From 99e73e409c22dbf505dd12d034b572515fd06bc5 Mon Sep 17 00:00:00 2001 From: yushijinhun Date: Mon, 12 Feb 2018 14:45:40 +0800 Subject: [PATCH] update build output --- js/build/revision | 1 + js/build/skinview3d.js | 1299 ++++++++++++++++++++++++++ js/build/skinview3d.js.map | 1 + js/{ => build}/skinview3d.min.js | 0 js/{ => build}/skinview3d.min.js.map | 0 js/build/skinview3d.module.js | 1281 +++++++++++++++++++++++++ js/build/skinview3d.module.js.map | 1 + 7 files changed, 2583 insertions(+) create mode 100644 js/build/revision create mode 100644 js/build/skinview3d.js create mode 100644 js/build/skinview3d.js.map rename js/{ => build}/skinview3d.min.js (100%) rename js/{ => build}/skinview3d.min.js.map (100%) create mode 100644 js/build/skinview3d.module.js create mode 100644 js/build/skinview3d.module.js.map diff --git a/js/build/revision b/js/build/revision new file mode 100644 index 0000000..21ccbdc --- /dev/null +++ b/js/build/revision @@ -0,0 +1 @@ +c988c185ee1562e1a293eb264848a273a9d4ec50 diff --git a/js/build/skinview3d.js b/js/build/skinview3d.js new file mode 100644 index 0000000..4337eda --- /dev/null +++ b/js/build/skinview3d.js @@ -0,0 +1,1299 @@ +/** + * skinview3d (https://github.com/to2mbn/skinview3d) + * + * MIT License + * + * Original work Copyright (c) 2014-2018 Kent Rasmussen + * Modified work Copyright (c) 2017-2018 Haowei Wen, Sean Boult, Pig Fang and 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 (global, factory) { + typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('three')) : + typeof define === 'function' && define.amd ? define(['exports', 'three'], factory) : + (factory((global.skinview3d = {}),global.THREE)); +}(this, (function (exports,THREE) { 'use strict'; + + var classCallCheck = function (instance, Constructor) { + if (!(instance instanceof Constructor)) { + throw new TypeError("Cannot call a class as a function"); + } + }; + + var createClass = function () { + function defineProperties(target, props) { + for (var i = 0; i < props.length; i++) { + var descriptor = props[i]; + descriptor.enumerable = descriptor.enumerable || false; + descriptor.configurable = true; + if ("value" in descriptor) descriptor.writable = true; + Object.defineProperty(target, descriptor.key, descriptor); + } + } + + return function (Constructor, protoProps, staticProps) { + if (protoProps) defineProperties(Constructor.prototype, protoProps); + if (staticProps) defineProperties(Constructor, staticProps); + return Constructor; + }; + }(); + + + + + + + + + + var inherits = function (subClass, superClass) { + if (typeof superClass !== "function" && superClass !== null) { + throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); + } + + subClass.prototype = Object.create(superClass && superClass.prototype, { + constructor: { + value: subClass, + enumerable: false, + writable: true, + configurable: true + } + }); + if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; + }; + + + + + + + + + + + + var possibleConstructorReturn = function (self, call) { + if (!self) { + throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); + } + + return call && (typeof call === "object" || typeof call === "function") ? call : self; + }; + + function toFaceVertices(x1, y1, x2, y2, w, h) { + return [new THREE.Vector2(x1 / w, 1.0 - y2 / h), new THREE.Vector2(x2 / w, 1.0 - y2 / h), new THREE.Vector2(x2 / w, 1.0 - y1 / h), new THREE.Vector2(x1 / w, 1.0 - y1 / h)]; + } + + function toSkinVertices(x1, y1, x2, y2) { + return toFaceVertices(x1, y1, x2, y2, 64.0, 64.0); + } + + function toCapeVertices(x1, y1, x2, y2) { + return toFaceVertices(x1, y1, x2, y2, 64.0, 32.0); + } + + function addVertices(box, top, bottom, left, front, right, back) { + box.faceVertexUvs[0] = []; + box.faceVertexUvs[0][0] = [right[3], right[0], right[2]]; + box.faceVertexUvs[0][1] = [right[0], right[1], right[2]]; + box.faceVertexUvs[0][2] = [left[3], left[0], left[2]]; + box.faceVertexUvs[0][3] = [left[0], left[1], left[2]]; + box.faceVertexUvs[0][4] = [top[3], top[0], top[2]]; + box.faceVertexUvs[0][5] = [top[0], top[1], top[2]]; + box.faceVertexUvs[0][6] = [bottom[0], bottom[3], bottom[1]]; + box.faceVertexUvs[0][7] = [bottom[3], bottom[2], bottom[1]]; + box.faceVertexUvs[0][8] = [front[3], front[0], front[2]]; + box.faceVertexUvs[0][9] = [front[0], front[1], front[2]]; + box.faceVertexUvs[0][10] = [back[3], back[0], back[2]]; + box.faceVertexUvs[0][11] = [back[0], back[1], back[2]]; + } + + var esp = 0.002; + + var SkinObject = function (_THREE$Group) { + inherits(SkinObject, _THREE$Group); + + function SkinObject(slim, layer1Material, layer2Material) { + classCallCheck(this, SkinObject); + + var _this = possibleConstructorReturn(this, (SkinObject.__proto__ || Object.getPrototypeOf(SkinObject)).call(this)); + + _this.slim = slim; + + // Head + _this.head = new THREE.Group(); + + var headBox = new THREE.BoxGeometry(8, 8, 8, 0, 0, 0); + addVertices(headBox, toSkinVertices(8, 0, 16, 8), toSkinVertices(16, 0, 24, 8), toSkinVertices(0, 8, 8, 16), toSkinVertices(8, 8, 16, 16), toSkinVertices(16, 8, 24, 16), toSkinVertices(24, 8, 32, 16)); + var headMesh = new THREE.Mesh(headBox, layer1Material); + _this.head.add(headMesh); + + var head2Box = new THREE.BoxGeometry(9, 9, 9, 0, 0, 0); + addVertices(head2Box, toSkinVertices(40, 0, 48, 8), toSkinVertices(48, 0, 56, 8), toSkinVertices(32, 8, 40, 16), toSkinVertices(40, 8, 48, 16), toSkinVertices(48, 8, 56, 16), toSkinVertices(56, 8, 64, 16)); + var head2Mesh = new THREE.Mesh(head2Box, layer2Material); + head2Mesh.renderOrder = -1; + _this.head.add(head2Mesh); + + _this.add(_this.head); + + // Body + _this.body = new THREE.Group(); + + var bodyBox = new THREE.BoxGeometry(8, 12, 4, 0, 0, 0); + addVertices(bodyBox, toSkinVertices(20, 16, 28, 20), toSkinVertices(28, 16, 36, 20), toSkinVertices(16, 20, 20, 32), toSkinVertices(20, 20, 28, 32), toSkinVertices(28, 20, 32, 32), toSkinVertices(32, 20, 40, 32)); + var bodyMesh = new THREE.Mesh(bodyBox, layer1Material); + _this.body.add(bodyMesh); + + var body2Box = new THREE.BoxGeometry(9, 13.5, 4.5, 0, 0, 0); + addVertices(body2Box, toSkinVertices(20, 32, 28, 36), toSkinVertices(28, 32, 36, 36), toSkinVertices(16, 36, 20, 48), toSkinVertices(20, 36, 28, 48), toSkinVertices(28, 36, 32, 48), toSkinVertices(32, 36, 40, 48)); + var body2Mesh = new THREE.Mesh(body2Box, layer2Material); + _this.body.add(body2Mesh); + + _this.body.position.y = -10; + _this.add(_this.body); + + // Right Arm + _this.rightArm = new THREE.Group(); + var rightArmPivot = new THREE.Group(); + + var rightArmBox = new THREE.BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0); + if (slim) { + addVertices(rightArmBox, toSkinVertices(44, 16, 47, 20), toSkinVertices(47, 16, 50, 20), toSkinVertices(40, 20, 44, 32), toSkinVertices(44, 20, 47, 32), toSkinVertices(47, 20, 51, 32), toSkinVertices(51, 20, 54, 32)); + } else { + addVertices(rightArmBox, toSkinVertices(44, 16, 48, 20), toSkinVertices(48, 16, 52, 20), toSkinVertices(40, 20, 44, 32), toSkinVertices(44, 20, 48, 32), toSkinVertices(48, 20, 52, 32), toSkinVertices(52, 20, 56, 32)); + } + var rightArmMesh = new THREE.Mesh(rightArmBox, layer1Material); + rightArmPivot.add(rightArmMesh); + + var rightArm2Box = new THREE.BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + if (slim) { + addVertices(rightArm2Box, toSkinVertices(44, 32, 47, 36), toSkinVertices(47, 32, 50, 36), toSkinVertices(40, 36, 44, 48), toSkinVertices(44, 36, 47, 48), toSkinVertices(47, 36, 51, 48), toSkinVertices(51, 36, 54, 48)); + } else { + addVertices(rightArm2Box, toSkinVertices(44, 32, 48, 36), toSkinVertices(48, 32, 52, 36), toSkinVertices(40, 36, 44, 48), toSkinVertices(44, 36, 48, 48), toSkinVertices(48, 36, 52, 48), toSkinVertices(52, 36, 56, 48)); + } + var rightArm2Mesh = new THREE.Mesh(rightArm2Box, layer2Material); + rightArm2Mesh.renderOrder = 1; + rightArmPivot.add(rightArm2Mesh); + + rightArmPivot.position.y = -6; + _this.rightArm.add(rightArmPivot); + _this.rightArm.position.y = -4; + _this.rightArm.position.x = slim ? -5.5 : -6; + _this.add(_this.rightArm); + + // Left Arm + _this.leftArm = new THREE.Group(); + var leftArmPivot = new THREE.Group(); + + var leftArmBox = new THREE.BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0); + if (slim) { + addVertices(leftArmBox, toSkinVertices(36, 48, 39, 52), toSkinVertices(39, 48, 42, 52), toSkinVertices(32, 52, 36, 64), toSkinVertices(36, 52, 39, 64), toSkinVertices(39, 52, 43, 64), toSkinVertices(43, 52, 46, 64)); + } else { + addVertices(leftArmBox, toSkinVertices(36, 48, 40, 52), toSkinVertices(40, 48, 44, 52), toSkinVertices(32, 52, 36, 64), toSkinVertices(36, 52, 40, 64), toSkinVertices(40, 52, 44, 64), toSkinVertices(44, 52, 48, 64)); + } + var leftArmMesh = new THREE.Mesh(leftArmBox, layer1Material); + leftArmPivot.add(leftArmMesh); + + var leftArm2Box = new THREE.BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + if (slim) { + addVertices(leftArm2Box, toSkinVertices(52, 48, 55, 52), toSkinVertices(55, 48, 58, 52), toSkinVertices(48, 52, 52, 64), toSkinVertices(52, 52, 55, 64), toSkinVertices(55, 52, 59, 64), toSkinVertices(59, 52, 62, 64)); + } else { + addVertices(leftArm2Box, toSkinVertices(52, 48, 56, 52), toSkinVertices(56, 48, 60, 52), toSkinVertices(48, 52, 52, 64), toSkinVertices(52, 52, 56, 64), toSkinVertices(56, 52, 60, 64), toSkinVertices(60, 52, 64, 64)); + } + var leftArm2Mesh = new THREE.Mesh(leftArm2Box, layer2Material); + leftArm2Mesh.renderOrder = 1; + leftArmPivot.add(leftArm2Mesh); + + leftArmPivot.position.y = -6; + _this.leftArm.add(leftArmPivot); + _this.leftArm.position.y = -4; + _this.leftArm.position.x = slim ? 5.5 : 6; + _this.add(_this.leftArm); + + // Right Leg + _this.rightLeg = new THREE.Group(); + var rightLegPivot = new THREE.Group(); + + var rightLegBox = new THREE.BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0); + addVertices(rightLegBox, toSkinVertices(4, 16, 8, 20), toSkinVertices(8, 16, 12, 20), toSkinVertices(0, 20, 4, 32), toSkinVertices(4, 20, 8, 32), toSkinVertices(8, 20, 12, 32), toSkinVertices(12, 20, 16, 32)); + var rightLegMesh = new THREE.Mesh(rightLegBox, layer1Material); + rightLegPivot.add(rightLegMesh); + + var rightLeg2Box = new THREE.BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + addVertices(rightLeg2Box, toSkinVertices(4, 32, 8, 36), toSkinVertices(8, 32, 12, 36), toSkinVertices(0, 36, 4, 48), toSkinVertices(4, 36, 8, 48), toSkinVertices(8, 36, 12, 48), toSkinVertices(12, 36, 16, 48)); + var rightLeg2Mesh = new THREE.Mesh(rightLeg2Box, layer2Material); + rightLeg2Mesh.renderOrder = 1; + rightLegPivot.add(rightLeg2Mesh); + + rightLegPivot.position.y = -6; + _this.rightLeg.add(rightLegPivot); + _this.rightLeg.position.y = -16; + _this.rightLeg.position.x = -2; + _this.add(_this.rightLeg); + + // Left Leg + _this.leftLeg = new THREE.Group(); + var leftLegPivot = new THREE.Group(); + + var leftLegBox = new THREE.BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0); + addVertices(leftLegBox, toSkinVertices(20, 48, 24, 52), toSkinVertices(24, 48, 28, 52), toSkinVertices(16, 52, 20, 64), toSkinVertices(20, 52, 24, 64), toSkinVertices(24, 52, 28, 64), toSkinVertices(28, 52, 32, 64)); + var leftLegMesh = new THREE.Mesh(leftLegBox, layer1Material); + leftLegPivot.add(leftLegMesh); + + var leftLeg2Box = new THREE.BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + addVertices(leftLeg2Box, toSkinVertices(4, 48, 8, 52), toSkinVertices(8, 48, 12, 52), toSkinVertices(0, 52, 4, 64), toSkinVertices(4, 52, 8, 64), toSkinVertices(8, 52, 12, 64), toSkinVertices(12, 52, 16, 64)); + var leftLeg2Mesh = new THREE.Mesh(leftLeg2Box, layer2Material); + leftLeg2Mesh.renderOrder = 1; + leftLegPivot.add(leftLeg2Mesh); + + leftLegPivot.position.y = -6; + _this.leftLeg.add(leftLegPivot); + _this.leftLeg.position.y = -16; + _this.leftLeg.position.x = 2; + _this.add(_this.leftLeg); + return _this; + } + + return SkinObject; + }(THREE.Group); + + var CapeObject = function (_THREE$Group2) { + inherits(CapeObject, _THREE$Group2); + + function CapeObject(capeMaterial) { + classCallCheck(this, CapeObject); + + // back = outside + // front = inside + var _this2 = possibleConstructorReturn(this, (CapeObject.__proto__ || Object.getPrototypeOf(CapeObject)).call(this)); + + var capeBox = new THREE.BoxGeometry(10, 16, 1, 0, 0, 0); + addVertices(capeBox, toCapeVertices(1, 0, 11, 1), toCapeVertices(11, 0, 21, 1), toCapeVertices(11, 1, 12, 17), toCapeVertices(12, 1, 22, 17), toCapeVertices(0, 1, 1, 17), toCapeVertices(1, 1, 11, 17)); + _this2.cape = new THREE.Mesh(capeBox, capeMaterial); + _this2.cape.position.y = -8; + _this2.cape.position.z = -0.5; + _this2.add(_this2.cape); + return _this2; + } + + return CapeObject; + }(THREE.Group); + + var PlayerObject = function (_THREE$Group3) { + inherits(PlayerObject, _THREE$Group3); + + function PlayerObject(slim, layer1Material, layer2Material, capeMaterial) { + classCallCheck(this, PlayerObject); + + var _this3 = possibleConstructorReturn(this, (PlayerObject.__proto__ || Object.getPrototypeOf(PlayerObject)).call(this)); + + _this3.skin = new SkinObject(slim, layer1Material, layer2Material); + _this3.skin.visible = false; + _this3.add(_this3.skin); + + _this3.cape = new CapeObject(capeMaterial); + _this3.cape.position.z = -2; + _this3.cape.position.y = -4; + _this3.cape.rotation.x = 25 * Math.PI / 180; + _this3.cape.visible = false; + _this3.add(_this3.cape); + return _this3; + } + + return PlayerObject; + }(THREE.Group); + + function invokeAnimation(animation, player, time) { + if (animation instanceof CompositeAnimation) { + animation.play(player, time); + } else if (animation instanceof Function) { + animation(player, time); + } else { + throw "Not an animation: " + animation; + } + } + + var AnimationHandle = function () { + function AnimationHandle(animation) { + classCallCheck(this, AnimationHandle); + + this.animation = animation; + this.paused = this._paused = false; + this.speed = this._speed = 1.0; + this._lastChange = null; + this._lastChangeX = null; + } + + createClass(AnimationHandle, [{ + key: "play", + value: function play(player, time) { + if (this._lastChange === null) { + this._lastChange = time; + this._lastChangeX = 0; + } else if (this.paused !== this._paused || this.speed !== this._speed) { + var dt = time - this._lastChange; + if (this._paused === false) { + this._lastChangeX += dt * this._speed; + } + this._paused = this.paused; + this._speed = this.speed; + this._lastChange = time; + } + if (this.paused === false) { + var _dt = time - this._lastChange; + var x = this._lastChangeX + this.speed * _dt; + invokeAnimation(this.animation, player, x); + } + } + }, { + key: "reset", + value: function reset() { + this._lastChange = null; + } + }]); + return AnimationHandle; + }(); + + var CompositeAnimation = function () { + function CompositeAnimation() { + classCallCheck(this, CompositeAnimation); + + this.handles = new Set(); + } + + createClass(CompositeAnimation, [{ + key: "add", + value: function add(animation) { + var _this = this; + + var handle = new AnimationHandle(animation); + handle.remove = function () { + return _this.handles.delete(handle); + }; + this.handles.add(handle); + return handle; + } + }, { + key: "play", + value: function play(player, time) { + this.handles.forEach(function (handle) { + return handle.play(player, time); + }); + } + }]); + return CompositeAnimation; + }(); + + var WalkingAnimation = function WalkingAnimation(player, time) { + var skin = player.skin; + + // Multiply by animation's natural speed + time *= 8; + + // Leg swing + skin.leftLeg.rotation.x = Math.sin(time) * 0.5; + skin.rightLeg.rotation.x = Math.sin(time + Math.PI) * 0.5; + + // Arm swing + skin.leftArm.rotation.x = Math.sin(time + Math.PI) * 0.5; + skin.rightArm.rotation.x = Math.sin(time) * 0.5; + var basicArmRotationZ = Math.PI * 0.02; + skin.leftArm.rotation.z = Math.cos(time) * 0.03 + basicArmRotationZ; + skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.03 - basicArmRotationZ; + + // Head shaking with different frequency & amplitude + skin.head.rotation.y = Math.sin(time / 4) * 0.2; + skin.head.rotation.x = Math.sin(time / 5) * 0.1; + + // Always add an angle for cape around the x axis + var basicCapeRotationX = Math.PI * 0.06; + player.cape.rotation.x = Math.sin(time / 1.5) * 0.06 + basicCapeRotationX; + }; + + var RunningAnimation = function RunningAnimation(player, time) { + var skin = player.skin; + + time *= 15; + + // Leg swing with larger amplitude + skin.leftLeg.rotation.x = Math.cos(time + Math.PI) * 1.3; + skin.rightLeg.rotation.x = Math.cos(time) * 1.3; + + // Arm swing + skin.leftArm.rotation.x = Math.cos(time) * 1.5; + skin.rightArm.rotation.x = Math.cos(time + Math.PI) * 1.5; + var basicArmRotationZ = Math.PI * 0.1; + skin.leftArm.rotation.z = Math.cos(time) * 0.1 + basicArmRotationZ; + skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.1 - basicArmRotationZ; + + // Jumping + player.position.y = Math.cos(time * 2); + // Dodging when running + player.position.x = Math.cos(time) * 0.15; + // Slightly tilting when running + player.rotation.z = Math.cos(time + Math.PI) * 0.01; + + // Apply higher swing frequency, lower amplitude, + // and greater basic rotation around x axis, + // to cape when running. + var basicCapeRotationX = Math.PI * 0.3; + player.cape.rotation.x = Math.sin(time * 2) * 0.1 + basicCapeRotationX; + + // What about head shaking? + // You shouldn't glance right and left when running dude :P + }; + + var RotatingAnimation = function RotatingAnimation(player, time) { + player.rotation.y = time; + }; + + function copyImage(context, sX, sY, w, h, dX, dY, flipHorizontal) { + var imgData = context.getImageData(sX, sY, w, h); + if (flipHorizontal) { + for (var y = 0; y < h; y++) { + for (var x = 0; x < w / 2; x++) { + var index = (x + y * w) * 4; + var index2 = (w - x - 1 + y * w) * 4; + var pA1 = imgData.data[index]; + var pA2 = imgData.data[index + 1]; + var pA3 = imgData.data[index + 2]; + var pA4 = imgData.data[index + 3]; + + var pB1 = imgData.data[index2]; + var pB2 = imgData.data[index2 + 1]; + var pB3 = imgData.data[index2 + 2]; + var pB4 = imgData.data[index2 + 3]; + + imgData.data[index] = pB1; + imgData.data[index + 1] = pB2; + imgData.data[index + 2] = pB3; + imgData.data[index + 3] = pB4; + + imgData.data[index2] = pA1; + imgData.data[index2 + 1] = pA2; + imgData.data[index2 + 2] = pA3; + imgData.data[index2 + 3] = pA4; + } + } + } + context.putImageData(imgData, dX, dY); + } + + function convertSkinTo1_8(context, width) { + var scale = width / 64.0; + var copySkin = function copySkin(context, sX, sY, w, h, dX, dY, flipHorizontal) { + return copyImage(context, sX * scale, sY * scale, w * scale, h * scale, dX * scale, dY * scale, flipHorizontal); + }; + + copySkin(context, 4, 16, 4, 4, 20, 48, true); // Top Leg + copySkin(context, 8, 16, 4, 4, 24, 48, true); // Bottom Leg + copySkin(context, 0, 20, 4, 12, 24, 52, true); // Outer Leg + copySkin(context, 4, 20, 4, 12, 20, 52, true); // Front Leg + copySkin(context, 8, 20, 4, 12, 16, 52, true); // Inner Leg + copySkin(context, 12, 20, 4, 12, 28, 52, true); // Back Leg + copySkin(context, 44, 16, 4, 4, 36, 48, true); // Top Arm + copySkin(context, 48, 16, 4, 4, 40, 48, true); // Bottom Arm + copySkin(context, 40, 20, 4, 12, 40, 52, true); // Outer Arm + copySkin(context, 44, 20, 4, 12, 36, 52, true); // Front Arm + copySkin(context, 48, 20, 4, 12, 32, 52, true); // Inner Arm + copySkin(context, 52, 20, 4, 12, 44, 52, true); // Back Arm + } + + var SkinViewer = function () { + function SkinViewer(options) { + var _this = this; + + classCallCheck(this, SkinViewer); + + this.domElement = options.domElement; + this.animation = options.animation || null; + this.animationPaused = false; + this.animationTime = 0; + this.disposed = false; + + // texture + this.skinImg = new Image(); + this.skinCanvas = document.createElement("canvas"); + this.skinTexture = new THREE.Texture(this.skinCanvas); + this.skinTexture.magFilter = THREE.NearestFilter; + this.skinTexture.minFilter = THREE.NearestMipMapNearestFilter; + + this.capeImg = new Image(); + this.capeCanvas = document.createElement("canvas"); + this.capeTexture = new THREE.Texture(this.capeCanvas); + this.capeTexture.magFilter = THREE.NearestFilter; + this.capeTexture.minFilter = THREE.NearestMipMapNearestFilter; + + this.layer1Material = new THREE.MeshBasicMaterial({ map: this.skinTexture, side: THREE.FrontSide }); + this.layer2Material = new THREE.MeshBasicMaterial({ map: this.skinTexture, transparent: true, opacity: 1, side: THREE.DoubleSide }); + this.capeMaterial = new THREE.MeshBasicMaterial({ map: this.capeTexture }); + + // scene + this.scene = new THREE.Scene(); + + // Use smaller fov to avoid distortion + this.camera = new THREE.PerspectiveCamera(40); + this.camera.position.y = -12; + this.camera.position.z = 60; + + this.renderer = new THREE.WebGLRenderer({ angleRot: true, alpha: true, antialias: false }); + this.renderer.setSize(300, 300); // default size + this.renderer.context.getShaderInfoLog = function () { + return ""; + }; // shut firefox up + this.domElement.appendChild(this.renderer.domElement); + + this.playerObject = new PlayerObject(options.slim === true, this.layer1Material, this.layer2Material, this.capeMaterial); + this.scene.add(this.playerObject); + + // texture loading + this.skinImg.crossOrigin = ""; + this.skinImg.onerror = function () { + return console.error("Failed loading " + _this.skinImg.src); + }; + this.skinImg.onload = function () { + var isOldFormat = false; + if (_this.skinImg.width !== _this.skinImg.height) { + if (_this.skinImg.width === 2 * _this.skinImg.height) { + isOldFormat = true; + } else { + console.error("Bad skin size"); + return; + } + } + + var skinContext = _this.skinCanvas.getContext("2d"); + if (isOldFormat) { + var width = _this.skinImg.width; + _this.skinCanvas.width = width; + _this.skinCanvas.height = width; + skinContext.clearRect(0, 0, width, width); + skinContext.drawImage(_this.skinImg, 0, 0, width, width / 2.0); + convertSkinTo1_8(skinContext, width); + } else { + _this.skinCanvas.width = _this.skinImg.width; + _this.skinCanvas.height = _this.skinImg.height; + skinContext.clearRect(0, 0, _this.skinCanvas.width, _this.skinCanvas.height); + skinContext.drawImage(_this.skinImg, 0, 0, _this.skinCanvas.width, _this.skinCanvas.height); + } + + _this.skinTexture.needsUpdate = true; + _this.layer1Material.needsUpdate = true; + _this.layer2Material.needsUpdate = true; + + _this.playerObject.skin.visible = true; + }; + + this.capeImg.crossOrigin = ""; + this.capeImg.onerror = function () { + return console.error("Failed loading " + _this.capeImg.src); + }; + this.capeImg.onload = function () { + var isOldFormat = false; + if (_this.capeImg.width !