(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
/**
 * @author Tim Knip / http://www.floorplanner.com/ / tim at floorplanner.com
 */
var THREE = require('three')
THREE.ColladaLoader = function () {

    var COLLADA = null;
    var scene = null;
    var daeScene;

    var readyCallbackFunc = null;

    var sources = {};
    var images = {};
    var animations = {};
    var controllers = {};
    var geometries = {};
    var materials = {};
    var effects = {};
    var cameras = {};

    var animData;
    var visualScenes;
    var baseUrl;
    var morphs;
    var skins;

    var flip_uv = true;
    var preferredShading = THREE.SmoothShading;

    var options = {
        // Force Geometry to always be centered at the local origin of the
        // containing Mesh.
        centerGeometry: false,

        // Axis conversion is done for geometries, animations, and controllers.
        // If we ever pull cameras or lights out of the COLLADA file, they'll
        // need extra work.
        convertUpAxis: false,

        subdivideFaces: true,

        upAxis: 'Y',

        // For reflective or refractive materials we'll use this cubemap
        defaultEnvMap: null

    };

    // TODO: support unit conversion as well
    var colladaUnit = 1.0;
    var colladaUp = 'Y';
    var upConversion = null;

    function load ( url, readyCallback, progressCallback ) {

        var length = 0;

        if ( document.implementation && document.implementation.createDocument ) {

            var request = new XMLHttpRequest();

            request.onreadystatechange = function() {

                if( request.readyState == 4 ) {

                    if( request.status == 0 || request.status == 200 ) {


                        if ( request.responseXML ) {

                            readyCallbackFunc = readyCallback;
                            parse( request.responseXML, undefined, url );

                        } else if ( request.responseText ) {

                            readyCallbackFunc = readyCallback;
                            var xmlParser = new DOMParser();
                            var responseXML = xmlParser.parseFromString( request.responseText, "application/xml" );
                            parse( responseXML, undefined, url );

                        } else {

                            console.error( "ColladaLoader: Empty or non-existing file (" + url + ")" );

                        }

                    }

                } else if ( request.readyState == 3 ) {

                    if ( progressCallback ) {

                        if ( length == 0 ) {

                            length = request.getResponseHeader( "Content-Length" );

                        }

                        progressCallback( { total: length, loaded: request.responseText.length } );

                    }

                }

            }

            request.open( "GET", url, true );
            request.send( null );

        } else {

            alert( "Don't know how to parse XML!" );

        }

    };

    function parse( doc, callBack, url ) {

        COLLADA = doc;
        callBack = callBack || readyCallbackFunc;

        if ( url !== undefined ) {

            var parts = url.split( '/' );
            parts.pop();
            baseUrl = ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';

        }

        parseAsset();
        setUpConversion();
        images = parseLib( "//dae:library_images/dae:image", _Image, "image" );
        materials = parseLib( "//dae:library_materials/dae:material", Material, "material" );
        effects = parseLib( "//dae:library_effects/dae:effect", Effect, "effect" );
        geometries = parseLib( "//dae:library_geometries/dae:geometry", Geometry, "geometry" );
        cameras = parseLib( ".//dae:library_cameras/dae:camera", Camera, "camera" );
        controllers = parseLib( "//dae:library_controllers/dae:controller", Controller, "controller" );
        animations = parseLib( "//dae:library_animations/dae:animation", Animation, "animation" );
        visualScenes = parseLib( ".//dae:library_visual_scenes/dae:visual_scene", VisualScene, "visual_scene" );

        morphs = [];
        skins = [];

        daeScene = parseScene();
        scene = new THREE.Object3D();

        for ( var i = 0; i < daeScene.nodes.length; i ++ ) {

            scene.add( createSceneGraph( daeScene.nodes[ i ] ) );

        }

        createAnimations();

        var result = {

            scene: scene,
            morphs: morphs,
            skins: skins,
            animations: animData,
            dae: {
                images: images,
                materials: materials,
                cameras: cameras,
                effects: effects,
                geometries: geometries,
                controllers: controllers,
                animations: animations,
                visualScenes: visualScenes,
                scene: daeScene
            }

        };

        if ( callBack ) {

            callBack( result );

        }

        return result;

    };

    function setPreferredShading ( shading ) {

        preferredShading = shading;

    };

    function parseAsset () {

        var elements = COLLADA.evaluate( '//dae:asset', COLLADA, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null );

        var element = elements.iterateNext();

        if ( element && element.childNodes ) {

            for ( var i = 0; i < element.childNodes.length; i ++ ) {

                var child = element.childNodes[ i ];

                switch ( child.nodeName ) {

                    case 'unit':

                        var meter = child.getAttribute( 'meter' );

                        if ( meter ) {

                            colladaUnit = parseFloat( meter );

                        }

                        break;

                    case 'up_axis':

                        colladaUp = child.textContent.charAt(0);
                        break;

                }

            }

        }

    };

    function parseLib ( q, classSpec, prefix ) {

        var elements = COLLADA.evaluate(q, COLLADA, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null) ;

        var lib = {};
        var element = elements.iterateNext();
        var i = 0;

        while ( element ) {

            var daeElement = ( new classSpec() ).parse( element );
            if ( !daeElement.id || daeElement.id.length == 0 ) daeElement.id = prefix + ( i ++ );
            lib[ daeElement.id ] = daeElement;

            element = elements.iterateNext();

        }

        return lib;

    };

    function parseScene() {

        var sceneElement = COLLADA.evaluate( './/dae:scene/dae:instance_visual_scene', COLLADA, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null ).iterateNext();

        if ( sceneElement ) {

            var url = sceneElement.getAttribute( 'url' ).replace( /^#/, '' );
            return visualScenes[ url.length > 0 ? url : 'visual_scene0' ];

        } else {

            return null;

        }

    };

    function createAnimations() {

        animData = [];

        // fill in the keys
        recurseHierarchy( scene );

    };

    function recurseHierarchy( node ) {

        var n = daeScene.getChildById( node.name, true ),
            newData = null;

        if ( n && n.keys ) {

            newData = {
                fps: 60,
                hierarchy: [ {
                    node: n,
                    keys: n.keys,
                    sids: n.sids
                } ],
                node: node,
                name: 'animation_' + node.name,
                length: 0
            };

            animData.push(newData);

            for ( var i = 0, il = n.keys.length; i < il; i++ ) {

                newData.length = Math.max( newData.length, n.keys[i].time );

            }

        } else  {

            newData = {
                hierarchy: [ {
                    keys: [],
                    sids: []
                } ]
            }

        }

        for ( var i = 0, il = node.children.length; i < il; i++ ) {

            var d = recurseHierarchy( node.children[i] );

            for ( var j = 0, jl = d.hierarchy.length; j < jl; j ++ ) {

                newData.hierarchy.push( {
                    keys: [],
                    sids: []
                } );

            }

        }

        return newData;

    };

    function calcAnimationBounds () {

        var start = 1000000;
        var end = -start;
        var frames = 0;

        for ( var id in animations ) {

            var animation = animations[ id ];

            for ( var i = 0; i < animation.sampler.length; i ++ ) {

                var sampler = animation.sampler[ i ];
                sampler.create();

                start = Math.min( start, sampler.startTime );
                end = Math.max( end, sampler.endTime );
                frames = Math.max( frames, sampler.input.length );

            }

        }

        return { start:start, end:end, frames:frames };

    };

    function createMorph ( geometry, ctrl ) {

        var morphCtrl = ctrl instanceof InstanceController ? controllers[ ctrl.url ] : ctrl;

        if ( !morphCtrl || !morphCtrl.morph ) {

            console.log("could not find morph controller!");
            return;

        }

        var morph = morphCtrl.morph;

        for ( var i = 0; i < morph.targets.length; i ++ ) {

            var target_id = morph.targets[ i ];
            var daeGeometry = geometries[ target_id ];

            if ( !daeGeometry.mesh ||
                 !daeGeometry.mesh.primitives ||
                 !daeGeometry.mesh.primitives.length ) {
                 continue;
            }

            var target = daeGeometry.mesh.primitives[ 0 ].geometry;

            if ( target.vertices.length === geometry.vertices.length ) {

                geometry.morphTargets.push( { name: "target_1", vertices: target.vertices } );

            }

        }

        geometry.morphTargets.push( { name: "target_Z", vertices: geometry.vertices } );

    };

    function createSkin ( geometry, ctrl, applyBindShape ) {

        var skinCtrl = controllers[ ctrl.url ];

        if ( !skinCtrl || !skinCtrl.skin ) {

            console.log( "could not find skin controller!" );
            return;

        }

        if ( !ctrl.skeleton || !ctrl.skeleton.length ) {

            console.log( "could not find the skeleton for the skin!" );
            return;

        }

        var skin = skinCtrl.skin;
        var skeleton = daeScene.getChildById( ctrl.skeleton[ 0 ] );
        var hierarchy = [];

        applyBindShape = applyBindShape !== undefined ? applyBindShape : true;

        var bones = [];
        geometry.skinWeights = [];
        geometry.skinIndices = [];

        //createBones( geometry.bones, skin, hierarchy, skeleton, null, -1 );
        //createWeights( skin, geometry.bones, geometry.skinIndices, geometry.skinWeights );

        /*
        geometry.animation = {
            name: 'take_001',
            fps: 30,
            length: 2,
            JIT: true,
            hierarchy: hierarchy
        };
        */

        if ( applyBindShape ) {

            for ( var i = 0; i < geometry.vertices.length; i ++ ) {

                geometry.vertices[ i ].applyMatrix4( skin.bindShapeMatrix );

            }

        }

    };

    function setupSkeleton ( node, bones, frame, parent ) {

        node.world = node.world || new THREE.Matrix4();
        node.world.copy( node.matrix );

        if ( node.channels && node.channels.length ) {

            var channel = node.channels[ 0 ];
            var m = channel.sampler.output[ frame ];

            if ( m instanceof THREE.Matrix4 ) {

                node.world.copy( m );

            }

        }

        if ( parent ) {

            node.world.multiplyMatrices( parent, node.world );

        }

        bones.push( node );

        for ( var i = 0; i < node.nodes.length; i ++ ) {

            setupSkeleton( node.nodes[ i ], bones, frame, node.world );

        }

    };

    function setupSkinningMatrices ( bones, skin ) {

        // FIXME: this is dumb...

        for ( var i = 0; i < bones.length; i ++ ) {

            var bone = bones[ i ];
            var found = -1;

            if ( bone.type != 'JOINT' ) continue;

            for ( var j = 0; j < skin.joints.length; j ++ ) {

                if ( bone.sid == skin.joints[ j ] ) {

                    found = j;
                    break;

                }

            }

            if ( found >= 0 ) {

                var inv = skin.invBindMatrices[ found ];

                bone.invBindMatrix = inv;
                bone.skinningMatrix = new THREE.Matrix4();
                bone.skinningMatrix.multiplyMatrices(bone.world, inv); // (IBMi * JMi)

                bone.weights = [];

                for ( var j = 0; j < skin.weights.length; j ++ ) {

                    for (var k = 0; k < skin.weights[ j ].length; k ++) {

                        var w = skin.weights[ j ][ k ];

                        if ( w.joint == found ) {

                            bone.weights.push( w );

                        }

                    }

                }

            } else {

                throw 'ColladaLoader: Could not find joint \'' + bone.sid + '\'.';

            }

        }

    };

    function applySkin ( geometry, instanceCtrl, frame ) {

        var skinController = controllers[ instanceCtrl.url ];

        frame = frame !== undefined ? frame : 40;

        if ( !skinController || !skinController.skin ) {

            console.log( 'ColladaLoader: Could not find skin controller.' );
            return;

        }

        if ( !instanceCtrl.skeleton || !instanceCtrl.skeleton.length ) {

            console.log( 'ColladaLoader: Could not find the skeleton for the skin. ' );
            return;

        }

        var animationBounds = calcAnimationBounds();
        var skeleton = daeScene.getChildById( instanceCtrl.skeleton[0], true ) ||
                       daeScene.getChildBySid( instanceCtrl.skeleton[0], true );

        var i, j, w, vidx, weight;
        var v = new THREE.Vector3(), o, s;

        // move vertices to bind shape

        for ( i = 0; i < geometry.vertices.length; i ++ ) {

            geometry.vertices[i].applyMatrix4( skinController.skin.bindShapeMatrix );

        }

        // process animation, or simply pose the rig if no animation

        for ( frame = 0; frame < animationBounds.frames; frame ++ ) {

            var bones = [];
            var skinned = [];

            // zero skinned vertices

            for ( i = 0; i < geometry.vertices.length; i++ ) {

                skinned.push( new THREE.Vector3() );

            }

            // process the frame and setup the rig with a fresh
            // transform, possibly from the bone's animation channel(s)

            setupSkeleton( skeleton, bones, frame );
            setupSkinningMatrices( bones, skinController.skin );

            // skin 'm

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

                if ( bones[ i ].type != 'JOINT' ) continue;

                for ( j = 0; j < bones[ i ].weights.length; j ++ ) {

                    w = bones[ i ].weights[ j ];
                    vidx = w.index;
                    weight = w.weight;

                    o = geometry.vertices[vidx];
                    s = skinned[vidx];

                    v.x = o.x;
                    v.y = o.y;
                    v.z = o.z;

                    v.applyMatrix4( bones[i].skinningMatrix );

                    s.x += (v.x * weight);
                    s.y += (v.y * weight);
                    s.z += (v.z * weight);

                }

            }

            geometry.morphTargets.push( { name: "target_" + frame, vertices: skinned } );

        }

    };

    function createSceneGraph ( node, parent ) {

        var obj = new THREE.Object3D();
        var skinned = false;
        var skinController;
        var morphController;
        var i, j;

        // FIXME: controllers

        for ( i = 0; i < node.controllers.length; i ++ ) {

            var controller = controllers[ node.controllers[ i ].url ];

            switch ( controller.type ) {

                case 'skin':

                    if ( geometries[ controller.skin.source ] ) {

                        var inst_geom = new InstanceGeometry();

                        inst_geom.url = controller.skin.source;
                        inst_geom.instance_material = node.controllers[ i ].instance_material;

                        node.geometries.push( inst_geom );
                        skinned = true;
                        skinController = node.controllers[ i ];

                    } else if ( controllers[ controller.skin.source ] ) {

                        // urgh: controller can be chained
                        // handle the most basic case...

                        var second = controllers[ controller.skin.source ];
                        morphController = second;
                    //  skinController = node.controllers[i];

                        if ( second.morph && geometries[ second.morph.source ] ) {

                            var inst_geom = new InstanceGeometry();

                            inst_geom.url = second.morph.source;
                            inst_geom.instance_material = node.controllers[ i ].instance_material;

                            node.geometries.push( inst_geom );

                        }

                    }

                    break;

                case 'morph':

                    if ( geometries[ controller.morph.source ] ) {

                        var inst_geom = new InstanceGeometry();

                        inst_geom.url = controller.morph.source;
                        inst_geom.instance_material = node.controllers[ i ].instance_material;

                        node.geometries.push( inst_geom );
                        morphController = node.controllers[ i ];

                    }

                    console.log( 'ColladaLoader: Morph-controller partially supported.' );

                default:
                    break;

            }

        }

        // FIXME: multi-material mesh?
        // geometries

        var double_sided_materials = {};

        for ( i = 0; i < node.geometries.length; i ++ ) {

            var instance_geometry = node.geometries[i];
            var instance_materials = instance_geometry.instance_material;
            var geometry = geometries[ instance_geometry.url ];
            var used_materials = {};
            var used_materials_array = [];
            var num_materials = 0;
            var first_material;

            if ( geometry ) {

                if ( !geometry.mesh || !geometry.mesh.primitives )
                    continue;

                if ( obj.name.length == 0 ) {

                    obj.name = geometry.id;

                }

                // collect used fx for this geometry-instance

                if ( instance_materials ) {

                    for ( j = 0; j < instance_materials.length; j ++ ) {

                        var instance_material = instance_materials[ j ];
                        var mat = materials[ instance_material.target ];
                        var effect_id = mat.instance_effect.url;
                        var shader = effects[ effect_id ].shader;
                        var material3js = shader.material;

                        if ( geometry.doubleSided ) {

                            if ( !( material3js in double_sided_materials ) ) {

                                var _copied_material = material3js.clone();
                                _copied_material.side = THREE.DoubleSide;
                                double_sided_materials[ material3js ] = _copied_material;

                            }

                            material3js = double_sided_materials[ material3js ];

                        }

                        material3js.opacity = !material3js.opacity ? 1 : material3js.opacity;
                        used_materials[ instance_material.symbol ] = num_materials;
                        used_materials_array.push( material3js );
                        first_material = material3js;
                        first_material.name = mat.name == null || mat.name === '' ? mat.id : mat.name;
                        num_materials ++;

                    }

                }

                var mesh;
                var material = first_material || new THREE.MeshLambertMaterial( { color: 0xdddddd, shading: THREE.FlatShading, side: geometry.doubleSided ? THREE.DoubleSide : THREE.FrontSide } );
                var geom = geometry.mesh.geometry3js;

                if ( num_materials > 1 ) {

                    material = new THREE.MeshFaceMaterial( used_materials_array );

                    for ( j = 0; j < geom.faces.length; j ++ ) {

                        var face = geom.faces[ j ];
                        face.materialIndex = used_materials[ face.daeMaterial ]

                    }

                }

                if ( skinController !== undefined ) {

                    applySkin( geom, skinController );

                    material.morphTargets = true;

                    mesh = new THREE.SkinnedMesh( geom, material, false );
                    mesh.skeleton = skinController.skeleton;
                    mesh.skinController = controllers[ skinController.url ];
                    mesh.skinInstanceController = skinController;
                    mesh.name = 'skin_' + skins.length;

                    skins.push( mesh );

                } else if ( morphController !== undefined ) {

                    createMorph( geom, morphController );

                    material.morphTargets = true;

                    mesh = new THREE.Mesh( geom, material );
                    mesh.name = 'morph_' + morphs.length;

                    morphs.push( mesh );

                } else {

                    mesh = new THREE.Mesh( geom, material );
                    // mesh.geom.name = geometry.id;

                }

                node.geometries.length > 1 ? obj.add( mesh ) : obj = mesh;

            }

        }

        for ( i = 0; i < node.cameras.length; i ++ ) {

            var instance_camera = node.cameras[i];
            var cparams = cameras[instance_camera.url];

            obj = new THREE.PerspectiveCamera(cparams.fov, cparams.aspect_ratio, cparams.znear, cparams.zfar);

        }

        obj.name = node.name || node.id || "";
        obj.matrix = node.matrix;

        var props = node.matrix.decompose();
        obj.position = props[ 0 ];
        obj.quaternion = props[ 1 ];
        obj.useQuaternion = true;
        obj.scale = props[ 2 ];

        if ( options.centerGeometry && obj.geometry ) {

            var delta = THREE.GeometryUtils.center( obj.geometry );
            delta.multiply( obj.scale );
            delta.applyQuaternion( obj.quaternion );

            obj.position.sub( delta );

        }

        for ( i = 0; i < node.nodes.length; i ++ ) {

            obj.add( createSceneGraph( node.nodes[i], node ) );

        }

        return obj;

    };

    function getJointId( skin, id ) {

        for ( var i = 0; i < skin.joints.length; i ++ ) {

            if ( skin.joints[ i ] == id ) {

                return i;

            }

        }

    };

    function getLibraryNode( id ) {

        return COLLADA.evaluate( './/dae:library_nodes//dae:node[@id=\'' + id + '\']', COLLADA, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null ).iterateNext();

    };

    function getChannelsForNode (node ) {

        var channels = [];
        var startTime = 1000000;
        var endTime = -1000000;

        for ( var id in animations ) {

            var animation = animations[id];

            for ( var i = 0; i < animation.channel.length; i ++ ) {

                var channel = animation.channel[i];
                var sampler = animation.sampler[i];
                var id = channel.target.split('/')[0];

                if ( id == node.id ) {

                    sampler.create();
                    channel.sampler = sampler;
                    startTime = Math.min(startTime, sampler.startTime);
                    endTime = Math.max(endTime, sampler.endTime);
                    channels.push(channel);

                }

            }

        }

        if ( channels.length ) {

            node.startTime = startTime;
            node.endTime = endTime;

        }

        return channels;

    };

    function calcFrameDuration( node ) {

        var minT = 10000000;

        for ( var i = 0; i < node.channels.length; i ++ ) {

            var sampler = node.channels[i].sampler;

            for ( var j = 0; j < sampler.input.length - 1; j ++ ) {

                var t0 = sampler.input[ j ];
                var t1 = sampler.input[ j + 1 ];
                minT = Math.min( minT, t1 - t0 );

            }
        }

        return minT;

    };

    function calcMatrixAt( node, t ) {

        var animated = {};

        var i, j;

        for ( i = 0; i < node.channels.length; i ++ ) {

            var channel = node.channels[ i ];
            animated[ channel.sid ] = channel;

        }

        var matrix = new THREE.Matrix4();

        for ( i = 0; i < node.transforms.length; i ++ ) {

            var transform = node.transforms[ i ];
            var channel = animated[ transform.sid ];

            if ( channel !== undefined ) {

                var sampler = channel.sampler;
                var value;

                for ( j = 0; j < sampler.input.length - 1; j ++ ) {

                    if ( sampler.input[ j + 1 ] > t ) {

                        value = sampler.output[ j ];
                        //console.log(value.flatten)
                        break;

                    }

                }

                if ( value !== undefined ) {

                    if ( value instanceof THREE.Matrix4 ) {

                        matrix.multiplyMatrices( matrix, value );

                    } else {

                        // FIXME: handle other types

                        matrix.multiplyMatrices( matrix, transform.matrix );

                    }

                } else {

                    matrix.multiplyMatrices( matrix, transform.matrix );

                }

            } else {

                matrix.multiplyMatrices( matrix, transform.matrix );

            }

        }

        return matrix;

    };

    function bakeAnimations ( node ) {

        if ( node.channels && node.channels.length ) {

            var keys = [],
                sids = [];

            for ( var i = 0, il = node.channels.length; i < il; i++ ) {

                var channel = node.channels[i],
                    fullSid = channel.fullSid,
                    sampler = channel.sampler,
                    input = sampler.input,
                    transform = node.getTransformBySid( channel.sid ),
                    member;

                if ( channel.arrIndices ) {

                    member = [];

                    for ( var j = 0, jl = channel.arrIndices.length; j < jl; j++ ) {

                        member[ j ] = getConvertedIndex( channel.arrIndices[ j ] );

                    }

                } else {

                    member = getConvertedMember( channel.member );

                }

                if ( transform ) {

                    if ( sids.indexOf( fullSid ) === -1 ) {

                        sids.push( fullSid );

                    }

                    for ( var j = 0, jl = input.length; j < jl; j++ ) {

                        var time = input[j],
                            data = sampler.getData( transform.type, j ),
                            key = findKey( keys, time );

                        if ( !key ) {

                            key = new Key( time );
                            var timeNdx = findTimeNdx( keys, time );
                            keys.splice( timeNdx == -1 ? keys.length : timeNdx, 0, key );

                        }

                        key.addTarget( fullSid, transform, member, data );

                    }

                } else {

                    console.log( 'Could not find transform "' + channel.sid + '" in node ' + node.id );

                }

            }

            // post process
            for ( var i = 0; i < sids.length; i++ ) {

                var sid = sids[ i ];

                for ( var j = 0; j < keys.length; j++ ) {

                    var key = keys[ j ];

                    if ( !key.hasTarget( sid ) ) {

                        interpolateKeys( keys, key, j, sid );

                    }

                }

            }

            node.keys = keys;
            node.sids = sids;

        }

    };

    function findKey ( keys, time) {

        var retVal = null;

        for ( var i = 0, il = keys.length; i < il && retVal == null; i++ ) {

            var key = keys[i];

            if ( key.time === time ) {

                retVal = key;

            } else if ( key.time > time ) {

                break;

            }

        }

        return retVal;

    };

    function findTimeNdx ( keys, time) {

        var ndx = -1;

        for ( var i = 0, il = keys.length; i < il && ndx == -1; i++ ) {

            var key = keys[i];

            if ( key.time >= time ) {

                ndx = i;

            }

        }

        return ndx;

    };

    function interpolateKeys ( keys, key, ndx, fullSid ) {

        var prevKey = getPrevKeyWith( keys, fullSid, ndx ? ndx-1 : 0 ),
            nextKey = getNextKeyWith( keys, fullSid, ndx+1 );

        if ( prevKey && nextKey ) {

            var scale = (key.time - prevKey.time) / (nextKey.time - prevKey.time),
                prevTarget = prevKey.getTarget( fullSid ),
                nextData = nextKey.getTarget( fullSid ).data,
                prevData = prevTarget.data,
                data;

            if ( prevTarget.type === 'matrix' ) {

                data = prevData;

            } else if ( prevData.length ) {

                data = [];

                for ( var i = 0; i < prevData.length; ++i ) {

                    data[ i ] = prevData[ i ] + ( nextData[ i ] - prevData[ i ] ) * scale;

                }

            } else {

                data = prevData + ( nextData - prevData ) * scale;

            }

            key.addTarget( fullSid, prevTarget.transform, prevTarget.member, data );

        }

    };

    // Get next key with given sid

    function getNextKeyWith( keys, fullSid, ndx ) {

        for ( ; ndx < keys.length; ndx++ ) {

            var key = keys[ ndx ];

            if ( key.hasTarget( fullSid ) ) {

                return key;

            }

        }

        return null;

    };

    // Get previous key with given sid

    function getPrevKeyWith( keys, fullSid, ndx ) {

        ndx = ndx >= 0 ? ndx : ndx + keys.length;

        for ( ; ndx >= 0; ndx-- ) {

            var key = keys[ ndx ];

            if ( key.hasTarget( fullSid ) ) {

                return key;

            }

        }

        return null;

    };

    function _Image() {

        this.id = "";
        this.init_from = "";

    };

    _Image.prototype.parse = function(element) {

        this.id = element.getAttribute('id');

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];

            if ( child.nodeName == 'init_from' ) {

                this.init_from = child.textContent;

            }

        }

        return this;

    };

    function Controller() {

        this.id = "";
        this.name = "";
        this.type = "";
        this.skin = null;
        this.morph = null;

    };

    Controller.prototype.parse = function( element ) {

        this.id = element.getAttribute('id');
        this.name = element.getAttribute('name');
        this.type = "none";

        for ( var i = 0; i < element.childNodes.length; i++ ) {

            var child = element.childNodes[ i ];

            switch ( child.nodeName ) {

                case 'skin':

                    this.skin = (new Skin()).parse(child);
                    this.type = child.nodeName;
                    break;

                case 'morph':

                    this.morph = (new Morph()).parse(child);
                    this.type = child.nodeName;
                    break;

                default:
                    break;

            }
        }

        return this;

    };

    function Morph() {

        this.method = null;
        this.source = null;
        this.targets = null;
        this.weights = null;

    };

    Morph.prototype.parse = function( element ) {

        var sources = {};
        var inputs = [];
        var i;

        this.method = element.getAttribute( 'method' );
        this.source = element.getAttribute( 'source' ).replace( /^#/, '' );

        for ( i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'source':

                    var source = ( new Source() ).parse( child );
                    sources[ source.id ] = source;
                    break;

                case 'targets':

                    inputs = this.parseInputs( child );
                    break;

                default:

                    console.log( child.nodeName );
                    break;

            }

        }

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

            var input = inputs[ i ];
            var source = sources[ input.source ];

            switch ( input.semantic ) {

                case 'MORPH_TARGET':

                    this.targets = source.read();
                    break;

                case 'MORPH_WEIGHT':

                    this.weights = source.read();
                    break;

                default:
                    break;

            }
        }

        return this;

    };

    Morph.prototype.parseInputs = function(element) {

        var inputs = [];

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[i];
            if ( child.nodeType != 1) continue;

            switch ( child.nodeName ) {

                case 'input':

                    inputs.push( (new Input()).parse(child) );
                    break;

                default:
                    break;
            }
        }

        return inputs;

    };

    function Skin() {

        this.source = "";
        this.bindShapeMatrix = null;
        this.invBindMatrices = [];
        this.joints = [];
        this.weights = [];

    };

    Skin.prototype.parse = function( element ) {

        var sources = {};
        var joints, weights;

        this.source = element.getAttribute( 'source' ).replace( /^#/, '' );
        this.invBindMatrices = [];
        this.joints = [];
        this.weights = [];

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[i];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'bind_shape_matrix':

                    var f = _floats(child.textContent);
                    this.bindShapeMatrix = getConvertedMat4( f );
                    break;

                case 'source':

                    var src = new Source().parse(child);
                    sources[ src.id ] = src;
                    break;

                case 'joints':

                    joints = child;
                    break;

                case 'vertex_weights':

                    weights = child;
                    break;

                default:

                    console.log( child.nodeName );
                    break;

            }
        }

        this.parseJoints( joints, sources );
        this.parseWeights( weights, sources );

        return this;

    };

    Skin.prototype.parseJoints = function ( element, sources ) {

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'input':

                    var input = ( new Input() ).parse( child );
                    var source = sources[ input.source ];

                    if ( input.semantic == 'JOINT' ) {

                        this.joints = source.read();

                    } else if ( input.semantic == 'INV_BIND_MATRIX' ) {

                        this.invBindMatrices = source.read();

                    }

                    break;

                default:
                    break;
            }

        }

    };

    Skin.prototype.parseWeights = function ( element, sources ) {

        var v, vcount, inputs = [];

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'input':

                    inputs.push( ( new Input() ).parse( child ) );
                    break;

                case 'v':

                    v = _ints( child.textContent );
                    break;

                case 'vcount':

                    vcount = _ints( child.textContent );
                    break;

                default:
                    break;

            }

        }

        var index = 0;

        for ( var i = 0; i < vcount.length; i ++ ) {

            var numBones = vcount[i];
            var vertex_weights = [];

            for ( var j = 0; j < numBones; j++ ) {

                var influence = {};

                for ( var k = 0; k < inputs.length; k ++ ) {

                    var input = inputs[ k ];
                    var value = v[ index + input.offset ];

                    switch ( input.semantic ) {

                        case 'JOINT':

                            influence.joint = value;//this.joints[value];
                            break;

                        case 'WEIGHT':

                            influence.weight = sources[ input.source ].data[ value ];
                            break;

                        default:
                            break;

                    }

                }

                vertex_weights.push( influence );
                index += inputs.length;
            }

            for ( var j = 0; j < vertex_weights.length; j ++ ) {

                vertex_weights[ j ].index = i;

            }

            this.weights.push( vertex_weights );

        }

    };

    function VisualScene () {

        this.id = "";
        this.name = "";
        this.nodes = [];
        this.scene = new THREE.Object3D();

    };

    VisualScene.prototype.getChildById = function( id, recursive ) {

        for ( var i = 0; i < this.nodes.length; i ++ ) {

            var node = this.nodes[ i ].getChildById( id, recursive );

            if ( node ) {

                return node;

            }

        }

        return null;

    };

    VisualScene.prototype.getChildBySid = function( sid, recursive ) {

        for ( var i = 0; i < this.nodes.length; i ++ ) {

            var node = this.nodes[ i ].getChildBySid( sid, recursive );

            if ( node ) {

                return node;

            }

        }

        return null;

    };

    VisualScene.prototype.parse = function( element ) {

        this.id = element.getAttribute( 'id' );
        this.name = element.getAttribute( 'name' );
        this.nodes = [];

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'node':

                    this.nodes.push( ( new Node() ).parse( child ) );
                    break;

                default:
                    break;

            }

        }

        return this;

    };

    function Node() {

        this.id = "";
        this.name = "";
        this.sid = "";
        this.nodes = [];
        this.controllers = [];
        this.transforms = [];
        this.geometries = [];
        this.channels = [];
        this.matrix = new THREE.Matrix4();

    };

    Node.prototype.getChannelForTransform = function( transformSid ) {

        for ( var i = 0; i < this.channels.length; i ++ ) {

            var channel = this.channels[i];
            var parts = channel.target.split('/');
            var id = parts.shift();
            var sid = parts.shift();
            var dotSyntax = (sid.indexOf(".") >= 0);
            var arrSyntax = (sid.indexOf("(") >= 0);
            var arrIndices;
            var member;

            if ( dotSyntax ) {

                parts = sid.split(".");
                sid = parts.shift();
                member = parts.shift();

            } else if ( arrSyntax ) {

                arrIndices = sid.split("(");
                sid = arrIndices.shift();

                for ( var j = 0; j < arrIndices.length; j ++ ) {

                    arrIndices[ j ] = parseInt( arrIndices[ j ].replace( /\)/, '' ) );

                }

            }

            if ( sid == transformSid ) {

                channel.info = { sid: sid, dotSyntax: dotSyntax, arrSyntax: arrSyntax, arrIndices: arrIndices };
                return channel;

            }

        }

        return null;

    };

    Node.prototype.getChildById = function ( id, recursive ) {

        if ( this.id == id ) {

            return this;

        }

        if ( recursive ) {

            for ( var i = 0; i < this.nodes.length; i ++ ) {

                var n = this.nodes[ i ].getChildById( id, recursive );

                if ( n ) {

                    return n;

                }

            }

        }

        return null;

    };

    Node.prototype.getChildBySid = function ( sid, recursive ) {

        if ( this.sid == sid ) {

            return this;

        }

        if ( recursive ) {

            for ( var i = 0; i < this.nodes.length; i ++ ) {

                var n = this.nodes[ i ].getChildBySid( sid, recursive );

                if ( n ) {

                    return n;

                }

            }
        }

        return null;

    };

    Node.prototype.getTransformBySid = function ( sid ) {

        for ( var i = 0; i < this.transforms.length; i ++ ) {

            if ( this.transforms[ i ].sid == sid ) return this.transforms[ i ];

        }

        return null;

    };

    Node.prototype.parse = function( element ) {

        var url;

        this.id = element.getAttribute('id');
        this.sid = element.getAttribute('sid');
        this.name = element.getAttribute('name');
        this.type = element.getAttribute('type');

        this.type = this.type == 'JOINT' ? this.type : 'NODE';

        this.nodes = [];
        this.transforms = [];
        this.geometries = [];
        this.cameras = [];
        this.controllers = [];
        this.matrix = new THREE.Matrix4();

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'node':

                    this.nodes.push( ( new Node() ).parse( child ) );
                    break;

                case 'instance_camera':

                    this.cameras.push( ( new InstanceCamera() ).parse( child ) );
                    break;

                case 'instance_controller':

                    this.controllers.push( ( new InstanceController() ).parse( child ) );
                    break;

                case 'instance_geometry':

                    this.geometries.push( ( new InstanceGeometry() ).parse( child ) );
                    break;

                case 'instance_light':

                    break;

                case 'instance_node':

                    url = child.getAttribute( 'url' ).replace( /^#/, '' );
                    var iNode = getLibraryNode( url );

                    if ( iNode ) {

                        this.nodes.push( ( new Node() ).parse( iNode )) ;

                    }

                    break;

                case 'rotate':
                case 'translate':
                case 'scale':
                case 'matrix':
                case 'lookat':
                case 'skew':

                    this.transforms.push( ( new Transform() ).parse( child ) );
                    break;

                case 'extra':
                    break;

                default:

                    console.log( child.nodeName );
                    break;

            }

        }

        this.channels = getChannelsForNode( this );
        bakeAnimations( this );

        this.updateMatrix();

        return this;

    };

    Node.prototype.updateMatrix = function () {

        this.matrix.identity();

        for ( var i = 0; i < this.transforms.length; i ++ ) {

            this.transforms[ i ].apply( this.matrix );

        }

    };

    function Transform () {

        this.sid = "";
        this.type = "";
        this.data = [];
        this.obj = null;

    };

    Transform.prototype.parse = function ( element ) {

        this.sid = element.getAttribute( 'sid' );
        this.type = element.nodeName;
        this.data = _floats( element.textContent );
        this.convert();

        return this;

    };

    Transform.prototype.convert = function () {

        switch ( this.type ) {

            case 'matrix':

                this.obj = getConvertedMat4( this.data );
                break;

            case 'rotate':

                this.angle = THREE.Math.degToRad( this.data[3] );

            case 'translate':

                fixCoords( this.data, -1 );
                this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] );
                break;

            case 'scale':

                fixCoords( this.data, 1 );
                this.obj = new THREE.Vector3( this.data[ 0 ], this.data[ 1 ], this.data[ 2 ] );
                break;

            default:
                console.log( 'Can not convert Transform of type ' + this.type );
                break;

        }

    };

    Transform.prototype.apply = function ( matrix ) {

        switch ( this.type ) {

            case 'matrix':

                matrix.multiply( this.obj );

                break;

            case 'translate':

                matrix.translate( this.obj );

                break;

            case 'rotate':

                matrix.rotateByAxis( this.obj, this.angle );

                break;

            case 'scale':

                matrix.scale( this.obj );

                break;

        }

    };

    Transform.prototype.update = function ( data, member ) {

        var members = [ 'X', 'Y', 'Z', 'ANGLE' ];

        switch ( this.type ) {

            case 'matrix':

                if ( ! member ) {

                    this.obj.copy( data );

                } else if ( member.length === 1 ) {

                    switch ( member[ 0 ] ) {

                        case 0:

                            this.obj.n11 = data[ 0 ];
                            this.obj.n21 = data[ 1 ];
                            this.obj.n31 = data[ 2 ];
                            this.obj.n41 = data[ 3 ];

                            break;

                        case 1:

                            this.obj.n12 = data[ 0 ];
                            this.obj.n22 = data[ 1 ];
                            this.obj.n32 = data[ 2 ];
                            this.obj.n42 = data[ 3 ];

                            break;

                        case 2:

                            this.obj.n13 = data[ 0 ];
                            this.obj.n23 = data[ 1 ];
                            this.obj.n33 = data[ 2 ];
                            this.obj.n43 = data[ 3 ];

                            break;

                        case 3:

                            this.obj.n14 = data[ 0 ];
                            this.obj.n24 = data[ 1 ];
                            this.obj.n34 = data[ 2 ];
                            this.obj.n44 = data[ 3 ];

                            break;

                    }

                } else if ( member.length === 2 ) {

                    var propName = 'n' + ( member[ 0 ] + 1 ) + ( member[ 1 ] + 1 );
                    this.obj[ propName ] = data;

                } else {

                    console.log('Incorrect addressing of matrix in transform.');

                }

                break;

            case 'translate':
            case 'scale':

                if ( Object.prototype.toString.call( member ) === '[object Array]' ) {

                    member = members[ member[ 0 ] ];

                }

                switch ( member ) {

                    case 'X':

                        this.obj.x = data;
                        break;

                    case 'Y':

                        this.obj.y = data;
                        break;

                    case 'Z':

                        this.obj.z = data;
                        break;

                    default:

                        this.obj.x = data[ 0 ];
                        this.obj.y = data[ 1 ];
                        this.obj.z = data[ 2 ];
                        break;

                }

                break;

            case 'rotate':

                if ( Object.prototype.toString.call( member ) === '[object Array]' ) {

                    member = members[ member[ 0 ] ];

                }

                switch ( member ) {

                    case 'X':

                        this.obj.x = data;
                        break;

                    case 'Y':

                        this.obj.y = data;
                        break;

                    case 'Z':

                        this.obj.z = data;
                        break;

                    case 'ANGLE':

                        this.angle = THREE.Math.degToRad( data );
                        break;

                    default:

                        this.obj.x = data[ 0 ];
                        this.obj.y = data[ 1 ];
                        this.obj.z = data[ 2 ];
                        this.angle = THREE.Math.degToRad( data[ 3 ] );
                        break;

                }
                break;

        }

    };

    function InstanceController() {

        this.url = "";
        this.skeleton = [];
        this.instance_material = [];

    };

    InstanceController.prototype.parse = function ( element ) {

        this.url = element.getAttribute('url').replace(/^#/, '');
        this.skeleton = [];
        this.instance_material = [];

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType !== 1 ) continue;

            switch ( child.nodeName ) {

                case 'skeleton':

                    this.skeleton.push( child.textContent.replace(/^#/, '') );
                    break;

                case 'bind_material':

                    var instances = COLLADA.evaluate( './/dae:instance_material', child, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null );

                    if ( instances ) {

                        var instance = instances.iterateNext();

                        while ( instance ) {

                            this.instance_material.push( (new InstanceMaterial()).parse(instance) );
                            instance = instances.iterateNext();

                        }

                    }

                    break;

                case 'extra':
                    break;

                default:
                    break;

            }
        }

        return this;

    };

    function InstanceMaterial () {

        this.symbol = "";
        this.target = "";

    };

    InstanceMaterial.prototype.parse = function ( element ) {

        this.symbol = element.getAttribute('symbol');
        this.target = element.getAttribute('target').replace(/^#/, '');
        return this;

    };

    function InstanceGeometry() {

        this.url = "";
        this.instance_material = [];

    };

    InstanceGeometry.prototype.parse = function ( element ) {

        this.url = element.getAttribute('url').replace(/^#/, '');
        this.instance_material = [];

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[i];
            if ( child.nodeType != 1 ) continue;

            if ( child.nodeName == 'bind_material' ) {

                var instances = COLLADA.evaluate( './/dae:instance_material', child, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null );

                if ( instances ) {

                    var instance = instances.iterateNext();

                    while ( instance ) {

                        this.instance_material.push( (new InstanceMaterial()).parse(instance) );
                        instance = instances.iterateNext();

                    }

                }

                break;

            }

        }

        return this;

    };

    function Geometry() {

        this.id = "";
        this.mesh = null;

    };

    Geometry.prototype.parse = function ( element ) {

        this.id = element.getAttribute('id');

        extractDoubleSided( this, element );

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[i];

            switch ( child.nodeName ) {

                case 'mesh':

                    this.mesh = (new Mesh(this)).parse(child);
                    break;

                case 'extra':

                    // console.log( child );
                    break;

                default:
                    break;
            }
        }

        return this;

    };

    function Mesh( geometry ) {

        this.geometry = geometry.id;
        this.primitives = [];
        this.vertices = null;
        this.geometry3js = null;

    };

    Mesh.prototype.parse = function( element ) {

        this.primitives = [];

        var i, j;

        for ( i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];

            switch ( child.nodeName ) {

                case 'source':

                    _source( child );
                    break;

                case 'vertices':

                    this.vertices = ( new Vertices() ).parse( child );
                    break;

                case 'triangles':

                    this.primitives.push( ( new Triangles().parse( child ) ) );
                    break;

                case 'polygons':

                    this.primitives.push( ( new Polygons().parse( child ) ) );
                    break;

                case 'polylist':

                    this.primitives.push( ( new Polylist().parse( child ) ) );
                    break;

                default:
                    break;

            }

        }

        this.geometry3js = new THREE.Geometry();

        var vertexData = sources[ this.vertices.input['POSITION'].source ].data;

        for ( i = 0; i < vertexData.length; i += 3 ) {

            this.geometry3js.vertices.push( getConvertedVec3( vertexData, i ).clone() );

        }

        for ( i = 0; i < this.primitives.length; i ++ ) {

            var primitive = this.primitives[ i ];
            primitive.setVertices( this.vertices );
            this.handlePrimitive( primitive, this.geometry3js );

        }

        this.geometry3js.computeCentroids();
        this.geometry3js.computeFaceNormals();

        if ( this.geometry3js.calcNormals ) {

            this.geometry3js.computeVertexNormals();
            delete this.geometry3js.calcNormals;

        }

        this.geometry3js.computeBoundingBox();

        return this;

    };

    Mesh.prototype.handlePrimitive = function( primitive, geom ) {

        var j, k, pList = primitive.p, inputs = primitive.inputs;
        var input, index, idx32;
        var source, numParams;
        var vcIndex = 0, vcount = 3, maxOffset = 0;
        var texture_sets = [];

        for ( j = 0; j < inputs.length; j ++ ) {

            input = inputs[ j ];
            var offset = input.offset + 1;
            maxOffset = (maxOffset < offset)? offset : maxOffset;

            switch ( input.semantic ) {

                case 'TEXCOORD':
                    texture_sets.push( input.set );
                    break;

            }

        }

        for ( var pCount = 0; pCount < pList.length; ++pCount ) {

            var p = pList[ pCount ], i = 0;

            while ( i < p.length ) {

                var vs = [];
                var ns = [];
                var ts = null;
                var cs = [];

                if ( primitive.vcount ) {

                    vcount = primitive.vcount.length ? primitive.vcount[ vcIndex ++ ] : primitive.vcount;

                } else {

                    vcount = p.length / maxOffset;

                }


                for ( j = 0; j < vcount; j ++ ) {

                    for ( k = 0; k < inputs.length; k ++ ) {

                        input = inputs[ k ];
                        source = sources[ input.source ];

                        index = p[ i + ( j * maxOffset ) + input.offset ];
                        numParams = source.accessor.params.length;
                        idx32 = index * numParams;

                        switch ( input.semantic ) {

                            case 'VERTEX':

                                vs.push( index );

                                break;

                            case 'NORMAL':

                                ns.push( getConvertedVec3( source.data, idx32 ) );

                                break;

                            case 'TEXCOORD':

                                ts = ts || { };
                                if ( ts[ input.set ] === undefined ) ts[ input.set ] = [];
                                // invert the V
                                ts[ input.set ].push( new THREE.Vector2( source.data[ idx32 ], source.data[ idx32 + 1 ] ) );

                                break;

                            case 'COLOR':

                                cs.push( new THREE.Color().setRGB( source.data[ idx32 ], source.data[ idx32 + 1 ], source.data[ idx32 + 2 ] ) );

                                break;

                            default:

                                break;

                        }

                    }

                }

                if ( ns.length == 0 ) {

                    // check the vertices inputs
                    input = this.vertices.input.NORMAL;

                    if ( input ) {

                        source = sources[ input.source ];
                        numParams = source.accessor.params.length;

                        for ( var ndx = 0, len = vs.length; ndx < len; ndx++ ) {

                            ns.push( getConvertedVec3( source.data, vs[ ndx ] * numParams ) );

                        }

                    } else {

                        geom.calcNormals = true;

                    }

                }

                if ( !ts ) {

                    ts = { };
                    // check the vertices inputs
                    input = this.vertices.input.TEXCOORD;

                    if ( input ) {

                        texture_sets.push( input.set );
                        source = sources[ input.source ];
                        numParams = source.accessor.params.length;

                        for ( var ndx = 0, len = vs.length; ndx < len; ndx++ ) {

                            idx32 = vs[ ndx ] * numParams;
                            if ( ts[ input.set ] === undefined ) ts[ input.set ] = [ ];
                            // invert the V
                            ts[ input.set ].push( new THREE.Vector2( source.data[ idx32 ], 1.0 - source.data[ idx32 + 1 ] ) );

                        }

                    }

                }

                if ( cs.length == 0 ) {

                    // check the vertices inputs
                    input = this.vertices.input.COLOR;

                    if ( input ) {

                        source = sources[ input.source ];
                        numParams = source.accessor.params.length;

                        for ( var ndx = 0, len = vs.length; ndx < len; ndx++ ) {

                            idx32 = vs[ ndx ] * numParams;
                            cs.push( new THREE.Color().setRGB( source.data[ idx32 ], source.data[ idx32 + 1 ], source.data[ idx32 + 2 ] ) );

                        }

                    }

                }

                var face = null, faces = [], uv, uvArr;

                if ( vcount === 3 ) {

                    faces.push( new THREE.Face3( vs[0], vs[1], vs[2], ns, cs.length ? cs : new THREE.Color() ) );

                } else if ( vcount === 4 ) {
                    faces.push( new THREE.Face4( vs[0], vs[1], vs[2], vs[3], ns, cs.length ? cs : new THREE.Color() ) );

                } else if ( vcount > 4 && options.subdivideFaces ) {

                    var clr = cs.length ? cs : new THREE.Color(),
                        vec1, vec2, vec3, v1, v2, norm;

                    // subdivide into multiple Face3s

                    for ( k = 1; k < vcount - 1; ) {

                        // FIXME: normals don't seem to be quite right

                        faces.push( new THREE.Face3( vs[0], vs[k], vs[k+1], [ ns[0], ns[k++], ns[k] ],  clr ) );

                    }

                }

                if ( faces.length ) {

                    for ( var ndx = 0, len = faces.length; ndx < len; ndx ++ ) {

                        face = faces[ndx];
                        face.daeMaterial = primitive.material;
                        geom.faces.push( face );

                        for ( k = 0; k < texture_sets.length; k++ ) {

                            uv = ts[ texture_sets[k] ];

                            if ( vcount > 4 ) {

                                // Grab the right UVs for the vertices in this face
                                uvArr = [ uv[0], uv[ndx+1], uv[ndx+2] ];

                            } else if ( vcount === 4 ) {

                                uvArr = [ uv[0], uv[1], uv[2], uv[3] ];

                            } else {

                                uvArr = [ uv[0], uv[1], uv[2] ];

                            }

                            if ( !geom.faceVertexUvs[k] ) {

                                geom.faceVertexUvs[k] = [];

                            }

                            geom.faceVertexUvs[k].push( uvArr );

                        }

                    }

                } else {

                    console.log( 'dropped face with vcount ' + vcount + ' for geometry with id: ' + geom.id );

                }

                i += maxOffset * vcount;

            }
        }

    };

    function Polygons () {

        this.material = "";
        this.count = 0;
        this.inputs = [];
        this.vcount = null;
        this.p = [];
        this.geometry = new THREE.Geometry();

    };

    Polygons.prototype.setVertices = function ( vertices ) {

        for ( var i = 0; i < this.inputs.length; i ++ ) {

            if ( this.inputs[ i ].source == vertices.id ) {

                this.inputs[ i ].source = vertices.input[ 'POSITION' ].source;

            }

        }

    };

    Polygons.prototype.parse = function ( element ) {

        this.material = element.getAttribute( 'material' );
        this.count = _attr_as_int( element, 'count', 0 );

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];

            switch ( child.nodeName ) {

                case 'input':

                    this.inputs.push( ( new Input() ).parse( element.childNodes[ i ] ) );
                    break;

                case 'vcount':

                    this.vcount = _ints( child.textContent );
                    break;

                case 'p':

                    this.p.push( _ints( child.textContent ) );
                    break;

                case 'ph':

                    console.warn( 'polygon holes not yet supported!' );
                    break;

                default:
                    break;

            }

        }

        return this;

    };

    function Polylist () {

        Polygons.call( this );

        this.vcount = [];

    };

    Polylist.prototype = Object.create( Polygons.prototype );

    function Triangles () {

        Polygons.call( this );

        this.vcount = 3;

    };

    Triangles.prototype = Object.create( Polygons.prototype );

    function Accessor() {

        this.source = "";
        this.count = 0;
        this.stride = 0;
        this.params = [];

    };

    Accessor.prototype.parse = function ( element ) {

        this.params = [];
        this.source = element.getAttribute( 'source' );
        this.count = _attr_as_int( element, 'count', 0 );
        this.stride = _attr_as_int( element, 'stride', 0 );

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];

            if ( child.nodeName == 'param' ) {

                var param = {};
                param[ 'name' ] = child.getAttribute( 'name' );
                param[ 'type' ] = child.getAttribute( 'type' );
                this.params.push( param );

            }

        }

        return this;

    };

    function Vertices() {

        this.input = {};

    };

    Vertices.prototype.parse = function ( element ) {

        this.id = element.getAttribute('id');

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            if ( element.childNodes[i].nodeName == 'input' ) {

                var input = ( new Input() ).parse( element.childNodes[ i ] );
                this.input[ input.semantic ] = input;

            }

        }

        return this;

    };

    function Input () {

        this.semantic = "";
        this.offset = 0;
        this.source = "";
        this.set = 0;

    };

    Input.prototype.parse = function ( element ) {

        this.semantic = element.getAttribute('semantic');
        this.source = element.getAttribute('source').replace(/^#/, '');
        this.set = _attr_as_int(element, 'set', -1);
        this.offset = _attr_as_int(element, 'offset', 0);

        if ( this.semantic == 'TEXCOORD' && this.set < 0 ) {

            this.set = 0;

        }

        return this;

    };

    function Source ( id ) {

        this.id = id;
        this.type = null;

    };

    Source.prototype.parse = function ( element ) {

        this.id = element.getAttribute( 'id' );

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[i];

            switch ( child.nodeName ) {

                case 'bool_array':

                    this.data = _bools( child.textContent );
                    this.type = child.nodeName;
                    break;

                case 'float_array':

                    this.data = _floats( child.textContent );
                    this.type = child.nodeName;
                    break;

                case 'int_array':

                    this.data = _ints( child.textContent );
                    this.type = child.nodeName;
                    break;

                case 'IDREF_array':
                case 'Name_array':

                    this.data = _strings( child.textContent );
                    this.type = child.nodeName;
                    break;

                case 'technique_common':

                    for ( var j = 0; j < child.childNodes.length; j ++ ) {

                        if ( child.childNodes[ j ].nodeName == 'accessor' ) {

                            this.accessor = ( new Accessor() ).parse( child.childNodes[ j ] );
                            break;

                        }
                    }
                    break;

                default:
                    // console.log(child.nodeName);
                    break;

            }

        }

        return this;

    };

    Source.prototype.read = function () {

        var result = [];

        //for (var i = 0; i < this.accessor.params.length; i++) {

            var param = this.accessor.params[ 0 ];

            //console.log(param.name + " " + param.type);

            switch ( param.type ) {

                case 'IDREF':
                case 'Name': case 'name':
                case 'float':

                    return this.data;

                case 'float4x4':

                    for ( var j = 0; j < this.data.length; j += 16 ) {

                        var s = this.data.slice( j, j + 16 );
                        var m = getConvertedMat4( s );
                        result.push( m );
                    }

                    break;

                default:

                    console.log( 'ColladaLoader: Source: Read dont know how to read ' + param.type + '.' );
                    break;

            }

        //}

        return result;

    };

    function Material () {

        this.id = "";
        this.name = "";
        this.instance_effect = null;

    };

    Material.prototype.parse = function ( element ) {

        this.id = element.getAttribute( 'id' );
        this.name = element.getAttribute( 'name' );

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            if ( element.childNodes[ i ].nodeName == 'instance_effect' ) {

                this.instance_effect = ( new InstanceEffect() ).parse( element.childNodes[ i ] );
                break;

            }

        }

        return this;

    };

    function ColorOrTexture () {

        this.color = new THREE.Color( 0 );
        this.color.setRGB( Math.random(), Math.random(), Math.random() );
        this.color.a = 1.0;

        this.texture = null;
        this.texcoord = null;
        this.texOpts = null;

    };

    ColorOrTexture.prototype.isColor = function () {

        return ( this.texture == null );

    };

    ColorOrTexture.prototype.isTexture = function () {

        return ( this.texture != null );

    };

    ColorOrTexture.prototype.parse = function ( element ) {

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'color':

                    var rgba = _floats( child.textContent );
                    this.color = new THREE.Color(0);
                    this.color.setRGB( rgba[0], rgba[1], rgba[2] );
                    this.color.a = rgba[3];
                    break;

                case 'texture':

                    this.texture = child.getAttribute('texture');
                    this.texcoord = child.getAttribute('texcoord');
                    // Defaults from:
                    // https://collada.org/mediawiki/index.php/Maya_texture_placement_MAYA_extension
                    this.texOpts = {
                        offsetU: 0,
                        offsetV: 0,
                        repeatU: 1,
                        repeatV: 1,
                        wrapU: 1,
                        wrapV: 1,
                    };
                    this.parseTexture( child );
                    break;

                default:
                    break;

            }

        }

        return this;

    };

    ColorOrTexture.prototype.parseTexture = function ( element ) {

        if ( ! element.childNodes ) return this;

        // This should be supported by Maya, 3dsMax, and MotionBuilder

        if ( element.childNodes[1] && element.childNodes[1].nodeName === 'extra' ) {

            element = element.childNodes[1];

            if ( element.childNodes[1] && element.childNodes[1].nodeName === 'technique' ) {

                element = element.childNodes[1];

            }

        }

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];

            switch ( child.nodeName ) {

                case 'offsetU':
                case 'offsetV':
                case 'repeatU':
                case 'repeatV':

                    this.texOpts[ child.nodeName ] = parseFloat( child.textContent );
                    break;

                case 'wrapU':
                case 'wrapV':

                    this.texOpts[ child.nodeName ] = parseInt( child.textContent );
                    break;

                default:
                    this.texOpts[ child.nodeName ] = child.textContent;
                    break;

            }

        }

        return this;

    };

    function Shader ( type, effect ) {

        this.type = type;
        this.effect = effect;
        this.material = null;

    };

    Shader.prototype.parse = function ( element ) {

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'ambient':
                case 'emission':
                case 'diffuse':
                case 'specular':
                case 'transparent':

                    this[ child.nodeName ] = ( new ColorOrTexture() ).parse( child );
                    break;

                case 'shininess':
                case 'reflectivity':
                case 'index_of_refraction':
                case 'transparency':

                    var f = evaluateXPath( child, './/dae:float' );

                    if ( f.length > 0 )
                        this[ child.nodeName ] = parseFloat( f[ 0 ].textContent );

                    break;

                default:
                    break;

            }

        }

        this.create();
        return this;

    };

    Shader.prototype.create = function() {

        var props = {};
        var transparent = ( this['transparency'] !== undefined && this['transparency'] < 1.0 );

        for ( var prop in this ) {

            switch ( prop ) {

                case 'ambient':
                case 'emission':
                case 'diffuse':
                case 'specular':

                    var cot = this[ prop ];

                    if ( cot instanceof ColorOrTexture ) {

                        if ( cot.isTexture() ) {

                            var samplerId = cot.texture;
                            var surfaceId = this.effect.sampler[samplerId].source;
              

                            if (surfaceId) {

                                var surface = this.effect.surface[surfaceId];
                                var image = images[surface.init_from];

                                if (image) {

                                    var texture = THREE.ImageUtils.loadTexture(baseUrl + image.init_from);
                                    texture.wrapS = cot.texOpts.wrapU ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
                                    texture.wrapT = cot.texOpts.wrapV ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
                                    texture.offset.x = cot.texOpts.offsetU;
                                    texture.offset.y = cot.texOpts.offsetV;
                                    texture.repeat.x = cot.texOpts.repeatU;
                                    texture.repeat.y = cot.texOpts.repeatV;
                                    props['map'] = texture;

                                    // Texture with baked lighting?
                                    if (prop === 'emission') props['emissive'] = 0xffffff;

                                }

                            }

                        } else if ( prop === 'diffuse' || !transparent ) {

                            if ( prop === 'emission' ) {

                                props[ 'emissive' ] = cot.color.getHex();

                            } else {

                                props[ prop ] = cot.color.getHex();

                            }

                        }

                    }

                    break;

                case 'shininess':

                    props[ prop ] = this[ prop ];
                    break;

                case 'reflectivity':

                    props[ prop ] = this[ prop ];
                    if( props[ prop ] > 0.0 ) props['envMap'] = options.defaultEnvMap;
                    props['combine'] = THREE.MixOperation;  //mix regular shading with reflective component
                    break;

                case 'index_of_refraction':

                    props[ 'refractionRatio' ] = this[ prop ]; //TODO: "index_of_refraction" becomes "refractionRatio" in shader, but I'm not sure if the two are actually comparable
                    if ( this[ prop ] !== 1.0 ) props['envMap'] = options.defaultEnvMap;
                    break;

                case 'transparency':

                    if ( transparent ) {

                        props[ 'transparent' ] = true;
                        props[ 'opacity' ] = this[ prop ];
                        transparent = true;

                    }

                    break;

                default:
                    break;

            }

        }

        props[ 'shading' ] = preferredShading;
        props[ 'side' ] = this.effect.doubleSided ? THREE.DoubleSide : THREE.FrontSide;

        switch ( this.type ) {

            case 'constant':

                if (props.emissive != undefined) props.color = props.emissive;
                this.material = new THREE.MeshBasicMaterial( props );
                break;

            case 'phong':
            case 'blinn':

                if (props.diffuse != undefined) props.color = props.diffuse;
                this.material = new THREE.MeshPhongMaterial( props );
                break;

            case 'lambert':
            default:

                if (props.diffuse != undefined) props.color = props.diffuse;
                this.material = new THREE.MeshLambertMaterial( props );
                break;

        }

        return this.material;

    };

    function Surface ( effect ) {

        this.effect = effect;
        this.init_from = null;
        this.format = null;

    };

    Surface.prototype.parse = function ( element ) {

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'init_from':

                    this.init_from = child.textContent;
                    break;

                case 'format':

                    this.format = child.textContent;
                    break;

                default:

                    console.log( "unhandled Surface prop: " + child.nodeName );
                    break;

            }

        }

        return this;

    };

    function Sampler2D ( effect ) {

        this.effect = effect;
        this.source = null;
        this.wrap_s = null;
        this.wrap_t = null;
        this.minfilter = null;
        this.magfilter = null;
        this.mipfilter = null;

    };

    Sampler2D.prototype.parse = function ( element ) {

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'source':

                    this.source = child.textContent;
                    break;

                case 'minfilter':

                    this.minfilter = child.textContent;
                    break;

                case 'magfilter':

                    this.magfilter = child.textContent;
                    break;

                case 'mipfilter':

                    this.mipfilter = child.textContent;
                    break;

                case 'wrap_s':

                    this.wrap_s = child.textContent;
                    break;

                case 'wrap_t':

                    this.wrap_t = child.textContent;
                    break;

                default:

                    console.log( "unhandled Sampler2D prop: " + child.nodeName );
                    break;

            }

        }

        return this;

    };

    function Effect () {

        this.id = "";
        this.name = "";
        this.shader = null;
        this.surface = {};
        this.sampler = {};

    };

    Effect.prototype.create = function () {

        if ( this.shader == null ) {

            return null;

        }

    };

    Effect.prototype.parse = function ( element ) {

        this.id = element.getAttribute( 'id' );
        this.name = element.getAttribute( 'name' );

        extractDoubleSided( this, element );

        this.shader = null;

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'profile_COMMON':

                    this.parseTechnique( this.parseProfileCOMMON( child ) );
                    break;

                default:
                    break;

            }

        }

        return this;

    };

    Effect.prototype.parseNewparam = function ( element ) {

        var sid = element.getAttribute( 'sid' );

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'surface':

                    this.surface[sid] = ( new Surface( this ) ).parse( child );
                    break;

                case 'sampler2D':

                    this.sampler[sid] = ( new Sampler2D( this ) ).parse( child );
                    break;

                case 'extra':

                    break;

                default:

                    console.log( child.nodeName );
                    break;

            }

        }

    };

    Effect.prototype.parseProfileCOMMON = function ( element ) {

        var technique;

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];

            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'profile_COMMON':

                    this.parseProfileCOMMON( child );
                    break;

                case 'technique':

                    technique = child;
                    break;

                case 'newparam':

                    this.parseNewparam( child );
                    break;

                case 'image':

                    var _image = ( new _Image() ).parse( child );
                    images[ _image.id ] = _image;
                    break;

                case 'extra':
                    break;

                default:

                    console.log( child.nodeName );
                    break;

            }

        }

        return technique;

    };

    Effect.prototype.parseTechnique= function ( element ) {

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[i];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'constant':
                case 'lambert':
                case 'blinn':
                case 'phong':

                    this.shader = ( new Shader( child.nodeName, this ) ).parse( child );
                    break;

                default:
                    break;

            }

        }

    };

    function InstanceEffect () {

        this.url = "";

    };

    InstanceEffect.prototype.parse = function ( element ) {

        this.url = element.getAttribute( 'url' ).replace( /^#/, '' );
        return this;

    };

    function Animation() {

        this.id = "";
        this.name = "";
        this.source = {};
        this.sampler = [];
        this.channel = [];

    };

    Animation.prototype.parse = function ( element ) {

        this.id = element.getAttribute( 'id' );
        this.name = element.getAttribute( 'name' );
        this.source = {};

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];

            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'animation':

                    var anim = ( new Animation() ).parse( child );

                    for ( var src in anim.source ) {

                        this.source[ src ] = anim.source[ src ];

                    }

                    for ( var j = 0; j < anim.channel.length; j ++ ) {

                        this.channel.push( anim.channel[ j ] );
                        this.sampler.push( anim.sampler[ j ] );

                    }

                    break;

                case 'source':

                    var src = ( new Source() ).parse( child );
                    this.source[ src.id ] = src;
                    break;

                case 'sampler':

                    this.sampler.push( ( new Sampler( this ) ).parse( child ) );
                    break;

                case 'channel':

                    this.channel.push( ( new Channel( this ) ).parse( child ) );
                    break;

                default:
                    break;

            }

        }

        return this;

    };

    function Channel( animation ) {

        this.animation = animation;
        this.source = "";
        this.target = "";
        this.fullSid = null;
        this.sid = null;
        this.dotSyntax = null;
        this.arrSyntax = null;
        this.arrIndices = null;
        this.member = null;

    };

    Channel.prototype.parse = function ( element ) {

        this.source = element.getAttribute( 'source' ).replace( /^#/, '' );
        this.target = element.getAttribute( 'target' );

        var parts = this.target.split( '/' );

        var id = parts.shift();
        var sid = parts.shift();

        var dotSyntax = ( sid.indexOf(".") >= 0 );
        var arrSyntax = ( sid.indexOf("(") >= 0 );

        if ( dotSyntax ) {

            parts = sid.split(".");
            this.sid = parts.shift();
            this.member = parts.shift();

        } else if ( arrSyntax ) {

            var arrIndices = sid.split("(");
            this.sid = arrIndices.shift();

            for (var j = 0; j < arrIndices.length; j ++ ) {

                arrIndices[j] = parseInt( arrIndices[j].replace(/\)/, '') );

            }

            this.arrIndices = arrIndices;

        } else {

            this.sid = sid;

        }

        this.fullSid = sid;
        this.dotSyntax = dotSyntax;
        this.arrSyntax = arrSyntax;

        return this;

    };

    function Sampler ( animation ) {

        this.id = "";
        this.animation = animation;
        this.inputs = [];
        this.input = null;
        this.output = null;
        this.strideOut = null;
        this.interpolation = null;
        this.startTime = null;
        this.endTime = null;
        this.duration = 0;

    };

    Sampler.prototype.parse = function ( element ) {

        this.id = element.getAttribute( 'id' );
        this.inputs = [];

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'input':

                    this.inputs.push( (new Input()).parse( child ) );
                    break;

                default:
                    break;

            }

        }

        return this;

    };

    Sampler.prototype.create = function () {

        for ( var i = 0; i < this.inputs.length; i ++ ) {

            var input = this.inputs[ i ];
            var source = this.animation.source[ input.source ];

            switch ( input.semantic ) {

                case 'INPUT':

                    this.input = source.read();
                    break;

                case 'OUTPUT':

                    this.output = source.read();
                    this.strideOut = source.accessor.stride;
                    break;

                case 'INTERPOLATION':

                    this.interpolation = source.read();
                    break;

                case 'IN_TANGENT':

                    break;

                case 'OUT_TANGENT':

                    break;

                default:

                    console.log(input.semantic);
                    break;

            }

        }

        this.startTime = 0;
        this.endTime = 0;
        this.duration = 0;

        if ( this.input.length ) {

            this.startTime = 100000000;
            this.endTime = -100000000;

            for ( var i = 0; i < this.input.length; i ++ ) {

                this.startTime = Math.min( this.startTime, this.input[ i ] );
                this.endTime = Math.max( this.endTime, this.input[ i ] );

            }

            this.duration = this.endTime - this.startTime;

        }

    };

    Sampler.prototype.getData = function ( type, ndx ) {

        var data;

        if ( type === 'matrix' && this.strideOut === 16 ) {

            data = this.output[ ndx ];

        } else if ( this.strideOut > 1 ) {

            data = [];
            ndx *= this.strideOut;

            for ( var i = 0; i < this.strideOut; ++i ) {

                data[ i ] = this.output[ ndx + i ];

            }

            if ( this.strideOut === 3 ) {

                switch ( type ) {

                    case 'rotate':
                    case 'translate':

                        fixCoords( data, -1 );
                        break;

                    case 'scale':

                        fixCoords( data, 1 );
                        break;

                }

            } else if ( this.strideOut === 4 && type === 'matrix' ) {

                fixCoords( data, -1 );

            }

        } else {

            data = this.output[ ndx ];

        }

        return data;

    };

    function Key ( time ) {

        this.targets = [];
        this.time = time;

    };

    Key.prototype.addTarget = function ( fullSid, transform, member, data ) {

        this.targets.push( {
            sid: fullSid,
            member: member,
            transform: transform,
            data: data
        } );

    };

    Key.prototype.apply = function ( opt_sid ) {

        for ( var i = 0; i < this.targets.length; ++i ) {

            var target = this.targets[ i ];

            if ( !opt_sid || target.sid === opt_sid ) {

                target.transform.update( target.data, target.member );

            }

        }

    };

    Key.prototype.getTarget = function ( fullSid ) {

        for ( var i = 0; i < this.targets.length; ++i ) {

            if ( this.targets[ i ].sid === fullSid ) {

                return this.targets[ i ];

            }

        }

        return null;

    };

    Key.prototype.hasTarget = function ( fullSid ) {

        for ( var i = 0; i < this.targets.length; ++i ) {

            if ( this.targets[ i ].sid === fullSid ) {

                return true;

            }

        }

        return false;

    };

    // TODO: Currently only doing linear interpolation. Should support full COLLADA spec.
    Key.prototype.interpolate = function ( nextKey, time ) {

        for ( var i = 0; i < this.targets.length; ++i ) {

            var target = this.targets[ i ],
                nextTarget = nextKey.getTarget( target.sid ),
                data;

            if ( target.transform.type !== 'matrix' && nextTarget ) {

                var scale = ( time - this.time ) / ( nextKey.time - this.time ),
                    nextData = nextTarget.data,
                    prevData = target.data;

                // check scale error

                if ( scale < 0 || scale > 1 ) {

                    console.log( "Key.interpolate: Warning! Scale out of bounds:" + scale );
                    scale = scale < 0 ? 0 : 1;

                }

                if ( prevData.length ) {

                    data = [];

                    for ( var j = 0; j < prevData.length; ++j ) {

                        data[ j ] = prevData[ j ] + ( nextData[ j ] - prevData[ j ] ) * scale;

                    }

                } else {

                    data = prevData + ( nextData - prevData ) * scale;

                }

            } else {

                data = target.data;

            }

            target.transform.update( data, target.member );

        }

    };

    function Camera() {

        this.id = "";
        this.name = "";
        this.technique = "";

    };

    Camera.prototype.parse = function ( element ) {

        this.id = element.getAttribute( 'id' );
        this.name = element.getAttribute( 'name' );

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            var child = element.childNodes[ i ];
            if ( child.nodeType != 1 ) continue;

            switch ( child.nodeName ) {

                case 'optics':

                    this.parseOptics( child );
                    break;

                default:
                    break;

            }

        }

        return this;

    };

    Camera.prototype.parseOptics = function ( element ) {

        for ( var i = 0; i < element.childNodes.length; i ++ ) {

            if ( element.childNodes[ i ].nodeName == 'technique_common' ) {

                var technique = element.childNodes[ i ];

                for ( var j = 0; j < technique.childNodes.length; j ++ ) {

                    this.technique = technique.childNodes[ j ].nodeName;

                    if ( this.technique == 'perspective' ) {

                        var perspective = technique.childNodes[ j ];

                        for ( var k = 0; k < perspective.childNodes.length; k ++ ) {

                            var param = perspective.childNodes[ k ];

                            switch ( param.nodeName ) {

                                case 'yfov':
                                    this.yfov = param.textContent;
                                    break;
                                case 'xfov':
                                    this.xfov = param.textContent;
                                    break;
                                case 'znear':
                                    this.znear = param.textContent;
                                    break;
                                case 'zfar':
                                    this.zfar = param.textContent;
                                    break;
                                case 'aspect_ratio':
                                    this.aspect_ratio = param.textContent;
                                    break;

                            }

                        }

                    } else if ( this.technique == 'orthographic' ) {

                        var orthographic = technique.childNodes[ j ];

                        for ( var k = 0; k < orthographic.childNodes.length; k ++ ) {

                            var param = orthographic.childNodes[ k ];

                            switch ( param.nodeName ) {

                                case 'xmag':
                                    this.xmag = param.textContent;
                                    break;
                                case 'ymag':
                                    this.ymag = param.textContent;
                                    break;
                                case 'znear':
                                    this.znear = param.textContent;
                                    break;
                                case 'zfar':
                                    this.zfar = param.textContent;
                                    break;
                                case 'aspect_ratio':
                                    this.aspect_ratio = param.textContent;
                                    break;

                            }

                        }

                    }

                }

            }

        }

        return this;

    };

    function InstanceCamera() {

        this.url = "";

    };

    InstanceCamera.prototype.parse = function ( element ) {

        this.url = element.getAttribute('url').replace(/^#/, '');

        return this;

    };

    function _source( element ) {

        var id = element.getAttribute( 'id' );

        if ( sources[ id ] != undefined ) {

            return sources[ id ];

        }

        sources[ id ] = ( new Source(id )).parse( element );
        return sources[ id ];

    };

    function _nsResolver( nsPrefix ) {

        if ( nsPrefix == "dae" ) {

            return "http://www.collada.org/2005/11/COLLADASchema";

        }

        return null;

    };

    function _bools( str ) {

        var raw = _strings( str );
        var data = [];

        for ( var i = 0, l = raw.length; i < l; i ++ ) {

            data.push( (raw[i] == 'true' || raw[i] == '1') ? true : false );

        }

        return data;

    };

    function _floats( str ) {

        var raw = _strings(str);
        var data = [];

        for ( var i = 0, l = raw.length; i < l; i ++ ) {

            data.push( parseFloat( raw[ i ] ) );

        }

        return data;

    };

    function _ints( str ) {

        var raw = _strings( str );
        var data = [];

        for ( var i = 0, l = raw.length; i < l; i ++ ) {

            data.push( parseInt( raw[ i ], 10 ) );

        }

        return data;

    };

    function _strings( str ) {

        return ( str.length > 0 ) ? _trimString( str ).split( /\s+/ ) : [];

    };

    function _trimString( str ) {

        return str.replace( /^\s+/, "" ).replace( /\s+$/, "" );

    };

    function _attr_as_float( element, name, defaultValue ) {

        if ( element.hasAttribute( name ) ) {

            return parseFloat( element.getAttribute( name ) );

        } else {

            return defaultValue;

        }

    };

    function _attr_as_int( element, name, defaultValue ) {

        if ( element.hasAttribute( name ) ) {

            return parseInt( element.getAttribute( name ), 10) ;

        } else {

            return defaultValue;

        }

    };

    function _attr_as_string( element, name, defaultValue ) {

        if ( element.hasAttribute( name ) ) {

            return element.getAttribute( name );

        } else {

            return defaultValue;

        }

    };

    function _format_float( f, num ) {

        if ( f === undefined ) {

            var s = '0.';

            while ( s.length < num + 2 ) {

                s += '0';

            }

            return s;

        }

        num = num || 2;

        var parts = f.toString().split( '.' );
        parts[ 1 ] = parts.length > 1 ? parts[ 1 ].substr( 0, num ) : "0";

        while( parts[ 1 ].length < num ) {

            parts[ 1 ] += '0';

        }

        return parts.join( '.' );

    };

    function evaluateXPath( node, query ) {

        var instances = COLLADA.evaluate( query, node, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null );

        var inst = instances.iterateNext();
        var result = [];

        while ( inst ) {

            result.push( inst );
            inst = instances.iterateNext();

        }

        return result;

    };

    function extractDoubleSided( obj, element ) {

        obj.doubleSided = false;

        var node = COLLADA.evaluate( './/dae:extra//dae:double_sided', element, _nsResolver, XPathResult.ORDERED_NODE_ITERATOR_TYPE, null );

        if ( node ) {

            node = node.iterateNext();

            if ( node && parseInt( node.textContent, 10 ) === 1 ) {

                obj.doubleSided = true;

            }

        }

    };

    // Up axis conversion

    function setUpConversion() {

        if ( !options.convertUpAxis || colladaUp === options.upAxis ) {

            upConversion = null;

        } else {

            switch ( colladaUp ) {

                case 'X':

                    upConversion = options.upAxis === 'Y' ? 'XtoY' : 'XtoZ';
                    break;

                case 'Y':

                    upConversion = options.upAxis === 'X' ? 'YtoX' : 'YtoZ';
                    break;

                case 'Z':

                    upConversion = options.upAxis === 'X' ? 'ZtoX' : 'ZtoY';
                    break;

            }

        }

    };

    function fixCoords( data, sign ) {

        if ( !options.convertUpAxis || colladaUp === options.upAxis ) {

            return;

        }

        switch ( upConversion ) {

            case 'XtoY':

                var tmp = data[ 0 ];
                data[ 0 ] = sign * data[ 1 ];
                data[ 1 ] = tmp;
                break;

            case 'XtoZ':

                var tmp = data[ 2 ];
                data[ 2 ] = data[ 1 ];
                data[ 1 ] = data[ 0 ];
                data[ 0 ] = tmp;
                break;

            case 'YtoX':

                var tmp = data[ 0 ];
                data[ 0 ] = data[ 1 ];
                data[ 1 ] = sign * tmp;
                break;

            case 'YtoZ':

                var tmp = data[ 1 ];
                data[ 1 ] = sign * data[ 2 ];
                data[ 2 ] = tmp;
                break;

            case 'ZtoX':

                var tmp = data[ 0 ];
                data[ 0 ] = data[ 1 ];
                data[ 1 ] = data[ 2 ];
                data[ 2 ] = tmp;
                break;

            case 'ZtoY':

                var tmp = data[ 1 ];
                data[ 1 ] = data[ 2 ];
                data[ 2 ] = sign * tmp;
                break;

        }

    };

    function getConvertedVec3( data, offset ) {

        var arr = [ data[ offset ], data[ offset + 1 ], data[ offset + 2 ] ];
        fixCoords( arr, -1 );
        return new THREE.Vector3( arr[ 0 ], arr[ 1 ], arr[ 2 ] );

    };

    function getConvertedMat4( data ) {

        if ( options.convertUpAxis ) {

            // First fix rotation and scale

            // Columns first
            var arr = [ data[ 0 ], data[ 4 ], data[ 8 ] ];
            fixCoords( arr, -1 );
            data[ 0 ] = arr[ 0 ];
            data[ 4 ] = arr[ 1 ];
            data[ 8 ] = arr[ 2 ];
            arr = [ data[ 1 ], data[ 5 ], data[ 9 ] ];
            fixCoords( arr, -1 );
            data[ 1 ] = arr[ 0 ];
            data[ 5 ] = arr[ 1 ];
            data[ 9 ] = arr[ 2 ];
            arr = [ data[ 2 ], data[ 6 ], data[ 10 ] ];
            fixCoords( arr, -1 );
            data[ 2 ] = arr[ 0 ];
            data[ 6 ] = arr[ 1 ];
            data[ 10 ] = arr[ 2 ];
            // Rows second
            arr = [ data[ 0 ], data[ 1 ], data[ 2 ] ];
            fixCoords( arr, -1 );
            data[ 0 ] = arr[ 0 ];
            data[ 1 ] = arr[ 1 ];
            data[ 2 ] = arr[ 2 ];
            arr = [ data[ 4 ], data[ 5 ], data[ 6 ] ];
            fixCoords( arr, -1 );
            data[ 4 ] = arr[ 0 ];
            data[ 5 ] = arr[ 1 ];
            data[ 6 ] = arr[ 2 ];
            arr = [ data[ 8 ], data[ 9 ], data[ 10 ] ];
            fixCoords( arr, -1 );
            data[ 8 ] = arr[ 0 ];
            data[ 9 ] = arr[ 1 ];
            data[ 10 ] = arr[ 2 ];

            // Now fix translation
            arr = [ data[ 3 ], data[ 7 ], data[ 11 ] ];
            fixCoords( arr, -1 );
            data[ 3 ] = arr[ 0 ];
            data[ 7 ] = arr[ 1 ];
            data[ 11 ] = arr[ 2 ];

        }

        return new THREE.Matrix4(
            data[0], data[1], data[2], data[3],
            data[4], data[5], data[6], data[7],
            data[8], data[9], data[10], data[11],
            data[12], data[13], data[14], data[15]
            );

    };

    function getConvertedIndex( index ) {

        if ( index > -1 && index < 3 ) {

            var members = ['X', 'Y', 'Z'],
                indices = { X: 0, Y: 1, Z: 2 };

            index = getConvertedMember( members[ index ] );
            index = indices[ index ];

        }

        return index;

    };

    function getConvertedMember( member ) {

        if ( options.convertUpAxis ) {

            switch ( member ) {

                case 'X':

                    switch ( upConversion ) {

                        case 'XtoY':
                        case 'XtoZ':
                        case 'YtoX':

                            member = 'Y';
                            break;

                        case 'ZtoX':

                            member = 'Z';
                            break;

                    }

                    break;

                case 'Y':

                    switch ( upConversion ) {

                        case 'XtoY':
                        case 'YtoX':
                        case 'ZtoX':

                            member = 'X';
                            break;

                        case 'XtoZ':
                        case 'YtoZ':
                        case 'ZtoY':

                            member = 'Z';
                            break;

                    }

                    break;

                case 'Z':

                    switch ( upConversion ) {

                        case 'XtoZ':

                            member = 'X';
                            break;

                        case 'YtoZ':
                        case 'ZtoX':
                        case 'ZtoY':

                            member = 'Y';
                            break;

                    }

                    break;

            }

        }

        return member;

    };

    return {

        load: load,
        parse: parse,
        setPreferredShading: setPreferredShading,
        applySkin: applySkin,
        geometries : geometries,
        options: options

    };

};
},{"three":90}],2:[function(require,module,exports){
/**
 * Loads a Wavefront .mtl file specifying materials
 *
 * @author angelxuanchang
 */
var THREE = require('three')

THREE.MTLLoader = function( baseUrl, options ) {

    THREE.EventDispatcher.call( this );
    
    this.baseUrl = baseUrl;
    this.options = options;

};

THREE.MTLLoader.prototype = {

    /**
     * Loads a MTL file
     *
     * Loading progress is indicated by the following events:
     *   "load" event (successful loading): type = 'load', content = THREE.MTLLoader.MaterialCreator
     *   "error" event (error loading): type = 'load', message
     *   "progress" event (progress loading): type = 'progress', loaded, total
     *
     * @param url - location of MTL file
     */
    load: function( url ) {

        var scope = this;
        var xhr = new XMLHttpRequest();

        function onloaded( event ) {

            if ( event.target.status === 200 || event.target.status === 0 ) {

                var materialCreator = scope.parse( event.target.responseText );

                // Notify caller, that I'm done

                scope.dispatchEvent( { type: 'load', content: materialCreator } );

            } else {

                scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']',
                    response: event.target.responseText } );

            }

        }

        xhr.addEventListener( 'load', onloaded, false );

        xhr.addEventListener( 'progress', function ( event ) {

            scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );

        }, false );

        xhr.addEventListener( 'error', function () {

            scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

        }, false );

        xhr.open( 'GET', url, true );
        xhr.send( null );
    },

    /**
     * Parses loaded MTL file
     * @param text - Content of MTL file
     * @return {THREE.MTLLoader.MaterialCreator}
     */
    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.baseUrl, this.options );
        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
 *                  invertTransparency: If transparency need to be inverted (inversion is needed if d = 0 is fully opaque)
 *                                      Default: false (d = 1 is fully opaque)
 * @constructor
 */

THREE.MTLLoader.MaterialCreator = function( baseUrl, options ) {

    THREE.EventDispatcher.call( this );

    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 = {

    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[ 1 ] === 0 ) {

                                // ignore

                                save = false;

                            }
                        }

                        break;

                    case 'd':

                        // According to MTL format (http://paulbourke.net/dataformats/mtl/):
                        //   d is dissolve for current material
                        //   factor of 1.0 is fully opaque, a factor of 0 is fully dissolved (completely transparent)

                        if ( this.options && this.options.invertTransparency ) {

                            value = 1 - value;

                        }

                        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 mat = this.materialsInfo[ materialName ];
        var params = {

            name: materialName,
            side: this.side

        };

        for ( var prop in mat ) {

            var value = mat[ prop ];

            switch ( prop.toLowerCase() ) {

                // Ns is material specular exponent

                case 'kd':

                    // Diffuse color (color under white light) using RGB values

                    params[ 'diffuse' ] = new THREE.Color().setRGB( value[0], value[1], value[2] );

                    break;

                case 'ka':

                    // Ambient color (color under shadow) using RGB values

                    params[ 'ambient' ] = new THREE.Color().setRGB( value[0], value[1], value[2] );

                    break;

                case 'ks':

                    // Specular color (color when light is reflected from shiny surface) using RGB values
                    params[ 'specular' ] = new THREE.Color().setRGB( value[0], value[1], value[2] );

                    break;

                case 'map_kd':

                    // Diffuse texture map

                    params[ 'map' ] = THREE.MTLLoader.loadTexture( this.baseUrl + value );
                    params[ 'map' ].wrapS = this.wrap;
                    params[ 'map' ].wrapT = this.wrap;

                    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'] = value;

                    break;

                case 'd':

                    // According to MTL format (http://paulbourke.net/dataformats/mtl/):
                    //   d is dissolve for current material
                    //   factor of 1.0 is fully opaque, a factor of 0 is fully dissolved (completely transparent)

                    if ( value < 1 ) {

                        params['transparent'] = true;
                        params['opacity'] = value;

                    }

                    break;

                default:
                    break;

            }

        }

        if ( params[ 'diffuse' ] ) {

            if ( !params[ 'ambient' ]) params[ 'ambient' ] = params[ 'diffuse' ];
            params[ 'color' ] = params[ 'diffuse' ];

        }

        this.materials[ materialName ] = new THREE.MeshPhongMaterial( params );
        return this.materials[ materialName ];

    }

};

THREE.MTLLoader.loadTexture = function ( url, mapping, onLoad, onError ) {

    var isCompressed = url.toLowerCase().endsWith( ".dds" );

    if ( isCompressed ) {

        var texture = THREE.ImageUtils.loadCompressedTexture( url, mapping, onLoad, onError );

    } else {

        var image = new Image();
        var texture = new THREE.Texture( image, mapping );

        var loader = new THREE.ImageLoader();

        loader.addEventListener( 'load', function ( event ) {

            texture.image = THREE.MTLLoader.ensurePowerOfTwo_( event.content );
            texture.needsUpdate = true;
            if ( onLoad ) onLoad( texture );

        } );

        loader.addEventListener( 'error', function ( event ) {

            if ( onError ) onError( event.message );

        } );

        loader.crossOrigin = this.crossOrigin;
        loader.load( url, image );

    }

    return texture;

};

THREE.MTLLoader.ensurePowerOfTwo_ = function ( image ) {

    if ( ! THREE.MTLLoader.isPowerOfTwo_( image.width ) || ! THREE.MTLLoader.isPowerOfTwo_( image.height ) ) {

        var canvas = document.createElement( "canvas" );
        canvas.width = THREE.MTLLoader.nextHighestPowerOfTwo_( image.width );
        canvas.height = THREE.MTLLoader.nextHighestPowerOfTwo_( image.height );

        var ctx = canvas.getContext("2d");
        ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
        return canvas;

    }

    return image;

};

THREE.MTLLoader.isPowerOfTwo_ = function ( x ) {

    return ( x & ( x - 1 ) ) === 0;

};

THREE.MTLLoader.nextHighestPowerOfTwo_ = function( x ) {

    --x;

    for ( var i = 1; i < 32; i <<= 1 ) {

        x = x | x >> i;

    }

    return x + 1;

};

},{"three":90}],3:[function(require,module,exports){
/**
 * @author mrdoob / http://mrdoob.com/
 */
var THREE = require('three')

THREE.OBJLoader = function () {

    THREE.EventDispatcher.call( this );

};

THREE.OBJLoader.prototype = {

    constructor: THREE.OBJLoader,

    load: function ( url, callback ) {

        var scope = this;
        var request = new XMLHttpRequest();

        request.addEventListener( 'load', function ( event ) {

            var hierarchy = scope.parse( event.target.responseText );

            scope.dispatchEvent( { type: 'load', content: hierarchy } );

            if ( callback ) callback( hierarchy );

        }, false );

        request.addEventListener( 'progress', function ( event ) {

            scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );

        }, false );

        request.addEventListener( 'error', function () {

            scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

        }, false );

        request.open( 'GET', url, true );
        request.send( null );

    },

    parse: function ( data ) {

        // fixes

        data = data.replace( /\ \\\r\n/g, '' ); // rhino adds ' \\r\n' some times.

        //

        function vector( x, y, z ) {

            return new THREE.Vector3( x, y, z );

        }

        function uv( u, v ) {

            return new THREE.Vector2( u, v );

        }

        function face3( a, b, c, normals ) {

            return new THREE.Face3( a, b, c, normals );

        }

        function face4( a, b, c, d, normals ) {

            return new THREE.Face4( a, b, c, d, normals );

        }

        function meshN( meshName, materialName ) {

            if ( geometry.vertices.length > 0 ) {

                geometry.mergeVertices();
                geometry.computeCentroids();
                geometry.computeFaceNormals();
                geometry.computeBoundingSphere();

                object.add( mesh );

                geometry = new THREE.Geometry();
                mesh = new THREE.Mesh( geometry, material );

                verticesCount = 0;

            }

            if ( meshName !== undefined ) mesh.name = meshName;
            if ( materialName !== undefined ) {

                material = new THREE.MeshLambertMaterial();
                material.name = materialName;

                mesh.material = material;

            }

        }

        var group = new THREE.Object3D();
        var object = group;

        var geometry = new THREE.Geometry();
        var material = new THREE.MeshLambertMaterial();
        var mesh = new THREE.Mesh( geometry, material );

        var vertices = [];
        var verticesCount = 0;
        var normals = [];
        var uvs = [];

        // v float float float

        var vertex_pattern = /v( +[\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)/;

        // vn float float float

        var normal_pattern = /vn( +[\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)/;

        // vt float float

        var uv_pattern = /vt( +[\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)/;

        // f vertex vertex vertex ...

        var face_pattern1 = /f( +[\d]+)( [\d]+)( [\d]+)( [\d]+)?/;

        // f vertex/uv vertex/uv vertex/uv ...

        var face_pattern2 = /f( +([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))?/;

        // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...

        var face_pattern3 = /f( +([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))?/;

        // f vertex//normal vertex//normal vertex//normal ...

        var face_pattern4 = /f( +([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))?/;

        //

        var lines = data.split( "\n" );

        for ( var i = 0; i < lines.length; i ++ ) {

            var line = lines[ i ];
            line = line.trim();

            var result;

            if ( line.length === 0 || line.charAt( 0 ) === '#' ) {

                continue;

            } else if ( ( result = vertex_pattern.exec( line ) ) !== null ) {

                // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]

                vertices.push( vector(
                    parseFloat( result[ 1 ] ),
                    parseFloat( result[ 2 ] ),
                    parseFloat( result[ 3 ] )
                ) );

            } else if ( ( result = normal_pattern.exec( line ) ) !== null ) {

                // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]

                normals.push( vector(
                    parseFloat( result[ 1 ] ),
                    parseFloat( result[ 2 ] ),
                    parseFloat( result[ 3 ] )
                ) );

            } else if ( ( result = uv_pattern.exec( line ) ) !== null ) {

                // ["vt 0.1 0.2", "0.1", "0.2"]

                uvs.push( uv(
                    parseFloat( result[ 1 ] ),
                    parseFloat( result[ 2 ] )
                ) );

            } else if ( ( result = face_pattern1.exec( line ) ) !== null ) {

                // ["f 1 2 3", "1", "2", "3", undefined]

                if ( result[ 4 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 1 ] ) - 1 ],
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 3 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 1 ] ) - 1 ],
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 3 ] ) - 1 ],
                        vertices[ parseInt( result[ 4 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                }

            } else if ( ( result = face_pattern2.exec( line ) ) !== null ) {

                // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]

                if ( result[ 10 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 6 ] ) - 1 ],
                        uvs[ parseInt( result[ 9 ] ) - 1 ]
                    ] );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ],
                        vertices[ parseInt( result[ 11 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 6 ] ) - 1 ],
                        uvs[ parseInt( result[ 9 ] ) - 1 ],
                        uvs[ parseInt( result[ 12 ] ) - 1 ]
                    ] );

                }

            } else if ( ( result = face_pattern3.exec( line ) ) !== null ) {

                // ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined]

                if ( result[ 13 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 6 ] ) - 1 ],
                        vertices[ parseInt( result[ 10 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 4 ] ) - 1 ],
                            normals[ parseInt( result[ 8 ] ) - 1 ],
                            normals[ parseInt( result[ 12 ] ) - 1 ]
                        ]
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 7 ] ) - 1 ],
                        uvs[ parseInt( result[ 11 ] ) - 1 ]
                    ] );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 6 ] ) - 1 ],
                        vertices[ parseInt( result[ 10 ] ) - 1 ],
                        vertices[ parseInt( result[ 14 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 4 ] ) - 1 ],
                            normals[ parseInt( result[ 8 ] ) - 1 ],
                            normals[ parseInt( result[ 12 ] ) - 1 ],
                            normals[ parseInt( result[ 16 ] ) - 1 ]
                        ]
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 7 ] ) - 1 ],
                        uvs[ parseInt( result[ 11 ] ) - 1 ],
                        uvs[ parseInt( result[ 15 ] ) - 1 ]
                    ] );

                }

            } else if ( ( result = face_pattern4.exec( line ) ) !== null ) {

                // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]

                if ( result[ 10 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 3 ] ) - 1 ],
                            normals[ parseInt( result[ 6 ] ) - 1 ],
                            normals[ parseInt( result[ 9 ] ) - 1 ]
                        ]
                    ) );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ],
                        vertices[ parseInt( result[ 11 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 3 ] ) - 1 ],
                            normals[ parseInt( result[ 6 ] ) - 1 ],
                            normals[ parseInt( result[ 9 ] ) - 1 ],
                            normals[ parseInt( result[ 12 ] ) - 1 ]
                        ]
                    ) );

                }

            } else if ( line.startsWith( "o " ) ) {

                // object

                object = new THREE.Object3D();
                object.name = line.substring( 2 ).trim();
                group.add( object );

            } else if ( line.startsWith( "g " ) ) {

                // group

                meshN( line.substring( 2 ).trim(), undefined );

            } else if ( line.startsWith( "usemtl " ) ) {

                // material

                meshN( undefined, line.substring( 7 ).trim() );

            } else if ( line.startsWith( "mtllib ") ) {

                // mtl file

            } else if ( line.startsWith( "s ") ) {

                // smooth shading

            } else {

                // console.log( "THREE.OBJLoader: Unhandled line " + line );

            }

        }

        // add the last group
        meshN( undefined, undefined );

        return group;

    }

}
},{"three":90}],4:[function(require,module,exports){
/**
 * Loads a Wavefront .obj file with materials
 *
 * @author mrdoob / http://mrdoob.com/
 * @author angelxuanchang
 */
var THREE = require('three')

THREE.OBJMTLLoader = function () {

    THREE.EventDispatcher.call( this );

};

THREE.OBJMTLLoader.prototype = {

    constructor: THREE.OBJMTLLoader,

    /**
     * Load a Wavefront OBJ file with materials (MTL file)
     *
     * Loading progress is indicated by the following events:
     *   "load" event (successful loading): type = 'load', content = THREE.Object3D
     *   "error" event (error loading): type = 'load', message
     *   "progress" event (progress loading): type = 'progress', loaded, total
     *
     * If the MTL file cannot be loaded, then a MeshLambertMaterial is used as a default
     * @param url - Location of OBJ file to load
     * @param mtlfileurl - MTL file to load (optional, if not specified, attempts to use MTL specified in OBJ file)
     * @param options - Options on how to interpret the material (see THREE.MTLLoader.MaterialCreator )
     */

    load: function ( url, mtlfileurl, options ) {

        var scope = this;
        var xhr = new XMLHttpRequest();

        var mtlDone;           // Is the MTL done (true if no MTL, error loading MTL, or MTL actually loaded)
        var obj3d;             // Loaded model (from obj file)
        var materialsCreator;  // Material creator is created when MTL file is loaded

        // Loader for MTL

        var mtlLoader = new THREE.MTLLoader( url.substr( 0, url.lastIndexOf( "/" ) + 1 ), options );
        mtlLoader.addEventListener( 'load', waitReady );
        mtlLoader.addEventListener( 'error', waitReady );

        // Try to load mtlfile

        if ( mtlfileurl ) {

            mtlLoader.load( mtlfileurl );
            mtlDone = false;

        } else {

            mtlDone = true;

        }

        function waitReady( event ) {

            if ( event.type === 'load' ) {

                if ( event.content instanceof THREE.MTLLoader.MaterialCreator ) {

                    // MTL file is loaded

                    mtlDone = true;
                    materialsCreator = event.content;
                    materialsCreator.preload();

                } else {

                    // OBJ file is loaded

                    if ( event.target.status === 200 || event.target.status === 0 ) {

                        var objContent = event.target.responseText;

                        if ( mtlfileurl ) {

                            // Parse with passed in MTL file

                            obj3d = scope.parse( objContent );

                        } else {

                            // No passed in MTL file, look for mtlfile in obj file

                            obj3d = scope.parse( objContent, function( mtlfile ) {

                                mtlDone = false;
                                mtlLoader.load( mtlLoader.baseUrl + mtlfile );

                            } );

                        }

                    } else {

                        // Error loading OBJ file....

                        scope.dispatchEvent( {
                            type: 'error',
                            message: 'Couldn\'t load URL [' + url + ']',
                            response: event.target.responseText } );

                    }

                }

            } else if ( event.type === 'error' ) {

                // MTL failed to load -- oh well, we will just not have material ...

                mtlDone = true;

            }

            if ( mtlDone && obj3d ) {

                // MTL file is loaded and OBJ file is loaded
                // Apply materials to model

                if ( materialsCreator ) {

                    obj3d.traverse( function( object ) {

                        if ( object instanceof THREE.Mesh ) {

                            if ( object.material.name ) {

                                var material = materialsCreator.create( object.material.name );
                                if ( material ) {

                                    object.material = material;

                                }

                            }

                        }

                    } );

                }

                // Notify listeners

                scope.dispatchEvent( { type: 'load', content: obj3d } );
            }

        }

        xhr.addEventListener( 'load', waitReady, false );

        xhr.addEventListener( 'progress', function ( event ) {

            scope.dispatchEvent( { type: 'progress', loaded: event.loaded, total: event.total } );

        }, false );

        xhr.addEventListener( 'error', function () {

            scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

        }, false );

        xhr.open( 'GET', url, true );
        xhr.send( null );

    },

    /**
     * Parses loaded .obj file
     * @param data - content of .obj file
     * @param mtllibCallback - callback to handle mtllib declaration (optional)
     * @return {THREE.Object3D} - Object3D (with default material)
     */

    parse: function ( data, mtllibCallback ) {

        // fixes

        data = data.replace( /\ \\\r\n/g, '' ); // rhino adds ' \\r\n' some times.

        //

        function vector( x, y, z ) {

            return new THREE.Vector3( x, y, z );

        }

        function uv( u, v ) {

            return new THREE.Vector2( u, v );

        }

        function face3( a, b, c, normals ) {

            return new THREE.Face3( a, b, c, normals );

        }

        function face4( a, b, c, d, normals ) {

            return new THREE.Face4( a, b, c, d, normals );

        }

        function meshN( meshName, materialName ) {

            if ( geometry.vertices.length > 0 ) {

                geometry.mergeVertices();
                geometry.computeCentroids();
                geometry.computeFaceNormals();
                geometry.computeBoundingSphere();

                object.add( mesh );

                geometry = new THREE.Geometry();
                mesh = new THREE.Mesh( geometry, material );

                verticesCount = 0;

            }

            if ( meshName !== undefined ) mesh.name = meshName;
            if ( materialName !== undefined ) {

                material = new THREE.MeshLambertMaterial();
                material.name = materialName;

                mesh.material = material;

            }

        }

        var group = new THREE.Object3D();
        var object = group;

        var geometry = new THREE.Geometry();
        var material = new THREE.MeshLambertMaterial();
        var mesh = new THREE.Mesh( geometry, material );

        var vertices = [];
        var verticesCount = 0;
        var normals = [];
        var uvs = [];

        // v float float float

        var vertex_pattern = /v( +[\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)/;

        // vn float float float

        var normal_pattern = /vn( +[\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)/;

        // vt float float

        var uv_pattern = /vt( +[\d|\.|\+|\-|e]+)( [\d|\.|\+|\-|e]+)/;

        // f vertex vertex vertex ...

        var face_pattern1 = /f( +[\d]+)( [\d]+)( [\d]+)( [\d]+)?/;

        // f vertex/uv vertex/uv vertex/uv ...

        var face_pattern2 = /f( +([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))( ([\d]+)\/([\d]+))?/;

        // f vertex/uv/normal vertex/uv/normal vertex/uv/normal ...

        var face_pattern3 = /f( +([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))( ([\d]+)\/([\d]+)\/([\d]+))?/;

        // f vertex//normal vertex//normal vertex//normal ...

        var face_pattern4 = /f( +([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))( ([\d]+)\/\/([\d]+))?/;

        //

        var lines = data.split( "\n" );

        for ( var i = 0; i < lines.length; i ++ ) {

            var line = lines[ i ];
            line = line.trim();

            // temporary variable storing pattern matching result

            var result;

            if ( line.length === 0 || line.charAt( 0 ) === '#' ) {

                continue;

            } else if ( ( result = vertex_pattern.exec( line ) ) !== null ) {

                // ["v 1.0 2.0 3.0", "1.0", "2.0", "3.0"]

                vertices.push( vector(
                    parseFloat( result[ 1 ] ),
                    parseFloat( result[ 2 ] ),
                    parseFloat( result[ 3 ] )
                ) );

            } else if ( ( result = normal_pattern.exec( line ) ) !== null ) {

                // ["vn 1.0 2.0 3.0", "1.0", "2.0", "3.0"]

                normals.push( vector(
                    parseFloat( result[ 1 ] ),
                    parseFloat( result[ 2 ] ),
                    parseFloat( result[ 3 ] )
                ) );

            } else if ( ( result = uv_pattern.exec( line ) ) !== null ) {

                // ["vt 0.1 0.2", "0.1", "0.2"]

                uvs.push( uv(
                    parseFloat( result[ 1 ] ),
                    parseFloat( result[ 2 ] )
                ) );

            } else if ( ( result = face_pattern1.exec( line ) ) !== null ) {

                // ["f 1 2 3", "1", "2", "3", undefined]

                if ( result[ 4 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 1 ] ) - 1 ],
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 3 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 1 ] ) - 1 ],
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 3 ] ) - 1 ],
                        vertices[ parseInt( result[ 4 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                }

            } else if ( ( result = face_pattern2.exec( line ) ) !== null ) {

                // ["f 1/1 2/2 3/3", " 1/1", "1", "1", " 2/2", "2", "2", " 3/3", "3", "3", undefined, undefined, undefined]

                if ( result[ 10 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 6 ] ) - 1 ],
                        uvs[ parseInt( result[ 9 ] ) - 1 ]
                    ] );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ],
                        vertices[ parseInt( result[ 11 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 6 ] ) - 1 ],
                        uvs[ parseInt( result[ 9 ] ) - 1 ],
                        uvs[ parseInt( result[ 12 ] ) - 1 ]
                    ] );

                }

            } else if ( ( result = face_pattern3.exec( line ) ) !== null ) {

                // ["f 1/1/1 2/2/2 3/3/3", " 1/1/1", "1", "1", "1", " 2/2/2", "2", "2", "2", " 3/3/3", "3", "3", "3", undefined, undefined, undefined, undefined]

                if ( result[ 13 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 6 ] ) - 1 ],
                        vertices[ parseInt( result[ 10 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 4 ] ) - 1 ],
                            normals[ parseInt( result[ 8 ] ) - 1 ],
                            normals[ parseInt( result[ 12 ] ) - 1 ]
                        ]
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 7 ] ) - 1 ],
                        uvs[ parseInt( result[ 11 ] ) - 1 ]
                    ] );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 6 ] ) - 1 ],
                        vertices[ parseInt( result[ 10 ] ) - 1 ],
                        vertices[ parseInt( result[ 14 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 4 ] ) - 1 ],
                            normals[ parseInt( result[ 8 ] ) - 1 ],
                            normals[ parseInt( result[ 12 ] ) - 1 ],
                            normals[ parseInt( result[ 16 ] ) - 1 ]
                        ]
                    ) );

                    geometry.faceVertexUvs[ 0 ].push( [
                        uvs[ parseInt( result[ 3 ] ) - 1 ],
                        uvs[ parseInt( result[ 7 ] ) - 1 ],
                        uvs[ parseInt( result[ 11 ] ) - 1 ],
                        uvs[ parseInt( result[ 15 ] ) - 1 ]
                    ] );

                }

            } else if ( ( result = face_pattern4.exec( line ) ) !== null ) {

                // ["f 1//1 2//2 3//3", " 1//1", "1", "1", " 2//2", "2", "2", " 3//3", "3", "3", undefined, undefined, undefined]

                if ( result[ 10 ] === undefined ) {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ]
                    );

                    geometry.faces.push( face3(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 3 ] ) - 1 ],
                            normals[ parseInt( result[ 6 ] ) - 1 ],
                            normals[ parseInt( result[ 9 ] ) - 1 ]
                        ]
                    ) );

                } else {

                    geometry.vertices.push(
                        vertices[ parseInt( result[ 2 ] ) - 1 ],
                        vertices[ parseInt( result[ 5 ] ) - 1 ],
                        vertices[ parseInt( result[ 8 ] ) - 1 ],
                        vertices[ parseInt( result[ 11 ] ) - 1 ]
                    );

                    geometry.faces.push( face4(
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        verticesCount ++,
                        [
                            normals[ parseInt( result[ 3 ] ) - 1 ],
                            normals[ parseInt( result[ 6 ] ) - 1 ],
                            normals[ parseInt( result[ 9 ] ) - 1 ],
                            normals[ parseInt( result[ 12 ] ) - 1 ]
                        ]
                    ) );

                }

            } else if ( line.startsWith( "o " ) ) {

                // object

                object = new THREE.Object3D();
                object.name = line.substring( 2 ).trim();
                group.add( object );

            } else if ( line.startsWith( "g " ) ) {

                // group

                meshN( line.substring( 2 ).trim(), undefined );

            } else if ( line.startsWith( "usemtl " ) ) {

                // material

                meshN( undefined, line.substring( 7 ).trim() );

            } else if ( line.startsWith( "mtllib ") ) {

                // mtl file

                if ( mtllibCallback ) {

                    var mtlfile = line.substring( 7 );
                    mtlfile = mtlfile.trim();
                    mtllibCallback( mtlfile );

                }

            } else if ( line.startsWith( "s ") ) {

                // Smooth shading

            } else {

                console.log( "THREE.OBJMTLLoader: Unhandled line " + line );

            }

        }

        return group;

    }

};
},{"three":90}],5:[function(require,module,exports){
require('./')()
},{"./":6}],6:[function(require,module,exports){
(function (Buffer){
var THREE = require('three')
var ColladaLoader = require('./ColladaLoader.js')
var OBJLoader = require('./OBJLoader.js')
var MTLLoader = require('./MTLLoader.js')
var OBJMTLLoader = require('./OBJMTLLoader.js')
var raf = require('raf')
var lsb = require('lsb')
var voxelShare = require('voxel-share')
var request = require('browser-request')
var Convert = require('voxel-critter/lib/convert.js')
var voxel2dprinter = require('voxel-2d-print')
var ndarray = require('ndarray')
var ndarrayFill = require('ndarray-fill')
var orthogamiExport = require('./js/orthogami.js')

module.exports = function() {
  var container
  var camera, renderer, brush
  var projector, plane, scene, grid, shareDialog
  var mouse2D, mouse3D, raycaster, objectHovered
  var isShiftDown = false, isCtrlDown = false, isMouseDown = false, isSpaceDown = false
  var onMouseDownPosition = new THREE.Vector2(), onMouseDownPhi = 60, onMouseDownTheta = 45
  var radius = 1600, theta = 90, phi = 60
  var target = new THREE.Vector3( 0, 200, 0 )
  var color = 0
  var CubeMaterial = THREE.MeshBasicMaterial
  var cube = new THREE.CubeGeometry( 50, 50, 50 )
  var wireframeCube = new THREE.CubeGeometry(50.5, 50.5 , 50.5)
  var wireframe = true, fill = true, animation = false, animating = false, animationInterval
  var manualAnimating = false
  var wireframeOptions = { color: 0x000000, wireframe: true, wireframeLinewidth: 1, opacity: 0.8 }
  var wireframeMaterial = new THREE.MeshBasicMaterial(wireframeOptions)
  var animationFrames = []
  var currentFrame = 0
  var colors = ['2ECC71', '3498DB', '34495E', 'E67E22', 'ECF0F1'].map(function(c) { return hex2rgb(c) })
  for( var c = 0; c < 5; c++ ) {
    addColorToPalette(c)
  }
  var playerPosition = new THREE.Vector3( 25, 50, 25 )
  var cuboid = new THREE.CubeGeometry( 50, 100, 50 )
  var playerObject
  var stepCounter = 0
  var elf

  exports.target = [
    [[0, 0, 0, 0, 0], [0, 0, 0, 0, 0], [1, 0, 0, 0, 1], [1, 0, 0, 0, 1], [1, 1, 1, 1, 1]],
    [[0, 0, 0, 0, 0], [0, 0, 0, 0, 0], [1, 0, 0, 0, 1], [1, 0, 0, 0, 1], [1, 1, 1, 1, 1]],
    [[0, 0, 0, 0, 0], [0, 0, 0, 0, 0], [1, 0, 0, 0, 1], [1, 0, 0, 0, 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, 1, 1, 1, 1]],
    [[0, 0, 0, 0, 0], [0, 1, 1, 1, 0], [0, 1, 1, 1, 0], [0, 1, 1, 1, 0], [0, 0, 0, 0, 0]],
    [[0, 0, 0, 0, 0], [0, 0, 0, 0, 0], [0, 0, 1, 0, 0], [0, 0, 0, 0, 0], [0, 0, 0, 0, 0]],];

  var loader = new THREE.OBJMTLLoader()
  loader.load( 'Pikachu/PIKACHU.obj', 'Pikachu/PIKACHU.mtl')
  loader.addEventListener('load', function(result) {
    elf = result.content
    elf.scale.x = elf.scale.y = elf.scale.z = 10.0
    elf.updateMatrix()
    init()
    raf(window).on('data', render)
  } )
  // loader.load( 'Pikachu/PIKACHU.obj', 'Pikachu/PIKACHU.mtl', function ( collada ) {
  //   elf = collada
    // elf.scale.x = elf.scale.y = elf.scale.z = 10.0
    // elf.updateMatrix()
    // elf.position = new THREE.Vector3(0, 10, 0)
    // elf.updateMatrix()
  //   console.log(elf)
  //   init()
  //   raf(window).on('data', render)
  // } )

  function increaseStep() {
    stepCounter += 1
    $("#step-counter").text(stepCounter)
  }

  function updatePlayerObject() {
    playerObject.position = new THREE.Vector3(playerPosition.x, playerPosition.y - 50, playerPosition.z)
  }

  function saveScore() {
    $.get('https://cims.nyu.edu/drecco2016/games/minecraft/saveScore.php', {score: stepCounter})
      .done(function(data) { /*open(location, '_self').close()*/ })
  }

  function success(blocks, dx, dy, dz) {
    var hasAny = function(k, i, j) { // k is the height
      return blocks.some(function(pos) {
        return pos.x == dx + i && pos.y == dy + k && pos.z == dz + j
      })
    }

    var count = 0
    for (var k = 0; k < exports.target.length; ++ k) {
      for (var i = 0; i < exports.target[k].length; ++ i) {
        for (var j = 0; j < exports.target[k][i].length; ++ j) {
          if (exports.target[k][i][j]) { // there is a block at (k, i, j) in the design
            count += 1
          }
          if (exports.target[k][i][j] != hasAny(k, i, j))
            return false
        }
      }
    }

    return (count == blocks.length)
  }

  exports.checker = function() {
    var dim = 0
    dim = Math.max(dim, exports.target.length)
    dim = Math.max(dim, exports.target[0].length)
    dim = Math.max(dim, exports.target[0][0].length)
    dim += 2

    var blocks = scene.children
      .filter(function(el) { return el.isVoxel })
      .map(function(mesh) {
        var x = Math.floor((mesh.position.x - playerPosition.x) / 50)
        var y = Math.floor((mesh.position.y - playerPosition.y) / 50)
        var z = Math.floor((mesh.position.z - playerPosition.z) / 50)
        return new THREE.Vector3(x, y, z)
      })

    var sym = []
    // (x+zi)*(0+1i) = (-z+xi) -> (-x-zi) -> (z-xi)
    sym.push(blocks)
    sym.push(blocks.map(function(pos) { return new THREE.Vector3(- pos.z, pos.y, pos.x) }))
    sym.push(blocks.map(function(pos) { return new THREE.Vector3(- pos.x, pos.y, - pos.z) }))
    sym.push(blocks.map(function(pos) { return new THREE.Vector3(pos.z, pos.y, - pos.x) }))

    sym.push(blocks.map(function(pos) { return new THREE.Vector3(- pos.x, pos.y, pos.z) }))
    sym.push(blocks.map(function(pos) { return new THREE.Vector3(pos.z, pos.y, pos.x) }))
    sym.push(blocks.map(function(pos) { return new THREE.Vector3(pos.x, pos.y, - pos.z) }))
    sym.push(blocks.map(function(pos) { return new THREE.Vector3(- pos.z, pos.y, - pos.x) }))

    for (var t = 0; t < sym.length; ++ t)
      for (var i = - dim; i <= dim; ++ i)
        for (var j = - dim; j <= dim; ++ j)
          for (var k = - dim; k <= dim; ++ k) {
            if (success(sym[t], i, j, k)) {
              $("#firework").modal()
              saveScore()
              return
            }
          }
  }

  exports.getImage = function(imgURL, cb) {
    var img = new Image()
    img.crossOrigin = ''
    img.src = imgURL
    img.onload = function() {
      cb(img)
    }
  }

  exports.export = function() {
    // var voxels = updateHash()
    // if (voxels.length === 0) return
    window.open(exportImage(800, 600).src, 'voxel-painter-window')
  }

  exports.reset = function() {
    window.location.replace('#/')
    scene.children
      .filter(function(el) { return el.isVoxel })
      .map(function(mesh) { scene.remove(mesh) })
  }

  exports.about = function() {
    $('#welcome').modal()
  }

  exports.setColor = function(idx) {
    $('i[data-color="' + idx + '"]').click()
  }

  exports.setWireframe = function(bool) {
    wireframe = bool
    scene.children
      .filter(function(el) { return el.isVoxel })
      .map(function(mesh) { mesh.wireMesh.visible = bool })
  }

  exports.toggleAnimation = function(bool) {
    animation = bool
    $('.animationControls').toggle()
  }

  exports.setFill = function(bool) {
    fill = bool
    scene.children
      .filter(function(el) { return el.isVoxel })
      .map(function(mesh) { mesh.material.visible = bool })
  }

  exports.showGrid = function(bool) {
    grid.material.visible = bool
  }

  function isStillValid(x, y, z) {
    return !( x == playerPosition.x && z == playerPosition.z
      && playerPosition.y - 50 < y && y < playerPosition.y + 50 )
  }

  function canPlace(x, y, z) {
    if ( !isStillValid(x, y, z) )
      return false
    return ( Math.abs(x - playerPosition.x) <= 50 && Math.abs(z - playerPosition.z) <= 50
      && Math.abs(y - playerPosition.y) <= 75 )
  }

  function movePlayer(dx, dy, dz) {
    if ( playerPosition.y + dy <= 0 )
      return
    playerPosition.x += dx
    playerPosition.y += dy
    playerPosition.z += dz
    // if collide with something else, reject
    if ( scene.children.some(function(obj) {
      return obj.isVoxel && !isStillValid( obj.position.x, obj.position.y, obj.position.z )
    }) ) {
      playerPosition.x -= dx
      playerPosition.y -= dy
      playerPosition.z -= dz
      return
    }
    // fall down?
    var maxHeight = 0
    scene.children.map(function(obj) {
      if ( obj.isVoxel && obj.position.x == playerPosition.x
          && obj.position.y < playerPosition.y && obj.position.z == playerPosition.z
          && obj.position.y > maxHeight )
        maxHeight = obj.position.y + 25
    })
    if ( (playerPosition.y - maxHeight) / 50 > 3 ) {
      playerPosition.x -= dx
      playerPosition.y -= dy
      playerPosition.z -= dz
      return
    }
    playerPosition.y = Math.min(playerPosition.y, maxHeight + (isSpaceDown ? 100 : 50))
    updatePlayerObject()
  }
  
  function getVoxels() {
    var hash = window.location.hash.substr(1)
    var convert = new Convert()
    var data = convert.toVoxels(hash)
    var l = data.bounds[0]
    var h = data.bounds[1]
    var d = [ h[0]-l[0] + 1, h[1]-l[1] + 1, h[2]-l[2] + 1]
    var len = d[0] * d[1] * d[2]
    var voxels = ndarray(new Int32Array(len), [d[0], d[1], d[2]])
    
    var colors = [undefined]
    data.colors.map(function(c) {
      colors.push('#' + rgb2hex(c))
    })
    
    function generateVoxels(x, y, z) {
      var offset = [x + l[0], y + l[1], z + l[2]]
      var val = data.voxels[offset.join('|')]
      return data.colors[val] ? val + 1: 0
    }
    
    ndarrayFill(voxels, generateVoxels)
    return {voxels: voxels, colors: colors}
  }
  
  function encodeSVGDatauri(str, type) {
    var prefix = 'data:image/svg+xml'
    // base64
    if (!type || type === 'base64') {
      prefix += ';base64,'
      str = prefix + new Buffer(str).toString('base64')
    // URI encoded
    } else if (type === 'enc') {
      str = prefix + ',' + encodeURIComponent(str)
    // unencoded
    } else if (type === 'unenc') {
      str = prefix + ',' + str
    }
    return str
  }
  
  function addVoxel(x, y, z, c) {
    var cubeMaterial = new CubeMaterial( { vertexColors: THREE.VertexColors, transparent: true } )
    var col = colors[c] || colors[0]
    cubeMaterial.color.setRGB( col[0], col[1], col[2] )
    var wireframeMaterial = new THREE.MeshBasicMaterial(wireframeOptions)
    wireframeMaterial.color.setRGB( col[0]-0.05, col[1]-0.05, col[2]-0.05 )
    var voxel = new THREE.Mesh( cube, cubeMaterial )
    voxel.wireMesh = new THREE.Mesh( wireframeCube, wireframeMaterial )
    voxel.isVoxel = true
    voxel.position.x = x
    voxel.position.y = y
    voxel.position.z = z
    voxel.wireMesh.position.copy(voxel.position)
    voxel.wireMesh.visible = wireframe
    voxel.matrixAutoUpdate = false
    voxel.updateMatrix()
    voxel.name = x + "," + y + "," + z
    voxel.overdraw = true
    scene.add( voxel )
    scene.add( voxel.wireMesh )
  }

  function v2h(value) {
    value = parseInt(value).toString(16)
    return value.length < 2 ? '0' + value : value
  }

  function rgb2hex(rgb) {
    return v2h( rgb[ 0 ] * 255 ) + v2h( rgb[ 1 ] * 255 ) + v2h( rgb[ 2 ] * 255 );
  }

  function hex2rgb(hex) {
    if(hex[0]=='#') hex = hex.substr(1)
    return [parseInt(hex.substr(0,2), 16)/255, parseInt(hex.substr(2,2), 16)/255, parseInt(hex.substr(4,2), 16)/255]
  }

  function scale( x, fromLow, fromHigh, toLow, toHigh ) {
    return ( x - fromLow ) * ( toHigh - toLow ) / ( fromHigh - fromLow ) + toLow
  }

  function addColorToPalette(idx) {
    // add a button to the group
    var colorBox = $('i[data-color="' + idx + '"]')
    if(!colorBox.length) {
      var base = $('.colorAddButton')
      var clone = base.clone()
      clone.removeClass('colorAddButton')
      clone.addClass('colorPickButton')
      colorBox = clone.find('.colorAdd')
      colorBox.removeClass('colorAdd')
      colorBox.addClass('color')
      colorBox.attr('data-color',idx)
      colorBox.text('')
      base.before(clone)
      clone.click(function(e) {
        pickColor(e)
        e.preventDefault()
      })
      clone.on("contextmenu", changeColor)
    }

    colorBox.parent().attr('data-color','#'+rgb2hex(colors[idx]))
    colorBox.css('background',"#"+rgb2hex(colors[idx]))

    if( color == idx && brush )
      brush.children[0].material.color.setRGB(colors[idx][0], colors[idx][1], colors[idx][2])
  }

  function zoom(delta) {
    var origin = {x: 0, y: 0, z: 0}
    var distance = camera.position.distanceTo(origin)
    var tooFar = distance  > 3000
    var tooClose = distance < 300
    if (delta > 0 && tooFar) return
    if (delta < 0 && tooClose) return
    radius = distance // for mouse drag calculations to be correct
    camera.translateZ( delta )
  }

  function setIsometricAngle() {

    theta += 90

    camera.position.x = radius * Math.sin( theta * Math.PI / 360 ) * Math.cos( phi * Math.PI / 360 )
    camera.position.y = radius * Math.sin( phi * Math.PI / 360 )
    camera.position.z = radius * Math.cos( theta * Math.PI / 360 ) * Math.cos( phi * Math.PI / 360 )
    camera.updateMatrix()
  }

  function addColor(e) {
    //add new color
    colors.push([0.0,0.0,0.0])
    idx = colors.length-1

    color = idx;

    addColorToPalette(idx)

    // updateHash()

    updateColor(idx)
  }

  function updateColor(idx) {
    color = idx
    var picker = $('i[data-color="' + idx + '"]').parent().colorpicker('show')

    picker.on('changeColor', function(e) {
      colors[idx]=hex2rgb(e.color.toHex())
      addColorToPalette(idx)

      // todo:  better way to update color of existing blocks
      scene.children
        .filter(function(el) { return el.isVoxel })
        .map(function(mesh) { scene.remove(mesh.wireMesh); scene.remove(mesh) })
    })
    picker.on('hide', function(e) {
      // todo:  add a better remove for the colorpicker.
      picker.unbind('click.colorpicker')
    })
  }

  function changeColor(e) {
    var target = $(e.currentTarget)
    var idx = +target.find('.color').attr('data-color')
    updateColor(idx)
    return false // eat the event
  }

  function pickColor(e) {
    var target = $(e.currentTarget)
    var idx = +target.find('.color').attr('data-color')

    color = idx
    brush.children[0].material.color.setRGB(colors[idx][0], colors[idx][1], colors[idx][2])
  }

  function bindEventsAndPlugins() {

    $(window).on('hashchange', function() {
      if (updatingHash) return
      localStorage.setItem('seenWelcome', true)
      window.location.reload()
    })

    $('#browse img').live('click', function(ev) {
      var url = $(ev.target).attr('src')
      $('#browse button').click()
      exports.getImage(url, function(img) {
        importImage(img)
      })
    })

    $('#shareButton').click(function(e) {
      e.preventDefault()
      exports.share()
      return false
    })

    $('.colorPickButton').click(pickColor)
    $('.colorPickButton').on("contextmenu", changeColor)
    $('.colorAddButton').click(addColor)

    $('.toggle input').click(function(e) {
      // setTimeout ensures this fires after the input value changes
      setTimeout(function() {
        var el = $(e.target).parent()
        var state = !el.hasClass('toggle-off')
        exports[el.attr('data-action')](state)
      }, 0)
    })

    var actionsMenu = $(".actionsMenu")
    actionsMenu.dropkick({
      change: function(value, label) {
        if (value === 'noop') return
        if (value in exports) exports[value]()
        setTimeout(function() {
          actionsMenu.dropkick('reset')
        }, 0)
      }
    })

    // Todo list
    $(".todo li").click(function() {
        $(this).toggleClass("todo-done");
    });

    // Init tooltips
    $("[data-toggle=tooltip]").tooltip("show");

    // Init tags input
    $("#tagsinput").tagsInput();

    // JS input/textarea placeholder
    $("input, textarea").placeholder();

    $(".btn-group").on("click", "a", function() {
        $(this).siblings().removeClass("active");
        $(this).addClass("active");
    });

    // Disable link click not scroll top
    $("a[href='#']").click(function(e) {
        e.preventDefault()
    });

  }

  function setTable() {
    var content = ''
    for (var k = 0; k < exports.target.length; ++ k) {
      content += '<table style="float: left; margin: 5px;"><thead></thead><tbody>'
      for (var i = 0; i < exports.target[k].length; ++ i) {
        content += '<tr>'
        for (var j = 0; j < exports.target[k][i].length; ++ j) {
          content += '<td'
          if (exports.target[k][i][j])
            content += ' class="fill-block"'
          content += '>' + exports.target[k][i][j] + '</td>'
        }
        content += '</tr>'
      }
      content += '</tbody></table>'
    }
    $("#design").html(content)
  }

  function init() {

    setTable()

    bindEventsAndPlugins()
    // setupImageDropImport(document.body)

    container = document.createElement( 'div' )
    document.body.appendChild( container )

    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 )
    camera.position.x = radius * Math.sin( theta * Math.PI / 360 ) * Math.cos( phi * Math.PI / 360 )
    camera.position.y = radius * Math.sin( phi * Math.PI / 360 )
    camera.position.z = radius * Math.cos( theta * Math.PI / 360 ) * Math.cos( phi * Math.PI / 360 )

    scene = new THREE.Scene()
    window.scene = scene

    // Grid

    var size = 500, step = 50

    var geometry = new THREE.Geometry()

    for ( var i = - size; i <= size; i += step ) {

      geometry.vertices.push( new THREE.Vector3( - size, 0, i ) )
      geometry.vertices.push( new THREE.Vector3(   size, 0, i ) )

      geometry.vertices.push( new THREE.Vector3( i, 0, - size ) )
      geometry.vertices.push( new THREE.Vector3( i, 0,   size ) )

    }

    var material = new THREE.LineBasicMaterial( { color: 0x000000, opacity: 0.2 } )

    var line = new THREE.Line( geometry, material )
    line.type = THREE.LinePieces
    grid = line
    scene.add( line )

    // Plane

    projector = new THREE.Projector()

    plane = new THREE.Mesh( new THREE.PlaneGeometry( 1000, 1000 ), new THREE.MeshBasicMaterial() )
    plane.rotation.x = - Math.PI / 2
    plane.visible = false
    plane.isPlane = true
    scene.add( plane )

    mouse2D = new THREE.Vector3( 0, 10000, 0.5 )

    // Player Object
    playerObject = elf
    updatePlayerObject()

    // var texture = THREE.ImageUtils.loadTexture( 'head.jpg' )
    // texture.magFilter = THREE.NearestFilter
    // texture.minFilter = THREE.LinearMipMapLinearFilter
    // var material = new THREE.MeshBasicMaterial( { map: texture } )
    // playerObject = new THREE.Mesh( cuboid, material )
    // playerObject.position = playerPosition
    scene.add( playerObject )

    // Brush

    var brushMaterials = [
      new CubeMaterial( { vertexColors: THREE.VertexColors, opacity: 0.5, transparent: true } ),
      new THREE.MeshBasicMaterial( { color: 0x000000, wireframe: true } )
    ]
    brushMaterials[0].color.setRGB(colors[0][0], colors[0][1], colors[0][2])
    brush = THREE.SceneUtils.createMultiMaterialObject( cube, brushMaterials )

    brush.isBrush = true
    brush.position.y = 2000
    brush.overdraw = false
    scene.add( brush )

    // Lights

    var ambientLight = new THREE.AmbientLight( 0x606060 )
    scene.add( ambientLight )

    var directionalLight = new THREE.DirectionalLight( 0xffffff );
		directionalLight.position.set( 1, 0.75, 0.5 ).normalize();
		scene.add( directionalLight );

    // var directionalLight = new THREE.DirectionalLight( 0xffffff )
    // directionalLight.position.x = Math.random() - 0.5
    // directionalLight.position.y = Math.random() - 0.5
    // directionalLight.position.z = Math.random() - 0.5
    // directionalLight.position.normalize()
    // scene.add( directionalLight )
    //
    // var directionalLight = new THREE.DirectionalLight( 0x808080 )
    // directionalLight.position.x = Math.random() - 0.5
    // directionalLight.position.y = Math.random() - 0.5
    // directionalLight.position.z = Math.random() - 0.5
    // directionalLight.position.normalize()
    // scene.add( directionalLight )

    var hasWebGL =  ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )()

    if (hasWebGL) renderer = new THREE.WebGLRenderer({antialias: true})
    else renderer = new THREE.CanvasRenderer()

    renderer.setSize( window.innerWidth, window.innerHeight )

    container.appendChild(renderer.domElement)

    renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false )
    renderer.domElement.addEventListener( 'mousedown', onDocumentMouseDown, false )
    renderer.domElement.addEventListener( 'mouseup', onDocumentMouseUp, false )
    document.addEventListener( 'keydown', onDocumentKeyDown, false )
    document.addEventListener( 'keyup', onDocumentKeyUp, false )
    window.addEventListener('DOMMouseScroll', mousewheel, false);
    window.addEventListener('mousewheel', mousewheel, false);

    function mousewheel( event ) {
      // prevent zoom if a modal is open
      if ($('.modal').hasClass('in'))
        return
      zoom(event.wheelDeltaY || event.detail)
    }

    window.addEventListener( 'resize', onWindowResize, false )

    // if ( window.location.hash ) buildFromHash()

    // updateHash()

  }

  function onWindowResize() {

    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()

    renderer.setSize( window.innerWidth, window.innerHeight )
    interact()
  }

  function getIntersecting() {
    var intersectable = []
    scene.children.map(function(c) { if (c.isVoxel || c.isPlane) intersectable.push(c); })
    var intersections = raycaster.intersectObjects( intersectable )
    if (intersections.length > 0) {
      var intersect = intersections[ 0 ].object.isBrush ? intersections[ 1 ] : intersections[ 0 ]
      return intersect
    }
  }

  function interact() {
    if (typeof raycaster === 'undefined') return

    if ( objectHovered ) {
      objectHovered.material.opacity = 1
      objectHovered = null
    }

    var intersect = getIntersecting()

    if ( intersect ) {
      var normal = intersect.face.normal.clone()
      normal.applyMatrix4( intersect.object.matrixRotationWorld )
      var position = new THREE.Vector3().addVectors( intersect.point, normal )
      var newCube = [Math.floor( position.x / 50 ), Math.floor( position.y / 50 ), Math.floor( position.z / 50 )]

      function updateBrush() {
        brush.position.x = Math.floor( position.x / 50 ) * 50 + 25
        brush.position.y = Math.floor( position.y / 50 ) * 50 + 25
        brush.position.z = Math.floor( position.z / 50 ) * 50 + 25
      }

      if ( isShiftDown ) {
        if ( intersect.object !== plane && canPlace(
            intersect.object.position.x,
            intersect.object.position.y,
            intersect.object.position.z) ) {
          objectHovered = intersect.object
          objectHovered.material.opacity = 0.5
          brush.position.y = 2000
          return
        }
      } else if ( canPlace(
          Math.floor( position.x / 50 ) * 50 + 25,
          Math.floor( position.y / 50 ) * 50 + 25,
          Math.floor( position.z / 50 ) * 50 + 25) ) {
        updateBrush()
        return
      }
    }
    brush.position.y = 2000
  }

  function onDocumentMouseMove( event ) {
    event.preventDefault()

    if ( isMouseDown ) {

      theta = - ( ( event.clientX - onMouseDownPosition.x ) * 0.5 ) + onMouseDownTheta
      phi = ( ( event.clientY - onMouseDownPosition.y ) * 0.5 ) + onMouseDownPhi

      phi = Math.min( 180, Math.max( 0, phi ) )

      camera.position.x = radius * Math.sin( theta * Math.PI / 360 ) * Math.cos( phi * Math.PI / 360 )
      camera.position.y = radius * Math.sin( phi * Math.PI / 360 )
      camera.position.z = radius * Math.cos( theta * Math.PI / 360 ) * Math.cos( phi * Math.PI / 360 )
      camera.updateMatrix()

    }

    mouse2D.x = ( event.clientX / window.innerWidth ) * 2 - 1
    mouse2D.y = - ( event.clientY / window.innerHeight ) * 2 + 1

    interact()
  }

  function onDocumentMouseDown( event ) {
    event.preventDefault()
    isMouseDown = true
    onMouseDownTheta = theta
    onMouseDownPhi = phi
    onMouseDownPosition.x = event.clientX
    onMouseDownPosition.y = event.clientY
  }

  function onDocumentMouseUp( event ) {
    event.preventDefault()
    isMouseDown = false
    onMouseDownPosition.x = event.clientX - onMouseDownPosition.x
    onMouseDownPosition.y = event.clientY - onMouseDownPosition.y

    if ( onMouseDownPosition.length() > 5 ) return

    var intersect = getIntersecting()

    if ( intersect ) {
      if ( isShiftDown ) {
        if ( intersect.object != plane && canPlace(
            intersect.object.position.x,
            intersect.object.position.y,
            intersect.object.position.z) ) {
          console.log(intersect.object.position)
          scene.remove( intersect.object.wireMesh )
          scene.remove( intersect.object )
          // the player may drop...
          movePlayer(0, 0, 0)
          increaseStep()
        }
      } else {
        console.log(brush.position)
        if (brush.position.y != 2000) {
          addVoxel(brush.position.x, brush.position.y, brush.position.z, color)
          increaseStep()
        }
      }
    }

    // updateHash()
    render()
    interact()
    exports.checker()
  }

  function onDocumentKeyDown( event ) {
    switch( event.keyCode ) {
      case 189: zoom(100); break
      case 187: zoom(-100); break
      case 49: exports.setColor(0); break
      case 50: exports.setColor(1); break
      case 51: exports.setColor(2); break
      case 52: exports.setColor(3); break
      case 53: exports.setColor(4); break
      case 54: exports.setColor(5); break
      case 55: exports.setColor(6); break
      case 56: exports.setColor(7); break
      case 57: exports.setColor(8); break
      case 48: exports.setColor(9); break
      case 87: movePlayer(0, 0, 50); increaseStep(); break
      case 65: movePlayer(50, 0, 0); increaseStep(); break
      case 83: movePlayer(0, 0, -50); increaseStep(); break
      case 68: movePlayer(-50, 0, 0); increaseStep(); break
      case 32: isSpaceDown = true; movePlayer(0, 50, 0); break
      case 16: isShiftDown = true; break
      case 17: isCtrlDown = true; break
      case 65: setIsometricAngle(); break
    }

  }

  function onDocumentKeyUp( event ) {

    switch( event.keyCode ) {
      case 32: isSpaceDown = false; movePlayer(0, -50, 0); break
      case 16: isShiftDown = false; break
      case 17: isCtrlDown = false; break
    }
  }

  Array.prototype.diff = function(a) {
    return this.filter(function(i) {return !(a.indexOf(i) > -1);});
  };

  function updateHash() {
    var data = [], voxels = [], code
    var current = { x: 0, y: 0, z: 0, c: 0 }
    var last = { x: 0, y: 0, z: 0, c: 0 }
    for ( var i in scene.children ) {

      var object = scene.children[ i ]

      if ( object.isVoxel && object !== plane && object !== brush ) {

        current.x = ( object.position.x - 25 ) / 50
        current.y = ( object.position.y - 25 ) / 50
        current.z = ( object.position.z - 25 ) / 50

        var colorString = ['r', 'g', 'b'].map(function(col) { return object.material.color[col] }).join('')
        // this string matching of floating point values to find an index seems a little sketchy
        for (var i = 0; i < colors.length; i++) if (colors[i].join('') === colorString) current.c = i
        voxels.push({x: current.x, y: current.y + 1, z: current.z , c: current.c + 1})

        code = 0

        if ( current.x != last.x ) code += 1000
        if ( current.y != last.y ) code += 100
        if ( current.z != last.z ) code += 10
        if ( current.c != last.c ) code += 1

        code += 10000

        data.push( parseInt( code, 2 ) )

        if ( current.x != last.x ) {

          data.push( current.x - last.x + 32 )
          last.x = current.x

        }

        if ( current.y != last.y ) {

          data.push( current.y - last.y + 32 )
          last.y = current.y

        }

        if ( current.z != last.z ) {

          data.push( current.z - last.z + 32 )
          last.z = current.z

        }

        if ( current.c != last.c ) {

          data.push( current.c - last.c + 32 )
          last.c = current.c

        }
      }
    }

    data = encode(data)
    animationFrames[currentFrame] = data

    var cData = '';
    for (var i = 0; i < colors.length; i++){
      cData += rgb2hex(colors[i]);
    }

    var outHash = "#" + (cData ? ("C/" + cData) : '')
    for (var i = 0; i < animationFrames.length; i++) {
      if (i === 0) {
        outHash = outHash + ":A/" + animationFrames[i]
      } else {
        outHash = outHash + ":A" + i + '/' + animationFrames[i]
      }
    }

    // hack to ignore programmatic hash changes
    window.updatingHash = true

    window.location.replace(outHash)

    setTimeout(function() {
      window.updatingHash = false
    }, 1)
    
    return voxels
  }

  function exportFunction(voxels) {
    var dimensions = getDimensions(voxels)
    voxels = voxels.map(function(v) { return [v.x, v.y, v.z, v.c + 1]})
    var funcString = "var voxels = " + JSON.stringify(voxels) + ";"
    funcString += 'var dimensions = ' + JSON.stringify(dimensions) + ';'
    funcString += 'voxels.map(function(voxel) {' +
    'game.setBlock([position.x + voxel[0], position.y + voxel[1], position.z + voxel[2]], voxel[3])' +
    '});'
    return funcString
  }

  // skips every fourth byte when encoding images,
  // i.e. leave the alpha channel
  // alone and only change RGB
  function pickRGB(idx) {
    return idx + (idx/3) | 0
  }

  function getExportCanvas(width, height) {
    var canvas = document.createElement('canvas')
    var ctx = canvas.getContext('2d')
    var source = renderer.domElement
    var width = canvas.width = width || source.width
    var height = canvas.height = height || source.height

    renderer.setSize(width, height)
    camera.aspect = width/height
    camera.updateProjectionMatrix()
    renderer.render(scene, camera)

    ctx.fillStyle = 'rgb(255,255,255)'
    ctx.fillRect(0, 0, width, height)
    ctx.drawImage(source, 0, 0, width, height)

    updateHash()

    var imageData = ctx.getImageData(0, 0, width, height)
    var voxelData = window.location.hash
    var text = 'voxel-painter:' + voxelData

    lsb.encode(imageData.data, text, pickRGB)

    ctx.putImageData(imageData, 0, 0)

    onWindowResize()

    return canvas
  }

  function exportImage(width, height) {
    var canvas = getExportCanvas(width, height)
    var image = new Image
    image.src = canvas.toDataURL()
    return image
  }

  function getDimensions(voxels) {
    var low = [0,0,0], high = [0,0,0]
    voxels.map(function(voxel) {
      if (voxel.x < low[0]) low[0] = voxel.x
      if (voxel.x > high[0]) high[0] = voxel.x
      if (voxel.y < low[1]) low[1] = voxel.y
      if (voxel.y > high[1]) high[1] = voxel.y
      if (voxel.z < low[2]) low[2] = voxel.z
      if (voxel.z > high[2]) high[2] = voxel.z
    })
    return [ (high[0]-low[0]) || 1, (high[1]-low[1]) || 1, (high[2]-low[2]) || 1 ]
  }

  // https://gist.github.com/665235

  function decode( string ) {
    var output = []
    string.split('').forEach( function ( v ) { output.push( "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/".indexOf( v ) ) } )
    return output
  }

  function encode( array ) {
    var output = ""
    array.forEach( function ( v ) { output += "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/".charAt( v ) } )
    return output
  }

  function save() {
    window.open( renderer.domElement.toDataURL('image/png'), 'mywindow' )
  }

  function render() {
    camera.lookAt( target )
    raycaster = projector.pickingRay( mouse2D.clone(), camera )
    renderer.render( scene, camera )
  }

}

}).call(this,require("buffer").Buffer)
},{"./ColladaLoader.js":1,"./MTLLoader.js":2,"./OBJLoader.js":3,"./OBJMTLLoader.js":4,"./js/orthogami.js":7,"browser-request":11,"buffer":14,"lsb":34,"ndarray":39,"ndarray-fill":35,"raf":74,"three":90,"voxel-2d-print":96,"voxel-critter/lib/convert.js":97,"voxel-share":98}],7:[function(require,module,exports){
var orthogami = require('orthogami')

module.exports = function(voxels, colors) {
    
  //Set up options (can skip this if you like)
  var options = {
    units: 'mm',            //Units
    bounds: [210, 297],     //Page size
    scale: 10,              //Size of voxel
    lineWidth: 0.1,          //Size of dashed line
    colorMap: colors
  }

  //Then run orthogami
  var svgs = orthogami(voxels, options)
  return svgs
}

},{"orthogami":41}],8:[function(require,module,exports){
// http://wiki.commonjs.org/wiki/Unit_Testing/1.0
//
// THIS IS NOT TESTED NOR LIKELY TO WORK OUTSIDE V8!
//
// Originally from narwhal.js (http://narwhaljs.org)
// Copyright (c) 2009 Thomas Robinson <280north.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the 'Software'), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
// ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

// when used in node, this will actually load the util module we depend on
// versus loading the builtin util module as happens otherwise
// this is a bug in node module loading as far as I am concerned
var util = require('util/');

var pSlice = Array.prototype.slice;
var hasOwn = Object.prototype.hasOwnProperty;

// 1. The assert module provides functions that throw
// AssertionError's when particular conditions are not met. The
// assert module must conform to the following interface.

var assert = module.exports = ok;

// 2. The AssertionError is defined in assert.
// new assert.AssertionError({ message: message,
//                             actual: actual,
//                             expected: expected })

assert.AssertionError = function AssertionError(options) {
  this.name = 'AssertionError';
  this.actual = options.actual;
  this.expected = options.expected;
  this.operator = options.operator;
  if (options.message) {
    this.message = options.message;
    this.generatedMessage = false;
  } else {
    this.message = getMessage(this);
    this.generatedMessage = true;
  }
  var stackStartFunction = options.stackStartFunction || fail;

  if (Error.captureStackTrace) {
    Error.captureStackTrace(this, stackStartFunction);
  }
  else {
    // non v8 browsers so we can have a stacktrace
    var err = new Error();
    if (err.stack) {
      var out = err.stack;

      // try to strip useless frames
      var fn_name = stackStartFunction.name;
      var idx = out.indexOf('\n' + fn_name);
      if (idx >= 0) {
        // once we have located the function frame
        // we need to strip out everything before it (and its line)
        var next_line = out.indexOf('\n', idx + 1);
        out = out.substring(next_line + 1);
      }

      this.stack = out;
    }
  }
};

// assert.AssertionError instanceof Error
util.inherits(assert.AssertionError, Error);

function replacer(key, value) {
  if (util.isUndefined(value)) {
    return '' + value;
  }
  if (util.isNumber(value) && (isNaN(value) || !isFinite(value))) {
    return value.toString();
  }
  if (util.isFunction(value) || util.isRegExp(value)) {
    return value.toString();
  }
  return value;
}

function truncate(s, n) {
  if (util.isString(s)) {
    return s.length < n ? s : s.slice(0, n);
  } else {
    return s;
  }
}

function getMessage(self) {
  return truncate(JSON.stringify(self.actual, replacer), 128) + ' ' +
         self.operator + ' ' +
         truncate(JSON.stringify(self.expected, replacer), 128);
}

// At present only the three keys mentioned above are used and
// understood by the spec. Implementations or sub modules can pass
// other keys to the AssertionError's constructor - they will be
// ignored.

