(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
/*
 * 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(require,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 = require('./base.js').HMDVRDevice;

// Constants from vrtoolkit: https://github.com/googlesamples/cardboard-java.
var INTERPUPILLARY_DISTANCE = 0.06;
var DEFAULT_MAX_FOV_LEFT_RIGHT = 40;
var DEFAULT_MAX_FOV_BOTTOM = 40;
var DEFAULT_MAX_FOV_TOP = 40;

/**
 * The HMD itself, providing rendering parameters.
 */
function CardboardHMDVRDevice() {
  // From com/google/vrtoolkit/cardboard/FieldOfView.java.
  this.fov = {
    upDegrees: DEFAULT_MAX_FOV_TOP,
    downDegrees: DEFAULT_MAX_FOV_BOTTOM,
    leftDegrees: DEFAULT_MAX_FOV_LEFT_RIGHT,
    rightDegrees: DEFAULT_MAX_FOV_LEFT_RIGHT
  };
  // Set display constants.
  this.eyeTranslationLeft = {
    x: INTERPUPILLARY_DISTANCE * -0.5,
    y: 0,
    z: 0
  };
  this.eyeTranslationRight = {
    x: INTERPUPILLARY_DISTANCE * 0.5,
    y: 0,
    z: 0
  };
}
CardboardHMDVRDevice.prototype = new HMDVRDevice();

CardboardHMDVRDevice.prototype.getEyeParameters = function(whichEye) {
  var eyeTranslation;
  if (whichEye == 'left') {
    eyeTranslation = this.eyeTranslationLeft;
  } else if (whichEye == 'right') {
    eyeTranslation = this.eyeTranslationRight;
  } else {
    console.error('Invalid eye provided: %s', whichEye);
    return null;
  }
  return {
    recommendedFieldOfView: this.fov,
    eyeTranslation: eyeTranslation
  };
};

module.exports = CardboardHMDVRDevice;

},{"./base.js":1}],3:[function(require,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 = require('./sensor-sample.js');
var THREE = require('./three-math.js');
var Util = require('./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(require,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 = require('./base.js').PositionSensorVRDevice;

var ComplementaryFilter = require('./complementary-filter.js');
var PosePredictor = require('./pose-predictor.js');
var TouchPanner = require('./touch-panner.js');
var THREE = require('./three-math.js');
var Util = require('./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 || 0.050);
  if (!WebVRConfig.TOUCH_PANNER_DISABLED) {
    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 (this.touchPanner) {
    out.multiply(this.touchPanner.getOrientation());
  }
  out.multiply(this.predictedQ);
  out.multiply(this.worldToScreenQ);
  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 (this.touchPanner) {
    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(require,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 = require('./webvr-polyfill.js');

// Initialize a WebVRConfig just in case.
window.WebVRConfig = window.WebVRConfig || {};
new WebVRPolyfill();

},{"./webvr-polyfill.js":12}],6:[function(require,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 = require('./base.js').PositionSensorVRDevice;
var THREE = require('./three-math.js');
var Util = require('./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(require,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 = require('./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(require,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(require,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(require,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 = require('./three-math.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);

  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}],11:[function(require,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(require,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 = require('./cardboard-hmd-vr-device.js');
//var OrientationPositionSensorVRDevice = require('./orientation-position-sensor-vr-device.js');
var FusionPositionSensorVRDevice = require('./fusion-position-sensor-vr-device.js');
var MouseKeyboardPositionSensorVRDevice = require('./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 = require('./base.js').HMDVRDevice;
var PositionSensorVRDevice = require('./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 {
    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]);
