(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o for block placement var blockPosPlace, blockPosErase; var hl = game.highlighter = highlight(game, { color: 0xff0000 }); hl.on('highlight', function (voxelPos) { blockPosErase = voxelPos; }); hl.on('remove', function (voxelPos) { blockPosErase = null; }); hl.on('highlight-adjacent', function (voxelPos) { blockPosPlace = voxelPos; }); hl.on('remove-adjacent', function (voxelPos) { blockPosPlace = null; }); // block interaction stuff, uses highlight data var currentMaterial = 1; game.on('fire', function (target, state) { var position = blockPosPlace; if (position) { game.createBlock(position, currentMaterial); } else { position = blockPosErase; if (position) game.setBlock(position, 0); } }); game.on('tick', function() { walk.render(target.playerSkin); var vx = Math.abs(target.velocity.x); var vz = Math.abs(target.velocity.z); if (vx > 0.001 || vz > 0.001) walk.stopWalking(); else walk.startWalking(); }); } window.initGame = function() { function generator(x, y, z) { return y === 1 ? 1 : 0; } var options = { generate: generator, chunkDistance: 2 }; window.game = createGame(options); window.gameWorld = document.createElement('div'); window.game.appendTo(window.gameWorld); window.createPlayer = window.player(window.game); window.gamePlayer = createPlayer('greg.png'); window.gamePlayer.possess(); window.gamePlayer.yaw.position.set(2, 14, 4); defaultSetup(window.game, window.gamePlayer); }; module.exports = window.initGame; },{"minecraft-skin":2,"voxel":58,"voxel-engine":3,"voxel-fly":46,"voxel-highlight":51,"voxel-player":54,"voxel-walk":56}],2:[function(require,module,exports){ var THREE module.exports = function(three, image, sizeRatio) { return new Skin(three, image, sizeRatio) } function Skin(three, image, opts) { if (opts) opts.image = opts.image || image else opts = { image: image } if (typeof image === 'object' && !(image instanceof HTMLElement)) opts = image THREE = three // hack until three.js fixes multiple instantiation this.sizeRatio = opts.sizeRatio || 8 this.scale = opts.scale || new three.Vector3(1, 1, 1) this.fallbackImage = opts.fallbackImage || 'skin.png' this.createCanvases() this.charMaterial = this.getMaterial(this.skin, false) this.charMaterialTrans = this.getMaterial(this.skin, true) if (typeof opts.image === "string") this.fetchImage(opts.image) if (opts.image instanceof HTMLElement) this.setImage(opts.image) this.mesh = this.createPlayerObject() } Skin.prototype.createCanvases = function() { this.skinBig = document.createElement('canvas') this.skinBigContext = this.skinBig.getContext('2d') this.skinBig.width = 64 * this.sizeRatio this.skinBig.height = 32 * this.sizeRatio this.skin = document.createElement('canvas') this.skinContext = this.skin.getContext('2d') this.skin.width = 64 this.skin.height = 32 } Skin.prototype.fetchImage = function(imageURL) { var self = this this.image = new Image() this.image.crossOrigin = 'anonymous' this.image.src = imageURL this.image.onload = function() { self.setImage(self.image) } } Skin.prototype.setImage = function (skin) { this.image = skin this.skinContext.clearRect(0, 0, 64, 32); this.skinContext.drawImage(skin, 0, 0); var imgdata = this.skinContext.getImageData(0, 0, 64, 32); var pixels = imgdata.data; this.skinBigContext.clearRect(0, 0, this.skinBig.width, this.skinBig.height); this.skinBigContext.save(); var isOnecolor = true; var colorCheckAgainst = [40, 0]; var colorIndex = (colorCheckAgainst[0]+colorCheckAgainst[1]*64)*4; var isPixelDifferent = function (x, y) { if(pixels[(x+y*64)*4+0] !== pixels[colorIndex+0] || pixels[(x+y*64)*4+1] !== pixels[colorIndex+1] || pixels[(x+y*64)*4+2] !== pixels[colorIndex+2] || pixels[(x+y*64)*4+3] !== pixels[colorIndex+3]) { return true; } return false; }; // Check if helmet/hat is a solid color // Bottom row for(var i=32; i < 64; i+=1) { for(var j=8; j < 16; j+=1) { if(isPixelDifferent(i, j)) { isOnecolor = false; break; } } if(!isOnecolor) { break; } } if(!isOnecolor) { // Top row for(var i=40; i < 56; i+=1) { for(var j=0; j < 8; j+=1) { if(isPixelDifferent(i, j)) { isOnecolor = false; break; } } if(!isOnecolor) { break; } } } for(var i=0; i < 64; i+=1) { for(var j=0; j < 32; j+=1) { if(isOnecolor && ((i >= 32 && i < 64 && j >= 8 && j < 16) || (i >= 40 && i < 56 && j >= 0 && j < 8))) { pixels[(i+j*64)*4+3] = 0 } this.skinBigContext.fillStyle = 'rgba('+pixels[(i+j*64)*4+0]+', '+pixels[(i+j*64)*4+1]+', '+pixels[(i+j*64)*4+2]+', '+pixels[(i+j*64)*4+3]/255+')'; this.skinBigContext.fillRect(i * this.sizeRatio, j * this.sizeRatio, this.sizeRatio, this.sizeRatio); } } this.skinBigContext.restore(); this.skinContext.putImageData(imgdata, 0, 0); this.charMaterial.map.needsUpdate = true; this.charMaterialTrans.map.needsUpdate = true; }; Skin.prototype.getMaterial = function(img, transparent) { var texture = new THREE.Texture(img); texture.magFilter = THREE.NearestFilter; texture.minFilter = THREE.NearestFilter; texture.format = transparent ? THREE.RGBAFormat : THREE.RGBFormat; texture.needsUpdate = true; var material = new THREE.MeshBasicMaterial({ map : texture, transparent : transparent ? true : false }); return material; } Skin.prototype.UVMap = function(mesh, face, x, y, w, h, rotateBy) { if (!rotateBy) rotateBy = 0; var uvs = mesh.geometry.faceVertexUvs[0][face]; var tileU = x; var tileV = y; var tileUvWidth = 1/64; var tileUvHeight = 1/32; uvs[ (0 + rotateBy) % 4 ].x = (tileU * tileUvWidth) uvs[ (0 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight) uvs[ (1 + rotateBy) % 4 ].x = (tileU * tileUvWidth) uvs[ (1 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight + h * tileUvHeight) uvs[ (2 + rotateBy) % 4 ].x = (tileU * tileUvWidth + w * tileUvWidth) uvs[ (2 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight + h * tileUvHeight) uvs[ (3 + rotateBy) % 4 ].x = (tileU * tileUvWidth + w * tileUvWidth) uvs[ (3 + rotateBy) % 4 ].y = 1 - (tileV * tileUvHeight) } Skin.prototype.cubeFromPlanes = function (size, mat) { var cube = new THREE.Object3D(); var meshes = []; for(var i=0; i < 6; i++) { var mesh = new THREE.Mesh(new THREE.PlaneGeometry(size, size), mat); mesh.doubleSided = true; cube.add(mesh); meshes.push(mesh); } // Front meshes[0].rotation.x = Math.PI/2; meshes[0].rotation.z = -Math.PI/2; meshes[0].position.x = size/2; // Back meshes[1].rotation.x = Math.PI/2; meshes[1].rotation.z = Math.PI/2; meshes[1].position.x = -size/2; // Top meshes[2].position.y = size/2; // Bottom meshes[3].rotation.y = Math.PI; meshes[3].rotation.z = Math.PI; meshes[3].position.y = -size/2; // Left meshes[4].rotation.x = Math.PI/2; meshes[4].position.z = size/2; // Right meshes[5].rotation.x = -Math.PI/2; meshes[5].rotation.y = Math.PI; meshes[5].position.z = -size/2; return cube; } //exporting these meshes for manipulation: //leftLeg //rightLeg //leftArm //rightArm //body //head Skin.prototype.createPlayerObject = function(scene) { var headgroup = new THREE.Object3D(); var upperbody = this.upperbody = new THREE.Object3D(); // Left leg var leftleggeo = new THREE.CubeGeometry(4, 12, 4); for(var i=0; i < 8; i+=1) { leftleggeo.vertices[i].y -= 6; } var leftleg = this.leftLeg = new THREE.Mesh(leftleggeo, this.charMaterial); leftleg.position.z = -2; leftleg.position.y = -6; this.UVMap(leftleg, 0, 8, 20, -4, 12); this.UVMap(leftleg, 1, 16, 20, -4, 12); this.UVMap(leftleg, 2, 4, 16, 4, 4, 3); this.UVMap(leftleg, 3, 8, 20, 4, -4, 1); this.UVMap(leftleg, 4, 12, 20, -4, 12); this.UVMap(leftleg, 5, 4, 20, -4, 12); // Right leg var rightleggeo = new THREE.CubeGeometry(4, 12, 4); for(var i=0; i < 8; i+=1) { rightleggeo.vertices[i].y -= 6; } var rightleg = this.rightLeg =new THREE.Mesh(rightleggeo, this.charMaterial); rightleg.position.z = 2; rightleg.position.y = -6; this.UVMap(rightleg, 0, 4, 20, 4, 12); this.UVMap(rightleg, 1, 12, 20, 4, 12); this.UVMap(rightleg, 2, 8, 16, -4, 4, 3); this.UVMap(rightleg, 3, 12, 20, -4, -4, 1); this.UVMap(rightleg, 4, 0, 20, 4, 12); this.UVMap(rightleg, 5, 8, 20, 4, 12); // Body var bodygeo = new THREE.CubeGeometry(4, 12, 8); var bodymesh = this.body = new THREE.Mesh(bodygeo, this.charMaterial); this.UVMap(bodymesh, 0, 20, 20, 8, 12); this.UVMap(bodymesh, 1, 32, 20, 8, 12); this.UVMap(bodymesh, 2, 20, 16, 8, 4, 1); this.UVMap(bodymesh, 3, 28, 16, 8, 4, 3); this.UVMap(bodymesh, 4, 16, 20, 4, 12); this.UVMap(bodymesh, 5, 28, 20, 4, 12); upperbody.add(bodymesh); // Left arm var leftarmgeo = new THREE.CubeGeometry(4, 12, 4); for(var i=0; i < 8; i+=1) { leftarmgeo.vertices[i].y -= 4; } var leftarm = this.leftArm = new THREE.Mesh(leftarmgeo, this.charMaterial); leftarm.position.z = -6; leftarm.position.y = 4; leftarm.rotation.x = Math.PI/32; this.UVMap(leftarm, 0, 48, 20, -4, 12); this.UVMap(leftarm, 1, 56, 20, -4, 12); this.UVMap(leftarm, 2, 48, 16, -4, 4, 1); this.UVMap(leftarm, 3, 52, 16, -4, 4, 3); this.UVMap(leftarm, 4, 52, 20, -4, 12); this.UVMap(leftarm, 5, 44, 20, -4, 12); upperbody.add(leftarm); // Right arm var rightarmgeo = new THREE.CubeGeometry(4, 12, 4); for(var i=0; i < 8; i+=1) { rightarmgeo.vertices[i].y -= 4; } var rightarm =this.rightArm = new THREE.Mesh(rightarmgeo, this.charMaterial); rightarm.position.z = 6; rightarm.position.y = 4; rightarm.rotation.x = -Math.PI/32; this.UVMap(rightarm, 0, 44, 20, 4, 12); this.UVMap(rightarm, 1, 52, 20, 4, 12); this.UVMap(rightarm, 2, 44, 16, 4, 4, 1); this.UVMap(rightarm, 3, 48, 16, 4, 4, 3); this.UVMap(rightarm, 4, 40, 20, 4, 12); this.UVMap(rightarm, 5, 48, 20, 4, 12); upperbody.add(rightarm); //Head var headgeo = new THREE.CubeGeometry(8, 8, 8); var headmesh = this.head = new THREE.Mesh(headgeo, this.charMaterial); headmesh.position.y = 2; this.UVMap(headmesh, 0, 8, 8, 8, 8); this.UVMap(headmesh, 1, 24, 8, 8, 8); this.UVMap(headmesh, 2, 8, 0, 8, 8, 1); this.UVMap(headmesh, 3, 16, 0, 8, 8, 3); this.UVMap(headmesh, 4, 0, 8, 8, 8); this.UVMap(headmesh, 5, 16, 8, 8, 8); var unrotatedHeadMesh = new THREE.Object3D(); unrotatedHeadMesh.rotation.y = Math.PI / 2; unrotatedHeadMesh.add(headmesh); headgroup.add(unrotatedHeadMesh); var helmet = this.cubeFromPlanes(9, this.charMaterialTrans); helmet.position.y = 2; this.UVMap(helmet.children[0], 0, 32+8, 8, 8, 8); this.UVMap(helmet.children[1], 0, 32+24, 8, 8, 8); this.UVMap(helmet.children[2], 0, 32+8, 0, 8, 8, 1); this.UVMap(helmet.children[3], 0, 32+16, 0, 8, 8, 3); this.UVMap(helmet.children[4], 0, 32+0, 8, 8, 8); this.UVMap(helmet.children[5], 0, 32+16, 8, 8, 8); headgroup.add(helmet); var ears = new THREE.Object3D(); var eargeo = new THREE.CubeGeometry(1, (9/8)*6, (9/8)*6); var leftear = new THREE.Mesh(eargeo, this.charMaterial); var rightear = new THREE.Mesh(eargeo, this.charMaterial); leftear.position.y = 2+(9/8)*5; rightear.position.y = 2+(9/8)*5; leftear.position.z = -(9/8)*5; rightear.position.z = (9/8)*5; // Right ear share same geometry, same uv-maps this.UVMap(leftear, 0, 25, 1, 6, 6); // Front side this.UVMap(leftear, 1, 32, 1, 6, 6); // Back side this.UVMap(leftear, 2, 25, 0, 6, 1, 1); // Top edge this.UVMap(leftear, 3, 31, 0, 6, 1, 1); // Bottom edge this.UVMap(leftear, 4, 24, 1, 1, 6); // Left edge this.UVMap(leftear, 5, 31, 1, 1, 6); // Right edge ears.add(leftear); ears.add(rightear); leftear.visible = rightear.visible = false; headgroup.add(ears); headgroup.position.y = 8; var playerModel = this.playerModel = new THREE.Object3D(); playerModel.add(leftleg); playerModel.add(rightleg); playerModel.add(upperbody); var playerRotation = new THREE.Object3D(); playerRotation.rotation.y = Math.PI / 2 playerRotation.position.y = 12 playerRotation.add(playerModel) var rotatedHead = new THREE.Object3D(); rotatedHead.rotation.y = -Math.PI/2; rotatedHead.add(headgroup); playerModel.add(rotatedHead); playerModel.position.y = 6; var playerGroup = new THREE.Object3D(); playerGroup.cameraInside = new THREE.Object3D() playerGroup.cameraOutside = new THREE.Object3D() playerGroup.cameraInside.position.x = 0; playerGroup.cameraInside.position.y = 2; playerGroup.cameraInside.position.z = 0; playerGroup.head = headgroup headgroup.add(playerGroup.cameraInside) playerGroup.cameraInside.add(playerGroup.cameraOutside) playerGroup.cameraOutside.position.z = 100 playerGroup.add(playerRotation); playerGroup.scale = this.scale return playerGroup } },{}],3:[function(require,module,exports){ (function (process){ var voxel = require('voxel') var voxelMesh = require('voxel-mesh') var ray = require('voxel-raycast') var texture = require('voxel-texture') var control = require('voxel-control') var voxelView = require('voxel-view') var THREE = require('three') var Stats = require('./lib/stats') var Detector = require('./lib/detector') var inherits = require('inherits') var path = require('path') var EventEmitter = require('events').EventEmitter if (process.browser) var interact = require('interact') var requestAnimationFrame = require('raf') var collisions = require('collide-3d-tilemap') var aabb = require('aabb-3d') var glMatrix = require('gl-matrix') var vector = glMatrix.vec3 var SpatialEventEmitter = require('spatial-events') var regionChange = require('voxel-region-change') var kb = require('kb-controls') var physical = require('voxel-physical') var pin = require('pin-it') var tic = require('tic')() module.exports = Game function Game(opts) { if (!(this instanceof Game)) return new Game(opts) var self = this if (!opts) opts = {} if (process.browser && this.notCapable(opts)) return // is this a client or a headless server this.isClient = Boolean( (typeof opts.isClient !== 'undefined') ? opts.isClient : process.browser ) if (!('generateChunks' in opts)) opts.generateChunks = true this.generateChunks = opts.generateChunks this.setConfigurablePositions(opts) this.configureChunkLoading(opts) this.setDimensions(opts) this.THREE = THREE this.vector = vector this.glMatrix = glMatrix this.arrayType = opts.arrayType || Uint8Array this.cubeSize = 1 // backwards compat this.chunkSize = opts.chunkSize || 32 // chunkDistance and removeDistance should not be set to the same thing // as it causes lag when you go back and forth on a chunk boundary this.chunkDistance = opts.chunkDistance || 2 this.removeDistance = opts.removeDistance || this.chunkDistance + 1 this.skyColor = opts.skyColor || 0xBFD1E5 this.antialias = opts.antialias this.playerHeight = opts.playerHeight || 1.62 this.meshType = opts.meshType || 'surfaceMesh' this.mesher = opts.mesher || voxel.meshers.culled this.materialType = opts.materialType || THREE.MeshLambertMaterial this.materialParams = opts.materialParams || {} this.items = [] this.voxels = voxel(this) this.scene = new THREE.Scene() this.view = opts.view || new voxelView(THREE, { width: this.width, height: this.height, skyColor: this.skyColor, antialias: this.antialias }) this.view.bindToScene(this.scene) this.camera = this.view.getCamera() if (!opts.lightsDisabled) this.addLights(this.scene) this.fogScale = opts.fogScale || 32 if (!opts.fogDisabled) this.scene.fog = new THREE.Fog( this.skyColor, 0.00025, this.worldWidth() * this.fogScale ) this.collideVoxels = collisions( this.getBlock.bind(this), 1, [Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity] ) this.timer = this.initializeTimer((opts.tickFPS || 16)) this.paused = false this.spatial = new SpatialEventEmitter this.region = regionChange(this.spatial, aabb([0, 0, 0], [1, 1, 1]), this.chunkSize) this.voxelRegion = regionChange(this.spatial, 1) this.chunkRegion = regionChange(this.spatial, this.chunkSize) this.asyncChunkGeneration = false // contains chunks that has had an update this tick. Will be generated right before redrawing the frame this.chunksNeedsUpdate = {} // contains new chunks yet to be generated. Handled by game.loadPendingChunks this.pendingChunks = [] this.materials = texture({ game: this, texturePath: opts.texturePath || './textures/', materialType: opts.materialType || THREE.MeshLambertMaterial, materialParams: opts.materialParams || {}, materialFlatColor: opts.materialFlatColor === true }) this.materialNames = opts.materials || [['grass', 'dirt', 'grass_dirt'], 'brick', 'dirt'] self.chunkRegion.on('change', function(newChunk) { self.removeFarChunks() }) if (this.isClient) this.materials.load(this.materialNames) if (this.generateChunks) this.handleChunkGeneration() // client side only after this point if (!this.isClient) return this.paused = true this.initializeRendering(opts) this.showAllChunks() setTimeout(function() { self.asyncChunkGeneration = 'asyncChunkGeneration' in opts ? opts.asyncChunkGeneration : true }, 2000) this.initializeControls(opts) } inherits(Game, EventEmitter) // # External API Game.prototype.voxelPosition = function(gamePosition) { var _ = Math.floor var p = gamePosition var v = [] v[0] = _(p[0]) v[1] = _(p[1]) v[2] = _(p[2]) return v } Game.prototype.cameraPosition = function() { return this.view.cameraPosition() } Game.prototype.cameraVector = function() { return this.view.cameraVector() } Game.prototype.makePhysical = function(target, envelope, blocksCreation) { var vel = this.terminalVelocity envelope = envelope || [2/3, 1.5, 2/3] var obj = physical(target, this.potentialCollisionSet(), envelope, {x: vel[0], y: vel[1], z: vel[2]}) obj.blocksCreation = !!blocksCreation return obj } Game.prototype.addItem = function(item) { if (!item.tick) { var newItem = physical( item.mesh, this.potentialCollisionSet(), [item.size, item.size, item.size] ) if (item.velocity) { newItem.velocity.copy(item.velocity) newItem.subjectTo(this.gravity) } newItem.repr = function() { return 'debris' } newItem.mesh = item.mesh newItem.blocksCreation = item.blocksCreation item = newItem } this.items.push(item) if (item.mesh) this.scene.add(item.mesh) return this.items[this.items.length - 1] } Game.prototype.removeItem = function(item) { var ix = this.items.indexOf(item) if (ix < 0) return this.items.splice(ix, 1) if (item.mesh) this.scene.remove(item.mesh) } // only intersects voxels, not items (for now) Game.prototype.raycast = // backwards compat Game.prototype.raycastVoxels = function(start, direction, maxDistance, epilson) { if (!start) return this.raycastVoxels(this.cameraPosition(), this.cameraVector(), 10) var hitNormal = [0, 0, 0] var hitPosition = [0, 0, 0] var cp = start || this.cameraPosition() var cv = direction || this.cameraVector() var hitBlock = ray(this, cp, cv, maxDistance || 10.0, hitPosition, hitNormal, epilson || this.epilson) if (hitBlock <= 0) return false var adjacentPosition = [0, 0, 0] var voxelPosition = this.voxelPosition(hitPosition) vector.add(adjacentPosition, voxelPosition, hitNormal) return { position: hitPosition, voxel: voxelPosition, direction: direction, value: hitBlock, normal: hitNormal, adjacent: adjacentPosition } } Game.prototype.canCreateBlock = function(pos) { pos = this.parseVectorArguments(arguments) var floored = pos.map(function(i) { return Math.floor(i) }) var bbox = aabb(floored, [1, 1, 1]) for (var i = 0, len = this.items.length; i < len; ++i) { var item = this.items[i] var itemInTheWay = item.blocksCreation && item.aabb && bbox.intersects(item.aabb()) if (itemInTheWay) return false } return true } Game.prototype.createBlock = function(pos, val) { if (typeof val === 'string') val = this.materials.find(val) if (!this.canCreateBlock(pos)) return false this.setBlock(pos, val) return true } Game.prototype.setBlock = function(pos, val) { if (typeof val === 'string') val = this.materials.find(val) var old = this.voxels.voxelAtPosition(pos, val) var c = this.voxels.chunkAtPosition(pos) var chunk = this.voxels.chunks[c.join('|')] if (!chunk) return// todo - does self.emit('missingChunk', c.join('|')) make sense here? this.addChunkToNextUpdate(chunk) this.spatial.emit('change-block', pos, old, val) this.emit('setBlock', pos, val, old) } Game.prototype.getBlock = function(pos) { pos = this.parseVectorArguments(arguments) return this.voxels.voxelAtPosition(pos) } Game.prototype.blockPosition = function(pos) { pos = this.parseVectorArguments(arguments) var ox = Math.floor(pos[0]) var oy = Math.floor(pos[1]) var oz = Math.floor(pos[2]) return [ox, oy, oz] } Game.prototype.blocks = function(low, high, iterator) { var l = low, h = high var d = [ h[0]-l[0], h[1]-l[1], h[2]-l[2] ] if (!iterator) var voxels = new this.arrayType(d[0]*d[1]*d[2]) var i = 0 for(var z=l[2]; z': 'forward' , '': 'left' , '': 'backward' , '': 'right' , '': 'fire' , '': 'firealt' , '': 'jump' , '': 'crouch' , '': 'alt' } // used in methods that have identity function(pos) {} Game.prototype.parseVectorArguments = function(args) { if (!args) return false if (args[0] instanceof Array) return args[0] return [args[0], args[1], args[2]] } Game.prototype.setConfigurablePositions = function(opts) { var sp = opts.startingPosition this.startingPosition = sp || [35, 1024, 35] var wo = opts.worldOrigin this.worldOrigin = wo || [0, 0, 0] } Game.prototype.setDimensions = function(opts) { if (opts.container) this.container = opts.container if (opts.container && opts.container.clientHeight) { this.height = opts.container.clientHeight } else { this.height = typeof window === "undefined" ? 1 : window.innerHeight } if (opts.container && opts.container.clientWidth) { this.width = opts.container.clientWidth } else { this.width = typeof window === "undefined" ? 1 : window.innerWidth } } Game.prototype.notCapable = function(opts) { var self = this if( !Detector().webgl ) { this.view = { appendTo: function(el) { el.appendChild(self.notCapableMessage()) } } return true } return false } Game.prototype.notCapableMessage = function() { var wrapper = document.createElement('div') wrapper.className = "errorMessage" var a = document.createElement('a') a.title = "You need WebGL and Pointer Lock (Chrome 23/Firefox 14) to play this game. Click here for more information." a.innerHTML = a.title a.href = "http://get.webgl.org" wrapper.appendChild(a) return wrapper } Game.prototype.onWindowResize = function() { var width = window.innerWidth var height = window.innerHeight if (this.container) { width = this.container.clientWidth height = this.container.clientHeight } this.view.resizeWindow(width, height) } // # Physics/collision related methods Game.prototype.control = function(target) { this.controlling = target return this.controls.target(target) } Game.prototype.potentialCollisionSet = function() { return [{ collide: this.collideTerrain.bind(this) }] } /** * Get the position of the player under control. * If there is no player under control, return * current position of the game's camera. * * @return {Array} an [x, y, z] tuple */ Game.prototype.playerPosition = function() { var target = this.controls.target() var position = target ? target.avatar.position : this.camera.localToWorld(this.camera.position.clone()) return [position.x, position.y, position.z] } Game.prototype.playerAABB = function(position) { var pos = position || this.playerPosition() var lower = [] var upper = [1/2, this.playerHeight, 1/2] var playerBottom = [1/4, this.playerHeight, 1/4] vector.subtract(lower, pos, playerBottom) var bbox = aabb(lower, upper) return bbox } Game.prototype.collideTerrain = function(other, bbox, vec, resting) { var self = this var axes = ['x', 'y', 'z'] var vec3 = [vec.x, vec.y, vec.z] this.collideVoxels(bbox, vec3, function hit(axis, tile, coords, dir, edge) { if (!tile) return if (Math.abs(vec3[axis]) < Math.abs(edge)) return vec3[axis] = vec[axes[axis]] = edge other.acceleration[axes[axis]] = 0 resting[axes[axis]] = dir other.friction[axes[(axis + 1) % 3]] = other.friction[axes[(axis + 2) % 3]] = axis === 1 ? self.friction : 1 return true }) } // # Three.js specific methods Game.prototype.addStats = function() { stats = new Stats() stats.domElement.style.position = 'absolute' stats.domElement.style.bottom = '0px' document.body.appendChild( stats.domElement ) } Game.prototype.addLights = function(scene) { var ambientLight, directionalLight ambientLight = new THREE.AmbientLight(0xcccccc) scene.add(ambientLight) var light = new THREE.DirectionalLight( 0xffffff , 1) light.position.set( 1, 1, 0.5 ).normalize() scene.add( light ) } // # Chunk related methods Game.prototype.configureChunkLoading = function(opts) { var self = this if (!opts.generateChunks) return if (!opts.generate) { this.generate = function(x,y,z) { return x*x+y*y+z*z <= 15*15 ? 1 : 0 // sphere world } } else { this.generate = opts.generate } if (opts.generateVoxelChunk) { this.generateVoxelChunk = opts.generateVoxelChunk } else { this.generateVoxelChunk = function(low, high) { return voxel.generate(low, high, self.generate, self) } } } Game.prototype.worldWidth = function() { return this.chunkSize * 2 * this.chunkDistance } Game.prototype.chunkToWorld = function(pos) { return [ pos[0] * this.chunkSize, pos[1] * this.chunkSize, pos[2] * this.chunkSize ] } Game.prototype.removeFarChunks = function(playerPosition) { var self = this playerPosition = playerPosition || this.playerPosition() var nearbyChunks = this.voxels.nearbyChunks(playerPosition, this.removeDistance).map(function(chunkPos) { return chunkPos.join('|') }) Object.keys(self.voxels.chunks).map(function(chunkIndex) { if (nearbyChunks.indexOf(chunkIndex) > -1) return var chunk = self.voxels.chunks[chunkIndex] var mesh = self.voxels.meshes[chunkIndex] var pendingIndex = self.pendingChunks.indexOf(chunkIndex) if (pendingIndex !== -1) self.pendingChunks.splice(pendingIndex, 1) if (!chunk) return var chunkPosition = chunk.position if (mesh) { if (mesh.surfaceMesh) { self.scene.remove(mesh.surfaceMesh) mesh.surfaceMesh.geometry.dispose() } if (mesh.wireMesh) { mesh.wireMesh.geometry.dispose() self.scene.remove(mesh.wireMesh) } delete mesh.data delete mesh.geometry delete mesh.meshed delete mesh.surfaceMesh delete mesh.wireMesh } delete self.voxels.chunks[chunkIndex] self.emit('removeChunk', chunkPosition) }) self.voxels.requestMissingChunks(playerPosition) } Game.prototype.addChunkToNextUpdate = function(chunk) { this.chunksNeedsUpdate[chunk.position.join('|')] = chunk } Game.prototype.updateDirtyChunks = function() { var self = this Object.keys(this.chunksNeedsUpdate).forEach(function showChunkAtIndex(chunkIndex) { var chunk = self.chunksNeedsUpdate[chunkIndex] self.emit('dirtyChunkUpdate', chunk) self.showChunk(chunk) }) this.chunksNeedsUpdate = {} } Game.prototype.loadPendingChunks = function(count) { var pendingChunks = this.pendingChunks if (!this.asyncChunkGeneration) { count = pendingChunks.length } else { count = count || (pendingChunks.length * 0.1) count = Math.max(1, Math.min(count, pendingChunks.length)) } for (var i = 0; i < count; i += 1) { var chunkPos = pendingChunks[i].split('|') var chunk = this.voxels.generateChunk(chunkPos[0]|0, chunkPos[1]|0, chunkPos[2]|0) if (this.isClient) this.showChunk(chunk) } if (count) pendingChunks.splice(0, count) } Game.prototype.getChunkAtPosition = function(pos) { var chunkID = this.voxels.chunkAtPosition(pos).join('|') var chunk = this.voxels.chunks[chunkID] return chunk } Game.prototype.showAllChunks = function() { for (var chunkIndex in this.voxels.chunks) { this.showChunk(this.voxels.chunks[chunkIndex]) } } Game.prototype.showChunk = function(chunk) { var chunkIndex = chunk.position.join('|') var bounds = this.voxels.getBounds.apply(this.voxels, chunk.position) var scale = new THREE.Vector3(1, 1, 1) var mesh = voxelMesh(chunk, this.mesher, scale, this.THREE) this.voxels.chunks[chunkIndex] = chunk if (this.voxels.meshes[chunkIndex]) { if (this.voxels.meshes[chunkIndex].surfaceMesh) this.scene.remove(this.voxels.meshes[chunkIndex].surfaceMesh) if (this.voxels.meshes[chunkIndex].wireMesh) this.scene.remove(this.voxels.meshes[chunkIndex].wireMesh) } this.voxels.meshes[chunkIndex] = mesh if (this.isClient) { if (this.meshType === 'wireMesh') mesh.createWireMesh() else mesh.createSurfaceMesh(this.materials.material) this.materials.paint(mesh) } mesh.setPosition(bounds[0][0], bounds[0][1], bounds[0][2]) mesh.addToScene(this.scene) this.emit('renderChunk', chunk) return mesh } // # Debugging methods Game.prototype.addMarker = function(position) { var geometry = new THREE.SphereGeometry( 0.1, 10, 10 ) var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } ) var mesh = new THREE.Mesh( geometry, material ) mesh.position.copy(position) this.scene.add(mesh) } Game.prototype.addAABBMarker = function(aabb, color) { var geometry = new THREE.CubeGeometry(aabb.width(), aabb.height(), aabb.depth()) var material = new THREE.MeshBasicMaterial({ color: color || 0xffffff, wireframe: true, transparent: true, opacity: 0.5, side: THREE.DoubleSide }) var mesh = new THREE.Mesh(geometry, material) mesh.position.set(aabb.x0() + aabb.width() / 2, aabb.y0() + aabb.height() / 2, aabb.z0() + aabb.depth() / 2) this.scene.add(mesh) return mesh } Game.prototype.addVoxelMarker = function(x, y, z, color) { var bbox = aabb([x, y, z], [1, 1, 1]) return this.addAABBMarker(bbox, color) } Game.prototype.pin = pin // # Misc internal methods Game.prototype.onControlChange = function(gained, stream) { this.paused = false if (!gained && !this.optout) { this.buttons.disable() return } this.buttons.enable() stream.pipe(this.controls.createWriteRotationStream()) } Game.prototype.onControlOptOut = function() { this.optout = true } Game.prototype.onFire = function(state) { this.emit('fire', this.controlling, state) } Game.prototype.setInterval = tic.interval.bind(tic) Game.prototype.setTimeout = tic.timeout.bind(tic) Game.prototype.tick = function(delta) { for(var i = 0, len = this.items.length; i < len; ++i) { this.items[i].tick(delta) } if (this.materials) this.materials.tick(delta) if (this.pendingChunks.length) this.loadPendingChunks() if (Object.keys(this.chunksNeedsUpdate).length > 0) this.updateDirtyChunks() tic.tick(delta) this.emit('tick', delta) if (!this.controls) return var playerPos = this.playerPosition() this.spatial.emit('position', playerPos, playerPos) } Game.prototype.render = function(delta) { this.view.render(this.scene) } Game.prototype.initializeTimer = function(rate) { var self = this var accum = 0 var now = 0 var last = null var dt = 0 var wholeTick self.frameUpdated = true self.interval = setInterval(timer, 0) return self.interval function timer() { if (self.paused) { last = Date.now() accum = 0 return } now = Date.now() dt = now - (last || now) last = now accum += dt if (accum < rate) return wholeTick = ((accum / rate)|0) if (wholeTick <= 0) return wholeTick *= rate self.tick(wholeTick) accum -= wholeTick self.frameUpdated = true } } Game.prototype.initializeRendering = function(opts) { var self = this if (!opts.statsDisabled) self.addStats() window.addEventListener('resize', self.onWindowResize.bind(self), false) requestAnimationFrame(window).on('data', function(dt) { self.emit('prerender', dt) self.render(dt) self.emit('postrender', dt) }) if (typeof stats !== 'undefined') { self.on('postrender', function() { stats.update() }) } } Game.prototype.initializeControls = function(opts) { // player control this.keybindings = opts.keybindings || this.defaultButtons this.buttons = kb(document.body, this.keybindings) this.buttons.disable() this.optout = false this.interact = interact(opts.interactElement || this.view.element, opts.interactMouseDrag) this.interact .on('attain', this.onControlChange.bind(this, true)) .on('release', this.onControlChange.bind(this, false)) .on('opt-out', this.onControlOptOut.bind(this)) this.hookupControls(this.buttons, opts) } Game.prototype.hookupControls = function(buttons, opts) { opts = opts || {} opts.controls = opts.controls || {} opts.controls.onfire = this.onFire.bind(this) this.controls = control(buttons, opts.controls) this.items.push(this.controls) this.controlling = null } Game.prototype.handleChunkGeneration = function() { var self = this this.voxels.on('missingChunk', function(chunkPos) { self.pendingChunks.push(chunkPos.join('|')) }) this.voxels.requestMissingChunks(this.worldOrigin) this.loadPendingChunks(this.pendingChunks.length) } // teardown methods Game.prototype.destroy = function() { clearInterval(this.timer) } }).call(this,require('_process')) },{"./lib/detector":4,"./lib/stats":5,"_process":74,"aabb-3d":6,"collide-3d-tilemap":7,"events":70,"gl-matrix":8,"inherits":9,"interact":10,"kb-controls":19,"path":73,"pin-it":24,"raf":25,"spatial-events":26,"three":28,"tic":29,"voxel":41,"voxel-control":30,"voxel-mesh":31,"voxel-physical":32,"voxel-raycast":33,"voxel-region-change":34,"voxel-texture":37,"voxel-view":39}],4:[function(require,module,exports){ /** * @author alteredq / http://alteredqualia.com/ * @author mr.doob / http://mrdoob.com/ */ module.exports = function() { return { canvas : !! window.CanvasRenderingContext2D, webgl : ( function () { try { return !! window.WebGLRenderingContext && !! document.createElement( 'canvas' ).getContext( 'experimental-webgl' ); } catch( e ) { return false; } } )(), workers : !! window.Worker, fileapi : window.File && window.FileReader && window.FileList && window.Blob, getWebGLErrorMessage : function () { var domElement = document.createElement( 'div' ); domElement.style.fontFamily = 'monospace'; domElement.style.fontSize = '13px'; domElement.style.textAlign = 'center'; domElement.style.background = '#eee'; domElement.style.color = '#000'; domElement.style.padding = '1em'; domElement.style.width = '475px'; domElement.style.margin = '5em auto 0'; if ( ! this.webgl ) { domElement.innerHTML = window.WebGLRenderingContext ? [ 'Your graphics card does not seem to support WebGL.