== 2 * _this.capeImg.height) { + if (_this.capeImg.width * 17 == _this.capeImg.height * 22) { + // width/height = 22/17 + isOldFormat = true; + } else { + console.error("Bad cape size"); + return; + } + } + + var capeContext = _this.capeCanvas.getContext("2d"); + if (isOldFormat) { + var width = _this.capeImg.width * 64 / 22; + _this.capeCanvas.width = width; + _this.capeCanvas.height = width / 2; + } else { + _this.capeCanvas.width = _this.capeImg.width; + _this.capeCanvas.height = _this.capeImg.height; + } + capeContext.clearRect(0, 0, _this.capeCanvas.width, _this.capeCanvas.height); + capeContext.drawImage(_this.capeImg, 0, 0, _this.capeImg.width, _this.capeImg.height); + + _this.capeTexture.needsUpdate = true; + _this.capeMaterial.needsUpdate = true; + + _this.playerObject.cape.visible = true; + }; + + if (options.skinUrl) this.skinUrl = options.skinUrl; + if (options.capeUrl) this.capeUrl = options.capeUrl; + if (options.width) this.width = options.width; + if (options.height) this.height = options.height; + + var draw = function draw() { + if (_this.disposed) return; + window.requestAnimationFrame(draw); + if (!_this.animationPaused) { + _this.animationTime++; + if (_this.animation) { + invokeAnimation(_this.animation, _this.playerObject, _this.animationTime / 100.0); + } + } + _this.renderer.render(_this.scene, _this.camera); + }; + draw(); + } + + createClass(SkinViewer, [{ + key: "setSize", + value: function setSize(width, height) { + this.camera.aspect = width / height; + this.camera.updateProjectionMatrix(); + this.renderer.setSize(width, height); + } + }, { + key: "dispose", + value: function dispose() { + this.disposed = true; + this.domElement.removeChild(this.renderer.domElement); + this.renderer.dispose(); + this.skinTexture.dispose(); + this.capeTexture.dispose(); + } + }, { + key: "skinUrl", + get: function get$$1() { + return this.skinImg.src; + }, + set: function set$$1(url) { + this.skinImg.src = url; + } + }, { + key: "capeUrl", + get: function get$$1() { + return this.capeImg.src; + }, + set: function set$$1(url) { + this.capeImg.src = url; + } + }, { + key: "width", + get: function get$$1() { + return this.renderer.getSize().width; + }, + set: function set$$1(newWidth) { + this.setSize(newWidth, this.height); + } + }, { + key: "height", + get: function get$$1() { + return this.renderer.getSize().height; + }, + set: function set$$1(newHeight) { + this.setSize(this.width, newHeight); + } + }]); + return SkinViewer; + }(); + + var OrbitControls = function (_THREE$EventDispatche) { + inherits(OrbitControls, _THREE$EventDispatche); + + /** + * @preserve + * The code was originally from https://github.com/mrdoob/three.js/blob/d45a042cf962e9b1aa9441810ba118647b48aacb/examples/js/controls/OrbitControls.js + */ + /** + * @license + * Copyright (C) 2010-2017 three.js authors + * + * 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. + * + * + * @author qiao / https://github.com/qiao + * @author mrdoob / http://mrdoob.com + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author erich666 / http://erichaines.com + */ + + // This set of controls performs orbiting, dollying (zooming), and panning. + // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). + // + // Orbit - left mouse / touch: one finger move + // Zoom - middle mouse, or mousewheel / touch: two finger spread or squish + // Pan - right mouse, or arrow keys / touch: three finger swipe + + function OrbitControls(object, domElement) { + classCallCheck(this, OrbitControls); + + var _this = possibleConstructorReturn(this, (OrbitControls.__proto__ || Object.getPrototypeOf(OrbitControls)).call(this)); + + _this.object = object; + _this.domElement = domElement !== undefined ? domElement : document; + + // Set to false to disable this control + _this.enabled = true; + + // "target" sets the location of focus, where the object orbits around + _this.target = new THREE.Vector3(); + + // How far you can dolly in and out (PerspectiveCamera only) + _this.minDistance = 0; + _this.maxDistance = Infinity; + + // How far you can zoom in and out (OrthographicCamera only) + _this.minZoom = 0; + _this.maxZoom = Infinity; + + // How far you can orbit vertically, upper and lower limits. + // Range is 0 to Math.PI radians. + _this.minPolarAngle = 0; // radians + _this.maxPolarAngle = Math.PI; // radians + + // How far you can orbit horizontally, upper and lower limits. + // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. + _this.minAzimuthAngle = -Infinity; // radians + _this.maxAzimuthAngle = Infinity; // radians + + // Set to true to enable damping (inertia) + // If damping is enabled, you must call controls.update() in your animation loop + _this.enableDamping = false; + _this.dampingFactor = 0.25; + + // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. + // Set to false to disable zooming + _this.enableZoom = true; + _this.zoomSpeed = 1.0; + + // Set to false to disable rotating + _this.enableRotate = true; + _this.rotateSpeed = 1.0; + + // Set to false to disable panning + _this.enablePan = true; + _this.keyPanSpeed = 7.0; // pixels moved per arrow key push + + // Set to true to automatically rotate around the target + // If auto-rotate is enabled, you must call controls.update() in your animation loop + _this.autoRotate = false; + _this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 + + // Set to false to disable use of the keys + _this.enableKeys = true; + + // The four arrow keys + _this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; + + // Mouse buttons + _this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT }; + + // for reset + _this.target0 = _this.target.clone(); + _this.position0 = _this.object.position.clone(); + _this.zoom0 = _this.object.zoom; + + // + // public methods + // + _this.getPolarAngle = function () { + return spherical.phi; + }; + _this.getAzimuthalAngle = function () { + return spherical.theta; + }; + _this.saveState = function () { + scope.target0.copy(scope.target); + scope.position0.copy(scope.object.position); + scope.zoom0 = scope.object.zoom; + }; + _this.reset = function () { + scope.target.copy(scope.target0); + scope.object.position.copy(scope.position0); + scope.object.zoom = scope.zoom0; + scope.object.updateProjectionMatrix(); + scope.dispatchEvent(changeEvent); + scope.update(); + state = STATE.NONE; + }; + + // this method is exposed, but perhaps it would be better if we can make it private... + _this.update = function () { + var offset = new THREE.Vector3(); + // so camera.up is the orbit axis + var quat = new THREE.Quaternion().setFromUnitVectors(object.up, new THREE.Vector3(0, 1, 0)); + var quatInverse = quat.clone().inverse(); + var lastPosition = new THREE.Vector3(); + var lastQuaternion = new THREE.Quaternion(); + return function update() { + var position = scope.object.position; + offset.copy(position).sub(scope.target); + // rotate offset to "y-axis-is-up" space + offset.applyQuaternion(quat); + // angle from z-axis around y-axis + spherical.setFromVector3(offset); + if (scope.autoRotate && state === STATE.NONE) { + rotateLeft(getAutoRotationAngle()); + } + spherical.theta += sphericalDelta.theta; + spherical.phi += sphericalDelta.phi; + // restrict theta to be between desired limits + spherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta)); + // restrict phi to be between desired limits + spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi)); + spherical.makeSafe(); + spherical.radius *= scale; + // restrict radius to be between desired limits + spherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius)); + // move target to panned location + scope.target.add(panOffset); + offset.setFromSpherical(spherical); + // rotate offset back to "camera-up-vector-is-up" space + offset.applyQuaternion(quatInverse); + position.copy(scope.target).add(offset); + scope.object.lookAt(scope.target); + if (scope.enableDamping === true) { + sphericalDelta.theta *= 1 - scope.dampingFactor; + sphericalDelta.phi *= 1 - scope.dampingFactor; + } else { + sphericalDelta.set(0, 0, 0); + } + scale = 1; + panOffset.set(0, 0, 0); + // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + if (zoomChanged || lastPosition.distanceToSquared(scope.object.position) > EPS || 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) { + scope.dispatchEvent(changeEvent); + lastPosition.copy(scope.object.position); + lastQuaternion.copy(scope.object.quaternion); + zoomChanged = false; + return true; + } + return false; + }; + }(); + _this.dispose = function () { + scope.domElement.removeEventListener("contextmenu", onContextMenu, false); + scope.domElement.removeEventListener("mousedown", onMouseDown, false); + scope.domElement.removeEventListener("wheel", onMouseWheel, false); + scope.domElement.removeEventListener("touchstart", onTouchStart, false); + scope.domElement.removeEventListener("touchend", onTouchEnd, false); + scope.domElement.removeEventListener("touchmove", onTouchMove, false); + document.removeEventListener("mousemove", onMouseMove, false); + document.removeEventListener("mouseup", onMouseUp, false); + window.removeEventListener("keydown", onKeyDown, false); + //scope.dispatchEvent({ type: "dispose" }); // should this be added here? + }; + // + // internals + // + var scope = _this; + var changeEvent = { type: "change" }; + var startEvent = { type: "start" }; + var endEvent = { type: "end" }; + var STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 }; + var state = STATE.NONE; + var EPS = 0.000001; + // current position in spherical coordinates + var spherical = new THREE.Spherical(); + var sphericalDelta = new THREE.Spherical(); + var scale = 1; + var panOffset = new THREE.Vector3(); + var zoomChanged = false; + var rotateStart = new THREE.Vector2(); + var rotateEnd = new THREE.Vector2(); + var rotateDelta = new THREE.Vector2(); + var panStart = new THREE.Vector2(); + var panEnd = new THREE.Vector2(); + var panDelta = new THREE.Vector2(); + var dollyStart = new THREE.Vector2(); + var dollyEnd = new THREE.Vector2(); + var dollyDelta = new THREE.Vector2(); + function getAutoRotationAngle() { + return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; + } + function getZoomScale() { + return Math.pow(0.95, scope.zoomSpeed); + } + function rotateLeft(angle) { + sphericalDelta.theta -= angle; + } + function rotateUp(angle) { + sphericalDelta.phi -= angle; + } + var panLeft = function () { + var v = new THREE.Vector3(); + return function panLeft(distance, objectMatrix) { + v.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix + v.multiplyScalar(-distance); + panOffset.add(v); + }; + }(); + var panUp = function () { + var v = new THREE.Vector3(); + return function panUp(distance, objectMatrix) { + v.setFromMatrixColumn(objectMatrix, 1); // get Y column of objectMatrix + v.multiplyScalar(distance); + panOffset.add(v); + }; + }(); + // deltaX and deltaY are in pixels; right and down are positive + var pan = function () { + var offset = new THREE.Vector3(); + return function pan(deltaX, deltaY) { + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + if (scope.object instanceof THREE.PerspectiveCamera) { + // perspective + var position = scope.object.position; + offset.copy(position).sub(scope.target); + var targetDistance = offset.length(); + // half of the fov is center to top of screen + targetDistance *= Math.tan(scope.object.fov / 2 * Math.PI / 180.0); + // we actually don't use screenWidth, since perspective camera is fixed to screen height + panLeft(2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix); + panUp(2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix); + } else if (scope.object instanceof THREE.OrthographicCamera) { + // orthographic + panLeft(deltaX * (scope.object.right - scope.object.left) / scope.object.zoom / element.clientWidth, scope.object.matrix); + panUp(deltaY * (scope.object.top - scope.object.bottom) / scope.object.zoom / element.clientHeight, scope.object.matrix); + } else { + // camera neither orthographic nor perspective + console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."); + scope.enablePan = false; + } + }; + }(); + function dollyIn(dollyScale) { + if (scope.object instanceof THREE.PerspectiveCamera) { + scale /= dollyScale; + } else if (scope.object instanceof THREE.OrthographicCamera) { + scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale)); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + } else { + console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."); + scope.enableZoom = false; + } + } + function dollyOut(dollyScale) { + if (scope.object instanceof THREE.PerspectiveCamera) { + scale *= dollyScale; + } else if (scope.object instanceof THREE.OrthographicCamera) { + scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale)); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + } else { + console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."); + scope.enableZoom = false; + } + } + // + // event callbacks - update the object state + // + function handleMouseDownRotate(event) { + rotateStart.set(event.clientX, event.clientY); + } + function handleMouseDownDolly(event) { + dollyStart.set(event.clientX, event.clientY); + } + function handleMouseDownPan(event) { + panStart.set(event.clientX, event.clientY); + } + function handleMouseMoveRotate(event) { + rotateEnd.set(event.clientX, event.clientY); + rotateDelta.subVectors(rotateEnd, rotateStart); + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + // rotating across whole screen goes 360 degrees around + rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed); + // rotating up and down along whole screen attempts to go 360, but limited to 180 + rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed); + rotateStart.copy(rotateEnd); + scope.update(); + } + function handleMouseMoveDolly(event) { + dollyEnd.set(event.clientX, event.clientY); + dollyDelta.subVectors(dollyEnd, dollyStart); + if (dollyDelta.y > 0) { + dollyIn(getZoomScale()); + } else if (dollyDelta.y < 0) { + dollyOut(getZoomScale()); + } + dollyStart.copy(dollyEnd); + scope.update(); + } + function handleMouseMovePan(event) { + panEnd.set(event.clientX, event.clientY); + panDelta.subVectors(panEnd, panStart); + pan(panDelta.x, panDelta.y); + panStart.copy(panEnd); + scope.update(); + } + function handleMouseWheel(event) { + if (event.deltaY < 0) { + dollyOut(getZoomScale()); + } else if (event.deltaY > 0) { + dollyIn(getZoomScale()); + } + scope.update(); + } + function handleKeyDown(event) { + switch (event.keyCode) { + case scope.keys.UP: + pan(0, scope.keyPanSpeed); + scope.update(); + break; + case scope.keys.BOTTOM: + pan(0, -scope.keyPanSpeed); + scope.update(); + break; + case scope.keys.LEFT: + pan(scope.keyPanSpeed, 0); + scope.update(); + break; + case scope.keys.RIGHT: + pan(-scope.keyPanSpeed, 0); + scope.update(); + break; + } + } + function handleTouchStartRotate(event) { + rotateStart.set(event.touches[0].pageX, event.touches[0].pageY); + } + function handleTouchStartDolly(event) { + var dx = event.touches[0].pageX - event.touches[1].pageX; + var dy = event.touches[0].pageY - event.touches[1].pageY; + var distance = Math.sqrt(dx * dx + dy * dy); + dollyStart.set(0, distance); + } + function handleTouchStartPan(event) { + panStart.set(event.touches[0].pageX, event.touches[0].pageY); + } + function handleTouchMoveRotate(event) { + rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY); + rotateDelta.subVectors(rotateEnd, rotateStart); + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed); + rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed); + rotateStart.copy(rotateEnd); + scope.update(); + } + function handleTouchMoveDolly(event) { + var dx = event.touches[0].pageX - event.touches[1].pageX; + var dy = event.touches[0].pageY - event.touches[1].pageY; + var distance = Math.sqrt(dx * dx + dy * dy); + dollyEnd.set(0, distance); + dollyDelta.subVectors(dollyEnd, dollyStart); + if (dollyDelta.y > 0) { + dollyOut(getZoomScale()); + } else if (dollyDelta.y < 0) { + dollyIn(getZoomScale()); + } + dollyStart.copy(dollyEnd); + scope.update(); + } + function handleTouchMovePan(event) { + panEnd.set(event.touches[0].pageX, event.touches[0].pageY); + panDelta.subVectors(panEnd, panStart); + pan(panDelta.x, panDelta.y); + panStart.copy(panEnd); + scope.update(); + } + function onMouseDown(event) { + if (scope.enabled === false) return; + switch (event.button) { + case scope.mouseButtons.ORBIT: + if (scope.enableRotate === false) return; + handleMouseDownRotate(event); + state = STATE.ROTATE; + break; + case scope.mouseButtons.ZOOM: + if (scope.enableZoom === false) return; + handleMouseDownDolly(event); + state = STATE.DOLLY; + break; + case scope.mouseButtons.PAN: + if (scope.enablePan === false) return; + handleMouseDownPan(event); + state = STATE.PAN; + break; + } + event.preventDefault(); + if (state !== STATE.NONE) { + document.addEventListener("mousemove", onMouseMove, false); + document.addEventListener("mouseup", onMouseUp, false); + scope.dispatchEvent(startEvent); + } + } + function onMouseMove(event) { + if (scope.enabled === false) return; + switch (state) { + case STATE.ROTATE: + if (scope.enableRotate === false) return; + handleMouseMoveRotate(event); + break; + case STATE.DOLLY: + if (scope.enableZoom === false) return; + handleMouseMoveDolly(event); + break; + case STATE.PAN: + if (scope.enablePan === false) return; + handleMouseMovePan(event); + break; + } + event.preventDefault(); + } + function onMouseUp(event) { + if (scope.enabled === false) return; + document.removeEventListener("mousemove", onMouseMove, false); + document.removeEventListener("mouseup", onMouseUp, false); + scope.dispatchEvent(endEvent); + state = STATE.NONE; + } + function onMouseWheel(event) { + if (scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE && state !== STATE.ROTATE) return; + event.preventDefault(); + event.stopPropagation(); + handleMouseWheel(event); + scope.dispatchEvent(startEvent); // not sure why these are here... + scope.dispatchEvent(endEvent); + } + function onKeyDown(event) { + if (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false) return; + handleKeyDown(event); + } + function onTouchStart(event) { + if (scope.enabled === false) return; + switch (event.touches.length) { + case 1: + // one-fingered touch: rotate + if (scope.enableRotate === false) return; + handleTouchStartRotate(event); + state = STATE.TOUCH_ROTATE; + break; + case 2: + // two-fingered touch: dolly + if (scope.enableZoom === false) return; + handleTouchStartDolly(event); + state = STATE.TOUCH_DOLLY; + break; + case 3: + // three-fingered touch: pan + if (scope.enablePan === false) return; + handleTouchStartPan(event); + state = STATE.TOUCH_PAN; + break; + default: + state = STATE.NONE; + } + if (state !== STATE.NONE) { + scope.dispatchEvent(startEvent); + } + } + function onTouchMove(event) { + if (scope.enabled === false) return; + switch (event.touches.length) { + case 1: + // one-fingered touch: rotate + if (scope.enableRotate === false) return; + if (state !== STATE.TOUCH_ROTATE) return; // is this needed?... + handleTouchMoveRotate(event); + break; + case 2: + // two-fingered touch: dolly + if (scope.enableZoom === false) return; + if (state !== STATE.TOUCH_DOLLY) return; // is this needed?... + handleTouchMoveDolly(event); + break; + case 3: + // three-fingered touch: pan + if (scope.enablePan === false) return; + if (state !