);f.push(r)}a=0;for(q=p.length;a<q;a++)n.push(p[a].clone());a=0;for(q=
+k.length;a<q;a++){g=k[a];var t=g.vertexNormals;p=g.vertexColors;n=new Wa(g.a+e,g.b+e,g.c+e);n.normal.copy(g.normal);void 0!==d&&n.normal.applyMatrix3(d).normalize();b=0;for(f=t.length;b<f;b++)r=t[b].clone(),void 0!==d&&r.applyMatrix3(d).normalize(),n.vertexNormals.push(r);n.color.copy(g.color);b=0;for(f=p.length;b<f;b++)r=p[b],n.vertexColors.push(r.clone());n.materialIndex=g.materialIndex+c;h.push(n)}a=0;for(q=l.length;a<q;a++)if(c=l[a],d=[],void 0!==c){b=0;for(f=c.length;b<f;b++)d.push(c[b].clone());
+m.push(d)}}else console.error("THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.",a)},mergeMesh:function(a){a&&a.isMesh?(a.matrixAutoUpdate&&a.updateMatrix(),this.merge(a.geometry,a.matrix)):console.error("THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.",a)},mergeVertices:function(){var a={},b=[],c=[],d=Math.pow(10,4),e;var f=0;for(e=this.vertices.length;f<e;f++){var g=this.vertices[f];g=Math.round(g.x*d)+"_"+Math.round(g.y*d)+"_"+Math.round(g.z*d);void 0===a[g]?
+(a[g]=f,b.push(this.vertices[f]),c[f]=b.length-1):c[f]=c[a[g]]}a=[];f=0;for(e=this.faces.length;f<e;f++)for(d=this.faces[f],d.a=c[d.a],d.b=c[d.b],d.c=c[d.c],d=[d.a,d.b,d.c],g=0;3>g;g++)if(d[g]===d[(g+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(d=a[f],this.faces.splice(d,1),c=0,e=this.faceVertexUvs.length;c<e;c++)this.faceVertexUvs[c].splice(d,1);f=this.vertices.length-b.length;this.vertices=b;return f},setFromPoints:function(a){this.vertices=[];for(var b=0,c=a.length;b<c;b++){var d=a[b];
+this.vertices.push(new p(d.x,d.y,d.z||0))}return this},sortFacesByMaterialIndex:function(){for(var a=this.faces,b=a.length,c=0;c<b;c++)a[c]._id=c;a.sort(function(a,b){return a.materialIndex-b.materialIndex});var d=this.faceVertexUvs[0],e=this.faceVertexUvs[1],f,g;d&&d.length===b&&(f=[]);e&&e.length===b&&(g=[]);for(c=0;c<b;c++){var h=a[c]._id;f&&f.push(d[h]);g&&g.push(e[h])}f&&(this.faceVertexUvs[0]=f);g&&(this.faceVertexUvs[1]=g)},toJSON:function(){function a(a,b,c){return c?a|1<<b:a&~(1<<b)}function b(a){var b=
+a.x.toString()+a.y.toString()+a.z.toString();if(void 0!==m[b])return m[b];m[b]=k.length/3;k.push(a.x,a.y,a.z);return m[b]}function c(a){var b=a.r.toString()+a.g.toString()+a.b.toString();if(void 0!==n[b])return n[b];n[b]=l.length;l.push(a.getHex());return n[b]}function d(a){var b=a.x.toString()+a.y.toString();if(void 0!==q[b])return q[b];q[b]=p.length/2;p.push(a.x,a.y);return q[b]}var e={metadata:{version:4.5,type:"Geometry",generator:"Geometry.toJSON"}};e.uuid=this.uuid;e.type=this.type;""!==this.name&&
+(e.name=this.name);if(void 0!==this.parameters){var f=this.parameters,g;for(g in f)void 0!==f[g]&&(e[g]=f[g]);return e}f=[];for(g=0;g<this.vertices.length;g++){var h=this.vertices[g];f.push(h.x,h.y,h.z)}h=[];var k=[],m={},l=[],n={},p=[],q={};for(g=0;g<this.faces.length;g++){var r=this.faces[g],t=void 0!==this.faceVertexUvs[0][g],x=0<r.normal.length(),B=0<r.vertexNormals.length,w=1!==r.color.r||1!==r.color.g||1!==r.color.b,A=0<r.vertexColors.length,G=0;G=a(G,0,0);G=a(G,1,!0);G=a(G,2,!1);G=a(G,3,t);
+G=a(G,4,x);G=a(G,5,B);G=a(G,6,w);G=a(G,7,A);h.push(G);h.push(r.a,r.b,r.c);h.push(r.materialIndex);t&&(t=this.faceVertexUvs[0][g],h.push(d(t[0]),d(t[1]),d(t[2])));x&&h.push(b(r.normal));B&&(x=r.vertexNormals,h.push(b(x[0]),b(x[1]),b(x[2])));w&&h.push(c(r.color));A&&(r=r.vertexColors,h.push(c(r[0]),c(r[1]),c(r[2])))}e.data={};e.data.vertices=f;e.data.normals=k;0<l.length&&(e.data.colors=l);0<p.length&&(e.data.uvs=[p]);e.data.faces=h;return e},clone:function(){return(new L).copy(this)},copy:function(a){var b,
+c,d;this.vertices=[];this.colors=[];this.faces=[];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphNormals=[];this.skinWeights=[];this.skinIndices=[];this.lineDistances=[];this.boundingSphere=this.boundingBox=null;this.name=a.name;var e=a.vertices;var f=0;for(b=e.length;f<b;f++)this.vertices.push(e[f].clone());e=a.colors;f=0;for(b=e.length;f<b;f++)this.colors.push(e[f].clone());e=a.faces;f=0;for(b=e.length;f<b;f++)this.faces.push(e[f].clone());f=0;for(b=a.faceVertexUvs.length;f<b;f++){var g=
+a.faceVertexUvs[f];void 0===this.faceVertexUvs[f]&&(this.faceVertexUvs[f]=[]);e=0;for(c=g.length;e<c;e++){var h=g[e],k=[];var m=0;for(d=h.length;m<d;m++)k.push(h[m].clone());this.faceVertexUvs[f].push(k)}}m=a.morphTargets;f=0;for(b=m.length;f<b;f++){d={};d.name=m[f].name;if(void 0!==m[f].vertices)for(d.vertices=[],e=0,c=m[f].vertices.length;e<c;e++)d.vertices.push(m[f].vertices[e].clone());if(void 0!==m[f].normals)for(d.normals=[],e=0,c=m[f].normals.length;e<c;e++)d.normals.push(m[f].normals[e].clone());
+this.morphTargets.push(d)}m=a.morphNormals;f=0;for(b=m.length;f<b;f++){d={};if(void 0!==m[f].vertexNormals)for(d.vertexNormals=[],e=0,c=m[f].vertexNormals.length;e<c;e++)g=m[f].vertexNormals[e],h={},h.a=g.a.clone(),h.b=g.b.clone(),h.c=g.c.clone(),d.vertexNormals.push(h);if(void 0!==m[f].faceNormals)for(d.faceNormals=[],e=0,c=m[f].faceNormals.length;e<c;e++)d.faceNormals.push(m[f].faceNormals[e].clone());this.morphNormals.push(d)}e=a.skinWeights;f=0;for(b=e.length;f<b;f++)this.skinWeights.push(e[f].clone());
+e=a.skinIndices;f=0;for(b=e.length;f<b;f++)this.skinIndices.push(e[f].clone());e=a.lineDistances;f=0;for(b=e.length;f<b;f++)this.lineDistances.push(e[f]);f=a.boundingBox;null!==f&&(this.boundingBox=f.clone());f=a.boundingSphere;null!==f&&(this.boundingSphere=f.clone());this.elementsNeedUpdate=a.elementsNeedUpdate;this.verticesNeedUpdate=a.verticesNeedUpdate;this.uvsNeedUpdate=a.uvsNeedUpdate;this.normalsNeedUpdate=a.normalsNeedUpdate;this.colorsNeedUpdate=a.colorsNeedUpdate;this.lineDistancesNeedUpdate=
+a.lineDistancesNeedUpdate;this.groupsNeedUpdate=a.groupsNeedUpdate;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});Object.defineProperty(M.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(M.prototype,{isBufferAttribute:!0,setArray:function(a){if(Array.isArray(a))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.count=void 0!==a?a.length/this.itemSize:0;this.array=a},setDynamic:function(a){this.dynamic=a;return this},
+copy:function(a){this.array=new a.array.constructor(a.array);this.itemSize=a.itemSize;this.count=a.count;this.normalized=a.normalized;this.dynamic=a.dynamic;return this},copyAt:function(a,b,c){a*=this.itemSize;c*=b.itemSize;for(var d=0,e=this.itemSize;d<e;d++)this.array[a+d]=b.array[c+d];return this},copyArray:function(a){this.array.set(a);return this},copyColorsArray:function(a){for(var b=this.array,c=0,d=0,e=a.length;d<e;d++){var f=a[d];void 0===f&&(console.warn("THREE.BufferAttribute.copyColorsArray(): color is undefined",
+d),f=new H);b[c++]=f.r;b[c++]=f.g;b[c++]=f.b}return this},copyIndicesArray:function(a){for(var b=this.array,c=0,d=0,e=a.length;d<e;d++){var f=a[d];b[c++]=f.a;b[c++]=f.b;b[c++]=f.c}return this},copyVector2sArray:function(a){for(var b=this.array,c=0,d=0,e=a.length;d<e;d++){var f=a[d];void 0===f&&(console.warn("THREE.BufferAttribute.copyVector2sArray(): vector is undefined",d),f=new C);b[c++]=f.x;b[c++]=f.y}return this},copyVector3sArray:function(a){for(var b=this.array,c=0,d=0,e=a.length;d<e;d++){var f=
+a[d];void 0===f&&(console.warn("THREE.BufferAttribute.copyVector3sArray(): vector is undefined",d),f=new p);b[c++]=f.x;b[c++]=f.y;b[c++]=f.z}return this},copyVector4sArray:function(a){for(var b=this.array,c=0,d=0,e=a.length;d<e;d++){var f=a[d];void 0===f&&(console.warn("THREE.BufferAttribute.copyVector4sArray(): vector is undefined",d),f=new X);b[c++]=f.x;b[c++]=f.y;b[c++]=f.z;b[c++]=f.w}return this},set:function(a,b){void 0===b&&(b=0);this.array.set(a,b);return this},getX:function(a){return this.array[a*
+this.itemSize]},setX:function(a,b){this.array[a*this.itemSize]=b;return this},getY:function(a){return this.array[a*this.itemSize+1]},setY:function(a,b){this.array[a*this.itemSize+1]=b;return this},getZ:function(a){return this.array[a*this.itemSize+2]},setZ:function(a,b){this.array[a*this.itemSize+2]=b;return this},getW:function(a){return this.array[a*this.itemSize+3]},setW:function(a,b){this.array[a*this.itemSize+3]=b;return this},setXY:function(a,b,c){a*=this.itemSize;this.array[a+0]=b;this.array[a+
+1]=c;return this},setXYZ:function(a,b,c,d){a*=this.itemSize;this.array[a+0]=b;this.array[a+1]=c;this.array[a+2]=d;return this},setXYZW:function(a,b,c,d,e){a*=this.itemSize;this.array[a+0]=b;this.array[a+1]=c;this.array[a+2]=d;this.array[a+3]=e;return this},onUpload:function(a){this.onUploadCallback=a;return this},clone:function(){return(new this.constructor(this.array,this.itemSize)).copy(this)}});rc.prototype=Object.create(M.prototype);rc.prototype.constructor=rc;sc.prototype=Object.create(M.prototype);
+sc.prototype.constructor=sc;tc.prototype=Object.create(M.prototype);tc.prototype.constructor=tc;uc.prototype=Object.create(M.prototype);uc.prototype.constructor=uc;lb.prototype=Object.create(M.prototype);lb.prototype.constructor=lb;vc.prototype=Object.create(M.prototype);vc.prototype.constructor=vc;mb.prototype=Object.create(M.prototype);mb.prototype.constructor=mb;D.prototype=Object.create(M.prototype);D.prototype.constructor=D;wc.prototype=Object.create(M.prototype);wc.prototype.constructor=wc;
+Object.assign(Pe.prototype,{computeGroups:function(a){var b=[],c=void 0;a=a.faces;for(var d=0;d<a.length;d++){var e=a[d];if(e.materialIndex!==c){c=e.materialIndex;void 0!==f&&(f.count=3*d-f.start,b.push(f));var f={start:3*d,materialIndex:c}}}void 0!==f&&(f.count=3*d-f.start,b.push(f));this.groups=b},fromGeometry:function(a){var b=a.faces,c=a.vertices,d=a.faceVertexUvs,e=d[0]&&0<d[0].length,f=d[1]&&0<d[1].length,g=a.morphTargets,h=g.length;if(0<h){var k=[];for(var m=0;m<h;m++)k[m]=[];this.morphTargets.position=
+k}var l=a.morphNormals,n=l.length;if(0<n){var p=[];for(m=0;m<n;m++)p[m]=[];this.morphTargets.normal=p}var q=a.skinIndices,r=a.skinWeights,t=q.length===c.length,x=r.length===c.length;for(m=0;m<b.length;m++){var B=b[m];this.vertices.push(c[B.a],c[B.b],c[B.c]);var w=B.vertexNormals;3===w.length?this.normals.push(w[0],w[1],w[2]):(w=B.normal,this.normals.push(w,w,w));w=B.vertexColors;3===w.length?this.colors.push(w[0],w[1],w[2]):(w=B.color,this.colors.push(w,w,w));!0===e&&(w=d[0][m],void 0!==w?this.uvs.push(w[0],
+w[1],w[2]):(console.warn("THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ",m),this.uvs.push(new C,new C,new C)));!0===f&&(w=d[1][m],void 0!==w?this.uvs2.push(w[0],w[1],w[2]):(console.warn("THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ",m),this.uvs2.push(new C,new C,new C)));for(w=0;w<h;w++){var A=g[w].vertices;k[w].push(A[B.a],A[B.b],A[B.c])}for(w=0;w<n;w++)A=l[w].vertexNormals[m],p[w].push(A.a,A.b,A.c);t&&this.skinIndices.push(q[B.a],q[B.b],q[B.c]);x&&this.skinWeights.push(r[B.a],
+r[B.b],r[B.c])}this.computeGroups(a);this.verticesNeedUpdate=a.verticesNeedUpdate;this.normalsNeedUpdate=a.normalsNeedUpdate;this.colorsNeedUpdate=a.colorsNeedUpdate;this.uvsNeedUpdate=a.uvsNeedUpdate;this.groupsNeedUpdate=a.groupsNeedUpdate;return this}});var bg=1;z.prototype=Object.assign(Object.create(xa.prototype),{constructor:z,isBufferGeometry:!0,getIndex:function(){return this.index},setIndex:function(a){Array.isArray(a)?this.index=new (65535<Td(a)?mb:lb)(a,1):this.index=a},addAttribute:function(a,
+b,c){if(b&&b.isBufferAttribute||b&&b.isInterleavedBufferAttribute)if("index"===a)console.warn("THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute."),this.setIndex(b);else return this.attributes[a]=b,this;else console.warn("THREE.BufferGeometry: .addAttribute() now expects ( name, attribute )."),this.addAttribute(a,new M(b,c))},getAttribute:function(a){return this.attributes[a]},removeAttribute:function(a){delete this.attributes[a];return this},addGroup:function(a,b,c){this.groups.push({start:a,
+count:b,materialIndex:void 0!==c?c:0})},clearGroups:function(){this.groups=[]},setDrawRange:function(a,b){this.drawRange.start=a;this.drawRange.count=b},applyMatrix:function(a){var b=this.attributes.position;void 0!==b&&(a.applyToBufferAttribute(b),b.needsUpdate=!0);b=this.attributes.normal;void 0!==b&&((new ta).getNormalMatrix(a).applyToBufferAttribute(b),b.needsUpdate=!0);null!==this.boundingBox&&this.computeBoundingBox();null!==this.boundingSphere&&this.computeBoundingSphere();return this},rotateX:function(){var a=
+new P;return function(b){a.makeRotationX(b);this.applyMatrix(a);return this}}(),rotateY:function(){var a=new P;return function(b){a.makeRotationY(b);this.applyMatrix(a);return this}}(),rotateZ:function(){var a=new P;return function(b){a.makeRotationZ(b);this.applyMatrix(a);return this}}(),translate:function(){var a=new P;return function(b,c,d){a.makeTranslation(b,c,d);this.applyMatrix(a);return this}}(),scale:function(){var a=new P;return function(b,c,d){a.makeScale(b,c,d);this.applyMatrix(a);return this}}(),
+lookAt:function(){var a=new y;return function(b){a.lookAt(b);a.updateMatrix();this.applyMatrix(a.matrix)}}(),center:function(){this.computeBoundingBox();var a=this.boundingBox.getCenter().negate();this.translate(a.x,a.y,a.z);return a},setFromObject:function(a){var b=a.geometry;if(a.isPoints||a.isLine){a=new D(3*b.vertices.length,3);var c=new D(3*b.colors.length,3);this.addAttribute("position",a.copyVector3sArray(b.vertices));this.addAttribute("color",c.copyColorsArray(b.colors));b.lineDistances&&
+b.lineDistances.length===b.vertices.length&&(a=new D(b.lineDistances.length,1),this.addAttribute("lineDistance",a.copyArray(b.lineDistances)));null!==b.boundingSphere&&(this.boundingSphere=b.boundingSphere.clone());null!==b.boundingBox&&(this.boundingBox=b.boundingBox.clone())}else a.isMesh&&b&&b.isGeometry&&this.fromGeometry(b);return this},setFromPoints:function(a){for(var b=[],c=0,d=a.length;c<d;c++){var e=a[c];b.push(e.x,e.y,e.z||0)}this.addAttribute("position",new D(b,3));return this},updateFromObject:function(a){var b=
+a.geometry;if(a.isMesh){var c=b.__directGeometry;!0===b.elementsNeedUpdate&&(c=void 0,b.elementsNeedUpdate=!1);if(void 0===c)return this.fromGeometry(b);c.verticesNeedUpdate=b.verticesNeedUpdate;c.normalsNeedUpdate=b.normalsNeedUpdate;c.colorsNeedUpdate=b.colorsNeedUpdate;c.uvsNeedUpdate=b.uvsNeedUpdate;c.groupsNeedUpdate=b.groupsNeedUpdate;b.verticesNeedUpdate=!1;b.normalsNeedUpdate=!1;b.colorsNeedUpdate=!1;b.uvsNeedUpdate=!1;b.groupsNeedUpdate=!1;b=c}!0===b.verticesNeedUpdate&&(c=this.attributes.position,
+void 0!==c&&(c.copyVector3sArray(b.vertices),c.needsUpdate=!0),b.verticesNeedUpdate=!1);!0===b.normalsNeedUpdate&&(c=this.attributes.normal,void 0!==c&&(c.copyVector3sArray(b.normals),c.needsUpdate=!0),b.normalsNeedUpdate=!1);!0===b.colorsNeedUpdate&&(c=this.attributes.color,void 0!==c&&(c.copyColorsArray(b.colors),c.needsUpdate=!0),b.colorsNeedUpdate=!1);b.uvsNeedUpdate&&(c=this.attributes.uv,void 0!==c&&(c.copyVector2sArray(b.uvs),c.needsUpdate=!0),b.uvsNeedUpdate=!1);b.lineDistancesNeedUpdate&&
+(c=this.attributes.lineDistance,void 0!==c&&(c.copyArray(b.lineDistances),c.needsUpdate=!0),b.lineDistancesNeedUpdate=!1);b.groupsNeedUpdate&&(b.computeGroups(a.geometry),this.groups=b.groups,b.groupsNeedUpdate=!1);return this},fromGeometry:function(a){a.__directGeometry=(new Pe).fromGeometry(a);return this.fromDirectGeometry(a.__directGeometry)},fromDirectGeometry:function(a){var b=new Float32Array(3*a.vertices.length);this.addAttribute("position",(new M(b,3)).copyVector3sArray(a.vertices));0<a.normals.length&&
+(b=new Float32Array(3*a.normals.length),this.addAttribute("normal",(new M(b,3)).copyVector3sArray(a.normals)));0<a.colors.length&&(b=new Float32Array(3*a.colors.length),this.addAttribute("color",(new M(b,3)).copyColorsArray(a.colors)));0<a.uvs.length&&(b=new Float32Array(2*a.uvs.length),this.addAttribute("uv",(new M(b,2)).copyVector2sArray(a.uvs)));0<a.uvs2.length&&(b=new Float32Array(2*a.uvs2.length),this.addAttribute("uv2",(new M(b,2)).copyVector2sArray(a.uvs2)));0<a.indices.length&&(b=new (65535<
+Td(a.indices)?Uint32Array:Uint16Array)(3*a.indices.length),this.setIndex((new M(b,1)).copyIndicesArray(a.indices)));this.groups=a.groups;for(var c in a.morphTargets){b=[];for(var d=a.morphTargets[c],e=0,f=d.length;e<f;e++){var g=d[e],h=new D(3*g.length,3);b.push(h.copyVector3sArray(g))}this.morphAttributes[c]=b}0<a.skinIndices.length&&(c=new D(4*a.skinIndices.length,4),this.addAttribute("skinIndex",c.copyVector4sArray(a.skinIndices)));0<a.skinWeights.length&&(c=new D(4*a.skinWeights.length,4),this.addAttribute("skinWeight",
+c.copyVector4sArray(a.skinWeights)));null!==a.boundingSphere&&(this.boundingSphere=a.boundingSphere.clone());null!==a.boundingBox&&(this.boundingBox=a.boundingBox.clone());return this},computeBoundingBox:function(){null===this.boundingBox&&(this.boundingBox=new Va);var a=this.attributes.position;void 0!==a?this.boundingBox.setFromBufferAttribute(a):this.boundingBox.makeEmpty();(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 a=new Va,b=new p;return function(){null===this.boundingSphere&&(this.boundingSphere=new Ca);var c=this.attributes.position;if(c){var d=this.boundingSphere.center;a.setFromBufferAttribute(c);a.getCenter(d);for(var e=0,f=0,g=c.count;f<g;f++)b.x=c.getX(f),b.y=c.getY(f),b.z=c.getZ(f),e=Math.max(e,d.distanceToSquared(b));this.boundingSphere.radius=Math.sqrt(e);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(){},computeVertexNormals:function(){var a=this.index,b=this.attributes,c=this.groups;if(b.position){var d=b.position.array;if(void 0===b.normal)this.addAttribute("normal",new M(new Float32Array(d.length),3));else for(var e=b.normal.array,f=0,g=e.length;f<g;f++)e[f]=0;e=b.normal.array;var h=new p,k=new p,m=new p,l=new p,n=new p;if(a){a=a.array;0===c.length&&this.addGroup(0,a.length);for(var u=0,q=c.length;u<q;++u){f=c[u];g=f.start;var r=f.count;f=g;for(g+=r;f<
+g;f+=3){r=3*a[f+0];var t=3*a[f+1];var x=3*a[f+2];h.fromArray(d,r);k.fromArray(d,t);m.fromArray(d,x);l.subVectors(m,k);n.subVectors(h,k);l.cross(n);e[r]+=l.x;e[r+1]+=l.y;e[r+2]+=l.z;e[t]+=l.x;e[t+1]+=l.y;e[t+2]+=l.z;e[x]+=l.x;e[x+1]+=l.y;e[x+2]+=l.z}}}else for(f=0,g=d.length;f<g;f+=9)h.fromArray(d,f),k.fromArray(d,f+3),m.fromArray(d,f+6),l.subVectors(m,k),n.subVectors(h,k),l.cross(n),e[f]=l.x,e[f+1]=l.y,e[f+2]=l.z,e[f+3]=l.x,e[f+4]=l.y,e[f+5]=l.z,e[f+6]=l.x,e[f+7]=l.y,e[f+8]=l.z;this.normalizeNormals();
+b.normal.needsUpdate=!0}},merge:function(a,b){if(a&&a.isBufferGeometry){void 0===b&&(b=0);var c=this.attributes,d;for(d in c)if(void 0!==a.attributes[d]){var e=c[d].array,f=a.attributes[d],g=f.array,h=0;for(f=f.itemSize*b;h<g.length;h++,f++)e[f]=g[h]}return this}console.error("THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.",a)},normalizeNormals:function(){var a=new p;return function(){for(var b=this.attributes.normal,c=0,d=b.count;c<d;c++)a.x=b.getX(c),a.y=b.getY(c),
+a.z=b.getZ(c),a.normalize(),b.setXYZ(c,a.x,a.y,a.z)}}(),toNonIndexed:function(){if(null===this.index)return console.warn("THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed."),this;var a=new z,b=this.index.array,c=this.attributes,d;for(d in c){var e=c[d],f=e.array;e=e.itemSize;for(var g=new f.constructor(b.length*e),h,k=0,m=0,l=b.length;m<l;m++){h=b[m]*e;for(var n=0;n<e;n++)g[k++]=f[h++]}a.addAttribute(d,new M(g,e))}return a},toJSON:function(){var a={metadata:{version:4.5,type:"BufferGeometry",
+generator:"BufferGeometry.toJSON"}};a.uuid=this.uuid;a.type=this.type;""!==this.name&&(a.name=this.name);if(void 0!==this.parameters){var b=this.parameters;for(e in b)void 0!==b[e]&&(a[e]=b[e]);return a}a.data={attributes:{}};var c=this.index;null!==c&&(b=Array.prototype.slice.call(c.array),a.data.index={type:c.array.constructor.name,array:b});c=this.attributes;for(e in c){var d=c[e];b=Array.prototype.slice.call(d.array);a.data.attributes[e]={itemSize:d.itemSize,type:d.array.constructor.name,array:b,
+normalized:d.normalized}}var e=this.groups;0<e.length&&(a.data.groups=JSON.parse(JSON.stringify(e)));e=this.boundingSphere;null!==e&&(a.data.boundingSphere={center:e.center.toArray(),radius:e.radius});return a},clone:function(){return(new z).copy(this)},copy:function(a){var b;this.index=null;this.attributes={};this.morphAttributes={};this.groups=[];this.boundingSphere=this.boundingBox=null;this.name=a.name;var c=a.index;null!==c&&this.setIndex(c.clone());c=a.attributes;for(g in c)this.addAttribute(g,
+c[g].clone());var d=a.morphAttributes;for(g in d){var e=[],f=d[g];c=0;for(b=f.length;c<b;c++)e.push(f[c].clone());this.morphAttributes[g]=e}var g=a.groups;c=0;for(b=g.length;c<b;c++)d=g[c],this.addGroup(d.start,d.count,d.materialIndex);g=a.boundingBox;null!==g&&(this.boundingBox=g.clone());g=a.boundingSphere;null!==g&&(this.boundingSphere=g.clone());this.drawRange.start=a.drawRange.start;this.drawRange.count=a.drawRange.count;return this},dispose:function(){this.dispatchEvent({type:"dispose"})}});
+Jb.prototype=Object.create(L.prototype);Jb.prototype.constructor=Jb;nb.prototype=Object.create(z.prototype);nb.prototype.constructor=nb;xc.prototype=Object.create(L.prototype);xc.prototype.constructor=xc;ob.prototype=Object.create(z.prototype);ob.prototype.constructor=ob;za.prototype=Object.create(O.prototype);za.prototype.constructor=za;za.prototype.isMeshBasicMaterial=!0;za.prototype.copy=function(a){O.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.lightMap=a.lightMap;
+this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;return this};Da.prototype=
+Object.create(O.prototype);Da.prototype.constructor=Da;Da.prototype.isShaderMaterial=!0;Da.prototype.copy=function(a){O.prototype.copy.call(this,a);this.fragmentShader=a.fragmentShader;this.vertexShader=a.vertexShader;this.uniforms=Ea.clone(a.uniforms);this.defines=a.defines;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.lights=a.lights;this.clipping=a.clipping;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;this.extensions=
+a.extensions;return this};Da.prototype.toJSON=function(a){a=O.prototype.toJSON.call(this,a);a.uniforms=this.uniforms;a.vertexShader=this.vertexShader;a.fragmentShader=this.fragmentShader;return a};Object.assign(pb.prototype,{set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new p).copy(this.direction).multiplyScalar(a).add(this.origin)},
+lookAt:function(a){this.direction.copy(a).sub(this.origin).normalize();return this},recast:function(){var a=new p;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){b=b||new p;b.subVectors(a,this.origin);a=b.dot(this.direction);return 0>a?b.copy(this.origin):b.copy(this.direction).multiplyScalar(a).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new p;return function(b){var c=
+a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new p,b=new p,c=new p;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),k=-this.direction.dot(b),m=c.dot(this.direction),l=-c.dot(b),n=c.lengthSq(),p=Math.abs(1-k*k);if(0<p){d=k*l-m;e=k*
+m-l;var q=h*p;0<=d?e>=-q?e<=q?(h=1/p,d*=h,e*=h,k=d*(d+k*e+2*m)+e*(k*d+e+2*l)+n):(e=h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+n):(e=-h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+n):e<=-q?(d=Math.max(0,-(-k*h+m)),e=0<d?-h:Math.min(Math.max(-h,-l),h),k=-d*d+e*(e+2*l)+n):e<=q?(d=0,e=Math.min(Math.max(-h,-l),h),k=e*(e+2*l)+n):(d=Math.max(0,-(k*h+m)),e=0<d?h:Math.min(Math.max(-h,-l),h),k=-d*d+e*(e+2*l)+n)}else e=0<k?-h:h,d=Math.max(0,-(k*e+m)),k=-d*d+e*(e+2*l)+n;f&&f.copy(this.direction).multiplyScalar(d).add(this.origin);
+g&&g.copy(b).multiplyScalar(e).add(a);return k}}(),intersectSphere:function(){var a=new p;return function(b,c){a.subVectors(b.center,this.origin);var d=a.dot(this.direction),e=a.dot(a)-d*d;b=b.radius*b.radius;if(e>b)return null;b=Math.sqrt(b-e);e=d-b;d+=b;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?