', 'Find out how to get it here.' ].join( '\n' ) : [ 'Your browser does not seem to support WebGL.
', 'Find out how to get it here.' ].join( '\n' ); } return domElement; }, addGetWebGLMessage : function ( parameters ) { var parent, id, domElement; parameters = parameters || {}; parent = parameters.parent !== undefined ? parameters.parent : document.body; id = parameters.id !== undefined ? parameters.id : 'oldie'; domElement = Detector.getWebGLErrorMessage(); domElement.id = id; parent.appendChild( domElement ); } }; } },{}],5:[function(require,module,exports){ /** * @author mrdoob / http://mrdoob.com/ */ var Stats = function () { var startTime = Date.now(), prevTime = startTime; var ms = 0, msMin = Infinity, msMax = 0; var fps = 0, fpsMin = Infinity, fpsMax = 0; var frames = 0, mode = 0; var container = document.createElement( 'div' ); container.id = 'stats'; container.addEventListener( 'mousedown', function ( event ) { event.preventDefault(); setMode( ++ mode % 2 ) }, false ); container.style.cssText = 'width:80px;opacity:0.9;cursor:pointer'; var fpsDiv = document.createElement( 'div' ); fpsDiv.id = 'fps'; fpsDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#002'; container.appendChild( fpsDiv ); var fpsText = document.createElement( 'div' ); fpsText.id = 'fpsText'; fpsText.style.cssText = 'color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px'; fpsText.innerHTML = 'FPS'; fpsDiv.appendChild( fpsText ); var fpsGraph = document.createElement( 'div' ); fpsGraph.id = 'fpsGraph'; fpsGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0ff'; fpsDiv.appendChild( fpsGraph ); while ( fpsGraph.children.length < 74 ) { var bar = document.createElement( 'span' ); bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#113'; fpsGraph.appendChild( bar ); } var msDiv = document.createElement( 'div' ); msDiv.id = 'ms'; msDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#020;display:none'; container.appendChild( msDiv ); var msText = document.createElement( 'div' ); msText.id = 'msText'; msText.style.cssText = 'color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px'; msText.innerHTML = 'MS'; msDiv.appendChild( msText ); var msGraph = document.createElement( 'div' ); msGraph.id = 'msGraph'; msGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0f0'; msDiv.appendChild( msGraph ); while ( msGraph.children.length < 74 ) { var bar = document.createElement( 'span' ); bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#131'; msGraph.appendChild( bar ); } var setMode = function ( value ) { mode = value; switch ( mode ) { case 0: fpsDiv.style.display = 'block'; msDiv.style.display = 'none'; break; case 1: fpsDiv.style.display = 'none'; msDiv.style.display = 'block'; break; } } var updateGraph = function ( dom, value ) { var child = dom.appendChild( dom.firstChild ); child.style.height = value + 'px'; } return { REVISION: 11, domElement: container, setMode: setMode, begin: function () { startTime = Date.now(); }, end: function () { var time = Date.now(); ms = time - startTime; msMin = Math.min( msMin, ms ); msMax = Math.max( msMax, ms ); msText.textContent = ms + ' MS (' + msMin + '-' + msMax + ')'; updateGraph( msGraph, Math.min( 30, 30 - ( ms / 200 ) * 30 ) ); frames ++; if ( time > prevTime + 1000 ) { fps = Math.round( ( frames * 1000 ) / ( time - prevTime ) ); fpsMin = Math.min( fpsMin, fps ); fpsMax = Math.max( fpsMax, fps ); fpsText.textContent = fps + ' FPS (' + fpsMin + '-' + fpsMax + ')'; updateGraph( fpsGraph, Math.min( 30, 30 - ( fps / 100 ) * 30 ) ); prevTime = time; frames = 0; } return time; }, update: function () { startTime = this.end(); } } }; module.exports = Stats },{}],6:[function(require,module,exports){ module.exports = AABB var vec3 = require('gl-matrix').vec3 function AABB(pos, vec) { if(!(this instanceof AABB)) { return new AABB(pos, vec) } this.base = pos this.vec = vec this.mag = vec3.length(this.vec) this.max = vec3.create() vec3.add(this.max, this.base, this.vec) } var cons = AABB , proto = cons.prototype proto.width = function() { return this.vec[0] } proto.height = function() { return this.vec[1] } proto.depth = function() { return this.vec[2] } proto.x0 = function() { return this.base[0] } proto.y0 = function() { return this.base[1] } proto.z0 = function() { return this.base[2] } proto.x1 = function() { return this.max[0] } proto.y1 = function() { return this.max[1] } proto.z1 = function() { return this.max[2] } proto.translate = function(by) { vec3.add(this.max, this.max, by) vec3.add(this.base, this.base, by) return this } proto.expand = function(aabb) { var max = vec3.create() , min = vec3.create() vec3.max(max, aabb.max, this.max) vec3.min(min, aabb.base, this.base) vec3.sub(max, max, min) return new AABB(min, max) } proto.intersects = function(aabb) { if(aabb.base[0] > this.max[0]) return false if(aabb.base[1] > this.max[1]) return false if(aabb.base[2] > this.max[2]) return false if(aabb.max[0] < this.base[0]) return false if(aabb.max[1] < this.base[1]) return false if(aabb.max[2] < this.base[2]) return false return true } proto.union = function(aabb) { if(!this.intersects(aabb)) return null var base_x = Math.max(aabb.base[0], this.base[0]) , base_y = Math.max(aabb.base[1], this.base[1]) , base_z = Math.max(aabb.base[2], this.base[2]) , max_x = Math.min(aabb.max[0], this.max[0]) , max_y = Math.min(aabb.max[1], this.max[1]) , max_z = Math.min(aabb.max[2], this.max[2]) return new AABB([base_x, base_y, base_z], [max_x - base_x, max_y - base_y, max_z - base_z]) } },{"gl-matrix":8}],7:[function(require,module,exports){ module.exports = function(field, tilesize, dimensions, offset) { dimensions = dimensions || [ Math.sqrt(field.length) >> 0 , Math.sqrt(field.length) >> 0 , Math.sqrt(field.length) >> 0 ] offset = offset || [ 0 , 0 , 0 ] field = typeof field === 'function' ? field : function(x, y, z) { return this[x + y * dimensions[1] + (z * dimensions[1] * dimensions[2])] }.bind(field) var coords coords = [0, 0, 0] return collide function collide(box, vec, oncollision) { if(vec[0] === 0 && vec[1] === 0 && vec[2] === 0) return // collide x, then y collideaxis(0) collideaxis(1) collideaxis(2) function collideaxis(i_axis) { var j_axis = (i_axis + 1) % 3 , k_axis = (i_axis + 2) % 3 , posi = vec[i_axis] > 0 , leading = box[posi ? 'max' : 'base'][i_axis] , dir = posi ? 1 : -1 , i_start = Math.floor(leading / tilesize) , i_end = (Math.floor((leading + vec[i_axis]) / tilesize)) + dir , j_start = Math.floor(box.base[j_axis] / tilesize) , j_end = Math.ceil(box.max[j_axis] / tilesize) , k_start = Math.floor(box.base[k_axis] / tilesize) , k_end = Math.ceil(box.max[k_axis] / tilesize) , done = false , edge_vector , edge , tile // loop from the current tile coord to the dest tile coord // -> loop on the opposite axis to get the other candidates // -> if `oncollision` return `true` we've hit something and // should break out of the loops entirely. // NB: `oncollision` is where the client gets the chance // to modify the `vec` in-flight. // once we're done translate the box to the vec results var step = 0 for(var i = i_start; !done && i !== i_end; ++step, i += dir) { if(i < offset[i_axis] || i >= dimensions[i_axis]) continue for(var j = j_start; !done && j !== j_end; ++j) { if(j < offset[j_axis] || j >= dimensions[j_axis]) continue for(var k = k_start; k !== k_end; ++k) { if(k < offset[k_axis] || k >= dimensions[k_axis]) continue coords[i_axis] = i coords[j_axis] = j coords[k_axis] = k tile = field.apply(field, coords) if(tile === undefined) continue edge = dir > 0 ? i * tilesize : (i + 1) * tilesize edge_vector = edge - leading if(oncollision(i_axis, tile, coords, dir, edge_vector)) { done = true break } } } } coords[0] = coords[1] = coords[2] = 0 coords[i_axis] = vec[i_axis] box.translate(coords) } } } },{}],8:[function(require,module,exports){ /** * @fileoverview gl-matrix - High performance matrix and vector operations * @author Brandon Jones * @author Colin MacKenzie IV * @version 2.0.0 */ /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ (function() { "use strict"; var shim = {}; if (typeof(exports) === 'undefined') { if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { shim.exports = {}; define(function() { return shim.exports; }); } else { // gl-matrix lives in a browser, define its namespaces in global shim.exports = window; } } else { // gl-matrix lives in commonjs, define its namespaces in exports shim.exports = exports; } (function(exports) { /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 2 Dimensional Vector * @name vec2 */ var vec2 = {}; if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new, empty vec2 * * @returns {vec2} a new 2D vector */ vec2.create = function() { return new Float32Array(2); }; /** * Creates a new vec2 initialized with values from an existing vector * * @param {vec2} a vector to clone * @returns {vec2} a new 2D vector */ vec2.clone = function(a) { var out = new Float32Array(2); out[0] = a[0]; out[1] = a[1]; return out; }; /** * Creates a new vec2 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @returns {vec2} a new 2D vector */ vec2.fromValues = function(x, y) { var out = new Float32Array(2); out[0] = x; out[1] = y; return out; }; /** * Copy the values from one vec2 to another * * @param {vec2} out the receiving vector * @param {vec2} a the source vector * @returns {vec2} out */ vec2.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; return out; }; /** * Set the components of a vec2 to the given values * * @param {vec2} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @returns {vec2} out */ vec2.set = function(out, x, y) { out[0] = x; out[1] = y; return out; }; /** * Adds two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.add = function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; return out; }; /** * Subtracts two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.sub = vec2.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; return out; }; /** * Multiplies two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.mul = vec2.multiply = function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; return out; }; /** * Divides two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.div = vec2.divide = function(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; return out; }; /** * Returns the minimum of two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); return out; }; /** * Returns the maximum of two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); return out; }; /** * Scales a vec2 by a scalar number * * @param {vec2} out the receiving vector * @param {vec2} a the vector to scale * @param {vec2} b amount to scale the vector by * @returns {vec2} out */ vec2.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; return out; }; /** * Calculates the euclidian distance between two vec2's * * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {Number} distance between a and b */ vec2.dist = vec2.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return Math.sqrt(x*x + y*y); }; /** * Calculates the squared euclidian distance between two vec2's * * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {Number} squared distance between a and b */ vec2.sqrDist = vec2.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return x*x + y*y; }; /** * Caclulates the length of a vec2 * * @param {vec2} a vector to calculate length of * @returns {Number} length of a */ vec2.len = vec2.length = function (a) { var x = a[0], y = a[1]; return Math.sqrt(x*x + y*y); }; /** * Caclulates the squared length of a vec2 * * @param {vec2} a vector to calculate squared length of * @returns {Number} squared length of a */ vec2.sqrLen = vec2.squaredLength = function (a) { var x = a[0], y = a[1]; return x*x + y*y; }; /** * Negates the components of a vec2 * * @param {vec2} out the receiving vector * @param {vec2} a vector to negate * @returns {vec2} out */ vec2.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; return out; }; /** * Normalize a vec2 * * @param {vec2} out the receiving vector * @param {vec2} a vector to normalize * @returns {vec2} out */ vec2.normalize = function(out, a) { var x = a[0], y = a[1]; var len = x*x + y*y; if (len > 0) { //TODO: evaluate use of glm_invsqrt here? len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; } return out; }; /** * Caclulates the dot product of two vec2's * * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {Number} dot product of a and b */ vec2.dot = function (a, b) { return a[0] * b[0] + a[1] * b[1]; }; /** * Computes the cross product of two vec2's * Note that the cross product must by definition produce a 3D vector * * @param {vec3} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec3} out */ vec2.cross = function(out, a, b) { var z = a[0] * b[1] - a[1] * b[0]; out[0] = out[1] = 0; out[2] = z; return out; }; /** * Performs a linear interpolation between two vec2's * * @param {vec3} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {vec2} out */ vec2.lerp = function (out, a, b, t) { var ax = a[0], ay = a[1]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); return out; }; /** * Transforms the vec2 with a mat2 * * @param {vec2} out the receiving vector * @param {vec2} a the vector to transform * @param {mat2} m matrix to transform with * @returns {vec2} out */ vec2.transformMat2 = function(out, a, m) { var x = a[0], y = a[1]; out[0] = x * m[0] + y * m[1]; out[1] = x * m[2] + y * m[3]; return out; }; /** * Perform some operation over an array of vec2s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a */ vec2.forEach = (function() { var vec = new Float32Array(2); return function(a, stride, offset, count, fn, arg) { var i, l; if(!stride) { stride = 2; } if(!offset) { offset = 0; } if(count) { l = Math.min((count * stride) + offset, a.length); } else { l = a.length; } for(i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i+1]; fn(vec, vec, arg); a[i] = vec[0]; a[i+1] = vec[1]; } return a; }; })(); /** * Returns a string representation of a vector * * @param {vec2} vec vector to represent as a string * @returns {String} string representation of the vector */ vec2.str = function (a) { return 'vec2(' + a[0] + ', ' + a[1] + ')'; }; if(typeof(exports) !== 'undefined') { exports.vec2 = vec2; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 3 Dimensional Vector * @name vec3 */ var vec3 = {}; if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new, empty vec3 * * @returns {vec3} a new 3D vector */ vec3.create = function() { return new Float32Array(3); }; /** * Creates a new vec3 initialized with values from an existing vector * * @param {vec3} a vector to clone * @returns {vec3} a new 3D vector */ vec3.clone = function(a) { var out = new Float32Array(3); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; /** * Creates a new vec3 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @returns {vec3} a new 3D vector */ vec3.fromValues = function(x, y, z) { var out = new Float32Array(3); out[0] = x; out[1] = y; out[2] = z; return out; }; /** * Copy the values from one vec3 to another * * @param {vec3} out the receiving vector * @param {vec3} a the source vector * @returns {vec3} out */ vec3.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; /** * Set the components of a vec3 to the given values * * @param {vec3} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @returns {vec3} out */ vec3.set = function(out, x, y, z) { out[0] = x; out[1] = y; out[2] = z; return out; }; /** * Adds two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.add = function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; return out; }; /** * Subtracts two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.sub = vec3.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; }; /** * Multiplies two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.mul = vec3.multiply = function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; return out; }; /** * Divides two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.div = vec3.divide = function(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; out[2] = a[2] / b[2]; return out; }; /** * Returns the minimum of two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); out[2] = Math.min(a[2], b[2]); return out; }; /** * Returns the maximum of two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); out[2] = Math.max(a[2], b[2]); return out; }; /** * Scales a vec3 by a scalar number * * @param {vec3} out the receiving vector * @param {vec3} a the vector to scale * @param {vec3} b amount to scale the vector by * @returns {vec3} out */ vec3.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; }; /** * Calculates the euclidian distance between two vec3's * * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {Number} distance between a and b */ vec3.dist = vec3.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return Math.sqrt(x*x + y*y + z*z); }; /** * Calculates the squared euclidian distance between two vec3's * * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {Number} squared distance between a and b */ vec3.sqrDist = vec3.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return x*x + y*y + z*z; }; /** * Caclulates the length of a vec3 * * @param {vec3} a vector to calculate length of * @returns {Number} length of a */ vec3.len = vec3.length = function (a) { var x = a[0], y = a[1], z = a[2]; return Math.sqrt(x*x + y*y + z*z); }; /** * Caclulates the squared length of a vec3 * * @param {vec3} a vector to calculate squared length of * @returns {Number} squared length of a */ vec3.sqrLen = vec3.squaredLength = function (a) { var x = a[0], y = a[1], z = a[2]; return x*x + y*y + z*z; }; /** * Negates the components of a vec3 * * @param {vec3} out the receiving vector * @param {vec3} a vector to negate * @returns {vec3} out */ vec3.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; return out; }; /** * Normalize a vec3 * * @param {vec3} out the receiving vector * @param {vec3} a vector to normalize * @returns {vec3} out */ vec3.normalize = function(out, a) { var x = a[0], y = a[1], z = a[2]; var len = x*x + y*y + z*z; if (len > 0) { //TODO: evaluate use of glm_invsqrt here? len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; } return out; }; /** * Caclulates the dot product of two vec3's * * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {Number} dot product of a and b */ vec3.dot = function (a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }; /** * Computes the cross product of two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.cross = function(out, a, b) { var ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2]; out[0] = ay * bz - az * by; out[1] = az * bx - ax * bz; out[2] = ax * by - ay * bx; return out; }; /** * Performs a linear interpolation between two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {vec3} out */ vec3.lerp = function (out, a, b, t) { var ax = a[0], ay = a[1], az = a[2]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); return out; }; /** * Transforms the vec3 with a mat4. * 4th vector component is implicitly '1' * * @param {vec3} out the receiving vector * @param {vec3} a the vector to transform * @param {mat4} m matrix to transform with * @returns {vec3} out */ vec3.transformMat4 = function(out, a, m) { var x = a[0], y = a[1], z = a[2]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; return out; }; /** * Transforms the vec3 with a quat * * @param {vec3} out the receiving vector * @param {vec3} a the vector to transform * @param {quat} q quaternion to transform with * @returns {vec3} out */ vec3.transformQuat = function(out, a, q) { var x = a[0], y = a[1], z = a[2], qx = q[0], qy = q[1], qz = q[2], qw = q[3], // calculate quat * vec ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; return out; }; /** * Perform some operation over an array of vec3s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a */ vec3.forEach = (function() { var vec = new Float32Array(3); return function(a, stride, offset, count, fn, arg) { var i, l; if(!stride) { stride = 3; } if(!offset) { offset = 0; } if(count) { l = Math.min((count * stride) + offset, a.length); } else { l = a.length; } for(i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; fn(vec, vec, arg); a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; } return a; }; })(); /** * Returns a string representation of a vector * * @param {vec3} vec vector to represent as a string * @returns {String} string representation of the vector */ vec3.str = function (a) { return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; }; if(typeof(exports) !== 'undefined') { exports.vec3 = vec3; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 4 Dimensional Vector * @name vec4 */ var vec4 = {}; if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new, empty vec4 * * @returns {vec4} a new 4D vector */ vec4.create = function() { return new Float32Array(4); }; /** * Creates a new vec4 initialized with values from an existing vector * * @param {vec4} a vector to clone * @returns {vec4} a new 4D vector */ vec4.clone = function(a) { var out = new Float32Array(4); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Creates a new vec4 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {vec4} a new 4D vector */ vec4.fromValues = function(x, y, z, w) { var out = new Float32Array(4); out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; }; /** * Copy the values from one vec4 to another * * @param {vec4} out the receiving vector * @param {vec4} a the source vector * @returns {vec4} out */ vec4.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Set the components of a vec4 to the given values * * @param {vec4} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {vec4} out */ vec4.set = function(out, x, y, z, w) { out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; }; /** * Adds two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.add = function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; out[3] = a[3] + b[3]; return out; }; /** * Subtracts two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.sub = vec4.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; out[3] = a[3] - b[3]; return out; }; /** * Multiplies two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.mul = vec4.multiply = function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; out[3] = a[3] * b[3]; return out; }; /** * Divides two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.div = vec4.divide = function(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; out[2] = a[2] / b[2]; out[3] = a[3] / b[3]; return out; }; /** * Returns the minimum of two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); out[2] = Math.min(a[2], b[2]); out[3] = Math.min(a[3], b[3]); return out; }; /** * Returns the maximum of two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); out[2] = Math.max(a[2], b[2]); out[3] = Math.max(a[3], b[3]); return out; }; /** * Scales a vec4 by a scalar number * * @param {vec4} out the receiving vector * @param {vec4} a the vector to scale * @param {vec4} b amount to scale the vector by * @returns {vec4} out */ vec4.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; out[3] = a[3] * b; return out; }; /** * Calculates the euclidian distance between two vec4's * * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {Number} distance between a and b */ vec4.dist = vec4.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return Math.sqrt(x*x + y*y + z*z + w*w); }; /** * Calculates the squared euclidian distance between two vec4's * * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {Number} squared distance between a and b */ vec4.sqrDist = vec4.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return x*x + y*y + z*z + w*w; }; /** * Caclulates the length of a vec4 * * @param {vec4} a vector to calculate length of * @returns {Number} length of a */ vec4.len = vec4.length = function (a) { var x = a[0], y = a[1], z = a[2], w = a[3]; return Math.sqrt(x*x + y*y + z*z + w*w); }; /** * Caclulates the squared length of a vec4 * * @param {vec4} a vector to calculate squared length of * @returns {Number} squared length of a */ vec4.sqrLen = vec4.squaredLength = function (a) { var x = a[0], y = a[1], z = a[2], w = a[3]; return x*x + y*y + z*z + w*w; }; /** * Negates the components of a vec4 * * @param {vec4} out the receiving vector * @param {vec4} a vector to negate * @returns {vec4} out */ vec4.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; out[3] = -a[3]; return out; }; /** * Normalize a vec4 * * @param {vec4} out the receiving vector * @param {vec4} a vector to normalize * @returns {vec4} out */ vec4.normalize = function(out, a) { var x = a[0], y = a[1], z = a[2], w = a[3]; var len = x*x + y*y + z*z + w*w; if (len > 0) { len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; out[3] = a[3] * len; } return out; }; /** * Caclulates the dot product of two vec4's * * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {Number} dot product of a and b */ vec4.dot = function (a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; }; /** * Performs a linear interpolation between two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {vec4} out */ vec4.lerp = function (out, a, b, t) { var ax = a[0], ay = a[1], az = a[2], aw = a[3]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); out[3] = aw + t * (b[3] - aw); return out; }; /** * Transforms the vec4 with a mat4. * * @param {vec4} out the receiving vector * @param {vec4} a the vector to transform * @param {mat4} m matrix to transform with * @returns {vec4} out */ vec4.transformMat4 = function(out, a, m) { var x = a[0], y = a[1], z = a[2], w = a[3]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; return out; }; /** * Transforms the vec4 with a quat * * @param {vec4} out the receiving vector * @param {vec4} a the vector to transform * @param {quat} q quaternion to transform with * @returns {vec4} out */ vec4.transformQuat = function(out, a, q) { var x = a[0], y = a[1], z = a[2], qx = q[0], qy = q[1], qz = q[2], qw = q[3], // calculate quat * vec ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; return out; }; /** * Perform some operation over an array of vec4s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a */ vec4.forEach = (function() { var vec = new Float32Array(4); return function(a, stride, offset, count, fn, arg) { var i, l; if(!stride) { stride = 4; } if(!offset) { offset = 0; } if(count) { l = Math.min((count * stride) + offset, a.length); } else { l = a.length; } for(i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; fn(vec, vec, arg); a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; } return a; }; })(); /** * Returns a string representation of a vector * * @param {vec4} vec vector to represent as a string * @returns {String} string representation of the vector */ vec4.str = function (a) { return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; }; if(typeof(exports) !== 'undefined') { exports.vec4 = vec4; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 2x2 Matrix * @name mat2 */ var mat2 = {}; var mat2Identity = new Float32Array([ 1, 0, 0, 1 ]); if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new identity mat2 * * @returns {mat2} a new 2x2 matrix */ mat2.create = function() { return new Float32Array(mat2Identity); }; /** * Creates a new mat2 initialized with values from an existing matrix * * @param {mat2} a matrix to clone * @returns {mat2} a new 2x2 matrix */ mat2.clone = function(a) { var out = new Float32Array(4); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Copy the values from one mat2 to another * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Set a mat2 to the identity matrix * * @param {mat2} out the receiving matrix * @returns {mat2} out */ mat2.identity = function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 1; return out; }; /** * Transpose the values of a mat2 * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.transpose = function(out, a) { // If we are transposing ourselves we can skip a few steps but have to cache some values if (out === a) { var a1 = a[1]; out[1] = a[2]; out[2] = a1; } else { out[0] = a[0]; out[1] = a[2]; out[2] = a[1]; out[3] = a[3]; } return out; }; /** * Inverts a mat2 * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.invert = function(out, a) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], // Calculate the determinant det = a0 * a3 - a2 * a1; if (!det) { return null; } det = 1.0 / det; out[0] = a3 * det; out[1] = -a1 * det; out[2] = -a2 * det; out[3] = a0 * det; return out; }; /** * Caclulates the adjugate of a mat2 * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.adjoint = function(out, a) { // Caching this value is nessecary if out == a var a0 = a[0]; out[0] = a[3]; out[1] = -a[1]; out[2] = -a[2]; out[3] = a0; return out; }; /** * Calculates the determinant of a mat2 * * @param {mat2} a the source matrix * @returns {Number} determinant of a */ mat2.determinant = function (a) { return a[0] * a[3] - a[2] * a[1]; }; /** * Multiplies two mat2's * * @param {mat2} out the receiving matrix * @param {mat2} a the first operand * @param {mat2} b the second operand * @returns {mat2} out */ mat2.mul = mat2.multiply = function (out, a, b) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; out[0] = a0 * b0 + a1 * b2; out[1] = a0 * b1 + a1 * b3; out[2] = a2 * b0 + a3 * b2; out[3] = a2 * b1 + a3 * b3; return out; }; /** * Rotates a mat2 by the given angle * * @param {mat2} out the receiving matrix * @param {mat2} a the matrix to rotate * @param {mat2} rad the angle to rotate the matrix by * @returns {mat2} out */ mat2.rotate = function (out, a, rad) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], s = Math.sin(rad), c = Math.cos(rad); out[0] = a0 * c + a1 * s; out[1] = a0 * -s + a1 * c; out[2] = a2 * c + a3 * s; out[3] = a2 * -s + a3 * c; return out; }; /** * Scales the mat2 by the dimensions in the given vec2 * * @param {mat2} out the receiving matrix * @param {mat2} a the matrix to rotate * @param {mat2} v the vec2 to scale the matrix by * @returns {mat2} out **/ mat2.scale = function(out, a, v) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], v0 = v[0], v1 = v[1]; out[0] = a0 * v0; out[1] = a1 * v1; out[2] = a2 * v0; out[3] = a3 * v1; return out; }; /** * Returns a string representation of a mat2 * * @param {mat2} mat matrix to represent as a string * @returns {String} string representation of the matrix */ mat2.str = function (a) { return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; }; if(typeof(exports) !== 'undefined') { exports.mat2 = mat2; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 3x3 Matrix * @name mat3 */ var mat3 = {}; var mat3Identity = new Float32Array([ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]); if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new identity mat3 * * @returns {mat3} a new 3x3 matrix */ mat3.create = function() { return new Float32Array(mat3Identity); }; /** * Creates a new mat3 initialized with values from an existing matrix * * @param {mat3} a matrix to clone * @returns {mat3} a new 3x3 matrix */ mat3.clone = function(a) { var out = new Float32Array(9); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; return out; }; /** * Copy the values from one mat3 to another * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; return out; }; /** * Set a mat3 to the identity matrix * * @param {mat3} out the receiving matrix * @returns {mat3} out */ mat3.identity = function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 1; out[5] = 0; out[6] = 0; out[7] = 0; out[8] = 1; return out; }; /** * Transpose the values of a mat3 * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.transpose = function(out, a) { // If we are transposing ourselves we can skip a few steps but have to cache some values if (out === a) { var a01 = a[1], a02 = a[2], a12 = a[5]; out[1] = a[3]; out[2] = a[6]; out[3] = a01; out[5] = a[7]; out[6] = a02; out[7] = a12; } else { out[0] = a[0]; out[1] = a[3]; out[2] = a[6]; out[3] = a[1]; out[4] = a[4]; out[5] = a[7]; out[6] = a[2]; out[7] = a[5]; out[8] = a[8]; } return out; }; /** * Inverts a mat3 * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.invert = function(out, a) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8], b01 = a22 * a11 - a12 * a21, b11 = -a22 * a10 + a12 * a20, b21 = a21 * a10 - a11 * a20, // Calculate the determinant det = a00 * b01 + a01 * b11 + a02 * b21; if (!det) { return null; } det = 1.0 / det; out[0] = b01 * det; out[1] = (-a22 * a01 + a02 * a21) * det; out[2] = (a12 * a01 - a02 * a11) * det; out[3] = b11 * det; out[4] = (a22 * a00 - a02 * a20) * det; out[5] = (-a12 * a00 + a02 * a10) * det; out[6] = b21 * det; out[7] = (-a21 * a00 + a01 * a20) * det; out[8] = (a11 * a00 - a01 * a10) * det; return out; }; /** * Caclulates the adjugate of a mat3 * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.adjoint = function(out, a) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8]; out[0] = (a11 * a22 - a12 * a21); out[1] = (a02 * a21 - a01 * a22); out[2] = (a01 * a12 - a02 * a11); out[3] = (a12 * a20 - a10 * a22); out[4] = (a00 * a22 - a02 * a20); out[5] = (a02 * a10 - a00 * a12); out[6] = (a10 * a21 - a11 * a20); out[7] = (a01 * a20 - a00 * a21); out[8] = (a00 * a11 - a01 * a10); return out; }; /** * Calculates the determinant of a mat3 * * @param {mat3} a the source matrix * @returns {Number} determinant of a */ mat3.determinant = function (a) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8]; return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); }; /** * Multiplies two mat3's * * @param {mat3} out the receiving matrix * @param {mat3} a the first operand * @param {mat3} b the second operand * @returns {mat3} out */ mat3.mul = mat3.multiply = function (out, a, b) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8], b00 = b[0], b01 = b[1], b02 = b[2], b10 = b[3], b11 = b[4], b12 = b[5], b20 = b[6], b21 = b[7], b22 = b[8]; out[0] = b00 * a00 + b01 * a10 + b02 * a20; out[1] = b00 * a01 + b01 * a11 + b02 * a21; out[2] = b00 * a02 + b01 * a12 + b02 * a22; out[3] = b10 * a00 + b11 * a10 + b12 * a20; out[4] = b10 * a01 + b11 * a11 + b12 * a21; out[5] = b10 * a02 + b11 * a12 + b12 * a22; out[6] = b20 * a00 + b21 * a10 + b22 * a20; out[7] = b20 * a01 + b21 * a11 + b22 * a21; out[8] = b20 * a02 + b21 * a12 + b22 * a22; return out; }; /** * Returns a string representation of a mat3 * * @param {mat3} mat matrix to represent as a string * @returns {String} string representation of the matrix */ mat3.str = function (a) { return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; }; if(typeof(exports) !