// 3. All of the following functions must throw an AssertionError
// when a corresponding condition is not met, with a message that
// may be undefined if not provided.  All assertion methods provide
// both the actual and expected values to the assertion error for
// display purposes.

function fail(actual, expected, message, operator, stackStartFunction) {
  throw new assert.AssertionError({
    message: message,
    actual: actual,
    expected: expected,
    operator: operator,
    stackStartFunction: stackStartFunction
  });
}

// EXTENSION! allows for well behaved errors defined elsewhere.
assert.fail = fail;

// 4. Pure assertion tests whether a value is truthy, as determined
// by !!guard.
// assert.ok(guard, message_opt);
// This statement is equivalent to assert.equal(true, !!guard,
// message_opt);. To test strictly for the value true, use
// assert.strictEqual(true, guard, message_opt);.

function ok(value, message) {
  if (!value) fail(value, true, message, '==', assert.ok);
}
assert.ok = ok;

// 5. The equality assertion tests shallow, coercive equality with
// ==.
// assert.equal(actual, expected, message_opt);

assert.equal = function equal(actual, expected, message) {
  if (actual != expected) fail(actual, expected, message, '==', assert.equal);
};

// 6. The non-equality assertion tests for whether two objects are not equal
// with != assert.notEqual(actual, expected, message_opt);

assert.notEqual = function notEqual(actual, expected, message) {
  if (actual == expected) {
    fail(actual, expected, message, '!=', assert.notEqual);
  }
};

// 7. The equivalence assertion tests a deep equality relation.
// assert.deepEqual(actual, expected, message_opt);

assert.deepEqual = function deepEqual(actual, expected, message) {
  if (!_deepEqual(actual, expected)) {
    fail(actual, expected, message, 'deepEqual', assert.deepEqual);
  }
};

function _deepEqual(actual, expected) {
  // 7.1. All identical values are equivalent, as determined by ===.
  if (actual === expected) {
    return true;

  } else if (util.isBuffer(actual) && util.isBuffer(expected)) {
    if (actual.length != expected.length) return false;

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

    return true;

  // 7.2. If the expected value is a Date object, the actual value is
  // equivalent if it is also a Date object that refers to the same time.
  } else if (util.isDate(actual) && util.isDate(expected)) {
    return actual.getTime() === expected.getTime();

  // 7.3 If the expected value is a RegExp object, the actual value is
  // equivalent if it is also a RegExp object with the same source and
  // properties (`global`, `multiline`, `lastIndex`, `ignoreCase`).
  } else if (util.isRegExp(actual) && util.isRegExp(expected)) {
    return actual.source === expected.source &&
           actual.global === expected.global &&
           actual.multiline === expected.multiline &&
           actual.lastIndex === expected.lastIndex &&
           actual.ignoreCase === expected.ignoreCase;

  // 7.4. Other pairs that do not both pass typeof value == 'object',
  // equivalence is determined by ==.
  } else if (!util.isObject(actual) && !util.isObject(expected)) {
    return actual == expected;

  // 7.5 For all other Object pairs, including Array objects, equivalence is
  // determined by having the same number of owned properties (as verified
  // with Object.prototype.hasOwnProperty.call), the same set of keys
  // (although not necessarily the same order), equivalent values for every
  // corresponding key, and an identical 'prototype' property. Note: this
  // accounts for both named and indexed properties on Arrays.
  } else {
    return objEquiv(actual, expected);
  }
}

function isArguments(object) {
  return Object.prototype.toString.call(object) == '[object Arguments]';
}

function objEquiv(a, b) {
  if (util.isNullOrUndefined(a) || util.isNullOrUndefined(b))
    return false;
  // an identical 'prototype' property.
  if (a.prototype !== b.prototype) return false;
  //~~~I've managed to break Object.keys through screwy arguments passing.
  //   Converting to array solves the problem.
  if (isArguments(a)) {
    if (!isArguments(b)) {
      return false;
    }
    a = pSlice.call(a);
    b = pSlice.call(b);
    return _deepEqual(a, b);
  }
  try {
    var ka = objectKeys(a),
        kb = objectKeys(b),
        key, i;
  } catch (e) {//happens when one is a string literal and the other isn't
    return false;
  }
  // having the same number of owned properties (keys incorporates
  // hasOwnProperty)
  if (ka.length != kb.length)
    return false;
  //the same set of keys (although not necessarily the same order),
  ka.sort();
  kb.sort();
  //~~~cheap key test
  for (i = ka.length - 1; i >= 0; i--) {
    if (ka[i] != kb[i])
      return false;
  }
  //equivalent values for every corresponding key, and
  //~~~possibly expensive deep test
  for (i = ka.length - 1; i >= 0; i--) {
    key = ka[i];
    if (!_deepEqual(a[key], b[key])) return false;
  }
  return true;
}

// 8. The non-equivalence assertion tests for any deep inequality.
// assert.notDeepEqual(actual, expected, message_opt);

assert.notDeepEqual = function notDeepEqual(actual, expected, message) {
  if (_deepEqual(actual, expected)) {
    fail(actual, expected, message, 'notDeepEqual', assert.notDeepEqual);
  }
};

// 9. The strict equality assertion tests strict equality, as determined by ===.
// assert.strictEqual(actual, expected, message_opt);

assert.strictEqual = function strictEqual(actual, expected, message) {
  if (actual !== expected) {
    fail(actual, expected, message, '===', assert.strictEqual);
  }
};

// 10. The strict non-equality assertion tests for strict inequality, as
// determined by !==.  assert.notStrictEqual(actual, expected, message_opt);

assert.notStrictEqual = function notStrictEqual(actual, expected, message) {
  if (actual === expected) {
    fail(actual, expected, message, '!==', assert.notStrictEqual);
  }
};

function expectedException(actual, expected) {
  if (!actual || !expected) {
    return false;
  }

  if (Object.prototype.toString.call(expected) == '[object RegExp]') {
    return expected.test(actual);
  } else if (actual instanceof expected) {
    return true;
  } else if (expected.call({}, actual) === true) {
    return true;
  }

  return false;
}

function _throws(shouldThrow, block, expected, message) {
  var actual;

  if (util.isString(expected)) {
    message = expected;
    expected = null;
  }

  try {
    block();
  } catch (e) {
    actual = e;
  }

  message = (expected && expected.name ? ' (' + expected.name + ').' : '.') +
            (message ? ' ' + message : '.');

  if (shouldThrow && !actual) {
    fail(actual, expected, 'Missing expected exception' + message);
  }

  if (!shouldThrow && expectedException(actual, expected)) {
    fail(actual, expected, 'Got unwanted exception' + message);
  }

  if ((shouldThrow && actual && expected &&
      !expectedException(actual, expected)) || (!shouldThrow && actual)) {
    throw actual;
  }
}

// 11. Expected to throw an error:
// assert.throws(block, Error_opt, message_opt);

assert.throws = function(block, /*optional*/error, /*optional*/message) {
  _throws.apply(this, [true].concat(pSlice.call(arguments)));
};

// EXTENSION! This is annoying to write outside this module.
assert.doesNotThrow = function(block, /*optional*/message) {
  _throws.apply(this, [false].concat(pSlice.call(arguments)));
};

assert.ifError = function(err) { if (err) {throw err;}};

var objectKeys = Object.keys || function (obj) {
  var keys = [];
  for (var key in obj) {
    if (hasOwn.call(obj, key)) keys.push(key);
  }
  return keys;
};

},{"util/":95}],9:[function(require,module,exports){
"use strict"

function compileSearch(funcName, predicate, reversed, extraArgs, useNdarray, earlyOut) {
  var code = [
    "function ", funcName, "(a,l,h,", extraArgs.join(","),  "){",
earlyOut ? "" : "var i=", (reversed ? "l-1" : "h+1"),
";while(l<=h){\
var m=(l+h)>>>1,x=a", useNdarray ? ".get(m)" : "[m]"]
  if(earlyOut) {
    if(predicate.indexOf("c") < 0) {
      code.push(";if(x===y){return m}else if(x<=y){")
    } else {
      code.push(";var p=c(x,y);if(p===0){return m}else if(p<=0){")
    }
  } else {
    code.push(";if(", predicate, "){i=m;")
  }
  if(reversed) {
    code.push("l=m+1}else{h=m-1}")
  } else {
    code.push("h=m-1}else{l=m+1}")
  }
  code.push("}")
  if(earlyOut) {
    code.push("return -1};")
  } else {
    code.push("return i};")
  }
  return code.join("")
}

function compileBoundsSearch(predicate, reversed, suffix, earlyOut) {
  var result = new Function([
  compileSearch("A", "x" + predicate + "y", reversed, ["y"], false, earlyOut),
  compileSearch("B", "x" + predicate + "y", reversed, ["y"], true, earlyOut),
  compileSearch("P", "c(x,y)" + predicate + "0", reversed, ["y", "c"], false, earlyOut),
  compileSearch("Q", "c(x,y)" + predicate + "0", reversed, ["y", "c"], true, earlyOut),
"function dispatchBsearch", suffix, "(a,y,c,l,h){\
if(a.shape){\
if(typeof(c)==='function'){\
return Q(a,(l===undefined)?0:l|0,(h===undefined)?a.shape[0]-1:h|0,y,c)\
}else{\
return B(a,(c===undefined)?0:c|0,(l===undefined)?a.shape[0]-1:l|0,y)\
}}else{\
if(typeof(c)==='function'){\
return P(a,(l===undefined)?0:l|0,(h===undefined)?a.length-1:h|0,y,c)\
}else{\
return A(a,(c===undefined)?0:c|0,(l===undefined)?a.length-1:l|0,y)\
}}}\
return dispatchBsearch", suffix].join(""))
  return result()
}

module.exports = {
  ge: compileBoundsSearch(">=", false, "GE"),
  gt: compileBoundsSearch(">", false, "GT"),
  lt: compileBoundsSearch("<", true, "LT"),
  le: compileBoundsSearch("<=", true, "LE"),
  eq: compileBoundsSearch("-", true, "EQ", true)
}

},{}],10:[function(require,module,exports){
/*jslint node: true, nomen: true */

'use strict';

/**
 * @typedef {Rect} {
 *     width: Number,
 *     height: Number
 * }
 */

/**
 * @typedef {Box} {
 *     x: [Number],
 *     y: [Number],
 *     width: [Number],
 *     height: [Number]
 * }
 */

/**
 * @param {Object} {
 *     {Number} width
 *     {Number} height
 *     {Boolean} no_xresize
 * }
 */
function boxpack(opts) {
    var self = Object.create(boxpack.prototype);
    opts = opts || {};
    // self._no_xresize = opts.no_xresize;
    self._packed = [];
    self._empty = [{
        x: 0,
        y: 0,
        width: opts.width || Infinity,
        height: opts.height || Infinity
    }];
    self.algo = opts.algo || boxpack.algo.dist;
    return self;
}

/**
 * Packing algorithm
 *   - Fit rect into empty box (sorted by volume)
 *   - Subtract new box from all intersecting boxes
 *     (optimize with btree?)
 *   - Check if any of the new subtracted boxes already
 *     are spoken for (optimize ... ?)
 */
boxpack.prototype = {
    _packOne: function (rect) {
        /*jslint vars: true */
        var self = this,
            pack = false;

        /* Find empty box to pack into */
        self._empty.some(function (fit) {
            if (boxpack.rectFit(rect, fit)) {
                pack = fit;
                return true;
            }
            return false;
        });

        /* Error: could not fit into bin */
        if (!pack) {
            return false;
        }

        /**
         * Pack new box.  Use the original object so that the programmer can
         * attach meta data to the boxes to reference later.
         */
        var box = Object.create(rect);
        box.x = pack.x;
        box.y = pack.y;
        /**
         * Have to bring the dimensions up the chain so that deep-equal can
         * assert that they're there.
         */
        box.width = rect.width;
        box.height = rect.height;
        self._packed.push(box);

        /* Subtract new box from all empty boxes */
        var new_empty = [];
        self._empty.forEach(function (fit) {
            if (!boxpack.intersect(box, fit)) {
                return new_empty.push(fit);
            }
            new_empty = new_empty.concat(boxpack.subtract(box, fit));
        });

        /**
         * Sort based on weighting algorithm.
         */
        var sorted = new_empty.sort(self.algo);

        this._empty = sorted.filter(function (a) {
            return sorted.every(function (b) {
                return a === b || !boxpack.boxFit(a, b);
            });
        });

        return box;
    },
    pack: function (rects) {
        var self = this;
        if (!(rects instanceof Array)) {
            return self._packOne(rects);
        }
        return rects.map(function (rect) {
            return self._packOne(rect) || rect;
        });
    }
};

/**
 * Creates a axis weighted algorithm
 * @param {String} fst Axis to weight first
 * @param {String} snd Axis to weight second
 * @return {Function} Algorithm
 */
function makeAxisAlgo(fst, snd) {
    return function (a, b) {
        var sort = a[fst] - b[fst];
        if (sort !== 0) {
            return sort;
        }
        return a[snd] - b[snd];
    };
}

boxpack.algo = {
    /**
     * Sorts boxes based on their distance from (0, 0)
     * @param {Box} a
     * @param {Box} b
     */
    dist: function (a, b) {
        return (
            (Math.pow(a.x, 2) + Math.pow(a.y, 2)) -
            (Math.pow(b.x, 2) + Math.pow(b.y, 2))
        );
    },
    /**
     * Sorts boxes based on their distance from the X-axis
     * @param {Box} a
     * @param {Box} b
     */
    top: makeAxisAlgo('y', 'x'),
    /**
     * Sorts boxes based on their distance from the Y-axis
     * @param {Box} a
     * @param {Box} b
     */
    left: makeAxisAlgo('x', 'y')
};

/**
 * Check if a rect fits inside a box.
 * @param {Rect} rect
 * @param {Box} fit
 * @return {Boolean}
 */
boxpack.rectFit = function (rect, bin) {
    return (
        rect.width <= bin.width &&
        rect.height <= bin.height
    );
};

/**
 * Check if a box fits inside another.
 * @param {Box} a
 * @param {Box} b
 * @return {Boolean}
 */
boxpack.boxFit = function (a, b) {
    return (
        a.x >= b.x && (a.x + a.width) <= (b.x + b.width) &&
        a.y >= b.y && (a.y + a.height) <= (b.y + b.height)
    );
};

/**
 * Checks if two boxes intersect.
 * @param {Box} a
 * @param {Box} b
 * @return {Boolean}
 */
boxpack.intersect = function (a, b) {
    return (
        a.x < (b.x + b.width) && (a.x + a.width) > b.x &&
        a.y < (b.y + b.height) && (a.y + a.height) > b.y
    );
};

/**
 * Split a box horizontally into two, otherwise return nothing.
 * @param {Box} box
 * @param {Number} x
 * @return {Array {Box}}
 */
boxpack.divideX = function (box, x) {
    if (x <= box.x || x >= (box.x + box.width)) {
        return [];
    }
    return [
        {x: box.x, y: box.y, width: (x - box.x), height: box.height},
        {x: x, y: box.y, width: (box.x + box.width - x), height: box.height}
    ];
};

/**
 * Split a box vertically into two, otherwise return nothing.
 * @param {Box} box
 * @param {Number} y
 * @return {Array {Box}}
 */
boxpack.divideY = function (box, y) {
    if (y <= box.y || y >= (box.y + box.height)) {
        return [];
    }
    return [
        {x: box.x, y: box.y, width: box.width, height: (y - box.y)},
        {x: box.x, y: y, width: box.width, height: (box.y + box.height - y)}
    ];
};

/**
 * Subtract two boxes, returning a list of boxes that make up the surrounding
 * space.
 * @param {Box} sub
 * @param {Box} from
 * @return {Array {Box}}
 */
boxpack.subtract = function (sub, from) {
    return [sub].concat(
        boxpack.divideX(from, sub.x),
        boxpack.divideX(from, sub.x + sub.width),
        boxpack.divideY(from, sub.y),
        boxpack.divideY(from, sub.y + sub.height)
    ).filter(function (box) {
        return !boxpack.intersect(sub, box);
    });
};

module.exports = boxpack;
},{}],11:[function(require,module,exports){
// Browser Request
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

var XHR = XMLHttpRequest
if (!XHR) throw new Error('missing XMLHttpRequest')
request.log = {
  'trace': noop, 'debug': noop, 'info': noop, 'warn': noop, 'error': noop
}

var DEFAULT_TIMEOUT = 3 * 60 * 1000 // 3 minutes

//
// request
//

function request(options, callback) {
  // The entry-point to the API: prep the options object and pass the real work to run_xhr.
  if(typeof callback !== 'function')
    throw new Error('Bad callback given: ' + callback)

  if(!options)
    throw new Error('No options given')

  var options_onResponse = options.onResponse; // Save this for later.

  if(typeof options === 'string')
    options = {'uri':options};
  else
    options = JSON.parse(JSON.stringify(options)); // Use a duplicate for mutating.

  options.onResponse = options_onResponse // And put it back.

  if (options.verbose) request.log = getLogger();

  if(options.url) {
    options.uri = options.url;
    delete options.url;
  }

  if(!options.uri && options.uri !== "")
    throw new Error("options.uri is a required argument");

  if(typeof options.uri != "string")
    throw new Error("options.uri must be a string");

  var unsupported_options = ['proxy', '_redirectsFollowed', 'maxRedirects', 'followRedirect']
  for (var i = 0; i < unsupported_options.length; i++)
    if(options[ unsupported_options[i] ])
      throw new Error("options." + unsupported_options[i] + " is not supported")

  options.callback = callback
  options.method = options.method || 'GET';
  options.headers = options.headers || {};
  options.body    = options.body || null
  options.timeout = options.timeout || request.DEFAULT_TIMEOUT

  if(options.headers.host)
    throw new Error("Options.headers.host is not supported");

  if(options.json) {
    options.headers.accept = options.headers.accept || 'application/json'
    if(options.method !== 'GET')
      options.headers['content-type'] = 'application/json'

    if(typeof options.json !== 'boolean')
      options.body = JSON.stringify(options.json)
    else if(typeof options.body !== 'string')
      options.body = JSON.stringify(options.body)
  }
  
  //BEGIN QS Hack
  var serialize = function(obj) {
    var str = [];
    for(var p in obj)
      if (obj.hasOwnProperty(p)) {
        str.push(encodeURIComponent(p) + "=" + encodeURIComponent(obj[p]));
      }
    return str.join("&");
  }
  
  if(options.qs){
    var qs = (typeof options.qs == 'string')? options.qs : serialize(options.qs);
    if(options.uri.indexOf('?') !== -1){ //no get params
        options.uri = options.uri+'&'+qs;
    }else{ //existing get params
        options.uri = options.uri+'?'+qs;
    }
  }
  //END QS Hack
  
  //BEGIN FORM Hack
  var multipart = function(obj) {
    //todo: support file type (useful?)
    var result = {};
    result.boundry = '-------------------------------'+Math.floor(Math.random()*1000000000);
    var lines = [];
    for(var p in obj){
        if (obj.hasOwnProperty(p)) {
            lines.push(
                '--'+result.boundry+"\n"+
                'Content-Disposition: form-data; name="'+p+'"'+"\n"+
                "\n"+
                obj[p]+"\n"
            );
        }
    }
    lines.push( '--'+result.boundry+'--' );
    result.body = lines.join('');
    result.length = result.body.length;
    result.type = 'multipart/form-data; boundary='+result.boundry;
    return result;
  }
  
  if(options.form){
    if(typeof options.form == 'string') throw('form name unsupported');
    if(options.method === 'POST'){
        var encoding = (options.encoding || 'application/x-www-form-urlencoded').toLowerCase();
        options.headers['content-type'] = encoding;
        switch(encoding){
            case 'application/x-www-form-urlencoded':
                options.body = serialize(options.form).replace(/%20/g, "+");
                break;
            case 'multipart/form-data':
                var multi = multipart(options.form);
                //options.headers['content-length'] = multi.length;
                options.body = multi.body;
                options.headers['content-type'] = multi.type;
                break;
            default : throw new Error('unsupported encoding:'+encoding);
        }
    }
  }
  //END FORM Hack

  // If onResponse is boolean true, call back immediately when the response is known,
  // not when the full request is complete.
  options.onResponse = options.onResponse || noop
  if(options.onResponse === true) {
    options.onResponse = callback
    options.callback = noop
  }

  // XXX Browsers do not like this.
  //if(options.body)
  //  options.headers['content-length'] = options.body.length;

  // HTTP basic authentication
  if(!options.headers.authorization && options.auth)
    options.headers.authorization = 'Basic ' + b64_enc(options.auth.username + ':' + options.auth.password);

  return run_xhr(options)
}

var req_seq = 0
function run_xhr(options) {
  var xhr = new XHR
    , timed_out = false
    , is_cors = is_crossDomain(options.uri)
    , supports_cors = ('withCredentials' in xhr)

  req_seq += 1
  xhr.seq_id = req_seq
  xhr.id = req_seq + ': ' + options.method + ' ' + options.uri
  xhr._id = xhr.id // I know I will type "_id" from habit all the time.

  if(is_cors && !supports_cors) {
    var cors_err = new Error('Browser does not support cross-origin request: ' + options.uri)
    cors_err.cors = 'unsupported'
    return options.callback(cors_err, xhr)
  }

  xhr.timeoutTimer = setTimeout(too_late, options.timeout)
  function too_late() {
    timed_out = true
    var er = new Error('ETIMEDOUT')
    er.code = 'ETIMEDOUT'
    er.duration = options.timeout

    request.log.error('Timeout', { 'id':xhr._id, 'milliseconds':options.timeout })
    return options.callback(er, xhr)
  }

  // Some states can be skipped over, so remember what is still incomplete.
  var did = {'response':false, 'loading':false, 'end':false}

  xhr.onreadystatechange = on_state_change
  xhr.open(options.method, options.uri, true) // asynchronous
  if(is_cors)
    xhr.withCredentials = !! options.withCredentials
  xhr.send(options.body)
  return xhr

  function on_state_change(event) {
    if(timed_out)
      return request.log.debug('Ignoring timed out state change', {'state':xhr.readyState, 'id':xhr.id})

    request.log.debug('State change', {'state':xhr.readyState, 'id':xhr.id, 'timed_out':timed_out})

    if(xhr.readyState === XHR.OPENED) {
      request.log.debug('Request started', {'id':xhr.id})
      for (var key in options.headers)
        xhr.setRequestHeader(key, options.headers[key])
    }

    else if(xhr.readyState === XHR.HEADERS_RECEIVED)
      on_response()

    else if(xhr.readyState === XHR.LOADING) {
      on_response()
      on_loading()
    }

    else if(xhr.readyState === XHR.DONE) {
      on_response()
      on_loading()
      on_end()
    }
  }

  function on_response() {
    if(did.response)
      return

    did.response = true
    request.log.debug('Got response', {'id':xhr.id, 'status':xhr.status})
    clearTimeout(xhr.timeoutTimer)
    xhr.statusCode = xhr.status // Node request compatibility

    // Detect failed CORS requests.
    if(is_cors && xhr.statusCode == 0) {
      var cors_err = new Error('CORS request rejected: ' + options.uri)
      cors_err.cors = 'rejected'

      // Do not process this request further.
      did.loading = true
      did.end = true

      return options.callback(cors_err, xhr)
    }

    options.onResponse(null, xhr)
  }

  function on_loading() {
    if(did.loading)
      return

    did.loading = true
    request.log.debug('Response body loading', {'id':xhr.id})
    // TODO: Maybe simulate "data" events by watching xhr.responseText
  }

  function on_end() {
    if(did.end)
      return

    did.end = true
    request.log.debug('Request done', {'id':xhr.id})

    xhr.body = xhr.responseText
    if(options.json) {
      try        { xhr.body = JSON.parse(xhr.responseText) }
      catch (er) { return options.callback(er, xhr)        }
    }

    options.callback(null, xhr, xhr.body)
  }

} // request

request.withCredentials = false;
request.DEFAULT_TIMEOUT = DEFAULT_TIMEOUT;

//
// defaults
//

request.defaults = function(options, requester) {
  var def = function (method) {
    var d = function (params, callback) {
      if(typeof params === 'string')
        params = {'uri': params};
      else {
        params = JSON.parse(JSON.stringify(params));
      }
      for (var i in options) {
        if (params[i] === undefined) params[i] = options[i]
      }
      return method(params, callback)
    }
    return d
  }
  var de = def(request)
  de.get = def(request.get)
  de.post = def(request.post)
  de.put = def(request.put)
  de.head = def(request.head)
  return de
}

//
// HTTP method shortcuts
//

var shortcuts = [ 'get', 'put', 'post', 'head' ];
shortcuts.forEach(function(shortcut) {
  var method = shortcut.toUpperCase();
  var func   = shortcut.toLowerCase();

  request[func] = function(opts) {
    if(typeof opts === 'string')
      opts = {'method':method, 'uri':opts};
    else {
      opts = JSON.parse(JSON.stringify(opts));
      opts.method = method;
    }

    var args = [opts].concat(Array.prototype.slice.apply(arguments, [1]));
    return request.apply(this, args);
  }
})

//
// CouchDB shortcut
//

request.couch = function(options, callback) {
  if(typeof options === 'string')
    options = {'uri':options}

  // Just use the request API to do JSON.
  options.json = true
  if(options.body)
    options.json = options.body
  delete options.body

  callback = callback || noop

  var xhr = request(options, couch_handler)
  return xhr

  function couch_handler(er, resp, body) {
    if(er)
      return callback(er, resp, body)

    if((resp.statusCode < 200 || resp.statusCode > 299) && body.error) {
      // The body is a Couch JSON object indicating the error.
      er = new Error('CouchDB error: ' + (body.error.reason || body.error.error))
      for (var key in body)
        er[key] = body[key]
      return callback(er, resp, body);
    }

    return callback(er, resp, body);
  }
}

//
// Utility
//

function noop() {}

function getLogger() {
  var logger = {}
    , levels = ['trace', 'debug', 'info', 'warn', 'error']
    , level, i

  for(i = 0; i < levels.length; i++) {
    level = levels[i]

    logger[level] = noop
    if(typeof console !== 'undefined' && console && console[level])
      logger[level] = formatted(console, level)
  }

  return logger
}

function formatted(obj, method) {
  return formatted_logger

  function formatted_logger(str, context) {
    if(typeof context === 'object')
      str += ' ' + JSON.stringify(context)

    return obj[method].call(obj, str)
  }
}

// Return whether a URL is a cross-domain request.
function is_crossDomain(url) {
  var rurl = /^([\w\+\.\-]+:)(?:\/\/([^\/?#:]*)(?::(\d+))?)?/

  // jQuery #8138, IE may throw an exception when accessing
  // a field from window.location if document.domain has been set
  var ajaxLocation
  try { ajaxLocation = location.href }
  catch (e) {
    // Use the href attribute of an A element since IE will modify it given document.location
    ajaxLocation = document.createElement( "a" );
    ajaxLocation.href = "";
    ajaxLocation = ajaxLocation.href;
  }

  var ajaxLocParts = rurl.exec(ajaxLocation.toLowerCase()) || []
    , parts = rurl.exec(url.toLowerCase() )

  var result = !!(
    parts &&
    (  parts[1] != ajaxLocParts[1]
    || parts[2] != ajaxLocParts[2]
    || (parts[3] || (parts[1] === "http:" ? 80 : 443)) != (ajaxLocParts[3] || (ajaxLocParts[1] === "http:" ? 80 : 443))
    )
  )

  //console.debug('is_crossDomain('+url+') -> ' + result)
  return result
}

// MIT License from http://phpjs.org/functions/base64_encode:358
function b64_enc (data) {
    // Encodes string using MIME base64 algorithm
    var b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
    var o1, o2, o3, h1, h2, h3, h4, bits, i = 0, ac = 0, enc="", tmp_arr = [];

    if (!data) {
        return data;
    }

    // assume utf8 data
    // data = this.utf8_encode(data+'');

    do { // pack three octets into four hexets
        o1 = data.charCodeAt(i++);
        o2 = data.charCodeAt(i++);
        o3 = data.charCodeAt(i++);

        bits = o1<<16 | o2<<8 | o3;

        h1 = bits>>18 & 0x3f;
        h2 = bits>>12 & 0x3f;
        h3 = bits>>6 & 0x3f;
        h4 = bits & 0x3f;

        // use hexets to index into b64, and append result to encoded string
        tmp_arr[ac++] = b64.charAt(h1) + b64.charAt(h2) + b64.charAt(h3) + b64.charAt(h4);
    } while (i < data.length);

    enc = tmp_arr.join('');

    switch (data.length % 3) {
        case 1:
            enc = enc.slice(0, -2) + '==';
        break;
        case 2:
            enc = enc.slice(0, -1) + '=';
        break;
    }

    return enc;
}
module.exports = request;

},{}],12:[function(require,module,exports){
(function (process,Buffer){
var msg = require('pako/lib/zlib/messages');
var zstream = require('pako/lib/zlib/zstream');
var zlib_deflate = require('pako/lib/zlib/deflate.js');
var zlib_inflate = require('pako/lib/zlib/inflate.js');
var constants = require('pako/lib/zlib/constants');

for (var key in constants) {
  exports[key] = constants[key];
}

// zlib modes
exports.NONE = 0;
exports.DEFLATE = 1;
exports.INFLATE = 2;
exports.GZIP = 3;
exports.GUNZIP = 4;
exports.DEFLATERAW = 5;
exports.INFLATERAW = 6;
exports.UNZIP = 7;

/**
 * Emulate Node's zlib C++ layer for use by the JS layer in index.js
 */
function Zlib(mode) {
  if (mode < exports.DEFLATE || mode > exports.UNZIP)
    throw new TypeError("Bad argument");
    
  this.mode = mode;
  this.init_done = false;
  this.write_in_progress = false;
  this.pending_close = false;
  this.windowBits = 0;
  this.level = 0;
  this.memLevel = 0;
  this.strategy = 0;
  this.dictionary = null;
}

Zlib.prototype.init = function(windowBits, level, memLevel, strategy, dictionary) {
  this.windowBits = windowBits;
  this.level = level;
  this.memLevel = memLevel;
  this.strategy = strategy;
  // dictionary not supported.
  
  if (this.mode === exports.GZIP || this.mode === exports.GUNZIP)
    this.windowBits += 16;
    
  if (this.mode === exports.UNZIP)
    this.windowBits += 32;
    
  if (this.mode === exports.DEFLATERAW || this.mode === exports.INFLATERAW)
    this.windowBits = -this.windowBits;
    
  this.strm = new zstream();
  
  switch (this.mode) {
    case exports.DEFLATE:
    case exports.GZIP:
    case exports.DEFLATERAW:
      var status = zlib_deflate.deflateInit2(
        this.strm,
        this.level,
        exports.Z_DEFLATED,
        this.windowBits,
        this.memLevel,
        this.strategy
      );
      break;
    case exports.INFLATE:
    case exports.GUNZIP:
    case exports.INFLATERAW:
    case exports.UNZIP:
      var status  = zlib_inflate.inflateInit2(
        this.strm,
        this.windowBits
      );
      break;
    default:
      throw new Error("Unknown mode " + this.mode);
  }
  
  if (status !== exports.Z_OK) {
    this._error(status);
    return;
  }
  
  this.write_in_progress = false;
  this.init_done = true;
};

Zlib.prototype.params = function() {
  throw new Error("deflateParams Not supported");
};

Zlib.prototype._writeCheck = function() {
  if (!this.init_done)
    throw new Error("write before init");
    
  if (this.mode === exports.NONE)
    throw new Error("already finalized");
    
  if (this.write_in_progress)
    throw new Error("write already in progress");
    
  if (this.pending_close)
    throw new Error("close is pending");
};

Zlib.prototype.write = function(flush, input, in_off, in_len, out, out_off, out_len) {    
  this._writeCheck();
  this.write_in_progress = true;
  
  var self = this;
  process.nextTick(function() {
    self.write_in_progress = false;
    var res = self._write(flush, input, in_off, in_len, out, out_off, out_len);
    self.callback(res[0], res[1]);
    
    if (self.pending_close)
      self.close();
  });
  
  return this;
};

// set method for Node buffers, used by pako
function bufferSet(data, offset) {
  for (var i = 0; i < data.length; i++) {
    this[offset + i] = data[i];
  }
}

Zlib.prototype.writeSync = function(flush, input, in_off, in_len, out, out_off, out_len) {
  this._writeCheck();
  return this._write(flush, input, in_off, in_len, out, out_off, out_len);
};

Zlib.prototype._write = function(flush, input, in_off, in_len, out, out_off, out_len) {
  this.write_in_progress = true;
  
  if (flush !== exports.Z_NO_FLUSH &&
      flush !== exports.Z_PARTIAL_FLUSH &&
      flush !== exports.Z_SYNC_FLUSH &&
      flush !== exports.Z_FULL_FLUSH &&
      flush !== exports.Z_FINISH &&
      flush !== exports.Z_BLOCK) {
    throw new Error("Invalid flush value");
  }
  
  if (input == null) {
    input = new Buffer(0);
    in_len = 0;
    in_off = 0;
  }
  
  if (out._set)
    out.set = out._set;
  else
    out.set = bufferSet;
  
  var strm = this.strm;
  strm.avail_in = in_len;
  strm.input = input;
  strm.next_in = in_off;
  strm.avail_out = out_len;
  strm.output = out;
  strm.next_out = out_off;
  
  switch (this.mode) {
    case exports.DEFLATE:
    case exports.GZIP:
    case exports.DEFLATERAW:
      var status = zlib_deflate.deflate(strm, flush);
      break;
    case exports.UNZIP:
    case exports.INFLATE:
    case exports.GUNZIP:
    case exports.INFLATERAW:
      var status = zlib_inflate.inflate(strm, flush);
      break;
    default:
      throw new Error("Unknown mode " + this.mode);
  }
  
  if (status !== exports.Z_STREAM_END && status !== exports.Z_OK) {
    this._error(status);
  }
  
  this.write_in_progress = false;
  return [strm.avail_in, strm.avail_out];
};

Zlib.prototype.close = function() {
  if (this.write_in_progress) {
    this.pending_close = true;
    return;
  }
  
  this.pending_close = false;
  
  if (this.mode === exports.DEFLATE || this.mode === exports.GZIP || this.mode === exports.DEFLATERAW) {
    zlib_deflate.deflateEnd(this.strm);
  } else {
    zlib_inflate.inflateEnd(this.strm);
  }
  
  this.mode = exports.NONE;
};

Zlib.prototype.reset = function() {
  switch (this.mode) {
    case exports.DEFLATE:
    case exports.DEFLATERAW:
      var status = zlib_deflate.deflateReset(this.strm);
      break;
    case exports.INFLATE:
    case exports.INFLATERAW:
      var status = zlib_inflate.inflateReset(this.strm);
      break;
  }
  
  if (status !== exports.Z_OK) {
    this._error(status);
  }
};

Zlib.prototype._error = function(status) {
  this.onerror(msg[status] + ': ' + this.strm.msg, status);
  
  this.write_in_progress = false;
  if (this.pending_close)
    this.close();
};

exports.Zlib = Zlib;

}).call(this,require('_process'),require("buffer").Buffer)
},{"_process":73,"buffer":14,"pako/lib/zlib/constants":54,"pako/lib/zlib/deflate.js":56,"pako/lib/zlib/inflate.js":58,"pako/lib/zlib/messages":60,"pako/lib/zlib/zstream":62}],13:[function(require,module,exports){
(function (process,Buffer){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

var Transform = require('_stream_transform');

var binding = require('./binding');
var util = require('util');
var assert = require('assert').ok;

// zlib doesn't provide these, so kludge them in following the same
// const naming scheme zlib uses.
binding.Z_MIN_WINDOWBITS = 8;
binding.Z_MAX_WINDOWBITS = 15;
binding.Z_DEFAULT_WINDOWBITS = 15;

// fewer than 64 bytes per chunk is stupid.
// technically it could work with as few as 8, but even 64 bytes
// is absurdly low.  Usually a MB or more is best.
binding.Z_MIN_CHUNK = 64;
binding.Z_MAX_CHUNK = Infinity;
binding.Z_DEFAULT_CHUNK = (16 * 1024);

binding.Z_MIN_MEMLEVEL = 1;
binding.Z_MAX_MEMLEVEL = 9;
binding.Z_DEFAULT_MEMLEVEL = 8;

binding.Z_MIN_LEVEL = -1;
binding.Z_MAX_LEVEL = 9;
binding.Z_DEFAULT_LEVEL = binding.Z_DEFAULT_COMPRESSION;

// expose all the zlib constants
Object.keys(binding).forEach(function(k) {
  if (k.match(/^Z/)) exports[k] = binding[k];
});

// translation table for return codes.
exports.codes = {
  Z_OK: binding.Z_OK,
  Z_STREAM_END: binding.Z_STREAM_END,
  Z_NEED_DICT: binding.Z_NEED_DICT,
  Z_ERRNO: binding.Z_ERRNO,
  Z_STREAM_ERROR: binding.Z_STREAM_ERROR,
  Z_DATA_ERROR: binding.Z_DATA_ERROR,
  Z_MEM_ERROR: binding.Z_MEM_ERROR,
  Z_BUF_ERROR: binding.Z_BUF_ERROR,
  Z_VERSION_ERROR: binding.Z_VERSION_ERROR
};

Object.keys(exports.codes).forEach(function(k) {
  exports.codes[exports.codes[k]] = k;
});

exports.Deflate = Deflate;
exports.Inflate = Inflate;
exports.Gzip = Gzip;
exports.Gunzip = Gunzip;
exports.DeflateRaw = DeflateRaw;
exports.InflateRaw = InflateRaw;
exports.Unzip = Unzip;

exports.createDeflate = function(o) {
  return new Deflate(o);
};

exports.createInflate = function(o) {
  return new Inflate(o);
};

exports.createDeflateRaw = function(o) {
  return new DeflateRaw(o);
};

exports.createInflateRaw = function(o) {
  return new InflateRaw(o);
};

exports.createGzip = function(o) {
  return new Gzip(o);
};

exports.createGunzip = function(o) {
  return new Gunzip(o);
};

exports.createUnzip = function(o) {
  return new Unzip(o);
};


// Convenience methods.
// compress/decompress a string or buffer in one step.
exports.deflate = function(buffer, opts, callback) {
  if (typeof opts === 'function') {
    callback = opts;
    opts = {};
  }
  return zlibBuffer(new Deflate(opts), buffer, callback);
};

exports.deflateSync = function(buffer, opts) {
  return zlibBufferSync(new Deflate(opts), buffer);
};

exports.gzip = function(buffer, opts, callback) {
  if (typeof opts === 'function') {
    callback = opts;
    opts = {};
  }
  return zlibBuffer(new Gzip(opts), buffer, callback);
};

exports.gzipSync = function(buffer, opts) {
  return zlibBufferSync(new Gzip(opts), buffer);
};

exports.deflateRaw = function(buffer, opts, callback) {
  if (typeof opts === 'function') {
    callback = opts;
    opts = {};
  }
  return zlibBuffer(new DeflateRaw(opts), buffer, callback);
};

exports.deflateRawSync = function(buffer, opts) {
  return zlibBufferSync(new DeflateRaw(opts), buffer);
};

exports.unzip = function(buffer, opts, callback) {
  if (typeof opts === 'function') {
    callback = opts;
    opts = {};
  }
  return zlibBuffer(new Unzip(opts), buffer, callback);
};

exports.unzipSync = function(buffer, opts) {
  return zlibBufferSync(new Unzip(opts), buffer);
};

exports.inflate = function(buffer, opts, callback) {
  if (typeof opts === 'function') {
    callback = opts;
    opts = {};
  }
  return zlibBuffer(new Inflate(opts), buffer, callback);
};

exports.inflateSync = function(buffer, opts) {
  return zlibBufferSync(new Inflate(opts), buffer);
};

exports.gunzip = function(buffer, opts, callback) {
  if (typeof opts === 'function') {
    callback = opts;
    opts = {};
  }
  return zlibBuffer(new Gunzip(opts), buffer, callback);
};

exports.gunzipSync = function(buffer, opts) {
  return zlibBufferSync(new Gunzip(opts), buffer);
};

exports.inflateRaw = function(buffer, opts, callback) {
  if (typeof opts === 'function') {
    callback = opts;
    opts = {};
  }
  return zlibBuffer(new InflateRaw(opts), buffer, callback);
};

exports.inflateRawSync = function(buffer, opts) {
  return zlibBufferSync(new InflateRaw(opts), buffer);
};

function zlibBuffer(engine, buffer, callback) {
  var buffers = [];
  var nread = 0;

  engine.on('error', onError);
  engine.on('end', onEnd);

  engine.end(buffer);
  flow();

  function flow() {
    var chunk;
    while (null !== (chunk = engine.read())) {
      buffers.push(chunk);
      nread += chunk.length;
    }
    engine.once('readable', flow);
  }

  function onError(err) {
    engine.removeListener('end', onEnd);
    engine.removeListener('readable', flow);
    callback(err);
  }

  function onEnd() {
    var buf = Buffer.concat(buffers, nread);
    buffers = [];
    callback(null, buf);
    engine.close();
  }
}

function zlibBufferSync(engine, buffer) {
  if (typeof buffer === 'string')
    buffer = new Buffer(buffer);
  if (!Buffer.isBuffer(buffer))
    throw new TypeError('Not a string or buffer');

  var flushFlag = binding.Z_FINISH;

  return engine._processChunk(buffer, flushFlag);
}

// generic zlib
// minimal 2-byte header
function Deflate(opts) {
  if (!(this instanceof Deflate)) return new Deflate(opts);
  Zlib.call(this, opts, binding.DEFLATE);
}

function Inflate(opts) {
  if (!(this instanceof Inflate)) return new Inflate(opts);
  Zlib.call(this, opts, binding.INFLATE);
}



// gzip - bigger header, same deflate compression
function Gzip(opts) {
  if (!(this instanceof Gzip)) return new Gzip(opts);
  Zlib.call(this, opts, binding.GZIP);
}

function Gunzip(opts) {
  if (!(this instanceof Gunzip)) return new Gunzip(opts);
  Zlib.call(this, opts, binding.GUNZIP);
}



// raw - no header
function DeflateRaw(opts) {
  if (!(this instanceof DeflateRaw)) return new DeflateRaw(opts);
  Zlib.call(this, opts, binding.DEFLATERAW);
}

function InflateRaw(opts) {
  if (!(this instanceof InflateRaw)) return new InflateRaw(opts);
  Zlib.call(this, opts, binding.INFLATERAW);
}


// auto-detect header.
function Unzip(opts) {
  if (!(this instanceof Unzip)) return new Unzip(opts);
  Zlib.call(this, opts, binding.UNZIP);
}


// the Zlib class they all inherit from
// This thing manages the queue of requests, and returns
// true or false if there is anything in the queue when
// you call the .write() method.

function Zlib(opts, mode) {
  this._opts = opts = opts || {};
  this._chunkSize = opts.chunkSize || exports.Z_DEFAULT_CHUNK;

  Transform.call(this, opts);

  if (opts.flush) {
    if (opts.flush !== binding.Z_NO_FLUSH &&
        opts.flush !== binding.Z_PARTIAL_FLUSH &&
        opts.flush !== binding.Z_SYNC_FLUSH &&
        opts.flush !== binding.Z_FULL_FLUSH &&
        opts.flush !== binding.Z_FINISH &&
        opts.flush !== binding.Z_BLOCK) {
      throw new Error('Invalid flush flag: ' + opts.flush);
    }
  }
  this._flushFlag = opts.flush || binding.Z_NO_FLUSH;

  if (opts.chunkSize) {
    if (opts.chunkSize < exports.Z_MIN_CHUNK ||
        opts.chunkSize > exports.Z_MAX_CHUNK) {
      throw new Error('Invalid chunk size: ' + opts.chunkSize);
    }
  }

  if (opts.windowBits) {
    if (opts.windowBits < exports.Z_MIN_WINDOWBITS ||
        opts.windowBits > exports.Z_MAX_WINDOWBITS) {
      throw new Error('Invalid windowBits: ' + opts.windowBits);
    }
  }

  if (opts.level) {
    if (opts.level < exports.Z_MIN_LEVEL ||
        opts.level > exports.Z_MAX_LEVEL) {
      throw new Error('Invalid compression level: ' + opts.level);
    }
  }

  if (opts.memLevel) {
    if (opts.memLevel < exports.Z_MIN_MEMLEVEL ||
        opts.memLevel > exports.Z_MAX_MEMLEVEL) {
      throw new Error('Invalid memLevel: ' + opts.memLevel);
    }
  }

  if (opts.strategy) {
    if (opts.strategy != exports.Z_FILTERED &&
        opts.strategy != exports.Z_HUFFMAN_ONLY &&
        opts.strategy != exports.Z_RLE &&
        opts.strategy != exports.Z_FIXED &&
        opts.strategy != exports.Z_DEFAULT_STRATEGY) {
      throw new Error('Invalid strategy: ' + opts.strategy);
    }
  }

  if (opts.dictionary) {
    if (!Buffer.isBuffer(opts.dictionary)) {
      throw new Error('Invalid dictionary: it should be a Buffer instance');
    }
  }

  this._binding = new binding.Zlib(mode);

  var self = this;
  this._hadError = false;
  this._binding.onerror = function(message, errno) {
    // there is no way to cleanly recover.
    // continuing only obscures problems.
    self._binding = null;
    self._hadError = true;

    var error = new Error(message);
    error.errno = errno;
    error.code = exports.codes[errno];
    self.emit('error', error);
  };

  var level = exports.Z_DEFAULT_COMPRESSION;
  if (typeof opts.level === 'number') level = opts.level;

  var strategy = exports.Z_DEFAULT_STRATEGY;
  if (typeof opts.strategy === 'number') strategy = opts.strategy;

  this._binding.init(opts.windowBits || exports.Z_DEFAULT_WINDOWBITS,
                     level,
                     opts.memLevel || exports.Z_DEFAULT_MEMLEVEL,
                     strategy,
                     opts.dictionary);

  this._buffer = new Buffer(this._chunkSize);
  this._offset = 0;
  this._closed = false;
  this._level = level;
  this._strategy = strategy;

  this.once('end', this.close);
}

util.inherits(Zlib, Transform);

Zlib.prototype.params = function(level, strategy, callback) {
  if (level < exports.Z_MIN_LEVEL ||
      level > exports.Z_MAX_LEVEL) {
    throw new RangeError('Invalid compression level: ' + level);
  }
  if (strategy != exports.Z_FILTERED &&
      strategy != exports.Z_HUFFMAN_ONLY &&
      strategy != exports.Z_RLE &&
      strategy != exports.Z_FIXED &&
      strategy != exports.Z_DEFAULT_STRATEGY) {
    throw new TypeError('Invalid strategy: ' + strategy);
  }

  if (this._level !== level || this._strategy !== strategy) {
    var self = this;
    this.flush(binding.Z_SYNC_FLUSH, function() {
      self._binding.params(level, strategy);
      if (!self._hadError) {
        self._level = level;
        self._strategy = strategy;
        if (callback) callback();
      }
    });
  } else {
    process.nextTick(callback);
  }
};

Zlib.prototype.reset = function() {
  return this._binding.reset();
};

// This is the _flush function called by the transform class,
// internally, when the last chunk has been written.
Zlib.prototype._flush = function(callback) {
  this._transform(new Buffer(0), '', callback);
};

Zlib.prototype.flush = function(kind, callback) {
  var ws = this._writableState;

  if (typeof kind === 'function' || (kind === void 0 && !callback)) {
    callback = kind;
    kind = binding.Z_FULL_FLUSH;
  }

  if (ws.ended) {
    if (callback)
      process.nextTick(callback);
  } else if (ws.ending) {
    if (callback)
      this.once('end', callback);
  } else if (ws.needDrain) {
    var self = this;
    this.once('drain', function() {
      self.flush(callback);
    });
  } else {
    this._flushFlag = kind;
    this.write(new Buffer(0), '', callback);
  }
};

Zlib.prototype.close = function(callback) {
  if (callback)
    process.nextTick(callback);

  if (this._closed)
    return;

  this._closed = true;

  this._binding.close();

  var self = this;
  process.nextTick(function() {
    self.emit('close');
  });
};

Zlib.prototype._transform = function(chunk, encoding, cb) {
  var flushFlag;
  var ws = this._writableState;
  var ending = ws.ending || ws.ended;
  var last = ending && (!chunk || ws.length === chunk.length);

  if (!chunk === null && !Buffer.isBuffer(chunk))
    return cb(new Error('invalid input'));

  // If it's the last chunk, or a final flush, we use the Z_FINISH flush flag.
  // If it's explicitly flushing at some other time, then we use
  // Z_FULL_FLUSH. Otherwise, use Z_NO_FLUSH for maximum compression
  // goodness.
  if (last)
    flushFlag = binding.Z_FINISH;
  else {
    flushFlag = this._flushFlag;
    // once we've flushed the last of the queue, stop flushing and
    // go back to the normal behavior.
    if (chunk.length >= ws.length) {
      this._flushFlag = this._opts.flush || binding.Z_NO_FLUSH;
    }
  }

  var self = this;
  this._processChunk(chunk, flushFlag, cb);
};

Zlib.prototype._processChunk = function(chunk, flushFlag, cb) {
  var availInBefore = chunk && chunk.length;
  var availOutBefore = this._chunkSize - this._offset;
  var inOff = 0;

  var self = this;

  var async = typeof cb === 'function';

  if (!async) {
    var buffers = [];
    var nread = 0;

    var error;
    this.on('error', function(er) {
      error = er;
    });

    do {
      var res = this._binding.writeSync(flushFlag,
                                        chunk, // in
                                        inOff, // in_off
                                        availInBefore, // in_len
                                        this._buffer, // out
                                        this._offset, //out_off
                                        availOutBefore); // out_len
    } while (!this._hadError && callback(res[0], res[1]));

    if (this._hadError) {
      throw error;
    }

    var buf = Buffer.concat(buffers, nread);
    this.close();

    return buf;
  }

  var req = this._binding.write(flushFlag,
                                chunk, // in
                                inOff, // in_off
                                availInBefore, // in_len
                                this._buffer, // out
                                this._offset, //out_off
                                availOutBefore); // out_len

  req.buffer = chunk;
  req.callback = callback;

  function callback(availInAfter, availOutAfter) {
    if (self._hadError)
      return;

    var have = availOutBefore - availOutAfter;
    assert(have >= 0, 'have should not go down');

    if (have > 0) {
      var out = self._buffer.slice(self._offset, self._offset + have);
      self._offset += have;
      // serve some output to the consumer.
      if (async) {
        self.push(out);
      } else {
        buffers.push(out);
        nread += out.length;
      }
    }

    // exhausted the output buffer, or used all the input create a new one.
    if (availOutAfter === 0 || self._offset >= self._chunkSize) {
      availOutBefore = self._chunkSize;
      self._offset = 0;
      self._buffer = new Buffer(self._chunkSize);
    }

    if (availOutAfter === 0) {
      // Not actually done.  Need to reprocess.
      // Also, update the availInBefore to the availInAfter value,
      // so that if we have to hit it a third (fourth, etc.) time,
      // it'll have the correct byte counts.
      inOff += (availInBefore - availInAfter);
      availInBefore = availInAfter;

      if (!async)
        return true;

      var newReq = self._binding.write(flushFlag,
                                       chunk,
                                       inOff,
                                       availInBefore,
                                       self._buffer,
                                       self._offset,
                                       self._chunkSize);
      newReq.callback = callback; // this same function
      newReq.buffer = chunk;
      return;
    }

    if (!async)
      return false;

    // finished with the chunk.
    cb();
  }
};

util.inherits(Deflate, Zlib);
util.inherits(Inflate, Zlib);
util.inherits(Gzip, Zlib);
util.inherits(Gunzip, Zlib);
util.inherits(DeflateRaw, Zlib);
util.inherits(InflateRaw, Zlib);
util.inherits(Unzip, Zlib);

}).call(this,require('_process'),require("buffer").Buffer)
},{"./binding":12,"_process":73,"_stream_transform":85,"assert":8,"buffer":14,"util":95}],14:[function(require,module,exports){
/*!
 * The buffer module from node.js, for the browser.
 *
 * @author   Feross Aboukhadijeh <feross@feross.org> <http://feross.org>
 * @license  MIT
 */

var base64 = require('base64-js')
var ieee754 = require('ieee754')
var isArray = require('is-array')

exports.Buffer = Buffer
exports.SlowBuffer = Buffer
exports.INSPECT_MAX_BYTES = 50
Buffer.poolSize = 8192 // not used by this implementation

var kMaxLength = 0x3fffffff

/**
 * If `Buffer.TYPED_ARRAY_SUPPORT`:
 *   === true    Use Uint8Array implementation (fastest)
 *   === false   Use Object implementation (most compatible, even IE6)
 *
 * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+,
 * Opera 11.6+, iOS 4.2+.
 *
 * Note:
 *
 * - Implementation must support adding new properties to `Uint8Array` instances.
 *   Firefox 4-29 lacked support, fixed in Firefox 30+.
 *   See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438.
 *
 *  - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function.
 *
 *  - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of
 *    incorrect length in some situations.
 *
 * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they will
 * get the Object implementation, which is slower but will work correctly.
 */
Buffer.TYPED_ARRAY_SUPPORT = (function () {
  try {
    var buf = new ArrayBuffer(0)
    var arr = new Uint8Array(buf)
    arr.foo = function () { return 42 }
    return 42 === arr.foo() && // typed array instances can be augmented
        typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray`
        new Uint8Array(1).subarray(1, 1).byteLength === 0 // ie10 has broken `subarray`
  } catch (e) {
    return false
  }
})()

/**
 * Class: Buffer
 * =============
 *
 * The Buffer constructor returns instances of `Uint8Array` that are augmented
 * with function properties for all the node `Buffer` API functions. We use
 * `Uint8Array` so that square bracket notation works as expected -- it returns
 * a single octet.
 *
 * By augmenting the instances, we can avoid modifying the `Uint8Array`
 * prototype.
 */
function Buffer (subject, encoding, noZero) {
  if (!(this instanceof Buffer))
    return new Buffer(subject, encoding, noZero)

  var type = typeof subject

  // Find the length
  var length
  if (type === 'number')
    length = subject > 0 ? subject >>> 0 : 0
  else if (type === 'string') {
    if (encoding === 'base64')
      subject = base64clean(subject)
    length = Buffer.byteLength(subject, encoding)
  } else if (type === 'object' && subject !== null) { // assume object is array-like
    if (subject.type === 'Buffer' && isArray(subject.data))
      subject = subject.data
    length = +subject.length > 0 ? Math.floor(+subject.length) : 0
  } else
    throw new TypeError('must start with number, buffer, array or string')

  if (this.length > kMaxLength)
    throw new RangeError('Attempt to allocate Buffer larger than maximum ' +
      'size: 0x' + kMaxLength.toString(16) + ' bytes')

  var buf
  if (Buffer.TYPED_ARRAY_SUPPORT) {
    // Preferred: Return an augmented `Uint8Array` instance for best performance
    buf = Buffer._augment(new Uint8Array(length))
  } else {
    // Fallback: Return THIS instance of Buffer (created by `new`)
    buf = this
    buf.length = length
    buf._isBuffer = true
  }

  var i
  if (Buffer.TYPED_ARRAY_SUPPORT && typeof subject.byteLength === 'number') {
    // Speed optimization -- use set if we're copying from a typed array
    buf._set(subject)
  } else if (isArrayish(subject)) {
    // Treat array-ish objects as a byte array
    if (Buffer.isBuffer(subject)) {
      for (i = 0; i < length; i++)
        buf[i] = subject.readUInt8(i)
    } else {
      for (i = 0; i < length; i++)
        buf[i] = ((subject[i] % 256) + 256) % 256
    }
  } else if (type === 'string') {
    buf.write(subject, 0, encoding)
  } else if (type === 'number' && !Buffer.TYPED_ARRAY_SUPPORT && !noZero) {
    for (i = 0; i < length; i++) {
      buf[i] = 0
    }
  }

  return buf
}

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

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

  var x = a.length
  var y = b.length
  for (var i = 0, len = Math.min(x, y); i < len && a[i] === b[i]; i++) {}
  if (i !== len) {
    x = a[i]
    y = b[i]
  }
  if (x < y) return -1
  if (y < x) return 1
  return 0
}

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

Buffer.concat = function (list, totalLength) {
  if (!isArray(list)) throw new TypeError('Usage: Buffer.concat(list[, length])')

  if (list.length === 0) {
    return new Buffer(0)
  } else if (list.length === 1) {
    return list[0]
  }

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

  var buf = new Buffer(totalLength)
  var pos = 0
  for (i = 0; i < list.length; i++) {
    var item = list[i]
    item.copy(buf, pos)
    pos += item.length
  }
  return buf
}

Buffer.byteLength = function (str, encoding) {
  var ret
  str = str + ''
  switch (encoding || 'utf8') {
    case 'ascii':
    case 'binary':
    case 'raw':
      ret = str.length
      break
    case 'ucs2':
    case 'ucs-2':
    case 'utf16le':
    case 'utf-16le':
      ret = str.length * 2
      break
    case 'hex':
      ret = str.length >>> 1
      break
    case 'utf8':
    case 'utf-8':
      ret = utf8ToBytes(str).length
      break
    case 'base64':
      ret = base64ToBytes(str).length
      break
    default:
      ret = str.length
  }
  return ret
}

// pre-set for values that may exist in the future
Buffer.prototype.length = undefined
Buffer.prototype.parent = undefined

// toString(encoding, start=0, end=buffer.length)
Buffer.prototype.toString = function (encoding, start, end) {
  var loweredCase = false

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

  if (!encoding) encoding = 'utf8'
  if (start < 0) start = 0
  if (end > this.length) end = this.length
  if (end <= start) return ''

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

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

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

      case 'binary':
        return binarySlice(this, start, end)

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

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

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

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

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

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

// `get` will be removed in Node 0.13+
Buffer.prototype.get = function (offset) {
  console.log('.get() is deprecated. Access using array indexes instead.')
  return this.readUInt8(offset)
}

// `set` will be removed in Node 0.13+
Buffer.prototype.set = function (v, offset) {
  console.log('.set() is deprecated. Access using array indexes instead.')
  return this.writeUInt8(v, offset)
}

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

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

  if (length > strLen / 2) {
    length = strLen / 2
  }
  for (var i = 0; i < length; i++) {
    var byte = parseInt(string.substr(i * 2, 2), 16)
    if (isNaN(byte)) throw new Error('Invalid hex string')
    buf[offset + i] = byte
  }
  return i
}

function utf8Write (buf, string, offset, length) {
  var charsWritten = blitBuffer(utf8ToBytes(string), buf, offset, length)
  return charsWritten
}

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

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

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

function utf16leWrite (buf, string, offset, length) {
  var charsWritten = blitBuffer(utf16leToBytes(string), buf, offset, length, 2)
  return charsWritten
}

Buffer.prototype.write = function (string, offset, length, encoding) {
  // Support both (string, offset, length, encoding)
  // and the legacy (string, encoding, offset, length)
  if (isFinite(offset)) {
    if (!isFinite(length)) {
      encoding = length
      length = undefined
    }
  } else {  // legacy
    var swap = encoding
    encoding = offset
    offset = length
    length = swap
  }

  offset = Number(offset) || 0
  var remaining = this.length - offset
  if (!length) {
    length = remaining
  } else {
    length = Number(length)
    if (length > remaining) {
      length = remaining
    }
  }
  encoding = String(encoding || 'utf8').toLowerCase()

  var ret
  switch (encoding) {
    case 'hex':
      ret = hexWrite(this, string, offset, length)
      break
    case 'utf8':
    case 'utf-8':
      ret = utf8Write(this, string, offset, length)
      break
    case 'ascii':
      ret = asciiWrite(this, string, offset, length)
      break
    case 'binary':
      ret = binaryWrite(this, string, offset, length)
      break
    case 'base64':
      ret = base64Write(this, string, offset, length)
      break
    case 'ucs2':
    case 'ucs-2':
    case 'utf16le':
    case 'utf-16le':
      ret = utf16leWrite(this, string, offset, length)
      break
    default:
      throw new TypeError('Unknown encoding: ' + encoding)
  }
  return ret
}

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

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

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

  for (var i = start; i < end; i++) {
    if (buf[i] <= 0x7F) {
      res += decodeUtf8Char(tmp) + String.fromCharCode(buf[i])
      tmp = ''
    } else {
      tmp += '%' + buf[i].toString(16)
    }
  }

  return res + decodeUtf8Char(tmp)
}

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

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

function binarySlice (buf, start, end) {
  return asciiSlice(buf, start, end)
}

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

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

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

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

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

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

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

  if (end < start)
    end = start

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

function checkIEEE754 (buf, value, offset, ext, max, min) {
  if (value > max || value < min) throw new TypeError('value is out of bounds')
  if (offset + ext > buf.length) throw new TypeError('index out of range')
}

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

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

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

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

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

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

// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length)
Buffer.prototype.copy = function (target, target_start, start, end) {
  var source = this

  if (!start) start = 0
  if (!end && end !== 0) end = this.length
  if (!target_start) target_start = 0

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

  // Fatal error conditions
  if (end < start) throw new TypeError('sourceEnd < sourceStart')
  if (target_start < 0 || target_start >= target.length)
    throw new TypeError('targetStart out of bounds')
  if (start < 0 || start >= source.length) throw new TypeError('sourceStart out of bounds')
  if (end < 0 || end > source.length) throw new TypeError('sourceEnd out of bounds')

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

  var len = end - start

  if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) {
    for (var i = 0; i < len; i++) {
      target[i + target_start] = this[i + start]
    }
  } else {
    target._set(this.subarray(start, start + len), target_start)
  }
}

// fill(value, start=0, end=buffer.length)
Buffer.prototype.fill = function (value, start, end) {
  if (!value) value = 0
  if (!start) start = 0
  if (!end) end = this.length

  if (end < start) throw new TypeError('end < start')

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

  if (start < 0 || start >= this.length) throw new TypeError('start out of bounds')
  if (end < 0 || end > this.length) throw new TypeError('end out of bounds')

  var i
  if (typeof value === 'number') {
    for (i = start; i < end; i++) {
      this[i] = value
    }
  } else {
    var bytes = utf8ToBytes(value.toString())
    var len = bytes.length
    for (i = start; i < end; i++) {
      this[i] = bytes[i % len]
    }
  }

  return this
}

/**
 * Creates a new `ArrayBuffer` with the *copied* memory of the buffer instance.
 * Added in Node 0.12. Only available in browsers that support ArrayBuffer.
 */
Buffer.prototype.toArrayBuffer = function () {
  if (typeof Uint8Array !== 'undefined') {
    if (Buffer.TYPED_ARRAY_SUPPORT) {
      return (new Buffer(this)).buffer
    } else {
      var buf = new Uint8Array(this.length)
      for (var i = 0, len = buf.length; i < len; i += 1) {
        buf[i] = this[i]
      }
      return buf.buffer
    }
  } else {
    throw new TypeError('Buffer.toArrayBuffer not supported in this browser')
  }
}

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

var BP = Buffer.prototype

/**
 * Augment a Uint8Array *instance* (not the Uint8Array class!) with Buffer methods
 */
Buffer._augment = function (arr) {
  arr.constructor = Buffer
  arr._isBuffer = true

  // save reference to original Uint8Array get/set methods before overwriting
  arr._get = arr.get
  arr._set = arr.set

  // deprecated, will be removed in node 0.13+
  arr.get = BP.get
  arr.set = BP.set

  arr.write = BP.write
  arr.toString = BP.toString
  arr.toLocaleString = BP.toString
  arr.toJSON = BP.toJSON
  arr.equals = BP.equals
  arr.compare = BP.compare
  arr.copy = BP.copy
  arr.slice = BP.slice
  arr.readUInt8 = BP.readUInt8
  arr.readUInt16LE = BP.readUInt16LE
  arr.readUInt16BE = BP.readUInt16BE
  arr.readUInt32LE = BP.readUInt32LE
  arr.readUInt32BE = BP.readUInt32BE
  arr.readInt8 = BP.readInt8
  arr.readInt16LE = BP.readInt16LE
  arr.readInt16BE = BP.readInt16BE
  arr.readInt32LE = BP.readInt32LE
  arr.readInt32BE = BP.readInt32BE
  arr.readFloatLE = BP.readFloatLE
  arr.readFloatBE = BP.readFloatBE
  arr.readDoubleLE = BP.readDoubleLE
  arr.readDoubleBE = BP.readDoubleBE
  arr.writeUInt8 = BP.writeUInt8
  arr.writeUInt16LE = BP.writeUInt16LE
  arr.writeUInt16BE = BP.writeUInt16BE
  arr.writeUInt32LE = BP.writeUInt32LE
  arr.writeUInt32BE = BP.writeUInt32BE
  arr.writeInt8 = BP.writeInt8
  arr.writeInt16LE = BP.writeInt16LE
  arr.writeInt16BE = BP.writeInt16BE
  arr.writeInt32LE = BP.writeInt32LE
  arr.writeInt32BE = BP.writeInt32BE
  arr.writeFloatLE = BP.writeFloatLE
  arr.writeFloatBE = BP.writeFloatBE
  arr.writeDoubleLE = BP.writeDoubleLE
  arr.writeDoubleBE = BP.writeDoubleBE
  arr.fill = BP.fill
  arr.inspect = BP.inspect
  arr.toArrayBuffer = BP.toArrayBuffer

  return arr
}

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

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

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

function isArrayish (subject) {
  return isArray(subject) || Buffer.isBuffer(subject) ||
      subject && typeof subject === 'object' &&
      typeof subject.length === 'number'
}

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

function utf8ToBytes (str) {
  var byteArray = []
  for (var i = 0; i < str.length; i++) {
    var b = str.charCodeAt(i)
    if (b <= 0x7F) {
      byteArray.push(b)
    } else {
      var start = i
      if (b >= 0xD800 && b <= 0xDFFF) i++
      var h = encodeURIComponent(str.slice(start, i+1)).substr(1).split('%')
      for (var j = 0; j < h.length; j++) {
        byteArray.push(parseInt(h[j], 16))
      }
    }
  }
  return byteArray
}

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

function utf16leToBytes (str) {
  var c, hi, lo
  var byteArray = []
  for (var i = 0; i < str.length; i++) {
    c = str.charCodeAt(i)
    hi = c >> 8
    lo = c % 256
    byteArray.push(lo)
    byteArray.push(hi)
  }

  return byteArray
}

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

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

function decodeUtf8Char (str) {
  try {
    return decodeURIComponent(str)
  } catch (err) {
    return String.fromCharCode(0xFFFD) // UTF 8 invalid char
  }
}

},{"base64-js":15,"ieee754":28,"is-array":32}],15:[function(require,module,exports){
var lookup = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/';

;(function (exports) {
	'use strict';

  var Arr = (typeof Uint8Array !== 'undefined')
    ? Uint8Array
    : Array

	var PLUS   = '+'.charCodeAt(0)
	var SLASH  = '/'.charCodeAt(0)
	var NUMBER = '0'.charCodeAt(0)
	var LOWER  = 'a'.charCodeAt(0)
	var UPPER  = 'A'.charCodeAt(0)

	function decode (elt) {
		var code = elt.charCodeAt(0)
		if (code === PLUS)
			return 62 // '+'
		if (code === SLASH)
			return 63 // '/'
		if (code < NUMBER)
			return -1 //no match
		if (code < NUMBER + 10)
			return code - NUMBER + 26 + 26
		if (code < UPPER + 26)
			return code - UPPER
		if (code < LOWER + 26)
			return code - LOWER + 26
	}

	function b64ToByteArray (b64) {
		var i, j, l, tmp, placeHolders, arr

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

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

		// base64 is 4/3 + up to two characters of the original data
		arr = new Arr(b64.length * 3 / 4 - placeHolders)

		// if there are placeholders, only get up to the last complete 4 chars
		l = placeHolders > 0 ? b64.length - 4 : b64.length

		var L = 0

		function push (v) {
			arr[L++] = v
		}

		for (i = 0, j = 0; i < l; i += 4, j += 3) {
			tmp = (decode(b64.charAt(i)) << 18) | (decode(b64.charAt(i + 1)) << 12) | (decode(b64.charAt(i + 2)) << 6) | decode(b64.charAt(i + 3))
			push((tmp & 0xFF0000) >> 16)
			push((tmp & 0xFF00) >> 8)
			push(tmp & 0xFF)
		}

		if (placeHolders === 2) {
			tmp = (decode(b64.charAt(i)) << 2) | (decode(b64.charAt(i + 1)) >> 4)
			push(tmp & 0xFF)
		} else if (placeHolders === 1) {
			tmp = (decode(b64.charAt(i)) << 10) | (decode(b64.charAt(i + 1)) << 4) | (decode(b64.charAt(i + 2)) >> 2)
			push((tmp >> 8) & 0xFF)
			push(tmp & 0xFF)
		}

		return arr
	}

	function uint8ToBase64 (uint8) {
		var i,
			extraBytes = uint8.length % 3, // if we have 1 byte left, pad 2 bytes
			output = "",
			temp, length

		function encode (num) {
			return lookup.charAt(num)
		}

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

		// go through the array every three bytes, we'll deal with trailing stuff later
		for (i = 0, length = uint8.length - extraBytes; i < length; i += 3) {
			temp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2])
			output += tripletToBase64(temp)
		}

		// pad the end with zeros, but make sure to not forget the extra bytes
		switch (extraBytes) {
			case 1:
				temp = uint8[uint8.length - 1]
				output += encode(temp >> 2)
				output += encode((temp << 4) & 0x3F)
				output += '=='
				break
			case 2:
				temp = (uint8[uint8.length - 2] << 8) + (uint8[uint8.length - 1])
				output += encode(temp >> 10)
				output += encode((temp >> 4) & 0x3F)
				output += encode((temp << 2) & 0x3F)
				output += '='
				break
		}

		return output
	}

	exports.toByteArray = b64ToByteArray
	exports.fromByteArray = uint8ToBase64
}(typeof exports === 'undefined' ? (this.base64js = {}) : exports))

},{}],16:[function(require,module,exports){
/* MIT license */

module.exports = {
  rgb2hsl: rgb2hsl,
  rgb2hsv: rgb2hsv,
  rgb2cmyk: rgb2cmyk,
  rgb2keyword: rgb2keyword,
  rgb2xyz: rgb2xyz,
  rgb2lab: rgb2lab,

  hsl2rgb: hsl2rgb,
  hsl2hsv: hsl2hsv,
  hsl2cmyk: hsl2cmyk,
  hsl2keyword: hsl2keyword,

  hsv2rgb: hsv2rgb,
  hsv2hsl: hsv2hsl,
  hsv2cmyk: hsv2cmyk,
  hsv2keyword: hsv2keyword,

  cmyk2rgb: cmyk2rgb,
  cmyk2hsl: cmyk2hsl,
  cmyk2hsv: cmyk2hsv,
  cmyk2keyword: cmyk2keyword,
  
  keyword2rgb: keyword2rgb,
  keyword2hsl: keyword2hsl,
  keyword2hsv: keyword2hsv,
  keyword2cmyk: keyword2cmyk,
  
  xyz2rgb: xyz2rgb,
}


function rgb2hsl(rgb) {
  var r = rgb[0]/255,
      g = rgb[1]/255,
      b = rgb[2]/255,
      min = Math.min(r, g, b),
      max = Math.max(r, g, b),
      delta = max - min,
      h, s, l;

  if (max == min)
    h = 0;
  else if (r == max) 
    h = (g - b) / delta; 
  else if (g == max)
    h = 2 + (b - r) / delta; 
  else if (b == max)
    h = 4 + (r - g)/ delta;

  h = Math.min(h * 60, 360);

  if (h < 0)
    h += 360;

  l = (min + max) / 2;

  if (max == min)
    s = 0;
  else if (l <= 0.5)
    s = delta / (max + min);
  else
    s = delta / (2 - max - min);

  return [h, s * 100, l * 100];
}

function rgb2hsv(rgb) {
  var r = rgb[0],
      g = rgb[1],
      b = rgb[2],
      min = Math.min(r, g, b),
      max = Math.max(r, g, b),
      delta = max - min,
      h, s, v;

  if (max == 0)
    s = 0;
  else
    s = (delta/max * 1000)/10;

  if (max == min)
    h = 0;
  else if (r == max) 
    h = (g - b) / delta; 
  else if (g == max)
    h = 2 + (b - r) / delta; 
  else if (b == max)
    h = 4 + (r - g) / delta;

  h = Math.min(h * 60, 360);

  if (h < 0) 
    h += 360;

  v = ((max / 255) * 1000) / 10;

  return [h, s, v];
}

function rgb2cmyk(rgb) {
  var r = rgb[0] / 255,
      g = rgb[1] / 255,
      b = rgb[2] / 255,
      c, m, y, k;
      
  k = Math.min(1 - r, 1 - g, 1 - b);
  c = (1 - r - k) / (1 - k);
  m = (1 - g - k) / (1 - k);
  y = (1 - b - k) / (1 - k);
  return [c * 100, m * 100, y * 100, k * 100];
}

function rgb2keyword(rgb) {
  return reverseKeywords[JSON.stringify(rgb)];
}

function rgb2xyz(rgb) {
  var r = rgb[0] / 255,
      g = rgb[1] / 255,
      b = rgb[2] / 255;

  // assume sRGB
  r = r > 0.04045 ? Math.pow(((r + 0.055) / 1.055), 2.4) : (r / 12.92);
  g = g > 0.04045 ? Math.pow(((g + 0.055) / 1.055), 2.4) : (g / 12.92);
  b = b > 0.04045 ? Math.pow(((b + 0.055) / 1.055), 2.4) : (b / 12.92);
  
  var x = (r * 0.4124) + (g * 0.3576) + (b * 0.1805);
  var y = (r * 0.2126) + (g * 0.7152) + (b * 0.0722);
  var z = (r * 0.0193) + (g * 0.1192) + (b * 0.9505);

  return [x * 100, y *100, z * 100];
}

function rgb2lab(rgb) {
  var xyz = rgb2xyz(rgb),
        x = xyz[0],
        y = xyz[1],
        z = xyz[2],
        l, a, b;

  x /= 95.047;
  y /= 100;
  z /= 108.883;

  x = x > 0.008856 ? Math.pow(x, 1/3) : (7.787 * x) + (16 / 116);
  y = y > 0.008856 ? Math.pow(y, 1/3) : (7.787 * y) + (16 / 116);
  z = z > 0.008856 ? Math.pow(z, 1/3) : (7.787 * z) + (16 / 116);

  l = (116 * y) - 16;
  a = 500 * (x - y);
  b = 200 * (y - z);
  
  return [l, a, b];
}


function hsl2rgb(hsl) {
  var h = hsl[0] / 360,
      s = hsl[1] / 100,
      l = hsl[2] / 100,
      t1, t2, t3, rgb, val;

  if (s == 0) {
    val = l * 255;
    return [val, val, val];
  }

  if (l < 0.5)
    t2 = l * (1 + s);
  else
    t2 = l + s - l * s;
  t1 = 2 * l - t2;

  rgb = [0, 0, 0];
  for (var i = 0; i < 3; i++) {
    t3 = h + 1 / 3 * - (i - 1);
    t3 < 0 && t3++;
    t3 > 1 && t3--;

    if (6 * t3 < 1)
      val = t1 + (t2 - t1) * 6 * t3;
    else if (2 * t3 < 1)
      val = t2;
    else if (3 * t3 < 2)
      val = t1 + (t2 - t1) * (2 / 3 - t3) * 6;
    else
      val = t1;

    rgb[i] = val * 255;
  }
  
  return rgb;
}

function hsl2hsv(hsl) {
  var h = hsl[0],
      s = hsl[1] / 100,
      l = hsl[2] / 100,
      sv, v;
  l *= 2;
  s *= (l <= 1) ? l : 2 - l;
  v = (l + s) / 2;
  sv = (2 * s) / (l + s);
  return [h, s * 100, v * 100];
}

function hsl2cmyk(args) {
  return rgb2cmyk(hsl2rgb(args));
}

function hsl2keyword(args) {
  return rgb2keyword(hsl2rgb(args));
}


function hsv2rgb(hsv) {
  var h = hsv[0] / 60,
      s = hsv[1] / 100,
      v = hsv[2] / 100,
      hi = Math.floor(h) % 6;

  var f = h - Math.floor(h),
      p = 255 * v * (1 - s),
      q = 255 * v * (1 - (s * f)),
      t = 255 * v * (1 - (s * (1 - f))),
      v = 255 * v;

  switch(hi) {
    case 0:
      return [v, t, p];
    case 1:
      return [q, v, p];
    case 2:
      return [p, v, t];
    case 3:
      return [p, q, v];
    case 4:
      return [t, p, v];
    case 5:
      return [v, p, q];
  }
}

function hsv2hsl(hsv) {
  var h = hsv[0],
      s = hsv[1] / 100,
      v = hsv[2] / 100,
      sl, l;

  l = (2 - s) * v;  
  sl = s * v;
  sl /= (l <= 1) ? l : 2 - l;
  l /= 2;
  return [h, sl * 100, l * 100];
}

function hsv2cmyk(args) {
  return rgb2cmyk(hsv2rgb(args));
}

function hsv2keyword(args) {
  return rgb2keyword(hsv2rgb(args));
}

function cmyk2rgb(cmyk) {
  var c = cmyk[0] / 100,
      m = cmyk[1] / 100,
      y = cmyk[2] / 100,
      k = cmyk[3] / 100,
      r, g, b;

  r = 1 - Math.min(1, c * (1 - k) + k);
  g = 1 - Math.min(1, m * (1 - k) + k);
  b = 1 - Math.min(1, y * (1 - k) + k);
  return [r * 255, g * 255, b * 255];
}

function cmyk2hsl(args) {
  return rgb2hsl(cmyk2rgb(args));
}

function cmyk2hsv(args) {
  return rgb2hsv(cmyk2rgb(args));
}

function cmyk2keyword(args) {
  return rgb2keyword(cmyk2rgb(args));
}


function xyz2rgb(xyz) {
  var x = xyz[0] / 100,
      y = xyz[1] / 100,
      z = xyz[2] / 100,
      r, g, b;

  r = (x * 3.2406) + (y * -1.5372) + (z * -0.4986);
  g = (x * -0.9689) + (y * 1.8758) + (z * 0.0415);
  b = (x * 0.0557) + (y * -0.2040) + (z * 1.0570);

  // assume sRGB
  r = r > 0.0031308 ? ((1.055 * Math.pow(r, 1.0 / 2.4)) - 0.055)
    : r = (r * 12.92);

  g = g > 0.0031308 ? ((1.055 * Math.pow(g, 1.0 / 2.4)) - 0.055)
    : g = (g * 12.92);
        
  b = b > 0.0031308 ? ((1.055 * Math.pow(b, 1.0 / 2.4)) - 0.055)
    : b = (b * 12.92);

  r = (r < 0) ? 0 : r;
  g = (g < 0) ? 0 : g;
  b = (b < 0) ? 0 : b;

  return [r * 255, g * 255, b * 255];
}


function keyword2rgb(keyword) {
  return cssKeywords[keyword];
}

function keyword2hsl(args) {
  return rgb2hsl(keyword2rgb(args));
}

function keyword2hsv(args) {
  return rgb2hsv(keyword2rgb(args));
}

function keyword2cmyk(args) {
  return rgb2cmyk(keyword2rgb(args));
}

var cssKeywords = {
  aliceblue:  [240,248,255],
  antiquewhite: [250,235,215],
  aqua: [0,255,255],
  aquamarine: [127,255,212],
  azure:  [240,255,255],
  beige:  [245,245,220],
  bisque: [255,228,196],
  black:  [0,0,0],
  blanchedalmond: [255,235,205],
  blue: [0,0,255],
  blueviolet: [138,43,226],
  brown:  [165,42,42],
  burlywood:  [222,184,135],
  cadetblue:  [95,158,160],
  chartreuse: [127,255,0],
  chocolate:  [210,105,30],
  coral:  [255,127,80],
  cornflowerblue: [100,149,237],
  cornsilk: [255,248,220],
  crimson:  [220,20,60],
  cyan: [0,255,255],
  darkblue: [0,0,139],
  darkcyan: [0,139,139],
  darkgoldenrod:  [184,134,11],
  darkgray: [169,169,169],
  darkgreen:  [0,100,0],
  darkgrey: [169,169,169],
  darkkhaki:  [189,183,107],
  darkmagenta:  [139,0,139],
  darkolivegreen: [85,107,47],
  darkorange: [255,140,0],
  darkorchid: [153,50,204],
  darkred:  [139,0,0],
  darksalmon: [233,150,122],
  darkseagreen: [143,188,143],
  darkslateblue:  [72,61,139],
  darkslategray:  [47,79,79],
  darkslategrey:  [47,79,79],
  darkturquoise:  [0,206,209],
  darkviolet: [148,0,211],
  deeppink: [255,20,147],
  deepskyblue:  [0,191,255],
  dimgray:  [105,105,105],
  dimgrey:  [105,105,105],
  dodgerblue: [30,144,255],
  firebrick:  [178,34,34],
  floralwhite:  [255,250,240],
  forestgreen:  [34,139,34],
  fuchsia:  [255,0,255],
  gainsboro:  [220,220,220],
  ghostwhite: [248,248,255],
  gold: [255,215,0],
  goldenrod:  [218,165,32],
  gray: [128,128,128],
  green:  [0,128,0],
  greenyellow:  [173,255,47],
  grey: [128,128,128],
  honeydew: [240,255,240],
  hotpink:  [255,105,180],
  indianred:  [205,92,92],
  indigo: [75,0,130],
  ivory:  [255,255,240],
  khaki:  [240,230,140],
  lavender: [230,230,250],
  lavenderblush:  [255,240,245],
  lawngreen:  [124,252,0],
  lemonchiffon: [255,250,205],
  lightblue:  [173,216,230],
  lightcoral: [240,128,128],
  lightcyan:  [224,255,255],
  lightgoldenrodyellow: [250,250,210],
  lightgray:  [211,211,211],
  lightgreen: [144,238,144],
  lightgrey:  [211,211,211],
  lightpink:  [255,182,193],
  lightsalmon:  [255,160,122],
  lightseagreen:  [32,178,170],
  lightskyblue: [135,206,250],
  lightslategray: [119,136,153],
  lightslategrey: [119,136,153],
  lightsteelblue: [176,196,222],
  lightyellow:  [255,255,224],
  lime: [0,255,0],
  limegreen:  [50,205,50],
  linen:  [250,240,230],
  magenta:  [255,0,255],
  maroon: [128,0,0],
  mediumaquamarine: [102,205,170],
  mediumblue: [0,0,205],
  mediumorchid: [186,85,211],
  mediumpurple: [147,112,219],
  mediumseagreen: [60,179,113],
  mediumslateblue:  [123,104,238],
  mediumspringgreen:  [0,250,154],
  mediumturquoise:  [72,209,204],
  mediumvioletred:  [199,21,133],
  midnightblue: [25,25,112],
  mintcream:  [245,255,250],
  mistyrose:  [255,228,225],
  moccasin: [255,228,181],
  navajowhite:  [255,222,173],
  navy: [0,0,128],
  oldlace:  [253,245,230],
  olive:  [128,128,0],
  olivedrab:  [107,142,35],
  orange: [255,165,0],
  orangered:  [255,69,0],
  orchid: [218,112,214],
  palegoldenrod:  [238,232,170],
  palegreen:  [152,251,152],
  paleturquoise:  [175,238,238],
  palevioletred:  [219,112,147],
  papayawhip: [255,239,213],
  peachpuff:  [255,218,185],
  peru: [205,133,63],
  pink: [255,192,203],
  plum: [221,160,221],
  powderblue: [176,224,230],
  purple: [128,0,128],
  red:  [255,0,0],
  rosybrown:  [188,143,143],
  royalblue:  [65,105,225],
  saddlebrown:  [139,69,19],
  salmon: [250,128,114],
  sandybrown: [244,164,96],
  seagreen: [46,139,87],
  seashell: [255,245,238],
  sienna: [160,82,45],
  silver: [192,192,192],
  skyblue:  [135,206,235],
  slateblue:  [106,90,205],
  slategray:  [112,128,144],
  slategrey:  [112,128,144],
  snow: [255,250,250],
  springgreen:  [0,255,127],
  steelblue:  [70,130,180],
  tan:  [210,180,140],
  teal: [0,128,128],
  thistle:  [216,191,216],
  tomato: [255,99,71],
  turquoise:  [64,224,208],
  violet: [238,130,238],
  wheat:  [245,222,179],
  white:  [255,255,255],
  whitesmoke: [245,245,245],
  yellow: [255,255,0],
  yellowgreen:  [154,205,50]
};

var reverseKeywords = {};
for (var key in cssKeywords) {
  reverseKeywords[JSON.stringify(cssKeywords[key])] = key;
}

},{}],17:[function(require,module,exports){
var conversions = require("./conversions");

var exports = {};
module.exports = exports;

for (var func in conversions) {
  // export rgb2hslRaw
  exports[func + "Raw"] =  (function(func) {
    // accept array or plain args
    return function(arg) {
      if (typeof arg == "number")
        arg = Array.prototype.slice.call(arguments);
      return conversions[func](arg);
    }
  })(func);

  var pair = /(\w+)2(\w+)/.exec(func),
      from = pair[1],
      to = pair[2];

  // export rgb2hsl and ["rgb"]["hsl"]
  exports[from] = exports[from] || {};

  exports[from][to] = exports[func] = (function(func) { 
    return function(arg) {
      if (typeof arg == "number")
        arg = Array.prototype.slice.call(arguments);
      
      var val = conversions[func](arg);
      if (typeof val == "string" || val === undefined)
        return val; // keyword

      for (var i = 0; i < val.length; i++)
        val[i] = Math.round(val[i]);
      return val;
    }
  })(func);
}
},{"./conversions":16}],18:[function(require,module,exports){
/* MIT license */
var convert = require("color-convert");

module.exports = {
   getRgba: getRgba,
   getHsla: getHsla,
   getRgb: getRgb,
   getHsl: getHsl,
   getAlpha: getAlpha,

   hexString: hexString,
   rgbString: rgbString,
   rgbaString: rgbaString,
   percentString: percentString,
   percentaString: percentaString,
   hslString: hslString,
   hslaString: hslaString,
   keyword: keyword
}

function getRgba(string) {
   if (!string) {
      return;
   }
   var abbr =  /^#([a-fA-F0-9]{3})$/,
       hex =  /^#([a-fA-F0-9]{6})$/,
       rgba = /^rgba?\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*([\d\.]+)\s*)?\)$/,
       per = /^rgba?\(\s*([\d\.]+)\%\s*,\s*([\d\.]+)\%\s*,\s*([\d\.]+)\%\s*(?:,\s*([\d\.]+)\s*)?\)$/,
       keyword = /(\D+)/;

   var rgb = [0, 0, 0],
       a = 1,
       match = string.match(abbr);
   if (match) {
      match = match[1];
      for (var i = 0; i < rgb.length; i++) {
         rgb[i] = parseInt(match[i] + match[i], 16);
      }
   }
   else if (match = string.match(hex)) {
      match = match[1];
      for (var i = 0; i < rgb.length; i++) {
         rgb[i] = parseInt(match.slice(i * 2, i * 2 + 2), 16);
      }
   }
   else if (match = string.match(rgba)) {
      for (var i = 0; i < rgb.length; i++) {
         rgb[i] = parseInt(match[i + 1]);
      }
      a = parseFloat(match[4]);
   }
   else if (match = string.match(per)) {
      for (var i = 0; i < rgb.length; i++) {
         rgb[i] = Math.round(parseFloat(match[i + 1]) * 2.55);
      }
      a = parseFloat(match[4]);
   }
   else if (match = string.match(keyword)) {
      if (match[1] == "transparent") {
         return [0, 0, 0, 0];
      }
      rgb = convert.keyword2rgb(match[1]);
      if (!rgb) {
         return;
      }
   }

   for (var i = 0; i < rgb.length; i++) {
      rgb[i] = scale(rgb[i], 0, 255);
   }
   if (!a && a != 0) {
      a = 1;
   }
   else {
      a = scale(a, 0, 1);
   }
   rgb.push(a);
   return rgb;
}

function getHsla(string) {
   if (!string) {
      return;
   }
   var hsl = /^hsla?\(\s*(\d+)\s*,\s*([\d\.]+)%\s*,\s*([\d\.]+)%\s*(?:,\s*([\d\.]+)\s*)?\)/;
   var match = string.match(hsl);
   if (match) {
      var h = scale(parseInt(match[1]), 0, 360),
          s = scale(parseFloat(match[2]), 0, 100),
          l = scale(parseFloat(match[3]), 0, 100),
          a = scale(parseFloat(match[4]) || 1, 0, 1);
      return [h, s, l, a];
   }
}

function getRgb(string) {
   return getRgba(string).slice(0, 3);
}

function getHsl(string) {
   return getHsla(string).slice(0, 3);
}

function getAlpha(string) {
   var vals = getRgba(string);
   if (vals) {
      return vals[3];
   }
   else if (vals = getHsla(string)) {
      return vals[3];
   }
}

// generators
function hexString(rgb) {
   return "#" + hexDouble(rgb[0]) + hexDouble(rgb[1])
              + hexDouble(rgb[2]);
}

function rgbString(rgba, alpha) {
   if (alpha < 1 || (rgba[3] && rgba[3] < 1)) {
      return rgbaString(rgba, alpha);
   }
   return "rgb(" + rgba[0] + ", " + rgba[1] + ", " + rgba[2] + ")";
}

function rgbaString(rgba, alpha) {
   if (alpha === undefined) {
      alpha = (rgba[3] !== undefined ? rgba[3] : 1);
   }
   return "rgba(" + rgba[0] + ", " + rgba[1] + ", " + rgba[2]
           + ", " + alpha + ")";
}

function percentString(rgba, alpha) {
   if (alpha < 1 || (rgba[3] && rgba[3] < 1)) {
      return percentaString(rgba, alpha);
   }
   var r = Math.round(rgba[0]/255 * 100),
       g = Math.round(rgba[1]/255 * 100),
       b = Math.round(rgba[2]/255 * 100);

   return "rgb(" + r + "%, " + g + "%, " + b + "%)";
}

function percentaString(rgba, alpha) {
   var r = Math.round(rgba[0]/255 * 100),
       g = Math.round(rgba[1]/255 * 100),
       b = Math.round(rgba[2]/255 * 100);
   return "rgba(" + r + "%, " + g + "%, " + b + "%, " + (alpha || rgba[3] || 1) + ")";
}

function hslString(hsla, alpha) {
   if (alpha < 1 || (hsla[3] && hsla[3] < 1)) {
      return hslaString(hsla, alpha);
   }
   return "hsl(" + hsla[0] + ", " + hsla[1] + "%, " + hsla[2] + "%)";
}

function hslaString(hsla, alpha) {
   if (alpha === undefined) {
      alpha = (hsla[3] !== undefined ? hsla[3] : 1);
   }
   return "hsla(" + hsla[0] + ", " + hsla[1] + "%, " + hsla[2] + "%, "
           + alpha + ")";
}

function keyword(rgb) {
   return convert.rgb2keyword(rgb.slice(0, 3));
}

// helpers
function scale(num, min, max) {
   return Math.min(Math.max(min, num), max);
}

function hexDouble(num) {
  var str = num.toString(16).toUpperCase();
  return (str.length < 2) ? "0" + str : str;
}

},{"color-convert":17}],19:[function(require,module,exports){
/* MIT license */
var convert = require("color-convert"),
    string = require("color-string");

module.exports = function(cssString) {
   return new Color(cssString);
};

var Color = function(cssString) {
   this.values = {
      rgb: [0, 0, 0],
      hsl: [0, 0, 0],
      hsv: [0, 0, 0],
      cmyk: [0, 0, 0, 0],
      alpha: 1
   }

   // parse Color() argument
   if (typeof cssString == "string") {
      var vals = string.getRgba(cssString);
      if (vals) {
         this.setValues("rgb", vals);
      }
      else if(vals = string.getHsla(cssString)) {
         this.setValues("hsl", vals);
      }
   }
   else if (typeof cssString == "object") {
      var vals = cssString;
      if(vals["r"] !== undefined || vals["red"] !== undefined) {
         this.setValues("rgb", vals)
      }
      else if(vals["l"] !== undefined || vals["lightness"] !== undefined) {
         this.setValues("hsl", vals)
      }
      else if(vals["v"] !== undefined || vals["value"] !== undefined) {
         this.setValues("hsv", vals)
      }
      else if(vals["c"] !== undefined || vals["cyan"] !== undefined) {
         this.setValues("cmyk", vals)
      }
   }
}

Color.prototype = {
   rgb: function (vals) {
      return this.setSpace("rgb", arguments);
   },
   hsl: function(vals) {
      return this.setSpace("hsl", arguments);
   },
   hsv: function(vals) {
      return this.setSpace("hsv", arguments);
   },
   cmyk: function(vals) {
      return this.setSpace("cmyk", arguments);
   },

   rgbArray: function() {
      return this.values.rgb;
   },
   hslArray: function() {
      return this.values.hsl;
   },
   hsvArray: function() {
      return this.values.hsv;
   },
   cmykArray: function() {
      return this.values.cmyk;
   },
   rgbaArray: function() {
      var rgb = this.values.rgb;
      return rgb.concat([this.values.alpha]);
   },
   hslaArray: function() {
      var hsl = this.values.hsl;
      return hsl.concat([this.values.alpha]);
   },

   alpha: function(val) {
      if (val === undefined) {
         return this.values.alpha;
      }
      this.setValues("alpha", val);
      return this;
   },

   red: function(val) {
      return this.setChannel("rgb", 0, val);
   },
   green: function(val) {
      return this.setChannel("rgb", 1, val);
   },
   blue: function(val) {
      return this.setChannel("rgb", 2, val);
   },
   hue: function(val) {
      return this.setChannel("hsl", 0, val);
   },
   saturation: function(val) {
      return this.setChannel("hsl", 1, val);
   },
   lightness: function(val) {
      return this.setChannel("hsl", 2, val);
   },
   saturationv: function(val) {
      return this.setChannel("hsv", 1, val);
   },
   value: function(val) {
      return this.setChannel("hsv", 2, val);
   },
   cyan: function(val) {
      return this.setChannel("cmyk", 0, val);
   },
   magenta: function(val) {
      return this.setChannel("cmyk", 1, val);
   },
   yellow: function(val) {
      return this.setChannel("cmyk", 2, val);
   },
   black: function(val) {
      return this.setChannel("cmyk", 3, val);
   },

   hexString: function() {
      return string.hexString(this.values.rgb);
   },
   rgbString: function() {
      return string.rgbString(this.values.rgb, this.values.alpha);
   },
   rgbaString: function() {
      return string.rgbaString(this.values.rgb, this.values.alpha);
   },
   percentString: function() {
      return string.percentString(this.values.rgb, this.values.alpha);
   },
   hslString: function() {
      return string.hslString(this.values.hsl, this.values.alpha);
   },
   hslaString: function() {
      return string.hslaString(this.values.hsl, this.values.alpha);
   },
   keyword: function() {
      return string.keyword(this.values.rgb, this.values.alpha);
   },

   luminosity: function() {
      // http://www.w3.org/TR/WCAG20/#relativeluminancedef
      var rgb = this.values.rgb;
      var lum = [];
      for (var i = 0; i < rgb.length; i++) {
         var chan = rgb[i] / 255;
         lum[i] = (chan <= 0.03928) ? chan / 12.92
                  : Math.pow(((chan + 0.055) / 1.055), 2.4)
      }
      return 0.2126 * lum[0] + 0.7152 * lum[1] + 0.0722 * lum[2];
   },

   contrast: function(color2) {
      // http://www.w3.org/TR/WCAG20/#contrast-ratiodef
      var lum1 = this.luminosity();
      var lum2 = color2.luminosity();
      if (lum1 > lum2) {
         return (lum1 + 0.05) / (lum2 + 0.05)
      };
      return (lum2 + 0.05) / (lum1 + 0.05);
   },

   dark: function() {
      // YIQ equation from http://24ways.org/2010/calculating-color-contrast
      var rgb = this.values.rgb,
          yiq = (rgb[0] * 299 + rgb[1] * 587 + rgb[2] * 114) / 1000;
   	return yiq < 128;
   },

   light: function() {
      return !this.dark();
   },

   negate: function() {
      var rgb = []
      for (var i = 0; i < 3; i++) {
         rgb[i] = 255 - this.values.rgb[i];
      }
      this.setValues("rgb", rgb);
      return this;
   },

   lighten: function(ratio) {
      this.values.hsl[2] += this.values.hsl[2] * ratio;
      this.setValues("hsl", this.values.hsl);
      return this;
   },

   darken: function(ratio) {
      this.values.hsl[2] -= this.values.hsl[2] * ratio;
      this.setValues("hsl", this.values.hsl);
      return this;
   },

   saturate: function(ratio) {
      this.values.hsl[1] += this.values.hsl[1] * ratio;
      this.setValues("hsl", this.values.hsl);
      return this;
   },

   desaturate: function(ratio) {
      this.values.hsl[1] -= this.values.hsl[1] * ratio;
      this.setValues("hsl", this.values.hsl);
      return this;
   },

   greyscale: function() {
      var rgb = this.values.rgb;
      // http://en.wikipedia.org/wiki/Grayscale#Converting_color_to_grayscale
      var val = rgb[0] * 0.3 + rgb[1] * 0.59 + rgb[2] * 0.11;
      this.setValues("rgb", [val, val, val]);
      return this;
   },

   clearer: function(ratio) {
      this.setValues("alpha", this.values.alpha - (this.values.alpha * ratio));
      return this;
   },

   opaquer: function(ratio) {
      this.setValues("alpha", this.values.alpha + (this.values.alpha * ratio));
      return this;
   },

   rotate: function(degrees) {
      var hue = this.values.hsl[0];
      hue = (hue + degrees) % 360;
      hue = hue < 0 ? 360 + hue : hue;
      this.values.hsl[0] = hue;
      this.setValues("hsl", this.values.hsl);
      return this;
   },

   mix: function(color2, weight) {
      weight = 1 - (weight == null ? 0.5 : weight);

      // algorithm from Sass's mix(). Ratio of first color in mix is
      // determined by the alphas of both colors and the weight
      var t1 = weight * 2 - 1,
          d = this.alpha() - color2.alpha();

      var weight1 = (((t1 * d == -1) ? t1 : (t1 + d) / (1 + t1 * d)) + 1) / 2;
      var weight2 = 1 - weight1;

      var rgb = this.rgbArray();
      var rgb2 = color2.rgbArray();

      for (var i = 0; i < rgb.length; i++) {
         rgb[i] = rgb[i] * weight1 + rgb2[i] * weight2;
      }
      this.setValues("rgb", rgb);

      var alpha = this.alpha() * weight + color2.alpha() * (1 - weight);
      this.setValues("alpha", alpha);

      return this;
   },

   toJSON: function() {
     return this.rgb();
   }
}


Color.prototype.getValues = function(space) {
   var vals = {};
   for (var i = 0; i < space.length; i++) {
      vals[space[i]] = this.values[space][i];
   }
   if (this.values.alpha != 1) {
      vals["a"] = this.values.alpha;
   }
   // {r: 255, g: 255, b: 255, a: 0.4}
   return vals;
}

Color.prototype.setValues = function(space, vals) {
   var spaces = {
      "rgb": ["red", "green", "blue"],
      "hsl": ["hue", "saturation", "lightness"],
      "hsv": ["hue", "saturation", "value"],
      "cmyk": ["cyan", "magenta", "yellow", "black"]
   };

   var maxes = {
      "rgb": [255, 255, 255],
      "hsl": [360, 100, 100],
      "hsv": [360, 100, 100],
      "cmyk": [100, 100, 100, 100],
   };

   var alpha = 1;
   if (space == "alpha") {
      alpha = vals;
   }
   else if (vals.length) {
      // [10, 10, 10]
      this.values[space] = vals.slice(0, space.length);
      alpha = vals[space.length];
   }
   else if (vals[space[0]] !== undefined) {
      // {r: 10, g: 10, b: 10}
      for (var i = 0; i < space.length; i++) {
        this.values[space][i] = vals[space[i]];
      }
      alpha = vals.a;
   }
   else if (vals[spaces[space][0]] !== undefined) {
      // {red: 10, green: 10, blue: 10}
      var chans = spaces[space];
      for (var i = 0; i < space.length; i++) {
        this.values[space][i] = vals[chans[i]];
      }
      alpha = vals.alpha;
   }
   this.values.alpha = Math.max(0, Math.min(1, (alpha !== undefined ? alpha : this.values.alpha) ));
   if (space == "alpha") {
      return;
   }

   // convert to all the other color spaces
   for (var sname in spaces) {
      if (sname != space) {
         this.values[sname] = convert[space][sname](this.values[space])
      }

      // cap values
      for (var i = 0; i < sname.length; i++) {
         var capped = Math.max(0, Math.min(maxes[sname][i], this.values[sname][i]));
         this.values[sname][i] = Math.round(capped);
      }
   }
   return true;
}

Color.prototype.setSpace = function(space, args) {
   var vals = args[0];
   if (vals === undefined) {
      // color.rgb()
      return this.getValues(space);
   }
   // color.rgb(10, 10, 10)
   if (typeof vals == "number") {
      vals = Array.prototype.slice.call(args);
   }
   this.setValues(space, vals);
   return this;
}

Color.prototype.setChannel = function(space, index, val) {
   if (val === undefined) {
      // color.red()
      return this.values[space][index];
   }
   // color.red(100)
   this.values[space][index] = val;
   this.setValues(space, this.values[space]);
   return this;
}

},{"color-convert":17,"color-string":18}],20:[function(require,module,exports){
"use strict"

module.exports = getContours

function Segment(start, end, direction, height) {
  this.start = start
  this.end = end
  this.direction = direction
  this.height = height
  this.visited = false
  this.next = null
  this.prev = null
}

function Vertex(x, y, segment, orientation) {
  this.x = x
  this.y = y
  this.segment = segment
  this.orientation = orientation
}

function getParallelCountours(array, direction) {
  var n = array.shape[0]
  var m = array.shape[1]
  var contours = []
  //Scan top row
  var a = false
  var b = false
  var c = false
  var d = false
  var x0 = 0
  var i=0, j=0
  for(j=0; j<m; ++j) {
    b = !!array.get(0, j)
    if(b === a) {
      continue
    }
    if(a) {
      contours.push(new Segment(x0, j, direction, 0))
    }
    if(b) {
      x0 = j
    }
    a = b
  }
  if(a) {
    contours.push(new Segment(x0, j, direction, 0))
  }
  //Scan center
  for(i=1; i<n; ++i) {
    a = false
    b = false
    x0 = 0
    for(j=0; j<m; ++j) {
      c = !!array.get(i-1, j)
      d = !!array.get(i, j)
      if(c === a && d === b) {
        continue
      }
      if(a !== b) {
        if(a) {
          contours.push(new Segment(j, x0, direction, i))
        } else {
          contours.push(new Segment(x0, j, direction, i))
        }
      }
      if(c !== d) {
        x0 = j
      }
      a = c
      b = d
    }
    if(a !== b) {
      if(a) {
        contours.push(new Segment(j, x0, direction, i))
      } else {
        contours.push(new Segment(x0, j, direction, i))
      }
    }
  }
  //Scan bottom row
  a = false
  x0 = 0
  for(j=0; j<m; ++j) {
    b = !!array.get(n-1, j)
    if(b === a) {
      continue
    }
    if(a) {
      contours.push(new Segment(j, x0, direction, n))
    }
    if(b) {
      x0 = j
    }
    a = b
  }
  if(a) {
    contours.push(new Segment(j, x0, direction, n))
  }
  return contours
}

function getVertices(contours) {
  var vertices = new Array(contours.length * 2)
  for(var i=0; i<contours.length; ++i) {
    var h = contours[i]
    if(h.direction === 0) {
      vertices[2*i] = new Vertex(h.start, h.height, h, 0)
      vertices[2*i+1] = new Vertex(h.end, h.height, h, 1)
    } else {
      vertices[2*i] = new Vertex(h.height, h.start, h, 0)
      vertices[2*i+1] = new Vertex(h.height, h.end, h, 1)
    }
  }
  return vertices
}

function walk(v, clockwise) {
  var result = []
  while(!v.visited) {
    v.visited = true
    if(v.direction) {
      result.push([v.height, v.end])
    } else {
      result.push([v.start, v.height])
    }
    if(clockwise) {
      v = v.next
    } else {
      v = v.prev
    }
  }
  return result
}

function compareVertex(a, b) {
  var d = a.x - b.x
  if(d) {
    return d
  }
  d = a.y - b.y
  if(d) {
    return d
  }
  return a.orientation - b.orientation
}


function getContours(array, clockwise) {

  var clockwise = !!clockwise

  //First extract horizontal contours and vertices
  var hcontours = getParallelCountours(array, 0)
  var hvertices = getVertices(hcontours)
  hvertices.sort(compareVertex)

  //Extract vertical contours and vertices
  var vcontours = getParallelCountours(array.transpose(1, 0), 1)
  var vvertices = getVertices(vcontours)
  vvertices.sort(compareVertex)

  //Glue horizontal and vertical vertices together
  var nv = hvertices.length
  for(var i=0; i<nv; ++i) {
    var h = hvertices[i]
    var v = vvertices[i]
    if(h.orientation) {
      h.segment.next = v.segment
      v.segment.prev = h.segment
    } else {
      h.segment.prev = v.segment
      v.segment.next = h.segment
    }
  }

  //Unwrap loops
  var loops = []
  for(var i=0; i<hcontours.length; ++i) {
    var h = hcontours[i]
    if(!h.visited) {
      loops.push(walk(h, clockwise))
    }
  }

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

// NOTE: These type checking functions intentionally don't use `instanceof`
// because it is fragile and can be easily faked with `Object.create()`.

function isArray(arg) {
  if (Array.isArray) {
    return Array.isArray(arg);
  }
  return objectToString(arg) === '[object Array]';
}
exports.isArray = isArray;

function isBoolean(arg) {
  return typeof arg === 'boolean';
}
exports.isBoolean = isBoolean;

function isNull(arg) {
  return arg === null;
}
exports.isNull = isNull;

function isNullOrUndefined(arg) {
  return arg == null;
}
exports.isNullOrUndefined = isNullOrUndefined;

function isNumber(arg) {
  return typeof arg === 'number';
}
exports.isNumber = isNumber;

function isString(arg) {
  return typeof arg === 'string';
}
exports.isString = isString;

function isSymbol(arg) {
  return typeof arg === 'symbol';
}
exports.isSymbol = isSymbol;

function isUndefined(arg) {
  return arg === void 0;
}
exports.isUndefined = isUndefined;

function isRegExp(re) {
  return objectToString(re) === '[object RegExp]';
}
exports.isRegExp = isRegExp;

function isObject(arg) {
  return typeof arg === 'object' && arg !== null;
}
exports.isObject = isObject;

function isDate(d) {
  return objectToString(d) === '[object Date]';
}
exports.isDate = isDate;

function isError(e) {
  return (objectToString(e) === '[object Error]' || e instanceof Error);
}
exports.isError = isError;

function isFunction(arg) {
  return typeof arg === 'function';
}
exports.isFunction = isFunction;

function isPrimitive(arg) {
  return arg === null ||
         typeof arg === 'boolean' ||
         typeof arg === 'number' ||
         typeof arg === 'string' ||
         typeof arg === 'symbol' ||  // ES6 symbol
         typeof arg === 'undefined';
}
exports.isPrimitive = isPrimitive;

exports.isBuffer = Buffer.isBuffer;

function objectToString(o) {
  return Object.prototype.toString.call(o);
}

}).call(this,{"isBuffer":require("../../is-buffer/index.js")})
},{"../../is-buffer/index.js":33}],22:[function(require,module,exports){
"use strict"

var createThunk = require("./lib/thunk.js")

function Procedure() {
  this.argTypes = []
  this.shimArgs = []
  this.arrayArgs = []
  this.arrayBlockIndices = []
  this.scalarArgs = []
  this.offsetArgs = []
  this.offsetArgIndex = []
  this.indexArgs = []
  this.shapeArgs = []
  this.funcName = ""
  this.pre = null
  this.body = null
  this.post = null
  this.debug = false
}

function compileCwise(user_args) {
  //Create procedure
  var proc = new Procedure()
  
  //Parse blocks
  proc.pre    = user_args.pre
  proc.body   = user_args.body
  proc.post   = user_args.post

  //Parse arguments
  var proc_args = user_args.args.slice(0)
  proc.argTypes = proc_args
  for(var i=0; i<proc_args.length; ++i) {
    var arg_type = proc_args[i]
    if(arg_type === "array" || (typeof arg_type === "object" && arg_type.blockIndices)) {
      proc.argTypes[i] = "array"
      proc.arrayArgs.push(i)
      proc.arrayBlockIndices.push(arg_type.blockIndices ? arg_type.blockIndices : 0)
      proc.shimArgs.push("array" + i)
      if(i < proc.pre.args.length && proc.pre.args[i].count>0) {
        throw new Error("cwise: pre() block may not reference array args")
      }
      if(i < proc.post.args.length && proc.post.args[i].count>0) {
        throw new Error("cwise: post() block may not reference array args")
      }
    } else if(arg_type === "scalar") {
      proc.scalarArgs.push(i)
      proc.shimArgs.push("scalar" + i)
    } else if(arg_type === "index") {
      proc.indexArgs.push(i)
      if(i < proc.pre.args.length && proc.pre.args[i].count > 0) {
        throw new Error("cwise: pre() block may not reference array index")
      }
      if(i < proc.body.args.length && proc.body.args[i].lvalue) {
        throw new Error("cwise: body() block may not write to array index")
      }
      if(i < proc.post.args.length && proc.post.args[i].count > 0) {
        throw new Error("cwise: post() block may not reference array index")
      }
    } else if(arg_type === "shape") {
      proc.shapeArgs.push(i)
      if(i < proc.pre.args.length && proc.pre.args[i].lvalue) {
        throw new Error("cwise: pre() block may not write to array shape")
      }
      if(i < proc.body.args.length && proc.body.args[i].lvalue) {
        throw new Error("cwise: body() block may not write to array shape")
      }
      if(i < proc.post.args.length && proc.post.args[i].lvalue) {
        throw new Error("cwise: post() block may not write to array shape")
      }
    } else if(typeof arg_type === "object" && arg_type.offset) {
      proc.argTypes[i] = "offset"
      proc.offsetArgs.push({ array: arg_type.array, offset:arg_type.offset })
      proc.offsetArgIndex.push(i)
    } else {
      throw new Error("cwise: Unknown argument type " + proc_args[i])
    }
  }
  
  //Make sure at least one array argument was specified
  if(proc.arrayArgs.length <= 0) {
    throw new Error("cwise: No array arguments specified")
  }
  
  //Make sure arguments are correct
  if(proc.pre.args.length > proc_args.length) {
    throw new Error("cwise: Too many arguments in pre() block")
  }
  if(proc.body.args.length > proc_args.length) {
    throw new Error("cwise: Too many arguments in body() block")
  }
  if(proc.post.args.length > proc_args.length) {
    throw new Error("cwise: Too many arguments in post() block")
  }

  //Check debug flag
  proc.debug = !!user_args.printCode || !!user_args.debug
  
  //Retrieve name
  proc.funcName = user_args.funcName || "cwise"
  
  //Read in block size
  proc.blockSize = user_args.blockSize || 64

  return createThunk(proc)
}

module.exports = compileCwise

},{"./lib/thunk.js":24}],23:[function(require,module,exports){
"use strict"

var uniq = require("uniq")

// This function generates very simple loops analogous to how you typically traverse arrays (the outermost loop corresponds to the slowest changing index, the innermost loop to the fastest changing index)
// TODO: If two arrays have the same strides (and offsets) there is potential for decreasing the number of "pointers" and related variables. The drawback is that the type signature would become more specific and that there would thus be less potential for caching, but it might still be worth it, especially when dealing with large numbers of arguments.
function innerFill(order, proc, body) {
  var dimension = order.length
    , nargs = proc.arrayArgs.length
    , has_index = proc.indexArgs.length>0
    , code = []
    , vars = []
    , idx=0, pidx=0, i, j
  for(i=0; i<dimension; ++i) { // Iteration variables
    vars.push(["i",i,"=0"].join(""))
  }
  //Compute scan deltas
  for(j=0; j<nargs; ++j) {
    for(i=0; i<dimension; ++i) {
      pidx = idx
      idx = order[i]
      if(i === 0) { // The innermost/fastest dimension's delta is simply its stride
        vars.push(["d",j,"s",i,"=t",j,"p",idx].join(""))
      } else { // For other dimensions the delta is basically the stride minus something which essentially "rewinds" the previous (more inner) dimension
        vars.push(["d",j,"s",i,"=(t",j,"p",idx,"-s",pidx,"*t",j,"p",pidx,")"].join(""))
      }
    }
  }
  if (vars.length > 0) {
    code.push("var " + vars.join(","))
  }  
  //Scan loop
  for(i=dimension-1; i>=0; --i) { // Start at largest stride and work your way inwards
    idx = order[i]
    code.push(["for(i",i,"=0;i",i,"<s",idx,";++i",i,"){"].join(""))
  }
  //Push body of inner loop
  code.push(body)
  //Advance scan pointers
  for(i=0; i<dimension; ++i) {
    pidx = idx
    idx = order[i]
    for(j=0; j<nargs; ++j) {
      code.push(["p",j,"+=d",j,"s",i].join(""))
    }
    if(has_index) {
      if(i > 0) {
        code.push(["index[",pidx,"]-=s",pidx].join(""))
      }
      code.push(["++index[",idx,"]"].join(""))
    }
    code.push("}")
  }
  return code.join("\n")
}

// Generate "outer" loops that loop over blocks of data, applying "inner" loops to the blocks by manipulating the local variables in such a way that the inner loop only "sees" the current block.
// TODO: If this is used, then the previous declaration (done by generateCwiseOp) of s* is essentially unnecessary.
//       I believe the s* are not used elsewhere (in particular, I don't think they're used in the pre/post parts and "shape" is defined independently), so it would be possible to make defining the s* dependent on what loop method is being used.
function outerFill(matched, order, proc, body) {
  var dimension = order.length
    , nargs = proc.arrayArgs.length
    , blockSize = proc.blockSize
    , has_index = proc.indexArgs.length > 0
    , code = []
  for(var i=0; i<nargs; ++i) {
    code.push(["var offset",i,"=p",i].join(""))
  }
  //Generate loops for unmatched dimensions
  // The order in which these dimensions are traversed is fairly arbitrary (from small stride to large stride, for the first argument)
  // TODO: It would be nice if the order in which these loops are placed would also be somehow "optimal" (at the very least we should check that it really doesn't hurt us if they're not).
  for(var i=matched; i<dimension; ++i) {
    code.push(["for(var j"+i+"=SS[", order[i], "]|0;j", i, ">0;){"].join("")) // Iterate back to front
    code.push(["if(j",i,"<",blockSize,"){"].join("")) // Either decrease j by blockSize (s = blockSize), or set it to zero (after setting s = j).
    code.push(["s",order[i],"=j",i].join(""))
    code.push(["j",i,"=0"].join(""))
    code.push(["}else{s",order[i],"=",blockSize].join(""))
    code.push(["j",i,"-=",blockSize,"}"].join(""))
    if(has_index) {
      code.push(["index[",order[i],"]=j",i].join(""))
    }
  }
  for(var i=0; i<nargs; ++i) {
    var indexStr = ["offset"+i]
    for(var j=matched; j<dimension; ++j) {
      indexStr.push(["j",j,"*t",i,"p",order[j]].join(""))
    }
    code.push(["p",i,"=(",indexStr.join("+"),")"].join(""))
  }
  code.push(innerFill(order, proc, body))
  for(var i=matched; i<dimension; ++i) {
    code.push("}")
  }
  return code.join("\n")
}

//Count the number of compatible inner orders
// This is the length of the longest common prefix of the arrays in orders.
// Each array in orders lists the dimensions of the correspond ndarray in order of increasing stride.
// This is thus the maximum number of dimensions that can be efficiently traversed by simple nested loops for all arrays.
function countMatches(orders) {
  var matched = 0, dimension = orders[0].length
  while(matched < dimension) {
    for(var j=1; j<orders.length; ++j) {
      if(orders[j][matched] !== orders[0][matched]) {
        return matched
      }
    }
    ++matched
  }
  return matched
}

//Processes a block according to the given data types
// Replaces variable names by different ones, either "local" ones (that are then ferried in and out of the given array) or ones matching the arguments that the function performing the ultimate loop will accept.
function processBlock(block, proc, dtypes) {
  var code = block.body
  var pre = []
  var post = []
  for(var i=0; i<block.args.length; ++i) {
    var carg = block.args[i]
    if(carg.count <= 0) {
      continue
    }
    var re = new RegExp(carg.name, "g")
    var ptrStr = ""
    var arrNum = proc.arrayArgs.indexOf(i)
    switch(proc.argTypes[i]) {
      case "offset":
        var offArgIndex = proc.offsetArgIndex.indexOf(i)
        var offArg = proc.offsetArgs[offArgIndex]
        arrNum = offArg.array
        ptrStr = "+q" + offArgIndex // Adds offset to the "pointer" in the array
      case "array":
        ptrStr = "p" + arrNum + ptrStr
        var localStr = "l" + i
        var arrStr = "a" + arrNum
        if (proc.arrayBlockIndices[arrNum] === 0) { // Argument to body is just a single value from this array
          if(carg.count === 1) { // Argument/array used only once(?)
            if(dtypes[arrNum] === "generic") {
              if(carg.lvalue) {
                pre.push(["var ", localStr, "=", arrStr, ".get(", ptrStr, ")"].join("")) // Is this necessary if the argument is ONLY used as an lvalue? (keep in mind that we can have a += something, so we would actually need to check carg.rvalue)
                code = code.replace(re, localStr)
                post.push([arrStr, ".set(", ptrStr, ",", localStr,")"].join(""))
              } else {
                code = code.replace(re, [arrStr, ".get(", ptrStr, ")"].join(""))
              }
            } else {
              code = code.replace(re, [arrStr, "[", ptrStr, "]"].join(""))
            }
          } else if(dtypes[arrNum] === "generic") {
            pre.push(["var ", localStr, "=", arrStr, ".get(", ptrStr, ")"].join("")) // TODO: Could we optimize by checking for carg.rvalue?
            code = code.replace(re, localStr)
            if(carg.lvalue) {
              post.push([arrStr, ".set(", ptrStr, ",", localStr,")"].join(""))
            }
          } else {
            pre.push(["var ", localStr, "=", arrStr, "[", ptrStr, "]"].join("")) // TODO: Could we optimize by checking for carg.rvalue?
            code = code.replace(re, localStr)
            if(carg.lvalue) {
              post.push([arrStr, "[", ptrStr, "]=", localStr].join(""))
            }
          }
        } else { // Argument to body is a "block"
          var reStrArr = [carg.name], ptrStrArr = [ptrStr]
          for(var j=0; j<Math.abs(proc.arrayBlockIndices[arrNum]); j++) {
            reStrArr.push("\\s*\\[([^\\]]+)\\]")
            ptrStrArr.push("$" + (j+1) + "*t" + arrNum + "b" + j) // Matched index times stride
          }
          re = new RegExp(reStrArr.join(""), "g")
          ptrStr = ptrStrArr.join("+")
          if(dtypes[arrNum] === "generic") {
            /*if(carg.lvalue) {
              pre.push(["var ", localStr, "=", arrStr, ".get(", ptrStr, ")"].join("")) // Is this necessary if the argument is ONLY used as an lvalue? (keep in mind that we can have a += something, so we would actually need to check carg.rvalue)
              code = code.replace(re, localStr)
              post.push([arrStr, ".set(", ptrStr, ",", localStr,")"].join(""))
            } else {
              code = code.replace(re, [arrStr, ".get(", ptrStr, ")"].join(""))
            }*/
            throw new Error("cwise: Generic arrays not supported in combination with blocks!")
          } else {
            // This does not produce any local variables, even if variables are used multiple times. It would be possible to do so, but it would complicate things quite a bit.
            code = code.replace(re, [arrStr, "[", ptrStr, "]"].join(""))
          }
        }
      break
      case "scalar":
        code = code.replace(re, "Y" + proc.scalarArgs.indexOf(i))
      break
      case "index":
        code = code.replace(re, "index")
      break
      case "shape":
        code = code.replace(re, "shape")
      break
    }
  }
  return [pre.join("\n"), code, post.join("\n")].join("\n").trim()
}

function typeSummary(dtypes) {
  var summary = new Array(dtypes.length)
  var allEqual = true
  for(var i=0; i<dtypes.length; ++i) {
    var t = dtypes[i]
    var digits = t.match(/\d+/)
    if(!digits) {
      digits = ""
    } else {
      digits = digits[0]
    }
    if(t.charAt(0) === 0) {
      summary[i] = "u" + t.charAt(1) + digits
    } else {
      summary[i] = t.charAt(0) + digits
    }
    if(i > 0) {
      allEqual = allEqual && summary[i] === summary[i-1]
    }
  }
  if(allEqual) {
    return summary[0]
  }
  return summary.join("")
}

//Generates a cwise operator
function generateCWiseOp(proc, typesig) {

  //Compute dimension
  // Arrays get put first in typesig, and there are two entries per array (dtype and order), so this gets the number of dimensions in the first array arg.
  var dimension = (typesig[1].length - Math.abs(proc.arrayBlockIndices[0]))|0
  var orders = new Array(proc.arrayArgs.length)
  var dtypes = new Array(proc.arrayArgs.length)
  for(var i=0; i<proc.arrayArgs.length; ++i) {
    dtypes[i] = typesig[2*i]
    orders[i] = typesig[2*i+1]
  }
  
  //Determine where block and loop indices start and end
  var blockBegin = [], blockEnd = [] // These indices are exposed as blocks
  var loopBegin = [], loopEnd = [] // These indices are iterated over
  var loopOrders = [] // orders restricted to the loop indices
  for(var i=0; i<proc.arrayArgs.length; ++i) {
    if (proc.arrayBlockIndices[i]<0) {
      loopBegin.push(0)
      loopEnd.push(dimension)
      blockBegin.push(dimension)
      blockEnd.push(dimension+proc.arrayBlockIndices[i])
    } else {
      loopBegin.push(proc.arrayBlockIndices[i]) // Non-negative
      loopEnd.push(proc.arrayBlockIndices[i]+dimension)
      blockBegin.push(0)
      blockEnd.push(proc.arrayBlockIndices[i])
    }
    var newOrder = []
    for(var j=0; j<orders[i].length; j++) {
      if (loopBegin[i]<=orders[i][j] && orders[i][j]<loopEnd[i]) {
        newOrder.push(orders[i][j]-loopBegin[i]) // If this is a loop index, put it in newOrder, subtracting loopBegin, to make sure that all loopOrders are using a common set of indices.
      }
    }
    loopOrders.push(newOrder)
  }

  //First create arguments for procedure
  var arglist = ["SS"] // SS is the overall shape over which we iterate
  var code = ["'use strict'"]
  var vars = []
  
  for(var j=0; j<dimension; ++j) {
    vars.push(["s", j, "=SS[", j, "]"].join("")) // The limits for each dimension.
  }
  for(var i=0; i<proc.arrayArgs.length; ++i) {
    arglist.push("a"+i) // Actual data array
    arglist.push("t"+i) // Strides
    arglist.push("p"+i) // Offset in the array at which the data starts (also used for iterating over the data)
    
    for(var j=0; j<dimension; ++j) { // Unpack the strides into vars for looping
      vars.push(["t",i,"p",j,"=t",i,"[",loopBegin[i]+j,"]"].join(""))
    }
    
    for(var j=0; j<Math.abs(proc.arrayBlockIndices[i]); ++j) { // Unpack the strides into vars for block iteration
      vars.push(["t",i,"b",j,"=t",i,"[",blockBegin[i]+j,"]"].join(""))
    }
  }
  for(var i=0; i<proc.scalarArgs.length; ++i) {
    arglist.push("Y" + i)
  }
  if(proc.shapeArgs.length > 0) {
    vars.push("shape=SS.slice(0)") // Makes the shape over which we iterate available to the user defined functions (so you can use width/height for example)
  }
  if(proc.indexArgs.length > 0) {
    // Prepare an array to keep track of the (logical) indices, initialized to dimension zeroes.
    var zeros = new Array(dimension)
    for(var i=0; i<dimension; ++i) {
      zeros[i] = "0"
    }
    vars.push(["index=[", zeros.join(","), "]"].join(""))
  }
  for(var i=0; i<proc.offsetArgs.length; ++i) { // Offset arguments used for stencil operations
    var off_arg = proc.offsetArgs[i]
    var init_string = []
    for(var j=0; j<off_arg.offset.length; ++j) {
      if(off_arg.offset[j] === 0) {
        continue
      } else if(off_arg.offset[j] === 1) {
        init_string.push(["t", off_arg.array, "p", j].join(""))      
      } else {
        init_string.push([off_arg.offset[j], "*t", off_arg.array, "p", j].join(""))
      }
    }
    if(init_string.length === 0) {
      vars.push("q" + i + "=0")
    } else {
      vars.push(["q", i, "=", init_string.join("+")].join(""))
    }
  }

  //Prepare this variables
  var thisVars = uniq([].concat(proc.pre.thisVars)
                      .concat(proc.body.thisVars)
                      .concat(proc.post.thisVars))
  vars = vars.concat(thisVars)
  if (vars.length > 0) {
    code.push("var " + vars.join(","))
  }
  for(var i=0; i<proc.arrayArgs.length; ++i) {
    code.push("p"+i+"|=0")
  }
  
  //Inline prelude
  if(proc.pre.body.length > 3) {
    code.push(processBlock(proc.pre, proc, dtypes))
  }

  //Process body
  var body = processBlock(proc.body, proc, dtypes)
  var matched = countMatches(loopOrders)
  if(matched < dimension) {
    code.push(outerFill(matched, loopOrders[0], proc, body)) // TODO: Rather than passing loopOrders[0], it might be interesting to look at passing an order that represents the majority of the arguments for example.
  } else {
    code.push(innerFill(loopOrders[0], proc, body))
  }

  //Inline epilog
  if(proc.post.body.length > 3) {
    code.push(processBlock(proc.post, proc, dtypes))
  }
  
  if(proc.debug) {
    console.log("-----Generated cwise routine for ", typesig, ":\n" + code.join("\n") + "\n----------")
  }
  
  var loopName = [(proc.funcName||"unnamed"), "_cwise_loop_", orders[0].join("s"),"m",matched,typeSummary(dtypes)].join("")
  var f = new Function(["function ",loopName,"(", arglist.join(","),"){", code.join("\n"),"} return ", loopName].join(""))
  return f()
}
module.exports = generateCWiseOp

},{"uniq":92}],24:[function(require,module,exports){
"use strict"

// The function below is called when constructing a cwise function object, and does the following:
// A function object is constructed which accepts as argument a compilation function and returns another function.
// It is this other function that is eventually returned by createThunk, and this function is the one that actually
// checks whether a certain pattern of arguments has already been used before and compiles new loops as needed.
// The compilation passed to the first function object is used for compiling new functions.
// Once this function object is created, it is called with compile as argument, where the first argument of compile
// is bound to "proc" (essentially containing a preprocessed version of the user arguments to cwise).
// So createThunk roughly works like this:
// function createThunk(proc) {
//   var thunk = function(compileBound) {
//     var CACHED = {}
//     return function(arrays and scalars) {
//       if (dtype and order of arrays in CACHED) {
//         var func = CACHED[dtype and order of arrays]
//       } else {
//         var func = CACHED[dtype and order of arrays] = compileBound(dtype and order of arrays)
//       }
//       return func(arrays and scalars)
//     }
//   }
//   return thunk(compile.bind1(proc))
// }

var compile = require("./compile.js")

function createThunk(proc) {
  var code = ["'use strict'", "var CACHED={}"]
  var vars = []
  var thunkName = proc.funcName + "_cwise_thunk"
  
  //Build thunk
  code.push(["return function ", thunkName, "(", proc.shimArgs.join(","), "){"].join(""))
  var typesig = []
  var string_typesig = []
  var proc_args = [["array",proc.arrayArgs[0],".shape.slice(", // Slice shape so that we only retain the shape over which we iterate (which gets passed to the cwise operator as SS).
                    Math.max(0,proc.arrayBlockIndices[0]),proc.arrayBlockIndices[0]<0?(","+proc.arrayBlockIndices[0]+")"):")"].join("")]
  var shapeLengthConditions = [], shapeConditions = []
  // Process array arguments
  for(var i=0; i<proc.arrayArgs.length; ++i) {
    var j = proc.arrayArgs[i]
    vars.push(["t", j, "=array", j, ".dtype,",
               "r", j, "=array", j, ".order"].join(""))
    typesig.push("t" + j)
    typesig.push("r" + j)
    string_typesig.push("t"+j)
    string_typesig.push("r"+j+".join()")
    proc_args.push("array" + j + ".data")
    proc_args.push("array" + j + ".stride")
    proc_args.push("array" + j + ".offset|0")
    if (i>0) { // Gather conditions to check for shape equality (ignoring block indices)
      shapeLengthConditions.push("array" + proc.arrayArgs[0] + ".shape.length===array" + j + ".shape.length+" + (Math.abs(proc.arrayBlockIndices[0])-Math.abs(proc.arrayBlockIndices[i])))
      shapeConditions.push("array" + proc.arrayArgs[0] + ".shape[shapeIndex+" + Math.max(0,proc.arrayBlockIndices[0]) + "]===array" + j + ".shape[shapeIndex+" + Math.max(0,proc.arrayBlockIndices[i]) + "]")
    }
  }
  // Check for shape equality
  if (proc.arrayArgs.length > 1) {
    code.push("if (!(" + shapeLengthConditions.join(" && ") + ")) throw new Error('cwise: Arrays do not all have the same dimensionality!')")
    code.push("for(var shapeIndex=array" + proc.arrayArgs[0] + ".shape.length-" + Math.abs(proc.arrayBlockIndices[0]) + "; shapeIndex-->0;) {")
    code.push("if (!(" + shapeConditions.join(" && ") + ")) throw new Error('cwise: Arrays do not all have the same shape!')")
    code.push("}")
  }
  // Process scalar arguments
  for(var i=0; i<proc.scalarArgs.length; ++i) {
    proc_args.push("scalar" + proc.scalarArgs[i])
  }
  // Check for cached function (and if not present, generate it)
  vars.push(["type=[", string_typesig.join(","), "].join()"].join(""))
  vars.push("proc=CACHED[type]")
  code.push("var " + vars.join(","))
  
  code.push(["if(!proc){",
             "CACHED[type]=proc=compile([", typesig.join(","), "])}",
             "return proc(", proc_args.join(","), ")}"].join(""))

  if(proc.debug) {
    console.log("-----Generated thunk:\n" + code.join("\n") + "\n----------")
  }
  
  //Compile thunk
  var thunk = new Function("compile", code.join("\n"))
  return thunk(compile.bind(undefined, proc))
}

module.exports = createThunk

},{"./compile.js":23}],25:[function(require,module,exports){
module.exports = require("cwise-compiler")
},{"cwise-compiler":22}],26:[function(require,module,exports){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

function EventEmitter() {
  this._events = this._events || {};
  this._maxListeners = this._maxListeners || undefined;
}
module.exports = EventEmitter;

// Backwards-compat with node 0.10.x
EventEmitter.EventEmitter = EventEmitter;

EventEmitter.prototype._events = undefined;
EventEmitter.prototype._maxListeners = undefined;

// By default EventEmitters will print a warning if more than 10 listeners are
// added to it. This is a useful default which helps finding memory leaks.
EventEmitter.defaultMaxListeners = 10;

// Obviously not all Emitters should be limited to 10. This function allows
// that to be increased. Set to zero for unlimited.
EventEmitter.prototype.setMaxListeners = function(n) {
  if (!isNumber(n) || n < 0 || isNaN(n))
    throw TypeError('n must be a positive number');
  this._maxListeners = n;
  return this;
};

EventEmitter.prototype.emit = function(type) {
  var er, handler, len, args, i, listeners;

  if (!this._events)
    this._events = {};

  // If there is no 'error' event listener then throw.
  if (type === 'error') {
    if (!this._events.error ||
        (isObject(this._events.error) && !this._events.error.length)) {
      er = arguments[1];
      if (er instanceof Error) {
        throw er; // Unhandled 'error' event
      }
      throw TypeError('Uncaught, unspecified "error" event.');
    }
  }

  handler = this._events[type];

  if (isUndefined(handler))
    return false;

  if (isFunction(handler)) {
    switch (arguments.length) {
      // fast cases
      case 1:
        handler.call(this);
        break;
      case 2:
        handler.call(this, arguments[1]);
        break;
      case 3:
        handler.call(this, arguments[1], arguments[2]);
        break;
      // slower
      default:
        len = arguments.length;
        args = new Array(len - 1);
        for (i = 1; i < len; i++)
          args[i - 1] = arguments[i];
        handler.apply(this, args);
    }
  } else if (isObject(handler)) {
    len = arguments.length;
    args = new Array(len - 1);
    for (i = 1; i < len; i++)
      args[i - 1] = arguments[i];

    listeners = handler.slice();
    len = listeners.length;
    for (i = 0; i < len; i++)
      listeners[i].apply(this, args);
  }

  return true;
};

EventEmitter.prototype.addListener = function(type, listener) {
  var m;

  if (!isFunction(listener))
    throw TypeError('listener must be a function');

  if (!this._events)
    this._events = {};

  // To avoid recursion in the case that type === "newListener"! Before
  // adding it to the listeners, first emit "newListener".
  if (this._events.newListener)
    this.emit('newListener', type,
              isFunction(listener.listener) ?
              listener.listener : listener);

  if (!this._events[type])
    // Optimize the case of one listener. Don't need the extra array object.
    this._events[type] = listener;
  else if (isObject(this._events[type]))
    // If we've already got an array, just append.
    this._events[type].push(listener);
  else
    // Adding the second element, need to change to array.
    this._events[type] = [this._events[type], listener];

  // Check for listener leak
  if (isObject(this._events[type]) && !this._events[type].warned) {
    var m;
    if (!isUndefined(this._maxListeners)) {
      m = this._maxListeners;
    } else {
      m = EventEmitter.defaultMaxListeners;
    }

    if (m && m > 0 && this._events[type].length > m) {
      this._events[type].warned = true;
      console.error('(node) warning: possible EventEmitter memory ' +
                    'leak detected. %d listeners added. ' +
                    'Use emitter.setMaxListeners() to increase limit.',
                    this._events[type].length);
      if (typeof console.trace === 'function') {
        // not supported in IE 10
        console.trace();
      }
    }
  }

  return this;
};

EventEmitter.prototype.on = EventEmitter.prototype.addListener;

EventEmitter.prototype.once = function(type, listener) {
  if (!isFunction(listener))
    throw TypeError('listener must be a function');

  var fired = false;

  function g() {
    this.removeListener(type, g);

    if (!fired) {
      fired = true;
      listener.apply(this, arguments);
    }
  }

  g.listener = listener;
  this.on(type, g);

  return this;
};

// emits a 'removeListener' event iff the listener was removed
EventEmitter.prototype.removeListener = function(type, listener) {
  var list, position, length, i;

  if (!isFunction(listener))
    throw TypeError('listener must be a function');

  if (!this._events || !this._events[type])
    return this;

  list = this._events[type];
  length = list.length;
  position = -1;

  if (list === listener ||
      (isFunction(list.listener) && list.listener === listener)) {
    delete this._events[type];
    if (this._events.removeListener)
      this.emit('removeListener', type, listener);

  } else if (isObject(list)) {
    for (i = length; i-- > 0;) {
      if (list[i] === listener ||
          (list[i].listener && list[i].listener === listener)) {
        position = i;
        break;
      }
    }

    if (position < 0)
      return this;

    if (list.length === 1) {
      list.length = 0;
      delete this._events[type];
    } else {
      list.splice(position, 1);
    }

    if (this._events.removeListener)
      this.emit('removeListener', type, listener);
  }

  return this;
};

EventEmitter.prototype.removeAllListeners = function(type) {
  var key, listeners;

  if (!this._events)
    return this;

  // not listening for removeListener, no need to emit
  if (!this._events.removeListener) {
    if (arguments.length === 0)
      this._events = {};
    else if (this._events[type])
      delete this._events[type];
    return this;
  }

  // emit removeListener for all listeners on all events
  if (arguments.length === 0) {
    for (key in this._events) {
      if (key === 'removeListener') continue;
      this.removeAllListeners(key);
    }
    this.removeAllListeners('removeListener');
    this._events = {};
    return this;
  }

  listeners = this._events[type];

  if (isFunction(listeners)) {
    this.removeListener(type, listeners);
  } else {
    // LIFO order
    while (listeners.length)
      this.removeListener(type, listeners[listeners.length - 1]);
  }
  delete this._events[type];

  return this;
};

EventEmitter.prototype.listeners = function(type) {
  var ret;
  if (!this._events || !this._events[type])
    ret = [];
  else if (isFunction(this._events[type]))
    ret = [this._events[type]];
  else
    ret = this._events[type].slice();
  return ret;
};

EventEmitter.listenerCount = function(emitter, type) {
  var ret;
  if (!emitter._events || !emitter._events[type])
    ret = 0;
  else if (isFunction(emitter._events[type]))
    ret = 1;
  else
    ret = emitter._events[type].length;
  return ret;
};

function isFunction(arg) {
  return typeof arg === 'function';
}

function isNumber(arg) {
  return typeof arg === 'number';
}

function isObject(arg) {
  return typeof arg === 'object' && arg !== null;
}

function isUndefined(arg) {
  return arg === void 0;
}

},{}],27:[function(require,module,exports){
"use strict"

var path = require("path")
var ndarray = require("ndarray")
var GifReader = require("omggif").GifReader
var ppm = require("ppm")
var pack = require("ndarray-pack")
var through = require("through")

function defaultImage(url, cb) {
  var img = new Image()
  img.onload = function() {
    var canvas = document.createElement("canvas")
    canvas.width = img.width
    canvas.height = img.height
    var context = canvas.getContext("2d")
    context.drawImage(img, 0, 0)
    var pixels = context.getImageData(0, 0, img.width, img.height)
    cb(null, ndarray(new Uint8Array(pixels.data), [img.height, img.width, 4], [4*img.width, 4, 1], 0))
  }
  img.onerror = function(err) {
    cb(err)
  }
  img.src = url
}

//Animated gif loading
function handleGIF(url, cb) {
  var xhr = new XMLHttpRequest()
  xhr.responseType = "arraybuffer"
  xhr.overrideMimeType("application/binary")
  xhr.onerror = function(err) {
    cb(err)
  }
  xhr.onload = function() {
    if(xhr.readyState !== 4) {
      return
    }
    var data = new Uint8Array(xhr.response)
    var reader
    try {
      reader = new GifReader(data)
    } catch(err) {
      cb(err)
      return
    }
    if(reader.numFrames() > 0) {
      var nshape = [reader.numFrames(), reader.height, reader.width, 4]
      var ndata = new Uint8Array(nshape[0] * nshape[1] * nshape[2] * nshape[3])
      var result = ndarray(ndata, nshape)
      try {
        for(var i=0; i<reader.numFrames(); ++i) {
          reader.decodeAndBlitFrameRGBA(i, ndata.subarray(
            result.index(i, 0, 0, 0),
            result.index(i+1, 0, 0, 0)))
        }
      } catch(err) {
        cb(err)
        return
      }
      cb(undefined, result)
    } else {
      var nshape = [reader.height, reader.width, 4]
      var ndata = new Uint8Array(nshape[0] * nshape[1] * nshape[2])
      var result = ndarray(ndata, nshape)
      try {
        reader.decodeAndBlitFrameRGBA(0, ndata)
      } catch(err) {
        cb(err)
        return
      }
      cb(undefined, result)
    }
  }
  xhr.open("GET", url, true)
  xhr.send()
}

//PPM loading
function handlePPM(url, cb) {
  var xhr = new XMLHttpRequest()
  xhr.responseType = "arraybuffer"
  xhr.overrideMimeType("application/binary")
  xhr.onerror = function(err) {
    cb(err)
  }
  xhr.onload = function() {
    if(xhr.readyState !== 4) {
      return
    }
    var fakeStream = through()
    ppm.parse(fakeStream, function(err, pixels) {
      if(err) {
        cb(err)
        return
      }
      var nshape = [ pixels.length, pixels[0].length, pixels[0][0].length ]
      var data = new Uint8Array(nshape[0] * nshape[1] * nshape[2])
      var result = ndarray(data, nshape)
      pack(pixels, result)
      cb(undefined, result)
    })
    fakeStream.end(new Uint8Array(xhr.response))
  }
  xhr.open("GET", url, true)
  xhr.send()
}

module.exports = function getPixels(url, cb) {
  var ext = path.extname(url)
  switch(ext.toUpperCase()) {
    case ".GIF":
      handleGIF(url, cb)
    break
    case ".PPM":
      handlePPM(url, cb)
    break
    default:
      if(url.indexOf('data:image/gif;') === 0) {
        handleGIF(url, cb)
      } else {
        defaultImage(url, cb)
      }
  }
}

},{"ndarray":39,"ndarray-pack":37,"omggif":40,"path":63,"ppm":72,"through":91}],28:[function(require,module,exports){
exports.read = function (buffer, offset, isLE, mLen, nBytes) {
  var e, m
  var eLen = nBytes * 8 - mLen - 1
  var eMax = (1 << eLen) - 1
  var eBias = eMax >> 1
  var nBits = -7
  var i = isLE ? (nBytes - 1) : 0
  var d = isLE ? -1 : 1
  var s = buffer[offset + i]

  i += d

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

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

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

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

  value = Math.abs(value)

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

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

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

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

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

},{}],29:[function(require,module,exports){
if (typeof Object.create === 'function') {
  // implementation from standard node.js 'util' module
  module.exports = function inherits(ctor, superCtor) {
    ctor.super_ = superCtor
    ctor.prototype = Object.create(superCtor.prototype, {
      constructor: {
        value: ctor,
        enumerable: false,
        writable: true,
        configurable: true
      }
    });
  };
} else {
  // old school shim for old browsers
  module.exports = function inherits(ctor, superCtor) {
    ctor.super_ = superCtor
    var TempCtor = function () {}
    TempCtor.prototype = superCtor.prototype
    ctor.prototype = new TempCtor()
    ctor.prototype.constructor = ctor
  }
}

},{}],30:[function(require,module,exports){
"use strict"

var bounds = require("binary-search-bounds")

var NOT_FOUND = 0
var SUCCESS = 1
var EMPTY = 2

module.exports = createWrapper

function IntervalTreeNode(mid, left, right, leftPoints, rightPoints) {
  this.mid = mid
  this.left = left
  this.right = right
  this.leftPoints = leftPoints
  this.rightPoints = rightPoints
  this.count = (left ? left.count : 0) + (right ? right.count : 0) + leftPoints.length
}

var proto = IntervalTreeNode.prototype

function copy(a, b) {
  a.mid = b.mid
  a.left = b.left
  a.right = b.right
  a.leftPoints = b.leftPoints
  a.rightPoints = b.rightPoints
  a.count = b.count
}

function rebuild(node, intervals) {
  var ntree = createIntervalTree(intervals)
  node.mid = ntree.mid
  node.left = ntree.left
  node.right = ntree.right
  node.leftPoints = ntree.leftPoints
  node.rightPoints = ntree.rightPoints
  node.count = ntree.count
}

function rebuildWithInterval(node, interval) {
  var intervals = node.intervals([])
  intervals.push(interval)
  rebuild(node, intervals)    
}

function rebuildWithoutInterval(node, interval) {
  var intervals = node.intervals([])
  var idx = intervals.indexOf(interval)
  if(idx < 0) {
    return NOT_FOUND
  }
  intervals.splice(idx, 1)
  rebuild(node, intervals)
  return SUCCESS
}

proto.intervals = function(result) {
  result.push.apply(result, this.leftPoints)
  if(this.left) {
    this.left.intervals(result)
  }
  if(this.right) {
    this.right.intervals(result)
  }
  return result
}

proto.insert = function(interval) {
  var weight = this.count - this.leftPoints.length
  this.count += 1
  if(interval[1] < this.mid) {
    if(this.left) {
      if(4*(this.left.count+1) > 3*(weight+1)) {
        rebuildWithInterval(this, interval)
      } else {
        this.left.insert(interval)
      }
    } else {
      this.left = createIntervalTree([interval])
    }
  } else if(interval[0] > this.mid) {
    if(this.right) {
      if(4*(this.right.count+1) > 3*(weight+1)) {
        rebuildWithInterval(this, interval)
      } else {
        this.right.insert(interval)
      }
    } else {
      this.right = createIntervalTree([interval])
    }
  } else {
    var l = bounds.ge(this.leftPoints, interval, compareBegin)
    var r = bounds.ge(this.rightPoints, interval, compareEnd)
    this.leftPoints.splice(l, 0, interval)
    this.rightPoints.splice(r, 0, interval)
  }
}

proto.remove = function(interval) {
  var weight = this.count - this.leftPoints
  if(interval[1] < this.mid) {
    if(!this.left) {
      return NOT_FOUND
    }
    var rw = this.right ? this.right.count : 0
    if(4 * rw > 3 * (weight-1)) {
      return rebuildWithoutInterval(this, interval)
    }
    var r = this.left.remove(interval)
    if(r === EMPTY) {
      this.left = null
      this.count -= 1
      return SUCCESS
    } else if(r === SUCCESS) {
      this.count -= 1
    }
    return r
  } else if(interval[0] > this.mid) {
    if(!this.right) {
      return NOT_FOUND
    }
    var lw = this.left ? this.left.count : 0
    if(4 * lw > 3 * (weight-1)) {
      return rebuildWithoutInterval(this, interval)
    }
    var r = this.right.remove(interval)
    if(r === EMPTY) {
      this.right = null
      this.count -= 1
      return SUCCESS
    } else if(r === SUCCESS) {
      this.count -= 1
    }
    return r
  } else {
    if(this.count === 1) {
      if(this.leftPoints[0] === interval) {
        return EMPTY
      } else {
        return NOT_FOUND
      }
    }
    if(this.leftPoints.length === 1 && this.leftPoints[0] === interval) {
      if(this.left && this.right) {
        var p = this
        var n = this.left
        while(n.right) {
          p = n
          n = n.right
        }
        if(p === this) {
          n.right = this.right
        } else {
          var l = this.left
          var r = this.right
          p.count -= n.count
          p.right = n.left
          n.left = l
          n.right = r
        }
        copy(this, n)
        this.count = (this.left?this.left.count:0) + (this.right?this.right.count:0) + this.leftPoints.length
      } else if(this.left) {
        copy(this, this.left)
      } else {
        copy(this, this.right)
      }
      return SUCCESS
    }
    for(var l = bounds.ge(this.leftPoints, interval, compareBegin); l<this.leftPoints.length; ++l) {
      if(this.leftPoints[l][0] !== interval[0]) {
        break
      }
      if(this.leftPoints[l] === interval) {
        this.count -= 1
        this.leftPoints.splice(l, 1)
        for(var r = bounds.ge(this.rightPoints, interval, compareEnd); r<this.rightPoints.length; ++r) {
          if(this.rightPoints[r][1] !== interval[1]) {
            break
          } else if(this.rightPoints[r] === interval) {
            this.rightPoints.splice(r, 1)
            return SUCCESS
          }
        }
      }
    }
    return NOT_FOUND
  }
}

function reportLeftRange(arr, hi, cb) {
  for(var i=0; i<arr.length && arr[i][0] <= hi; ++i) {
    var r = cb(arr[i])
    if(r) { return r }
  }
}

function reportRightRange(arr, lo, cb) {
  for(var i=arr.length-1; i>=0 && arr[i][1] >= lo; --i) {
    var r = cb(arr[i])
    if(r) { return r }
  }
}

function reportRange(arr, cb) {
  for(var i=0; i<arr.length; ++i) {
    var r = cb(arr[i])
    if(r) { return r }
  }
}

proto.queryPoint = function(x, cb) {
  if(x < this.mid) {
    if(this.left) {
      var r = this.left.queryPoint(x, cb)
      if(r) { return r }
    }
    return reportLeftRange(this.leftPoints, x, cb)
  } else if(x > this.mid) {
    if(this.right) {
      var r = this.right.queryPoint(x, cb)
      if(r) { return r }
    }
    return reportRightRange(this.rightPoints, x, cb)
  } else {
    return reportRange(this.leftPoints, cb)
  }
}

proto.queryInterval = function(lo, hi, cb) {
  if(lo < this.mid && this.left) {
    var r = this.left.queryInterval(lo, hi, cb)
    if(r) { return r }
  }
  if(hi > this.mid && this.right) {
    var r = this.right.queryInterval(lo, hi, cb)
    if(r) { return r }
  }
  if(hi < this.mid) {
    return reportLeftRange(this.leftPoints, hi, cb)
  } else if(lo > this.mid) {
    return reportRightRange(this.rightPoints, lo, cb)
  } else {
    return reportRange(this.leftPoints, cb)
  }
}

function compareNumbers(a, b) {
  return a - b
}

function compareBegin(a, b) {
  var d = a[0] - b[0]
  if(d) { return d }
  return a[1] - b[1]
}

function compareEnd(a, b) {
  var d = a[1] - b[1]
  if(d) { return d }
  return a[0] - b[0]
}

function createIntervalTree(intervals) {
  if(intervals.length === 0) {
    return null
  }
  var pts = []
  for(var i=0; i<intervals.length; ++i) {
    pts.push(intervals[i][0], intervals[i][1])
  }
  pts.sort(compareNumbers)

  var mid = pts[pts.length>>1]

  var leftIntervals = []
  var rightIntervals = []
  var centerIntervals = []
  for(var i=0; i<intervals.length; ++i) {
    var s = intervals[i]
    if(s[1] < mid) {
      leftIntervals.push(s)
    } else if(mid < s[0]) {
      rightIntervals.push(s)
    } else {
      centerIntervals.push(s)
    }
  }

  //Split center intervals
  var leftPoints = centerIntervals
  var rightPoints = centerIntervals.slice()
  leftPoints.sort(compareBegin)
  rightPoints.sort(compareEnd)

  return new IntervalTreeNode(mid, 
    createIntervalTree(leftIntervals),
    createIntervalTree(rightIntervals),
    leftPoints,
    rightPoints)
}

//User friendly wrapper that makes it possible to support empty trees
function IntervalTree(root) {
  this.root = root
}

var tproto = IntervalTree.prototype

tproto.insert = function(interval) {
  if(this.root) {
    this.root.insert(interval)
  } else {
    this.root = new IntervalTreeNode(interval[0], null, null, [interval], [interval])
  }
}

tproto.remove = function(interval) {
  if(this.root) {
    var r = this.root.remove(interval)
    if(r === EMPTY) {
      this.root = null
    }
    return r !== NOT_FOUND
  }
  return false
}

tproto.queryPoint = function(p, cb) {
  if(this.root) {
    return this.root.queryPoint(p, cb)
  }
}

tproto.queryInterval = function(lo, hi, cb) {
  if(lo <= hi && this.root) {
    return this.root.queryInterval(lo, hi, cb)
  }
}

Object.defineProperty(tproto, "count", {
  get: function() {
    if(this.root) {
      return this.root.count
    }
    return 0
  }
})

Object.defineProperty(tproto, "intervals", {
  get: function() {
    if(this.root) {
      return this.root.intervals([])
    }
    return []
  }
})

function createWrapper(intervals) {
  if(!intervals || intervals.length === 0) {
    return new IntervalTree(null)
  }
  return new IntervalTree(createIntervalTree(intervals))
}

},{"binary-search-bounds":9}],31:[function(require,module,exports){
"use strict"

function iota(n) {
  var result = new Array(n)
  for(var i=0; i<n; ++i) {
    result[i] = i
  }
  return result
}

module.exports = iota
},{}],32:[function(require,module,exports){

/**
 * isArray
 */

var isArray = Array.isArray;

/**
 * toString
 */

var str = Object.prototype.toString;

/**
 * Whether or not the given `val`
 * is an array.
 *
 * example:
 *
 *        isArray([]);
 *        // > true
 *        isArray(arguments);
 *        // > false
 *        isArray('');
 *        // > false
 *
 * @param {mixed} val
 * @return {bool}
 */

module.exports = isArray || function (val) {
  return !! val && '[object Array]' == str.call(val);
};

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

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

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

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

},{}],34:[function(require,module,exports){
var spaceCode = ' '.charCodeAt(0)

function stringToBits(str) {
  var bits = []

  for (var i = 0, l = str.length; i < l; i += 1) {
    var character = str[i]
      , number = str.charCodeAt(i)

    // Non-standard characters are treated as spaces
    if (number > 255) number = spaceCode

    // Split the character code into bits
    for (var j = 7; j >= 0; j -= 1) {
      bits[i * 8 + 7 - j] = (number >> j) & 1
    }
  }

  return bits
}

function bitsToString(bits) {
  var str = ''
    , character

  for (var i = 0, l = bits.length; i < l; i += 8) {
    character = 0
    for (var j = 7; j >= 0; j -= 1) {
      character += bits[i + 7 - j] << j
    }
    str += String.fromCharCode(character)
  }

  return str
}

function encode(channel, stegotext, fn) {
  fn = fn || function index(n) { return n }

  var i = 0
    , channelLength = channel.length
    , stegoLength
    , textLength
    , index

  textLength = stegotext.length
  stegotext = stringToBits(stegotext)
  stegoLength = stegotext.length

  // Encode length into the first 32 bytes
  var lengthString = ''
  lengthString += String.fromCharCode((textLength >> 32) & 255)
  lengthString += String.fromCharCode((textLength >> 24) & 255)
  lengthString += String.fromCharCode((textLength >> 16) & 255)
  lengthString += String.fromCharCode((textLength >>  8) & 255)
  lengthString = stringToBits(lengthString)

  function unload(data) {
    var length = data.length
    var j = 0

    while (i < channelLength && j < length) {
      index = fn(i)
      if (index < 0) break
      channel[index] = (channel[index] & 254) + (data[j] ? 1 : 0)
      i += 1
      j += 1
    }
  }

  unload(lengthString)
  unload(stegotext)

  return channel
}

function decode(channel, fn) {
  fn = fn || function index(n) { return n }

  var i = 0
    , l = 0
    , stegotext = []
    , length = []
    , index

  for (var n = 0; n < 32; n += 1) {
    length[n] = (channel[fn(n)] & 1) ? 1 : 0
  }
  length = bitsToString(length)

  l += length.charCodeAt(0) << 32
  l += length.charCodeAt(1) << 24
  l += length.charCodeAt(2) << 16
  l += length.charCodeAt(3) << 8
  l = Math.min(l * 8, channel.length)

  while (i < l) {
    index = fn(i + 32)
    if (index < 0) break
    stegotext[i] = (channel[index] & 1) ? 1 : 0
    i += 1
  }

  return bitsToString(stegotext)
}

module.exports = {
  encode: encode
, decode: decode
, bitsToString: bitsToString
, stringToBits: stringToBits
}

},{}],35:[function(require,module,exports){
"use strict"



var fill = require('cwise/lib/wrapper')({"args":["index","array","scalar"],"pre":{"body":"{}","args":[],"thisVars":[],"localVars":[]},"body":{"body":"{_inline_1_arg1_=_inline_1_arg2_.apply(void 0,_inline_1_arg0_)}","args":[{"name":"_inline_1_arg0_","lvalue":false,"rvalue":true,"count":1},{"name":"_inline_1_arg1_","lvalue":true,"rvalue":false,"count":1},{"name":"_inline_1_arg2_","lvalue":false,"rvalue":true,"count":1}],"thisVars":[],"localVars":[]},"post":{"body":"{}","args":[],"thisVars":[],"localVars":[]},"debug":false,"funcName":"cwise","blockSize":64})

module.exports = function(array, f) {
  fill(array, f)
  return array
}

},{"cwise/lib/wrapper":25}],36:[function(require,module,exports){
"use strict"

var compile = require("cwise-compiler")

var EmptyProc = {
  body: "",
  args: [],
  thisVars: [],
  localVars: []
}

function fixup(x) {
  if(!x) {
    return EmptyProc
  }
  for(var i=0; i<x.args.length; ++i) {
    var a = x.args[i]
    if(i === 0) {
      x.args[i] = {name: a, lvalue:true, rvalue: !!x.rvalue, count:x.count||1 }
    } else {
      x.args[i] = {name: a, lvalue:false, rvalue:true, count: 1}
    }
  }
  if(!x.thisVars) {
    x.thisVars = []
  }
  if(!x.localVars) {
    x.localVars = []
  }
  return x
}

function pcompile(user_args) {
  return compile({
    args:     user_args.args,
    pre:      fixup(user_args.pre),
    body:     fixup(user_args.body),
    post:     fixup(user_args.proc),
    funcName: user_args.funcName
  })
}

function makeOp(user_args) {
  var args = []
  for(var i=0; i<user_args.args.length; ++i) {
    args.push("a"+i)
  }
  var wrapper = new Function("P", [
    "return function ", user_args.funcName, "_ndarrayops(", args.join(","), ") {P(", args.join(","), ");return a0}"
  ].join(""))
  return wrapper(pcompile(user_args))
}

var assign_ops = {
  add:  "+",
  sub:  "-",
  mul:  "*",
  div:  "/",
  mod:  "%",
  band: "&",
  bor:  "|",
  bxor: "^",
  lshift: "<<",
  rshift: ">>",
  rrshift: ">>>"
}
;(function(){
  for(var id in assign_ops) {
    var op = assign_ops[id]
    exports[id] = makeOp({
      args: ["array","array","array"],
      body: {args:["a","b","c"],
             body: "a=b"+op+"c"},
      funcName: id
    })
    exports[id+"eq"] = makeOp({
      args: ["array","array"],
      body: {args:["a","b"],
             body:"a"+op+"=b"},
      rvalue: true,
      funcName: id+"eq"
    })
    exports[id+"s"] = makeOp({
      args: ["array", "array", "scalar"],
      body: {args:["a","b","s"],
             body:"a=b"+op+"s"},
      funcName: id+"s"
    })
    exports[id+"seq"] = makeOp({
      args: ["array","scalar"],
      body: {args:["a","s"],
             body:"a"+op+"=s"},
      rvalue: true,
      funcName: id+"seq"
    })
  }
})();

var unary_ops = {
  not: "!",
  bnot: "~",
  neg: "-",
  recip: "1.0/"
}
;(function(){
  for(var id in unary_ops) {
    var op = unary_ops[id]
    exports[id] = makeOp({
      args: ["array", "array"],
      body: {args:["a","b"],
             body:"a="+op+"b"},
      funcName: id
    })
    exports[id+"eq"] = makeOp({
      args: ["array"],
      body: {args:["a"],
             body:"a="+op+"a"},
      rvalue: true,
      count: 2,
      funcName: id+"eq"
    })
  }
})();

var binary_ops = {
  and: "&&",
  or: "||",
  eq: "===",
  neq: "!==",
  lt: "<",
  gt: ">",
  leq: "<=",
  geq: ">="
}
;(function() {
  for(var id in binary_ops) {
    var op = binary_ops[id]
    exports[id] = makeOp({
      args: ["array","array","array"],
      body: {args:["a", "b", "c"],
             body:"a=b"+op+"c"},
      funcName: id
    })
    exports[id+"s"] = makeOp({
      args: ["array","array","scalar"],
      body: {args:["a", "b", "s"],
             body:"a=b"+op+"s"},
      funcName: id+"s"
    })
    exports[id+"eq"] = makeOp({
      args: ["array", "array"],
      body: {args:["a", "b"],
             body:"a=a"+op+"b"},
      rvalue:true,
      count:2,
      funcName: id+"eq"
    })
    exports[id+"seq"] = makeOp({
      args: ["array", "scalar"],
      body: {args:["a","s"],
             body:"a=a"+op+"s"},
      rvalue:true,
      count:2,
      funcName: id+"seq"
    })
  }
})();

var math_unary = [
  "abs",
  "acos",
  "asin",
  "atan",
  "ceil",
  "cos",
  "exp",
  "floor",
  "log",
  "round",
  "sin",
  "sqrt",
  "tan"
]
;(function() {
  for(var i=0; i<math_unary.length; ++i) {
    var f = math_unary[i]
    exports[f] = makeOp({
                    args: ["array", "array"],
                    pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                    body: {args:["a","b"], body:"a=this_f(b)", thisVars:["this_f"]},
                    funcName: f
                  })
    exports[f+"eq"] = makeOp({
                      args: ["array"],
                      pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                      body: {args: ["a"], body:"a=this_f(a)", thisVars:["this_f"]},
                      rvalue: true,
                      count: 2,
                      funcName: f+"eq"
                    })
  }
})();

var math_comm = [
  "max",
  "min",
  "atan2",
  "pow"
]
;(function(){
  for(var i=0; i<math_comm.length; ++i) {
    var f= math_comm[i]
    exports[f] = makeOp({
                  args:["array", "array", "array"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b","c"], body:"a=this_f(b,c)", thisVars:["this_f"]},
                  funcName: f
                })
    exports[f+"s"] = makeOp({
                  args:["array", "array", "scalar"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b","c"], body:"a=this_f(b,c)", thisVars:["this_f"]},
                  funcName: f+"s"
                  })
    exports[f+"eq"] = makeOp({ args:["array", "array"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b"], body:"a=this_f(a,b)", thisVars:["this_f"]},
                  rvalue: true,
                  count: 2,
                  funcName: f+"eq"
                  })
    exports[f+"seq"] = makeOp({ args:["array", "scalar"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b"], body:"a=this_f(a,b)", thisVars:["this_f"]},
                  rvalue:true,
                  count:2,
                  funcName: f+"seq"
                  })
  }
})();

var math_noncomm = [
  "atan2",
  "pow"
]
;(function(){
  for(var i=0; i<math_noncomm.length; ++i) {
    var f= math_noncomm[i]
    exports[f+"op"] = makeOp({
                  args:["array", "array", "array"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b","c"], body:"a=this_f(c,b)", thisVars:["this_f"]},
                  funcName: f+"op"
                })
    exports[f+"ops"] = makeOp({
                  args:["array", "array", "scalar"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b","c"], body:"a=this_f(c,b)", thisVars:["this_f"]},
                  funcName: f+"ops"
                  })
    exports[f+"opeq"] = makeOp({ args:["array", "array"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b"], body:"a=this_f(b,a)", thisVars:["this_f"]},
                  rvalue: true,
                  count: 2,
                  funcName: f+"opeq"
                  })
    exports[f+"opseq"] = makeOp({ args:["array", "scalar"],
                  pre: {args:[], body:"this_f=Math."+f, thisVars:["this_f"]},
                  body: {args:["a","b"], body:"a=this_f(b,a)", thisVars:["this_f"]},
                  rvalue:true,
                  count:2,
                  funcName: f+"opseq"
                  })
  }
})();

exports.any = compile({
  args:["array"],
  pre: EmptyProc,
  body: {args:[{name:"a", lvalue:false, rvalue:true, count:1}], body: "if(a){return true}", localVars: [], thisVars: []},
  post: {args:[], localVars:[], thisVars:[], body:"return false"},
  funcName: "any"
})

exports.all = compile({
  args:["array"],
  pre: EmptyProc,
  body: {args:[{name:"x", lvalue:false, rvalue:true, count:1}], body: "if(!x){return false}", localVars: [], thisVars: []},
  post: {args:[], localVars:[], thisVars:[], body:"return true"},
  funcName: "all"
})

exports.sum = compile({
  args:["array"],
  pre: {args:[], localVars:[], thisVars:["this_s"], body:"this_s=0"},
  body: {args:[{name:"a", lvalue:false, rvalue:true, count:1}], body: "this_s+=a", localVars: [], thisVars: ["this_s"]},
  post: {args:[], localVars:[], thisVars:["this_s"], body:"return this_s"},
  funcName: "sum"
})

exports.prod = compile({
  args:["array"],
  pre: {args:[], localVars:[], thisVars:["this_s"], body:"this_s=1"},
  body: {args:[{name:"a", lvalue:false, rvalue:true, count:1}], body: "this_s*=a", localVars: [], thisVars: ["this_s"]},
  post: {args:[], localVars:[], thisVars:["this_s"], body:"return this_s"},
  funcName: "prod"
})

exports.norm2squared = compile({
  args:["array"],
  pre: {args:[], localVars:[], thisVars:["this_s"], body:"this_s=0"},
  body: {args:[{name:"a", lvalue:false, rvalue:true, count:2}], body: "this_s+=a*a", localVars: [], thisVars: ["this_s"]},
  post: {args:[], localVars:[], thisVars:["this_s"], body:"return this_s"},
  funcName: "norm2squared"
})
  
exports.norm2 = compile({
  args:["array"],
  pre: {args:[], localVars:[], thisVars:["this_s"], body:"this_s=0"},
  body: {args:[{name:"a", lvalue:false, rvalue:true, count:2}], body: "this_s+=a*a", localVars: [], thisVars: ["this_s"]},
  post: {args:[], localVars:[], thisVars:["this_s"], body:"return Math.sqrt(this_s)"},
  funcName: "norm2"
})
  

exports.norminf = compile({
  args:["array"],
  pre: {args:[], localVars:[], thisVars:["this_s"], body:"this_s=0"},
  body: {args:[{name:"a", lvalue:false, rvalue:true, count:4}], body:"if(-a>this_s){this_s=-a}else if(a>this_s){this_s=a}", localVars: [], thisVars: ["this_s"]},
  post: {args:[], localVars:[], thisVars:["this_s"], body:"return this_s"},
  funcName: "norminf"
})

exports.norm1 = compile({
  args:["array"],
  pre: {args:[], localVars:[], thisVars:["this_s"], body:"this_s=0"},
  body: {args:[{name:"a", lvalue:false, rvalue:true, count:3}], body: "this_s+=a<0?-a:a", localVars: [], thisVars: ["this_s"]},
  post: {args:[], localVars:[], thisVars:["this_s"], body:"return this_s"},
  funcName: "norm1"
})

exports.sup = compile({
  args: [ "array" ],
  pre:
   { body: "this_h=-Infinity",
     args: [],
     thisVars: [ "this_h" ],
     localVars: [] },
  body:
   { body: "if(_inline_1_arg0_>this_h)this_h=_inline_1_arg0_",
     args: [{"name":"_inline_1_arg0_","lvalue":false,"rvalue":true,"count":2} ],
     thisVars: [ "this_h" ],
     localVars: [] },
  post:
   { body: "return this_h",
     args: [],
     thisVars: [ "this_h" ],
     localVars: [] }
 })

exports.inf = compile({
  args: [ "array" ],
  pre:
   { body: "this_h=Infinity",
     args: [],
     thisVars: [ "this_h" ],
     localVars: [] },
  body:
   { body: "if(_inline_1_arg0_<this_h)this_h=_inline_1_arg0_",
     args: [{"name":"_inline_1_arg0_","lvalue":false,"rvalue":true,"count":2} ],
     thisVars: [ "this_h" ],
     localVars: [] },
  post:
   { body: "return this_h",
     args: [],
     thisVars: [ "this_h" ],
     localVars: [] }
 })

exports.argmin = compile({
  args:["index","array","shape"],
  pre:{
    body:"{this_v=Infinity;this_i=_inline_0_arg2_.slice(0)}",
    args:[
      {name:"_inline_0_arg0_",lvalue:false,rvalue:false,count:0},
      {name:"_inline_0_arg1_",lvalue:false,rvalue:false,count:0},
      {name:"_inline_0_arg2_",lvalue:false,rvalue:true,count:1}
      ],
    thisVars:["this_i","this_v"],
    localVars:[]},
  body:{
    body:"{if(_inline_1_arg1_<this_v){this_v=_inline_1_arg1_;for(var _inline_1_k=0;_inline_1_k<_inline_1_arg0_.length;++_inline_1_k){this_i[_inline_1_k]=_inline_1_arg0_[_inline_1_k]}}}",
    args:[
      {name:"_inline_1_arg0_",lvalue:false,rvalue:true,count:2},
      {name:"_inline_1_arg1_",lvalue:false,rvalue:true,count:2}],
    thisVars:["this_i","this_v"],
    localVars:["_inline_1_k"]},
  post:{
    body:"{return this_i}",
    args:[],
    thisVars:["this_i"],
    localVars:[]}
})

exports.argmax = compile({
  args:["index","array","shape"],
  pre:{
    body:"{this_v=-Infinity;this_i=_inline_0_arg2_.slice(0)}",
    args:[
      {name:"_inline_0_arg0_",lvalue:false,rvalue:false,count:0},
      {name:"_inline_0_arg1_",lvalue:false,rvalue:false,count:0},
      {name:"_inline_0_arg2_",lvalue:false,rvalue:true,count:1}
      ],
    thisVars:["this_i","this_v"],
    localVars:[]},
  body:{
    body:"{if(_inline_1_arg1_>this_v){this_v=_inline_1_arg1_;for(var _inline_1_k=0;_inline_1_k<_inline_1_arg0_.length;++_inline_1_k){this_i[_inline_1_k]=_inline_1_arg0_[_inline_1_k]}}}",
    args:[
      {name:"_inline_1_arg0_",lvalue:false,rvalue:true,count:2},
      {name:"_inline_1_arg1_",lvalue:false,rvalue:true,count:2}],
    thisVars:["this_i","this_v"],
    localVars:["_inline_1_k"]},
  post:{
    body:"{return this_i}",
    args:[],
    thisVars:["this_i"],
    localVars:[]}
})  

exports.random = makeOp({
  args: ["array"],
  pre: {args:[], body:"this_f=Math.random", thisVars:["this_f"]},
  body: {args: ["a"], body:"a=this_f()", thisVars:["this_f"]},
  funcName: "random"
})

exports.assign = makeOp({
  args:["array", "array"],
  body: {args:["a", "b"], body:"a=b"},
  funcName: "assign" })

exports.assigns = makeOp({
  args:["array", "scalar"],
  body: {args:["a", "b"], body:"a=b"},
  funcName: "assigns" })


exports.equals = compile({
  args:["array", "array"],
  pre: EmptyProc,
  body: {args:[{name:"x", lvalue:false, rvalue:true, count:1},
               {name:"y", lvalue:false, rvalue:true, count:1}], 
        body: "if(x!==y){return false}", 
        localVars: [], 
        thisVars: []},
  post: {args:[], localVars:[], thisVars:[], body:"return true"},
  funcName: "equals"
})



},{"cwise-compiler":22}],37:[function(require,module,exports){
"use strict"

var ndarray = require("ndarray")
var do_convert = require("./doConvert.js")

module.exports = function convert(arr, result) {
  var shape = [], c = arr, sz = 1
  while(Array.isArray(c)) {
    shape.push(c.length)
    sz *= c.length
    c = c[0]
  }
  if(shape.length === 0) {
    return ndarray()
  }
  if(!result) {
    result = ndarray(new Float64Array(sz), shape)
  }
  do_convert(result, arr)
  return result
}

},{"./doConvert.js":38,"ndarray":39}],38:[function(require,module,exports){
module.exports=require('cwise-compiler')({"args":["array","scalar","index"],"pre":{"body":"{}","args":[],"thisVars":[],"localVars":[]},"body":{"body":"{\nvar _inline_1_v=_inline_1_arg1_,_inline_1_i\nfor(_inline_1_i=0;_inline_1_i<_inline_1_arg2_.length-1;++_inline_1_i) {\n_inline_1_v=_inline_1_v[_inline_1_arg2_[_inline_1_i]]\n}\n_inline_1_arg0_=_inline_1_v[_inline_1_arg2_[_inline_1_arg2_.length-1]]\n}","args":[{"name":"_inline_1_arg0_","lvalue":true,"rvalue":false,"count":1},{"name":"_inline_1_arg1_","lvalue":false,"rvalue":true,"count":1},{"name":"_inline_1_arg2_","lvalue":false,"rvalue":true,"count":4}],"thisVars":[],"localVars":["_inline_1_i","_inline_1_v"]},"post":{"body":"{}","args":[],"thisVars":[],"localVars":[]},"funcName":"convert","blockSize":64})

},{"cwise-compiler":22}],39:[function(require,module,exports){
var iota = require("iota-array")
var isBuffer = require("is-buffer")

var hasTypedArrays  = ((typeof Float64Array) !== "undefined")

function compare1st(a, b) {
  return a[0] - b[0]
}

function order() {
  var stride = this.stride
  var terms = new Array(stride.length)
  var i
  for(i=0; i<terms.length; ++i) {
    terms[i] = [Math.abs(stride[i]), i]
  }
  terms.sort(compare1st)
  var result = new Array(terms.length)
  for(i=0; i<result.length; ++i) {
    result[i] = terms[i][1]
  }
  return result
}

function compileConstructor(dtype, dimension) {
  var className = ["View", dimension, "d", dtype].join("")
  if(dimension < 0) {
    className = "View_Nil" + dtype
  }
  var useGetters = (dtype === "generic")

  if(dimension === -1) {
    //Special case for trivial arrays
    var code =
      "function "+className+"(a){this.data=a;};\
var proto="+className+".prototype;\
proto.dtype='"+dtype+"';\
proto.index=function(){return -1};\
proto.size=0;\
proto.dimension=-1;\
proto.shape=proto.stride=proto.order=[];\
proto.lo=proto.hi=proto.transpose=proto.step=\
function(){return new "+className+"(this.data);};\
proto.get=proto.set=function(){};\
proto.pick=function(){return null};\
return function construct_"+className+"(a){return new "+className+"(a);}"
    var procedure = new Function(code)
    return procedure()
  } else if(dimension === 0) {
    //Special case for 0d arrays
    var code =
      "function "+className+"(a,d) {\
this.data = a;\
this.offset = d\
};\
var proto="+className+".prototype;\
proto.dtype='"+dtype+"';\
proto.index=function(){return this.offset};\
proto.dimension=0;\
proto.size=1;\
proto.shape=\
proto.stride=\
proto.order=[];\
proto.lo=\
proto.hi=\
proto.transpose=\
proto.step=function "+className+"_copy() {\
return new "+className+"(this.data,this.offset)\
};\
proto.pick=function "+className+"_pick(){\
return TrivialArray(this.data);\
};\
proto.valueOf=proto.get=function "+className+"_get(){\
return "+(useGetters ? "this.data.get(this.offset)" : "this.data[this.offset]")+
"};\
proto.set=function "+className+"_set(v){\
return "+(useGetters ? "this.data.set(this.offset,v)" : "this.data[this.offset]=v")+"\
};\
return function construct_"+className+"(a,b,c,d){return new "+className+"(a,d)}"
    var procedure = new Function("TrivialArray", code)
    return procedure(CACHED_CONSTRUCTORS[dtype][0])
  }

  var code = ["'use strict'"]

  //Create constructor for view
  var indices = iota(dimension)
  var args = indices.map(function(i) { return "i"+i })
  var index_str = "this.offset+" + indices.map(function(i) {
        return "this.stride[" + i + "]*i" + i
      }).join("+")
  var shapeArg = indices.map(function(i) {
      return "b"+i
    }).join(",")
  var strideArg = indices.map(function(i) {
      return "c"+i
    }).join(",")
  code.push(
    "function "+className+"(a," + shapeArg + "," + strideArg + ",d){this.data=a",
      "this.shape=[" + shapeArg + "]",
      "this.stride=[" + strideArg + "]",
      "this.offset=d|0}",
    "var proto="+className+".prototype",
    "proto.dtype='"+dtype+"'",
    "proto.dimension="+dimension)

  //view.size:
  code.push("Object.defineProperty(proto,'size',{get:function "+className+"_size(){\
return "+indices.map(function(i) { return "this.shape["+i+"]" }).join("*"),
"}})")

  //view.order:
  if(dimension === 1) {
    code.push("proto.order=[0]")
  } else {
    code.push("Object.defineProperty(proto,'order',{get:")
    if(dimension < 4) {
      code.push("function "+className+"_order(){")
      if(dimension === 2) {
        code.push("return (Math.abs(this.stride[0])>Math.abs(this.stride[1]))?[1,0]:[0,1]}})")
      } else if(dimension === 3) {
        code.push(
"var s0=Math.abs(this.stride[0]),s1=Math.abs(this.stride[1]),s2=Math.abs(this.stride[2]);\
if(s0>s1){\
if(s1>s2){\
return [2,1,0];\
}else if(s0>s2){\
return [1,2,0];\
}else{\
return [1,0,2];\
}\
}else if(s0>s2){\
return [2,0,1];\
}else if(s2>s1){\
return [0,1,2];\
}else{\
return [0,2,1];\
}}})")
      }
    } else {
      code.push("ORDER})")
    }
  }

  //view.set(i0, ..., v):
  code.push(
"proto.set=function "+className+"_set("+args.join(",")+",v){")
  if(useGetters) {
    code.push("return this.data.set("+index_str+",v)}")
  } else {
    code.push("return this.data["+index_str+"]=v}")
  }

  //view.get(i0, ...):
  code.push("proto.get=function "+className+"_get("+args.join(",")+"){")
  if(useGetters) {
    code.push("return this.data.get("+index_str+")}")
  } else {
    code.push("return this.data["+index_str+"]}")
  }

  //view.index:
  code.push(
    "proto.index=function "+className+"_index(", args.join(), "){return "+index_str+"}")

  //view.hi():
  code.push("proto.hi=function "+className+"_hi("+args.join(",")+"){return new "+className+"(this.data,"+
    indices.map(function(i) {
      return ["(typeof i",i,"!=='number'||i",i,"<0)?this.shape[", i, "]:i", i,"|0"].join("")
    }).join(",")+","+
    indices.map(function(i) {
      return "this.stride["+i + "]"
    }).join(",")+",this.offset)}")

  //view.lo():
  var a_vars = indices.map(function(i) { return "a"+i+"=this.shape["+i+"]" })
  var c_vars = indices.map(function(i) { return "c"+i+"=this.stride["+i+"]" })
  code.push("proto.lo=function "+className+"_lo("+args.join(",")+"){var b=this.offset,d=0,"+a_vars.join(",")+","+c_vars.join(","))
  for(var i=0; i<dimension; ++i) {
    code.push(
"if(typeof i"+i+"==='number'&&i"+i+">=0){\
d=i"+i+"|0;\
b+=c"+i+"*d;\
a"+i+"-=d}")
  }
  code.push("return new "+className+"(this.data,"+
    indices.map(function(i) {
      return "a"+i
    }).join(",")+","+
    indices.map(function(i) {
      return "c"+i
    }).join(",")+",b)}")

  //view.step():
  code.push("proto.step=function "+className+"_step("+args.join(",")+"){var "+
    indices.map(function(i) {
      return "a"+i+"=this.shape["+i+"]"
    }).join(",")+","+
    indices.map(function(i) {
      return "b"+i+"=this.stride["+i+"]"
    }).join(",")+",c=this.offset,d=0,ceil=Math.ceil")
  for(var i=0; i<dimension; ++i) {
    code.push(
"if(typeof i"+i+"==='number'){\
d=i"+i+"|0;\
if(d<0){\
c+=b"+i+"*(a"+i+"-1);\
a"+i+"=ceil(-a"+i+"/d)\
}else{\
a"+i+"=ceil(a"+i+"/d)\
}\
b"+i+"*=d\
}")
  }
  code.push("return new "+className+"(this.data,"+
    indices.map(function(i) {
      return "a" + i
    }).join(",")+","+
    indices.map(function(i) {
      return "b" + i
    }).join(",")+",c)}")

  //view.transpose():
  var tShape = new Array(dimension)
  var tStride = new Array(dimension)
  for(var i=0; i<dimension; ++i) {
    tShape[i] = "a[i"+i+"]"
    tStride[i] = "b[i"+i+"]"
  }
  code.push("proto.transpose=function "+className+"_transpose("+args+"){"+
    args.map(function(n,idx) { return n + "=(" + n + "===undefined?" + idx + ":" + n + "|0)"}).join(";"),
    "var a=this.shape,b=this.stride;return new "+className+"(this.data,"+tShape.join(",")+","+tStride.join(",")+",this.offset)}")

  //view.pick():
  code.push("proto.pick=function "+className+"_pick("+args+"){var a=[],b=[],c=this.offset")
  for(var i=0; i<dimension; ++i) {
    code.push("if(typeof i"+i+"==='number'&&i"+i+">=0){c=(c+this.stride["+i+"]*i"+i+")|0}else{a.push(this.shape["+i+"]);b.push(this.stride["+i+"])}")
  }
  code.push("var ctor=CTOR_LIST[a.length+1];return ctor(this.data,a,b,c)}")

  //Add return statement
  code.push("return function construct_"+className+"(data,shape,stride,offset){return new "+className+"(data,"+
    indices.map(function(i) {
      return "shape["+i+"]"
    }).join(",")+","+
    indices.map(function(i) {
      return "stride["+i+"]"
    }).join(",")+",offset)}")

  //Compile procedure
  var procedure = new Function("CTOR_LIST", "ORDER", code.join("\n"))
  return procedure(CACHED_CONSTRUCTORS[dtype], order)
}

function arrayDType(data) {
  if(isBuffer(data)) {
    return "buffer"
  }
  if(hasTypedArrays) {
    switch(Object.prototype.toString.call(data)) {
      case "[object Float64Array]":
        return "float64"
      case "[object Float32Array]":
        return "float32"
      case "[object Int8Array]":
        return "int8"
      case "[object Int16Array]":
        return "int16"
      case "[object Int32Array]":
        return "int32"
      case "[object Uint8Array]":
        return "uint8"
      case "[object Uint16Array]":
        return "uint16"
      case "[object Uint32Array]":
        return "uint32"
      case "[object Uint8ClampedArray]":
        return "uint8_clamped"
    }
  }
  if(Array.isArray(data)) {
    return "array"
  }
  return "generic"
}

var CACHED_CONSTRUCTORS = {
  "float32":[],
  "float64":[],
  "int8":[],
  "int16":[],
  "int32":[],
  "uint8":[],
  "uint16":[],
  "uint32":[],
  "array":[],
  "uint8_clamped":[],
  "buffer":[],
  "generic":[]
}

;(function() {
  for(var id in CACHED_CONSTRUCTORS) {
    CACHED_CONSTRUCTORS[id].push(compileConstructor(id, -1))
  }
});

function wrappedNDArrayCtor(data, shape, stride, offset) {
  if(data === undefined) {
    var ctor = CACHED_CONSTRUCTORS.array[0]
    return ctor([])
  } else if(typeof data === "number") {
    data = [data]
  }
  if(shape === undefined) {
    shape = [ data.length ]
  }
  var d = shape.length
  if(stride === undefined) {
    stride = new Array(d)
    for(var i=d-1, sz=1; i>=0; --i) {
      stride[i] = sz
      sz *= shape[i]
    }
  }
  if(offset === undefined) {
    offset = 0
    for(var i=0; i<d; ++i) {
      if(stride[i] < 0) {
        offset -= (shape[i]-1)*stride[i]
      }
    }
  }
  var dtype = arrayDType(data)
  var ctor_list = CACHED_CONSTRUCTORS[dtype]
  while(ctor_list.length <= d+1) {
    ctor_list.push(compileConstructor(dtype, ctor_list.length-1))
  }
  var ctor = ctor_list[d+1]
  return ctor(data, shape, stride, offset)
}

module.exports = wrappedNDArrayCtor

},{"iota-array":31,"is-buffer":33}],40:[function(require,module,exports){
// (c) Dean McNamee <dean@gmail.com>, 2013.
//
// https://github.com/deanm/omggif
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
// omggif is a JavaScript implementation of a GIF 89a encoder and decoder,
// including animation and compression.  It does not rely on any specific
// underlying system, so should run in the browser, Node, or Plask.

function GifWriter(buf, width, height, gopts) {
  var p = 0;

  var gopts = gopts === undefined ? { } : gopts;
  var loop_count = gopts.loop === undefined ? null : gopts.loop;
  var global_palette = gopts.palette === undefined ? null : gopts.palette;

  if (width <= 0 || height <= 0 || width > 65535 || height > 65535)
    throw "Width/Height invalid."

  function check_palette_and_num_colors(palette) {
    var num_colors = palette.length;
    if (num_colors < 2 || num_colors > 256 ||  num_colors & (num_colors-1))
      throw "Invalid code/color length, must be power of 2 and 2 .. 256.";
    return num_colors;
  }

  // - Header.
  buf[p++] = 0x47; buf[p++] = 0x49; buf[p++] = 0x46;  // GIF
  buf[p++] = 0x38; buf[p++] = 0x39; buf[p++] = 0x61;  // 89a

  // Handling of Global Color Table (palette) and background index.
  var gp_num_colors_pow2 = 0;
  var background = 0;
  if (global_palette !== null) {
    var gp_num_colors = check_palette_and_num_colors(global_palette);
    while (gp_num_colors >>= 1) ++gp_num_colors_pow2;
    gp_num_colors = 1 << gp_num_colors_pow2;
    --gp_num_colors_pow2;
    if (gopts.background !== undefined) {
      background = gopts.background;
      if (background >= gp_num_colors) throw "Background index out of range.";
      // The GIF spec states that a background index of 0 should be ignored, so
      // this is probably a mistake and you really want to set it to another
      // slot in the palette.  But actually in the end most browsers, etc end
      // up ignoring this almost completely (including for dispose background).
      if (background === 0)
        throw "Background index explicitly passed as 0.";
    }
  }

  // - Logical Screen Descriptor.
  // NOTE(deanm): w/h apparently ignored by implementations, but set anyway.
  buf[p++] = width & 0xff; buf[p++] = width >> 8 & 0xff;
  buf[p++] = height & 0xff; buf[p++] = height >> 8 & 0xff;
  // NOTE: Indicates 0-bpp original color resolution (unused?).
  buf[p++] = (global_palette !== null ? 0x80 : 0) |  // Global Color Table Flag.
             gp_num_colors_pow2;  // NOTE: No sort flag (unused?).
  buf[p++] = background;  // Background Color Index.
  buf[p++] = 0;  // Pixel aspect ratio (unused?).

