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authorpommicket <leonardomtenenbaum@gmail.com>2016-07-01 17:43:58 -0400
committerpommicket <leonardomtenenbaum@gmail.com>2016-07-01 17:43:58 -0400
commitbe06edbcfd1213ea1658d36f8934493a92205aac (patch)
tree28dca6130833e3a770611961bc6559c08bed4161 /js/p5.js
Created pommicket.github.io
Diffstat (limited to 'js/p5.js')
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+/*! p5.js v0.4.23 March 04, 2016 */
+(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.p5 = f()}})(function(){var define,module,exports;return (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){
+
+},{}],2:[function(_dereq_,module,exports){
+// Run-time checking of preconditions.
+
+'use strict';
+
+// Precondition function that checks if the given predicate is true.
+// If not, it will throw an error.
+exports.argument = function(predicate, message) {
+ if (!predicate) {
+ throw new Error(message);
+ }
+};
+
+// Precondition function that checks if the given assertion is true.
+// If not, it will throw an error.
+exports.assert = exports.argument;
+
+},{}],3:[function(_dereq_,module,exports){
+// Drawing utility functions.
+
+'use strict';
+
+// Draw a line on the given context from point `x1,y1` to point `x2,y2`.
+function line(ctx, x1, y1, x2, y2) {
+ ctx.beginPath();
+ ctx.moveTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ ctx.stroke();
+}
+
+exports.line = line;
+
+},{}],4:[function(_dereq_,module,exports){
+// Glyph encoding
+
+'use strict';
+
+var cffStandardStrings = [
+ '.notdef', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright',
+ 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two',
+ 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater',
+ 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S',
+ 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore',
+ 'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
+ 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', 'exclamdown', 'cent', 'sterling',
+ 'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle', 'quotedblleft', 'guillemotleft',
+ 'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'endash', 'dagger', 'daggerdbl', 'periodcentered', 'paragraph',
+ 'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright', 'guillemotright', 'ellipsis', 'perthousand',
+ 'questiondown', 'grave', 'acute', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'dieresis', 'ring',
+ 'cedilla', 'hungarumlaut', 'ogonek', 'caron', 'emdash', 'AE', 'ordfeminine', 'Lslash', 'Oslash', 'OE',
+ 'ordmasculine', 'ae', 'dotlessi', 'lslash', 'oslash', 'oe', 'germandbls', 'onesuperior', 'logicalnot', 'mu',
+ 'trademark', 'Eth', 'onehalf', 'plusminus', 'Thorn', 'onequarter', 'divide', 'brokenbar', 'degree', 'thorn',
+ 'threequarters', 'twosuperior', 'registered', 'minus', 'eth', 'multiply', 'threesuperior', 'copyright',
+ 'Aacute', 'Acircumflex', 'Adieresis', 'Agrave', 'Aring', 'Atilde', 'Ccedilla', 'Eacute', 'Ecircumflex',
+ 'Edieresis', 'Egrave', 'Iacute', 'Icircumflex', 'Idieresis', 'Igrave', 'Ntilde', 'Oacute', 'Ocircumflex',
+ 'Odieresis', 'Ograve', 'Otilde', 'Scaron', 'Uacute', 'Ucircumflex', 'Udieresis', 'Ugrave', 'Yacute',
+ 'Ydieresis', 'Zcaron', 'aacute', 'acircumflex', 'adieresis', 'agrave', 'aring', 'atilde', 'ccedilla', 'eacute',
+ 'ecircumflex', 'edieresis', 'egrave', 'iacute', 'icircumflex', 'idieresis', 'igrave', 'ntilde', 'oacute',
+ 'ocircumflex', 'odieresis', 'ograve', 'otilde', 'scaron', 'uacute', 'ucircumflex', 'udieresis', 'ugrave',
+ 'yacute', 'ydieresis', 'zcaron', 'exclamsmall', 'Hungarumlautsmall', 'dollaroldstyle', 'dollarsuperior',
+ 'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', '266 ff', 'onedotenleader',
+ 'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle', 'fouroldstyle', 'fiveoldstyle', 'sixoldstyle',
+ 'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'commasuperior', 'threequartersemdash', 'periodsuperior',
+ 'questionsmall', 'asuperior', 'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', 'isuperior', 'lsuperior',
+ 'msuperior', 'nsuperior', 'osuperior', 'rsuperior', 'ssuperior', 'tsuperior', 'ff', 'ffi', 'ffl',
+ 'parenleftinferior', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall',
+ 'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall',
+ 'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall',
+ 'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', 'exclamdownsmall',
+ 'centoldstyle', 'Lslashsmall', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall', 'Brevesmall', 'Caronsmall',
+ 'Dotaccentsmall', 'Macronsmall', 'figuredash', 'hypheninferior', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall',
+ 'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds',
+ 'zerosuperior', 'foursuperior', 'fivesuperior', 'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior',
+ 'zeroinferior', 'oneinferior', 'twoinferior', 'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior',
+ 'seveninferior', 'eightinferior', 'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior',
+ 'commainferior', 'Agravesmall', 'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall',
+ 'Aringsmall', 'AEsmall', 'Ccedillasmall', 'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall',
+ 'Igravesmall', 'Iacutesmall', 'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall',
+ 'Oacutesmall', 'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall',
+ 'Uacutesmall', 'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall', '001.000',
+ '001.001', '001.002', '001.003', 'Black', 'Bold', 'Book', 'Light', 'Medium', 'Regular', 'Roman', 'Semibold'];
+
+var cffStandardEncoding = [
+ '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
+ '', '', '', '', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent', 'ampersand', 'quoteright',
+ 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash', 'zero', 'one', 'two',
+ 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less', 'equal', 'greater',
+ 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S',
+ 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright', 'asciicircum', 'underscore',
+ 'quoteleft', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't',
+ 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde', '', '', '', '', '', '', '', '',
+ '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
+ 'exclamdown', 'cent', 'sterling', 'fraction', 'yen', 'florin', 'section', 'currency', 'quotesingle',
+ 'quotedblleft', 'guillemotleft', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', '', 'endash', 'dagger',
+ 'daggerdbl', 'periodcentered', '', 'paragraph', 'bullet', 'quotesinglbase', 'quotedblbase', 'quotedblright',
+ 'guillemotright', 'ellipsis', 'perthousand', '', 'questiondown', '', 'grave', 'acute', 'circumflex', 'tilde',
+ 'macron', 'breve', 'dotaccent', 'dieresis', '', 'ring', 'cedilla', '', 'hungarumlaut', 'ogonek', 'caron',
+ 'emdash', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', 'AE', '', 'ordfeminine', '', '', '',
+ '', 'Lslash', 'Oslash', 'OE', 'ordmasculine', '', '', '', '', '', 'ae', '', '', '', 'dotlessi', '', '',
+ 'lslash', 'oslash', 'oe', 'germandbls'];
+
+var cffExpertEncoding = [
+ '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
+ '', '', '', '', 'space', 'exclamsmall', 'Hungarumlautsmall', '', 'dollaroldstyle', 'dollarsuperior',
+ 'ampersandsmall', 'Acutesmall', 'parenleftsuperior', 'parenrightsuperior', 'twodotenleader', 'onedotenleader',
+ 'comma', 'hyphen', 'period', 'fraction', 'zerooldstyle', 'oneoldstyle', 'twooldstyle', 'threeoldstyle',
+ 'fouroldstyle', 'fiveoldstyle', 'sixoldstyle', 'sevenoldstyle', 'eightoldstyle', 'nineoldstyle', 'colon',
+ 'semicolon', 'commasuperior', 'threequartersemdash', 'periodsuperior', 'questionsmall', '', 'asuperior',
+ 'bsuperior', 'centsuperior', 'dsuperior', 'esuperior', '', '', 'isuperior', '', '', 'lsuperior', 'msuperior',
+ 'nsuperior', 'osuperior', '', '', 'rsuperior', 'ssuperior', 'tsuperior', '', 'ff', 'fi', 'fl', 'ffi', 'ffl',
+ 'parenleftinferior', '', 'parenrightinferior', 'Circumflexsmall', 'hyphensuperior', 'Gravesmall', 'Asmall',
+ 'Bsmall', 'Csmall', 'Dsmall', 'Esmall', 'Fsmall', 'Gsmall', 'Hsmall', 'Ismall', 'Jsmall', 'Ksmall', 'Lsmall',
+ 'Msmall', 'Nsmall', 'Osmall', 'Psmall', 'Qsmall', 'Rsmall', 'Ssmall', 'Tsmall', 'Usmall', 'Vsmall', 'Wsmall',
+ 'Xsmall', 'Ysmall', 'Zsmall', 'colonmonetary', 'onefitted', 'rupiah', 'Tildesmall', '', '', '', '', '', '', '',
+ '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '',
+ 'exclamdownsmall', 'centoldstyle', 'Lslashsmall', '', '', 'Scaronsmall', 'Zcaronsmall', 'Dieresissmall',
+ 'Brevesmall', 'Caronsmall', '', 'Dotaccentsmall', '', '', 'Macronsmall', '', '', 'figuredash', 'hypheninferior',
+ '', '', 'Ogoneksmall', 'Ringsmall', 'Cedillasmall', '', '', '', 'onequarter', 'onehalf', 'threequarters',
+ 'questiondownsmall', 'oneeighth', 'threeeighths', 'fiveeighths', 'seveneighths', 'onethird', 'twothirds', '',
+ '', 'zerosuperior', 'onesuperior', 'twosuperior', 'threesuperior', 'foursuperior', 'fivesuperior',
+ 'sixsuperior', 'sevensuperior', 'eightsuperior', 'ninesuperior', 'zeroinferior', 'oneinferior', 'twoinferior',
+ 'threeinferior', 'fourinferior', 'fiveinferior', 'sixinferior', 'seveninferior', 'eightinferior',
+ 'nineinferior', 'centinferior', 'dollarinferior', 'periodinferior', 'commainferior', 'Agravesmall',
+ 'Aacutesmall', 'Acircumflexsmall', 'Atildesmall', 'Adieresissmall', 'Aringsmall', 'AEsmall', 'Ccedillasmall',
+ 'Egravesmall', 'Eacutesmall', 'Ecircumflexsmall', 'Edieresissmall', 'Igravesmall', 'Iacutesmall',
+ 'Icircumflexsmall', 'Idieresissmall', 'Ethsmall', 'Ntildesmall', 'Ogravesmall', 'Oacutesmall',
+ 'Ocircumflexsmall', 'Otildesmall', 'Odieresissmall', 'OEsmall', 'Oslashsmall', 'Ugravesmall', 'Uacutesmall',
+ 'Ucircumflexsmall', 'Udieresissmall', 'Yacutesmall', 'Thornsmall', 'Ydieresissmall'];
+
+var standardNames = [
+ '.notdef', '.null', 'nonmarkingreturn', 'space', 'exclam', 'quotedbl', 'numbersign', 'dollar', 'percent',
+ 'ampersand', 'quotesingle', 'parenleft', 'parenright', 'asterisk', 'plus', 'comma', 'hyphen', 'period', 'slash',
+ 'zero', 'one', 'two', 'three', 'four', 'five', 'six', 'seven', 'eight', 'nine', 'colon', 'semicolon', 'less',
+ 'equal', 'greater', 'question', 'at', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O',
+ 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', 'bracketleft', 'backslash', 'bracketright',
+ 'asciicircum', 'underscore', 'grave', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o',
+ 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', 'braceleft', 'bar', 'braceright', 'asciitilde',
+ 'Adieresis', 'Aring', 'Ccedilla', 'Eacute', 'Ntilde', 'Odieresis', 'Udieresis', 'aacute', 'agrave',
+ 'acircumflex', 'adieresis', 'atilde', 'aring', 'ccedilla', 'eacute', 'egrave', 'ecircumflex', 'edieresis',
+ 'iacute', 'igrave', 'icircumflex', 'idieresis', 'ntilde', 'oacute', 'ograve', 'ocircumflex', 'odieresis',
+ 'otilde', 'uacute', 'ugrave', 'ucircumflex', 'udieresis', 'dagger', 'degree', 'cent', 'sterling', 'section',
+ 'bullet', 'paragraph', 'germandbls', 'registered', 'copyright', 'trademark', 'acute', 'dieresis', 'notequal',
+ 'AE', 'Oslash', 'infinity', 'plusminus', 'lessequal', 'greaterequal', 'yen', 'mu', 'partialdiff', 'summation',
+ 'product', 'pi', 'integral', 'ordfeminine', 'ordmasculine', 'Omega', 'ae', 'oslash', 'questiondown',
+ 'exclamdown', 'logicalnot', 'radical', 'florin', 'approxequal', 'Delta', 'guillemotleft', 'guillemotright',
+ 'ellipsis', 'nonbreakingspace', 'Agrave', 'Atilde', 'Otilde', 'OE', 'oe', 'endash', 'emdash', 'quotedblleft',
+ 'quotedblright', 'quoteleft', 'quoteright', 'divide', 'lozenge', 'ydieresis', 'Ydieresis', 'fraction',
+ 'currency', 'guilsinglleft', 'guilsinglright', 'fi', 'fl', 'daggerdbl', 'periodcentered', 'quotesinglbase',
+ 'quotedblbase', 'perthousand', 'Acircumflex', 'Ecircumflex', 'Aacute', 'Edieresis', 'Egrave', 'Iacute',
+ 'Icircumflex', 'Idieresis', 'Igrave', 'Oacute', 'Ocircumflex', 'apple', 'Ograve', 'Uacute', 'Ucircumflex',
+ 'Ugrave', 'dotlessi', 'circumflex', 'tilde', 'macron', 'breve', 'dotaccent', 'ring', 'cedilla', 'hungarumlaut',
+ 'ogonek', 'caron', 'Lslash', 'lslash', 'Scaron', 'scaron', 'Zcaron', 'zcaron', 'brokenbar', 'Eth', 'eth',
+ 'Yacute', 'yacute', 'Thorn', 'thorn', 'minus', 'multiply', 'onesuperior', 'twosuperior', 'threesuperior',
+ 'onehalf', 'onequarter', 'threequarters', 'franc', 'Gbreve', 'gbreve', 'Idotaccent', 'Scedilla', 'scedilla',
+ 'Cacute', 'cacute', 'Ccaron', 'ccaron', 'dcroat'];
+
+// This is the encoding used for fonts created from scratch.
+// It loops through all glyphs and finds the appropriate unicode value.
+// Since it's linear time, other encodings will be faster.
+function DefaultEncoding(font) {
+ this.font = font;
+}
+
+DefaultEncoding.prototype.charToGlyphIndex = function(c) {
+ var code = c.charCodeAt(0);
+ var glyphs = this.font.glyphs;
+ if (glyphs) {
+ for (var i = 0; i < glyphs.length; i += 1) {
+ var glyph = glyphs.get(i);
+ for (var j = 0; j < glyph.unicodes.length; j += 1) {
+ if (glyph.unicodes[j] === code) {
+ return i;
+ }
+ }
+ }
+ } else {
+ return null;
+ }
+};
+
+function CmapEncoding(cmap) {
+ this.cmap = cmap;
+}
+
+CmapEncoding.prototype.charToGlyphIndex = function(c) {
+ return this.cmap.glyphIndexMap[c.charCodeAt(0)] || 0;
+};
+
+function CffEncoding(encoding, charset) {
+ this.encoding = encoding;
+ this.charset = charset;
+}
+
+CffEncoding.prototype.charToGlyphIndex = function(s) {
+ var code = s.charCodeAt(0);
+ var charName = this.encoding[code];
+ return this.charset.indexOf(charName);
+};
+
+function GlyphNames(post) {
+ var i;
+ switch (post.version) {
+ case 1:
+ this.names = exports.standardNames.slice();
+ break;
+ case 2:
+ this.names = new Array(post.numberOfGlyphs);
+ for (i = 0; i < post.numberOfGlyphs; i++) {
+ if (post.glyphNameIndex[i] < exports.standardNames.length) {
+ this.names[i] = exports.standardNames[post.glyphNameIndex[i]];
+ } else {
+ this.names[i] = post.names[post.glyphNameIndex[i] - exports.standardNames.length];
+ }
+ }
+
+ break;
+ case 2.5:
+ this.names = new Array(post.numberOfGlyphs);
+ for (i = 0; i < post.numberOfGlyphs; i++) {
+ this.names[i] = exports.standardNames[i + post.glyphNameIndex[i]];
+ }
+
+ break;
+ case 3:
+ this.names = [];
+ break;
+ }
+}
+
+GlyphNames.prototype.nameToGlyphIndex = function(name) {
+ return this.names.indexOf(name);
+};
+
+GlyphNames.prototype.glyphIndexToName = function(gid) {
+ return this.names[gid];
+};
+
+function addGlyphNames(font) {
+ var glyph;
+ var glyphIndexMap = font.tables.cmap.glyphIndexMap;
+ var charCodes = Object.keys(glyphIndexMap);
+
+ for (var i = 0; i < charCodes.length; i += 1) {
+ var c = charCodes[i];
+ var glyphIndex = glyphIndexMap[c];
+ glyph = font.glyphs.get(glyphIndex);
+ glyph.addUnicode(parseInt(c));
+ }
+
+ for (i = 0; i < font.glyphs.length; i += 1) {
+ glyph = font.glyphs.get(i);
+ if (font.cffEncoding) {
+ glyph.name = font.cffEncoding.charset[i];
+ } else {
+ glyph.name = font.glyphNames.glyphIndexToName(i);
+ }
+ }
+}
+
+exports.cffStandardStrings = cffStandardStrings;
+exports.cffStandardEncoding = cffStandardEncoding;
+exports.cffExpertEncoding = cffExpertEncoding;
+exports.standardNames = standardNames;
+exports.DefaultEncoding = DefaultEncoding;
+exports.CmapEncoding = CmapEncoding;
+exports.CffEncoding = CffEncoding;
+exports.GlyphNames = GlyphNames;
+exports.addGlyphNames = addGlyphNames;
+
+},{}],5:[function(_dereq_,module,exports){
+// The Font object
+
+'use strict';
+
+var path = _dereq_('./path');
+var sfnt = _dereq_('./tables/sfnt');
+var encoding = _dereq_('./encoding');
+var glyphset = _dereq_('./glyphset');
+
+// A Font represents a loaded OpenType font file.
+// It contains a set of glyphs and methods to draw text on a drawing context,
+// or to get a path representing the text.
+function Font(options) {
+ options = options || {};
+
+ // OS X will complain if the names are empty, so we put a single space everywhere by default.
+ this.familyName = options.familyName || ' ';
+ this.styleName = options.styleName || ' ';
+ this.designer = options.designer || ' ';
+ this.designerURL = options.designerURL || ' ';
+ this.manufacturer = options.manufacturer || ' ';
+ this.manufacturerURL = options.manufacturerURL || ' ';
+ this.license = options.license || ' ';
+ this.licenseURL = options.licenseURL || ' ';
+ this.version = options.version || 'Version 0.1';
+ this.description = options.description || ' ';
+ this.copyright = options.copyright || ' ';
+ this.trademark = options.trademark || ' ';
+ this.unitsPerEm = options.unitsPerEm || 1000;
+ this.ascender = options.ascender;
+ this.descender = options.descender;
+ this.supported = true;
+ this.glyphs = new glyphset.GlyphSet(this, options.glyphs || []);
+ this.encoding = new encoding.DefaultEncoding(this);
+ this.tables = {};
+}
+
+// Check if the font has a glyph for the given character.
+Font.prototype.hasChar = function(c) {
+ return this.encoding.charToGlyphIndex(c) !== null;
+};
+
+// Convert the given character to a single glyph index.
+// Note that this function assumes that there is a one-to-one mapping between
+// the given character and a glyph; for complex scripts this might not be the case.
+Font.prototype.charToGlyphIndex = function(s) {
+ return this.encoding.charToGlyphIndex(s);
+};
+
+// Convert the given character to a single Glyph object.
+// Note that this function assumes that there is a one-to-one mapping between
+// the given character and a glyph; for complex scripts this might not be the case.
+Font.prototype.charToGlyph = function(c) {
+ var glyphIndex = this.charToGlyphIndex(c);
+ var glyph = this.glyphs.get(glyphIndex);
+ if (!glyph) {
+ // .notdef
+ glyph = this.glyphs.get(0);
+ }
+
+ return glyph;
+};
+
+// Convert the given text to a list of Glyph objects.
+// Note that there is no strict one-to-one mapping between characters and
+// glyphs, so the list of returned glyphs can be larger or smaller than the
+// length of the given string.
+Font.prototype.stringToGlyphs = function(s) {
+ var glyphs = [];
+ for (var i = 0; i < s.length; i += 1) {
+ var c = s[i];
+ glyphs.push(this.charToGlyph(c));
+ }
+
+ return glyphs;
+};
+
+Font.prototype.nameToGlyphIndex = function(name) {
+ return this.glyphNames.nameToGlyphIndex(name);
+};
+
+Font.prototype.nameToGlyph = function(name) {
+ var glyphIndex = this.nametoGlyphIndex(name);
+ var glyph = this.glyphs.get(glyphIndex);
+ if (!glyph) {
+ // .notdef
+ glyph = this.glyphs.get(0);
+ }
+
+ return glyph;
+};
+
+Font.prototype.glyphIndexToName = function(gid) {
+ if (!this.glyphNames.glyphIndexToName) {
+ return '';
+ }
+
+ return this.glyphNames.glyphIndexToName(gid);
+};
+
+// Retrieve the value of the kerning pair between the left glyph (or its index)
+// and the right glyph (or its index). If no kerning pair is found, return 0.
+// The kerning value gets added to the advance width when calculating the spacing
+// between glyphs.
+Font.prototype.getKerningValue = function(leftGlyph, rightGlyph) {
+ leftGlyph = leftGlyph.index || leftGlyph;
+ rightGlyph = rightGlyph.index || rightGlyph;
+ var gposKerning = this.getGposKerningValue;
+ return gposKerning ? gposKerning(leftGlyph, rightGlyph) :
+ (this.kerningPairs[leftGlyph + ',' + rightGlyph] || 0);
+};
+
+// Helper function that invokes the given callback for each glyph in the given text.
+// The callback gets `(glyph, x, y, fontSize, options)`.
+Font.prototype.forEachGlyph = function(text, x, y, fontSize, options, callback) {
+ if (!this.supported) {
+ return;
+ }
+
+ x = x !== undefined ? x : 0;
+ y = y !== undefined ? y : 0;
+ fontSize = fontSize !== undefined ? fontSize : 72;
+ options = options || {};
+ var kerning = options.kerning === undefined ? true : options.kerning;
+ var fontScale = 1 / this.unitsPerEm * fontSize;
+ var glyphs = this.stringToGlyphs(text);
+ for (var i = 0; i < glyphs.length; i += 1) {
+ var glyph = glyphs[i];
+ callback(glyph, x, y, fontSize, options);
+ if (glyph.advanceWidth) {
+ x += glyph.advanceWidth * fontScale;
+ }
+
+ if (kerning && i < glyphs.length - 1) {
+ var kerningValue = this.getKerningValue(glyph, glyphs[i + 1]);
+ x += kerningValue * fontScale;
+ }
+ }
+};
+
+// Create a Path object that represents the given text.
+//
+// text - The text to create.
+// x - Horizontal position of the beginning of the text. (default: 0)
+// y - Vertical position of the *baseline* of the text. (default: 0)
+// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
+// Options is an optional object that contains:
+// - kerning - Whether to take kerning information into account. (default: true)
+//
+// Returns a Path object.
+Font.prototype.getPath = function(text, x, y, fontSize, options) {
+ var fullPath = new path.Path();
+ this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) {
+ var glyphPath = glyph.getPath(gX, gY, gFontSize);
+ fullPath.extend(glyphPath);
+ });
+
+ return fullPath;
+};
+
+// Draw the text on the given drawing context.
+//
+// ctx - A 2D drawing context, like Canvas.
+// text - The text to create.
+// x - Horizontal position of the beginning of the text. (default: 0)
+// y - Vertical position of the *baseline* of the text. (default: 0)
+// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
+// Options is an optional object that contains:
+// - kerning - Whether to take kerning information into account. (default: true)
+Font.prototype.draw = function(ctx, text, x, y, fontSize, options) {
+ this.getPath(text, x, y, fontSize, options).draw(ctx);
+};
+
+// Draw the points of all glyphs in the text.
+// On-curve points will be drawn in blue, off-curve points will be drawn in red.
+//
+// ctx - A 2D drawing context, like Canvas.
+// text - The text to create.
+// x - Horizontal position of the beginning of the text. (default: 0)
+// y - Vertical position of the *baseline* of the text. (default: 0)
+// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
+// Options is an optional object that contains:
+// - kerning - Whether to take kerning information into account. (default: true)
+Font.prototype.drawPoints = function(ctx, text, x, y, fontSize, options) {
+ this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) {
+ glyph.drawPoints(ctx, gX, gY, gFontSize);
+ });
+};
+
+// Draw lines indicating important font measurements for all glyphs in the text.
+// Black lines indicate the origin of the coordinate system (point 0,0).
+// Blue lines indicate the glyph bounding box.
+// Green line indicates the advance width of the glyph.
+//
+// ctx - A 2D drawing context, like Canvas.
+// text - The text to create.
+// x - Horizontal position of the beginning of the text. (default: 0)
+// y - Vertical position of the *baseline* of the text. (default: 0)
+// fontSize - Font size in pixels. We scale the glyph units by `1 / unitsPerEm * fontSize`. (default: 72)
+// Options is an optional object that contains:
+// - kerning - Whether to take kerning information into account. (default: true)
+Font.prototype.drawMetrics = function(ctx, text, x, y, fontSize, options) {
+ this.forEachGlyph(text, x, y, fontSize, options, function(glyph, gX, gY, gFontSize) {
+ glyph.drawMetrics(ctx, gX, gY, gFontSize);
+ });
+};
+
+// Validate
+Font.prototype.validate = function() {
+ var warnings = [];
+ var _this = this;
+
+ function assert(predicate, message) {
+ if (!predicate) {
+ warnings.push(message);
+ }
+ }
+
+ function assertStringAttribute(attrName) {
+ assert(_this[attrName] && _this[attrName].trim().length > 0, 'No ' + attrName + ' specified.');
+ }
+
+ // Identification information
+ assertStringAttribute('familyName');
+ assertStringAttribute('weightName');
+ assertStringAttribute('manufacturer');
+ assertStringAttribute('copyright');
+ assertStringAttribute('version');
+
+ // Dimension information
+ assert(this.unitsPerEm > 0, 'No unitsPerEm specified.');
+};
+
+// Convert the font object to a SFNT data structure.
+// This structure contains all the necessary tables and metadata to create a binary OTF file.
+Font.prototype.toTables = function() {
+ return sfnt.fontToTable(this);
+};
+
+Font.prototype.toBuffer = function() {
+ var sfntTable = this.toTables();
+ var bytes = sfntTable.encode();
+ var buffer = new ArrayBuffer(bytes.length);
+ var intArray = new Uint8Array(buffer);
+ for (var i = 0; i < bytes.length; i++) {
+ intArray[i] = bytes[i];
+ }
+
+ return buffer;
+};
+
+// Initiate a download of the OpenType font.
+Font.prototype.download = function() {
+ var fileName = this.familyName.replace(/\s/g, '') + '-' + this.styleName + '.otf';
+ var buffer = this.toBuffer();
+
+ window.requestFileSystem = window.requestFileSystem || window.webkitRequestFileSystem;
+ window.requestFileSystem(window.TEMPORARY, buffer.byteLength, function(fs) {
+ fs.root.getFile(fileName, {create: true}, function(fileEntry) {
+ fileEntry.createWriter(function(writer) {
+ var dataView = new DataView(buffer);
+ var blob = new Blob([dataView], {type: 'font/opentype'});
+ writer.write(blob);
+
+ writer.addEventListener('writeend', function() {
+ // Navigating to the file will download it.
+ location.href = fileEntry.toURL();
+ }, false);
+ });
+ });
+ },
+
+ function(err) {
+ throw err;
+ });
+};
+
+exports.Font = Font;
+
+},{"./encoding":4,"./glyphset":7,"./path":10,"./tables/sfnt":25}],6:[function(_dereq_,module,exports){
+// The Glyph object
+
+'use strict';
+
+var check = _dereq_('./check');
+var draw = _dereq_('./draw');
+var path = _dereq_('./path');
+
+function getPathDefinition(glyph, path) {
+ var _path = path || { commands: [] };
+ return {
+ configurable: true,
+
+ get: function() {
+ if (typeof _path === 'function') {
+ _path = _path();
+ }
+
+ return _path;
+ },
+
+ set: function(p) {
+ _path = p;
+ }
+ };
+}
+
+// A Glyph is an individual mark that often corresponds to a character.
+// Some glyphs, such as ligatures, are a combination of many characters.
+// Glyphs are the basic building blocks of a font.
+//
+// The `Glyph` class contains utility methods for drawing the path and its points.
+function Glyph(options) {
+ // By putting all the code on a prototype function (which is only declared once)
+ // we reduce the memory requirements for larger fonts by some 2%
+ this.bindConstructorValues(options);
+}
+
+Glyph.prototype.bindConstructorValues = function(options) {
+ this.index = options.index || 0;
+
+ // These three values cannnot be deferred for memory optimization:
+ this.name = options.name || null;
+ this.unicode = options.unicode || undefined;
+ this.unicodes = options.unicodes || options.unicode !== undefined ? [options.unicode] : [];
+
+ // But by binding these values only when necessary, we reduce can
+ // the memory requirements by almost 3% for larger fonts.
+ if (options.xMin) {
+ this.xMin = options.xMin;
+ }
+
+ if (options.yMin) {
+ this.yMin = options.yMin;
+ }
+
+ if (options.xMax) {
+ this.xMax = options.xMax;
+ }
+
+ if (options.yMax) {
+ this.yMax = options.yMax;
+ }
+
+ if (options.advanceWidth) {
+ this.advanceWidth = options.advanceWidth;
+ }
+
+ // The path for a glyph is the most memory intensive, and is bound as a value
+ // with a getter/setter to ensure we actually do path parsing only once the
+ // path is actually needed by anything.
+ Object.defineProperty(this, 'path', getPathDefinition(this, options.path));
+};
+
+Glyph.prototype.addUnicode = function(unicode) {
+ if (this.unicodes.length === 0) {
+ this.unicode = unicode;
+ }
+
+ this.unicodes.push(unicode);
+};
+
+// Convert the glyph to a Path we can draw on a drawing context.
+//
+// x - Horizontal position of the glyph. (default: 0)
+// y - Vertical position of the *baseline* of the glyph. (default: 0)
+// fontSize - Font size, in pixels (default: 72).
+Glyph.prototype.getPath = function(x, y, fontSize) {
+ x = x !== undefined ? x : 0;
+ y = y !== undefined ? y : 0;
+ fontSize = fontSize !== undefined ? fontSize : 72;
+ var scale = 1 / this.path.unitsPerEm * fontSize;
+ var p = new path.Path();
+ var commands = this.path.commands;
+ for (var i = 0; i < commands.length; i += 1) {
+ var cmd = commands[i];
+ if (cmd.type === 'M') {
+ p.moveTo(x + (cmd.x * scale), y + (-cmd.y * scale));
+ } else if (cmd.type === 'L') {
+ p.lineTo(x + (cmd.x * scale), y + (-cmd.y * scale));
+ } else if (cmd.type === 'Q') {
+ p.quadraticCurveTo(x + (cmd.x1 * scale), y + (-cmd.y1 * scale),
+ x + (cmd.x * scale), y + (-cmd.y * scale));
+ } else if (cmd.type === 'C') {
+ p.curveTo(x + (cmd.x1 * scale), y + (-cmd.y1 * scale),
+ x + (cmd.x2 * scale), y + (-cmd.y2 * scale),
+ x + (cmd.x * scale), y + (-cmd.y * scale));
+ } else if (cmd.type === 'Z') {
+ p.closePath();
+ }
+ }
+
+ return p;
+};
+
+// Split the glyph into contours.
+// This function is here for backwards compatibility, and to
+// provide raw access to the TrueType glyph outlines.
+Glyph.prototype.getContours = function() {
+ if (this.points === undefined) {
+ return [];
+ }
+
+ var contours = [];
+ var currentContour = [];
+ for (var i = 0; i < this.points.length; i += 1) {
+ var pt = this.points[i];
+ currentContour.push(pt);
+ if (pt.lastPointOfContour) {
+ contours.push(currentContour);
+ currentContour = [];
+ }
+ }
+
+ check.argument(currentContour.length === 0, 'There are still points left in the current contour.');
+ return contours;
+};
+
+// Calculate the xMin/yMin/xMax/yMax/lsb/rsb for a Glyph.
+Glyph.prototype.getMetrics = function() {
+ var commands = this.path.commands;
+ var xCoords = [];
+ var yCoords = [];
+ for (var i = 0; i < commands.length; i += 1) {
+ var cmd = commands[i];
+ if (cmd.type !== 'Z') {
+ xCoords.push(cmd.x);
+ yCoords.push(cmd.y);
+ }
+
+ if (cmd.type === 'Q' || cmd.type === 'C') {
+ xCoords.push(cmd.x1);
+ yCoords.push(cmd.y1);
+ }
+
+ if (cmd.type === 'C') {
+ xCoords.push(cmd.x2);
+ yCoords.push(cmd.y2);
+ }
+ }
+
+ var metrics = {
+ xMin: Math.min.apply(null, xCoords),
+ yMin: Math.min.apply(null, yCoords),
+ xMax: Math.max.apply(null, xCoords),
+ yMax: Math.max.apply(null, yCoords),
+ leftSideBearing: 0
+ };
+ metrics.rightSideBearing = this.advanceWidth - metrics.leftSideBearing - (metrics.xMax - metrics.xMin);
+ return metrics;
+};
+
+// Draw the glyph on the given context.
+//
+// ctx - The drawing context.
+// x - Horizontal position of the glyph. (default: 0)
+// y - Vertical position of the *baseline* of the glyph. (default: 0)
+// fontSize - Font size, in pixels (default: 72).
+Glyph.prototype.draw = function(ctx, x, y, fontSize) {
+ this.getPath(x, y, fontSize).draw(ctx);
+};
+
+// Draw the points of the glyph.
+// On-curve points will be drawn in blue, off-curve points will be drawn in red.
+//
+// ctx - The drawing context.
+// x - Horizontal position of the glyph. (default: 0)
+// y - Vertical position of the *baseline* of the glyph. (default: 0)
+// fontSize - Font size, in pixels (default: 72).
+Glyph.prototype.drawPoints = function(ctx, x, y, fontSize) {
+
+ function drawCircles(l, x, y, scale) {
+ var PI_SQ = Math.PI * 2;
+ ctx.beginPath();
+ for (var j = 0; j < l.length; j += 1) {
+ ctx.moveTo(x + (l[j].x * scale), y + (l[j].y * scale));
+ ctx.arc(x + (l[j].x * scale), y + (l[j].y * scale), 2, 0, PI_SQ, false);
+ }
+
+ ctx.closePath();
+ ctx.fill();
+ }
+
+ x = x !== undefined ? x : 0;
+ y = y !== undefined ? y : 0;
+ fontSize = fontSize !== undefined ? fontSize : 24;
+ var scale = 1 / this.path.unitsPerEm * fontSize;
+
+ var blueCircles = [];
+ var redCircles = [];
+ var path = this.path;
+ for (var i = 0; i < path.commands.length; i += 1) {
+ var cmd = path.commands[i];
+ if (cmd.x !== undefined) {
+ blueCircles.push({x: cmd.x, y: -cmd.y});
+ }
+
+ if (cmd.x1 !== undefined) {
+ redCircles.push({x: cmd.x1, y: -cmd.y1});
+ }
+
+ if (cmd.x2 !== undefined) {
+ redCircles.push({x: cmd.x2, y: -cmd.y2});
+ }
+ }
+
+ ctx.fillStyle = 'blue';
+ drawCircles(blueCircles, x, y, scale);
+ ctx.fillStyle = 'red';
+ drawCircles(redCircles, x, y, scale);
+};
+
+// Draw lines indicating important font measurements.
+// Black lines indicate the origin of the coordinate system (point 0,0).
+// Blue lines indicate the glyph bounding box.
+// Green line indicates the advance width of the glyph.
+//
+// ctx - The drawing context.
+// x - Horizontal position of the glyph. (default: 0)
+// y - Vertical position of the *baseline* of the glyph. (default: 0)
+// fontSize - Font size, in pixels (default: 72).
+Glyph.prototype.drawMetrics = function(ctx, x, y, fontSize) {
+ var scale;
+ x = x !== undefined ? x : 0;
+ y = y !== undefined ? y : 0;
+ fontSize = fontSize !== undefined ? fontSize : 24;
+ scale = 1 / this.path.unitsPerEm * fontSize;
+ ctx.lineWidth = 1;
+
+ // Draw the origin
+ ctx.strokeStyle = 'black';
+ draw.line(ctx, x, -10000, x, 10000);
+ draw.line(ctx, -10000, y, 10000, y);
+
+ // This code is here due to memory optimization: by not using
+ // defaults in the constructor, we save a notable amount of memory.
+ var xMin = this.xMin || 0;
+ var yMin = this.yMin || 0;
+ var xMax = this.xMax || 0;
+ var yMax = this.yMax || 0;
+ var advanceWidth = this.advanceWidth || 0;
+
+ // Draw the glyph box
+ ctx.strokeStyle = 'blue';
+ draw.line(ctx, x + (xMin * scale), -10000, x + (xMin * scale), 10000);
+ draw.line(ctx, x + (xMax * scale), -10000, x + (xMax * scale), 10000);
+ draw.line(ctx, -10000, y + (-yMin * scale), 10000, y + (-yMin * scale));
+ draw.line(ctx, -10000, y + (-yMax * scale), 10000, y + (-yMax * scale));
+
+ // Draw the advance width
+ ctx.strokeStyle = 'green';
+ draw.line(ctx, x + (advanceWidth * scale), -10000, x + (advanceWidth * scale), 10000);
+};
+
+exports.Glyph = Glyph;
+
+},{"./check":2,"./draw":3,"./path":10}],7:[function(_dereq_,module,exports){
+// The GlyphSet object
+
+'use strict';
+
+var _glyph = _dereq_('./glyph');
+
+// A GlyphSet represents all glyphs available in the font, but modelled using
+// a deferred glyph loader, for retrieving glyphs only once they are absolutely
+// necessary, to keep the memory footprint down.
+function GlyphSet(font, glyphs) {
+ this.font = font;
+ this.glyphs = {};
+ if (Array.isArray(glyphs)) {
+ for (var i = 0; i < glyphs.length; i++) {
+ this.glyphs[i] = glyphs[i];
+ }
+ }
+
+ this.length = (glyphs && glyphs.length) || 0;
+}
+
+GlyphSet.prototype.get = function(index) {
+ if (typeof this.glyphs[index] === 'function') {
+ this.glyphs[index] = this.glyphs[index]();
+ }
+
+ return this.glyphs[index];
+};
+
+GlyphSet.prototype.push = function(index, loader) {
+ this.glyphs[index] = loader;
+ this.length++;
+};
+
+function glyphLoader(font, index) {
+ return new _glyph.Glyph({index: index, font: font});
+}
+
+/**
+ * Generate a stub glyph that can be filled with all metadata *except*
+ * the "points" and "path" properties, which must be loaded only once
+ * the glyph's path is actually requested for text shaping.
+ */
+
+function ttfGlyphLoader(font, index, parseGlyph, data, position, buildPath) {
+ return function() {
+ var glyph = new _glyph.Glyph({index: index, font: font});
+
+ glyph.path = function() {
+ parseGlyph(glyph, data, position);
+ var path = buildPath(font.glyphs, glyph);
+ path.unitsPerEm = font.unitsPerEm;
+ return path;
+ };
+
+ return glyph;
+ };
+}
+
+function cffGlyphLoader(font, index, parseCFFCharstring, charstring) {
+ return function() {
+ var glyph = new _glyph.Glyph({index: index, font: font});
+
+ glyph.path = function() {
+ var path = parseCFFCharstring(font, glyph, charstring);
+ path.unitsPerEm = font.unitsPerEm;
+ return path;
+ };
+
+ return glyph;
+ };
+}
+
+exports.GlyphSet = GlyphSet;
+exports.glyphLoader = glyphLoader;
+exports.ttfGlyphLoader = ttfGlyphLoader;
+exports.cffGlyphLoader = cffGlyphLoader;
+
+},{"./glyph":6}],8:[function(_dereq_,module,exports){
+// opentype.js
+// https://github.com/nodebox/opentype.js
+// (c) 2015 Frederik De Bleser
+// opentype.js may be freely distributed under the MIT license.
+
+/* global ArrayBuffer, DataView, Uint8Array, XMLHttpRequest */
+
+'use strict';
+
+var encoding = _dereq_('./encoding');
+var _font = _dereq_('./font');
+var glyph = _dereq_('./glyph');
+var parse = _dereq_('./parse');
+var path = _dereq_('./path');
+
+var cmap = _dereq_('./tables/cmap');
+var cff = _dereq_('./tables/cff');
+var glyf = _dereq_('./tables/glyf');
+var gpos = _dereq_('./tables/gpos');
+var head = _dereq_('./tables/head');
+var hhea = _dereq_('./tables/hhea');
+var hmtx = _dereq_('./tables/hmtx');
+var kern = _dereq_('./tables/kern');
+var loca = _dereq_('./tables/loca');
+var maxp = _dereq_('./tables/maxp');
+var _name = _dereq_('./tables/name');
+var os2 = _dereq_('./tables/os2');
+var post = _dereq_('./tables/post');
+
+// File loaders /////////////////////////////////////////////////////////
+
+// Convert a Node.js Buffer to an ArrayBuffer
+function toArrayBuffer(buffer) {
+ var arrayBuffer = new ArrayBuffer(buffer.length);
+ var data = new Uint8Array(arrayBuffer);
+ for (var i = 0; i < buffer.length; i += 1) {
+ data[i] = buffer[i];
+ }
+
+ return arrayBuffer;
+}
+
+function loadFromFile(path, callback) {
+ var fs = _dereq_('fs');
+ fs.readFile(path, function(err, buffer) {
+ if (err) {
+ return callback(err.message);
+ }
+
+ callback(null, toArrayBuffer(buffer));
+ });
+}
+
+function loadFromUrl(url, callback) {
+ var request = new XMLHttpRequest();
+ request.open('get', url, true);
+ request.responseType = 'arraybuffer';
+ request.onload = function() {
+ if (request.status !== 200) {
+ return callback('Font could not be loaded: ' + request.statusText);
+ }
+
+ return callback(null, request.response);
+ };
+
+ request.send();
+}
+
+// Public API ///////////////////////////////////////////////////////////
+
+// Parse the OpenType file data (as an ArrayBuffer) and return a Font object.
+// If the file could not be parsed (most likely because it contains Postscript outlines)
+// we return an empty Font object with the `supported` flag set to `false`.
+function parseBuffer(buffer) {
+ var indexToLocFormat;
+ var hmtxOffset;
+ var glyfOffset;
+ var locaOffset;
+ var cffOffset;
+ var kernOffset;
+ var gposOffset;
+
+ // OpenType fonts use big endian byte ordering.
+ // We can't rely on typed array view types, because they operate with the endianness of the host computer.
+ // Instead we use DataViews where we can specify endianness.
+
+ var font = new _font.Font();
+ var data = new DataView(buffer, 0);
+
+ var version = parse.getFixed(data, 0);
+ if (version === 1.0) {
+ font.outlinesFormat = 'truetype';
+ } else {
+ version = parse.getTag(data, 0);
+ if (version === 'OTTO') {
+ font.outlinesFormat = 'cff';
+ } else {
+ throw new Error('Unsupported OpenType version ' + version);
+ }
+ }
+
+ var numTables = parse.getUShort(data, 4);
+
+ // Offset into the table records.
+ var p = 12;
+ for (var i = 0; i < numTables; i += 1) {
+ var tag = parse.getTag(data, p);
+ var offset = parse.getULong(data, p + 8);
+ switch (tag) {
+ case 'cmap':
+ font.tables.cmap = cmap.parse(data, offset);
+ font.encoding = new encoding.CmapEncoding(font.tables.cmap);
+ if (!font.encoding) {
+ font.supported = false;
+ }
+
+ break;
+ case 'head':
+ font.tables.head = head.parse(data, offset);
+ font.unitsPerEm = font.tables.head.unitsPerEm;
+ indexToLocFormat = font.tables.head.indexToLocFormat;
+ break;
+ case 'hhea':
+ font.tables.hhea = hhea.parse(data, offset);
+ font.ascender = font.tables.hhea.ascender;
+ font.descender = font.tables.hhea.descender;
+ font.numberOfHMetrics = font.tables.hhea.numberOfHMetrics;
+ break;
+ case 'hmtx':
+ hmtxOffset = offset;
+ break;
+ case 'maxp':
+ font.tables.maxp = maxp.parse(data, offset);
+ font.numGlyphs = font.tables.maxp.numGlyphs;
+ break;
+ case 'name':
+ font.tables.name = _name.parse(data, offset);
+ font.familyName = font.tables.name.fontFamily;
+ font.styleName = font.tables.name.fontSubfamily;
+ break;
+ case 'OS/2':
+ font.tables.os2 = os2.parse(data, offset);
+ break;
+ case 'post':
+ font.tables.post = post.parse(data, offset);
+ font.glyphNames = new encoding.GlyphNames(font.tables.post);
+ break;
+ case 'glyf':
+ glyfOffset = offset;
+ break;
+ case 'loca':
+ locaOffset = offset;
+ break;
+ case 'CFF ':
+ cffOffset = offset;
+ break;
+ case 'kern':
+ kernOffset = offset;
+ break;
+ case 'GPOS':
+ gposOffset = offset;
+ break;
+ }
+ p += 16;
+ }
+
+ if (glyfOffset && locaOffset) {
+ var shortVersion = indexToLocFormat === 0;
+ var locaTable = loca.parse(data, locaOffset, font.numGlyphs, shortVersion);
+ font.glyphs = glyf.parse(data, glyfOffset, locaTable, font);
+ hmtx.parse(data, hmtxOffset, font.numberOfHMetrics, font.numGlyphs, font.glyphs);
+ encoding.addGlyphNames(font);
+ } else if (cffOffset) {
+ cff.parse(data, cffOffset, font);
+ encoding.addGlyphNames(font);
+ } else {
+ font.supported = false;
+ }
+
+ if (font.supported) {
+ if (kernOffset) {
+ font.kerningPairs = kern.parse(data, kernOffset);
+ } else {
+ font.kerningPairs = {};
+ }
+
+ if (gposOffset) {
+ gpos.parse(data, gposOffset, font);
+ }
+ }
+
+ return font;
+}
+
+// Asynchronously load the font from a URL or a filesystem. When done, call the callback
+// with two arguments `(err, font)`. The `err` will be null on success,
+// the `font` is a Font object.
+//
+// We use the node.js callback convention so that
+// opentype.js can integrate with frameworks like async.js.
+function load(url, callback) {
+ var isNode = typeof window === 'undefined';
+ var loadFn = isNode ? loadFromFile : loadFromUrl;
+ loadFn(url, function(err, arrayBuffer) {
+ if (err) {
+ return callback(err);
+ }
+
+ var font = parseBuffer(arrayBuffer);
+ if (!font.supported) {
+ return callback('Font is not supported (is this a Postscript font?)');
+ }
+
+ return callback(null, font);
+ });
+}
+
+exports._parse = parse;
+exports.Font = _font.Font;
+exports.Glyph = glyph.Glyph;
+exports.Path = path.Path;
+exports.parse = parseBuffer;
+exports.load = load;
+
+},{"./encoding":4,"./font":5,"./glyph":6,"./parse":9,"./path":10,"./tables/cff":12,"./tables/cmap":13,"./tables/glyf":14,"./tables/gpos":15,"./tables/head":16,"./tables/hhea":17,"./tables/hmtx":18,"./tables/kern":19,"./tables/loca":20,"./tables/maxp":21,"./tables/name":22,"./tables/os2":23,"./tables/post":24,"fs":1}],9:[function(_dereq_,module,exports){
+// Parsing utility functions
+
+'use strict';
+
+// Retrieve an unsigned byte from the DataView.
+exports.getByte = function getByte(dataView, offset) {
+ return dataView.getUint8(offset);
+};
+
+exports.getCard8 = exports.getByte;
+
+// Retrieve an unsigned 16-bit short from the DataView.
+// The value is stored in big endian.
+exports.getUShort = function(dataView, offset) {
+ return dataView.getUint16(offset, false);
+};
+
+exports.getCard16 = exports.getUShort;
+
+// Retrieve a signed 16-bit short from the DataView.
+// The value is stored in big endian.
+exports.getShort = function(dataView, offset) {
+ return dataView.getInt16(offset, false);
+};
+
+// Retrieve an unsigned 32-bit long from the DataView.
+// The value is stored in big endian.
+exports.getULong = function(dataView, offset) {
+ return dataView.getUint32(offset, false);
+};
+
+// Retrieve a 32-bit signed fixed-point number (16.16) from the DataView.
+// The value is stored in big endian.
+exports.getFixed = function(dataView, offset) {
+ var decimal = dataView.getInt16(offset, false);
+ var fraction = dataView.getUint16(offset + 2, false);
+ return decimal + fraction / 65535;
+};
+
+// Retrieve a 4-character tag from the DataView.
+// Tags are used to identify tables.
+exports.getTag = function(dataView, offset) {
+ var tag = '';
+ for (var i = offset; i < offset + 4; i += 1) {
+ tag += String.fromCharCode(dataView.getInt8(i));
+ }
+
+ return tag;
+};
+
+// Retrieve an offset from the DataView.
+// Offsets are 1 to 4 bytes in length, depending on the offSize argument.
+exports.getOffset = function(dataView, offset, offSize) {
+ var v = 0;
+ for (var i = 0; i < offSize; i += 1) {
+ v <<= 8;
+ v += dataView.getUint8(offset + i);
+ }
+
+ return v;
+};
+
+// Retrieve a number of bytes from start offset to the end offset from the DataView.
+exports.getBytes = function(dataView, startOffset, endOffset) {
+ var bytes = [];
+ for (var i = startOffset; i < endOffset; i += 1) {
+ bytes.push(dataView.getUint8(i));
+ }
+
+ return bytes;
+};
+
+// Convert the list of bytes to a string.
+exports.bytesToString = function(bytes) {
+ var s = '';
+ for (var i = 0; i < bytes.length; i += 1) {
+ s += String.fromCharCode(bytes[i]);
+ }
+
+ return s;
+};
+
+var typeOffsets = {
+ byte: 1,
+ uShort: 2,
+ short: 2,
+ uLong: 4,
+ fixed: 4,
+ longDateTime: 8,
+ tag: 4
+};
+
+// A stateful parser that changes the offset whenever a value is retrieved.
+// The data is a DataView.
+function Parser(data, offset) {
+ this.data = data;
+ this.offset = offset;
+ this.relativeOffset = 0;
+}
+
+Parser.prototype.parseByte = function() {
+ var v = this.data.getUint8(this.offset + this.relativeOffset);
+ this.relativeOffset += 1;
+ return v;
+};
+
+Parser.prototype.parseChar = function() {
+ var v = this.data.getInt8(this.offset + this.relativeOffset);
+ this.relativeOffset += 1;
+ return v;
+};
+
+Parser.prototype.parseCard8 = Parser.prototype.parseByte;
+
+Parser.prototype.parseUShort = function() {
+ var v = this.data.getUint16(this.offset + this.relativeOffset);
+ this.relativeOffset += 2;
+ return v;
+};
+
+Parser.prototype.parseCard16 = Parser.prototype.parseUShort;
+Parser.prototype.parseSID = Parser.prototype.parseUShort;
+Parser.prototype.parseOffset16 = Parser.prototype.parseUShort;
+
+Parser.prototype.parseShort = function() {
+ var v = this.data.getInt16(this.offset + this.relativeOffset);
+ this.relativeOffset += 2;
+ return v;
+};
+
+Parser.prototype.parseF2Dot14 = function() {
+ var v = this.data.getInt16(this.offset + this.relativeOffset) / 16384;
+ this.relativeOffset += 2;
+ return v;
+};
+
+Parser.prototype.parseULong = function() {
+ var v = exports.getULong(this.data, this.offset + this.relativeOffset);
+ this.relativeOffset += 4;
+ return v;
+};
+
+Parser.prototype.parseFixed = function() {
+ var v = exports.getFixed(this.data, this.offset + this.relativeOffset);
+ this.relativeOffset += 4;
+ return v;
+};
+
+Parser.prototype.parseOffset16List =
+Parser.prototype.parseUShortList = function(count) {
+ var offsets = new Array(count);
+ var dataView = this.data;
+ var offset = this.offset + this.relativeOffset;
+ for (var i = 0; i < count; i++) {
+ offsets[i] = exports.getUShort(dataView, offset);
+ offset += 2;
+ }
+
+ this.relativeOffset += count * 2;
+ return offsets;
+};
+
+Parser.prototype.parseString = function(length) {
+ var dataView = this.data;
+ var offset = this.offset + this.relativeOffset;
+ var string = '';
+ this.relativeOffset += length;
+ for (var i = 0; i < length; i++) {
+ string += String.fromCharCode(dataView.getUint8(offset + i));
+ }
+
+ return string;
+};
+
+Parser.prototype.parseTag = function() {
+ return this.parseString(4);
+};
+
+// LONGDATETIME is a 64-bit integer.
+// JavaScript and unix timestamps traditionally use 32 bits, so we
+// only take the last 32 bits.
+Parser.prototype.parseLongDateTime = function() {
+ var v = exports.getULong(this.data, this.offset + this.relativeOffset + 4);
+ this.relativeOffset += 8;
+ return v;
+};
+
+Parser.prototype.parseFixed = function() {
+ var v = exports.getULong(this.data, this.offset + this.relativeOffset);
+ this.relativeOffset += 4;
+ return v / 65536;
+};
+
+Parser.prototype.parseVersion = function() {
+ var major = exports.getUShort(this.data, this.offset + this.relativeOffset);
+
+ // How to interpret the minor version is very vague in the spec. 0x5000 is 5, 0x1000 is 1
+ // This returns the correct number if minor = 0xN000 where N is 0-9
+ var minor = exports.getUShort(this.data, this.offset + this.relativeOffset + 2);
+ this.relativeOffset += 4;
+ return major + minor / 0x1000 / 10;
+};
+
+Parser.prototype.skip = function(type, amount) {
+ if (amount === undefined) {
+ amount = 1;
+ }
+
+ this.relativeOffset += typeOffsets[type] * amount;
+};
+
+exports.Parser = Parser;
+
+},{}],10:[function(_dereq_,module,exports){
+// Geometric objects
+
+'use strict';
+
+// A bézier path containing a set of path commands similar to a SVG path.
+// Paths can be drawn on a context using `draw`.
+function Path() {
+ this.commands = [];
+ this.fill = 'black';
+ this.stroke = null;
+ this.strokeWidth = 1;
+}
+
+Path.prototype.moveTo = function(x, y) {
+ this.commands.push({
+ type: 'M',
+ x: x,
+ y: y
+ });
+};
+
+Path.prototype.lineTo = function(x, y) {
+ this.commands.push({
+ type: 'L',
+ x: x,
+ y: y
+ });
+};
+
+Path.prototype.curveTo = Path.prototype.bezierCurveTo = function(x1, y1, x2, y2, x, y) {
+ this.commands.push({
+ type: 'C',
+ x1: x1,
+ y1: y1,
+ x2: x2,
+ y2: y2,
+ x: x,
+ y: y
+ });
+};
+
+Path.prototype.quadTo = Path.prototype.quadraticCurveTo = function(x1, y1, x, y) {
+ this.commands.push({
+ type: 'Q',
+ x1: x1,
+ y1: y1,
+ x: x,
+ y: y
+ });
+};
+
+Path.prototype.close = Path.prototype.closePath = function() {
+ this.commands.push({
+ type: 'Z'
+ });
+};
+
+// Add the given path or list of commands to the commands of this path.
+Path.prototype.extend = function(pathOrCommands) {
+ if (pathOrCommands.commands) {
+ pathOrCommands = pathOrCommands.commands;
+ }
+
+ Array.prototype.push.apply(this.commands, pathOrCommands);
+};
+
+// Draw the path to a 2D context.
+Path.prototype.draw = function(ctx) {
+ ctx.beginPath();
+ for (var i = 0; i < this.commands.length; i += 1) {
+ var cmd = this.commands[i];
+ if (cmd.type === 'M') {
+ ctx.moveTo(cmd.x, cmd.y);
+ } else if (cmd.type === 'L') {
+ ctx.lineTo(cmd.x, cmd.y);
+ } else if (cmd.type === 'C') {
+ ctx.bezierCurveTo(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y);
+ } else if (cmd.type === 'Q') {
+ ctx.quadraticCurveTo(cmd.x1, cmd.y1, cmd.x, cmd.y);
+ } else if (cmd.type === 'Z') {
+ ctx.closePath();
+ }
+ }
+
+ if (this.fill) {
+ ctx.fillStyle = this.fill;
+ ctx.fill();
+ }
+
+ if (this.stroke) {
+ ctx.strokeStyle = this.stroke;
+ ctx.lineWidth = this.strokeWidth;
+ ctx.stroke();
+ }
+};
+
+// Convert the Path to a string of path data instructions
+// See http://www.w3.org/TR/SVG/paths.html#PathData
+// Parameters:
+// - decimalPlaces: The amount of decimal places for floating-point values (default: 2)
+Path.prototype.toPathData = function(decimalPlaces) {
+ decimalPlaces = decimalPlaces !== undefined ? decimalPlaces : 2;
+
+ function floatToString(v) {
+ if (Math.round(v) === v) {
+ return '' + Math.round(v);
+ } else {
+ return v.toFixed(decimalPlaces);
+ }
+ }
+
+ function packValues() {
+ var s = '';
+ for (var i = 0; i < arguments.length; i += 1) {
+ var v = arguments[i];
+ if (v >= 0 && i > 0) {
+ s += ' ';
+ }
+
+ s += floatToString(v);
+ }
+
+ return s;
+ }
+
+ var d = '';
+ for (var i = 0; i < this.commands.length; i += 1) {
+ var cmd = this.commands[i];
+ if (cmd.type === 'M') {
+ d += 'M' + packValues(cmd.x, cmd.y);
+ } else if (cmd.type === 'L') {
+ d += 'L' + packValues(cmd.x, cmd.y);
+ } else if (cmd.type === 'C') {
+ d += 'C' + packValues(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y);
+ } else if (cmd.type === 'Q') {
+ d += 'Q' + packValues(cmd.x1, cmd.y1, cmd.x, cmd.y);
+ } else if (cmd.type === 'Z') {
+ d += 'Z';
+ }
+ }
+
+ return d;
+};
+
+// Convert the path to a SVG <path> element, as a string.
+// Parameters:
+// - decimalPlaces: The amount of decimal places for floating-point values (default: 2)
+Path.prototype.toSVG = function(decimalPlaces) {
+ var svg = '<path d="';
+ svg += this.toPathData(decimalPlaces);
+ svg += '"';
+ if (this.fill & this.fill !== 'black') {
+ if (this.fill === null) {
+ svg += ' fill="none"';
+ } else {
+ svg += ' fill="' + this.fill + '"';
+ }
+ }
+
+ if (this.stroke) {
+ svg += ' stroke="' + this.stroke + '" stroke-width="' + this.strokeWidth + '"';
+ }
+
+ svg += '/>';
+ return svg;
+};
+
+exports.Path = Path;
+
+},{}],11:[function(_dereq_,module,exports){
+// Table metadata
+
+'use strict';
+
+var check = _dereq_('./check');
+var encode = _dereq_('./types').encode;
+var sizeOf = _dereq_('./types').sizeOf;
+
+function Table(tableName, fields, options) {
+ var i;
+ for (i = 0; i < fields.length; i += 1) {
+ var field = fields[i];
+ this[field.name] = field.value;
+ }
+
+ this.tableName = tableName;
+ this.fields = fields;
+ if (options) {
+ var optionKeys = Object.keys(options);
+ for (i = 0; i < optionKeys.length; i += 1) {
+ var k = optionKeys[i];
+ var v = options[k];
+ if (this[k] !== undefined) {
+ this[k] = v;
+ }
+ }
+ }
+}
+
+Table.prototype.sizeOf = function() {
+ var v = 0;
+ for (var i = 0; i < this.fields.length; i += 1) {
+ var field = this.fields[i];
+ var value = this[field.name];
+ if (value === undefined) {
+ value = field.value;
+ }
+
+ if (typeof value.sizeOf === 'function') {
+ v += value.sizeOf();
+ } else {
+ var sizeOfFunction = sizeOf[field.type];
+ check.assert(typeof sizeOfFunction === 'function', 'Could not find sizeOf function for field' + field.name);
+ v += sizeOfFunction(value);
+ }
+ }
+
+ return v;
+};
+
+Table.prototype.encode = function() {
+ return encode.TABLE(this);
+};
+
+exports.Table = Table;
+
+},{"./check":2,"./types":26}],12:[function(_dereq_,module,exports){
+// The `CFF` table contains the glyph outlines in PostScript format.
+// https://www.microsoft.com/typography/OTSPEC/cff.htm
+// http://download.microsoft.com/download/8/0/1/801a191c-029d-4af3-9642-555f6fe514ee/cff.pdf
+// http://download.microsoft.com/download/8/0/1/801a191c-029d-4af3-9642-555f6fe514ee/type2.pdf
+
+'use strict';
+
+var encoding = _dereq_('../encoding');
+var glyphset = _dereq_('../glyphset');
+var parse = _dereq_('../parse');
+var path = _dereq_('../path');
+var table = _dereq_('../table');
+
+// Custom equals function that can also check lists.
+function equals(a, b) {
+ if (a === b) {
+ return true;
+ } else if (Array.isArray(a) && Array.isArray(b)) {
+ if (a.length !== b.length) {
+ return false;
+ }
+
+ for (var i = 0; i < a.length; i += 1) {
+ if (!equals(a[i], b[i])) {
+ return false;
+ }
+ }
+
+ return true;
+ } else {
+ return false;
+ }
+}
+
+// Parse a `CFF` INDEX array.
+// An index array consists of a list of offsets, then a list of objects at those offsets.
+function parseCFFIndex(data, start, conversionFn) {
+ //var i, objectOffset, endOffset;
+ var offsets = [];
+ var objects = [];
+ var count = parse.getCard16(data, start);
+ var i;
+ var objectOffset;
+ var endOffset;
+ if (count !== 0) {
+ var offsetSize = parse.getByte(data, start + 2);
+ objectOffset = start + ((count + 1) * offsetSize) + 2;
+ var pos = start + 3;
+ for (i = 0; i < count + 1; i += 1) {
+ offsets.push(parse.getOffset(data, pos, offsetSize));
+ pos += offsetSize;
+ }
+
+ // The total size of the index array is 4 header bytes + the value of the last offset.
+ endOffset = objectOffset + offsets[count];
+ } else {
+ endOffset = start + 2;
+ }
+
+ for (i = 0; i < offsets.length - 1; i += 1) {
+ var value = parse.getBytes(data, objectOffset + offsets[i], objectOffset + offsets[i + 1]);
+ if (conversionFn) {
+ value = conversionFn(value);
+ }
+
+ objects.push(value);
+ }
+
+ return {objects: objects, startOffset: start, endOffset: endOffset};
+}
+
+// Parse a `CFF` DICT real value.
+function parseFloatOperand(parser) {
+ var s = '';
+ var eof = 15;
+ var lookup = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '.', 'E', 'E-', null, '-'];
+ while (true) {
+ var b = parser.parseByte();
+ var n1 = b >> 4;
+ var n2 = b & 15;
+
+ if (n1 === eof) {
+ break;
+ }
+
+ s += lookup[n1];
+
+ if (n2 === eof) {
+ break;
+ }
+
+ s += lookup[n2];
+ }
+
+ return parseFloat(s);
+}
+
+// Parse a `CFF` DICT operand.
+function parseOperand(parser, b0) {
+ var b1;
+ var b2;
+ var b3;
+ var b4;
+ if (b0 === 28) {
+ b1 = parser.parseByte();
+ b2 = parser.parseByte();
+ return b1 << 8 | b2;
+ }
+
+ if (b0 === 29) {
+ b1 = parser.parseByte();
+ b2 = parser.parseByte();
+ b3 = parser.parseByte();
+ b4 = parser.parseByte();
+ return b1 << 24 | b2 << 16 | b3 << 8 | b4;
+ }
+
+ if (b0 === 30) {
+ return parseFloatOperand(parser);
+ }
+
+ if (b0 >= 32 && b0 <= 246) {
+ return b0 - 139;
+ }
+
+ if (b0 >= 247 && b0 <= 250) {
+ b1 = parser.parseByte();
+ return (b0 - 247) * 256 + b1 + 108;
+ }
+
+ if (b0 >= 251 && b0 <= 254) {
+ b1 = parser.parseByte();
+ return -(b0 - 251) * 256 - b1 - 108;
+ }
+
+ throw new Error('Invalid b0 ' + b0);
+}
+
+// Convert the entries returned by `parseDict` to a proper dictionary.
+// If a value is a list of one, it is unpacked.
+function entriesToObject(entries) {
+ var o = {};
+ for (var i = 0; i < entries.length; i += 1) {
+ var key = entries[i][0];
+ var values = entries[i][1];
+ var value;
+ if (values.length === 1) {
+ value = values[0];
+ } else {
+ value = values;
+ }
+
+ if (o.hasOwnProperty(key)) {
+ throw new Error('Object ' + o + ' already has key ' + key);
+ }
+
+ o[key] = value;
+ }
+
+ return o;
+}
+
+// Parse a `CFF` DICT object.
+// A dictionary contains key-value pairs in a compact tokenized format.
+function parseCFFDict(data, start, size) {
+ start = start !== undefined ? start : 0;
+ var parser = new parse.Parser(data, start);
+ var entries = [];
+ var operands = [];
+ size = size !== undefined ? size : data.length;
+
+ while (parser.relativeOffset < size) {
+ var op = parser.parseByte();
+
+ // The first byte for each dict item distinguishes between operator (key) and operand (value).
+ // Values <= 21 are operators.
+ if (op <= 21) {
+ // Two-byte operators have an initial escape byte of 12.
+ if (op === 12) {
+ op = 1200 + parser.parseByte();
+ }
+
+ entries.push([op, operands]);
+ operands = [];
+ } else {
+ // Since the operands (values) come before the operators (keys), we store all operands in a list
+ // until we encounter an operator.
+ operands.push(parseOperand(parser, op));
+ }
+ }
+
+ return entriesToObject(entries);
+}
+
+// Given a String Index (SID), return the value of the string.
+// Strings below index 392 are standard CFF strings and are not encoded in the font.
+function getCFFString(strings, index) {
+ if (index <= 390) {
+ index = encoding.cffStandardStrings[index];
+ } else {
+ index = strings[index - 391];
+ }
+
+ return index;
+}
+
+// Interpret a dictionary and return a new dictionary with readable keys and values for missing entries.
+// This function takes `meta` which is a list of objects containing `operand`, `name` and `default`.
+function interpretDict(dict, meta, strings) {
+ var newDict = {};
+
+ // Because we also want to include missing values, we start out from the meta list
+ // and lookup values in the dict.
+ for (var i = 0; i < meta.length; i += 1) {
+ var m = meta[i];
+ var value = dict[m.op];
+ if (value === undefined) {
+ value = m.value !== undefined ? m.value : null;
+ }
+
+ if (m.type === 'SID') {
+ value = getCFFString(strings, value);
+ }
+
+ newDict[m.name] = value;
+ }
+
+ return newDict;
+}
+
+// Parse the CFF header.
+function parseCFFHeader(data, start) {
+ var header = {};
+ header.formatMajor = parse.getCard8(data, start);
+ header.formatMinor = parse.getCard8(data, start + 1);
+ header.size = parse.getCard8(data, start + 2);
+ header.offsetSize = parse.getCard8(data, start + 3);
+ header.startOffset = start;
+ header.endOffset = start + 4;
+ return header;
+}
+
+var TOP_DICT_META = [
+ {name: 'version', op: 0, type: 'SID'},
+ {name: 'notice', op: 1, type: 'SID'},
+ {name: 'copyright', op: 1200, type: 'SID'},
+ {name: 'fullName', op: 2, type: 'SID'},
+ {name: 'familyName', op: 3, type: 'SID'},
+ {name: 'weight', op: 4, type: 'SID'},
+ {name: 'isFixedPitch', op: 1201, type: 'number', value: 0},
+ {name: 'italicAngle', op: 1202, type: 'number', value: 0},
+ {name: 'underlinePosition', op: 1203, type: 'number', value: -100},
+ {name: 'underlineThickness', op: 1204, type: 'number', value: 50},
+ {name: 'paintType', op: 1205, type: 'number', value: 0},
+ {name: 'charstringType', op: 1206, type: 'number', value: 2},
+ {name: 'fontMatrix', op: 1207, type: ['real', 'real', 'real', 'real', 'real', 'real'], value: [0.001, 0, 0, 0.001, 0, 0]},
+ {name: 'uniqueId', op: 13, type: 'number'},
+ {name: 'fontBBox', op: 5, type: ['number', 'number', 'number', 'number'], value: [0, 0, 0, 0]},
+ {name: 'strokeWidth', op: 1208, type: 'number', value: 0},
+ {name: 'xuid', op: 14, type: [], value: null},
+ {name: 'charset', op: 15, type: 'offset', value: 0},
+ {name: 'encoding', op: 16, type: 'offset', value: 0},
+ {name: 'charStrings', op: 17, type: 'offset', value: 0},
+ {name: 'private', op: 18, type: ['number', 'offset'], value: [0, 0]}
+];
+
+var PRIVATE_DICT_META = [
+ {name: 'subrs', op: 19, type: 'offset', value: 0},
+ {name: 'defaultWidthX', op: 20, type: 'number', value: 0},
+ {name: 'nominalWidthX', op: 21, type: 'number', value: 0}
+];
+
+// Parse the CFF top dictionary. A CFF table can contain multiple fonts, each with their own top dictionary.
+// The top dictionary contains the essential metadata for the font, together with the private dictionary.
+function parseCFFTopDict(data, strings) {
+ var dict = parseCFFDict(data, 0, data.byteLength);
+ return interpretDict(dict, TOP_DICT_META, strings);
+}
+
+// Parse the CFF private dictionary. We don't fully parse out all the values, only the ones we need.
+function parseCFFPrivateDict(data, start, size, strings) {
+ var dict = parseCFFDict(data, start, size);
+ return interpretDict(dict, PRIVATE_DICT_META, strings);
+}
+
+// Parse the CFF charset table, which contains internal names for all the glyphs.
+// This function will return a list of glyph names.
+// See Adobe TN #5176 chapter 13, "Charsets".
+function parseCFFCharset(data, start, nGlyphs, strings) {
+ var i;
+ var sid;
+ var count;
+ var parser = new parse.Parser(data, start);
+
+ // The .notdef glyph is not included, so subtract 1.
+ nGlyphs -= 1;
+ var charset = ['.notdef'];
+
+ var format = parser.parseCard8();
+ if (format === 0) {
+ for (i = 0; i < nGlyphs; i += 1) {
+ sid = parser.parseSID();
+ charset.push(getCFFString(strings, sid));
+ }
+ } else if (format === 1) {
+ while (charset.length <= nGlyphs) {
+ sid = parser.parseSID();
+ count = parser.parseCard8();
+ for (i = 0; i <= count; i += 1) {
+ charset.push(getCFFString(strings, sid));
+ sid += 1;
+ }
+ }
+ } else if (format === 2) {
+ while (charset.length <= nGlyphs) {
+ sid = parser.parseSID();
+ count = parser.parseCard16();
+ for (i = 0; i <= count; i += 1) {
+ charset.push(getCFFString(strings, sid));
+ sid += 1;
+ }
+ }
+ } else {
+ throw new Error('Unknown charset format ' + format);
+ }
+
+ return charset;
+}
+
+// Parse the CFF encoding data. Only one encoding can be specified per font.
+// See Adobe TN #5176 chapter 12, "Encodings".
+function parseCFFEncoding(data, start, charset) {
+ var i;
+ var code;
+ var enc = {};
+ var parser = new parse.Parser(data, start);
+ var format = parser.parseCard8();
+ if (format === 0) {
+ var nCodes = parser.parseCard8();
+ for (i = 0; i < nCodes; i += 1) {
+ code = parser.parseCard8();
+ enc[code] = i;
+ }
+ } else if (format === 1) {
+ var nRanges = parser.parseCard8();
+ code = 1;
+ for (i = 0; i < nRanges; i += 1) {
+ var first = parser.parseCard8();
+ var nLeft = parser.parseCard8();
+ for (var j = first; j <= first + nLeft; j += 1) {
+ enc[j] = code;
+ code += 1;
+ }
+ }
+ } else {
+ throw new Error('Unknown encoding format ' + format);
+ }
+
+ return new encoding.CffEncoding(enc, charset);
+}
+
+// Take in charstring code and return a Glyph object.
+// The encoding is described in the Type 2 Charstring Format
+// https://www.microsoft.com/typography/OTSPEC/charstr2.htm
+function parseCFFCharstring(font, glyph, code) {
+ var c1x;
+ var c1y;
+ var c2x;
+ var c2y;
+ var p = new path.Path();
+ var stack = [];
+ var nStems = 0;
+ var haveWidth = false;
+ var width = font.defaultWidthX;
+ var open = false;
+ var x = 0;
+ var y = 0;
+
+ function newContour(x, y) {
+ if (open) {
+ p.closePath();
+ }
+
+ p.moveTo(x, y);
+ open = true;
+ }
+
+ function parseStems() {
+ var hasWidthArg;
+
+ // The number of stem operators on the stack is always even.
+ // If the value is uneven, that means a width is specified.
+ hasWidthArg = stack.length % 2 !== 0;
+ if (hasWidthArg && !haveWidth) {
+ width = stack.shift() + font.nominalWidthX;
+ }
+
+ nStems += stack.length >> 1;
+ stack.length = 0;
+ haveWidth = true;
+ }
+
+ function parse(code) {
+ var b1;
+ var b2;
+ var b3;
+ var b4;
+ var codeIndex;
+ var subrCode;
+ var jpx;
+ var jpy;
+ var c3x;
+ var c3y;
+ var c4x;
+ var c4y;
+
+ var i = 0;
+ while (i < code.length) {
+ var v = code[i];
+ i += 1;
+ switch (v) {
+ case 1: // hstem
+ parseStems();
+ break;
+ case 3: // vstem
+ parseStems();
+ break;
+ case 4: // vmoveto
+ if (stack.length > 1 && !haveWidth) {
+ width = stack.shift() + font.nominalWidthX;
+ haveWidth = true;
+ }
+
+ y += stack.pop();
+ newContour(x, y);
+ break;
+ case 5: // rlineto
+ while (stack.length > 0) {
+ x += stack.shift();
+ y += stack.shift();
+ p.lineTo(x, y);
+ }
+
+ break;
+ case 6: // hlineto
+ while (stack.length > 0) {
+ x += stack.shift();
+ p.lineTo(x, y);
+ if (stack.length === 0) {
+ break;
+ }
+
+ y += stack.shift();
+ p.lineTo(x, y);
+ }
+
+ break;
+ case 7: // vlineto
+ while (stack.length > 0) {
+ y += stack.shift();
+ p.lineTo(x, y);
+ if (stack.length === 0) {
+ break;
+ }
+
+ x += stack.shift();
+ p.lineTo(x, y);
+ }
+
+ break;
+ case 8: // rrcurveto
+ while (stack.length > 0) {
+ c1x = x + stack.shift();
+ c1y = y + stack.shift();
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ x = c2x + stack.shift();
+ y = c2y + stack.shift();
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ }
+
+ break;
+ case 10: // callsubr
+ codeIndex = stack.pop() + font.subrsBias;
+ subrCode = font.subrs[codeIndex];
+ if (subrCode) {
+ parse(subrCode);
+ }
+
+ break;
+ case 11: // return
+ return;
+ case 12: // flex operators
+ v = code[i];
+ i += 1;
+ switch (v) {
+ case 35: // flex
+ // |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 dx6 dy6 fd flex (12 35) |-
+ c1x = x + stack.shift(); // dx1
+ c1y = y + stack.shift(); // dy1
+ c2x = c1x + stack.shift(); // dx2
+ c2y = c1y + stack.shift(); // dy2
+ jpx = c2x + stack.shift(); // dx3
+ jpy = c2y + stack.shift(); // dy3
+ c3x = jpx + stack.shift(); // dx4
+ c3y = jpy + stack.shift(); // dy4
+ c4x = c3x + stack.shift(); // dx5
+ c4y = c3y + stack.shift(); // dy5
+ x = c4x + stack.shift(); // dx6
+ y = c4y + stack.shift(); // dy6
+ stack.shift(); // flex depth
+ p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
+ p.curveTo(c3x, c3y, c4x, c4y, x, y);
+ break;
+ case 34: // hflex
+ // |- dx1 dx2 dy2 dx3 dx4 dx5 dx6 hflex (12 34) |-
+ c1x = x + stack.shift(); // dx1
+ c1y = y; // dy1
+ c2x = c1x + stack.shift(); // dx2
+ c2y = c1y + stack.shift(); // dy2
+ jpx = c2x + stack.shift(); // dx3
+ jpy = c2y; // dy3
+ c3x = jpx + stack.shift(); // dx4
+ c3y = c2y; // dy4
+ c4x = c3x + stack.shift(); // dx5
+ c4y = y; // dy5
+ x = c4x + stack.shift(); // dx6
+ p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
+ p.curveTo(c3x, c3y, c4x, c4y, x, y);
+ break;
+ case 36: // hflex1
+ // |- dx1 dy1 dx2 dy2 dx3 dx4 dx5 dy5 dx6 hflex1 (12 36) |-
+ c1x = x + stack.shift(); // dx1
+ c1y = y + stack.shift(); // dy1
+ c2x = c1x + stack.shift(); // dx2
+ c2y = c1y + stack.shift(); // dy2
+ jpx = c2x + stack.shift(); // dx3
+ jpy = c2y; // dy3
+ c3x = jpx + stack.shift(); // dx4
+ c3y = c2y; // dy4
+ c4x = c3x + stack.shift(); // dx5
+ c4y = c3y + stack.shift(); // dy5
+ x = c4x + stack.shift(); // dx6
+ p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
+ p.curveTo(c3x, c3y, c4x, c4y, x, y);
+ break;
+ case 37: // flex1
+ // |- dx1 dy1 dx2 dy2 dx3 dy3 dx4 dy4 dx5 dy5 d6 flex1 (12 37) |-
+ c1x = x + stack.shift(); // dx1
+ c1y = y + stack.shift(); // dy1
+ c2x = c1x + stack.shift(); // dx2
+ c2y = c1y + stack.shift(); // dy2
+ jpx = c2x + stack.shift(); // dx3
+ jpy = c2y + stack.shift(); // dy3
+ c3x = jpx + stack.shift(); // dx4
+ c3y = jpy + stack.shift(); // dy4
+ c4x = c3x + stack.shift(); // dx5
+ c4y = c3y + stack.shift(); // dy5
+ if (Math.abs(c4x - x) > Math.abs(c4y - y)) {
+ x = c4x + stack.shift();
+ } else {
+ y = c4y + stack.shift();
+ }
+
+ p.curveTo(c1x, c1y, c2x, c2y, jpx, jpy);
+ p.curveTo(c3x, c3y, c4x, c4y, x, y);
+ break;
+ default:
+ console.log('Glyph ' + glyph.index + ': unknown operator ' + 1200 + v);
+ stack.length = 0;
+ }
+ break;
+ case 14: // endchar
+ if (stack.length > 0 && !haveWidth) {
+ width = stack.shift() + font.nominalWidthX;
+ haveWidth = true;
+ }
+
+ if (open) {
+ p.closePath();
+ open = false;
+ }
+
+ break;
+ case 18: // hstemhm
+ parseStems();
+ break;
+ case 19: // hintmask
+ case 20: // cntrmask
+ parseStems();
+ i += (nStems + 7) >> 3;
+ break;
+ case 21: // rmoveto
+ if (stack.length > 2 && !haveWidth) {
+ width = stack.shift() + font.nominalWidthX;
+ haveWidth = true;
+ }
+
+ y += stack.pop();
+ x += stack.pop();
+ newContour(x, y);
+ break;
+ case 22: // hmoveto
+ if (stack.length > 1 && !haveWidth) {
+ width = stack.shift() + font.nominalWidthX;
+ haveWidth = true;
+ }
+
+ x += stack.pop();
+ newContour(x, y);
+ break;
+ case 23: // vstemhm
+ parseStems();
+ break;
+ case 24: // rcurveline
+ while (stack.length > 2) {
+ c1x = x + stack.shift();
+ c1y = y + stack.shift();
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ x = c2x + stack.shift();
+ y = c2y + stack.shift();
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ }
+
+ x += stack.shift();
+ y += stack.shift();
+ p.lineTo(x, y);
+ break;
+ case 25: // rlinecurve
+ while (stack.length > 6) {
+ x += stack.shift();
+ y += stack.shift();
+ p.lineTo(x, y);
+ }
+
+ c1x = x + stack.shift();
+ c1y = y + stack.shift();
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ x = c2x + stack.shift();
+ y = c2y + stack.shift();
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ break;
+ case 26: // vvcurveto
+ if (stack.length % 2) {
+ x += stack.shift();
+ }
+
+ while (stack.length > 0) {
+ c1x = x;
+ c1y = y + stack.shift();
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ x = c2x;
+ y = c2y + stack.shift();
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ }
+
+ break;
+ case 27: // hhcurveto
+ if (stack.length % 2) {
+ y += stack.shift();
+ }
+
+ while (stack.length > 0) {
+ c1x = x + stack.shift();
+ c1y = y;
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ x = c2x + stack.shift();
+ y = c2y;
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ }
+
+ break;
+ case 28: // shortint
+ b1 = code[i];
+ b2 = code[i + 1];
+ stack.push(((b1 << 24) | (b2 << 16)) >> 16);
+ i += 2;
+ break;
+ case 29: // callgsubr
+ codeIndex = stack.pop() + font.gsubrsBias;
+ subrCode = font.gsubrs[codeIndex];
+ if (subrCode) {
+ parse(subrCode);
+ }
+
+ break;
+ case 30: // vhcurveto
+ while (stack.length > 0) {
+ c1x = x;
+ c1y = y + stack.shift();
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ x = c2x + stack.shift();
+ y = c2y + (stack.length === 1 ? stack.shift() : 0);
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ if (stack.length === 0) {
+ break;
+ }
+
+ c1x = x + stack.shift();
+ c1y = y;
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ y = c2y + stack.shift();
+ x = c2x + (stack.length === 1 ? stack.shift() : 0);
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ }
+
+ break;
+ case 31: // hvcurveto
+ while (stack.length > 0) {
+ c1x = x + stack.shift();
+ c1y = y;
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ y = c2y + stack.shift();
+ x = c2x + (stack.length === 1 ? stack.shift() : 0);
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ if (stack.length === 0) {
+ break;
+ }
+
+ c1x = x;
+ c1y = y + stack.shift();
+ c2x = c1x + stack.shift();
+ c2y = c1y + stack.shift();
+ x = c2x + stack.shift();
+ y = c2y + (stack.length === 1 ? stack.shift() : 0);
+ p.curveTo(c1x, c1y, c2x, c2y, x, y);
+ }
+
+ break;
+ default:
+ if (v < 32) {
+ console.log('Glyph ' + glyph.index + ': unknown operator ' + v);
+ } else if (v < 247) {
+ stack.push(v - 139);
+ } else if (v < 251) {
+ b1 = code[i];
+ i += 1;
+ stack.push((v - 247) * 256 + b1 + 108);
+ } else if (v < 255) {
+ b1 = code[i];
+ i += 1;
+ stack.push(-(v - 251) * 256 - b1 - 108);
+ } else {
+ b1 = code[i];
+ b2 = code[i + 1];
+ b3 = code[i + 2];
+ b4 = code[i + 3];
+ i += 4;
+ stack.push(((b1 << 24) | (b2 << 16) | (b3 << 8) | b4) / 65536);
+ }
+ }
+ }
+ }
+
+ parse(code);
+
+ glyph.advanceWidth = width;
+ return p;
+}
+
+// Subroutines are encoded using the negative half of the number space.