== 'undefined') { exports.mat3 = mat3; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 4x4 Matrix * @name mat4 */ var mat4 = {}; var mat4Identity = new Float32Array([ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]); if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new identity mat4 * * @returns {mat4} a new 4x4 matrix */ mat4.create = function() { return new Float32Array(mat4Identity); }; /** * Creates a new mat4 initialized with values from an existing matrix * * @param {mat4} a matrix to clone * @returns {mat4} a new 4x4 matrix */ mat4.clone = function(a) { var out = new Float32Array(16); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; }; /** * Copy the values from one mat4 to another * * @param {mat4} out the receiving matrix * @param {mat4} a the source matrix * @returns {mat4} out */ mat4.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; }; /** * Set a mat4 to the identity matrix * * @param {mat4} out the receiving matrix * @returns {mat4} out */ mat4.identity = function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; }; /** * Transpose the values of a mat4 * * @param {mat4} out the receiving matrix * @param {mat4} a the source matrix * @returns {mat4} out */ mat4.transpose = function(out, a) { // If we are transposing ourselves we can skip a few steps but have to cache some values if (out === a) { var a01 = a[1], a02 = a[2], a03 = a[3], a12 = a[6], a13 = a[7], a23 = a[11]; out[1] = a[4]; out[2] = a[8]; out[3] = a[12]; out[4] = a01; out[6] = a[9]; out[7] = a[13]; out[8] = a02; out[9] = a12; out[11] = a[14]; out[12] = a03; out[13] = a13; out[14] = a23; } else { out[0] = a[0]; out[1] = a[4]; out[2] = a[8]; out[3] = a[12]; out[4] = a[1]; out[5] = a[5]; out[6] = a[9]; out[7] = a[13]; out[8] = a[2]; out[9] = a[6]; out[10] = a[10]; out[11] = a[14]; out[12] = a[3]; out[13] = a[7]; out[14] = a[11]; out[15] = a[15]; } return out; }; /** * Inverts a mat4 * * @param {mat4} out the receiving matrix * @param {mat4} a the source matrix * @returns {mat4} out */ mat4.invert = function(out, a) { var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32, // Calculate the determinant det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) { return null; } det = 1.0 / det; out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; return out; }; /** * Caclulates the adjugate of a mat4 * * @param {mat4} out the receiving matrix * @param {mat4} a the source matrix * @returns {mat4} out */ mat4.adjoint = function(out, a) { var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); return out; }; /** * Calculates the determinant of a mat4 * * @param {mat4} a the source matrix * @returns {Number} determinant of a */ mat4.determinant = function (a) { var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32; // Calculate the determinant return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; }; /** * Multiplies two mat4's * * @param {mat4} out the receiving matrix * @param {mat4} a the first operand * @param {mat4} b the second operand * @returns {mat4} out */ mat4.mul = mat4.multiply = function (out, a, b) { var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; // Cache only the current line of the second matrix var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; return out; }; /** * Translate a mat4 by the given vector * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to translate * @param {vec3} v vector to translate by * @returns {mat4} out */ mat4.translate = function (out, a, v) { var x = v[0], y = v[1], z = v[2], a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23; if (a === out) { out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; } else { a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; out[12] = a00 * x + a10 * y + a20 * z + a[12]; out[13] = a01 * x + a11 * y + a21 * z + a[13]; out[14] = a02 * x + a12 * y + a22 * z + a[14]; out[15] = a03 * x + a13 * y + a23 * z + a[15]; } return out; }; /** * Scales the mat4 by the dimensions in the given vec3 * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to scale * @param {vec3} v the vec3 to scale the matrix by * @returns {mat4} out **/ mat4.scale = function(out, a, v) { var x = v[0], y = v[1], z = v[2]; out[0] = a[0] * x; out[1] = a[1] * x; out[2] = a[2] * x; out[3] = a[3] * x; out[4] = a[4] * y; out[5] = a[5] * y; out[6] = a[6] * y; out[7] = a[7] * y; out[8] = a[8] * z; out[9] = a[9] * z; out[10] = a[10] * z; out[11] = a[11] * z; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; }; /** * Rotates a mat4 by the given angle * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @param {vec3} axis the axis to rotate around * @returns {mat4} out */ mat4.rotate = function (out, a, rad, axis) { var x = axis[0], y = axis[1], z = axis[2], len = Math.sqrt(x * x + y * y + z * z), s, c, t, a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23, b00, b01, b02, b10, b11, b12, b20, b21, b22; if (Math.abs(len) < GLMAT_EPSILON) { return null; } len = 1 / len; x *= len; y *= len; z *= len; s = Math.sin(rad); c = Math.cos(rad); t = 1 - c; a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; // Construct the elements of the rotation matrix b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; // Perform rotation-specific matrix multiplication out[0] = a00 * b00 + a10 * b01 + a20 * b02; out[1] = a01 * b00 + a11 * b01 + a21 * b02; out[2] = a02 * b00 + a12 * b01 + a22 * b02; out[3] = a03 * b00 + a13 * b01 + a23 * b02; out[4] = a00 * b10 + a10 * b11 + a20 * b12; out[5] = a01 * b10 + a11 * b11 + a21 * b12; out[6] = a02 * b10 + a12 * b11 + a22 * b12; out[7] = a03 * b10 + a13 * b11 + a23 * b12; out[8] = a00 * b20 + a10 * b21 + a20 * b22; out[9] = a01 * b20 + a11 * b21 + a21 * b22; out[10] = a02 * b20 + a12 * b21 + a22 * b22; out[11] = a03 * b20 + a13 * b21 + a23 * b22; if (a !== out) { // If the source and destination differ, copy the unchanged last row out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } return out; }; /** * Rotates a matrix by the given angle around the X axis * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ mat4.rotateX = function (out, a, rad) { var s = Math.sin(rad), c = Math.cos(rad), a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; if (a !== out) { // If the source and destination differ, copy the unchanged rows out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[4] = a10 * c + a20 * s; out[5] = a11 * c + a21 * s; out[6] = a12 * c + a22 * s; out[7] = a13 * c + a23 * s; out[8] = a20 * c - a10 * s; out[9] = a21 * c - a11 * s; out[10] = a22 * c - a12 * s; out[11] = a23 * c - a13 * s; return out; }; /** * Rotates a matrix by the given angle around the Y axis * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ mat4.rotateY = function (out, a, rad) { var s = Math.sin(rad), c = Math.cos(rad), a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; if (a !== out) { // If the source and destination differ, copy the unchanged rows out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[0] = a00 * c - a20 * s; out[1] = a01 * c - a21 * s; out[2] = a02 * c - a22 * s; out[3] = a03 * c - a23 * s; out[8] = a00 * s + a20 * c; out[9] = a01 * s + a21 * c; out[10] = a02 * s + a22 * c; out[11] = a03 * s + a23 * c; return out; }; /** * Rotates a matrix by the given angle around the Z axis * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ mat4.rotateZ = function (out, a, rad) { var s = Math.sin(rad), c = Math.cos(rad), a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; if (a !== out) { // If the source and destination differ, copy the unchanged last row out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[0] = a00 * c + a10 * s; out[1] = a01 * c + a11 * s; out[2] = a02 * c + a12 * s; out[3] = a03 * c + a13 * s; out[4] = a10 * c - a00 * s; out[5] = a11 * c - a01 * s; out[6] = a12 * c - a02 * s; out[7] = a13 * c - a03 * s; return out; }; /** * Creates a matrix from a quaternion rotation and vector translation * This is equivalent to (but much faster than): * * mat4.identity(dest); * mat4.translate(dest, vec); * var quatMat = mat4.create(); * quat4.toMat4(quat, quatMat); * mat4.multiply(dest, quatMat); * * @param {mat4} out mat4 receiving operation result * @param {quat4} q Rotation quaternion * @param {vec3} v Translation vector * @returns {mat4} out */ mat4.fromRotationTranslation = function (out, q, v) { // Quaternion math var x = q[0], y = q[1], z = q[2], w = q[3], x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2, wy = w * y2, wz = w * z2; out[0] = 1 - (yy + zz); out[1] = xy + wz; out[2] = xz - wy; out[3] = 0; out[4] = xy - wz; out[5] = 1 - (xx + zz); out[6] = yz + wx; out[7] = 0; out[8] = xz + wy; out[9] = yz - wx; out[10] = 1 - (xx + yy); out[11] = 0; out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; out[15] = 1; return out; }; /** * Generates a frustum matrix with the given bounds * * @param {mat4} out mat4 frustum matrix will be written into * @param {Number} left Left bound of the frustum * @param {Number} right Right bound of the frustum * @param {Number} bottom Bottom bound of the frustum * @param {Number} top Top bound of the frustum * @param {Number} near Near bound of the frustum * @param {Number} far Far bound of the frustum * @returns {mat4} out */ mat4.frustum = function (out, left, right, bottom, top, near, far) { var rl = 1 / (right - left), tb = 1 / (top - bottom), nf = 1 / (near - far); out[0] = (near * 2) * rl; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = (near * 2) * tb; out[6] = 0; out[7] = 0; out[8] = (right + left) * rl; out[9] = (top + bottom) * tb; out[10] = (far + near) * nf; out[11] = -1; out[12] = 0; out[13] = 0; out[14] = (far * near * 2) * nf; out[15] = 0; return out; }; /** * Generates a perspective projection matrix with the given bounds * * @param {mat4} out mat4 frustum matrix will be written into * @param {number} fovy Vertical field of view in radians * @param {number} aspect Aspect ratio. typically viewport width/height * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum * @returns {mat4} out */ mat4.perspective = function (out, fovy, aspect, near, far) { var f = 1.0 / Math.tan(fovy / 2), nf = 1 / (near - far); out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = (far + near) * nf; out[11] = -1; out[12] = 0; out[13] = 0; out[14] = (2 * far * near) * nf; out[15] = 0; return out; }; /** * Generates a orthogonal projection matrix with the given bounds * * @param {mat4} out mat4 frustum matrix will be written into * @param {number} left Left bound of the frustum * @param {number} right Right bound of the frustum * @param {number} bottom Bottom bound of the frustum * @param {number} top Top bound of the frustum * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum * @returns {mat4} out */ mat4.ortho = function (out, left, right, bottom, top, near, far) { var lr = 1 / (left - right), bt = 1 / (bottom - top), nf = 1 / (near - far); out[0] = -2 * lr; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = -2 * bt; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 2 * nf; out[11] = 0; out[12] = (left + right) * lr; out[13] = (top + bottom) * bt; out[14] = (far + near) * nf; out[15] = 1; return out; }; /** * Generates a look-at matrix with the given eye position, focal point, and up axis * * @param {mat4} out mat4 frustum matrix will be written into * @param {vec3} eye Position of the viewer * @param {vec3} center Point the viewer is looking at * @param {vec3} up vec3 pointing up * @returns {mat4} out */ mat4.lookAt = function (out, eye, center, up) { var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, eyex = eye[0], eyey = eye[1], eyez = eye[2], upx = up[0], upy = up[1], upz = up[2], centerx = center[0], centery = center[1], centerz = center[2]; if (Math.abs(eyex - centerx) < GLMAT_EPSILON && Math.abs(eyey - centery) < GLMAT_EPSILON && Math.abs(eyez - centerz) < GLMAT_EPSILON) { return mat4.identity(out); } z0 = eyex - centerx; z1 = eyey - centery; z2 = eyez - centerz; len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); z0 *= len; z1 *= len; z2 *= len; x0 = upy * z2 - upz * z1; x1 = upz * z0 - upx * z2; x2 = upx * z1 - upy * z0; len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); if (!len) { x0 = 0; x1 = 0; x2 = 0; } else { len = 1 / len; x0 *= len; x1 *= len; x2 *= len; } y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0; len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); if (!len) { y0 = 0; y1 = 0; y2 = 0; } else { len = 1 / len; y0 *= len; y1 *= len; y2 *= len; } out[0] = x0; out[1] = y0; out[2] = z0; out[3] = 0; out[4] = x1; out[5] = y1; out[6] = z1; out[7] = 0; out[8] = x2; out[9] = y2; out[10] = z2; out[11] = 0; out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); out[15] = 1; return out; }; /** * Returns a string representation of a mat4 * * @param {mat4} mat matrix to represent as a string * @returns {String} string representation of the matrix */ mat4.str = function (a) { return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; }; if(typeof(exports) !== 'undefined') { exports.mat4 = mat4; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class Quaternion * @name quat */ var quat = {}; var quatIdentity = new Float32Array([0, 0, 0, 1]); if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new identity quat * * @returns {quat} a new quaternion */ quat.create = function() { return new Float32Array(quatIdentity); }; /** * Creates a new quat initialized with values from an existing quaternion * * @param {quat} a quaternion to clone * @returns {quat} a new quaternion */ quat.clone = vec4.clone; /** * Creates a new quat initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {quat} a new quaternion */ quat.fromValues = vec4.fromValues; /** * Copy the values from one quat to another * * @param {quat} out the receiving quaternion * @param {quat} a the source quaternion * @returns {quat} out */ quat.copy = vec4.copy; /** * Set the components of a quat to the given values * * @param {quat} out the receiving quaternion * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {quat} out */ quat.set = vec4.set; /** * Set a quat to the identity quaternion * * @param {quat} out the receiving quaternion * @returns {quat} out */ quat.identity = function(out) { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; return out; }; /** * Sets a quat from the given angle and rotation axis, * then returns it. * * @param {quat} out the receiving quaternion * @param {vec3} axis the axis around which to rotate * @param {Number} rad the angle in radians * @returns {quat} out **/ quat.setAxisAngle = function(out, axis, rad) { rad = rad * 0.5; var s = Math.sin(rad); out[0] = s * axis[0]; out[1] = s * axis[1]; out[2] = s * axis[2]; out[3] = Math.cos(rad); return out; }; /** * Adds two quat's * * @param {quat} out the receiving quaternion * @param {quat} a the first operand * @param {quat} b the second operand * @returns {quat} out */ quat.add = vec4.add; /** * Multiplies two quat's * * @param {quat} out the receiving quaternion * @param {quat} a the first operand * @param {quat} b the second operand * @returns {quat} out */ quat.mul = quat.multiply = function(out, a, b) { var ax = a[0], ay = a[1], az = a[2], aw = a[3], bx = b[0], by = b[1], bz = b[2], bw = b[3]; out[0] = ax * bw + aw * bx + ay * bz - az * by; out[1] = ay * bw + aw * by + az * bx - ax * bz; out[2] = az * bw + aw * bz + ax * by - ay * bx; out[3] = aw * bw - ax * bx - ay * by - az * bz; return out; }; /** * Scales a quat by a scalar number * * @param {quat} out the receiving vector * @param {quat} a the vector to scale * @param {quat} b amount to scale the vector by * @returns {quat} out */ quat.scale = vec4.scale; /** * Rotates a quaternion by the given angle around the X axis * * @param {quat} out quat receiving operation result * @param {quat} a quat to rotate * @param {number} rad angle (in radians) to rotate * @returns {quat} out */ quat.rotateX = function (out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3], bx = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw + aw * bx; out[1] = ay * bw + az * bx; out[2] = az * bw - ay * bx; out[3] = aw * bw - ax * bx; return out; }; /** * Rotates a quaternion by the given angle around the X axis * * @param {quat} out quat receiving operation result * @param {quat} a quat to rotate * @param {number} rad angle (in radians) to rotate * @returns {quat} out */ quat.rotateY = function (out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3], by = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw - az * by; out[1] = ay * bw + aw * by; out[2] = az * bw + ax * by; out[3] = aw * bw - ay * by; return out; }; /** * Rotates a quaternion by the given angle around the X axis * * @param {quat} out quat receiving operation result * @param {quat} a quat to rotate * @param {number} rad angle (in radians) to rotate * @returns {quat} out */ quat.rotateZ = function (out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3], bz = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw + ay * bz; out[1] = ay * bw - ax * bz; out[2] = az * bw + aw * bz; out[3] = aw * bw - az * bz; return out; }; /** * Calculates the W component of a quat from the X, Y, and Z components. * Assumes that quaternion is 1 unit in length. * Any existing W component will be ignored. * * @param {quat} out the receiving quaternion * @param {quat} a quat to calculate W component of * @returns {quat} out */ quat.calculateW = function (out, a) { var x = a[0], y = a[1], z = a[2]; out[0] = x; out[1] = y; out[2] = z; out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); return out; }; /** * Caclulates the dot product of two quat's * * @param {quat} a the first operand * @param {quat} b the second operand * @returns {Number} dot product of a and b */ quat.dot = vec4.dot; /** * Performs a linear interpolation between two quat's * * @param {quat} out the receiving quaternion * @param {quat} a the first operand * @param {quat} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {quat} out */ quat.lerp = vec4.lerp; /** * Performs a spherical linear interpolation between two quat * * @param {quat} out the receiving quaternion * @param {quat} a the first operand * @param {quat} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {quat} out */ quat.slerp = function (out, a, b, t) { var ax = a[0], ay = a[1], az = a[2], aw = a[3], bx = b[0], by = b[1], bz = b[2], bw = a[3]; var cosHalfTheta = ax * bx + ay * by + az * bz + aw * bw, halfTheta, sinHalfTheta, ratioA, ratioB; if (Math.abs(cosHalfTheta) >= 1.0) { if (out !== a) { out[0] = ax; out[1] = ay; out[2] = az; out[3] = aw; } return out; } halfTheta = Math.acos(cosHalfTheta); sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); if (Math.abs(sinHalfTheta) < 0.001) { out[0] = (ax * 0.5 + bx * 0.5); out[1] = (ay * 0.5 + by * 0.5); out[2] = (az * 0.5 + bz * 0.5); out[3] = (aw * 0.5 + bw * 0.5); return out; } ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta; ratioB = Math.sin(t * halfTheta) / sinHalfTheta; out[0] = (ax * ratioA + bx * ratioB); out[1] = (ay * ratioA + by * ratioB); out[2] = (az * ratioA + bz * ratioB); out[3] = (aw * ratioA + bw * ratioB); return out; }; /** * Calculates the inverse of a quat * * @param {quat} out the receiving quaternion * @param {quat} a quat to calculate inverse of * @returns {quat} out */ quat.invert = function(out, a) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, invDot = dot ? 1.0/dot : 0; // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 out[0] = -a0*invDot; out[1] = -a1*invDot; out[2] = -a2*invDot; out[3] = a3*invDot; return out; }; /** * Calculates the conjugate of a quat * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. * * @param {quat} out the receiving quaternion * @param {quat} a quat to calculate conjugate of * @returns {quat} out */ quat.conjugate = function (out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; out[3] = a[3]; return out; }; /** * Caclulates the length of a quat * * @param {quat} a vector to calculate length of * @returns {Number} length of a */ quat.len = quat.length = vec4.length; /** * Caclulates the squared length of a quat * * @param {quat} a vector to calculate squared length of * @returns {Number} squared length of a */ quat.sqrLen = quat.squaredLength = vec4.squaredLength; /** * Normalize a quat * * @param {quat} out the receiving quaternion * @param {quat} a quaternion to normalize * @returns {quat} out */ quat.normalize = vec4.normalize; /** * Returns a string representation of a quatenion * * @param {quat} vec vector to represent as a string * @returns {String} string representation of the vector */ quat.str = function (a) { return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; }; if(typeof(exports) !== 'undefined') { exports.quat = quat; } ; })(shim.exports); })(); },{}],9:[function(require,module,exports){ module.exports = inherits function inherits (c, p, proto) { proto = proto || {} var e = {} ;[c.prototype, proto].forEach(function (s) { Object.getOwnPropertyNames(s).forEach(function (k) { e[k] = Object.getOwnPropertyDescriptor(s, k) }) }) c.prototype = Object.create(p.prototype, e) c.super = p } //function Child () { // Child.super.call(this) // console.error([this // ,this.constructor // ,this.constructor === Child // ,this.constructor.super === Parent // ,Object.getPrototypeOf(this) === Child.prototype // ,Object.getPrototypeOf(Object.getPrototypeOf(this)) // === Parent.prototype // ,this instanceof Child // ,this instanceof Parent]) //} //function Parent () {} //inherits(Child, Parent) //new Child },{}],10:[function(require,module,exports){ var lock = require('pointer-lock') , drag = require('drag-stream') , full = require('fullscreen') var EE = require('events').EventEmitter , Stream = require('stream').Stream module.exports = interact function interact(el, skiplock) { var ee = new EE , internal if(!lock.available() || skiplock) { internal = usedrag(el) } else { internal = uselock(el, politelydeclined) } ee.release = function() { internal.release && internal.release() } ee.request = function() { internal.request && internal.request() } ee.destroy = function() { internal.destroy && internal.destroy() } ee.pointerAvailable = function() { return lock.available() } ee.fullscreenAvailable = function() { return full.available() } forward() return ee function politelydeclined() { ee.emit('opt-out') internal.destroy() internal = usedrag(el) forward() } function forward() { internal.on('attain', function(stream) { ee.emit('attain', stream) }) internal.on('release', function() { ee.emit('release') }) } } function uselock(el, declined) { var pointer = lock(el) , fs = full(el) pointer.on('needs-fullscreen', function() { fs.once('attain', function() { pointer.request() }) fs.request() }) pointer.on('error', declined) return pointer } function usedrag(el) { var ee = new EE , d = drag(el) , stream d.paused = true d.on('resume', function() { stream = new Stream stream.readable = true stream.initial = null }) d.on('data', function(datum) { if(!stream) { stream = new Stream stream.readable = true stream.initial = null } if(!stream.initial) { stream.initial = { x: datum.dx , y: datum.dy , t: datum.dt } return ee.emit('attain', stream) } if(stream.paused) { ee.emit('release') stream.emit('end') stream.readable = false stream.emit('close') stream = null } stream.emit('data', datum) }) return ee } },{"drag-stream":11,"events":70,"fullscreen":17,"pointer-lock":18,"stream":86}],11:[function(require,module,exports){ module.exports = dragstream var Stream = require('stream') , read = require('domnode-dom').createReadStream , through = require('through') function dragstream(el) { var body = el.ownerDocument.body , down = read(el, 'mousedown') , up = read(body, 'mouseup', false) , move = read(body, 'mousemove', false) , anchor = {x: 0, y: 0, t: 0} , drag = through(on_move) // default to "paused" drag.pause() down.on('data', on_down) up.on('data', on_up) return move.pipe(drag) // listeners: function on_move(ev) { if(drag.paused) return drag.emit('data', datum( ev.screenX - anchor.x , ev.screenY - anchor.y , +new Date )) anchor.x = ev.screenX anchor.y = ev.screenY } function on_down(ev) { anchor.x = ev.screenX anchor.y = ev.screenY anchor.t = +new Date drag.resume() drag.emit('data', datum( anchor.x , anchor.y , anchor.t )) } function on_up(ev) { drag.pause() drag.emit('data', datum( ev.screenX - anchor.x , ev.screenY - anchor.y , +new Date )) } function datum(dx, dy, when) { return { dx: dx , dy: dy , dt: when - anchor.t } } } },{"domnode-dom":12,"stream":86,"through":16}],12:[function(require,module,exports){ module.exports = require('./lib/index') },{"./lib/index":13}],13:[function(require,module,exports){ var WriteStream = require('./writable') , ReadStream = require('./readable') , DOMStream = {} DOMStream.WriteStream = WriteStream DOMStream.ReadStream = ReadStream DOMStream.createAppendStream = function(el, mimetype) { return new DOMStream.WriteStream( el , DOMStream.WriteStream.APPEND , mimetype ) } DOMStream.createWriteStream = function(el, mimetype) { return new DOMStream.WriteStream( el , DOMStream.WriteStream.WRITE , mimetype ) } DOMStream.createReadStream = DOMStream.createEventStream = function(el, type, preventDefault) { preventDefault = preventDefault === undefined ? true : preventDefault return new DOMStream.ReadStream( el , type , preventDefault ) } module.exports = DOMStream },{"./readable":14,"./writable":15}],14:[function(require,module,exports){ module.exports = DOMStream var Stream = require('stream').Stream var listener = function(el, type, onmsg) { return el.addEventListener(type, onmsg, false) } if(typeof $ !== 'undefined') listener = function(el, type, onmsg) { return el = $(el)[type](onmsg) } if(typeof document !== 'undefined' && !document.createElement('div').addEventListener) listener = function(el, type, onmsg) { return el.attachEvent('on'+type, onmsg) } function DOMStream(el, eventType, shouldPreventDefault) { this.el = el this.eventType = eventType this.shouldPreventDefault = shouldPreventDefault var self = this if(el && this.eventType) listener( this.el , this.eventType , function() { return self.listen.apply(self, arguments) } ) Stream.call(this) } var cons = DOMStream , proto = cons.prototype = Object.create(Stream.prototype) proto.constructor = cons proto.listen = function(ev) { if(this.shouldPreventDefault) ev.preventDefault ? ev.preventDefault() : (ev.returnValue = false) var collectData = this.eventType === 'submit' || this.eventType === 'change' || this.eventType === 'keydown' || this.eventType === 'keyup' || this.eventType === 'input' if(collectData) { if(this.el.tagName.toUpperCase() === 'FORM') return this.handleFormSubmit(ev) return this.emit('data', valueFromElement(this.el)) } this.emit('data', ev) } proto.handleFormSubmit = function(ev) { var elements = [] if(this.el.querySelectorAll) { elements = this.el.querySelectorAll('input,textarea,select') } else { var inputs = {'INPUT':true, 'TEXTAREA':true, 'SELECT':true} var recurse = function(el) { for(var i = 0, len = el.childNodes.length; i < len; ++i) { if(el.childNodes[i].tagName) { if(inputs[el.childNodes[i].tagName.toUpperCase()]) { elements.push(el) } else { recurse(el.childNodes[i]) } } } } recurse(this.el) } var output = {} , attr , val for(var i = 0, len = elements.length; i < len; ++i) { attr = elements[i].getAttribute('name') val = valueFromElement(elements[i]) if(val !== null) { output[attr] = val } } return this.emit('data', output) } function valueFromElement(el) { switch(el.getAttribute('type')) { case 'radio': return el.checked ? el.value : null case 'checkbox': return 'data', el.checked } return el.value } },{"stream":86}],15:[function(require,module,exports){ module.exports = DOMStream var Stream = require('stream').Stream function DOMStream(el, mode, mimetype) { this.el = el this.mode = mode this.mimetype = mimetype || 'text/html' Stream.call(this) } var cons = DOMStream , proto = cons.prototype = Object.create(Stream.prototype) proto.constructor = cons cons.APPEND = 0 cons.WRITE = 1 proto.writable = true proto.setMimetype = function(mime) { this.mimetype = mime } proto.write = function(data) { var result = (this.mode === cons.APPEND) ? this.append(data) : this.insert(data) this.emit('data', this.el.childNodes) return result } proto.end = function() { } proto.insert = function(data) { this.el.innerHTML = '' return this.append(data) } proto.append = function(data) { var result = this[this.resolveMimetypeHandler()](data) for(var i = 0, len = result.length; i < len; ++i) { this.el.appendChild(result[i]) } return true } proto.resolveMimetypeHandler = function() { var type = this.mimetype.replace(/(\/\w)/, function(x) { return x.slice(1).toUpperCase() }) type = type.charAt(0).toUpperCase() + type.slice(1) return 'construct'+type } proto.constructTextHtml = function(data) { var isTableFragment = /(tr|td|th)/.test(data) && !