Browse Source

Added example webvr_stereo_pano

rNix 9 years ago
parent
commit
3f479a5ba6

+ 2 - 1
examples/files.js

@@ -227,7 +227,8 @@ var files = {
 	],
 	"webvr": [
 		"webvr_cubes",
-		"webvr_video"
+		"webvr_video",
+		"webvr_stereo_pano"
 	],
 	"css3d": [
 		"css3d_molecules",

+ 3331 - 0
examples/js/libs/webvr-polyfill.js

@@ -0,0 +1,3331 @@
+(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/**
+ * The base class for all VR devices.
+ */
+function VRDevice() {
+  this.hardwareUnitId = 'webvr-polyfill hardwareUnitId';
+  this.deviceId = 'webvr-polyfill deviceId';
+  this.deviceName = 'webvr-polyfill deviceName';
+}
+
+/**
+ * The base class for all VR HMD devices.
+ */
+function HMDVRDevice() {
+}
+HMDVRDevice.prototype = new VRDevice();
+
+/**
+ * The base class for all VR position sensor devices.
+ */
+function PositionSensorVRDevice() {
+}
+PositionSensorVRDevice.prototype = new VRDevice();
+
+module.exports.VRDevice = VRDevice;
+module.exports.HMDVRDevice = HMDVRDevice;
+module.exports.PositionSensorVRDevice = PositionSensorVRDevice;
+
+},{}],2:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+var HMDVRDevice = _dereq_('./base.js').HMDVRDevice;
+
+// Constants from vrtoolkit: https://github.com/googlesamples/cardboard-java.
+var DEFAULT_INTERPUPILLARY_DISTANCE = 0.06;
+var DEFAULT_FIELD_OF_VIEW = 40;
+
+var Eye = {
+  LEFT: 'left',
+  RIGHT: 'right'
+};
+
+/**
+ * The HMD itself, providing rendering parameters.
+ */
+function CardboardHMDVRDevice() {
+  // From com/google/vrtoolkit/cardboard/FieldOfView.java.
+  this.setMonocularFieldOfView_(DEFAULT_FIELD_OF_VIEW);
+  // Set display constants.
+  this.setInterpupillaryDistance(DEFAULT_INTERPUPILLARY_DISTANCE);
+}
+CardboardHMDVRDevice.prototype = new HMDVRDevice();
+
+CardboardHMDVRDevice.prototype.getEyeParameters = function(whichEye) {
+  var eyeTranslation;
+  var fieldOfView;
+  var renderRect;
+
+  if (whichEye == Eye.LEFT) {
+    eyeTranslation = this.eyeTranslationLeft;
+    fieldOfView = this.fieldOfViewLeft;
+    renderRect = this.renderRectLeft;
+  } else if (whichEye == Eye.RIGHT) {
+    eyeTranslation = this.eyeTranslationRight;
+    fieldOfView = this.fieldOfViewRight;
+    renderRect = this.renderRectRight;
+  } else {
+    console.error('Invalid eye provided: %s', whichEye);
+    return null;
+  }
+  return {
+    recommendedFieldOfView: fieldOfView,
+    eyeTranslation: eyeTranslation,
+    renderRect: renderRect
+  };
+};
+
+/**
+ * Sets the field of view for both eyes. This is according to WebVR spec:
+ *
+ * @param {FieldOfView} opt_fovLeft Field of view of the left eye.
+ * @param {FieldOfView} opt_fovRight Field of view of the right eye.
+ * @param {Number} opt_zNear The near plane.
+ * @param {Number} opt_zFar The far plane.
+ *
+ * http://mozvr.github.io/webvr-spec/webvr.html#dom-hmdvrdevice-setfieldofviewleftfov-rightfov-znear-zfar
+ */
+CardboardHMDVRDevice.prototype.setFieldOfView =
+    function(opt_fovLeft, opt_fovRight, opt_zNear, opt_zFar) {
+  if (opt_fovLeft) {
+    this.fieldOfViewLeft = opt_fovLeft;
+  }
+  if (opt_fovRight) {
+    this.fieldOfViewRight = opt_fovRight;
+  }
+  if (opt_zNear) {
+    this.zNear = opt_zNear;
+  }
+  if (opt_zFar) {
+    this.zFar = opt_zFar;
+  }
+};
+
+
+/**
+ * Changes the interpupillary distance of the rendered scene. This is useful for
+ * changing Cardboard viewers.
+ *
+ * Possibly a useful addition to the WebVR spec?
+ *
+ * @param {Number} ipd Distance between eyes.
+ */
+CardboardHMDVRDevice.prototype.setInterpupillaryDistance = function(ipd) {
+  this.eyeTranslationLeft = {
+    x: ipd * -0.5,
+    y: 0,
+    z: 0
+  };
+  this.eyeTranslationRight = {
+    x: ipd * 0.5,
+    y: 0,
+    z: 0
+  };
+};
+
+
+/**
+ * Changes the render rect (ie. viewport) where each eye is rendered. Again,
+ * useful for changing Cardboard viewers.
+ *
+ * @param {Rect} opt_rectLeft Viewport for left eye.
+ * @param {Rect} opt_rectRight Viewport for right eye.
+ */
+CardboardHMDVRDevice.prototype.setRenderRect = function(opt_rectLeft, opt_rectRight) {
+  if (opt_rectLeft) {
+    this.renderRectLeft = opt_rectLeft;
+  }
+  if (opt_rectRight) {
+    this.renderRectRight = opt_rectRight;
+  }
+};
+
+/**
+ * Sets a symmetrical field of view for both eyes, with just one angle.
+ *
+ * @param {Number} angle Angle in degrees of left, right, top and bottom for
+ * both eyes.
+ */
+CardboardHMDVRDevice.prototype.setMonocularFieldOfView_ = function(angle) {
+  this.setFieldOfView(this.createSymmetricalFieldOfView_(angle),
+                      this.createSymmetricalFieldOfView_(angle));
+};
+
+CardboardHMDVRDevice.prototype.createSymmetricalFieldOfView_ = function(angle) {
+  return {
+    upDegrees: angle,
+    downDegrees: angle,
+    leftDegrees: angle,
+    rightDegrees: angle
+  };
+};
+
+module.exports = CardboardHMDVRDevice;
+
+},{"./base.js":1}],3:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/**
+ * TODO: Fix up all "new THREE" instantiations to improve performance.
+ */
+var SensorSample = _dereq_('./sensor-sample.js');
+var THREE = _dereq_('./three-math.js');
+var Util = _dereq_('./util.js');
+
+var DEBUG = false;
+
+/**
+ * An implementation of a simple complementary filter, which fuses gyroscope and
+ * accelerometer data from the 'devicemotion' event.
+ *
+ * Accelerometer data is very noisy, but stable over the long term.
+ * Gyroscope data is smooth, but tends to drift over the long term.
+ *
+ * This fusion is relatively simple:
+ * 1. Get orientation estimates from accelerometer by applying a low-pass filter
+ *    on that data.
+ * 2. Get orientation estimates from gyroscope by integrating over time.
+ * 3. Combine the two estimates, weighing (1) in the long term, but (2) for the
+ *    short term.
+ */
+function ComplementaryFilter(kFilter) {
+  this.kFilter = kFilter;
+
+  // Raw sensor measurements.
+  this.currentAccelMeasurement = new SensorSample();
+  this.currentGyroMeasurement = new SensorSample();
+  this.previousGyroMeasurement = new SensorSample();
+
+  // Current filter orientation
+  this.filterQ = new THREE.Quaternion();
+  this.previousFilterQ = new THREE.Quaternion();
+
+  // Orientation based on the accelerometer.
+  this.accelQ = new THREE.Quaternion();
+  // Whether or not the orientation has been initialized.
+  this.isOrientationInitialized = false;
+  // Running estimate of gravity based on the current orientation.
+  this.estimatedGravity = new THREE.Vector3();
+  // Measured gravity based on accelerometer.
+  this.measuredGravity = new THREE.Vector3();
+
+  // Debug only quaternion of gyro-based orientation.
+  this.gyroIntegralQ = new THREE.Quaternion();
+}
+
+ComplementaryFilter.prototype.addAccelMeasurement = function(vector, timestampS) {
+  this.currentAccelMeasurement.set(vector, timestampS);
+};
+
+ComplementaryFilter.prototype.addGyroMeasurement = function(vector, timestampS) {
+  this.currentGyroMeasurement.set(vector, timestampS);
+
+  var deltaT = timestampS - this.previousGyroMeasurement.timestampS;
+  if (Util.isTimestampDeltaValid(deltaT)) {
+    this.run_();
+  }
+  
+  this.previousGyroMeasurement.copy(this.currentGyroMeasurement);
+};
+
+ComplementaryFilter.prototype.run_ = function() {
+
+  if (!this.isOrientationInitialized) {
+    this.accelQ = this.accelToQuaternion_(this.currentAccelMeasurement.sample);
+    this.previousFilterQ.copy(this.accelQ);
+    this.isOrientationInitialized = true;
+    return;
+  }
+
+  var deltaT = this.currentGyroMeasurement.timestampS -
+      this.previousGyroMeasurement.timestampS;
+
+  // Convert gyro rotation vector to a quaternion delta.
+  var gyroDeltaQ = this.gyroToQuaternionDelta_(this.currentGyroMeasurement.sample, deltaT);
+  this.gyroIntegralQ.multiply(gyroDeltaQ);
+
+  // filter_1 = K * (filter_0 + gyro * dT) + (1 - K) * accel.
+  this.filterQ.copy(this.previousFilterQ);
+  this.filterQ.multiply(gyroDeltaQ);
+
+  // Calculate the delta between the current estimated gravity and the real
+  // gravity vector from accelerometer.
+  var invFilterQ = new THREE.Quaternion();
+  invFilterQ.copy(this.filterQ);
+  invFilterQ.inverse();
+
+  this.estimatedGravity.set(0, 0, -1);
+  this.estimatedGravity.applyQuaternion(invFilterQ);
+  this.estimatedGravity.normalize();
+
+  this.measuredGravity.copy(this.currentAccelMeasurement.sample);
+  this.measuredGravity.normalize();
+
+  // Compare estimated gravity with measured gravity, get the delta quaternion
+  // between the two.