+0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){a=this.distanceToPlane(a);return null===a?null:this.at(a,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c=1/this.direction.x;var d=1/this.direction.y;var e=1/this.direction.z,f=this.origin;if(0<=c){var g=(a.min.x-f.x)*c;c*=a.max.x-f.x}else g=(a.max.x-f.x)*c,c*=a.min.x-f.x;if(0<=d){var h=(a.min.y-
+f.y)*d;d*=a.max.y-f.y}else h=(a.max.y-f.y)*d,d*=a.min.y-f.y;if(g>d||h>c)return null;if(h>g||g!==g)g=h;if(d<c||c!==c)c=d;0<=e?(h=(a.min.z-f.z)*e,a=(a.max.z-f.z)*e):(h=(a.max.z-f.z)*e,a=(a.min.z-f.z)*e);if(g>a||h>c)return null;if(h>g||g!==g)g=h;if(a<c||c!==c)c=a;return 0>c?null:this.at(0<=g?g:c,b)},intersectsBox:function(){var a=new p;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new p,b=new p,c=new p,d=new p;return function(e,f,g,h,k){b.subVectors(f,
+e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0<f){if(h)return null;h=1}else if(0>f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.origin.applyMatrix4(a);this.direction.transformDirection(a);return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}});
+Object.assign(Kb.prototype,{set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},getCenter:function(a){return(a||new p).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new p).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},
+at:function(a,b){b=b||new p;return this.delta(b).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new p,b=new p;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);c=b.dot(b);c=b.dot(a)/c;d&&(c=S.clamp(c,0,1));return c}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new p;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a);this.end.applyMatrix4(a);
+return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)}});Object.assign(Xa,{normal:function(){var a=new p;return function(b,c,d,e){e=e||new p;e.subVectors(d,c);a.subVectors(b,c);e.cross(a);b=e.lengthSq();return 0<b?e.multiplyScalar(1/Math.sqrt(b)):e.set(0,0,0)}}(),barycoordFromPoint:function(){var a=new p,b=new p,c=new p;return function(d,e,f,g,h){a.subVectors(g,e);b.subVectors(f,e);c.subVectors(d,e);d=a.dot(a);e=a.dot(b);f=a.dot(c);var k=b.dot(b);g=b.dot(c);var m=
+d*k-e*e;h=h||new p;if(0===m)return h.set(-2,-1,-1);m=1/m;k=(k*f-e*g)*m;d=(d*g-e*f)*m;return h.set(1-k-d,d,k)}}(),containsPoint:function(){var a=new p;return function(b,c,d,e){b=Xa.barycoordFromPoint(b,c,d,e,a);return 0<=b.x&&0<=b.y&&1>=b.x+b.y}}()});Object.assign(Xa.prototype,{set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},
+copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new p,b=new p;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new p).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return Xa.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new pa).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return Xa.barycoordFromPoint(a,
+this.a,this.b,this.c,b)},containsPoint:function(a){return Xa.containsPoint(a,this.a,this.b,this.c)},intersectsBox:function(a){return a.intersectsTriangle(this)},closestPointToPoint:function(){var a=new pa,b=[new Kb,new Kb,new Kb],c=new p,d=new p;return function(e,f){f=f||new p;var g=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))f.copy(c);else for(b[0].set(this.a,this.b),b[1].set(this.b,this.c),b[2].set(this.c,this.a),e=0;e<b.length;e++){b[e].closestPointToPoint(c,
+!0,d);var h=c.distanceToSquared(d);h<g&&(g=h,f.copy(d))}return f}}(),equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}});ua.prototype=Object.assign(Object.create(y.prototype),{constructor:ua,isMesh:!0,setDrawMode:function(a){this.drawMode=a},copy:function(a){y.prototype.copy.call(this,a);this.drawMode=a.drawMode;void 0!==a.morphTargetInfluences&&(this.morphTargetInfluences=a.morphTargetInfluences.slice());void 0!==a.morphTargetDictionary&&(this.morphTargetDictionary=
+Object.assign({},a.morphTargetDictionary));return this},updateMorphTargets:function(){var a=this.geometry;if(a.isBufferGeometry){a=a.morphAttributes;var b=Object.keys(a);if(0<b.length){var c=a[b[0]];if(void 0!==c)for(this.morphTargetInfluences=[],this.morphTargetDictionary={},a=0,b=c.length;a<b;a++){var d=c[a].name||String(a);this.morphTargetInfluences.push(0);this.morphTargetDictionary[d]=a}}}else if(c=a.morphTargets,void 0!==c&&0<c.length)for(this.morphTargetInfluences=[],this.morphTargetDictionary=
+{},a=0,b=c.length;a<b;a++)d=c[a].name||String(a),this.morphTargetInfluences.push(0),this.morphTargetDictionary[d]=a},raycast:function(){function a(a,b,c,d,e,f,g){Xa.barycoordFromPoint(a,b,c,d,t);e.multiplyScalar(t.x);f.multiplyScalar(t.y);g.multiplyScalar(t.z);e.add(f).add(g);return e.clone()}function b(a,b,c,d,e,f,g,h){if(null===(1===b.side?d.intersectTriangle(g,f,e,!0,h):d.intersectTriangle(e,f,g,2!==b.side,h)))return null;B.copy(h);B.applyMatrix4(a.matrixWorld);b=c.ray.origin.distanceTo(B);return b<
+c.near||b>c.far?null:{distance:b,point:B.clone(),object:a}}function c(c,d,e,f,m,l,n,p){g.fromBufferAttribute(f,l);h.fromBufferAttribute(f,n);k.fromBufferAttribute(f,p);if(c=b(c,c.material,d,e,g,h,k,x))m&&(u.fromBufferAttribute(m,l),q.fromBufferAttribute(m,n),r.fromBufferAttribute(m,p),c.uv=a(x,g,h,k,u,q,r)),c.face=new Wa(l,n,p,Xa.normal(g,h,k)),c.faceIndex=l;return c}var d=new P,e=new pb,f=new Ca,g=new p,h=new p,k=new p,m=new p,l=new p,n=new p,u=new C,q=new C,r=new C,t=new p,x=new p,B=new p;return function(p,
+v){var t=this.geometry,w=this.material,B=this.matrixWorld;if(void 0!==w&&(null===t.boundingSphere&&t.computeBoundingSphere(),f.copy(t.boundingSphere),f.applyMatrix4(B),!1!==p.ray.intersectsSphere(f)&&(d.getInverse(B),e.copy(p.ray).applyMatrix4(d),null===t.boundingBox||!1!==e.intersectsBox(t.boundingBox)))){var A;if(t.isBufferGeometry){w=t.index;var y=t.attributes.position;B=t.attributes.uv;var D;if(null!==w){var C=0;for(D=w.count;C<D;C+=3){t=w.getX(C);var z=w.getX(C+1);var H=w.getX(C+2);if(A=c(this,
+p,e,y,B,t,z,H))A.faceIndex=Math.floor(C/3),v.push(A)}}else if(void 0!==y)for(C=0,D=y.count;C<D;C+=3)if(t=C,z=C+1,H=C+2,A=c(this,p,e,y,B,t,z,H))A.index=t,v.push(A)}else if(t.isGeometry){B=Array.isArray(w);C=t.vertices;D=t.faces;z=t.faceVertexUvs[0];0<z.length&&(y=z);for(var I=0,K=D.length;I<K;I++){var L=D[I];A=B?w[L.materialIndex]:w;if(void 0!==A){z=C[L.a];H=C[L.b];var M=C[L.c];if(!0===A.morphTargets){var O=t.morphTargets,P=this.morphTargetInfluences;g.set(0,0,0);h.set(0,0,0);k.set(0,0,0);for(var S=
+0,R=O.length;S<R;S++){var Y=P[S];if(0!==Y){var W=O[S].vertices;g.addScaledVector(m.subVectors(W[L.a],z),Y);h.addScaledVector(l.subVectors(W[L.b],H),Y);k.addScaledVector(n.subVectors(W[L.c],M),Y)}}g.add(z);h.add(H);k.add(M);z=g;H=h;M=k}if(A=b(this,A,p,e,z,H,M,x))y&&y[I]&&(O=y[I],u.copy(O[0]),q.copy(O[1]),r.copy(O[2]),A.uv=a(x,z,H,M,u,q,r)),A.face=L,A.faceIndex=I,v.push(A)}}}}}}(),clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});var tg=0;na.prototype=Object.assign(Object.create(Qa.prototype),
+{constructor:na,isPerspectiveCamera:!0,copy:function(a,b){Qa.prototype.copy.call(this,a,b);this.fov=a.fov;this.zoom=a.zoom;this.near=a.near;this.far=a.far;this.focus=a.focus;this.aspect=a.aspect;this.view=null===a.view?null:Object.assign({},a.view);this.filmGauge=a.filmGauge;this.filmOffset=a.filmOffset;return this},setFocalLength:function(a){a=.5*this.getFilmHeight()/a;this.fov=2*S.RAD2DEG*Math.atan(a);this.updateProjectionMatrix()},getFocalLength:function(){var a=Math.tan(.5*S.DEG2RAD*this.fov);
+return.5*this.getFilmHeight()/a},getEffectiveFOV:function(){return 2*S.RAD2DEG*Math.atan(Math.tan(.5*S.DEG2RAD*this.fov)/this.zoom)},getFilmWidth:function(){return this.filmGauge*Math.min(this.aspect,1)},getFilmHeight:function(){return this.filmGauge/Math.max(this.aspect,1)},setViewOffset:function(a,b,c,d,e,f){this.aspect=a/b;null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1});this.view.enabled=!0;this.view.fullWidth=a;this.view.fullHeight=b;this.view.offsetX=
+c;this.view.offsetY=d;this.view.width=e;this.view.height=f;this.updateProjectionMatrix()},clearViewOffset:function(){null!==this.view&&(this.view.enabled=!1);this.updateProjectionMatrix()},updateProjectionMatrix:function(){var a=this.near,b=a*Math.tan(.5*S.DEG2RAD*this.fov)/this.zoom,c=2*b,d=this.aspect*c,e=-.5*d,f=this.view;if(null!==this.view&&this.view.enabled){var g=f.fullWidth,h=f.fullHeight;e+=f.offsetX*d/g;b-=f.offsetY*c/h;d*=f.width/g;c*=f.height/h}f=this.filmOffset;0!==f&&(e+=a*f/this.getFilmWidth());
+this.projectionMatrix.makePerspective(e,e+d,b,b-c,a,this.far)},toJSON:function(a){a=y.prototype.toJSON.call(this,a);a.object.fov=this.fov;a.object.zoom=this.zoom;a.object.near=this.near;a.object.far=this.far;a.object.focus=this.focus;a.object.aspect=this.aspect;null!==this.view&&(a.object.view=Object.assign({},this.view));a.object.filmGauge=this.filmGauge;a.object.filmOffset=this.filmOffset;return a}});od.prototype=Object.assign(Object.create(na.prototype),{constructor:od,isArrayCamera:!0});var Dg=
+0;Mb.prototype.isFogExp2=!0;Mb.prototype.clone=function(){return new Mb(this.color.getHex(),this.density)};Mb.prototype.toJSON=function(){return{type:"FogExp2",color:this.color.getHex(),density:this.density}};Nb.prototype.isFog=!0;Nb.prototype.clone=function(){return new Nb(this.color.getHex(),this.near,this.far)};Nb.prototype.toJSON=function(){return{type:"Fog",color:this.color.getHex(),near:this.near,far:this.far}};pd.prototype=Object.assign(Object.create(y.prototype),{constructor:pd,copy:function(a,
+b){y.prototype.copy.call(this,a,b);null!==a.background&&(this.background=a.background.clone());null!==a.fog&&(this.fog=a.fog.clone());null!==a.overrideMaterial&&(this.overrideMaterial=a.overrideMaterial.clone());this.autoUpdate=a.autoUpdate;this.matrixAutoUpdate=a.matrixAutoUpdate;return this},toJSON:function(a){var b=y.prototype.toJSON.call(this,a);null!==this.background&&(b.object.background=this.background.toJSON(a));null!==this.fog&&(b.object.fog=this.fog.toJSON());return b}});gb.prototype=Object.create(O.prototype);
+gb.prototype.constructor=gb;gb.prototype.isSpriteMaterial=!0;gb.prototype.copy=function(a){O.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.rotation=a.rotation;return this};zc.prototype=Object.assign(Object.create(y.prototype),{constructor:zc,isSprite:!0,raycast:function(){var a=new p,b=new p,c=new p;return function(d,e){b.setFromMatrixPosition(this.matrixWorld);d.ray.closestPointToPoint(b,a);c.setFromMatrixScale(this.matrixWorld);var f=c.x*c.y/4;b.distanceToSquared(a)>f||
+(f=d.ray.origin.distanceTo(a),f<d.near||f>d.far||e.push({distance:f,point:a.clone(),face:null,object:this}))}}(),clone:function(){return(new this.constructor(this.material)).copy(this)},copy:function(a){y.prototype.copy.call(this,a);void 0!==a.center&&this.center.copy(a.center);return this}});Ac.prototype=Object.assign(Object.create(y.prototype),{constructor:Ac,copy:function(a){y.prototype.copy.call(this,a,!1);a=a.levels;for(var b=0,c=a.length;b<c;b++){var d=a[b];this.addLevel(d.object.clone(),d.distance)}return this},
+addLevel:function(a,b){void 0===b&&(b=0);b=Math.abs(b);for(var c=this.levels,d=0;d<c.length&&!(b<c[d].distance);d++);c.splice(d,0,{distance:b,object:a});this.add(a)},getObjectForDistance:function(a){for(var b=this.levels,c=1,d=b.length;c<d&&!(a<b[c].distance);c++);return b[c-1].object},raycast:function(){var a=new p;return function(b,c){a.setFromMatrixPosition(this.matrixWorld);var d=b.ray.origin.distanceTo(a);this.getObjectForDistance(d).raycast(b,c)}}(),update:function(){var a=new p,b=new p;return function(c){var d=
+this.levels;if(1<d.length){a.setFromMatrixPosition(c.matrixWorld);b.setFromMatrixPosition(this.matrixWorld);c=a.distanceTo(b);d[0].object.visible=!0;for(var e=1,f=d.length;e<f;e++)if(c>=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;e<f;e++)d[e].object.visible=!1}}}(),toJSON:function(a){a=y.prototype.toJSON.call(this,a);a.object.levels=[];for(var b=this.levels,c=0,d=b.length;c<d;c++){var e=b[c];a.object.levels.push({object:e.object.uuid,distance:e.distance})}return a}});
+Object.assign(Bc.prototype,{calculateInverses:function(){this.boneInverses=[];for(var a=0,b=this.bones.length;a<b;a++){var c=new P;this.bones[a]&&c.getInverse(this.bones[a].matrixWorld);this.boneInverses.push(c)}},pose:function(){var a,b;var c=0;for(b=this.bones.length;c<b;c++)(a=this.bones[c])&&a.matrixWorld.getInverse(this.boneInverses[c]);c=0;for(b=this.bones.length;c<b;c++)if(a=this.bones[c])a.parent&&a.parent.isBone?(a.matrix.getInverse(a.parent.matrixWorld),a.matrix.multiply(a.matrixWorld)):
+a.matrix.copy(a.matrixWorld),a.matrix.decompose(a.position,a.quaternion,a.scale)},update:function(){var a=new P,b=new P;return function(){for(var c=this.bones,d=this.boneInverses,e=this.boneMatrices,f=this.boneTexture,g=0,h=c.length;g<h;g++)a.multiplyMatrices(c[g]?c[g].matrixWorld:b,d[g]),a.toArray(e,16*g);void 0!==f&&(f.needsUpdate=!0)}}(),clone:function(){return new Bc(this.bones,this.boneInverses)},getBoneByName:function(a){for(var b=0,c=this.bones.length;b<c;b++){var d=this.bones[b];if(d.name===
+a)return d}}});qd.prototype=Object.assign(Object.create(y.prototype),{constructor:qd,isBone:!0});rd.prototype=Object.assign(Object.create(ua.prototype),{constructor:rd,isSkinnedMesh:!0,initBones:function(){var a=[],b;if(this.geometry&&void 0!==this.geometry.bones){var c=0;for(b=this.geometry.bones.length;c<b;c++){var d=this.geometry.bones[c];var e=new qd;a.push(e);e.name=d.name;e.position.fromArray(d.pos);e.quaternion.fromArray(d.rotq);void 0!==d.scl&&e.scale.fromArray(d.scl)}c=0;for(b=this.geometry.bones.length;c<
+b;c++)d=this.geometry.bones[c],-1!==d.parent&&null!==d.parent&&void 0!==a[d.parent]?a[d.parent].add(a[c]):this.add(a[c])}this.updateMatrixWorld(!0);return a},bind:function(a,b){this.skeleton=a;void 0===b&&(this.updateMatrixWorld(!0),this.skeleton.calculateInverses(),b=this.matrixWorld);this.bindMatrix.copy(b);this.bindMatrixInverse.getInverse(b)},pose:function(){this.skeleton.pose()},normalizeSkinWeights:function(){var a;if(this.geometry&&this.geometry.isGeometry)for(a=0;a<this.geometry.skinWeights.length;a++){var b=
+this.geometry.skinWeights[a];var c=1/b.manhattanLength();Infinity!==c?b.multiplyScalar(c):b.set(1,0,0,0)}else if(this.geometry&&this.geometry.isBufferGeometry){b=new X;var d=this.geometry.attributes.skinWeight;for(a=0;a<d.count;a++)b.x=d.getX(a),b.y=d.getY(a),b.z=d.getZ(a),b.w=d.getW(a),c=1/b.manhattanLength(),Infinity!==c?b.multiplyScalar(c):b.set(1,0,0,0),d.setXYZW(a,b.x,b.y,b.z,b.w)}},updateMatrixWorld:function(a){ua.prototype.updateMatrixWorld.call(this,a);"attached"===this.bindMode?this.bindMatrixInverse.getInverse(this.matrixWorld):
+"detached"===this.bindMode?this.bindMatrixInverse.getInverse(this.bindMatrix):console.warn("THREE.SkinnedMesh: Unrecognized bindMode: "+this.bindMode)},clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});Y.prototype=Object.create(O.prototype);Y.prototype.constructor=Y;Y.prototype.isLineBasicMaterial=!0;Y.prototype.copy=function(a){O.prototype.copy.call(this,a);this.color.copy(a.color);this.linewidth=a.linewidth;this.linecap=a.linecap;this.linejoin=a.linejoin;return this};
+qa.prototype=Object.assign(Object.create(y.prototype),{constructor:qa,isLine:!0,computeLineDistances:function(){var a=new p,b=new p;return function(){var c=this.geometry;if(c.isBufferGeometry)if(null===c.index){for(var d=c.attributes.position,e=[0],f=1,g=d.count;f<g;f++)a.fromBufferAttribute(d,f-1),b.fromBufferAttribute(d,f),e[f]=e[f-1],e[f]+=a.distanceTo(b);c.addAttribute("lineDistance",new THREE.Float32BufferAttribute(e,1))}else console.warn("THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");
+else if(c.isGeometry)for(d=c.vertices,e=c.lineDistances,e[0]=0,f=1,g=d.length;f<g;f++)e[f]=e[f-1],e[f]+=d[f-1].distanceTo(d[f]);return this}}(),raycast:function(){var a=new P,b=new pb,c=new Ca;return function(d,e){var f=d.linePrecision;f*=f;var g=this.geometry,h=this.matrixWorld;null===g.boundingSphere&&g.computeBoundingSphere();c.copy(g.boundingSphere);c.applyMatrix4(h);if(!1!==d.ray.intersectsSphere(c)){a.getInverse(h);b.copy(d.ray).applyMatrix4(a);var k=new p,m=new p;h=new p;var l=new p,n=this&&
+this.isLineSegments?2:1;if(g.isBufferGeometry){var u=g.index,q=g.attributes.position.array;if(null!==u){u=u.array;g=0;for(var r=u.length-1;g<r;g+=n){var t=u[g+1];k.fromArray(q,3*u[g]);m.fromArray(q,3*t);t=b.distanceSqToSegment(k,m,l,h);t>f||(l.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(l),t<d.near||t>d.far||e.push({distance:t,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}else for(g=0,r=q.length/3-1;g<r;g+=n)k.fromArray(q,3*g),m.fromArray(q,
+3*g+3),t=b.distanceSqToSegment(k,m,l,h),t>f||(l.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(l),t<d.near||t>d.far||e.push({distance:t,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g.isGeometry)for(k=g.vertices,m=k.length,g=0;g<m-1;g+=n)t=b.distanceSqToSegment(k[g],k[g+1],l,h),t>f||(l.applyMatrix4(this.matrixWorld),t=d.ray.origin.distanceTo(l),t<d.near||t>d.far||e.push({distance:t,point:h.clone().applyMatrix4(this.matrixWorld),index:g,
+face:null,faceIndex:null,object:this}))}}}(),clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});U.prototype=Object.assign(Object.create(qa.prototype),{constructor:U,isLineSegments:!0,computeLineDistances:function(){var a=new p,b=new p;return function(){var c=this.geometry;if(c.isBufferGeometry)if(null===c.index){for(var d=c.attributes.position,e=[],f=0,g=d.count;f<g;f+=2)a.fromBufferAttribute(d,f),b.fromBufferAttribute(d,f+1),e[f]=0===f?0:e[f-1],e[f+1]=e[f]+a.distanceTo(b);
+c.addAttribute("lineDistance",new THREE.Float32BufferAttribute(e,1))}else console.warn("THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");else if(c.isGeometry)for(d=c.vertices,e=c.lineDistances,f=0,g=d.length;f<g;f+=2)a.copy(d[f]),b.copy(d[f+1]),e[f]=0===f?0:e[f-1],e[f+1]=e[f]+a.distanceTo(b);return this}}()});sd.prototype=Object.assign(Object.create(qa.prototype),{constructor:sd,isLineLoop:!0});Ha.prototype=Object.create(O.prototype);Ha.prototype.constructor=
+Ha;Ha.prototype.isPointsMaterial=!0;Ha.prototype.copy=function(a){O.prototype.copy.call(this,a);this.color.copy(a.color);this.map=a.map;this.size=a.size;this.sizeAttenuation=a.sizeAttenuation;return this};Ob.prototype=Object.assign(Object.create(y.prototype),{constructor:Ob,isPoints:!0,raycast:function(){var a=new P,b=new pb,c=new Ca;return function(d,e){function f(a,c){var f=b.distanceSqToPoint(a);if(f<l){a=b.closestPointToPoint(a);a.applyMatrix4(k);var h=d.ray.origin.distanceTo(a);h<d.near||h>d.far||
+e.push({distance:h,distanceToRay:Math.sqrt(f),point:a.clone(),index:c,face:null,object:g})}}var g=this,h=this.geometry,k=this.matrixWorld,m=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere();c.copy(h.boundingSphere);c.applyMatrix4(k);c.radius+=m;if(!1!==d.ray.intersectsSphere(c)){a.getInverse(k);b.copy(d.ray).applyMatrix4(a);m/=(this.scale.x+this.scale.y+this.scale.z)/3;var l=m*m;m=new p;if(h.isBufferGeometry){var n=h.index;h=h.attributes.position.array;if(null!==n){var u=
+n.array;n=0;for(var q=u.length;n<q;n++){var r=u[n];m.fromArray(h,3*r);f(m,r)}}else for(n=0,u=h.length/3;n<u;n++)m.fromArray(h,3*n),f(m,n)}else for(m=h.vertices,n=0,u=m.length;n<u;n++)f(m[n],n)}}}(),clone:function(){return(new this.constructor(this.geometry,this.material)).copy(this)}});td.prototype=Object.assign(Object.create(y.prototype),{constructor:td,isGroup:!0});Yd.prototype=Object.assign(Object.create(aa.prototype),{constructor:Yd,isVideoTexture:!0,update:function(){var a=this.image;a.readyState>=
+a.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}});Pb.prototype=Object.create(aa.prototype);Pb.prototype.constructor=Pb;Pb.prototype.isCompressedTexture=!0;Cc.prototype=Object.create(aa.prototype);Cc.prototype.constructor=Cc;Cc.prototype.isDepthTexture=!0;Qb.prototype=Object.create(z.prototype);Qb.prototype.constructor=Qb;Dc.prototype=Object.create(L.prototype);Dc.prototype.constructor=Dc;Rb.prototype=Object.create(z.prototype);Rb.prototype.constructor=Rb;Ec.prototype=Object.create(L.prototype);Ec.prototype.constructor=
+Ec;va.prototype=Object.create(z.prototype);va.prototype.constructor=va;Fc.prototype=Object.create(L.prototype);Fc.prototype.constructor=Fc;Sb.prototype=Object.create(va.prototype);Sb.prototype.constructor=Sb;Gc.prototype=Object.create(L.prototype);Gc.prototype.constructor=Gc;rb.prototype=Object.create(va.prototype);rb.prototype.constructor=rb;Hc.prototype=Object.create(L.prototype);Hc.prototype.constructor=Hc;Tb.prototype=Object.create(va.prototype);Tb.prototype.constructor=Tb;Ic.prototype=Object.create(L.prototype);
+Ic.prototype.constructor=Ic;Ub.prototype=Object.create(va.prototype);Ub.prototype.constructor=Ub;Jc.prototype=Object.create(L.prototype);Jc.prototype.constructor=Jc;Vb.prototype=Object.create(z.prototype);Vb.prototype.constructor=Vb;Kc.prototype=Object.create(L.prototype);Kc.prototype.constructor=Kc;Wb.prototype=Object.create(z.prototype);Wb.prototype.constructor=Wb;Lc.prototype=Object.create(L.prototype);Lc.prototype.constructor=Lc;Xb.prototype=Object.create(z.prototype);Xb.prototype.constructor=
+Xb;var Lg={triangulate:function(a,b,c){c=c||2;var d=b&&b.length,e=d?b[0]*c:a.length,f=Xe(a,0,e,c,!0),g=[];if(!f)return g;var h;if(d){var k=c;d=[];var m;var l=0;for(m=b.length;l<m;l++){var n=b[l]*k;var p=l<m-1?b[l+1]*k:a.length;n=Xe(a,n,p,k,!1);n===n.next&&(n.steiner=!0);d.push(Jg(n))}d.sort(Hg);for(l=0;l<d.length;l++){b=d[l];k=f;if(k=Ig(b,k))b=$e(k,b),Nc(b,b.next);f=Nc(f,f.next)}}if(a.length>80*c){var q=h=a[0];var r=d=a[1];for(k=c;k<e;k+=c)l=a[k],b=a[k+1],l<q&&(q=l),b<r&&(r=b),l>h&&(h=l),b>d&&(d=
+b);h=Math.max(h-q,d-r);h=0!==h?1/h:0}Oc(f,g,c,q,r,h);return g}},Ya={area:function(a){for(var b=a.length,c=0,d=b-1,e=0;e<b;d=e++)c+=a[d].x*a[e].y-a[e].x*a[d].y;return.5*c},isClockWise:function(a){return 0>Ya.area(a)},triangulateShape:function(a,b){var c=[],d=[],e=[];af(a);bf(c,a);var f=a.length;b.forEach(af);for(a=0;a<b.length;a++)d.push(f),f+=b[a].length,bf(c,b[a]);b=Lg.triangulate(c,d);for(a=0;a<b.length;a+=3)e.push(b.slice(a,a+3));return e}};hb.prototype=Object.create(L.prototype);hb.prototype.constructor=
+hb;Ia.prototype=Object.create(z.prototype);Ia.prototype.constructor=Ia;Ia.prototype.getArrays=function(){var a=this.getAttribute("position");a=a?Array.prototype.slice.call(a.array):[];var b=this.getAttribute("uv");b=b?Array.prototype.slice.call(b.array):[];var c=this.index;c=c?Array.prototype.slice.call(c.array):[];return{position:a,uv:b,index:c}};Ia.prototype.addShapeList=function(a,b){var c=a.length;b.arrays=this.getArrays();for(var d=0;d<c;d++)this.addShape(a[d],b);this.setIndex(b.arrays.index);
+this.addAttribute("position",new D(b.arrays.position,3));this.addAttribute("uv",new D(b.arrays.uv,2))};Ia.prototype.addShape=function(a,b){function c(a,b,c){b||console.error("THREE.ExtrudeGeometry: vec does not exist");return b.clone().multiplyScalar(c).add(a)}function d(a,b,c){var d=a.x-b.x;var e=a.y-b.y;var f=c.x-a.x;var g=c.y-a.y,h=d*d+e*e;if(Math.abs(d*g-e*f)>Number.EPSILON){var k=Math.sqrt(h),m=Math.sqrt(f*f+g*g);h=b.x-e/k;b=b.y+d/k;g=((c.x-g/m-h)*g-(c.y+f/m-b)*f)/(d*g-e*f);f=h+d*g-a.x;d=b+e*
+g-a.y;e=f*f+d*d;if(2>=e)return new C(f,d);e=Math.sqrt(e/2)}else a=!1,d>Number.EPSILON?f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(f=-e,e=Math.sqrt(h)):(f=d,d=e,e=Math.sqrt(h/2));return new C(f/e,d/e)}function e(a,b){for(J=a.length;0<=--J;){var c=J;var d=J-1;0>d&&(d=a.length-1);var e,f=A+2*x;for(e=0;e<f;e++){var g=aa*e,m=aa*(e+1),n=b+d+g,p=b+d+m;m=b+c+m;h(b+c+g);h(n);h(m);h(n);h(p);h(m);g=l.length/3;g=H.generateSideWallUV(S,l,g-6,g-3,