/table/.test(data) , div if(isTableFragment) { // wuh-oh. div = document.createElement('table') } div = div || document.createElement('div') div.innerHTML = data return [].slice.call(div.childNodes) } proto.constructTextPlain = function(data) { var textNode = document.createTextNode(data) return [textNode] } },{"stream":86}],16:[function(require,module,exports){ (function (process){ var Stream = require('stream') // through // // a stream that does nothing but re-emit the input. // useful for aggregating a series of changing but not ending streams into one stream) exports = module.exports = through through.through = through //create a readable writable stream. function through (write, end) { write = write || function (data) { this.emit('data', data) } end = end || function () { this.emit('end') } var ended = false, destroyed = false var stream = new Stream(), buffer = [] stream.buffer = buffer stream.readable = stream.writable = true stream.paused = false stream.write = function (data) { write.call(this, data) return !stream.paused } function drain() { while(buffer.length && !stream.paused) { var data = buffer.shift() if(null === data) return stream.emit('end') else stream.emit('data', data) } } stream.queue = function (data) { buffer.push(data) drain() } //this will be registered as the first 'end' listener //must call destroy next tick, to make sure we're after any //stream piped from here. //this is only a problem if end is not emitted synchronously. //a nicer way to do this is to make sure this is the last listener for 'end' stream.on('end', function () { stream.readable = false if(!stream.writable) process.nextTick(function () { stream.destroy() }) }) function _end () { stream.writable = false end.call(stream) if(!stream.readable) stream.destroy() } stream.end = function (data) { if(ended) return ended = true if(arguments.length) stream.write(data) _end() // will emit or queue } stream.destroy = function () { if(destroyed) return destroyed = true ended = true buffer.length = 0 stream.writable = stream.readable = false stream.emit('close') } stream.pause = function () { if(stream.paused) return stream.paused = true stream.emit('pause') } stream.resume = function () { if(stream.paused) { stream.paused = false } drain() //may have become paused again, //as drain emits 'data'. if(!stream.paused) stream.emit('drain') } return stream } }).call(this,require('_process')) },{"_process":74,"stream":86}],17:[function(require,module,exports){ module.exports = fullscreen fullscreen.available = available var EE = require('events').EventEmitter function available() { return !!shim(document.body) } function fullscreen(el) { var ael = el.addEventListener || el.attachEvent , doc = el.ownerDocument , body = doc.body , rfs = shim(el) , ee = new EE var vendors = ['', 'webkit', 'moz', 'ms', 'o'] for(var i = 0, len = vendors.length; i < len; ++i) { ael.call(doc, vendors[i]+'fullscreenchange', onfullscreenchange) ael.call(doc, vendors[i]+'fullscreenerror', onfullscreenerror) } ee.release = release ee.request = request ee.target = fullscreenelement if(!shim) { setTimeout(function() { ee.emit('error', new Error('fullscreen is not supported')) }, 0) } return ee function onfullscreenchange() { if(!fullscreenelement()) { return ee.emit('release') } ee.emit('attain') } function onfullscreenerror() { ee.emit('error') } function request() { return rfs.call(el) } function release() { (el.exitFullscreen || el.exitFullscreen || el.webkitExitFullScreen || el.webkitExitFullscreen || el.mozExitFullScreen || el.mozExitFullscreen || el.msExitFullScreen || el.msExitFullscreen || el.oExitFullScreen || el.oExitFullscreen).call(el) } function fullscreenelement() { return 0 || doc.fullScreenElement || doc.fullscreenElement || doc.webkitFullScreenElement || doc.webkitFullscreenElement || doc.mozFullScreenElement || doc.mozFullscreenElement || doc.msFullScreenElement || doc.msFullscreenElement || doc.oFullScreenElement || doc.oFullscreenElement || null } } function shim(el) { return (el.requestFullscreen || el.webkitRequestFullscreen || el.webkitRequestFullScreen || el.mozRequestFullscreen || el.mozRequestFullScreen || el.msRequestFullscreen || el.msRequestFullScreen || el.oRequestFullscreen || el.oRequestFullScreen) } },{"events":70}],18:[function(require,module,exports){ module.exports = pointer pointer.available = available var EE = require('events').EventEmitter , Stream = require('stream').Stream function available() { return !!shim(document.body) } function pointer(el) { var ael = el.addEventListener || el.attachEvent , rel = el.removeEventListener || el.detachEvent , doc = el.ownerDocument , body = doc.body , rpl = shim(el) , out = {dx: 0, dy: 0, dt: 0} , ee = new EE , stream = null , lastPageX, lastPageY , needsFullscreen = false , mouseDownMS ael.call(el, 'mousedown', onmousedown, false) ael.call(el, 'mouseup', onmouseup, false) ael.call(body, 'mousemove', onmove, false) var vendors = ['', 'webkit', 'moz', 'ms', 'o'] for(var i = 0, len = vendors.length; i < len; ++i) { ael.call(doc, vendors[i]+'pointerlockchange', onpointerlockchange) ael.call(doc, vendors[i]+'pointerlockerror', onpointerlockerror) } ee.release = release ee.target = pointerlockelement ee.request = onmousedown ee.destroy = function() { rel.call(el, 'mouseup', onmouseup, false) rel.call(el, 'mousedown', onmousedown, false) rel.call(el, 'mousemove', onmove, false) } if(!shim) { setTimeout(function() { ee.emit('error', new Error('pointer lock is not supported')) }, 0) } return ee function onmousedown(ev) { if(pointerlockelement()) { return } mouseDownMS = +new Date rpl.call(el) } function onmouseup(ev) { if(!needsFullscreen) { return } ee.emit('needs-fullscreen') needsFullscreen = false } function onpointerlockchange(ev) { if(!pointerlockelement()) { if(stream) release() return } stream = new Stream stream.readable = true stream.initial = {x: lastPageX, y: lastPageY, t: Date.now()} ee.emit('attain', stream) } function onpointerlockerror(ev) { var dt = +(new Date) - mouseDownMS if(dt < 100) { // we errored immediately, we need to do fullscreen first. needsFullscreen = true return } if(stream) { stream.emit('error', ev) stream = null } } function release() { ee.emit('release') if(stream) { stream.emit('end') stream.readable = false stream.emit('close') stream = null } var pel = pointerlockelement() if(!pel) { return } (doc.exitPointerLock || doc.mozExitPointerLock || doc.webkitExitPointerLock || doc.msExitPointerLock || doc.oExitPointerLock).call(doc) } function onmove(ev) { lastPageX = ev.pageX lastPageY = ev.pageY if(!stream) return // we're reusing a single object // because I'd like to avoid piling up // a ton of objects for the garbage // collector. out.dx = ev.movementX || ev.webkitMovementX || ev.mozMovementX || ev.msMovementX || ev.oMovementX || 0 out.dy = ev.movementY || ev.webkitMovementY || ev.mozMovementY || ev.msMovementY || ev.oMovementY || 0 out.dt = Date.now() - stream.initial.t ee.emit('data', out) stream.emit('data', out) } function pointerlockelement() { return 0 || doc.pointerLockElement || doc.mozPointerLockElement || doc.webkitPointerLockElement || doc.msPointerLockElement || doc.oPointerLockElement || null } } function shim(el) { return el.requestPointerLock || el.webkitRequestPointerLock || el.mozRequestPointerLock || el.msRequestPointerLock || el.oRequestPointerLock || null } },{"events":70,"stream":86}],19:[function(require,module,exports){ var ever = require('ever') , vkey = require('vkey') , max = Math.max module.exports = function(el, bindings, state) { if(bindings === undefined || !el.ownerDocument) { state = bindings bindings = el el = this.document.body } var ee = ever(el) , measured = {} , enabled = true state = state || {} // always initialize the state. for(var key in bindings) { if(bindings[key] === 'enabled' || bindings[key] === 'enable' || bindings[key] === 'disable' || bindings[key] === 'destroy') { throw new Error(bindings[key]+' is reserved') } state[bindings[key]] = 0 measured[key] = 1 } ee.on('keyup', wrapped(onoff(kb, false))) ee.on('keydown', wrapped(onoff(kb, true))) ee.on('mouseup', wrapped(onoff(mouse, false))) ee.on('mousedown', wrapped(onoff(mouse, true))) state.enabled = function() { return enabled } state.enable = enable_disable(true) state.disable = enable_disable(false) state.destroy = function() { ee.removeAllListeners() } return state function clear() { // always initialize the state. for(var key in bindings) { state[bindings[key]] = 0 measured[key] = 1 } } function enable_disable(on_or_off) { return function() { clear() enabled = on_or_off return this } } function wrapped(fn) { return function(ev) { if(enabled) { ev.preventDefault() fn(ev) } else { return } } } function onoff(find, on_or_off) { return function(ev) { var key = find(ev) , binding = bindings[key] if(binding) { state[binding] += on_or_off ? max(measured[key]--, 0) : -(measured[key] = 1) if(!on_or_off && state[binding] < 0) { state[binding] = 0 } } } } function mouse(ev) { return '' } function kb(ev) { return vkey[ev.keyCode] || ev.char } } },{"ever":20,"vkey":23}],20:[function(require,module,exports){ var EventEmitter = require('events').EventEmitter; module.exports = function (elem) { return new Ever(elem); }; function Ever (elem) { this.element = elem; } Ever.prototype = new EventEmitter; Ever.prototype.on = function (name, cb, useCapture) { if (!this._events) this._events = {}; if (!this._events[name]) this._events[name] = []; this._events[name].push(cb); this.element.addEventListener(name, cb, useCapture || false); return this; }; Ever.prototype.addListener = Ever.prototype.on; Ever.prototype.removeListener = function (type, listener, useCapture) { if (!this._events) this._events = {}; this.element.removeEventListener(type, listener, useCapture || false); var xs = this.listeners(type); var ix = xs.indexOf(listener); if (ix >= 0) xs.splice(ix, 1); return this; }; Ever.prototype.removeAllListeners = function (type) { var self = this; function removeAll (t) { var xs = self.listeners(t); for (var i = 0; i < xs.length; i++) { self.removeListener(t, xs[i]); } } if (type) { removeAll(type) } else if (self._events) { for (var key in self._events) { if (key) removeAll(key); } } return EventEmitter.prototype.removeAllListeners.apply(self, arguments); } var initSignatures = require('./init.json'); Ever.prototype.emit = function (name, ev) { if (typeof name === 'object') { ev = name; name = ev.type; } if (!isEvent(ev)) { var type = Ever.typeOf(name); var opts = ev || {}; if (opts.type === undefined) opts.type = name; ev = document.createEvent(type + 's'); var init = typeof ev['init' + type] === 'function' ? 'init' + type : 'initEvent' ; var sig = initSignatures[init]; var used = {}; var args = []; for (var i = 0; i < sig.length; i++) { var key = sig[i]; args.push(opts[key]); used[key] = true; } ev[init].apply(ev, args); // attach remaining unused options to the object for (var key in opts) { if (!used[key]) ev[key] = opts[key]; } } return this.element.dispatchEvent(ev); }; function isEvent (ev) { var s = Object.prototype.toString.call(ev); return /\[object \S+Event\]/.test(s); } Ever.types = require('./types.json'); Ever.typeOf = (function () { var types = {}; for (var key in Ever.types) { var ts = Ever.types[key]; for (var i = 0; i < ts.length; i++) { types[ts[i]] = key; } } return function (name) { return types[name] || 'Event'; }; })();; },{"./init.json":21,"./types.json":22,"events":70}],21:[function(require,module,exports){ module.exports={ "initEvent" : [ "type", "canBubble", "cancelable" ], "initUIEvent" : [ "type", "canBubble", "cancelable", "view", "detail" ], "initMouseEvent" : [ "type", "canBubble", "cancelable", "view", "detail", "screenX", "screenY", "clientX", "clientY", "ctrlKey", "altKey", "shiftKey", "metaKey", "button", "relatedTarget" ], "initMutationEvent" : [ "type", "canBubble", "cancelable", "relatedNode", "prevValue", "newValue", "attrName", "attrChange" ] } },{}],22:[function(require,module,exports){ module.exports={ "MouseEvent" : [ "click", "mousedown", "mouseup", "mouseover", "mousemove", "mouseout" ], "KeyBoardEvent" : [ "keydown", "keyup", "keypress" ], "MutationEvent" : [ "DOMSubtreeModified", "DOMNodeInserted", "DOMNodeRemoved", "DOMNodeRemovedFromDocument", "DOMNodeInsertedIntoDocument", "DOMAttrModified", "DOMCharacterDataModified" ], "HTMLEvent" : [ "load", "unload", "abort", "error", "select", "change", "submit", "reset", "focus", "blur", "resize", "scroll" ], "UIEvent" : [ "DOMFocusIn", "DOMFocusOut", "DOMActivate" ] } },{}],23:[function(require,module,exports){ var ua = typeof window !== 'undefined' ? window.navigator.userAgent : '' , isOSX = /OS X/.test(ua) , isOpera = /Opera/.test(ua) , maybeFirefox = !/like Gecko/.test(ua) && !isOpera var i, output = module.exports = { 0: isOSX ? '' : '' , 1: '' , 2: '' , 3: '' , 4: '' , 5: '' , 6: '' , 8: '' , 9: '' , 12: '' , 13: '' , 16: '' , 17: '' , 18: '' , 19: '' , 20: '' , 21: '' , 23: '' , 24: '' , 25: '' , 27: '' , 28: '' , 29: '' , 30: '' , 31: '' , 27: '' , 32: '' , 33: '' , 34: '' , 35: '' , 36: '' , 37: '' , 38: '' , 39: '' , 40: '' , 41: '' , 42: '' , 43: '' , 44: '' , 45: '' , 46: '' , 47: '' , 91: '' // meta-left -- no one handles left and right properly, so we coerce into one. , 92: '' // meta-right , 93: isOSX ? '' : '' // chrome,opera,safari all report this for meta-right (osx mbp). , 95: '' , 106: '' , 107: '' , 108: '' , 109: '' , 110: '' , 111: '' , 144: '' , 145: '' , 160: '' , 161: '' , 162: '' , 163: '' , 164: '' , 165: '' , 166: '' , 167: '' , 168: '' , 169: '' , 170: '' , 171: '' , 172: '' // ff/osx reports '' for '-' , 173: isOSX && maybeFirefox ? '-' : '' , 174: '' , 175: '' , 176: '' , 177: '' , 178: '' , 179: '' , 180: '' , 181: '' , 182: '' , 183: '' , 186: ';' , 187: '=' , 188: ',' , 189: '-' , 190: '.' , 191: '/' , 192: '`' , 219: '[' , 220: '\\' , 221: ']' , 222: "'" , 223: '' , 224: '' // firefox reports meta here. , 226: '' , 229: '' , 231: isOpera ? '`' : '' , 246: '' , 247: '' , 248: '' , 249: '' , 250: '' , 251: '' , 252: '' , 253: '' , 254: '' } for(i = 58; i < 65; ++i) { output[i] = String.fromCharCode(i) } // 0-9 for(i = 48; i < 58; ++i) { output[i] = (i - 48)+'' } // A-Z for(i = 65; i < 91; ++i) { output[i] = String.fromCharCode(i) } // num0-9 for(i = 96; i < 107; ++i) { output[i] = '' } // F1-F24 for(i = 112; i < 136; ++i) { output[i] = 'F'+(i-111) } },{}],51:[function(require,module,exports){ var inherits = require('inherits') var events = require('events') var _ = require('underscore') module.exports = Highlighter function Highlighter(game, opts) { if (!(this instanceof Highlighter)) return new Highlighter(game, opts) this.game = game opts = opts || {} this.enabled = opts.enabled || function () { return true } var geometry = this.geometry = opts.geometry || new game.THREE.CubeGeometry(1, 1, 1) var material = opts.material || new game.THREE.MeshBasicMaterial({ color: opts.color || 0x000000, wireframe: true, wireframeLinewidth: opts.wireframeLinewidth || 3, transparent: true, opacity: opts.wireframeOpacity || 0.5 }) this.mesh = new game.THREE.Mesh(geometry, material) this.distance = opts.distance || 10 this.currVoxelPos // undefined when no voxel selected for highlight this.currVoxelAdj // undefined when no adjacent voxel selected for highlight this.targetPosition // desired position of highlight cube center // the adjacent highlight will be active when the following returns true this.adjacentActive = opts.adjacentActive || function () { return game.controls.state.alt } // the selection highlight will be active when the following returns true this.selectActive = opts.selectActive || function () { return game.controls.state.select } // animate highlight transitions? this.animate = opts.animate this.animateFunction = opts.animateFunction || function (position, targetPosition, deltaTime) { if (!position || !targetPosition || !deltaTime) return; var rate = 10 if (Math.abs(targetPosition[0] - position[0]) < 0.05 && Math.abs(targetPosition[1] - position[1]) < 0.05 && Math.abs(targetPosition[2] - position[2]) < 0.05) { return targetPosition // close enough to snap and be done } deltaTime = deltaTime / 1000 // usually around .016 seconds (60 FPS) position[0] += rate * deltaTime * (targetPosition[0] - position[0]) position[1] += rate * deltaTime * (targetPosition[1] - position[1]) position[2] += rate * deltaTime * (targetPosition[2] - position[2]) return position } // highlight 'easing' animation, called every tick if enabled var self = this if (this.animate) game.on('tick', function (dt) { var position = [self.mesh.position.x, self.mesh.position.y, self.mesh.position.z] position = self.animateFunction(position, self.targetPosition, dt) if (position) self.mesh.position.set(position[0], position[1], position[2]) }) game.on('tick', _.throttle(this.highlight.bind(this), opts.frequency || 100)) // anchors for multi-voxel selection this.selectStart this.selectEnd } inherits(Highlighter, events.EventEmitter) Highlighter.prototype.highlight = function () { if (!this.enabled()) { if (this.mesh.parent !== null) { this.game.scene.remove(this.mesh) } return; } var cp = this.game.cameraPosition() var cv = this.game.cameraVector() var hit = this.game.raycastVoxels(cp, cv, this.distance) var targetPositionCandidate var removeAdjacent = function (self) { // remove adjacent highlight if any if (!self.currVoxelAdj) return; self.emit('remove-adjacent', self.currVoxelAdj) self.currVoxelAdj = undefined } // remove existing highlight if any if (!hit) { if (!this.currVoxelPos) return; // already removed this.game.scene.remove(this.mesh) this.emit('remove', this.currVoxelPos.slice()) this.currVoxelPos = undefined removeAdjacent(this) return; } var newVoxelPos = hit.voxel if (!this.currVoxelPos || newVoxelPos[0] !== this.currVoxelPos[0] || newVoxelPos[1] !== this.currVoxelPos[1] || newVoxelPos[2] !== this.currVoxelPos[2]) { // no current highlight or it moved if (this.currVoxelPos) { this.emit('remove', this.currVoxelPos.slice()) // moved highlight } else { this.game.scene.add(this.mesh) // fresh highlight } this.emit('highlight', newVoxelPos.slice()) this.currVoxelPos = newVoxelPos.slice() } // try to set the position every time, it may be overridden below targetPositionCandidate = [this.currVoxelPos[0] + 0.5, this.currVoxelPos[1] + 0.5, this.currVoxelPos[2] + 0.5] // if in "adjacent" mode, highlight adjacent voxel instead if (this.adjacentActive()) { // since we got here, we know we have a selected non-empty voxel // and with an empty adjacent voxel that we can work with var newVoxelAdj = hit.adjacent if (!this.currVoxelAdj || newVoxelAdj[0] !== this.currVoxelAdj[0] || newVoxelAdj[1] !== this.currVoxelAdj[1] || newVoxelAdj[2] !== this.currVoxelAdj[2]) { // no current adj highlight or it has moved if (this.currVoxelAdj) { this.emit('remove-adjacent', this.currVoxelAdj.slice()) // moved adjacent highlight } this.emit('highlight-adjacent', newVoxelAdj.slice()) this.currVoxelAdj = newVoxelAdj.slice() } targetPositionCandidate = [this.currVoxelAdj[0] + 0.5, this.currVoxelAdj[1] + 0.5, this.currVoxelAdj[2] + 0.5] } else removeAdjacent(this) // if in "select" mode, track start and end voxel bounds if (this.selectActive()) { if (!this.selectStart) { // start a new selection this.selectStart = this.selectEnd = this.currVoxelAdj || this.currVoxelPos } else { var endCandidate = this.currVoxelAdj || this.currVoxelPos if (endCandidate[0] !== this.selectEnd[0] || endCandidate[1] !== this.selectEnd[1] || endCandidate[2] !== this.selectEnd[2]) { this.selectEnd = endCandidate // selection end has changed this.emit('highlight-select', { start: this.selectStart.slice(), end: this.selectEnd.slice() }) var scale = [] scale[0] = Math.abs(this.selectEnd[0] - this.selectStart[0]) + 1 scale[1] = Math.abs(this.selectEnd[1] - this.selectStart[1]) + 1 scale[2] = Math.abs(this.selectEnd[2] - this.selectStart[2]) + 1 this.mesh.scale.set(scale[0], scale[1], scale[2]) var pos = [] pos[0] = this.selectStart[0] + 0.5 + (this.selectEnd[0] - this.selectStart[0]) / 2 pos[1] = this.selectStart[1] + 0.5 + (this.selectEnd[1] - this.selectStart[1]) / 2 pos[2] = this.selectStart[2] + 0.5 + (this.selectEnd[2] - this.selectStart[2]) / 2 this.targetPosition = pos } } } else { if (this.selectStart) { this.emit('highlight-deselect', { start: this.selectStart.slice(), end: this.selectEnd.slice() }) this.selectStart = null this.mesh.scale.set(1, 1, 1) } this.targetPosition = targetPositionCandidate // highlighted voxel or adjacent } if (!this.animate) this.mesh.position.set(this.targetPosition[0], this.targetPosition[1], this.targetPosition[2]) } },{"events":70,"inherits":52,"underscore":53}],52:[function(require,module,exports){ arguments[4][9][0].apply(exports,arguments) },{"dup":9}],53:[function(require,module,exports){ // Underscore.js 1.4.4 // http://underscorejs.org // (c) 2009-2013 Jeremy Ashkenas, DocumentCloud Inc. // Underscore may be freely distributed under the MIT license. (function() { // Baseline setup // -------------- // Establish the root object, `window` in the browser, or `global` on the server. var root = this; // Save the previous value of the `_` variable. var previousUnderscore = root._; // Establish the object that gets returned to break out of a loop iteration. var breaker = {}; // Save bytes in the minified (but not gzipped) version: var ArrayProto = Array.prototype, ObjProto = Object.prototype, FuncProto = Function.prototype; // Create quick reference variables for speed access to core prototypes. var push = ArrayProto.push, slice = ArrayProto.slice, concat = ArrayProto.concat, toString = ObjProto.toString, hasOwnProperty = ObjProto.hasOwnProperty; // All **ECMAScript 5** native function implementations that we hope to use // are declared here. var nativeForEach = ArrayProto.forEach, nativeMap = ArrayProto.map, nativeReduce = ArrayProto.reduce, nativeReduceRight = ArrayProto.reduceRight, nativeFilter = ArrayProto.filter, nativeEvery = ArrayProto.every, nativeSome = ArrayProto.some, nativeIndexOf = ArrayProto.indexOf, nativeLastIndexOf = ArrayProto.lastIndexOf, nativeIsArray = Array.isArray, nativeKeys = Object.keys, nativeBind = FuncProto.bind; // Create a safe reference to the Underscore object for use below. var _ = function(obj) { if (obj instanceof _) return obj; if (!(this instanceof _)) return new _(obj); this._wrapped = obj; }; // Export the Underscore object for **Node.js**, with // backwards-compatibility for the old `require()` API. If we're in // the browser, add `_` as a global object via a string identifier, // for Closure Compiler "advanced" mode. if (typeof exports !== 'undefined') { if (typeof module !== 'undefined' && module.exports) { exports = module.exports = _; } exports._ = _; } else { root._ = _; } // Current version. _.VERSION = '1.4.4'; // Collection Functions // -------------------- // The cornerstone, an `each` implementation, aka `forEach`. // Handles objects with the built-in `forEach`, arrays, and raw objects. // Delegates to **ECMAScript 5**'s native `forEach` if available. var each = _.each = _.forEach = function(obj, iterator, context) { if (obj == null) return; if (nativeForEach && obj.forEach === nativeForEach) { obj.forEach(iterator, context); } else if (obj.length === +obj.length) { for (var i = 0, l = obj.length; i < l; i++) { if (iterator.call(context, obj[i], i, obj) === breaker) return; } } else { for (var key in obj) { if (_.has(obj, key)) { if (iterator.call(context, obj[key], key, obj) === breaker) return; } } } }; // Return the results of applying the iterator to each element. // Delegates to **ECMAScript 5**'s native `map` if available. _.map = _.collect = function(obj, iterator, context) { var results = []; if (obj == null) return results; if (nativeMap && obj.map === nativeMap) return obj.map(iterator, context); each(obj, function(value, index, list) { results[results.length] = iterator.call(context, value, index, list); }); return results; }; var reduceError = 'Reduce of empty array with no initial value'; // **Reduce** builds up a single result from a list of values, aka `inject`, // or `foldl`. Delegates to **ECMAScript 5**'s native `reduce` if available. _.reduce = _.foldl = _.inject = function(obj, iterator, memo, context) { var initial = arguments.length > 2; if (obj == null) obj = []; if (nativeReduce && obj.reduce === nativeReduce) { if (context) iterator = _.bind(iterator, context); return initial ? obj.reduce(iterator, memo) : obj.reduce(iterator); } each(obj, function(value, index, list) { if (!initial) { memo = value; initial = true; } else { memo = iterator.call(context, memo, value, index, list); } }); if (!initial) throw new TypeError(reduceError); return memo; }; // The right-associative version of reduce, also known as `foldr`. // Delegates to **ECMAScript 5**'s native `reduceRight` if available. _.reduceRight = _.foldr = function(obj, iterator, memo, context) { var initial = arguments.length > 2; if (obj == null) obj = []; if (nativeReduceRight && obj.reduceRight === nativeReduceRight) { if (context) iterator = _.bind(iterator, context); return initial ? obj.reduceRight(iterator, memo) : obj.reduceRight(iterator); } var length = obj.length; if (length !== +length) { var keys = _.keys(obj); length = keys.length; } each(obj, function(value, index, list) { index = keys ? keys[--length] : --length; if (!initial) { memo = obj[index]; initial = true; } else { memo = iterator.call(context, memo, obj[index], index, list); } }); if (!initial) throw new TypeError(reduceError); return memo; }; // Return the first value which passes a truth test. Aliased as `detect`. _.find = _.detect = function(obj, iterator, context) { var result; any(obj, function(value, index, list) { if (iterator.call(context, value, index, list)) { result = value; return true; } }); return result; }; // Return all the elements that pass a truth test. // Delegates to **ECMAScript 5**'s native `filter` if available. // Aliased as `select`. _.filter = _.select = function(obj, iterator, context) { var results = []; if (obj == null) return results; if (nativeFilter && obj.filter === nativeFilter) return obj.filter(iterator, context); each(obj, function(value, index, list) { if (iterator.call(context, value, index, list)) results[results.length] = value; }); return results; }; // Return all the elements for which a truth test fails. _.reject = function(obj, iterator, context) { return _.filter(obj, function(value, index, list) { return !iterator.call(context, value, index, list); }, context); }; // Determine whether all of the elements match a truth test. // Delegates to **ECMAScript 5**'s native `every` if available. // Aliased as `all`. _.every = _.all = function(obj, iterator, context) { iterator || (iterator = _.identity); var result = true; if (obj == null) return result; if (nativeEvery && obj.every === nativeEvery) return obj.every(iterator, context); each(obj, function(value, index, list) { if (!(result = result && iterator.call(context, value, index, list))) return breaker; }); return !!result; }; // Determine if at least one element in the object matches a truth test. // Delegates to **ECMAScript 5**'s native `some` if available. // Aliased as `any`. var any = _.some = _.any = function(obj, iterator, context) { iterator || (iterator = _.identity); var result = false; if (obj == null) return result; if (nativeSome && obj.some === nativeSome) return obj.some(iterator, context); each(obj, function(value, index, list) { if (result || (result = iterator.call(context, value, index, list))) return breaker; }); return !!result; }; // Determine if the array or object contains a given value (using `===`). // Aliased as `include`. _.contains = _.include = function(obj, target) { if (obj == null) return false; if (nativeIndexOf && obj.indexOf === nativeIndexOf) return obj.indexOf(target) != -1; return any(obj, function(value) { return value === target; }); }; // Invoke a method (with arguments) on every item in a collection. _.invoke = function(obj, method) { var args = slice.call(arguments, 2); var isFunc = _.isFunction(method); return _.map(obj, function(value) { return (isFunc ? method : value[method]).apply(value, args); }); }; // Convenience version of a common use case of `map`: fetching a property. _.pluck = function(obj, key) { return _.map(obj, function(value){ return value[key]; }); }; // Convenience version of a common use case of `filter`: selecting only objects // containing specific `key:value` pairs. _.where = function(obj, attrs, first) { if (_.isEmpty(attrs)) return first ? null : []; return _[first ? 'find' : 'filter'](obj, function(value) { for (var key in attrs) { if (attrs[key] !== value[key]) return false; } return true; }); }; // Convenience version of a common use case of `find`: getting the first object // containing specific `key:value` pairs. _.findWhere = function(obj, attrs) { return _.where(obj, attrs, true); }; // Return the maximum element or (element-based computation). // Can't optimize arrays of integers longer than 65,535 elements. // See: https://bugs.webkit.org/show_bug.cgi?id=80797 _.max = function(obj, iterator, context) { if (!iterator && _.isArray(obj) && obj[0] === +obj[0] && obj.length < 65535) { return Math.max.apply(Math, obj); } if (!iterator && _.isEmpty(obj)) return -Infinity; var result = {computed : -Infinity, value: -Infinity}; each(obj, function(value, index, list) { var computed = iterator ? iterator.call(context, value, index, list) : value; computed >= result.computed && (result = {value : value, computed : computed}); }); return result.value; }; // Return the minimum element (or element-based computation). _.min = function(obj, iterator, context) { if (!iterator && _.isArray(obj) && obj[0] === +obj[0] && obj.length < 65535) { return Math.min.apply(Math, obj); } if (!iterator && _.isEmpty(obj)) return Infinity; var result = {computed : Infinity, value: Infinity}; each(obj, function(value, index, list) { var computed = iterator ? iterator.call(context, value, index, list) : value; computed < result.computed && (result = {value : value, computed : computed}); }); return result.value; }; // Shuffle an array. _.shuffle = function(obj) { var rand; var index = 0; var shuffled = []; each(obj, function(value) { rand = _.random(index++); shuffled[index - 1] = shuffled[rand]; shuffled[rand] = value; }); return shuffled; }; // An internal function to generate lookup iterators. var lookupIterator = function(value) { return _.isFunction(value) ? value : function(obj){ return obj[value]; }; }; // Sort the object's values by a criterion produced by an iterator. _.sortBy = function(obj, value, context) { var iterator = lookupIterator(value); return _.pluck(_.map(obj, function(value, index, list) { return { value : value, index : index, criteria : iterator.call(context, value, index, list) }; }).sort(function(left, right) { var a = left.criteria; var b = right.criteria; if (a !== b) { if (a > b || a === void 0) return 1; if (a < b || b === void 0) return -1; } return left.index < right.index ? -1 : 1; }), 'value'); }; // An internal function used for aggregate "group by" operations. var group = function(obj, value, context, behavior) { var result = {}; var iterator = lookupIterator(value || _.identity); each(obj, function(value, index) { var key = iterator.call(context, value, index, obj); behavior(result, key, value); }); return result; }; // Groups the object's values by a criterion. Pass either a string attribute // to group by, or a function that returns the criterion. _.groupBy = function(obj, value, context) { return group(obj, value, context, function(result, key, value) { (_.has(result, key) ? result[key] : (result[key] = [])).push(value); }); }; // Counts instances of an object that group by a certain criterion. Pass // either a string attribute to count by, or a function that returns the // criterion. _.countBy = function(obj, value, context) { return group(obj, value, context, function(result, key) { if (!_.has(result, key)) result[key] = 0; result[key]++; }); }; // Use a comparator function to figure out the smallest index at which // an object should be inserted so as to maintain order. Uses binary search. _.sortedIndex = function(array, obj, iterator, context) { iterator = iterator == null ? _.identity : lookupIterator(iterator); var value = iterator.call(context, obj); var low = 0, high = array.length; while (low < high) { var mid = (low + high) >>> 1; iterator.call(context, array[mid]) < value ? low = mid + 1 : high = mid; } return low; }; // Safely convert anything iterable into a real, live array. _.toArray = function(obj) { if (!obj) return []; if (_.isArray(obj)) return slice.call(obj); if (obj.length === +obj.length) return _.map(obj, _.identity); return _.values(obj); }; // Return the number of elements in an object. _.size = function(obj) { if (obj == null) return 0; return (obj.length === +obj.length) ? obj.length : _.keys(obj).length; }; // Array Functions // --------------- // Get the first element of an array. Passing **n** will return the first N // values in the array. Aliased as `head` and `take`. The **guard** check // allows it to work with `_.map`. _.first = _.head = _.take = function(array, n, guard) { if (array == null) return void 0; return (n != null) && !guard ? slice.call(array, 0, n) : array[0]; }; // Returns everything but the last entry of the array. Especially useful on // the arguments object. Passing **n** will return all the values in // the array, excluding the last N. The **guard** check allows it to work with // `_.map`. _.initial = function(array, n, guard) { return slice.call(array, 0, array.length - ((n == null) || guard ? 1 : n)); }; // Get the last element of an array. Passing **n** will return the last N // values in the array. The **guard** check allows it to work with `_.map`. _.last = function(array, n, guard) { if (array == null) return void 0; if ((n != null) && !guard) { return slice.call(array, Math.max(array.length - n, 0)); } else { return array[array.length - 1]; } }; // Returns everything but the first entry of the array. Aliased as `tail` and `drop`. // Especially useful on the arguments object. Passing an **n** will return // the rest N values in the array. The **guard** // check allows it to work with `_.map`. _.rest = _.tail = _.drop = function(array, n, guard) { return slice.call(array, (n == null) || guard ? 1 : n); }; // Trim out all falsy values from an array. _.compact = function(array) { return _.filter(array, _.identity); }; // Internal implementation of a recursive `flatten` function. var flatten = function(input, shallow, output) { each(input, function(value) { if (_.isArray(value)) { shallow ? push.apply(output, value) : flatten(value, shallow, output); } else { output.push(value); } }); return output; }; // Return a completely flattened version of an array. _.flatten = function(array, shallow) { return flatten(array, shallow, []); }; // Return a version of the array that does not contain the specified value(s). _.without = function(array) { return _.difference(array, slice.call(arguments, 1)); }; // Produce a duplicate-free version of the array. If the array has already // been sorted, you have the option of using a faster algorithm. // Aliased as `unique`. _.uniq = _.unique = function(array, isSorted, iterator, context) { if (_.isFunction(isSorted)) { context = iterator; iterator = isSorted; isSorted = false; } var initial = iterator ? _.map(array, iterator, context) : array; var results = []; var seen = []; each(initial, function(value, index) { if (isSorted ? (!index || seen[seen.length - 1] !== value) : !_.contains(seen, value)) { seen.push(value); results.push(array[index]); } }); return results; }; // Produce an array that contains the union: each distinct element from all of // the passed-in arrays. _.union = function() { return _.uniq(concat.apply(ArrayProto, arguments)); }; // Produce an array that contains every item shared between all the // passed-in arrays. _.intersection = function(array) { var rest = slice.call(arguments, 1); return _.filter(_.uniq(array), function(item) { return _.every(rest, function(other) { return _.indexOf(other, item) >= 0; }); }); }; // Take the difference between one array and a number of other arrays. // Only the elements present in just the first array will remain. _.difference = function(array) { var rest = concat.apply(ArrayProto, slice.call(arguments, 1)); return _.filter(array, function(value){ return !