+  var deltaQ = new THREE.Quaternion();
+  deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity);
+  deltaQ.inverse();
+
+  if (DEBUG) {
+    console.log('Delta: %d deg, G_est: (%s, %s, %s), G_meas: (%s, %s, %s)',
+                THREE.Math.radToDeg(Util.getQuaternionAngle(deltaQ)),
+                (this.estimatedGravity.x).toFixed(1),
+                (this.estimatedGravity.y).toFixed(1),
+                (this.estimatedGravity.z).toFixed(1),
+                (this.measuredGravity.x).toFixed(1),
+                (this.measuredGravity.y).toFixed(1),
+                (this.measuredGravity.z).toFixed(1));
+  }
+
+  // Calculate the SLERP target: current orientation plus the measured-estimated
+  // quaternion delta.
+  var targetQ = new THREE.Quaternion();
+  targetQ.copy(this.filterQ);
+  targetQ.multiply(deltaQ);
+
+  // SLERP factor: 0 is pure gyro, 1 is pure accel.
+  this.filterQ.slerp(targetQ, 1 - this.kFilter);
+
+  this.previousFilterQ.copy(this.filterQ);
+};
+
+ComplementaryFilter.prototype.getOrientation = function() {
+  return this.filterQ;
+};
+
+ComplementaryFilter.prototype.accelToQuaternion_ = function(accel) {
+  var normAccel = new THREE.Vector3();
+  normAccel.copy(accel);
+  normAccel.normalize();
+  var quat = new THREE.Quaternion();
+  quat.setFromUnitVectors(new THREE.Vector3(0, 0, -1), normAccel);
+  quat.inverse();
+  return quat;
+};
+
+ComplementaryFilter.prototype.gyroToQuaternionDelta_ = function(gyro, dt) {
+  // Extract axis and angle from the gyroscope data.
+  var quat = new THREE.Quaternion();
+  var axis = new THREE.Vector3();
+  axis.copy(gyro);
+  axis.normalize();
+  quat.setFromAxisAngle(axis, gyro.length() * dt);
+  return quat;
+};
+
+
+module.exports = ComplementaryFilter;
+
+},{"./sensor-sample.js":8,"./three-math.js":9,"./util.js":11}],4:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;
+
+var ComplementaryFilter = _dereq_('./complementary-filter.js');
+var PosePredictor = _dereq_('./pose-predictor.js');
+var TouchPanner = _dereq_('./touch-panner.js');
+var THREE = _dereq_('./three-math.js');
+var Util = _dereq_('./util.js');
+
+/**
+ * The positional sensor, implemented using DeviceMotion APIs.
+ */
+function FusionPositionSensorVRDevice() {
+  this.deviceId = 'webvr-polyfill:fused';
+  this.deviceName = 'VR Position Device (webvr-polyfill:fused)';
+
+  this.accelerometer = new THREE.Vector3();
+  this.gyroscope = new THREE.Vector3();
+
+  window.addEventListener('devicemotion', this.onDeviceMotionChange_.bind(this));
+  window.addEventListener('orientationchange', this.onScreenOrientationChange_.bind(this));
+
+  this.filter = new ComplementaryFilter(WebVRConfig.K_FILTER || 0.98);
+  this.posePredictor = new PosePredictor(WebVRConfig.PREDICTION_TIME_S || 0.040);
+  this.touchPanner = new TouchPanner();
+
+  this.filterToWorldQ = new THREE.Quaternion();
+
+  // Set the filter to world transform, depending on OS.
+  if (Util.isIOS()) {
+    this.filterToWorldQ.setFromAxisAngle(new THREE.Vector3(1, 0, 0), Math.PI/2);
+  } else {
+    this.filterToWorldQ.setFromAxisAngle(new THREE.Vector3(1, 0, 0), -Math.PI/2);
+  }
+
+  this.worldToScreenQ = new THREE.Quaternion();
+  this.setScreenTransform_();
+
+  // Keep track of a reset transform for resetSensor.
+  this.resetQ = new THREE.Quaternion();
+
+  this.isFirefoxAndroid = Util.isFirefoxAndroid();
+  this.isIOS = Util.isIOS();
+}
+FusionPositionSensorVRDevice.prototype = new PositionSensorVRDevice();
+
+/**
+ * Returns {orientation: {x,y,z,w}, position: null}.
+ * Position is not supported since we can't do 6DOF.
+ */
+FusionPositionSensorVRDevice.prototype.getState = function() {
+  return {
+    hasOrientation: true,
+    orientation: this.getOrientation(),
+    hasPosition: false,
+    position: null
+  }
+};
+
+FusionPositionSensorVRDevice.prototype.getOrientation = function() {
+  // Convert from filter space to the the same system used by the
+  // deviceorientation event.
+  var orientation = this.filter.getOrientation();
+
+  // Predict orientation.
+  this.predictedQ = this.posePredictor.getPrediction(orientation, this.gyroscope, this.previousTimestampS);
+
+  // Convert to THREE coordinate system: -Z forward, Y up, X right.
+  var out = new THREE.Quaternion();
+  out.copy(this.filterToWorldQ);
+  out.multiply(this.resetQ);
+  if (!WebVRConfig.TOUCH_PANNER_DISABLED) {
+    out.multiply(this.touchPanner.getOrientation());
+  }
+  out.multiply(this.predictedQ);
+  out.multiply(this.worldToScreenQ);
+
+  // Handle the yaw-only case.
+  if (WebVRConfig.YAW_ONLY) {
+    // Make a quaternion that only turns around the Y-axis.
+    out.x = 0;
+    out.z = 0;
+    out.normalize();
+  }
+  return out;
+};
+
+FusionPositionSensorVRDevice.prototype.resetSensor = function() {
+  var euler = new THREE.Euler();
+  euler.setFromQuaternion(this.filter.getOrientation());
+  var yaw = euler.y;
+  console.log('resetSensor with yaw: %f', yaw);
+  this.resetQ.setFromAxisAngle(new THREE.Vector3(0, 0, 1), -yaw);
+  if (!WebVRConfig.TOUCH_PANNER_DISABLED) {
+    this.touchPanner.resetSensor();
+  }
+};
+
+FusionPositionSensorVRDevice.prototype.onDeviceMotionChange_ = function(deviceMotion) {
+  var accGravity = deviceMotion.accelerationIncludingGravity;
+  var rotRate = deviceMotion.rotationRate;
+  var timestampS = deviceMotion.timeStamp / 1000;
+
+  // Firefox Android timeStamp returns one thousandth of a millisecond.
+  if (this.isFirefoxAndroid) {
+    timestampS /= 1000;
+  }
+
+  var deltaS = timestampS - this.previousTimestampS;
+  if (deltaS <= Util.MIN_TIMESTEP || deltaS > Util.MAX_TIMESTEP) {
+    console.warn('Invalid timestamps detected. Time step between successive ' +
+                 'gyroscope sensor samples is very small or not monotonic');
+    this.previousTimestampS = timestampS;
+    return;
+  }
+  this.accelerometer.set(-accGravity.x, -accGravity.y, -accGravity.z);
+  this.gyroscope.set(rotRate.alpha, rotRate.beta, rotRate.gamma);
+
+  // With iOS and Firefox Android, rotationRate is reported in degrees,
+  // so we first convert to radians.
+  if (this.isIOS || this.isFirefoxAndroid) {
+    this.gyroscope.multiplyScalar(Math.PI / 180);
+  }
+
+  this.filter.addAccelMeasurement(this.accelerometer, timestampS);
+  this.filter.addGyroMeasurement(this.gyroscope, timestampS);
+
+  this.previousTimestampS = timestampS;
+};
+
+FusionPositionSensorVRDevice.prototype.onScreenOrientationChange_ =
+    function(screenOrientation) {
+  this.setScreenTransform_();
+};
+
+FusionPositionSensorVRDevice.prototype.setScreenTransform_ = function() {
+  this.worldToScreenQ.set(0, 0, 0, 1);
+  switch (window.orientation) {
+    case 0:
+      break;
+    case 90:
+      this.worldToScreenQ.setFromAxisAngle(new THREE.Vector3(0, 0, 1), -Math.PI/2);
+      break;
+    case -90:
+      this.worldToScreenQ.setFromAxisAngle(new THREE.Vector3(0, 0, 1), Math.PI/2);
+      break;
+    case 180:
+      // TODO.
+      break;
+  }
+};
+
+
+module.exports = FusionPositionSensorVRDevice;
+
+},{"./base.js":1,"./complementary-filter.js":3,"./pose-predictor.js":7,"./three-math.js":9,"./touch-panner.js":10,"./util.js":11}],5:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+var WebVRPolyfill = _dereq_('./webvr-polyfill.js');
+
+// Initialize a WebVRConfig just in case.
+window.WebVRConfig = window.WebVRConfig || {};
+new WebVRPolyfill();
+
+},{"./webvr-polyfill.js":12}],6:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;
+var THREE = _dereq_('./three-math.js');
+var Util = _dereq_('./util.js');
+
+// How much to rotate per key stroke.
+var KEY_SPEED = 0.15;
+var KEY_ANIMATION_DURATION = 80;
+
+// How much to rotate for mouse events.
+var MOUSE_SPEED_X = 0.5;
+var MOUSE_SPEED_Y = 0.3;
+
+/**
+ * A virtual position sensor, implemented using keyboard and
+ * mouse APIs. This is designed as for desktops/laptops where no Device*
+ * events work.
+ */
+function MouseKeyboardPositionSensorVRDevice() {
+  this.deviceId = 'webvr-polyfill:mouse-keyboard';
+  this.deviceName = 'VR Position Device (webvr-polyfill:mouse-keyboard)';
+
+  // Attach to mouse and keyboard events.
+  window.addEventListener('keydown', this.onKeyDown_.bind(this));
+  window.addEventListener('mousemove', this.onMouseMove_.bind(this));
+  window.addEventListener('mousedown', this.onMouseDown_.bind(this));
+  window.addEventListener('mouseup', this.onMouseUp_.bind(this));
+
+  this.phi = 0;
+  this.theta = 0;
+
+  // Variables for keyboard-based rotation animation.
+  this.targetAngle = null;
+
+  // State variables for calculations.
+  this.euler = new THREE.Euler();
+  this.orientation = new THREE.Quaternion();
+
+  // Variables for mouse-based rotation.
+  this.rotateStart = new THREE.Vector2();
+  this.rotateEnd = new THREE.Vector2();
+  this.rotateDelta = new THREE.Vector2();
+}
+MouseKeyboardPositionSensorVRDevice.prototype = new PositionSensorVRDevice();
+
+/**
+ * Returns {orientation: {x,y,z,w}, position: null}.
+ * Position is not supported for parity with other PositionSensors.
+ */
+MouseKeyboardPositionSensorVRDevice.prototype.getState = function() {
+  this.euler.set(this.phi, this.theta, 0, 'YXZ');
+  this.orientation.setFromEuler(this.euler);
+
+  return {
+    hasOrientation: true,
+    orientation: this.orientation,
+    hasPosition: false,
+    position: null
+  }
+};
+
+MouseKeyboardPositionSensorVRDevice.prototype.onKeyDown_ = function(e) {
+  // Track WASD and arrow keys.