  // - Global Color Table
  if (global_palette !== null) {
    for (var i = 0, il = global_palette.length; i < il; ++i) {
      var rgb = global_palette[i];
      buf[p++] = rgb >> 16 & 0xff;
      buf[p++] = rgb >> 8 & 0xff;
      buf[p++] = rgb & 0xff;
    }
  }

  if (loop_count !== null) {  // Netscape block for looping.
    if (loop_count < 0 || loop_count > 65535)
      throw "Loop count invalid."
    // Extension code, label, and length.
    buf[p++] = 0x21; buf[p++] = 0xff; buf[p++] = 0x0b;
    // NETSCAPE2.0
    buf[p++] = 0x4e; buf[p++] = 0x45; buf[p++] = 0x54; buf[p++] = 0x53;
    buf[p++] = 0x43; buf[p++] = 0x41; buf[p++] = 0x50; buf[p++] = 0x45;
    buf[p++] = 0x32; buf[p++] = 0x2e; buf[p++] = 0x30;
    // Sub-block
    buf[p++] = 0x03; buf[p++] = 0x01;
    buf[p++] = loop_count & 0xff; buf[p++] = loop_count >> 8 & 0xff;
    buf[p++] = 0x00;  // Terminator.
  }


  var ended = false;

  this.addFrame = function(x, y, w, h, indexed_pixels, opts) {
    if (ended === true) { --p; ended = false; }  // Un-end.

    opts = opts === undefined ? { } : opts;

    // TODO(deanm): Bounds check x, y.  Do they need to be within the virtual
    // canvas width/height, I imagine?
    if (x < 0 || y < 0 || x > 65535 || y > 65535)
      throw "x/y invalid."

    if (w <= 0 || h <= 0 || w > 65535 || h > 65535)
      throw "Width/Height invalid."

    if (indexed_pixels.length < w * h)
      throw "Not enough pixels for the frame size.";

    var using_local_palette = true;
    var palette = opts.palette;
    if (palette === undefined || palette === null) {
      using_local_palette = false;
      palette = global_palette;
    }

    if (palette === undefined || palette === null)
      throw "Must supply either a local or global palette.";

    var num_colors = check_palette_and_num_colors(palette);

    // Compute the min_code_size (power of 2), destroying num_colors.
    var min_code_size = 0;
    while (num_colors >>= 1) ++min_code_size;
    num_colors = 1 << min_code_size;  // Now we can easily get it back.

    var delay = opts.delay === undefined ? 0 : opts.delay;

    // From the spec:
    //     0 -   No disposal specified. The decoder is
    //           not required to take any action.
    //     1 -   Do not dispose. The graphic is to be left
    //           in place.
    //     2 -   Restore to background color. The area used by the
    //           graphic must be restored to the background color.
    //     3 -   Restore to previous. The decoder is required to
    //           restore the area overwritten by the graphic with
    //           what was there prior to rendering the graphic.
    //  4-7 -    To be defined.
    // NOTE(deanm): Dispose background doesn't really work, apparently most
    // browsers ignore the background palette index and clear to transparency.
    var disposal = opts.disposal === undefined ? 0 : opts.disposal;
    if (disposal < 0 || disposal > 3)  // 4-7 is reserved.
      throw "Disposal out of range.";

    var use_transparency = false;
    var transparent_index = 0;
    if (opts.transparent !== undefined && opts.transparent !== null) {
      use_transparency = true;
      transparent_index = opts.transparent;
      if (transparent_index < 0 || transparent_index >= num_colors)
        throw "Transparent color index.";
    }

    if (disposal !== 0 || use_transparency || delay !== 0) {
      // - Graphics Control Extension
      buf[p++] = 0x21; buf[p++] = 0xf9;  // Extension / Label.
      buf[p++] = 4;  // Byte size.

      buf[p++] = disposal << 2 | (use_transparency === true ? 1 : 0);
      buf[p++] = delay & 0xff; buf[p++] = delay >> 8 & 0xff;
      buf[p++] = transparent_index;  // Transparent color index.
      buf[p++] = 0;  // Block Terminator.
    }

    // - Image Descriptor
    buf[p++] = 0x2c;  // Image Seperator.
    buf[p++] = x & 0xff; buf[p++] = x >> 8 & 0xff;  // Left.
    buf[p++] = y & 0xff; buf[p++] = y >> 8 & 0xff;  // Top.
    buf[p++] = w & 0xff; buf[p++] = w >> 8 & 0xff;
    buf[p++] = h & 0xff; buf[p++] = h >> 8 & 0xff;
    // NOTE: No sort flag (unused?).
    // TODO(deanm): Support interlace.
    buf[p++] = using_local_palette === true ? (0x80 | (min_code_size-1)) : 0;

    // - Local Color Table
    if (using_local_palette === true) {
      for (var i = 0, il = palette.length; i < il; ++i) {
        var rgb = palette[i];
        buf[p++] = rgb >> 16 & 0xff;
        buf[p++] = rgb >> 8 & 0xff;
        buf[p++] = rgb & 0xff;
      }
    }

    p = GifWriterOutputLZWCodeStream(
            buf, p, min_code_size < 2 ? 2 : min_code_size, indexed_pixels);
  };

  this.end = function() {
    if (ended === false) {
      buf[p++] = 0x3b;  // Trailer.
      ended = true;
    }
    return p;
  };
}

// Main compression routine, palette indexes -> LZW code stream.
// |index_stream| must have at least one entry.
function GifWriterOutputLZWCodeStream(buf, p, min_code_size, index_stream) {
  buf[p++] = min_code_size;
  var cur_subblock = p++;  // Pointing at the length field.

  var clear_code = 1 << min_code_size;
  var code_mask = clear_code - 1;
  var eoi_code = clear_code + 1;
  var next_code = eoi_code + 1;

  var cur_code_size = min_code_size + 1;  // Number of bits per code.
  var cur_shift = 0;
  // We have at most 12-bit codes, so we should have to hold a max of 19
  // bits here (and then we would write out).
  var cur = 0;

  function emit_bytes_to_buffer(bit_block_size) {
    while (cur_shift >= bit_block_size) {
      buf[p++] = cur & 0xff;
      cur >>= 8; cur_shift -= 8;
      if (p === cur_subblock + 256) {  // Finished a subblock.
        buf[cur_subblock] = 255;
        cur_subblock = p++;
      }
    }
  }

  function emit_code(c) {
    cur |= c << cur_shift;
    cur_shift += cur_code_size;
    emit_bytes_to_buffer(8);
  }

  // I am not an expert on the topic, and I don't want to write a thesis.
  // However, it is good to outline here the basic algorithm and the few data
  // structures and optimizations here that make this implementation fast.
  // The basic idea behind LZW is to build a table of previously seen runs
  // addressed by a short id (herein called output code).  All data is
  // referenced by a code, which represents one or more values from the
  // original input stream.  All input bytes can be referenced as the same
  // value as an output code.  So if you didn't want any compression, you
  // could more or less just output the original bytes as codes (there are
  // some details to this, but it is the idea).  In order to achieve
  // compression, values greater then the input range (codes can be up to
  // 12-bit while input only 8-bit) represent a sequence of previously seen
  // inputs.  The decompressor is able to build the same mapping while
  // decoding, so there is always a shared common knowledge between the
  // encoding and decoder, which is also important for "timing" aspects like
  // how to handle variable bit width code encoding.
  //
  // One obvious but very important consequence of the table system is there
  // is always a unique id (at most 12-bits) to map the runs.  'A' might be
  // 4, then 'AA' might be 10, 'AAA' 11, 'AAAA' 12, etc.  This relationship
  // can be used for an effecient lookup strategy for the code mapping.  We
  // need to know if a run has been seen before, and be able to map that run
  // to the output code.  Since we start with known unique ids (input bytes),
  // and then from those build more unique ids (table entries), we can
  // continue this chain (almost like a linked list) to always have small
  // integer values that represent the current byte chains in the encoder.
  // This means instead of tracking the input bytes (AAAABCD) to know our
  // current state, we can track the table entry for AAAABC (it is guaranteed
  // to exist by the nature of the algorithm) and the next character D.
  // Therefor the tuple of (table_entry, byte) is guaranteed to also be
  // unique.  This allows us to create a simple lookup key for mapping input
  // sequences to codes (table indices) without having to store or search
  // any of the code sequences.  So if 'AAAA' has a table entry of 12, the
  // tuple of ('AAAA', K) for any input byte K will be unique, and can be our
  // key.  This leads to a integer value at most 20-bits, which can always
  // fit in an SMI value and be used as a fast sparse array / object key.

  // Output code for the current contents of the index buffer.
  var ib_code = index_stream[0] & code_mask;  // Load first input index.
  var code_table = { };  // Key'd on our 20-bit "tuple".

  emit_code(clear_code);  // Spec says first code should be a clear code.

  // First index already loaded, process the rest of the stream.
  for (var i = 1, il = index_stream.length; i < il; ++i) {
    var k = index_stream[i] & code_mask;
    var cur_key = ib_code << 8 | k;  // (prev, k) unique tuple.
    var cur_code = code_table[cur_key];  // buffer + k.

    // Check if we have to create a new code table entry.
    if (cur_code === undefined) {  // We don't have buffer + k.
      // Emit index buffer (without k).
      // This is an inline version of emit_code, because this is the core
      // writing routine of the compressor (and V8 cannot inline emit_code
      // because it is a closure here in a different context).  Additionally
      // we can call emit_byte_to_buffer less often, because we can have
      // 30-bits (from our 31-bit signed SMI), and we know our codes will only
      // be 12-bits, so can safely have 18-bits there without overflow.
      // emit_code(ib_code);
      cur |= ib_code << cur_shift;
      cur_shift += cur_code_size;
      while (cur_shift >= 8) {
        buf[p++] = cur & 0xff;
        cur >>= 8; cur_shift -= 8;
        if (p === cur_subblock + 256) {  // Finished a subblock.
          buf[cur_subblock] = 255;
          cur_subblock = p++;
        }
      }

      if (next_code === 4096) {  // Table full, need a clear.
        emit_code(clear_code);
        next_code = eoi_code + 1;
        cur_code_size = min_code_size + 1;
        code_table = { };
      } else {  // Table not full, insert a new entry.
        // Increase our variable bit code sizes if necessary.  This is a bit
        // tricky as it is based on "timing" between the encoding and
        // decoder.  From the encoders perspective this should happen after
        // we've already emitted the index buffer and are about to create the
        // first table entry that would overflow our current code bit size.
        if (next_code >= (1 << cur_code_size)) ++cur_code_size;
        code_table[cur_key] = next_code++;  // Insert into code table.
      }

      ib_code = k;  // Index buffer to single input k.
    } else {
      ib_code = cur_code;  // Index buffer to sequence in code table.
    }
  }

  emit_code(ib_code);  // There will still be something in the index buffer.
  emit_code(eoi_code);  // End Of Information.

  // Flush / finalize the sub-blocks stream to the buffer.
  emit_bytes_to_buffer(1);

  // Finish the sub-blocks, writing out any unfinished lengths and
  // terminating with a sub-block of length 0.  If we have already started
  // but not yet used a sub-block it can just become the terminator.
  if (cur_subblock + 1 === p) {  // Started but unused.
    buf[cur_subblock] = 0;
  } else {  // Started and used, write length and additional terminator block.
    buf[cur_subblock] = p - cur_subblock - 1;
    buf[p++] = 0;
  }
  return p;
}

function GifReader(buf) {
  var p = 0;

  // - Header (GIF87a or GIF89a).
  if (buf[p++] !== 0x47 ||            buf[p++] !== 0x49 || buf[p++] !== 0x46 ||
      buf[p++] !== 0x38 || (buf[p++]+1 & 0xfd) !== 0x38 || buf[p++] !== 0x61) {
    throw "Invalid GIF 87a/89a header.";
  }

  // - Logical Screen Descriptor.
  var width = buf[p++] | buf[p++] << 8;
  var height = buf[p++] | buf[p++] << 8;
  var pf0 = buf[p++];  // <Packed Fields>.
  var global_palette_flag = pf0 >> 7;
  var num_global_colors_pow2 = pf0 & 0x7;
  var num_global_colors = 1 << (num_global_colors_pow2 + 1);
  var background = buf[p++];
  buf[p++];  // Pixel aspect ratio (unused?).

  var global_palette_offset = null;

  if (global_palette_flag) {
    global_palette_offset = p;
    p += num_global_colors * 3;  // Seek past palette.
  }

  var no_eof = true;

  var frames = [ ];

  var delay = 0;
  var transparent_index = null;
  var disposal = 0;  // 0 - No disposal specified.
  var loop_count = null;

  this.width = width;
  this.height = height;

  while (no_eof && p < buf.length) {
    switch (buf[p++]) {
      case 0x21:  // Graphics Control Extension Block
        switch (buf[p++]) {
          case 0xff:  // Application specific block
            // Try if it's a Netscape block (with animation loop counter).
            if (buf[p   ] !== 0x0b ||  // 21 FF already read, check block size.
                // NETSCAPE2.0
                buf[p+1 ] == 0x4e && buf[p+2 ] == 0x45 && buf[p+3 ] == 0x54 &&
                buf[p+4 ] == 0x53 && buf[p+5 ] == 0x43 && buf[p+6 ] == 0x41 &&
                buf[p+7 ] == 0x50 && buf[p+8 ] == 0x45 && buf[p+9 ] == 0x32 &&
                buf[p+10] == 0x2e && buf[p+11] == 0x30 &&
                // Sub-block
                buf[p+12] == 0x03 && buf[p+13] == 0x01 && buf[p+16] == 0) {
              p += 14;
              loop_count = buf[p++] | buf[p++] << 8;
              p++;  // Skip terminator.
            } else {  // We don't know what it is, just try to get past it.
              p += 12;
              while (true) {  // Seek through subblocks.
                var block_size = buf[p++];
                if (block_size === 0) break;
                p += block_size;
              }
            }
            break;

          case 0xf9:  // Graphics Control Extension
            if (buf[p++] !== 0x4 || buf[p+4] !== 0)
              throw "Invalid graphics extension block.";
            var pf1 = buf[p++];
            delay = buf[p++] | buf[p++] << 8;
            transparent_index = buf[p++];
            if ((pf1 & 1) === 0) transparent_index = null;
            disposal = pf1 >> 2 & 0x7;
            p++;  // Skip terminator.
            break;

          case 0xfe:  // Comment Extension.
            while (true) {  // Seek through subblocks.
              var block_size = buf[p++];
              if (block_size === 0) break;
              // console.log(buf.slice(p, p+block_size).toString('ascii'));
              p += block_size;
            }
            break;

          default:
            throw "Unknown graphic control label: 0x" + buf[p-1].toString(16);
        }
        break;

      case 0x2c:  // Image Descriptor.
        var x = buf[p++] | buf[p++] << 8;
        var y = buf[p++] | buf[p++] << 8;
        var w = buf[p++] | buf[p++] << 8;
        var h = buf[p++] | buf[p++] << 8;
        var pf2 = buf[p++];
        var local_palette_flag = pf2 >> 7;
        var interlace_flag = pf2 >> 6 & 1;
        var num_local_colors_pow2 = pf2 & 0x7;
        var num_local_colors = 1 << (num_local_colors_pow2 + 1);
        var palette_offset = global_palette_offset;
        var has_local_palette = false;
        if (local_palette_flag) {
          var has_local_palette = true;
          palette_offset = p;  // Override with local palette.
          p += num_local_colors * 3;  // Seek past palette.
        }

        var data_offset = p;

        p++;  // codesize
        while (true) {
          var block_size = buf[p++];
          if (block_size === 0) break;
          p += block_size;
        }

        frames.push({x: x, y: y, width: w, height: h,
                     has_local_palette: has_local_palette,
                     palette_offset: palette_offset,
                     data_offset: data_offset,
                     data_length: p - data_offset,
                     transparent_index: transparent_index,
                     interlaced: !!interlace_flag,
                     delay: delay,
                     disposal: disposal});
        break;

      case 0x3b:  // Trailer Marker (end of file).
        no_eof = false;
        break;

      default:
        throw "Unknown gif block: 0x" + buf[p-1].toString(16);
        break;
    }
  }

  this.numFrames = function() {
    return frames.length;
  };

  this.loopCount = function() {
    return loop_count;
  };

  this.frameInfo = function(frame_num) {
    if (frame_num < 0 || frame_num >= frames.length)
      throw "Frame index out of range.";
    return frames[frame_num];
  }

  this.decodeAndBlitFrameBGRA = function(frame_num, pixels) {
    var frame = this.frameInfo(frame_num);
    var num_pixels = frame.width * frame.height;
    var index_stream = new Uint8Array(num_pixels);  // At most 8-bit indices.
    GifReaderLZWOutputIndexStream(
        buf, frame.data_offset, index_stream, num_pixels);
    var palette_offset = frame.palette_offset;

    // NOTE(deanm): It seems to be much faster to compare index to 256 than
    // to === null.  Not sure why, but CompareStub_EQ_STRICT shows up high in
    // the profile, not sure if it's related to using a Uint8Array.
    var trans = frame.transparent_index;
    if (trans === null) trans = 256;

    // We are possibly just blitting to a portion of the entire frame.
    // That is a subrect within the framerect, so the additional pixels
    // must be skipped over after we finished a scanline.
    var framewidth  = frame.width;
    var framestride = width - framewidth;
    var xleft       = framewidth;  // Number of subrect pixels left in scanline.

    // Output indicies of the top left and bottom right corners of the subrect.
    var opbeg = ((frame.y * width) + frame.x) * 4;
    var opend = ((frame.y + frame.height) * width + frame.x) * 4;
    var op    = opbeg;

    var scanstride = framestride * 4;

    // Use scanstride to skip past the rows when interlacing.  This is skipping
    // 7 rows for the first two passes, then 3 then 1.
    if (frame.interlaced === true) {
      scanstride += width * 4 * 7;  // Pass 1.
    }

    var interlaceskip = 8;  // Tracking the row interval in the current pass.

    for (var i = 0, il = index_stream.length; i < il; ++i) {
      var index = index_stream[i];

      if (xleft === 0) {  // Beginning of new scan line
        op += scanstride;
        xleft = framewidth;
        if (op >= opend) { // Catch the wrap to switch passes when interlacing.
          scanstride = framestride * 4 + width * 4 * (interlaceskip-1);
          // interlaceskip / 2 * 4 is interlaceskip << 1.
          op = opbeg + (framewidth + framestride) * (interlaceskip << 1);
          interlaceskip >>= 1;
        }
      }

      if (index === trans) {
        op += 4;
      } else {
        var r = buf[palette_offset + index * 3];
        var g = buf[palette_offset + index * 3 + 1];
        var b = buf[palette_offset + index * 3 + 2];
        pixels[op++] = b;
        pixels[op++] = g;
        pixels[op++] = r;
        pixels[op++] = 255;
      }
      --xleft;
    }
  };

  // I will go to copy and paste hell one day...
  this.decodeAndBlitFrameRGBA = function(frame_num, pixels) {
    var frame = this.frameInfo(frame_num);
    var num_pixels = frame.width * frame.height;
    var index_stream = new Uint8Array(num_pixels);  // At most 8-bit indices.
    GifReaderLZWOutputIndexStream(
        buf, frame.data_offset, index_stream, num_pixels);
    var palette_offset = frame.palette_offset;

    // NOTE(deanm): It seems to be much faster to compare index to 256 than
    // to === null.  Not sure why, but CompareStub_EQ_STRICT shows up high in
    // the profile, not sure if it's related to using a Uint8Array.
    var trans = frame.transparent_index;
    if (trans === null) trans = 256;

    // We are possibly just blitting to a portion of the entire frame.
    // That is a subrect within the framerect, so the additional pixels
    // must be skipped over after we finished a scanline.
    var framewidth  = frame.width;
    var framestride = width - framewidth;
    var xleft       = framewidth;  // Number of subrect pixels left in scanline.

    // Output indicies of the top left and bottom right corners of the subrect.
    var opbeg = ((frame.y * width) + frame.x) * 4;
    var opend = ((frame.y + frame.height) * width + frame.x) * 4;
    var op    = opbeg;

    var scanstride = framestride * 4;

    // Use scanstride to skip past the rows when interlacing.  This is skipping
    // 7 rows for the first two passes, then 3 then 1.
    if (frame.interlaced === true) {
      scanstride += width * 4 * 7;  // Pass 1.
    }

    var interlaceskip = 8;  // Tracking the row interval in the current pass.

    for (var i = 0, il = index_stream.length; i < il; ++i) {
      var index = index_stream[i];

      if (xleft === 0) {  // Beginning of new scan line
        op += scanstride;
        xleft = framewidth;
        if (op >= opend) { // Catch the wrap to switch passes when interlacing.
          scanstride = framestride * 4 + width * 4 * (interlaceskip-1);
          // interlaceskip / 2 * 4 is interlaceskip << 1.
          op = opbeg + (framewidth + framestride) * (interlaceskip << 1);
          interlaceskip >>= 1;
        }
      }

      if (index === trans) {
        op += 4;
      } else {
        var r = buf[palette_offset + index * 3];
        var g = buf[palette_offset + index * 3 + 1];
        var b = buf[palette_offset + index * 3 + 2];
        pixels[op++] = r;
        pixels[op++] = g;
        pixels[op++] = b;
        pixels[op++] = 255;
      }
      --xleft;
    }
  };
}

function GifReaderLZWOutputIndexStream(code_stream, p, output, output_length) {
  var min_code_size = code_stream[p++];

  var clear_code = 1 << min_code_size;
  var eoi_code = clear_code + 1;
  var next_code = eoi_code + 1;

  var cur_code_size = min_code_size + 1;  // Number of bits per code.
  // NOTE: This shares the same name as the encoder, but has a different
  // meaning here.  Here this masks each code coming from the code stream.
  var code_mask = (1 << cur_code_size) - 1;
  var cur_shift = 0;
  var cur = 0;

  var op = 0;  // Output pointer.
  
  var subblock_size = code_stream[p++];

  // TODO(deanm): Would using a TypedArray be any faster?  At least it would
  // solve the fast mode / backing store uncertainty.
  // var code_table = Array(4096);
  var code_table = new Int32Array(4096);  // Can be signed, we only use 20 bits.

  var prev_code = null;  // Track code-1.

  while (true) {
    // Read up to two bytes, making sure we always 12-bits for max sized code.
    while (cur_shift < 16) {
      if (subblock_size === 0) break;  // No more data to be read.

      cur |= code_stream[p++] << cur_shift;
      cur_shift += 8;

      if (subblock_size === 1) {  // Never let it get to 0 to hold logic above.
        subblock_size = code_stream[p++];  // Next subblock.
      } else {
        --subblock_size;
      }
    }

    // TODO(deanm): We should never really get here, we should have received
    // and EOI.
    if (cur_shift < cur_code_size)
      break;

    var code = cur & code_mask;
    cur >>= cur_code_size;
    cur_shift -= cur_code_size;

    // TODO(deanm): Maybe should check that the first code was a clear code,
    // at least this is what you're supposed to do.  But actually our encoder
    // now doesn't emit a clear code first anyway.
    if (code === clear_code) {
      // We don't actually have to clear the table.  This could be a good idea
      // for greater error checking, but we don't really do any anyway.  We
      // will just track it with next_code and overwrite old entries.

      next_code = eoi_code + 1;
      cur_code_size = min_code_size + 1;
      code_mask = (1 << cur_code_size) - 1;

      // Don't update prev_code ?
      prev_code = null;
      continue;
    } else if (code === eoi_code) {
      break;
    }

    // We have a similar situation as the decoder, where we want to store
    // variable length entries (code table entries), but we want to do in a
    // faster manner than an array of arrays.  The code below stores sort of a
    // linked list within the code table, and then "chases" through it to
    // construct the dictionary entries.  When a new entry is created, just the
    // last byte is stored, and the rest (prefix) of the entry is only
    // referenced by its table entry.  Then the code chases through the
    // prefixes until it reaches a single byte code.  We have to chase twice,
    // first to compute the length, and then to actually copy the data to the
    // output (backwards, since we know the length).  The alternative would be
    // storing something in an intermediate stack, but that doesn't make any
    // more sense.  I implemented an approach where it also stored the length
    // in the code table, although it's a bit tricky because you run out of
    // bits (12 + 12 + 8), but I didn't measure much improvements (the table
    // entries are generally not the long).  Even when I created benchmarks for
    // very long table entries the complexity did not seem worth it.
    // The code table stores the prefix entry in 12 bits and then the suffix
    // byte in 8 bits, so each entry is 20 bits.

    var chase_code = code < next_code ? code : prev_code;

    // Chase what we will output, either {CODE} or {CODE-1}.
    var chase_length = 0;
    var chase = chase_code;
    while (chase > clear_code) {
      chase = code_table[chase] >> 8;
      ++chase_length;
    }

    var k = chase;
    
    var op_end = op + chase_length + (chase_code !== code ? 1 : 0);
    if (op_end > output_length) {
      console.log("Warning, gif stream longer than expected.");
      return;
    }

    // Already have the first byte from the chase, might as well write it fast.
    output[op++] = k;

    op += chase_length;
    var b = op;  // Track pointer, writing backwards.

    if (chase_code !== code)  // The case of emitting {CODE-1} + k.
      output[op++] = k;

    chase = chase_code;
    while (chase_length--) {
      chase = code_table[chase];
      output[--b] = chase & 0xff;  // Write backwards.
      chase >>= 8;  // Pull down to the prefix code.
    }

    if (prev_code !== null && next_code < 4096) {
      code_table[next_code++] = prev_code << 8 | k;
      // TODO(deanm): Figure out this clearing vs code growth logic better.  I
      // have an feeling that it should just happen somewhere else, for now it
      // is awkward between when we grow past the max and then hit a clear code.
      // For now just check if we hit the max 12-bits (then a clear code should
      // follow, also of course encoded in 12-bits).
      if (next_code >= code_mask+1 && cur_code_size < 12) {
        ++cur_code_size;
        code_mask = code_mask << 1 | 1;
      }
    }

    prev_code = code;
  }

  if (op !== output_length) {
    console.log("Warning, gif stream shorter than expected.");
  }

  return output;
}

try { exports.GifWriter = GifWriter; exports.GifReader = GifReader } catch(e) { }  // CommonJS.

},{}],41:[function(require,module,exports){
"use strict"

var pad = require('./lib/pad')
var fillVoids = require('./lib/fill-voids')
var getFaces = require('./lib/faces')
var getLinks = require('./lib/topo')
var unfold = require('./lib/unfold')
var render = require('./lib/render')
var combinePieces = require('./lib/pack')

module.exports = orthogami

var palette = [
  'magenta',
  'blue',
  'green',
  'purple',
  'gold',
  'red',
  'bisque',
  'brown',
  'darkblue',
  'goldenrod',
  'aquamarine',
  'white',
  'black'
]

function createColorMap(colors) {
  return function(v) {
    if(v in colors) {
      return colors[v]
    }
    return 'black'
  }
}

function defaultColorMap(v) {
  return palette[(v>>>0)%palette.length]
}

function orthogami(voxels, options) {
  options = options || {}

  //Preprocess voxels to remove all voids
  var padded = pad(voxels)
  fillVoids(padded)

  //Load default color map
  var colorMap = options.colorMap
  if(typeof colorMap === 'object') {
    colorMap = createColorMap(colorMap)
  } else if(typeof colorMap !== 'function') {
    colorMap = defaultColorMap
  }

  //Page size bounds and scaling parameters
  var boxSize = options.bounds || [Infinity, Infinity]
  var scale = options.scale || 64
  if(typeof scale === 'number') {
    scale = [scale, scale]
  } else {
    scale = [64, 64]
  }
  var bounds = [0,0]
  for(var i=0; i<2; ++i) {
    bounds[i] = Math.floor(boxSize[i] / scale[i] - 2)
  }

  //Units for the SVG files
  var units       = options.units || "px"

  //Extract faces/normals from mesh
  var result      = getFaces(padded)
  var faces       = result[0]
  var normals     = result[1]


  //Compute topology
  var links       = getLinks(faces, normals)

  //Unwrap
  var unwrapped   = unfold(faces, links, normals, bounds)

  //Render to SVG
  var pieces = unwrapped.map(function(unfolding) {
    return render(
      padded,
      colorMap,
      unfolding.faces,
      unfolding.projections,
      unfolding.normals,
      unfolding.tabs,
      unfolding.creases,
      scale,
      options)
  })

  //Pack pieces into sheets
  return combinePieces(pieces, boxSize, scale, units)
}


},{"./lib/faces":44,"./lib/fill-voids":45,"./lib/pack":46,"./lib/pad":47,"./lib/render":49,"./lib/topo":50,"./lib/unfold":51}],42:[function(require,module,exports){
var contour2D = require('contour-2d')
var createIntervalTree = require('interval-tree-1d')

module.exports = contour

function Vertex(v, next, prev) {
  this.point = v
  this.next = next
  this.prev = prev
  this.visited = false
}

Vertex.prototype.clone = function() {
  return new Vertex(this.point.slice(), this.next, this.prev)
}

Vertex.prototype.compare = function(other) {
  for(var i=0; i<2; ++i) {
    var d = this.point[i] - other.point[i]
    if(d) {
      return d
    }
  }
  return d
}

function toList(loop) {
  var verts = new Array(loop.length)
  for(var i=0; i<loop.length; ++i) {
    verts[i] = new Vertex(loop[i], null, null)
  }

  var topLeftIndex = 0
  for(var i=0; i<loop.length; ++i) {
    verts[i].next = verts[(i+1) % loop.length]
    verts[i].prev = verts[(i-1+loop.length) % loop.length]
    if(verts[i].compare(verts[topLeftIndex]) < 0) {
      topLeftIndex = i
    }
  }

  if(topLeftIndex > 0) {
    var as = verts.slice(topLeftIndex)
    var bs = verts.slice(0, topLeftIndex)
    verts = as.concat(bs)
  }
  
  return verts
}

function deloop(verts) {
  for(var i=0; i<verts.length; ++i) {
    verts[i].visited = false
  }
  var loops = []
  for(var i=0; i<verts.length; ++i) {
    if(verts[i].visited) {
      continue
    }
    var loop = []
    for(var cur=verts[i]; !cur.visited; cur=cur.next) {
      loop.push(cur)
      cur.visited = true
    }
    loops.push(loop)
  }
  return loops
}

function curvature(a, b, c) {
  var ab = [a[0] - b[0], a[1] - b[1]]
  var cb = [c[0] - b[0], c[1] - b[1]]

  return ab[0]*cb[1] - ab[1]*cb[0]
}

function fixNonManifold(verts, normal) {
  var vertexMap = {}
  for(var i=0; i<verts.length; ++i) {
    var a = verts[i]
    var tok = a.point.join()
    var b = vertexMap[tok]
    if(!b) {
      vertexMap[tok] = a
      continue
    }

    //Check non-manifold crossing
    var a0 = a.prev.point
    var a1 = a.point
    var a2 = a.next.point
    var ac = curvature(a0, a1, a2)

    var b0 = b.prev.point
    var b1 = b.point
    var b2 = b.next.point
    var bc = curvature(b0, b1, b2)

    if(ac > 0 && bc > 0) {
      var an = a.next
      var bn = b.next
      an.prev = b
      an.prev = a
      a.next = bn
      b.next = an
    }
  }
}

function loopOrientation(loop) {
  var leftMostEdge = Infinity
  var orientation = 0
  for(var i=0; i<loop.length; ++i) {
    var a = loop[i].point
    var b = loop[(i+1) % loop.length].point
    if(a[0] === b[0]) {
      if(a[0] < leftMostEdge) {
        leftMostEdge = a[0]
        orientation = a[1] - b[1]
      }
    }
  }
  return orientation
}

function Segment(x0, x1, y, loop) {
  this[0] = x0
  this[1] = x1
  this.y = y
  this.loop = loop
}

function repairHoles(verts) {
  var loops = deloop(verts)

  var innerLoops = []
  var outerLoops = []
  loops.forEach(function(loop) {
    if(loopOrientation(loop) < 0) {
      innerLoops.push(loop)
    } else {
      outerLoops.push(loop)
    }
  })

  //For each horizontal segment in outer loop, build an edge
  var segments = []
  outerLoops.forEach(function(loop) {
    for(var i=0; i<loop.length; ++i) {
      var a = loop[i].point
      var b = loop[(i+1) % loop.length].point
      if(a[1] === b[1]) {
        if(a[0] > b[0]) {
          segments.push(new Segment(b[0], a[0], a[1], loop))
        }
      }
    }
  })

  //Build interval tree
  var tree = createIntervalTree(segments)

  innerLoops.forEach(function(loop) {
    //Find top vertex
    var topVertex = loop[0].point
    for(var i=1; i<loop.length; ++i) {
      var a = loop[i].point
      if(a[1] > topVertex[1]) {
        topVertex = a
      }
    }

    //Cast horizontal ray
    var hitTarget = null
    var hitY = Infinity
    tree.queryPoint(topVertex[0], function(seg) {
      if(seg.y < topVertex[1]) {
        return
      }
      if(seg.y < hitY) {
        hitY = seg.y
        hitTarget = seg.loop
      }
    })

    if(!hitTarget) {
      throw new Error('orthogami: could not nest internal loop (this should not happen)')
    }

    //Glue nested loop
    var a = hitTarget[0]    
    var an = a.next
    var ap = a.prev
    var ac = a.clone()
    verts.push(ac)

    var b = loop[0]
    var bn = b.next
    var bp = b.prev
    var bc = b.clone()
    verts.push(bc)

    a.next = b
    b.prev = a

    ac.prev = bc
    bc.next = ac
    an.prev = ac
    bp.next = bc
  })

  return verts
}

function convertVertices(verts) {
  var loops = deloop(verts)
  var result = loops.map(function(loop) {
    return loop.map(function(v) {
      return v.point
    })
  })
  return result
}


function splitTJunction(loop, above) {
  var subdiv = []
  for(var i=0; i<loop.length; ++i) {
    var a = loop[i]
    var b = loop[(i+1) % loop.length]

    subdiv.push(a)

    var d = 0
    if(a[0] === b[0]) {
      d = 1
    }

    //Walk along edge, splitting t-junctions as we go
    var o = d^1
    var x = a.slice()
    
    //var parity = 2*d - 1
    var step
    var parity = !!o ? -1 : 1
    if(a[d] < b[d]) {
      if(d === 0) {
        x[o] -= 1
      }
      step = 1
    } else {
      if(d === 1) {
        x[o] -= 1
      }
      step = -1
    }

    for(var j=a[d]+step; j!==b[d]; j+=step) {
      x[d] = j
      var s = !!above.get(x[1], x[0])

      x[d] = j-1
      var t = !!above.get(x[1], x[0])

      if(s !== t) {
        var y = a.slice()
        y[d] = j
        subdiv.push(y)
      }
    }
  }

  return subdiv
}

function contour(slice, sliceTop) {
  //Get coordinates of slice
  var coords = contour2D(slice, true)
  if(coords.length === 0) {
    return []
  }

  //Convert to linked list
  var verts = coords
    .map(function(loop) {
      return splitTJunction(loop, sliceTop)
    })
    .map(toList)
    .reduce(function(a,b) {
      return a.concat(b)
    }, [])


  //Remove non-manifold vertices
  fixNonManifold(verts)

  //Repair all holes
  repairHoles(verts)

  var result = convertVertices(verts)
  return result
}
},{"contour-2d":20,"interval-tree-1d":30}],43:[function(require,module,exports){
module.exports = crossProduct

function crossProduct(x, y) {
  var r = [0,0,0]
  for(var i=0; i<3; ++i) {
    var u = (i+1)%3
    var v = (i+2)%3
    r[i] = x[u]*y[v] - x[v]*y[u]
  }
  return r
}
},{}],44:[function(require,module,exports){
var contour = require('./contour')
var ndarray = require('ndarray')
var ops = require('ndarray-ops')

module.exports = extractFaces

//Assume volume is binary and 0 padded
function extractFaces(volume) {
  var result = []
  var normals = []

  //For each axis, extract all facets
  for(var d=0; d<3; ++d) {
    var u = (d+1) % 3
    var v = (d+2) % 3

    var normal = [0,0,0]

    var n = volume.shape[d]
    var m = volume.shape[u]
    var l = volume.shape[v]

    var x = ndarray(new Uint8Array(m * l), [m, l])
    
    for(var i=1; i<n-1; ++i) {
      var slice0, slice1, slice2
      if(d === 0) {
        slice0 = volume.pick(i-1)
        slice1 = volume.pick(i)
        slice2 = volume.pick(i+1)
      } else if(d === 1) {
        slice0 = volume.pick(-1, i-1).transpose(1,0)
        slice1 = volume.pick(-1, i).transpose(1,0)
        slice2 = volume.pick(-1, i+1).transpose(1,0)
      } else if(d === 2) {
        slice0 = volume.pick(-1, -1, i-1)
        slice1 = volume.pick(-1, -1, i)
        slice2 = volume.pick(-1, -1, i+1)
      }

      normal[d] = -1
      for(var s=0; s<m; ++s) {
        for(var t=0; t<l; ++t) {
          x.set(s, t, !!slice1.get(s,t) && !slice0.get(s,t))
        }
      }
      var f = contour(x, slice0)
      for(var j=0; j<f.length; ++j) {
        result.push(f[j].map(function(p) {
          var y = [i,i,i]
          y[u] = p[1]
          y[v] = p[0]
          return y
        }))
        normals.push(normal.slice())
      }

      normal[d] = 1
      for(var s=0; s<m; ++s) {
        for(var t=0; t<l; ++t) {
          x.set(s, t, !!slice1.get(s,t) && !slice2.get(s,t))
        }
      }
      var f = contour(x, slice2)
      for(var j=0; j<f.length; ++j) {
        f[j].reverse()
        result.push(f[j].map(function(p) {
          var y = [i+1,i+1,i+1]
          y[u] = p[1]
          y[v] = p[0]
          return y
        }))
        normals.push(normal.slice())
      }
    }
  }

  return [result, normals]
}
},{"./contour":42,"ndarray":39,"ndarray-ops":36}],45:[function(require,module,exports){
var ndarray = require('ndarray')

module.exports = fillVoids

function fillVoids(voxels) {
  var toVisit = [[0,0,0]]
  var visited = ndarray(new Uint8Array(voxels.size), voxels.shape)
  visited.set(0,0,0,1)
  var shape = voxels.shape.slice()
  while(toVisit.length > 0) {
    var x = toVisit.shift()
    for(var d=0; d<3; ++d) {
s_loop:
      for(var s=-1; s<=1; s+=2) {
        var y = x.slice()
        y[d] += s
        for(var i=0; i<3; ++i) {
          if(y[i] < 0 || shape[i] <= y[i]) {
            continue s_loop
          }
        }
        if(visited.get(y[0], y[1], y[2])) {
          continue s_loop
        }
        visited.set(y[0], y[1], y[2], 1)
        if(!voxels.get(y[0], y[1], y[2])) {
          toVisit.push(y)
        }
      }
    }
  }

  //Fill in all internal voids
  for(var i=0; i<shape[0]; ++i) {
    for(var j=0; j<shape[1]; ++j) {
      for(var k=0; k<shape[2]; ++k) {
        if(!visited.get(i,j,k)) {
          voxels.set(i,j,k,1)
        }
      }
    }
  }
}
},{"ndarray":39}],46:[function(require,module,exports){
var boxpack = require('boxpack')

module.exports = packSVGData

function packSVGData(sheets, boxSize, scale, units) {

  var pages = []
  while(sheets.length > 0) {

    var nextSheets = []
    var packed = []
    var bin = boxpack({
      width: boxSize[0],
      height: boxSize[1]
    })

    var upperBound = [0,0]

    //Loop over all sheets, try packing into box
    for(var i=0; i<sheets.length; ++i) {
      var sheet = sheets[i]
      var bounds = sheet.bounds

      var loc = bin.pack({
        width: (bounds[1][0]-bounds[0][0]) + 2*scale[0],
        height: (bounds[1][1] - bounds[0][1]) + 2*scale[1]
      })

      if(!loc) {
        nextSheets.push(sheet)
        continue
      }

      var offset = [loc.x, loc.y]
      var shape = [loc.width, loc.height]
      for(var j=0; j<2; ++j) {
        upperBound[j] = Math.max(upperBound[j], offset[j] + shape[j])
        offset[j] += scale[j] - bounds[0][j]
      }
      packed.push({
        svg: sheet.svg,
        offset: offset
      })
    }

    if(packed.length === 0) {
      throw new Error('orthogami: error packing faces into page')
    }

    //Compute the size of the packed sheet
    var pageSize = boxSize.slice()
    for(var i=0; i<2; ++i) {
      if(boxSize[i] < Infinity) {
        pageSize[i] = boxSize[i]
      } else {
        pageSize[i] = upperBound[i]
      }
    }

    //Generate SVG for this page
    var svg = [ 
      '<svg xmlns="http://www.w3.org/2000/svg" ',
      'xmlns:xlink="http://www.w3.org/1999/xlink" ',
      'width="', pageSize[0], units, '" ',
      'height="', pageSize[1], units, '" ',
      'viewBox="0 0 ', pageSize[0], ' ', pageSize[1], '">'
    ]
    for(var i=0; i<packed.length; ++i) {
      var offset = packed[i].offset
      svg.push('<g transform="translate(', offset[0], ',', offset[1], ')">',
        packed[i].svg,
        '</g>')
    }
    svg.push('</svg>')
    pages.push(svg.join(''))

    sheets = nextSheets
  }
  return pages
}
},{"boxpack":10}],47:[function(require,module,exports){
var ndarray = require('ndarray')
var ops = require('ndarray-ops')

module.exports = padVoxels

function padVoxels(voxels) {
  var nshape = voxels.shape.slice()
  var size = 1
  for(var i=0; i<nshape.length; ++i) {
    nshape[i] += 2
    size *= nshape[i]
  }
  var result = ndarray(new Array(size), nshape)
  ops.assigns(result, 0.0)
  var center = result.lo(1,1,1)
    .hi(voxels.shape[0], voxels.shape[1], voxels.shape[2])
  ops.assign(center, voxels)
  return result
}
},{"ndarray":39,"ndarray-ops":36}],48:[function(require,module,exports){
module.exports = project
module.exports.normal = projectNormal

function project(P, x) {
  var result = [0,0]
  for(var i=0; i<2; ++i) {
    result[i] = P[4*i+3]
    for(var j=0; j<3; ++j) {
      result[i] += x[j] * P[4*i+j]
    }
  }
  var w = P[11]
  for(var j=0; j<3; ++j) {
    w += x[j] * P[8+j]
  }
  for(var i=0; i<2; ++i) {
    result[i] /= w
  }
  return result
}

function projectNormal(P, n) {
  var result = [0,0]
  for(var i=0; i<2; ++i) {
    for(var j=0; j<3; ++j) {
      result[i] += n[j] * P[4*i+j]
    }
  }
  return result
}
},{}],49:[function(require,module,exports){
var project = require('./project')
var ndarray = require('ndarray')
var ops = require('ndarray-ops')
var sgn = require('signum')

module.exports = renderUnfoldingToSVG

function renderFaceToSVG(
  voxels, 
  colorMap, 
  face, 
  normal, 
  projection, 
  scale,
  strokeWidth) {

  var svg = []
  var bounds = [[Infinity,Infinity], [-Infinity,-Infinity]]

  var pface = new Array(face.length)
  for(var i=0; i<face.length; ++i) {
    pface[i] = project(projection, face[i])
    for(var j=0; j<2; ++j) {
      bounds[0][j] = Math.min(bounds[0][j], scale[j]*pface[i][j])
      bounds[1][j] = Math.max(bounds[1][j], scale[j]*pface[i][j])
    }
  }

  //Draw all the voxels for this face
  var d = 0
  var x = 0
  for(d=0; d<3; ++d) {
    if(normal[d] !== 0) {
      x = face[0][d]
      if(normal[d] > 0) {
        x -= 1
      }
      break
    }
  }
  var u = (d+1) % 3
  var v = (d+2) % 3
  var n = voxels.shape[u]
  var m = voxels.shape[v]

  //Next, mask out the interior level for this facet
  var scanlines = {}
  for(var i=0; i<face.length; ++i) {
    var a = face[i]
    var b = face[(i+1)%face.length]
    if(a[u] === b[u]) {
      continue
    }
    if(a[v] !== b[v]) {
      continue
    }
    var y = a[v]
    var l = Math.min(a[u], b[u])
    var h = Math.max(a[u], b[u])
    for(var j=l; j<h; ++j) {
      if(scanlines[j]) {
        scanlines[j].push(y)
      } else {
        scanlines[j] = [y]
      }
    }
  }
  var keys = Object.keys(scanlines)
  for(var i=0; i<keys.length; ++i) {
    var y = keys[i]|0
    var scans = scanlines[y]
    scans.sort(function(a,b) { return a-b })
    for(var j=0; j<scans.length; j+=2) {
      var l = scans[j]
      var h = scans[j+1]
      for(var k=l; k<h; ++k) {
        var coord = [0,0,0]
        coord[d] = x
        coord[u] = y
        coord[v] = k
        var value = voxels.get.apply(voxels, coord)
        var color = colorMap(value)
        svg.push('<path stroke="', color, '" stroke-width="', strokeWidth, '" fill="', color, '" d="')
        var path = []
        for(var du=0; du<2; ++du) {
          for(var dv=0; dv<2; ++dv) {
            var pcoord = coord.slice()
            pcoord[u] += du
            pcoord[v] += dv
            var ncoord = project(projection, pcoord)
            for(var xx=0; xx<2; ++xx) {
              ncoord[xx] *= scale[xx]
            }
            path.push(ncoord)
          }
        }
        var tmp = path[0]
        path[0] = path[1]
        path[1] = tmp

        var start = path[path.length-1]
        svg.push('M', start[0], ' ', start[1])
        for(var xx=0; xx<path.length; ++xx) {
          var vertex = path[xx]
          svg.push(' L', vertex[0], ' ', vertex[1])
        }
        svg.push('" />')
      }
    }
  }

  return [svg.join(''), bounds]
}

function renderTab(
  tabId, 
  edge, 
  open, 
  orientation, 
  scale, 
  tabSize,
  strokeDash,
  strokeWidth,
  strokeColor,
  tabFill) {

  var svg = []

  var a = edge[0]
  var b = edge[1]
  var perp = orientation
  var par = [ sgn(b[0] - a[0]), sgn(b[1] - a[1]) ]


  function emitPath(path) {
    var start = path[0]
    svg.push(
      '<path ',
      'stroke-width="', strokeWidth, '" ',
      'stroke-dasharray="', strokeDash.join(), '" ',
      'stroke="', strokeColor, '" ',
      'fill="none" d="M', start[0], ' ', start[1])
    for(var i=1; i<path.length; ++i) {
      svg.push(' L', path[i][0], ' ', path[i][1])
    }
    svg.push('" />')
  }

  function emitFill(path) {
    var start = path[0]
    svg.push(
      '<path stroke="none" ',
      'fill="', tabFill, '" d="M', start[0], ' ', start[1])
    for(var i=1; i<path.length; ++i) {
      svg.push(' L', path[i][0], ' ', path[i][1])
    }
    svg.push('" />')

  }

  function tabPath(outerOffset, innerOffset, depth) {
    return [
        [ scale[0]*(a[0] + outerOffset*par[0]),
          scale[1]*(a[1] + outerOffset*par[1]) ],
        [ scale[0]*(a[0] + innerOffset*par[0] + depth*perp[0]),
          scale[1]*(a[1] + innerOffset*par[1] + depth*perp[1]) ],
        [ scale[0]*(b[0] - innerOffset*par[0] + depth*perp[0]),
          scale[1]*(b[1] - innerOffset*par[1] + depth*perp[1]) ],
        [ scale[0]*(b[0] - outerOffset*par[0]),
          scale[1]*(b[1] - outerOffset*par[1]) ] ]
  }


  function generateTab(outerOffset, innerOffset, depth) {
    emitPath(tabPath(outerOffset, innerOffset, depth))
  }

  function generateSeam(inset) {
    emitPath([
        [ scale[0]*a[0], scale[1]*a[1] ],
        [ scale[0]*(a[0] + inset*par[0]),
          scale[1]*(a[1] + inset*par[1]) ] ])
    emitPath([
        [ scale[0]*b[0], scale[1]*b[1] ],
        [ scale[0]*(b[0] - inset*par[0]),
          scale[1]*(b[1] - inset*par[1]) ] ])
  }

  if(open) {
    var tabA = tabPath(0.1, 0.225, 0.2)
    var tabB = tabPath(0.2, 0.225, 0.05)
    tabB.reverse()
    emitFill(tabA.concat(tabB))
    emitPath(tabA)
    emitPath(tabB)
    emitPath([
      [ scale[0]*(a[0] + 0.2*par[0]),
        scale[1]*(a[1] + 0.2*par[1]) ],
      [ scale[0]*(b[0] - 0.2*par[0]),
        scale[1]*(b[1] - 0.2*par[1]) ]])
    generateSeam(0.1)

  } else {
    generateTab(0.25, 0.3, 0.25)
    emitFill(tabPath(0.25, 0.3, 0.25))
    generateSeam(0.25)
  }

  //Add text labels for tabs
  var center = [0.5 * (a[0] + b[0]) + 0.08*perp[0], 
                0.5 * (a[1] + b[1]) + 0.08*perp[1]]
  svg.push('<text font-size="', Math.min(scale[0], scale[1]) * 0.1, 
      '" fill="', strokeColor, '" ', 
      'text-anchor="middle" ',
      'transform="matrix(', 
        par[0], ',', par[1], ',',
        -perp[0], ',', -perp[1], ',', 
        scale[0]*center[0], ',', scale[1]*center[1], ')">', tabId, '</text>')

  return svg.join('')
}


function renderCrease(
  edge,
  convex,
  scale,
  convexColor,
  concaveColor,
  strokeWidth) {

  var result = '<line ' +
    'x1="' + (scale[0]*edge[0][0]) + '" ' +
    'y1="' + (scale[1]*edge[0][1]) + '" ' +
    'x2="' + (scale[0]*edge[1][0]) + '" ' +
    'y2="' + (scale[1]*edge[1][1]) + '" ' +
    'stroke="' + (convex ? convexColor : concaveColor) + '" ' +
    'stroke-width="' + strokeWidth + '" ' +
    '/>'

  return result
}

function renderUnfoldingToSVG(
  voxels, 
  colorMap, 
  faces, 
  projections, 
  normals,
  tabs,
  creases,
  scale,
  options) {

  var defaultDash = Math.min(scale[0], scale[1]) / 32.0
  var strokeDash = options.dash || [defaultDash, 0.25*defaultDash]
  var strokeWidth = options.lineWidth || 1
  var strokeColor = options.tabStroke || "black"

  var convexColor = options.convexColor || "black"
  var concaveColor = options.concaveColor || "white"

  var tabSize = options.tabSize || 0.5 * Math.min(scale[0], scale[1])
  var tabFill = options.tabColor || "white"

  var bounds = [[Infinity,Infinity], [-Infinity,-Infinity]]
  var guts = []

  //Draw all facets
  for(var i=0; i<faces.length; ++i) {
    var result = renderFaceToSVG(
      voxels, 
      colorMap, 
      faces[i], 
      normals[i], 
      projections[i], 
      scale,
      strokeWidth)
    guts.push(result[0])
    var b = result[1]
    for(var j=0; j<2; ++j) {
      bounds[0][j] = Math.min(b[0][j], bounds[0][j])
      bounds[1][j] = Math.max(b[1][j], bounds[1][j])
    }
  }

  //Draw tabs
  for(var i=0; i<tabs.length; ++i) {
    var tab = tabs[i]
    var result = renderTab(
        tab.id, 
        tab.coords, 
        tab.open, 
        tab.orientation, 
        scale, 
        tabSize,
        strokeDash,
        strokeWidth,
        strokeColor,
        tabFill)
    guts.push(result)
  }

  //Draw creases
  for(var i=0; i<creases.length; ++i) {
    var crease = creases[i]
    var result = renderCrease(
      crease.coords,
      crease.convex,
      scale,
      convexColor,
      concaveColor,
      strokeWidth)
    guts.push(result)
  }

  //Return SVG data
  return {
    svg: guts.join(''),
    bounds: bounds
  }
}
},{"./project":48,"ndarray":39,"ndarray-ops":36,"signum":88}],50:[function(require,module,exports){
var sgn = require('signum')
var cross = require('./cross')

module.exports = orthoEdges

function compareVertex(a, b) {
  for(var i=0; i<3; ++i) {
    var d = a[i] - b[i]
    if(d) {
      return d
    }
  }
  return 0
}

function edgeDir(a, b) {
  var r = [0,0,0]
  for(var i=0; i<3; ++i) {
    r[i] = sgn(a[i] - b[i])
  }
  return r
}

function nextVertex(loop, v) {
  var a = loop[v]
  for(var i=1; i<loop.length; ++i) {
    var u = (i + v) % loop.length
    var b = loop[u]

    var l0 = 0
    for(var j=0; j<3; ++j) {
      if(a[j] !== b[j]) {
        l0 += 1
      }
    }

    if(l0 === 0) {
      throw new Error('orthogami: double vertex (internal error)')
    }
    if(l0 === 1) {
      return u
    }

    //Walk vertex to get back to a
    while(i < loop.length) {
      b = loop[(i+v) % loop.length]
      if(compareVertex(a, b) === 0) {
        break
      }
      i = i + 1
    }
  }
  throw new Error('orthogami: degenerate facet (internal error)')
}

function orthoEdges(faces, normals) {

  var edges = {}
  for(var i=0; i<faces.length; ++i) {
    var f = faces[i]
    for(var j=0; j<f.length; ++j) {
      var a = j
      var b = nextVertex(f, j)
      var x = f[a]
      var y = f[b]

      if(compareVertex(x, y) < 0) {
        var tmp = x
        x = y
        y = tmp
      }
      var edgeID = x.join() + ':' + y.join()
      if(edgeID in edges) {
        edges[edgeID].push(i)
      } else {
        edges[edgeID] = [i]
      }
    }
  }

  var adjacency = new Array(faces.length)
  for(var i=0; i<faces.length; ++i) {
    var f = faces[i]
    var links = new Array(f.length)
    for(var j=0; j<f.length; ++j) {
      var a = j
      var b = (j + 1) % f.length
      var x = f[a]
      var y = f[b]
      if(compareVertex(x, y) < 0) {
        var tmp = x
        x = y
        y = tmp
      }
      var edgeID = x.join() + ':' + y.join()
      var edge = edges[edgeID]
      var k = edge.indexOf(i)^1
      if(edge.length !== 2) {
        if(edge.length !== 4) {
          throw new Error('orthogami: broken edge, this is an internal error')
        }
        var edgeDirection = edgeDir(f[a], f[b])
        for(var l=0; l<4; ++l) {
          if(edge[l] === i) {
            continue
          }
          var axis = cross(normals[edge[l]], normals[i])
          if(compareVertex(axis, edgeDirection) === 0) {
            k = l
            break
          }
        }
        if(l === 4) {
          throw new Error('orthogami: error fixing non-manifold edge (internal error)')
        }
      }
      links[j] = edge[k]
    }
    adjacency[i] = links
  }

  return adjacency
}
},{"./cross":43,"signum":88}],51:[function(require,module,exports){
var sgn = require('signum')
var project = require('./project')
var projectN = project.normal
var cross = require('./cross')

module.exports = unfoldPolyhedra

function compareV(a, b) {
  for(var i=0; i<a.length; ++i) {
    var d = a[i] - b[i]
    if(d) {
      return d
    }
  }
  return 0
}

function computeBounds(facet) {
  var bounds = [[Infinity, Infinity], [-Infinity,-Infinity]]
  for(var i=0; i<facet.length; ++i) {
    var v = facet[i]
    for(var j=0; j<2; ++j) {
      bounds[0][j] = Math.min(bounds[0][j], v[j])
      bounds[1][j] = Math.max(bounds[1][j], v[j])
    }
  }
  return bounds
}

function edgeName(a, b) {
  if(compareV(a, b) < 0) {
    return a.join() + ":" + b.join()
  } else {
    return b.join() + ":" + a.join()
  }
}

function findE(loop, a, b) {
  for(var i=0; i<loop.length; ++i) {
    var x = loop[(i-1+loop.length) % loop.length]
    var y = loop[i]
    if(compareV(x, a) === 0 && 
       compareV(y, b) === 0) {
      return i
    }
  }
  return -1
}

function dot(a, b) {
  var s = 0.0
  for(var i=0; i<a.length; ++i) {
    s += a[i] * b[i]
  }
  return s
}

function triple(a, b, c) {
  return dot(cross(a,b), c)
}

function unitDiff(a, b) {
  var r = new Array(a.length)
  for(var i=0; i<a.length; ++i) {
    r[i] = sgn(a[i] - b[i])
  }
  return r
}

function projectFacet(P, loop) {
  var result = new Array(loop.length)
  for(var i=0; i<loop.length; ++i) {
    result[i] = project(P, loop[i])
  }
  return result
}

function writeFacet(map, face, incomingEdge) {
  var edgeList = {}
  var boundaryPoints = []
  for(var i=0; i<face.length; ++i) {
    var a = face[i]
    var b = face[(i+1)%face.length]
    var d = 0
    if(a[1] !== b[1]) {
      if(a[0] !== b[0]) {
        continue
      }

      d = 1
      var x = a[0]
      var l = Math.min(a[1], b[1])
      var h = Math.max(a[1], b[1])
      for(var j=l; j<h; ++j) {
        if(j in edgeList) {
          edgeList[j].push(x)
        } else {
          edgeList[j] = [x]
        }
      }
    }

    //Don't test boundary points on incoming edge
    if(incomingEdge && 
      compareV(a, incomingEdge[0]) === 0 &&
      compareV(b, incomingEdge[1]) === 0) {
      continue
    }
    //Test boundary points
    var x = [a[0], a[1]]
    if(a[d] < b[d]) {
      if(d === 0) {
        x[1] -= 1
      }
    } else {
      if(d === 1) {
        x[0] -= 1
      }
    }
    for(x[d]=Math.min(a[d], b[d]); x[d]<Math.max(a[d], b[d]); ++x[d]) {
      var tok = x[0] + ':' + x[1]
      if(map[tok]) {
        return false
      }
    }
  }

  //Scan convert quad, check for collisions
  var keys = Object.keys(edgeList)
  var points = []
  for(var i=0; i<keys.length; ++i) {
    var x = +keys[i]
    var e = edgeList[x]
    e.sort(function(a,b) { return a - b })
    for(var j=0; j<e.length; j+=2) {
      var l = e[j]
      var h = e[j+1]
      for(var y=l; y<h; ++y) {
        var tok = y + ":" + x
        if(map[tok]) {
          return false
        }
        points.push(tok)
      }
    }
  }
  //Write points to map
  for(var i=0; i<points.length; ++i) {
    map[points[i]] = true
  }
  return true
}

function nextVertex(loop, v) {
  var a = loop[(v-1+loop.length)%loop.length]
  var b = loop[v]

  var d = 0
  for(var i=0; i<3; ++i) {
    if(a[i] !== b[i]) {
      d = i
      break
    }
  }

  var prev = b
  for(var i=1; i<loop.length; ++i) {
    var c = loop[(v+i) % loop.length]

    //Test candidate for c
    var p = -1
    for(var j=0; j<3; ++j) {
      if(j === d) {
        continue
      }
      if(c[j] !== b[j]) {
        p = j
        break
      }
    }

    //If c is collinear, then continue
    if(p < 0) {
      prev = c
      continue
    }

    //Test for internal edge
    if(prev[d] !== c[d]) {
      //Scan until we hit end of loop
      while(i < loop.length) {
        i = i + 1
        var q = loop[(v+i) % loop.length]
        if(compareV(q, c) === 0) {
          break
        }
      }
      continue
    }

    //Success, return a fake point
    var result = b.slice()
    result[p] = c[p]
    return result
  }

  throw new Error('orthogami: degenerate facet, this should never happen')
}

function unfoldPolyhedra(faces, links, normals, boxSize) {
  var visited = new Array(faces.length)
  for(var i=0; i<faces.length; ++i) {
    visited[i] = false
  }

  var unfoldings = []
  var edgeCounter = 0
  var edgeNames = {}

  for(var i=0; i<faces.length; ++i) {
    if(visited[i]) {
      continue
    }

    visited[i] = true

    //console.log('start walk from', i)

    var toVisit = [i]
    var normal = normals[i]
    var unfoldMap = [[0,0,0,0,
                      0,0,0,0,
                      0,0,0,1]]
    var collisionMap = {}    
    for(var j=0; j<3; ++j) {
      var u = (j+1) % 3
      var v = (j+2) % 3
      unfoldMap[0][j] = -Math.abs(normal[u])
      unfoldMap[0][4+j] = normal[v]
    }

    var mapList = [ unfoldMap[0] ]
    var faceList = [ faces[i] ]
    var normalList = [ normal ]
    var edgeList = []
    var creaseList = []
    var pfacet0 = projectFacet(unfoldMap[0], faces[i])
    var bounds = computeBounds(pfacet0)

    for(var j=0; j<2; ++j) {
      if(bounds[1][j] - bounds[0][j] > boxSize[j]) {
        throw new Error('orthogami: face too big. use a larger bound or smaller scale')
      }
    }

    writeFacet(collisionMap, pfacet0)

    function clearEdge(a, b, P, Q, pn, qn, f0, f1) {
      var ename = edgeName(a, b) + "-" + Math.min(f0,f1) + "/" + Math.max(f0,f1)
      edgeNames[ename] = -1

      //Check crease concavity
      var d = [0,0,0]
      for(var i=0; i<3; ++i) {
        d[i] = a[i] - b[i]
      }
      var convex = triple(d, pn, qn) < 0

      creaseList.push({
        coords: [project(P, a), project(P, b)],
        convex: convex
      })
    }

    function pushEdge(a, b, P, f0, f1) {
      var ename = edgeName(a, b) + "-" + Math.min(f0,f1) + "/" + Math.max(f0,f1)
      var enumber
      var first = true
      if(ename in edgeNames) {
        enumber = edgeNames[ename]
        first = false
      } else {
        enumber = edgeNames[ename] = edgeCounter++
      }

      if(enumber < 0) {
        return
      }

      var pa = project(P, a)
      var pb = project(P, b)
      var orientation = [0,0]
      if(pa[0] === pb[0]) {
        if(pa[1] < pb[1]) {
          orientation[0] = 1
        } else {
          orientation[0] = -1
        }
      } else {
        if(pa[0] < pb[0]) {
          orientation[1] = -1
        } else {
          orientation[1] = 1
        }
      }

      edgeList.push({
        id: enumber,
        coords: [pa, pb],
        open: first,
        orientation: orientation
      })
    }

    while(toVisit.length > 0) {
      var cur = toVisit.shift()
      var P   = unfoldMap.shift()
      var n   = normals[cur]
      var f   = faces[cur]
      var link   = links[cur]
    
      //console.log("visit:", cur, link, f[0], n, toVisit)

      for(var j=0; j<f.length; ++j) {
        var nidx = link[j]
        var a = f[j]
        var b = f[(j+1)%f.length]
        var c = nextVertex(f, (j+1)%f.length)

        //console.log("walk to:", nidx, a, b)

        if(visited[nidx]) {
          //console.log("visited, skipping")
          if(nidx !== cur) {
            pushEdge(a, b, P, cur, nidx)
          } else {
            //console.log("skipping internal edge")
          }
          continue
        }

        var neighbor = faces[nidx]

        var pa = project(P, a)
        var pb = project(P, b)
        var pc = project(P, c)

        var q = findE(neighbor, b, a)
        if(q < 0) {
          throw new Error('orthogami: internal error, cooriented faces')
        }

        //Walk until we have an appropriate edge
        var q0 = neighbor[q]
        var q1 = nextVertex(neighbor, q)
        var ln = unitDiff(q0, q1)

        if(Math.abs(ln[0]) + Math.abs(ln[1]) + Math.abs(ln[2]) !== 1) {
          //console.log(neighbor, q, q0, q1, ln)
          throw new Error('orthogami: something went wrong calculating edge curvature')
        }

        //console.log('unfold edge:', q, q0, q1, ln)

        //Check normal for next facet
        var ln = unitDiff(q0, q1)
        if(Math.abs(ln[0]) + Math.abs(ln[1]) + Math.abs(ln[2]) !== 1) {
          q1 = neighbor[(q-2+neighbor.length) % neighbor.length]
          q0 = neighbor[(q-1+neighbor.length) % neighbor.length]
          ln = unitDiff(q0, q1)
        }
        
        //Visit link f[j]
        for(var k=0; k<2; ++k) {
          if(pa[k] !== pb[k]) {
            continue
          }
          var Q = [0,0,0,0,
                   0,0,0,0,
                   0,0,0,1]

          //Solve for Q
          var o = k^1
          if(pa[k] > pc[k]) {
            for(var l=0; l<3; ++l) {
              ln[l] = -ln[l]
            }
          }

          for(var l=0; l<3; ++l) {
            Q[4*o + l] = P[4*o + l]
            Q[4*k + l] = ln[l]
          }
          Q[4*o + 3] = P[4*o + 3]
          Q[4*k + 3] = pa[k] - dot(ln, a)

          //Unfold facet
          var nfacet = projectFacet(Q, neighbor)

          var nbounds = computeBounds(nfacet)
          var outOfBounds = false
          for(var l=0; l<2; ++l) {
            nbounds[0][l] = Math.min(bounds[0][l], nbounds[0][l])
            nbounds[1][l] = Math.max(bounds[1][l], nbounds[1][l])
            if(nbounds[1][l] - nbounds[0][l] > boxSize[l]) {
              outOfBounds = true
            }
          }

          if(!outOfBounds && writeFacet(collisionMap, nfacet, [pb, pa])) {
            visited[nidx] = true
            toVisit.push(nidx)
            unfoldMap.push(Q)
            faceList.push(neighbor)
            mapList.push(Q)
            normalList.push(normals[nidx])
            clearEdge(a, b, P, Q, n, normals[nidx], cur, nidx)
            bounds = nbounds
          } else {
            //console.log("write failed")
            pushEdge(a, b, P, cur, nidx)
          }
          break
        }
      }
    }

    //console.log("unfolding done!")

    unfoldings.push({
      projections: mapList,
      faces: faceList,
      normals: normalList,
      tabs: edgeList,
      creases: creaseList
    })
  }

  return unfoldings
}
},{"./cross":43,"./project":48,"signum":88}],52:[function(require,module,exports){
'use strict';


var TYPED_OK =  (typeof Uint8Array !== 'undefined') &&
                (typeof Uint16Array !== 'undefined') &&
                (typeof Int32Array !== 'undefined');


exports.assign = function (obj /*from1, from2, from3, ...*/) {
  var sources = Array.prototype.slice.call(arguments, 1);
  while (sources.length) {
    var source = sources.shift();
    if (!source) { continue; }

    if (typeof source !== 'object') {
      throw new TypeError(source + 'must be non-object');
    }

    for (var p in source) {
      if (source.hasOwnProperty(p)) {
        obj[p] = source[p];
      }
    }
  }

  return obj;
};


// reduce buffer size, avoiding mem copy
exports.shrinkBuf = function (buf, size) {
  if (buf.length === size) { return buf; }
  if (buf.subarray) { return buf.subarray(0, size); }
  buf.length = size;
  return buf;
};


var fnTyped = {
  arraySet: function (dest, src, src_offs, len, dest_offs) {
    if (src.subarray && dest.subarray) {
      dest.set(src.subarray(src_offs, src_offs + len), dest_offs);
      return;
    }
    // Fallback to ordinary array
    for (var i = 0; i < len; i++) {
      dest[dest_offs + i] = src[src_offs + i];
    }
  },
  // Join array of chunks to single array.
  flattenChunks: function (chunks) {
    var i, l, len, pos, chunk, result;

    // calculate data length
    len = 0;
    for (i = 0, l = chunks.length; i < l; i++) {
      len += chunks[i].length;
    }

    // join chunks
    result = new Uint8Array(len);
    pos = 0;
    for (i = 0, l = chunks.length; i < l; i++) {
      chunk = chunks[i];
      result.set(chunk, pos);
      pos += chunk.length;
    }

    return result;
  }
};

var fnUntyped = {
  arraySet: function (dest, src, src_offs, len, dest_offs) {
    for (var i = 0; i < len; i++) {
      dest[dest_offs + i] = src[src_offs + i];
    }
  },
  // Join array of chunks to single array.
  flattenChunks: function (chunks) {
    return [].concat.apply([], chunks);
  }
};


// Enable/Disable typed arrays use, for testing
//
exports.setTyped = function (on) {
  if (on) {
    exports.Buf8  = Uint8Array;
    exports.Buf16 = Uint16Array;
    exports.Buf32 = Int32Array;
    exports.assign(exports, fnTyped);
  } else {
    exports.Buf8  = Array;
    exports.Buf16 = Array;
    exports.Buf32 = Array;
    exports.assign(exports, fnUntyped);
  }
};

exports.setTyped(TYPED_OK);

},{}],53:[function(require,module,exports){
'use strict';

// Note: adler32 takes 12% for level 0 and 2% for level 6.
// It doesn't worth to make additional optimizationa as in original.
// Small size is preferable.

function adler32(adler, buf, len, pos) {
  var s1 = (adler & 0xffff) |0,
      s2 = ((adler >>> 16) & 0xffff) |0,
      n = 0;

  while (len !== 0) {
    // Set limit ~ twice less than 5552, to keep
    // s2 in 31-bits, because we force signed ints.
    // in other case %= will fail.
    n = len > 2000 ? 2000 : len;
    len -= n;

    do {
      s1 = (s1 + buf[pos++]) |0;
      s2 = (s2 + s1) |0;
    } while (--n);

    s1 %= 65521;
    s2 %= 65521;
  }

  return (s1 | (s2 << 16)) |0;
}


module.exports = adler32;

},{}],54:[function(require,module,exports){
'use strict';


module.exports = {

  /* Allowed flush values; see deflate() and inflate() below for details */
  Z_NO_FLUSH:         0,
  Z_PARTIAL_FLUSH:    1,
  Z_SYNC_FLUSH:       2,
  Z_FULL_FLUSH:       3,
  Z_FINISH:           4,
  Z_BLOCK:            5,
  Z_TREES:            6,

  /* Return codes for the compression/decompression functions. Negative values
  * are errors, positive values are used for special but normal events.
  */
  Z_OK:               0,
  Z_STREAM_END:       1,
  Z_NEED_DICT:        2,
  Z_ERRNO:           -1,
  Z_STREAM_ERROR:    -2,
  Z_DATA_ERROR:      -3,
  //Z_MEM_ERROR:     -4,
  Z_BUF_ERROR:       -5,
  //Z_VERSION_ERROR: -6,

  /* compression levels */
  Z_NO_COMPRESSION:         0,
  Z_BEST_SPEED:             1,
  Z_BEST_COMPRESSION:       9,
  Z_DEFAULT_COMPRESSION:   -1,


  Z_FILTERED:               1,
  Z_HUFFMAN_ONLY:           2,
  Z_RLE:                    3,
  Z_FIXED:                  4,
  Z_DEFAULT_STRATEGY:       0,

  /* Possible values of the data_type field (though see inflate()) */
  Z_BINARY:                 0,
  Z_TEXT:                   1,
  //Z_ASCII:                1, // = Z_TEXT (deprecated)
  Z_UNKNOWN:                2,

  /* The deflate compression method */
  Z_DEFLATED:               8
  //Z_NULL:                 null // Use -1 or null inline, depending on var type
};

},{}],55:[function(require,module,exports){
'use strict';

// Note: we can't get significant speed boost here.
// So write code to minimize size - no pregenerated tables
// and array tools dependencies.


// Use ordinary array, since untyped makes no boost here
function makeTable() {
  var c, table = [];

  for (var n = 0; n < 256; n++) {
    c = n;
    for (var k = 0; k < 8; k++) {
      c = ((c & 1) ? (0xEDB88320 ^ (c >>> 1)) : (c >>> 1));
    }
    table[n] = c;
  }

  return table;
}

// Create table on load. Just 255 signed longs. Not a problem.
var crcTable = makeTable();


function crc32(crc, buf, len, pos) {
  var t = crcTable,
      end = pos + len;

  crc ^= -1;

  for (var i = pos; i < end; i++) {
    crc = (crc >>> 8) ^ t[(crc ^ buf[i]) & 0xFF];
  }

  return (crc ^ (-1)); // >>> 0;
}


module.exports = crc32;

},{}],56:[function(require,module,exports){
'use strict';

var utils   = require('../utils/common');
var trees   = require('./trees');
var adler32 = require('./adler32');
var crc32   = require('./crc32');
var msg     = require('./messages');

/* Public constants ==========================================================*/
/* ===========================================================================*/


/* Allowed flush values; see deflate() and inflate() below for details */
var Z_NO_FLUSH      = 0;
var Z_PARTIAL_FLUSH = 1;
//var Z_SYNC_FLUSH    = 2;
var Z_FULL_FLUSH    = 3;
var Z_FINISH        = 4;
var Z_BLOCK         = 5;
//var Z_TREES         = 6;


/* Return codes for the compression/decompression functions. Negative values
 * are errors, positive values are used for special but normal events.
 */
var Z_OK            = 0;
var Z_STREAM_END    = 1;
//var Z_NEED_DICT     = 2;
//var Z_ERRNO         = -1;
var Z_STREAM_ERROR  = -2;
var Z_DATA_ERROR    = -3;
//var Z_MEM_ERROR     = -4;
var Z_BUF_ERROR     = -5;
//var Z_VERSION_ERROR = -6;


/* compression levels */
//var Z_NO_COMPRESSION      = 0;
//var Z_BEST_SPEED          = 1;
//var Z_BEST_COMPRESSION    = 9;
var Z_DEFAULT_COMPRESSION = -1;


var Z_FILTERED            = 1;
var Z_HUFFMAN_ONLY        = 2;
var Z_RLE                 = 3;
var Z_FIXED               = 4;
var Z_DEFAULT_STRATEGY    = 0;

/* Possible values of the data_type field (though see inflate()) */
//var Z_BINARY              = 0;
//var Z_TEXT                = 1;
//var Z_ASCII               = 1; // = Z_TEXT
var Z_UNKNOWN             = 2;


/* The deflate compression method */
var Z_DEFLATED  = 8;

/*============================================================================*/


var MAX_MEM_LEVEL = 9;
/* Maximum value for memLevel in deflateInit2 */
var MAX_WBITS = 15;
/* 32K LZ77 window */
var DEF_MEM_LEVEL = 8;


var LENGTH_CODES  = 29;
/* number of length codes, not counting the special END_BLOCK code */
var LITERALS      = 256;
/* number of literal bytes 0..255 */
var L_CODES       = LITERALS + 1 + LENGTH_CODES;
/* number of Literal or Length codes, including the END_BLOCK code */
var D_CODES       = 30;
/* number of distance codes */
var BL_CODES      = 19;
/* number of codes used to transfer the bit lengths */
var HEAP_SIZE     = 2 * L_CODES + 1;
/* maximum heap size */
var MAX_BITS  = 15;
/* All codes must not exceed MAX_BITS bits */

var MIN_MATCH = 3;
var MAX_MATCH = 258;
var MIN_LOOKAHEAD = (MAX_MATCH + MIN_MATCH + 1);

var PRESET_DICT = 0x20;

var INIT_STATE = 42;
var EXTRA_STATE = 69;
var NAME_STATE = 73;
var COMMENT_STATE = 91;
var HCRC_STATE = 103;
var BUSY_STATE = 113;
var FINISH_STATE = 666;

var BS_NEED_MORE      = 1; /* block not completed, need more input or more output */
var BS_BLOCK_DONE     = 2; /* block flush performed */
var BS_FINISH_STARTED = 3; /* finish started, need only more output at next deflate */
var BS_FINISH_DONE    = 4; /* finish done, accept no more input or output */

var OS_CODE = 0x03; // Unix :) . Don't detect, use this default.

function err(strm, errorCode) {
  strm.msg = msg[errorCode];
  return errorCode;
}

function rank(f) {
  return ((f) << 1) - ((f) > 4 ? 9 : 0);
}

function zero(buf) { var len = buf.length; while (--len >= 0) { buf[len] = 0; } }


/* =========================================================================
 * Flush as much pending output as possible. All deflate() output goes
 * through this function so some applications may wish to modify it
 * to avoid allocating a large strm->output buffer and copying into it.
 * (See also read_buf()).
 */
function flush_pending(strm) {
  var s = strm.state;

  //_tr_flush_bits(s);
  var len = s.pending;
  if (len > strm.avail_out) {
    len = strm.avail_out;
  }
  if (len === 0) { return; }

  utils.arraySet(strm.output, s.pending_buf, s.pending_out, len, strm.next_out);
  strm.next_out += len;
  s.pending_out += len;
  strm.total_out += len;
  strm.avail_out -= len;
  s.pending -= len;
  if (s.pending === 0) {
    s.pending_out = 0;
  }
}


function flush_block_only(s, last) {
  trees._tr_flush_block(s, (s.block_start >= 0 ? s.block_start : -1), s.strstart - s.block_start, last);
  s.block_start = s.strstart;
  flush_pending(s.strm);
}


function put_byte(s, b) {
  s.pending_buf[s.pending++] = b;
}


/* =========================================================================
 * Put a short in the pending buffer. The 16-bit value is put in MSB order.
 * IN assertion: the stream state is correct and there is enough room in
 * pending_buf.
 */
function putShortMSB(s, b) {
//  put_byte(s, (Byte)(b >> 8));
//  put_byte(s, (Byte)(b & 0xff));
  s.pending_buf[s.pending++] = (b >>> 8) & 0xff;
  s.pending_buf[s.pending++] = b & 0xff;
}


/* ===========================================================================
 * Read a new buffer from the current input stream, update the adler32
 * and total number of bytes read.  All deflate() input goes through
 * this function so some applications may wish to modify it to avoid
 * allocating a large strm->input buffer and copying from it.
 * (See also flush_pending()).
 */
function read_buf(strm, buf, start, size) {
  var len = strm.avail_in;

  if (len > size) { len = size; }
  if (len === 0) { return 0; }

  strm.avail_in -= len;

  // zmemcpy(buf, strm->next_in, len);
  utils.arraySet(buf, strm.input, strm.next_in, len, start);
  if (strm.state.wrap === 1) {
    strm.adler = adler32(strm.adler, buf, len, start);
  }

  else if (strm.state.wrap === 2) {
    strm.adler = crc32(strm.adler, buf, len, start);
  }

  strm.next_in += len;
  strm.total_in += len;

  return len;
}


/* ===========================================================================
 * Set match_start to the longest match starting at the given string and
 * return its length. Matches shorter or equal to prev_length are discarded,
 * in which case the result is equal to prev_length and match_start is
 * garbage.
 * IN assertions: cur_match is the head of the hash chain for the current
 *   string (strstart) and its distance is <= MAX_DIST, and prev_length >= 1
 * OUT assertion: the match length is not greater than s->lookahead.
 */
function longest_match(s, cur_match) {
  var chain_length = s.max_chain_length;      /* max hash chain length */
  var scan = s.strstart; /* current string */
  var match;                       /* matched string */
  var len;                           /* length of current match */
  var best_len = s.prev_length;              /* best match length so far */
  var nice_match = s.nice_match;             /* stop if match long enough */
  var limit = (s.strstart > (s.w_size - MIN_LOOKAHEAD)) ?
      s.strstart - (s.w_size - MIN_LOOKAHEAD) : 0/*NIL*/;

  var _win = s.window; // shortcut

  var wmask = s.w_mask;
  var prev  = s.prev;

  /* Stop when cur_match becomes <= limit. To simplify the code,
   * we prevent matches with the string of window index 0.
   */

  var strend = s.strstart + MAX_MATCH;
  var scan_end1  = _win[scan + best_len - 1];
  var scan_end   = _win[scan + best_len];

  /* The code is optimized for HASH_BITS >= 8 and MAX_MATCH-2 multiple of 16.
   * It is easy to get rid of this optimization if necessary.
   */
  // Assert(s->hash_bits >= 8 && MAX_MATCH == 258, "Code too clever");

  /* Do not waste too much time if we already have a good match: */
  if (s.prev_length >= s.good_match) {
    chain_length >>= 2;
  }
  /* Do not look for matches beyond the end of the input. This is necessary
   * to make deflate deterministic.
   */
  if (nice_match > s.lookahead) { nice_match = s.lookahead; }

  // Assert((ulg)s->strstart <= s->window_size-MIN_LOOKAHEAD, "need lookahead");

  do {
    // Assert(cur_match < s->strstart, "no future");
    match = cur_match;

    /* Skip to next match if the match length cannot increase
     * or if the match length is less than 2.  Note that the checks below
     * for insufficient lookahead only occur occasionally for performance
     * reasons.  Therefore uninitialized memory will be accessed, and
     * conditional jumps will be made that depend on those values.
     * However the length of the match is limited to the lookahead, so
     * the output of deflate is not affected by the uninitialized values.
     */

    if (_win[match + best_len]     !== scan_end  ||
        _win[match + best_len - 1] !== scan_end1 ||
        _win[match]                !== _win[scan] ||
        _win[++match]              !== _win[scan + 1]) {
      continue;
    }

    /* The check at best_len-1 can be removed because it will be made
     * again later. (This heuristic is not always a win.)
     * It is not necessary to compare scan[2] and match[2] since they
     * are always equal when the other bytes match, given that
     * the hash keys are equal and that HASH_BITS >= 8.
     */
    scan += 2;
    match++;
    // Assert(*scan == *match, "match[2]?");

    /* We check for insufficient lookahead only every 8th comparison;
     * the 256th check will be made at strstart+258.
     */
    do {
      /*jshint noempty:false*/
    } while (_win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&
             _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&
             _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&
             _win[++scan] === _win[++match] && _win[++scan] === _win[++match] &&
             scan < strend);

    // Assert(scan <= s->window+(unsigned)(s->window_size-1), "wild scan");

    len = MAX_MATCH - (strend - scan);
    scan = strend - MAX_MATCH;

    if (len > best_len) {
      s.match_start = cur_match;
      best_len = len;
      if (len >= nice_match) {
        break;
      }
      scan_end1  = _win[scan + best_len - 1];
      scan_end   = _win[scan + best_len];
    }
  } while ((cur_match = prev[cur_match & wmask]) > limit && --chain_length !== 0);

  if (best_len <= s.lookahead) {
    return best_len;
  }
  return s.lookahead;
}


/* ===========================================================================
 * Fill the window when the lookahead becomes insufficient.
 * Updates strstart and lookahead.
 *
 * IN assertion: lookahead < MIN_LOOKAHEAD
 * OUT assertions: strstart <= window_size-MIN_LOOKAHEAD
 *    At least one byte has been read, or avail_in == 0; reads are
 *    performed for at least two bytes (required for the zip translate_eol
 *    option -- not supported here).
 */
function fill_window(s) {
  var _w_size = s.w_size;
  var p, n, m, more, str;

  //Assert(s->lookahead < MIN_LOOKAHEAD, "already enough lookahead");

  do {
    more = s.window_size - s.lookahead - s.strstart;

    // JS ints have 32 bit, block below not needed
    /* Deal with !@#$% 64K limit: */
    //if (sizeof(int) <= 2) {
    //    if (more == 0 && s->strstart == 0 && s->lookahead == 0) {
    //        more = wsize;
    //
    //  } else if (more == (unsigned)(-1)) {
    //        /* Very unlikely, but possible on 16 bit machine if
    //         * strstart == 0 && lookahead == 1 (input done a byte at time)
    //         */
    //        more--;
    //    }
    //}


    /* If the window is almost full and there is insufficient lookahead,
     * move the upper half to the lower one to make room in the upper half.
     */
    if (s.strstart >= _w_size + (_w_size - MIN_LOOKAHEAD)) {

      utils.arraySet(s.window, s.window, _w_size, _w_size, 0);
      s.match_start -= _w_size;
      s.strstart -= _w_size;
      /* we now have strstart >= MAX_DIST */
      s.block_start -= _w_size;

      /* Slide the hash table (could be avoided with 32 bit values
       at the expense of memory usage). We slide even when level == 0
       to keep the hash table consistent if we switch back to level > 0
       later. (Using level 0 permanently is not an optimal usage of
       zlib, so we don't care about this pathological case.)
       */

      n = s.hash_size;
      p = n;
      do {
        m = s.head[--p];
        s.head[p] = (m >= _w_size ? m - _w_size : 0);
      } while (--n);

      n = _w_size;
      p = n;
      do {
        m = s.prev[--p];
        s.prev[p] = (m >= _w_size ? m - _w_size : 0);
        /* If n is not on any hash chain, prev[n] is garbage but
         * its value will never be used.
         */
      } while (--n);

      more += _w_size;
    }
    if (s.strm.avail_in === 0) {
      break;
    }

    /* If there was no sliding:
     *    strstart <= WSIZE+MAX_DIST-1 && lookahead <= MIN_LOOKAHEAD - 1 &&
     *    more == window_size - lookahead - strstart
     * => more >= window_size - (MIN_LOOKAHEAD-1 + WSIZE + MAX_DIST-1)
     * => more >= window_size - 2*WSIZE + 2
     * In the BIG_MEM or MMAP case (not yet supported),
     *   window_size == input_size + MIN_LOOKAHEAD  &&
     *   strstart + s->lookahead <= input_size => more >= MIN_LOOKAHEAD.
     * Otherwise, window_size == 2*WSIZE so more >= 2.
     * If there was sliding, more >= WSIZE. So in all cases, more >= 2.
     */
    //Assert(more >= 2, "more < 2");
    n = read_buf(s.strm, s.window, s.strstart + s.lookahead, more);
    s.lookahead += n;

    /* Initialize the hash value now that we have some input: */
    if (s.lookahead + s.insert >= MIN_MATCH) {
      str = s.strstart - s.insert;
      s.ins_h = s.window[str];

      /* UPDATE_HASH(s, s->ins_h, s->window[str + 1]); */
      s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + 1]) & s.hash_mask;
//#if MIN_MATCH != 3
//        Call update_hash() MIN_MATCH-3 more times
//#endif
      while (s.insert) {
        /* UPDATE_HASH(s, s->ins_h, s->window[str + MIN_MATCH-1]); */
        s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + MIN_MATCH - 1]) & s.hash_mask;

        s.prev[str & s.w_mask] = s.head[s.ins_h];
        s.head[s.ins_h] = str;
        str++;
        s.insert--;
        if (s.lookahead + s.insert < MIN_MATCH) {
          break;
        }
      }
    }
    /* If the whole input has less than MIN_MATCH bytes, ins_h is garbage,
     * but this is not important since only literal bytes will be emitted.
     */

  } while (s.lookahead < MIN_LOOKAHEAD && s.strm.avail_in !== 0);

  /* If the WIN_INIT bytes after the end of the current data have never been
   * written, then zero those bytes in order to avoid memory check reports of
   * the use of uninitialized (or uninitialised as Julian writes) bytes by
   * the longest match routines.  Update the high water mark for the next
   * time through here.  WIN_INIT is set to MAX_MATCH since the longest match
   * routines allow scanning to strstart + MAX_MATCH, ignoring lookahead.
   */
//  if (s.high_water < s.window_size) {
//    var curr = s.strstart + s.lookahead;
//    var init = 0;
//
//    if (s.high_water < curr) {
//      /* Previous high water mark below current data -- zero WIN_INIT
//       * bytes or up to end of window, whichever is less.
//       */
//      init = s.window_size - curr;
//      if (init > WIN_INIT)
//        init = WIN_INIT;
//      zmemzero(s->window + curr, (unsigned)init);
//      s->high_water = curr + init;
//    }
//    else if (s->high_water < (ulg)curr + WIN_INIT) {
//      /* High water mark at or above current data, but below current data
//       * plus WIN_INIT -- zero out to current data plus WIN_INIT, or up
//       * to end of window, whichever is less.
//       */
//      init = (ulg)curr + WIN_INIT - s->high_water;
//      if (init > s->window_size - s->high_water)
//        init = s->window_size - s->high_water;
//      zmemzero(s->window + s->high_water, (unsigned)init);
//      s->high_water += init;
//    }
//  }
//
//  Assert((ulg)s->strstart <= s->window_size - MIN_LOOKAHEAD,
//    "not enough room for search");
}

/* ===========================================================================
 * Copy without compression as much as possible from the input stream, return
 * the current block state.
 * This function does not insert new strings in the dictionary since
 * uncompressible data is probably not useful. This function is used
 * only for the level=0 compression option.
 * NOTE: this function should be optimized to avoid extra copying from
 * window to pending_buf.
 */
function deflate_stored(s, flush) {
  /* Stored blocks are limited to 0xffff bytes, pending_buf is limited
   * to pending_buf_size, and each stored block has a 5 byte header:
   */
  var max_block_size = 0xffff;

  if (max_block_size > s.pending_buf_size - 5) {
    max_block_size = s.pending_buf_size - 5;
  }

  /* Copy as much as possible from input to output: */
  for (;;) {
    /* Fill the window as much as possible: */
    if (s.lookahead <= 1) {

      //Assert(s->strstart < s->w_size+MAX_DIST(s) ||
      //  s->block_start >= (long)s->w_size, "slide too late");
//      if (!(s.strstart < s.w_size + (s.w_size - MIN_LOOKAHEAD) ||
//        s.block_start >= s.w_size)) {
//        throw  new Error("slide too late");
//      }

      fill_window(s);
      if (s.lookahead === 0 && flush === Z_NO_FLUSH) {
        return BS_NEED_MORE;
      }

      if (s.lookahead === 0) {
        break;
      }
      /* flush the current block */
    }
    //Assert(s->block_start >= 0L, "block gone");
//    if (s.block_start < 0) throw new Error("block gone");

    s.strstart += s.lookahead;
    s.lookahead = 0;

    /* Emit a stored block if pending_buf will be full: */
    var max_start = s.block_start + max_block_size;

    if (s.strstart === 0 || s.strstart >= max_start) {
      /* strstart == 0 is possible when wraparound on 16-bit machine */
      s.lookahead = s.strstart - max_start;
      s.strstart = max_start;
      /*** FLUSH_BLOCK(s, 0); ***/
      flush_block_only(s, false);
      if (s.strm.avail_out === 0) {
        return BS_NEED_MORE;
      }
      /***/


    }
    /* Flush if we may have to slide, otherwise block_start may become
     * negative and the data will be gone:
     */
    if (s.strstart - s.block_start >= (s.w_size - MIN_LOOKAHEAD)) {
      /*** FLUSH_BLOCK(s, 0); ***/
      flush_block_only(s, false);
      if (s.strm.avail_out === 0) {
        return BS_NEED_MORE;
      }
      /***/
    }
  }

  s.insert = 0;

  if (flush === Z_FINISH) {
    /*** FLUSH_BLOCK(s, 1); ***/
    flush_block_only(s, true);
    if (s.strm.avail_out === 0) {
      return BS_FINISH_STARTED;
    }
    /***/
    return BS_FINISH_DONE;
  }

  if (s.strstart > s.block_start) {
    /*** FLUSH_BLOCK(s, 0); ***/
    flush_block_only(s, false);
    if (s.strm.avail_out === 0) {
      return BS_NEED_MORE;
    }
    /***/
  }

  return BS_NEED_MORE;
}

/* ===========================================================================
 * Compress as much as possible from the input stream, return the current
 * block state.
 * This function does not perform lazy evaluation of matches and inserts
 * new strings in the dictionary only for unmatched strings or for short
 * matches. It is used only for the fast compression options.
 */
function deflate_fast(s, flush) {
  var hash_head;        /* head of the hash chain */
  var bflush;           /* set if current block must be flushed */

  for (;;) {
    /* Make sure that we always have enough lookahead, except
     * at the end of the input file. We need MAX_MATCH bytes
     * for the next match, plus MIN_MATCH bytes to insert the
     * string following the next match.
     */
    if (s.lookahead < MIN_LOOKAHEAD) {
      fill_window(s);
      if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {
        return BS_NEED_MORE;
      }
      if (s.lookahead === 0) {
        break; /* flush the current block */
      }
    }

    /* Insert the string window[strstart .. strstart+2] in the
     * dictionary, and set hash_head to the head of the hash chain:
     */
    hash_head = 0/*NIL*/;
    if (s.lookahead >= MIN_MATCH) {
      /*** INSERT_STRING(s, s.strstart, hash_head); ***/
      s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;
      hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];
      s.head[s.ins_h] = s.strstart;
      /***/
    }

    /* Find the longest match, discarding those <= prev_length.
     * At this point we have always match_length < MIN_MATCH
     */
    if (hash_head !== 0/*NIL*/ && ((s.strstart - hash_head) <= (s.w_size - MIN_LOOKAHEAD))) {
      /* To simplify the code, we prevent matches with the string
       * of window index 0 (in particular we have to avoid a match
       * of the string with itself at the start of the input file).
       */
      s.match_length = longest_match(s, hash_head);
      /* longest_match() sets match_start */
    }
    if (s.match_length >= MIN_MATCH) {
      // check_match(s, s.strstart, s.match_start, s.match_length); // for debug only

      /*** _tr_tally_dist(s, s.strstart - s.match_start,
                     s.match_length - MIN_MATCH, bflush); ***/
      bflush = trees._tr_tally(s, s.strstart - s.match_start, s.match_length - MIN_MATCH);

      s.lookahead -= s.match_length;

      /* Insert new strings in the hash table only if the match length
       * is not too large. This saves time but degrades compression.
       */
      if (s.match_length <= s.max_lazy_match/*max_insert_length*/ && s.lookahead >= MIN_MATCH) {
        s.match_length--; /* string at strstart already in table */
        do {
          s.strstart++;
          /*** INSERT_STRING(s, s.strstart, hash_head); ***/
          s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;
          hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];
          s.head[s.ins_h] = s.strstart;
          /***/
          /* strstart never exceeds WSIZE-MAX_MATCH, so there are
           * always MIN_MATCH bytes ahead.
           */
        } while (--s.match_length !== 0);
        s.strstart++;
      } else
      {
        s.strstart += s.match_length;
        s.match_length = 0;
        s.ins_h = s.window[s.strstart];
        /* UPDATE_HASH(s, s.ins_h, s.window[s.strstart+1]); */
        s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + 1]) & s.hash_mask;

//#if MIN_MATCH != 3
//                Call UPDATE_HASH() MIN_MATCH-3 more times
//#endif
        /* If lookahead < MIN_MATCH, ins_h is garbage, but it does not
         * matter since it will be recomputed at next deflate call.
         */
      }
    } else {
      /* No match, output a literal byte */
      //Tracevv((stderr,"%c", s.window[s.strstart]));
      /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/
      bflush = trees._tr_tally(s, 0, s.window[s.strstart]);

      s.lookahead--;
      s.strstart++;
    }
    if (bflush) {
      /*** FLUSH_BLOCK(s, 0); ***/
      flush_block_only(s, false);
      if (s.strm.avail_out === 0) {
        return BS_NEED_MORE;
      }
      /***/
    }
  }
  s.insert = ((s.strstart < (MIN_MATCH - 1)) ? s.strstart : MIN_MATCH - 1);
  if (flush === Z_FINISH) {
    /*** FLUSH_BLOCK(s, 1); ***/
    flush_block_only(s, true);
    if (s.strm.avail_out === 0) {
      return BS_FINISH_STARTED;
    }
    /***/
    return BS_FINISH_DONE;
  }
  if (s.last_lit) {
    /*** FLUSH_BLOCK(s, 0); ***/
    flush_block_only(s, false);
    if (s.strm.avail_out === 0) {
      return BS_NEED_MORE;
    }
    /***/
  }
  return BS_BLOCK_DONE;
}

/* ===========================================================================
 * Same as above, but achieves better compression. We use a lazy
 * evaluation for matches: a match is finally adopted only if there is
 * no better match at the next window position.
 */
function deflate_slow(s, flush) {
  var hash_head;          /* head of hash chain */
  var bflush;              /* set if current block must be flushed */

  var max_insert;

  /* Process the input block. */
  for (;;) {
    /* Make sure that we always have enough lookahead, except
     * at the end of the input file. We need MAX_MATCH bytes
     * for the next match, plus MIN_MATCH bytes to insert the
     * string following the next match.
     */
    if (s.lookahead < MIN_LOOKAHEAD) {
      fill_window(s);
      if (s.lookahead < MIN_LOOKAHEAD && flush === Z_NO_FLUSH) {
        return BS_NEED_MORE;
      }
      if (s.lookahead === 0) { break; } /* flush the current block */
    }

    /* Insert the string window[strstart .. strstart+2] in the
     * dictionary, and set hash_head to the head of the hash chain:
     */
    hash_head = 0/*NIL*/;
    if (s.lookahead >= MIN_MATCH) {
      /*** INSERT_STRING(s, s.strstart, hash_head); ***/
      s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;
      hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];
      s.head[s.ins_h] = s.strstart;
      /***/
    }

    /* Find the longest match, discarding those <= prev_length.
     */
    s.prev_length = s.match_length;
    s.prev_match = s.match_start;
    s.match_length = MIN_MATCH - 1;

    if (hash_head !== 0/*NIL*/ && s.prev_length < s.max_lazy_match &&
        s.strstart - hash_head <= (s.w_size - MIN_LOOKAHEAD)/*MAX_DIST(s)*/) {
      /* To simplify the code, we prevent matches with the string
       * of window index 0 (in particular we have to avoid a match
       * of the string with itself at the start of the input file).
       */
      s.match_length = longest_match(s, hash_head);
      /* longest_match() sets match_start */

      if (s.match_length <= 5 &&
         (s.strategy === Z_FILTERED || (s.match_length === MIN_MATCH && s.strstart - s.match_start > 4096/*TOO_FAR*/))) {

        /* If prev_match is also MIN_MATCH, match_start is garbage
         * but we will ignore the current match anyway.
         */
        s.match_length = MIN_MATCH - 1;
      }
    }
    /* If there was a match at the previous step and the current
     * match is not better, output the previous match:
     */
    if (s.prev_length >= MIN_MATCH && s.match_length <= s.prev_length) {
      max_insert = s.strstart + s.lookahead - MIN_MATCH;
      /* Do not insert strings in hash table beyond this. */

      //check_match(s, s.strstart-1, s.prev_match, s.prev_length);

      /***_tr_tally_dist(s, s.strstart - 1 - s.prev_match,
                     s.prev_length - MIN_MATCH, bflush);***/
      bflush = trees._tr_tally(s, s.strstart - 1 - s.prev_match, s.prev_length - MIN_MATCH);
      /* Insert in hash table all strings up to the end of the match.
       * strstart-1 and strstart are already inserted. If there is not
       * enough lookahead, the last two strings are not inserted in
       * the hash table.
       */
      s.lookahead -= s.prev_length - 1;
      s.prev_length -= 2;
      do {
        if (++s.strstart <= max_insert) {
          /*** INSERT_STRING(s, s.strstart, hash_head); ***/
          s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[s.strstart + MIN_MATCH - 1]) & s.hash_mask;
          hash_head = s.prev[s.strstart & s.w_mask] = s.head[s.ins_h];
          s.head[s.ins_h] = s.strstart;
          /***/
        }
      } while (--s.prev_length !== 0);
      s.match_available = 0;
      s.match_length = MIN_MATCH - 1;
      s.strstart++;

      if (bflush) {
        /*** FLUSH_BLOCK(s, 0); ***/
        flush_block_only(s, false);
        if (s.strm.avail_out === 0) {
          return BS_NEED_MORE;
        }
        /***/
      }

    } else if (s.match_available) {
      /* If there was no match at the previous position, output a
       * single literal. If there was a match but the current match
       * is longer, truncate the previous match to a single literal.
       */
      //Tracevv((stderr,"%c", s->window[s->strstart-1]));
      /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/
      bflush = trees._tr_tally(s, 0, s.window[s.strstart - 1]);

      if (bflush) {
        /*** FLUSH_BLOCK_ONLY(s, 0) ***/
        flush_block_only(s, false);
        /***/
      }
      s.strstart++;
      s.lookahead--;
      if (s.strm.avail_out === 0) {
        return BS_NEED_MORE;
      }
    } else {
      /* There is no previous match to compare with, wait for
       * the next step to decide.
       */
      s.match_available = 1;
      s.strstart++;
      s.lookahead--;
    }
  }
  //Assert (flush != Z_NO_FLUSH, "no flush?");
  if (s.match_available) {
    //Tracevv((stderr,"%c", s->window[s->strstart-1]));
    /*** _tr_tally_lit(s, s.window[s.strstart-1], bflush); ***/
    bflush = trees._tr_tally(s, 0, s.window[s.strstart - 1]);

    s.match_available = 0;
  }
  s.insert = s.strstart < MIN_MATCH - 1 ? s.strstart : MIN_MATCH - 1;
  if (flush === Z_FINISH) {
    /*** FLUSH_BLOCK(s, 1); ***/
    flush_block_only(s, true);
    if (s.strm.avail_out === 0) {
      return BS_FINISH_STARTED;
    }
    /***/
    return BS_FINISH_DONE;
  }
  if (s.last_lit) {
    /*** FLUSH_BLOCK(s, 0); ***/
    flush_block_only(s, false);
    if (s.strm.avail_out === 0) {
      return BS_NEED_MORE;
    }
    /***/
  }

  return BS_BLOCK_DONE;
}


/* ===========================================================================
 * For Z_RLE, simply look for runs of bytes, generate matches only of distance
 * one.  Do not maintain a hash table.  (It will be regenerated if this run of
 * deflate switches away from Z_RLE.)
 */
function deflate_rle(s, flush) {
  var bflush;            /* set if current block must be flushed */
  var prev;              /* byte at distance one to match */
  var scan, strend;      /* scan goes up to strend for length of run */

  var _win = s.window;

  for (;;) {
    /* Make sure that we always have enough lookahead, except
     * at the end of the input file. We need MAX_MATCH bytes
     * for the longest run, plus one for the unrolled loop.
     */
    if (s.lookahead <= MAX_MATCH) {
      fill_window(s);
      if (s.lookahead <= MAX_MATCH && flush === Z_NO_FLUSH) {
        return BS_NEED_MORE;
      }
      if (s.lookahead === 0) { break; } /* flush the current block */
    }

    /* See how many times the previous byte repeats */
    s.match_length = 0;
    if (s.lookahead >= MIN_MATCH && s.strstart > 0) {
      scan = s.strstart - 1;
      prev = _win[scan];
      if (prev === _win[++scan] && prev === _win[++scan] && prev === _win[++scan]) {
        strend = s.strstart + MAX_MATCH;
        do {
          /*jshint noempty:false*/
        } while (prev === _win[++scan] && prev === _win[++scan] &&
                 prev === _win[++scan] && prev === _win[++scan] &&
                 prev === _win[++scan] && prev === _win[++scan] &&
                 prev === _win[++scan] && prev === _win[++scan] &&
                 scan < strend);
        s.match_length = MAX_MATCH - (strend - scan);
        if (s.match_length > s.lookahead) {
          s.match_length = s.lookahead;
        }
      }
      //Assert(scan <= s->window+(uInt)(s->window_size-1), "wild scan");
    }

    /* Emit match if have run of MIN_MATCH or longer, else emit literal */
    if (s.match_length >= MIN_MATCH) {
      //check_match(s, s.strstart, s.strstart - 1, s.match_length);

      /*** _tr_tally_dist(s, 1, s.match_length - MIN_MATCH, bflush); ***/
      bflush = trees._tr_tally(s, 1, s.match_length - MIN_MATCH);

      s.lookahead -= s.match_length;
      s.strstart += s.match_length;
      s.match_length = 0;
    } else {
      /* No match, output a literal byte */
      //Tracevv((stderr,"%c", s->window[s->strstart]));
      /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/
      bflush = trees._tr_tally(s, 0, s.window[s.strstart]);

      s.lookahead--;
      s.strstart++;
    }
    if (bflush) {
      /*** FLUSH_BLOCK(s, 0); ***/
      flush_block_only(s, false);
      if (s.strm.avail_out === 0) {
        return BS_NEED_MORE;
      }
      /***/
    }
  }
  s.insert = 0;
  if (flush === Z_FINISH) {
    /*** FLUSH_BLOCK(s, 1); ***/
    flush_block_only(s, true);
    if (s.strm.avail_out === 0) {
      return BS_FINISH_STARTED;
    }
    /***/
    return BS_FINISH_DONE;
  }
  if (s.last_lit) {
    /*** FLUSH_BLOCK(s, 0); ***/
    flush_block_only(s, false);
    if (s.strm.avail_out === 0) {
      return BS_NEED_MORE;
    }
    /***/
  }
  return BS_BLOCK_DONE;
}

/* ===========================================================================
 * For Z_HUFFMAN_ONLY, do not look for matches.  Do not maintain a hash table.
 * (It will be regenerated if this run of deflate switches away from Huffman.)
 */
function deflate_huff(s, flush) {
  var bflush;             /* set if current block must be flushed */

  for (;;) {
    /* Make sure that we have a literal to write. */
    if (s.lookahead === 0) {
      fill_window(s);
      if (s.lookahead === 0) {
        if (flush === Z_NO_FLUSH) {
          return BS_NEED_MORE;
        }
        break;      /* flush the current block */
      }
    }

    /* Output a literal byte */
    s.match_length = 0;
    //Tracevv((stderr,"%c", s->window[s->strstart]));
    /*** _tr_tally_lit(s, s.window[s.strstart], bflush); ***/
    bflush = trees._tr_tally(s, 0, s.window[s.strstart]);
    s.lookahead--;
    s.strstart++;
    if (bflush) {
      /*** FLUSH_BLOCK(s, 0); ***/
      flush_block_only(s, false);
      if (s.strm.avail_out === 0) {
        return BS_NEED_MORE;
      }
      /***/
    }
  }
  s.insert = 0;
  if (flush === Z_FINISH) {
    /*** FLUSH_BLOCK(s, 1); ***/
    flush_block_only(s, true);
    if (s.strm.avail_out === 0) {
      return BS_FINISH_STARTED;
    }
    /***/
    return BS_FINISH_DONE;
  }
  if (s.last_lit) {
    /*** FLUSH_BLOCK(s, 0); ***/
    flush_block_only(s, false);
    if (s.strm.avail_out === 0) {
      return BS_NEED_MORE;
    }
    /***/
  }
  return BS_BLOCK_DONE;
}

/* Values for max_lazy_match, good_match and max_chain_length, depending on
 * the desired pack level (0..9). The values given below have been tuned to
 * exclude worst case performance for pathological files. Better values may be
 * found for specific files.
 */
function Config(good_length, max_lazy, nice_length, max_chain, func) {
  this.good_length = good_length;
  this.max_lazy = max_lazy;
  this.nice_length = nice_length;
  this.max_chain = max_chain;
  this.func = func;
}

var configuration_table;

configuration_table = [
  /*      good lazy nice chain */
  new Config(0, 0, 0, 0, deflate_stored),          /* 0 store only */
  new Config(4, 4, 8, 4, deflate_fast),            /* 1 max speed, no lazy matches */
  new Config(4, 5, 16, 8, deflate_fast),           /* 2 */
  new Config(4, 6, 32, 32, deflate_fast),          /* 3 */

  new Config(4, 4, 16, 16, deflate_slow),          /* 4 lazy matches */
  new Config(8, 16, 32, 32, deflate_slow),         /* 5 */
  new Config(8, 16, 128, 128, deflate_slow),       /* 6 */
  new Config(8, 32, 128, 256, deflate_slow),       /* 7 */
  new Config(32, 128, 258, 1024, deflate_slow),    /* 8 */
  new Config(32, 258, 258, 4096, deflate_slow)     /* 9 max compression */
];


/* ===========================================================================
 * Initialize the "longest match" routines for a new zlib stream
 */
function lm_init(s) {
  s.window_size = 2 * s.w_size;

  /*** CLEAR_HASH(s); ***/
  zero(s.head); // Fill with NIL (= 0);

  /* Set the default configuration parameters:
   */
  s.max_lazy_match = configuration_table[s.level].max_lazy;
  s.good_match = configuration_table[s.level].good_length;
  s.nice_match = configuration_table[s.level].nice_length;
  s.max_chain_length = configuration_table[s.level].max_chain;

  s.strstart = 0;
  s.block_start = 0;
  s.lookahead = 0;
  s.insert = 0;
  s.match_length = s.prev_length = MIN_MATCH - 1;
  s.match_available = 0;
  s.ins_h = 0;
}


function DeflateState() {
  this.strm = null;            /* pointer back to this zlib stream */
  this.status = 0;            /* as the name implies */
  this.pending_buf = null;      /* output still pending */
  this.pending_buf_size = 0;  /* size of pending_buf */
  this.pending_out = 0;       /* next pending byte to output to the stream */
  this.pending = 0;           /* nb of bytes in the pending buffer */
  this.wrap = 0;              /* bit 0 true for zlib, bit 1 true for gzip */
  this.gzhead = null;         /* gzip header information to write */
  this.gzindex = 0;           /* where in extra, name, or comment */
  this.method = Z_DEFLATED; /* can only be DEFLATED */
  this.last_flush = -1;   /* value of flush param for previous deflate call */

  this.w_size = 0;  /* LZ77 window size (32K by default) */
  this.w_bits = 0;  /* log2(w_size)  (8..16) */
  this.w_mask = 0;  /* w_size - 1 */

  this.window = null;
  /* Sliding window. Input bytes are read into the second half of the window,
   * and move to the first half later to keep a dictionary of at least wSize
   * bytes. With this organization, matches are limited to a distance of
   * wSize-MAX_MATCH bytes, but this ensures that IO is always
   * performed with a length multiple of the block size.
   */

  this.window_size = 0;
  /* Actual size of window: 2*wSize, except when the user input buffer
   * is directly used as sliding window.
   */

  this.prev = null;
  /* Link to older string with same hash index. To limit the size of this
   * array to 64K, this link is maintained only for the last 32K strings.
   * An index in this array is thus a window index modulo 32K.
   */

  this.head = null;   /* Heads of the hash chains or NIL. */

  this.ins_h = 0;       /* hash index of string to be inserted */
  this.hash_size = 0;   /* number of elements in hash table */
  this.hash_bits = 0;   /* log2(hash_size) */
  this.hash_mask = 0;   /* hash_size-1 */

  this.hash_shift = 0;
  /* Number of bits by which ins_h must be shifted at each input
   * step. It must be such that after MIN_MATCH steps, the oldest
   * byte no longer takes part in the hash key, that is:
   *   hash_shift * MIN_MATCH >= hash_bits
   */

  this.block_start = 0;
  /* Window position at the beginning of the current output block. Gets
   * negative when the window is moved backwards.
   */

  this.match_length = 0;      /* length of best match */
  this.prev_match = 0;        /* previous match */
  this.match_available = 0;   /* set if previous match exists */
  this.strstart = 0;          /* start of string to insert */
  this.match_start = 0;       /* start of matching string */
  this.lookahead = 0;         /* number of valid bytes ahead in window */

  this.prev_length = 0;
  /* Length of the best match at previous step. Matches not greater than this
   * are discarded. This is used in the lazy match evaluation.
   */

  this.max_chain_length = 0;
  /* To speed up deflation, hash chains are never searched beyond this
   * length.  A higher limit improves compression ratio but degrades the
   * speed.
   */

  this.max_lazy_match = 0;
  /* Attempt to find a better match only when the current match is strictly
   * smaller than this value. This mechanism is used only for compression
   * levels >= 4.
   */
  // That's alias to max_lazy_match, don't use directly
  //this.max_insert_length = 0;
  /* Insert new strings in the hash table only if the match length is not
   * greater than this length. This saves time but degrades compression.
   * max_insert_length is used only for compression levels <= 3.
   */

  this.level = 0;     /* compression level (1..9) */
  this.strategy = 0;  /* favor or force Huffman coding*/

  this.good_match = 0;
  /* Use a faster search when the previous match is longer than this */

  this.nice_match = 0; /* Stop searching when current match exceeds this */

              /* used by trees.c: */

  /* Didn't use ct_data typedef below to suppress compiler warning */

  // struct ct_data_s dyn_ltree[HEAP_SIZE];   /* literal and length tree */
  // struct ct_data_s dyn_dtree[2*D_CODES+1]; /* distance tree */
  // struct ct_data_s bl_tree[2*BL_CODES+1];  /* Huffman tree for bit lengths */

  // Use flat array of DOUBLE size, with interleaved fata,
  // because JS does not support effective
  this.dyn_ltree  = new utils.Buf16(HEAP_SIZE * 2);
  this.dyn_dtree  = new utils.Buf16((2 * D_CODES + 1) * 2);
  this.bl_tree    = new utils.Buf16((2 * BL_CODES + 1) * 2);
  zero(this.dyn_ltree);
  zero(this.dyn_dtree);
  zero(this.bl_tree);

  this.l_desc   = null;         /* desc. for literal tree */
  this.d_desc   = null;         /* desc. for distance tree */
  this.bl_desc  = null;         /* desc. for bit length tree */

  //ush bl_count[MAX_BITS+1];
  this.bl_count = new utils.Buf16(MAX_BITS + 1);
  /* number of codes at each bit length for an optimal tree */

  //int heap[2*L_CODES+1];      /* heap used to build the Huffman trees */
  this.heap = new utils.Buf16(2 * L_CODES + 1);  /* heap used to build the Huffman trees */
  zero(this.heap);

  this.heap_len = 0;               /* number of elements in the heap */
  this.heap_max = 0;               /* element of largest frequency */
  /* The sons of heap[n] are heap[2*n] and heap[2*n+1]. heap[0] is not used.
   * The same heap array is used to build all trees.
   */

  this.depth = new utils.Buf16(2 * L_CODES + 1); //uch depth[2*L_CODES+1];
  zero(this.depth);
  /* Depth of each subtree used as tie breaker for trees of equal frequency
   */

  this.l_buf = 0;          /* buffer index for literals or lengths */

  this.lit_bufsize = 0;
  /* Size of match buffer for literals/lengths.  There are 4 reasons for
   * limiting lit_bufsize to 64K:
   *   - frequencies can be kept in 16 bit counters
   *   - if compression is not successful for the first block, all input
   *     data is still in the window so we can still emit a stored block even
   *     when input comes from standard input.  (This can also be done for
   *     all blocks if lit_bufsize is not greater than 32K.)
   *   - if compression is not successful for a file smaller than 64K, we can
   *     even emit a stored file instead of a stored block (saving 5 bytes).
   *     This is applicable only for zip (not gzip or zlib).
   *   - creating new Huffman trees less frequently may not provide fast
   *     adaptation to changes in the input data statistics. (Take for
   *     example a binary file with poorly compressible code followed by
   *     a highly compressible string table.) Smaller buffer sizes give
   *     fast adaptation but have of course the overhead of transmitting
   *     trees more frequently.
   *   - I can't count above 4
   */

  this.last_lit = 0;      /* running index in l_buf */

  this.d_buf = 0;
  /* Buffer index for distances. To simplify the code, d_buf and l_buf have
   * the same number of elements. To use different lengths, an extra flag
   * array would be necessary.
   */

  this.opt_len = 0;       /* bit length of current block with optimal trees */
  this.static_len = 0;    /* bit length of current block with static trees */
  this.matches = 0;       /* number of string matches in current block */
  this.insert = 0;        /* bytes at end of window left to insert */


  this.bi_buf = 0;
  /* Output buffer. bits are inserted starting at the bottom (least
   * significant bits).
   */
  this.bi_valid = 0;
  /* Number of valid bits in bi_buf.  All bits above the last valid bit
   * are always zero.
   */

  // Used for window memory init. We safely ignore it for JS. That makes
  // sense only for pointers and memory check tools.
  //this.high_water = 0;
  /* High water mark offset in window for initialized bytes -- bytes above
   * this are set to zero in order to avoid memory check warnings when
   * longest match routines access bytes past the input.  This is then
   * updated to the new high water mark.
   */
}


function deflateResetKeep(strm) {
  var s;

  if (!strm || !strm.state) {
    return err(strm, Z_STREAM_ERROR);
  }

  strm.total_in = strm.total_out = 0;
  strm.data_type = Z_UNKNOWN;

  s = strm.state;
  s.pending = 0;
  s.pending_out = 0;

  if (s.wrap < 0) {
    s.wrap = -s.wrap;
    /* was made negative by deflate(..., Z_FINISH); */
  }
  s.status = (s.wrap ? INIT_STATE : BUSY_STATE);
  strm.adler = (s.wrap === 2) ?
    0  // crc32(0, Z_NULL, 0)
  :
    1; // adler32(0, Z_NULL, 0)
  s.last_flush = Z_NO_FLUSH;
  trees._tr_init(s);
  return Z_OK;
}


function deflateReset(strm) {
  var ret = deflateResetKeep(strm);
  if (ret === Z_OK) {
    lm_init(strm.state);
  }
  return ret;
}


function deflateSetHeader(strm, head) {
  if (!strm || !strm.state) { return Z_STREAM_ERROR; }
  if (strm.state.wrap !== 2) { return Z_STREAM_ERROR; }
  strm.state.gzhead = head;
  return Z_OK;
}


function deflateInit2(strm, level, method, windowBits, memLevel, strategy) {
  if (!strm) { // === Z_NULL
    return Z_STREAM_ERROR;
  }
  var wrap = 1;

  if (level === Z_DEFAULT_COMPRESSION) {
    level = 6;
  }

  if (windowBits < 0) { /* suppress zlib wrapper */
    wrap = 0;
    windowBits = -windowBits;
  }

  else if (windowBits > 15) {
    wrap = 2;           /* write gzip wrapper instead */
    windowBits -= 16;
  }


  if (memLevel < 1 || memLevel > MAX_MEM_LEVEL || method !== Z_DEFLATED ||
    windowBits < 8 || windowBits > 15 || level < 0 || level > 9 ||
    strategy < 0 || strategy > Z_FIXED) {
    return err(strm, Z_STREAM_ERROR);
  }


  if (windowBits === 8) {
    windowBits = 9;
  }
  /* until 256-byte window bug fixed */

  var s = new DeflateState();

  strm.state = s;
  s.strm = strm;

  s.wrap = wrap;
  s.gzhead = null;
  s.w_bits = windowBits;
  s.w_size = 1 << s.w_bits;
  s.w_mask = s.w_size - 1;

  s.hash_bits = memLevel + 7;
  s.hash_size = 1 << s.hash_bits;
  s.hash_mask = s.hash_size - 1;
  s.hash_shift = ~~((s.hash_bits + MIN_MATCH - 1) / MIN_MATCH);

  s.window = new utils.Buf8(s.w_size * 2);
  s.head = new utils.Buf16(s.hash_size);
  s.prev = new utils.Buf16(s.w_size);

  // Don't need mem init magic for JS.
  //s.high_water = 0;  /* nothing written to s->window yet */

  s.lit_bufsize = 1 << (memLevel + 6); /* 16K elements by default */

  s.pending_buf_size = s.lit_bufsize * 4;

  //overlay = (ushf *) ZALLOC(strm, s->lit_bufsize, sizeof(ush)+2);
  //s->pending_buf = (uchf *) overlay;
  s.pending_buf = new utils.Buf8(s.pending_buf_size);

  // It is offset from `s.pending_buf` (size is `s.lit_bufsize * 2`)
  //s->d_buf = overlay + s->lit_bufsize/sizeof(ush);
  s.d_buf = 1 * s.lit_bufsize;

  //s->l_buf = s->pending_buf + (1+sizeof(ush))*s->lit_bufsize;
  s.l_buf = (1 + 2) * s.lit_bufsize;

  s.level = level;
  s.strategy = strategy;
  s.method = method;

  return deflateReset(strm);
}

function deflateInit(strm, level) {
  return deflateInit2(strm, level, Z_DEFLATED, MAX_WBITS, DEF_MEM_LEVEL, Z_DEFAULT_STRATEGY);
}


function deflate(strm, flush) {
  var old_flush, s;
  var beg, val; // for gzip header write only

  if (!strm || !strm.state ||
    flush > Z_BLOCK || flush < 0) {
    return strm ? err(strm, Z_STREAM_ERROR) : Z_STREAM_ERROR;
  }

  s = strm.state;

  if (!strm.output ||
      (!strm.input && strm.avail_in !== 0) ||
      (s.status === FINISH_STATE && flush !== Z_FINISH)) {
    return err(strm, (strm.avail_out === 0) ? Z_BUF_ERROR : Z_STREAM_ERROR);
  }

  s.strm = strm; /* just in case */
  old_flush = s.last_flush;
  s.last_flush = flush;

  /* Write the header */
  if (s.status === INIT_STATE) {

    if (s.wrap === 2) { // GZIP header
      strm.adler = 0;  //crc32(0L, Z_NULL, 0);
      put_byte(s, 31);
      put_byte(s, 139);
      put_byte(s, 8);
      if (!s.gzhead) { // s->gzhead == Z_NULL
        put_byte(s, 0);
        put_byte(s, 0);
        put_byte(s, 0);
        put_byte(s, 0);
        put_byte(s, 0);
        put_byte(s, s.level === 9 ? 2 :
                    (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?
                     4 : 0));
        put_byte(s, OS_CODE);
        s.status = BUSY_STATE;
      }
      else {
        put_byte(s, (s.gzhead.text ? 1 : 0) +
                    (s.gzhead.hcrc ? 2 : 0) +
                    (!s.gzhead.extra ? 0 : 4) +
                    (!s.gzhead.name ? 0 : 8) +
                    (!s.gzhead.comment ? 0 : 16)
                );
        put_byte(s, s.gzhead.time & 0xff);
        put_byte(s, (s.gzhead.time >> 8) & 0xff);
        put_byte(s, (s.gzhead.time >> 16) & 0xff);
        put_byte(s, (s.gzhead.time >> 24) & 0xff);
        put_byte(s, s.level === 9 ? 2 :
                    (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2 ?
                     4 : 0));
        put_byte(s, s.gzhead.os & 0xff);
        if (s.gzhead.extra && s.gzhead.extra.length) {
          put_byte(s, s.gzhead.extra.length & 0xff);
          put_byte(s, (s.gzhead.extra.length >> 8) & 0xff);
        }
        if (s.gzhead.hcrc) {
          strm.adler = crc32(strm.adler, s.pending_buf, s.pending, 0);
        }
        s.gzindex = 0;
        s.status = EXTRA_STATE;
      }
    }
    else // DEFLATE header
    {
      var header = (Z_DEFLATED + ((s.w_bits - 8) << 4)) << 8;
      var level_flags = -1;

      if (s.strategy >= Z_HUFFMAN_ONLY || s.level < 2) {
        level_flags = 0;
      } else if (s.level < 6) {
        level_flags = 1;
      } else if (s.level === 6) {
        level_flags = 2;
      } else {
        level_flags = 3;
      }
      header |= (level_flags << 6);
      if (s.strstart !== 0) { header |= PRESET_DICT; }
      header += 31 - (header % 31);

      s.status = BUSY_STATE;
      putShortMSB(s, header);

      /* Save the adler32 of the preset dictionary: */
      if (s.strstart !== 0) {
        putShortMSB(s, strm.adler >>> 16);
        putShortMSB(s, strm.adler & 0xffff);
      }
      strm.adler = 1; // adler32(0L, Z_NULL, 0);
    }
  }

//#ifdef GZIP
  if (s.status === EXTRA_STATE) {
    if (s.gzhead.extra/* != Z_NULL*/) {
      beg = s.pending;  /* start of bytes to update crc */

      while (s.gzindex < (s.gzhead.extra.length & 0xffff)) {
        if (s.pending === s.pending_buf_size) {
          if (s.gzhead.hcrc && s.pending > beg) {
            strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);
          }
          flush_pending(strm);
          beg = s.pending;
          if (s.pending === s.pending_buf_size) {
            break;
          }
        }
        put_byte(s, s.gzhead.extra[s.gzindex] & 0xff);
        s.gzindex++;
      }
      if (s.gzhead.hcrc && s.pending > beg) {
        strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);
      }
      if (s.gzindex === s.gzhead.extra.length) {
        s.gzindex = 0;
        s.status = NAME_STATE;
      }
    }
    else {
      s.status = NAME_STATE;
    }
  }
  if (s.status === NAME_STATE) {
    if (s.gzhead.name/* != Z_NULL*/) {
      beg = s.pending;  /* start of bytes to update crc */
      //int val;

      do {
        if (s.pending === s.pending_buf_size) {
          if (s.gzhead.hcrc && s.pending > beg) {
            strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);
          }
          flush_pending(strm);
          beg = s.pending;
          if (s.pending === s.pending_buf_size) {
            val = 1;
            break;
          }
        }
        // JS specific: little magic to add zero terminator to end of string
        if (s.gzindex < s.gzhead.name.length) {
          val = s.gzhead.name.charCodeAt(s.gzindex++) & 0xff;
        } else {
          val = 0;
        }
        put_byte(s, val);
      } while (val !== 0);

      if (s.gzhead.hcrc && s.pending > beg) {
        strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);
      }
      if (val === 0) {
        s.gzindex = 0;
        s.status = COMMENT_STATE;
      }
    }
    else {
      s.status = COMMENT_STATE;
    }
  }
  if (s.status === COMMENT_STATE) {
    if (s.gzhead.comment/* != Z_NULL*/) {
      beg = s.pending;  /* start of bytes to update crc */
      //int val;

      do {
        if (s.pending === s.pending_buf_size) {
          if (s.gzhead.hcrc && s.pending > beg) {
            strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);
          }
          flush_pending(strm);
          beg = s.pending;
          if (s.pending === s.pending_buf_size) {
            val = 1;
            break;
          }
        }
        // JS specific: little magic to add zero terminator to end of string
        if (s.gzindex < s.gzhead.comment.length) {
          val = s.gzhead.comment.charCodeAt(s.gzindex++) & 0xff;
        } else {
          val = 0;
        }
        put_byte(s, val);
      } while (val !== 0);

      if (s.gzhead.hcrc && s.pending > beg) {
        strm.adler = crc32(strm.adler, s.pending_buf, s.pending - beg, beg);
      }
      if (val === 0) {
        s.status = HCRC_STATE;
      }
    }
    else {
      s.status = HCRC_STATE;
    }
  }
  if (s.status === HCRC_STATE) {
    if (s.gzhead.hcrc) {
      if (s.pending + 2 > s.pending_buf_size) {
        flush_pending(strm);
      }
      if (s.pending + 2 <= s.pending_buf_size) {
        put_byte(s, strm.adler & 0xff);
        put_byte(s, (strm.adler >> 8) & 0xff);
        strm.adler = 0; //crc32(0L, Z_NULL, 0);
        s.status = BUSY_STATE;
      }
    }
    else {
      s.status = BUSY_STATE;
    }
  }
//#endif

  /* Flush as much pending output as possible */
  if (s.pending !== 0) {
    flush_pending(strm);
    if (strm.avail_out === 0) {
      /* Since avail_out is 0, deflate will be called again with
       * more output space, but possibly with both pending and
       * avail_in equal to zero. There won't be anything to do,
       * but this is not an error situation so make sure we
       * return OK instead of BUF_ERROR at next call of deflate:
       */
      s.last_flush = -1;
      return Z_OK;
    }

    /* Make sure there is something to do and avoid duplicate consecutive
     * flushes. For repeated and useless calls with Z_FINISH, we keep
     * returning Z_STREAM_END instead of Z_BUF_ERROR.
     */
  } else if (strm.avail_in === 0 && rank(flush) <= rank(old_flush) &&
    flush !== Z_FINISH) {
    return err(strm, Z_BUF_ERROR);
  }

  /* User must not provide more input after the first FINISH: */
  if (s.status === FINISH_STATE && strm.avail_in !== 0) {
    return err(strm, Z_BUF_ERROR);
  }

  /* Start a new block or continue the current one.
   */
  if (strm.avail_in !== 0 || s.lookahead !== 0 ||
    (flush !== Z_NO_FLUSH && s.status !== FINISH_STATE)) {
    var bstate = (s.strategy === Z_HUFFMAN_ONLY) ? deflate_huff(s, flush) :
      (s.strategy === Z_RLE ? deflate_rle(s, flush) :
        configuration_table[s.level].func(s, flush));

    if (bstate === BS_FINISH_STARTED || bstate === BS_FINISH_DONE) {
      s.status = FINISH_STATE;
    }
    if (bstate === BS_NEED_MORE || bstate === BS_FINISH_STARTED) {
      if (strm.avail_out === 0) {
        s.last_flush = -1;
        /* avoid BUF_ERROR next call, see above */
      }
      return Z_OK;
      /* If flush != Z_NO_FLUSH && avail_out == 0, the next call
       * of deflate should use the same flush parameter to make sure
       * that the flush is complete. So we don't have to output an
       * empty block here, this will be done at next call. This also
       * ensures that for a very small output buffer, we emit at most
       * one empty block.
       */
    }
    if (bstate === BS_BLOCK_DONE) {
      if (flush === Z_PARTIAL_FLUSH) {
        trees._tr_align(s);
      }
      else if (flush !== Z_BLOCK) { /* FULL_FLUSH or SYNC_FLUSH */

        trees._tr_stored_block(s, 0, 0, false);
        /* For a full flush, this empty block will be recognized
         * as a special marker by inflate_sync().
         */
        if (flush === Z_FULL_FLUSH) {
          /*** CLEAR_HASH(s); ***/             /* forget history */
          zero(s.head); // Fill with NIL (= 0);

          if (s.lookahead === 0) {
            s.strstart = 0;
            s.block_start = 0;
            s.insert = 0;
          }
        }
      }
      flush_pending(strm);
      if (strm.avail_out === 0) {
        s.last_flush = -1; /* avoid BUF_ERROR at next call, see above */
        return Z_OK;
      }
    }
  }
  //Assert(strm->avail_out > 0, "bug2");
  //if (strm.avail_out <= 0) { throw new Error("bug2");}

  if (flush !== Z_FINISH) { return Z_OK; }
  if (s.wrap <= 0) { return Z_STREAM_END; }

  /* Write the trailer */
  if (s.wrap === 2) {
    put_byte(s, strm.adler & 0xff);
    put_byte(s, (strm.adler >> 8) & 0xff);
    put_byte(s, (strm.adler >> 16) & 0xff);
    put_byte(s, (strm.adler >> 24) & 0xff);
    put_byte(s, strm.total_in & 0xff);
    put_byte(s, (strm.total_in >> 8) & 0xff);
    put_byte(s, (strm.total_in >> 16) & 0xff);
    put_byte(s, (strm.total_in >> 24) & 0xff);
  }
  else
  {
    putShortMSB(s, strm.adler >>> 16);
    putShortMSB(s, strm.adler & 0xffff);
  }

  flush_pending(strm);
  /* If avail_out is zero, the application will call deflate again
   * to flush the rest.
   */
  if (s.wrap > 0) { s.wrap = -s.wrap; }
  /* write the trailer only once! */
  return s.pending !== 0 ? Z_OK : Z_STREAM_END;
}

function deflateEnd(strm) {
  var status;

  if (!strm/*== Z_NULL*/ || !strm.state/*== Z_NULL*/) {
    return Z_STREAM_ERROR;
  }

  status = strm.state.status;
  if (status !== INIT_STATE &&
    status !== EXTRA_STATE &&
    status !== NAME_STATE &&
    status !== COMMENT_STATE &&
    status !== HCRC_STATE &&
    status !== BUSY_STATE &&
    status !== FINISH_STATE
  ) {
    return err(strm, Z_STREAM_ERROR);
  }

  strm.state = null;

  return status === BUSY_STATE ? err(strm, Z_DATA_ERROR) : Z_OK;
}


/* =========================================================================
 * Initializes the compression dictionary from the given byte
 * sequence without producing any compressed output.
 */
function deflateSetDictionary(strm, dictionary) {
  var dictLength = dictionary.length;

  var s;
  var str, n;
  var wrap;
  var avail;
  var next;
  var input;
  var tmpDict;

  if (!strm/*== Z_NULL*/ || !strm.state/*== Z_NULL*/) {
    return Z_STREAM_ERROR;
  }

  s = strm.state;
  wrap = s.wrap;

  if (wrap === 2 || (wrap === 1 && s.status !== INIT_STATE) || s.lookahead) {
    return Z_STREAM_ERROR;
  }

  /* when using zlib wrappers, compute Adler-32 for provided dictionary */
  if (wrap === 1) {
    /* adler32(strm->adler, dictionary, dictLength); */
    strm.adler = adler32(strm.adler, dictionary, dictLength, 0);
  }

  s.wrap = 0;   /* avoid computing Adler-32 in read_buf */

  /* if dictionary would fill window, just replace the history */
  if (dictLength >= s.w_size) {
    if (wrap === 0) {            /* already empty otherwise */
      /*** CLEAR_HASH(s); ***/
      zero(s.head); // Fill with NIL (= 0);
      s.strstart = 0;
      s.block_start = 0;
      s.insert = 0;
    }
    /* use the tail */
    // dictionary = dictionary.slice(dictLength - s.w_size);
    tmpDict = new utils.Buf8(s.w_size);
    utils.arraySet(tmpDict, dictionary, dictLength - s.w_size, s.w_size, 0);
    dictionary = tmpDict;
    dictLength = s.w_size;
  }
  /* insert dictionary into window and hash */
  avail = strm.avail_in;
  next = strm.next_in;
  input = strm.input;
  strm.avail_in = dictLength;
  strm.next_in = 0;
  strm.input = dictionary;
  fill_window(s);
  while (s.lookahead >= MIN_MATCH) {
    str = s.strstart;
    n = s.lookahead - (MIN_MATCH - 1);
    do {
      /* UPDATE_HASH(s, s->ins_h, s->window[str + MIN_MATCH-1]); */
      s.ins_h = ((s.ins_h << s.hash_shift) ^ s.window[str + MIN_MATCH - 1]) & s.hash_mask;

      s.prev[str & s.w_mask] = s.head[s.ins_h];

      s.head[s.ins_h] = str;
      str++;
    } while (--n);
    s.strstart = str;
    s.lookahead = MIN_MATCH - 1;
    fill_window(s);
  }
  s.strstart += s.lookahead;
  s.block_start = s.strstart;
  s.insert = s.lookahead;
  s.lookahead = 0;
  s.match_length = s.prev_length = MIN_MATCH - 1;
  s.match_available = 0;
  strm.next_in = next;
  strm.input = input;
  strm.avail_in = avail;
  s.wrap = wrap;
  return Z_OK;
}


exports.deflateInit = deflateInit;
exports.deflateInit2 = deflateInit2;
exports.deflateReset = deflateReset;
exports.deflateResetKeep = deflateResetKeep;
exports.deflateSetHeader = deflateSetHeader;
exports.deflate = deflate;
exports.deflateEnd = deflateEnd;
exports.deflateSetDictionary = deflateSetDictionary;
exports.deflateInfo = 'pako deflate (from Nodeca project)';

/* Not implemented
exports.deflateBound = deflateBound;
exports.deflateCopy = deflateCopy;
exports.deflateParams = deflateParams;
exports.deflatePending = deflatePending;
exports.deflatePrime = deflatePrime;
exports.deflateTune = deflateTune;
*/

},{"../utils/common":52,"./adler32":53,"./crc32":55,"./messages":60,"./trees":61}],57:[function(require,module,exports){
'use strict';

// See state defs from inflate.js
var BAD = 30;       /* got a data error -- remain here until reset */
var TYPE = 12;      /* i: waiting for type bits, including last-flag bit */

/*
   Decode literal, length, and distance codes and write out the resulting
   literal and match bytes until either not enough input or output is
   available, an end-of-block is encountered, or a data error is encountered.
   When large enough input and output buffers are supplied to inflate(), for
   example, a 16K input buffer and a 64K output buffer, more than 95% of the
   inflate execution time is spent in this routine.

   Entry assumptions:

        state.mode === LEN
        strm.avail_in >= 6
        strm.avail_out >= 258
        start >= strm.avail_out
        state.bits < 8

   On return, state.mode is one of:

        LEN -- ran out of enough output space or enough available input
        TYPE -- reached end of block code, inflate() to interpret next block
        BAD -- error in block data

   Notes:

    - The maximum input bits used by a length/distance pair is 15 bits for the
      length code, 5 bits for the length extra, 15 bits for the distance code,
      and 13 bits for the distance extra.  This totals 48 bits, or six bytes.
      Therefore if strm.avail_in >= 6, then there is enough input to avoid
      checking for available input while decoding.

    - The maximum bytes that a single length/distance pair can output is 258
      bytes, which is the maximum length that can be coded.  inflate_fast()
      requires strm.avail_out >= 258 for each loop to avoid checking for
      output space.
 */
module.exports = function inflate_fast(strm, start) {
  var state;
  var _in;                    /* local strm.input */
  var last;                   /* have enough input while in < last */
  var _out;                   /* local strm.output */
  var beg;                    /* inflate()'s initial strm.output */
  var end;                    /* while out < end, enough space available */
//#ifdef INFLATE_STRICT
  var dmax;                   /* maximum distance from zlib header */
//#endif
  var wsize;                  /* window size or zero if not using window */
  var whave;                  /* valid bytes in the window */
  var wnext;                  /* window write index */
  // Use `s_window` instead `window`, avoid conflict with instrumentation tools
  var s_window;               /* allocated sliding window, if wsize != 0 */
  var hold;                   /* local strm.hold */
  var bits;                   /* local strm.bits */
  var lcode;                  /* local strm.lencode */
  var dcode;                  /* local strm.distcode */
  var lmask;                  /* mask for first level of length codes */
  var dmask;                  /* mask for first level of distance codes */
  var here;                   /* retrieved table entry */
  var op;                     /* code bits, operation, extra bits, or */
                              /*  window position, window bytes to copy */
  var len;                    /* match length, unused bytes */
  var dist;                   /* match distance */
  var from;                   /* where to copy match from */
  var from_source;


  var input, output; // JS specific, because we have no pointers

  /* copy state to local variables */
  state = strm.state;
  //here = state.here;
  _in = strm.next_in;
  input = strm.input;
  last = _in + (strm.avail_in - 5);
  _out = strm.next_out;
  output = strm.output;
  beg = _out - (start - strm.avail_out);
  end = _out + (strm.avail_out - 257);
//#ifdef INFLATE_STRICT
  dmax = state.dmax;
//#endif
  wsize = state.wsize;
  whave = state.whave;
  wnext = state.wnext;
  s_window = state.window;
  hold = state.hold;
  bits = state.bits;
  lcode = state.lencode;
  dcode = state.distcode;
  lmask = (1 << state.lenbits) - 1;
  dmask = (1 << state.distbits) - 1;


  /* decode literals and length/distances until end-of-block or not enough
     input data or output space */

  top:
  do {
    if (bits < 15) {
      hold += input[_in++] << bits;
      bits += 8;
      hold += input[_in++] << bits;
      bits += 8;
    }

    here = lcode[hold & lmask];

    dolen:
    for (;;) { // Goto emulation
      op = here >>> 24/*here.bits*/;
      hold >>>= op;
      bits -= op;
      op = (here >>> 16) & 0xff/*here.op*/;
      if (op === 0) {                          /* literal */
        //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?
        //        "inflate:         literal '%c'\n" :
        //        "inflate:         literal 0x%02x\n", here.val));
        output[_out++] = here & 0xffff/*here.val*/;
      }
      else if (op & 16) {                     /* length base */
        len = here & 0xffff/*here.val*/;
        op &= 15;                           /* number of extra bits */
        if (op) {
          if (bits < op) {
            hold += input[_in++] << bits;
            bits += 8;
          }
          len += hold & ((1 << op) - 1);
          hold >>>= op;
          bits -= op;
        }
        //Tracevv((stderr, "inflate:         length %u\n", len));
        if (bits < 15) {
          hold += input[_in++] << bits;
          bits += 8;
          hold += input[_in++] << bits;
          bits += 8;
        }
        here = dcode[hold & dmask];

        dodist:
        for (;;) { // goto emulation
          op = here >>> 24/*here.bits*/;
          hold >>>= op;
          bits -= op;
          op = (here >>> 16) & 0xff/*here.op*/;

          if (op & 16) {                      /* distance base */
            dist = here & 0xffff/*here.val*/;
            op &= 15;                       /* number of extra bits */
            if (bits < op) {
              hold += input[_in++] << bits;
              bits += 8;
              if (bits < op) {
                hold += input[_in++] << bits;
                bits += 8;
              }
            }
            dist += hold & ((1 << op) - 1);
//#ifdef INFLATE_STRICT
            if (dist > dmax) {
              strm.msg = 'invalid distance too far back';
              state.mode = BAD;
              break top;
            }
//#endif
            hold >>>= op;
            bits -= op;
            //Tracevv((stderr, "inflate:         distance %u\n", dist));
            op = _out - beg;                /* max distance in output */
            if (dist > op) {                /* see if copy from window */
              op = dist - op;               /* distance back in window */
              if (op > whave) {
                if (state.sane) {
                  strm.msg = 'invalid distance too far back';
                  state.mode = BAD;
                  break top;
                }

// (!) This block is disabled in zlib defailts,
// don't enable it for binary compatibility
//#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR
//                if (len <= op - whave) {
//                  do {
//                    output[_out++] = 0;
//                  } while (--len);
//                  continue top;
//                }
//                len -= op - whave;
//                do {
//                  output[_out++] = 0;
//                } while (--op > whave);
//                if (op === 0) {
//                  from = _out - dist;
//                  do {
//                    output[_out++] = output[from++];
//                  } while (--len);
//                  continue top;
//                }
//#endif
              }
              from = 0; // window index
              from_source = s_window;
              if (wnext === 0) {           /* very common case */
                from += wsize - op;
                if (op < len) {         /* some from window */
                  len -= op;
                  do {
                    output[_out++] = s_window[from++];
                  } while (--op);
                  from = _out - dist;  /* rest from output */
                  from_source = output;
                }
              }
              else if (wnext < op) {      /* wrap around window */
                from += wsize + wnext - op;
                op -= wnext;
                if (op < len) {         /* some from end of window */
                  len -= op;
                  do {
                    output[_out++] = s_window[from++];
                  } while (--op);
                  from = 0;
                  if (wnext < len) {  /* some from start of window */
                    op = wnext;
                    len -= op;
                    do {
                      output[_out++] = s_window[from++];
                    } while (--op);
                    from = _out - dist;      /* rest from output */
                    from_source = output;
                  }
                }
              }
              else {                      /* contiguous in window */
                from += wnext - op;
                if (op < len) {         /* some from window */
                  len -= op;
                  do {
                    output[_out++] = s_window[from++];
                  } while (--op);
                  from = _out - dist;  /* rest from output */
                  from_source = output;
                }
              }
              while (len > 2) {
                output[_out++] = from_source[from++];
                output[_out++] = from_source[from++];
                output[_out++] = from_source[from++];
                len -= 3;
              }
              if (len) {
                output[_out++] = from_source[from++];
                if (len > 1) {
                  output[_out++] = from_source[from++];
                }
              }
            }
            else {
              from = _out - dist;          /* copy direct from output */
              do {                        /* minimum length is three */
                output[_out++] = output[from++];
                output[_out++] = output[from++];
                output[_out++] = output[from++];
                len -= 3;
              } while (len > 2);
              if (len) {
                output[_out++] = output[from++];
                if (len > 1) {
                  output[_out++] = output[from++];
                }
              }
            }
          }
          else if ((op & 64) === 0) {          /* 2nd level distance code */
            here = dcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];
            continue dodist;
          }
          else {
            strm.msg = 'invalid distance code';
            state.mode = BAD;
            break top;
          }

          break; // need to emulate goto via "continue"
        }
      }
      else if ((op & 64) === 0) {              /* 2nd level length code */
        here = lcode[(here & 0xffff)/*here.val*/ + (hold & ((1 << op) - 1))];
        continue dolen;
      }
      else if (op & 32) {                     /* end-of-block */
        //Tracevv((stderr, "inflate:         end of block\n"));
        state.mode = TYPE;
        break top;
      }
      else {
        strm.msg = 'invalid literal/length code';
        state.mode = BAD;
        break top;
      }

      break; // need to emulate goto via "continue"
    }
  } while (_in < last && _out < end);

  /* return unused bytes (on entry, bits < 8, so in won't go too far back) */
  len = bits >> 3;
  _in -= len;
  bits -= len << 3;
  hold &= (1 << bits) - 1;

  /* update state and return */
  strm.next_in = _in;
  strm.next_out = _out;
  strm.avail_in = (_in < last ? 5 + (last - _in) : 5 - (_in - last));
  strm.avail_out = (_out < end ? 257 + (end - _out) : 257 - (_out - end));
  state.hold = hold;
  state.bits = bits;
  return;
};

},{}],58:[function(require,module,exports){
'use strict';


var utils         = require('../utils/common');
var adler32       = require('./adler32');
var crc32         = require('./crc32');
var inflate_fast  = require('./inffast');
var inflate_table = require('./inftrees');

var CODES = 0;
var LENS = 1;
var DISTS = 2;

/* Public constants ==========================================================*/
/* ===========================================================================*/


/* Allowed flush values; see deflate() and inflate() below for details */
//var Z_NO_FLUSH      = 0;
//var Z_PARTIAL_FLUSH = 1;
//var Z_SYNC_FLUSH    = 2;
//var Z_FULL_FLUSH    = 3;
var Z_FINISH        = 4;
var Z_BLOCK         = 5;
var Z_TREES         = 6;


/* Return codes for the compression/decompression functions. Negative values
 * are errors, positive values are used for special but normal events.
 */
var Z_OK            = 0;
var Z_STREAM_END    = 1;
var Z_NEED_DICT     = 2;
//var Z_ERRNO         = -1;
var Z_STREAM_ERROR  = -2;
var Z_DATA_ERROR    = -3;
var Z_MEM_ERROR     = -4;
var Z_BUF_ERROR     = -5;
//var Z_VERSION_ERROR = -6;

/* The deflate compression method */
var Z_DEFLATED  = 8;


/* STATES ====================================================================*/
/* ===========================================================================*/


var    HEAD = 1;       /* i: waiting for magic header */
var    FLAGS = 2;      /* i: waiting for method and flags (gzip) */
var    TIME = 3;       /* i: waiting for modification time (gzip) */
var    OS = 4;         /* i: waiting for extra flags and operating system (gzip) */
var    EXLEN = 5;      /* i: waiting for extra length (gzip) */
var    EXTRA = 6;      /* i: waiting for extra bytes (gzip) */
var    NAME = 7;       /* i: waiting for end of file name (gzip) */
var    COMMENT = 8;    /* i: waiting for end of comment (gzip) */
var    HCRC = 9;       /* i: waiting for header crc (gzip) */
var    DICTID = 10;    /* i: waiting for dictionary check value */
var    DICT = 11;      /* waiting for inflateSetDictionary() call */
var        TYPE = 12;      /* i: waiting for type bits, including last-flag bit */
var        TYPEDO = 13;    /* i: same, but skip check to exit inflate on new block */
var        STORED = 14;    /* i: waiting for stored size (length and complement) */
var        COPY_ = 15;     /* i/o: same as COPY below, but only first time in */
var        COPY = 16;      /* i/o: waiting for input or output to copy stored block */
var        TABLE = 17;     /* i: waiting for dynamic block table lengths */
var        LENLENS = 18;   /* i: waiting for code length code lengths */
var        CODELENS = 19;  /* i: waiting for length/lit and distance code lengths */
var            LEN_ = 20;      /* i: same as LEN below, but only first time in */
var            LEN = 21;       /* i: waiting for length/lit/eob code */
var            LENEXT = 22;    /* i: waiting for length extra bits */
var            DIST = 23;      /* i: waiting for distance code */
var            DISTEXT = 24;   /* i: waiting for distance extra bits */
var            MATCH = 25;     /* o: waiting for output space to copy string */
var            LIT = 26;       /* o: waiting for output space to write literal */
var    CHECK = 27;     /* i: waiting for 32-bit check value */
var    LENGTH = 28;    /* i: waiting for 32-bit length (gzip) */
var    DONE = 29;      /* finished check, done -- remain here until reset */
var    BAD = 30;       /* got a data error -- remain here until reset */
var    MEM = 31;       /* got an inflate() memory error -- remain here until reset */
var    SYNC = 32;      /* looking for synchronization bytes to restart inflate() */

/* ===========================================================================*/



var ENOUGH_LENS = 852;
var ENOUGH_DISTS = 592;
//var ENOUGH =  (ENOUGH_LENS+ENOUGH_DISTS);

var MAX_WBITS = 15;
/* 32K LZ77 window */
var DEF_WBITS = MAX_WBITS;


function zswap32(q) {
  return  (((q >>> 24) & 0xff) +
          ((q >>> 8) & 0xff00) +
          ((q & 0xff00) << 8) +
          ((q & 0xff) << 24));
}


function InflateState() {
  this.mode = 0;             /* current inflate mode */
  this.last = false;          /* true if processing last block */
  this.wrap = 0;              /* bit 0 true for zlib, bit 1 true for gzip */
  this.havedict = false;      /* true if dictionary provided */
  this.flags = 0;             /* gzip header method and flags (0 if zlib) */
  this.dmax = 0;              /* zlib header max distance (INFLATE_STRICT) */
  this.check = 0;             /* protected copy of check value */
  this.total = 0;             /* protected copy of output count */
  // TODO: may be {}
  this.head = null;           /* where to save gzip header information */

  /* sliding window */
  this.wbits = 0;             /* log base 2 of requested window size */
  this.wsize = 0;             /* window size or zero if not using window */
  this.whave = 0;             /* valid bytes in the window */
  this.wnext = 0;             /* window write index */
  this.window = null;         /* allocated sliding window, if needed */

  /* bit accumulator */
  this.hold = 0;              /* input bit accumulator */
  this.bits = 0;              /* number of bits in "in" */

  /* for string and stored block copying */
  this.length = 0;            /* literal or length of data to copy */
  this.offset = 0;            /* distance back to copy string from */

  /* for table and code decoding */
  this.extra = 0;             /* extra bits needed */

  /* fixed and dynamic code tables */
  this.lencode = null;          /* starting table for length/literal codes */
  this.distcode = null;         /* starting table for distance codes */
  this.lenbits = 0;           /* index bits for lencode */
  this.distbits = 0;          /* index bits for distcode */

  /* dynamic table building */
  this.ncode = 0;             /* number of code length code lengths */
  this.nlen = 0;              /* number of length code lengths */
  this.ndist = 0;             /* number of distance code lengths */
  this.have = 0;              /* number of code lengths in lens[] */
  this.next = null;              /* next available space in codes[] */

  this.lens = new utils.Buf16(320); /* temporary storage for code lengths */
  this.work = new utils.Buf16(288); /* work area for code table building */

  /*
   because we don't have pointers in js, we use lencode and distcode directly
   as buffers so we don't need codes
  */
  //this.codes = new utils.Buf32(ENOUGH);       /* space for code tables */
  this.lendyn = null;              /* dynamic table for length/literal codes (JS specific) */
  this.distdyn = null;             /* dynamic table for distance codes (JS specific) */
  this.sane = 0;                   /* if false, allow invalid distance too far */
  this.back = 0;                   /* bits back of last unprocessed length/lit */
  this.was = 0;                    /* initial length of match */
}

function inflateResetKeep(strm) {
  var state;

  if (!strm || !strm.state) { return Z_STREAM_ERROR; }
  state = strm.state;
  strm.total_in = strm.total_out = state.total = 0;
  strm.msg = ''; /*Z_NULL*/
  if (state.wrap) {       /* to support ill-conceived Java test suite */
    strm.adler = state.wrap & 1;
  }
  state.mode = HEAD;
  state.last = 0;
  state.havedict = 0;
  state.dmax = 32768;
  state.head = null/*Z_NULL*/;
  state.hold = 0;
  state.bits = 0;
  //state.lencode = state.distcode = state.next = state.codes;
  state.lencode = state.lendyn = new utils.Buf32(ENOUGH_LENS);
  state.distcode = state.distdyn = new utils.Buf32(ENOUGH_DISTS);

  state.sane = 1;
  state.back = -1;
  //Tracev((stderr, "inflate: reset\n"));
  return Z_OK;
}

function inflateReset(strm) {
  var state;

  if (!strm || !strm.state) { return Z_STREAM_ERROR; }
  state = strm.state;
  state.wsize = 0;
  state.whave = 0;
  state.wnext = 0;
  return inflateResetKeep(strm);

}

function inflateReset2(strm, windowBits) {
  var wrap;
  var state;

  /* get the state */
  if (!strm || !strm.state) { return Z_STREAM_ERROR; }
  state = strm.state;

  /* extract wrap request from windowBits parameter */
  if (windowBits < 0) {
    wrap = 0;
    windowBits = -windowBits;
  }
  else {
    wrap = (windowBits >> 4) + 1;
    if (windowBits < 48) {
      windowBits &= 15;
    }
  }

  /* set number of window bits, free window if different */
  if (windowBits && (windowBits < 8 || windowBits > 15)) {
    return Z_STREAM_ERROR;
  }
  if (state.window !== null && state.wbits !== windowBits) {
    state.window = null;
  }

  /* update state and reset the rest of it */
  state.wrap = wrap;
  state.wbits = windowBits;
  return inflateReset(strm);
}

function inflateInit2(strm, windowBits) {
  var ret;
  var state;

  if (!strm) { return Z_STREAM_ERROR; }
  //strm.msg = Z_NULL;                 /* in case we return an error */

  state = new InflateState();

  //if (state === Z_NULL) return Z_MEM_ERROR;
  //Tracev((stderr, "inflate: allocated\n"));
  strm.state = state;
  state.window = null/*Z_NULL*/;
  ret = inflateReset2(strm, windowBits);
  if (ret !== Z_OK) {
    strm.state = null/*Z_NULL*/;
  }
  return ret;
}

function inflateInit(strm) {
  return inflateInit2(strm, DEF_WBITS);
}


/*
 Return state with length and distance decoding tables and index sizes set to
 fixed code decoding.  Normally this returns fixed tables from inffixed.h.
 If BUILDFIXED is defined, then instead this routine builds the tables the
 first time it's called, and returns those tables the first time and
 thereafter.  This reduces the size of the code by about 2K bytes, in
 exchange for a little execution time.  However, BUILDFIXED should not be
 used for threaded applications, since the rewriting of the tables and virgin
 may not be thread-safe.
 */
var virgin = true;

var lenfix, distfix; // We have no pointers in JS, so keep tables separate

function fixedtables(state) {
  /* build fixed huffman tables if first call (may not be thread safe) */
  if (virgin) {
    var sym;

    lenfix = new utils.Buf32(512);
    distfix = new utils.Buf32(32);

    /* literal/length table */
    sym = 0;
    while (sym < 144) { state.lens[sym++] = 8; }
    while (sym < 256) { state.lens[sym++] = 9; }
    while (sym < 280) { state.lens[sym++] = 7; }
    while (sym < 288) { state.lens[sym++] = 8; }

    inflate_table(LENS,  state.lens, 0, 288, lenfix,   0, state.work, { bits: 9 });

    /* distance table */
    sym = 0;
    while (sym < 32) { state.lens[sym++] = 5; }

    inflate_table(DISTS, state.lens, 0, 32,   distfix, 0, state.work, { bits: 5 });

    /* do this just once */
    virgin = false;
  }

  state.lencode = lenfix;
  state.lenbits = 9;
  state.distcode = distfix;
  state.distbits = 5;
}


/*
 Update the window with the last wsize (normally 32K) bytes written before
 returning.  If window does not exist yet, create it.  This is only called
 when a window is already in use, or when output has been written during this
 inflate call, but the end of the deflate stream has not been reached yet.
 It is also called to create a window for dictionary data when a dictionary
 is loaded.