_.contains(rest, value); }); }; // Zip together multiple lists into a single array -- elements that share // an index go together. _.zip = function() { var args = slice.call(arguments); var length = _.max(_.pluck(args, 'length')); var results = new Array(length); for (var i = 0; i < length; i++) { results[i] = _.pluck(args, "" + i); } return results; }; // Converts lists into objects. Pass either a single array of `[key, value]` // pairs, or two parallel arrays of the same length -- one of keys, and one of // the corresponding values. _.object = function(list, values) { if (list == null) return {}; var result = {}; for (var i = 0, l = list.length; i < l; i++) { if (values) { result[list[i]] = values[i]; } else { result[list[i][0]] = list[i][1]; } } return result; }; // If the browser doesn't supply us with indexOf (I'm looking at you, **MSIE**), // we need this function. Return the position of the first occurrence of an // item in an array, or -1 if the item is not included in the array. // Delegates to **ECMAScript 5**'s native `indexOf` if available. // If the array is large and already in sort order, pass `true` // for **isSorted** to use binary search. _.indexOf = function(array, item, isSorted) { if (array == null) return -1; var i = 0, l = array.length; if (isSorted) { if (typeof isSorted == 'number') { i = (isSorted < 0 ? Math.max(0, l + isSorted) : isSorted); } else { i = _.sortedIndex(array, item); return array[i] === item ? i : -1; } } if (nativeIndexOf && array.indexOf === nativeIndexOf) return array.indexOf(item, isSorted); for (; i < l; i++) if (array[i] === item) return i; return -1; }; // Delegates to **ECMAScript 5**'s native `lastIndexOf` if available. _.lastIndexOf = function(array, item, from) { if (array == null) return -1; var hasIndex = from != null; if (nativeLastIndexOf && array.lastIndexOf === nativeLastIndexOf) { return hasIndex ? array.lastIndexOf(item, from) : array.lastIndexOf(item); } var i = (hasIndex ? from : array.length); while (i--) if (array[i] === item) return i; return -1; }; // Generate an integer Array containing an arithmetic progression. A port of // the native Python `range()` function. See // [the Python documentation](http://docs.python.org/library/functions.html#range). _.range = function(start, stop, step) { if (arguments.length <= 1) { stop = start || 0; start = 0; } step = arguments[2] || 1; var len = Math.max(Math.ceil((stop - start) / step), 0); var idx = 0; var range = new Array(len); while(idx < len) { range[idx++] = start; start += step; } return range; }; // Function (ahem) Functions // ------------------ // Create a function bound to a given object (assigning `this`, and arguments, // optionally). Delegates to **ECMAScript 5**'s native `Function.bind` if // available. _.bind = function(func, context) { if (func.bind === nativeBind && nativeBind) return nativeBind.apply(func, slice.call(arguments, 1)); var args = slice.call(arguments, 2); return function() { return func.apply(context, args.concat(slice.call(arguments))); }; }; // Partially apply a function by creating a version that has had some of its // arguments pre-filled, without changing its dynamic `this` context. _.partial = function(func) { var args = slice.call(arguments, 1); return function() { return func.apply(this, args.concat(slice.call(arguments))); }; }; // Bind all of an object's methods to that object. Useful for ensuring that // all callbacks defined on an object belong to it. _.bindAll = function(obj) { var funcs = slice.call(arguments, 1); if (funcs.length === 0) funcs = _.functions(obj); each(funcs, function(f) { obj[f] = _.bind(obj[f], obj); }); return obj; }; // Memoize an expensive function by storing its results. _.memoize = function(func, hasher) { var memo = {}; hasher || (hasher = _.identity); return function() { var key = hasher.apply(this, arguments); return _.has(memo, key) ? memo[key] : (memo[key] = func.apply(this, arguments)); }; }; // Delays a function for the given number of milliseconds, and then calls // it with the arguments supplied. _.delay = function(func, wait) { var args = slice.call(arguments, 2); return setTimeout(function(){ return func.apply(null, args); }, wait); }; // Defers a function, scheduling it to run after the current call stack has // cleared. _.defer = function(func) { return _.delay.apply(_, [func, 1].concat(slice.call(arguments, 1))); }; // Returns a function, that, when invoked, will only be triggered at most once // during a given window of time. _.throttle = function(func, wait) { var context, args, timeout, result; var previous = 0; var later = function() { previous = new Date; timeout = null; result = func.apply(context, args); }; return function() { var now = new Date; var remaining = wait - (now - previous); context = this; args = arguments; if (remaining <= 0) { clearTimeout(timeout); timeout = null; previous = now; result = func.apply(context, args); } else if (!timeout) { timeout = setTimeout(later, remaining); } return result; }; }; // Returns a function, that, as long as it continues to be invoked, will not // be triggered. The function will be called after it stops being called for // N milliseconds. If `immediate` is passed, trigger the function on the // leading edge, instead of the trailing. _.debounce = function(func, wait, immediate) { var timeout, result; return function() { var context = this, args = arguments; var later = function() { timeout = null; if (!immediate) result = func.apply(context, args); }; var callNow = immediate && !timeout; clearTimeout(timeout); timeout = setTimeout(later, wait); if (callNow) result = func.apply(context, args); return result; }; }; // Returns a function that will be executed at most one time, no matter how // often you call it. Useful for lazy initialization. _.once = function(func) { var ran = false, memo; return function() { if (ran) return memo; ran = true; memo = func.apply(this, arguments); func = null; return memo; }; }; // Returns the first function passed as an argument to the second, // allowing you to adjust arguments, run code before and after, and // conditionally execute the original function. _.wrap = function(func, wrapper) { return function() { var args = [func]; push.apply(args, arguments); return wrapper.apply(this, args); }; }; // Returns a function that is the composition of a list of functions, each // consuming the return value of the function that follows. _.compose = function() { var funcs = arguments; return function() { var args = arguments; for (var i = funcs.length - 1; i >= 0; i--) { args = [funcs[i].apply(this, args)]; } return args[0]; }; }; // Returns a function that will only be executed after being called N times. _.after = function(times, func) { if (times <= 0) return func(); return function() { if (--times < 1) { return func.apply(this, arguments); } }; }; // Object Functions // ---------------- // Retrieve the names of an object's properties. // Delegates to **ECMAScript 5**'s native `Object.keys` _.keys = nativeKeys || function(obj) { if (obj !== Object(obj)) throw new TypeError('Invalid object'); var keys = []; for (var key in obj) if (_.has(obj, key)) keys[keys.length] = key; return keys; }; // Retrieve the values of an object's properties. _.values = function(obj) { var values = []; for (var key in obj) if (_.has(obj, key)) values.push(obj[key]); return values; }; // Convert an object into a list of `[key, value]` pairs. _.pairs = function(obj) { var pairs = []; for (var key in obj) if (_.has(obj, key)) pairs.push([key, obj[key]]); return pairs; }; // Invert the keys and values of an object. The values must be serializable. _.invert = function(obj) { var result = {}; for (var key in obj) if (_.has(obj, key)) result[obj[key]] = key; return result; }; // Return a sorted list of the function names available on the object. // Aliased as `methods` _.functions = _.methods = function(obj) { var names = []; for (var key in obj) { if (_.isFunction(obj[key])) names.push(key); } return names.sort(); }; // Extend a given object with all the properties in passed-in object(s). _.extend = function(obj) { each(slice.call(arguments, 1), function(source) { if (source) { for (var prop in source) { obj[prop] = source[prop]; } } }); return obj; }; // Return a copy of the object only containing the whitelisted properties. _.pick = function(obj) { var copy = {}; var keys = concat.apply(ArrayProto, slice.call(arguments, 1)); each(keys, function(key) { if (key in obj) copy[key] = obj[key]; }); return copy; }; // Return a copy of the object without the blacklisted properties. _.omit = function(obj) { var copy = {}; var keys = concat.apply(ArrayProto, slice.call(arguments, 1)); for (var key in obj) { if (!_.contains(keys, key)) copy[key] = obj[key]; } return copy; }; // Fill in a given object with default properties. _.defaults = function(obj) { each(slice.call(arguments, 1), function(source) { if (source) { for (var prop in source) { if (obj[prop] == null) obj[prop] = source[prop]; } } }); return obj; }; // Create a (shallow-cloned) duplicate of an object. _.clone = function(obj) { if (!_.isObject(obj)) return obj; return _.isArray(obj) ? obj.slice() : _.extend({}, obj); }; // Invokes interceptor with the obj, and then returns obj. // The primary purpose of this method is to "tap into" a method chain, in // order to perform operations on intermediate results within the chain. _.tap = function(obj, interceptor) { interceptor(obj); return obj; }; // Internal recursive comparison function for `isEqual`. var eq = function(a, b, aStack, bStack) { // Identical objects are equal. `0 === -0`, but they aren't identical. // See the Harmony `egal` proposal: http://wiki.ecmascript.org/doku.php?id=harmony:egal. if (a === b) return a !== 0 || 1 / a == 1 / b; // A strict comparison is necessary because `null == undefined`. if (a == null || b == null) return a === b; // Unwrap any wrapped objects. if (a instanceof _) a = a._wrapped; if (b instanceof _) b = b._wrapped; // Compare `[[Class]]` names. var className = toString.call(a); if (className != toString.call(b)) return false; switch (className) { // Strings, numbers, dates, and booleans are compared by value. case '[object String]': // Primitives and their corresponding object wrappers are equivalent; thus, `"5"` is // equivalent to `new String("5")`. return a == String(b); case '[object Number]': // `NaN`s are equivalent, but non-reflexive. An `egal` comparison is performed for // other numeric values. return a != +a ? b != +b : (a == 0 ? 1 / a == 1 / b : a == +b); case '[object Date]': case '[object Boolean]': // Coerce dates and booleans to numeric primitive values. Dates are compared by their // millisecond representations. Note that invalid dates with millisecond representations // of `NaN` are not equivalent. return +a == +b; // RegExps are compared by their source patterns and flags. case '[object RegExp]': return a.source == b.source && a.global == b.global && a.multiline == b.multiline && a.ignoreCase == b.ignoreCase; } if (typeof a != 'object' || typeof b != 'object') return false; // Assume equality for cyclic structures. The algorithm for detecting cyclic // structures is adapted from ES 5.1 section 15.12.3, abstract operation `JO`. var length = aStack.length; while (length--) { // Linear search. Performance is inversely proportional to the number of // unique nested structures. if (aStack[length] == a) return bStack[length] == b; } // Add the first object to the stack of traversed objects. aStack.push(a); bStack.push(b); var size = 0, result = true; // Recursively compare objects and arrays. if (className == '[object Array]') { // Compare array lengths to determine if a deep comparison is necessary. size = a.length; result = size == b.length; if (result) { // Deep compare the contents, ignoring non-numeric properties. while (size--) { if (!(result = eq(a[size], b[size], aStack, bStack))) break; } } } else { // Objects with different constructors are not equivalent, but `Object`s // from different frames are. var aCtor = a.constructor, bCtor = b.constructor; if (aCtor !== bCtor && !(_.isFunction(aCtor) && (aCtor instanceof aCtor) && _.isFunction(bCtor) && (bCtor instanceof bCtor))) { return false; } // Deep compare objects. for (var key in a) { if (_.has(a, key)) { // Count the expected number of properties. size++; // Deep compare each member. if (!(result = _.has(b, key) && eq(a[key], b[key], aStack, bStack))) break; } } // Ensure that both objects contain the same number of properties. if (result) { for (key in b) { if (_.has(b, key) && !(size--)) break; } result = !size; } } // Remove the first object from the stack of traversed objects. aStack.pop(); bStack.pop(); return result; }; // Perform a deep comparison to check if two objects are equal. _.isEqual = function(a, b) { return eq(a, b, [], []); }; // Is a given array, string, or object empty? // An "empty" object has no enumerable own-properties. _.isEmpty = function(obj) { if (obj == null) return true; if (_.isArray(obj) || _.isString(obj)) return obj.length === 0; for (var key in obj) if (_.has(obj, key)) return false; return true; }; // Is a given value a DOM element? _.isElement = function(obj) { return !!(obj && obj.nodeType === 1); }; // Is a given value an array? // Delegates to ECMA5's native Array.isArray _.isArray = nativeIsArray || function(obj) { return toString.call(obj) == '[object Array]'; }; // Is a given variable an object? _.isObject = function(obj) { return obj === Object(obj); }; // Add some isType methods: isArguments, isFunction, isString, isNumber, isDate, isRegExp. each(['Arguments', 'Function', 'String', 'Number', 'Date', 'RegExp'], function(name) { _['is' + name] = function(obj) { return toString.call(obj) == '[object ' + name + ']'; }; }); // Define a fallback version of the method in browsers (ahem, IE), where // there isn't any inspectable "Arguments" type. if (!_.isArguments(arguments)) { _.isArguments = function(obj) { return !!(obj && _.has(obj, 'callee')); }; } // Optimize `isFunction` if appropriate. if (typeof (/./) !== 'function') { _.isFunction = function(obj) { return typeof obj === 'function'; }; } // Is a given object a finite number? _.isFinite = function(obj) { return isFinite(obj) && !isNaN(parseFloat(obj)); }; // Is the given value `NaN`? (NaN is the only number which does not equal itself). _.isNaN = function(obj) { return _.isNumber(obj) && obj != +obj; }; // Is a given value a boolean? _.isBoolean = function(obj) { return obj === true || obj === false || toString.call(obj) == '[object Boolean]'; }; // Is a given value equal to null? _.isNull = function(obj) { return obj === null; }; // Is a given variable undefined? _.isUndefined = function(obj) { return obj === void 0; }; // Shortcut function for checking if an object has a given property directly // on itself (in other words, not on a prototype). _.has = function(obj, key) { return hasOwnProperty.call(obj, key); }; // Utility Functions // ----------------- // Run Underscore.js in *noConflict* mode, returning the `_` variable to its // previous owner. Returns a reference to the Underscore object. _.noConflict = function() { root._ = previousUnderscore; return this; }; // Keep the identity function around for default iterators. _.identity = function(value) { return value; }; // Run a function **n** times. _.times = function(n, iterator, context) { var accum = Array(n); for (var i = 0; i < n; i++) accum[i] = iterator.call(context, i); return accum; }; // Return a random integer between min and max (inclusive). _.random = function(min, max) { if (max == null) { max = min; min = 0; } return min + Math.floor(Math.random() * (max - min + 1)); }; // List of HTML entities for escaping. var entityMap = { escape: { '&': '&', '<': '<', '>': '>', '"': '"', "'": ''', '/': '/' } }; entityMap.unescape = _.invert(entityMap.escape); // Regexes containing the keys and values listed immediately above. var entityRegexes = { escape: new RegExp('[' + _.keys(entityMap.escape).join('') + ']', 'g'), unescape: new RegExp('(' + _.keys(entityMap.unescape).join('|') + ')', 'g') }; // Functions for escaping and unescaping strings to/from HTML interpolation. _.each(['escape', 'unescape'], function(method) { _[method] = function(string) { if (string == null) return ''; return ('' + string).replace(entityRegexes[method], function(match) { return entityMap[method][match]; }); }; }); // If the value of the named property is a function then invoke it; // otherwise, return it. _.result = function(object, property) { if (object == null) return null; var value = object[property]; return _.isFunction(value) ? value.call(object) : value; }; // Add your own custom functions to the Underscore object. _.mixin = function(obj) { each(_.functions(obj), function(name){ var func = _[name] = obj[name]; _.prototype[name] = function() { var args = [this._wrapped]; push.apply(args, arguments); return result.call(this, func.apply(_, args)); }; }); }; // Generate a unique integer id (unique within the entire client session). // Useful for temporary DOM ids. var idCounter = 0; _.uniqueId = function(prefix) { var id = ++idCounter + ''; return prefix ? prefix + id : id; }; // By default, Underscore uses ERB-style template delimiters, change the // following template settings to use alternative delimiters. _.templateSettings = { evaluate : /<%([\s\S]+?)%>/g, interpolate : /<%=([\s\S]+?)%>/g, escape : /<%-([\s\S]+?)%>/g }; // When customizing `templateSettings`, if you don't want to define an // interpolation, evaluation or escaping regex, we need one that is // guaranteed not to match. var noMatch = /(.)^/; // Certain characters need to be escaped so that they can be put into a // string literal. var escapes = { "'": "'", '\\': '\\', '\r': 'r', '\n': 'n', '\t': 't', '\u2028': 'u2028', '\u2029': 'u2029' }; var escaper = /\\|'|\r|\n|\t|\u2028|\u2029/g; // JavaScript micro-templating, similar to John Resig's implementation. // Underscore templating handles arbitrary delimiters, preserves whitespace, // and correctly escapes quotes within interpolated code. _.template = function(text, data, settings) { var render; settings = _.defaults({}, settings, _.templateSettings); // Combine delimiters into one regular expression via alternation. var matcher = new RegExp([ (settings.escape || noMatch).source, (settings.interpolate || noMatch).source, (settings.evaluate || noMatch).source ].join('|') + '|$', 'g'); // Compile the template source, escaping string literals appropriately. var index = 0; var source = "__p+='"; text.replace(matcher, function(match, escape, interpolate, evaluate, offset) { source += text.slice(index, offset) .replace(escaper, function(match) { return '\\' + escapes[match]; }); if (escape) { source += "'+\n((__t=(" + escape + "))==null?'':_.escape(__t))+\n'"; } if (interpolate) { source += "'+\n((__t=(" + interpolate + "))==null?'':__t)+\n'"; } if (evaluate) { source += "';\n" + evaluate + "\n__p+='"; } index = offset + match.length; return match; }); source += "';\n"; // If a variable is not specified, place data values in local scope. if (!settings.variable) source = 'with(obj||{}){\n' + source + '}\n'; source = "var __t,__p='',__j=Array.prototype.join," + "print=function(){__p+=__j.call(arguments,'');};\n" + source + "return __p;\n"; try { render = new Function(settings.variable || 'obj', '_', source); } catch (e) { e.source = source; throw e; } if (data) return render(data, _); var template = function(data) { return render.call(this, data, _); }; // Provide the compiled function source as a convenience for precompilation. template.source = 'function(' + (settings.variable || 'obj') + '){\n' + source + '}'; return template; }; // Add a "chain" function, which will delegate to the wrapper. _.chain = function(obj) { return _(obj).chain(); }; // OOP // --------------- // If Underscore is called as a function, it returns a wrapped object that // can be used OO-style. This wrapper holds altered versions of all the // underscore functions. Wrapped objects may be chained. // Helper function to continue chaining intermediate results. var result = function(obj) { return this._chain ? _(obj).chain() : obj; }; // Add all of the Underscore functions to the wrapper object. _.mixin(_); // Add all mutator Array functions to the wrapper. each(['pop', 'push', 'reverse', 'shift', 'sort', 'splice', 'unshift'], function(name) { var method = ArrayProto[name]; _.prototype[name] = function() { var obj = this._wrapped; method.apply(obj, arguments); if ((name == 'shift' || name == 'splice') && obj.length === 0) delete obj[0]; return result.call(this, obj); }; }); // Add all accessor Array functions to the wrapper. each(['concat', 'join', 'slice'], function(name) { var method = ArrayProto[name]; _.prototype[name] = function() { return result.call(this, method.apply(this._wrapped, arguments)); }; }); _.extend(_.prototype, { // Start chaining a wrapped Underscore object. chain: function() { this._chain = true; return this; }, // Extracts the result from a wrapped and chained object. value: function() { return this._wrapped; } }); }).call(this); },{}],54:[function(require,module,exports){ var skin = require('minecraft-skin'); module.exports = function (game) { var mountPoint; var possessed; return function (img, skinOpts) { if (!skinOpts) { skinOpts = {}; } skinOpts.scale = skinOpts.scale || new game.THREE.Vector3(0.04, 0.04, 0.04); var playerSkin = skin(game.THREE, img, skinOpts); var player = playerSkin.mesh; var physics = game.makePhysical(player); physics.playerSkin = playerSkin; player.position.set(0, 562, -20); game.scene.add(player); game.addItem(physics); physics.yaw = player; physics.pitch = player.head; physics.subjectTo(game.gravity); physics.blocksCreation = true; game.control(physics); physics.move = function (x, y, z) { var xyz = parseXYZ(x, y, z); physics.yaw.position.x += xyz.x; physics.yaw.position.y += xyz.y; physics.yaw.position.z += xyz.z; }; physics.moveTo = function (x, y, z) { var xyz = parseXYZ(x, y, z); physics.yaw.position.x = xyz.x; physics.yaw.position.y = xyz.y; physics.yaw.position.z = xyz.z; }; var pov = 1; physics.pov = function (type) { if (type === 'first' || type === 1) { pov = 1; } else if (type === 'third' || type === 3) { pov = 3; } physics.possess(); }; physics.toggle = function () { physics.pov(pov === 1 ? 3 : 1); }; physics.possess = function () { if (possessed) possessed.remove(game.camera); var key = pov === 1 ? 'cameraInside' : 'cameraOutside'; player[key].add(game.camera); possessed = player[key]; }; physics.position = physics.yaw.position; return physics; } }; function parseXYZ (x, y, z) { if (typeof x === 'object' && Array.isArray(x)) { return { x: x[0], y: x[1], z: x[2] }; } else if (typeof x === 'object') { return { x: x.x || 0, y: x.y || 0, z: x.z || 0 }; } return { x: Number(x), y: Number(y), z: Number(z) }; } },{"minecraft-skin":55}],55:[function(require,module,exports){ arguments[4][2][0].apply(exports,arguments) },{"dup":2}],56:[function(require,module,exports){ var walkSpeed = 1.0 var startedWalking = 0.0 var stoppedWalking = 0.0 var walking = false var acceleration = 1.0 exports.render = function(skin){ var time = Date.now() / 1000 if (walking && time < startedWalking + acceleration){ walkSpeed = (time - startedWalking) / acceleration } if (!walking && time < stoppedWalking + acceleration){ walkSpeed = -1 / acceleration * (time - stoppedWalking) + 1 } skin.head.rotation.y = Math.sin(time * 1.5) / 3 * walkSpeed skin.head.rotation.z = Math.sin(time) / 2 * walkSpeed skin.rightArm.rotation.z = 2 * Math.cos(0.6662 * time * 10 + Math.PI) * walkSpeed skin.rightArm.rotation.x = 1 * (Math.cos(0.2812 * time * 10) - 1) * walkSpeed skin.leftArm.rotation.z = 2 * Math.cos(0.6662 * time * 10) * walkSpeed skin.leftArm.rotation.x = 1 * (Math.cos(0.2312 * time * 10) + 1) * walkSpeed skin.rightLeg.rotation.z = 1.4 * Math.cos(0.6662 * time * 10) * walkSpeed skin.leftLeg.rotation.z = 1.4 * Math.cos(0.6662 * time * 10 + Math.PI) * walkSpeed } exports.startWalking = function(){ var now = Date.now() / 1000 walking = true if (stoppedWalking + acceleration>now){ var progress = now - stoppedWalking; startedWalking = now - (stoppedWalking + acceleration - now) } else { startedWalking = Date.now() / 1000 } } exports.stopWalking = function() { var now = Date.now() / 1000 walking = false if (startedWalking + acceleration > now){ stoppedWalking = now - (startedWalking + acceleration - now) } else { stoppedWalking = Date.now() / 1000 } } exports.isWalking = function(){ return walking } exports.setAcceleration = function(newA){ acceleration = newA } },{}],57:[function(require,module,exports){ arguments[4][40][0].apply(exports,arguments) },{"dup":40,"events":70,"inherits":64}],58:[function(require,module,exports){ var chunker = require('./chunker') module.exports = function(opts) { if (!opts.generateVoxelChunk) opts.generateVoxelChunk = function(low, high) { return generate(low, high, module.exports.generator['Valley']) } return chunker(opts) } module.exports.meshers = { culled: require('./meshers/culled').mesher, greedy: require('./meshers/greedy').mesher, transgreedy: require('./meshers/transgreedy').mesher, monotone: require('./meshers/monotone').mesher, stupid: require('./meshers/stupid').mesher } module.exports.Chunker = chunker.Chunker module.exports.geometry = {} module.exports.generator = {} module.exports.generate = generate // from https://github.com/mikolalysenko/mikolalysenko.github.com/blob/master/MinecraftMeshes2/js/testdata.js#L4 function generate(l, h, f, game) { var d = [ h[0]-l[0], h[1]-l[1], h[2]-l[2] ] var v = new Int8Array(d[0]*d[1]*d[2]) var n = 0 for(var k=l[2]; k h0+1) { return 0; } if(h0 <= j) { return 1; } var h1 = 2.0 * Math.sin(Math.PI * i * 0.25 - Math.PI * k * 0.3) + 20; if(h1 <= j) { return 2; } if(2 < j) { return Math.random() < 0.1 ? 0x222222 : 0xaaaaaa; } return 3; } module.exports.scale = function ( x, fromLow, fromHigh, toLow, toHigh ) { return ( x - fromLow ) * ( toHigh - toLow ) / ( fromHigh - fromLow ) + toLow } // convenience function that uses the above functions to prebake some simple voxel geometries module.exports.generateExamples = function() { return { 'Sphere': generate([-16,-16,-16], [16,16,16], module.exports.generator['Sphere']), 'Noise': generate([0,0,0], [16,16,16], module.exports.generator['Noise']), 'Dense Noise': generate([0,0,0], [16,16,16], module.exports.generator['Dense Noise']), 'Checker': generate([0,0,0], [8,8,8], module.exports.generator['Checker']), 'Hill': generate([-16, 0, -16], [16,16,16], module.exports.generator['Hill']), 'Valley': generate([0,0,0], [32,32,32], module.exports.generator['Valley']), 'Hilly Terrain': generate([0, 0, 0], [32,32,32], module.exports.generator['Hilly Terrain']) } } },{"./chunker":57,"./meshers/culled":59,"./meshers/greedy":60,"./meshers/monotone":61,"./meshers/stupid":62,"./meshers/transgreedy":63}],59:[function(require,module,exports){ arguments[4][42][0].apply(exports,arguments) },{"dup":42}],60:[function(require,module,exports){ arguments[4][43][0].apply(exports,arguments) },{"dup":43}],61:[function(require,module,exports){ arguments[4][44][0].apply(exports,arguments) },{"dup":44}],62:[function(require,module,exports){ arguments[4][45][0].apply(exports,arguments) },{"dup":45}],63:[function(require,module,exports){ var GreedyMesh = (function greedyLoader() { // contains all forward faces (in terms of scan direction) var mask = new Int32Array(4096); // and all backwards faces. needed when there are two transparent blocks // next to each other. var invMask = new Int32Array(4096); // setting 16th bit if transparent var kTransparentMask = 0x8000; var kNoFlagsMask = 0x7FFF; var kTransparentTypes = []; kTransparentTypes[16] = true function isTransparent(v) { return (v & kTransparentMask) === kTransparentMask; } function removeFlags(v) { return (v & kNoFlagsMask); } return function ohSoGreedyMesher(volume, dims, mesherExtraData) { var vertices = [], faces = [] , dimsX = dims[0] , dimsY = dims[1] , dimsXY = dimsX * dimsY; var tVertices = [], tFaces = [] var transparentTypes = mesherExtraData ? (mesherExtraData.transparentTypes || {}) : {}; var getType = function(voxels, offset) { var type = voxels[offset]; return type | (type in transparentTypes ? kTransparentMask : 0); } //Sweep over 3-axes for(var d=0; d<3; ++d) { var i, j, k, l, w, W, h, n, c , u = (d+1)%3 , v = (d+2)%3 , x = [0,0,0] , q = [0,0,0] , du = [0,0,0] , dv = [0,0,0] , dimsD = dims[d] , dimsU = dims[u] , dimsV = dims[v] , qdimsX, qdimsXY , xd if (mask.length < dimsU * dimsV) { mask = new Int32Array(dimsU * dimsV); invMask = new Int32Array(dimsU * dimsV); } q[d] = 1; x[d] = -1; qdimsX = dimsX * q[1] qdimsXY = dimsXY * q[2] // Compute mask while (x[d] < dimsD) { xd = x[d] n = 0; for(x[v] = 0; x[v] < dimsV; ++x[v]) { for(x[u] = 0; x[u] < dimsU; ++x[u], ++n) { // Modified to read through getType() var a = xd >= 0 && getType(volume, x[0] + dimsX * x[1] + dimsXY * x[2] ) , b = xd < dimsD-1 && getType(volume, x[0]+q[0] + dimsX * x[1] + qdimsX + dimsXY * x[2] + qdimsXY) // both are transparent, add to both directions if (isTransparent(a) && isTransparent(b)) { mask[n] = a; invMask[n] = b; // if a is solid and b is not there or transparent } else if (a && (!b || isTransparent(b))) { mask[n] = a; invMask[n] = 0 // if b is solid and a is not there or transparent } else if (b && (!a || isTransparent(a))) { mask[n] = 0 invMask[n] = b; // dont draw this face } else { mask[n] = 0 invMask[n] = 0 } } } ++x[d]; // Generate mesh for mask using lexicographic ordering function generateMesh(mask, dimsV, dimsU, vertices, faces, clockwise) { clockwise = clockwise === undefined ? true : clockwise; var n, j, i, c, w, h, k, du = [0,0,0], dv = [0,0,0]; n = 0; for (j=0; j < dimsV; ++j) { for (i=0; i < dimsU; ) { c = mask[n]; if (!c) { i++; n++; continue; } //Compute width w = 1; while (c === mask[n+w] && i+w < dimsU) w++; //Compute height (this is slightly awkward) for (h=1; j+h < dimsV; ++h) { k = 0; while (k < w && c === mask[n+k+h*dimsU]) k++ if (k < w) break; } // Add quad // The du/dv arrays are reused/reset // for each iteration. du[d] = 0; dv[d] = 0; x[u] = i; x[v] = j; if (clockwise) { // if (c > 0) { dv[v] = h; dv[u] = 0; du[u] = w; du[v] = 0; } else { // c = -c; du[v] = h; du[u] = 0; dv[u] = w; dv[v] = 0; } // ## enable code to ensure that transparent faces are last in the list // if (!isTransparent(c)) { var vertex_count = vertices.length; vertices.push([x[0], x[1], x[2] ]); vertices.push([x[0]+du[0], x[1]+du[1], x[2]+du[2] ]); vertices.push([x[0]+du[0]+dv[0], x[1]+du[1]+dv[1], x[2]+du[2]+dv[2]]); vertices.push([x[0] +dv[0], x[1] +dv[1], x[2] +dv[2]]); faces.push([vertex_count, vertex_count+1, vertex_count+2, vertex_count+3, removeFlags(c)]); // } else { // var vertex_count = tVertices.length; // tVertices.push([x[0], x[1], x[2] ]); // tVertices.push([x[0]+du[0], x[1]+du[1], x[2]+du[2] ]); // tVertices.push([x[0]+du[0]+dv[0], x[1]+du[1]+dv[1], x[2]+du[2]+dv[2]]); // tVertices.push([x[0] +dv[0], x[1] +dv[1], x[2] +dv[2]]); // tFaces.push([vertex_count, vertex_count+1, vertex_count+2, vertex_count+3, removeFlags(c)]); // } //Zero-out mask W = n + w; for(l=0; l * @license MIT */ var base64 = require('base64-js') var ieee754 = require('ieee754') var isArray = require('is-array') exports.Buffer = Buffer exports.SlowBuffer = SlowBuffer exports.INSPECT_MAX_BYTES = 50 Buffer.poolSize = 8192 // not used by this implementation var kMaxLength = 0x3fffffff var rootParent = {} /** * If `Buffer.TYPED_ARRAY_SUPPORT`: * === true Use Uint8Array implementation (fastest) * === false Use Object implementation (most compatible, even IE6) * * Browsers that support typed arrays are IE 10+, Firefox 4+, Chrome 7+, Safari 5.1+, * Opera 11.6+, iOS 4.2+. * * Note: * * - Implementation must support adding new properties to `Uint8Array` instances. * Firefox 4-29 lacked support, fixed in Firefox 30+. * See: https://bugzilla.mozilla.org/show_bug.cgi?id=695438. * * - Chrome 9-10 is missing the `TypedArray.prototype.subarray` function. * * - IE10 has a broken `TypedArray.prototype.subarray` function which returns arrays of * incorrect length in some situations. * * We detect these buggy browsers and set `Buffer.TYPED_ARRAY_SUPPORT` to `false` so they will * get the Object implementation, which is slower but will work correctly. */ Buffer.TYPED_ARRAY_SUPPORT = (function () { try { var buf = new ArrayBuffer(0) var arr = new Uint8Array(buf) arr.foo = function () { return 42 } return 42 === arr.foo() && // typed array instances can be augmented typeof arr.subarray === 'function' && // chrome 9-10 lack `subarray` new Uint8Array(1).subarray(1, 1).byteLength === 0 // ie10 has broken `subarray` } catch (e) { return false } })() /** * Class: Buffer * ============= * * The Buffer constructor returns instances of `Uint8Array` that are augmented * with function properties for all the node `Buffer` API functions. We use * `Uint8Array` so that square bracket notation works as expected -- it returns * a single octet. * * By augmenting the instances, we can avoid modifying the `Uint8Array` * prototype. */ function Buffer (subject, encoding, noZero) { if (!(this instanceof Buffer)) return new Buffer(subject, encoding, noZero) var type = typeof subject // Find the length var length if (type === 'number') length = subject > 0 ? subject >>> 0 : 0 else if (type === 'string') { length = Buffer.byteLength(subject, encoding) } else if (type === 'object' && subject !