whole_func_string: function updateUvs(modelViewMatrix, cameraProjectionMatrix){
  		var transformedUv = new THREE.Vector3()
                  originalsFaceVertexUvs[0].forEach(function(faceVertexUvs, faceIndex){
                          faceVertexUvs.forEach(function(originalUv, uvIndex){
                                  // set transformedUv - from UV coord to clip coord
                                  transformedUv.x = originalUv.x * 2.0 - 1.0;
                                  transformedUv.y = originalUv.y * 2.0 - 1.0;
                                  transformedUv.z = 0
          			// apply modelViewMatrix and projectionMatrix
          			transformedUv.applyMatrix4( modelViewMatrix )
          			transformedUv.applyMatrix4( cameraProjectionMatrix )
          			// apply perspective
          			transformedUv.x /= transformedUv.z
          			transformedUv.y /= transformedUv.z
                                  // set back from clip coord to Uv coord
                                  transformedUv.x = transformedUv.x / 2.0 + 0.5;
                                  transformedUv.y = transformedUv.y / 2.0 + 0.5;
                                  // copy the trasnformedUv into the geometry
                                  cloakMesh.geometry.faceVertexUvs[0][faceIndex][uvIndex].set(transformedUv.x, transformedUv.y)
                          })
                  })
          
                  // cloakMesh.geometry.faceVertexUvs = faceVertexUvs
                  cloakMesh.geometry.uvsNeedUpdate = true
          }
func_code_string: function updateUvs(modelViewMatrix, cameraProjectionMatrix){
  		var transformedUv = new THREE.Vector3()
                  originalsFaceVertexUvs[0].forEach(function(faceVertexUvs, faceIndex){
                          faceVertexUvs.forEach(function(originalUv, uvIndex){
                                  // set transformedUv - from UV coord to clip coord
                                  transformedUv.x = originalUv.x * 2.0 - 1.0;
                                  transformedUv.y = originalUv.y * 2.0 - 1.0;
                                  transformedUv.z = 0
          			// apply modelViewMatrix and projectionMatrix
          			transformedUv.applyMatrix4( modelViewMatrix )
          			transformedUv.applyMatrix4( cameraProjectionMatrix )
          			// apply perspective
          			transformedUv.x /= transformedUv.z
          			transformedUv.y /= transformedUv.z
                                  // set back from clip coord to Uv coord
                                  transformedUv.x = transformedUv.x / 2.0 + 0.5;
                                  transformedUv.y = transformedUv.y / 2.0 + 0.5;
                                  // copy the trasnformedUv into the geometry
                                  cloakMesh.geometry.faceVertexUvs[0][faceIndex][uvIndex].set(transformedUv.x, transformedUv.y)
                          })
                  })
          
                  // cloakMesh.geometry.faceVertexUvs = faceVertexUvs
                  cloakMesh.geometry.uvsNeedUpdate = true
          }
func_documentation_string: update cloakMesh