+  if (e.keyCode == 38) { // Up key.
+    this.animatePhi_(this.phi + KEY_SPEED);
+  } else if (e.keyCode == 39) { // Right key.
+    this.animateTheta_(this.theta - KEY_SPEED);
+  } else if (e.keyCode == 40) { // Down key.
+    this.animatePhi_(this.phi - KEY_SPEED);
+  } else if (e.keyCode == 37) { // Left key.
+    this.animateTheta_(this.theta + KEY_SPEED);
+  }
+};
+
+MouseKeyboardPositionSensorVRDevice.prototype.animateTheta_ = function(targetAngle) {
+  this.animateKeyTransitions_('theta', targetAngle);
+};
+
+MouseKeyboardPositionSensorVRDevice.prototype.animatePhi_ = function(targetAngle) {
+  // Prevent looking too far up or down.
+  targetAngle = Util.clamp(targetAngle, -Math.PI/2, Math.PI/2);
+  this.animateKeyTransitions_('phi', targetAngle);
+};
+
+/**
+ * Start an animation to transition an angle from one value to another.
+ */
+MouseKeyboardPositionSensorVRDevice.prototype.animateKeyTransitions_ = function(angleName, targetAngle) {
+  // If an animation is currently running, cancel it.
+  if (this.angleAnimation) {
+    clearInterval(this.angleAnimation);
+  }
+  var startAngle = this[angleName];
+  var startTime = new Date();
+  // Set up an interval timer to perform the animation.
+  this.angleAnimation = setInterval(function() {
+    // Once we're finished the animation, we're done.
+    var elapsed = new Date() - startTime;
+    if (elapsed >= KEY_ANIMATION_DURATION) {
+      this[angleName] = targetAngle;
+      clearInterval(this.angleAnimation);
+      return;
+    }
+    // Linearly interpolate the angle some amount.
+    var percent = elapsed / KEY_ANIMATION_DURATION;
+    this[angleName] = startAngle + (targetAngle - startAngle) * percent;
+  }.bind(this), 1000/60);
+};
+
+MouseKeyboardPositionSensorVRDevice.prototype.onMouseDown_ = function(e) {
+  this.rotateStart.set(e.clientX, e.clientY);
+  this.isDragging = true;
+};
+
+// Very similar to https://gist.github.com/mrflix/8351020
+MouseKeyboardPositionSensorVRDevice.prototype.onMouseMove_ = function(e) {
+  if (!this.isDragging && !this.isPointerLocked_()) {
+    return;
+  }
+  // Support pointer lock API.
+  if (this.isPointerLocked_()) {
+    var movementX = e.movementX || e.mozMovementX || 0;
+    var movementY = e.movementY || e.mozMovementY || 0;
+    this.rotateEnd.set(this.rotateStart.x - movementX, this.rotateStart.y - movementY);
+  } else {
+    this.rotateEnd.set(e.clientX, e.clientY);
+  }
+  // Calculate how much we moved in mouse space.
+  this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);
+  this.rotateStart.copy(this.rotateEnd);
+
+  // Keep track of the cumulative euler angles.
+  var element = document.body;
+  this.phi += 2 * Math.PI * this.rotateDelta.y / element.clientHeight * MOUSE_SPEED_Y;
+  this.theta += 2 * Math.PI * this.rotateDelta.x / element.clientWidth * MOUSE_SPEED_X;
+
+  // Prevent looking too far up or down.
+  this.phi = Util.clamp(this.phi, -Math.PI/2, Math.PI/2);
+};
+
+MouseKeyboardPositionSensorVRDevice.prototype.onMouseUp_ = function(e) {
+  this.isDragging = false;
+};
+
+MouseKeyboardPositionSensorVRDevice.prototype.isPointerLocked_ = function() {
+  var el = document.pointerLockElement || document.mozPointerLockElement ||
+      document.webkitPointerLockElement;
+  return el !== undefined;
+};
+
+MouseKeyboardPositionSensorVRDevice.prototype.resetSensor = function() {
+  console.error('Not implemented yet.');
+};
+
+module.exports = MouseKeyboardPositionSensorVRDevice;
+
+},{"./base.js":1,"./three-math.js":9,"./util.js":11}],7:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+var THREE = _dereq_('./three-math.js');
+
+var DEBUG = false;
+
+/**
+ * Given an orientation and the gyroscope data, predicts the future orientation
+ * of the head. This makes rendering appear faster.
+ *
+ * Also see: http://msl.cs.uiuc.edu/~lavalle/papers/LavYerKatAnt14.pdf
+ *
+ * @param {Number} predictionTimeS time from head movement to the appearance of
+ * the corresponding image.
+ */
+function PosePredictor(predictionTimeS) {
+  this.predictionTimeS = predictionTimeS;
+
+  // The quaternion corresponding to the previous state.
+  this.previousQ = new THREE.Quaternion();
+  // Previous time a prediction occurred.
+  this.previousTimestampS = null;
+
+  // The delta quaternion that adjusts the current pose.
+  this.deltaQ = new THREE.Quaternion();
+  // The output quaternion.
+  this.outQ = new THREE.Quaternion();
+}
+
+PosePredictor.prototype.getPrediction = function(currentQ, gyro, timestampS) {
+  if (!this.previousTimestampS) {
+    this.previousQ.copy(currentQ);
+    this.previousTimestampS = timestampS;
+    return currentQ;
+  }
+
+  // Calculate axis and angle based on gyroscope rotation rate data.
+  var axis = new THREE.Vector3();
+  axis.copy(gyro);
+  axis.normalize();
+
+  var angularSpeed = gyro.length();
+
+  // If we're rotating slowly, don't do prediction.
+  if (angularSpeed < THREE.Math.degToRad(20)) {
+    if (DEBUG) {
+      console.log('Moving slowly, at %s deg/s: no prediction',
+                  THREE.Math.radToDeg(angularSpeed).toFixed(1));
+    }
+    this.outQ.copy(currentQ);
+    this.previousQ.copy(currentQ);
+    return this.outQ;
+  }
+
+  // Get the predicted angle based on the time delta and latency.
+  var deltaT = timestampS - this.previousTimestampS;
+  var predictAngle = angularSpeed * this.predictionTimeS;
+
+  this.deltaQ.setFromAxisAngle(axis, predictAngle);
+  this.outQ.copy(this.previousQ);
+  this.outQ.multiply(this.deltaQ);
+
+  this.previousQ.copy(currentQ);
+
+  return this.outQ;
+};
+
+
+module.exports = PosePredictor;
+
+},{"./three-math.js":9}],8:[function(_dereq_,module,exports){
+function SensorSample(sample, timestampS) {
+  this.set(sample, timestampS);
+};
+
+SensorSample.prototype.set = function(sample, timestampS) {
+  this.sample = sample;
+  this.timestampS = timestampS;
+};
+
+SensorSample.prototype.copy = function(sensorSample) {
+  this.set(sensorSample.sample, sensorSample.timestampS);
+};
+
+module.exports = SensorSample;
+
+},{}],9:[function(_dereq_,module,exports){
+/*
+ * A subset of THREE.js, providing mostly quaternion and euler-related
+ * operations, manually lifted from
+ * https://github.com/mrdoob/three.js/tree/master/src/math, as of 9c30286b38df039fca389989ff06ea1c15d6bad1
+ */
+
+// Only use if the real THREE is not provided.
+var THREE = window.THREE || {};
+
+// If some piece of THREE is missing, fill it in here.