== null) { // assume object is array-like if (subject.type === 'Buffer' && isArray(subject.data)) subject = subject.data length = +subject.length > 0 ? Math.floor(+subject.length) : 0 } else throw new TypeError('must start with number, buffer, array or string') if (length > kMaxLength) throw new RangeError('Attempt to allocate Buffer larger than maximum ' + 'size: 0x' + kMaxLength.toString(16) + ' bytes') var buf if (Buffer.TYPED_ARRAY_SUPPORT) { // Preferred: Return an augmented `Uint8Array` instance for best performance buf = Buffer._augment(new Uint8Array(length)) } else { // Fallback: Return THIS instance of Buffer (created by `new`) buf = this buf.length = length buf._isBuffer = true } var i if (Buffer.TYPED_ARRAY_SUPPORT && typeof subject.byteLength === 'number') { // Speed optimization -- use set if we're copying from a typed array buf._set(subject) } else if (isArrayish(subject)) { // Treat array-ish objects as a byte array if (Buffer.isBuffer(subject)) { for (i = 0; i < length; i++) buf[i] = subject.readUInt8(i) } else { for (i = 0; i < length; i++) buf[i] = ((subject[i] % 256) + 256) % 256 } } else if (type === 'string') { buf.write(subject, 0, encoding) } else if (type === 'number' && !Buffer.TYPED_ARRAY_SUPPORT && !noZero) { for (i = 0; i < length; i++) { buf[i] = 0 } } if (length > 0 && length <= Buffer.poolSize) buf.parent = rootParent return buf } function SlowBuffer(subject, encoding, noZero) { if (!(this instanceof SlowBuffer)) return new SlowBuffer(subject, encoding, noZero) var buf = new Buffer(subject, encoding, noZero) delete buf.parent return buf } Buffer.isBuffer = function (b) { return !!(b != null && b._isBuffer) } Buffer.compare = function (a, b) { if (!Buffer.isBuffer(a) || !Buffer.isBuffer(b)) throw new TypeError('Arguments must be Buffers') var x = a.length var y = b.length for (var i = 0, len = Math.min(x, y); i < len && a[i] === b[i]; i++) {} if (i !== len) { x = a[i] y = b[i] } if (x < y) return -1 if (y < x) return 1 return 0 } Buffer.isEncoding = function (encoding) { switch (String(encoding).toLowerCase()) { case 'hex': case 'utf8': case 'utf-8': case 'ascii': case 'binary': case 'base64': case 'raw': case 'ucs2': case 'ucs-2': case 'utf16le': case 'utf-16le': return true default: return false } } Buffer.concat = function (list, totalLength) { if (!isArray(list)) throw new TypeError('Usage: Buffer.concat(list[, length])') if (list.length === 0) { return new Buffer(0) } else if (list.length === 1) { return list[0] } var i if (totalLength === undefined) { totalLength = 0 for (i = 0; i < list.length; i++) { totalLength += list[i].length } } var buf = new Buffer(totalLength) var pos = 0 for (i = 0; i < list.length; i++) { var item = list[i] item.copy(buf, pos) pos += item.length } return buf } Buffer.byteLength = function (str, encoding) { var ret str = str + '' switch (encoding || 'utf8') { case 'ascii': case 'binary': case 'raw': ret = str.length break case 'ucs2': case 'ucs-2': case 'utf16le': case 'utf-16le': ret = str.length * 2 break case 'hex': ret = str.length >>> 1 break case 'utf8': case 'utf-8': ret = utf8ToBytes(str).length break case 'base64': ret = base64ToBytes(str).length break default: ret = str.length } return ret } // pre-set for values that may exist in the future Buffer.prototype.length = undefined Buffer.prototype.parent = undefined // toString(encoding, start=0, end=buffer.length) Buffer.prototype.toString = function (encoding, start, end) { var loweredCase = false start = start >>> 0 end = end === undefined || end === Infinity ? this.length : end >>> 0 if (!encoding) encoding = 'utf8' if (start < 0) start = 0 if (end > this.length) end = this.length if (end <= start) return '' while (true) { switch (encoding) { case 'hex': return hexSlice(this, start, end) case 'utf8': case 'utf-8': return utf8Slice(this, start, end) case 'ascii': return asciiSlice(this, start, end) case 'binary': return binarySlice(this, start, end) case 'base64': return base64Slice(this, start, end) case 'ucs2': case 'ucs-2': case 'utf16le': case 'utf-16le': return utf16leSlice(this, start, end) default: if (loweredCase) throw new TypeError('Unknown encoding: ' + encoding) encoding = (encoding + '').toLowerCase() loweredCase = true } } } Buffer.prototype.equals = function (b) { if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer') return Buffer.compare(this, b) === 0 } Buffer.prototype.inspect = function () { var str = '' var max = exports.INSPECT_MAX_BYTES if (this.length > 0) { str = this.toString('hex', 0, max).match(/.{2}/g).join(' ') if (this.length > max) str += ' ... ' } return '' } Buffer.prototype.compare = function (b) { if (!Buffer.isBuffer(b)) throw new TypeError('Argument must be a Buffer') return Buffer.compare(this, b) } // `get` will be removed in Node 0.13+ Buffer.prototype.get = function (offset) { console.log('.get() is deprecated. Access using array indexes instead.') return this.readUInt8(offset) } // `set` will be removed in Node 0.13+ Buffer.prototype.set = function (v, offset) { console.log('.set() is deprecated. Access using array indexes instead.') return this.writeUInt8(v, offset) } function hexWrite (buf, string, offset, length) { offset = Number(offset) || 0 var remaining = buf.length - offset if (!length) { length = remaining } else { length = Number(length) if (length > remaining) { length = remaining } } // must be an even number of digits var strLen = string.length if (strLen % 2 !== 0) throw new Error('Invalid hex string') if (length > strLen / 2) { length = strLen / 2 } for (var i = 0; i < length; i++) { var byte = parseInt(string.substr(i * 2, 2), 16) if (isNaN(byte)) throw new Error('Invalid hex string') buf[offset + i] = byte } return i } function utf8Write (buf, string, offset, length) { var charsWritten = blitBuffer(utf8ToBytes(string, buf.length - offset), buf, offset, length) return charsWritten } function asciiWrite (buf, string, offset, length) { var charsWritten = blitBuffer(asciiToBytes(string), buf, offset, length) return charsWritten } function binaryWrite (buf, string, offset, length) { return asciiWrite(buf, string, offset, length) } function base64Write (buf, string, offset, length) { var charsWritten = blitBuffer(base64ToBytes(string), buf, offset, length) return charsWritten } function utf16leWrite (buf, string, offset, length) { var charsWritten = blitBuffer(utf16leToBytes(string, buf.length - offset), buf, offset, length, 2) return charsWritten } Buffer.prototype.write = function (string, offset, length, encoding) { // Support both (string, offset, length, encoding) // and the legacy (string, encoding, offset, length) if (isFinite(offset)) { if (!isFinite(length)) { encoding = length length = undefined } } else { // legacy var swap = encoding encoding = offset offset = length length = swap } offset = Number(offset) || 0 if (length < 0 || offset < 0 || offset > this.length) throw new RangeError('attempt to write outside buffer bounds'); var remaining = this.length - offset if (!length) { length = remaining } else { length = Number(length) if (length > remaining) { length = remaining } } encoding = String(encoding || 'utf8').toLowerCase() var ret switch (encoding) { case 'hex': ret = hexWrite(this, string, offset, length) break case 'utf8': case 'utf-8': ret = utf8Write(this, string, offset, length) break case 'ascii': ret = asciiWrite(this, string, offset, length) break case 'binary': ret = binaryWrite(this, string, offset, length) break case 'base64': ret = base64Write(this, string, offset, length) break case 'ucs2': case 'ucs-2': case 'utf16le': case 'utf-16le': ret = utf16leWrite(this, string, offset, length) break default: throw new TypeError('Unknown encoding: ' + encoding) } return ret } Buffer.prototype.toJSON = function () { return { type: 'Buffer', data: Array.prototype.slice.call(this._arr || this, 0) } } function base64Slice (buf, start, end) { if (start === 0 && end === buf.length) { return base64.fromByteArray(buf) } else { return base64.fromByteArray(buf.slice(start, end)) } } function utf8Slice (buf, start, end) { var res = '' var tmp = '' end = Math.min(buf.length, end) for (var i = start; i < end; i++) { if (buf[i] <= 0x7F) { res += decodeUtf8Char(tmp) + String.fromCharCode(buf[i]) tmp = '' } else { tmp += '%' + buf[i].toString(16) } } return res + decodeUtf8Char(tmp) } function asciiSlice (buf, start, end) { var ret = '' end = Math.min(buf.length, end) for (var i = start; i < end; i++) { ret += String.fromCharCode(buf[i] & 0x7F) } return ret } function binarySlice (buf, start, end) { var ret = '' end = Math.min(buf.length, end) for (var i = start; i < end; i++) { ret += String.fromCharCode(buf[i]) } return ret } function hexSlice (buf, start, end) { var len = buf.length if (!start || start < 0) start = 0 if (!end || end < 0 || end > len) end = len var out = '' for (var i = start; i < end; i++) { out += toHex(buf[i]) } return out } function utf16leSlice (buf, start, end) { var bytes = buf.slice(start, end) var res = '' for (var i = 0; i < bytes.length; i += 2) { res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256) } return res } Buffer.prototype.slice = function (start, end) { var len = this.length start = ~~start end = end === undefined ? len : ~~end if (start < 0) { start += len; if (start < 0) start = 0 } else if (start > len) { start = len } if (end < 0) { end += len if (end < 0) end = 0 } else if (end > len) { end = len } if (end < start) end = start var newBuf if (Buffer.TYPED_ARRAY_SUPPORT) { newBuf = Buffer._augment(this.subarray(start, end)) } else { var sliceLen = end - start newBuf = new Buffer(sliceLen, undefined, true) for (var i = 0; i < sliceLen; i++) { newBuf[i] = this[i + start] } } if (newBuf.length) newBuf.parent = this.parent || this return newBuf } /* * Need to make sure that buffer isn't trying to write out of bounds. */ function checkOffset (offset, ext, length) { if ((offset % 1) !== 0 || offset < 0) throw new RangeError('offset is not uint') if (offset + ext > length) throw new RangeError('Trying to access beyond buffer length') } Buffer.prototype.readUIntLE = function (offset, byteLength, noAssert) { offset = offset >>> 0 byteLength = byteLength >>> 0 if (!noAssert) checkOffset(offset, byteLength, this.length) var val = this[offset] var mul = 1 var i = 0 while (++i < byteLength && (mul *= 0x100)) val += this[offset + i] * mul return val } Buffer.prototype.readUIntBE = function (offset, byteLength, noAssert) { offset = offset >>> 0 byteLength = byteLength >>> 0 if (!noAssert) checkOffset(offset, byteLength, this.length) var val = this[offset + --byteLength] var mul = 1 while (byteLength > 0 && (mul *= 0x100)) val += this[offset + --byteLength] * mul; return val } Buffer.prototype.readUInt8 = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length) return this[offset] } Buffer.prototype.readUInt16LE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length) return this[offset] | (this[offset + 1] << 8) } Buffer.prototype.readUInt16BE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length) return (this[offset] << 8) | this[offset + 1] } Buffer.prototype.readUInt32LE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length) return ((this[offset]) | (this[offset + 1] << 8) | (this[offset + 2] << 16)) + (this[offset + 3] * 0x1000000) } Buffer.prototype.readUInt32BE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length) return (this[offset] * 0x1000000) + ((this[offset + 1] << 16) | (this[offset + 2] << 8) | this[offset + 3]) } Buffer.prototype.readIntLE = function (offset, byteLength, noAssert) { offset = offset >>> 0 byteLength = byteLength >>> 0 if (!noAssert) checkOffset(offset, byteLength, this.length) var val = this[offset] var mul = 1 var i = 0 while (++i < byteLength && (mul *= 0x100)) val += this[offset + i] * mul mul *= 0x80 if (val >= mul) val -= Math.pow(2, 8 * byteLength) return val } Buffer.prototype.readIntBE = function (offset, byteLength, noAssert) { offset = offset >>> 0 byteLength = byteLength >>> 0 if (!noAssert) checkOffset(offset, byteLength, this.length) var i = byteLength var mul = 1 var val = this[offset + --i] while (i > 0 && (mul *= 0x100)) val += this[offset + --i] * mul mul *= 0x80 if (val >= mul) val -= Math.pow(2, 8 * byteLength) return val } Buffer.prototype.readInt8 = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 1, this.length) if (!(this[offset] & 0x80)) return (this[offset]) return ((0xff - this[offset] + 1) * -1) } Buffer.prototype.readInt16LE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length) var val = this[offset] | (this[offset + 1] << 8) return (val & 0x8000) ? val | 0xFFFF0000 : val } Buffer.prototype.readInt16BE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 2, this.length) var val = this[offset + 1] | (this[offset] << 8) return (val & 0x8000) ? val | 0xFFFF0000 : val } Buffer.prototype.readInt32LE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length) return (this[offset]) | (this[offset + 1] << 8) | (this[offset + 2] << 16) | (this[offset + 3] << 24) } Buffer.prototype.readInt32BE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length) return (this[offset] << 24) | (this[offset + 1] << 16) | (this[offset + 2] << 8) | (this[offset + 3]) } Buffer.prototype.readFloatLE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length) return ieee754.read(this, offset, true, 23, 4) } Buffer.prototype.readFloatBE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 4, this.length) return ieee754.read(this, offset, false, 23, 4) } Buffer.prototype.readDoubleLE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length) return ieee754.read(this, offset, true, 52, 8) } Buffer.prototype.readDoubleBE = function (offset, noAssert) { if (!noAssert) checkOffset(offset, 8, this.length) return ieee754.read(this, offset, false, 52, 8) } function checkInt (buf, value, offset, ext, max, min) { if (!Buffer.isBuffer(buf)) throw new TypeError('buffer must be a Buffer instance') if (value > max || value < min) throw new RangeError('value is out of bounds') if (offset + ext > buf.length) throw new RangeError('index out of range') } Buffer.prototype.writeUIntLE = function (value, offset, byteLength, noAssert) { value = +value offset = offset >>> 0 byteLength = byteLength >>> 0 if (!noAssert) checkInt(this, value, offset, byteLength, Math.pow(2, 8 * byteLength), 0) var mul = 1 var i = 0 this[offset] = value & 0xFF while (++i < byteLength && (mul *= 0x100)) this[offset + i] = (value / mul) >>> 0 & 0xFF return offset + byteLength } Buffer.prototype.writeUIntBE = function (value, offset, byteLength, noAssert) { value = +value offset = offset >>> 0 byteLength = byteLength >>> 0 if (!noAssert) checkInt(this, value, offset, byteLength, Math.pow(2, 8 * byteLength), 0) var i = byteLength - 1 var mul = 1 this[offset + i] = value & 0xFF while (--i >= 0 && (mul *= 0x100)) this[offset + i] = (value / mul) >>> 0 & 0xFF return offset + byteLength } Buffer.prototype.writeUInt8 = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 1, 0xff, 0) if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value) this[offset] = value return offset + 1 } function objectWriteUInt16 (buf, value, offset, littleEndian) { if (value < 0) value = 0xffff + value + 1 for (var i = 0, j = Math.min(buf.length - offset, 2); i < j; i++) { buf[offset + i] = (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>> (littleEndian ? i : 1 - i) * 8 } } Buffer.prototype.writeUInt16LE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0) if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset] = value this[offset + 1] = (value >>> 8) } else objectWriteUInt16(this, value, offset, true) return offset + 2 } Buffer.prototype.writeUInt16BE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 2, 0xffff, 0) if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8) this[offset + 1] = value } else objectWriteUInt16(this, value, offset, false) return offset + 2 } function objectWriteUInt32 (buf, value, offset, littleEndian) { if (value < 0) value = 0xffffffff + value + 1 for (var i = 0, j = Math.min(buf.length - offset, 4); i < j; i++) { buf[offset + i] = (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff } } Buffer.prototype.writeUInt32LE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0) if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset + 3] = (value >>> 24) this[offset + 2] = (value >>> 16) this[offset + 1] = (value >>> 8) this[offset] = value } else objectWriteUInt32(this, value, offset, true) return offset + 4 } Buffer.prototype.writeUInt32BE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 4, 0xffffffff, 0) if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24) this[offset + 1] = (value >>> 16) this[offset + 2] = (value >>> 8) this[offset + 3] = value } else objectWriteUInt32(this, value, offset, false) return offset + 4 } Buffer.prototype.writeIntLE = function (value, offset, byteLength, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) { checkInt(this, value, offset, byteLength, Math.pow(2, 8 * byteLength - 1) - 1, -Math.pow(2, 8 * byteLength - 1)) } var i = 0 var mul = 1 var sub = value < 0 ? 1 : 0 this[offset] = value & 0xFF while (++i < byteLength && (mul *= 0x100)) this[offset + i] = ((value / mul) >> 0) - sub & 0xFF return offset + byteLength } Buffer.prototype.writeIntBE = function (value, offset, byteLength, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) { checkInt(this, value, offset, byteLength, Math.pow(2, 8 * byteLength - 1) - 1, -Math.pow(2, 8 * byteLength - 1)) } var i = byteLength - 1 var mul = 1 var sub = value < 0 ? 1 : 0 this[offset + i] = value & 0xFF while (--i >= 0 && (mul *= 0x100)) this[offset + i] = ((value / mul) >> 0) - sub & 0xFF return offset + byteLength } Buffer.prototype.writeInt8 = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 1, 0x7f, -0x80) if (!Buffer.TYPED_ARRAY_SUPPORT) value = Math.floor(value) if (value < 0) value = 0xff + value + 1 this[offset] = value return offset + 1 } Buffer.prototype.writeInt16LE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000) if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset] = value this[offset + 1] = (value >>> 8) } else objectWriteUInt16(this, value, offset, true) return offset + 2 } Buffer.prototype.writeInt16BE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 2, 0x7fff, -0x8000) if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 8) this[offset + 1] = value } else objectWriteUInt16(this, value, offset, false) return offset + 2 } Buffer.prototype.writeInt32LE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000) if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset] = value this[offset + 1] = (value >>> 8) this[offset + 2] = (value >>> 16) this[offset + 3] = (value >>> 24) } else objectWriteUInt32(this, value, offset, true) return offset + 4 } Buffer.prototype.writeInt32BE = function (value, offset, noAssert) { value = +value offset = offset >>> 0 if (!noAssert) checkInt(this, value, offset, 4, 0x7fffffff, -0x80000000) if (value < 0) value = 0xffffffff + value + 1 if (Buffer.TYPED_ARRAY_SUPPORT) { this[offset] = (value >>> 24) this[offset + 1] = (value >>> 16) this[offset + 2] = (value >>> 8) this[offset + 3] = value } else objectWriteUInt32(this, value, offset, false) return offset + 4 } function checkIEEE754 (buf, value, offset, ext, max, min) { if (value > max || value < min) throw new RangeError('value is out of bounds') if (offset + ext > buf.length) throw new RangeError('index out of range') if (offset < 0) throw new RangeError('index out of range') } function writeFloat (buf, value, offset, littleEndian, noAssert) { if (!noAssert) checkIEEE754(buf, value, offset, 4, 3.4028234663852886e+38, -3.4028234663852886e+38) ieee754.write(buf, value, offset, littleEndian, 23, 4) return offset + 4 } Buffer.prototype.writeFloatLE = function (value, offset, noAssert) { return writeFloat(this, value, offset, true, noAssert) } Buffer.prototype.writeFloatBE = function (value, offset, noAssert) { return writeFloat(this, value, offset, false, noAssert) } function writeDouble (buf, value, offset, littleEndian, noAssert) { if (!noAssert) checkIEEE754(buf, value, offset, 8, 1.7976931348623157E+308, -1.7976931348623157E+308) ieee754.write(buf, value, offset, littleEndian, 52, 8) return offset + 8 } Buffer.prototype.writeDoubleLE = function (value, offset, noAssert) { return writeDouble(this, value, offset, true, noAssert) } Buffer.prototype.writeDoubleBE = function (value, offset, noAssert) { return writeDouble(this, value, offset, false, noAssert) } // copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length) Buffer.prototype.copy = function (target, target_start, start, end) { var source = this if (!start) start = 0 if (!end && end !== 0) end = this.length if (target_start >= target.length) target_start = target.length if (!target_start) target_start = 0 if (end > 0 && end < start) end = start // Copy 0 bytes; we're done if (end === start) return 0 if (target.length === 0 || source.length === 0) return 0 // Fatal error conditions if (target_start < 0) throw new RangeError('targetStart out of bounds') if (start < 0 || start >= source.length) throw new RangeError('sourceStart out of bounds') if (end < 0) throw new RangeError('sourceEnd out of bounds') // Are we oob? if (end > this.length) end = this.length if (target.length - target_start < end - start) end = target.length - target_start + start var len = end - start if (len < 1000 || !Buffer.TYPED_ARRAY_SUPPORT) { for (var i = 0; i < len; i++) { target[i + target_start] = this[i + start] } } else { target._set(this.subarray(start, start + len), target_start) } return len } // fill(value, start=0, end=buffer.length) Buffer.prototype.fill = function (value, start, end) { if (!value) value = 0 if (!start) start = 0 if (!end) end = this.length if (end < start) throw new RangeError('end < start') // Fill 0 bytes; we're done if (end === start) return if (this.length === 0) return if (start < 0 || start >= this.length) throw new RangeError('start out of bounds') if (end < 0 || end > this.length) throw new RangeError('end out of bounds') var i if (typeof value === 'number') { for (i = start; i < end; i++) { this[i] = value } } else { var bytes = utf8ToBytes(value.toString()) var len = bytes.length for (i = start; i < end; i++) { this[i] = bytes[i % len] } } return this } /** * Creates a new `ArrayBuffer` with the *copied* memory of the buffer instance. * Added in Node 0.12. Only available in browsers that support ArrayBuffer. */ Buffer.prototype.toArrayBuffer = function () { if (typeof Uint8Array !== 'undefined') { if (Buffer.TYPED_ARRAY_SUPPORT) { return (new Buffer(this)).buffer } else { var buf = new Uint8Array(this.length) for (var i = 0, len = buf.length; i < len; i += 1) { buf[i] = this[i] } return buf.buffer } } else { throw new TypeError('Buffer.toArrayBuffer not supported in this browser') } } // HELPER FUNCTIONS // ================ var BP = Buffer.prototype /** * Augment a Uint8Array *instance* (not the Uint8Array class!) with Buffer methods */ Buffer._augment = function (arr) { arr.constructor = Buffer arr._isBuffer = true // save reference to original Uint8Array get/set methods before overwriting arr._get = arr.get arr._set = arr.set // deprecated, will be removed in node 0.13+ arr.get = BP.get arr.set = BP.set arr.write = BP.write arr.toString = BP.toString arr.toLocaleString = BP.toString arr.toJSON = BP.toJSON arr.equals = BP.equals arr.compare = BP.compare arr.copy = BP.copy arr.slice = BP.slice arr.readUIntLE = BP.readUIntLE arr.readUIntBE = BP.readUIntBE arr.readUInt8 = BP.readUInt8 arr.readUInt16LE = BP.readUInt16LE arr.readUInt16BE = BP.readUInt16BE arr.readUInt32LE = BP.readUInt32LE arr.readUInt32BE = BP.readUInt32BE arr.readIntLE = BP.readIntLE arr.readIntBE = BP.readIntBE arr.readInt8 = BP.readInt8 arr.readInt16LE = BP.readInt16LE arr.readInt16BE = BP.readInt16BE arr.readInt32LE = BP.readInt32LE arr.readInt32BE = BP.readInt32BE arr.readFloatLE = BP.readFloatLE arr.readFloatBE = BP.readFloatBE arr.readDoubleLE = BP.readDoubleLE arr.readDoubleBE = BP.readDoubleBE arr.writeUInt8 = BP.writeUInt8 arr.writeUIntLE = BP.writeUIntLE arr.writeUIntBE = BP.writeUIntBE arr.writeUInt16LE = BP.writeUInt16LE arr.writeUInt16BE = BP.writeUInt16BE arr.writeUInt32LE = BP.writeUInt32LE arr.writeUInt32BE = BP.writeUInt32BE arr.writeIntLE = BP.writeIntLE arr.writeIntBE = BP.writeIntBE arr.writeInt8 = BP.writeInt8 arr.writeInt16LE = BP.writeInt16LE arr.writeInt16BE = BP.writeInt16BE arr.writeInt32LE = BP.writeInt32LE arr.writeInt32BE = BP.writeInt32BE arr.writeFloatLE = BP.writeFloatLE arr.writeFloatBE = BP.writeFloatBE arr.writeDoubleLE = BP.writeDoubleLE arr.writeDoubleBE = BP.writeDoubleBE arr.fill = BP.fill arr.inspect = BP.inspect arr.toArrayBuffer = BP.toArrayBuffer return arr } var INVALID_BASE64_RE = /[^+\/0-9A-z\-]/g function base64clean (str) { // Node strips out invalid characters like \n and \t from the string, base64-js does not str = stringtrim(str).replace(INVALID_BASE64_RE, '') // Node converts strings with length < 2 to '' if (str.length < 2) return '' // Node allows for non-padded base64 strings (missing trailing ===), base64-js does not while (str.length % 4 !== 0) { str = str + '=' } return str } function stringtrim (str) { if (str.trim) return str.trim() return str.replace(/^\s+|\s+$/g, '') } function isArrayish (subject) { return isArray(subject) || Buffer.isBuffer(subject) || subject && typeof subject === 'object' && typeof subject.length === 'number' } function toHex (n) { if (n < 16) return '0' + n.toString(16) return n.toString(16) } function utf8ToBytes(string, units) { var codePoint, length = string.length var leadSurrogate = null units = units || Infinity var bytes = [] var i = 0 for (; i 0xD7FF && codePoint < 0xE000) { // last char was a lead if (leadSurrogate) { // 2 leads in a row if (codePoint < 0xDC00) { if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) leadSurrogate = codePoint continue } // valid surrogate pair else { codePoint = leadSurrogate - 0xD800 << 10 | codePoint - 0xDC00 | 0x10000 leadSurrogate = null } } // no lead yet else { // unexpected trail if (codePoint > 0xDBFF) { if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) continue } // unpaired lead else if (i + 1 === length) { if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) continue } // valid lead else { leadSurrogate = codePoint continue } } } // valid bmp char, but last char was a lead else if (leadSurrogate) { if ((units -= 3) > -1) bytes.push(0xEF, 0xBF, 0xBD) leadSurrogate = null } // encode utf8 if (codePoint < 0x80) { if ((units -= 1) < 0) break bytes.push(codePoint) } else if (codePoint < 0x800) { if ((units -= 2) < 0) break bytes.push( codePoint >> 0x6 | 0xC0, codePoint & 0x3F | 0x80 ); } else if (codePoint < 0x10000) { if ((units -= 3) < 0) break bytes.push( codePoint >> 0xC | 0xE0, codePoint >> 0x6 & 0x3F | 0x80, codePoint & 0x3F | 0x80 ); } else if (codePoint < 0x200000) { if ((units -= 4) < 0) break bytes.push( codePoint >> 0x12 | 0xF0, codePoint >> 0xC & 0x3F | 0x80, codePoint >> 0x6 & 0x3F | 0x80, codePoint & 0x3F | 0x80 ); } else { throw new Error('Invalid code point') } } return bytes } function asciiToBytes (str) { var byteArray = [] for (var i = 0; i < str.length; i++) { // Node's code seems to be doing this and not & 0x7F.. byteArray.push(str.charCodeAt(i) & 0xFF) } return byteArray } function utf16leToBytes (str, units) { var c, hi, lo var byteArray = [] for (var i = 0; i < str.length; i++) { if ((units -= 2) < 0) break c = str.charCodeAt(i) hi = c >> 8 lo = c % 256 byteArray.push(lo) byteArray.push(hi) } return byteArray } function base64ToBytes (str) { return base64.toByteArray(base64clean(str)) } function blitBuffer (src, dst, offset, length, unitSize) { if (unitSize) length -= length % unitSize; for (var i = 0; i < length; i++) { if ((i + offset >= dst.length) || (i >= src.length)) break dst[i + offset] = src[i] } return i } function decodeUtf8Char (str) { try { return decodeURIComponent(str) } catch (err) { return String.fromCharCode(0xFFFD) // UTF 8 invalid char } } },{"base64-js":67,"ieee754":68,"is-array":69}],67:[function(require,module,exports){ var lookup = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'; ;(function (exports) { 'use strict'; var Arr = (typeof Uint8Array !== 'undefined') ? Uint8Array : Array var PLUS = '+'.charCodeAt(0) var SLASH = '/'.charCodeAt(0) var NUMBER = '0'.charCodeAt(0) var LOWER = 'a'.charCodeAt(0) var UPPER = 'A'.charCodeAt(0) var PLUS_URL_SAFE = '-'.charCodeAt(0) var SLASH_URL_SAFE = '_'.charCodeAt(0) function decode (elt) { var code = elt.charCodeAt(0) if (code === PLUS || code === PLUS_URL_SAFE) return 62 // '+' if (code === SLASH || code === SLASH_URL_SAFE) return 63 // '/' if (code < NUMBER) return -1 //no match if (code < NUMBER + 10) return code - NUMBER + 26 + 26 if (code < UPPER + 26) return code - UPPER if (code < LOWER + 26) return code - LOWER + 26 } function b64ToByteArray (b64) { var i, j, l, tmp, placeHolders, arr if (b64.length % 4 > 0) { throw new Error('Invalid string. Length must be a multiple of 4') } // the number of equal signs (place holders) // if there are two placeholders, than the two characters before it // represent one byte // if there is only one, then the three characters before it represent 2 bytes // this is just a cheap hack to not do indexOf twice var len = b64.length placeHolders = '=' === b64.charAt(len - 2) ? 2 : '=' === b64.charAt(len - 1) ? 1 : 0 // base64 is 4/3 + up to two characters of the original data arr = new Arr(b64.length * 3 / 4 - placeHolders) // if there are placeholders, only get up to the last complete 4 chars l = placeHolders > 0 ? b64.length - 4 : b64.length var L = 0 function push (v) { arr[L++] = v } for (i = 0, j = 0; i < l; i += 4, j += 3) { tmp = (decode(b64.charAt(i)) << 18) | (decode(b64.charAt(i + 1)) << 12) | (decode(b64.charAt(i + 2)) << 6) | decode(b64.charAt(i + 3)) push((tmp & 0xFF0000) >> 16) push((tmp & 0xFF00) >> 8) push(tmp & 0xFF) } if (placeHolders === 2) { tmp = (decode(b64.charAt(i)) << 2) | (decode(b64.charAt(i + 1)) >> 4) push(tmp & 0xFF) } else if (placeHolders === 1) { tmp = (decode(b64.charAt(i)) << 10) | (decode(b64.charAt(i + 1)) << 4) | (decode(b64.charAt(i + 2)) >> 2) push((tmp >> 8) & 0xFF) push(tmp & 0xFF) } return arr } function uint8ToBase64 (uint8) { var i, extraBytes = uint8.length % 3, // if we have 1 byte left, pad 2 bytes output = "", temp, length function encode (num) { return lookup.charAt(num) } function tripletToBase64 (num) { return encode(num >> 18 & 0x3F) + encode(num >> 12 & 0x3F) + encode(num >> 6 & 0x3F) + encode(num & 0x3F) } // go through the array every three bytes, we'll deal with trailing stuff later for (i = 0, length = uint8.length - extraBytes; i < length; i += 3) { temp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2]) output += tripletToBase64(temp) } // pad the end with zeros, but make sure to not forget the extra bytes switch (extraBytes) { case 1: temp = uint8[uint8.length - 1] output += encode(temp >> 2) output += encode((temp << 4) & 0x3F) output += '==' break case 2: temp = (uint8[uint8.length - 2] << 8) + (uint8[uint8.length - 1]) output += encode(temp >> 10) output += encode((temp >> 4) & 0x3F) output += encode((temp << 2) & 0x3F) output += '=' break } return output } exports.toByteArray = b64ToByteArray exports.fromByteArray = uint8ToBase64 }(typeof exports === 'undefined' ? (this.base64js = {}) : exports)) },{}],68:[function(require,module,exports){ exports.read = function(buffer, offset, isLE, mLen, nBytes) { var e, m, eLen = nBytes * 8 - mLen - 1, eMax = (1 << eLen) - 1, eBias = eMax >> 1, nBits = -7, i = isLE ? (nBytes - 1) : 0, d = isLE ? -1 : 1, s = buffer[offset + i]; i += d; e = s & ((1 << (-nBits)) - 1); s >>= (-nBits); nBits += eLen; for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8); m = e & ((1 << (-nBits)) - 1); e >>= (-nBits); nBits += mLen; for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8); if (e === 0) { e = 1 - eBias; } else if (e === eMax) { return m ? NaN : ((s ? -1 : 1) * Infinity); } else { m = m + Math.pow(2, mLen); e = e - eBias; } return (s ? -1 : 1) * m * Math.pow(2, e - mLen); }; exports.write = function(buffer, value, offset, isLE, mLen, nBytes) { var e, m, c, eLen = nBytes * 8 - mLen - 1, eMax = (1 << eLen) - 1, eBias = eMax >> 1, rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0), i = isLE ? 0 : (nBytes - 1), d = isLE ? 1 : -1, s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0; value = Math.abs(value); if (isNaN(value) || value === Infinity) { m = isNaN(value) ? 