== STATE.TOUCH_PAN) return; // is this needed?... + handleTouchMovePan(event); + break; + default: + state = STATE.NONE; + } + event.preventDefault(); + event.stopPropagation(); + } + function onTouchEnd(event) { + if (scope.enabled === false) return; + scope.dispatchEvent(endEvent); + state = STATE.NONE; + } + function onContextMenu(event) { + if (scope.enabled === false || scope.enablePan === false) return; + event.preventDefault(); + } + // + scope.domElement.addEventListener("contextmenu", onContextMenu, false); + scope.domElement.addEventListener("mousedown", onMouseDown, false); + scope.domElement.addEventListener("wheel", onMouseWheel, false); + scope.domElement.addEventListener("touchstart", onTouchStart, false); + scope.domElement.addEventListener("touchend", onTouchEnd, false); + scope.domElement.addEventListener("touchmove", onTouchMove, false); + window.addEventListener("keydown", onKeyDown, false); + // force an update at start + _this.update(); + return _this; + } + + return OrbitControls; + }(THREE.EventDispatcher); + + function createOrbitControls(skinViewer) { + var control = new OrbitControls(skinViewer.camera, skinViewer.renderer.domElement); + + // default configuration + control.enablePan = false; + control.target = new THREE.Vector3(0, -12, 0); + control.minDistance = 10; + control.maxDistance = 256; + control.update(); + + return control; + } + + exports.SkinObject = SkinObject; + exports.CapeObject = CapeObject; + exports.PlayerObject = PlayerObject; + exports.SkinViewer = SkinViewer; + exports.OrbitControls = OrbitControls; + exports.createOrbitControls = createOrbitControls; + exports.invokeAnimation = invokeAnimation; + exports.CompositeAnimation = CompositeAnimation; + exports.WalkingAnimation = WalkingAnimation; + exports.RunningAnimation = RunningAnimation; + exports.RotatingAnimation = RotatingAnimation; + + Object.defineProperty(exports, '__esModule', { value: true }); + +}))); +//# sourceMappingURL=skinview3d.js.map diff --git a/js/build/skinview3d.js.map b/js/build/skinview3d.js.map new file mode 100644 index 0000000..5eaa3e7 --- /dev/null +++ b/js/build/skinview3d.js.map @@ -0,0 +1 @@ +{"version":3,"file":"skinview3d.js","sources":["../src/model.js","../src/animation.js","../src/viewer.js","../src/orbit_controls.js"],"sourcesContent":["import * as THREE from \"three\";\n\nfunction toFaceVertices(x1, y1, x2, y2, w, h) {\n\treturn [\n\t\tnew THREE.Vector2(x1 / w, 1.0 - y2 / h),\n\t\tnew THREE.Vector2(x2 / w, 1.0 - y2 / h),\n\t\tnew THREE.Vector2(x2 / w, 1.0 - y1 / h),\n\t\tnew THREE.Vector2(x1 / w, 1.0 - y1 / h)\n\t];\n}\n\nfunction toSkinVertices(x1, y1, x2, y2) {\n\treturn toFaceVertices(x1, y1, x2, y2, 64.0, 64.0);\n}\n\nfunction toCapeVertices(x1, y1, x2, y2) {\n\treturn toFaceVertices(x1, y1, x2, y2, 64.0, 32.0);\n}\n\nfunction addVertices(box, top, bottom, left, front, right, back) {\n\tbox.faceVertexUvs[0] = [];\n\tbox.faceVertexUvs[0][0] = [right[3], right[0], right[2]];\n\tbox.faceVertexUvs[0][1] = [right[0], right[1], right[2]];\n\tbox.faceVertexUvs[0][2] = [left[3], left[0], left[2]];\n\tbox.faceVertexUvs[0][3] = [left[0], left[1], left[2]];\n\tbox.faceVertexUvs[0][4] = [top[3], top[0], top[2]];\n\tbox.faceVertexUvs[0][5] = [top[0], top[1], top[2]];\n\tbox.faceVertexUvs[0][6] = [bottom[0], bottom[3], bottom[1]];\n\tbox.faceVertexUvs[0][7] = [bottom[3], bottom[2], bottom[1]];\n\tbox.faceVertexUvs[0][8] = [front[3], front[0], front[2]];\n\tbox.faceVertexUvs[0][9] = [front[0], front[1], front[2]];\n\tbox.faceVertexUvs[0][10] = [back[3], back[0], back[2]];\n\tbox.faceVertexUvs[0][11] = [back[0], back[1], back[2]];\n}\n\nconst esp = 0.002;\n\nclass SkinObject extends THREE.Group {\n\tconstructor(slim, layer1Material, layer2Material) {\n\t\tsuper();\n\n\t\tthis.slim = slim;\n\n\t\t// Head\n\t\tthis.head = new THREE.Group();\n\n\t\tlet headBox = new THREE.BoxGeometry(8, 8, 8, 0, 0, 0);\n\t\taddVertices(headBox,\n\t\t\ttoSkinVertices(8, 0, 16, 8),\n\t\t\ttoSkinVertices(16, 0, 24, 8),\n\t\t\ttoSkinVertices(0, 8, 8, 16),\n\t\t\ttoSkinVertices(8, 8, 16, 16),\n\t\t\ttoSkinVertices(16, 8, 24, 16),\n\t\t\ttoSkinVertices(24, 8, 32, 16)\n\t\t);\n\t\tlet headMesh = new THREE.Mesh(headBox, layer1Material);\n\t\tthis.head.add(headMesh);\n\n\t\tlet head2Box = new THREE.BoxGeometry(9, 9, 9, 0, 0, 0);\n\t\taddVertices(head2Box,\n\t\t\ttoSkinVertices(40, 0, 48, 8),\n\t\t\ttoSkinVertices(48, 0, 56, 8),\n\t\t\ttoSkinVertices(32, 8, 40, 16),\n\t\t\ttoSkinVertices(40, 8, 48, 16),\n\t\t\ttoSkinVertices(48, 8, 56, 16),\n\t\t\ttoSkinVertices(56, 8, 64, 16)\n\t\t);\n\t\tlet head2Mesh = new THREE.Mesh(head2Box, layer2Material);\n\t\thead2Mesh.renderOrder = -1;\n\t\tthis.head.add(head2Mesh);\n\n\t\tthis.add(this.head);\n\n\n\t\t// Body\n\t\tthis.body = new THREE.Group();\n\n\t\tlet bodyBox = new THREE.BoxGeometry(8, 12, 4, 0, 0, 0);\n\t\taddVertices(bodyBox,\n\t\t\ttoSkinVertices(20, 16, 28, 20),\n\t\t\ttoSkinVertices(28, 16, 36, 20),\n\t\t\ttoSkinVertices(16, 20, 20, 32),\n\t\t\ttoSkinVertices(20, 20, 28, 32),\n\t\t\ttoSkinVertices(28, 20, 32, 32),\n\t\t\ttoSkinVertices(32, 20, 40, 32)\n\t\t);\n\t\tlet bodyMesh = new THREE.Mesh(bodyBox, layer1Material);\n\t\tthis.body.add(bodyMesh);\n\n\t\tlet body2Box = new THREE.BoxGeometry(9, 13.5, 4.5, 0, 0, 0);\n\t\taddVertices(body2Box,\n\t\t\ttoSkinVertices(20, 32, 28, 36),\n\t\t\ttoSkinVertices(28, 32, 36, 36),\n\t\t\ttoSkinVertices(16, 36, 20, 48),\n\t\t\ttoSkinVertices(20, 36, 28, 48),\n\t\t\ttoSkinVertices(28, 36, 32, 48),\n\t\t\ttoSkinVertices(32, 36, 40, 48)\n\t\t);\n\t\tlet body2Mesh = new THREE.Mesh(body2Box, layer2Material);\n\t\tthis.body.add(body2Mesh);\n\n\t\tthis.body.position.y = -10;\n\t\tthis.add(this.body);\n\n\n\t\t// Right Arm\n\t\tthis.rightArm = new THREE.Group();\n\t\tlet rightArmPivot = new THREE.Group();\n\n\t\tlet rightArmBox = new THREE.BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(rightArmBox,\n\t\t\t\ttoSkinVertices(44, 16, 47, 20),\n\t\t\t\ttoSkinVertices(47, 16, 50, 20),\n\t\t\t\ttoSkinVertices(40, 20, 44, 32),\n\t\t\t\ttoSkinVertices(44, 20, 47, 32),\n\t\t\t\ttoSkinVertices(47, 20, 51, 32),\n\t\t\t\ttoSkinVertices(51, 20, 54, 32)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(rightArmBox,\n\t\t\t\ttoSkinVertices(44, 16, 48, 20),\n\t\t\t\ttoSkinVertices(48, 16, 52, 20),\n\t\t\t\ttoSkinVertices(40, 20, 44, 32),\n\t\t\t\ttoSkinVertices(44, 20, 48, 32),\n\t\t\t\ttoSkinVertices(48, 20, 52, 32),\n\t\t\t\ttoSkinVertices(52, 20, 56, 32)\n\t\t\t);\n\t\t}\n\t\tlet rightArmMesh = new THREE.Mesh(rightArmBox, layer1Material);\n\t\trightArmPivot.add(rightArmMesh);\n\n\t\tlet rightArm2Box = new THREE.BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(rightArm2Box,\n\t\t\t\ttoSkinVertices(44, 32, 47, 36),\n\t\t\t\ttoSkinVertices(47, 32, 50, 36),\n\t\t\t\ttoSkinVertices(40, 36, 44, 48),\n\t\t\t\ttoSkinVertices(44, 36, 47, 48),\n\t\t\t\ttoSkinVertices(47, 36, 51, 48),\n\t\t\t\ttoSkinVertices(51, 36, 54, 48)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(rightArm2Box,\n\t\t\t\ttoSkinVertices(44, 32, 48, 36),\n\t\t\t\ttoSkinVertices(48, 32, 52, 36),\n\t\t\t\ttoSkinVertices(40, 36, 44, 48),\n\t\t\t\ttoSkinVertices(44, 36, 48, 48),\n\t\t\t\ttoSkinVertices(48, 36, 52, 48),\n\t\t\t\ttoSkinVertices(52, 36, 56, 48)\n\t\t\t);\n\t\t}\n\t\tlet rightArm2Mesh = new THREE.Mesh(rightArm2Box, layer2Material);\n\t\trightArm2Mesh.renderOrder = 1;\n\t\trightArmPivot.add(rightArm2Mesh);\n\n\t\trightArmPivot.position.y = -6;\n\t\tthis.rightArm.add(rightArmPivot);\n\t\tthis.rightArm.position.y = -4;\n\t\tthis.rightArm.position.x = slim ? -5.5 : -6;\n\t\tthis.add(this.rightArm);\n\n\n\t\t// Left Arm\n\t\tthis.leftArm = new THREE.Group();\n\t\tlet leftArmPivot = new THREE.Group();\n\n\t\tlet leftArmBox = new THREE.BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(leftArmBox,\n\t\t\t\ttoSkinVertices(36, 48, 39, 52),\n\t\t\t\ttoSkinVertices(39, 48, 42, 52),\n\t\t\t\ttoSkinVertices(32, 52, 36, 64),\n\t\t\t\ttoSkinVertices(36, 52, 39, 64),\n\t\t\t\ttoSkinVertices(39, 52, 43, 64),\n\t\t\t\ttoSkinVertices(43, 52, 46, 64)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(leftArmBox,\n\t\t\t\ttoSkinVertices(36, 48, 40, 52),\n\t\t\t\ttoSkinVertices(40, 48, 44, 52),\n\t\t\t\ttoSkinVertices(32, 52, 36, 64),\n\t\t\t\ttoSkinVertices(36, 52, 40, 64),\n\t\t\t\ttoSkinVertices(40, 52, 44, 64),\n\t\t\t\ttoSkinVertices(44, 52, 48, 64)\n\t\t\t);\n\t\t}\n\t\tlet leftArmMesh = new THREE.Mesh(leftArmBox, layer1Material);\n\t\tleftArmPivot.add(leftArmMesh);\n\n\t\tlet leftArm2Box = new THREE.BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(leftArm2Box,\n\t\t\t\ttoSkinVertices(52, 48, 55, 52),\n\t\t\t\ttoSkinVertices(55, 48, 58, 52),\n\t\t\t\ttoSkinVertices(48, 52, 52, 64),\n\t\t\t\ttoSkinVertices(52, 52, 55, 64),\n\t\t\t\ttoSkinVertices(55, 52, 59, 64),\n\t\t\t\ttoSkinVertices(59, 52, 62, 64)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(leftArm2Box,\n\t\t\t\ttoSkinVertices(52, 48, 56, 52),\n\t\t\t\ttoSkinVertices(56, 48, 60, 52),\n\t\t\t\ttoSkinVertices(48, 52, 52, 64),\n\t\t\t\ttoSkinVertices(52, 52, 56, 64),\n\t\t\t\ttoSkinVertices(56, 52, 60, 64),\n\t\t\t\ttoSkinVertices(60, 52, 64, 64)\n\t\t\t);\n\t\t}\n\t\tlet leftArm2Mesh = new THREE.Mesh(leftArm2Box, layer2Material);\n\t\tleftArm2Mesh.renderOrder = 1;\n\t\tleftArmPivot.add(leftArm2Mesh);\n\n\t\tleftArmPivot.position.y = -6;\n\t\tthis.leftArm.add(leftArmPivot);\n\t\tthis.leftArm.position.y = -4;\n\t\tthis.leftArm.position.x = slim ? 5.5 : 6;\n\t\tthis.add(this.leftArm);\n\n\n\t\t// Right Leg\n\t\tthis.rightLeg = new THREE.Group();\n\t\tlet rightLegPivot = new THREE.Group();\n\n\t\tlet rightLegBox = new THREE.BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\taddVertices(rightLegBox,\n\t\t\ttoSkinVertices(4, 16, 8, 20),\n\t\t\ttoSkinVertices(8, 16, 12, 20),\n\t\t\ttoSkinVertices(0, 20, 4, 32),\n\t\t\ttoSkinVertices(4, 20, 8, 32),\n\t\t\ttoSkinVertices(8, 20, 12, 32),\n\t\t\ttoSkinVertices(12, 20, 16, 32)\n\t\t);\n\t\tlet rightLegMesh = new THREE.Mesh(rightLegBox, layer1Material);\n\t\trightLegPivot.add(rightLegMesh);\n\n\t\tlet rightLeg2Box = new THREE.BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\taddVertices(rightLeg2Box,\n\t\t\ttoSkinVertices(4, 32, 8, 36),\n\t\t\ttoSkinVertices(8, 32, 12, 36),\n\t\t\ttoSkinVertices(0, 36, 4, 48),\n\t\t\ttoSkinVertices(4, 36, 8, 48),\n\t\t\ttoSkinVertices(8, 36, 12, 48),\n\t\t\ttoSkinVertices(12, 36, 16, 48)\n\t\t);\n\t\tlet rightLeg2Mesh = new THREE.Mesh(rightLeg2Box, layer2Material);\n\t\trightLeg2Mesh.renderOrder = 1;\n\t\trightLegPivot.add(rightLeg2Mesh);\n\n\t\trightLegPivot.position.y = -6;\n\t\tthis.rightLeg.add(rightLegPivot);\n\t\tthis.rightLeg.position.y = -16;\n\t\tthis.rightLeg.position.x = -2;\n\t\tthis.add(this.rightLeg);\n\n\t\t// Left Leg\n\t\tthis.leftLeg = new THREE.Group();\n\t\tlet leftLegPivot = new THREE.Group();\n\n\t\tlet leftLegBox = new THREE.BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\taddVertices(leftLegBox,\n\t\t\ttoSkinVertices(20, 48, 24, 52),\n\t\t\ttoSkinVertices(24, 48, 28, 52),\n\t\t\ttoSkinVertices(16, 52, 20, 64),\n\t\t\ttoSkinVertices(20, 52, 24, 64),\n\t\t\ttoSkinVertices(24, 52, 28, 64),\n\t\t\ttoSkinVertices(28, 52, 32, 64)\n\t\t);\n\t\tlet leftLegMesh = new THREE.Mesh(leftLegBox, layer1Material);\n\t\tleftLegPivot.add(leftLegMesh);\n\n\t\tlet leftLeg2Box = new THREE.BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\taddVertices(leftLeg2Box,\n\t\t\ttoSkinVertices(4, 48, 8, 52),\n\t\t\ttoSkinVertices(8, 48, 12, 52),\n\t\t\ttoSkinVertices(0, 52, 4, 64),\n\t\t\ttoSkinVertices(4, 52, 8, 64),\n\t\t\ttoSkinVertices(8, 52, 12, 64),\n\t\t\ttoSkinVertices(12, 52, 16, 64)\n\t\t);\n\t\tlet leftLeg2Mesh = new THREE.Mesh(leftLeg2Box, layer2Material);\n\t\tleftLeg2Mesh.renderOrder = 1;\n\t\tleftLegPivot.add(leftLeg2Mesh);\n\n\t\tleftLegPivot.position.y = -6;\n\t\tthis.leftLeg.add(leftLegPivot);\n\t\tthis.leftLeg.position.y = -16;\n\t\tthis.leftLeg.position.x = 2;\n\t\tthis.add(this.leftLeg);\n\t}\n}\n\nclass CapeObject extends THREE.Group {\n\tconstructor(capeMaterial) {\n\t\tsuper();\n\n\t\t// back = outside\n\t\t// front = inside\n\t\tlet capeBox = new THREE.BoxGeometry(10, 16, 1, 0, 0, 0);\n\t\taddVertices(capeBox,\n\t\t\ttoCapeVertices(1, 0, 11, 1),\n\t\t\ttoCapeVertices(11, 0, 21, 1),\n\t\t\ttoCapeVertices(11, 1, 12, 17),\n\t\t\ttoCapeVertices(12, 1, 22, 17),\n\t\t\ttoCapeVertices(0, 1, 1, 17),\n\t\t\ttoCapeVertices(1, 1, 11, 17)\n\t\t);\n\t\tthis.cape = new THREE.Mesh(capeBox, capeMaterial);\n\t\tthis.cape.position.y = -8;\n\t\tthis.cape.position.z = -0.5;\n\t\tthis.add(this.cape);\n\t}\n}\n\nclass PlayerObject extends THREE.Group {\n\tconstructor(slim, layer1Material, layer2Material, capeMaterial) {\n\t\tsuper();\n\n\t\tthis.skin = new SkinObject(slim, layer1Material, layer2Material);\n\t\tthis.skin.visible = false;\n\t\tthis.add(this.skin);\n\n\t\tthis.cape = new CapeObject(capeMaterial);\n\t\tthis.cape.position.z = -2;\n\t\tthis.cape.position.y = -4;\n\t\tthis.cape.rotation.x = 25 * Math.PI / 180;\n\t\tthis.cape.visible = false;\n\t\tthis.add(this.cape);\n\t}\n}\n\nexport { SkinObject, CapeObject, PlayerObject };\n","function invokeAnimation(animation, player, time) {\n\tif (animation instanceof CompositeAnimation) {\n\t\tanimation.play(player, time);\n\t} else if (animation instanceof Function) {\n\t\tanimation(player, time);\n\t} else {\n\t\tthrow `Not an animation: ${animation}`;\n\t}\n}\n\nclass AnimationHandle {\n\tconstructor(animation) {\n\t\tthis.animation = animation;\n\t\tthis.paused = this._paused = false;\n\t\tthis.speed = this._speed = 1.0;\n\t\tthis._lastChange = null;\n\t\tthis._lastChangeX = null;\n\t}\n\tplay(player, time) {\n\t\tif (this._lastChange === null) {\n\t\t\tthis._lastChange = time;\n\t\t\tthis._lastChangeX = 0;\n\t\t} else if (this.paused !== this._paused || this.speed !== this._speed) {\n\t\t\tlet dt = time - this._lastChange;\n\t\t\tif (this._paused === false) {\n\t\t\t\tthis._lastChangeX += dt * this._speed;\n\t\t\t}\n\t\t\tthis._paused = this.paused;\n\t\t\tthis._speed = this.speed;\n\t\t\tthis._lastChange = time;\n\t\t}\n\t\tif (this.paused === false) {\n\t\t\tlet dt = time - this._lastChange;\n\t\t\tlet x = this._lastChangeX + this.speed * dt;\n\t\t\tinvokeAnimation(this.animation, player, x);\n\t\t}\n\t}\n\treset(){\n\t\tthis._lastChange = null;\n\t}\n}\n\nclass CompositeAnimation {\n\tconstructor() {\n\t\tthis.handles = new Set();\n\t}\n\tadd(animation) {\n\t\tlet handle = new AnimationHandle(animation);\n\t\thandle.remove = () => this.handles.delete(handle);\n\t\tthis.handles.add(handle);\n\t\treturn handle;\n\t}\n\tplay(player, time) {\n\t\tthis.handles.forEach(handle => handle.play(player, time));\n\t}\n}\n\nlet WalkingAnimation = (player, time) => {\n\tlet skin = player.skin;\n\n\t// Multiply by animation's natural speed\n\ttime *= 8;\n\n\t// Leg swing\n\tskin.leftLeg.rotation.x = Math.sin(time) * 0.5;\n\tskin.rightLeg.rotation.x = Math.sin(time + Math.PI) * 0.5;\n\n\t// Arm swing\n\tskin.leftArm.rotation.x = Math.sin(time + Math.PI) * 0.5;\n\tskin.rightArm.rotation.x = Math.sin(time) * 0.5;\n\tlet basicArmRotationZ = Math.PI * 0.02;\n\tskin.leftArm.rotation.z = Math.cos(time) * 0.03 + basicArmRotationZ;\n\tskin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.03 - basicArmRotationZ;\n\n\t// Head shaking with different frequency & amplitude\n\tskin.head.rotation.y = Math.sin(time / 4) * 0.2;\n\tskin.head.rotation.x = Math.sin(time / 5) * 0.1;\n\n\t// Always add an angle for cape around the x axis\n\tlet basicCapeRotationX = Math.PI * 0.06;\n\tplayer.cape.rotation.x = Math.sin(time / 1.5) * 0.06 + basicCapeRotationX;\n};\n\nlet RunningAnimation = (player, time) => {\n\tlet skin = player.skin;\n\n\ttime *= 15;\n\n\t// Leg swing with larger amplitude\n\tskin.leftLeg.rotation.x = Math.cos(time + Math.PI) * 1.3;\n\tskin.rightLeg.rotation.x = Math.cos(time) * 1.3;\n\n\t// Arm swing\n\tskin.leftArm.rotation.x = Math.cos(time) * 1.5;\n\tskin.rightArm.rotation.x = Math.cos(time + Math.PI) * 1.5;\n\tlet basicArmRotationZ = Math.PI * 0.1;\n\tskin.leftArm.rotation.z = Math.cos(time) * 0.1 + basicArmRotationZ;\n\tskin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.1 - basicArmRotationZ;\n\n\t// Jumping\n\tplayer.position.y = Math.cos(time * 2);\n\t// Dodging when running\n\tplayer.position.x = Math.cos(time) * 0.15;\n\t// Slightly tilting when running\n\tplayer.rotation.z = Math.cos(time + Math.PI) * 0.01;\n\n\t// Apply higher swing frequency, lower amplitude,\n\t// and greater basic rotation around x axis,\n\t// to cape when running.\n\tlet basicCapeRotationX = Math.PI * 0.3;\n\tplayer.cape.rotation.x = Math.sin(time * 2) * 0.1 + basicCapeRotationX;\n\n\t// What about head shaking?\n\t// You shouldn't glance right and left when running dude :P\n};\n\nlet RotatingAnimation = (player, time) => {\n\tplayer.rotation.y = time;\n};\n\nexport {\n\tCompositeAnimation,\n\tinvokeAnimation,\n\tWalkingAnimation,\n\tRunningAnimation,\n\tRotatingAnimation\n};\n","import * as THREE from \"three\";\nimport { PlayerObject } from \"./model\";\nimport { invokeAnimation } from \"./animation\";\n\nfunction copyImage(context, sX, sY, w, h, dX, dY, flipHorizontal) {\n\tlet imgData = context.getImageData(sX, sY, w, h);\n\tif (flipHorizontal) {\n\t\tfor (let y = 0; y < h; y++) {\n\t\t\tfor (let x = 0; x < (w / 2); x++) {\n\t\t\t\tlet index = (x + y * w) * 4;\n\t\t\t\tlet index2 = ((w - x - 1) + y * w) * 4;\n\t\t\t\tlet pA1 = imgData.data[index];\n\t\t\t\tlet pA2 = imgData.data[index + 1];\n\t\t\t\tlet pA3 = imgData.data[index + 2];\n\t\t\t\tlet pA4 = imgData.data[index + 3];\n\n\t\t\t\tlet pB1 = imgData.data[index2];\n\t\t\t\tlet pB2 = imgData.data[index2 + 1];\n\t\t\t\tlet pB3 = imgData.data[index2 + 2];\n\t\t\t\tlet pB4 = imgData.data[index2 + 3];\n\n\t\t\t\timgData.data[index] = pB1;\n\t\t\t\timgData.data[index + 1] = pB2;\n\t\t\t\timgData.data[index + 2] = pB3;\n\t\t\t\timgData.data[index + 3] = pB4;\n\n\t\t\t\timgData.data[index2] = pA1;\n\t\t\t\timgData.data[index2 + 1] = pA2;\n\t\t\t\timgData.data[index2 + 2] = pA3;\n\t\t\t\timgData.data[index2 + 3] = pA4;\n\t\t\t}\n\t\t}\n\t}\n\tcontext.putImageData(imgData, dX, dY);\n}\n\nfunction convertSkinTo1_8(context, width) {\n\tlet scale = width / 64.0;\n\tlet copySkin = (context, sX, sY, w, h, dX, dY, flipHorizontal) => copyImage(context, sX * scale, sY * scale, w * scale, h * scale, dX * scale, dY * scale, flipHorizontal);\n\n\tcopySkin(context, 4, 16, 4, 4, 20, 48, true); // Top Leg\n\tcopySkin(context, 8, 16, 4, 4, 24, 48, true); // Bottom Leg\n\tcopySkin(context, 0, 20, 4, 12, 24, 52, true); // Outer Leg\n\tcopySkin(context, 4, 20, 4, 12, 20, 52, true); // Front Leg\n\tcopySkin(context, 8, 20, 4, 12, 16, 52, true); // Inner Leg\n\tcopySkin(context, 12, 20, 4, 12, 28, 52, true); // Back Leg\n\tcopySkin(context, 44, 16, 4, 4, 36, 48, true); // Top Arm\n\tcopySkin(context, 48, 16, 4, 4, 40, 48, true); // Bottom Arm\n\tcopySkin(context, 40, 20, 4, 12, 40, 52, true); // Outer Arm\n\tcopySkin(context, 44, 20, 4, 12, 36, 52, true); // Front Arm\n\tcopySkin(context, 48, 20, 4, 12, 32, 52, true); // Inner Arm\n\tcopySkin(context, 52, 20, 4, 12, 44, 52, true); // Back Arm\n}\n\nclass SkinViewer {\n\tconstructor(options) {\n\t\tthis.domElement = options.domElement;\n\t\tthis.animation = options.animation || null;\n\t\tthis.animationPaused = false;\n\t\tthis.animationTime = 0;\n\t\tthis.disposed = false;\n\n\t\t// texture\n\t\tthis.skinImg = new Image();\n\t\tthis.skinCanvas = document.createElement(\"canvas\");\n\t\tthis.skinTexture = new THREE.Texture(this.skinCanvas);\n\t\tthis.skinTexture.magFilter = THREE.NearestFilter;\n\t\tthis.skinTexture.minFilter = THREE.NearestMipMapNearestFilter;\n\n\t\tthis.capeImg = new Image();\n\t\tthis.capeCanvas = document.createElement(\"canvas\");\n\t\tthis.capeTexture = new THREE.Texture(this.capeCanvas);\n\t\tthis.capeTexture.magFilter = THREE.NearestFilter;\n\t\tthis.capeTexture.minFilter = THREE.NearestMipMapNearestFilter;\n\n\t\tthis.layer1Material = new THREE.MeshBasicMaterial({ map: this.skinTexture, side: THREE.FrontSide });\n\t\tthis.layer2Material = new THREE.MeshBasicMaterial({ map: this.skinTexture, transparent: true, opacity: 1, side: THREE.DoubleSide });\n\t\tthis.capeMaterial = new THREE.MeshBasicMaterial({ map: this.capeTexture });\n\n\t\t// scene\n\t\tthis.scene = new THREE.Scene();\n\n\t\t// Use smaller fov to avoid distortion\n\t\tthis.camera = new THREE.PerspectiveCamera(40);\n\t\tthis.camera.position.y = -12;\n\t\tthis.camera.position.z = 60;\n\n\t\tthis.renderer = new THREE.WebGLRenderer({ angleRot: true, alpha: true, antialias: false });\n\t\tthis.renderer.setSize(300, 300); // default size\n\t\tthis.renderer.context.getShaderInfoLog = () => \"\"; // shut firefox up\n\t\tthis.domElement.appendChild(this.renderer.domElement);\n\n\t\tthis.playerObject = new PlayerObject(options.slim === true, this.layer1Material, this.layer2Material, this.capeMaterial);\n\t\tthis.scene.add(this.playerObject);\n\n\t\t// texture loading\n\t\tthis.skinImg.crossOrigin = \"\";\n\t\tthis.skinImg.onerror = () => console.error(\"Failed loading \" + this.skinImg.src);\n\t\tthis.skinImg.onload = () => {\n\t\t\tlet isOldFormat = false;\n\t\t\tif (this.skinImg.width !== this.skinImg.height) {\n\t\t\t\tif (this.skinImg.width === 2 * this.skinImg.height) {\n\t\t\t\t\tisOldFormat = true;\n\t\t\t\t} else {\n\t\t\t\t\tconsole.error(\"Bad skin size\");\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet skinContext = this.skinCanvas.getContext(\"2d\");\n\t\t\tif (isOldFormat) {\n\t\t\t\tlet width = this.skinImg.width;\n\t\t\t\tthis.skinCanvas.width = width;\n\t\t\t\tthis.skinCanvas.height = width;\n\t\t\t\tskinContext.clearRect(0, 0, width, width);\n\t\t\t\tskinContext.drawImage(this.skinImg, 0, 0, width, width / 2.0);\n\t\t\t\tconvertSkinTo1_8(skinContext, width);\n\t\t\t} else {\n\t\t\t\tthis.skinCanvas.width = this.skinImg.width;\n\t\t\t\tthis.skinCanvas.height = this.skinImg.height;\n\t\t\t\tskinContext.clearRect(0, 0, this.skinCanvas.width, this.skinCanvas.height);\n\t\t\t\tskinContext.drawImage(this.skinImg, 0, 0, this.skinCanvas.width, this.skinCanvas.height);\n\t\t\t}\n\n\t\t\tthis.skinTexture.needsUpdate = true;\n\t\t\tthis.layer1Material.needsUpdate = true;\n\t\t\tthis.layer2Material.needsUpdate = true;\n\n\t\t\tthis.playerObject.skin.visible = true;\n\t\t};\n\n\t\tthis.capeImg.crossOrigin = \"\";\n\t\tthis.capeImg.onerror = () => console.error(\"Failed loading \" + this.capeImg.src);\n\t\tthis.capeImg.onload = () => {\n\t\t\tlet isOldFormat = false;\n\t\t\tif (this.capeImg.width !== 2 * this.capeImg.height) {\n\t\t\t\tif (this.capeImg.width * 17 == this.capeImg.height * 22) {\n\t\t\t\t\t// width/height = 22/17\n\t\t\t\t\tisOldFormat = true;\n\t\t\t\t} else {\n\t\t\t\t\tconsole.error(\"Bad cape size\");\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet capeContext = this.capeCanvas.getContext(\"2d\");\n\t\t\tif (isOldFormat) {\n\t\t\t\tlet width = this.capeImg.width * 64 / 22;\n\t\t\t\tthis.capeCanvas.width = width;\n\t\t\t\tthis.capeCanvas.height = width / 2;\n\t\t\t} else {\n\t\t\t\tthis.capeCanvas.width = this.capeImg.width;\n\t\t\t\tthis.capeCanvas.height = this.capeImg.height;\n\t\t\t}\n\t\t\tcapeContext.clearRect(0, 0, this.capeCanvas.width, this.capeCanvas.height);\n\t\t\tcapeContext.drawImage(this.capeImg, 0, 0, this.capeImg.width, this.capeImg.height);\n\n\t\t\tthis.capeTexture.needsUpdate = true;\n\t\t\tthis.capeMaterial.needsUpdate = true;\n\n\t\t\tthis.playerObject.cape.visible = true;\n\t\t};\n\n\t\tif (options.skinUrl) this.skinUrl = options.skinUrl;\n\t\tif (options.capeUrl) this.capeUrl = options.capeUrl;\n\t\tif (options.width) this.width = options.width;\n\t\tif (options.height) this.height = options.height;\n\n\t\tlet draw = () => {\n\t\t\tif (this.disposed) return;\n\t\t\twindow.requestAnimationFrame(draw);\n\t\t\tif (!this.animationPaused) {\n\t\t\t\tthis.animationTime++;\n\t\t\t\tif (this.animation) {\n\t\t\t\t\tinvokeAnimation(this.animation, this.playerObject, this.animationTime / 100.0);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.renderer.render(this.scene, this.camera);\n\t\t};\n\t\tdraw();\n\t}\n\n\tsetSize(width, height) {\n\t\tthis.camera.aspect = width / height;\n\t\tthis.camera.updateProjectionMatrix();\n\t\tthis.renderer.setSize(width, height);\n\t}\n\n\tdispose() {\n\t\tthis.disposed = true;\n\t\tthis.domElement.removeChild(this.renderer.domElement);\n\t\tthis.renderer.dispose();\n\t\tthis.skinTexture.dispose();\n\t\tthis.capeTexture.dispose();\n\t}\n\n\tget skinUrl() {\n\t\treturn this.skinImg.src;\n\t}\n\n\tset skinUrl(url) {\n\t\tthis.skinImg.src = url;\n\t}\n\n\tget capeUrl() {\n\t\treturn this.capeImg.src;\n\t}\n\n\tset capeUrl(url) {\n\t\tthis.capeImg.src = url;\n\t}\n\n\tget width() {\n\t\treturn this.renderer.getSize().width;\n\t}\n\n\tset width(newWidth) {\n\t\tthis.setSize(newWidth, this.height);\n\t}\n\n\tget height() {\n\t\treturn this.renderer.getSize().height;\n\t}\n\n\tset height(newHeight) {\n\t\tthis.setSize(this.width, newHeight);\n\t}\n}\n\nexport { SkinViewer };\n","import * as THREE from \"three\";\n\nclass OrbitControls extends THREE.EventDispatcher {\n\t/**\n\t * @preserve\n\t * The code was originally from https://github.com/mrdoob/three.js/blob/d45a042cf962e9b1aa9441810ba118647b48aacb/examples/js/controls/OrbitControls.js\n\t */\n\t/**\n\t * @license\n\t * Copyright (C) 2010-2017 three.js authors\n\t *\n\t * Permission is hereby granted, free of charge, to any person obtaining a copy\n\t * of this software and associated documentation files (the \"Software\"), to deal\n\t * in the Software without restriction, including without limitation the rights\n\t * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n\t * copies of the Software, and to permit persons to whom the Software is\n\t * furnished to do so, subject to the following conditions:\n\t *\n\t * The above copyright notice and this permission notice shall be included in\n\t * all copies or substantial portions of the Software.