+if (!THREE.Quaternion || !THREE.Vector3 || !THREE.Vector2 || !THREE.Euler || !THREE.Math) {
+console.log('No THREE.js found.');
+
+
+/*** START Quaternion ***/
+
+/**
+ * @author mikael emtinger / http://gomo.se/
+ * @author alteredq / http://alteredqualia.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Quaternion = function ( x, y, z, w ) {
+
+	this._x = x || 0;
+	this._y = y || 0;
+	this._z = z || 0;
+	this._w = ( w !== undefined ) ? w : 1;
+
+};
+
+THREE.Quaternion.prototype = {
+
+	constructor: THREE.Quaternion,
+
+	_x: 0,_y: 0, _z: 0, _w: 0,
+
+	get x () {
+
+		return this._x;
+
+	},
+
+	set x ( value ) {
+
+		this._x = value;
+		this.onChangeCallback();
+
+	},
+
+	get y () {
+
+		return this._y;
+
+	},
+
+	set y ( value ) {
+
+		this._y = value;
+		this.onChangeCallback();
+
+	},
+
+	get z () {
+
+		return this._z;
+
+	},
+
+	set z ( value ) {
+
+		this._z = value;
+		this.onChangeCallback();
+
+	},
+
+	get w () {
+
+		return this._w;
+
+	},
+
+	set w ( value ) {
+
+		this._w = value;
+		this.onChangeCallback();
+
+	},
+
+	set: function ( x, y, z, w ) {
+
+		this._x = x;
+		this._y = y;
+		this._z = z;
+		this._w = w;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	copy: function ( quaternion ) {
+
+		this._x = quaternion.x;
+		this._y = quaternion.y;
+		this._z = quaternion.z;
+		this._w = quaternion.w;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromEuler: function ( euler, update ) {
+
+		if ( euler instanceof THREE.Euler === false ) {
+
+			throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+		}
+
+		// http://www.mathworks.com/matlabcentral/fileexchange/
+		// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+		//	content/SpinCalc.m
+
+		var c1 = Math.cos( euler._x / 2 );
+		var c2 = Math.cos( euler._y / 2 );
+		var c3 = Math.cos( euler._z / 2 );
+		var s1 = Math.sin( euler._x / 2 );
+		var s2 = Math.sin( euler._y / 2 );
+		var s3 = Math.sin( euler._z / 2 );
+
+		if ( euler.order === 'XYZ' ) {
+
+			this._x = s1 * c2 * c3 + c1 * s2 * s3;
+			this._y = c1 * s2 * c3 - s1 * c2 * s3;
+			this._z = c1 * c2 * s3 + s1 * s2 * c3;
+			this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( euler.order === 'YXZ' ) {
+
+			this._x = s1 * c2 * c3 + c1 * s2 * s3;
+			this._y = c1 * s2 * c3 - s1 * c2 * s3;
+			this._z = c1 * c2 * s3 - s1 * s2 * c3;
+			this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+		} else if ( euler.order === 'ZXY' ) {
+
+			this._x = s1 * c2 * c3 - c1 * s2 * s3;
+			this._y = c1 * s2 * c3 + s1 * c2 * s3;
+			this._z = c1 * c2 * s3 + s1 * s2 * c3;
+			this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( euler.order === 'ZYX' ) {
+
+			this._x = s1 * c2 * c3 - c1 * s2 * s3;
+			this._y = c1 * s2 * c3 + s1 * c2 * s3;
+			this._z = c1 * c2 * s3 - s1 * s2 * c3;
+			this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+		} else if ( euler.order === 'YZX' ) {
+
+			this._x = s1 * c2 * c3 + c1 * s2 * s3;
+			this._y = c1 * s2 * c3 + s1 * c2 * s3;
+			this._z = c1 * c2 * s3 - s1 * s2 * c3;
+			this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+		} else if ( euler.order === 'XZY' ) {
+
+			this._x = s1 * c2 * c3 - c1 * s2 * s3;
+			this._y = c1 * s2 * c3 - s1 * c2 * s3;
+			this._z = c1 * c2 * s3 + s1 * s2 * c3;
+			this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+		}
+
+		if ( update !== false ) this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromAxisAngle: function ( axis, angle ) {
+
+		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+
+		// assumes axis is normalized
+
+		var halfAngle = angle / 2, s = Math.sin( halfAngle );
+
+		this._x = axis.x * s;
+		this._y = axis.y * s;
+		this._z = axis.z * s;
+		this._w = Math.cos( halfAngle );
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromRotationMatrix: function ( m ) {
+
+		// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		var te = m.elements,
+
+			m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+			m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+			m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
+
+			trace = m11 + m22 + m33,
+			s;
+
+		if ( trace > 0 ) {
+
+			s = 0.5 / Math.sqrt( trace + 1.0 );
+
+			this._w = 0.25 / s;
+			this._x = ( m32 - m23 ) * s;
+			this._y = ( m13 - m31 ) * s;
+			this._z = ( m21 - m12 ) * s;
+
+		} else if ( m11 > m22 && m11 > m33 ) {
+
+			s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+			this._w = ( m32 - m23 ) / s;
+			this._x = 0.25 * s;
+			this._y = ( m12 + m21 ) / s;
+			this._z = ( m13 + m31 ) / s;
+
+		} else if ( m22 > m33 ) {
+
+			s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+			this._w = ( m13 - m31 ) / s;
+			this._x = ( m12 + m21 ) / s;
+			this._y = 0.25 * s;
+			this._z = ( m23 + m32 ) / s;
+
+		} else {
+
+			s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+			this._w = ( m21 - m12 ) / s;
+			this._x = ( m13 + m31 ) / s;
+			this._y = ( m23 + m32 ) / s;
+			this._z = 0.25 * s;
+
+		}
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromUnitVectors: function () {
+
+		// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
+
+		// assumes direction vectors vFrom and vTo are normalized
+
+		var v1, r;
+
+		var EPS = 0.000001;
+
+		return function ( vFrom, vTo ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			r = vFrom.dot( vTo ) + 1;
+
+			if ( r < EPS ) {
+
+				r = 0;
+
+				if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
+
+					v1.set( - vFrom.y, vFrom.x, 0 );
+
+				} else {
+
+					v1.set( 0, - vFrom.z, vFrom.y );
+
+				}
+
+			} else {
+
+				v1.crossVectors( vFrom, vTo );
+
+			}
+
+			this._x = v1.x;
+			this._y = v1.y;
+			this._z = v1.z;
+			this._w = r;
+
+			this.normalize();
+
+			return this;
+
+		}
+
+	}(),
+
+	inverse: function () {
+
+		this.conjugate().normalize();
+
+		return this;
+
+	},
+
+	conjugate: function () {
+
+		this._x *= - 1;
+		this._y *= - 1;
+		this._z *= - 1;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	dot: function ( v ) {
+
+		return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+
+	},
+
+	lengthSq: function () {
+
+		return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
+
+	},
+
+	normalize: function () {
+
+		var l = this.length();
+
+		if ( l === 0 ) {
+
+			this._x = 0;
+			this._y = 0;
+			this._z = 0;
+			this._w = 1;
+
+		} else {
+
+			l = 1 / l;
+
+			this._x = this._x * l;
+			this._y = this._y * l;
+			this._z = this._z * l;
+			this._w = this._w * l;
+
+		}
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	multiply: function ( q, p ) {
+
+		if ( p !== undefined ) {
+
+			console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+			return this.multiplyQuaternions( q, p );
+
+		}
+
+		return this.multiplyQuaternions( this, q );
+
+	},
+
+	multiplyQuaternions: function ( a, b ) {
+
+		// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+		var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
+		var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+
+		this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+		this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+		this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+		this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	multiplyVector3: function ( vector ) {
+
+		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+		return vector.applyQuaternion( this );
+
+	},
+
+	slerp: function ( qb, t ) {
+
+		if ( t === 0 ) return this;
+		if ( t === 1 ) return this.copy( qb );
+
+		var x = this._x, y = this._y, z = this._z, w = this._w;
+
+		// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+		var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+
+		if ( cosHalfTheta < 0 ) {
+
+			this._w = - qb._w;
+			this._x = - qb._x;
+			this._y = - qb._y;
+			this._z = - qb._z;
+
+			cosHalfTheta = - cosHalfTheta;
+
+		} else {
+
+			this.copy( qb );
+
+		}
+
+		if ( cosHalfTheta >= 1.0 ) {
+
+			this._w = w;
+			this._x = x;
+			this._y = y;
+			this._z = z;
+
+			return this;
+
+		}
+
+		var halfTheta = Math.acos( cosHalfTheta );
+		var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
+
+		if ( Math.abs( sinHalfTheta ) < 0.001 ) {
+
+			this._w = 0.5 * ( w + this._w );
+			this._x = 0.5 * ( x + this._x );
+			this._y = 0.5 * ( y + this._y );
+			this._z = 0.5 * ( z + this._z );
+
+			return this;
+
+		}
+
+		var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+		ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+		this._w = ( w * ratioA + this._w * ratioB );
+		this._x = ( x * ratioA + this._x * ratioB );
+		this._y = ( y * ratioA + this._y * ratioB );
+		this._z = ( z * ratioA + this._z * ratioB );
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	equals: function ( quaternion ) {
+
+		return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+
+	},
+
+	fromArray: function ( array, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this._x = array[ offset ];
+		this._y = array[ offset + 1 ];
+		this._z = array[ offset + 2 ];
+		this._w = array[ offset + 3 ];
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this._x;
+		array[ offset + 1 ] = this._y;
+		array[ offset + 2 ] = this._z;
+		array[ offset + 3 ] = this._w;
+
+		return array;
+
+	},
+
+	onChange: function ( callback ) {
+
+		this.onChangeCallback = callback;
+
+		return this;
+
+	},
+
+	onChangeCallback: function () {},
+
+	clone: function () {
+
+		return new THREE.Quaternion( this._x, this._y, this._z, this._w );
+
+	}
+
+};
+
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
+
+	return qm.copy( qa ).slerp( qb, t );
+
+}
+
+/*** END Quaternion ***/
+/*** START Vector2 ***/
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author philogb / http://blog.thejit.org/
+ * @author egraether / http://egraether.com/
+ * @author zz85 / http://www.lab4games.net/zz85/blog
+ */
+
+THREE.Vector2 = function ( x, y ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+
+};
+
+THREE.Vector2.prototype = {
+
+	constructor: THREE.Vector2,
+
+	set: function ( x, y ) {
+
+		this.x = x;
+		this.y = y;
+
+		return this;
+
+	},
+
+	setX: function ( x ) {
+
+		this.x = x;
+
+		return this;
+
+	},
+
+	setY: function ( y ) {
+
+		this.y = y;
+
+		return this;
+
+	},
+
+	setComponent: function ( index, value ) {
+
+		switch ( index ) {
+
+			case 0: this.x = value; break;
+			case 1: this.y = value; break;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	getComponent: function ( index ) {
+
+		switch ( index ) {
+
+			case 0: return this.x;
+			case 1: return this.y;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+
+		return this;
+
+	},
+