+g-2,g-1);k(g[0]);k(g[1]);k(g[3]);k(g[1]);k(g[2]);k(g[3])}}}function f(a,b,c){q.push(a);q.push(b);q.push(c)}function g(a,b,c){h(a);h(b);h(c);a=l.length/3;a=H.generateTopUV(S,l,a-3,a-2,a-1);k(a[0]);k(a[1]);k(a[2])}function h(a){n.push(l.length/3);l.push(q[3*a]);l.push(q[3*a+1]);l.push(q[3*a+2])}function k(a){u.push(a.x);u.push(a.y)}var m=b.arrays?b.arrays:this.getArrays(),l=m.position,n=m.index,u=m.uv,q=[];m=void 0!==b.amount?b.amount:100;var r=void 0!==b.bevelThickness?b.bevelThickness:6,t=void 0!==
+b.bevelSize?b.bevelSize:r-2,x=void 0!==b.bevelSegments?b.bevelSegments:3,B=void 0!==b.bevelEnabled?b.bevelEnabled:!0,w=void 0!==b.curveSegments?b.curveSegments:12,A=void 0!==b.steps?b.steps:1,y=b.extrudePath,z=!1,H=void 0!==b.UVGenerator?b.UVGenerator:hb.WorldUVGenerator;if(y){var F=y.getSpacedPoints(A);z=!0;B=!1;var I=void 0!==b.frames?b.frames:y.computeFrenetFrames(A,!1);var K=new p;var L=new p;var M=new p}B||(t=r=x=0);var O,S=this;w=a.extractPoints(w);a=w.shape;var P=w.holes;if(!Ya.isClockWise(a)){a=
+a.reverse();var T=0;for(O=P.length;T<O;T++){var R=P[T];Ya.isClockWise(R)&&(P[T]=R.reverse())}}var Y=Ya.triangulateShape(a,P),W=a;T=0;for(O=P.length;T<O;T++)R=P[T],a=a.concat(R);var U,aa=a.length,X,da=Y.length;w=[];var J=0;var V=W.length;var Q=V-1;for(U=J+1;J<V;J++,Q++,U++)Q===V&&(Q=0),U===V&&(U=0),w[J]=d(W[J],W[Q],W[U]);y=[];var ea=w.concat();T=0;for(O=P.length;T<O;T++){R=P[T];var ca=[];J=0;V=R.length;Q=V-1;for(U=J+1;J<V;J++,Q++,U++)Q===V&&(Q=0),U===V&&(U=0),ca[J]=d(R[J],R[Q],R[U]);y.push(ca);ea=
+ea.concat(ca)}for(Q=0;Q<x;Q++){V=Q/x;var fa=r*Math.cos(V*Math.PI/2);U=t*Math.sin(V*Math.PI/2);J=0;for(V=W.length;J<V;J++){var ha=c(W[J],w[J],U);f(ha.x,ha.y,-fa)}T=0;for(O=P.length;T<O;T++)for(R=P[T],ca=y[T],J=0,V=R.length;J<V;J++)ha=c(R[J],ca[J],U),f(ha.x,ha.y,-fa)}U=t;for(J=0;J<aa;J++)ha=B?c(a[J],ea[J],U):a[J],z?(L.copy(I.normals[0]).multiplyScalar(ha.x),K.copy(I.binormals[0]).multiplyScalar(ha.y),M.copy(F[0]).add(L).add(K),f(M.x,M.y,M.z)):f(ha.x,ha.y,0);for(V=1;V<=A;V++)for(J=0;J<aa;J++)ha=B?c(a[J],
+ea[J],U):a[J],z?(L.copy(I.normals[V]).multiplyScalar(ha.x),K.copy(I.binormals[V]).multiplyScalar(ha.y),M.copy(F[V]).add(L).add(K),f(M.x,M.y,M.z)):f(ha.x,ha.y,m/A*V);for(Q=x-1;0<=Q;Q--){V=Q/x;fa=r*Math.cos(V*Math.PI/2);U=t*Math.sin(V*Math.PI/2);J=0;for(V=W.length;J<V;J++)ha=c(W[J],w[J],U),f(ha.x,ha.y,m+fa);T=0;for(O=P.length;T<O;T++)for(R=P[T],ca=y[T],J=0,V=R.length;J<V;J++)ha=c(R[J],ca[J],U),z?f(ha.x,ha.y+F[A-1].y,F[A-1].x+fa):f(ha.x,ha.y,m+fa)}(function(){var a=l.length/3;if(B){var c=0*aa;for(J=
+0;J<da;J++)X=Y[J],g(X[2]+c,X[1]+c,X[0]+c);c=aa*(A+2*x);for(J=0;J<da;J++)X=Y[J],g(X[0]+c,X[1]+c,X[2]+c)}else{for(J=0;J<da;J++)X=Y[J],g(X[2],X[1],X[0]);for(J=0;J<da;J++)X=Y[J],g(X[0]+aa*A,X[1]+aa*A,X[2]+aa*A)}S.addGroup(a,l.length/3-a,void 0!==b.material?b.material:0)})();(function(){var a=l.length/3,c=0;e(W,c);c+=W.length;T=0;for(O=P.length;T<O;T++)R=P[T],e(R,c),c+=R.length;S.addGroup(a,l.length/3-a,void 0!==b.extrudeMaterial?b.extrudeMaterial:1)})();b.arrays||(this.setIndex(n),this.addAttribute("position",
+new D(l,3)),this.addAttribute("uv",new D(u,2)))};hb.WorldUVGenerator={generateTopUV:function(a,b,c,d,e){a=b[3*d];d=b[3*d+1];var f=b[3*e];e=b[3*e+1];return[new C(b[3*c],b[3*c+1]),new C(a,d),new C(f,e)]},generateSideWallUV:function(a,b,c,d,e,f){a=b[3*c];var g=b[3*c+1];c=b[3*c+2];var h=b[3*d],k=b[3*d+1];d=b[3*d+2];var m=b[3*e],l=b[3*e+1];e=b[3*e+2];var n=b[3*f],p=b[3*f+1];b=b[3*f+2];return.01>Math.abs(g-k)?[new C(a,1-c),new C(h,1-d),new C(m,1-e),new C(n,1-b)]:[new C(g,1-c),new C(k,1-d),new C(l,1-e),
+new C(p,1-b)]}};Qc.prototype=Object.create(L.prototype);Qc.prototype.constructor=Qc;Yb.prototype=Object.create(Ia.prototype);Yb.prototype.constructor=Yb;Rc.prototype=Object.create(L.prototype);Rc.prototype.constructor=Rc;tb.prototype=Object.create(z.prototype);tb.prototype.constructor=tb;Sc.prototype=Object.create(L.prototype);Sc.prototype.constructor=Sc;Zb.prototype=Object.create(z.prototype);Zb.prototype.constructor=Zb;Tc.prototype=Object.create(L.prototype);Tc.prototype.constructor=Tc;$b.prototype=
+Object.create(z.prototype);$b.prototype.constructor=$b;ub.prototype=Object.create(L.prototype);ub.prototype.constructor=ub;ub.prototype.toJSON=function(){var a=L.prototype.toJSON.call(this);return cf(this.parameters.shapes,a)};vb.prototype=Object.create(z.prototype);vb.prototype.constructor=vb;vb.prototype.toJSON=function(){var a=z.prototype.toJSON.call(this);return cf(this.parameters.shapes,a)};ac.prototype=Object.create(z.prototype);ac.prototype.constructor=ac;wb.prototype=Object.create(L.prototype);
+wb.prototype.constructor=wb;Za.prototype=Object.create(z.prototype);Za.prototype.constructor=Za;Uc.prototype=Object.create(wb.prototype);Uc.prototype.constructor=Uc;Vc.prototype=Object.create(Za.prototype);Vc.prototype.constructor=Vc;Wc.prototype=Object.create(L.prototype);Wc.prototype.constructor=Wc;bc.prototype=Object.create(z.prototype);bc.prototype.constructor=bc;var oa=Object.freeze({WireframeGeometry:Qb,ParametricGeometry:Dc,ParametricBufferGeometry:Rb,TetrahedronGeometry:Fc,TetrahedronBufferGeometry:Sb,
+OctahedronGeometry:Gc,OctahedronBufferGeometry:rb,IcosahedronGeometry:Hc,IcosahedronBufferGeometry:Tb,DodecahedronGeometry:Ic,DodecahedronBufferGeometry:Ub,PolyhedronGeometry:Ec,PolyhedronBufferGeometry:va,TubeGeometry:Jc,TubeBufferGeometry:Vb,TorusKnotGeometry:Kc,TorusKnotBufferGeometry:Wb,TorusGeometry:Lc,TorusBufferGeometry:Xb,TextGeometry:Qc,TextBufferGeometry:Yb,SphereGeometry:Rc,SphereBufferGeometry:tb,RingGeometry:Sc,RingBufferGeometry:Zb,PlaneGeometry:xc,PlaneBufferGeometry:ob,LatheGeometry:Tc,
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+Object.create(O.prototype);Sa.prototype.constructor=Sa;Sa.prototype.isMeshStandardMaterial=!0;Sa.prototype.copy=function(a){O.prototype.copy.call(this,a);this.defines={STANDARD:""};this.color.copy(a.color);this.roughness=a.roughness;this.metalness=a.metalness;this.map=a.map;this.lightMap=a.lightMap;this.lightMapIntensity=a.lightMapIntensity;this.aoMap=a.aoMap;this.aoMapIntensity=a.aoMapIntensity;this.emissive.copy(a.emissive);this.emissiveMap=a.emissiveMap;this.emissiveIntensity=a.emissiveIntensity;
+this.bumpMap=a.bumpMap;this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.roughnessMap=a.roughnessMap;this.metalnessMap=a.metalnessMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.envMapIntensity=a.envMapIntensity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=
+a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};xb.prototype=Object.create(Sa.prototype);xb.prototype.constructor=xb;xb.prototype.isMeshPhysicalMaterial=!0;xb.prototype.copy=function(a){Sa.prototype.copy.call(this,a);this.defines={PHYSICAL:""};this.reflectivity=a.reflectivity;this.clearCoat=a.clearCoat;this.clearCoatRoughness=a.clearCoatRoughness;return this};Ja.prototype=Object.create(O.prototype);
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+this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.specularMap=a.specularMap;this.alphaMap=a.alphaMap;this.envMap=a.envMap;this.combine=a.combine;this.reflectivity=a.reflectivity;this.refractionRatio=a.refractionRatio;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;
+this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};yb.prototype=Object.create(Ja.prototype);yb.prototype.constructor=yb;yb.prototype.isMeshToonMaterial=!0;yb.prototype.copy=function(a){Ja.prototype.copy.call(this,a);this.gradientMap=a.gradientMap;return this};zb.prototype=Object.create(O.prototype);zb.prototype.constructor=zb;zb.prototype.isMeshNormalMaterial=!0;zb.prototype.copy=function(a){O.prototype.copy.call(this,a);this.bumpMap=a.bumpMap;
+this.bumpScale=a.bumpScale;this.normalMap=a.normalMap;this.normalScale.copy(a.normalScale);this.displacementMap=a.displacementMap;this.displacementScale=a.displacementScale;this.displacementBias=a.displacementBias;this.wireframe=a.wireframe;this.wireframeLinewidth=a.wireframeLinewidth;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Ab.prototype=Object.create(O.prototype);Ab.prototype.constructor=Ab;Ab.prototype.isMeshLambertMaterial=!0;Ab.prototype.copy=
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+this.wireframeLinewidth=a.wireframeLinewidth;this.wireframeLinecap=a.wireframeLinecap;this.wireframeLinejoin=a.wireframeLinejoin;this.skinning=a.skinning;this.morphTargets=a.morphTargets;this.morphNormals=a.morphNormals;return this};Bb.prototype=Object.create(Y.prototype);Bb.prototype.constructor=Bb;Bb.prototype.isLineDashedMaterial=!0;Bb.prototype.copy=function(a){Y.prototype.copy.call(this,a);this.scale=a.scale;this.dashSize=a.dashSize;this.gapSize=a.gapSize;return this};var Mg=Object.freeze({ShadowMaterial:cc,
+SpriteMaterial:gb,RawShaderMaterial:dc,ShaderMaterial:Da,PointsMaterial:Ha,MeshPhysicalMaterial:xb,MeshStandardMaterial:Sa,MeshPhongMaterial:Ja,MeshToonMaterial:yb,MeshNormalMaterial:zb,MeshLambertMaterial:Ab,MeshDepthMaterial:db,MeshDistanceMaterial:eb,MeshBasicMaterial:za,LineDashedMaterial:Bb,LineBasicMaterial:Y,Material:O}),Fb={enabled:!1,files:{},add:function(a,b){!1!==this.enabled&&(this.files[a]=b)},get:function(a){if(!1!==this.enabled)return this.files[a]},remove:function(a){delete this.files[a]},
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+[];ab[a].push({onLoad:b,onProgress:c,onError:d});var n=new XMLHttpRequest;n.open("GET",a,!0);n.addEventListener("load",function(b){var c=this.response;Fb.add(a,c);var d=ab[a];delete ab[a];if(200===this.status){for(var f=0,g=d.length;f<g;f++){var h=d[f];if(h.onLoad)h.onLoad(c)}e.manager.itemEnd(a)}else if(0===this.status){console.warn("THREE.FileLoader: HTTP Status 0 received.");f=0;for(g=d.length;f<g;f++)if(h=d[f],h.onLoad)h.onLoad(c);e.manager.itemEnd(a)}else{f=0;for(g=d.length;f<g;f++)if(h=d[f],
+h.onError)h.onError(b);e.manager.itemEnd(a);e.manager.itemError(a)}},!1);n.addEventListener("progress",function(b){for(var c=ab[a],d=0,e=c.length;d<e;d++){var f=c[d];if(f.onProgress)f.onProgress(b)}},!1);n.addEventListener("error",function(b){var c=ab[a];delete ab[a];for(var d=0,f=c.length;d<f;d++){var g=c[d];if(g.onError)g.onError(b)}e.manager.itemEnd(a);e.manager.itemError(a)},!1);void 0!==this.responseType&&(n.responseType=this.responseType);void 0!==this.withCredentials&&(n.withCredentials=this.withCredentials);
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+{load:function(a,b,c,d){function e(e){k.load(a[e],function(a){a=f._parser(a,!0);g[e]={width:a.width,height:a.height,format:a.format,mipmaps:a.mipmaps};m+=1;6===m&&(1===a.mipmapCount&&(h.minFilter=1006),h.format=a.format,h.needsUpdate=!0,b&&b(h))},c,d)}var f=this,g=[],h=new Pb;h.image=g;var k=new Ka(this.manager);k.setPath(this.path);k.setResponseType("arraybuffer");if(Array.isArray(a))for(var m=0,l=0,n=a.length;l<n;++l)e(l);else k.load(a,function(a){a=f._parser(a,!0);if(a.isCubemap)for(var c=a.mipmaps.length/
+a.mipmapCount,d=0;d<c;d++){g[d]={mipmaps:[]};for(var e=0;e<a.mipmapCount;e++)g[d].mipmaps.push(a.mipmaps[d*a.mipmapCount+e]),g[d].format=a.format,g[d].width=a.width,g[d].height=a.height}else h.image.width=a.width,h.image.height=a.height,h.mipmaps=a.mipmaps;1===a.mipmapCount&&(h.minFilter=1006);h.format=a.format;h.needsUpdate=!0;b&&b(h)},c,d);return h},setPath:function(a){this.path=a;return this}});Object.assign(be.prototype,{load:function(a,b,c,d){var e=this,f=new kb,g=new Ka(this.manager);g.setResponseType("arraybuffer");
+g.load(a,function(a){if(a=e._parser(a))void 0!==a.image?f.image=a.image:void 0!==a.data&&(f.image.width=a.width,f.image.height=a.height,f.image.data=a.data),f.wrapS=void 0!==a.wrapS?a.wrapS:1001,f.wrapT=void 0!==a.wrapT?a.wrapT:1001,f.magFilter=void 0!==a.magFilter?a.magFilter:1006,f.minFilter=void 0!==a.minFilter?a.minFilter:1008,f.anisotropy=void 0!==a.anisotropy?a.anisotropy:1,void 0!==a.format&&(f.format=a.format),void 0!==a.type&&(f.type=a.type),void 0!==a.mipmaps&&(f.mipmaps=a.mipmaps),1===
+a.mipmapCount&&(f.minFilter=1006),f.needsUpdate=!0,b&&b(f,a)},c,d);return f}});Object.assign(Xc.prototype,{crossOrigin:"Anonymous",load:function(a,b,c,d){void 0===a&&(a="");void 0!==this.path&&(a=this.path+a);a=this.manager.resolveURL(a);var e=this,f=Fb.get(a);if(void 0!==f)return e.manager.itemStart(a),setTimeout(function(){b&&b(f);e.manager.itemEnd(a)},0),f;c=document.createElementNS("http://www.w3.org/1999/xhtml","img");c.addEventListener("load",function(){Fb.add(a,this);b&&b(this);e.manager.itemEnd(a)},
+!1);c.addEventListener("error",function(b){d&&d(b);e.manager.itemEnd(a);e.manager.itemError(a)},!1);"data:"!==a.substr(0,5)&&void 0!==this.crossOrigin&&(c.crossOrigin=this.crossOrigin);e.manager.itemStart(a);c.src=a;return c},setCrossOrigin:function(a){this.crossOrigin=a;return this},setPath:function(a){this.path=a;return this}});Object.assign(ce.prototype,{crossOrigin:"Anonymous",load:function(a,b,c,d){function e(c){g.load(a[c],function(a){f.images[c]=a;h++;6===h&&(f.needsUpdate=!0,b&&b(f))},void 0,
+d)}var f=new bb,g=new Xc(this.manager);g.setCrossOrigin(this.crossOrigin);g.setPath(this.path);var h=0;for(c=0;c<a.length;++c)e(c);return f},setCrossOrigin:function(a){this.crossOrigin=a;return this},setPath:function(a){this.path=a;return this}});Object.assign(vd.prototype,{crossOrigin:"Anonymous",load:function(a,b,c,d){var e=new aa,f=new Xc(this.manager);f.setCrossOrigin(this.crossOrigin);f.setPath(this.path);f.load(a,function(c){e.image=c;c=0<a.search(/\.(jpg|jpeg)$/)||0===a.search(/^data:image\/jpeg/);
+e.format=c?1022:1023;e.needsUpdate=!0;void 0!==b&&b(e)},c,d);return e},setCrossOrigin:function(a){this.crossOrigin=a;return this},setPath:function(a){this.path=a;return this}});Object.assign(K.prototype,{getPoint:function(){console.warn("THREE.Curve: .getPoint() not implemented.");return null},getPointAt:function(a,b){a=this.getUtoTmapping(a);return this.getPoint(a,b)},getPoints:function(a){void 0===a&&(a=5);for(var b=[],c=0;c<=a;c++)b.push(this.getPoint(c/a));return b},getSpacedPoints:function(a){void 0===
+a&&(a=5);for(var b=[],c=0;c<=a;c++)b.push(this.getPointAt(c/a));return b},getLength:function(){var a=this.getLengths();return a[a.length-1]},getLengths:function(a){void 0===a&&(a=this.arcLengthDivisions);if(this.cacheArcLengths&&this.cacheArcLengths.length===a+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;var b=[],c=this.getPoint(0),d,e=0;b.push(0);for(d=1;d<=a;d++){var f=this.getPoint(d/a);e+=f.distanceTo(c);b.push(e);c=f}return this.cacheArcLengths=b},updateArcLengths:function(){this.needsUpdate=
+!0;this.getLengths()},getUtoTmapping:function(a,b){var c=this.getLengths(),d=c.length;b=b?b:a*c[d-1];for(var e=0,f=d-1,g;e<=f;)if(a=Math.floor(e+(f-e)/2),g=c[a]-b,0>g)e=a+1;else if(0<g)f=a-1;else{f=a;break}a=f;if(c[a]===b)return a/(d-1);e=c[a];return(a+(b-e)/(c[a+1]-e))/(d-1)},getTangent:function(a){var b=a-1E-4;a+=1E-4;0>b&&(b=0);1<a&&(a=1);b=this.getPoint(b);return this.getPoint(a).clone().sub(b).normalize()},getTangentAt:function(a){a=this.getUtoTmapping(a);return this.getTangent(a)},computeFrenetFrames:function(a,
+b){var c=new p,d=[],e=[],f=[],g=new p,h=new P,k;for(k=0;k<=a;k++){var m=k/a;d[k]=this.getTangentAt(m);d[k].normalize()}e[0]=new p;f[0]=new p;k=Number.MAX_VALUE;m=Math.abs(d[0].x);var l=Math.abs(d[0].y),n=Math.abs(d[0].z);m<=k&&(k=m,c.set(1,0,0));l<=k&&(k=l,c.set(0,1,0));n<=k&&c.set(0,0,1);g.crossVectors(d[0],c).normalize();e[0].crossVectors(d[0],g);f[0].crossVectors(d[0],e[0]);for(k=1;k<=a;k++)e[k]=e[k-1].clone(),f[k]=f[k-1].clone(),g.crossVectors(d[k-1],d[k]),g.length()>Number.EPSILON&&(g.normalize(),
+c=Math.acos(S.clamp(d[k-1].dot(d[k]),-1,1)),e[k].applyMatrix4(h.makeRotationAxis(g,c))),f[k].crossVectors(d[k],e[k]);if(!0===b)for(c=Math.acos(S.clamp(e[0].dot(e[a]),-1,1)),c/=a,0<d[0].dot(g.crossVectors(e[0],e[a]))&&(c=-c),k=1;k<=a;k++)e[k].applyMatrix4(h.makeRotationAxis(d[k],c*k)),f[k].crossVectors(d[k],e[k]);return{tangents:d,normals:e,binormals:f}},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.arcLengthDivisions=a.arcLengthDivisions;return this},toJSON:function(){var a=
+{metadata:{version:4.5,type:"Curve",generator:"Curve.toJSON"}};a.arcLengthDivisions=this.arcLengthDivisions;a.type=this.type;return a},fromJSON:function(a){this.arcLengthDivisions=a.arcLengthDivisions;return this}});Aa.prototype=Object.create(K.prototype);Aa.prototype.constructor=Aa;Aa.prototype.isEllipseCurve=!0;Aa.prototype.getPoint=function(a,b){b=b||new C;for(var c=2*Math.PI,d=this.aEndAngle-this.aStartAngle,e=Math.abs(d)<Number.EPSILON;0>d;)d+=c;for(;d>c;)d-=c;d<Number.EPSILON&&(d=e?0:c);!0!==
+this.aClockwise||e||(d=d===c?-c:d-c);c=this.aStartAngle+a*d;a=this.aX+this.xRadius*Math.cos(c);var f=this.aY+this.yRadius*Math.sin(c);0!==this.aRotation&&(c=Math.cos(this.aRotation),d=Math.sin(this.aRotation),e=a-this.aX,f-=this.aY,a=e*c-f*d+this.aX,f=e*d+f*c+this.aY);return b.set(a,f)};Aa.prototype.copy=function(a){K.prototype.copy.call(this,a);this.aX=a.aX;this.aY=a.aY;this.xRadius=a.xRadius;this.yRadius=a.yRadius;this.aStartAngle=a.aStartAngle;this.aEndAngle=a.aEndAngle;this.aClockwise=a.aClockwise;
+this.aRotation=a.aRotation;return this};Aa.prototype.toJSON=function(){var a=K.prototype.toJSON.call(this);a.aX=this.aX;a.aY=this.aY;a.xRadius=this.xRadius;a.yRadius=this.yRadius;a.aStartAngle=this.aStartAngle;a.aEndAngle=this.aEndAngle;a.aClockwise=this.aClockwise;a.aRotation=this.aRotation;return a};Aa.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,a);this.aX=a.aX;this.aY=a.aY;this.xRadius=a.xRadius;this.yRadius=a.yRadius;this.aStartAngle=a.aStartAngle;this.aEndAngle=a.aEndAngle;
+this.aClockwise=a.aClockwise;this.aRotation=a.aRotation;return this};ec.prototype=Object.create(Aa.prototype);ec.prototype.constructor=ec;ec.prototype.isArcCurve=!0;var Od=new p,ye=new de,ze=new de,Ae=new de;da.prototype=Object.create(K.prototype);da.prototype.constructor=da;da.prototype.isCatmullRomCurve3=!0;da.prototype.getPoint=function(a,b){b=b||new p;var c=this.points,d=c.length;a*=d-(this.closed?0:1);var e=Math.floor(a);a-=e;this.closed?e+=0<e?0:(Math.floor(Math.abs(e)/c.length)+1)*c.length:
+0===a&&e===d-1&&(e=d-2,a=1);if(this.closed||0<e)var f=c[(e-1)%d];else Od.subVectors(c[0],c[1]).add(c[0]),f=Od;var g=c[e%d];var h=c[(e+1)%d];this.closed||e+2<d?c=c[(e+2)%d]:(Od.subVectors(c[d-1],c[d-2]).add(c[d-1]),c=Od);if("centripetal"===this.curveType||"chordal"===this.curveType){var k="chordal"===this.curveType?.5:.25;d=Math.pow(f.distanceToSquared(g),k);e=Math.pow(g.distanceToSquared(h),k);k=Math.pow(h.distanceToSquared(c),k);1E-4>e&&(e=1);1E-4>d&&(d=e);1E-4>k&&(k=e);ye.initNonuniformCatmullRom(f.x,
+g.x,h.x,c.x,d,e,k);ze.initNonuniformCatmullRom(f.y,g.y,h.y,c.y,d,e,k);Ae.initNonuniformCatmullRom(f.z,g.z,h.z,c.z,d,e,k)}else"catmullrom"===this.curveType&&(ye.initCatmullRom(f.x,g.x,h.x,c.x,this.tension),ze.initCatmullRom(f.y,g.y,h.y,c.y,this.tension),Ae.initCatmullRom(f.z,g.z,h.z,c.z,this.tension));b.set(ye.calc(a),ze.calc(a),Ae.calc(a));return b};da.prototype.copy=function(a){K.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;b<c;b++)this.points.push(a.points[b].clone());
+this.closed=a.closed;this.curveType=a.curveType;this.tension=a.tension;return this};da.prototype.toJSON=function(){var a=K.prototype.toJSON.call(this);a.points=[];for(var b=0,c=this.points.length;b<c;b++)a.points.push(this.points[b].toArray());a.closed=this.closed;a.curveType=this.curveType;a.tension=this.tension;return a};da.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,a);this.points=[];for(var b=0,c=a.points.length;b<c;b++){var d=a.points[b];this.points.push((new p).fromArray(d))}this.closed=
+a.closed;this.curveType=a.curveType;this.tension=a.tension;return this};La.prototype=Object.create(K.prototype);La.prototype.constructor=La;La.prototype.isCubicBezierCurve=!0;La.prototype.getPoint=function(a,b){b=b||new C;var c=this.v0,d=this.v1,e=this.v2,f=this.v3;b.set(Zc(a,c.x,d.x,e.x,f.x),Zc(a,c.y,d.y,e.y,f.y));return b};La.prototype.copy=function(a){K.prototype.copy.call(this,a);this.v0.copy(a.v0);this.v1.copy(a.v1);this.v2.copy(a.v2);this.v3.copy(a.v3);return this};La.prototype.toJSON=function(){var a=
+K.prototype.toJSON.call(this);a.v0=this.v0.toArray();a.v1=this.v1.toArray();a.v2=this.v2.toArray();a.v3=this.v3.toArray();return a};La.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,a);this.v0.fromArray(a.v0);this.v1.fromArray(a.v1);this.v2.fromArray(a.v2);this.v3.fromArray(a.v3);return this};Ta.prototype=Object.create(K.prototype);Ta.prototype.constructor=Ta;Ta.prototype.isCubicBezierCurve3=!0;Ta.prototype.getPoint=function(a,b){b=b||new p;var c=this.v0,d=this.v1,e=this.v2,f=this.v3;
+b.set(Zc(a,c.x,d.x,e.x,f.x),Zc(a,c.y,d.y,e.y,f.y),Zc(a,c.z,d.z,e.z,f.z));return b};Ta.prototype.copy=function(a){K.prototype.copy.call(this,a);this.v0.copy(a.v0);this.v1.copy(a.v1);this.v2.copy(a.v2);this.v3.copy(a.v3);return this};Ta.prototype.toJSON=function(){var a=K.prototype.toJSON.call(this);a.v0=this.v0.toArray();a.v1=this.v1.toArray();a.v2=this.v2.toArray();a.v3=this.v3.toArray();return a};Ta.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,a);this.v0.fromArray(a.v0);this.v1.fromArray(a.v1);
+this.v2.fromArray(a.v2);this.v3.fromArray(a.v3);return this};ka.prototype=Object.create(K.prototype);ka.prototype.constructor=ka;ka.prototype.isLineCurve=!0;ka.prototype.getPoint=function(a,b){b=b||new C;1===a?b.copy(this.v2):(b.copy(this.v2).sub(this.v1),b.multiplyScalar(a).add(this.v1));return b};ka.prototype.getPointAt=function(a,b){return this.getPoint(a,b)};ka.prototype.getTangent=function(){return this.v2.clone().sub(this.v1).normalize()};ka.prototype.copy=function(a){K.prototype.copy.call(this,
+a);this.v1.copy(a.v1);this.v2.copy(a.v2);return this};ka.prototype.toJSON=function(){var a=K.prototype.toJSON.call(this);a.v1=this.v1.toArray();a.v2=this.v2.toArray();return a};ka.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,a);this.v1.fromArray(a.v1);this.v2.fromArray(a.v2);return this};Ma.prototype=Object.create(K.prototype);Ma.prototype.constructor=Ma;Ma.prototype.isLineCurve3=!0;Ma.prototype.getPoint=function(a,b){b=b||new p;1===a?b.copy(this.v2):(b.copy(this.v2).sub(this.v1),
+b.multiplyScalar(a).add(this.v1));return b};Ma.prototype.getPointAt=function(a,b){return this.getPoint(a,b)};Ma.prototype.copy=function(a){K.prototype.copy.call(this,a);this.v1.copy(a.v1);this.v2.copy(a.v2);return this};Ma.prototype.toJSON=function(){var a=K.prototype.toJSON.call(this);a.v1=this.v1.toArray();a.v2=this.v2.toArray();return a};Ma.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,a);this.v1.fromArray(a.v1);this.v2.fromArray(a.v2);return this};Na.prototype=Object.create(K.prototype);
+Na.prototype.constructor=Na;Na.prototype.isQuadraticBezierCurve=!0;Na.prototype.getPoint=function(a,b){b=b||new C;var c=this.v0,d=this.v1,e=this.v2;b.set(Yc(a,c.x,d.x,e.x),Yc(a,c.y,d.y,e.y));return b};Na.prototype.copy=function(a){K.prototype.copy.call(this,a);this.v0.copy(a.v0);this.v1.copy(a.v1);this.v2.copy(a.v2);return this};Na.prototype.toJSON=function(){var a=K.prototype.toJSON.call(this);a.v0=this.v0.toArray();a.v1=this.v1.toArray();a.v2=this.v2.toArray();return a};Na.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,