 Providing output buffers larger than 32K to inflate() should provide a speed
 advantage, since only the last 32K of output is copied to the sliding window
 upon return from inflate(), and since all distances after the first 32K of
 output will fall in the output data, making match copies simpler and faster.
 The advantage may be dependent on the size of the processor's data caches.
 */
function updatewindow(strm, src, end, copy) {
  var dist;
  var state = strm.state;

  /* if it hasn't been done already, allocate space for the window */
  if (state.window === null) {
    state.wsize = 1 << state.wbits;
    state.wnext = 0;
    state.whave = 0;

    state.window = new utils.Buf8(state.wsize);
  }

  /* copy state->wsize or less output bytes into the circular window */
  if (copy >= state.wsize) {
    utils.arraySet(state.window, src, end - state.wsize, state.wsize, 0);
    state.wnext = 0;
    state.whave = state.wsize;
  }
  else {
    dist = state.wsize - state.wnext;
    if (dist > copy) {
      dist = copy;
    }
    //zmemcpy(state->window + state->wnext, end - copy, dist);
    utils.arraySet(state.window, src, end - copy, dist, state.wnext);
    copy -= dist;
    if (copy) {
      //zmemcpy(state->window, end - copy, copy);
      utils.arraySet(state.window, src, end - copy, copy, 0);
      state.wnext = copy;
      state.whave = state.wsize;
    }
    else {
      state.wnext += dist;
      if (state.wnext === state.wsize) { state.wnext = 0; }
      if (state.whave < state.wsize) { state.whave += dist; }
    }
  }
  return 0;
}

function inflate(strm, flush) {
  var state;
  var input, output;          // input/output buffers
  var next;                   /* next input INDEX */
  var put;                    /* next output INDEX */
  var have, left;             /* available input and output */
  var hold;                   /* bit buffer */
  var bits;                   /* bits in bit buffer */
  var _in, _out;              /* save starting available input and output */
  var copy;                   /* number of stored or match bytes to copy */
  var from;                   /* where to copy match bytes from */
  var from_source;
  var here = 0;               /* current decoding table entry */
  var here_bits, here_op, here_val; // paked "here" denormalized (JS specific)
  //var last;                   /* parent table entry */
  var last_bits, last_op, last_val; // paked "last" denormalized (JS specific)
  var len;                    /* length to copy for repeats, bits to drop */
  var ret;                    /* return code */
  var hbuf = new utils.Buf8(4);    /* buffer for gzip header crc calculation */
  var opts;

  var n; // temporary var for NEED_BITS

  var order = /* permutation of code lengths */
    [ 16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15 ];


  if (!strm || !strm.state || !strm.output ||
      (!strm.input && strm.avail_in !== 0)) {
    return Z_STREAM_ERROR;
  }

  state = strm.state;
  if (state.mode === TYPE) { state.mode = TYPEDO; }    /* skip check */


  //--- LOAD() ---
  put = strm.next_out;
  output = strm.output;
  left = strm.avail_out;
  next = strm.next_in;
  input = strm.input;
  have = strm.avail_in;
  hold = state.hold;
  bits = state.bits;
  //---

  _in = have;
  _out = left;
  ret = Z_OK;

  inf_leave: // goto emulation
  for (;;) {
    switch (state.mode) {
    case HEAD:
      if (state.wrap === 0) {
        state.mode = TYPEDO;
        break;
      }
      //=== NEEDBITS(16);
      while (bits < 16) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      if ((state.wrap & 2) && hold === 0x8b1f) {  /* gzip header */
        state.check = 0/*crc32(0L, Z_NULL, 0)*/;
        //=== CRC2(state.check, hold);
        hbuf[0] = hold & 0xff;
        hbuf[1] = (hold >>> 8) & 0xff;
        state.check = crc32(state.check, hbuf, 2, 0);
        //===//

        //=== INITBITS();
        hold = 0;
        bits = 0;
        //===//
        state.mode = FLAGS;
        break;
      }
      state.flags = 0;           /* expect zlib header */
      if (state.head) {
        state.head.done = false;
      }
      if (!(state.wrap & 1) ||   /* check if zlib header allowed */
        (((hold & 0xff)/*BITS(8)*/ << 8) + (hold >> 8)) % 31) {
        strm.msg = 'incorrect header check';
        state.mode = BAD;
        break;
      }
      if ((hold & 0x0f)/*BITS(4)*/ !== Z_DEFLATED) {
        strm.msg = 'unknown compression method';
        state.mode = BAD;
        break;
      }
      //--- DROPBITS(4) ---//
      hold >>>= 4;
      bits -= 4;
      //---//
      len = (hold & 0x0f)/*BITS(4)*/ + 8;
      if (state.wbits === 0) {
        state.wbits = len;
      }
      else if (len > state.wbits) {
        strm.msg = 'invalid window size';
        state.mode = BAD;
        break;
      }
      state.dmax = 1 << len;
      //Tracev((stderr, "inflate:   zlib header ok\n"));
      strm.adler = state.check = 1/*adler32(0L, Z_NULL, 0)*/;
      state.mode = hold & 0x200 ? DICTID : TYPE;
      //=== INITBITS();
      hold = 0;
      bits = 0;
      //===//
      break;
    case FLAGS:
      //=== NEEDBITS(16); */
      while (bits < 16) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      state.flags = hold;
      if ((state.flags & 0xff) !== Z_DEFLATED) {
        strm.msg = 'unknown compression method';
        state.mode = BAD;
        break;
      }
      if (state.flags & 0xe000) {
        strm.msg = 'unknown header flags set';
        state.mode = BAD;
        break;
      }
      if (state.head) {
        state.head.text = ((hold >> 8) & 1);
      }
      if (state.flags & 0x0200) {
        //=== CRC2(state.check, hold);
        hbuf[0] = hold & 0xff;
        hbuf[1] = (hold >>> 8) & 0xff;
        state.check = crc32(state.check, hbuf, 2, 0);
        //===//
      }
      //=== INITBITS();
      hold = 0;
      bits = 0;
      //===//
      state.mode = TIME;
      /* falls through */
    case TIME:
      //=== NEEDBITS(32); */
      while (bits < 32) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      if (state.head) {
        state.head.time = hold;
      }
      if (state.flags & 0x0200) {
        //=== CRC4(state.check, hold)
        hbuf[0] = hold & 0xff;
        hbuf[1] = (hold >>> 8) & 0xff;
        hbuf[2] = (hold >>> 16) & 0xff;
        hbuf[3] = (hold >>> 24) & 0xff;
        state.check = crc32(state.check, hbuf, 4, 0);
        //===
      }
      //=== INITBITS();
      hold = 0;
      bits = 0;
      //===//
      state.mode = OS;
      /* falls through */
    case OS:
      //=== NEEDBITS(16); */
      while (bits < 16) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      if (state.head) {
        state.head.xflags = (hold & 0xff);
        state.head.os = (hold >> 8);
      }
      if (state.flags & 0x0200) {
        //=== CRC2(state.check, hold);
        hbuf[0] = hold & 0xff;
        hbuf[1] = (hold >>> 8) & 0xff;
        state.check = crc32(state.check, hbuf, 2, 0);
        //===//
      }
      //=== INITBITS();
      hold = 0;
      bits = 0;
      //===//
      state.mode = EXLEN;
      /* falls through */
    case EXLEN:
      if (state.flags & 0x0400) {
        //=== NEEDBITS(16); */
        while (bits < 16) {
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
        }
        //===//
        state.length = hold;
        if (state.head) {
          state.head.extra_len = hold;
        }
        if (state.flags & 0x0200) {
          //=== CRC2(state.check, hold);
          hbuf[0] = hold & 0xff;
          hbuf[1] = (hold >>> 8) & 0xff;
          state.check = crc32(state.check, hbuf, 2, 0);
          //===//
        }
        //=== INITBITS();
        hold = 0;
        bits = 0;
        //===//
      }
      else if (state.head) {
        state.head.extra = null/*Z_NULL*/;
      }
      state.mode = EXTRA;
      /* falls through */
    case EXTRA:
      if (state.flags & 0x0400) {
        copy = state.length;
        if (copy > have) { copy = have; }
        if (copy) {
          if (state.head) {
            len = state.head.extra_len - state.length;
            if (!state.head.extra) {
              // Use untyped array for more conveniend processing later
              state.head.extra = new Array(state.head.extra_len);
            }
            utils.arraySet(
              state.head.extra,
              input,
              next,
              // extra field is limited to 65536 bytes
              // - no need for additional size check
              copy,
              /*len + copy > state.head.extra_max - len ? state.head.extra_max : copy,*/
              len
            );
            //zmemcpy(state.head.extra + len, next,
            //        len + copy > state.head.extra_max ?
            //        state.head.extra_max - len : copy);
          }
          if (state.flags & 0x0200) {
            state.check = crc32(state.check, input, copy, next);
          }
          have -= copy;
          next += copy;
          state.length -= copy;
        }
        if (state.length) { break inf_leave; }
      }
      state.length = 0;
      state.mode = NAME;
      /* falls through */
    case NAME:
      if (state.flags & 0x0800) {
        if (have === 0) { break inf_leave; }
        copy = 0;
        do {
          // TODO: 2 or 1 bytes?
          len = input[next + copy++];
          /* use constant limit because in js we should not preallocate memory */
          if (state.head && len &&
              (state.length < 65536 /*state.head.name_max*/)) {
            state.head.name += String.fromCharCode(len);
          }
        } while (len && copy < have);

        if (state.flags & 0x0200) {
          state.check = crc32(state.check, input, copy, next);
        }
        have -= copy;
        next += copy;
        if (len) { break inf_leave; }
      }
      else if (state.head) {
        state.head.name = null;
      }
      state.length = 0;
      state.mode = COMMENT;
      /* falls through */
    case COMMENT:
      if (state.flags & 0x1000) {
        if (have === 0) { break inf_leave; }
        copy = 0;
        do {
          len = input[next + copy++];
          /* use constant limit because in js we should not preallocate memory */
          if (state.head && len &&
              (state.length < 65536 /*state.head.comm_max*/)) {
            state.head.comment += String.fromCharCode(len);
          }
        } while (len && copy < have);
        if (state.flags & 0x0200) {
          state.check = crc32(state.check, input, copy, next);
        }
        have -= copy;
        next += copy;
        if (len) { break inf_leave; }
      }
      else if (state.head) {
        state.head.comment = null;
      }
      state.mode = HCRC;
      /* falls through */
    case HCRC:
      if (state.flags & 0x0200) {
        //=== NEEDBITS(16); */
        while (bits < 16) {
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
        }
        //===//
        if (hold !== (state.check & 0xffff)) {
          strm.msg = 'header crc mismatch';
          state.mode = BAD;
          break;
        }
        //=== INITBITS();
        hold = 0;
        bits = 0;
        //===//
      }
      if (state.head) {
        state.head.hcrc = ((state.flags >> 9) & 1);
        state.head.done = true;
      }
      strm.adler = state.check = 0;
      state.mode = TYPE;
      break;
    case DICTID:
      //=== NEEDBITS(32); */
      while (bits < 32) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      strm.adler = state.check = zswap32(hold);
      //=== INITBITS();
      hold = 0;
      bits = 0;
      //===//
      state.mode = DICT;
      /* falls through */
    case DICT:
      if (state.havedict === 0) {
        //--- RESTORE() ---
        strm.next_out = put;
        strm.avail_out = left;
        strm.next_in = next;
        strm.avail_in = have;
        state.hold = hold;
        state.bits = bits;
        //---
        return Z_NEED_DICT;
      }
      strm.adler = state.check = 1/*adler32(0L, Z_NULL, 0)*/;
      state.mode = TYPE;
      /* falls through */
    case TYPE:
      if (flush === Z_BLOCK || flush === Z_TREES) { break inf_leave; }
      /* falls through */
    case TYPEDO:
      if (state.last) {
        //--- BYTEBITS() ---//
        hold >>>= bits & 7;
        bits -= bits & 7;
        //---//
        state.mode = CHECK;
        break;
      }
      //=== NEEDBITS(3); */
      while (bits < 3) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      state.last = (hold & 0x01)/*BITS(1)*/;
      //--- DROPBITS(1) ---//
      hold >>>= 1;
      bits -= 1;
      //---//

      switch ((hold & 0x03)/*BITS(2)*/) {
      case 0:                             /* stored block */
        //Tracev((stderr, "inflate:     stored block%s\n",
        //        state.last ? " (last)" : ""));
        state.mode = STORED;
        break;
      case 1:                             /* fixed block */
        fixedtables(state);
        //Tracev((stderr, "inflate:     fixed codes block%s\n",
        //        state.last ? " (last)" : ""));
        state.mode = LEN_;             /* decode codes */
        if (flush === Z_TREES) {
          //--- DROPBITS(2) ---//
          hold >>>= 2;
          bits -= 2;
          //---//
          break inf_leave;
        }
        break;
      case 2:                             /* dynamic block */
        //Tracev((stderr, "inflate:     dynamic codes block%s\n",
        //        state.last ? " (last)" : ""));
        state.mode = TABLE;
        break;
      case 3:
        strm.msg = 'invalid block type';
        state.mode = BAD;
      }
      //--- DROPBITS(2) ---//
      hold >>>= 2;
      bits -= 2;
      //---//
      break;
    case STORED:
      //--- BYTEBITS() ---// /* go to byte boundary */
      hold >>>= bits & 7;
      bits -= bits & 7;
      //---//
      //=== NEEDBITS(32); */
      while (bits < 32) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      if ((hold & 0xffff) !== ((hold >>> 16) ^ 0xffff)) {
        strm.msg = 'invalid stored block lengths';
        state.mode = BAD;
        break;
      }
      state.length = hold & 0xffff;
      //Tracev((stderr, "inflate:       stored length %u\n",
      //        state.length));
      //=== INITBITS();
      hold = 0;
      bits = 0;
      //===//
      state.mode = COPY_;
      if (flush === Z_TREES) { break inf_leave; }
      /* falls through */
    case COPY_:
      state.mode = COPY;
      /* falls through */
    case COPY:
      copy = state.length;
      if (copy) {
        if (copy > have) { copy = have; }
        if (copy > left) { copy = left; }
        if (copy === 0) { break inf_leave; }
        //--- zmemcpy(put, next, copy); ---
        utils.arraySet(output, input, next, copy, put);
        //---//
        have -= copy;
        next += copy;
        left -= copy;
        put += copy;
        state.length -= copy;
        break;
      }
      //Tracev((stderr, "inflate:       stored end\n"));
      state.mode = TYPE;
      break;
    case TABLE:
      //=== NEEDBITS(14); */
      while (bits < 14) {
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
      }
      //===//
      state.nlen = (hold & 0x1f)/*BITS(5)*/ + 257;
      //--- DROPBITS(5) ---//
      hold >>>= 5;
      bits -= 5;
      //---//
      state.ndist = (hold & 0x1f)/*BITS(5)*/ + 1;
      //--- DROPBITS(5) ---//
      hold >>>= 5;
      bits -= 5;
      //---//
      state.ncode = (hold & 0x0f)/*BITS(4)*/ + 4;
      //--- DROPBITS(4) ---//
      hold >>>= 4;
      bits -= 4;
      //---//
//#ifndef PKZIP_BUG_WORKAROUND
      if (state.nlen > 286 || state.ndist > 30) {
        strm.msg = 'too many length or distance symbols';
        state.mode = BAD;
        break;
      }
//#endif
      //Tracev((stderr, "inflate:       table sizes ok\n"));
      state.have = 0;
      state.mode = LENLENS;
      /* falls through */
    case LENLENS:
      while (state.have < state.ncode) {
        //=== NEEDBITS(3);
        while (bits < 3) {
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
        }
        //===//
        state.lens[order[state.have++]] = (hold & 0x07);//BITS(3);
        //--- DROPBITS(3) ---//
        hold >>>= 3;
        bits -= 3;
        //---//
      }
      while (state.have < 19) {
        state.lens[order[state.have++]] = 0;
      }
      // We have separate tables & no pointers. 2 commented lines below not needed.
      //state.next = state.codes;
      //state.lencode = state.next;
      // Switch to use dynamic table
      state.lencode = state.lendyn;
      state.lenbits = 7;

      opts = { bits: state.lenbits };
      ret = inflate_table(CODES, state.lens, 0, 19, state.lencode, 0, state.work, opts);
      state.lenbits = opts.bits;

      if (ret) {
        strm.msg = 'invalid code lengths set';
        state.mode = BAD;
        break;
      }
      //Tracev((stderr, "inflate:       code lengths ok\n"));
      state.have = 0;
      state.mode = CODELENS;
      /* falls through */
    case CODELENS:
      while (state.have < state.nlen + state.ndist) {
        for (;;) {
          here = state.lencode[hold & ((1 << state.lenbits) - 1)];/*BITS(state.lenbits)*/
          here_bits = here >>> 24;
          here_op = (here >>> 16) & 0xff;
          here_val = here & 0xffff;

          if ((here_bits) <= bits) { break; }
          //--- PULLBYTE() ---//
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
          //---//
        }
        if (here_val < 16) {
          //--- DROPBITS(here.bits) ---//
          hold >>>= here_bits;
          bits -= here_bits;
          //---//
          state.lens[state.have++] = here_val;
        }
        else {
          if (here_val === 16) {
            //=== NEEDBITS(here.bits + 2);
            n = here_bits + 2;
            while (bits < n) {
              if (have === 0) { break inf_leave; }
              have--;
              hold += input[next++] << bits;
              bits += 8;
            }
            //===//
            //--- DROPBITS(here.bits) ---//
            hold >>>= here_bits;
            bits -= here_bits;
            //---//
            if (state.have === 0) {
              strm.msg = 'invalid bit length repeat';
              state.mode = BAD;
              break;
            }
            len = state.lens[state.have - 1];
            copy = 3 + (hold & 0x03);//BITS(2);
            //--- DROPBITS(2) ---//
            hold >>>= 2;
            bits -= 2;
            //---//
          }
          else if (here_val === 17) {
            //=== NEEDBITS(here.bits + 3);
            n = here_bits + 3;
            while (bits < n) {
              if (have === 0) { break inf_leave; }
              have--;
              hold += input[next++] << bits;
              bits += 8;
            }
            //===//
            //--- DROPBITS(here.bits) ---//
            hold >>>= here_bits;
            bits -= here_bits;
            //---//
            len = 0;
            copy = 3 + (hold & 0x07);//BITS(3);
            //--- DROPBITS(3) ---//
            hold >>>= 3;
            bits -= 3;
            //---//
          }
          else {
            //=== NEEDBITS(here.bits + 7);
            n = here_bits + 7;
            while (bits < n) {
              if (have === 0) { break inf_leave; }
              have--;
              hold += input[next++] << bits;
              bits += 8;
            }
            //===//
            //--- DROPBITS(here.bits) ---//
            hold >>>= here_bits;
            bits -= here_bits;
            //---//
            len = 0;
            copy = 11 + (hold & 0x7f);//BITS(7);
            //--- DROPBITS(7) ---//
            hold >>>= 7;
            bits -= 7;
            //---//
          }
          if (state.have + copy > state.nlen + state.ndist) {
            strm.msg = 'invalid bit length repeat';
            state.mode = BAD;
            break;
          }
          while (copy--) {
            state.lens[state.have++] = len;
          }
        }
      }

      /* handle error breaks in while */
      if (state.mode === BAD) { break; }

      /* check for end-of-block code (better have one) */
      if (state.lens[256] === 0) {
        strm.msg = 'invalid code -- missing end-of-block';
        state.mode = BAD;
        break;
      }

      /* build code tables -- note: do not change the lenbits or distbits
         values here (9 and 6) without reading the comments in inftrees.h
         concerning the ENOUGH constants, which depend on those values */
      state.lenbits = 9;

      opts = { bits: state.lenbits };
      ret = inflate_table(LENS, state.lens, 0, state.nlen, state.lencode, 0, state.work, opts);
      // We have separate tables & no pointers. 2 commented lines below not needed.
      // state.next_index = opts.table_index;
      state.lenbits = opts.bits;
      // state.lencode = state.next;

      if (ret) {
        strm.msg = 'invalid literal/lengths set';
        state.mode = BAD;
        break;
      }

      state.distbits = 6;
      //state.distcode.copy(state.codes);
      // Switch to use dynamic table
      state.distcode = state.distdyn;
      opts = { bits: state.distbits };
      ret = inflate_table(DISTS, state.lens, state.nlen, state.ndist, state.distcode, 0, state.work, opts);
      // We have separate tables & no pointers. 2 commented lines below not needed.
      // state.next_index = opts.table_index;
      state.distbits = opts.bits;
      // state.distcode = state.next;

      if (ret) {
        strm.msg = 'invalid distances set';
        state.mode = BAD;
        break;
      }
      //Tracev((stderr, 'inflate:       codes ok\n'));
      state.mode = LEN_;
      if (flush === Z_TREES) { break inf_leave; }
      /* falls through */
    case LEN_:
      state.mode = LEN;
      /* falls through */
    case LEN:
      if (have >= 6 && left >= 258) {
        //--- RESTORE() ---
        strm.next_out = put;
        strm.avail_out = left;
        strm.next_in = next;
        strm.avail_in = have;
        state.hold = hold;
        state.bits = bits;
        //---
        inflate_fast(strm, _out);
        //--- LOAD() ---
        put = strm.next_out;
        output = strm.output;
        left = strm.avail_out;
        next = strm.next_in;
        input = strm.input;
        have = strm.avail_in;
        hold = state.hold;
        bits = state.bits;
        //---

        if (state.mode === TYPE) {
          state.back = -1;
        }
        break;
      }
      state.back = 0;
      for (;;) {
        here = state.lencode[hold & ((1 << state.lenbits) - 1)];  /*BITS(state.lenbits)*/
        here_bits = here >>> 24;
        here_op = (here >>> 16) & 0xff;
        here_val = here & 0xffff;

        if (here_bits <= bits) { break; }
        //--- PULLBYTE() ---//
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
        //---//
      }
      if (here_op && (here_op & 0xf0) === 0) {
        last_bits = here_bits;
        last_op = here_op;
        last_val = here_val;
        for (;;) {
          here = state.lencode[last_val +
                  ((hold & ((1 << (last_bits + last_op)) - 1))/*BITS(last.bits + last.op)*/ >> last_bits)];
          here_bits = here >>> 24;
          here_op = (here >>> 16) & 0xff;
          here_val = here & 0xffff;

          if ((last_bits + here_bits) <= bits) { break; }
          //--- PULLBYTE() ---//
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
          //---//
        }
        //--- DROPBITS(last.bits) ---//
        hold >>>= last_bits;
        bits -= last_bits;
        //---//
        state.back += last_bits;
      }
      //--- DROPBITS(here.bits) ---//
      hold >>>= here_bits;
      bits -= here_bits;
      //---//
      state.back += here_bits;
      state.length = here_val;
      if (here_op === 0) {
        //Tracevv((stderr, here.val >= 0x20 && here.val < 0x7f ?
        //        "inflate:         literal '%c'\n" :
        //        "inflate:         literal 0x%02x\n", here.val));
        state.mode = LIT;
        break;
      }
      if (here_op & 32) {
        //Tracevv((stderr, "inflate:         end of block\n"));
        state.back = -1;
        state.mode = TYPE;
        break;
      }
      if (here_op & 64) {
        strm.msg = 'invalid literal/length code';
        state.mode = BAD;
        break;
      }
      state.extra = here_op & 15;
      state.mode = LENEXT;
      /* falls through */
    case LENEXT:
      if (state.extra) {
        //=== NEEDBITS(state.extra);
        n = state.extra;
        while (bits < n) {
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
        }
        //===//
        state.length += hold & ((1 << state.extra) - 1)/*BITS(state.extra)*/;
        //--- DROPBITS(state.extra) ---//
        hold >>>= state.extra;
        bits -= state.extra;
        //---//
        state.back += state.extra;
      }
      //Tracevv((stderr, "inflate:         length %u\n", state.length));
      state.was = state.length;
      state.mode = DIST;
      /* falls through */
    case DIST:
      for (;;) {
        here = state.distcode[hold & ((1 << state.distbits) - 1)];/*BITS(state.distbits)*/
        here_bits = here >>> 24;
        here_op = (here >>> 16) & 0xff;
        here_val = here & 0xffff;

        if ((here_bits) <= bits) { break; }
        //--- PULLBYTE() ---//
        if (have === 0) { break inf_leave; }
        have--;
        hold += input[next++] << bits;
        bits += 8;
        //---//
      }
      if ((here_op & 0xf0) === 0) {
        last_bits = here_bits;
        last_op = here_op;
        last_val = here_val;
        for (;;) {
          here = state.distcode[last_val +
                  ((hold & ((1 << (last_bits + last_op)) - 1))/*BITS(last.bits + last.op)*/ >> last_bits)];
          here_bits = here >>> 24;
          here_op = (here >>> 16) & 0xff;
          here_val = here & 0xffff;

          if ((last_bits + here_bits) <= bits) { break; }
          //--- PULLBYTE() ---//
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
          //---//
        }
        //--- DROPBITS(last.bits) ---//
        hold >>>= last_bits;
        bits -= last_bits;
        //---//
        state.back += last_bits;
      }
      //--- DROPBITS(here.bits) ---//
      hold >>>= here_bits;
      bits -= here_bits;
      //---//
      state.back += here_bits;
      if (here_op & 64) {
        strm.msg = 'invalid distance code';
        state.mode = BAD;
        break;
      }
      state.offset = here_val;
      state.extra = (here_op) & 15;
      state.mode = DISTEXT;
      /* falls through */
    case DISTEXT:
      if (state.extra) {
        //=== NEEDBITS(state.extra);
        n = state.extra;
        while (bits < n) {
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
        }
        //===//
        state.offset += hold & ((1 << state.extra) - 1)/*BITS(state.extra)*/;
        //--- DROPBITS(state.extra) ---//
        hold >>>= state.extra;
        bits -= state.extra;
        //---//
        state.back += state.extra;
      }
//#ifdef INFLATE_STRICT
      if (state.offset > state.dmax) {
        strm.msg = 'invalid distance too far back';
        state.mode = BAD;
        break;
      }
//#endif
      //Tracevv((stderr, "inflate:         distance %u\n", state.offset));
      state.mode = MATCH;
      /* falls through */
    case MATCH:
      if (left === 0) { break inf_leave; }
      copy = _out - left;
      if (state.offset > copy) {         /* copy from window */
        copy = state.offset - copy;
        if (copy > state.whave) {
          if (state.sane) {
            strm.msg = 'invalid distance too far back';
            state.mode = BAD;
            break;
          }
// (!) This block is disabled in zlib defailts,
// don't enable it for binary compatibility
//#ifdef INFLATE_ALLOW_INVALID_DISTANCE_TOOFAR_ARRR
//          Trace((stderr, "inflate.c too far\n"));
//          copy -= state.whave;
//          if (copy > state.length) { copy = state.length; }
//          if (copy > left) { copy = left; }
//          left -= copy;
//          state.length -= copy;
//          do {
//            output[put++] = 0;
//          } while (--copy);
//          if (state.length === 0) { state.mode = LEN; }
//          break;
//#endif
        }
        if (copy > state.wnext) {
          copy -= state.wnext;
          from = state.wsize - copy;
        }
        else {
          from = state.wnext - copy;
        }
        if (copy > state.length) { copy = state.length; }
        from_source = state.window;
      }
      else {                              /* copy from output */
        from_source = output;
        from = put - state.offset;
        copy = state.length;
      }
      if (copy > left) { copy = left; }
      left -= copy;
      state.length -= copy;
      do {
        output[put++] = from_source[from++];
      } while (--copy);
      if (state.length === 0) { state.mode = LEN; }
      break;
    case LIT:
      if (left === 0) { break inf_leave; }
      output[put++] = state.length;
      left--;
      state.mode = LEN;
      break;
    case CHECK:
      if (state.wrap) {
        //=== NEEDBITS(32);
        while (bits < 32) {
          if (have === 0) { break inf_leave; }
          have--;
          // Use '|' insdead of '+' to make sure that result is signed
          hold |= input[next++] << bits;
          bits += 8;
        }
        //===//
        _out -= left;
        strm.total_out += _out;
        state.total += _out;
        if (_out) {
          strm.adler = state.check =
              /*UPDATE(state.check, put - _out, _out);*/
              (state.flags ? crc32(state.check, output, _out, put - _out) : adler32(state.check, output, _out, put - _out));

        }
        _out = left;
        // NB: crc32 stored as signed 32-bit int, zswap32 returns signed too
        if ((state.flags ? hold : zswap32(hold)) !== state.check) {
          strm.msg = 'incorrect data check';
          state.mode = BAD;
          break;
        }
        //=== INITBITS();
        hold = 0;
        bits = 0;
        //===//
        //Tracev((stderr, "inflate:   check matches trailer\n"));
      }
      state.mode = LENGTH;
      /* falls through */
    case LENGTH:
      if (state.wrap && state.flags) {
        //=== NEEDBITS(32);
        while (bits < 32) {
          if (have === 0) { break inf_leave; }
          have--;
          hold += input[next++] << bits;
          bits += 8;
        }
        //===//
        if (hold !== (state.total & 0xffffffff)) {
          strm.msg = 'incorrect length check';
          state.mode = BAD;
          break;
        }
        //=== INITBITS();
        hold = 0;
        bits = 0;
        //===//
        //Tracev((stderr, "inflate:   length matches trailer\n"));
      }
      state.mode = DONE;
      /* falls through */
    case DONE:
      ret = Z_STREAM_END;
      break inf_leave;
    case BAD:
      ret = Z_DATA_ERROR;
      break inf_leave;
    case MEM:
      return Z_MEM_ERROR;
    case SYNC:
      /* falls through */
    default:
      return Z_STREAM_ERROR;
    }
  }

  // inf_leave <- here is real place for "goto inf_leave", emulated via "break inf_leave"

  /*
     Return from inflate(), updating the total counts and the check value.
     If there was no progress during the inflate() call, return a buffer
     error.  Call updatewindow() to create and/or update the window state.
     Note: a memory error from inflate() is non-recoverable.
   */

  //--- RESTORE() ---
  strm.next_out = put;
  strm.avail_out = left;
  strm.next_in = next;
  strm.avail_in = have;
  state.hold = hold;
  state.bits = bits;
  //---

  if (state.wsize || (_out !== strm.avail_out && state.mode < BAD &&
                      (state.mode < CHECK || flush !== Z_FINISH))) {
    if (updatewindow(strm, strm.output, strm.next_out, _out - strm.avail_out)) {
      state.mode = MEM;
      return Z_MEM_ERROR;
    }
  }
  _in -= strm.avail_in;
  _out -= strm.avail_out;
  strm.total_in += _in;
  strm.total_out += _out;
  state.total += _out;
  if (state.wrap && _out) {
    strm.adler = state.check = /*UPDATE(state.check, strm.next_out - _out, _out);*/
      (state.flags ? crc32(state.check, output, _out, strm.next_out - _out) : adler32(state.check, output, _out, strm.next_out - _out));
  }
  strm.data_type = state.bits + (state.last ? 64 : 0) +
                    (state.mode === TYPE ? 128 : 0) +
                    (state.mode === LEN_ || state.mode === COPY_ ? 256 : 0);
  if (((_in === 0 && _out === 0) || flush === Z_FINISH) && ret === Z_OK) {
    ret = Z_BUF_ERROR;
  }
  return ret;
}

function inflateEnd(strm) {

  if (!strm || !strm.state /*|| strm->zfree == (free_func)0*/) {
    return Z_STREAM_ERROR;
  }

  var state = strm.state;
  if (state.window) {
    state.window = null;
  }
  strm.state = null;
  return Z_OK;
}

function inflateGetHeader(strm, head) {
  var state;

  /* check state */
  if (!strm || !strm.state) { return Z_STREAM_ERROR; }
  state = strm.state;
  if ((state.wrap & 2) === 0) { return Z_STREAM_ERROR; }

  /* save header structure */
  state.head = head;
  head.done = false;
  return Z_OK;
}

function inflateSetDictionary(strm, dictionary) {
  var dictLength = dictionary.length;

  var state;
  var dictid;
  var ret;

  /* check state */
  if (!strm /* == Z_NULL */ || !strm.state /* == Z_NULL */) { return Z_STREAM_ERROR; }
  state = strm.state;

  if (state.wrap !== 0 && state.mode !== DICT) {
    return Z_STREAM_ERROR;
  }

  /* check for correct dictionary identifier */
  if (state.mode === DICT) {
    dictid = 1; /* adler32(0, null, 0)*/
    /* dictid = adler32(dictid, dictionary, dictLength); */
    dictid = adler32(dictid, dictionary, dictLength, 0);
    if (dictid !== state.check) {
      return Z_DATA_ERROR;
    }
  }
  /* copy dictionary to window using updatewindow(), which will amend the
   existing dictionary if appropriate */
  ret = updatewindow(strm, dictionary, dictLength, dictLength);
  if (ret) {
    state.mode = MEM;
    return Z_MEM_ERROR;
  }
  state.havedict = 1;
  // Tracev((stderr, "inflate:   dictionary set\n"));
  return Z_OK;
}

exports.inflateReset = inflateReset;
exports.inflateReset2 = inflateReset2;
exports.inflateResetKeep = inflateResetKeep;
exports.inflateInit = inflateInit;
exports.inflateInit2 = inflateInit2;
exports.inflate = inflate;
exports.inflateEnd = inflateEnd;
exports.inflateGetHeader = inflateGetHeader;
exports.inflateSetDictionary = inflateSetDictionary;
exports.inflateInfo = 'pako inflate (from Nodeca project)';

/* Not implemented
exports.inflateCopy = inflateCopy;
exports.inflateGetDictionary = inflateGetDictionary;
exports.inflateMark = inflateMark;
exports.inflatePrime = inflatePrime;
exports.inflateSync = inflateSync;
exports.inflateSyncPoint = inflateSyncPoint;
exports.inflateUndermine = inflateUndermine;
*/

},{"../utils/common":52,"./adler32":53,"./crc32":55,"./inffast":57,"./inftrees":59}],59:[function(require,module,exports){
'use strict';


var utils = require('../utils/common');

var MAXBITS = 15;
var ENOUGH_LENS = 852;
var ENOUGH_DISTS = 592;
//var ENOUGH = (ENOUGH_LENS+ENOUGH_DISTS);

var CODES = 0;
var LENS = 1;
var DISTS = 2;

var lbase = [ /* Length codes 257..285 base */
  3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31,
  35, 43, 51, 59, 67, 83, 99, 115, 131, 163, 195, 227, 258, 0, 0
];

var lext = [ /* Length codes 257..285 extra */
  16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18,
  19, 19, 19, 19, 20, 20, 20, 20, 21, 21, 21, 21, 16, 72, 78
];

var dbase = [ /* Distance codes 0..29 base */
  1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193,
  257, 385, 513, 769, 1025, 1537, 2049, 3073, 4097, 6145,
  8193, 12289, 16385, 24577, 0, 0
];

var dext = [ /* Distance codes 0..29 extra */
  16, 16, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22,
  23, 23, 24, 24, 25, 25, 26, 26, 27, 27,
  28, 28, 29, 29, 64, 64
];

module.exports = function inflate_table(type, lens, lens_index, codes, table, table_index, work, opts)
{
  var bits = opts.bits;
      //here = opts.here; /* table entry for duplication */

  var len = 0;               /* a code's length in bits */
  var sym = 0;               /* index of code symbols */
  var min = 0, max = 0;          /* minimum and maximum code lengths */
  var root = 0;              /* number of index bits for root table */
  var curr = 0;              /* number of index bits for current table */
  var drop = 0;              /* code bits to drop for sub-table */
  var left = 0;                   /* number of prefix codes available */
  var used = 0;              /* code entries in table used */
  var huff = 0;              /* Huffman code */
  var incr;              /* for incrementing code, index */
  var fill;              /* index for replicating entries */
  var low;               /* low bits for current root entry */
  var mask;              /* mask for low root bits */
  var next;             /* next available space in table */
  var base = null;     /* base value table to use */
  var base_index = 0;
//  var shoextra;    /* extra bits table to use */
  var end;                    /* use base and extra for symbol > end */
  var count = new utils.Buf16(MAXBITS + 1); //[MAXBITS+1];    /* number of codes of each length */
  var offs = new utils.Buf16(MAXBITS + 1); //[MAXBITS+1];     /* offsets in table for each length */
  var extra = null;
  var extra_index = 0;

  var here_bits, here_op, here_val;

  /*
   Process a set of code lengths to create a canonical Huffman code.  The
   code lengths are lens[0..codes-1].  Each length corresponds to the
   symbols 0..codes-1.  The Huffman code is generated by first sorting the
   symbols by length from short to long, and retaining the symbol order
   for codes with equal lengths.  Then the code starts with all zero bits
   for the first code of the shortest length, and the codes are integer
   increments for the same length, and zeros are appended as the length
   increases.  For the deflate format, these bits are stored backwards
   from their more natural integer increment ordering, and so when the
   decoding tables are built in the large loop below, the integer codes
   are incremented backwards.

   This routine assumes, but does not check, that all of the entries in
   lens[] are in the range 0..MAXBITS.  The caller must assure this.
   1..MAXBITS is interpreted as that code length.  zero means that that
   symbol does not occur in this code.

   The codes are sorted by computing a count of codes for each length,
   creating from that a table of starting indices for each length in the
   sorted table, and then entering the symbols in order in the sorted
   table.  The sorted table is work[], with that space being provided by
   the caller.

   The length counts are used for other purposes as well, i.e. finding
   the minimum and maximum length codes, determining if there are any
   codes at all, checking for a valid set of lengths, and looking ahead
   at length counts to determine sub-table sizes when building the
   decoding tables.
   */

  /* accumulate lengths for codes (assumes lens[] all in 0..MAXBITS) */
  for (len = 0; len <= MAXBITS; len++) {
    count[len] = 0;
  }
  for (sym = 0; sym < codes; sym++) {
    count[lens[lens_index + sym]]++;
  }

  /* bound code lengths, force root to be within code lengths */
  root = bits;
  for (max = MAXBITS; max >= 1; max--) {
    if (count[max] !== 0) { break; }
  }
  if (root > max) {
    root = max;
  }
  if (max === 0) {                     /* no symbols to code at all */
    //table.op[opts.table_index] = 64;  //here.op = (var char)64;    /* invalid code marker */
    //table.bits[opts.table_index] = 1;   //here.bits = (var char)1;
    //table.val[opts.table_index++] = 0;   //here.val = (var short)0;
    table[table_index++] = (1 << 24) | (64 << 16) | 0;


    //table.op[opts.table_index] = 64;
    //table.bits[opts.table_index] = 1;
    //table.val[opts.table_index++] = 0;
    table[table_index++] = (1 << 24) | (64 << 16) | 0;

    opts.bits = 1;
    return 0;     /* no symbols, but wait for decoding to report error */
  }
  for (min = 1; min < max; min++) {
    if (count[min] !== 0) { break; }
  }
  if (root < min) {
    root = min;
  }

  /* check for an over-subscribed or incomplete set of lengths */
  left = 1;
  for (len = 1; len <= MAXBITS; len++) {
    left <<= 1;
    left -= count[len];
    if (left < 0) {
      return -1;
    }        /* over-subscribed */
  }
  if (left > 0 && (type === CODES || max !== 1)) {
    return -1;                      /* incomplete set */
  }

  /* generate offsets into symbol table for each length for sorting */
  offs[1] = 0;
  for (len = 1; len < MAXBITS; len++) {
    offs[len + 1] = offs[len] + count[len];
  }

  /* sort symbols by length, by symbol order within each length */
  for (sym = 0; sym < codes; sym++) {
    if (lens[lens_index + sym] !== 0) {
      work[offs[lens[lens_index + sym]]++] = sym;
    }
  }

  /*
   Create and fill in decoding tables.  In this loop, the table being
   filled is at next and has curr index bits.  The code being used is huff
   with length len.  That code is converted to an index by dropping drop
   bits off of the bottom.  For codes where len is less than drop + curr,
   those top drop + curr - len bits are incremented through all values to
   fill the table with replicated entries.

   root is the number of index bits for the root table.  When len exceeds
   root, sub-tables are created pointed to by the root entry with an index
   of the low root bits of huff.  This is saved in low to check for when a
   new sub-table should be started.  drop is zero when the root table is
   being filled, and drop is root when sub-tables are being filled.

   When a new sub-table is needed, it is necessary to look ahead in the
   code lengths to determine what size sub-table is needed.  The length
   counts are used for this, and so count[] is decremented as codes are
   entered in the tables.

   used keeps track of how many table entries have been allocated from the
   provided *table space.  It is checked for LENS and DIST tables against
   the constants ENOUGH_LENS and ENOUGH_DISTS to guard against changes in
   the initial root table size constants.  See the comments in inftrees.h
   for more information.

   sym increments through all symbols, and the loop terminates when
   all codes of length max, i.e. all codes, have been processed.  This
   routine permits incomplete codes, so another loop after this one fills
   in the rest of the decoding tables with invalid code markers.
   */

  /* set up for code type */
  // poor man optimization - use if-else instead of switch,
  // to avoid deopts in old v8
  if (type === CODES) {
    base = extra = work;    /* dummy value--not used */
    end = 19;

  } else if (type === LENS) {
    base = lbase;
    base_index -= 257;
    extra = lext;
    extra_index -= 257;
    end = 256;

  } else {                    /* DISTS */
    base = dbase;
    extra = dext;
    end = -1;
  }

  /* initialize opts for loop */
  huff = 0;                   /* starting code */
  sym = 0;                    /* starting code symbol */
  len = min;                  /* starting code length */
  next = table_index;              /* current table to fill in */
  curr = root;                /* current table index bits */
  drop = 0;                   /* current bits to drop from code for index */
  low = -1;                   /* trigger new sub-table when len > root */
  used = 1 << root;          /* use root table entries */
  mask = used - 1;            /* mask for comparing low */

  /* check available table space */
  if ((type === LENS && used > ENOUGH_LENS) ||
    (type === DISTS && used > ENOUGH_DISTS)) {
    return 1;
  }

  var i = 0;
  /* process all codes and make table entries */
  for (;;) {
    i++;
    /* create table entry */
    here_bits = len - drop;
    if (work[sym] < end) {
      here_op = 0;
      here_val = work[sym];
    }
    else if (work[sym] > end) {
      here_op = extra[extra_index + work[sym]];
      here_val = base[base_index + work[sym]];
    }
    else {
      here_op = 32 + 64;         /* end of block */
      here_val = 0;
    }

    /* replicate for those indices with low len bits equal to huff */
    incr = 1 << (len - drop);
    fill = 1 << curr;
    min = fill;                 /* save offset to next table */
    do {
      fill -= incr;
      table[next + (huff >> drop) + fill] = (here_bits << 24) | (here_op << 16) | here_val |0;
    } while (fill !== 0);

    /* backwards increment the len-bit code huff */
    incr = 1 << (len - 1);
    while (huff & incr) {
      incr >>= 1;
    }
    if (incr !== 0) {
      huff &= incr - 1;
      huff += incr;
    } else {
      huff = 0;
    }

    /* go to next symbol, update count, len */
    sym++;
    if (--count[len] === 0) {
      if (len === max) { break; }
      len = lens[lens_index + work[sym]];
    }

    /* create new sub-table if needed */
    if (len > root && (huff & mask) !== low) {
      /* if first time, transition to sub-tables */
      if (drop === 0) {
        drop = root;
      }

      /* increment past last table */
      next += min;            /* here min is 1 << curr */

      /* determine length of next table */
      curr = len - drop;
      left = 1 << curr;
      while (curr + drop < max) {
        left -= count[curr + drop];
        if (left <= 0) { break; }
        curr++;
        left <<= 1;
      }

      /* check for enough space */
      used += 1 << curr;
      if ((type === LENS && used > ENOUGH_LENS) ||
        (type === DISTS && used > ENOUGH_DISTS)) {
        return 1;
      }

      /* point entry in root table to sub-table */
      low = huff & mask;
      /*table.op[low] = curr;
      table.bits[low] = root;
      table.val[low] = next - opts.table_index;*/
      table[low] = (root << 24) | (curr << 16) | (next - table_index) |0;
    }
  }

  /* fill in remaining table entry if code is incomplete (guaranteed to have
   at most one remaining entry, since if the code is incomplete, the
   maximum code length that was allowed to get this far is one bit) */
  if (huff !== 0) {
    //table.op[next + huff] = 64;            /* invalid code marker */
    //table.bits[next + huff] = len - drop;
    //table.val[next + huff] = 0;
    table[next + huff] = ((len - drop) << 24) | (64 << 16) |0;
  }

  /* set return parameters */
  //opts.table_index += used;
  opts.bits = root;
  return 0;
};

},{"../utils/common":52}],60:[function(require,module,exports){
'use strict';

module.exports = {
  2:      'need dictionary',     /* Z_NEED_DICT       2  */
  1:      'stream end',          /* Z_STREAM_END      1  */
  0:      '',                    /* Z_OK              0  */
  '-1':   'file error',          /* Z_ERRNO         (-1) */
  '-2':   'stream error',        /* Z_STREAM_ERROR  (-2) */
  '-3':   'data error',          /* Z_DATA_ERROR    (-3) */
  '-4':   'insufficient memory', /* Z_MEM_ERROR     (-4) */
  '-5':   'buffer error',        /* Z_BUF_ERROR     (-5) */
  '-6':   'incompatible version' /* Z_VERSION_ERROR (-6) */
};

},{}],61:[function(require,module,exports){
'use strict';


var utils = require('../utils/common');

/* Public constants ==========================================================*/
/* ===========================================================================*/


//var Z_FILTERED          = 1;
//var Z_HUFFMAN_ONLY      = 2;
//var Z_RLE               = 3;
var Z_FIXED               = 4;
//var Z_DEFAULT_STRATEGY  = 0;

/* Possible values of the data_type field (though see inflate()) */
var Z_BINARY              = 0;
var Z_TEXT                = 1;
//var Z_ASCII             = 1; // = Z_TEXT
var Z_UNKNOWN             = 2;

/*============================================================================*/


function zero(buf) { var len = buf.length; while (--len >= 0) { buf[len] = 0; } }

// From zutil.h

var STORED_BLOCK = 0;
var STATIC_TREES = 1;
var DYN_TREES    = 2;
/* The three kinds of block type */

var MIN_MATCH    = 3;
var MAX_MATCH    = 258;
/* The minimum and maximum match lengths */

// From deflate.h
/* ===========================================================================
 * Internal compression state.
 */

var LENGTH_CODES  = 29;
/* number of length codes, not counting the special END_BLOCK code */

var LITERALS      = 256;
/* number of literal bytes 0..255 */

var L_CODES       = LITERALS + 1 + LENGTH_CODES;
/* number of Literal or Length codes, including the END_BLOCK code */

var D_CODES       = 30;
/* number of distance codes */

var BL_CODES      = 19;
/* number of codes used to transfer the bit lengths */

var HEAP_SIZE     = 2 * L_CODES + 1;
/* maximum heap size */

var MAX_BITS      = 15;
/* All codes must not exceed MAX_BITS bits */

var Buf_size      = 16;
/* size of bit buffer in bi_buf */


/* ===========================================================================
 * Constants
 */

var MAX_BL_BITS = 7;
/* Bit length codes must not exceed MAX_BL_BITS bits */

var END_BLOCK   = 256;
/* end of block literal code */

var REP_3_6     = 16;
/* repeat previous bit length 3-6 times (2 bits of repeat count) */

var REPZ_3_10   = 17;
/* repeat a zero length 3-10 times  (3 bits of repeat count) */

var REPZ_11_138 = 18;
/* repeat a zero length 11-138 times  (7 bits of repeat count) */

/* eslint-disable comma-spacing,array-bracket-spacing */
var extra_lbits =   /* extra bits for each length code */
  [0,0,0,0,0,0,0,0,1,1,1,1,2,2,2,2,3,3,3,3,4,4,4,4,5,5,5,5,0];

var extra_dbits =   /* extra bits for each distance code */
  [0,0,0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7,8,8,9,9,10,10,11,11,12,12,13,13];

var extra_blbits =  /* extra bits for each bit length code */
  [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,3,7];

var bl_order =
  [16,17,18,0,8,7,9,6,10,5,11,4,12,3,13,2,14,1,15];
/* eslint-enable comma-spacing,array-bracket-spacing */

/* The lengths of the bit length codes are sent in order of decreasing
 * probability, to avoid transmitting the lengths for unused bit length codes.
 */

/* ===========================================================================
 * Local data. These are initialized only once.
 */

// We pre-fill arrays with 0 to avoid uninitialized gaps

var DIST_CODE_LEN = 512; /* see definition of array dist_code below */

// !!!! Use flat array insdead of structure, Freq = i*2, Len = i*2+1
var static_ltree  = new Array((L_CODES + 2) * 2);
zero(static_ltree);
/* The static literal tree. Since the bit lengths are imposed, there is no
 * need for the L_CODES extra codes used during heap construction. However
 * The codes 286 and 287 are needed to build a canonical tree (see _tr_init
 * below).
 */

var static_dtree  = new Array(D_CODES * 2);
zero(static_dtree);
/* The static distance tree. (Actually a trivial tree since all codes use
 * 5 bits.)
 */

var _dist_code    = new Array(DIST_CODE_LEN);
zero(_dist_code);
/* Distance codes. The first 256 values correspond to the distances
 * 3 .. 258, the last 256 values correspond to the top 8 bits of
 * the 15 bit distances.
 */

var _length_code  = new Array(MAX_MATCH - MIN_MATCH + 1);
zero(_length_code);
/* length code for each normalized match length (0 == MIN_MATCH) */

var base_length   = new Array(LENGTH_CODES);
zero(base_length);
/* First normalized length for each code (0 = MIN_MATCH) */

var base_dist     = new Array(D_CODES);
zero(base_dist);
/* First normalized distance for each code (0 = distance of 1) */


function StaticTreeDesc(static_tree, extra_bits, extra_base, elems, max_length) {

  this.static_tree  = static_tree;  /* static tree or NULL */
  this.extra_bits   = extra_bits;   /* extra bits for each code or NULL */
  this.extra_base   = extra_base;   /* base index for extra_bits */
  this.elems        = elems;        /* max number of elements in the tree */
  this.max_length   = max_length;   /* max bit length for the codes */

  // show if `static_tree` has data or dummy - needed for monomorphic objects
  this.has_stree    = static_tree && static_tree.length;
}


var static_l_desc;
var static_d_desc;
var static_bl_desc;


function TreeDesc(dyn_tree, stat_desc) {
  this.dyn_tree = dyn_tree;     /* the dynamic tree */
  this.max_code = 0;            /* largest code with non zero frequency */
  this.stat_desc = stat_desc;   /* the corresponding static tree */
}



function d_code(dist) {
  return dist < 256 ? _dist_code[dist] : _dist_code[256 + (dist >>> 7)];
}


/* ===========================================================================
 * Output a short LSB first on the stream.
 * IN assertion: there is enough room in pendingBuf.
 */
function put_short(s, w) {
//    put_byte(s, (uch)((w) & 0xff));
//    put_byte(s, (uch)((ush)(w) >> 8));
  s.pending_buf[s.pending++] = (w) & 0xff;
  s.pending_buf[s.pending++] = (w >>> 8) & 0xff;
}


/* ===========================================================================
 * Send a value on a given number of bits.
 * IN assertion: length <= 16 and value fits in length bits.
 */
function send_bits(s, value, length) {
  if (s.bi_valid > (Buf_size - length)) {
    s.bi_buf |= (value << s.bi_valid) & 0xffff;
    put_short(s, s.bi_buf);
    s.bi_buf = value >> (Buf_size - s.bi_valid);
    s.bi_valid += length - Buf_size;
  } else {
    s.bi_buf |= (value << s.bi_valid) & 0xffff;
    s.bi_valid += length;
  }
}


function send_code(s, c, tree) {
  send_bits(s, tree[c * 2]/*.Code*/, tree[c * 2 + 1]/*.Len*/);
}


/* ===========================================================================
 * Reverse the first len bits of a code, using straightforward code (a faster
 * method would use a table)
 * IN assertion: 1 <= len <= 15
 */
function bi_reverse(code, len) {
  var res = 0;
  do {
    res |= code & 1;
    code >>>= 1;
    res <<= 1;
  } while (--len > 0);
  return res >>> 1;
}


/* ===========================================================================
 * Flush the bit buffer, keeping at most 7 bits in it.
 */
function bi_flush(s) {
  if (s.bi_valid === 16) {
    put_short(s, s.bi_buf);
    s.bi_buf = 0;
    s.bi_valid = 0;

  } else if (s.bi_valid >= 8) {
    s.pending_buf[s.pending++] = s.bi_buf & 0xff;
    s.bi_buf >>= 8;
    s.bi_valid -= 8;
  }
}


/* ===========================================================================
 * Compute the optimal bit lengths for a tree and update the total bit length
 * for the current block.
 * IN assertion: the fields freq and dad are set, heap[heap_max] and
 *    above are the tree nodes sorted by increasing frequency.
 * OUT assertions: the field len is set to the optimal bit length, the
 *     array bl_count contains the frequencies for each bit length.
 *     The length opt_len is updated; static_len is also updated if stree is
 *     not null.
 */
function gen_bitlen(s, desc)
//    deflate_state *s;
//    tree_desc *desc;    /* the tree descriptor */
{
  var tree            = desc.dyn_tree;
  var max_code        = desc.max_code;
  var stree           = desc.stat_desc.static_tree;
  var has_stree       = desc.stat_desc.has_stree;
  var extra           = desc.stat_desc.extra_bits;
  var base            = desc.stat_desc.extra_base;
  var max_length      = desc.stat_desc.max_length;
  var h;              /* heap index */
  var n, m;           /* iterate over the tree elements */
  var bits;           /* bit length */
  var xbits;          /* extra bits */
  var f;              /* frequency */
  var overflow = 0;   /* number of elements with bit length too large */

  for (bits = 0; bits <= MAX_BITS; bits++) {
    s.bl_count[bits] = 0;
  }

  /* In a first pass, compute the optimal bit lengths (which may
   * overflow in the case of the bit length tree).
   */
  tree[s.heap[s.heap_max] * 2 + 1]/*.Len*/ = 0; /* root of the heap */

  for (h = s.heap_max + 1; h < HEAP_SIZE; h++) {
    n = s.heap[h];
    bits = tree[tree[n * 2 + 1]/*.Dad*/ * 2 + 1]/*.Len*/ + 1;
    if (bits > max_length) {
      bits = max_length;
      overflow++;
    }
    tree[n * 2 + 1]/*.Len*/ = bits;
    /* We overwrite tree[n].Dad which is no longer needed */

    if (n > max_code) { continue; } /* not a leaf node */

    s.bl_count[bits]++;
    xbits = 0;
    if (n >= base) {
      xbits = extra[n - base];
    }
    f = tree[n * 2]/*.Freq*/;
    s.opt_len += f * (bits + xbits);
    if (has_stree) {
      s.static_len += f * (stree[n * 2 + 1]/*.Len*/ + xbits);
    }
  }
  if (overflow === 0) { return; }

  // Trace((stderr,"\nbit length overflow\n"));
  /* This happens for example on obj2 and pic of the Calgary corpus */

  /* Find the first bit length which could increase: */
  do {
    bits = max_length - 1;
    while (s.bl_count[bits] === 0) { bits--; }
    s.bl_count[bits]--;      /* move one leaf down the tree */
    s.bl_count[bits + 1] += 2; /* move one overflow item as its brother */
    s.bl_count[max_length]--;
    /* The brother of the overflow item also moves one step up,
     * but this does not affect bl_count[max_length]
     */
    overflow -= 2;
  } while (overflow > 0);

  /* Now recompute all bit lengths, scanning in increasing frequency.
   * h is still equal to HEAP_SIZE. (It is simpler to reconstruct all
   * lengths instead of fixing only the wrong ones. This idea is taken
   * from 'ar' written by Haruhiko Okumura.)
   */
  for (bits = max_length; bits !== 0; bits--) {
    n = s.bl_count[bits];
    while (n !== 0) {
      m = s.heap[--h];
      if (m > max_code) { continue; }
      if (tree[m * 2 + 1]/*.Len*/ !== bits) {
        // Trace((stderr,"code %d bits %d->%d\n", m, tree[m].Len, bits));
        s.opt_len += (bits - tree[m * 2 + 1]/*.Len*/) * tree[m * 2]/*.Freq*/;
        tree[m * 2 + 1]/*.Len*/ = bits;
      }
      n--;
    }
  }
}


/* ===========================================================================
 * Generate the codes for a given tree and bit counts (which need not be
 * optimal).
 * IN assertion: the array bl_count contains the bit length statistics for
 * the given tree and the field len is set for all tree elements.
 * OUT assertion: the field code is set for all tree elements of non
 *     zero code length.
 */
function gen_codes(tree, max_code, bl_count)
//    ct_data *tree;             /* the tree to decorate */
//    int max_code;              /* largest code with non zero frequency */
//    ushf *bl_count;            /* number of codes at each bit length */
{
  var next_code = new Array(MAX_BITS + 1); /* next code value for each bit length */
  var code = 0;              /* running code value */
  var bits;                  /* bit index */
  var n;                     /* code index */

  /* The distribution counts are first used to generate the code values
   * without bit reversal.
   */
  for (bits = 1; bits <= MAX_BITS; bits++) {
    next_code[bits] = code = (code + bl_count[bits - 1]) << 1;
  }
  /* Check that the bit counts in bl_count are consistent. The last code
   * must be all ones.
   */
  //Assert (code + bl_count[MAX_BITS]-1 == (1<<MAX_BITS)-1,
  //        "inconsistent bit counts");
  //Tracev((stderr,"\ngen_codes: max_code %d ", max_code));

  for (n = 0;  n <= max_code; n++) {
    var len = tree[n * 2 + 1]/*.Len*/;
    if (len === 0) { continue; }
    /* Now reverse the bits */
    tree[n * 2]/*.Code*/ = bi_reverse(next_code[len]++, len);

    //Tracecv(tree != static_ltree, (stderr,"\nn %3d %c l %2d c %4x (%x) ",
    //     n, (isgraph(n) ? n : ' '), len, tree[n].Code, next_code[len]-1));
  }
}


/* ===========================================================================
 * Initialize the various 'constant' tables.
 */
function tr_static_init() {
  var n;        /* iterates over tree elements */
  var bits;     /* bit counter */
  var length;   /* length value */
  var code;     /* code value */
  var dist;     /* distance index */
  var bl_count = new Array(MAX_BITS + 1);
  /* number of codes at each bit length for an optimal tree */

  // do check in _tr_init()
  //if (static_init_done) return;

  /* For some embedded targets, global variables are not initialized: */
/*#ifdef NO_INIT_GLOBAL_POINTERS
  static_l_desc.static_tree = static_ltree;
  static_l_desc.extra_bits = extra_lbits;
  static_d_desc.static_tree = static_dtree;
  static_d_desc.extra_bits = extra_dbits;
  static_bl_desc.extra_bits = extra_blbits;
#endif*/

  /* Initialize the mapping length (0..255) -> length code (0..28) */
  length = 0;
  for (code = 0; code < LENGTH_CODES - 1; code++) {
    base_length[code] = length;
    for (n = 0; n < (1 << extra_lbits[code]); n++) {
      _length_code[length++] = code;
    }
  }
  //Assert (length == 256, "tr_static_init: length != 256");
  /* Note that the length 255 (match length 258) can be represented
   * in two different ways: code 284 + 5 bits or code 285, so we
   * overwrite length_code[255] to use the best encoding:
   */
  _length_code[length - 1] = code;

  /* Initialize the mapping dist (0..32K) -> dist code (0..29) */
  dist = 0;
  for (code = 0; code < 16; code++) {
    base_dist[code] = dist;
    for (n = 0; n < (1 << extra_dbits[code]); n++) {
      _dist_code[dist++] = code;
    }
  }
  //Assert (dist == 256, "tr_static_init: dist != 256");
  dist >>= 7; /* from now on, all distances are divided by 128 */
  for (; code < D_CODES; code++) {
    base_dist[code] = dist << 7;
    for (n = 0; n < (1 << (extra_dbits[code] - 7)); n++) {
      _dist_code[256 + dist++] = code;
    }
  }
  //Assert (dist == 256, "tr_static_init: 256+dist != 512");

  /* Construct the codes of the static literal tree */
  for (bits = 0; bits <= MAX_BITS; bits++) {
    bl_count[bits] = 0;
  }

  n = 0;
  while (n <= 143) {
    static_ltree[n * 2 + 1]/*.Len*/ = 8;
    n++;
    bl_count[8]++;
  }
  while (n <= 255) {
    static_ltree[n * 2 + 1]/*.Len*/ = 9;
    n++;
    bl_count[9]++;
  }
  while (n <= 279) {
    static_ltree[n * 2 + 1]/*.Len*/ = 7;
    n++;
    bl_count[7]++;
  }
  while (n <= 287) {
    static_ltree[n * 2 + 1]/*.Len*/ = 8;
    n++;
    bl_count[8]++;
  }
  /* Codes 286 and 287 do not exist, but we must include them in the
   * tree construction to get a canonical Huffman tree (longest code
   * all ones)
   */
  gen_codes(static_ltree, L_CODES + 1, bl_count);

  /* The static distance tree is trivial: */
  for (n = 0; n < D_CODES; n++) {
    static_dtree[n * 2 + 1]/*.Len*/ = 5;
    static_dtree[n * 2]/*.Code*/ = bi_reverse(n, 5);
  }

  // Now data ready and we can init static trees
  static_l_desc = new StaticTreeDesc(static_ltree, extra_lbits, LITERALS + 1, L_CODES, MAX_BITS);
  static_d_desc = new StaticTreeDesc(static_dtree, extra_dbits, 0,          D_CODES, MAX_BITS);
  static_bl_desc = new StaticTreeDesc(new Array(0), extra_blbits, 0,         BL_CODES, MAX_BL_BITS);

  //static_init_done = true;
}


/* ===========================================================================
 * Initialize a new block.
 */
function init_block(s) {
  var n; /* iterates over tree elements */

  /* Initialize the trees. */
  for (n = 0; n < L_CODES;  n++) { s.dyn_ltree[n * 2]/*.Freq*/ = 0; }
  for (n = 0; n < D_CODES;  n++) { s.dyn_dtree[n * 2]/*.Freq*/ = 0; }
  for (n = 0; n < BL_CODES; n++) { s.bl_tree[n * 2]/*.Freq*/ = 0; }

  s.dyn_ltree[END_BLOCK * 2]/*.Freq*/ = 1;
  s.opt_len = s.static_len = 0;
  s.last_lit = s.matches = 0;
}


/* ===========================================================================
 * Flush the bit buffer and align the output on a byte boundary
 */
function bi_windup(s)
{
  if (s.bi_valid > 8) {
    put_short(s, s.bi_buf);
  } else if (s.bi_valid > 0) {
    //put_byte(s, (Byte)s->bi_buf);
    s.pending_buf[s.pending++] = s.bi_buf;
  }
  s.bi_buf = 0;
  s.bi_valid = 0;
}

/* ===========================================================================
 * Copy a stored block, storing first the length and its
 * one's complement if requested.
 */
function copy_block(s, buf, len, header)
//DeflateState *s;
//charf    *buf;    /* the input data */
//unsigned len;     /* its length */
//int      header;  /* true if block header must be written */
{
  bi_windup(s);        /* align on byte boundary */

  if (header) {
    put_short(s, len);
    put_short(s, ~len);
  }
//  while (len--) {
//    put_byte(s, *buf++);
//  }
  utils.arraySet(s.pending_buf, s.window, buf, len, s.pending);
  s.pending += len;
}

/* ===========================================================================
 * Compares to subtrees, using the tree depth as tie breaker when
 * the subtrees have equal frequency. This minimizes the worst case length.
 */
function smaller(tree, n, m, depth) {
  var _n2 = n * 2;
  var _m2 = m * 2;
  return (tree[_n2]/*.Freq*/ < tree[_m2]/*.Freq*/ ||
         (tree[_n2]/*.Freq*/ === tree[_m2]/*.Freq*/ && depth[n] <= depth[m]));
}

/* ===========================================================================
 * Restore the heap property by moving down the tree starting at node k,
 * exchanging a node with the smallest of its two sons if necessary, stopping
 * when the heap property is re-established (each father smaller than its
 * two sons).
 */
function pqdownheap(s, tree, k)
//    deflate_state *s;
//    ct_data *tree;  /* the tree to restore */
//    int k;               /* node to move down */
{
  var v = s.heap[k];
  var j = k << 1;  /* left son of k */
  while (j <= s.heap_len) {
    /* Set j to the smallest of the two sons: */
    if (j < s.heap_len &&
      smaller(tree, s.heap[j + 1], s.heap[j], s.depth)) {
      j++;
    }
    /* Exit if v is smaller than both sons */
    if (smaller(tree, v, s.heap[j], s.depth)) { break; }

    /* Exchange v with the smallest son */
    s.heap[k] = s.heap[j];
    k = j;

    /* And continue down the tree, setting j to the left son of k */
    j <<= 1;
  }
  s.heap[k] = v;
}


// inlined manually
// var SMALLEST = 1;

/* ===========================================================================
 * Send the block data compressed using the given Huffman trees
 */
function compress_block(s, ltree, dtree)
//    deflate_state *s;
//    const ct_data *ltree; /* literal tree */
//    const ct_data *dtree; /* distance tree */
{
  var dist;           /* distance of matched string */
  var lc;             /* match length or unmatched char (if dist == 0) */
  var lx = 0;         /* running index in l_buf */
  var code;           /* the code to send */
  var extra;          /* number of extra bits to send */

  if (s.last_lit !== 0) {
    do {
      dist = (s.pending_buf[s.d_buf + lx * 2] << 8) | (s.pending_buf[s.d_buf + lx * 2 + 1]);
      lc = s.pending_buf[s.l_buf + lx];
      lx++;

      if (dist === 0) {
        send_code(s, lc, ltree); /* send a literal byte */
        //Tracecv(isgraph(lc), (stderr," '%c' ", lc));
      } else {
        /* Here, lc is the match length - MIN_MATCH */
        code = _length_code[lc];
        send_code(s, code + LITERALS + 1, ltree); /* send the length code */
        extra = extra_lbits[code];
        if (extra !== 0) {
          lc -= base_length[code];
          send_bits(s, lc, extra);       /* send the extra length bits */
        }
        dist--; /* dist is now the match distance - 1 */
        code = d_code(dist);
        //Assert (code < D_CODES, "bad d_code");

        send_code(s, code, dtree);       /* send the distance code */
        extra = extra_dbits[code];
        if (extra !== 0) {
          dist -= base_dist[code];
          send_bits(s, dist, extra);   /* send the extra distance bits */
        }
      } /* literal or match pair ? */

      /* Check that the overlay between pending_buf and d_buf+l_buf is ok: */
      //Assert((uInt)(s->pending) < s->lit_bufsize + 2*lx,
      //       "pendingBuf overflow");

    } while (lx < s.last_lit);
  }

  send_code(s, END_BLOCK, ltree);
}


/* ===========================================================================
 * Construct one Huffman tree and assigns the code bit strings and lengths.
 * Update the total bit length for the current block.
 * IN assertion: the field freq is set for all tree elements.
 * OUT assertions: the fields len and code are set to the optimal bit length
 *     and corresponding code. The length opt_len is updated; static_len is
 *     also updated if stree is not null. The field max_code is set.
 */
function build_tree(s, desc)
//    deflate_state *s;
//    tree_desc *desc; /* the tree descriptor */
{
  var tree     = desc.dyn_tree;
  var stree    = desc.stat_desc.static_tree;
  var has_stree = desc.stat_desc.has_stree;
  var elems    = desc.stat_desc.elems;
  var n, m;          /* iterate over heap elements */
  var max_code = -1; /* largest code with non zero frequency */
  var node;          /* new node being created */

  /* Construct the initial heap, with least frequent element in
   * heap[SMALLEST]. The sons of heap[n] are heap[2*n] and heap[2*n+1].
   * heap[0] is not used.
   */
  s.heap_len = 0;
  s.heap_max = HEAP_SIZE;

  for (n = 0; n < elems; n++) {
    if (tree[n * 2]/*.Freq*/ !== 0) {
      s.heap[++s.heap_len] = max_code = n;
      s.depth[n] = 0;

    } else {
      tree[n * 2 + 1]/*.Len*/ = 0;
    }
  }

  /* The pkzip format requires that at least one distance code exists,
   * and that at least one bit should be sent even if there is only one
   * possible code. So to avoid special checks later on we force at least
   * two codes of non zero frequency.
   */
  while (s.heap_len < 2) {
    node = s.heap[++s.heap_len] = (max_code < 2 ? ++max_code : 0);
    tree[node * 2]/*.Freq*/ = 1;
    s.depth[node] = 0;
    s.opt_len--;

    if (has_stree) {
      s.static_len -= stree[node * 2 + 1]/*.Len*/;
    }
    /* node is 0 or 1 so it does not have extra bits */
  }
  desc.max_code = max_code;

  /* The elements heap[heap_len/2+1 .. heap_len] are leaves of the tree,
   * establish sub-heaps of increasing lengths:
   */
  for (n = (s.heap_len >> 1/*int /2*/); n >= 1; n--) { pqdownheap(s, tree, n); }

  /* Construct the Huffman tree by repeatedly combining the least two
   * frequent nodes.
   */
  node = elems;              /* next internal node of the tree */
  do {
    //pqremove(s, tree, n);  /* n = node of least frequency */
    /*** pqremove ***/
    n = s.heap[1/*SMALLEST*/];
    s.heap[1/*SMALLEST*/] = s.heap[s.heap_len--];
    pqdownheap(s, tree, 1/*SMALLEST*/);
    /***/

    m = s.heap[1/*SMALLEST*/]; /* m = node of next least frequency */

    s.heap[--s.heap_max] = n; /* keep the nodes sorted by frequency */
    s.heap[--s.heap_max] = m;

    /* Create a new node father of n and m */
    tree[node * 2]/*.Freq*/ = tree[n * 2]/*.Freq*/ + tree[m * 2]/*.Freq*/;
    s.depth[node] = (s.depth[n] >= s.depth[m] ? s.depth[n] : s.depth[m]) + 1;
    tree[n * 2 + 1]/*.Dad*/ = tree[m * 2 + 1]/*.Dad*/ = node;

    /* and insert the new node in the heap */
    s.heap[1/*SMALLEST*/] = node++;
    pqdownheap(s, tree, 1/*SMALLEST*/);

  } while (s.heap_len >= 2);

  s.heap[--s.heap_max] = s.heap[1/*SMALLEST*/];

  /* At this point, the fields freq and dad are set. We can now
   * generate the bit lengths.
   */
  gen_bitlen(s, desc);

  /* The field len is now set, we can generate the bit codes */
  gen_codes(tree, max_code, s.bl_count);
}


/* ===========================================================================
 * Scan a literal or distance tree to determine the frequencies of the codes
 * in the bit length tree.
 */
function scan_tree(s, tree, max_code)
//    deflate_state *s;
//    ct_data *tree;   /* the tree to be scanned */
//    int max_code;    /* and its largest code of non zero frequency */
{
  var n;                     /* iterates over all tree elements */
  var prevlen = -1;          /* last emitted length */
  var curlen;                /* length of current code */

  var nextlen = tree[0 * 2 + 1]/*.Len*/; /* length of next code */

  var count = 0;             /* repeat count of the current code */
  var max_count = 7;         /* max repeat count */
  var min_count = 4;         /* min repeat count */

  if (nextlen === 0) {
    max_count = 138;
    min_count = 3;
  }
  tree[(max_code + 1) * 2 + 1]/*.Len*/ = 0xffff; /* guard */

  for (n = 0; n <= max_code; n++) {
    curlen = nextlen;
    nextlen = tree[(n + 1) * 2 + 1]/*.Len*/;

    if (++count < max_count && curlen === nextlen) {
      continue;

    } else if (count < min_count) {
      s.bl_tree[curlen * 2]/*.Freq*/ += count;

    } else if (curlen !== 0) {

      if (curlen !== prevlen) { s.bl_tree[curlen * 2]/*.Freq*/++; }
      s.bl_tree[REP_3_6 * 2]/*.Freq*/++;

    } else if (count <= 10) {
      s.bl_tree[REPZ_3_10 * 2]/*.Freq*/++;

    } else {
      s.bl_tree[REPZ_11_138 * 2]/*.Freq*/++;
    }

    count = 0;
    prevlen = curlen;

    if (nextlen === 0) {
      max_count = 138;
      min_count = 3;

    } else if (curlen === nextlen) {
      max_count = 6;
      min_count = 3;

    } else {
      max_count = 7;
      min_count = 4;
    }
  }
}


/* ===========================================================================
 * Send a literal or distance tree in compressed form, using the codes in
 * bl_tree.
 */
function send_tree(s, tree, max_code)
//    deflate_state *s;
//    ct_data *tree; /* the tree to be scanned */
//    int max_code;       /* and its largest code of non zero frequency */
{
  var n;                     /* iterates over all tree elements */
  var prevlen = -1;          /* last emitted length */
  var curlen;                /* length of current code */

  var nextlen = tree[0 * 2 + 1]/*.Len*/; /* length of next code */

  var count = 0;             /* repeat count of the current code */
  var max_count = 7;         /* max repeat count */
  var min_count = 4;         /* min repeat count */

  /* tree[max_code+1].Len = -1; */  /* guard already set */
  if (nextlen === 0) {
    max_count = 138;
    min_count = 3;
  }

  for (n = 0; n <= max_code; n++) {
    curlen = nextlen;
    nextlen = tree[(n + 1) * 2 + 1]/*.Len*/;

    if (++count < max_count && curlen === nextlen) {
      continue;

    } else if (count < min_count) {
      do { send_code(s, curlen, s.bl_tree); } while (--count !== 0);

    } else if (curlen !== 0) {
      if (curlen !== prevlen) {
        send_code(s, curlen, s.bl_tree);
        count--;
      }
      //Assert(count >= 3 && count <= 6, " 3_6?");
      send_code(s, REP_3_6, s.bl_tree);
      send_bits(s, count - 3, 2);

    } else if (count <= 10) {
      send_code(s, REPZ_3_10, s.bl_tree);
      send_bits(s, count - 3, 3);

    } else {
      send_code(s, REPZ_11_138, s.bl_tree);
      send_bits(s, count - 11, 7);
    }

    count = 0;
    prevlen = curlen;
    if (nextlen === 0) {
      max_count = 138;
      min_count = 3;

    } else if (curlen === nextlen) {
      max_count = 6;
      min_count = 3;

    } else {
      max_count = 7;
      min_count = 4;
    }
  }
}


/* ===========================================================================
 * Construct the Huffman tree for the bit lengths and return the index in
 * bl_order of the last bit length code to send.
 */
function build_bl_tree(s) {
  var max_blindex;  /* index of last bit length code of non zero freq */

  /* Determine the bit length frequencies for literal and distance trees */
  scan_tree(s, s.dyn_ltree, s.l_desc.max_code);
  scan_tree(s, s.dyn_dtree, s.d_desc.max_code);

  /* Build the bit length tree: */
  build_tree(s, s.bl_desc);
  /* opt_len now includes the length of the tree representations, except
   * the lengths of the bit lengths codes and the 5+5+4 bits for the counts.
   */

  /* Determine the number of bit length codes to send. The pkzip format
   * requires that at least 4 bit length codes be sent. (appnote.txt says
   * 3 but the actual value used is 4.)
   */
  for (max_blindex = BL_CODES - 1; max_blindex >= 3; max_blindex--) {
    if (s.bl_tree[bl_order[max_blindex] * 2 + 1]/*.Len*/ !== 0) {
      break;
    }
  }
  /* Update opt_len to include the bit length tree and counts */
  s.opt_len += 3 * (max_blindex + 1) + 5 + 5 + 4;
  //Tracev((stderr, "\ndyn trees: dyn %ld, stat %ld",
  //        s->opt_len, s->static_len));

  return max_blindex;
}


/* ===========================================================================
 * Send the header for a block using dynamic Huffman trees: the counts, the
 * lengths of the bit length codes, the literal tree and the distance tree.
 * IN assertion: lcodes >= 257, dcodes >= 1, blcodes >= 4.
 */
function send_all_trees(s, lcodes, dcodes, blcodes)
//    deflate_state *s;
//    int lcodes, dcodes, blcodes; /* number of codes for each tree */
{
  var rank;                    /* index in bl_order */

  //Assert (lcodes >= 257 && dcodes >= 1 && blcodes >= 4, "not enough codes");
  //Assert (lcodes <= L_CODES && dcodes <= D_CODES && blcodes <= BL_CODES,
  //        "too many codes");
  //Tracev((stderr, "\nbl counts: "));
  send_bits(s, lcodes - 257, 5); /* not +255 as stated in appnote.txt */
  send_bits(s, dcodes - 1,   5);
  send_bits(s, blcodes - 4,  4); /* not -3 as stated in appnote.txt */
  for (rank = 0; rank < blcodes; rank++) {
    //Tracev((stderr, "\nbl code %2d ", bl_order[rank]));
    send_bits(s, s.bl_tree[bl_order[rank] * 2 + 1]/*.Len*/, 3);
  }
  //Tracev((stderr, "\nbl tree: sent %ld", s->bits_sent));

  send_tree(s, s.dyn_ltree, lcodes - 1); /* literal tree */
  //Tracev((stderr, "\nlit tree: sent %ld", s->bits_sent));

  send_tree(s, s.dyn_dtree, dcodes - 1); /* distance tree */
  //Tracev((stderr, "\ndist tree: sent %ld", s->bits_sent));
}


/* ===========================================================================
 * Check if the data type is TEXT or BINARY, using the following algorithm:
 * - TEXT if the two conditions below are satisfied:
 *    a) There are no non-portable control characters belonging to the
 *       "black list" (0..6, 14..25, 28..31).
 *    b) There is at least one printable character belonging to the
 *       "white list" (9 {TAB}, 10 {LF}, 13 {CR}, 32..255).
 * - BINARY otherwise.
 * - The following partially-portable control characters form a
 *   "gray list" that is ignored in this detection algorithm:
 *   (7 {BEL}, 8 {BS}, 11 {VT}, 12 {FF}, 26 {SUB}, 27 {ESC}).
 * IN assertion: the fields Freq of dyn_ltree are set.
 */
function detect_data_type(s) {
  /* black_mask is the bit mask of black-listed bytes
   * set bits 0..6, 14..25, and 28..31
   * 0xf3ffc07f = binary 11110011111111111100000001111111
   */
  var black_mask = 0xf3ffc07f;
  var n;

  /* Check for non-textual ("black-listed") bytes. */
  for (n = 0; n <= 31; n++, black_mask >>>= 1) {
    if ((black_mask & 1) && (s.dyn_ltree[n * 2]/*.Freq*/ !== 0)) {
      return Z_BINARY;
    }
  }

  /* Check for textual ("white-listed") bytes. */
  if (s.dyn_ltree[9 * 2]/*.Freq*/ !== 0 || s.dyn_ltree[10 * 2]/*.Freq*/ !== 0 ||
      s.dyn_ltree[13 * 2]/*.Freq*/ !== 0) {
    return Z_TEXT;
  }
  for (n = 32; n < LITERALS; n++) {
    if (s.dyn_ltree[n * 2]/*.Freq*/ !== 0) {
      return Z_TEXT;
    }
  }

  /* There are no "black-listed" or "white-listed" bytes:
   * this stream either is empty or has tolerated ("gray-listed") bytes only.
   */
  return Z_BINARY;
}


var static_init_done = false;

/* ===========================================================================
 * Initialize the tree data structures for a new zlib stream.
 */
function _tr_init(s)
{

  if (!static_init_done) {
    tr_static_init();
    static_init_done = true;
  }

  s.l_desc  = new TreeDesc(s.dyn_ltree, static_l_desc);
  s.d_desc  = new TreeDesc(s.dyn_dtree, static_d_desc);
  s.bl_desc = new TreeDesc(s.bl_tree, static_bl_desc);

  s.bi_buf = 0;
  s.bi_valid = 0;

  /* Initialize the first block of the first file: */
  init_block(s);
}


/* ===========================================================================
 * Send a stored block
 */
function _tr_stored_block(s, buf, stored_len, last)
//DeflateState *s;
//charf *buf;       /* input block */
//ulg stored_len;   /* length of input block */
//int last;         /* one if this is the last block for a file */
{
  send_bits(s, (STORED_BLOCK << 1) + (last ? 1 : 0), 3);    /* send block type */
  copy_block(s, buf, stored_len, true); /* with header */
}


/* ===========================================================================
 * Send one empty static block to give enough lookahead for inflate.
 * This takes 10 bits, of which 7 may remain in the bit buffer.
 */
function _tr_align(s) {
  send_bits(s, STATIC_TREES << 1, 3);
  send_code(s, END_BLOCK, static_ltree);
  bi_flush(s);
}


/* ===========================================================================
 * Determine the best encoding for the current block: dynamic trees, static
 * trees or store, and output the encoded block to the zip file.
 */
function _tr_flush_block(s, buf, stored_len, last)
//DeflateState *s;
//charf *buf;       /* input block, or NULL if too old */
//ulg stored_len;   /* length of input block */
//int last;         /* one if this is the last block for a file */
{
  var opt_lenb, static_lenb;  /* opt_len and static_len in bytes */
  var max_blindex = 0;        /* index of last bit length code of non zero freq */

  /* Build the Huffman trees unless a stored block is forced */
  if (s.level > 0) {

    /* Check if the file is binary or text */
    if (s.strm.data_type === Z_UNKNOWN) {
      s.strm.data_type = detect_data_type(s);
    }

    /* Construct the literal and distance trees */
    build_tree(s, s.l_desc);
    // Tracev((stderr, "\nlit data: dyn %ld, stat %ld", s->opt_len,
    //        s->static_len));

    build_tree(s, s.d_desc);
    // Tracev((stderr, "\ndist data: dyn %ld, stat %ld", s->opt_len,
    //        s->static_len));
    /* At this point, opt_len and static_len are the total bit lengths of
     * the compressed block data, excluding the tree representations.
     */

    /* Build the bit length tree for the above two trees, and get the index
     * in bl_order of the last bit length code to send.
     */
    max_blindex = build_bl_tree(s);

    /* Determine the best encoding. Compute the block lengths in bytes. */
    opt_lenb = (s.opt_len + 3 + 7) >>> 3;
    static_lenb = (s.static_len + 3 + 7) >>> 3;

    // Tracev((stderr, "\nopt %lu(%lu) stat %lu(%lu) stored %lu lit %u ",
    //        opt_lenb, s->opt_len, static_lenb, s->static_len, stored_len,
    //        s->last_lit));

    if (static_lenb <= opt_lenb) { opt_lenb = static_lenb; }

  } else {
    // Assert(buf != (char*)0, "lost buf");
    opt_lenb = static_lenb = stored_len + 5; /* force a stored block */
  }

  if ((stored_len + 4 <= opt_lenb) && (buf !== -1)) {
    /* 4: two words for the lengths */

    /* The test buf != NULL is only necessary if LIT_BUFSIZE > WSIZE.
     * Otherwise we can't have processed more than WSIZE input bytes since
     * the last block flush, because compression would have been
     * successful. If LIT_BUFSIZE <= WSIZE, it is never too late to
     * transform a block into a stored block.
     */
    _tr_stored_block(s, buf, stored_len, last);

  } else if (s.strategy === Z_FIXED || static_lenb === opt_lenb) {

    send_bits(s, (STATIC_TREES << 1) + (last ? 1 : 0), 3);
    compress_block(s, static_ltree, static_dtree);

  } else {
    send_bits(s, (DYN_TREES << 1) + (last ? 1 : 0), 3);
    send_all_trees(s, s.l_desc.max_code + 1, s.d_desc.max_code + 1, max_blindex + 1);
    compress_block(s, s.dyn_ltree, s.dyn_dtree);
  }
  // Assert (s->compressed_len == s->bits_sent, "bad compressed size");
  /* The above check is made mod 2^32, for files larger than 512 MB
   * and uLong implemented on 32 bits.
   */
  init_block(s);

  if (last) {
    bi_windup(s);
  }
  // Tracev((stderr,"\ncomprlen %lu(%lu) ", s->compressed_len>>3,
  //       s->compressed_len-7*last));
}

/* ===========================================================================
 * Save the match info and tally the frequency counts. Return true if
 * the current block must be flushed.
 */
function _tr_tally(s, dist, lc)
//    deflate_state *s;
//    unsigned dist;  /* distance of matched string */
//    unsigned lc;    /* match length-MIN_MATCH or unmatched char (if dist==0) */
{
  //var out_length, in_length, dcode;

  s.pending_buf[s.d_buf + s.last_lit * 2]     = (dist >>> 8) & 0xff;
  s.pending_buf[s.d_buf + s.last_lit * 2 + 1] = dist & 0xff;

  s.pending_buf[s.l_buf + s.last_lit] = lc & 0xff;
  s.last_lit++;

  if (dist === 0) {
    /* lc is the unmatched char */
    s.dyn_ltree[lc * 2]/*.Freq*/++;
  } else {
    s.matches++;
    /* Here, lc is the match length - MIN_MATCH */
    dist--;             /* dist = match distance - 1 */
    //Assert((ush)dist < (ush)MAX_DIST(s) &&
    //       (ush)lc <= (ush)(MAX_MATCH-MIN_MATCH) &&
    //       (ush)d_code(dist) < (ush)D_CODES,  "_tr_tally: bad match");

    s.dyn_ltree[(_length_code[lc] + LITERALS + 1) * 2]/*.Freq*/++;
    s.dyn_dtree[d_code(dist) * 2]/*.Freq*/++;
  }

// (!) This block is disabled in zlib defailts,
// don't enable it for binary compatibility

//#ifdef TRUNCATE_BLOCK
//  /* Try to guess if it is profitable to stop the current block here */
//  if ((s.last_lit & 0x1fff) === 0 && s.level > 2) {
//    /* Compute an upper bound for the compressed length */
//    out_length = s.last_lit*8;
//    in_length = s.strstart - s.block_start;
//
//    for (dcode = 0; dcode < D_CODES; dcode++) {
//      out_length += s.dyn_dtree[dcode*2]/*.Freq*/ * (5 + extra_dbits[dcode]);
//    }
//    out_length >>>= 3;
//    //Tracev((stderr,"\nlast_lit %u, in %ld, out ~%ld(%ld%%) ",
//    //       s->last_lit, in_length, out_length,
//    //       100L - out_length*100L/in_length));
//    if (s.matches < (s.last_lit>>1)/*int /2*/ && out_length < (in_length>>1)/*int /2*/) {
//      return true;
//    }
//  }
//#endif

  return (s.last_lit === s.lit_bufsize - 1);
  /* We avoid equality with lit_bufsize because of wraparound at 64K
   * on 16 bit machines and because stored blocks are restricted to
   * 64K-1 bytes.
   */
}

exports._tr_init  = _tr_init;
exports._tr_stored_block = _tr_stored_block;
exports._tr_flush_block  = _tr_flush_block;
exports._tr_tally = _tr_tally;
exports._tr_align = _tr_align;

},{"../utils/common":52}],62:[function(require,module,exports){
'use strict';


function ZStream() {
  /* next input byte */
  this.input = null; // JS specific, because we have no pointers
  this.next_in = 0;
  /* number of bytes available at input */
  this.avail_in = 0;
  /* total number of input bytes read so far */
  this.total_in = 0;
  /* next output byte should be put there */
  this.output = null; // JS specific, because we have no pointers
  this.next_out = 0;
  /* remaining free space at output */
  this.avail_out = 0;
  /* total number of bytes output so far */
  this.total_out = 0;
  /* last error message, NULL if no error */
  this.msg = ''/*Z_NULL*/;
  /* not visible by applications */
  this.state = null;
  /* best guess about the data type: binary or text */
  this.data_type = 2/*Z_UNKNOWN*/;
  /* adler32 value of the uncompressed data */
  this.adler = 0;
}

module.exports = ZStream;

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

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

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

  return parts;
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

  return root + dir;
};


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


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

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

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

}).call(this,require('_process'))
},{"_process":73}],64:[function(require,module,exports){
(function (Buffer){
// Copyright (c) 2012 Kuba Niegowski
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

'use strict';


var util = require('util'),
    Stream = require('stream');


var ChunkStream = module.exports = function() {
    Stream.call(this);

    this._buffers = [];
    this._buffered = 0;

    this._reads = [];
    this._paused = false;

    this._encoding = 'utf8';
    this.writable = true;
};
util.inherits(ChunkStream, Stream);


ChunkStream.prototype.read = function(length, callback) {

    this._reads.push({
        length: Math.abs(length),  // if length < 0 then at most this length
        allowLess: length < 0,
        func: callback
    });

    this._process();

    // its paused and there is not enought data then ask for more
    if (this._paused && this._reads.length > 0) {
        this._paused = false;

        this.emit('drain');
    }
};

ChunkStream.prototype.write = function(data, encoding) {

    if (!this.writable) {
        this.emit('error', new Error('Stream not writable'));
        return false;
    }

    if (!Buffer.isBuffer(data))
        data = new Buffer(data, encoding || this._encoding);

    this._buffers.push(data);
    this._buffered += data.length;

    this._process();

    // ok if there are no more read requests
    if (this._reads && this._reads.length == 0)
        this._paused = true;

    return this.writable && !this._paused;
};

ChunkStream.prototype.end = function(data, encoding) {

    if (data) this.write(data, encoding);

    this.writable = false;

    // already destroyed
    if (!this._buffers) return;

    // enqueue or handle end
    if (this._buffers.length == 0) {
        this._end();
    } else {
        this._buffers.push(null);
        this._process();
    }
};

ChunkStream.prototype.destroySoon = ChunkStream.prototype.end;

ChunkStream.prototype._end = function() {

    if (this._reads.length > 0) {
        this.emit('error',
            new Error('There are some read requests waitng on finished stream')
        );
    }

    this.destroy();
};

ChunkStream.prototype.destroy = function() {

    if (!this._buffers) return;

    this.writable = false;
    this._reads = null;
    this._buffers = null;

    this.emit('close');
};

ChunkStream.prototype._process = function() {

    // as long as there is any data and read requests
    while (this._buffered > 0 && this._reads && this._reads.length > 0) {

        var read = this._reads[0];

        // read any data (but no more than length)
        if (read.allowLess) {

            // ok there is any data so that we can satisfy this request
            this._reads.shift(); // == read

            // first we need to peek into first buffer
            var buf = this._buffers[0];

            // ok there is more data than we need
            if (buf.length > read.length) {

                this._buffered -= read.length;
                this._buffers[0] = buf.slice(read.length);

                read.func.call(this, buf.slice(0, read.length));

            } else {
                // ok this is less than maximum length so use it all
                this._buffered -= buf.length;
                this._buffers.shift(); // == buf

                read.func.call(this, buf);
            }

        } else if (this._buffered >= read.length) {
            // ok we can meet some expectations

            this._reads.shift(); // == read

            var pos = 0,
                count = 0,
                data = new Buffer(read.length);

            // create buffer for all data
            while (pos < read.length) {

                var buf = this._buffers[count++],
                    len = Math.min(buf.length, read.length - pos);

                buf.copy(data, pos, 0, len);
                pos += len;

                // last buffer wasn't used all so just slice it and leave
                if (len != buf.length)
                    this._buffers[--count] = buf.slice(len);
            }

            // remove all used buffers
            if (count > 0)
                this._buffers.splice(0, count);

            this._buffered -= read.length;

            read.func.call(this, data);

        } else {
            // not enought data to satisfy first request in queue
            // so we need to wait for more
            break;
        }
    }

    if (this._buffers && this._buffers.length > 0 && this._buffers[0] == null) {
        this._end();
    }
};

}).call(this,require("buffer").Buffer)
},{"buffer":14,"stream":89,"util":95}],65:[function(require,module,exports){
// Copyright (c) 2012 Kuba Niegowski
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

'use strict';


module.exports = {

    PNG_SIGNATURE: [0x89, 0x50, 0x4e, 0x47, 0x0d, 0x0a, 0x1a, 0x0a],

    TYPE_IHDR: 0x49484452,
    TYPE_IEND: 0x49454e44,
    TYPE_IDAT: 0x49444154,
    TYPE_PLTE: 0x504c5445,
    TYPE_tRNS: 0x74524e53,
    TYPE_gAMA: 0x67414d41,

    COLOR_PALETTE: 1,
    COLOR_COLOR: 2,
    COLOR_ALPHA: 4
};

},{}],66:[function(require,module,exports){
// Copyright (c) 2012 Kuba Niegowski
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

'use strict';

var util = require('util'),
    Stream = require('stream');


var CrcStream = module.exports = function() {
    Stream.call(this);

    this._crc = -1;

    this.writable = true;
};
util.inherits(CrcStream, Stream);


CrcStream.prototype.write = function(data) {

    for (var i = 0; i < data.length; i++) {
        this._crc = crcTable[(this._crc ^ data[i]) & 0xff] ^ (this._crc >>> 8);
    }
    return true;
};

CrcStream.prototype.end = function(data) {
    if (data) this.write(data);

    this.emit('crc', this.crc32());
};

CrcStream.prototype.crc32 = function() {
    return this._crc ^ -1;
};


CrcStream.crc32 = function(buf) {

    var crc = -1;
    for (var i = 0; i < buf.length; i++) {
        crc = crcTable[(crc ^ buf[i]) & 0xff] ^ (crc >>> 8);
    }
    return crc ^ -1;
};



var crcTable = [];

for (var i = 0; i < 256; i++) {
    var c = i;
    for (var j = 0; j < 8; j++) {
        if (c & 1) {
            c = 0xedb88320 ^ (c >>> 1);
        } else {
            c = c >>> 1;
        }
    }
    crcTable[i] = c;
}

},{"stream":89,"util":95}],67:[function(require,module,exports){
(function (Buffer){
// Copyright (c) 2012 Kuba Niegowski
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

'use strict';

var util = require('util'),
    zlib = require('zlib'),
    ChunkStream = require('./chunkstream');


var Filter = module.exports = function(width, height, Bpp, data, options) {
    ChunkStream.call(this);

    this._width = width;
    this._height = height;
    this._Bpp = Bpp;
    this._data = data;
    this._options = options;

    this._line = 0;

    if (!('filterType' in options) || options.filterType == -1) {
        options.filterType = [0, 1, 2, 3, 4];
    } else if (typeof options.filterType == 'number') {
        options.filterType = [options.filterType];
    }

    this._filters = {
        0: this._filterNone.bind(this),
        1: this._filterSub.bind(this),
        2: this._filterUp.bind(this),
        3: this._filterAvg.bind(this),
        4: this._filterPaeth.bind(this)
    };

    this.read(this._width * Bpp + 1, this._reverseFilterLine.bind(this));
};
util.inherits(Filter, ChunkStream);


var pixelBppMap = {
    1: { // L
        0: 0,
        1: 0,
        2: 0,
        3: 0xff
    },
    2: { // LA
        0: 0,
        1: 0,
        2: 0,
        3: 1
    },
    3: { // RGB
        0: 0,
        1: 1,
        2: 2,
        3: 0xff
    },
    4: { // RGBA
        0: 0,
        1: 1,
        2: 2,
        3: 3
    }
};

Filter.prototype._reverseFilterLine = function(rawData) {

    var pxData = this._data,
        pxLineLength = this._width << 2,
        pxRowPos = this._line * pxLineLength,
        filter = rawData[0];

    if (filter == 0) {
        for (var x = 0; x < this._width; x++) {
            var pxPos = pxRowPos + (x << 2),
                rawPos = 1 + x * this._Bpp;

            for (var i = 0; i < 4; i++) {
                var idx = pixelBppMap[this._Bpp][i];
                pxData[pxPos + i] = idx != 0xff ? rawData[rawPos + idx] : 0xff;
            }
        }

    } else if (filter == 1) {
        for (var x = 0; x < this._width; x++) {
            var pxPos = pxRowPos + (x << 2),
                rawPos = 1 + x * this._Bpp;

            for (var i = 0; i < 4; i++) {
                var idx = pixelBppMap[this._Bpp][i],
                    left = x > 0 ? pxData[pxPos + i - 4] : 0;

                pxData[pxPos + i] = idx != 0xff ? rawData[rawPos + idx] + left : 0xff;
            }
        }

    } else if (filter == 2) {
        for (var x = 0; x < this._width; x++) {
            var pxPos = pxRowPos + (x << 2),
                rawPos = 1 + x * this._Bpp;

            for (var i = 0; i < 4; i++) {
                var idx = pixelBppMap[this._Bpp][i],
                    up = this._line > 0 ? pxData[pxPos - pxLineLength + i] : 0;

                pxData[pxPos + i] = idx != 0xff ? rawData[rawPos + idx] + up : 0xff;
            }

        }

    } else if (filter == 3) {
        for (var x = 0; x < this._width; x++) {
            var pxPos = pxRowPos + (x << 2),
                rawPos = 1 + x * this._Bpp;

            for (var i = 0; i < 4; i++) {
                var idx = pixelBppMap[this._Bpp][i],
                    left = x > 0 ? pxData[pxPos + i - 4] : 0,
                    up = this._line > 0 ? pxData[pxPos - pxLineLength + i] : 0,
                    add = Math.floor((left + up) / 2);

                 pxData[pxPos + i] = idx != 0xff ? rawData[rawPos + idx] + add : 0xff;
            }

        }

    } else if (filter == 4) {
        for (var x = 0; x < this._width; x++) {
            var pxPos = pxRowPos + (x << 2),
                rawPos = 1 + x * this._Bpp;

            for (var i = 0; i < 4; i++) {
                var idx = pixelBppMap[this._Bpp][i],
                    left = x > 0 ? pxData[pxPos + i - 4] : 0,
                    up = this._line > 0 ? pxData[pxPos - pxLineLength + i] : 0,
                    upLeft = x > 0 && this._line > 0
                            ? pxData[pxPos - pxLineLength + i - 4] : 0,
                    add = PaethPredictor(left, up, upLeft);

                pxData[pxPos + i] = idx != 0xff ? rawData[rawPos + idx] + add : 0xff;
            }
        }
    }


    this._line++;

    if (this._line < this._height)
        this.read(this._width * this._Bpp + 1, this._reverseFilterLine.bind(this));
    else
        this.emit('complete', this._data, this._width, this._height);
};




Filter.prototype.filter = function() {

    var pxData = this._data,
        rawData = new Buffer(((this._width << 2) + 1) * this._height);

    for (var y = 0; y < this._height; y++) {

        // find best filter for this line (with lowest sum of values)
        var filterTypes = this._options.filterType,
            min = Infinity,
            sel = 0;

        for (var i = 0; i < filterTypes.length; i++) {
            var sum = this._filters[filterTypes[i]](pxData, y, null);
            if (sum < min) {
                sel = filterTypes[i];
                min = sum;
            }
        }

        this._filters[sel](pxData, y, rawData);
    }
    return rawData;
};

Filter.prototype._filterNone = function(pxData, y, rawData) {

    var pxRowLength = this._width << 2,
        rawRowLength = pxRowLength + 1,
        sum = 0;

    if (!rawData) {
        for (var x = 0; x < pxRowLength; x++)
            sum += Math.abs(pxData[y * pxRowLength + x]);

    } else {
        rawData[y * rawRowLength] = 0;
        pxData.copy(rawData, rawRowLength * y + 1, pxRowLength * y, pxRowLength * (y + 1));
    }

    return sum;
};

Filter.prototype._filterSub = function(pxData, y, rawData) {

    var pxRowLength = this._width << 2,
        rawRowLength = pxRowLength + 1,
        sum = 0;

    if (rawData)
        rawData[y * rawRowLength] = 1;

    for (var x = 0; x < pxRowLength; x++) {

        var left = x >= 4 ? pxData[y * pxRowLength + x - 4] : 0,
            val = pxData[y * pxRowLength + x] - left;

        if (!rawData) sum += Math.abs(val);
        else rawData[y * rawRowLength + 1 + x] = val;
    }
    return sum;
};

Filter.prototype._filterUp = function(pxData, y, rawData) {

    var pxRowLength = this._width << 2,
        rawRowLength = pxRowLength + 1,
        sum = 0;

    if (rawData)
        rawData[y * rawRowLength] = 2;

    for (var x = 0; x < pxRowLength; x++) {

        var up = y > 0 ? pxData[(y - 1) * pxRowLength + x] : 0,
            val = pxData[y * pxRowLength + x] - up;

        if (!rawData) sum += Math.abs(val);
        else rawData[y * rawRowLength + 1 + x] = val;
    }
    return sum;
};

Filter.prototype._filterAvg = function(pxData, y, rawData) {

    var pxRowLength = this._width << 2,
        rawRowLength = pxRowLength + 1,
        sum = 0;

    if (rawData)
        rawData[y * rawRowLength] = 3;

    for (var x = 0; x < pxRowLength; x++) {

        var left = x >= 4 ? pxData[y * pxRowLength + x - 4] : 0,
            up = y > 0 ? pxData[(y - 1) * pxRowLength + x] : 0,
            val = pxData[y * pxRowLength + x] - ((left + up) >> 1);

        if (!rawData) sum += Math.abs(val);
        else rawData[y * rawRowLength + 1 + x] = val;
    }
    return sum;
};

Filter.prototype._filterPaeth = function(pxData, y, rawData) {

    var pxRowLength = this._width << 2,
        rawRowLength = pxRowLength + 1,
        sum = 0;

    if (rawData)
        rawData[y * rawRowLength] = 4;

    for (var x = 0; x < pxRowLength; x++) {

        var left = x >= 4 ? pxData[y * pxRowLength + x - 4] : 0,
            up = y > 0 ? pxData[(y - 1) * pxRowLength + x] : 0,
            upLeft = x >= 4 && y > 0 ? pxData[(y - 1) * pxRowLength + x - 4] : 0,
            val = pxData[y * pxRowLength + x] - PaethPredictor(left, up, upLeft);

        if (!rawData) sum += Math.abs(val);
        else rawData[y * rawRowLength + 1 + x] = val;
    }
    return sum;
};



var PaethPredictor = function(left, above, upLeft) {

    var p = left + above - upLeft,
        pLeft = Math.abs(p - left),
        pAbove = Math.abs(p - above),
        pUpLeft = Math.abs(p - upLeft);

    if (pLeft <= pAbove && pLeft <= pUpLeft) return left;
    else if (pAbove <= pUpLeft) return above;
    else return upLeft;
};

}).call(this,require("buffer").Buffer)
},{"./chunkstream":64,"buffer":14,"util":95,"zlib":13}],68:[function(require,module,exports){
(function (Buffer){
// Copyright (c) 2012 Kuba Niegowski
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

'use strict';


var util = require('util'),
    Stream = require('stream'),
    zlib = require('zlib'),
    Filter = require('./filter'),
    CrcStream = require('./crc'),
    constants = require('./constants');


var Packer = module.exports = function(options) {
    Stream.call(this);

    this._options = options;

    options.deflateChunkSize = options.deflateChunkSize || 32 * 1024;
    options.deflateLevel = options.deflateLevel || 9;
    options.deflateStrategy = options.deflateStrategy || 3;

    this.readable = true;
};
util.inherits(Packer, Stream);


Packer.prototype.pack = function(data, width, height) {

    // Signature
    this.emit('data', new Buffer(constants.PNG_SIGNATURE));
    this.emit('data', this._packIHDR(width, height));

    // filter pixel data
    var filter = new Filter(width, height, 4, data, this._options);
    var data = filter.filter();

    // compress it
    var deflate = zlib.createDeflate({
            chunkSize: this._options.deflateChunkSize,
            level: this._options.deflateLevel,
            strategy: this._options.deflateStrategy
        });
    deflate.on('error', this.emit.bind(this, 'error'));

    deflate.on('data', function(data) {
        this.emit('data', this._packIDAT(data));
    }.bind(this));

    deflate.on('end', function() {
        this.emit('data', this._packIEND());
        this.emit('end');
    }.bind(this));

    deflate.end(data);
};

Packer.prototype._packChunk = function(type, data) {

    var len = (data ? data.length : 0),
        buf = new Buffer(len + 12);

    buf.writeUInt32BE(len, 0);
    buf.writeUInt32BE(type, 4);

    if (data) data.copy(buf, 8);

    buf.writeInt32BE(CrcStream.crc32(buf.slice(4, buf.length - 4)), buf.length - 4);
    return buf;
};

Packer.prototype._packIHDR = function(width, height) {

    var buf = new Buffer(13);
    buf.writeUInt32BE(width, 0);
    buf.writeUInt32BE(height, 4);
    buf[8] = 8;
    buf[9] = 6; // colorType
    buf[10] = 0; // compression
    buf[11] = 0; // filter
    buf[12] = 0; // interlace

    return this._packChunk(constants.TYPE_IHDR, buf);
};

Packer.prototype._packIDAT = function(data) {
    return this._packChunk(constants.TYPE_IDAT, data);
};

Packer.prototype._packIEND = function() {
    return this._packChunk(constants.TYPE_IEND, null);
};

}).call(this,require("buffer").Buffer)
},{"./constants":65,"./crc":66,"./filter":67,"buffer":14,"stream":89,"util":95,"zlib":13}],69:[function(require,module,exports){
(function (Buffer){
// Copyright (c) 2012 Kuba Niegowski
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

'use strict';


var util = require('util'),
    zlib = require('zlib'),
    CrcStream = require('./crc'),
    ChunkStream = require('./chunkstream'),
    constants = require('./constants'),
    Filter = require('./filter');


var Parser = module.exports = function(options) {
    ChunkStream.call(this);

    this._options = options;
    options.checkCRC = options.checkCRC !== false;

    this._hasIHDR = false;
    this._hasIEND = false;

    this._inflate = null;
    this._filter = null;
    this._crc = null;

    // input flags/metadata
    this._palette = [];
    this._colorType = 0;

    this._chunks = {};
    this._chunks[constants.TYPE_IHDR] = this._handleIHDR.bind(this);
    this._chunks[constants.TYPE_IEND] = this._handleIEND.bind(this);
    this._chunks[constants.TYPE_IDAT] = this._handleIDAT.bind(this);
    this._chunks[constants.TYPE_PLTE] = this._handlePLTE.bind(this);
    this._chunks[constants.TYPE_tRNS] = this._handleTRNS.bind(this);
    this._chunks[constants.TYPE_gAMA] = this._handleGAMA.bind(this);

    this.writable = true;

    this.on('error', this._handleError.bind(this));
    this._handleSignature();
};
util.inherits(Parser, ChunkStream);


Parser.prototype._handleError = function() {

    this.writable = false;

    this.destroy();

    if (this._inflate)
        this._inflate.destroy();
};

Parser.prototype._handleSignature = function() {
    this.read(constants.PNG_SIGNATURE.length,
        this._parseSignature.bind(this)
    );
};

Parser.prototype._parseSignature = function(data) {

    var signature = constants.PNG_SIGNATURE;

    for (var i = 0; i < signature.length; i++) {
        if (data[i] != signature[i]) {
            this.emit('error', new Error('Invalid file signature'));
            return;
        }
    }
    this.read(8, this._parseChunkBegin.bind(this));
};

Parser.prototype._parseChunkBegin = function(data) {

    // chunk content length
    var length = data.readUInt32BE(0);

    // chunk type
    var type = data.readUInt32BE(4),
        name = '';
    for (var i = 4; i < 8; i++)
        name += String.fromCharCode(data[i]);

    // console.log('chunk ', name, length);

    // chunk flags
    var ancillary  = !!(data[4] & 0x20),  // or critical
        priv       = !!(data[5] & 0x20),  // or public
        safeToCopy = !!(data[7] & 0x20);  // or unsafe

    if (!this._hasIHDR && type != constants.TYPE_IHDR) {
        this.emit('error', new Error('Expected IHDR on beggining'));
        return;
    }

    this._crc = new CrcStream();
    this._crc.write(new Buffer(name));

    if (this._chunks[type]) {
        return this._chunks[type](length);

    } else if (!ancillary) {
        this.emit('error', new Error('Unsupported critical chunk type ' + name));
        return;
    } else {
        this.read(length + 4, this._skipChunk.bind(this));
    }
};

Parser.prototype._skipChunk = function(data) {
    this.read(8, this._parseChunkBegin.bind(this));
};

Parser.prototype._handleChunkEnd = function() {
    this.read(4, this._parseChunkEnd.bind(this));
};

Parser.prototype._parseChunkEnd = function(data) {

    var fileCrc = data.readInt32BE(0),
        calcCrc = this._crc.crc32();

    // check CRC
    if (this._options.checkCRC && calcCrc != fileCrc) {
        this.emit('error', new Error('Crc error'));
        return;
    }

    if (this._hasIEND) {
        this.destroySoon();

    } else {
        this.read(8, this._parseChunkBegin.bind(this));
    }
};


Parser.prototype._handleIHDR = function(length) {
    this.read(length, this._parseIHDR.bind(this));
};
Parser.prototype._parseIHDR = function(data) {

    this._crc.write(data);

    var width = data.readUInt32BE(0),
        height = data.readUInt32BE(4),
        depth = data[8],
        colorType = data[9], // bits: 1 palette, 2 color, 4 alpha
        compr = data[10],
        filter = data[11],
        interlace = data[12];

    // console.log('    width', width, 'height', height,
    //     'depth', depth, 'colorType', colorType,
    //     'compr', compr, 'filter', filter, 'interlace', interlace
    // );

    if (depth != 8) {
        this.emit('error', new Error('Unsupported bit depth ' + depth));
        return;
    }
    if (!(colorType in colorTypeToBppMap)) {
        this.emit('error', new Error('Unsupported color type'));
        return;
    }
    if (compr != 0) {
        this.emit('error', new Error('Unsupported compression method'));
        return;
    }
    if (filter != 0) {
        this.emit('error', new Error('Unsupported filter method'));
        return;
    }
    if (interlace != 0) {
        this.emit('error', new Error('Unsupported interlace method'));
        return;
    }

    this._colorType = colorType;

    this._data = new Buffer(width * height * 4);
    this._filter = new Filter(
        width, height,
        colorTypeToBppMap[this._colorType],
        this._data,
        this._options
    );

    this._hasIHDR = true;

    this.emit('metadata', {
        width: width,
        height: height,
        palette: !!(colorType & constants.COLOR_PALETTE),
        color: !!(colorType & constants.COLOR_COLOR),
        alpha: !!(colorType & constants.COLOR_ALPHA),
        data: this._data
    });

    this._handleChunkEnd();
};


Parser.prototype._handlePLTE = function(length) {
    this.read(length, this._parsePLTE.bind(this));
};
Parser.prototype._parsePLTE = function(data) {

    this._crc.write(data);

    var entries = Math.floor(data.length / 3);
    // console.log('Palette:', entries);

    for (var i = 0; i < entries; i++) {
        this._palette.push([
            data.readUInt8(i * 3),
            data.readUInt8(i * 3 + 1),
            data.readUInt8(i * 3 + 2 ),
            0xff
        ]);
    }

    this._handleChunkEnd();
};

Parser.prototype._handleTRNS = function(length) {
    this.read(length, this._parseTRNS.bind(this));
};
Parser.prototype._parseTRNS = function(data) {

    this._crc.write(data);

    // palette
    if (this._colorType == 3) {
        if (this._palette.length == 0) {
            this.emit('error', new Error('Transparency chunk must be after palette'));
            return;
        }
        if (data.length > this._palette.length) {
            this.emit('error', new Error('More transparent colors than palette size'));
            return;
        }
        for (var i = 0; i < this._palette.length; i++) {
            this._palette[i][3] = i < data.length ? data.readUInt8(i) : 0xff;
        }
    }

    // for colorType 0 (grayscale) and 2 (rgb)
    // there might be one gray/color defined as transparent

    this._handleChunkEnd();
};

Parser.prototype._handleGAMA = function(length) {
    this.read(length, this._parseGAMA.bind(this));
};
Parser.prototype._parseGAMA = function(data) {

    this._crc.write(data);
    this.emit('gamma', data.readUInt32BE(0) / 100000);

    this._handleChunkEnd();
};

Parser.prototype._handleIDAT = function(length) {
    this.read(-length, this._parseIDAT.bind(this, length));
};
Parser.prototype._parseIDAT = function(length, data) {

    this._crc.write(data);

    if (this._colorType == 3 && this._palette.length == 0)
        throw new Error('Expected palette not found');

    if (!this._inflate) {
        this._inflate = zlib.createInflate();

        this._inflate.on('error', this.emit.bind(this, 'error'));
        this._filter.on('complete', this._reverseFiltered.bind(this));

        this._inflate.pipe(this._filter);
    }

    this._inflate.write(data);
    length -= data.length;

    if (length > 0)
        this._handleIDAT(length);
    else
        this._handleChunkEnd();
};


Parser.prototype._handleIEND = function(length) {
    this.read(length, this._parseIEND.bind(this));
};
Parser.prototype._parseIEND = function(data) {

    this._crc.write(data);

    // no more data to inflate
    this._inflate.end();

    this._hasIEND = true;
    this._handleChunkEnd();
};


var colorTypeToBppMap = {
    0: 1,
    2: 3,
    3: 1,
    4: 2,
    6: 4
};

Parser.prototype._reverseFiltered = function(data, width, height) {

    if (this._colorType == 3) { // paletted

        // use values from palette
        var pxLineLength = width << 2;

        for (var y = 0; y < height; y++) {
            var pxRowPos = y * pxLineLength;

            for (var x = 0; x < width; x++) {
                var pxPos = pxRowPos + (x << 2),
                    color = this._palette[data[pxPos]];

                for (var i = 0; i < 4; i++)
                    data[pxPos + i] = color[i];
            }
        }
    }

    this.emit('parsed', data);
};

}).call(this,require("buffer").Buffer)
},{"./chunkstream":64,"./constants":65,"./crc":66,"./filter":67,"buffer":14,"util":95,"zlib":13}],70:[function(require,module,exports){
(function (process,Buffer){
// Copyright (c) 2012 Kuba Niegowski
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

'use strict';


var util = require('util'),
    Stream = require('stream'),
    Parser = require('./parser'),
    Packer = require('./packer');


var PNG = exports.PNG = function(options) {
    Stream.call(this);

    options = options || {};

    this.width = options.width || 0;
    this.height = options.height || 0;

    this.data = this.width > 0 && this.height > 0
            ? new Buffer(4 * this.width * this.height) : null;

    this.gamma = 0;
    this.readable = this.writable = true;

    this._parser = new Parser(options || {});

    this._parser.on('error', this.emit.bind(this, 'error'));
    this._parser.on('close', this._handleClose.bind(this));
    this._parser.on('metadata', this._metadata.bind(this));
    this._parser.on('gamma', this._gamma.bind(this));
    this._parser.on('parsed', function(data) {
        this.data = data;
        this.emit('parsed', data);
    }.bind(this));

    this._packer = new Packer(options);
    this._packer.on('data', this.emit.bind(this, 'data'));
    this._packer.on('end', this.emit.bind(this, 'end'));
    this._parser.on('close', this._handleClose.bind(this));
    this._packer.on('error', this.emit.bind(this, 'error'));

};
util.inherits(PNG, Stream);


PNG.prototype.pack = function() {

    process.nextTick(function() {
        this._packer.pack(this.data, this.width, this.height);
    }.bind(this));

    return this;
};


PNG.prototype.parse = function(data, callback) {

    if (callback) {
        var onParsed = null, onError = null;

        this.once('parsed', onParsed = function(data) {
            this.removeListener('error', onError);

            this.data = data;
            callback(null, this);

        }.bind(this));

        this.once('error', onError = function(err) {
            this.removeListener('parsed', onParsed);

            callback(err, null);
        }.bind(this));
    }

    this.end(data);
    return this;
};

PNG.prototype.write = function(data) {
    this._parser.write(data);
    return true;
};

PNG.prototype.end = function(data) {
    this._parser.end(data);
};

PNG.prototype._metadata = function(metadata) {
    this.width = metadata.width;
    this.height = metadata.height;
    this.data = metadata.data;

    delete metadata.data;
    this.emit('metadata', metadata);
};

PNG.prototype._gamma = function(gamma) {
    this.gamma = gamma;
};

PNG.prototype._handleClose = function() {
    if (!this._parser.writable && !this._packer.readable)
        this.emit('close');
};


PNG.prototype.bitblt = function(dst, sx, sy, w, h, dx, dy) {

    var src = this;

    if (sx > src.width || sy > src.height
            || sx + w > src.width || sy + h > src.height)
        throw new Error('bitblt reading outside image');
    if (dx > dst.width || dy > dst.height
            || dx + w > dst.width || dy + h > dst.height)
        throw new Error('bitblt writing outside image');

    for (var y = 0; y < h; y++) {
        src.data.copy(dst.data,
            ((dy + y) * dst.width + dx) << 2,
            ((sy + y) * src.width + sx) << 2,
            ((sy + y) * src.width + sx + w) << 2
        );
    }

    return this;
};

}).call(this,require('_process'),require("buffer").Buffer)
},{"./packer":68,"./parser":69,"_process":73,"buffer":14,"stream":89,"util":95}],71:[function(require,module,exports){
(function (process){
var Stream = require('stream')

// through
//
// a stream that does nothing but re-emit the input.
// useful for aggregating a series of changing but not ending streams into one stream)



exports = module.exports = through
through.through = through

//create a readable writable stream.

function through (write, end) {
  write = write || function (data) { this.queue(data) }
  end = end || function () { this.queue(null) }

  var ended = false, destroyed = false, buffer = []
  var stream = new Stream()
  stream.readable = stream.writable = true
  stream.paused = false

  stream.write = function (data) {
    write.call(this, data)
    return !stream.paused
  }

  function drain() {
    while(buffer.length && !stream.paused) {
      var data = buffer.shift()
      if(null === data)
        return stream.emit('end')
      else
        stream.emit('data', data)
    }
  }

  stream.queue = stream.push = function (data) {
    buffer.push(data)
    drain()
    return stream
  }

  //this will be registered as the first 'end' listener
  //must call destroy next tick, to make sure we're after any
  //stream piped from here.
  //this is only a problem if end is not emitted synchronously.
  //a nicer way to do this is to make sure this is the last listener for 'end'

  stream.on('end', function () {
    stream.readable = false
    if(!stream.writable)
      process.nextTick(function () {
        stream.destroy()
      })
  })

  function _end () {
    stream.writable = false
    end.call(stream)
    if(!stream.readable)
      stream.destroy()
  }

  stream.end = function (data) {
    if(ended) return
    ended = true
    if(arguments.length) stream.write(data)
    _end() // will emit or queue
    return stream
  }

  stream.destroy = function () {
    if(destroyed) return
    destroyed = true
    ended = true
    buffer.length = 0
    stream.writable = stream.readable = false
    stream.emit('close')
    return stream
  }

  stream.pause = function () {
    if(stream.paused) return
    stream.paused = true
    stream.emit('pause')
    return stream
  }
  stream.resume = function () {
    if(stream.paused) {
      stream.paused = false
    }
    drain()
    //may have become paused again,
    //as drain emits 'data'.
    if(!stream.paused)
      stream.emit('drain')
    return stream
  }
  return stream
}


}).call(this,require('_process'))
},{"_process":73,"stream":89}],72:[function(require,module,exports){
(function (process,Buffer){
"use strict";
var through = require("through");

//Create parser state
var PARSER_STATE = {
  HEADER: 0,
  BODY: 1,
  DONE: 2,
  ERROR: 3
};

var TOKEN_TYPE = {
  HEADER:   0,
  NUMBER:   1
};

function makeToken(token, match) {
  if(match.type === "header") {
    return {
      type: TOKEN_TYPE.HEADER,
      width: parseInt(match.regex[0]),
      height: parseInt(match.regex[1]),
      depth: parseInt(match.regex[2])
    };
  } else if(match.type === "rgb") {
    return {
      type: TOKEN_TYPE.RGB,
      rgb: [ parseInt(match.regex[0]), parseInt(match.regex[1]), parseInt(match.regex[2]) ]
    };
  }
}

function PPMParser(stream, cb) {
  this.cb = cb;
  this.buffer = [];
  this.width = 0;
  this.height = 0;
  this.depth = 0;
  this.state  = PARSER_STATE.HEADER;
  this.cur_row = 0;
  this.cur_col = 0;
  this.cur_channel = -1;
  this.image = [];
  
  this.buffer = [];
  this.ptr = 0;

  this.stream = stream;
  this.error_cb = PPMParser.prototype.onerror.bind(this);
  this.data_cb = PPMParser.prototype.ondata.bind(this);
  this.end_cb = PPMParser.prototype.onend.bind(this);
  stream.on("error", this.error_cb);
  stream.on("data", this.data_cb);
  stream.on("end", this.end_cb);
}

PPMParser.prototype.next = function(index) {
  if(++index[0] >= this.buffer[index[1]].length) {
    index[0] = 0;
    if(++index[1] >= this.buffer.length) {
      index[0] = -1;
      index[1] = this.buffer.length;
    }
  }
}

PPMParser.prototype.get = function(index) {
  if(index[0] < 0) {
    return -1;
  }
  return this.buffer[index[1]][index[0]];
}

PPMParser.prototype.ondata = function(data) {
  if(this.state === PARSER_STATE.ERROR || data.length === 0) {
    return;
  }
  this.buffer.push(new Buffer(data));
  var ptr = [this.ptr, 0];
  var cur = [0,0];
tok_loop:
  while(ptr[0] >= 0 &&
    this.state !== PARSER_STATE.ERROR &&
    this.state !== PARSER_STATE.DONE) {
    cur[0] = ptr[0];
    cur[1] = ptr[1];
    switch(this.get(ptr)) {
      //Comment
      case 35:
        while(true) {
          var c = this.get(cur);
          if(c < 0) {
            break tok_loop;
          }
          if(c === 0x0d || c === 0x0a) {
            break;
          }
          this.next(cur);
        }
        ptr[0] = cur[0];
        ptr[1] = cur[1];
      break;
      
      //Whitespace
      case 0x09:
      case 0x0a:
      case 0x0b:
      case 0x0c:
      case 0x0d:
      case 0x20:
        this.next(ptr);
      break;
      
      //Header
      case 80:
        if(this.get(cur) < 0) {
          break tok_loop;
        }
        this.next(cur);
        if(this.get(cur) !== 51) {
          return;
        }
        this.ontoken(TOKEN_TYPE.HEADER);
        this.next(cur);
        ptr[0] = cur[0];
        ptr[1] = cur[1];
      break;
      
      //Number
      case 48:
      case 49:
      case 50:
      case 51:
      case 52:
      case 53:
      case 54:
      case 55:
      case 56:
      case 57:
      case 58:
      case 59:
        var value = 0;
        while(true) {
          var x = this.get(cur);
          if(x < 0) {
            break tok_loop;
          } else if(x < 48 || x > 59) {
            break;
          }
          this.next(cur);
          value = value * 10 + x - 48;
        }
        this.ontoken(TOKEN_TYPE.NUMBER, value);
        ptr[0] = cur[0];
        ptr[1] = cur[1];
      break;
      
      case -1:
        break tok_loop;
      break;
      
      default:
        this.onerror(new Error("Invalid character in token stream: " + this.get(ptr)));
        return;
    }
  }
  //Advance pointer
  if(ptr[0] < 0) {
    this.ptr = 0;
    this.buffer.length = 0;
  } else {
    this.ptr = ptr[0];
    if(ptr[1] > 0) {
      this.buffer.splice(0, ptr[1]);
    }
  }
};

PPMParser.prototype.onerror = function(err) {
  if(this.state === PARSER_STATE.ERROR || this.state === PARSER_STATE.DONE) {
    return;
  }
  this.buffer = [];
  this.image = [];
  this.stream.removeListener("data", this.data_cb);
  this.stream.removeListener("error", this.error_cb);
  this.stream.removeListener("end", this.end_cb);
  this.state = PARSER_STATE.ERROR;
  this.cb(err, null);
  this.data_cb = this.error_cb = this.end_cb = null;
}

PPMParser.prototype.ontoken = function(type, value) {
  switch(this.state) {
    case PARSER_STATE.HEADER:
      if(this.cur_channel < 0 && type === TOKEN_TYPE.HEADER) {
        //Keep reading header, set channel to 1
        this.cur_channel = 0;
      } else if(this.cur_channel >= 0 && type === TOKEN_TYPE.NUMBER) {
        switch(this.cur_channel) {
          case 0:
            this.width = value;
          break;
          case 1:
            this.height = value;
          break;
          case 2:
            this.depth = value;
            this.image = new Array(this.height);
            for(var i=0; i<this.height; ++i) {
              var row = new Array(this.width);
              for(var j=0; j<this.width; ++j) {
                row[j] = [0,0,0];
              }
              this.image[i] = row;
            }
            this.state = PARSER_STATE.BODY;
            this.cur_col = this.cur_row = this.cur_channel = 0;
            return;
          break;
          default:
            this.onerror(new Error("Invalid PPM header"));
          break;
        }
        this.cur_channel++;
      } else {
        this.onerror(new Error("Invalid PPM file"));
        return;
      }
      
    break;
    
    case PARSER_STATE.BODY:
      if(type !== TOKEN_TYPE.NUMBER) {
        this.onerror(new Error("Invalid token in PPM file"));
        return;
      }
      this.image[this.cur_row][this.cur_col][this.cur_channel] = value;
      if(++this.cur_channel >= 3) {
        this.cur_channel = 0;
        if(++this.cur_col >= this.width) {
          this.cur_col = 0;
          if(++this.cur_row >= this.height) {
            this.state = PARSER_STATE.DONE;
          }
        }
      }
    break;
    
    case PARSER_STATE.DONE:
    case PARSER_STATE.ERROR:
    break;
    
    default:
    break;
  }
};

PPMParser.prototype.onend = function() {
  this.ondata(new Buffer("\n"));
  
  switch(this.state) {
    case PARSER_STATE.ERROR:
    break;
    
    case PARSER_STATE.DONE:
      this.buffer.length = 0;;
      this.cb(null, this.image);
    break;
    
    default:
      this.state = PARSER_STATE.ERROR;
      this.cb(new Error("Unexpected EOF"), null);
    break;
  }
}

//Parses a ppm image
exports.parse = function(stream, cb) {
  return new PPMParser(stream, cb);
}

//Writes a PPM image to file
function PPMWriter(image) {
  this.stream = through();
  this.image = image;
  this.cur_row = 0;
  this.cur_col = 0;
  this.drain_cb = PPMWriter.prototype.writeBody.bind(this);
  
  this.stream.on("drain", this.drain_cb);
  process.nextTick(PPMWriter.prototype.writeHeader.bind(this));
}

PPMWriter.prototype.writeHeader = function() {
  if(this.stream.write("P3\n#JS PPM\n" + this.image[0].length + " " + this.image.length + "\n255\n")) {
    this.writeBody();
  }
}

PPMWriter.prototype.writeBody = function() {
  while(this.stream.write(this.image[this.cur_row][this.cur_col].join(" ")+" ")) {
    if(++this.cur_col >= this.image[0].length) {
      this.cur_col = 0;
      if(++this.cur_row >= this.image.length) {
        this.stream.removeListener("drain", this.drain_cb);
        this.stream.end("\n");
        break;
      }
    }
  }
}

//Serializes an image to a ppm
exports.serialize = function(image) {
  var writer = new PPMWriter(image);
  return writer.stream;
}

}).call(this,require('_process'),require("buffer").Buffer)
},{"_process":73,"buffer":14,"through":71}],73:[function(require,module,exports){
// shim for using process in browser

var process = module.exports = {};

process.nextTick = (function () {
    var canSetImmediate = typeof window !== 'undefined'
    && window.setImmediate;
    var canPost = typeof window !== 'undefined'
    && window.postMessage && window.addEventListener
    ;

    if (canSetImmediate) {
        return function (f) { return window.setImmediate(f) };
    }

    if (canPost) {
        var queue = [];
        window.addEventListener('message', function (ev) {
            var source = ev.source;
            if ((source === window || source === null) && ev.data === 'process-tick') {
                ev.stopPropagation();
                if (queue.length > 0) {
                    var fn = queue.shift();
                    fn();
                }
            }
        }, true);

        return function nextTick(fn) {
            queue.push(fn);
            window.postMessage('process-tick', '*');
        };
    }

    return function nextTick(fn) {
        setTimeout(fn, 0);
    };
})();

process.title = 'browser';
process.browser = true;
process.env = {};
process.argv = [];

function noop() {}

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

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

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

},{}],74:[function(require,module,exports){
module.exports = raf

var EE = require('events').EventEmitter
  , global = typeof window === 'undefined' ? this : window

var _raf =
  global.requestAnimationFrame ||
  global.webkitRequestAnimationFrame ||
  global.mozRequestAnimationFrame ||
  global.msRequestAnimationFrame ||
  global.oRequestAnimationFrame ||
  (global.setImmediate ? function(fn, el) {
    setImmediate(fn)
  } :
  function(fn, el) {
    setTimeout(fn, 0)
  })

function raf(el) {
  var now = raf.now()
    , ee = new EE

  ee.pause = function() { ee.paused = true }
  ee.resume = function() { ee.paused = false }

  _raf(iter, el)

  return ee

  function iter(timestamp) {
    var _now = raf.now()
      , dt = _now - now
    
    now = _now

    ee.emit('data', dt)

    if(!ee.paused) {
      _raf(iter, el)
    }
  }
}

raf.polyfill = _raf
raf.now = function() { return Date.now() }

},{"events":26}],75:[function(require,module,exports){
module.exports = require("./lib/_stream_duplex.js")

},{"./lib/_stream_duplex.js":76}],76:[function(require,module,exports){
(function (process){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

// a duplex stream is just a stream that is both readable and writable.
// Since JS doesn't have multiple prototypal inheritance, this class
// prototypally inherits from Readable, and then parasitically from
// Writable.

module.exports = Duplex;

/*<replacement>*/
var objectKeys = Object.keys || function (obj) {
  var keys = [];
  for (var key in obj) keys.push(key);
  return keys;
}
/*</replacement>*/


/*<replacement>*/
var util = require('core-util-is');
util.inherits = require('inherits');
/*</replacement>*/

var Readable = require('./_stream_readable');
var Writable = require('./_stream_writable');

util.inherits(Duplex, Readable);

forEach(objectKeys(Writable.prototype), function(method) {
  if (!Duplex.prototype[method])
    Duplex.prototype[method] = Writable.prototype[method];
});

function Duplex(options) {
  if (!(this instanceof Duplex))
    return new Duplex(options);

  Readable.call(this, options);
  Writable.call(this, options);

  if (options && options.readable === false)
    this.readable = false;

  if (options && options.writable === false)
    this.writable = false;

  this.allowHalfOpen = true;
  if (options && options.allowHalfOpen === false)
    this.allowHalfOpen = false;

  this.once('end', onend);
}

// the no-half-open enforcer
function onend() {
  // if we allow half-open state, or if the writable side ended,
  // then we're ok.
  if (this.allowHalfOpen || this._writableState.ended)
    return;

  // no more data can be written.
  // But allow more writes to happen in this tick.
  process.nextTick(this.end.bind(this));
}

function forEach (xs, f) {
  for (var i = 0, l = xs.length; i < l; i++) {
    f(xs[i], i);
  }
}

}).call(this,require('_process'))
},{"./_stream_readable":78,"./_stream_writable":80,"_process":73,"core-util-is":21,"inherits":29}],77:[function(require,module,exports){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

// a passthrough stream.
// basically just the most minimal sort of Transform stream.
// Every written chunk gets output as-is.

module.exports = PassThrough;

var Transform = require('./_stream_transform');

/*<replacement>*/
var util = require('core-util-is');
util.inherits = require('inherits');
/*</replacement>*/

util.inherits(PassThrough, Transform);

function PassThrough(options) {
  if (!(this instanceof PassThrough))
    return new PassThrough(options);

  Transform.call(this, options);
}

PassThrough.prototype._transform = function(chunk, encoding, cb) {
  cb(null, chunk);
};

},{"./_stream_transform":79,"core-util-is":21,"inherits":29}],78:[function(require,module,exports){
(function (process){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

module.exports = Readable;

/*<replacement>*/
var isArray = require('isarray');
/*</replacement>*/


/*<replacement>*/
var Buffer = require('buffer').Buffer;
/*</replacement>*/

Readable.ReadableState = ReadableState;

var EE = require('events').EventEmitter;

/*<replacement>*/
if (!EE.listenerCount) EE.listenerCount = function(emitter, type) {
  return emitter.listeners(type).length;
};
/*</replacement>*/

var Stream = require('stream');

/*<replacement>*/
var util = require('core-util-is');
util.inherits = require('inherits');
/*</replacement>*/

var StringDecoder;

util.inherits(Readable, Stream);

function ReadableState(options, stream) {
  options = options || {};

  // the point at which it stops calling _read() to fill the buffer
  // Note: 0 is a valid value, means "don't call _read preemptively ever"
  var hwm = options.highWaterMark;
  this.highWaterMark = (hwm || hwm === 0) ? hwm : 16 * 1024;

  // cast to ints.
  this.highWaterMark = ~~this.highWaterMark;

  this.buffer = [];
  this.length = 0;
  this.pipes = null;
  this.pipesCount = 0;
  this.flowing = false;
  this.ended = false;
  this.endEmitted = false;
  this.reading = false;

  // In streams that never have any data, and do push(null) right away,
  // the consumer can miss the 'end' event if they do some I/O before
  // consuming the stream.  So, we don't emit('end') until some reading
  // happens.
  this.calledRead = false;

  // a flag to be able to tell if the onwrite cb is called immediately,
  // or on a later tick.  We set this to true at first, becuase any
  // actions that shouldn't happen until "later" should generally also
  // not happen before the first write call.
  this.sync = true;

  // whenever we return null, then we set a flag to say
  // that we're awaiting a 'readable' event emission.
  this.needReadable = false;
  this.emittedReadable = false;
  this.readableListening = false;


  // object stream flag. Used to make read(n) ignore n and to
  // make all the buffer merging and length checks go away
  this.objectMode = !!options.objectMode;

  // Crypto is kind of old and crusty.  Historically, its default string
  // encoding is 'binary' so we have to make this configurable.
  // Everything else in the universe uses 'utf8', though.
  this.defaultEncoding = options.defaultEncoding || 'utf8';

  // when piping, we only care about 'readable' events that happen
  // after read()ing all the bytes and not getting any pushback.
  this.ranOut = false;

  // the number of writers that are awaiting a drain event in .pipe()s
  this.awaitDrain = 0;

  // if true, a maybeReadMore has been scheduled
  this.readingMore = false;

  this.decoder = null;
  this.encoding = null;
  if (options.encoding) {
    if (!StringDecoder)
      StringDecoder = require('string_decoder/').StringDecoder;
    this.decoder = new StringDecoder(options.encoding);
    this.encoding = options.encoding;
  }
}

function Readable(options) {
  if (!(this instanceof Readable))
    return new Readable(options);

  this._readableState = new ReadableState(options, this);

  // legacy
  this.readable = true;

  Stream.call(this);
}

// Manually shove something into the read() buffer.
// This returns true if the highWaterMark has not been hit yet,
// similar to how Writable.write() returns true if you should
// write() some more.
Readable.prototype.push = function(chunk, encoding) {
  var state = this._readableState;

  if (typeof chunk === 'string' && !state.objectMode) {
    encoding = encoding || state.defaultEncoding;
    if (encoding !== state.encoding) {
      chunk = new Buffer(chunk, encoding);
      encoding = '';
    }
  }

  return readableAddChunk(this, state, chunk, encoding, false);
};

// Unshift should *always* be something directly out of read()
Readable.prototype.unshift = function(chunk) {
  var state = this._readableState;
  return readableAddChunk(this, state, chunk, '', true);
};

function readableAddChunk(stream, state, chunk, encoding, addToFront) {
  var er = chunkInvalid(state, chunk);
  if (er) {
    stream.emit('error', er);
  } else if (chunk === null || chunk === undefined) {
    state.reading = false;
    if (!state.ended)
      onEofChunk(stream, state);
  } else if (state.objectMode || chunk && chunk.length > 0) {
    if (state.ended && !addToFront) {
      var e = new Error('stream.push() after EOF');
      stream.emit('error', e);
    } else if (state.endEmitted && addToFront) {
      var e = new Error('stream.unshift() after end event');
      stream.emit('error', e);
    } else {
      if (state.decoder && !addToFront && !encoding)
        chunk = state.decoder.write(chunk);

      // update the buffer info.
      state.length += state.objectMode ? 1 : chunk.length;
      if (addToFront) {
        state.buffer.unshift(chunk);
      } else {
        state.reading = false;
        state.buffer.push(chunk);
      }

      if (state.needReadable)
        emitReadable(stream);

      maybeReadMore(stream, state);
    }
  } else if (!addToFront) {
    state.reading = false;
  }

  return needMoreData(state);
}



// if it's past the high water mark, we can push in some more.
// Also, if we have no data yet, we can stand some
// more bytes.  This is to work around cases where hwm=0,
// such as the repl.  Also, if the push() triggered a
// readable event, and the user called read(largeNumber) such that
// needReadable was set, then we ought to push more, so that another
// 'readable' event will be triggered.
function needMoreData(state) {
  return !state.ended &&
         (state.needReadable ||
          state.length < state.highWaterMark ||
          state.length === 0);
}

// backwards compatibility.
Readable.prototype.setEncoding = function(enc) {
  if (!StringDecoder)
    StringDecoder = require('string_decoder/').StringDecoder;
  this._readableState.decoder = new StringDecoder(enc);
  this._readableState.encoding = enc;
};

// Don't raise the hwm > 128MB
var MAX_HWM = 0x800000;
function roundUpToNextPowerOf2(n) {
  if (n >= MAX_HWM) {
    n = MAX_HWM;
  } else {
    // Get the next highest power of 2
    n--;
    for (var p = 1; p < 32; p <<= 1) n |= n >> p;
    n++;
  }
  return n;
}

function howMuchToRead(n, state) {
  if (state.length === 0 && state.ended)
    return 0;

  if (state.objectMode)
    return n === 0 ? 0 : 1;

  if (n === null || isNaN(n)) {
    // only flow one buffer at a time
    if (state.flowing && state.buffer.length)
      return state.buffer[0].length;
    else
      return state.length;
  }

  if (n <= 0)
    return 0;

  // If we're asking for more than the target buffer level,
  // then raise the water mark.  Bump up to the next highest
  // power of 2, to prevent increasing it excessively in tiny
  // amounts.
  if (n > state.highWaterMark)
    state.highWaterMark = roundUpToNextPowerOf2(n);

  // don't have that much.  return null, unless we've ended.
  if (n > state.length) {
    if (!state.ended) {
      state.needReadable = true;
      return 0;
    } else
      return state.length;
  }

  return n;
}

// you can override either this method, or the async _read(n) below.
Readable.prototype.read = function(n) {
  var state = this._readableState;
  state.calledRead = true;
  var nOrig = n;
  var ret;

  if (typeof n !== 'number' || n > 0)
    state.emittedReadable = false;

  // if we're doing read(0) to trigger a readable event, but we
  // already have a bunch of data in the buffer, then just trigger
  // the 'readable' event and move on.
  if (n === 0 &&
      state.needReadable &&
      (state.length >= state.highWaterMark || state.ended)) {
    emitReadable(this);
    return null;
  }

  n = howMuchToRead(n, state);

  // if we've ended, and we're now clear, then finish it up.
  if (n === 0 && state.ended) {
    ret = null;

    // In cases where the decoder did not receive enough data
    // to produce a full chunk, then immediately received an
    // EOF, state.buffer will contain [<Buffer >, <Buffer 00 ...>].
    // howMuchToRead will see this and coerce the amount to
    // read to zero (because it's looking at the length of the
    // first <Buffer > in state.buffer), and we'll end up here.
    //
    // This can only happen via state.decoder -- no other venue
    // exists for pushing a zero-length chunk into state.buffer
    // and triggering this behavior. In this case, we return our
    // remaining data and end the stream, if appropriate.
    if (state.length > 0 && state.decoder) {
      ret = fromList(n, state);
      state.length -= ret.length;
    }

    if (state.length === 0)
      endReadable(this);

    return ret;
  }

  // All the actual chunk generation logic needs to be
  // *below* the call to _read.  The reason is that in certain
  // synthetic stream cases, such as passthrough streams, _read
  // may be a completely synchronous operation which may change
  // the state of the read buffer, providing enough data when
  // before there was *not* enough.
  //
  // So, the steps are:
  // 1. Figure out what the state of things will be after we do
  // a read from the buffer.
  //
  // 2. If that resulting state will trigger a _read, then call _read.
  // Note that this may be asynchronous, or synchronous.  Yes, it is
  // deeply ugly to write APIs this way, but that still doesn't mean
  // that the Readable class should behave improperly, as streams are
  // designed to be sync/async agnostic.
  // Take note if the _read call is sync or async (ie, if the read call
  // has returned yet), so that we know whether or not it's safe to emit
  // 'readable' etc.
  //
  // 3. Actually pull the requested chunks out of the buffer and return.

  // if we need a readable event, then we need to do some reading.
  var doRead = state.needReadable;

  // if we currently have less than the highWaterMark, then also read some
  if (state.length - n <= state.highWaterMark)
    doRead = true;

  // however, if we've ended, then there's no point, and if we're already
  // reading, then it's unnecessary.
  if (state.ended || state.reading)
    doRead = false;

  if (doRead) {
    state.reading = true;
    state.sync = true;
    // if the length is currently zero, then we *need* a readable event.
    if (state.length === 0)
      state.needReadable = true;
    // call internal read method
    this._read(state.highWaterMark);
    state.sync = false;
  }

  // If _read called its callback synchronously, then `reading`
  // will be false, and we need to re-evaluate how much data we
  // can return to the user.
  if (doRead && !state.reading)
    n = howMuchToRead(nOrig, state);

  if (n > 0)
    ret = fromList(n, state);
  else
    ret = null;

  if (ret === null) {
    state.needReadable = true;
    n = 0;
  }

  state.length -= n;

  // If we have nothing in the buffer, then we want to know
  // as soon as we *do* get something into the buffer.
  if (state.length === 0 && !state.ended)
    state.needReadable = true;

  // If we happened to read() exactly the remaining amount in the
  // buffer, and the EOF has been seen at this point, then make sure
  // that we emit 'end' on the very next tick.
  if (state.ended && !state.endEmitted && state.length === 0)
    endReadable(this);

  return ret;
};

function chunkInvalid(state, chunk) {
  var er = null;
  if (!Buffer.isBuffer(chunk) &&
      'string' !== typeof chunk &&
      chunk !== null &&
      chunk !== undefined &&
      !state.objectMode) {
    er = new TypeError('Invalid non-string/buffer chunk');
  }
  return er;
}


function onEofChunk(stream, state) {
  if (state.decoder && !state.ended) {
    var chunk = state.decoder.end();
    if (chunk && chunk.length) {
      state.buffer.push(chunk);
      state.length += state.objectMode ? 1 : chunk.length;
    }
  }
  state.ended = true;

  // if we've ended and we have some data left, then emit
  // 'readable' now to make sure it gets picked up.
  if (state.length > 0)
    emitReadable(stream);
  else
    endReadable(stream);
}

// Don't emit readable right away in sync mode, because this can trigger
// another read() call => stack overflow.  This way, it might trigger
// a nextTick recursion warning, but that's not so bad.
function emitReadable(stream) {
  var state = stream._readableState;
  state.needReadable = false;
  if (state.emittedReadable)
    return;

  state.emittedReadable = true;
  if (state.sync)
    process.nextTick(function() {
      emitReadable_(stream);
    });
  else
    emitReadable_(stream);
}

function emitReadable_(stream) {
  stream.emit('readable');
}


// at this point, the user has presumably seen the 'readable' event,
// and called read() to consume some data.  that may have triggered
// in turn another _read(n) call, in which case reading = true if
// it's in progress.
// However, if we're not ended, or reading, and the length < hwm,
// then go ahead and try to read some more preemptively.
function maybeReadMore(stream, state) {
  if (!state.readingMore) {
    state.readingMore = true;
    process.nextTick(function() {
      maybeReadMore_(stream, state);
    });
  }
}

function maybeReadMore_(stream, state) {
  var len = state.length;
  while (!state.reading && !state.flowing && !state.ended &&
         state.length < state.highWaterMark) {
    stream.read(0);
    if (len === state.length)
      // didn't get any data, stop spinning.
      break;
    else
      len = state.length;
  }
  state.readingMore = false;
}

// abstract method.  to be overridden in specific implementation classes.
// call cb(er, data) where data is <= n in length.
// for virtual (non-string, non-buffer) streams, "length" is somewhat
// arbitrary, and perhaps not very meaningful.
Readable.prototype._read = function(n) {
  this.emit('error', new Error('not implemented'));
};

Readable.prototype.pipe = function(dest, pipeOpts) {
  var src = this;
  var state = this._readableState;

  switch (state.pipesCount) {
    case 0:
      state.pipes = dest;
      break;
    case 1:
      state.pipes = [state.pipes, dest];
      break;
    default:
      state.pipes.push(dest);
      break;
  }
  state.pipesCount += 1;

  var doEnd = (!pipeOpts || pipeOpts.end !== false) &&
              dest !== process.stdout &&
              dest !== process.stderr;

  var endFn = doEnd ? onend : cleanup;
  if (state.endEmitted)
    process.nextTick(endFn);
  else
    src.once('end', endFn);

  dest.on('unpipe', onunpipe);
  function onunpipe(readable) {
    if (readable !== src) return;
    cleanup();
  }

  function onend() {
    dest.end();
  }

  // when the dest drains, it reduces the awaitDrain counter
  // on the source.  This would be more elegant with a .once()
  // handler in flow(), but adding and removing repeatedly is
  // too slow.
  var ondrain = pipeOnDrain(src);
  dest.on('drain', ondrain);

  function cleanup() {
    // cleanup event handlers once the pipe is broken
    dest.removeListener('close', onclose);
    dest.removeListener('finish', onfinish);
    dest.removeListener('drain', ondrain);
    dest.removeListener('error', onerror);
    dest.removeListener('unpipe', onunpipe);
    src.removeListener('end', onend);
    src.removeListener('end', cleanup);

    // if the reader is waiting for a drain event from this
    // specific writer, then it would cause it to never start
    // flowing again.
    // So, if this is awaiting a drain, then we just call it now.
    // If we don't know, then assume that we are waiting for one.
    if (!dest._writableState || dest._writableState.needDrain)
      ondrain();
  }

  // if the dest has an error, then stop piping into it.
  // however, don't suppress the throwing behavior for this.
  function onerror(er) {
    unpipe();
    dest.removeListener('error', onerror);
    if (EE.listenerCount(dest, 'error') === 0)
      dest.emit('error', er);
  }
  // This is a brutally ugly hack to make sure that our error handler
  // is attached before any userland ones.  NEVER DO THIS.
  if (!dest._events || !dest._events.error)
    dest.on('error', onerror);
  else if (isArray(dest._events.error))
    dest._events.error.unshift(onerror);
  else
    dest._events.error = [onerror, dest._events.error];



  // Both close and finish should trigger unpipe, but only once.
  function onclose() {
    dest.removeListener('finish', onfinish);
    unpipe();
  }
  dest.once('close', onclose);
  function onfinish() {
    dest.removeListener('close', onclose);
    unpipe();
  }
  dest.once('finish', onfinish);

  function unpipe() {
    src.unpipe(dest);
  }

  // tell the dest that it's being piped to
  dest.emit('pipe', src);

  // start the flow if it hasn't been started already.
  if (!state.flowing) {
    // the handler that waits for readable events after all
    // the data gets sucked out in flow.
    // This would be easier to follow with a .once() handler
    // in flow(), but that is too slow.
    this.on('readable', pipeOnReadable);

    state.flowing = true;
    process.nextTick(function() {
      flow(src);
    });
  }

  return dest;
};

function pipeOnDrain(src) {
  return function() {
    var dest = this;
    var state = src._readableState;
    state.awaitDrain--;
    if (state.awaitDrain === 0)
      flow(src);
  };
}

function flow(src) {
  var state = src._readableState;
  var chunk;
  state.awaitDrain = 0;

  function write(dest, i, list) {
    var written = dest.write(chunk);
    if (false === written) {
      state.awaitDrain++;
    }
  }

  while (state.pipesCount && null !== (chunk = src.read())) {

    if (state.pipesCount === 1)
      write(state.pipes, 0, null);
    else
      forEach(state.pipes, write);

    src.emit('data', chunk);

    // if anyone needs a drain, then we have to wait for that.
    if (state.awaitDrain > 0)
      return;
  }

  // if every destination was unpiped, either before entering this
  // function, or in the while loop, then stop flowing.
  //
  // NB: This is a pretty rare edge case.
  if (state.pipesCount === 0) {
    state.flowing = false;

    // if there were data event listeners added, then switch to old mode.
    if (EE.listenerCount(src, 'data') > 0)
      emitDataEvents(src);
    return;
  }

  // at this point, no one needed a drain, so we just ran out of data
  // on the next readable event, start it over again.
  state.ranOut = true;
}

function pipeOnReadable() {
  if (this._readableState.ranOut) {
    this._readableState.ranOut = false;
    flow(this);
  }
}


Readable.prototype.unpipe = function(dest) {
  var state = this._readableState;

  // if we're not piping anywhere, then do nothing.
  if (state.pipesCount === 0)
    return this;

  // just one destination.  most common case.
  if (state.pipesCount === 1) {
    // passed in one, but it's not the right one.
    if (dest && dest !== state.pipes)
      return this;

    if (!dest)
      dest = state.pipes;

    // got a match.
    state.pipes = null;
    state.pipesCount = 0;
    this.removeListener('readable', pipeOnReadable);
    state.flowing = false;
    if (dest)
      dest.emit('unpipe', this);
    return this;
  }

  // slow case. multiple pipe destinations.

  if (!dest) {
    // remove all.
    var dests = state.pipes;
    var len = state.pipesCount;
    state.pipes = null;
    state.pipesCount = 0;
    this.removeListener('readable', pipeOnReadable);
    state.flowing = false;

    for (var i = 0; i < len; i++)
      dests[i].emit('unpipe', this);
    return this;
  }

  // try to find the right one.
  var i = indexOf(state.pipes, dest);
  if (i === -1)
    return this;

  state.pipes.splice(i, 1);
  state.pipesCount -= 1;
  if (state.pipesCount === 1)
    state.pipes = state.pipes[0];

  dest.emit('unpipe', this);

  return this;
};

// set up data events if they are asked for
// Ensure readable listeners eventually get something
Readable.prototype.on = function(ev, fn) {
  var res = Stream.prototype.on.call(this, ev, fn);

  if (ev === 'data' && !this._readableState.flowing)
    emitDataEvents(this);

  if (ev === 'readable' && this.readable) {
    var state = this._readableState;
    if (!state.readableListening) {
      state.readableListening = true;
      state.emittedReadable = false;
      state.needReadable = true;
      if (!state.reading) {
        this.read(0);
      } else if (state.length) {
        emitReadable(this, state);
      }
    }
  }

  return res;
};
Readable.prototype.addListener = Readable.prototype.on;

// pause() and resume() are remnants of the legacy readable stream API
// If the user uses them, then switch into old mode.
Readable.prototype.resume = function() {
  emitDataEvents(this);
  this.read(0);
  this.emit('resume');
};

Readable.prototype.pause = function() {
  emitDataEvents(this, true);
  this.emit('pause');
};

function emitDataEvents(stream, startPaused) {
  var state = stream._readableState;

  if (state.flowing) {
    // https://github.com/isaacs/readable-stream/issues/16
    throw new Error('Cannot switch to old mode now.');
  }

  var paused = startPaused || false;
  var readable = false;

  // convert to an old-style stream.
  stream.readable = true;
  stream.pipe = Stream.prototype.pipe;
  stream.on = stream.addListener = Stream.prototype.on;

  stream.on('readable', function() {
    readable = true;

    var c;
    while (!paused && (null !== (c = stream.read())))
      stream.emit('data', c);

    if (c === null) {
      readable = false;
      stream._readableState.needReadable = true;
    }
  });

  stream.pause = function() {
    paused = true;
    this.emit('pause');
  };

  stream.resume = function() {
    paused = false;
    if (readable)
      process.nextTick(function() {
        stream.emit('readable');
      });
    else
      this.read(0);
    this.emit('resume');
  };

  // now make it start, just in case it hadn't already.
  stream.emit('readable');
}

// wrap an old-style stream as the async data source.
// This is *not* part of the readable stream interface.
// It is an ugly unfortunate mess of history.
Readable.prototype.wrap = function(stream) {
  var state = this._readableState;
  var paused = false;

  var self = this;
  stream.on('end', function() {
    if (state.decoder && !state.ended) {
      var chunk = state.decoder.end();
      if (chunk && chunk.length)
        self.push(chunk);
    }

    self.push(null);
  });

  stream.on('data', function(chunk) {
    if (state.decoder)
      chunk = state.decoder.write(chunk);

    // don't skip over falsy values in objectMode
    //if (state.objectMode && util.isNullOrUndefined(chunk))
    if (state.objectMode && (chunk === null || chunk === undefined))
      return;
    else if (!state.objectMode && (!chunk || !chunk.length))
      return;

    var ret = self.push(chunk);
    if (!ret) {
      paused = true;
      stream.pause();
    }
  });

  // proxy all the other methods.
  // important when wrapping filters and duplexes.
  for (var i in stream) {
    if (typeof stream[i] === 'function' &&
        typeof this[i] === 'undefined') {
      this[i] = function(method) { return function() {
        return stream[method].apply(stream, arguments);
      }}(i);
    }
  }

  // proxy certain important events.
  var events = ['error', 'close', 'destroy', 'pause', 'resume'];
  forEach(events, function(ev) {
    stream.on(ev, self.emit.bind(self, ev));
  });

  // when we try to consume some more bytes, simply unpause the
  // underlying stream.
  self._read = function(n) {
    if (paused) {
      paused = false;
      stream.resume();
    }
  };

  return self;
};



// exposed for testing purposes only.
Readable._fromList = fromList;

// Pluck off n bytes from an array of buffers.
// Length is the combined lengths of all the buffers in the list.
function fromList(n, state) {
  var list = state.buffer;
  var length = state.length;
  var stringMode = !!state.decoder;
  var objectMode = !!state.objectMode;
  var ret;

  // nothing in the list, definitely empty.
  if (list.length === 0)
    return null;

  if (length === 0)
    ret = null;
  else if (objectMode)
    ret = list.shift();
  else if (!n || n >= length) {
    // read it all, truncate the array.
    if (stringMode)
      ret = list.join('');
    else
      ret = Buffer.concat(list, length);
    list.length = 0;
  } else {
    // read just some of it.
    if (n < list[0].length) {
      // just take a part of the first list item.
      // slice is the same for buffers and strings.
      var buf = list[0];
      ret = buf.slice(0, n);
      list[0] = buf.slice(n);
    } else if (n === list[0].length) {
      // first list is a perfect match
      ret = list.shift();
    } else {
      // complex case.
      // we have enough to cover it, but it spans past the first buffer.
      if (stringMode)
        ret = '';
      else
        ret = new Buffer(n);

      var c = 0;
      for (var i = 0, l = list.length; i < l && c < n; i++) {
        var buf = list[0];
        var cpy = Math.min(n - c, buf.length);

        if (stringMode)
          ret += buf.slice(0, cpy);
        else
          buf.copy(ret, c, 0, cpy);

        if (cpy < buf.length)
          list[0] = buf.slice(cpy);
        else
          list.shift();

        c += cpy;
      }
    }
  }

  return ret;
}

function endReadable(stream) {
  var state = stream._readableState;

  // If we get here before consuming all the bytes, then that is a
  // bug in node.  Should never happen.
  if (state.length > 0)
    throw new Error('endReadable called on non-empty stream');

  if (!state.endEmitted && state.calledRead) {
    state.ended = true;
    process.nextTick(function() {
      // Check that we didn't get one last unshift.
      if (!state.endEmitted && state.length === 0) {
        state.endEmitted = true;
        stream.readable = false;
        stream.emit('end');
      }
    });
  }
}

function forEach (xs, f) {
  for (var i = 0, l = xs.length; i < l; i++) {
    f(xs[i], i);
  }
}

function indexOf (xs, x) {
  for (var i = 0, l = xs.length; i < l; i++) {
    if (xs[i] === x) return i;
  }
  return -1;
}

}).call(this,require('_process'))
},{"_process":73,"buffer":14,"core-util-is":21,"events":26,"inherits":29,"isarray":81,"stream":89,"string_decoder/":82}],79:[function(require,module,exports){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.