+	add: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+			return this.addVectors( v, w );
+
+		}
+
+		this.x += v.x;
+		this.y += v.y;
+
+		return this;
+
+	},
+
+	addVectors: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+
+		return this;
+
+	},
+
+	sub: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+			return this.subVectors( v, w );
+
+		}
+
+		this.x -= v.x;
+		this.y -= v.y;
+
+		return this;
+
+	},
+
+	subVectors: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+
+		return this;
+
+	},
+
+	multiply: function ( v ) {
+
+		this.x *= v.x;
+		this.y *= v.y;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( s ) {
+
+		this.x *= s;
+		this.y *= s;
+
+		return this;
+
+	},
+
+	divide: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+
+		return this;
+
+	},
+
+	divideScalar: function ( scalar ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+
+		}
+
+		return this;
+
+	},
+
+	min: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		return this;
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector2();
+				max = new THREE.Vector2();
+
+			}
+
+			min.set( minVal, minVal );
+			max.set( maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+	floor: function () {
+
+		this.x = Math.floor( this.x );
+		this.y = Math.floor( this.y );
+
+		return this;
+
+	},
+
+	ceil: function () {
+
+		this.x = Math.ceil( this.x );
+		this.y = Math.ceil( this.y );
+
+		return this;
+
+	},
+
+	round: function () {
+
+		this.x = Math.round( this.x );
+		this.y = Math.round( this.y );
+
+		return this;
+
+	},
+
+	roundToZero: function () {
+
+		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+
+		return this;
+
+	},
+
+	negate: function () {
+
+		this.x = - this.x;
+		this.y = - this.y;
+
+		return this;
+
+	},
+
+	dot: function ( v ) {
+
+		return this.x * v.x + this.y * v.y;
+
+	},
+
+	lengthSq: function () {
+
+		return this.x * this.x + this.y * this.y;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.x * this.x + this.y * this.y );
+
+	},
+
+	normalize: function () {
+
+		return this.divideScalar( this.length() );
+
+	},
+
+	distanceTo: function ( v ) {
+
+		return Math.sqrt( this.distanceToSquared( v ) );
+
+	},
+
+	distanceToSquared: function ( v ) {
+
+		var dx = this.x - v.x, dy = this.y - v.y;
+		return dx * dx + dy * dy;
+
+	},
+
+	setLength: function ( l ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength ) {
+
+			this.multiplyScalar( l / oldLength );
+		}
+
+		return this;
+
+	},
+
+	lerp: function ( v, alpha ) {
+
+		this.x += ( v.x - this.x ) * alpha;
+		this.y += ( v.y - this.y ) * alpha;
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+	},
+
+	fromArray: function ( array, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this.x = array[ offset ];
+		this.y = array[ offset + 1 ];
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this.x;
+		array[ offset + 1 ] = this.y;
+
+		return array;
+
+	},
+
+	fromAttribute: function ( attribute, index, offset ) {
+
+	    if ( offset === undefined ) offset = 0;
+
+	    index = index * attribute.itemSize + offset;
+
+	    this.x = attribute.array[ index ];
+	    this.y = attribute.array[ index + 1 ];
+
+	    return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector2( this.x, this.y );
+
+	}
+
+};
+/*** END Vector2 ***/
+/*** START Vector3 ***/
+
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author *kile / http://kile.stravaganza.org/
+ * @author philogb / http://blog.thejit.org/
+ * @author mikael emtinger / http://gomo.se/
+ * @author egraether / http://egraether.com/
+ * @author WestLangley / http://github.com/WestLangley
+ */
+
+THREE.Vector3 = function ( x, y, z ) {
+
+	this.x = x || 0;
+	this.y = y || 0;
+	this.z = z || 0;
+
+};
+
+THREE.Vector3.prototype = {
+
+	constructor: THREE.Vector3,
+
+	set: function ( x, y, z ) {
+
+		this.x = x;
+		this.y = y;
+		this.z = z;
+
+		return this;
+
+	},
+
+	setX: function ( x ) {
+
+		this.x = x;
+
+		return this;
+
+	},
+
+	setY: function ( y ) {
+
+		this.y = y;
+
+		return this;
+
+	},
+
+	setZ: function ( z ) {
+
+		this.z = z;
+
+		return this;
+
+	},
+
+	setComponent: function ( index, value ) {
+
+		switch ( index ) {
+
+			case 0: this.x = value; break;
+			case 1: this.y = value; break;
+			case 2: this.z = value; break;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	getComponent: function ( index ) {
+
+		switch ( index ) {
+
+			case 0: return this.x;
+			case 1: return this.y;
+			case 2: return this.z;
+			default: throw new Error( 'index is out of range: ' + index );
+
+		}
+
+	},
+
+	copy: function ( v ) {
+
+		this.x = v.x;
+		this.y = v.y;
+		this.z = v.z;
+
+		return this;
+
+	},
+
+	add: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+			return this.addVectors( v, w );
+
+		}
+
+		this.x += v.x;
+		this.y += v.y;
+		this.z += v.z;
+
+		return this;
+
+	},
+
+	addScalar: function ( s ) {
+
+		this.x += s;
+		this.y += s;
+		this.z += s;
+
+		return this;
+
+	},
+
+	addVectors: function ( a, b ) {
+
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+		this.z = a.z + b.z;
+
+		return this;
+
+	},
+
+	sub: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+			return this.subVectors( v, w );
+
+		}
+
+		this.x -= v.x;
+		this.y -= v.y;
+		this.z -= v.z;
+
+		return this;
+
+	},
+
+	subVectors: function ( a, b ) {
+
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+		this.z = a.z - b.z;
+
+		return this;
+
+	},
+
+	multiply: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+			return this.multiplyVectors( v, w );
+
+		}
+
+		this.x *= v.x;
+		this.y *= v.y;
+		this.z *= v.z;
+
+		return this;
+
+	},
+
+	multiplyScalar: function ( scalar ) {
+
+		this.x *= scalar;
+		this.y *= scalar;
+		this.z *= scalar;
+
+		return this;
+
+	},
+
+	multiplyVectors: function ( a, b ) {
+
+		this.x = a.x * b.x;
+		this.y = a.y * b.y;
+		this.z = a.z * b.z;
+
+		return this;
+
+	},
+
+	applyEuler: function () {
+
+		var quaternion;
+
+		return function ( euler ) {
+
+			if ( euler instanceof THREE.Euler === false ) {
+
+				console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+			}
+
+			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+			this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	applyAxisAngle: function () {
+
+		var quaternion;
+
+		return function ( axis, angle ) {
+
+			if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
+
+			this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+			return this;
+
+		};
+
+	}(),
+
+	applyMatrix3: function ( m ) {
+
+		var x = this.x;
+		var y = this.y;
+		var z = this.z;
+
+		var e = m.elements;
+
+		this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
+		this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
+		this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
+
+		return this;
+
+	},
+
+	applyMatrix4: function ( m ) {
+
+		// input: THREE.Matrix4 affine matrix
+
+		var x = this.x, y = this.y, z = this.z;
+
+		var e = m.elements;
+
+		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
+		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
+		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
+
+		return this;
+
+	},
+
+	applyProjection: function ( m ) {
+
+		// input: THREE.Matrix4 projection matrix
+
+		var x = this.x, y = this.y, z = this.z;
+
+		var e = m.elements;
+		var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
+
+		this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ] ) * d;
+		this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ] ) * d;
+		this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
+
+		return this;
+
+	},
+
+	applyQuaternion: function ( q ) {
+
+		var x = this.x;
+		var y = this.y;
+		var z = this.z;
+
+		var qx = q.x;
+		var qy = q.y;
+		var qz = q.z;
+		var qw = q.w;
+
+		// calculate quat * vector
+
+		var ix =  qw * x + qy * z - qz * y;
+		var iy =  qw * y + qz * x - qx * z;
+		var iz =  qw * z + qx * y - qy * x;
+		var iw = - qx * x - qy * y - qz * z;
+
+		// calculate result * inverse quat
+
+		this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
+		this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
+		this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
+
+		return this;
+
+	},
+
+	project: function () {
+
+		var matrix;
+
+		return function ( camera ) {
+
+			if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+			matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
+			return this.applyProjection( matrix );
+
+		};
+
+	}(),
+
+	unproject: function () {
+
+		var matrix;
+
+		return function ( camera ) {
+
+			if ( matrix === undefined ) matrix = new THREE.Matrix4();
+
+			matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
+			return this.applyProjection( matrix );
+
+		};
+
+	}(),
+
+	transformDirection: function ( m ) {
+
+		// input: THREE.Matrix4 affine matrix
+		// vector interpreted as a direction
+
+		var x = this.x, y = this.y, z = this.z;
+
+		var e = m.elements;
+
+		this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
+		this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
+		this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
+
+		this.normalize();
+
+		return this;
+
+	},
+
+	divide: function ( v ) {
+
+		this.x /= v.x;
+		this.y /= v.y;
+		this.z /= v.z;
+
+		return this;
+
+	},
+
+	divideScalar: function ( scalar ) {
+
+		if ( scalar !== 0 ) {
+
+			var invScalar = 1 / scalar;
+
+			this.x *= invScalar;
+			this.y *= invScalar;
+			this.z *= invScalar;
+
+		} else {
+
+			this.x = 0;
+			this.y = 0;
+			this.z = 0;
+
+		}
+
+		return this;
+
+	},
+
+	min: function ( v ) {
+
+		if ( this.x > v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y > v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z > v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		return this;
+
+	},
+
+	max: function ( v ) {
+
+		if ( this.x < v.x ) {
+
+			this.x = v.x;
+
+		}
+
+		if ( this.y < v.y ) {
+
+			this.y = v.y;
+
+		}
+
+		if ( this.z < v.z ) {
+
+			this.z = v.z;
+
+		}
+
+		return this;
+
+	},
+
+	clamp: function ( min, max ) {
+
+		// This function assumes min < max, if this assumption isn't true it will not operate correctly
+
+		if ( this.x < min.x ) {
+
+			this.x = min.x;
+
+		} else if ( this.x > max.x ) {
+
+			this.x = max.x;
+
+		}
+
+		if ( this.y < min.y ) {
+
+			this.y = min.y;
+
+		} else if ( this.y > max.y ) {
+
+			this.y = max.y;
+
+		}
+
+		if ( this.z < min.z ) {
+
+			this.z = min.z;
+
+		} else if ( this.z > max.z ) {
+
+			this.z = max.z;
+
+		}
+
+		return this;
+
+	},
+
+	clampScalar: ( function () {
+
+		var min, max;