1 : 0; e = eMax; } else { e = Math.floor(Math.log(value) / Math.LN2); if (value * (c = Math.pow(2, -e)) < 1) { e--; c *= 2; } if (e + eBias >= 1) { value += rt / c; } else { value += rt * Math.pow(2, 1 - eBias); } if (value * c >= 2) { e++; c /= 2; } if (e + eBias >= eMax) { m = 0; e = eMax; } else if (e + eBias >= 1) { m = (value * c - 1) * Math.pow(2, mLen); e = e + eBias; } else { m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen); e = 0; } } for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8); e = (e << mLen) | m; eLen += mLen; for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8); buffer[offset + i - d] |= s * 128; }; },{}],69:[function(require,module,exports){ /** * isArray */ var isArray = Array.isArray; /** * toString */ var str = Object.prototype.toString; /** * Whether or not the given `val` * is an array. * * example: * * isArray([]); * // > true * isArray(arguments); * // > false * isArray(''); * // > false * * @param {mixed} val * @return {bool} */ module.exports = isArray || function (val) { return !! val && '[object Array]' == str.call(val); }; },{}],70:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. function EventEmitter() { this._events = this._events || {}; this._maxListeners = this._maxListeners || undefined; } module.exports = EventEmitter; // Backwards-compat with node 0.10.x EventEmitter.EventEmitter = EventEmitter; EventEmitter.prototype._events = undefined; EventEmitter.prototype._maxListeners = undefined; // By default EventEmitters will print a warning if more than 10 listeners are // added to it. This is a useful default which helps finding memory leaks. EventEmitter.defaultMaxListeners = 10; // Obviously not all Emitters should be limited to 10. This function allows // that to be increased. Set to zero for unlimited. EventEmitter.prototype.setMaxListeners = function(n) { if (!isNumber(n) || n < 0 || isNaN(n)) throw TypeError('n must be a positive number'); this._maxListeners = n; return this; }; EventEmitter.prototype.emit = function(type) { var er, handler, len, args, i, listeners; if (!this._events) this._events = {}; // If there is no 'error' event listener then throw. if (type === 'error') { if (!this._events.error || (isObject(this._events.error) && !this._events.error.length)) { er = arguments[1]; if (er instanceof Error) { throw er; // Unhandled 'error' event } throw TypeError('Uncaught, unspecified "error" event.'); } } handler = this._events[type]; if (isUndefined(handler)) return false; if (isFunction(handler)) { switch (arguments.length) { // fast cases case 1: handler.call(this); break; case 2: handler.call(this, arguments[1]); break; case 3: handler.call(this, arguments[1], arguments[2]); break; // slower default: len = arguments.length; args = new Array(len - 1); for (i = 1; i < len; i++) args[i - 1] = arguments[i]; handler.apply(this, args); } } else if (isObject(handler)) { len = arguments.length; args = new Array(len - 1); for (i = 1; i < len; i++) args[i - 1] = arguments[i]; listeners = handler.slice(); len = listeners.length; for (i = 0; i < len; i++) listeners[i].apply(this, args); } return true; }; EventEmitter.prototype.addListener = function(type, listener) { var m; if (!isFunction(listener)) throw TypeError('listener must be a function'); if (!this._events) this._events = {}; // To avoid recursion in the case that type === "newListener"! Before // adding it to the listeners, first emit "newListener". if (this._events.newListener) this.emit('newListener', type, isFunction(listener.listener) ? listener.listener : listener); if (!this._events[type]) // Optimize the case of one listener. Don't need the extra array object. this._events[type] = listener; else if (isObject(this._events[type])) // If we've already got an array, just append. this._events[type].push(listener); else // Adding the second element, need to change to array. this._events[type] = [this._events[type], listener]; // Check for listener leak if (isObject(this._events[type]) && !this._events[type].warned) { var m; if (!isUndefined(this._maxListeners)) { m = this._maxListeners; } else { m = EventEmitter.defaultMaxListeners; } if (m && m > 0 && this._events[type].length > m) { this._events[type].warned = true; console.error('(node) warning: possible EventEmitter memory ' + 'leak detected. %d listeners added. ' + 'Use emitter.setMaxListeners() to increase limit.', this._events[type].length); if (typeof console.trace === 'function') { // not supported in IE 10 console.trace(); } } } return this; }; EventEmitter.prototype.on = EventEmitter.prototype.addListener; EventEmitter.prototype.once = function(type, listener) { if (!isFunction(listener)) throw TypeError('listener must be a function'); var fired = false; function g() { this.removeListener(type, g); if (!fired) { fired = true; listener.apply(this, arguments); } } g.listener = listener; this.on(type, g); return this; }; // emits a 'removeListener' event iff the listener was removed EventEmitter.prototype.removeListener = function(type, listener) { var list, position, length, i; if (!isFunction(listener)) throw TypeError('listener must be a function'); if (!this._events || !this._events[type]) return this; list = this._events[type]; length = list.length; position = -1; if (list === listener || (isFunction(list.listener) && list.listener === listener)) { delete this._events[type]; if (this._events.removeListener) this.emit('removeListener', type, listener); } else if (isObject(list)) { for (i = length; i-- > 0;) { if (list[i] === listener || (list[i].listener && list[i].listener === listener)) { position = i; break; } } if (position < 0) return this; if (list.length === 1) { list.length = 0; delete this._events[type]; } else { list.splice(position, 1); } if (this._events.removeListener) this.emit('removeListener', type, listener); } return this; }; EventEmitter.prototype.removeAllListeners = function(type) { var key, listeners; if (!this._events) return this; // not listening for removeListener, no need to emit if (!this._events.removeListener) { if (arguments.length === 0) this._events = {}; else if (this._events[type]) delete this._events[type]; return this; } // emit removeListener for all listeners on all events if (arguments.length === 0) { for (key in this._events) { if (key === 'removeListener') continue; this.removeAllListeners(key); } this.removeAllListeners('removeListener'); this._events = {}; return this; } listeners = this._events[type]; if (isFunction(listeners)) { this.removeListener(type, listeners); } else { // LIFO order while (listeners.length) this.removeListener(type, listeners[listeners.length - 1]); } delete this._events[type]; return this; }; EventEmitter.prototype.listeners = function(type) { var ret; if (!this._events || !this._events[type]) ret = []; else if (isFunction(this._events[type])) ret = [this._events[type]]; else ret = this._events[type].slice(); return ret; }; EventEmitter.listenerCount = function(emitter, type) { var ret; if (!emitter._events || !emitter._events[type]) ret = 0; else if (isFunction(emitter._events[type])) ret = 1; else ret = emitter._events[type].length; return ret; }; function isFunction(arg) { return typeof arg === 'function'; } function isNumber(arg) { return typeof arg === 'number'; } function isObject(arg) { return typeof arg === 'object' && arg !== null; } function isUndefined(arg) { return arg === void 0; } },{}],71:[function(require,module,exports){ if (typeof Object.create === 'function') { // implementation from standard node.js 'util' module module.exports = function inherits(ctor, superCtor) { ctor.super_ = superCtor ctor.prototype = Object.create(superCtor.prototype, { constructor: { value: ctor, enumerable: false, writable: true, configurable: true } }); }; } else { // old school shim for old browsers module.exports = function inherits(ctor, superCtor) { ctor.super_ = superCtor var TempCtor = function () {} TempCtor.prototype = superCtor.prototype ctor.prototype = new TempCtor() ctor.prototype.constructor = ctor } } },{}],72:[function(require,module,exports){ module.exports = Array.isArray || function (arr) { return Object.prototype.toString.call(arr) == '[object Array]'; }; },{}],73:[function(require,module,exports){ (function (process){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. // resolves . and .. elements in a path array with directory names there // must be no slashes, empty elements, or device names (c:\) in the array // (so also no leading and trailing slashes - it does not distinguish // relative and absolute paths) function normalizeArray(parts, allowAboveRoot) { // if the path tries to go above the root, `up` ends up > 0 var up = 0; for (var i = parts.length - 1; i >= 0; i--) { var last = parts[i]; if (last === '.') { parts.splice(i, 1); } else if (last === '..') { parts.splice(i, 1); up++; } else if (up) { parts.splice(i, 1); up--; } } // if the path is allowed to go above the root, restore leading ..s if (allowAboveRoot) { for (; up--; up) { parts.unshift('..'); } } return parts; } // Split a filename into [root, dir, basename, ext], unix version // 'root' is just a slash, or nothing. var splitPathRe = /^(\/?|)([\s\S]*?)((?:\.{1,2}|[^\/]+?|)(\.[^.\/]*|))(?:[\/]*)$/; var splitPath = function(filename) { return splitPathRe.exec(filename).slice(1); }; // path.resolve([from ...], to) // posix version exports.resolve = function() { var resolvedPath = '', resolvedAbsolute = false; for (var i = arguments.length - 1; i >= -1 && !resolvedAbsolute; i--) { var path = (i >= 0) ? arguments[i] : process.cwd(); // Skip empty and invalid entries if (typeof path !== 'string') { throw new TypeError('Arguments to path.resolve must be strings'); } else if (!path) { continue; } resolvedPath = path + '/' + resolvedPath; resolvedAbsolute = path.charAt(0) === '/'; } // At this point the path should be resolved to a full absolute path, but // handle relative paths to be safe (might happen when process.cwd() fails) // Normalize the path resolvedPath = normalizeArray(filter(resolvedPath.split('/'), function(p) { return !!p; }), !resolvedAbsolute).join('/'); return ((resolvedAbsolute ? '/' : '') + resolvedPath) || '.'; }; // path.normalize(path) // posix version exports.normalize = function(path) { var isAbsolute = exports.isAbsolute(path), trailingSlash = substr(path, -1) === '/'; // Normalize the path path = normalizeArray(filter(path.split('/'), function(p) { return !!p; }), !isAbsolute).join('/'); if (!path && !isAbsolute) { path = '.'; } if (path && trailingSlash) { path += '/'; } return (isAbsolute ? '/' : '') + path; }; // posix version exports.isAbsolute = function(path) { return path.charAt(0) === '/'; }; // posix version exports.join = function() { var paths = Array.prototype.slice.call(arguments, 0); return exports.normalize(filter(paths, function(p, index) { if (typeof p !== 'string') { throw new TypeError('Arguments to path.join must be strings'); } return p; }).join('/')); }; // path.relative(from, to) // posix version exports.relative = function(from, to) { from = exports.resolve(from).substr(1); to = exports.resolve(to).substr(1); function trim(arr) { var start = 0; for (; start < arr.length; start++) { if (arr[start] !== '') break; } var end = arr.length - 1; for (; end >= 0; end--) { if (arr[end] !== '') break; } if (start > end) return []; return arr.slice(start, end - start + 1); } var fromParts = trim(from.split('/')); var toParts = trim(to.split('/')); var length = Math.min(fromParts.length, toParts.length); var samePartsLength = length; for (var i = 0; i < length; i++) { if (fromParts[i] !== toParts[i]) { samePartsLength = i; break; } } var outputParts = []; for (var i = samePartsLength; i < fromParts.length; i++) { outputParts.push('..'); } outputParts = outputParts.concat(toParts.slice(samePartsLength)); return outputParts.join('/'); }; exports.sep = '/'; exports.delimiter = ':'; exports.dirname = function(path) { var result = splitPath(path), root = result[0], dir = result[1]; if (!root && !dir) { // No dirname whatsoever return '.'; } if (dir) { // It has a dirname, strip trailing slash dir = dir.substr(0, dir.length - 1); } return root + dir; }; exports.basename = function(path, ext) { var f = splitPath(path)[2]; // TODO: make this comparison case-insensitive on windows? if (ext && f.substr(-1 * ext.length) === ext) { f = f.substr(0, f.length - ext.length); } return f; }; exports.extname = function(path) { return splitPath(path)[3]; }; function filter (xs, f) { if (xs.filter) return xs.filter(f); var res = []; for (var i = 0; i < xs.length; i++) { if (f(xs[i], i, xs)) res.push(xs[i]); } return res; } // String.prototype.substr - negative index don't work in IE8 var substr = 'ab'.substr(-1) === 'b' ? function (str, start, len) { return str.substr(start, len) } : function (str, start, len) { if (start < 0) start = str.length + start; return str.substr(start, len); } ; }).call(this,require('_process')) },{"_process":74}],74:[function(require,module,exports){ // shim for using process in browser var process = module.exports = {}; var queue = []; var draining = false; function drainQueue() { if (draining) { return; } draining = true; var currentQueue; var len = queue.length; while(len) { currentQueue = queue; queue = []; var i = -1; while (++i < len) { currentQueue[i](); } len = queue.length; } draining = false; } process.nextTick = function (fun) { queue.push(fun); if (!draining) { setTimeout(drainQueue, 0); } }; process.title = 'browser'; process.browser = true; process.env = {}; process.argv = []; process.version = ''; // empty string to avoid regexp issues function noop() {} process.on = noop; process.addListener = noop; process.once = noop; process.off = noop; process.removeListener = noop; process.removeAllListeners = noop; process.emit = noop; process.binding = function (name) { throw new Error('process.binding is not supported'); }; // TODO(shtylman) process.cwd = function () { return '/' }; process.chdir = function (dir) { throw new Error('process.chdir is not supported'); }; process.umask = function() { return 0; }; },{}],75:[function(require,module,exports){ module.exports = require("./lib/_stream_duplex.js") },{"./lib/_stream_duplex.js":76}],76:[function(require,module,exports){ (function (process){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. // a duplex stream is just a stream that is both readable and writable. // Since JS doesn't have multiple prototypal inheritance, this class // prototypally inherits from Readable, and then parasitically from // Writable. module.exports = Duplex; /**/ var objectKeys = Object.keys || function (obj) { var keys = []; for (var key in obj) keys.push(key); return keys; } /**/ /**/ var util = require('core-util-is'); util.inherits = require('inherits'); /**/ var Readable = require('./_stream_readable'); var Writable = require('./_stream_writable'); util.inherits(Duplex, Readable); forEach(objectKeys(Writable.prototype), function(method) { if (!Duplex.prototype[method]) Duplex.prototype[method] = Writable.prototype[method]; }); function Duplex(options) { if (!(this instanceof Duplex)) return new Duplex(options); Readable.call(this, options); Writable.call(this, options); if (options && options.readable === false) this.readable = false; if (options && options.writable === false) this.writable = false; this.allowHalfOpen = true; if (options && options.allowHalfOpen === false) this.allowHalfOpen = false; this.once('end', onend); } // the no-half-open enforcer function onend() { // if we allow half-open state, or if the writable side ended, // then we're ok. if (this.allowHalfOpen || this._writableState.ended) return; // no more data can be written. // But allow more writes to happen in this tick. process.nextTick(this.end.bind(this)); } function forEach (xs, f) { for (var i = 0, l = xs.length; i < l; i++) { f(xs[i], i); } } }).call(this,require('_process')) },{"./_stream_readable":78,"./_stream_writable":80,"_process":74,"core-util-is":81,"inherits":71}],77:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. // a passthrough stream. // basically just the most minimal sort of Transform stream. // Every written chunk gets output as-is. module.exports = PassThrough; var Transform = require('./_stream_transform'); /**/ var util = require('core-util-is'); util.inherits = require('inherits'); /**/ util.inherits(PassThrough, Transform); function PassThrough(options) { if (!(this instanceof PassThrough)) return new PassThrough(options); Transform.call(this, options); } PassThrough.prototype._transform = function(chunk, encoding, cb) { cb(null, chunk); }; },{"./_stream_transform":79,"core-util-is":81,"inherits":71}],78:[function(require,module,exports){ (function (process){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. module.exports = Readable; /**/ var isArray = require('isarray'); /**/ /**/ var Buffer = require('buffer').Buffer; /**/ Readable.ReadableState = ReadableState; var EE = require('events').EventEmitter; /**/ if (!EE.listenerCount) EE.listenerCount = function(emitter, type) { return emitter.listeners(type).length; }; /**/ var Stream = require('stream'); /**/ var util = require('core-util-is'); util.inherits = require('inherits'); /**/ var StringDecoder; util.inherits(Readable, Stream); function ReadableState(options, stream) { options = options || {}; // the point at which it stops calling _read() to fill the buffer // Note: 0 is a valid value, means "don't call _read preemptively ever" var hwm = options.highWaterMark; this.highWaterMark = (hwm || hwm === 0) ? hwm : 16 * 1024; // cast to ints. this.highWaterMark = ~~this.highWaterMark; this.buffer = []; this.length = 0; this.pipes = null; this.pipesCount = 0; this.flowing = false; this.ended = false; this.endEmitted = false; this.reading = false; // In streams that never have any data, and do push(null) right away, // the consumer can miss the 'end' event if they do some I/O before // consuming the stream. So, we don't emit('end') until some reading // happens. this.calledRead = false; // a flag to be able to tell if the onwrite cb is called immediately, // or on a later tick. We set this to true at first, becuase any // actions that shouldn't happen until "later" should generally also // not happen before the first write call. this.sync = true; // whenever we return null, then we set a flag to say // that we're awaiting a 'readable' event emission. this.needReadable = false; this.emittedReadable = false; this.readableListening = false; // object stream flag. Used to make read(n) ignore n and to // make all the buffer merging and length checks go away this.objectMode = !!options.objectMode; // Crypto is kind of old and crusty. Historically, its default string // encoding is 'binary' so we have to make this configurable. // Everything else in the universe uses 'utf8', though. this.defaultEncoding = options.defaultEncoding || 'utf8'; // when piping, we only care about 'readable' events that happen // after read()ing all the bytes and not getting any pushback. this.ranOut = false; // the number of writers that are awaiting a drain event in .pipe()s this.awaitDrain = 0; // if true, a maybeReadMore has been scheduled this.readingMore = false; this.decoder = null; this.encoding = null; if (options.encoding) { if (!StringDecoder) StringDecoder = require('string_decoder/').StringDecoder; this.decoder = new StringDecoder(options.encoding); this.encoding = options.encoding; } } function Readable(options) { if (!(this instanceof Readable)) return new Readable(options); this._readableState = new ReadableState(options, this); // legacy this.readable = true; Stream.call(this); } // Manually shove something into the read() buffer. // This returns true if the highWaterMark has not been hit yet, // similar to how Writable.write() returns true if you should // write() some more. Readable.prototype.push = function(chunk, encoding) { var state = this._readableState; if (typeof chunk === 'string' && !state.objectMode) { encoding = encoding || state.defaultEncoding; if (encoding !== state.encoding) { chunk = new Buffer(chunk, encoding); encoding = ''; } } return readableAddChunk(this, state, chunk, encoding, false); }; // Unshift should *always* be something directly out of read() Readable.prototype.unshift = function(chunk) { var state = this._readableState; return readableAddChunk(this, state, chunk, '', true); }; function readableAddChunk(stream, state, chunk, encoding, addToFront) { var er = chunkInvalid(state, chunk); if (er) { stream.emit('error', er); } else if (chunk === null || chunk === undefined) { state.reading = false; if (!state.ended) onEofChunk(stream, state); } else if (state.objectMode || chunk && chunk.length > 0) { if (state.ended && !addToFront) { var e = new Error('stream.push() after EOF'); stream.emit('error', e); } else if (state.endEmitted && addToFront) { var e = new Error('stream.unshift() after end event'); stream.emit('error', e); } else { if (state.decoder && !addToFront && !encoding) chunk = state.decoder.write(chunk); // update the buffer info. state.length += state.objectMode ? 1 : chunk.length; if (addToFront) { state.buffer.unshift(chunk); } else { state.reading = false; state.buffer.push(chunk); } if (state.needReadable) emitReadable(stream); maybeReadMore(stream, state); } } else if (!addToFront) { state.reading = false; } return needMoreData(state); } // if it's past the high water mark, we can push in some more. // Also, if we have no data yet, we can stand some // more bytes. This is to work around cases where hwm=0, // such as the repl. Also, if the push() triggered a // readable event, and the user called read(largeNumber) such that // needReadable was set, then we ought to push more, so that another // 'readable' event will be triggered. function needMoreData(state) { return !state.ended && (state.needReadable || state.length < state.highWaterMark || state.length === 0); } // backwards compatibility. Readable.prototype.setEncoding = function(enc) { if (!StringDecoder) StringDecoder = require('string_decoder/').StringDecoder; this._readableState.decoder = new StringDecoder(enc); this._readableState.encoding = enc; }; // Don't raise the hwm > 128MB var MAX_HWM = 0x800000; function roundUpToNextPowerOf2(n) { if (n >= MAX_HWM) { n = MAX_HWM; } else { // Get the next highest power of 2 n--; for (var p = 1; p < 32; p <<= 1) n |= n >> p; n++; } return n; } function howMuchToRead(n, state) { if (state.length === 0 && state.ended) return 0; if (state.objectMode) return n === 0 ? 0 : 1; if (n === null || isNaN(n)) { // only flow one buffer at a time if (state.flowing && state.buffer.length) return state.buffer[0].length; else return state.length; } if (n <= 0) return 0; // If we're asking for more than the target buffer level, // then raise the water mark. Bump up to the next highest // power of 2, to prevent increasing it excessively in tiny // amounts. if (n > state.highWaterMark) state.highWaterMark = roundUpToNextPowerOf2(n); // don't have that much. return null, unless we've ended. if (n > state.length) { if (!state.ended) { state.needReadable = true; return 0; } else return state.length; } return n; } // you can override either this method, or the async _read(n) below. Readable.prototype.read = function(n) { var state = this._readableState; state.calledRead = true; var nOrig = n; var ret; if (typeof n !== 'number' || n > 0) state.emittedReadable = false; // if we're doing read(0) to trigger a readable event, but we // already have a bunch of data in the buffer, then just trigger // the 'readable' event and move on. if (n === 0 && state.needReadable && (state.length >= state.highWaterMark || state.ended)) { emitReadable(this); return null; } n = howMuchToRead(n, state); // if we've ended, and we're now clear, then finish it up. if (n === 0 && state.ended) { ret = null; // In cases where the decoder did not receive enough data // to produce a full chunk, then immediately received an // EOF, state.buffer will contain [, ]. // howMuchToRead will see this and coerce the amount to // read to zero (because it's looking at the length of the // first in state.buffer), and we'll end up here. // // This can only happen via state.decoder -- no other venue // exists for pushing a zero-length chunk into state.buffer // and triggering this behavior. In this case, we return our // remaining data and end the stream, if appropriate. if (state.length > 0 && state.decoder) { ret = fromList(n, state); state.length -= ret.length; } if (state.length === 0) endReadable(this); return ret; } // All the actual chunk generation logic needs to be // *below* the call to _read. The reason is that in certain // synthetic stream cases, such as passthrough streams, _read // may be a completely synchronous operation which may change // the state of the read buffer, providing enough data when // before there was *not* enough. // // So, the steps are: // 1. Figure out what the state of things will be after we do // a read from the buffer. // // 2. If that resulting state will trigger a _read, then call _read. // Note that this may be asynchronous, or synchronous. Yes, it is // deeply ugly to write APIs this way, but that still doesn't mean // that the Readable class should behave improperly, as streams are // designed to be sync/async agnostic. // Take note if the _read call is sync or async (ie, if the read call // has returned yet), so that we know whether or not it's safe to emit // 'readable' etc. // // 3. Actually pull the requested chunks out of the buffer and return. // if we need a readable event, then we need to do some reading. var doRead = state.needReadable; // if we currently have less than the highWaterMark, then also read some if (state.length - n <= state.highWaterMark) doRead = true; // however, if we've ended, then there's no point, and if we're already // reading, then it's unnecessary. if (state.ended || state.reading) doRead = false; if (doRead) { state.reading = true; state.sync = true; // if the length is currently zero, then we *need* a readable event. if (state.length === 0) state.needReadable = true; // call internal read method this._read(state.highWaterMark); state.sync = false; } // If _read called its callback synchronously, then `reading` // will be false, and we need to re-evaluate how much data we // can return to the user. if (doRead && !state.reading) n = howMuchToRead(nOrig, state); if (n > 0) ret = fromList(n, state); else ret = null; if (ret === null) { state.needReadable = true; n = 0; } state.length -= n; // If we have nothing in the buffer, then we want to know // as soon as we *do* get something into the buffer. if (state.length === 0 && !state.ended) state.needReadable = true; // If we happened to read() exactly the remaining amount in the // buffer, and the EOF has been seen at this point, then make sure // that we emit 'end' on the very next tick. if (state.ended && !state.endEmitted && state.length === 0) endReadable(this); return ret; }; function chunkInvalid(state, chunk) { var er = null; if (!Buffer.isBuffer(chunk) && 'string' !== typeof chunk && chunk !== null && chunk !== undefined && !state.objectMode) { er = new TypeError('Invalid non-string/buffer chunk'); } return er; } function onEofChunk(stream, state) { if (state.decoder && !state.ended) { var chunk = state.decoder.end(); if (chunk && chunk.length) { state.buffer.push(chunk); state.length += state.objectMode ? 1 : chunk.length; } } state.ended = true; // if we've ended and we have some data left, then emit // 'readable' now to make sure it gets picked up. if (state.length > 0) emitReadable(stream); else endReadable(stream); } // Don't emit readable right away in sync mode, because this can trigger // another read() call => stack overflow. This way, it might trigger // a nextTick recursion warning, but that's not so bad. function emitReadable(stream) { var state = stream._readableState; state.needReadable = false; if (state.emittedReadable) return; state.emittedReadable = true; if (state.sync) process.nextTick(function() { emitReadable_(stream); }); else emitReadable_(stream); } function emitReadable_(stream) { stream.emit('readable'); } // at this point, the user has presumably seen the 'readable' event, // and called read() to consume some data. that may have triggered // in turn another _read(n) call, in which case reading = true if // it's in progress. // However, if we're not ended, or reading, and the length < hwm, // then go ahead and try to read some more preemptively. function maybeReadMore(stream, state) { if (!state.readingMore) { state.readingMore = true; process.nextTick(function() { maybeReadMore_(stream, state); }); } } function maybeReadMore_(stream, state) { var len = state.length; while (!state.reading && !state.flowing && !state.ended && state.length < state.highWaterMark) { stream.read(0); if (len === state.length) // didn't get any data, stop spinning. break; else len = state.length; } state.readingMore = false; } // abstract method. to be overridden in specific implementation classes. // call cb(er, data) where data is <= n in length. // for virtual (non-string, non-buffer) streams, "length" is somewhat // arbitrary, and perhaps not very meaningful. Readable.prototype._read = function(n) { this.emit('error', new Error('not implemented')); }; Readable.prototype.pipe = function(dest, pipeOpts) { var src = this; var state = this._readableState; switch (state.pipesCount) { case 0: state.pipes = dest; break; case 1: state.pipes = [state.pipes, dest]; break; default: state.pipes.push(dest); break; } state.pipesCount += 1; var doEnd = (!pipeOpts || pipeOpts.end !== false) && dest !== process.stdout && dest !== process.stderr; var endFn = doEnd ? onend : cleanup; if (state.endEmitted) process.nextTick(endFn); else src.once('end', endFn); dest.on('unpipe', onunpipe); function onunpipe(readable) { if (readable !== src) return; cleanup(); } function onend() { dest.end(); } // when the dest drains, it reduces the awaitDrain counter // on the source. This would be more elegant with a .once() // handler in flow(), but adding and removing repeatedly is // too slow. var ondrain = pipeOnDrain(src); dest.on('drain', ondrain); function cleanup() { // cleanup event handlers once the pipe is broken dest.removeListener('close', onclose); dest.removeListener('finish', onfinish); dest.removeListener('drain', ondrain); dest.removeListener('error', onerror); dest.removeListener('unpipe', onunpipe); src.removeListener('end', onend); src.removeListener('end', cleanup); // if the reader is waiting for a drain event from this // specific writer, then it would cause it to never start // flowing again. // So, if this is awaiting a drain, then we just call it now. // If we don't know, then assume that we are waiting for one. if (!dest._writableState || dest._writableState.needDrain) ondrain(); } // if the dest has an error, then stop piping into it. // however, don't suppress the throwing behavior for this. function onerror(er) { unpipe(); dest.removeListener('error', onerror); if (EE.listenerCount(dest, 'error') === 0) dest.emit('error', er); } // This is a brutally ugly hack to make sure that our error handler // is attached before any userland ones. NEVER DO THIS. if (!dest._events || !dest._events.error) dest.on('error', onerror); else if (isArray(dest._events.error)) dest._events.error.unshift(onerror); else dest._events.error = [onerror, dest._events.error]; // Both close and finish should trigger unpipe, but only once. function onclose() { dest.removeListener('finish', onfinish); unpipe(); } dest.once('close', onclose); function onfinish() { dest.removeListener('close', onclose); unpipe(); } dest.once('finish', onfinish); function unpipe() { src.unpipe(dest); } // tell the dest that it's being piped to dest.emit('pipe', src); // start the flow if it hasn't been started already. if (!state.flowing) { // the handler that waits for readable events after all // the data gets sucked out in flow. // This would be easier to follow with a .once() handler // in flow(), but that is too slow. this.on('readable', pipeOnReadable); state.flowing = true; process.nextTick(function() { flow(src); }); } return dest; }; function pipeOnDrain(src) { return function() { var dest = this; var state = src._readableState; state.awaitDrain--; if (state.awaitDrain === 0) flow(src); }; } function flow(src) { var state = src._readableState; var chunk; state.awaitDrain = 0; function write(dest, i, list) { var written = dest.write(chunk); if (false === written) { state.awaitDrain++; } } while (state.pipesCount && null !== (chunk = src.read())) { if (state.pipesCount === 1) write(state.pipes, 0, null); else forEach(state.pipes, write); src.emit('data', chunk); // if anyone needs a drain, then we have to wait for that. if (state.awaitDrain > 0) return; } // if every destination was unpiped, either before entering this // function, or in the while loop, then stop flowing. // // NB: This is a pretty rare edge case. if (state.pipesCount === 0) { state.flowing = false; // if there were data event listeners added, then switch to old mode. if (EE.listenerCount(src, 'data') > 0) emitDataEvents(src); return; } // at this point, no one needed a drain, so we just ran out of data // on the next readable event, start it over again. state.ranOut = true; } function pipeOnReadable() { if (this._readableState.ranOut) { this._readableState.ranOut = false; flow(this); } } Readable.prototype.unpipe = function(dest) { var state = this._readableState; // if we're not piping anywhere, then do nothing. if (state.pipesCount === 0) return this; // just one destination. most common case. if (state.pipesCount === 1) { // passed in one, but it's not the right one. if (dest && dest !