+// See type 2 chapter 4.7 "Subroutine operators".
+function calcCFFSubroutineBias(subrs) {
+ var bias;
+ if (subrs.length < 1240) {
+ bias = 107;
+ } else if (subrs.length < 33900) {
+ bias = 1131;
+ } else {
+ bias = 32768;
+ }
+
+ return bias;
+}
+
+// Parse the `CFF` table, which contains the glyph outlines in PostScript format.
+function parseCFFTable(data, start, font) {
+ font.tables.cff = {};
+ var header = parseCFFHeader(data, start);
+ var nameIndex = parseCFFIndex(data, header.endOffset, parse.bytesToString);
+ var topDictIndex = parseCFFIndex(data, nameIndex.endOffset);
+ var stringIndex = parseCFFIndex(data, topDictIndex.endOffset, parse.bytesToString);
+ var globalSubrIndex = parseCFFIndex(data, stringIndex.endOffset);
+ font.gsubrs = globalSubrIndex.objects;
+ font.gsubrsBias = calcCFFSubroutineBias(font.gsubrs);
+
+ var topDictData = new DataView(new Uint8Array(topDictIndex.objects[0]).buffer);
+ var topDict = parseCFFTopDict(topDictData, stringIndex.objects);
+ font.tables.cff.topDict = topDict;
+
+ var privateDictOffset = start + topDict['private'][1];
+ var privateDict = parseCFFPrivateDict(data, privateDictOffset, topDict['private'][0], stringIndex.objects);
+ font.defaultWidthX = privateDict.defaultWidthX;
+ font.nominalWidthX = privateDict.nominalWidthX;
+
+ if (privateDict.subrs !== 0) {
+ var subrOffset = privateDictOffset + privateDict.subrs;
+ var subrIndex = parseCFFIndex(data, subrOffset);
+ font.subrs = subrIndex.objects;
+ font.subrsBias = calcCFFSubroutineBias(font.subrs);
+ } else {
+ font.subrs = [];
+ font.subrsBias = 0;
+ }
+
+ // Offsets in the top dict are relative to the beginning of the CFF data, so add the CFF start offset.
+ var charStringsIndex = parseCFFIndex(data, start + topDict.charStrings);
+ font.nGlyphs = charStringsIndex.objects.length;
+
+ var charset = parseCFFCharset(data, start + topDict.charset, font.nGlyphs, stringIndex.objects);
+ if (topDict.encoding === 0) { // Standard encoding
+ font.cffEncoding = new encoding.CffEncoding(encoding.cffStandardEncoding, charset);
+ } else if (topDict.encoding === 1) { // Expert encoding
+ font.cffEncoding = new encoding.CffEncoding(encoding.cffExpertEncoding, charset);
+ } else {
+ font.cffEncoding = parseCFFEncoding(data, start + topDict.encoding, charset);
+ }
+
+ // Prefer the CMAP encoding to the CFF encoding.
+ font.encoding = font.encoding || font.cffEncoding;
+
+ font.glyphs = new glyphset.GlyphSet(font);
+ for (var i = 0; i < font.nGlyphs; i += 1) {
+ var charString = charStringsIndex.objects[i];
+ font.glyphs.push(i, glyphset.cffGlyphLoader(font, i, parseCFFCharstring, charString));
+ }
+}
+
+// Convert a string to a String ID (SID).
+// The list of strings is modified in place.
+function encodeString(s, strings) {
+ var sid;
+
+ // Is the string in the CFF standard strings?
+ var i = encoding.cffStandardStrings.indexOf(s);
+ if (i >= 0) {
+ sid = i;
+ }
+
+ // Is the string already in the string index?
+ i = strings.indexOf(s);
+ if (i >= 0) {
+ sid = i + encoding.cffStandardStrings.length;
+ } else {
+ sid = encoding.cffStandardStrings.length + strings.length;
+ strings.push(s);
+ }
+
+ return sid;
+}
+
+function makeHeader() {
+ return new table.Table('Header', [
+ {name: 'major', type: 'Card8', value: 1},
+ {name: 'minor', type: 'Card8', value: 0},
+ {name: 'hdrSize', type: 'Card8', value: 4},
+ {name: 'major', type: 'Card8', value: 1}
+ ]);
+}
+
+function makeNameIndex(fontNames) {
+ var t = new table.Table('Name INDEX', [
+ {name: 'names', type: 'INDEX', value: []}
+ ]);
+ t.names = [];
+ for (var i = 0; i < fontNames.length; i += 1) {
+ t.names.push({name: 'name_' + i, type: 'NAME', value: fontNames[i]});
+ }
+
+ return t;
+}
+
+// Given a dictionary's metadata, create a DICT structure.
+function makeDict(meta, attrs, strings) {
+ var m = {};
+ for (var i = 0; i < meta.length; i += 1) {
+ var entry = meta[i];
+ var value = attrs[entry.name];
+ if (value !== undefined && !equals(value, entry.value)) {
+ if (entry.type === 'SID') {
+ value = encodeString(value, strings);
+ }
+
+ m[entry.op] = {name: entry.name, type: entry.type, value: value};
+ }
+ }
+
+ return m;
+}
+
+// The Top DICT houses the global font attributes.
+function makeTopDict(attrs, strings) {
+ var t = new table.Table('Top DICT', [
+ {name: 'dict', type: 'DICT', value: {}}
+ ]);
+ t.dict = makeDict(TOP_DICT_META, attrs, strings);
+ return t;
+}
+
+function makeTopDictIndex(topDict) {
+ var t = new table.Table('Top DICT INDEX', [
+ {name: 'topDicts', type: 'INDEX', value: []}
+ ]);
+ t.topDicts = [{name: 'topDict_0', type: 'TABLE', value: topDict}];
+ return t;
+}
+
+function makeStringIndex(strings) {
+ var t = new table.Table('String INDEX', [
+ {name: 'strings', type: 'INDEX', value: []}
+ ]);
+ t.strings = [];
+ for (var i = 0; i < strings.length; i += 1) {
+ t.strings.push({name: 'string_' + i, type: 'STRING', value: strings[i]});
+ }
+
+ return t;
+}
+
+function makeGlobalSubrIndex() {
+ // Currently we don't use subroutines.
+ return new table.Table('Global Subr INDEX', [
+ {name: 'subrs', type: 'INDEX', value: []}
+ ]);
+}
+
+function makeCharsets(glyphNames, strings) {
+ var t = new table.Table('Charsets', [
+ {name: 'format', type: 'Card8', value: 0}
+ ]);
+ for (var i = 0; i < glyphNames.length; i += 1) {
+ var glyphName = glyphNames[i];
+ var glyphSID = encodeString(glyphName, strings);
+ t.fields.push({name: 'glyph_' + i, type: 'SID', value: glyphSID});
+ }
+
+ return t;
+}
+
+function glyphToOps(glyph) {
+ var ops = [];
+ var path = glyph.path;
+ ops.push({name: 'width', type: 'NUMBER', value: glyph.advanceWidth});
+ var x = 0;
+ var y = 0;
+ for (var i = 0; i < path.commands.length; i += 1) {
+ var dx;
+ var dy;
+ var cmd = path.commands[i];
+ if (cmd.type === 'Q') {
+ // CFF only supports bézier curves, so convert the quad to a bézier.
+ var _13 = 1 / 3;
+ var _23 = 2 / 3;
+
+ // We're going to create a new command so we don't change the original path.
+ cmd = {
+ type: 'C',
+ x: cmd.x,
+ y: cmd.y,
+ x1: _13 * x + _23 * cmd.x1,
+ y1: _13 * y + _23 * cmd.y1,
+ x2: _13 * cmd.x + _23 * cmd.x1,
+ y2: _13 * cmd.y + _23 * cmd.y1
+ };
+ }
+
+ if (cmd.type === 'M') {
+ dx = Math.round(cmd.x - x);
+ dy = Math.round(cmd.y - y);
+ ops.push({name: 'dx', type: 'NUMBER', value: dx});
+ ops.push({name: 'dy', type: 'NUMBER', value: dy});
+ ops.push({name: 'rmoveto', type: 'OP', value: 21});
+ x = Math.round(cmd.x);
+ y = Math.round(cmd.y);
+ } else if (cmd.type === 'L') {
+ dx = Math.round(cmd.x - x);
+ dy = Math.round(cmd.y - y);
+ ops.push({name: 'dx', type: 'NUMBER', value: dx});
+ ops.push({name: 'dy', type: 'NUMBER', value: dy});
+ ops.push({name: 'rlineto', type: 'OP', value: 5});
+ x = Math.round(cmd.x);
+ y = Math.round(cmd.y);
+ } else if (cmd.type === 'C') {
+ var dx1 = Math.round(cmd.x1 - x);
+ var dy1 = Math.round(cmd.y1 - y);
+ var dx2 = Math.round(cmd.x2 - cmd.x1);
+ var dy2 = Math.round(cmd.y2 - cmd.y1);
+ dx = Math.round(cmd.x - cmd.x2);
+ dy = Math.round(cmd.y - cmd.y2);
+ ops.push({name: 'dx1', type: 'NUMBER', value: dx1});
+ ops.push({name: 'dy1', type: 'NUMBER', value: dy1});
+ ops.push({name: 'dx2', type: 'NUMBER', value: dx2});
+ ops.push({name: 'dy2', type: 'NUMBER', value: dy2});
+ ops.push({name: 'dx', type: 'NUMBER', value: dx});
+ ops.push({name: 'dy', type: 'NUMBER', value: dy});
+ ops.push({name: 'rrcurveto', type: 'OP', value: 8});
+ x = Math.round(cmd.x);
+ y = Math.round(cmd.y);
+ }
+
+ // Contours are closed automatically.
+
+ }
+
+ ops.push({name: 'endchar', type: 'OP', value: 14});
+ return ops;
+}
+
+function makeCharStringsIndex(glyphs) {
+ var t = new table.Table('CharStrings INDEX', [
+ {name: 'charStrings', type: 'INDEX', value: []}
+ ]);
+
+ for (var i = 0; i < glyphs.length; i += 1) {
+ var glyph = glyphs.get(i);
+ var ops = glyphToOps(glyph);
+ t.charStrings.push({name: glyph.name, type: 'CHARSTRING', value: ops});
+ }
+
+ return t;
+}
+
+function makePrivateDict(attrs, strings) {
+ var t = new table.Table('Private DICT', [
+ {name: 'dict', type: 'DICT', value: {}}
+ ]);
+ t.dict = makeDict(PRIVATE_DICT_META, attrs, strings);
+ return t;
+}
+
+function makePrivateDictIndex(privateDict) {
+ var t = new table.Table('Private DICT INDEX', [
+ {name: 'privateDicts', type: 'INDEX', value: []}
+ ]);
+ t.privateDicts = [{name: 'privateDict_0', type: 'TABLE', value: privateDict}];
+ return t;
+}
+
+function makeCFFTable(glyphs, options) {
+ var t = new table.Table('CFF ', [
+ {name: 'header', type: 'TABLE'},
+ {name: 'nameIndex', type: 'TABLE'},
+ {name: 'topDictIndex', type: 'TABLE'},
+ {name: 'stringIndex', type: 'TABLE'},
+ {name: 'globalSubrIndex', type: 'TABLE'},
+ {name: 'charsets', type: 'TABLE'},
+ {name: 'charStringsIndex', type: 'TABLE'},
+ {name: 'privateDictIndex', type: 'TABLE'}
+ ]);
+
+ var fontScale = 1 / options.unitsPerEm;
+ // We use non-zero values for the offsets so that the DICT encodes them.
+ // This is important because the size of the Top DICT plays a role in offset calculation,
+ // and the size shouldn't change after we've written correct offsets.
+ var attrs = {
+ version: options.version,
+ fullName: options.fullName,
+ familyName: options.familyName,
+ weight: options.weightName,
+ fontMatrix: [fontScale, 0, 0, fontScale, 0, 0],
+ charset: 999,
+ encoding: 0,
+ charStrings: 999,
+ private: [0, 999]
+ };
+
+ var privateAttrs = {};
+
+ var glyphNames = [];
+ var glyph;
+
+ // Skip first glyph (.notdef)
+ for (var i = 1; i < glyphs.length; i += 1) {
+ glyph = glyphs.get(i);
+ glyphNames.push(glyph.name);
+ }
+
+ var strings = [];
+
+ t.header = makeHeader();
+ t.nameIndex = makeNameIndex([options.postScriptName]);
+ var topDict = makeTopDict(attrs, strings);
+ t.topDictIndex = makeTopDictIndex(topDict);
+ t.globalSubrIndex = makeGlobalSubrIndex();
+ t.charsets = makeCharsets(glyphNames, strings);
+ t.charStringsIndex = makeCharStringsIndex(glyphs);
+ var privateDict = makePrivateDict(privateAttrs, strings);
+ t.privateDictIndex = makePrivateDictIndex(privateDict);
+
+ // Needs to come at the end, to encode all custom strings used in the font.
+ t.stringIndex = makeStringIndex(strings);
+
+ var startOffset = t.header.sizeOf() +
+ t.nameIndex.sizeOf() +
+ t.topDictIndex.sizeOf() +
+ t.stringIndex.sizeOf() +
+ t.globalSubrIndex.sizeOf();
+ attrs.charset = startOffset;
+
+ // We use the CFF standard encoding; proper encoding will be handled in cmap.
+ attrs.encoding = 0;
+ attrs.charStrings = attrs.charset + t.charsets.sizeOf();
+ attrs.private[1] = attrs.charStrings + t.charStringsIndex.sizeOf();
+
+ // Recreate the Top DICT INDEX with the correct offsets.
+ topDict = makeTopDict(attrs, strings);
+ t.topDictIndex = makeTopDictIndex(topDict);
+
+ return t;
+}
+
+exports.parse = parseCFFTable;
+exports.make = makeCFFTable;
+
+},{"../encoding":4,"../glyphset":7,"../parse":9,"../path":10,"../table":11}],13:[function(_dereq_,module,exports){
+// The `cmap` table stores the mappings from characters to glyphs.
+// https://www.microsoft.com/typography/OTSPEC/cmap.htm
+
+'use strict';
+
+var check = _dereq_('../check');
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+// Parse the `cmap` table. This table stores the mappings from characters to glyphs.
+// There are many available formats, but we only support the Windows format 4.
+// This function returns a `CmapEncoding` object or null if no supported format could be found.
+function parseCmapTable(data, start) {
+ var i;
+ var cmap = {};
+ cmap.version = parse.getUShort(data, start);
+ check.argument(cmap.version === 0, 'cmap table version should be 0.');
+
+ // The cmap table can contain many sub-tables, each with their own format.
+ // We're only interested in a "platform 3" table. This is a Windows format.
+ cmap.numTables = parse.getUShort(data, start + 2);
+ var offset = -1;
+ for (i = 0; i < cmap.numTables; i += 1) {
+ var platformId = parse.getUShort(data, start + 4 + (i * 8));
+ var encodingId = parse.getUShort(data, start + 4 + (i * 8) + 2);
+ if (platformId === 3 && (encodingId === 1 || encodingId === 0)) {
+ offset = parse.getULong(data, start + 4 + (i * 8) + 4);
+ break;
+ }
+ }
+
+ if (offset === -1) {
+ // There is no cmap table in the font that we support, so return null.
+ // This font will be marked as unsupported.
+ return null;
+ }
+
+ var p = new parse.Parser(data, start + offset);
+ cmap.format = p.parseUShort();
+ check.argument(cmap.format === 4, 'Only format 4 cmap tables are supported.');
+
+ // Length in bytes of the sub-tables.
+ cmap.length = p.parseUShort();
+ cmap.language = p.parseUShort();
+
+ // segCount is stored x 2.
+ var segCount;
+ cmap.segCount = segCount = p.parseUShort() >> 1;
+
+ // Skip searchRange, entrySelector, rangeShift.
+ p.skip('uShort', 3);
+
+ // The "unrolled" mapping from character codes to glyph indices.
+ cmap.glyphIndexMap = {};
+
+ var endCountParser = new parse.Parser(data, start + offset + 14);
+ var startCountParser = new parse.Parser(data, start + offset + 16 + segCount * 2);
+ var idDeltaParser = new parse.Parser(data, start + offset + 16 + segCount * 4);
+ var idRangeOffsetParser = new parse.Parser(data, start + offset + 16 + segCount * 6);
+ var glyphIndexOffset = start + offset + 16 + segCount * 8;
+ for (i = 0; i < segCount - 1; i += 1) {
+ var glyphIndex;
+ var endCount = endCountParser.parseUShort();
+ var startCount = startCountParser.parseUShort();
+ var idDelta = idDeltaParser.parseShort();
+ var idRangeOffset = idRangeOffsetParser.parseUShort();
+ for (var c = startCount; c <= endCount; c += 1) {
+ if (idRangeOffset !== 0) {
+ // The idRangeOffset is relative to the current position in the idRangeOffset array.
+ // Take the current offset in the idRangeOffset array.
+ glyphIndexOffset = (idRangeOffsetParser.offset + idRangeOffsetParser.relativeOffset - 2);
+
+ // Add the value of the idRangeOffset, which will move us into the glyphIndex array.
+ glyphIndexOffset += idRangeOffset;
+
+ // Then add the character index of the current segment, multiplied by 2 for USHORTs.
+ glyphIndexOffset += (c - startCount) * 2;
+ glyphIndex = parse.getUShort(data, glyphIndexOffset);
+ if (glyphIndex !== 0) {
+ glyphIndex = (glyphIndex + idDelta) & 0xFFFF;
+ }
+ } else {
+ glyphIndex = (c + idDelta) & 0xFFFF;
+ }
+
+ cmap.glyphIndexMap[c] = glyphIndex;
+ }
+ }
+
+ return cmap;
+}
+
+function addSegment(t, code, glyphIndex) {
+ t.segments.push({
+ end: code,
+ start: code,
+ delta: -(code - glyphIndex),
+ offset: 0
+ });
+}
+
+function addTerminatorSegment(t) {
+ t.segments.push({
+ end: 0xFFFF,
+ start: 0xFFFF,
+ delta: 1,
+ offset: 0
+ });
+}
+
+function makeCmapTable(glyphs) {
+ var i;
+ var t = new table.Table('cmap', [
+ {name: 'version', type: 'USHORT', value: 0},
+ {name: 'numTables', type: 'USHORT', value: 1},
+ {name: 'platformID', type: 'USHORT', value: 3},
+ {name: 'encodingID', type: 'USHORT', value: 1},
+ {name: 'offset', type: 'ULONG', value: 12},
+ {name: 'format', type: 'USHORT', value: 4},
+ {name: 'length', type: 'USHORT', value: 0},
+ {name: 'language', type: 'USHORT', value: 0},
+ {name: 'segCountX2', type: 'USHORT', value: 0},
+ {name: 'searchRange', type: 'USHORT', value: 0},
+ {name: 'entrySelector', type: 'USHORT', value: 0},
+ {name: 'rangeShift', type: 'USHORT', value: 0}
+ ]);
+
+ t.segments = [];
+ for (i = 0; i < glyphs.length; i += 1) {
+ var glyph = glyphs.get(i);
+ for (var j = 0; j < glyph.unicodes.length; j += 1) {
+ addSegment(t, glyph.unicodes[j], i);
+ }
+
+ t.segments = t.segments.sort(function(a, b) {
+ return a.start - b.start;
+ });
+ }
+
+ addTerminatorSegment(t);
+
+ var segCount;
+ segCount = t.segments.length;
+ t.segCountX2 = segCount * 2;
+ t.searchRange = Math.pow(2, Math.floor(Math.log(segCount) / Math.log(2))) * 2;
+ t.entrySelector = Math.log(t.searchRange / 2) / Math.log(2);
+ t.rangeShift = t.segCountX2 - t.searchRange;
+
+ // Set up parallel segment arrays.
+ var endCounts = [];
+ var startCounts = [];
+ var idDeltas = [];
+ var idRangeOffsets = [];
+ var glyphIds = [];
+
+ for (i = 0; i < segCount; i += 1) {
+ var segment = t.segments[i];
+ endCounts = endCounts.concat({name: 'end_' + i, type: 'USHORT', value: segment.end});
+ startCounts = startCounts.concat({name: 'start_' + i, type: 'USHORT', value: segment.start});
+ idDeltas = idDeltas.concat({name: 'idDelta_' + i, type: 'SHORT', value: segment.delta});
+ idRangeOffsets = idRangeOffsets.concat({name: 'idRangeOffset_' + i, type: 'USHORT', value: segment.offset});
+ if (segment.glyphId !== undefined) {
+ glyphIds = glyphIds.concat({name: 'glyph_' + i, type: 'USHORT', value: segment.glyphId});
+ }
+ }
+
+ t.fields = t.fields.concat(endCounts);
+ t.fields.push({name: 'reservedPad', type: 'USHORT', value: 0});
+ t.fields = t.fields.concat(startCounts);
+ t.fields = t.fields.concat(idDeltas);
+ t.fields = t.fields.concat(idRangeOffsets);
+ t.fields = t.fields.concat(glyphIds);
+
+ t.length = 14 + // Subtable header
+ endCounts.length * 2 +
+ 2 + // reservedPad
+ startCounts.length * 2 +
+ idDeltas.length * 2 +
+ idRangeOffsets.length * 2 +
+ glyphIds.length * 2;
+
+ return t;
+}
+
+exports.parse = parseCmapTable;
+exports.make = makeCmapTable;
+
+},{"../check":2,"../parse":9,"../table":11}],14:[function(_dereq_,module,exports){
+// The `glyf` table describes the glyphs in TrueType outline format.
+// http://www.microsoft.com/typography/otspec/glyf.htm
+
+'use strict';
+
+var check = _dereq_('../check');
+var glyphset = _dereq_('../glyphset');
+var parse = _dereq_('../parse');
+var path = _dereq_('../path');
+
+// Parse the coordinate data for a glyph.
+function parseGlyphCoordinate(p, flag, previousValue, shortVectorBitMask, sameBitMask) {
+ var v;
+ if ((flag & shortVectorBitMask) > 0) {
+ // The coordinate is 1 byte long.
+ v = p.parseByte();
+ // The `same` bit is re-used for short values to signify the sign of the value.
+ if ((flag & sameBitMask) === 0) {
+ v = -v;
+ }
+
+ v = previousValue + v;
+ } else {
+ // The coordinate is 2 bytes long.
+ // If the `same` bit is set, the coordinate is the same as the previous coordinate.
+ if ((flag & sameBitMask) > 0) {
+ v = previousValue;
+ } else {
+ // Parse the coordinate as a signed 16-bit delta value.
+ v = previousValue + p.parseShort();
+ }
+ }
+
+ return v;
+}
+
+// Parse a TrueType glyph.
+function parseGlyph(glyph, data, start) {
+ var p = new parse.Parser(data, start);
+ glyph.numberOfContours = p.parseShort();
+ glyph.xMin = p.parseShort();
+ glyph.yMin = p.parseShort();
+ glyph.xMax = p.parseShort();
+ glyph.yMax = p.parseShort();
+ var flags;
+ var flag;
+ if (glyph.numberOfContours > 0) {
+ var i;
+ // This glyph is not a composite.
+ var endPointIndices = glyph.endPointIndices = [];
+ for (i = 0; i < glyph.numberOfContours; i += 1) {
+ endPointIndices.push(p.parseUShort());
+ }
+
+ glyph.instructionLength = p.parseUShort();
+ glyph.instructions = [];
+ for (i = 0; i < glyph.instructionLength; i += 1) {
+ glyph.instructions.push(p.parseByte());
+ }
+
+ var numberOfCoordinates = endPointIndices[endPointIndices.length - 1] + 1;
+ flags = [];
+ for (i = 0; i < numberOfCoordinates; i += 1) {
+ flag = p.parseByte();
+ flags.push(flag);
+ // If bit 3 is set, we repeat this flag n times, where n is the next byte.
+ if ((flag & 8) > 0) {
+ var repeatCount = p.parseByte();
+ for (var j = 0; j < repeatCount; j += 1) {
+ flags.push(flag);
+ i += 1;
+ }
+ }
+ }
+
+ check.argument(flags.length === numberOfCoordinates, 'Bad flags.');
+
+ if (endPointIndices.length > 0) {
+ var points = [];
+ var point;
+ // X/Y coordinates are relative to the previous point, except for the first point which is relative to 0,0.
+ if (numberOfCoordinates > 0) {
+ for (i = 0; i < numberOfCoordinates; i += 1) {
+ flag = flags[i];
+ point = {};
+ point.onCurve = !!(flag & 1);
+ point.lastPointOfContour = endPointIndices.indexOf(i) >= 0;
+ points.push(point);
+ }
+
+ var px = 0;
+ for (i = 0; i < numberOfCoordinates; i += 1) {
+ flag = flags[i];
+ point = points[i];
+ point.x = parseGlyphCoordinate(p, flag, px, 2, 16);
+ px = point.x;
+ }
+
+ var py = 0;
+ for (i = 0; i < numberOfCoordinates; i += 1) {
+ flag = flags[i];
+ point = points[i];
+ point.y = parseGlyphCoordinate(p, flag, py, 4, 32);
+ py = point.y;
+ }
+ }
+
+ glyph.points = points;
+ } else {
+ glyph.points = [];
+ }
+ } else if (glyph.numberOfContours === 0) {
+ glyph.points = [];
+ } else {
+ glyph.isComposite = true;
+ glyph.points = [];
+ glyph.components = [];
+ var moreComponents = true;
+ while (moreComponents) {
+ flags = p.parseUShort();
+ var component = {
+ glyphIndex: p.parseUShort(),
+ xScale: 1,
+ scale01: 0,
+ scale10: 0,
+ yScale: 1,
+ dx: 0,
+ dy: 0
+ };
+ if ((flags & 1) > 0) {
+ // The arguments are words
+ component.dx = p.parseShort();
+ component.dy = p.parseShort();
+ } else {
+ // The arguments are bytes
+ component.dx = p.parseChar();
+ component.dy = p.parseChar();
+ }
+
+ if ((flags & 8) > 0) {
+ // We have a scale
+ component.xScale = component.yScale = p.parseF2Dot14();
+ } else if ((flags & 64) > 0) {
+ // We have an X / Y scale
+ component.xScale = p.parseF2Dot14();
+ component.yScale = p.parseF2Dot14();
+ } else if ((flags & 128) > 0) {
+ // We have a 2x2 transformation
+ component.xScale = p.parseF2Dot14();
+ component.scale01 = p.parseF2Dot14();
+ component.scale10 = p.parseF2Dot14();
+ component.yScale = p.parseF2Dot14();
+ }
+
+ glyph.components.push(component);
+ moreComponents = !!(flags & 32);
+ }
+ }
+}
+
+// Transform an array of points and return a new array.
+function transformPoints(points, transform) {
+ var newPoints = [];
+ for (var i = 0; i < points.length; i += 1) {
+ var pt = points[i];
+ var newPt = {
+ x: transform.xScale * pt.x + transform.scale01 * pt.y + transform.dx,
+ y: transform.scale10 * pt.x + transform.yScale * pt.y + transform.dy,
+ onCurve: pt.onCurve,
+ lastPointOfContour: pt.lastPointOfContour
+ };
+ newPoints.push(newPt);
+ }
+
+ return newPoints;
+}
+
+function getContours(points) {
+ var contours = [];
+ var currentContour = [];
+ for (var i = 0; i < points.length; i += 1) {
+ var pt = points[i];
+ currentContour.push(pt);
+ if (pt.lastPointOfContour) {
+ contours.push(currentContour);
+ currentContour = [];
+ }
+ }
+
+ check.argument(currentContour.length === 0, 'There are still points left in the current contour.');
+ return contours;
+}
+
+// Convert the TrueType glyph outline to a Path.
+function getPath(points) {
+ var p = new path.Path();
+ if (!points) {
+ return p;
+ }
+
+ var contours = getContours(points);
+ for (var i = 0; i < contours.length; i += 1) {
+ var contour = contours[i];
+ var firstPt = contour[0];
+ var lastPt = contour[contour.length - 1];
+ var curvePt;
+ var realFirstPoint;
+ if (firstPt.onCurve) {
+ curvePt = null;
+ // The first point will be consumed by the moveTo command,
+ // so skip it in the loop.
+ realFirstPoint = true;
+ } else {
+ if (lastPt.onCurve) {
+ // If the first point is off-curve and the last point is on-curve,
+ // start at the last point.
+ firstPt = lastPt;
+ } else {
+ // If both first and last points are off-curve, start at their middle.
+ firstPt = { x: (firstPt.x + lastPt.x) / 2, y: (firstPt.y + lastPt.y) / 2 };
+ }
+
+ curvePt = firstPt;
+ // The first point is synthesized, so don't skip the real first point.
+ realFirstPoint = false;
+ }
+
+ p.moveTo(firstPt.x, firstPt.y);
+
+ for (var j = realFirstPoint ? 1 : 0; j < contour.length; j += 1) {
+ var pt = contour[j];
+ var prevPt = j === 0 ? firstPt : contour[j - 1];
+ if (prevPt.onCurve && pt.onCurve) {
+ // This is a straight line.
+ p.lineTo(pt.x, pt.y);
+ } else if (prevPt.onCurve && !pt.onCurve) {
+ curvePt = pt;
+ } else if (!prevPt.onCurve && !pt.onCurve) {
+ var midPt = { x: (prevPt.x + pt.x) / 2, y: (prevPt.y + pt.y) / 2 };
+ p.quadraticCurveTo(prevPt.x, prevPt.y, midPt.x, midPt.y);
+ curvePt = pt;
+ } else if (!prevPt.onCurve && pt.onCurve) {
+ // Previous point off-curve, this point on-curve.
+ p.quadraticCurveTo(curvePt.x, curvePt.y, pt.x, pt.y);
+ curvePt = null;
+ } else {
+ throw new Error('Invalid state.');
+ }
+ }
+
+ if (firstPt !== lastPt) {
+ // Connect the last and first points
+ if (curvePt) {
+ p.quadraticCurveTo(curvePt.x, curvePt.y, firstPt.x, firstPt.y);
+ } else {
+ p.lineTo(firstPt.x, firstPt.y);
+ }
+ }
+ }
+
+ p.closePath();
+ return p;
+}
+
+function buildPath(glyphs, glyph) {
+ if (glyph.isComposite) {
+ for (var j = 0; j < glyph.components.length; j += 1) {
+ var component = glyph.components[j];
+ var componentGlyph = glyphs.get(component.glyphIndex);
+ if (componentGlyph.points) {
+ var transformedPoints = transformPoints(componentGlyph.points, component);
+ glyph.points = glyph.points.concat(transformedPoints);
+ }
+ }
+ }
+
+ return getPath(glyph.points);
+}
+
+// Parse all the glyphs according to the offsets from the `loca` table.
+function parseGlyfTable(data, start, loca, font) {
+ var glyphs = new glyphset.GlyphSet(font);
+ var i;
+
+ // The last element of the loca table is invalid.
+ for (i = 0; i < loca.length - 1; i += 1) {
+ var offset = loca[i];
+ var nextOffset = loca[i + 1];
+ if (offset !== nextOffset) {
+ glyphs.push(i, glyphset.ttfGlyphLoader(font, i, parseGlyph, data, start + offset, buildPath));
+ } else {
+ glyphs.push(i, glyphset.glyphLoader(font, i));
+ }
+ }
+
+ return glyphs;
+}
+
+exports.parse = parseGlyfTable;
+
+},{"../check":2,"../glyphset":7,"../parse":9,"../path":10}],15:[function(_dereq_,module,exports){
+// The `GPOS` table contains kerning pairs, among other things.
+// https://www.microsoft.com/typography/OTSPEC/gpos.htm
+
+'use strict';
+
+var check = _dereq_('../check');
+var parse = _dereq_('../parse');
+
+// Parse ScriptList and FeatureList tables of GPOS, GSUB, GDEF, BASE, JSTF tables.
+// These lists are unused by now, this function is just the basis for a real parsing.
+function parseTaggedListTable(data, start) {
+ var p = new parse.Parser(data, start);
+ var n = p.parseUShort();
+ var list = [];
+ for (var i = 0; i < n; i++) {
+ list[p.parseTag()] = { offset: p.parseUShort() };
+ }
+
+ return list;
+}
+
+// Parse a coverage table in a GSUB, GPOS or GDEF table.
+// Format 1 is a simple list of glyph ids,
+// Format 2 is a list of ranges. It is expanded in a list of glyphs, maybe not the best idea.
+function parseCoverageTable(data, start) {
+ var p = new parse.Parser(data, start);
+ var format = p.parseUShort();
+ var count = p.parseUShort();
+ if (format === 1) {
+ return p.parseUShortList(count);
+ }
+ else if (format === 2) {
+ var coverage = [];
+ for (; count--;) {
+ var begin = p.parseUShort();
+ var end = p.parseUShort();
+ var index = p.parseUShort();
+ for (var i = begin; i <= end; i++) {
+ coverage[index++] = i;
+ }
+ }
+
+ return coverage;
+ }
+}
+
+// Parse a Class Definition Table in a GSUB, GPOS or GDEF table.
+// Returns a function that gets a class value from a glyph ID.
+function parseClassDefTable(data, start) {
+ var p = new parse.Parser(data, start);
+ var format = p.parseUShort();
+ if (format === 1) {
+ // Format 1 specifies a range of consecutive glyph indices, one class per glyph ID.
+ var startGlyph = p.parseUShort();
+ var glyphCount = p.parseUShort();
+ var classes = p.parseUShortList(glyphCount);
+ return function(glyphID) {
+ return classes[glyphID - startGlyph] || 0;
+ };
+ }
+ else if (format === 2) {
+ // Format 2 defines multiple groups of glyph indices that belong to the same class.
+ var rangeCount = p.parseUShort();
+ var startGlyphs = [];
+ var endGlyphs = [];
+ var classValues = [];
+ for (var i = 0; i < rangeCount; i++) {
+ startGlyphs[i] = p.parseUShort();
+ endGlyphs[i] = p.parseUShort();
+ classValues[i] = p.parseUShort();
+ }
+
+ return function(glyphID) {
+ var l = 0;
+ var r = startGlyphs.length - 1;
+ while (l < r) {
+ var c = (l + r + 1) >> 1;
+ if (glyphID < startGlyphs[c]) {
+ r = c - 1;
+ } else {
+ l = c;
+ }
+ }
+
+ if (startGlyphs[l] <= glyphID && glyphID <= endGlyphs[l]) {
+ return classValues[l] || 0;
+ }
+
+ return 0;
+ };
+ }
+}
+
+// Parse a pair adjustment positioning subtable, format 1 or format 2
+// The subtable is returned in the form of a lookup function.
+function parsePairPosSubTable(data, start) {
+ var p = new parse.Parser(data, start);
+ // This part is common to format 1 and format 2 subtables
+ var format = p.parseUShort();
+ var coverageOffset = p.parseUShort();
+ var coverage = parseCoverageTable(data, start + coverageOffset);
+ // valueFormat 4: XAdvance only, 1: XPlacement only, 0: no ValueRecord for second glyph
+ // Only valueFormat1=4 and valueFormat2=0 is supported.
+ var valueFormat1 = p.parseUShort();
+ var valueFormat2 = p.parseUShort();
+ var value1;
+ var value2;
+ if (valueFormat1 !== 4 || valueFormat2 !== 0) return;
+ var sharedPairSets = {};
+ if (format === 1) {
+ // Pair Positioning Adjustment: Format 1
+ var pairSetCount = p.parseUShort();
+ var pairSet = [];
+ // Array of offsets to PairSet tables-from beginning of PairPos subtable-ordered by Coverage Index
+ var pairSetOffsets = p.parseOffset16List(pairSetCount);
+ for (var firstGlyph = 0; firstGlyph < pairSetCount; firstGlyph++) {
+ var pairSetOffset = pairSetOffsets[firstGlyph];
+ var sharedPairSet = sharedPairSets[pairSetOffset];
+ if (!sharedPairSet) {
+ // Parse a pairset table in a pair adjustment subtable format 1
+ sharedPairSet = {};
+ p.relativeOffset = pairSetOffset;
+ var pairValueCount = p.parseUShort();
+ for (; pairValueCount--;) {
+ var secondGlyph = p.parseUShort();
+ if (valueFormat1) value1 = p.parseShort();
+ if (valueFormat2) value2 = p.parseShort();
+ // We only support valueFormat1 = 4 and valueFormat2 = 0,
+ // so value1 is the XAdvance and value2 is empty.
+ sharedPairSet[secondGlyph] = value1;
+ }
+ }
+
+ pairSet[coverage[firstGlyph]] = sharedPairSet;
+ }
+
+ return function(leftGlyph, rightGlyph) {
+ var pairs = pairSet[leftGlyph];
+ if (pairs) return pairs[rightGlyph];
+ };
+ }
+ else if (format === 2) {
+ // Pair Positioning Adjustment: Format 2
+ var classDef1Offset = p.parseUShort();
+ var classDef2Offset = p.parseUShort();
+ var class1Count = p.parseUShort();
+ var class2Count = p.parseUShort();
+ var getClass1 = parseClassDefTable(data, start + classDef1Offset);
+ var getClass2 = parseClassDefTable(data, start + classDef2Offset);
+
+ // Parse kerning values by class pair.
+ var kerningMatrix = [];
+ for (var i = 0; i < class1Count; i++) {
+ var kerningRow = kerningMatrix[i] = [];
+ for (var j = 0; j < class2Count; j++) {
+ if (valueFormat1) value1 = p.parseShort();
+ if (valueFormat2) value2 = p.parseShort();
+ // We only support valueFormat1 = 4 and valueFormat2 = 0,
+ // so value1 is the XAdvance and value2 is empty.
+ kerningRow[j] = value1;
+ }
+ }
+
+ // Convert coverage list to a hash
+ var covered = {};
+ for (i = 0; i < coverage.length; i++) covered[coverage[i]] = 1;
+
+ // Get the kerning value for a specific glyph pair.
+ return function(leftGlyph, rightGlyph) {
+ if (!covered[leftGlyph]) return;
+ var class1 = getClass1(leftGlyph);
+ var class2 = getClass2(rightGlyph);
+ var kerningRow = kerningMatrix[class1];
+
+ if (kerningRow) {
+ return kerningRow[class2];
+ }
+ };
+ }
+}
+
+// Parse a LookupTable (present in of GPOS, GSUB, GDEF, BASE, JSTF tables).
+function parseLookupTable(data, start) {
+ var p = new parse.Parser(data, start);
+ var lookupType = p.parseUShort();
+ var lookupFlag = p.parseUShort();
+ var useMarkFilteringSet = lookupFlag & 0x10;
+ var subTableCount = p.parseUShort();
+ var subTableOffsets = p.parseOffset16List(subTableCount);
+ var table = {
+ lookupType: lookupType,
+ lookupFlag: lookupFlag,
+ markFilteringSet: useMarkFilteringSet ? p.parseUShort() : -1
+ };
+ // LookupType 2, Pair adjustment
+ if (lookupType === 2) {
+ var subtables = [];
+ for (var i = 0; i < subTableCount; i++) {
+ subtables.push(parsePairPosSubTable(data, start + subTableOffsets[i]));
+ }
+ // Return a function which finds the kerning values in the subtables.
+ table.getKerningValue = function(leftGlyph, rightGlyph) {
+ for (var i = subtables.length; i--;) {
+ var value = subtables[i](leftGlyph, rightGlyph);
+ if (value !== undefined) return value;
+ }
+
+ return 0;
+ };
+ }
+
+ return table;
+}
+
+// Parse the `GPOS` table which contains, among other things, kerning pairs.
+// https://www.microsoft.com/typography/OTSPEC/gpos.htm
+function parseGposTable(data, start, font) {
+ var p = new parse.Parser(data, start);
+ var tableVersion = p.parseFixed();
+ check.argument(tableVersion === 1, 'Unsupported GPOS table version.');
+
+ // ScriptList and FeatureList - ignored for now
+ parseTaggedListTable(data, start + p.parseUShort());
+ // 'kern' is the feature we are looking for.
+ parseTaggedListTable(data, start + p.parseUShort());
+
+ // LookupList
+ var lookupListOffset = p.parseUShort();
+ p.relativeOffset = lookupListOffset;
+ var lookupCount = p.parseUShort();
+ var lookupTableOffsets = p.parseOffset16List(lookupCount);
+ var lookupListAbsoluteOffset = start + lookupListOffset;
+ for (var i = 0; i < lookupCount; i++) {
+ var table = parseLookupTable(data, lookupListAbsoluteOffset + lookupTableOffsets[i]);
+ if (table.lookupType === 2 && !font.getGposKerningValue) font.getGposKerningValue = table.getKerningValue;
+ }
+}
+
+exports.parse = parseGposTable;
+
+},{"../check":2,"../parse":9}],16:[function(_dereq_,module,exports){
+// The `head` table contains global information about the font.
+// https://www.microsoft.com/typography/OTSPEC/head.htm
+
+'use strict';
+
+var check = _dereq_('../check');
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+// Parse the header `head` table
+function parseHeadTable(data, start) {
+ var head = {};
+ var p = new parse.Parser(data, start);
+ head.version = p.parseVersion();
+ head.fontRevision = Math.round(p.parseFixed() * 1000) / 1000;
+ head.checkSumAdjustment = p.parseULong();
+ head.magicNumber = p.parseULong();
+ check.argument(head.magicNumber === 0x5F0F3CF5, 'Font header has wrong magic number.');
+ head.flags = p.parseUShort();
+ head.unitsPerEm = p.parseUShort();
+ head.created = p.parseLongDateTime();
+ head.modified = p.parseLongDateTime();
+ head.xMin = p.parseShort();
+ head.yMin = p.parseShort();
+ head.xMax = p.parseShort();
+ head.yMax = p.parseShort();
+ head.macStyle = p.parseUShort();
+ head.lowestRecPPEM = p.parseUShort();
+ head.fontDirectionHint = p.parseShort();
+ head.indexToLocFormat = p.parseShort(); // 50
+ head.glyphDataFormat = p.parseShort();
+ return head;
+}
+
+function makeHeadTable(options) {
+ return new table.Table('head', [
+ {name: 'version', type: 'FIXED', value: 0x00010000},
+ {name: 'fontRevision', type: 'FIXED', value: 0x00010000},
+ {name: 'checkSumAdjustment', type: 'ULONG', value: 0},
+ {name: 'magicNumber', type: 'ULONG', value: 0x5F0F3CF5},
+ {name: 'flags', type: 'USHORT', value: 0},
+ {name: 'unitsPerEm', type: 'USHORT', value: 1000},
+ {name: 'created', type: 'LONGDATETIME', value: 0},
+ {name: 'modified', type: 'LONGDATETIME', value: 0},
+ {name: 'xMin', type: 'SHORT', value: 0},
+ {name: 'yMin', type: 'SHORT', value: 0},
+ {name: 'xMax', type: 'SHORT', value: 0},
+ {name: 'yMax', type: 'SHORT', value: 0},
+ {name: 'macStyle', type: 'USHORT', value: 0},
+ {name: 'lowestRecPPEM', type: 'USHORT', value: 0},
+ {name: 'fontDirectionHint', type: 'SHORT', value: 2},
+ {name: 'indexToLocFormat', type: 'SHORT', value: 0},
+ {name: 'glyphDataFormat', type: 'SHORT', value: 0}
+ ], options);
+}
+
+exports.parse = parseHeadTable;
+exports.make = makeHeadTable;
+
+},{"../check":2,"../parse":9,"../table":11}],17:[function(_dereq_,module,exports){
+// The `hhea` table contains information for horizontal layout.
+// https://www.microsoft.com/typography/OTSPEC/hhea.htm
+
+'use strict';
+
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+// Parse the horizontal header `hhea` table
+function parseHheaTable(data, start) {
+ var hhea = {};
+ var p = new parse.Parser(data, start);
+ hhea.version = p.parseVersion();
+ hhea.ascender = p.parseShort();
+ hhea.descender = p.parseShort();
+ hhea.lineGap = p.parseShort();
+ hhea.advanceWidthMax = p.parseUShort();
+ hhea.minLeftSideBearing = p.parseShort();
+ hhea.minRightSideBearing = p.parseShort();
+ hhea.xMaxExtent = p.parseShort();
+ hhea.caretSlopeRise = p.parseShort();
+ hhea.caretSlopeRun = p.parseShort();
+ hhea.caretOffset = p.parseShort();
+ p.relativeOffset += 8;
+ hhea.metricDataFormat = p.parseShort();
+ hhea.numberOfHMetrics = p.parseUShort();
+ return hhea;
+}
+
+function makeHheaTable(options) {
+ return new table.Table('hhea', [
+ {name: 'version', type: 'FIXED', value: 0x00010000},
+ {name: 'ascender', type: 'FWORD', value: 0},
+ {name: 'descender', type: 'FWORD', value: 0},
+ {name: 'lineGap', type: 'FWORD', value: 0},
+ {name: 'advanceWidthMax', type: 'UFWORD', value: 0},
+ {name: 'minLeftSideBearing', type: 'FWORD', value: 0},
+ {name: 'minRightSideBearing', type: 'FWORD', value: 0},
+ {name: 'xMaxExtent', type: 'FWORD', value: 0},
+ {name: 'caretSlopeRise', type: 'SHORT', value: 1},
+ {name: 'caretSlopeRun', type: 'SHORT', value: 0},
+ {name: 'caretOffset', type: 'SHORT', value: 0},
+ {name: 'reserved1', type: 'SHORT', value: 0},
+ {name: 'reserved2', type: 'SHORT', value: 0},
+ {name: 'reserved3', type: 'SHORT', value: 0},
+ {name: 'reserved4', type: 'SHORT', value: 0},
+ {name: 'metricDataFormat', type: 'SHORT', value: 0},
+ {name: 'numberOfHMetrics', type: 'USHORT', value: 0}
+ ], options);
+}
+
+exports.parse = parseHheaTable;
+exports.make = makeHheaTable;
+
+},{"../parse":9,"../table":11}],18:[function(_dereq_,module,exports){
+// The `hmtx` table contains the horizontal metrics for all glyphs.
+// https://www.microsoft.com/typography/OTSPEC/hmtx.htm
+
+'use strict';
+
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+// Parse the `hmtx` table, which contains the horizontal metrics for all glyphs.
+// This function augments the glyph array, adding the advanceWidth and leftSideBearing to each glyph.
+function parseHmtxTable(data, start, numMetrics, numGlyphs, glyphs) {
+ var advanceWidth;
+ var leftSideBearing;
+ var p = new parse.Parser(data, start);
+ for (var i = 0; i < numGlyphs; i += 1) {
+ // If the font is monospaced, only one entry is needed. This last entry applies to all subsequent glyphs.
+ if (i < numMetrics) {
+ advanceWidth = p.parseUShort();
+ leftSideBearing = p.parseShort();
+ }
+
+ var glyph = glyphs.get(i);
+ glyph.advanceWidth = advanceWidth;
+ glyph.leftSideBearing = leftSideBearing;
+ }
+}
+
+function makeHmtxTable(glyphs) {
+ var t = new table.Table('hmtx', []);
+ for (var i = 0; i < glyphs.length; i += 1) {
+ var glyph = glyphs.get(i);
+ var advanceWidth = glyph.advanceWidth || 0;
+ var leftSideBearing = glyph.leftSideBearing || 0;
+ t.fields.push({name: 'advanceWidth_' + i, type: 'USHORT', value: advanceWidth});
+ t.fields.push({name: 'leftSideBearing_' + i, type: 'SHORT', value: leftSideBearing});
+ }
+
+ return t;
+}
+
+exports.parse = parseHmtxTable;
+exports.make = makeHmtxTable;
+
+},{"../parse":9,"../table":11}],19:[function(_dereq_,module,exports){
+// The `kern` table contains kerning pairs.
+// Note that some fonts use the GPOS OpenType layout table to specify kerning.
+// https://www.microsoft.com/typography/OTSPEC/kern.htm
+
+'use strict';
+
+var check = _dereq_('../check');
+var parse = _dereq_('../parse');
+
+// Parse the `kern` table which contains kerning pairs.
+function parseKernTable(data, start) {
+ var pairs = {};
+ var p = new parse.Parser(data, start);
+ var tableVersion = p.parseUShort();
+ check.argument(tableVersion === 0, 'Unsupported kern table version.');
+ // Skip nTables.
+ p.skip('uShort', 1);
+ var subTableVersion = p.parseUShort();
+ check.argument(subTableVersion === 0, 'Unsupported kern sub-table version.');
+ // Skip subTableLength, subTableCoverage
+ p.skip('uShort', 2);
+ var nPairs = p.parseUShort();
+ // Skip searchRange, entrySelector, rangeShift.
+ p.skip('uShort', 3);
+ for (var i = 0; i < nPairs; i += 1) {
+ var leftIndex = p.parseUShort();
+ var rightIndex = p.parseUShort();
+ var value = p.parseShort();
+ pairs[leftIndex + ',' + rightIndex] = value;
+ }
+
+ return pairs;
+}
+
+exports.parse = parseKernTable;
+
+},{"../check":2,"../parse":9}],20:[function(_dereq_,module,exports){
+// The `loca` table stores the offsets to the locations of the glyphs in the font.
+// https://www.microsoft.com/typography/OTSPEC/loca.htm
+
+'use strict';
+
+var parse = _dereq_('../parse');
+
+// Parse the `loca` table. This table stores the offsets to the locations of the glyphs in the font,
+// relative to the beginning of the glyphData table.
+// The number of glyphs stored in the `loca` table is specified in the `maxp` table (under numGlyphs)
+// The loca table has two versions: a short version where offsets are stored as uShorts, and a long
+// version where offsets are stored as uLongs. The `head` table specifies which version to use
+// (under indexToLocFormat).
+function parseLocaTable(data, start, numGlyphs, shortVersion) {
+ var p = new parse.Parser(data, start);
+ var parseFn = shortVersion ? p.parseUShort : p.parseULong;
+ // There is an extra entry after the last index element to compute the length of the last glyph.
+ // That's why we use numGlyphs + 1.
+ var glyphOffsets = [];
+ for (var i = 0; i < numGlyphs + 1; i += 1) {
+ var glyphOffset = parseFn.call(p);
+ if (shortVersion) {
+ // The short table version stores the actual offset divided by 2.
+ glyphOffset *= 2;
+ }
+
+ glyphOffsets.push(glyphOffset);
+ }
+
+ return glyphOffsets;
+}
+
+exports.parse = parseLocaTable;
+
+},{"../parse":9}],21:[function(_dereq_,module,exports){
+// The `maxp` table establishes the memory requirements for the font.
+// We need it just to get the number of glyphs in the font.
+// https://www.microsoft.com/typography/OTSPEC/maxp.htm
+
+'use strict';
+
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+// Parse the maximum profile `maxp` table.
+function parseMaxpTable(data, start) {
+ var maxp = {};
+ var p = new parse.Parser(data, start);
+ maxp.version = p.parseVersion();
+ maxp.numGlyphs = p.parseUShort();
+ if (maxp.version === 1.0) {
+ maxp.maxPoints = p.parseUShort();
+ maxp.maxContours = p.parseUShort();
+ maxp.maxCompositePoints = p.parseUShort();
+ maxp.maxCompositeContours = p.parseUShort();
+ maxp.maxZones = p.parseUShort();
+ maxp.maxTwilightPoints = p.parseUShort();
+ maxp.maxStorage = p.parseUShort();
+ maxp.maxFunctionDefs = p.parseUShort();
+ maxp.maxInstructionDefs = p.parseUShort();
+ maxp.maxStackElements = p.parseUShort();
+ maxp.maxSizeOfInstructions = p.parseUShort();
+ maxp.maxComponentElements = p.parseUShort();
+ maxp.maxComponentDepth = p.parseUShort();
+ }
+
+ return maxp;
+}
+
+function makeMaxpTable(numGlyphs) {
+ return new table.Table('maxp', [
+ {name: 'version', type: 'FIXED', value: 0x00005000},
+ {name: 'numGlyphs', type: 'USHORT', value: numGlyphs}
+ ]);
+}
+
+exports.parse = parseMaxpTable;
+exports.make = makeMaxpTable;
+
+},{"../parse":9,"../table":11}],22:[function(_dereq_,module,exports){
+// The `name` naming table.
+// https://www.microsoft.com/typography/OTSPEC/name.htm
+
+'use strict';
+
+var encode = _dereq_('../types').encode;
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+// NameIDs for the name table.
+var nameTableNames = [
+ 'copyright', // 0
+ 'fontFamily', // 1
+ 'fontSubfamily', // 2
+ 'uniqueID', // 3
+ 'fullName', // 4
+ 'version', // 5
+ 'postScriptName', // 6
+ 'trademark', // 7
+ 'manufacturer', // 8
+ 'designer', // 9
+ 'description', // 10
+ 'manufacturerURL', // 11
+ 'designerURL', // 12
+ 'licence', // 13
+ 'licenceURL', // 14
+ 'reserved', // 15
+ 'preferredFamily', // 16
+ 'preferredSubfamily', // 17
+ 'compatibleFullName', // 18
+ 'sampleText', // 19
+ 'postScriptFindFontName', // 20
+ 'wwsFamily', // 21
+ 'wwsSubfamily' // 22
+];
+
+// Parse the naming `name` table
+// Only Windows Unicode English names are supported.
+// Format 1 additional fields are not supported
+function parseNameTable(data, start) {
+ var name = {};
+ var p = new parse.Parser(data, start);
+ name.format = p.parseUShort();
+ var count = p.parseUShort();
+ var stringOffset = p.offset + p.parseUShort();
+ var unknownCount = 0;
+ for (var i = 0; i < count; i++) {
+ var platformID = p.parseUShort();
+ var encodingID = p.parseUShort();
+ var languageID = p.parseUShort();
+ var nameID = p.parseUShort();
+ var property = nameTableNames[nameID];
+ var byteLength = p.parseUShort();
+ var offset = p.parseUShort();
+ // platformID - encodingID - languageID standard combinations :
+ // 1 - 0 - 0 : Macintosh, Roman, English
+ // 3 - 1 - 0x409 : Windows, Unicode BMP (UCS-2), en-US
+ if (platformID === 3 && encodingID === 1 && languageID === 0x409) {
+ var codePoints = [];
+ var length = byteLength / 2;
+ for (var j = 0; j < length; j++, offset += 2) {
+ codePoints[j] = parse.getShort(data, stringOffset + offset);
+ }
+
+ var str = String.fromCharCode.apply(null, codePoints);
+ if (property) {
+ name[property] = str;
+ }
+ else {
+ unknownCount++;
+ name['unknown' + unknownCount] = str;
+ }
+ }
+
+ }
+
+ if (name.format === 1) {
+ name.langTagCount = p.parseUShort();
+ }
+
+ return name;
+}
+
+function makeNameRecord(platformID, encodingID, languageID, nameID, length, offset) {
+ return new table.Table('NameRecord', [
+ {name: 'platformID', type: 'USHORT', value: platformID},
+ {name: 'encodingID', type: 'USHORT', value: encodingID},
+ {name: 'languageID', type: 'USHORT', value: languageID},
+ {name: 'nameID', type: 'USHORT', value: nameID},
+ {name: 'length', type: 'USHORT', value: length},
+ {name: 'offset', type: 'USHORT', value: offset}
+ ]);
+}
+
+function addMacintoshNameRecord(t, recordID, s, offset) {
+ // Macintosh, Roman, English
+ var stringBytes = encode.STRING(s);
+ t.records.push(makeNameRecord(1, 0, 0, recordID, stringBytes.length, offset));
+ t.strings.push(stringBytes);
+ offset += stringBytes.length;
+ return offset;
+}
+
+function addWindowsNameRecord(t, recordID, s, offset) {
+ // Windows, Unicode BMP (UCS-2), US English
+ var utf16Bytes = encode.UTF16(s);
+ t.records.push(makeNameRecord(3, 1, 0x0409, recordID, utf16Bytes.length, offset));
+ t.strings.push(utf16Bytes);
+ offset += utf16Bytes.length;
+ return offset;
+}
+
+function makeNameTable(options) {
+ var t = new table.Table('name', [
+ {name: 'format', type: 'USHORT', value: 0},
+ {name: 'count', type: 'USHORT', value: 0},
+ {name: 'stringOffset', type: 'USHORT', value: 0}
+ ]);
+ t.records = [];
+ t.strings = [];
+ var offset = 0;
+ var i;
+ var s;
+ // Add Macintosh records first
+ for (i = 0; i < nameTableNames.length; i += 1) {
+ if (options[nameTableNames[i]] !== undefined) {
+ s = options[nameTableNames[i]];
+ offset = addMacintoshNameRecord(t, i, s, offset);
+ }
+ }
+ // Then add Windows records
+ for (i = 0; i < nameTableNames.length; i += 1) {
+ if (options[nameTableNames[i]] !== undefined) {
+ s = options[nameTableNames[i]];
+ offset = addWindowsNameRecord(t, i, s, offset);
+ }
+ }
+
+ t.count = t.records.length;
+ t.stringOffset = 6 + t.count * 12;
+ for (i = 0; i < t.records.length; i += 1) {
+ t.fields.push({name: 'record_' + i, type: 'TABLE', value: t.records[i]});
+ }
+
+ for (i = 0; i < t.strings.length; i += 1) {
+ t.fields.push({name: 'string_' + i, type: 'LITERAL', value: t.strings[i]});
+ }
+
+ return t;
+}
+
+exports.parse = parseNameTable;
+exports.make = makeNameTable;
+
+},{"../parse":9,"../table":11,"../types":26}],23:[function(_dereq_,module,exports){
+// The `OS/2` table contains metrics required in OpenType fonts.
+// https://www.microsoft.com/typography/OTSPEC/os2.htm
+
+'use strict';
+
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+var unicodeRanges = [
+ {begin: 0x0000, end: 0x007F}, // Basic Latin
+ {begin: 0x0080, end: 0x00FF}, // Latin-1 Supplement
+ {begin: 0x0100, end: 0x017F}, // Latin Extended-A
+ {begin: 0x0180, end: 0x024F}, // Latin Extended-B
+ {begin: 0x0250, end: 0x02AF}, // IPA Extensions
+ {begin: 0x02B0, end: 0x02FF}, // Spacing Modifier Letters
+ {begin: 0x0300, end: 0x036F}, // Combining Diacritical Marks
+ {begin: 0x0370, end: 0x03FF}, // Greek and Coptic
+ {begin: 0x2C80, end: 0x2CFF}, // Coptic
+ {begin: 0x0400, end: 0x04FF}, // Cyrillic
+ {begin: 0x0530, end: 0x058F}, // Armenian
+ {begin: 0x0590, end: 0x05FF}, // Hebrew
+ {begin: 0xA500, end: 0xA63F}, // Vai
+ {begin: 0x0600, end: 0x06FF}, // Arabic
+ {begin: 0x07C0, end: 0x07FF}, // NKo
+ {begin: 0x0900, end: 0x097F}, // Devanagari
+ {begin: 0x0980, end: 0x09FF}, // Bengali
+ {begin: 0x0A00, end: 0x0A7F}, // Gurmukhi
+ {begin: 0x0A80, end: 0x0AFF}, // Gujarati
+ {begin: 0x0B00, end: 0x0B7F}, // Oriya
+ {begin: 0x0B80, end: 0x0BFF}, // Tamil
+ {begin: 0x0C00, end: 0x0C7F}, // Telugu
+ {begin: 0x0C80, end: 0x0CFF}, // Kannada
+ {begin: 0x0D00, end: 0x0D7F}, // Malayalam
+ {begin: 0x0E00, end: 0x0E7F}, // Thai
+ {begin: 0x0E80, end: 0x0EFF}, // Lao
+ {begin: 0x10A0, end: 0x10FF}, // Georgian
+ {begin: 0x1B00, end: 0x1B7F}, // Balinese
+ {begin: 0x1100, end: 0x11FF}, // Hangul Jamo
+ {begin: 0x1E00, end: 0x1EFF}, // Latin Extended Additional
+ {begin: 0x1F00, end: 0x1FFF}, // Greek Extended
+ {begin: 0x2000, end: 0x206F}, // General Punctuation
+ {begin: 0x2070, end: 0x209F}, // Superscripts And Subscripts
+ {begin: 0x20A0, end: 0x20CF}, // Currency Symbol
+ {begin: 0x20D0, end: 0x20FF}, // Combining Diacritical Marks For Symbols
+ {begin: 0x2100, end: 0x214F}, // Letterlike Symbols
+ {begin: 0x2150, end: 0x218F}, // Number Forms
+ {begin: 0x2190, end: 0x21FF}, // Arrows
+ {begin: 0x2200, end: 0x22FF}, // Mathematical Operators
+ {begin: 0x2300, end: 0x23FF}, // Miscellaneous Technical
+ {begin: 0x2400, end: 0x243F}, // Control Pictures
+ {begin: 0x2440, end: 0x245F}, // Optical Character Recognition
+ {begin: 0x2460, end: 0x24FF}, // Enclosed Alphanumerics
+ {begin: 0x2500, end: 0x257F}, // Box Drawing
+ {begin: 0x2580, end: 0x259F}, // Block Elements
+ {begin: 0x25A0, end: 0x25FF}, // Geometric Shapes
+ {begin: 0x2600, end: 0x26FF}, // Miscellaneous Symbols
+ {begin: 0x2700, end: 0x27BF}, // Dingbats
+ {begin: 0x3000, end: 0x303F}, // CJK Symbols And Punctuation
+ {begin: 0x3040, end: 0x309F}, // Hiragana
+ {begin: 0x30A0, end: 0x30FF}, // Katakana
+ {begin: 0x3100, end: 0x312F}, // Bopomofo
+ {begin: 0x3130, end: 0x318F}, // Hangul Compatibility Jamo
+ {begin: 0xA840, end: 0xA87F}, // Phags-pa
+ {begin: 0x3200, end: 0x32FF}, // Enclosed CJK Letters And Months
+ {begin: 0x3300, end: 0x33FF}, // CJK Compatibility
+ {begin: 0xAC00, end: 0xD7AF}, // Hangul Syllables
+ {begin: 0xD800, end: 0xDFFF}, // Non-Plane 0 *
+ {begin: 0x10900, end: 0x1091F}, // Phoenicia
+ {begin: 0x4E00, end: 0x9FFF}, // CJK Unified Ideographs
+ {begin: 0xE000, end: 0xF8FF}, // Private Use Area (plane 0)
+ {begin: 0x31C0, end: 0x31EF}, // CJK Strokes
+ {begin: 0xFB00, end: 0xFB4F}, // Alphabetic Presentation Forms
+ {begin: 0xFB50, end: 0xFDFF}, // Arabic Presentation Forms-A
+ {begin: 0xFE20, end: 0xFE2F}, // Combining Half Marks
+ {begin: 0xFE10, end: 0xFE1F}, // Vertical Forms
+ {begin: 0xFE50, end: 0xFE6F}, // Small Form Variants
+ {begin: 0xFE70, end: 0xFEFF}, // Arabic Presentation Forms-B
+ {begin: 0xFF00, end: 0xFFEF}, // Halfwidth And Fullwidth Forms
+ {begin: 0xFFF0, end: 0xFFFF}, // Specials
+ {begin: 0x0F00, end: 0x0FFF}, // Tibetan
+ {begin: 0x0700, end: 0x074F}, // Syriac
+ {begin: 0x0780, end: 0x07BF}, // Thaana
+ {begin: 0x0D80, end: 0x0DFF}, // Sinhala
+ {begin: 0x1000, end: 0x109F}, // Myanmar
+ {begin: 0x1200, end: 0x137F}, // Ethiopic
+ {begin: 0x13A0, end: 0x13FF}, // Cherokee
+ {begin: 0x1400, end: 0x167F}, // Unified Canadian Aboriginal Syllabics
+ {begin: 0x1680, end: 0x169F}, // Ogham
+ {begin: 0x16A0, end: 0x16FF}, // Runic
+ {begin: 0x1780, end: 0x17FF}, // Khmer
+ {begin: 0x1800, end: 0x18AF}, // Mongolian
+ {begin: 0x2800, end: 0x28FF}, // Braille Patterns
+ {begin: 0xA000, end: 0xA48F}, // Yi Syllables
+ {begin: 0x1700, end: 0x171F}, // Tagalog
+ {begin: 0x10300, end: 0x1032F}, // Old Italic
+ {begin: 0x10330, end: 0x1034F}, // Gothic
+ {begin: 0x10400, end: 0x1044F}, // Deseret
+ {begin: 0x1D000, end: 0x1D0FF}, // Byzantine Musical Symbols
+ {begin: 0x1D400, end: 0x1D7FF}, // Mathematical Alphanumeric Symbols
+ {begin: 0xFF000, end: 0xFFFFD}, // Private Use (plane 15)
+ {begin: 0xFE00, end: 0xFE0F}, // Variation Selectors
+ {begin: 0xE0000, end: 0xE007F}, // Tags
+ {begin: 0x1900, end: 0x194F}, // Limbu
+ {begin: 0x1950, end: 0x197F}, // Tai Le
+ {begin: 0x1980, end: 0x19DF}, // New Tai Lue
+ {begin: 0x1A00, end: 0x1A1F}, // Buginese
+ {begin: 0x2C00, end: 0x2C5F}, // Glagolitic
+ {begin: 0x2D30, end: 0x2D7F}, // Tifinagh
+ {begin: 0x4DC0, end: 0x4DFF}, // Yijing Hexagram Symbols
+ {begin: 0xA800, end: 0xA82F}, // Syloti Nagri
+ {begin: 0x10000, end: 0x1007F}, // Linear B Syllabary
+ {begin: 0x10140, end: 0x1018F}, // Ancient Greek Numbers
+ {begin: 0x10380, end: 0x1039F}, // Ugaritic
+ {begin: 0x103A0, end: 0x103DF}, // Old Persian
+ {begin: 0x10450, end: 0x1047F}, // Shavian
+ {begin: 0x10480, end: 0x104AF}, // Osmanya
+ {begin: 0x10800, end: 0x1083F}, // Cypriot Syllabary
+ {begin: 0x10A00, end: 0x10A5F}, // Kharoshthi
+ {begin: 0x1D300, end: 0x1D35F}, // Tai Xuan Jing Symbols
+ {begin: 0x12000, end: 0x123FF}, // Cuneiform
+ {begin: 0x1D360, end: 0x1D37F}, // Counting Rod Numerals
+ {begin: 0x1B80, end: 0x1BBF}, // Sundanese
+ {begin: 0x1C00, end: 0x1C4F}, // Lepcha
+ {begin: 0x1C50, end: 0x1C7F}, // Ol Chiki
+ {begin: 0xA880, end: 0xA8DF}, // Saurashtra
+ {begin: 0xA900, end: 0xA92F}, // Kayah Li
+ {begin: 0xA930, end: 0xA95F}, // Rejang
+ {begin: 0xAA00, end: 0xAA5F}, // Cham
+ {begin: 0x10190, end: 0x101CF}, // Ancient Symbols
+ {begin: 0x101D0, end: 0x101FF}, // Phaistos Disc
+ {begin: 0x102A0, end: 0x102DF}, // Carian
+ {begin: 0x1F030, end: 0x1F09F} // Domino Tiles
+];
+
+function getUnicodeRange(unicode) {
+ for (var i = 0; i < unicodeRanges.length; i += 1) {
+ var range = unicodeRanges[i];
+ if (unicode >= range.begin && unicode < range.end) {
+ return i;
+ }
+ }
+
+ return -1;
+}
+
+// Parse the OS/2 and Windows metrics `OS/2` table
+function parseOS2Table(data, start) {
+ var os2 = {};
+ var p = new parse.Parser(data, start);
+ os2.version = p.parseUShort();
+ os2.xAvgCharWidth = p.parseShort();
+ os2.usWeightClass = p.parseUShort();
+ os2.usWidthClass = p.parseUShort();
+ os2.fsType = p.parseUShort();
+ os2.ySubscriptXSize = p.parseShort();
+ os2.ySubscriptYSize = p.parseShort();
+ os2.ySubscriptXOffset = p.parseShort();
+ os2.ySubscriptYOffset = p.parseShort();
+ os2.ySuperscriptXSize = p.parseShort();
+ os2.ySuperscriptYSize = p.parseShort();
+ os2.ySuperscriptXOffset = p.parseShort();
+ os2.ySuperscriptYOffset = p.parseShort();
+ os2.yStrikeoutSize = p.parseShort();
+ os2.yStrikeoutPosition = p.parseShort();
+ os2.sFamilyClass = p.parseShort();
+ os2.panose = [];
+ for (var i = 0; i < 10; i++) {
+ os2.panose[i] = p.parseByte();
+ }
+
+ os2.ulUnicodeRange1 = p.parseULong();
+ os2.ulUnicodeRange2 = p.parseULong();
+ os2.ulUnicodeRange3 = p.parseULong();
+ os2.ulUnicodeRange4 = p.parseULong();
+ os2.achVendID = String.fromCharCode(p.parseByte(), p.parseByte(), p.parseByte(), p.parseByte());
+ os2.fsSelection = p.parseUShort();
+ os2.usFirstCharIndex = p.parseUShort();
+ os2.usLastCharIndex = p.parseUShort();
+ os2.sTypoAscender = p.parseShort();
+ os2.sTypoDescender = p.parseShort();
+ os2.sTypoLineGap = p.parseShort();
+ os2.usWinAscent = p.parseUShort();
+ os2.usWinDescent = p.parseUShort();
+ if (os2.version >= 1) {
+ os2.ulCodePageRange1 = p.parseULong();
+ os2.ulCodePageRange2 = p.parseULong();
+ }
+
+ if (os2.version >= 2) {
+ os2.sxHeight = p.parseShort();
+ os2.sCapHeight = p.parseShort();
+ os2.usDefaultChar = p.parseUShort();
+ os2.usBreakChar = p.parseUShort();
+ os2.usMaxContent = p.parseUShort();
+ }
+
+ return os2;
+}
+
+function makeOS2Table(options) {
+ return new table.Table('OS/2', [
+ {name: 'version', type: 'USHORT', value: 0x0003},
+ {name: 'xAvgCharWidth', type: 'SHORT', value: 0},
+ {name: 'usWeightClass', type: 'USHORT', value: 0},
+ {name: 'usWidthClass', type: 'USHORT', value: 0},
+ {name: 'fsType', type: 'USHORT', value: 0},
+ {name: 'ySubscriptXSize', type: 'SHORT', value: 650},
+ {name: 'ySubscriptYSize', type: 'SHORT', value: 699},
+ {name: 'ySubscriptXOffset', type: 'SHORT', value: 0},
+ {name: 'ySubscriptYOffset', type: 'SHORT', value: 140},
+ {name: 'ySuperscriptXSize', type: 'SHORT', value: 650},
+ {name: 'ySuperscriptYSize', type: 'SHORT', value: 699},
+ {name: 'ySuperscriptXOffset', type: 'SHORT', value: 0},
+ {name: 'ySuperscriptYOffset', type: 'SHORT', value: 479},
+ {name: 'yStrikeoutSize', type: 'SHORT', value: 49},
+ {name: 'yStrikeoutPosition', type: 'SHORT', value: 258},
+ {name: 'sFamilyClass', type: 'SHORT', value: 0},
+ {name: 'bFamilyType', type: 'BYTE', value: 0},
+ {name: 'bSerifStyle', type: 'BYTE', value: 0},
+ {name: 'bWeight', type: 'BYTE', value: 0},
+ {name: 'bProportion', type: 'BYTE', value: 0},
+ {name: 'bContrast', type: 'BYTE', value: 0},
+ {name: 'bStrokeVariation', type: 'BYTE', value: 0},
+ {name: 'bArmStyle', type: 'BYTE', value: 0},
+ {name: 'bLetterform', type: 'BYTE', value: 0},
+ {name: 'bMidline', type: 'BYTE', value: 0},
+ {name: 'bXHeight', type: 'BYTE', value: 0},
+ {name: 'ulUnicodeRange1', type: 'ULONG', value: 0},
+ {name: 'ulUnicodeRange2', type: 'ULONG', value: 0},
+ {name: 'ulUnicodeRange3', type: 'ULONG', value: 0},
+ {name: 'ulUnicodeRange4', type: 'ULONG', value: 0},
+ {name: 'achVendID', type: 'CHARARRAY', value: 'XXXX'},
+ {name: 'fsSelection', type: 'USHORT', value: 0},
+ {name: 'usFirstCharIndex', type: 'USHORT', value: 0},
+ {name: 'usLastCharIndex', type: 'USHORT', value: 0},
+ {name: 'sTypoAscender', type: 'SHORT', value: 0},
+ {name: 'sTypoDescender', type: 'SHORT', value: 0},
+ {name: 'sTypoLineGap', type: 'SHORT', value: 0},
+ {name: 'usWinAscent', type: 'USHORT', value: 0},
+ {name: 'usWinDescent', type: 'USHORT', value: 0},
+ {name: 'ulCodePageRange1', type: 'ULONG', value: 0},
+ {name: 'ulCodePageRange2', type: 'ULONG', value: 0},
+ {name: 'sxHeight', type: 'SHORT', value: 0},
+ {name: 'sCapHeight', type: 'SHORT', value: 0},
+ {name: 'usDefaultChar', type: 'USHORT', value: 0},
+ {name: 'usBreakChar', type: 'USHORT', value: 0},
+ {name: 'usMaxContext', type: 'USHORT', value: 0}
+ ], options);
+}
+
+exports.unicodeRanges = unicodeRanges;
+exports.getUnicodeRange = getUnicodeRange;
+exports.parse = parseOS2Table;
+exports.make = makeOS2Table;
+
+},{"../parse":9,"../table":11}],24:[function(_dereq_,module,exports){
+// The `post` table stores additional PostScript information, such as glyph names.
+// https://www.microsoft.com/typography/OTSPEC/post.htm
+
+'use strict';
+
+var encoding = _dereq_('../encoding');
+var parse = _dereq_('../parse');
+var table = _dereq_('../table');
+
+// Parse the PostScript `post` table
+function parsePostTable(data, start) {
+ var post = {};
+ var p = new parse.Parser(data, start);
+ var i;
+ post.version = p.parseVersion();
+ post.italicAngle = p.parseFixed();
+ post.underlinePosition = p.parseShort();
+ post.underlineThickness = p.parseShort();
+ post.isFixedPitch = p.parseULong();
+ post.minMemType42 = p.parseULong();
+ post.maxMemType42 = p.parseULong();
+ post.minMemType1 = p.parseULong();
+ post.maxMemType1 = p.parseULong();
+ switch (post.version) {
+ case 1:
+ post.names = encoding.standardNames.slice();
+ break;
+ case 2:
+ post.numberOfGlyphs = p.parseUShort();
+ post.glyphNameIndex = new Array(post.numberOfGlyphs);
+ for (i = 0; i < post.numberOfGlyphs; i++) {
+ post.glyphNameIndex[i] = p.parseUShort();
+ }
+
+ post.names = [];
+ for (i = 0; i < post.numberOfGlyphs; i++) {
+ if (post.glyphNameIndex[i] >= encoding.standardNames.length) {
+ var nameLength = p.parseChar();
+ post.names.push(p.parseString(nameLength));
+ }
+ }
+
+ break;
+ case 2.5:
+ post.numberOfGlyphs = p.parseUShort();
+ post.offset = new Array(post.numberOfGlyphs);
+ for (i = 0; i < post.numberOfGlyphs; i++) {
+ post.offset[i] = p.parseChar();
+ }
+
+ break;
+ }
+ return post;
+}
+
+function makePostTable() {
+ return new table.Table('post', [
+ {name: 'version', type: 'FIXED', value: 0x00030000},
+ {name: 'italicAngle', type: 'FIXED', value: 0},
+ {name: 'underlinePosition', type: 'FWORD', value: 0},
+ {name: 'underlineThickness', type: 'FWORD', value: 0},
+ {name: 'isFixedPitch', type: 'ULONG', value: 0},
+ {name: 'minMemType42', type: 'ULONG', value: 0},
+ {name: 'maxMemType42', type: 'ULONG', value: 0},
+ {name: 'minMemType1', type: 'ULONG', value: 0},
+ {name: 'maxMemType1', type: 'ULONG', value: 0}
+ ]);
+}
+
+exports.parse = parsePostTable;
+exports.make = makePostTable;
+
+},{"../encoding":4,"../parse":9,"../table":11}],25:[function(_dereq_,module,exports){
+// The `sfnt` wrapper provides organization for the tables in the font.
+// It is the top-level data structure in a font.
+// https://www.microsoft.com/typography/OTSPEC/otff.htm
+// Recommendations for creating OpenType Fonts:
+// http://www.microsoft.com/typography/otspec140/recom.htm
+
+'use strict';
+
+var check = _dereq_('../check');
+var table = _dereq_('../table');
+
+var cmap = _dereq_('./cmap');
+var cff = _dereq_('./cff');
+var head = _dereq_('./head');
+var hhea = _dereq_('./hhea');
+var hmtx = _dereq_('./hmtx');
+var maxp = _dereq_('./maxp');
+var _name = _dereq_('./name');
+var os2 = _dereq_('./os2');
+var post = _dereq_('./post');
+
+function log2(v) {
+ return Math.log(v) / Math.log(2) | 0;
+}
+
+function computeCheckSum(bytes) {
+ while (bytes.length % 4 !== 0) {
+ bytes.push(0);
+ }
+
+ var sum = 0;
+ for (var i = 0; i < bytes.length; i += 4) {
+ sum += (bytes[i] << 24) +
+ (bytes[i + 1] << 16) +
+ (bytes[i + 2] << 8) +
+ (bytes[i + 3]);
+ }
+
+ sum %= Math.pow(2, 32);
+ return sum;
+}
+
+function makeTableRecord(tag, checkSum, offset, length) {
+ return new table.Table('Table Record', [
+ {name: 'tag', type: 'TAG', value: tag !== undefined ? tag : ''},
+ {name: 'checkSum', type: 'ULONG', value: checkSum !== undefined ? checkSum : 0},
+ {name: 'offset', type: 'ULONG', value: offset !== undefined ? offset : 0},
+ {name: 'length', type: 'ULONG', value: length !== undefined ? length : 0}
+ ]);
+}
+
+function makeSfntTable(tables) {
+ var sfnt = new table.Table('sfnt', [
+ {name: 'version', type: 'TAG', value: 'OTTO'},
+ {name: 'numTables', type: 'USHORT', value: 0},
+ {name: 'searchRange', type: 'USHORT', value: 0},
+ {name: 'entrySelector', type: 'USHORT', value: 0},
+ {name: 'rangeShift', type: 'USHORT', value: 0}
+ ]);
+ sfnt.tables = tables;
+ sfnt.numTables = tables.length;
+ var highestPowerOf2 = Math.pow(2, log2(sfnt.numTables));
+ sfnt.searchRange = 16 * highestPowerOf2;
+ sfnt.entrySelector = log2(highestPowerOf2);
+ sfnt.rangeShift = sfnt.numTables * 16 - sfnt.searchRange;
+
+ var recordFields = [];
+ var tableFields = [];
+
+ var offset = sfnt.sizeOf() + (makeTableRecord().sizeOf() * sfnt.numTables);
+ while (offset % 4 !== 0) {
+ offset += 1;
+ tableFields.push({name: 'padding', type: 'BYTE', value: 0});
+ }
+
+ for (var i = 0; i < tables.length; i += 1) {
+ var t = tables[i];
+ check.argument(t.tableName.length === 4, 'Table name' + t.tableName + ' is invalid.');
+ var tableLength = t.sizeOf();
+ var tableRecord = makeTableRecord(t.tableName, computeCheckSum(t.encode()), offset, tableLength);
+ recordFields.push({name: tableRecord.tag + ' Table Record', type: 'TABLE', value: tableRecord});
+ tableFields.push({name: t.tableName + ' table', type: 'TABLE', value: t});
+ offset += tableLength;
+ check.argument(!isNaN(offset), 'Something went wrong calculating the offset.');
+ while (offset % 4 !== 0) {
+ offset += 1;
+ tableFields.push({name: 'padding', type: 'BYTE', value: 0});
+ }
+ }
+
+ // Table records need to be sorted alphabetically.
+ recordFields.sort(function(r1, r2) {
+ if (r1.value.tag > r2.value.tag) {
+ return 1;
+ } else {
+ return -1;
+ }
+ });
+
+ sfnt.fields = sfnt.fields.concat(recordFields);
+ sfnt.fields = sfnt.fields.concat(tableFields);
+ return sfnt;
+}
+
+// Get the metrics for a character. If the string has more than one character
+// this function returns metrics for the first available character.
+// You can provide optional fallback metrics if no characters are available.
+function metricsForChar(font, chars, notFoundMetrics) {
+ for (var i = 0; i < chars.length; i += 1) {
+ var glyphIndex = font.charToGlyphIndex(chars[i]);
+ if (glyphIndex > 0) {
+ var glyph = font.glyphs.get(glyphIndex);
+ return glyph.getMetrics();
+ }
+ }
+
+ return notFoundMetrics;
+}
+
+function average(vs) {
+ var sum = 0;
+ for (var i = 0; i < vs.length; i += 1) {
+ sum += vs[i];
+ }
+
+ return sum / vs.length;
+}
+
+// Convert the font object to a SFNT data structure.
+// This structure contains all the necessary tables and metadata to create a binary OTF file.
+function fontToSfntTable(font) {
+ var xMins = [];
+ var yMins = [];
+ var xMaxs = [];
+ var yMaxs = [];
+ var advanceWidths = [];
+ var leftSideBearings = [];
+ var rightSideBearings = [];
+ var firstCharIndex;
+ var lastCharIndex = 0;
+ var ulUnicodeRange1 = 0;
+ var ulUnicodeRange2 = 0;
+ var ulUnicodeRange3 = 0;
+ var ulUnicodeRange4 = 0;
+
+ for (var i = 0; i < font.glyphs.length; i += 1) {
+ var glyph = font.glyphs.get(i);
+ var unicode = glyph.unicode | 0;
+ if (firstCharIndex > unicode || firstCharIndex === null) {
+ firstCharIndex = unicode;
+ }
+
+ if (lastCharIndex < unicode) {
+ lastCharIndex = unicode;
+ }
+
+ var position = os2.getUnicodeRange(unicode);
+ if (position < 32) {
+ ulUnicodeRange1 |= 1 << position;
+ } else if (position < 64) {
+ ulUnicodeRange2 |= 1 << position - 32;
+ } else if (position < 96) {
+ ulUnicodeRange3 |= 1 << position - 64;
+ } else if (position < 123) {
+ ulUnicodeRange4 |= 1 << position - 96;
+ } else {
+ throw new Error('Unicode ranges bits > 123 are reserved for internal usage');
+ }
+ // Skip non-important characters.