+
+		return function ( minVal, maxVal ) {
+
+			if ( min === undefined ) {
+
+				min = new THREE.Vector3();
+				max = new THREE.Vector3();
+
+			}
+
+			min.set( minVal, minVal, minVal );
+			max.set( maxVal, maxVal, maxVal );
+
+			return this.clamp( min, max );
+
+		};
+
+	} )(),
+
+	floor: function () {
+
+		this.x = Math.floor( this.x );
+		this.y = Math.floor( this.y );
+		this.z = Math.floor( this.z );
+
+		return this;
+
+	},
+
+	ceil: function () {
+
+		this.x = Math.ceil( this.x );
+		this.y = Math.ceil( this.y );
+		this.z = Math.ceil( this.z );
+
+		return this;
+
+	},
+
+	round: function () {
+
+		this.x = Math.round( this.x );
+		this.y = Math.round( this.y );
+		this.z = Math.round( this.z );
+
+		return this;
+
+	},
+
+	roundToZero: function () {
+
+		this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+		this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+		this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+
+		return this;
+
+	},
+
+	negate: function () {
+
+		this.x = - this.x;
+		this.y = - this.y;
+		this.z = - this.z;
+
+		return this;
+
+	},
+
+	dot: function ( v ) {
+
+		return this.x * v.x + this.y * v.y + this.z * v.z;
+
+	},
+
+	lengthSq: function () {
+
+		return this.x * this.x + this.y * this.y + this.z * this.z;
+
+	},
+
+	length: function () {
+
+		return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
+
+	},
+
+	lengthManhattan: function () {
+
+		return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+	},
+
+	normalize: function () {
+
+		return this.divideScalar( this.length() );
+
+	},
+
+	setLength: function ( l ) {
+
+		var oldLength = this.length();
+
+		if ( oldLength !== 0 && l !== oldLength  ) {
+
+			this.multiplyScalar( l / oldLength );
+		}
+
+		return this;
+
+	},
+
+	lerp: function ( v, alpha ) {
+
+		this.x += ( v.x - this.x ) * alpha;
+		this.y += ( v.y - this.y ) * alpha;
+		this.z += ( v.z - this.z ) * alpha;
+
+		return this;
+
+	},
+
+	cross: function ( v, w ) {
+
+		if ( w !== undefined ) {
+
+			console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+			return this.crossVectors( v, w );
+
+		}
+
+		var x = this.x, y = this.y, z = this.z;
+
+		this.x = y * v.z - z * v.y;
+		this.y = z * v.x - x * v.z;
+		this.z = x * v.y - y * v.x;
+
+		return this;
+
+	},
+
+	crossVectors: function ( a, b ) {
+
+		var ax = a.x, ay = a.y, az = a.z;
+		var bx = b.x, by = b.y, bz = b.z;
+
+		this.x = ay * bz - az * by;
+		this.y = az * bx - ax * bz;
+		this.z = ax * by - ay * bx;
+
+		return this;
+
+	},
+
+	projectOnVector: function () {
+
+		var v1, dot;
+
+		return function ( vector ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			v1.copy( vector ).normalize();
+
+			dot = this.dot( v1 );
+
+			return this.copy( v1 ).multiplyScalar( dot );
+
+		};
+
+	}(),
+
+	projectOnPlane: function () {
+
+		var v1;
+
+		return function ( planeNormal ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			v1.copy( this ).projectOnVector( planeNormal );
+
+			return this.sub( v1 );
+
+		}
+
+	}(),
+
+	reflect: function () {
+
+		// reflect incident vector off plane orthogonal to normal
+		// normal is assumed to have unit length
+
+		var v1;
+
+		return function ( normal ) {
+
+			if ( v1 === undefined ) v1 = new THREE.Vector3();
+
+			return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
+
+		}
+
+	}(),
+
+	angleTo: function ( v ) {
+
+		var theta = this.dot( v ) / ( this.length() * v.length() );
+
+		// clamp, to handle numerical problems
+
+		return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
+
+	},
+
+	distanceTo: function ( v ) {
+
+		return Math.sqrt( this.distanceToSquared( v ) );
+
+	},
+
+	distanceToSquared: function ( v ) {
+
+		var dx = this.x - v.x;
+		var dy = this.y - v.y;
+		var dz = this.z - v.z;
+
+		return dx * dx + dy * dy + dz * dz;
+
+	},
+
+	setEulerFromRotationMatrix: function ( m, order ) {
+
+		console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+
+	},
+
+	setEulerFromQuaternion: function ( q, order ) {
+
+		console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+
+	},
+
+	getPositionFromMatrix: function ( m ) {
+
+		console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+
+		return this.setFromMatrixPosition( m );
+
+	},
+
+	getScaleFromMatrix: function ( m ) {
+
+		console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+
+		return this.setFromMatrixScale( m );
+	},
+
+	getColumnFromMatrix: function ( index, matrix ) {
+
+		console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+
+		return this.setFromMatrixColumn( index, matrix );
+
+	},
+
+	setFromMatrixPosition: function ( m ) {
+
+		this.x = m.elements[ 12 ];
+		this.y = m.elements[ 13 ];
+		this.z = m.elements[ 14 ];
+
+		return this;
+
+	},
+
+	setFromMatrixScale: function ( m ) {
+
+		var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[  2 ] ).length();
+		var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[  6 ] ).length();
+		var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
+
+		this.x = sx;
+		this.y = sy;
+		this.z = sz;
+
+		return this;
+	},
+
+	setFromMatrixColumn: function ( index, matrix ) {
+
+		var offset = index * 4;
+
+		var me = matrix.elements;
+
+		this.x = me[ offset ];
+		this.y = me[ offset + 1 ];
+		this.z = me[ offset + 2 ];
+
+		return this;
+
+	},
+
+	equals: function ( v ) {
+
+		return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+	},
+
+	fromArray: function ( array, offset ) {
+
+		if ( offset === undefined ) offset = 0;
+
+		this.x = array[ offset ];
+		this.y = array[ offset + 1 ];
+		this.z = array[ offset + 2 ];
+
+		return this;
+
+	},
+
+	toArray: function ( array, offset ) {
+
+		if ( array === undefined ) array = [];
+		if ( offset === undefined ) offset = 0;
+
+		array[ offset ] = this.x;
+		array[ offset + 1 ] = this.y;
+		array[ offset + 2 ] = this.z;
+
+		return array;
+
+	},
+
+	fromAttribute: function ( attribute, index, offset ) {
+
+	    if ( offset === undefined ) offset = 0;
+
+	    index = index * attribute.itemSize + offset;
+
+	    this.x = attribute.array[ index ];
+	    this.y = attribute.array[ index + 1 ];
+	    this.z = attribute.array[ index + 2 ];
+
+	    return this;
+
+	},
+
+	clone: function () {
+
+		return new THREE.Vector3( this.x, this.y, this.z );
+
+	}
+
+};
+/*** END Vector3 ***/
+/*** START Euler ***/
+/**
+ * @author mrdoob / http://mrdoob.com/
+ * @author WestLangley / http://github.com/WestLangley
+ * @author bhouston / http://exocortex.com
+ */
+
+THREE.Euler = function ( x, y, z, order ) {
+
+	this._x = x || 0;
+	this._y = y || 0;
+	this._z = z || 0;
+	this._order = order || THREE.Euler.DefaultOrder;
+
+};
+
+THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
+
+THREE.Euler.DefaultOrder = 'XYZ';
+
+THREE.Euler.prototype = {
+
+	constructor: THREE.Euler,
+
+	_x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
+
+	get x () {
+
+		return this._x;
+
+	},
+
+	set x ( value ) {
+
+		this._x = value;
+		this.onChangeCallback();
+
+	},
+
+	get y () {
+
+		return this._y;
+
+	},
+
+	set y ( value ) {
+
+		this._y = value;
+		this.onChangeCallback();
+
+	},
+
+	get z () {
+
+		return this._z;
+
+	},
+
+	set z ( value ) {
+
+		this._z = value;
+		this.onChangeCallback();
+
+	},
+
+	get order () {
+
+		return this._order;
+
+	},
+
+	set order ( value ) {
+
+		this._order = value;
+		this.onChangeCallback();
+
+	},
+
+	set: function ( x, y, z, order ) {
+
+		this._x = x;
+		this._y = y;
+		this._z = z;
+		this._order = order || this._order;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	copy: function ( euler ) {
+
+		this._x = euler._x;
+		this._y = euler._y;
+		this._z = euler._z;
+		this._order = euler._order;
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromRotationMatrix: function ( m, order, update ) {
+
+		var clamp = THREE.Math.clamp;
+
+		// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+		var te = m.elements;
+		var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
+		var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
+		var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+		order = order || this._order;
+
+		if ( order === 'XYZ' ) {
+
+			this._y = Math.asin( clamp( m13, - 1, 1 ) );
+
+			if ( Math.abs( m13 ) < 0.99999 ) {
+
+				this._x = Math.atan2( - m23, m33 );
+				this._z = Math.atan2( - m12, m11 );
+
+			} else {
+
+				this._x = Math.atan2( m32, m22 );
+				this._z = 0;
+
+			}
+
+		} else if ( order === 'YXZ' ) {
+
+			this._x = Math.asin( - clamp( m23, - 1, 1 ) );
+
+			if ( Math.abs( m23 ) < 0.99999 ) {
+
+				this._y = Math.atan2( m13, m33 );
+				this._z = Math.atan2( m21, m22 );
+
+			} else {
+
+				this._y = Math.atan2( - m31, m11 );
+				this._z = 0;
+
+			}
+
+		} else if ( order === 'ZXY' ) {
+
+			this._x = Math.asin( clamp( m32, - 1, 1 ) );
+
+			if ( Math.abs( m32 ) < 0.99999 ) {
+
+				this._y = Math.atan2( - m31, m33 );
+				this._z = Math.atan2( - m12, m22 );
+
+			} else {
+
+				this._y = 0;
+				this._z = Math.atan2( m21, m11 );
+
+			}
+
+		} else if ( order === 'ZYX' ) {
+
+			this._y = Math.asin( - clamp( m31, - 1, 1 ) );
+
+			if ( Math.abs( m31 ) < 0.99999 ) {
+
+				this._x = Math.atan2( m32, m33 );
+				this._z = Math.atan2( m21, m11 );
+
+			} else {
+
+				this._x = 0;
+				this._z = Math.atan2( - m12, m22 );
+
+			}
+
+		} else if ( order === 'YZX' ) {
+
+			this._z = Math.asin( clamp( m21, - 1, 1 ) );
+
+			if ( Math.abs( m21 ) < 0.99999 ) {
+
+				this._x = Math.atan2( - m23, m22 );
+				this._y = Math.atan2( - m31, m11 );
+
+			} else {
+
+				this._x = 0;
+				this._y = Math.atan2( m13, m33 );
+
+			}
+
+		} else if ( order === 'XZY' ) {
+
+			this._z = Math.asin( - clamp( m12, - 1, 1 ) );
+
+			if ( Math.abs( m12 ) < 0.99999 ) {
+
+				this._x = Math.atan2( m32, m22 );
+				this._y = Math.atan2( m13, m11 );
+
+			} else {
+
+				this._x = Math.atan2( - m23, m33 );
+				this._y = 0;
+
+			}
+
+		} else {
+
+			console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
+
+		}
+
+		this._order = order;
+
+		if ( update !== false ) this.onChangeCallback();
+
+		return this;
+
+	},
+
+	setFromQuaternion: function () {
+
+		var matrix;
+
+		return function ( q, order, update ) {
+
+			if ( matrix === undefined ) matrix = new THREE.Matrix4();
+			matrix.makeRotationFromQuaternion( q );
+			this.setFromRotationMatrix( matrix, order, update );
+
+			return this;
+
+		};
+
+	}(),
+
+	setFromVector3: function ( v, order ) {
+
+		return this.set( v.x, v.y, v.z, order || this._order );
+
+	},
+
+	reorder: function () {
+