\n\t *\n\t * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n\t * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n\t * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n\t * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n\t * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n\t * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n\t * THE SOFTWARE.\n\t *\n\t *\n\t * @author qiao / https://github.com/qiao\n\t * @author mrdoob / http://mrdoob.com\n\t * @author alteredq / http://alteredqualia.com/\n\t * @author WestLangley / http://github.com/WestLangley\n\t * @author erich666 / http://erichaines.com\n\t */\n\n\t// This set of controls performs orbiting, dollying (zooming), and panning.\n\t// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n\t//\n\t// Orbit - left mouse / touch: one finger move\n\t// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish\n\t// Pan - right mouse, or arrow keys / touch: three finger swipe\n\n\tconstructor(object, domElement) {\n\t\tsuper();\n\t\tthis.object = object;\n\t\tthis.domElement = (domElement !== undefined) ? domElement : document;\n\n\t\t// Set to false to disable this control\n\t\tthis.enabled = true;\n\n\t\t// \"target\" sets the location of focus, where the object orbits around\n\t\tthis.target = new THREE.Vector3();\n\n\t\t// How far you can dolly in and out (PerspectiveCamera only)\n\t\tthis.minDistance = 0;\n\t\tthis.maxDistance = Infinity;\n\n\t\t// How far you can zoom in and out (OrthographicCamera only)\n\t\tthis.minZoom = 0;\n\t\tthis.maxZoom = Infinity;\n\n\t\t// How far you can orbit vertically, upper and lower limits.\n\t\t// Range is 0 to Math.PI radians.\n\t\tthis.minPolarAngle = 0; // radians\n\t\tthis.maxPolarAngle = Math.PI; // radians\n\n\t\t// How far you can orbit horizontally, upper and lower limits.\n\t\t// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].\n\t\tthis.minAzimuthAngle = -Infinity; // radians\n\t\tthis.maxAzimuthAngle = Infinity; // radians\n\n\t\t// Set to true to enable damping (inertia)\n\t\t// If damping is enabled, you must call controls.update() in your animation loop\n\t\tthis.enableDamping = false;\n\t\tthis.dampingFactor = 0.25;\n\n\t\t// This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n\t\t// Set to false to disable zooming\n\t\tthis.enableZoom = true;\n\t\tthis.zoomSpeed = 1.0;\n\n\t\t// Set to false to disable rotating\n\t\tthis.enableRotate = true;\n\t\tthis.rotateSpeed = 1.0;\n\n\t\t// Set to false to disable panning\n\t\tthis.enablePan = true;\n\t\tthis.keyPanSpeed = 7.0; // pixels moved per arrow key push\n\n\t\t// Set to true to automatically rotate around the target\n\t\t// If auto-rotate is enabled, you must call controls.update() in your animation loop\n\t\tthis.autoRotate = false;\n\t\tthis.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60\n\n\t\t// Set to false to disable use of the keys\n\t\tthis.enableKeys = true;\n\n\t\t// The four arrow keys\n\t\tthis.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };\n\n\t\t// Mouse buttons\n\t\tthis.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };\n\n\t\t// for reset\n\t\tthis.target0 = this.target.clone();\n\t\tthis.position0 = this.object.position.clone();\n\t\tthis.zoom0 = this.object.zoom;\n\n\t\t//\n\t\t// public methods\n\t\t//\n\t\tthis.getPolarAngle = function () {\n\t\t\treturn spherical.phi;\n\t\t};\n\t\tthis.getAzimuthalAngle = function () {\n\t\t\treturn spherical.theta;\n\t\t};\n\t\tthis.saveState = function () {\n\t\t\tscope.target0.copy(scope.target);\n\t\t\tscope.position0.copy(scope.object.position);\n\t\t\tscope.zoom0 = scope.object.zoom;\n\t\t};\n\t\tthis.reset = function () {\n\t\t\tscope.target.copy(scope.target0);\n\t\t\tscope.object.position.copy(scope.position0);\n\t\t\tscope.object.zoom = scope.zoom0;\n\t\t\tscope.object.updateProjectionMatrix();\n\t\t\tscope.dispatchEvent(changeEvent);\n\t\t\tscope.update();\n\t\t\tstate = STATE.NONE;\n\t\t};\n\n\t\t// this method is exposed, but perhaps it would be better if we can make it private...\n\t\tthis.update = function () {\n\t\t\tlet offset = new THREE.Vector3();\n\t\t\t// so camera.up is the orbit axis\n\t\t\tlet quat = new THREE.Quaternion().setFromUnitVectors(object.up, new THREE.Vector3(0, 1, 0));\n\t\t\tlet quatInverse = quat.clone().inverse();\n\t\t\tlet lastPosition = new THREE.Vector3();\n\t\t\tlet lastQuaternion = new THREE.Quaternion();\n\t\t\treturn function update() {\n\t\t\t\tlet position = scope.object.position;\n\t\t\t\toffset.copy(position).sub(scope.target);\n\t\t\t\t// rotate offset to \"y-axis-is-up\" space\n\t\t\t\toffset.applyQuaternion(quat);\n\t\t\t\t// angle from z-axis around y-axis\n\t\t\t\tspherical.setFromVector3(offset);\n\t\t\t\tif (scope.autoRotate && state === STATE.NONE) {\n\t\t\t\t\trotateLeft(getAutoRotationAngle());\n\t\t\t\t}\n\t\t\t\tspherical.theta += sphericalDelta.theta;\n\t\t\t\tspherical.phi += sphericalDelta.phi;\n\t\t\t\t// restrict theta to be between desired limits\n\t\t\t\tspherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta));\n\t\t\t\t// restrict phi to be between desired limits\n\t\t\t\tspherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi));\n\t\t\t\tspherical.makeSafe();\n\t\t\t\tspherical.radius *= scale;\n\t\t\t\t// restrict radius to be between desired limits\n\t\t\t\tspherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius));\n\t\t\t\t// move target to panned location\n\t\t\t\tscope.target.add(panOffset);\n\t\t\t\toffset.setFromSpherical(spherical);\n\t\t\t\t// rotate offset back to \"camera-up-vector-is-up\" space\n\t\t\t\toffset.applyQuaternion(quatInverse);\n\t\t\t\tposition.copy(scope.target).add(offset);\n\t\t\t\tscope.object.lookAt(scope.target);\n\t\t\t\tif (scope.enableDamping === true) {\n\t\t\t\t\tsphericalDelta.theta *= (1 - scope.dampingFactor);\n\t\t\t\t\tsphericalDelta.phi *= (1 - scope.dampingFactor);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tsphericalDelta.set(0, 0, 0);\n\t\t\t\t}\n\t\t\t\tscale = 1;\n\t\t\t\tpanOffset.set(0, 0, 0);\n\t\t\t\t// update condition is:\n\t\t\t\t// min(camera displacement, camera rotation in radians)^2 > EPS\n\t\t\t\t// using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\t\t\t\tif (zoomChanged ||\n\t\t\t\t\tlastPosition.distanceToSquared(scope.object.position) > EPS ||\n\t\t\t\t\t8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) {\n\t\t\t\t\tscope.dispatchEvent(changeEvent);\n\t\t\t\t\tlastPosition.copy(scope.object.position);\n\t\t\t\t\tlastQuaternion.copy(scope.object.quaternion);\n\t\t\t\t\tzoomChanged = false;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\treturn false;\n\t\t\t};\n\t\t}();\n\t\tthis.dispose = function () {\n\t\t\tscope.domElement.removeEventListener(\"contextmenu\", onContextMenu, false);\n\t\t\tscope.domElement.removeEventListener(\"mousedown\", onMouseDown, false);\n\t\t\tscope.domElement.removeEventListener(\"wheel\", onMouseWheel, false);\n\t\t\tscope.domElement.removeEventListener(\"touchstart\", onTouchStart, false);\n\t\t\tscope.domElement.removeEventListener(\"touchend\", onTouchEnd, false);\n\t\t\tscope.domElement.removeEventListener(\"touchmove\", onTouchMove, false);\n\t\t\tdocument.removeEventListener(\"mousemove\", onMouseMove, false);\n\t\t\tdocument.removeEventListener(\"mouseup\", onMouseUp, false);\n\t\t\twindow.removeEventListener(\"keydown\", onKeyDown, false);\n\t\t\t//scope.dispatchEvent({ type: \"dispose\" }); // should this be added here?\n\t\t};\n\t\t//\n\t\t// internals\n\t\t//\n\t\tlet scope = this;\n\t\tlet changeEvent = { type: \"change\" };\n\t\tlet startEvent = { type: \"start\" };\n\t\tlet endEvent = { type: \"end\" };\n\t\tlet STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };\n\t\tlet state = STATE.NONE;\n\t\tlet EPS = 0.000001;\n\t\t// current position in spherical coordinates\n\t\tlet spherical = new THREE.Spherical();\n\t\tlet sphericalDelta = new THREE.Spherical();\n\t\tlet scale = 1;\n\t\tlet panOffset = new THREE.Vector3();\n\t\tlet zoomChanged = false;\n\t\tlet rotateStart = new THREE.Vector2();\n\t\tlet rotateEnd = new THREE.Vector2();\n\t\tlet rotateDelta = new THREE.Vector2();\n\t\tlet panStart = new THREE.Vector2();\n\t\tlet panEnd = new THREE.Vector2();\n\t\tlet panDelta = new THREE.Vector2();\n\t\tlet dollyStart = new THREE.Vector2();\n\t\tlet dollyEnd = new THREE.Vector2();\n\t\tlet dollyDelta = new THREE.Vector2();\n\t\tfunction getAutoRotationAngle() {\n\t\t\treturn 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\n\t\t}\n\t\tfunction getZoomScale() {\n\t\t\treturn Math.pow(0.95, scope.zoomSpeed);\n\t\t}\n\t\tfunction rotateLeft(angle) {\n\t\t\tsphericalDelta.theta -= angle;\n\t\t}\n\t\tfunction rotateUp(angle) {\n\t\t\tsphericalDelta.phi -= angle;\n\t\t}\n\t\tlet panLeft = function () {\n\t\t\tlet v = new THREE.Vector3();\n\t\t\treturn function panLeft(distance, objectMatrix) {\n\t\t\t\tv.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix\n\t\t\t\tv.multiplyScalar(-distance);\n\t\t\t\tpanOffset.add(v);\n\t\t\t};\n\t\t}();\n\t\tlet panUp = function () {\n\t\t\tlet v = new THREE.Vector3();\n\t\t\treturn function panUp(distance, objectMatrix) {\n\t\t\t\tv.setFromMatrixColumn(objectMatrix, 1); // get Y column of objectMatrix\n\t\t\t\tv.multiplyScalar(distance);\n\t\t\t\tpanOffset.add(v);\n\t\t\t};\n\t\t}();\n\t\t// deltaX and deltaY are in pixels; right and down are positive\n\t\tlet pan = function () {\n\t\t\tlet offset = new THREE.Vector3();\n\t\t\treturn function pan(deltaX, deltaY) {\n\t\t\t\tlet element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\t\t\t\tif (scope.object instanceof THREE.PerspectiveCamera) {\n\t\t\t\t\t// perspective\n\t\t\t\t\tlet position = scope.object.position;\n\t\t\t\t\toffset.copy(position).sub(scope.target);\n\t\t\t\t\tlet targetDistance = offset.length();\n\t\t\t\t\t// half of the fov is center to top of screen\n\t\t\t\t\ttargetDistance *= Math.tan((scope.object.fov / 2) * Math.PI / 180.0);\n\t\t\t\t\t// we actually don't use screenWidth, since perspective camera is fixed to screen height\n\t\t\t\t\tpanLeft(2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix);\n\t\t\t\t\tpanUp(2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix);\n\t\t\t\t}\n\t\t\t\telse if (scope.object instanceof THREE.OrthographicCamera) {\n\t\t\t\t\t// orthographic\n\t\t\t\t\tpanLeft(deltaX * (scope.object.right - scope.object.left) / scope.object.zoom / element.clientWidth, scope.object.matrix);\n\t\t\t\t\tpanUp(deltaY * (scope.object.top - scope.object.bottom) / scope.object.zoom / element.clientHeight, scope.object.matrix);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\t// camera neither orthographic nor perspective\n\t\t\t\t\tconsole.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.\");\n\t\t\t\t\tscope.enablePan = false;\n\t\t\t\t}\n\t\t\t};\n\t\t}();\n\t\tfunction dollyIn(dollyScale) {\n\t\t\tif (scope.object instanceof THREE.PerspectiveCamera) {\n\t\t\t\tscale /= dollyScale;\n\t\t\t}\n\t\t\telse if (scope.object instanceof THREE.OrthographicCamera) {\n\t\t\t\tscope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale));\n\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\tzoomChanged = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tconsole.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\");\n\t\t\t\tscope.enableZoom = false;\n\t\t\t}\n\t\t}\n\t\tfunction dollyOut(dollyScale) {\n\t\t\tif (scope.object instanceof THREE.PerspectiveCamera) {\n\t\t\t\tscale *= dollyScale;\n\t\t\t}\n\t\t\telse if (scope.object instanceof THREE.OrthographicCamera) {\n\t\t\t\tscope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale));\n\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\tzoomChanged = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tconsole.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\");\n\t\t\t\tscope.enableZoom = false;\n\t\t\t}\n\t\t}\n\t\t//\n\t\t// event callbacks - update the object state\n\t\t//\n\t\tfunction handleMouseDownRotate(event) {\n\t\t\trotateStart.set(event.clientX, event.clientY);\n\t\t}\n\t\tfunction handleMouseDownDolly(event) {\n\t\t\tdollyStart.set(event.clientX, event.clientY);\n\t\t}\n\t\tfunction handleMouseDownPan(event) {\n\t\t\tpanStart.set(event.clientX, event.clientY);\n\t\t}\n\t\tfunction handleMouseMoveRotate(event) {\n\t\t\trotateEnd.set(event.clientX, event.clientY);\n\t\t\trotateDelta.subVectors(rotateEnd, rotateStart);\n\t\t\tlet element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\t\t\t// rotating across whole screen goes 360 degrees around\n\t\t\trotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);\n\t\t\t// rotating up and down along whole screen attempts to go 360, but limited to 180\n\t\t\trotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);\n\t\t\trotateStart.copy(rotateEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleMouseMoveDolly(event) {\n\t\t\tdollyEnd.set(event.clientX, event.clientY);\n\t\t\tdollyDelta.subVectors(dollyEnd, dollyStart);\n\t\t\tif (dollyDelta.y > 0) {\n\t\t\t\tdollyIn(getZoomScale());\n\t\t\t}\n\t\t\telse if (dollyDelta.y < 0) {\n\t\t\t\tdollyOut(getZoomScale());\n\t\t\t}\n\t\t\tdollyStart.copy(dollyEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleMouseMovePan(event) {\n\t\t\tpanEnd.set(event.clientX, event.clientY);\n\t\t\tpanDelta.subVectors(panEnd, panStart);\n\t\t\tpan(panDelta.x, panDelta.y);\n\t\t\tpanStart.copy(panEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleMouseUp(event) {\n\t\t}\n\t\tfunction handleMouseWheel(event) {\n\t\t\tif (event.deltaY < 0) {\n\t\t\t\tdollyOut(getZoomScale());\n\t\t\t}\n\t\t\telse if (event.deltaY > 0) {\n\t\t\t\tdollyIn(getZoomScale());\n\t\t\t}\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleKeyDown(event) {\n\t\t\tswitch (event.keyCode) {\n\t\t\t\tcase scope.keys.UP:\n\t\t\t\t\tpan(0, scope.keyPanSpeed);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.keys.BOTTOM:\n\t\t\t\t\tpan(0, -scope.keyPanSpeed);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.keys.LEFT:\n\t\t\t\t\tpan(scope.keyPanSpeed, 0);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.keys.RIGHT:\n\t\t\t\t\tpan(-scope.keyPanSpeed, 0);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t\tfunction handleTouchStartRotate(event) {\n\t\t\trotateStart.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t}\n\t\tfunction handleTouchStartDolly(event) {\n\t\t\tlet dx = event.touches[0].pageX - event.touches[1].pageX;\n\t\t\tlet dy = event.touches[0].pageY - event.touches[1].pageY;\n\t\t\tlet distance = Math.sqrt(dx * dx + dy * dy);\n\t\t\tdollyStart.set(0, distance);\n\t\t}\n\t\tfunction handleTouchStartPan(event) {\n\t\t\tpanStart.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t}\n\t\tfunction handleTouchMoveRotate(event) {\n\t\t\trotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t\trotateDelta.subVectors(rotateEnd, rotateStart);\n\t\t\tlet element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\t\t\trotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);\n\t\t\trotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);\n\t\t\trotateStart.copy(rotateEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleTouchMoveDolly(event) {\n\t\t\tlet dx = event.touches[0].pageX - event.touches[1].pageX;\n\t\t\tlet dy = event.touches[0].pageY - event.touches[1].pageY;\n\t\t\tlet distance = Math.sqrt(dx * dx + dy * dy);\n\t\t\tdollyEnd.set(0, distance);\n\t\t\tdollyDelta.subVectors(dollyEnd, dollyStart);\n\t\t\tif (dollyDelta.y > 0) {\n\t\t\t\tdollyOut(getZoomScale());\n\t\t\t}\n\t\t\telse if (dollyDelta.y < 0) {\n\t\t\t\tdollyIn(getZoomScale());\n\t\t\t}\n\t\t\tdollyStart.copy(dollyEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleTouchMovePan(event) {\n\t\t\tpanEnd.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t\tpanDelta.subVectors(panEnd, panStart);\n\t\t\tpan(panDelta.x, panDelta.y);\n\t\t\tpanStart.copy(panEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleTouchEnd(event) {\n\t\t}\n\t\t//\n\t\t// event handlers - FSM: listen for events and reset state\n\t\t//\n\t\tfunction onMouseDown(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (event.button) {\n\t\t\t\tcase scope.mouseButtons.ORBIT:\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseDownRotate(event);\n\t\t\t\t\tstate = STATE.ROTATE;\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.mouseButtons.ZOOM:\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseDownDolly(event);\n\t\t\t\t\tstate = STATE.DOLLY;\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.mouseButtons.PAN:\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseDownPan(event);\n\t\t\t\t\tstate = STATE.PAN;\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t\tevent.preventDefault();\n\t\t\tif (state !== STATE.NONE) {\n\t\t\t\tdocument.addEventListener(\"mousemove\", onMouseMove, false);\n\t\t\t\tdocument.addEventListener(\"mouseup\", onMouseUp, false);\n\t\t\t\tscope.dispatchEvent(startEvent);\n\t\t\t}\n\t\t}\n\t\tfunction onMouseMove(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (state) {\n\t\t\t\tcase STATE.ROTATE:\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseMoveRotate(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase STATE.DOLLY:\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseMoveDolly(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase STATE.PAN:\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseMovePan(event);\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t\tevent.preventDefault();\n\t\t}\n\t\tfunction onMouseUp(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\thandleMouseUp(event);\n\t\t\tdocument.removeEventListener(\"mousemove\", onMouseMove, false);\n\t\t\tdocument.removeEventListener(\"mouseup\", onMouseUp, false);\n\t\t\tscope.dispatchEvent(endEvent);\n\t\t\tstate = STATE.NONE;\n\t\t}\n\t\tfunction onMouseWheel(event) {\n\t\t\tif (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE))\n\t\t\t\treturn;\n\t\t\tevent.preventDefault();\n\t\t\tevent.stopPropagation();\n\t\t\thandleMouseWheel(event);\n\t\t\tscope.dispatchEvent(startEvent); // not sure why these are here...\n\t\t\tscope.dispatchEvent(endEvent);\n\t\t}\n\t\tfunction onKeyDown(event) {\n\t\t\tif (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false)\n\t\t\t\treturn;\n\t\t\thandleKeyDown(event);\n\t\t}\n\t\tfunction onTouchStart(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (event.touches.length) {\n\t\t\t\tcase 1:// one-fingered touch: rotate\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleTouchStartRotate(event);\n\t\t\t\t\tstate = STATE.TOUCH_ROTATE;\n\t\t\t\t\tbreak;\n\t\t\t\tcase 2:// two-fingered touch: dolly\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleTouchStartDolly(event);\n\t\t\t\t\tstate = STATE.TOUCH_DOLLY;\n\t\t\t\t\tbreak;\n\t\t\t\tcase 3:// three-fingered touch: pan\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleTouchStartPan(event);\n\t\t\t\t\tstate = STATE.TOUCH_PAN;\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tstate = STATE.NONE;\n\t\t\t}\n\t\t\tif (state !== STATE.NONE) {\n\t\t\t\tscope.dispatchEvent(startEvent);\n\t\t\t}\n\t\t}\n\t\tfunction onTouchMove(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (event.touches.length) {\n\t\t\t\tcase 1:// one-fingered touch: rotate\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\tif (state !== STATE.TOUCH_ROTATE)\n\t\t\t\t\t\treturn; // is this needed?...\n\t\t\t\t\thandleTouchMoveRotate(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase 2:// two-fingered touch: dolly\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\tif (state !== STATE.TOUCH_DOLLY)\n\t\t\t\t\t\treturn; // is this needed?...\n\t\t\t\t\thandleTouchMoveDolly(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase 3:// three-fingered touch: pan\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\tif (state !== STATE.TOUCH_PAN)\n\t\t\t\t\t\treturn; // is this needed?...