// a transform stream is a readable/writable stream where you do
// something with the data.  Sometimes it's called a "filter",
// but that's not a great name for it, since that implies a thing where
// some bits pass through, and others are simply ignored.  (That would
// be a valid example of a transform, of course.)
//
// While the output is causally related to the input, it's not a
// necessarily symmetric or synchronous transformation.  For example,
// a zlib stream might take multiple plain-text writes(), and then
// emit a single compressed chunk some time in the future.
//
// Here's how this works:
//
// The Transform stream has all the aspects of the readable and writable
// stream classes.  When you write(chunk), that calls _write(chunk,cb)
// internally, and returns false if there's a lot of pending writes
// buffered up.  When you call read(), that calls _read(n) until
// there's enough pending readable data buffered up.
//
// In a transform stream, the written data is placed in a buffer.  When
// _read(n) is called, it transforms the queued up data, calling the
// buffered _write cb's as it consumes chunks.  If consuming a single
// written chunk would result in multiple output chunks, then the first
// outputted bit calls the readcb, and subsequent chunks just go into
// the read buffer, and will cause it to emit 'readable' if necessary.
//
// This way, back-pressure is actually determined by the reading side,
// since _read has to be called to start processing a new chunk.  However,
// a pathological inflate type of transform can cause excessive buffering
// here.  For example, imagine a stream where every byte of input is
// interpreted as an integer from 0-255, and then results in that many
// bytes of output.  Writing the 4 bytes {ff,ff,ff,ff} would result in
// 1kb of data being output.  In this case, you could write a very small
// amount of input, and end up with a very large amount of output.  In
// such a pathological inflating mechanism, there'd be no way to tell
// the system to stop doing the transform.  A single 4MB write could
// cause the system to run out of memory.
//
// However, even in such a pathological case, only a single written chunk
// would be consumed, and then the rest would wait (un-transformed) until
// the results of the previous transformed chunk were consumed.

module.exports = Transform;

var Duplex = require('./_stream_duplex');

/*<replacement>*/
var util = require('core-util-is');
util.inherits = require('inherits');
/*</replacement>*/

util.inherits(Transform, Duplex);


function TransformState(options, stream) {
  this.afterTransform = function(er, data) {
    return afterTransform(stream, er, data);
  };

  this.needTransform = false;
  this.transforming = false;
  this.writecb = null;
  this.writechunk = null;
}

function afterTransform(stream, er, data) {
  var ts = stream._transformState;
  ts.transforming = false;

  var cb = ts.writecb;

  if (!cb)
    return stream.emit('error', new Error('no writecb in Transform class'));

  ts.writechunk = null;
  ts.writecb = null;

  if (data !== null && data !== undefined)
    stream.push(data);

  if (cb)
    cb(er);

  var rs = stream._readableState;
  rs.reading = false;
  if (rs.needReadable || rs.length < rs.highWaterMark) {
    stream._read(rs.highWaterMark);
  }
}


function Transform(options) {
  if (!(this instanceof Transform))
    return new Transform(options);

  Duplex.call(this, options);

  var ts = this._transformState = new TransformState(options, this);

  // when the writable side finishes, then flush out anything remaining.
  var stream = this;

  // start out asking for a readable event once data is transformed.
  this._readableState.needReadable = true;

  // we have implemented the _read method, and done the other things
  // that Readable wants before the first _read call, so unset the
  // sync guard flag.
  this._readableState.sync = false;

  this.once('finish', function() {
    if ('function' === typeof this._flush)
      this._flush(function(er) {
        done(stream, er);
      });
    else
      done(stream);
  });
}

Transform.prototype.push = function(chunk, encoding) {
  this._transformState.needTransform = false;
  return Duplex.prototype.push.call(this, chunk, encoding);
};

// This is the part where you do stuff!
// override this function in implementation classes.
// 'chunk' is an input chunk.
//
// Call `push(newChunk)` to pass along transformed output
// to the readable side.  You may call 'push' zero or more times.
//
// Call `cb(err)` when you are done with this chunk.  If you pass
// an error, then that'll put the hurt on the whole operation.  If you
// never call cb(), then you'll never get another chunk.
Transform.prototype._transform = function(chunk, encoding, cb) {
  throw new Error('not implemented');
};

Transform.prototype._write = function(chunk, encoding, cb) {
  var ts = this._transformState;
  ts.writecb = cb;
  ts.writechunk = chunk;
  ts.writeencoding = encoding;
  if (!ts.transforming) {
    var rs = this._readableState;
    if (ts.needTransform ||
        rs.needReadable ||
        rs.length < rs.highWaterMark)
      this._read(rs.highWaterMark);
  }
};

// Doesn't matter what the args are here.
// _transform does all the work.
// That we got here means that the readable side wants more data.
Transform.prototype._read = function(n) {
  var ts = this._transformState;

  if (ts.writechunk !== null && ts.writecb && !ts.transforming) {
    ts.transforming = true;
    this._transform(ts.writechunk, ts.writeencoding, ts.afterTransform);
  } else {
    // mark that we need a transform, so that any data that comes in
    // will get processed, now that we've asked for it.
    ts.needTransform = true;
  }
};


function done(stream, er) {
  if (er)
    return stream.emit('error', er);

  // if there's nothing in the write buffer, then that means
  // that nothing more will ever be provided
  var ws = stream._writableState;
  var rs = stream._readableState;
  var ts = stream._transformState;

  if (ws.length)
    throw new Error('calling transform done when ws.length != 0');

  if (ts.transforming)
    throw new Error('calling transform done when still transforming');

  return stream.push(null);
}

},{"./_stream_duplex":76,"core-util-is":21,"inherits":29}],80:[function(require,module,exports){
(function (process){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

// A bit simpler than readable streams.
// Implement an async ._write(chunk, cb), and it'll handle all
// the drain event emission and buffering.

module.exports = Writable;

/*<replacement>*/
var Buffer = require('buffer').Buffer;
/*</replacement>*/

Writable.WritableState = WritableState;


/*<replacement>*/
var util = require('core-util-is');
util.inherits = require('inherits');
/*</replacement>*/

var Stream = require('stream');

util.inherits(Writable, Stream);

function WriteReq(chunk, encoding, cb) {
  this.chunk = chunk;
  this.encoding = encoding;
  this.callback = cb;
}

function WritableState(options, stream) {
  options = options || {};

  // the point at which write() starts returning false
  // Note: 0 is a valid value, means that we always return false if
  // the entire buffer is not flushed immediately on write()
  var hwm = options.highWaterMark;
  this.highWaterMark = (hwm || hwm === 0) ? hwm : 16 * 1024;

  // object stream flag to indicate whether or not this stream
  // contains buffers or objects.
  this.objectMode = !!options.objectMode;

  // cast to ints.
  this.highWaterMark = ~~this.highWaterMark;

  this.needDrain = false;
  // at the start of calling end()
  this.ending = false;
  // when end() has been called, and returned
  this.ended = false;
  // when 'finish' is emitted
  this.finished = false;

  // should we decode strings into buffers before passing to _write?
  // this is here so that some node-core streams can optimize string
  // handling at a lower level.
  var noDecode = options.decodeStrings === false;
  this.decodeStrings = !noDecode;

  // Crypto is kind of old and crusty.  Historically, its default string
  // encoding is 'binary' so we have to make this configurable.
  // Everything else in the universe uses 'utf8', though.
  this.defaultEncoding = options.defaultEncoding || 'utf8';

  // not an actual buffer we keep track of, but a measurement
  // of how much we're waiting to get pushed to some underlying
  // socket or file.
  this.length = 0;

  // a flag to see when we're in the middle of a write.
  this.writing = false;

  // a flag to be able to tell if the onwrite cb is called immediately,
  // or on a later tick.  We set this to true at first, becuase any
  // actions that shouldn't happen until "later" should generally also
  // not happen before the first write call.
  this.sync = true;

  // a flag to know if we're processing previously buffered items, which
  // may call the _write() callback in the same tick, so that we don't
  // end up in an overlapped onwrite situation.
  this.bufferProcessing = false;

  // the callback that's passed to _write(chunk,cb)
  this.onwrite = function(er) {
    onwrite(stream, er);
  };

  // the callback that the user supplies to write(chunk,encoding,cb)
  this.writecb = null;

  // the amount that is being written when _write is called.
  this.writelen = 0;

  this.buffer = [];

  // True if the error was already emitted and should not be thrown again
  this.errorEmitted = false;
}

function Writable(options) {
  var Duplex = require('./_stream_duplex');

  // Writable ctor is applied to Duplexes, though they're not
  // instanceof Writable, they're instanceof Readable.
  if (!(this instanceof Writable) && !(this instanceof Duplex))
    return new Writable(options);

  this._writableState = new WritableState(options, this);

  // legacy.
  this.writable = true;

  Stream.call(this);
}

// Otherwise people can pipe Writable streams, which is just wrong.
Writable.prototype.pipe = function() {
  this.emit('error', new Error('Cannot pipe. Not readable.'));
};


function writeAfterEnd(stream, state, cb) {
  var er = new Error('write after end');
  // TODO: defer error events consistently everywhere, not just the cb
  stream.emit('error', er);
  process.nextTick(function() {
    cb(er);
  });
}

// If we get something that is not a buffer, string, null, or undefined,
// and we're not in objectMode, then that's an error.
// Otherwise stream chunks are all considered to be of length=1, and the
// watermarks determine how many objects to keep in the buffer, rather than
// how many bytes or characters.
function validChunk(stream, state, chunk, cb) {
  var valid = true;
  if (!Buffer.isBuffer(chunk) &&
      'string' !== typeof chunk &&
      chunk !== null &&
      chunk !== undefined &&
      !state.objectMode) {
    var er = new TypeError('Invalid non-string/buffer chunk');
    stream.emit('error', er);
    process.nextTick(function() {
      cb(er);
    });
    valid = false;
  }
  return valid;
}

Writable.prototype.write = function(chunk, encoding, cb) {
  var state = this._writableState;
  var ret = false;

  if (typeof encoding === 'function') {
    cb = encoding;
    encoding = null;
  }

  if (Buffer.isBuffer(chunk))
    encoding = 'buffer';
  else if (!encoding)
    encoding = state.defaultEncoding;

  if (typeof cb !== 'function')
    cb = function() {};

  if (state.ended)
    writeAfterEnd(this, state, cb);
  else if (validChunk(this, state, chunk, cb))
    ret = writeOrBuffer(this, state, chunk, encoding, cb);

  return ret;
};

function decodeChunk(state, chunk, encoding) {
  if (!state.objectMode &&
      state.decodeStrings !== false &&
      typeof chunk === 'string') {
    chunk = new Buffer(chunk, encoding);
  }
  return chunk;
}

// if we're already writing something, then just put this
// in the queue, and wait our turn.  Otherwise, call _write
// If we return false, then we need a drain event, so set that flag.
function writeOrBuffer(stream, state, chunk, encoding, cb) {
  chunk = decodeChunk(state, chunk, encoding);
  if (Buffer.isBuffer(chunk))
    encoding = 'buffer';
  var len = state.objectMode ? 1 : chunk.length;

  state.length += len;

  var ret = state.length < state.highWaterMark;
  // we must ensure that previous needDrain will not be reset to false.
  if (!ret)
    state.needDrain = true;

  if (state.writing)
    state.buffer.push(new WriteReq(chunk, encoding, cb));
  else
    doWrite(stream, state, len, chunk, encoding, cb);

  return ret;
}

function doWrite(stream, state, len, chunk, encoding, cb) {
  state.writelen = len;
  state.writecb = cb;
  state.writing = true;
  state.sync = true;
  stream._write(chunk, encoding, state.onwrite);
  state.sync = false;
}

function onwriteError(stream, state, sync, er, cb) {
  if (sync)
    process.nextTick(function() {
      cb(er);
    });
  else
    cb(er);

  stream._writableState.errorEmitted = true;
  stream.emit('error', er);
}

function onwriteStateUpdate(state) {
  state.writing = false;
  state.writecb = null;
  state.length -= state.writelen;
  state.writelen = 0;
}

function onwrite(stream, er) {
  var state = stream._writableState;
  var sync = state.sync;
  var cb = state.writecb;

  onwriteStateUpdate(state);

  if (er)
    onwriteError(stream, state, sync, er, cb);
  else {
    // Check if we're actually ready to finish, but don't emit yet
    var finished = needFinish(stream, state);

    if (!finished && !state.bufferProcessing && state.buffer.length)
      clearBuffer(stream, state);

    if (sync) {
      process.nextTick(function() {
        afterWrite(stream, state, finished, cb);
      });
    } else {
      afterWrite(stream, state, finished, cb);
    }
  }
}

function afterWrite(stream, state, finished, cb) {
  if (!finished)
    onwriteDrain(stream, state);
  cb();
  if (finished)
    finishMaybe(stream, state);
}

// Must force callback to be called on nextTick, so that we don't
// emit 'drain' before the write() consumer gets the 'false' return
// value, and has a chance to attach a 'drain' listener.
function onwriteDrain(stream, state) {
  if (state.length === 0 && state.needDrain) {
    state.needDrain = false;
    stream.emit('drain');
  }
}


// if there's something in the buffer waiting, then process it
function clearBuffer(stream, state) {
  state.bufferProcessing = true;

  for (var c = 0; c < state.buffer.length; c++) {
    var entry = state.buffer[c];
    var chunk = entry.chunk;
    var encoding = entry.encoding;
    var cb = entry.callback;
    var len = state.objectMode ? 1 : chunk.length;

    doWrite(stream, state, len, chunk, encoding, cb);

    // if we didn't call the onwrite immediately, then
    // it means that we need to wait until it does.
    // also, that means that the chunk and cb are currently
    // being processed, so move the buffer counter past them.
    if (state.writing) {
      c++;
      break;
    }
  }

  state.bufferProcessing = false;
  if (c < state.buffer.length)
    state.buffer = state.buffer.slice(c);
  else
    state.buffer.length = 0;
}

Writable.prototype._write = function(chunk, encoding, cb) {
  cb(new Error('not implemented'));
};

Writable.prototype.end = function(chunk, encoding, cb) {
  var state = this._writableState;

  if (typeof chunk === 'function') {
    cb = chunk;
    chunk = null;
    encoding = null;
  } else if (typeof encoding === 'function') {
    cb = encoding;
    encoding = null;
  }

  if (typeof chunk !== 'undefined' && chunk !== null)
    this.write(chunk, encoding);

  // ignore unnecessary end() calls.
  if (!state.ending && !state.finished)
    endWritable(this, state, cb);
};


function needFinish(stream, state) {
  return (state.ending &&
          state.length === 0 &&
          !state.finished &&
          !state.writing);
}

function finishMaybe(stream, state) {
  var need = needFinish(stream, state);
  if (need) {
    state.finished = true;
    stream.emit('finish');
  }
  return need;
}

function endWritable(stream, state, cb) {
  state.ending = true;
  finishMaybe(stream, state);
  if (cb) {
    if (state.finished)
      process.nextTick(cb);
    else
      stream.once('finish', cb);
  }
  state.ended = true;
}

}).call(this,require('_process'))
},{"./_stream_duplex":76,"_process":73,"buffer":14,"core-util-is":21,"inherits":29,"stream":89}],81:[function(require,module,exports){
module.exports = Array.isArray || function (arr) {
  return Object.prototype.toString.call(arr) == '[object Array]';
};

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

var Buffer = require('buffer').Buffer;

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


function assertEncoding(encoding) {
  if (encoding && !isBufferEncoding(encoding)) {
    throw new Error('Unknown encoding: ' + encoding);
  }
}

// StringDecoder provides an interface for efficiently splitting a series of
// buffers into a series of JS strings without breaking apart multi-byte
// characters. CESU-8 is handled as part of the UTF-8 encoding.
//
// @TODO Handling all encodings inside a single object makes it very difficult
// to reason about this code, so it should be split up in the future.
// @TODO There should be a utf8-strict encoding that rejects invalid UTF-8 code
// points as used by CESU-8.
var StringDecoder = exports.StringDecoder = function(encoding) {
  this.encoding = (encoding || 'utf8').toLowerCase().replace(/[-_]/, '');
  assertEncoding(encoding);
  switch (this.encoding) {
    case 'utf8':
      // CESU-8 represents each of Surrogate Pair by 3-bytes
      this.surrogateSize = 3;
      break;
    case 'ucs2':
    case 'utf16le':
      // UTF-16 represents each of Surrogate Pair by 2-bytes
      this.surrogateSize = 2;
      this.detectIncompleteChar = utf16DetectIncompleteChar;
      break;
    case 'base64':
      // Base-64 stores 3 bytes in 4 chars, and pads the remainder.
      this.surrogateSize = 3;
      this.detectIncompleteChar = base64DetectIncompleteChar;
      break;
    default:
      this.write = passThroughWrite;
      return;
  }

  // Enough space to store all bytes of a single character. UTF-8 needs 4
  // bytes, but CESU-8 may require up to 6 (3 bytes per surrogate).
  this.charBuffer = new Buffer(6);
  // Number of bytes received for the current incomplete multi-byte character.
  this.charReceived = 0;
  // Number of bytes expected for the current incomplete multi-byte character.
  this.charLength = 0;
};


// write decodes the given buffer and returns it as JS string that is
// guaranteed to not contain any partial multi-byte characters. Any partial
// character found at the end of the buffer is buffered up, and will be
// returned when calling write again with the remaining bytes.
//
// Note: Converting a Buffer containing an orphan surrogate to a String
// currently works, but converting a String to a Buffer (via `new Buffer`, or
// Buffer#write) will replace incomplete surrogates with the unicode
// replacement character. See https://codereview.chromium.org/121173009/ .
StringDecoder.prototype.write = function(buffer) {
  var charStr = '';
  // if our last write ended with an incomplete multibyte character
  while (this.charLength) {
    // determine how many remaining bytes this buffer has to offer for this char
    var available = (buffer.length >= this.charLength - this.charReceived) ?
        this.charLength - this.charReceived :
        buffer.length;

    // add the new bytes to the char buffer
    buffer.copy(this.charBuffer, this.charReceived, 0, available);
    this.charReceived += available;

    if (this.charReceived < this.charLength) {
      // still not enough chars in this buffer? wait for more ...
      return '';
    }

    // remove bytes belonging to the current character from the buffer
    buffer = buffer.slice(available, buffer.length);

    // get the character that was split
    charStr = this.charBuffer.slice(0, this.charLength).toString(this.encoding);

    // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character
    var charCode = charStr.charCodeAt(charStr.length - 1);
    if (charCode >= 0xD800 && charCode <= 0xDBFF) {
      this.charLength += this.surrogateSize;
      charStr = '';
      continue;
    }
    this.charReceived = this.charLength = 0;

    // if there are no more bytes in this buffer, just emit our char
    if (buffer.length === 0) {
      return charStr;
    }
    break;
  }

  // determine and set charLength / charReceived
  this.detectIncompleteChar(buffer);

  var end = buffer.length;
  if (this.charLength) {
    // buffer the incomplete character bytes we got
    buffer.copy(this.charBuffer, 0, buffer.length - this.charReceived, end);
    end -= this.charReceived;
  }

  charStr += buffer.toString(this.encoding, 0, end);

  var end = charStr.length - 1;
  var charCode = charStr.charCodeAt(end);
  // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character
  if (charCode >= 0xD800 && charCode <= 0xDBFF) {
    var size = this.surrogateSize;
    this.charLength += size;
    this.charReceived += size;
    this.charBuffer.copy(this.charBuffer, size, 0, size);
    buffer.copy(this.charBuffer, 0, 0, size);
    return charStr.substring(0, end);
  }

  // or just emit the charStr
  return charStr;
};

// detectIncompleteChar determines if there is an incomplete UTF-8 character at
// the end of the given buffer. If so, it sets this.charLength to the byte
// length that character, and sets this.charReceived to the number of bytes
// that are available for this character.
StringDecoder.prototype.detectIncompleteChar = function(buffer) {
  // determine how many bytes we have to check at the end of this buffer
  var i = (buffer.length >= 3) ? 3 : buffer.length;

  // Figure out if one of the last i bytes of our buffer announces an
  // incomplete char.
  for (; i > 0; i--) {
    var c = buffer[buffer.length - i];

    // See http://en.wikipedia.org/wiki/UTF-8#Description

    // 110XXXXX
    if (i == 1 && c >> 5 == 0x06) {
      this.charLength = 2;
      break;
    }

    // 1110XXXX
    if (i <= 2 && c >> 4 == 0x0E) {
      this.charLength = 3;
      break;
    }

    // 11110XXX
    if (i <= 3 && c >> 3 == 0x1E) {
      this.charLength = 4;
      break;
    }
  }
  this.charReceived = i;
};

StringDecoder.prototype.end = function(buffer) {
  var res = '';
  if (buffer && buffer.length)
    res = this.write(buffer);

  if (this.charReceived) {
    var cr = this.charReceived;
    var buf = this.charBuffer;
    var enc = this.encoding;
    res += buf.slice(0, cr).toString(enc);
  }

  return res;
};

function passThroughWrite(buffer) {
  return buffer.toString(this.encoding);
}

function utf16DetectIncompleteChar(buffer) {
  this.charReceived = buffer.length % 2;
  this.charLength = this.charReceived ? 2 : 0;
}

function base64DetectIncompleteChar(buffer) {
  this.charReceived = buffer.length % 3;
  this.charLength = this.charReceived ? 3 : 0;
}

},{"buffer":14}],83:[function(require,module,exports){
module.exports = require("./lib/_stream_passthrough.js")

},{"./lib/_stream_passthrough.js":77}],84:[function(require,module,exports){
(function (process){
var Stream = require('stream'); // hack to fix a circular dependency issue when used with browserify
exports = module.exports = require('./lib/_stream_readable.js');
exports.Stream = Stream;
exports.Readable = exports;
exports.Writable = require('./lib/_stream_writable.js');
exports.Duplex = require('./lib/_stream_duplex.js');
exports.Transform = require('./lib/_stream_transform.js');
exports.PassThrough = require('./lib/_stream_passthrough.js');
if (!process.browser && process.env.READABLE_STREAM === 'disable') {
  module.exports = require('stream');
}

}).call(this,require('_process'))
},{"./lib/_stream_duplex.js":76,"./lib/_stream_passthrough.js":77,"./lib/_stream_readable.js":78,"./lib/_stream_transform.js":79,"./lib/_stream_writable.js":80,"_process":73,"stream":89}],85:[function(require,module,exports){
module.exports = require("./lib/_stream_transform.js")

},{"./lib/_stream_transform.js":79}],86:[function(require,module,exports){
module.exports = require("./lib/_stream_writable.js")

},{"./lib/_stream_writable.js":80}],87:[function(require,module,exports){
"use strict"

var PNG = require("pngjs").PNG
var through = require("through")

function handleData(array, data) {
  var i, j, ptr = 0, c
  if(array.shape.length === 3) {
    if(array.shape[2] === 3) {
      for(i=0; i<array.shape[0]; ++i) {
        for(j=0; j<array.shape[1]; ++j) {
          data[ptr++] = array.get(i,j,0)>>>0
          data[ptr++] = array.get(i,j,1)>>>0
          data[ptr++] = array.get(i,j,2)>>>0
          data[ptr++] = 255
        }
      }
    } else if(array.shape[2] === 4) {
      for(i=0; i<array.shape[0]; ++i) {
        for(j=0; j<array.shape[1]; ++j) {
          data[ptr++] = array.get(i,j,0)>>>0
          data[ptr++] = array.get(i,j,1)>>>0
          data[ptr++] = array.get(i,j,2)>>>0
          data[ptr++] = array.get(i,j,3)>>>0
        }
      }
    } else if(array.shape[3] === 1) {
      for(i=0; i<array.shape[0]; ++i) {
        for(j=0; j<array.shape[1]; ++j) {
          var c = array.get(i,j,0)>>>0
          data[ptr++] = c
          data[ptr++] = c
          data[ptr++] = c
          data[ptr++] = 255
        }
      }
    } else {
      return new Error("Incompatible array shape")
    }
  } else if(array.shape.length === 2) {
    for(i=0; i<array.shape[0]; ++i) {
      for(j=0; j<array.shape[1]; ++j) {
        var c = array.get(i,j,0)>>>0
        data[ptr++] = c
        data[ptr++] = c
        data[ptr++] = c
        data[ptr++] = 255
      }
    }
  } else {
    return new Error("Incompatible array shape")
  }
  return data
}

function haderror(err) {
  var result = through()
  result.emit("error", err)
  return result
}

module.exports = function savePixels(array, type) {
  switch(type.toUpperCase()) {
    case "PNG":
    case ".PNG":
      var png = new PNG({
        width: array.shape[1],
        height: array.shape[0]
      })
      var data = handleData(array, png.data)
      if (typeof data === "Error") return haderror(data)
      png.data = data
      return png.pack()

    case "CANVAS":
      var canvas = document.createElement("canvas")
      var context = canvas.getContext("2d")
      canvas.width = array.shape[1]
      canvas.height = array.shape[0]
      var imageData = context.getImageData(0, 0, canvas.width, canvas.height)
      var data = imageData.data
      data = handleData(array, data)
      if (typeof data === "Error") return haderror(data)
      context.putImageData(imageData, 0, 0)
      return canvas
    
    default:
      return haderror(new Error("Unsupported file type: " + type))
  }
}

},{"pngjs":70,"through":91}],88:[function(require,module,exports){
"use strict"

module.exports = function signum(x) {
  if(x < 0) { return -1 }
  if(x > 0) { return 1 }
  return 0.0
}
},{}],89:[function(require,module,exports){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

module.exports = Stream;

var EE = require('events').EventEmitter;
var inherits = require('inherits');

inherits(Stream, EE);
Stream.Readable = require('readable-stream/readable.js');
Stream.Writable = require('readable-stream/writable.js');
Stream.Duplex = require('readable-stream/duplex.js');
Stream.Transform = require('readable-stream/transform.js');
Stream.PassThrough = require('readable-stream/passthrough.js');

// Backwards-compat with node 0.4.x
Stream.Stream = Stream;



// old-style streams.  Note that the pipe method (the only relevant
// part of this class) is overridden in the Readable class.

function Stream() {
  EE.call(this);
}

Stream.prototype.pipe = function(dest, options) {
  var source = this;

  function ondata(chunk) {
    if (dest.writable) {
      if (false === dest.write(chunk) && source.pause) {
        source.pause();
      }
    }
  }

  source.on('data', ondata);

  function ondrain() {
    if (source.readable && source.resume) {
      source.resume();
    }
  }

  dest.on('drain', ondrain);

  // If the 'end' option is not supplied, dest.end() will be called when
  // source gets the 'end' or 'close' events.  Only dest.end() once.
  if (!dest._isStdio && (!options || options.end !== false)) {
    source.on('end', onend);
    source.on('close', onclose);
  }

  var didOnEnd = false;
  function onend() {
    if (didOnEnd) return;
    didOnEnd = true;

    dest.end();
  }


  function onclose() {
    if (didOnEnd) return;
    didOnEnd = true;

    if (typeof dest.destroy === 'function') dest.destroy();
  }

  // don't leave dangling pipes when there are errors.
  function onerror(er) {
    cleanup();
    if (EE.listenerCount(this, 'error') === 0) {
      throw er; // Unhandled stream error in pipe.
    }
  }

  source.on('error', onerror);
  dest.on('error', onerror);

  // remove all the event listeners that were added.
  function cleanup() {
    source.removeListener('data', ondata);
    dest.removeListener('drain', ondrain);

    source.removeListener('end', onend);
    source.removeListener('close', onclose);

    source.removeListener('error', onerror);
    dest.removeListener('error', onerror);

    source.removeListener('end', cleanup);
    source.removeListener('close', cleanup);

    dest.removeListener('close', cleanup);
  }

  source.on('end', cleanup);
  source.on('close', cleanup);

  dest.on('close', cleanup);

  dest.emit('pipe', source);

  // Allow for unix-like usage: A.pipe(B).pipe(C)
  return dest;
};

},{"events":26,"inherits":29,"readable-stream/duplex.js":75,"readable-stream/passthrough.js":83,"readable-stream/readable.js":84,"readable-stream/transform.js":85,"readable-stream/writable.js":86}],90:[function(require,module,exports){

var window = window || {};
var self = self || {};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author Larry Battle / http://bateru.com/news
 */

var THREE = THREE || { REVISION: '55' };

self.console = self.console || {

	info: function () {},
	log: function () {},
	debug: function () {},
	warn: function () {},
	error: function () {}

};

self.Int32Array = self.Int32Array || Array;
self.Float32Array = self.Float32Array || Array;

// Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
// not sure we should have this, or at least not have it here

// http://stackoverflow.com/questions/646628/javascript-startswith
// http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
// http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras

String.prototype.startsWith = String.prototype.startsWith || function ( str ) {

	return this.slice( 0, str.length ) === str;

};

String.prototype.endsWith = String.prototype.endsWith || function ( str ) {

	var t = String( str );
	var index = this.lastIndexOf( t );
	return ( -1 < index && index ) === (this.length - t.length);

};

String.prototype.trim = String.prototype.trim || function () {

	return this.replace( /^\s+|\s+$/g, '' );

};


// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating

// requestAnimationFrame polyfill by Erik MÃ¶ller
// fixes from Paul Irish and Tino Zijdel

( function () {

	var lastTime = 0;
	var vendors = [ 'ms', 'moz', 'webkit', 'o' ];

	for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {

		window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
		window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];

	}

	if ( window.requestAnimationFrame === undefined ) {

		window.requestAnimationFrame = function ( callback, element ) {

			var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
			var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
			lastTime = currTime + timeToCall;
			return id;

		};

	}

	window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };

}() );

// GL STATE CONSTANTS

THREE.CullFaceNone = 0;
THREE.CullFaceBack = 1;
THREE.CullFaceFront = 2;
THREE.CullFaceFrontBack = 3;

THREE.FrontFaceDirectionCW = 0;
THREE.FrontFaceDirectionCCW = 1;

// SHADOWING TYPES

THREE.BasicShadowMap = 0;
THREE.PCFShadowMap = 1;
THREE.PCFSoftShadowMap = 2;

// MATERIAL CONSTANTS

// side

THREE.FrontSide = 0;
THREE.BackSide = 1;
THREE.DoubleSide = 2;

// shading

THREE.NoShading = 0;
THREE.FlatShading = 1;
THREE.SmoothShading = 2;

// colors

THREE.NoColors = 0;
THREE.FaceColors = 1;
THREE.VertexColors = 2;

// blending modes

THREE.NoBlending = 0;
THREE.NormalBlending = 1;
THREE.AdditiveBlending = 2;
THREE.SubtractiveBlending = 3;
THREE.MultiplyBlending = 4;
THREE.CustomBlending = 5;

// custom blending equations
// (numbers start from 100 not to clash with other
//  mappings to OpenGL constants defined in Texture.js)

THREE.AddEquation = 100;
THREE.SubtractEquation = 101;
THREE.ReverseSubtractEquation = 102;

// custom blending destination factors

THREE.ZeroFactor = 200;
THREE.OneFactor = 201;
THREE.SrcColorFactor = 202;
THREE.OneMinusSrcColorFactor = 203;
THREE.SrcAlphaFactor = 204;
THREE.OneMinusSrcAlphaFactor = 205;
THREE.DstAlphaFactor = 206;
THREE.OneMinusDstAlphaFactor = 207;

// custom blending source factors

//THREE.ZeroFactor = 200;
//THREE.OneFactor = 201;
//THREE.SrcAlphaFactor = 204;
//THREE.OneMinusSrcAlphaFactor = 205;
//THREE.DstAlphaFactor = 206;
//THREE.OneMinusDstAlphaFactor = 207;
THREE.DstColorFactor = 208;
THREE.OneMinusDstColorFactor = 209;
THREE.SrcAlphaSaturateFactor = 210;


// TEXTURE CONSTANTS

THREE.MultiplyOperation = 0;
THREE.MixOperation = 1;
THREE.AddOperation = 2;

// Mapping modes

THREE.UVMapping = function () {};

THREE.CubeReflectionMapping = function () {};
THREE.CubeRefractionMapping = function () {};

THREE.SphericalReflectionMapping = function () {};
THREE.SphericalRefractionMapping = function () {};

// Wrapping modes

THREE.RepeatWrapping = 1000;
THREE.ClampToEdgeWrapping = 1001;
THREE.MirroredRepeatWrapping = 1002;

// Filters

THREE.NearestFilter = 1003;
THREE.NearestMipMapNearestFilter = 1004;
THREE.NearestMipMapLinearFilter = 1005;
THREE.LinearFilter = 1006;
THREE.LinearMipMapNearestFilter = 1007;
THREE.LinearMipMapLinearFilter = 1008;

// Data types

THREE.UnsignedByteType = 1009;
THREE.ByteType = 1010;
THREE.ShortType = 1011;
THREE.UnsignedShortType = 1012;
THREE.IntType = 1013;
THREE.UnsignedIntType = 1014;
THREE.FloatType = 1015;

// Pixel types

//THREE.UnsignedByteType = 1009;
THREE.UnsignedShort4444Type = 1016;
THREE.UnsignedShort5551Type = 1017;
THREE.UnsignedShort565Type = 1018;

// Pixel formats

THREE.AlphaFormat = 1019;
THREE.RGBFormat = 1020;
THREE.RGBAFormat = 1021;
THREE.LuminanceFormat = 1022;
THREE.LuminanceAlphaFormat = 1023;

// Compressed texture formats

THREE.RGB_S3TC_DXT1_Format = 2001;
THREE.RGBA_S3TC_DXT1_Format = 2002;
THREE.RGBA_S3TC_DXT3_Format = 2003;
THREE.RGBA_S3TC_DXT5_Format = 2004;

/*
// Potential future PVRTC compressed texture formats
THREE.RGB_PVRTC_4BPPV1_Format = 2100;
THREE.RGB_PVRTC_2BPPV1_Format = 2101;
THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
*/
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Color = function ( value ) {

	if ( value !== undefined ) this.set( value );

	return this;

};

THREE.Color.prototype = {

	constructor: THREE.Color,

	r: 1, g: 1, b: 1,


	set: function ( value ) {

		switch ( typeof value ) {

			case "number":
				this.setHex( value );
				break;

			case "string":
				this.setStyle( value );
				break;

		}

	},

	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;

	},

	setHSV: function ( h, s, v ) {

		// based on MochiKit implementation by Bob Ippolito
		// h,s,v ranges are < 0.0 - 1.0 >

		var i, f, p, q, t;

		if ( v === 0 ) {

			this.r = this.g = this.b = 0;

		} else {

			i = Math.floor( h * 6 );
			f = ( h * 6 ) - i;
			p = v * ( 1 - s );
			q = v * ( 1 - ( s * f ) );
			t = v * ( 1 - ( s * ( 1 - f ) ) );

			if ( i === 0 ) {

				this.r = v;
				this.g = t;
				this.b = p;

			} else if ( i === 1 ) {

				this.r = q;
				this.g = v;
				this.b = p;

			} else if ( i === 2 ) {

				this.r = p;
				this.g = v;
				this.b = t;

			} else if ( i === 3 ) {

				this.r = p;
				this.g = q;
				this.b = v;

			} else if ( i === 4 ) {

				this.r = t;
				this.g = p;
				this.b = v;

			} else if ( i === 5 ) {

				this.r = v;
				this.g = p;
				this.b = q;

			}

		}

		return this;

	},

	setStyle: function ( style ) {

		// rgb(255,0,0)

		if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {

			var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );

			this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
			this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
			this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

			return this;

		}

		// rgb(100%,0%,0%)

		if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {

			var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );

			this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
			this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
			this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

			return this;

		}

		// #ff0000

		if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {

			var color = /^\#([0-9a-f]{6})$/i.exec( style );

			this.setHex( parseInt( color[ 1 ], 16 ) );

			return this;

		}

		// #f00

		if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {

			var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );

			this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );

			return this;

		}

		// red

		if ( /^(\w+)$/i.test( style ) ) {

			this.setHex( THREE.ColorKeywords[ style ] );

			return this;

		}


	},

	copy: function ( color ) {

		this.r = color.r;
		this.g = color.g;
		this.b = color.b;

		return this;

	},

	copyGammaToLinear: function ( color ) {

		this.r = color.r * color.r;
		this.g = color.g * color.g;
		this.b = color.b * color.b;

		return this;

	},

	copyLinearToGamma: function ( color ) {

		this.r = Math.sqrt( color.r );
		this.g = Math.sqrt( color.g );
		this.b = Math.sqrt( color.b );

		return this;

	},

	convertGammaToLinear: function () {

		var r = this.r, g = this.g, b = this.b;

		this.r = r * r;
		this.g = g * g;
		this.b = b * b;

		return this;

	},

	convertLinearToGamma: function () {

		this.r = Math.sqrt( this.r );
		this.g = Math.sqrt( this.g );
		this.b = Math.sqrt( this.b );

		return this;

	},

	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 );

	},

	getStyle: function () {

		return 'rgb(' + ( ( this.r * 255 ) | 0 )  + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

	},

	getHSV: function ( hsv ) {

		// based on MochiKit implementation by Bob Ippolito
		// h,s,v ranges are < 0.0 - 1.0 >

		var r = this.r;
		var g = this.g;
		var b = this.b;

		var max = Math.max( Math.max( r, g ), b );
		var min = Math.min( Math.min( r, g ), b );

		var hue;
		var saturation;
		var value = max;

		if ( min === max )	{

			hue = 0;
			saturation = 0;

		} else {

			var delta = ( max - min );
			saturation = delta / max;

			if ( r === max ) {

				hue = ( g - b ) / delta;

			} else if ( g === max ) {

				hue = 2 + ( ( b - r ) / delta );

			} else	{

				hue = 4 + ( ( r - g ) / delta );
			}

			hue /= 6;

			if ( hue < 0 ) {

				hue += 1;

			}

			if ( hue > 1 ) {

				hue -= 1;

			}

		}

		if ( hsv === undefined ) {

			hsv = { h: 0, s: 0, v: 0 };

		}

		hsv.h = hue;
		hsv.s = saturation;
		hsv.v = value;

		return hsv;

	},

	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;

	},

	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;

	},

	clone: function () {

		return new THREE.Color().setRGB( this.r, this.g, this.b );

	}

};

THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
"beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
"brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
"cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
"darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
"darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
"darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
"deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
"floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
"goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
"indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
"lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
"lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
"lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
"linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
"mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
"mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
"navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
"palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
"peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
"royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
"sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
"springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
"violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://exocortex.com
 */

THREE.Quaternion = function( x, y, z, w ) {

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

};

THREE.Quaternion.prototype = {

	constructor: THREE.Quaternion,

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

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

		return this;

	},

	copy: function ( q ) {

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

		return this;

	},

	setFromEuler: function ( v, order ) {

		// http://www.mathworks.com/matlabcentral/fileexchange/
		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
		//	content/SpinCalc.m

		var c1 = Math.cos( v.x / 2 );
		var c2 = Math.cos( v.y / 2 );
		var c3 = Math.cos( v.z / 2 );
		var s1 = Math.sin( v.x / 2 );
		var s2 = Math.sin( v.y / 2 );
		var s3 = Math.sin( v.z / 2 );

		if ( order === undefined || order === 'XYZ' ) {

			this.x = s1 * c2 * c3 + c1 * s2 * s3;
			this.y = c1 * s2 * c3 - s1 * c2 * s3;
			this.z = c1 * c2 * s3 + s1 * s2 * c3;
			this.w = c1 * c2 * c3 - s1 * s2 * s3;

		} else if ( order === 'YXZ' ) {

			this.x = s1 * c2 * c3 + c1 * s2 * s3;
			this.y = c1 * s2 * c3 - s1 * c2 * s3;
			this.z = c1 * c2 * s3 - s1 * s2 * c3;
			this.w = c1 * c2 * c3 + s1 * s2 * s3;

		} else if ( order === 'ZXY' ) {

			this.x = s1 * c2 * c3 - c1 * s2 * s3;
			this.y = c1 * s2 * c3 + s1 * c2 * s3;
			this.z = c1 * c2 * s3 + s1 * s2 * c3;
			this.w = c1 * c2 * c3 - s1 * s2 * s3;

		} else if ( order === 'ZYX' ) {

			this.x = s1 * c2 * c3 - c1 * s2 * s3;
			this.y = c1 * s2 * c3 + s1 * c2 * s3;
			this.z = c1 * c2 * s3 - s1 * s2 * c3;
			this.w = c1 * c2 * c3 + s1 * s2 * s3;

		} else if ( order === 'YZX' ) {

			this.x = s1 * c2 * c3 + c1 * s2 * s3;
			this.y = c1 * s2 * c3 + s1 * c2 * s3;
			this.z = c1 * c2 * s3 - s1 * s2 * c3;
			this.w = c1 * c2 * c3 - s1 * s2 * s3;

		} else if ( order === 'XZY' ) {

			this.x = s1 * c2 * c3 - c1 * s2 * s3;
			this.y = c1 * s2 * c3 - s1 * c2 * s3;
			this.z = c1 * c2 * s3 + s1 * s2 * c3;
			this.w = c1 * c2 * c3 + s1 * s2 * s3;

		}

		return this;

	},

	setFromAxisAngle: function ( axis, angle ) {

		// from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
		// axis have to be normalized

		var halfAngle = angle / 2,
			s = Math.sin( halfAngle );

		this.x = axis.x * s;
		this.y = axis.y * s;
		this.z = axis.z * s;
		this.w = Math.cos( halfAngle );

		return this;

	},

	setFromRotationMatrix: function ( m ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		var te = m.elements,

			m11 = te[0], m12 = te[4], m13 = te[8],
			m21 = te[1], m22 = te[5], m23 = te[9],
			m31 = te[2], m32 = te[6], m33 = te[10],

			trace = m11 + m22 + m33,
			s;

		if ( trace > 0 ) {

			s = 0.5 / Math.sqrt( trace + 1.0 );

			this.w = 0.25 / s;
			this.x = ( m32 - m23 ) * s;
			this.y = ( m13 - m31 ) * s;
			this.z = ( m21 - m12 ) * s;

		} else if ( m11 > m22 && m11 > m33 ) {

			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );

			this.w = (m32 - m23 ) / s;
			this.x = 0.25 * s;
			this.y = (m12 + m21 ) / s;
			this.z = (m13 + m31 ) / s;

		} else if ( m22 > m33 ) {

			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );

			this.w = (m13 - m31 ) / s;
			this.x = (m12 + m21 ) / s;
			this.y = 0.25 * s;
			this.z = (m23 + m32 ) / s;

		} else {

			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );

			this.w = ( m21 - m12 ) / s;
			this.x = ( m13 + m31 ) / s;
			this.y = ( m23 + m32 ) / s;
			this.z = 0.25 * s;

		}

		return this;

	},

	inverse: function () {

		this.conjugate().normalize();

		return this;

	},

	conjugate: function () {

		this.x *= -1;
		this.y *= -1;
		this.z *= -1;

		return this;

	},

	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;

		}

		return this;

	},

	multiply: function ( q, p ) {

		if ( p !== undefined ) {

			console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
			return this.multiplyQuaternions( q, p );

		}

		return this.multiplyQuaternions( this, q );

	},

	multiplyQuaternions: function ( a, b ) {

		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm

		var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
		var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;

		this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
		this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
		this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
		this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

		return this;

	},

	multiplyVector3: function ( vector ) {

		console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
		return vector.applyQuaternion( this );

	},

	slerp: function ( qb, t ) {

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

		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/

		var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;

		if ( cosHalfTheta < 0 ) {

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

			cosHalfTheta = -cosHalfTheta;

		} else {

			this.copy( qb );

		}

		if ( cosHalfTheta >= 1.0 ) {

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

			return this;

		}

		var halfTheta = Math.acos( cosHalfTheta );
		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );

		if ( Math.abs( sinHalfTheta ) < 0.001 ) {

			this.w = 0.5 * ( w + this.w );
			this.x = 0.5 * ( x + this.x );
			this.y = 0.5 * ( y + this.y );
			this.z = 0.5 * ( z + this.z );

			return this;

		}

		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
		ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;

		this.w = ( w * ratioA + this.w * ratioB );
		this.x = ( x * ratioA + this.x * ratioB );
		this.y = ( y * ratioA + this.y * ratioB );
		this.z = ( z * ratioA + this.z * ratioB );

		return this;

	},

	equals: function ( v ) {

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

	},

	clone: function () {

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

	}

}

THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {

	return qm.copy( qa ).slerp( qb, t );

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

THREE.Vector2 = function ( x, y ) {

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

};

THREE.Vector2.prototype = {

	constructor: THREE.Vector2,

	set: function ( x, y ) {

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

		return this;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},


	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 );

		}

	},

	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 );

		}

	},

	copy: function ( v ) {

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

		return this;

	},

	add: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector2\'s .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;

	},

	addVectors: function ( a, b ) {

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

		return this;

	},

	addScalar: function ( s ) {

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

		return this;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector2\'s .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;

	},

	subVectors: function ( a, b ) {

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

		return this;

	},

	multiplyScalar: function ( s ) {

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

		return this;

	},

	divideScalar: function ( s ) {

		if ( s !== 0 ) {

			this.x /= s;
			this.y /= s;

		} else {

			this.set( 0, 0 );

		}

		return this;

	},

	min: function ( v ) {

		if ( this.x > v.x ) {

			this.x = v.x;

		}

		if ( this.y > v.y ) {

			this.y = v.y;

		}

		return this;

	},

	max: function ( v ) {

		if ( this.x < v.x ) {

			this.x = v.x;

		}

		if ( this.y < v.y ) {

			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

		if ( this.x < min.x ) {

			this.x = min.x;

		} else if ( this.x > max.x ) {

			this.x = max.x;

		}

		if ( this.y < min.y ) {

			this.y = min.y;

		} else if ( this.y > max.y ) {

			this.y = max.y;

		}

		return this;

	},

	negate: function() {

		return this.multiplyScalar( - 1 );

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

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

	},

	length: function () {

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

	},

	normalize: function () {

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

	},

	distanceTo: function ( v ) {

		return Math.sqrt( this.distanceToSquared( v ) );

	},

	distanceToSquared: function ( v ) {

		var dx = this.x - v.x, dy = this.y - v.y;
		return dx * dx + dy * dy;

	},

	setLength: function ( l ) {

		var oldLength = this.length();

		if ( oldLength !== 0 && l !== oldLength ) {

			this.multiplyScalar( l / oldLength );
		}

		return this;

	},

	lerp: function ( v, alpha ) {

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

		return this;

	},

	equals: function( v ) {

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

	},

	clone: function () {

		return new THREE.Vector2( this.x, this.y );

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author *kile / http://kile.stravaganza.org/
 * @author philogb / http://blog.thejit.org/
 * @author mikael emtinger / http://gomo.se/
 * @author egraether / http://egraether.com/
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Vector3 = function ( x, y, z ) {

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

};


THREE.Vector3.prototype = {

	constructor: THREE.Vector3,

	set: function ( x, y, z ) {

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

		return this;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

	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 );

		}

	},

	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 );

		}

	},

	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( 'DEPRECATED: Vector3\'s .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;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .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;

	},

	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( 'DEPRECATED: Vector3\'s .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 ( s ) {

		this.x *= s;
		this.y *= s;
		this.z *= s;

		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;

	},

	applyMatrix3: function ( m ) {

		var x = this.x;
		var y = this.y;
		var z = this.z;

		var e = m.elements;

		this.x = e[0] * x + e[3] * y + e[6] * z;
		this.y = e[1] * x + e[4] * y + e[7] * z;
		this.z = e[2] * x + e[5] * y + e[8] * z;

		return this;

	},

	applyMatrix4: function ( m ) {

		// input: THREE.Matrix4 affine matrix

		var x = this.x, y = this.y, z = this.z;

		var e = m.elements;

		this.x = e[0] * x + e[4] * y + e[8]  * z + e[12];
		this.y = e[1] * x + e[5] * y + e[9]  * z + e[13];
		this.z = e[2] * x + e[6] * y + e[10] * z + e[14];

		return this;

	},

	applyProjection: function ( m ) {

		// input: THREE.Matrix4 projection matrix

		var x = this.x, y = this.y, z = this.z;

		var e = m.elements;
		var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide

		this.x = ( e[0] * x + e[4] * y + e[8]  * z + e[12] ) * d;
		this.y = ( e[1] * x + e[5] * y + e[9]  * z + e[13] ) * d;
		this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;

		return this;

	},

	applyQuaternion: function ( q ) {

		var x = this.x;
		var y = this.y;
		var z = this.z;

		var qx = q.x;
		var qy = q.y;
		var qz = q.z;
		var qw = q.w;

		// calculate quat * vector

		var ix =  qw * x + qy * z - qz * y;
		var iy =  qw * y + qz * x - qx * z;
		var iz =  qw * z + qx * y - qy * x;
		var iw = -qx * x - qy * y - qz * z;

		// calculate result * inverse quat

		this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
		this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
		this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;

		return this;

	},

	applyEuler: function ( v, eulerOrder ) {

		var quaternion = THREE.Vector3.__q1.setFromEuler( v, eulerOrder );

		this.applyQuaternion( quaternion );

		return this;

	},

	applyAxisAngle: function ( axis, angle ) {

		var quaternion = THREE.Vector3.__q1.setFromAxisAngle( axis, angle );

		this.applyQuaternion( quaternion );

		return this;

	},

	divide: function ( v ) {

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

		return this;

	},

	divideScalar: function ( s ) {

		if ( s !== 0 ) {

			this.x /= s;
			this.y /= s;
			this.z /= s;

		} else {

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

		}

		return this;

	},

	min: function ( v ) {

		if ( this.x > v.x ) {

			this.x = v.x;

		}

		if ( this.y > v.y ) {

			this.y = v.y;

		}

		if ( this.z > v.z ) {

			this.z = v.z;

		}

		return this;

	},

	max: function ( v ) {

		if ( this.x < v.x ) {

			this.x = v.x;

		}

		if ( this.y < v.y ) {

			this.y = v.y;

		}

		if ( this.z < v.z ) {

			this.z = v.z;

		}

		return this;

	},

	clamp: function ( min, max ) {

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

		if ( this.x < min.x ) {

			this.x = min.x;

		} else if ( this.x > max.x ) {

			this.x = max.x;

		}

		if ( this.y < min.y ) {

			this.y = min.y;

		} else if ( this.y > max.y ) {

			this.y = max.y;

		}

		if ( this.z < min.z ) {

			this.z = min.z;

		} else if ( this.z > max.z ) {

			this.z = max.z;

		}

		return this;

	},

	negate: function() {

		return this.multiplyScalar( - 1 );

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

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

	},

	length: function () {

		return Math.sqrt( this.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 ( l ) {

		var oldLength = this.length();

		if ( oldLength !== 0 && l !== oldLength  ) {

			this.multiplyScalar( l / oldLength );
		}

		return this;

	},

	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;

	},

	cross: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector3\'s .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 ) {

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

		return this;

	},

	angleTo: function ( v ) {

		return Math.acos( this.dot( v ) / this.length() / v.length() );

	},

	distanceTo: function ( v ) {

		return Math.sqrt( this.distanceToSquared( v ) );

	},

	distanceToSquared: function ( v ) {

		var dx = this.x - v.x;
		var dy = this.y - v.y;
		var dz = this.z - v.z;

		return dx * dx + dy * dy + dz * dz;

	},

	getPositionFromMatrix: function ( m ) {

		this.x = m.elements[12];
		this.y = m.elements[13];
		this.z = m.elements[14];

		return this;

	},

	setEulerFromRotationMatrix: function ( m, order ) {

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		// clamp, to handle numerical problems

		function clamp( x ) {

			return Math.min( Math.max( x, -1 ), 1 );

		}

		var te = m.elements;
		var m11 = te[0], m12 = te[4], m13 = te[8];
		var m21 = te[1], m22 = te[5], m23 = te[9];
		var m31 = te[2], m32 = te[6], m33 = te[10];

		if ( order === undefined || order === 'XYZ' ) {

			this.y = Math.asin( clamp( m13 ) );

			if ( Math.abs( m13 ) < 0.99999 ) {

				this.x = Math.atan2( - m23, m33 );
				this.z = Math.atan2( - m12, m11 );

			} else {

				this.x = Math.atan2( m32, m22 );
				this.z = 0;

			}

		} else if ( order === 'YXZ' ) {

			this.x = Math.asin( - clamp( m23 ) );

			if ( Math.abs( m23 ) < 0.99999 ) {

				this.y = Math.atan2( m13, m33 );
				this.z = Math.atan2( m21, m22 );

			} else {

				this.y = Math.atan2( - m31, m11 );
				this.z = 0;

			}

		} else if ( order === 'ZXY' ) {

			this.x = Math.asin( clamp( m32 ) );

			if ( Math.abs( m32 ) < 0.99999 ) {

				this.y = Math.atan2( - m31, m33 );
				this.z = Math.atan2( - m12, m22 );

			} else {

				this.y = 0;
				this.z = Math.atan2( m21, m11 );

			}

		} else if ( order === 'ZYX' ) {

			this.y = Math.asin( - clamp( m31 ) );

			if ( Math.abs( m31 ) < 0.99999 ) {

				this.x = Math.atan2( m32, m33 );
				this.z = Math.atan2( m21, m11 );

			} else {

				this.x = 0;
				this.z = Math.atan2( - m12, m22 );

			}

		} else if ( order === 'YZX' ) {

			this.z = Math.asin( clamp( m21 ) );

			if ( Math.abs( m21 ) < 0.99999 ) {

				this.x = Math.atan2( - m23, m22 );
				this.y = Math.atan2( - m31, m11 );

			} else {

				this.x = 0;
				this.y = Math.atan2( m13, m33 );

			}

		} else if ( order === 'XZY' ) {

			this.z = Math.asin( - clamp( m12 ) );

			if ( Math.abs( m12 ) < 0.99999 ) {

				this.x = Math.atan2( m32, m22 );
				this.y = Math.atan2( m13, m11 );

			} else {

				this.x = Math.atan2( - m23, m33 );
				this.y = 0;

			}

		}

		return this;

	},

	setEulerFromQuaternion: function ( q, order ) {

		// q is assumed to be normalized

		// clamp, to handle numerical problems

		function clamp( x ) {

			return Math.min( Math.max( x, -1 ), 1 );

		}

		// http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m

		var sqx = q.x * q.x;
		var sqy = q.y * q.y;
		var sqz = q.z * q.z;
		var sqw = q.w * q.w;

		if ( order === undefined || order === 'XYZ' ) {

			this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
			this.y = Math.asin(  clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );

		} else if ( order ===  'YXZ' ) {

			this.x = Math.asin(  clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );

		} else if ( order === 'ZXY' ) {

			this.x = Math.asin(  clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
			this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
			this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );

		} else if ( order === 'ZYX' ) {

			this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
			this.y = Math.asin(  clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
			this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );

		} else if ( order === 'YZX' ) {

			this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
			this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
			this.z = Math.asin(  clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );

		} else if ( order === 'XZY' ) {

			this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
			this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
			this.z = Math.asin(  clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );

		}

		return this;

	},

	getScaleFromMatrix: function ( m ) {

		var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
		var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
		var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();

		this.x = sx;
		this.y = sy;
		this.z = sz;

		return this;
	},

	equals: function ( v ) {

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

	},

	clone: function () {

		return new THREE.Vector3( this.x, this.y, this.z );

	}

};

THREE.Vector3.__q1 = new THREE.Quaternion();
/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author philogb / http://blog.thejit.org/
 * @author mikael emtinger / http://gomo.se/
 * @author egraether / http://egraether.com/
 * @author WestLangley / http://github.com/WestLangley
 */

THREE.Vector4 = function ( x, y, z, w ) {

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

};

THREE.Vector4.prototype = {

	constructor: THREE.Vector4,

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

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

		return this;

	},

	setX: function ( x ) {

		this.x = x;

		return this;

	},

	setY: function ( y ) {

		this.y = y;

		return this;

	},

	setZ: function ( z ) {

		this.z = z;

		return this;

	},

	setW: function ( w ) {

		this.w = w;

		return this;

	},

	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 );

		}

	},

	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 );

		}

	},

	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( 'DEPRECATED: Vector4\'s .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;

	},

	sub: function ( v, w ) {

		if ( w !== undefined ) {

			console.warn( 'DEPRECATED: Vector4\'s .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;

	},

	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 ( s ) {

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

		return this;

	},

	applyMatrix4: function ( m ) {

		var x = this.x;
		var y = this.y;
		var z = this.z;
		var 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 ( s ) {

		if ( s !== 0 ) {

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

		} else {

			this.x = 0;
			this.y = 0;
			this.z = 0;
			this.w = 1;

		}

		return this;

	},

	min: function ( v ) {

		if ( this.x > v.x ) {

			this.x = v.x;

		}

		if ( this.y > v.y ) {

			this.y = v.y;

		}

		if ( this.z > v.z ) {

			this.z = v.z;

		}

		if ( this.w > v.w ) {

			this.w = v.w;

		}

		return this;

	},

	max: function ( v ) {

		if ( this.x < v.x ) {

			this.x = v.x;

		}

		if ( this.y < v.y ) {

			this.y = v.y;

		}

		if ( this.z < v.z ) {

			this.z = v.z;

		}

		if ( this.w < v.w ) {

			this.w = v.w;

		}

		return this;

	},

	clamp: function ( min, max ) {

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

		if ( this.x < min.x ) {

			this.x = min.x;

		} else if ( this.x > max.x ) {

			this.x = max.x;

		}

		if ( this.y < min.y ) {

			this.y = min.y;

		} else if ( this.y > max.y ) {

			this.y = max.y;

		}

		if ( this.z < min.z ) {

			this.z = min.z;

		} else if ( this.z > max.z ) {

			this.z = max.z;

		}

		if ( this.w < min.w ) {

			this.w = min.w;

		} else if ( this.w > max.w ) {

			this.w = max.w;

		}

		return this;

	},

	negate: function() {

		return this.multiplyScalar( -1 );

	},

	dot: function ( v ) {

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

	},

	lengthSq: function () {

		return this.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 ( l ) {

		var oldLength = this.length();

		if ( oldLength !== 0 && l !== oldLength ) {

			this.multiplyScalar( l / oldLength );
		}

		return this;

	},

	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;

	},

	equals: function ( v ) {

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

	},

	clone: function () {

		return new THREE.Vector4( this.x, this.y, this.z, this.w );

	},

	setAxisAngleFromQuaternion: function ( q ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm

		// q is assumed to be normalized

		this.w = 2 * Math.acos( q.w );

		var s = Math.sqrt( 1 - q.w * q.w );

		if ( s < 0.0001 ) {

			 this.x = 1;
			 this.y = 0;
			 this.z = 0;

		} else {

			 this.x = q.x / s;
			 this.y = q.y / s;
			 this.z = q.z / s;

		}

		return this;

	},

	setAxisAngleFromRotationMatrix: function ( m ) {

		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm

		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)

		var angle, x, y, z,		// variables for result
			epsilon = 0.01,		// margin to allow for rounding errors
			epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees

			te = m.elements,

			m11 = te[0], m12 = te[4], m13 = te[8],
			m21 = te[1], m22 = te[5], m23 = te[9],
			m31 = te[2], m32 = te[6], m33 = te[10];

		if ( ( Math.abs( m12 - m21 ) < epsilon )
		  && ( Math.abs( m13 - m31 ) < epsilon )
		  && ( Math.abs( m23 - m32 ) < epsilon ) ) {

			// singularity found
			// first check for identity matrix which must have +1 for all terms
			// in leading diagonal and zero in other terms

			if ( ( Math.abs( m12 + m21 ) < epsilon2 )
			  && ( Math.abs( m13 + m31 ) < epsilon2 )
			  && ( Math.abs( m23 + m32 ) < epsilon2 )
			  && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {

				// this singularity is identity matrix so angle = 0

				this.set( 1, 0, 0, 0 );

				return this; // zero angle, arbitrary axis

			}

			// otherwise this singularity is angle = 180

			angle = Math.PI;

			var xx = ( m11 + 1 ) / 2;
			var yy = ( m22 + 1 ) / 2;
			var zz = ( m33 + 1 ) / 2;
			var xy = ( m12 + m21 ) / 4;
			var xz = ( m13 + m31 ) / 4;
			var yz = ( m23 + m32 ) / 4;

			if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term

				if ( xx < epsilon ) {

					x = 0;
					y = 0.707106781;
					z = 0.707106781;

				} else {

					x = Math.sqrt( xx );
					y = xy / x;
					z = xz / x;

				}

			} else if ( yy > zz ) { // m22 is the largest diagonal term

				if ( yy < epsilon ) {

					x = 0.707106781;
					y = 0;
					z = 0.707106781;

				} else {

					y = Math.sqrt( yy );
					x = xy / y;
					z = yz / y;

				}

			} else { // m33 is the largest diagonal term so base result on this

				if ( zz < epsilon ) {

					x = 0.707106781;
					y = 0.707106781;
					z = 0;

				} else {

					z = Math.sqrt( zz );
					x = xz / z;
					y = yz / z;

				}

			}

			this.set( x, y, z, angle );

			return this; // return 180 deg rotation

		}

		// as we have reached here there are no singularities so we can handle normally

		var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
						 + ( m13 - m31 ) * ( m13 - m31 )
						 + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize

		if ( Math.abs( s ) < 0.001 ) s = 1;

		// prevent divide by zero, should not happen if matrix is orthogonal and should be
		// caught by singularity test above, but I've left it in just in case

		this.x = ( m32 - m23 ) / s;
		this.y = ( m13 - m31 ) / s;
		this.z = ( m21 - m12 ) / s;
		this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );

		return this;

	}

};
/**
 * @author bhouston / http://exocortex.com
 */

THREE.Box2 = function ( min, max ) {

	this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
	this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );

};

THREE.Box2.prototype = {

	constructor: THREE.Box2,

	set: function ( min, max ) {

		this.min.copy( min );
		this.max.copy( max );

		return this;

	},

	setFromPoints: function ( points ) {

		if ( points.length > 0 ) {

			var point = points[ 0 ];

			this.min.copy( point );
			this.max.copy( point );

			for ( var i = 1, il = points.length; i < il; i ++ ) {

				point = points[ i ];

				if ( point.x < this.min.x ) {

					this.min.x = point.x;

				} else if ( point.x > this.max.x ) {

					this.max.x = point.x;

				}

				if ( point.y < this.min.y ) {

					this.min.y = point.y;

				} else if ( point.y > this.max.y ) {

					this.max.y = point.y;

				}

			}

		} else {

			this.makeEmpty();

		}

		return this;

	},

	setFromCenterAndSize: function ( center, size ) {

		var halfSize = THREE.Box2.__v1.copy( size ).multiplyScalar( 0.5 );
		this.min.copy( center ).sub( halfSize );
		this.max.copy( center ).add( halfSize );

		return this;

	},

	copy: function ( box ) {

		this.min.copy( box.min );
		this.max.copy( box.max );

		return this;

	},

	makeEmpty: function () {

		this.min.x = this.min.y = Infinity;
		this.max.x = this.max.y = -Infinity;

		return this;

	},

	empty: function () {

		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );

	},

	center: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector2();
		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	},

	size: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector2();
		return 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 ) {

		if ( point.x < this.min.x || point.x > this.max.x ||
		     point.y < this.min.y || point.y > this.max.y ) {

			return false;

		}

		return true;

	},

	containsBox: function ( box ) {

		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
		     ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {

			return true;

		}

		return false;

	},

	getParameter: function ( point ) {

		// This can potentially have a divide by zero if the box
		// has a size dimension of 0.

		return new THREE.Vector2(
			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			( point.y - this.min.y ) / ( this.max.y - this.min.y )
		);

	},

	isIntersectionBox: function ( box ) {

		// using 6 splitting planes to rule out intersections.

		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
		     box.max.y < this.min.y || box.min.y > this.max.y ) {

			return false;

		}

		return true;

	},

	clampPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector2();
		return result.copy( point ).clamp( this.min, this.max );

	},

	distanceToPoint: function ( point ) {

		var clampedPoint = THREE.Box2.__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 );

	},

	clone: function () {

		return new THREE.Box2().copy( this );

	}

};

THREE.Box2.__v1 = new THREE.Vector2();
/**
 * @author bhouston / http://exocortex.com
 */

THREE.Box3 = function ( min, max ) {

	this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
	this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );

};

THREE.Box3.prototype = {

	constructor: THREE.Box3,

	set: function ( min, max ) {

		this.min.copy( min );
		this.max.copy( max );

		return this;

	},

	setFromPoints: function ( points ) {

		if ( points.length > 0 ) {

			var point = points[ 0 ];

			this.min.copy( point );
			this.max.copy( point );

			for ( var i = 1, il = points.length; i < il; i ++ ) {

				point = points[ i ];

				if ( point.x < this.min.x ) {

					this.min.x = point.x;

				} else if ( point.x > this.max.x ) {

					this.max.x = point.x;

				}

				if ( point.y < this.min.y ) {

					this.min.y = point.y;

				} else if ( point.y > this.max.y ) {

					this.max.y = point.y;

				}

				if ( point.z < this.min.z ) {

					this.min.z = point.z;

				} else if ( point.z > this.max.z ) {

					this.max.z = point.z;

				}

			}

		} else {

			this.makeEmpty();

		}

		return this;

	},

	setFromCenterAndSize: function ( center, size ) {

		var halfSize = THREE.Box3.__v1.copy( size ).multiplyScalar( 0.5 );

		this.min.copy( center ).sub( halfSize );
		this.max.copy( center ).add( halfSize );

		return this;

	},

	copy: function ( box ) {

		this.min.copy( box.min );
		this.max.copy( box.max );

		return this;

	},

	makeEmpty: function () {

		this.min.x = this.min.y = this.min.z = Infinity;
		this.max.x = this.max.y = this.max.z = -Infinity;

		return this;

	},

	empty: function () {

		// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes

		return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );

	},

	center: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

	},

	size: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return 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 ) {

		if ( 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 ) {

			return false;

		}

		return true;

	},

	containsBox: function ( box ) {

		if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
			 ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
			 ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {

			return true;

		}

		return false;

	},

	getParameter: function ( point ) {

		// This can potentially have a divide by zero if the box
		// has a size dimension of 0.

		return new THREE.Vector3(
			( point.x - this.min.x ) / ( this.max.x - this.min.x ),
			( point.y - this.min.y ) / ( this.max.y - this.min.y ),
			( point.z - this.min.z ) / ( this.max.z - this.min.z )
		);

	},

	isIntersectionBox: function ( box ) {

		// using 6 splitting planes to rule out intersections.

		if ( box.max.x < this.min.x || box.min.x > this.max.x ||
		     box.max.y < this.min.y || box.min.y > this.max.y ||
		     box.max.z < this.min.z || box.min.z > this.max.z ) {

			return false;

		}

		return true;

	},

	clampPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return new THREE.Vector3().copy( point ).clamp( this.min, this.max );

	},

	distanceToPoint: function ( point ) {

		var clampedPoint = THREE.Box3.__v1.copy( point ).clamp( this.min, this.max );
		return clampedPoint.sub( point ).length();

	},

	getBoundingSphere: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Sphere();

		result.center = this.center();
		result.radius = this.size( THREE.Box3.__v0 ).length() * 0.5;

		return result;

	},

	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;

	},

	transform: function ( matrix ) {

		// NOTE: I am using a binary pattern to specify all 2^3 combinations below
		var newPoints = [
			THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ),
			THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ), // 000
			THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ), // 001
			THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ), // 010
			THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ), // 011
			THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ), // 100
			THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ), // 101
			THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ), // 110
			THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix )  // 111
		];

		this.makeEmpty();
		this.setFromPoints( newPoints );

		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 );

	},

	clone: function () {

		return new THREE.Box3().copy( this );

	}

};

THREE.Box3.__v0 = new THREE.Vector3();
THREE.Box3.__v1 = new THREE.Vector3();
THREE.Box3.__v2 = new THREE.Vector3();
THREE.Box3.__v3 = new THREE.Vector3();
THREE.Box3.__v4 = new THREE.Vector3();
THREE.Box3.__v5 = new THREE.Vector3();
THREE.Box3.__v6 = new THREE.Vector3();
THREE.Box3.__v7 = new THREE.Vector3();
/**
 * @author alteredq / http://alteredqualia.com/
 * @author WestLangley / http://github.com/WestLangley
 * @author bhouston / http://exocortex.com
 */

THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

	this.elements = new Float32Array(9);

	this.set(

		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1

	);
};

THREE.Matrix3.prototype = {

	constructor: THREE.Matrix3,

	set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

		var te = this.elements;

		te[0] = n11; te[3] = n12; te[6] = n13;
		te[1] = n21; te[4] = n22; te[7] = n23;
		te[2] = n31; te[5] = n32; te[8] = n33;

		return this;

	},

	identity: function () {

		this.set(

			1, 0, 0,
			0, 1, 0,
			0, 0, 1

		);

		return this;

	},

	copy: function ( m ) {

		var me = m.elements;

		this.set(

			me[0], me[3], me[6],
			me[1], me[4], me[7],
			me[2], me[5], me[8]

		);

		return this;

	},

	multiplyVector3: function ( vector ) {

		console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
		return vector.applyMatrix3( this );

	},

	multiplyVector3Array: function ( a ) {

		var tmp = THREE.Matrix3.__v1;

		for ( var i = 0, il = a.length; i < il; i += 3 ) {

			tmp.x = a[ i ];
			tmp.y = a[ i + 1 ];
			tmp.z = a[ i + 2 ];

			tmp.applyMatrix3(this);

			a[ i ]     = tmp.x;
			a[ i + 1 ] = tmp.y;
			a[ i + 2 ] = tmp.z;

		}

		return a;

	},

	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, throwOnInvertible ) {

		// input: THREE.Matrix4
		// ( based on http://code.google.com/p/webgl-mjs/ )

		var me = matrix.elements;
		var te = this.elements;

		te[ 0 ] =   me[10] * me[5] - me[6] * me[9];
		te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
		te[ 2 ] =   me[6] * me[1] - me[2] * me[5];
		te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
		te[ 4 ] =   me[10] * me[0] - me[2] * me[8];
		te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
		te[ 6 ] =   me[9] * me[4] - me[5] * me[8];
		te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
		te[ 8 ] =   me[5] * me[0] - me[1] * me[4];

		var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];

		// no inverse

		if ( det === 0 ) {

			var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";

			if ( throwOnInvertible || false ) {

				throw new Error( msg ); 

			} else {

				console.warn( msg );

			}

			this.identity();

			return this;

		}

		this.multiplyScalar( 1.0 / det );

		return this;

	},


	transpose: function () {

		var tmp, m = this.elements;

		tmp = m[1]; m[1] = m[3]; m[3] = tmp;
		tmp = m[2]; m[2] = m[6]; m[6] = tmp;
		tmp = m[5]; m[5] = m[7]; m[7] = tmp;

		return this;

	},


	transposeIntoArray: function ( r ) {

		var m = this.elements;

		r[ 0 ] = m[ 0 ];
		r[ 1 ] = m[ 3 ];
		r[ 2 ] = m[ 6 ];
		r[ 3 ] = m[ 1 ];
		r[ 4 ] = m[ 4 ];
		r[ 5 ] = m[ 7 ];
		r[ 6 ] = m[ 2 ];
		r[ 7 ] = m[ 5 ];
		r[ 8 ] = m[ 8 ];

		return this;

	},

	clone: function () {

		var te = this.elements;

		return new THREE.Matrix3(

			te[0], te[3], te[6],
			te[1], te[4], te[7],
			te[2], te[5], te[8]

		);

	}

};

THREE.Matrix3.__v1 = new THREE.Vector3();
/**
 * @author mrdoob / http://mrdoob.com/
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author philogb / http://blog.thejit.org/
 * @author jordi_ros / http://plattsoft.com
 * @author D1plo1d / http://github.com/D1plo1d
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author timknip / http://www.floorplanner.com/
 * @author bhouston / http://exocortex.com
 */


THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

	this.elements = new Float32Array( 16 );

	this.set(

		( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
		n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
		n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
		n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1

	);

};

THREE.Matrix4.prototype = {

	constructor: THREE.Matrix4,

	set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {

		var te = this.elements;

		te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
		te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
		te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
		te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;

		return this;

	},

	identity: function () {

		this.set(

			1, 0, 0, 0,
			0, 1, 0, 0,
			0, 0, 1, 0,
			0, 0, 0, 1

		);

		return this;

	},

	copy: function ( m ) {

		var me = m.elements;

		this.set(

			me[0], me[4], me[8], me[12],
			me[1], me[5], me[9], me[13],
			me[2], me[6], me[10], me[14],
			me[3], me[7], me[11], me[15]

		);

		return this;

	},

	setRotationFromEuler: function ( v, order ) {

		var te = this.elements;

		var x = v.x, y = v.y, z = v.z;
		var a = Math.cos( x ), b = Math.sin( x );
		var c = Math.cos( y ), d = Math.sin( y );
		var e = Math.cos( z ), f = Math.sin( z );

		if ( order === undefined || order === 'XYZ' ) {

			var ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[0] = c * e;
			te[4] = - c * f;
			te[8] = d;

			te[1] = af + be * d;
			te[5] = ae - bf * d;
			te[9] = - b * c;

			te[2] = bf - ae * d;
			te[6] = be + af * d;
			te[10] = a * c;

		} else if ( order === 'YXZ' ) {

			var ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[0] = ce + df * b;
			te[4] = de * b - cf;
			te[8] = a * d;

			te[1] = a * f;
			te[5] = a * e;
			te[9] = - b;

			te[2] = cf * b - de;
			te[6] = df + ce * b;
			te[10] = a * c;

		} else if ( order === 'ZXY' ) {

			var ce = c * e, cf = c * f, de = d * e, df = d * f;

			te[0] = ce - df * b;
			te[4] = - a * f;
			te[8] = de + cf * b;

			te[1] = cf + de * b;
			te[5] = a * e;
			te[9] = df - ce * b;

			te[2] = - a * d;
			te[6] = b;
			te[10] = a * c;

		} else if ( order === 'ZYX' ) {

			var ae = a * e, af = a * f, be = b * e, bf = b * f;

			te[0] = c * e;
			te[4] = be * d - af;
			te[8] = ae * d + bf;

			te[1] = c * f;
			te[5] = bf * d + ae;
			te[9] = af * d - be;

			te[2] = - d;
			te[6] = b * c;
			te[10] = a * c;

		} else if ( order === 'YZX' ) {

			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[0] = c * e;
			te[4] = bd - ac * f;
			te[8] = bc * f + ad;

			te[1] = f;
			te[5] = a * e;
			te[9] = - b * e;

			te[2] = - d * e;
			te[6] = ad * f + bc;
			te[10] = ac - bd * f;

		} else if ( order === 'XZY' ) {

			var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

			te[0] = c * e;
			te[4] = - f;
			te[8] = d * e;

			te[1] = ac * f + bd;
			te[5] = a * e;
			te[9] = ad * f - bc;

			te[2] = bc * f - ad;
			te[6] = b * e;
			te[10] = bd * f + ac;

		}

		return this;

	},

	setRotationFromQuaternion: function ( q ) {

		var te = this.elements;

		var x = q.x, y = q.y, z = q.z, w = q.w;
		var x2 = x + x, y2 = y + y, z2 = z + z;
		var xx = x * x2, xy = x * y2, xz = x * z2;
		var yy = y * y2, yz = y * z2, zz = z * z2;
		var wx = w * x2, wy = w * y2, wz = w * z2;

		te[0] = 1 - ( yy + zz );
		te[4] = xy - wz;
		te[8] = xz + wy;

		te[1] = xy + wz;
		te[5] = 1 - ( xx + zz );
		te[9] = yz - wx;

		te[2] = xz - wy;
		te[6] = yz + wx;
		te[10] = 1 - ( xx + yy );

		return this;

	},

	lookAt: function ( eye, target, up ) {

		var te = this.elements;

		var x = THREE.Matrix4.__v1;
		var y = THREE.Matrix4.__v2;
		var z = THREE.Matrix4.__v3;

		z.subVectors( eye, target ).normalize();

		if ( z.length() === 0 ) {

			z.z = 1;

		}

		x.crossVectors( up, z ).normalize();

		if ( x.length() === 0 ) {

			z.x += 0.0001;
			x.crossVectors( up, z ).normalize();

		}

		y.crossVectors( z, x );


		te[0] = x.x; te[4] = y.x; te[8] = z.x;
		te[1] = x.y; te[5] = y.y; te[9] = z.y;
		te[2] = x.z; te[6] = y.z; te[10] = z.z;

		return this;

	},

	multiply: function ( m, n ) {

		if ( n !== undefined ) {

			console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
			return this.multiplyMatrices( m, n );

		}

		return this.multiplyMatrices( this, m );

	},

	multiplyMatrices: function ( a, b ) {

		var ae = a.elements;
		var be = b.elements;
		var te = this.elements;

		var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
		var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
		var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
		var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];

		var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
		var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
		var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
		var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];

		te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
		te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
		te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
		te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

		te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
		te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
		te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
		te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

		te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
		te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
		te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
		te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

		te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
		te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
		te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
		te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

		return this;

	},

	multiplyToArray: function ( a, b, r ) {

		var te = this.elements;

		this.multiplyMatrices( a, b );

		r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
		r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
		r[ 8 ]  = te[8]; r[ 9 ]  = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
		r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];

		return this;

	},

	multiplyScalar: function ( s ) {

		var te = this.elements;

		te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
		te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
		te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
		te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;

		return this;

	},

	multiplyVector3: function ( vector ) {

		console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
		return vector.applyProjection( this );

	},

	multiplyVector4: function ( vector ) {

		console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
		return vector.applyMatrix4( this );

	},

	multiplyVector3Array: function ( a ) {

		var tmp = THREE.Matrix4.__v1;

		for ( var i = 0, il = a.length; i < il; i += 3 ) {

			tmp.x = a[ i ];
			tmp.y = a[ i + 1 ];
			tmp.z = a[ i + 2 ];

			tmp.applyProjection( this );

			a[ i ]     = tmp.x;
			a[ i + 1 ] = tmp.y;
			a[ i + 2 ] = tmp.z;

		}

		return a;

	},

	rotateAxis: function ( v ) {

		var te = this.elements;
		var vx = v.x, vy = v.y, vz = v.z;

		v.x = vx * te[0] + vy * te[4] + vz * te[8];
		v.y = vx * te[1] + vy * te[5] + vz * te[9];
		v.z = vx * te[2] + vy * te[6] + vz * te[10];

		v.normalize();

		return v;

	},

	crossVector: function ( a ) {

		var te = this.elements;
		var v = new THREE.Vector4();

		v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
		v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
		v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;

		v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;

		return v;

	},

	determinant: function () {

		var te = this.elements;

		var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
		var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
		var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
		var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];

		//TODO: make this more efficient
		//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )

		return (
			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;

	},

	flattenToArray: function ( flat ) {

		var te = this.elements;
		flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
		flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
		flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
		flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];

		return flat;

	},

	flattenToArrayOffset: function( flat, offset ) {

		var te = this.elements;
		flat[ offset ] = te[0];
		flat[ offset + 1 ] = te[1];
		flat[ offset + 2 ] = te[2];
		flat[ offset + 3 ] = te[3];

		flat[ offset + 4 ] = te[4];
		flat[ offset + 5 ] = te[5];
		flat[ offset + 6 ] = te[6];
		flat[ offset + 7 ] = te[7];

		flat[ offset + 8 ]  = te[8];
		flat[ offset + 9 ]  = te[9];
		flat[ offset + 10 ] = te[10];
		flat[ offset + 11 ] = te[11];

		flat[ offset + 12 ] = te[12];
		flat[ offset + 13 ] = te[13];
		flat[ offset + 14 ] = te[14];
		flat[ offset + 15 ] = te[15];

		return flat;

	},

	getPosition: function () {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );

	},

	setPosition: function ( v ) {

		var te = this.elements;

		te[12] = v.x;
		te[13] = v.y;
		te[14] = v.z;

		return this;

	},

	getColumnX: function () {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );

	},

	getColumnY: function () {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );

	},

	getColumnZ: function() {

		var te = this.elements;
		return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );

	},

	getInverse: function ( m, throwOnInvertible ) {

		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
		var te = this.elements;
		var me = m.elements;

		var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
		var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
		var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
		var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];

		te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
		te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
		te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
		te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
		te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
		te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
		te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
		te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
		te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
		te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
		te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
		te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
		te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
		te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
		te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
		te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;

		var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];

		if ( det == 0 ) {

			var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";

			if ( throwOnInvertible || false ) {

				throw new Error( msg ); 

			} else {

				console.warn( msg );

			}

			this.identity();

			return this;
		}

		this.multiplyScalar( 1 / det );

		return this;

	},

	compose: function ( translation, rotation, scale ) {

		var te = this.elements;
		var mRotation = THREE.Matrix4.__m1;
		var mScale = THREE.Matrix4.__m2;

		mRotation.identity();
		mRotation.setRotationFromQuaternion( rotation );

		mScale.makeScale( scale.x, scale.y, scale.z );

		this.multiplyMatrices( mRotation, mScale );

		te[12] = translation.x;
		te[13] = translation.y;
		te[14] = translation.z;

		return this;

	},

	decompose: function ( translation, rotation, scale ) {

		var te = this.elements;

		// grab the axis vectors
		var x = THREE.Matrix4.__v1;
		var y = THREE.Matrix4.__v2;
		var z = THREE.Matrix4.__v3;

		x.set( te[0], te[1], te[2] );
		y.set( te[4], te[5], te[6] );
		z.set( te[8], te[9], te[10] );

		translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
		rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
		scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();

		scale.x = x.length();
		scale.y = y.length();
		scale.z = z.length();

		translation.x = te[12];
		translation.y = te[13];
		translation.z = te[14];

		// scale the rotation part

		var matrix = THREE.Matrix4.__m1;

		matrix.copy( this );

		matrix.elements[0] /= scale.x;
		matrix.elements[1] /= scale.x;
		matrix.elements[2] /= scale.x;

		matrix.elements[4] /= scale.y;
		matrix.elements[5] /= scale.y;
		matrix.elements[6] /= scale.y;

		matrix.elements[8] /= scale.z;
		matrix.elements[9] /= scale.z;
		matrix.elements[10] /= scale.z;

		rotation.setFromRotationMatrix( matrix );

		return [ translation, rotation, scale ];

	},

	extractPosition: function ( m ) {

		var te = this.elements;
		var me = m.elements;

		te[12] = me[12];
		te[13] = me[13];
		te[14] = me[14];

		return this;

	},

	extractRotation: function ( m ) {

		var te = this.elements;
		var me = m.elements;

		var vector = THREE.Matrix4.__v1;

		var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
		var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
		var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();

		te[0] = me[0] * scaleX;
		te[1] = me[1] * scaleX;
		te[2] = me[2] * scaleX;

		te[4] = me[4] * scaleY;
		te[5] = me[5] * scaleY;
		te[6] = me[6] * scaleY;

		te[8] = me[8] * scaleZ;
		te[9] = me[9] * scaleZ;
		te[10] = me[10] * scaleZ;

		return this;

	},

	//

	translate: function ( v ) {

		var te = this.elements;
		var x = v.x, y = v.y, z = v.z;

		te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
		te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
		te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
		te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];

		return this;

	},

	rotateX: function ( angle ) {

		var te = this.elements;
		var m12 = te[4];
		var m22 = te[5];
		var m32 = te[6];
		var m42 = te[7];
		var m13 = te[8];
		var m23 = te[9];
		var m33 = te[10];
		var m43 = te[11];
		var c = Math.cos( angle );
		var s = Math.sin( angle );

		te[4] = c * m12 + s * m13;
		te[5] = c * m22 + s * m23;
		te[6] = c * m32 + s * m33;
		te[7] = c * m42 + s * m43;

		te[8] = c * m13 - s * m12;
		te[9] = c * m23 - s * m22;
		te[10] = c * m33 - s * m32;
		te[11] = c * m43 - s * m42;

		return this;

	},

	rotateY: function ( angle ) {

		var te = this.elements;
		var m11 = te[0];
		var m21 = te[1];
		var m31 = te[2];
		var m41 = te[3];
		var m13 = te[8];
		var m23 = te[9];
		var m33 = te[10];
		var m43 = te[11];
		var c = Math.cos( angle );
		var s = Math.sin( angle );

		te[0] = c * m11 - s * m13;
		te[1] = c * m21 - s * m23;
		te[2] = c * m31 - s * m33;
		te[3] = c * m41 - s * m43;

		te[8] = c * m13 + s * m11;
		te[9] = c * m23 + s * m21;
		te[10] = c * m33 + s * m31;
		te[11] = c * m43 + s * m41;

		return this;

	},

	rotateZ: function ( angle ) {

		var te = this.elements;
		var m11 = te[0];
		var m21 = te[1];
		var m31 = te[2];
		var m41 = te[3];
		var m12 = te[4];
		var m22 = te[5];
		var m32 = te[6];
		var m42 = te[7];
		var c = Math.cos( angle );
		var s = Math.sin( angle );

		te[0] = c * m11 + s * m12;
		te[1] = c * m21 + s * m22;
		te[2] = c * m31 + s * m32;
		te[3] = c * m41 + s * m42;

		te[4] = c * m12 - s * m11;
		te[5] = c * m22 - s * m21;
		te[6] = c * m32 - s * m31;
		te[7] = c * m42 - s * m41;

		return this;

	},

	rotateByAxis: function ( axis, angle ) {

		var te = this.elements;

		// optimize by checking axis

		if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {

			return this.rotateX( angle );

		} else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {

			return this.rotateY( angle );

		} else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {

			return this.rotateZ( angle );

		}

		var x = axis.x, y = axis.y, z = axis.z;
		var n = Math.sqrt(x * x + y * y + z * z);

		x /= n;
		y /= n;
		z /= n;

		var xx = x * x, yy = y * y, zz = z * z;
		var c = Math.cos( angle );
		var s = Math.sin( angle );
		var oneMinusCosine = 1 - c;
		var xy = x * y * oneMinusCosine;
		var xz = x * z * oneMinusCosine;
		var yz = y * z * oneMinusCosine;
		var xs = x * s;
		var ys = y * s;
		var zs = z * s;

		var r11 = xx + (1 - xx) * c;
		var r21 = xy + zs;
		var r31 = xz - ys;
		var r12 = xy - zs;
		var r22 = yy + (1 - yy) * c;
		var r32 = yz + xs;
		var r13 = xz + ys;
		var r23 = yz - xs;
		var r33 = zz + (1 - zz) * c;

		var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
		var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
		var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
		var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];

		te[0] = r11 * m11 + r21 * m12 + r31 * m13;
		te[1] = r11 * m21 + r21 * m22 + r31 * m23;
		te[2] = r11 * m31 + r21 * m32 + r31 * m33;
		te[3] = r11 * m41 + r21 * m42 + r31 * m43;

		te[4] = r12 * m11 + r22 * m12 + r32 * m13;
		te[5] = r12 * m21 + r22 * m22 + r32 * m23;
		te[6] = r12 * m31 + r22 * m32 + r32 * m33;
		te[7] = r12 * m41 + r22 * m42 + r32 * m43;

		te[8] = r13 * m11 + r23 * m12 + r33 * m13;
		te[9] = r13 * m21 + r23 * m22 + r33 * m23;
		te[10] = r13 * m31 + r23 * m32 + r33 * m33;
		te[11] = r13 * m41 + r23 * m42 + r33 * m43;

		return this;

	},

	scale: function ( v ) {

		var te = this.elements;
		var x = v.x, y = v.y, z = v.z;

		te[0] *= x; te[4] *= y; te[8] *= z;
		te[1] *= x; te[5] *= y; te[9] *= z;
		te[2] *= x; te[6] *= y; te[10] *= z;
		te[3] *= x; te[7] *= y; te[11] *= z;

		return this;

	},

	getMaxScaleOnAxis: function () {

		var te = this.elements;

		var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
		var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
		var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];

		return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );

	},

	//

	makeTranslation: function ( x, y, z ) {

		this.set(

			1, 0, 0, x,
			0, 1, 0, y,
			0, 0, 1, z,
			0, 0, 0, 1

		);

		return this;

	},

	makeRotationX: function ( theta ) {

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

		this.set(

			1, 0,  0, 0,
			0, c, -s, 0,
			0, s,  c, 0,
			0, 0,  0, 1

		);

		return this;

	},

	makeRotationY: function ( theta ) {

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

		this.set(

			 c, 0, s, 0,
			 0, 1, 0, 0,
			-s, 0, c, 0,
			 0, 0, 0, 1

		);

		return this;

	},

	makeRotationZ: function ( theta ) {

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

		this.set(

			c, -s, 0, 0,
			s,  c, 0, 0,
			0,  0, 1, 0,
			0,  0, 0, 1

		);

		return this;

	},

	makeRotationAxis: function ( axis, angle ) {

		// Based on http://www.gamedev.net/reference/articles/article1199.asp

		var c = Math.cos( angle );
		var s = Math.sin( angle );
		var t = 1 - c;
		var x = axis.x, y = axis.y, z = axis.z;
		var tx = t * x, ty = t * y;

		this.set(

			tx * x + c, tx * y - s * z, tx * z + s * y, 0,
			tx * y + s * z, ty * y + c, ty * z - s * x, 0,
			tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
			0, 0, 0, 1

		);

		 return this;

	},

	makeScale: function ( x, y, z ) {

		this.set(

			x, 0, 0, 0,
			0, y, 0, 0,
			0, 0, z, 0,
			0, 0, 0, 1

		);

		return this;

	},

	makeFrustum: function ( left, right, bottom, top, near, far ) {

		var te = this.elements;
		var x = 2 * near / ( right - left );
		var y = 2 * near / ( top - bottom );

		var a = ( right + left ) / ( right - left );
		var b = ( top + bottom ) / ( top - bottom );
		var c = - ( far + near ) / ( far - near );
		var d = - 2 * far * near / ( far - near );

		te[0] = x;	te[4] = 0;	te[8] = a;	te[12] = 0;
		te[1] = 0;	te[5] = y;	te[9] = b;	te[13] = 0;
		te[2] = 0;	te[6] = 0;	te[10] = c;	te[14] = d;
		te[3] = 0;	te[7] = 0;	te[11] = - 1;	te[15] = 0;

		return this;

	},

	makePerspective: function ( fov, aspect, near, far ) {

		var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
		var ymin = - ymax;
		var xmin = ymin * aspect;
		var xmax = ymax * aspect;

		return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );

	},

	makeOrthographic: function ( left, right, top, bottom, near, far ) {

		var te = this.elements;
		var w = right - left;
		var h = top - bottom;
		var p = far - near;

		var x = ( right + left ) / w;
		var y = ( top + bottom ) / h;
		var z = ( far + near ) / p;

		te[0] = 2 / w;	te[4] = 0;	te[8] = 0;	te[12] = -x;
		te[1] = 0;	te[5] = 2 / h;	te[9] = 0;	te[13] = -y;
		te[2] = 0;	te[6] = 0;	te[10] = -2/p;	te[14] = -z;
		te[3] = 0;	te[7] = 0;	te[11] = 0;	te[15] = 1;

		return this;

	},

	clone: function () {

		var te = this.elements;

		return new THREE.Matrix4(

			te[0], te[4], te[8], te[12],
			te[1], te[5], te[9], te[13],
			te[2], te[6], te[10], te[14],
			te[3], te[7], te[11], te[15]

		);

	}

};

THREE.Matrix4.__v1 = new THREE.Vector3();
THREE.Matrix4.__v2 = new THREE.Vector3();
THREE.Matrix4.__v3 = new THREE.Vector3();

THREE.Matrix4.__m1 = new THREE.Matrix4();
THREE.Matrix4.__m2 = new THREE.Matrix4();
/**
 * @author bhouston / http://exocortex.com
 */

THREE.Ray = function ( origin, direction ) {

	this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
	this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();

};

THREE.Ray.prototype = {

	constructor: THREE.Ray,

	set: function ( origin, direction ) {

		this.origin.copy( origin );
		this.direction.copy( direction );

		return this;

	},

	copy: function ( ray ) {

		this.origin.copy( ray.origin );
		this.direction.copy( ray.direction );

		return this;

	},

	at: function( t, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();

		return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );

	},

	recast: function ( t ) {

		this.origin.copy( this.at( t, THREE.Ray.__v1 ) );

		return this;

	},

	closestPointToPoint: function ( point, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		result.subVectors( point, this.origin );
		var directionDistance = result.dot( this.direction );

		return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

	},

	distanceToPoint: function ( point ) {

		var directionDistance = THREE.Ray.__v1.subVectors( point, this.origin ).dot( this.direction );
		THREE.Ray.__v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

		return THREE.Ray.__v1.distanceTo( point );

	},

	isIntersectionSphere: function( sphere ) {

		return ( this.distanceToPoint( sphere.center ) <= sphere.radius );

	},

	isIntersectionPlane: function ( plane ) {

		// check if the line and plane are non-perpendicular, if they
		// eventually they will intersect.
		var denominator = plane.normal.dot( this.direction );
		if ( denominator != 0 ) {

			return true;

		}

		// line is coplanar, return origin
		if( plane.distanceToPoint( this.origin ) == 0 ) {

			return true;

		}

		return false;

	},

	distanceToPlane: function ( plane ) {

		var denominator = plane.normal.dot( this.direction );
		if ( denominator == 0 ) {

			// line is coplanar, return origin
			if( plane.distanceToPoint( this.origin ) == 0 ) {

				return 0;

			}

			// Unsure if this is the correct method to handle this case.
			return undefined;

		}

		var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

		return t;

	},

	intersectPlane: function ( plane, optionalTarget ) {

		var t = this.distanceToPlane( plane );

		if( t === undefined ) {

			return undefined;
		}

		return this.at( t, optionalTarget );

	},

	transform: function ( matrix4 ) {

		this.direction.add( this.origin ).applyMatrix4( matrix4 );
		this.origin.applyMatrix4( matrix4 );
		this.direction.sub( this.origin );

		return this;
	},

	equals: function ( ray ) {

		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

	},

	clone: function () {

		return new THREE.Ray().copy( this );

	}

};

THREE.Ray.__v1 = new THREE.Vector3();
THREE.Ray.__v2 = new THREE.Vector3();
/**
 * @author bhouston / http://exocortex.com
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Sphere = function ( center, radius ) {

	this.center = ( center !== undefined ) ? center : new THREE.Vector3();
	this.radius = ( radius !== undefined ) ? radius : 0;

};

THREE.Sphere.prototype = {

	constructor: THREE.Sphere,

	set: function ( center, radius ) {

		this.center.copy( center );
		this.radius = radius;

		return this;
	},

	setFromCenterAndPoints: function ( center, points ) {

		var maxRadiusSq = 0;

		for ( var i = 0, il = points.length; i < il; i ++ ) {

			var radiusSq = center.distanceToSquared( points[ i ] );
			maxRadiusSq = Math.max( maxRadiusSq, radiusSq );

		}

		this.center = center;
		this.radius = Math.sqrt( maxRadiusSq );

		return this;

	},

	copy: function ( sphere ) {

		this.center.copy( sphere.center );
		this.radius = sphere.radius;

		return this;

	},

	empty: function () {

		return ( this.radius <= 0 );

	},

	containsPoint: function ( point ) {

		return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );

	},

	distanceToPoint: function ( point ) {

		return ( point.distanceTo( this.center ) - this.radius );

	},

	intersectsSphere: function ( sphere ) {

		var radiusSum = this.radius + sphere.radius;

		return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );

	},

	clampPoint: function ( point, optionalTarget ) {

		var deltaLengthSq = this.center.distanceToSquared( point );

		var result = optionalTarget || new THREE.Vector3();
		result.copy( point );

		if ( deltaLengthSq > ( this.radius * this.radius ) ) {

			result.sub( this.center ).normalize();
			result.multiplyScalar( this.radius ).add( this.center );

		}

		return result;

	},

	getBoundingBox: function ( optionalTarget ) {

		var box = optionalTarget || new THREE.Box3();

		box.set( this.center, this.center );
		box.expandByScalar( this.radius );

		return box;

	},

	transform: 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 );

	},

	clone: function () {

		return new THREE.Sphere().copy( this );

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author bhouston / http://exocortex.com
 */

THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {

	this.planes = [

		( p0 !== undefined ) ? p0 : new THREE.Plane(),
		( p1 !== undefined ) ? p1 : new THREE.Plane(),
		( p2 !== undefined ) ? p2 : new THREE.Plane(),
		( p3 !== undefined ) ? p3 : new THREE.Plane(),
		( p4 !== undefined ) ? p4 : new THREE.Plane(),
		( p5 !== undefined ) ? p5 : new THREE.Plane()

	];

};

THREE.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;

	},

	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 ( object ) {

		// this method is expanded inlined for performance reasons.
		var matrix = object.matrixWorld;
		var planes = this.planes;
		var center = matrix.getPosition();
		var negRadius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();

		for ( var i = 0; i < 6; i ++ ) {

			var distance = planes[ i ].distanceToPoint( center );

			if( distance < negRadius ) {

				return false;

			}

		}

		return true;

	},

	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;

	},

	containsPoint: function ( point ) {

		var planes = this.planes;

		for ( var i = 0; i < 6; i ++ ) {

			if( planes[ i ].distanceToPoint( point ) < 0 ) {

				return false;

			}

		}

		return true;

	},

	clone: function () {

		return new THREE.Frustum().copy( this );

	}

};
/**
 * @author bhouston / http://exocortex.com
 */

THREE.Plane = function ( normal, constant ) {

	this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
	this.constant = ( constant !== undefined ) ? constant : 0;

};

THREE.Plane.prototype = {

	constructor: THREE.Plane,

	set: function ( normal, constant ) {

		this.normal.copy( normal );
		this.constant = constant;

		return this;

	},

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

		this.normal.set( x, y, z );
		this.constant = w;

		return this;

	},

	setFromNormalAndCoplanarPoint: function ( normal, point ) {

		this.normal.copy( normal );
		this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized

		return this;

	},

	setFromCoplanarPoints: function ( a, b, c ) {

		var normal = THREE.Plane.__v1.subVectors( c, b ).cross( THREE.Plane.__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;

	},

	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 THREE.Vector3();
		return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );

	},

	isIntersectionLine: function ( startPoint, endPoint ) {

		// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

		var startSign = this.distanceToPoint( startPoint );
		var endSign = this.distanceToPoint( endPoint );

		return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

	},

	intersectLine: function ( startPoint, endPoint, optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();

		var direction = THREE.Plane.__v1.subVectors( endPoint, startPoint );

		var denominator = this.normal.dot( direction );

		if ( denominator == 0 ) {

			// line is coplanar, return origin
			if( this.distanceToPoint( startPoint ) == 0 ) {

				return result.copy( startPoint );

			}

			// Unsure if this is the correct method to handle this case.
			return undefined;

		}

		var t = - ( startPoint.dot( this.normal ) + this.constant ) / denominator;

		if( t < 0 || t > 1 ) {

			return undefined;

		}

		return result.copy( direction ).multiplyScalar( t ).add( startPoint );

	},

	coplanarPoint: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.copy( this.normal ).multiplyScalar( - this.constant );

	},

	transform: function ( matrix, optionalNormalMatrix ) {

		// compute new normal based on theory here:
		// http://www.songho.ca/opengl/gl_normaltransform.html
		optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
		var newNormal = THREE.Plane.__v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );

		var newCoplanarPoint = this.coplanarPoint( THREE.Plane.__v2 );
		newCoplanarPoint.applyMatrix4( matrix );

		this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );

		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 );

	},

	clone: function () {

		return new THREE.Plane().copy( this );

	}

};

THREE.Plane.__vZero = new THREE.Vector3( 0, 0, 0 );
THREE.Plane.__v1 = new THREE.Vector3();
THREE.Plane.__v2 = new THREE.Vector3();
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Math = {

	// Clamp value to range <a, b>

	clamp: function ( x, a, b ) {

		return ( x < a ) ? a : ( ( x > b ) ? b : x );

	},

	// Clamp value to range <a, inf)

	clampBottom: function ( x, a ) {

		return x < a ? a : x;

	},

	// Linear mapping from range <a1, a2> to range <b1, b2>

	mapLinear: function ( x, a1, a2, b1, b2 ) {

		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );

	},

	// Random float from <0, 1> with 16 bits of randomness
	// (standard Math.random() creates repetitive patterns when applied over larger space)

	random16: function () {

		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;

	},

	// Random integer from <low, high> interval

	randInt: function ( low, high ) {

		return low + Math.floor( Math.random() * ( high - low + 1 ) );

	},

	// Random float from <low, high> interval

	randFloat: function ( low, high ) {

		return low + Math.random() * ( high - low );

	},

	// Random float from <-range/2, range/2> interval

	randFloatSpread: function ( range ) {

		return range * ( 0.5 - Math.random() );

	},

	sign: function ( x ) {

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

	},

	degToRad: function ( degrees ) {

		return degrees * THREE.Math.__d2r;

	},

	radToDeg: function ( radians ) {

		return radians * THREE.Math.__r2d;

	}

};

THREE.Math.__d2r =  Math.PI / 180;
THREE.Math.__r2d =  180 / Math.PI;
/**
 * Spline from Tween.js, slightly optimized (and trashed)
 * http://sole.github.com/tween.js/examples/05_spline.html
 *
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Spline = function ( points ) {

	this.points = points;

	var c = [], v3 = { x: 0, y: 0, z: 0 },
	point, intPoint, weight, w2, w3,
	pa, pb, pc, pd;

	this.initFromArray = function( a ) {

		this.points = [];

		for ( var i = 0; i < a.length; i++ ) {

			this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };

		}

	};

	this.getPoint = function ( k ) {

		point = ( this.points.length - 1 ) * k;
		intPoint = Math.floor( point );
		weight = point - intPoint;

		c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
		c[ 1 ] = intPoint;
		c[ 2 ] = intPoint  > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
		c[ 3 ] = intPoint  > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;

		pa = this.points[ c[ 0 ] ];
		pb = this.points[ c[ 1 ] ];
		pc = this.points[ c[ 2 ] ];
		pd = this.points[ c[ 3 ] ];

		w2 = weight * weight;
		w3 = weight * w2;

		v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
		v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
		v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );

		return v3;

	};

	this.getControlPointsArray = function () {

		var i, p, l = this.points.length,
			coords = [];

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

			p = this.points[ i ];
			coords[ i ] = [ p.x, p.y, p.z ];

		}

		return coords;

	};

	// approximate length by summing linear segments

	this.getLength = function ( nSubDivisions ) {

		var i, index, nSamples, position,
			point = 0, intPoint = 0, oldIntPoint = 0,
			oldPosition = new THREE.Vector3(),
			tmpVec = new THREE.Vector3(),
			chunkLengths = [],
			totalLength = 0;

		// first point has 0 length

		chunkLengths[ 0 ] = 0;

		if ( !nSubDivisions ) nSubDivisions = 100;

		nSamples = this.points.length * nSubDivisions;

		oldPosition.copy( this.points[ 0 ] );

		for ( i = 1; i < nSamples; i ++ ) {

			index = i / nSamples;

			position = this.getPoint( index );
			tmpVec.copy( position );

			totalLength += tmpVec.distanceTo( oldPosition );

			oldPosition.copy( position );

			point = ( this.points.length - 1 ) * index;
			intPoint = Math.floor( point );

			if ( intPoint != oldIntPoint ) {

				chunkLengths[ intPoint ] = totalLength;
				oldIntPoint = intPoint;

			}

		}

		// last point ends with total length

		chunkLengths[ chunkLengths.length ] = totalLength;

		return { chunks: chunkLengths, total: totalLength };

	};

	this.reparametrizeByArcLength = function ( samplingCoef ) {

		var i, j,
			index, indexCurrent, indexNext,
			linearDistance, realDistance,
			sampling, position,
			newpoints = [],
			tmpVec = new THREE.Vector3(),
			sl = this.getLength();

		newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );

		for ( i = 1; i < this.points.length; i++ ) {

			//tmpVec.copy( this.points[ i - 1 ] );
			//linearDistance = tmpVec.distanceTo( this.points[ i ] );

			realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];

			sampling = Math.ceil( samplingCoef * realDistance / sl.total );

			indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
			indexNext = i / ( this.points.length - 1 );

			for ( j = 1; j < sampling - 1; j++ ) {

				index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );

				position = this.getPoint( index );
				newpoints.push( tmpVec.copy( position ).clone() );

			}

			newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );

		}

		this.points = newpoints;

	};

	// Catmull-Rom

	function interpolate( p0, p1, p2, p3, t, t2, t3 ) {

		var v0 = ( p2 - p0 ) * 0.5,
			v1 = ( p3 - p1 ) * 0.5;

		return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;

	};

};
/**
 * @author bhouston / http://exocortex.com
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Triangle = function ( a, b, c ) {

	this.a = ( a !== undefined ) ? a : new THREE.Vector3();
	this.b = ( b !== undefined ) ? b : new THREE.Vector3();
	this.c = ( c !== undefined ) ? c : new THREE.Vector3();

};

THREE.Triangle.normal = function( a, b, c, optionalTarget ) {

	var result = optionalTarget || new THREE.Vector3();

	result.subVectors( c, b );
	THREE.Triangle.__v0.subVectors( a, b );
	result.cross( THREE.Triangle.__v0 );

	var resultLengthSq = result.lengthSq();
	if( resultLengthSq > 0 ) {

		return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );

	}

	return result.set( 0, 0, 0 );

};

// static/instance method to calculate barycoordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
THREE.Triangle.barycoordFromPoint = function ( point, a, b, c, optionalTarget ) {

	THREE.Triangle.__v0.subVectors( c, a );
	THREE.Triangle.__v1.subVectors( b, a );
	THREE.Triangle.__v2.subVectors( point, a );

	var dot00 = THREE.Triangle.__v0.dot( THREE.Triangle.__v0 );
	var dot01 = THREE.Triangle.__v0.dot( THREE.Triangle.__v1 );
	var dot02 = THREE.Triangle.__v0.dot( THREE.Triangle.__v2 );
	var dot11 = THREE.Triangle.__v1.dot( THREE.Triangle.__v1 );
	var dot12 = THREE.Triangle.__v1.dot( THREE.Triangle.__v2 );

	var denom = ( dot00 * dot11 - dot01 * dot01 );

	var result = optionalTarget || new THREE.Vector3();

	// colinear or singular triangle
	if( denom == 0 ) {
		// arbitrary location outside of triangle?
		// not sure if this is the best idea, maybe should be returning undefined
		return result.set( -2, -1, -1 );
	}

	var invDenom = 1 / denom;
	var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
	var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

	// barycoordinates must always sum to 1
	return result.set( 1 - u - v, v, u );

};

THREE.Triangle.containsPoint = function ( point, a, b, c ) {

	// NOTE: need to use __v3 here because __v0, __v1 and __v2 are used in barycoordFromPoint.
	var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, THREE.Triangle.__v3 );

	return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );

};

THREE.Triangle.prototype = {

	constructor: THREE.Triangle,

	set: function ( a, b, c ) {

		this.a.copy( a );
		this.b.copy( b );
		this.c.copy( c );

		return this;

	},

	setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

		this.a.copy( points[i0] );
		this.b.copy( points[i1] );
		this.c.copy( points[i2] );

		return this;

	},

	copy: function ( triangle ) {

		this.a.copy( triangle.a );
		this.b.copy( triangle.b );
		this.c.copy( triangle.c );

		return this;

	},

	area: function () {

		THREE.Triangle.__v0.subVectors( this.c, this.b );
		THREE.Triangle.__v1.subVectors( this.a, this.b );

		return THREE.Triangle.__v0.cross( THREE.Triangle.__v1 ).length() * 0.5;

	},

	midpoint: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Vector3();
		return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

	},

	normal: function ( optionalTarget ) {

		return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );

	},

	plane: function ( optionalTarget ) {

		var result = optionalTarget || new THREE.Plane();

		return result.setFromCoplanarPoints( this.a, this.b, this.c );

	},

	barycoordFromPoint: function ( point, optionalTarget ) {

		return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );

	},

	containsPoint: function ( point ) {

		return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );

	},

	equals: function ( triangle ) {

		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

	},

	clone: function () {

		return new THREE.Triangle().copy( this );

	}

};

THREE.Triangle.__v0 = new THREE.Vector3();
THREE.Triangle.__v1 = new THREE.Vector3();
THREE.Triangle.__v2 = new THREE.Vector3();
THREE.Triangle.__v3 = new THREE.Vector3();
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Vertex = function ( v ) {

	console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
	return v;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.UV = function ( u, v ) {

	console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
	return new THREE.Vector2( u, v );

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Clock = function ( autoStart ) {

	this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

	this.startTime = 0;
	this.oldTime = 0;
	this.elapsedTime = 0;

	this.running = false;

};

THREE.Clock.prototype.start = function () {

	this.startTime = Date.now();
	this.oldTime = this.startTime;

	this.running = true;

};

THREE.Clock.prototype.stop = function () {

	this.getElapsedTime();

	this.running = false;

};

THREE.Clock.prototype.getElapsedTime = function () {

	this.getDelta();

	return this.elapsedTime;

};


THREE.Clock.prototype.getDelta = function () {

	var diff = 0;

	if ( this.autoStart && ! this.running ) {

		this.start();

	}

	if ( this.running ) {

		var newTime = Date.now();
		diff = 0.001 * ( newTime - this.oldTime );
		this.oldTime = newTime;

		this.elapsedTime += diff;

	}

	return diff;

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

THREE.EventDispatcher = function () {

	var listeners = {};

	this.addEventListener = function ( type, listener ) {

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

			listeners[ type ] = [];

		}

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

			listeners[ type ].push( listener );

		}

	};

	this.removeEventListener = function ( type, listener ) {

		var index = listeners[ type ].indexOf( listener );

		if ( index !== - 1 ) {

			listeners[ type ].splice( index, 1 );

		}

	};

	this.dispatchEvent = function ( event ) {

		var listenerArray = listeners[ event.type ];

		if ( listenerArray !== undefined ) {

			event.target = this;

			for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {

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

			}

		}

	};

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author bhouston / http://exocortex.com/
 */

( function ( THREE ) {

	THREE.Raycaster = function ( origin, direction, near, far ) {

		this.ray = new THREE.Ray( origin, direction );
		
		// normalized ray.direction required for accurate distance calculations
		if( this.ray.direction.length() > 0 ) {

			this.ray.direction.normalize();

		}

		this.near = near || 0;
		this.far = far || Infinity;

	};

	var sphere = new THREE.Sphere();
	var localRay = new THREE.Ray();
	var facePlane = new THREE.Plane();
	var intersectPoint = new THREE.Vector3();

	var inverseMatrix = new THREE.Matrix4();

	var descSort = function ( a, b ) {

		return a.distance - b.distance;

	};

	var intersectObject = function ( object, raycaster, intersects ) {

		if ( object instanceof THREE.Particle ) {

			var distance = raycaster.ray.distanceToPoint( object.matrixWorld.getPosition() );

			if ( distance > object.scale.x ) {

				return intersects;

			}

			intersects.push( {

				distance: distance,
				point: object.position,
				face: null,
				object: object

			} );

		} else if ( object instanceof THREE.Mesh ) {

			// Checking boundingSphere distance to ray
			sphere.set(
				object.matrixWorld.getPosition(),
				object.geometry.boundingSphere.radius* object.matrixWorld.getMaxScaleOnAxis() );

			if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {

				return intersects;

			}

			// Checking faces

			var geometry = object.geometry;
			var vertices = geometry.vertices;

			var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
			var objectMaterials = isFaceMaterial === true ? object.material.materials : null;

			var side = object.material.side;

			var a, b, c, d;
			var precision = raycaster.precision;

			object.matrixRotationWorld.extractRotation( object.matrixWorld );

			inverseMatrix.getInverse( object.matrixWorld );

			localRay.copy( raycaster.ray ).transform( inverseMatrix );
	
			for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {

				var face = geometry.faces[ f ];

				var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;

				if ( material === undefined ) continue;
				
				facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );

				var planeDistance = localRay.distanceToPlane( facePlane );
	
				// bail if raycaster and plane are parallel
				if ( Math.abs( planeDistance ) < precision ) continue;
	
				// if negative distance, then plane is behind raycaster
				if ( planeDistance < 0 ) continue;

				// check if we hit the wrong side of a single sided face
				side = material.side;
				if( side !== THREE.DoubleSide ) {

					var planeSign = localRay.direction.dot( facePlane.normal );

					if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;

				}

				// this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
				if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
				
				intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy

				if ( face instanceof THREE.Face3 ) {

					a = vertices[ face.a ];
					b = vertices[ face.b ];
					c = vertices[ face.c ];

					if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;

				} else if ( face instanceof THREE.Face4 ) {

					a = vertices[ face.a ];
					b = vertices[ face.b ];
					c = vertices[ face.c ];
					d = vertices[ face.d ];

					if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
						 ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;

				} else {

					// This is added because if we call out of this if/else group when none of the cases
					//    match it will add a point to the intersection list erroneously.
					throw Error( "face type not supported" );

				}

				intersects.push( {

					distance: planeDistance,	// this works because the original ray was normalized, and the transformed localRay wasn't
					point: raycaster.ray.at( planeDistance ),
					face: face,
					faceIndex: f,
					object: object

				} );

			}

		}

	};

	var intersectDescendants = function ( object, raycaster, intersects ) {

		var descendants = object.getDescendants();

		for ( var i = 0, l = descendants.length; i < l; i ++ ) {

			intersectObject( descendants[ i ], raycaster, intersects );

		}
	};

	//

	THREE.Raycaster.prototype.precision = 0.0001;

	THREE.Raycaster.prototype.set = function ( origin, direction ) {

		this.ray.set( origin, direction );

		// normalized ray.direction required for accurate distance calculations
		if( this.ray.direction.length() > 0 ) {

			this.ray.direction.normalize();

		}

	};

	THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {

		var intersects = [];

		if ( recursive === true ) {

			intersectDescendants( object, this, intersects );

		}

		intersectObject( object, this, intersects );

		intersects.sort( descSort );

		return intersects;

	};

	THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {

		var intersects = [];

		for ( var i = 0, l = objects.length; i < l; i ++ ) {

			intersectObject( objects[ i ], this, intersects );

			if ( recursive === true ) {

				intersectDescendants( objects[ i ], this, intersects );

			}
		}

		intersects.sort( descSort );

		return intersects;

	};

}( THREE ) );
/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Object3D = function () {

	this.id = THREE.Object3DIdCount ++;

	this.name = '';
	this.properties = {};

	this.parent = undefined;
	this.children = [];

	this.up = new THREE.Vector3( 0, 1, 0 );

	this.position = new THREE.Vector3();
	this.rotation = new THREE.Vector3();
	this.eulerOrder = THREE.Object3D.defaultEulerOrder;
	this.scale = new THREE.Vector3( 1, 1, 1 );

	this.renderDepth = null;

	this.rotationAutoUpdate = true;

	this.matrix = new THREE.Matrix4();
	this.matrixWorld = new THREE.Matrix4();
	this.matrixRotationWorld = new THREE.Matrix4();

	this.matrixAutoUpdate = true;
	this.matrixWorldNeedsUpdate = true;

	this.quaternion = new THREE.Quaternion();
	this.useQuaternion = false;

	this.visible = true;

	this.castShadow = false;
	this.receiveShadow = false;

	this.frustumCulled = true;

	this._vector = new THREE.Vector3();

};


THREE.Object3D.prototype = {

	constructor: THREE.Object3D,

	applyMatrix: function ( matrix ) {

		this.matrix.multiplyMatrices( matrix, this.matrix );

		this.scale.getScaleFromMatrix( this.matrix );

		var mat = new THREE.Matrix4().extractRotation( this.matrix );
		this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );

		this.position.getPositionFromMatrix( this.matrix );

	},

	translate: function ( distance, axis ) {

		this.matrix.rotateAxis( axis );
		this.position.add( axis.multiplyScalar( distance ) );

	},

	translateX: function ( distance ) {

		this.translate( distance, this._vector.set( 1, 0, 0 ) );

	},

	translateY: function ( distance ) {

		this.translate( distance, this._vector.set( 0, 1, 0 ) );

	},

	translateZ: function ( distance ) {

		this.translate( distance, this._vector.set( 0, 0, 1 ) );

	},

	localToWorld: function ( vector ) {

		return vector.applyMatrix4( this.matrixWorld );

	},

	worldToLocal: function ( vector ) {

		return vector.applyMatrix4( THREE.Object3D.__m1.getInverse( this.matrixWorld ) );

	},

	lookAt: function ( vector ) {

		// TODO: Add hierarchy support.

		this.matrix.lookAt( vector, this.position, this.up );

		if ( this.rotationAutoUpdate ) {

			if ( this.useQuaternion === false )  {

				this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );

			} else {

				this.quaternion.copy( this.matrix.decompose()[ 1 ] );

			}

		}

	},

	add: function ( object ) {

		if ( object === this ) {

			console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
			return;

		}

		if ( object instanceof THREE.Object3D ) {

			if ( object.parent !== undefined ) {

				object.parent.remove( object );

			}

			object.parent = this;
			this.children.push( object );

			// add to scene

			var scene = this;

			while ( scene.parent !== undefined ) {

				scene = scene.parent;

			}

			if ( scene !== undefined && scene instanceof THREE.Scene )  {

				scene.__addObject( object );

			}

		}

	},

	remove: function ( object ) {

		var index = this.children.indexOf( object );

		if ( index !== - 1 ) {

			object.parent = undefined;
			this.children.splice( index, 1 );

			// remove from scene

			var scene = this;

			while ( scene.parent !== undefined ) {

				scene = scene.parent;

			}

			if ( scene !== undefined && scene instanceof THREE.Scene ) {

				scene.__removeObject( object );

			}

		}

	},

	traverse: function ( callback ) {

		callback( this );

		for ( var i = 0, l = this.children.length; i < l; i ++ ) {

			this.children[ i ].traverse( callback );

		}

	},

	getChildByName: function ( name, recursive ) {

		for ( var i = 0, l = this.children.length; i < l; i ++ ) {

			var child = this.children[ i ];

			if ( child.name === name ) {

				return child;

			}

			if ( recursive === true ) {

				child = child.getChildByName( name, recursive );

				if ( child !== undefined ) {

					return child;

				}

			}

		}

		return undefined;

	},

	getDescendants: function ( array ) {

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

		Array.prototype.push.apply( array, this.children );

		for ( var i = 0, l = this.children.length; i < l; i ++ ) {

			this.children[ i ].getDescendants( array );

		}

		return array;

	},

	updateMatrix: function () {

		this.matrix.setPosition( this.position );

		if ( this.useQuaternion === false )  {

			this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );

		} else {

			this.matrix.setRotationFromQuaternion( this.quaternion );

		}

		if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {

			this.matrix.scale( this.scale );

		}

		this.matrixWorldNeedsUpdate = true;

	},

	updateMatrixWorld: function ( force ) {

		if ( this.matrixAutoUpdate === true ) this.updateMatrix();

		if ( this.matrixWorldNeedsUpdate === true || force === true ) {

			if ( this.parent === undefined ) {

				this.matrixWorld.copy( this.matrix );

			} else {

				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

			}

			this.matrixWorldNeedsUpdate = false;

			force = true;

		}

		// update children

		for ( var i = 0, l = this.children.length; i < l; i ++ ) {

			this.children[ i ].updateMatrixWorld( force );

		}

	},

	clone: function ( object ) {

		if ( object === undefined ) object = new THREE.Object3D();

		object.name = this.name;

		object.up.copy( this.up );

		object.position.copy( this.position );
		if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
		object.eulerOrder = this.eulerOrder;
		object.scale.copy( this.scale );

		object.renderDepth = this.renderDepth;

		object.rotationAutoUpdate = this.rotationAutoUpdate;

		object.matrix.copy( this.matrix );
		object.matrixWorld.copy( this.matrixWorld );
		object.matrixRotationWorld.copy( this.matrixRotationWorld );

		object.matrixAutoUpdate = this.matrixAutoUpdate;
		object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;

		object.quaternion.copy( this.quaternion );
		object.useQuaternion = this.useQuaternion;

		object.visible = this.visible;

		object.castShadow = this.castShadow;
		object.receiveShadow = this.receiveShadow;

		object.frustumCulled = this.frustumCulled;

		for ( var i = 0; i < this.children.length; i ++ ) {

			var child = this.children[ i ];
			object.add( child.clone() );

		}

		return object;

	}

};

THREE.Object3D.__m1 = new THREE.Matrix4();
THREE.Object3D.defaultEulerOrder = 'XYZ',

THREE.Object3DIdCount = 0;
/**
 * @author mrdoob / http://mrdoob.com/
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author julianwa / https://github.com/julianwa
 */

THREE.Projector = function() {

	var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
	_vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
	_face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
	_face4Count, _face4Pool = [], _face4PoolLength = 0,
	_line, _lineCount, _linePool = [], _linePoolLength = 0,
	_particle, _particleCount, _particlePool = [], _particlePoolLength = 0,

	_renderData = { objects: [], sprites: [], lights: [], elements: [] },

	_vector3 = new THREE.Vector3(),
	_vector4 = new THREE.Vector4(),

	_clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
	_boundingBox = new THREE.Box3(),
	_points3 = new Array( 3 ),
	_points4 = new Array( 4 ),

	_viewMatrix = new THREE.Matrix4(),
	_viewProjectionMatrix = new THREE.Matrix4(),

	_modelMatrix,
	_modelViewProjectionMatrix = new THREE.Matrix4(),

	_normalMatrix = new THREE.Matrix3(),
	_normalViewMatrix = new THREE.Matrix3(),

	_centroid = new THREE.Vector3(),

	_frustum = new THREE.Frustum(),

	_clippedVertex1PositionScreen = new THREE.Vector4(),
	_clippedVertex2PositionScreen = new THREE.Vector4(),

	_face3VertexNormals;

	this.projectVector = function ( vector, camera ) {

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );

		return vector.applyProjection( _viewProjectionMatrix );

	};

	this.unprojectVector = function ( vector, camera ) {

		camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );

		_viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.projectionMatrixInverse );

		return vector.applyProjection( _viewProjectionMatrix );

	};

	this.pickingRay = function ( vector, camera ) {

		// set two vectors with opposing z values
		vector.z = -1.0;
		var end = new THREE.Vector3( vector.x, vector.y, 1.0 );

		this.unprojectVector( vector, camera );
		this.unprojectVector( end, camera );

		// find direction from vector to end
		end.sub( vector ).normalize();

		return new THREE.Raycaster( vector, end );

	};

	var projectGraph = function ( root, sortObjects ) {

		_objectCount = 0;

		_renderData.objects.length = 0;
		_renderData.sprites.length = 0;
		_renderData.lights.length = 0;

		var projectObject = function ( parent ) {

			for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {

				var object = parent.children[ c ];

				if ( object.visible === false ) continue;

				if ( object instanceof THREE.Light ) {

					_renderData.lights.push( object );

				} else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {

					if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {

						_object = getNextObjectInPool();
						_object.object = object;

						if ( object.renderDepth !== null ) {

							_object.z = object.renderDepth;

						} else {

							_vector3.copy( object.matrixWorld.getPosition() );
							_vector3.applyProjection( _viewProjectionMatrix );
							_object.z = _vector3.z;

						}

						_renderData.objects.push( _object );

					}

				} else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {

					_object = getNextObjectInPool();
					_object.object = object;

					// TODO: Find an elegant and performant solution and remove this dupe code.

					if ( object.renderDepth !== null ) {

						_object.z = object.renderDepth;

					} else {

						_vector3.copy( object.matrixWorld.getPosition() );
						_vector3.applyProjection( _viewProjectionMatrix );
						_object.z = _vector3.z;

					}

					_renderData.sprites.push( _object );

				} else {

					_object = getNextObjectInPool();
					_object.object = object;

					if ( object.renderDepth !== null ) {

						_object.z = object.renderDepth;

					} else {

						_vector3.copy( object.matrixWorld.getPosition() );
						_vector3.applyProjection( _viewProjectionMatrix );
						_object.z = _vector3.z;

					}

					_renderData.objects.push( _object );

				}

				projectObject( object );

			}

		};

		projectObject( root );

		if ( sortObjects === true ) _renderData.objects.sort( painterSort );

		return _renderData;

	};

	this.projectScene = function ( scene, camera, sortObjects, sortElements ) {

		var visible = false,
		o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
		geometry, vertices, vertex, vertexPositionScreen,
		faces, face, faceVertexNormals, faceVertexUvs, uvs,
		v1, v2, v3, v4, isFaceMaterial, objectMaterials;

		_face3Count = 0;
		_face4Count = 0;
		_lineCount = 0;
		_particleCount = 0;

		_renderData.elements.length = 0;

		scene.updateMatrixWorld();

		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		_viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
		_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );

		_normalViewMatrix.getInverse( _viewMatrix );
		_normalViewMatrix.transpose();

		_frustum.setFromMatrix( _viewProjectionMatrix );

		_renderData = projectGraph( scene, sortObjects );

		for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {

			object = _renderData.objects[ o ].object;

			_modelMatrix = object.matrixWorld;

			_vertexCount = 0;

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				vertices = geometry.vertices;
				faces = geometry.faces;
				faceVertexUvs = geometry.faceVertexUvs;

				_normalMatrix.getInverse( _modelMatrix );
				_normalMatrix.transpose();

				isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
				objectMaterials = isFaceMaterial === true ? object.material : null;

				for ( v = 0, vl = vertices.length; v < vl; v ++ ) {

					_vertex = getNextVertexInPool();

					_vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
					_vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );

					_vertex.positionScreen.x /= _vertex.positionScreen.w;
					_vertex.positionScreen.y /= _vertex.positionScreen.w;
					_vertex.positionScreen.z /= _vertex.positionScreen.w;

					_vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
							      _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
							      _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );

				}

				for ( f = 0, fl = faces.length; f < fl; f ++ ) {

					face = faces[ f ];

					var material = isFaceMaterial === true
						? objectMaterials.materials[ face.materialIndex ]
						: object.material;

					if ( material === undefined ) continue;

					var side = material.side;

					if ( face instanceof THREE.Face3 ) {

						v1 = _vertexPool[ face.a ];
						v2 = _vertexPool[ face.b ];
						v3 = _vertexPool[ face.c ];

						_points3[ 0 ] = v1.positionScreen;
						_points3[ 1 ] = v2.positionScreen;
						_points3[ 2 ] = v3.positionScreen;

						if ( v1.visible === true || v2.visible === true || v3.visible === true ||
							_clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {

							visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
								( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;

							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {

								_face = getNextFace3InPool();

								_face.v1.copy( v1 );
								_face.v2.copy( v2 );
								_face.v3.copy( v3 );

							} else {

								continue;

							}

						} else {

							continue;

						}

					} else if ( face instanceof THREE.Face4 ) {

						v1 = _vertexPool[ face.a ];
						v2 = _vertexPool[ face.b ];
						v3 = _vertexPool[ face.c ];
						v4 = _vertexPool[ face.d ];

						_points4[ 0 ] = v1.positionScreen;
						_points4[ 1 ] = v2.positionScreen;
						_points4[ 2 ] = v3.positionScreen;
						_points4[ 3 ] = v4.positionScreen;

						if ( v1.visible === true || v2.visible === true || v3.visible === true || v4.visible === true ||
							_clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points4 ) ) ) {

							visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
								( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
								( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
								( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;


							if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {

								_face = getNextFace4InPool();

								_face.v1.copy( v1 );
								_face.v2.copy( v2 );
								_face.v3.copy( v3 );
								_face.v4.copy( v4 );

							} else {

								continue;

							}

						} else {

							continue;

						}

					}

					_face.normalModel.copy( face.normal );

					if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

						_face.normalModel.negate();

					}

					_face.normalModel.applyMatrix3( _normalMatrix ).normalize();

					_face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );

					_face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );

					faceVertexNormals = face.vertexNormals;

					for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {

						var normalModel = _face.vertexNormalsModel[ n ];
						normalModel.copy( faceVertexNormals[ n ] );

						if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {

							normalModel.negate();

						}

						normalModel.applyMatrix3( _normalMatrix ).normalize();

						var normalModelView = _face.vertexNormalsModelView[ n ];
						normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );

					}

					_face.vertexNormalsLength = faceVertexNormals.length;

					for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {

						uvs = faceVertexUvs[ c ][ f ];

						if ( uvs === undefined ) continue;

						for ( u = 0, ul = uvs.length; u < ul; u ++ ) {

							_face.uvs[ c ][ u ] = uvs[ u ];

						}

					}

					_face.color = face.color;
					_face.material = material;

					_centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );

					_face.z = _centroid.z;

					_renderData.elements.push( _face );

				}

			} else if ( object instanceof THREE.Line ) {

				_modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );

				vertices = object.geometry.vertices;

				v1 = getNextVertexInPool();
				v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );

				// Handle LineStrip and LinePieces
				var step = object.type === THREE.LinePieces ? 2 : 1;

				for ( v = 1, vl = vertices.length; v < vl; v ++ ) {

					v1 = getNextVertexInPool();
					v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );

					if ( ( v + 1 ) % step > 0 ) continue;

					v2 = _vertexPool[ _vertexCount - 2 ];

					_clippedVertex1PositionScreen.copy( v1.positionScreen );
					_clippedVertex2PositionScreen.copy( v2.positionScreen );

					if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {

						// Perform the perspective divide
						_clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
						_clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );

						_line = getNextLineInPool();
						_line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
						_line.v2.positionScreen.copy( _clippedVertex2PositionScreen );

						_line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );

						_line.material = object.material;

						_renderData.elements.push( _line );

					}

				}

			}

		}

		for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {

			object = _renderData.sprites[ o ].object;

			_modelMatrix = object.matrixWorld;

			if ( object instanceof THREE.Particle ) {

				_vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
				_vector4.applyMatrix4( _viewProjectionMatrix );

				_vector4.z /= _vector4.w;

				if ( _vector4.z > 0 && _vector4.z < 1 ) {

					_particle = getNextParticleInPool();
					_particle.object = object;
					_particle.x = _vector4.x / _vector4.w;
					_particle.y = _vector4.y / _vector4.w;
					_particle.z = _vector4.z;

					_particle.rotation = object.rotation.z;

					_particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
					_particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );

					_particle.material = object.material;

					_renderData.elements.push( _particle );

				}

			}

		}

		if ( sortElements === true ) _renderData.elements.sort( painterSort );

		return _renderData;

	};

	// Pools

	function getNextObjectInPool() {

		if ( _objectCount === _objectPoolLength ) {

			var object = new THREE.RenderableObject();
			_objectPool.push( object );
			_objectPoolLength ++;
			_objectCount ++;
			return object;

		}

		return _objectPool[ _objectCount ++ ];

	}

	function getNextVertexInPool() {

		if ( _vertexCount === _vertexPoolLength ) {

			var vertex = new THREE.RenderableVertex();
			_vertexPool.push( vertex );
			_vertexPoolLength ++;
			_vertexCount ++;
			return vertex;

		}

		return _vertexPool[ _vertexCount ++ ];

	}

	function getNextFace3InPool() {

		if ( _face3Count === _face3PoolLength ) {

			var face = new THREE.RenderableFace3();
			_face3Pool.push( face );
			_face3PoolLength ++;
			_face3Count ++;
			return face;

		}

		return _face3Pool[ _face3Count ++ ];


	}

	function getNextFace4InPool() {

		if ( _face4Count === _face4PoolLength ) {

			var face = new THREE.RenderableFace4();
			_face4Pool.push( face );
			_face4PoolLength ++;
			_face4Count ++;
			return face;

		}

		return _face4Pool[ _face4Count ++ ];

	}

	function getNextLineInPool() {

		if ( _lineCount === _linePoolLength ) {

			var line = new THREE.RenderableLine();
			_linePool.push( line );
			_linePoolLength ++;
			_lineCount ++
			return line;

		}

		return _linePool[ _lineCount ++ ];

	}

	function getNextParticleInPool() {

		if ( _particleCount === _particlePoolLength ) {

			var particle = new THREE.RenderableParticle();
			_particlePool.push( particle );
			_particlePoolLength ++;
			_particleCount ++
			return particle;

		}

		return _particlePool[ _particleCount ++ ];

	}

	//

	function painterSort( a, b ) {

		return b.z - a.z;

	}

	function clipLine( s1, s2 ) {

		var alpha1 = 0, alpha2 = 1,

		// Calculate the boundary coordinate of each vertex for the near and far clip planes,
		// Z = -1 and Z = +1, respectively.
		bc1near =  s1.z + s1.w,
		bc2near =  s2.z + s2.w,
		bc1far =  - s1.z + s1.w,
		bc2far =  - s2.z + s2.w;

		if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {

			// Both vertices lie entirely within all clip planes.
			return true;

		} else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {

			// Both vertices lie entirely outside one of the clip planes.
			return false;

		} else {

			// The line segment spans at least one clip plane.

			if ( bc1near < 0 ) {

				// v1 lies outside the near plane, v2 inside
				alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );

			} else if ( bc2near < 0 ) {

				// v2 lies outside the near plane, v1 inside
				alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );

			}

			if ( bc1far < 0 ) {

				// v1 lies outside the far plane, v2 inside
				alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );

			} else if ( bc2far < 0 ) {

				// v2 lies outside the far plane, v2 inside
				alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );

			}

			if ( alpha2 < alpha1 ) {

				// The line segment spans two boundaries, but is outside both of them.
				// (This can't happen when we're only clipping against just near/far but good
				//  to leave the check here for future usage if other clip planes are added.)
				return false;

			} else {

				// Update the s1 and s2 vertices to match the clipped line segment.
				s1.lerp( s2, alpha1 );
				s2.lerp( s1, 1 - alpha2 );

				return true;

			}

		}

	}

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

THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {

	this.a = a;
	this.b = b;
	this.c = c;

	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
	this.vertexNormals = normal instanceof Array ? normal : [ ];

	this.color = color instanceof THREE.Color ? color : new THREE.Color();
	this.vertexColors = color instanceof Array ? color : [];

	this.vertexTangents = [];

	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

	this.centroid = new THREE.Vector3();

};

THREE.Face3.prototype = {

	constructor: THREE.Face3,

	clone: function () {

		var face = new THREE.Face3( this.a, this.b, this.c );

		face.normal.copy( this.normal );
		face.color.copy( this.color );
		face.centroid.copy( this.centroid );

		face.materialIndex = this.materialIndex;

		var i, il;
		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();

		return face;

	}

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

THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {

	this.a = a;
	this.b = b;
	this.c = c;
	this.d = d;

	this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
	this.vertexNormals = normal instanceof Array ? normal : [ ];

	this.color = color instanceof THREE.Color ? color : new THREE.Color();
	this.vertexColors = color instanceof Array ? color : [];

	this.vertexTangents = [];

	this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

	this.centroid = new THREE.Vector3();

};

THREE.Face4.prototype = {

	constructor: THREE.Face4,

	clone: function () {

		var face = new THREE.Face4( this.a, this.b, this.c, this.d );

		face.normal.copy( this.normal );
		face.color.copy( this.color );
		face.centroid.copy( this.centroid );

		face.materialIndex = this.materialIndex;

		var i, il;
		for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
		for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
		for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();

		return face;

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author kile / http://kile.stravaganza.org/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author bhouston / http://exocortex.com
 */

THREE.Geometry = function () {

	THREE.EventDispatcher.call( this );

	this.id = THREE.GeometryIdCount ++;

	this.name = '';

	this.vertices = [];
	this.colors = [];  // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
	this.normals = []; // one-to-one vertex normals, used in Ribbon

	this.faces = [];

	this.faceUvs = [[]];
	this.faceVertexUvs = [[]];

	this.morphTargets = [];
	this.morphColors = [];
	this.morphNormals = [];

	this.skinWeights = [];
	this.skinIndices = [];

	this.lineDistances = [];

	this.boundingBox = null;
	this.boundingSphere = null;

	this.hasTangents = false;

	this.dynamic = true; // the intermediate typed arrays will be deleted when set to false

	// update flags

	this.verticesNeedUpdate = false;
	this.elementsNeedUpdate = false;
	this.uvsNeedUpdate = false;
	this.normalsNeedUpdate = false;
	this.tangentsNeedUpdate = false;
	this.colorsNeedUpdate = false;
	this.lineDistancesNeedUpdate = false;

	this.buffersNeedUpdate = false;

};

THREE.Geometry.prototype = {

	constructor: THREE.Geometry,

	applyMatrix: function ( matrix ) {

		var normalMatrix = new THREE.Matrix3().getInverse( matrix ).transpose();

		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();

			}

			face.centroid.applyMatrix4( matrix );

		}

	},

	computeCentroids: function () {

		var f, fl, face;

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];
			face.centroid.set( 0, 0, 0 );

			if ( face instanceof THREE.Face3 ) {

				face.centroid.add( this.vertices[ face.a ] );
				face.centroid.add( this.vertices[ face.b ] );
				face.centroid.add( this.vertices[ face.c ] );
				face.centroid.divideScalar( 3 );

			} else if ( face instanceof THREE.Face4 ) {

				face.centroid.add( this.vertices[ face.a ] );
				face.centroid.add( this.vertices[ face.b ] );
				face.centroid.add( this.vertices[ face.c ] );
				face.centroid.add( this.vertices[ face.d ] );
				face.centroid.divideScalar( 4 );

			}

		}

	},

	computeFaceNormals: function () {

		var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
		cb = new THREE.Vector3(), ab = new THREE.Vector3();

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			vA = this.vertices[ face.a ];
			vB = this.vertices[ face.b ];
			vC = this.vertices[ face.c ];

			cb.subVectors( vC, vB );
			ab.subVectors( vA, vB );
			cb.cross( ab );

			cb.normalize();

			face.normal.copy( cb );

		}

	},

	computeVertexNormals: function ( areaWeighted ) {

		var v, vl, f, fl, face, vertices;

		// create internal buffers for reuse when calling this method repeatedly
		// (otherwise memory allocation / deallocation every frame is big resource hog)

		if ( this.__tmpVertices === undefined ) {

			this.__tmpVertices = new Array( this.vertices.length );
			vertices = this.__tmpVertices;

			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ] = new THREE.Vector3();

			}

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				if ( face instanceof THREE.Face3 ) {

					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

				} else if ( face instanceof THREE.Face4 ) {

					face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

				}

			}

		} else {

			vertices = this.__tmpVertices;

			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ].set( 0, 0, 0 );

			}

		}

		if ( areaWeighted ) {

			// vertex normals weighted by triangle areas
			// http://www.iquilezles.org/www/articles/normals/normals.htm

			var vA, vB, vC, vD;
			var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
				db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				if ( face instanceof THREE.Face3 ) {

					vA = this.vertices[ face.a ];
					vB = this.vertices[ face.b ];
					vC = this.vertices[ face.c ];

					cb.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 if ( face instanceof THREE.Face4 ) {

					vA = this.vertices[ face.a ];
					vB = this.vertices[ face.b ];
					vC = this.vertices[ face.c ];
					vD = this.vertices[ face.d ];

					// abd

					db.subVectors( vD, vB );
					ab.subVectors( vA, vB );
					db.cross( ab );

					vertices[ face.a ].add( db );
					vertices[ face.b ].add( db );
					vertices[ face.d ].add( db );

					// bcd

					dc.subVectors( vD, vC );
					bc.subVectors( vB, vC );
					dc.cross( bc );

					vertices[ face.b ].add( dc );
					vertices[ face.c ].add( dc );
					vertices[ face.d ].add( dc );

				}

			}

		} else {

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				if ( face instanceof THREE.Face3 ) {

					vertices[ face.a ].add( face.normal );
					vertices[ face.b ].add( face.normal );
					vertices[ face.c ].add( face.normal );

				} else if ( face instanceof THREE.Face4 ) {

					vertices[ face.a ].add( face.normal );
					vertices[ face.b ].add( face.normal );
					vertices[ face.c ].add( face.normal );
					vertices[ face.d ].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 ];

			if ( face instanceof THREE.Face3 ) {

				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );

			} else if ( face instanceof THREE.Face4 ) {

				face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
				face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
				face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
				face.vertexNormals[ 3 ].copy( vertices[ face.d ] );

			}

		}

	},

	computeMorphNormals: function () {

		var i, il, f, fl, face;

		// save original normals
		// - create temp variables on first access
		//   otherwise just copy (for faster repeated calls)

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			if ( ! face.__originalFaceNormal ) {

				face.__originalFaceNormal = face.normal.clone();

			} else {

				face.__originalFaceNormal.copy( face.normal );

			}

			if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

			for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

				if ( ! face.__originalVertexNormals[ i ] ) {

					face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

				} else {

					face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

				}

			}

		}

		// use temp geometry to compute face and vertex normals for each morph

		var tmpGeo = new THREE.Geometry();
		tmpGeo.faces = this.faces;

		for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

			// create on first access

			if ( ! this.morphNormals[ i ] ) {

				this.morphNormals[ i ] = {};
				this.morphNormals[ i ].faceNormals = [];
				this.morphNormals[ i ].vertexNormals = [];

				var dstNormalsFace = this.morphNormals[ i ].faceNormals;
				var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

				var faceNormal, vertexNormals;

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					face = this.faces[ f ];

					faceNormal = new THREE.Vector3();

					if ( face instanceof THREE.Face3 ) {

						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };

					} else {

						vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };

					}

					dstNormalsFace.push( faceNormal );
					dstNormalsVertex.push( vertexNormals );

				}

			}

			var morphNormals = this.morphNormals[ i ];

			// set vertices to morph target

			tmpGeo.vertices = this.morphTargets[ i ].vertices;

			// compute morph normals

			tmpGeo.computeFaceNormals();
			tmpGeo.computeVertexNormals();

			// store morph normals

			var faceNormal, vertexNormals;

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				faceNormal = morphNormals.faceNormals[ f ];
				vertexNormals = morphNormals.vertexNormals[ f ];

				faceNormal.copy( face.normal );

				if ( face instanceof THREE.Face3 ) {

					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
					vertexNormals.c.copy( face.vertexNormals[ 2 ] );

				} else {

					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
					vertexNormals.d.copy( face.vertexNormals[ 3 ] );

				}

			}

		}

		// restore original normals

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			face.normal = face.__originalFaceNormal;
			face.vertexNormals = face.__originalVertexNormals;

		}

	},

	computeTangents: function () {

		// based on http://www.terathon.com/code/tangent.html
		// tangents go to vertices

		var f, fl, v, vl, i, il, vertexIndex,
			face, uv, vA, vB, vC, uvA, uvB, uvC,
			x1, x2, y1, y2, z1, z2,
			s1, s2, t1, t2, r, t, test,
			tan1 = [], tan2 = [],
			sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
			tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
			n = new THREE.Vector3(), w;

		for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

			tan1[ v ] = new THREE.Vector3();
			tan2[ v ] = new THREE.Vector3();

		}

		function handleTriangle( context, a, b, c, ua, ub, uc ) {

			vA = context.vertices[ a ];
			vB = context.vertices[ b ];
			vC = context.vertices[ c ];

			uvA = uv[ ua ];
			uvB = uv[ ub ];
			uvC = uv[ uc ];

			x1 = vB.x - vA.x;
			x2 = vC.x - vA.x;
			y1 = vB.y - vA.y;
			y2 = vC.y - vA.y;
			z1 = vB.z - vA.z;
			z2 = vC.z - vA.z;

			s1 = uvB.x - uvA.x;
			s2 = uvC.x - uvA.x;
			t1 = uvB.y - uvA.y;
			t2 = uvC.y - uvA.y;

			r = 1.0 / ( s1 * t2 - s2 * t1 );
			sdir.set( ( t2 * x1 - t1 * x2 ) * r,
					  ( t2 * y1 - t1 * y2 ) * r,
					  ( t2 * z1 - t1 * z2 ) * r );
			tdir.set( ( s1 * x2 - s2 * x1 ) * r,
					  ( s1 * y2 - s2 * y1 ) * r,
					  ( s1 * z2 - s2 * z1 ) * r );

			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );

		}

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];
			uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents

			if ( face instanceof THREE.Face3 ) {

				handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );

			} else if ( face instanceof THREE.Face4 ) {

				handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
				handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );

			}

		}

		var faceIndex = [ 'a', 'b', 'c', 'd' ];

		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

			face = this.faces[ f ];

			for ( i = 0; i < face.vertexNormals.length; i++ ) {

				n.copy( face.vertexNormals[ i ] );

				vertexIndex = face[ faceIndex[ i ] ];

				t = tan1[ vertexIndex ];

				// Gram-Schmidt orthogonalize

				tmp.copy( t );
				tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

				// Calculate handedness

				tmp2.crossVectors( face.vertexNormals[ i ], t );
				test = tmp2.dot( tan2[ vertexIndex ] );
				w = (test < 0.0) ? -1.0 : 1.0;

				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );

			}

		}

		this.hasTangents = true;

	},

	computeLineDistances: function ( ) {

		var d = 0;
		var vertices = this.vertices;

		for ( var i = 0, il = vertices.length; i < il; i ++ ) {

			if ( i > 0 ) {

				d += vertices[ i ].distanceTo( vertices[ i - 1 ] );

			}

			this.lineDistances[ i ] = d;

		}

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new THREE.Box3();

		}

		this.boundingBox.setFromPoints( this.vertices );

	},

	computeBoundingSphere: function () {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new THREE.Sphere();

		}

		this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );

	},

	/*
	 * Checks for duplicate vertices with hashmap.
	 * Duplicated vertices are removed
	 * and faces' vertices are updated.
	 */

	mergeVertices: function () {

		var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
		var unique = [], changes = [];

		var v, key;
		var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
		var precision = Math.pow( 10, precisionPoints );
		var i,il, face;
		var indices, k, j, jl, u;

		// reset cache of vertices as it now will be changing.
		this.__tmpVertices = undefined;

		for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

			v = this.vertices[ i ];
			key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );

			if ( verticesMap[ key ] === undefined ) {

				verticesMap[ key ] = i;
				unique.push( this.vertices[ i ] );
				changes[ i ] = unique.length - 1;

			} else {

				//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
				changes[ i ] = changes[ verticesMap[ key ] ];

			}

		};


		// 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 ];

			if ( face instanceof THREE.Face3 ) {

				face.a = changes[ face.a ];
				face.b = changes[ face.b ];
				face.c = changes[ face.c ];

				indices = [ face.a, face.b, face.c ];

				var dupIndex = -1;

				// if any duplicate vertices are found in a Face3
				// we have to remove the face as nothing can be saved
				for ( var n = 0; n < 3; n ++ ) {
					if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {

						dupIndex = n;
						faceIndicesToRemove.push( i );
						break;

					}
				}

			} else if ( face instanceof THREE.Face4 ) {

				face.a = changes[ face.a ];
				face.b = changes[ face.b ];
				face.c = changes[ face.c ];
				face.d = changes[ face.d ];

				// check dups in (a, b, c, d) and convert to -> face3

				indices = [ face.a, face.b, face.c, face.d ];

				var dupIndex = -1;

				for ( var n = 0; n < 4; n ++ ) {

					if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {

						// if more than one duplicated vertex is found
						// we can't generate any valid Face3's, thus
						// we need to remove this face complete.
						if ( dupIndex >= 0 ) {

							faceIndicesToRemove.push( i );

						}

						dupIndex = n;

					}
				}

				if ( dupIndex >= 0 ) {

					indices.splice( dupIndex, 1 );

					var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );

					for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

						u = this.faceVertexUvs[ j ][ i ];

						if ( u ) {
							u.splice( dupIndex, 1 );
						}

					}

					if( face.vertexNormals && face.vertexNormals.length > 0) {

						newFace.vertexNormals = face.vertexNormals;
						newFace.vertexNormals.splice( dupIndex, 1 );

					}

					if( face.vertexColors && face.vertexColors.length > 0 ) {

						newFace.vertexColors = face.vertexColors;
						newFace.vertexColors.splice( dupIndex, 1 );
					}

					this.faces[ i ] = newFace;
				}

			}

		}

		for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {

			this.faces.splice( i, 1 );

			for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

				this.faceVertexUvs[ j ].splice( i, 1 );

			}

		}

		// Use unique set of vertices

		var diff = this.vertices.length - unique.length;
		this.vertices = unique;
		return diff;

	},

	clone: function () {

		var geometry = new THREE.Geometry();

		var vertices = this.vertices;

		for ( var i = 0, il = vertices.length; i < il; i ++ ) {

			geometry.vertices.push( vertices[ i ].clone() );

		}

		var faces = this.faces;

		for ( var i = 0, il = faces.length; i < il; i ++ ) {

			geometry.faces.push( faces[ i ].clone() );

		}

		var uvs = this.faceVertexUvs[ 0 ];

		for ( var i = 0, il = uvs.length; i < il; i ++ ) {

			var uv = uvs[ i ], uvCopy = [];

			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );

			}

			geometry.faceVertexUvs[ 0 ].push( uvCopy );

		}

		return geometry;

	},

	dispose: function () {

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

	}

};

THREE.GeometryIdCount = 0;
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.BufferGeometry = function () {

	THREE.EventDispatcher.call( this );

	this.id = THREE.GeometryIdCount ++;

	// attributes

	this.attributes = {};

	// attributes typed arrays are kept only if dynamic flag is set

	this.dynamic = false;

	// offsets for chunks when using indexed elements

	this.offsets = [];

	// boundings

	this.boundingBox = null;
	this.boundingSphere = null;

	this.hasTangents = false;

	// for compatibility

	this.morphTargets = [];

};

THREE.BufferGeometry.prototype = {

	constructor : THREE.BufferGeometry,

	applyMatrix: function ( matrix ) {

		var positionArray;
		var normalArray;

		if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
		if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;

		if ( positionArray !== undefined ) {

			matrix.multiplyVector3Array( positionArray );
			this.verticesNeedUpdate = true;

		}

		if ( normalArray !== undefined ) {

			var normalMatrix = new THREE.Matrix3();
			normalMatrix.getInverse( matrix ).transpose();

			normalMatrix.multiplyVector3Array( normalArray );

			this.normalizeNormals();

			this.normalsNeedUpdate = true;

		}

	},

	computeBoundingBox: function () {

		if ( this.boundingBox === null ) {

			this.boundingBox = new THREE.Box3();

		}

		var positions = this.attributes[ "position" ].array;

		if ( positions ) {

			var bb = this.boundingBox;
			var x, y, z;

			if( positions.length >= 3 ) {
				bb.min.x = bb.max.x = positions[ 0 ];
				bb.min.y = bb.max.y = positions[ 1 ];
				bb.min.z = bb.max.z = positions[ 2 ];
			}

			for ( var i = 3, il = positions.length; i < il; i += 3 ) {

				x = positions[ i ];
				y = positions[ i + 1 ];
				z = positions[ i + 2 ];

				// bounding box

				if ( x < bb.min.x ) {

					bb.min.x = x;

				} else if ( x > bb.max.x ) {

					bb.max.x = x;

				}

				if ( y < bb.min.y ) {

					bb.min.y = y;

				} else if ( y > bb.max.y ) {

					bb.max.y = y;

				}

				if ( z < bb.min.z ) {

					bb.min.z = z;

				} else if ( z > bb.max.z ) {

					bb.max.z = z;

				}

			}

		}

		if ( positions === undefined || positions.length === 0 ) {

			this.boundingBox.min.set( 0, 0, 0 );
			this.boundingBox.max.set( 0, 0, 0 );

		}

	},

	computeBoundingSphere: function () {

		if ( this.boundingSphere === null ) {

			this.boundingSphere = new THREE.Sphere();

		}

		var positions = this.attributes[ "position" ].array;

		if ( positions ) {

			var radiusSq, maxRadiusSq = 0;
			var x, y, z;

			for ( var i = 0, il = positions.length; i < il; i += 3 ) {

				x = positions[ i ];
				y = positions[ i + 1 ];
				z = positions[ i + 2 ];

				radiusSq =  x * x + y * y + z * z;
				if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;

			}

			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

		}

	},

	computeVertexNormals: function () {

		if ( this.attributes[ "position" ] ) {

			var i, il;
			var j, jl;

			var nVertexElements = this.attributes[ "position" ].array.length;

			if ( this.attributes[ "normal" ] === undefined ) {

				this.attributes[ "normal" ] = {

					itemSize: 3,
					array: new Float32Array( nVertexElements ),
					numItems: nVertexElements

				};

			} else {

				// reset existing normals to zero

				for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {

					this.attributes[ "normal" ].array[ i ] = 0;

				}

			}

			var positions = this.attributes[ "position" ].array;
			var normals = this.attributes[ "normal" ].array;

			var vA, vB, vC, x, y, z,

			pA = new THREE.Vector3(),
			pB = new THREE.Vector3(),
			pC = new THREE.Vector3(),

			cb = new THREE.Vector3(),
			ab = new THREE.Vector3();

			// indexed elements

			if ( this.attributes[ "index" ] ) {

				var indices = this.attributes[ "index" ].array;

				var offsets = this.offsets;

				for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

					var start = offsets[ j ].start;
					var count = offsets[ j ].count;
					var index = offsets[ j ].index;

					for ( i = start, il = start + count; i < il; i += 3 ) {

						vA = index + indices[ i ];
						vB = index + indices[ i + 1 ];
						vC = index + indices[ i + 2 ];

						x = positions[ vA * 3 ];
						y = positions[ vA * 3 + 1 ];
						z = positions[ vA * 3 + 2 ];
						pA.set( x, y, z );

						x = positions[ vB * 3 ];
						y = positions[ vB * 3 + 1 ];
						z = positions[ vB * 3 + 2 ];
						pB.set( x, y, z );

						x = positions[ vC * 3 ];
						y = positions[ vC * 3 + 1 ];
						z = positions[ vC * 3 + 2 ];
						pC.set( x, y, z );

						cb.subVectors( pC, pB );
						ab.subVectors( pA, pB );
						cb.cross( ab );

						normals[ vA * 3 ]     += cb.x;
						normals[ vA * 3 + 1 ] += cb.y;
						normals[ vA * 3 + 2 ] += cb.z;

						normals[ vB * 3 ]     += cb.x;
						normals[ vB * 3 + 1 ] += cb.y;
						normals[ vB * 3 + 2 ] += cb.z;

						normals[ vC * 3 ]     += cb.x;
						normals[ vC * 3 + 1 ] += cb.y;
						normals[ vC * 3 + 2 ] += cb.z;

					}

				}

			// non-indexed elements (unconnected triangle soup)

			} else {

				for ( i = 0, il = positions.length; i < il; i += 9 ) {

					x = positions[ i ];
					y = positions[ i + 1 ];
					z = positions[ i + 2 ];
					pA.set( x, y, z );

					x = positions[ i + 3 ];
					y = positions[ i + 4 ];
					z = positions[ i + 5 ];
					pB.set( x, y, z );

					x = positions[ i + 6 ];
					y = positions[ i + 7 ];
					z = positions[ i + 8 ];
					pC.set( x, y, z );

					cb.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();

			this.normalsNeedUpdate = true;

		}

	},

	normalizeNormals: function () {

		var normals = this.attributes[ "normal" ].array;

		var x, y, z, n;

		for ( var i = 0, il = normals.length; i < il; i += 3 ) {

			x = normals[ i ];
			y = normals[ i + 1 ];
			z = normals[ i + 2 ];

			n = 1.0 / Math.sqrt( x * x + y * y + z * z );

			normals[ i ] 	 *= n;
			normals[ i + 1 ] *= n;
			normals[ i + 2 ] *= n;

		}

	},

	computeTangents: function () {

		// based on http://www.terathon.com/code/tangent.html
		// (per vertex tangents)

		if ( this.attributes[ "index" ] === undefined ||
			 this.attributes[ "position" ] === undefined ||
			 this.attributes[ "normal" ] === undefined ||
			 this.attributes[ "uv" ] === undefined ) {

			console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
			return;

		}

		var indices = this.attributes[ "index" ].array;
		var positions = this.attributes[ "position" ].array;
		var normals = this.attributes[ "normal" ].array;
		var uvs = this.attributes[ "uv" ].array;

		var nVertices = positions.length / 3;

		if ( this.attributes[ "tangent" ] === undefined ) {

			var nTangentElements = 4 * nVertices;

			this.attributes[ "tangent" ] = {

				itemSize: 4,
				array: new Float32Array( nTangentElements ),
				numItems: nTangentElements

			};

		}

		var tangents = this.attributes[ "tangent" ].array;

		var tan1 = [], tan2 = [];

		for ( var k = 0; k < nVertices; k ++ ) {

			tan1[ k ] = new THREE.Vector3();
			tan2[ k ] = new THREE.Vector3();

		}

		var xA, yA, zA,
			xB, yB, zB,
			xC, yC, zC,

			uA, vA,
			uB, vB,
			uC, vC,

			x1, x2, y1, y2, z1, z2,
			s1, s2, t1, t2, r;

		var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();

		function handleTriangle( a, b, c ) {

			xA = positions[ a * 3 ];
			yA = positions[ a * 3 + 1 ];
			zA = positions[ a * 3 + 2 ];

			xB = positions[ b * 3 ];
			yB = positions[ b * 3 + 1 ];
			zB = positions[ b * 3 + 2 ];

			xC = positions[ c * 3 ];
			yC = positions[ c * 3 + 1 ];
			zC = positions[ c * 3 + 2 ];

			uA = uvs[ a * 2 ];
			vA = uvs[ a * 2 + 1 ];

			uB = uvs[ b * 2 ];
			vB = uvs[ b * 2 + 1 ];

			uC = uvs[ c * 2 ];
			vC = uvs[ c * 2 + 1 ];

			x1 = xB - xA;
			x2 = xC - xA;

			y1 = yB - yA;
			y2 = yC - yA;

			z1 = zB - zA;
			z2 = zC - zA;

			s1 = uB - uA;
			s2 = uC - uA;

			t1 = vB - vA;
			t2 = vC - vA;

			r = 1.0 / ( s1 * t2 - s2 * t1 );

			sdir.set(
				( t2 * x1 - t1 * x2 ) * r,
				( t2 * y1 - t1 * y2 ) * r,
				( t2 * z1 - t1 * z2 ) * r
			);

			tdir.set(
				( s1 * x2 - s2 * x1 ) * r,
				( s1 * y2 - s2 * y1 ) * r,
				( s1 * z2 - s2 * z1 ) * r
			);

			tan1[ a ].add( sdir );
			tan1[ b ].add( sdir );
			tan1[ c ].add( sdir );

			tan2[ a ].add( tdir );
			tan2[ b ].add( tdir );
			tan2[ c ].add( tdir );

		}

		var i, il;
		var j, jl;
		var iA, iB, iC;

		var offsets = this.offsets;

		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

			var start = offsets[ j ].start;
			var count = offsets[ j ].count;
			var index = offsets[ j ].index;

			for ( i = start, il = start + count; i < il; i += 3 ) {

				iA = index + indices[ i ];
				iB = index + indices[ i + 1 ];
				iC = index + indices[ i + 2 ];

				handleTriangle( iA, iB, iC );

			}

		}

		var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
		var n = new THREE.Vector3(), n2 = new THREE.Vector3();
		var w, t, test;
		var nx, ny, nz;

		function handleVertex( v ) {

			n.x = normals[ v * 3 ];
			n.y = normals[ v * 3 + 1 ];
			n.z = normals[ v * 3 + 2 ];

			n2.copy( n );

			t = tan1[ v ];

			// Gram-Schmidt orthogonalize

			tmp.copy( t );
			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

			// Calculate handedness

			tmp2.crossVectors( n2, t );
			test = tmp2.dot( tan2[ v ] );
			w = ( test < 0.0 ) ? -1.0 : 1.0;

			tangents[ v * 4 ] 	  = tmp.x;
			tangents[ v * 4 + 1 ] = tmp.y;
			tangents[ v * 4 + 2 ] = tmp.z;
			tangents[ v * 4 + 3 ] = w;

		}

		for ( j = 0, jl = offsets.length; j < jl; ++ j ) {

			var start = offsets[ j ].start;
			var count = offsets[ j ].count;
			var index = offsets[ j ].index;

			for ( i = start, il = start + count; i < il; i += 3 ) {

				iA = index + indices[ i ];
				iB = index + indices[ i + 1 ];
				iC = index + indices[ i + 2 ];

				handleVertex( iA );
				handleVertex( iB );
				handleVertex( iC );

			}

		}

		this.hasTangents = true;
		this.tangentsNeedUpdate = true;

	},

	dispose: function () {

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

	}

};

/**
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */

THREE.Camera = function () {

	THREE.Object3D.call( this );

	this.matrixWorldInverse = new THREE.Matrix4();

	this.projectionMatrix = new THREE.Matrix4();
	this.projectionMatrixInverse = new THREE.Matrix4();

};

THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );

THREE.Camera.prototype.lookAt = function ( vector ) {

	// TODO: Add hierarchy support.

	this.matrix.lookAt( this.position, vector, this.up );

	if ( this.rotationAutoUpdate === true ) {

		if ( this.useQuaternion === false )  {

			this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );

		} else {

			this.quaternion.copy( this.matrix.decompose()[ 1 ] );

		}

	}

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {

	THREE.Camera.call( this );

	this.left = left;
	this.right = right;
	this.top = top;
	this.bottom = bottom;

	this.near = ( near !== undefined ) ? near : 0.1;
	this.far = ( far !== undefined ) ? far : 2000;

	this.updateProjectionMatrix();

};

THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );

THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {

	this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author greggman / http://games.greggman.com/
 * @author zz85 / http://www.lab4games.net/zz85/blog
 */

THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {

	THREE.Camera.call( this );

	this.fov = fov !== undefined ? fov : 50;
	this.aspect = aspect !== undefined ? aspect : 1;
	this.near = near !== undefined ? near : 0.1;
	this.far = far !== undefined ? far : 2000;

	this.updateProjectionMatrix();

};

THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );


/**
 * Uses Focal Length (in mm) to estimate and set FOV
 * 35mm (fullframe) camera is used if frame size is not specified;
 * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
 */

THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {

	if ( frameHeight === undefined ) frameHeight = 24;

	this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
	this.updateProjectionMatrix();

}


/**
 * Sets an offset in a larger frustum. This is useful for multi-window or
 * multi-monitor/multi-machine setups.
 *
 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
 * the monitors are in grid like this
 *
 *   +---+---+---+
 *   | A | B | C |
 *   +---+---+---+
 *   | D | E | F |
 *   +---+---+---+
 *
 * then for each monitor you would call it like this
 *
 *   var w = 1920;
 *   var h = 1080;
 *   var fullWidth = w * 3;
 *   var fullHeight = h * 2;
 *
 *   --A--
 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
 *   --B--
 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
 *   --C--
 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
 *   --D--
 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
 *   --E--
 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
 *   --F--
 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
 *
 *   Note there is no reason monitors have to be the same size or in a grid.
 */

THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {

	this.fullWidth = fullWidth;
	this.fullHeight = fullHeight;
	this.x = x;
	this.y = y;
	this.width = width;
	this.height = height;

	this.updateProjectionMatrix();

};


THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {

	if ( this.fullWidth ) {

		var aspect = this.fullWidth / this.fullHeight;
		var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
		var bottom = -top;
		var left = aspect * bottom;
		var right = aspect * top;
		var width = Math.abs( right - left );
		var height = Math.abs( top - bottom );

		this.projectionMatrix.makeFrustum(
			left + this.x * width / this.fullWidth,
			left + ( this.x + this.width ) * width / this.fullWidth,
			top - ( this.y + this.height ) * height / this.fullHeight,
			top - this.y * height / this.fullHeight,
			this.near,
			this.far
		);

	} else {

		this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */
 
THREE.Light = function ( hex ) {

	THREE.Object3D.call( this );

	this.color = new THREE.Color( hex );

};

THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.AmbientLight = function ( hex ) {

	THREE.Light.call( this, hex );

};

THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author MPanknin / http://www.redplant.de/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.AreaLight = function ( hex, intensity ) {

	THREE.Light.call( this, hex );

	this.normal = new THREE.Vector3( 0, -1, 0 );
	this.right = new THREE.Vector3( 1, 0, 0 );

	this.intensity = ( intensity !== undefined ) ? intensity : 1;

	this.width = 1.0;
	this.height = 1.0;

	this.constantAttenuation = 1.5;
	this.linearAttenuation = 0.5;
	this.quadraticAttenuation = 0.1;

};

THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );

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

THREE.DirectionalLight = function ( hex, intensity ) {

	THREE.Light.call( this, hex );

	this.position = new THREE.Vector3( 0, 1, 0 );
	this.target = new THREE.Object3D();

	this.intensity = ( intensity !== undefined ) ? intensity : 1;

	this.castShadow = false;
	this.onlyShadow = false;

	//

	this.shadowCameraNear = 50;
	this.shadowCameraFar = 5000;

	this.shadowCameraLeft = -500;
	this.shadowCameraRight = 500;
	this.shadowCameraTop = 500;
	this.shadowCameraBottom = -500;

	this.shadowCameraVisible = false;

	this.shadowBias = 0;
	this.shadowDarkness = 0.5;

	this.shadowMapWidth = 512;
	this.shadowMapHeight = 512;

	//

	this.shadowCascade = false;

	this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
	this.shadowCascadeCount = 2;

	this.shadowCascadeBias = [ 0, 0, 0 ];
	this.shadowCascadeWidth = [ 512, 512, 512 ];
	this.shadowCascadeHeight = [ 512, 512, 512 ];

	this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
	this.shadowCascadeFarZ  = [  0.990, 0.998, 1.000 ];

	this.shadowCascadeArray = [];

	//

	this.shadowMap = null;
	this.shadowMapSize = null;
	this.shadowCamera = null;
	this.shadowMatrix = null;

};

THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {

	THREE.Light.call( this, skyColorHex );

	this.groundColor = new THREE.Color( groundColorHex );

	this.position = new THREE.Vector3( 0, 100, 0 );

	this.intensity = ( intensity !== undefined ) ? intensity : 1;

};

THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.PointLight = function ( hex, intensity, distance ) {

	THREE.Light.call( this, hex );

	this.position = new THREE.Vector3( 0, 0, 0 );
	this.intensity = ( intensity !== undefined ) ? intensity : 1;
	this.distance = ( distance !== undefined ) ? distance : 0;

};

THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {

	THREE.Light.call( this, hex );

	this.position = new THREE.Vector3( 0, 1, 0 );
	this.target = new THREE.Object3D();

	this.intensity = ( intensity !== undefined ) ? intensity : 1;
	this.distance = ( distance !== undefined ) ? distance : 0;
	this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
	this.exponent = ( exponent !== undefined ) ? exponent : 10;

	this.castShadow = false;
	this.onlyShadow = false;

	//

	this.shadowCameraNear = 50;
	this.shadowCameraFar = 5000;
	this.shadowCameraFov = 50;

	this.shadowCameraVisible = false;

	this.shadowBias = 0;
	this.shadowDarkness = 0.5;

	this.shadowMapWidth = 512;
	this.shadowMapHeight = 512;

	//

	this.shadowMap = null;
	this.shadowMapSize = null;
	this.shadowCamera = null;
	this.shadowMatrix = null;

};

THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Loader = function ( showStatus ) {

	this.showStatus = showStatus;
	this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;

	this.onLoadStart = function () {};
	this.onLoadProgress = function () {};
	this.onLoadComplete = function () {};

};

THREE.Loader.prototype = {

	constructor: THREE.Loader,

	crossOrigin: 'anonymous',

	addStatusElement: function () {

		var e = document.createElement( "div" );

		e.style.position = "absolute";
		e.style.right = "0px";
		e.style.top = "0px";
		e.style.fontSize = "0.8em";
		e.style.textAlign = "left";
		e.style.background = "rgba(0,0,0,0.25)";
		e.style.color = "#fff";
		e.style.width = "120px";
		e.style.padding = "0.5em 0.5em 0.5em 0.5em";
		e.style.zIndex = 1000;

		e.innerHTML = "Loading ...";

		return e;

	},

	updateProgress: function ( progress ) {

		var message = "Loaded ";

		if ( progress.total ) {

			message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";


		} else {

			message += ( progress.loaded / 1000 ).toFixed(2) + " KB";

		}

		this.statusDomElement.innerHTML = message;

	},

	extractUrlBase: function ( url ) {

		var parts = url.split( '/' );
		parts.pop();
		return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';

	},

	initMaterials: function ( materials, texturePath ) {

		var array = [];

		for ( var i = 0; i < materials.length; ++ i ) {

			array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );

		}

		return array;

	},

	needsTangents: function ( materials ) {

		for( var i = 0, il = materials.length; i < il; i ++ ) {

			var m = materials[ i ];

			if ( m instanceof THREE.ShaderMaterial ) return true;

		}

		return false;

	},

	createMaterial: function ( m, texturePath ) {

		var _this = this;

		function is_pow2( n ) {

			var l = Math.log( n ) / Math.LN2;
			return Math.floor( l ) == l;

		}

		function nearest_pow2( n ) {

			var l = Math.log( n ) / Math.LN2;
			return Math.pow( 2, Math.round(  l ) );

		}

		function load_image( where, url ) {

			var image = new Image();

			image.onload = function () {

				if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {

					var width = nearest_pow2( this.width );
					var height = nearest_pow2( this.height );

					where.image.width = width;
					where.image.height = height;
					where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );

				} else {

					where.image = this;

				}

				where.needsUpdate = true;

			};

			image.crossOrigin = _this.crossOrigin;
			image.src = url;

		}

		function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {

			var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
			var fullPath = texturePath + "/" + sourceFile;

			if ( isCompressed ) {

				var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );

				where[ name ] = texture;

			} else {

				var texture = document.createElement( 'canvas' );

				where[ name ] = new THREE.Texture( texture );

			}

			where[ name ].sourceFile = sourceFile;

			if( repeat ) {

				where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );

				if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
				if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;

			}

			if ( offset ) {

				where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );

			}

			if ( wrap ) {

				var wrapMap = {
					"repeat": THREE.RepeatWrapping,
					"mirror": THREE.MirroredRepeatWrapping
				}

				if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
				if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];

			}

			if ( anisotropy ) {

				where[ name ].anisotropy = anisotropy;

			}

			if ( ! isCompressed ) {

				load_image( where[ name ], fullPath );

			}

		}

		function rgb2hex( rgb ) {

			return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;

		}

		// defaults

		var mtype = "MeshLambertMaterial";
		var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };

		// parameters from model file

		if ( m.shading ) {

			var shading = m.shading.toLowerCase();

			if ( shading === "phong" ) mtype = "MeshPhongMaterial";
			else if ( shading === "basic" ) mtype = "MeshBasicMaterial";

		}

		if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {

			mpars.blending = THREE[ m.blending ];

		}

		if ( m.transparent !== undefined || m.opacity < 1.0 ) {

			mpars.transparent = m.transparent;

		}

		if ( m.depthTest !== undefined ) {

			mpars.depthTest = m.depthTest;

		}

		if ( m.depthWrite !== undefined ) {

			mpars.depthWrite = m.depthWrite;

		}

		if ( m.visible !== undefined ) {

			mpars.visible = m.visible;

		}

		if ( m.flipSided !== undefined ) {

			mpars.side = THREE.BackSide;

		}

		if ( m.doubleSided !== undefined ) {

			mpars.side = THREE.DoubleSide;

		}

		if ( m.wireframe !== undefined ) {

			mpars.wireframe = m.wireframe;

		}

		if ( m.vertexColors !== undefined ) {

			if ( m.vertexColors === "face" ) {

				mpars.vertexColors = THREE.FaceColors;

			} else if ( m.vertexColors ) {

				mpars.vertexColors = THREE.VertexColors;

			}

		}

		// colors

		if ( m.colorDiffuse ) {

			mpars.color = rgb2hex( m.colorDiffuse );