+a);this.v0.fromArray(a.v0);this.v1.fromArray(a.v1);this.v2.fromArray(a.v2);return this};Ua.prototype=Object.create(K.prototype);Ua.prototype.constructor=Ua;Ua.prototype.isQuadraticBezierCurve3=!0;Ua.prototype.getPoint=function(a,b){b=b||new p;var c=this.v0,d=this.v1,e=this.v2;b.set(Yc(a,c.x,d.x,e.x),Yc(a,c.y,d.y,e.y),Yc(a,c.z,d.z,e.z));return b};Ua.prototype.copy=function(a){K.prototype.copy.call(this,a);this.v0.copy(a.v0);this.v1.copy(a.v1);this.v2.copy(a.v2);return this};Ua.prototype.toJSON=function(){var a=
+K.prototype.toJSON.call(this);a.v0=this.v0.toArray();a.v1=this.v1.toArray();a.v2=this.v2.toArray();return a};Ua.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,a);this.v0.fromArray(a.v0);this.v1.fromArray(a.v1);this.v2.fromArray(a.v2);return this};Oa.prototype=Object.create(K.prototype);Oa.prototype.constructor=Oa;Oa.prototype.isSplineCurve=!0;Oa.prototype.getPoint=function(a,b){b=b||new C;var c=this.points,d=(c.length-1)*a;a=Math.floor(d);d-=a;var e=c[0===a?a:a-1],f=c[a],g=c[a>c.length-
+2?c.length-1:a+1];c=c[a>c.length-3?c.length-1:a+2];b.set(ef(d,e.x,f.x,g.x,c.x),ef(d,e.y,f.y,g.y,c.y));return b};Oa.prototype.copy=function(a){K.prototype.copy.call(this,a);this.points=[];for(var b=0,c=a.points.length;b<c;b++)this.points.push(a.points[b].clone());return this};Oa.prototype.toJSON=function(){var a=K.prototype.toJSON.call(this);a.points=[];for(var b=0,c=this.points.length;b<c;b++)a.points.push(this.points[b].toArray());return a};Oa.prototype.fromJSON=function(a){K.prototype.fromJSON.call(this,
+a);this.points=[];for(var b=0,c=a.points.length;b<c;b++){var d=a.points[b];this.points.push((new C).fromArray(d))}return this};var Ng=Object.freeze({ArcCurve:ec,CatmullRomCurve3:da,CubicBezierCurve:La,CubicBezierCurve3:Ta,EllipseCurve:Aa,LineCurve:ka,LineCurve3:Ma,QuadraticBezierCurve:Na,QuadraticBezierCurve3:Ua,SplineCurve:Oa});$a.prototype=Object.assign(Object.create(K.prototype),{constructor:$a,add:function(a){this.curves.push(a)},closePath:function(){var a=this.curves[0].getPoint(0),b=this.curves[this.curves.length-
+1].getPoint(1);a.equals(b)||this.curves.push(new ka(b,a))},getPoint:function(a){var b=a*this.getLength(),c=this.getCurveLengths();for(a=0;a<c.length;){if(c[a]>=b)return b=c[a]-b,a=this.curves[a],c=a.getLength(),a.getPointAt(0===c?0:1-b/c);a++}return null},getLength:function(){var a=this.getCurveLengths();return a[a.length-1]},updateArcLengths:function(){this.needsUpdate=!0;this.cacheLengths=null;this.getCurveLengths()},getCurveLengths:function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;
+for(var a=[],b=0,c=0,d=this.curves.length;c<d;c++)b+=this.curves[c].getLength(),a.push(b);return this.cacheLengths=a},getSpacedPoints:function(a){void 0===a&&(a=40);for(var b=[],c=0;c<=a;c++)b.push(this.getPoint(c/a));this.autoClose&&b.push(b[0]);return b},getPoints:function(a){a=a||12;for(var b=[],c,d=0,e=this.curves;d<e.length;d++){var f=e[d];f=f.getPoints(f&&f.isEllipseCurve?2*a:f&&f.isLineCurve?1:f&&f.isSplineCurve?a*f.points.length:a);for(var g=0;g<f.length;g++){var h=f[g];c&&c.equals(h)||(b.push(h),
+c=h)}}this.autoClose&&1<b.length&&!b[b.length-1].equals(b[0])&&b.push(b[0]);return b},copy:function(a){K.prototype.copy.call(this,a);this.curves=[];for(var b=0,c=a.curves.length;b<c;b++)this.curves.push(a.curves[b].clone());this.autoClose=a.autoClose;return this},toJSON:function(){var a=K.prototype.toJSON.call(this);a.autoClose=this.autoClose;a.curves=[];for(var b=0,c=this.curves.length;b<c;b++)a.curves.push(this.curves[b].toJSON());return a},fromJSON:function(a){K.prototype.fromJSON.call(this,a);
+this.autoClose=a.autoClose;this.curves=[];for(var b=0,c=a.curves.length;b<c;b++){var d=a.curves[b];this.curves.push((new Ng[d.type]).fromJSON(d))}return this}});Pa.prototype=Object.assign(Object.create($a.prototype),{constructor:Pa,setFromPoints:function(a){this.moveTo(a[0].x,a[0].y);for(var b=1,c=a.length;b<c;b++)this.lineTo(a[b].x,a[b].y)},moveTo:function(a,b){this.currentPoint.set(a,b)},lineTo:function(a,b){var c=new ka(this.currentPoint.clone(),new C(a,b));this.curves.push(c);this.currentPoint.set(a,
+b)},quadraticCurveTo:function(a,b,c,d){a=new Na(this.currentPoint.clone(),new C(a,b),new C(c,d));this.curves.push(a);this.currentPoint.set(c,d)},bezierCurveTo:function(a,b,c,d,e,f){a=new La(this.currentPoint.clone(),new C(a,b),new C(c,d),new C(e,f));this.curves.push(a);this.currentPoint.set(e,f)},splineThru:function(a){var b=[this.currentPoint.clone()].concat(a);b=new Oa(b);this.curves.push(b);this.currentPoint.copy(a[a.length-1])},arc:function(a,b,c,d,e,f){this.absarc(a+this.currentPoint.x,b+this.currentPoint.y,
+c,d,e,f)},absarc:function(a,b,c,d,e,f){this.absellipse(a,b,c,c,d,e,f)},ellipse:function(a,b,c,d,e,f,g,h){this.absellipse(a+this.currentPoint.x,b+this.currentPoint.y,c,d,e,f,g,h)},absellipse:function(a,b,c,d,e,f,g,h){a=new Aa(a,b,c,d,e,f,g,h);0<this.curves.length&&(b=a.getPoint(0),b.equals(this.currentPoint)||this.lineTo(b.x,b.y));this.curves.push(a);a=a.getPoint(1);this.currentPoint.copy(a)},copy:function(a){$a.prototype.copy.call(this,a);this.currentPoint.copy(a.currentPoint);return this},toJSON:function(){var a=
+$a.prototype.toJSON.call(this);a.currentPoint=this.currentPoint.toArray();return a},fromJSON:function(a){$a.prototype.fromJSON.call(this,a);this.currentPoint.fromArray(a.currentPoint);return this}});ib.prototype=Object.assign(Object.create(Pa.prototype),{constructor:ib,getPointsHoles:function(a){for(var b=[],c=0,d=this.holes.length;c<d;c++)b[c]=this.holes[c].getPoints(a);return b},extractPoints:function(a){return{shape:this.getPoints(a),holes:this.getPointsHoles(a)}},copy:function(a){Pa.prototype.copy.call(this,
+a);this.holes=[];for(var b=0,c=a.holes.length;b<c;b++)this.holes.push(a.holes[b].clone());return this},toJSON:function(){var a=Pa.prototype.toJSON.call(this);a.uuid=this.uuid;a.holes=[];for(var b=0,c=this.holes.length;b<c;b++)a.holes.push(this.holes[b].toJSON());return a},fromJSON:function(a){Pa.prototype.fromJSON.call(this,a);this.uuid=a.uuid;this.holes=[];for(var b=0,c=a.holes.length;b<c;b++){var d=a.holes[b];this.holes.push((new Pa).fromJSON(d))}return this}});ea.prototype=Object.assign(Object.create(y.prototype),
+{constructor:ea,isLight:!0,copy:function(a){y.prototype.copy.call(this,a);this.color.copy(a.color);this.intensity=a.intensity;return this},toJSON:function(a){a=y.prototype.toJSON.call(this,a);a.object.color=this.color.getHex();a.object.intensity=this.intensity;void 0!==this.groundColor&&(a.object.groundColor=this.groundColor.getHex());void 0!==this.distance&&(a.object.distance=this.distance);void 0!==this.angle&&(a.object.angle=this.angle);void 0!==this.decay&&(a.object.decay=this.decay);void 0!==
+this.penumbra&&(a.object.penumbra=this.penumbra);void 0!==this.shadow&&(a.object.shadow=this.shadow.toJSON());return a}});wd.prototype=Object.assign(Object.create(ea.prototype),{constructor:wd,isHemisphereLight:!0,copy:function(a){ea.prototype.copy.call(this,a);this.groundColor.copy(a.groundColor);return this}});Object.assign(Cb.prototype,{copy:function(a){this.camera=a.camera.clone();this.bias=a.bias;this.radius=a.radius;this.mapSize.copy(a.mapSize);return this},clone:function(){return(new this.constructor).copy(this)},
+toJSON:function(){var a={};0!==this.bias&&(a.bias=this.bias);1!==this.radius&&(a.radius=this.radius);if(512!==this.mapSize.x||512!==this.mapSize.y)a.mapSize=this.mapSize.toArray();a.camera=this.camera.toJSON(!1).object;delete a.camera.matrix;return a}});xd.prototype=Object.assign(Object.create(Cb.prototype),{constructor:xd,isSpotLightShadow:!0,update:function(a){var b=this.camera,c=2*S.RAD2DEG*a.angle,d=this.mapSize.width/this.mapSize.height;a=a.distance||b.far;if(c!==b.fov||d!==b.aspect||a!==b.far)b.fov=
+c,b.aspect=d,b.far=a,b.updateProjectionMatrix()}});yd.prototype=Object.assign(Object.create(ea.prototype),{constructor:yd,isSpotLight:!0,copy:function(a){ea.prototype.copy.call(this,a);this.distance=a.distance;this.angle=a.angle;this.penumbra=a.penumbra;this.decay=a.decay;this.target=a.target.clone();this.shadow=a.shadow.clone();return this}});zd.prototype=Object.assign(Object.create(ea.prototype),{constructor:zd,isPointLight:!0,copy:function(a){ea.prototype.copy.call(this,a);this.distance=a.distance;
+this.decay=a.decay;this.shadow=a.shadow.clone();return this}});Ad.prototype=Object.assign(Object.create(Cb.prototype),{constructor:Ad});Bd.prototype=Object.assign(Object.create(ea.prototype),{constructor:Bd,isDirectionalLight:!0,copy:function(a){ea.prototype.copy.call(this,a);this.target=a.target.clone();this.shadow=a.shadow.clone();return this}});Cd.prototype=Object.assign(Object.create(ea.prototype),{constructor:Cd,isAmbientLight:!0});Dd.prototype=Object.assign(Object.create(ea.prototype),{constructor:Dd,
+isRectAreaLight:!0,copy:function(a){ea.prototype.copy.call(this,a);this.width=a.width;this.height=a.height;return this},toJSON:function(a){a=ea.prototype.toJSON.call(this,a);a.object.width=this.width;a.object.height=this.height;return a}});Ed.prototype=Object.assign(Object.create(la.prototype),{constructor:Ed,ValueTypeName:"string",ValueBufferType:Array,DefaultInterpolation:2300,InterpolantFactoryMethodLinear:void 0,InterpolantFactoryMethodSmooth:void 0});Fd.prototype=Object.assign(Object.create(la.prototype),
+{constructor:Fd,ValueTypeName:"bool",ValueBufferType:Array,DefaultInterpolation:2300,InterpolantFactoryMethodLinear:void 0,InterpolantFactoryMethodSmooth:void 0});Object.assign(Ba.prototype,{evaluate:function(a){var b=this.parameterPositions,c=this._cachedIndex,d=b[c],e=b[c-1];a:{b:{c:{d:if(!(a<d)){for(var f=c+2;;){if(void 0===d){if(a<e)break d;this._cachedIndex=c=b.length;return this.afterEnd_(c-1,a,e)}if(c===f)break;e=d;d=b[++c];if(a<d)break b}d=b.length;break c}if(a>=e)break a;else{f=b[1];a<f&&
+(c=2,e=f);for(f=c-2;;){if(void 0===e)return this._cachedIndex=0,this.beforeStart_(0,a,d);if(c===f)break;d=e;e=b[--c-1];if(a>=e)break b}d=c;c=0}}for(;c<d;)e=c+d>>>1,a<b[e]?d=e:c=e+1;d=b[c];e=b[c-1];if(void 0===e)return this._cachedIndex=0,this.beforeStart_(0,a,d);if(void 0===d)return this._cachedIndex=c=b.length,this.afterEnd_(c-1,e,a)}this._cachedIndex=c;this.intervalChanged_(c,e,d)}return this.interpolate_(c,e,a,d)},settings:null,DefaultSettings_:{},getSettings_:function(){return this.settings||
+this.DefaultSettings_},copySampleValue_:function(a){var b=this.resultBuffer,c=this.sampleValues,d=this.valueSize;a*=d;for(var e=0;e!==d;++e)b[e]=c[a+e];return b},interpolate_:function(){throw Error("call to abstract method");},intervalChanged_:function(){}});Object.assign(Ba.prototype,{beforeStart_:Ba.prototype.copySampleValue_,afterEnd_:Ba.prototype.copySampleValue_});Gd.prototype=Object.assign(Object.create(Ba.prototype),{constructor:Gd,interpolate_:function(a,b,c,d){var e=this.resultBuffer,f=this.sampleValues,
+g=this.valueSize;a*=g;b=(c-b)/(d-b);for(c=a+g;a!==c;a+=4)ca.slerpFlat(e,0,f,a-g,f,a,b);return e}});$c.prototype=Object.assign(Object.create(la.prototype),{constructor:$c,ValueTypeName:"quaternion",DefaultInterpolation:2301,InterpolantFactoryMethodLinear:function(a){return new Gd(this.times,this.values,this.getValueSize(),a)},InterpolantFactoryMethodSmooth:void 0});Hd.prototype=Object.assign(Object.create(la.prototype),{constructor:Hd,ValueTypeName:"color"});fc.prototype=Object.assign(Object.create(la.prototype),
+{constructor:fc,ValueTypeName:"number"});Id.prototype=Object.assign(Object.create(Ba.prototype),{constructor:Id,DefaultSettings_:{endingStart:2400,endingEnd:2400},intervalChanged_:function(a,b,c){var d=this.parameterPositions,e=a-2,f=a+1,g=d[e],h=d[f];if(void 0===g)switch(this.getSettings_().endingStart){case 2401:e=a;g=2*b-c;break;case 2402:e=d.length-2;g=b+d[e]-d[e+1];break;default:e=a,g=c}if(void 0===h)switch(this.getSettings_().endingEnd){case 2401:f=a;h=2*c-b;break;case 2402:f=1;h=c+d[1]-d[0];
+break;default:f=a-1,h=b}a=.5*(c-b);d=this.valueSize;this._weightPrev=a/(b-g);this._weightNext=a/(h-c);this._offsetPrev=e*d;this._offsetNext=f*d},interpolate_:function(a,b,c,d){var e=this.resultBuffer,f=this.sampleValues,g=this.valueSize;a*=g;var h=a-g,k=this._offsetPrev,m=this._offsetNext,l=this._weightPrev,n=this._weightNext,p=(c-b)/(d-b);c=p*p;d=c*p;b=-l*d+2*l*c-l*p;l=(1+l)*d+(-1.5-2*l)*c+(-.5+l)*p+1;p=(-1-n)*d+(1.5+n)*c+.5*p;n=n*d-n*c;for(c=0;c!==g;++c)e[c]=b*f[k+c]+l*f[h+c]+p*f[a+c]+n*f[m+c];
+return e}});ad.prototype=Object.assign(Object.create(Ba.prototype),{constructor:ad,interpolate_:function(a,b,c,d){var e=this.resultBuffer,f=this.sampleValues,g=this.valueSize;a*=g;var h=a-g;b=(c-b)/(d-b);c=1-b;for(d=0;d!==g;++d)e[d]=f[h+d]*c+f[a+d]*b;return e}});Jd.prototype=Object.assign(Object.create(Ba.prototype),{constructor:Jd,interpolate_:function(a){return this.copySampleValue_(a-1)}});var W={arraySlice:function(a,b,c){return W.isTypedArray(a)?new a.constructor(a.subarray(b,void 0!==c?c:a.length)):
+a.slice(b,c)},convertArray:function(a,b,c){return!a||!c&&a.constructor===b?a:"number"===typeof b.BYTES_PER_ELEMENT?new b(a):Array.prototype.slice.call(a)},isTypedArray:function(a){return ArrayBuffer.isView(a)&&!(a instanceof DataView)},getKeyframeOrder:function(a){for(var b=a.length,c=Array(b),d=0;d!==b;++d)c[d]=d;c.sort(function(b,c){return a[b]-a[c]});return c},sortedArray:function(a,b,c){for(var d=a.length,e=new a.constructor(d),f=0,g=0;g!==d;++f)for(var h=c[f]*b,k=0;k!==b;++k)e[g++]=a[h+k];return e},
+flattenJSON:function(a,b,c,d){for(var e=1,f=a[0];void 0!==f&&void 0===f[d];)f=a[e++];if(void 0!==f){var g=f[d];if(void 0!==g)if(Array.isArray(g)){do g=f[d],void 0!==g&&(b.push(f.time),c.push.apply(c,g)),f=a[e++];while(void 0!==f)}else if(void 0!==g.toArray){do g=f[d],void 0!==g&&(b.push(f.time),g.toArray(c,c.length)),f=a[e++];while(void 0!==f)}else{do g=f[d],void 0!==g&&(b.push(f.time),c.push(g)),f=a[e++];while(void 0!==f)}}}};Object.assign(la,{parse:function(a){if(void 0===a.type)throw Error("THREE.KeyframeTrack: track type undefined, can not parse");
+var b=la._getTrackTypeForValueTypeName(a.type);if(void 0===a.times){var c=[],d=[];W.flattenJSON(a.keys,c,d,"value");a.times=c;a.values=d}return void 0!==b.parse?b.parse(a):new b(a.name,a.times,a.values,a.interpolation)},toJSON:function(a){var b=a.constructor;if(void 0!==b.toJSON)b=b.toJSON(a);else{b={name:a.name,times:W.convertArray(a.times,Array),values:W.convertArray(a.values,Array)};var c=a.getInterpolation();c!==a.DefaultInterpolation&&(b.interpolation=c)}b.type=a.ValueTypeName;return b},_getTrackTypeForValueTypeName:function(a){switch(a.toLowerCase()){case "scalar":case "double":case "float":case "number":case "integer":return fc;
+case "vector":case "vector2":case "vector3":case "vector4":return gc;case "color":return Hd;case "quaternion":return $c;case "bool":case "boolean":return Fd;case "string":return Ed}throw Error("THREE.KeyframeTrack: Unsupported typeName: "+a);}});Object.assign(la.prototype,{constructor:la,TimeBufferType:Float32Array,ValueBufferType:Float32Array,DefaultInterpolation:2301,InterpolantFactoryMethodDiscrete:function(a){return new Jd(this.times,this.values,this.getValueSize(),a)},InterpolantFactoryMethodLinear:function(a){return new ad(this.times,
+this.values,this.getValueSize(),a)},InterpolantFactoryMethodSmooth:function(a){return new Id(this.times,this.values,this.getValueSize(),a)},setInterpolation:function(a){switch(a){case 2300:var b=this.InterpolantFactoryMethodDiscrete;break;case 2301:b=this.InterpolantFactoryMethodLinear;break;case 2302:b=this.InterpolantFactoryMethodSmooth}if(void 0===b){b="unsupported interpolation for "+this.ValueTypeName+" keyframe track named "+this.name;if(void 0===this.createInterpolant)if(a!==this.DefaultInterpolation)this.setInterpolation(this.DefaultInterpolation);
+else throw Error(b);console.warn("THREE.KeyframeTrack:",b)}else this.createInterpolant=b},getInterpolation:function(){switch(this.createInterpolant){case this.InterpolantFactoryMethodDiscrete:return 2300;case this.InterpolantFactoryMethodLinear:return 2301;case this.InterpolantFactoryMethodSmooth:return 2302}},getValueSize:function(){return this.values.length/this.times.length},shift:function(a){if(0!==a)for(var b=this.times,c=0,d=b.length;c!==d;++c)b[c]+=a;return this},scale:function(a){if(1!==a)for(var b=
+this.times,c=0,d=b.length;c!==d;++c)b[c]*=a;return this},trim:function(a,b){for(var c=this.times,d=c.length,e=0,f=d-1;e!==d&&c[e]<a;)++e;for(;-1!==f&&c[f]>b;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),a=this.getValueSize(),this.times=W.arraySlice(c,e,f),this.values=W.arraySlice(this.values,e*a,f*a);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),a=!1);var c=this.times;b=this.values;
+var d=c.length;0===d&&(console.error("THREE.KeyframeTrack: Track is empty.",this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("THREE.KeyframeTrack: Out of order keys.",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&W.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,
+f,d);a=!1;break}return a},optimize:function(){for(var a=this.times,b=this.values,c=this.getValueSize(),d=2302===this.getInterpolation(),e=1,f=a.length-1,g=1;g<f;++g){var h=!1,k=a[g];if(k!==a[g+1]&&(1!==g||k!==k[0]))if(d)h=!0;else{var m=g*c,l=m-c,n=m+c;for(k=0;k!==c;++k){var p=b[m+k];if(p!==b[l+k]||p!==b[n+k]){h=!0;break}}}if(h){if(g!==e)for(a[e]=a[g],h=g*c,m=e*c,k=0;k!==c;++k)b[m+k]=b[h+k];++e}}if(0<f){a[e]=a[f];h=f*c;m=e*c;for(k=0;k!==c;++k)b[m+k]=b[h+k];++e}e!==a.length&&(this.times=W.arraySlice(a,
+0,e),this.values=W.arraySlice(b,0,e*c));return this}});gc.prototype=Object.assign(Object.create(la.prototype),{constructor:gc,ValueTypeName:"vector"});Object.assign(wa,{parse:function(a){for(var b=[],c=a.tracks,d=1/(a.fps||1),e=0,f=c.length;e!==f;++e)b.push(la.parse(c[e]).scale(d));return new wa(a.name,a.duration,b)},toJSON:function(a){var b=[],c=a.tracks;a={name:a.name,duration:a.duration,tracks:b};for(var d=0,e=c.length;d!==e;++d)b.push(la.toJSON(c[d]));return a},CreateFromMorphTargetSequence:function(a,
+b,c,d){for(var e=b.length,f=[],g=0;g<e;g++){var h=[],k=[];h.push((g+e-1)%e,g,(g+1)%e);k.push(0,1,0);var m=W.getKeyframeOrder(h);h=W.sortedArray(h,1,m);k=W.sortedArray(k,1,m);d||0!==h[0]||(h.push(e),k.push(k[0]));f.push((new fc(".morphTargetInfluences["+b[g].name+"]",h,k)).scale(1/c))}return new wa(a,-1,f)},findByName:function(a,b){var c=a;Array.isArray(a)||(c=a.geometry&&a.geometry.animations||a.animations);for(a=0;a<c.length;a++)if(c[a].name===b)return c[a];return null},CreateClipsFromMorphTargetSequences:function(a,
+b,c){for(var d={},e=/^([\w-]*?)([\d]+)$/,f=0,g=a.length;f<g;f++){var h=a[f],k=h.name.match(e);if(k&&1<k.length){var m=k[1];(k=d[m])||(d[m]=k=[]);k.push(h)}}a=[];for(m in d)a.push(wa.CreateFromMorphTargetSequence(m,d[m],b,c));return a},parseAnimation:function(a,b){if(!a)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;var c=function(a,b,c,d,e){if(0!==c.length){var f=[],g=[];W.flattenJSON(c,f,g,d);0!==f.length&&e.push(new a(b,f,g))}},d=[],e=a.name||"default",f=a.length||
+-1,g=a.fps||30;a=a.hierarchy||[];for(var h=0;h<a.length;h++){var k=a[h].keys;if(k&&0!==k.length)if(k[0].morphTargets){f={};for(var m=0;m<k.length;m++)if(k[m].morphTargets)for(var l=0;l<k[m].morphTargets.length;l++)f[k[m].morphTargets[l]]=-1;for(var n in f){var p=[],q=[];for(l=0;l!==k[m].morphTargets.length;++l){var r=k[m];p.push(r.time);q.push(r.morphTarget===n?1:0)}d.push(new fc(".morphTargetInfluence["+n+"]",p,q))}f=f.length*(g||1)}else m=".bones["+b[h].name+"]",c(gc,m+".position",k,"pos",d),c($c,
+m+".quaternion",k,"rot",d),c(gc,m+".scale",k,"scl",d)}return 0===d.length?null:new wa(e,f,d)}});Object.assign(wa.prototype,{resetDuration:function(){for(var a=0,b=0,c=this.tracks.length;b!==c;++b){var d=this.tracks[b];a=Math.max(a,d.times[d.times.length-1])}this.duration=a},trim:function(){for(var a=0;a<this.tracks.length;a++)this.tracks[a].trim(0,this.duration);return this},optimize:function(){for(var a=0;a<this.tracks.length;a++)this.tracks[a].optimize();return this}});Object.assign(Kd.prototype,
+{load:function(a,b,c,d){var e=this;(new Ka(e.manager)).load(a,function(a){b(e.parse(JSON.parse(a)))},c,d)},setTextures:function(a){this.textures=a},parse:function(a){function b(a){void 0===c[a]&&console.warn("THREE.MaterialLoader: Undefined texture",a);return c[a]}var c=this.textures,d=new Mg[a.type];void 0!==a.uuid&&(d.uuid=a.uuid);void 0!==a.name&&(d.name=a.name);void 0!==a.color&&d.color.setHex(a.color);void 0!==a.roughness&&(d.roughness=a.roughness);void 0!==a.metalness&&(d.metalness=a.metalness);
+void 0!==a.emissive&&d.emissive.setHex(a.emissive);void 0!==a.specular&&d.specular.setHex(a.specular);void 0!==a.shininess&&(d.shininess=a.shininess);void 0!==a.clearCoat&&(d.clearCoat=a.clearCoat);void 0!==a.clearCoatRoughness&&(d.clearCoatRoughness=a.clearCoatRoughness);void 0!==a.uniforms&&(d.uniforms=a.uniforms);void 0!==a.vertexShader&&(d.vertexShader=a.vertexShader);void 0!==a.fragmentShader&&(d.fragmentShader=a.fragmentShader);void 0!==a.vertexColors&&(d.vertexColors=a.vertexColors);void 0!==
+a.fog&&(d.fog=a.fog);void 0!==a.flatShading&&(d.flatShading=a.flatShading);void 0!==a.blending&&(d.blending=a.blending);void 0!==a.side&&(d.side=a.side);void 0!==a.opacity&&(d.opacity=a.opacity);void 0!==a.transparent&&(d.transparent=a.transparent);void 0!==a.alphaTest&&(d.alphaTest=a.alphaTest);void 0!==a.depthTest&&(d.depthTest=a.depthTest);void 0!==a.depthWrite&&(d.depthWrite=a.depthWrite);void 0!==a.colorWrite&&(d.colorWrite=a.colorWrite);void 0!==a.wireframe&&(d.wireframe=a.wireframe);void 0!==
+a.wireframeLinewidth&&(d.wireframeLinewidth=a.wireframeLinewidth);void 0!==a.wireframeLinecap&&(d.wireframeLinecap=a.wireframeLinecap);void 0!==a.wireframeLinejoin&&(d.wireframeLinejoin=a.wireframeLinejoin);void 0!==a.rotation&&(d.rotation=a.rotation);1!==a.linewidth&&(d.linewidth=a.linewidth);void 0!==a.dashSize&&(d.dashSize=a.dashSize);void 0!==a.gapSize&&(d.gapSize=a.gapSize);void 0!==a.scale&&(d.scale=a.scale);void 0!==a.skinning&&(d.skinning=a.skinning);void 0!==a.morphTargets&&(d.morphTargets=
+a.morphTargets);void 0!==a.dithering&&(d.dithering=a.dithering);void 0!==a.visible&&(d.visible=a.visible);void 0!==a.userData&&(d.userData=a.userData);void 0!==a.shading&&(d.flatShading=1===a.shading);void 0!==a.size&&(d.size=a.size);void 0!==a.sizeAttenuation&&(d.sizeAttenuation=a.sizeAttenuation);void 0!==a.map&&(d.map=b(a.map));void 0!==a.alphaMap&&(d.alphaMap=b(a.alphaMap),d.transparent=!0);void 0!==a.bumpMap&&(d.bumpMap=b(a.bumpMap));void 0!==a.bumpScale&&(d.bumpScale=a.bumpScale);void 0!==a.normalMap&&
+(d.normalMap=b(a.normalMap));if(void 0!==a.normalScale){var e=a.normalScale;!1===Array.isArray(e)&&(e=[e,e]);d.normalScale=(new C).fromArray(e)}void 0!==a.displacementMap&&(d.displacementMap=b(a.displacementMap));void 0!==a.displacementScale&&(d.displacementScale=a.displacementScale);void 0!==a.displacementBias&&(d.displacementBias=a.displacementBias);void 0!==a.roughnessMap&&(d.roughnessMap=b(a.roughnessMap));void 0!==a.metalnessMap&&(d.metalnessMap=b(a.metalnessMap));void 0!==a.emissiveMap&&(d.emissiveMap=
+b(a.emissiveMap));void 0!==a.emissiveIntensity&&(d.emissiveIntensity=a.emissiveIntensity);void 0!==a.specularMap&&(d.specularMap=b(a.specularMap));void 0!==a.envMap&&(d.envMap=b(a.envMap));void 0!==a.reflectivity&&(d.reflectivity=a.reflectivity);void 0!==a.lightMap&&(d.lightMap=b(a.lightMap));void 0!==a.lightMapIntensity&&(d.lightMapIntensity=a.lightMapIntensity);void 0!==a.aoMap&&(d.aoMap=b(a.aoMap));void 0!==a.aoMapIntensity&&(d.aoMapIntensity=a.aoMapIntensity);void 0!==a.gradientMap&&(d.gradientMap=