\n\t\t\t\t\thandleTouchMovePan(event);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tstate = STATE.NONE;\n\t\t\t}\n\t\t\tevent.preventDefault();\n\t\t\tevent.stopPropagation();\n\t\t}\n\t\tfunction onTouchEnd(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\thandleTouchEnd(event);\n\t\t\tscope.dispatchEvent(endEvent);\n\t\t\tstate = STATE.NONE;\n\t\t}\n\t\tfunction onContextMenu(event) {\n\t\t\tif (scope.enabled === false || scope.enablePan === false)\n\t\t\t\treturn;\n\t\t\tevent.preventDefault();\n\t\t}\n\t\t//\n\t\tscope.domElement.addEventListener(\"contextmenu\", onContextMenu, false);\n\t\tscope.domElement.addEventListener(\"mousedown\", onMouseDown, false);\n\t\tscope.domElement.addEventListener(\"wheel\", onMouseWheel, false);\n\t\tscope.domElement.addEventListener(\"touchstart\", onTouchStart, false);\n\t\tscope.domElement.addEventListener(\"touchend\", onTouchEnd, false);\n\t\tscope.domElement.addEventListener(\"touchmove\", onTouchMove, false);\n\t\twindow.addEventListener(\"keydown\", onKeyDown, false);\n\t\t// force an update at start\n\t\tthis.update();\n\t}\n}\n\nfunction createOrbitControls(skinViewer) {\n\tlet control = new OrbitControls(skinViewer.camera, skinViewer.renderer.domElement);\n\n\t// default configuration\n\tcontrol.enablePan = false;\n\tcontrol.target = new THREE.Vector3(0, -12, 0);\n\tcontrol.minDistance = 10;\n\tcontrol.maxDistance = 256;\n\tcontrol.update();\n\n\treturn control;\n}\n\nexport { OrbitControls, createOrbitControls 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\ No newline at end of file diff --git a/js/skinview3d.min.js b/js/build/skinview3d.min.js similarity index 100% rename from js/skinview3d.min.js rename to js/build/skinview3d.min.js diff --git a/js/skinview3d.min.js.map b/js/build/skinview3d.min.js.map similarity index 100% rename from js/skinview3d.min.js.map rename to js/build/skinview3d.min.js.map diff --git a/js/build/skinview3d.module.js b/js/build/skinview3d.module.js new file mode 100644 index 0000000..3f04e2d --- /dev/null +++ b/js/build/skinview3d.module.js @@ -0,0 +1,1281 @@ +/** + * skinview3d (https://github.com/to2mbn/skinview3d) + * + * MIT License + * + * Original work Copyright (c) 2014-2018 Kent Rasmussen + * Modified work Copyright (c) 2017-2018 Haowei Wen, Sean Boult, Pig Fang and 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. + */ + +import { Vector2, Group, BoxGeometry, Mesh, Texture, NearestFilter, NearestMipMapNearestFilter, MeshBasicMaterial, FrontSide, DoubleSide, Scene, PerspectiveCamera, WebGLRenderer, Vector3, MOUSE, Quaternion, Spherical, OrthographicCamera, EventDispatcher } from 'three'; + +var classCallCheck = function (instance, Constructor) { + if (!(instance instanceof Constructor)) { + throw new TypeError("Cannot call a class as a function"); + } +}; + +var createClass = function () { + function defineProperties(target, props) { + for (var i = 0; i < props.length; i++) { + var descriptor = props[i]; + descriptor.enumerable = descriptor.enumerable || false; + descriptor.configurable = true; + if ("value" in descriptor) descriptor.writable = true; + Object.defineProperty(target, descriptor.key, descriptor); + } + } + + return function (Constructor, protoProps, staticProps) { + if (protoProps) defineProperties(Constructor.prototype, protoProps); + if (staticProps) defineProperties(Constructor, staticProps); + return Constructor; + }; +}(); + + + + + + + + + +var inherits = function (subClass, superClass) { + if (typeof superClass !== "function" && superClass !== null) { + throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); + } + + subClass.prototype = Object.create(superClass && superClass.prototype, { + constructor: { + value: subClass, + enumerable: false, + writable: true, + configurable: true + } + }); + if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; +}; + + + + + + + + + + + +var possibleConstructorReturn = function (self, call) { + if (!self) { + throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); + } + + return call && (typeof call === "object" || typeof call === "function") ? call : self; +}; + +function toFaceVertices(x1, y1, x2, y2, w, h) { + return [new Vector2(x1 / w, 1.0 - y2 / h), new Vector2(x2 / w, 1.0 - y2 / h), new Vector2(x2 / w, 1.0 - y1 / h), new Vector2(x1 / w, 1.0 - y1 / h)]; +} + +function toSkinVertices(x1, y1, x2, y2) { + return toFaceVertices(x1, y1, x2, y2, 64.0, 64.0); +} + +function toCapeVertices(x1, y1, x2, y2) { + return toFaceVertices(x1, y1, x2, y2, 64.0, 32.0); +} + +function addVertices(box, top, bottom, left, front, right, back) { + box.faceVertexUvs[0] = []; + box.faceVertexUvs[0][0] = [right[3], right[0], right[2]]; + box.faceVertexUvs[0][1] = [right[0], right[1], right[2]]; + box.faceVertexUvs[0][2] = [left[3], left[0], left[2]]; + box.faceVertexUvs[0][3] = [left[0], left[1], left[2]]; + box.faceVertexUvs[0][4] = [top[3], top[0], top[2]]; + box.faceVertexUvs[0][5] = [top[0], top[1], top[2]]; + box.faceVertexUvs[0][6] = [bottom[0], bottom[3], bottom[1]]; + box.faceVertexUvs[0][7] = [bottom[3], bottom[2], bottom[1]]; + box.faceVertexUvs[0][8] = [front[3], front[0], front[2]]; + box.faceVertexUvs[0][9] = [front[0], front[1], front[2]]; + box.faceVertexUvs[0][10] = [back[3], back[0], back[2]]; + box.faceVertexUvs[0][11] = [back[0], back[1], back[2]]; +} + +var esp = 0.002; + +var SkinObject = function (_THREE$Group) { + inherits(SkinObject, _THREE$Group); + + function SkinObject(slim, layer1Material, layer2Material) { + classCallCheck(this, SkinObject); + + var _this = possibleConstructorReturn(this, (SkinObject.__proto__ || Object.getPrototypeOf(SkinObject)).call(this)); + + _this.slim = slim; + + // Head + _this.head = new Group(); + + var headBox = new BoxGeometry(8, 8, 8, 0, 0, 0); + addVertices(headBox, toSkinVertices(8, 0, 16, 8), toSkinVertices(16, 0, 24, 8), toSkinVertices(0, 8, 8, 16), toSkinVertices(8, 8, 16, 16), toSkinVertices(16, 8, 24, 16), toSkinVertices(24, 8, 32, 16)); + var headMesh = new Mesh(headBox, layer1Material); + _this.head.add(headMesh); + + var head2Box = new BoxGeometry(9, 9, 9, 0, 0, 0); + addVertices(head2Box, toSkinVertices(40, 0, 48, 8), toSkinVertices(48, 0, 56, 8), toSkinVertices(32, 8, 40, 16), toSkinVertices(40, 8, 48, 16), toSkinVertices(48, 8, 56, 16), toSkinVertices(56, 8, 64, 16)); + var head2Mesh = new Mesh(head2Box, layer2Material); + head2Mesh.renderOrder = -1; + _this.head.add(head2Mesh); + + _this.add(_this.head); + + // Body + _this.body = new Group(); + + var bodyBox = new BoxGeometry(8, 12, 4, 0, 0, 0); + addVertices(bodyBox, toSkinVertices(20, 16, 28, 20), toSkinVertices(28, 16, 36, 20), toSkinVertices(16, 20, 20, 32), toSkinVertices(20, 20, 28, 32), toSkinVertices(28, 20, 32, 32), toSkinVertices(32, 20, 40, 32)); + var bodyMesh = new Mesh(bodyBox, layer1Material); + _this.body.add(bodyMesh); + + var body2Box = new BoxGeometry(9, 13.5, 4.5, 0, 0, 0); + addVertices(body2Box, toSkinVertices(20, 32, 28, 36), toSkinVertices(28, 32, 36, 36), toSkinVertices(16, 36, 20, 48), toSkinVertices(20, 36, 28, 48), toSkinVertices(28, 36, 32, 48), toSkinVertices(32, 36, 40, 48)); + var body2Mesh = new Mesh(body2Box, layer2Material); + _this.body.add(body2Mesh); + + _this.body.position.y = -10; + _this.add(_this.body); + + // Right Arm + _this.rightArm = new Group(); + var rightArmPivot = new Group(); + + var rightArmBox = new BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0); + if (slim) { + addVertices(rightArmBox, toSkinVertices(44, 16, 47, 20), toSkinVertices(47, 16, 50, 20), toSkinVertices(40, 20, 44, 32), toSkinVertices(44, 20, 47, 32), toSkinVertices(47, 20, 51, 32), toSkinVertices(51, 20, 54, 32)); + } else { + addVertices(rightArmBox, toSkinVertices(44, 16, 48, 20), toSkinVertices(48, 16, 52, 20), toSkinVertices(40, 20, 44, 32), toSkinVertices(44, 20, 48, 32), toSkinVertices(48, 20, 52, 32), toSkinVertices(52, 20, 56, 32)); + } + var rightArmMesh = new Mesh(rightArmBox, layer1Material); + rightArmPivot.add(rightArmMesh); + + var rightArm2Box = new BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + if (slim) { + addVertices(rightArm2Box, toSkinVertices(44, 32, 47, 36), toSkinVertices(47, 32, 50, 36), toSkinVertices(40, 36, 44, 48), toSkinVertices(44, 36, 47, 48), toSkinVertices(47, 36, 51, 48), toSkinVertices(51, 36, 54, 48)); + } else { + addVertices(rightArm2Box, toSkinVertices(44, 32, 48, 36), toSkinVertices(48, 32, 52, 36), toSkinVertices(40, 36, 44, 48), toSkinVertices(44, 36, 48, 48), toSkinVertices(48, 36, 52, 48), toSkinVertices(52, 36, 56, 48)); + } + var rightArm2Mesh = new Mesh(rightArm2Box, layer2Material); + rightArm2Mesh.renderOrder = 1; + rightArmPivot.add(rightArm2Mesh); + + rightArmPivot.position.y = -6; + _this.rightArm.add(rightArmPivot); + _this.rightArm.position.y = -4; + _this.rightArm.position.x = slim ? -5.5 : -6; + _this.add(_this.rightArm); + + // Left Arm + _this.leftArm = new Group(); + var leftArmPivot = new Group(); + + var leftArmBox = new BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0); + if (slim) { + addVertices(leftArmBox, toSkinVertices(36, 48, 39, 52), toSkinVertices(39, 48, 42, 52), toSkinVertices(32, 52, 36, 64), toSkinVertices(36, 52, 39, 64), toSkinVertices(39, 52, 43, 64), toSkinVertices(43, 52, 46, 64)); + } else { + addVertices(leftArmBox, toSkinVertices(36, 48, 40, 52), toSkinVertices(40, 48, 44, 52), toSkinVertices(32, 52, 36, 64), toSkinVertices(36, 52, 40, 64), toSkinVertices(40, 52, 44, 64), toSkinVertices(44, 52, 48, 64)); + } + var leftArmMesh = new Mesh(leftArmBox, layer1Material); + leftArmPivot.add(leftArmMesh); + + var leftArm2Box = new BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + if (slim) { + addVertices(leftArm2Box, toSkinVertices(52, 48, 55, 52), toSkinVertices(55, 48, 58, 52), toSkinVertices(48, 52, 52, 64), toSkinVertices(52, 52, 55, 64), toSkinVertices(55, 52, 59, 64), toSkinVertices(59, 52, 62, 64)); + } else { + addVertices(leftArm2Box, toSkinVertices(52, 48, 56, 52), toSkinVertices(56, 48, 60, 52), toSkinVertices(48, 52, 52, 64), toSkinVertices(52, 52, 56, 64), toSkinVertices(56, 52, 60, 64), toSkinVertices(60, 52, 64, 64)); + } + var leftArm2Mesh = new Mesh(leftArm2Box, layer2Material); + leftArm2Mesh.renderOrder = 1; + leftArmPivot.add(leftArm2Mesh); + + leftArmPivot.position.y = -6; + _this.leftArm.add(leftArmPivot); + _this.leftArm.position.y = -4; + _this.leftArm.position.x = slim ? 5.5 : 6; + _this.add(_this.leftArm); + + // Right Leg + _this.rightLeg = new Group(); + var rightLegPivot = new Group(); + + var rightLegBox = new BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0); + addVertices(rightLegBox, toSkinVertices(4, 16, 8, 20), toSkinVertices(8, 16, 12, 20), toSkinVertices(0, 20, 4, 32), toSkinVertices(4, 20, 8, 32), toSkinVertices(8, 20, 12, 32), toSkinVertices(12, 20, 16, 32)); + var rightLegMesh = new Mesh(rightLegBox, layer1Material); + rightLegPivot.add(rightLegMesh); + + var rightLeg2Box = new BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + addVertices(rightLeg2Box, toSkinVertices(4, 32, 8, 36), toSkinVertices(8, 32, 12, 36), toSkinVertices(0, 36, 4, 48), toSkinVertices(4, 36, 8, 48), toSkinVertices(8, 36, 12, 48), toSkinVertices(12, 36, 16, 48)); + var rightLeg2Mesh = new Mesh(rightLeg2Box, layer2Material); + rightLeg2Mesh.renderOrder = 1; + rightLegPivot.add(rightLeg2Mesh); + + rightLegPivot.position.y = -6; + _this.rightLeg.add(rightLegPivot); + _this.rightLeg.position.y = -16; + _this.rightLeg.position.x = -2; + _this.add(_this.rightLeg); + + // Left Leg + _this.leftLeg = new Group(); + var leftLegPivot = new Group(); + + var leftLegBox = new BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0); + addVertices(leftLegBox, toSkinVertices(20, 48, 24, 52), toSkinVertices(24, 48, 28, 52), toSkinVertices(16, 52, 20, 64), toSkinVertices(20, 52, 24, 64), toSkinVertices(24, 52, 28, 64), toSkinVertices(28, 52, 32, 64)); + var leftLegMesh = new Mesh(leftLegBox, layer1Material); + leftLegPivot.add(leftLegMesh); + + var leftLeg2Box = new BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0); + addVertices(leftLeg2Box, toSkinVertices(4, 48, 8, 52), toSkinVertices(8, 48, 12, 52), toSkinVertices(0, 52, 4, 64), toSkinVertices(4, 52, 8, 64), toSkinVertices(8, 52, 12, 64), toSkinVertices(12, 52, 16, 64)); + var leftLeg2Mesh = new Mesh(leftLeg2Box, layer2Material); + leftLeg2Mesh.renderOrder = 1; + leftLegPivot.add(leftLeg2Mesh); + + leftLegPivot.position.y = -6; + _this.leftLeg.add(leftLegPivot); + _this.leftLeg.position.y = -16; + _this.leftLeg.position.x = 2; + _this.add(_this.leftLeg); + return _this; + } + + return SkinObject; +}(Group); + +var CapeObject = function (_THREE$Group2) { + inherits(CapeObject, _THREE$Group2); + + function CapeObject(capeMaterial) { + classCallCheck(this, CapeObject); + + // back = outside + // front = inside + var _this2 = possibleConstructorReturn(this, (CapeObject.__proto__ || Object.getPrototypeOf(CapeObject)).call(this)); + + var capeBox = new BoxGeometry(10, 16, 1, 0, 0, 0); + addVertices(capeBox, toCapeVertices(1, 0, 11, 1), toCapeVertices(11, 0, 21, 1), toCapeVertices(11, 1, 12, 17), toCapeVertices(12, 1, 22, 17), toCapeVertices(0, 1, 1, 17), toCapeVertices(1, 1, 11, 17)); + _this2.cape = new Mesh(capeBox, capeMaterial); + _this2.cape.position.y = -8; + _this2.cape.position.z = -0.5; + _this2.add(_this2.cape); + return _this2; + } + + return CapeObject; +}(Group); + +var PlayerObject = function (_THREE$Group3) { + inherits(PlayerObject, _THREE$Group3); + + function PlayerObject(slim, layer1Material, layer2Material, capeMaterial) { + classCallCheck(this, PlayerObject); + + var _this3 = possibleConstructorReturn(this, (PlayerObject.__proto__ || Object.getPrototypeOf(PlayerObject)).call(this)); + + _this3.skin = new SkinObject(slim, layer1Material, layer2Material); + _this3.skin.visible = false; + _this3.add(_this3.skin); + + _this3.cape = new CapeObject(capeMaterial); + _this3.cape.position.z = -2; + _this3.cape.position.y = -4; + _this3.cape.rotation.x = 25 * Math.PI / 180; + _this3.cape.visible = false; + _this3.add(_this3.cape); + return _this3; + } + + return PlayerObject; +}(Group); + +function invokeAnimation(animation, player, time) { + if (animation instanceof CompositeAnimation) { + animation.play(player, time); + } else if (animation instanceof Function) { + animation(player, time); + } else { + throw "Not an animation: " + animation; + } +} + +var AnimationHandle = function () { + function AnimationHandle(animation) { + classCallCheck(this, AnimationHandle); + + this.animation = animation; + this.paused = this._paused = false; + this.speed = this._speed = 1.0; + this._lastChange = null; + this._lastChangeX = null; + } + + createClass(AnimationHandle, [{ + key: "play", + value: function play(player, time) { + if (this._lastChange === null) { + this._lastChange = time; + this._lastChangeX = 0; + } else if (this.paused !== this._paused || this.speed !== this._speed) { + var dt = time - this._lastChange; + if (this._paused === false) { + this._lastChangeX += dt * this._speed; + } + this._paused = this.paused; + this._speed = this.speed; + this._lastChange = time; + } + if (this.paused === false) { + var _dt = time - this._lastChange; + var x = this._lastChangeX + this.speed * _dt; + invokeAnimation(this.animation, player, x); + } + } + }, { + key: "reset", + value: function reset() { + this._lastChange = null; + } + }]); + return AnimationHandle; +}(); + +var CompositeAnimation = function () { + function CompositeAnimation() { + classCallCheck(this, CompositeAnimation); + + this.handles = new Set(); + } + + createClass(CompositeAnimation, [{ + key: "add", + value: function add(animation) { + var _this = this; + + var handle = new AnimationHandle(animation); + handle.remove = function () { + return _this.handles.delete(handle); + }; + this.handles.add(handle); + return handle; + } + }, { + key: "play", + value: function play(player, time) { + this.handles.forEach(function (handle) { + return handle.play(player, time); + }); + } + }]); + return CompositeAnimation; +}(); + +var WalkingAnimation = function WalkingAnimation(player, time) { + var skin = player.skin; + + // Multiply by animation's natural speed + time *= 8; + + // Leg swing + skin.leftLeg.rotation.x = Math.sin(time) * 0.5; + skin.rightLeg.rotation.x = Math.sin(time + Math.PI) * 0.5; + + // Arm swing + skin.leftArm.rotation.x = Math.sin(time + Math.PI) * 0.5; + skin.rightArm.rotation.x = Math.sin(time) * 0.5; + var basicArmRotationZ = Math.PI * 0.02; + skin.leftArm.rotation.z = Math.cos(time) * 0.03 + basicArmRotationZ; + skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.03 - basicArmRotationZ; + + // Head shaking with different frequency & amplitude + skin.head.rotation.y = Math.sin(time / 4) * 0.2; + skin.head.rotation.x = Math.sin(time / 5) * 0.1; + + // Always add an angle for cape around the x axis + var basicCapeRotationX = Math.PI * 0.06; + player.cape.rotation.x = Math.sin(time / 1.5) * 0.06 + basicCapeRotationX; +}; + +var RunningAnimation = function RunningAnimation(player, time) { + var skin = player.skin; + + time *= 15; + + // Leg swing with larger amplitude + skin.leftLeg.rotation.x = Math.cos(time + Math.PI) * 1.3; + skin.rightLeg.rotation.x = Math.cos(time) * 1.3; + + // Arm swing + skin.leftArm.rotation.x = Math.cos(time) * 1.5; + skin.rightArm.rotation.x = Math.cos(time + Math.PI) * 1.5; + var basicArmRotationZ = Math.PI * 0.1; + skin.leftArm.rotation.z = Math.cos(time) * 0.1 + basicArmRotationZ; + skin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.1 - basicArmRotationZ; + + // Jumping + player.position.y = Math.cos(time * 2); + // Dodging when running + player.position.x = Math.cos(time) * 0.15; + // Slightly tilting when running + player.rotation.z = Math.cos(time + Math.PI) * 0.01; + + // Apply higher swing frequency, lower amplitude, + // and greater basic rotation around x axis, + // to cape when running. + var basicCapeRotationX = Math.PI * 0.3; + player.cape.rotation.x = Math.sin(time * 2) * 0.1 + basicCapeRotationX; + + // What about head shaking? + // You shouldn't glance right and left when running dude :P +}; + +var RotatingAnimation = function RotatingAnimation(player, time) { + player.rotation.y = time; +}; + +function copyImage(context, sX, sY, w, h, dX, dY, flipHorizontal) { + var imgData = context.getImageData(sX, sY, w, h); + if (flipHorizontal) { + for (var y = 0; y < h; y++) { + for (var x = 0; x < w / 2; x++) { + var index = (x + y * w) * 4; + var index2 = (w - x - 1 + y * w) * 4; + var pA1 = imgData.data[index]; + var pA2 = imgData.data[index + 1]; + var pA3 = imgData.data[index + 2]; + var pA4 = imgData.data[index + 3]; + + var pB1 = imgData.data[index2]; + var pB2 = imgData.data[index2 + 1]; + var pB3 = imgData.data[index2 + 2]; + var pB4 = imgData.data[index2 + 3]; + + imgData.data[index] = pB1; + imgData.data[index + 1] = pB2; + imgData.data[index + 2] = pB3; + imgData.data[index + 3] = pB4; + + imgData.data[index2] = pA1; + imgData.data[index2 + 1] = pA2; + imgData.data[index2 + 2] = pA3; + imgData.data[index2 + 3] = pA4; + } + } + } + context.putImageData(imgData, dX, dY); +} + +function convertSkinTo1_8(context, width) { + var scale = width / 64.0; + var copySkin = function copySkin(context, sX, sY, w, h, dX, dY, flipHorizontal) { + return copyImage(context, sX * scale, sY * scale, w * scale, h * scale, dX * scale, dY * scale, flipHorizontal); + }; + + copySkin(context, 4, 16, 4, 4, 20, 48, true); // Top Leg + copySkin(context, 8, 16, 4, 4, 24, 48, true); // Bottom Leg + copySkin(context, 0, 20, 4, 12, 24, 52, true); // Outer Leg + copySkin(context, 4, 20, 4, 12, 20, 52, true); // Front Leg + copySkin(context, 8, 20, 4, 12, 16, 52, true); // Inner Leg + copySkin(context, 12, 20, 4, 12, 28, 52, true); // Back Leg + copySkin(context, 44, 16, 4, 4, 36, 48, true); // Top Arm + copySkin(context, 48, 16, 4, 4, 40, 48, true); // Bottom Arm + copySkin(context, 40, 20, 4, 12, 40, 52, true); // Outer Arm + copySkin(context, 44, 20, 4, 12, 36, 52, true); // Front Arm + copySkin(context, 48, 20, 4, 12, 32, 52, true); // Inner Arm + copySkin(context, 52, 20, 4, 12, 44, 52, true); // Back Arm +} + +var SkinViewer = function () { + function SkinViewer(options) { + var _this = this; + + classCallCheck(this, SkinViewer); + + this.domElement = options.domElement; + this.animation = options.animation || null; + this.animationPaused = false; + this.animationTime = 0; + this.disposed = false; + + // texture + this.skinImg = new Image(); + this.skinCanvas = document.createElement("canvas"); + this.skinTexture = new Texture(this.skinCanvas); + this.skinTexture.magFilter = NearestFilter; + this.skinTexture.minFilter = NearestMipMapNearestFilter; + + this.capeImg = new Image(); + this.capeCanvas = document.createElement("canvas"); + this.capeTexture = new Texture(this.capeCanvas); + this.capeTexture.magFilter = NearestFilter; + this.capeTexture.minFilter = NearestMipMapNearestFilter; + + this.layer1Material = new MeshBasicMaterial({ map: this.skinTexture, side: FrontSide }); + this.layer2Material = new MeshBasicMaterial({ map: this.skinTexture, transparent: true, opacity: 1, side: DoubleSide }); + this.capeMaterial = new MeshBasicMaterial({ map: this.capeTexture }); + + // scene + this.scene = new Scene(); + + // Use smaller fov to avoid distortion + this.camera = new PerspectiveCamera(40); + this.camera.position.y = -12; + this.camera.position.z = 60; + + this.renderer = new WebGLRenderer({ angleRot: true, alpha: true, antialias: false }); + this.renderer.setSize(300, 300); // default size + this.renderer.context.getShaderInfoLog = function () { + return ""; + }; // shut firefox up + this.domElement.appendChild(this.renderer.domElement); + + this.playerObject = new PlayerObject(options.slim === true, this.layer1Material, this.layer2Material, this.capeMaterial); + this.scene.add(this.playerObject); + + // texture loading + this.skinImg.crossOrigin = ""; + this.skinImg.onerror = function () { + return console.error("Failed loading " + _this.skinImg.src); + }; + this.skinImg.onload = function () { + var isOldFormat = false; + if (_this.skinImg.width !== _this.skinImg.height) { + if (_this.skinImg.width === 2 * _this.skinImg.height) { + isOldFormat = true; + } else { + console.error("Bad skin size"); + return; + } + } + + var skinContext = _this.skinCanvas.getContext("2d"); + if (isOldFormat) { + var width = _this.skinImg.width; + _this.skinCanvas.width = width; + _this.skinCanvas.height = width; + skinContext.clearRect(0, 0, width, width); + skinContext.drawImage(_this.skinImg, 0, 0, width, width / 2.0); + convertSkinTo1_8(skinContext, width); + } else { + _this.skinCanvas.width = _this.skinImg.width; + _this.skinCanvas.height = _this.skinImg.height; + skinContext.clearRect(0, 0, _this.skinCanvas.width, _this.skinCanvas.height); + skinContext.drawImage(_this.skinImg, 0, 0, _this.skinCanvas.width, _this.skinCanvas.height); + } + + _this.skinTexture.needsUpdate = true; + _this.layer1Material.needsUpdate = true; + _this.layer2Material.needsUpdate = true; + + _this.playerObject.skin.visible = true; + }; + + this.capeImg.crossOrigin = ""; + this.capeImg.onerror = function () { + return console.error("Failed loading " + _this.capeImg.src); + }; + this.capeImg.onload = function () { + var isOldFormat = false; + if (_this.capeImg.width !