+		// WARNING: this discards revolution information -bhouston
+
+		var q = new THREE.Quaternion();
+
+		return function ( newOrder ) {
+
+			q.setFromEuler( this );
+			this.setFromQuaternion( q, newOrder );
+
+		};
+
+	}(),
+
+	equals: function ( euler ) {
+
+		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
+
+	},
+
+	fromArray: function ( array ) {
+
+		this._x = array[ 0 ];
+		this._y = array[ 1 ];
+		this._z = array[ 2 ];
+		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
+
+		this.onChangeCallback();
+
+		return this;
+
+	},
+
+	toArray: function () {
+
+		return [ this._x, this._y, this._z, this._order ];
+
+	},
+
+	toVector3: function ( optionalResult ) {
+
+		if ( optionalResult ) {
+
+			return optionalResult.set( this._x, this._y, this._z );
+
+		} else {
+
+			return new THREE.Vector3( this._x, this._y, this._z );
+
+		}
+
+	},
+
+	onChange: function ( callback ) {
+
+		this.onChangeCallback = callback;
+
+		return this;
+
+	},
+
+	onChangeCallback: function () {},
+
+	clone: function () {
+
+		return new THREE.Euler( this._x, this._y, this._z, this._order );
+
+	}
+
+};
+/*** END Euler ***/
+/*** START Math ***/
+/**
+ * @author alteredq / http://alteredqualia.com/
+ * @author mrdoob / http://mrdoob.com/
+ */
+
+THREE.Math = {
+
+	generateUUID: function () {
+
+		// http://www.broofa.com/Tools/Math.uuid.htm
+
+		var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
+		var uuid = new Array( 36 );
+		var rnd = 0, r;
+
+		return function () {
+
+			for ( var i = 0; i < 36; i ++ ) {
+
+				if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
+
+					uuid[ i ] = '-';
+
+				} else if ( i == 14 ) {
+
+					uuid[ i ] = '4';
+
+				} else {
+
+					if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
+					r = rnd & 0xf;
+					rnd = rnd >> 4;
+					uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
+
+				}
+			}
+
+			return uuid.join( '' );
+
+		};
+
+	}(),
+
+	// Clamp value to range <a, b>
+
+	clamp: function ( x, a, b ) {
+
+		return ( x < a ) ? a : ( ( x > b ) ? b : x );
+
+	},
+
+	// Clamp value to range <a, inf)
+
+	clampBottom: function ( x, a ) {
+
+		return x < a ? a : x;
+
+	},
+
+	// Linear mapping from range <a1, a2> to range <b1, b2>
+
+	mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+		return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+	},
+
+	// http://en.wikipedia.org/wiki/Smoothstep
+
+	smoothstep: function ( x, min, max ) {
+
+		if ( x <= min ) return 0;
+		if ( x >= max ) return 1;
+
+		x = ( x - min ) / ( max - min );
+
+		return x * x * ( 3 - 2 * x );
+
+	},
+
+	smootherstep: function ( x, min, max ) {
+
+		if ( x <= min ) return 0;
+		if ( x >= max ) return 1;
+
+		x = ( x - min ) / ( max - min );
+
+		return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+	},
+
+	// Random float from <0, 1> with 16 bits of randomness
+	// (standard Math.random() creates repetitive patterns when applied over larger space)
+
+	random16: function () {
+
+		return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
+
+	},
+
+	// Random integer from <low, high> interval
+
+	randInt: function ( low, high ) {
+
+		return Math.floor( this.randFloat( low, high ) );
+
+	},
+
+	// Random float from <low, high> interval
+
+	randFloat: function ( low, high ) {
+
+		return low + Math.random() * ( high - low );
+
+	},
+
+	// Random float from <-range/2, range/2> interval
+
+	randFloatSpread: function ( range ) {
+
+		return range * ( 0.5 - Math.random() );
+
+	},
+
+	degToRad: function () {
+
+		var degreeToRadiansFactor = Math.PI / 180;
+
+		return function ( degrees ) {
+
+			return degrees * degreeToRadiansFactor;
+
+		};
+
+	}(),
+
+	radToDeg: function () {
+
+		var radianToDegreesFactor = 180 / Math.PI;
+
+		return function ( radians ) {
+
+			return radians * radianToDegreesFactor;
+
+		};
+
+	}(),
+
+	isPowerOfTwo: function ( value ) {
+
+		return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+	},
+
+	nextPowerOfTwo: function ( value ) {
+
+		value --;
+		value |= value >> 1;
+		value |= value >> 2;
+		value |= value >> 4;
+		value |= value >> 8;
+		value |= value >> 16;
+		value ++;
+
+		return value;
+	}
+
+};
+
+/*** END Math ***/
+
+}
+
+module.exports = THREE;
+
+},{}],10:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+var THREE = _dereq_('./three-math.js');
+var Util = _dereq_('./util.js');
+
+var ROTATE_SPEED = 0.5;
+/**
+ * Provides a quaternion responsible for pre-panning the scene before further
+ * transformations due to device sensors.
+ */
+function TouchPanner() {
+  window.addEventListener('touchstart', this.onTouchStart_.bind(this));
+  window.addEventListener('touchmove', this.onTouchMove_.bind(this));
+  window.addEventListener('touchend', this.onTouchEnd_.bind(this));
+
+  this.isTouching = false;
+  this.rotateStart = new THREE.Vector2();
+  this.rotateEnd = new THREE.Vector2();
+  this.rotateDelta = new THREE.Vector2();
+
+  this.theta = 0;
+  this.orientation = new THREE.Quaternion();
+}
+
+TouchPanner.prototype.getOrientation = function() {
+  this.orientation.setFromEuler(new THREE.Euler(0, 0, this.theta));
+  return this.orientation;
+};
+
+TouchPanner.prototype.resetSensor = function() {
+  this.theta = 0;
+};
+
+TouchPanner.prototype.onTouchStart_ = function(e) {
+  // Only respond if there is exactly one touch.
+  if (e.touches.length != 1) {
+    return;
+  }
+  this.rotateStart.set(e.touches[0].pageX, e.touches[0].pageY);
+  this.isTouching = true;
+};
+
+TouchPanner.prototype.onTouchMove_ = function(e) {
+  if (!this.isTouching) {
+    return;
+  }
+  this.rotateEnd.set(e.touches[0].pageX, e.touches[0].pageY);
+  this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);
+  this.rotateStart.copy(this.rotateEnd);
+
+  // On iOS, direction is inverted.
+  if (Util.isIOS()) {
+    this.rotateDelta.x *= -1;
+  }
+
+  var element = document.body;
+  this.theta += 2 * Math.PI * this.rotateDelta.x / element.clientWidth * ROTATE_SPEED;
+};
+
+TouchPanner.prototype.onTouchEnd_ = function(e) {
+  this.isTouching = false;
+};
+
+module.exports = TouchPanner;
+
+},{"./three-math.js":9,"./util.js":11}],11:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+var Util = window.Util || {};
+
+Util.MIN_TIMESTEP = 0.001;
+Util.MAX_TIMESTEP = 1;
+
+Util.clamp = function(value, min, max) {
+  return Math.min(Math.max(min, value), max);
+};
+
+Util.isIOS = function() {
+  return /iPad|iPhone|iPod/.test(navigator.platform);
+};
+
+Util.isFirefoxAndroid = function() {
+  return navigator.userAgent.indexOf('Firefox') !== -1 && navigator.userAgent.indexOf('Android') !== -1;
+}
+
+// Helper method to validate the time steps of sensor timestamps.
+Util.isTimestampDeltaValid = function(timestampDeltaS) {
+  if (isNaN(timestampDeltaS)) {
+    return false;
+  }
+  if (timestampDeltaS <= Util.MIN_TIMESTEP) {
+    return false;
+  }
+  if (timestampDeltaS > Util.MAX_TIMESTEP) {
+    return false;
+  }
+  return true;
+}
+
+module.exports = Util;
+
+},{}],12:[function(_dereq_,module,exports){
+/*
+ * Copyright 2015 Google Inc. All Rights Reserved.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *     http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+var CardboardHMDVRDevice = _dereq_('./cardboard-hmd-vr-device.js');
+//var OrientationPositionSensorVRDevice = require('./orientation-position-sensor-vr-device.js');
+var FusionPositionSensorVRDevice = _dereq_('./fusion-position-sensor-vr-device.js');
+var MouseKeyboardPositionSensorVRDevice = _dereq_('./mouse-keyboard-position-sensor-vr-device.js');
+// Uncomment to add positional tracking via webcam.
+//var WebcamPositionSensorVRDevice = require('./webcam-position-sensor-vr-device.js');
+var HMDVRDevice = _dereq_('./base.js').HMDVRDevice;
+var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;
+
+function WebVRPolyfill() {
+  this.devices = [];
+
+  if (!this.isWebVRAvailable()) {
+    this.enablePolyfill();
+  }
+}
+
+WebVRPolyfill.prototype.isWebVRAvailable = function() {
+  return ('getVRDevices' in navigator) || ('mozGetVRDevices' in navigator);
+};
+
+
+WebVRPolyfill.prototype.enablePolyfill = function() {
+  // Initialize our virtual VR devices.
+  if (this.isCardboardCompatible()) {
+    this.devices.push(new CardboardHMDVRDevice());
+  }
+
+  // Polyfill using the right position sensor.
+  if (this.isMobile()) {
+    //this.devices.push(new OrientationPositionSensorVRDevice());
+    this.devices.push(new FusionPositionSensorVRDevice());
+  } else {
+    if (!WebVRConfig.MOUSE_KEYBOARD_CONTROLS_DISABLED) {
+      this.devices.push(new MouseKeyboardPositionSensorVRDevice());
+    }
+    // Uncomment to add positional tracking via webcam.
+    //this.devices.push(new WebcamPositionSensorVRDevice());
+  }
+
+  // Provide navigator.getVRDevices.
+  navigator.getVRDevices = this.getVRDevices.bind(this);
+
+  // Provide the CardboardHMDVRDevice and PositionSensorVRDevice objects.
+  window.HMDVRDevice = HMDVRDevice;
+  window.PositionSensorVRDevice = PositionSensorVRDevice;
+};
+
+WebVRPolyfill.prototype.getVRDevices = function() {
+  var devices = this.devices;
+  return new Promise(function(resolve, reject) {
+    try {
+      resolve(devices);
+    } catch (e) {
+      reject(e);
+    }
+  });
+};
+
+/**
+ * Determine if a device is mobile.
+ */
+WebVRPolyfill.prototype.isMobile = function() {
+  return /Android/i.test(navigator.userAgent) ||
+      /iPhone|iPad|iPod/i.test(navigator.userAgent);
+};
+
+WebVRPolyfill.prototype.isCardboardCompatible = function() {
+  // For now, support all iOS and Android devices.
+  // Also enable the WebVRConfig.FORCE_VR flag for debugging.
+  return this.isMobile() || WebVRConfig.FORCE_ENABLE_VR;
+};
+
+module.exports = WebVRPolyfill;
+
+},{"./base.js":1,"./cardboard-hmd-vr-device.js":2,"./fusion-position-sensor-vr-device.js":4,"./mouse-keyboard-position-sensor-vr-device.js":6}]},{},[5]);

BIN
examples/textures/cube/sun_temple_stripe_stereo.jpg


+ 226 - 0
examples/webgl_stereo_pano.html

@@ -0,0 +1,226 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - stereo pano demo</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<meta name="viewmode" content="projection=stereo">
+		<style>
+			html, body {
+				background-color: #000;
+				margin: 0;
+				padding: 0;
+				overflow: hidden;
+			}
+
+			#vrMode {
+				position: absolute;
+				top: 0;
+				left: 0;
+				margin: 10px;
+				padding: 10px;
+				border: 0;
+				background: #000;
+				color: #fff;
+				font-size: 1rem;
+			}
+
+		</style>
+
+		<script>
+		WebVRConfig = {
+			// Forces availability of VR mode.