+ if (glyph.name === '.notdef') continue;
+ var metrics = glyph.getMetrics();
+ xMins.push(metrics.xMin);
+ yMins.push(metrics.yMin);
+ xMaxs.push(metrics.xMax);
+ yMaxs.push(metrics.yMax);
+ leftSideBearings.push(metrics.leftSideBearing);
+ rightSideBearings.push(metrics.rightSideBearing);
+ advanceWidths.push(glyph.advanceWidth);
+ }
+
+ var globals = {
+ xMin: Math.min.apply(null, xMins),
+ yMin: Math.min.apply(null, yMins),
+ xMax: Math.max.apply(null, xMaxs),
+ yMax: Math.max.apply(null, yMaxs),
+ advanceWidthMax: Math.max.apply(null, advanceWidths),
+ advanceWidthAvg: average(advanceWidths),
+ minLeftSideBearing: Math.min.apply(null, leftSideBearings),
+ maxLeftSideBearing: Math.max.apply(null, leftSideBearings),
+ minRightSideBearing: Math.min.apply(null, rightSideBearings)
+ };
+ globals.ascender = font.ascender !== undefined ? font.ascender : globals.yMax;
+ globals.descender = font.descender !== undefined ? font.descender : globals.yMin;
+
+ var headTable = head.make({
+ unitsPerEm: font.unitsPerEm,
+ xMin: globals.xMin,
+ yMin: globals.yMin,
+ xMax: globals.xMax,
+ yMax: globals.yMax
+ });
+
+ var hheaTable = hhea.make({
+ ascender: globals.ascender,
+ descender: globals.descender,
+ advanceWidthMax: globals.advanceWidthMax,
+ minLeftSideBearing: globals.minLeftSideBearing,
+ minRightSideBearing: globals.minRightSideBearing,
+ xMaxExtent: globals.maxLeftSideBearing + (globals.xMax - globals.xMin),
+ numberOfHMetrics: font.glyphs.length
+ });
+
+ var maxpTable = maxp.make(font.glyphs.length);
+
+ var os2Table = os2.make({
+ xAvgCharWidth: Math.round(globals.advanceWidthAvg),
+ usWeightClass: 500, // Medium FIXME Make this configurable
+ usWidthClass: 5, // Medium (normal) FIXME Make this configurable
+ usFirstCharIndex: firstCharIndex,
+ usLastCharIndex: lastCharIndex,
+ ulUnicodeRange1: ulUnicodeRange1,
+ ulUnicodeRange2: ulUnicodeRange2,
+ ulUnicodeRange3: ulUnicodeRange3,
+ ulUnicodeRange4: ulUnicodeRange4,
+ // See http://typophile.com/node/13081 for more info on vertical metrics.
+ // We get metrics for typical characters (such as "x" for xHeight).
+ // We provide some fallback characters if characters are unavailable: their
+ // ordering was chosen experimentally.
+ sTypoAscender: globals.ascender,
+ sTypoDescender: globals.descender,
+ sTypoLineGap: 0,
+ usWinAscent: globals.ascender,
+ usWinDescent: -globals.descender,
+ sxHeight: metricsForChar(font, 'xyvw', {yMax: 0}).yMax,
+ sCapHeight: metricsForChar(font, 'HIKLEFJMNTZBDPRAGOQSUVWXY', globals).yMax,
+ usBreakChar: font.hasChar(' ') ? 32 : 0 // Use space as the break character, if available.
+ });
+
+ var hmtxTable = hmtx.make(font.glyphs);
+ var cmapTable = cmap.make(font.glyphs);
+
+ var fullName = font.familyName + ' ' + font.styleName;
+ var postScriptName = font.familyName.replace(/\s/g, '') + '-' + font.styleName;
+ var nameTable = _name.make({
+ copyright: font.copyright,
+ fontFamily: font.familyName,
+ fontSubfamily: font.styleName,
+ uniqueID: font.manufacturer + ':' + fullName,
+ fullName: fullName,
+ version: font.version,
+ postScriptName: postScriptName,
+ trademark: font.trademark,
+ manufacturer: font.manufacturer,
+ designer: font.designer,
+ description: font.description,
+ manufacturerURL: font.manufacturerURL,
+ designerURL: font.designerURL,
+ license: font.license,
+ licenseURL: font.licenseURL,
+ preferredFamily: font.familyName,
+ preferredSubfamily: font.styleName
+ });
+ var postTable = post.make();
+ var cffTable = cff.make(font.glyphs, {
+ version: font.version,
+ fullName: fullName,
+ familyName: font.familyName,
+ weightName: font.styleName,
+ postScriptName: postScriptName,
+ unitsPerEm: font.unitsPerEm
+ });
+ // Order the tables according to the the OpenType specification 1.4.
+ var tables = [headTable, hheaTable, maxpTable, os2Table, nameTable, cmapTable, postTable, cffTable, hmtxTable];
+
+ var sfntTable = makeSfntTable(tables);
+
+ // Compute the font's checkSum and store it in head.checkSumAdjustment.
+ var bytes = sfntTable.encode();
+ var checkSum = computeCheckSum(bytes);
+ var tableFields = sfntTable.fields;
+ var checkSumAdjusted = false;
+ for (i = 0; i < tableFields.length; i += 1) {
+ if (tableFields[i].name === 'head table') {
+ tableFields[i].value.checkSumAdjustment = 0xB1B0AFBA - checkSum;
+ checkSumAdjusted = true;
+ break;
+ }
+ }
+
+ if (!checkSumAdjusted) {
+ throw new Error('Could not find head table with checkSum to adjust.');
+ }
+
+ return sfntTable;
+}
+
+exports.computeCheckSum = computeCheckSum;
+exports.make = makeSfntTable;
+exports.fontToTable = fontToSfntTable;
+
+},{"../check":2,"../table":11,"./cff":12,"./cmap":13,"./head":16,"./hhea":17,"./hmtx":18,"./maxp":21,"./name":22,"./os2":23,"./post":24}],26:[function(_dereq_,module,exports){
+// Data types used in the OpenType font file.
+// All OpenType fonts use Motorola-style byte ordering (Big Endian)
+
+/* global WeakMap */
+
+'use strict';
+
+var check = _dereq_('./check');
+
+var LIMIT16 = 32768; // The limit at which a 16-bit number switches signs == 2^15
+var LIMIT32 = 2147483648; // The limit at which a 32-bit number switches signs == 2 ^ 31
+
+var decode = {};
+var encode = {};
+var sizeOf = {};
+
+// Return a function that always returns the same value.
+function constant(v) {
+ return function() {
+ return v;
+ };
+}
+
+// OpenType data types //////////////////////////////////////////////////////
+
+// Convert an 8-bit unsigned integer to a list of 1 byte.
+encode.BYTE = function(v) {
+ check.argument(v >= 0 && v <= 255, 'Byte value should be between 0 and 255.');
+ return [v];
+};
+
+sizeOf.BYTE = constant(1);
+
+// Convert a 8-bit signed integer to a list of 1 byte.
+encode.CHAR = function(v) {
+ return [v.charCodeAt(0)];
+};
+
+sizeOf.BYTE = constant(1);
+
+// Convert an ASCII string to a list of bytes.
+encode.CHARARRAY = function(v) {
+ var b = [];
+ for (var i = 0; i < v.length; i += 1) {
+ b.push(v.charCodeAt(i));
+ }
+
+ return b;
+};
+
+sizeOf.CHARARRAY = function(v) {
+ return v.length;
+};
+
+// Convert a 16-bit unsigned integer to a list of 2 bytes.
+encode.USHORT = function(v) {
+ return [(v >> 8) & 0xFF, v & 0xFF];
+};
+
+sizeOf.USHORT = constant(2);
+
+// Convert a 16-bit signed integer to a list of 2 bytes.
+encode.SHORT = function(v) {
+ // Two's complement
+ if (v >= LIMIT16) {
+ v = -(2 * LIMIT16 - v);
+ }
+
+ return [(v >> 8) & 0xFF, v & 0xFF];
+};
+
+sizeOf.SHORT = constant(2);
+
+// Convert a 24-bit unsigned integer to a list of 3 bytes.
+encode.UINT24 = function(v) {
+ return [(v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
+};
+
+sizeOf.UINT24 = constant(3);
+
+// Convert a 32-bit unsigned integer to a list of 4 bytes.
+encode.ULONG = function(v) {
+ return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
+};
+
+sizeOf.ULONG = constant(4);
+
+// Convert a 32-bit unsigned integer to a list of 4 bytes.
+encode.LONG = function(v) {
+ // Two's complement
+ if (v >= LIMIT32) {
+ v = -(2 * LIMIT32 - v);
+ }
+
+ return [(v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
+};
+
+sizeOf.LONG = constant(4);
+
+encode.FIXED = encode.ULONG;
+sizeOf.FIXED = sizeOf.ULONG;
+
+encode.FWORD = encode.SHORT;
+sizeOf.FWORD = sizeOf.SHORT;
+
+encode.UFWORD = encode.USHORT;
+sizeOf.UFWORD = sizeOf.USHORT;
+
+// FIXME Implement LONGDATETIME
+encode.LONGDATETIME = function() {
+ return [0, 0, 0, 0, 0, 0, 0, 0];
+};
+
+sizeOf.LONGDATETIME = constant(8);
+
+// Convert a 4-char tag to a list of 4 bytes.
+encode.TAG = function(v) {
+ check.argument(v.length === 4, 'Tag should be exactly 4 ASCII characters.');
+ return [v.charCodeAt(0),
+ v.charCodeAt(1),
+ v.charCodeAt(2),
+ v.charCodeAt(3)];
+};
+
+sizeOf.TAG = constant(4);
+
+// CFF data types ///////////////////////////////////////////////////////////
+
+encode.Card8 = encode.BYTE;
+sizeOf.Card8 = sizeOf.BYTE;
+
+encode.Card16 = encode.USHORT;
+sizeOf.Card16 = sizeOf.USHORT;
+
+encode.OffSize = encode.BYTE;
+sizeOf.OffSize = sizeOf.BYTE;
+
+encode.SID = encode.USHORT;
+sizeOf.SID = sizeOf.USHORT;
+
+// Convert a numeric operand or charstring number to a variable-size list of bytes.
+encode.NUMBER = function(v) {
+ if (v >= -107 && v <= 107) {
+ return [v + 139];
+ } else if (v >= 108 && v <= 1131) {
+ v = v - 108;
+ return [(v >> 8) + 247, v & 0xFF];
+ } else if (v >= -1131 && v <= -108) {
+ v = -v - 108;
+ return [(v >> 8) + 251, v & 0xFF];
+ } else if (v >= -32768 && v <= 32767) {
+ return encode.NUMBER16(v);
+ } else {
+ return encode.NUMBER32(v);
+ }
+};
+
+sizeOf.NUMBER = function(v) {
+ return encode.NUMBER(v).length;
+};
+
+// Convert a signed number between -32768 and +32767 to a three-byte value.
+// This ensures we always use three bytes, but is not the most compact format.
+encode.NUMBER16 = function(v) {
+ return [28, (v >> 8) & 0xFF, v & 0xFF];
+};
+
+sizeOf.NUMBER16 = constant(2);
+
+// Convert a signed number between -(2^31) and +(2^31-1) to a four-byte value.
+// This is useful if you want to be sure you always use four bytes,
+// at the expense of wasting a few bytes for smaller numbers.
+encode.NUMBER32 = function(v) {
+ return [29, (v >> 24) & 0xFF, (v >> 16) & 0xFF, (v >> 8) & 0xFF, v & 0xFF];
+};
+
+sizeOf.NUMBER32 = constant(4);
+
+encode.REAL = function(v) {
+ var value = v.toString();
+
+ // Some numbers use an epsilon to encode the value. (e.g. JavaScript will store 0.0000001 as 1e-7)
+ // This code converts it back to a number without the epsilon.
+ var m = /\.(\d*?)(?:9{5,20}|0{5,20})\d{0,2}(?:e(.+)|$)/.exec(value);
+ if (m) {
+ var epsilon = parseFloat('1e' + ((m[2] ? +m[2] : 0) + m[1].length));
+ value = (Math.round(v * epsilon) / epsilon).toString();
+ }
+
+ var nibbles = '';
+ var i;
+ var ii;
+ for (i = 0, ii = value.length; i < ii; i += 1) {
+ var c = value[i];
+ if (c === 'e') {
+ nibbles += value[++i] === '-' ? 'c' : 'b';
+ } else if (c === '.') {
+ nibbles += 'a';
+ } else if (c === '-') {
+ nibbles += 'e';
+ } else {
+ nibbles += c;
+ }
+ }
+
+ nibbles += (nibbles.length & 1) ? 'f' : 'ff';
+ var out = [30];
+ for (i = 0, ii = nibbles.length; i < ii; i += 2) {
+ out.push(parseInt(nibbles.substr(i, 2), 16));
+ }
+
+ return out;
+};
+
+sizeOf.REAL = function(v) {
+ return encode.REAL(v).length;
+};
+
+encode.NAME = encode.CHARARRAY;
+sizeOf.NAME = sizeOf.CHARARRAY;
+
+encode.STRING = encode.CHARARRAY;
+sizeOf.STRING = sizeOf.CHARARRAY;
+
+// Convert a ASCII string to a list of UTF16 bytes.
+encode.UTF16 = function(v) {
+ var b = [];
+ for (var i = 0; i < v.length; i += 1) {
+ b.push(0);
+ b.push(v.charCodeAt(i));
+ }
+
+ return b;
+};
+
+sizeOf.UTF16 = function(v) {
+ return v.length * 2;
+};
+
+// Convert a list of values to a CFF INDEX structure.
+// The values should be objects containing name / type / value.
+encode.INDEX = function(l) {
+ var i;
+ //var offset, offsets, offsetEncoder, encodedOffsets, encodedOffset, data,
+ // dataSize, i, v;
+ // Because we have to know which data type to use to encode the offsets,
+ // we have to go through the values twice: once to encode the data and
+ // calculate the offets, then again to encode the offsets using the fitting data type.
+ var offset = 1; // First offset is always 1.
+ var offsets = [offset];
+ var data = [];
+ var dataSize = 0;
+ for (i = 0; i < l.length; i += 1) {
+ var v = encode.OBJECT(l[i]);
+ Array.prototype.push.apply(data, v);
+ dataSize += v.length;
+ offset += v.length;
+ offsets.push(offset);
+ }
+
+ if (data.length === 0) {
+ return [0, 0];
+ }
+
+ var encodedOffsets = [];
+ var offSize = (1 + Math.floor(Math.log(dataSize) / Math.log(2)) / 8) | 0;
+ var offsetEncoder = [undefined, encode.BYTE, encode.USHORT, encode.UINT24, encode.ULONG][offSize];
+ for (i = 0; i < offsets.length; i += 1) {
+ var encodedOffset = offsetEncoder(offsets[i]);
+ Array.prototype.push.apply(encodedOffsets, encodedOffset);
+ }
+
+ return Array.prototype.concat(encode.Card16(l.length),
+ encode.OffSize(offSize),
+ encodedOffsets,
+ data);
+};
+
+sizeOf.INDEX = function(v) {
+ return encode.INDEX(v).length;
+};
+
+// Convert an object to a CFF DICT structure.
+// The keys should be numeric.
+// The values should be objects containing name / type / value.
+encode.DICT = function(m) {
+ var d = [];
+ var keys = Object.keys(m);
+ var length = keys.length;
+
+ for (var i = 0; i < length; i += 1) {
+ // Object.keys() return string keys, but our keys are always numeric.
+ var k = parseInt(keys[i], 0);
+ var v = m[k];
+ // Value comes before the key.
+ d = d.concat(encode.OPERAND(v.value, v.type));
+ d = d.concat(encode.OPERATOR(k));
+ }
+
+ return d;
+};
+
+sizeOf.DICT = function(m) {
+ return encode.DICT(m).length;
+};
+
+encode.OPERATOR = function(v) {
+ if (v < 1200) {
+ return [v];
+ } else {
+ return [12, v - 1200];
+ }
+};
+
+encode.OPERAND = function(v, type) {
+ var d = [];
+ if (Array.isArray(type)) {
+ for (var i = 0; i < type.length; i += 1) {
+ check.argument(v.length === type.length, 'Not enough arguments given for type' + type);
+ d = d.concat(encode.OPERAND(v[i], type[i]));
+ }
+ } else {
+ if (type === 'SID') {
+ d = d.concat(encode.NUMBER(v));
+ } else if (type === 'offset') {
+ // We make it easy for ourselves and always encode offsets as
+ // 4 bytes. This makes offset calculation for the top dict easier.
+ d = d.concat(encode.NUMBER32(v));
+ } else if (type === 'number') {
+ d = d.concat(encode.NUMBER(v));
+ } else if (type === 'real') {
+ d = d.concat(encode.REAL(v));
+ } else {
+ throw new Error('Unknown operand type ' + type);
+ // FIXME Add support for booleans
+ }
+ }
+
+ return d;
+};
+
+encode.OP = encode.BYTE;
+sizeOf.OP = sizeOf.BYTE;
+
+// memoize charstring encoding using WeakMap if available
+var wmm = typeof WeakMap === 'function' && new WeakMap();
+// Convert a list of CharString operations to bytes.
+encode.CHARSTRING = function(ops) {
+ if (wmm && wmm.has(ops)) {
+ return wmm.get(ops);
+ }
+
+ var d = [];
+ var length = ops.length;
+
+ for (var i = 0; i < length; i += 1) {
+ var op = ops[i];
+ d = d.concat(encode[op.type](op.value));
+ }
+
+ if (wmm) {
+ wmm.set(ops, d);
+ }
+
+ return d;
+};
+
+sizeOf.CHARSTRING = function(ops) {
+ return encode.CHARSTRING(ops).length;
+};
+
+// Utility functions ////////////////////////////////////////////////////////
+
+// Convert an object containing name / type / value to bytes.
+encode.OBJECT = function(v) {
+ var encodingFunction = encode[v.type];
+ check.argument(encodingFunction !== undefined, 'No encoding function for type ' + v.type);
+ return encodingFunction(v.value);
+};
+
+// Convert a table object to bytes.
+// A table contains a list of fields containing the metadata (name, type and default value).
+// The table itself has the field values set as attributes.
+encode.TABLE = function(table) {
+ var d = [];
+ var length = table.fields.length;
+
+ for (var i = 0; i < length; i += 1) {
+ var field = table.fields[i];
+ var encodingFunction = encode[field.type];
+ check.argument(encodingFunction !== undefined, 'No encoding function for field type ' + field.type);
+ var value = table[field.name];
+ if (value === undefined) {
+ value = field.value;
+ }
+
+ var bytes = encodingFunction(value);
+ d = d.concat(bytes);
+ }
+
+ return d;
+};
+
+// Merge in a list of bytes.
+encode.LITERAL = function(v) {
+ return v;
+};
+
+sizeOf.LITERAL = function(v) {
+ return v.length;
+};
+
+exports.decode = decode;
+exports.encode = encode;
+exports.sizeOf = sizeOf;
+
+},{"./check":2}],27:[function(_dereq_,module,exports){
+/*!
+ * Reqwest! A general purpose XHR connection manager
+ * license MIT (c) Dustin Diaz 2014
+ * https://github.com/ded/reqwest
+ */
+
+!function (name, context, definition) {
+ if (typeof module != 'undefined' && module.exports) module.exports = definition()
+ else if (typeof define == 'function' && define.amd) define(definition)
+ else context[name] = definition()
+}('reqwest', this, function () {
+
+ var win = window
+ , doc = document
+ , httpsRe = /^http/
+ , protocolRe = /(^\w+):\/\//
+ , twoHundo = /^(20\d|1223)$/ //http://stackoverflow.com/questions/10046972/msie-returns-status-code-of-1223-for-ajax-request
+ , byTag = 'getElementsByTagName'
+ , readyState = 'readyState'
+ , contentType = 'Content-Type'
+ , requestedWith = 'X-Requested-With'
+ , head = doc[byTag]('head')[0]
+ , uniqid = 0
+ , callbackPrefix = 'reqwest_' + (+new Date())
+ , lastValue // data stored by the most recent JSONP callback
+ , xmlHttpRequest = 'XMLHttpRequest'
+ , xDomainRequest = 'XDomainRequest'
+ , noop = function () {}
+
+ , isArray = typeof Array.isArray == 'function'
+ ? Array.isArray
+ : function (a) {
+ return a instanceof Array
+ }
+
+ , defaultHeaders = {
+ 'contentType': 'application/x-www-form-urlencoded'
+ , 'requestedWith': xmlHttpRequest
+ , 'accept': {
+ '*': 'text/javascript, text/html, application/xml, text/xml, */*'
+ , 'xml': 'application/xml, text/xml'
+ , 'html': 'text/html'
+ , 'text': 'text/plain'
+ , 'json': 'application/json, text/javascript'
+ , 'js': 'application/javascript, text/javascript'
+ }
+ }
+
+ , xhr = function(o) {
+ // is it x-domain
+ if (o['crossOrigin'] === true) {
+ var xhr = win[xmlHttpRequest] ? new XMLHttpRequest() : null
+ if (xhr && 'withCredentials' in xhr) {
+ return xhr
+ } else if (win[xDomainRequest]) {
+ return new XDomainRequest()
+ } else {
+ throw new Error('Browser does not support cross-origin requests')
+ }
+ } else if (win[xmlHttpRequest]) {
+ return new XMLHttpRequest()
+ } else {
+ return new ActiveXObject('Microsoft.XMLHTTP')
+ }
+ }
+ , globalSetupOptions = {
+ dataFilter: function (data) {
+ return data
+ }
+ }
+
+ function succeed(r) {
+ var protocol = protocolRe.exec(r.url);
+ protocol = (protocol && protocol[1]) || window.location.protocol;
+ return httpsRe.test(protocol) ? twoHundo.test(r.request.status) : !!r.request.response;
+ }
+
+ function handleReadyState(r, success, error) {
+ return function () {
+ // use _aborted to mitigate against IE err c00c023f
+ // (can't read props on aborted request objects)
+ if (r._aborted) return error(r.request)
+ if (r._timedOut) return error(r.request, 'Request is aborted: timeout')
+ if (r.request && r.request[readyState] == 4) {
+ r.request.onreadystatechange = noop
+ if (succeed(r)) success(r.request)
+ else
+ error(r.request)
+ }
+ }
+ }
+
+ function setHeaders(http, o) {
+ var headers = o['headers'] || {}
+ , h
+
+ headers['Accept'] = headers['Accept']
+ || defaultHeaders['accept'][o['type']]
+ || defaultHeaders['accept']['*']
+
+ var isAFormData = typeof FormData === 'function' && (o['data'] instanceof FormData);
+ // breaks cross-origin requests with legacy browsers
+ if (!o['crossOrigin'] && !headers[requestedWith]) headers[requestedWith] = defaultHeaders['requestedWith']
+ if (!headers[contentType] && !isAFormData) headers[contentType] = o['contentType'] || defaultHeaders['contentType']
+ for (h in headers)
+ headers.hasOwnProperty(h) && 'setRequestHeader' in http && http.setRequestHeader(h, headers[h])
+ }
+
+ function setCredentials(http, o) {
+ if (typeof o['withCredentials'] !== 'undefined' && typeof http.withCredentials !== 'undefined') {
+ http.withCredentials = !!o['withCredentials']
+ }
+ }
+
+ function generalCallback(data) {
+ lastValue = data
+ }
+
+ function urlappend (url, s) {
+ return url + (/\?/.test(url) ? '&' : '?') + s
+ }
+
+ function handleJsonp(o, fn, err, url) {
+ var reqId = uniqid++
+ , cbkey = o['jsonpCallback'] || 'callback' // the 'callback' key
+ , cbval = o['jsonpCallbackName'] || reqwest.getcallbackPrefix(reqId)
+ , cbreg = new RegExp('((^|\\?|&)' + cbkey + ')=([^&]+)')
+ , match = url.match(cbreg)
+ , script = doc.createElement('script')
+ , loaded = 0
+ , isIE10 = navigator.userAgent.indexOf('MSIE 10.0') !== -1
+
+ if (match) {
+ if (match[3] === '?') {
+ url = url.replace(cbreg, '$1=' + cbval) // wildcard callback func name
+ } else {
+ cbval = match[3] // provided callback func name
+ }
+ } else {
+ url = urlappend(url, cbkey + '=' + cbval) // no callback details, add 'em
+ }
+
+ win[cbval] = generalCallback
+
+ script.type = 'text/javascript'
+ script.src = url
+ script.async = true
+ if (typeof script.onreadystatechange !== 'undefined' && !isIE10) {
+ // need this for IE due to out-of-order onreadystatechange(), binding script
+ // execution to an event listener gives us control over when the script
+ // is executed. See http://jaubourg.net/2010/07/loading-script-as-onclick-handler-of.html
+ script.htmlFor = script.id = '_reqwest_' + reqId
+ }
+
+ script.onload = script.onreadystatechange = function () {
+ if ((script[readyState] && script[readyState] !== 'complete' && script[readyState] !== 'loaded') || loaded) {
+ return false
+ }
+ script.onload = script.onreadystatechange = null
+ script.onclick && script.onclick()
+ // Call the user callback with the last value stored and clean up values and scripts.
+ fn(lastValue)
+ lastValue = undefined
+ head.removeChild(script)
+ loaded = 1
+ }
+
+ // Add the script to the DOM head
+ head.appendChild(script)
+
+ // Enable JSONP timeout
+ return {
+ abort: function () {
+ script.onload = script.onreadystatechange = null
+ err({}, 'Request is aborted: timeout', {})
+ lastValue = undefined
+ head.removeChild(script)
+ loaded = 1
+ }
+ }
+ }
+
+ function getRequest(fn, err) {
+ var o = this.o
+ , method = (o['method'] || 'GET').toUpperCase()
+ , url = typeof o === 'string' ? o : o['url']
+ // convert non-string objects to query-string form unless o['processData'] is false
+ , data = (o['processData'] !== false && o['data'] && typeof o['data'] !== 'string')
+ ? reqwest.toQueryString(o['data'])
+ : (o['data'] || null)
+ , http
+ , sendWait = false
+
+ // if we're working on a GET request and we have data then we should append
+ // query string to end of URL and not post data
+ if ((o['type'] == 'jsonp' || method == 'GET') && data) {
+ url = urlappend(url, data)
+ data = null
+ }
+
+ if (o['type'] == 'jsonp') return handleJsonp(o, fn, err, url)
+
+ // get the xhr from the factory if passed
+ // if the factory returns null, fall-back to ours
+ http = (o.xhr && o.xhr(o)) || xhr(o)
+
+ http.open(method, url, o['async'] === false ? false : true)
+ setHeaders(http, o)
+ setCredentials(http, o)
+ if (win[xDomainRequest] && http instanceof win[xDomainRequest]) {
+ http.onload = fn
+ http.onerror = err
+ // NOTE: see
+ // http://social.msdn.microsoft.com/Forums/en-US/iewebdevelopment/thread/30ef3add-767c-4436-b8a9-f1ca19b4812e
+ http.onprogress = function() {}
+ sendWait = true
+ } else {
+ http.onreadystatechange = handleReadyState(this, fn, err)
+ }
+ o['before'] && o['before'](http)
+ if (sendWait) {
+ setTimeout(function () {
+ http.send(data)
+ }, 200)
+ } else {
+ http.send(data)
+ }
+ return http
+ }
+
+ function Reqwest(o, fn) {
+ this.o = o
+ this.fn = fn
+
+ init.apply(this, arguments)
+ }
+
+ function setType(header) {
+ // json, javascript, text/plain, text/html, xml
+ if (header.match('json')) return 'json'
+ if (header.match('javascript')) return 'js'
+ if (header.match('text')) return 'html'
+ if (header.match('xml')) return 'xml'
+ }
+
+ function init(o, fn) {
+
+ this.url = typeof o == 'string' ? o : o['url']
+ this.timeout = null
+
+ // whether request has been fulfilled for purpose
+ // of tracking the Promises
+ this._fulfilled = false
+ // success handlers
+ this._successHandler = function(){}
+ this._fulfillmentHandlers = []
+ // error handlers
+ this._errorHandlers = []
+ // complete (both success and fail) handlers
+ this._completeHandlers = []
+ this._erred = false
+ this._responseArgs = {}
+
+ var self = this
+
+ fn = fn || function () {}
+
+ if (o['timeout']) {
+ this.timeout = setTimeout(function () {
+ timedOut()
+ }, o['timeout'])
+ }
+
+ if (o['success']) {
+ this._successHandler = function () {
+ o['success'].apply(o, arguments)
+ }
+ }
+
+ if (o['error']) {
+ this._errorHandlers.push(function () {
+ o['error'].apply(o, arguments)
+ })
+ }
+
+ if (o['complete']) {
+ this._completeHandlers.push(function () {
+ o['complete'].apply(o, arguments)
+ })
+ }
+
+ function complete (resp) {
+ o['timeout'] && clearTimeout(self.timeout)
+ self.timeout = null
+ while (self._completeHandlers.length > 0) {
+ self._completeHandlers.shift()(resp)
+ }
+ }
+
+ function success (resp) {
+ var type = o['type'] || resp && setType(resp.getResponseHeader('Content-Type')) // resp can be undefined in IE
+ resp = (type !== 'jsonp') ? self.request : resp
+ // use global data filter on response text
+ var filteredResponse = globalSetupOptions.dataFilter(resp.responseText, type)
+ , r = filteredResponse
+ try {
+ resp.responseText = r
+ } catch (e) {
+ // can't assign this in IE<=8, just ignore
+ }
+ if (r) {
+ switch (type) {
+ case 'json':
+ try {
+ resp = win.JSON ? win.JSON.parse(r) : eval('(' + r + ')')
+ } catch (err) {
+ return error(resp, 'Could not parse JSON in response', err)
+ }
+ break
+ case 'js':
+ resp = eval(r)
+ break
+ case 'html':
+ resp = r
+ break
+ case 'xml':
+ resp = resp.responseXML
+ && resp.responseXML.parseError // IE trololo
+ && resp.responseXML.parseError.errorCode
+ && resp.responseXML.parseError.reason
+ ? null
+ : resp.responseXML
+ break
+ }
+ }
+
+ self._responseArgs.resp = resp
+ self._fulfilled = true
+ fn(resp)
+ self._successHandler(resp)
+ while (self._fulfillmentHandlers.length > 0) {
+ resp = self._fulfillmentHandlers.shift()(resp)
+ }
+
+ complete(resp)
+ }
+
+ function timedOut() {
+ self._timedOut = true
+ self.request.abort()
+ }
+
+ function error(resp, msg, t) {
+ resp = self.request
+ self._responseArgs.resp = resp
+ self._responseArgs.msg = msg
+ self._responseArgs.t = t
+ self._erred = true
+ while (self._errorHandlers.length > 0) {
+ self._errorHandlers.shift()(resp, msg, t)
+ }
+ complete(resp)
+ }
+
+ this.request = getRequest.call(this, success, error)
+ }
+
+ Reqwest.prototype = {
+ abort: function () {
+ this._aborted = true
+ this.request.abort()
+ }
+
+ , retry: function () {
+ init.call(this, this.o, this.fn)
+ }
+
+ /**
+ * Small deviation from the Promises A CommonJs specification
+ * http://wiki.commonjs.org/wiki/Promises/A
+ */
+
+ /**
+ * `then` will execute upon successful requests
+ */
+ , then: function (success, fail) {
+ success = success || function () {}
+ fail = fail || function () {}
+ if (this._fulfilled) {
+ this._responseArgs.resp = success(this._responseArgs.resp)
+ } else if (this._erred) {
+ fail(this._responseArgs.resp, this._responseArgs.msg, this._responseArgs.t)
+ } else {
+ this._fulfillmentHandlers.push(success)
+ this._errorHandlers.push(fail)
+ }
+ return this
+ }
+
+ /**
+ * `always` will execute whether the request succeeds or fails
+ */
+ , always: function (fn) {
+ if (this._fulfilled || this._erred) {
+ fn(this._responseArgs.resp)
+ } else {
+ this._completeHandlers.push(fn)
+ }
+ return this
+ }
+
+ /**
+ * `fail` will execute when the request fails
+ */
+ , fail: function (fn) {
+ if (this._erred) {
+ fn(this._responseArgs.resp, this._responseArgs.msg, this._responseArgs.t)
+ } else {
+ this._errorHandlers.push(fn)
+ }
+ return this
+ }
+ , 'catch': function (fn) {
+ return this.fail(fn)
+ }
+ }
+
+ function reqwest(o, fn) {
+ return new Reqwest(o, fn)
+ }
+
+ // normalize newline variants according to spec -> CRLF
+ function normalize(s) {
+ return s ? s.replace(/\r?\n/g, '\r\n') : ''
+ }
+
+ function serial(el, cb) {
+ var n = el.name
+ , t = el.tagName.toLowerCase()
+ , optCb = function (o) {
+ // IE gives value="" even where there is no value attribute
+ // 'specified' ref: http://www.w3.org/TR/DOM-Level-3-Core/core.html#ID-862529273
+ if (o && !o['disabled'])
+ cb(n, normalize(o['attributes']['value'] && o['attributes']['value']['specified'] ? o['value'] : o['text']))
+ }
+ , ch, ra, val, i
+
+ // don't serialize elements that are disabled or without a name
+ if (el.disabled || !n) return
+
+ switch (t) {
+ case 'input':
+ if (!/reset|button|image|file/i.test(el.type)) {
+ ch = /checkbox/i.test(el.type)
+ ra = /radio/i.test(el.type)
+ val = el.value
+ // WebKit gives us "" instead of "on" if a checkbox has no value, so correct it here
+ ;(!(ch || ra) || el.checked) && cb(n, normalize(ch && val === '' ? 'on' : val))
+ }
+ break
+ case 'textarea':
+ cb(n, normalize(el.value))
+ break
+ case 'select':
+ if (el.type.toLowerCase() === 'select-one') {
+ optCb(el.selectedIndex >= 0 ? el.options[el.selectedIndex] : null)
+ } else {
+ for (i = 0; el.length && i < el.length; i++) {
+ el.options[i].selected && optCb(el.options[i])
+ }
+ }
+ break
+ }
+ }
+
+ // collect up all form elements found from the passed argument elements all
+ // the way down to child elements; pass a '<form>' or form fields.
+ // called with 'this'=callback to use for serial() on each element
+ function eachFormElement() {
+ var cb = this
+ , e, i
+ , serializeSubtags = function (e, tags) {
+ var i, j, fa
+ for (i = 0; i < tags.length; i++) {
+ fa = e[byTag](tags[i])
+ for (j = 0; j < fa.length; j++) serial(fa[j], cb)
+ }
+ }
+
+ for (i = 0; i < arguments.length; i++) {
+ e = arguments[i]
+ if (/input|select|textarea/i.test(e.tagName)) serial(e, cb)
+ serializeSubtags(e, [ 'input', 'select', 'textarea' ])
+ }
+ }
+
+ // standard query string style serialization
+ function serializeQueryString() {
+ return reqwest.toQueryString(reqwest.serializeArray.apply(null, arguments))
+ }
+
+ // { 'name': 'value', ... } style serialization
+ function serializeHash() {
+ var hash = {}
+ eachFormElement.apply(function (name, value) {
+ if (name in hash) {
+ hash[name] && !isArray(hash[name]) && (hash[name] = [hash[name]])
+ hash[name].push(value)
+ } else hash[name] = value
+ }, arguments)
+ return hash
+ }
+
+ // [ { name: 'name', value: 'value' }, ... ] style serialization
+ reqwest.serializeArray = function () {
+ var arr = []
+ eachFormElement.apply(function (name, value) {
+ arr.push({name: name, value: value})
+ }, arguments)
+ return arr
+ }
+
+ reqwest.serialize = function () {
+ if (arguments.length === 0) return ''
+ var opt, fn
+ , args = Array.prototype.slice.call(arguments, 0)
+
+ opt = args.pop()
+ opt && opt.nodeType && args.push(opt) && (opt = null)
+ opt && (opt = opt.type)
+
+ if (opt == 'map') fn = serializeHash
+ else if (opt == 'array') fn = reqwest.serializeArray
+ else fn = serializeQueryString
+
+ return fn.apply(null, args)
+ }
+
+ reqwest.toQueryString = function (o, trad) {
+ var prefix, i
+ , traditional = trad || false
+ , s = []
+ , enc = encodeURIComponent
+ , add = function (key, value) {
+ // If value is a function, invoke it and return its value
+ value = ('function' === typeof value) ? value() : (value == null ? '' : value)
+ s[s.length] = enc(key) + '=' + enc(value)
+ }
+ // If an array was passed in, assume that it is an array of form elements.
+ if (isArray(o)) {
+ for (i = 0; o && i < o.length; i++) add(o[i]['name'], o[i]['value'])
+ } else {
+ // If traditional, encode the "old" way (the way 1.3.2 or older
+ // did it), otherwise encode params recursively.
+ for (prefix in o) {
+ if (o.hasOwnProperty(prefix)) buildParams(prefix, o[prefix], traditional, add)
+ }
+ }
+
+ // spaces should be + according to spec
+ return s.join('&').replace(/%20/g, '+')
+ }
+
+ function buildParams(prefix, obj, traditional, add) {
+ var name, i, v
+ , rbracket = /\[\]$/
+
+ if (isArray(obj)) {
+ // Serialize array item.
+ for (i = 0; obj && i < obj.length; i++) {
+ v = obj[i]
+ if (traditional || rbracket.test(prefix)) {
+ // Treat each array item as a scalar.
+ add(prefix, v)
+ } else {
+ buildParams(prefix + '[' + (typeof v === 'object' ? i : '') + ']', v, traditional, add)
+ }
+ }
+ } else if (obj && obj.toString() === '[object Object]') {
+ // Serialize object item.
+ for (name in obj) {
+ buildParams(prefix + '[' + name + ']', obj[name], traditional, add)
+ }
+
+ } else {
+ // Serialize scalar item.
+ add(prefix, obj)
+ }
+ }
+
+ reqwest.getcallbackPrefix = function () {
+ return callbackPrefix
+ }
+
+ // jQuery and Zepto compatibility, differences can be remapped here so you can call
+ // .ajax.compat(options, callback)
+ reqwest.compat = function (o, fn) {
+ if (o) {
+ o['type'] && (o['method'] = o['type']) && delete o['type']
+ o['dataType'] && (o['type'] = o['dataType'])
+ o['jsonpCallback'] && (o['jsonpCallbackName'] = o['jsonpCallback']) && delete o['jsonpCallback']
+ o['jsonp'] && (o['jsonpCallback'] = o['jsonp'])
+ }
+ return new Reqwest(o, fn)
+ }
+
+ reqwest.ajaxSetup = function (options) {
+ options = options || {}
+ for (var k in options) {
+ globalSetupOptions[k] = options[k]
+ }
+ }
+
+ return reqwest
+});
+
+},{}],28:[function(_dereq_,module,exports){
+/**
+ * @module Shape
+ * @submodule 3D Primitives
+ * @for p5
+ * @requires core
+ * @requires p5.Geometry3D
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+_dereq_('./p5.Geometry3D');
+
+/**
+ * Draw a plane with given a width and height
+ * @method plane
+ * @param {Number} width width of the plane
+ * @param {Number} height height of the plane
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * //draw a plane with width 200 and height 200
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * plane(200, 200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.plane = function(width, height){
+
+ width = width || 50;
+ height = height || 50;
+
+ //details for plane are highly optional
+ var detailX = typeof arguments[2] === Number ? arguments[2] : 1;
+ var detailY = typeof arguments[3] === Number ? arguments[3] : 1;
+
+ var gId = 'plane|'+width+'|'+height+'|'+detailX+'|'+detailY;
+
+ if(!this._renderer.geometryInHash(gId)){
+
+ var geometry3d = new p5.Geometry3D();
+
+ var createPlane = function(u, v){
+ var x = 2 * width * u - width;
+ var y = 2 * height * v - height;
+ var z = 0;
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d.parametricGeometry(createPlane, detailX, detailY);
+
+ var obj = geometry3d.generateObj();
+
+ this._renderer.initBuffer(gId, [obj]);
+
+ }
+
+ this._renderer.drawBuffer(gId);
+
+};
+
+/**
+ * Draw a sphere with given raduis
+ * @method sphere
+ * @param {Number} radius radius of circle
+ * @param {Number} [detail] number of segments,
+ * the more segments the smoother geometry
+ * default is 24. Avoid detail number above
+ * 150, it may crash the browser.
+ * @example
+ * <div>
+ * <code>
+ * // draw a sphere with radius 200
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * sphere(200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.sphere = function(radius, detail){
+
+ radius = radius || 50;
+
+ var detailX = detail || 24;
+ var detailY = detail || 16;
+
+ var gId = 'sphere|'+radius+'|'+detailX+'|'+detailY;
+
+ if(!this._renderer.geometryInHash(gId)){
+
+ var geometry3d = new p5.Geometry3D();
+
+ var createSphere = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var phi = Math.PI * v - Math.PI / 2;
+ var x = radius * Math.cos(phi) * Math.sin(theta);
+ var y = radius * Math.sin(phi);
+ var z = radius * Math.cos(phi) * Math.cos(theta);
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d.parametricGeometry(createSphere, detailX, detailY);
+
+ var obj = geometry3d.generateObj(true, true);
+
+ this._renderer.initBuffer(gId, [obj]);
+ }
+
+ this._renderer.drawBuffer(gId);
+
+ return this;
+};
+
+/**
+ * Draw an ellipsoid with given radius
+ * @method ellipsoid
+ * @param {Number} radiusx xradius of circle
+ * @param {Number} radiusy yradius of circle
+ * @param {Number} radiusz zradius of circle
+ * @param {Number} [detail] Number of segments.
+ * The more segments, the smoother the
+ * geometry (default is 24). Avoid detail
+ * number above 150. It may crash the
+ * browser.
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * // draw an ellipsoid with radius 200, 300 and 400
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * ellipsoid(200,300,400);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.ellipsoid = function(radiusx, radiusy, radiusz, detail){
+
+ radiusx = radiusx || 50;
+ radiusy = radiusy || 50;
+ radiusz = radiusz || 50;
+
+ var detailX = detail || 24;
+ var detailY = detail || 24;
+
+ var gId = 'ellipsoid|'+radiusx+'|'+radiusy+
+ '|'+radiusz+'|'+detailX+'|'+detailY;
+
+
+ if(!this._renderer.geometryInHash(gId)){
+
+ var geometry3d = new p5.Geometry3D();
+
+ var createEllipsoid = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var phi = Math.PI * v - Math.PI / 2;
+ var x = radiusx * Math.cos(phi) * Math.sin(theta);
+ var y = radiusy * Math.sin(phi);
+ var z = radiusz * Math.cos(phi) * Math.cos(theta);
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d.parametricGeometry(createEllipsoid, detailX, detailY);
+
+ var obj = geometry3d.generateObj(true, true);
+
+ this._renderer.initBuffer(gId, [obj]);
+ }
+
+ this._renderer.drawBuffer(gId);
+
+ return this;
+};
+
+/**
+ * Draw a cylinder with given radius and height
+ * @method cylinder
+ * @param {Number} radius radius of the surface
+ * @param {Number} height height of the cylinder
+ * @param {Number} [detail] number of segments,
+ * the more segments the smoother geometry
+ * default is 24. Avoid detail number above
+ * 150. It may crash the browser.
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * //draw a spinning cylinder with radius 200 and height 200
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateZ(frameCount * 0.01);
+ * cylinder(200, 200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.cylinder = function(radius, height, detail){
+
+ radius = radius || 50;
+ height = height || 50;
+
+ var detailX = detail || 24;
+ var detailY = detail || 16;
+
+ var gId = 'cylinder|'+radius+'|'+height+'|'+detailX+'|'+detailY;
+
+ if(!this._renderer.geometryInHash(gId)){
+
+ var geometry3d = new p5.Geometry3D();
+
+ var createCylinder = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var x = radius * Math.sin(theta);
+ var y = 2 * height * v - height;
+ var z = radius * Math.cos(theta);
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d.parametricGeometry(createCylinder, detailX, detailY);
+ var obj = geometry3d.generateObj(true);
+
+ var createTop = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var x = radius * Math.sin(-theta);
+ var y = height;
+ var z = radius * Math.cos(theta);
+ if(v === 0){
+ return new p5.Vector(0, height, 0);
+ }
+ else{
+ return new p5.Vector(x, y, z);
+ }
+ };
+
+ var geometry3d1 = new p5.Geometry3D();
+ geometry3d1.parametricGeometry(
+ createTop, detailX, 1);
+ var obj1 = geometry3d1.generateObj();
+
+ var createBottom = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var x = radius * Math.sin(theta);
+ var y = -height;
+ var z = radius * Math.cos(theta);
+ if(v === 0){
+ return new p5.Vector(0, -height, 0);
+ }else{
+ return new p5.Vector(x, y, z);
+ }
+ };
+
+ var geometry3d2 = new p5.Geometry3D();
+ geometry3d2.parametricGeometry(
+ createBottom, detailX, 1);
+ var obj2 = geometry3d2.generateObj();
+
+
+ this._renderer.initBuffer(gId, [obj, obj1, obj2]);
+ }
+
+ this._renderer.drawBuffer(gId);
+
+ return this;
+};
+
+
+/**
+ * Draw a cone with given radius and height
+ * @method cone
+ * @param {Number} radius radius of the bottom surface
+ * @param {Number} height height of the cone
+ * @param {Number} [detail] number of segments,
+ * the more segments the smoother geometry
+ * default is 24. Avoid detail number above
+ * 150. It may crash the browser.
+ * @example
+ * <div>
+ * <code>
+ * //draw a spinning cone with radius 200 and height 200
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateZ(frameCount * 0.01);
+ * cone(200, 200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.cone = function(radius, height, detail){
+
+ radius = radius || 50;
+ height = height || 50;
+
+ var detailX = detail || 24;
+ var detailY = detail || 16;
+
+ var gId = 'cone|'+radius+'|'+height+'|'+detailX+'|'+detailY;
+
+ if(!this._renderer.geometryInHash(gId)){
+
+ var geometry3d = new p5.Geometry3D();
+
+ var createCone = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var x = radius * (1 - v) * Math.sin(theta);
+ var y = 2 * height * v - height;
+ var z = radius * (1 - v) * Math.cos(theta);
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d.parametricGeometry(createCone, detailX, detailY);
+ var obj = geometry3d.generateObj(true);
+
+ var geometry3d1 = new p5.Geometry3D();
+ var createBottom = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var x = radius * (1 - v) * Math.sin(-theta);
+ var y = -height;
+ var z = radius * (1 - v) * Math.cos(theta);
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d1.parametricGeometry(
+ createBottom, detailX, 1);
+ var obj1 = geometry3d1.generateObj();
+
+ this._renderer.initBuffer(gId, [obj, obj1]);
+ }
+
+ this._renderer.drawBuffer(gId);
+
+ return this;
+};
+
+
+/**
+ * Draw a torus with given radius and tube radius
+ * @method torus
+ * @param {Number} radius radius of the whole ring
+ * @param {Number} tubeRadius radius of the tube
+ * @param {Number} [detail] number of segments,
+ * the more segments the smoother geometry
+ * default is 24. Avoid detail number above
+ * 150. It may crash the browser.
+ * @example
+ * <div>
+ * <code>
+ * //draw a spinning torus with radius 200 and tube radius 60
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * torus(200, 60);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.torus = function(radius, tubeRadius, detail){
+
+ radius = radius || 50;
+ tubeRadius = tubeRadius || 10;
+
+ var detailX = detail || 24;
+ var detailY = detail || 16;
+
+ var gId = 'torus|'+radius+'|'+tubeRadius+'|'+detailX+'|'+detailY;
+
+ if(!this._renderer.geometryInHash(gId)){
+
+ var geometry3d = new p5.Geometry3D();
+
+ var createTorus = function(u, v){
+ var theta = 2 * Math.PI * u;
+ var phi = 2 * Math.PI * v;
+ var x = (radius + tubeRadius * Math.cos(phi)) * Math.cos(theta);
+ var y = (radius + tubeRadius * Math.cos(phi)) * Math.sin(theta);
+ var z = tubeRadius * Math.sin(phi);
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d.parametricGeometry(createTorus, detailX, detailY);
+
+ var obj = geometry3d.generateObj(true);
+
+ this._renderer.initBuffer(gId, [obj]);
+ }
+
+ this._renderer.drawBuffer(gId);
+
+ return this;
+};
+
+/**
+ * Draw a box with given width, height and depth
+ * @method box
+ * @param {Number} width width of the box
+ * @param {Number} height height of the box
+ * @param {Number} depth depth of the box
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * //draw a spinning box with width, height and depth 200
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * box(200, 200, 200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.box = function(width, height, depth){
+
+ width = width || 50;
+ height = height || width;
+ depth = depth || width;
+
+ //details for box are highly optional
+ var detailX = typeof arguments[3] === Number ? arguments[3] : 1;
+ var detailY = typeof arguments[4] === Number ? arguments[4] : 1;
+
+ var gId = 'cube|'+width+'|'+height+'|'+depth+'|'+detailX+'|'+detailY;
+
+ if(!this._renderer.geometryInHash(gId)){
+
+ var geometry3d = new p5.Geometry3D();
+
+ var createPlane1 = function(u, v){
+ var x = 2 * width * u - width;
+ var y = 2 * height * v - height;
+ var z = depth;
+ return new p5.Vector(x, y, z);
+ };
+ var createPlane2 = function(u, v){
+ var x = 2 * width * ( 1 - u ) - width;
+ var y = 2 * height * v - height;
+ var z = -depth;
+ return new p5.Vector(x, y, z);
+ };
+ var createPlane3 = function(u, v){
+ var x = 2 * width * ( 1 - u ) - width;
+ var y = height;
+ var z = 2 * depth * v - depth;
+ return new p5.Vector(x, y, z);
+ };
+ var createPlane4 = function(u, v){
+ var x = 2 * width * u - width;
+ var y = -height;
+ var z = 2 * depth * v - depth;
+ return new p5.Vector(x, y, z);
+ };
+ var createPlane5 = function(u, v){
+ var x = width;
+ var y = 2 * height * u - height;
+ var z = 2 * depth * v - depth;
+ return new p5.Vector(x, y, z);
+ };
+ var createPlane6 = function(u, v){
+ var x = -width;
+ var y = 2 * height * ( 1 - u ) - height;
+ var z = 2 * depth * v - depth;
+ return new p5.Vector(x, y, z);
+ };
+
+ geometry3d.parametricGeometry(
+ createPlane1, detailX, detailY, geometry3d.vertices.length);
+ geometry3d.parametricGeometry(
+ createPlane2, detailX, detailY, geometry3d.vertices.length);
+ geometry3d.parametricGeometry(
+ createPlane3, detailX, detailY, geometry3d.vertices.length);
+ geometry3d.parametricGeometry(
+ createPlane4, detailX, detailY, geometry3d.vertices.length);
+ geometry3d.parametricGeometry(
+ createPlane5, detailX, detailY, geometry3d.vertices.length);
+ geometry3d.parametricGeometry(
+ createPlane6, detailX, detailY, geometry3d.vertices.length);
+
+ var obj = geometry3d.generateObj();
+
+ this._renderer.initBuffer(gId, [obj]);
+ }
+
+ this._renderer.drawBuffer(gId);
+
+ return this;
+
+};
+
+module.exports = p5;
+},{"../core/core":48,"./p5.Geometry3D":34}],29:[function(_dereq_,module,exports){
+/**
+ * @module Lights, Camera
+ * @submodule Camera
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * Sets camera position
+ * @method camera
+ * @param {Number} x camera postion value on x axis
+ * @param {Number} y camera postion value on y axis
+ * @param {Number} z camera postion value on z axis
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw(){
+ * //move the camera away from the plane by a sin wave
+ * camera(0, 0, sin(frameCount * 0.01) * 100);
+ * plane(120, 120);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.camera = function(x, y, z){
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'camera',
+ args,
+ ['Number', 'Number', 'Number']
+ );
+ //what it manipulates is the model view matrix
+ this._renderer.translate(-x, -y, -z);
+};
+
+/**
+ * Sets perspective camera
+ * @method perspective
+ * @param {Number} fovy camera frustum vertical field of view,
+ * from bottom to top of view, in degrees
+ * @param {Number} aspect camera frustum aspect ratio
+ * @param {Number} near frustum near plane length
+ * @param {Number} far frustum far plane length
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * //drag mouse to toggle the world!
+ * //you will see there's a vanish point
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * perspective(60 / 180 * PI, width/height, 0.1, 100);
+ * }
+ * function draw(){
+ * background(200);
+ * orbitControl();
+ * for(var i = -1; i < 2; i++){
+ * for(var j = -2; j < 3; j++){
+ * push();
+ * translate(i*160, 0, j*160);
+ * box(40, 40, 40);
+ * pop();
+ * }
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.perspective = function(fovy,aspect,near,far) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'perspective',
+ args,
+ ['Number', 'Number', 'Number', 'Number']
+ );
+ this._renderer.uPMatrix = p5.Matrix.identity();
+ this._renderer.uPMatrix.perspective(fovy,aspect,near,far);
+ this._renderer._setCamera = true;
+};
+
+/**
+ * Setup ortho camera
+ * @method ortho
+ * @param {Number} left camera frustum left plane
+ * @param {Number} right camera frustum right plane
+ * @param {Number} bottom camera frustum bottom plane
+ * @param {Number} top camera frustum top plane
+ * @param {Number} near camera frustum near plane
+ * @param {Number} far camera frustum far plane
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * //drag mouse to toggle the world!
+ * //there's no vanish point
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * ortho(-width/2, width/2, height/2, -height/2, 0.1, 100);
+ * }
+ * function draw(){
+ * background(200);
+ * orbitControl();
+ * for(var i = -1; i < 2; i++){
+ * for(var j = -2; j < 3; j++){
+ * push();
+ * translate(i*160, 0, j*160);
+ * box(40, 40, 40);
+ * pop();
+ * }
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.ortho = function(left,right,bottom,top,near,far) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'ortho',
+ args,
+ ['Number', 'Number', 'Number', 'Number', 'Number', 'Number']
+ );
+ left /= this.width;
+ right /= this.width;
+ top /= this.height;
+ bottom /= this.height;
+ this._renderer.uPMatrix = p5.Matrix.identity();
+ this._renderer.uPMatrix.ortho(left,right,bottom,top,near,far);
+ this._renderer._setCamera = true;
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],30:[function(_dereq_,module,exports){
+//@TODO: documentation of immediate mode
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+//////////////////////////////////////////////
+// _primitives2D in 3D space
+//////////////////////////////////////////////
+
+p5.Renderer3D.prototype._primitives2D = function(arr){
+ this._setDefaultCamera();
+ var gl = this.GL;
+ var shaderProgram = this._getColorVertexShader();
+
+ //create vertice buffer
+ var vertexPositionBuffer = this.verticeBuffer;
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
+
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array(arr), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute,
+ 3, gl.FLOAT, false, 0, 0);
+
+ //create vertexcolor buffer
+ var vertexColorBuffer = this.colorBuffer;
+ gl.bindBuffer(gl.ARRAY_BUFFER, vertexColorBuffer);
+ var color = this._getCurColor();
+ var colors = [];
+ for(var i = 0; i < arr.length / 3; i++){
+ colors = colors.concat(color);
+ }
+
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(colors), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(shaderProgram.vertexColorAttribute,
+ 4, gl.FLOAT, false, 0, 0);
+
+ //matrix
+ var mId = 'vertexColorVert|vertexColorFrag';
+ this.setMatrixUniforms(mId);
+};
+
+p5.Renderer3D.prototype.point = function(x, y, z){
+ var gl = this.GL;
+ this._primitives2D([x, y, z]);
+ gl.drawArrays(gl.POINTS, 0, 1);
+ return this;
+};
+
+p5.Renderer3D.prototype.line = function(x1, y1, z1, x2, y2, z2){
+ var gl = this.GL;
+ this._primitives2D([x1, y1, z1, x2, y2, z2]);
+ gl.drawArrays(gl.LINES, 0, 2);
+ return this;
+};
+
+p5.Renderer3D.prototype.triangle = function
+(x1, y1, z1, x2, y2, z2, x3, y3, z3){
+ var gl = this.GL;
+ this._primitives2D([x1, y1, z1, x2, y2, z2, x3, y3, z3]);
+ this._strokeCheck();
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ return this;
+};
+
+//@TODO: how to define the order of 4 points
+p5.Renderer3D.prototype.quad = function
+(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4){
+ var gl = this.GL;
+ this._primitives2D(
+ [x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4]);
+ this._strokeCheck();
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+ return this;
+};
+
+p5.Renderer3D.prototype.beginShape = function(mode){
+ this.shapeMode = mode;
+ this.verticeStack = [];
+ return this;
+};
+
+p5.Renderer3D.prototype.vertex = function(x, y, z){
+ this.verticeStack.push(x, y, z);
+ return this;
+};
+
+p5.Renderer3D.prototype.endShape = function(){
+ var gl = this.GL;
+ this._primitives2D(this.verticeStack);
+ this.verticeStack = [];
+
+ switch(this.shapeMode){
+ case 'POINTS':
+ gl.drawArrays(gl.POINTS, 0, 1);
+ break;
+ case 'LINES':
+ gl.drawArrays(gl.LINES, 0, 2);
+ break;
+ case 'TRIANGLES':
+ this._strokeCheck();
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ break;
+ case 'TRIANGLE_STRIP':
+ this._strokeCheck();
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
+ break;
+ default:
+ this._strokeCheck();
+ gl.drawArrays(gl.TRIANGLES, 0, 3);
+ break;
+ }
+ return this;
+};
+
+//@TODO: figure out how to actually do stroke on shapes in 3D
+p5.Renderer3D.prototype._strokeCheck = function(){
+ if(this.drawMode === 'stroke'){
+ throw new Error(
+ 'stroke for shapes in 3D not yet implemented, use fill for now :('
+ );
+ }
+};
+
+//@TODO
+p5.Renderer3D.prototype.strokeWeight = function() {
+ throw new Error('strokeWeight for 3d not yet implemented');
+};
+
+//////////////////////////////////////////////
+// COLOR
+//////////////////////////////////////////////
+
+p5.Renderer3D.prototype.fill = function(r, g, b, a) {
+ var color = this._pInst.color.apply(this, arguments);
+ var colorNormalized = color._array;
+ this.curColor = colorNormalized;
+ this.drawMode = 'fill';
+ return this;
+};
+
+p5.Renderer3D.prototype.stroke = function(r, g, b, a) {
+ var color = this._pInst.color.apply(this, arguments);
+ var colorNormalized = color._array;
+ this.curColor = colorNormalized;
+ this.drawMode = 'stroke';
+ return this;
+};
+
+p5.Renderer3D.prototype._getColorVertexShader = function(){
+ var gl = this.GL;
+ var mId = 'vertexColorVert|vertexColorFrag';
+ var shaderProgram;
+
+ if(!this.materialInHash(mId)){
+ shaderProgram =
+ this.initShaders('vertexColorVert', 'vertexColorFrag', true);
+ this.mHash[mId] = shaderProgram;
+ shaderProgram.vertexColorAttribute =
+ gl.getAttribLocation(shaderProgram, 'aVertexColor');
+ gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
+ }else{
+ shaderProgram = this.mHash[mId];
+ }
+ return shaderProgram;
+};
+
+module.exports = p5.Renderer3D;
+
+},{"../core/core":48}],31:[function(_dereq_,module,exports){
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+//@TODO: implement full orbit controls including
+//pan, zoom, quaternion rotation, etc.
+p5.prototype.orbitControl = function(){
+ if(this.mouseIsPressed){
+ this.rotateY((this.mouseX - this.width / 2) / (this.width / 2));
+ this.rotateX((this.mouseY - this.height / 2) / (this.width / 2));
+ }
+ return this;
+};
+
+module.exports = p5;
+},{"../core/core":48}],32:[function(_dereq_,module,exports){
+/**
+ * @module Lights, Camera
+ * @submodule Lights
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * Creates an ambient light with a color
+ * @method ambientLight
+ * @param {Number|Array|String|p5.Color} v1 gray value,
+ * red or hue value (depending on the current color mode),
+ * or color Array, or CSS color string
+ * @param {Number} [v2] optional: green or saturation value
+ * @param {Number} [v3] optional: blue or brightness value
+ * @param {Number} [a] optional: opacity
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw(){
+ * background(0);
+ * ambientLight(150);
+ * ambientMaterial(250);
+ * sphere(200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.ambientLight = function(v1, v2, v3, a){
+ var gl = this._renderer.GL;
+ var shaderProgram = this._renderer._getShader(
+ 'lightVert', 'lightTextureFrag');
+
+ gl.useProgram(shaderProgram);
+ shaderProgram.uAmbientColor = gl.getUniformLocation(
+ shaderProgram,
+ 'uAmbientColor[' + this._renderer.ambientLightCount + ']');
+
+ var color = this._renderer._pInst.color.apply(
+ this._renderer._pInst, arguments);
+ var colors = color._array;
+
+ gl.uniform3f( shaderProgram.uAmbientColor,
+ colors[0], colors[1], colors[2]);
+
+ //in case there's no material color for the geometry
+ shaderProgram.uMaterialColor = gl.getUniformLocation(
+ shaderProgram, 'uMaterialColor' );
+ gl.uniform4f( shaderProgram.uMaterialColor, 1, 1, 1, 1);
+
+ this._renderer.ambientLightCount ++;
+ shaderProgram.uAmbientLightCount =
+ gl.getUniformLocation(shaderProgram, 'uAmbientLightCount');
+ gl.uniform1i(shaderProgram.uAmbientLightCount,
+ this._renderer.ambientLightCount);
+
+ return this;
+};
+
+/**
+ * Creates a directional light with a color and a direction
+ * @method directionalLight
+ * @param {Number|Array|String|p5.Color} v1 gray value,
+ * red or hue value (depending on the current color mode),
+ * or color Array, or CSS color string
+ * @param {Number} [v2] optional: green or saturation value
+ * @param {Number} [v3] optional: blue or brightness value
+ * @param {Number} [a] optional: opacity
+ * @param {Number|p5.Vector} x x axis direction or a p5.Vector
+ * @param {Number} [y] optional: y axis direction
+ * @param {Number} [z] optional: z axis direction
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw(){
+ * background(0);
+ * //move your mouse to change light direction
+ * var dirX = (mouseX / width - 0.5) *2;
+ * var dirY = (mouseY / height - 0.5) *(-2);
+ * directionalLight(250, 250, 250, dirX, dirY, 0.25);
+ * ambientMaterial(250);
+ * sphere(200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.directionalLight = function(v1, v2, v3, a, x, y, z) {
+ // TODO(jgessner): Find an example using this and profile it.
+ // var args = new Array(arguments.length);
+ // for (var i = 0; i < args.length; ++i) {
+ // args[i] = arguments[i];
+ // }
+ // this._validateParameters(
+ // 'directionalLight',
+ // args,
+ // [
+ // //rgbaxyz
+ // ['Number', 'Number', 'Number', 'Number', 'Number', 'Number', 'Number'],
+ // //rgbxyz
+ // ['Number', 'Number', 'Number', 'Number', 'Number', 'Number'],
+ // //caxyz
+ // ['Number', 'Number', 'Number', 'Number', 'Number'],
+ // //cxyz
+ // ['Number', 'Number', 'Number', 'Number'],
+ // ['String', 'Number', 'Number', 'Number'],
+ // ['Array', 'Number', 'Number', 'Number'],
+ // ['Object', 'Number', 'Number', 'Number'],
+ // //rgbavector
+ // ['Number', 'Number', 'Number', 'Number', 'Object'],
+ // //rgbvector
+ // ['Number', 'Number', 'Number', 'Object'],
+ // //cavector
+ // ['Number', 'Number', 'Object'],
+ // //cvector
+ // ['Number', 'Object'],
+ // ['String', 'Object'],
+ // ['Array', 'Object'],
+ // ['Object', 'Object']
+ // ]
+ // );
+
+ var gl = this._renderer.GL;
+ var shaderProgram = this._renderer._getShader(
+ 'lightVert', 'lightTextureFrag');
+
+ gl.useProgram(shaderProgram);
+ shaderProgram.uDirectionalColor = gl.getUniformLocation(
+ shaderProgram,
+ 'uDirectionalColor[' + this._renderer.directionalLightCount + ']');
+
+ //@TODO: check parameters number
+ var color = this._renderer._pInst.color.apply(
+ this._renderer._pInst, [v1, v2, v3]);
+ var colors = color._array;
+
+ gl.uniform3f( shaderProgram.uDirectionalColor,
+ colors[0], colors[1], colors[2]);
+
+ var _x, _y, _z;
+
+ if(typeof arguments[arguments.length-1] === 'number'){
+ _x = arguments[arguments.length-3];
+ _y = arguments[arguments.length-2];
+ _z = arguments[arguments.length-1];
+
+ }else{
+ try{
+ _x = arguments[arguments.length-1].x;
+ _y = arguments[arguments.length-1].y;
+ _z = arguments[arguments.length-1].z;
+ }
+ catch(error){
+ throw error;
+ }
+ }
+
+ shaderProgram.uLightingDirection = gl.getUniformLocation(
+ shaderProgram,
+ 'uLightingDirection[' + this._renderer.directionalLightCount + ']');
+ gl.uniform3f( shaderProgram.uLightingDirection, _x, _y, _z);
+
+ //in case there's no material color for the geometry
+ shaderProgram.uMaterialColor = gl.getUniformLocation(
+ shaderProgram, 'uMaterialColor' );
+ gl.uniform4f( shaderProgram.uMaterialColor, 1, 1, 1, 1);
+
+ this._renderer.directionalLightCount ++;
+ shaderProgram.uDirectionalLightCount =
+ gl.getUniformLocation(shaderProgram, 'uDirectionalLightCount');
+ gl.uniform1i(shaderProgram.uDirectionalLightCount,
+ this._renderer.directionalLightCount);
+
+ return this;
+};
+
+/**
+ * Creates a point light with a color and a light position
+ * @method pointLight
+ * @param {Number|Array|String|p5.Color} v1 gray value,
+ * red or hue value (depending on the current color mode),
+ * or color Array, or CSS color string
+ * @param {Number} [v2] optional: green or saturation value
+ * @param {Number} [v3] optional: blue or brightness value
+ * @param {Number} [a] optional: opacity
+ * @param {Number|p5.Vector} x x axis position or a p5.Vector
+ * @param {Number} [y] optional: y axis position
+ * @param {Number} [z] optional: z axis position
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw(){
+ * background(0);
+ * //move your mouse to change light position
+ * var locY = (mouseY / height - 0.5) *(-2);
+ * var locX = (mouseX / width - 0.5) *2;
+ * //to set the light position,
+ * //think of the world's coordinate as:
+ * // -1,1 -------- 1,1
+ * // | |
+ * // | |
+ * // | |
+ * // -1,-1---------1,-1
+ * pointLight(250, 250, 250, locX, locY, 0);
+ * ambientMaterial(250);
+ * sphere(200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.pointLight = function(v1, v2, v3, a, x, y, z) {
+ // TODO(jgessner): Find an example using this and profile it.
+ // var args = new Array(arguments.length);
+ // for (var i = 0; i < args.length; ++i) {
+ // args[i] = arguments[i];
+ // }
+ // this._validateParameters(
+ // 'pointLight',
+ // arguments,
+ // [
+ // //rgbaxyz
+ // ['Number', 'Number', 'Number', 'Number', 'Number', 'Number', 'Number'],
+ // //rgbxyz
+ // ['Number', 'Number', 'Number', 'Number', 'Number', 'Number'],
+ // //caxyz
+ // ['Number', 'Number', 'Number', 'Number', 'Number'],
+ // //cxyz
+ // ['Number', 'Number', 'Number', 'Number'],
+ // ['String', 'Number', 'Number', 'Number'],
+ // ['Array', 'Number', 'Number', 'Number'],
+ // ['Object', 'Number', 'Number', 'Number'],
+ // //rgbavector
+ // ['Number', 'Number', 'Number', 'Number', 'Object'],
+ // //rgbvector
+ // ['Number', 'Number', 'Number', 'Object'],
+ // //cavector
+ // ['Number', 'Number', 'Object'],
+ // //cvector
+ // ['Number', 'Object'],
+ // ['String', 'Object'],
+ // ['Array', 'Object'],
+ // ['Object', 'Object']
+ // ]
+ // );
+
+ var gl = this._renderer.GL;
+ var shaderProgram = this._renderer._getShader(
+ 'lightVert', 'lightTextureFrag');
+
+ gl.useProgram(shaderProgram);
+ shaderProgram.uPointLightColor = gl.getUniformLocation(
+ shaderProgram,
+ 'uPointLightColor[' + this._renderer.pointLightCount + ']');
+
+ //@TODO: check parameters number
+ var color = this._renderer._pInst.color.apply(
+ this._renderer._pInst, [v1, v2, v3]);
+ var colors = color._array;
+
+ gl.uniform3f( shaderProgram.uPointLightColor,
+ colors[0], colors[1], colors[2]);
+
+ var _x, _y, _z;
+
+ if(typeof arguments[arguments.length-1] === 'number'){
+ _x = arguments[arguments.length-3];
+ _y = arguments[arguments.length-2];
+ _z = arguments[arguments.length-1];
+
+ }else{
+ try{
+ _x = arguments[arguments.length-1].x;
+ _y = arguments[arguments.length-1].y;
+ _z = arguments[arguments.length-1].z;
+ }
+ catch(error){
+ throw error;
+ }
+ }
+
+ shaderProgram.uPointLightLocation = gl.getUniformLocation(
+ shaderProgram,
+ 'uPointLightLocation[' + this._renderer.pointLightCount + ']');
+ gl.uniform3f( shaderProgram.uPointLightLocation, _x, _y, _z);
+
+ //in case there's no material color for the geometry
+ shaderProgram.uMaterialColor = gl.getUniformLocation(
+ shaderProgram, 'uMaterialColor' );
+ gl.uniform4f( shaderProgram.uMaterialColor, 1, 1, 1, 1);
+
+ this._renderer.pointLightCount ++;
+ shaderProgram.uPointLightCount =
+ gl.getUniformLocation(shaderProgram, 'uPointLightCount');
+ gl.uniform1i(shaderProgram.uPointLightCount,
+ this._renderer.pointLightCount);
+
+ return this;
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],33:[function(_dereq_,module,exports){
+/**
+ * @module Lights, Camera
+ * @submodule Material
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+//require('./p5.Texture');
+
+/**
+ * Normal material for geometry
+ * @method normalMaterial
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(0);
+ * normalMaterial();
+ * sphere(200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.normalMaterial = function(){
+ this._renderer._getShader('normalVert', 'normalFrag');
+ return this;
+};
+
+/**
+ * Texture for geometry
+ * @method texture
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * img = loadImage("assets/laDefense.jpg");
+ * }
+ *
+ * function draw(){
+ * background(0);
+ * rotateZ(frameCount * 0.01);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * //pass image as texture
+ * texture(img);
+ * box(200, 200, 200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.texture = function(image){
+ var gl = this._renderer.GL;
+ var shaderProgram = this._renderer._getShader('lightVert',
+ 'lightTextureFrag');
+ gl.useProgram(shaderProgram);
+ if (image instanceof p5.Image) {
+ //check if image is already used as texture
+ if(!image.isTexture){
+ //createTexture and set isTexture to true
+ var tex = gl.createTexture();
+ image.createTexture(tex);
+ gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
+ image._setProperty('isTexture', true);
+ }
+ //otherwise we're good to bind texture without creating
+ //a new one on the gl
+ else {
+ //TODO
+ }
+ image.loadPixels();
+ var data = new Uint8Array(image.pixels);
+ gl.texImage2D(gl.TEXTURE_2D, 0,
+ gl.RGBA, image.width, image.height,
+ 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
+ }
+ //if param is a video
+ else if (image instanceof p5.MediaElement){
+ if(!image.loadedmetadata) {return;}
+ gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,
+ gl.UNSIGNED_BYTE, image.elt);
+ }
+ else {
+ //@TODO handle following cases:
+ //- 2D canvas (p5 inst)
+ }
+ if (_isPowerOf2(image.width) && _isPowerOf2(image.height)) {
+ gl.generateMipmap(gl.TEXTURE_2D);
+ } else {
+ //@TODO this is problematic
+ //image.width = _nextHighestPOT(image.width);
+ //image.height = _nextHighestPOT(image.height);
+ gl.texParameteri(gl.TEXTURE_2D,
+ gl.TEXTURE_MAG_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D,
+ gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+ gl.texParameteri(gl.TEXTURE_2D,
+ gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
+ gl.texParameteri(gl.TEXTURE_2D,
+ gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
+ }
+ //this is where we'd activate multi textures
+ //eg. gl.activeTexture(gl.TEXTURE0 + (unit || 0));
+ //but for now we just have a single texture.
+ //@TODO need to extend this functionality
+ //gl.activeTexture(gl.TEXTURE0 + 0);
+ //gl.bindTexture(gl.TEXTURE_2D, tex);
+ gl.uniform1i(gl.getUniformLocation(shaderProgram, 'uSampler'), 0);
+ gl.uniform1i(gl.getUniformLocation(shaderProgram, 'isTexture'), true);
+ return this;
+};
+
+/**
+ * Helper functions; Checks whether val is a pot
+ * more info on power of 2 here:
+ * https://www.opengl.org/wiki/NPOT_Texture
+ * @param {Number} value
+ * @return {Boolean}
+ */
+function _isPowerOf2 (value){
+ return (value & (value - 1)) === 0;
+}
+
+/**
+ * returns the next highest power of 2 value
+ * @param {Number} value [description]
+ * @return {Number} [description]
+ */
+// function _nextHighestPOT (value){
+// --value;
+// for (var i = 1; i < 32; i <<= 1) {
+// value = value | value >> i;
+// }
+// return value + 1;
+// }
+
+/**
+ * Basic material for geometry with a given color
+ * @method basicMaterial
+ * @param {Number|Array|String|p5.Color} v1 gray value,
+ * red or hue value (depending on the current color mode),
+ * or color Array, or CSS color string
+ * @param {Number} [v2] optional: green or saturation value
+ * @param {Number} [v3] optional: blue or brightness value
+ * @param {Number} [a] optional: opacity
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(0);
+ * basicMaterial(250, 0, 0);
+ * rotateX(frameCount * 0.01);
+ * rotateY(frameCount * 0.01);
+ * rotateZ(frameCount * 0.01);
+ * box(200, 200, 200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.basicMaterial = function(v1, v2, v3, a){
+ var gl = this._renderer.GL;
+
+ var shaderProgram = this._renderer._getShader('normalVert', 'basicFrag');
+
+ gl.useProgram(shaderProgram);
+ shaderProgram.uMaterialColor = gl.getUniformLocation(
+ shaderProgram, 'uMaterialColor' );
+
+ var color = this._renderer._pInst.color.apply(
+ this._renderer._pInst, arguments);
+ var colors = color._array;
+
+ gl.uniform4f( shaderProgram.uMaterialColor,
+ colors[0], colors[1], colors[2], colors[3]);
+
+ return this;
+
+};
+
+/**
+ * Ambient material for geometry with a given color
+ * @method ambientMaterial
+ * @param {Number|Array|String|p5.Color} v1 gray value,
+ * red or hue value (depending on the current color mode),
+ * or color Array, or CSS color string
+ * @param {Number} [v2] optional: green or saturation value
+ * @param {Number} [v3] optional: blue or brightness value
+ * @param {Number} [a] optional: opacity
+* @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw(){
+ * background(0);
+ * ambientLight(100);
+ * pointLight(250, 250, 250, 100, 100, 0);
+ * ambientMaterial(250);
+ * sphere(200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.ambientMaterial = function(v1, v2, v3, a) {
+ var gl = this._renderer.GL;
+ var shaderProgram =
+ this._renderer._getShader('lightVert', 'lightTextureFrag');
+
+ gl.useProgram(shaderProgram);
+ shaderProgram.uMaterialColor = gl.getUniformLocation(
+ shaderProgram, 'uMaterialColor' );
+
+ var color = this._renderer._pInst.color.apply(
+ this._renderer._pInst, arguments);
+ var colors = color._array;
+
+ gl.uniform4f(shaderProgram.uMaterialColor,
+ colors[0], colors[1], colors[2], colors[3]);
+
+ shaderProgram.uSpecular = gl.getUniformLocation(
+ shaderProgram, 'uSpecular' );
+ gl.uniform1i(shaderProgram.uSpecular, false);
+
+ gl.uniform1i(gl.getUniformLocation(shaderProgram, 'isTexture'), false);
+
+ return this;
+};
+
+/**
+ * Specular material for geometry with a given color
+ * @method specularMaterial
+ * @param {Number|Array|String|p5.Color} v1 gray value,
+ * red or hue value (depending on the current color mode),
+ * or color Array, or CSS color string
+ * @param {Number} [v2] optional: green or saturation value
+ * @param {Number} [v3] optional: blue or brightness value
+ * @param {Number} [a] optional: opacity
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ * function draw(){
+ * background(0);
+ * ambientLight(100);
+ * pointLight(250, 250, 250, 100, 100, 0);
+ * specularMaterial(250);
+ * sphere(200);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.specularMaterial = function(v1, v2, v3, a) {
+ var gl = this._renderer.GL;
+ var shaderProgram =
+ this._renderer._getShader('lightVert', 'lightTextureFrag');
+ gl.uniform1i(gl.getUniformLocation(shaderProgram, 'isTexture'), false);
+ gl.useProgram(shaderProgram);
+ shaderProgram.uMaterialColor = gl.getUniformLocation(
+ shaderProgram, 'uMaterialColor' );
+
+ var color = this._renderer._pInst.color.apply(
+ this._renderer._pInst, arguments);
+ var colors = color._array;
+
+ gl.uniform4f(shaderProgram.uMaterialColor,
+ colors[0], colors[1], colors[2], colors[3]);
+
+ shaderProgram.uSpecular = gl.getUniformLocation(
+ shaderProgram, 'uSpecular' );
+ gl.uniform1i(shaderProgram.uSpecular, true);
+
+ return this;
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],34:[function(_dereq_,module,exports){
+//some of the functions are adjusted from Three.js(http://threejs.org)
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * p5 Geometry3D class
+ */
+p5.Geometry3D = function(){
+ //an array holding every vertice
+ //each vertex is a p5.Vector
+ this.vertices = [];
+ //an array holding each normals for each vertice
+ //each normal is a p5.Vector
+ this.vertexNormals = [];
+ //an array holding each three indecies of vertices that form a face
+ //[[0, 1, 2], [1, 2, 3], ...]
+ this.faces = [];
+ //an array holding every noraml for each face
+ //each faceNormal is a p5.Vector
+ //[[p5.Vector, p5.Vector, p5.Vector],[p5.Vector, p5.Vector, p5.Vector],...]
+ this.faceNormals = [];
+ //an array of array holding uvs (group according to faces)
+ //[[[0, 0], [1, 0], [1, 0]],...]
+ this.uvs = [];
+};
+
+/**
+ * generate geometriy with parametric method
+ * @param {Function} func callback function for how to generate geometry
+ * @param {Number} detailX number of vertices on horizontal surface
+ * @param {Number} detailY number of vertices on horizontal surface
+ * @param {Number} offset offset of vertices index
+ */
+p5.Geometry3D.prototype.parametricGeometry = function
+//@TODO: put func as the last parameters
+(func, detailX, detailY, offset){
+
+ var i, j, p;
+ var u, v;
+ offset = offset || 0;
+ this.detailX = detailX;
+ this.detailY = detailY;
+
+ var sliceCount = detailX + 1;
+ for (i = 0; i <= detailY; i++){
+ v = i / detailY;
+ for (j = 0; j <= detailX; j++){
+ u = j / detailX;
+ p = func(u, v);
+ this.vertices.push(p);
+ }
+ }
+
+ var a, b, c, d;
+ var uva, uvb, uvc, uvd;
+
+ for (i = 0; i < detailY; i++){
+ for (j = 0; j < detailX; j++){
+ a = i * sliceCount + j + offset;
+ b = i * sliceCount + j + 1 + offset;
+ c = (i + 1)* sliceCount + j + 1 + offset;
+ d = (i + 1)* sliceCount + j + offset;
+
+ uva = [j/detailX, i/detailY];
+ uvb = [(j + 1)/ detailX, i/detailY];
+ uvc = [(j + 1)/ detailX, (i + 1)/detailY];
+ uvd = [j/detailX, (i + 1)/detailY];
+
+ this.faces.push([a, b, d]);
+ this.uvs.push([uva, uvb, uvd]);
+
+ this.faces.push([b, c, d]);
+ this.uvs.push([uvb, uvc, uvd]);
+ }
+ }
+};
+
+/**
+ * compute faceNormals for a geometry
+ */
+p5.Geometry3D.prototype.computeFaceNormals = function(){
+
+ var cb = new p5.Vector();
+ var ab = new p5.Vector();
+
+ for (var f = 0; f < this.faces.length; f++){
+ var face = this.faces[f];
+ var vA = this.vertices[face[0]];
+ var vB = this.vertices[face[1]];
+ var vC = this.vertices[face[2]];
+
+ p5.Vector.sub(vC, vB, cb);
+ p5.Vector.sub(vA, vB, ab);
+
+ var normal = p5.Vector.cross(ab, cb);
+ normal.normalize();
+ normal.mult(-1);
+ this.faceNormals[f] = normal;
+ }
+
+};
+
+/**
+ * compute vertexNormals for a geometry
+ */
+p5.Geometry3D.prototype.computeVertexNormals = function (){
+
+ var v, f, face, faceNormal, vertices;
+ var vertexNormals = [];
+
+ vertices = new Array(this.vertices.length);
+ for (v = 0; v < this.vertices.length; v++) {
+ vertices[v] = new p5.Vector();
+ }
+
+ for (f = 0; f < this.faces.length; f++) {
+ face = this.faces[f];
+ faceNormal = this.faceNormals[f];
+
+ vertices[face[0]].add(faceNormal);
+ vertices[face[1]].add(faceNormal);
+ vertices[face[2]].add(faceNormal);
+ }
+
+ for (v = 0; v < this.vertices.length; v++) {
+ vertices[v].normalize();
+ }
+
+ for (f = 0; f < this.faces.length; f++) {
+ face = this.faces[f];
+ vertexNormals[f] = [];
+ vertexNormals[f][0]= vertices[face[0]].copy();
+ vertexNormals[f][1]= vertices[face[1]].copy();
+ vertexNormals[f][2]= vertices[face[2]].copy();
+ }
+
+ for (f = 0; f < this.faces.length; f++){
+ face = this.faces[f];
+ faceNormal = this.faceNormals[f];
+ this.vertexNormals[face[0]] = vertexNormals[f][0];
+ this.vertexNormals[face[1]] = vertexNormals[f][1];
+ this.vertexNormals[face[2]] = vertexNormals[f][2];
+ }
+
+};
+
+p5.Geometry3D.prototype.averageNormals = function() {
+
+ for(var i = 0; i <= this.detailY; i++){
+ var offset = this.detailX + 1;
+ var temp = p5.Vector
+ .add(this.vertexNormals[i*offset],
+ this.vertexNormals[i*offset + this.detailX]);
+ temp = p5.Vector.div(temp, 2);
+ this.vertexNormals[i*offset] = temp;
+ this.vertexNormals[i*offset + this.detailX] = temp;
+ }
+};
+
+p5.Geometry3D.prototype.averagePoleNormals = function() {
+
+ //average the north pole
+ var sum = new p5.Vector(0, 0, 0);
+ for(var i = 0; i < this.detailX; i++){
+ sum.add(this.vertexNormals[i]);
+ }
+ sum = p5.Vector.div(sum, this.detailX);
+
+ for(i = 0; i < this.detailX; i++){
+ this.vertexNormals[i] = sum;
+ }
+
+ //average the south pole
+ sum = new p5.Vector(0, 0, 0);
+ for(i = this.vertices.length - 1;
+ i > this.vertices.length - 1 - this.detailX; i--){
+ sum.add(this.vertexNormals[i]);
+ }
+ sum = p5.Vector.div(sum, this.detailX);
+
+ for(i = this.vertices.length - 1;
+ i > this.vertices.length - 1 - this.detailX; i--){
+ this.vertexNormals[i] = sum;
+ }
+};
+
+/**
+ * [generateUV description]
+ * @param {Array} faces [description]
+ * @param {Array} uvs [description]
+ */
+p5.Geometry3D.prototype.generateUV = function(faces, uvs){
+
+ faces = flatten(faces);
+ uvs = flatten(uvs);
+ var arr = [];
+ faces.forEach(function(item, index){
+ arr[item] = uvs[index];
+ });
+ return flatten(arr);
+};
+
+
+/**
+ * generate an object containing information needed to create buffer
+ */
+p5.Geometry3D.prototype.generateObj = function(average, sphere){
+
+ this.computeFaceNormals();
+ this.computeVertexNormals();
+
+ if(average){
+ this.averageNormals();
+ }
+
+ if(sphere){
+ this.averagePoleNormals();
+ }
+
+ var obj = {
+ vertices: turnVectorArrayIntoNumberArray(this.vertices),
+ vertexNormals: turnVectorArrayIntoNumberArray(this.vertexNormals),
+ uvs: this.generateUV(this.faces, this.uvs),
+ faces: flatten(this.faces),
+ len: this.faces.length * 3
+ };
+ return obj;
+};
+
+/**
+ * turn a two dimensional array into one dimensional array
+ * @param {Array} arr 2-dimensional array
+ * @return {Array} 1-dimensional array
+ * [[1, 2, 3],[4, 5, 6]] -> [1, 2, 3, 4, 5, 6]
+ */
+function flatten(arr){
+ return arr.reduce(function(a, b){
+ return a.concat(b);
+ });
+}
+
+/**
+ * turn an array of Vector into a one dimensional array of numbers
+ * @param {Array} arr an array of p5.Vector
+ * @return {Array]} a one dimensional array of numbers
+ * [p5.Vector(1, 2, 3), p5.Vector(4, 5, 6)] ->
+ * [1, 2, 3, 4, 5, 6]
+ */
+function turnVectorArrayIntoNumberArray(arr){
+ return flatten(arr.map(function(item){
+ return [item.x, item.y, item.z];
+ }));
+}
+
+module.exports = p5.Geometry3D;
+},{"../core/core":48}],35:[function(_dereq_,module,exports){
+/**
+* @requires constants
+* @todo see methods below needing further implementation.
