Begin trying to merge mario geometry

  * moved camera back again to see him better.
  * did some geometry merging: crazy looking mario
Start shrinkMario method to try out GeometryUtils

  *No merging geometry actually working
Merge branch 'master' of https://github.com/jonathanpeterwu/mario-threejs into merging-geometry
Add mergeMario method to merge mario geometry,
	* WIP, mario is not rendering.
squishes THREE.GeometryUtils.merge bug
    * we were passing arguments into the function in the wrong order
[fixes #11]] merges all cubes into a single mario mesh
  * our problem was that we were trying to merge the GEOMETRY of each cube
    to the mesh. what we should have been doing is merging the MESH. sigh.
    * this totally slipped my mind. a geometry is just has all the points and
      faces for the shape, which is why it wasn't rendering for us.
    * from the docs: A mesh is an object that takes a geometry, and applies a
      material to it, which we then can insert to our scene

TODO
  * currently, mario is neon green. we should probably change that
      * we need to figure a way to apply the correct color to each cube
        in our merging loop

STRETCH
  * only merge specific parts of mario's body so that we can animate each
    chunk individually when he jumps! (ie. head/torso/arms/legs)
creates acid color-changing version of mario
  * why on earth is this happening?!
replaces Factory design with a simple array of Cube objects
  * pulls THREE geometry and material out of the Cube constructor function
    * we don't need to create a new geometry for every single cube. we can
      just past that value in when we create each mesh
  * attempting to use THREE.Color to manipulate each mesh instead of creating
    a new material every time, too
  * removes unnecessary semicolons
  * moves Cube related functions up to the top, since that's what we're looking
    at most of the time, anyway
[#11] successfully renders mario after merging geometries
  * reverted from version 61 to 58 in order to use .setMaterialIndex
  * MeshFaceMaterial's use case seems to usually be for people who want to
    set a different color/material to each face of a cube. however, i think
    using .setMaterialIndex() lets us attach an index to each cube itself,
    instead of each face of every cube.
removes THREE.material creation from JSON > Cube object creation loop
  * we create and apply those materials to the materialIndex during
    the mergeGeometry loop anyway
  * refactored for loops to use cached length
Refactor merginf cubes for loop
  * add CubeCreature prototype with mergeCubes function
  * make code more OO
  * get some of the for loops inside functions
Merge pull request #13 from jonathanpeterwu/merging-geometry

merging-geometry
Sweet!