+			FORCE_ENABLE_VR: true, // Default: false.
+			// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
+			//K_FILTER: 0.98, // Default: 0.98.
+			// How far into the future to predict during fast motion.
+			//PREDICTION_TIME_S: 0, // Default: 0.050s.
+			// Flag to disable touch panner. In case you have your own touch controls
+			//TOUCH_PANNER_DISABLED: true, // Default: false.
+			// Enable yaw panning only, disabling roll and pitch. This can be useful
+			// for panoramas with nothing interesting above or below.
+			//YAW_ONLY: true, // Default: false.
+			// To disable keyboard and mouse controls. If you implement your own.
+			//MOUSE_KEYBOARD_CONTROLS_DISABLED: true // Default: false
+		}
+		</script>
+	</head>
+	<body>
+		<button id="vrMode">VR MODE</button>
+		<script src="../build/three.min.js"></script>
+		<script src="js/libs/webvr-polyfill.js"></script>
+		<script src="js/controls/VRControls.js"></script>
+		<script src="js/effects/VREffect.js"></script>
+
+		<script>
+
+		var camera;
+		var vrControls;
+		var effect;
+		var renderer;
+		var scene;
+		var vrMode = false;
+
+		function init() {
+
+			renderer = new THREE.WebGLRenderer( { antialias: true } );
+			renderer.setPixelRatio( window.devicePixelRatio ? window.devicePixelRatio : 1 );
+			document.body.appendChild( renderer.domElement );
+
+			scene = new THREE.Scene();
+
+			camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 10000 );
+			camera.layers.enable(1);
+
+			effect = new THREE.VREffect( renderer );
+			vrControls = new THREE.VRControls( camera );
+
+
+			var textures = getTexturesFromAtlasFile( "textures/cube/sun_temple_stripe_stereo.jpg", 12 );
+
+
+			var materials = [];
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+					materials.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
+
+			}
+
+			var skyBox = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materials ) );
+			skyBox.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
+			skyBox.layers.set( 1 );
+			scene.add( skyBox );
+
+
+			var materialsR = [];
+
+			for ( var i = 6; i < 12; i ++ ) {
+
+					materialsR.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
+
+			}
+
+			var skyBoxR = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materialsR ) );
+			skyBoxR.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
+			skyBoxR.layers.set( 2 );
+			scene.add( skyBoxR );
+
+			animate();
+			onWindowResize();
+
+		}
+
+		function getTexturesFromAtlasFile( atlasImgUrl, tilesNum ) {
+
+			var textures = [];
+
+			for ( var i=0; i < tilesNum; i++ ) {
+
+				textures[i] = new THREE.Texture();
+
+			}
+
+			var imageObj = new Image();
+
+			imageObj.onload = function() {
+
+				var canvas, context;
+				var tileWidth = imageObj.height;
+
+				for ( var i = 0; i < textures.length; i++ ) {
+
+					canvas = document.createElement( 'canvas' );
+					context = canvas.getContext( '2d' );
+					canvas.height = tileWidth;
+					canvas.width = tileWidth;
+					context.drawImage( imageObj, tileWidth * i, 0, tileWidth, tileWidth, 0, 0, tileWidth, tileWidth );
+					textures[i].image = canvas
+					textures[i].needsUpdate = true;
+
+				}
+
+			};
+
+			imageObj.src = atlasImgUrl;
+
+			return textures;
+
+		}
+
+		function requestFullscreen() {
+
+				effect.setFullScreen( true );
+
+		}
+
+		function onWindowResize() {
+
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
+
+			if (vrMode) {
+
+				effect.setSize(window.innerWidth, window.innerHeight);
+
+			} else {
+
+				renderer.setSize(window.innerWidth, window.innerHeight);
+				
+			}
+
+		}
+
+		function onFullscreenChange(e) {
+
+			var fsElement = document.fullscreenElement ||
+				document.mozFullScreenElement ||
+				document.webkitFullscreenElement;
+
+			if ( !fsElement ) {
+
+				vrMode = false;
+
+			} else {
+
+				window.screen.orientation.lock( 'landscape' );
+
+			}
+
+		}
+
+		function animate() {
+
+			if ( vrMode ) {
+
+				effect.render( scene, camera );
+
+			} else {
+
+				renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
+				renderer.render( scene, camera );
+
+			}
+
+			vrControls.update();
+			requestAnimationFrame( animate );
+
+		}
+
+		document.querySelector( '#vrMode' ).addEventListener( 'click', function() {
+
+			vrMode = vrMode ? false : true;
+			requestFullscreen();
+			onWindowResize();
+
+		} );
+
+		document.addEventListener( 'fullscreenchange', onFullscreenChange );
+		document.addEventListener( 'mozfullscreenchange', onFullscreenChange );
+		window.addEventListener( 'resize', onWindowResize, false );
+
+		init();
+
+		</script>
+	</body>
+</html>

+ 226 - 0
examples/webvr_stereo_pano.html

@@ -0,0 +1,226 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webgl - stereo pano demo</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<meta name="viewmode" content="projection=stereo">
+		<style>
+			html, body {
+				background-color: #000;
+				margin: 0px;
+				padding: 0px;
+				overflow: hidden;
+			}
+
+			#VrMode {
+				position: absolute;
+				top: 0;
+				left: 0;
+				margin: 10px;
+				background: black;
+				border: 0;
+				color: #fff;
+				padding: 10px;
+				font-size: 1rem;
+			}
+
+		</style>
+
+		<script>
+		WebVRConfig = {
+			// Forces availability of VR mode.
+			FORCE_ENABLE_VR: true, // Default: false.
+			// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
+			//K_FILTER: 0.98, // Default: 0.98.
+			// How far into the future to predict during fast motion.
+			//PREDICTION_TIME_S: 0, // Default: 0.050s.
+			// Flag to disable touch panner. In case you have your own touch controls
+			//TOUCH_PANNER_DISABLED: true, // Default: false.
+			// Enable yaw panning only, disabling roll and pitch. This can be useful
+			// for panoramas with nothing interesting above or below.
+			//YAW_ONLY: true, // Default: false.
+			// To disable keyboard and mouse controls. If you implement your own.
+			//MOUSE_KEYBOARD_CONTROLS_DISABLED: true // Default: false
+		}
+		</script>
+	</head>
+	<body>
+		<button id="VrMode">VR MODE</button>
+		<script src="../build/three.min.js"></script>
+		<script src="js/libs/webvr-polyfill.js"></script>
+		<script src="js/controls/VRControls.js"></script>
+		<script src="js/effects/VREffect.js"></script>
+
+		<script>
+
+		var camera;
+		var vrControls;
+		var effect;
+		var renderer;
+		var scene;
+		var TwitchStream = false;
+
+		function init() {
+
+			renderer = new THREE.WebGLRenderer( { antialias: true } );
+			renderer.setPixelRatio( window.devicePixelRatio ? window.devicePixelRatio : 1 );
+			document.body.appendChild( renderer.domElement );
+
+			scene = new THREE.Scene();
+
+			camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 10000 );
+			camera.layers.enable(1);
+
+			effect = new THREE.VREffect( renderer );
+			vrControls = new THREE.VRControls( camera );
+
+
+			var textures = getTexturesFromAtlasFile( "textures/cube/sun_temple_stripe_stereo.jpg", 12 );
+
+
+			var materials = [];
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+					materials.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
+
+			}
+
+			var skyBox = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materials ) );
+			skyBox.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
+			skyBox.layers.set( 1 );
+			scene.add( skyBox );
+
+
+			var materialsR = [];
+
+			for ( var i = 6; i < 12; i ++ ) {
+
+					materialsR.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
+
+			}
+
+			var skyBoxR = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materialsR ) );
+			skyBoxR.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
+			skyBoxR.layers.set( 2 );
+			scene.add( skyBoxR );
+
+			animate();
+			onWindowResize();
+
+		}
+
+		function getTexturesFromAtlasFile( atlasImgUrl, tilesNum ) {
+
+			var textures = [];
+
+			for ( var i=0; i < tilesNum; i++ ) {
+
+				textures[i] = new THREE.Texture();
+
+			}
+
+			var imageObj = new Image();
+
+			imageObj.onload = function() {
+
+				var canvas, context;
+				var tileWidth = imageObj.height;
+
+				for ( var i = 0; i < textures.length; i++ ) {
+
+					canvas = document.createElement( 'canvas' );
+					context = canvas.getContext( '2d' );
+					canvas.height = tileWidth;
+					canvas.width = tileWidth;
+					context.drawImage( imageObj, tileWidth * i, 0, tileWidth, tileWidth, 0, 0, tileWidth, tileWidth );
+					textures[i].image = canvas
+					textures[i].needsUpdate = true;
+
+				}
+
+			};
+
+			imageObj.src = atlasImgUrl;
+
+			return textures;
+
+		}
+
+		function requestFullscreen() {
+
+				effect.setFullScreen( true );
+
+		}
+
+		function onWindowResize() {
+
+			camera.aspect = window.innerWidth / window.innerHeight;
+			camera.updateProjectionMatrix();
+
+			if (TwitchStream) {
+
+				effect.setSize(window.innerWidth, window.innerHeight);
+
+			} else {
+
+				renderer.setSize(window.innerWidth, window.innerHeight);
+				
+			}
+
+		}
+
+		function onFullscreenChange(e) {
+
+			var fsElement = document.fullscreenElement ||
+				document.mozFullScreenElement ||
+				document.webkitFullscreenElement;
+
+			if ( !fsElement ) {
+
+				TwitchStream = false;
+
+			} else {
+
+				window.screen.orientation.lock( 'landscape' );
+
+			}
+
+		}
+
+		function animate() {
+
+			if ( TwitchStream ) {
+
+				effect.render( scene, camera );
+
+			} else {
+
+				renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
+				renderer.render( scene, camera );
+
+			}
+
+			vrControls.update();
+			requestAnimationFrame( animate );
+
+		}
+
+		document.querySelector( '#VrMode' ).addEventListener( 'click', function() {
+
+			TwitchStream = TwitchStream ? false : true;
+			requestFullscreen();
+			onWindowResize();
+
+		} );
+
+		document.addEventListener( 'fullscreenchange', onFullscreenChange );
+		document.addEventListener( 'mozfullscreenchange', onFullscreenChange );
+		window.addEventListener( 'resize', onWindowResize, false );
+
+		init();
+
+		</script>
+	</body>
+</html>