== 2 * _this.capeImg.height) { + if (_this.capeImg.width * 17 == _this.capeImg.height * 22) { + // width/height = 22/17 + isOldFormat = true; + } else { + console.error("Bad cape size"); + return; + } + } + + var capeContext = _this.capeCanvas.getContext("2d"); + if (isOldFormat) { + var width = _this.capeImg.width * 64 / 22; + _this.capeCanvas.width = width; + _this.capeCanvas.height = width / 2; + } else { + _this.capeCanvas.width = _this.capeImg.width; + _this.capeCanvas.height = _this.capeImg.height; + } + capeContext.clearRect(0, 0, _this.capeCanvas.width, _this.capeCanvas.height); + capeContext.drawImage(_this.capeImg, 0, 0, _this.capeImg.width, _this.capeImg.height); + + _this.capeTexture.needsUpdate = true; + _this.capeMaterial.needsUpdate = true; + + _this.playerObject.cape.visible = true; + }; + + if (options.skinUrl) this.skinUrl = options.skinUrl; + if (options.capeUrl) this.capeUrl = options.capeUrl; + if (options.width) this.width = options.width; + if (options.height) this.height = options.height; + + var draw = function draw() { + if (_this.disposed) return; + window.requestAnimationFrame(draw); + if (!_this.animationPaused) { + _this.animationTime++; + if (_this.animation) { + invokeAnimation(_this.animation, _this.playerObject, _this.animationTime / 100.0); + } + } + _this.renderer.render(_this.scene, _this.camera); + }; + draw(); + } + + createClass(SkinViewer, [{ + key: "setSize", + value: function setSize(width, height) { + this.camera.aspect = width / height; + this.camera.updateProjectionMatrix(); + this.renderer.setSize(width, height); + } + }, { + key: "dispose", + value: function dispose() { + this.disposed = true; + this.domElement.removeChild(this.renderer.domElement); + this.renderer.dispose(); + this.skinTexture.dispose(); + this.capeTexture.dispose(); + } + }, { + key: "skinUrl", + get: function get$$1() { + return this.skinImg.src; + }, + set: function set$$1(url) { + this.skinImg.src = url; + } + }, { + key: "capeUrl", + get: function get$$1() { + return this.capeImg.src; + }, + set: function set$$1(url) { + this.capeImg.src = url; + } + }, { + key: "width", + get: function get$$1() { + return this.renderer.getSize().width; + }, + set: function set$$1(newWidth) { + this.setSize(newWidth, this.height); + } + }, { + key: "height", + get: function get$$1() { + return this.renderer.getSize().height; + }, + set: function set$$1(newHeight) { + this.setSize(this.width, newHeight); + } + }]); + return SkinViewer; +}(); + +var OrbitControls = function (_THREE$EventDispatche) { + inherits(OrbitControls, _THREE$EventDispatche); + + /** + * @preserve + * The code was originally from https://github.com/mrdoob/three.js/blob/d45a042cf962e9b1aa9441810ba118647b48aacb/examples/js/controls/OrbitControls.js + */ + /** + * @license + * Copyright (C) 2010-2017 three.js authors + * + * 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. + * + * + * @author qiao / https://github.com/qiao + * @author mrdoob / http://mrdoob.com + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author erich666 / http://erichaines.com + */ + + // This set of controls performs orbiting, dollying (zooming), and panning. + // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). + // + // Orbit - left mouse / touch: one finger move + // Zoom - middle mouse, or mousewheel / touch: two finger spread or squish + // Pan - right mouse, or arrow keys / touch: three finger swipe + + function OrbitControls(object, domElement) { + classCallCheck(this, OrbitControls); + + var _this = possibleConstructorReturn(this, (OrbitControls.__proto__ || Object.getPrototypeOf(OrbitControls)).call(this)); + + _this.object = object; + _this.domElement = domElement !== undefined ? domElement : document; + + // Set to false to disable this control + _this.enabled = true; + + // "target" sets the location of focus, where the object orbits around + _this.target = new Vector3(); + + // How far you can dolly in and out (PerspectiveCamera only) + _this.minDistance = 0; + _this.maxDistance = Infinity; + + // How far you can zoom in and out (OrthographicCamera only) + _this.minZoom = 0; + _this.maxZoom = Infinity; + + // How far you can orbit vertically, upper and lower limits. + // Range is 0 to Math.PI radians. + _this.minPolarAngle = 0; // radians + _this.maxPolarAngle = Math.PI; // radians + + // How far you can orbit horizontally, upper and lower limits. + // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. + _this.minAzimuthAngle = -Infinity; // radians + _this.maxAzimuthAngle = Infinity; // radians + + // Set to true to enable damping (inertia) + // If damping is enabled, you must call controls.update() in your animation loop + _this.enableDamping = false; + _this.dampingFactor = 0.25; + + // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. + // Set to false to disable zooming + _this.enableZoom = true; + _this.zoomSpeed = 1.0; + + // Set to false to disable rotating + _this.enableRotate = true; + _this.rotateSpeed = 1.0; + + // Set to false to disable panning + _this.enablePan = true; + _this.keyPanSpeed = 7.0; // pixels moved per arrow key push + + // Set to true to automatically rotate around the target + // If auto-rotate is enabled, you must call controls.update() in your animation loop + _this.autoRotate = false; + _this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 + + // Set to false to disable use of the keys + _this.enableKeys = true; + + // The four arrow keys + _this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; + + // Mouse buttons + _this.mouseButtons = { ORBIT: MOUSE.LEFT, ZOOM: MOUSE.MIDDLE, PAN: MOUSE.RIGHT }; + + // for reset + _this.target0 = _this.target.clone(); + _this.position0 = _this.object.position.clone(); + _this.zoom0 = _this.object.zoom; + + // + // public methods + // + _this.getPolarAngle = function () { + return spherical.phi; + }; + _this.getAzimuthalAngle = function () { + return spherical.theta; + }; + _this.saveState = function () { + scope.target0.copy(scope.target); + scope.position0.copy(scope.object.position); + scope.zoom0 = scope.object.zoom; + }; + _this.reset = function () { + scope.target.copy(scope.target0); + scope.object.position.copy(scope.position0); + scope.object.zoom = scope.zoom0; + scope.object.updateProjectionMatrix(); + scope.dispatchEvent(changeEvent); + scope.update(); + state = STATE.NONE; + }; + + // this method is exposed, but perhaps it would be better if we can make it private... + _this.update = function () { + var offset = new Vector3(); + // so camera.up is the orbit axis + var quat = new Quaternion().setFromUnitVectors(object.up, new Vector3(0, 1, 0)); + var quatInverse = quat.clone().inverse(); + var lastPosition = new Vector3(); + var lastQuaternion = new Quaternion(); + return function update() { + var position = scope.object.position; + offset.copy(position).sub(scope.target); + // rotate offset to "y-axis-is-up" space + offset.applyQuaternion(quat); + // angle from z-axis around y-axis + spherical.setFromVector3(offset); + if (scope.autoRotate && state === STATE.NONE) { + rotateLeft(getAutoRotationAngle()); + } + spherical.theta += sphericalDelta.theta; + spherical.phi += sphericalDelta.phi; + // restrict theta to be between desired limits + spherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta)); + // restrict phi to be between desired limits + spherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi)); + spherical.makeSafe(); + spherical.radius *= scale; + // restrict radius to be between desired limits + spherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius)); + // move target to panned location + scope.target.add(panOffset); + offset.setFromSpherical(spherical); + // rotate offset back to "camera-up-vector-is-up" space + offset.applyQuaternion(quatInverse); + position.copy(scope.target).add(offset); + scope.object.lookAt(scope.target); + if (scope.enableDamping === true) { + sphericalDelta.theta *= 1 - scope.dampingFactor; + sphericalDelta.phi *= 1 - scope.dampingFactor; + } else { + sphericalDelta.set(0, 0, 0); + } + scale = 1; + panOffset.set(0, 0, 0); + // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + if (zoomChanged || lastPosition.distanceToSquared(scope.object.position) > EPS || 8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) { + scope.dispatchEvent(changeEvent); + lastPosition.copy(scope.object.position); + lastQuaternion.copy(scope.object.quaternion); + zoomChanged = false; + return true; + } + return false; + }; + }(); + _this.dispose = function () { + scope.domElement.removeEventListener("contextmenu", onContextMenu, false); + scope.domElement.removeEventListener("mousedown", onMouseDown, false); + scope.domElement.removeEventListener("wheel", onMouseWheel, false); + scope.domElement.removeEventListener("touchstart", onTouchStart, false); + scope.domElement.removeEventListener("touchend", onTouchEnd, false); + scope.domElement.removeEventListener("touchmove", onTouchMove, false); + document.removeEventListener("mousemove", onMouseMove, false); + document.removeEventListener("mouseup", onMouseUp, false); + window.removeEventListener("keydown", onKeyDown, false); + //scope.dispatchEvent({ type: "dispose" }); // should this be added here? + }; + // + // internals + // + var scope = _this; + var changeEvent = { type: "change" }; + var startEvent = { type: "start" }; + var endEvent = { type: "end" }; + var STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 }; + var state = STATE.NONE; + var EPS = 0.000001; + // current position in spherical coordinates + var spherical = new Spherical(); + var sphericalDelta = new Spherical(); + var scale = 1; + var panOffset = new Vector3(); + var zoomChanged = false; + var rotateStart = new Vector2(); + var rotateEnd = new Vector2(); + var rotateDelta = new Vector2(); + var panStart = new Vector2(); + var panEnd = new Vector2(); + var panDelta = new Vector2(); + var dollyStart = new Vector2(); + var dollyEnd = new Vector2(); + var dollyDelta = new Vector2(); + function getAutoRotationAngle() { + return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; + } + function getZoomScale() { + return Math.pow(0.95, scope.zoomSpeed); + } + function rotateLeft(angle) { + sphericalDelta.theta -= angle; + } + function rotateUp(angle) { + sphericalDelta.phi -= angle; + } + var panLeft = function () { + var v = new Vector3(); + return function panLeft(distance, objectMatrix) { + v.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix + v.multiplyScalar(-distance); + panOffset.add(v); + }; + }(); + var panUp = function () { + var v = new Vector3(); + return function panUp(distance, objectMatrix) { + v.setFromMatrixColumn(objectMatrix, 1); // get Y column of objectMatrix + v.multiplyScalar(distance); + panOffset.add(v); + }; + }(); + // deltaX and deltaY are in pixels; right and down are positive + var pan = function () { + var offset = new Vector3(); + return function pan(deltaX, deltaY) { + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + if (scope.object instanceof PerspectiveCamera) { + // perspective + var position = scope.object.position; + offset.copy(position).sub(scope.target); + var targetDistance = offset.length(); + // half of the fov is center to top of screen + targetDistance *= Math.tan(scope.object.fov / 2 * Math.PI / 180.0); + // we actually don't use screenWidth, since perspective camera is fixed to screen height + panLeft(2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix); + panUp(2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix); + } else if (scope.object instanceof OrthographicCamera) { + // orthographic + panLeft(deltaX * (scope.object.right - scope.object.left) / scope.object.zoom / element.clientWidth, scope.object.matrix); + panUp(deltaY * (scope.object.top - scope.object.bottom) / scope.object.zoom / element.clientHeight, scope.object.matrix); + } else { + // camera neither orthographic nor perspective + console.warn("WARNING: OrbitControls.js encountered an unknown camera type - pan disabled."); + scope.enablePan = false; + } + }; + }(); + function dollyIn(dollyScale) { + if (scope.object instanceof PerspectiveCamera) { + scale /= dollyScale; + } else if (scope.object instanceof OrthographicCamera) { + scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale)); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + } else { + console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."); + scope.enableZoom = false; + } + } + function dollyOut(dollyScale) { + if (scope.object instanceof PerspectiveCamera) { + scale *= dollyScale; + } else if (scope.object instanceof OrthographicCamera) { + scope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale)); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + } else { + console.warn("WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled."); + scope.enableZoom = false; + } + } + // + // event callbacks - update the object state + // + function handleMouseDownRotate(event) { + rotateStart.set(event.clientX, event.clientY); + } + function handleMouseDownDolly(event) { + dollyStart.set(event.clientX, event.clientY); + } + function handleMouseDownPan(event) { + panStart.set(event.clientX, event.clientY); + } + function handleMouseMoveRotate(event) { + rotateEnd.set(event.clientX, event.clientY); + rotateDelta.subVectors(rotateEnd, rotateStart); + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + // rotating across whole screen goes 360 degrees around + rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed); + // rotating up and down along whole screen attempts to go 360, but limited to 180 + rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed); + rotateStart.copy(rotateEnd); + scope.update(); + } + function handleMouseMoveDolly(event) { + dollyEnd.set(event.clientX, event.clientY); + dollyDelta.subVectors(dollyEnd, dollyStart); + if (dollyDelta.y > 0) { + dollyIn(getZoomScale()); + } else if (dollyDelta.y < 0) { + dollyOut(getZoomScale()); + } + dollyStart.copy(dollyEnd); + scope.update(); + } + function handleMouseMovePan(event) { + panEnd.set(event.clientX, event.clientY); + panDelta.subVectors(panEnd, panStart); + pan(panDelta.x, panDelta.y); + panStart.copy(panEnd); + scope.update(); + } + function handleMouseWheel(event) { + if (event.deltaY < 0) { + dollyOut(getZoomScale()); + } else if (event.deltaY > 0) { + dollyIn(getZoomScale()); + } + scope.update(); + } + function handleKeyDown(event) { + switch (event.keyCode) { + case scope.keys.UP: + pan(0, scope.keyPanSpeed); + scope.update(); + break; + case scope.keys.BOTTOM: + pan(0, -scope.keyPanSpeed); + scope.update(); + break; + case scope.keys.LEFT: + pan(scope.keyPanSpeed, 0); + scope.update(); + break; + case scope.keys.RIGHT: + pan(-scope.keyPanSpeed, 0); + scope.update(); + break; + } + } + function handleTouchStartRotate(event) { + rotateStart.set(event.touches[0].pageX, event.touches[0].pageY); + } + function handleTouchStartDolly(event) { + var dx = event.touches[0].pageX - event.touches[1].pageX; + var dy = event.touches[0].pageY - event.touches[1].pageY; + var distance = Math.sqrt(dx * dx + dy * dy); + dollyStart.set(0, distance); + } + function handleTouchStartPan(event) { + panStart.set(event.touches[0].pageX, event.touches[0].pageY); + } + function handleTouchMoveRotate(event) { + rotateEnd.set(event.touches[0].pageX, event.touches[0].pageY); + rotateDelta.subVectors(rotateEnd, rotateStart); + var element = scope.domElement === document ? scope.domElement.body : scope.domElement; + rotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed); + rotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed); + rotateStart.copy(rotateEnd); + scope.update(); + } + function handleTouchMoveDolly(event) { + var dx = event.touches[0].pageX - event.touches[1].pageX; + var dy = event.touches[0].pageY - event.touches[1].pageY; + var distance = Math.sqrt(dx * dx + dy * dy); + dollyEnd.set(0, distance); + dollyDelta.subVectors(dollyEnd, dollyStart); + if (dollyDelta.y > 0) { + dollyOut(getZoomScale()); + } else if (dollyDelta.y < 0) { + dollyIn(getZoomScale()); + } + dollyStart.copy(dollyEnd); + scope.update(); + } + function handleTouchMovePan(event) { + panEnd.set(event.touches[0].pageX, event.touches[0].pageY); + panDelta.subVectors(panEnd, panStart); + pan(panDelta.x, panDelta.y); + panStart.copy(panEnd); + scope.update(); + } + function onMouseDown(event) { + if (scope.enabled === false) return; + switch (event.button) { + case scope.mouseButtons.ORBIT: + if (scope.enableRotate === false) return; + handleMouseDownRotate(event); + state = STATE.ROTATE; + break; + case scope.mouseButtons.ZOOM: + if (scope.enableZoom === false) return; + handleMouseDownDolly(event); + state = STATE.DOLLY; + break; + case scope.mouseButtons.PAN: + if (scope.enablePan === false) return; + handleMouseDownPan(event); + state = STATE.PAN; + break; + } + event.preventDefault(); + if (state !== STATE.NONE) { + document.addEventListener("mousemove", onMouseMove, false); + document.addEventListener("mouseup", onMouseUp, false); + scope.dispatchEvent(startEvent); + } + } + function onMouseMove(event) { + if (scope.enabled === false) return; + switch (state) { + case STATE.ROTATE: + if (scope.enableRotate === false) return; + handleMouseMoveRotate(event); + break; + case STATE.DOLLY: + if (scope.enableZoom === false) return; + handleMouseMoveDolly(event); + break; + case STATE.PAN: + if (scope.enablePan === false) return; + handleMouseMovePan(event); + break; + } + event.preventDefault(); + } + function onMouseUp(event) { + if (scope.enabled === false) return; + document.removeEventListener("mousemove", onMouseMove, false); + document.removeEventListener("mouseup", onMouseUp, false); + scope.dispatchEvent(endEvent); + state = STATE.NONE; + } + function onMouseWheel(event) { + if (scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE && state !== STATE.ROTATE) return; + event.preventDefault(); + event.stopPropagation(); + handleMouseWheel(event); + scope.dispatchEvent(startEvent); // not sure why these are here... + scope.dispatchEvent(endEvent); + } + function onKeyDown(event) { + if (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false) return; + handleKeyDown(event); + } + function onTouchStart(event) { + if (scope.enabled === false) return; + switch (event.touches.length) { + case 1: + // one-fingered touch: rotate + if (scope.enableRotate === false) return; + handleTouchStartRotate(event); + state = STATE.TOUCH_ROTATE; + break; + case 2: + // two-fingered touch: dolly + if (scope.enableZoom === false) return; + handleTouchStartDolly(event); + state = STATE.TOUCH_DOLLY; + break; + case 3: + // three-fingered touch: pan + if (scope.enablePan === false) return; + handleTouchStartPan(event); + state = STATE.TOUCH_PAN; + break; + default: + state = STATE.NONE; + } + if (state !== STATE.NONE) { + scope.dispatchEvent(startEvent); + } + } + function onTouchMove(event) { + if (scope.enabled === false) return; + switch (event.touches.length) { + case 1: + // one-fingered touch: rotate + if (scope.enableRotate === false) return; + if (state !== STATE.TOUCH_ROTATE) return; // is this needed?... + handleTouchMoveRotate(event); + break; + case 2: + // two-fingered touch: dolly + if (scope.enableZoom === false) return; + if (state !== STATE.TOUCH_DOLLY) return; // is this needed?... + handleTouchMoveDolly(event); + break; + case 3: + // three-fingered touch: pan + if (scope.enablePan === false) return; + if (state !