+* future consideration: implement SIMD optimizations
+* when browser compatibility becomes available
+* https://developer.mozilla.org/en-US/docs/Web/JavaScript/
+* Reference/Global_Objects/SIMD
+*/
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var polarGeometry = _dereq_('../math/polargeometry');
+var constants = _dereq_('../core/constants');
+var GLMAT_ARRAY_TYPE = (
+ typeof Float32Array !== 'undefined') ?
+ Float32Array : Array;
+
+/**
+ * A class to describe a 4x4 matrix
+ * for model and view matrix manipulation in the p5js webgl renderer.
+ * class p5.Matrix
+ * @constructor
+ * @param {Array} [mat4] array literal of our 4x4 matrix
+ */
+p5.Matrix = function() {
+ // This is how it comes in with createMatrix()
+ if(arguments[0] instanceof p5) {
+ // save reference to p5 if passed in
+ this.p5 = arguments[0];
+ this.mat4 = arguments[1] || new GLMAT_ARRAY_TYPE([
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+ ]);
+ // This is what we'll get with new p5.Matrix()
+ // a mat4 identity matrix
+ } else {
+ this.mat4 = arguments[0] || new GLMAT_ARRAY_TYPE([
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+ ]);
+ }
+ return this;
+};
+
+/**
+ * Sets the x, y, and z component of the vector using two or three separate
+ * variables, the data from a p5.Matrix, or the values from a float array.
+ *
+ * @param {p5.Matrix|Array} [inMatrix] the input p5.Matrix or
+ * an Array of length 16
+ */
+p5.Matrix.prototype.set = function (inMatrix) {
+ if (inMatrix instanceof p5.Matrix) {
+ this.mat4 = inMatrix.mat4;
+ return this;
+ }
+ else if (inMatrix instanceof GLMAT_ARRAY_TYPE) {
+ this.mat4 = inMatrix;
+ return this;
+ }
+ return this;
+};
+
+/**
+ * Gets a copy of the vector, returns a p5.Matrix object.
+ *
+ * @return {p5.Matrix} the copy of the p5.Matrix object
+ */
+p5.Matrix.prototype.get = function () {
+ return new p5.Matrix(this.mat4);
+};
+
+/**
+ * return a copy of a matrix
+ * @return {p5.Matrix} the result matrix
+ */
+p5.Matrix.prototype.copy = function(){
+ var copied = new p5.Matrix();
+ copied.mat4[0] = this.mat4[0];
+ copied.mat4[1] = this.mat4[1];
+ copied.mat4[2] = this.mat4[2];
+ copied.mat4[3] = this.mat4[3];
+ copied.mat4[4] = this.mat4[4];
+ copied.mat4[5] = this.mat4[5];
+ copied.mat4[6] = this.mat4[6];
+ copied.mat4[7] = this.mat4[7];
+ copied.mat4[8] = this.mat4[8];
+ copied.mat4[9] = this.mat4[9];
+ copied.mat4[10] = this.mat4[10];
+ copied.mat4[11] = this.mat4[11];
+ copied.mat4[12] = this.mat4[12];
+ copied.mat4[13] = this.mat4[13];
+ copied.mat4[14] = this.mat4[14];
+ copied.mat4[15] = this.mat4[15];
+ return copied;
+};
+
+/**
+ * return an identity matrix
+ * @return {p5.Matrix} the result matrix
+ */
+p5.Matrix.identity = function(){
+ return new p5.Matrix();
+};
+
+/**
+ * transpose according to a given matrix
+ * @param {p5.Matrix | Typed Array} a the matrix to be based on to transpose
+ * @return {p5.Matrix} this
+ */
+p5.Matrix.prototype.transpose = function(a){
+ var a01, a02, a03, a12, a13, a23;
+ if(a instanceof p5.Matrix){
+ a01 = a.mat4[1];
+ a02 = a.mat4[2];
+ a03 = a.mat4[3];
+ a12 = a.mat4[6];
+ a13 = a.mat4[7];
+ a23 = a.mat4[11];
+
+ this.mat4[0] = a.mat4[0];
+ this.mat4[1] = a.mat4[4];
+ this.mat4[2] = a.mat4[8];
+ this.mat4[3] = a.mat4[12];
+ this.mat4[4] = a01;
+ this.mat4[5] = a.mat4[5];
+ this.mat4[6] = a.mat4[9];
+ this.mat4[7] = a.mat4[13];
+ this.mat4[8] = a02;
+ this.mat4[9] = a12;
+ this.mat4[10] = a.mat4[10];
+ this.mat4[11] = a.mat4[14];
+ this.mat4[12] = a03;
+ this.mat4[13] = a13;
+ this.mat4[14] = a23;
+ this.mat4[15] = a.mat4[15];
+
+ }else if(a instanceof GLMAT_ARRAY_TYPE){
+ a01 = a[1];
+ a02 = a[2];
+ a03 = a[3];
+ a12 = a[6];
+ a13 = a[7];
+ a23 = a[11];
+
+ this.mat4[0] = a[0];
+ this.mat4[1] = a[4];
+ this.mat4[2] = a[8];
+ this.mat4[3] = a[12];
+ this.mat4[4] = a01;
+ this.mat4[5] = a[5];
+ this.mat4[6] = a[9];
+ this.mat4[7] = a[13];
+ this.mat4[8] = a02;
+ this.mat4[9] = a12;
+ this.mat4[10] = a[10];
+ this.mat4[11] = a[14];
+ this.mat4[12] = a03;
+ this.mat4[13] = a13;
+ this.mat4[14] = a23;
+ this.mat4[15] = a[15];
+ }
+ return this;
+};
+
+/**
+ * invert matrix according to a give matrix
+ * @param {p5.Matrix or Typed Array} a the matrix to be based on to invert
+ * @return {p5.Matrix} this
+ */
+p5.Matrix.prototype.invert = function(a){
+ var a00, a01, a02, a03, a10, a11, a12, a13,
+ a20, a21, a22, a23, a30, a31, a32, a33;
+ if(a instanceof p5.Matrix){
+ a00 = a.mat4[0];
+ a01 = a.mat4[1];
+ a02 = a.mat4[2];
+ a03 = a.mat4[3];
+ a10 = a.mat4[4];
+ a11 = a.mat4[5];
+ a12 = a.mat4[6];
+ a13 = a.mat4[7];
+ a20 = a.mat4[8];
+ a21 = a.mat4[9];
+ a22 = a.mat4[10];
+ a23 = a.mat4[11];
+ a30 = a.mat4[12];
+ a31 = a.mat4[13];
+ a32 = a.mat4[14];
+ a33 = a.mat4[15];
+ }else if(a instanceof GLMAT_ARRAY_TYPE){
+ a00 = a[0];
+ a01 = a[1];
+ a02 = a[2];
+ a03 = a[3];
+ a10 = a[4];
+ a11 = a[5];
+ a12 = a[6];
+ a13 = a[7];
+ a20 = a[8];
+ a21 = a[9];
+ a22 = a[10];
+ a23 = a[11];
+ a30 = a[12];
+ a31 = a[13];
+ a32 = a[14];
+ a33 = a[15];
+ }
+ var b00 = a00 * a11 - a01 * a10,
+ b01 = a00 * a12 - a02 * a10,
+ b02 = a00 * a13 - a03 * a10,
+ b03 = a01 * a12 - a02 * a11,
+ b04 = a01 * a13 - a03 * a11,
+ b05 = a02 * a13 - a03 * a12,
+ b06 = a20 * a31 - a21 * a30,
+ b07 = a20 * a32 - a22 * a30,
+ b08 = a20 * a33 - a23 * a30,
+ b09 = a21 * a32 - a22 * a31,
+ b10 = a21 * a33 - a23 * a31,
+ b11 = a22 * a33 - a23 * a32,
+
+ // Calculate the determinant
+ det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 -
+ b04 * b07 + b05 * b06;
+
+ if (!det) {
+ return null;
+ }
+ det = 1.0 / det;
+
+ this.mat4[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
+ this.mat4[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
+ this.mat4[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
+ this.mat4[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
+ this.mat4[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
+ this.mat4[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
+ this.mat4[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
+ this.mat4[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
+ this.mat4[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
+ this.mat4[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
+ this.mat4[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
+ this.mat4[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
+ this.mat4[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
+ this.mat4[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
+ this.mat4[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
+ this.mat4[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
+
+ return this;
+};
+
+/**
+ * inspired by Toji's mat4 determinant
+ * @return {Number} Determinant of our 4x4 matrix
+ */
+p5.Matrix.prototype.determinant = function(){
+ var d00 = (this.mat4[0] * this.mat4[5]) - (this.mat4[1] * this.mat4[4]),
+ d01 = (this.mat4[0] * this.mat4[6]) - (this.mat4[2] * this.mat4[4]),
+ d02 = (this.mat4[0] * this.mat4[7]) - (this.mat4[3] * this.mat4[4]),
+ d03 = (this.mat4[1] * this.mat4[6]) - (this.mat4[2] * this.mat4[5]),
+ d04 = (this.mat4[1] * this.mat4[7]) - (this.mat4[3] * this.mat4[5]),
+ d05 = (this.mat4[2] * this.mat4[7]) - (this.mat4[3] * this.mat4[6]),
+ d06 = (this.mat4[8] * this.mat4[13]) - (this.mat4[9] * this.mat4[12]),
+ d07 = (this.mat4[8] * this.mat4[14]) - (this.mat4[10] * this.mat4[12]),
+ d08 = (this.mat4[8] * this.mat4[15]) - (this.mat4[11] * this.mat4[12]),
+ d09 = (this.mat4[9] * this.mat4[14]) - (this.mat4[10] * this.mat4[13]),
+ d10 = (this.mat4[9] * this.mat4[15]) - (this.mat4[11] * this.mat4[13]),
+ d11 = (this.mat4[10] * this.mat4[15]) - (this.mat4[11] * this.mat4[14]);
+
+ // Calculate the determinant
+ return d00 * d11 - d01 * d10 + d02 * d09 +
+ d03 * d08 - d04 * d07 + d05 * d06;
+};
+
+/**
+ * multiply two mat4s
+ * @param {p5.Matrix | Array} multMatrix The matrix we want to multiply by
+ * @return {p5.Matrix} this
+ */
+p5.Matrix.prototype.mult = function(multMatrix){
+ var _dest = new GLMAT_ARRAY_TYPE(16);
+ var _src = new GLMAT_ARRAY_TYPE(16);
+
+ if(multMatrix instanceof p5.Matrix) {
+ _src = multMatrix.mat4;
+ }
+ else if(multMatrix instanceof GLMAT_ARRAY_TYPE){
+ _src = multMatrix;
+ }
+
+ // each row is used for the multiplier
+ var b0 = this.mat4[0], b1 = this.mat4[1],
+ b2 = this.mat4[2], b3 = this.mat4[3];
+ _dest[0] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
+ _dest[1] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
+ _dest[2] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
+ _dest[3] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
+
+ b0 = this.mat4[4];
+ b1 = this.mat4[5];
+ b2 = this.mat4[6];
+ b3 = this.mat4[7];
+ _dest[4] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
+ _dest[5] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
+ _dest[6] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
+ _dest[7] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
+
+ b0 = this.mat4[8];
+ b1 = this.mat4[9];
+ b2 = this.mat4[10];
+ b3 = this.mat4[11];
+ _dest[8] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
+ _dest[9] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
+ _dest[10] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
+ _dest[11] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
+
+ b0 = this.mat4[12];
+ b1 = this.mat4[13];
+ b2 = this.mat4[14];
+ b3 = this.mat4[15];
+ _dest[12] = b0*_src[0] + b1*_src[4] + b2*_src[8] + b3*_src[12];
+ _dest[13] = b0*_src[1] + b1*_src[5] + b2*_src[9] + b3*_src[13];
+ _dest[14] = b0*_src[2] + b1*_src[6] + b2*_src[10] + b3*_src[14];
+ _dest[15] = b0*_src[3] + b1*_src[7] + b2*_src[11] + b3*_src[15];
+
+ this.mat4 = _dest;
+
+ return this;
+};
+
+/**
+ * scales a p5.Matrix by scalars or a vector
+ * @param {p5.Vector | Array }
+ * vector to scale by
+ * @return {p5.Matrix} this
+ */
+p5.Matrix.prototype.scale = function() {
+ var x,y,z;
+ var args = new Array(arguments.length);
+ for(var i = 0; i < args.length; i++) {
+ args[i] = arguments[i];
+ }
+ //if our 1st arg is a type p5.Vector
+ if (args[0] instanceof p5.Vector){
+ x = args[0].x;
+ y = args[0].y;
+ z = args[0].z;
+ }
+ //otherwise if it's an array
+ else if (args[0] instanceof Array){
+ x = args[0][0];
+ y = args[0][1];
+ z = args[0][2];
+ }
+ var _dest = new GLMAT_ARRAY_TYPE(16);
+ _dest[0] = this.mat4[0] * x;
+ _dest[1] = this.mat4[1] * x;
+ _dest[2] = this.mat4[2] * x;
+ _dest[3] = this.mat4[3] * x;
+ _dest[4] = this.mat4[4] * y;
+ _dest[5] = this.mat4[5] * y;
+ _dest[6] = this.mat4[6] * y;
+ _dest[7] = this.mat4[7] * y;
+ _dest[8] = this.mat4[8] * z;
+ _dest[9] = this.mat4[9] * z;
+ _dest[10] = this.mat4[10] * z;
+ _dest[11] = this.mat4[11] * z;
+ _dest[12] = this.mat4[12];
+ _dest[13] = this.mat4[13];
+ _dest[14] = this.mat4[14];
+ _dest[15] = this.mat4[15];
+
+ this.mat4 = _dest;
+ return this;
+};
+
+/**
+ * rotate our Matrix around an axis by the given angle.
+ * @param {Number} a The angle of rotation in radians
+ * @param {p5.Vector | Array} axis the axis(es) to rotate around
+ * @return {p5.Matrix} this
+ * inspired by Toji's gl-matrix lib, mat4 rotation
+ */
+p5.Matrix.prototype.rotate = function(a, axis){
+ var x, y, z, _a, len;
+
+ if (this.p5) {
+ if (this.p5._angleMode === constants.DEGREES) {
+ _a = polarGeometry.degreesToRadians(a);
+ }
+ }
+ else {
+ _a = a;
+ }
+ if (axis instanceof p5.Vector) {
+ x = axis.x;
+ y = axis.y;
+ z = axis.z;
+ }
+ else if (axis instanceof Array) {
+ x = axis[0];
+ y = axis[1];
+ z = axis[2];
+ }
+
+ len = Math.sqrt(x * x + y * y + z * z);
+ x *= (1/len);
+ y *= (1/len);
+ z *= (1/len);
+
+ var a00 = this.mat4[0];
+ var a01 = this.mat4[1];
+ var a02 = this.mat4[2];
+ var a03 = this.mat4[3];
+ var a10 = this.mat4[4];
+ var a11 = this.mat4[5];
+ var a12 = this.mat4[6];
+ var a13 = this.mat4[7];
+ var a20 = this.mat4[8];
+ var a21 = this.mat4[9];
+ var a22 = this.mat4[10];
+ var a23 = this.mat4[11];
+
+ //sin,cos, and tan of respective angle
+ var sA = Math.sin(_a);
+ var cA = Math.cos(_a);
+ var tA = 1 - cA;
+ // Construct the elements of the rotation matrix
+ var b00 = x * x * tA + cA;
+ var b01 = y * x * tA + z * sA;
+ var b02 = z * x * tA - y * sA;
+ var b10 = x * y * tA - z * sA;
+ var b11 = y * y * tA + cA;
+ var b12 = z * y * tA + x * sA;
+ var b20 = x * z * tA + y * sA;
+ var b21 = y * z * tA - x * sA;
+ var b22 = z * z * tA + cA;
+
+ // rotation-specific matrix multiplication
+ this.mat4[0] = a00 * b00 + a10 * b01 + a20 * b02;
+ this.mat4[1] = a01 * b00 + a11 * b01 + a21 * b02;
+ this.mat4[2] = a02 * b00 + a12 * b01 + a22 * b02;
+ this.mat4[3] = a03 * b00 + a13 * b01 + a23 * b02;
+ this.mat4[4] = a00 * b10 + a10 * b11 + a20 * b12;
+ this.mat4[5] = a01 * b10 + a11 * b11 + a21 * b12;
+ this.mat4[6] = a02 * b10 + a12 * b11 + a22 * b12;
+ this.mat4[7] = a03 * b10 + a13 * b11 + a23 * b12;
+ this.mat4[8] = a00 * b20 + a10 * b21 + a20 * b22;
+ this.mat4[9] = a01 * b20 + a11 * b21 + a21 * b22;
+ this.mat4[10] = a02 * b20 + a12 * b21 + a22 * b22;
+ this.mat4[11] = a03 * b20 + a13 * b21 + a23 * b22;
+
+ return this;
+};
+
+/**
+ * @todo finish implementing this method!
+ * translates
+ * @param {Array} v vector to translate by
+ * @return {p5.Matrix} this
+ */
+p5.Matrix.prototype.translate = function(v){
+ var x = v[0],
+ y = v[1],
+ z = v[2] || 0;
+ this.mat4[12] =
+ this.mat4[0] * x +this.mat4[4] * y +this.mat4[8] * z +this.mat4[12];
+ this.mat4[13] =
+ this.mat4[1] * x +this.mat4[5] * y +this.mat4[9] * z +this.mat4[13];
+ this.mat4[14] =
+ this.mat4[2] * x +this.mat4[6] * y +this.mat4[10] * z +this.mat4[14];
+ this.mat4[15] =
+ this.mat4[3] * x +this.mat4[7] * y +this.mat4[11] * z +this.mat4[15];
+};
+
+p5.Matrix.prototype.rotateX = function(a){
+ this.rotate(a, [1,0,0]);
+};
+p5.Matrix.prototype.rotateY = function(a){
+ this.rotate(a, [0,1,0]);
+};
+p5.Matrix.prototype.rotateZ = function(a){
+ this.rotate(a, [0,0,1]);
+};
+
+/**
+ * sets the perspective matrix
+ * @param {Number} fovy [description]
+ * @param {Number} aspect [description]
+ * @param {Number} near near clipping plane
+ * @param {Number} far far clipping plane
+ * @return {void}
+ */
+p5.Matrix.prototype.perspective = function(fovy,aspect,near,far){
+
+ var f = 1.0 / Math.tan(fovy / 2),
+ nf = 1 / (near - far);
+
+ this.mat4[0] = f / aspect;
+ this.mat4[1] = 0;
+ this.mat4[2] = 0;
+ this.mat4[3] = 0;
+ this.mat4[4] = 0;
+ this.mat4[5] = f;
+ this.mat4[6] = 0;
+ this.mat4[7] = 0;
+ this.mat4[8] = 0;
+ this.mat4[9] = 0;
+ this.mat4[10] = (far + near) * nf;
+ this.mat4[11] = -1;
+ this.mat4[12] = 0;
+ this.mat4[13] = 0;
+ this.mat4[14] = (2 * far * near) * nf;
+ this.mat4[15] = 0;
+
+ return this;
+
+};
+
+/**
+ * sets the ortho matrix
+ * @param {Number} left [description]
+ * @param {Number} right [description]
+ * @param {Number} bottom [description]
+ * @param {Number} top [description]
+ * @param {Number} near near clipping plane
+ * @param {Number} far far clipping plane
+ * @return {void}
+ */
+p5.Matrix.prototype.ortho = function(left,right,bottom,top,near,far){
+
+ var lr = 1 / (left - right),
+ bt = 1 / (bottom - top),
+ nf = 1 / (near - far);
+ this.mat4[0] = -2 * lr;
+ this.mat4[1] = 0;
+ this.mat4[2] = 0;
+ this.mat4[3] = 0;
+ this.mat4[4] = 0;
+ this.mat4[5] = -2 * bt;
+ this.mat4[6] = 0;
+ this.mat4[7] = 0;
+ this.mat4[8] = 0;
+ this.mat4[9] = 0;
+ this.mat4[10] = 2 * nf;
+ this.mat4[11] = 0;
+ this.mat4[12] = (left + right) * lr;
+ this.mat4[13] = (top + bottom) * bt;
+ this.mat4[14] = (far + near) * nf;
+ this.mat4[15] = 1;
+
+ return this;
+};
+
+/**
+ * PRIVATE
+ */
+// matrix methods adapted from:
+// https://developer.mozilla.org/en-US/docs/Web/WebGL/
+// gluPerspective
+//
+// function _makePerspective(fovy, aspect, znear, zfar){
+// var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
+// var ymin = -ymax;
+// var xmin = ymin * aspect;
+// var xmax = ymax * aspect;
+// return _makeFrustum(xmin, xmax, ymin, ymax, znear, zfar);
+// }
+
+////
+//// glFrustum
+////
+//function _makeFrustum(left, right, bottom, top, znear, zfar){
+// var X = 2*znear/(right-left);
+// var Y = 2*znear/(top-bottom);
+// var A = (right+left)/(right-left);
+// var B = (top+bottom)/(top-bottom);
+// var C = -(zfar+znear)/(zfar-znear);
+// var D = -2*zfar*znear/(zfar-znear);
+// var frustrumMatrix =[
+// X, 0, A, 0,
+// 0, Y, B, 0,
+// 0, 0, C, D,
+// 0, 0, -1, 0
+//];
+//return frustrumMatrix;
+// }
+
+// function _setMVPMatrices(){
+////an identity matrix
+////@TODO use the p5.Matrix class to abstract away our MV matrices and
+///other math
+//var _mvMatrix =
+//[
+// 1.0,0.0,0.0,0.0,
+// 0.0,1.0,0.0,0.0,
+// 0.0,0.0,1.0,0.0,
+// 0.0,0.0,0.0,1.0
+//];
+
+module.exports = p5.Matrix;
+},{"../core/constants":47,"../core/core":48,"../math/polargeometry":77}],36:[function(_dereq_,module,exports){
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var shader = _dereq_('./shader');
+_dereq_('../core/p5.Renderer');
+_dereq_('./p5.Matrix');
+var uMVMatrixStack = [];
+var RESOLUTION = 1000;
+
+//@TODO should probably implement an override for these attributes
+var attributes = {
+ alpha: true,
+ depth: true,
+ stencil: true,
+ antialias: false,
+ premultipliedAlpha: false,
+ preserveDrawingBuffer: false
+};
+
+/**
+ * 3D graphics class. Can also be used as an off-screen graphics buffer.
+ * A p5.Renderer3D object can be constructed
+ *
+ */
+p5.Renderer3D = function(elt, pInst, isMainCanvas) {
+ p5.Renderer.call(this, elt, pInst, isMainCanvas);
+
+ try {
+ this.drawingContext = this.canvas.getContext('webgl', attributes) ||
+ this.canvas.getContext('experimental-webgl', attributes);
+ if (this.drawingContext === null) {
+ throw new Error('Error creating webgl context');
+ } else {
+ console.log('p5.Renderer3D: enabled webgl context');
+ }
+ } catch (er) {
+ throw new Error(er);
+ }
+
+ this.isP3D = true; //lets us know we're in 3d mode
+ this.GL = this.drawingContext;
+ var gl = this.GL;
+ gl.clearColor(1.0, 1.0, 1.0, 1.0); //background is initialized white
+ gl.clearDepth(1);
+ gl.enable(gl.DEPTH_TEST);
+ gl.depthFunc(gl.LEQUAL);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
+ this._init();
+ return this;
+};
+
+p5.Renderer3D.prototype = Object.create(p5.Renderer.prototype);
+
+p5.Renderer3D.prototype._applyDefaults = function() {
+ return this;
+};
+
+//////////////////////////////////////////////
+// Setting
+//////////////////////////////////////////////
+
+p5.Renderer3D.prototype._init = function(first_argument) {
+ var gl = this.GL;
+ //for our default matrices
+ this.initMatrix();
+ this.initHash();
+ //for immedidate mode
+ this.verticeStack = [];
+ this.verticeBuffer = gl.createBuffer();
+ this.colorBuffer = gl.createBuffer();
+ //for camera
+ this._setCamera = false;
+ //for counting lights
+ this.ambientLightCount = 0;
+ this.directionalLightCount = 0;
+ this.pointLightCount = 0;
+};
+
+p5.Renderer3D.prototype._update = function() {
+ this.resetMatrix();
+ this.translate(0, 0, -800);
+ this.ambientLightCount = 0;
+ this.directionalLightCount = 0;
+ this.pointLightCount = 0;
+ this.verticeStack = [];
+};
+
+/**
+ * [resize description]
+ * @param {[type]} w [description]
+ * @param {[tyoe]} h [description]
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.resize = function(w,h) {
+ var gl = this.GL;
+ p5.Renderer.prototype.resize.call(this, w, h);
+ gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
+};
+
+/**
+ * [background description]
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.background = function() {
+ var gl = this.GL;
+ var _col = this._pInst.color.apply(this._pInst, arguments);
+ // gl.clearColor(0.0,0.0,0.0,1.0);
+ var _r = (_col.levels[0]) / 255;
+ var _g = (_col.levels[1]) / 255;
+ var _b = (_col.levels[2]) / 255;
+ var _a = (_col.levels[3]) / 255;
+ gl.clearColor(_r, _g, _b, _a);
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+};
+
+//@TODO implement this
+// p5.Renderer3D.prototype.clear = function() {
+//@TODO
+// };
+
+//////////////////////////////////////////////
+// SHADER
+//////////////////////////////////////////////
+
+/**
+ * [initShaders description]
+ * @param {[type]} vertId [description]
+ * @param {[type]} fragId [description]
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.initShaders = function(vertId, fragId, immediateMode) {
+ var gl = this.GL;
+ //set up our default shaders by:
+ // 1. create the shader,
+ // 2. load the shader source,
+ // 3. compile the shader
+ var _vertShader = gl.createShader(gl.VERTEX_SHADER);
+ //load in our default vertex shader
+ gl.shaderSource(_vertShader, shader[vertId]);
+ gl.compileShader(_vertShader);
+ // if our vertex shader failed compilation?
+ if (!gl.getShaderParameter(_vertShader, gl.COMPILE_STATUS)) {
+ alert('Yikes! An error occurred compiling the shaders:' +
+ gl.getShaderInfoLog(_vertShader));
+ return null;
+ }
+
+ var _fragShader = gl.createShader(gl.FRAGMENT_SHADER);
+ //load in our material frag shader
+ gl.shaderSource(_fragShader, shader[fragId]);
+ gl.compileShader(_fragShader);
+ // if our frag shader failed compilation?
+ if (!gl.getShaderParameter(_fragShader, gl.COMPILE_STATUS)) {
+ alert('Darn! An error occurred compiling the shaders:' +
+ gl.getShaderInfoLog(_fragShader));
+ return null;
+ }
+
+ var shaderProgram = gl.createProgram();
+ gl.attachShader(shaderProgram, _vertShader);
+ gl.attachShader(shaderProgram, _fragShader);
+ gl.linkProgram(shaderProgram);
+ if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
+ alert('Snap! Error linking shader program');
+ }
+ //END SHADERS SETUP
+
+ this._getLocation(shaderProgram, immediateMode);
+
+ return shaderProgram;
+};
+
+p5.Renderer3D.prototype._getLocation = function(shaderProgram, immediateMode) {
+ var gl = this.GL;
+ gl.useProgram(shaderProgram);
+ shaderProgram.uResolution =
+ gl.getUniformLocation(shaderProgram, 'uResolution');
+ gl.uniform1f(shaderProgram.uResolution, RESOLUTION);
+
+ //vertex position Attribute
+ shaderProgram.vertexPositionAttribute =
+ gl.getAttribLocation(shaderProgram, 'aPosition');
+ gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
+
+ //projection Matrix uniform
+ shaderProgram.uPMatrixUniform =
+ gl.getUniformLocation(shaderProgram, 'uProjectionMatrix');
+ //model view Matrix uniform
+ shaderProgram.uMVMatrixUniform =
+ gl.getUniformLocation(shaderProgram, 'uModelViewMatrix');
+
+ //@TODO: figure out a better way instead of if statement
+ if(immediateMode === undefined){
+ //vertex normal Attribute
+ shaderProgram.vertexNormalAttribute =
+ gl.getAttribLocation(shaderProgram, 'aNormal');
+ gl.enableVertexAttribArray(shaderProgram.vertexNormalAttribute);
+
+ //normal Matrix uniform
+ shaderProgram.uNMatrixUniform =
+ gl.getUniformLocation(shaderProgram, 'uNormalMatrix');
+
+ //texture coordinate Attribute
+ shaderProgram.textureCoordAttribute =
+ gl.getAttribLocation(shaderProgram, 'aTexCoord');
+ gl.enableVertexAttribArray(shaderProgram.textureCoordAttribute);
+
+ shaderProgram.samplerUniform =
+ gl.getUniformLocation(shaderProgram, 'uSampler');
+ }
+};
+
+p5.Renderer3D.prototype.setMatrixUniforms = function(shaderKey) {
+ var gl = this.GL;
+ var shaderProgram = this.mHash[shaderKey];
+
+ gl.useProgram(shaderProgram);
+
+ gl.uniformMatrix4fv(
+ shaderProgram.uPMatrixUniform,
+ false, this.uPMatrix.mat4);
+
+ gl.uniformMatrix4fv(
+ shaderProgram.uMVMatrixUniform,
+ false, this.uMVMatrix.mat4);
+
+ this.uNMatrix = new p5.Matrix();
+ this.uNMatrix.invert(this.uMVMatrix);
+ this.uNMatrix.transpose(this.uNMatrix);
+
+ gl.uniformMatrix4fv(
+ shaderProgram.uNMatrixUniform,
+ false, this.uNMatrix.mat4);
+};
+//////////////////////////////////////////////
+// GET CURRENT | for shader and color
+//////////////////////////////////////////////
+p5.Renderer3D.prototype._getShader = function(vertId, fragId, immediateMode) {
+ var mId = vertId+ '|' + fragId;
+ //create it and put it into hashTable
+ if(!this.materialInHash(mId)){
+ var shaderProgram = this.initShaders(vertId, fragId, immediateMode);
+ this.mHash[mId] = shaderProgram;
+ }
+ this.curShaderId = mId;
+
+ return this.mHash[this.curShaderId];
+};
+
+p5.Renderer3D.prototype._getCurShaderId = function(){
+ //if it's not defined yet
+ if(this.curShaderId === undefined){
+ //default shader: normalMaterial()
+ var mId = 'normalVert|normalFrag';
+ var shaderProgram = this.initShaders('normalVert', 'normalFrag');
+ this.mHash[mId] = shaderProgram;
+ this.curShaderId = mId;
+ }
+
+ return this.curShaderId;
+};
+
+p5.Renderer3D.prototype._getCurColor = function() {
+ //default color: gray
+ if(this.curColor === undefined) {
+ this.curColor = [0.5, 0.5, 0.5, 1.0];
+ }
+ return this.curColor;
+};
+
+//////////////////////////////////////////////
+// HASH | for material and geometry
+//////////////////////////////////////////////
+
+p5.Renderer3D.prototype.initHash = function(){
+ this.gHash = {};
+ this.mHash = {};
+};
+
+p5.Renderer3D.prototype.geometryInHash = function(gId){
+ return this.gHash[gId] !== undefined;
+};
+
+p5.Renderer3D.prototype.materialInHash = function(mId){
+ return this.mHash[mId] !== undefined;
+};
+
+//////////////////////////////////////////////
+// MATRIX
+//////////////////////////////////////////////
+
+p5.Renderer3D.prototype.initMatrix = function(){
+ this.uMVMatrix = new p5.Matrix();
+ this.uPMatrix = new p5.Matrix();
+ this.uNMatrix = new p5.Matrix();
+};
+
+p5.Renderer3D.prototype.resetMatrix = function() {
+ this.uMVMatrix = p5.Matrix.identity();
+ //this.uPMatrix = p5.Matrix.identity();
+};
+
+//detect if user didn't set the camera
+//then call this function below
+p5.Renderer3D.prototype._setDefaultCamera = function(){
+ if(!this._setCamera){
+ var _w = this.width;
+ var _h = this.height;
+ this.uPMatrix = p5.Matrix.identity();
+ this.uPMatrix.perspective(60 / 180 * Math.PI, _w / _h, 0.1, 100);
+ this._setCamera = true;
+ }
+};
+
+/**
+ * [translate description]
+ * @param {[type]} x [description]
+ * @param {[type]} y [description]
+ * @param {[type]} z [description]
+ * @return {[type]} [description]
+ * @todo implement handle for components or vector as args
+ */
+p5.Renderer3D.prototype.translate = function(x, y, z) {
+ //@TODO: figure out how to fit the resolution
+ x = x / RESOLUTION;
+ y = -y / RESOLUTION;
+ z = z / RESOLUTION;
+ this.uMVMatrix.translate([x,y,z]);
+ return this;
+};
+
+/**
+ * Scales the Model View Matrix by a vector
+ * @param {Number | p5.Vector | Array} x [description]
+ * @param {Number} [y] y-axis scalar
+ * @param {Number} [z] z-axis scalar
+ * @return {this} [description]
+ */
+p5.Renderer3D.prototype.scale = function(x,y,z) {
+ this.uMVMatrix.scale([x,y,z]);
+ return this;
+};
+
+/**
+ * [rotate description]
+ * @param {Number} rad angle in radians
+ * @param {p5.Vector | Array} axis axis to rotate around
+ * @return {p5.Renderer3D} [description]
+ */
+p5.Renderer3D.prototype.rotate = function(rad, axis){
+ this.uMVMatrix.rotate(rad, axis);
+ return this;
+};
+
+/**
+ * [rotateX description]
+ * @param {Number} rad radians to rotate
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.rotateX = function(rad) {
+ this.uMVMatrix.rotateX(rad);
+ return this;
+};
+
+/**
+ * [rotateY description]
+ * @param {Number} rad rad radians to rotate
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.rotateY = function(rad) {
+ this.uMVMatrix.rotateY(rad);
+ return this;
+};
+
+/**
+ * [rotateZ description]
+ * @param {Number} rad rad radians to rotate
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.rotateZ = function(rad) {
+ this.uMVMatrix.rotateZ(rad);
+ return this;
+};
+
+/**
+ * pushes a copy of the model view matrix onto the
+ * MV Matrix stack.
+ * NOTE to self: could probably make this more readable
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.push = function() {
+ uMVMatrixStack.push(this.uMVMatrix.copy());
+};
+
+/**
+ * [pop description]
+ * @return {[type]} [description]
+ */
+p5.Renderer3D.prototype.pop = function() {
+ if (uMVMatrixStack.length === 0) {
+ throw new Error('Invalid popMatrix!');
+ }
+ this.uMVMatrix = uMVMatrixStack.pop();
+};
+
+module.exports = p5.Renderer3D;
+
+},{"../core/core":48,"../core/p5.Renderer":54,"./p5.Matrix":35,"./shader":38}],37:[function(_dereq_,module,exports){
+//retained mode is used by rendering 3d_primitives
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var hashCount = 0;
+
+/**
+ * createBuffer
+ * @param {String} gId key of the geometry object
+ * @param {Array} arr array holding bject containing geometry information
+ */
+p5.Renderer3D.prototype.createBuffer = function(gId, arr) {
+
+ hashCount ++;
+ if(hashCount > 1000){
+ var key = Object.keys(this.gHash)[0];
+ delete this.gHash[key];
+ hashCount --;
+ }
+
+ var gl = this.GL;
+ this.gHash[gId] = {};
+ this.gHash[gId].len = [];
+ this.gHash[gId].vertexBuffer = [];
+ this.gHash[gId].normalBuffer = [];
+ this.gHash[gId].uvBuffer = [];
+ this.gHash[gId].indexBuffer =[];
+
+ arr.forEach(function(obj){
+ this.gHash[gId].len.push(obj.len);
+ this.gHash[gId].vertexBuffer.push(gl.createBuffer());
+ this.gHash[gId].normalBuffer.push(gl.createBuffer());
+ this.gHash[gId].uvBuffer.push(gl.createBuffer());
+ this.gHash[gId].indexBuffer.push(gl.createBuffer());
+ }.bind(this));
+};
+
+/**
+ * initBuffer description
+ * @param {String} gId key of the geometry object
+ * @param {Array} arr array holding bject containing geometry information
+ */
+p5.Renderer3D.prototype.initBuffer = function(gId, arr) {
+ this._setDefaultCamera();
+ var gl = this.GL;
+ this.createBuffer(gId, arr);
+
+ var shaderProgram = this.mHash[this._getCurShaderId()];
+
+ arr.forEach(function(obj, i){
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].vertexBuffer[i]);
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array(obj.vertices), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(
+ shaderProgram.vertexPositionAttribute,
+ 3, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].normalBuffer[i]);
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array(obj.vertexNormals), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(
+ shaderProgram.vertexNormalAttribute,
+ 3, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].uvBuffer[i]);
+ gl.bufferData(
+ gl.ARRAY_BUFFER, new Float32Array(obj.uvs), gl.STATIC_DRAW);
+ gl.vertexAttribPointer(
+ shaderProgram.textureCoordAttribute,
+ 2, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.gHash[gId].indexBuffer[i]);
+ gl.bufferData
+ (gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(obj.faces), gl.STATIC_DRAW);
+ }.bind(this));
+};
+
+/**
+ * drawBuffer
+ * @param {String} gId key of the geometery object
+ */
+p5.Renderer3D.prototype.drawBuffer = function(gId) {
+ this._setDefaultCamera();
+ var gl = this.GL;
+ var shaderKey = this._getCurShaderId();
+ var shaderProgram = this.mHash[shaderKey];
+
+ this.gHash[gId].len.forEach(function(d, i){
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].vertexBuffer[i]);
+ gl.vertexAttribPointer(
+ shaderProgram.vertexPositionAttribute,
+ 3, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].normalBuffer[i]);
+ gl.vertexAttribPointer(
+ shaderProgram.vertexNormalAttribute,
+ 3, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.gHash[gId].uvBuffer[i]);
+ gl.vertexAttribPointer(
+ shaderProgram.textureCoordAttribute,
+ 2, gl.FLOAT, false, 0, 0);
+
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.gHash[gId].indexBuffer[i]);
+
+ this.setMatrixUniforms(shaderKey);
+
+ gl.drawElements(
+ gl.TRIANGLES, this.gHash[gId].len[i],
+ gl.UNSIGNED_SHORT, 0);
+ }.bind(this));
+};
+
+module.exports = p5.Renderer3D;
+},{"../core/core":48}],38:[function(_dereq_,module,exports){
+
+
+module.exports = {
+ vertexColorVert:
+ "attribute vec3 aPosition;\nattribute vec4 aVertexColor;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform float uResolution;\n\nvarying vec4 vColor;\n\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition / uResolution * vec3(1.0, -1.0, 1.0), 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vColor = aVertexColor;\n}",
+ vertexColorFrag:
+ "precision mediump float;\nvarying vec4 vColor;\nvoid main(void) {\n gl_FragColor = vColor;\n}",
+ normalVert:
+ "attribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat4 uNormalMatrix;\nuniform float uResolution;\n\nvarying vec3 vVertexNormal;\nvarying highp vec2 vVertTexCoord;\n\nvoid main(void) {\n vec4 positionVec4 = vec4(aPosition / uResolution, 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n vVertexNormal = vec3( uNormalMatrix * vec4( aNormal, 1.0 ) );\n vVertTexCoord = aTexCoord;\n}",
+ normalFrag:
+ "precision mediump float;\nvarying vec3 vVertexNormal;\nvoid main(void) {\n gl_FragColor = vec4(vVertexNormal, 1.0);\n}",
+ basicFrag:
+ "precision mediump float;\nvarying vec3 vVertexNormal;\nuniform vec4 uMaterialColor;\nvoid main(void) {\n gl_FragColor = uMaterialColor;\n}",
+ lightVert:
+ "attribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\nuniform mat4 uModelViewMatrix;\nuniform mat4 uProjectionMatrix;\nuniform mat4 uNormalMatrix;\nuniform float uResolution;\nuniform int uAmbientLightCount;\nuniform int uDirectionalLightCount;\nuniform int uPointLightCount;\n\nuniform vec3 uAmbientColor[8];\nuniform vec3 uLightingDirection[8];\nuniform vec3 uDirectionalColor[8];\nuniform vec3 uPointLightLocation[8];\nuniform vec3 uPointLightColor[8];\nuniform bool uSpecular;\n\nvarying vec3 vVertexNormal;\nvarying vec2 vVertTexCoord;\nvarying vec3 vLightWeighting;\n\nvec3 ambientLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 directionalLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 pointLightFactor = vec3(0.0, 0.0, 0.0);\nvec3 pointLightFactor2 = vec3(0.0, 0.0, 0.0);\n\nvoid main(void){\n\n vec4 positionVec4 = vec4(aPosition / uResolution, 1.0);\n gl_Position = uProjectionMatrix * uModelViewMatrix * positionVec4;\n\n vec3 vertexNormal = vec3( uNormalMatrix * vec4( aNormal, 1.0 ) );\n vVertexNormal = vertexNormal;\n vVertTexCoord = aTexCoord;\n\n vec4 mvPosition = uModelViewMatrix * vec4(aPosition / uResolution, 1.0);\n vec3 eyeDirection = normalize(-mvPosition.xyz);\n\n float shininess = 32.0;\n float specularFactor = 2.0;\n float diffuseFactor = 0.3;\n\n for(int i = 0; i < 8; i++){\n if(uAmbientLightCount == i) break;\n ambientLightFactor += uAmbientColor[i];\n }\n\n for(int j = 0; j < 8; j++){\n if(uDirectionalLightCount == j) break;\n vec3 dir = uLightingDirection[j];\n float directionalLightWeighting = max(dot(vertexNormal, dir), 0.0);\n directionalLightFactor += uDirectionalColor[j] * directionalLightWeighting;\n }\n\n for(int k = 0; k < 8; k++){\n if(uPointLightCount == k) break;\n vec3 loc = uPointLightLocation[k];\n //loc = loc / uResolution;\n vec3 lightDirection = normalize(loc - mvPosition.xyz);\n\n float directionalLightWeighting = max(dot(vertexNormal, lightDirection), 0.0);\n pointLightFactor += uPointLightColor[k] * directionalLightWeighting;\n\n //factor2 for specular\n vec3 reflectionDirection = reflect(-lightDirection, vertexNormal);\n float specularLightWeighting = pow(max(dot(reflectionDirection, eyeDirection), 0.0), shininess);\n\n pointLightFactor2 += uPointLightColor[k] * (specularFactor * specularLightWeighting\n + directionalLightWeighting * diffuseFactor);\n }\n \n if(!uSpecular){\n vLightWeighting = ambientLightFactor + directionalLightFactor + pointLightFactor;\n }else{\n vLightWeighting = ambientLightFactor + directionalLightFactor + pointLightFactor2;\n }\n\n}",
+ lightTextureFrag:
+ "precision mediump float;\n\nuniform vec4 uMaterialColor;\nuniform sampler2D uSampler;\nuniform bool isTexture;\n\nvarying vec3 vLightWeighting;\nvarying highp vec2 vVertTexCoord;\n\nvoid main(void) {\n if(!isTexture){\n gl_FragColor = vec4(vec3(uMaterialColor.rgb * vLightWeighting), uMaterialColor.a);\n }else{\n vec4 textureColor = texture2D(uSampler, vVertTexCoord);\n if(vLightWeighting == vec3(0., 0., 0.)){\n gl_FragColor = textureColor;\n }else{\n gl_FragColor = vec4(vec3(textureColor.rgb * vLightWeighting), textureColor.a); \n }\n }\n}"
+};
+},{}],39:[function(_dereq_,module,exports){
+
+'use strict';
+
+var p5 = _dereq_('./core/core');
+_dereq_('./color/p5.Color');
+_dereq_('./core/p5.Element');
+_dereq_('./typography/p5.Font');
+_dereq_('./core/p5.Graphics');
+_dereq_('./core/p5.Renderer2D');
+
+_dereq_('./image/p5.Image');
+_dereq_('./math/p5.Vector');
+_dereq_('./io/p5.TableRow');
+_dereq_('./io/p5.Table');
+
+_dereq_('./color/creating_reading');
+_dereq_('./color/setting');
+_dereq_('./core/constants');
+_dereq_('./utilities/conversion');
+_dereq_('./utilities/array_functions');
+_dereq_('./utilities/string_functions');
+_dereq_('./core/environment');
+_dereq_('./image/image');
+_dereq_('./image/loading_displaying');
+_dereq_('./image/pixels');
+_dereq_('./io/files');
+_dereq_('./events/keyboard');
+_dereq_('./events/acceleration'); //john
+_dereq_('./events/mouse');
+_dereq_('./utilities/time_date');
+_dereq_('./events/touch');
+_dereq_('./math/math');
+_dereq_('./math/calculation');
+_dereq_('./math/random');
+_dereq_('./math/noise');
+_dereq_('./math/trigonometry');
+_dereq_('./core/rendering');
+_dereq_('./core/2d_primitives');
+
+_dereq_('./core/attributes');
+_dereq_('./core/curves');
+_dereq_('./core/vertex');
+_dereq_('./core/structure');
+_dereq_('./core/transform');
+_dereq_('./typography/attributes');
+_dereq_('./typography/loading_displaying');
+
+_dereq_('./3d/p5.Renderer3D');
+_dereq_('./3d/p5.Geometry3D');
+_dereq_('./3d/retainedMode3D');
+_dereq_('./3d/immediateMode3D');
+_dereq_('./3d/3d_primitives');
+_dereq_('./3d/p5.Matrix');
+_dereq_('./3d/material');
+_dereq_('./3d/light');
+_dereq_('./3d/shader');
+_dereq_('./3d/camera');
+_dereq_('./3d/interaction');
+
+/**
+ * _globalInit
+ *
+ * TODO: ???
+ * if sketch is on window
+ * assume "global" mode
+ * and instantiate p5 automatically
+ * otherwise do nothing
+ *
+ * @return {Undefined}
+ */
+var _globalInit = function() {
+ if (!window.PHANTOMJS && !window.mocha) {
+ // If there is a setup or draw function on the window
+ // then instantiate p5 in "global" mode
+ if((window.setup && typeof window.setup === 'function') ||
+ (window.draw && typeof window.draw === 'function')) {
+ new p5();
+ }
+ }
+};
+
+// TODO: ???
+if (document.readyState === 'complete') {
+ _globalInit();
+} else {
+ window.addEventListener('load', _globalInit , false);
+}
+
+module.exports = p5;
+},{"./3d/3d_primitives":28,"./3d/camera":29,"./3d/immediateMode3D":30,"./3d/interaction":31,"./3d/light":32,"./3d/material":33,"./3d/p5.Geometry3D":34,"./3d/p5.Matrix":35,"./3d/p5.Renderer3D":36,"./3d/retainedMode3D":37,"./3d/shader":38,"./color/creating_reading":41,"./color/p5.Color":42,"./color/setting":43,"./core/2d_primitives":44,"./core/attributes":45,"./core/constants":47,"./core/core":48,"./core/curves":49,"./core/environment":50,"./core/p5.Element":52,"./core/p5.Graphics":53,"./core/p5.Renderer2D":55,"./core/rendering":56,"./core/structure":58,"./core/transform":59,"./core/vertex":60,"./events/acceleration":61,"./events/keyboard":62,"./events/mouse":63,"./events/touch":64,"./image/image":66,"./image/loading_displaying":67,"./image/p5.Image":68,"./image/pixels":69,"./io/files":70,"./io/p5.Table":71,"./io/p5.TableRow":72,"./math/calculation":73,"./math/math":74,"./math/noise":75,"./math/p5.Vector":76,"./math/random":78,"./math/trigonometry":79,"./typography/attributes":80,"./typography/loading_displaying":81,"./typography/p5.Font":82,"./utilities/array_functions":83,"./utilities/conversion":84,"./utilities/string_functions":85,"./utilities/time_date":86}],40:[function(_dereq_,module,exports){
+/**
+ * module Conversion
+ * submodule Color Conversion
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+/**
+ * Conversions adapted from <http://www.easyrgb.com/math.html>.
+ *
+ * In these functions, hue is always in the range [0,1); all other components
+ * are in the range [0,1]. 'Brightness' and 'value' are used interchangeably.
+ */
+
+var p5 = _dereq_('../core/core');
+p5.ColorConversion = {};
+
+/**
+ * Convert an HSBA array to HSLA.
+ */
+p5.ColorConversion._hsbaToHSLA = function(hsba) {
+ var hue = hsba[0];
+ var sat = hsba[1];
+ var val = hsba[2];
+
+ // Calculate lightness.
+ var li = (2 - sat) * val / 2;
+
+ // Convert saturation.
+ if (li !== 0) {
+ if (li === 1) {
+ sat = 0;
+ } else if (li < 0.5) {
+ sat = sat / (2 - sat);
+ } else {
+ sat = sat * val / (2 - li * 2);
+ }
+ }
+
+ // Hue and alpha stay the same.
+ return [hue, sat, li, hsba[3]];
+};
+
+/**
+ * Convert an HSBA array to RGBA.
+ */
+p5.ColorConversion._hsbaToRGBA = function(hsba) {
+ var hue = hsba[0] * 6; // We will split hue into 6 sectors.
+ var sat = hsba[1];
+ var val = hsba[2];
+
+ var RGBA = [];
+
+ if (sat === 0) {
+ RGBA = [val, val, val, hsba[3]]; // Return early if grayscale.
+ } else {
+ var sector = Math.floor(hue);
+ var tint1 = val * (1 - sat);
+ var tint2 = val * (1 - sat * (hue - sector));
+ var tint3 = val * (1 - sat * (1 + sector - hue));
+ var red, green, blue;
+ if (sector === 0) { // Red to yellow.
+ red = val;
+ green = tint3;
+ blue = tint1;
+ } else if (sector === 1) { // Yellow to green.
+ red = tint2;
+ green = val;
+ blue = tint1;
+ } else if (sector === 2) { // Green to cyan.
+ red = tint1;
+ green = val;
+ blue = tint3;
+ } else if (sector === 3) { // Cyan to blue.
+ red = tint1;
+ green = tint2;
+ blue = val;
+ } else if (sector === 4) { // Blue to magenta.
+ red = tint3;
+ green = tint1;
+ blue = val;
+ } else { // Magenta to red.
+ red = val;
+ green = tint1;
+ blue = tint2;
+ }
+ RGBA = [red, green, blue, hsba[3]];
+ }
+
+ return RGBA;
+};
+
+/**
+ * Convert an HSLA array to HSBA.
+ */
+p5.ColorConversion._hslaToHSBA = function(hsla) {
+ var hue = hsla[0];
+ var sat = hsla[1];
+ var li = hsla[2];
+
+ // Calculate brightness.
+ var val;
+ if (li < 0.5) {
+ val = (1 + sat) * li;
+ } else {
+ val = li + sat - li * sat;
+ }
+
+ // Convert saturation.
+ sat = 2 * (val - li) / val;
+
+ // Hue and alpha stay the same.
+ return [hue, sat, val, hsla[3]];
+};
+
+/**
+ * Convert an HSLA array to RGBA.
+ *
+ * We need to change basis from HSLA to something that can be more easily be
+ * projected onto RGBA. We will choose hue and brightness as our first two
+ * components, and pick a convenient third one ('zest') so that we don't need
+ * to calculate formal HSBA saturation.
+ */
+p5.ColorConversion._hslaToRGBA = function(hsla){
+ var hue = hsla[0] * 6; // We will split hue into 6 sectors.
+ var sat = hsla[1];
+ var li = hsla[2];
+
+ var RGBA = [];
+
+ if (sat === 0) {
+ RGBA = [li, li, li, hsla[3]]; // Return early if grayscale.
+ } else {
+
+ // Calculate brightness.
+ var val;
+ if (li < 0.5) {
+ val = (1 + sat) * li;
+ } else {
+ val = li + sat - li * sat;
+ }
+
+ // Define zest.
+ var zest = 2 * li - val;
+
+ // Implement projection (project onto green by default).
+ var hzvToRGB = function(hue, zest, val) {
+ if (hue < 0) { // Hue must wrap to allow projection onto red and blue.
+ hue += 6;
+ } else if (hue >= 6) {
+ hue -= 6;
+ }
+ if (hue < 1) { // Red to yellow (increasing green).
+ return (zest + (val - zest) * hue);
+ } else if (hue < 3) { // Yellow to cyan (greatest green).
+ return val;
+ } else if (hue < 4) { // Cyan to blue (decreasing green).
+ return (zest + (val - zest) * (4 - hue));
+ } else { // Blue to red (least green).
+ return zest;
+ }
+ };
+
+ // Perform projections, offsetting hue as necessary.
+ RGBA = [hzvToRGB(hue + 2, zest, val),
+ hzvToRGB(hue , zest, val),
+ hzvToRGB(hue - 2, zest, val),
+ hsla[3]];
+ }
+
+ return RGBA;
+};
+
+/**
+ * Convert an RGBA array to HSBA.
+ */
+p5.ColorConversion._rgbaToHSBA = function(rgba) {
+ var red = rgba[0];
+ var green = rgba[1];
+ var blue = rgba[2];
+
+ var val = Math.max(red, green, blue);
+ var chroma = val - Math.min(red, green, blue);
+
+ var hue, sat;
+ if (chroma === 0) { // Return early if grayscale.
+ hue = 0;
+ sat = 0;
+ }
+ else {
+ sat = chroma / val;
+ if (red === val) { // Magenta to yellow.
+ hue = (green - blue) / chroma;
+ } else if (green === val) { // Yellow to cyan.
+ hue = 2 + (blue - red) / chroma;
+ } else if (blue === val) { // Cyan to magenta.
+ hue = 4 + (red - green) / chroma;
+ }
+ if (hue < 0) { // Confine hue to the interval [0, 1).
+ hue += 6;
+ } else if (hue >= 6) {
+ hue -= 6;
+ }
+ }
+
+ return [hue / 6, sat, val, rgba[3]];
+};
+
+/**
+ * Convert an RGBA array to HSLA.
+ */
+p5.ColorConversion._rgbaToHSLA = function(rgba) {
+ var red = rgba[0];
+ var green = rgba[1];
+ var blue = rgba[2];
+
+ var val = Math.max(red, green, blue);
+ var min = Math.min(red, green, blue);
+ var li = val + min; // We will halve this later.
+ var chroma = val - min;
+
+ var hue, sat;
+ if (chroma === 0) { // Return early if grayscale.
+ hue = 0;
+ sat = 0;
+ } else {
+ if (li < 1) {
+ sat = chroma / li;
+ } else {
+ sat = chroma / (2 - chroma);
+ }
+ if (red === val) { // Magenta to yellow.
+ hue = (green - blue) / chroma;
+ } else if (green === val) { // Yellow to cyan.
+ hue = 2 + (blue - red) / chroma;
+ } else if (blue === val) { // Cyan to magenta.
+ hue = 4 + (red - green) / chroma;
+ }
+ if (hue < 0) { // Confine hue to the interval [0, 1).
+ hue += 6;
+ } else if (hue >= 6) {
+ hue -= 6;
+ }
+ }
+
+ return [hue / 6, sat, li / 2, rgba[3]];
+};
+
+module.exports = p5.ColorConversion;
+
+},{"../core/core":48}],41:[function(_dereq_,module,exports){
+/**
+ * @module Color
+ * @submodule Creating & Reading
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var constants = _dereq_('../core/constants');
+_dereq_('./p5.Color');
+
+/**
+ * Extracts the alpha value from a color or pixel array.
+ *
+ * @method alpha
+ * @param {Object} obj p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * noStroke();
+ * c = color(0, 126, 255, 102);
+ * fill(c);
+ * rect(15, 15, 35, 70);
+ * value = alpha(c); // Sets 'value' to 102
+ * fill(value);
+ * rect(50, 15, 35, 70);
+ * </code>
+ * </div>
+ */
+p5.prototype.alpha = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getAlpha();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+/**
+ * Extracts the blue value from a color or pixel array.
+ *
+ * @method blue
+ * @param {Object} obj p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * c = color(175, 100, 220); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(15, 20, 35, 60); // Draw left rectangle
+ *
+ * blueValue = blue(c); // Get blue in 'c'
+ * println(blueValue); // Prints "220.0"
+ * fill(0, 0, blueValue); // Use 'blueValue' in new fill
+ * rect(50, 20, 35, 60); // Draw right rectangle
+ * </code>
+ * </div>
+ */
+p5.prototype.blue = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getBlue();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+/**
+ * Extracts the HSB brightness value from a color or pixel array.
+ *
+ * @method brightness
+ * @param {Object} color p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * noStroke();
+ * colorMode(HSB, 255);
+ * c = color(0, 126, 255);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * value = brightness(c); // Sets 'value' to 255
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.brightness = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getBrightness();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+/**
+ * Creates colors for storing in variables of the color datatype. The
+ * parameters are interpreted as RGB or HSB values depending on the
+ * current colorMode(). The default mode is RGB values from 0 to 255
+ * and, therefore, the function call color(255, 204, 0) will return a
+ * bright yellow color.
+ * <br><br>
+ * Note that if only one value is provided to color(), it will be interpreted
+ * as a grayscale value. Add a second value, and it will be used for alpha
+ * transparency. When three values are specified, they are interpreted as
+ * either RGB or HSB values. Adding a fourth value applies alpha
+ * transparency. If a single string parameter is provided it will be
+ * interpreted as a CSS-compatible color string.
+ *
+ * Colors are stored as Numbers or Arrays.
+ *
+ * @method color
+ * @param {Number|String} v1 gray value or red or hue value relative to
+ * the current color range, or a color string
+ * @param {Number} [v2] gray value or green or saturation value
+ * relative to the current color range (or
+ * alpha value if first param is gray value)
+ * @param {Number} [v3] gray value or blue or brightness value
+ * relative to the current color range
+ * @param {Number} [alpha] alpha value relative to current color range
+ * @return {Array} resulting color
+ *
+ * @example
+ * <div>
+ * <code>
+ * var c = color(255, 204, 0); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * noStroke(); // Don't draw a stroke around shapes
+ * rect(30, 20, 55, 55); // Draw rectangle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var c = color(255, 204, 0); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * noStroke(); // Don't draw a stroke around shapes
+ * ellipse(25, 25, 80, 80); // Draw left circle
+ *
+ * // Using only one value with color()
+ * // generates a grayscale value.
+ * var c = color(65); // Update 'c' with grayscale value
+ * fill(c); // Use updated 'c' as fill color
+ * ellipse(75, 75, 80, 80); // Draw right circle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // Named SVG & CSS colors may be used,
+ * var c = color('magenta');
+ * fill(c); // Use 'c' as fill color
+ * noStroke(); // Don't draw a stroke around shapes
+ * rect(20, 20, 60, 60); // Draw rectangle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // as can hex color codes:
+ * noStroke(); // Don't draw a stroke around shapes
+ * var c = color('#0f0');
+ * fill(c); // Use 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw rectangle
+ *
+ * c = color('#00ff00');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw rectangle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // RGB and RGBA color strings are also supported:
+ * // these all set to the same color (solid blue)
+ * var c;
+ * noStroke(); // Don't draw a stroke around shapes
+ * c = color('rgb(0,0,255)');
+ * fill(c); // Use 'c' as fill color
+ * rect(10, 10, 35, 35); // Draw rectangle
+ *
+ * c = color('rgb(0%, 0%, 100%)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 35, 35); // Draw rectangle
+ *
+ * c = color('rgba(0, 0, 255, 1)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(10, 55, 35, 35); // Draw rectangle
+ *
+ * c = color('rgba(0%, 0%, 100%, 1)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 55, 35, 35); // Draw rectangle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // HSL color is also supported and can be specified
+ * // by value
+ * var c;
+ * noStroke(); // Don't draw a stroke around shapes
+ * c = color('hsl(160, 100%, 50%)');
+ * fill(c); // Use 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw rectangle
+ *
+ * c = color('hsla(160, 100%, 50%, 0.5)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw rectangle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // HSB color is also supported and can be specified
+ * // by value
+ * var c;
+ * noStroke(); // Don't draw a stroke around shapes
+ * c = color('hsb(160, 100%, 50%)');
+ * fill(c); // Use 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw rectangle
+ *
+ * c = color('hsba(160, 100%, 50%, 0.5)');
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw rectangle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var c; // Declare color 'c'
+ * noStroke(); // Don't draw a stroke around shapes
+ *
+ * // If no colorMode is specified, then the
+ * // default of RGB with scale of 0-255 is used.
+ * c = color(50, 55, 100); // Create a color for 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(0, 10, 45, 80); // Draw left rect
+ *
+ * colorMode(HSB, 100); // Use HSB with scale of 0-100
+ * c = color(50, 55, 100); // Update 'c' with new color
+ * fill(c); // Use updated 'c' as fill color
+ * rect(55, 10, 45, 80); // Draw right rect
+ * </code>
+ * </div>
+ */
+p5.prototype.color = function() {
+ if (arguments[0] instanceof p5.Color) {
+ return arguments[0]; // Do nothing if argument is already a color object.
+ } else if (arguments[0] instanceof Array) {
+ if (this instanceof p5.Renderer) {
+ return new p5.Color(this, arguments[0]);
+ } else {
+ return new p5.Color(this._renderer, arguments[0]);
+ }
+ } else {
+ if (this instanceof p5.Renderer) {
+ return new p5.Color(this, arguments);
+ } else {
+ return new p5.Color(this._renderer, arguments);
+ }
+ }
+};
+
+/**
+ * Extracts the green value from a color or pixel array.
+ *
+ * @method green
+ * @param {Object} color p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * c = color(20, 75, 200); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(15, 20, 35, 60); // Draw left rectangle
+ *
+ * greenValue = green(c); // Get green in 'c'
+ * println(greenValue); // Print "75.0"
+ * fill(0, greenValue, 0); // Use 'greenValue' in new fill
+ * rect(50, 20, 35, 60); // Draw right rectangle
+ * </code>
+ * </div>
+ */
+p5.prototype.green = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getGreen();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+/**
+ * Extracts the hue value from a color or pixel array.
+ *
+ * Hue exists in both HSB and HSL. This function will return the
+ * HSB-normalized hue when supplied with an HSB color object (or when supplied
+ * with a pixel array while the color mode is HSB), but will default to the
+ * HSL-normalized hue otherwise. (The values will only be different if the
+ * maximum hue setting for each system is different.)
+ *
+ * @method hue
+ * @param {Object} color p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * noStroke();
+ * colorMode(HSB, 255);
+ * c = color(0, 126, 255);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * value = hue(c); // Sets 'value' to "0"
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.hue = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getHue();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+/**
+ * Blends two colors to find a third color somewhere between them. The amt
+ * parameter is the amount to interpolate between the two values where 0.0
+ * equal to the first color, 0.1 is very near the first color, 0.5 is halfway
+ * in between, etc. An amount below 0 will be treated as 0. Likewise, amounts
+ * above 1 will be capped at 1. This is different from the behavior of lerp(),
+ * but necessary because otherwise numbers outside the range will produce
+ * strange and unexpected colors.
+ * <br><br>
+ * The way that colours are interpolated depends on the current color mode.
+ *
+ * @method lerpColor
+ * @param {Array/Number} c1 interpolate from this color
+ * @param {Array/Number} c2 interpolate to this color
+ * @param {Number} amt number between 0 and 1
+ * @return {Array/Number} interpolated color
+ * @example
+ * <div>
+ * <code>
+ * colorMode(RGB);
+ * stroke(255);
+ * background(51);
+ * from = color(218, 165, 32);
+ * to = color(72, 61, 139);
+ * colorMode(RGB); // Try changing to HSB.
+ * interA = lerpColor(from, to, .33);
+ * interB = lerpColor(from, to, .66);
+ * fill(from);
+ * rect(10, 20, 20, 60);
+ * fill(interA);
+ * rect(30, 20, 20, 60);
+ * fill(interB);
+ * rect(50, 20, 20, 60);
+ * fill(to);
+ * rect(70, 20, 20, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.lerpColor = function(c1, c2, amt) {
+ var mode = this._renderer._colorMode;
+ var maxes = this._renderer._colorMaxes;
+ var l0, l1, l2, l3;
+ var fromArray, toArray;
+
+ if (mode === constants.RGB) {
+ fromArray = c1.levels.map(function(level) {
+ return level / 255;
+ });
+ toArray = c2.levels.map(function(level) {
+ return level / 255;
+ });
+ } else if (mode === constants.HSB) {
+ c1._getBrightness(); // Cache hsba so it definitely exists.
+ c2._getBrightness();
+ fromArray = c1.hsba;
+ toArray = c2.hsba;
+ } else if (mode === constants.HSL) {
+ c1._getLightness(); // Cache hsla so it definitely exists.
+ c2._getLightness();
+ fromArray = c1.hsla;
+ toArray = c2.hsla;
+ } else {
+ throw new Error (mode + 'cannot be used for interpolation.');
+ }
+
+ // Prevent extrapolation.
+ amt = Math.max(Math.min(amt, 1), 0);
+
+ // Perform interpolation.
+ l0 = this.lerp(fromArray[0], toArray[0], amt);
+ l1 = this.lerp(fromArray[1], toArray[1], amt);
+ l2 = this.lerp(fromArray[2], toArray[2], amt);
+ l3 = this.lerp(fromArray[3], toArray[3], amt);
+
+ // Scale components.
+ l0 *= maxes[mode][0];
+ l1 *= maxes[mode][1];
+ l2 *= maxes[mode][2];
+ l3 *= maxes[mode][3];
+
+ return this.color(l0, l1, l2, l3);
+};
+
+/**
+ * Extracts the HSL lightness value from a color or pixel array.
+ *
+ * @method lightness
+ * @param {Object} color p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * noStroke();
+ * colorMode(HSL);
+ * c = color(156, 100, 50, 1);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * value = lightness(c); // Sets 'value' to 50
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.lightness = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getLightness();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+/**
+ * Extracts the red value from a color or pixel array.
+ *
+ * @method red
+ * @param {Object} obj p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * c = color(255, 204, 0); // Define color 'c'
+ * fill(c); // Use color variable 'c' as fill color
+ * rect(15, 20, 35, 60); // Draw left rectangle
+ *
+ * redValue = red(c); // Get red in 'c'
+ * println(redValue); // Print "255.0"
+ * fill(redValue, 0, 0); // Use 'redValue' in new fill
+ * rect(50, 20, 35, 60); // Draw right rectangle
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * colorMode(RGB, 255);
+ * var c = color(127, 255, 0);
+ * colorMode(RGB, 1);
+ * var myColor = red(c);
+ * print(myColor);
+ * </code>
+ * </div>
+ */
+p5.prototype.red = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getRed();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+/**
+ * Extracts the saturation value from a color or pixel array.
+ *
+ * Saturation is scaled differently in HSB and HSL. This function will return
+ * the HSB saturation when supplied with an HSB color object (or when supplied
+ * with a pixel array while the color mode is HSB), but will default to the
+ * HSL saturation otherwise.
+ *
+ * @method saturation
+ * @param {Object} color p5.Color object or pixel array
+ * @example
+ * <div>
+ * <code>
+ * noStroke();
+ * colorMode(HSB, 255);
+ * c = color(0, 126, 255);
+ * fill(c);
+ * rect(15, 20, 35, 60);
+ * value = saturation(c); // Sets 'value' to 126
+ * fill(value);
+ * rect(50, 20, 35, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.saturation = function(c) {
+ if (c instanceof p5.Color || c instanceof Array) {
+ return this.color(c)._getSaturation();
+ } else {
+ throw new Error('Needs p5.Color or pixel array as argument.');
+ }
+};
+
+module.exports = p5;
+
+},{"../core/constants":47,"../core/core":48,"./p5.Color":42}],42:[function(_dereq_,module,exports){
+/**
+ * @module Color
+ * @submodule Creating & Reading
+ * @for p5
+ * @requires core
+ * @requires constants
+ * @requires color_conversion
+ */
+
+var p5 = _dereq_('../core/core');
+var constants = _dereq_('../core/constants');
+var color_conversion = _dereq_('./color_conversion');
+
+/**
+ * We define colors to be immutable objects. Each color stores the color mode
+ * and level maxes that applied at the time of its construction. These are
+ * used to interpret the input arguments and to format the output e.g. when
+ * saturation() is requested.
+ *
+ * Internally we store an array representing the ideal RGBA values in floating
+ * point form, normalized from 0 to 1. From this we calculate the closest
+ * screen color (RGBA levels from 0 to 255) and expose this to the renderer.
+ *
+ * We also cache normalized, floating point components of the color in various
+ * representations as they are calculated. This is done to prevent repeating a
+ * conversion that has already been performed.
+ *
+ * @class p5.Color
+ * @constructor
+ */
+p5.Color = function(renderer, vals) {
+
+ // Record color mode and maxes at time of construction.
+ this.mode = renderer._colorMode;
+ this.maxes = renderer._colorMaxes;
+
+ // Calculate normalized RGBA values.
+ if (this.mode !== constants.RGB &&
+ this.mode !== constants.HSL &&
+ this.mode !== constants.HSB) {
+ throw new Error(this.mode + ' is an invalid colorMode.');
+ } else {
+ this._array = p5.Color._parseInputs.apply(renderer, vals);
+ }
+
+ // Expose closest screen color.
+ this.levels = this._array.map(function(level) {
+ return Math.round(level * 255);
+ });
+
+ return this;
+};
+
+p5.Color.prototype.toString = function() {
+ var a = this.levels;
+ a[3] = this._array[3]; // String representation uses normalized alpha.
+ return 'rgba('+a[0]+','+a[1]+','+a[2]+','+ a[3] +')';
+};
+
+p5.Color.prototype._getAlpha = function() {
+ return this._array[3] * this.maxes[this.mode][3];
+};
+
+p5.Color.prototype._getBlue = function() {
+ return this._array[2] * this.maxes[constants.RGB][2];
+};
+
+p5.Color.prototype._getBrightness = function() {
+ if (!this.hsba) {
+ this.hsba = color_conversion._rgbaToHSBA(this._array);
+ }
+ return this.hsba[2] * this.maxes[constants.HSB][2];
+};
+
+p5.Color.prototype._getGreen = function() {
+ return this._array[1] * this.maxes[constants.RGB][1];
+};
+
+/**
+ * Hue is the same in HSB and HSL, but the maximum value may be different.
+ * This function will return the HSB-normalized saturation when supplied with
+ * an HSB color object, but will default to the HSL-normalized saturation
+ * otherwise.
+ */
+p5.Color.prototype._getHue = function() {
+ if (this.mode === constants.HSB) {
+ if (!this.hsba) {
+ this.hsba = color_conversion._rgbaToHSBA(this._array);
+ }
+ return this.hsba[0] * this.maxes[constants.HSB][0];
+ } else {
+ if (!this.hsla) {
+ this.hsla = color_conversion._rgbaToHSLA(this._array);
+ }
+ return this.hsla[0] * this.maxes[constants.HSL][0];
+ }
+};
+
+p5.Color.prototype._getLightness = function() {
+ if (!this.hsla) {
+ this.hsla = color_conversion._rgbaToHSLA(this._array);
+ }
+ return this.hsla[2] * this.maxes[constants.HSL][2];
+};
+
+p5.Color.prototype._getRed = function() {
+ return this._array[0] * this.maxes[constants.RGB][0];
+};
+
+/**
+ * Saturation is scaled differently in HSB and HSL. This function will return
+ * the HSB saturation when supplied with an HSB color object, but will default
+ * to the HSL saturation otherwise.
+ */
+p5.Color.prototype._getSaturation = function() {
+ if (this.mode === constants.HSB) {
+ if (!this.hsba) {
+ this.hsba = color_conversion._rgbaToHSBA(this._array);
+ }
+ return this.hsba[1] * this.maxes[constants.HSB][1];
+ } else {
+ if (!this.hsla) {
+ this.hsla = color_conversion._rgbaToHSLA(this._array);
+ }
+ return this.hsla[1] * this.maxes[constants.HSL][1];
+ }
+};
+
+/**
+ * CSS named colors.
+ */
+var namedColors = {
+ aliceblue: '#f0f8ff',
+ antiquewhite: '#faebd7',
+ aqua: '#00ffff',
+ aquamarine: '#7fffd4',
+ azure: '#f0ffff',
+ beige: '#f5f5dc',
+ bisque: '#ffe4c4',
+ black: '#000000',
+ blanchedalmond: '#ffebcd',
+ blue: '#0000ff',
+ blueviolet: '#8a2be2',
+ brown: '#a52a2a',
+ burlywood: '#deb887',
+ cadetblue: '#5f9ea0',
+ chartreuse: '#7fff00',
+ chocolate: '#d2691e',
+ coral: '#ff7f50',
+ cornflowerblue: '#6495ed',
+ cornsilk: '#fff8dc',
+ crimson: '#dc143c',
+ cyan: '#00ffff',
+ darkblue: '#00008b',
+ darkcyan: '#008b8b',
+ darkgoldenrod: '#b8860b',
+ darkgray: '#a9a9a9',
+ darkgreen: '#006400',
+ darkgrey: '#a9a9a9',
+ darkkhaki: '#bdb76b',
+ darkmagenta: '#8b008b',
+ darkolivegreen: '#556b2f',
+ darkorange: '#ff8c00',
+ darkorchid: '#9932cc',
+ darkred: '#8b0000',
+ darksalmon: '#e9967a',
+ darkseagreen: '#8fbc8f',
+ darkslateblue: '#483d8b',
+ darkslategray: '#2f4f4f',
+ darkslategrey: '#2f4f4f',
+ darkturquoise: '#00ced1',
+ darkviolet: '#9400d3',
+ deeppink: '#ff1493',
+ deepskyblue: '#00bfff',
+ dimgray: '#696969',
+ dimgrey: '#696969',
+ dodgerblue: '#1e90ff',
+ firebrick: '#b22222',
+ floralwhite: '#fffaf0',
+ forestgreen: '#228b22',
+ fuchsia: '#ff00ff',
+ gainsboro: '#dcdcdc',
+ ghostwhite: '#f8f8ff',
+ gold: '#ffd700',
+ goldenrod: '#daa520',
+ gray: '#808080',
+ green: '#008000',
+ greenyellow: '#adff2f',
+ grey: '#808080',
+ honeydew: '#f0fff0',
+ hotpink: '#ff69b4',
+ indianred: '#cd5c5c',
+ indigo: '#4b0082',
+ ivory: '#fffff0',
+ khaki: '#f0e68c',
+ lavender: '#e6e6fa',
+ lavenderblush: '#fff0f5',
+ lawngreen: '#7cfc00',
+ lemonchiffon: '#fffacd',
+ lightblue: '#add8e6',
+ lightcoral: '#f08080',
+ lightcyan: '#e0ffff',
+ lightgoldenrodyellow: '#fafad2',
+ lightgray: '#d3d3d3',
+ lightgreen: '#90ee90',
+ lightgrey: '#d3d3d3',
+ lightpink: '#ffb6c1',
+ lightsalmon: '#ffa07a',
+ lightseagreen: '#20b2aa',
+ lightskyblue: '#87cefa',
+ lightslategray: '#778899',
+ lightslategrey: '#778899',
+ lightsteelblue: '#b0c4de',
+ lightyellow: '#ffffe0',
+ lime: '#00ff00',
+ limegreen: '#32cd32',
+ linen: '#faf0e6',
+ magenta: '#ff00ff',
+ maroon: '#800000',
+ mediumaquamarine: '#66cdaa',
+ mediumblue: '#0000cd',
+ mediumorchid: '#ba55d3',
+ mediumpurple: '#9370db',
+ mediumseagreen: '#3cb371',
+ mediumslateblue: '#7b68ee',
+ mediumspringgreen: '#00fa9a',
+ mediumturquoise: '#48d1cc',
+ mediumvioletred: '#c71585',
+ midnightblue: '#191970',
+ mintcream: '#f5fffa',
+ mistyrose: '#ffe4e1',
+ moccasin: '#ffe4b5',
+ navajowhite: '#ffdead',
+ navy: '#000080',
+ oldlace: '#fdf5e6',
+ olive: '#808000',
+ olivedrab: '#6b8e23',
+ orange: '#ffa500',
+ orangered: '#ff4500',
+ orchid: '#da70d6',
+ palegoldenrod: '#eee8aa',
+ palegreen: '#98fb98',
+ paleturquoise: '#afeeee',
+ palevioletred: '#db7093',
+ papayawhip: '#ffefd5',
+ peachpuff: '#ffdab9',
+ peru: '#cd853f',
+ pink: '#ffc0cb',
+ plum: '#dda0dd',
+ powderblue: '#b0e0e6',
+ purple: '#800080',
+ red: '#ff0000',
+ rosybrown: '#bc8f8f',
+ royalblue: '#4169e1',
+ saddlebrown: '#8b4513',
+ salmon: '#fa8072',
+ sandybrown: '#f4a460',
+ seagreen: '#2e8b57',
+ seashell: '#fff5ee',
+ sienna: '#a0522d',
+ silver: '#c0c0c0',
+ skyblue: '#87ceeb',
+ slateblue: '#6a5acd',
+ slategray: '#708090',
+ slategrey: '#708090',
+ snow: '#fffafa',
+ springgreen: '#00ff7f',
+ steelblue: '#4682b4',
+ tan: '#d2b48c',
+ teal: '#008080',
+ thistle: '#d8bfd8',
+ tomato: '#ff6347',
+ turquoise: '#40e0d0',
+ violet: '#ee82ee',
+ wheat: '#f5deb3',
+ white: '#ffffff',
+ whitesmoke: '#f5f5f5',
+ yellow: '#ffff00',
+ yellowgreen: '#9acd32'
+};
+
+/**
+ * These regular expressions are used to build up the patterns for matching
+ * viable CSS color strings: fragmenting the regexes in this way increases the
+ * legibility and comprehensibility of the code.
+ *
+ * Note that RGB values of .9 are not parsed by IE, but are supported here for
+ * color string consistency.
+ */
+var WHITESPACE = /\s*/; // Match zero or more whitespace characters.
+var INTEGER = /(\d{1,3})/; // Match integers: 79, 255, etc.
+var DECIMAL = /((?:\d+(?:\.\d+)?)|(?:\.\d+))/; // Match 129.6, 79, .9, etc.
+var PERCENT = new RegExp(DECIMAL.source + '%'); // Match 12.9%, 79%, .9%, etc.
+
+/**
+ * Full color string patterns. The capture groups are necessary.
+ */
+var colorPatterns = {
+ // Match colors in format #XXX, e.g. #416.
+ HEX3: /^#([a-f0-9])([a-f0-9])([a-f0-9])$/i,
+
+ // Match colors in format #XXXXXX, e.g. #b4d455.
+ HEX6: /^#([a-f0-9]{2})([a-f0-9]{2})([a-f0-9]{2})$/i,
+
+ // Match colors in format rgb(R, G, B), e.g. rgb(255, 0, 128).
+ RGB: new RegExp([
+ '^rgb\\(',
+ INTEGER.source,
+ ',',
+ INTEGER.source,
+ ',',
+ INTEGER.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i'),
+
+ // Match colors in format rgb(R%, G%, B%), e.g. rgb(100%, 0%, 28.9%).
+ RGB_PERCENT: new RegExp([
+ '^rgb\\(',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i'),
+
+ // Match colors in format rgb(R, G, B, A), e.g. rgb(255, 0, 128, 0.25).
+ RGBA: new RegExp([
+ '^rgba\\(',
+ INTEGER.source,
+ ',',
+ INTEGER.source,
+ ',',
+ INTEGER.source,
+ ',',
+ DECIMAL.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i'),
+
+ // Match colors in format rgb(R%, G%, B%, A), e.g. rgb(100%, 0%, 28.9%, 0.5).
+ RGBA_PERCENT: new RegExp([
+ '^rgba\\(',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ ',',
+ DECIMAL.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i'),
+
+ // Match colors in format hsla(H, S%, L%), e.g. hsl(100, 40%, 28.9%).
+ HSL: new RegExp([
+ '^hsl\\(',
+ INTEGER.source,
+ ',',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i'),
+
+ // Match colors in format hsla(H, S%, L%, A), e.g. hsla(100, 40%, 28.9%, 0.5).
+ HSLA: new RegExp([
+ '^hsla\\(',
+ INTEGER.source,
+ ',',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ ',',
+ DECIMAL.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i'),
+
+ // Match colors in format hsb(H, S%, B%), e.g. hsb(100, 40%, 28.9%).
+ HSB: new RegExp([
+ '^hsb\\(',
+ INTEGER.source,
+ ',',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i'),
+
+ // Match colors in format hsba(H, S%, B%, A), e.g. hsba(100, 40%, 28.9%, 0.5).
+ HSBA: new RegExp([
+ '^hsba\\(',
+ INTEGER.source,
+ ',',
+ PERCENT.source,
+ ',',
+ PERCENT.source,
+ ',',
+ DECIMAL.source,
+ '\\)$'
+ ].join(WHITESPACE.source), 'i')
+};
+
+/**
+ * For a number of different inputs, returns a color formatted as [r, g, b, a]
+ * arrays, with each component normalized between 0 and 1.