+b(a.gradientMap));return d}});Object.assign(ee.prototype,{load:function(a,b,c,d){var e=this;(new Ka(e.manager)).load(a,function(a){b(e.parse(JSON.parse(a)))},c,d)},parse:function(a){var b=new z,c=a.data.index;void 0!==c&&(c=new uf[c.type](c.array),b.setIndex(new M(c,1)));var d=a.data.attributes;for(f in d){var e=d[f];c=new uf[e.type](e.array);b.addAttribute(f,new M(c,e.itemSize,e.normalized))}var f=a.data.groups||a.data.drawcalls||a.data.offsets;if(void 0!==f)for(c=0,d=f.length;c!==d;++c)e=f[c],b.addGroup(e.start,
+e.count,e.materialIndex);a=a.data.boundingSphere;void 0!==a&&(f=new p,void 0!==a.center&&f.fromArray(a.center),b.boundingSphere=new Ca(f,a.radius));return b}});var uf={Int8Array:Int8Array,Uint8Array:Uint8Array,Uint8ClampedArray:"undefined"!==typeof Uint8ClampedArray?Uint8ClampedArray:Uint8Array,Int16Array:Int16Array,Uint16Array:Uint16Array,Int32Array:Int32Array,Uint32Array:Uint32Array,Float32Array:Float32Array,Float64Array:Float64Array};hc.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,
+b)},get:function(a){for(var b=this.handlers,c=0,d=b.length;c<d;c+=2){var e=b[c+1];if(b[c].test(a))return e}return null}};Object.assign(hc.prototype,{crossOrigin:void 0,initMaterials:function(a,b,c){for(var d=[],e=0;e<a.length;++e)d[e]=this.createMaterial(a[e],b,c);return d},createMaterial:function(){var a={NoBlending:0,NormalBlending:1,AdditiveBlending:2,SubtractiveBlending:3,MultiplyBlending:4,CustomBlending:5},b=new H,c=new vd,d=new Kd;return function(e,f,g){function h(a,b,d,e,h){a=f+a;var m=hc.Handlers.get(a);
+null!==m?a=m.load(a):(c.setCrossOrigin(g),a=c.load(a));void 0!==b&&(a.repeat.fromArray(b),1!==b[0]&&(a.wrapS=1E3),1!==b[1]&&(a.wrapT=1E3));void 0!==d&&a.offset.fromArray(d);void 0!==e&&("repeat"===e[0]&&(a.wrapS=1E3),"mirror"===e[0]&&(a.wrapS=1002),"repeat"===e[1]&&(a.wrapT=1E3),"mirror"===e[1]&&(a.wrapT=1002));void 0!==h&&(a.anisotropy=h);b=S.generateUUID();k[b]=a;return b}var k={},m={uuid:S.generateUUID(),type:"MeshLambertMaterial"},l;for(l in e){var n=e[l];switch(l){case "DbgColor":case "DbgIndex":case "opticalDensity":case "illumination":break;
+case "DbgName":m.name=n;break;case "blending":m.blending=a[n];break;case "colorAmbient":case "mapAmbient":console.warn("THREE.Loader.createMaterial:",l,"is no longer supported.");break;case "colorDiffuse":m.color=b.fromArray(n).getHex();break;case "colorSpecular":m.specular=b.fromArray(n).getHex();break;case "colorEmissive":m.emissive=b.fromArray(n).getHex();break;case "specularCoef":m.shininess=n;break;case "shading":"basic"===n.toLowerCase()&&(m.type="MeshBasicMaterial");"phong"===n.toLowerCase()&&
+(m.type="MeshPhongMaterial");"standard"===n.toLowerCase()&&(m.type="MeshStandardMaterial");break;case "mapDiffuse":m.map=h(n,e.mapDiffuseRepeat,e.mapDiffuseOffset,e.mapDiffuseWrap,e.mapDiffuseAnisotropy);break;case "mapDiffuseRepeat":case "mapDiffuseOffset":case "mapDiffuseWrap":case "mapDiffuseAnisotropy":break;case "mapEmissive":m.emissiveMap=h(n,e.mapEmissiveRepeat,e.mapEmissiveOffset,e.mapEmissiveWrap,e.mapEmissiveAnisotropy);break;case "mapEmissiveRepeat":case "mapEmissiveOffset":case "mapEmissiveWrap":case "mapEmissiveAnisotropy":break;
+case "mapLight":m.lightMap=h(n,e.mapLightRepeat,e.mapLightOffset,e.mapLightWrap,e.mapLightAnisotropy);break;case "mapLightRepeat":case "mapLightOffset":case "mapLightWrap":case "mapLightAnisotropy":break;case "mapAO":m.aoMap=h(n,e.mapAORepeat,e.mapAOOffset,e.mapAOWrap,e.mapAOAnisotropy);break;case "mapAORepeat":case "mapAOOffset":case "mapAOWrap":case "mapAOAnisotropy":break;case "mapBump":m.bumpMap=h(n,e.mapBumpRepeat,e.mapBumpOffset,e.mapBumpWrap,e.mapBumpAnisotropy);break;case "mapBumpScale":m.bumpScale=
+n;break;case "mapBumpRepeat":case "mapBumpOffset":case "mapBumpWrap":case "mapBumpAnisotropy":break;case "mapNormal":m.normalMap=h(n,e.mapNormalRepeat,e.mapNormalOffset,e.mapNormalWrap,e.mapNormalAnisotropy);break;case "mapNormalFactor":m.normalScale=[n,n];break;case "mapNormalRepeat":case "mapNormalOffset":case "mapNormalWrap":case "mapNormalAnisotropy":break;case "mapSpecular":m.specularMap=h(n,e.mapSpecularRepeat,e.mapSpecularOffset,e.mapSpecularWrap,e.mapSpecularAnisotropy);break;case "mapSpecularRepeat":case "mapSpecularOffset":case "mapSpecularWrap":case "mapSpecularAnisotropy":break;
+case "mapMetalness":m.metalnessMap=h(n,e.mapMetalnessRepeat,e.mapMetalnessOffset,e.mapMetalnessWrap,e.mapMetalnessAnisotropy);break;case "mapMetalnessRepeat":case "mapMetalnessOffset":case "mapMetalnessWrap":case "mapMetalnessAnisotropy":break;case "mapRoughness":m.roughnessMap=h(n,e.mapRoughnessRepeat,e.mapRoughnessOffset,e.mapRoughnessWrap,e.mapRoughnessAnisotropy);break;case "mapRoughnessRepeat":case "mapRoughnessOffset":case "mapRoughnessWrap":case "mapRoughnessAnisotropy":break;case "mapAlpha":m.alphaMap=
+h(n,e.mapAlphaRepeat,e.mapAlphaOffset,e.mapAlphaWrap,e.mapAlphaAnisotropy);break;case "mapAlphaRepeat":case "mapAlphaOffset":case "mapAlphaWrap":case "mapAlphaAnisotropy":break;case "flipSided":m.side=1;break;case "doubleSided":m.side=2;break;case "transparency":console.warn("THREE.Loader.createMaterial: transparency has been renamed to opacity");m.opacity=n;break;case "depthTest":case "depthWrite":case "colorWrite":case "opacity":case "reflectivity":case "transparent":case "visible":case "wireframe":m[l]=
+n;break;case "vertexColors":!0===n&&(m.vertexColors=2);"face"===n&&(m.vertexColors=1);break;default:console.error("THREE.Loader.createMaterial: Unsupported",l,n)}}"MeshBasicMaterial"===m.type&&delete m.emissive;"MeshPhongMaterial"!==m.type&&delete m.specular;1>m.opacity&&(m.transparent=!0);d.setTextures(k);return d.parse(m)}}()});var Be={decodeText:function(a){if("undefined"!==typeof TextDecoder)return(new TextDecoder).decode(a);for(var b="",c=0,d=a.length;c<d;c++)b+=String.fromCharCode(a[c]);return decodeURIComponent(escape(b))},
+extractUrlBase:function(a){a=a.split("/");if(1===a.length)return"./";a.pop();return a.join("/")+"/"}};Object.assign(fe.prototype,{load:function(a,b,c,d){var e=this,f=this.texturePath&&"string"===typeof this.texturePath?this.texturePath:Be.extractUrlBase(a),g=new Ka(this.manager);g.setWithCredentials(this.withCredentials);g.load(a,function(c){c=JSON.parse(c);var d=c.metadata;if(void 0!==d&&(d=d.type,void 0!==d)){if("object"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.ObjectLoader instead.");
+return}if("scene"===d.toLowerCase()){console.error("THREE.JSONLoader: "+a+" should be loaded with THREE.SceneLoader instead.");return}}c=e.parse(c,f);b(c.geometry,c.materials)},c,d)},setTexturePath:function(a){this.texturePath=a},parse:function(){return function(a,b){void 0!==a.data&&(a=a.data);a.scale=void 0!==a.scale?1/a.scale:1;var c=new L,d=a,e,f,g,h=d.faces;var k=d.vertices;var m=d.normals,l=d.colors;var n=d.scale;var u=0;if(void 0!==d.uvs){for(e=0;e<d.uvs.length;e++)d.uvs[e].length&&u++;for(e=
+0;e<u;e++)c.faceVertexUvs[e]=[]}var q=0;for(g=k.length;q<g;)e=new p,e.x=k[q++]*n,e.y=k[q++]*n,e.z=k[q++]*n,c.vertices.push(e);q=0;for(g=h.length;q<g;){k=h[q++];var r=k&1;var t=k&2;e=k&8;var x=k&16;var B=k&32;n=k&64;k&=128;if(r){r=new Wa;r.a=h[q];r.b=h[q+1];r.c=h[q+3];var w=new Wa;w.a=h[q+1];w.b=h[q+2];w.c=h[q+3];q+=4;t&&(t=h[q++],r.materialIndex=t,w.materialIndex=t);t=c.faces.length;if(e)for(e=0;e<u;e++){var A=d.uvs[e];c.faceVertexUvs[e][t]=[];c.faceVertexUvs[e][t+1]=[];for(f=0;4>f;f++){var y=h[q++];
+var z=A[2*y];y=A[2*y+1];z=new C(z,y);2!==f&&c.faceVertexUvs[e][t].push(z);0!==f&&c.faceVertexUvs[e][t+1].push(z)}}x&&(x=3*h[q++],r.normal.set(m[x++],m[x++],m[x]),w.normal.copy(r.normal));if(B)for(e=0;4>e;e++)x=3*h[q++],B=new p(m[x++],m[x++],m[x]),2!==e&&r.vertexNormals.push(B),0!==e&&w.vertexNormals.push(B);n&&(n=h[q++],n=l[n],r.color.setHex(n),w.color.setHex(n));if(k)for(e=0;4>e;e++)n=h[q++],n=l[n],2!==e&&r.vertexColors.push(new H(n)),0!==e&&w.vertexColors.push(new H(n));c.faces.push(r);c.faces.push(w)}else{r=
+new Wa;r.a=h[q++];r.b=h[q++];r.c=h[q++];t&&(t=h[q++],r.materialIndex=t);t=c.faces.length;if(e)for(e=0;e<u;e++)for(A=d.uvs[e],c.faceVertexUvs[e][t]=[],f=0;3>f;f++)y=h[q++],z=A[2*y],y=A[2*y+1],z=new C(z,y),c.faceVertexUvs[e][t].push(z);x&&(x=3*h[q++],r.normal.set(m[x++],m[x++],m[x]));if(B)for(e=0;3>e;e++)x=3*h[q++],B=new p(m[x++],m[x++],m[x]),r.vertexNormals.push(B);n&&(n=h[q++],r.color.setHex(l[n]));if(k)for(e=0;3>e;e++)n=h[q++],r.vertexColors.push(new H(l[n]));c.faces.push(r)}}d=a;q=void 0!==d.influencesPerVertex?
+d.influencesPerVertex:2;if(d.skinWeights)for(g=0,h=d.skinWeights.length;g<h;g+=q)c.skinWeights.push(new X(d.skinWeights[g],1<q?d.skinWeights[g+1]:0,2<q?d.skinWeights[g+2]:0,3<q?d.skinWeights[g+3]:0));if(d.skinIndices)for(g=0,h=d.skinIndices.length;g<h;g+=q)c.skinIndices.push(new X(d.skinIndices[g],1<q?d.skinIndices[g+1]:0,2<q?d.skinIndices[g+2]:0,3<q?d.skinIndices[g+3]:0));c.bones=d.bones;c.bones&&0<c.bones.length&&(c.skinWeights.length!==c.skinIndices.length||c.skinIndices.length!==c.vertices.length)&&
+console.warn("When skinning, number of vertices ("+c.vertices.length+"), skinIndices ("+c.skinIndices.length+"), and skinWeights ("+c.skinWeights.length+") should match.");g=a;h=g.scale;if(void 0!==g.morphTargets)for(d=0,q=g.morphTargets.length;d<q;d++)for(c.morphTargets[d]={},c.morphTargets[d].name=g.morphTargets[d].name,c.morphTargets[d].vertices=[],m=c.morphTargets[d].vertices,l=g.morphTargets[d].vertices,u=0,k=l.length;u<k;u+=3)n=new p,n.x=l[u]*h,n.y=l[u+1]*h,n.z=l[u+2]*h,m.push(n);if(void 0!==
+g.morphColors&&0<g.morphColors.length)for(console.warn('THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.'),h=c.faces,g=g.morphColors[0].colors,d=0,q=h.length;d<q;d++)h[d].color.fromArray(g,3*d);g=a;d=[];q=[];void 0!==g.animation&&q.push(g.animation);void 0!==g.animations&&(g.animations.length?q=q.concat(g.animations):q.push(g.animations));for(g=0;g<q.length;g++)(h=wa.parseAnimation(q[g],c.bones))&&d.push(h);c.morphTargets&&(q=wa.CreateClipsFromMorphTargetSequences(c.morphTargets,
+10),d=d.concat(q));0<d.length&&(c.animations=d);c.computeFaceNormals();c.computeBoundingSphere();if(void 0===a.materials||0===a.materials.length)return{geometry:c};a=hc.prototype.initMaterials(a.materials,b,this.crossOrigin);return{geometry:c,materials:a}}}()});Object.assign(ff.prototype,{load:function(a,b,c,d){""===this.texturePath&&(this.texturePath=a.substring(0,a.lastIndexOf("/")+1));var e=this;(new Ka(e.manager)).load(a,function(c){var f=null;try{f=JSON.parse(c)}catch(h){void 0!==d&&d(h);console.error("THREE:ObjectLoader: Can't parse "+
+a+".",h.message);return}c=f.metadata;void 0===c||void 0===c.type||"geometry"===c.type.toLowerCase()?console.error("THREE.ObjectLoader: Can't load "+a+". Use THREE.JSONLoader instead."):e.parse(f,b)},c,d)},setTexturePath:function(a){this.texturePath=a},setCrossOrigin:function(a){this.crossOrigin=a},parse:function(a,b){var c=this.parseShape(a.shapes);c=this.parseGeometries(a.geometries,c);var d=this.parseImages(a.images,function(){void 0!==b&&b(e)});d=this.parseTextures(a.textures,d);d=this.parseMaterials(a.materials,
+d);var e=this.parseObject(a.object,c,d);a.animations&&(e.animations=this.parseAnimations(a.animations));void 0!==a.images&&0!==a.images.length||void 0===b||b(e);return e},parseShape:function(a){var b={};if(void 0!==a)for(var c=0,d=a.length;c<d;c++){var e=(new ib).fromJSON(a[c]);b[e.uuid]=e}return b},parseGeometries:function(a,b){var c={};if(void 0!==a)for(var d=new fe,e=new ee,f=0,g=a.length;f<g;f++){var h=a[f];switch(h.type){case "PlaneGeometry":case "PlaneBufferGeometry":var k=new oa[h.type](h.width,
+h.height,h.widthSegments,h.heightSegments);break;case "BoxGeometry":case "BoxBufferGeometry":case "CubeGeometry":k=new oa[h.type](h.width,h.height,h.depth,h.widthSegments,h.heightSegments,h.depthSegments);break;case "CircleGeometry":case "CircleBufferGeometry":k=new oa[h.type](h.radius,h.segments,h.thetaStart,h.thetaLength);break;case "CylinderGeometry":case "CylinderBufferGeometry":k=new oa[h.type](h.radiusTop,h.radiusBottom,h.height,h.radialSegments,h.heightSegments,h.openEnded,h.thetaStart,h.thetaLength);
+break;case "ConeGeometry":case "ConeBufferGeometry":k=new oa[h.type](h.radius,h.height,h.radialSegments,h.heightSegments,h.openEnded,h.thetaStart,h.thetaLength);break;case "SphereGeometry":case "SphereBufferGeometry":k=new oa[h.type](h.radius,h.widthSegments,h.heightSegments,h.phiStart,h.phiLength,h.thetaStart,h.thetaLength);break;case "DodecahedronGeometry":case "DodecahedronBufferGeometry":case "IcosahedronGeometry":case "IcosahedronBufferGeometry":case "OctahedronGeometry":case "OctahedronBufferGeometry":case "TetrahedronGeometry":case "TetrahedronBufferGeometry":k=
+new oa[h.type](h.radius,h.detail);break;case "RingGeometry":case "RingBufferGeometry":k=new oa[h.type](h.innerRadius,h.outerRadius,h.thetaSegments,h.phiSegments,h.thetaStart,h.thetaLength);break;case "TorusGeometry":case "TorusBufferGeometry":k=new oa[h.type](h.radius,h.tube,h.radialSegments,h.tubularSegments,h.arc);break;case "TorusKnotGeometry":case "TorusKnotBufferGeometry":k=new oa[h.type](h.radius,h.tube,h.tubularSegments,h.radialSegments,h.p,h.q);break;case "LatheGeometry":case "LatheBufferGeometry":k=
+new oa[h.type](h.points,h.segments,h.phiStart,h.phiLength);break;case "PolyhedronGeometry":case "PolyhedronBufferGeometry":k=new oa[h.type](h.vertices,h.indices,h.radius,h.details);break;case "ShapeGeometry":case "ShapeBufferGeometry":k=[];f=0;for(g=h.shapes.length;f<g;f++)k.push(b[h.shapes[f]]);k=new oa[h.type](k,h.curveSegments);break;case "BufferGeometry":k=e.parse(h);break;case "Geometry":k=d.parse(h,this.texturePath).geometry;break;default:console.warn('THREE.ObjectLoader: Unsupported geometry type "'+
+h.type+'"');continue}k.uuid=h.uuid;void 0!==h.name&&(k.name=h.name);c[h.uuid]=k}return c},parseMaterials:function(a,b){var c={};if(void 0!==a){var d=new Kd;d.setTextures(b);b=0;for(var e=a.length;b<e;b++){var f=a[b];if("MultiMaterial"===f.type){for(var g=[],h=0;h<f.materials.length;h++)g.push(d.parse(f.materials[h]));c[f.uuid]=g}else c[f.uuid]=d.parse(f)}}return c},parseAnimations:function(a){for(var b=[],c=0;c<a.length;c++){var d=wa.parse(a[c]);b.push(d)}return b},parseImages:function(a,b){function c(a){d.manager.itemStart(a);
+return f.load(a,function(){d.manager.itemEnd(a)},void 0,function(){d.manager.itemEnd(a);d.manager.itemError(a)})}var d=this,e={};if(void 0!==a&&0<a.length){b=new ae(b);var f=new Xc(b);f.setCrossOrigin(this.crossOrigin);b=0;for(var g=a.length;b<g;b++){var h=a[b],k=/^(\/\/)|([a-z]+:(\/\/)?)/i.test(h.url)?h.url:d.texturePath+h.url;e[h.uuid]=c(k)}}return e},parseTextures:function(a,b){function c(a,b){if("number"===typeof a)return a;console.warn("THREE.ObjectLoader.parseTexture: Constant should be in numeric form.",
+a);return b[a]}var d={};if(void 0!==a)for(var e=0,f=a.length;e<f;e++){var g=a[e];void 0===g.image&&console.warn('THREE.ObjectLoader: No "image" specified for',g.uuid);void 0===b[g.image]&&console.warn("THREE.ObjectLoader: Undefined image",g.image);var h=new aa(b[g.image]);h.needsUpdate=!0;h.uuid=g.uuid;void 0!==g.name&&(h.name=g.name);void 0!==g.mapping&&(h.mapping=c(g.mapping,Og));void 0!==g.offset&&h.offset.fromArray(g.offset);void 0!==g.repeat&&h.repeat.fromArray(g.repeat);void 0!==g.center&&h.center.fromArray(g.center);
+void 0!==g.rotation&&(h.rotation=g.rotation);void 0!==g.wrap&&(h.wrapS=c(g.wrap[0],vf),h.wrapT=c(g.wrap[1],vf));void 0!==g.minFilter&&(h.minFilter=c(g.minFilter,wf));void 0!==g.magFilter&&(h.magFilter=c(g.magFilter,wf));void 0!==g.anisotropy&&(h.anisotropy=g.anisotropy);void 0!==g.flipY&&(h.flipY=g.flipY);d[g.uuid]=h}return d},parseObject:function(a,b,c){function d(a){void 0===b[a]&&console.warn("THREE.ObjectLoader: Undefined geometry",a);return b[a]}function e(a){if(void 0!==a){if(Array.isArray(a)){for(var b=
+[],d=0,e=a.length;d<e;d++){var f=a[d];void 0===c[f]&&console.warn("THREE.ObjectLoader: Undefined material",f);b.push(c[f])}return b}void 0===c[a]&&console.warn("THREE.ObjectLoader: Undefined material",a);return c[a]}}switch(a.type){case "Scene":var f=new pd;void 0!==a.background&&Number.isInteger(a.background)&&(f.background=new H(a.background));void 0!==a.fog&&("Fog"===a.fog.type?f.fog=new Nb(a.fog.color,a.fog.near,a.fog.far):"FogExp2"===a.fog.type&&(f.fog=new Mb(a.fog.color,a.fog.density)));break;
+case "PerspectiveCamera":f=new na(a.fov,a.aspect,a.near,a.far);void 0!==a.focus&&(f.focus=a.focus);void 0!==a.zoom&&(f.zoom=a.zoom);void 0!==a.filmGauge&&(f.filmGauge=a.filmGauge);void 0!==a.filmOffset&&(f.filmOffset=a.filmOffset);void 0!==a.view&&(f.view=Object.assign({},a.view));break;case "OrthographicCamera":f=new Ib(a.left,a.right,a.top,a.bottom,a.near,a.far);break;case "AmbientLight":f=new Cd(a.color,a.intensity);break;case "DirectionalLight":f=new Bd(a.color,a.intensity);break;case "PointLight":f=
+new zd(a.color,a.intensity,a.distance,a.decay);break;case "RectAreaLight":f=new Dd(a.color,a.intensity,a.width,a.height);break;case "SpotLight":f=new yd(a.color,a.intensity,a.distance,a.angle,a.penumbra,a.decay);break;case "HemisphereLight":f=new wd(a.color,a.groundColor,a.intensity);break;case "SkinnedMesh":console.warn("THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.");case "Mesh":f=d(a.geometry);var g=e(a.material);f=f.bones&&0<f.bones.length?new rd(f,g):new ua(f,g);break;case "LOD":f=
+new Ac;break;case "Line":f=new qa(d(a.geometry),e(a.material),a.mode);break;case "LineLoop":f=new sd(d(a.geometry),e(a.material));break;case "LineSegments":f=new U(d(a.geometry),e(a.material));break;case "PointCloud":case "Points":f=new Ob(d(a.geometry),e(a.material));break;case "Sprite":f=new zc(e(a.material));break;case "Group":f=new td;break;default:f=new y}f.uuid=a.uuid;void 0!==a.name&&(f.name=a.name);void 0!==a.matrix?(f.matrix.fromArray(a.matrix),f.matrix.decompose(f.position,f.quaternion,
+f.scale)):(void 0!==a.position&&f.position.fromArray(a.position),void 0!==a.rotation&&f.rotation.fromArray(a.rotation),void 0!==a.quaternion&&f.quaternion.fromArray(a.quaternion),void 0!==a.scale&&f.scale.fromArray(a.scale));void 0!==a.castShadow&&(f.castShadow=a.castShadow);void 0!==a.receiveShadow&&(f.receiveShadow=a.receiveShadow);a.shadow&&(void 0!==a.shadow.bias&&(f.shadow.bias=a.shadow.bias),void 0!==a.shadow.radius&&(f.shadow.radius=a.shadow.radius),void 0!==a.shadow.mapSize&&f.shadow.mapSize.fromArray(a.shadow.mapSize),
+void 0!==a.shadow.camera&&(f.shadow.camera=this.parseObject(a.shadow.camera)));void 0!==a.visible&&(f.visible=a.visible);void 0!==a.userData&&(f.userData=a.userData);if(void 0!==a.children){g=a.children;for(var h=0;h<g.length;h++)f.add(this.parseObject(g[h],b,c))}if("LOD"===a.type)for(a=a.levels,g=0;g<a.length;g++){h=a[g];var k=f.getObjectByProperty("uuid",h.object);void 0!==k&&f.addLevel(k,h.distance)}return f}});var Og={UVMapping:300,CubeReflectionMapping:301,CubeRefractionMapping:302,EquirectangularReflectionMapping:303,
+EquirectangularRefractionMapping:304,SphericalReflectionMapping:305,CubeUVReflectionMapping:306,CubeUVRefractionMapping:307},vf={RepeatWrapping:1E3,ClampToEdgeWrapping:1001,MirroredRepeatWrapping:1002},wf={NearestFilter:1003,NearestMipMapNearestFilter:1004,NearestMipMapLinearFilter:1005,LinearFilter:1006,LinearMipMapNearestFilter:1007,LinearMipMapLinearFilter:1008};ge.prototype={constructor:ge,setOptions:function(a){this.options=a;return this},load:function(a,b,c,d){void 0===a&&(a="");void 0!==this.path&&
+(a=this.path+a);var e=this,f=Fb.get(a);if(void 0!==f)return e.manager.itemStart(a),setTimeout(function(){b&&b(f);e.manager.itemEnd(a)},0),f;fetch(a).then(function(a){return a.blob()}).then(function(a){return createImageBitmap(a,e.options)}).then(function(c){Fb.add(a,c);b&&b(c);e.manager.itemEnd(a)}).catch(function(b){d&&d(b);e.manager.itemEnd(a);e.manager.itemError(a)})},setCrossOrigin:function(){return this},setPath:function(a){this.path=a;return this}};Object.assign(he.prototype,{moveTo:function(a,
+b){this.currentPath=new Pa;this.subPaths.push(this.currentPath);this.currentPath.moveTo(a,b)},lineTo:function(a,b){this.currentPath.lineTo(a,b)},quadraticCurveTo:function(a,b,c,d){this.currentPath.quadraticCurveTo(a,b,c,d)},bezierCurveTo:function(a,b,c,d,e,f){this.currentPath.bezierCurveTo(a,b,c,d,e,f)},splineThru:function(a){this.currentPath.splineThru(a)},toShapes:function(a,b){function c(a){for(var b=[],c=0,d=a.length;c<d;c++){var e=a[c],f=new ib;f.curves=e.curves;b.push(f)}return b}function d(a,
+b){for(var c=b.length,d=!1,e=c-1,f=0;f<c;e=f++){var g=b[e],h=b[f],k=h.x-g.x,l=h.y-g.y;if(Math.abs(l)>Number.EPSILON){if(0>l&&(g=b[f],k=-k,h=b[e],l=-l),!(a.y<g.y||a.y>h.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-k*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var e=Ya.isClockWise,f=this.subPaths;if(0===f.length)return[];if(!0===b)return c(f);b=[];if(1===f.length){var g=f[0];var h=new ib;h.curves=g.curves;b.push(h);
+return b}var k=!e(f[0].getPoints());k=a?!k:k;h=[];var l=[],p=[],n=0;l[n]=void 0;p[n]=[];for(var u=0,q=f.length;u<q;u++){g=f[u];var r=g.getPoints();var t=e(r);(t=a?!t:t)?(!k&&l[n]&&n++,l[n]={s:new ib,p:r},l[n].s.curves=g.curves,k&&n++,p[n]=[]):p[n].push({h:g,p:r[0]})}if(!l[0])return c(f);if(1<l.length){u=!1;a=[];e=0;for(f=l.length;e<f;e++)h[e]=[];e=0;for(f=l.length;e<f;e++)for(g=p[e],t=0;t<g.length;t++){k=g[t];n=!0;for(r=0;r<l.length;r++)d(k.p,l[r].p)&&(e!==r&&a.push({froms:e,tos:r,hole:t}),n?(n=!1,
+h[r].push(k)):u=!0);n&&h[e].push(k)}0<a.length&&(u||(p=h))}u=0;for(e=l.length;u<e;u++)for(h=l[u].s,b.push(h),a=p[u],f=0,g=a.length;f<g;f++)h.holes.push(a[f].h);return b}});Object.assign(ie.prototype,{isFont:!0,generateShapes:function(a,b,c){void 0===b&&(b=100);c=[];var d=b;b=this.data;var e=String(a).split("");d/=b.resolution;var f=(b.boundingBox.yMax-b.boundingBox.yMin+b.underlineThickness)*d;a=[];for(var g=0,h=0,k=0;k<e.length;k++){var l=e[k];if("\n"===l)g=0,h-=f;else{var p=d;var n=g,u=h;if(l=b.glyphs[l]||
+b.glyphs["?"]){var q=new he;if(l.o)for(var r=l._cachedOutline||(l._cachedOutline=l.o.split(" ")),t=0,x=r.length;t<x;)switch(r[t++]){case "m":var y=r[t++]*p+n;var w=r[t++]*p+u;q.moveTo(y,w);break;case "l":y=r[t++]*p+n;w=r[t++]*p+u;q.lineTo(y,w);break;case "q":var A=r[t++]*p+n;var z=r[t++]*p+u;var C=r[t++]*p+n;var D=r[t++]*p+u;q.quadraticCurveTo(C,D,A,z);break;case "b":A=r[t++]*p+n,z=r[t++]*p+u,C=r[t++]*p+n,D=r[t++]*p+u,y=r[t++]*p+n,w=r[t++]*p+u,q.bezierCurveTo(C,D,y,w,A,z)}p={offsetX:l.ha*p,path:q}}else p=
+void 0;g+=p.offsetX;a.push(p.path)}}b=0;for(e=a.length;b<e;b++)Array.prototype.push.apply(c,a[b].toShapes());return c}});Object.assign(gf.prototype,{load:function(a,b,c,d){var e=this,f=new Ka(this.manager);f.setPath(this.path);f.load(a,function(a){try{var c=JSON.parse(a)}catch(k){console.warn("THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead."),c=JSON.parse(a.substring(65,a.length-2))}a=e.parse(c);b&&b(a)},c,d)},parse:function(a){return new ie(a)},setPath:function(a){this.path=