== STATE.TOUCH_PAN) return; // is this needed?... + handleTouchMovePan(event); + break; + default: + state = STATE.NONE; + } + event.preventDefault(); + event.stopPropagation(); + } + function onTouchEnd(event) { + if (scope.enabled === false) return; + scope.dispatchEvent(endEvent); + state = STATE.NONE; + } + function onContextMenu(event) { + if (scope.enabled === false || scope.enablePan === false) return; + event.preventDefault(); + } + // + scope.domElement.addEventListener("contextmenu", onContextMenu, false); + scope.domElement.addEventListener("mousedown", onMouseDown, false); + scope.domElement.addEventListener("wheel", onMouseWheel, false); + scope.domElement.addEventListener("touchstart", onTouchStart, false); + scope.domElement.addEventListener("touchend", onTouchEnd, false); + scope.domElement.addEventListener("touchmove", onTouchMove, false); + window.addEventListener("keydown", onKeyDown, false); + // force an update at start + _this.update(); + return _this; + } + + return OrbitControls; +}(EventDispatcher); + +function createOrbitControls(skinViewer) { + var control = new OrbitControls(skinViewer.camera, skinViewer.renderer.domElement); + + // default configuration + control.enablePan = false; + control.target = new Vector3(0, -12, 0); + control.minDistance = 10; + control.maxDistance = 256; + control.update(); + + return control; +} + +export { SkinObject, CapeObject, PlayerObject, SkinViewer, OrbitControls, createOrbitControls, invokeAnimation, CompositeAnimation, WalkingAnimation, RunningAnimation, RotatingAnimation }; +//# sourceMappingURL=skinview3d.module.js.map diff --git a/js/build/skinview3d.module.js.map b/js/build/skinview3d.module.js.map new file mode 100644 index 0000000..353b31f --- /dev/null +++ b/js/build/skinview3d.module.js.map @@ -0,0 +1 @@ +{"version":3,"file":"skinview3d.module.js","sources":["../src/model.js","../src/animation.js","../src/viewer.js","../src/orbit_controls.js"],"sourcesContent":["import * as THREE from \"three\";\n\nfunction toFaceVertices(x1, y1, x2, y2, w, h) {\n\treturn [\n\t\tnew THREE.Vector2(x1 / w, 1.0 - y2 / h),\n\t\tnew THREE.Vector2(x2 / w, 1.0 - y2 / h),\n\t\tnew THREE.Vector2(x2 / w, 1.0 - y1 / h),\n\t\tnew THREE.Vector2(x1 / w, 1.0 - y1 / h)\n\t];\n}\n\nfunction toSkinVertices(x1, y1, x2, y2) {\n\treturn toFaceVertices(x1, y1, x2, y2, 64.0, 64.0);\n}\n\nfunction toCapeVertices(x1, y1, x2, y2) {\n\treturn toFaceVertices(x1, y1, x2, y2, 64.0, 32.0);\n}\n\nfunction addVertices(box, top, bottom, left, front, right, back) {\n\tbox.faceVertexUvs[0] = [];\n\tbox.faceVertexUvs[0][0] = [right[3], right[0], right[2]];\n\tbox.faceVertexUvs[0][1] = [right[0], right[1], right[2]];\n\tbox.faceVertexUvs[0][2] = [left[3], left[0], left[2]];\n\tbox.faceVertexUvs[0][3] = [left[0], left[1], left[2]];\n\tbox.faceVertexUvs[0][4] = [top[3], top[0], top[2]];\n\tbox.faceVertexUvs[0][5] = [top[0], top[1], top[2]];\n\tbox.faceVertexUvs[0][6] = [bottom[0], bottom[3], bottom[1]];\n\tbox.faceVertexUvs[0][7] = [bottom[3], bottom[2], bottom[1]];\n\tbox.faceVertexUvs[0][8] = [front[3], front[0], front[2]];\n\tbox.faceVertexUvs[0][9] = [front[0], front[1], front[2]];\n\tbox.faceVertexUvs[0][10] = [back[3], back[0], back[2]];\n\tbox.faceVertexUvs[0][11] = [back[0], back[1], back[2]];\n}\n\nconst esp = 0.002;\n\nclass SkinObject extends THREE.Group {\n\tconstructor(slim, layer1Material, layer2Material) {\n\t\tsuper();\n\n\t\tthis.slim = slim;\n\n\t\t// Head\n\t\tthis.head = new THREE.Group();\n\n\t\tlet headBox = new THREE.BoxGeometry(8, 8, 8, 0, 0, 0);\n\t\taddVertices(headBox,\n\t\t\ttoSkinVertices(8, 0, 16, 8),\n\t\t\ttoSkinVertices(16, 0, 24, 8),\n\t\t\ttoSkinVertices(0, 8, 8, 16),\n\t\t\ttoSkinVertices(8, 8, 16, 16),\n\t\t\ttoSkinVertices(16, 8, 24, 16),\n\t\t\ttoSkinVertices(24, 8, 32, 16)\n\t\t);\n\t\tlet headMesh = new THREE.Mesh(headBox, layer1Material);\n\t\tthis.head.add(headMesh);\n\n\t\tlet head2Box = new THREE.BoxGeometry(9, 9, 9, 0, 0, 0);\n\t\taddVertices(head2Box,\n\t\t\ttoSkinVertices(40, 0, 48, 8),\n\t\t\ttoSkinVertices(48, 0, 56, 8),\n\t\t\ttoSkinVertices(32, 8, 40, 16),\n\t\t\ttoSkinVertices(40, 8, 48, 16),\n\t\t\ttoSkinVertices(48, 8, 56, 16),\n\t\t\ttoSkinVertices(56, 8, 64, 16)\n\t\t);\n\t\tlet head2Mesh = new THREE.Mesh(head2Box, layer2Material);\n\t\thead2Mesh.renderOrder = -1;\n\t\tthis.head.add(head2Mesh);\n\n\t\tthis.add(this.head);\n\n\n\t\t// Body\n\t\tthis.body = new THREE.Group();\n\n\t\tlet bodyBox = new THREE.BoxGeometry(8, 12, 4, 0, 0, 0);\n\t\taddVertices(bodyBox,\n\t\t\ttoSkinVertices(20, 16, 28, 20),\n\t\t\ttoSkinVertices(28, 16, 36, 20),\n\t\t\ttoSkinVertices(16, 20, 20, 32),\n\t\t\ttoSkinVertices(20, 20, 28, 32),\n\t\t\ttoSkinVertices(28, 20, 32, 32),\n\t\t\ttoSkinVertices(32, 20, 40, 32)\n\t\t);\n\t\tlet bodyMesh = new THREE.Mesh(bodyBox, layer1Material);\n\t\tthis.body.add(bodyMesh);\n\n\t\tlet body2Box = new THREE.BoxGeometry(9, 13.5, 4.5, 0, 0, 0);\n\t\taddVertices(body2Box,\n\t\t\ttoSkinVertices(20, 32, 28, 36),\n\t\t\ttoSkinVertices(28, 32, 36, 36),\n\t\t\ttoSkinVertices(16, 36, 20, 48),\n\t\t\ttoSkinVertices(20, 36, 28, 48),\n\t\t\ttoSkinVertices(28, 36, 32, 48),\n\t\t\ttoSkinVertices(32, 36, 40, 48)\n\t\t);\n\t\tlet body2Mesh = new THREE.Mesh(body2Box, layer2Material);\n\t\tthis.body.add(body2Mesh);\n\n\t\tthis.body.position.y = -10;\n\t\tthis.add(this.body);\n\n\n\t\t// Right Arm\n\t\tthis.rightArm = new THREE.Group();\n\t\tlet rightArmPivot = new THREE.Group();\n\n\t\tlet rightArmBox = new THREE.BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(rightArmBox,\n\t\t\t\ttoSkinVertices(44, 16, 47, 20),\n\t\t\t\ttoSkinVertices(47, 16, 50, 20),\n\t\t\t\ttoSkinVertices(40, 20, 44, 32),\n\t\t\t\ttoSkinVertices(44, 20, 47, 32),\n\t\t\t\ttoSkinVertices(47, 20, 51, 32),\n\t\t\t\ttoSkinVertices(51, 20, 54, 32)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(rightArmBox,\n\t\t\t\ttoSkinVertices(44, 16, 48, 20),\n\t\t\t\ttoSkinVertices(48, 16, 52, 20),\n\t\t\t\ttoSkinVertices(40, 20, 44, 32),\n\t\t\t\ttoSkinVertices(44, 20, 48, 32),\n\t\t\t\ttoSkinVertices(48, 20, 52, 32),\n\t\t\t\ttoSkinVertices(52, 20, 56, 32)\n\t\t\t);\n\t\t}\n\t\tlet rightArmMesh = new THREE.Mesh(rightArmBox, layer1Material);\n\t\trightArmPivot.add(rightArmMesh);\n\n\t\tlet rightArm2Box = new THREE.BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(rightArm2Box,\n\t\t\t\ttoSkinVertices(44, 32, 47, 36),\n\t\t\t\ttoSkinVertices(47, 32, 50, 36),\n\t\t\t\ttoSkinVertices(40, 36, 44, 48),\n\t\t\t\ttoSkinVertices(44, 36, 47, 48),\n\t\t\t\ttoSkinVertices(47, 36, 51, 48),\n\t\t\t\ttoSkinVertices(51, 36, 54, 48)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(rightArm2Box,\n\t\t\t\ttoSkinVertices(44, 32, 48, 36),\n\t\t\t\ttoSkinVertices(48, 32, 52, 36),\n\t\t\t\ttoSkinVertices(40, 36, 44, 48),\n\t\t\t\ttoSkinVertices(44, 36, 48, 48),\n\t\t\t\ttoSkinVertices(48, 36, 52, 48),\n\t\t\t\ttoSkinVertices(52, 36, 56, 48)\n\t\t\t);\n\t\t}\n\t\tlet rightArm2Mesh = new THREE.Mesh(rightArm2Box, layer2Material);\n\t\trightArm2Mesh.renderOrder = 1;\n\t\trightArmPivot.add(rightArm2Mesh);\n\n\t\trightArmPivot.position.y = -6;\n\t\tthis.rightArm.add(rightArmPivot);\n\t\tthis.rightArm.position.y = -4;\n\t\tthis.rightArm.position.x = slim ? -5.5 : -6;\n\t\tthis.add(this.rightArm);\n\n\n\t\t// Left Arm\n\t\tthis.leftArm = new THREE.Group();\n\t\tlet leftArmPivot = new THREE.Group();\n\n\t\tlet leftArmBox = new THREE.BoxGeometry((slim ? 3 : 4) - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(leftArmBox,\n\t\t\t\ttoSkinVertices(36, 48, 39, 52),\n\t\t\t\ttoSkinVertices(39, 48, 42, 52),\n\t\t\t\ttoSkinVertices(32, 52, 36, 64),\n\t\t\t\ttoSkinVertices(36, 52, 39, 64),\n\t\t\t\ttoSkinVertices(39, 52, 43, 64),\n\t\t\t\ttoSkinVertices(43, 52, 46, 64)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(leftArmBox,\n\t\t\t\ttoSkinVertices(36, 48, 40, 52),\n\t\t\t\ttoSkinVertices(40, 48, 44, 52),\n\t\t\t\ttoSkinVertices(32, 52, 36, 64),\n\t\t\t\ttoSkinVertices(36, 52, 40, 64),\n\t\t\t\ttoSkinVertices(40, 52, 44, 64),\n\t\t\t\ttoSkinVertices(44, 52, 48, 64)\n\t\t\t);\n\t\t}\n\t\tlet leftArmMesh = new THREE.Mesh(leftArmBox, layer1Material);\n\t\tleftArmPivot.add(leftArmMesh);\n\n\t\tlet leftArm2Box = new THREE.BoxGeometry((slim ? 3.375 : 4.5) - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\tif (slim) {\n\t\t\taddVertices(leftArm2Box,\n\t\t\t\ttoSkinVertices(52, 48, 55, 52),\n\t\t\t\ttoSkinVertices(55, 48, 58, 52),\n\t\t\t\ttoSkinVertices(48, 52, 52, 64),\n\t\t\t\ttoSkinVertices(52, 52, 55, 64),\n\t\t\t\ttoSkinVertices(55, 52, 59, 64),\n\t\t\t\ttoSkinVertices(59, 52, 62, 64)\n\t\t\t);\n\t\t} else {\n\t\t\taddVertices(leftArm2Box,\n\t\t\t\ttoSkinVertices(52, 48, 56, 52),\n\t\t\t\ttoSkinVertices(56, 48, 60, 52),\n\t\t\t\ttoSkinVertices(48, 52, 52, 64),\n\t\t\t\ttoSkinVertices(52, 52, 56, 64),\n\t\t\t\ttoSkinVertices(56, 52, 60, 64),\n\t\t\t\ttoSkinVertices(60, 52, 64, 64)\n\t\t\t);\n\t\t}\n\t\tlet leftArm2Mesh = new THREE.Mesh(leftArm2Box, layer2Material);\n\t\tleftArm2Mesh.renderOrder = 1;\n\t\tleftArmPivot.add(leftArm2Mesh);\n\n\t\tleftArmPivot.position.y = -6;\n\t\tthis.leftArm.add(leftArmPivot);\n\t\tthis.leftArm.position.y = -4;\n\t\tthis.leftArm.position.x = slim ? 5.5 : 6;\n\t\tthis.add(this.leftArm);\n\n\n\t\t// Right Leg\n\t\tthis.rightLeg = new THREE.Group();\n\t\tlet rightLegPivot = new THREE.Group();\n\n\t\tlet rightLegBox = new THREE.BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\taddVertices(rightLegBox,\n\t\t\ttoSkinVertices(4, 16, 8, 20),\n\t\t\ttoSkinVertices(8, 16, 12, 20),\n\t\t\ttoSkinVertices(0, 20, 4, 32),\n\t\t\ttoSkinVertices(4, 20, 8, 32),\n\t\t\ttoSkinVertices(8, 20, 12, 32),\n\t\t\ttoSkinVertices(12, 20, 16, 32)\n\t\t);\n\t\tlet rightLegMesh = new THREE.Mesh(rightLegBox, layer1Material);\n\t\trightLegPivot.add(rightLegMesh);\n\n\t\tlet rightLeg2Box = new THREE.BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\taddVertices(rightLeg2Box,\n\t\t\ttoSkinVertices(4, 32, 8, 36),\n\t\t\ttoSkinVertices(8, 32, 12, 36),\n\t\t\ttoSkinVertices(0, 36, 4, 48),\n\t\t\ttoSkinVertices(4, 36, 8, 48),\n\t\t\ttoSkinVertices(8, 36, 12, 48),\n\t\t\ttoSkinVertices(12, 36, 16, 48)\n\t\t);\n\t\tlet rightLeg2Mesh = new THREE.Mesh(rightLeg2Box, layer2Material);\n\t\trightLeg2Mesh.renderOrder = 1;\n\t\trightLegPivot.add(rightLeg2Mesh);\n\n\t\trightLegPivot.position.y = -6;\n\t\tthis.rightLeg.add(rightLegPivot);\n\t\tthis.rightLeg.position.y = -16;\n\t\tthis.rightLeg.position.x = -2;\n\t\tthis.add(this.rightLeg);\n\n\t\t// Left Leg\n\t\tthis.leftLeg = new THREE.Group();\n\t\tlet leftLegPivot = new THREE.Group();\n\n\t\tlet leftLegBox = new THREE.BoxGeometry(4 - esp, 12 - esp, 4 - esp, 0, 0, 0);\n\t\taddVertices(leftLegBox,\n\t\t\ttoSkinVertices(20, 48, 24, 52),\n\t\t\ttoSkinVertices(24, 48, 28, 52),\n\t\t\ttoSkinVertices(16, 52, 20, 64),\n\t\t\ttoSkinVertices(20, 52, 24, 64),\n\t\t\ttoSkinVertices(24, 52, 28, 64),\n\t\t\ttoSkinVertices(28, 52, 32, 64)\n\t\t);\n\t\tlet leftLegMesh = new THREE.Mesh(leftLegBox, layer1Material);\n\t\tleftLegPivot.add(leftLegMesh);\n\n\t\tlet leftLeg2Box = new THREE.BoxGeometry(4.5 - esp, 13.5 - esp, 4.5 - esp, 0, 0, 0);\n\t\taddVertices(leftLeg2Box,\n\t\t\ttoSkinVertices(4, 48, 8, 52),\n\t\t\ttoSkinVertices(8, 48, 12, 52),\n\t\t\ttoSkinVertices(0, 52, 4, 64),\n\t\t\ttoSkinVertices(4, 52, 8, 64),\n\t\t\ttoSkinVertices(8, 52, 12, 64),\n\t\t\ttoSkinVertices(12, 52, 16, 64)\n\t\t);\n\t\tlet leftLeg2Mesh = new THREE.Mesh(leftLeg2Box, layer2Material);\n\t\tleftLeg2Mesh.renderOrder = 1;\n\t\tleftLegPivot.add(leftLeg2Mesh);\n\n\t\tleftLegPivot.position.y = -6;\n\t\tthis.leftLeg.add(leftLegPivot);\n\t\tthis.leftLeg.position.y = -16;\n\t\tthis.leftLeg.position.x = 2;\n\t\tthis.add(this.leftLeg);\n\t}\n}\n\nclass CapeObject extends THREE.Group {\n\tconstructor(capeMaterial) {\n\t\tsuper();\n\n\t\t// back = outside\n\t\t// front = inside\n\t\tlet capeBox = new THREE.BoxGeometry(10, 16, 1, 0, 0, 0);\n\t\taddVertices(capeBox,\n\t\t\ttoCapeVertices(1, 0, 11, 1),\n\t\t\ttoCapeVertices(11, 0, 21, 1),\n\t\t\ttoCapeVertices(11, 1, 12, 17),\n\t\t\ttoCapeVertices(12, 1, 22, 17),\n\t\t\ttoCapeVertices(0, 1, 1, 17),\n\t\t\ttoCapeVertices(1, 1, 11, 17)\n\t\t);\n\t\tthis.cape = new THREE.Mesh(capeBox, capeMaterial);\n\t\tthis.cape.position.y = -8;\n\t\tthis.cape.position.z = -0.5;\n\t\tthis.add(this.cape);\n\t}\n}\n\nclass PlayerObject extends THREE.Group {\n\tconstructor(slim, layer1Material, layer2Material, capeMaterial) {\n\t\tsuper();\n\n\t\tthis.skin = new SkinObject(slim, layer1Material, layer2Material);\n\t\tthis.skin.visible = false;\n\t\tthis.add(this.skin);\n\n\t\tthis.cape = new CapeObject(capeMaterial);\n\t\tthis.cape.position.z = -2;\n\t\tthis.cape.position.y = -4;\n\t\tthis.cape.rotation.x = 25 * Math.PI / 180;\n\t\tthis.cape.visible = false;\n\t\tthis.add(this.cape);\n\t}\n}\n\nexport { SkinObject, CapeObject, PlayerObject };\n","function invokeAnimation(animation, player, time) {\n\tif (animation instanceof CompositeAnimation) {\n\t\tanimation.play(player, time);\n\t} else if (animation instanceof Function) {\n\t\tanimation(player, time);\n\t} else {\n\t\tthrow `Not an animation: ${animation}`;\n\t}\n}\n\nclass AnimationHandle {\n\tconstructor(animation) {\n\t\tthis.animation = animation;\n\t\tthis.paused = this._paused = false;\n\t\tthis.speed = this._speed = 1.0;\n\t\tthis._lastChange = null;\n\t\tthis._lastChangeX = null;\n\t}\n\tplay(player, time) {\n\t\tif (this._lastChange === null) {\n\t\t\tthis._lastChange = time;\n\t\t\tthis._lastChangeX = 0;\n\t\t} else if (this.paused !== this._paused || this.speed !== this._speed) {\n\t\t\tlet dt = time - this._lastChange;\n\t\t\tif (this._paused === false) {\n\t\t\t\tthis._lastChangeX += dt * this._speed;\n\t\t\t}\n\t\t\tthis._paused = this.paused;\n\t\t\tthis._speed = this.speed;\n\t\t\tthis._lastChange = time;\n\t\t}\n\t\tif (this.paused === false) {\n\t\t\tlet dt = time - this._lastChange;\n\t\t\tlet x = this._lastChangeX + this.speed * dt;\n\t\t\tinvokeAnimation(this.animation, player, x);\n\t\t}\n\t}\n\treset(){\n\t\tthis._lastChange = null;\n\t}\n}\n\nclass CompositeAnimation {\n\tconstructor() {\n\t\tthis.handles = new Set();\n\t}\n\tadd(animation) {\n\t\tlet handle = new AnimationHandle(animation);\n\t\thandle.remove = () => this.handles.delete(handle);\n\t\tthis.handles.add(handle);\n\t\treturn handle;\n\t}\n\tplay(player, time) {\n\t\tthis.handles.forEach(handle => handle.play(player, time));\n\t}\n}\n\nlet WalkingAnimation = (player, time) => {\n\tlet skin = player.skin;\n\n\t// Multiply by animation's natural speed\n\ttime *= 8;\n\n\t// Leg swing\n\tskin.leftLeg.rotation.x = Math.sin(time) * 0.5;\n\tskin.rightLeg.rotation.x = Math.sin(time + Math.PI) * 0.5;\n\n\t// Arm swing\n\tskin.leftArm.rotation.x = Math.sin(time + Math.PI) * 0.5;\n\tskin.rightArm.rotation.x = Math.sin(time) * 0.5;\n\tlet basicArmRotationZ = Math.PI * 0.02;\n\tskin.leftArm.rotation.z = Math.cos(time) * 0.03 + basicArmRotationZ;\n\tskin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.03 - basicArmRotationZ;\n\n\t// Head shaking with different frequency & amplitude\n\tskin.head.rotation.y = Math.sin(time / 4) * 0.2;\n\tskin.head.rotation.x = Math.sin(time / 5) * 0.1;\n\n\t// Always add an angle for cape around the x axis\n\tlet basicCapeRotationX = Math.PI * 0.06;\n\tplayer.cape.rotation.x = Math.sin(time / 1.5) * 0.06 + basicCapeRotationX;\n};\n\nlet RunningAnimation = (player, time) => {\n\tlet skin = player.skin;\n\n\ttime *= 15;\n\n\t// Leg swing with larger amplitude\n\tskin.leftLeg.rotation.x = Math.cos(time + Math.PI) * 1.3;\n\tskin.rightLeg.rotation.x = Math.cos(time) * 1.3;\n\n\t// Arm swing\n\tskin.leftArm.rotation.x = Math.cos(time) * 1.5;\n\tskin.rightArm.rotation.x = Math.cos(time + Math.PI) * 1.5;\n\tlet basicArmRotationZ = Math.PI * 0.1;\n\tskin.leftArm.rotation.z = Math.cos(time) * 0.1 + basicArmRotationZ;\n\tskin.rightArm.rotation.z = Math.cos(time + Math.PI) * 0.1 - basicArmRotationZ;\n\n\t// Jumping\n\tplayer.position.y = Math.cos(time * 2);\n\t// Dodging when running\n\tplayer.position.x = Math.cos(time) * 0.15;\n\t// Slightly tilting when running\n\tplayer.rotation.z = Math.cos(time + Math.PI) * 0.01;\n\n\t// Apply higher swing frequency, lower amplitude,\n\t// and greater basic rotation around x axis,\n\t// to cape when running.\n\tlet basicCapeRotationX = Math.PI * 0.3;\n\tplayer.cape.rotation.x = Math.sin(time * 2) * 0.1 + basicCapeRotationX;\n\n\t// What about head shaking?\n\t// You shouldn't glance right and left when running dude :P\n};\n\nlet RotatingAnimation = (player, time) => {\n\tplayer.rotation.y = time;\n};\n\nexport {\n\tCompositeAnimation,\n\tinvokeAnimation,\n\tWalkingAnimation,\n\tRunningAnimation,\n\tRotatingAnimation\n};\n","import * as THREE from \"three\";\nimport { PlayerObject } from \"./model\";\nimport { invokeAnimation } from \"./animation\";\n\nfunction copyImage(context, sX, sY, w, h, dX, dY, flipHorizontal) {\n\tlet imgData = context.getImageData(sX, sY, w, h);\n\tif (flipHorizontal) {\n\t\tfor (let y = 0; y < h; y++) {\n\t\t\tfor (let x = 0; x < (w / 2); x++) {\n\t\t\t\tlet index = (x + y * w) * 4;\n\t\t\t\tlet index2 = ((w - x - 1) + y * w) * 4;\n\t\t\t\tlet pA1 = imgData.data[index];\n\t\t\t\tlet pA2 = imgData.data[index + 1];\n\t\t\t\tlet pA3 = imgData.data[index + 2];\n\t\t\t\tlet pA4 = imgData.data[index + 3];\n\n\t\t\t\tlet pB1 = imgData.data[index2];\n\t\t\t\tlet pB2 = imgData.data[index2 + 1];\n\t\t\t\tlet pB3 = imgData.data[index2 + 2];\n\t\t\t\tlet pB4 = imgData.data[index2 + 3];\n\n\t\t\t\timgData.data[index] = pB1;\n\t\t\t\timgData.data[index + 1] = pB2;\n\t\t\t\timgData.data[index + 2] = pB3;\n\t\t\t\timgData.data[index + 3] = pB4;\n\n\t\t\t\timgData.data[index2] = pA1;\n\t\t\t\timgData.data[index2 + 1] = pA2;\n\t\t\t\timgData.data[index2 + 2] = pA3;\n\t\t\t\timgData.data[index2 + 3] = pA4;\n\t\t\t}\n\t\t}\n\t}\n\tcontext.putImageData(imgData, dX, dY);\n}\n\nfunction convertSkinTo1_8(context, width) {\n\tlet scale = width / 64.0;\n\tlet copySkin = (context, sX, sY, w, h, dX, dY, flipHorizontal) => copyImage(context, sX * scale, sY * scale, w * scale, h * scale, dX * scale, dY * scale, flipHorizontal);\n\n\tcopySkin(context, 4, 16, 4, 4, 20, 48, true); // Top Leg\n\tcopySkin(context, 8, 16, 4, 4, 24, 48, true); // Bottom Leg\n\tcopySkin(context, 0, 20, 4, 12, 24, 52, true); // Outer Leg\n\tcopySkin(context, 4, 20, 4, 12, 20, 52, true); // Front Leg\n\tcopySkin(context, 8, 20, 4, 12, 16, 52, true); // Inner Leg\n\tcopySkin(context, 12, 20, 4, 12, 28, 52, true); // Back Leg\n\tcopySkin(context, 44, 16, 4, 4, 36, 48, true); // Top Arm\n\tcopySkin(context, 48, 16, 4, 4, 40, 48, true); // Bottom Arm\n\tcopySkin(context, 40, 20, 4, 12, 40, 52, true); // Outer Arm\n\tcopySkin(context, 44, 20, 4, 12, 36, 52, true); // Front Arm\n\tcopySkin(context, 48, 20, 4, 12, 32, 52, true); // Inner Arm\n\tcopySkin(context, 52, 20, 4, 12, 44, 52, true); // Back Arm\n}\n\nclass SkinViewer {\n\tconstructor(options) {\n\t\tthis.domElement = options.domElement;\n\t\tthis.animation = options.animation || null;\n\t\tthis.animationPaused = false;\n\t\tthis.animationTime = 0;\n\t\tthis.disposed = false;\n\n\t\t// texture\n\t\tthis.skinImg = new Image();\n\t\tthis.skinCanvas = document.createElement(\"canvas\");\n\t\tthis.skinTexture = new THREE.Texture(this.skinCanvas);\n\t\tthis.skinTexture.magFilter = THREE.NearestFilter;\n\t\tthis.skinTexture.minFilter = THREE.NearestMipMapNearestFilter;\n\n\t\tthis.capeImg = new Image();\n\t\tthis.capeCanvas = document.createElement(\"canvas\");\n\t\tthis.capeTexture = new THREE.Texture(this.capeCanvas);\n\t\tthis.capeTexture.magFilter = THREE.NearestFilter;\n\t\tthis.capeTexture.minFilter = THREE.NearestMipMapNearestFilter;\n\n\t\tthis.layer1Material = new THREE.MeshBasicMaterial({ map: this.skinTexture, side: THREE.FrontSide });\n\t\tthis.layer2Material = new THREE.MeshBasicMaterial({ map: this.skinTexture, transparent: true, opacity: 1, side: THREE.DoubleSide });\n\t\tthis.capeMaterial = new THREE.MeshBasicMaterial({ map: this.capeTexture });\n\n\t\t// scene\n\t\tthis.scene = new THREE.Scene();\n\n\t\t// Use smaller fov to avoid distortion\n\t\tthis.camera = new THREE.PerspectiveCamera(40);\n\t\tthis.camera.position.y = -12;\n\t\tthis.camera.position.z = 60;\n\n\t\tthis.renderer = new THREE.WebGLRenderer({ angleRot: true, alpha: true, antialias: false });\n\t\tthis.renderer.setSize(300, 300); // default size\n\t\tthis.renderer.context.getShaderInfoLog = () => \"\"; // shut firefox up\n\t\tthis.domElement.appendChild(this.renderer.domElement);\n\n\t\tthis.playerObject = new PlayerObject(options.slim === true, this.layer1Material, this.layer2Material, this.capeMaterial);\n\t\tthis.scene.add(this.playerObject);\n\n\t\t// texture loading\n\t\tthis.skinImg.crossOrigin = \"\";\n\t\tthis.skinImg.onerror = () => console.error(\"Failed loading \" + this.skinImg.src);\n\t\tthis.skinImg.onload = () => {\n\t\t\tlet isOldFormat = false;\n\t\t\tif (this.skinImg.width !== this.skinImg.height) {\n\t\t\t\tif (this.skinImg.width === 2 * this.skinImg.height) {\n\t\t\t\t\tisOldFormat = true;\n\t\t\t\t} else {\n\t\t\t\t\tconsole.error(\"Bad skin size\");\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet skinContext = this.skinCanvas.getContext(\"2d\");\n\t\t\tif (isOldFormat) {\n\t\t\t\tlet width = this.skinImg.width;\n\t\t\t\tthis.skinCanvas.width = width;\n\t\t\t\tthis.skinCanvas.height = width;\n\t\t\t\tskinContext.clearRect(0, 0, width, width);\n\t\t\t\tskinContext.drawImage(this.skinImg, 0, 0, width, width / 2.0);\n\t\t\t\tconvertSkinTo1_8(skinContext, width);\n\t\t\t} else {\n\t\t\t\tthis.skinCanvas.width = this.skinImg.width;\n\t\t\t\tthis.skinCanvas.height = this.skinImg.height;\n\t\t\t\tskinContext.clearRect(0, 0, this.skinCanvas.width, this.skinCanvas.height);\n\t\t\t\tskinContext.drawImage(this.skinImg, 0, 0, this.skinCanvas.width, this.skinCanvas.height);\n\t\t\t}\n\n\t\t\tthis.skinTexture.needsUpdate = true;\n\t\t\tthis.layer1Material.needsUpdate = true;\n\t\t\tthis.layer2Material.needsUpdate = true;\n\n\t\t\tthis.playerObject.skin.visible = true;\n\t\t};\n\n\t\tthis.capeImg.crossOrigin = \"\";\n\t\tthis.capeImg.onerror = () => console.error(\"Failed loading \" + this.capeImg.src);\n\t\tthis.capeImg.onload = () => {\n\t\t\tlet isOldFormat = false;\n\t\t\tif (this.capeImg.width !== 2 * this.capeImg.height) {\n\t\t\t\tif (this.capeImg.width * 17 == this.capeImg.height * 22) {\n\t\t\t\t\t// width/height = 22/17\n\t\t\t\t\tisOldFormat = true;\n\t\t\t\t} else {\n\t\t\t\t\tconsole.error(\"Bad cape size\");\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet capeContext = this.capeCanvas.getContext(\"2d\");\n\t\t\tif (isOldFormat) {\n\t\t\t\tlet width = this.capeImg.width * 64 / 22;\n\t\t\t\tthis.capeCanvas.width = width;\n\t\t\t\tthis.capeCanvas.height = width / 2;\n\t\t\t} else {\n\t\t\t\tthis.capeCanvas.width = this.capeImg.width;\n\t\t\t\tthis.capeCanvas.height = this.capeImg.height;\n\t\t\t}\n\t\t\tcapeContext.clearRect(0, 0, this.capeCanvas.width, this.capeCanvas.height);\n\t\t\tcapeContext.drawImage(this.capeImg, 0, 0, this.capeImg.width, this.capeImg.height);\n\n\t\t\tthis.capeTexture.needsUpdate = true;\n\t\t\tthis.capeMaterial.needsUpdate = true;\n\n\t\t\tthis.playerObject.cape.visible = true;\n\t\t};\n\n\t\tif (options.skinUrl) this.skinUrl = options.skinUrl;\n\t\tif (options.capeUrl) this.capeUrl = options.capeUrl;\n\t\tif (options.width) this.width = options.width;\n\t\tif (options.height) this.height = options.height;\n\n\t\tlet draw = () => {\n\t\t\tif (this.disposed) return;\n\t\t\twindow.requestAnimationFrame(draw);\n\t\t\tif (!this.animationPaused) {\n\t\t\t\tthis.animationTime++;\n\t\t\t\tif (this.animation) {\n\t\t\t\t\tinvokeAnimation(this.animation, this.playerObject, this.animationTime / 100.0);\n\t\t\t\t}\n\t\t\t}\n\t\t\tthis.renderer.render(this.scene, this.camera);\n\t\t};\n\t\tdraw();\n\t}\n\n\tsetSize(width, height) {\n\t\tthis.camera.aspect = width / height;\n\t\tthis.camera.updateProjectionMatrix();\n\t\tthis.renderer.setSize(width, height);\n\t}\n\n\tdispose() {\n\t\tthis.disposed = true;\n\t\tthis.domElement.removeChild(this.renderer.domElement);\n\t\tthis.renderer.dispose();\n\t\tthis.skinTexture.dispose();\n\t\tthis.capeTexture.dispose();\n\t}\n\n\tget skinUrl() {\n\t\treturn this.skinImg.src;\n\t}\n\n\tset skinUrl(url) {\n\t\tthis.skinImg.src = url;\n\t}\n\n\tget capeUrl() {\n\t\treturn this.capeImg.src;\n\t}\n\n\tset capeUrl(url) {\n\t\tthis.capeImg.src = url;\n\t}\n\n\tget width() {\n\t\treturn this.renderer.getSize().width;\n\t}\n\n\tset width(newWidth) {\n\t\tthis.setSize(newWidth, this.height);\n\t}\n\n\tget height() {\n\t\treturn this.renderer.getSize().height;\n\t}\n\n\tset height(newHeight) {\n\t\tthis.setSize(this.width, newHeight);\n\t}\n}\n\nexport { SkinViewer };\n","import * as THREE from \"three\";\n\nclass OrbitControls extends THREE.EventDispatcher {\n\t/**\n\t * @preserve\n\t * The code was originally from https://github.com/mrdoob/three.js/blob/d45a042cf962e9b1aa9441810ba118647b48aacb/examples/js/controls/OrbitControls.js\n\t */\n\t/**\n\t * @license\n\t * Copyright (C) 2010-2017 three.js authors\n\t *\n\t * Permission is hereby granted, free of charge, to any person obtaining a copy\n\t * of this software and associated documentation files (the \"Software\"), to deal\n\t * in the Software without restriction, including without limitation the rights\n\t * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n\t * copies of the Software, and to permit persons to whom the Software is\n\t * furnished to do so, subject to the following conditions:\n\t *\n\t * The above copyright notice and this permission notice shall be included in\n\t * all copies or substantial portions of the Software.