+ *
+ * @param {Array-like} args An 'array-like' object that represents a list of
+ * arguments
+ * @return {Array} a color formatted as [r, g, b, a]
+ * Example:
+ * input ==> output
+ * g ==> [g, g, g, 255]
+ * g,a ==> [g, g, g, a]
+ * r, g, b ==> [r, g, b, 255]
+ * r, g, b, a ==> [r, g, b, a]
+ * [g] ==> [g, g, g, 255]
+ * [g, a] ==> [g, g, g, a]
+ * [r, g, b] ==> [r, g, b, 255]
+ * [r, g, b, a] ==> [r, g, b, a]
+ * @example
+ * <div>
+ * <code>
+ * // todo
+ * </code>
+ * </div>
+ */
+p5.Color._parseInputs = function() {
+ var numArgs = arguments.length;
+ var mode = this._colorMode;
+ var maxes = this._colorMaxes;
+ var results = [];
+
+ if (numArgs >= 3) { // Argument is a list of component values.
+
+ results[0] = arguments[0] / maxes[mode][0];
+ results[1] = arguments[1] / maxes[mode][1];
+ results[2] = arguments[2] / maxes[mode][2];
+
+ // Alpha may be undefined, so default it to 100%.
+ if (typeof arguments[3] === 'number') {
+ results[3] = arguments[3] / maxes[mode][3];
+ } else {
+ results[3] = 1;
+ }
+
+ // Constrain components to the range [0,1].
+ results = results.map(function(value) {
+ return Math.max(Math.min(value, 1), 0);
+ });
+
+ // Convert to RGBA and return.
+ if (mode === constants.HSL) {
+ return color_conversion._hslaToRGBA(results);
+ } else if (mode === constants.HSB) {
+ return color_conversion._hsbaToRGBA(results);
+ } else {
+ return results;
+ }
+
+ } else if (numArgs === 1 && typeof arguments[0] === 'string') {
+
+ var str = arguments[0].trim().toLowerCase();
+
+ // Return if string is a named colour.
+ if (namedColors[str]) {
+ return p5.Color._parseInputs.apply(this, [namedColors[str]]);
+ }
+
+ // Try RGBA pattern matching.
+ if (colorPatterns.HEX3.test(str)) { // #rgb
+ results = colorPatterns.HEX3.exec(str).slice(1).map(function(color) {
+ return parseInt(color + color, 16) / 255;
+ });
+ results[3] = 1;
+ return results;
+ } else if (colorPatterns.HEX6.test(str)) { // #rrggbb
+ results = colorPatterns.HEX6.exec(str).slice(1).map(function(color) {
+ return parseInt(color, 16) / 255;
+ });
+ results[3] = 1;
+ return results;
+ } else if (colorPatterns.RGB.test(str)) { // rgb(R,G,B)
+ results = colorPatterns.RGB.exec(str).slice(1).map(function(color) {
+ return color / 255;
+ });
+ results[3] = 1;
+ return results;
+ } else if (colorPatterns.RGB_PERCENT.test(str)) { // rgb(R%,G%,B%)
+ results = colorPatterns.RGB_PERCENT.exec(str).slice(1)
+ .map(function(color) {
+ return parseFloat(color) / 100;
+ });
+ results[3] = 1;
+ return results;
+ } else if (colorPatterns.RGBA.test(str)) { // rgba(R,G,B,A)
+ results = colorPatterns.RGBA.exec(str).slice(1)
+ .map(function(color, idx) {
+ if (idx === 3) {
+ return parseFloat(color);
+ }
+ return color / 255;
+ });
+ return results;
+ } else if (colorPatterns.RGBA_PERCENT.test(str)) { // rgba(R%,G%,B%,A%)
+ results = colorPatterns.RGBA_PERCENT.exec(str).slice(1)
+ .map(function(color, idx) {
+ if (idx === 3) {
+ return parseFloat(color);
+ }
+ return parseFloat(color) / 100;
+ });
+ return results;
+ }
+
+ // Try HSLA pattern matching.
+ if (colorPatterns.HSL.test(str)) { // hsl(H,S,L)
+ results = colorPatterns.HSL.exec(str).slice(1)
+ .map(function(color, idx) {
+ if (idx === 0) {
+ return parseInt(color, 10) / 360;
+ }
+ return parseInt(color, 10) / 100;
+ });
+ results[3] = 1;
+ } else if (colorPatterns.HSLA.test(str)) { // hsla(H,S,L,A)
+ results = colorPatterns.HSLA.exec(str).slice(1)
+ .map(function(color, idx) {
+ if (idx === 0) {
+ return parseInt(color, 10) / 360;
+ }
+ else if (idx === 3) {
+ return parseFloat(color);
+ }
+ return parseInt(color, 10) / 100;
+ });
+ }
+ if (results.length) {
+ return color_conversion._hslaToRGBA(results);
+ }
+
+ // Try HSBA pattern matching.
+ if (colorPatterns.HSB.test(str)) { // hsb(H,S,B)
+ results = colorPatterns.HSB.exec(str).slice(1)
+ .map(function(color, idx) {
+ if (idx === 0) {
+ return parseInt(color, 10) / 360;
+ }
+ return parseInt(color, 10) / 100;
+ });
+ results[3] = 1;
+ } else if (colorPatterns.HSBA.test(str)) { // hsba(H,S,B,A)
+ results = colorPatterns.HSBA.exec(str).slice(1)
+ .map(function(color, idx) {
+ if (idx === 0) {
+ return parseInt(color, 10) / 360;
+ }
+ else if (idx === 3) {
+ return parseFloat(color);
+ }
+ return parseInt(color, 10) / 100;
+ });
+ }
+ if (results.length) {
+ return color_conversion._hsbaToRGBA(results);
+ }
+
+ // Input did not match any CSS color pattern: default to white.
+ results = [1, 1, 1, 1];
+
+ } else if ((numArgs === 1 || numArgs === 2) &&
+ typeof arguments[0] === 'number') { // 'Grayscale' mode.
+
+ /**
+ * For HSB and HSL, interpret the gray level as a brightness/lightness
+ * value (they are equivalent when chroma is zero). For RGB, normalize the
+ * gray level according to the blue maximum.
+ */
+ results[0] = arguments[0] / maxes[mode][2];
+ results[1] = arguments[0] / maxes[mode][2];
+ results[2] = arguments[0] / maxes[mode][2];
+
+ // Alpha may be undefined, so default it to 100%.
+ if (typeof arguments[1] === 'number') {
+ results[3] = arguments[1] / maxes[mode][3];
+ } else {
+ results[3] = 1;
+ }
+
+ // Constrain components to the range [0,1].
+ results = results.map(function(value) {
+ return Math.max(Math.min(value, 1), 0);
+ });
+
+ } else {
+ throw new Error (arguments + 'is not a valid color representation.');
+ }
+
+ return results;
+};
+
+module.exports = p5.Color;
+
+},{"../core/constants":47,"../core/core":48,"./color_conversion":40}],43:[function(_dereq_,module,exports){
+/**
+ * @module Color
+ * @submodule Setting
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var constants = _dereq_('../core/constants');
+_dereq_('./p5.Color');
+
+/**
+ * The background() function sets the color used for the background of the
+ * p5.js canvas. The default background is light gray. This function is
+ * typically used within draw() to clear the display window at the beginning
+ * of each frame, but it can be used inside setup() to set the background on
+ * the first frame of animation or if the background need only be set once.
+ *
+ * @method background
+ * @param {Number|String|p5.Color|p5.Image} v1 gray value, red or hue value
+ * (depending on the current
+ * color mode), color string,
+ * p5.Color, or p5.Image
+ * @param {Number} [v2] green or saturation value
+ * (depending on the current
+ * color mode)
+ * @param {Number} [v3] blue or brightness value
+ * (depending on the current
+ * color mode)
+ * @param {Number} [a] opacity of the background
+ *
+ * @example
+ * <div>
+ * <code>
+ * // Grayscale integer value
+ * background(51);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // R, G & B integer values
+ * background(255, 204, 0);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // H, S & B integer values
+ * colorMode(HSB);
+ * background(255, 204, 100);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // Named SVG/CSS color string
+ * background('red');
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // three-digit hexadecimal RGB notation
+ * background('#fae');
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // six-digit hexadecimal RGB notation
+ * background('#222222');
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // integer RGB notation
+ * background('rgb(0,255,0)');
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // integer RGBA notation
+ * background('rgba(0,255,0, 0.25)');
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // percentage RGB notation
+ * background('rgb(100%,0%,10%)');
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // percentage RGBA notation
+ * background('rgba(100%,0%,100%,0.5)');
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // p5 Color object
+ * background(color(0, 0, 255));
+ * </code>
+ * </div>
+ */
+p5.prototype.background = function() {
+ if (arguments[0] instanceof p5.Image) {
+ this.image(arguments[0], 0, 0, this.width, this.height);
+ } else {
+ this._renderer.background.apply(this._renderer, arguments);
+ }
+ return this;
+};
+
+/**
+ * Clears the pixels within a buffer. This function only works on p5.Canvas
+ * objects created with the createCanvas() function; it won't work with the
+ * main display window. Unlike the main graphics context, pixels in
+ * additional graphics areas created with createGraphics() can be entirely
+ * or partially transparent. This function clears everything to make all of
+ * the pixels 100% transparent.
+ *
+ * @method clear
+ * @example
+ * <div>
+ * <code>
+ * // Clear the screen on mouse press.
+ * function setup() {
+ * createCanvas(100, 100);
+ * }
+ *
+ * function draw() {
+ * ellipse(mouseX, mouseY, 20, 20);
+ * }
+ *
+ * function mousePressed() {
+ * clear();
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.clear = function() {
+ this._renderer.clear();
+ return this;
+};
+
+/**
+ * colorMode() changes the way p5.js interprets color data. By default, the
+ * parameters for fill(), stroke(), background(), and color() are defined by
+ * values between 0 and 255 using the RGB color model. This is equivalent to
+ * setting colorMode(RGB, 255). Setting colorMode(HSB) lets you use the HSB
+ * system instead. By default, this is colorMode(HSB, 360, 100, 100, 1). You
+ * can also use HSL.
+ * <br><br>
+ * Note: existing color objects remember the mode that they were created in,
+ * so you can change modes as you like without affecting their appearance.
+ *
+ * @method colorMode
+ * @param {Number|Constant} mode either RGB or HSB, corresponding to
+ * Red/Green/Blue and Hue/Saturation/Brightness
+ * (or Lightness)
+ * @param {Number|Constant} [max1] range for the red or hue depending on the
+ * current color mode, or range for all values
+ * @param {Number|Constant} [max2] range for the green or saturation depending
+ * on the current color mode
+ * @param {Number|Constant} [max3] range for the blue or brightness/lighntess
+ * depending on the current color mode
+ * @param {Number|Constant} [maxA] range for the alpha
+ * @example
+ * <div>
+ * <code>
+ * noStroke();
+ * colorMode(RGB, 100);
+ * for (i = 0; i < 100; i++) {
+ * for (j = 0; j < 100; j++) {
+ * stroke(i, j, 0);
+ * point(i, j);
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noStroke();
+ * colorMode(HSB, 100);
+ * for (i = 0; i < 100; i++) {
+ * for (j = 0; j < 100; j++) {
+ * stroke(i, j, 100);
+ * point(i, j);
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * colorMode(RGB, 255);
+ * var c = color(127, 255, 0);
+ *
+ * colorMode(RGB, 1);
+ * var myColor = c._getRed();
+ * text(myColor, 10, 10, 80, 80);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noFill();
+ * colorMode(RGB, 255, 255, 255, 1);
+ * background(255);
+ *
+ * strokeWeight(4);
+ * stroke(255, 0 , 10, 0.3);
+ * ellipse(40, 40, 50, 50);
+ * ellipse(50, 50, 40, 40);
+ * </code>
+ * </div>
+ */
+p5.prototype.colorMode = function() {
+ if (arguments[0] === constants.RGB ||
+ arguments[0] === constants.HSB ||
+ arguments[0] === constants.HSL) {
+
+ // Set color mode.
+ this._renderer._colorMode = arguments[0];
+
+ // Set color maxes.
+ var maxes = this._renderer._colorMaxes[this._renderer._colorMode];
+ if (arguments.length === 2) {
+ maxes[0] = arguments[1]; // Red
+ maxes[1] = arguments[1]; // Green
+ maxes[2] = arguments[1]; // Blue
+ maxes[3] = arguments[1]; // Alpha
+ } else if (arguments.length === 4) {
+ maxes[0] = arguments[1]; // Red
+ maxes[1] = arguments[2]; // Green
+ maxes[2] = arguments[3]; // Blue
+ } else if (arguments.length === 5) {
+ maxes[0] = arguments[1]; // Red
+ maxes[1] = arguments[2]; // Green
+ maxes[2] = arguments[3]; // Blue
+ maxes[3] = arguments[4]; // Alpha
+ }
+ }
+
+ return this;
+};
+
+/**
+ * Sets the color used to fill shapes. For example, if you run
+ * fill(204, 102, 0), all subsequent shapes will be filled with orange. This
+ * color is either specified in terms of the RGB or HSB color depending on
+ * the current colorMode(). (The default color space is RGB, with each value
+ * in the range from 0 to 255).
+ * <br><br>
+ * If a single string argument is provided, RGB, RGBA and Hex CSS color strings
+ * and all named color strings are supported. A p5 Color object can also be
+ * provided to set the fill color.
+ *
+ * @method fill
+ * @param {Number|Array|String|p5.Color} v1 gray value, red or hue value
+ * (depending on the current color
+ * mode), or color Array, or CSS
+ * color string
+ * @param {Number} [v2] green or saturation value
+ * (depending on the current
+ * color mode)
+ * @param {Number} [v3] blue or brightness value
+ * (depending on the current
+ * color mode)
+ * @param {Number} [a] opacity of the background
+ *
+ * @example
+ * <div>
+ * <code>
+ * // Grayscale integer value
+ * fill(51);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // R, G & B integer values
+ * fill(255, 204, 0);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // H, S & B integer values
+ * colorMode(HSB);
+ * fill(255, 204, 100);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // Named SVG/CSS color string
+ * fill('red');
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // three-digit hexadecimal RGB notation
+ * fill('#fae');
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // six-digit hexadecimal RGB notation
+ * fill('#222222');
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // integer RGB notation
+ * fill('rgb(0,255,0)');
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // integer RGBA notation
+ * fill('rgba(0,255,0, 0.25)');
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // percentage RGB notation
+ * fill('rgb(100%,0%,10%)');
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // percentage RGBA notation
+ * fill('rgba(100%,0%,100%,0.5)');
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // p5 Color object
+ * fill(color(0, 0, 255));
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.fill = function() {
+ this._renderer._setProperty('_fillSet', true);
+ this._renderer._setProperty('_doFill', true);
+ this._renderer.fill.apply(this._renderer, arguments);
+ return this;
+};
+
+/**
+ * Disables filling geometry. If both noStroke() and noFill() are called,
+ * nothing will be drawn to the screen.
+ *
+ * @method noFill
+ * @example
+ * <div>
+ * <code>
+ * rect(15, 10, 55, 55);
+ * noFill();
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.noFill = function() {
+ this._renderer._setProperty('_doFill', false);
+ return this;
+};
+
+/**
+ * Disables drawing the stroke (outline). If both noStroke() and noFill()
+ * are called, nothing will be drawn to the screen.
+ *
+ * @method noStroke
+ * @example
+ * <div>
+ * <code>
+ * noStroke();
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.noStroke = function() {
+ this._renderer._setProperty('_doStroke', false);
+ return this;
+};
+
+/**
+ * Sets the color used to draw lines and borders around shapes. This color
+ * is either specified in terms of the RGB or HSB color depending on the
+ * current colorMode() (the default color space is RGB, with each value in
+ * the range from 0 to 255).
+ * <br><br>
+ * If a single string argument is provided, RGB, RGBA and Hex CSS color
+ * strings and all named color strings are supported. A p5 Color object
+ * can also be provided to set the stroke color.
+ *
+ * @method stroke
+ * @param {Number|Array|String|p5.Color} v1 gray value, red or hue value
+ * (depending on the current color
+ * mode), or color Array, or CSS
+ * color string
+ * @param {Number} [v2] green or saturation value
+ * (depending on the current
+ * color mode)
+ * @param {Number} [v3] blue or brightness value
+ * (depending on the current
+ * color mode)
+ * @param {Number} [a] opacity of the background
+ *
+ * @example
+ * <div>
+ * <code>
+ * // Grayscale integer value
+ * strokeWeight(4);
+ * stroke(51);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // R, G & B integer values
+ * stroke(255, 204, 0);
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // H, S & B integer values
+ * colorMode(HSB);
+ * strokeWeight(4);
+ * stroke(255, 204, 100);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // Named SVG/CSS color string
+ * stroke('red');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // three-digit hexadecimal RGB notation
+ * stroke('#fae');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // six-digit hexadecimal RGB notation
+ * stroke('#222222');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // integer RGB notation
+ * stroke('rgb(0,255,0)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // integer RGBA notation
+ * stroke('rgba(0,255,0,0.25)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // percentage RGB notation
+ * stroke('rgb(100%,0%,10%)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // percentage RGBA notation
+ * stroke('rgba(100%,0%,100%,0.5)');
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // p5 Color object
+ * stroke(color(0, 0, 255));
+ * strokeWeight(4);
+ * rect(20, 20, 60, 60);
+ * </code>
+ * </div>
+ */
+p5.prototype.stroke = function() {
+ this._renderer._setProperty('_strokeSet', true);
+ this._renderer._setProperty('_doStroke', true);
+ this._renderer.stroke.apply(this._renderer, arguments);
+ return this;
+};
+
+module.exports = p5;
+
+},{"../core/constants":47,"../core/core":48,"./p5.Color":42}],44:[function(_dereq_,module,exports){
+/**
+ * @module Shape
+ * @submodule 2D Primitives
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('./core');
+var constants = _dereq_('./constants');
+
+_dereq_('./error_helpers');
+
+/**
+ * Draw an arc to the screen. If called with only a, b, c, d, start, and
+ * stop, the arc will be drawn as an open pie. If mode is provided, the arc
+ * will be drawn either open, as a chord, or as a pie as specified. The
+ * origin may be changed with the ellipseMode() function.<br><br>
+ * Note that drawing a full circle (ex: 0 to TWO_PI) will appear blank
+ * because 0 and TWO_PI are the same position on the unit circle. The
+ * best way to handle this is by using the ellipse() function instead
+ * to create a closed ellipse, and to use the arc() function
+ * only to draw parts of an ellipse.
+ *
+ * @method arc
+ * @param {Number} a x-coordinate of the arc's ellipse
+ * @param {Number} b y-coordinate of the arc's ellipse
+ * @param {Number} c width of the arc's ellipse by default
+ * @param {Number} d height of the arc's ellipse by default
+ * @param {Number} start angle to start the arc, specified in radians
+ * @param {Number} stop angle to stop the arc, specified in radians
+ * @param {String} [mode] optional parameter to determine the way of drawing
+ * the arc
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * arc(50, 55, 50, 50, 0, HALF_PI);
+ * noFill();
+ * arc(50, 55, 60, 60, HALF_PI, PI);
+ * arc(50, 55, 70, 70, PI, PI+QUARTER_PI);
+ * arc(50, 55, 80, 80, PI+QUARTER_PI, TWO_PI);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * arc(50, 50, 80, 80, 0, PI+QUARTER_PI, OPEN);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * arc(50, 50, 80, 80, 0, PI+QUARTER_PI, CHORD);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * arc(50, 50, 80, 80, 0, PI+QUARTER_PI, PIE);
+ * </code>
+ * </div>
+ */
+p5.prototype.arc = function(x, y, w, h, start, stop, mode) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'arc',
+ args,
+ [
+ ['Number', 'Number', 'Number', 'Number', 'Number', 'Number'],
+ [ 'Number', 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'String' ]
+ ]
+ );
+
+ if (!this._renderer._doStroke && !this._renderer._doFill) {
+ return this;
+ }
+ if (this._angleMode === constants.DEGREES) {
+ start = this.radians(start);
+ stop = this.radians(stop);
+ }
+
+ // Make all angles positive...
+ while (start < 0) {
+ start += constants.TWO_PI;
+ }
+ while (stop < 0) {
+ stop += constants.TWO_PI;
+ }
+ // ...and confine them to the interval [0,TWO_PI).
+ start %= constants.TWO_PI;
+ stop %= constants.TWO_PI;
+
+ // Adjust angles to counter linear scaling.
+ if (start <= constants.HALF_PI) {
+ start = Math.atan(w / h * Math.tan(start));
+ } else if (start > constants.HALF_PI && start <= 3 * constants.HALF_PI) {
+ start = Math.atan(w / h * Math.tan(start)) + constants.PI;
+ } else {
+ start = Math.atan(w / h * Math.tan(start)) + constants.TWO_PI;
+ }
+ if (stop <= constants.HALF_PI) {
+ stop = Math.atan(w / h * Math.tan(stop));
+ } else if (stop > constants.HALF_PI && stop <= 3 * constants.HALF_PI) {
+ stop = Math.atan(w / h * Math.tan(stop)) + constants.PI;
+ } else {
+ stop = Math.atan(w / h * Math.tan(stop)) + constants.TWO_PI;
+ }
+
+ // Exceed the interval if necessary in order to preserve the size and
+ // orientation of the arc.
+ if (start > stop) {
+ stop += constants.TWO_PI;
+ }
+ // p5 supports negative width and heights for ellipses
+ w = Math.abs(w);
+ h = Math.abs(h);
+ this._renderer.arc(x, y, w, h, start, stop, mode);
+ return this;
+};
+
+/**
+ * Draws an ellipse (oval) to the screen. An ellipse with equal width and
+ * height is a circle. By default, the first two parameters set the location,
+ * and the third and fourth parameters set the shape's width and height. The
+ * origin may be changed with the ellipseMode() function.
+ *
+ * @method ellipse
+ * @param {Number} a x-coordinate of the ellipse.
+ * @param {Number} b y-coordinate of the ellipse.
+ * @param {Number} c width of the ellipse.
+ * @param {Number} d height of the ellipse.
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * ellipse(56, 46, 55, 55);
+ * </code>
+ * </div>
+ */
+p5.prototype.ellipse = function(x, y, w, h) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'ellipse',
+ args,
+ ['Number', 'Number', 'Number', 'Number']
+ );
+
+ if (!this._renderer._doStroke && !this._renderer._doFill) {
+ return this;
+ }
+ // p5 supports negative width and heights for ellipses
+ w = Math.abs(w);
+ h = Math.abs(h);
+ //@TODO add catch block here if this._renderer
+ //doesn't have the method implemented yet
+ this._renderer.ellipse(x, y, w, h);
+ return this;
+};
+/**
+ * Draws a line (a direct path between two points) to the screen. The version
+ * of line() with four parameters draws the line in 2D. To color a line, use
+ * the stroke() function. A line cannot be filled, therefore the fill()
+ * function will not affect the color of a line. 2D lines are drawn with a
+ * width of one pixel by default, but this can be changed with the
+ * strokeWeight() function.
+ *
+ * @method line
+ * @param {Number} x1 the x-coordinate of the first point
+ * @param {Number} y1 the y-coordinate of the first point
+ * @param {Number} x2 the x-coordinate of the second point
+ * @param {Number} y2 the y-coordinate of the second point
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * line(30, 20, 85, 75);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * line(30, 20, 85, 20);
+ * stroke(126);
+ * line(85, 20, 85, 75);
+ * stroke(255);
+ * line(85, 75, 30, 75);
+ * </code>
+ * </div>
+ */
+////commented out original
+// p5.prototype.line = function(x1, y1, x2, y2) {
+// if (!this._renderer._doStroke) {
+// return this;
+// }
+// if(this._renderer.isP3D){
+// } else {
+// this._renderer.line(x1, y1, x2, y2);
+// }
+// };
+p5.prototype.line = function() {
+ if (!this._renderer._doStroke) {
+ return this;
+ }
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ //check whether we should draw a 3d line or 2d
+ if(this._renderer.isP3D){
+ this._validateParameters(
+ 'line',
+ args,
+ [
+ ['Number', 'Number', 'Number', 'Number', 'Number', 'Number']
+ ]
+ );
+ this._renderer.line(
+ args[0],
+ args[1],
+ args[2],
+ args[3],
+ args[4],
+ args[5]);
+ } else {
+ this._validateParameters(
+ 'line',
+ args,
+ [
+ ['Number', 'Number', 'Number', 'Number'],
+ ]
+ );
+ this._renderer.line(
+ args[0],
+ args[1],
+ args[2],
+ args[3]);
+ }
+ return this;
+};
+
+/**
+ * Draws a point, a coordinate in space at the dimension of one pixel.
+ * The first parameter is the horizontal value for the point, the second
+ * value is the vertical value for the point. The color of the point is
+ * determined by the current stroke.
+ *
+ * @method point
+ * @param {Number} x the x-coordinate
+ * @param {Number} y the y-coordinate
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * point(30, 20);
+ * point(85, 20);
+ * point(85, 75);
+ * point(30, 75);
+ * </code>
+ * </div>
+ */
+p5.prototype.point = function() {
+ if (!this._renderer._doStroke) {
+ return this;
+ }
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ //check whether we should draw a 3d line or 2d
+ if(this._renderer.isP3D){
+ this._validateParameters(
+ 'point',
+ args,
+ [
+ ['Number', 'Number', 'Number']
+ ]
+ );
+ this._renderer.point(
+ args[0],
+ args[1],
+ args[2]
+ );
+ } else {
+ this._validateParameters(
+ 'point',
+ args,
+ [
+ ['Number', 'Number']
+ ]
+ );
+ this._renderer.point(
+ args[0],
+ args[1]
+ );
+ }
+ return this;
+};
+
+
+/**
+ * Draw a quad. A quad is a quadrilateral, a four sided polygon. It is
+ * similar to a rectangle, but the angles between its edges are not
+ * constrained to ninety degrees. The first pair of parameters (x1,y1)
+ * sets the first vertex and the subsequent pairs should proceed
+ * clockwise or counter-clockwise around the defined shape.
+ *
+ * @method quad
+ * @param {Number} x1 the x-coordinate of the first point
+ * @param {Number} y1 the y-coordinate of the first point
+ * @param {Number} x2 the x-coordinate of the second point
+ * @param {Number} y2 the y-coordinate of the second point
+ * @param {Number} x3 the x-coordinate of the third point
+ * @param {Number} y3 the y-coordinate of the third point
+ * @param {Number} x4 the x-coordinate of the fourth point
+ * @param {Number} y4 the y-coordinate of the fourth point
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * quad(38, 31, 86, 20, 69, 63, 30, 76);
+ * </code>
+ * </div>
+ */
+p5.prototype.quad = function() {
+ if (!this._renderer._doStroke && !this._renderer._doFill) {
+ return this;
+ }
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ if(this._renderer.isP3D){
+ this._validateParameters(
+ 'quad',
+ args,
+ [
+ [ 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number']
+ ]
+ );
+ this._renderer.quad(
+ args[0],
+ args[1],
+ args[2],
+ args[3],
+ args[4],
+ args[5],
+ args[6],
+ args[7],
+ args[8],
+ args[9],
+ args[10],
+ args[11]
+ );
+ } else {
+ this._validateParameters(
+ 'quad',
+ args,
+ [
+ [ 'Number', 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number', 'Number' ]
+ ]
+ );
+ this._renderer.quad(
+ args[0],
+ args[1],
+ args[2],
+ args[3],
+ args[4],
+ args[5],
+ args[6],
+ args[7]
+ );
+ }
+ return this;
+};
+
+/**
+* Draws a rectangle to the screen. A rectangle is a four-sided shape with
+* every angle at ninety degrees. By default, the first two parameters set
+* the location of the upper-left corner, the third sets the width, and the
+* fourth sets the height. The way these parameters are interpreted, however,
+* may be changed with the rectMode() function.
+* <br><br>
+* The fifth, sixth, seventh and eighth parameters, if specified,
+* determine corner radius for the top-right, top-left, lower-right and
+* lower-left corners, respectively. An omitted corner radius parameter is set
+* to the value of the previously specified radius value in the parameter list.
+*
+* @method rect
+* @param {Number} x x-coordinate of the rectangle.
+* @param {Number} y y-coordinate of the rectangle.
+* @param {Number} w width of the rectangle.
+* @param {Number} h height of the rectangle.
+* @param {Number} [tl] optional radius of top-left corner.
+* @param {Number} [tr] optional radius of top-right corner.
+* @param {Number} [br] optional radius of bottom-right corner.
+* @param {Number} [bl] optional radius of bottom-left corner.
+* @return {p5} the p5 object.
+* @example
+* <div>
+* <code>
+* // Draw a rectangle at location (30, 20) with a width and height of 55.
+* rect(30, 20, 55, 55);
+* </code>
+* </div>
+*
+* <div>
+* <code>
+* // Draw a rectangle with rounded corners, each having a radius of 20.
+* rect(30, 20, 55, 55, 20);
+* </code>
+* </div>
+*
+* <div>
+* <code>
+* // Draw a rectangle with rounded corners having the following radii:
+* // top-left = 20, top-right = 15, bottom-right = 10, bottom-left = 5.
+* rect(30, 20, 55, 55, 20, 15, 10, 5)
+* </code>
+* </div>
+*/
+p5.prototype.rect = function (x, y, w, h, tl, tr, br, bl) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'rect',
+ args,
+ [
+ ['Number', 'Number', 'Number', 'Number'],
+ ['Number', 'Number', 'Number', 'Number', 'Number'],
+ ['Number', 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number', 'Number']
+ ]
+ );
+
+ if (!this._renderer._doStroke && !this._renderer._doFill) {
+ return;
+ }
+ this._renderer.rect(x, y, w, h, tl, tr, br, bl);
+ return this;
+};
+
+/**
+* A triangle is a plane created by connecting three points. The first two
+* arguments specify the first point, the middle two arguments specify the
+* second point, and the last two arguments specify the third point.
+*
+* @method triangle
+* @param {Number} x1 x-coordinate of the first point
+* @param {Number} y1 y-coordinate of the first point
+* @param {Number} x2 x-coordinate of the second point
+* @param {Number} y2 y-coordinate of the second point
+* @param {Number} x3 x-coordinate of the third point
+* @param {Number} y3 y-coordinate of the third point
+* @return {p5} the p5 object
+* @example
+* <div>
+* <code>
+* triangle(30, 75, 58, 20, 86, 75);
+* </code>
+* </div>
+*/
+p5.prototype.triangle = function() {
+
+ if (!this._renderer._doStroke && !this._renderer._doFill) {
+ return this;
+ }
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ if(this._renderer.isP3D){
+ this._validateParameters(
+ 'triangle',
+ args,
+ [
+ ['Number', 'Number', 'Number', 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number']
+ ]
+ );
+ this._renderer.triangle(
+ args[0],
+ args[1],
+ args[2],
+ args[3],
+ args[4],
+ args[5],
+ args[6],
+ args[7],
+ args[8]
+ );
+ } else {
+ this._validateParameters(
+ 'triangle',
+ args,
+ [
+ ['Number', 'Number', 'Number', 'Number', 'Number', 'Number']
+ ]
+ );
+ this._renderer.triangle(
+ args[0],
+ args[1],
+ args[2],
+ args[3],
+ args[4],
+ args[5]
+ );
+ }
+ return this;
+};
+
+module.exports = p5;
+
+},{"./constants":47,"./core":48,"./error_helpers":51}],45:[function(_dereq_,module,exports){
+/**
+ * @module Shape
+ * @submodule Attributes
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('./core');
+var constants = _dereq_('./constants');
+
+/**
+ * Modifies the location from which ellipses are drawn by changing the way
+ * in which parameters given to ellipse() are interpreted.
+ * <br><br>
+ * The default mode is ellipseMode(CENTER), which interprets the first two
+ * parameters of ellipse() as the shape's center point, while the third and
+ * fourth parameters are its width and height.
+ * <br><br>
+ * ellipseMode(RADIUS) also uses the first two parameters of ellipse() as
+ * the shape's center point, but uses the third and fourth parameters to
+ * specify half of the shapes's width and height.
+ * <br><br>
+ * ellipseMode(CORNER) interprets the first two parameters of ellipse() as
+ * the upper-left corner of the shape, while the third and fourth parameters
+ * are its width and height.
+ * <br><br>
+ * ellipseMode(CORNERS) interprets the first two parameters of ellipse() as
+ * the location of one corner of the ellipse's bounding box, and the third
+ * and fourth parameters as the location of the opposite corner.
+ * <br><br>
+ * The parameter must be written in ALL CAPS because Javascript is a
+ * case-sensitive language.
+ *
+ * @method ellipseMode
+ * @param {Number/Constant} mode either CENTER, RADIUS, CORNER, or CORNERS
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * ellipseMode(RADIUS); // Set ellipseMode to RADIUS
+ * fill(255); // Set fill to white
+ * ellipse(50, 50, 30, 30); // Draw white ellipse using RADIUS mode
+ *
+ * ellipseMode(CENTER); // Set ellipseMode to CENTER
+ * fill(100); // Set fill to gray
+ * ellipse(50, 50, 30, 30); // Draw gray ellipse using CENTER mode
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * ellipseMode(CORNER); // Set ellipseMode is CORNER
+ * fill(255); // Set fill to white
+ * ellipse(25, 25, 50, 50); // Draw white ellipse using CORNER mode
+ *
+ * ellipseMode(CORNERS); // Set ellipseMode to CORNERS
+ * fill(100); // Set fill to gray
+ * ellipse(25, 25, 50, 50); // Draw gray ellipse using CORNERS mode
+ * </code>
+ * </div>
+ */
+p5.prototype.ellipseMode = function(m) {
+ if (m === constants.CORNER ||
+ m === constants.CORNERS ||
+ m === constants.RADIUS ||
+ m === constants.CENTER) {
+ this._renderer._ellipseMode = m;
+ }
+ return this;
+};
+
+/**
+ * Draws all geometry with jagged (aliased) edges. Note that smooth() is
+ * active by default, so it is necessary to call noSmooth() to disable
+ * smoothing of geometry, images, and fonts.
+ *
+ * @method noSmooth
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * background(0);
+ * noStroke();
+ * smooth();
+ * ellipse(30, 48, 36, 36);
+ * noSmooth();
+ * ellipse(70, 48, 36, 36);
+ * </code>
+ * </div>
+ */
+p5.prototype.noSmooth = function() {
+ this._renderer.noSmooth();
+ return this;
+};
+
+/**
+ * Modifies the location from which rectangles are drawn by changing the way
+ * in which parameters given to rect() are interpreted.
+ * <br><br>
+ * The default mode is rectMode(CORNER), which interprets the first two
+ * parameters of rect() as the upper-left corner of the shape, while the
+ * third and fourth parameters are its width and height.
+ * <br><br>
+ * rectMode(CORNERS) interprets the first two parameters of rect() as the
+ * location of one corner, and the third and fourth parameters as the
+ * location of the opposite corner.
+ * <br><br>
+ * rectMode(CENTER) interprets the first two parameters of rect() as the
+ * shape's center point, while the third and fourth parameters are its
+ * width and height.
+ * <br><br>
+ * rectMode(RADIUS) also uses the first two parameters of rect() as the
+ * shape's center point, but uses the third and fourth parameters to specify
+ * half of the shapes's width and height.
+ * <br><br>
+ * The parameter must be written in ALL CAPS because Javascript is a
+ * case-sensitive language.
+ *
+ * @method rectMode
+ * @param {Number/Constant} mode either CORNER, CORNERS, CENTER, or RADIUS
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * rectMode(CORNER); // Default rectMode is CORNER
+ * fill(255); // Set fill to white
+ * rect(25, 25, 50, 50); // Draw white rect using CORNER mode
+ *
+ * rectMode(CORNERS); // Set rectMode to CORNERS
+ * fill(100); // Set fill to gray
+ * rect(25, 25, 50, 50); // Draw gray rect using CORNERS mode
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * rectMode(RADIUS); // Set rectMode to RADIUS
+ * fill(255); // Set fill to white
+ * rect(50, 50, 30, 30); // Draw white rect using RADIUS mode
+ *
+ * rectMode(CENTER); // Set rectMode to CENTER
+ * fill(100); // Set fill to gray
+ * rect(50, 50, 30, 30); // Draw gray rect using CENTER mode
+ * </code>
+ * </div>
+ */
+p5.prototype.rectMode = function(m) {
+ if (m === constants.CORNER ||
+ m === constants.CORNERS ||
+ m === constants.RADIUS ||
+ m === constants.CENTER) {
+ this._renderer._rectMode = m;
+ }
+ return this;
+};
+
+/**
+ * Draws all geometry with smooth (anti-aliased) edges. smooth() will also
+ * improve image quality of resized images. Note that smooth() is active by
+ * default; noSmooth() can be used to disable smoothing of geometry,
+ * images, and fonts.
+ *
+ * @method smooth
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * background(0);
+ * noStroke();
+ * smooth();
+ * ellipse(30, 48, 36, 36);
+ * noSmooth();
+ * ellipse(70, 48, 36, 36);
+ * </code>
+ * </div>
+ */
+p5.prototype.smooth = function() {
+ this._renderer.smooth();
+ return this;
+};
+
+/**
+ * Sets the style for rendering line endings. These ends are either squared,
+ * extended, or rounded, each of which specified with the corresponding
+ * parameters: SQUARE, PROJECT, and ROUND. The default cap is ROUND.
+ *
+ * @method strokeCap
+ * @param {Number/Constant} cap either SQUARE, PROJECT, or ROUND
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * strokeWeight(12.0);
+ * strokeCap(ROUND);
+ * line(20, 30, 80, 30);
+ * strokeCap(SQUARE);
+ * line(20, 50, 80, 50);
+ * strokeCap(PROJECT);
+ * line(20, 70, 80, 70);
+ * </code>
+ * </div>
+ */
+p5.prototype.strokeCap = function(cap) {
+ if (cap === constants.ROUND ||
+ cap === constants.SQUARE ||
+ cap === constants.PROJECT) {
+ this._renderer.strokeCap(cap);
+ }
+ return this;
+};
+
+/**
+ * Sets the style of the joints which connect line segments. These joints
+ * are either mitered, beveled, or rounded and specified with the
+ * corresponding parameters MITER, BEVEL, and ROUND. The default joint is
+ * MITER.
+ *
+ * @method strokeJoin
+ * @param {Number/Constant} join either MITER, BEVEL, ROUND
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * strokeWeight(10.0);
+ * strokeJoin(MITER);
+ * beginShape();
+ * vertex(35, 20);
+ * vertex(65, 50);
+ * vertex(35, 80);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noFill();
+ * strokeWeight(10.0);
+ * strokeJoin(BEVEL);
+ * beginShape();
+ * vertex(35, 20);
+ * vertex(65, 50);
+ * vertex(35, 80);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noFill();
+ * strokeWeight(10.0);
+ * strokeJoin(ROUND);
+ * beginShape();
+ * vertex(35, 20);
+ * vertex(65, 50);
+ * vertex(35, 80);
+ * endShape();
+ * </code>
+ * </div>
+ */
+p5.prototype.strokeJoin = function(join) {
+ if (join === constants.ROUND ||
+ join === constants.BEVEL ||
+ join === constants.MITER) {
+ this._renderer.strokeJoin(join);
+ }
+ return this;
+};
+
+/**
+ * Sets the width of the stroke used for lines, points, and the border
+ * around shapes. All widths are set in units of pixels.
+ *
+ * @method strokeWeight
+ * @param {Number} weight the weight (in pixels) of the stroke
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * strokeWeight(1); // Default
+ * line(20, 20, 80, 20);
+ * strokeWeight(4); // Thicker
+ * line(20, 40, 80, 40);
+ * strokeWeight(10); // Beastly
+ * line(20, 70, 80, 70);
+ * </code>
+ * </div>
+ */
+p5.prototype.strokeWeight = function(w) {
+ this._renderer.strokeWeight(w);
+ return this;
+};
+
+module.exports = p5;
+
+},{"./constants":47,"./core":48}],46:[function(_dereq_,module,exports){
+/**
+ * @requires constants
+ */
+
+var constants = _dereq_('./constants');
+
+module.exports = {
+
+ modeAdjust: function(a, b, c, d, mode) {
+ if (mode === constants.CORNER) {
+ return { x: a, y: b, w: c, h: d };
+ } else if (mode === constants.CORNERS) {
+ return { x: a, y: b, w: c-a, h: d-b };
+ } else if (mode === constants.RADIUS) {
+ return { x: a-c, y: b-d, w: 2*c, h: 2*d };
+ } else if (mode === constants.CENTER) {
+ return { x: a-c*0.5, y: b-d*0.5, w: c, h: d };
+ }
+ },
+
+ arcModeAdjust: function(a, b, c, d, mode) {
+ if (mode === constants.CORNER) {
+ return { x: a+c*0.5, y: b+d*0.5, w: c, h: d };
+ } else if (mode === constants.CORNERS) {
+ return { x: a, y: b, w: c+a, h: d+b };
+ } else if (mode === constants.RADIUS) {
+ return { x: a, y: b, w: 2*c, h: 2*d };
+ } else if (mode === constants.CENTER) {
+ return { x: a, y: b, w: c, h: d };
+ }
+ }
+
+};
+
+
+},{"./constants":47}],47:[function(_dereq_,module,exports){
+/**
+ * @module Constants
+ * @submodule Constants
+ * @for p5
+ */
+
+var PI = Math.PI;
+
+module.exports = {
+
+ // GRAPHICS RENDERER
+ P2D: 'p2d',
+ WEBGL: 'webgl',
+
+ // ENVIRONMENT
+ ARROW: 'default',
+ CROSS: 'crosshair',
+ HAND: 'pointer',
+ MOVE: 'move',
+ TEXT: 'text',
+ WAIT: 'wait',
+
+ // TRIGONOMETRY
+
+ /**
+ * HALF_PI is a mathematical constant with the value
+ * 1.57079632679489661923. It is half the ratio of the
+ * circumference of a circle to its diameter. It is useful in
+ * combination with the trigonometric functions sin() and cos().
+ *
+ * @property HALF_PI
+ *
+ * @example
+ * <div><code>
+ * arc(50, 50, 80, 80, 0, HALF_PI);
+ * </code></div>
+ *
+ */
+ HALF_PI: PI / 2,
+ /**
+ * PI is a mathematical constant with the value
+ * 3.14159265358979323846. It is the ratio of the circumference
+ * of a circle to its diameter. It is useful in combination with
+ * the trigonometric functions sin() and cos().
+ *
+ * @property PI
+ *
+ * @example
+ * <div><code>
+ * arc(50, 50, 80, 80, 0, PI);
+ * </code></div>
+ */
+ PI: PI,
+ /**
+ * QUARTER_PI is a mathematical constant with the value 0.7853982.
+ * It is one quarter the ratio of the circumference of a circle to
+ * its diameter. It is useful in combination with the trigonometric
+ * functions sin() and cos().
+ *
+ * @property QUARTER_PI
+ *
+ * @example
+ * <div><code>
+ * arc(50, 50, 80, 80, 0, QUARTER_PI);
+ * </code></div>
+ *
+ */
+ QUARTER_PI: PI / 4,
+ /**
+ * TAU is an alias for TWO_PI, a mathematical constant with the
+ * value 6.28318530717958647693. It is twice the ratio of the
+ * circumference of a circle to its diameter. It is useful in
+ * combination with the trigonometric functions sin() and cos().
+ *
+ * @property TAU
+ *
+ * @example
+ * <div><code>
+ * arc(50, 50, 80, 80, 0, TAU);
+ * </code></div>
+ *
+ */
+ TAU: PI * 2,
+ /**
+ * TWO_PI is a mathematical constant with the value
+ * 6.28318530717958647693. It is twice the ratio of the
+ * circumference of a circle to its diameter. It is useful in
+ * combination with the trigonometric functions sin() and cos().
+ *
+ * @property TWO_PI
+ *
+ * @example
+ * <div><code>
+ * arc(50, 50, 80, 80, 0, TWO_PI);
+ * </code></div>
+ *
+ */
+ TWO_PI: PI * 2,
+ DEGREES: 'degrees',
+ RADIANS: 'radians',
+
+ // SHAPE
+ CORNER: 'corner',
+ CORNERS: 'corners',
+ RADIUS: 'radius',
+ RIGHT: 'right',
+ LEFT: 'left',
+ CENTER: 'center',
+ TOP: 'top',
+ BOTTOM: 'bottom',
+ BASELINE: 'alphabetic',
+ POINTS: 'points',
+ LINES: 'lines',
+ TRIANGLES: 'triangles',
+ TRIANGLE_FAN: 'triangles_fan',
+ TRIANGLE_STRIP: 'triangles_strip',
+ QUADS: 'quads',
+ QUAD_STRIP: 'quad_strip',
+ CLOSE: 'close',
+ OPEN: 'open',
+ CHORD: 'chord',
+ PIE: 'pie',
+ PROJECT: 'square', // PEND: careful this is counterintuitive
+ SQUARE: 'butt',
+ ROUND: 'round',
+ BEVEL: 'bevel',
+ MITER: 'miter',
+
+ // COLOR
+ RGB: 'rgb',
+ HSB: 'hsb',
+ HSL: 'hsl',
+
+ // DOM EXTENSION
+ AUTO: 'auto',
+
+ // INPUT
+ ALT: 18,
+ BACKSPACE: 8,
+ CONTROL: 17,
+ DELETE: 46,
+ DOWN_ARROW: 40,
+ ENTER: 13,
+ ESCAPE: 27,
+ LEFT_ARROW: 37,
+ OPTION: 18,
+ RETURN: 13,
+ RIGHT_ARROW: 39,
+ SHIFT: 16,
+ TAB: 9,
+ UP_ARROW: 38,
+
+ // RENDERING
+ BLEND: 'normal',
+ ADD: 'lighter',
+ //ADD: 'add', //
+ //SUBTRACT: 'subtract', //
+ DARKEST: 'darken',
+ LIGHTEST: 'lighten',
+ DIFFERENCE: 'difference',
+ EXCLUSION: 'exclusion',
+ MULTIPLY: 'multiply',
+ SCREEN: 'screen',
+ REPLACE: 'source-over',
+ OVERLAY: 'overlay',
+ HARD_LIGHT: 'hard-light',
+ SOFT_LIGHT: 'soft-light',
+ DODGE: 'color-dodge',
+ BURN: 'color-burn',
+
+ // FILTERS
+ THRESHOLD: 'threshold',
+ GRAY: 'gray',
+ OPAQUE: 'opaque',
+ INVERT: 'invert',
+ POSTERIZE: 'posterize',
+ DILATE: 'dilate',
+ ERODE: 'erode',
+ BLUR: 'blur',
+
+ // TYPOGRAPHY
+ NORMAL: 'normal',
+ ITALIC: 'italic',
+ BOLD: 'bold',
+
+ // TYPOGRAPHY-INTERNAL
+ _DEFAULT_TEXT_FILL: '#000000',
+ _DEFAULT_LEADMULT: 1.25,
+ _CTX_MIDDLE: 'middle',
+
+ // VERTICES
+ LINEAR: 'linear',
+ QUADRATIC: 'quadratic',
+ BEZIER: 'bezier',
+ CURVE: 'curve',
+
+ // DEFAULTS
+ _DEFAULT_STROKE: '#000000',
+ _DEFAULT_FILL: '#FFFFFF'
+
+};
+
+},{}],48:[function(_dereq_,module,exports){
+/**
+ * @module Structure
+ * @submodule Structure
+ * @for p5
+ * @requires constants
+ */
+
+'use strict';
+
+_dereq_('./shim');
+
+// Core needs the PVariables object
+var constants = _dereq_('./constants');
+
+/**
+ * This is the p5 instance constructor.
+ *
+ * A p5 instance holds all the properties and methods related to
+ * a p5 sketch. It expects an incoming sketch closure and it can also
+ * take an optional node parameter for attaching the generated p5 canvas
+ * to a node. The sketch closure takes the newly created p5 instance as
+ * its sole argument and may optionally set preload(), setup(), and/or
+ * draw() properties on it for running a sketch.
+ *
+ * A p5 sketch can run in "global" or "instance" mode:
+ * "global" - all properties and methods are attached to the window
+ * "instance" - all properties and methods are bound to this p5 object
+ *
+ * @param {Function} sketch a closure that can set optional preload(),
+ * setup(), and/or draw() properties on the
+ * given p5 instance
+ * @param {HTMLElement|boolean} node element to attach canvas to, if a
+ * boolean is passed in use it as sync
+ * @param {boolean} [sync] start synchronously (optional)
+ * @return {p5} a p5 instance
+ */
+var p5 = function(sketch, node, sync) {
+
+ if (arguments.length === 2 && typeof node === 'boolean') {
+ sync = node;
+ node = undefined;
+ }
+
+ //////////////////////////////////////////////
+ // PUBLIC p5 PROPERTIES AND METHODS
+ //////////////////////////////////////////////
+
+
+ /**
+ * Called directly before setup(), the preload() function is used to handle
+ * asynchronous loading of external files. If a preload function is
+ * defined, setup() will wait until any load calls within have finished.
+ * Nothing besides load calls should be inside preload (loadImage,
+ * loadJSON, loadFont, loadStrings, etc).
+ *
+ * @method preload
+ * @example
+ * <div><code>
+ * var img;
+ * var c;
+ * function preload() { // preload() runs once
+ * img = loadImage('assets/laDefense.jpg');
+ * }
+ *
+ * function setup() { // setup() waits until preload() is done
+ * img.loadPixels();
+ * // get color of middle pixel
+ * c = img.get(img.width/2, img.height/2);
+ * }
+ *
+ * function draw() {
+ * background(c);
+ * image(img, 25, 25, 50, 50);
+ * }
+ * </code></div>
+ */
+
+ /**
+ * The setup() function is called once when the program starts. It's used to
+ * define initial environment properties such as screen size and background
+ * color and to load media such as images and fonts as the program starts.
+ * There can only be one setup() function for each program and it shouldn't
+ * be called again after its initial execution.
+ * <br><br>
+ * Note: Variables declared within setup() are not accessible within other
+ * functions, including draw().
+ *
+ * @method setup
+ * @example
+ * <div><code>
+ * var a = 0;
+ *
+ * function setup() {
+ * background(0);
+ * noStroke();
+ * fill(102);
+ * }
+ *
+ * function draw() {
+ * rect(a++%width, 10, 2, 80);
+ * }
+ * </code></div>
+ */
+
+ /**
+ * Called directly after setup(), the draw() function continuously executes
+ * the lines of code contained inside its block until the program is stopped
+ * or noLoop() is called. draw() is called automatically and should never be
+ * called explicitly.
+ * <br><br>
+ * It should always be controlled with noLoop(), redraw() and loop(). After
+ * noLoop() stops the code in draw() from executing, redraw() causes the
+ * code inside draw() to execute once, and loop() will cause the code
+ * inside draw() to resume executing continuously.
+ * <br><br>
+ * The number of times draw() executes in each second may be controlled with
+ * the frameRate() function.
+ * <br><br>
+ * There can only be one draw() function for each sketch, and draw() must
+ * exist if you want the code to run continuously, or to process events such
+ * as mousePressed(). Sometimes, you might have an empty call to draw() in
+ * your program, as shown in the above example.
+ *
+ * @method draw
+ * @example
+ * <div><code>
+ * var yPos = 0;
+ * function setup() { // setup() runs once
+ * frameRate(30);
+ * }
+ * function draw() { // draw() loops forever, until stopped
+ * background(204);
+ * yPos = yPos - 1;
+ * if (yPos < 0) {
+ * yPos = height;
+ * }
+ * line(0, yPos, width, yPos);
+ * }
+ * </code></div>
+ */
+
+
+ //////////////////////////////////////////////
+ // PRIVATE p5 PROPERTIES AND METHODS
+ //////////////////////////////////////////////
+
+ this._setupDone = false;
+ // for handling hidpi
+ this._pixelDensity = Math.ceil(window.devicePixelRatio) || 1;
+ this._userNode = node;
+ this._curElement = null;
+ this._elements = [];
+ this._requestAnimId = 0;
+ this._preloadCount = 0;
+ this._isGlobal = false;
+ this._loop = true;
+ this._styles = [];
+ this._defaultCanvasSize = {
+ width: 100,
+ height: 100
+ };
+ this._events = { // keep track of user-events for unregistering later
+ 'mousemove': null,
+ 'mousedown': null,
+ 'mouseup': null,
+ 'dragend': null,
+ 'dragover': null,
+ 'click': null,
+ 'mouseover': null,
+ 'mouseout': null,
+ 'keydown': null,
+ 'keyup': null,
+ 'keypress': null,
+ 'touchstart': null,
+ 'touchmove': null,
+ 'touchend': null,
+ 'resize': null,
+ 'blur': null
+ };
+
+ if (window.DeviceOrientationEvent) {
+ this._events.deviceorientation = null;
+ }
+ if (window.DeviceMotionEvent && !window._isNodeWebkit) {
+ this._events.devicemotion = null;
+ }
+
+ this._events.wheel = null;
+
+
+ this._loadingScreenId = 'p5_loading';
+
+ this._start = function () {
+ // Find node if id given
+ if (this._userNode) {
+ if (typeof this._userNode === 'string') {
+ this._userNode = document.getElementById(this._userNode);
+ }
+ }
+
+ // Always create a default canvas.
+ // Later on if the user calls createCanvas, this default one
+ // will be replaced
+ this.createCanvas(
+ this._defaultCanvasSize.width,
+ this._defaultCanvasSize.height,
+ 'p2d',
+ true
+ );
+
+ var userPreload = this.preload || window.preload; // look for "preload"
+ if (userPreload) {
+
+ // Setup loading screen
+ // Set loading scfeen into dom if not present
+ // Otherwise displays and removes user provided loading screen
+ var loadingScreen = document.getElementById(this._loadingScreenId);
+ if(!loadingScreen){
+ loadingScreen = document.createElement('div');
+ loadingScreen.innerHTML = 'Loading...';
+ loadingScreen.style.position = 'absolute';
+ loadingScreen.id = this._loadingScreenId;
+ var node = this._userNode || document.body;
+ node.appendChild(loadingScreen);
+ }
+ // var methods = this._preloadMethods;
+ for (var method in this._preloadMethods){
+ // default to p5 if no object defined
+ this._preloadMethods[method] = this._preloadMethods[method] || p5;
+ var obj = this._preloadMethods[method];
+ //it's p5, check if it's global or instance
+ if (obj === p5.prototype || obj === p5){
+ obj = this._isGlobal ? window : this;
+ }
+ this._registeredPreloadMethods[method] = obj[method];
+ obj[method] = this._wrapPreload(obj, method);
+ }
+
+ userPreload();
+ this._runIfPreloadsAreDone();
+ } else {
+ this._setup();
+ this._runFrames();
+ this._draw();
+ }
+ }.bind(this);
+
+ this._runIfPreloadsAreDone = function(){
+ var context = this._isGlobal ? window : this;
+ if (context._preloadCount === 0) {
+ var loadingScreen = document.getElementById(context._loadingScreenId);
+ if (loadingScreen) {
+ loadingScreen.parentNode.removeChild(loadingScreen);
+ }
+ context._setup();
+ context._runFrames();
+ context._draw();
+ }
+ };
+
+ this._decrementPreload = function(){
+ var context = this._isGlobal ? window : this;
+ context._setProperty('_preloadCount', context._preloadCount - 1);
+ context._runIfPreloadsAreDone();
+ };
+
+ this._wrapPreload = function(obj, fnName){
+ return function(){
+ //increment counter
+ this._incrementPreload();
+ //call original function
+ var args = Array.prototype.slice.call(arguments);
+ args.push(this._decrementPreload.bind(this));
+ return this._registeredPreloadMethods[fnName].apply(obj, args);
+ }.bind(this);
+ };
+
+ this._incrementPreload = function(){
+ var context = this._isGlobal ? window : this;
+ context._setProperty('_preloadCount', context._preloadCount + 1);
+ };
+
+ this._setup = function() {
+
+ // return preload functions to their normal vals if switched by preload
+ var context = this._isGlobal ? window : this;
+ if (typeof context.preload === 'function') {
+ for (var f in this._preloadMethods) {
+ context[f] = this._preloadMethods[f][f];
+ if (context[f] && this) {
+ context[f] = context[f].bind(this);
+ }
+ }
+ }
+
+ // Short-circuit on this, in case someone used the library in "global"
+ // mode earlier
+ if (typeof context.setup === 'function') {
+ context.setup();
+ }
+
+ // // unhide hidden canvas that was created
+ // this.canvas.style.visibility = '';
+ // this.canvas.className = this.canvas.className.replace('p5_hidden', '');
+
+ // unhide any hidden canvases that were created
+ var reg = new RegExp(/(^|\s)p5_hidden(?!\S)/g);
+ var canvases = document.getElementsByClassName('p5_hidden');
+ for (var i = 0; i < canvases.length; i++) {
+ var k = canvases[i];
+ k.style.visibility = '';
+ k.className = k.className.replace(reg, '');
+ }
+ this._setupDone = true;
+
+ }.bind(this);
+
+ this._draw = function () {
+ var now = window.performance.now();
+ var time_since_last = now - this._lastFrameTime;
+ var target_time_between_frames = 1000 / this._targetFrameRate;
+
+ // only draw if we really need to; don't overextend the browser.
+ // draw if we're within 5ms of when our next frame should paint
+ // (this will prevent us from giving up opportunities to draw
+ // again when it's really about time for us to do so). fixes an
+ // issue where the frameRate is too low if our refresh loop isn't
+ // in sync with the browser. note that we have to draw once even
+ // if looping is off, so we bypass the time delay if that
+ // is the case.
+ var epsilon = 5;
+ if (!this._loop ||
+ time_since_last >= target_time_between_frames - epsilon) {
+
+ //mandatory update values(matrixs and stack) for 3d
+ if(this._renderer.isP3D){
+ this._renderer._update();
+ }
+
+ this._setProperty('frameCount', this.frameCount + 1);
+ this._updateMouseCoords();
+ this._updateTouchCoords();
+ this.redraw();
+ this._frameRate = 1000.0/(now - this._lastFrameTime);
+ this._lastFrameTime = now;
+ }
+
+ // get notified the next time the browser gives us
+ // an opportunity to draw.
+ if (this._loop) {
+ this._requestAnimId = window.requestAnimationFrame(this._draw);
+ }
+ }.bind(this);
+
+ this._runFrames = function() {
+ if (this._updateInterval) {
+ clearInterval(this._updateInterval);
+ }
+ }.bind(this);
+
+ this._setProperty = function(prop, value) {
+ this[prop] = value;
+ if (this._isGlobal) {
+ window[prop] = value;
+ }
+ }.bind(this);
+
+ /**
+ * Removes the entire p5 sketch. This will remove the canvas and any
+ * elements created by p5.js. It will also stop the draw loop and unbind
+ * any properties or methods from the window global scope. It will
+ * leave a variable p5 in case you wanted to create a new p5 sketch.
+ * If you like, you can set p5 = null to erase it.
+ * @method remove
+ * @example
+ * <div class='norender'><code>
+ * function draw() {
+ * ellipse(50, 50, 10, 10);
+ * }
+ *
+ * function mousePressed() {
+ * remove(); // remove whole sketch on mouse press
+ * }
+ * </code></div>
+ */
+ this.remove = function() {
+ if (this._curElement) {
+
+ // stop draw
+ this._loop = false;
+ if (this._requestAnimId) {
+ window.cancelAnimationFrame(this._requestAnimId);
+ }
+
+ // unregister events sketch-wide
+ for (var ev in this._events) {
+ window.removeEventListener(ev, this._events[ev]);
+ }
+
+ // remove DOM elements created by p5, and listeners
+ for (var i=0; i<this._elements.length; i++) {
+ var e = this._elements[i];
+ if (e.elt.parentNode) {
+ e.elt.parentNode.removeChild(e.elt);
+ }
+ for (var elt_ev in e._events) {
+ e.elt.removeEventListener(elt_ev, e._events[elt_ev]);
+ }
+ }
+
+ // call any registered remove functions
+ var self = this;
+ this._registeredMethods.remove.forEach(function (f) {
+ if (typeof(f) !== 'undefined') {
+ f.call(self);
+ }
+ });
+
+ // remove window bound properties and methods
+ if (this._isGlobal) {
+ for (var p in p5.prototype) {
+ try {
+ delete window[p];
+ } catch (x) {
+ window[p] = undefined;
+ }
+ }
+ for (var p2 in this) {
+ if (this.hasOwnProperty(p2)) {
+ try {
+ delete window[p2];
+ } catch (x) {
+ window[p2] = undefined;
+ }
+ }
+ }
+ }
+ }
+ // window.p5 = undefined;
+ }.bind(this);
+
+
+ // attach constants to p5 instance
+ for (var k in constants) {
+ p5.prototype[k] = constants[k];
+ }
+
+ // If the user has created a global setup or draw function,
+ // assume "global" mode and make everything global (i.e. on the window)
+ if (!sketch) {
+ this._isGlobal = true;
+ // Loop through methods on the prototype and attach them to the window
+ for (var p in p5.prototype) {
+ if(typeof p5.prototype[p] === 'function') {
+ var ev = p.substring(2);
+ if (!this._events.hasOwnProperty(ev)) {
+ window[p] = p5.prototype[p].bind(this);
+ }
+ } else {
+ window[p] = p5.prototype[p];
+ }
+ }
+ // Attach its properties to the window
+ for (var p2 in this) {
+ if (this.hasOwnProperty(p2)) {
+ window[p2] = this[p2];
+ }
+ }
+
+ } else {
+ // Else, the user has passed in a sketch closure that may set
+ // user-provided 'setup', 'draw', etc. properties on this instance of p5
+ sketch(this);
+ }
+
+ // Bind events to window (not using container div bc key events don't work)
+
+ for (var e in this._events) {
+ var f = this['_on'+e];
+ if (f) {
+ var m = f.bind(this);
+ window.addEventListener(e, m);
+ this._events[e] = m;
+ }
+ }
+
+ var focusHandler = function() {
+ this._setProperty('focused', true);
+ }.bind(this);
+ var blurHandler = function() {
+ this._setProperty('focused', false);
+ }.bind(this);
+ window.addEventListener('focus', focusHandler);
+ window.addEventListener('blur', blurHandler);
+ this.registerMethod('remove', function() {
+ window.removeEventListener('focus', focusHandler);
+ window.removeEventListener('blur', blurHandler);
+ });
+
+ // TODO: ???
+
+ if (sync) {
+ this._start();
+ } else {
+ if (document.readyState === 'complete') {
+ this._start();
+ } else {
+ window.addEventListener('load', this._start.bind(this), false);
+ }
+ }
+};
+
+
+// functions that cause preload to wait
+// more can be added by using registerPreloadMethod(func)
+p5.prototype._preloadMethods = {
+ loadJSON: p5.prototype,
+ loadImage: p5.prototype,
+ loadStrings: p5.prototype,
+ loadXML: p5.prototype,
+ loadShape: p5.prototype,
+ loadTable: p5.prototype,
+ loadFont: p5.prototype
+};
+
+p5.prototype._registeredMethods = { pre: [], post: [], remove: [] };
+
+p5.prototype._registeredPreloadMethods = {};
+
+p5.prototype.registerPreloadMethod = function(fnString, obj) {
+ // obj = obj || p5.prototype;
+ if (!p5.prototype._preloadMethods.hasOwnProperty(fnString)) {
+ p5.prototype._preloadMethods[fnString] = obj;
+ }
+};
+
+p5.prototype.registerMethod = function(name, m) {
+ if (!p5.prototype._registeredMethods.hasOwnProperty(name)) {
+ p5.prototype._registeredMethods[name] = [];
+ }
+ p5.prototype._registeredMethods[name].push(m);
+};
+
+module.exports = p5;
+
+},{"./constants":47,"./shim":57}],49:[function(_dereq_,module,exports){
+/**
+ * @module Shape
+ * @submodule Curves
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('./core');
+
+_dereq_('./error_helpers');
+
+var bezierDetail = 20;
+var curveDetail = 20;
+
+/**
+ * Draws a cubic Bezier curve on the screen. These curves are defined by a
+ * series of anchor and control points. The first two parameters specify
+ * the first anchor point and the last two parameters specify the other
+ * anchor point, which become the first and last points on the curve. The
+ * middle parameters specify the two control points which define the shape
+ * of the curve. Approximately speaking, control points "pull" the curve
+ * towards them.<br /><br />Bezier curves were developed by French
+ * automotive engineer Pierre Bezier, and are commonly used in computer
+ * graphics to define gently sloping curves. See also curve().
+ *
+ * @method bezier
+ * @param {Number} x1 x-coordinate for the first anchor point
+ * @param {Number} y1 y-coordinate for the first anchor point
+ * @param {Number} x2 x-coordinate for the first control point
+ * @param {Number} y2 y-coordinate for the first control point
+ * @param {Number} x3 x-coordinate for the second control point
+ * @param {Number} y3 y-coordinate for the second control point
+ * @param {Number} x4 x-coordinate for the second anchor point
+ * @param {Number} y4 y-coordinate for the second anchor point
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * stroke(255, 102, 0);
+ * line(85, 20, 10, 10);
+ * line(90, 90, 15, 80);
+ * stroke(0, 0, 0);
+ * bezier(85, 20, 10, 10, 90, 90, 15, 80);
+ * </code>
+ * </div>
+ */
+p5.prototype.bezier = function(x1, y1, x2, y2, x3, y3, x4, y4) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'bezier',
+ args,
+ [ 'Number', 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number', 'Number' ]
+ );
+
+ if (!this._renderer._doStroke) {
+ return this;
+ }
+ this._renderer.bezier(x1, y1, x2, y2, x3, y3, x4, y4);
+ return this;
+};
+
+/**
+ * Sets the resolution at which Beziers display.
+ *
+ * The default value is 20.
+ *
+ * @param {Number} detail resolution of the curves
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * background(204);
+ * bezierDetail(50);
+ * bezier(85, 20, 10, 10, 90, 90, 15, 80);
+ * </code>
+ * </div>
+ */
+p5.prototype.bezierDetail = function(d) {
+ bezierDetail = d;
+ return this;
+};
+
+/**
+ * Evaluates the Bezier at position t for points a, b, c, d.
+ * The parameters a and d are the first and last points
+ * on the curve, and b and c are the control points.
+ * The final parameter t varies between 0 and 1.
+ * This can be done once with the x coordinates and a second time
+ * with the y coordinates to get the location of a bezier curve at t.
+ *
+ * @method bezierPoint
+ * @param {Number} a coordinate of first point on the curve
+ * @param {Number} b coordinate of first control point
+ * @param {Number} c coordinate of second control point
+ * @param {Number} d coordinate of second point on the curve
+ * @param {Number} t value between 0 and 1
+ * @return {Number} the value of the Bezier at position t
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * x1 = 85, x2 = 10, x3 = 90, x4 = 15;
+ * y1 = 20, y2 = 10, y3 = 90, y4 = 80;
+ * bezier(x1, y1, x2, y2, x3, y3, x4, y4);
+ * fill(255);
+ * steps = 10;
+ * for (i = 0; i <= steps; i++) {
+ * t = i / steps;
+ * x = bezierPoint(x1, x2, x3, x4, t);
+ * y = bezierPoint(y1, y2, y3, y4, t);
+ * ellipse(x, y, 5, 5);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.bezierPoint = function(a, b, c, d, t) {
+ var adjustedT = 1-t;
+ return Math.pow(adjustedT,3)*a +
+ 3*(Math.pow(adjustedT,2))*t*b +
+ 3*adjustedT*Math.pow(t,2)*c +
+ Math.pow(t,3)*d;
+};
+
+/**
+ * Evaluates the tangent to the Bezier at position t for points a, b, c, d.
+ * The parameters a and d are the first and last points
+ * on the curve, and b and c are the control points.
+ * The final parameter t varies between 0 and 1.
+ *
+ * @method bezierTangent
+ * @param {Number} a coordinate of first point on the curve
+ * @param {Number} b coordinate of first control point
+ * @param {Number} c coordinate of second control point
+ * @param {Number} d coordinate of second point on the curve
+ * @param {Number} t value between 0 and 1
+ * @return {Number} the tangent at position t
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * bezier(85, 20, 10, 10, 90, 90, 15, 80);
+ * steps = 6;
+ * fill(255);
+ * for (i = 0; i <= steps; i++) {
+ * t = i / steps;
+ * // Get the location of the point
+ * x = bezierPoint(85, 10, 90, 15, t);
+ * y = bezierPoint(20, 10, 90, 80, t);
+ * // Get the tangent points
+ * tx = bezierTangent(85, 10, 90, 15, t);
+ * ty = bezierTangent(20, 10, 90, 80, t);
+ * // Calculate an angle from the tangent points
+ * a = atan2(ty, tx);
+ * a += PI;
+ * stroke(255, 102, 0);
+ * line(x, y, cos(a)*30 + x, sin(a)*30 + y);
+ * // The following line of code makes a line
+ * // inverse of the above line
+ * //line(x, y, cos(a)*-30 + x, sin(a)*-30 + y);
+ * stroke(0);
+ * ellipse(x, y, 5, 5);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noFill();
+ * bezier(85, 20, 10, 10, 90, 90, 15, 80);
+ * stroke(255, 102, 0);
+ * steps = 16;
+ * for (i = 0; i <= steps; i++) {
+ * t = i / steps;
+ * x = bezierPoint(85, 10, 90, 15, t);
+ * y = bezierPoint(20, 10, 90, 80, t);
+ * tx = bezierTangent(85, 10, 90, 15, t);
+ * ty = bezierTangent(20, 10, 90, 80, t);
+ * a = atan2(ty, tx);
+ * a -= HALF_PI;
+ * line(x, y, cos(a)*8 + x, sin(a)*8 + y);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.bezierTangent = function(a, b, c, d, t) {
+ var adjustedT = 1-t;
+ return 3*d*Math.pow(t,2) -
+ 3*c*Math.pow(t,2) +
+ 6*c*adjustedT*t -
+ 6*b*adjustedT*t +
+ 3*b*Math.pow(adjustedT,2) -
+ 3*a*Math.pow(adjustedT,2);
+};
+
+/**
+ * Draws a curved line on the screen between two points, given as the
+ * middle four parameters. The first two parameters are a control point, as
+ * if the curve came from this point even though it's not drawn. The last
+ * two parameters similarly describe the other control point. <br /><br />
+ * Longer curves can be created by putting a series of curve() functions
+ * together or using curveVertex(). An additional function called
+ * curveTightness() provides control for the visual quality of the curve.
+ * The curve() function is an implementation of Catmull-Rom splines.
+ *
+ * @method curve
+ * @param {Number} x1 x-coordinate for the beginning control point
+ * @param {Number} y1 y-coordinate for the beginning control point
+ * @param {Number} x2 x-coordinate for the first point
+ * @param {Number} y2 y-coordinate for the first point
+ * @param {Number} x3 x-coordinate for the second point
+ * @param {Number} y3 y-coordinate for the second point
+ * @param {Number} x4 x-coordinate for the ending control point
+ * @param {Number} y4 y-coordinate for the ending control point
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * stroke(255, 102, 0);
+ * curve(5, 26, 5, 26, 73, 24, 73, 61);
+ * stroke(0);
+ * curve(5, 26, 73, 24, 73, 61, 15, 65);
+ * stroke(255, 102, 0);
+ * curve(73, 24, 73, 61, 15, 65, 15, 65);
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * // Define the curve points as JavaScript objects
+ * p1 = {x: 5, y: 26}, p2 = {x: 73, y: 24}
+ * p3 = {x: 73, y: 61}, p4 = {x: 15, y: 65}
+ * noFill();
+ * stroke(255, 102, 0);
+ * curve(p1.x, p1.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y)
+ * stroke(0);
+ * curve(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y)
+ * stroke(255, 102, 0);
+ * curve(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, p4.x, p4.y)
+ * </code>
+ * </div>
+ */
+p5.prototype.curve = function(x1, y1, x2, y2, x3, y3, x4, y4) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'curve',
+ args,
+ [ 'Number', 'Number', 'Number', 'Number',
+ 'Number', 'Number', 'Number', 'Number' ]
+ );
+
+ if (!this._renderer._doStroke) {
+ return;
+ }
+ this._renderer.curve(x1, y1, x2, y2, x3, y3, x4, y4);
+ return this;
+};
+
+/**
+ * Sets the resolution at which curves display.
+ *
+ * The default value is 20.
+ *
+ * @param {Number} resolution of the curves
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * background(204);
+ * curveDetail(20);
+ * curve(5, 26, 5, 26, 73, 24, 73, 61);
+ * </code>
+ * </div>
+ */
+p5.prototype.curveDetail = function(d) {
+ curveDetail = d;
+ return this;
+};
+
+/**
+ * Modifies the quality of forms created with curve() and curveVertex().
+ * The parameter tightness determines how the curve fits to the vertex
+ * points. The value 0.0 is the default value for tightness (this value
+ * defines the curves to be Catmull-Rom splines) and the value 1.0 connects
+ * all the points with straight lines. Values within the range -5.0 and 5.0
+ * will deform the curves but will leave them recognizable and as values
+ * increase in magnitude, they will continue to deform.
+ *
+ * @method curveTightness
+ * @param {Number} amount of deformation from the original vertices
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * // Move the mouse left and right to see the curve change
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * noFill();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * var t = map(mouseX, 0, width, -5, 5);
+ * curveTightness(t);
+ * beginShape();
+ * curveVertex(10, 26);
+ * curveVertex(10, 26);
+ * curveVertex(83, 24);
+ * curveVertex(83, 61);
+ * curveVertex(25, 65);
+ * curveVertex(25, 65);
+ * endShape();
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.curveTightness = function (t) {
+ this._renderer._curveTightness = t;
+};
+
+/**
+ * Evaluates the curve at position t for points a, b, c, d.
+ * The parameter t varies between 0 and 1, a and d are points
+ * on the curve, and b and c are the control points.
+ * This can be done once with the x coordinates and a second time
+ * with the y coordinates to get the location of a curve at t.
+ *
+ * @method curvePoint
+ * @param {Number} a coordinate of first point on the curve
+ * @param {Number} b coordinate of first control point
+ * @param {Number} c coordinate of second control point
+ * @param {Number} d coordinate of second point on the curve
+ * @param {Number} t value between 0 and 1
+ * @return {Number} bezier value at position t
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * curve(5, 26, 5, 26, 73, 24, 73, 61);
+ * curve(5, 26, 73, 24, 73, 61, 15, 65);
+ * fill(255);
+ * ellipseMode(CENTER);
+ * steps = 6;
+ * for (i = 0; i <= steps; i++) {
+ * t = i / steps;
+ * x = curvePoint(5, 5, 73, 73, t);
+ * y = curvePoint(26, 26, 24, 61, t);
+ * ellipse(x, y, 5, 5);
+ * x = curvePoint(5, 73, 73, 15, t);
+ * y = curvePoint(26, 24, 61, 65, t);
+ * ellipse(x, y, 5, 5);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.curvePoint = function(a, b, c, d, t) {
+ var t3 = t*t*t,
+ t2 = t*t,
+ f1 = -0.5 * t3 + t2 - 0.5 * t,
+ f2 = 1.5 * t3 - 2.5 * t2 + 1.0,
+ f3 = -1.5 * t3 + 2.0 * t2 + 0.5 * t,
+ f4 = 0.5 * t3 - 0.5 * t2;
+ return a*f1 + b*f2 + c*f3 + d*f4;
+};
+
+/**
+ * Evaluates the tangent to the curve at position t for points a, b, c, d.
+ * The parameter t varies between 0 and 1, a and d are points on the curve,
+ * and b and c are the control points.
+ *
+ * @method curveTangent
+ * @param {Number} a coordinate of first point on the curve
+ * @param {Number} b coordinate of first control point
+ * @param {Number} c coordinate of second control point
+ * @param {Number} d coordinate of second point on the curve
+ * @param {Number} t value between 0 and 1
+ * @return {Number} the tangent at position t
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * curve(5, 26, 73, 24, 73, 61, 15, 65);
+ * steps = 6;
+ * for (i = 0; i <= steps; i++) {
+ * t = i / steps;
+ * x = curvePoint(5, 73, 73, 15, t);
+ * y = curvePoint(26, 24, 61, 65, t);
+ * //ellipse(x, y, 5, 5);
+ * tx = curveTangent(5, 73, 73, 15, t);
+ * ty = curveTangent(26, 24, 61, 65, t);
+ * a = atan2(ty, tx);
+ * a -= PI/2.0;
+ * line(x, y, cos(a)*8 + x, sin(a)*8 + y);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.curveTangent = function(a, b,c, d, t) {
+ var t2 = t*t,
+ f1 = (-3*t2)/2 + 2*t - 0.5,
+ f2 = (9*t2)/2 - 5*t,
+ f3 = (-9*t2)/2 + 4*t + 0.5,
+ f4 = (3*t2)/2 - t;
+ return a*f1 + b*f2 + c*f3 + d*f4;
+};
+
+module.exports = p5;
+
+},{"./core":48,"./error_helpers":51}],50:[function(_dereq_,module,exports){
+/**
+ * @module Environment
+ * @submodule Environment
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('./core');
+var C = _dereq_('./constants');
+
+var standardCursors = [C.ARROW, C.CROSS, C.HAND, C.MOVE, C.TEXT, C.WAIT];
+
+p5.prototype._frameRate = 0;
+p5.prototype._lastFrameTime = window.performance.now();
+p5.prototype._targetFrameRate = 60;
+
+
+if (window.console && console.log) {
+ /**
+ * The print() function writes to the console area of your browser.
+ * This function is often helpful for looking at the data a program is
+ * producing. This function creates a new line of text for each call to
+ * the function. Individual elements can be
+ * separated with quotes ("") and joined with the addition operator (+).
+ * <br><br>
+ * While print() is similar to console.log(), it does not directly map to
+ * it in order to simulate easier to understand behavior than
+ * console.log(). Due to this, it is slower. For fastest results, use
+ * console.log().
+ *
+ * @method print
+ * @param {Any} contents any combination of Number, String, Object, Boolean,
+ * Array to print
+ * @example
+ * <div><code class='norender'>
+ * var x = 10;
+ * print("The value of x is " + x);
+ * // prints "The value of x is 10"
+ * </code></div>
+ */
+ // Converts passed args into a string and then parses that string to
+ // simulate synchronous behavior. This is a hack and is gross.
+ // Since this will not work on all objects, particularly circular
+ // structures, simply console.log() on error.
+ p5.prototype.print = function(args) {
+ try {
+ var newArgs = JSON.parse(JSON.stringify(args));
+ console.log(newArgs);
+ } catch(err) {
+ console.log(args);
+ }
+ };
+} else {
+ p5.prototype.print = function() {};
+}
+
+p5.prototype.println = p5.prototype.print;
+
+/**
+ * The system variable frameCount contains the number of frames that have
+ * been displayed since the program started. Inside setup() the value is 0,
+ * after the first iteration of draw it is 1, etc.
+ *
+ * @property frameCount
+ * @example
+ * <div><code>
+ * function setup() {
+ * frameRate(30);
+ * textSize(20);
+ * textSize(30);
+ * textAlign(CENTER);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * text(frameCount, width/2, height/2);
+ * }
+ * </code></div>
+ */
+p5.prototype.frameCount = 0;
+
+/**
+ * Confirms if the window a p5.js program is in is "focused," meaning that
+ * the sketch will accept mouse or keyboard input. This variable is
+ * "true" if the window is focused and "false" if not.
+ *
+ * @property focused
+ * @example
+ * <div><code>
+ * // To demonstrate, put two windows side by side.
+ * // Click on the window that the p5 sketch isn't in!
+ * function draw() {
+ * if (focused) { // or "if (focused === true)"
+ * noStroke();
+ * fill(0, 200, 0);
+ * ellipse(25, 25, 50, 50);
+ * } else {
+ * stroke(200,0,0);
+ * line(0, 0, 100, 100);
+ * line(100, 0, 0, 100);
+ * }
+ * }
+ *
+ * </code></div>
+ */
+p5.prototype.focused = (document.hasFocus());
+
+/**
+ * Sets the cursor to a predefined symbol or an image, or makes it visible
+ * if already hidden. If you are trying to set an image as the cursor, the
+ * recommended size is 16x16 or 32x32 pixels. It is not possible to load an
+ * image as the cursor if you are exporting your program for the Web, and not
+ * all MODES work with all browsers. The values for parameters x and y must
+ * be less than the dimensions of the image.
+ *
+ * @method cursor
+ * @param {Number/Constant} type either ARROW, CROSS, HAND, MOVE, TEXT, or
+ * WAIT, or path for image
+ * @param {Number} [x] the horizontal active spot of the cursor
+ * @param {Number} [y] the vertical active spot of the cursor
+ * @example
+ * <div><code>
+ * // Move the mouse left and right across the image
+ * // to see the cursor change from a cross to a hand
+ * function draw() {
+ * line(width/2, 0, width/2, height);
+ * if (mouseX < 50) {
+ * cursor(CROSS);
+ * } else {
+ * cursor(HAND);
+ * }
+ * }
+ * </code></div>
+ */
+p5.prototype.cursor = function(type, x, y) {
+ var cursor = 'auto';
+ var canvas = this._curElement.elt;
+ if (standardCursors.indexOf(type) > -1) {
+ // Standard css cursor
+ cursor = type;
+ } else if (typeof type === 'string') {
+ var coords = '';
+ if (x && y && (typeof x === 'number' && typeof y === 'number')) {
+ // Note that x and y values must be unit-less positive integers < 32
+ // https://developer.mozilla.org/en-US/docs/Web/CSS/cursor
+ coords = x + ' ' + y;
+ }
+ if (type.substring(0, 6) !== 'http://') {
+ // Image (absolute url)
+ cursor = 'url(' + type + ') ' + coords + ', auto';
+ } else if (/\.(cur|jpg|jpeg|gif|png|CUR|JPG|JPEG|GIF|PNG)$/.test(type)) {
+ // Image file (relative path) - Separated for performance reasons
+ cursor = 'url(' + type + ') ' + coords + ', auto';
+ } else {
+ // Any valid string for the css cursor property
+ cursor = type;
+ }
+ }
+ canvas.style.cursor = cursor;
+};
+
+/**
+ * Specifies the number of frames to be displayed every second. For example,
+ * the function call frameRate(30) will attempt to refresh 30 times a second.
+ * If the processor is not fast enough to maintain the specified rate, the
+ * frame rate will not be achieved. Setting the frame rate within setup() is
+ * recommended. The default rate is 60 frames per second. This is the same as
+ * setFrameRate(val).
+ * <br><br>
+ * Calling frameRate() with no arguments returns the current framerate. This
+ * is the same as getFrameRate().
+ * <br><br>
+ * Calling frameRate() with arguments that are not of the type numbers
+ * or are non positive also returns current framerate.
+ *
+ * @method frameRate
+ * @param {Number} [fps] number of frames to be displayed every second
+ * @return {Number} current frameRate
+ * @example
+ *
+ * <div><code>
+ * var rectX = 0;
+ * var fr = 30; //starting FPS
+ * var clr;
+ *
+ * function setup() {
+ * background(200);
+ * frameRate(fr); // Attempt to refresh at starting FPS
+ * clr = color(255,0,0);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * rectX = rectX += 1; // Move Rectangle
+ *
+ * if (rectX >= width) { // If you go off screen.
+ * if (fr == 30) {
+ * clr = color(0,0,255);
+ * fr = 10;
+ * frameRate(fr); // make frameRate 10 FPS
+ * } else {
+ * clr = color(255,0,0);
+ * fr = 30;
+ * frameRate(fr); // make frameRate 30 FPS
+ * }
+ * rectX = 0;
+ * }
+ * fill(clr);
+ * rect(rectX, 40, 20,20);
+ * }
+ * </div></code>
+ *
+ */
+p5.prototype.frameRate = function(fps) {
+ if (typeof fps !== 'number' || fps <= 0) {
+ return this._frameRate;
+ } else {
+ this._setProperty('_targetFrameRate', fps);
+ this._runFrames();
+ return this;
+ }
+};
+/**
+ * Returns the current framerate.