		} else if ( m.DbgColor ) {

			mpars.color = m.DbgColor;

		}

		if ( m.colorSpecular ) {

			mpars.specular = rgb2hex( m.colorSpecular );

		}

		if ( m.colorAmbient ) {

			mpars.ambient = rgb2hex( m.colorAmbient );

		}

		// modifiers

		if ( m.transparency ) {

			mpars.opacity = m.transparency;

		}

		if ( m.specularCoef ) {

			mpars.shininess = m.specularCoef;

		}

		// textures

		if ( m.mapDiffuse && texturePath ) {

			create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );

		}

		if ( m.mapLight && texturePath ) {

			create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );

		}

		if ( m.mapBump && texturePath ) {

			create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );

		}

		if ( m.mapNormal && texturePath ) {

			create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );

		}

		if ( m.mapSpecular && texturePath ) {

			create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );

		}

		//

		if ( m.mapBumpScale ) {

			mpars.bumpScale = m.mapBumpScale;

		}

		// special case for normal mapped material

		if ( m.mapNormal ) {

			var shader = THREE.ShaderLib[ "normalmap" ];
			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

			uniforms[ "tNormal" ].value = mpars.normalMap;

			if ( m.mapNormalFactor ) {

				uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );

			}

			if ( mpars.map ) {

				uniforms[ "tDiffuse" ].value = mpars.map;
				uniforms[ "enableDiffuse" ].value = true;

			}

			if ( mpars.specularMap ) {

				uniforms[ "tSpecular" ].value = mpars.specularMap;
				uniforms[ "enableSpecular" ].value = true;

			}

			if ( mpars.lightMap ) {

				uniforms[ "tAO" ].value = mpars.lightMap;
				uniforms[ "enableAO" ].value = true;

			}

			// for the moment don't handle displacement texture

			uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
			uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
			uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );

			uniforms[ "uShininess" ].value = mpars.shininess;

			if ( mpars.opacity !== undefined ) {

				uniforms[ "uOpacity" ].value = mpars.opacity;

			}

			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
			var material = new THREE.ShaderMaterial( parameters );

			if ( mpars.transparent ) {

				material.transparent = true;

			}

		} else {

			var material = new THREE[ mtype ]( mpars );

		}

		if ( m.DbgName !== undefined ) material.name = m.DbgName;

		return material;

	}

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.ImageLoader = function () {

	THREE.EventDispatcher.call( this );

	this.crossOrigin = null;

};

THREE.ImageLoader.prototype = {

	constructor: THREE.ImageLoader,

	load: function ( url, image ) {

		var scope = this;

		if ( image === undefined ) image = new Image();

		image.addEventListener( 'load', function () {

			scope.dispatchEvent( { type: 'load', content: image } );

		}, false );

		image.addEventListener( 'error', function () {

			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

		}, false );

		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;

		image.src = url;

	}

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

THREE.JSONLoader = function ( showStatus ) {

	THREE.Loader.call( this, showStatus );

	this.withCredentials = false;

};

THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );

THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {

	var scope = this;

	// todo: unify load API to for easier SceneLoader use

	texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );

	this.onLoadStart();
	this.loadAjaxJSON( this, url, callback, texturePath );

};

THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {

	var xhr = new XMLHttpRequest();

	var length = 0;

	xhr.onreadystatechange = function () {

		if ( xhr.readyState === xhr.DONE ) {

			if ( xhr.status === 200 || xhr.status === 0 ) {

				if ( xhr.responseText ) {

					var json = JSON.parse( xhr.responseText );
					context.createModel( json, callback, texturePath );

				} else {

					console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );

				}

				// in context of more complex asset initialization
				// do not block on single failed file
				// maybe should go even one more level up

				context.onLoadComplete();

			} else {

				console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );

			}

		} else if ( xhr.readyState === xhr.LOADING ) {

			if ( callbackProgress ) {

				if ( length === 0 ) {

					length = xhr.getResponseHeader( "Content-Length" );

				}

				callbackProgress( { total: length, loaded: xhr.responseText.length } );

			}

		} else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {

			length = xhr.getResponseHeader( "Content-Length" );

		}

	};

	xhr.open( "GET", url, true );
	xhr.withCredentials = this.withCredentials;
	xhr.send( null );

};

THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {

	var scope = this,
	geometry = new THREE.Geometry(),
	scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;

	parseModel( scale );

	parseSkin();
	parseMorphing( scale );

	geometry.computeCentroids();
	geometry.computeFaceNormals();

	function parseModel( scale ) {

		function isBitSet( value, position ) {

			return value & ( 1 << position );

		}

		var i, j, fi,

		offset, zLength, nVertices,

		colorIndex, normalIndex, uvIndex, materialIndex,

		type,
		isQuad,
		hasMaterial,
		hasFaceUv, hasFaceVertexUv,
		hasFaceNormal, hasFaceVertexNormal,
		hasFaceColor, hasFaceVertexColor,

		vertex, face, color, normal,

		uvLayer, uvs, u, v,

		faces = json.faces,
		vertices = json.vertices,
		normals = json.normals,
		colors = json.colors,

		nUvLayers = 0;

		// disregard empty arrays

		for ( i = 0; i < json.uvs.length; i++ ) {

			if ( json.uvs[ i ].length ) nUvLayers ++;

		}

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

			geometry.faceUvs[ i ] = [];
			geometry.faceVertexUvs[ i ] = [];

		}

		offset = 0;
		zLength = vertices.length;

		while ( offset < zLength ) {

			vertex = new THREE.Vector3();

			vertex.x = vertices[ offset ++ ] * scale;
			vertex.y = vertices[ offset ++ ] * scale;
			vertex.z = vertices[ offset ++ ] * scale;

			geometry.vertices.push( vertex );

		}

		offset = 0;
		zLength = faces.length;

		while ( offset < zLength ) {

			type = faces[ offset ++ ];


			isQuad          	= isBitSet( type, 0 );
			hasMaterial         = isBitSet( type, 1 );
			hasFaceUv           = isBitSet( type, 2 );
			hasFaceVertexUv     = isBitSet( type, 3 );
			hasFaceNormal       = isBitSet( type, 4 );
			hasFaceVertexNormal = isBitSet( type, 5 );
			hasFaceColor	    = isBitSet( type, 6 );
			hasFaceVertexColor  = isBitSet( type, 7 );

			//console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

			if ( isQuad ) {

				face = new THREE.Face4();

				face.a = faces[ offset ++ ];
				face.b = faces[ offset ++ ];
				face.c = faces[ offset ++ ];
				face.d = faces[ offset ++ ];

				nVertices = 4;

			} else {

				face = new THREE.Face3();

				face.a = faces[ offset ++ ];
				face.b = faces[ offset ++ ];
				face.c = faces[ offset ++ ];

				nVertices = 3;

			}

			if ( hasMaterial ) {

				materialIndex = faces[ offset ++ ];
				face.materialIndex = materialIndex;

			}

			// to get face <=> uv index correspondence

			fi = geometry.faces.length;

			if ( hasFaceUv ) {

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

					uvLayer = json.uvs[ i ];

					uvIndex = faces[ offset ++ ];

					u = uvLayer[ uvIndex * 2 ];
					v = uvLayer[ uvIndex * 2 + 1 ];

					geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );

				}

			}

			if ( hasFaceVertexUv ) {

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

					uvLayer = json.uvs[ i ];

					uvs = [];

					for ( j = 0; j < nVertices; j ++ ) {

						uvIndex = faces[ offset ++ ];

						u = uvLayer[ uvIndex * 2 ];
						v = uvLayer[ uvIndex * 2 + 1 ];

						uvs[ j ] = new THREE.Vector2( u, v );

					}

					geometry.faceVertexUvs[ i ][ fi ] = uvs;

				}

			}

			if ( hasFaceNormal ) {

				normalIndex = faces[ offset ++ ] * 3;

				normal = new THREE.Vector3();

				normal.x = normals[ normalIndex ++ ];
				normal.y = normals[ normalIndex ++ ];
				normal.z = normals[ normalIndex ];

				face.normal = normal;

			}

			if ( hasFaceVertexNormal ) {

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

					normalIndex = faces[ offset ++ ] * 3;

					normal = new THREE.Vector3();

					normal.x = normals[ normalIndex ++ ];
					normal.y = normals[ normalIndex ++ ];
					normal.z = normals[ normalIndex ];

					face.vertexNormals.push( normal );

				}

			}


			if ( hasFaceColor ) {

				colorIndex = faces[ offset ++ ];

				color = new THREE.Color( colors[ colorIndex ] );
				face.color = color;

			}


			if ( hasFaceVertexColor ) {

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

					colorIndex = faces[ offset ++ ];

					color = new THREE.Color( colors[ colorIndex ] );
					face.vertexColors.push( color );

				}

			}

			geometry.faces.push( face );

		}

	};

	function parseSkin() {

		var i, l, x, y, z, w, a, b, c, d;

		if ( json.skinWeights ) {

			for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {

				x = json.skinWeights[ i     ];
				y = json.skinWeights[ i + 1 ];
				z = 0;
				w = 0;

				geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );

			}

		}

		if ( json.skinIndices ) {

			for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {

				a = json.skinIndices[ i     ];
				b = json.skinIndices[ i + 1 ];
				c = 0;
				d = 0;

				geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );

			}

		}

		geometry.bones = json.bones;
		geometry.animation = json.animation;

	};

	function parseMorphing( scale ) {

		if ( json.morphTargets !== undefined ) {

			var i, l, v, vl, dstVertices, srcVertices;

			for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {

				geometry.morphTargets[ i ] = {};
				geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
				geometry.morphTargets[ i ].vertices = [];

				dstVertices = geometry.morphTargets[ i ].vertices;
				srcVertices = json.morphTargets [ i ].vertices;

				for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

					var vertex = new THREE.Vector3();
					vertex.x = srcVertices[ v ] * scale;
					vertex.y = srcVertices[ v + 1 ] * scale;
					vertex.z = srcVertices[ v + 2 ] * scale;

					dstVertices.push( vertex );

				}

			}

		}

		if ( json.morphColors !== undefined ) {

			var i, l, c, cl, dstColors, srcColors, color;

			for ( i = 0, l = json.morphColors.length; i < l; i++ ) {

				geometry.morphColors[ i ] = {};
				geometry.morphColors[ i ].name = json.morphColors[ i ].name;
				geometry.morphColors[ i ].colors = [];

				dstColors = geometry.morphColors[ i ].colors;
				srcColors = json.morphColors [ i ].colors;

				for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {

					color = new THREE.Color( 0xffaa00 );
					color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
					dstColors.push( color );

				}

			}

		}

	};

	var materials = this.initMaterials( json.materials, texturePath );

	if ( this.needsTangents( materials ) ) geometry.computeTangents();

	callback( geometry, materials );

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.LoadingMonitor = function () {

	THREE.EventDispatcher.call( this );

	var scope = this;

	var loaded = 0;
	var total = 0;

	var onLoad = function ( event ) {

		loaded ++;

		scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );

		if ( loaded === total ) {

			scope.dispatchEvent( { type: 'load' } );

		}

	};

	this.add = function ( loader ) {

		total ++;

		loader.addEventListener( 'load', onLoad, false );

	};

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SceneLoader = function () {

	this.onLoadStart = function () {};
	this.onLoadProgress = function() {};
	this.onLoadComplete = function () {};

	this.callbackSync = function () {};
	this.callbackProgress = function () {};

	this.geometryHandlerMap = {};
	this.hierarchyHandlerMap = {};

	this.addGeometryHandler( "ascii", THREE.JSONLoader );

};

THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;

THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {

	var scope = this;

	var xhr = new XMLHttpRequest();

	xhr.onreadystatechange = function () {

		if ( xhr.readyState === 4 ) {

			if ( xhr.status === 200 || xhr.status === 0 ) {

				var json = JSON.parse( xhr.responseText );
				scope.parse( json, callbackFinished, url );

			} else {

				console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );

			}

		}

	};

	xhr.open( "GET", url, true );
	xhr.send( null );

};

THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {

	this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };

};

THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {

	this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };

};

THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {

	var scope = this;

	var urlBase = THREE.Loader.prototype.extractUrlBase( url );

	var geometry, material, camera, fog,
		texture, images, color,
		light, hex, intensity,
		counter_models, counter_textures,
		total_models, total_textures,
		result;

	var target_array = [];

	var data = json;

	// async geometry loaders

	for ( var typeID in this.geometryHandlerMap ) {

		var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
		this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();

	}

	// async hierachy loaders

	for ( var typeID in this.hierarchyHandlerMap ) {

		var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
		this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();

	}

	counter_models = 0;
	counter_textures = 0;

	result = {

		scene: new THREE.Scene(),
		geometries: {},
		face_materials: {},
		materials: {},
		textures: {},
		objects: {},
		cameras: {},
		lights: {},
		fogs: {},
		empties: {},
		groups: {}

	};

	if ( data.transform ) {

		var position = data.transform.position,
			rotation = data.transform.rotation,
			scale = data.transform.scale;

		if ( position )
			result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );

		if ( rotation )
			result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );

		if ( scale )
			result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );

		if ( position || rotation || scale ) {

			result.scene.updateMatrix();
			result.scene.updateMatrixWorld();

		}

	}

	function get_url( source_url, url_type ) {

		if ( url_type == "relativeToHTML" ) {

			return source_url;

		} else {

			return urlBase + "/" + source_url;

		}

	};

	// toplevel loader function, delegates to handle_children

	function handle_objects() {

		handle_children( result.scene, data.objects );

	}

	// handle all the children from the loaded json and attach them to given parent

	function handle_children( parent, children ) {

		var mat, dst, pos, rot, scl, quat;

		for ( var objID in children ) {

			// check by id if child has already been handled,
			// if not, create new object

			if ( result.objects[ objID ] === undefined ) {

				var objJSON = children[ objID ];

				var object = null;

				// meshes

				if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) ) {

					if ( objJSON.loading === undefined ) {

						var reservedTypes = { "type": 1, "url": 1, "material": 1,
											  "position": 1, "rotation": 1, "scale" : 1,
											  "visible": 1, "children": 1, "properties": 1,
											  "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1 };

						var loaderParameters = {};

						for ( var parType in objJSON ) {

							if ( ! ( parType in reservedTypes ) ) {

								loaderParameters[ parType ] = objJSON[ parType ];

							}

						}

						material = result.materials[ objJSON.material ];

						objJSON.loading = true;

						var loader = scope.hierarchyHandlerMap[ objJSON.type ][ "loaderObject" ];

						// ColladaLoader

						if ( loader.options ) {

							loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );

						// UTF8Loader
						// OBJLoader

						} else {

							loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );

						}

					}

				} else if ( objJSON.geometry !== undefined ) {

					geometry = result.geometries[ objJSON.geometry ];

					// geometry already loaded

					if ( geometry ) {

						var needsTangents = false;

						material = result.materials[ objJSON.material ];
						needsTangents = material instanceof THREE.ShaderMaterial;

						pos = objJSON.position;
						rot = objJSON.rotation;
						scl = objJSON.scale;
						mat = objJSON.matrix;
						quat = objJSON.quaternion;

						// use materials from the model file
						// if there is no material specified in the object

						if ( ! objJSON.material ) {

							material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );

						}

						// use materials from the model file
						// if there is just empty face material
						// (must create new material as each model has its own face material)

						if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {

							material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );

						}

						if ( material instanceof THREE.MeshFaceMaterial ) {

							for ( var i = 0; i < material.materials.length; i ++ ) {

								needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );

							}

						}

						if ( needsTangents ) {

							geometry.computeTangents();

						}

						if ( objJSON.skin ) {

							object = new THREE.SkinnedMesh( geometry, material );

						} else if ( objJSON.morph ) {

							object = new THREE.MorphAnimMesh( geometry, material );

							if ( objJSON.duration !== undefined ) {

								object.duration = objJSON.duration;

							}

							if ( objJSON.time !== undefined ) {

								object.time = objJSON.time;

							}

							if ( objJSON.mirroredLoop !== undefined ) {

								object.mirroredLoop = objJSON.mirroredLoop;

							}

							if ( material.morphNormals ) {

								geometry.computeMorphNormals();

							}

						} else {

							object = new THREE.Mesh( geometry, material );

						}

						object.name = objID;

						if ( mat ) {

							object.matrixAutoUpdate = false;
							object.matrix.set(
								mat[0],  mat[1],  mat[2],  mat[3],
								mat[4],  mat[5],  mat[6],  mat[7],
								mat[8],  mat[9],  mat[10], mat[11],
								mat[12], mat[13], mat[14], mat[15]
							);

						} else {

							object.position.set( pos[0], pos[1], pos[2] );

							if ( quat ) {

								object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
								object.useQuaternion = true;

							} else {

								object.rotation.set( rot[0], rot[1], rot[2] );

							}

							object.scale.set( scl[0], scl[1], scl[2] );

						}

						object.visible = objJSON.visible;
						object.castShadow = objJSON.castShadow;
						object.receiveShadow = objJSON.receiveShadow;

						parent.add( object );

						result.objects[ objID ] = object;

					}

				// lights

				} else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {

					hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
					intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;

					if ( objJSON.type === "DirectionalLight" ) {

						pos = objJSON.direction;

						light = new THREE.DirectionalLight( hex, intensity );
						light.position.set( pos[0], pos[1], pos[2] );

						if ( objJSON.target ) {

							target_array.push( { "object": light, "targetName" : objJSON.target } );

							// kill existing default target
							// otherwise it gets added to scene when parent gets added

							light.target = null;

						}

					} else if ( objJSON.type === "PointLight" ) {

						pos = objJSON.position;
						dst = objJSON.distance;

						light = new THREE.PointLight( hex, intensity, dst );
						light.position.set( pos[0], pos[1], pos[2] );

					} else if ( objJSON.type === "AmbientLight" ) {

						light = new THREE.AmbientLight( hex );

					}

					parent.add( light );

					light.name = objID;
					result.lights[ objID ] = light;
					result.objects[ objID ] = light;

				// cameras

				} else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {

					if ( objJSON.type === "PerspectiveCamera" ) {

						camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );

					} else if ( objJSON.type === "OrthographicCamera" ) {

						camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );

					}

					pos = objJSON.position;
					camera.position.set( pos[0], pos[1], pos[2] );
					parent.add( camera );

					camera.name = objID;
					result.cameras[ objID ] = camera;
					result.objects[ objID ] = camera;

				// pure Object3D

				} else {

					pos = objJSON.position;
					rot = objJSON.rotation;
					scl = objJSON.scale;
					quat = objJSON.quaternion;

					object = new THREE.Object3D();
					object.name = objID;
					object.position.set( pos[0], pos[1], pos[2] );

					if ( quat ) {

						object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
						object.useQuaternion = true;

					} else {

						object.rotation.set( rot[0], rot[1], rot[2] );

					}

					object.scale.set( scl[0], scl[1], scl[2] );
					object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;

					parent.add( object );

					result.objects[ objID ] = object;
					result.empties[ objID ] = object;

				}

				if ( object ) {

					if ( objJSON.properties !== undefined )  {

						for ( var key in objJSON.properties ) {

							var value = objJSON.properties[ key ];
							object.properties[ key ] = value;

						}

					}

					if ( objJSON.groups !== undefined ) {

						for ( var i = 0; i < objJSON.groups.length; i ++ ) {

							var groupID = objJSON.groups[ i ];

							if ( result.groups[ groupID ] === undefined ) {

								result.groups[ groupID ] = [];

							}

							result.groups[ groupID ].push( objID );

						}

					}

					if ( objJSON.children !== undefined ) {

						handle_children( object, objJSON.children );

					}

				}

			}

		}

	};

	function handle_mesh( geo, mat, id ) {

		result.geometries[ id ] = geo;
		result.face_materials[ id ] = mat;
		handle_objects();

	};

	function handle_hierarchy( node, id, parent, material, obj ) {

		var p = obj.position;
		var r = obj.rotation;
		var q = obj.quaternion;
		var s = obj.scale;

		node.position.set( p[0], p[1], p[2] );

		if ( q ) {

			node.quaternion.set( q[0], q[1], q[2], q[3] );
			node.useQuaternion = true;

		} else {

			node.rotation.set( r[0], r[1], r[2] );

		}

		node.scale.set( s[0], s[1], s[2] );

		// override children materials
		// if object material was specified in JSON explicitly

		if ( material ) {

			node.traverse( function ( child )  {

				child.material = material;

			} );

		}

		// override children visibility
		// with root node visibility as specified in JSON

		var visible = ( obj.visible !== undefined ) ? obj.visible : true;

		node.traverse( function ( child )  {

			child.visible = visible;

		} );

		parent.add( node );

		node.name = id;

		result.objects[ id ] = node;
		handle_objects();

	};

	function create_callback_geometry( id ) {

		return function( geo, mat ) {

			handle_mesh( geo, mat, id );

			counter_models -= 1;

			scope.onLoadComplete();

			async_callback_gate();

		}

	};

	function create_callback_hierachy( id, parent, material, obj ) {

		return function( event ) {

			var result;

			// loaders which use EventDispatcher

			if ( event.content ) {

				result = event.content;

			// ColladaLoader

			} else if ( event.dae ) {

				result = event.scene;


			// UTF8Loader

			} else {

				result = event;

			}

			handle_hierarchy( result, id, parent, material, obj );

			counter_models -= 1;

			scope.onLoadComplete();

			async_callback_gate();

		}

	};

	function create_callback_embed( id ) {

		return function( geo, mat ) {

			result.geometries[ id ] = geo;
			result.face_materials[ id ] = mat;

		}

	};

	function async_callback_gate() {

		var progress = {

			totalModels : total_models,
			totalTextures : total_textures,
			loadedModels : total_models - counter_models,
			loadedTextures : total_textures - counter_textures

		};

		scope.callbackProgress( progress, result );

		scope.onLoadProgress();

		if ( counter_models === 0 && counter_textures === 0 ) {

			finalize();
			callbackFinished( result );

		}

	};

	function finalize() {

		// take care of targets which could be asynchronously loaded objects

		for ( var i = 0; i < target_array.length; i ++ ) {

			var ta = target_array[ i ];

			var target = result.objects[ ta.targetName ];

			if ( target ) {

				ta.object.target = target;

			} else {

				// if there was error and target of specified name doesn't exist in the scene file
				// create instead dummy target
				// (target must be added to scene explicitly as parent is already added)

				ta.object.target = new THREE.Object3D();
				result.scene.add( ta.object.target );

			}

			ta.object.target.properties.targetInverse = ta.object;

		}

	};

	var callbackTexture = function ( count ) {

		counter_textures -= count;
		async_callback_gate();

		scope.onLoadComplete();

	};

	// must use this instead of just directly calling callbackTexture
	// because of closure in the calling context loop

	var generateTextureCallback = function ( count ) {

		return function() {

			callbackTexture( count );

		};

	};

	// first go synchronous elements

	// fogs

	var fogID, fogJSON;

	for ( fogID in data.fogs ) {

		fogJSON = data.fogs[ fogID ];

		if ( fogJSON.type === "linear" ) {

			fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );

		} else if ( fogJSON.type === "exp2" ) {

			fog = new THREE.FogExp2( 0x000000, fogJSON.density );

		}

		color = fogJSON.color;
		fog.color.setRGB( color[0], color[1], color[2] );

		result.fogs[ fogID ] = fog;

	}

	// now come potentially asynchronous elements

	// geometries

	// count how many geometries will be loaded asynchronously

	var geoID, geoJSON;

	for ( geoID in data.geometries ) {

		geoJSON = data.geometries[ geoID ];

		if ( geoJSON.type in this.geometryHandlerMap ) {

			counter_models += 1;

			scope.onLoadStart();

		}

	}

	// count how many hierarchies will be loaded asynchronously

	var objID, objJSON;

	for ( objID in data.objects ) {

		objJSON = data.objects[ objID ];

		if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {

			counter_models += 1;

			scope.onLoadStart();

		}

	}

	total_models = counter_models;

	for ( geoID in data.geometries ) {

		geoJSON = data.geometries[ geoID ];

		if ( geoJSON.type === "cube" ) {

			geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
			result.geometries[ geoID ] = geometry;

		} else if ( geoJSON.type === "plane" ) {

			geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
			result.geometries[ geoID ] = geometry;

		} else if ( geoJSON.type === "sphere" ) {

			geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
			result.geometries[ geoID ] = geometry;

		} else if ( geoJSON.type === "cylinder" ) {

			geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
			result.geometries[ geoID ] = geometry;

		} else if ( geoJSON.type === "torus" ) {

			geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
			result.geometries[ geoID ] = geometry;

		} else if ( geoJSON.type === "icosahedron" ) {

			geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
			result.geometries[ geoID ] = geometry;

		} else if ( geoJSON.type in this.geometryHandlerMap ) {

			var loaderParameters = {};

			for ( var parType in geoJSON ) {

				if ( parType !== "type" && parType !== "url" ) {

					loaderParameters[ parType ] = geoJSON[ parType ];

				}

			}

			var loader = this.geometryHandlerMap[ geoJSON.type ][ "loaderObject" ];
			loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );

		} else if ( geoJSON.type === "embedded" ) {

			var modelJson = data.embeds[ geoJSON.id ],
				texture_path = "";

			// pass metadata along to jsonLoader so it knows the format version

			modelJson.metadata = data.metadata;

			if ( modelJson ) {

				var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
				jsonLoader.createModel( modelJson, create_callback_embed( geoID ), texture_path );

			}

		}

	}

	// textures

	// count how many textures will be loaded asynchronously

	var textureID, textureJSON;

	for ( textureID in data.textures ) {

		textureJSON = data.textures[ textureID ];

		if ( textureJSON.url instanceof Array ) {

			counter_textures += textureJSON.url.length;

			for( var n = 0; n < textureJSON.url.length; n ++ ) {

				scope.onLoadStart();

			}

		} else {

			counter_textures += 1;

			scope.onLoadStart();

		}

	}

	total_textures = counter_textures;

	for ( textureID in data.textures ) {

		textureJSON = data.textures[ textureID ];

		if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined  ) {

			textureJSON.mapping = new THREE[ textureJSON.mapping ]();

		}

		if ( textureJSON.url instanceof Array ) {

			var count = textureJSON.url.length;
			var url_array = [];

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

				url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );

			}

			var isCompressed = url_array[ 0 ].endsWith( ".dds" );

			if ( isCompressed ) {

				texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );

			} else {

				texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );

			}

		} else {

			var isCompressed = textureJSON.url.toLowerCase().endsWith( ".dds" );
			var fullUrl = get_url( textureJSON.url, data.urlBaseType );
			var textureCallback = generateTextureCallback( 1 );

			if ( isCompressed ) {

				texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );

			} else {

				texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );

			}

			if ( THREE[ textureJSON.minFilter ] !== undefined )
				texture.minFilter = THREE[ textureJSON.minFilter ];

			if ( THREE[ textureJSON.magFilter ] !== undefined )
				texture.magFilter = THREE[ textureJSON.magFilter ];

			if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;

			if ( textureJSON.repeat ) {

				texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );

				if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
				if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;

			}

			if ( textureJSON.offset ) {

				texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );

			}

			// handle wrap after repeat so that default repeat can be overriden

			if ( textureJSON.wrap ) {

				var wrapMap = {
				"repeat" 	: THREE.RepeatWrapping,
				"mirror"	: THREE.MirroredRepeatWrapping
				}

				if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
				if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];

			}

		}

		result.textures[ textureID ] = texture;

	}

	// materials

	var matID, matJSON;
	var parID;

	for ( matID in data.materials ) {

		matJSON = data.materials[ matID ];

		for ( parID in matJSON.parameters ) {

			if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {

				matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];

			} else if ( parID === "shading" ) {

				matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;

			} else if ( parID === "side" ) {

				if ( matJSON.parameters[ parID ] == "double" ) {

					matJSON.parameters[ parID ] = THREE.DoubleSide;

				} else if ( matJSON.parameters[ parID ] == "back" ) {

					matJSON.parameters[ parID ] = THREE.BackSide;

				} else {

					matJSON.parameters[ parID ] = THREE.FrontSide;

				}

			} else if ( parID === "blending" ) {

				matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;

			} else if ( parID === "combine" ) {

				matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;

			} else if ( parID === "vertexColors" ) {

				if ( matJSON.parameters[ parID ] == "face" ) {

					matJSON.parameters[ parID ] = THREE.FaceColors;

				// default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false

				} else if ( matJSON.parameters[ parID ] )   {

					matJSON.parameters[ parID ] = THREE.VertexColors;

				}

			} else if ( parID === "wrapRGB" ) {

				var v3 = matJSON.parameters[ parID ];
				matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );

			}

		}

		if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {

			matJSON.parameters.transparent = true;

		}

		if ( matJSON.parameters.normalMap ) {

			var shader = THREE.ShaderLib[ "normalmap" ];
			var uniforms = THREE.UniformsUtils.clone( shader.uniforms );

			var diffuse = matJSON.parameters.color;
			var specular = matJSON.parameters.specular;
			var ambient = matJSON.parameters.ambient;
			var shininess = matJSON.parameters.shininess;

			uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];

			if ( matJSON.parameters.normalScale ) {

				uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );

			}

			if ( matJSON.parameters.map ) {

				uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
				uniforms[ "enableDiffuse" ].value = true;

			}

			if ( matJSON.parameters.envMap ) {

				uniforms[ "tCube" ].value = matJSON.parameters.envMap;
				uniforms[ "enableReflection" ].value = true;
				uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;

			}

			if ( matJSON.parameters.lightMap ) {

				uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
				uniforms[ "enableAO" ].value = true;

			}

			if ( matJSON.parameters.specularMap ) {

				uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
				uniforms[ "enableSpecular" ].value = true;

			}

			if ( matJSON.parameters.displacementMap ) {

				uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
				uniforms[ "enableDisplacement" ].value = true;

				uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
				uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;

			}

			uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
			uniforms[ "uSpecularColor" ].value.setHex( specular );
			uniforms[ "uAmbientColor" ].value.setHex( ambient );

			uniforms[ "uShininess" ].value = shininess;

			if ( matJSON.parameters.opacity ) {

				uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;

			}

			var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };

			material = new THREE.ShaderMaterial( parameters );

		} else {

			material = new THREE[ matJSON.type ]( matJSON.parameters );

		}

		result.materials[ matID ] = material;

	}

	// second pass through all materials to initialize MeshFaceMaterials
	// that could be referring to other materials out of order

	for ( matID in data.materials ) {

		matJSON = data.materials[ matID ];

		if ( matJSON.parameters.materials ) {

			var materialArray = [];

			for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {

				var label = matJSON.parameters.materials[ i ];
				materialArray.push( result.materials[ label ] );

			}

			result.materials[ matID ].materials = materialArray;

		}

	}

	// objects ( synchronous init of procedural primitives )

	handle_objects();

	// defaults

	if ( result.cameras && data.defaults.camera ) {

		result.currentCamera = result.cameras[ data.defaults.camera ];

	}

	if ( result.fogs && data.defaults.fog ) {

		result.scene.fog = result.fogs[ data.defaults.fog ];

	}

	// synchronous callback

	scope.callbackSync( result );

	// just in case there are no async elements

	async_callback_gate();

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.TextureLoader = function () {

	THREE.EventDispatcher.call( this );

	this.crossOrigin = null;

};

THREE.TextureLoader.prototype = {

	constructor: THREE.TextureLoader,

	load: function ( url ) {

		var scope = this;

		var image = new Image();

		image.addEventListener( 'load', function () {

			var texture = new THREE.Texture( image );
			texture.needsUpdate = true;

			scope.dispatchEvent( { type: 'load', content: texture } );

		}, false );

		image.addEventListener( 'error', function () {

			scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );

		}, false );

		if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;

		image.src = url;

	}

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

THREE.Material = function () {

	THREE.EventDispatcher.call( this );

	this.id = THREE.MaterialIdCount ++;

	this.name = '';

	this.side = THREE.FrontSide;

	this.opacity = 1;
	this.transparent = false;

	this.blending = THREE.NormalBlending;

	this.blendSrc = THREE.SrcAlphaFactor;
	this.blendDst = THREE.OneMinusSrcAlphaFactor;
	this.blendEquation = THREE.AddEquation;

	this.depthTest = true;
	this.depthWrite = true;

	this.polygonOffset = false;
	this.polygonOffsetFactor = 0;
	this.polygonOffsetUnits = 0;

	this.alphaTest = 0;

	this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer

	this.visible = true;

	this.needsUpdate = true;

};

THREE.Material.prototype.setValues = function ( values ) {

	if ( values === undefined ) return;

	for ( var key in values ) {

		var newValue = values[ key ];

		if ( newValue === undefined ) {

			console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
			continue;

		}

		if ( key in this ) {

			var currentValue = this[ key ];

			if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {

				currentValue.copy( newValue );

			} else if ( currentValue instanceof THREE.Color ) {

				currentValue.set( newValue );

			} else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {

				currentValue.copy( newValue );

			} else {

				this[ key ] = newValue;

			}

		}

	}

};

THREE.Material.prototype.clone = function ( material ) {

	if ( material === undefined ) material = new THREE.Material();

	material.name = this.name;

	material.side = this.side;

	material.opacity = this.opacity;
	material.transparent = this.transparent;

	material.blending = this.blending;

	material.blendSrc = this.blendSrc;
	material.blendDst = this.blendDst;
	material.blendEquation = this.blendEquation;

	material.depthTest = this.depthTest;
	material.depthWrite = this.depthWrite;

	material.polygonOffset = this.polygonOffset;
	material.polygonOffsetFactor = this.polygonOffsetFactor;
	material.polygonOffsetUnits = this.polygonOffsetUnits;

	material.alphaTest = this.alphaTest;

	material.overdraw = this.overdraw;

	material.visible = this.visible;

	return material;

};

THREE.Material.prototype.dispose = function () {

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

};

THREE.MaterialIdCount = 0;
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  linewidth: <float>,
 *  linecap: "round",
 *  linejoin: "round",
 *
 *  vertexColors: <bool>
 *
 *  fog: <bool>
 * }
 */

THREE.LineBasicMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );

	this.linewidth = 1;
	this.linecap = 'round';
	this.linejoin = 'round';

	this.vertexColors = false;

	this.fog = true;

	this.setValues( parameters );

};

THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.LineBasicMaterial.prototype.clone = function () {

	var material = new THREE.LineBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.linewidth = this.linewidth;
	material.linecap = this.linecap;
	material.linejoin = this.linejoin;

	material.vertexColors = this.vertexColors;

	material.fog = this.fog;

	return material;

};
/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  linewidth: <float>,
 *
 *  scale: <float>,
 *  dashSize: <float>,
 *  gapSize: <float>,
 *
 *  vertexColors: <bool>
 *
 *  fog: <bool>
 * }
 */

THREE.LineDashedMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );

	this.linewidth = 1;

	this.scale = 1;
	this.dashSize = 3;
	this.gapSize = 1;

	this.vertexColors = false;

	this.fog = true;

	this.setValues( parameters );

};

THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.LineDashedMaterial.prototype.clone = function () {

	var material = new THREE.LineDashedMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.linewidth = this.linewidth;

	material.scale = this.scale;
	material.dashSize = this.dashSize;
	material.gapSize = this.gapSize;

	material.vertexColors = this.vertexColors;

	material.fog = this.fog;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.MeshBasicMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff ); // emissive

	this.map = null;

	this.lightMap = null;

	this.specularMap = null;

	this.envMap = null;
	this.combine = THREE.MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.fog = true;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.vertexColors = THREE.NoColors;

	this.skinning = false;
	this.morphTargets = false;

	this.setValues( parameters );

};

THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshBasicMaterial.prototype.clone = function () {

	var material = new THREE.MeshBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.map = this.map;

	material.lightMap = this.lightMap;

	material.specularMap = this.specularMap;

	material.envMap = this.envMap;
	material.combine = this.combine;
	material.reflectivity = this.reflectivity;
	material.refractionRatio = this.refractionRatio;

	material.fog = this.fog;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;
	material.wireframeLinecap = this.wireframeLinecap;
	material.wireframeLinejoin = this.wireframeLinejoin;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;
	material.morphTargets = this.morphTargets;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  ambient: <hex>,
 *  emissive: <hex>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *	fog: <bool>
 * }
 */

THREE.MeshLambertMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff ); // diffuse
	this.ambient = new THREE.Color( 0xffffff );
	this.emissive = new THREE.Color( 0x000000 );

	this.wrapAround = false;
	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );

	this.map = null;

	this.lightMap = null;

	this.specularMap = null;

	this.envMap = null;
	this.combine = THREE.MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.fog = true;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.vertexColors = THREE.NoColors;

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

};

THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshLambertMaterial.prototype.clone = function () {

	var material = new THREE.MeshLambertMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.ambient.copy( this.ambient );
	material.emissive.copy( this.emissive );

	material.wrapAround = this.wrapAround;
	material.wrapRGB.copy( this.wrapRGB );

	material.map = this.map;

	material.lightMap = this.lightMap;

	material.specularMap = this.specularMap;

	material.envMap = this.envMap;
	material.combine = this.combine;
	material.reflectivity = this.reflectivity;
	material.refractionRatio = this.refractionRatio;

	material.fog = this.fog;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;
	material.wireframeLinecap = this.wireframeLinecap;
	material.wireframeLinejoin = this.wireframeLinejoin;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;
	material.morphTargets = this.morphTargets;
	material.morphNormals = this.morphNormals;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  ambient: <hex>,
 *  emissive: <hex>,
 *  specular: <hex>,
 *  shininess: <float>,
 *  opacity: <float>,
 *
 *  map: new THREE.Texture( <Image> ),
 *
 *  lightMap: new THREE.Texture( <Image> ),
 *
 *  bumpMap: new THREE.Texture( <Image> ),
 *  bumpScale: <float>,
 *
 *  normalMap: new THREE.Texture( <Image> ),
 *  normalScale: <Vector2>,
 *
 *  specularMap: new THREE.Texture( <Image> ),
 *
 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
 *  combine: THREE.Multiply,
 *  reflectivity: <float>,
 *  refractionRatio: <float>,
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *	fog: <bool>
 * }
 */

THREE.MeshPhongMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff ); // diffuse
	this.ambient = new THREE.Color( 0xffffff );
	this.emissive = new THREE.Color( 0x000000 );
	this.specular = new THREE.Color( 0x111111 );
	this.shininess = 30;

	this.metal = false;
	this.perPixel = true;

	this.wrapAround = false;
	this.wrapRGB = new THREE.Vector3( 1, 1, 1 );

	this.map = null;

	this.lightMap = null;

	this.bumpMap = null;
	this.bumpScale = 1;

	this.normalMap = null;
	this.normalScale = new THREE.Vector2( 1, 1 );

	this.specularMap = null;

	this.envMap = null;
	this.combine = THREE.MultiplyOperation;
	this.reflectivity = 1;
	this.refractionRatio = 0.98;

	this.fog = true;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;
	this.wireframeLinecap = 'round';
	this.wireframeLinejoin = 'round';

	this.vertexColors = THREE.NoColors;

	this.skinning = false;
	this.morphTargets = false;
	this.morphNormals = false;

	this.setValues( parameters );

};

THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshPhongMaterial.prototype.clone = function () {

	var material = new THREE.MeshPhongMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.ambient.copy( this.ambient );
	material.emissive.copy( this.emissive );
	material.specular.copy( this.specular );
	material.shininess = this.shininess;

	material.metal = this.metal;
	material.perPixel = this.perPixel;

	material.wrapAround = this.wrapAround;
	material.wrapRGB.copy( this.wrapRGB );

	material.map = this.map;

	material.lightMap = this.lightMap;

	material.bumpMap = this.bumpMap;
	material.bumpScale = this.bumpScale;

	material.normalMap = this.normalMap;
	material.normalScale.copy( this.normalScale );

	material.specularMap = this.specularMap;

	material.envMap = this.envMap;
	material.combine = this.combine;
	material.reflectivity = this.reflectivity;
	material.refractionRatio = this.refractionRatio;

	material.fog = this.fog;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;
	material.wireframeLinecap = this.wireframeLinecap;
	material.wireframeLinejoin = this.wireframeLinejoin;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;
	material.morphTargets = this.morphTargets;
	material.morphNormals = this.morphNormals;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  opacity: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

THREE.MeshDepthMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.setValues( parameters );

};

THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshDepthMaterial.prototype.clone = function () {

	var material = new THREE.LineBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  opacity: <float>,
 *
 *  shading: THREE.FlatShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>
 * }
 */

THREE.MeshNormalMaterial = function ( parameters ) {

	THREE.Material.call( this, parameters );

	this.shading = THREE.FlatShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.setValues( parameters );

};

THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.MeshNormalMaterial.prototype.clone = function () {

	var material = new THREE.MeshNormalMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.MeshFaceMaterial = function ( materials ) {

	this.materials = materials instanceof Array ? materials : [];

};

THREE.MeshFaceMaterial.prototype.clone = function () {

	return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  size: <float>,
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  vertexColors: <bool>,
 *
 *  fog: <bool>
 * }
 */

THREE.ParticleBasicMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );

	this.map = null;

	this.size = 1;
	this.sizeAttenuation = true;

	this.vertexColors = false;

	this.fog = true;

	this.setValues( parameters );

};

THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ParticleBasicMaterial.prototype.clone = function () {

	var material = new THREE.ParticleBasicMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );

	material.map = this.map;

	material.size = this.size;
	material.sizeAttenuation = this.sizeAttenuation;

	material.vertexColors = this.vertexColors;

	material.fog = this.fog;

	return material;

};
/**
 * @author mrdoob / http://mrdoob.com/
 *
 * parameters = {
 *  color: <hex>,
 *  program: <function>,
 *  opacity: <float>,
 *  blending: THREE.NormalBlending
 * }
 */

THREE.ParticleCanvasMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.color = new THREE.Color( 0xffffff );
	this.program = function ( context, color ) {};

	this.setValues( parameters );

};

THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ParticleCanvasMaterial.prototype.clone = function () {

	var material = new THREE.ParticleCanvasMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.program = this.program;

	return material;

};
/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  fragmentShader: <string>,
 *  vertexShader: <string>,
 *
 *  uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
 *
 *  defines: { "label" : "value" },
 *
 *  shading: THREE.SmoothShading,
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  wireframe: <boolean>,
 *  wireframeLinewidth: <float>,
 *
 *  lights: <bool>,
 *
 *  vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
 *
 *  skinning: <bool>,
 *  morphTargets: <bool>,
 *  morphNormals: <bool>,
 *
 *	fog: <bool>
 * }
 */

THREE.ShaderMaterial = function ( parameters ) {

	THREE.Material.call( this );

	this.fragmentShader = "void main() {}";
	this.vertexShader = "void main() {}";
	this.uniforms = {};
	this.defines = {};
	this.attributes = null;

	this.shading = THREE.SmoothShading;

	this.wireframe = false;
	this.wireframeLinewidth = 1;

	this.fog = false; // set to use scene fog

	this.lights = false; // set to use scene lights

	this.vertexColors = THREE.NoColors; // set to use "color" attribute stream

	this.skinning = false; // set to use skinning attribute streams

	this.morphTargets = false; // set to use morph targets
	this.morphNormals = false; // set to use morph normals

	this.setValues( parameters );

};

THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.ShaderMaterial.prototype.clone = function () {

	var material = new THREE.ShaderMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.fragmentShader = this.fragmentShader;
	material.vertexShader = this.vertexShader;

	material.uniforms = THREE.UniformsUtils.clone( this.uniforms );

	material.attributes = this.attributes;
	material.defines = this.defines;

	material.shading = this.shading;

	material.wireframe = this.wireframe;
	material.wireframeLinewidth = this.wireframeLinewidth;

	material.fog = this.fog;

	material.lights = this.lights;

	material.vertexColors = this.vertexColors;

	material.skinning = this.skinning;

	material.morphTargets = this.morphTargets;
	material.morphNormals = this.morphNormals;

	return material;

};
/**
 * @author alteredq / http://alteredqualia.com/
 *
 * parameters = {
 *  color: <hex>,
 *  opacity: <float>,
 *  map: new THREE.Texture( <Image> ),
 *
 *  blending: THREE.NormalBlending,
 *  depthTest: <bool>,
 *  depthWrite: <bool>,
 *
 *  useScreenCoordinates: <bool>,
 *  sizeAttenuation: <bool>,
 *  scaleByViewport: <bool>,
 *  alignment: THREE.SpriteAlignment.center,
 *
 *	uvOffset: new THREE.Vector2(),
 *	uvScale: new THREE.Vector2(),
 *
 *  fog: <bool>
 * }
 */

THREE.SpriteMaterial = function ( parameters ) {

	THREE.Material.call( this );

	// defaults

	this.color = new THREE.Color( 0xffffff );
	this.map = new THREE.Texture();

	this.useScreenCoordinates = true;
	this.depthTest = !this.useScreenCoordinates;
	this.sizeAttenuation = !this.useScreenCoordinates;
	this.scaleByViewport = !this.sizeAttenuation;
	this.alignment = THREE.SpriteAlignment.center.clone();

	this.fog = false;

	this.uvOffset = new THREE.Vector2( 0, 0 );
	this.uvScale  = new THREE.Vector2( 1, 1 );

	// set parameters

	this.setValues( parameters );

	// override coupled defaults if not specified explicitly by parameters

	parameters = parameters || {};

	if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
	if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
	if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;

};

THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );

THREE.SpriteMaterial.prototype.clone = function () {

	var material = new THREE.SpriteMaterial();

	THREE.Material.prototype.clone.call( this, material );

	material.color.copy( this.color );
	material.map = this.map;

	material.useScreenCoordinates = this.useScreenCoordinates;
	material.sizeAttenuation = this.sizeAttenuation;
	material.scaleByViewport = this.scaleByViewport;
	material.alignment.copy( this.alignment );

	material.uvOffset.copy( this.uvOffset );
	material.uvScale.copy( this.uvScale );

	material.fog = this.fog;

	return material;

};

// Alignment enums

THREE.SpriteAlignment = {};
THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

	THREE.EventDispatcher.call( this );

	this.id = THREE.TextureIdCount ++;

	this.name = '';

	this.image = image;
	this.mipmaps = [];

	this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();

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

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

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

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

	this.offset = new THREE.Vector2( 0, 0 );
	this.repeat = new THREE.Vector2( 1, 1 );

	this.generateMipmaps = true;
	this.premultiplyAlpha = false;
	this.flipY = true;
	this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)

	this.needsUpdate = false;
	this.onUpdate = null;

};

THREE.Texture.prototype = {

	constructor: THREE.Texture,

	clone: function ( texture ) {

		if ( texture === undefined ) texture = new THREE.Texture();

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

		texture.mapping = this.mapping;

		texture.wrapS = this.wrapS;
		texture.wrapT = this.wrapT;

		texture.magFilter = this.magFilter;
		texture.minFilter = this.minFilter;

		texture.anisotropy = this.anisotropy;

		texture.format = this.format;
		texture.type = this.type;

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

		texture.generateMipmaps = this.generateMipmaps;
		texture.premultiplyAlpha = this.premultiplyAlpha;
		texture.flipY = this.flipY;
		texture.unpackAlignment = this.unpackAlignment;

		return texture;

	},

	dispose: function () {

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

	}

};

THREE.TextureIdCount = 0;
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {

	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

	this.image = { width: width, height: height };
	this.mipmaps = mipmaps;

	this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file

};

THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.CompressedTexture.prototype.clone = function () {

	var texture = new THREE.CompressedTexture();

	THREE.Texture.prototype.clone.call( this, texture );

	return texture;

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {

	THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

	this.image = { data: data, width: width, height: height };

};

THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );

THREE.DataTexture.prototype.clone = function () {

	var texture = new THREE.DataTexture();

	THREE.Texture.prototype.clone.call( this, texture );

	return texture;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Particle = function ( material ) {

	THREE.Object3D.call( this );

	this.material = material;

};

THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );

THREE.Particle.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Particle( this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ParticleSystem = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );

	this.sortParticles = false;

	if ( this.geometry ) {

		// calc bound radius

		if( this.geometry.boundingSphere === null ) {

			this.geometry.computeBoundingSphere();

		}

	}

	this.frustumCulled = false;

};

THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );

THREE.ParticleSystem.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
	object.sortParticles = this.sortParticles;

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.Line = function ( geometry, material, type ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
	this.type = ( type !== undefined ) ? type : THREE.LineStrip;

	if ( this.geometry ) {

		if ( ! this.geometry.boundingSphere ) {

			this.geometry.computeBoundingSphere();

		}

	}

};

THREE.LineStrip = 0;
THREE.LinePieces = 1;

THREE.Line.prototype = Object.create( THREE.Object3D.prototype );

THREE.Line.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author mikael emtinger / http://gomo.se/
 * @author jonobr1 / http://jonobr1.com/
 */

THREE.Mesh = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );

	if ( this.geometry !== undefined ) {

		if ( this.geometry.boundingSphere === null ) {

			this.geometry.computeBoundingSphere();

		}

		this.updateMorphTargets();

	}

};

THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );

THREE.Mesh.prototype.updateMorphTargets = function () {

	if ( this.geometry.morphTargets.length > 0 ) {

		this.morphTargetBase = -1;
		this.morphTargetForcedOrder = [];
		this.morphTargetInfluences = [];
		this.morphTargetDictionary = {};

		for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {

			this.morphTargetInfluences.push( 0 );
			this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;

		}

	}

};

THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {

	if ( this.morphTargetDictionary[ name ] !== undefined ) {

		return this.morphTargetDictionary[ name ];

	}

	console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );

	return 0;

};

THREE.Mesh.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Bone = function( belongsToSkin ) {

	THREE.Object3D.call( this );

	this.skin = belongsToSkin;
	this.skinMatrix = new THREE.Matrix4();

};

THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );

THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {

	// update local

	if ( this.matrixAutoUpdate ) {

		forceUpdate |= this.updateMatrix();

	}

	// update skin matrix

	if ( forceUpdate || this.matrixWorldNeedsUpdate ) {

		if( parentSkinMatrix ) {

			this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );

		} else {

			this.skinMatrix.copy( this.matrix );

		}

		this.matrixWorldNeedsUpdate = false;
		forceUpdate = true;

	}

	// update children

	var child, i, l = this.children.length;

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

		this.children[ i ].update( this.skinMatrix, forceUpdate );

	}

};

/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {

	THREE.Mesh.call( this, geometry, material );

	//

	this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;

	// init bones

	this.identityMatrix = new THREE.Matrix4();

	this.bones = [];
	this.boneMatrices = [];

	var b, bone, gbone, p, q, s;

	if ( this.geometry && this.geometry.bones !== undefined ) {

		for ( b = 0; b < this.geometry.bones.length; b ++ ) {

			gbone = this.geometry.bones[ b ];

			p = gbone.pos;
			q = gbone.rotq;
			s = gbone.scl;

			bone = this.addBone();

			bone.name = gbone.name;
			bone.position.set( p[0], p[1], p[2] );
			bone.quaternion.set( q[0], q[1], q[2], q[3] );
			bone.useQuaternion = true;

			if ( s !== undefined ) {

				bone.scale.set( s[0], s[1], s[2] );

			} else {

				bone.scale.set( 1, 1, 1 );

			}

		}

		for ( b = 0; b < this.bones.length; b ++ ) {

			gbone = this.geometry.bones[ b ];
			bone = this.bones[ b ];

			if ( gbone.parent === -1 ) {

				this.add( bone );

			} else {

				this.bones[ gbone.parent ].add( bone );

			}

		}

		//

		var nBones = this.bones.length;

		if ( this.useVertexTexture ) {

			// layout (1 matrix = 4 pixels)
			//	RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
			//  with  8x8  pixel texture max   16 bones  (8 * 8  / 4)
			//  	 16x16 pixel texture max   64 bones (16 * 16 / 4)
			//  	 32x32 pixel texture max  256 bones (32 * 32 / 4)
			//  	 64x64 pixel texture max 1024 bones (64 * 64 / 4)

			var size;

			if ( nBones > 256 )
				size = 64;
			else if ( nBones > 64 )
				size = 32;
			else if ( nBones > 16 )
				size = 16;
			else
				size = 8;

			this.boneTextureWidth = size;
			this.boneTextureHeight = size;

			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
			this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
			this.boneTexture.minFilter = THREE.NearestFilter;
			this.boneTexture.magFilter = THREE.NearestFilter;
			this.boneTexture.generateMipmaps = false;
			this.boneTexture.flipY = false;

		} else {

			this.boneMatrices = new Float32Array( 16 * nBones );

		}

		this.pose();

	}

};

THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.SkinnedMesh.prototype.addBone = function( bone ) {

	if ( bone === undefined ) {

		bone = new THREE.Bone( this );

	}

	this.bones.push( bone );

	return bone;

};

THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {

	this.matrixAutoUpdate && this.updateMatrix();

	// update matrixWorld

	if ( this.matrixWorldNeedsUpdate || force ) {

		if ( this.parent ) {

			this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

		} else {

			this.matrixWorld.copy( this.matrix );

		}

		this.matrixWorldNeedsUpdate = false;

		force = true;

	}

	// update children

	for ( var i = 0, l = this.children.length; i < l; i ++ ) {

		var child = this.children[ i ];

		if ( child instanceof THREE.Bone ) {

			child.update( this.identityMatrix, false );

		} else {

			child.updateMatrixWorld( true );

		}

	}

	// make a snapshot of the bones' rest position

	if ( this.boneInverses == undefined ) {

		this.boneInverses = [];

		for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

			var inverse = new THREE.Matrix4();

			inverse.getInverse( this.bones[ b ].skinMatrix );

			this.boneInverses.push( inverse );

		}

	}

	// flatten bone matrices to array

	for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

		// compute the offset between the current and the original transform;

		//TODO: we could get rid of this multiplication step if the skinMatrix
		// was already representing the offset; however, this requires some
		// major changes to the animation system

		THREE.SkinnedMesh.offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );

		THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );

	}

	if ( this.useVertexTexture ) {

		this.boneTexture.needsUpdate = true;

	}

};

THREE.SkinnedMesh.prototype.pose = function () {

	this.updateMatrixWorld( true );

	for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {

		// normalize weights

		var sw = this.geometry.skinWeights[ i ];

		var scale = 1.0 / sw.lengthManhattan();

		if ( scale !== Infinity ) {

			sw.multiplyScalar( scale );

		} else {

			sw.set( 1 ); // this will be normalized by the shader anyway

		}

	}

};

THREE.SkinnedMesh.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );

	THREE.Mesh.prototype.clone.call( this, object );

	return object;

};

THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.MorphAnimMesh = function ( geometry, material ) {

	THREE.Mesh.call( this, geometry, material );

	// API

	this.duration = 1000; // milliseconds
	this.mirroredLoop = false;
	this.time = 0;

	// internals

	this.lastKeyframe = 0;
	this.currentKeyframe = 0;

	this.direction = 1;
	this.directionBackwards = false;

	this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );

};

THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {

	this.startKeyframe = start;
	this.endKeyframe = end;

	this.length = this.endKeyframe - this.startKeyframe + 1;

};

THREE.MorphAnimMesh.prototype.setDirectionForward = function () {

	this.direction = 1;
	this.directionBackwards = false;

};

THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {

	this.direction = -1;
	this.directionBackwards = true;

};

THREE.MorphAnimMesh.prototype.parseAnimations = function () {

	var geometry = this.geometry;

	if ( ! geometry.animations ) geometry.animations = {};

	var firstAnimation, animations = geometry.animations;

	var pattern = /([a-z]+)(\d+)/;

	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {

		var morph = geometry.morphTargets[ i ];
		var parts = morph.name.match( pattern );

		if ( parts && parts.length > 1 ) {

			var label = parts[ 1 ];
			var num = parts[ 2 ];

			if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };

			var animation = animations[ label ];

			if ( i < animation.start ) animation.start = i;
			if ( i > animation.end ) animation.end = i;

			if ( ! firstAnimation ) firstAnimation = label;

		}

	}

	geometry.firstAnimation = firstAnimation;

};

THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {

	if ( ! this.geometry.animations ) this.geometry.animations = {};

	this.geometry.animations[ label ] = { start: start, end: end };

};

THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {

	var animation = this.geometry.animations[ label ];

	if ( animation ) {

		this.setFrameRange( animation.start, animation.end );
		this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
		this.time = 0;

	} else {

		console.warn( "animation[" + label + "] undefined" );

	}

};

THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {

	var frameTime = this.duration / this.length;

	this.time += this.direction * delta;

	if ( this.mirroredLoop ) {

		if ( this.time > this.duration || this.time < 0 ) {

			this.direction *= -1;

			if ( this.time > this.duration ) {

				this.time = this.duration;
				this.directionBackwards = true;

			}

			if ( this.time < 0 ) {

				this.time = 0;
				this.directionBackwards = false;

			}

		}

	} else {

		this.time = this.time % this.duration;

		if ( this.time < 0 ) this.time += this.duration;

	}

	var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );

	if ( keyframe !== this.currentKeyframe ) {

		this.morphTargetInfluences[ this.lastKeyframe ] = 0;
		this.morphTargetInfluences[ this.currentKeyframe ] = 1;

		this.morphTargetInfluences[ keyframe ] = 0;

		this.lastKeyframe = this.currentKeyframe;
		this.currentKeyframe = keyframe;

	}

	var mix = ( this.time % frameTime ) / frameTime;

	if ( this.directionBackwards ) {

		mix = 1 - mix;

	}

	this.morphTargetInfluences[ this.currentKeyframe ] = mix;
	this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;

};

THREE.MorphAnimMesh.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );

	object.duration = this.duration;
	object.mirroredLoop = this.mirroredLoop;
	object.time = this.time;

	object.lastKeyframe = this.lastKeyframe;
	object.currentKeyframe = this.currentKeyframe;

	object.direction = this.direction;
	object.directionBackwards = this.directionBackwards;

	THREE.Mesh.prototype.clone.call( this, object );

	return object;

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Ribbon = function ( geometry, material ) {

	THREE.Object3D.call( this );

	this.geometry = geometry;
	this.material = material;

};

THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );

THREE.Ribbon.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.LOD = function () {

	THREE.Object3D.call( this );

	this.LODs = [];

};


THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );

THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {

	if ( visibleAtDistance === undefined ) {

		visibleAtDistance = 0;

	}

	visibleAtDistance = Math.abs( visibleAtDistance );

	for ( var l = 0; l < this.LODs.length; l ++ ) {

		if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {

			break;

		}

	}

	this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
	this.add( object3D );

};

THREE.LOD.prototype.update = function ( camera ) {

	if ( this.LODs.length > 1 ) {

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		var inverse  = camera.matrixWorldInverse;
		var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );

		this.LODs[ 0 ].object3D.visible = true;

		for ( var l = 1; l < this.LODs.length; l ++ ) {

			if( distance >= this.LODs[ l ].visibleAtDistance ) {

				this.LODs[ l - 1 ].object3D.visible = false;
				this.LODs[ l     ].object3D.visible = true;

			} else {

				break;

			}

		}

		for( ; l < this.LODs.length; l ++ ) {

			this.LODs[ l ].object3D.visible = false;

		}

	}

};

THREE.LOD.prototype.clone = function () {

	// TODO

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Sprite = function ( material ) {

	THREE.Object3D.call( this );

	this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();

	this.rotation3d = this.rotation;
	this.rotation = 0;

};

THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );

/*
 * Custom update matrix
 */

THREE.Sprite.prototype.updateMatrix = function () {

	this.matrix.setPosition( this.position );

	this.rotation3d.set( 0, 0, this.rotation );
	this.matrix.setRotationFromEuler( this.rotation3d );

	if ( this.scale.x !== 1 || this.scale.y !== 1 ) {

		this.matrix.scale( this.scale );

	}

	this.matrixWorldNeedsUpdate = true;

};

THREE.Sprite.prototype.clone = function ( object ) {

	if ( object === undefined ) object = new THREE.Sprite( this.material );

	THREE.Object3D.prototype.clone.call( this, object );

	return object;

};

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

THREE.Scene = function () {

	THREE.Object3D.call( this );

	this.fog = null;
	this.overrideMaterial = null;

	this.matrixAutoUpdate = false;

	this.__objects = [];
	this.__lights = [];

	this.__objectsAdded = [];
	this.__objectsRemoved = [];

};

THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );

THREE.Scene.prototype.__addObject = function ( object ) {

	if ( object instanceof THREE.Light ) {

		if ( this.__lights.indexOf( object ) === - 1 ) {

			this.__lights.push( object );

		}

		if ( object.target && object.target.parent === undefined ) {

			this.add( object.target );

		}

	} else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {

		if ( this.__objects.indexOf( object ) === - 1 ) {

			this.__objects.push( object );
			this.__objectsAdded.push( object );

			// check if previously removed

			var i = this.__objectsRemoved.indexOf( object );

			if ( i !== -1 ) {

				this.__objectsRemoved.splice( i, 1 );

			}

		}

	}

	for ( var c = 0; c < object.children.length; c ++ ) {

		this.__addObject( object.children[ c ] );

	}

};

THREE.Scene.prototype.__removeObject = function ( object ) {

	if ( object instanceof THREE.Light ) {

		var i = this.__lights.indexOf( object );

		if ( i !== -1 ) {

			this.__lights.splice( i, 1 );

		}

	} else if ( !( object instanceof THREE.Camera ) ) {

		var i = this.__objects.indexOf( object );

		if( i !== -1 ) {

			this.__objects.splice( i, 1 );
			this.__objectsRemoved.push( object );

			// check if previously added

			var ai = this.__objectsAdded.indexOf( object );

			if ( ai !== -1 ) {

				this.__objectsAdded.splice( ai, 1 );

			}

		}

	}

	for ( var c = 0; c < object.children.length; c ++ ) {

		this.__removeObject( object.children[ c ] );

	}

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

THREE.Fog = function ( hex, near, far ) {

	this.name = '';

	this.color = new THREE.Color( hex );

	this.near = ( near !== undefined ) ? near : 1;
	this.far = ( far !== undefined ) ? far : 1000;

};

THREE.Fog.prototype.clone = function () {

	return new THREE.Fog( this.color.getHex(), this.near, this.far );

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

THREE.FogExp2 = function ( hex, density ) {

	this.name = '';
	this.color = new THREE.Color( hex );
	this.density = ( density !== undefined ) ? density : 0.00025;

};

THREE.FogExp2.prototype.clone = function () {

	return new THREE.FogExp2( this.color.getHex(), this.density );

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.CanvasRenderer = function ( parameters ) {

	console.log( 'THREE.CanvasRenderer', THREE.REVISION );

	parameters = parameters || {};

	var _this = this,
	_renderData, _elements, _lights,
	_projector = new THREE.Projector(),

	_canvas = parameters.canvas !== undefined
			? parameters.canvas
			: document.createElement( 'canvas' ),

	_canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
	_context = _canvas.getContext( '2d' ),

	_clearColor = new THREE.Color( 0x000000 ),
	_clearOpacity = 0,

	_contextGlobalAlpha = 1,
	_contextGlobalCompositeOperation = 0,
	_contextStrokeStyle = null,
	_contextFillStyle = null,
	_contextLineWidth = null,
	_contextLineCap = null,
	_contextLineJoin = null,

	_v1, _v2, _v3, _v4,
	_v5 = new THREE.RenderableVertex(),
	_v6 = new THREE.RenderableVertex(),

	_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
	_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,

	_color = new THREE.Color(),
	_color1 = new THREE.Color(),
	_color2 = new THREE.Color(),
	_color3 = new THREE.Color(),
	_color4 = new THREE.Color(),

	_diffuseColor = new THREE.Color(),
	_emissiveColor = new THREE.Color(),

	_lightColor = new THREE.Color(),

	_patterns = {}, _imagedatas = {},

	_near, _far,

	_image, _uvs,
	_uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,

	_clipBox = new THREE.Box2(),
	_clearBox = new THREE.Box2(),
	_elemBox = new THREE.Box2(),

	_enableLighting = false,
	_ambientLight = new THREE.Color(),
	_directionalLights = new THREE.Color(),
	_pointLights = new THREE.Color(),

	_pi2 = Math.PI * 2,
	_vector3 = new THREE.Vector3(), // Needed for PointLight

	_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
	_gradientMap, _gradientMapContext, _gradientMapQuality = 16;

	_pixelMap = document.createElement( 'canvas' );
	_pixelMap.width = _pixelMap.height = 2;

	_pixelMapContext = _pixelMap.getContext( '2d' );
	_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
	_pixelMapContext.fillRect( 0, 0, 2, 2 );

	_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
	_pixelMapData = _pixelMapImage.data;

	_gradientMap = document.createElement( 'canvas' );
	_gradientMap.width = _gradientMap.height = _gradientMapQuality;

	_gradientMapContext = _gradientMap.getContext( '2d' );
	_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
	_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );

	_gradientMapQuality --; // Fix UVs

	this.domElement = _canvas;

	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
				? parameters.devicePixelRatio
				: window.devicePixelRatio !== undefined
					? window.devicePixelRatio
					: 1;

	this.autoClear = true;
	this.sortObjects = true;
	this.sortElements = true;

	this.info = {

		render: {

			vertices: 0,
			faces: 0

		}

	}

	// WebGLRenderer compatibility

	this.supportsVertexTextures = function () {};
	this.setFaceCulling = function () {};

	this.setSize = function ( width, height ) {

		_canvasWidth = width * this.devicePixelRatio;
		_canvasHeight = height * this.devicePixelRatio;

		_canvasWidthHalf = Math.floor( _canvasWidth / 2 );
		_canvasHeightHalf = Math.floor( _canvasHeight / 2 );

		_canvas.width = _canvasWidth;
		_canvas.height = _canvasHeight;

		_canvas.style.width = width + 'px';
		_canvas.style.height = height + 'px';

		_clipBox.set(
			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
		);

		_clearBox.set(
			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
		);

		_contextGlobalAlpha = 1;
		_contextGlobalCompositeOperation = 0;
		_contextStrokeStyle = null;
		_contextFillStyle = null;
		_contextLineWidth = null;
		_contextLineCap = null;
		_contextLineJoin = null;

	};

	this.setClearColor = function ( color, opacity ) {

		_clearColor.copy( color );
		_clearOpacity = opacity !== undefined ? opacity : 1;

		_clearBox.set(
			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
		);

	};

	this.setClearColorHex = function ( hex, opacity ) {

		_clearColor.setHex( hex );
		_clearOpacity = opacity !== undefined ? opacity : 1;

		_clearBox.set(
			new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
			new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
		);

	};

	this.getMaxAnisotropy  = function () {

		return 0;

	};

	this.clear = function () {

		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );

		if ( _clearBox.empty() === false ) {

			_clearBox.intersect( _clipBox );
			_clearBox.expandByScalar( 2 );

			if ( _clearOpacity < 1 ) {

				_context.clearRect(
					_clearBox.min.x | 0,
					_clearBox.min.y | 0,
					( _clearBox.max.x - _clearBox.min.x ) | 0,
					( _clearBox.max.y - _clearBox.min.y ) | 0
				);

			}

			if ( _clearOpacity > 0 ) {

				setBlending( THREE.NormalBlending );
				setOpacity( 1 );

				setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );

				_context.fillRect(
					_clearBox.min.x | 0,
					_clearBox.min.y | 0,
					( _clearBox.max.x - _clearBox.min.x ) | 0,
					( _clearBox.max.y - _clearBox.min.y ) | 0
				);

			}

			_clearBox.makeEmpty();

		}


	};

	this.render = function ( scene, camera ) {

		if ( camera instanceof THREE.Camera === false ) {

			console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		if ( this.autoClear === true ) {

			this.clear();

		}

		_context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );

		_this.info.render.vertices = 0;
		_this.info.render.faces = 0;

		_renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
		_elements = _renderData.elements;
		_lights = _renderData.lights;

		/* DEBUG
		setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
		_context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
		*/

		_enableLighting = _lights.length > 0;

		if ( _enableLighting === true ) {

			 calculateLights();

		}

		for ( var e = 0, el = _elements.length; e < el; e++ ) {

			var element = _elements[ e ];

			var material = element.material;

			if ( material === undefined || material.visible === false ) continue;

			_elemBox.makeEmpty();

			if ( element instanceof THREE.RenderableParticle ) {

				_v1 = element;
				_v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;

				renderParticle( _v1, element, material, scene );

			} else if ( element instanceof THREE.RenderableLine ) {

				_v1 = element.v1; _v2 = element.v2;

				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;

				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );

				if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {

					renderLine( _v1, _v2, element, material, scene );

				}

			} else if ( element instanceof THREE.RenderableFace3 ) {

				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3;

				if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
				if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
				if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;

				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;

				if ( material.overdraw === true ) {

					expand( _v1.positionScreen, _v2.positionScreen );
					expand( _v2.positionScreen, _v3.positionScreen );
					expand( _v3.positionScreen, _v1.positionScreen );

				}

				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );

				renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );

			} else if ( element instanceof THREE.RenderableFace4 ) {

				_v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;

				if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
				if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
				if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
				if ( _v4.positionScreen.z < -1 || _v4.positionScreen.z > 1 ) continue;

				_v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
				_v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
				_v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
				_v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;

				_v5.positionScreen.copy( _v2.positionScreen );
				_v6.positionScreen.copy( _v4.positionScreen );

				if ( material.overdraw === true ) {

					expand( _v1.positionScreen, _v2.positionScreen );
					expand( _v2.positionScreen, _v4.positionScreen );
					expand( _v4.positionScreen, _v1.positionScreen );

					expand( _v3.positionScreen, _v5.positionScreen );
					expand( _v3.positionScreen, _v6.positionScreen );

				}

				_elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );

				renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );

			}

			/* DEBUG
			setLineWidth( 1 );
			setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
			_context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
			*/

			_clearBox.union( _elemBox );

		}

		/* DEBUG
		setLineWidth( 1 );
		setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
		_context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
		*/

		_context.setTransform( 1, 0, 0, 1, 0, 0 );

		//

		function calculateLights() {

			_ambientLight.setRGB( 0, 0, 0 );
			_directionalLights.setRGB( 0, 0, 0 );
			_pointLights.setRGB( 0, 0, 0 );

			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {

				var light = _lights[ l ];
				var lightColor = light.color;

				if ( light instanceof THREE.AmbientLight ) {

					_ambientLight.add( lightColor );

				} else if ( light instanceof THREE.DirectionalLight ) {

					// for particles

					_directionalLights.add( lightColor );

				} else if ( light instanceof THREE.PointLight ) {

					// for particles

					_pointLights.add( lightColor );

				}

			}

		}

		function calculateLight( position, normal, color ) {

			for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {

				var light = _lights[ l ];

				_lightColor.copy( light.color );

				if ( light instanceof THREE.DirectionalLight ) {

					var lightPosition = light.matrixWorld.getPosition().normalize();

					var amount = normal.dot( lightPosition );

					if ( amount <= 0 ) continue;

					amount *= light.intensity;

					color.add( _lightColor.multiplyScalar( amount ) );

				} else if ( light instanceof THREE.PointLight ) {

					var lightPosition = light.matrixWorld.getPosition();

					var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );

					if ( amount <= 0 ) continue;

					amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );

					if ( amount == 0 ) continue;

					amount *= light.intensity;

					color.add( _lightColor.multiplyScalar( amount ) );

				}

			}

		}

		function renderParticle( v1, element, material, scene ) {

			setOpacity( material.opacity );
			setBlending( material.blending );

			var width, height, scaleX, scaleY,
			bitmap, bitmapWidth, bitmapHeight;

			if ( material instanceof THREE.ParticleBasicMaterial ) {

				if ( material.map === null ) {

					scaleX = element.object.scale.x;
					scaleY = element.object.scale.y;

					// TODO: Be able to disable this

					scaleX *= element.scale.x * _canvasWidthHalf;
					scaleY *= element.scale.y * _canvasHeightHalf;

					_elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
					_elemBox.max.set( v1.x + scaleX, v1.y + scaleY );

					if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {

						return;

					}

					setFillStyle( material.color.getStyle() );

					_context.save();
					_context.translate( v1.x, v1.y );
					_context.rotate( - element.rotation );
					_context.scale( scaleX, scaleY );
					_context.fillRect( -1, -1, 2, 2 );
					_context.restore();

				} else {

					bitmap = material.map.image;
					bitmapWidth = bitmap.width >> 1;
					bitmapHeight = bitmap.height >> 1;

					scaleX = element.scale.x * _canvasWidthHalf;
					scaleY = element.scale.y * _canvasHeightHalf;

					width = scaleX * bitmapWidth;
					height = scaleY * bitmapHeight;

					// TODO: Rotations break this...

					_elemBox.min.set( v1.x - width, v1.y - height );
					_elemBox.max.set( v1.x + width, v1.y + height );

					if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {

						return;

					}

					_context.save();
					_context.translate( v1.x, v1.y );
					_context.rotate( - element.rotation );
					_context.scale( scaleX, - scaleY );

					_context.translate( - bitmapWidth, - bitmapHeight );
					_context.drawImage( bitmap, 0, 0 );
					_context.restore();

				}

				/* DEBUG
				setStrokeStyle( 'rgb(255,255,0)' );
				_context.beginPath();
				_context.moveTo( v1.x - 10, v1.y );
				_context.lineTo( v1.x + 10, v1.y );
				_context.moveTo( v1.x, v1.y - 10 );
				_context.lineTo( v1.x, v1.y + 10 );
				_context.stroke();
				*/

			} else if ( material instanceof THREE.ParticleCanvasMaterial ) {

				width = element.scale.x * _canvasWidthHalf;
				height = element.scale.y * _canvasHeightHalf;

				_elemBox.min.set( v1.x - width, v1.y - height );
				_elemBox.max.set( v1.x + width, v1.y + height );

				if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {

					return;

				}

				setStrokeStyle( material.color.getStyle() );
				setFillStyle( material.color.getStyle() );

				_context.save();
				_context.translate( v1.x, v1.y );
				_context.rotate( - element.rotation );
				_context.scale( width, height );

				material.program( _context );

				_context.restore();

			}

		}

		function renderLine( v1, v2, element, material, scene ) {

			setOpacity( material.opacity );
			setBlending( material.blending );

			_context.beginPath();
			_context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
			_context.lineTo( v2.positionScreen.x, v2.positionScreen.y );

			if ( material instanceof THREE.LineBasicMaterial ) {

				setLineWidth( material.linewidth );
				setLineCap( material.linecap );
				setLineJoin( material.linejoin );
				setStrokeStyle( material.color.getStyle() );

				_context.stroke();
				_elemBox.expandByScalar( material.linewidth * 2 );

			}

		}

		function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {

			_this.info.render.vertices += 3;
			_this.info.render.faces ++;

			setOpacity( material.opacity );
			setBlending( material.blending );

			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;

			drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );

			if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) {

				_diffuseColor.copy( material.color );
				_emissiveColor.copy( material.emissive );

				if ( material.vertexColors === THREE.FaceColors ) {

					_diffuseColor.multiply( element.color );

				}

				if ( _enableLighting === true ) {

					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {

						_color1.copy( _ambientLight );
						_color2.copy( _ambientLight );
						_color3.copy( _ambientLight );

						calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
						calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
						calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );

						_color1.multiply( _diffuseColor ).add( _emissiveColor );
						_color2.multiply( _diffuseColor ).add( _emissiveColor );
						_color3.multiply( _diffuseColor ).add( _emissiveColor );
						_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );

						_image = getGradientTexture( _color1, _color2, _color3, _color4 );

						clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

					} else {

						_color.copy( _ambientLight );

						calculateLight( element.centroidModel, element.normalModel, _color );

						_color.multiply( _diffuseColor ).add( _emissiveColor );

						material.wireframe === true
							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
							: fillPath( _color );

					}

				} else {

					material.wireframe === true
						? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( material.color );

				}

			} else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {

				if ( material.map !== null ) {

					if ( material.map.mapping instanceof THREE.UVMapping ) {

						_uvs = element.uvs[ 0 ];
						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );

					}


				} else if ( material.envMap !== null ) {

					if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {

						_vector3.copy( element.vertexNormalsModelView[ uv1 ] );
						_uv1x = 0.5 * _vector3.x + 0.5;
						_uv1y = 0.5 * _vector3.y + 0.5;

						_vector3.copy( element.vertexNormalsModelView[ uv2 ] );
						_uv2x = 0.5 * _vector3.x + 0.5;
						_uv2y = 0.5 * _vector3.y + 0.5;

						_vector3.copy( element.vertexNormalsModelView[ uv3 ] );
						_uv3x = 0.5 * _vector3.x + 0.5;
						_uv3y = 0.5 * _vector3.y + 0.5;

						patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );

					}/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {



					}*/


				} else {

					_color.copy( material.color );

					if ( material.vertexColors === THREE.FaceColors ) {

						_color.multiply( element.color );

					}

					material.wireframe === true
						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( _color );

				}

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				_near = camera.near;
				_far = camera.far;

				var depth;

				depth = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
				_color1.setRGB( depth, depth, depth );

				depth = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far )
				_color2.setRGB( depth, depth, depth );

				depth = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
				_color3.setRGB( depth, depth, depth );

				_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );

				_image = getGradientTexture( _color1, _color2, _color3, _color4 );

				clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				var normal;

				if ( material.shading == THREE.FlatShading ) {

					normal = element.normalModelView;

					_color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					material.wireframe === true
						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( _color );

				} else if ( material.shading == THREE.SmoothShading ) {

					normal = element.vertexNormalsModelView[ uv1 ];
					_color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					normal = element.vertexNormalsModelView[ uv2 ];
					_color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					normal = element.vertexNormalsModelView[ uv3 ];
					_color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					_color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );

					_image = getGradientTexture( _color1, _color2, _color3, _color4 );

					clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );

				}

			}

		}

		function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {

			_this.info.render.vertices += 4;
			_this.info.render.faces ++;

			setOpacity( material.opacity );
			setBlending( material.blending );

			if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {

				// Let renderFace3() handle this

				renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
				renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );

				return;

			}

			_v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
			_v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
			_v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
			_v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
			_v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
			_v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;

			if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {

				_diffuseColor.copy( material.color );
				_emissiveColor.copy( material.emissive );

				if ( material.vertexColors === THREE.FaceColors ) {

					_diffuseColor.multiply( element.color );

				}

				if ( _enableLighting === true ) {

					if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {

						_color1.copy( _ambientLight );
						_color2.copy( _ambientLight );
						_color3.copy( _ambientLight );
						_color4.copy( _ambientLight );

						calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
						calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
						calculateLight( element.v4.positionWorld, element.vertexNormalsModel[ 3 ], _color3 );
						calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color4 );

						_color1.multiply( _diffuseColor ).add( _emissiveColor );
						_color2.multiply( _diffuseColor ).add( _emissiveColor );
						_color3.multiply( _diffuseColor ).add( _emissiveColor );
						_color4.multiply( _diffuseColor ).add( _emissiveColor );

						_image = getGradientTexture( _color1, _color2, _color3, _color4 );

						// TODO: UVs are incorrect, v4->v3?

						drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
						clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

						drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
						clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

					} else {

						_color.copy( _ambientLight );

						calculateLight( element.centroidModel, element.normalModel, _color );

						_color.multiply( _diffuseColor ).add( _emissiveColor );

						drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

						material.wireframe === true
							? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
							: fillPath( _color );

					}

				} else {

					_color.addColors( _diffuseColor, _emissiveColor );

					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

					material.wireframe === true
						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( _color );

				}

			} else if ( material instanceof THREE.MeshBasicMaterial ) {

				_color.copy( material.color );

				if ( material.vertexColors === THREE.FaceColors ) {

					_color.multiply( element.color );

				}

				drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

				material.wireframe === true
					? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
					: fillPath( _color );

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				var normal;

				if ( material.shading == THREE.FlatShading ) {

					normal = element.normalModelView;
					_color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );

					material.wireframe === true
						? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
						: fillPath( _color );

				} else if ( material.shading == THREE.SmoothShading ) {

					normal = element.vertexNormalsModelView[ 0 ];
					_color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					normal = element.vertexNormalsModelView[ 1 ];
					_color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					normal = element.vertexNormalsModelView[ 3 ];
					_color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					normal = element.vertexNormalsModelView[ 2 ];
					_color4.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );

					_image = getGradientTexture( _color1, _color2, _color3, _color4 );

					drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
					clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

					drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
					clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

				}



			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				_near = camera.near;
				_far = camera.far;

				_color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
				_color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
				_color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
				_color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );

				_image = getGradientTexture( _color1, _color2, _color3, _color4 );

				// TODO: UVs are incorrect, v4->v3?

				drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
				clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );

				drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
				clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );

			}

		}

		//

		function drawTriangle( x0, y0, x1, y1, x2, y2 ) {

			_context.beginPath();
			_context.moveTo( x0, y0 );
			_context.lineTo( x1, y1 );
			_context.lineTo( x2, y2 );
			_context.closePath();

		}

		function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {

			_context.beginPath();
			_context.moveTo( x0, y0 );
			_context.lineTo( x1, y1 );
			_context.lineTo( x2, y2 );
			_context.lineTo( x3, y3 );
			_context.closePath();

		}

		function strokePath( color, linewidth, linecap, linejoin ) {

			setLineWidth( linewidth );
			setLineCap( linecap );
			setLineJoin( linejoin );
			setStrokeStyle( color.getStyle() );

			_context.stroke();

			_elemBox.expandByScalar( linewidth * 2 );

		}

		function fillPath( color ) {

			setFillStyle( color.getStyle() );
			_context.fill();

		}

		function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {

			if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;

			if ( texture.needsUpdate === true ) {

				var repeatX = texture.wrapS == THREE.RepeatWrapping;
				var repeatY = texture.wrapT == THREE.RepeatWrapping;

				_patterns[ texture.id ] = _context.createPattern(
					texture.image, repeatX === true && repeatY === true
						? 'repeat'
						: repeatX === true && repeatY === false
							? 'repeat-x'
							: repeatX === false && repeatY === true
								? 'repeat-y'
								: 'no-repeat'
				);

				texture.needsUpdate = false;

			}

			_patterns[ texture.id ] === undefined
				? setFillStyle( 'rgba(0,0,0,1)' )
				: setFillStyle( _patterns[ texture.id ] );

			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120

			var a, b, c, d, e, f, det, idet,
			offsetX = texture.offset.x / texture.repeat.x,
			offsetY = texture.offset.y / texture.repeat.y,
			width = texture.image.width * texture.repeat.x,
			height = texture.image.height * texture.repeat.y;

			u0 = ( u0 + offsetX ) * width;
			v0 = ( 1.0 - v0 + offsetY ) * height;

			u1 = ( u1 + offsetX ) * width;
			v1 = ( 1.0 - v1 + offsetY ) * height;

			u2 = ( u2 + offsetX ) * width;
			v2 = ( 1.0 - v2 + offsetY ) * height;

			x1 -= x0; y1 -= y0;
			x2 -= x0; y2 -= y0;

			u1 -= u0; v1 -= v0;
			u2 -= u0; v2 -= v0;

			det = u1 * v2 - u2 * v1;

			if ( det === 0 ) {

				if ( _imagedatas[ texture.id ] === undefined ) {

					var canvas = document.createElement( 'canvas' )
					canvas.width = texture.image.width;
					canvas.height = texture.image.height;

					var context = canvas.getContext( '2d' );
					context.drawImage( texture.image, 0, 0 );

					_imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;

				}

				var data = _imagedatas[ texture.id ];
				var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;

				_color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
				fillPath( _color );

				return;

			}

			idet = 1 / det;

			a = ( v2 * x1 - v1 * x2 ) * idet;
			b = ( v2 * y1 - v1 * y2 ) * idet;
			c = ( u1 * x2 - u2 * x1 ) * idet;
			d = ( u1 * y2 - u2 * y1 ) * idet;

			e = x0 - a * u0 - c * v0;
			f = y0 - b * u0 - d * v0;

			_context.save();
			_context.transform( a, b, c, d, e, f );
			_context.fill();
			_context.restore();

		}

		function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {

			// http://extremelysatisfactorytotalitarianism.com/blog/?p=2120

			var a, b, c, d, e, f, det, idet,
			width = image.width - 1,
			height = image.height - 1;

			u0 *= width; v0 *= height;
			u1 *= width; v1 *= height;
			u2 *= width; v2 *= height;

			x1 -= x0; y1 -= y0;
			x2 -= x0; y2 -= y0;

			u1 -= u0; v1 -= v0;
			u2 -= u0; v2 -= v0;

			det = u1 * v2 - u2 * v1;

			idet = 1 / det;

			a = ( v2 * x1 - v1 * x2 ) * idet;
			b = ( v2 * y1 - v1 * y2 ) * idet;
			c = ( u1 * x2 - u2 * x1 ) * idet;
			d = ( u1 * y2 - u2 * y1 ) * idet;

			e = x0 - a * u0 - c * v0;
			f = y0 - b * u0 - d * v0;

			_context.save();
			_context.transform( a, b, c, d, e, f );
			_context.clip();
			_context.drawImage( image, 0, 0 );
			_context.restore();

		}

		function getGradientTexture( color1, color2, color3, color4 ) {

			// http://mrdoob.com/blog/post/710

			_pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
			_pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
			_pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;

			_pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
			_pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
			_pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;

			_pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
			_pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
			_pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;

			_pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
			_pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
			_pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;

			_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
			_gradientMapContext.drawImage( _pixelMap, 0, 0 );

			return _gradientMap;

		}

		function smoothstep( value, min, max ) {

			var x = ( value - min ) / ( max - min );
			return x * x * ( 3 - 2 * x );

		}

		// Hide anti-alias gaps

		function expand( v1, v2 ) {

			var x = v2.x - v1.x, y =  v2.y - v1.y,
			det = x * x + y * y, idet;

			if ( det === 0 ) return;

			idet = 1 / Math.sqrt( det );

			x *= idet; y *= idet;

			v2.x += x; v2.y += y;
			v1.x -= x; v1.y -= y;

		}
	};

	// Context cached methods.

	function setOpacity( value ) {

		if ( _contextGlobalAlpha !== value ) {

			_context.globalAlpha = value;
			_contextGlobalAlpha = value;

		}

	}

	function setBlending( value ) {

		if ( _contextGlobalCompositeOperation !== value ) {

			if ( value === THREE.NormalBlending ) {

				_context.globalCompositeOperation = 'source-over';

			} else if ( value === THREE.AdditiveBlending ) {

				_context.globalCompositeOperation = 'lighter';

			} else if ( value === THREE.SubtractiveBlending ) {

				_context.globalCompositeOperation = 'darker';

			}

			_contextGlobalCompositeOperation = value;

		}

	}

	function setLineWidth( value ) {

		if ( _contextLineWidth !== value ) {

			_context.lineWidth = value;
			_contextLineWidth = value;

		}

	}

	function setLineCap( value ) {

		// "butt", "round", "square"

		if ( _contextLineCap !== value ) {

			_context.lineCap = value;
			_contextLineCap = value;

		}

	}

	function setLineJoin( value ) {

		// "round", "bevel", "miter"

		if ( _contextLineJoin !== value ) {

			_context.lineJoin = value;
			_contextLineJoin = value;

		}

	}

	function setStrokeStyle( value ) {

		if ( _contextStrokeStyle !== value ) {

			_context.strokeStyle = value;
			_contextStrokeStyle = value;

		}

	}

	function setFillStyle( value ) {

		if ( _contextFillStyle !== value ) {

			_context.fillStyle = value;
			_contextFillStyle = value;

		}

	}

};
/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 * @author mikael emtinger / http://gomo.se/
 */

THREE.ShaderChunk = {

	// FOG

	fog_pars_fragment: [

		"#ifdef USE_FOG",

			"uniform vec3 fogColor;",

			"#ifdef FOG_EXP2",

				"uniform float fogDensity;",

			"#else",

				"uniform float fogNear;",
				"uniform float fogFar;",

			"#endif",

		"#endif"

	].join("\n"),

	fog_fragment: [

		"#ifdef USE_FOG",

			"float depth = gl_FragCoord.z / gl_FragCoord.w;",

			"#ifdef FOG_EXP2",

				"const float LOG2 = 1.442695;",
				"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
				"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",

			"#else",

				"float fogFactor = smoothstep( fogNear, fogFar, depth );",

			"#endif",

			"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",

		"#endif"

	].join("\n"),

	// ENVIRONMENT MAP

	envmap_pars_fragment: [

		"#ifdef USE_ENVMAP",

			"uniform float reflectivity;",
			"uniform samplerCube envMap;",
			"uniform float flipEnvMap;",
			"uniform int combine;",

			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",

				"uniform bool useRefract;",
				"uniform float refractionRatio;",

			"#else",

				"varying vec3 vReflect;",

			"#endif",

		"#endif"

	].join("\n"),

	envmap_fragment: [

		"#ifdef USE_ENVMAP",

			"vec3 reflectVec;",

			"#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",

				"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

				"if ( useRefract ) {",

					"reflectVec = refract( cameraToVertex, normal, refractionRatio );",

				"} else { ",

					"reflectVec = reflect( cameraToVertex, normal );",

				"}",

			"#else",

				"reflectVec = vReflect;",

			"#endif",

			"#ifdef DOUBLE_SIDED",

				"float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
				"vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",

			"#else",

				"vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",

			"#endif",

			"#ifdef GAMMA_INPUT",

				"cubeColor.xyz *= cubeColor.xyz;",

			"#endif",

			"if ( combine == 1 ) {",

				"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",

			"} else if ( combine == 2 ) {",

				"gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",

			"} else {",

				"gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",

			"}",

		"#endif"

	].join("\n"),

	envmap_pars_vertex: [

		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",

			"varying vec3 vReflect;",

			"uniform float refractionRatio;",
			"uniform bool useRefract;",

		"#endif"

	].join("\n"),

	worldpos_vertex : [

		"#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",

			"#ifdef USE_SKINNING",

				"vec4 worldPosition = modelMatrix * skinned;",

			"#endif",

			"#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

				"vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",

			"#endif",

			"#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",

				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",

			"#endif",

		"#endif"

	].join("\n"),

	envmap_vertex : [

		"#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",

			"vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
			"worldNormal = normalize( worldNormal );",

			"vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",

			"if ( useRefract ) {",

				"vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",

			"} else {",

				"vReflect = reflect( cameraToVertex, worldNormal );",

			"}",

		"#endif"

	].join("\n"),

	// COLOR MAP (particles)

	map_particle_pars_fragment: [

		"#ifdef USE_MAP",

			"uniform sampler2D map;",

		"#endif"

	].join("\n"),


	map_particle_fragment: [

		"#ifdef USE_MAP",

			"gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",

		"#endif"

	].join("\n"),

	// COLOR MAP (triangles)

	map_pars_vertex: [

		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

			"varying vec2 vUv;",
			"uniform vec4 offsetRepeat;",

		"#endif"

	].join("\n"),

	map_pars_fragment: [

		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

			"varying vec2 vUv;",

		"#endif",

		"#ifdef USE_MAP",

			"uniform sampler2D map;",

		"#endif"

	].join("\n"),

	map_vertex: [

		"#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",

			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",

		"#endif"

	].join("\n"),

	map_fragment: [

		"#ifdef USE_MAP",

			"vec4 texelColor = texture2D( map, vUv );",

			"#ifdef GAMMA_INPUT",

				"texelColor.xyz *= texelColor.xyz;",

			"#endif",

			"gl_FragColor = gl_FragColor * texelColor;",

		"#endif"

	].join("\n"),

	// LIGHT MAP

	lightmap_pars_fragment: [

		"#ifdef USE_LIGHTMAP",

			"varying vec2 vUv2;",
			"uniform sampler2D lightMap;",

		"#endif"

	].join("\n"),

	lightmap_pars_vertex: [

		"#ifdef USE_LIGHTMAP",

			"varying vec2 vUv2;",

		"#endif"

	].join("\n"),

	lightmap_fragment: [

		"#ifdef USE_LIGHTMAP",

			"gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",

		"#endif"

	].join("\n"),

	lightmap_vertex: [

		"#ifdef USE_LIGHTMAP",

			"vUv2 = uv2;",

		"#endif"

	].join("\n"),

	// BUMP MAP

	bumpmap_pars_fragment: [

		"#ifdef USE_BUMPMAP",

			"uniform sampler2D bumpMap;",
			"uniform float bumpScale;",

			// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
			//	http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html

			// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)

			"vec2 dHdxy_fwd() {",

				"vec2 dSTdx = dFdx( vUv );",
				"vec2 dSTdy = dFdy( vUv );",

				"float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
				"float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
				"float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",

				"return vec2( dBx, dBy );",

			"}",

			"vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",

				"vec3 vSigmaX = dFdx( surf_pos );",
				"vec3 vSigmaY = dFdy( surf_pos );",
				"vec3 vN = surf_norm;",		// normalized

				"vec3 R1 = cross( vSigmaY, vN );",
				"vec3 R2 = cross( vN, vSigmaX );",

				"float fDet = dot( vSigmaX, R1 );",

				"vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
				"return normalize( abs( fDet ) * surf_norm - vGrad );",

			"}",

		"#endif"

	].join("\n"),

	// NORMAL MAP

	normalmap_pars_fragment: [

		"#ifdef USE_NORMALMAP",

			"uniform sampler2D normalMap;",
			"uniform vec2 normalScale;",

			// Per-Pixel Tangent Space Normal Mapping
			// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html

			"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",

				"vec3 q0 = dFdx( eye_pos.xyz );",
				"vec3 q1 = dFdy( eye_pos.xyz );",
				"vec2 st0 = dFdx( vUv.st );",
				"vec2 st1 = dFdy( vUv.st );",

				"vec3 S = normalize(  q0 * st1.t - q1 * st0.t );",
				"vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
				"vec3 N = normalize( surf_norm );",

				"vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
				"mapN.xy = normalScale * mapN.xy;",
				"mat3 tsn = mat3( S, T, N );",
				"return normalize( tsn * mapN );",

			"}",

		"#endif"

	].join("\n"),

	// SPECULAR MAP

	specularmap_pars_fragment: [

		"#ifdef USE_SPECULARMAP",

			"uniform sampler2D specularMap;",

		"#endif"

	].join("\n"),

	specularmap_fragment: [

		"float specularStrength;",

		"#ifdef USE_SPECULARMAP",

			"vec4 texelSpecular = texture2D( specularMap, vUv );",
			"specularStrength = texelSpecular.r;",

		"#else",

			"specularStrength = 1.0;",

		"#endif"

	].join("\n"),

	// LIGHTS LAMBERT

	lights_lambert_pars_vertex: [

		"uniform vec3 ambient;",
		"uniform vec3 diffuse;",
		"uniform vec3 emissive;",

		"uniform vec3 ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",

			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",

		"#endif",

		"#ifdef WRAP_AROUND",

			"uniform vec3 wrapRGB;",

		"#endif"

	].join("\n"),

	lights_lambert_vertex: [

		"vLightFront = vec3( 0.0 );",

		"#ifdef DOUBLE_SIDED",

			"vLightBack = vec3( 0.0 );",

		"#endif",

		"transformedNormal = normalize( transformedNormal );",

		"#if MAX_DIR_LIGHTS > 0",

		"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",

			"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
			"vec3 dirVector = normalize( lDirection.xyz );",

			"float dotProduct = dot( transformedNormal, dirVector );",
			"vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",

			"#ifdef DOUBLE_SIDED",

				"vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

				"#ifdef WRAP_AROUND",

					"vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

				"#endif",

			"#endif",

			"#ifdef WRAP_AROUND",

				"vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
				"directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",

				"#ifdef DOUBLE_SIDED",

					"directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",

				"#endif",

			"#endif",

			"vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",

			"#ifdef DOUBLE_SIDED",

				"vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",

			"#endif",

		"}",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float lDistance = 1.0;",
				"if ( pointLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

				"lVector = normalize( lVector );",
				"float dotProduct = dot( transformedNormal, lVector );",

				"vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",

				"#ifdef DOUBLE_SIDED",

					"vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

					"#ifdef WRAP_AROUND",

						"vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

					"#endif",

				"#endif",

				"#ifdef WRAP_AROUND",

					"vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
					"pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",

					"#ifdef DOUBLE_SIDED",

						"pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",

					"#endif",

				"#endif",

				"vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",

				"#ifdef DOUBLE_SIDED",

					"vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",

				"#endif",

			"}",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",

				"if ( spotEffect > spotLightAngleCos[ i ] ) {",

					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

					"float lDistance = 1.0;",
					"if ( spotLightDistance[ i ] > 0.0 )",
						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

					"lVector = normalize( lVector );",

					"float dotProduct = dot( transformedNormal, lVector );",
					"vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",

					"#ifdef DOUBLE_SIDED",

						"vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",

						"#ifdef WRAP_AROUND",

							"vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",

						"#endif",

					"#endif",

					"#ifdef WRAP_AROUND",

						"vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
						"spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",

						"#ifdef DOUBLE_SIDED",

							"spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",

						"#endif",

					"#endif",

					"vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",

					"#ifdef DOUBLE_SIDED",

						"vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",

					"#endif",

				"}",

			"}",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
				"vec3 lVector = normalize( lDirection.xyz );",

				"float dotProduct = dot( transformedNormal, lVector );",

				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
				"float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",

				"vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

				"#ifdef DOUBLE_SIDED",

					"vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",

				"#endif",

			"}",

		"#endif",

		"vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",

		"#ifdef DOUBLE_SIDED",

			"vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",

		"#endif"

	].join("\n"),

	// LIGHTS PHONG

	lights_phong_pars_vertex: [

		"#ifndef PHONG_PER_PIXEL",

		"#if MAX_POINT_LIGHTS > 0",

			"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
			"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

			"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",

		"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

			"varying vec3 vWorldPosition;",

		"#endif"

	].join("\n"),


	lights_phong_vertex: [

		"#ifndef PHONG_PER_PIXEL",

		"#if MAX_POINT_LIGHTS > 0",

			"for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float lDistance = 1.0;",
				"if ( pointLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

				"vPointLight[ i ] = vec4( lVector, lDistance );",

			"}",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

				"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
				"vec3 lVector = lPosition.xyz - mvPosition.xyz;",

				"float lDistance = 1.0;",
				"if ( spotLightDistance[ i ] > 0.0 )",
					"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

				"vSpotLight[ i ] = vec4( lVector, lDistance );",

			"}",

		"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

			"vWorldPosition = worldPosition.xyz;",

		"#endif"

	].join("\n"),

	lights_phong_pars_fragment: [

		"uniform vec3 ambientLightColor;",

		"#if MAX_DIR_LIGHTS > 0",

			"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
			"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
			"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",

			"#ifdef PHONG_PER_PIXEL",

				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"#else",

				"varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",

			"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
			"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
			"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",

			"#ifdef PHONG_PER_PIXEL",

				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

			"#else",

				"varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",

			"#endif",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",

			"varying vec3 vWorldPosition;",

		"#endif",

		"#ifdef WRAP_AROUND",

			"uniform vec3 wrapRGB;",

		"#endif",

		"varying vec3 vViewPosition;",
		"varying vec3 vNormal;"

	].join("\n"),

	lights_phong_fragment: [

		"vec3 normal = normalize( vNormal );",
		"vec3 viewPosition = normalize( vViewPosition );",

		"#ifdef DOUBLE_SIDED",

			"normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",

		"#endif",

		"#ifdef USE_NORMALMAP",

			"normal = perturbNormal2Arb( -viewPosition, normal );",

		"#elif defined( USE_BUMPMAP )",

			"normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"vec3 pointDiffuse  = vec3( 0.0 );",
			"vec3 pointSpecular = vec3( 0.0 );",

			"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

				"#ifdef PHONG_PER_PIXEL",

					"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",

					"float lDistance = 1.0;",
					"if ( pointLightDistance[ i ] > 0.0 )",
						"lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",

					"lVector = normalize( lVector );",

				"#else",

					"vec3 lVector = normalize( vPointLight[ i ].xyz );",
					"float lDistance = vPointLight[ i ].w;",

				"#endif",

				// diffuse

				"float dotProduct = dot( normal, lVector );",

				"#ifdef WRAP_AROUND",

					"float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
					"float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

					"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

				"#else",

					"float pointDiffuseWeight = max( dotProduct, 0.0 );",

				"#endif",

				"pointDiffuse  += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",

				// specular

				"vec3 pointHalfVector = normalize( lVector + viewPosition );",
				"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
				"float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",

				"#ifdef PHYSICALLY_BASED_SHADING",

					// 2.0 => 2.0001 is hack to work around ANGLE bug

					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
					"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",

				"#else",

					"pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",

				"#endif",

			"}",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"vec3 spotDiffuse  = vec3( 0.0 );",
			"vec3 spotSpecular = vec3( 0.0 );",

			"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

				"#ifdef PHONG_PER_PIXEL",

					"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
					"vec3 lVector = lPosition.xyz + vViewPosition.xyz;",

					"float lDistance = 1.0;",
					"if ( spotLightDistance[ i ] > 0.0 )",
						"lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",

					"lVector = normalize( lVector );",

				"#else",

					"vec3 lVector = normalize( vSpotLight[ i ].xyz );",
					"float lDistance = vSpotLight[ i ].w;",

				"#endif",

				"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

				"if ( spotEffect > spotLightAngleCos[ i ] ) {",

					"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

					// diffuse

					"float dotProduct = dot( normal, lVector );",

					"#ifdef WRAP_AROUND",

						"float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
						"float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

						"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",

					"#else",

						"float spotDiffuseWeight = max( dotProduct, 0.0 );",

					"#endif",

					"spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",

					// specular

					"vec3 spotHalfVector = normalize( lVector + viewPosition );",
					"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
					"float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",

					"#ifdef PHYSICALLY_BASED_SHADING",

						// 2.0 => 2.0001 is hack to work around ANGLE bug

						"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

						"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
						"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",

					"#else",

						"spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",

					"#endif",

				"}",

			"}",

		"#endif",

		"#if MAX_DIR_LIGHTS > 0",

			"vec3 dirDiffuse  = vec3( 0.0 );",
			"vec3 dirSpecular = vec3( 0.0 );" ,

			"for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",

				"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
				"vec3 dirVector = normalize( lDirection.xyz );",

				// diffuse

				"float dotProduct = dot( normal, dirVector );",

				"#ifdef WRAP_AROUND",

					"float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
					"float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",

					"vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",

				"#else",

					"float dirDiffuseWeight = max( dotProduct, 0.0 );",

				"#endif",

				"dirDiffuse  += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",

				// specular

				"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
				"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
				"float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",

				"#ifdef PHYSICALLY_BASED_SHADING",

					/*
					// fresnel term from skin shader
					"const float F0 = 0.128;",

					"float base = 1.0 - dot( viewPosition, dirHalfVector );",
					"float exponential = pow( base, 5.0 );",

					"float fresnel = exponential + F0 * ( 1.0 - exponential );",
					*/

					/*
					// fresnel term from fresnel shader
					"const float mFresnelBias = 0.08;",
					"const float mFresnelScale = 0.3;",
					"const float mFresnelPower = 5.0;",

					"float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
					*/

					// 2.0 => 2.0001 is hack to work around ANGLE bug

					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

					//"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",

					"vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
					"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

				"#else",

					"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",

				"#endif",

			"}",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"vec3 hemiDiffuse  = vec3( 0.0 );",
			"vec3 hemiSpecular = vec3( 0.0 );" ,

			"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

				"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
				"vec3 lVector = normalize( lDirection.xyz );",

				// diffuse

				"float dotProduct = dot( normal, lVector );",
				"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",

				"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

				"hemiDiffuse += diffuse * hemiColor;",

				// specular (sky light)

				"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
				"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
				"float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",

				// specular (ground light)

				"vec3 lVectorGround = -lVector;",

				"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
				"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
				"float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",

				"#ifdef PHYSICALLY_BASED_SHADING",

					"float dotProductGround = dot( normal, lVectorGround );",

					// 2.0 => 2.0001 is hack to work around ANGLE bug

					"float specularNormalization = ( shininess + 2.0001 ) / 8.0;",

					"vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
					"vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
					"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

				"#else",

					"hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",

				"#endif",

			"}",

		"#endif",

		"vec3 totalDiffuse = vec3( 0.0 );",
		"vec3 totalSpecular = vec3( 0.0 );",

		"#if MAX_DIR_LIGHTS > 0",

			"totalDiffuse += dirDiffuse;",
			"totalSpecular += dirSpecular;",

		"#endif",

		"#if MAX_HEMI_LIGHTS > 0",

			"totalDiffuse += hemiDiffuse;",
			"totalSpecular += hemiSpecular;",

		"#endif",

		"#if MAX_POINT_LIGHTS > 0",

			"totalDiffuse += pointDiffuse;",
			"totalSpecular += pointSpecular;",

		"#endif",

		"#if MAX_SPOT_LIGHTS > 0",

			"totalDiffuse += spotDiffuse;",
			"totalSpecular += spotSpecular;",

		"#endif",

		"#ifdef METAL",

			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",

		"#else",

			"gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",

		"#endif"

	].join("\n"),

	// VERTEX COLORS

	color_pars_fragment: [

		"#ifdef USE_COLOR",

			"varying vec3 vColor;",

		"#endif"

	].join("\n"),


	color_fragment: [

		"#ifdef USE_COLOR",

			"gl_FragColor = gl_FragColor * vec4( vColor, opacity );",

		"#endif"

	].join("\n"),

	color_pars_vertex: [

		"#ifdef USE_COLOR",

			"varying vec3 vColor;",

		"#endif"

	].join("\n"),


	color_vertex: [

		"#ifdef USE_COLOR",

			"#ifdef GAMMA_INPUT",

				"vColor = color * color;",

			"#else",

				"vColor = color;",

			"#endif",

		"#endif"

	].join("\n"),

	// SKINNING

	skinning_pars_vertex: [

		"#ifdef USE_SKINNING",

			"#ifdef BONE_TEXTURE",

				"uniform sampler2D boneTexture;",

				"mat4 getBoneMatrix( const in float i ) {",

					"float j = i * 4.0;",
					"float x = mod( j, N_BONE_PIXEL_X );",
					"float y = floor( j / N_BONE_PIXEL_X );",

					"const float dx = 1.0 / N_BONE_PIXEL_X;",
					"const float dy = 1.0 / N_BONE_PIXEL_Y;",

					"y = dy * ( y + 0.5 );",

					"vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
					"vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
					"vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
					"vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",

					"mat4 bone = mat4( v1, v2, v3, v4 );",

					"return bone;",

				"}",

			"#else",

				"uniform mat4 boneGlobalMatrices[ MAX_BONES ];",

				"mat4 getBoneMatrix( const in float i ) {",

					"mat4 bone = boneGlobalMatrices[ int(i) ];",
					"return bone;",

				"}",

			"#endif",

		"#endif"

	].join("\n"),

	skinbase_vertex: [

		"#ifdef USE_SKINNING",

			"mat4 boneMatX = getBoneMatrix( skinIndex.x );",
			"mat4 boneMatY = getBoneMatrix( skinIndex.y );",

		"#endif"

	].join("\n"),

	skinning_vertex: [

		"#ifdef USE_SKINNING",

			"#ifdef USE_MORPHTARGETS",

			"vec4 skinVertex = vec4( morphed, 1.0 );",

			"#else",

			"vec4 skinVertex = vec4( position, 1.0 );",

			"#endif",

			"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
			"skinned 	  += boneMatY * skinVertex * skinWeight.y;",

		"#endif"

	].join("\n"),

	// MORPHING

	morphtarget_pars_vertex: [

		"#ifdef USE_MORPHTARGETS",

			"#ifndef USE_MORPHNORMALS",

			"uniform float morphTargetInfluences[ 8 ];",

			"#else",

			"uniform float morphTargetInfluences[ 4 ];",

			"#endif",

		"#endif"

	].join("\n"),

	morphtarget_vertex: [

		"#ifdef USE_MORPHTARGETS",

			"vec3 morphed = vec3( 0.0 );",
			"morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
			"morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
			"morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
			"morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",

			"#ifndef USE_MORPHNORMALS",

			"morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
			"morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
			"morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
			"morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",

			"#endif",

			"morphed += position;",

		"#endif"

	].join("\n"),

	default_vertex : [

		"vec4 mvPosition;",

		"#ifdef USE_SKINNING",

			"mvPosition = modelViewMatrix * skinned;",

		"#endif",

		"#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",

			"mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",

		"#endif",

		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",

			"mvPosition = modelViewMatrix * vec4( position, 1.0 );",

		"#endif",

		"gl_Position = projectionMatrix * mvPosition;"

	].join("\n"),

	morphnormal_vertex: [

		"#ifdef USE_MORPHNORMALS",

			"vec3 morphedNormal = vec3( 0.0 );",

			"morphedNormal +=  ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
			"morphedNormal +=  ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
			"morphedNormal +=  ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
			"morphedNormal +=  ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",

			"morphedNormal += normal;",

		"#endif"

	].join("\n"),

	skinnormal_vertex: [

		"#ifdef USE_SKINNING",

			"mat4 skinMatrix = skinWeight.x * boneMatX;",
			"skinMatrix 	+= skinWeight.y * boneMatY;",

			"#ifdef USE_MORPHNORMALS",

			"vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",

			"#else",

			"vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",

			"#endif",

		"#endif"

	].join("\n"),

	defaultnormal_vertex: [

		"vec3 objectNormal;",

		"#ifdef USE_SKINNING",

			"objectNormal = skinnedNormal.xyz;",

		"#endif",

		"#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",

			"objectNormal = morphedNormal;",

		"#endif",

		"#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",

			"objectNormal = normal;",

		"#endif",

		"#ifdef FLIP_SIDED",

			"objectNormal = -objectNormal;",

		"#endif",

		"vec3 transformedNormal = normalMatrix * objectNormal;"

	].join("\n"),

	// SHADOW MAP

	// based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
	//  http://spidergl.org/example.php?id=6
	// 	http://fabiensanglard.net/shadowmapping

	shadowmap_pars_fragment: [

		"#ifdef USE_SHADOWMAP",

			"uniform sampler2D shadowMap[ MAX_SHADOWS ];",
			"uniform vec2 shadowMapSize[ MAX_SHADOWS ];",

			"uniform float shadowDarkness[ MAX_SHADOWS ];",
			"uniform float shadowBias[ MAX_SHADOWS ];",

			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",

			"float unpackDepth( const in vec4 rgba_depth ) {",

				"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
				"float depth = dot( rgba_depth, bit_shift );",
				"return depth;",

			"}",

		"#endif"

	].join("\n"),

	shadowmap_fragment: [

		"#ifdef USE_SHADOWMAP",

			"#ifdef SHADOWMAP_DEBUG",

				"vec3 frustumColors[3];",
				"frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
				"frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
				"frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",

			"#endif",

			"#ifdef SHADOWMAP_CASCADE",

				"int inFrustumCount = 0;",

			"#endif",

			"float fDepth;",
			"vec3 shadowColor = vec3( 1.0 );",

			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

				"vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",

				// "if ( something && something )" 		 breaks ATI OpenGL shader compiler
				// "if ( all( something, something ) )"  using this instead

				"bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
				"bool inFrustum = all( inFrustumVec );",

				// don't shadow pixels outside of light frustum
				// use just first frustum (for cascades)
				// don't shadow pixels behind far plane of light frustum

				"#ifdef SHADOWMAP_CASCADE",

					"inFrustumCount += int( inFrustum );",
					"bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",

				"#else",

					"bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",

				"#endif",

				"bool frustumTest = all( frustumTestVec );",

				"if ( frustumTest ) {",

					"shadowCoord.z += shadowBias[ i ];",

					"#if defined( SHADOWMAP_TYPE_PCF )",

						// Percentage-close filtering
						// (9 pixel kernel)
						// http://fabiensanglard.net/shadowmappingPCF/

						"float shadow = 0.0;",

						/*
						// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
						// must enroll loop manually

						"for ( float y = -1.25; y <= 1.25; y += 1.25 )",
							"for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",

								"vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",

								// doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
								//"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",

								"float fDepth = unpackDepth( rgbaDepth );",

								"if ( fDepth < shadowCoord.z )",
									"shadow += 1.0;",

						"}",

						"shadow /= 9.0;",

						*/

						"const float shadowDelta = 1.0 / 9.0;",

						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",

						"float dx0 = -1.25 * xPixelOffset;",
						"float dy0 = -1.25 * yPixelOffset;",
						"float dx1 = 1.25 * xPixelOffset;",
						"float dy1 = 1.25 * yPixelOffset;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
						"if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",

						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",

					"#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",

						// Percentage-close filtering
						// (9 pixel kernel)
						// http://fabiensanglard.net/shadowmappingPCF/

						"float shadow = 0.0;",

						"float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
						"float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",

						"float dx0 = -1.0 * xPixelOffset;",
						"float dy0 = -1.0 * yPixelOffset;",
						"float dx1 = 1.0 * xPixelOffset;",
						"float dy1 = 1.0 * yPixelOffset;",

						"mat3 shadowKernel;",
						"mat3 depthKernel;",

						"depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
						"if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
						"else shadowKernel[0][0] = 0.0;",

						"depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
						"if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
						"else shadowKernel[0][1] = 0.0;",

						"depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
						"if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
						"else shadowKernel[0][2] = 0.0;",

						"depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
						"if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
						"else shadowKernel[1][0] = 0.0;",

						"depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
						"if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
						"else shadowKernel[1][1] = 0.0;",

						"depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
						"if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
						"else shadowKernel[1][2] = 0.0;",

						"depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
						"if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
						"else shadowKernel[2][0] = 0.0;",

						"depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
						"if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
						"else shadowKernel[2][1] = 0.0;",

						"depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
						"if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
						"else shadowKernel[2][2] = 0.0;",

						"vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",

						"shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
						"shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",

						"vec4 shadowValues;",
						"shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
						"shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
						"shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
						"shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",

						"shadow = dot( shadowValues, vec4( 1.0 ) );",

						"shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",

					"#else",

						"vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
						"float fDepth = unpackDepth( rgbaDepth );",

						"if ( fDepth < shadowCoord.z )",

							// spot with multiple shadows is darker

							"shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",

							// spot with multiple shadows has the same color as single shadow spot

							//"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",

					"#endif",

				"}",


				"#ifdef SHADOWMAP_DEBUG",

					"#ifdef SHADOWMAP_CASCADE",

						"if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",

					"#else",

						"if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",

					"#endif",

				"#endif",

			"}",

			"#ifdef GAMMA_OUTPUT",

				"shadowColor *= shadowColor;",

			"#endif",

			"gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",

		"#endif"

	].join("\n"),

	shadowmap_pars_vertex: [

		"#ifdef USE_SHADOWMAP",

			"varying vec4 vShadowCoord[ MAX_SHADOWS ];",
			"uniform mat4 shadowMatrix[ MAX_SHADOWS ];",

		"#endif"

	].join("\n"),

	shadowmap_vertex: [

		"#ifdef USE_SHADOWMAP",

			"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

				"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",

			"}",

		"#endif"

	].join("\n"),

	// ALPHATEST

	alphatest_fragment: [

		"#ifdef ALPHATEST",

			"if ( gl_FragColor.a < ALPHATEST ) discard;",

		"#endif"

	].join("\n"),

	// LINEAR SPACE

	linear_to_gamma_fragment: [

		"#ifdef GAMMA_OUTPUT",

			"gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",

		"#endif"

	].join("\n")


};

THREE.UniformsUtils = {

	merge: function ( uniforms ) {

		var u, p, tmp, merged = {};

		for ( u = 0; u < uniforms.length; u ++ ) {

			tmp = this.clone( uniforms[ u ] );

			for ( p in tmp ) {

				merged[ p ] = tmp[ p ];

			}

		}

		return merged;

	},

	clone: function ( uniforms_src ) {

		var u, p, parameter, parameter_src, uniforms_dst = {};

		for ( u in uniforms_src ) {

			uniforms_dst[ u ] = {};

			for ( p in uniforms_src[ u ] ) {

				parameter_src = uniforms_src[ u ][ p ];

				if ( parameter_src instanceof THREE.Color ||
					 parameter_src instanceof THREE.Vector2 ||
					 parameter_src instanceof THREE.Vector3 ||
					 parameter_src instanceof THREE.Vector4 ||
					 parameter_src instanceof THREE.Matrix4 ||
					 parameter_src instanceof THREE.Texture ) {

					uniforms_dst[ u ][ p ] = parameter_src.clone();

				} else if ( parameter_src instanceof Array ) {

					uniforms_dst[ u ][ p ] = parameter_src.slice();

				} else {

					uniforms_dst[ u ][ p ] = parameter_src;

				}

			}

		}

		return uniforms_dst;

	}

};

THREE.UniformsLib = {

	common: {

		"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		"opacity" : { type: "f", value: 1.0 },

		"map" : { type: "t", value: null },
		"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },

		"lightMap" : { type: "t", value: null },
		"specularMap" : { type: "t", value: null },

		"envMap" : { type: "t", value: null },
		"flipEnvMap" : { type: "f", value: -1 },
		"useRefract" : { type: "i", value: 0 },
		"reflectivity" : { type: "f", value: 1.0 },
		"refractionRatio" : { type: "f", value: 0.98 },
		"combine" : { type: "i", value: 0 },

		"morphTargetInfluences" : { type: "f", value: 0 }

	},

	bump: {

		"bumpMap" : { type: "t", value: null },
		"bumpScale" : { type: "f", value: 1 }

	},

	normalmap: {

		"normalMap" : { type: "t", value: null },
		"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
	},

	fog : {

		"fogDensity" : { type: "f", value: 0.00025 },
		"fogNear" : { type: "f", value: 1 },
		"fogFar" : { type: "f", value: 2000 },
		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }

	},

	lights: {

		"ambientLightColor" : { type: "fv", value: [] },

		"directionalLightDirection" : { type: "fv", value: [] },
		"directionalLightColor" : { type: "fv", value: [] },

		"hemisphereLightDirection" : { type: "fv", value: [] },
		"hemisphereLightSkyColor" : { type: "fv", value: [] },
		"hemisphereLightGroundColor" : { type: "fv", value: [] },

		"pointLightColor" : { type: "fv", value: [] },
		"pointLightPosition" : { type: "fv", value: [] },
		"pointLightDistance" : { type: "fv1", value: [] },

		"spotLightColor" : { type: "fv", value: [] },
		"spotLightPosition" : { type: "fv", value: [] },
		"spotLightDirection" : { type: "fv", value: [] },
		"spotLightDistance" : { type: "fv1", value: [] },
		"spotLightAngleCos" : { type: "fv1", value: [] },
		"spotLightExponent" : { type: "fv1", value: [] }

	},

	particle: {

		"psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
		"opacity" : { type: "f", value: 1.0 },
		"size" : { type: "f", value: 1.0 },
		"scale" : { type: "f", value: 1.0 },
		"map" : { type: "t", value: null },

		"fogDensity" : { type: "f", value: 0.00025 },
		"fogNear" : { type: "f", value: 1 },
		"fogFar" : { type: "f", value: 2000 },
		"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }

	},

	shadowmap: {

		"shadowMap": { type: "tv", value: [] },
		"shadowMapSize": { type: "v2v", value: [] },

		"shadowBias" : { type: "fv1", value: [] },
		"shadowDarkness": { type: "fv1", value: [] },

		"shadowMatrix" : { type: "m4v", value: [] }

	}

};

THREE.ShaderLib = {

	'basic': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "shadowmap" ]

		] ),

		vertexShader: [

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],

				"#ifdef USE_ENVMAP",

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

				"#endif",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],
				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'lambert': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{
				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
			}

		] ),

		vertexShader: [

			"#define LAMBERT",

			"varying vec3 vLightFront;",

			"#ifdef DOUBLE_SIDED",

				"varying vec3 vLightBack;",

			"#endif",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "lights_lambert_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float opacity;",

			"varying vec3 vLightFront;",

			"#ifdef DOUBLE_SIDED",

				"varying vec3 vLightBack;",

			"#endif",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",

				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],

				"#ifdef DOUBLE_SIDED",

					//"float isFront = float( gl_FrontFacing );",
					//"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",

					"if ( gl_FrontFacing )",
						"gl_FragColor.xyz *= vLightFront;",
					"else",
						"gl_FragColor.xyz *= vLightBack;",

				"#else",

					"gl_FragColor.xyz *= vLightFront;",

				"#endif",

				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'phong': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "bump" ],
			THREE.UniformsLib[ "normalmap" ],
			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{
				"ambient"  : { type: "c", value: new THREE.Color( 0xffffff ) },
				"emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
				"specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
				"shininess": { type: "f", value: 30 },
				"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
			}

		] ),

		vertexShader: [

			"#define PHONG",

			"varying vec3 vViewPosition;",
			"varying vec3 vNormal;",

			THREE.ShaderChunk[ "map_pars_vertex" ],
			THREE.ShaderChunk[ "lightmap_pars_vertex" ],
			THREE.ShaderChunk[ "envmap_pars_vertex" ],
			THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "map_vertex" ],
				THREE.ShaderChunk[ "lightmap_vertex" ],
				THREE.ShaderChunk[ "color_vertex" ],

				THREE.ShaderChunk[ "morphnormal_vertex" ],
				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],
				THREE.ShaderChunk[ "defaultnormal_vertex" ],

				"vNormal = normalize( transformedNormal );",

				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

				"vViewPosition = -mvPosition.xyz;",

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "envmap_vertex" ],
				THREE.ShaderChunk[ "lights_phong_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			"uniform vec3 ambient;",
			"uniform vec3 emissive;",
			"uniform vec3 specular;",
			"uniform float shininess;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_pars_fragment" ],
			THREE.ShaderChunk[ "lightmap_pars_fragment" ],
			THREE.ShaderChunk[ "envmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
			THREE.ShaderChunk[ "normalmap_pars_fragment" ],
			THREE.ShaderChunk[ "specularmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",

				THREE.ShaderChunk[ "map_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "specularmap_fragment" ],

				THREE.ShaderChunk[ "lights_phong_fragment" ],

				THREE.ShaderChunk[ "lightmap_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "envmap_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],

				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],

				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'particle_basic': {

		uniforms:  THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "particle" ],
			THREE.UniformsLib[ "shadowmap" ]

		] ),

		vertexShader: [

			"uniform float size;",
			"uniform float scale;",

			THREE.ShaderChunk[ "color_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "color_vertex" ],

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",

				"#ifdef USE_SIZEATTENUATION",
					"gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
				"#else",
					"gl_PointSize = size;",
				"#endif",

				"gl_Position = projectionMatrix * mvPosition;",

				THREE.ShaderChunk[ "worldpos_vertex" ],
				THREE.ShaderChunk[ "shadowmap_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 psColor;",
			"uniform float opacity;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "map_particle_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],
			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( psColor, opacity );",

				THREE.ShaderChunk[ "map_particle_fragment" ],
				THREE.ShaderChunk[ "alphatest_fragment" ],
				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "shadowmap_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'dashed': {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "common" ],
			THREE.UniformsLib[ "fog" ],

			{
				"scale":     { type: "f", value: 1 },
				"dashSize":  { type: "f", value: 1 },
				"totalSize": { type: "f", value: 2 }
			}

		] ),

		vertexShader: [

			"uniform float scale;",
			"attribute float lineDistance;",

			"varying float vLineDistance;",

			THREE.ShaderChunk[ "color_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "color_vertex" ],

				"vLineDistance = scale * lineDistance;",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform vec3 diffuse;",
			"uniform float opacity;",

			"uniform float dashSize;",
			"uniform float totalSize;",

			"varying float vLineDistance;",

			THREE.ShaderChunk[ "color_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],

			"void main() {",

				"if ( mod( vLineDistance, totalSize ) > dashSize ) {",

					"discard;",

				"}",

				"gl_FragColor = vec4( diffuse, opacity );",

				THREE.ShaderChunk[ "color_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n")

	},

	'depth': {

		uniforms: {

			"mNear": { type: "f", value: 1.0 },
			"mFar" : { type: "f", value: 2000.0 },
			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [

			"void main() {",

				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float mNear;",
			"uniform float mFar;",
			"uniform float opacity;",

			"void main() {",

				"float depth = gl_FragCoord.z / gl_FragCoord.w;",
				"float color = 1.0 - smoothstep( mNear, mFar, depth );",
				"gl_FragColor = vec4( vec3( color ), opacity );",

			"}"

		].join("\n")

	},

	'normal': {

		uniforms: {

			"opacity" : { type: "f", value: 1.0 }

		},

		vertexShader: [

			"varying vec3 vNormal;",

			"void main() {",

				"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
				"vNormal = normalize( normalMatrix * normal );",

				"gl_Position = projectionMatrix * mvPosition;",

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform float opacity;",
			"varying vec3 vNormal;",

			"void main() {",

				"gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",

			"}"

		].join("\n")

	},

	/* -------------------------------------------------------------------------
	//	Normal map shader
	//		- Blinn-Phong
	//		- normal + diffuse + specular + AO + displacement + reflection + shadow maps
	//		- point and directional lights (use with "lights: true" material option)
	 ------------------------------------------------------------------------- */

	'normalmap' : {

		uniforms: THREE.UniformsUtils.merge( [

			THREE.UniformsLib[ "fog" ],
			THREE.UniformsLib[ "lights" ],
			THREE.UniformsLib[ "shadowmap" ],

			{

			"enableAO"		  : { type: "i", value: 0 },
			"enableDiffuse"	  : { type: "i", value: 0 },
			"enableSpecular"  : { type: "i", value: 0 },
			"enableReflection": { type: "i", value: 0 },
			"enableDisplacement": { type: "i", value: 0 },

			"tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
			"tDiffuse"	   : { type: "t", value: null },
			"tCube"		   : { type: "t", value: null },
			"tNormal"	   : { type: "t", value: null },
			"tSpecular"	   : { type: "t", value: null },
			"tAO"		   : { type: "t", value: null },

			"uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },

			"uDisplacementBias": { type: "f", value: 0.0 },
			"uDisplacementScale": { type: "f", value: 1.0 },

			"uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
			"uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
			"uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
			"uShininess": { type: "f", value: 30 },
			"uOpacity": { type: "f", value: 1 },

			"useRefract": { type: "i", value: 0 },
			"uRefractionRatio": { type: "f", value: 0.98 },
			"uReflectivity": { type: "f", value: 0.5 },

			"uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
			"uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },

			"wrapRGB"  : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }

			}

		] ),

		fragmentShader: [

			"uniform vec3 uAmbientColor;",
			"uniform vec3 uDiffuseColor;",
			"uniform vec3 uSpecularColor;",
			"uniform float uShininess;",
			"uniform float uOpacity;",

			"uniform bool enableDiffuse;",
			"uniform bool enableSpecular;",
			"uniform bool enableAO;",
			"uniform bool enableReflection;",

			"uniform sampler2D tDiffuse;",
			"uniform sampler2D tNormal;",
			"uniform sampler2D tSpecular;",
			"uniform sampler2D tAO;",

			"uniform samplerCube tCube;",

			"uniform vec2 uNormalScale;",

			"uniform bool useRefract;",
			"uniform float uRefractionRatio;",
			"uniform float uReflectivity;",

			"varying vec3 vTangent;",
			"varying vec3 vBinormal;",
			"varying vec3 vNormal;",
			"varying vec2 vUv;",

			"uniform vec3 ambientLightColor;",

			"#if MAX_DIR_LIGHTS > 0",

				"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
				"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",

			"#endif",

			"#if MAX_HEMI_LIGHTS > 0",

				"uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
				"uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
				"uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",

			"#endif",

			"#if MAX_POINT_LIGHTS > 0",

				"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
				"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
				"uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",

			"#endif",

			"#if MAX_SPOT_LIGHTS > 0",

				"uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
				"uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
				"uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
				"uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
				"uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
				"uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",

			"#endif",

			"#ifdef WRAP_AROUND",

				"uniform vec3 wrapRGB;",

			"#endif",

			"varying vec3 vWorldPosition;",
			"varying vec3 vViewPosition;",

			THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
			THREE.ShaderChunk[ "fog_pars_fragment" ],

			"void main() {",

				"gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",

				"vec3 specularTex = vec3( 1.0 );",

				"vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
				"normalTex.xy *= uNormalScale;",
				"normalTex = normalize( normalTex );",

				"if( enableDiffuse ) {",

					"#ifdef GAMMA_INPUT",

						"vec4 texelColor = texture2D( tDiffuse, vUv );",
						"texelColor.xyz *= texelColor.xyz;",

						"gl_FragColor = gl_FragColor * texelColor;",

					"#else",

						"gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",

					"#endif",

				"}",

				"if( enableAO ) {",

					"#ifdef GAMMA_INPUT",

						"vec4 aoColor = texture2D( tAO, vUv );",
						"aoColor.xyz *= aoColor.xyz;",

						"gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",

					"#else",

						"gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",

					"#endif",

				"}",

				"if( enableSpecular )",
					"specularTex = texture2D( tSpecular, vUv ).xyz;",

				"mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
				"vec3 finalNormal = tsb * normalTex;",

				"#ifdef FLIP_SIDED",

					"finalNormal = -finalNormal;",

				"#endif",

				"vec3 normal = normalize( finalNormal );",
				"vec3 viewPosition = normalize( vViewPosition );",

				// point lights

				"#if MAX_POINT_LIGHTS > 0",

					"vec3 pointDiffuse = vec3( 0.0 );",
					"vec3 pointSpecular = vec3( 0.0 );",

					"for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",

						"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
						"vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",

						"float pointDistance = 1.0;",
						"if ( pointLightDistance[ i ] > 0.0 )",
							"pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",

						"pointVector = normalize( pointVector );",

						// diffuse

						"#ifdef WRAP_AROUND",

							"float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
							"float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",

							"vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",

						"#else",

							"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",

						"#endif",

						"pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",

						// specular

						"vec3 pointHalfVector = normalize( pointVector + viewPosition );",
						"float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
						"float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",

						"#ifdef PHYSICALLY_BASED_SHADING",

							// 2.0 => 2.0001 is hack to work around ANGLE bug

							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
							"pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",

						"#else",

							"pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",

						"#endif",

					"}",

				"#endif",

				// spot lights

				"#if MAX_SPOT_LIGHTS > 0",

					"vec3 spotDiffuse = vec3( 0.0 );",
					"vec3 spotSpecular = vec3( 0.0 );",

					"for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",

						"vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
						"vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",

						"float spotDistance = 1.0;",
						"if ( spotLightDistance[ i ] > 0.0 )",
							"spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",

						"spotVector = normalize( spotVector );",

						"float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",

						"if ( spotEffect > spotLightAngleCos[ i ] ) {",

							"spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",

							// diffuse

							"#ifdef WRAP_AROUND",

								"float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
								"float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",

								"vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",

							"#else",

								"float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",

							"#endif",

							"spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",

							// specular

							"vec3 spotHalfVector = normalize( spotVector + viewPosition );",
							"float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
							"float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",

							"#ifdef PHYSICALLY_BASED_SHADING",

								// 2.0 => 2.0001 is hack to work around ANGLE bug

								"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

								"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
								"spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",

							"#else",

								"spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",

							"#endif",

						"}",

					"}",

				"#endif",

				// directional lights

				"#if MAX_DIR_LIGHTS > 0",

					"vec3 dirDiffuse = vec3( 0.0 );",
					"vec3 dirSpecular = vec3( 0.0 );",

					"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",

						"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
						"vec3 dirVector = normalize( lDirection.xyz );",

						// diffuse

						"#ifdef WRAP_AROUND",

							"float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
							"float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",

							"vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",

						"#else",

							"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",

						"#endif",

						"dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",

						// specular

						"vec3 dirHalfVector = normalize( dirVector + viewPosition );",
						"float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
						"float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",

						"#ifdef PHYSICALLY_BASED_SHADING",

							// 2.0 => 2.0001 is hack to work around ANGLE bug

							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

							"vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
							"dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",

						"#else",

							"dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",

						"#endif",

					"}",

				"#endif",

				// hemisphere lights

				"#if MAX_HEMI_LIGHTS > 0",

					"vec3 hemiDiffuse  = vec3( 0.0 );",
					"vec3 hemiSpecular = vec3( 0.0 );" ,

					"for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",

						"vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
						"vec3 lVector = normalize( lDirection.xyz );",

						// diffuse

						"float dotProduct = dot( normal, lVector );",
						"float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",

						"vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",

						"hemiDiffuse += uDiffuseColor * hemiColor;",

						// specular (sky light)


						"vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
						"float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
						"float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",

						// specular (ground light)

						"vec3 lVectorGround = -lVector;",

						"vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
						"float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
						"float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",

						"#ifdef PHYSICALLY_BASED_SHADING",

							"float dotProductGround = dot( normal, lVectorGround );",

							// 2.0 => 2.0001 is hack to work around ANGLE bug

							"float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",

							"vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
							"vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
							"hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",

						"#else",

							"hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",

						"#endif",

					"}",

				"#endif",

				// all lights contribution summation

				"vec3 totalDiffuse = vec3( 0.0 );",
				"vec3 totalSpecular = vec3( 0.0 );",

				"#if MAX_DIR_LIGHTS > 0",

					"totalDiffuse += dirDiffuse;",
					"totalSpecular += dirSpecular;",

				"#endif",

				"#if MAX_HEMI_LIGHTS > 0",

					"totalDiffuse += hemiDiffuse;",
					"totalSpecular += hemiSpecular;",

				"#endif",

				"#if MAX_POINT_LIGHTS > 0",

					"totalDiffuse += pointDiffuse;",
					"totalSpecular += pointSpecular;",

				"#endif",

				"#if MAX_SPOT_LIGHTS > 0",

					"totalDiffuse += spotDiffuse;",
					"totalSpecular += spotSpecular;",

				"#endif",

				"#ifdef METAL",

					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",

				"#else",

					"gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",

				"#endif",

				"if ( enableReflection ) {",

					"vec3 vReflect;",
					"vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",

					"if ( useRefract ) {",

						"vReflect = refract( cameraToVertex, normal, uRefractionRatio );",

					"} else {",

						"vReflect = reflect( cameraToVertex, normal );",

					"}",

					"vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",

					"#ifdef GAMMA_INPUT",

						"cubeColor.xyz *= cubeColor.xyz;",

					"#endif",

					"gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",

				"}",

				THREE.ShaderChunk[ "shadowmap_fragment" ],
				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
				THREE.ShaderChunk[ "fog_fragment" ],

			"}"

		].join("\n"),

		vertexShader: [

			"attribute vec4 tangent;",

			"uniform vec2 uOffset;",
			"uniform vec2 uRepeat;",

			"uniform bool enableDisplacement;",

			"#ifdef VERTEX_TEXTURES",

				"uniform sampler2D tDisplacement;",
				"uniform float uDisplacementScale;",
				"uniform float uDisplacementBias;",

			"#endif",

			"varying vec3 vTangent;",
			"varying vec3 vBinormal;",
			"varying vec3 vNormal;",
			"varying vec2 vUv;",

			"varying vec3 vWorldPosition;",
			"varying vec3 vViewPosition;",

			THREE.ShaderChunk[ "skinning_pars_vertex" ],
			THREE.ShaderChunk[ "shadowmap_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "skinnormal_vertex" ],

				// normal, tangent and binormal vectors

				"#ifdef USE_SKINNING",

					"vNormal = normalize( normalMatrix * skinnedNormal.xyz );",

					"vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
					"vTangent = normalize( normalMatrix * skinnedTangent.xyz );",

				"#else",

					"vNormal = normalize( normalMatrix * normal );",
					"vTangent = normalize( normalMatrix * tangent.xyz );",

				"#endif",

				"vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",

				"vUv = uv * uRepeat + uOffset;",

				// displacement mapping

				"vec3 displacedPosition;",

				"#ifdef VERTEX_TEXTURES",

					"if ( enableDisplacement ) {",

						"vec3 dv = texture2D( tDisplacement, uv ).xyz;",
						"float df = uDisplacementScale * dv.x + uDisplacementBias;",
						"displacedPosition = position + normalize( normal ) * df;",

					"} else {",

						"#ifdef USE_SKINNING",

							"vec4 skinVertex = vec4( position, 1.0 );",

							"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
							"skinned 	  += boneMatY * skinVertex * skinWeight.y;",

							"displacedPosition  = skinned.xyz;",

						"#else",

							"displacedPosition = position;",

						"#endif",

					"}",

				"#else",

					"#ifdef USE_SKINNING",

						"vec4 skinVertex = vec4( position, 1.0 );",

						"vec4 skinned  = boneMatX * skinVertex * skinWeight.x;",
						"skinned 	  += boneMatY * skinVertex * skinWeight.y;",

						"displacedPosition  = skinned.xyz;",

					"#else",

						"displacedPosition = position;",

					"#endif",

				"#endif",

				//

				"vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
				"vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",

				"gl_Position = projectionMatrix * mvPosition;",

				//

				"vWorldPosition = worldPosition.xyz;",
				"vViewPosition = -mvPosition.xyz;",

				// shadows

				"#ifdef USE_SHADOWMAP",

					"for( int i = 0; i < MAX_SHADOWS; i ++ ) {",

						"vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",

					"}",

				"#endif",

			"}"

		].join("\n")

	},

	/* -------------------------------------------------------------------------
	//	Cube map shader
	 ------------------------------------------------------------------------- */

	'cube': {

		uniforms: { "tCube": { type: "t", value: null },
					"tFlip": { type: "f", value: -1 } },

		vertexShader: [

			"varying vec3 vWorldPosition;",

			"void main() {",

				"vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
				"vWorldPosition = worldPosition.xyz;",

				"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",

			"}"

		].join("\n"),

		fragmentShader: [

			"uniform samplerCube tCube;",
			"uniform float tFlip;",

			"varying vec3 vWorldPosition;",

			"void main() {",

				"gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",

			"}"

		].join("\n")

	},

	// Depth encoding into RGBA texture
	// 	based on SpiderGL shadow map example
	// 		http://spidergl.org/example.php?id=6
	// 	originally from
	//		http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
	// 	see also here:
	//		http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/

	'depthRGBA': {

		uniforms: {},

		vertexShader: [

			THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
			THREE.ShaderChunk[ "skinning_pars_vertex" ],

			"void main() {",

				THREE.ShaderChunk[ "skinbase_vertex" ],
				THREE.ShaderChunk[ "morphtarget_vertex" ],
				THREE.ShaderChunk[ "skinning_vertex" ],
				THREE.ShaderChunk[ "default_vertex" ],

			"}"

		].join("\n"),

		fragmentShader: [

			"vec4 pack_depth( const in float depth ) {",

				"const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
				"const vec4 bit_mask  = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
				"vec4 res = fract( depth * bit_shift );",
				"res -= res.xxyz * bit_mask;",
				"return res;",

			"}",

			"void main() {",

				"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",

				//"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
				//"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
				//"gl_FragData[ 0 ] = pack_depth( z );",
				//"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",

			"}"

		].join("\n")

	}

};
/**
 * @author supereggbert / http://www.paulbrunt.co.uk/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author szimek / https://github.com/szimek/
 */

THREE.WebGLRenderer = function ( parameters ) {

	console.log( 'THREE.WebGLRenderer', THREE.REVISION );

	parameters = parameters || {};

	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),

	_precision = parameters.precision !== undefined ? parameters.precision : 'highp',

	_alpha = parameters.alpha !== undefined ? parameters.alpha : true,
	_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
	_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
	_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
	_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,

	_clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
	_clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;

	// public properties

	this.domElement = _canvas;
	this.context = null;
	this.devicePixelRatio = parameters.devicePixelRatio !== undefined
				? parameters.devicePixelRatio
				: window.devicePixelRatio !== undefined
					? window.devicePixelRatio
					: 1;

	// clearing

	this.autoClear = true;
	this.autoClearColor = true;
	this.autoClearDepth = true;
	this.autoClearStencil = true;

	// scene graph

	this.sortObjects = true;

	this.autoUpdateObjects = true;
	this.autoUpdateScene = true;

	// physically based shading

	this.gammaInput = false;
	this.gammaOutput = false;
	this.physicallyBasedShading = false;

	// shadow map

	this.shadowMapEnabled = false;
	this.shadowMapAutoUpdate = true;
	this.shadowMapType = THREE.PCFShadowMap;
	this.shadowMapCullFace = THREE.CullFaceFront;
	this.shadowMapDebug = false;
	this.shadowMapCascade = false;

	// morphs

	this.maxMorphTargets = 8;
	this.maxMorphNormals = 4;

	// flags

	this.autoScaleCubemaps = true;

	// custom render plugins

	this.renderPluginsPre = [];
	this.renderPluginsPost = [];

	// info

	this.info = {

		memory: {

			programs: 0,
			geometries: 0,
			textures: 0

		},

		render: {

			calls: 0,
			vertices: 0,
			faces: 0,
			points: 0

		}

	};

	// internal properties

	var _this = this,

	_programs = [],
	_programs_counter = 0,

	// internal state cache

	_currentProgram = null,
	_currentFramebuffer = null,
	_currentMaterialId = -1,
	_currentGeometryGroupHash = null,
	_currentCamera = null,
	_geometryGroupCounter = 0,

	_usedTextureUnits = 0,

	// GL state cache

	_oldDoubleSided = -1,
	_oldFlipSided = -1,

	_oldBlending = -1,

	_oldBlendEquation = -1,
	_oldBlendSrc = -1,
	_oldBlendDst = -1,

	_oldDepthTest = -1,
	_oldDepthWrite = -1,

	_oldPolygonOffset = null,
	_oldPolygonOffsetFactor = null,
	_oldPolygonOffsetUnits = null,

	_oldLineWidth = null,

	_viewportX = 0,
	_viewportY = 0,
	_viewportWidth = 0,
	_viewportHeight = 0,
	_currentWidth = 0,
	_currentHeight = 0,

	_enabledAttributes = {},

	// frustum

	_frustum = new THREE.Frustum(),

	 // camera matrices cache

	_projScreenMatrix = new THREE.Matrix4(),
	_projScreenMatrixPS = new THREE.Matrix4(),

	_vector3 = new THREE.Vector3(),

	// light arrays cache

	_direction = new THREE.Vector3(),

	_lightsNeedUpdate = true,

	_lights = {

		ambient: [ 0, 0, 0 ],
		directional: { length: 0, colors: new Array(), positions: new Array() },
		point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
		spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
		hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }

	};

	// initialize

	var _gl;

	var _glExtensionTextureFloat;
	var _glExtensionStandardDerivatives;
	var _glExtensionTextureFilterAnisotropic;
	var _glExtensionCompressedTextureS3TC;

	initGL();

	setDefaultGLState();

	this.context = _gl;

	// GPU capabilities

	var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
	var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
	var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
	var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );

	var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;

	var _supportsVertexTextures = ( _maxVertexTextures > 0 );
	var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;

	var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];

	//

	var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
	var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
	var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );

	var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
	var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
	var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );

	var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
	var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
	var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );

	var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
	var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
	var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );

	// clamp precision to maximum available

	var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
	var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;

	if ( _precision === "highp" && ! highpAvailable ) {

		if ( mediumpAvailable ) {

			_precision = "mediump";
			console.warn( "WebGLRenderer: highp not supported, using mediump" );

		} else {

			_precision = "lowp";
			console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );

		}

	}

	if ( _precision === "mediump" && ! mediumpAvailable ) {

		_precision = "lowp";
		console.warn( "WebGLRenderer: mediump not supported, using lowp" );

	}

	// API

	this.getContext = function () {

		return _gl;

	};

	this.supportsVertexTextures = function () {

		return _supportsVertexTextures;

	};

	this.supportsFloatTextures = function () {

		return _glExtensionTextureFloat;

	};
	
	this.supportsStandardDerivatives = function () {

		return _glExtensionStandardDerivatives;

	};
	
	this.supportsCompressedTextureS3TC = function () {

		return _glExtensionCompressedTextureS3TC;

	};
	
	this.getMaxAnisotropy  = function () {

		return _maxAnisotropy;

	};

	this.getPrecision = function () {

		return _precision;

	};

	this.setSize = function ( width, height ) {

		_canvas.width = width * this.devicePixelRatio;
		_canvas.height = height * this.devicePixelRatio;

		_canvas.style.width = width + 'px';
		_canvas.style.height = height + 'px';

		this.setViewport( 0, 0, _canvas.width, _canvas.height );

	};

	this.setViewport = function ( x, y, width, height ) {

		_viewportX = x !== undefined ? x : 0;
		_viewportY = y !== undefined ? y : 0;

		_viewportWidth = width !== undefined ? width : _canvas.width;
		_viewportHeight = height !== undefined ? height : _canvas.height;

		_gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );

	};

	this.setScissor = function ( x, y, width, height ) {

		_gl.scissor( x, y, width, height );

	};

	this.enableScissorTest = function ( enable ) {

		enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );

	};

	// Clearing

	this.setClearColorHex = function ( hex, alpha ) {

		_clearColor.setHex( hex );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	this.setClearColor = function ( color, alpha ) {

		_clearColor.copy( color );
		_clearAlpha = alpha;

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	this.getClearColor = function () {

		return _clearColor;

	};

	this.getClearAlpha = function () {

		return _clearAlpha;

	};

	this.clear = function ( color, depth, stencil ) {

		var bits = 0;

		if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
		if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
		if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

		_gl.clear( bits );

	};

	this.clearTarget = function ( renderTarget, color, depth, stencil ) {

		this.setRenderTarget( renderTarget );
		this.clear( color, depth, stencil );

	};

	// Plugins

	this.addPostPlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPost.push( plugin );

	};

	this.addPrePlugin = function ( plugin ) {

		plugin.init( this );
		this.renderPluginsPre.push( plugin );

	};

	// Rendering

	this.updateShadowMap = function ( scene, camera ) {

		_currentProgram = null;
		_oldBlending = -1;
		_oldDepthTest = -1;
		_oldDepthWrite = -1;
		_currentGeometryGroupHash = -1;
		_currentMaterialId = -1;
		_lightsNeedUpdate = true;
		_oldDoubleSided = -1;
		_oldFlipSided = -1;

		this.shadowMapPlugin.update( scene, camera );

	};

	// Internal functions

	// Buffer allocation

	function createParticleBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createLineBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
		geometry.__webglLineDistanceBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createRibbonBuffers ( geometry ) {

		geometry.__webglVertexBuffer = _gl.createBuffer();
		geometry.__webglColorBuffer = _gl.createBuffer();
		geometry.__webglNormalBuffer = _gl.createBuffer();

		_this.info.memory.geometries ++;

	};

	function createMeshBuffers ( geometryGroup ) {

		geometryGroup.__webglVertexBuffer = _gl.createBuffer();
		geometryGroup.__webglNormalBuffer = _gl.createBuffer();
		geometryGroup.__webglTangentBuffer = _gl.createBuffer();
		geometryGroup.__webglColorBuffer = _gl.createBuffer();
		geometryGroup.__webglUVBuffer = _gl.createBuffer();
		geometryGroup.__webglUV2Buffer = _gl.createBuffer();

		geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
		geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();

		geometryGroup.__webglFaceBuffer = _gl.createBuffer();
		geometryGroup.__webglLineBuffer = _gl.createBuffer();

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__webglMorphTargetsBuffers = [];

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__webglMorphNormalsBuffers = [];

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );

			}

		}

		_this.info.memory.geometries ++;

	};

	// Events

	var onGeometryDispose = function ( event ) {

		var geometry = event.target;

		geometry.removeEventListener( 'dispose', onGeometryDispose );

		deallocateGeometry( geometry );

		_this.info.memory.geometries --;

	};

	var onTextureDispose = function ( event ) {

		var texture = event.target;

		texture.removeEventListener( 'dispose', onTextureDispose );

		deallocateTexture( texture );

		_this.info.memory.textures --;


	};

	var onRenderTargetDispose = function ( event ) {

		var renderTarget = event.target;

		renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

		deallocateRenderTarget( renderTarget );

		_this.info.memory.textures --;

	};

	var onMaterialDispose = function ( event ) {

		var material = event.target;

		material.removeEventListener( 'dispose', onMaterialDispose );

		deallocateMaterial( material );

	};

	// Buffer deallocation

	var deallocateGeometry = function ( geometry ) {

		geometry.__webglInit = undefined;

		if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
		if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
		if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
		if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
		if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
		if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );

		if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
		if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );

		if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
		if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );

		if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );

		// geometry groups

		if ( geometry.geometryGroups !== undefined ) {

			for ( var g in geometry.geometryGroups ) {

				var geometryGroup = geometry.geometryGroups[ g ];

				if ( geometryGroup.numMorphTargets !== undefined ) {

					for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

						_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

					}

				}

				if ( geometryGroup.numMorphNormals !== undefined ) {

					for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

						_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );

					}

				}

				deleteCustomAttributesBuffers( geometryGroup );

			}

		}

		deleteCustomAttributesBuffers( geometry );

	};

	var deallocateTexture = function ( texture ) {

		if ( texture.image && texture.image.__webglTextureCube ) {

			// cube texture

			_gl.deleteTexture( texture.image.__webglTextureCube );

		} else {

			// 2D texture

			if ( ! texture.__webglInit ) return;

			texture.__webglInit = false;
			_gl.deleteTexture( texture.__webglTexture );

		}

	};

	var deallocateRenderTarget = function ( renderTarget ) {

		if ( !renderTarget || ! renderTarget.__webglTexture ) return;

		_gl.deleteTexture( renderTarget.__webglTexture );

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			for ( var i = 0; i < 6; i ++ ) {

				_gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
				_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );

			}

		} else {

			_gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
			_gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );

		}

	};

	var deallocateMaterial = function ( material ) {

		var program = material.program;

		if ( program === undefined ) return;

		material.program = undefined;

		// only deallocate GL program if this was the last use of shared program
		// assumed there is only single copy of any program in the _programs list
		// (that's how it's constructed)

		var i, il, programInfo;
		var deleteProgram = false;

		for ( i = 0, il = _programs.length; i < il; i ++ ) {

			programInfo = _programs[ i ];

			if ( programInfo.program === program ) {

				programInfo.usedTimes --;

				if ( programInfo.usedTimes === 0 ) {

					deleteProgram = true;

				}

				break;

			}

		}

		if ( deleteProgram === true ) {

			// avoid using array.splice, this is costlier than creating new array from scratch

			var newPrograms = [];

			for ( i = 0, il = _programs.length; i < il; i ++ ) {

				programInfo = _programs[ i ];

				if ( programInfo.program !== program ) {

					newPrograms.push( programInfo );

				}

			}

			_programs = newPrograms;

			_gl.deleteProgram( program );

			_this.info.memory.programs --;

		}

	};

	//

	/*
	function deleteParticleBuffers ( geometry ) {

		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );

		deleteCustomAttributesBuffers( geometry );

		_this.info.memory.geometries --;

	};

	function deleteLineBuffers ( geometry ) {

		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
		_gl.deleteBuffer( geometry.__webglLineDistanceBuffer );

		deleteCustomAttributesBuffers( geometry );

		_this.info.memory.geometries --;

	};

	function deleteRibbonBuffers ( geometry ) {

		_gl.deleteBuffer( geometry.__webglVertexBuffer );
		_gl.deleteBuffer( geometry.__webglColorBuffer );
		_gl.deleteBuffer( geometry.__webglNormalBuffer );

		deleteCustomAttributesBuffers( geometry );

		_this.info.memory.geometries --;

	};

	function deleteMeshBuffers ( geometryGroup ) {

		_gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
		_gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
		_gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
		_gl.deleteBuffer( geometryGroup.__webglColorBuffer );
		_gl.deleteBuffer( geometryGroup.__webglUVBuffer );
		_gl.deleteBuffer( geometryGroup.__webglUV2Buffer );

		_gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
		_gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );

		_gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
		_gl.deleteBuffer( geometryGroup.__webglLineBuffer );

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				_gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				_gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );

			}

		}

		deleteCustomAttributesBuffers( geometryGroup );

		_this.info.memory.geometries --;

	};
	*/

	function deleteCustomAttributesBuffers( geometry ) {

		if ( geometry.__webglCustomAttributesList ) {

			for ( var id in geometry.__webglCustomAttributesList ) {

				_gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );

			}

		}

	};

	// Buffer initialization

	function initCustomAttributes ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		var material = object.material;

		if ( material.attributes ) {

			if ( geometry.__webglCustomAttributesList === undefined ) {

				geometry.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				var attribute = material.attributes[ a ];

				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

					attribute.__webglInitialized = true;

					var size = 1;		// "f" and "i"

					if ( attribute.type === "v2" ) size = 2;
					else if ( attribute.type === "v3" ) size = 3;
					else if ( attribute.type === "v4" ) size = 4;
					else if ( attribute.type === "c"  ) size = 3;

					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					attribute.needsUpdate = true;

				}

				geometry.__webglCustomAttributesList.push( attribute );

			}

		}

	};

	function initParticleBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );

		geometry.__sortArray = [];

		geometry.__webglParticleCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initLineBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
		geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );

		geometry.__webglLineCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initRibbonBuffers ( geometry, object ) {

		var nvertices = geometry.vertices.length;

		geometry.__vertexArray = new Float32Array( nvertices * 3 );
		geometry.__colorArray = new Float32Array( nvertices * 3 );
		geometry.__normalArray = new Float32Array( nvertices * 3 );

		geometry.__webglVertexCount = nvertices;

		initCustomAttributes ( geometry, object );

	};

	function initMeshBuffers ( geometryGroup, object ) {

		var geometry = object.geometry,
			faces3 = geometryGroup.faces3,
			faces4 = geometryGroup.faces4,

			nvertices = faces3.length * 3 + faces4.length * 4,
			ntris     = faces3.length * 1 + faces4.length * 2,
			nlines    = faces3.length * 3 + faces4.length * 4,

			material = getBufferMaterial( object, geometryGroup ),

			uvType = bufferGuessUVType( material ),
			normalType = bufferGuessNormalType( material ),
			vertexColorType = bufferGuessVertexColorType( material );

		//console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );

		geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );

		if ( normalType ) {

			geometryGroup.__normalArray = new Float32Array( nvertices * 3 );

		}

		if ( geometry.hasTangents ) {

			geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );

		}

		if ( vertexColorType ) {

			geometryGroup.__colorArray = new Float32Array( nvertices * 3 );

		}

		if ( uvType ) {

			if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {

				geometryGroup.__uvArray = new Float32Array( nvertices * 2 );

			}

			if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {

				geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );

			}

		}

		if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {

			geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
			geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );

		}

		geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
		geometryGroup.__lineArray = new Uint16Array( nlines * 2 );

		var m, ml;

		if ( geometryGroup.numMorphTargets ) {

			geometryGroup.__morphTargetsArrays = [];

			for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {

				geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );

			}

		}

		if ( geometryGroup.numMorphNormals ) {

			geometryGroup.__morphNormalsArrays = [];

			for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {

				geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );

			}

		}

		geometryGroup.__webglFaceCount = ntris * 3;
		geometryGroup.__webglLineCount = nlines * 2;


		// custom attributes

		if ( material.attributes ) {

			if ( geometryGroup.__webglCustomAttributesList === undefined ) {

				geometryGroup.__webglCustomAttributesList = [];

			}

			for ( var a in material.attributes ) {

				// Do a shallow copy of the attribute object so different geometryGroup chunks use different
				// attribute buffers which are correctly indexed in the setMeshBuffers function

				var originalAttribute = material.attributes[ a ];

				var attribute = {};

				for ( var property in originalAttribute ) {

					attribute[ property ] = originalAttribute[ property ];

				}

				if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {

					attribute.__webglInitialized = true;

					var size = 1;		// "f" and "i"

					if( attribute.type === "v2" ) size = 2;
					else if( attribute.type === "v3" ) size = 3;
					else if( attribute.type === "v4" ) size = 4;
					else if( attribute.type === "c"  ) size = 3;

					attribute.size = size;

					attribute.array = new Float32Array( nvertices * size );

					attribute.buffer = _gl.createBuffer();
					attribute.buffer.belongsToAttribute = a;

					originalAttribute.needsUpdate = true;
					attribute.__original = originalAttribute;

				}

				geometryGroup.__webglCustomAttributesList.push( attribute );

			}

		}

		geometryGroup.__inittedArrays = true;

	};

	function getBufferMaterial( object, geometryGroup ) {

		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ geometryGroup.materialIndex ]
			: object.material;

	};

	function materialNeedsSmoothNormals ( material ) {

		return material && material.shading !== undefined && material.shading === THREE.SmoothShading;

	};

	function bufferGuessNormalType ( material ) {

		// only MeshBasicMaterial and MeshDepthMaterial don't need normals

		if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {

			return false;

		}

		if ( materialNeedsSmoothNormals( material ) ) {

			return THREE.SmoothShading;

		} else {

			return THREE.FlatShading;

		}

	};

	function bufferGuessVertexColorType ( material ) {

		if ( material.vertexColors ) {

			return material.vertexColors;

		}

		return false;

	};

	function bufferGuessUVType ( material ) {

		// material must use some texture to require uvs

		if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {

			return true;

		}

		return false;

	};

	//

	function initDirectBuffers( geometry ) {

		var a, attribute, type;

		for ( a in geometry.attributes ) {

			if ( a === "index" ) {

				type = _gl.ELEMENT_ARRAY_BUFFER;

			} else {

				type = _gl.ARRAY_BUFFER;

			}

			attribute = geometry.attributes[ a ];

			attribute.buffer = _gl.createBuffer();

			_gl.bindBuffer( type, attribute.buffer );
			_gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );

		}

	};

	// Buffer setting

	function setParticleBuffers ( geometry, hint, object ) {

		var v, c, vertex, offset, index, color,

		vertices = geometry.vertices,
		vl = vertices.length,

		colors = geometry.colors,
		cl = colors.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,

		sortArray = geometry.__sortArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,
		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( object.sortParticles ) {

			_projScreenMatrixPS.copy( _projScreenMatrix );
			_projScreenMatrixPS.multiply( object.matrixWorld );

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				_vector3.copy( vertex );
				_vector3.applyProjection( _projScreenMatrixPS );

				sortArray[ v ] = [ _vector3.z, v ];

			}

			sortArray.sort( numericalSort );

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ sortArray[v][1] ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			for ( c = 0; c < cl; c ++ ) {

				offset = c * 3;

				color = colors[ sortArray[c][1] ];

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			if ( customAttributes ) {

				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

					customAttribute = customAttributes[ i ];

					if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							customAttribute.array[ ca ] = customAttribute.value[ index ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ]     = value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								index = sortArray[ ca ][ 1 ];

								value = customAttribute.value[ index ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							index = sortArray[ ca ][ 1 ];

							value = customAttribute.value[ index ];

							customAttribute.array[ offset ]      = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

				}

			}

		} else {

			if ( dirtyVertices ) {

				for ( v = 0; v < vl; v ++ ) {

					vertex = vertices[ v ];

					offset = v * 3;

					vertexArray[ offset ]     = vertex.x;
					vertexArray[ offset + 1 ] = vertex.y;
					vertexArray[ offset + 2 ] = vertex.z;

				}

			}

			if ( dirtyColors ) {

				for ( c = 0; c < cl; c ++ ) {

					color = colors[ c ];

					offset = c * 3;

					colorArray[ offset ]     = color.r;
					colorArray[ offset + 1 ] = color.g;
					colorArray[ offset + 2 ] = color.b;

				}

			}

			if ( customAttributes ) {

				for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

					customAttribute = customAttributes[ i ];

					if ( customAttribute.needsUpdate &&
						 ( customAttribute.boundTo === undefined ||
						   customAttribute.boundTo === "vertices") ) {

						cal = customAttribute.value.length;

						offset = 0;

						if ( customAttribute.size === 1 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								customAttribute.array[ ca ] = customAttribute.value[ ca ];

							}

						} else if ( customAttribute.size === 2 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;

								offset += 2;

							}

						} else if ( customAttribute.size === 3 ) {

							if ( customAttribute.type === "c" ) {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.r;
									customAttribute.array[ offset + 1 ] = value.g;
									customAttribute.array[ offset + 2 ] = value.b;

									offset += 3;

								}

							} else {

								for ( ca = 0; ca < cal; ca ++ ) {

									value = customAttribute.value[ ca ];

									customAttribute.array[ offset ] 	= value.x;
									customAttribute.array[ offset + 1 ] = value.y;
									customAttribute.array[ offset + 2 ] = value.z;

									offset += 3;

								}

							}

						} else if ( customAttribute.size === 4 ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ]      = value.x;
								customAttribute.array[ offset + 1  ] = value.y;
								customAttribute.array[ offset + 2  ] = value.z;
								customAttribute.array[ offset + 3  ] = value.w;

								offset += 4;

							}

						}

					}

				}

			}

		}

		if ( dirtyVertices || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors || object.sortParticles ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( customAttributes ) {

			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate || object.sortParticles ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

				}

			}

		}


	};

	function setLineBuffers ( geometry, hint ) {

		var v, c, d, vertex, offset, color,

		vertices = geometry.vertices,
		colors = geometry.colors,
		lineDistances = geometry.lineDistances,

		vl = vertices.length,
		cl = colors.length,
		dl = lineDistances.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
		lineDistanceArray = geometry.__lineDistanceArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyLineDistances = geometry.lineDistancesNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList,

		i, il,
		a, ca, cal, value,
		customAttribute;

		if ( dirtyVertices ) {

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

			for ( c = 0; c < cl; c ++ ) {

				color = colors[ c ];

				offset = c * 3;

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( dirtyLineDistances ) {

			for ( d = 0; d < dl; d ++ ) {

				lineDistanceArray[ d ] = lineDistances[ d ];

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );

		}

		if ( customAttributes ) {

			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
					   customAttribute.boundTo === "vertices" ) ) {

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							customAttribute.array[ ca ] = customAttribute.value[ ca ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	 = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

				}

			}

		}

	};

	function setRibbonBuffers ( geometry, hint ) {

		var v, c, n, vertex, offset, color, normal,

		i, il, ca, cal, customAttribute, value,

		vertices = geometry.vertices,
		colors = geometry.colors,
		normals = geometry.normals,

		vl = vertices.length,
		cl = colors.length,
		nl = normals.length,

		vertexArray = geometry.__vertexArray,
		colorArray = geometry.__colorArray,
		normalArray = geometry.__normalArray,

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyNormals = geometry.normalsNeedUpdate,

		customAttributes = geometry.__webglCustomAttributesList;

		if ( dirtyVertices ) {

			for ( v = 0; v < vl; v ++ ) {

				vertex = vertices[ v ];

				offset = v * 3;

				vertexArray[ offset ]     = vertex.x;
				vertexArray[ offset + 1 ] = vertex.y;
				vertexArray[ offset + 2 ] = vertex.z;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyColors ) {

			for ( c = 0; c < cl; c ++ ) {

				color = colors[ c ];

				offset = c * 3;

				colorArray[ offset ]     = color.r;
				colorArray[ offset + 1 ] = color.g;
				colorArray[ offset + 2 ] = color.b;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