\n\t *\n\t * THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n\t * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n\t * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n\t * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n\t * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n\t * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n\t * THE SOFTWARE.\n\t *\n\t *\n\t * @author qiao / https://github.com/qiao\n\t * @author mrdoob / http://mrdoob.com\n\t * @author alteredq / http://alteredqualia.com/\n\t * @author WestLangley / http://github.com/WestLangley\n\t * @author erich666 / http://erichaines.com\n\t */\n\n\t// This set of controls performs orbiting, dollying (zooming), and panning.\n\t// Unlike TrackballControls, it maintains the \"up\" direction object.up (+Y by default).\n\t//\n\t// Orbit - left mouse / touch: one finger move\n\t// Zoom - middle mouse, or mousewheel / touch: two finger spread or squish\n\t// Pan - right mouse, or arrow keys / touch: three finger swipe\n\n\tconstructor(object, domElement) {\n\t\tsuper();\n\t\tthis.object = object;\n\t\tthis.domElement = (domElement !== undefined) ? domElement : document;\n\n\t\t// Set to false to disable this control\n\t\tthis.enabled = true;\n\n\t\t// \"target\" sets the location of focus, where the object orbits around\n\t\tthis.target = new THREE.Vector3();\n\n\t\t// How far you can dolly in and out (PerspectiveCamera only)\n\t\tthis.minDistance = 0;\n\t\tthis.maxDistance = Infinity;\n\n\t\t// How far you can zoom in and out (OrthographicCamera only)\n\t\tthis.minZoom = 0;\n\t\tthis.maxZoom = Infinity;\n\n\t\t// How far you can orbit vertically, upper and lower limits.\n\t\t// Range is 0 to Math.PI radians.\n\t\tthis.minPolarAngle = 0; // radians\n\t\tthis.maxPolarAngle = Math.PI; // radians\n\n\t\t// How far you can orbit horizontally, upper and lower limits.\n\t\t// If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ].\n\t\tthis.minAzimuthAngle = -Infinity; // radians\n\t\tthis.maxAzimuthAngle = Infinity; // radians\n\n\t\t// Set to true to enable damping (inertia)\n\t\t// If damping is enabled, you must call controls.update() in your animation loop\n\t\tthis.enableDamping = false;\n\t\tthis.dampingFactor = 0.25;\n\n\t\t// This option actually enables dollying in and out; left as \"zoom\" for backwards compatibility.\n\t\t// Set to false to disable zooming\n\t\tthis.enableZoom = true;\n\t\tthis.zoomSpeed = 1.0;\n\n\t\t// Set to false to disable rotating\n\t\tthis.enableRotate = true;\n\t\tthis.rotateSpeed = 1.0;\n\n\t\t// Set to false to disable panning\n\t\tthis.enablePan = true;\n\t\tthis.keyPanSpeed = 7.0; // pixels moved per arrow key push\n\n\t\t// Set to true to automatically rotate around the target\n\t\t// If auto-rotate is enabled, you must call controls.update() in your animation loop\n\t\tthis.autoRotate = false;\n\t\tthis.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60\n\n\t\t// Set to false to disable use of the keys\n\t\tthis.enableKeys = true;\n\n\t\t// The four arrow keys\n\t\tthis.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 };\n\n\t\t// Mouse buttons\n\t\tthis.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT };\n\n\t\t// for reset\n\t\tthis.target0 = this.target.clone();\n\t\tthis.position0 = this.object.position.clone();\n\t\tthis.zoom0 = this.object.zoom;\n\n\t\t//\n\t\t// public methods\n\t\t//\n\t\tthis.getPolarAngle = function () {\n\t\t\treturn spherical.phi;\n\t\t};\n\t\tthis.getAzimuthalAngle = function () {\n\t\t\treturn spherical.theta;\n\t\t};\n\t\tthis.saveState = function () {\n\t\t\tscope.target0.copy(scope.target);\n\t\t\tscope.position0.copy(scope.object.position);\n\t\t\tscope.zoom0 = scope.object.zoom;\n\t\t};\n\t\tthis.reset = function () {\n\t\t\tscope.target.copy(scope.target0);\n\t\t\tscope.object.position.copy(scope.position0);\n\t\t\tscope.object.zoom = scope.zoom0;\n\t\t\tscope.object.updateProjectionMatrix();\n\t\t\tscope.dispatchEvent(changeEvent);\n\t\t\tscope.update();\n\t\t\tstate = STATE.NONE;\n\t\t};\n\n\t\t// this method is exposed, but perhaps it would be better if we can make it private...\n\t\tthis.update = function () {\n\t\t\tlet offset = new THREE.Vector3();\n\t\t\t// so camera.up is the orbit axis\n\t\t\tlet quat = new THREE.Quaternion().setFromUnitVectors(object.up, new THREE.Vector3(0, 1, 0));\n\t\t\tlet quatInverse = quat.clone().inverse();\n\t\t\tlet lastPosition = new THREE.Vector3();\n\t\t\tlet lastQuaternion = new THREE.Quaternion();\n\t\t\treturn function update() {\n\t\t\t\tlet position = scope.object.position;\n\t\t\t\toffset.copy(position).sub(scope.target);\n\t\t\t\t// rotate offset to \"y-axis-is-up\" space\n\t\t\t\toffset.applyQuaternion(quat);\n\t\t\t\t// angle from z-axis around y-axis\n\t\t\t\tspherical.setFromVector3(offset);\n\t\t\t\tif (scope.autoRotate && state === STATE.NONE) {\n\t\t\t\t\trotateLeft(getAutoRotationAngle());\n\t\t\t\t}\n\t\t\t\tspherical.theta += sphericalDelta.theta;\n\t\t\t\tspherical.phi += sphericalDelta.phi;\n\t\t\t\t// restrict theta to be between desired limits\n\t\t\t\tspherical.theta = Math.max(scope.minAzimuthAngle, Math.min(scope.maxAzimuthAngle, spherical.theta));\n\t\t\t\t// restrict phi to be between desired limits\n\t\t\t\tspherical.phi = Math.max(scope.minPolarAngle, Math.min(scope.maxPolarAngle, spherical.phi));\n\t\t\t\tspherical.makeSafe();\n\t\t\t\tspherical.radius *= scale;\n\t\t\t\t// restrict radius to be between desired limits\n\t\t\t\tspherical.radius = Math.max(scope.minDistance, Math.min(scope.maxDistance, spherical.radius));\n\t\t\t\t// move target to panned location\n\t\t\t\tscope.target.add(panOffset);\n\t\t\t\toffset.setFromSpherical(spherical);\n\t\t\t\t// rotate offset back to \"camera-up-vector-is-up\" space\n\t\t\t\toffset.applyQuaternion(quatInverse);\n\t\t\t\tposition.copy(scope.target).add(offset);\n\t\t\t\tscope.object.lookAt(scope.target);\n\t\t\t\tif (scope.enableDamping === true) {\n\t\t\t\t\tsphericalDelta.theta *= (1 - scope.dampingFactor);\n\t\t\t\t\tsphericalDelta.phi *= (1 - scope.dampingFactor);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tsphericalDelta.set(0, 0, 0);\n\t\t\t\t}\n\t\t\t\tscale = 1;\n\t\t\t\tpanOffset.set(0, 0, 0);\n\t\t\t\t// update condition is:\n\t\t\t\t// min(camera displacement, camera rotation in radians)^2 > EPS\n\t\t\t\t// using small-angle approximation cos(x/2) = 1 - x^2 / 8\n\t\t\t\tif (zoomChanged ||\n\t\t\t\t\tlastPosition.distanceToSquared(scope.object.position) > EPS ||\n\t\t\t\t\t8 * (1 - lastQuaternion.dot(scope.object.quaternion)) > EPS) {\n\t\t\t\t\tscope.dispatchEvent(changeEvent);\n\t\t\t\t\tlastPosition.copy(scope.object.position);\n\t\t\t\t\tlastQuaternion.copy(scope.object.quaternion);\n\t\t\t\t\tzoomChanged = false;\n\t\t\t\t\treturn true;\n\t\t\t\t}\n\t\t\t\treturn false;\n\t\t\t};\n\t\t}();\n\t\tthis.dispose = function () {\n\t\t\tscope.domElement.removeEventListener(\"contextmenu\", onContextMenu, false);\n\t\t\tscope.domElement.removeEventListener(\"mousedown\", onMouseDown, false);\n\t\t\tscope.domElement.removeEventListener(\"wheel\", onMouseWheel, false);\n\t\t\tscope.domElement.removeEventListener(\"touchstart\", onTouchStart, false);\n\t\t\tscope.domElement.removeEventListener(\"touchend\", onTouchEnd, false);\n\t\t\tscope.domElement.removeEventListener(\"touchmove\", onTouchMove, false);\n\t\t\tdocument.removeEventListener(\"mousemove\", onMouseMove, false);\n\t\t\tdocument.removeEventListener(\"mouseup\", onMouseUp, false);\n\t\t\twindow.removeEventListener(\"keydown\", onKeyDown, false);\n\t\t\t//scope.dispatchEvent({ type: \"dispose\" }); // should this be added here?\n\t\t};\n\t\t//\n\t\t// internals\n\t\t//\n\t\tlet scope = this;\n\t\tlet changeEvent = { type: \"change\" };\n\t\tlet startEvent = { type: \"start\" };\n\t\tlet endEvent = { type: \"end\" };\n\t\tlet STATE = { NONE: -1, ROTATE: 0, DOLLY: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_DOLLY: 4, TOUCH_PAN: 5 };\n\t\tlet state = STATE.NONE;\n\t\tlet EPS = 0.000001;\n\t\t// current position in spherical coordinates\n\t\tlet spherical = new THREE.Spherical();\n\t\tlet sphericalDelta = new THREE.Spherical();\n\t\tlet scale = 1;\n\t\tlet panOffset = new THREE.Vector3();\n\t\tlet zoomChanged = false;\n\t\tlet rotateStart = new THREE.Vector2();\n\t\tlet rotateEnd = new THREE.Vector2();\n\t\tlet rotateDelta = new THREE.Vector2();\n\t\tlet panStart = new THREE.Vector2();\n\t\tlet panEnd = new THREE.Vector2();\n\t\tlet panDelta = new THREE.Vector2();\n\t\tlet dollyStart = new THREE.Vector2();\n\t\tlet dollyEnd = new THREE.Vector2();\n\t\tlet dollyDelta = new THREE.Vector2();\n\t\tfunction getAutoRotationAngle() {\n\t\t\treturn 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;\n\t\t}\n\t\tfunction getZoomScale() {\n\t\t\treturn Math.pow(0.95, scope.zoomSpeed);\n\t\t}\n\t\tfunction rotateLeft(angle) {\n\t\t\tsphericalDelta.theta -= angle;\n\t\t}\n\t\tfunction rotateUp(angle) {\n\t\t\tsphericalDelta.phi -= angle;\n\t\t}\n\t\tlet panLeft = function () {\n\t\t\tlet v = new THREE.Vector3();\n\t\t\treturn function panLeft(distance, objectMatrix) {\n\t\t\t\tv.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix\n\t\t\t\tv.multiplyScalar(-distance);\n\t\t\t\tpanOffset.add(v);\n\t\t\t};\n\t\t}();\n\t\tlet panUp = function () {\n\t\t\tlet v = new THREE.Vector3();\n\t\t\treturn function panUp(distance, objectMatrix) {\n\t\t\t\tv.setFromMatrixColumn(objectMatrix, 1); // get Y column of objectMatrix\n\t\t\t\tv.multiplyScalar(distance);\n\t\t\t\tpanOffset.add(v);\n\t\t\t};\n\t\t}();\n\t\t// deltaX and deltaY are in pixels; right and down are positive\n\t\tlet pan = function () {\n\t\t\tlet offset = new THREE.Vector3();\n\t\t\treturn function pan(deltaX, deltaY) {\n\t\t\t\tlet element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\t\t\t\tif (scope.object instanceof THREE.PerspectiveCamera) {\n\t\t\t\t\t// perspective\n\t\t\t\t\tlet position = scope.object.position;\n\t\t\t\t\toffset.copy(position).sub(scope.target);\n\t\t\t\t\tlet targetDistance = offset.length();\n\t\t\t\t\t// half of the fov is center to top of screen\n\t\t\t\t\ttargetDistance *= Math.tan((scope.object.fov / 2) * Math.PI / 180.0);\n\t\t\t\t\t// we actually don't use screenWidth, since perspective camera is fixed to screen height\n\t\t\t\t\tpanLeft(2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix);\n\t\t\t\t\tpanUp(2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix);\n\t\t\t\t}\n\t\t\t\telse if (scope.object instanceof THREE.OrthographicCamera) {\n\t\t\t\t\t// orthographic\n\t\t\t\t\tpanLeft(deltaX * (scope.object.right - scope.object.left) / scope.object.zoom / element.clientWidth, scope.object.matrix);\n\t\t\t\t\tpanUp(deltaY * (scope.object.top - scope.object.bottom) / scope.object.zoom / element.clientHeight, scope.object.matrix);\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\t// camera neither orthographic nor perspective\n\t\t\t\t\tconsole.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.\");\n\t\t\t\t\tscope.enablePan = false;\n\t\t\t\t}\n\t\t\t};\n\t\t}();\n\t\tfunction dollyIn(dollyScale) {\n\t\t\tif (scope.object instanceof THREE.PerspectiveCamera) {\n\t\t\t\tscale /= dollyScale;\n\t\t\t}\n\t\t\telse if (scope.object instanceof THREE.OrthographicCamera) {\n\t\t\t\tscope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom * dollyScale));\n\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\tzoomChanged = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tconsole.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\");\n\t\t\t\tscope.enableZoom = false;\n\t\t\t}\n\t\t}\n\t\tfunction dollyOut(dollyScale) {\n\t\t\tif (scope.object instanceof THREE.PerspectiveCamera) {\n\t\t\t\tscale *= dollyScale;\n\t\t\t}\n\t\t\telse if (scope.object instanceof THREE.OrthographicCamera) {\n\t\t\t\tscope.object.zoom = Math.max(scope.minZoom, Math.min(scope.maxZoom, scope.object.zoom / dollyScale));\n\t\t\t\tscope.object.updateProjectionMatrix();\n\t\t\t\tzoomChanged = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tconsole.warn(\"WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.\");\n\t\t\t\tscope.enableZoom = false;\n\t\t\t}\n\t\t}\n\t\t//\n\t\t// event callbacks - update the object state\n\t\t//\n\t\tfunction handleMouseDownRotate(event) {\n\t\t\trotateStart.set(event.clientX, event.clientY);\n\t\t}\n\t\tfunction handleMouseDownDolly(event) {\n\t\t\tdollyStart.set(event.clientX, event.clientY);\n\t\t}\n\t\tfunction handleMouseDownPan(event) {\n\t\t\tpanStart.set(event.clientX, event.clientY);\n\t\t}\n\t\tfunction handleMouseMoveRotate(event) {\n\t\t\trotateEnd.set(event.clientX, event.clientY);\n\t\t\trotateDelta.subVectors(rotateEnd, rotateStart);\n\t\t\tlet element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\t\t\t// rotating across whole screen goes 360 degrees around\n\t\t\trotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);\n\t\t\t// rotating up and down along whole screen attempts to go 360, but limited to 180\n\t\t\trotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);\n\t\t\trotateStart.copy(rotateEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleMouseMoveDolly(event) {\n\t\t\tdollyEnd.set(event.clientX, event.clientY);\n\t\t\tdollyDelta.subVectors(dollyEnd, dollyStart);\n\t\t\tif (dollyDelta.y > 0) {\n\t\t\t\tdollyIn(getZoomScale());\n\t\t\t}\n\t\t\telse if (dollyDelta.y < 0) {\n\t\t\t\tdollyOut(getZoomScale());\n\t\t\t}\n\t\t\tdollyStart.copy(dollyEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleMouseMovePan(event) {\n\t\t\tpanEnd.set(event.clientX, event.clientY);\n\t\t\tpanDelta.subVectors(panEnd, panStart);\n\t\t\tpan(panDelta.x, panDelta.y);\n\t\t\tpanStart.copy(panEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleMouseUp(event) {\n\t\t}\n\t\tfunction handleMouseWheel(event) {\n\t\t\tif (event.deltaY < 0) {\n\t\t\t\tdollyOut(getZoomScale());\n\t\t\t}\n\t\t\telse if (event.deltaY > 0) {\n\t\t\t\tdollyIn(getZoomScale());\n\t\t\t}\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleKeyDown(event) {\n\t\t\tswitch (event.keyCode) {\n\t\t\t\tcase scope.keys.UP:\n\t\t\t\t\tpan(0, scope.keyPanSpeed);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.keys.BOTTOM:\n\t\t\t\t\tpan(0, -scope.keyPanSpeed);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.keys.LEFT:\n\t\t\t\t\tpan(scope.keyPanSpeed, 0);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.keys.RIGHT:\n\t\t\t\t\tpan(-scope.keyPanSpeed, 0);\n\t\t\t\t\tscope.update();\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\t\tfunction handleTouchStartRotate(event) {\n\t\t\trotateStart.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t}\n\t\tfunction handleTouchStartDolly(event) {\n\t\t\tlet dx = event.touches[0].pageX - event.touches[1].pageX;\n\t\t\tlet dy = event.touches[0].pageY - event.touches[1].pageY;\n\t\t\tlet distance = Math.sqrt(dx * dx + dy * dy);\n\t\t\tdollyStart.set(0, distance);\n\t\t}\n\t\tfunction handleTouchStartPan(event) {\n\t\t\tpanStart.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t}\n\t\tfunction handleTouchMoveRotate(event) {\n\t\t\trotateEnd.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t\trotateDelta.subVectors(rotateEnd, rotateStart);\n\t\t\tlet element = scope.domElement === document ? scope.domElement.body : scope.domElement;\n\t\t\trotateLeft(2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed);\n\t\t\trotateUp(2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed);\n\t\t\trotateStart.copy(rotateEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleTouchMoveDolly(event) {\n\t\t\tlet dx = event.touches[0].pageX - event.touches[1].pageX;\n\t\t\tlet dy = event.touches[0].pageY - event.touches[1].pageY;\n\t\t\tlet distance = Math.sqrt(dx * dx + dy * dy);\n\t\t\tdollyEnd.set(0, distance);\n\t\t\tdollyDelta.subVectors(dollyEnd, dollyStart);\n\t\t\tif (dollyDelta.y > 0) {\n\t\t\t\tdollyOut(getZoomScale());\n\t\t\t}\n\t\t\telse if (dollyDelta.y < 0) {\n\t\t\t\tdollyIn(getZoomScale());\n\t\t\t}\n\t\t\tdollyStart.copy(dollyEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleTouchMovePan(event) {\n\t\t\tpanEnd.set(event.touches[0].pageX, event.touches[0].pageY);\n\t\t\tpanDelta.subVectors(panEnd, panStart);\n\t\t\tpan(panDelta.x, panDelta.y);\n\t\t\tpanStart.copy(panEnd);\n\t\t\tscope.update();\n\t\t}\n\t\tfunction handleTouchEnd(event) {\n\t\t}\n\t\t//\n\t\t// event handlers - FSM: listen for events and reset state\n\t\t//\n\t\tfunction onMouseDown(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (event.button) {\n\t\t\t\tcase scope.mouseButtons.ORBIT:\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseDownRotate(event);\n\t\t\t\t\tstate = STATE.ROTATE;\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.mouseButtons.ZOOM:\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseDownDolly(event);\n\t\t\t\t\tstate = STATE.DOLLY;\n\t\t\t\t\tbreak;\n\t\t\t\tcase scope.mouseButtons.PAN:\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseDownPan(event);\n\t\t\t\t\tstate = STATE.PAN;\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t\tevent.preventDefault();\n\t\t\tif (state !== STATE.NONE) {\n\t\t\t\tdocument.addEventListener(\"mousemove\", onMouseMove, false);\n\t\t\t\tdocument.addEventListener(\"mouseup\", onMouseUp, false);\n\t\t\t\tscope.dispatchEvent(startEvent);\n\t\t\t}\n\t\t}\n\t\tfunction onMouseMove(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (state) {\n\t\t\t\tcase STATE.ROTATE:\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseMoveRotate(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase STATE.DOLLY:\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseMoveDolly(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase STATE.PAN:\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleMouseMovePan(event);\n\t\t\t\t\tbreak;\n\t\t\t}\n\t\t\tevent.preventDefault();\n\t\t}\n\t\tfunction onMouseUp(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\thandleMouseUp(event);\n\t\t\tdocument.removeEventListener(\"mousemove\", onMouseMove, false);\n\t\t\tdocument.removeEventListener(\"mouseup\", onMouseUp, false);\n\t\t\tscope.dispatchEvent(endEvent);\n\t\t\tstate = STATE.NONE;\n\t\t}\n\t\tfunction onMouseWheel(event) {\n\t\t\tif (scope.enabled === false || scope.enableZoom === false || (state !== STATE.NONE && state !== STATE.ROTATE))\n\t\t\t\treturn;\n\t\t\tevent.preventDefault();\n\t\t\tevent.stopPropagation();\n\t\t\thandleMouseWheel(event);\n\t\t\tscope.dispatchEvent(startEvent); // not sure why these are here...\n\t\t\tscope.dispatchEvent(endEvent);\n\t\t}\n\t\tfunction onKeyDown(event) {\n\t\t\tif (scope.enabled === false || scope.enableKeys === false || scope.enablePan === false)\n\t\t\t\treturn;\n\t\t\thandleKeyDown(event);\n\t\t}\n\t\tfunction onTouchStart(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (event.touches.length) {\n\t\t\t\tcase 1:// one-fingered touch: rotate\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleTouchStartRotate(event);\n\t\t\t\t\tstate = STATE.TOUCH_ROTATE;\n\t\t\t\t\tbreak;\n\t\t\t\tcase 2:// two-fingered touch: dolly\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleTouchStartDolly(event);\n\t\t\t\t\tstate = STATE.TOUCH_DOLLY;\n\t\t\t\t\tbreak;\n\t\t\t\tcase 3:// three-fingered touch: pan\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\thandleTouchStartPan(event);\n\t\t\t\t\tstate = STATE.TOUCH_PAN;\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tstate = STATE.NONE;\n\t\t\t}\n\t\t\tif (state !== STATE.NONE) {\n\t\t\t\tscope.dispatchEvent(startEvent);\n\t\t\t}\n\t\t}\n\t\tfunction onTouchMove(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\tswitch (event.touches.length) {\n\t\t\t\tcase 1:// one-fingered touch: rotate\n\t\t\t\t\tif (scope.enableRotate === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\tif (state !== STATE.TOUCH_ROTATE)\n\t\t\t\t\t\treturn; // is this needed?...\n\t\t\t\t\thandleTouchMoveRotate(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase 2:// two-fingered touch: dolly\n\t\t\t\t\tif (scope.enableZoom === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\tif (state !== STATE.TOUCH_DOLLY)\n\t\t\t\t\t\treturn; // is this needed?...\n\t\t\t\t\thandleTouchMoveDolly(event);\n\t\t\t\t\tbreak;\n\t\t\t\tcase 3:// three-fingered touch: pan\n\t\t\t\t\tif (scope.enablePan === false)\n\t\t\t\t\t\treturn;\n\t\t\t\t\tif (state !== STATE.TOUCH_PAN)\n\t\t\t\t\t\treturn; // is this needed?...\n\t\t\t\t\thandleTouchMovePan(event);\n\t\t\t\t\tbreak;\n\t\t\t\tdefault:\n\t\t\t\t\tstate = STATE.NONE;\n\t\t\t}\n\t\t\tevent.preventDefault();\n\t\t\tevent.stopPropagation();\n\t\t}\n\t\tfunction onTouchEnd(event) {\n\t\t\tif (scope.enabled === false)\n\t\t\t\treturn;\n\t\t\thandleTouchEnd(event);\n\t\t\tscope.dispatchEvent(endEvent);\n\t\t\tstate = STATE.NONE;\n\t\t}\n\t\tfunction onContextMenu(event) {\n\t\t\tif (scope.enabled === false || scope.enablePan === false)\n\t\t\t\treturn;\n\t\t\tevent.preventDefault();\n\t\t}\n\t\t//\n\t\tscope.domElement.addEventListener(\"contextmenu\", onContextMenu, false);\n\t\tscope.domElement.addEventListener(\"mousedown\", onMouseDown, false);\n\t\tscope.domElement.addEventListener(\"wheel\", onMouseWheel, false);\n\t\tscope.domElement.addEventListener(\"touchstart\", 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