+a;return this}});var Pd,le={getContext:function(){void 0===Pd&&(Pd=new (window.AudioContext||window.webkitAudioContext));return Pd},setContext:function(a){Pd=a}};Object.assign(je.prototype,{load:function(a,b,c,d){var e=new Ka(this.manager);e.setResponseType("arraybuffer");e.load(a,function(a){le.getContext().decodeAudioData(a,function(a){b(a)})},c,d)}});Object.assign(hf.prototype,{update:function(){var a,b,c,d,e,f,g,h,k=new P,l=new P;return function(m){if(a!==this||b!==m.focus||c!==m.fov||d!==m.aspect*
+this.aspect||e!==m.near||f!==m.far||g!==m.zoom||h!==this.eyeSep){a=this;b=m.focus;c=m.fov;d=m.aspect*this.aspect;e=m.near;f=m.far;g=m.zoom;var n=m.projectionMatrix.clone();h=this.eyeSep/2;var p=h*e/b,q=e*Math.tan(S.DEG2RAD*c*.5)/g;l.elements[12]=-h;k.elements[12]=h;var r=-q*d+p;var t=q*d+p;n.elements[0]=2*e/(t-r);n.elements[8]=(t+r)/(t-r);this.cameraL.projectionMatrix.copy(n);r=-q*d-p;t=q*d-p;n.elements[0]=2*e/(t-r);n.elements[8]=(t+r)/(t-r);this.cameraR.projectionMatrix.copy(n)}this.cameraL.matrixWorld.copy(m.matrixWorld).multiply(l);
+this.cameraR.matrixWorld.copy(m.matrixWorld).multiply(k)}}()});bd.prototype=Object.create(y.prototype);bd.prototype.constructor=bd;ke.prototype=Object.assign(Object.create(y.prototype),{constructor:ke,getInput:function(){return this.gain},removeFilter:function(){null!==this.filter&&(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(a){null!==this.filter?
+(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination);this.filter=a;this.gain.connect(this.filter);this.filter.connect(this.context.destination)},getMasterVolume:function(){return this.gain.gain.value},setMasterVolume:function(a){this.gain.gain.value=a},updateMatrixWorld:function(){var a=new p,b=new ca,c=new p,d=new p;return function(e){y.prototype.updateMatrixWorld.call(this,e);e=this.context.listener;var f=this.up;this.matrixWorld.decompose(a,
+b,c);d.set(0,0,-1).applyQuaternion(b);e.positionX?(e.positionX.setValueAtTime(a.x,this.context.currentTime),e.positionY.setValueAtTime(a.y,this.context.currentTime),e.positionZ.setValueAtTime(a.z,this.context.currentTime),e.forwardX.setValueAtTime(d.x,this.context.currentTime),e.forwardY.setValueAtTime(d.y,this.context.currentTime),e.forwardZ.setValueAtTime(d.z,this.context.currentTime),e.upX.setValueAtTime(f.x,this.context.currentTime),e.upY.setValueAtTime(f.y,this.context.currentTime),e.upZ.setValueAtTime(f.z,
+this.context.currentTime)):(e.setPosition(a.x,a.y,a.z),e.setOrientation(d.x,d.y,d.z,f.x,f.y,f.z))}}()});ic.prototype=Object.assign(Object.create(y.prototype),{constructor:ic,getOutput:function(){return this.gain},setNodeSource:function(a){this.hasPlaybackControl=!1;this.sourceType="audioNode";this.source=a;this.connect();return this},setBuffer:function(a){this.buffer=a;this.sourceType="buffer";this.autoplay&&this.play();return this},play:function(){if(!0===this.isPlaying)console.warn("THREE.Audio: Audio is already playing.");
+else if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");else{var a=this.context.createBufferSource();a.buffer=this.buffer;a.loop=this.loop;a.onended=this.onEnded.bind(this);a.playbackRate.setValueAtTime(this.playbackRate,this.startTime);this.startTime=this.context.currentTime;a.start(this.startTime,this.offset);this.isPlaying=!0;this.source=a;return this.connect()}},pause:function(){if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");
+else return!0===this.isPlaying&&(this.source.stop(),this.offset+=(this.context.currentTime-this.startTime)*this.playbackRate,this.isPlaying=!1),this},stop:function(){if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");else return this.source.stop(),this.offset=0,this.isPlaying=!1,this},connect:function(){if(0<this.filters.length){this.source.connect(this.filters[0]);for(var a=1,b=this.filters.length;a<b;a++)this.filters[a-1].connect(this.filters[a]);this.filters[this.filters.length-
+1].connect(this.getOutput())}else this.source.connect(this.getOutput());return this},disconnect:function(){if(0<this.filters.length){this.source.disconnect(this.filters[0]);for(var a=1,b=this.filters.length;a<b;a++)this.filters[a-1].disconnect(this.filters[a]);this.filters[this.filters.length-1].disconnect(this.getOutput())}else this.source.disconnect(this.getOutput());return this},getFilters:function(){return this.filters},setFilters:function(a){a||(a=[]);!0===this.isPlaying?(this.disconnect(),this.filters=
+a,this.connect()):this.filters=a;return this},getFilter:function(){return this.getFilters()[0]},setFilter:function(a){return this.setFilters(a?[a]:[])},setPlaybackRate:function(a){if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");else return this.playbackRate=a,!0===this.isPlaying&&this.source.playbackRate.setValueAtTime(this.playbackRate,this.context.currentTime),this},getPlaybackRate:function(){return this.playbackRate},onEnded:function(){this.isPlaying=
+!1},getLoop:function(){return!1===this.hasPlaybackControl?(console.warn("THREE.Audio: this Audio has no playback control."),!1):this.loop},setLoop:function(a){if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");else return this.loop=a,!0===this.isPlaying&&(this.source.loop=this.loop),this},getVolume:function(){return this.gain.gain.value},setVolume:function(a){this.gain.gain.value=a;return this}});me.prototype=Object.assign(Object.create(ic.prototype),
+{constructor:me,getOutput:function(){return this.panner},getRefDistance:function(){return this.panner.refDistance},setRefDistance:function(a){this.panner.refDistance=a},getRolloffFactor:function(){return this.panner.rolloffFactor},setRolloffFactor:function(a){this.panner.rolloffFactor=a},getDistanceModel:function(){return this.panner.distanceModel},setDistanceModel:function(a){this.panner.distanceModel=a},getMaxDistance:function(){return this.panner.maxDistance},setMaxDistance:function(a){this.panner.maxDistance=
+a},updateMatrixWorld:function(){var a=new p;return function(b){y.prototype.updateMatrixWorld.call(this,b);a.setFromMatrixPosition(this.matrixWorld);this.panner.setPosition(a.x,a.y,a.z)}}()});Object.assign(ne.prototype,{getFrequencyData:function(){this.analyser.getByteFrequencyData(this.data);return this.data},getAverageFrequency:function(){for(var a=0,b=this.getFrequencyData(),c=0;c<b.length;c++)a+=b[c];return a/b.length}});Object.assign(oe.prototype,{accumulate:function(a,b){var c=this.buffer,d=
+this.valueSize;a=a*d+d;var e=this.cumulativeWeight;if(0===e){for(e=0;e!==d;++e)c[a+e]=c[e];e=b}else e+=b,this._mixBufferRegion(c,a,0,b/e,d);this.cumulativeWeight=e},apply:function(a){var b=this.valueSize,c=this.buffer;a=a*b+b;var d=this.cumulativeWeight,e=this.binding;this.cumulativeWeight=0;1>d&&this._mixBufferRegion(c,a,3*b,1-d,b);d=b;for(var f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a);break}},saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);
+for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d){ca.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}});Object.assign(jf.prototype,{getValue:function(a,b){this.bind();var c=this._bindings[this._targetGroup.nCachedObjects_];void 0!==c&&c.getValue(a,
+b)},setValue:function(a,b){for(var c=this._bindings,d=this._targetGroup.nCachedObjects_,e=c.length;d!==e;++d)c[d].setValue(a,b)},bind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].bind()},unbind:function(){for(var a=this._bindings,b=this._targetGroup.nCachedObjects_,c=a.length;b!==c;++b)a[b].unbind()}});Object.assign(fa,{Composite:jf,create:function(a,b,c){return a&&a.isAnimationObjectGroup?new fa.Composite(a,b,c):new fa(a,b,c)},sanitizeNodeName:function(){var a=
+/[\[\]\.:\/]/g;return function(b){return b.replace(/\s/g,"_").replace(a,"")}}(),parseTrackName:function(){var a="[^"+"\\[\\]\\.:\\/".replace("\\.","")+"]",b=/((?:WC+[\/:])*)/.source.replace("WC","[^\\[\\]\\.:\\/]");a=/(WCOD+)?/.source.replace("WCOD",a);var c=/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC","[^\\[\\]\\.:\\/]"),d=/\.(WC+)(?:\[(.+)\])?/.source.replace("WC","[^\\[\\]\\.:\\/]"),e=new RegExp("^"+b+a+c+d+"$"),f=["material","materials","bones"];return function(a){var b=e.exec(a);if(!b)throw Error("PropertyBinding: Cannot parse trackName: "+
+a);b={nodeName:b[2],objectName:b[3],objectIndex:b[4],propertyName:b[5],propertyIndex:b[6]};var c=b.nodeName&&b.nodeName.lastIndexOf(".");if(void 0!==c&&-1!==c){var d=b.nodeName.substring(c+1);-1!==f.indexOf(d)&&(b.nodeName=b.nodeName.substring(0,c),b.objectName=d)}if(null===b.propertyName||0===b.propertyName.length)throw Error("PropertyBinding: can not parse propertyName from trackName: "+a);return b}}(),findNode:function(a,b){if(!b||""===b||"root"===b||"."===b||-1===b||b===a.name||b===a.uuid)return a;
+if(a.skeleton){var c=a.skeleton.getBoneByName(b);if(void 0!==c)return c}if(a.children){var d=function(a){for(var c=0;c<a.length;c++){var e=a[c];if(e.name===b||e.uuid===b||(e=d(e.children)))return e}return null};if(a=d(a.children))return a}return null}});Object.assign(fa.prototype,{_getValue_unavailable:function(){},_setValue_unavailable:function(){},BindingType:{Direct:0,EntireArray:1,ArrayElement:2,HasFromToArray:3},Versioning:{None:0,NeedsUpdate:1,MatrixWorldNeedsUpdate:2},GetterByBindingType:[function(a,
+b){a[b]=this.node[this.propertyName]},function(a,b){for(var c=this.resolvedProperty,d=0,e=c.length;d!==e;++d)a[b++]=c[d]},function(a,b){a[b]=this.resolvedProperty[this.propertyIndex]},function(a,b){this.resolvedProperty.toArray(a,b)}],SetterByBindingTypeAndVersioning:[[function(a,b){this.targetObject[this.propertyName]=a[b]},function(a,b){this.targetObject[this.propertyName]=a[b];this.targetObject.needsUpdate=!0},function(a,b){this.targetObject[this.propertyName]=a[b];this.targetObject.matrixWorldNeedsUpdate=
+!0}],[function(a,b){for(var c=this.resolvedProperty,d=0,e=c.length;d!==e;++d)c[d]=a[b++]},function(a,b){for(var c=this.resolvedProperty,d=0,e=c.length;d!==e;++d)c[d]=a[b++];this.targetObject.needsUpdate=!0},function(a,b){for(var c=this.resolvedProperty,d=0,e=c.length;d!==e;++d)c[d]=a[b++];this.targetObject.matrixWorldNeedsUpdate=!0}],[function(a,b){this.resolvedProperty[this.propertyIndex]=a[b]},function(a,b){this.resolvedProperty[this.propertyIndex]=a[b];this.targetObject.needsUpdate=!0},function(a,
+b){this.resolvedProperty[this.propertyIndex]=a[b];this.targetObject.matrixWorldNeedsUpdate=!0}],[function(a,b){this.resolvedProperty.fromArray(a,b)},function(a,b){this.resolvedProperty.fromArray(a,b);this.targetObject.needsUpdate=!0},function(a,b){this.resolvedProperty.fromArray(a,b);this.targetObject.matrixWorldNeedsUpdate=!0}]],getValue:function(a,b){this.bind();this.getValue(a,b)},setValue:function(a,b){this.bind();this.setValue(a,b)},bind:function(){var a=this.node,b=this.parsedPath,c=b.objectName,
+d=b.propertyName,e=b.propertyIndex;a||(this.node=a=fa.findNode(this.rootNode,b.nodeName)||this.rootNode);this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(a){if(c){var f=b.objectIndex;switch(c){case "materials":if(!a.material){console.error("THREE.PropertyBinding: Can not bind to material as node does not have a material.",this);return}if(!a.material.materials){console.error("THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.",
+this);return}a=a.material.materials;break;case "bones":if(!a.skeleton){console.error("THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.",this);return}a=a.skeleton.bones;for(c=0;c<a.length;c++)if(a[c].name===f){f=c;break}break;default:if(void 0===a[c]){console.error("THREE.PropertyBinding: Can not bind to objectName of node undefined.",this);return}a=a[c]}if(void 0!==f){if(void 0===a[f]){console.error("THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.",
+this,a);return}a=a[f]}}f=a[d];if(void 0===f)console.error("THREE.PropertyBinding: Trying to update property for track: "+b.nodeName+"."+d+" but it wasn't found.",a);else{b=this.Versioning.None;void 0!==a.needsUpdate?(b=this.Versioning.NeedsUpdate,this.targetObject=a):void 0!==a.matrixWorldNeedsUpdate&&(b=this.Versioning.MatrixWorldNeedsUpdate,this.targetObject=a);c=this.BindingType.Direct;if(void 0!==e){if("morphTargetInfluences"===d){if(!a.geometry){console.error("THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.",
+this);return}if(a.geometry.isBufferGeometry){if(!a.geometry.morphAttributes){console.error("THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.",this);return}for(c=0;c<this.node.geometry.morphAttributes.position.length;c++)if(a.geometry.morphAttributes.position[c].name===e){e=c;break}}else{if(!a.geometry.morphTargets){console.error("THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.",
+this);return}for(c=0;c<this.node.geometry.morphTargets.length;c++)if(a.geometry.morphTargets[c].name===e){e=c;break}}}c=this.BindingType.ArrayElement;this.resolvedProperty=f;this.propertyIndex=e}else void 0!==f.fromArray&&void 0!==f.toArray?(c=this.BindingType.HasFromToArray,this.resolvedProperty=f):Array.isArray(f)?(c=this.BindingType.EntireArray,this.resolvedProperty=f):this.propertyName=d;this.getValue=this.GetterByBindingType[c];this.setValue=this.SetterByBindingTypeAndVersioning[c][b]}}else console.error("THREE.PropertyBinding: Trying to update node for track: "+
+this.path+" but it wasn't found.")},unbind:function(){this.node=null;this.getValue=this._getValue_unbound;this.setValue=this._setValue_unbound}});Object.assign(fa.prototype,{_getValue_unbound:fa.prototype.getValue,_setValue_unbound:fa.prototype.setValue});Object.assign(kf.prototype,{isAnimationObjectGroup:!0,add:function(){for(var a=this._objects,b=a.length,c=this.nCachedObjects_,d=this._indicesByUUID,e=this._paths,f=this._parsedPaths,g=this._bindings,h=g.length,k=void 0,l=0,p=arguments.length;l!==
+p;++l){var n=arguments[l],u=n.uuid,q=d[u];if(void 0===q){q=b++;d[u]=q;a.push(n);u=0;for(var r=h;u!==r;++u)g[u].push(new fa(n,e[u],f[u]))}else if(q<c){k=a[q];var t=--c;r=a[t];d[r.uuid]=q;a[q]=r;d[u]=t;a[t]=n;u=0;for(r=h;u!==r;++u){var x=g[u],y=x[q];x[q]=x[t];void 0===y&&(y=new fa(n,e[u],f[u]));x[t]=y}}else a[q]!==k&&console.error("THREE.AnimationObjectGroup: Different objects with the same UUID detected. Clean the caches or recreate your infrastructure when reloading scenes.")}this.nCachedObjects_=
+c},remove:function(){for(var a=this._objects,b=this.nCachedObjects_,c=this._indicesByUUID,d=this._bindings,e=d.length,f=0,g=arguments.length;f!==g;++f){var h=arguments[f],k=h.uuid,l=c[k];if(void 0!==l&&l>=b){var p=b++,n=a[p];c[n.uuid]=l;a[l]=n;c[k]=p;a[p]=h;h=0;for(k=e;h!==k;++h){n=d[h];var u=n[l];n[l]=n[p];n[p]=u}}}this.nCachedObjects_=b},uncache:function(){for(var a=this._objects,b=a.length,c=this.nCachedObjects_,d=this._indicesByUUID,e=this._bindings,f=e.length,g=0,h=arguments.length;g!==h;++g){var k=
+arguments[g].uuid,l=d[k];if(void 0!==l)if(delete d[k],l<c){k=--c;var p=a[k],n=--b,u=a[n];d[p.uuid]=l;a[l]=p;d[u.uuid]=k;a[k]=u;a.pop();p=0;for(u=f;p!==u;++p){var q=e[p],r=q[n];q[l]=q[k];q[k]=r;q.pop()}}else for(n=--b,u=a[n],d[u.uuid]=l,a[l]=u,a.pop(),p=0,u=f;p!==u;++p)q=e[p],q[l]=q[n],q.pop()}this.nCachedObjects_=c},subscribe_:function(a,b){var c=this._bindingsIndicesByPath,d=c[a],e=this._bindings;if(void 0!==d)return e[d];var f=this._paths,g=this._parsedPaths,h=this._objects,k=this.nCachedObjects_,
+l=Array(h.length);d=e.length;c[a]=d;f.push(a);g.push(b);e.push(l);c=k;for(d=h.length;c!==d;++c)l[c]=new fa(h[c],a,b);return l},unsubscribe_:function(a){var b=this._bindingsIndicesByPath,c=b[a];if(void 0!==c){var d=this._paths,e=this._parsedPaths,f=this._bindings,g=f.length-1,h=f[g];b[a[g]]=c;f[c]=h;f.pop();e[c]=e[g];e.pop();d[c]=d[g];d.pop()}}});Object.assign(lf.prototype,{play:function(){this._mixer._activateAction(this);return this},stop:function(){this._mixer._deactivateAction(this);return this.reset()},
+reset:function(){this.paused=!1;this.enabled=!0;this.time=0;this._loopCount=-1;this._startTime=null;return this.stopFading().stopWarping()},isRunning:function(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)},isScheduled:function(){return this._mixer._isActiveAction(this)},startAt:function(a){this._startTime=a;return this},setLoop:function(a,b){this.loop=a;this.repetitions=b;return this},setEffectiveWeight:function(a){this.weight=a;
+this._effectiveWeight=this.enabled?a:0;return this.stopFading()},getEffectiveWeight:function(){return this._effectiveWeight},fadeIn:function(a){return this._scheduleFading(a,0,1)},fadeOut:function(a){return this._scheduleFading(a,1,0)},crossFadeFrom:function(a,b,c){a.fadeOut(b);this.fadeIn(b);if(c){c=this._clip.duration;var d=a._clip.duration,e=c/d;a.warp(1,d/c,b);this.warp(e,1,b)}return this},crossFadeTo:function(a,b,c){return a.crossFadeFrom(this,b,c)},stopFading:function(){var a=this._weightInterpolant;
+null!==a&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(a));return this},setEffectiveTimeScale:function(a){this.timeScale=a;this._effectiveTimeScale=this.paused?0:a;return this.stopWarping()},getEffectiveTimeScale:function(){return this._effectiveTimeScale},setDuration:function(a){this.timeScale=this._clip.duration/a;return this.stopWarping()},syncWith:function(a){this.time=a.time;this.timeScale=a.timeScale;return this.stopWarping()},halt:function(a){return this.warp(this._effectiveTimeScale,
+0,a)},warp:function(a,b,c){var d=this._mixer,e=d.time,f=this._timeScaleInterpolant,g=this.timeScale;null===f&&(this._timeScaleInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;d[1]=e+c;f[0]=a/g;f[1]=b/g;return this},stopWarping:function(){var a=this._timeScaleInterpolant;null!==a&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(a));return this},getMixer:function(){return this._mixer},getClip:function(){return this._clip},getRoot:function(){return this._localRoot||
+this._mixer._root},_update:function(a,b,c,d){if(this.enabled){var e=this._startTime;if(null!==e){b=(a-e)*c;if(0>b||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0<a){b=this._interpolants;e=this._propertyBindings;for(var f=0,g=b.length;f!==g;++f)b[f].evaluate(c),e[f].accumulate(d,a)}}else this._updateWeight(a)},_updateWeight:function(a){var b=0;if(this.enabled){b=this.weight;var c=this._weightInterpolant;if(null!==c){var d=c.evaluate(a)[0];
+b*=d;a>c.parameterPositions[1]&&(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){b=this.timeScale;var c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0];b*=d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.paused=!0:this.timeScale=b)}}return this._effectiveTimeScale=b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount;if(2200===
+d)a:{if(-1===e&&(this._loopCount=0,this._setEndings(!0,!0,!1)),b>=c)b=c;else if(0>b)b=0;else break a;this.clampWhenFinished?this.paused=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1})}else{d=2202===d;-1===e&&(0<=a?(e=0,this._setEndings(!0,0===this.repetitions,d)):this._setEndings(0===this.repetitions,!0,d));if(b>=c||0>b){var f=Math.floor(b/c);b-=c*f;e+=Math.abs(f);var g=this.repetitions-e;0>g?(this.clampWhenFinished?this.paused=!0:this.enabled=!1,b=0<
+a?c:0,this._mixer.dispatchEvent({type:"finished",action:this,direction:0<a?1:-1})):(0===g?(a=0>a,this._setEndings(a,!a,d)):this._setEndings(!1,!1,d),this._loopCount=e,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:f}))}if(d&&1===(e&1))return this.time=b,c-b}return this.time=b},_setEndings:function(a,b,c){var d=this._interpolantSettings;c?(d.endingStart=2401,d.endingEnd=2401):(d.endingStart=a?this.zeroSlopeAtStart?2401:2400:2402,d.endingEnd=b?this.zeroSlopeAtEnd?2401:2400:2402)},_scheduleFading:function(a,
+b,c){var d=this._mixer,e=d.time,f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions;f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}});pe.prototype=Object.assign(Object.create(xa.prototype),{constructor:pe,_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings;a=a._interpolants;var g=c.uuid,h=this._bindingsByRootAndName,k=h[g];void 0===k&&(k={},h[g]=k);for(h=0;h!==e;++h){var l=
+d[h],p=l.name,n=k[p];if(void 0===n){n=f[h];if(void 0!==n){null===n._cacheIndex&&(++n.referenceCount,this._addInactiveBinding(n,g,p));continue}n=new oe(fa.create(c,p,b&&b._propertyBindings[h].binding.parsedPath),l.ValueTypeName,l.getValueSize());++n.referenceCount;this._addInactiveBinding(n,g,p)}f[h]=n;a[h].resultBuffer=n.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.uuid,d=this._actionsByClip[c];this._bindAction(a,
+d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}},_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip=
+{};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length},get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex;
+return null!==a&&a<this._nActiveActions},_addInactiveAction:function(a,b,c){var d=this._actions,e=this._actionsByClip,f=e[b];void 0===f?(f={knownActions:[a],actionByRoot:{}},a._byClipCacheIndex=0,e[b]=f):(b=f.knownActions,a._byClipCacheIndex=b.length,b.push(a));a._cacheIndex=d.length;d.push(a);f.actionByRoot[c]=a},_removeInactiveAction:function(a){var b=this._actions,c=b[b.length-1],d=a._cacheIndex;c._cacheIndex=d;b[d]=c;b.pop();a._cacheIndex=null;b=a._clip.uuid;c=this._actionsByClip;d=c[b];var e=
+d.knownActions,f=e[e.length-1],g=a._byClipCacheIndex;f._byClipCacheIndex=g;e[g]=f;e.pop();a._byClipCacheIndex=null;delete d.actionByRoot[(a._localRoot||this._root).uuid];0===e.length&&delete c[b];this._removeInactiveBindingsForAction(a)},_removeInactiveBindingsForAction:function(a){a=a._propertyBindings;for(var b=0,c=a.length;b!==c;++b){var d=a[b];0===--d.referenceCount&&this._removeInactiveBinding(d)}},_lendAction:function(a){var b=this._actions,c=a._cacheIndex,d=this._nActiveActions++,e=b[d];a._cacheIndex=
+d;b[d]=a;e._cacheIndex=c;b[c]=e},_takeBackAction:function(a){var b=this._actions,c=a._cacheIndex,d=--this._nActiveActions,e=b[d];a._cacheIndex=d;b[d]=a;e._cacheIndex=c;b[c]=e},_addInactiveBinding:function(a,b,c){var d=this._bindingsByRootAndName,e=d[b],f=this._bindings;void 0===e&&(e={},d[b]=e);e[c]=a;a._cacheIndex=f.length;f.push(a)},_removeInactiveBinding:function(a){var b=this._bindings,c=a.binding,d=c.rootNode.uuid;c=c.path;var e=this._bindingsByRootAndName,f=e[d],g=b[b.length-1];a=a._cacheIndex;
+g._cacheIndex=a;b[a]=g;b.pop();delete f[c];a:{for(var h in f)break a;delete e[d]}},_lendBinding:function(a){var b=this._bindings,c=a._cacheIndex,d=this._nActiveBindings++,e=b[d];a._cacheIndex=d;b[d]=a;e._cacheIndex=c;b[c]=e},_takeBackBinding:function(a){var b=this._bindings,c=a._cacheIndex,d=--this._nActiveBindings,e=b[d];a._cacheIndex=d;b[d]=a;e._cacheIndex=c;b[c]=e},_lendControlInterpolant:function(){var a=this._controlInterpolants,b=this._nActiveControlInterpolants++,c=a[b];void 0===c&&(c=new ad(new Float32Array(2),
+new Float32Array(2),1,this._controlInterpolantsResultBuffer),c.__cacheIndex=b,a[b]=c);return c},_takeBackControlInterpolant:function(a){var b=this._controlInterpolants,c=a.__cacheIndex,d=--this._nActiveControlInterpolants,e=b[d];a.__cacheIndex=d;b[d]=a;e.__cacheIndex=c;b[c]=e},_controlInterpolantsResultBuffer:new Float32Array(1),clipAction:function(a,b){var c=b||this._root,d=c.uuid;c="string"===typeof a?wa.findByName(c,a):a;a=null!==c?c.uuid:a;var e=this._actionsByClip[a],f=null;if(void 0!==e){f=
+e.actionByRoot[d];if(void 0!==f)return f;f=e.knownActions[0];null===c&&(c=f._clip)}if(null===c)return null;b=new lf(this,c,b);this._bindAction(b,f);this._addInactiveAction(b,a,d);return b},existingAction:function(a,b){var c=b||this._root;b=c.uuid;c="string"===typeof a?wa.findByName(c,a):a;a=this._actionsByClip[c?c.uuid:a];return void 0!==a?a.actionByRoot[b]||null:null},stopAllAction:function(){for(var a=this._actions,b=this._nActiveActions,c=this._bindings,d=this._nActiveBindings,e=this._nActiveBindings=