		}

		if ( dirtyNormals ) {

			for ( n = 0; n < nl; n ++ ) {

				normal = normals[ n ];

				offset = n * 3;

				normalArray[ offset ]     = normal.x;
				normalArray[ offset + 1 ] = normal.y;
				normalArray[ offset + 2 ] = normal.z;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

		}

		if ( customAttributes ) {

			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

				customAttribute = customAttributes[ i ];

				if ( customAttribute.needsUpdate &&
					 ( customAttribute.boundTo === undefined ||
					   customAttribute.boundTo === "vertices" ) ) {

					offset = 0;

					cal = customAttribute.value.length;

					if ( customAttribute.size === 1 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							customAttribute.array[ ca ] = customAttribute.value[ ca ];

						}

					} else if ( customAttribute.size === 2 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	= value.x;
							customAttribute.array[ offset + 1 ] = value.y;

							offset += 2;

						}

					} else if ( customAttribute.size === 3 ) {

						if ( customAttribute.type === "c" ) {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.r;
								customAttribute.array[ offset + 1 ] = value.g;
								customAttribute.array[ offset + 2 ] = value.b;

								offset += 3;

							}

						} else {

							for ( ca = 0; ca < cal; ca ++ ) {

								value = customAttribute.value[ ca ];

								customAttribute.array[ offset ] 	= value.x;
								customAttribute.array[ offset + 1 ] = value.y;
								customAttribute.array[ offset + 2 ] = value.z;

								offset += 3;

							}

						}

					} else if ( customAttribute.size === 4 ) {

						for ( ca = 0; ca < cal; ca ++ ) {

							value = customAttribute.value[ ca ];

							customAttribute.array[ offset ] 	 = value.x;
							customAttribute.array[ offset + 1  ] = value.y;
							customAttribute.array[ offset + 2  ] = value.z;
							customAttribute.array[ offset + 3  ] = value.w;

							offset += 4;

						}

					}

					_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
					_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

				}

			}

		}

	};

	function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {

		if ( ! geometryGroup.__inittedArrays ) {

			return;

		}

		var normalType = bufferGuessNormalType( material ),
		vertexColorType = bufferGuessVertexColorType( material ),
		uvType = bufferGuessUVType( material ),

		needsSmoothNormals = ( normalType === THREE.SmoothShading );

		var f, fl, fi, face,
		vertexNormals, faceNormal, normal,
		vertexColors, faceColor,
		vertexTangents,
		uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
		c1, c2, c3, c4,
		sw1, sw2, sw3, sw4,
		si1, si2, si3, si4,
		sa1, sa2, sa3, sa4,
		sb1, sb2, sb3, sb4,
		m, ml, i, il,
		vn, uvi, uv2i,
		vk, vkl, vka,
		nka, chf, faceVertexNormals,
		a,

		vertexIndex = 0,

		offset = 0,
		offset_uv = 0,
		offset_uv2 = 0,
		offset_face = 0,
		offset_normal = 0,
		offset_tangent = 0,
		offset_line = 0,
		offset_color = 0,
		offset_skin = 0,
		offset_morphTarget = 0,
		offset_custom = 0,
		offset_customSrc = 0,

		value,

		vertexArray = geometryGroup.__vertexArray,
		uvArray = geometryGroup.__uvArray,
		uv2Array = geometryGroup.__uv2Array,
		normalArray = geometryGroup.__normalArray,
		tangentArray = geometryGroup.__tangentArray,
		colorArray = geometryGroup.__colorArray,

		skinIndexArray = geometryGroup.__skinIndexArray,
		skinWeightArray = geometryGroup.__skinWeightArray,

		morphTargetsArrays = geometryGroup.__morphTargetsArrays,
		morphNormalsArrays = geometryGroup.__morphNormalsArrays,

		customAttributes = geometryGroup.__webglCustomAttributesList,
		customAttribute,

		faceArray = geometryGroup.__faceArray,
		lineArray = geometryGroup.__lineArray,

		geometry = object.geometry, // this is shared for all chunks

		dirtyVertices = geometry.verticesNeedUpdate,
		dirtyElements = geometry.elementsNeedUpdate,
		dirtyUvs = geometry.uvsNeedUpdate,
		dirtyNormals = geometry.normalsNeedUpdate,
		dirtyTangents = geometry.tangentsNeedUpdate,
		dirtyColors = geometry.colorsNeedUpdate,
		dirtyMorphTargets = geometry.morphTargetsNeedUpdate,

		vertices = geometry.vertices,
		chunk_faces3 = geometryGroup.faces3,
		chunk_faces4 = geometryGroup.faces4,
		obj_faces = geometry.faces,

		obj_uvs  = geometry.faceVertexUvs[ 0 ],
		obj_uvs2 = geometry.faceVertexUvs[ 1 ],

		obj_colors = geometry.colors,

		obj_skinIndices = geometry.skinIndices,
		obj_skinWeights = geometry.skinWeights,

		morphTargets = geometry.morphTargets,
		morphNormals = geometry.morphNormals;

		if ( dirtyVertices ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ] ];

				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];

				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;

				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;

				offset += 9;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				v1 = vertices[ face.a ];
				v2 = vertices[ face.b ];
				v3 = vertices[ face.c ];
				v4 = vertices[ face.d ];

				vertexArray[ offset ]     = v1.x;
				vertexArray[ offset + 1 ] = v1.y;
				vertexArray[ offset + 2 ] = v1.z;

				vertexArray[ offset + 3 ] = v2.x;
				vertexArray[ offset + 4 ] = v2.y;
				vertexArray[ offset + 5 ] = v2.z;

				vertexArray[ offset + 6 ] = v3.x;
				vertexArray[ offset + 7 ] = v3.y;
				vertexArray[ offset + 8 ] = v3.z;

				vertexArray[ offset + 9 ]  = v4.x;
				vertexArray[ offset + 10 ] = v4.y;
				vertexArray[ offset + 11 ] = v4.z;

				offset += 12;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );

		}

		if ( dirtyMorphTargets ) {

			for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {

				offset_morphTarget = 0;

				for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

					chf = chunk_faces3[ f ];
					face = obj_faces[ chf ];

					// morph positions

					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];

					vka = morphTargetsArrays[ vk ];

					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;

					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;

					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;

					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

					}

					//

					offset_morphTarget += 9;

				}

				for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

					chf = chunk_faces4[ f ];
					face = obj_faces[ chf ];

					// morph positions

					v1 = morphTargets[ vk ].vertices[ face.a ];
					v2 = morphTargets[ vk ].vertices[ face.b ];
					v3 = morphTargets[ vk ].vertices[ face.c ];
					v4 = morphTargets[ vk ].vertices[ face.d ];

					vka = morphTargetsArrays[ vk ];

					vka[ offset_morphTarget ] 	  = v1.x;
					vka[ offset_morphTarget + 1 ] = v1.y;
					vka[ offset_morphTarget + 2 ] = v1.z;

					vka[ offset_morphTarget + 3 ] = v2.x;
					vka[ offset_morphTarget + 4 ] = v2.y;
					vka[ offset_morphTarget + 5 ] = v2.z;

					vka[ offset_morphTarget + 6 ] = v3.x;
					vka[ offset_morphTarget + 7 ] = v3.y;
					vka[ offset_morphTarget + 8 ] = v3.z;

					vka[ offset_morphTarget + 9 ]  = v4.x;
					vka[ offset_morphTarget + 10 ] = v4.y;
					vka[ offset_morphTarget + 11 ] = v4.z;

					// morph normals

					if ( material.morphNormals ) {

						if ( needsSmoothNormals ) {

							faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];

							n1 = faceVertexNormals.a;
							n2 = faceVertexNormals.b;
							n3 = faceVertexNormals.c;
							n4 = faceVertexNormals.d;

						} else {

							n1 = morphNormals[ vk ].faceNormals[ chf ];
							n2 = n1;
							n3 = n1;
							n4 = n1;

						}

						nka = morphNormalsArrays[ vk ];

						nka[ offset_morphTarget ] 	  = n1.x;
						nka[ offset_morphTarget + 1 ] = n1.y;
						nka[ offset_morphTarget + 2 ] = n1.z;

						nka[ offset_morphTarget + 3 ] = n2.x;
						nka[ offset_morphTarget + 4 ] = n2.y;
						nka[ offset_morphTarget + 5 ] = n2.z;

						nka[ offset_morphTarget + 6 ] = n3.x;
						nka[ offset_morphTarget + 7 ] = n3.y;
						nka[ offset_morphTarget + 8 ] = n3.z;

						nka[ offset_morphTarget + 9 ]  = n4.x;
						nka[ offset_morphTarget + 10 ] = n4.y;
						nka[ offset_morphTarget + 11 ] = n4.z;

					}

					//

					offset_morphTarget += 12;

				}

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
				_gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );

				if ( material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
					_gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );

				}

			}

		}

		if ( obj_skinWeights.length ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				// weights

				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];

				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;

				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;

				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;

				// indices

				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];

				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;

				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;

				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;

				offset_skin += 12;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				// weights

				sw1 = obj_skinWeights[ face.a ];
				sw2 = obj_skinWeights[ face.b ];
				sw3 = obj_skinWeights[ face.c ];
				sw4 = obj_skinWeights[ face.d ];

				skinWeightArray[ offset_skin ]     = sw1.x;
				skinWeightArray[ offset_skin + 1 ] = sw1.y;
				skinWeightArray[ offset_skin + 2 ] = sw1.z;
				skinWeightArray[ offset_skin + 3 ] = sw1.w;

				skinWeightArray[ offset_skin + 4 ] = sw2.x;
				skinWeightArray[ offset_skin + 5 ] = sw2.y;
				skinWeightArray[ offset_skin + 6 ] = sw2.z;
				skinWeightArray[ offset_skin + 7 ] = sw2.w;

				skinWeightArray[ offset_skin + 8 ]  = sw3.x;
				skinWeightArray[ offset_skin + 9 ]  = sw3.y;
				skinWeightArray[ offset_skin + 10 ] = sw3.z;
				skinWeightArray[ offset_skin + 11 ] = sw3.w;

				skinWeightArray[ offset_skin + 12 ] = sw4.x;
				skinWeightArray[ offset_skin + 13 ] = sw4.y;
				skinWeightArray[ offset_skin + 14 ] = sw4.z;
				skinWeightArray[ offset_skin + 15 ] = sw4.w;

				// indices

				si1 = obj_skinIndices[ face.a ];
				si2 = obj_skinIndices[ face.b ];
				si3 = obj_skinIndices[ face.c ];
				si4 = obj_skinIndices[ face.d ];

				skinIndexArray[ offset_skin ]     = si1.x;
				skinIndexArray[ offset_skin + 1 ] = si1.y;
				skinIndexArray[ offset_skin + 2 ] = si1.z;
				skinIndexArray[ offset_skin + 3 ] = si1.w;

				skinIndexArray[ offset_skin + 4 ] = si2.x;
				skinIndexArray[ offset_skin + 5 ] = si2.y;
				skinIndexArray[ offset_skin + 6 ] = si2.z;
				skinIndexArray[ offset_skin + 7 ] = si2.w;

				skinIndexArray[ offset_skin + 8 ]  = si3.x;
				skinIndexArray[ offset_skin + 9 ]  = si3.y;
				skinIndexArray[ offset_skin + 10 ] = si3.z;
				skinIndexArray[ offset_skin + 11 ] = si3.w;

				skinIndexArray[ offset_skin + 12 ] = si4.x;
				skinIndexArray[ offset_skin + 13 ] = si4.y;
				skinIndexArray[ offset_skin + 14 ] = si4.z;
				skinIndexArray[ offset_skin + 15 ] = si4.w;

				offset_skin += 16;

			}

			if ( offset_skin > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );

			}

		}

		if ( dirtyColors && vertexColorType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexColors = face.vertexColors;
				faceColor = face.color;

				if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {

					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];

				} else {

					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;

				}

				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;

				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;

				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;

				offset_color += 9;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				vertexColors = face.vertexColors;
				faceColor = face.color;

				if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {

					c1 = vertexColors[ 0 ];
					c2 = vertexColors[ 1 ];
					c3 = vertexColors[ 2 ];
					c4 = vertexColors[ 3 ];

				} else {

					c1 = faceColor;
					c2 = faceColor;
					c3 = faceColor;
					c4 = faceColor;

				}

				colorArray[ offset_color ]     = c1.r;
				colorArray[ offset_color + 1 ] = c1.g;
				colorArray[ offset_color + 2 ] = c1.b;

				colorArray[ offset_color + 3 ] = c2.r;
				colorArray[ offset_color + 4 ] = c2.g;
				colorArray[ offset_color + 5 ] = c2.b;

				colorArray[ offset_color + 6 ] = c3.r;
				colorArray[ offset_color + 7 ] = c3.g;
				colorArray[ offset_color + 8 ] = c3.b;

				colorArray[ offset_color + 9 ]  = c4.r;
				colorArray[ offset_color + 10 ] = c4.g;
				colorArray[ offset_color + 11 ] = c4.b;

				offset_color += 12;

			}

			if ( offset_color > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );

			}

		}

		if ( dirtyTangents && geometry.hasTangents ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexTangents = face.vertexTangents;

				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];

				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;

				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;

				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;

				offset_tangent += 12;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				vertexTangents = face.vertexTangents;

				t1 = vertexTangents[ 0 ];
				t2 = vertexTangents[ 1 ];
				t3 = vertexTangents[ 2 ];
				t4 = vertexTangents[ 3 ];

				tangentArray[ offset_tangent ]     = t1.x;
				tangentArray[ offset_tangent + 1 ] = t1.y;
				tangentArray[ offset_tangent + 2 ] = t1.z;
				tangentArray[ offset_tangent + 3 ] = t1.w;

				tangentArray[ offset_tangent + 4 ] = t2.x;
				tangentArray[ offset_tangent + 5 ] = t2.y;
				tangentArray[ offset_tangent + 6 ] = t2.z;
				tangentArray[ offset_tangent + 7 ] = t2.w;

				tangentArray[ offset_tangent + 8 ]  = t3.x;
				tangentArray[ offset_tangent + 9 ]  = t3.y;
				tangentArray[ offset_tangent + 10 ] = t3.z;
				tangentArray[ offset_tangent + 11 ] = t3.w;

				tangentArray[ offset_tangent + 12 ] = t4.x;
				tangentArray[ offset_tangent + 13 ] = t4.y;
				tangentArray[ offset_tangent + 14 ] = t4.z;
				tangentArray[ offset_tangent + 15 ] = t4.w;

				offset_tangent += 16;

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );

		}

		if ( dirtyNormals && normalType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces3[ f ]	];

				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;

				if ( vertexNormals.length === 3 && needsSmoothNormals ) {

					for ( i = 0; i < 3; i ++ ) {

						vn = vertexNormals[ i ];

						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;

						offset_normal += 3;

					}

				} else {

					for ( i = 0; i < 3; i ++ ) {

						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;

						offset_normal += 3;

					}

				}

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				face = obj_faces[ chunk_faces4[ f ] ];

				vertexNormals = face.vertexNormals;
				faceNormal = face.normal;

				if ( vertexNormals.length === 4 && needsSmoothNormals ) {

					for ( i = 0; i < 4; i ++ ) {

						vn = vertexNormals[ i ];

						normalArray[ offset_normal ]     = vn.x;
						normalArray[ offset_normal + 1 ] = vn.y;
						normalArray[ offset_normal + 2 ] = vn.z;

						offset_normal += 3;

					}

				} else {

					for ( i = 0; i < 4; i ++ ) {

						normalArray[ offset_normal ]     = faceNormal.x;
						normalArray[ offset_normal + 1 ] = faceNormal.y;
						normalArray[ offset_normal + 2 ] = faceNormal.z;

						offset_normal += 3;

					}

				}

			}

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );

		}

		if ( dirtyUvs && obj_uvs && uvType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

				for ( i = 0; i < 3; i ++ ) {

					uvi = uv[ i ];

					uvArray[ offset_uv ]     = uvi.x;
					uvArray[ offset_uv + 1 ] = uvi.y;

					offset_uv += 2;

				}

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				fi = chunk_faces4[ f ];

				uv = obj_uvs[ fi ];

				if ( uv === undefined ) continue;

				for ( i = 0; i < 4; i ++ ) {

					uvi = uv[ i ];

					uvArray[ offset_uv ]     = uvi.x;
					uvArray[ offset_uv + 1 ] = uvi.y;

					offset_uv += 2;

				}

			}

			if ( offset_uv > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );

			}

		}

		if ( dirtyUvs && obj_uvs2 && uvType ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				fi = chunk_faces3[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

				for ( i = 0; i < 3; i ++ ) {

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.x;
					uv2Array[ offset_uv2 + 1 ] = uv2i.y;

					offset_uv2 += 2;

				}

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				fi = chunk_faces4[ f ];

				uv2 = obj_uvs2[ fi ];

				if ( uv2 === undefined ) continue;

				for ( i = 0; i < 4; i ++ ) {

					uv2i = uv2[ i ];

					uv2Array[ offset_uv2 ]     = uv2i.x;
					uv2Array[ offset_uv2 + 1 ] = uv2i.y;

					offset_uv2 += 2;

				}

			}

			if ( offset_uv2 > 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );

			}

		}

		if ( dirtyElements ) {

			for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

				faceArray[ offset_face ] 	 = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 2;

				offset_face += 3;

				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;

				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 2;

				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;

				offset_line += 6;

				vertexIndex += 3;

			}

			for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

				faceArray[ offset_face ]     = vertexIndex;
				faceArray[ offset_face + 1 ] = vertexIndex + 1;
				faceArray[ offset_face + 2 ] = vertexIndex + 3;

				faceArray[ offset_face + 3 ] = vertexIndex + 1;
				faceArray[ offset_face + 4 ] = vertexIndex + 2;
				faceArray[ offset_face + 5 ] = vertexIndex + 3;

				offset_face += 6;

				lineArray[ offset_line ]     = vertexIndex;
				lineArray[ offset_line + 1 ] = vertexIndex + 1;

				lineArray[ offset_line + 2 ] = vertexIndex;
				lineArray[ offset_line + 3 ] = vertexIndex + 3;

				lineArray[ offset_line + 4 ] = vertexIndex + 1;
				lineArray[ offset_line + 5 ] = vertexIndex + 2;

				lineArray[ offset_line + 6 ] = vertexIndex + 2;
				lineArray[ offset_line + 7 ] = vertexIndex + 3;

				offset_line += 8;

				vertexIndex += 4;

			}

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );

		}

		if ( customAttributes ) {

			for ( i = 0, il = customAttributes.length; i < il; i ++ ) {

				customAttribute = customAttributes[ i ];

				if ( ! customAttribute.__original.needsUpdate ) continue;

				offset_custom = 0;
				offset_customSrc = 0;

				if ( customAttribute.size === 1 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];

							offset_custom += 3;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							customAttribute.array[ offset_custom ] 	   = customAttribute.value[ face.a ];
							customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
							customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
							customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];

							offset_custom += 4;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;

							offset_custom += 3;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							customAttribute.array[ offset_custom ] 	   = value;
							customAttribute.array[ offset_custom + 1 ] = value;
							customAttribute.array[ offset_custom + 2 ] = value;
							customAttribute.array[ offset_custom + 3 ] = value;

							offset_custom += 4;

						}

					}

				} else if ( customAttribute.size === 2 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;

							offset_custom += 8;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							offset_custom += 6;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;

							customAttribute.array[ offset_custom ] 	   = v1.x;
							customAttribute.array[ offset_custom + 1 ] = v1.y;

							customAttribute.array[ offset_custom + 2 ] = v2.x;
							customAttribute.array[ offset_custom + 3 ] = v2.y;

							customAttribute.array[ offset_custom + 4 ] = v3.x;
							customAttribute.array[ offset_custom + 5 ] = v3.y;

							customAttribute.array[ offset_custom + 6 ] = v4.x;
							customAttribute.array[ offset_custom + 7 ] = v4.y;

							offset_custom += 8;

						}

					}

				} else if ( customAttribute.size === 3 ) {

					var pp;

					if ( customAttribute.type === "c" ) {

						pp = [ "r", "g", "b" ];

					} else {

						pp = [ "x", "y", "z" ];

					}

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

							offset_custom += 12;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;

							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

							offset_custom += 12;

						}

					} else if ( customAttribute.boundTo === "faceVertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

							customAttribute.array[ offset_custom ] 	   = v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];

							offset_custom += 9;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

							customAttribute.array[ offset_custom  ] 	= v1[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 1  ] = v1[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 2  ] = v1[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 3  ] = v2[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 4  ] = v2[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 5  ] = v2[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 6  ] = v3[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 7  ] = v3[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 8  ] = v3[ pp[ 2 ] ];

							customAttribute.array[ offset_custom + 9  ] = v4[ pp[ 0 ] ];
							customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
							customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];

							offset_custom += 12;

						}

					}

				} else if ( customAttribute.size === 4 ) {

					if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces3[ f ]	];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							face = obj_faces[ chunk_faces4[ f ] ];

							v1 = customAttribute.value[ face.a ];
							v2 = customAttribute.value[ face.b ];
							v3 = customAttribute.value[ face.c ];
							v4 = customAttribute.value[ face.d ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					} else if ( customAttribute.boundTo === "faces" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value;
							v2 = value;
							v3 = value;
							v4 = value;

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					} else if ( customAttribute.boundTo === "faceVertices" ) {

						for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces3[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							offset_custom += 12;

						}

						for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {

							value = customAttribute.value[ chunk_faces4[ f ] ];

							v1 = value[ 0 ];
							v2 = value[ 1 ];
							v3 = value[ 2 ];
							v4 = value[ 3 ];

							customAttribute.array[ offset_custom  ] 	= v1.x;
							customAttribute.array[ offset_custom + 1  ] = v1.y;
							customAttribute.array[ offset_custom + 2  ] = v1.z;
							customAttribute.array[ offset_custom + 3  ] = v1.w;

							customAttribute.array[ offset_custom + 4  ] = v2.x;
							customAttribute.array[ offset_custom + 5  ] = v2.y;
							customAttribute.array[ offset_custom + 6  ] = v2.z;
							customAttribute.array[ offset_custom + 7  ] = v2.w;

							customAttribute.array[ offset_custom + 8  ] = v3.x;
							customAttribute.array[ offset_custom + 9  ] = v3.y;
							customAttribute.array[ offset_custom + 10 ] = v3.z;
							customAttribute.array[ offset_custom + 11 ] = v3.w;

							customAttribute.array[ offset_custom + 12 ] = v4.x;
							customAttribute.array[ offset_custom + 13 ] = v4.y;
							customAttribute.array[ offset_custom + 14 ] = v4.z;
							customAttribute.array[ offset_custom + 15 ] = v4.w;

							offset_custom += 16;

						}

					}

				}

				_gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
				_gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );

			}

		}

		if ( dispose ) {

			delete geometryGroup.__inittedArrays;
			delete geometryGroup.__colorArray;
			delete geometryGroup.__normalArray;
			delete geometryGroup.__tangentArray;
			delete geometryGroup.__uvArray;
			delete geometryGroup.__uv2Array;
			delete geometryGroup.__faceArray;
			delete geometryGroup.__vertexArray;
			delete geometryGroup.__lineArray;
			delete geometryGroup.__skinIndexArray;
			delete geometryGroup.__skinWeightArray;

		}

	};

	function setDirectBuffers ( geometry, hint, dispose ) {

		var attributes = geometry.attributes;

		var index = attributes[ "index" ];
		var position = attributes[ "position" ];
		var normal = attributes[ "normal" ];
		var uv = attributes[ "uv" ];
		var color = attributes[ "color" ];
		var tangent = attributes[ "tangent" ];

		if ( geometry.elementsNeedUpdate && index !== undefined ) {

			_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
			_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );

		}

		if ( geometry.verticesNeedUpdate && position !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );

		}

		if ( geometry.normalsNeedUpdate && normal !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );

		}

		if ( geometry.uvsNeedUpdate && uv !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );

		}

		if ( geometry.colorsNeedUpdate && color !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );

		}

		if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );

		}

		if ( dispose ) {

			for ( var i in geometry.attributes ) {

				delete geometry.attributes[ i ].array;

			}

		}

	};

	// Buffer rendering

	this.renderBufferImmediate = function ( object, program, material ) {

		if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
		if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
		if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
		if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();

		if ( object.hasPositions ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.position );
			_gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasNormals ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );

			if ( material.shading === THREE.FlatShading ) {

				var nx, ny, nz,
					nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
					normalArray,
					i, il = object.count * 3;

				for( i = 0; i < il; i += 9 ) {

					normalArray = object.normalArray;

					nax  = normalArray[ i ];
					nay  = normalArray[ i + 1 ];
					naz  = normalArray[ i + 2 ];

					nbx  = normalArray[ i + 3 ];
					nby  = normalArray[ i + 4 ];
					nbz  = normalArray[ i + 5 ];

					ncx  = normalArray[ i + 6 ];
					ncy  = normalArray[ i + 7 ];
					ncz  = normalArray[ i + 8 ];

					nx = ( nax + nbx + ncx ) / 3;
					ny = ( nay + nby + ncy ) / 3;
					nz = ( naz + nbz + ncz ) / 3;

					normalArray[ i ] 	 = nx;
					normalArray[ i + 1 ] = ny;
					normalArray[ i + 2 ] = nz;

					normalArray[ i + 3 ] = nx;
					normalArray[ i + 4 ] = ny;
					normalArray[ i + 5 ] = nz;

					normalArray[ i + 6 ] = nx;
					normalArray[ i + 7 ] = ny;
					normalArray[ i + 8 ] = nz;

				}

			}

			_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.normal );
			_gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasUvs && material.map ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.uv );
			_gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
			_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
			_gl.enableVertexAttribArray( program.attributes.color );
			_gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );

		}

		_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

		object.count = 0;

	};

	this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {

		if ( material.visible === false ) return;

		var program, attributes, linewidth, primitives, a, attribute;

		program = setProgram( camera, lights, fog, material, object );

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

			disableAttributes();

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			var index = geometry.attributes[ "index" ];

			// indexed triangles

			if ( index ) {

				var offsets = geometry.offsets;

				// if there is more than 1 chunk
				// must set attribute pointers to use new offsets for each chunk
				// even if geometry and materials didn't change

				if ( offsets.length > 1 ) updateBuffers = true;

				for ( var i = 0, il = offsets.length; i < il; i ++ ) {

					var startIndex = offsets[ i ].index;

					if ( updateBuffers ) {

						// vertices

						var position = geometry.attributes[ "position" ];
						var positionSize = position.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
						enableAttribute( attributes.position );
						_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32

						// normals

						var normal = geometry.attributes[ "normal" ];

						if ( attributes.normal >= 0 && normal ) {

							var normalSize = normal.itemSize;

							_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
							enableAttribute( attributes.normal );
							_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );

						}

						// uvs

						var uv = geometry.attributes[ "uv" ];

						if ( attributes.uv >= 0 && uv ) {

							var uvSize = uv.itemSize;

							_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
							enableAttribute( attributes.uv );
							_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );

						}

						// colors

						var color = geometry.attributes[ "color" ];

						if ( attributes.color >= 0 && color ) {

							var colorSize = color.itemSize;

							_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
							enableAttribute( attributes.color );
							_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );

						}

						// tangents

						var tangent = geometry.attributes[ "tangent" ];

						if ( attributes.tangent >= 0 && tangent ) {

							var tangentSize = tangent.itemSize;

							_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
							enableAttribute( attributes.tangent );
							_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );

						}

						// indices

						_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );

					}

					// render indexed triangles

					_gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16

					_this.info.render.calls ++;
					_this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
					_this.info.render.faces += offsets[ i ].count / 3;

				}

			// non-indexed triangles

			} else {

				if ( updateBuffers ) {

					// vertices

					var position = geometry.attributes[ "position" ];
					var positionSize = position.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
					enableAttribute( attributes.position );
					_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );

					// normals

					var normal = geometry.attributes[ "normal" ];

					if ( attributes.normal >= 0 && normal ) {

						var normalSize = normal.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
						enableAttribute( attributes.normal );
						_gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );

					}

					// uvs

					var uv = geometry.attributes[ "uv" ];

					if ( attributes.uv >= 0 && uv ) {

						var uvSize = uv.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
						enableAttribute( attributes.uv );
						_gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );

					}

					// colors

					var color = geometry.attributes[ "color" ];

					if ( attributes.color >= 0 && color ) {

						var colorSize = color.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
						enableAttribute( attributes.color );
						_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

					}

					// tangents

					var tangent = geometry.attributes[ "tangent" ];

					if ( attributes.tangent >= 0 && tangent ) {

						var tangentSize = tangent.itemSize;

						_gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
						enableAttribute( attributes.tangent );
						_gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, 0 );

					}

				}

				// render non-indexed triangles

				_gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );

				_this.info.render.calls ++;
				_this.info.render.vertices += position.numItems / 3;
				_this.info.render.faces += position.numItems / 3 / 3;

			}

		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( updateBuffers ) {

				// vertices

				var position = geometry.attributes[ "position" ];
				var positionSize = position.itemSize;

				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
				enableAttribute( attributes.position );
				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );

				// colors

				var color = geometry.attributes[ "color" ];

				if ( attributes.color >= 0 && color ) {

					var colorSize = color.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
					enableAttribute( attributes.color );
					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

				}

				// render particles

				_gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );

				_this.info.render.calls ++;
				_this.info.render.points += position.numItems / 3;

			}

		} else if ( object instanceof THREE.Line ) {

			if ( updateBuffers ) {

				// vertices

				var position = geometry.attributes[ "position" ];
				var positionSize = position.itemSize;

				_gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
				enableAttribute( attributes.position );
				_gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );

				// colors

				var color = geometry.attributes[ "color" ];

				if ( attributes.color >= 0 && color ) {

					var colorSize = color.itemSize;

					_gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
					enableAttribute( attributes.color );
					_gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );

				}

				// render lines

				_gl.drawArrays( _gl.LINE_STRIP, 0, position.numItems / 3 );

				_this.info.render.calls ++;
				_this.info.render.points += position.numItems;

			}

    }

	};

	this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {

		if ( material.visible === false ) return;

		var program, attributes, linewidth, primitives, a, attribute, i, il;

		program = setProgram( camera, lights, fog, material, object );

		attributes = program.attributes;

		var updateBuffers = false,
			wireframeBit = material.wireframe ? 1 : 0,
			geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;

		if ( geometryGroupHash !== _currentGeometryGroupHash ) {

			_currentGeometryGroupHash = geometryGroupHash;
			updateBuffers = true;

		}

		if ( updateBuffers ) {

			disableAttributes();

		}

		// vertices

		if ( !material.morphTargets && attributes.position >= 0 ) {

			if ( updateBuffers ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
				enableAttribute( attributes.position );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

			}

		} else {

			if ( object.morphTargetBase ) {

				setupMorphTargets( material, geometryGroup, object );

			}

		}


		if ( updateBuffers ) {

			// custom attributes

			// Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers

			if ( geometryGroup.__webglCustomAttributesList ) {

				for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {

					attribute = geometryGroup.__webglCustomAttributesList[ i ];

					if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
						enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
						_gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );

					}

				}

			}


			// colors

			if ( attributes.color >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
				enableAttribute( attributes.color );
				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );

			}

			// normals

			if ( attributes.normal >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
				enableAttribute( attributes.normal );
				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

			}

			// tangents

			if ( attributes.tangent >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
				enableAttribute( attributes.tangent );
				_gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );

			}

			// uvs

			if ( attributes.uv >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
				enableAttribute( attributes.uv );
				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

			}

			if ( attributes.uv2 >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
				enableAttribute( attributes.uv2 );
				_gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );

			}

			if ( material.skinning &&
				 attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
				enableAttribute( attributes.skinIndex );
				_gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
				enableAttribute( attributes.skinWeight );
				_gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );

			}

			// line distances

			if ( attributes.lineDistance >= 0 ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
				enableAttribute( attributes.lineDistance );
				_gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );

			}

		}

		// render mesh

		if ( object instanceof THREE.Mesh ) {

			// wireframe

			if ( material.wireframe ) {

				setLineWidth( material.wireframeLinewidth );

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
				_gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );

			// triangles

			} else {

				if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
				_gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );

			}

			_this.info.render.calls ++;
			_this.info.render.vertices += geometryGroup.__webglFaceCount;
			_this.info.render.faces += geometryGroup.__webglFaceCount / 3;

		// render lines

		} else if ( object instanceof THREE.Line ) {

			primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;

			setLineWidth( material.linewidth );

			_gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );

			_this.info.render.calls ++;

		// render particles

		} else if ( object instanceof THREE.ParticleSystem ) {

			_gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );

			_this.info.render.calls ++;
			_this.info.render.points += geometryGroup.__webglParticleCount;

		// render ribbon

		} else if ( object instanceof THREE.Ribbon ) {

			_gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );

			_this.info.render.calls ++;

		}

	};

	function enableAttribute( attribute ) {

		if ( ! _enabledAttributes[ attribute ] ) {

			_gl.enableVertexAttribArray( attribute );
			_enabledAttributes[ attribute ] = true;

		}

	};

	function disableAttributes() {

		for ( var attribute in _enabledAttributes ) {

			if ( _enabledAttributes[ attribute ] ) {

				_gl.disableVertexAttribArray( attribute );
				_enabledAttributes[ attribute ] = false;

			}

		}

	};

	function setupMorphTargets ( material, geometryGroup, object ) {

		// set base

		var attributes = material.program.attributes;

		if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
			enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		} else if ( attributes.position >= 0 ) {

			_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
			enableAttribute( attributes.position );
			_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

		}

		if ( object.morphTargetForcedOrder.length ) {

			// set forced order

			var m = 0;
			var order = object.morphTargetForcedOrder;
			var influences = object.morphTargetInfluences;

			while ( m < material.numSupportedMorphTargets && m < order.length ) {

				if ( attributes[ "morphTarget" + m ] >= 0 ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
					enableAttribute( attributes[ "morphTarget" + m ] );
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

				if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

					_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
					enableAttribute( attributes[ "morphNormal" + m ] );
					_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

				}

				object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];

				m ++;
			}

		} else {

			// find the most influencing

			var influence, activeInfluenceIndices = [];
			var influences = object.morphTargetInfluences;
			var i, il = influences.length;

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

				influence = influences[ i ];

				if ( influence > 0 ) {

					activeInfluenceIndices.push( [ influence, i ] );

				}

			}

			if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {

				activeInfluenceIndices.sort( numericalSort );
				activeInfluenceIndices.length = material.numSupportedMorphTargets;

			} else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {

				activeInfluenceIndices.sort( numericalSort );

			} else if ( activeInfluenceIndices.length === 0 ) {

				activeInfluenceIndices.push( [ 0, 0 ] );

			};

			var influenceIndex, m = 0;

			while ( m < material.numSupportedMorphTargets ) {

				if ( activeInfluenceIndices[ m ] ) {

					influenceIndex = activeInfluenceIndices[ m ][ 1 ];

					if ( attributes[ "morphTarget" + m ] >= 0 ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
						enableAttribute( attributes[ "morphTarget" + m ] );
						_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}

					if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {

						_gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
						enableAttribute( attributes[ "morphNormal" + m ] );
						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );


					}

					object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];

				} else {

					/*
					_gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );

					if ( material.morphNormals ) {

						_gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );

					}
					*/

					object.__webglMorphTargetInfluences[ m ] = 0;

				}

				m ++;

			}

		}

		// load updated influences uniform

		if ( material.program.uniforms.morphTargetInfluences !== null ) {

			_gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );

		}

	};

	// Sorting

	function painterSortStable ( a, b ) {

		if ( a.z !== b.z ) {

			return b.z - a.z;

		} else {

			return b.id - a.id;

		}

	};

	function numericalSort ( a, b ) {

		return b[ 0 ] - a[ 0 ];

	};


	// Rendering

	this.render = function ( scene, camera, renderTarget, forceClear ) {

		if ( camera instanceof THREE.Camera === false ) {

			console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
			return;

		}

		var i, il,

		webglObject, object,
		renderList,

		lights = scene.__lights,
		fog = scene.fog;

		// reset caching for this frame

		_currentMaterialId = -1;
		_lightsNeedUpdate = true;

		// update scene graph

		if ( this.autoUpdateScene ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		if ( camera.parent === undefined ) camera.updateMatrixWorld();

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

		// update WebGL objects

		if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );

		// custom render plugins (pre pass)

		renderPlugins( this.renderPluginsPre, scene, camera );

		//

		_this.info.render.calls = 0;
		_this.info.render.vertices = 0;
		_this.info.render.faces = 0;
		_this.info.render.points = 0;

		this.setRenderTarget( renderTarget );

		if ( this.autoClear || forceClear ) {

			this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );

		}

		// set matrices for regular objects (frustum culled)

		renderList = scene.__webglObjects;

		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
			object = webglObject.object;

			webglObject.render = false;

			if ( object.visible ) {

				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

					setupMatrices( object, camera );

					unrollBufferMaterial( webglObject );

					webglObject.render = true;

					if ( this.sortObjects === true ) {

						if ( object.renderDepth !== null ) {

							webglObject.z = object.renderDepth;

						} else {

							_vector3.copy( object.matrixWorld.getPosition() );
							_vector3.applyProjection( _projScreenMatrix );

							webglObject.z = _vector3.z;

						}

						webglObject.id = object.id;

					}

				}

			}

		}

		if ( this.sortObjects ) {

			renderList.sort( painterSortStable );

		}

		// set matrices for immediate objects

		renderList = scene.__webglObjectsImmediate;

		for ( i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				setupMatrices( object, camera );

				unrollImmediateBufferMaterial( webglObject );

			}

		}

		if ( scene.overrideMaterial ) {

			var material = scene.overrideMaterial;

			this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
			this.setDepthTest( material.depthTest );
			this.setDepthWrite( material.depthWrite );
			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

			renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );

		} else {

			var material = null;

			// opaque pass (front-to-back order)

			this.setBlending( THREE.NoBlending );

			renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );

			// transparent pass (back-to-front order)

			renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
			renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );

		}

		// custom render plugins (post pass)

		renderPlugins( this.renderPluginsPost, scene, camera );


		// Generate mipmap if we're using any kind of mipmap filtering

		if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {

			updateRenderTargetMipmap( renderTarget );

		}

		// Ensure depth buffer writing is enabled so it can be cleared on next render

		this.setDepthTest( true );
		this.setDepthWrite( true );

		// _gl.finish();

	};

	function renderPlugins( plugins, scene, camera ) {

		if ( ! plugins.length ) return;

		for ( var i = 0, il = plugins.length; i < il; i ++ ) {

			// reset state for plugin (to start from clean slate)

			_currentProgram = null;
			_currentCamera = null;

			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

			_lightsNeedUpdate = true;

			plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );

			// reset state after plugin (anything could have changed)

			_currentProgram = null;
			_currentCamera = null;

			_oldBlending = -1;
			_oldDepthTest = -1;
			_oldDepthWrite = -1;
			_oldDoubleSided = -1;
			_oldFlipSided = -1;
			_currentGeometryGroupHash = -1;
			_currentMaterialId = -1;

			_lightsNeedUpdate = true;

		}

	};

	function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, buffer, material, start, end, delta;

		if ( reverse ) {

			start = renderList.length - 1;
			end = -1;
			delta = -1;

		} else {

			start = 0;
			end = renderList.length;
			delta = 1;
		}

		for ( var i = start; i !== end; i += delta ) {

			webglObject = renderList[ i ];

			if ( webglObject.render ) {

				object = webglObject.object;
				buffer = webglObject.buffer;

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

					_this.setDepthTest( material.depthTest );
					_this.setDepthWrite( material.depthWrite );
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

				_this.setMaterialFaces( material );

				if ( buffer instanceof THREE.BufferGeometry ) {

					_this.renderBufferDirect( camera, lights, fog, material, buffer, object );

				} else {

					_this.renderBuffer( camera, lights, fog, material, buffer, object );

				}

			}

		}

	};

	function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {

		var webglObject, object, material, program;

		for ( var i = 0, il = renderList.length; i < il; i ++ ) {

			webglObject = renderList[ i ];
			object = webglObject.object;

			if ( object.visible ) {

				if ( overrideMaterial ) {

					material = overrideMaterial;

				} else {

					material = webglObject[ materialType ];

					if ( ! material ) continue;

					if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );

					_this.setDepthTest( material.depthTest );
					_this.setDepthWrite( material.depthWrite );
					setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

				}

				_this.renderImmediateObject( camera, lights, fog, material, object );

			}

		}

	};

	this.renderImmediateObject = function ( camera, lights, fog, material, object ) {

		var program = setProgram( camera, lights, fog, material, object );

		_currentGeometryGroupHash = -1;

		_this.setMaterialFaces( material );

		if ( object.immediateRenderCallback ) {

			object.immediateRenderCallback( program, _gl, _frustum );

		} else {

			object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );

		}

	};

	function unrollImmediateBufferMaterial ( globject ) {

		var object = globject.object,
			material = object.material;

		if ( material.transparent ) {

			globject.transparent = material;
			globject.opaque = null;

		} else {

			globject.opaque = material;
			globject.transparent = null;

		}

	};

	function unrollBufferMaterial ( globject ) {

		var object = globject.object,
			buffer = globject.buffer,
			material, materialIndex, meshMaterial;

		meshMaterial = object.material;

		if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {

			materialIndex = buffer.materialIndex;

			material = meshMaterial.materials[ materialIndex ];

			if ( material.transparent ) {

				globject.transparent = material;
				globject.opaque = null;

			} else {

				globject.opaque = material;
				globject.transparent = null;

			}

		} else {

			material = meshMaterial;

			if ( material ) {

				if ( material.transparent ) {

					globject.transparent = material;
					globject.opaque = null;

				} else {

					globject.opaque = material;
					globject.transparent = null;

				}

			}

		}

	};

	// Geometry splitting

	function sortFacesByMaterial ( geometry, material ) {

		var f, fl, face, materialIndex, vertices,
			groupHash, hash_map = {};

		var numMorphTargets = geometry.morphTargets.length;
		var numMorphNormals = geometry.morphNormals.length;

		var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;

		geometry.geometryGroups = {};

		for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {

			face = geometry.faces[ f ];
			materialIndex = usesFaceMaterial ? face.materialIndex : 0;

			if ( hash_map[ materialIndex ] === undefined ) {

				hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };

			}

			groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

			if ( geometry.geometryGroups[ groupHash ] === undefined ) {

				geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

			}

			vertices = face instanceof THREE.Face3 ? 3 : 4;

			if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {

				hash_map[ materialIndex ].counter += 1;
				groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;

				if ( geometry.geometryGroups[ groupHash ] === undefined ) {

					geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };

				}

			}

			if ( face instanceof THREE.Face3 ) {

				geometry.geometryGroups[ groupHash ].faces3.push( f );

			} else {

				geometry.geometryGroups[ groupHash ].faces4.push( f );

			}

			geometry.geometryGroups[ groupHash ].vertices += vertices;

		}

		geometry.geometryGroupsList = [];

		for ( var g in geometry.geometryGroups ) {

			geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;

			geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );

		}

	};

	// Objects refresh

	this.initWebGLObjects = function ( scene ) {

		if ( !scene.__webglObjects ) {

			scene.__webglObjects = [];
			scene.__webglObjectsImmediate = [];
			scene.__webglSprites = [];
			scene.__webglFlares = [];

		}

		while ( scene.__objectsAdded.length ) {

			addObject( scene.__objectsAdded[ 0 ], scene );
			scene.__objectsAdded.splice( 0, 1 );

		}

		while ( scene.__objectsRemoved.length ) {

			removeObject( scene.__objectsRemoved[ 0 ], scene );
			scene.__objectsRemoved.splice( 0, 1 );

		}

		// update must be called after objects adding / removal

		for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {

			updateObject( scene.__webglObjects[ o ].object );

		}

	};

	// Objects adding

	function addObject ( object, scene ) {

		var g, geometry, material, geometryGroup;

		if ( ! object.__webglInit ) {

			object.__webglInit = true;

			object._modelViewMatrix = new THREE.Matrix4();
			object._normalMatrix = new THREE.Matrix3();

			if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {

				object.geometry.__webglInit = true;
				object.geometry.addEventListener( 'dispose', onGeometryDispose );

			}

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;
				material = object.material;

				if ( geometry instanceof THREE.Geometry ) {

					if ( geometry.geometryGroups === undefined ) {

						sortFacesByMaterial( geometry, material );

					}

					// create separate VBOs per geometry chunk

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];

						// initialise VBO on the first access

						if ( ! geometryGroup.__webglVertexBuffer ) {

							createMeshBuffers( geometryGroup );
							initMeshBuffers( geometryGroup, object );

							geometry.verticesNeedUpdate = true;
							geometry.morphTargetsNeedUpdate = true;
							geometry.elementsNeedUpdate = true;
							geometry.uvsNeedUpdate = true;
							geometry.normalsNeedUpdate = true;
							geometry.tangentsNeedUpdate = true;
							geometry.colorsNeedUpdate = true;

						}

					}

				} else if ( geometry instanceof THREE.BufferGeometry ) {

					initDirectBuffers( geometry );

				}

			} else if ( object instanceof THREE.Ribbon ) {

				geometry = object.geometry;

				if ( ! geometry.__webglVertexBuffer ) {

					createRibbonBuffers( geometry );
					initRibbonBuffers( geometry, object );

					geometry.verticesNeedUpdate = true;
					geometry.colorsNeedUpdate = true;
					geometry.normalsNeedUpdate = true;

				}

			} else if ( object instanceof THREE.Line ) {

				geometry = object.geometry;

				if ( ! geometry.__webglVertexBuffer ) {

					if ( geometry instanceof THREE.Geometry ) {

            createLineBuffers( geometry );
            initLineBuffers( geometry, object );

            geometry.verticesNeedUpdate = true;
            geometry.colorsNeedUpdate = true;
            geometry.lineDistancesNeedUpdate = true;

          } else if ( geometry instanceof THREE.BufferGeometry ) {

						initDirectBuffers( geometry );

					}

				}

			} else if ( object instanceof THREE.ParticleSystem ) {

				geometry = object.geometry;

				if ( ! geometry.__webglVertexBuffer ) {

					if ( geometry instanceof THREE.Geometry ) {

						createParticleBuffers( geometry );
						initParticleBuffers( geometry, object );

						geometry.verticesNeedUpdate = true;
						geometry.colorsNeedUpdate = true;

					} else if ( geometry instanceof THREE.BufferGeometry ) {

						initDirectBuffers( geometry );

					}


				}

			}

		}

		if ( ! object.__webglActive ) {

			if ( object instanceof THREE.Mesh ) {

				geometry = object.geometry;

				if ( geometry instanceof THREE.BufferGeometry ) {

					addBuffer( scene.__webglObjects, geometry, object );

				} else if ( geometry instanceof THREE.Geometry ) {

					for ( g in geometry.geometryGroups ) {

						geometryGroup = geometry.geometryGroups[ g ];

						addBuffer( scene.__webglObjects, geometryGroup, object );

					}

				}

			} else if ( object instanceof THREE.Ribbon ||
						object instanceof THREE.Line ||
						object instanceof THREE.ParticleSystem ) {

				geometry = object.geometry;
				addBuffer( scene.__webglObjects, geometry, object );

			} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

				addBufferImmediate( scene.__webglObjectsImmediate, object );

			} else if ( object instanceof THREE.Sprite ) {

				scene.__webglSprites.push( object );

			} else if ( object instanceof THREE.LensFlare ) {

				scene.__webglFlares.push( object );

			}

			object.__webglActive = true;

		}

	};

	function addBuffer ( objlist, buffer, object ) {

		objlist.push(
			{
				buffer: buffer,
				object: object,
				opaque: null,
				transparent: null
			}
		);

	};

	function addBufferImmediate ( objlist, object ) {

		objlist.push(
			{
				object: object,
				opaque: null,
				transparent: null
			}
		);

	};

	// Objects updates

	function updateObject ( object ) {

		var geometry = object.geometry,
			geometryGroup, customAttributesDirty, material;

		if ( object instanceof THREE.Mesh ) {

			if ( geometry instanceof THREE.BufferGeometry ) {

				if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
					 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
					 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {

					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );

				}

				geometry.verticesNeedUpdate = false;
				geometry.elementsNeedUpdate = false;
				geometry.uvsNeedUpdate = false;
				geometry.normalsNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
				geometry.tangentsNeedUpdate = false;

			} else {

				// check all geometry groups

				for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {

					geometryGroup = geometry.geometryGroupsList[ i ];

					material = getBufferMaterial( object, geometryGroup );

					if ( geometry.buffersNeedUpdate ) {

						initMeshBuffers( geometryGroup, object );

					}

					customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

					if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
						 geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
						 geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {

						setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );

					}

				}

				geometry.verticesNeedUpdate = false;
				geometry.morphTargetsNeedUpdate = false;
				geometry.elementsNeedUpdate = false;
				geometry.uvsNeedUpdate = false;
				geometry.normalsNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
				geometry.tangentsNeedUpdate = false;

				geometry.buffersNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}

		} else if ( object instanceof THREE.Ribbon ) {

			material = getBufferMaterial( object, geometry );

			customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

			if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {

				setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );

			}

			geometry.verticesNeedUpdate = false;
			geometry.colorsNeedUpdate = false;
			geometry.normalsNeedUpdate = false;

			material.attributes && clearCustomAttributes( material );

		} else if ( object instanceof THREE.Line ) {

      if ( geometry instanceof THREE.BufferGeometry ) {

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {

					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

			} else {

        material = getBufferMaterial( object, geometry );

        customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

        if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {

          setLineBuffers( geometry, _gl.DYNAMIC_DRAW );

        }

        geometry.verticesNeedUpdate = false;
        geometry.colorsNeedUpdate = false;
        geometry.lineDistancesNeedUpdate = false;

        material.attributes && clearCustomAttributes( material );

      }

		} else if ( object instanceof THREE.ParticleSystem ) {

			if ( geometry instanceof THREE.BufferGeometry ) {

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {

					setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

			} else {

				material = getBufferMaterial( object, geometry );

				customAttributesDirty = material.attributes && areCustomAttributesDirty( material );

				if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {

					setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );

				}

				geometry.verticesNeedUpdate = false;
				geometry.colorsNeedUpdate = false;

				material.attributes && clearCustomAttributes( material );

			}

		}

	};

	// Objects updates - custom attributes check

	function areCustomAttributesDirty ( material ) {

		for ( var a in material.attributes ) {

			if ( material.attributes[ a ].needsUpdate ) return true;

		}

		return false;

	};

	function clearCustomAttributes ( material ) {

		for ( var a in material.attributes ) {

			material.attributes[ a ].needsUpdate = false;

		}

	};

	// Objects removal

	function removeObject ( object, scene ) {

		if ( object instanceof THREE.Mesh  ||
			 object instanceof THREE.ParticleSystem ||
			 object instanceof THREE.Ribbon ||
			 object instanceof THREE.Line ) {

			removeInstances( scene.__webglObjects, object );

		} else if ( object instanceof THREE.Sprite ) {

			removeInstancesDirect( scene.__webglSprites, object );

		} else if ( object instanceof THREE.LensFlare ) {

			removeInstancesDirect( scene.__webglFlares, object );

		} else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {

			removeInstances( scene.__webglObjectsImmediate, object );

		}

		object.__webglActive = false;

	};

	function removeInstances ( objlist, object ) {

		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ].object === object ) {

				objlist.splice( o, 1 );

			}

		}

	};

	function removeInstancesDirect ( objlist, object ) {

		for ( var o = objlist.length - 1; o >= 0; o -- ) {

			if ( objlist[ o ] === object ) {

				objlist.splice( o, 1 );

			}

		}

	};

	// Materials

	this.initMaterial = function ( material, lights, fog, object ) {

		material.addEventListener( 'dispose', onMaterialDispose );

		var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;

		if ( material instanceof THREE.MeshDepthMaterial ) {

			shaderID = 'depth';

		} else if ( material instanceof THREE.MeshNormalMaterial ) {

			shaderID = 'normal';

		} else if ( material instanceof THREE.MeshBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.MeshLambertMaterial ) {

			shaderID = 'lambert';

		} else if ( material instanceof THREE.MeshPhongMaterial ) {

			shaderID = 'phong';

		} else if ( material instanceof THREE.LineBasicMaterial ) {

			shaderID = 'basic';

		} else if ( material instanceof THREE.LineDashedMaterial ) {

			shaderID = 'dashed';

		} else if ( material instanceof THREE.ParticleBasicMaterial ) {

			shaderID = 'particle_basic';

		}

		if ( shaderID ) {

			setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );

		}

		// heuristics to create shader parameters according to lights in the scene
		// (not to blow over maxLights budget)

		maxLightCount = allocateLights( lights );

		maxShadows = allocateShadows( lights );

		maxBones = allocateBones( object );

		parameters = {

			map: !!material.map,
			envMap: !!material.envMap,
			lightMap: !!material.lightMap,
			bumpMap: !!material.bumpMap,
			normalMap: !!material.normalMap,
			specularMap: !!material.specularMap,

			vertexColors: material.vertexColors,

			fog: fog,
			useFog: material.fog,
			fogExp: fog instanceof THREE.FogExp2,

			sizeAttenuation: material.sizeAttenuation,

			skinning: material.skinning,
			maxBones: maxBones,
			useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
			boneTextureWidth: object && object.boneTextureWidth,
			boneTextureHeight: object && object.boneTextureHeight,

			morphTargets: material.morphTargets,
			morphNormals: material.morphNormals,
			maxMorphTargets: this.maxMorphTargets,
			maxMorphNormals: this.maxMorphNormals,

			maxDirLights: maxLightCount.directional,
			maxPointLights: maxLightCount.point,
			maxSpotLights: maxLightCount.spot,
			maxHemiLights: maxLightCount.hemi,

			maxShadows: maxShadows,
			shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
			shadowMapType: this.shadowMapType,
			shadowMapDebug: this.shadowMapDebug,
			shadowMapCascade: this.shadowMapCascade,

			alphaTest: material.alphaTest,
			metal: material.metal,
			perPixel: material.perPixel,
			wrapAround: material.wrapAround,
			doubleSided: material.side === THREE.DoubleSide,
			flipSided: material.side === THREE.BackSide

		};

		material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );

		var attributes = material.program.attributes;

		if ( material.morphTargets ) {

			material.numSupportedMorphTargets = 0;

			var id, base = "morphTarget";

			for ( i = 0; i < this.maxMorphTargets; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphTargets ++;

				}

			}

		}

		if ( material.morphNormals ) {

			material.numSupportedMorphNormals = 0;

			var id, base = "morphNormal";

			for ( i = 0; i < this.maxMorphNormals; i ++ ) {

				id = base + i;

				if ( attributes[ id ] >= 0 ) {

					material.numSupportedMorphNormals ++;

				}

			}

		}

		material.uniformsList = [];

		for ( u in material.uniforms ) {

			material.uniformsList.push( [ material.uniforms[ u ], u ] );

		}

	};

	function setMaterialShaders( material, shaders ) {

		material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
		material.vertexShader = shaders.vertexShader;
		material.fragmentShader = shaders.fragmentShader;

	};

	function setProgram( camera, lights, fog, material, object ) {

		_usedTextureUnits = 0;

		if ( material.needsUpdate ) {

			if ( material.program ) deallocateMaterial( material );

			_this.initMaterial( material, lights, fog, object );
			material.needsUpdate = false;

		}

		if ( material.morphTargets ) {

			if ( ! object.__webglMorphTargetInfluences ) {

				object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );

			}

		}

		var refreshMaterial = false;

		var program = material.program,
			p_uniforms = program.uniforms,
			m_uniforms = material.uniforms;

		if ( program !== _currentProgram ) {

			_gl.useProgram( program );
			_currentProgram = program;

			refreshMaterial = true;

		}

		if ( material.id !== _currentMaterialId ) {

			_currentMaterialId = material.id;
			refreshMaterial = true;

		}

		if ( refreshMaterial || camera !== _currentCamera ) {

			_gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

			if ( camera !== _currentCamera ) _currentCamera = camera;

		}

		// skinning uniforms must be set even if material didn't change
		// auto-setting of texture unit for bone texture must go before other textures
		// not sure why, but otherwise weird things happen

		if ( material.skinning ) {

			if ( _supportsBoneTextures && object.useVertexTexture ) {

				if ( p_uniforms.boneTexture !== null ) {

					var textureUnit = getTextureUnit();

					_gl.uniform1i( p_uniforms.boneTexture, textureUnit );
					_this.setTexture( object.boneTexture, textureUnit );

				}

			} else {

				if ( p_uniforms.boneGlobalMatrices !== null ) {

					_gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );

				}

			}

		}

		if ( refreshMaterial ) {

			// refresh uniforms common to several materials

			if ( fog && material.fog ) {

				refreshUniformsFog( m_uniforms, fog );

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material.lights ) {

				if ( _lightsNeedUpdate ) {

					setupLights( program, lights );
					_lightsNeedUpdate = false;

				}

				refreshUniformsLights( m_uniforms, _lights );

			}

			if ( material instanceof THREE.MeshBasicMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsCommon( m_uniforms, material );

			}

			// refresh single material specific uniforms

			if ( material instanceof THREE.LineBasicMaterial ) {

				refreshUniformsLine( m_uniforms, material );

			} else if ( material instanceof THREE.LineDashedMaterial ) {

				refreshUniformsLine( m_uniforms, material );
				refreshUniformsDash( m_uniforms, material );

			} else if ( material instanceof THREE.ParticleBasicMaterial ) {

				refreshUniformsParticle( m_uniforms, material );

			} else if ( material instanceof THREE.MeshPhongMaterial ) {

				refreshUniformsPhong( m_uniforms, material );

			} else if ( material instanceof THREE.MeshLambertMaterial ) {

				refreshUniformsLambert( m_uniforms, material );

			} else if ( material instanceof THREE.MeshDepthMaterial ) {

				m_uniforms.mNear.value = camera.near;
				m_uniforms.mFar.value = camera.far;
				m_uniforms.opacity.value = material.opacity;

			} else if ( material instanceof THREE.MeshNormalMaterial ) {

				m_uniforms.opacity.value = material.opacity;

			}

			if ( object.receiveShadow && ! material._shadowPass ) {

				refreshUniformsShadow( m_uniforms, lights );

			}

			// load common uniforms

			loadUniformsGeneric( program, material.uniformsList );

			// load material specific uniforms
			// (shader material also gets them for the sake of genericity)

			if ( material instanceof THREE.ShaderMaterial ||
				 material instanceof THREE.MeshPhongMaterial ||
				 material.envMap ) {

				if ( p_uniforms.cameraPosition !== null ) {

					var position = camera.matrixWorld.getPosition();
					_gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );

				}

			}

			if ( material instanceof THREE.MeshPhongMaterial ||
				 material instanceof THREE.MeshLambertMaterial ||
				 material instanceof THREE.ShaderMaterial ||
				 material.skinning ) {

				if ( p_uniforms.viewMatrix !== null ) {

					_gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );

				}

			}

		}

		loadUniformsMatrices( p_uniforms, object );

		if ( p_uniforms.modelMatrix !== null ) {

			_gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );

		}

		return program;

	};

	// Uniforms (refresh uniforms objects)

	function refreshUniformsCommon ( uniforms, material ) {

		uniforms.opacity.value = material.opacity;

		if ( _this.gammaInput ) {

			uniforms.diffuse.value.copyGammaToLinear( material.color );

		} else {

			uniforms.diffuse.value = material.color;

		}

		uniforms.map.value = material.map;
		uniforms.lightMap.value = material.lightMap;
		uniforms.specularMap.value = material.specularMap;

		if ( material.bumpMap ) {

			uniforms.bumpMap.value = material.bumpMap;
			uniforms.bumpScale.value = material.bumpScale;

		}

		if ( material.normalMap ) {

			uniforms.normalMap.value = material.normalMap;
			uniforms.normalScale.value.copy( material.normalScale );

		}

		// uv repeat and offset setting priorities
		//	1. color map
		//	2. specular map
		//	3. normal map
		//	4. bump map

		var uvScaleMap;

		if ( material.map ) {

			uvScaleMap = material.map;

		} else if ( material.specularMap ) {

			uvScaleMap = material.specularMap;

		} else if ( material.normalMap ) {

			uvScaleMap = material.normalMap;

		} else if ( material.bumpMap ) {

			uvScaleMap = material.bumpMap;

		}

		if ( uvScaleMap !== undefined ) {

			var offset = uvScaleMap.offset;
			var repeat = uvScaleMap.repeat;

			uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

		}

		uniforms.envMap.value = material.envMap;
		uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;

		if ( _this.gammaInput ) {

			//uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
			uniforms.reflectivity.value = material.reflectivity;

		} else {

			uniforms.reflectivity.value = material.reflectivity;

		}

		uniforms.refractionRatio.value = material.refractionRatio;
		uniforms.combine.value = material.combine;
		uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;

	};

	function refreshUniformsLine ( uniforms, material ) {

		uniforms.diffuse.value = material.color;
		uniforms.opacity.value = material.opacity;

	};

	function refreshUniformsDash ( uniforms, material ) {

		uniforms.dashSize.value = material.dashSize;
		uniforms.totalSize.value = material.dashSize + material.gapSize;
		uniforms.scale.value = material.scale;

	};

	function refreshUniformsParticle ( uniforms, material ) {

		uniforms.psColor.value = material.color;
		uniforms.opacity.value = material.opacity;
		uniforms.size.value = material.size;
		uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.

		uniforms.map.value = material.map;

	};

	function refreshUniformsFog ( uniforms, fog ) {

		uniforms.fogColor.value = fog.color;

		if ( fog instanceof THREE.Fog ) {

			uniforms.fogNear.value = fog.near;
			uniforms.fogFar.value = fog.far;

		} else if ( fog instanceof THREE.FogExp2 ) {

			uniforms.fogDensity.value = fog.density;

		}

	};

	function refreshUniformsPhong ( uniforms, material ) {

		uniforms.shininess.value = material.shininess;

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );
			uniforms.specular.value.copyGammaToLinear( material.specular );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;
			uniforms.specular.value = material.specular;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	function refreshUniformsLambert ( uniforms, material ) {

		if ( _this.gammaInput ) {

			uniforms.ambient.value.copyGammaToLinear( material.ambient );
			uniforms.emissive.value.copyGammaToLinear( material.emissive );

		} else {

			uniforms.ambient.value = material.ambient;
			uniforms.emissive.value = material.emissive;

		}

		if ( material.wrapAround ) {

			uniforms.wrapRGB.value.copy( material.wrapRGB );

		}

	};

	function refreshUniformsLights ( uniforms, lights ) {

		uniforms.ambientLightColor.value = lights.ambient;

		uniforms.directionalLightColor.value = lights.directional.colors;
		uniforms.directionalLightDirection.value = lights.directional.positions;

		uniforms.pointLightColor.value = lights.point.colors;
		uniforms.pointLightPosition.value = lights.point.positions;
		uniforms.pointLightDistance.value = lights.point.distances;

		uniforms.spotLightColor.value = lights.spot.colors;
		uniforms.spotLightPosition.value = lights.spot.positions;
		uniforms.spotLightDistance.value = lights.spot.distances;
		uniforms.spotLightDirection.value = lights.spot.directions;
		uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
		uniforms.spotLightExponent.value = lights.spot.exponents;

		uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
		uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
		uniforms.hemisphereLightDirection.value = lights.hemi.positions;

	};

	function refreshUniformsShadow ( uniforms, lights ) {

		if ( uniforms.shadowMatrix ) {

			var j = 0;

			for ( var i = 0, il = lights.length; i < il; i ++ ) {

				var light = lights[ i ];

				if ( ! light.castShadow ) continue;

				if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {

					uniforms.shadowMap.value[ j ] = light.shadowMap;
					uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;

					uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;

					uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
					uniforms.shadowBias.value[ j ] = light.shadowBias;

					j ++;

				}

			}

		}

	};

	// Uniforms (load to GPU)

	function loadUniformsMatrices ( uniforms, object ) {

		_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );

		if ( uniforms.normalMatrix ) {

			_gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );

		}

	};

	function getTextureUnit() {

		var textureUnit = _usedTextureUnits;

		if ( textureUnit >= _maxTextures ) {

			console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );

		}

		_usedTextureUnits += 1;

		return textureUnit;

	};

	function loadUniformsGeneric ( program, uniforms ) {

		var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;

		for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {

			location = program.uniforms[ uniforms[ j ][ 1 ] ];
			if ( !location ) continue;

			uniform = uniforms[ j ][ 0 ];

			type = uniform.type;
			value = uniform.value;

			if ( type === "i" ) { // single integer

				_gl.uniform1i( location, value );

			} else if ( type === "f" ) { // single float

				_gl.uniform1f( location, value );

			} else if ( type === "v2" ) { // single THREE.Vector2

				_gl.uniform2f( location, value.x, value.y );

			} else if ( type === "v3" ) { // single THREE.Vector3

				_gl.uniform3f( location, value.x, value.y, value.z );

			} else if ( type === "v4" ) { // single THREE.Vector4

				_gl.uniform4f( location, value.x, value.y, value.z, value.w );

			} else if ( type === "c" ) { // single THREE.Color

				_gl.uniform3f( location, value.r, value.g, value.b );

			} else if ( type === "iv1" ) { // flat array of integers (JS or typed array)

				_gl.uniform1iv( location, value );

			} else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)

				_gl.uniform3iv( location, value );

			} else if ( type === "fv1" ) { // flat array of floats (JS or typed array)

				_gl.uniform1fv( location, value );

			} else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)

				_gl.uniform3fv( location, value );

			} else if ( type === "v2v" ) { // array of THREE.Vector2

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 2 * value.length );

				}

				for ( i = 0, il = value.length; i < il; i ++ ) {

					offset = i * 2;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;

				}

				_gl.uniform2fv( location, uniform._array );

			} else if ( type === "v3v" ) { // array of THREE.Vector3

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 3 * value.length );

				}

				for ( i = 0, il = value.length; i < il; i ++ ) {

					offset = i * 3;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;

				}

				_gl.uniform3fv( location, uniform._array );

			} else if ( type === "v4v" ) { // array of THREE.Vector4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 4 * value.length );

				}

				for ( i = 0, il = value.length; i < il; i ++ ) {

					offset = i * 4;

					uniform._array[ offset ] 	 = value[ i ].x;
					uniform._array[ offset + 1 ] = value[ i ].y;
					uniform._array[ offset + 2 ] = value[ i ].z;
					uniform._array[ offset + 3 ] = value[ i ].w;

				}

				_gl.uniform4fv( location, uniform._array );

			} else if ( type === "m4") { // single THREE.Matrix4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 16 );

				}

				value.flattenToArray( uniform._array );
				_gl.uniformMatrix4fv( location, false, uniform._array );

			} else if ( type === "m4v" ) { // array of THREE.Matrix4

				if ( uniform._array === undefined ) {

					uniform._array = new Float32Array( 16 * value.length );

				}

				for ( i = 0, il = value.length; i < il; i ++ ) {

					value[ i ].flattenToArrayOffset( uniform._array, i * 16 );

				}

				_gl.uniformMatrix4fv( location, false, uniform._array );

			} else if ( type === "t" ) { // single THREE.Texture (2d or cube)

				texture = value;
				textureUnit = getTextureUnit();

				_gl.uniform1i( location, textureUnit );

				if ( !texture ) continue;

				if ( texture.image instanceof Array && texture.image.length === 6 ) {

					setCubeTexture( texture, textureUnit );

				} else if ( texture instanceof THREE.WebGLRenderTargetCube ) {

					setCubeTextureDynamic( texture, textureUnit );

				} else {

					_this.setTexture( texture, textureUnit );

				}

			} else if ( type === "tv" ) { // array of THREE.Texture (2d)

				if ( uniform._array === undefined ) {

					uniform._array = [];

				}

				for( i = 0, il = uniform.value.length; i < il; i ++ ) {

					uniform._array[ i ] = getTextureUnit();

				}

				_gl.uniform1iv( location, uniform._array );

				for( i = 0, il = uniform.value.length; i < il; i ++ ) {

					texture = uniform.value[ i ];
					textureUnit = uniform._array[ i ];

					if ( !texture ) continue;

					_this.setTexture( texture, textureUnit );

				}

			}

		}

	};

	function setupMatrices ( object, camera ) {

		object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

		object._normalMatrix.getInverse( object._modelViewMatrix );
		object._normalMatrix.transpose();

	};

	//

	function setColorGamma( array, offset, color, intensitySq ) {

		array[ offset ]     = color.r * color.r * intensitySq;
		array[ offset + 1 ] = color.g * color.g * intensitySq;
		array[ offset + 2 ] = color.b * color.b * intensitySq;

	};

	function setColorLinear( array, offset, color, intensity ) {

		array[ offset ]     = color.r * intensity;
		array[ offset + 1 ] = color.g * intensity;
		array[ offset + 2 ] = color.b * intensity;

	};

	function setupLights ( program, lights ) {

		var l, ll, light, n,
		r = 0, g = 0, b = 0,
		color, skyColor, groundColor,
		intensity,  intensitySq,
		position,
		distance,

		zlights = _lights,

		dirColors = zlights.directional.colors,
		dirPositions = zlights.directional.positions,

		pointColors = zlights.point.colors,
		pointPositions = zlights.point.positions,
		pointDistances = zlights.point.distances,

		spotColors = zlights.spot.colors,
		spotPositions = zlights.spot.positions,
		spotDistances = zlights.spot.distances,
		spotDirections = zlights.spot.directions,
		spotAnglesCos = zlights.spot.anglesCos,
		spotExponents = zlights.spot.exponents,

		hemiSkyColors = zlights.hemi.skyColors,
		hemiGroundColors = zlights.hemi.groundColors,
		hemiPositions = zlights.hemi.positions,

		dirLength = 0,
		pointLength = 0,
		spotLength = 0,
		hemiLength = 0,

		dirCount = 0,
		pointCount = 0,
		spotCount = 0,
		hemiCount = 0,

		dirOffset = 0,
		pointOffset = 0,
		spotOffset = 0,
		hemiOffset = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

			color = light.color;
			intensity = light.intensity;
			distance = light.distance;

			if ( light instanceof THREE.AmbientLight ) {

				if ( ! light.visible ) continue;

				if ( _this.gammaInput ) {

					r += color.r * color.r;
					g += color.g * color.g;
					b += color.b * color.b;

				} else {

					r += color.r;
					g += color.g;
					b += color.b;

				}

			} else if ( light instanceof THREE.DirectionalLight ) {

				dirCount += 1;

				if ( ! light.visible ) continue;

				_direction.copy( light.matrixWorld.getPosition() );
				_direction.sub( light.target.matrixWorld.getPosition() );
				_direction.normalize();

				// skip lights with undefined direction
				// these create troubles in OpenGL (making pixel black)

				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

				dirOffset = dirLength * 3;

				dirPositions[ dirOffset ]     = _direction.x;
				dirPositions[ dirOffset + 1 ] = _direction.y;
				dirPositions[ dirOffset + 2 ] = _direction.z;

				if ( _this.gammaInput ) {

					setColorGamma( dirColors, dirOffset, color, intensity * intensity );

				} else {

					setColorLinear( dirColors, dirOffset, color, intensity );

				}

				dirLength += 1;

			} else if ( light instanceof THREE.PointLight ) {

				pointCount += 1;

				if ( ! light.visible ) continue;

				pointOffset = pointLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( pointColors, pointOffset, color, intensity * intensity );

				} else {

					setColorLinear( pointColors, pointOffset, color, intensity );

				}

				position = light.matrixWorld.getPosition();

				pointPositions[ pointOffset ]     = position.x;
				pointPositions[ pointOffset + 1 ] = position.y;
				pointPositions[ pointOffset + 2 ] = position.z;

				pointDistances[ pointLength ] = distance;

				pointLength += 1;

			} else if ( light instanceof THREE.SpotLight ) {

				spotCount += 1;

				if ( ! light.visible ) continue;

				spotOffset = spotLength * 3;

				if ( _this.gammaInput ) {

					setColorGamma( spotColors, spotOffset, color, intensity * intensity );

				} else {

					setColorLinear( spotColors, spotOffset, color, intensity );

				}

				position = light.matrixWorld.getPosition();

				spotPositions[ spotOffset ]     = position.x;
				spotPositions[ spotOffset + 1 ] = position.y;
				spotPositions[ spotOffset + 2 ] = position.z;

				spotDistances[ spotLength ] = distance;

				_direction.copy( position );
				_direction.sub( light.target.matrixWorld.getPosition() );
				_direction.normalize();

				spotDirections[ spotOffset ]     = _direction.x;
				spotDirections[ spotOffset + 1 ] = _direction.y;
				spotDirections[ spotOffset + 2 ] = _direction.z;

				spotAnglesCos[ spotLength ] = Math.cos( light.angle );
				spotExponents[ spotLength ] = light.exponent;

				spotLength += 1;

			} else if ( light instanceof THREE.HemisphereLight ) {

				hemiCount += 1;

				if ( ! light.visible ) continue;

				_direction.copy( light.matrixWorld.getPosition() );
				_direction.normalize();

				// skip lights with undefined direction
				// these create troubles in OpenGL (making pixel black)

				if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;

				hemiOffset = hemiLength * 3;

				hemiPositions[ hemiOffset ]     = _direction.x;
				hemiPositions[ hemiOffset + 1 ] = _direction.y;
				hemiPositions[ hemiOffset + 2 ] = _direction.z;

				skyColor = light.color;
				groundColor = light.groundColor;

				if ( _this.gammaInput ) {

					intensitySq = intensity * intensity;

					setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
					setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );

				} else {

					setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
					setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );

				}

				hemiLength += 1;

			}

		}

		// null eventual remains from removed lights
		// (this is to avoid if in shader)

		for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
		for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
		for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
		for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;

		zlights.directional.length = dirLength;
		zlights.point.length = pointLength;
		zlights.spot.length = spotLength;
		zlights.hemi.length = hemiLength;

		zlights.ambient[ 0 ] = r;
		zlights.ambient[ 1 ] = g;
		zlights.ambient[ 2 ] = b;

	};

	// GL state setting

	this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

		if ( cullFace === THREE.CullFaceNone ) {

			_gl.disable( _gl.CULL_FACE );

		} else {

			if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			if ( cullFace === THREE.CullFaceBack ) {

				_gl.cullFace( _gl.BACK );

			} else if ( cullFace === THREE.CullFaceFront ) {

				_gl.cullFace( _gl.FRONT );

			} else {

				_gl.cullFace( _gl.FRONT_AND_BACK );

			}

			_gl.enable( _gl.CULL_FACE );

		}

	};

	this.setMaterialFaces = function ( material ) {

		var doubleSided = material.side === THREE.DoubleSide;
		var flipSided = material.side === THREE.BackSide;

		if ( _oldDoubleSided !== doubleSided ) {

			if ( doubleSided ) {

				_gl.disable( _gl.CULL_FACE );

			} else {

				_gl.enable( _gl.CULL_FACE );

			}

			_oldDoubleSided = doubleSided;

		}

		if ( _oldFlipSided !== flipSided ) {

			if ( flipSided ) {

				_gl.frontFace( _gl.CW );

			} else {

				_gl.frontFace( _gl.CCW );

			}

			_oldFlipSided = flipSided;

		}

	};

	this.setDepthTest = function ( depthTest ) {

		if ( _oldDepthTest !== depthTest ) {

			if ( depthTest ) {

				_gl.enable( _gl.DEPTH_TEST );

			} else {

				_gl.disable( _gl.DEPTH_TEST );

			}

			_oldDepthTest = depthTest;

		}

	};

	this.setDepthWrite = function ( depthWrite ) {

		if ( _oldDepthWrite !== depthWrite ) {

			_gl.depthMask( depthWrite );
			_oldDepthWrite = depthWrite;

		}

	};

	function setLineWidth ( width ) {

		if ( width !== _oldLineWidth ) {

			_gl.lineWidth( width );

			_oldLineWidth = width;

		}

	};

	function setPolygonOffset ( polygonoffset, factor, units ) {

		if ( _oldPolygonOffset !== polygonoffset ) {

			if ( polygonoffset ) {

				_gl.enable( _gl.POLYGON_OFFSET_FILL );

			} else {

				_gl.disable( _gl.POLYGON_OFFSET_FILL );

			}

			_oldPolygonOffset = polygonoffset;

		}

		if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {

			_gl.polygonOffset( factor, units );

			_oldPolygonOffsetFactor = factor;
			_oldPolygonOffsetUnits = units;

		}

	};

	this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {

		if ( blending !== _oldBlending ) {

			if ( blending === THREE.NoBlending ) {

				_gl.disable( _gl.BLEND );

			} else if ( blending === THREE.AdditiveBlending ) {

				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );

			} else if ( blending === THREE.SubtractiveBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );

			} else if ( blending === THREE.MultiplyBlending ) {

				// TODO: Find blendFuncSeparate() combination
				_gl.enable( _gl.BLEND );
				_gl.blendEquation( _gl.FUNC_ADD );
				_gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );

			} else if ( blending === THREE.CustomBlending ) {

				_gl.enable( _gl.BLEND );

			} else {

				_gl.enable( _gl.BLEND );
				_gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
				_gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );

			}

			_oldBlending = blending;

		}

		if ( blending === THREE.CustomBlending ) {

			if ( blendEquation !== _oldBlendEquation ) {

				_gl.blendEquation( paramThreeToGL( blendEquation ) );

				_oldBlendEquation = blendEquation;

			}

			if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {

				_gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );

				_oldBlendSrc = blendSrc;
				_oldBlendDst = blendDst;

			}

		} else {

			_oldBlendEquation = null;
			_oldBlendSrc = null;
			_oldBlendDst = null;

		}

	};

	// Defines

	function generateDefines ( defines ) {

		var value, chunk, chunks = [];

		for ( var d in defines ) {

			value = defines[ d ];
			if ( value === false ) continue;

			chunk = "#define " + d + " " + value;
			chunks.push( chunk );

		}

		return chunks.join( "\n" );

	};

	// Shaders

	function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {

		var p, pl, d, program, code;
		var chunks = [];

		// Generate code

		if ( shaderID ) {

			chunks.push( shaderID );

		} else {

			chunks.push( fragmentShader );
			chunks.push( vertexShader );

		}

		for ( d in defines ) {

			chunks.push( d );
			chunks.push( defines[ d ] );

		}

		for ( p in parameters ) {

			chunks.push( p );
			chunks.push( parameters[ p ] );

		}

		code = chunks.join();

		// Check if code has been already compiled

		for ( p = 0, pl = _programs.length; p < pl; p ++ ) {

			var programInfo = _programs[ p ];

			if ( programInfo.code === code ) {

				//console.log( "Code already compiled." /*: \n\n" + code*/ );

				programInfo.usedTimes ++;

				return programInfo.program;

			}

		}

		var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";

		if ( parameters.shadowMapType === THREE.PCFShadowMap ) {

			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";

		} else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {

			shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";

		}

		//console.log( "building new program " );

		//

		var customDefines = generateDefines( defines );

		//

		program = _gl.createProgram();

		var prefix_vertex = [

			"precision " + _precision + " float;",

			customDefines,

			_supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",

			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

			"#define MAX_SHADOWS " + parameters.maxShadows,

			"#define MAX_BONES " + parameters.maxBones,

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",

			parameters.skinning ? "#define USE_SKINNING" : "",
			parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
			parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
			parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",

			parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
			parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
			parameters.flipSided ? "#define FLIP_SIDED" : "",

			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

			parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",

			"uniform mat4 modelMatrix;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
			"uniform mat4 viewMatrix;",
			"uniform mat3 normalMatrix;",
			"uniform vec3 cameraPosition;",

			"attribute vec3 position;",
			"attribute vec3 normal;",
			"attribute vec2 uv;",
			"attribute vec2 uv2;",

			"#ifdef USE_COLOR",

				"attribute vec3 color;",

			"#endif",

			"#ifdef USE_MORPHTARGETS",

				"attribute vec3 morphTarget0;",
				"attribute vec3 morphTarget1;",
				"attribute vec3 morphTarget2;",
				"attribute vec3 morphTarget3;",

				"#ifdef USE_MORPHNORMALS",

					"attribute vec3 morphNormal0;",
					"attribute vec3 morphNormal1;",
					"attribute vec3 morphNormal2;",
					"attribute vec3 morphNormal3;",

				"#else",

					"attribute vec3 morphTarget4;",
					"attribute vec3 morphTarget5;",
					"attribute vec3 morphTarget6;",
					"attribute vec3 morphTarget7;",

				"#endif",

			"#endif",

			"#ifdef USE_SKINNING",

				"attribute vec4 skinIndex;",
				"attribute vec4 skinWeight;",

			"#endif",

			""

		].join("\n");

		var prefix_fragment = [

			"precision " + _precision + " float;",

			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",

			customDefines,

			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
			"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,

			"#define MAX_SHADOWS " + parameters.maxShadows,

			parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",

			_this.gammaInput ? "#define GAMMA_INPUT" : "",
			_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
			_this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",

			( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
			( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",

			parameters.map ? "#define USE_MAP" : "",
			parameters.envMap ? "#define USE_ENVMAP" : "",
			parameters.lightMap ? "#define USE_LIGHTMAP" : "",
			parameters.bumpMap ? "#define USE_BUMPMAP" : "",
			parameters.normalMap ? "#define USE_NORMALMAP" : "",
			parameters.specularMap ? "#define USE_SPECULARMAP" : "",
			parameters.vertexColors ? "#define USE_COLOR" : "",

			parameters.metal ? "#define METAL" : "",
			parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
			parameters.wrapAround ? "#define WRAP_AROUND" : "",
			parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
			parameters.flipSided ? "#define FLIP_SIDED" : "",

			parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
			parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
			parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
			parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",

			"uniform mat4 viewMatrix;",
			"uniform vec3 cameraPosition;",
			""

		].join("\n");

		var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
		var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );

		_gl.attachShader( program, glVertexShader );
		_gl.attachShader( program, glFragmentShader );

		_gl.linkProgram( program );

		if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {

			console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );

		}

		// clean up

		_gl.deleteShader( glFragmentShader );
		_gl.deleteShader( glVertexShader );

		//console.log( prefix_fragment + fragmentShader );
		//console.log( prefix_vertex + vertexShader );

		program.uniforms = {};
		program.attributes = {};

		var identifiers, u, a, i;

		// cache uniform locations

		identifiers = [

			'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
			'morphTargetInfluences'

		];

		if ( parameters.useVertexTexture ) {

			identifiers.push( 'boneTexture' );

		} else {

			identifiers.push( 'boneGlobalMatrices' );

		}

		for ( u in uniforms ) {

			identifiers.push( u );

		}

		cacheUniformLocations( program, identifiers );

		// cache attributes locations

		identifiers = [

			"position", "normal", "uv", "uv2", "tangent", "color",
			"skinIndex", "skinWeight", "lineDistance"

		];

		for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {

			identifiers.push( "morphTarget" + i );

		}

		for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {

			identifiers.push( "morphNormal" + i );

		}

		for ( a in attributes ) {

			identifiers.push( a );

		}

		cacheAttributeLocations( program, identifiers );

		program.id = _programs_counter ++;

		_programs.push( { program: program, code: code, usedTimes: 1 } );

		_this.info.memory.programs = _programs.length;

		return program;

	};

	// Shader parameters cache

	function cacheUniformLocations ( program, identifiers ) {

		var i, l, id;

		for( i = 0, l = identifiers.length; i < l; i ++ ) {

			id = identifiers[ i ];
			program.uniforms[ id ] = _gl.getUniformLocation( program, id );

		}

	};

	function cacheAttributeLocations ( program, identifiers ) {

		var i, l, id;

		for( i = 0, l = identifiers.length; i < l; i ++ ) {

			id = identifiers[ i ];
			program.attributes[ id ] = _gl.getAttribLocation( program, id );

		}

	};

	function addLineNumbers ( string ) {

		var chunks = string.split( "\n" );

		for ( var i = 0, il = chunks.length; i < il; i ++ ) {

			// Chrome reports shader errors on lines
			// starting counting from 1

			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];

		}

		return chunks.join( "\n" );

	};

	function getShader ( type, string ) {

		var shader;

		if ( type === "fragment" ) {

			shader = _gl.createShader( _gl.FRAGMENT_SHADER );

		} else if ( type === "vertex" ) {

			shader = _gl.createShader( _gl.VERTEX_SHADER );

		}

		_gl.shaderSource( shader, string );
		_gl.compileShader( shader );

		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {

			console.error( _gl.getShaderInfoLog( shader ) );
			console.error( addLineNumbers( string ) );
			return null;

		}

		return shader;

	};

	// Textures


	function isPowerOfTwo ( value ) {

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

	};

	function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {

		if ( isImagePowerOfTwo ) {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

		} else {

			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

		}

		if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {

			if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {

				_gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
				texture.__oldAnisotropy = texture.anisotropy;

			}

		}

	};

	this.setTexture = function ( texture, slot ) {

		if ( texture.needsUpdate ) {

			if ( ! texture.__webglInit ) {

				texture.__webglInit = true;

				texture.addEventListener( 'dispose', onTextureDispose );

				texture.__webglTexture = _gl.createTexture();

				_this.info.memory.textures ++;

			}

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

			var image = texture.image,
			isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );

			setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );

			var mipmap, mipmaps = texture.mipmaps;

			if ( texture instanceof THREE.DataTexture ) {

				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels

				if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

						mipmap = mipmaps[ i ];
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

					texture.generateMipmaps = false;

				} else {

					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

				}

			} else if ( texture instanceof THREE.CompressedTexture ) {

				// compressed textures can only use manually created mipmaps
				// WebGL can't generate mipmaps for DDS textures

				for( var i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];
					_gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

				}

			} else { // regular Texture (image, video, canvas)

				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels

				if ( mipmaps.length > 0 && isImagePowerOfTwo ) {

					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

						mipmap = mipmaps[ i ];
						_gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

					}

					texture.generateMipmaps = false;

				} else {

					_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );

				}

			}

			if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			texture.needsUpdate = false;

			if ( texture.onUpdate ) texture.onUpdate();

		} else {

			_gl.activeTexture( _gl.TEXTURE0 + slot );
			_gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );

		}

	};

	function clampToMaxSize ( image, maxSize ) {

		if ( image.width <= maxSize && image.height <= maxSize ) {

			return image;

		}

		// Warning: Scaling through the canvas will only work with images that use
		// premultiplied alpha.

		var maxDimension = Math.max( image.width, image.height );
		var newWidth = Math.floor( image.width * maxSize / maxDimension );
		var newHeight = Math.floor( image.height * maxSize / maxDimension );

		var canvas = document.createElement( 'canvas' );
		canvas.width = newWidth;
		canvas.height = newHeight;

		var ctx = canvas.getContext( "2d" );
		ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );

		return canvas;

	}

	function setCubeTexture ( texture, slot ) {

		if ( texture.image.length === 6 ) {

			if ( texture.needsUpdate ) {

				if ( ! texture.image.__webglTextureCube ) {

					texture.image.__webglTextureCube = _gl.createTexture();

					_this.info.memory.textures ++;

				}

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

				_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

				var isCompressed = texture instanceof THREE.CompressedTexture;

				var cubeImage = [];

				for ( var i = 0; i < 6; i ++ ) {

					if ( _this.autoScaleCubemaps && ! isCompressed ) {

						cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );

					} else {

						cubeImage[ i ] = texture.image[ i ];

					}

				}

				var image = cubeImage[ 0 ],
				isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
				glFormat = paramThreeToGL( texture.format ),
				glType = paramThreeToGL( texture.type );

				setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

					if ( isCompressed ) {

						var mipmap, mipmaps = cubeImage[ i ].mipmaps;

						for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

							mipmap = mipmaps[ j ];
							_gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						}

					} else {

						_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

					}

				}

				if ( texture.generateMipmaps && isImagePowerOfTwo ) {

					_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

				}

				texture.needsUpdate = false;

				if ( texture.onUpdate ) texture.onUpdate();

			} else {

				_gl.activeTexture( _gl.TEXTURE0 + slot );
				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );

			}

		}

	};

	function setCubeTextureDynamic ( texture, slot ) {

		_gl.activeTexture( _gl.TEXTURE0 + slot );
		_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );

	};

	// Render targets

	function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {

		_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
		_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );

	};

	function setupRenderBuffer ( renderbuffer, renderTarget  ) {

		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		/* For some reason this is not working. Defaulting to RGBA4.
		} else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
		*/
		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

		} else {

			_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

		}

	};

	this.setRenderTarget = function ( renderTarget ) {

		var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );

		if ( renderTarget && ! renderTarget.__webglFramebuffer ) {

			if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
			if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			renderTarget.__webglTexture = _gl.createTexture();

			_this.info.memory.textures ++;

			// Setup texture, create render and frame buffers

			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
				glFormat = paramThreeToGL( renderTarget.format ),
				glType = paramThreeToGL( renderTarget.type );

			if ( isCube ) {

				renderTarget.__webglFramebuffer = [];
				renderTarget.__webglRenderbuffer = [];

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );

				for ( var i = 0; i < 6; i ++ ) {

					renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
					renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();

					_gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

					setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
					setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

			} else {

				renderTarget.__webglFramebuffer = _gl.createFramebuffer();

				if ( renderTarget.shareDepthFrom ) {

					renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;

				} else {

					renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();

				}

				_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );

				_gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );

				setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );

				if ( renderTarget.shareDepthFrom ) {

					if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

					} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

						_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );

					}

				} else {

					setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );

				}

				if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );

			}

			// Release everything

			if ( isCube ) {

				_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				_gl.bindTexture( _gl.TEXTURE_2D, null );

			}

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		var framebuffer, width, height, vx, vy;

		if ( renderTarget ) {

			if ( isCube ) {

				framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];

			} else {

				framebuffer = renderTarget.__webglFramebuffer;

			}

			width = renderTarget.width;
			height = renderTarget.height;

			vx = 0;
			vy = 0;

		} else {

			framebuffer = null;

			width = _viewportWidth;
			height = _viewportHeight;

			vx = _viewportX;
			vy = _viewportY;

		}

		if ( framebuffer !== _currentFramebuffer ) {

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.viewport( vx, vy, width, height );

			_currentFramebuffer = framebuffer;

		}

		_currentWidth = width;
		_currentHeight = height;

	};

	function updateRenderTargetMipmap ( renderTarget ) {

		if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {

			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
			_gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

		} else {

			_gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
			_gl.generateMipmap( _gl.TEXTURE_2D );
			_gl.bindTexture( _gl.TEXTURE_2D, null );

		}

	};

	// Fallback filters for non-power-of-2 textures

	function filterFallback ( f ) {

		if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {

			return _gl.NEAREST;

		}

		return _gl.LINEAR;

	};

	// Map three.js constants to WebGL constants

	function paramThreeToGL ( p ) {

		if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
		if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
		if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

		if ( p === THREE.NearestFilter ) return _gl.NEAREST;
		if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
		if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

		if ( p === THREE.LinearFilter ) return _gl.LINEAR;
		if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
		if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

		if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
		if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
		if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
		if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

		if ( p === THREE.ByteType ) return _gl.BYTE;
		if ( p === THREE.ShortType ) return _gl.SHORT;
		if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
		if ( p === THREE.IntType ) return _gl.INT;
		if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
		if ( p === THREE.FloatType ) return _gl.FLOAT;

		if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
		if ( p === THREE.RGBFormat ) return _gl.RGB;
		if ( p === THREE.RGBAFormat ) return _gl.RGBA;
		if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
		if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;

		if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
		if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
		if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

		if ( p === THREE.ZeroFactor ) return _gl.ZERO;
		if ( p === THREE.OneFactor ) return _gl.ONE;
		if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
		if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
		if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
		if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
		if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
		if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

		if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
		if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
		if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

		if ( _glExtensionCompressedTextureS3TC !== undefined ) {

			if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
			if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
			if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;

		}

		return 0;

	};

	// Allocations

	function allocateBones ( object ) {

		if ( _supportsBoneTextures && object && object.useVertexTexture ) {

			return 1024;

		} else {

			// default for when object is not specified
			// ( for example when prebuilding shader
			//   to be used with multiple objects )
			//
			// 	- leave some extra space for other uniforms
			//  - limit here is ANGLE's 254 max uniform vectors
			//    (up to 54 should be safe)

			var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
			var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

			var maxBones = nVertexMatrices;

			if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {

				maxBones = Math.min( object.bones.length, maxBones );

				if ( maxBones < object.bones.length ) {

					console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );

				}

			}

			return maxBones;

		}

	};

	function allocateLights ( lights ) {

		var l, ll, light, dirLights, pointLights, spotLights, hemiLights;

		dirLights = pointLights = spotLights = hemiLights = 0;

		for ( l = 0, ll = lights.length; l < ll; l ++ ) {

			light = lights[ l ];

			if ( light.onlyShadow ) continue;

			if ( light instanceof THREE.DirectionalLight ) dirLights ++;
			if ( light instanceof THREE.PointLight ) pointLights ++;
			if ( light instanceof THREE.SpotLight ) spotLights ++;
			if ( light instanceof THREE.HemisphereLight ) hemiLights ++;

		}

		return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };

	};

	function allocateShadows ( lights ) {

		var l, ll, light, maxShadows = 0;

		for ( l = 0, ll = lights.length; l < ll; l++ ) {

			light = lights[ l ];

			if ( ! light.castShadow ) continue;

			if ( light instanceof THREE.SpotLight ) maxShadows ++;
			if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;

		}

		return maxShadows;

	};

	// Initialization

	function initGL () {

		try {

			if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {

				throw 'Error creating WebGL context.';

			}

		} catch ( error ) {

			console.error( error );

		}

		_glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
		_glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );

		_glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
											   _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );


		_glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
											_gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );

		if ( ! _glExtensionTextureFloat ) {

			console.log( 'THREE.WebGLRenderer: Float textures not supported.' );

		}

		if ( ! _glExtensionStandardDerivatives ) {

			console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );

		}

		if ( ! _glExtensionTextureFilterAnisotropic ) {

			console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );

		}

		if ( ! _glExtensionCompressedTextureS3TC ) {

			console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );

		}

	};

	function setDefaultGLState () {

		_gl.clearColor( 0, 0, 0, 1 );
		_gl.clearDepth( 1 );
		_gl.clearStencil( 0 );

		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthFunc( _gl.LEQUAL );

		_gl.frontFace( _gl.CCW );
		_gl.cullFace( _gl.BACK );
		_gl.enable( _gl.CULL_FACE );

		_gl.enable( _gl.BLEND );
		_gl.blendEquation( _gl.FUNC_ADD );
		_gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );

		_gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );

	};

	// default plugins (order is important)

	this.shadowMapPlugin = new THREE.ShadowMapPlugin();
	this.addPrePlugin( this.shadowMapPlugin );

	this.addPostPlugin( new THREE.SpritePlugin() );
	this.addPostPlugin( new THREE.LensFlarePlugin() );

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

THREE.WebGLRenderTarget = function ( width, height, options ) {

	THREE.EventDispatcher.call( this );

	this.width = width;
	this.height = height;

	options = options || {};

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

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

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

	this.offset = new THREE.Vector2( 0, 0 );
	this.repeat = new THREE.Vector2( 1, 1 );

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

	this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
	this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;

	this.generateMipmaps = true;

	this.shareDepthFrom = null;

};

THREE.WebGLRenderTarget.prototype.clone = function() {

	var tmp = new THREE.WebGLRenderTarget( this.width, this.height );

	tmp.wrapS = this.wrapS;
	tmp.wrapT = this.wrapT;

	tmp.magFilter = this.magFilter;
	tmp.minFilter = this.minFilter;

	tmp.anisotropy = this.anisotropy;

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

	tmp.format = this.format;
	tmp.type = this.type;

	tmp.depthBuffer = this.depthBuffer;
	tmp.stencilBuffer = this.stencilBuffer;

	tmp.generateMipmaps = this.generateMipmaps;

	tmp.shareDepthFrom = this.shareDepthFrom;

	return tmp;

};

THREE.WebGLRenderTarget.prototype.dispose = function () {

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

};
/**
 * @author alteredq / http://alteredqualia.com
 */

THREE.WebGLRenderTargetCube = function ( width, height, options ) {

	THREE.WebGLRenderTarget.call( this, width, height, options );

	this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5

};

THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableVertex = function () {

	this.positionWorld = new THREE.Vector3();
	this.positionScreen = new THREE.Vector4();

	this.visible = true;

};

THREE.RenderableVertex.prototype.copy = function ( vertex ) {

	this.positionWorld.copy( vertex.positionWorld );
	this.positionScreen.copy( vertex.positionScreen );

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableFace3 = function () {

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();
	this.v3 = new THREE.RenderableVertex();

	this.centroidModel = new THREE.Vector3();

	this.normalModel = new THREE.Vector3();
	this.normalModelView = new THREE.Vector3();

	this.vertexNormalsLength = 0;
	this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
	this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

	this.color = null;
	this.material = null;
	this.uvs = [[]];

	this.z = null;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableFace4 = function () {

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();
	this.v3 = new THREE.RenderableVertex();
	this.v4 = new THREE.RenderableVertex();

	this.centroidModel = new THREE.Vector3();

	this.normalModel = new THREE.Vector3();
	this.normalModelView = new THREE.Vector3();

	this.vertexNormalsLength = 0;
	this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
	this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];

	this.color = null;
	this.material = null;
	this.uvs = [[]];

	this.z = null;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableObject = function () {

	this.object = null;
	this.z = null;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableParticle = function () {

	this.object = null;

	this.x = null;
	this.y = null;
	this.z = null;

	this.rotation = null;
	this.scale = new THREE.Vector2();

	this.material = null;

};
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.RenderableLine = function () {

	this.z = null;

	this.v1 = new THREE.RenderableVertex();
	this.v2 = new THREE.RenderableVertex();

	this.material = null;

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ColorUtils = {

	adjustHSV : function ( color, h, s, v ) {

		var hsv = THREE.ColorUtils.__hsv;

		color.getHSV( hsv );

		hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
		hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
		hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );

		color.setHSV( hsv.h, hsv.s, hsv.v );

	}

};

THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.GeometryUtils = {

	// Merge two geometries or geometry and geometry from object (using object's transform)

	merge: function ( geometry1, object2 /* mesh | geometry */ ) {

		var matrix, normalMatrix,
		vertexOffset = geometry1.vertices.length,
		uvPosition = geometry1.faceVertexUvs[ 0 ].length,
		geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
		vertices1 = geometry1.vertices,
		vertices2 = geometry2.vertices,
		faces1 = geometry1.faces,
		faces2 = geometry2.faces,
		uvs1 = geometry1.faceVertexUvs[ 0 ],
		uvs2 = geometry2.faceVertexUvs[ 0 ];

		if ( object2 instanceof THREE.Mesh ) {

			object2.matrixAutoUpdate && object2.updateMatrix();

			matrix = object2.matrix;

			normalMatrix = new THREE.Matrix3();
			normalMatrix.getInverse( matrix );
			normalMatrix.transpose();

		}

		// vertices

		for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

			var vertex = vertices2[ i ];

			var vertexCopy = vertex.clone();

			if ( matrix ) vertexCopy.applyMatrix4( matrix );

			vertices1.push( vertexCopy );

		}

		// faces

		for ( i = 0, il = faces2.length; i < il; i ++ ) {

			var face = faces2[ i ], faceCopy, normal, color,
			faceVertexNormals = face.vertexNormals,
			faceVertexColors = face.vertexColors;

			if ( face instanceof THREE.Face3 ) {

				faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );

			} else if ( face instanceof THREE.Face4 ) {

				faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );

			}

			faceCopy.normal.copy( face.normal );

			if ( normalMatrix ) {

				faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

			}

			for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

				normal = faceVertexNormals[ j ].clone();

				if ( normalMatrix ) {

					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;

			faceCopy.centroid.copy( face.centroid );

			if ( matrix ) {

				faceCopy.centroid.applyMatrix4( matrix );

			}

			faces1.push( faceCopy );

		}

		// uvs

		for ( i = 0, il = uvs2.length; i < il; i ++ ) {

			var uv = uvs2[ i ], uvCopy = [];

			for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

				uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );

			}

			uvs1.push( uvCopy );

		}

	},

	removeMaterials: function ( geometry, materialIndexArray ) {

		var materialIndexMap = {};

		for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {

			materialIndexMap[ materialIndexArray[i] ] = true;

		}

		var face, newFaces = [];

		for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {

			face = geometry.faces[ i ];
			if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );

		}

		geometry.faces = newFaces;

	},

	// Get random point in triangle (via barycentric coordinates)
	// 	(uniform distribution)
	// 	http://www.cgafaq.info/wiki/Random_Point_In_Triangle

	randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {

		var a, b, c,
			point = new THREE.Vector3(),
			tmp = THREE.GeometryUtils.__v1;

		a = THREE.GeometryUtils.random();
		b = THREE.GeometryUtils.random();

		if ( ( a + b ) > 1 ) {

			a = 1 - a;
			b = 1 - b;

		}

		c = 1 - a - b;

		point.copy( vectorA );
		point.multiplyScalar( a );

		tmp.copy( vectorB );
		tmp.multiplyScalar( b );

		point.add( tmp );

		tmp.copy( vectorC );
		tmp.multiplyScalar( c );

		point.add( tmp );

		return point;

	},

	// Get random point in face (triangle / quad)
	// (uniform distribution)

	randomPointInFace: function ( face, geometry, useCachedAreas ) {

		var vA, vB, vC, vD;

		if ( face instanceof THREE.Face3 ) {

			vA = geometry.vertices[ face.a ];
			vB = geometry.vertices[ face.b ];
			vC = geometry.vertices[ face.c ];

			return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );

		} else if ( face instanceof THREE.Face4 ) {

			vA = geometry.vertices[ face.a ];
			vB = geometry.vertices[ face.b ];
			vC = geometry.vertices[ face.c ];
			vD = geometry.vertices[ face.d ];

			var area1, area2;

			if ( useCachedAreas ) {

				if ( face._area1 && face._area2 ) {

					area1 = face._area1;
					area2 = face._area2;

				} else {

					area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
					area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

					face._area1 = area1;
					face._area2 = area2;

				}

			} else {

				area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
				area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

			}

			var r = THREE.GeometryUtils.random() * ( area1 + area2 );

			if ( r < area1 ) {

				return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );

			} else {

				return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );

			}

		}

	},

	// Get uniformly distributed random points in mesh
	// 	- create array with cumulative sums of face areas
	//  - pick random number from 0 to total area
	//  - find corresponding place in area array by binary search
	//	- get random point in face

	randomPointsInGeometry: function ( geometry, n ) {

		var face, i,
			faces = geometry.faces,
			vertices = geometry.vertices,
			il = faces.length,
			totalArea = 0,
			cumulativeAreas = [],
			vA, vB, vC, vD;

		// precompute face areas

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

			face = faces[ i ];

			if ( face instanceof THREE.Face3 ) {

				vA = vertices[ face.a ];
				vB = vertices[ face.b ];
				vC = vertices[ face.c ];

				face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );

			} else if ( face instanceof THREE.Face4 ) {

				vA = vertices[ face.a ];
				vB = vertices[ face.b ];
				vC = vertices[ face.c ];
				vD = vertices[ face.d ];

				face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
				face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );

				face._area = face._area1 + face._area2;

			}

			totalArea += face._area;

			cumulativeAreas[ i ] = totalArea;

		}

		// binary search cumulative areas array

		function binarySearchIndices( value ) {

			function binarySearch( start, end ) {

				// return closest larger index
				// if exact number is not found

				if ( end < start )
					return start;

				var mid = start + Math.floor( ( end - start ) / 2 );

				if ( cumulativeAreas[ mid ] > value ) {

					return binarySearch( start, mid - 1 );

				} else if ( cumulativeAreas[ mid ] < value ) {

					return binarySearch( mid + 1, end );

				} else {

					return mid;

				}

			}

			var result = binarySearch( 0, cumulativeAreas.length - 1 )
			return result;

		}

		// pick random face weighted by face area

		var r, index,
			result = [];

		var stats = {};

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

			r = THREE.GeometryUtils.random() * totalArea;

			index = binarySearchIndices( r );

			result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );

			if ( ! stats[ index ] ) {

				stats[ index ] = 1;

			} else {

				stats[ index ] += 1;

			}

		}

		return result;

	},

	// Get triangle area (half of parallelogram)
	//	http://mathworld.wolfram.com/TriangleArea.html

	triangleArea: function ( vectorA, vectorB, vectorC ) {

		var tmp1 = THREE.GeometryUtils.__v1,
			tmp2 = THREE.GeometryUtils.__v2;

		tmp1.subVectors( vectorB, vectorA );
		tmp2.subVectors( vectorC, vectorA );
		tmp1.cross( tmp2 );

		return 0.5 * tmp1.length();

	},

	// Center geometry so that 0,0,0 is in center of bounding box

	center: function ( geometry ) {

		geometry.computeBoundingBox();

		var bb = geometry.boundingBox;

		var offset = new THREE.Vector3();

		offset.addVectors( bb.min, bb.max );
		offset.multiplyScalar( -0.5 );

		geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
		geometry.computeBoundingBox();

		return offset;

	},

	// Normalize UVs to be from <0,1>
	// (for now just the first set of UVs)

	normalizeUVs: function ( geometry ) {

		var uvSet = geometry.faceVertexUvs[ 0 ];

		for ( var i = 0, il = uvSet.length; i < il; i ++ ) {

			var uvs = uvSet[ i ];

			for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {

				// texture repeat

				if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
				if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );

			}

		}

	},

	triangulateQuads: function ( geometry ) {

		var i, il, j, jl;

		var faces = [];
		var faceUvs = [];
		var faceVertexUvs = [];

		for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {

			faceUvs[ i ] = [];

		}

		for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {

			faceVertexUvs[ i ] = [];

		}

		for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {

			var face = geometry.faces[ i ];

			if ( face instanceof THREE.Face4 ) {

				var a = face.a;
				var b = face.b;
				var c = face.c;
				var d = face.d;

				var triA = new THREE.Face3();
				var triB = new THREE.Face3();

				triA.color.copy( face.color );
				triB.color.copy( face.color );

				triA.materialIndex = face.materialIndex;
				triB.materialIndex = face.materialIndex;

				triA.a = a;
				triA.b = b;
				triA.c = d;

				triB.a = b;
				triB.b = c;
				triB.c = d;

				if ( face.vertexColors.length === 4 ) {

					triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
					triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
					triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();

					triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
					triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
					triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();

				}

				faces.push( triA, triB );

				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

					if ( geometry.faceVertexUvs[ j ].length ) {

						var uvs = geometry.faceVertexUvs[ j ][ i ];

						var uvA = uvs[ 0 ];
						var uvB = uvs[ 1 ];
						var uvC = uvs[ 2 ];
						var uvD = uvs[ 3 ];

						var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
						var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];

						faceVertexUvs[ j ].push( uvsTriA, uvsTriB );

					}

				}

				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {

					if ( geometry.faceUvs[ j ].length ) {

						var faceUv = geometry.faceUvs[ j ][ i ];

						faceUvs[ j ].push( faceUv, faceUv );

					}

				}

			} else {

				faces.push( face );

				for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {

					faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );

				}

				for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {

					faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );

				}

			}

		}

		geometry.faces = faces;
		geometry.faceUvs = faceUvs;
		geometry.faceVertexUvs = faceVertexUvs;

		geometry.computeCentroids();
		geometry.computeFaceNormals();
		geometry.computeVertexNormals();

		if ( geometry.hasTangents ) geometry.computeTangents();

	},

	setMaterialIndex: function ( geometry, index, startFace, endFace ){

		var faces = geometry.faces;
		var start = startFace || 0;
		var end = endFace || faces.length - 1;

		for ( var i = start; i <= end; i ++ ) {

			faces[i].materialIndex = index;

		}

    }

};

THREE.GeometryUtils.random = THREE.Math.random16;

THREE.GeometryUtils.__v1 = new THREE.Vector3();
THREE.GeometryUtils.__v2 = new THREE.Vector3();
/**
 * @author alteredq / http://alteredqualia.com/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.ImageUtils = {

	crossOrigin: 'anonymous',

	loadTexture: function ( url, mapping, onLoad, onError ) {

		var image = new Image();
		var texture = new THREE.Texture( image, mapping );

		var loader = new THREE.ImageLoader();

		loader.addEventListener( 'load', function ( event ) {

			texture.image = event.content;
			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture );

		} );

		loader.addEventListener( 'error', function ( event ) {

			if ( onError ) onError( event.message );

		} );

		loader.crossOrigin = this.crossOrigin;
		loader.load( url, image );

		texture.sourceFile = url;

		return texture;

	},

	loadCompressedTexture: function ( url, mapping, onLoad, onError ) {

		var texture = new THREE.CompressedTexture();
		texture.mapping = mapping;

		var request = new XMLHttpRequest();

		request.onload = function () {

			var buffer = request.response;
			var dds = THREE.ImageUtils.parseDDS( buffer, true );

			texture.format = dds.format;

			texture.mipmaps = dds.mipmaps;
			texture.image.width = dds.width;
			texture.image.height = dds.height;

			// gl.generateMipmap fails for compressed textures
			// mipmaps must be embedded in the DDS file
			// or texture filters must not use mipmapping

			texture.generateMipmaps = false;

			texture.needsUpdate = true;

			if ( onLoad ) onLoad( texture );

		}

		request.onerror = onError;

		request.open( 'GET', url, true );
		request.responseType = "arraybuffer";
		request.send( null );

		return texture;

	},

	loadTextureCube: function ( array, mapping, onLoad, onError ) {

		var images = [];
		images.loadCount = 0;

		var texture = new THREE.Texture();
		texture.image = images;
		if ( mapping !== undefined ) texture.mapping = mapping;

		// no flipping needed for cube textures

		texture.flipY = false;

		for ( var i = 0, il = array.length; i < il; ++ i ) {

			var cubeImage = new Image();
			images[ i ] = cubeImage;

			cubeImage.onload = function () {

				images.loadCount += 1;

				if ( images.loadCount === 6 ) {

					texture.needsUpdate = true;
					if ( onLoad ) onLoad( texture );

				}

			};

			cubeImage.onerror = onError;

			cubeImage.crossOrigin = this.crossOrigin;
			cubeImage.src = array[ i ];

		}

		return texture;

	},

	loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {

		var images = [];
		images.loadCount = 0;

		var texture = new THREE.CompressedTexture();
		texture.image = images;
		if ( mapping !== undefined ) texture.mapping = mapping;

		// no flipping for cube textures
		// (also flipping doesn't work for compressed textures )

		texture.flipY = false;

		// can't generate mipmaps for compressed textures
		// mips must be embedded in DDS files

		texture.generateMipmaps = false;

		var generateCubeFaceCallback = function ( rq, img ) {

			return function () {

				var buffer = rq.response;
				var dds = THREE.ImageUtils.parseDDS( buffer, true );

				img.format = dds.format;

				img.mipmaps = dds.mipmaps;
				img.width = dds.width;
				img.height = dds.height;

				images.loadCount += 1;

				if ( images.loadCount === 6 ) {

					texture.format = dds.format;
					texture.needsUpdate = true;
					if ( onLoad ) onLoad( texture );

				}

			}

		}

		// compressed cubemap textures as 6 separate DDS files

		if ( array instanceof Array ) {

			for ( var i = 0, il = array.length; i < il; ++ i ) {

				var cubeImage = {};
				images[ i ] = cubeImage;

				var request = new XMLHttpRequest();

				request.onload = generateCubeFaceCallback( request, cubeImage );
				request.onerror = onError;

				var url = array[ i ];

				request.open( 'GET', url, true );
				request.responseType = "arraybuffer";
				request.send( null );

			}

		// compressed cubemap texture stored in a single DDS file

		} else {

			var url = array;
			var request = new XMLHttpRequest();

			request.onload = function( ) {

				var buffer = request.response;
				var dds = THREE.ImageUtils.parseDDS( buffer, true );

				if ( dds.isCubemap ) {

					var faces = dds.mipmaps.length / dds.mipmapCount;

					for ( var f = 0; f < faces; f ++ ) {

						images[ f ] = { mipmaps : [] };

						for ( var i = 0; i < dds.mipmapCount; i ++ ) {

							images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
							images[ f ].format = dds.format;
							images[ f ].width = dds.width;
							images[ f ].height = dds.height;

						}

					}

					texture.format = dds.format;
					texture.needsUpdate = true;
					if ( onLoad ) onLoad( texture );

				}

			}

			request.onerror = onError;

			request.open( 'GET', url, true );
			request.responseType = "arraybuffer";
			request.send( null );

		}

		return texture;

	},

	parseDDS: function ( buffer, loadMipmaps ) {

		var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };

		// Adapted from @toji's DDS utils
		//	https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js

		// All values and structures referenced from:
		// http://msdn.microsoft.com/en-us/library/bb943991.aspx/

		var DDS_MAGIC = 0x20534444;

		var DDSD_CAPS = 0x1,
			DDSD_HEIGHT = 0x2,
			DDSD_WIDTH = 0x4,
			DDSD_PITCH = 0x8,
			DDSD_PIXELFORMAT = 0x1000,
			DDSD_MIPMAPCOUNT = 0x20000,
			DDSD_LINEARSIZE = 0x80000,
			DDSD_DEPTH = 0x800000;

		var DDSCAPS_COMPLEX = 0x8,
			DDSCAPS_MIPMAP = 0x400000,
			DDSCAPS_TEXTURE = 0x1000;

		var DDSCAPS2_CUBEMAP = 0x200,
			DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
			DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
			DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
			DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
			DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
			DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
			DDSCAPS2_VOLUME = 0x200000;

		var DDPF_ALPHAPIXELS = 0x1,
			DDPF_ALPHA = 0x2,
			DDPF_FOURCC = 0x4,
			DDPF_RGB = 0x40,
			DDPF_YUV = 0x200,
			DDPF_LUMINANCE = 0x20000;

		function fourCCToInt32( value ) {

			return value.charCodeAt(0) +
				(value.charCodeAt(1) << 8) +
				(value.charCodeAt(2) << 16) +
				(value.charCodeAt(3) << 24);

		}

		function int32ToFourCC( value ) {

			return String.fromCharCode(
				value & 0xff,
				(value >> 8) & 0xff,
				(value >> 16) & 0xff,
				(value >> 24) & 0xff
			);
		}

		var FOURCC_DXT1 = fourCCToInt32("DXT1");
		var FOURCC_DXT3 = fourCCToInt32("DXT3");
		var FOURCC_DXT5 = fourCCToInt32("DXT5");

		var headerLengthInt = 31; // The header length in 32 bit ints

		// Offsets into the header array

		var off_magic = 0;

		var off_size = 1;
		var off_flags = 2;
		var off_height = 3;
		var off_width = 4;

		var off_mipmapCount = 7;

		var off_pfFlags = 20;
		var off_pfFourCC = 21;

		var off_caps = 27;
		var off_caps2 = 28;
		var off_caps3 = 29;
		var off_caps4 = 30;

		// Parse header

		var header = new Int32Array( buffer, 0, headerLengthInt );

		if ( header[ off_magic ] !== DDS_MAGIC ) {

			console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
			return dds;

		}

		if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {

			console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
			return dds;

		}

		var blockBytes;

		var fourCC = header[ off_pfFourCC ];

		switch ( fourCC ) {

			case FOURCC_DXT1:

				blockBytes = 8;
				dds.format = THREE.RGB_S3TC_DXT1_Format;
				break;

			case FOURCC_DXT3:

				blockBytes = 16;
				dds.format = THREE.RGBA_S3TC_DXT3_Format;
				break;

			case FOURCC_DXT5:

				blockBytes = 16;
				dds.format = THREE.RGBA_S3TC_DXT5_Format;
				break;

			default:

				console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
				return dds;

		}

		dds.mipmapCount = 1;

		if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {

			dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );

		}

		//TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.

		dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;

		dds.width = header[ off_width ];
		dds.height = header[ off_height ];

		var dataOffset = header[ off_size ] + 4;

		// Extract mipmaps buffers

		var width = dds.width;
		var height = dds.height;

		var faces = dds.isCubemap ? 6 : 1;

		for ( var face = 0; face < faces; face ++ ) {

			for ( var i = 0; i < dds.mipmapCount; i ++ ) {

				var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
				var byteArray = new Uint8Array( buffer, dataOffset, dataLength );

				var mipmap = { "data": byteArray, "width": width, "height": height };
				dds.mipmaps.push( mipmap );

				dataOffset += dataLength;

				width = Math.max( width * 0.5, 1 );
				height = Math.max( height * 0.5, 1 );

			}

			width = dds.width;
			height = dds.height;

		}

		return dds;

	},

	getNormalMap: function ( image, depth ) {

		// Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/

		var cross = function ( a, b ) {

			return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];

		}

		var subtract = function ( a, b ) {

			return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];

		}

		var normalize = function ( a ) {

			var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
			return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];

		}

		depth = depth | 1;

		var width = image.width;
		var height = image.height;

		var canvas = document.createElement( 'canvas' );
		canvas.width = width;
		canvas.height = height;

		var context = canvas.getContext( '2d' );
		context.drawImage( image, 0, 0 );

		var data = context.getImageData( 0, 0, width, height ).data;
		var imageData = context.createImageData( width, height );
		var output = imageData.data;

		for ( var x = 0; x < width; x ++ ) {

			for ( var y = 0; y < height; y ++ ) {

				var ly = y - 1 < 0 ? 0 : y - 1;
				var uy = y + 1 > height - 1 ? height - 1 : y + 1;
				var lx = x - 1 < 0 ? 0 : x - 1;
				var ux = x + 1 > width - 1 ? width - 1 : x + 1;

				var points = [];
				var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
				points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
				points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
				points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
				points.push( [  1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
				points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
				points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
				points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
				points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );

				var normals = [];
				var num_points = points.length;

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

					var v1 = points[ i ];
					var v2 = points[ ( i + 1 ) % num_points ];
					v1 = subtract( v1, origin );
					v2 = subtract( v2, origin );
					normals.push( normalize( cross( v1, v2 ) ) );

				}

				var normal = [ 0, 0, 0 ];

				for ( var i = 0; i < normals.length; i ++ ) {

					normal[ 0 ] += normals[ i ][ 0 ];
					normal[ 1 ] += normals[ i ][ 1 ];
					normal[ 2 ] += normals[ i ][ 2 ];

				}

				normal[ 0 ] /= normals.length;
				normal[ 1 ] /= normals.length;
				normal[ 2 ] /= normals.length;

				var idx = ( y * width + x ) * 4;

				output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
				output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
				output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
				output[ idx + 3 ] = 255;

			}

		}

		context.putImageData( imageData, 0, 0 );

		return canvas;

	},

	generateDataTexture: function ( width, height, color ) {

		var size = width * height;
		var data = new Uint8Array( 3 * size );

		var r = Math.floor( color.r * 255 );
		var g = Math.floor( color.g * 255 );
		var b = Math.floor( color.b * 255 );

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

			data[ i * 3 ] 	  = r;
			data[ i * 3 + 1 ] = g;
			data[ i * 3 + 2 ] = b;

		}

		var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
		texture.needsUpdate = true;

		return texture;

	}

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SceneUtils = {

	createMultiMaterialObject: function ( geometry, materials ) {

		var group = new THREE.Object3D();

		for ( var i = 0, l = materials.length; i < l; i ++ ) {

			group.add( new THREE.Mesh( geometry, materials[ i ] ) );

		}

		return group;

	},

	detach : function ( child, parent, scene ) {

		child.applyMatrix( parent.matrixWorld );
		parent.remove( child );
		scene.add( child );

	},

	attach: function ( child, scene, parent ) {

		var matrixWorldInverse = new THREE.Matrix4();
		matrixWorldInverse.getInverse( parent.matrixWorld );
		child.applyMatrix( matrixWorldInverse );

		scene.remove( child );
		parent.add( child );

	}

};
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author alteredq / http://alteredqualia.com/
 *
 * For Text operations in three.js (See TextGeometry)
 *
 * It uses techniques used in:
 *
 * 	typeface.js and canvastext
 * 		For converting fonts and rendering with javascript
 *		http://typeface.neocracy.org
 *
 *	Triangulation ported from AS3
 *		Simple Polygon Triangulation
 *		http://actionsnippet.com/?p=1462
 *
 * 	A Method to triangulate shapes with holes
 *		http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
 *
 */

THREE.FontUtils = {

	faces : {},

	// Just for now. face[weight][style]

	face : "helvetiker",
	weight: "normal",
	style : "normal",
	size : 150,
	divisions : 10,

	getFace : function() {

		return this.faces[ this.face ][ this.weight ][ this.style ];

	},

	loadFace : function( data ) {

		var family = data.familyName.toLowerCase();

		var ThreeFont = this;

		ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};

		ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
		ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;

		var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;

		return data;

	},

	drawText : function( text ) {

		var characterPts = [], allPts = [];

		// RenderText

		var i, p,
			face = this.getFace(),
			scale = this.size / face.resolution,
			offset = 0,
			chars = String( text ).split( '' ),
			length = chars.length;

		var fontPaths = [];

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

			var path = new THREE.Path();

			var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
			offset += ret.offset;

			fontPaths.push( ret.path );

		}

		// get the width

		var width = offset / 2;
		//
		// for ( p = 0; p < allPts.length; p++ ) {
		//
		// 	allPts[ p ].x -= width;
		//
		// }

		//var extract = this.extractPoints( allPts, characterPts );
		//extract.contour = allPts;

		//extract.paths = fontPaths;
		//extract.offset = width;

		return { paths : fontPaths, offset : width };

	},




	extractGlyphPoints : function( c, face, scale, offset, path ) {

		var pts = [];

		var i, i2, divisions,
			outline, action, length,
			scaleX, scaleY,
			x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
			laste,
			glyph = face.glyphs[ c ] || face.glyphs[ '?' ];

		if ( !glyph ) return;

		if ( glyph.o ) {

			outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
			length = outline.length;

			scaleX = scale;
			scaleY = scale;

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

				action = outline[ i ++ ];

				//console.log( action );

				switch( action ) {

				case 'm':

					// Move To

					x = outline[ i++ ] * scaleX + offset;
					y = outline[ i++ ] * scaleY;

					path.moveTo( x, y );
					break;

				case 'l':

					// Line To

					x = outline[ i++ ] * scaleX + offset;
					y = outline[ i++ ] * scaleY;
					path.lineTo(x,y);
					break;

				case 'q':

					// QuadraticCurveTo

					cpx  = outline[ i++ ] * scaleX + offset;
					cpy  = outline[ i++ ] * scaleY;
					cpx1 = outline[ i++ ] * scaleX + offset;
					cpy1 = outline[ i++ ] * scaleY;

					path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);

					laste = pts[ pts.length - 1 ];

					if ( laste ) {

						cpx0 = laste.x;
						cpy0 = laste.y;

						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {

							var t = i2 / divisions;
							var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
							var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
					  }

				  }

				  break;

				case 'b':

					// Cubic Bezier Curve

					cpx  = outline[ i++ ] *  scaleX + offset;
					cpy  = outline[ i++ ] *  scaleY;
					cpx1 = outline[ i++ ] *  scaleX + offset;
					cpy1 = outline[ i++ ] * -scaleY;
					cpx2 = outline[ i++ ] *  scaleX + offset;
					cpy2 = outline[ i++ ] * -scaleY;

					path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );

					laste = pts[ pts.length - 1 ];

					if ( laste ) {

						cpx0 = laste.x;
						cpy0 = laste.y;

						for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {

							var t = i2 / divisions;
							var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
							var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );

						}

					}

					break;

				}

			}
		}



		return { offset: glyph.ha*scale, path:path};
	}

};


THREE.FontUtils.generateShapes = function( text, parameters ) {

	// Parameters 

	parameters = parameters || {};

	var size = parameters.size !== undefined ? parameters.size : 100;
	var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;

	var font = parameters.font !== undefined ? parameters.font : "helvetiker";
	var weight = parameters.weight !== undefined ? parameters.weight : "normal";
	var style = parameters.style !== undefined ? parameters.style : "normal";

	THREE.FontUtils.size = size;
	THREE.FontUtils.divisions = curveSegments;

	THREE.FontUtils.face = font;
	THREE.FontUtils.weight = weight;
	THREE.FontUtils.style = style;

	// Get a Font data json object

	var data = THREE.FontUtils.drawText( text );

	var paths = data.paths;
	var shapes = [];

	for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

		Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

	}

	return shapes;

};


/**
 * This code is a quick port of code written in C++ which was submitted to
 * flipcode.com by John W. Ratcliff  // July 22, 2000
 * See original code and more information here:
 * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
 *
 * ported to actionscript by Zevan Rosser
 * www.actionsnippet.com
 *
 * ported to javascript by Joshua Koo
 * http://www.lab4games.net/zz85/blog
 *
 */


( function( namespace ) {

	var EPSILON = 0.0000000001;

	// takes in an contour array and returns

	var process = function( contour, indices ) {

		var n = contour.length;

		if ( n < 3 ) return null;

		var result = [],
			verts = [],
			vertIndices = [];

		/* we want a counter-clockwise polygon in verts */

		var u, v, w;

		if ( area( contour ) > 0.0 ) {

			for ( v = 0; v < n; v++ ) verts[ v ] = v;

		} else {

			for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;

		}

		var nv = n;

		/*  remove nv - 2 vertices, creating 1 triangle every time */

		var count = 2 * nv;   /* error detection */

		for( v = nv - 1; nv > 2; ) {

			/* if we loop, it is probably a non-simple polygon */

			if ( ( count-- ) <= 0 ) {

				//** Triangulate: ERROR - probable bad polygon!

				//throw ( "Warning, unable to triangulate polygon!" );
				//return null;
				// Sometimes warning is fine, especially polygons are triangulated in reverse.
				console.log( "Warning, unable to triangulate polygon!" );

				if ( indices ) return vertIndices;
				return result;

			}

			/* three consecutive vertices in current polygon, <u,v,w> */

			u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
			v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
			w = v + 1;  if ( nv <= w ) w = 0;     /* next     */

			if ( snip( contour, u, v, w, nv, verts ) ) {

				var a, b, c, s, t;

				/* true names of the vertices */

				a = verts[ u ];
				b = verts[ v ];
				c = verts[ w ];

				/* output Triangle */

				result.push( [ contour[ a ],
					contour[ b ],
					contour[ c ] ] );


				vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );

				/* remove v from the remaining polygon */

				for( s = v, t = v + 1; t < nv; s++, t++ ) {

					verts[ s ] = verts[ t ];

				}

				nv--;

				/* reset error detection counter */

				count = 2 * nv;

			}

		}

		if ( indices ) return vertIndices;
		return result;

	};

	// calculate area of the contour polygon

	var area = function ( contour ) {

		var n = contour.length;
		var a = 0.0;

		for( var p = n - 1, q = 0; q < n; p = q++ ) {

			a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

		}

		return a * 0.5;

	};

	var snip = function ( contour, u, v, w, n, verts ) {

		var p;
		var ax, ay, bx, by;
		var cx, cy, px, py;

		ax = contour[ verts[ u ] ].x;
		ay = contour[ verts[ u ] ].y;

		bx = contour[ verts[ v ] ].x;
		by = contour[ verts[ v ] ].y;

		cx = contour[ verts[ w ] ].x;
		cy = contour[ verts[ w ] ].y;

		if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;

		var aX, aY, bX, bY, cX, cY;
		var apx, apy, bpx, bpy, cpx, cpy;
		var cCROSSap, bCROSScp, aCROSSbp;

		aX = cx - bx;  aY = cy - by;
		bX = ax - cx;  bY = ay - cy;
		cX = bx - ax;  cY = by - ay;

		for ( p = 0; p < n; p++ ) {

			if( (p === u) || (p === v) || (p === w) ) continue;

			px = contour[ verts[ p ] ].x
			py = contour[ verts[ p ] ].y

			apx = px - ax;  apy = py - ay;
			bpx = px - bx;  bpy = py - by;
			cpx = px - cx;  cpy = py - cy;

			// see if p is inside triangle abc

			aCROSSbp = aX*bpy - aY*bpx;
			cCROSSap = cX*apy - cY*apx;
			bCROSScp = bX*cpy - bY*cpx;

			if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;

		}

		return true;

	};


	namespace.Triangulate = process;
	namespace.Triangulate.area = area;

	return namespace;

})(THREE.FontUtils);

// To use the typeface.js face files, hook up the API
self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Extensible curve object
 *
 * Some common of Curve methods
 * .getPoint(t), getTangent(t)
 * .getPointAt(u), getTagentAt(u)
 * .getPoints(), .getSpacedPoints()
 * .getLength()
 * .updateArcLengths()
 *
 * This file contains following classes:
 *
 * -- 2d classes --
 * THREE.Curve
 * THREE.LineCurve
 * THREE.QuadraticBezierCurve
 * THREE.CubicBezierCurve
 * THREE.SplineCurve
 * THREE.ArcCurve
 * THREE.EllipseCurve
 *
 * -- 3d classes --
 * THREE.LineCurve3
 * THREE.QuadraticBezierCurve3
 * THREE.CubicBezierCurve3
 * THREE.SplineCurve3
 * THREE.ClosedSplineCurve3
 *
 * A series of curves can be represented as a THREE.CurvePath
 *
 **/

/**************************************************************
 *	Abstract Curve base class
 **************************************************************/

THREE.Curve = function () {

};

// Virtual base class method to overwrite and implement in subclasses
//	- t [0 .. 1]

THREE.Curve.prototype.getPoint = function ( t ) {

	console.log( "Warning, getPoint() not implemented!" );
	return null;

};

// Get point at relative position in curve according to arc length
// - u [0 .. 1]

THREE.Curve.prototype.getPointAt = function ( u ) {

	var t = this.getUtoTmapping( u );
	return this.getPoint( t );

};

// Get sequence of points using getPoint( t )

THREE.Curve.prototype.getPoints = function ( divisions ) {

	if ( !divisions ) divisions = 5;

	var d, pts = [];

	for ( d = 0; d <= divisions; d ++ ) {

		pts.push( this.getPoint( d / divisions ) );

	}

	return pts;

};

// Get sequence of points using getPointAt( u )

THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {

	if ( !divisions ) divisions = 5;

	var d, pts = [];

	for ( d = 0; d <= divisions; d ++ ) {

		pts.push( this.getPointAt( d / divisions ) );

	}

	return pts;

};

// Get total curve arc length

THREE.Curve.prototype.getLength = function () {

	var lengths = this.getLengths();
	return lengths[ lengths.length - 1 ];

};

// Get list of cumulative segment lengths

THREE.Curve.prototype.getLengths = function ( divisions ) {

	if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;

	if ( this.cacheArcLengths
		&& ( this.cacheArcLengths.length == divisions + 1 )
		&& !this.needsUpdate) {

		//console.log( "cached", this.cacheArcLengths );
		return this.cacheArcLengths;

	}

	this.needsUpdate = false;

	var cache = [];
	var current, last = this.getPoint( 0 );
	var p, sum = 0;

	cache.push( 0 );

	for ( p = 1; p <= divisions; p ++ ) {

		current = this.getPoint ( p / divisions );
		sum += current.distanceTo( last );
		cache.push( sum );
		last = current;

	}

	this.cacheArcLengths = cache;

	return cache; // { sums: cache, sum:sum }; Sum is in the last element.

};


THREE.Curve.prototype.updateArcLengths = function() {
	this.needsUpdate = true;
	this.getLengths();
};

// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance

THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {

	var arcLengths = this.getLengths();

	var i = 0, il = arcLengths.length;

	var targetArcLength; // The targeted u distance value to get

	if ( distance ) {

		targetArcLength = distance;

	} else {

		targetArcLength = u * arcLengths[ il - 1 ];

	}

	//var time = Date.now();

	// binary search for the index with largest value smaller than target u distance

	var low = 0, high = il - 1, comparison;

	while ( low <= high ) {

		i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

		comparison = arcLengths[ i ] - targetArcLength;

		if ( comparison < 0 ) {

			low = i + 1;
			continue;

		} else if ( comparison > 0 ) {

			high = i - 1;
			continue;

		} else {

			high = i;
			break;

			// DONE

		}

	}

	i = high;

	//console.log('b' , i, low, high, Date.now()- time);

	if ( arcLengths[ i ] == targetArcLength ) {

		var t = i / ( il - 1 );
		return t;

	}

	// we could get finer grain at lengths, or use simple interpolatation between two points

	var lengthBefore = arcLengths[ i ];
    var lengthAfter = arcLengths[ i + 1 ];

    var segmentLength = lengthAfter - lengthBefore;

    // determine where we are between the 'before' and 'after' points

    var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

    // add that fractional amount to t

    var t = ( i + segmentFraction ) / ( il -1 );

	return t;

};

// Returns a unit vector tangent at t
// In case any sub curve does not implement its tangent derivation,
// 2 points a small delta apart will be used to find its gradient
// which seems to give a reasonable approximation

THREE.Curve.prototype.getTangent = function( t ) {

	var delta = 0.0001;
	var t1 = t - delta;
	var t2 = t + delta;

	// Capping in case of danger

	if ( t1 < 0 ) t1 = 0;
	if ( t2 > 1 ) t2 = 1;

	var pt1 = this.getPoint( t1 );
	var pt2 = this.getPoint( t2 );

	var vec = pt2.clone().sub(pt1);
	return vec.normalize();

};


THREE.Curve.prototype.getTangentAt = function ( u ) {

	var t = this.getUtoTmapping( u );
	return this.getTangent( t );

};

/**************************************************************
 *	Line
 **************************************************************/

THREE.LineCurve = function ( v1, v2 ) {

	this.v1 = v1;
	this.v2 = v2;

};

THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.LineCurve.prototype.getPoint = function ( t ) {

	var point = this.v2.clone().sub(this.v1);
	point.multiplyScalar( t ).add( this.v1 );

	return point;

};

// Line curve is linear, so we can overwrite default getPointAt

THREE.LineCurve.prototype.getPointAt = function ( u ) {

	return this.getPoint( u );

};

THREE.LineCurve.prototype.getTangent = function( t ) {

	var tangent = this.v2.clone().sub(this.v1);

	return tangent.normalize();

};

/**************************************************************
 *	Quadratic Bezier curve
 **************************************************************/


THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {

	this.v0 = v0;
	this.v1 = v1;
	this.v2 = v2;

};

THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );


THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {

	var tx, ty;

	tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
	ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );

	return new THREE.Vector2( tx, ty );

};


THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {

	var tx, ty;

	tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
	ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );

	// returns unit vector

	var tangent = new THREE.Vector2( tx, ty );
	tangent.normalize();

	return tangent;

};


/**************************************************************
 *	Cubic Bezier curve
 **************************************************************/

THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {

	this.v0 = v0;
	this.v1 = v1;
	this.v2 = v2;
	this.v3 = v3;

};

THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {

	var tx, ty;

	tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
	ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );

	return new THREE.Vector2( tx, ty );

};

THREE.CubicBezierCurve.prototype.getTangent = function( t ) {

	var tx, ty;

	tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
	ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );

	var tangent = new THREE.Vector2( tx, ty );
	tangent.normalize();

	return tangent;

};


/**************************************************************
 *	Spline curve
 **************************************************************/

THREE.SplineCurve = function ( points /* array of Vector2 */ ) {

	this.points = (points == undefined) ? [] : points;

};

THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.SplineCurve.prototype.getPoint = function ( t ) {

	var v = new THREE.Vector2();
	var c = [];
	var points = this.points, point, intPoint, weight;
	point = ( points.length - 1 ) * t;

	intPoint = Math.floor( point );
	weight = point - intPoint;

	c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
	c[ 1 ] = intPoint;
	c[ 2 ] = intPoint  > points.length - 2 ? points.length -1 : intPoint + 1;
	c[ 3 ] = intPoint  > points.length - 3 ? points.length -1 : intPoint + 2;

	v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
	v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );

	return v;

};

/**************************************************************
 *	Ellipse curve
 **************************************************************/

THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
							aStartAngle, aEndAngle,
							aClockwise ) {

	this.aX = aX;
	this.aY = aY;

	this.xRadius = xRadius;
	this.yRadius = yRadius;

	this.aStartAngle = aStartAngle;
	this.aEndAngle = aEndAngle;

	this.aClockwise = aClockwise;

};

THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );

THREE.EllipseCurve.prototype.getPoint = function ( t ) {

	var deltaAngle = this.aEndAngle - this.aStartAngle;

	if ( !this.aClockwise ) {

		t = 1 - t;

	}

	var angle = this.aStartAngle + t * deltaAngle;

	var tx = this.aX + this.xRadius * Math.cos( angle );
	var ty = this.aY + this.yRadius * Math.sin( angle );

	return new THREE.Vector2( tx, ty );

};

/**************************************************************
 *	Arc curve
 **************************************************************/

THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

	THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
};

THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );


/**************************************************************
 *	Utils
 **************************************************************/

THREE.Curve.Utils = {

	tangentQuadraticBezier: function ( t, p0, p1, p2 ) {

		return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );

	},

	// Puay Bing, thanks for helping with this derivative!

	tangentCubicBezier: function (t, p0, p1, p2, p3 ) {

		return -3 * p0 * (1 - t) * (1 - t)  +
			3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
			6 * t *  p2 * (1-t) - 3 * t * t * p2 +
			3 * t * t * p3;
	},


	tangentSpline: function ( t, p0, p1, p2, p3 ) {

		// To check if my formulas are correct

		var h00 = 6 * t * t - 6 * t; 	// derived from 2t^3 âˆ’ 3t^2 + 1
		var h10 = 3 * t * t - 4 * t + 1; // t^3 âˆ’ 2t^2 + t
		var h01 = -6 * t * t + 6 * t; 	// âˆ’ 2t3 + 3t2
		var h11 = 3 * t * t - 2 * t;	// t3 âˆ’ t2

		return h00 + h10 + h01 + h11;

	},

	// Catmull-Rom

	interpolate: function( p0, p1, p2, p3, t ) {

		var v0 = ( p2 - p0 ) * 0.5;
		var v1 = ( p3 - p1 ) * 0.5;
		var t2 = t * t;
		var t3 = t * t2;
		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

	}

};


// TODO: Transformation for Curves?

/**************************************************************
 *	3D Curves
 **************************************************************/

// A Factory method for creating new curve subclasses

THREE.Curve.create = function ( constructor, getPointFunc ) {

	constructor.prototype = Object.create( THREE.Curve.prototype );
	constructor.prototype.getPoint = getPointFunc;

	return constructor;

};


/**************************************************************
 *	Line3D
 **************************************************************/

THREE.LineCurve3 = THREE.Curve.create(

	function ( v1, v2 ) {

		this.v1 = v1;
		this.v2 = v2;

	},

	function ( t ) {

		var r = new THREE.Vector3();


		r.subVectors( this.v2, this.v1 ); // diff
		r.multiplyScalar( t );
		r.add( this.v1 );

		return r;

	}

);


/**************************************************************
 *	Quadratic Bezier 3D curve
 **************************************************************/

THREE.QuadraticBezierCurve3 = THREE.Curve.create(

	function ( v0, v1, v2 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	},

	function ( t ) {

		var tx, ty, tz;

		tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
		ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
		tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );

		return new THREE.Vector3( tx, ty, tz );

	}

);



/**************************************************************
 *	Cubic Bezier 3D curve
 **************************************************************/

THREE.CubicBezierCurve3 = THREE.Curve.create(

	function ( v0, v1, v2, v3 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

	},

	function ( t ) {

		var tx, ty, tz;

		tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
		ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
		tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );

		return new THREE.Vector3( tx, ty, tz );

	}

);



/**************************************************************
 *	Spline 3D curve
 **************************************************************/


THREE.SplineCurve3 = THREE.Curve.create(

	function ( points /* array of Vector3 */) {

		this.points = (points == undefined) ? [] : points;

	},

	function ( t ) {

		var v = new THREE.Vector3();
		var c = [];
		var points = this.points, point, intPoint, weight;
		point = ( points.length - 1 ) * t;

		intPoint = Math.floor( point );
		weight = point - intPoint;

		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
		c[ 1 ] = intPoint;
		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;

		var pt0 = points[ c[0] ],
			pt1 = points[ c[1] ],
			pt2 = points[ c[2] ],
			pt3 = points[ c[3] ];

		v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
		v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
		v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);

		return v;

	}

);


// THREE.SplineCurve3.prototype.getTangent = function(t) {
// 		var v = new THREE.Vector3();
// 		var c = [];
// 		var points = this.points, point, intPoint, weight;
// 		point = ( points.length - 1 ) * t;

// 		intPoint = Math.floor( point );
// 		weight = point - intPoint;

// 		c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
// 		c[ 1 ] = intPoint;
// 		c[ 2 ] = intPoint  > points.length - 2 ? points.length - 1 : intPoint + 1;
// 		c[ 3 ] = intPoint  > points.length - 3 ? points.length - 1 : intPoint + 2;

// 		var pt0 = points[ c[0] ],
// 			pt1 = points[ c[1] ],
// 			pt2 = points[ c[2] ],
// 			pt3 = points[ c[3] ];

// 	// t = weight;
// 	v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
// 	v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
// 	v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );

// 	return v;

// }

/**************************************************************
 *	Closed Spline 3D curve
 **************************************************************/


THREE.ClosedSplineCurve3 = THREE.Curve.create(

	function ( points /* array of Vector3 */) {

		this.points = (points == undefined) ? [] : points;

	},

    function ( t ) {

        var v = new THREE.Vector3();
        var c = [];
        var points = this.points, point, intPoint, weight;
        point = ( points.length - 0 ) * t;
            // This needs to be from 0-length +1

        intPoint = Math.floor( point );
        weight = point - intPoint;

        intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
        c[ 0 ] = ( intPoint - 1 ) % points.length;
        c[ 1 ] = ( intPoint ) % points.length;
        c[ 2 ] = ( intPoint + 1 ) % points.length;
        c[ 3 ] = ( intPoint + 2 ) % points.length;

        v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
        v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
        v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );

        return v;

    }

);
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 **/

/**************************************************************
 *	Curved Path - a curve path is simply a array of connected
 *  curves, but retains the api of a curve
 **************************************************************/

THREE.CurvePath = function () {

	this.curves = [];
	this.bends = [];
	
	this.autoClose = false; // Automatically closes the path
};

THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );

THREE.CurvePath.prototype.add = function ( curve ) {

	this.curves.push( curve );

};

THREE.CurvePath.prototype.checkConnection = function() {
	// TODO
	// If the ending of curve is not connected to the starting
	// or the next curve, then, this is not a real path
};

THREE.CurvePath.prototype.closePath = function() {
	// TODO Test
	// and verify for vector3 (needs to implement equals)
	// Add a line curve if start and end of lines are not connected
	var startPoint = this.curves[0].getPoint(0);
	var endPoint = this.curves[this.curves.length-1].getPoint(1);
	
	if (!startPoint.equals(endPoint)) {
		this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
	}
	
};

// To get accurate point with reference to
// entire path distance at time t,
// following has to be done:

// 1. Length of each sub path have to be known
// 2. Locate and identify type of curve
// 3. Get t for the curve
// 4. Return curve.getPointAt(t')

THREE.CurvePath.prototype.getPoint = function( t ) {

	var d = t * this.getLength();
	var curveLengths = this.getCurveLengths();
	var i = 0, diff, curve;

	// To think about boundaries points.

	while ( i < curveLengths.length ) {

		if ( curveLengths[ i ] >= d ) {

			diff = curveLengths[ i ] - d;
			curve = this.curves[ i ];

			var u = 1 - diff / curve.getLength();

			return curve.getPointAt( u );

			break;
		}

		i ++;

	}

	return null;

	// loop where sum != 0, sum > d , sum+1 <d

};

/*
THREE.CurvePath.prototype.getTangent = function( t ) {
};*/


// We cannot use the default THREE.Curve getPoint() with getLength() because in
// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
// getPoint() depends on getLength

THREE.CurvePath.prototype.getLength = function() {

	var lens = this.getCurveLengths();
	return lens[ lens.length - 1 ];

};

// Compute lengths and cache them
// We cannot overwrite getLengths() because UtoT mapping uses it.

THREE.CurvePath.prototype.getCurveLengths = function() {

	// We use cache values if curves and cache array are same length

	if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {

		return this.cacheLengths;

	};

	// Get length of subsurve
	// Push sums into cached array

	var lengths = [], sums = 0;
	var i, il = this.curves.length;

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

		sums += this.curves[ i ].getLength();
		lengths.push( sums );

	}

	this.cacheLengths = lengths;

	return lengths;

};



// Returns min and max coordinates, as well as centroid

THREE.CurvePath.prototype.getBoundingBox = function () {

	var points = this.getPoints();

	var maxX, maxY, maxZ;
	var minX, minY, minZ;

	maxX = maxY = Number.NEGATIVE_INFINITY;
	minX = minY = Number.POSITIVE_INFINITY;

	var p, i, il, sum;

	var v3 = points[0] instanceof THREE.Vector3;

	sum = v3 ? new THREE.Vector3() : new THREE.Vector2();

	for ( i = 0, il = points.length; i < il; i ++ ) {

		p = points[ i ];

		if ( p.x > maxX ) maxX = p.x;
		else if ( p.x < minX ) minX = p.x;

		if ( p.y > maxY ) maxY = p.y;
		else if ( p.y < minY ) minY = p.y;

		if ( v3 ) {

			if ( p.z > maxZ ) maxZ = p.z;
			else if ( p.z < minZ ) minZ = p.z;

		}

		sum.add( p );

	}

	var ret = {

		minX: minX,
		minY: minY,
		maxX: maxX,
		maxY: maxY,
		centroid: sum.divideScalar( il )

	};

	if ( v3 ) {

		ret.maxZ = maxZ;
		ret.minZ = minZ;

	}

	return ret;

};

/**************************************************************
 *	Create Geometries Helpers
 **************************************************************/

/// Generate geometry from path points (for Line or ParticleSystem objects)

THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {

	var pts = this.getPoints( divisions, true );
	return this.createGeometry( pts );

};

// Generate geometry from equidistance sampling along the path

THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {

	var pts = this.getSpacedPoints( divisions, true );
	return this.createGeometry( pts );

};

THREE.CurvePath.prototype.createGeometry = function( points ) {

	var geometry = new THREE.Geometry();

	for ( var i = 0; i < points.length; i ++ ) {

		geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );

	}

	return geometry;

};


/**************************************************************
 *	Bend / Wrap Helper Methods
 **************************************************************/

// Wrap path / Bend modifiers?

THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {

	this.bends.push( bendpath );

};

THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {

	var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
	var i, il;

	if ( !bends ) {

		bends = this.bends;

	}

	for ( i = 0, il = bends.length; i < il; i ++ ) {

		oldPts = this.getWrapPoints( oldPts, bends[ i ] );

	}

	return oldPts;

};

THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {

	var oldPts = this.getSpacedPoints( segments );

	var i, il;

	if ( !bends ) {

		bends = this.bends;

	}

	for ( i = 0, il = bends.length; i < il; i ++ ) {

		oldPts = this.getWrapPoints( oldPts, bends[ i ] );

	}

	return oldPts;

};

// This returns getPoints() bend/wrapped around the contour of a path.
// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html

THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {

	var bounds = this.getBoundingBox();

	var i, il, p, oldX, oldY, xNorm;

	for ( i = 0, il = oldPts.length; i < il; i ++ ) {

		p = oldPts[ i ];

		oldX = p.x;
		oldY = p.y;

		xNorm = oldX / bounds.maxX;

		// If using actual distance, for length > path, requires line extrusions
		//xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance

		xNorm = path.getUtoTmapping( xNorm, oldX );

		// check for out of bounds?

		var pathPt = path.getPoint( xNorm );
		var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );

		p.x = pathPt.x + normal.x;
		p.y = pathPt.y + normal.y;

	}

	return oldPts;

};

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

THREE.Gyroscope = function () {

	THREE.Object3D.call( this );

};

THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );

THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {

	this.matrixAutoUpdate && this.updateMatrix();

	// update matrixWorld

	if ( this.matrixWorldNeedsUpdate || force ) {

		if ( this.parent ) {

			this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

			this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
			this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );

			this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );


		} else {

			this.matrixWorld.copy( this.matrix );

		}


		this.matrixWorldNeedsUpdate = false;

		force = true;

	}

	// update children

	for ( var i = 0, l = this.children.length; i < l; i ++ ) {

		this.children[ i ].updateMatrixWorld( force );

	}

};

THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();

/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Creates free form 2d path using series of points, lines or curves.
 *
 **/

THREE.Path = function ( points ) {

	THREE.CurvePath.call(this);

	this.actions = [];

	if ( points ) {

		this.fromPoints( points );

	}

};

THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );

THREE.PathActions = {

	MOVE_TO: 'moveTo',
	LINE_TO: 'lineTo',
	QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
	BEZIER_CURVE_TO: 'bezierCurveTo', 		// Bezier cubic curve
	CSPLINE_THRU: 'splineThru',				// Catmull-rom spline
	ARC: 'arc',								// Circle
	ELLIPSE: 'ellipse'
};

// TODO Clean up PATH API

// Create path using straight lines to connect all points
// - vectors: array of Vector2

THREE.Path.prototype.fromPoints = function ( vectors ) {

	this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );

	for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {

		this.lineTo( vectors[ v ].x, vectors[ v ].y );

	};

};

// startPath() endPath()?

THREE.Path.prototype.moveTo = function ( x, y ) {

	var args = Array.prototype.slice.call( arguments );
	this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );

};

THREE.Path.prototype.lineTo = function ( x, y ) {

	var args = Array.prototype.slice.call( arguments );

	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );

};

THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {

	var args = Array.prototype.slice.call( arguments );

	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
												new THREE.Vector2( aCPx, aCPy ),
												new THREE.Vector2( aX, aY ) );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );

};

THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
                                               aCP2x, aCP2y,
                                               aX, aY ) {

	var args = Array.prototype.slice.call( arguments );

	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
											new THREE.Vector2( aCP1x, aCP1y ),
											new THREE.Vector2( aCP2x, aCP2y ),
											new THREE.Vector2( aX, aY ) );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );

};

THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {

	var args = Array.prototype.slice.call( arguments );
	var lastargs = this.actions[ this.actions.length - 1 ].args;

	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];
//---
	var npts = [ new THREE.Vector2( x0, y0 ) ];
	Array.prototype.push.apply( npts, pts );

	var curve = new THREE.SplineCurve( npts );
	this.curves.push( curve );

	this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );

};

// FUTURE: Change the API or follow canvas API?

THREE.Path.prototype.arc = function ( aX, aY, aRadius,
									  aStartAngle, aEndAngle, aClockwise ) {

	var lastargs = this.actions[ this.actions.length - 1].args;
	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	this.absarc(aX + x0, aY + y0, aRadius,
		aStartAngle, aEndAngle, aClockwise );
	
 };

 THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
									  aStartAngle, aEndAngle, aClockwise ) {
	this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
 };
 
THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
									  aStartAngle, aEndAngle, aClockwise ) {

	var lastargs = this.actions[ this.actions.length - 1].args;
	var x0 = lastargs[ lastargs.length - 2 ];
	var y0 = lastargs[ lastargs.length - 1 ];

	this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
		aStartAngle, aEndAngle, aClockwise );

 };
 

THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
									  aStartAngle, aEndAngle, aClockwise ) {

	var args = Array.prototype.slice.call( arguments );
	var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
									aStartAngle, aEndAngle, aClockwise );
	this.curves.push( curve );

	var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
	args.push(lastPoint.x);
	args.push(lastPoint.y);

	this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );

 };

THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {

	if ( ! divisions ) divisions = 40;

	var points = [];

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

		points.push( this.getPoint( i / divisions ) );

		//if( !this.getPoint( i / divisions ) ) throw "DIE";

	}

	// if ( closedPath ) {
	//
	// 	points.push( points[ 0 ] );
	//
	// }

	return points;

};

/* Return an array of vectors based on contour of the path */

THREE.Path.prototype.getPoints = function( divisions, closedPath ) {

	if (this.useSpacedPoints) {
		console.log('tata');
		return this.getSpacedPoints( divisions, closedPath );
	}

	divisions = divisions || 12;

	var points = [];

	var i, il, item, action, args;
	var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
		laste, j,
		t, tx, ty;

	for ( i = 0, il = this.actions.length; i < il; i ++ ) {

		item = this.actions[ i ];

		action = item.action;
		args = item.args;

		switch( action ) {

		case THREE.PathActions.MOVE_TO:

			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );

			break;

		case THREE.PathActions.LINE_TO:

			points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );

			break;

		case THREE.PathActions.QUADRATIC_CURVE_TO:

			cpx  = args[ 2 ];
			cpy  = args[ 3 ];

			cpx1 = args[ 0 ];
			cpy1 = args[ 1 ];

			if ( points.length > 0 ) {

				laste = points[ points.length - 1 ];

				cpx0 = laste.x;
				cpy0 = laste.y;

			} else {

				laste = this.actions[ i - 1 ].args;

				cpx0 = laste[ laste.length - 2 ];
				cpy0 = laste[ laste.length - 1 ];

			}

			for ( j = 1; j <= divisions; j ++ ) {

				t = j / divisions;

				tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
				ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );

				points.push( new THREE.Vector2( tx, ty ) );

		  	}

			break;

		case THREE.PathActions.BEZIER_CURVE_TO:

			cpx  = args[ 4 ];
			cpy  = args[ 5 ];

			cpx1 = args[ 0 ];
			cpy1 = args[ 1 ];

			cpx2 = args[ 2 ];
			cpy2 = args[ 3 ];

			if ( points.length > 0 ) {

				laste = points[ points.length - 1 ];

				cpx0 = laste.x;
				cpy0 = laste.y;

			} else {

				laste = this.actions[ i - 1 ].args;

				cpx0 = laste[ laste.length - 2 ];
				cpy0 = laste[ laste.length - 1 ];

			}


			for ( j = 1; j <= divisions; j ++ ) {

				t = j / divisions;

				tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
				ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );

				points.push( new THREE.Vector2( tx, ty ) );

			}

			break;

		case THREE.PathActions.CSPLINE_THRU:

			laste = this.actions[ i - 1 ].args;

			var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
			var spts = [ last ];

			var n = divisions * args[ 0 ].length;

			spts = spts.concat( args[ 0 ] );

			var spline = new THREE.SplineCurve( spts );

			for ( j = 1; j <= n; j ++ ) {

				points.push( spline.getPointAt( j / n ) ) ;

			}

			break;

		case THREE.PathActions.ARC:

			var aX = args[ 0 ], aY = args[ 1 ],
				aRadius = args[ 2 ],
				aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
				aClockwise = !!args[ 5 ];

			var deltaAngle = aEndAngle - aStartAngle;
			var angle;
			var tdivisions = divisions * 2;

			for ( j = 1; j <= tdivisions; j ++ ) {

				t = j / tdivisions;

				if ( ! aClockwise ) {

					t = 1 - t;

				}

				angle = aStartAngle + t * deltaAngle;

				tx = aX + aRadius * Math.cos( angle );
				ty = aY + aRadius * Math.sin( angle );

				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);

				points.push( new THREE.Vector2( tx, ty ) );

			}

			//console.log(points);

		  break;
		  
		case THREE.PathActions.ELLIPSE:

			var aX = args[ 0 ], aY = args[ 1 ],
				xRadius = args[ 2 ],
				yRadius = args[ 3 ],
				aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
				aClockwise = !!args[ 6 ];


			var deltaAngle = aEndAngle - aStartAngle;
			var angle;
			var tdivisions = divisions * 2;

			for ( j = 1; j <= tdivisions; j ++ ) {

				t = j / tdivisions;

				if ( ! aClockwise ) {

					t = 1 - t;

				}

				angle = aStartAngle + t * deltaAngle;

				tx = aX + xRadius * Math.cos( angle );
				ty = aY + yRadius * Math.sin( angle );

				//console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);

				points.push( new THREE.Vector2( tx, ty ) );

			}

			//console.log(points);

		  break;

		} // end switch

	}



	// Normalize to remove the closing point by default.
	var lastPoint = points[ points.length - 1];
	var EPSILON = 0.0000000001;
	if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
             Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
		points.splice( points.length - 1, 1);
	if ( closedPath ) {

		points.push( points[ 0 ] );

	}

	return points;

};

// Breaks path into shapes

THREE.Path.prototype.toShapes = function() {

	var i, il, item, action, args;

	var subPaths = [], lastPath = new THREE.Path();

	for ( i = 0, il = this.actions.length; i < il; i ++ ) {

		item = this.actions[ i ];

		args = item.args;
		action = item.action;

		if ( action == THREE.PathActions.MOVE_TO ) {

			if ( lastPath.actions.length != 0 ) {

				subPaths.push( lastPath );
				lastPath = new THREE.Path();

			}

		}

		lastPath[ action ].apply( lastPath, args );

	}

	if ( lastPath.actions.length != 0 ) {

		subPaths.push( lastPath );

	}

	// console.log(subPaths);

	if ( subPaths.length == 0 ) return [];

	var tmpPath, tmpShape, shapes = [];

	var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
	// console.log("Holes first", holesFirst);

	if ( subPaths.length == 1) {
		tmpPath = subPaths[0];
		tmpShape = new THREE.Shape();
		tmpShape.actions = tmpPath.actions;
		tmpShape.curves = tmpPath.curves;
		shapes.push( tmpShape );
		return shapes;
	};

	if ( holesFirst ) {

		tmpShape = new THREE.Shape();

		for ( i = 0, il = subPaths.length; i < il; i ++ ) {

			tmpPath = subPaths[ i ];

			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {

				tmpShape.actions = tmpPath.actions;
				tmpShape.curves = tmpPath.curves;

				shapes.push( tmpShape );
				tmpShape = new THREE.Shape();

				//console.log('cw', i);

			} else {

				tmpShape.holes.push( tmpPath );

				//console.log('ccw', i);

			}

		}

	} else {

		// Shapes first

		for ( i = 0, il = subPaths.length; i < il; i ++ ) {

			tmpPath = subPaths[ i ];

			if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {


				if ( tmpShape ) shapes.push( tmpShape );

				tmpShape = new THREE.Shape();
				tmpShape.actions = tmpPath.actions;
				tmpShape.curves = tmpPath.curves;

			} else {

				tmpShape.holes.push( tmpPath );

			}

		}

		shapes.push( tmpShape );

	}

	//console.log("shape", shapes);

	return shapes;

};
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * Defines a 2d shape plane using paths.
 **/

// STEP 1 Create a path.
// STEP 2 Turn path into shape.
// STEP 3 ExtrudeGeometry takes in Shape/Shapes
// STEP 3a - Extract points from each shape, turn to vertices
// STEP 3b - Triangulate each shape, add faces.

THREE.Shape = function ( ) {

	THREE.Path.apply( this, arguments );
	this.holes = [];

};

THREE.Shape.prototype = Object.create( THREE.Path.prototype );

// Convenience method to return ExtrudeGeometry

THREE.Shape.prototype.extrude = function ( options ) {

	var extruded = new THREE.ExtrudeGeometry( this, options );
	return extruded;

};

// Convenience method to return ShapeGeometry

THREE.Shape.prototype.makeGeometry = function ( options ) {

	var geometry = new THREE.ShapeGeometry( this, options );
	return geometry;

};

// Get points of holes

THREE.Shape.prototype.getPointsHoles = function ( divisions ) {

	var i, il = this.holes.length, holesPts = [];

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

		holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );

	}

	return holesPts;

};

// Get points of holes (spaced by regular distance)

THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {

	var i, il = this.holes.length, holesPts = [];

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

		holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );

	}

	return holesPts;

};


// Get points of shape and holes (keypoints based on segments parameter)

THREE.Shape.prototype.extractAllPoints = function ( divisions ) {

	return {

		shape: this.getTransformedPoints( divisions ),
		holes: this.getPointsHoles( divisions )

	};

};

THREE.Shape.prototype.extractPoints = function ( divisions ) {

	if (this.useSpacedPoints) {
		return this.extractAllSpacedPoints(divisions);
	}

	return this.extractAllPoints(divisions);

};

//
// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
//
// 	return {
//
// 		shape: this.transform( bend, divisions ),
// 		holes: this.getPointsHoles( divisions, bend )
//
// 	};
//
// };

// Get points of shape and holes (spaced by regular distance)

THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {

	return {

		shape: this.getTransformedSpacedPoints( divisions ),
		holes: this.getSpacedPointsHoles( divisions )

	};

};

/**************************************************************
 *	Utils
 **************************************************************/

THREE.Shape.Utils = {

	/*
		contour - array of vector2 for contour
		holes   - array of array of vector2
	*/

	removeHoles: function ( contour, holes ) {

		var shape = contour.concat(); // work on this shape
		var allpoints = shape.concat();

		/* For each isolated shape, find the closest points and break to the hole to allow triangulation */


		var prevShapeVert, nextShapeVert,
			prevHoleVert, nextHoleVert,
			holeIndex, shapeIndex,
			shapeId, shapeGroup,
			h, h2,
			hole, shortest, d,
			p, pts1, pts2,
			tmpShape1, tmpShape2,
			tmpHole1, tmpHole2,
			verts = [];

		for ( h = 0; h < holes.length; h ++ ) {

			hole = holes[ h ];

			/*
			shapeholes[ h ].concat(); // preserves original
			holes.push( hole );
			*/

			Array.prototype.push.apply( allpoints, hole );

			shortest = Number.POSITIVE_INFINITY;


			// Find the shortest pair of pts between shape and hole

			// Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
			// Using distanceToSquared() intead of distanceTo() should speed a little
			// since running square roots operations are reduced.

			for ( h2 = 0; h2 < hole.length; h2 ++ ) {

				pts1 = hole[ h2 ];
				var dist = [];

				for ( p = 0; p < shape.length; p++ ) {

					pts2 = shape[ p ];
					d = pts1.distanceToSquared( pts2 );
					dist.push( d );

					if ( d < shortest ) {

						shortest = d;
						holeIndex = h2;
						shapeIndex = p;

					}

				}

			}

			//console.log("shortest", shortest, dist);

			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			var areaapts = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var areaa = THREE.FontUtils.Triangulate.area( areaapts );

			var areabpts = [

				hole[ holeIndex ],
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			var areab = THREE.FontUtils.Triangulate.area( areabpts );

			var shapeOffset = 1;
			var holeOffset = -1;

			var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
			shapeIndex += shapeOffset;
			holeIndex += holeOffset;

			if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
			shapeIndex %= shape.length;

			if ( holeIndex < 0 ) { holeIndex += hole.length;  }
			holeIndex %= hole.length;

			prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
			prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			areaapts = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );

			areabpts = [

				hole[ holeIndex ],
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
			//console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ),  ( areaa2 + areab2 ));

			if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {

				// In case areas are not correct.
				//console.log("USE THIS");

				shapeIndex = oldShapeIndex;
				holeIndex = oldHoleIndex ;

				if ( shapeIndex < 0 ) { shapeIndex += shape.length;  }
				shapeIndex %= shape.length;

				if ( holeIndex < 0 ) { holeIndex += hole.length;  }
				holeIndex %= hole.length;

				prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
				prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;

			} else {

				//console.log("USE THAT ")

			}

			tmpShape1 = shape.slice( 0, shapeIndex );
			tmpShape2 = shape.slice( shapeIndex );
			tmpHole1 = hole.slice( holeIndex );
			tmpHole2 = hole.slice( 0, holeIndex );

			// Should check orders here again?

			var trianglea = [

				hole[ holeIndex ],
				shape[ shapeIndex ],
				shape[ prevShapeVert ]

			];

			var triangleb = [

				hole[ holeIndex ] ,
				hole[ prevHoleVert ],
				shape[ shapeIndex ]

			];

			verts.push( trianglea );
			verts.push( triangleb );

			shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );

		}

		return {

			shape:shape, 		/* shape with no holes */
			isolatedPts: verts, /* isolated faces */
			allpoints: allpoints

		}


	},

	triangulateShape: function ( contour, holes ) {

		var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );

		var shape = shapeWithoutHoles.shape,
			allpoints = shapeWithoutHoles.allpoints,
			isolatedPts = shapeWithoutHoles.isolatedPts;

		var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape

		// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.