+ *
+ * @return {Number} current frameRate
+ */
+p5.prototype.getFrameRate = function() {
+ return this.frameRate();
+};
+
+/**
+ * Specifies the number of frames to be displayed every second. For example,
+ * the function call frameRate(30) will attempt to refresh 30 times a second.
+ * If the processor is not fast enough to maintain the specified rate, the
+ * frame rate will not be achieved. Setting the frame rate within setup() is
+ * recommended. The default rate is 60 frames per second.
+ *
+ * Calling frameRate() with no arguments returns the current framerate.
+ *
+ * @param {Number} [fps] number of frames to be displayed every second
+ */
+p5.prototype.setFrameRate = function(fps) {
+ return this.frameRate(fps);
+};
+
+/**
+ * Hides the cursor from view.
+ *
+ * @method noCursor
+ * @example
+ * <div><code>
+ * function setup() {
+ * noCursor();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * ellipse(mouseX, mouseY, 10, 10);
+ * }
+ * </code></div>
+ */
+p5.prototype.noCursor = function() {
+ this._curElement.elt.style.cursor = 'none';
+};
+
+
+/**
+ * System variable that stores the width of the entire screen display. This
+ * is used to run a full-screen program on any display size.
+ *
+ * @property displayWidth
+ * @example
+ * <div class="norender"><code>
+ * createCanvas(displayWidth, displayHeight);
+ * </code></div>
+ */
+p5.prototype.displayWidth = screen.width;
+
+/**
+ * System variable that stores the height of the entire screen display. This
+ * is used to run a full-screen program on any display size.
+ *
+ * @property displayHeight
+ * @example
+ * <div class="norender"><code>
+ * createCanvas(displayWidth, displayHeight);
+ * </code></div>
+ */
+p5.prototype.displayHeight = screen.height;
+
+/**
+ * System variable that stores the width of the inner window, it maps to
+ * window.innerWidth.
+ *
+ * @property windowWidth
+ * @example
+ * <div class="norender"><code>
+ * createCanvas(windowWidth, windowHeight);
+ * </code></div>
+ */
+p5.prototype.windowWidth = window.innerWidth;
+/**
+ * System variable that stores the height of the inner window, it maps to
+ * window.innerHeight.
+ *
+ * @property windowHeight
+ * @example
+ * <div class="norender"><code>
+ * createCanvas(windowWidth, windowHeight);
+ * </code></div>
+ */
+p5.prototype.windowHeight = window.innerHeight;
+
+/**
+ * The windowResized() function is called once every time the browser window
+ * is resized. This is a good place to resize the canvas or do any other
+ * adjustements to accomodate the new window size.
+ *
+ * @method windowResized
+ * @example
+ * <div class="norender"><code>
+ * function setup() {
+ * createCanvas(windowWidth, windowHeight);
+ * }
+ *
+ * function draw() {
+ * background(0, 100, 200);
+ * }
+ *
+ * function windowResized() {
+ * resizeCanvas(windowWidth, windowHeight);
+ * }
+ * </code></div>
+ */
+p5.prototype._onresize = function(e){
+ this._setProperty('windowWidth', window.innerWidth);
+ this._setProperty('windowHeight', window.innerHeight);
+ var context = this._isGlobal ? window : this;
+ var executeDefault;
+ if (typeof context.windowResized === 'function') {
+ executeDefault = context.windowResized(e);
+ if (executeDefault !== undefined && !executeDefault) {
+ e.preventDefault();
+ }
+ }
+};
+
+/**
+ * System variable that stores the width of the drawing canvas. This value
+ * is set by the first parameter of the createCanvas() function.
+ * For example, the function call createCanvas(320, 240) sets the width
+ * variable to the value 320. The value of width defaults to 100 if
+ * createCanvas() is not used in a program.
+ *
+ * @property width
+ */
+p5.prototype.width = 0;
+
+/**
+ * System variable that stores the height of the drawing canvas. This value
+ * is set by the second parameter of the createCanvas() function. For
+ * example, the function call createCanvas(320, 240) sets the height
+ * variable to the value 240. The value of height defaults to 100 if
+ * createCanvas() is not used in a program.
+ *
+ * @property height
+ */
+p5.prototype.height = 0;
+
+/**
+ * If argument is given, sets the sketch to fullscreen or not based on the
+ * value of the argument. If no argument is given, returns the current
+ * fullscreen state. Note that due to browser restrictions this can only
+ * be called on user input, for example, on mouse press like the example
+ * below.
+ *
+ * @method fullscreen
+ * @param {Boolean} [val] whether the sketch should be in fullscreen mode
+ * or not
+ * @return {Boolean} current fullscreen state
+ * @example
+ * <div>
+ * <code>
+ * // Clicking in the box toggles fullscreen on and off.
+ * function setup() {
+ * background(200);
+ * }
+ * function mousePressed() {
+ * if (mouseX > 0 && mouseX < 100 && mouseY > 0 && mouseY < 100) {
+ * var fs = fullscreen();
+ * fullscreen(!fs);
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.fullscreen = function(val) {
+ // no arguments, return fullscreen or not
+ if (typeof val === 'undefined') {
+ return document.fullscreenElement ||
+ document.webkitFullscreenElement ||
+ document.mozFullScreenElement ||
+ document.msFullscreenElement;
+ } else { // otherwise set to fullscreen or not
+ if (val) {
+ launchFullscreen(document.documentElement);
+ } else {
+ exitFullscreen();
+ }
+ }
+};
+
+/**
+ * Sets the pixel scaling for high pixel density displays. By default
+ * pixel density is set to match display density, call pixelDensity(1)
+ * to turn this off. Calling pixelDensity() with no arguments returns
+ * the current pixel density of the sketch.
+ *
+ *
+ * @method pixelDensity
+ * @param {Number} [val] whether or how much the sketch should scale
+ * @returns {Number} current pixel density of the sketch
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * pixelDensity(1);
+ * createCanvas(100, 100);
+ * background(200);
+ * ellipse(width/2, height/2, 50, 50);
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * function setup() {
+ * pixelDensity(3.0);
+ * createCanvas(100, 100);
+ * background(200);
+ * ellipse(width/2, height/2, 50, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.pixelDensity = function(val) {
+ if (typeof val === 'number') {
+ this._pixelDensity = val;
+ } else {
+ return this._pixelDensity;
+ }
+ this.resizeCanvas(this.width, this.height, true);
+};
+
+/**
+ * Returns the pixel density of the current display the sketch is running on.
+ *
+ * @method displayDensity
+ * @returns {Number} current pixel density of the display
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * var density = displayDensity();
+ * pixelDensity(density);
+ * createCanvas(100, 100);
+ * background(200);
+ * ellipse(width/2, height/2, 50, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.displayDensity = function() {
+ return window.devicePixelRatio;
+};
+
+function launchFullscreen(element) {
+ var enabled = document.fullscreenEnabled ||
+ document.webkitFullscreenEnabled ||
+ document.mozFullScreenEnabled ||
+ document.msFullscreenEnabled;
+ if (!enabled) {
+ throw new Error('Fullscreen not enabled in this browser.');
+ }
+ if(element.requestFullscreen) {
+ element.requestFullscreen();
+ } else if(element.mozRequestFullScreen) {
+ element.mozRequestFullScreen();
+ } else if(element.webkitRequestFullscreen) {
+ element.webkitRequestFullscreen();
+ } else if(element.msRequestFullscreen) {
+ element.msRequestFullscreen();
+ }
+}
+
+function exitFullscreen() {
+ if(document.exitFullscreen) {
+ document.exitFullscreen();
+ } else if(document.mozCancelFullScreen) {
+ document.mozCancelFullScreen();
+ } else if(document.webkitExitFullscreen) {
+ document.webkitExitFullscreen();
+ } else if (document.msExitFullscreen) {
+ document.msExitFullscreen();
+ }
+}
+
+
+/**
+ * Gets the current URL.
+ * @method getURL
+ * @return {String} url
+ * @example
+ * <div>
+ * <code>
+ * var url;
+ * var x = 100;
+ *
+ * function setup() {
+ * fill(0);
+ * noStroke();
+ * url = getURL();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * text(url, x, height/2);
+ * x--;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.getURL = function() {
+ return location.href;
+};
+/**
+ * Gets the current URL path as an array.
+ * @method getURLPath
+ * @return {Array} path components
+ * @example
+ * <div class='norender'><code>
+ * function setup() {
+ * var urlPath = getURLPath();
+ * for (var i=0; i&lt;urlPath.length; i++) {
+ * text(urlPath[i], 10, i*20+20);
+ * }
+ * }
+ * </code></div>
+ */
+p5.prototype.getURLPath = function() {
+ return location.pathname.split('/').filter(function(v){return v!=='';});
+};
+/**
+ * Gets the current URL params as an Object.
+ * @method getURLParams
+ * @return {Object} URL params
+ * @example
+ * <div class='norender'>
+ * <code>
+ * // Example: http://p5js.org?year=2014&month=May&day=15
+ *
+ * function setup() {
+ * var params = getURLParams();
+ * text(params.day, 10, 20);
+ * text(params.month, 10, 40);
+ * text(params.year, 10, 60);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.getURLParams = function() {
+ var re = /[?&]([^&=]+)(?:[&=])([^&=]+)/gim;
+ var m;
+ var v={};
+ while ((m = re.exec(location.search)) != null) {
+ if (m.index === re.lastIndex) {
+ re.lastIndex++;
+ }
+ v[m[1]]=m[2];
+ }
+ return v;
+};
+
+module.exports = p5;
+
+},{"./constants":47,"./core":48}],51:[function(_dereq_,module,exports){
+/**
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('./core');
+var doFriendlyWelcome = false; // TEMP until we get it all working LM
+
+// -- Borrowed from jQuery 1.11.3 --
+var class2type = {};
+var toString = class2type.toString;
+var names = ['Boolean', 'Number', 'String', 'Function',
+ 'Array', 'Date', 'RegExp', 'Object', 'Error'];
+for (var n=0; n<names.length; n++) {
+ class2type[ '[object ' + names[n] + ']' ] = names[n].toLowerCase();
+}
+var getType = function( obj ) {
+ if ( obj == null ) {
+ return obj + '';
+ }
+ return typeof obj === 'object' || typeof obj === 'function' ?
+ class2type[ toString.call(obj) ] || 'object' :
+ typeof obj;
+};
+var isArray = Array.isArray || function( obj ) {
+ return getType(obj) === 'array';
+};
+var isNumeric =function( obj ) {
+ // parseFloat NaNs numeric-cast false positives (null|true|false|"")
+ // ...but misinterprets leading-number strings, particularly hex literals
+ // subtraction forces infinities to NaN
+ // adding 1 corrects loss of precision from parseFloat (#15100)
+ return !isArray( obj ) && (obj - parseFloat( obj ) + 1) >= 0;
+};
+// -- End borrow --
+
+/**
+ * Checks the definition type against the argument type
+ * If any of these passes (in order), it matches:
+ *
+ * - p5.* definitions are checked with instanceof
+ * - Booleans are let through (everything is truthy or falsey)
+ * - Lowercase of the definition is checked against the js type
+ * - Number types are checked to see if they are numerically castable
+ */
+var numberTypes = ['Number', 'Integer', 'Number/Constant'];
+function typeMatches(defType, argType, arg) {
+ if(defType.match(/^p5\./)) {
+ var parts = defType.split('.');
+ return arg instanceof p5[parts[1]];
+ }
+ return defType === 'Boolean' || // Anything is truthy, cover in Debug Guide
+ (defType.toLowerCase() === argType) ||
+ (numberTypes.indexOf(defType) > -1 && isNumeric(arg));
+}
+
+/**
+ * Prints out a fancy, colorful message to the console log
+ *
+ * @param {String} message the words to be said
+ * @param {String} func the name of the function to link
+ * @param {Integer/Color String} color CSS color string or error type
+ *
+ * @return console logs
+ */
+// Wrong number of params, undefined param, wrong type
+var PARAM_COUNT = 0;
+var EMPTY_VAR = 1;
+var WRONG_TYPE = 2;
+var FILE_LOAD = 3;
+// p5.js blue, p5.js orange, auto dark green; fallback p5.js darkened magenta
+// See testColors below for all the color codes and names
+var typeColors = ['#2D7BB6', '#EE9900', '#4DB200', '#C83C00'];
+function report(message, func, color) {
+ if(doFriendlyWelcome){
+ friendlyWelcome();
+ doFriendlyWelcome =false;
+ }
+ if ('undefined' === getType(color)) {
+ color = '#B40033'; // dark magenta
+ } else if (getType(color) === 'number') { // Type to color
+ color = typeColors[color];
+ }
+ // LM TEMP commenting this out until we get the whole system working
+ // if (func.substring(0,4) === 'load'){
+ // console.log(
+ // '%c> p5.js says: '+message+'%c'+
+ // '[https://github.com/processing/p5.js/wiki/Local-server]',
+ // 'background-color:' + color + ';color:#FFF;',
+ // 'background-color:transparent;color:' + color +';',
+ // 'background-color:' + color + ';color:#FFF;',
+ // 'background-color:transparent;color:' + color +';'
+ // );
+ // }
+ // else{
+ // console.log(
+ // '%c> p5.js says: '+message+'%c [http://p5js.org/reference/#p5/'+func+
+ // ']', 'background-color:' + color + ';color:#FFF;',
+ // 'background-color:transparent;color:' + color +';'
+ // );
+ // }
+}
+
+/**
+ * Validate all the parameters of a function for number and type
+ * NOTE THIS FUNCTION IS TEMPORARILY DISABLED UNTIL FURTHER WORK
+ * AND UPDATES ARE IMPLEMENTED. -LMCCART
+ *
+ * @param {String} func name of function we're checking
+ * @param {Array} args pass of the JS default arguments array
+ * @param {Array} types List of types accepted ['Number', 'String, ...] OR
+ * a list of lists for each format: [
+ * ['String', 'Number', 'Number'],
+ * ['String', 'Number', 'Number', 'Number', 'Number'
+ * ]
+ *
+ * @return console logs
+ */
+p5.prototype._validateParameters = function(func, args, types) {
+ if (!isArray(types[0])) {
+ types = [types];
+ }
+ // Check number of parameters
+ // Example: "You wrote ellipse(X,X,X). ellipse was expecting 4
+ // parameters. Try ellipse(X,X,X,X)."
+ var diff = Math.abs(args.length-types[0].length);
+ var message, tindex = 0;
+ for (var i=1, len=types.length; i<len; i++) {
+ var d = Math.abs(args.length-types[i].length);
+ if (d <= diff) {
+ tindex = i;
+ diff = d;
+ }
+ }
+ var symbol = 'X'; // Parameter placeholder
+ if(diff > 0) {
+ message = 'You wrote ' + func + '(';
+ // Concat an appropriate number of placeholders for call
+ if (args.length > 0) {
+ message += symbol + Array(args.length).join(',' + symbol);
+ }
+ message += '). ' + func + ' was expecting ' + types[tindex].length +
+ ' parameters. Try ' + func + '(';
+ // Concat an appropriate number of placeholders for definition
+ if (types[tindex].length > 0) {
+ message += symbol + Array(types[tindex].length).join(',' + symbol);
+ }
+ message += ').';
+ // If multiple definitions
+ if (types.length > 1) {
+ message += ' ' + func + ' takes different numbers of parameters ' +
+ 'depending on what you want to do. Click this link to learn more: ';
+ }
+ report(message, func, PARAM_COUNT);
+ }
+ // Type checking
+ // Example: "It looks like ellipse received an empty variable in spot #2."
+ // Example: "ellipse was expecting a number for parameter #1,
+ // received "foo" instead."
+ for (var format=0; format<types.length; format++) {
+ for (var p=0; p < types[format].length && p < args.length; p++) {
+ var defType = types[format][p];
+ var argType = getType(args[p]);
+ if ('undefined' === argType || null === argType) {
+ report('It looks like ' + func +
+ ' received an empty variable in spot #' + (p+1) +
+ '. If not intentional, this is often a problem with scope: ' +
+ '[link to scope].', func, EMPTY_VAR);
+ } else if (defType !== '*' && !typeMatches(defType, argType, args[p])) {
+ message = func + ' was expecting a ' + defType.toLowerCase() +
+ ' for parameter #' + (p+1) + ', received ';
+ // Wrap strings in quotes
+ message += 'string' === argType ? '"' + args[p] + '"' : args[p];
+ message += ' instead.';
+ // If multiple definitions
+ if (types.length > 1) {
+ message += ' ' + func + ' takes different numbers of parameters ' +
+ 'depending on what you want to do. ' +
+ 'Click this link to learn more:';
+ }
+ report(message, func, WRONG_TYPE);
+ }
+ }
+ }
+};
+/*
+ * NOTE THIS FUNCTION IS TEMPORARILY DISABLED UNTIL FURTHER WORK
+ * AND UPDATES ARE IMPLEMENTED. -LMCCART
+ */
+p5.prototype._validateParameters = function() {
+ return true;
+};
+
+var errorCases = {
+ '0': {
+ fileType: 'image',
+ method: 'loadImage',
+ message: ' hosting the image online,'
+ },
+ '1': {
+ fileType: 'XML file',
+ method: 'loadXML'
+ },
+ '2': {
+ fileType: 'table file',
+ method: 'loadTable'
+ },
+ '3': {
+ fileType: 'text file',
+ method: 'loadStrings'
+ }
+};
+p5._friendlyFileLoadError = function (errorType, filePath) {
+ var errorInfo = errorCases[ errorType ];
+ var message = 'It looks like there was a problem' +
+ ' loading your ' + errorInfo.fileType + '.' +
+ ' Try checking if the file path%c [' + filePath + '] %cis correct,' +
+ (errorInfo.message || '') + ' or running a local server.';
+ report(message, errorInfo.method, FILE_LOAD);
+};
+
+function friendlyWelcome() {
+ // p5.js brand - magenta: #ED225D
+ var astrixBgColor = 'transparent';
+ var astrixTxtColor = '#ED225D';
+ var welcomeBgColor = '#ED225D';
+ var welcomeTextColor = 'white';
+ console.log(
+ '%c _ \n'+
+ ' /\\| |/\\ \n'+
+ ' \\ ` \' / \n'+
+ ' / , . \\ \n'+
+ ' \\/|_|\\/ '+
+ '\n\n%c> p5.js says: Welcome! '+
+ 'This is your friendly debugger. ' +
+ 'To turn me off switch to using “p5.min.js”.',
+ 'background-color:'+astrixBgColor+';color:' + astrixTxtColor +';',
+ 'background-color:'+welcomeBgColor+';color:' + welcomeTextColor +';'
+ );
+}
+
+/**
+ * Prints out all the colors in the color pallete with white text.
+ * For color blindness testing.
+ */
+/* function testColors() {
+ var str = 'A box of biscuits, a box of mixed biscuits and a biscuit mixer';
+ report(str, 'println', '#ED225D'); // p5.js magenta
+ report(str, 'println', '#2D7BB6'); // p5.js blue
+ report(str, 'println', '#EE9900'); // p5.js orange
+ report(str, 'println', '#A67F59'); // p5.js light brown
+ report(str, 'println', '#704F21'); // p5.js gold
+ report(str, 'println', '#1CC581'); // auto cyan
+ report(str, 'println', '#FF6625'); // auto orange
+ report(str, 'println', '#79EB22'); // auto green
+ report(str, 'println', '#B40033'); // p5.js darkened magenta
+ report(str, 'println', '#084B7F'); // p5.js darkened blue
+ report(str, 'println', '#945F00'); // p5.js darkened orange
+ report(str, 'println', '#6B441D'); // p5.js darkened brown
+ report(str, 'println', '#2E1B00'); // p5.js darkened gold
+ report(str, 'println', '#008851'); // auto dark cyan
+ report(str, 'println', '#C83C00'); // auto dark orange
+ report(str, 'println', '#4DB200'); // auto dark green
+} */
+
+// This is a lazily-defined list of p5 symbols that may be
+// misused by beginners at top-level code, outside of setup/draw. We'd like
+// to detect these errors and help the user by suggesting they move them
+// into setup/draw.
+//
+// For more details, see https://github.com/processing/p5.js/issues/1121.
+var misusedAtTopLevelCode = null;
+var FAQ_URL = 'https://github.com/processing/p5.js/wiki/' +
+ 'Frequently-Asked-Questions' +
+ '#why-cant-i-assign-variables-using-p5-functions-and-' +
+ 'variables-before-setup';
+
+function defineMisusedAtTopLevelCode() {
+ var uniqueNamesFound = {};
+
+ var getSymbols = function(obj) {
+ return Object.getOwnPropertyNames(obj).filter(function(name) {
+ if (name[0] === '_') {
+ return false;
+ }
+ if (name in uniqueNamesFound) {
+ return false;
+ }
+
+ uniqueNamesFound[name] = true;
+
+ return true;
+ }).map(function(name) {
+ var type;
+
+ if (typeof(obj[name]) === 'function') {
+ type = 'function';
+ } else if (name === name.toUpperCase()) {
+ type = 'constant';
+ } else {
+ type = 'variable';
+ }
+
+ return {name: name, type: type};
+ });
+ };
+
+ misusedAtTopLevelCode = [].concat(
+ getSymbols(p5.prototype),
+ // At present, p5 only adds its constants to p5.prototype during
+ // construction, which may not have happened at the time a
+ // ReferenceError is thrown, so we'll manually add them to our list.
+ getSymbols(_dereq_('./constants'))
+ );
+
+ // This will ultimately ensure that we report the most specific error
+ // possible to the user, e.g. advising them about HALF_PI instead of PI
+ // when their code misuses the former.
+ misusedAtTopLevelCode.sort(function(a, b) {
+ return b.name.length - a.name.length;
+ });
+}
+
+function helpForMisusedAtTopLevelCode(e, log) {
+ if (!log) {
+ log = console.log.bind(console);
+ }
+
+ if (!misusedAtTopLevelCode) {
+ defineMisusedAtTopLevelCode();
+ }
+
+ // If we find that we're logging lots of false positives, we can
+ // uncomment the following code to avoid displaying anything if the
+ // user's code isn't likely to be using p5's global mode. (Note that
+ // setup/draw are more likely to be defined due to JS function hoisting.)
+ //
+ //if (!('setup' in window || 'draw' in window)) {
+ // return;
+ //}
+
+ misusedAtTopLevelCode.some(function(symbol) {
+ // Note that while just checking for the occurrence of the
+ // symbol name in the error message could result in false positives,
+ // a more rigorous test is difficult because different browsers
+ // log different messages, and the format of those messages may
+ // change over time.
+ //
+ // For example, if the user uses 'PI' in their code, it may result
+ // in any one of the following messages:
+ //
+ // * 'PI' is undefined (Microsoft Edge)
+ // * ReferenceError: PI is undefined (Firefox)
+ // * Uncaught ReferenceError: PI is not defined (Chrome)
+
+ if (e.message && e.message.indexOf(symbol.name) !== -1) {
+ log('%cDid you just try to use p5.js\'s ' + symbol.name +
+ (symbol.type === 'function' ? '() ' : ' ') + symbol.type +
+ '? If so, you may want to ' +
+ 'move it into your sketch\'s setup() function.\n\n' +
+ 'For more details, see: ' + FAQ_URL,
+ 'color: #B40033' /* Dark magenta */);
+ return true;
+ }
+ });
+}
+
+// Exposing this primarily for unit testing.
+p5.prototype._helpForMisusedAtTopLevelCode = helpForMisusedAtTopLevelCode;
+
+if (document.readyState !== 'complete') {
+ window.addEventListener('error', helpForMisusedAtTopLevelCode, false);
+
+ // Our job is only to catch ReferenceErrors that are thrown when
+ // global (non-instance mode) p5 APIs are used at the top-level
+ // scope of a file, so we'll unbind our error listener now to make
+ // sure we don't log false positives later.
+ window.addEventListener('load', function() {
+ window.removeEventListener('error', helpForMisusedAtTopLevelCode, false);
+ });
+}
+
+module.exports = p5;
+
+},{"./constants":47,"./core":48}],52:[function(_dereq_,module,exports){
+/**
+ * @module DOM
+ * @submodule DOM
+ * @for p5.Element
+ */
+
+var p5 = _dereq_('./core');
+
+/**
+ * Base class for all elements added to a sketch, including canvas,
+ * graphics buffers, and other HTML elements. Methods in blue are
+ * included in the core functionality, methods in brown are added
+ * with the <a href="http://p5js.org/libraries/">p5.dom library</a>.
+ * It is not called directly, but p5.Element
+ * objects are created by calling createCanvas, createGraphics,
+ * or in the p5.dom library, createDiv, createImg, createInput, etc.
+ *
+ * @class p5.Element
+ * @constructor
+ * @param {String} elt DOM node that is wrapped
+ * @param {Object} [pInst] pointer to p5 instance
+ */
+p5.Element = function(elt, pInst) {
+ /**
+ * Underlying HTML element. All normal HTML methods can be called on this.
+ *
+ * @property elt
+ */
+ this.elt = elt;
+ this._pInst = pInst;
+ this._events = {};
+ this.width = this.elt.offsetWidth;
+ this.height = this.elt.offsetHeight;
+};
+
+/**
+ *
+ * Attaches the element to the parent specified. A way of setting
+ * the container for the element. Accepts either a string ID, DOM
+ * node, or p5.Element. If no arguments given, parent node is returned.
+ *
+ * @method parent
+ * @param {String|Object} parent the ID, DOM node, or p5.Element
+ * of desired parent element
+ * @return {p5.Element}
+ * @example
+ * <div class="norender"><code>
+ * // in the html file:
+ * &lt;div id="myContainer">&lt;/div>
+ * // in the js file:
+ * var cnv = createCanvas(100, 100);
+ * cnv.parent("myContainer");
+ * </code></div>
+ * <div class='norender'><code>
+ * var div0 = createDiv('this is the parent');
+ * var div1 = createDiv('this is the child');
+ * div1.parent(div0); // use p5.Element
+ * </code></div>
+ * <div class='norender'><code>
+ * var div0 = createDiv('this is the parent');
+ * div0.id('apples');
+ * var div1 = createDiv('this is the child');
+ * div1.parent('apples'); // use id
+ * </code></div>
+ * <div class='norender'><code>
+ * var elt = document.getElementById('myParentDiv');
+ * var div1 = createDiv('this is the child');
+ * div1.parent(elt); // use element from page
+ * </code></div>
+ */
+p5.Element.prototype.parent = function(p) {
+ if (arguments.length === 0){
+ return this.elt.parentNode;
+ } else {
+ if (typeof p === 'string') {
+ if (p[0] === '#') {
+ p = p.substring(1);
+ }
+ p = document.getElementById(p);
+ } else if (p instanceof p5.Element) {
+ p = p.elt;
+ }
+ p.appendChild(this.elt);
+ return this;
+ }
+};
+
+/**
+ *
+ * Sets the ID of the element
+ *
+ * @method id
+ * @param {String} id ID of the element
+ * @return {p5.Element}
+ */
+p5.Element.prototype.id = function(id) {
+ if (arguments.length === 0) {
+ return this.elt.id;
+ } else {
+ this.elt.id = id;
+ this.width = this.elt.offsetWidth;
+ this.height = this.elt.offsetHeight;
+ return this;
+ }
+};
+
+/**
+ *
+ * Adds given class to the element
+ *
+ * @method class
+ * @param {String} class class to add
+ * @return {p5.Element}
+ */
+p5.Element.prototype.class = function(c) {
+ if (arguments.length === 0) {
+ return this.elt.className;
+ } else {
+ this.elt.className = c;
+ this.width = this.elt.offsetWidth;
+ this.height = this.elt.offsetHeight;
+ return this;
+ }
+};
+
+/**
+ * The .mousePressed() function is called once after every time a
+ * mouse button is pressed over the element. This can be used to
+ * attach element specific event listeners.
+ *
+ * @method mousePressed
+ * @param {Function} fxn function to be fired when mouse is
+ * pressed over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mousePressed(changeGray); // attach listener for
+ * // canvas click only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * // this function fires with any click anywhere
+ * function mousePressed() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.mousePressed = function (fxn) {
+ attachListener('mousedown', fxn, this);
+ attachListener('touchstart', fxn, this);
+ return this;
+};
+
+/**
+ * The .mouseWheel() function is called once after every time a
+ * mouse wheel is scrolled over the element. This can be used to
+ * attach element specific event listeners.<br><br>
+ * The event.wheelDelta or event.detail property returns negative values if
+ * the mouse wheel if rotated up or away from the user and positive in the
+ * other direction. On OS X with "natural" scrolling enabled, the values are
+ * opposite.
+ *
+ * @method mouseWheel
+ * @param {Function} fxn function to be fired when mouse wheel is
+ * scrolled over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseWheel(changeSize); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * // this function fires with mousewheel movement
+ * // anywhere on screen
+ * function mouseWheel() {
+ * g = g + 10;
+ * }
+ *
+ * // this function fires with mousewheel movement
+ * // over canvas only
+ * function changeSize() {
+ * if (event.wheelDelta > 0) {
+ * d = d + 10;
+ * } else {
+ * d = d - 10;
+ * }
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.mouseWheel = function (fxn) {
+ attachListener('wheel', fxn, this);
+ return this;
+};
+
+/**
+ * The .mouseReleased() function is called once after every time a
+ * mouse button is released over the element. This can be used to
+ * attach element specific event listeners.
+ *
+ * @method mouseReleased
+ * @param {Function} fxn function to be fired when mouse is
+ * released over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseReleased(changeGray); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // released
+ * function mouseReleased() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // released while on canvas
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.mouseReleased = function (fxn) {
+ attachListener('mouseup', fxn, this);
+ attachListener('touchend', fxn, this);
+ return this;
+};
+
+
+/**
+ * The .mouseClicked() function is called once after a mouse button is
+ * pressed and released over the element. This can be used to
+ * attach element specific event listeners.
+ *
+ * @method mouseClicked
+ * @param {Function} fxn function to be fired when mouse is
+ * clicked over the element.
+ * @return {p5.Element}
+ * @example
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseClicked(changeGray); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // clicked anywhere
+ * function mouseClicked() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires after the mouse has been
+ * // clicked on canvas
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.mouseClicked = function (fxn) {
+ attachListener('click', fxn, this);
+ return this;
+};
+
+/**
+ * The .mouseMoved() function is called once every time a
+ * mouse moves over the element. This can be used to attach an
+ * element specific event listener.
+ *
+ * @method mouseMoved
+ * @param {Function} fxn function to be fired when mouse is
+ * moved over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d = 30;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseMoved(changeSize); // attach listener for
+ * // activity on canvas only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * fill(200);
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * // this function fires when mouse moves anywhere on
+ * // page
+ * function mouseMoved() {
+ * g = g + 5;
+ * if (g > 255) {
+ * g = 0;
+ * }
+ * }
+ *
+ * // this function fires when mouse moves over canvas
+ * function changeSize() {
+ * d = d + 2;
+ * if (d > 100) {
+ * d = 0;
+ * }
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.mouseMoved = function (fxn) {
+ attachListener('mousemove', fxn, this);
+ attachListener('touchmove', fxn, this);
+ return this;
+};
+
+/**
+ * The .mouseOver() function is called once after every time a
+ * mouse moves onto the element. This can be used to attach an
+ * element specific event listener.
+ *
+ * @method mouseOver
+ * @param {Function} fxn function to be fired when mouse is
+ * moved over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseOver(changeGray);
+ * d = 10;
+ * }
+ *
+ * function draw() {
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * function changeGray() {
+ * d = d + 10;
+ * if (d > 100) {
+ * d = 0;
+ * }
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.mouseOver = function (fxn) {
+ attachListener('mouseover', fxn, this);
+ return this;
+};
+
+
+/**
+ * The .changed() function is called when the value of an
+ * element is changed.
+ * This can be used to attach an element specific event listener.
+ *
+ * @method changed
+ * @param {Function} fxn function to be fired when the value of an
+ * element changes.
+ * @return {p5.Element}
+ * @example
+ * <div><code>
+ * var sel;
+ *
+ * function setup() {
+ * textAlign(CENTER);
+ * background(200);
+ * sel = createSelect();
+ * sel.position(10, 10);
+ * sel.option('pear');
+ * sel.option('kiwi');
+ * sel.option('grape');
+ * sel.changed(mySelectEvent);
+ * }
+ *
+ * function mySelectEvent() {
+ * var item = sel.value();
+ * background(200);
+ * text("it's a "+item+"!", 50, 50);
+ * }
+ * </code></div>
+ * <div><code>
+ * var checkbox;
+ * var cnv;
+ *
+ * function setup() {
+ * checkbox = createCheckbox(" fill");
+ * checkbox.changed(changeFill);
+ * cnv = createCanvas(100, 100);
+ * cnv.position(0, 30);
+ * noFill();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * ellipse(50, 50, 50, 50);
+ * }
+ *
+ * function changeFill() {
+ * if (checkbox.checked()) {
+ * fill(0);
+ * } else {
+ * noFill();
+ * }
+ * }
+ * </code></div>
+ */
+p5.Element.prototype.changed = function (fxn) {
+ attachListener('change', fxn, this);
+ return this;
+};
+
+/**
+ * The .input() function is called when any user input is
+ * detected with an element. The input event is often used
+ * to detect keystrokes in a input element, or changes on a
+ * slider element. This can be used to attach an element specific
+ * event listener.
+ *
+ * @method input
+ * @param {Function} fxn function to be fired on user input.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * // Open your console to see the output
+ * function setup() {
+ * var inp = createInput('');
+ * inp.input(myInputEvent);
+ * }
+ *
+ * function myInputEvent() {
+ * console.log('you are typing: ', this.value());
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.input = function (fxn) {
+ attachListener('input', fxn, this);
+ return this;
+};
+
+/**
+ * The .mouseOut() function is called once after every time a
+ * mouse moves off the element. This can be used to attach an
+ * element specific event listener.
+ *
+ * @method mouseOut
+ * @param {Function} fxn function to be fired when mouse is
+ * moved off the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.mouseOut(changeGray);
+ * d = 10;
+ * }
+ *
+ * function draw() {
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * function changeGray() {
+ * d = d + 10;
+ * if (d > 100) {
+ * d = 0;
+ * }
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.mouseOut = function (fxn) {
+ attachListener('mouseout', fxn, this);
+ return this;
+};
+
+/**
+ * The .touchStarted() function is called once after every time a touch is
+ * registered. This can be used to attach element specific event listeners.
+ *
+ * @method touchStarted
+ * @param {Function} fxn function to be fired when touch is
+ * started over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.touchStarted(changeGray); // attach listener for
+ * // canvas click only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * // this function fires with any touch anywhere
+ * function touchStarted() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.touchStarted = function (fxn) {
+ attachListener('touchstart', fxn, this);
+ attachListener('mousedown', fxn, this);
+ return this;
+};
+
+/**
+ * The .touchMoved() function is called once after every time a touch move is
+ * registered. This can be used to attach element specific event listeners.
+ *
+ * @method touchMoved
+ * @param {Function} fxn function to be fired when touch is moved
+ * over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.touchMoved(changeGray); // attach listener for
+ * // canvas click only
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.touchMoved = function (fxn) {
+ attachListener('touchmove', fxn, this);
+ attachListener('mousemove', fxn, this);
+ return this;
+};
+
+/**
+ * The .touchEnded() function is called once after every time a touch is
+ * registered. This can be used to attach element specific event listeners.
+ *
+ * @method touchEnded
+ * @param {Function} fxn function to be fired when touch is
+ * ended over the element.
+ * @return {p5.Element}
+ * @example
+ * <div class='norender'><code>
+ * var cnv;
+ * var d;
+ * var g;
+ * function setup() {
+ * cnv = createCanvas(100, 100);
+ * cnv.touchEnded(changeGray); // attach listener for
+ * // canvas click only
+ * d = 10;
+ * g = 100;
+ * }
+ *
+ * function draw() {
+ * background(g);
+ * ellipse(width/2, height/2, d, d);
+ * }
+ *
+ * // this function fires with any touch anywhere
+ * function touchEnded() {
+ * d = d + 10;
+ * }
+ *
+ * // this function fires only when cnv is clicked
+ * function changeGray() {
+ * g = random(0, 255);
+ * }
+ * </code></div>
+ *
+ */
+p5.Element.prototype.touchEnded = function (fxn) {
+ attachListener('touchend', fxn, this);
+ attachListener('mouseup', fxn, this);
+ return this;
+};
+
+
+
+/**
+ * The .dragOver() function is called once after every time a
+ * file is dragged over the element. This can be used to attach an
+ * element specific event listener.
+ *
+ * @method dragOver
+ * @param {Function} fxn function to be fired when mouse is
+ * dragged over the element.
+ * @return {p5.Element}
+ */
+p5.Element.prototype.dragOver = function (fxn) {
+ attachListener('dragover', fxn, this);
+ return this;
+};
+
+/**
+ * The .dragLeave() function is called once after every time a
+ * dragged file leaves the element area. This can be used to attach an
+ * element specific event listener.
+ *
+ * @method dragLeave
+ * @param {Function} fxn function to be fired when mouse is
+ * dragged over the element.
+ * @return {p5.Element}
+ */
+p5.Element.prototype.dragLeave = function (fxn) {
+ attachListener('dragleave', fxn, this);
+ return this;
+};
+
+/**
+ * The .drop() function is called for each file dropped on the element.
+ * It requires a callback that is passed a p5.File object. You can
+ * optionally pass two callbacks, the first one (required) is triggered
+ * for each file dropped when the file is loaded. The second (optional)
+ * is triggered just once when a file (or files) are dropped.
+ *
+ * @method drop
+ * @param {Function} callback triggered when files are dropped.
+ * @param {Function} callback to receive loaded file.
+ * @return {p5.Element}
+ */
+p5.Element.prototype.drop = function (callback, fxn) {
+ // Make a file loader callback and trigger user's callback
+ function makeLoader(theFile) {
+ // Making a p5.File object
+ var p5file = new p5.File(theFile);
+ return function(e) {
+ p5file.data = e.target.result;
+ callback(p5file);
+ };
+ }
+
+ // Is the file stuff supported?
+ if (window.File && window.FileReader && window.FileList && window.Blob) {
+
+ // If you want to be able to drop you've got to turn off
+ // a lot of default behavior
+ attachListener('dragover',function(evt) {
+ evt.stopPropagation();
+ evt.preventDefault();
+ },this);
+
+ // If this is a drag area we need to turn off the default behavior
+ attachListener('dragleave',function(evt) {
+ evt.stopPropagation();
+ evt.preventDefault();
+ },this);
+
+ // If just one argument it's the callback for the files
+ if (arguments.length > 1) {
+ attachListener('drop', fxn, this);
+ }
+
+ // Deal with the files
+ attachListener('drop', function(evt) {
+
+ evt.stopPropagation();
+ evt.preventDefault();
+
+ // A FileList
+ var files = evt.dataTransfer.files;
+
+ // Load each one and trigger the callback
+ for (var i = 0; i < files.length; i++) {
+ var f = files[i];
+ var reader = new FileReader();
+ reader.onload = makeLoader(f);
+
+
+ // Text or data?
+ // This should likely be improved
+ if (f.type.indexOf('text') > -1) {
+ reader.readAsText(f);
+ } else {
+ reader.readAsDataURL(f);
+ }
+ }
+ }, this);
+ } else {
+ console.log('The File APIs are not fully supported in this browser.');
+ }
+
+ return this;
+};
+
+
+
+
+function attachListener(ev, fxn, ctx) {
+ // LM removing, not sure why we had this?
+ // var _this = ctx;
+ // var f = function (e) { fxn(e, _this); };
+ var f = fxn.bind(ctx);
+ ctx.elt.addEventListener(ev, f, false);
+ ctx._events[ev] = f;
+}
+
+/**
+ * Helper fxn for sharing pixel methods
+ *
+ */
+p5.Element.prototype._setProperty = function (prop, value) {
+ this[prop] = value;
+};
+
+
+module.exports = p5.Element;
+
+},{"./core":48}],53:[function(_dereq_,module,exports){
+/**
+ * @module Rendering
+ * @submodule Rendering
+ * @for p5
+ */
+
+var p5 = _dereq_('./core');
+var constants = _dereq_('./constants');
+
+/**
+ * Thin wrapper around a renderer, to be used for creating a
+ * graphics buffer object. Use this class if you need
+ * to draw into an off-screen graphics buffer. The two parameters define the
+ * width and height in pixels. The fields and methods for this class are
+ * extensive, but mirror the normal drawing API for p5.
+ *
+ * @class p5.Graphics
+ * @constructor
+ * @extends p5.Element
+ * @param {String} elt DOM node that is wrapped
+ * @param {Object} [pInst] pointer to p5 instance
+ * @param {Boolean} whether we're using it as main canvas
+ */
+p5.Graphics = function(w, h, renderer, pInst) {
+
+ var r = renderer || constants.P2D;
+
+ var c = document.createElement('canvas');
+ var node = this._userNode || document.body;
+ node.appendChild(c);
+
+ p5.Element.call(this, c, pInst, false);
+ this._styles = [];
+ this.width = w;
+ this.height = h;
+ this._pixelDensity = pInst._pixelDensity;
+
+ if (r === constants.WEBGL) {
+ this._renderer = new p5.Renderer3D(c, pInst, false);
+ } else {
+ this._renderer = new p5.Renderer2D(c, pInst, false);
+ }
+
+ this._renderer.resize(w, h);
+ this._renderer._applyDefaults();
+
+ pInst._elements.push(this);
+
+ // bind methods and props of p5 to the new object
+ for (var p in p5.prototype) {
+ if (!this[p]) {
+ if (typeof p5.prototype[p] === 'function') {
+ this[p] = p5.prototype[p].bind(this);
+ } else {
+ this[p] = p5.prototype[p];
+ }
+ }
+ }
+
+ return this;
+};
+
+p5.Graphics.prototype = Object.create(p5.Element.prototype);
+
+module.exports = p5.Graphics;
+
+},{"./constants":47,"./core":48}],54:[function(_dereq_,module,exports){
+/**
+ * @module Rendering
+ * @submodule Rendering
+ * @for p5
+ */
+
+var p5 = _dereq_('./core');
+var constants = _dereq_('../core/constants');
+
+/**
+ * Main graphics and rendering context, as well as the base API
+ * implementation for p5.js "core". To be used as the superclass for
+ * Renderer2D and Renderer3D classes, respecitvely.
+ *
+ * @class p5.Renderer
+ * @constructor
+ * @extends p5.Element
+ * @param {String} elt DOM node that is wrapped
+ * @param {Object} [pInst] pointer to p5 instance
+ * @param {Boolean} whether we're using it as main canvas
+ */
+p5.Renderer = function(elt, pInst, isMainCanvas) {
+ p5.Element.call(this, elt, pInst);
+ this.canvas = elt;
+ this._pInst = pInst;
+ if (isMainCanvas) {
+ this._isMainCanvas = true;
+ // for pixel method sharing with pimage
+ this._pInst._setProperty('_curElement', this);
+ this._pInst._setProperty('canvas', this.canvas);
+ this._pInst._setProperty('width', this.width);
+ this._pInst._setProperty('height', this.height);
+ } else { // hide if offscreen buffer by default
+ this.canvas.style.display = 'none';
+ this._styles = []; // non-main elt styles stored in p5.Renderer
+ }
+
+
+ this._textSize = 12;
+ this._textLeading = 15;
+ this._textFont = 'sans-serif';
+ this._textStyle = constants.NORMAL;
+ this._textAscent = null;
+ this._textDescent = null;
+
+
+ this._rectMode = constants.CORNER;
+ this._ellipseMode = constants.CENTER;
+ this._curveTightness = 0;
+ this._imageMode = constants.CORNER;
+
+ this._tint = null;
+ this._doStroke = true;
+ this._doFill = true;
+ this._strokeSet = false;
+ this._fillSet = false;
+ this._colorMode = constants.RGB;
+ this._colorMaxes = {
+ rgb: [255, 255, 255, 255],
+ hsb: [360, 100, 100, 1],
+ hsl: [360, 100, 100, 1]
+ };
+
+};
+
+p5.Renderer.prototype = Object.create(p5.Element.prototype);
+
+
+
+
+/**
+ * Resize our canvas element.
+ */
+p5.Renderer.prototype.resize = function(w, h) {
+ this.width = w;
+ this.height = h;
+ this.elt.width = w * this._pInst._pixelDensity;
+ this.elt.height = h * this._pInst._pixelDensity;
+ this.elt.style.width = w +'px';
+ this.elt.style.height = h + 'px';
+ if (this._isMainCanvas) {
+ this._pInst._setProperty('width', this.width);
+ this._pInst._setProperty('height', this.height);
+ }
+};
+
+p5.Renderer.prototype.textLeading = function(l) {
+
+ if (arguments.length && arguments[0]) {
+
+ this._setProperty('_textLeading', l);
+ return this;
+ }
+
+ return this._textLeading;
+};
+
+p5.Renderer.prototype.textSize = function(s) {
+
+ if (arguments.length && arguments[0]) {
+
+ this._setProperty('_textSize', s);
+ this._setProperty('_textLeading', s * constants._DEFAULT_LEADMULT);
+ return this._applyTextProperties();
+ }
+
+ return this._textSize;
+};
+
+p5.Renderer.prototype.textStyle = function(s) {
+
+ if (arguments.length && arguments[0]) {
+
+ if (s === constants.NORMAL ||
+ s === constants.ITALIC ||
+ s === constants.BOLD) {
+ this._setProperty('_textStyle', s);
+ }
+
+ return this._applyTextProperties();
+ }
+
+ return this._textStyle;
+};
+
+p5.Renderer.prototype.textAscent = function() {
+ if (this._textAscent === null) {
+ this._updateTextMetrics();
+ }
+ return this._textAscent;
+};
+
+p5.Renderer.prototype.textDescent = function() {
+
+ if (this._textDescent === null) {
+ this._updateTextMetrics();
+ }
+ return this._textDescent;
+};
+
+/**
+ * Helper fxn to check font type (system or otf)
+ */
+p5.Renderer.prototype._isOpenType = function(f) {
+
+ f = f || this._textFont;
+ return (typeof f === 'object' && f.font && f.font.supported);
+};
+
+p5.Renderer.prototype._updateTextMetrics = function() {
+
+ if (this._isOpenType()) {
+
+ this._setProperty('_textAscent', this._textFont._textAscent());
+ this._setProperty('_textDescent', this._textFont._textDescent());
+ return this;
+ }
+
+ // Adapted from http://stackoverflow.com/a/25355178
+ var text = document.createElement('span');
+ text.style.fontFamily = this._textFont;
+ text.style.fontSize = this._textSize + 'px';
+ text.innerHTML = 'ABCjgq|';
+
+ var block = document.createElement('div');
+ block.style.display = 'inline-block';
+ block.style.width = '1px';
+ block.style.height = '0px';
+
+ var container = document.createElement('div');
+ container.appendChild(text);
+ container.appendChild(block);
+
+ container.style.height = '0px';
+ container.style.overflow = 'hidden';
+ document.body.appendChild(container);
+
+ block.style.verticalAlign = 'baseline';
+ var blockOffset = calculateOffset(block);
+ var textOffset = calculateOffset(text);
+ var ascent = blockOffset[1] - textOffset[1];
+
+ block.style.verticalAlign = 'bottom';
+ blockOffset = calculateOffset(block);
+ textOffset = calculateOffset(text);
+ var height = blockOffset[1] - textOffset[1];
+ var descent = height - ascent;
+
+ document.body.removeChild(container);
+
+ this._setProperty('_textAscent', ascent);
+ this._setProperty('_textDescent', descent);
+
+ return this;
+};
+
+/**
+ * Helper fxn to measure ascent and descent.
+ * Adapted from http://stackoverflow.com/a/25355178
+ */
+function calculateOffset(object) {
+ var currentLeft = 0,
+ currentTop = 0;
+ if (object.offsetParent) {
+ do {
+ currentLeft += object.offsetLeft;
+ currentTop += object.offsetTop;
+ } while (object = object.offsetParent);
+ } else {
+ currentLeft += object.offsetLeft;
+ currentTop += object.offsetTop;
+ }
+ return [currentLeft, currentTop];
+}
+
+module.exports = p5.Renderer;
+
+},{"../core/constants":47,"./core":48}],55:[function(_dereq_,module,exports){
+
+var p5 = _dereq_('./core');
+var canvas = _dereq_('./canvas');
+var constants = _dereq_('./constants');
+var filters = _dereq_('../image/filters');
+
+_dereq_('./p5.Renderer');
+
+/**
+ * p5.Renderer2D
+ * The 2D graphics canvas renderer class.
+ * extends p5.Renderer
+ */
+var styleEmpty = 'rgba(0,0,0,0)';
+// var alphaThreshold = 0.00125; // minimum visible
+
+p5.Renderer2D = function(elt, pInst, isMainCanvas){
+ p5.Renderer.call(this, elt, pInst, isMainCanvas);
+ this.drawingContext = this.canvas.getContext('2d');
+ this._pInst._setProperty('drawingContext', this.drawingContext);
+ return this;
+};
+
+p5.Renderer2D.prototype = Object.create(p5.Renderer.prototype);
+
+p5.Renderer2D.prototype._applyDefaults = function() {
+ this.drawingContext.fillStyle = constants._DEFAULT_FILL;
+ this.drawingContext.strokeStyle = constants._DEFAULT_STROKE;
+ this.drawingContext.lineCap = constants.ROUND;
+ this.drawingContext.font = 'normal 12px sans-serif';
+};
+
+p5.Renderer2D.prototype.resize = function(w,h) {
+ p5.Renderer.prototype.resize.call(this, w,h);
+ this.drawingContext.scale(this._pInst._pixelDensity,
+ this._pInst._pixelDensity);
+};
+
+//////////////////////////////////////////////
+// COLOR | Setting
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype.background = function() {
+ this.drawingContext.save();
+ this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
+ this.drawingContext.scale(this._pInst._pixelDensity,
+ this._pInst._pixelDensity);
+
+ if (arguments[0] instanceof p5.Image) {
+ this._pInst.image(arguments[0], 0, 0, this.width, this.height);
+ } else {
+ var curFill = this.drawingContext.fillStyle;
+ // create background rect
+ var color = this._pInst.color.apply(this, arguments);
+ var newFill = color.toString();
+ this.drawingContext.fillStyle = newFill;
+ this.drawingContext.fillRect(0, 0, this.width, this.height);
+ // reset fill
+ this.drawingContext.fillStyle = curFill;
+ }
+ this.drawingContext.restore();
+};
+
+p5.Renderer2D.prototype.clear = function() {
+ this.drawingContext.clearRect(0, 0, this.width, this.height);
+};
+
+p5.Renderer2D.prototype.fill = function() {
+
+ var ctx = this.drawingContext;
+ var color = this._pInst.color.apply(this, arguments);
+ ctx.fillStyle = color.toString();
+};
+
+p5.Renderer2D.prototype.stroke = function() {
+ var ctx = this.drawingContext;
+ var color = this._pInst.color.apply(this, arguments);
+ ctx.strokeStyle = color.toString();
+};
+
+//////////////////////////////////////////////
+// IMAGE | Loading & Displaying
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype.image =
+ function (img, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight) {
+ var cnv;
+ try {
+ if (this._tint) {
+ if (p5.MediaElement && img instanceof p5.MediaElement) {
+ img.loadPixels();
+ }
+ if (img.canvas) {
+ cnv = this._getTintedImageCanvas(img);
+ }
+ }
+ if (!cnv) {
+ cnv = img.canvas || img.elt;
+ }
+ this.drawingContext.drawImage(cnv, sx, sy, sWidth, sHeight, dx, dy,
+ dWidth, dHeight);
+ } catch (e) {
+ if (e.name !== 'NS_ERROR_NOT_AVAILABLE') {
+ throw e;
+ }
+ }
+};
+
+p5.Renderer2D.prototype._getTintedImageCanvas = function (img) {
+ if (!img.canvas) {
+ return img;
+ }
+ var pixels = filters._toPixels(img.canvas);
+ var tmpCanvas = document.createElement('canvas');
+ tmpCanvas.width = img.canvas.width;
+ tmpCanvas.height = img.canvas.height;
+ var tmpCtx = tmpCanvas.getContext('2d');
+ var id = tmpCtx.createImageData(img.canvas.width, img.canvas.height);
+ var newPixels = id.data;
+ for (var i = 0; i < pixels.length; i += 4) {
+ var r = pixels[i];
+ var g = pixels[i + 1];
+ var b = pixels[i + 2];
+ var a = pixels[i + 3];
+ newPixels[i] = r * this._tint[0] / 255;
+ newPixels[i + 1] = g * this._tint[1] / 255;
+ newPixels[i + 2] = b * this._tint[2] / 255;
+ newPixels[i + 3] = a * this._tint[3] / 255;
+ }
+ tmpCtx.putImageData(id, 0, 0);
+ return tmpCanvas;
+};
+
+
+//////////////////////////////////////////////
+// IMAGE | Pixels
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype.blendMode = function(mode) {
+ this.drawingContext.globalCompositeOperation = mode;
+};
+p5.Renderer2D.prototype.blend = function() {
+ var currBlend = this.drawingContext.globalCompositeOperation;
+ var blendMode = arguments[arguments.length - 1];
+
+ var copyArgs = Array.prototype.slice.call(
+ arguments,
+ 0,
+ arguments.length - 1
+ );
+
+ this.drawingContext.globalCompositeOperation = blendMode;
+ this._pInst.copy.apply(this._pInst, copyArgs);
+ this.drawingContext.globalCompositeOperation = currBlend;
+};
+
+p5.Renderer2D.prototype.copy = function () {
+ var srcImage, sx, sy, sw, sh, dx, dy, dw, dh;
+ if (arguments.length === 9) {
+ srcImage = arguments[0];
+ sx = arguments[1];
+ sy = arguments[2];
+ sw = arguments[3];
+ sh = arguments[4];
+ dx = arguments[5];
+ dy = arguments[6];
+ dw = arguments[7];
+ dh = arguments[8];
+ } else if (arguments.length === 8) {
+ srcImage = this._pInst;
+ sx = arguments[0];
+ sy = arguments[1];
+ sw = arguments[2];
+ sh = arguments[3];
+ dx = arguments[4];
+ dy = arguments[5];
+ dw = arguments[6];
+ dh = arguments[7];
+ } else {
+ throw new Error('Signature not supported');
+ }
+ p5.Renderer2D._copyHelper(srcImage, sx, sy, sw, sh, dx, dy, dw, dh);
+};
+
+p5.Renderer2D._copyHelper =
+function (srcImage, sx, sy, sw, sh, dx, dy, dw, dh) {
+ var s = srcImage.canvas.width / srcImage.width;
+ this.drawingContext.drawImage(srcImage.canvas,
+ s * sx, s * sy, s * sw, s * sh, dx, dy, dw, dh);
+};
+
+p5.Renderer2D.prototype.get = function(x, y, w, h) {
+ if (x === undefined && y === undefined &&
+ w === undefined && h === undefined){
+ x = 0;
+ y = 0;
+ w = this.width;
+ h = this.height;
+ } else if (w === undefined && h === undefined) {
+ w = 1;
+ h = 1;
+ }
+
+ // if the section does not overlap the canvas
+ if(x + w < 0 || y + h < 0 || x > this.width || y > this.height){
+ return [0, 0, 0, 255];
+ }
+
+ var ctx = this._pInst || this;
+
+ var pd = ctx._pixelDensity;
+
+ this.loadPixels.call(ctx);
+
+ // round down to get integer numbers
+ x = Math.floor(x);
+ y = Math.floor(y);
+
+ if (w === 1 && h === 1){
+
+ return [
+ ctx.pixels[pd*4*(y*this.width+x)],
+ ctx.pixels[pd*(4*(y*this.width+x)+1)],
+ ctx.pixels[pd*(4*(y*this.width+x)+2)],
+ ctx.pixels[pd*(4*(y*this.width+x)+3)]
+ ];
+ } else {
+ var sx = x * pd;
+ var sy = y * pd;
+ //auto constrain the width and height to
+ //dimensions of the source image
+ var dw = Math.min(w, ctx.width);
+ var dh = Math.min(h, ctx.height);
+ var sw = dw * pd;
+ var sh = dh * pd;
+
+ var region = new p5.Image(dw, dh);
+ region.canvas.getContext('2d').drawImage(this.canvas, sx, sy, sw, sh,
+ 0, 0, dw, dh);
+
+ return region;
+ }
+};
+
+p5.Renderer2D.prototype.loadPixels = function () {
+ var pd = this._pixelDensity || this._pInst._pixelDensity;
+ var w = this.width * pd;
+ var h = this.height * pd;
+ var imageData = this.drawingContext.getImageData(0, 0, w, h);
+ // @todo this should actually set pixels per object, so diff buffers can
+ // have diff pixel arrays.
+ if (this._pInst) {
+ this._pInst._setProperty('imageData', imageData);
+ this._pInst._setProperty('pixels', imageData.data);
+ } else { // if called by p5.Image
+ this._setProperty('imageData', imageData);
+ this._setProperty('pixels', imageData.data);
+ }
+};
+
+p5.Renderer2D.prototype.set = function (x, y, imgOrCol) {
+ // round down to get integer numbers
+ x = Math.floor(x);
+ y = Math.floor(y);
+ if (imgOrCol instanceof p5.Image) {
+ this.drawingContext.save();
+ this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
+ this.drawingContext.scale(this._pInst._pixelDensity,
+ this._pInst._pixelDensity);
+ this.drawingContext.drawImage(imgOrCol.canvas, x, y);
+ this.loadPixels.call(this._pInst);
+ this.drawingContext.restore();
+ } else {
+ var ctx = this._pInst || this;
+ var r = 0, g = 0, b = 0, a = 0;
+ var idx = 4*((y * ctx._pixelDensity) *
+ (this.width * ctx._pixelDensity) + (x * ctx._pixelDensity));
+ if (!ctx.imageData) {
+ ctx.loadPixels.call(ctx);
+ }
+ if (typeof imgOrCol === 'number') {
+ if (idx < ctx.pixels.length) {
+ r = imgOrCol;
+ g = imgOrCol;
+ b = imgOrCol;
+ a = 255;
+ //this.updatePixels.call(this);
+ }
+ }
+ else if (imgOrCol instanceof Array) {
+ if (imgOrCol.length < 4) {
+ throw new Error('pixel array must be of the form [R, G, B, A]');
+ }
+ if (idx < ctx.pixels.length) {
+ r = imgOrCol[0];
+ g = imgOrCol[1];
+ b = imgOrCol[2];
+ a = imgOrCol[3];
+ //this.updatePixels.call(this);
+ }
+ } else if (imgOrCol instanceof p5.Color) {
+ if (idx < ctx.pixels.length) {
+ r = imgOrCol.levels[0];
+ g = imgOrCol.levels[1];
+ b = imgOrCol.levels[2];
+ a = imgOrCol.levels[3];
+ //this.updatePixels.call(this);
+ }
+ }
+ // loop over pixelDensity * pixelDensity
+ for (var i = 0; i < ctx._pixelDensity; i++) {
+ for (var j = 0; j < ctx._pixelDensity; j++) {
+ // loop over
+ idx = 4*((y * ctx._pixelDensity + j) * this.width *
+ ctx._pixelDensity + (x * ctx._pixelDensity + i));
+ ctx.pixels[idx] = r;
+ ctx.pixels[idx+1] = g;
+ ctx.pixels[idx+2] = b;
+ ctx.pixels[idx+3] = a;
+ }
+ }
+ }
+};
+
+p5.Renderer2D.prototype.updatePixels = function (x, y, w, h) {
+ var pd = this._pixelDensity || this._pInst._pixelDensity;
+ if (x === undefined &&
+ y === undefined &&
+ w === undefined &&
+ h === undefined) {
+ x = 0;
+ y = 0;
+ w = this.width;
+ h = this.height;
+ }
+ w *= pd;
+ h *= pd;
+
+ if (this._pInst) {
+ this.drawingContext.putImageData(this._pInst.imageData, x, y, 0, 0, w, h);
+ } else {
+ this.drawingContext.putImageData(this.imageData, x, y, 0, 0, w, h);
+ }
+};
+
+//////////////////////////////////////////////
+// SHAPE | 2D Primitives
+//////////////////////////////////////////////
+
+/**
+ * Generate a cubic Bezier representing an arc on the unit circle of total
+ * angle `size` radians, beginning `start` radians above the x-axis. Up to
+ * four of these curves are combined to make a full arc.
+ *
+ * See www.joecridge.me/bezier.pdf for an explanation of the method.
+ */
+p5.Renderer2D.prototype._acuteArcToBezier =
+ function _acuteArcToBezier(start, size) {
+ // Evauate constants.
+ var alpha = size / 2.0,
+ cos_alpha = Math.cos(alpha),
+ sin_alpha = Math.sin(alpha),
+ cot_alpha = 1.0 / Math.tan(alpha),
+ phi = start + alpha, // This is how far the arc needs to be rotated.
+ cos_phi = Math.cos(phi),
+ sin_phi = Math.sin(phi),
+ lambda = (4.0 - cos_alpha) / 3.0,
+ mu = sin_alpha + (cos_alpha - lambda) * cot_alpha;
+
+ // Return rotated waypoints.
+ return {
+ ax: Math.cos(start),
+ ay: Math.sin(start),
+ bx: lambda * cos_phi + mu * sin_phi,
+ by: lambda * sin_phi - mu * cos_phi,
+ cx: lambda * cos_phi - mu * sin_phi,
+ cy: lambda * sin_phi + mu * cos_phi,
+ dx: Math.cos(start + size),
+ dy: Math.sin(start + size)
+ };
+};
+
+p5.Renderer2D.prototype.arc =
+ function(x, y, w, h, start, stop, mode) {
+ var ctx = this.drawingContext;
+ var vals = canvas.arcModeAdjust(x, y, w, h, this._ellipseMode);
+ var rx = vals.w / 2.0;
+ var ry = vals.h / 2.0;
+ var epsilon = 0.00001; // Smallest visible angle on displays up to 4K.
+ var arcToDraw = 0;
+ var curves = [];
+
+ // Create curves
+ while(stop - start > epsilon) {
+ arcToDraw = Math.min(stop - start, constants.HALF_PI);
+ curves.push(this._acuteArcToBezier(start, arcToDraw));
+ start += arcToDraw;
+ }
+
+ // Fill curves
+ if (this._doFill) {
+ ctx.beginPath();
+ curves.forEach(function (curve, index) {
+ if (index === 0) {
+ ctx.moveTo(vals.x + curve.ax * rx, vals.y + curve.ay * ry);
+ }
+ ctx.bezierCurveTo(vals.x + curve.bx * rx, vals.y + curve.by * ry,
+ vals.x + curve.cx * rx, vals.y + curve.cy * ry,
+ vals.x + curve.dx * rx, vals.y + curve.dy * ry);
+ });
+ if (mode === constants.PIE || mode == null) {
+ ctx.lineTo(vals.x, vals.y);
+ }
+ ctx.closePath();
+ ctx.fill();
+ }
+
+ // Stroke curves
+ if (this._doStroke) {
+ ctx.beginPath();
+ curves.forEach(function (curve, index) {
+ if (index === 0) {
+ ctx.moveTo(vals.x + curve.ax * rx, vals.y + curve.ay * ry);
+ }
+ ctx.bezierCurveTo(vals.x + curve.bx * rx, vals.y + curve.by * ry,
+ vals.x + curve.cx * rx, vals.y + curve.cy * ry,
+ vals.x + curve.dx * rx, vals.y + curve.dy * ry);
+ });
+ if (mode === constants.PIE) {
+ ctx.lineTo(vals.x, vals.y);
+ ctx.closePath();
+ } else if (mode === constants.CHORD) {
+ ctx.closePath();
+ }
+ ctx.stroke();
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.ellipse = function(x, y, w, h) {
+ var ctx = this.drawingContext;
+ var doFill = this._doFill, doStroke = this._doStroke;
+ if (doFill && !doStroke) {
+ if(ctx.fillStyle === styleEmpty) {
+ return this;
+ }
+ } else if (!doFill && doStroke) {
+ if(ctx.strokeStyle === styleEmpty) {
+ return this;
+ }
+ }
+ var vals = canvas.modeAdjust(x, y, w, h, this._ellipseMode);
+ var kappa = 0.5522847498,
+ ox = (vals.w / 2) * kappa, // control point offset horizontal
+ oy = (vals.h / 2) * kappa, // control point offset vertical
+ xe = vals.x + vals.w, // x-end
+ ye = vals.y + vals.h, // y-end
+ xm = vals.x + vals.w / 2, // x-middle
+ ym = vals.y + vals.h / 2; // y-middle
+ ctx.beginPath();
+ ctx.moveTo(vals.x, ym);
+ ctx.bezierCurveTo(vals.x, ym - oy, xm - ox, vals.y, xm, vals.y);
+ ctx.bezierCurveTo(xm + ox, vals.y, xe, ym - oy, xe, ym);
+ ctx.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
+ ctx.bezierCurveTo(xm - ox, ye, vals.x, ym + oy, vals.x, ym);
+ ctx.closePath();
+ if (doFill) {
+ ctx.fill();
+ }
+ if (doStroke) {
+ ctx.stroke();
+ }
+};
+
+p5.Renderer2D.prototype.line = function(x1, y1, x2, y2) {
+ var ctx = this.drawingContext;
+ if (!this._doStroke) {
+ return this;
+ } else if(ctx.strokeStyle === styleEmpty){
+ return this;
+ }
+ // Translate the line by (0.5, 0.5) to draw it crisp
+ if (ctx.lineWidth % 2 === 1) {
+ ctx.translate(0.5, 0.5);
+ }
+ ctx.beginPath();
+ ctx.moveTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ ctx.stroke();
+ if (ctx.lineWidth % 2 === 1) {
+ ctx.translate(-0.5, -0.5);
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.point = function(x, y) {
+ var ctx = this.drawingContext;
+ var s = ctx.strokeStyle;
+ var f = ctx.fillStyle;
+ if (!this._doStroke) {
+ return this;
+ } else if(ctx.strokeStyle === styleEmpty){
+ return this;
+ }
+ x = Math.round(x);
+ y = Math.round(y);
+ ctx.fillStyle = s;
+ if (ctx.lineWidth > 1) {
+ ctx.beginPath();
+ ctx.arc(
+ x,
+ y,
+ ctx.lineWidth / 2,
+ 0,
+ constants.TWO_PI,
+ false
+ );
+ ctx.fill();
+ } else {
+ ctx.fillRect(x, y, 1, 1);
+ }
+ ctx.fillStyle = f;
+};
+
+p5.Renderer2D.prototype.quad =
+ function(x1, y1, x2, y2, x3, y3, x4, y4) {
+ var ctx = this.drawingContext;
+ var doFill = this._doFill, doStroke = this._doStroke;
+ if (doFill && !doStroke) {
+ if(ctx.fillStyle === styleEmpty) {
+ return this;
+ }
+ } else if (!doFill && doStroke) {
+ if(ctx.strokeStyle === styleEmpty) {
+ return this;
+ }
+ }
+ ctx.beginPath();
+ ctx.moveTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ ctx.lineTo(x3, y3);
+ ctx.lineTo(x4, y4);
+ ctx.closePath();
+ if (doFill) {
+ ctx.fill();
+ }
+ if (doStroke) {
+ ctx.stroke();
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.rect = function(x, y, w, h, tl, tr, br, bl) {
+ var ctx = this.drawingContext;
+ var doFill = this._doFill, doStroke = this._doStroke;
+ if (doFill && !doStroke) {
+ if(ctx.fillStyle === styleEmpty) {
+ return this;
+ }
+ } else if (!doFill && doStroke) {
+ if(ctx.strokeStyle === styleEmpty) {
+ return this;
+ }
+ }
+ var vals = canvas.modeAdjust(x, y, w, h, this._rectMode);
+ // Translate the line by (0.5, 0.5) to draw a crisp rectangle border
+ if (this._doStroke && ctx.lineWidth % 2 === 1) {
+ ctx.translate(0.5, 0.5);
+ }
+ ctx.beginPath();
+
+ if (typeof tl === 'undefined') {
+ // No rounded corners
+ ctx.rect(vals.x, vals.y, vals.w, vals.h);
+ } else {
+ // At least one rounded corner
+ // Set defaults when not specified
+ if (typeof tr === 'undefined') { tr = tl; }
+ if (typeof br === 'undefined') { br = tr; }
+ if (typeof bl === 'undefined') { bl = br; }
+
+ // Cache and compute several values
+ var _x = vals.x;
+ var _y = vals.y;
+ var _w = vals.w;
+ var _h = vals.h;
+ var hw = _w / 2;
+ var hh = _h / 2;
+
+ // Clip radii
+ if (_w < 2 * tl) { tl = hw; }
+ if (_h < 2 * tl) { tl = hh; }
+ if (_w < 2 * tr) { tr = hw; }
+ if (_h < 2 * tr) { tr = hh; }
+ if (_w < 2 * br) { br = hw; }
+ if (_h < 2 * br) { br = hh; }
+ if (_w < 2 * bl) { bl = hw; }
+ if (_h < 2 * bl) { bl = hh; }
+
+ // Draw shape
+ ctx.beginPath();
+ ctx.moveTo(_x + tl, _y);
+ ctx.arcTo(_x + _w, _y, _x + _w, _y + _h, tr);
+ ctx.arcTo(_x + _w, _y + _h, _x, _y + _h, br);
+ ctx.arcTo(_x, _y + _h, _x, _y, bl);
+ ctx.arcTo(_x, _y, _x + _w, _y, tl);
+ ctx.closePath();
+ }
+ if (this._doFill) {
+ ctx.fill();
+ }
+ if (this._doStroke) {
+ ctx.stroke();
+ }
+ if (this._doStroke && ctx.lineWidth % 2 === 1) {
+ ctx.translate(-0.5, -0.5);
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.triangle = function(x1, y1, x2, y2, x3, y3) {
+ var ctx = this.drawingContext;
+ var doFill = this._doFill, doStroke = this._doStroke;
+ if (doFill && !doStroke) {
+ if(ctx.fillStyle === styleEmpty) {
+ return this;
+ }
+ } else if (!doFill && doStroke) {
+ if(ctx.strokeStyle === styleEmpty) {
+ return this;
+ }
+ }
+ ctx.beginPath();
+ ctx.moveTo(x1, y1);
+ ctx.lineTo(x2, y2);
+ ctx.lineTo(x3, y3);
+ ctx.closePath();
+ if (doFill) {
+ ctx.fill();
+ }
+ if (doStroke) {
+ ctx.stroke();
+ }
+};
+
+p5.Renderer2D.prototype.endShape =
+function (mode, vertices, isCurve, isBezier,
+ isQuadratic, isContour, shapeKind) {
+ if (vertices.length === 0) {
+ return this;
+ }
+ if (!this._doStroke && !this._doFill) {
+ return this;
+ }
+ var closeShape = mode === constants.CLOSE;
+ var v;
+ if (closeShape && !isContour) {
+ vertices.push(vertices[0]);
+ }
+ var i, j;
+ var numVerts = vertices.length;
+ if (isCurve && (shapeKind === constants.POLYGON || shapeKind === null)) {
+ if (numVerts > 3) {
+ var b = [], s = 1 - this._curveTightness;
+ this.drawingContext.beginPath();
+ this.drawingContext.moveTo(vertices[1][0], vertices[1][1]);
+ for (i = 1; i + 2 < numVerts; i++) {
+ v = vertices[i];
+ b[0] = [
+ v[0],
+ v[1]
+ ];
+ b[1] = [
+ v[0] + (s * vertices[i + 1][0] - s * vertices[i - 1][0]) / 6,
+ v[1] + (s * vertices[i + 1][1] - s * vertices[i - 1][1]) / 6
+ ];
+ b[2] = [
+ vertices[i + 1][0] +
+ (s * vertices[i][0]-s * vertices[i + 2][0]) / 6,
+ vertices[i + 1][1]+(s * vertices[i][1] - s*vertices[i + 2][1]) / 6
+ ];
+ b[3] = [
+ vertices[i + 1][0],
+ vertices[i + 1][1]
+ ];
+ this.drawingContext.bezierCurveTo(b[1][0],b[1][1],
+ b[2][0],b[2][1],b[3][0],b[3][1]);
+ }
+ if (closeShape) {
+ this.drawingContext.lineTo(vertices[i + 1][0], vertices[i + 1][1]);
+ }
+ this._doFillStrokeClose();
+ }
+ } else if (isBezier&&(shapeKind===constants.POLYGON ||shapeKind === null)) {
+ this.drawingContext.beginPath();
+ for (i = 0; i < numVerts; i++) {
+ if (vertices[i].isVert) {
+ if (vertices[i].moveTo) {
+ this.drawingContext.moveTo(vertices[i][0], vertices[i][1]);
+ } else {
+ this.drawingContext.lineTo(vertices[i][0], vertices[i][1]);
+ }
+ } else {
+ this.drawingContext.bezierCurveTo(vertices[i][0], vertices[i][1],
+ vertices[i][2], vertices[i][3], vertices[i][4], vertices[i][5]);
+ }
+ }
+ this._doFillStrokeClose();
+ } else if (isQuadratic &&
+ (shapeKind === constants.POLYGON || shapeKind === null)) {
+ this.drawingContext.beginPath();
+ for (i = 0; i < numVerts; i++) {
+ if (vertices[i].isVert) {
+ if (vertices[i].moveTo) {
+ this.drawingContext.moveTo([0], vertices[i][1]);
+ } else {
+ this.drawingContext.lineTo(vertices[i][0], vertices[i][1]);
+ }
+ } else {
+ this.drawingContext.quadraticCurveTo(vertices[i][0], vertices[i][1],
+ vertices[i][2], vertices[i][3]);
+ }
+ }
+ this._doFillStrokeClose();
+ } else {
+ if (shapeKind === constants.POINTS) {
+ for (i = 0; i < numVerts; i++) {
+ v = vertices[i];
+ if (this._doStroke) {
+ this._pInst.stroke(v[6]);
+ }
+ this._pInst.point(v[0], v[1]);
+ }
+ } else if (shapeKind === constants.LINES) {
+ for (i = 0; i + 1 < numVerts; i += 2) {
+ v = vertices[i];
+ if (this._doStroke) {
+ this._pInst.stroke(vertices[i + 1][6]);
+ }
+ this._pInst.line(v[0], v[1], vertices[i + 1][0], vertices[i + 1][1]);
+ }
+ } else if (shapeKind === constants.TRIANGLES) {
+ for (i = 0; i + 2 < numVerts; i += 3) {
+ v = vertices[i];
+ this.drawingContext.beginPath();
+ this.drawingContext.moveTo(v[0], v[1]);
+ this.drawingContext.lineTo(vertices[i + 1][0], vertices[i + 1][1]);
+ this.drawingContext.lineTo(vertices[i + 2][0], vertices[i + 2][1]);
+ this.drawingContext.lineTo(v[0], v[1]);
+ if (this._doFill) {
+ this._pInst.fill(vertices[i + 2][5]);
+ this.drawingContext.fill();
+ }
+ if (this._doStroke) {
+ this._pInst.stroke(vertices[i + 2][6]);
+ this.drawingContext.stroke();
+ }
+ this.drawingContext.closePath();
+ }
+ } else if (shapeKind === constants.TRIANGLE_STRIP) {
+ for (i = 0; i + 1 < numVerts; i++) {
+ v = vertices[i];
+ this.drawingContext.beginPath();
+ this.drawingContext.moveTo(vertices[i + 1][0], vertices[i + 1][1]);
+ this.drawingContext.lineTo(v[0], v[1]);
+ if (this._doStroke) {
+ this._pInst.stroke(vertices[i + 1][6]);
+ }
+ if (this._doFill) {
+ this._pInst.fill(vertices[i + 1][5]);
+ }
+ if (i + 2 < numVerts) {
+ this.drawingContext.lineTo(vertices[i + 2][0], vertices[i + 2][1]);
+ if (this._doStroke) {
+ this._pInst.stroke(vertices[i + 2][6]);
+ }
+ if (this._doFill) {
+ this._pInst.fill(vertices[i + 2][5]);
+ }
+ }
+ this._doFillStrokeClose();
+ }
+ } else if (shapeKind === constants.TRIANGLE_FAN) {
+ if (numVerts > 2) {
+ this.drawingContext.beginPath();
+ this.drawingContext.moveTo(vertices[0][0], vertices[0][1]);
+ this.drawingContext.lineTo(vertices[1][0], vertices[1][1]);
+ this.drawingContext.lineTo(vertices[2][0], vertices[2][1]);
+ if (this._doFill) {
+ this._pInst.fill(vertices[2][5]);
+ }
+ if (this._doStroke) {
+ this._pInst.stroke(vertices[2][6]);
+ }
+ this._doFillStrokeClose();
+ for (i = 3; i < numVerts; i++) {
+ v = vertices[i];
+ this.drawingContext.beginPath();
+ this.drawingContext.moveTo(vertices[0][0], vertices[0][1]);
+ this.drawingContext.lineTo(vertices[i - 1][0], vertices[i - 1][1]);
+ this.drawingContext.lineTo(v[0], v[1]);
+ if (this._doFill) {
+ this._pInst.fill(v[5]);
+ }
+ if (this._doStroke) {
+ this._pInst.stroke(v[6]);
+ }
+ this._doFillStrokeClose();
+ }
+ }
+ } else if (shapeKind === constants.QUADS) {
+ for (i = 0; i + 3 < numVerts; i += 4) {
+ v = vertices[i];
+ this.drawingContext.beginPath();
+ this.drawingContext.moveTo(v[0], v[1]);
+ for (j = 1; j < 4; j++) {
+ this.drawingContext.lineTo(vertices[i + j][0], vertices[i + j][1]);
+ }
+ this.drawingContext.lineTo(v[0], v[1]);
+ if (this._doFill) {
+ this._pInst.fill(vertices[i + 3][5]);
+ }
+ if (this._doStroke) {
+ this._pInst.stroke(vertices[i + 3][6]);
+ }
+ this._doFillStrokeClose();
+ }
+ } else if (shapeKind === constants.QUAD_STRIP) {
+ if (numVerts > 3) {
+ for (i = 0; i + 1 < numVerts; i += 2) {
+ v = vertices[i];
+ this.drawingContext.beginPath();
+ if (i + 3 < numVerts) {
+ this.drawingContext.moveTo(vertices[i + 2][0], vertices[i+2][1]);
+ this.drawingContext.lineTo(v[0], v[1]);
+ this.drawingContext.lineTo(vertices[i + 1][0], vertices[i+1][1]);
+ this.drawingContext.lineTo(vertices[i + 3][0], vertices[i+3][1]);
+ if (this._doFill) {
+ this._pInst.fill(vertices[i + 3][5]);
+ }
+ if (this._doStroke) {
+ this._pInst.stroke(vertices[i + 3][6]);
+ }
+ } else {
+ this.drawingContext.moveTo(v[0], v[1]);
+ this.drawingContext.lineTo(vertices[i + 1][0], vertices[i+1][1]);
+ }
+ this._doFillStrokeClose();
+ }
+ }
+ } else {
+ this.drawingContext.beginPath();
+ this.drawingContext.moveTo(vertices[0][0], vertices[0][1]);
+ for (i = 1; i < numVerts; i++) {
+ v = vertices[i];
+ if (v.isVert) {
+ if (v.moveTo) {
+ this.drawingContext.moveTo(v[0], v[1]);
+ } else {
+ this.drawingContext.lineTo(v[0], v[1]);
+ }
+ }
+ }
+ this._doFillStrokeClose();
+ }
+ }
+ isCurve = false;
+ isBezier = false;
+ isQuadratic = false;
+ isContour = false;
+ if (closeShape) {
+ vertices.pop();
+ }
+ return this;
+};
+//////////////////////////////////////////////
+// SHAPE | Attributes
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype.noSmooth = function() {
+ if ('imageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.imageSmoothingEnabled = false;
+ }
+ else if ('mozImageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.mozImageSmoothingEnabled = false;
+ }
+ else if ('webkitImageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.webkitImageSmoothingEnabled = false;
+ }
+ else if ('msImageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.msImageSmoothingEnabled = false;
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.smooth = function() {
+ if ('imageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.imageSmoothingEnabled = true;
+ }
+ else if ('mozImageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.mozImageSmoothingEnabled = true;
+ }
+ else if ('webkitImageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.webkitImageSmoothingEnabled = true;
+ }
+ else if ('msImageSmoothingEnabled' in this.drawingContext) {
+ this.drawingContext.msImageSmoothingEnabled = true;
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.strokeCap = function(cap) {
+ if (cap === constants.ROUND ||
+ cap === constants.SQUARE ||
+ cap === constants.PROJECT) {
+ this.drawingContext.lineCap = cap;
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.strokeJoin = function(join) {
+ if (join === constants.ROUND ||
+ join === constants.BEVEL ||
+ join === constants.MITER) {
+ this.drawingContext.lineJoin = join;
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype.strokeWeight = function(w) {
+ if (typeof w === 'undefined' || w === 0) {
+ // hack because lineWidth 0 doesn't work
+ this.drawingContext.lineWidth = 0.0001;
+ } else {
+ this.drawingContext.lineWidth = w;
+ }
+ return this;
+};
+
+p5.Renderer2D.prototype._getFill = function(){
+ return this.drawingContext.fillStyle;
+};
+
+p5.Renderer2D.prototype._getStroke = function(){
+ return this.drawingContext.strokeStyle;
+};
+
+//////////////////////////////////////////////
+// SHAPE | Curves
+//////////////////////////////////////////////
+p5.Renderer2D.prototype.bezier = function (x1, y1, x2, y2, x3, y3, x4, y4) {
+ this._pInst.beginShape();
+ this._pInst.vertex(x1, y1);
+ this._pInst.bezierVertex(x2, y2, x3, y3, x4, y4);
+ this._pInst.endShape();
+ return this;
+};
+
+p5.Renderer2D.prototype.curve = function (x1, y1, x2, y2, x3, y3, x4, y4) {
+ this._pInst.beginShape();
+ this._pInst.curveVertex(x1, y1);
+ this._pInst.curveVertex(x2, y2);
+ this._pInst.curveVertex(x3, y3);
+ this._pInst.curveVertex(x4, y4);
+ this._pInst.endShape();
+ return this;
+};
+
+//////////////////////////////////////////////
+// SHAPE | Vertex
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype._doFillStrokeClose = function () {
+ if (this._doFill) {
+ this.drawingContext.fill();
+ }
+ if (this._doStroke) {
+ this.drawingContext.stroke();
+ }
+ this.drawingContext.closePath();
+};
+
+//////////////////////////////////////////////
+// TRANSFORM
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype.applyMatrix =
+function(n00, n01, n02, n10, n11, n12) {
+ this.drawingContext.transform(n00, n01, n02, n10, n11, n12);
+};
+
+p5.Renderer2D.prototype.resetMatrix = function() {
+ this.drawingContext.setTransform(1, 0, 0, 1, 0, 0);
+ this.drawingContext.scale(this._pInst._pixelDensity,
+ this._pInst._pixelDensity);
+ return this;
+};
+
+p5.Renderer2D.prototype.rotate = function(r) {
+ this.drawingContext.rotate(r);
+};
+
+p5.Renderer2D.prototype.scale = function(x,y) {
+ this.drawingContext.scale(x, y);
+ return this;
+};
+
+p5.Renderer2D.prototype.shearX = function(angle) {
+ if (this._pInst._angleMode === constants.DEGREES) {
+ angle = this._pInst.radians(angle);
+ }
+ this.drawingContext.transform(1, 0, this._pInst.tan(angle), 1, 0, 0);
+ return this;
+};
+
+p5.Renderer2D.prototype.shearY = function(angle) {
+ if (this._pInst._angleMode === constants.DEGREES) {
+ angle = this._pInst.radians(angle);
+ }
+ this.drawingContext.transform(1, this._pInst.tan(angle), 0, 1, 0, 0);
+ return this;
+};
+
+p5.Renderer2D.prototype.translate = function(x, y) {
+ this.drawingContext.translate(x, y);
+ return this;
+};
+
+//////////////////////////////////////////////
+// TYPOGRAPHY
+//
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype.text = function (str, x, y, maxWidth, maxHeight) {
+
+ var p = this._pInst, cars, n, ii, jj, line, testLine,
+ testWidth, words, totalHeight, baselineHacked,
+ finalMaxHeight = Number.MAX_VALUE;
+
+ // baselineHacked: (HACK)
+ // A temporary fix to conform to Processing's implementation
+ // of BASELINE vertical alignment in a bounding box
+
+ if (!(this._doFill || this._doStroke)) {
+ return;
+ }
+
+ if (typeof str !== 'string') {
+ str = str.toString();
+ }
+
+ str = str.replace(/(\t)/g, ' ');
+ cars = str.split('\n');
+
+ if (typeof maxWidth !== 'undefined') {
+
+ totalHeight = 0;
+ for (ii = 0; ii < cars.length; ii++) {
+ line = '';
+ words = cars[ii].split(' ');
+ for (n = 0; n < words.length; n++) {
+ testLine = line + words[n] + ' ';
+ testWidth = this.textWidth(testLine);
+ if (testWidth > maxWidth) {
+ line = words[n] + ' ';
+ totalHeight += p.textLeading();
+ } else {
+ line = testLine;
+ }
+ }
+ }
+
+ if (this._rectMode === constants.CENTER) {
+
+ x -= maxWidth / 2;
+ y -= maxHeight / 2;
+ }
+
+ switch (this.drawingContext.textAlign) {
+
+ case constants.CENTER:
+ x += maxWidth / 2;
+ break;
+ case constants.RIGHT:
+ x += maxWidth;
+ break;
+ }
+
+ if (typeof maxHeight !== 'undefined') {
+
+ switch (this.drawingContext.textBaseline) {
+ case constants.BOTTOM:
+ y += (maxHeight - totalHeight);
+ break;
+ case constants._CTX_MIDDLE:
+ y += (maxHeight - totalHeight) / 2;
+ break;
+ case constants.BASELINE:
+ baselineHacked = true;
+ this.drawingContext.textBaseline = constants.TOP;
+ break;
+ }
+
+ // remember the max-allowed y-position for any line (fix to #928)
+ finalMaxHeight = (y + maxHeight) - p.textAscent();
+ }
+
+ for (ii = 0; ii < cars.length; ii++) {
+
+ line = '';
+ words = cars[ii].split(' ');
+ for (n = 0; n < words.length; n++) {
+ testLine = line + words[n] + ' ';
+ testWidth = this.textWidth(testLine);
+ if (testWidth > maxWidth && line.length > 0) {
+ this._renderText(p, line, x, y, finalMaxHeight);
+ line = words[n] + ' ';
+ y += p.textLeading();
+ } else {
+ line = testLine;
+ }
+ }
+
+ this._renderText(p, line, x, y, finalMaxHeight);
+ y += p.textLeading();
+ }
+ }
+ else {
+ for (jj = 0; jj < cars.length; jj++) {
+
+ this._renderText(p, cars[jj], x, y, finalMaxHeight);
+ y += p.textLeading();
+ }
+ }
+
+ if (baselineHacked) {
+ this.drawingContext.textBaseline = constants.BASELINE;
+ }
+
+ return p;
+};
+
+p5.Renderer2D.prototype._renderText = function(p, line, x, y, maxY) {
+
+ if (y >= maxY) {
+ return; // don't render lines beyond our maxY position
+ }
+
+ p.push(); // fix to #803
+
+ if (!this._isOpenType()) { // a system/browser font
+
+ // no stroke unless specified by user
+ if (this._doStroke && this._strokeSet) {
+
+ this.drawingContext.strokeText(line, x, y);
+ }
+
+ if (this._doFill) {
+
+ // if fill hasn't been set by user, use default text fill
+ this.drawingContext.fillStyle = this._fillSet ?