+this._nActiveActions=0;e!==b;++e)a[e].reset();for(e=0;e!==d;++e)c[e].useCount=0;return this},update:function(a){a*=this.timeScale;for(var b=this._actions,c=this._nActiveActions,d=this.time+=a,e=Math.sign(a),f=this._accuIndex^=1,g=0;g!==c;++g)b[g]._update(d,a,e,f);a=this._bindings;b=this._nActiveBindings;for(g=0;g!==b;++g)a[g].apply(f);return this},getRoot:function(){return this._root},uncacheClip:function(a){var b=this._actions;a=a.uuid;var c=this._actionsByClip,d=c[a];if(void 0!==d){d=d.knownActions;
+for(var e=0,f=d.length;e!==f;++e){var g=d[e];this._deactivateAction(g);var h=g._cacheIndex,k=b[b.length-1];g._cacheIndex=null;g._byClipCacheIndex=null;k._cacheIndex=h;b[h]=k;b.pop();this._removeInactiveBindingsForAction(g)}delete c[a]}},uncacheRoot:function(a){a=a.uuid;var b=this._actionsByClip;for(d in b){var c=b[d].actionByRoot[a];void 0!==c&&(this._deactivateAction(c),this._removeInactiveAction(c))}var d=this._bindingsByRootAndName[a];if(void 0!==d)for(var e in d)a=d[e],a.restoreOriginalState(),
+this._removeInactiveBinding(a)},uncacheAction:function(a,b){a=this.existingAction(a,b);null!==a&&(this._deactivateAction(a),this._removeInactiveAction(a))}});Ld.prototype.clone=function(){return new Ld(void 0===this.value.clone?this.value:this.value.clone())};qe.prototype=Object.assign(Object.create(z.prototype),{constructor:qe,isInstancedBufferGeometry:!0,copy:function(a){z.prototype.copy.call(this,a);this.maxInstancedCount=a.maxInstancedCount;return this},clone:function(){return(new this.constructor).copy(this)}});
+Object.defineProperties(re.prototype,{count:{get:function(){return this.data.count}},array:{get:function(){return this.data.array}}});Object.assign(re.prototype,{isInterleavedBufferAttribute:!0,setX:function(a,b){this.data.array[a*this.data.stride+this.offset]=b;return this},setY:function(a,b){this.data.array[a*this.data.stride+this.offset+1]=b;return this},setZ:function(a,b){this.data.array[a*this.data.stride+this.offset+2]=b;return this},setW:function(a,b){this.data.array[a*this.data.stride+this.offset+
+3]=b;return this},getX:function(a){return this.data.array[a*this.data.stride+this.offset]},getY:function(a){return this.data.array[a*this.data.stride+this.offset+1]},getZ:function(a){return this.data.array[a*this.data.stride+this.offset+2]},getW:function(a){return this.data.array[a*this.data.stride+this.offset+3]},setXY:function(a,b,c){a=a*this.data.stride+this.offset;this.data.array[a+0]=b;this.data.array[a+1]=c;return this},setXYZ:function(a,b,c,d){a=a*this.data.stride+this.offset;this.data.array[a+
+0]=b;this.data.array[a+1]=c;this.data.array[a+2]=d;return this},setXYZW:function(a,b,c,d,e){a=a*this.data.stride+this.offset;this.data.array[a+0]=b;this.data.array[a+1]=c;this.data.array[a+2]=d;this.data.array[a+3]=e;return this}});Object.defineProperty(jc.prototype,"needsUpdate",{set:function(a){!0===a&&this.version++}});Object.assign(jc.prototype,{isInterleavedBuffer:!0,setArray:function(a){if(Array.isArray(a))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.count=
+void 0!==a?a.length/this.stride:0;this.array=a},setDynamic:function(a){this.dynamic=a;return this},copy:function(a){this.array=new a.array.constructor(a.array);this.count=a.count;this.stride=a.stride;this.dynamic=a.dynamic;return this},copyAt:function(a,b,c){a*=this.stride;c*=b.stride;for(var d=0,e=this.stride;d<e;d++)this.array[a+d]=b.array[c+d];return this},set:function(a,b){void 0===b&&(b=0);this.array.set(a,b);return this},clone:function(){return(new this.constructor).copy(this)},onUpload:function(a){this.onUploadCallback=
+a;return this}});se.prototype=Object.assign(Object.create(jc.prototype),{constructor:se,isInstancedInterleavedBuffer:!0,copy:function(a){jc.prototype.copy.call(this,a);this.meshPerAttribute=a.meshPerAttribute;return this}});te.prototype=Object.assign(Object.create(M.prototype),{constructor:te,isInstancedBufferAttribute:!0,copy:function(a){M.prototype.copy.call(this,a);this.meshPerAttribute=a.meshPerAttribute;return this}});Object.assign(mf.prototype,{linePrecision:1,set:function(a,b){this.ray.set(a,
+b)},setFromCamera:function(a,b){b&&b.isPerspectiveCamera?(this.ray.origin.setFromMatrixPosition(b.matrixWorld),this.ray.direction.set(a.x,a.y,.5).unproject(b).sub(this.ray.origin).normalize()):b&&b.isOrthographicCamera?(this.ray.origin.set(a.x,a.y,(b.near+b.far)/(b.near-b.far)).unproject(b),this.ray.direction.set(0,0,-1).transformDirection(b.matrixWorld)):console.error("THREE.Raycaster: Unsupported camera type.")},intersectObject:function(a,b){var c=[];ue(a,this,c,b);c.sort(nf);return c},intersectObjects:function(a,
+b){var c=[];if(!1===Array.isArray(a))return console.warn("THREE.Raycaster.intersectObjects: objects is not an Array."),c;for(var d=0,e=a.length;d<e;d++)ue(a[d],this,c,b);c.sort(nf);return c}});Object.assign(of.prototype,{start:function(){this.oldTime=this.startTime=("undefined"===typeof performance?Date:performance).now();this.elapsedTime=0;this.running=!0},stop:function(){this.getElapsedTime();this.autoStart=this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=
+0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){var b=("undefined"===typeof performance?Date:performance).now();a=(b-this.oldTime)/1E3;this.oldTime=b;this.elapsedTime+=a}return a}});Object.assign(pf.prototype,{set:function(a,b,c){this.radius=a;this.phi=b;this.theta=c;return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.radius=a.radius;this.phi=a.phi;this.theta=a.theta;return this},makeSafe:function(){this.phi=Math.max(1E-6,Math.min(Math.PI-
+1E-6,this.phi));return this},setFromVector3:function(a){this.radius=a.length();0===this.radius?this.phi=this.theta=0:(this.theta=Math.atan2(a.x,a.z),this.phi=Math.acos(S.clamp(a.y/this.radius,-1,1)));return this}});Object.assign(qf.prototype,{set:function(a,b,c){this.radius=a;this.theta=b;this.y=c;return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.radius=a.radius;this.theta=a.theta;this.y=a.y;return this},setFromVector3:function(a){this.radius=Math.sqrt(a.x*
+a.x+a.z*a.z);this.theta=Math.atan2(a.x,a.z);this.y=a.y;return this}});Object.assign(ve.prototype,{set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;b<c;b++)this.expandByPoint(a[b]);return this},setFromCenterAndSize:function(){var a=new C;return function(b,c){c=a.copy(c).multiplyScalar(.5);this.min.copy(b).sub(c);this.max.copy(b).add(c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.min.copy(a.min);
+this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=Infinity;this.max.x=this.max.y=-Infinity;return this},isEmpty:function(){return this.max.x<this.min.x||this.max.y<this.min.y},getCenter:function(a){a=a||new C;return this.isEmpty()?a.set(0,0):a.addVectors(this.min,this.max).multiplyScalar(.5)},getSize:function(a){a=a||new C;return this.isEmpty()?a.set(0,0):a.subVectors(this.max,this.min)},expandByPoint:function(a){this.min.min(a);this.max.max(a);return this},expandByVector:function(a){this.min.sub(a);
+this.max.add(a);return this},expandByScalar:function(a){this.min.addScalar(-a);this.max.addScalar(a);return this},containsPoint:function(a){return a.x<this.min.x||a.x>this.max.x||a.y<this.min.y||a.y>this.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y},getParameter:function(a,b){return(b||new C).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.x<
+this.min.x||a.min.x>this.max.x||a.max.y<this.min.y||a.min.y>this.max.y?!1:!0},clampPoint:function(a,b){return(b||new C).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new C;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&
+a.max.equals(this.max)}});cd.prototype=Object.create(y.prototype);cd.prototype.constructor=cd;cd.prototype.isImmediateRenderObject=!0;dd.prototype=Object.create(U.prototype);dd.prototype.constructor=dd;dd.prototype.update=function(){var a=new p,b=new p,c=new ta;return function(){var d=["a","b","c"];this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld);var e=this.object.matrixWorld,f=this.geometry.attributes.position,g=this.object.geometry;if(g&&g.isGeometry)for(var h=g.vertices,
+k=g.faces,l=g=0,p=k.length;l<p;l++)for(var n=k[l],u=0,q=n.vertexNormals.length;u<q;u++){var r=n.vertexNormals[u];a.copy(h[n[d[u]]]).applyMatrix4(e);b.copy(r).applyMatrix3(c).normalize().multiplyScalar(this.size).add(a);f.setXYZ(g,a.x,a.y,a.z);g+=1;f.setXYZ(g,b.x,b.y,b.z);g+=1}else if(g&&g.isBufferGeometry)for(d=g.attributes.position,h=g.attributes.normal,u=g=0,q=d.count;u<q;u++)a.set(d.getX(u),d.getY(u),d.getZ(u)).applyMatrix4(e),b.set(h.getX(u),h.getY(u),h.getZ(u)),b.applyMatrix3(c).normalize().multiplyScalar(this.size).add(a),
+f.setXYZ(g,a.x,a.y,a.z),g+=1,f.setXYZ(g,b.x,b.y,b.z),g+=1;f.needsUpdate=!0}}();kc.prototype=Object.create(y.prototype);kc.prototype.constructor=kc;kc.prototype.dispose=function(){this.cone.geometry.dispose();this.cone.material.dispose()};kc.prototype.update=function(){var a=new p,b=new p;return function(){this.light.updateMatrixWorld();var c=this.light.distance?this.light.distance:1E3,d=c*Math.tan(this.light.angle);this.cone.scale.set(d,d,c);a.setFromMatrixPosition(this.light.matrixWorld);b.setFromMatrixPosition(this.light.target.matrixWorld);
+this.cone.lookAt(b.sub(a));void 0!==this.color?this.cone.material.color.set(this.color):this.cone.material.color.copy(this.light.color)}}();lc.prototype=Object.create(U.prototype);lc.prototype.constructor=lc;lc.prototype.updateMatrixWorld=function(){var a=new p,b=new P,c=new P;return function(d){var e=this.bones,f=this.geometry,g=f.getAttribute("position");c.getInverse(this.root.matrixWorld);for(var h=0,k=0;h<e.length;h++){var l=e[h];l.parent&&l.parent.isBone&&(b.multiplyMatrices(c,l.matrixWorld),
+a.setFromMatrixPosition(b),g.setXYZ(k,a.x,a.y,a.z),b.multiplyMatrices(c,l.parent.matrixWorld),a.setFromMatrixPosition(b),g.setXYZ(k+1,a.x,a.y,a.z),k+=2)}f.getAttribute("position").needsUpdate=!0;y.prototype.updateMatrixWorld.call(this,d)}}();mc.prototype=Object.create(ua.prototype);mc.prototype.constructor=mc;mc.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()};mc.prototype.update=function(){void 0!==this.color?this.material.color.set(this.color):this.material.color.copy(this.light.color)};
+nc.prototype=Object.create(y.prototype);nc.prototype.constructor=nc;nc.prototype.dispose=function(){this.children[0].geometry.dispose();this.children[0].material.dispose()};nc.prototype.update=function(){var a=.5*this.light.width,b=.5*this.light.height,c=this.line.geometry.attributes.position,d=c.array;d[0]=a;d[1]=-b;d[2]=0;d[3]=a;d[4]=b;d[5]=0;d[6]=-a;d[7]=b;d[8]=0;d[9]=-a;d[10]=-b;d[11]=0;d[12]=a;d[13]=-b;d[14]=0;c.needsUpdate=!0;void 0!==this.color?this.line.material.color.set(this.color):this.line.material.color.copy(this.light.color)};
+oc.prototype=Object.create(y.prototype);oc.prototype.constructor=oc;oc.prototype.dispose=function(){this.children[0].geometry.dispose();this.children[0].material.dispose()};oc.prototype.update=function(){var a=new p,b=new H,c=new H;return function(){var d=this.children[0];if(void 0!==this.color)this.material.color.set(this.color);else{var e=d.geometry.getAttribute("color");b.copy(this.light.color);c.copy(this.light.groundColor);for(var f=0,g=e.count;f<g;f++){var h=f<g/2?b:c;e.setXYZ(f,h.r,h.g,h.b)}e.needsUpdate=
+!0}d.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate())}}();ed.prototype=Object.create(U.prototype);ed.prototype.constructor=ed;Md.prototype=Object.create(U.prototype);Md.prototype.constructor=Md;fd.prototype=Object.create(U.prototype);fd.prototype.constructor=fd;fd.prototype.update=function(){var a=new p,b=new p,c=new ta;return function(){this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld);var d=this.object.matrixWorld,e=this.geometry.attributes.position,f=
+this.object.geometry,g=f.vertices;f=f.faces;for(var h=0,k=0,l=f.length;k<l;k++){var p=f[k],n=p.normal;a.copy(g[p.a]).add(g[p.b]).add(g[p.c]).divideScalar(3).applyMatrix4(d);b.copy(n).applyMatrix3(c).normalize().multiplyScalar(this.size).add(a);e.setXYZ(h,a.x,a.y,a.z);h+=1;e.setXYZ(h,b.x,b.y,b.z);h+=1}e.needsUpdate=!0}}();pc.prototype=Object.create(y.prototype);pc.prototype.constructor=pc;pc.prototype.dispose=function(){this.lightPlane.geometry.dispose();this.lightPlane.material.dispose();this.targetLine.geometry.dispose();
+this.targetLine.material.dispose()};pc.prototype.update=function(){var a=new p,b=new p,c=new p;return function(){a.setFromMatrixPosition(this.light.matrixWorld);b.setFromMatrixPosition(this.light.target.matrixWorld);c.subVectors(b,a);this.lightPlane.lookAt(c);void 0!==this.color?(this.lightPlane.material.color.set(this.color),this.targetLine.material.color.set(this.color)):(this.lightPlane.material.color.copy(this.light.color),this.targetLine.material.color.copy(this.light.color));this.targetLine.lookAt(c);
+this.targetLine.scale.z=c.length()}}();gd.prototype=Object.create(U.prototype);gd.prototype.constructor=gd;gd.prototype.update=function(){function a(a,g,h,k){d.set(g,h,k).unproject(e);a=c[a];if(void 0!==a)for(g=b.getAttribute("position"),h=0,k=a.length;h<k;h++)g.setXYZ(a[h],d.x,d.y,d.z)}var b,c,d=new p,e=new Qa;return function(){b=this.geometry;c=this.pointMap;e.projectionMatrix.copy(this.camera.projectionMatrix);a("c",0,0,-1);a("t",0,0,1);a("n1",-1,-1,-1);a("n2",1,-1,-1);a("n3",-1,1,-1);a("n4",1,
+1,-1);a("f1",-1,-1,1);a("f2",1,-1,1);a("f3",-1,1,1);a("f4",1,1,1);a("u1",.7,1.1,-1);a("u2",-.7,1.1,-1);a("u3",0,2,-1);a("cf1",-1,0,1);a("cf2",1,0,1);a("cf3",0,-1,1);a("cf4",0,1,1);a("cn1",-1,0,-1);a("cn2",1,0,-1);a("cn3",0,-1,-1);a("cn4",0,1,-1);b.getAttribute("position").needsUpdate=!0}}();Db.prototype=Object.create(U.prototype);Db.prototype.constructor=Db;Db.prototype.update=function(){var a=new Va;return function(b){void 0!==b&&console.warn("THREE.BoxHelper: .update() has no longer arguments.");
+void 0!==this.object&&a.setFromObject(this.object);if(!a.isEmpty()){b=a.min;var c=a.max,d=this.geometry.attributes.position,e=d.array;e[0]=c.x;e[1]=c.y;e[2]=c.z;e[3]=b.x;e[4]=c.y;e[5]=c.z;e[6]=b.x;e[7]=b.y;e[8]=c.z;e[9]=c.x;e[10]=b.y;e[11]=c.z;e[12]=c.x;e[13]=c.y;e[14]=b.z;e[15]=b.x;e[16]=c.y;e[17]=b.z;e[18]=b.x;e[19]=b.y;e[20]=b.z;e[21]=c.x;e[22]=b.y;e[23]=b.z;d.needsUpdate=!0;this.geometry.computeBoundingSphere()}}}();Db.prototype.setFromObject=function(a){this.object=a;this.update();return this};
+hd.prototype=Object.create(U.prototype);hd.prototype.constructor=hd;hd.prototype.updateMatrixWorld=function(a){var b=this.box;b.isEmpty()||(b.getCenter(this.position),b.getSize(this.scale),this.scale.multiplyScalar(.5),y.prototype.updateMatrixWorld.call(this,a))};id.prototype=Object.create(qa.prototype);id.prototype.constructor=id;id.prototype.updateMatrixWorld=function(a){var b=-this.plane.constant;1E-8>Math.abs(b)&&(b=1E-8);this.scale.set(.5*this.size,.5*this.size,b);this.lookAt(this.plane.normal);
+y.prototype.updateMatrixWorld.call(this,a)};var Nd,we;Eb.prototype=Object.create(y.prototype);Eb.prototype.constructor=Eb;Eb.prototype.setDirection=function(){var a=new p,b;return function(c){.99999<c.y?this.quaternion.set(0,0,0,1):-.99999>c.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();Eb.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();
+this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};Eb.prototype.setColor=function(a){this.line.material.color.copy(a);this.cone.material.color.copy(a)};jd.prototype=Object.create(U.prototype);jd.prototype.constructor=jd;K.create=function(a,b){console.log("THREE.Curve.create() has been deprecated");a.prototype=Object.create(K.prototype);a.prototype.constructor=a;a.prototype.getPoint=b;return a};Object.assign($a.prototype,{createPointsGeometry:function(a){console.warn("THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");
+a=this.getPoints(a);return this.createGeometry(a)},createSpacedPointsGeometry:function(a){console.warn("THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");a=this.getSpacedPoints(a);return this.createGeometry(a)},createGeometry:function(a){console.warn("THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.");for(var b=new L,c=0,d=a.length;c<d;c++){var e=a[c];b.vertices.push(new p(e.x,
+e.y,e.z||0))}return b}});Object.assign(Pa.prototype,{fromPoints:function(a){console.warn("THREE.Path: .fromPoints() has been renamed to .setFromPoints().");this.setFromPoints(a)}});sf.prototype=Object.create(da.prototype);tf.prototype=Object.create(da.prototype);xe.prototype=Object.create(da.prototype);Object.assign(xe.prototype,{initFromArray:function(){console.error("THREE.Spline: .initFromArray() has been removed.")},getControlPointsArray:function(){console.error("THREE.Spline: .getControlPointsArray() has been removed.")},
+reparametrizeByArcLength:function(){console.error("THREE.Spline: .reparametrizeByArcLength() has been removed.")}});ed.prototype.setColors=function(){console.error("THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.")};lc.prototype.update=function(){console.error("THREE.SkeletonHelper: update() no longer needs to be called.")};Object.assign(hc.prototype,{extractUrlBase:function(a){console.warn("THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.");
+return Be.extractUrlBase(a)}});Object.assign(ve.prototype,{center:function(a){console.warn("THREE.Box2: .center() has been renamed to .getCenter().");return this.getCenter(a)},empty:function(){console.warn("THREE.Box2: .empty() has been renamed to .isEmpty().");return this.isEmpty()},isIntersectionBox:function(a){console.warn("THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)},size:function(a){console.warn("THREE.Box2: .size() has been renamed to .getSize().");
+return this.getSize(a)}});Object.assign(Va.prototype,{center:function(a){console.warn("THREE.Box3: .center() has been renamed to .getCenter().");return this.getCenter(a)},empty:function(){console.warn("THREE.Box3: .empty() has been renamed to .isEmpty().");return this.isEmpty()},isIntersectionBox:function(a){console.warn("THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().");return this.intersectsBox(a)},isIntersectionSphere:function(a){console.warn("THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().");
+return this.intersectsSphere(a)},size:function(a){console.warn("THREE.Box3: .size() has been renamed to .getSize().");return this.getSize(a)}});Kb.prototype.center=function(a){console.warn("THREE.Line3: .center() has been renamed to .getCenter().");return this.getCenter(a)};Object.assign(S,{random16:function(){console.warn("THREE.Math: .random16() has been deprecated. Use Math.random() instead.");return Math.random()},nearestPowerOfTwo:function(a){console.warn("THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().");
+return S.floorPowerOfTwo(a)},nextPowerOfTwo:function(a){console.warn("THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().");return S.ceilPowerOfTwo(a)}});Object.assign(ta.prototype,{flattenToArrayOffset:function(a,b){console.warn("THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.");return this.toArray(a,b)},multiplyVector3:function(a){console.warn("THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.");return a.applyMatrix3(this)},
+multiplyVector3Array:function(){console.error("THREE.Matrix3: .multiplyVector3Array() has been removed.")},applyToBuffer:function(a){console.warn("THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.");return this.applyToBufferAttribute(a)},applyToVector3Array:function(){console.error("THREE.Matrix3: .applyToVector3Array() has been removed.")}});Object.assign(P.prototype,{extractPosition:function(a){console.warn("THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().");
+return this.copyPosition(a)},flattenToArrayOffset:function(a,b){console.warn("THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.");return this.toArray(a,b)},getPosition:function(){var a;return function(){void 0===a&&(a=new p);console.warn("THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.");return a.setFromMatrixColumn(this,3)}}(),setRotationFromQuaternion:function(a){console.warn("THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().");
+return this.makeRotationFromQuaternion(a)},multiplyToArray:function(){console.warn("THREE.Matrix4: .multiplyToArray() has been removed.")},multiplyVector3:function(a){console.warn("THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.applyMatrix4(this)},multiplyVector4:function(a){console.warn("THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.applyMatrix4(this)},multiplyVector3Array:function(){console.error("THREE.Matrix4: .multiplyVector3Array() has been removed.")},
+rotateAxis:function(a){console.warn("THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.");a.transformDirection(this)},crossVector:function(a){console.warn("THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.");return a.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(a){console.warn("THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.");return this.applyToBufferAttribute(a)},applyToVector3Array:function(){console.error("THREE.Matrix4: .applyToVector3Array() has been removed.")},makeFrustum:function(a,b,c,d,e,f){console.warn("THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.");
+return this.makePerspective(a,b,d,c,e,f)}});pa.prototype.isIntersectionLine=function(a){console.warn("THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().");return this.intersectsLine(a)};ca.prototype.multiplyVector3=function(a){console.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.");return a.applyQuaternion(this)};Object.assign(pb.prototype,{isIntersectionBox:function(a){console.warn("THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().");
+return this.intersectsBox(a)},isIntersectionPlane:function(a){console.warn("THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().");return this.intersectsPlane(a)},isIntersectionSphere:function(a){console.warn("THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().");return this.intersectsSphere(a)}});Object.assign(ib.prototype,{extractAllPoints:function(a){console.warn("THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.");return this.extractPoints(a)},
+extrude:function(a){console.warn("THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.");return new hb(this,a)},makeGeometry:function(a){console.warn("THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.");return new ub(this,a)}});Object.assign(C.prototype,{fromAttribute:function(a,b,c){console.warn("THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().");return this.fromBufferAttribute(a,b,c)},distanceToManhattan:function(a){console.warn("THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().");
+return this.manhattanDistanceTo(a)},lengthManhattan:function(){console.warn("THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().");return this.manhattanLength()}});Object.assign(p.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(a){console.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(b,
+a)},applyProjection:function(a){console.warn("THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.");return this.applyMatrix4(a)},fromAttribute:function(a,b,c){console.warn("THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().");return this.fromBufferAttribute(a,b,c)},distanceToManhattan:function(a){console.warn("THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().");return this.manhattanDistanceTo(a)},lengthManhattan:function(){console.warn("THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().");