== state.pipes) return this; if (!dest) dest = state.pipes; // got a match. state.pipes = null; state.pipesCount = 0; this.removeListener('readable', pipeOnReadable); state.flowing = false; if (dest) dest.emit('unpipe', this); return this; } // slow case. multiple pipe destinations. if (!dest) { // remove all. var dests = state.pipes; var len = state.pipesCount; state.pipes = null; state.pipesCount = 0; this.removeListener('readable', pipeOnReadable); state.flowing = false; for (var i = 0; i < len; i++) dests[i].emit('unpipe', this); return this; } // try to find the right one. var i = indexOf(state.pipes, dest); if (i === -1) return this; state.pipes.splice(i, 1); state.pipesCount -= 1; if (state.pipesCount === 1) state.pipes = state.pipes[0]; dest.emit('unpipe', this); return this; }; // set up data events if they are asked for // Ensure readable listeners eventually get something Readable.prototype.on = function(ev, fn) { var res = Stream.prototype.on.call(this, ev, fn); if (ev === 'data' && !this._readableState.flowing) emitDataEvents(this); if (ev === 'readable' && this.readable) { var state = this._readableState; if (!state.readableListening) { state.readableListening = true; state.emittedReadable = false; state.needReadable = true; if (!state.reading) { this.read(0); } else if (state.length) { emitReadable(this, state); } } } return res; }; Readable.prototype.addListener = Readable.prototype.on; // pause() and resume() are remnants of the legacy readable stream API // If the user uses them, then switch into old mode. Readable.prototype.resume = function() { emitDataEvents(this); this.read(0); this.emit('resume'); }; Readable.prototype.pause = function() { emitDataEvents(this, true); this.emit('pause'); }; function emitDataEvents(stream, startPaused) { var state = stream._readableState; if (state.flowing) { // https://github.com/isaacs/readable-stream/issues/16 throw new Error('Cannot switch to old mode now.'); } var paused = startPaused || false; var readable = false; // convert to an old-style stream. stream.readable = true; stream.pipe = Stream.prototype.pipe; stream.on = stream.addListener = Stream.prototype.on; stream.on('readable', function() { readable = true; var c; while (!paused && (null !== (c = stream.read()))) stream.emit('data', c); if (c === null) { readable = false; stream._readableState.needReadable = true; } }); stream.pause = function() { paused = true; this.emit('pause'); }; stream.resume = function() { paused = false; if (readable) process.nextTick(function() { stream.emit('readable'); }); else this.read(0); this.emit('resume'); }; // now make it start, just in case it hadn't already. stream.emit('readable'); } // wrap an old-style stream as the async data source. // This is *not* part of the readable stream interface. // It is an ugly unfortunate mess of history. Readable.prototype.wrap = function(stream) { var state = this._readableState; var paused = false; var self = this; stream.on('end', function() { if (state.decoder && !state.ended) { var chunk = state.decoder.end(); if (chunk && chunk.length) self.push(chunk); } self.push(null); }); stream.on('data', function(chunk) { if (state.decoder) chunk = state.decoder.write(chunk); // don't skip over falsy values in objectMode //if (state.objectMode && util.isNullOrUndefined(chunk)) if (state.objectMode && (chunk === null || chunk === undefined)) return; else if (!state.objectMode && (!chunk || !chunk.length)) return; var ret = self.push(chunk); if (!ret) { paused = true; stream.pause(); } }); // proxy all the other methods. // important when wrapping filters and duplexes. for (var i in stream) { if (typeof stream[i] === 'function' && typeof this[i] === 'undefined') { this[i] = function(method) { return function() { return stream[method].apply(stream, arguments); }}(i); } } // proxy certain important events. var events = ['error', 'close', 'destroy', 'pause', 'resume']; forEach(events, function(ev) { stream.on(ev, self.emit.bind(self, ev)); }); // when we try to consume some more bytes, simply unpause the // underlying stream. self._read = function(n) { if (paused) { paused = false; stream.resume(); } }; return self; }; // exposed for testing purposes only. Readable._fromList = fromList; // Pluck off n bytes from an array of buffers. // Length is the combined lengths of all the buffers in the list. function fromList(n, state) { var list = state.buffer; var length = state.length; var stringMode = !!state.decoder; var objectMode = !!state.objectMode; var ret; // nothing in the list, definitely empty. if (list.length === 0) return null; if (length === 0) ret = null; else if (objectMode) ret = list.shift(); else if (!n || n >= length) { // read it all, truncate the array. if (stringMode) ret = list.join(''); else ret = Buffer.concat(list, length); list.length = 0; } else { // read just some of it. if (n < list[0].length) { // just take a part of the first list item. // slice is the same for buffers and strings. var buf = list[0]; ret = buf.slice(0, n); list[0] = buf.slice(n); } else if (n === list[0].length) { // first list is a perfect match ret = list.shift(); } else { // complex case. // we have enough to cover it, but it spans past the first buffer. if (stringMode) ret = ''; else ret = new Buffer(n); var c = 0; for (var i = 0, l = list.length; i < l && c < n; i++) { var buf = list[0]; var cpy = Math.min(n - c, buf.length); if (stringMode) ret += buf.slice(0, cpy); else buf.copy(ret, c, 0, cpy); if (cpy < buf.length) list[0] = buf.slice(cpy); else list.shift(); c += cpy; } } } return ret; } function endReadable(stream) { var state = stream._readableState; // If we get here before consuming all the bytes, then that is a // bug in node. Should never happen. if (state.length > 0) throw new Error('endReadable called on non-empty stream'); if (!state.endEmitted && state.calledRead) { state.ended = true; process.nextTick(function() { // Check that we didn't get one last unshift. if (!state.endEmitted && state.length === 0) { state.endEmitted = true; stream.readable = false; stream.emit('end'); } }); } } function forEach (xs, f) { for (var i = 0, l = xs.length; i < l; i++) { f(xs[i], i); } } function indexOf (xs, x) { for (var i = 0, l = xs.length; i < l; i++) { if (xs[i] === x) return i; } return -1; } }).call(this,require('_process')) },{"_process":74,"buffer":66,"core-util-is":81,"events":70,"inherits":71,"isarray":72,"stream":86,"string_decoder/":87}],79:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. // a transform stream is a readable/writable stream where you do // something with the data. Sometimes it's called a "filter", // but that's not a great name for it, since that implies a thing where // some bits pass through, and others are simply ignored. (That would // be a valid example of a transform, of course.) // // While the output is causally related to the input, it's not a // necessarily symmetric or synchronous transformation. For example, // a zlib stream might take multiple plain-text writes(), and then // emit a single compressed chunk some time in the future. // // Here's how this works: // // The Transform stream has all the aspects of the readable and writable // stream classes. When you write(chunk), that calls _write(chunk,cb) // internally, and returns false if there's a lot of pending writes // buffered up. When you call read(), that calls _read(n) until // there's enough pending readable data buffered up. // // In a transform stream, the written data is placed in a buffer. When // _read(n) is called, it transforms the queued up data, calling the // buffered _write cb's as it consumes chunks. If consuming a single // written chunk would result in multiple output chunks, then the first // outputted bit calls the readcb, and subsequent chunks just go into // the read buffer, and will cause it to emit 'readable' if necessary. // // This way, back-pressure is actually determined by the reading side, // since _read has to be called to start processing a new chunk. However, // a pathological inflate type of transform can cause excessive buffering // here. For example, imagine a stream where every byte of input is // interpreted as an integer from 0-255, and then results in that many // bytes of output. Writing the 4 bytes {ff,ff,ff,ff} would result in // 1kb of data being output. In this case, you could write a very small // amount of input, and end up with a very large amount of output. In // such a pathological inflating mechanism, there'd be no way to tell // the system to stop doing the transform. A single 4MB write could // cause the system to run out of memory. // // However, even in such a pathological case, only a single written chunk // would be consumed, and then the rest would wait (un-transformed) until // the results of the previous transformed chunk were consumed. module.exports = Transform; var Duplex = require('./_stream_duplex'); /**/ var util = require('core-util-is'); util.inherits = require('inherits'); /**/ util.inherits(Transform, Duplex); function TransformState(options, stream) { this.afterTransform = function(er, data) { return afterTransform(stream, er, data); }; this.needTransform = false; this.transforming = false; this.writecb = null; this.writechunk = null; } function afterTransform(stream, er, data) { var ts = stream._transformState; ts.transforming = false; var cb = ts.writecb; if (!cb) return stream.emit('error', new Error('no writecb in Transform class')); ts.writechunk = null; ts.writecb = null; if (data !== null && data !== undefined) stream.push(data); if (cb) cb(er); var rs = stream._readableState; rs.reading = false; if (rs.needReadable || rs.length < rs.highWaterMark) { stream._read(rs.highWaterMark); } } function Transform(options) { if (!(this instanceof Transform)) return new Transform(options); Duplex.call(this, options); var ts = this._transformState = new TransformState(options, this); // when the writable side finishes, then flush out anything remaining. var stream = this; // start out asking for a readable event once data is transformed. this._readableState.needReadable = true; // we have implemented the _read method, and done the other things // that Readable wants before the first _read call, so unset the // sync guard flag. this._readableState.sync = false; this.once('finish', function() { if ('function' === typeof this._flush) this._flush(function(er) { done(stream, er); }); else done(stream); }); } Transform.prototype.push = function(chunk, encoding) { this._transformState.needTransform = false; return Duplex.prototype.push.call(this, chunk, encoding); }; // This is the part where you do stuff! // override this function in implementation classes. // 'chunk' is an input chunk. // // Call `push(newChunk)` to pass along transformed output // to the readable side. You may call 'push' zero or more times. // // Call `cb(err)` when you are done with this chunk. If you pass // an error, then that'll put the hurt on the whole operation. If you // never call cb(), then you'll never get another chunk. Transform.prototype._transform = function(chunk, encoding, cb) { throw new Error('not implemented'); }; Transform.prototype._write = function(chunk, encoding, cb) { var ts = this._transformState; ts.writecb = cb; ts.writechunk = chunk; ts.writeencoding = encoding; if (!ts.transforming) { var rs = this._readableState; if (ts.needTransform || rs.needReadable || rs.length < rs.highWaterMark) this._read(rs.highWaterMark); } }; // Doesn't matter what the args are here. // _transform does all the work. // That we got here means that the readable side wants more data. Transform.prototype._read = function(n) { var ts = this._transformState; if (ts.writechunk !== null && ts.writecb && !ts.transforming) { ts.transforming = true; this._transform(ts.writechunk, ts.writeencoding, ts.afterTransform); } else { // mark that we need a transform, so that any data that comes in // will get processed, now that we've asked for it. ts.needTransform = true; } }; function done(stream, er) { if (er) return stream.emit('error', er); // if there's nothing in the write buffer, then that means // that nothing more will ever be provided var ws = stream._writableState; var rs = stream._readableState; var ts = stream._transformState; if (ws.length) throw new Error('calling transform done when ws.length != 0'); if (ts.transforming) throw new Error('calling transform done when still transforming'); return stream.push(null); } },{"./_stream_duplex":76,"core-util-is":81,"inherits":71}],80:[function(require,module,exports){ (function (process){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. // A bit simpler than readable streams. // Implement an async ._write(chunk, cb), and it'll handle all // the drain event emission and buffering. module.exports = Writable; /**/ var Buffer = require('buffer').Buffer; /**/ Writable.WritableState = WritableState; /**/ var util = require('core-util-is'); util.inherits = require('inherits'); /**/ var Stream = require('stream'); util.inherits(Writable, Stream); function WriteReq(chunk, encoding, cb) { this.chunk = chunk; this.encoding = encoding; this.callback = cb; } function WritableState(options, stream) { options = options || {}; // the point at which write() starts returning false // Note: 0 is a valid value, means that we always return false if // the entire buffer is not flushed immediately on write() var hwm = options.highWaterMark; this.highWaterMark = (hwm || hwm === 0) ? hwm : 16 * 1024; // object stream flag to indicate whether or not this stream // contains buffers or objects. this.objectMode = !!options.objectMode; // cast to ints. this.highWaterMark = ~~this.highWaterMark; this.needDrain = false; // at the start of calling end() this.ending = false; // when end() has been called, and returned this.ended = false; // when 'finish' is emitted this.finished = false; // should we decode strings into buffers before passing to _write? // this is here so that some node-core streams can optimize string // handling at a lower level. var noDecode = options.decodeStrings === false; this.decodeStrings = !noDecode; // Crypto is kind of old and crusty. Historically, its default string // encoding is 'binary' so we have to make this configurable. // Everything else in the universe uses 'utf8', though. this.defaultEncoding = options.defaultEncoding || 'utf8'; // not an actual buffer we keep track of, but a measurement // of how much we're waiting to get pushed to some underlying // socket or file. this.length = 0; // a flag to see when we're in the middle of a write. this.writing = false; // a flag to be able to tell if the onwrite cb is called immediately, // or on a later tick. We set this to true at first, becuase any // actions that shouldn't happen until "later" should generally also // not happen before the first write call. this.sync = true; // a flag to know if we're processing previously buffered items, which // may call the _write() callback in the same tick, so that we don't // end up in an overlapped onwrite situation. this.bufferProcessing = false; // the callback that's passed to _write(chunk,cb) this.onwrite = function(er) { onwrite(stream, er); }; // the callback that the user supplies to write(chunk,encoding,cb) this.writecb = null; // the amount that is being written when _write is called. this.writelen = 0; this.buffer = []; // True if the error was already emitted and should not be thrown again this.errorEmitted = false; } function Writable(options) { var Duplex = require('./_stream_duplex'); // Writable ctor is applied to Duplexes, though they're not // instanceof Writable, they're instanceof Readable. if (!(this instanceof Writable) && !(this instanceof Duplex)) return new Writable(options); this._writableState = new WritableState(options, this); // legacy. this.writable = true; Stream.call(this); } // Otherwise people can pipe Writable streams, which is just wrong. Writable.prototype.pipe = function() { this.emit('error', new Error('Cannot pipe. Not readable.')); }; function writeAfterEnd(stream, state, cb) { var er = new Error('write after end'); // TODO: defer error events consistently everywhere, not just the cb stream.emit('error', er); process.nextTick(function() { cb(er); }); } // If we get something that is not a buffer, string, null, or undefined, // and we're not in objectMode, then that's an error. // Otherwise stream chunks are all considered to be of length=1, and the // watermarks determine how many objects to keep in the buffer, rather than // how many bytes or characters. function validChunk(stream, state, chunk, cb) { var valid = true; if (!Buffer.isBuffer(chunk) && 'string' !== typeof chunk && chunk !== null && chunk !== undefined && !state.objectMode) { var er = new TypeError('Invalid non-string/buffer chunk'); stream.emit('error', er); process.nextTick(function() { cb(er); }); valid = false; } return valid; } Writable.prototype.write = function(chunk, encoding, cb) { var state = this._writableState; var ret = false; if (typeof encoding === 'function') { cb = encoding; encoding = null; } if (Buffer.isBuffer(chunk)) encoding = 'buffer'; else if (!encoding) encoding = state.defaultEncoding; if (typeof cb !== 'function') cb = function() {}; if (state.ended) writeAfterEnd(this, state, cb); else if (validChunk(this, state, chunk, cb)) ret = writeOrBuffer(this, state, chunk, encoding, cb); return ret; }; function decodeChunk(state, chunk, encoding) { if (!state.objectMode && state.decodeStrings !== false && typeof chunk === 'string') { chunk = new Buffer(chunk, encoding); } return chunk; } // if we're already writing something, then just put this // in the queue, and wait our turn. Otherwise, call _write // If we return false, then we need a drain event, so set that flag. function writeOrBuffer(stream, state, chunk, encoding, cb) { chunk = decodeChunk(state, chunk, encoding); if (Buffer.isBuffer(chunk)) encoding = 'buffer'; var len = state.objectMode ? 1 : chunk.length; state.length += len; var ret = state.length < state.highWaterMark; // we must ensure that previous needDrain will not be reset to false. if (!ret) state.needDrain = true; if (state.writing) state.buffer.push(new WriteReq(chunk, encoding, cb)); else doWrite(stream, state, len, chunk, encoding, cb); return ret; } function doWrite(stream, state, len, chunk, encoding, cb) { state.writelen = len; state.writecb = cb; state.writing = true; state.sync = true; stream._write(chunk, encoding, state.onwrite); state.sync = false; } function onwriteError(stream, state, sync, er, cb) { if (sync) process.nextTick(function() { cb(er); }); else cb(er); stream._writableState.errorEmitted = true; stream.emit('error', er); } function onwriteStateUpdate(state) { state.writing = false; state.writecb = null; state.length -= state.writelen; state.writelen = 0; } function onwrite(stream, er) { var state = stream._writableState; var sync = state.sync; var cb = state.writecb; onwriteStateUpdate(state); if (er) onwriteError(stream, state, sync, er, cb); else { // Check if we're actually ready to finish, but don't emit yet var finished = needFinish(stream, state); if (!finished && !state.bufferProcessing && state.buffer.length) clearBuffer(stream, state); if (sync) { process.nextTick(function() { afterWrite(stream, state, finished, cb); }); } else { afterWrite(stream, state, finished, cb); } } } function afterWrite(stream, state, finished, cb) { if (!finished) onwriteDrain(stream, state); cb(); if (finished) finishMaybe(stream, state); } // Must force callback to be called on nextTick, so that we don't // emit 'drain' before the write() consumer gets the 'false' return // value, and has a chance to attach a 'drain' listener. function onwriteDrain(stream, state) { if (state.length === 0 && state.needDrain) { state.needDrain = false; stream.emit('drain'); } } // if there's something in the buffer waiting, then process it function clearBuffer(stream, state) { state.bufferProcessing = true; for (var c = 0; c < state.buffer.length; c++) { var entry = state.buffer[c]; var chunk = entry.chunk; var encoding = entry.encoding; var cb = entry.callback; var len = state.objectMode ? 1 : chunk.length; doWrite(stream, state, len, chunk, encoding, cb); // if we didn't call the onwrite immediately, then // it means that we need to wait until it does. // also, that means that the chunk and cb are currently // being processed, so move the buffer counter past them. if (state.writing) { c++; break; } } state.bufferProcessing = false; if (c < state.buffer.length) state.buffer = state.buffer.slice(c); else state.buffer.length = 0; } Writable.prototype._write = function(chunk, encoding, cb) { cb(new Error('not implemented')); }; Writable.prototype.end = function(chunk, encoding, cb) { var state = this._writableState; if (typeof chunk === 'function') { cb = chunk; chunk = null; encoding = null; } else if (typeof encoding === 'function') { cb = encoding; encoding = null; } if (typeof chunk !== 'undefined' && chunk !== null) this.write(chunk, encoding); // ignore unnecessary end() calls. if (!state.ending && !state.finished) endWritable(this, state, cb); }; function needFinish(stream, state) { return (state.ending && state.length === 0 && !state.finished && !state.writing); } function finishMaybe(stream, state) { var need = needFinish(stream, state); if (need) { state.finished = true; stream.emit('finish'); } return need; } function endWritable(stream, state, cb) { state.ending = true; finishMaybe(stream, state); if (cb) { if (state.finished) process.nextTick(cb); else stream.once('finish', cb); } state.ended = true; } }).call(this,require('_process')) },{"./_stream_duplex":76,"_process":74,"buffer":66,"core-util-is":81,"inherits":71,"stream":86}],81:[function(require,module,exports){ (function (Buffer){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. // NOTE: These type checking functions intentionally don't use `instanceof` // because it is fragile and can be easily faked with `Object.create()`. function isArray(ar) { return Array.isArray(ar); } exports.isArray = isArray; function isBoolean(arg) { return typeof arg === 'boolean'; } exports.isBoolean = isBoolean; function isNull(arg) { return arg === null; } exports.isNull = isNull; function isNullOrUndefined(arg) { return arg == null; } exports.isNullOrUndefined = isNullOrUndefined; function isNumber(arg) { return typeof arg === 'number'; } exports.isNumber = isNumber; function isString(arg) { return typeof arg === 'string'; } exports.isString = isString; function isSymbol(arg) { return typeof arg === 'symbol'; } exports.isSymbol = isSymbol; function isUndefined(arg) { return arg === void 0; } exports.isUndefined = isUndefined; function isRegExp(re) { return isObject(re) && objectToString(re) === '[object RegExp]'; } exports.isRegExp = isRegExp; function isObject(arg) { return typeof arg === 'object' && arg !== null; } exports.isObject = isObject; function isDate(d) { return isObject(d) && objectToString(d) === '[object Date]'; } exports.isDate = isDate; function isError(e) { return isObject(e) && (objectToString(e) === '[object Error]' || e instanceof Error); } exports.isError = isError; function isFunction(arg) { return typeof arg === 'function'; } exports.isFunction = isFunction; function isPrimitive(arg) { return arg === null || typeof arg === 'boolean' || typeof arg === 'number' || typeof arg === 'string' || typeof arg === 'symbol' || // ES6 symbol typeof arg === 'undefined'; } exports.isPrimitive = isPrimitive; function isBuffer(arg) { return Buffer.isBuffer(arg); } exports.isBuffer = isBuffer; function objectToString(o) { return Object.prototype.toString.call(o); } }).call(this,require("buffer").Buffer) },{"buffer":66}],82:[function(require,module,exports){ module.exports = require("./lib/_stream_passthrough.js") },{"./lib/_stream_passthrough.js":77}],83:[function(require,module,exports){ var Stream = require('stream'); // hack to fix a circular dependency issue when used with browserify exports = module.exports = require('./lib/_stream_readable.js'); exports.Stream = Stream; exports.Readable = exports; exports.Writable = require('./lib/_stream_writable.js'); exports.Duplex = require('./lib/_stream_duplex.js'); exports.Transform = require('./lib/_stream_transform.js'); exports.PassThrough = require('./lib/_stream_passthrough.js'); },{"./lib/_stream_duplex.js":76,"./lib/_stream_passthrough.js":77,"./lib/_stream_readable.js":78,"./lib/_stream_transform.js":79,"./lib/_stream_writable.js":80,"stream":86}],84:[function(require,module,exports){ module.exports = require("./lib/_stream_transform.js") },{"./lib/_stream_transform.js":79}],85:[function(require,module,exports){ module.exports = require("./lib/_stream_writable.js") },{"./lib/_stream_writable.js":80}],86:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. module.exports = Stream; var EE = require('events').EventEmitter; var inherits = require('inherits'); inherits(Stream, EE); Stream.Readable = require('readable-stream/readable.js'); Stream.Writable = require('readable-stream/writable.js'); Stream.Duplex = require('readable-stream/duplex.js'); Stream.Transform = require('readable-stream/transform.js'); Stream.PassThrough = require('readable-stream/passthrough.js'); // Backwards-compat with node 0.4.x Stream.Stream = Stream; // old-style streams. Note that the pipe method (the only relevant // part of this class) is overridden in the Readable class. function Stream() { EE.call(this); } Stream.prototype.pipe = function(dest, options) { var source = this; function ondata(chunk) { if (dest.writable) { if (false === dest.write(chunk) && source.pause) { source.pause(); } } } source.on('data', ondata); function ondrain() { if (source.readable && source.resume) { source.resume(); } } dest.on('drain', ondrain); // If the 'end' option is not supplied, dest.end() will be called when // source gets the 'end' or 'close' events. Only dest.end() once. if (!dest._isStdio && (!options || options.end !== false)) { source.on('end', onend); source.on('close', onclose); } var didOnEnd = false; function onend() { if (didOnEnd) return; didOnEnd = true; dest.end(); } function onclose() { if (didOnEnd) return; didOnEnd = true; if (typeof dest.destroy === 'function') dest.destroy(); } // don't leave dangling pipes when there are errors. function onerror(er) { cleanup(); if (EE.listenerCount(this, 'error') === 0) { throw er; // Unhandled stream error in pipe. } } source.on('error', onerror); dest.on('error', onerror); // remove all the event listeners that were added. function cleanup() { source.removeListener('data', ondata); dest.removeListener('drain', ondrain); source.removeListener('end', onend); source.removeListener('close', onclose); source.removeListener('error', onerror); dest.removeListener('error', onerror); source.removeListener('end', cleanup); source.removeListener('close', cleanup); dest.removeListener('close', cleanup); } source.on('end', cleanup); source.on('close', cleanup); dest.on('close', cleanup); dest.emit('pipe', source); // Allow for unix-like usage: A.pipe(B).pipe(C) return dest; }; },{"events":70,"inherits":71,"readable-stream/duplex.js":75,"readable-stream/passthrough.js":82,"readable-stream/readable.js":83,"readable-stream/transform.js":84,"readable-stream/writable.js":85}],87:[function(require,module,exports){ // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. var Buffer = require('buffer').Buffer; var isBufferEncoding = Buffer.isEncoding || function(encoding) { switch (encoding && encoding.toLowerCase()) { case 'hex': case 'utf8': case 'utf-8': case 'ascii': case 'binary': case 'base64': case 'ucs2': case 'ucs-2': case 'utf16le': case 'utf-16le': case 'raw': return true; default: return false; } } function assertEncoding(encoding) { if (encoding && !isBufferEncoding(encoding)) { throw new Error('Unknown encoding: ' + encoding); } } // StringDecoder provides an interface for efficiently splitting a series of // buffers into a series of JS strings without breaking apart multi-byte // characters. CESU-8 is handled as part of the UTF-8 encoding. // // @TODO Handling all encodings inside a single object makes it very difficult // to reason about this code, so it should be split up in the future. // @TODO There should be a utf8-strict encoding that rejects invalid UTF-8 code // points as used by CESU-8. var StringDecoder = exports.StringDecoder = function(encoding) { this.encoding = (encoding || 'utf8').toLowerCase().replace(/[-_]/, ''); assertEncoding(encoding); switch (this.encoding) { case 'utf8': // CESU-8 represents each of Surrogate Pair by 3-bytes this.surrogateSize = 3; break; case 'ucs2': case 'utf16le': // UTF-16 represents each of Surrogate Pair by 2-bytes this.surrogateSize = 2; this.detectIncompleteChar = utf16DetectIncompleteChar; break; case 'base64': // Base-64 stores 3 bytes in 4 chars, and pads the remainder. this.surrogateSize = 3; this.detectIncompleteChar = base64DetectIncompleteChar; break; default: this.write = passThroughWrite; return; } // Enough space to store all bytes of a single character. UTF-8 needs 4 // bytes, but CESU-8 may require up to 6 (3 bytes per surrogate). this.charBuffer = new Buffer(6); // Number of bytes received for the current incomplete multi-byte character. this.charReceived = 0; // Number of bytes expected for the current incomplete multi-byte character. this.charLength = 0; }; // write decodes the given buffer and returns it as JS string that is // guaranteed to not contain any partial multi-byte characters. Any partial // character found at the end of the buffer is buffered up, and will be // returned when calling write again with the remaining bytes. // // Note: Converting a Buffer containing an orphan surrogate to a String // currently works, but converting a String to a Buffer (via `new Buffer`, or // Buffer#write) will replace incomplete surrogates with the unicode // replacement character. See https://codereview.chromium.org/121173009/ . StringDecoder.prototype.write = function(buffer) { var charStr = ''; // if our last write ended with an incomplete multibyte character while (this.charLength) { // determine how many remaining bytes this buffer has to offer for this char var available = (buffer.length >= this.charLength - this.charReceived) ? this.charLength - this.charReceived : buffer.length; // add the new bytes to the char buffer buffer.copy(this.charBuffer, this.charReceived, 0, available); this.charReceived += available; if (this.charReceived < this.charLength) { // still not enough chars in this buffer? wait for more ... return ''; } // remove bytes belonging to the current character from the buffer buffer = buffer.slice(available, buffer.length); // get the character that was split charStr = this.charBuffer.slice(0, this.charLength).toString(this.encoding); // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character var charCode = charStr.charCodeAt(charStr.length - 1); if (charCode >= 0xD800 && charCode <= 0xDBFF) { this.charLength += this.surrogateSize; charStr = ''; continue; } this.charReceived = this.charLength = 0; // if there are no more bytes in this buffer, just emit our char if (buffer.length === 0) { return charStr; } break; } // determine and set charLength / charReceived this.detectIncompleteChar(buffer); var end = buffer.length; if (this.charLength) { // buffer the incomplete character bytes we got buffer.copy(this.charBuffer, 0, buffer.length - this.charReceived, end); end -= this.charReceived; } charStr += buffer.toString(this.encoding, 0, end); var end = charStr.length - 1; var charCode = charStr.charCodeAt(end); // CESU-8: lead surrogate (D800-DBFF) is also the incomplete character if (charCode >= 0xD800 && charCode <= 0xDBFF) { var size = this.surrogateSize; this.charLength += size; this.charReceived += size; this.charBuffer.copy(this.charBuffer, size, 0, size); buffer.copy(this.charBuffer, 0, 0, size); return charStr.substring(0, end); } // or just emit the charStr return charStr; }; // detectIncompleteChar determines if there is an incomplete UTF-8 character at // the end of the given buffer. If so, it sets this.charLength to the byte // length that character, and sets this.charReceived to the number of bytes // that are available for this character. StringDecoder.prototype.detectIncompleteChar = function(buffer) { // determine how many bytes we have to check at the end of this buffer var i = (buffer.length >= 3) ? 3 : buffer.length; // Figure out if one of the last i bytes of our buffer announces an // incomplete char. for (; i > 0; i--) { var c = buffer[buffer.length - i]; // See http://en.wikipedia.org/wiki/UTF-8#Description // 110XXXXX if (i == 1 && c >> 5 == 0x06) { this.charLength = 2; break; } // 1110XXXX if (i <= 2 && c >> 4 == 0x0E) { this.charLength = 3; break; } // 11110XXX if (i <= 3 && c >> 3 == 0x1E) { this.charLength = 4; break; } } this.charReceived = i; }; StringDecoder.prototype.end = function(buffer) { var res = ''; if (buffer && buffer.length) res = this.write(buffer); if (this.charReceived) { var cr = this.charReceived; var buf = this.charBuffer; var enc = this.encoding; res += buf.slice(0, cr).toString(enc); } return res; }; function passThroughWrite(buffer) { return buffer.toString(this.encoding); } function utf16DetectIncompleteChar(buffer) { this.charReceived = buffer.length % 2; this.charLength = this.charReceived ? 2 : 0; } function base64DetectIncompleteChar(buffer) { this.charReceived = buffer.length % 3; this.charLength = this.charReceived ? 3 : 0; } },{"buffer":66}]},{},[65]);