+ this.drawingContext.fillStyle : constants._DEFAULT_TEXT_FILL;
+
+ this.drawingContext.fillText(line, x, y);
+ }
+ }
+ else { // an opentype font, let it handle the rendering
+
+ this._textFont._renderPath(line, x, y, { renderer: this });
+ }
+
+ p.pop();
+
+ return p;
+};
+
+p5.Renderer2D.prototype.textWidth = function(s) {
+
+ if (this._isOpenType()) {
+
+ return this._textFont._textWidth(s);
+ }
+
+ return this.drawingContext.measureText(s).width;
+};
+
+p5.Renderer2D.prototype.textAlign = function(h, v) {
+
+ if (arguments.length) {
+
+ if (h === constants.LEFT ||
+ h === constants.RIGHT ||
+ h === constants.CENTER) {
+
+ this.drawingContext.textAlign = h;
+ }
+
+ if (v === constants.TOP ||
+ v === constants.BOTTOM ||
+ v === constants.CENTER ||
+ v === constants.BASELINE) {
+
+ if (v === constants.CENTER) {
+ this.drawingContext.textBaseline = constants._CTX_MIDDLE;
+ } else {
+ this.drawingContext.textBaseline = v;
+ }
+ }
+
+ return this._pInst;
+
+ } else {
+
+ var valign = this.drawingContext.textBaseline;
+
+ if (valign === constants._CTX_MIDDLE) {
+
+ valign = constants.CENTER;
+ }
+
+ return {
+
+ horizontal: this.drawingContext.textAlign,
+ vertical: valign
+ };
+ }
+};
+
+p5.Renderer2D.prototype._applyTextProperties = function() {
+
+ var font, p = this._pInst;
+
+ this._setProperty('_textAscent', null);
+ this._setProperty('_textDescent', null);
+
+ font = this._textFont;
+
+ if (this._isOpenType()) {
+
+ font = this._textFont.font.familyName;
+ this._setProperty('_textStyle', this._textFont.font.styleName);
+ }
+
+ this.drawingContext.font = this._textStyle + ' ' +
+ this._textSize + 'px ' + font;
+
+ return p;
+};
+
+
+//////////////////////////////////////////////
+// STRUCTURE
+//////////////////////////////////////////////
+
+p5.Renderer2D.prototype.push = function() {
+ this.drawingContext.save();
+};
+
+p5.Renderer2D.prototype.pop = function() {
+ this.drawingContext.restore();
+};
+
+module.exports = p5.Renderer2D;
+
+},{"../image/filters":65,"./canvas":46,"./constants":47,"./core":48,"./p5.Renderer":54}],56:[function(_dereq_,module,exports){
+/**
+ * @module Rendering
+ * @submodule Rendering
+ * @for p5
+ */
+
+var p5 = _dereq_('./core');
+var constants = _dereq_('./constants');
+_dereq_('./p5.Graphics');
+_dereq_('./p5.Renderer2D');
+_dereq_('../3d/p5.Renderer3D');
+var defaultId = 'defaultCanvas0'; // this gets set again in createCanvas
+
+/**
+ * Creates a canvas element in the document, and sets the dimensions of it
+ * in pixels. This method should be called only once at the start of setup.
+ * Calling createCanvas more than once in a sketch will result in very
+ * unpredicable behavior. If you want more than one drawing canvas
+ * you could use createGraphics (hidden by default but it can be shown).
+ * <br><br>
+ * The system variables width and height are set by the parameters passed
+ * to this function. If createCanvas() is not used, the window will be
+ * given a default size of 100x100 pixels.
+ *
+ * @method createCanvas
+ * @param {Number} w width of the canvas
+ * @param {Number} h height of the canvas
+ * @param {String} [renderer] 'p2d' | 'webgl'
+ * @return {Object} canvas generated
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * createCanvas(100, 50);
+ * background(153);
+ * line(0, 0, width, height);
+ * }
+ * </code>
+ * </div>
+ */
+
+p5.prototype.createCanvas = function(w, h, renderer) {
+ //optional: renderer, otherwise defaults to p2d
+ var r = renderer || constants.P2D;
+ var isDefault, c;
+
+ //4th arg (isDefault) used when called onLoad,
+ //otherwise hidden to the public api
+ if(arguments[3]){
+ isDefault =
+ (typeof arguments[3] === 'boolean') ? arguments[3] : false;
+ }
+
+ if(r === constants.WEBGL){
+ c = document.getElementById(defaultId);
+ if(c){ //if defaultCanvas already exists
+ c.parentNode.removeChild(c); //replace the existing defaultCanvas
+ }
+ c = document.createElement('canvas');
+ c.id = defaultId;
+ }
+ else {
+ if (isDefault) {
+ c = document.createElement('canvas');
+ var i = 0;
+ while (document.getElementById('defaultCanvas'+i)) {
+ i++;
+ }
+ defaultId = 'defaultCanvas'+i;
+ c.id = defaultId;
+ } else { // resize the default canvas if new one is created
+ c = this.canvas;
+ }
+ }
+
+ // set to invisible if still in setup (to prevent flashing with manipulate)
+ if (!this._setupDone) {
+ c.className += ' p5_hidden'; // tag to show later
+ c.style.visibility='hidden';
+ }
+
+ if (this._userNode) { // user input node case
+ this._userNode.appendChild(c);
+ } else {
+ document.body.appendChild(c);
+ }
+
+
+
+ // Init our graphics renderer
+ //webgl mode
+ if (r === constants.WEBGL) {
+ this._setProperty('_renderer', new p5.Renderer3D(c, this, true));
+ this._isdefaultGraphics = true;
+ }
+ //P2D mode
+ else {
+ if (!this._isdefaultGraphics) {
+ this._setProperty('_renderer', new p5.Renderer2D(c, this, true));
+ this._isdefaultGraphics = true;
+ }
+ }
+ this._renderer.resize(w, h);
+ this._renderer._applyDefaults();
+ if (isDefault) { // only push once
+ this._elements.push(this._renderer);
+ }
+ return this._renderer;
+};
+
+/**
+ * Resizes the canvas to given width and height. The canvas will be cleared
+ * and draw will be called immediately, allowing the sketch to re-render itself
+ * in the resized canvas.
+ * @method resizeCanvas
+ * @example
+ * <div class="norender"><code>
+ * function setup() {
+ * createCanvas(windowWidth, windowHeight);
+ * }
+ *
+ * function draw() {
+ * background(0, 100, 200);
+ * }
+ *
+ * function windowResized() {
+ * resizeCanvas(windowWidth, windowHeight);
+ * }
+ * </code></div>
+ */
+p5.prototype.resizeCanvas = function (w, h, noRedraw) {
+ if (this._renderer) {
+
+ // save canvas properties
+ var props = {};
+ for (var key in this.drawingContext) {
+ var val = this.drawingContext[key];
+ if (typeof val !== 'object' && typeof val !== 'function') {
+ props[key] = val;
+ }
+ }
+ this._renderer.resize(w, h);
+ // reset canvas properties
+ for (var savedKey in props) {
+ this.drawingContext[savedKey] = props[savedKey];
+ }
+ if (!noRedraw) {
+ this.redraw();
+ }
+ }
+};
+
+
+/**
+ * Removes the default canvas for a p5 sketch that doesn't
+ * require a canvas
+ * @method noCanvas
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * noCanvas();
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.noCanvas = function() {
+ if (this.canvas) {
+ this.canvas.parentNode.removeChild(this.canvas);
+ }
+};
+
+/**
+ * Creates and returns a new p5.Renderer object. Use this class if you need
+ * to draw into an off-screen graphics buffer. The two parameters define the
+ * width and height in pixels.
+ *
+ * @method createGraphics
+ * @param {Number} w width of the offscreen graphics buffer
+ * @param {Number} h height of the offscreen graphics buffer
+ * @param {String} renderer either 'p2d' or 'webgl'.
+ * undefined defaults to p2d
+ * @return {Object} offscreen graphics buffer
+ * @example
+ * <div>
+ * <code>
+ * var pg;
+ * function setup() {
+ * createCanvas(100, 100);
+ * pg = createGraphics(100, 100);
+ * }
+ * function draw() {
+ * background(200);
+ * pg.background(100);
+ * pg.noStroke();
+ * pg.ellipse(pg.width/2, pg.height/2, 50, 50);
+ * image(pg, 50, 50);
+ * image(pg, 0, 0, 50, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.createGraphics = function(w, h, renderer){
+ return new p5.Graphics(w, h, renderer, this);
+};
+
+/**
+ * Blends the pixels in the display window according to the defined mode.
+ * There is a choice of the following modes to blend the source pixels (A)
+ * with the ones of pixels already in the display window (B):
+ * <ul>
+ * <li><code>BLEND</code> - linear interpolation of colours: C =
+ * A*factor + B. This is the default blending mode.</li>
+ * <li><code>ADD</code> - sum of A and B</li>
+ * <li><code>DARKEST</code> - only the darkest colour succeeds: C =
+ * min(A*factor, B).</li>
+ * <li><code>LIGHTEST</code> - only the lightest colour succeeds: C =
+ * max(A*factor, B).</li>
+ * <li><code>DIFFERENCE</code> - subtract colors from underlying image.</li>
+ * <li><code>EXCLUSION</code> - similar to <code>DIFFERENCE</code>, but less
+ * extreme.</li>
+ * <li><code>MULTIPLY</code> - multiply the colors, result will always be
+ * darker.</li>
+ * <li><code>SCREEN</code> - opposite multiply, uses inverse values of the
+ * colors.</li>
+ * <li><code>REPLACE</code> - the pixels entirely replace the others and
+ * don't utilize alpha (transparency) values.</li>
+ * <li><code>OVERLAY</code> - mix of <code>MULTIPLY</code> and <code>SCREEN
+ * </code>. Multiplies dark values, and screens light values.</li>
+ * <li><code>HARD_LIGHT</code> - <code>SCREEN</code> when greater than 50%
+ * gray, <code>MULTIPLY</code> when lower.</li>
+ * <li><code>SOFT_LIGHT</code> - mix of <code>DARKEST</code> and
+ * <code>LIGHTEST</code>. Works like <code>OVERLAY</code>, but not as harsh.
+ * </li>
+ * <li><code>DODGE</code> - lightens light tones and increases contrast,
+ * ignores darks.</li>
+ * <li><code>BURN</code> - darker areas are applied, increasing contrast,
+ * ignores lights.</li>
+ * </ul>
+ *
+ * @method blendMode
+ * @param {String/Constant} mode blend mode to set for canvas
+ * @example
+ * <div>
+ * <code>
+ * blendMode(LIGHTEST);
+ * strokeWeight(30);
+ * stroke(80, 150, 255);
+ * line(25, 25, 75, 75);
+ * stroke(255, 50, 50);
+ * line(75, 25, 25, 75);
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * blendMode(MULTIPLY);
+ * strokeWeight(30);
+ * stroke(80, 150, 255);
+ * line(25, 25, 75, 75);
+ * stroke(255, 50, 50);
+ * line(75, 25, 25, 75);
+ * </code>
+ * </div>
+ */
+p5.prototype.blendMode = function(mode) {
+ if (mode === constants.BLEND || mode === constants.DARKEST ||
+ mode === constants.LIGHTEST || mode === constants.DIFFERENCE ||
+ mode === constants.MULTIPLY || mode === constants.EXCLUSION ||
+ mode === constants.SCREEN || mode === constants.REPLACE ||
+ mode === constants.OVERLAY || mode === constants.HARD_LIGHT ||
+ mode === constants.SOFT_LIGHT || mode === constants.DODGE ||
+ mode === constants.BURN || mode === constants.ADD ||
+ mode === constants.NORMAL) {
+ this._renderer.blendMode(mode);
+ } else {
+ throw new Error('Mode '+mode+' not recognized.');
+ }
+};
+
+module.exports = p5;
+
+},{"../3d/p5.Renderer3D":36,"./constants":47,"./core":48,"./p5.Graphics":53,"./p5.Renderer2D":55}],57:[function(_dereq_,module,exports){
+
+// requestAnim shim layer by Paul Irish
+window.requestAnimationFrame = (function(){
+ return window.requestAnimationFrame ||
+ window.webkitRequestAnimationFrame ||
+ window.mozRequestAnimationFrame ||
+ window.oRequestAnimationFrame ||
+ window.msRequestAnimationFrame ||
+ function(callback, element){
+ // should '60' here be framerate?
+ window.setTimeout(callback, 1000 / 60);
+ };
+})();
+
+// use window.performance() to get max fast and accurate time in milliseconds
+window.performance = window.performance || {};
+window.performance.now = (function(){
+ var load_date = Date.now();
+ return window.performance.now ||
+ window.performance.mozNow ||
+ window.performance.msNow ||
+ window.performance.oNow ||
+ window.performance.webkitNow ||
+ function () {
+ return Date.now() - load_date;
+ };
+})();
+
+/*
+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+// http://my.opera.com/emoller/blog/2011/12/20/
+// requestanimationframe-for-smart-er-animating
+// requestAnimationFrame polyfill by Erik Möller
+// fixes from Paul Irish and Tino Zijdel
+(function() {
+ var lastTime = 0;
+ var vendors = ['ms', 'moz', 'webkit', 'o'];
+ for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
+ window.requestAnimationFrame =
+ window[vendors[x]+'RequestAnimationFrame'];
+ window.cancelAnimationFrame =
+ window[vendors[x]+'CancelAnimationFrame'] ||
+ window[vendors[x]+'CancelRequestAnimationFrame'];
+ }
+
+ if (!window.requestAnimationFrame) {
+ window.requestAnimationFrame = function(callback, element) {
+ var currTime = new Date().getTime();
+ var timeToCall = Math.max(0, 16 - (currTime - lastTime));
+ var id = window.setTimeout(function()
+ { callback(currTime + timeToCall); }, timeToCall);
+ lastTime = currTime + timeToCall;
+ return id;
+ };
+ }
+
+ if (!window.cancelAnimationFrame) {
+ window.cancelAnimationFrame = function(id) {
+ clearTimeout(id);
+ };
+ }
+}());
+*/
+
+/**
+ * shim for Uint8ClampedArray.slice
+ * (allows arrayCopy to work with pixels[])
+ * with thanks to http://halfpapstudios.com/blog/tag/html5-canvas/
+ * Enumerable set to false to protect for...in from
+ * Uint8ClampedArray.prototype pollution.
+ */
+(function () {
+ 'use strict';
+ if (typeof Uint8ClampedArray !== 'undefined' &&
+ !Uint8ClampedArray.prototype.slice) {
+ Object.defineProperty(Uint8ClampedArray.prototype, 'slice', {
+ value: Array.prototype.slice,
+ writable: true, configurable: true, enumerable: false
+ });
+ }
+}());
+
+},{}],58:[function(_dereq_,module,exports){
+/**
+ * @module Structure
+ * @submodule Structure
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('./core');
+
+p5.prototype.exit = function() {
+ throw 'exit() not implemented, see remove()';
+};
+/**
+ * Stops p5.js from continuously executing the code within draw().
+ * If loop() is called, the code in draw() begins to run continuously again.
+ * If using noLoop() in setup(), it should be the last line inside the block.
+ * <br><br>
+ * When noLoop() is used, it's not possible to manipulate or access the
+ * screen inside event handling functions such as mousePressed() or
+ * keyPressed(). Instead, use those functions to call redraw() or loop(),
+ * which will run draw(), which can update the screen properly. This means
+ * that when noLoop() has been called, no drawing can happen, and functions
+ * like saveFrame() or loadPixels() may not be used.
+ * <br><br>
+ * Note that if the sketch is resized, redraw() will be called to update
+ * the sketch, even after noLoop() has been specified. Otherwise, the sketch
+ * would enter an odd state until loop() was called.
+ *
+ * @method noLoop
+ * @example
+ * <div><code>
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(200);
+ * noLoop();
+ * }
+
+ * function draw() {
+ * line(10, 10, 90, 90);
+ * }
+ * </code></div>
+ *
+ * <div><code>
+ * var x = 0;
+ * function setup() {
+ * createCanvas(100, 100);
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * x = x + 0.1;
+ * if (x > width) {
+ * x = 0;
+ * }
+ * line(x, 0, x, height);
+ * }
+ *
+ * function mousePressed() {
+ * noLoop();
+ * }
+ *
+ * function mouseReleased() {
+ * loop();
+ * }
+ * </code></div>
+ */
+p5.prototype.noLoop = function() {
+ this._loop = false;
+};
+/**
+ * By default, p5.js loops through draw() continuously, executing the code
+ * within it. However, the draw() loop may be stopped by calling noLoop().
+ * In that case, the draw() loop can be resumed with loop().
+ *
+ * @method loop
+ * @example
+ * <div><code>
+ * var x = 0;
+ * function setup() {
+ * createCanvas(100, 100);
+ * noLoop();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * x = x + 0.1;
+ * if (x > width) {
+ * x = 0;
+ * }
+ * line(x, 0, x, height);
+ * }
+ *
+ * function mousePressed() {
+ * loop();
+ * }
+ *
+ * function mouseReleased() {
+ * noLoop();
+ * }
+ * </code></div>
+ */
+
+p5.prototype.loop = function() {
+ this._loop = true;
+ this._draw();
+};
+
+/**
+ * The push() function saves the current drawing style settings and
+ * transformations, while pop() restores these settings. Note that these
+ * functions are always used together. They allow you to change the style
+ * and transformation settings and later return to what you had. When a new
+ * state is started with push(), it builds on the current style and transform
+ * information. The push() and pop() functions can be embedded to provide
+ * more control. (See the second example for a demonstration.)
+ * <br><br>
+ * push() stores information related to the current transformation state
+ * and style settings controlled by the following functions: fill(),
+ * stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
+ * imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
+ * textFont(), textMode(), textSize(), textLeading().
+ *
+ * @method push
+ * @example
+ * <div>
+ * <code>
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * translate(50, 0);
+ * ellipse(0, 50, 33, 33); // Middle circle
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * ellipse(33, 50, 33, 33); // Left-middle circle
+ *
+ * push(); // Start another new drawing state
+ * stroke(0, 102, 153);
+ * ellipse(66, 50, 33, 33); // Right-middle circle
+ * pop(); // Restore previous state
+ *
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ * </code>
+ * </div>
+ */
+p5.prototype.push = function () {
+ this._renderer.push();
+ this._styles.push({
+ _doStroke: this._renderer._doStroke,
+ _doFill: this._renderer._doFill,
+ _tint: this._renderer._tint,
+ _imageMode: this._renderer._imageMode,
+ _rectMode: this._renderer._rectMode,
+ _ellipseMode: this._renderer._ellipseMode,
+ _colorMode: this._renderer._colorMode,
+ _textFont: this._renderer._textFont,
+ _textLeading: this._renderer._textLeading,
+ _textSize: this._renderer._textSize,
+ _textStyle: this._renderer._textStyle
+ });
+};
+
+/**
+ * The push() function saves the current drawing style settings and
+ * transformations, while pop() restores these settings. Note that these
+ * functions are always used together. They allow you to change the style
+ * and transformation settings and later return to what you had. When a new
+ * state is started with push(), it builds on the current style and transform
+ * information. The push() and pop() functions can be embedded to provide
+ * more control. (See the second example for a demonstration.)
+ * <br><br>
+ * push() stores information related to the current transformation state
+ * and style settings controlled by the following functions: fill(),
+ * stroke(), tint(), strokeWeight(), strokeCap(), strokeJoin(),
+ * imageMode(), rectMode(), ellipseMode(), colorMode(), textAlign(),
+ * textFont(), textMode(), textSize(), textLeading().
+ *
+ * @method pop
+ * @example
+ * <div>
+ * <code>
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * translate(50, 0);
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * ellipse(0, 50, 33, 33); // Middle circle
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * ellipse(0, 50, 33, 33); // Left circle
+ *
+ * push(); // Start a new drawing state
+ * strokeWeight(10);
+ * fill(204, 153, 0);
+ * ellipse(33, 50, 33, 33); // Left-middle circle
+ *
+ * push(); // Start another new drawing state
+ * stroke(0, 102, 153);
+ * ellipse(66, 50, 33, 33); // Right-middle circle
+ * pop(); // Restore previous state
+ *
+ * pop(); // Restore original state
+ *
+ * ellipse(100, 50, 33, 33); // Right circle
+ * </code>
+ * </div>
+ */
+p5.prototype.pop = function () {
+ this._renderer.pop();
+ var lastS = this._styles.pop();
+ for(var prop in lastS){
+ this._renderer[prop] = lastS[prop];
+ }
+};
+
+p5.prototype.pushStyle = function() {
+ throw new Error('pushStyle() not used, see push()');
+};
+
+p5.prototype.popStyle = function() {
+ throw new Error('popStyle() not used, see pop()');
+};
+
+/**
+ *
+ * Executes the code within draw() one time. This functions allows the
+ * program to update the display window only when necessary, for example
+ * when an event registered by mousePressed() or keyPressed() occurs.
+ * <br><br>
+ * In structuring a program, it only makes sense to call redraw() within
+ * events such as mousePressed(). This is because redraw() does not run
+ * draw() immediately (it only sets a flag that indicates an update is
+ * needed).
+ * <br><br>
+ * The redraw() function does not work properly when called inside draw().
+ * To enable/disable animations, use loop() and noLoop().
+ *
+ * @method redraw
+ * @example
+ * <div><code>
+ * var x = 0;
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * noLoop();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * line(x, 0, x, height);
+ * }
+ *
+ * function mousePressed() {
+ * x += 1;
+ * redraw();
+ * }
+ * </code></div>
+ */
+p5.prototype.redraw = function () {
+ var userSetup = this.setup || window.setup;
+ var userDraw = this.draw || window.draw;
+ if (typeof userDraw === 'function') {
+ this.push();
+ if (typeof userSetup === 'undefined') {
+ this.scale(this._pixelDensity, this._pixelDensity);
+ }
+ var self = this;
+ this._registeredMethods.pre.forEach(function (f) {
+ f.call(self);
+ });
+ userDraw();
+ this._registeredMethods.post.forEach(function (f) {
+ f.call(self);
+ });
+ this.pop();
+ }
+};
+
+p5.prototype.size = function() {
+ var s = 'size() is not a valid p5 function, to set the size of the ';
+ s += 'drawing canvas, please use createCanvas() instead';
+ throw s;
+};
+
+
+module.exports = p5;
+
+},{"./core":48}],59:[function(_dereq_,module,exports){
+/**
+ * @module Transform
+ * @submodule Transform
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+
+'use strict';
+
+var p5 = _dereq_('./core');
+var constants = _dereq_('./constants');
+
+/**
+ * Multiplies the current matrix by the one specified through the parameters.
+ * This is very slow because it will try to calculate the inverse of the
+ * transform, so avoid it whenever possible.
+ *
+ * @method applyMatrix
+ * @param {Number} n00 numbers which define the 3x2 matrix to be multiplied
+ * @param {Number} n01 numbers which define the 3x2 matrix to be multiplied
+ * @param {Number} n02 numbers which define the 3x2 matrix to be multiplied
+ * @param {Number} n10 numbers which define the 3x2 matrix to be multiplied
+ * @param {Number} n11 numbers which define the 3x2 matrix to be multiplied
+ * @param {Number} n12 numbers which define the 3x2 matrix to be multiplied
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * // Example in the works.
+ * </code>
+ * </div>
+ */
+p5.prototype.applyMatrix = function(n00, n01, n02, n10, n11, n12) {
+ this._renderer.applyMatrix(n00, n01, n02, n10, n11, n12);
+ return this;
+};
+
+p5.prototype.popMatrix = function() {
+ throw new Error('popMatrix() not used, see pop()');
+};
+
+p5.prototype.printMatrix = function() {
+ throw new Error('printMatrix() not implemented');
+};
+
+p5.prototype.pushMatrix = function() {
+ throw new Error('pushMatrix() not used, see push()');
+};
+
+/**
+ * Replaces the current matrix with the identity matrix.
+ *
+ * @method resetMatrix
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * // Example in the works.
+ * </code>
+ * </div>
+ */
+p5.prototype.resetMatrix = function() {
+ this._renderer.resetMatrix();
+ return this;
+};
+
+/**
+ * Rotates a shape the amount specified by the angle parameter. This
+ * function accounts for angleMode, so angles can be entered in either
+ * RADIANS or DEGREES.
+ * <br><br>
+ * Objects are always rotated around their relative position to the
+ * origin and positive numbers rotate objects in a clockwise direction.
+ * Transformations apply to everything that happens after and subsequent
+ * calls to the function accumulates the effect. For example, calling
+ * rotate(HALF_PI) and then rotate(HALF_PI) is the same as rotate(PI).
+ * All tranformations are reset when draw() begins again.
+ * <br><br>
+ * Technically, rotate() multiplies the current transformation matrix
+ * by a rotation matrix. This function can be further controlled by
+ * the push() and pop().
+ *
+ * @method rotate
+ * @param {Number} angle the angle of rotation, specified in radians
+ * or degrees, depending on current angleMode
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * translate(width/2, height/2);
+ * rotate(PI/3.0);
+ * rect(-26, -26, 52, 52);
+ * </code>
+ * </div>
+ */
+p5.prototype.rotate = function() {
+ var r = arguments[0];
+ if (this._angleMode === constants.DEGREES) {
+ r = this.radians(r);
+ }
+ //in webgl mode
+ if(arguments.length > 1){
+ this._renderer.rotate(r, arguments[1]);
+ }
+ else {
+ this._renderer.rotate(r);
+ }
+ return this;
+};
+
+/**
+ * [rotateX description]
+ * @param {[type]} rad [description]
+ * @return {[type]} [description]
+ */
+p5.prototype.rotateX = function(rad) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ if (this._renderer.isP3D) {
+ this._validateParameters(
+ 'rotateX',
+ args,
+ [
+ ['Number']
+ ]
+ );
+ this._renderer.rotateX(rad);
+ } else {
+ throw 'not supported in p2d. Please use webgl mode';
+ }
+ return this;
+};
+
+/**
+ * [rotateY description]
+ * @param {[type]} rad [description]
+ * @return {[type]} [description]
+ */
+p5.prototype.rotateY = function(rad) {
+ if (this._renderer.isP3D) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'rotateY',
+ args,
+ [
+ ['Number']
+ ]
+ );
+ this._renderer.rotateY(rad);
+ } else {
+ throw 'not supported in p2d. Please use webgl mode';
+ }
+ return this;
+};
+
+/**
+ * [rotateZ description]
+ * @param {[type]} rad [description]
+ * @return {[type]} [description]
+ */
+p5.prototype.rotateZ = function(rad) {
+ if (this._renderer.isP3D) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'rotateZ',
+ args,
+ [
+ ['Number']
+ ]
+ );
+ this._renderer.rotateZ(rad);
+ } else {
+ throw 'not supported in p2d. Please use webgl mode';
+ }
+ return this;
+};
+
+/**
+ * Increases or decreases the size of a shape by expanding and contracting
+ * vertices. Objects always scale from their relative origin to the
+ * coordinate system. Scale values are specified as decimal percentages.
+ * For example, the function call scale(2.0) increases the dimension of a
+ * shape by 200%.
+ * <br><br>
+ * Transformations apply to everything that happens after and subsequent
+ * calls to the function multiply the effect. For example, calling scale(2.0)
+ * and then scale(1.5) is the same as scale(3.0). If scale() is called
+ * within draw(), the transformation is reset when the loop begins again.
+ * <br><br>
+ * Using this fuction with the z parameter requires using P3D as a
+ * parameter for size(), as shown in the third example above. This function
+ * can be further controlled with push() and pop().
+ *
+ * @method scale
+ * @param {Number | p5.Vector | Array} s
+ * percent to scale the object, or percentage to
+ * scale the object in the x-axis if multiple arguments
+ * are given
+ * @param {Number} [y] percent to scale the object in the y-axis
+ * @param {Number} [z] percent to scale the object in the z-axis (webgl only)
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * translate(width/2, height/2);
+ * rotate(PI/3.0);
+ * rect(-26, -26, 52, 52);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * rect(30, 20, 50, 50);
+ * scale(0.5, 1.3);
+ * rect(30, 20, 50, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.scale = function() {
+ var x,y,z;
+ var args = new Array(arguments.length);
+ for(var i = 0; i < args.length; i++) {
+ args[i] = arguments[i];
+ }
+ if(args[0] instanceof p5.Vector){
+ x = args[0].x;
+ y = args[0].y;
+ z = args[0].z;
+ }
+ else if(args[0] instanceof Array){
+ x = args[0][0];
+ y = args[0][1];
+ z = args[0][2] || 1;
+ }
+ else {
+ if(args.length === 1){
+ x = y = z = args[0];
+ }
+ else {
+ x = args[0];
+ y = args[1];
+ z = args[2] || 1;
+ }
+ }
+
+ if(this._renderer.isP3D){
+ this._renderer.scale.call(this._renderer, x,y,z);
+ }
+ else {
+ this._renderer.scale.call(this._renderer, x,y);
+ }
+ return this;
+};
+
+/**
+ * Shears a shape around the x-axis the amount specified by the angle
+ * parameter. Angles should be specified in the current angleMode.
+ * Objects are always sheared around their relative position to the origin
+ * and positive numbers shear objects in a clockwise direction.
+ * <br><br>
+ * Transformations apply to everything that happens after and subsequent
+ * calls to the function accumulates the effect. For example, calling
+ * shearX(PI/2) and then shearX(PI/2) is the same as shearX(PI).
+ * If shearX() is called within the draw(), the transformation is reset when
+ * the loop begins again.
+ * <br><br>
+ * Technically, shearX() multiplies the current transformation matrix by a
+ * rotation matrix. This function can be further controlled by the
+ * push() and pop() functions.
+ *
+ * @method shearX
+ * @param {Number} angle angle of shear specified in radians or degrees,
+ * depending on current angleMode
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * translate(width/4, height/4);
+ * shearX(PI/4.0);
+ * rect(0, 0, 30, 30);
+ * </code>
+ * </div>
+ */
+p5.prototype.shearX = function(angle) {
+ if (this._angleMode === constants.DEGREES) {
+ angle = this.radians(angle);
+ }
+ this._renderer.shearX(angle);
+ return this;
+};
+
+/**
+ * Shears a shape around the y-axis the amount specified by the angle
+ * parameter. Angles should be specified in the current angleMode. Objects
+ * are always sheared around their relative position to the origin and
+ * positive numbers shear objects in a clockwise direction.
+ * <br><br>
+ * Transformations apply to everything that happens after and subsequent
+ * calls to the function accumulates the effect. For example, calling
+ * shearY(PI/2) and then shearY(PI/2) is the same as shearY(PI). If
+ * shearY() is called within the draw(), the transformation is reset when
+ * the loop begins again.
+ * <br><br>
+ * Technically, shearY() multiplies the current transformation matrix by a
+ * rotation matrix. This function can be further controlled by the
+ * push() and pop() functions.
+ *
+ * @method shearY
+ * @param {Number} angle angle of shear specified in radians or degrees,
+ * depending on current angleMode
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * translate(width/4, height/4);
+ * shearY(PI/4.0);
+ * rect(0, 0, 30, 30);
+ * </code>
+ * </div>
+ */
+p5.prototype.shearY = function(angle) {
+ if (this._angleMode === constants.DEGREES) {
+ angle = this.radians(angle);
+ }
+ this._renderer.shearY(angle);
+ return this;
+};
+
+/**
+ * Specifies an amount to displace objects within the display window.
+ * The x parameter specifies left/right translation, the y parameter
+ * specifies up/down translation.
+ * <br><br>
+ * Transformations are cumulative and apply to everything that happens after
+ * and subsequent calls to the function accumulates the effect. For example,
+ * calling translate(50, 0) and then translate(20, 0) is the same as
+ * translate(70, 0). If translate() is called within draw(), the
+ * transformation is reset when the loop begins again. This function can be
+ * further controlled by using push() and pop().
+ *
+ * @method translate
+ * @param {Number} x left/right translation
+ * @param {Number} y up/down translation
+ * @return {p5} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * translate(30, 20);
+ * rect(0, 0, 55, 55);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * rect(0, 0, 55, 55); // Draw rect at original 0,0
+ * translate(30, 20);
+ * rect(0, 0, 55, 55); // Draw rect at new 0,0
+ * translate(14, 14);
+ * rect(0, 0, 55, 55); // Draw rect at new 0,0
+ * </code>
+ * </div>
+ */
+p5.prototype.translate = function(x, y, z) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+
+ if (this._renderer.isP3D) {
+ this._validateParameters(
+ 'translate',
+ args,
+ [
+ //p3d
+ ['Number', 'Number', 'Number']
+ ]
+ );
+ this._renderer.translate(x, y, z);
+ } else {
+ this._validateParameters(
+ 'translate',
+ args,
+ [
+ //p2d
+ ['Number', 'Number']
+ ]
+ );
+ this._renderer.translate(x, y);
+ }
+ return this;
+};
+
+module.exports = p5;
+
+},{"./constants":47,"./core":48}],60:[function(_dereq_,module,exports){
+/**
+ * @module Shape
+ * @submodule Vertex
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('./core');
+var constants = _dereq_('./constants');
+var shapeKind = null;
+var vertices = [];
+var contourVertices = [];
+var isBezier = false;
+var isCurve = false;
+var isQuadratic = false;
+var isContour = false;
+
+/**
+ * Use the beginContour() and endContour() functions to create negative
+ * shapes within shapes such as the center of the letter 'O'. beginContour()
+ * begins recording vertices for the shape and endContour() stops recording.
+ * The vertices that define a negative shape must "wind" in the opposite
+ * direction from the exterior shape. First draw vertices for the exterior
+ * clockwise order, then for internal shapes, draw vertices
+ * shape in counter-clockwise.
+ * <br><br>
+ * These functions can only be used within a beginShape()/endShape() pair and
+ * transformations such as translate(), rotate(), and scale() do not work
+ * within a beginContour()/endContour() pair. It is also not possible to use
+ * other shapes, such as ellipse() or rect() within.
+ *
+ * @method beginContour
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * translate(50, 50);
+ * stroke(255, 0, 0);
+ * beginShape();
+ * // Exterior part of shape, clockwise winding
+ * vertex(-40, -40);
+ * vertex(40, -40);
+ * vertex(40, 40);
+ * vertex(-40, 40);
+ * // Interior part of shape, counter-clockwise winding
+ * beginContour();
+ * vertex(-20, -20);
+ * vertex(-20, 20);
+ * vertex(20, 20);
+ * vertex(20, -20);
+ * endContour();
+ * endShape(CLOSE);
+ * </code>
+ * </div>
+ */
+p5.prototype.beginContour = function() {
+ contourVertices = [];
+ isContour = true;
+ return this;
+};
+
+/**
+ * Using the beginShape() and endShape() functions allow creating more
+ * complex forms. beginShape() begins recording vertices for a shape and
+ * endShape() stops recording. The value of the kind parameter tells it which
+ * types of shapes to create from the provided vertices. With no mode
+ * specified, the shape can be any irregular polygon.
+ * <br><br>
+ * The parameters available for beginShape() are POINTS, LINES, TRIANGLES,
+ * TRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP. After calling the
+ * beginShape() function, a series of vertex() commands must follow. To stop
+ * drawing the shape, call endShape(). Each shape will be outlined with the
+ * current stroke color and filled with the fill color.
+ * <br><br>
+ * Transformations such as translate(), rotate(), and scale() do not work
+ * within beginShape(). It is also not possible to use other shapes, such as
+ * ellipse() or rect() within beginShape().
+ *
+ * @method beginShape
+ * @param {Number/Constant} kind either POINTS, LINES, TRIANGLES,
+ * TRIANGLE_FAN, TRIANGLE_STRIP, QUADS,
+ * or QUAD_STRIP
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * beginShape();
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape(CLOSE);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * // currently not working
+ * beginShape(POINTS);
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape(LINES);
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noFill();
+ * beginShape();
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noFill();
+ * beginShape();
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape(CLOSE);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape(TRIANGLES);
+ * vertex(30, 75);
+ * vertex(40, 20);
+ * vertex(50, 75);
+ * vertex(60, 20);
+ * vertex(70, 75);
+ * vertex(80, 20);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape(TRIANGLE_STRIP);
+ * vertex(30, 75);
+ * vertex(40, 20);
+ * vertex(50, 75);
+ * vertex(60, 20);
+ * vertex(70, 75);
+ * vertex(80, 20);
+ * vertex(90, 75);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape(TRIANGLE_FAN);
+ * vertex(57.5, 50);
+ * vertex(57.5, 15);
+ * vertex(92, 50);
+ * vertex(57.5, 85);
+ * vertex(22, 50);
+ * vertex(57.5, 15);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape(QUADS);
+ * vertex(30, 20);
+ * vertex(30, 75);
+ * vertex(50, 75);
+ * vertex(50, 20);
+ * vertex(65, 20);
+ * vertex(65, 75);
+ * vertex(85, 75);
+ * vertex(85, 20);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape(QUAD_STRIP);
+ * vertex(30, 20);
+ * vertex(30, 75);
+ * vertex(50, 20);
+ * vertex(50, 75);
+ * vertex(65, 20);
+ * vertex(65, 75);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape();
+ * vertex(20, 20);
+ * vertex(40, 20);
+ * vertex(40, 40);
+ * vertex(60, 40);
+ * vertex(60, 60);
+ * vertex(20, 60);
+ * endShape(CLOSE);
+ * </code>
+ * </div>
+ */
+p5.prototype.beginShape = function(kind) {
+ if (kind === constants.POINTS ||
+ kind === constants.LINES ||
+ kind === constants.TRIANGLES ||
+ kind === constants.TRIANGLE_FAN ||
+ kind === constants.TRIANGLE_STRIP ||
+ kind === constants.QUADS ||
+ kind === constants.QUAD_STRIP) {
+ shapeKind = kind;
+ } else {
+ shapeKind = null;
+ }
+ if(this._renderer.isP3D){
+ this._renderer.beginShape(kind);
+ } else {
+ vertices = [];
+ contourVertices = [];
+ }
+ return this;
+};
+
+/**
+ * Specifies vertex coordinates for Bezier curves. Each call to
+ * bezierVertex() defines the position of two control points and
+ * one anchor point of a Bezier curve, adding a new segment to a
+ * line or shape.
+ * <br><br>
+ * The first time bezierVertex() is used within a
+ * beginShape() call, it must be prefaced with a call to vertex()
+ * to set the first anchor point. This function must be used between
+ * beginShape() and endShape() and only when there is no MODE
+ * parameter specified to beginShape().
+ *
+ * @method bezierVertex
+ * @param {Number} x2 x-coordinate for the first control point
+ * @param {Number} y2 y-coordinate for the first control point
+ * @param {Number} x3 x-coordinate for the second control point
+ * @param {Number} y3 y-coordinate for the second control point
+ * @param {Number} x4 x-coordinate for the anchor point
+ * @param {Number} y4 y-coordinate for the anchor point
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * beginShape();
+ * vertex(30, 20);
+ * bezierVertex(80, 0, 80, 75, 30, 75);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * beginShape();
+ * vertex(30, 20);
+ * bezierVertex(80, 0, 80, 75, 30, 75);
+ * bezierVertex(50, 80, 60, 25, 30, 20);
+ * endShape();
+ * </code>
+ * </div>
+ */
+p5.prototype.bezierVertex = function(x2, y2, x3, y3, x4, y4) {
+ if (vertices.length === 0) {
+ throw 'vertex() must be used once before calling bezierVertex()';
+ } else {
+ isBezier = true;
+ var vert = [];
+ for (var i = 0; i < arguments.length; i++) {
+ vert[i] = arguments[i];
+ }
+ vert.isVert = false;
+ if (isContour) {
+ contourVertices.push(vert);
+ } else {
+ vertices.push(vert);
+ }
+ }
+ return this;
+};
+
+/**
+ * Specifies vertex coordinates for curves. This function may only
+ * be used between beginShape() and endShape() and only when there
+ * is no MODE parameter specified to beginShape().
+ * <br><br>
+ * The first and last points in a series of curveVertex() lines will be used to
+ * guide the beginning and end of a the curve. A minimum of four
+ * points is required to draw a tiny curve between the second and
+ * third points. Adding a fifth point with curveVertex() will draw
+ * the curve between the second, third, and fourth points. The
+ * curveVertex() function is an implementation of Catmull-Rom
+ * splines.
+ *
+ * @method curveVertex
+ * @param {Number} x x-coordinate of the vertex
+ * @param {Number} y y-coordinate of the vertex
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * beginShape();
+ * curveVertex(84, 91);
+ * curveVertex(84, 91);
+ * curveVertex(68, 19);
+ * curveVertex(21, 17);
+ * curveVertex(32, 100);
+ * curveVertex(32, 100);
+ * endShape();
+ * </code>
+ * </div>
+ */
+p5.prototype.curveVertex = function(x,y) {
+ isCurve = true;
+ this.vertex(x, y);
+ return this;
+};
+
+/**
+ * Use the beginContour() and endContour() functions to create negative
+ * shapes within shapes such as the center of the letter 'O'. beginContour()
+ * begins recording vertices for the shape and endContour() stops recording.
+ * The vertices that define a negative shape must "wind" in the opposite
+ * direction from the exterior shape. First draw vertices for the exterior
+ * clockwise order, then for internal shapes, draw vertices
+ * shape in counter-clockwise.
+ * <br><br>
+ * These functions can only be used within a beginShape()/endShape() pair and
+ * transformations such as translate(), rotate(), and scale() do not work
+ * within a beginContour()/endContour() pair. It is also not possible to use
+ * other shapes, such as ellipse() or rect() within.
+ *
+ * @method endContour
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * translate(50, 50);
+ * stroke(255, 0, 0);
+ * beginShape();
+ * // Exterior part of shape, clockwise winding
+ * vertex(-40, -40);
+ * vertex(40, -40);
+ * vertex(40, 40);
+ * vertex(-40, 40);
+ * // Interior part of shape, counter-clockwise winding
+ * beginContour();
+ * vertex(-20, -20);
+ * vertex(-20, 20);
+ * vertex(20, 20);
+ * vertex(20, -20);
+ * endContour();
+ * endShape(CLOSE);
+ * </code>
+ * </div>
+ */
+p5.prototype.endContour = function() {
+ var vert = contourVertices[0].slice(); // copy all data
+ vert.isVert = contourVertices[0].isVert;
+ vert.moveTo = false;
+ contourVertices.push(vert);
+
+ vertices.push(vertices[0]);
+ for (var i = 0; i < contourVertices.length; i++) {
+ vertices.push(contourVertices[i]);
+ }
+ return this;
+};
+
+/**
+ * The endShape() function is the companion to beginShape() and may only be
+ * called after beginShape(). When endshape() is called, all of image data
+ * defined since the previous call to beginShape() is written into the image
+ * buffer. The constant CLOSE as the value for the MODE parameter to close
+ * the shape (to connect the beginning and the end).
+ *
+ * @method endShape
+ * @param {Number/Constant} mode use CLOSE to close the shape
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ *
+ * beginShape();
+ * vertex(20, 20);
+ * vertex(45, 20);
+ * vertex(45, 80);
+ * endShape(CLOSE);
+ *
+ * beginShape();
+ * vertex(50, 20);
+ * vertex(75, 20);
+ * vertex(75, 80);
+ * endShape();
+ * </code>
+ * </div>
+ */
+p5.prototype.endShape = function(mode) {
+ if(this._renderer.isP3D){
+ this._renderer.endShape();
+ }else{
+ if (vertices.length === 0) { return this; }
+ if (!this._renderer._doStroke && !this._renderer._doFill) { return this; }
+
+ var closeShape = mode === constants.CLOSE;
+
+ // if the shape is closed, the first element is also the last element
+ if (closeShape && !isContour) {
+ vertices.push(vertices[0]);
+ }
+
+ this._renderer.endShape(mode, vertices, isCurve, isBezier,
+ isQuadratic, isContour, shapeKind);
+
+ // Reset some settings
+ isCurve = false;
+ isBezier = false;
+ isQuadratic = false;
+ isContour = false;
+
+ // If the shape is closed, the first element was added as last element.
+ // We must remove it again to prevent the list of vertices from growing
+ // over successive calls to endShape(CLOSE)
+ if (closeShape) {
+ vertices.pop();
+ }
+ }
+ return this;
+};
+
+/**
+ * Specifies vertex coordinates for quadratic Bezier curves. Each call to
+ * quadraticVertex() defines the position of one control points and one
+ * anchor point of a Bezier curve, adding a new segment to a line or shape.
+ * The first time quadraticVertex() is used within a beginShape() call, it
+ * must be prefaced with a call to vertex() to set the first anchor point.
+ * This function must be used between beginShape() and endShape() and only
+ * when there is no MODE parameter specified to beginShape().
+ *
+ * @method quadraticVertex
+ * @param {Number} cx x-coordinate for the control point
+ * @param {Number} cy y-coordinate for the control point
+ * @param {Number} x3 x-coordinate for the anchor point
+ * @param {Number} y3 y-coordinate for the anchor point
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * noFill();
+ * strokeWeight(4);
+ * beginShape();
+ * vertex(20, 20);
+ * quadraticVertex(80, 20, 50, 50);
+ * endShape();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * noFill();
+ * strokeWeight(4);
+ * beginShape();
+ * vertex(20, 20);
+ * quadraticVertex(80, 20, 50, 50);
+ * quadraticVertex(20, 80, 80, 80);
+ * vertex(80, 60);
+ * endShape();
+ * </code>
+ * </div>
+ */
+p5.prototype.quadraticVertex = function(cx, cy, x3, y3) {
+ //if we're drawing a contour, put the points into an
+ // array for inside drawing
+ if(this._contourInited) {
+ var pt = {};
+ pt.x = cx;
+ pt.y = cy;
+ pt.x3 = x3;
+ pt.y3 = y3;
+ pt.type = constants.QUADRATIC;
+ this._contourVertices.push(pt);
+
+ return this;
+ }
+ if (vertices.length > 0) {
+ isQuadratic = true;
+ var vert = [];
+ for (var i = 0; i < arguments.length; i++) {
+ vert[i] = arguments[i];
+ }
+ vert.isVert = false;
+ if (isContour) {
+ contourVertices.push(vert);
+ } else {
+ vertices.push(vert);
+ }
+ } else {
+ throw 'vertex() must be used once before calling quadraticVertex()';
+ }
+ return this;
+};
+
+/**
+ * All shapes are constructed by connecting a series of vertices. vertex()
+ * is used to specify the vertex coordinates for points, lines, triangles,
+ * quads, and polygons. It is used exclusively within the beginShape() and
+ * endShape() functions.
+ *
+ * @method vertex
+ * @param {Number} x x-coordinate of the vertex
+ * @param {Number} y y-coordinate of the vertex
+ * @return {Object} the p5 object
+ * @example
+ * <div>
+ * <code>
+ * beginShape(POINTS);
+ * vertex(30, 20);
+ * vertex(85, 20);
+ * vertex(85, 75);
+ * vertex(30, 75);
+ * endShape();
+ * </code>
+ * </div>
+ */
+p5.prototype.vertex = function(x, y, moveTo) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ if(this._renderer.isP3D){
+ this._validateParameters(
+ 'vertex',
+ args,
+ [
+ ['Number', 'Number', 'Number']
+ ]
+ );
+ this._renderer.vertex
+ (arguments[0], arguments[1], arguments[2]);
+ }else{
+ this._validateParameters(
+ 'vertex',
+ args,
+ [
+ ['Number', 'Number'],
+ ['Number', 'Number', 'Number']
+ ]
+ );
+ var vert = [];
+ vert.isVert = true;
+ vert[0] = x;
+ vert[1] = y;
+ vert[2] = 0;
+ vert[3] = 0;
+ vert[4] = 0;
+ vert[5] = this._renderer._getFill();
+ vert[6] = this._renderer._getStroke();
+
+ if (moveTo) {
+ vert.moveTo = moveTo;
+ }
+ if (isContour) {
+ if (contourVertices.length === 0) {
+ vert.moveTo = true;
+ }
+ contourVertices.push(vert);
+ } else {
+ vertices.push(vert);
+ }
+ }
+ return this;
+};
+
+module.exports = p5;
+
+},{"./constants":47,"./core":48}],61:[function(_dereq_,module,exports){
+/**
+ * @module Events
+ * @submodule Acceleration
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * The system variable deviceOrientation always contains the orientation of
+ * the device. The value of this variable will either be set 'landscape'
+ * or 'portrait'. If no data is available it will be set to 'undefined'.
+ *
+ * @property deviceOrientation
+ */
+p5.prototype.deviceOrientation = undefined;
+
+/**
+ * The system variable accelerationX always contains the acceleration of the
+ * device along the x axis. Value is represented as meters per second squared.
+ *
+ * @property accelerationX
+ */
+p5.prototype.accelerationX = 0;
+
+/**
+ * The system variable accelerationY always contains the acceleration of the
+ * device along the y axis. Value is represented as meters per second squared.
+ *
+ * @property accelerationY
+ */
+p5.prototype.accelerationY = 0;
+
+/**
+ * The system variable accelerationZ always contains the acceleration of the
+ * device along the z axis. Value is represented as meters per second squared.
+ *
+ * @property accelerationZ
+ */
+p5.prototype.accelerationZ = 0;
+
+/**
+ * The system variable pAccelerationX always contains the acceleration of the
+ * device along the x axis in the frame previous to the current frame. Value
+ * is represented as meters per second squared.
+ *
+ * @property pAccelerationX
+ */
+p5.prototype.pAccelerationX = 0;
+
+/**
+ * The system variable pAccelerationY always contains the acceleration of the
+ * device along the y axis in the frame previous to the current frame. Value
+ * is represented as meters per second squared.
+ *
+ * @property pAccelerationY
+ */
+p5.prototype.pAccelerationY = 0;
+
+/**
+ * The system variable pAccelerationZ always contains the acceleration of the
+ * device along the z axis in the frame previous to the current frame. Value
+ * is represented as meters per second squared.
+ *
+ * @property pAccelerationZ
+ */
+p5.prototype.pAccelerationZ = 0;
+
+/**
+ * _updatePAccelerations updates the pAcceleration values
+ *
+ * @private
+ */
+p5.prototype._updatePAccelerations = function(){
+ this._setProperty('pAccelerationX', this.accelerationX);
+ this._setProperty('pAccelerationY', this.accelerationY);
+ this._setProperty('pAccelerationZ', this.accelerationZ);
+};
+
+/**
+ * The system variable rotationX always contains the rotation of the
+ * device along the x axis. Value is represented as 0 to +/-180 degrees.
+ * <br><br>
+ * Note: The order the rotations are called is important, ie. if used
+ * together, it must be called in the order Z-X-Y or there might be
+ * unexpected behaviour.
+ *
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * //rotateZ(radians(rotationZ));
+ * rotateX(radians(rotationX));
+ * //rotateY(radians(rotationY));
+ * box(200, 200, 200);
+ * }
+ * </code>
+ * </div>
+ *
+ * @property rotationX
+ */
+p5.prototype.rotationX = 0;
+
+/**
+ * The system variable rotationY always contains the rotation of the
+ * device along the y axis. Value is represented as 0 to +/-90 degrees.
+ * <br><br>
+ * Note: The order the rotations are called is important, ie. if used
+ * together, it must be called in the order Z-X-Y or there might be
+ * unexpected behaviour.
+ *
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * //rotateZ(radians(rotationZ));
+ * //rotateX(radians(rotationX));
+ * rotateY(radians(rotationY));
+ * box(200, 200, 200);
+ * }
+ * </code>
+ * </div>
+ *
+ * @property rotationY
+ */
+p5.prototype.rotationY = 0;
+
+/**
+ * The system variable rotationZ always contains the rotation of the
+ * device along the z axis. Value is represented as 0 to 359 degrees.
+ * <br><br>
+ * Unlike rotationX and rotationY, this variable is available for devices
+ * with a built-in compass only.
+ * <br><br>
+ * Note: The order the rotations are called is important, ie. if used
+ * together, it must be called in the order Z-X-Y or there might be
+ * unexpected behaviour.
+ *
+ * @example
+ * <div>
+ * <code>
+ * function setup(){
+ * createCanvas(100, 100, WEBGL);
+ * }
+ *
+ * function draw(){
+ * background(200);
+ * rotateZ(radians(rotationZ));
+ * //rotateX(radians(rotationX));
+ * //rotateY(radians(rotationY));
+ * box(200, 200, 200);
+ * }
+ * </code>
+ * </div>
+ *
+ * @property rotationZ
+ */
+p5.prototype.rotationZ = 0;
+
+/**
+ * The system variable pRotationX always contains the rotation of the
+ * device along the x axis in the frame previous to the current frame. Value
+ * is represented as 0 to +/-180 degrees.
+ * <br><br>
+ * pRotationX can also be used with rotationX to determine the rotate
+ * direction of the device along the X-axis.
+ * @example
+ * <div class='norender'>
+ * <code>
+ * // A simple if statement looking at whether
+ * // rotationX - pRotationX < 0 is true or not will be
+ * // sufficient for determining the rotate direction
+ * // in most cases.
+ *
+ * // Some extra logic is needed to account for cases where
+ * // the angles wrap around.
+ * var rotateDirection = 'clockwise';
+ *
+ * // Simple range conversion to make things simpler.
+ * // This is not absolutely neccessary but the logic
+ * // will be different in that case.
+ *
+ * var rX = rotationX + 180;
+ * var pRX = pRotationX + 180;
+ *
+ * if ((rX - pRX > 0 && rX - pRX < 270)|| rX - pRX < -270){
+ * rotateDirection = 'clockwise';
+ * } else if (rX - pRX < 0 || rX - pRX > 270){
+ * rotateDirection = 'counter-clockwise';
+ * }
+ * </code>
+ * </div>
+ *
+ * @property pRotationX
+ */
+p5.prototype.pRotationX = 0;
+
+/**
+ * The system variable pRotationY always contains the rotation of the
+ * device along the y axis in the frame previous to the current frame. Value
+ * is represented as 0 to +/-90 degrees.
+ * <br><br>
+ * pRotationY can also be used with rotationY to determine the rotate
+ * direction of the device along the Y-axis.
+ * @example
+ * <div class='norender'>
+ * <code>
+ * // A simple if statement looking at whether
+ * // rotationY - pRotationY < 0 is true or not will be
+ * // sufficient for determining the rotate direction
+ * // in most cases.
+ *
+ * // Some extra logic is needed to account for cases where
+ * // the angles wrap around.
+ * var rotateDirection = 'clockwise';
+ *
+ * // Simple range conversion to make things simpler.
+ * // This is not absolutely neccessary but the logic
+ * // will be different in that case.
+ *
+ * var rY = rotationY + 180;
+ * var pRY = pRotationY + 180;
+ *
+ * if ((rY - pRY > 0 && rY - pRY < 270)|| rY - pRY < -270){
+ * rotateDirection = 'clockwise';
+ * } else if (rY - pRY < 0 || rY - pRY > 270){
+ * rotateDirection = 'counter-clockwise';
+ * }
+ * </code>
+ * </div>
+ *
+ * @property pRotationY
+ */
+p5.prototype.pRotationY = 0;
+
+/**
+ * The system variable pRotationZ always contains the rotation of the
+ * device along the z axis in the frame previous to the current frame. Value
+ * is represented as 0 to 359 degrees.
+ * <br><br>
+ * pRotationZ can also be used with rotationZ to determine the rotate
+ * direction of the device along the Z-axis.
+ * @example
+ * <div class='norender'>
+ * <code>
+ * // A simple if statement looking at whether
+ * // rotationZ - pRotationZ < 0 is true or not will be
+ * // sufficient for determining the rotate direction
+ * // in most cases.
+ *
+ * // Some extra logic is needed to account for cases where
+ * // the angles wrap around.
+ * var rotateDirection = 'clockwise';
+ *
+ * if ((rotationZ - pRotationZ > 0 &&
+ * rotationZ - pRotationZ < 270)||
+ * rotationZ - pRotationZ < -270){
+ *
+ * rotateDirection = 'clockwise';
+ *
+ * } else if (rotationZ - pRotationZ < 0 ||
+ * rotationZ - pRotationZ > 270){
+ *
+ * rotateDirection = 'counter-clockwise';
+ *
+ * }
+ * </code>
+ * </div>
+ *
+ * @property pRotationZ
+ */
+p5.prototype.pRotationZ = 0;
+
+var startAngleX = 0;
+var startAngleY = 0;
+var startAngleZ = 0;
+
+var rotateDirectionX = 'clockwise';
+var rotateDirectionY = 'clockwise';
+var rotateDirectionZ = 'clockwise';
+
+var pRotateDirectionX;
+var pRotateDirectionY;
+var pRotateDirectionZ;
+
+p5.prototype._updatePRotations = function(){
+ this._setProperty('pRotationX', this.rotationX);
+ this._setProperty('pRotationY', this.rotationY);
+ this._setProperty('pRotationZ', this.rotationZ);
+};
+
+p5.prototype.turnAxis = undefined;
+
+var move_threshold = 0.5;
+var shake_threshold = 30;
+
+/**
+ * The setMoveThreshold() function is used to set the movement threshold for
+ * the deviceMoved() function. The default threshold is set to 0.5.
+ *
+ * @method setMoveThreshold
+ * @param {number} value The threshold value
+ */
+p5.prototype.setMoveThreshold = function(val){
+ if(typeof val === 'number'){
+ move_threshold = val;
+ }
+};
+
+/**
+ * The setShakeThreshold() function is used to set the movement threshold for
+ * the deviceShaken() function. The default threshold is set to 30.
+ *
+ * @method setShakeThreshold
+ * @param {number} value The threshold value
+ */
+p5.prototype.setShakeThreshold = function(val){
+ if(typeof val === 'number'){
+ shake_threshold = val;
+ }
+};
+
+/**
+ * The deviceMoved() function is called when the device is moved by more than
+ * the threshold value along X, Y or Z axis. The default threshold is set to
+ * 0.5.
+ * @method deviceMoved
+ * @example
+ * <div>
+ * <code>
+ * // Run this example on a mobile device
+ * // Move the device around
+ * // to change the value.
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceMoved() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+
+/**
+ * The deviceTurned() function is called when the device rotates by
+ * more than 90 degrees continuously.
+ * <br><br>
+ * The axis that triggers the deviceTurned() method is stored in the turnAxis
+ * variable. The deviceTurned() method can be locked to trigger on any axis:
+ * X, Y or Z by comparing the turnAxis variable to 'X', 'Y' or 'Z'.
+ *
+ * @method deviceTurned
+ * @example
+ * <div>
+ * <code>
+ * // Run this example on a mobile device
+ * // Rotate the device by 90 degrees
+ * // to change the value.
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceTurned() {
+ * if (value == 0){
+ * value = 255
+ * } else if (value == 255) {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * // Run this example on a mobile device
+ * // Rotate the device by 90 degrees in the
+ * // X-axis to change the value.
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceTurned() {
+ * if (turnAxis == 'X'){
+ * if (value == 0){
+ * value = 255
+ * } else if (value == 255) {
+ * value = 0;
+ * }
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+
+/**
+ * The deviceShaken() function is called when the device total acceleration
+ * changes of accelerationX and accelerationY values is more than
+ * the threshold value. The default threshold is set to 30.
+ * @method deviceShaken
+ * @example
+ * <div>
+ * <code>
+ * // Run this example on a mobile device
+ * // Shake the device to change the value.
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function deviceShaken() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+
+p5.prototype._ondeviceorientation = function (e) {
+ this._updatePRotations();
+ this._setProperty('rotationX', e.beta);
+ this._setProperty('rotationY', e.gamma);
+ this._setProperty('rotationZ', e.alpha);
+ this._handleMotion();
+};
+p5.prototype._ondevicemotion = function (e) {
+ this._updatePAccelerations();
+ this._setProperty('accelerationX', e.acceleration.x * 2);
+ this._setProperty('accelerationY', e.acceleration.y * 2);
+ this._setProperty('accelerationZ', e.acceleration.z * 2);
+ this._handleMotion();
+};
+p5.prototype._handleMotion = function() {
+ if (window.orientation === 90 || window.orientation === -90) {
+ this._setProperty('deviceOrientation', 'landscape');
+ } else if (window.orientation === 0) {
+ this._setProperty('deviceOrientation', 'portrait');
+ } else if (window.orientation === undefined) {
+ this._setProperty('deviceOrientation', 'undefined');
+ }
+ var deviceMoved = this.deviceMoved || window.deviceMoved;
+ if (typeof deviceMoved === 'function') {
+ if (Math.abs(this.accelerationX - this.pAccelerationX) > move_threshold ||
+ Math.abs(this.accelerationY - this.pAccelerationY) > move_threshold ||
+ Math.abs(this.accelerationZ - this.pAccelerationZ) > move_threshold) {
+ deviceMoved();
+ }
+ }
+ var deviceTurned = this.deviceTurned || window.deviceTurned;
+ if (typeof deviceTurned === 'function') {
+ // The angles given by rotationX etc is from range -180 to 180.
+ // The following will convert them to 0 to 360 for ease of calculation
+ // of cases when the angles wrapped around.
+ // _startAngleX will be converted back at the end and updated.
+ var wRX = this.rotationX + 180;
+ var wPRX = this.pRotationX + 180;
+ var wSAX = startAngleX + 180;
+ if ((wRX - wPRX > 0 && wRX - wPRX < 270)|| wRX - wPRX < -270){
+ rotateDirectionX = 'clockwise';
+ } else if (wRX - wPRX < 0 || wRX - wPRX > 270){
+ rotateDirectionX = 'counter-clockwise';
+ }
+ if (rotateDirectionX !== pRotateDirectionX){
+ wSAX = wRX;
+ }
+ if (Math.abs(wRX - wSAX) > 90 && Math.abs(wRX - wSAX) < 270){
+ wSAX = wRX;
+ this._setProperty('turnAxis', 'X');
+ deviceTurned();
+ }
+ pRotateDirectionX = rotateDirectionX;
+ startAngleX = wSAX - 180;
+
+ // Y-axis is identical to X-axis except for changing some names.
+ var wRY = this.rotationY + 180;
+ var wPRY = this.pRotationY + 180;
+ var wSAY = startAngleY + 180;
+ if ((wRY - wPRY > 0 && wRY - wPRY < 270)|| wRY - wPRY < -270){
+ rotateDirectionY = 'clockwise';
+ } else if (wRY - wPRY < 0 || wRY - this.pRotationY > 270){
+ rotateDirectionY = 'counter-clockwise';
+ }
+ if (rotateDirectionY !== pRotateDirectionY){
+ wSAY = wRY;
+ }
+ if (Math.abs(wRY - wSAY) > 90 && Math.abs(wRY - wSAY) < 270){
+ wSAY = wRY;
+ this._setProperty('turnAxis', 'Y');
+ deviceTurned();
+ }
+ pRotateDirectionY = rotateDirectionY;
+ startAngleY = wSAY - 180;
+
+ // Z-axis is already in the range 0 to 360
+ // so no conversion is needed.
+ if ((this.rotationZ - this.pRotationZ > 0 &&
+ this.rotationZ - this.pRotationZ < 270)||
+ this.rotationZ - this.pRotationZ < -270){
+ rotateDirectionZ = 'clockwise';
+ } else if (this.rotationZ - this.pRotationZ < 0 ||
+ this.rotationZ - this.pRotationZ > 270){
+ rotateDirectionZ = 'counter-clockwise';
+ }
+ if (rotateDirectionZ !== pRotateDirectionZ){
+ startAngleZ = this.rotationZ;
+ }
+ if (Math.abs(this.rotationZ - startAngleZ) > 90 &&
+ Math.abs(this.rotationZ - startAngleZ) < 270){
+ startAngleZ = this.rotationZ;
+ this._setProperty('turnAxis', 'Z');
+ deviceTurned();
+ }
+ pRotateDirectionZ = rotateDirectionZ;
+ this._setProperty('turnAxis', undefined);
+ }
+ var deviceShaken = this.deviceShaken || window.deviceShaken;
+ if (typeof deviceShaken === 'function') {
+ var accelerationChangeX;
+ var accelerationChangeY;
+ // Add accelerationChangeZ if acceleration change on Z is needed
+ if (this.pAccelerationX !== null) {
+ accelerationChangeX = Math.abs(this.accelerationX - this.pAccelerationX);
+ accelerationChangeY = Math.abs(this.accelerationY - this.pAccelerationY);
+ }
+ if (accelerationChangeX + accelerationChangeY > shake_threshold) {
+ deviceShaken();
+ }
+ }
+};
+
+
+module.exports = p5;
+
+},{"../core/core":48}],62:[function(_dereq_,module,exports){
+/**
+ * @module Events
+ * @submodule Keyboard
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * Holds the key codes of currently pressed keys.
+ * @private
+ */
+var downKeys = {};
+
+/**
+ * The boolean system variable keyIsPressed is true if any key is pressed
+ * and false if no keys are pressed.
+ *
+ * @property keyIsPressed
+ * @example
+ * <div>
+ * <code>
+ * var value = 0;
+ * function draw() {
+ * if (keyIsPressed === true) {
+ * fill(0);
+ * } else {
+ * fill(255);
+ * }
+ * rect(25, 25, 50, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.isKeyPressed = false;
+p5.prototype.keyIsPressed = false; // khan
+
+/**
+ * The system variable key always contains the value of the most recent
+ * key on the keyboard that was typed. To get the proper capitalization, it
+ * is best to use it within keyTyped(). For non-ASCII keys, use the keyCode
+ * variable.
+ *
+ * @property key
+ * @example
+ * <div><code>
+ * // Click any key to display it!
+ * // (Not Guaranteed to be Case Sensitive)
+ * function setup() {
+ * fill(245, 123, 158);
+ * textSize(50);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * text(key, 33,65); // Display last key pressed.
+ * }
+ * </div></code>
+ */
+p5.prototype.key = '';
+
+/**
+ * The variable keyCode is used to detect special keys such as BACKSPACE,
+ * DELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL, OPTION, ALT, UP_ARROW,
+ * DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.
+ *
+ * @property keyCode
+ * @example
+ * <div><code>
+ * var fillVal = 126;
+ * function draw() {
+ * fill(fillVal);
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ * function keyPressed() {
+ * if (keyCode == UP_ARROW) {
+ * fillVal = 255;
+ * } else if (keyCode == DOWN_ARROW) {
+ * fillVal = 0;
+ * }
+ * return false; // prevent default
+ * }
+ * </code></div>
+ */
+p5.prototype.keyCode = 0;
+
+/**
+ * The keyPressed() function is called once every time a key is pressed. The
+ * keyCode for the key that was pressed is stored in the keyCode variable.
+ * <br><br>
+ * For non-ASCII keys, use the keyCode variable. You can check if the keyCode
+ * equals BACKSPACE, DELETE, ENTER, RETURN, TAB, ESCAPE, SHIFT, CONTROL,
+ * OPTION, ALT, UP_ARROW, DOWN_ARROW, LEFT_ARROW, RIGHT_ARROW.
+ * <br><br>
+ * For ASCII keys that was pressed is stored in the key variable. However, it
+ * does not distinguish between uppercase and lowercase. For this reason, it
+ * is recommended to use keyTyped() to read the key variable, in which the
+ * case of the variable will be distinguished.
+ * <br><br>
+ * Because of how operating systems handle key repeats, holding down a key
+ * may cause multiple calls to keyTyped() (and keyReleased() as well). The
+ * rate of repeat is set by the operating system and how each computer is
+ * configured.<br><br>
+ * Browsers may have different default
+ * behaviors attached to various key events. To prevent any default
+ * behavior for this event, add "return false" to the end of the method.
+ *
+ * @method keyPressed
+ * @example
+ * <div>
+ * <code>
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyPressed() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyPressed() {
+ * if (keyCode === LEFT_ARROW) {
+ * value = 255;
+ * } else if (keyCode === RIGHT_ARROW) {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ * <div class="norender">
+ * <code>
+ * function keyPressed(){
+ * // Do something
+ * return false; // prevent any default behaviour
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onkeydown = function (e) {
+ if (downKeys[e.which]) { // prevent multiple firings
+ return;
+ }
+ this._setProperty('isKeyPressed', true);
+ this._setProperty('keyIsPressed', true);
+ this._setProperty('keyCode', e.which);
+ downKeys[e.which] = true;
+ var key = String.fromCharCode(e.which);
+ if (!key) {
+ key = e.which;
+ }
+ this._setProperty('key', key);
+ var keyPressed = this.keyPressed || window.keyPressed;
+ if (typeof keyPressed === 'function' && !e.charCode) {
+ var executeDefault = keyPressed(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+/**
+ * The keyReleased() function is called once every time a key is released.
+ * See key and keyCode for more information.<br><br>
+ * Browsers may have different default
+ * behaviors attached to various key events. To prevent any default
+ * behavior for this event, add "return false" to the end of the method.
+ *
+ * @method keyReleased
+ * @example
+ * <div>
+ * <code>
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyReleased() {
+ * if (value === 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * return false; // prevent any default behavior
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onkeyup = function (e) {
+ var keyReleased = this.keyReleased || window.keyReleased;
+ this._setProperty('isKeyPressed', false);
+ this._setProperty('keyIsPressed', false);
+ this._setProperty('_lastKeyCodeTyped', null);
+ downKeys[e.which] = false;
+ //delete this._downKeys[e.which];
+ var key = String.fromCharCode(e.which);
+ if (!key) {
+ key = e.which;
+ }
+ this._setProperty('key', key);
+ this._setProperty('keyCode', e.which);
+ if (typeof keyReleased === 'function') {
+ var executeDefault = keyReleased(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+
+/**
+ * The keyTyped() function is called once every time a key is pressed, but
+ * action keys such as Ctrl, Shift, and Alt are ignored. The most recent
+ * key pressed will be stored in the key variable.
+ * <br><br>
+ * Because of how operating systems handle key repeats, holding down a key
+ * will cause multiple calls to keyTyped() (and keyReleased() as well). The
+ * rate of repeat is set by the operating system and how each computer is
+ * configured.<br><br>
+ * Browsers may have different default behaviors attached to various key
+ * events. To prevent any default behavior for this event, add "return false"
+ * to the end of the method.
+ *
+ * @method keyTyped
+ * @example
+ * <div>
+ * <code>
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function keyTyped() {
+ * if (key === 'a') {
+ * value = 255;
+ * } else if (key === 'b') {
+ * value = 0;
+ * }
+ * return false; // prevent any default behavior
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onkeypress = function (e) {
+ if (e.which === this._lastKeyCodeTyped) { // prevent multiple firings
+ return;
+ }
+ this._setProperty('keyCode', e.which);
+ this._setProperty('_lastKeyCodeTyped', e.which); // track last keyCode
+ this._setProperty('key', String.fromCharCode(e.which));
+ var keyTyped = this.keyTyped || window.keyTyped;
+ if (typeof keyTyped === 'function') {
+ var executeDefault = keyTyped(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+/**
+ * The onblur function is called when the user is no longer focused
+ * on the p5 element. Because the keyup events will not fire if the user is
+ * not focused on the element we must assume all keys currently down have
+ * been released.
+ */
+p5.prototype._onblur = function (e) {
+ downKeys = {};
+};
+
+/**
+ * The keyIsDown() function checks if the key is currently down, i.e. pressed.
+ * It can be used if you have an object that moves, and you want several keys
+ * to be able to affect its behaviour simultaneously, such as moving a
+ * sprite diagonally. You can put in any number representing the keyCode of
+ * the key, or use any of the variable keyCode names listed
+ * <a href="http://p5js.org/reference/#p5/keyCode">here</a>.
+ *
+ * @method keyIsDown
+ * @param {Number} code The key to check for.
+ * @return {Boolean} whether key is down or not
+ * @example
+ * <div><code>
+ * var x = 100;
+ * var y = 100;
+ *
+ * function setup() {
+ * createCanvas(512, 512);
+ * }
+ *
+ * function draw() {
+ * if (keyIsDown(LEFT_ARROW))
+ * x-=5;
+ *
+ * if (keyIsDown(RIGHT_ARROW))
+ * x+=5;
+ *
+ * if (keyIsDown(UP_ARROW))
+ * y-=5;
+ *
+ * if (keyIsDown(DOWN_ARROW))
+ * y+=5;
+ *
+ * clear();
+ * fill(255, 0, 0);
+ * ellipse(x, y, 50, 50);
+ * }
+ * </code></div>
+ */
+p5.prototype.keyIsDown = function(code) {
+ return downKeys[code];
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],63:[function(_dereq_,module,exports){
+/**
+ * @module Events
+ * @submodule Mouse
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var constants = _dereq_('../core/constants');
+
+/*
+ * These are helper vars that store the mouseX and mouseY vals
+ * between the time that a mouse event happens and the next frame
+ * of draw. This is done to deal with the asynchronicity of event
+ * calls interacting with the draw loop. When a mouse event occurs
+ * the _nextMouseX/Y vars are updated, then on each call of draw, mouseX/Y
+ * and pmouseX/Y are updated using the _nextMouseX/Y vals.
+ */
+p5.prototype._nextMouseX = 0;
+p5.prototype._nextMouseY = 0;
+
+/**
+ * The system variable mouseX always contains the current horizontal
+ * position of the mouse, relative to (0, 0) of the canvas.
+ *
+ * @property mouseX
+ *
+ * @example
+ * <div>
+ * <code>
+ * // Move the mouse across the canvas
+ * function draw() {
+ * background(244, 248, 252);
+ * line(mouseX, 0, mouseX, 100);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.mouseX = 0;
+
+/**
+ * The system variable mouseY always contains the current vertical position
+ * of the mouse, relative to (0, 0) of the canvas.
+ *
+ * @property mouseY
+ *
+ * @example
+ * <div>
+ * <code>
+ * // Move the mouse across the canvas
+ * function draw() {
+ * background(244, 248, 252);
+ * line(0, mouseY, 100, mouseY);
+ *}
+ * </code>
+ * </div>
+ */
+p5.prototype.mouseY = 0;
+
+/**
+ * The system variable pmouseX always contains the horizontal position of
+ * the mouse in the frame previous to the current frame, relative to (0, 0)
+ * of the canvas.
+ *
+ * @property pmouseX
+ *
+ * @example
+ * <div>
+ * <code>
+ * // Move the mouse across the canvas to leave a trail
+ * function setup() {
+ * //slow down the frameRate to make it more visible
+ * frameRate(10);
+ * }
+ *
+ * function draw() {
+ * background(244, 248, 252);
+ * line(mouseX, mouseY, pmouseX, pmouseY);
+ * print(pmouseX + " -> " + mouseX);
+ * }
+ *
+ * </code>
+ * </div>
+ */
+p5.prototype.pmouseX = 0;
+
+/**
+ * The system variable pmouseY always contains the vertical position of the
+ * mouse in the frame previous to the current frame, relative to (0, 0) of
+ * the canvas.
+ *
+ * @property pmouseY
+ *
+ * @example
+ * <div>
+ * <code>
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ * //draw a square only if the mouse is not moving
+ * if(mouseY == pmouseY && mouseX == pmouseX)
+ * rect(20,20,60,60);
+ *
+ * print(pmouseY + " -> " + mouseY);
+ * }
+ *
+ * </code>
+ * </div>
+ */
+p5.prototype.pmouseY = 0;
+
+/**
+ * The system variable winMouseX always contains the current horizontal
+ * position of the mouse, relative to (0, 0) of the window.
+ *
+ * @property winMouseX
+ *
+ * @example
+ * <div>
+ * <code>
+ * var myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * }
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * //move the canvas to the horizontal mouse position
+ * //relative to the window
+ * myCanvas.position(winMouseX+1, windowHeight/2);
+ *
+ * //the y of the square is relative to the canvas
+ * rect(20,mouseY,60,60);
+ * }
+ *
+ * </code>
+ * </div>
+ */
+p5.prototype.winMouseX = 0;
+
+/**
+ * The system variable winMouseY always contains the current vertical
+ * position of the mouse, relative to (0, 0) of the window.
+ *
+ * @property winMouseY
+ *
+ * @example
+ * <div>
+ * <code>
+ *var myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * }
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * //move the canvas to the vertical mouse position
+ * //relative to the window
+ * myCanvas.position(windowWidth/2, winMouseY+1);
+ *
+ * //the x of the square is relative to the canvas
+ * rect(mouseX,20,60,60);
+ * }
+ *
+ * </code>
+ * </div>
+ */
+p5.prototype.winMouseY = 0;
+
+/**
+ * The system variable pwinMouseX always contains the horizontal position
+ * of the mouse in the frame previous to the current frame, relative to
+ * (0, 0) of the window.
+ *
+ * @property pwinMouseX
+ *
+ * @example
+ * <div>
+ * <code>
+ *
+ * var myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * noStroke();
+ * fill(237, 34, 93);
+ * }
+ *
+ * function draw() {
+ * clear();
+ * //the difference between previous and
+ * //current x position is the horizontal mouse speed
+ * var speed = abs(winMouseX-pwinMouseX);
+ * //change the size of the circle
+ * //according to the horizontal speed
+ * ellipse(50, 50, 10+speed*5, 10+speed*5);
+ * //move the canvas to the mouse position
+ * myCanvas.position( winMouseX+1, winMouseY+1);
+ * }
+ *
+ * </code>
+ * </div>
+ */
+p5.prototype.pwinMouseX = 0;
+
+/**
+ * The system variable pwinMouseY always contains the vertical position of
+ * the mouse in the frame previous to the current frame, relative to (0, 0)
+ * of the window.
+ *
+ * @property pwinMouseY
+ *
+ *
+ * @example
+ * <div>
+ * <code>
+ *
+ * var myCanvas;
+ *
+ * function setup() {
+ * //use a variable to store a pointer to the canvas
+ * myCanvas = createCanvas(100, 100);
+ * noStroke();
+ * fill(237, 34, 93);
+ * }
+ *
+ * function draw() {
+ * clear();
+ * //the difference between previous and
+ * //current y position is the vertical mouse speed
+ * var speed = abs(winMouseY-pwinMouseY);
+ * //change the size of the circle
+ * //according to the vertical speed
+ * ellipse(50, 50, 10+speed*5, 10+speed*5);
+ * //move the canvas to the mouse position
+ * myCanvas.position( winMouseX+1, winMouseY+1);
+ * }
+ *
+ * </code>
+ * </div>
+ */
+p5.prototype.pwinMouseY = 0;
+
+/**
+ * Processing automatically tracks if the mouse button is pressed and which
+ * button is pressed. The value of the system variable mouseButton is either
+ * LEFT, RIGHT, or CENTER depending on which button was pressed last.
+ * Warning: different browsers may track mouseButton differently.
+ *
+ * @property mouseButton
+ *
+ * @example
+ * <div>
+ * <code>
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * if (mouseIsPressed) {
+ * if (mouseButton == LEFT)
+ * ellipse(50, 50, 50, 50);
+ * if (mouseButton == RIGHT)
+ * rect(25, 25, 50, 50);
+ * if (mouseButton == CENTER)
+ * triangle(23, 75, 50, 20, 78, 75);
+ * }
+ *
+ * print(mouseButton);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.mouseButton = 0;
+
+/**
+ * The boolean system variable mouseIsPressed is true if the mouse is pressed
+ * and false if not.