+return this.manhattanLength()}});Object.assign(X.prototype,{fromAttribute:function(a,b,c){console.warn("THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().");return this.fromBufferAttribute(a,b,c)},lengthManhattan:function(){console.warn("THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().");return this.manhattanLength()}});Object.assign(L.prototype,{computeTangents:function(){console.error("THREE.Geometry: .computeTangents() has been removed.")},computeLineDistances:function(){console.error("THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.")}});
+Object.assign(y.prototype,{getChildByName:function(a){console.warn("THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().");return this.getObjectByName(a)},renderDepth:function(){console.warn("THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.")},translate:function(a,b){console.warn("THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.");return this.translateOnAxis(b,a)}});Object.defineProperties(y.prototype,{eulerOrder:{get:function(){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order.");
+return this.rotation.order},set:function(a){console.warn("THREE.Object3D: .eulerOrder is now .rotation.order.");this.rotation.order=a}},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(Ac.prototype,{objects:{get:function(){console.warn("THREE.LOD: .objects has been renamed to .levels.");
+return this.levels}}});Object.defineProperty(Bc.prototype,"useVertexTexture",{get:function(){console.warn("THREE.Skeleton: useVertexTexture has been removed.")},set:function(){console.warn("THREE.Skeleton: useVertexTexture has been removed.")}});Object.defineProperty(K.prototype,"__arcLengthDivisions",{get:function(){console.warn("THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.");return this.arcLengthDivisions},set:function(a){console.warn("THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.");
+this.arcLengthDivisions=a}});na.prototype.setLens=function(a,b){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup.");void 0!==b&&(this.filmGauge=b);this.setFocalLength(a)};Object.defineProperties(ea.prototype,{onlyShadow:{set:function(){console.warn("THREE.Light: .onlyShadow has been removed.")}},shadowCameraFov:{set:function(a){console.warn("THREE.Light: .shadowCameraFov is now .shadow.camera.fov.");this.shadow.camera.fov=a}},
+shadowCameraLeft:{set:function(a){console.warn("THREE.Light: .shadowCameraLeft is now .shadow.camera.left.");this.shadow.camera.left=a}},shadowCameraRight:{set:function(a){console.warn("THREE.Light: .shadowCameraRight is now .shadow.camera.right.");this.shadow.camera.right=a}},shadowCameraTop:{set:function(a){console.warn("THREE.Light: .shadowCameraTop is now .shadow.camera.top.");this.shadow.camera.top=a}},shadowCameraBottom:{set:function(a){console.warn("THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.");
+this.shadow.camera.bottom=a}},shadowCameraNear:{set:function(a){console.warn("THREE.Light: .shadowCameraNear is now .shadow.camera.near.");this.shadow.camera.near=a}},shadowCameraFar:{set:function(a){console.warn("THREE.Light: .shadowCameraFar is now .shadow.camera.far.");this.shadow.camera.far=a}},shadowCameraVisible:{set:function(){console.warn("THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.")}},shadowBias:{set:function(a){console.warn("THREE.Light: .shadowBias is now .shadow.bias.");
+this.shadow.bias=a}},shadowDarkness:{set:function(){console.warn("THREE.Light: .shadowDarkness has been removed.")}},shadowMapWidth:{set:function(a){console.warn("THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.");this.shadow.mapSize.width=a}},shadowMapHeight:{set:function(a){console.warn("THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.");this.shadow.mapSize.height=a}}});Object.defineProperties(M.prototype,{length:{get:function(){console.warn("THREE.BufferAttribute: .length has been deprecated. Use .count instead.");
+return this.array.length}}});Object.assign(z.prototype,{addIndex:function(a){console.warn("THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().");this.setIndex(a)},addDrawCall:function(a,b,c){void 0!==c&&console.warn("THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.");console.warn("THREE.BufferGeometry: .addDrawCall() is now .addGroup().");this.addGroup(a,b)},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(z.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(Ld.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(O.prototype,{wrapAround:{get:function(){console.warn("THREE.Material: .wrapAround has been removed.")},set:function(){console.warn("THREE.Material: .wrapAround has been removed.")}},
+wrapRGB:{get:function(){console.warn("THREE.Material: .wrapRGB has been removed.");return new H}},shading:{get:function(){console.error("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead.")},set:function(a){console.warn("THREE."+this.type+": .shading has been removed. Use the boolean .flatShading instead.");this.flatShading=1===a}}});Object.defineProperties(Ja.prototype,{metal:{get:function(){console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.");
+return!1},set:function(){console.warn("THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead")}}});Object.defineProperties(Da.prototype,{derivatives:{get:function(){console.warn("THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.");return this.extensions.derivatives},set:function(a){console.warn("THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.");this.extensions.derivatives=a}}});Object.assign(Xd.prototype,
+{getCurrentRenderTarget:function(){console.warn("THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().");return this.getRenderTarget()},getMaxAnisotropy:function(){console.warn("THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().");return this.capabilities.getMaxAnisotropy()},getPrecision:function(){console.warn("THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.");return this.capabilities.precision},resetGLState:function(){console.warn("THREE.WebGLRenderer: .resetGLState() is now .state.reset().");
+return this.state.reset()},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(a){console.warn("THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().");this.setScissorTest(a)},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.")},
+setFaceCulling:function(){console.warn("THREE.WebGLRenderer: .setFaceCulling() has been removed.")}});Object.defineProperties(Xd.prototype,{shadowMapEnabled:{get:function(){return this.shadowMap.enabled},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.");this.shadowMap.enabled=a}},shadowMapType:{get:function(){return this.shadowMap.type},set:function(a){console.warn("THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.");this.shadowMap.type=a}},
+shadowMapCullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.")}}});Object.defineProperties(Oe.prototype,{cullFace:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.")}},
+renderReverseSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.")}},renderSingleSided:{get:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")},set:function(){console.warn("THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.")}}});
+Object.defineProperties(jb.prototype,{wrapS:{get:function(){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");return this.texture.wrapS},set:function(a){console.warn("THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.");this.texture.wrapS=a}},wrapT:{get:function(){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");return this.texture.wrapT},set:function(a){console.warn("THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.");this.texture.wrapT=a}},magFilter:{get:function(){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.");
+return this.texture.magFilter},set:function(a){console.warn("THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.");this.texture.magFilter=a}},minFilter:{get:function(){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");return this.texture.minFilter},set:function(a){console.warn("THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.");this.texture.minFilter=a}},anisotropy:{get:function(){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.");
+return this.texture.anisotropy},set:function(a){console.warn("THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.");this.texture.anisotropy=a}},offset:{get:function(){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");return this.texture.offset},set:function(a){console.warn("THREE.WebGLRenderTarget: .offset is now .texture.offset.");this.texture.offset=a}},repeat:{get:function(){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");return this.texture.repeat},
+set:function(a){console.warn("THREE.WebGLRenderTarget: .repeat is now .texture.repeat.");this.texture.repeat=a}},format:{get:function(){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");return this.texture.format},set:function(a){console.warn("THREE.WebGLRenderTarget: .format is now .texture.format.");this.texture.format=a}},type:{get:function(){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type.");return this.texture.type},set:function(a){console.warn("THREE.WebGLRenderTarget: .type is now .texture.type.");
+this.texture.type=a}},generateMipmaps:{get:function(){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");return this.texture.generateMipmaps},set:function(a){console.warn("THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.");this.texture.generateMipmaps=a}}});Object.defineProperties(Ve.prototype,{standing:{set:function(){console.warn("THREE.WebVRManager: .standing has been removed.")}}});ic.prototype.load=function(a){console.warn("THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.");
+var b=this;(new je).load(a,function(a){b.setBuffer(a)});return this};ne.prototype.getData=function(){console.warn("THREE.AudioAnalyser: .getData() is now .getFrequencyData().");return this.getFrequencyData()};bd.prototype.updateCubeMap=function(a,b){console.warn("THREE.CubeCamera: .updateCubeMap() is now .update().");return this.update(a,b)};l.WebGLRenderTargetCube=Gb;l.WebGLRenderTarget=jb;l.WebGLRenderer=Xd;l.ShaderLib=qb;l.UniformsLib=I;l.UniformsUtils=Ea;l.ShaderChunk=R;l.FogExp2=Mb;l.Fog=Nb;
+l.Scene=pd;l.Sprite=zc;l.LOD=Ac;l.SkinnedMesh=rd;l.Skeleton=Bc;l.Bone=qd;l.Mesh=ua;l.LineSegments=U;l.LineLoop=sd;l.Line=qa;l.Points=Ob;l.Group=td;l.VideoTexture=Yd;l.DataTexture=kb;l.CompressedTexture=Pb;l.CubeTexture=bb;l.CanvasTexture=qc;l.DepthTexture=Cc;l.Texture=aa;l.CompressedTextureLoader=df;l.DataTextureLoader=be;l.CubeTextureLoader=ce;l.TextureLoader=vd;l.ObjectLoader=ff;l.MaterialLoader=Kd;l.BufferGeometryLoader=ee;l.DefaultLoadingManager=ra;l.LoadingManager=ae;l.JSONLoader=fe;l.ImageLoader=
+Xc;l.ImageBitmapLoader=ge;l.FontLoader=gf;l.FileLoader=Ka;l.Loader=hc;l.LoaderUtils=Be;l.Cache=Fb;l.AudioLoader=je;l.SpotLightShadow=xd;l.SpotLight=yd;l.PointLight=zd;l.RectAreaLight=Dd;l.HemisphereLight=wd;l.DirectionalLightShadow=Ad;l.DirectionalLight=Bd;l.AmbientLight=Cd;l.LightShadow=Cb;l.Light=ea;l.StereoCamera=hf;l.PerspectiveCamera=na;l.OrthographicCamera=Ib;l.CubeCamera=bd;l.ArrayCamera=od;l.Camera=Qa;l.AudioListener=ke;l.PositionalAudio=me;l.AudioContext=le;l.AudioAnalyser=ne;l.Audio=ic;
+l.VectorKeyframeTrack=gc;l.StringKeyframeTrack=Ed;l.QuaternionKeyframeTrack=$c;l.NumberKeyframeTrack=fc;l.ColorKeyframeTrack=Hd;l.BooleanKeyframeTrack=Fd;l.PropertyMixer=oe;l.PropertyBinding=fa;l.KeyframeTrack=la;l.AnimationUtils=W;l.AnimationObjectGroup=kf;l.AnimationMixer=pe;l.AnimationClip=wa;l.Uniform=Ld;l.InstancedBufferGeometry=qe;l.BufferGeometry=z;l.Geometry=L;l.InterleavedBufferAttribute=re;l.InstancedInterleavedBuffer=se;l.InterleavedBuffer=jc;l.InstancedBufferAttribute=te;l.Face3=Wa;l.Object3D=
+y;l.Raycaster=mf;l.Layers=Sd;l.EventDispatcher=xa;l.Clock=of;l.QuaternionLinearInterpolant=Gd;l.LinearInterpolant=ad;l.DiscreteInterpolant=Jd;l.CubicInterpolant=Id;l.Interpolant=Ba;l.Triangle=Xa;l.Math=S;l.Spherical=pf;l.Cylindrical=qf;l.Plane=pa;l.Frustum=ld;l.Sphere=Ca;l.Ray=pb;l.Matrix4=P;l.Matrix3=ta;l.Box3=Va;l.Box2=ve;l.Line3=Kb;l.Euler=fb;l.Vector4=X;l.Vector3=p;l.Vector2=C;l.Quaternion=ca;l.Color=H;l.ImmediateRenderObject=cd;l.VertexNormalsHelper=dd;l.SpotLightHelper=kc;l.SkeletonHelper=lc;
+l.PointLightHelper=mc;l.RectAreaLightHelper=nc;l.HemisphereLightHelper=oc;l.GridHelper=ed;l.PolarGridHelper=Md;l.FaceNormalsHelper=fd;l.DirectionalLightHelper=pc;l.CameraHelper=gd;l.BoxHelper=Db;l.Box3Helper=hd;l.PlaneHelper=id;l.ArrowHelper=Eb;l.AxesHelper=jd;l.Shape=ib;l.Path=Pa;l.ShapePath=he;l.Font=ie;l.CurvePath=$a;l.Curve=K;l.ShapeUtils=Ya;l.WebGLUtils=We;l.WireframeGeometry=Qb;l.ParametricGeometry=Dc;l.ParametricBufferGeometry=Rb;l.TetrahedronGeometry=Fc;l.TetrahedronBufferGeometry=Sb;l.OctahedronGeometry=
+Gc;l.OctahedronBufferGeometry=rb;l.IcosahedronGeometry=Hc;l.IcosahedronBufferGeometry=Tb;l.DodecahedronGeometry=Ic;l.DodecahedronBufferGeometry=Ub;l.PolyhedronGeometry=Ec;l.PolyhedronBufferGeometry=va;l.TubeGeometry=Jc;l.TubeBufferGeometry=Vb;l.TorusKnotGeometry=Kc;l.TorusKnotBufferGeometry=Wb;l.TorusGeometry=Lc;l.TorusBufferGeometry=Xb;l.TextGeometry=Qc;l.TextBufferGeometry=Yb;l.SphereGeometry=Rc;l.SphereBufferGeometry=tb;l.RingGeometry=Sc;l.RingBufferGeometry=Zb;l.PlaneGeometry=xc;l.PlaneBufferGeometry=
+ob;l.LatheGeometry=Tc;l.LatheBufferGeometry=$b;l.ShapeGeometry=ub;l.ShapeBufferGeometry=vb;l.ExtrudeGeometry=hb;l.ExtrudeBufferGeometry=Ia;l.EdgesGeometry=ac;l.ConeGeometry=Uc;l.ConeBufferGeometry=Vc;l.CylinderGeometry=wb;l.CylinderBufferGeometry=Za;l.CircleGeometry=Wc;l.CircleBufferGeometry=bc;l.BoxGeometry=Jb;l.BoxBufferGeometry=nb;l.ShadowMaterial=cc;l.SpriteMaterial=gb;l.RawShaderMaterial=dc;l.ShaderMaterial=Da;l.PointsMaterial=Ha;l.MeshPhysicalMaterial=xb;l.MeshStandardMaterial=Sa;l.MeshPhongMaterial=
+Ja;l.MeshToonMaterial=yb;l.MeshNormalMaterial=zb;l.MeshLambertMaterial=Ab;l.MeshDepthMaterial=db;l.MeshDistanceMaterial=eb;l.MeshBasicMaterial=za;l.LineDashedMaterial=Bb;l.LineBasicMaterial=Y;l.Material=O;l.Float64BufferAttribute=wc;l.Float32BufferAttribute=D;l.Uint32BufferAttribute=mb;l.Int32BufferAttribute=vc;l.Uint16BufferAttribute=lb;l.Int16BufferAttribute=uc;l.Uint8ClampedBufferAttribute=tc;l.Uint8BufferAttribute=sc;l.Int8BufferAttribute=rc;l.BufferAttribute=M;l.ArcCurve=ec;l.CatmullRomCurve3=
+da;l.CubicBezierCurve=La;l.CubicBezierCurve3=Ta;l.EllipseCurve=Aa;l.LineCurve=ka;l.LineCurve3=Ma;l.QuadraticBezierCurve=Na;l.QuadraticBezierCurve3=Ua;l.SplineCurve=Oa;l.REVISION="90";l.MOUSE={LEFT:0,MIDDLE:1,RIGHT:2};l.CullFaceNone=0;l.CullFaceBack=1;l.CullFaceFront=2;l.CullFaceFrontBack=3;l.FrontFaceDirectionCW=0;l.FrontFaceDirectionCCW=1;l.BasicShadowMap=0;l.PCFShadowMap=1;l.PCFSoftShadowMap=2;l.FrontSide=0;l.BackSide=1;l.DoubleSide=2;l.FlatShading=1;l.SmoothShading=2;l.NoColors=0;l.FaceColors=
+1;l.VertexColors=2;l.NoBlending=0;l.NormalBlending=1;l.AdditiveBlending=2;l.SubtractiveBlending=3;l.MultiplyBlending=4;l.CustomBlending=5;l.AddEquation=100;l.SubtractEquation=101;l.ReverseSubtractEquation=102;l.MinEquation=103;l.MaxEquation=104;l.ZeroFactor=200;l.OneFactor=201;l.SrcColorFactor=202;l.OneMinusSrcColorFactor=203;l.SrcAlphaFactor=204;l.OneMinusSrcAlphaFactor=205;l.DstAlphaFactor=206;l.OneMinusDstAlphaFactor=207;l.DstColorFactor=208;l.OneMinusDstColorFactor=209;l.SrcAlphaSaturateFactor=
+210;l.NeverDepth=0;l.AlwaysDepth=1;l.LessDepth=2;l.LessEqualDepth=3;l.EqualDepth=4;l.GreaterEqualDepth=5;l.GreaterDepth=6;l.NotEqualDepth=7;l.MultiplyOperation=0;l.MixOperation=1;l.AddOperation=2;l.NoToneMapping=0;l.LinearToneMapping=1;l.ReinhardToneMapping=2;l.Uncharted2ToneMapping=3;l.CineonToneMapping=4;l.UVMapping=300;l.CubeReflectionMapping=301;l.CubeRefractionMapping=302;l.EquirectangularReflectionMapping=303;l.EquirectangularRefractionMapping=304;l.SphericalReflectionMapping=305;l.CubeUVReflectionMapping=
+306;l.CubeUVRefractionMapping=307;l.RepeatWrapping=1E3;l.ClampToEdgeWrapping=1001;l.MirroredRepeatWrapping=1002;l.NearestFilter=1003;l.NearestMipMapNearestFilter=1004;l.NearestMipMapLinearFilter=1005;l.LinearFilter=1006;l.LinearMipMapNearestFilter=1007;l.LinearMipMapLinearFilter=1008;l.UnsignedByteType=1009;l.ByteType=1010;l.ShortType=1011;l.UnsignedShortType=1012;l.IntType=1013;l.UnsignedIntType=1014;l.FloatType=1015;l.HalfFloatType=1016;l.UnsignedShort4444Type=1017;l.UnsignedShort5551Type=1018;
+l.UnsignedShort565Type=1019;l.UnsignedInt248Type=1020;l.AlphaFormat=1021;l.RGBFormat=1022;l.RGBAFormat=1023;l.LuminanceFormat=1024;l.LuminanceAlphaFormat=1025;l.RGBEFormat=1023;l.DepthFormat=1026;l.DepthStencilFormat=1027;l.RGB_S3TC_DXT1_Format=33776;l.RGBA_S3TC_DXT1_Format=33777;l.RGBA_S3TC_DXT3_Format=33778;l.RGBA_S3TC_DXT5_Format=33779;l.RGB_PVRTC_4BPPV1_Format=35840;l.RGB_PVRTC_2BPPV1_Format=35841;l.RGBA_PVRTC_4BPPV1_Format=35842;l.RGBA_PVRTC_2BPPV1_Format=35843;l.RGB_ETC1_Format=36196;l.RGBA_ASTC_4x4_Format=
+37808;l.RGBA_ASTC_5x4_Format=37809;l.RGBA_ASTC_5x5_Format=37810;l.RGBA_ASTC_6x5_Format=37811;l.RGBA_ASTC_6x6_Format=37812;l.RGBA_ASTC_8x5_Format=37813;l.RGBA_ASTC_8x6_Format=37814;l.RGBA_ASTC_8x8_Format=37815;l.RGBA_ASTC_10x5_Format=37816;l.RGBA_ASTC_10x6_Format=37817;l.RGBA_ASTC_10x8_Format=37818;l.RGBA_ASTC_10x10_Format=37819;l.RGBA_ASTC_12x10_Format=37820;l.RGBA_ASTC_12x12_Format=37821;l.LoopOnce=2200;l.LoopRepeat=2201;l.LoopPingPong=2202;l.InterpolateDiscrete=2300;l.InterpolateLinear=2301;l.InterpolateSmooth=
+2302;l.ZeroCurvatureEnding=2400;l.ZeroSlopeEnding=2401;l.WrapAroundEnding=2402;l.TrianglesDrawMode=0;l.TriangleStripDrawMode=1;l.TriangleFanDrawMode=2;l.LinearEncoding=3E3;l.sRGBEncoding=3001;l.GammaEncoding=3007;l.RGBEEncoding=3002;l.LogLuvEncoding=3003;l.RGBM7Encoding=3004;l.RGBM16Encoding=3005;l.RGBDEncoding=3006;l.BasicDepthPacking=3200;l.RGBADepthPacking=3201;l.CubeGeometry=Jb;l.Face4=function(a,b,c,d,e,f,g){console.warn("THREE.Face4 has been removed. A THREE.Face3 will be created instead.");
+return new Wa(a,b,c,e,f,g)};l.LineStrip=0;l.LinePieces=1;l.MeshFaceMaterial=function(a){console.warn("THREE.MeshFaceMaterial has been removed. Use an Array instead.");return a};l.MultiMaterial=function(a){void 0===a&&(a=[]);console.warn("THREE.MultiMaterial has been removed. Use an Array instead.");a.isMultiMaterial=!0;a.materials=a;a.clone=function(){return a.slice()};return a};l.PointCloud=function(a,b){console.warn("THREE.PointCloud has been renamed to THREE.Points.");return new Ob(a,b)};l.Particle=
+function(a){console.warn("THREE.Particle has been renamed to THREE.Sprite.");return new zc(a)};l.ParticleSystem=function(a,b){console.warn("THREE.ParticleSystem has been renamed to THREE.Points.");return new Ob(a,b)};l.PointCloudMaterial=function(a){console.warn("THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.");return new Ha(a)};l.ParticleBasicMaterial=function(a){console.warn("THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.");return new Ha(a)};l.ParticleSystemMaterial=
+function(a){console.warn("THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.");return new Ha(a)};l.Vertex=function(a,b,c){console.warn("THREE.Vertex has been removed. Use THREE.Vector3 instead.");return new p(a,b,c)};l.DynamicBufferAttribute=function(a,b){console.warn("THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.");return(new M(a,b)).setDynamic(!0)};l.Int8Attribute=function(a,b){console.warn("THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.");
+return new rc(a,b)};l.Uint8Attribute=function(a,b){console.warn("THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.");return new sc(a,b)};l.Uint8ClampedAttribute=function(a,b){console.warn("THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.");return new tc(a,b)};l.Int16Attribute=function(a,b){console.warn("THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.");return new uc(a,b)};l.Uint16Attribute=
+function(a,b){console.warn("THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.");return new lb(a,b)};l.Int32Attribute=function(a,b){console.warn("THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.");return new vc(a,b)};l.Uint32Attribute=function(a,b){console.warn("THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.");return new mb(a,b)};l.Float32Attribute=function(a,b){console.warn("THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.");
+return new D(a,b)};l.Float64Attribute=function(a,b){console.warn("THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.");return new wc(a,b)};l.ClosedSplineCurve3=sf;l.SplineCurve3=tf;l.Spline=xe;l.AxisHelper=function(a){console.warn("THREE.AxisHelper has been renamed to THREE.AxesHelper.");return new jd(a)};l.BoundingBoxHelper=function(a,b){console.warn("THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.");return new Db(a,b)};l.EdgesHelper=
+function(a,b){console.warn("THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.");return new U(new ac(a.geometry),new Y({color:void 0!==b?b:16777215}))};l.WireframeHelper=function(a,b){console.warn("THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.");return new U(new Qb(a.geometry),new Y({color:void 0!==b?b:16777215}))};l.XHRLoader=function(a){console.warn("THREE.XHRLoader has been renamed to THREE.FileLoader.");return new Ka(a)};l.BinaryTextureLoader=function(a){console.warn("THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.");
+return new be(a)};l.GeometryUtils={merge:function(a,b,c){console.warn("THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.");if(b.isMesh){b.matrixAutoUpdate&&b.updateMatrix();var d=b.matrix;b=b.geometry}a.merge(b,d,c)},center:function(a){console.warn("THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.");return a.center()}};l.ImageUtils={crossOrigin:void 0,loadTexture:function(a,b,c,d){console.warn("THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.");
+var e=new vd;e.setCrossOrigin(this.crossOrigin);a=e.load(a,c,void 0,d);b&&(a.mapping=b);return a},loadTextureCube:function(a,b,c,d){console.warn("THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.");var e=new ce;e.setCrossOrigin(this.crossOrigin);a=e.load(a,c,void 0,d);b&&(a.mapping=b);return a},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.")}};
+l.Projector=function(){console.error("THREE.Projector has been moved to /examples/js/renderers/Projector.js.");this.projectVector=function(a,b){console.warn("THREE.Projector: .projectVector() is now vector.project().");a.project(b)};this.unprojectVector=function(a,b){console.warn("THREE.Projector: .unprojectVector() is now vector.unproject().");a.unproject(b)};this.pickingRay=function(){console.error("THREE.Projector: .pickingRay() is now raycaster.setFromCamera().")}};l.CanvasRenderer=function(){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(){}};l.SceneUtils={createMultiMaterialObject:function(){console.error("THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js")},detach:function(){console.error("THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js")},attach:function(){console.error("THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js")}};
+l.LensFlare=function(){console.error("THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js")};Object.defineProperty(l,"__esModule",{value:!0})});