		//console.log( "triangles",triangles, triangles.length );
		//console.log( "allpoints",allpoints, allpoints.length );

		var i, il, f, face,
			key, index,
			allPointsMap = {},
			isolatedPointsMap = {};

		// prepare all points map

		for ( i = 0, il = allpoints.length; i < il; i ++ ) {

			key = allpoints[ i ].x + ":" + allpoints[ i ].y;

			if ( allPointsMap[ key ] !== undefined ) {

				console.log( "Duplicate point", key );

			}

			allPointsMap[ key ] = i;

		}

		// check all face vertices against all points map

		for ( i = 0, il = triangles.length; i < il; i ++ ) {

			face = triangles[ i ];

			for ( f = 0; f < 3; f ++ ) {

				key = face[ f ].x + ":" + face[ f ].y;

				index = allPointsMap[ key ];

				if ( index !== undefined ) {

					face[ f ] = index;

				}

			}

		}

		// check isolated points vertices against all points map

		for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {

			face = isolatedPts[ i ];

			for ( f = 0; f < 3; f ++ ) {

				key = face[ f ].x + ":" + face[ f ].y;

				index = allPointsMap[ key ];

				if ( index !== undefined ) {

					face[ f ] = index;

				}

			}

		}

		return triangles.concat( isolatedPts );

	}, // end triangulate shapes

	/*
	triangulate2 : function( pts, holes ) {

		// For use with Poly2Tri.js

		var allpts = pts.concat();
		var shape = [];
		for (var p in pts) {
			shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
		}

		var swctx = new js.poly2tri.SweepContext(shape);

		for (var h in holes) {
			var aHole = holes[h];
			var newHole = []
			for (i in aHole) {
				newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
				allpts.push(aHole[i]);
			}
			swctx.AddHole(newHole);
		}

		var find;
		var findIndexForPt = function (pt) {
			find = new THREE.Vector2(pt.x, pt.y);
			var p;
			for (p=0, pl = allpts.length; p<pl; p++) {
				if (allpts[p].equals(find)) return p;
			}
			return -1;
		};

		// triangulate
		js.poly2tri.sweep.Triangulate(swctx);

		var triangles =  swctx.GetTriangles();
		var tr ;
		var facesPts = [];
		for (var t in triangles) {
			tr =  triangles[t];
			facesPts.push([
				findIndexForPt(tr.GetPoint(0)),
				findIndexForPt(tr.GetPoint(1)),
				findIndexForPt(tr.GetPoint(2))
					]);
		}


	//	console.log(facesPts);
	//	console.log("triangles", triangles.length, triangles);

		// Returns array of faces with 3 element each
	return facesPts;
	},
*/

	isClockWise: function ( pts ) {

		return THREE.FontUtils.Triangulate.area( pts ) < 0;

	},

	// Bezier Curves formulas obtained from
	// http://en.wikipedia.org/wiki/B%C3%A9zier_curve

	// Quad Bezier Functions

	b2p0: function ( t, p ) {

		var k = 1 - t;
		return k * k * p;

	},

	b2p1: function ( t, p ) {

		return 2 * ( 1 - t ) * t * p;

	},

	b2p2: function ( t, p ) {

		return t * t * p;

	},

	b2: function ( t, p0, p1, p2 ) {

		return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );

	},

	// Cubic Bezier Functions

	b3p0: function ( t, p ) {

		var k = 1 - t;
		return k * k * k * p;

	},

	b3p1: function ( t, p ) {

		var k = 1 - t;
		return 3 * k * k * t * p;

	},

	b3p2: function ( t, p ) {

		var k = 1 - t;
		return 3 * k * t * t * p;

	},

	b3p3: function ( t, p ) {

		return t * t * t * p;

	},

	b3: function ( t, p0, p1, p2, p3 ) {

		return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) +  this.b3p3( t, p3 );

	}

};

/**
 * @author mikael emtinger / http://gomo.se/
 */

THREE.AnimationHandler = (function() {

	var playing = [];
	var library = {};
	var that    = {};


	//--- update ---

	that.update = function( deltaTimeMS ) {

		for( var i = 0; i < playing.length; i ++ )
			playing[ i ].update( deltaTimeMS );

	};


	//--- add ---

	that.addToUpdate = function( animation ) {

		if ( playing.indexOf( animation ) === -1 )
			playing.push( animation );

	};


	//--- remove ---

	that.removeFromUpdate = function( animation ) {

		var index = playing.indexOf( animation );

		if( index !== -1 )
			playing.splice( index, 1 );

	};


	//--- add ---

	that.add = function( data ) {

		if ( library[ data.name ] !== undefined )
			console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );

		library[ data.name ] = data;
		initData( data );

	};


	//--- get ---

	that.get = function( name ) {

		if ( typeof name === "string" ) {

			if ( library[ name ] ) {

				return library[ name ];

			} else {

				console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
				return null;

			}

		} else {

			// todo: add simple tween library

		}

	};

	//--- parse ---

	that.parse = function( root ) {

		// setup hierarchy

		var hierarchy = [];

		if ( root instanceof THREE.SkinnedMesh ) {

			for( var b = 0; b < root.bones.length; b++ ) {

				hierarchy.push( root.bones[ b ] );

			}

		} else {

			parseRecurseHierarchy( root, hierarchy );

		}

		return hierarchy;

	};

	var parseRecurseHierarchy = function( root, hierarchy ) {

		hierarchy.push( root );

		for( var c = 0; c < root.children.length; c++ )
			parseRecurseHierarchy( root.children[ c ], hierarchy );

	}


	//--- init data ---

	var initData = function( data ) {

		if( data.initialized === true )
			return;


		// loop through all keys

		for( var h = 0; h < data.hierarchy.length; h ++ ) {

			for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

				// remove minus times

				if( data.hierarchy[ h ].keys[ k ].time < 0 )
					data.hierarchy[ h ].keys[ k ].time = 0;


				// create quaternions

				if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
				 !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {

					var quat = data.hierarchy[ h ].keys[ k ].rot;
					data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );

				}

			}


			// prepare morph target keys

			if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {

				// get all used

				var usedMorphTargets = {};

				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

					for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {

						var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
						usedMorphTargets[ morphTargetName ] = -1;

					}

				}

				data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;


				// set all used on all frames

				for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

					var influences = {};

					for ( var morphTargetName in usedMorphTargets ) {

						for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {

							if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {

								influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
								break;

							}

						}

						if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {

							influences[ morphTargetName ] = 0;

						}

					}

					data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;

				}

			}


			// remove all keys that are on the same time

			for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {

				if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {

					data.hierarchy[ h ].keys.splice( k, 1 );
					k --;

				}

			}


			// set index

			for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {

				data.hierarchy[ h ].keys[ k ].index = k;

			}

		}


		// JIT

		var lengthInFrames = parseInt( data.length * data.fps, 10 );

		data.JIT = {};
		data.JIT.hierarchy = [];

		for( var h = 0; h < data.hierarchy.length; h ++ )
			data.JIT.hierarchy.push( new Array( lengthInFrames ) );


		// done

		data.initialized = true;

	};


	// interpolation types

	that.LINEAR = 0;
	that.CATMULLROM = 1;
	that.CATMULLROM_FORWARD = 2;

	return that;

}());
/**
 * @author mikael emtinger / http://gomo.se/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.Animation = function ( root, name, interpolationType ) {

	this.root = root;
	this.data = THREE.AnimationHandler.get( name );
	this.hierarchy = THREE.AnimationHandler.parse( root );

	this.currentTime = 0;
	this.timeScale = 1;

	this.isPlaying = false;
	this.isPaused = true;
	this.loop = true;

	this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;

	this.points = [];
	this.target = new THREE.Vector3();

};

THREE.Animation.prototype.play = function ( loop, startTimeMS ) {

	if ( this.isPlaying === false ) {

		this.isPlaying = true;
		this.loop = loop !== undefined ? loop : true;
		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;

		// reset key cache

		var h, hl = this.hierarchy.length,
			object;

		for ( h = 0; h < hl; h ++ ) {

			object = this.hierarchy[ h ];

			if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {

				object.useQuaternion = true;

			}

			object.matrixAutoUpdate = true;

			if ( object.animationCache === undefined ) {

				object.animationCache = {};
				object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
				object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
				object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;

			}

			var prevKey = object.animationCache.prevKey;
			var nextKey = object.animationCache.nextKey;

			prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
			prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
			prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];

			nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
			nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
			nextKey.scl = this.getNextKeyWith( "scl", h, 1 );

		}

		this.update( 0 );

	}

	this.isPaused = false;

	THREE.AnimationHandler.addToUpdate( this );

};


THREE.Animation.prototype.pause = function() {

	if ( this.isPaused === true ) {

		THREE.AnimationHandler.addToUpdate( this );

	} else {

		THREE.AnimationHandler.removeFromUpdate( this );

	}

	this.isPaused = !this.isPaused;

};


THREE.Animation.prototype.stop = function() {

	this.isPlaying = false;
	this.isPaused  = false;
	THREE.AnimationHandler.removeFromUpdate( this );

};


THREE.Animation.prototype.update = function ( deltaTimeMS ) {

	// early out

	if ( this.isPlaying === false ) return;


	// vars

	var types = [ "pos", "rot", "scl" ];
	var type;
	var scale;
	var vector;
	var prevXYZ, nextXYZ;
	var prevKey, nextKey;
	var object;
	var animationCache;
	var frame;
	var JIThierarchy = this.data.JIT.hierarchy;
	var currentTime, unloopedCurrentTime;
	var currentPoint, forwardPoint, angle;


	this.currentTime += deltaTimeMS * this.timeScale;

	unloopedCurrentTime = this.currentTime;
	currentTime = this.currentTime = this.currentTime % this.data.length;
	frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );


	for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {

		object = this.hierarchy[ h ];
		animationCache = object.animationCache;

		// loop through pos/rot/scl

		for ( var t = 0; t < 3; t ++ ) {

			// get keys

			type    = types[ t ];
			prevKey = animationCache.prevKey[ type ];
			nextKey = animationCache.nextKey[ type ];

			// switch keys?

			if ( nextKey.time <= unloopedCurrentTime ) {

				// did we loop?

				if ( currentTime < unloopedCurrentTime ) {

					if ( this.loop ) {

						prevKey = this.data.hierarchy[ h ].keys[ 0 ];
						nextKey = this.getNextKeyWith( type, h, 1 );

						while( nextKey.time < currentTime ) {

							prevKey = nextKey;
							nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

						}

					} else {

						this.stop();
						return;

					}

				} else {

					do {

						prevKey = nextKey;
						nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );

					} while( nextKey.time < currentTime )

				}

				animationCache.prevKey[ type ] = prevKey;
				animationCache.nextKey[ type ] = nextKey;

			}


			object.matrixAutoUpdate = true;
			object.matrixWorldNeedsUpdate = true;

			scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
			prevXYZ = prevKey[ type ];
			nextXYZ = nextKey[ type ];


			// check scale error

			if ( scale < 0 || scale > 1 ) {

				console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
				scale = scale < 0 ? 0 : 1;

			}

			// interpolate

			if ( type === "pos" ) {

				vector = object.position;

				if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {

					vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
					vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
					vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

				} else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
						    this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

					this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
					this.points[ 1 ] = prevXYZ;
					this.points[ 2 ] = nextXYZ;
					this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];

					scale = scale * 0.33 + 0.33;

					currentPoint = this.interpolateCatmullRom( this.points, scale );

					vector.x = currentPoint[ 0 ];
					vector.y = currentPoint[ 1 ];
					vector.z = currentPoint[ 2 ];

					if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

						forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );

						this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
						this.target.sub( vector );
						this.target.y = 0;
						this.target.normalize();

						angle = Math.atan2( this.target.x, this.target.z );
						object.rotation.set( 0, angle, 0 );

					}

				}

			} else if ( type === "rot" ) {

				THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );

			} else if ( type === "scl" ) {

				vector = object.scale;

				vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
				vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
				vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;

			}

		}

	}

};

// Catmull-Rom spline

THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {

	var c = [], v3 = [],
	point, intPoint, weight, w2, w3,
	pa, pb, pc, pd;

	point = ( points.length - 1 ) * scale;
	intPoint = Math.floor( point );
	weight = point - intPoint;

	c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
	c[ 1 ] = intPoint;
	c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
	c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;

	pa = points[ c[ 0 ] ];
	pb = points[ c[ 1 ] ];
	pc = points[ c[ 2 ] ];
	pd = points[ c[ 3 ] ];

	w2 = weight * weight;
	w3 = weight * w2;

	v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
	v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
	v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );

	return v3;

};

THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {

	var v0 = ( p2 - p0 ) * 0.5,
		v1 = ( p3 - p1 ) * 0.5;

	return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;

};



// Get next key with

THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;

	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

		key = key < keys.length - 1 ? key : keys.length - 1;

	} else {

		key = key % keys.length;

	}

	for ( ; key < keys.length; key++ ) {

		if ( keys[ key ][ type ] !== undefined ) {

			return keys[ key ];

		}

	}

	return this.data.hierarchy[ h ].keys[ 0 ];

};

// Get previous key with

THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;

	if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
		 this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {

		key = key > 0 ? key : 0;

	} else {

		key = key >= 0 ? key : key + keys.length;

	}


	for ( ; key >= 0; key -- ) {

		if ( keys[ key ][ type ] !== undefined ) {

			return keys[ key ];

		}

	}

	return this.data.hierarchy[ h ].keys[ keys.length - 1 ];

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author mrdoob / http://mrdoob.com/
 * @author alteredq / http://alteredqualia.com/
 * @author khang duong
 * @author erik kitson
 */

THREE.KeyFrameAnimation = function( root, data, JITCompile ) {

	this.root = root;
	this.data = THREE.AnimationHandler.get( data );
	this.hierarchy = THREE.AnimationHandler.parse( root );
	this.currentTime = 0;
	this.timeScale = 0.001;
	this.isPlaying = false;
	this.isPaused = true;
	this.loop = true;
	this.JITCompile = JITCompile !== undefined ? JITCompile : true;

	// initialize to first keyframes

	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

		var keys = this.data.hierarchy[h].keys,
			sids = this.data.hierarchy[h].sids,
			obj = this.hierarchy[h];

		if ( keys.length && sids ) {

			for ( var s = 0; s < sids.length; s++ ) {

				var sid = sids[ s ],
					next = this.getNextKeyWith( sid, h, 0 );

				if ( next ) {

					next.apply( sid );

				}

			}

			obj.matrixAutoUpdate = false;
			this.data.hierarchy[h].node.updateMatrix();
			obj.matrixWorldNeedsUpdate = true;

		}

	}

};

// Play

THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {

	if( !this.isPlaying ) {

		this.isPlaying = true;
		this.loop = loop !== undefined ? loop : true;
		this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
		this.startTimeMs = startTimeMS;
		this.startTime = 10000000;
		this.endTime = -this.startTime;


		// reset key cache

		var h, hl = this.hierarchy.length,
			object,
			node;

		for ( h = 0; h < hl; h++ ) {

			object = this.hierarchy[ h ];
			node = this.data.hierarchy[ h ];
			object.useQuaternion = true;

			if ( node.animationCache === undefined ) {

				node.animationCache = {};
				node.animationCache.prevKey = null;
				node.animationCache.nextKey = null;
				node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;

			}

			var keys = this.data.hierarchy[h].keys;

			if (keys.length) {

				node.animationCache.prevKey = keys[ 0 ];
				node.animationCache.nextKey = keys[ 1 ];

				this.startTime = Math.min( keys[0].time, this.startTime );
				this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );

			}

		}

		this.update( 0 );

	}

	this.isPaused = false;

	THREE.AnimationHandler.addToUpdate( this );

};



// Pause

THREE.KeyFrameAnimation.prototype.pause = function() {

	if( this.isPaused ) {

		THREE.AnimationHandler.addToUpdate( this );

	} else {

		THREE.AnimationHandler.removeFromUpdate( this );

	}

	this.isPaused = !this.isPaused;

};


// Stop

THREE.KeyFrameAnimation.prototype.stop = function() {

	this.isPlaying = false;
	this.isPaused  = false;
	THREE.AnimationHandler.removeFromUpdate( this );


	// reset JIT matrix and remove cache

	for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
        
        var obj = this.hierarchy[ h ];
		var node = this.data.hierarchy[ h ];

		if ( node.animationCache !== undefined ) {

			var original = node.animationCache.originalMatrix;

			if( obj instanceof THREE.Bone ) {

				original.copy( obj.skinMatrix );
				obj.skinMatrix = original;

			} else {

				original.copy( obj.matrix );
				obj.matrix = original;

			}

			delete node.animationCache;

		}

	}

};


// Update

THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {

	// early out

	if( !this.isPlaying ) return;


	// vars

	var prevKey, nextKey;
	var object;
	var node;
	var frame;
	var JIThierarchy = this.data.JIT.hierarchy;
	var currentTime, unloopedCurrentTime;
	var looped;


	// update

	this.currentTime += deltaTimeMS * this.timeScale;

	unloopedCurrentTime = this.currentTime;
	currentTime         = this.currentTime = this.currentTime % this.data.length;

	// if looped around, the current time should be based on the startTime
	if ( currentTime < this.startTimeMs ) {

		currentTime = this.currentTime = this.startTimeMs + currentTime;

	}

	frame               = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
	looped 				= currentTime < unloopedCurrentTime;

	if ( looped && !this.loop ) {

		// Set the animation to the last keyframes and stop
		for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

			var keys = this.data.hierarchy[h].keys,
				sids = this.data.hierarchy[h].sids,
				end = keys.length-1,
				obj = this.hierarchy[h];

			if ( keys.length ) {

				for ( var s = 0; s < sids.length; s++ ) {

					var sid = sids[ s ],
						prev = this.getPrevKeyWith( sid, h, end );

					if ( prev ) {
						prev.apply( sid );

					}

				}

				this.data.hierarchy[h].node.updateMatrix();
				obj.matrixWorldNeedsUpdate = true;

			}

		}

		this.stop();
		return;

	}

	// check pre-infinity
	if ( currentTime < this.startTime ) {

		return;

	}

	// update

	for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {

		object = this.hierarchy[ h ];
		node = this.data.hierarchy[ h ];

		var keys = node.keys,
			animationCache = node.animationCache;

		// use JIT?

		if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {

			if( object instanceof THREE.Bone ) {

				object.skinMatrix = JIThierarchy[ h ][ frame ];
				object.matrixWorldNeedsUpdate = false;

			} else {

				object.matrix = JIThierarchy[ h ][ frame ];
				object.matrixWorldNeedsUpdate = true;

			}

		// use interpolation

		} else if ( keys.length ) {

			// make sure so original matrix and not JIT matrix is set

			if ( this.JITCompile && animationCache ) {

				if( object instanceof THREE.Bone ) {

					object.skinMatrix = animationCache.originalMatrix;

				} else {

					object.matrix = animationCache.originalMatrix;

				}

			}

			prevKey = animationCache.prevKey;
			nextKey = animationCache.nextKey;

			if ( prevKey && nextKey ) {

				// switch keys?

				if ( nextKey.time <= unloopedCurrentTime ) {

					// did we loop?

					if ( looped && this.loop ) {

						prevKey = keys[ 0 ];
						nextKey = keys[ 1 ];

						while ( nextKey.time < currentTime ) {

							prevKey = nextKey;
							nextKey = keys[ prevKey.index + 1 ];

						}

					} else if ( !looped ) {

						var lastIndex = keys.length - 1;

						while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {

							prevKey = nextKey;
							nextKey = keys[ prevKey.index + 1 ];

						}

					}

					animationCache.prevKey = prevKey;
					animationCache.nextKey = nextKey;

				}
                if(nextKey.time >= currentTime)
                    prevKey.interpolate( nextKey, currentTime );
                else
                    prevKey.interpolate( nextKey, nextKey.time);

			}

			this.data.hierarchy[h].node.updateMatrix();
			object.matrixWorldNeedsUpdate = true;

		}

	}

	// update JIT?

	if ( this.JITCompile ) {

		if ( JIThierarchy[ 0 ][ frame ] === undefined ) {

			this.hierarchy[ 0 ].updateMatrixWorld( true );

			for ( var h = 0; h < this.hierarchy.length; h++ ) {

				if( this.hierarchy[ h ] instanceof THREE.Bone ) {

					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();

				} else {

					JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();

				}

			}

		}

	}

};

// Get next key with

THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;
	key = key % keys.length;

	for ( ; key < keys.length; key++ ) {

		if ( keys[ key ].hasTarget( sid ) ) {

			return keys[ key ];

		}

	}

	return keys[ 0 ];

};

// Get previous key with

THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {

	var keys = this.data.hierarchy[ h ].keys;
	key = key >= 0 ? key : key + keys.length;

	for ( ; key >= 0; key-- ) {

		if ( keys[ key ].hasTarget( sid ) ) {

			return keys[ key ];

		}

	}

	return keys[ keys.length - 1 ];

};
/**
 * Camera for rendering cube maps
 *	- renders scene into axis-aligned cube
 *
 * @author alteredq / http://alteredqualia.com/
 */

THREE.CubeCamera = function ( near, far, cubeResolution ) {

	THREE.Object3D.call( this );

	var fov = 90, aspect = 1;

	var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraPX.up.set( 0, -1, 0 );
	cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
	this.add( cameraPX );

	var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraNX.up.set( 0, -1, 0 );
	cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
	this.add( cameraNX );

	var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraPY.up.set( 0, 0, 1 );
	cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
	this.add( cameraPY );

	var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraNY.up.set( 0, 0, -1 );
	cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
	this.add( cameraNY );

	var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraPZ.up.set( 0, -1, 0 );
	cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
	this.add( cameraPZ );

	var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
	cameraNZ.up.set( 0, -1, 0 );
	cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
	this.add( cameraNZ );

	this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );

	this.updateCubeMap = function ( renderer, scene ) {

		var renderTarget = this.renderTarget;
		var generateMipmaps = renderTarget.generateMipmaps;

		renderTarget.generateMipmaps = false;

		renderTarget.activeCubeFace = 0;
		renderer.render( scene, cameraPX, renderTarget );

		renderTarget.activeCubeFace = 1;
		renderer.render( scene, cameraNX, renderTarget );

		renderTarget.activeCubeFace = 2;
		renderer.render( scene, cameraPY, renderTarget );

		renderTarget.activeCubeFace = 3;
		renderer.render( scene, cameraNY, renderTarget );

		renderTarget.activeCubeFace = 4;
		renderer.render( scene, cameraPZ, renderTarget );

		renderTarget.generateMipmaps = generateMipmaps;

		renderTarget.activeCubeFace = 5;
		renderer.render( scene, cameraNZ, renderTarget );

	};

};

THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
/*
 *	@author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
 *
 *	A general perpose camera, for setting FOV, Lens Focal Length,
 *		and switching between perspective and orthographic views easily.
 *		Use this only if you do not wish to manage
 *		both a Orthographic and Perspective Camera
 *
 */


THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {

	THREE.Camera.call( this );

	this.fov = fov;

	this.left = -width / 2;
	this.right = width / 2
	this.top = height / 2;
	this.bottom = -height / 2;

	// We could also handle the projectionMatrix internally, but just wanted to test nested camera objects

	this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 	orthoNear, orthoFar );
	this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );

	this.zoom = 1;

	this.toPerspective();

	var aspect = width/height;

};

THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );

THREE.CombinedCamera.prototype.toPerspective = function () {

	// Switches to the Perspective Camera

	this.near = this.cameraP.near;
	this.far = this.cameraP.far;

	this.cameraP.fov =  this.fov / this.zoom ;

	this.cameraP.updateProjectionMatrix();

	this.projectionMatrix = this.cameraP.projectionMatrix;

	this.inPerspectiveMode = true;
	this.inOrthographicMode = false;

};

THREE.CombinedCamera.prototype.toOrthographic = function () {

	// Switches to the Orthographic camera estimating viewport from Perspective

	var fov = this.fov;
	var aspect = this.cameraP.aspect;
	var near = this.cameraP.near;
	var far = this.cameraP.far;

	// The size that we set is the mid plane of the viewing frustum

	var hyperfocus = ( near + far ) / 2;

	var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
	var planeHeight = 2 * halfHeight;
	var planeWidth = planeHeight * aspect;
	var halfWidth = planeWidth / 2;

	halfHeight /= this.zoom;
	halfWidth /= this.zoom;

	this.cameraO.left = -halfWidth;
	this.cameraO.right = halfWidth;
	this.cameraO.top = halfHeight;
	this.cameraO.bottom = -halfHeight;

	// this.cameraO.left = -farHalfWidth;
	// this.cameraO.right = farHalfWidth;
	// this.cameraO.top = farHalfHeight;
	// this.cameraO.bottom = -farHalfHeight;

	// this.cameraO.left = this.left / this.zoom;
	// this.cameraO.right = this.right / this.zoom;
	// this.cameraO.top = this.top / this.zoom;
	// this.cameraO.bottom = this.bottom / this.zoom;

	this.cameraO.updateProjectionMatrix();

	this.near = this.cameraO.near;
	this.far = this.cameraO.far;
	this.projectionMatrix = this.cameraO.projectionMatrix;

	this.inPerspectiveMode = false;
	this.inOrthographicMode = true;

};


THREE.CombinedCamera.prototype.setSize = function( width, height ) {

	this.cameraP.aspect = width / height;
	this.left = -width / 2;
	this.right = width / 2
	this.top = height / 2;
	this.bottom = -height / 2;

};


THREE.CombinedCamera.prototype.setFov = function( fov ) {

	this.fov = fov;

	if ( this.inPerspectiveMode ) {

		this.toPerspective();

	} else {

		this.toOrthographic();

	}

};

// For mantaining similar API with PerspectiveCamera

THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {

	if ( this.inPerspectiveMode ) {

		this.toPerspective();

	} else {

		this.toPerspective();
		this.toOrthographic();

	}

};

/*
* Uses Focal Length (in mm) to estimate and set FOV
* 35mm (fullframe) camera is used if frame size is not specified;
* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
*/
THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {

	if ( frameHeight === undefined ) frameHeight = 24;

	var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );

	this.setFov( fov );

	return fov;
};


THREE.CombinedCamera.prototype.setZoom = function( zoom ) {

	this.zoom = zoom;

	if ( this.inPerspectiveMode ) {

		this.toPerspective();

	} else {

		this.toOrthographic();

	}

};

THREE.CombinedCamera.prototype.toFrontView = function() {

	this.rotation.x = 0;
	this.rotation.y = 0;
	this.rotation.z = 0;

	// should we be modifing the matrix instead?

	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toBackView = function() {

	this.rotation.x = 0;
	this.rotation.y = Math.PI;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toLeftView = function() {

	this.rotation.x = 0;
	this.rotation.y = - Math.PI / 2;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toRightView = function() {

	this.rotation.x = 0;
	this.rotation.y = Math.PI / 2;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toTopView = function() {

	this.rotation.x = - Math.PI / 2;
	this.rotation.y = 0;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

THREE.CombinedCamera.prototype.toBottomView = function() {

	this.rotation.x = Math.PI / 2;
	this.rotation.y = 0;
	this.rotation.z = 0;
	this.rotationAutoUpdate = false;

};

/**
 * @author alteredq / http://alteredqualia.com/
 *
 *	- 3d asterisk shape (for line pieces THREE.Line)
 */

THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {

	THREE.Geometry.call( this );

	var sd = innerRadius;
	var ed = outerRadius;

	var sd2 = 0.707 * sd;
	var ed2 = 0.707 * ed;

	var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
				 [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
				 [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
				 [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
				 [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
				 [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
				 [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
				 [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
				 [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
	];

	for ( var i = 0, il = rays.length; i < il; i ++ ) {

		var x = rays[ i ][ 0 ];
		var y = rays[ i ][ 1 ];
		var z = rays[ i ][ 2 ];

		this.vertices.push( new THREE.Vector3( x, y, z ) );

	}

};

THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
 * @author hughes
 */

THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {

    THREE.Geometry.call( this );

    radius = radius || 50;

    thetaStart = thetaStart !== undefined ? thetaStart : 0;
    thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
    segments = segments !== undefined ? Math.max( 3, segments ) : 8;

    var i, uvs = [],
    center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );

    this.vertices.push(center);
    uvs.push( centerUV );

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

        var vertex = new THREE.Vector3();

        vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
        vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );

        this.vertices.push( vertex );
        uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );

    }

    var n = new THREE.Vector3( 0, 0, -1 );

    for ( i = 1; i <= segments; i ++ ) {

        var v1 = i;
        var v2 = i + 1 ;
        var v3 = 0;

        this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
        this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );

    }

    this.computeCentroids();
    this.computeFaceNormals();

    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
 */

THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {

	THREE.Geometry.call( this );

	var scope = this;

	this.width = width;
	this.height = height;
	this.depth = depth;

	this.widthSegments = widthSegments || 1;
	this.heightSegments = heightSegments || 1;
	this.depthSegments = depthSegments || 1;

	var width_half = this.width / 2;
	var height_half = this.height / 2;
	var depth_half = this.depth / 2;

	buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
	buildPlane( 'z', 'y',   1, - 1, this.depth, this.height, - width_half, 1 ); // nx
	buildPlane( 'x', 'z',   1,   1, this.width, this.depth, height_half, 2 ); // py
	buildPlane( 'x', 'z',   1, - 1, this.width, this.depth, - height_half, 3 ); // ny
	buildPlane( 'x', 'y',   1, - 1, this.width, this.height, depth_half, 4 ); // pz
	buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz

	function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {

		var w, ix, iy,
		gridX = scope.widthSegments,
		gridY = scope.heightSegments,
		width_half = width / 2,
		height_half = height / 2,
		offset = scope.vertices.length;

		if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {

			w = 'z';

		} else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {

			w = 'y';
			gridY = scope.depthSegments;

		} else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {

			w = 'x';
			gridX = scope.depthSegments;

		}

		var gridX1 = gridX + 1,
		gridY1 = gridY + 1,
		segment_width = width / gridX,
		segment_height = height / gridY,
		normal = new THREE.Vector3();

		normal[ w ] = depth > 0 ? 1 : - 1;

		for ( iy = 0; iy < gridY1; iy ++ ) {

			for ( ix = 0; ix < gridX1; ix ++ ) {

				var vector = new THREE.Vector3();
				vector[ u ] = ( ix * segment_width - width_half ) * udir;
				vector[ v ] = ( iy * segment_height - height_half ) * vdir;
				vector[ w ] = depth;

				scope.vertices.push( vector );

			}

		}

		for ( iy = 0; iy < gridY; iy++ ) {

			for ( ix = 0; ix < gridX; ix++ ) {

				var a = ix + gridX1 * iy;
				var b = ix + gridX1 * ( iy + 1 );
				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
				var d = ( ix + 1 ) + gridX1 * iy;

				var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
				face.normal.copy( normal );
				face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
				face.materialIndex = materialIndex;

				scope.faces.push( face );
				scope.faceVertexUvs[ 0 ].push( [
							new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
							new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
							new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
							new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
						] );

			}

		}

	}

	this.computeCentroids();
	this.mergeVertices();

};

THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {

	THREE.Geometry.call( this );

	radiusTop = radiusTop !== undefined ? radiusTop : 20;
	radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
	height = height !== undefined ? height : 100;

	var heightHalf = height / 2;
	var segmentsX = radiusSegments || 8;
	var segmentsY = heightSegments || 1;

	var x, y, vertices = [], uvs = [];

	for ( y = 0; y <= segmentsY; y ++ ) {

		var verticesRow = [];
		var uvsRow = [];

		var v = y / segmentsY;
		var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

		for ( x = 0; x <= segmentsX; x ++ ) {

			var u = x / segmentsX;

			var vertex = new THREE.Vector3();
			vertex.x = radius * Math.sin( u * Math.PI * 2 );
			vertex.y = - v * height + heightHalf;
			vertex.z = radius * Math.cos( u * Math.PI * 2 );

			this.vertices.push( vertex );

			verticesRow.push( this.vertices.length - 1 );
			uvsRow.push( new THREE.Vector2( u, 1 - v ) );

		}

		vertices.push( verticesRow );
		uvs.push( uvsRow );

	}

	var tanTheta = ( radiusBottom - radiusTop ) / height;
	var na, nb;

	for ( x = 0; x < segmentsX; x ++ ) {

		if ( radiusTop !== 0 ) {

			na = this.vertices[ vertices[ 0 ][ x ] ].clone();
			nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();

		} else {

			na = this.vertices[ vertices[ 1 ][ x ] ].clone();
			nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();

		}

		na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
		nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();

		for ( y = 0; y < segmentsY; y ++ ) {

			var v1 = vertices[ y ][ x ];
			var v2 = vertices[ y + 1 ][ x ];
			var v3 = vertices[ y + 1 ][ x + 1 ];
			var v4 = vertices[ y ][ x + 1 ];

			var n1 = na.clone();
			var n2 = na.clone();
			var n3 = nb.clone();
			var n4 = nb.clone();

			var uv1 = uvs[ y ][ x ].clone();
			var uv2 = uvs[ y + 1 ][ x ].clone();
			var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
			var uv4 = uvs[ y ][ x + 1 ].clone();

			this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );

		}

	}

	// top cap

	if ( !openEnded && radiusTop > 0 ) {

		this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );

		for ( x = 0; x < segmentsX; x ++ ) {

			var v1 = vertices[ 0 ][ x ];
			var v2 = vertices[ 0 ][ x + 1 ];
			var v3 = this.vertices.length - 1;

			var n1 = new THREE.Vector3( 0, 1, 0 );
			var n2 = new THREE.Vector3( 0, 1, 0 );
			var n3 = new THREE.Vector3( 0, 1, 0 );

			var uv1 = uvs[ 0 ][ x ].clone();
			var uv2 = uvs[ 0 ][ x + 1 ].clone();
			var uv3 = new THREE.Vector2( uv2.u, 0 );

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

		}

	}

	// bottom cap

	if ( !openEnded && radiusBottom > 0 ) {

		this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );

		for ( x = 0; x < segmentsX; x ++ ) {

			var v1 = vertices[ y ][ x + 1 ];
			var v2 = vertices[ y ][ x ];
			var v3 = this.vertices.length - 1;

			var n1 = new THREE.Vector3( 0, - 1, 0 );
			var n2 = new THREE.Vector3( 0, - 1, 0 );
			var n3 = new THREE.Vector3( 0, - 1, 0 );

			var uv1 = uvs[ y ][ x + 1 ].clone();
			var uv2 = uvs[ y ][ x ].clone();
			var uv3 = new THREE.Vector2( uv2.u, 1 );

			this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
			this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

		}

	}

	this.computeCentroids();
	this.computeFaceNormals();

}

THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 *
 * Creates extruded geometry from a path shape.
 *
 * parameters = {
 *
 *  size: <float>, // size of the text
 *  height: <float>, // thickness to extrude text
 *  curveSegments: <int>, // number of points on the curves
 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
 *  amount: <int>, // Amount
 *
 *  bevelEnabled: <bool>, // turn on bevel
 *  bevelThickness: <float>, // how deep into text bevel goes
 *  bevelSize: <float>, // how far from text outline is bevel
 *  bevelSegments: <int>, // number of bevel layers
 *
 *  extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
 *  frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
 *
 *  material: <int> // material index for front and back faces
 *  extrudeMaterial: <int> // material index for extrusion and beveled faces
 *  uvGenerator: <Object> // object that provides UV generator functions
 *
 * }
 **/

THREE.ExtrudeGeometry = function ( shapes, options ) {

	if ( typeof( shapes ) === "undefined" ) {
		shapes = [];
		return;
	}

	THREE.Geometry.call( this );

	shapes = shapes instanceof Array ? shapes : [ shapes ];

	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();

	this.addShapeList( shapes, options );

	this.computeCentroids();
	this.computeFaceNormals();

	// can't really use automatic vertex normals
	// as then front and back sides get smoothed too
	// should do separate smoothing just for sides

	//this.computeVertexNormals();

	//console.log( "took", ( Date.now() - startTime ) );

};

THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );

THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
	var sl = shapes.length;

	for ( var s = 0; s < sl; s ++ ) {
		var shape = shapes[ s ];
		this.addShape( shape, options );
	}
};

THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {

	var amount = options.amount !== undefined ? options.amount : 100;

	var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
	var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
	var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

	var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false

	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;

	var steps = options.steps !== undefined ? options.steps : 1;

	var extrudePath = options.extrudePath;
	var extrudePts, extrudeByPath = false;

	var material = options.material;
	var extrudeMaterial = options.extrudeMaterial;

	// Use default WorldUVGenerator if no UV generators are specified.
	var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;

	var shapebb = this.shapebb;
	//shapebb = shape.getBoundingBox();



	var splineTube, binormal, normal, position2;
	if ( extrudePath ) {

		extrudePts = extrudePath.getSpacedPoints( steps );

		extrudeByPath = true;
		bevelEnabled = false; // bevels not supported for path extrusion

		// SETUP TNB variables

		// Reuse TNB from TubeGeomtry for now.
		// TODO1 - have a .isClosed in spline?

		splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);

		// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

		binormal = new THREE.Vector3();
		normal = new THREE.Vector3();
		position2 = new THREE.Vector3();

	}

	// Safeguards if bevels are not enabled

	if ( ! bevelEnabled ) {

		bevelSegments = 0;
		bevelThickness = 0;
		bevelSize = 0;

	}

	// Variables initalization

	var ahole, h, hl; // looping of holes
	var scope = this;
	var bevelPoints = [];

	var shapesOffset = this.vertices.length;

	var shapePoints = shape.extractPoints( curveSegments );

	var vertices = shapePoints.shape;
	var holes = shapePoints.holes;

	var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;

	if ( reverse ) {

		vertices = vertices.reverse();

		// Maybe we should also check if holes are in the opposite direction, just to be safe ...

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];

			if ( THREE.Shape.Utils.isClockWise( ahole ) ) {

				holes[ h ] = ahole.reverse();

			}

		}

		reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!

	}


	var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );

	/* Vertices */

	var contour = vertices; // vertices has all points but contour has only points of circumference

	for ( h = 0, hl = holes.length;  h < hl; h ++ ) {

		ahole = holes[ h ];

		vertices = vertices.concat( ahole );

	}


	function scalePt2 ( pt, vec, size ) {

		if ( !vec ) console.log( "die" );

		return vec.clone().multiplyScalar( size ).add( pt );

	}

	var b, bs, t, z,
		vert, vlen = vertices.length,
		face, flen = faces.length,
		cont, clen = contour.length;


	// Find directions for point movement

	var RAD_TO_DEGREES = 180 / Math.PI;


	function getBevelVec( pt_i, pt_j, pt_k ) {

		// Algorithm 2

		return getBevelVec2( pt_i, pt_j, pt_k );

	}

	function getBevelVec1( pt_i, pt_j, pt_k ) {

		var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
		var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );

		if ( anglea > angleb ) {

			angleb += Math.PI * 2;

		}

		var anglec = ( anglea + angleb ) / 2;


		//console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);

		var x = - Math.cos( anglec );
		var y = - Math.sin( anglec );

		var vec = new THREE.Vector2( x, y ); //.normalize();

		return vec;

	}

	function getBevelVec2( pt_i, pt_j, pt_k ) {

		var a = THREE.ExtrudeGeometry.__v1,
			b = THREE.ExtrudeGeometry.__v2,
			v_hat = THREE.ExtrudeGeometry.__v3,
			w_hat = THREE.ExtrudeGeometry.__v4,
			p = THREE.ExtrudeGeometry.__v5,
			q = THREE.ExtrudeGeometry.__v6,
			v, w,
			v_dot_w_hat, q_sub_p_dot_w_hat,
			s, intersection;

		// good reading for line-line intersection
		// http://sputsoft.com/blog/2010/03/line-line-intersection.html

		// define a as vector j->i
		// define b as vectot k->i

		a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
		b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );

		// get unit vectors

		v = a.normalize();
		w = b.normalize();

		// normals from pt i

		v_hat.set( -v.y, v.x );
		w_hat.set( w.y, -w.x );

		// pts from i

		p.copy( pt_i ).add( v_hat );
		q.copy( pt_i ).add( w_hat );

		if ( p.equals( q ) ) {

			//console.log("Warning: lines are straight");
			return w_hat.clone();

		}

		// Points from j, k. helps prevents points cross overover most of the time

		p.copy( pt_j ).add( v_hat );
		q.copy( pt_k ).add( w_hat );

		v_dot_w_hat = v.dot( w_hat );
		q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );

		// We should not reach these conditions

		if ( v_dot_w_hat === 0 ) {

			console.log( "Either infinite or no solutions!" );

			if ( q_sub_p_dot_w_hat === 0 ) {

				console.log( "Its finite solutions." );

			} else {

				console.log( "Too bad, no solutions." );

			}

		}

		s = q_sub_p_dot_w_hat / v_dot_w_hat;

		if ( s < 0 ) {

			// in case of emergecy, revert to algorithm 1.

			return getBevelVec1( pt_i, pt_j, pt_k );

		}

		intersection = v.multiplyScalar( s ).add( p );

		return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly

	}

	var contourMovements = [];

	for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

		if ( j === il ) j = 0;
		if ( k === il ) k = 0;

		//  (j)---(i)---(k)
		// console.log('i,j,k', i, j , k)

		var pt_i = contour[ i ];
		var pt_j = contour[ j ];
		var pt_k = contour[ k ];

		contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

	}

	var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();

	for ( h = 0, hl = holes.length; h < hl; h ++ ) {

		ahole = holes[ h ];

		oneHoleMovements = [];

		for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

			if ( j === il ) j = 0;
			if ( k === il ) k = 0;

			//  (j)---(i)---(k)
			oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

		}

		holesMovements.push( oneHoleMovements );
		verticesMovements = verticesMovements.concat( oneHoleMovements );

	}


	// Loop bevelSegments, 1 for the front, 1 for the back

	for ( b = 0; b < bevelSegments; b ++ ) {
	//for ( b = bevelSegments; b > 0; b -- ) {

		t = b / bevelSegments;
		z = bevelThickness * ( 1 - t );

		//z = bevelThickness * t;
		bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
		//bs = bevelSize * t ; // linear

		// contract shape

		for ( i = 0, il = contour.length; i < il; i ++ ) {

			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
			//vert = scalePt( contour[ i ], contourCentroid, bs, false );
			v( vert.x, vert.y,  - z );

		}

		// expand holes

		for ( h = 0, hl = holes.length; h < hl; h++ ) {

			ahole = holes[ h ];
			oneHoleMovements = holesMovements[ h ];

			for ( i = 0, il = ahole.length; i < il; i++ ) {

				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
				//vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );

				v( vert.x, vert.y,  -z );

			}

		}

	}

	bs = bevelSize;

	// Back facing vertices

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

		vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

		if ( !extrudeByPath ) {

			v( vert.x, vert.y, 0 );

		} else {

			// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

			normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
			binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);

			position2.copy( extrudePts[0] ).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 * ( 1 - t );
		//bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
		bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;

		// contract shape

		for ( i = 0, il = contour.length; i < il; i ++ ) {

			vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
			v( vert.x, vert.y,  amount + z );

		}

		// expand holes

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];
			oneHoleMovements = holesMovements[ h ];

			for ( i = 0, il = ahole.length; i < il; i ++ ) {

				vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

				if ( !extrudeByPath ) {

					v( vert.x, vert.y,  amount + z );

				} else {

					v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

				}

			}

		}

	}

	/* Faces */

	// Top and bottom faces

	buildLidFaces();

	// Sides faces

	buildSideFaces();


	/////  Internal functions

	function buildLidFaces() {

		if ( bevelEnabled ) {

			var layer = 0 ; // steps + 1
			var offset = vlen * layer;

			// Bottom faces

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

				face = faces[ i ];
				f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );

			}

			layer = steps + bevelSegments * 2;
			offset = vlen * layer;

			// Top faces

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

				face = faces[ i ];
				f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );

			}

		} else {

			// Bottom faces

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

				face = faces[ i ];
				f3( face[ 2 ], face[ 1 ], face[ 0 ], true );

			}

			// Top faces

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

				face = faces[ i ];
				f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );

			}
		}

	}

	// Create faces for the z-sides of the shape

	function buildSideFaces() {

		var layeroffset = 0;
		sidewalls( contour, layeroffset );
		layeroffset += contour.length;

		for ( h = 0, hl = holes.length;  h < hl; h ++ ) {

			ahole = holes[ h ];
			sidewalls( ahole, layeroffset );

			//, true
			layeroffset += ahole.length;

		}

	}

	function sidewalls( contour, layeroffset ) {

		var j, k;
		i = contour.length;

		while ( --i >= 0 ) {

			j = i;
			k = i - 1;
			if ( k < 0 ) k = contour.length - 1;

			//console.log('b', i,j, i-1, k,vertices.length);

			var s = 0, sl = steps  + bevelSegments * 2;

			for ( s = 0; s < sl; s ++ ) {

				var slen1 = vlen * s;
				var slen2 = vlen * ( s + 1 );

				var a = layeroffset + j + slen1,
					b = layeroffset + k + slen1,
					c = layeroffset + k + slen2,
					d = layeroffset + j + slen2;

				f4( a, b, c, d, contour, s, sl, j, k );

			}
		}

	}


	function v( x, y, z ) {

		scope.vertices.push( new THREE.Vector3( x, y, z ) );

	}

	function f3( a, b, c, isBottom ) {

		a += shapesOffset;
		b += shapesOffset;
		c += shapesOffset;

		// normal, color, material
		scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );

		var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );

 		scope.faceVertexUvs[ 0 ].push( uvs );

	}

	function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {

		a += shapesOffset;
		b += shapesOffset;
		c += shapesOffset;
		d += shapesOffset;

 		scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );

 		var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
 		                                    stepIndex, stepsLength, contourIndex1, contourIndex2 );
 		scope.faceVertexUvs[ 0 ].push( uvs );

	}

};

THREE.ExtrudeGeometry.WorldUVGenerator = {

	generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
		var ax = geometry.vertices[ indexA ].x,
			ay = geometry.vertices[ indexA ].y,

			bx = geometry.vertices[ indexB ].x,
			by = geometry.vertices[ indexB ].y,

			cx = geometry.vertices[ indexC ].x,
			cy = geometry.vertices[ indexC ].y;

		return [
			new THREE.Vector2( ax, ay ),
			new THREE.Vector2( bx, by ),
			new THREE.Vector2( cx, cy )
		];

	},

	generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {

		return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );

	},

	generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
	                              indexA, indexB, indexC, indexD, stepIndex, stepsLength,
	                              contourIndex1, contourIndex2 ) {

		var ax = geometry.vertices[ indexA ].x,
			ay = geometry.vertices[ indexA ].y,
			az = geometry.vertices[ indexA ].z,

			bx = geometry.vertices[ indexB ].x,
			by = geometry.vertices[ indexB ].y,
			bz = geometry.vertices[ indexB ].z,

			cx = geometry.vertices[ indexC ].x,
			cy = geometry.vertices[ indexC ].y,
			cz = geometry.vertices[ indexC ].z,

			dx = geometry.vertices[ indexD ].x,
			dy = geometry.vertices[ indexD ].y,
			dz = geometry.vertices[ indexD ].z;

		if ( Math.abs( ay - by ) < 0.01 ) {
			return [
				new THREE.Vector2( ax, 1 - az ),
				new THREE.Vector2( bx, 1 - bz ),
				new THREE.Vector2( cx, 1 - cz ),
				new THREE.Vector2( dx, 1 - dz )
			];
		} else {
			return [
				new THREE.Vector2( ay, 1 - az ),
				new THREE.Vector2( by, 1 - bz ),
				new THREE.Vector2( cy, 1 - cz ),
				new THREE.Vector2( dy, 1 - dz )
			];
		}
	}
};

THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
/**
 * @author jonobr1 / http://jonobr1.com
 *
 * Creates a one-sided polygonal geometry from a path shape. Similar to
 * ExtrudeGeometry.
 *
 * parameters = {
 *
 *	curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
 *
 *	material: <int> // material index for front and back faces
 *	uvGenerator: <Object> // object that provides UV generator functions
 *
 * }
 **/

THREE.ShapeGeometry = function ( shapes, options ) {

	THREE.Geometry.call( this );

	if ( shapes instanceof Array === false ) shapes = [ shapes ];

	this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();

	this.addShapeList( shapes, options );

	this.computeCentroids();
	this.computeFaceNormals();

};

THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );

/**
 * Add an array of shapes to THREE.ShapeGeometry.
 */
THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {

	for ( var i = 0, l = shapes.length; i < l; i++ ) {

		this.addShape( shapes[ i ], options );

	}

	return this;

};

/**
 * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
 */
THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {

	if ( options === undefined ) options = {};
	var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;

	var material = options.material;
	var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;

	var shapebb = this.shapebb;

	//

	var i, l, hole, s;

	var shapesOffset = this.vertices.length;
	var shapePoints = shape.extractPoints( curveSegments );

	var vertices = shapePoints.shape;
	var holes = shapePoints.holes;

	var reverse = !THREE.Shape.Utils.isClockWise( vertices );

	if ( reverse ) {

		vertices = vertices.reverse();

		// Maybe we should also check if holes are in the opposite direction, just to be safe...

		for ( i = 0, l = holes.length; i < l; i++ ) {

			hole = holes[ i ];

			if ( THREE.Shape.Utils.isClockWise( hole ) ) {

				holes[ i ] = hole.reverse();

			}

		}

		reverse = false;

	}

	var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );

	// Vertices

	var contour = vertices;

	for ( i = 0, l = holes.length; i < l; i++ ) {

		hole = holes[ i ];
		vertices = vertices.concat( hole );

	}

	//

	var vert, vlen = vertices.length;
	var face, flen = faces.length;
	var cont, clen = contour.length;

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

		vert = vertices[ i ];

		this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );

	}

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

		face = faces[ i ];

		var a = face[ 0 ] + shapesOffset;
		var b = face[ 1 ] + shapesOffset;
		var c = face[ 2 ] + shapesOffset;

		this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
		this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );

	}

};
/**
 * @author astrodud / http://astrodud.isgreat.org/
 * @author zz85 / https://github.com/zz85
 * @author bhouston / http://exocortex.com
 */

// points - to create a closed torus, one must use a set of points 
//    like so: [ a, b, c, d, a ], see first is the same as last.
// segments - the number of circumference segments to create
// phiStart - the starting radian
// phiLength - the radian (0 to 2*PI) range of the lathed section
//    2*pi is a closed lathe, less than 2PI is a portion.
THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {

	THREE.Geometry.call( this );

	segments = segments || 12;
	phiStart = phiStart || 0;
	phiLength = phiLength || 2 * Math.PI;

	var inversePointLength = 1.0 / ( points.length - 1 );
	var inverseSegments = 1.0 / segments;

	for ( var i = 0, il = segments; i <= il; i ++ ) {

		var phi = phiStart + i * inverseSegments * phiLength;

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

		for ( var j = 0, jl = points.length; j < jl; j ++ ) {

			var pt = points[ j ];

			var vertex = new THREE.Vector3();

			vertex.x = c * pt.x - s * pt.y;
			vertex.y = s * pt.x + c * pt.y;
			vertex.z = pt.z;

			this.vertices.push( vertex );

		}

	}

	var np = points.length;

	for ( var i = 0, il = segments; i < il; i ++ ) {

		for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {

			var base = j + np * i;
			var a = base;
			var b = base + np;
			var c = base + 1 + np;
			var d = base + 1;

			this.faces.push( new THREE.Face4( a, b, c, d ) );

			var u0 = i * inverseSegments;
			var v0 = j * inversePointLength;
			var u1 = u0 + inverseSegments;
			var v1 = v0 + inversePointLength;

			this.faceVertexUvs[ 0 ].push( [

				new THREE.Vector2( u0, v0 ), 
				new THREE.Vector2( u1, v0 ),
				new THREE.Vector2( u1, v1 ),
				new THREE.Vector2( u0, v1 )

			] );

		}

	}

	this.mergeVertices();
	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
 */

THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {

	THREE.Geometry.call( this );

	this.width = width;
	this.height = height;

	this.widthSegments = widthSegments || 1;
	this.heightSegments = heightSegments || 1;

	var ix, iz;
	var width_half = width / 2;
	var height_half = height / 2;

	var gridX = this.widthSegments;
	var gridZ = this.heightSegments;

	var gridX1 = gridX + 1;
	var gridZ1 = gridZ + 1;

	var segment_width = this.width / gridX;
	var segment_height = this.height / gridZ;

	var normal = new THREE.Vector3( 0, 0, 1 );

	for ( iz = 0; iz < gridZ1; iz ++ ) {

		for ( ix = 0; ix < gridX1; ix ++ ) {

			var x = ix * segment_width - width_half;
			var y = iz * segment_height - height_half;

			this.vertices.push( new THREE.Vector3( x, - y, 0 ) );

		}

	}

	for ( iz = 0; iz < gridZ; iz ++ ) {

		for ( ix = 0; ix < gridX; ix ++ ) {

			var a = ix + gridX1 * iz;
			var b = ix + gridX1 * ( iz + 1 );
			var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
			var d = ( ix + 1 ) + gridX1 * iz;

			var face = new THREE.Face4( a, b, c, d );
			face.normal.copy( normal );
			face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );

			this.faces.push( face );
			this.faceVertexUvs[ 0 ].push( [
				new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
				new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
				new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
				new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
			] );

		}

	}

	this.computeCentroids();

};

THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author mrdoob / http://mrdoob.com/
 */

THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

	THREE.Geometry.call( this );

	this.radius = radius || 50;

	this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
	this.heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

	phiStart = phiStart !== undefined ? phiStart : 0;
	phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

	thetaStart = thetaStart !== undefined ? thetaStart : 0;
	thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

	var x, y, vertices = [], uvs = [];

	for ( y = 0; y <= this.heightSegments; y ++ ) {

		var verticesRow = [];
		var uvsRow = [];

		for ( x = 0; x <= this.widthSegments; x ++ ) {

			var u = x / this.widthSegments;
			var v = y / this.heightSegments;

			var vertex = new THREE.Vector3();
			vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
			vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
			vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

			this.vertices.push( vertex );

			verticesRow.push( this.vertices.length - 1 );
			uvsRow.push( new THREE.Vector2( u, 1 - v ) );

		}

		vertices.push( verticesRow );
		uvs.push( uvsRow );

	}

	for ( y = 0; y < this.heightSegments; y ++ ) {

		for ( x = 0; x < this.widthSegments; x ++ ) {

			var v1 = vertices[ y ][ x + 1 ];
			var v2 = vertices[ y ][ x ];
			var v3 = vertices[ y + 1 ][ x ];
			var v4 = vertices[ y + 1 ][ x + 1 ];

			var n1 = this.vertices[ v1 ].clone().normalize();
			var n2 = this.vertices[ v2 ].clone().normalize();
			var n3 = this.vertices[ v3 ].clone().normalize();
			var n4 = this.vertices[ v4 ].clone().normalize();

			var uv1 = uvs[ y ][ x + 1 ].clone();
			var uv2 = uvs[ y ][ x ].clone();
			var uv3 = uvs[ y + 1 ][ x ].clone();
			var uv4 = uvs[ y + 1 ][ x + 1 ].clone();

			if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {

				this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );

			} else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {

				this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );

			} else {

				this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
				this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );

			}

		}

	}

	this.computeCentroids();
	this.computeFaceNormals();

    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author zz85 / http://www.lab4games.net/zz85/blog
 * @author alteredq / http://alteredqualia.com/
 *
 * For creating 3D text geometry in three.js
 *
 * Text = 3D Text
 *
 * parameters = {
 *  size: 			<float>, 	// size of the text
 *  height: 		<float>, 	// thickness to extrude text
 *  curveSegments: 	<int>,		// number of points on the curves
 *
 *  font: 			<string>,		// font name
 *  weight: 		<string>,		// font weight (normal, bold)
 *  style: 			<string>,		// font style  (normal, italics)
 *
 *  bevelEnabled:	<bool>,			// turn on bevel
 *  bevelThickness: <float>, 		// how deep into text bevel goes
 *  bevelSize:		<float>, 		// how far from text outline is bevel
 *  }
 *
 */

/*	Usage Examples

	// TextGeometry wrapper

	var text3d = new TextGeometry( text, options );

	// Complete manner

	var textShapes = THREE.FontUtils.generateShapes( text, options );
	var text3d = new ExtrudeGeometry( textShapes, options );

*/


THREE.TextGeometry = function ( text, parameters ) {

	var textShapes = THREE.FontUtils.generateShapes( text, parameters );

	// translate parameters to ExtrudeGeometry API

	parameters.amount = parameters.height !== undefined ? parameters.height : 50;

	// defaults

	if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
	if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
	if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

	THREE.ExtrudeGeometry.call( this, textShapes, parameters );

};

THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
/**
 * @author oosmoxiecode
 * @author mrdoob / http://mrdoob.com/
 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
 */

THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {

	THREE.Geometry.call( this );

	var scope = this;

	this.radius = radius || 100;
	this.tube = tube || 40;
	this.radialSegments = radialSegments || 8;
	this.tubularSegments = tubularSegments || 6;
	this.arc = arc || Math.PI * 2;

	var center = new THREE.Vector3(), uvs = [], normals = [];

	for ( var j = 0; j <= this.radialSegments; j ++ ) {

		for ( var i = 0; i <= this.tubularSegments; i ++ ) {

			var u = i / this.tubularSegments * this.arc;
			var v = j / this.radialSegments * Math.PI * 2;

			center.x = this.radius * Math.cos( u );
			center.y = this.radius * Math.sin( u );

			var vertex = new THREE.Vector3();
			vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
			vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
			vertex.z = this.tube * Math.sin( v );

			this.vertices.push( vertex );

			uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
			normals.push( vertex.clone().sub( center ).normalize() );

		}
	}


	for ( var j = 1; j <= this.radialSegments; j ++ ) {

		for ( var i = 1; i <= this.tubularSegments; i ++ ) {

			var a = ( this.tubularSegments + 1 ) * j + i - 1;
			var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
			var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
			var d = ( this.tubularSegments + 1 ) * j + i;

			var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
			face.normal.add( normals[ a ] );
			face.normal.add( normals[ b ] );
			face.normal.add( normals[ c ] );
			face.normal.add( normals[ d ] );
			face.normal.normalize();

			this.faces.push( face );

			this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
		}

	}

	this.computeCentroids();

};

THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author oosmoxiecode
 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
 */

THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {

	THREE.Geometry.call( this );

	var scope = this;

	this.radius = radius || 100;
	this.tube = tube || 40;
	this.radialSegments = radialSegments || 64;
	this.tubularSegments = tubularSegments || 8;
	this.p = p || 2;
	this.q = q || 3;
	this.heightScale = heightScale || 1;
	this.grid = new Array( this.radialSegments );

	var tang = new THREE.Vector3();
	var n = new THREE.Vector3();
	var bitan = new THREE.Vector3();

	for ( var i = 0; i < this.radialSegments; ++ i ) {

		this.grid[ i ] = new Array( this.tubularSegments );

		for ( var j = 0; j < this.tubularSegments; ++ j ) {

			var u = i / this.radialSegments * 2 * this.p * Math.PI;
			var v = j / this.tubularSegments * 2 * Math.PI;
			var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
			var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
			var cx, cy;

			tang.subVectors( p2, p1 );
			n.addVectors( p2, p1 );

			bitan.crossVectors( tang, n );
			n.crossVectors( bitan, tang );
			bitan.normalize();
			n.normalize();

			cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			cy = this.tube * Math.sin( v );

			p1.x += cx * n.x + cy * bitan.x;
			p1.y += cx * n.y + cy * bitan.y;
			p1.z += cx * n.z + cy * bitan.z;

			this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );

		}

	}

	for ( var i = 0; i < this.radialSegments; ++ i ) {

		for ( var j = 0; j < this.tubularSegments; ++ j ) {

			var ip = ( i + 1 ) % this.radialSegments;
			var jp = ( j + 1 ) % this.tubularSegments;

			var a = this.grid[ i ][ j ];
			var b = this.grid[ ip ][ j ];
			var c = this.grid[ ip ][ jp ];
			var d = this.grid[ i ][ jp ];

			var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
			var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
			var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
			var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );

			this.faces.push( new THREE.Face4( a, b, c, d ) );
			this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );

		}
	}

	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

	function vert( x, y, z ) {

		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;

	}

	function getPos( u, v, in_q, in_p, radius, heightScale ) {

		var cu = Math.cos( u );
		var cv = Math.cos( v );
		var su = Math.sin( u );
		var quOverP = in_q / in_p * u;
		var cs = Math.cos( quOverP );

		var tx = radius * ( 2 + cs ) * 0.5 * cu;
		var ty = radius * ( 2 + cs ) * su * 0.5;
		var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;

		return new THREE.Vector3( tx, ty, tz );

	}

};

THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author WestLangley / https://github.com/WestLangley
 * @author zz85 / https://github.com/zz85
 * @author miningold / https://github.com/miningold
 *
 * Modified from the TorusKnotGeometry by @oosmoxiecode
 *
 * Creates a tube which extrudes along a 3d spline
 *
 * Uses parallel transport frames as described in
 * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
 */

THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {

	THREE.Geometry.call( this );

	this.path = path;
	this.segments = segments || 64;
	this.radius = radius || 1;
	this.radiusSegments = radiusSegments || 8;
	this.closed = closed || false;

	if ( debug ) this.debug = new THREE.Object3D();

	this.grid = [];

	var scope = this,

		tangent,
		normal,
		binormal,

		numpoints = this.segments + 1,

		x, y, z,
		tx, ty, tz,
		u, v,

		cx, cy,
		pos, pos2 = new THREE.Vector3(),
		i, j,
		ip, jp,
		a, b, c, d,
		uva, uvb, uvc, uvd;

	var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
		tangents = frames.tangents,
		normals = frames.normals,
		binormals = frames.binormals;

	// proxy internals
	this.tangents = tangents;
	this.normals = normals;
	this.binormals = binormals;

	function vert( x, y, z ) {

		return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;

	}


	// consruct the grid

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

		this.grid[ i ] = [];

		u = i / ( numpoints - 1 );

		pos = path.getPointAt( u );

		tangent = tangents[ i ];
		normal = normals[ i ];
		binormal = binormals[ i ];

		if ( this.debug ) {

			this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
			this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
			this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );

		}

		for ( j = 0; j < this.radiusSegments; j++ ) {

			v = j / this.radiusSegments * 2 * Math.PI;

			cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
			cy = this.radius * Math.sin( v );

			pos2.copy( pos );
			pos2.x += cx * normal.x + cy * binormal.x;
			pos2.y += cx * normal.y + cy * binormal.y;
			pos2.z += cx * normal.z + cy * binormal.z;

			this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );

		}
	}


	// construct the mesh

	for ( i = 0; i < this.segments; i++ ) {

		for ( j = 0; j < this.radiusSegments; j++ ) {

			ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
			jp = (j + 1) % this.radiusSegments;

			a = this.grid[ i ][ j ];		// *** NOT NECESSARILY PLANAR ! ***
			b = this.grid[ ip ][ j ];
			c = this.grid[ ip ][ jp ];
			d = this.grid[ i ][ jp ];

			uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
			uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
			uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
			uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );

			this.faces.push( new THREE.Face4( a, b, c, d ) );
			this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );

		}
	}

	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );


// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {

	var	tangent = new THREE.Vector3(),
		normal = new THREE.Vector3(),
		binormal = new THREE.Vector3(),

		tangents = [],
		normals = [],
		binormals = [],

		vec = new THREE.Vector3(),
		mat = new THREE.Matrix4(),

		numpoints = segments + 1,
		theta,
		epsilon = 0.0001,
		smallest,

		tx, ty, tz,
		i, u, v;


	// expose internals
	this.tangents = tangents;
	this.normals = normals;
	this.binormals = binormals;

	// compute the tangent vectors for each segment on the path

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

		u = i / ( numpoints - 1 );

		tangents[ i ] = path.getTangentAt( u );
		tangents[ i ].normalize();

	}

	initialNormal3();

	function initialNormal1(lastBinormal) {
		// fixed start binormal. Has dangers of 0 vectors
		normals[ 0 ] = new THREE.Vector3();
		binormals[ 0 ] = new THREE.Vector3();
		if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
		normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
	}

	function initialNormal2() {

		// This uses the Frenet-Serret formula for deriving binormal
		var t2 = path.getTangentAt( epsilon );

		normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
		binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );

		normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();

	}

	function initialNormal3() {
		// select an initial normal vector perpenicular to the first tangent vector,
		// and in the direction of the smallest tangent xyz component

		normals[ 0 ] = new THREE.Vector3();
		binormals[ 0 ] = new THREE.Vector3();
		smallest = Number.MAX_VALUE;
		tx = Math.abs( tangents[ 0 ].x );
		ty = Math.abs( tangents[ 0 ].y );
		tz = Math.abs( tangents[ 0 ].z );

		if ( tx <= smallest ) {
			smallest = tx;
			normal.set( 1, 0, 0 );
		}

		if ( ty <= smallest ) {
			smallest = ty;
			normal.set( 0, 1, 0 );
		}

		if ( tz <= smallest ) {
			normal.set( 0, 0, 1 );
		}

		vec.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 path

	for ( i = 1; i < numpoints; i++ ) {

		normals[ i ] = normals[ i-1 ].clone();

		binormals[ i ] = binormals[ i-1 ].clone();

		vec.crossVectors( tangents[ i-1 ], tangents[ i ] );

		if ( vec.length() > epsilon ) {

			vec.normalize();

			theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );

			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 ) {

		theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
		theta /= ( numpoints - 1 );

		if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {

			theta = -theta;

		}

		for ( i = 1; i < numpoints; i++ ) {

			// twist a little...
			normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

		}

	}
};
/**
 * @author clockworkgeek / https://github.com/clockworkgeek
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {

	THREE.Geometry.call( this );

	radius = radius || 1;
	detail = detail || 0;

	var that = this;

	for ( var i = 0, l = vertices.length; i < l; i ++ ) {

		prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );

	}

	var midpoints = [], p = this.vertices;

	for ( var i = 0, l = faces.length; i < l; i ++ ) {

		make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );

	}

	this.mergeVertices();

	// Apply radius

	for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {

		this.vertices[ i ].multiplyScalar( radius );

	}


	// Project vector onto sphere's surface

	function prepare( vector ) {

		var vertex = vector.normalize().clone();
		vertex.index = that.vertices.push( vertex ) - 1;

		// Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.

		var u = azimuth( vector ) / 2 / Math.PI + 0.5;
		var v = inclination( vector ) / Math.PI + 0.5;
		vertex.uv = new THREE.Vector2( u, 1 - v );

		return vertex;

	}


	// Approximate a curved face with recursively sub-divided triangles.

	function make( v1, v2, v3, detail ) {

		if ( detail < 1 ) {

			var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
			face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
			face.normal = face.centroid.clone().normalize();
			that.faces.push( face );

			var azi = azimuth( face.centroid );
			that.faceVertexUvs[ 0 ].push( [
				correctUV( v1.uv, v1, azi ),
				correctUV( v2.uv, v2, azi ),
				correctUV( v3.uv, v3, azi )
			] );

		} else {

			detail -= 1;

			// split triangle into 4 smaller triangles

			make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
			make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
			make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
			make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant

		}

	}

	function midpoint( v1, v2 ) {

		if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
		if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];

		var mid = midpoints[ v1.index ][ v2.index ];

		if ( mid === undefined ) {

			// generate mean point and project to surface with prepare()

			midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
				new THREE.Vector3().addVectors( v1, v2 ).divideScalar( 2 )
			);
		}

		return mid;

	}


	// Angle around the Y axis, counter-clockwise when looking from above.

	function azimuth( vector ) {

		return Math.atan2( vector.z, -vector.x );

	}


	// Angle above the XZ plane.

	function inclination( vector ) {

		return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );

	}


	// Texture fixing helper. Spheres have some odd behaviours.

	function correctUV( uv, vector, azimuth ) {

		if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
		if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
		return uv;

	}

	this.computeCentroids();

    this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );

};

THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.IcosahedronGeometry = function ( radius, detail ) {

	var t = ( 1 + Math.sqrt( 5 ) ) / 2;

	var vertices = [
		[ -1,  t,  0 ], [  1, t, 0 ], [ -1, -t,  0 ], [  1, -t,  0 ],
		[  0, -1,  t ], [  0, 1, t ], [  0, -1, -t ], [  0,  1, -t ],
		[  t,  0, -1 ], [  t, 0, 1 ], [ -t,  0, -1 ], [ -t,  0,  1 ]
	];

	var faces = [
		[ 0, 11,  5 ], [ 0,  5,  1 ], [  0,  1,  7 ], [  0,  7, 10 ], [  0, 10, 11 ],
		[ 1,  5,  9 ], [ 5, 11,  4 ], [ 11, 10,  2 ], [ 10,  7,  6 ], [  7,  1,  8 ],
		[ 3,  9,  4 ], [ 3,  4,  2 ], [  3,  2,  6 ], [  3,  6,  8 ], [  3,  8,  9 ],
		[ 4,  9,  5 ], [ 2,  4, 11 ], [  6,  2, 10 ], [  8,  6,  7 ], [  9,  8,  1 ]
	];

	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );

};

THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.OctahedronGeometry = function ( radius, detail ) {

	var vertices = [
		[ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
	];

	var faces = [
		[ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
	];

	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
};

THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author timothypratley / https://github.com/timothypratley
 */

THREE.TetrahedronGeometry = function ( radius, detail ) {

	var vertices = [
		[ 1,  1,  1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
	];

	var faces = [
		[ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
	];

	THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );

};

THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author zz85 / https://github.com/zz85
 * Parametric Surfaces Geometry
 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
 *
 * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
 *
 */

THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {

	THREE.Geometry.call( this );

	var verts = this.vertices;
	var faces = this.faces;
	var uvs = this.faceVertexUvs[ 0 ];

	useTris = (useTris === undefined) ? false : useTris;

	var i, il, j, p;
	var u, v;

	var stackCount = stacks + 1;
	var sliceCount = slices + 1;

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

		v = i / stacks;

		for ( j = 0; j <= slices; j ++ ) {

			u = j / slices;

			p = func( u, v );
			verts.push( p );

		}
	}

	var a, b, c, d;
	var uva, uvb, uvc, uvd;

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

		for ( j = 0; j < slices; j ++ ) {

			a = i * sliceCount + j;
			b = i * sliceCount + j + 1;
			c = (i + 1) * sliceCount + j;
			d = (i + 1) * sliceCount + j + 1;

			uva = new THREE.Vector2( j / slices, i / stacks );
			uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
			uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
			uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );

			if ( useTris ) {

				faces.push( new THREE.Face3( a, b, c ) );
				faces.push( new THREE.Face3( b, d, c ) );

				uvs.push( [ uva, uvb, uvc ] );
				uvs.push( [ uvb, uvd, uvc ] );

			} else {

				faces.push( new THREE.Face4( a, b, d, c ) );
				uvs.push( [ uva, uvb, uvd, uvc ] );

			}

		}

	}

	// console.log(this);

	// magic bullet
	// var diff = this.mergeVertices();
	// console.log('removed ', diff, ' vertices by merging');

	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author qiao / https://github.com/qiao
 * @fileoverview This is a convex hull generator using the incremental method. 
 * The complexity is O(n^2) where n is the number of vertices.
 * O(nlogn) algorithms do exist, but they are much more complicated.
 *
 * Benchmark: 
 *
 *  Platform: CPU: P7350 @2.00GHz Engine: V8
 *
 *  Num Vertices	Time(ms)
 *
 *     10           1
 *     20           3
 *     30           19
 *     40           48
 *     50           107
 */

THREE.ConvexGeometry = function( vertices ) {

	THREE.Geometry.call( this );

	var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ]; 

	for ( var i = 3; i < vertices.length; i++ ) {

		addPoint( i );

	}


	function addPoint( vertexId ) {

		var vertex = vertices[ vertexId ].clone();

		var mag = vertex.length();
		vertex.x += mag * randomOffset();
		vertex.y += mag * randomOffset();
		vertex.z += mag * randomOffset();

		var hole = [];

		for ( var f = 0; f < faces.length; ) {

			var face = faces[ f ];

			// for each face, if the vertex can see it,
			// then we try to add the face's edges into the hole.
			if ( visible( face, vertex ) ) {

				for ( var e = 0; e < 3; e++ ) {

					var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
					var boundary = true;

					// remove duplicated edges.
					for ( var h = 0; h < hole.length; h++ ) {

						if ( equalEdge( hole[ h ], edge ) ) {

							hole[ h ] = hole[ hole.length - 1 ];
							hole.pop();
							boundary = false;
							break;

						}

					}

					if ( boundary ) {

						hole.push( edge );

					}

				}

				// remove faces[ f ]
				faces[ f ] = faces[ faces.length - 1 ];
				faces.pop();

			} else { // not visible

				f++;

			}
		}

		// construct the new faces formed by the edges of the hole and the vertex
		for ( var h = 0; h < hole.length; h++ ) {

			faces.push( [ 
				hole[ h ][ 0 ],
				hole[ h ][ 1 ],
				vertexId
			] );

		}
	}

	/**
	 * Whether the face is visible from the vertex
	 */
	function visible( face, vertex ) {

		var va = vertices[ face[ 0 ] ];
		var vb = vertices[ face[ 1 ] ];
		var vc = vertices[ face[ 2 ] ];

		var n = normal( va, vb, vc );

		// distance from face to origin
		var dist = n.dot( va );

		return n.dot( vertex ) >= dist; 

	}

	/**
	 * Face normal
	 */
	function normal( va, vb, vc ) {

		var cb = new THREE.Vector3();
		var ab = new THREE.Vector3();

		cb.subVectors( vc, vb );
		ab.subVectors( va, vb );
		cb.cross( ab );

		cb.normalize();

		return cb;

	}

	/**
	 * Detect whether two edges are equal.
	 * Note that when constructing the convex hull, two same edges can only
	 * be of the negative direction.
	 */
	function equalEdge( ea, eb ) {

		return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ]; 

	}

	/**
	 * Create a random offset between -1e-6 and 1e-6.
	 */
	function randomOffset() {

		return ( Math.random() - 0.5 ) * 2 * 1e-6;

	}


	/**
	 * XXX: Not sure if this is the correct approach. Need someone to review.
	 */
	function vertexUv( vertex ) {

		var mag = vertex.length();
		return new THREE.Vector2( vertex.x / mag, vertex.y / mag );

	}

	// Push vertices into `this.vertices`, skipping those inside the hull
	var id = 0;
	var newId = new Array( vertices.length ); // map from old vertex id to new id

	for ( var i = 0; i < faces.length; i++ ) {

		 var face = faces[ i ];

		 for ( var j = 0; j < 3; j++ ) {

				if ( newId[ face[ j ] ] === undefined ) {

						newId[ face[ j ] ] = id++;
						this.vertices.push( vertices[ face[ j ] ] );

				}

				face[ j ] = newId[ face[ j ] ];

		 }

	}

	// Convert faces into instances of THREE.Face3
	for ( var i = 0; i < faces.length; i++ ) {

		this.faces.push( new THREE.Face3( 
				faces[ i ][ 0 ],
				faces[ i ][ 1 ],
				faces[ i ][ 2 ]
		) );

	}

	// Compute UVs
	for ( var i = 0; i < this.faces.length; i++ ) {

		var face = this.faces[ i ];

		this.faceVertexUvs[ 0 ].push( [
			vertexUv( this.vertices[ face.a ] ),
			vertexUv( this.vertices[ face.b ] ),
			vertexUv( this.vertices[ face.c ])
		] );

	}


	this.computeCentroids();
	this.computeFaceNormals();
	this.computeVertexNormals();

};

THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
/**
 * @author sroucheray / http://sroucheray.org/
 * @author mrdoob / http://mrdoob.com/
 */

THREE.AxisHelper = function ( size ) {

	var geometry = new THREE.Geometry();

	geometry.vertices.push(
		new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
		new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
		new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
	);

	geometry.colors.push(
		new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
		new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
		new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
	);

	var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );

	THREE.Line.call( this, geometry, material, THREE.LinePieces );

};

THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
/**
 * @author WestLangley / http://github.com/WestLangley
 * @author zz85 / https://github.com/zz85
 * @author bhouston / https://exocortex.com
 *
 * Creates an arrow for visualizing directions
 *
 * Parameters:
 *  dir - Vector3
 *  origin - Vector3
 *  length - Number
 *  hex - color in hex value
 */

THREE.ArrowHelper = function ( dir, origin, length, hex ) {

	THREE.Object3D.call( this );

	if ( length === undefined ) length = 20;
	if ( hex === undefined ) hex = 0xffff00;

	var lineGeometry = new THREE.Geometry();
	lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
	lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );

	this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
	this.add( this.line );

	var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );

	this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
	this.cone.position.set( 0, 1, 0 );
	this.add( this.cone );

	if ( origin instanceof THREE.Vector3 ) this.position = origin;

	this.setDirection( dir );
	this.setLength( length );

};

THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.ArrowHelper.prototype.setDirection = function ( dir ) {

    var d = THREE.ArrowHelper.__v1.copy( dir ).normalize();

    if ( d.y > 0.999 ) {

        this.rotation.set( 0, 0, 0 );
 
    } else if ( d.y < - 0.999 ) {

        this.rotation.set( Math.PI, 0, 0 );

    } else {

	    var axis = THREE.ArrowHelper.__v2.set( d.z, 0, - d.x ).normalize();
	    var radians = Math.acos( d.y );
	    var quaternion = THREE.ArrowHelper.__q1.setFromAxisAngle( axis, radians );

	    this.rotation.setEulerFromQuaternion( quaternion, this.eulerOrder );

	}

};

THREE.ArrowHelper.prototype.setLength = function ( length ) {

	this.scale.set( length, length, length );

};

THREE.ArrowHelper.prototype.setColor = function ( hex ) {

	this.line.material.color.setHex( hex );
	this.cone.material.color.setHex( hex );

};

THREE.ArrowHelper.__v1 = new THREE.Vector3();
THREE.ArrowHelper.__v2 = new THREE.Vector3();
THREE.ArrowHelper.__q1 = new THREE.Quaternion();
/**
 * @author alteredq / http://alteredqualia.com/
 *
 *	- shows frustum, line of sight and up of the camera
 *	- suitable for fast updates
 * 	- based on frustum visualization in lightgl.js shadowmap example
 *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
 */

THREE.CameraHelper = function ( camera ) {

	THREE.Line.call( this );

	var scope = this;

	this.geometry = new THREE.Geometry();
	this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
	this.type = THREE.LinePieces;

	this.matrixWorld = camera.matrixWorld;
	this.matrixAutoUpdate = false;

	this.pointMap = {};

	// colors

	var hexFrustum = 0xffaa00;
	var hexCone = 0xff0000;
	var hexUp = 0x00aaff;
	var hexTarget = 0xffffff;
	var hexCross = 0x333333;

	// near

	addLine( "n1", "n2", hexFrustum );
	addLine( "n2", "n4", hexFrustum );
	addLine( "n4", "n3", hexFrustum );
	addLine( "n3", "n1", hexFrustum );

	// far

	addLine( "f1", "f2", hexFrustum );
	addLine( "f2", "f4", hexFrustum );
	addLine( "f4", "f3", hexFrustum );
	addLine( "f3", "f1", hexFrustum );

	// sides

	addLine( "n1", "f1", hexFrustum );
	addLine( "n2", "f2", hexFrustum );
	addLine( "n3", "f3", hexFrustum );
	addLine( "n4", "f4", hexFrustum );

	// cone

	addLine( "p", "n1", hexCone );
	addLine( "p", "n2", hexCone );
	addLine( "p", "n3", hexCone );
	addLine( "p", "n4", hexCone );

	// up

	addLine( "u1", "u2", hexUp );
	addLine( "u2", "u3", hexUp );
	addLine( "u3", "u1", hexUp );

	// target

	addLine( "c", "t", hexTarget );
	addLine( "p", "c", hexCross );

	// cross

	addLine( "cn1", "cn2", hexCross );
	addLine( "cn3", "cn4", hexCross );

	addLine( "cf1", "cf2", hexCross );
	addLine( "cf3", "cf4", hexCross );

	this.camera = camera;

	function addLine( a, b, hex ) {

		addPoint( a, hex );
		addPoint( b, hex );

	}

	function addPoint( id, hex ) {

		scope.geometry.vertices.push( new THREE.Vector3() );
		scope.geometry.colors.push( new THREE.Color( hex ) );

		if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];

		scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );

	}

	this.update( camera );

};

THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );

THREE.CameraHelper.prototype.update = function () {

	var scope = this;

	var w = 1, h = 1;

	// we need just camera projection matrix
	// world matrix must be identity

	THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );

	// center / target

	setPoint( "c", 0, 0, -1 );
	setPoint( "t", 0, 0,  1 );

	// near

	setPoint( "n1", -w, -h, -1 );
	setPoint( "n2",  w, -h, -1 );
	setPoint( "n3", -w,  h, -1 );
	setPoint( "n4",  w,  h, -1 );

	// far

	setPoint( "f1", -w, -h, 1 );
	setPoint( "f2",  w, -h, 1 );
	setPoint( "f3", -w,  h, 1 );
	setPoint( "f4",  w,  h, 1 );

	// up

	setPoint( "u1",  w * 0.7, h * 1.1, -1 );
	setPoint( "u2", -w * 0.7, h * 1.1, -1 );
	setPoint( "u3",        0, h * 2,   -1 );

	// cross

	setPoint( "cf1", -w,  0, 1 );
	setPoint( "cf2",  w,  0, 1 );
	setPoint( "cf3",  0, -h, 1 );
	setPoint( "cf4",  0,  h, 1 );

	setPoint( "cn1", -w,  0, -1 );
	setPoint( "cn2",  w,  0, -1 );
	setPoint( "cn3",  0, -h, -1 );
	setPoint( "cn4",  0,  h, -1 );

	function setPoint( point, x, y, z ) {

		THREE.CameraHelper.__v.set( x, y, z );
		THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );

		var points = scope.pointMap[ point ];

		if ( points !== undefined ) {

			for ( var i = 0, il = points.length; i < il; i ++ ) {

				scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );

			}

		}

	}

	this.geometry.verticesNeedUpdate = true;

};

THREE.CameraHelper.__projector = new THREE.Projector();
THREE.CameraHelper.__v = new THREE.Vector3();
THREE.CameraHelper.__c = new THREE.Camera();

/**
 * @author alteredq / http://alteredqualia.com/
 *
 *	- shows directional light color, intensity, position, orientation and target
 */

THREE.DirectionalLightHelper = function ( light, sphereSize ) {

	THREE.Object3D.call( this );

	this.light = light;

	// position

	this.position = light.position;

	// direction

	this.direction = new THREE.Vector3();
	this.direction.subVectors( light.target.position, light.position );

	// color

	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );

	this.color = light.color.clone();
	this.color.multiplyScalar( intensity );

	var hexColor = this.color.getHex();

	// light helper

	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );

	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );

	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );

	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );

	this.add( this.lightSphere );
	this.add( this.lightRays );

	this.lightSphere.properties.isGizmo = true;
	this.lightSphere.properties.gizmoSubject = light;
	this.lightSphere.properties.gizmoRoot = this;

	// light target helper

	this.targetSphere = null;

	if ( light.target.properties.targetInverse !== undefined ) {

		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );

		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
		this.targetSphere.position = light.target.position;

		this.targetSphere.properties.isGizmo = true;
		this.targetSphere.properties.gizmoSubject = light.target;
		this.targetSphere.properties.gizmoRoot = this.targetSphere;

		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
		var lineGeometry = new THREE.Geometry();
		lineGeometry.vertices.push( this.position.clone() );
		lineGeometry.vertices.push( this.targetSphere.position.clone() );
		lineGeometry.computeLineDistances();

		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
		this.targetLine.properties.isGizmo = true;

	}

	//

	this.properties.isGizmo = true;

}

THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.DirectionalLightHelper.prototype.update = function () {

	// update arrow orientation
	// pointing from light to target

	this.direction.subVectors( this.light.target.position, this.light.position );

	// update arrow, spheres, rays and line colors to light color * light intensity

	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );

	this.color.copy( this.light.color );
	this.color.multiplyScalar( intensity );

	this.lightSphere.material.color.copy( this.color );
	this.lightRays.material.color.copy( this.color );

	// Only update targetSphere and targetLine if available
	if ( this.targetSphere !== null ) {

		this.targetSphere.material.color.copy( this.color );
		this.targetLine.material.color.copy( this.color );

		// update target line vertices

		this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
		this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );

		this.targetLine.geometry.computeLineDistances();
		this.targetLine.geometry.verticesNeedUpdate = true;

	}

}

/**
 * @author alteredq / http://alteredqualia.com/
 *
 *	- shows hemisphere light intensity, sky and ground colors and directions
 */

THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {

	THREE.Object3D.call( this );

	this.light = light;

	// position

	this.position = light.position;

	//

	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );

	// sky color

	this.color = light.color.clone();
	this.color.multiplyScalar( intensity );

	var hexColor = this.color.getHex();

	// ground color

	this.groundColor = light.groundColor.clone();
	this.groundColor.multiplyScalar( intensity );

	var hexColorGround = this.groundColor.getHex();

	// double colored light bulb

	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, 0, Math.PI * 0.5 );
	var bulbGroundGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, Math.PI * 0.5, Math.PI );

	var bulbSkyMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
	var bulbGroundMaterial = new THREE.MeshBasicMaterial( { color: hexColorGround, fog: false } );

	for ( var i = 0, il = bulbGeometry.faces.length; i < il; i ++ ) {

		bulbGeometry.faces[ i ].materialIndex = 0;

	}

	for ( var i = 0, il = bulbGroundGeometry.faces.length; i < il; i ++ ) {

		bulbGroundGeometry.faces[ i ].materialIndex = 1;

	}

	THREE.GeometryUtils.merge( bulbGeometry, bulbGroundGeometry );

	this.lightSphere = new THREE.Mesh( bulbGeometry, new THREE.MeshFaceMaterial( [ bulbSkyMaterial, bulbGroundMaterial ] ) );

	// arrows for sky and ground light directions

	this.lightArrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * 1.1, 0 ), arrowLength, hexColor );
	this.lightArrow.rotation.x = Math.PI;

	this.lightArrowGround = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * -1.1, 0 ), arrowLength, hexColorGround );

	var joint = new THREE.Object3D();
	joint.rotation.x = -Math.PI * 0.5;

	joint.add( this.lightSphere );
	joint.add( this.lightArrow );
	joint.add( this.lightArrowGround );

	this.add( joint );

	//

	this.lightSphere.properties.isGizmo = true;
	this.lightSphere.properties.gizmoSubject = light;
	this.lightSphere.properties.gizmoRoot = this;

	//

	this.properties.isGizmo = true;

	//

	this.target = new THREE.Vector3();
	this.lookAt( this.target );

}

THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.HemisphereLightHelper.prototype.update = function () {

	// update sphere sky and ground colors to light color * light intensity

	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );

	this.color.copy( this.light.color );
	this.color.multiplyScalar( intensity );

	this.groundColor.copy( this.light.groundColor );
	this.groundColor.multiplyScalar( intensity );

	this.lightSphere.material.materials[ 0 ].color.copy( this.color );
	this.lightSphere.material.materials[ 1 ].color.copy( this.groundColor );

	this.lightArrow.setColor( this.color.getHex() );
	this.lightArrowGround.setColor( this.groundColor.getHex() );

	this.lookAt( this.target );

}

/**
 * @author alteredq / http://alteredqualia.com/
 *
 *	- shows point light color, intensity, position and distance
 */

THREE.PointLightHelper = function ( light, sphereSize ) {

	THREE.Object3D.call( this );

	this.light = light;

	// position

	this.position = light.position;

	// color

	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );

	this.color = light.color.clone();
	this.color.multiplyScalar( intensity );

	var hexColor = this.color.getHex();

	// light helper

	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
	var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );

	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
	var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
	this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

	var d = light.distance;

	if ( d === 0.0 ) {

		this.lightDistance.visible = false;

	} else {

		this.lightDistance.scale.set( d, d, d );

	}

	this.add( this.lightSphere );
	this.add( this.lightRays );
	this.add( this.lightDistance );

	//

	this.lightSphere.properties.isGizmo = true;
	this.lightSphere.properties.gizmoSubject = light;
	this.lightSphere.properties.gizmoRoot = this;

	//

	this.properties.isGizmo = true;

}

THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.PointLightHelper.prototype.update = function () {

	// update sphere and rays colors to light color * light intensity

	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );

	this.color.copy( this.light.color );
	this.color.multiplyScalar( intensity );

	this.lightSphere.material.color.copy( this.color );
	this.lightRays.material.color.copy( this.color );
	this.lightDistance.material.color.copy( this.color );

	//

	var d = this.light.distance;

	if ( d === 0.0 ) {

		this.lightDistance.visible = false;

	} else {

		this.lightDistance.visible = true;
		this.lightDistance.scale.set( d, d, d );

	}

}

/**
 * @author alteredq / http://alteredqualia.com/
 *
 *	- shows spot light color, intensity, position, orientation, light cone and target
 */

THREE.SpotLightHelper = function ( light, sphereSize ) {

	THREE.Object3D.call( this );

	this.light = light;

	// position

	this.position = light.position;

	// direction

	this.direction = new THREE.Vector3();
	this.direction.subVectors( light.target.position, light.position );

	// color

	var intensity = THREE.Math.clamp( light.intensity, 0, 1 );

	this.color = light.color.clone();
	this.color.multiplyScalar( intensity );

	var hexColor = this.color.getHex();

	// light helper

	var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
	var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
	var coneGeometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );

	var coneMatrix = new THREE.Matrix4();
	coneMatrix.rotateX( -Math.PI/2 );
	coneMatrix.translate( new THREE.Vector3( 0, -0.5, 0 ) );
	coneGeometry.applyMatrix( coneMatrix );

	var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
	var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
	var coneMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.3, transparent: true } );

	this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
	this.lightCone = new THREE.Mesh( coneGeometry, coneMaterial );

	var coneLength = light.distance ? light.distance : 10000;
	var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );

	this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );

	this.gyroscope = new THREE.Gyroscope();

	this.gyroscope.add( this.lightSphere );
	this.gyroscope.add( this.lightRays );

	this.add( this.gyroscope );
	this.add( this.lightCone );

	this.lookAt( light.target.position );

	this.lightSphere.properties.isGizmo = true;
	this.lightSphere.properties.gizmoSubject = light;
	this.lightSphere.properties.gizmoRoot = this;

	// light target helper

	this.targetSphere = null;

	if ( light.target.properties.targetInverse !== undefined ) {

		var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
		var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );

		this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
		this.targetSphere.position = light.target.position;

		this.targetSphere.properties.isGizmo = true;
		this.targetSphere.properties.gizmoSubject = light.target;
		this.targetSphere.properties.gizmoRoot = this.targetSphere;

		var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
		var lineGeometry = new THREE.Geometry();
		lineGeometry.vertices.push( this.position.clone() );
		lineGeometry.vertices.push( this.targetSphere.position.clone() );
		lineGeometry.computeLineDistances();

		this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
		this.targetLine.properties.isGizmo = true;

	}

	//

	this.properties.isGizmo = true;

}

THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );

THREE.SpotLightHelper.prototype.update = function () {

	// update arrow orientation
	// pointing from light to target

	this.direction.subVectors( this.light.target.position, this.light.position );

	// update light cone orientation and size

	this.lookAt( this.light.target.position );

	var coneLength = this.light.distance ? this.light.distance : 10000;
	var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
	this.lightCone.scale.set( coneWidth, coneWidth, coneLength );

	// update arrow, spheres, rays and line colors to light color * light intensity

	var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );

	this.color.copy( this.light.color );
	this.color.multiplyScalar( intensity );

	this.lightSphere.material.color.copy( this.color );
	this.lightRays.material.color.copy( this.color );
	this.lightCone.material.color.copy( this.color );

	// Only update targetSphere and targetLine if available
	if ( this.targetSphere !== null ) {

		this.targetSphere.material.color.copy( this.color );
		this.targetLine.material.color.copy( this.color );

		// update target line vertices

		this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
		this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );

		this.targetLine.geometry.computeLineDistances();
		this.targetLine.geometry.verticesNeedUpdate = true;

	}

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.ImmediateRenderObject = function ( ) {

	THREE.Object3D.call( this );

	this.render = function ( renderCallback ) { };

};

THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.LensFlare = function ( texture, size, distance, blending, color ) {

	THREE.Object3D.call( this );

	this.lensFlares = [];

	this.positionScreen = new THREE.Vector3();
	this.customUpdateCallback = undefined;

	if( texture !== undefined ) {

		this.add( texture, size, distance, blending, color );

	}

};

THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );


/*
 * Add: adds another flare
 */

THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {

	if( size === undefined ) size = -1;
	if( distance === undefined ) distance = 0;
	if( opacity === undefined ) opacity = 1;
	if( color === undefined ) color = new THREE.Color( 0xffffff );
	if( blending === undefined ) blending = THREE.NormalBlending;

	distance = Math.min( distance, Math.max( 0, distance ) );

	this.lensFlares.push( { texture: texture, 			// THREE.Texture
		                    size: size, 				// size in pixels (-1 = use texture.width)
		                    distance: distance, 		// distance (0-1) from light source (0=at light source)
		                    x: 0, y: 0, z: 0,			// screen position (-1 => 1) z = 0 is ontop z = 1 is back
		                    scale: 1, 					// scale
		                    rotation: 1, 				// rotation
		                    opacity: opacity,			// opacity
							color: color,				// color
		                    blending: blending } );		// blending

};


/*
 * Update lens flares update positions on all flares based on the screen position
 * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
 */

THREE.LensFlare.prototype.updateLensFlares = function () {

	var f, fl = this.lensFlares.length;
	var flare;
	var vecX = -this.positionScreen.x * 2;
	var vecY = -this.positionScreen.y * 2;

	for( f = 0; f < fl; f ++ ) {

		flare = this.lensFlares[ f ];

		flare.x = this.positionScreen.x + vecX * flare.distance;
		flare.y = this.positionScreen.y + vecY * flare.distance;

		flare.wantedRotation = flare.x * Math.PI * 0.25;
		flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;

	}

};












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

THREE.MorphBlendMesh = function( geometry, material ) {

	THREE.Mesh.call( this, geometry, material );

	this.animationsMap = {};
	this.animationsList = [];

	// prepare default animation
	// (all frames played together in 1 second)

	var numFrames = this.geometry.morphTargets.length;

	var name = "__default";

	var startFrame = 0;
	var endFrame = numFrames - 1;

	var fps = numFrames / 1;

	this.createAnimation( name, startFrame, endFrame, fps );
	this.setAnimationWeight( name, 1 );

};

THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );

THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {

	var animation = {

		startFrame: start,
		endFrame: end,

		length: end - start + 1,

		fps: fps,
		duration: ( end - start ) / fps,

		lastFrame: 0,
		currentFrame: 0,

		active: false,

		time: 0,
		direction: 1,
		weight: 1,

		directionBackwards: false,
		mirroredLoop: false

	};

	this.animationsMap[ name ] = animation;
	this.animationsList.push( animation );

};

THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {

	var pattern = /([a-z]+)(\d+)/;

	var firstAnimation, frameRanges = {};

	var geometry = this.geometry;

	for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {

		var morph = geometry.morphTargets[ i ];
		var chunks = morph.name.match( pattern );

		if ( chunks && chunks.length > 1 ) {

			var name = chunks[ 1 ];
			var num = chunks[ 2 ];

			if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };

			var range = frameRanges[ name ];

			if ( i < range.start ) range.start = i;
			if ( i > range.end ) range.end = i;

			if ( ! firstAnimation ) firstAnimation = name;

		}

	}

	for ( var name in frameRanges ) {

		var range = frameRanges[ name ];
		this.createAnimation( name, range.start, range.end, fps );

	}

	this.firstAnimation = firstAnimation;

};

THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.direction = 1;
		animation.directionBackwards = false;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.direction = -1;
		animation.directionBackwards = true;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.fps = fps;
		animation.duration = ( animation.end - animation.start ) / animation.fps;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.duration = duration;
		animation.fps = ( animation.end - animation.start ) / animation.duration;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.weight = weight;

	}

};

THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.time = time;

	}

};

THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {

	var time = 0;

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		time = animation.time;

	}

	return time;

};

THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {

	var duration = -1;

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		duration = animation.duration;

	}

	return duration;

};

THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.time = 0;
		animation.active = true;

	} else {

		console.warn( "animation[" + name + "] undefined" );

	}

};

THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {

	var animation = this.animationsMap[ name ];

	if ( animation ) {

		animation.active = false;

	}

};

THREE.MorphBlendMesh.prototype.update = function ( delta ) {

	for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {

		var animation = this.animationsList[ i ];

		if ( ! animation.active ) continue;

		var frameTime = animation.duration / animation.length;

		animation.time += animation.direction * delta;

		if ( animation.mirroredLoop ) {

			if ( animation.time > animation.duration || animation.time < 0 ) {

				animation.direction *= -1;

				if ( animation.time > animation.duration ) {

					animation.time = animation.duration;
					animation.directionBackwards = true;

				}

				if ( animation.time < 0 ) {

					animation.time = 0;
					animation.directionBackwards = false;

				}

			}

		} else {

			animation.time = animation.time % animation.duration;

			if ( animation.time < 0 ) animation.time += animation.duration;

		}

		var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
		var weight = animation.weight;

		if ( keyframe !== animation.currentFrame ) {

			this.morphTargetInfluences[ animation.lastFrame ] = 0;
			this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;

			this.morphTargetInfluences[ keyframe ] = 0;

			animation.lastFrame = animation.currentFrame;
			animation.currentFrame = keyframe;

		}

		var mix = ( animation.time % frameTime ) / frameTime;

		if ( animation.directionBackwards ) mix = 1 - mix;

		this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
		this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

	}

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.LensFlarePlugin = function ( ) {

	var _gl, _renderer, _precision, _lensFlare = {};

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		_precision = renderer.getPrecision();

		_lensFlare.vertices = new Float32Array( 8 + 8 );
		_lensFlare.faces = new Uint16Array( 6 );

		var i = 0;
		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1;	// vertex
		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 0;	// uv... etc.

		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = -1;
		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 0;

		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;
		_lensFlare.vertices[ i++ ] = 1;  _lensFlare.vertices[ i++ ] = 1;

		_lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
		_lensFlare.vertices[ i++ ] = 0;  _lensFlare.vertices[ i++ ] = 1;

		i = 0;
		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
		_lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;

		// buffers

		_lensFlare.vertexBuffer     = _gl.createBuffer();
		_lensFlare.elementBuffer    = _gl.createBuffer();

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );

		// textures

		_lensFlare.tempTexture      = _gl.createTexture();
		_lensFlare.occlusionTexture = _gl.createTexture();

		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

		_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
		_gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
		_gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );

		if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {

			_lensFlare.hasVertexTexture = false;
			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );

		} else {

			_lensFlare.hasVertexTexture = true;
			_lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );

		}

		_lensFlare.attributes = {};
		_lensFlare.uniforms = {};

		_lensFlare.attributes.vertex       = _gl.getAttribLocation ( _lensFlare.program, "position" );
		_lensFlare.attributes.uv           = _gl.getAttribLocation ( _lensFlare.program, "uv" );

		_lensFlare.uniforms.renderType     = _gl.getUniformLocation( _lensFlare.program, "renderType" );
		_lensFlare.uniforms.map            = _gl.getUniformLocation( _lensFlare.program, "map" );
		_lensFlare.uniforms.occlusionMap   = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
		_lensFlare.uniforms.opacity        = _gl.getUniformLocation( _lensFlare.program, "opacity" );
		_lensFlare.uniforms.color          = _gl.getUniformLocation( _lensFlare.program, "color" );
		_lensFlare.uniforms.scale          = _gl.getUniformLocation( _lensFlare.program, "scale" );
		_lensFlare.uniforms.rotation       = _gl.getUniformLocation( _lensFlare.program, "rotation" );
		_lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );

	};


	/*
	 * Render lens flares
	 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
	 *         reads these back and calculates occlusion.
	 *         Then _lensFlare.update_lensFlares() is called to re-position and
	 *         update transparency of flares. Then they are rendered.
	 *
	 */

	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

		var flares = scene.__webglFlares,
			nFlares = flares.length;

		if ( ! nFlares ) return;

		var tempPosition = new THREE.Vector3();

		var invAspect = viewportHeight / viewportWidth,
			halfViewportWidth = viewportWidth * 0.5,
			halfViewportHeight = viewportHeight * 0.5;

		var size = 16 / viewportHeight,
			scale = new THREE.Vector2( size * invAspect, size );

		var screenPosition = new THREE.Vector3( 1, 1, 0 ),
			screenPositionPixels = new THREE.Vector2( 1, 1 );

		var uniforms = _lensFlare.uniforms,
			attributes = _lensFlare.attributes;

		// set _lensFlare program and reset blending

		_gl.useProgram( _lensFlare.program );

		_gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
		_gl.enableVertexAttribArray( _lensFlare.attributes.uv );

		// loop through all lens flares to update their occlusion and positions
		// setup gl and common used attribs/unforms

		_gl.uniform1i( uniforms.occlusionMap, 0 );
		_gl.uniform1i( uniforms.map, 1 );

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
		_gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );

		_gl.disable( _gl.CULL_FACE );
		_gl.depthMask( false );

		var i, j, jl, flare, sprite;

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

			size = 16 / viewportHeight;
			scale.set( size * invAspect, size );

			// calc object screen position

			flare = flares[ i ];

			tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );

			tempPosition.applyMatrix4( camera.matrixWorldInverse );
			tempPosition.applyProjection( camera.projectionMatrix );

			// setup arrays for gl programs

			screenPosition.copy( tempPosition )

			screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
			screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;

			// screen cull

			if ( _lensFlare.hasVertexTexture || (
				screenPositionPixels.x > 0 &&
				screenPositionPixels.x < viewportWidth &&
				screenPositionPixels.y > 0 &&
				screenPositionPixels.y < viewportHeight ) ) {

				// save current RGB to temp texture

				_gl.activeTexture( _gl.TEXTURE1 );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );


				// render pink quad

				_gl.uniform1i( uniforms.renderType, 0 );
				_gl.uniform2f( uniforms.scale, scale.x, scale.y );
				_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );

				_gl.disable( _gl.BLEND );
				_gl.enable( _gl.DEPTH_TEST );

				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


				// copy result to occlusionMap

				_gl.activeTexture( _gl.TEXTURE0 );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
				_gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );


				// restore graphics

				_gl.uniform1i( uniforms.renderType, 1 );
				_gl.disable( _gl.DEPTH_TEST );

				_gl.activeTexture( _gl.TEXTURE1 );
				_gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );


				// update object positions

				flare.positionScreen.copy( screenPosition )

				if ( flare.customUpdateCallback ) {

					flare.customUpdateCallback( flare );

				} else {

					flare.updateLensFlares();

				}

				// render flares

				_gl.uniform1i( uniforms.renderType, 2 );
				_gl.enable( _gl.BLEND );

				for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {

					sprite = flare.lensFlares[ j ];

					if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {

						screenPosition.x = sprite.x;
						screenPosition.y = sprite.y;
						screenPosition.z = sprite.z;

						size = sprite.size * sprite.scale / viewportHeight;

						scale.x = size * invAspect;
						scale.y = size;

						_gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
						_gl.uniform2f( uniforms.scale, scale.x, scale.y );
						_gl.uniform1f( uniforms.rotation, sprite.rotation );

						_gl.uniform1f( uniforms.opacity, sprite.opacity );
						_gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );

						_renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
						_renderer.setTexture( sprite.texture, 1 );

						_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

					}

				}

			}

		}

		// restore gl

		_gl.enable( _gl.CULL_FACE );
		_gl.enable( _gl.DEPTH_TEST );
		_gl.depthMask( true );

	};

	function createProgram ( shader, precision ) {

		var program = _gl.createProgram();

		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

		var prefix = "precision " + precision + " 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 alteredq / http://alteredqualia.com/
 */

THREE.ShadowMapPlugin = function ( ) {

	var _gl,
	_renderer,
	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,

	_frustum = new THREE.Frustum(),
	_projScreenMatrix = new THREE.Matrix4(),

	_min = new THREE.Vector3(),
	_max = new THREE.Vector3();

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );

		_depthMaterial._shadowPass = true;
		_depthMaterialMorph._shadowPass = true;
		_depthMaterialSkin._shadowPass = true;
		_depthMaterialMorphSkin._shadowPass = true;

	};

	this.render = function ( scene, camera ) {

		if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;

		this.update( scene, camera );

	};

	this.update = function ( scene, camera ) {

		var i, il, j, jl, n,

		shadowMap, shadowMatrix, shadowCamera,
		program, buffer, material,
		webglObject, object, light,
		renderList,

		lights = [],
		k = 0,

		fog = null;

		// set GL state for depth map

		_gl.clearColor( 1, 1, 1, 1 );
		_gl.disable( _gl.BLEND );

		_gl.enable( _gl.CULL_FACE );
		_gl.frontFace( _gl.CCW );

		if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {

			_gl.cullFace( _gl.FRONT );

		} else {

			_gl.cullFace( _gl.BACK );

		}

		_renderer.setDepthTest( true );

		// preprocess lights
		// 	- skip lights that are not casting shadows
		//	- create virtual lights for cascaded shadow maps

		for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {

			light = scene.__lights[ i ];

			if ( ! light.castShadow ) continue;

			if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {

				for ( n = 0; n < light.shadowCascadeCount; n ++ ) {

					var virtualLight;

					if ( ! light.shadowCascadeArray[ n ] ) {

						virtualLight = createVirtualLight( light, n );
						virtualLight.originalCamera = camera;

						var gyro = new THREE.Gyroscope();
						gyro.position = light.shadowCascadeOffset;

						gyro.add( virtualLight );
						gyro.add( virtualLight.target );

						camera.add( gyro );

						light.shadowCascadeArray[ n ] = virtualLight;

						console.log( "Created virtualLight", virtualLight );

					} else {

						virtualLight = light.shadowCascadeArray[ n ];

					}

					updateVirtualLight( light, n );

					lights[ k ] = virtualLight;
					k ++;

				}

			} else {

				lights[ k ] = light;
				k ++;

			}

		}

		// render depth map

		for ( i = 0, il = lights.length; i < il; i ++ ) {

			light = lights[ i ];

			if ( ! light.shadowMap ) {

				var shadowFilter = THREE.LinearFilter;

				if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {

					shadowFilter = THREE.NearestFilter;

				}

				var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };

				light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
				light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );

				light.shadowMatrix = new THREE.Matrix4();

			}

			if ( ! light.shadowCamera ) {

				if ( light instanceof THREE.SpotLight ) {

					light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );

				} else if ( light instanceof THREE.DirectionalLight ) {

					light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );

				} else {

					console.error( "Unsupported light type for shadow" );
					continue;

				}

				scene.add( light.shadowCamera );

				if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();

			}

			if ( light.shadowCameraVisible && ! light.cameraHelper ) {

				light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
				light.shadowCamera.add( light.cameraHelper );

			}

			if ( light.isVirtual && virtualLight.originalCamera == camera ) {

				updateShadowCamera( camera, light );

			}

			shadowMap = light.shadowMap;
			shadowMatrix = light.shadowMatrix;
			shadowCamera = light.shadowCamera;

			shadowCamera.position.copy( light.matrixWorld.getPosition() );
			shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
			shadowCamera.updateMatrixWorld();

			shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );

			if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
			if ( light.shadowCameraVisible ) light.cameraHelper.update();

			// compute shadow matrix

			shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
							  0.0, 0.5, 0.0, 0.5,
							  0.0, 0.0, 0.5, 0.5,
							  0.0, 0.0, 0.0, 1.0 );

			shadowMatrix.multiply( shadowCamera.projectionMatrix );
			shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

			// update camera matrices and frustum

			_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
			_frustum.setFromMatrix( _projScreenMatrix );

			// render shadow map

			_renderer.setRenderTarget( shadowMap );
			_renderer.clear();

			// set object matrices & frustum culling

			renderList = scene.__webglObjects;

			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

				webglObject = renderList[ j ];
				object = webglObject.object;

				webglObject.render = false;

				if ( object.visible && object.castShadow ) {

					if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

						object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

						webglObject.render = true;

					}

				}

			}

			// render regular objects

			var objectMaterial, useMorphing, useSkinning;

			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

				webglObject = renderList[ j ];

				if ( webglObject.render ) {

					object = webglObject.object;
					buffer = webglObject.buffer;

					// culling is overriden globally for all objects
					// while rendering depth map

					// need to deal with MeshFaceMaterial somehow
					// in that case just use the first of material.materials for now
					// (proper solution would require to break objects by materials
					//  similarly to regular rendering and then set corresponding
					//  depth materials per each chunk instead of just once per object)

					objectMaterial = getObjectMaterial( object );

					useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
					useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;

					if ( object.customDepthMaterial ) {

						material = object.customDepthMaterial;

					} else if ( useSkinning ) {

						material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;

					} else if ( useMorphing ) {

						material = _depthMaterialMorph;

					} else {

						material = _depthMaterial;

					}

					if ( buffer instanceof THREE.BufferGeometry ) {

						_renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );

					} else {

						_renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );

					}

				}

			}

			// set matrices and render immediate objects

			renderList = scene.__webglObjectsImmediate;

			for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

				webglObject = renderList[ j ];
				object = webglObject.object;

				if ( object.visible && object.castShadow ) {

					object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

					_renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );

				}

			}

		}

		// restore GL state

		var clearColor = _renderer.getClearColor(),
		clearAlpha = _renderer.getClearAlpha();

		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
		_gl.enable( _gl.BLEND );

		if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {

			_gl.cullFace( _gl.BACK );

		}

	};

	function createVirtualLight( light, cascade ) {

		var virtualLight = new THREE.DirectionalLight();

		virtualLight.isVirtual = true;

		virtualLight.onlyShadow = true;
		virtualLight.castShadow = true;

		virtualLight.shadowCameraNear = light.shadowCameraNear;
		virtualLight.shadowCameraFar = light.shadowCameraFar;

		virtualLight.shadowCameraLeft = light.shadowCameraLeft;
		virtualLight.shadowCameraRight = light.shadowCameraRight;
		virtualLight.shadowCameraBottom = light.shadowCameraBottom;
		virtualLight.shadowCameraTop = light.shadowCameraTop;

		virtualLight.shadowCameraVisible = light.shadowCameraVisible;

		virtualLight.shadowDarkness = light.shadowDarkness;

		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
		virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
		virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];

		virtualLight.pointsWorld = [];
		virtualLight.pointsFrustum = [];

		var pointsWorld = virtualLight.pointsWorld,
			pointsFrustum = virtualLight.pointsFrustum;

		for ( var i = 0; i < 8; i ++ ) {

			pointsWorld[ i ] = new THREE.Vector3();
			pointsFrustum[ i ] = new THREE.Vector3();

		}

		var nearZ = light.shadowCascadeNearZ[ cascade ];
		var farZ = light.shadowCascadeFarZ[ cascade ];

		pointsFrustum[ 0 ].set( -1, -1, nearZ );
		pointsFrustum[ 1 ].set(  1, -1, nearZ );
		pointsFrustum[ 2 ].set( -1,  1, nearZ );
		pointsFrustum[ 3 ].set(  1,  1, nearZ );

		pointsFrustum[ 4 ].set( -1, -1, farZ );
		pointsFrustum[ 5 ].set(  1, -1, farZ );
		pointsFrustum[ 6 ].set( -1,  1, farZ );
		pointsFrustum[ 7 ].set(  1,  1, farZ );

		return virtualLight;

	}

	// Synchronize virtual light with the original light

	function updateVirtualLight( light, cascade ) {

		var virtualLight = light.shadowCascadeArray[ cascade ];

		virtualLight.position.copy( light.position );
		virtualLight.target.position.copy( light.target.position );
		virtualLight.lookAt( virtualLight.target );

		virtualLight.shadowCameraVisible = light.shadowCameraVisible;
		virtualLight.shadowDarkness = light.shadowDarkness;

		virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];

		var nearZ = light.shadowCascadeNearZ[ cascade ];
		var farZ = light.shadowCascadeFarZ[ cascade ];

		var pointsFrustum = virtualLight.pointsFrustum;

		pointsFrustum[ 0 ].z = nearZ;
		pointsFrustum[ 1 ].z = nearZ;
		pointsFrustum[ 2 ].z = nearZ;
		pointsFrustum[ 3 ].z = nearZ;

		pointsFrustum[ 4 ].z = farZ;
		pointsFrustum[ 5 ].z = farZ;
		pointsFrustum[ 6 ].z = farZ;
		pointsFrustum[ 7 ].z = farZ;

	}

	// Fit shadow camera's ortho frustum to camera frustum

	function updateShadowCamera( camera, light ) {

		var shadowCamera = light.shadowCamera,
			pointsFrustum = light.pointsFrustum,
			pointsWorld = light.pointsWorld;

		_min.set( Infinity, Infinity, Infinity );
		_max.set( -Infinity, -Infinity, -Infinity );

		for ( var i = 0; i < 8; i ++ ) {

			var p = pointsWorld[ i ];

			p.copy( pointsFrustum[ i ] );
			THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );

			p.applyMatrix4( shadowCamera.matrixWorldInverse );

			if ( p.x < _min.x ) _min.x = p.x;
			if ( p.x > _max.x ) _max.x = p.x;

			if ( p.y < _min.y ) _min.y = p.y;
			if ( p.y > _max.y ) _max.y = p.y;

			if ( p.z < _min.z ) _min.z = p.z;
			if ( p.z > _max.z ) _max.z = p.z;

		}

		shadowCamera.left = _min.x;
		shadowCamera.right = _max.x;
		shadowCamera.top = _max.y;
		shadowCamera.bottom = _min.y;

		// can't really fit near/far
		//shadowCamera.near = _min.z;
		//shadowCamera.far = _max.z;

		shadowCamera.updateProjectionMatrix();

	}

	// For the moment just ignore objects that have multiple materials with different animation methods
	// Only the first material will be taken into account for deciding which depth material to use for shadow maps

	function getObjectMaterial( object ) {

		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ 0 ]
			: object.material;

	};

};

THREE.ShadowMapPlugin.__projector = new THREE.Projector();
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 */

THREE.SpritePlugin = function ( ) {

	var _gl, _renderer, _precision, _sprite = {};

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		_precision = renderer.getPrecision();

		_sprite.vertices = new Float32Array( 8 + 8 );
		_sprite.faces    = new Uint16Array( 6 );

		var i = 0;

		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1;	// vertex 0
		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 0;	// uv 0

		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = -1;	// vertex 1
		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 0;	// uv 1

		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// vertex 2
		_sprite.vertices[ i++ ] = 1;  _sprite.vertices[ i++ ] = 1;	// uv 2

		_sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1;	// vertex 3
		_sprite.vertices[ i++ ] = 0;  _sprite.vertices[ i++ ] = 1;	// uv 3

		i = 0;

		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
		_sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;

		_sprite.vertexBuffer  = _gl.createBuffer();
		_sprite.elementBuffer = _gl.createBuffer();

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
		_gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );

		_sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );

		_sprite.attributes = {};
		_sprite.uniforms = {};

		_sprite.attributes.position           = _gl.getAttribLocation ( _sprite.program, "position" );
		_sprite.attributes.uv                 = _gl.getAttribLocation ( _sprite.program, "uv" );

		_sprite.uniforms.uvOffset             = _gl.getUniformLocation( _sprite.program, "uvOffset" );
		_sprite.uniforms.uvScale              = _gl.getUniformLocation( _sprite.program, "uvScale" );

		_sprite.uniforms.rotation             = _gl.getUniformLocation( _sprite.program, "rotation" );
		_sprite.uniforms.scale                = _gl.getUniformLocation( _sprite.program, "scale" );
		_sprite.uniforms.alignment            = _gl.getUniformLocation( _sprite.program, "alignment" );

		_sprite.uniforms.color                = _gl.getUniformLocation( _sprite.program, "color" );
		_sprite.uniforms.map                  = _gl.getUniformLocation( _sprite.program, "map" );
		_sprite.uniforms.opacity              = _gl.getUniformLocation( _sprite.program, "opacity" );

		_sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
		_sprite.uniforms.sizeAttenuation   	  = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
		_sprite.uniforms.screenPosition    	  = _gl.getUniformLocation( _sprite.program, "screenPosition" );
		_sprite.uniforms.modelViewMatrix      = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
		_sprite.uniforms.projectionMatrix     = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );

		_sprite.uniforms.fogType 		  	  = _gl.getUniformLocation( _sprite.program, "fogType" );
		_sprite.uniforms.fogDensity 		  = _gl.getUniformLocation( _sprite.program, "fogDensity" );
		_sprite.uniforms.fogNear 		  	  = _gl.getUniformLocation( _sprite.program, "fogNear" );
		_sprite.uniforms.fogFar 		  	  = _gl.getUniformLocation( _sprite.program, "fogFar" );
		_sprite.uniforms.fogColor 		  	  = _gl.getUniformLocation( _sprite.program, "fogColor" );

		_sprite.uniforms.alphaTest 		  	  = _gl.getUniformLocation( _sprite.program, "alphaTest" );

	};

	this.render = function ( scene, camera, viewportWidth, viewportHeight ) {

		var sprites = scene.__webglSprites,
			nSprites = sprites.length;

		if ( ! nSprites ) return;

		var attributes = _sprite.attributes,
			uniforms = _sprite.uniforms;

		var invAspect = viewportHeight / viewportWidth;

		var halfViewportWidth = viewportWidth * 0.5,
			halfViewportHeight = viewportHeight * 0.5;

		// setup gl

		_gl.useProgram( _sprite.program );

		_gl.enableVertexAttribArray( attributes.position );
		_gl.enableVertexAttribArray( attributes.uv );

		_gl.disable( _gl.CULL_FACE );
		_gl.enable( _gl.BLEND );

		_gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
		_gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
		_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );

		_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );

		_gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

		_gl.activeTexture( _gl.TEXTURE0 );
		_gl.uniform1i( uniforms.map, 0 );

		var oldFogType = 0;
		var sceneFogType = 0;
		var fog = scene.fog;

		if ( fog ) {

			_gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );

			if ( fog instanceof THREE.Fog ) {

				_gl.uniform1f( uniforms.fogNear, fog.near );
				_gl.uniform1f( uniforms.fogFar, fog.far );

				_gl.uniform1i( uniforms.fogType, 1 );
				oldFogType = 1;
				sceneFogType = 1;

			} else if ( fog instanceof THREE.FogExp2 ) {

				_gl.uniform1f( uniforms.fogDensity, fog.density );

				_gl.uniform1i( uniforms.fogType, 2 );
				oldFogType = 2;
				sceneFogType = 2;

			}

		} else {

			_gl.uniform1i( uniforms.fogType, 0 );
			oldFogType = 0;
			sceneFogType = 0;

		}


		// update positions and sort

		var i, sprite, material, screenPosition, size, fogType, scale = [];

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

			sprite = sprites[ i ];
			material = sprite.material;

			if ( ! sprite.visible || material.opacity === 0 ) continue;

			if ( ! material.useScreenCoordinates ) {

				sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
				sprite.z = - sprite._modelViewMatrix.elements[ 14 ];

			} else {

				sprite.z = - sprite.position.z;

			}

		}

		sprites.sort( painterSortStable );

		// render all sprites

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

			sprite = sprites[ i ];
			material = sprite.material;

			if ( ! sprite.visible || material.opacity === 0 ) continue;

			if ( material.map && material.map.image && material.map.image.width ) {

				_gl.uniform1f( uniforms.alphaTest, material.alphaTest );

				if ( material.useScreenCoordinates === true ) {

					_gl.uniform1i( uniforms.useScreenCoordinates, 1 );
					_gl.uniform3f(
						uniforms.screenPosition,
						( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth  ) / halfViewportWidth,
						( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
						Math.max( 0, Math.min( 1, sprite.position.z ) )
					);

					scale[ 0 ] = _renderer.devicePixelRatio;
					scale[ 1 ] = _renderer.devicePixelRatio;

				} else {

					_gl.uniform1i( uniforms.useScreenCoordinates, 0 );
					_gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
					_gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );

					scale[ 0 ] = 1;
					scale[ 1 ] = 1;

				}

				if ( scene.fog && material.fog ) {

					fogType = sceneFogType;

				} else {

					fogType = 0;

				}

				if ( oldFogType !== fogType ) {

					_gl.uniform1i( uniforms.fogType, fogType );
					oldFogType = fogType;

				}

				size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );

				scale[ 0 ] *= size * invAspect * sprite.scale.x
				scale[ 1 ] *= size * sprite.scale.y;

				_gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
				_gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
				_gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );

				_gl.uniform1f( uniforms.opacity, material.opacity );
				_gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );

				_gl.uniform1f( uniforms.rotation, sprite.rotation );
				_gl.uniform2fv( uniforms.scale, scale );

				_renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
				_renderer.setDepthTest( material.depthTest );
				_renderer.setDepthWrite( material.depthWrite );
				_renderer.setTexture( material.map, 0 );

				_gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );

			}

		}

		// restore gl

		_gl.enable( _gl.CULL_FACE );

	};

	function createProgram ( shader, precision ) {

		var program = _gl.createProgram();

		var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
		var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );

		var prefix = "precision " + precision + " 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;

	};

	function painterSortStable ( a, b ) {

		if ( a.z !== b.z ) {

			return b.z - a.z;

		} else {

			return b.id - a.id;

		}

	};

};
/**
 * @author alteredq / http://alteredqualia.com/
 */

THREE.DepthPassPlugin = function ( ) {

	this.enabled = false;
	this.renderTarget = null;

	var _gl,
	_renderer,
	_depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,

	_frustum = new THREE.Frustum(),
	_projScreenMatrix = new THREE.Matrix4();

	this.init = function ( renderer ) {

		_gl = renderer.context;
		_renderer = renderer;

		var depthShader = THREE.ShaderLib[ "depthRGBA" ];
		var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );

		_depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
		_depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
		_depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
		_depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );

		_depthMaterial._shadowPass = true;
		_depthMaterialMorph._shadowPass = true;
		_depthMaterialSkin._shadowPass = true;
		_depthMaterialMorphSkin._shadowPass = true;

	};

	this.render = function ( scene, camera ) {

		if ( ! this.enabled ) return;

		this.update( scene, camera );

	};

	this.update = function ( scene, camera ) {

		var i, il, j, jl, n,

		program, buffer, material,
		webglObject, object, light,
		renderList,

		fog = null;

		// set GL state for depth map

		_gl.clearColor( 1, 1, 1, 1 );
		_gl.disable( _gl.BLEND );

		_renderer.setDepthTest( true );

		// update scene

		if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();

		// update camera matrices and frustum

		camera.matrixWorldInverse.getInverse( camera.matrixWorld );

		_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
		_frustum.setFromMatrix( _projScreenMatrix );

		// render depth map

		_renderer.setRenderTarget( this.renderTarget );
		_renderer.clear();

		// set object matrices & frustum culling

		renderList = scene.__webglObjects;

		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

			webglObject = renderList[ j ];
			object = webglObject.object;

			webglObject.render = false;

			if ( object.visible ) {

				if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {

					object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

					webglObject.render = true;

				}

			}

		}

		// render regular objects

		var objectMaterial, useMorphing, useSkinning;

		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

			webglObject = renderList[ j ];

			if ( webglObject.render ) {

				object = webglObject.object;
				buffer = webglObject.buffer;

				// todo: create proper depth material for particles

				if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;

				objectMaterial = getObjectMaterial( object );

				if ( objectMaterial ) _renderer.setMaterialFaces( object.material );

				useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
				useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;

				if ( object.customDepthMaterial ) {

					material = object.customDepthMaterial;

				} else if ( useSkinning ) {

					material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;

				} else if ( useMorphing ) {

					material = _depthMaterialMorph;

				} else {

					material = _depthMaterial;

				}

				if ( buffer instanceof THREE.BufferGeometry ) {

					_renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );

				} else {

					_renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );

				}

			}

		}

		// set matrices and render immediate objects

		renderList = scene.__webglObjectsImmediate;

		for ( j = 0, jl = renderList.length; j < jl; j ++ ) {

			webglObject = renderList[ j ];
			object = webglObject.object;

			if ( object.visible ) {

				object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );

				_renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );

			}

		}

		// restore GL state

		var clearColor = _renderer.getClearColor(),
		clearAlpha = _renderer.getClearAlpha();

		_gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
		_gl.enable( _gl.BLEND );

	};

	// For the moment just ignore objects that have multiple materials with different animation methods
	// Only the first material will be taken into account for deciding which depth material to use

	function getObjectMaterial( object ) {

		return object.material instanceof THREE.MeshFaceMaterial
			? object.material.materials[ 0 ]
			: object.material;

	};

};

/**
 * @author mikael emtinger / http://gomo.se/
 *
 */

THREE.ShaderFlares = {

	'lensFlareVertexTexture': {

		vertexShader: [

			"uniform 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 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
									  "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",

					"vVisibility = (       visibility.r / 9.0 ) *",
								  "( 1.0 - visibility.g / 9.0 ) *",
								  "(       visibility.b / 9.0 ) *",
								  "( 1.0 - visibility.a / 9.0 );",

					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

				"}",

				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

			"}"

		].join( "\n" ),

		fragmentShader: [

			"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" )

	},


	'lensFlare': {

		vertexShader: [

			"uniform lowp int renderType;",

			"uniform vec3 screenPosition;",
			"uniform vec2 scale;",
			"uniform float rotation;",

			"attribute vec2 position;",
			"attribute vec2 uv;",

			"varying vec2 vUV;",

			"void main() {",

				"vUV = uv;",

				"vec2 pos = position;",

				"if( renderType == 2 ) {",

					"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
					"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

				"}",

				"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

			"}"

		].join( "\n" ),

		fragmentShader: [

			"precision mediump float;",

			"uniform lowp int renderType;",

			"uniform sampler2D map;",
			"uniform sampler2D occlusionMap;",
			"uniform float opacity;",
			"uniform vec3 color;",

			"varying vec2 vUV;",

			"void main() {",

				// pink square

				"if( renderType == 0 ) {",

					"gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",

				// restore

				"} else if( renderType == 1 ) {",

					"gl_FragColor = texture2D( map, vUV );",

				// flare

				"} else {",

					"float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
									   "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
									   "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
									   "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",

					"visibility = ( 1.0 - visibility / 4.0 );",

					"vec4 texture = texture2D( map, vUV );",
					"texture.a *= opacity * visibility;",
					"gl_FragColor = texture;",
					"gl_FragColor.rgb *= color;",

				"}",

			"}"

		].join( "\n" )

	}

};
/**
 * @author mikael emtinger / http://gomo.se/
 * @author alteredq / http://alteredqualia.com/
 *
 */

THREE.ShaderSprite = {

	'sprite': {

		vertexShader: [

			"uniform int useScreenCoordinates;",
			"uniform int sizeAttenuation;",
			"uniform vec3 screenPosition;",
			"uniform mat4 modelViewMatrix;",
			"uniform mat4 projectionMatrix;",
			"uniform float rotation;",
			"uniform vec2 scale;",
			"uniform vec2 alignment;",
			"uniform vec2 uvOffset;",
			"uniform vec2 uvScale;",

			"attribute vec2 position;",
			"attribute vec2 uv;",

			"varying vec2 vUV;",

			"void main() {",

				"vUV = uvOffset + uv * uvScale;",

				"vec2 alignedPosition = position + alignment;",

				"vec2 rotatedPosition;",
				"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
				"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",

				"vec4 finalPosition;",

				"if( useScreenCoordinates != 0 ) {",

					"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",

				"} else {",

					"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
					"finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",

				"}",

				"gl_Position = finalPosition;",

			"}"

		].join( "\n" ),

		fragmentShader: [

			"uniform vec3 color;",
			"uniform sampler2D map;",
			"uniform float opacity;",

			"uniform int fogType;",
			"uniform vec3 fogColor;",
			"uniform float fogDensity;",
			"uniform float fogNear;",
			"uniform float fogFar;",
			"uniform float alphaTest;",

			"varying vec2 vUV;",

			"void main() {",

				"vec4 texture = texture2D( map, vUV );",

				"if ( texture.a < alphaTest ) discard;",

				"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",

				"if ( fogType > 0 ) {",

					"float depth = gl_FragCoord.z / gl_FragCoord.w;",
					"float fogFactor = 0.0;",

					"if ( fogType == 1 ) {",

						"fogFactor = smoothstep( fogNear, fogFar, depth );",

					"} else {",

						"const float LOG2 = 1.442695;",
						"float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
						"fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",

					"}",

					"gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",

				"}",

			"}"

		].join( "\n" )

	}

};

// Export the THREE object for **Node.js**, with
// backwards-compatibility for the old `require()` API. If we're in
// the browser, add `_` as a global object via a string identifier,
// for Closure Compiler "advanced" mode.
if (typeof exports !== 'undefined') {
  if (typeof module !== 'undefined' && module.exports) {
    exports = module.exports = THREE;
  }
  exports.THREE = THREE;
} else {
  this['THREE'] = THREE;
}

},{}],91:[function(require,module,exports){
(function (process){
var Stream = require('stream')

// through
//
// a stream that does nothing but re-emit the input.
// useful for aggregating a series of changing but not ending streams into one stream)

exports = module.exports = through
through.through = through

//create a readable writable stream.

function through (write, end, opts) {
  write = write || function (data) { this.queue(data) }
  end = end || function () { this.queue(null) }

  var ended = false, destroyed = false, buffer = [], _ended = false
  var stream = new Stream()
  stream.readable = stream.writable = true
  stream.paused = false

//  stream.autoPause   = !(opts && opts.autoPause   === false)
  stream.autoDestroy = !(opts && opts.autoDestroy === false)

  stream.write = function (data) {
    write.call(this, data)
    return !stream.paused
  }

  function drain() {
    while(buffer.length && !stream.paused) {
      var data = buffer.shift()
      if(null === data)
        return stream.emit('end')
      else
        stream.emit('data', data)
    }
  }

  stream.queue = stream.push = function (data) {
//    console.error(ended)
    if(_ended) return stream
    if(data === null) _ended = true
    buffer.push(data)
    drain()
    return stream
  }

  //this will be registered as the first 'end' listener
  //must call destroy next tick, to make sure we're after any
  //stream piped from here.
  //this is only a problem if end is not emitted synchronously.
  //a nicer way to do this is to make sure this is the last listener for 'end'

  stream.on('end', function () {
    stream.readable = false
    if(!stream.writable && stream.autoDestroy)
      process.nextTick(function () {
        stream.destroy()
      })
  })

  function _end () {
    stream.writable = false
    end.call(stream)
    if(!stream.readable && stream.autoDestroy)
      stream.destroy()
  }

  stream.end = function (data) {
    if(ended) return
    ended = true
    if(arguments.length) stream.write(data)
    _end() // will emit or queue
    return stream
  }

  stream.destroy = function () {
    if(destroyed) return
    destroyed = true
    ended = true
    buffer.length = 0
    stream.writable = stream.readable = false
    stream.emit('close')
    return stream
  }

  stream.pause = function () {
    if(stream.paused) return
    stream.paused = true
    return stream
  }

  stream.resume = function () {
    if(stream.paused) {
      stream.paused = false
      stream.emit('resume')
    }
    drain()
    //may have become paused again,
    //as drain emits 'data'.
    if(!stream.paused)
      stream.emit('drain')
    return stream
  }
  return stream
}


}).call(this,require('_process'))
},{"_process":73,"stream":89}],92:[function(require,module,exports){
"use strict"

function unique_pred(list, compare) {
  var ptr = 1
    , len = list.length
    , a=list[0], b=list[0]
  for(var i=1; i<len; ++i) {
    b = a
    a = list[i]
    if(compare(a, b)) {
      if(i === ptr) {
        ptr++
        continue
      }
      list[ptr++] = a
    }
  }
  list.length = ptr
  return list
}

function unique_eq(list) {
  var ptr = 1
    , len = list.length
    , a=list[0], b = list[0]
  for(var i=1; i<len; ++i, b=a) {
    b = a
    a = list[i]
    if(a !== b) {
      if(i === ptr) {
        ptr++
        continue
      }
      list[ptr++] = a
    }
  }
  list.length = ptr
  return list
}

function unique(list, compare, sorted) {
  if(list.length === 0) {
    return list
  }
  if(compare) {
    if(!sorted) {
      list.sort(compare)
    }
    return unique_pred(list, compare)
  }
  if(!sorted) {
    list.sort()
  }
  return unique_eq(list)
}

module.exports = unique

},{}],93:[function(require,module,exports){
module.exports=require(29)
},{"/Users/token/Documents/gitfiles/hps/mc/node_modules/inherits/inherits_browser.js":29}],94:[function(require,module,exports){
module.exports = function isBuffer(arg) {
  return arg && typeof arg === 'object'
    && typeof arg.copy === 'function'
    && typeof arg.fill === 'function'
    && typeof arg.readUInt8 === 'function';
}
},{}],95:[function(require,module,exports){
(function (process,global){
// Copyright Joyent, Inc. and other Node contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to permit
// persons to whom the Software is furnished to do so, subject to the
// following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN
// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
// USE OR OTHER DEALINGS IN THE SOFTWARE.

var formatRegExp = /%[sdj%]/g;
exports.format = function(f) {
  if (!isString(f)) {
    var objects = [];
    for (var i = 0; i < arguments.length; i++) {
      objects.push(inspect(arguments[i]));
    }
    return objects.join(' ');
  }

  var i = 1;
  var args = arguments;
  var len = args.length;
  var str = String(f).replace(formatRegExp, function(x) {
    if (x === '%%') return '%';
    if (i >= len) return x;
    switch (x) {
      case '%s': return String(args[i++]);
      case '%d': return Number(args[i++]);
      case '%j':
        try {
          return JSON.stringify(args[i++]);
        } catch (_) {
          return '[Circular]';
        }
      default:
        return x;
    }
  });
  for (var x = args[i]; i < len; x = args[++i]) {
    if (isNull(x) || !isObject(x)) {
      str += ' ' + x;
    } else {
      str += ' ' + inspect(x);
    }
  }
  return str;
};


// Mark that a method should not be used.
// Returns a modified function which warns once by default.
// If --no-deprecation is set, then it is a no-op.
exports.deprecate = function(fn, msg) {
  // Allow for deprecating things in the process of starting up.
  if (isUndefined(global.process)) {
    return function() {
      return exports.deprecate(fn, msg).apply(this, arguments);
    };
  }

  if (process.noDeprecation === true) {
    return fn;
  }

  var warned = false;
  function deprecated() {
    if (!warned) {
      if (process.throwDeprecation) {
        throw new Error(msg);
      } else if (process.traceDeprecation) {
        console.trace(msg);
      } else {
        console.error(msg);
      }
      warned = true;
    }
    return fn.apply(this, arguments);
  }

  return deprecated;
};


var debugs = {};
var debugEnviron;
exports.debuglog = function(set) {
  if (isUndefined(debugEnviron))
    debugEnviron = process.env.NODE_DEBUG || '';
  set = set.toUpperCase();
  if (!debugs[set]) {
    if (new RegExp('\\b' + set + '\\b', 'i').test(debugEnviron)) {
      var pid = process.pid;
      debugs[set] = function() {
        var msg = exports.format.apply(exports, arguments);
        console.error('%s %d: %s', set, pid, msg);
      };
    } else {
      debugs[set] = function() {};
    }
  }
  return debugs[set];
};


/**
 * Echos the value of a value. Trys to print the value out
 * in the best way possible given the different types.
 *
 * @param {Object} obj The object to print out.
 * @param {Object} opts Optional options object that alters the output.
 */
/* legacy: obj, showHidden, depth, colors*/
function inspect(obj, opts) {
  // default options
  var ctx = {
    seen: [],
    stylize: stylizeNoColor
  };
  // legacy...
  if (arguments.length >= 3) ctx.depth = arguments[2];
  if (arguments.length >= 4) ctx.colors = arguments[3];
  if (isBoolean(opts)) {
    // legacy...
    ctx.showHidden = opts;
  } else if (opts) {
    // got an "options" object
    exports._extend(ctx, opts);
  }
  // set default options
  if (isUndefined(ctx.showHidden)) ctx.showHidden = false;
  if (isUndefined(ctx.depth)) ctx.depth = 2;
  if (isUndefined(ctx.colors)) ctx.colors = false;
  if (isUndefined(ctx.customInspect)) ctx.customInspect = true;
  if (ctx.colors) ctx.stylize = stylizeWithColor;
  return formatValue(ctx, obj, ctx.depth);
}
exports.inspect = inspect;


// http://en.wikipedia.org/wiki/ANSI_escape_code#graphics
inspect.colors = {
  'bold' : [1, 22],
  'italic' : [3, 23],
  'underline' : [4, 24],
  'inverse' : [7, 27],
  'white' : [37, 39],
  'grey' : [90, 39],
  'black' : [30, 39],
  'blue' : [34, 39],
  'cyan' : [36, 39],
  'green' : [32, 39],
  'magenta' : [35, 39],
  'red' : [31, 39],
  'yellow' : [33, 39]
};

// Don't use 'blue' not visible on cmd.exe
inspect.styles = {
  'special': 'cyan',
  'number': 'yellow',
  'boolean': 'yellow',
  'undefined': 'grey',
  'null': 'bold',
  'string': 'green',
  'date': 'magenta',
  // "name": intentionally not styling
  'regexp': 'red'
};


function stylizeWithColor(str, styleType) {
  var style = inspect.styles[styleType];

  if (style) {
    return '\u001b[' + inspect.colors[style][0] + 'm' + str +
           '\u001b[' + inspect.colors[style][1] + 'm';
  } else {
    return str;
  }
}


function stylizeNoColor(str, styleType) {
  return str;
}


function arrayToHash(array) {
  var hash = {};

  array.forEach(function(val, idx) {
    hash[val] = true;
  });

  return hash;
}


function formatValue(ctx, value, recurseTimes) {
  // Provide a hook for user-specified inspect functions.
  // Check that value is an object with an inspect function on it
  if (ctx.customInspect &&
      value &&
      isFunction(value.inspect) &&
      // Filter out the util module, it's inspect function is special
      value.inspect !== exports.inspect &&
      // Also filter out any prototype objects using the circular check.
      !(value.constructor && value.constructor.prototype === value)) {
    var ret = value.inspect(recurseTimes, ctx);
    if (!isString(ret)) {
      ret = formatValue(ctx, ret, recurseTimes);
    }
    return ret;
  }

  // Primitive types cannot have properties
  var primitive = formatPrimitive(ctx, value);
  if (primitive) {
    return primitive;
  }

  // Look up the keys of the object.
  var keys = Object.keys(value);
  var visibleKeys = arrayToHash(keys);

  if (ctx.showHidden) {
    keys = Object.getOwnPropertyNames(value);
  }

  // IE doesn't make error fields non-enumerable
  // http://msdn.microsoft.com/en-us/library/ie/dww52sbt(v=vs.94).aspx
  if (isError(value)
      && (keys.indexOf('message') >= 0 || keys.indexOf('description') >= 0)) {
    return formatError(value);
  }

  // Some type of object without properties can be shortcutted.
  if (keys.length === 0) {
    if (isFunction(value)) {
      var name = value.name ? ': ' + value.name : '';
      return ctx.stylize('[Function' + name + ']', 'special');
    }
    if (isRegExp(value)) {
      return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');
    }
    if (isDate(value)) {
      return ctx.stylize(Date.prototype.toString.call(value), 'date');
    }
    if (isError(value)) {
      return formatError(value);
    }
  }

  var base = '', array = false, braces = ['{', '}'];

  // Make Array say that they are Array
  if (isArray(value)) {
    array = true;
    braces = ['[', ']'];
  }

  // Make functions say that they are functions
  if (isFunction(value)) {
    var n = value.name ? ': ' + value.name : '';
    base = ' [Function' + n + ']';
  }

  // Make RegExps say that they are RegExps
  if (isRegExp(value)) {
    base = ' ' + RegExp.prototype.toString.call(value);
  }

  // Make dates with properties first say the date
  if (isDate(value)) {
    base = ' ' + Date.prototype.toUTCString.call(value);
  }

  // Make error with message first say the error
  if (isError(value)) {
    base = ' ' + formatError(value);
  }

  if (keys.length === 0 && (!array || value.length == 0)) {
    return braces[0] + base + braces[1];
  }

  if (recurseTimes < 0) {
    if (isRegExp(value)) {
      return ctx.stylize(RegExp.prototype.toString.call(value), 'regexp');
    } else {
      return ctx.stylize('[Object]', 'special');
    }
  }

  ctx.seen.push(value);

  var output;
  if (array) {
    output = formatArray(ctx, value, recurseTimes, visibleKeys, keys);
  } else {
    output = keys.map(function(key) {
      return formatProperty(ctx, value, recurseTimes, visibleKeys, key, array);
    });
  }

  ctx.seen.pop();

  return reduceToSingleString(output, base, braces);
}


function formatPrimitive(ctx, value) {
  if (isUndefined(value))
    return ctx.stylize('undefined', 'undefined');
  if (isString(value)) {
    var simple = '\'' + JSON.stringify(value).replace(/^"|"$/g, '')
                                             .replace(/'/g, "\\'")
                                             .replace(/\\"/g, '"') + '\'';
    return ctx.stylize(simple, 'string');
  }
  if (isNumber(value))
    return ctx.stylize('' + value, 'number');
  if (isBoolean(value))
    return ctx.stylize('' + value, 'boolean');
  // For some reason typeof null is "object", so special case here.
  if (isNull(value))
    return ctx.stylize('null', 'null');
}


function formatError(value) {
  return '[' + Error.prototype.toString.call(value) + ']';
}


function formatArray(ctx, value, recurseTimes, visibleKeys, keys) {
  var output = [];
  for (var i = 0, l = value.length; i < l; ++i) {
    if (hasOwnProperty(value, String(i))) {
      output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,
          String(i), true));
    } else {
      output.push('');
    }
  }
  keys.forEach(function(key) {
    if (!key.match(/^\d+$/)) {
      output.push(formatProperty(ctx, value, recurseTimes, visibleKeys,
          key, true));
    }
  });
  return output;
}


function formatProperty(ctx, value, recurseTimes, visibleKeys, key, array) {
  var name, str, desc;
  desc = Object.getOwnPropertyDescriptor(value, key) || { value: value[key] };
  if (desc.get) {
    if (desc.set) {
      str = ctx.stylize('[Getter/Setter]', 'special');
    } else {
      str = ctx.stylize('[Getter]', 'special');
    }
  } else {
    if (desc.set) {
      str = ctx.stylize('[Setter]', 'special');
    }
  }
  if (!hasOwnProperty(visibleKeys, key)) {
    name = '[' + key + ']';
  }
  if (!str) {
    if (ctx.seen.indexOf(desc.value) < 0) {
      if (isNull(recurseTimes)) {
        str = formatValue(ctx, desc.value, null);
      } else {
        str = formatValue(ctx, desc.value, recurseTimes - 1);
      }
      if (str.indexOf('\n') > -1) {
        if (array) {
          str = str.split('\n').map(function(line) {
            return '  ' + line;
          }).join('\n').substr(2);
        } else {
          str = '\n' + str.split('\n').map(function(line) {
            return '   ' + line;
          }).join('\n');
        }
      }
    } else {
      str = ctx.stylize('[Circular]', 'special');
    }
  }
  if (isUndefined(name)) {
    if (array && key.match(/^\d+$/)) {
      return str;
    }
    name = JSON.stringify('' + key);
    if (name.match(/^"([a-zA-Z_][a-zA-Z_0-9]*)"$/)) {
      name = name.substr(1, name.length - 2);
      name = ctx.stylize(name, 'name');
    } else {
      name = name.replace(/'/g, "\\'")
                 .replace(/\\"/g, '"')
                 .replace(/(^"|"$)/g, "'");
      name = ctx.stylize(name, 'string');
    }
  }

  return name + ': ' + str;
}


function reduceToSingleString(output, base, braces) {
  var numLinesEst = 0;
  var length = output.reduce(function(prev, cur) {
    numLinesEst++;
    if (cur.indexOf('\n') >= 0) numLinesEst++;
    return prev + cur.replace(/\u001b\[\d\d?m/g, '').length + 1;
  }, 0);

  if (length > 60) {
    return braces[0] +
           (base === '' ? '' : base + '\n ') +
           ' ' +
           output.join(',\n  ') +
           ' ' +
           braces[1];
  }

  return braces[0] + base + ' ' + output.join(', ') + ' ' + braces[1];
}


// NOTE: These type checking functions intentionally don't use `instanceof`
// because it is fragile and can be easily faked with `Object.create()`.
function isArray(ar) {
  return Array.isArray(ar);
}
exports.isArray = isArray;

function isBoolean(arg) {
  return typeof arg === 'boolean';
}
exports.isBoolean = isBoolean;

function isNull(arg) {
  return arg === null;
}
exports.isNull = isNull;

function isNullOrUndefined(arg) {
  return arg == null;
}
exports.isNullOrUndefined = isNullOrUndefined;

function isNumber(arg) {
  return typeof arg === 'number';
}
exports.isNumber = isNumber;

function isString(arg) {
  return typeof arg === 'string';
}
exports.isString = isString;

function isSymbol(arg) {
  return typeof arg === 'symbol';
}
exports.isSymbol = isSymbol;

function isUndefined(arg) {
  return arg === void 0;
}
exports.isUndefined = isUndefined;

function isRegExp(re) {
  return isObject(re) && objectToString(re) === '[object RegExp]';
}
exports.isRegExp = isRegExp;

function isObject(arg) {
  return typeof arg === 'object' && arg !== null;
}
exports.isObject = isObject;

function isDate(d) {
  return isObject(d) && objectToString(d) === '[object Date]';
}
exports.isDate = isDate;

function isError(e) {
  return isObject(e) &&
      (objectToString(e) === '[object Error]' || e instanceof Error);
}
exports.isError = isError;

function isFunction(arg) {
  return typeof arg === 'function';
}
exports.isFunction = isFunction;

function isPrimitive(arg) {
  return arg === null ||
         typeof arg === 'boolean' ||
         typeof arg === 'number' ||
         typeof arg === 'string' ||
         typeof arg === 'symbol' ||  // ES6 symbol
         typeof arg === 'undefined';
}
exports.isPrimitive = isPrimitive;

exports.isBuffer = require('./support/isBuffer');

function objectToString(o) {
  return Object.prototype.toString.call(o);
}


function pad(n) {
  return n < 10 ? '0' + n.toString(10) : n.toString(10);
}


var months = ['Jan', 'Feb', 'Mar', 'Apr', 'May', 'Jun', 'Jul', 'Aug', 'Sep',
              'Oct', 'Nov', 'Dec'];

// 26 Feb 16:19:34
function timestamp() {
  var d = new Date();
  var time = [pad(d.getHours()),
              pad(d.getMinutes()),
              pad(d.getSeconds())].join(':');
  return [d.getDate(), months[d.getMonth()], time].join(' ');
}


// log is just a thin wrapper to console.log that prepends a timestamp
exports.log = function() {
  console.log('%s - %s', timestamp(), exports.format.apply(exports, arguments));
};


/**
 * Inherit the prototype methods from one constructor into another.
 *
 * The Function.prototype.inherits from lang.js rewritten as a standalone
 * function (not on Function.prototype). NOTE: If this file is to be loaded
 * during bootstrapping this function needs to be rewritten using some native
 * functions as prototype setup using normal JavaScript does not work as
 * expected during bootstrapping (see mirror.js in r114903).
 *
 * @param {function} ctor Constructor function which needs to inherit the
 *     prototype.
 * @param {function} superCtor Constructor function to inherit prototype from.
 */
exports.inherits = require('inherits');

exports._extend = function(origin, add) {
  // Don't do anything if add isn't an object
  if (!add || !isObject(add)) return origin;

  var keys = Object.keys(add);
  var i = keys.length;
  while (i--) {
    origin[keys[i]] = add[keys[i]];
  }
  return origin;
};

function hasOwnProperty(obj, prop) {
  return Object.prototype.hasOwnProperty.call(obj, prop);
}

}).call(this,require('_process'),typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})
},{"./support/isBuffer":94,"_process":73,"inherits":93}],96:[function(require,module,exports){
var ndarray = require('ndarray')
var savePixels = require('save-pixels')
var color = require('color')
var contour = require('contour-2d')

var dirs = {
  "right": [1, 0],
  "left": [-1, 0],
  "top": [0, -1],
  "bottom": [0, 1]
}

var usedColors
var paperSize = [210, 280];

module.exports = function(voxels, colors) {

  colors = colors.map(function(c) {
    var col = color('rgb(' + c.map(function(v) { return v * 255 }).join(', ') + ')')
    return col.hexString()
  })
  usedColors = {}
  var bounds = [[Infinity, Infinity], [0, 0]];
  var layers = sliceLayers(voxels, bounds);

  var boundDims = [
    bounds[1][0] - bounds[0][0],
    bounds[1][1] - bounds[0][1]
  ];

  var ratio = paperSize.map(function(p, i) {
    return p / boundDims[i];
  });

  var size = Math.min(ratio[0], ratio[1]) * (72 / 25.4);

  var canvases = []
  Object.keys(layers).map(function(layer) {
    var canvas = layerCanvas(voxels, layers, layer, size, colors)
    canvases.push(canvas)
  })

  // add a few extra strips of each color at the top, just so theres extra material
  // to use for the construction if there ar e.g. holes or accidents
  var strips = extraStrips(size, Object.keys(usedColors))
  document.body.appendChild(strips)

  canvases.map(function(canv) { document.body.appendChild(canv) })
}

function prepareBoundingBox(x, z, box) {
  box[0][0] = Math.min(box[0][0], x);
  box[0][1] = Math.min(box[0][1], z);

  box[1][0] = Math.max(box[1][0], x);
  box[1][1] = Math.max(box[1][1], z);
}

function sliceLayers(voxels, bounds) {
  var s = voxels.shape
  var layers = {}

  for (var x = 0; x < s[0]; x++) {
    for (var z = 0; z < s[2]; z++) {
      for (var y = 0; y < s[1]; y++) {
        var val = voxels.get(x, y, z)
        if (!val) continue

        prepareBoundingBox(x, z, bounds);

        var dims = [voxels.shape[0] + 4, voxels.shape[2] + 4]
        if (!layers[y]) layers[y] = ndarray(new Uint32Array(dims[0] * dims[1]), dims)
        layers[y].set(x + 2, z + 2, val)
      }
    }
  }

  return layers
}

function extraStrips(size, colors, canvas) {
  if (!canvas) canvas = document.createElement('canvas')
  var w = 10
  var h = colors.length
  canvas.setAttribute('width', w * size)
  canvas.setAttribute('height', h * size)
  var ctx = canvas.getContext('2d')

  for (var x = 0; x < w; x++) {
    for (var z = 0; z < h * 2; z += 2) {
      var currentColor = colors[z / 2]
      ctx.fillStyle = currentColor
      ctx.fillRect(x * size, z * size, size, size)
    }
  }
  
  return canvas
}

function layerCanvas(voxels, layers, layerIdx, size, colors, canvas) {
  if (!canvas) canvas = document.createElement('canvas')
  var layer = layers[layerIdx]
  var w = layer.shape[0]
  var h = layer.shape[1]
  canvas.setAttribute('width', w * size)
  canvas.setAttribute('height', h * size)
  var ctx = canvas.getContext('2d')

  
  for (var x = 0; x < w; x++) {
    for (var z = 0; z < h; z++) {
      var val = layer.get(x, z)
      if (!val) continue
      
      // label page number to keep track of layers after printing
      ctx.fillStyle = "black"
      ctx.font = "10pt Arial"
      ctx.fillText("" + layerIdx, 10, 20)
      
      // fill in colored square
      ctx.fillStyle = colors[val]
      ctx.fillRect(x * size, z * size, size, size)
      usedColors[colors[val]] = true
      
      // render dotted lines
      var neighbors = emptyNeighbors([x,z], layer)
      neighbors.map(function(dir) {
        var d = dirs[dir]
        var nPos = [(x + d[0]), (z + d[1])]
        
        ctx.fillStyle = colors[val]
        ctx.fillRect(nPos[0] * size, nPos[1] * size, size, size)
        
        ctx.beginPath()
        ctx.setLineDash([5])
        var s = [x * size, z * size]
        var end
        if (dir === 'right') {
          s[0] += size
          s[1] += size
          end = [s[0], s[1] - size]
        }
        if (dir === 'left') {
          end = [s[0], s[1] + size]
        }
        if (dir === 'top') {
          end = [s[0] + size, s[1]]
        }
        if (dir === 'bottom') {
          s[1] = s[1] + size
          end = [s[0] + size, s[1]]
        }
        ctx.moveTo(s[0], s[1])
        ctx.lineTo(end[0], end[1])
        ctx.stroke()
      })
    }
  }

  //Render tabs
  var dilated = ndarray(new Uint8Array((w+2)*(h+2)), [w+2, h+2])
  for(var i=0; i<w; ++i) {
    for(var j=0; j<h; ++j) {
      if(layer.get(i,j) !== 0) {
        dilated.set(i+1,j+1,1)
        dilated.set(i,j+1,1)
        dilated.set(i+2,j+1,1)
        dilated.set(i+1,j,1)
        dilated.set(i+1,j+2,1)
      }
    }
  }


  function clamp(x) {
    return (x < 0) ? -1 : ((x > 0) ? 1 : 0)
  }


  var loops = contour(dilated.transpose(1,0))
  for(var n=0; n<loops.length; ++n) {
    var loop = loops[n]
    for(var i=0; i<loop.length; ++i) {
      var a = loop[i]
      var b = loop[(i+1) % loop.length]

      var par  = [b[0]-a[0], b[1]-a[1]].map(clamp)
      var perp = [-par[1], par[0]]

      console.log(par, perp)

      ctx.beginPath()
      ctx.setLineDash([5])

      ctx.moveTo(size*(a[0]-1), 
                 size*(a[1]-1))
      ctx.lineTo(size*(a[0]-1+0.4*(par[0]+0.9*perp[0])), 
                 size*(a[1]-1+0.4*(par[1]+0.9*perp[1])))
      ctx.lineTo(size*(b[0]-1+0.4*(-par[0]+0.9*perp[0])), 
                 size*(b[1]-1+0.4*(-par[1]+0.9*perp[1])))
      ctx.lineTo(size*(b[0]-1), 
                 size*(b[1]-1))

      ctx.stroke()
    }
  }

  
  return canvas
}

function emptyNeighbors(pos, layer) {
  var neighbors = []
  var l = [0, 0]
  var h = layer.shape
  Object.keys(dirs).map(function eachDir(dir) {
    var d = dirs[dir]
    var neighbor = [pos[0] + d[0], pos[1] + d[1]]
    if (neighbor[0] >= l[0] && neighbor[1] >= l[1] &&
        neighbor[0] <= h[0] && neighbor[1] <= h[1]) {
      var val = layer.get(neighbor[0], neighbor[1])
      if (val) return
      neighbors.push(dir)
    }
  })
  return neighbors
}

},{"color":19,"contour-2d":20,"ndarray":39,"save-pixels":87}],97:[function(require,module,exports){
var lsb = require('lsb');
var getPx = require('get-pixels');

function Convert() {
  if (!(this instanceof Convert)) return new Convert();
}
module.exports = Convert;

Convert.prototype.readImage = function(img, done) {
  function decode(data) {
    var text = lsb.decode(data, function(idx) {
      return idx + (idx / 3) | 0;
    });
    // ignore images that weren't generated by voxel-painter
    if (text.slice(0, 14) !== 'voxel-painter:') return done(new Error('Image was not created by voxel-painter.'));
    done(null, text.slice(15));
  }
  if (typeof img === 'string') {
    getPx(img, function(err, pixels) {
      decode(pixels.data);
    });
  } else {
    decode(img);
  }
  return this;
}

Convert.prototype.toVoxels = function(hash, done) {
  var hashChunks = hash.split(':');
  var chunks = {};
  var colors = [0x000000];

  for (var j = 0; j < hashChunks.length; j++) {
    chunks[hashChunks[j][0]] = hashChunks[j].substr(2);
  }

  if (chunks['C']) {
    // decode colors
    colors = [];
    var hexColors = chunks['C'];
    for(var c = 0, nC = hexColors.length/6; c < nC; c++) {
      var hex = hexColors.substr(c * 6, 6);
      colors[c] = this.hex2rgb(hex);
    }
  }

  if (chunks['A']) {
    // decode geo
    var current = [0, 0, 0, 0];
    var data = this.decode(chunks['A']);
    var i = 0, l = data.length;
    var voxels = Object.create(null);
    var bounds = [[-1, -1, -1], [1, 1, 1]];

    while (i < l) {
      var code = data[i++].toString(2);
      if (code.charAt(1) === '1') current[0] += data[i++] - 32;
      if (code.charAt(2) === '1') current[1] += data[i++] - 32;
      if (code.charAt(3) === '1') current[2] += data[i++] - 32;
      if (code.charAt(4) === '1') current[3] += data[i++] - 32;
      if (code.charAt(0) === '1') {
        if (current[0] < 0 && current[0] < bounds[0][0]) bounds[0][0] = current[0];
        if (current[0] > 0 && current[0] > bounds[1][0]) bounds[1][0] = current[0];
        if (current[1] < 0 && current[1] < bounds[0][1]) bounds[0][1] = current[1];
        if (current[1] > 0 && current[1] > bounds[1][1]) bounds[1][1] = current[1];
        if (current[2] < 0 && current[2] < bounds[0][2]) bounds[0][2] = current[2];
        if (current[2] > 0 && current[2] > bounds[1][2]) bounds[1][2] = current[2];
        voxels[current.slice(0, 3).join('|')] = current.slice(3)[0];
      }
    }
  }
  
  return { voxels: voxels, colors: colors, bounds: bounds };
}

Convert.prototype.hex2rgb = function(hex) {
  if (hex[0] === '#') hex = hex.substr(1);
  return [parseInt(hex.substr(0,2), 16)/255, parseInt(hex.substr(2,2), 16)/255, parseInt(hex.substr(4,2), 16)/255];
}

Convert.prototype.decode = function(string) {
  var output = [];
  string.split('').forEach(function(v) {
    output.push("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/".indexOf(v));
  });
  return output;
}

},{"get-pixels":27,"lsb":34}],98:[function(require,module,exports){
function Share(opts) {
  if (!(this instanceof Share)) return new Share(opts || {});
  if (opts.THREE) opts = {game:opts};
  if (!opts.key) throw new Error('Get a key: http://api.imgur.com/');
  this.key      = opts.key;
  this.game     = opts.game;
  this.hashtags = opts.hashtags || '';
  this.message  = opts.message || 'Greetings from voxel.js! @voxeljs';
  this.type     = opts.type    || 'image/png';
  this.quality  = opts.quality || 0.75;
  this.opened   = false;
  this.afterUpload = opts.afterUpload || this.tweet;
}
module.exports = Share;

Share.prototype.open = function(append) {
  this.close();
  this.element = this.createElement();
  append = append || document.body;
  append.appendChild(this.element);
  this.opened = true;
};

Share.prototype.close = function() {
  if (this.element != null) {
    this.element.parentNode.removeChild(this.element);
  }
  this.element = null;
  this.opened = false;
};

Share.prototype.submit = function() {
  var self = this;
  var fd = new FormData();
  fd.append('image', String(this.image.src).split(',')[1]);
  if (this.message) fd.append('description', this.message);
  var xhr = new XMLHttpRequest();
  xhr.open('POST', 'https://api.imgur.com/3/upload');
  var auth = 'Client-ID ' + this.key
  xhr.setRequestHeader('Authorization', auth);
  xhr.onload = function() {
    // todo: error check
    var link = JSON.parse(xhr.responseText).data.link;
    self.afterUpload.call(self, link);
  };
  xhr.send(fd);
};

Share.prototype.tweet = function(imgUrl) {
  var url = 'https://twitter.com/intent/tweet?text=' + encodeURIComponent(this.message) + ' ' + imgUrl + '&hashtags=' + this.hashtags
  window.open(url, 'twitter', 'width=550,height=450');
};

Share.prototype.createElement = function() {
  var self = this;
  var e = document.createElement('div');
  e.className = 'voxel-share';

  // create image
  this.image = new Image();
  this.game.renderer.render(this.game.scene, this.game.camera);
  this.image.src = this.game.element.toDataURL(this.type, this.quality);
  e.appendChild(this.image);

  // create text input
  var msgBox = document.createElement('textarea');
  msgBox.value = this.message;
  e.appendChild(msgBox);
  setTimeout(function() { msgBox.focus(); }, 500);

  // submit button
  var button = document.createElement('button');
  button.innerHTML = 'Upload Image';
  e.appendChild(button);
  button.onclick = function() {
    this.innerHTML = 'Uploading...';
    self.submit();
  };

  return e;
};

},{}]},{},[5]);