+ *
+ * @property mouseIsPressed
+ *
+ * @example
+ * <div>
+ * <code>
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ *
+ * if (mouseIsPressed)
+ * ellipse(50, 50, 50, 50);
+ * else
+ * rect(25, 25, 50, 50);
+ *
+ * print(mouseIsPressed);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.mouseIsPressed = false;
+p5.prototype.isMousePressed = false; // both are supported
+
+p5.prototype._updateNextMouseCoords = function(e) {
+ if(e.type === 'touchstart' ||
+ e.type === 'touchmove' ||
+ e.type === 'touchend') {
+ this._setProperty('_nextMouseX', this._nextTouchX);
+ this._setProperty('_nextMouseY', this._nextTouchY);
+ } else {
+ if(this._curElement !== null) {
+ var mousePos = getMousePos(this._curElement.elt, e);
+ this._setProperty('_nextMouseX', mousePos.x);
+ this._setProperty('_nextMouseY', mousePos.y);
+ }
+ }
+ this._setProperty('winMouseX', e.pageX);
+ this._setProperty('winMouseY', e.pageY);
+};
+
+p5.prototype._updateMouseCoords = function() {
+ this._setProperty('pmouseX', this.mouseX);
+ this._setProperty('pmouseY', this.mouseY);
+ this._setProperty('mouseX', this._nextMouseX);
+ this._setProperty('mouseY', this._nextMouseY);
+ this._setProperty('pwinMouseX', this.winMouseX);
+ this._setProperty('pwinMouseY', this.winMouseY);
+};
+
+function getMousePos(canvas, evt) {
+ var rect = canvas.getBoundingClientRect();
+ return {
+ x: evt.clientX - rect.left,
+ y: evt.clientY - rect.top
+ };
+}
+
+p5.prototype._setMouseButton = function(e) {
+ if (e.button === 1) {
+ this._setProperty('mouseButton', constants.CENTER);
+ } else if (e.button === 2) {
+ this._setProperty('mouseButton', constants.RIGHT);
+ } else {
+ this._setProperty('mouseButton', constants.LEFT);
+ }
+};
+
+/**
+ * The mouseMoved() function is called every time the mouse moves and a mouse
+ * button is not pressed.<br><br>
+ * Browsers may have different default
+ * behaviors attached to various mouse events. To prevent any default
+ * behavior for this event, add "return false" to the end of the method.
+ *
+ * @method mouseMoved
+ * @example
+ * <div>
+ * <code>
+ * // Move the mouse across the page
+ * // to change its value
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mouseMoved() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function mouseMoved() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+
+/**
+ * The mouseDragged() function is called once every time the mouse moves and
+ * a mouse button is pressed. If no mouseDragged() function is defined, the
+ * touchMoved() function will be called instead if it is defined.<br><br>
+ * Browsers may have different default
+ * behaviors attached to various mouse events. To prevent any default
+ * behavior for this event, add "return false" to the end of the method.
+ *
+ * @method mouseDragged
+ * @example
+ * <div>
+ * <code>
+ * // Drag the mouse across the page
+ * // to change its value
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mouseDragged() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function mouseDragged() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onmousemove = function(e){
+ var context = this._isGlobal ? window : this;
+ var executeDefault;
+ this._updateNextMouseCoords(e);
+ this._updateNextTouchCoords(e);
+ if (!this.isMousePressed) {
+ if (typeof context.mouseMoved === 'function') {
+ executeDefault = context.mouseMoved(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+ }
+ else {
+ if (typeof context.mouseDragged === 'function') {
+ executeDefault = context.mouseDragged(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ } else if (typeof context.touchMoved === 'function') {
+ executeDefault = context.touchMoved(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+ }
+};
+
+/**
+ * The mousePressed() function is called once after every time a mouse button
+ * is pressed. The mouseButton variable (see the related reference entry)
+ * can be used to determine which button has been pressed. If no
+ * mousePressed() function is defined, the touchStarted() function will be
+ * called instead if it is defined.<br><br>
+ * Browsers may have different default
+ * behaviors attached to various mouse events. To prevent any default
+ * behavior for this event, add "return false" to the end of the method.
+ *
+ * @method mousePressed
+ * @example
+ * <div>
+ * <code>
+ * // Click within the image to change
+ * // the value of the rectangle
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mousePressed() {
+ * if (value == 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function mousePressed() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onmousedown = function(e) {
+ var context = this._isGlobal ? window : this;
+ var executeDefault;
+ this._setProperty('isMousePressed', true);
+ this._setProperty('mouseIsPressed', true);
+ this._setMouseButton(e);
+ this._updateNextMouseCoords(e);
+ this._updateNextTouchCoords(e);
+ if (typeof context.mousePressed === 'function') {
+ executeDefault = context.mousePressed(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ } else if (typeof context.touchStarted === 'function') {
+ executeDefault = context.touchStarted(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+
+/**
+ * The mouseReleased() function is called every time a mouse button is
+ * released. If no mouseReleased() function is defined, the touchEnded()
+ * function will be called instead if it is defined.<br><br>
+ * Browsers may have different default
+ * behaviors attached to various mouse events. To prevent any default
+ * behavior for this event, add "return false" to the end of the method.
+ *
+ *
+ * @method mouseReleased
+ * @example
+ * <div>
+ * <code>
+ * // Click within the image to change
+ * // the value of the rectangle
+ * // after the mouse has been clicked
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mouseReleased() {
+ * if (value == 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function mouseReleased() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onmouseup = function(e) {
+ var context = this._isGlobal ? window : this;
+ var executeDefault;
+ this._setProperty('isMousePressed', false);
+ this._setProperty('mouseIsPressed', false);
+ if (typeof context.mouseReleased === 'function') {
+ executeDefault = context.mouseReleased(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ } else if (typeof context.touchEnded === 'function') {
+ executeDefault = context.touchEnded(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+
+p5.prototype._ondragend = p5.prototype._onmouseup;
+p5.prototype._ondragover = p5.prototype._onmousemove;
+
+/**
+ * The mouseClicked() function is called once after a mouse button has been
+ * pressed and then released.<br><br>
+ * Browsers may have different default
+ * behaviors attached to various mouse events. To prevent any default
+ * behavior for this event, add "return false" to the end of the method.
+ *
+ * @method mouseClicked
+ * @example
+ * <div>
+ * <code>
+ * // Click within the image to change
+ * // the value of the rectangle
+ * // after the mouse has been clicked
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function mouseClicked() {
+ * if (value == 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function mouseClicked() {
+ * ellipse(mouseX, mouseY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onclick = function(e) {
+ var context = this._isGlobal ? window : this;
+ if (typeof context.mouseClicked === 'function') {
+ var executeDefault = context.mouseClicked(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+
+/**
+ * The function mouseWheel() is executed every time a vertical mouse wheel
+ * event is detected either triggered by an actual mouse wheel or by a
+ * touchpad.<br><br>
+ * The event.delta property returns the amount the mouse wheel
+ * have scrolled. The values can be positive or negative depending on the
+ * scroll direction (on OS X with "natural" scrolling enabled, the signs
+ * are inverted).<br><br>
+ * Browsers may have different default behaviors attached to various
+ * mouse events. To prevent any default behavior for this event, add
+ * "return false" to the end of the method.<br><br>
+ * Due to the current support of the "wheel" event on Safari, the function
+ * may only work as expected if "return false" is included while using Safari.
+ *
+ * @method mouseWheel
+ *
+ * @example
+ * <div>
+ * <code>
+ * var pos = 25;
+ *
+ * function draw() {
+ * background(237, 34, 93);
+ * fill(0);
+ * rect(25, pos, 50, 50);
+ * }
+ *
+ * function mouseWheel(event) {
+ * print(event.delta);
+ * //move the square according to the vertical scroll amount
+ * pos += event.delta;
+ * //uncomment to block page scrolling
+ * //return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._onwheel = function(e) {
+ var context = this._isGlobal ? window : this;
+ if (typeof context.mouseWheel === 'function') {
+ e.delta = e.deltaY;
+ var executeDefault = context.mouseWheel(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+
+module.exports = p5;
+
+},{"../core/constants":47,"../core/core":48}],64:[function(_dereq_,module,exports){
+/**
+ * @module Events
+ * @submodule Touch
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/*
+ * These are helper vars that store the touchX and touchY vals
+ * between the time that a mouse event happens and the next frame
+ * of draw. This is done to deal with the asynchronicity of event
+ * calls interacting with the draw loop. When a touch event occurs
+ * the _nextTouchX/Y vars are updated, then on each call of draw, touchX/Y
+ * and ptouchX/Y are updated using the _nextMouseX/Y vals.
+ */
+p5.prototype._nextTouchX = 0;
+p5.prototype._nextTouchY = 0;
+
+/**
+ * The system variable touchX always contains the horizontal position of
+ * one finger, relative to (0, 0) of the canvas. This is best used for
+ * single touch interactions. For multi-touch interactions, use the
+ * touches[] array.
+ *
+ * @property touchX
+ */
+p5.prototype.touchX = 0;
+
+/**
+ * The system variable touchY always contains the vertical position of
+ * one finger, relative to (0, 0) of the canvas. This is best used for
+ * single touch interactions. For multi-touch interactions, use the
+ * touches[] array.
+ *
+ * @property touchY
+ */
+p5.prototype.touchY = 0;
+
+/**
+ * The system variable ptouchX always contains the horizontal position of
+ * one finger, relative to (0, 0) of the canvas, in the frame previous to the
+ * current frame.
+ *
+ * @property ptouchX
+ */
+p5.prototype.ptouchX = 0;
+
+/**
+ * The system variable ptouchY always contains the vertical position of
+ * one finger, relative to (0, 0) of the canvas, in the frame previous to the
+ * current frame.
+ *
+ * @property ptouchY
+ */
+p5.prototype.ptouchY = 0;
+
+/**
+ * The system variable touches[] contains an array of the positions of all
+ * current touch points, relative to (0, 0) of the canvas, and IDs identifying a
+ * unique touch as it moves. Each element in the array is an object with x, y,
+ * and id properties.
+ *
+ * @property touches[]
+ */
+p5.prototype.touches = [];
+
+/**
+ * The boolean system variable touchIsDown is true if the screen is
+ * touched and false if not.
+ *
+ * @property touchIsDown
+ */
+p5.prototype.touchIsDown = false;
+
+p5.prototype._updateNextTouchCoords = function(e) {
+ if(e.type === 'mousedown' ||
+ e.type === 'mousemove' ||
+ e.type === 'mouseup'){
+ this._setProperty('_nextTouchX', this._nextMouseX);
+ this._setProperty('_nextTouchY', this._nextMouseY);
+ } else {
+ if(this._curElement !== null) {
+ var touchInfo = getTouchInfo(this._curElement.elt, e, 0);
+ this._setProperty('_nextTouchX', touchInfo.x);
+ this._setProperty('_nextTouchY', touchInfo.y);
+
+ var touches = [];
+ for(var i = 0; i < e.touches.length; i++){
+ touches[i] = getTouchInfo(this._curElement.elt, e, i);
+ }
+ this._setProperty('touches', touches);
+ }
+ }
+};
+
+p5.prototype._updateTouchCoords = function() {
+ this._setProperty('ptouchX', this.touchX);
+ this._setProperty('ptouchY', this.touchY);
+ this._setProperty('touchX', this._nextTouchX);
+ this._setProperty('touchY', this._nextTouchY);
+};
+
+function getTouchInfo(canvas, e, i) {
+ i = i || 0;
+ var rect = canvas.getBoundingClientRect();
+ var touch = e.touches[i] || e.changedTouches[i];
+ return {
+ x: touch.clientX - rect.left,
+ y: touch.clientY - rect.top,
+ id: touch.identifier
+ };
+}
+
+/**
+ * The touchStarted() function is called once after every time a touch is
+ * registered. If no touchStarted() function is defined, the mousePressed()
+ * function will be called instead if it is defined.<br><br>
+ * Browsers may have different default behaviors attached to various touch
+ * events. To prevent any default behavior for this event, add "return false"
+ * to the end of the method.
+ *
+ * @method touchStarted
+ * @example
+ * <div>
+ * <code>
+ * // Touch within the image to change
+ * // the value of the rectangle
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function touchStarted() {
+ * if (value == 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function touchStarted() {
+ * ellipse(touchX, touchY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._ontouchstart = function(e) {
+ var context = this._isGlobal ? window : this;
+ var executeDefault;
+ this._updateNextTouchCoords(e);
+ this._updateNextMouseCoords(e);
+ this._setProperty('touchIsDown', true);
+ if(typeof context.touchStarted === 'function') {
+ executeDefault = context.touchStarted(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ } else if (typeof context.mousePressed === 'function') {
+ executeDefault = context.mousePressed(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ //this._setMouseButton(e);
+ }
+};
+
+/**
+ * The touchMoved() function is called every time a touch move is registered.
+ * If no touchMoved() function is defined, the mouseDragged() function will
+ * be called instead if it is defined.<br><br>
+ * Browsers may have different default behaviors attached to various touch
+ * events. To prevent any default behavior for this event, add "return false"
+ * to the end of the method.
+ *
+ * @method touchMoved
+ * @example
+ * <div>
+ * <code>
+ * // Move your finger across the page
+ * // to change its value
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function touchMoved() {
+ * value = value + 5;
+ * if (value > 255) {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function touchMoved() {
+ * ellipse(touchX, touchY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._ontouchmove = function(e) {
+ var context = this._isGlobal ? window : this;
+ var executeDefault;
+ this._updateNextTouchCoords(e);
+ this._updateNextMouseCoords(e);
+ if (typeof context.touchMoved === 'function') {
+ executeDefault = context.touchMoved(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ } else if (typeof context.mouseDragged === 'function') {
+ executeDefault = context.mouseDragged(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+
+/**
+ * The touchEnded() function is called every time a touch ends. If no
+ * touchEnded() function is defined, the mouseReleased() function will be
+ * called instead if it is defined.<br><br>
+ * Browsers may have different default behaviors attached to various touch
+ * events. To prevent any default behavior for this event, add "return false"
+ * to the end of the method.
+ *
+ * @method touchEnded
+ * @example
+ * <div>
+ * <code>
+ * // Release touch within the image to
+ * // change the value of the rectangle
+ *
+ * var value = 0;
+ * function draw() {
+ * fill(value);
+ * rect(25, 25, 50, 50);
+ * }
+ * function touchEnded() {
+ * if (value == 0) {
+ * value = 255;
+ * } else {
+ * value = 0;
+ * }
+ * }
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * function touchEnded() {
+ * ellipse(touchX, touchY, 5, 5);
+ * // prevent default
+ * return false;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype._ontouchend = function(e) {
+ this._updateNextTouchCoords(e);
+ this._updateNextMouseCoords(e);
+ if (this.touches.length === 0) {
+ this._setProperty('touchIsDown', false);
+ }
+ var context = this._isGlobal ? window : this;
+ var executeDefault;
+ if (typeof context.touchEnded === 'function') {
+ executeDefault = context.touchEnded(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ } else if (typeof context.mouseReleased === 'function') {
+ executeDefault = context.mouseReleased(e);
+ if(executeDefault === false) {
+ e.preventDefault();
+ }
+ }
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],65:[function(_dereq_,module,exports){
+/*global ImageData:false */
+
+/**
+ * This module defines the filters for use with image buffers.
+ *
+ * This module is basically a collection of functions stored in an object
+ * as opposed to modules. The functions are destructive, modifying
+ * the passed in canvas rather than creating a copy.
+ *
+ * Generally speaking users of this module will use the Filters.apply method
+ * on a canvas to create an effect.
+ *
+ * A number of functions are borrowed/adapted from
+ * http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
+ * or the java processing implementation.
+ */
+
+'use strict';
+
+var Filters = {};
+
+
+/*
+ * Helper functions
+ */
+
+
+/**
+ * Returns the pixel buffer for a canvas
+ *
+ * @private
+ *
+ * @param {Canvas|ImageData} canvas the canvas to get pixels from
+ * @return {Uint8ClampedArray} a one-dimensional array containing
+ * the data in thc RGBA order, with integer
+ * values between 0 and 255
+ */
+Filters._toPixels = function (canvas) {
+ if (canvas instanceof ImageData) {
+ return canvas.data;
+ } else {
+ return canvas.getContext('2d').getImageData(
+ 0,
+ 0,
+ canvas.width,
+ canvas.height
+ ).data;
+ }
+};
+
+/**
+ * Returns a 32 bit number containing ARGB data at ith pixel in the
+ * 1D array containing pixels data.
+ *
+ * @private
+ *
+ * @param {Uint8ClampedArray} data array returned by _toPixels()
+ * @param {Integer} i index of a 1D Image Array
+ * @return {Integer} 32 bit integer value representing
+ * ARGB value.
+ */
+Filters._getARGB = function (data, i) {
+ var offset = i * 4;
+ return (data[offset+3] << 24) & 0xff000000 |
+ (data[offset] << 16) & 0x00ff0000 |
+ (data[offset+1] << 8) & 0x0000ff00 |
+ data[offset+2] & 0x000000ff;
+};
+
+/**
+ * Modifies pixels RGBA values to values contained in the data object.
+ *
+ * @private
+ *
+ * @param {Uint8ClampedArray} pixels array returned by _toPixels()
+ * @param {Int32Array} data source 1D array where each value
+ * represents ARGB values
+ */
+Filters._setPixels = function (pixels, data) {
+ var offset = 0;
+ for( var i = 0, al = pixels.length; i < al; i++) {
+ offset = i*4;
+ pixels[offset + 0] = (data[i] & 0x00ff0000)>>>16;
+ pixels[offset + 1] = (data[i] & 0x0000ff00)>>>8;
+ pixels[offset + 2] = (data[i] & 0x000000ff);
+ pixels[offset + 3] = (data[i] & 0xff000000)>>>24;
+ }
+};
+
+/**
+ * Returns the ImageData object for a canvas
+ * https://developer.mozilla.org/en-US/docs/Web/API/ImageData
+ *
+ * @private
+ *
+ * @param {Canvas|ImageData} canvas canvas to get image data from
+ * @return {ImageData} Holder of pixel data (and width and
+ * height) for a canvas
+ */
+Filters._toImageData = function (canvas) {
+ if (canvas instanceof ImageData) {
+ return canvas;
+ } else {
+ return canvas.getContext('2d').getImageData(
+ 0,
+ 0,
+ canvas.width,
+ canvas.height
+ );
+ }
+};
+
+/**
+ * Returns a blank ImageData object.
+ *
+ * @private
+ *
+ * @param {Integer} width
+ * @param {Integer} height
+ * @return {ImageData}
+ */
+Filters._createImageData = function (width, height) {
+ Filters._tmpCanvas = document.createElement('canvas');
+ Filters._tmpCtx = Filters._tmpCanvas.getContext('2d');
+ return this._tmpCtx.createImageData(width, height);
+};
+
+
+/**
+ * Applys a filter function to a canvas.
+ *
+ * The difference between this and the actual filter functions defined below
+ * is that the filter functions generally modify the pixel buffer but do
+ * not actually put that data back to the canvas (where it would actually
+ * update what is visible). By contrast this method does make the changes
+ * actually visible in the canvas.
+ *
+ * The apply method is the method that callers of this module would generally
+ * use. It has been separated from the actual filters to support an advanced
+ * use case of creating a filter chain that executes without actually updating
+ * the canvas in between everystep.
+ *
+ * @param {[type]} func [description]
+ * @param {[type]} canvas [description]
+ * @param {[type]} level [description]
+ * @return {[type]} [description]
+ */
+Filters.apply = function (canvas, func, filterParam) {
+ var ctx = canvas.getContext('2d');
+ var imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
+
+ //Filters can either return a new ImageData object, or just modify
+ //the one they received.
+ var newImageData = func(imageData, filterParam);
+ if (newImageData instanceof ImageData) {
+ ctx.putImageData(newImageData, 0, 0, 0, 0, canvas.width, canvas.height);
+ } else {
+ ctx.putImageData(imageData, 0, 0, 0, 0, canvas.width, canvas.height);
+ }
+};
+
+
+/*
+ * Filters
+ */
+
+
+/**
+ * Converts the image to black and white pixels depending if they are above or
+ * below the threshold defined by the level parameter. The parameter must be
+ * between 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.
+ *
+ * Borrowed from http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
+ *
+ * @param {Canvas} canvas
+ * @param {Float} level
+ */
+Filters.threshold = function (canvas, level) {
+ var pixels = Filters._toPixels(canvas);
+
+ if (level === undefined) {
+ level = 0.5;
+ }
+ var thresh = Math.floor(level * 255);
+
+ for (var i = 0; i < pixels.length; i += 4) {
+ var r = pixels[i];
+ var g = pixels[i + 1];
+ var b = pixels[i + 2];
+ var gray = (0.2126 * r + 0.7152 * g + 0.0722 * b);
+ var val;
+ if (gray >= thresh) {
+ val = 255;
+ } else {
+ val = 0;
+ }
+ pixels[i] = pixels[i + 1] = pixels[i + 2] = val;
+ }
+
+};
+
+
+/**
+ * Converts any colors in the image to grayscale equivalents.
+ * No parameter is used.
+ *
+ * Borrowed from http://www.html5rocks.com/en/tutorials/canvas/imagefilters/
+ *
+ * @param {Canvas} canvas
+ */
+Filters.gray = function (canvas) {
+ var pixels = Filters._toPixels(canvas);
+
+ for (var i = 0; i < pixels.length; i += 4) {
+ var r = pixels[i];
+ var g = pixels[i + 1];
+ var b = pixels[i + 2];
+
+ // CIE luminance for RGB
+ var gray = (0.2126 * r + 0.7152 * g + 0.0722 * b);
+ pixels[i] = pixels[i + 1] = pixels[i + 2] = gray;
+ }
+};
+
+/**
+ * Sets the alpha channel to entirely opaque. No parameter is used.
+ *
+ * @param {Canvas} canvas
+ */
+Filters.opaque = function (canvas) {
+ var pixels = Filters._toPixels(canvas);
+
+ for (var i = 0; i < pixels.length; i += 4) {
+ pixels[i + 3] = 255;
+ }
+
+ return pixels;
+};
+
+/**
+ * Sets each pixel to its inverse value. No parameter is used.
+ * @param {Invert}
+ */
+Filters.invert = function (canvas) {
+ var pixels = Filters._toPixels(canvas);
+
+ for (var i = 0; i < pixels.length; i += 4) {
+ pixels[i] = 255 - pixels[i];
+ pixels[i + 1] = 255 - pixels[i + 1];
+ pixels[i + 2] = 255 - pixels[i + 2];
+ }
+
+};
+
+
+/**
+ * Limits each channel of the image to the number of colors specified as
+ * the parameter. The parameter can be set to values between 2 and 255, but
+ * results are most noticeable in the lower ranges.
+ *
+ * Adapted from java based processing implementation
+ *
+ * @param {Canvas} canvas
+ * @param {Integer} level
+ */
+Filters.posterize = function (canvas, level) {
+ var pixels = Filters._toPixels(canvas);
+
+ if ((level < 2) || (level > 255)) {
+ throw new Error(
+ 'Level must be greater than 2 and less than 255 for posterize'
+ );
+ }
+
+ var levels1 = level - 1;
+ for (var i = 0; i < pixels.length; i+=4) {
+ var rlevel = pixels[i];
+ var glevel = pixels[i + 1];
+ var blevel = pixels[i + 2];
+
+ pixels[i] = (((rlevel * level) >> 8) * 255) / levels1;
+ pixels[i + 1] = (((glevel * level) >> 8) * 255) / levels1;
+ pixels[i + 2] = (((blevel * level) >> 8) * 255) / levels1;
+ }
+};
+
+/**
+ * reduces the bright areas in an image
+ * @param {Canvas} canvas
+ *
+ */
+Filters.dilate = function (canvas) {
+ var pixels = Filters._toPixels(canvas);
+ var currIdx = 0;
+ var maxIdx = pixels.length ? pixels.length/4 : 0;
+ var out = new Int32Array(maxIdx);
+ var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
+ var idxRight, idxLeft, idxUp, idxDown,
+ colRight, colLeft, colUp, colDown,
+ lumRight, lumLeft, lumUp, lumDown;
+
+ while(currIdx < maxIdx) {
+ currRowIdx = currIdx;
+ maxRowIdx = currIdx + canvas.width;
+ while (currIdx < maxRowIdx) {
+ colOrig = colOut = Filters._getARGB(pixels, currIdx);
+ idxLeft = currIdx - 1;
+ idxRight = currIdx + 1;
+ idxUp = currIdx - canvas.width;
+ idxDown = currIdx + canvas.width;
+
+ if (idxLeft < currRowIdx) {
+ idxLeft = currIdx;
+ }
+ if (idxRight >= maxRowIdx) {
+ idxRight = currIdx;
+ }
+ if (idxUp < 0){
+ idxUp = 0;
+ }
+ if (idxDown >= maxIdx) {
+ idxDown = currIdx;
+ }
+ colUp = Filters._getARGB(pixels, idxUp);
+ colLeft = Filters._getARGB(pixels, idxLeft);
+ colDown = Filters._getARGB(pixels, idxDown);
+ colRight = Filters._getARGB(pixels, idxRight);
+
+ //compute luminance
+ currLum = 77*(colOrig>>16&0xff) +
+ 151*(colOrig>>8&0xff) +
+ 28*(colOrig&0xff);
+ lumLeft = 77*(colLeft>>16&0xff) +
+ 151*(colLeft>>8&0xff) +
+ 28*(colLeft&0xff);
+ lumRight = 77*(colRight>>16&0xff) +
+ 151*(colRight>>8&0xff) +
+ 28*(colRight&0xff);
+ lumUp = 77*(colUp>>16&0xff) +
+ 151*(colUp>>8&0xff) +
+ 28*(colUp&0xff);
+ lumDown = 77*(colDown>>16&0xff) +
+ 151*(colDown>>8&0xff) +
+ 28*(colDown&0xff);
+
+ if (lumLeft > currLum) {
+ colOut = colLeft;
+ currLum = lumLeft;
+ }
+ if (lumRight > currLum) {
+ colOut = colRight;
+ currLum = lumRight;
+ }
+ if (lumUp > currLum) {
+ colOut = colUp;
+ currLum = lumUp;
+ }
+ if (lumDown > currLum) {
+ colOut = colDown;
+ currLum = lumDown;
+ }
+ out[currIdx++]=colOut;
+ }
+ }
+ Filters._setPixels(pixels, out);
+};
+
+/**
+ * increases the bright areas in an image
+ * @param {Canvas} canvas
+ *
+ */
+Filters.erode = function(canvas) {
+ var pixels = Filters._toPixels(canvas);
+ var currIdx = 0;
+ var maxIdx = pixels.length ? pixels.length/4 : 0;
+ var out = new Int32Array(maxIdx);
+ var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
+ var idxRight, idxLeft, idxUp, idxDown,
+ colRight, colLeft, colUp, colDown,
+ lumRight, lumLeft, lumUp, lumDown;
+
+ while(currIdx < maxIdx) {
+ currRowIdx = currIdx;
+ maxRowIdx = currIdx + canvas.width;
+ while (currIdx < maxRowIdx) {
+ colOrig = colOut = Filters._getARGB(pixels, currIdx);
+ idxLeft = currIdx - 1;
+ idxRight = currIdx + 1;
+ idxUp = currIdx - canvas.width;
+ idxDown = currIdx + canvas.width;
+
+ if (idxLeft < currRowIdx) {
+ idxLeft = currIdx;
+ }
+ if (idxRight >= maxRowIdx) {
+ idxRight = currIdx;
+ }
+ if (idxUp < 0) {
+ idxUp = 0;
+ }
+ if (idxDown >= maxIdx) {
+ idxDown = currIdx;
+ }
+ colUp = Filters._getARGB(pixels, idxUp);
+ colLeft = Filters._getARGB(pixels, idxLeft);
+ colDown = Filters._getARGB(pixels, idxDown);
+ colRight = Filters._getARGB(pixels, idxRight);
+
+ //compute luminance
+ currLum = 77*(colOrig>>16&0xff) +
+ 151*(colOrig>>8&0xff) +
+ 28*(colOrig&0xff);
+ lumLeft = 77*(colLeft>>16&0xff) +
+ 151*(colLeft>>8&0xff) +
+ 28*(colLeft&0xff);
+ lumRight = 77*(colRight>>16&0xff) +
+ 151*(colRight>>8&0xff) +
+ 28*(colRight&0xff);
+ lumUp = 77*(colUp>>16&0xff) +
+ 151*(colUp>>8&0xff) +
+ 28*(colUp&0xff);
+ lumDown = 77*(colDown>>16&0xff) +
+ 151*(colDown>>8&0xff) +
+ 28*(colDown&0xff);
+
+ if (lumLeft < currLum) {
+ colOut = colLeft;
+ currLum = lumLeft;
+ }
+ if (lumRight < currLum) {
+ colOut = colRight;
+ currLum = lumRight;
+ }
+ if (lumUp < currLum) {
+ colOut = colUp;
+ currLum = lumUp;
+ }
+ if (lumDown < currLum) {
+ colOut = colDown;
+ currLum = lumDown;
+ }
+
+ out[currIdx++]=colOut;
+ }
+ }
+ Filters._setPixels(pixels, out);
+};
+
+// BLUR
+
+// internal kernel stuff for the gaussian blur filter
+var blurRadius;
+var blurKernelSize;
+var blurKernel;
+var blurMult;
+
+/*
+ * Port of https://github.com/processing/processing/blob/
+ * master/core/src/processing/core/PImage.java#L1250
+ *
+ * Optimized code for building the blur kernel.
+ * further optimized blur code (approx. 15% for radius=20)
+ * bigger speed gains for larger radii (~30%)
+ * added support for various image types (ALPHA, RGB, ARGB)
+ * [toxi 050728]
+ */
+function buildBlurKernel(r) {
+ var radius = (r * 3.5)|0;
+ radius = (radius < 1) ? 1 : ((radius < 248) ? radius : 248);
+
+ if (blurRadius !== radius) {
+ blurRadius = radius;
+ blurKernelSize = 1 + blurRadius<<1;
+ blurKernel = new Int32Array(blurKernelSize);
+ blurMult = new Array(blurKernelSize);
+ for(var l = 0; l < blurKernelSize; l++){
+ blurMult[l] = new Int32Array(256);
+ }
+
+ var bk,bki;
+ var bm,bmi;
+
+ for (var i = 1, radiusi = radius - 1; i < radius; i++) {
+ blurKernel[radius+i] = blurKernel[radiusi] = bki = radiusi * radiusi;
+ bm = blurMult[radius+i];
+ bmi = blurMult[radiusi--];
+ for (var j = 0; j < 256; j++){
+ bm[j] = bmi[j] = bki * j;
+ }
+ }
+ bk = blurKernel[radius] = radius * radius;
+ bm = blurMult[radius];
+
+ for (var k = 0; k < 256; k++){
+ bm[k] = bk * k;
+ }
+ }
+
+}
+
+// Port of https://github.com/processing/processing/blob/
+// master/core/src/processing/core/PImage.java#L1433
+function blurARGB(canvas, radius) {
+ var pixels = Filters._toPixels(canvas);
+ var width = canvas.width;
+ var height = canvas.height;
+ var numPackedPixels = width * height;
+ var argb = new Int32Array(numPackedPixels);
+ for (var j = 0; j < numPackedPixels; j++) {
+ argb[j] = Filters._getARGB(pixels, j);
+ }
+ var sum, cr, cg, cb, ca;
+ var read, ri, ym, ymi, bk0;
+ var a2 = new Int32Array(numPackedPixels);
+ var r2 = new Int32Array(numPackedPixels);
+ var g2 = new Int32Array(numPackedPixels);
+ var b2 = new Int32Array(numPackedPixels);
+ var yi = 0;
+ buildBlurKernel(radius);
+ var x, y, i;
+ var bm;
+ for (y = 0; y < height; y++) {
+ for (x = 0; x < width; x++) {
+ cb = cg = cr = ca = sum = 0;
+ read = x - blurRadius;
+ if (read < 0) {
+ bk0 = -read;
+ read = 0;
+ } else {
+ if (read >= width) {
+ break;
+ }
+ bk0 = 0;
+ }
+ for (i = bk0; i < blurKernelSize; i++) {
+ if (read >= width) {
+ break;
+ }
+ var c = argb[read + yi];
+ bm = blurMult[i];
+ ca += bm[(c & -16777216) >>> 24];
+ cr += bm[(c & 16711680) >> 16];
+ cg += bm[(c & 65280) >> 8];
+ cb += bm[c & 255];
+ sum += blurKernel[i];
+ read++;
+ }
+ ri = yi + x;
+ a2[ri] = ca / sum;
+ r2[ri] = cr / sum;
+ g2[ri] = cg / sum;
+ b2[ri] = cb / sum;
+ }
+ yi += width;
+ }
+ yi = 0;
+ ym = -blurRadius;
+ ymi = ym * width;
+ for (y = 0; y < height; y++) {
+ for (x = 0; x < width; x++) {
+ cb = cg = cr = ca = sum = 0;
+ if (ym < 0) {
+ bk0 = ri = -ym;
+ read = x;
+ } else {
+ if (ym >= height) {
+ break;
+ }
+ bk0 = 0;
+ ri = ym;
+ read = x + ymi;
+ }
+ for (i = bk0; i < blurKernelSize; i++) {
+ if (ri >= height) {
+ break;
+ }
+ bm = blurMult[i];
+ ca += bm[a2[read]];
+ cr += bm[r2[read]];
+ cg += bm[g2[read]];
+ cb += bm[b2[read]];
+ sum += blurKernel[i];
+ ri++;
+ read += width;
+ }
+ argb[x + yi] = (ca/sum)<<24 | (cr/sum)<<16 | (cg/sum)<<8 | (cb/sum);
+ }
+ yi += width;
+ ymi += width;
+ ym++;
+ }
+ Filters._setPixels(pixels, argb);
+}
+
+Filters.blur = function(canvas, radius){
+ blurARGB(canvas, radius);
+};
+
+
+module.exports = Filters;
+
+},{}],66:[function(_dereq_,module,exports){
+/**
+ * @module Image
+ * @submodule Image
+ * @for p5
+ * @requires core
+ */
+
+/**
+ * This module defines the p5 methods for the p5.Image class
+ * for drawing images to the main display canvas.
+ */
+'use strict';
+
+
+var p5 = _dereq_('../core/core');
+
+/* global frames:true */// This is not global, but JSHint is not aware that
+// this module is implicitly enclosed with Browserify: this overrides the
+// redefined-global error and permits using the name "frames" for the array
+// of saved animation frames.
+var frames = [];
+
+
+/**
+ * Creates a new p5.Image (the datatype for storing images). This provides a
+ * fresh buffer of pixels to play with. Set the size of the buffer with the
+ * width and height parameters.
+ * <br><br>
+ * .pixels gives access to an array containing the values for all the pixels
+ * in the display window.
+ * These values are numbers. This array is the size (including an appropriate
+ * factor for the pixelDensity) of the display window x4,
+ * representing the R, G, B, A values in order for each pixel, moving from
+ * left to right across each row, then down each column. See .pixels for
+ * more info. It may also be simpler to use set() or get().
+ * <br><br>
+ * Before accessing the pixels of an image, the data must loaded with the
+ * loadPixels() function. After the array data has been modified, the
+ * updatePixels() function must be run to update the changes.
+ *
+ * @method createImage
+ * @param {Integer} width width in pixels
+ * @param {Integer} height height in pixels
+ * @return {p5.Image} the p5.Image object
+ * @example
+ * <div>
+ * <code>
+ * img = createImage(66, 66);
+ * img.loadPixels();
+ * for (i = 0; i < img.width; i++) {
+ * for (j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * img = createImage(66, 66);
+ * img.loadPixels();
+ * for (i = 0; i < img.width; i++) {
+ * for (j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102, i % img.width * 2));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * image(img, 34, 34);
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var pink = color(255, 102, 204);
+ * img = createImage(66, 66);
+ * img.loadPixels();
+ * var d = pixelDensity;
+ * var halfImage = 4 * (width * d) * (height/2 * d);
+ * for (var i = 0; i < halfImage; i+=4) {
+ * img.pixels[i] = red(pink);
+ * img.pixels[i+1] = green(pink);
+ * img.pixels[i+2] = blue(pink);
+ * img.pixels[i+3] = alpha(pink);
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * </code>
+ * </div>
+ */
+p5.prototype.createImage = function(width, height) {
+ return new p5.Image(width, height);
+};
+
+/**
+ * Save the current canvas as an image. In Safari, this will open the
+ * image in the window and the user must provide their own
+ * filename on save-as. Other browsers will either save the
+ * file immediately, or prompt the user with a dialogue window.
+ *
+ * @method saveCanvas
+ * @param {[selectedCanvas]} canvas a variable representing a
+ * specific html5 canvas (optional)
+ * @param {[String]} filename
+ * @param {[String]} extension 'jpg' or 'png'
+ * @example
+ * <div class='norender'><code>
+ * function setup() {
+ * var c = createCanvas(100, 100);
+ * background(255, 0, 0);
+ * saveCanvas(c, 'myCanvas', 'jpg');
+ * }
+ * </code></div>
+ * <div class='norender'><code>
+ * // note that this example has the same result as above
+ * // if no canvas is specified, defaults to main canvas
+ * function setup() {
+ * createCanvas(100, 100);
+ * background(255, 0, 0);
+ * saveCanvas('myCanvas', 'jpg');
+ * }
+ * </code></div>
+ * <div class='norender'><code>
+ * // all of the following are valid
+ * saveCanvas(c, 'myCanvas', 'jpg');
+ * saveCanvas(c, 'myCanvas');
+ * saveCanvas(c);
+ * saveCanvas('myCanvas', 'png');
+ * saveCanvas('myCanvas');
+ * saveCanvas();
+ * </code></div>
+ */
+p5.prototype.saveCanvas = function() {
+
+ var cnv, filename, extension;
+ if (arguments.length === 3) {
+ cnv = arguments[0];
+ filename = arguments[1];
+ extension = arguments[2];
+ } else if (arguments.length === 2) {
+ if (typeof arguments[0] === 'object') {
+ cnv = arguments[0];
+ filename = arguments[1];
+ } else {
+ filename = arguments[0];
+ extension = arguments[1];
+ }
+ } else if (arguments.length === 1) {
+ if (typeof arguments[0] === 'object') {
+ cnv = arguments[0];
+ } else {
+ filename = arguments[0];
+ }
+ }
+
+ if (cnv instanceof p5.Element) {
+ cnv = cnv.elt;
+ }
+ if (!(cnv instanceof HTMLCanvasElement)) {
+ cnv = null;
+ }
+
+ if (!extension) {
+ extension = p5.prototype._checkFileExtension(filename, extension)[1];
+ if (extension === '') {
+ extension = 'png';
+ }
+ }
+
+ if (!cnv) {
+ if (this._curElement && this._curElement.elt) {
+ cnv = this._curElement.elt;
+ }
+ }
+
+ if ( p5.prototype._isSafari() ) {
+ var aText = 'Hello, Safari user!\n';
+ aText += 'Now capturing a screenshot...\n';
+ aText += 'To save this image,\n';
+ aText += 'go to File --> Save As.\n';
+ alert(aText);
+ window.location.href = cnv.toDataURL();
+ } else {
+ var mimeType;
+ if (typeof(extension) === 'undefined') {
+ extension = 'png';
+ mimeType = 'image/png';
+ }
+ else {
+ switch(extension){
+ case 'png':
+ mimeType = 'image/png';
+ break;
+ case 'jpeg':
+ mimeType = 'image/jpeg';
+ break;
+ case 'jpg':
+ mimeType = 'image/jpeg';
+ break;
+ default:
+ mimeType = 'image/png';
+ break;
+ }
+ }
+ var downloadMime = 'image/octet-stream';
+ var imageData = cnv.toDataURL(mimeType);
+ imageData = imageData.replace(mimeType, downloadMime);
+
+ p5.prototype.downloadFile(imageData, filename, extension);
+ }
+};
+
+/**
+ * Capture a sequence of frames that can be used to create a movie.
+ * Accepts a callback. For example, you may wish to send the frames
+ * to a server where they can be stored or converted into a movie.
+ * If no callback is provided, the browser will attempt to download
+ * all of the images that have just been created.
+ *
+ * @method saveFrames
+ * @param {String} filename
+ * @param {String} extension 'jpg' or 'png'
+ * @param {Number} duration Duration in seconds to save the frames for.
+ * @param {Number} framerate Framerate to save the frames in.
+ * @param {Function} [callback] A callback function that will be executed
+ to handle the image data. This function
+ should accept an array as argument. The
+ array will contain the spcecified number of
+ frames of objects. Each object have three
+ properties: imageData - an
+ image/octet-stream, filename and extension.
+ */
+p5.prototype.saveFrames = function(fName, ext, _duration, _fps, callback) {
+ var duration = _duration || 3;
+ duration = p5.prototype.constrain(duration, 0, 15);
+ duration = duration * 1000;
+ var fps = _fps || 15;
+ fps = p5.prototype.constrain(fps, 0, 22);
+ var count = 0;
+
+ var makeFrame = p5.prototype._makeFrame;
+ var cnv = this._curElement.elt;
+ var frameFactory = setInterval(function(){
+ makeFrame(fName + count, ext, cnv);
+ count++;
+ },1000/fps);
+
+ setTimeout(function(){
+ clearInterval(frameFactory);
+ if (callback) {
+ callback(frames);
+ }
+ else {
+ for (var i = 0; i < frames.length; i++) {
+ var f = frames[i];
+ p5.prototype.downloadFile(f.imageData, f.filename, f.ext);
+ }
+ }
+ frames = []; // clear frames
+ }, duration + 0.01);
+};
+
+p5.prototype._makeFrame = function(filename, extension, _cnv) {
+ var cnv;
+ if (this) {
+ cnv = this._curElement.elt;
+ } else {
+ cnv = _cnv;
+ }
+ var mimeType;
+ if (!extension) {
+ extension = 'png';
+ mimeType = 'image/png';
+ }
+ else {
+ switch(extension.toLowerCase()){
+ case 'png':
+ mimeType = 'image/png';
+ break;
+ case 'jpeg':
+ mimeType = 'image/jpeg';
+ break;
+ case 'jpg':
+ mimeType = 'image/jpeg';
+ break;
+ default:
+ mimeType = 'image/png';
+ break;
+ }
+ }
+ var downloadMime = 'image/octet-stream';
+ var imageData = cnv.toDataURL(mimeType);
+ imageData = imageData.replace(mimeType, downloadMime);
+
+ var thisFrame = {};
+ thisFrame.imageData = imageData;
+ thisFrame.filename = filename;
+ thisFrame.ext = extension;
+ frames.push(thisFrame);
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],67:[function(_dereq_,module,exports){
+/**
+ * @module Image
+ * @submodule Loading & Displaying
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var Filters = _dereq_('./filters');
+var canvas = _dereq_('../core/canvas');
+var constants = _dereq_('../core/constants');
+
+_dereq_('../core/error_helpers');
+
+/**
+ * Loads an image from a path and creates a p5.Image from it.
+ * <br><br>
+ * The image may not be immediately available for rendering
+ * If you want to ensure that the image is ready before doing
+ * anything with it, place the loadImage() call in preload().
+ * You may also supply a callback function to handle the image when it's ready.
+ * <br><br>
+ * The path to the image should be relative to the HTML file
+ * that links in your sketch. Loading an from a URL or other
+ * remote location may be blocked due to your browser's built-in
+ * security.
+ *
+ * @method loadImage
+ * @param {String} path Path of the image to be loaded
+ * @param {Function(p5.Image)} [successCallback] Function to be called once
+ * the image is loaded. Will be passed the
+ * p5.Image.
+ * @param {Function(Event)} [failureCallback] called with event error if
+ * the image fails to load.
+ * @return {p5.Image} the p5.Image object
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/laDefense.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * function setup() {
+ * // here we use a callback to display the image after loading
+ * loadImage("assets/laDefense.jpg", function(img) {
+ * image(img, 0, 0);
+ * });
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.loadImage = function(path, successCallback, failureCallback) {
+ var img = new Image();
+ var pImg = new p5.Image(1, 1, this);
+ var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
+
+ img.onload = function() {
+ pImg.width = pImg.canvas.width = img.width;
+ pImg.height = pImg.canvas.height = img.height;
+
+ // Draw the image into the backing canvas of the p5.Image
+ pImg.drawingContext.drawImage(img, 0, 0);
+
+ if (typeof successCallback === 'function') {
+ successCallback(pImg);
+ }
+ if (decrementPreload && (successCallback !== decrementPreload)) {
+ decrementPreload();
+ }
+ };
+ img.onerror = function(e) {
+ p5._friendlyFileLoadError(0,img.src);
+ // don't get failure callback mixed up with decrementPreload
+ if ((typeof failureCallback === 'function') &&
+ (failureCallback !== decrementPreload)) {
+ failureCallback(e);
+ }
+ };
+
+ //set crossOrigin in case image is served which CORS headers
+ //this will let us draw to canvas without tainting it.
+ //see https://developer.mozilla.org/en-US/docs/HTML/CORS_Enabled_Image
+ // When using data-uris the file will be loaded locally
+ // so we don't need to worry about crossOrigin with base64 file types
+ if(path.indexOf('data:image/') !== 0) {
+ img.crossOrigin = 'Anonymous';
+ }
+
+ //start loading the image
+ img.src = path;
+
+ return pImg;
+};
+
+/**
+ * Validates clipping params. Per drawImage spec sWidth and sHight cannot be
+ * negative or greater than image intrinsic width and height
+ * @private
+ * @param {Number} sVal
+ * @param {Number} iVal
+ * @returns {Number}
+ * @private
+ */
+function _sAssign(sVal, iVal) {
+ if (sVal > 0 && sVal < iVal) {
+ return sVal;
+ }
+ else {
+ return iVal;
+ }
+}
+
+/**
+ * Draw an image to the main canvas of the p5js sketch
+ *
+ * @method image
+ * @param {p5.Image} img the image to display
+ * @param {Number} [sx=0] The X coordinate of the top left corner of the
+ * sub-rectangle of the source image to draw into
+ * the destination canvas.
+ * @param {Number} [sy=0] The Y coordinate of the top left corner of the
+ * sub-rectangle of the source image to draw into
+ * the destination canvas.
+ * @param {Number} [sWidth=img.width] The width of the sub-rectangle of the
+ * source image to draw into the destination
+ * canvas.
+ * @param {Number} [sHeight=img.height] The height of the sub-rectangle of the
+ * source image to draw into the
+ * destination context.
+ * @param {Number} [dx=0] The X coordinate in the destination canvas at
+ * which to place the top-left corner of the
+ * source image.
+ * @param {Number} [dy=0] The Y coordinate in the destination canvas at
+ * which to place the top-left corner of the
+ * source image.
+ * @param {Number} [dWidth] The width to draw the image in the destination
+ * canvas. This allows scaling of the drawn image.
+ * @param {Number} [dHeight] The height to draw the image in the destination
+ * canvas. This allows scaling of the drawn image.
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/laDefense.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * image(img, 0, 0, 100, 100);
+ * image(img, 0, 0, 100, 100, 0, 0, 100, 100);
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * function setup() {
+ * // here we use a callback to display the image after loading
+ * loadImage("assets/laDefense.jpg", function(img) {
+ * image(img, 0, 0);
+ * });
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.image =
+ function(img, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight) {
+ // Temporarily disabling until options for p5.Graphics are added.
+ // var args = new Array(arguments.length);
+ // for (var i = 0; i < args.length; ++i) {
+ // args[i] = arguments[i];
+ // }
+ // this._validateParameters(
+ // 'image',
+ // args,
+ // [
+ // ['p5.Image', 'Number', 'Number'],
+ // ['p5.Image', 'Number', 'Number', 'Number', 'Number']
+ // ]
+ // );
+
+ // set defaults per spec: https://goo.gl/3ykfOq
+ if (arguments.length <= 5) {
+ dx = sx || 0;
+ dy = sy || 0;
+ sx = 0;
+ sy = 0;
+ if (img.elt && img.elt.videoWidth && !img.canvas) { // video no canvas
+ var actualW = img.elt.videoWidth;
+ var actualH = img.elt.videoHeight;
+ dWidth = sWidth || img.elt.width;
+ dHeight = sHeight || img.elt.width*actualH/actualW;
+ sWidth = actualW;
+ sHeight = actualH;
+ } else {
+ dWidth = sWidth || img.width;
+ dHeight = sHeight || img.height;
+ sWidth = img.width;
+ sHeight = img.height;
+ }
+ } else if (arguments.length === 9) {
+ sx = sx || 0;
+ sy = sy || 0;
+ sWidth = _sAssign(sWidth, img.width);
+ sHeight = _sAssign(sHeight, img.height);
+
+ dx = dx || 0;
+ dy = dy || 0;
+ dWidth = dWidth || img.width;
+ dHeight = dHeight || img.height;
+ } else {
+ throw 'Wrong number of arguments to image()';
+ }
+
+ var vals = canvas.modeAdjust(dx, dy, dWidth, dHeight,
+ this._renderer._imageMode);
+
+ // tint the image if there is a tint
+ this._renderer.image(img, sx, sy, sWidth, sHeight, vals.x, vals.y, vals.w,
+ vals.h);
+};
+
+/**
+ * Sets the fill value for displaying images. Images can be tinted to
+ * specified colors or made transparent by including an alpha value.
+ * <br><br>
+ * To apply transparency to an image without affecting its color, use
+ * white as the tint color and specify an alpha value. For instance,
+ * tint(255, 128) will make an image 50% transparent (assuming the default
+ * alpha range of 0-255, which can be changed with colorMode()).
+ * <br><br>
+ * The value for the gray parameter must be less than or equal to the current
+ * maximum value as specified by colorMode(). The default maximum value is
+ * 255.
+ *
+ * @method tint
+ * @param {Number|Array} v1 gray value, red or hue value (depending on the
+ * current color mode), or color Array
+ * @param {Number|Array} [v2] green or saturation value (depending on the
+ * current color mode)
+ * @param {Number|Array} [v3] blue or brightness value (depending on the
+ * current color mode)
+ * @param {Number|Array} [a] opacity of the background
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/laDefense.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * tint(0, 153, 204); // Tint blue
+ * image(img, 50, 0);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/laDefense.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * tint(0, 153, 204, 126); // Tint blue and set transparency
+ * image(img, 50, 0);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/laDefense.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * tint(255, 126); // Apply transparency without changing color
+ * image(img, 50, 0);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.tint = function () {
+ var c = this.color.apply(this, arguments);
+ this._renderer._tint = c.levels;
+};
+
+/**
+ * Removes the current fill value for displaying images and reverts to
+ * displaying images with their original hues.
+ *
+ * @method noTint
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * tint(0, 153, 204); // Tint blue
+ * image(img, 0, 0);
+ * noTint(); // Disable tint
+ * image(img, 50, 0);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.noTint = function() {
+ this._renderer._tint = null;
+};
+
+/**
+ * Apply the current tint color to the input image, return the resulting
+ * canvas.
+ *
+ * @param {p5.Image} The image to be tinted
+ * @return {canvas} The resulting tinted canvas
+ *
+ */
+p5.prototype._getTintedImageCanvas = function(img) {
+ if (!img.canvas) {
+ return img;
+ }
+ var pixels = Filters._toPixels(img.canvas);
+ var tmpCanvas = document.createElement('canvas');
+ tmpCanvas.width = img.canvas.width;
+ tmpCanvas.height = img.canvas.height;
+ var tmpCtx = tmpCanvas.getContext('2d');
+ var id = tmpCtx.createImageData(img.canvas.width, img.canvas.height);
+ var newPixels = id.data;
+
+ for(var i = 0; i < pixels.length; i += 4) {
+ var r = pixels[i];
+ var g = pixels[i+1];
+ var b = pixels[i+2];
+ var a = pixels[i+3];
+
+ newPixels[i] = r*this._renderer._tint[0]/255;
+ newPixels[i+1] = g*this._renderer._tint[1]/255;
+ newPixels[i+2] = b*this._renderer._tint[2]/255;
+ newPixels[i+3] = a*this._renderer._tint[3]/255;
+ }
+
+ tmpCtx.putImageData(id, 0, 0);
+ return tmpCanvas;
+};
+
+/**
+ * Set image mode. Modifies the location from which images are drawn by
+ * changing the way in which parameters given to image() are interpreted.
+ * The default mode is imageMode(CORNER), which interprets the second and
+ * third parameters of image() as the upper-left corner of the image. If
+ * two additional parameters are specified, they are used to set the image's
+ * width and height.
+ * <br><br>
+ * imageMode(CORNERS) interprets the second and third parameters of image()
+ * as the location of one corner, and the fourth and fifth parameters as the
+ * opposite corner.
+ * <br><br>
+ * imageMode(CENTER) interprets the second and third parameters of image()
+ * as the image's center point. If two additional parameters are specified,
+ * they are used to set the image's width and height.
+ *
+ * @method imageMode
+ * @param {String} m The mode: either CORNER, CORNERS, or CENTER.
+ * @example
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * imageMode(CORNER);
+ * image(img, 10, 10, 50, 50);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * imageMode(CORNERS);
+ * image(img, 10, 10, 90, 40);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * imageMode(CENTER);
+ * image(img, 50, 50, 80, 80);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.imageMode = function(m) {
+ if (m === constants.CORNER ||
+ m === constants.CORNERS ||
+ m === constants.CENTER) {
+ this._renderer._imageMode = m;
+ }
+};
+
+
+module.exports = p5;
+
+},{"../core/canvas":46,"../core/constants":47,"../core/core":48,"../core/error_helpers":51,"./filters":65}],68:[function(_dereq_,module,exports){
+/**
+ * @module Image
+ * @submodule Image
+ * @requires core
+ * @requires constants
+ * @requires filters
+ */
+
+/**
+ * This module defines the p5.Image class and P5 methods for
+ * drawing images to the main display canvas.
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var Filters = _dereq_('./filters');
+
+/*
+ * Class methods
+ */
+
+/**
+ * Creates a new p5.Image. A p5.Image is a canvas backed representation of an
+ * image.
+ * <br><br>
+ * p5 can display .gif, .jpg and .png images. Images may be displayed
+ * in 2D and 3D space. Before an image is used, it must be loaded with the
+ * loadImage() function. The p5.Image class contains fields for the width and
+ * height of the image, as well as an array called pixels[] that contains the
+ * values for every pixel in the image.
+ * <br><br>
+ * The methods described below allow easy access to the image's pixels and
+ * alpha channel and simplify the process of compositing.
+ * <br><br>
+ * Before using the pixels[] array, be sure to use the loadPixels() method on
+ * the image to make sure that the pixel data is properly loaded.
+ *
+ * @class p5.Image
+ * @constructor
+ * @param {Number} width
+ * @param {Number} height
+ * @param {Object} pInst An instance of a p5 sketch.
+ */
+p5.Image = function(width, height){
+ /**
+ * Image width.
+ * @property width
+ * @example
+ * <div><code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * image(img, 0, 0);
+ * for (var i=0; i < img.width; i++) {
+ * var c = img.get(i, img.height/2);
+ * stroke(c);
+ * line(i, height/2, i, height);
+ * }
+ * }
+ * </code></div>
+ */
+ this.width = width;
+ /**
+ * Image height.
+ * @property height
+ * @example
+ * <div><code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * image(img, 0, 0);
+ * for (var i=0; i < img.height; i++) {
+ * var c = img.get(img.width/2, i);
+ * stroke(c);
+ * line(0, i, width/2, i);
+ * }
+ * }
+ * </code></div>
+ */
+ this.height = height;
+ this.canvas = document.createElement('canvas');
+ this.canvas.width = this.width;
+ this.canvas.height = this.height;
+ this.drawingContext = this.canvas.getContext('2d');
+ this._pixelDensity = 1;
+ //used for webgl texturing only
+ this.isTexture = false;
+ /**
+ * Array containing the values for all the pixels in the display window.
+ * These values are numbers. This array is the size (include an appropriate
+ * factor for pixelDensity) of the display window x4,
+ * representing the R, G, B, A values in order for each pixel, moving from
+ * left to right across each row, then down each column. Retina and other
+ * high denisty displays may have more pixels[] (by a factor of
+ * pixelDensity^2).
+ * For example, if the image is 100x100 pixels, there will be 40,000. With
+ * pixelDensity = 2, there will be 160,000. The first four values
+ * (indices 0-3) in the array will be the R, G, B, A values of the pixel at
+ * (0, 0). The second four values (indices 4-7) will contain the R, G, B, A
+ * values of the pixel at (1, 0). More generally, to set values for a pixel
+ * at (x, y):
+ * <code><pre>var d = pixelDensity;
+ * for (var i = 0; i < d; i++) {
+ * for (var j = 0; j < d; j++) {
+ * // loop over
+ * idx = 4*((y * d + j) * width * d + (x * d + i));
+ * pixels[idx] = r;
+ * pixels[idx+1] = g;
+ * pixels[idx+2] = b;
+ * pixels[idx+3] = a;
+ * }
+ * }
+ * </pre></code>
+ * <br><br>
+ * Before accessing this array, the data must loaded with the loadPixels()
+ * function. After the array data has been modified, the updatePixels()
+ * function must be run to update the changes.
+ * @property pixels[]
+ * @example
+ * <div>
+ * <code>
+ * img = createImage(66, 66);
+ * img.loadPixels();
+ * for (i = 0; i < img.width; i++) {
+ * for (j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * var pink = color(255, 102, 204);
+ * img = createImage(66, 66);
+ * img.loadPixels();
+ * for (var i = 0; i < 4*(width*height/2); i+=4) {
+ * img.pixels[i] = red(pink);
+ * img.pixels[i+1] = green(pink);
+ * img.pixels[i+2] = blue(pink);
+ * img.pixels[i+3] = alpha(pink);
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * </code>
+ * </div>
+ */
+ this.pixels = [];
+};
+
+/**
+ * Helper fxn for sharing pixel methods
+ *
+ */
+p5.Image.prototype._setProperty = function (prop, value) {
+ this[prop] = value;
+};
+
+/**
+ * Loads the pixels data for this image into the [pixels] attribute.
+ *
+ * @method loadPixels
+ * @example
+ * <div><code>
+ * var myImage;
+ * var halfImage;
+ *
+ * function preload() {
+ * myImage = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * myImage.loadPixels();
+ * halfImage = 4 * width * height/2;
+ * for(var i = 0; i < halfImage; i++){
+ * myImage.pixels[i+halfImage] = myImage.pixels[i];
+ * }
+ * myImage.updatePixels();
+ * }
+ *
+ * function draw() {
+ * image(myImage, 0, 0);
+ * }
+ * </code></div>
+ */
+p5.Image.prototype.loadPixels = function(){
+ p5.Renderer2D.prototype.loadPixels.call(this);
+};
+
+/**
+ * Updates the backing canvas for this image with the contents of
+ * the [pixels] array.
+ *
+ * @method updatePixels
+ * @param {Integer|undefined} x x-offset of the target update area for the
+ * underlying canvas
+ * @param {Integer|undefined} y y-offset of the target update area for the
+ * underlying canvas
+ * @param {Integer|undefined} w height of the target update area for the
+ * underlying canvas
+ * @param {Integer|undefined} h height of the target update area for the
+ * underlying canvas
+ * @example
+ * <div><code>
+ * var myImage;
+ * var halfImage;
+ *
+ * function preload() {
+ * myImage = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * myImage.loadPixels();
+ * halfImage = 4 * width * height/2;
+ * for(var i = 0; i < halfImage; i++){
+ * myImage.pixels[i+halfImage] = myImage.pixels[i];
+ * }
+ * myImage.updatePixels();
+ * }
+ *
+ * function draw() {
+ * image(myImage, 0, 0);
+ * }
+ * </code></div>
+ */
+p5.Image.prototype.updatePixels = function(x, y, w, h){
+ p5.Renderer2D.prototype.updatePixels.call(this, x, y, w, h);
+};
+
+/**
+ * Get a region of pixels from an image.
+ *
+ * If no params are passed, those whole image is returned,
+ * if x and y are the only params passed a single pixel is extracted
+ * if all params are passed a rectangle region is extracted and a p5.Image
+ * is returned.
+ *
+ * Returns undefined if the region is outside the bounds of the image
+ *
+ * @method get
+ * @param {Number} [x] x-coordinate of the pixel
+ * @param {Number} [y] y-coordinate of the pixel
+ * @param {Number} [w] width
+ * @param {Number} [h] height
+ * @return {Array/Color | p5.Image} color of pixel at x,y in array format
+ * [R, G, B, A] or p5.Image
+ * @example
+ * <div><code>
+ * var myImage;
+ * var c;
+ *
+ * function preload() {
+ * myImage = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * background(myImage);
+ * noStroke();
+ * c = myImage.get(60, 90);
+ * fill(c);
+ * rect(25, 25, 50, 50);
+ * }
+ *
+ * //get() returns color here
+ * </code></div>
+ */
+p5.Image.prototype.get = function(x, y, w, h){
+ return p5.Renderer2D.prototype.get.call(this, x, y, w, h);
+};
+
+/**
+ * Set the color of a single pixel or write an image into
+ * this p5.Image.
+ *
+ * Note that for a large number of pixels this will
+ * be slower than directly manipulating the pixels array
+ * and then calling updatePixels().
+ *
+ * @method set
+ * @param {Number} x x-coordinate of the pixel
+ * @param {Number} y y-coordinate of the pixel
+ * @param {Number|Array|Object} a grayscale value | pixel array |
+ * a p5.Color | image to copy
+ * @example
+ * <div>
+ * <code>
+ * img = createImage(66, 66);
+ * img.loadPixels();
+ * for (i = 0; i < img.width; i++) {
+ * for (j = 0; j < img.height; j++) {
+ * img.set(i, j, color(0, 90, 102, i % img.width * 2));
+ * }
+ * }
+ * img.updatePixels();
+ * image(img, 17, 17);
+ * image(img, 34, 34);
+ * </code>
+ * </div>
+ */
+p5.Image.prototype.set = function(x, y, imgOrCol){
+ p5.Renderer2D.prototype.set.call(this, x, y, imgOrCol);
+};
+
+/**
+ * Resize the image to a new width and height. To make the image scale
+ * proportionally, use 0 as the value for the wide or high parameter.
+ * For instance, to make the width of an image 150 pixels, and change
+ * the height using the same proportion, use resize(150, 0).
+ *
+ * @method resize
+ * @param {Number} width the resized image width
+ * @param {Number} height the resized image height
+ * @example
+ * <div><code>
+ * var img;
+ *
+ * function setup() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+
+ * function draw() {
+ * image(img, 0, 0);
+ * }
+ *
+ * function mousePressed() {
+ * img.resize(50, 100);
+ * }
+ * </code></div>
+ */
+p5.Image.prototype.resize = function(width, height){
+
+ // Copy contents to a temporary canvas, resize the original
+ // and then copy back.
+ //
+ // There is a faster approach that involves just one copy and swapping the
+ // this.canvas reference. We could switch to that approach if (as i think
+ // is the case) there an expectation that the user would not hold a
+ // reference to the backing canvas of a p5.Image. But since we do not
+ // enforce that at the moment, I am leaving in the slower, but safer
+ // implementation.
+
+ // auto-resize
+ if (width === 0 && height === 0) {
+ width = this.canvas.width;
+ height = this.canvas.height;
+ } else if (width === 0) {
+ width = this.canvas.width * height / this.canvas.height;
+ } else if (height === 0) {
+ height = this.canvas.height * width / this.canvas.width;
+ }
+
+ var tempCanvas = document.createElement('canvas');
+ tempCanvas.width = width;
+ tempCanvas.height = height;
+ tempCanvas.getContext('2d').drawImage(this.canvas,
+ 0, 0, this.canvas.width, this.canvas.height,
+ 0, 0, tempCanvas.width, tempCanvas.height
+ );
+
+
+ // Resize the original canvas, which will clear its contents
+ this.canvas.width = this.width = width;
+ this.canvas.height = this.height = height;
+
+ //Copy the image back
+
+ this.drawingContext.drawImage(tempCanvas,
+ 0, 0, width, height,
+ 0, 0, width, height
+ );
+
+ if(this.pixels.length > 0){
+ this.loadPixels();
+ }
+};
+
+/**
+ * Copies a region of pixels from one image to another. If no
+ * srcImage is specified this is used as the source. If the source
+ * and destination regions aren't the same size, it will
+ * automatically resize source pixels to fit the specified
+ * target region.
+ *
+ * @method copy
+ * @param {p5.Image|undefined} srcImage source image
+ * @param {Integer} sx X coordinate of the source's upper left corner
+ * @param {Integer} sy Y coordinate of the source's upper left corner
+ * @param {Integer} sw source image width
+ * @param {Integer} sh source image height
+ * @param {Integer} dx X coordinate of the destination's upper left corner
+ * @param {Integer} dy Y coordinate of the destination's upper left corner
+ * @param {Integer} dw destination image width
+ * @param {Integer} dh destination image height
+ * @example
+ * <div><code>
+ * var photo;
+ * var bricks;
+ * var x;
+ * var y;
+ *
+ * function preload() {
+ * photo = loadImage("assets/rockies.jpg");
+ * bricks = loadImage("assets/bricks.jpg");
+ * }
+ *
+ * function setup() {
+ * x = bricks.width/2;
+ * y = bricks.height/2;
+ * photo.copy(bricks, 0, 0, x, y, 0, 0, x, y);
+ * image(photo, 0, 0);
+ * }
+ * </code></div>
+ */
+p5.Image.prototype.copy = function () {
+ p5.prototype.copy.apply(this, arguments);
+};
+
+/**
+ * Masks part of an image from displaying by loading another
+ * image and using it's blue channel as an alpha channel for
+ * this image.
+ *
+ * @method mask
+ * @param {p5.Image} srcImage source image
+ * @example
+ * <div><code>
+ * var photo, maskImage;
+ * function preload() {
+ * photo = loadImage("assets/rockies.jpg");
+ * maskImage = loadImage("assets/mask2.png");
+ * }
+ *
+ * function setup() {
+ * createCanvas(100, 100);
+ * photo.mask(maskImage);
+ * image(photo, 0, 0);
+ * }
+ * </code></div>
+ *
+ * http://blogs.adobe.com/webplatform/2013/01/28/blending-features-in-canvas/
+ *
+ */
+// TODO: - Accept an array of alpha values.
+// - Use other channels of an image. p5 uses the
+// blue channel (which feels kind of arbitrary). Note: at the
+// moment this method does not match native processings original
+// functionality exactly.
+p5.Image.prototype.mask = function(p5Image) {
+ if(p5Image === undefined){
+ p5Image = this;
+ }
+ var currBlend = this.drawingContext.globalCompositeOperation;
+
+ var scaleFactor = 1;
+ if (p5Image instanceof p5.Renderer) {
+ scaleFactor = p5Image._pInst._pixelDensity;
+ }
+
+ var copyArgs = [
+ p5Image,
+ 0,
+ 0,
+ scaleFactor*p5Image.width,
+ scaleFactor*p5Image.height,
+ 0,
+ 0,
+ this.width,
+ this.height
+ ];
+
+ this.drawingContext.globalCompositeOperation = 'destination-in';
+ this.copy.apply(this, copyArgs);
+ this.drawingContext.globalCompositeOperation = currBlend;
+};
+
+/**
+ * Applies an image filter to a p5.Image
+ *
+ * @method filter
+ * @param {String} operation one of threshold, gray, invert, posterize and
+ * opaque see Filters.js for docs on each available
+ * filter
+ * @param {Number|undefined} value
+ * @example
+ * <div><code>
+ * var photo1;
+ * var photo2;
+ *
+ * function preload() {
+ * photo1 = loadImage("assets/rockies.jpg");
+ * photo2 = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * photo2.filter("gray");
+ * image(photo1, 0, 0);
+ * image(photo2, width/2, 0);
+ * }
+ * </code></div>
+ */
+p5.Image.prototype.filter = function(operation, value) {
+ Filters.apply(this.canvas, Filters[operation.toLowerCase()], value);
+};
+
+/**
+ * Copies a region of pixels from one image to another, using a specified
+ * blend mode to do the operation.
+ *
+ * @method blend
+ * @param {p5.Image|undefined} srcImage source image
+ * @param {Integer} sx X coordinate of the source's upper left corner
+ * @param {Integer} sy Y coordinate of the source's upper left corner
+ * @param {Integer} sw source image width
+ * @param {Integer} sh source image height
+ * @param {Integer} dx X coordinate of the destination's upper left corner
+ * @param {Integer} dy Y coordinate of the destination's upper left corner
+ * @param {Integer} dw destination image width
+ * @param {Integer} dh destination image height
+ * @param {Integer} blendMode the blend mode
+ *
+ * Available blend modes are: normal | multiply | screen | overlay |
+ * darken | lighten | color-dodge | color-burn | hard-light |
+ * soft-light | difference | exclusion | hue | saturation |
+ * color | luminosity
+ *
+ *
+ * http://blogs.adobe.com/webplatform/2013/01/28/blending-features-in-canvas/
+ *
+ */
+p5.Image.prototype.blend = function() {
+ p5.prototype.blend.apply(this, arguments);
+};
+
+/**
+ * Saves the image to a file and force the browser to download it.
+ * Accepts two strings for filename and file extension
+ * Supports png (default) and jpg.
+ *
+ * @method save
+ * @param {String} filename give your file a name
+ * @param {String} extension 'png' or 'jpg'
+ * @example
+ * <div><code>
+ * var photo;
+ *
+ * function preload() {
+ * photo = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function draw() {
+ * image(photo, 0, 0);
+ * }
+ *
+ * function keyTyped() {
+ * if (key == 's') {
+ * photo.save("photo", "png");
+ * }
+ * }
+ * </code></div>
+ */
+p5.Image.prototype.save = function(filename, extension) {
+ var mimeType;
+ if (!extension) {
+ extension = 'png';
+ mimeType = 'image/png';
+ }
+ else {
+ // en.wikipedia.org/wiki/Comparison_of_web_browsers#Image_format_support
+ switch(extension.toLowerCase()){
+ case 'png':
+ mimeType = 'image/png';
+ break;
+ case 'jpeg':
+ mimeType = 'image/jpeg';
+ break;
+ case 'jpg':
+ mimeType = 'image/jpeg';
+ break;
+ default:
+ mimeType = 'image/png';
+ break;
+ }
+ }
+ var downloadMime = 'image/octet-stream';
+ var imageData = this.canvas.toDataURL(mimeType);
+ imageData = imageData.replace(mimeType, downloadMime);
+
+ //Make the browser download the file
+ p5.prototype.downloadFile(imageData, filename, extension);
+};
+
+/**
+ * creates a gl texture
+ * used in WEBGL mode only
+ * @param {[type]} tex [description]
+ * @return {[type]} [description]
+ */
+p5.Image.prototype.createTexture = function(tex){
+ //this.texture = tex;
+ return this;
+};
+
+module.exports = p5.Image;
+
+},{"../core/core":48,"./filters":65}],69:[function(_dereq_,module,exports){
+/**
+ * @module Image
+ * @submodule Pixels
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var Filters = _dereq_('./filters');
+_dereq_('../color/p5.Color');
+
+/**
+ * <a href='https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference
+ * /Global_Objects/Uint8ClampedArray' target='_blank'>Uint8ClampedArray</a>
+ * containing the values for all the pixels in the display window.
+ * These values are numbers. This array is the size (include an appropriate
+ * factor for pixelDensity) of the display window x4,
+ * representing the R, G, B, A values in order for each pixel, moving from
+ * left to right across each row, then down each column. Retina and other
+ * high denisty displays will have more pixels[] (by a factor of
+ * pixelDensity^2).
+ * For example, if the image is 100x100 pixels, there will be 40,000. On a
+ * retina display, there will be 160,000.
+ * <br><br>
+ * The first four values (indices 0-3) in the array will be the R, G, B, A
+ * values of the pixel at (0, 0). The second four values (indices 4-7) will
+ * contain the R, G, B, A values of the pixel at (1, 0). More generally, to
+ * set values for a pixel at (x, y):
+ * <code><pre>
+ * var d = pixelDensity;
+ * for (var i = 0; i < d; i++) {
+ * for (var j = 0; j < d; j++) {
+ * // loop over
+ * idx = 4 * ((y * d + j) * width * d + (x * d + i));
+ * pixels[idx] = r;
+ * pixels[idx+1] = g;
+ * pixels[idx+2] = b;
+ * pixels[idx+3] = a;
+ * }
+ * }
+ * </pre></code>
+ *
+ * <p>While the above method is complex, it is flexible enough to work with
+ * any pixelDensity. Note that set() will automatically take care of
+ * setting all the appropriate values in pixels[] for a given (x, y) at
+ * any pixelDensity, but the performance may not be as fast when lots of
+ * modifications are made to the pixel array.
+ * <br><br>
+ * Before accessing this array, the data must loaded with the loadPixels()
+ * function. After the array data has been modified, the updatePixels()
+ * function must be run to update the changes.
+ * <br><br>
+ * Note that this is not a standard javascript array. This means that
+ * standard javascript functions such as <code>slice()</code> or
+ * <code>arrayCopy()</code> do not
+ * work.</p>
+ *
+ * @property pixels[]
+ * @example
+ * <div>
+ * <code>
+ * var pink = color(255, 102, 204);
+ * loadPixels();
+ * var d = pixelDensity();
+ * var halfImage = 4 * (width * d) * (height/2 * d);
+ * for (var i = 0; i < halfImage; i+=4) {
+ * pixels[i] = red(pink);
+ * pixels[i+1] = green(pink);
+ * pixels[i+2] = blue(pink);
+ * pixels[i+3] = alpha(pink);
+ * }
+ * updatePixels();
+ * </code>
+ * </div>
+ */
+p5.prototype.pixels = [];
+
+/**
+ * Copies a region of pixels from one image to another, using a specified
+ * blend mode to do the operation.<br><br>
+ * Available blend modes are: BLEND | DARKEST | LIGHTEST | DIFFERENCE |
+ * MULTIPLY| EXCLUSION | SCREEN | REPLACE | OVERLAY | HARD_LIGHT |
+ * SOFT_LIGHT | DODGE | BURN | ADD | NORMAL
+ *
+ *
+ * @method blend
+ * @param {p5.Image|undefined} srcImage source image
+ * @param {Integer} sx X coordinate of the source's upper left corner
+ * @param {Integer} sy Y coordinate of the source's upper left corner
+ * @param {Integer} sw source image width
+ * @param {Integer} sh source image height
+ * @param {Integer} dx X coordinate of the destination's upper left corner
+ * @param {Integer} dy Y coordinate of the destination's upper left corner
+ * @param {Integer} dw destination image width
+ * @param {Integer} dh destination image height
+ * @param {Integer} blendMode the blend mode
+ *
+ * @example
+ * <div><code>
+ * var img0;
+ * var img1;
+ *
+ * function preload() {
+ * img0 = loadImage("assets/rockies.jpg");
+ * img1 = loadImage("assets/bricks_third.jpg");
+ * }
+ *
+ * function setup() {
+ * background(img0);
+ * image(img1, 0, 0);
+ * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, LIGHTEST);
+ * }
+ * </code></div>
+ * <div><code>
+ * var img0;
+ * var img1;
+ *
+ * function preload() {
+ * img0 = loadImage("assets/rockies.jpg");
+ * img1 = loadImage("assets/bricks_third.jpg");
+ * }
+ *
+ * function setup() {
+ * background(img0);
+ * image(img1, 0, 0);
+ * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, DARKEST);
+ * }
+ * </code></div>
+ * <div><code>
+ * var img0;
+ * var img1;
+ *
+ * function preload() {
+ * img0 = loadImage("assets/rockies.jpg");
+ * img1 = loadImage("assets/bricks_third.jpg");
+ * }
+ *
+ * function setup() {
+ * background(img0);
+ * image(img1, 0, 0);
+ * blend(img1, 0, 0, 33, 100, 67, 0, 33, 100, ADD);
+ * }
+ * </code></div>
+ */
+p5.prototype.blend = function() {
+ this._renderer.blend.apply(this._renderer, arguments);
+};
+
+/**
+ * Copies a region of the canvas to another region of the canvas
+ * and copies a region of pixels from an image used as the srcImg parameter
+ * into the canvas srcImage is specified this is used as the source. If
+ * the source and destination regions aren't the same size, it will
+ * automatically resize source pixels to fit the specified
+ * target region.
+ *
+ * @method copy
+ * @param {p5.Image|undefined} srcImage source image
+ * @param {Integer} sx X coordinate of the source's upper left corner
+ * @param {Integer} sy Y coordinate of the source's upper left corner
+ * @param {Integer} sw source image width
+ * @param {Integer} sh source image height
+ * @param {Integer} dx X coordinate of the destination's upper left corner
+ * @param {Integer} dy Y coordinate of the destination's upper left corner
+ * @param {Integer} dw destination image width
+ * @param {Integer} dh destination image height
+ *
+ * @example
+ * <div><code>
+ * var img;
+ *
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * background(img);
+ * copy(img, 7, 22, 10, 10, 35, 25, 50, 50);
+ * stroke(255);
+ * noFill();
+ * // Rectangle shows area being copied
+ * rect(7, 22, 10, 10);
+ * }
+ * </code></div>
+ */
+p5.prototype.copy = function () {
+ p5.Renderer2D._copyHelper.apply(this, arguments);
+};
+
+/**
+ * Applies a filter to the canvas.
+ * <br><br>
+ *
+ * The presets options are:
+ * <br><br>
+ *
+ * THRESHOLD
+ * Converts the image to black and white pixels depending if they are above or
+ * below the threshold defined by the level parameter. The parameter must be
+ * between 0.0 (black) and 1.0 (white). If no level is specified, 0.5 is used.
+ * <br><br>
+ *
+ * GRAY
+ * Converts any colors in the image to grayscale equivalents. No parameter
+ * is used.
+ * <br><br>
+ *
+ * OPAQUE
+ * Sets the alpha channel to entirely opaque. No parameter is used.
+ * <br><br>
+ *
+ * INVERT
+ * Sets each pixel to its inverse value. No parameter is used.
+ * <br><br>
+ *
+ * POSTERIZE
+ * Limits each channel of the image to the number of colors specified as the
+ * parameter. The parameter can be set to values between 2 and 255, but
+ * results are most noticeable in the lower ranges.
+ * <br><br>
+ *
+ * BLUR
+ * Executes a Guassian blur with the level parameter specifying the extent
+ * of the blurring. If no parameter is used, the blur is equivalent to
+ * Guassian blur of radius 1. Larger values increase the blur.
+ * <br><br>
+ *
+ * ERODE
+ * Reduces the light areas. No parameter is used.
+ * <br><br>
+ *
+ * DILATE
+ * Increases the light areas. No parameter is used.
+ *
+ * @method filter
+ * @param {String} filterType
+ * @param {Number} filterParam an optional parameter unique
+ * to each filter, see above
+ *
+ *
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(THRESHOLD);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(GRAY);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(OPAQUE);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(INVERT);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(POSTERIZE,3);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(DILATE);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(BLUR,3);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/bricks.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * filter(ERODE);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.filter = function(operation, value) {
+ Filters.apply(this.canvas, Filters[operation.toLowerCase()], value);
+};
+
+/**
+ * Returns an array of [R,G,B,A] values for any pixel or grabs a section of
+ * an image. If no parameters are specified, the entire image is returned.
+ * Use the x and y parameters to get the value of one pixel. Get a section of
+ * the display window by specifying additional w and h parameters. When
+ * getting an image, the x and y parameters define the coordinates for the
+ * upper-left corner of the image, regardless of the current imageMode().
+ * <br><br>
+ * If the pixel requested is outside of the image window, [0,0,0,255] is
+ * returned. To get the numbers scaled according to the current color ranges
+ * and taking into account colorMode, use getColor instead of get.
+ * <br><br>
+ * Getting the color of a single pixel with get(x, y) is easy, but not as fast
+ * as grabbing the data directly from pixels[]. The equivalent statement to
+ * get(x, y) using pixels[] with pixel density d is
+ * <code>[pixels[(y*width*d+x)*d],
+ * pixels[(y*width*d+x)*d+1],
+ * pixels[(y*width*d+x)*d+2],
+ * pixels[(y*width*d+x)*d+3]]</code>.
+ * <br><br>
+ * See the reference for pixels[] for more information.
+ *
+ * @method get
+ * @param {Number} [x] x-coordinate of the pixel
+ * @param {Number} [y] y-coordinate of the pixel
+ * @param {Number} [w] width
+ * @param {Number} [h] height
+ * @return {Array|p5.Image} values of pixel at x,y in array format
+ * [R, G, B, A] or p5.Image
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * var c = get();
+ * image(c, width/2, 0);
+ * }
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ * function setup() {
+ * image(img, 0, 0);
+ * var c = get(50, 90);
+ * fill(c);
+ * noStroke();
+ * rect(25, 25, 50, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.get = function(x, y, w, h){
+ return this._renderer.get(x, y, w, h);
+};
+
+/**
+ * Loads the pixel data for the display window into the pixels[] array. This
+ * function must always be called before reading from or writing to pixels[].
+ *
+ * @method loadPixels
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * image(img, 0, 0);
+ * var d = pixelDensity();
+ * var halfImage = 4 * (img.width * d) *
+ (img.height/2 * d);
+ * loadPixels();
+ * for (var i = 0; i < halfImage; i++) {
+ * pixels[i+halfImage] = pixels[i];
+ * }
+ * updatePixels();
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.loadPixels = function() {
+ this._renderer.loadPixels();
+};
+
+/**
+ * <p>Changes the color of any pixel, or writes an image directly to the
+ * display window.</p>
+ * <p>The x and y parameters specify the pixel to change and the c parameter
+ * specifies the color value. This can be a p5.Color object, or [R, G, B, A]
+ * pixel array. It can also be a single grayscale value.
+ * When setting an image, the x and y parameters define the coordinates for
+ * the upper-left corner of the image, regardless of the current imageMode().
+ * </p>
+ * <p>
+ * After using set(), you must call updatePixels() for your changes to
+ * appear. This should be called once all pixels have been set.
+ * </p>
+ * <p>Setting the color of a single pixel with set(x, y) is easy, but not as
+ * fast as putting the data directly into pixels[]. Setting the pixels[]
+ * values directly may be complicated when working with a retina display,
+ * but will perform better when lots of pixels need to be set directly on
+ * every loop.</p>
+ * <p>See the reference for pixels[] for more information.</p>
+ *
+ * @method set
+ * @param {Number} x x-coordinate of the pixel
+ * @param {Number} y y-coordinate of the pixel
+ * @param {Number|Array|Object} c insert a grayscale value | a pixel array |
+ * a p5.Color object | a p5.Image to copy
+ * @example
+ * <div>
+ * <code>
+ * var black = color(0);
+ * set(30, 20, black);
+ * set(85, 20, black);
+ * set(85, 75, black);
+ * set(30, 75, black);
+ * updatePixels();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * for (var i = 30; i < width-15; i++) {
+ * for (var j = 20; j < height-25; j++) {
+ * var c = color(204-j, 153-i, 0);
+ * set(i, j, c);
+ * }
+ * }
+ * updatePixels();
+ * </code>
+ * </div>
+ *
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * set(0, 0, img);
+ * updatePixels();
+ * line(0, 0, width, height);
+ * line(0, height, width, 0);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.set = function (x, y, imgOrCol) {
+ this._renderer.set(x, y, imgOrCol);
+};
+/**
+ * Updates the display window with the data in the pixels[] array.
+ * Use in conjunction with loadPixels(). If you're only reading pixels from
+ * the array, there's no need to call updatePixels() — updating is only
+ * necessary to apply changes. updatePixels() should be called anytime the
+ * pixels array is manipulated or set() is called.
+ *
+ * @method updatePixels
+ * @param {Number} [x] x-coordinate of the upper-left corner of region
+ * to update
+ * @param {Number} [y] y-coordinate of the upper-left corner of region
+ * to update
+ * @param {Number} [w] width of region to update
+ * @param {Number} [w] height of region to update
+ * @example
+ * <div>
+ * <code>
+ * var img;
+ * function preload() {
+ * img = loadImage("assets/rockies.jpg");
+ * }
+ *
+ * function setup() {
+ * image(img, 0, 0);
+ * var halfImage = 4 * (img.width * pixelDensity()) *
+ * (img.height * pixelDensity()/2);
+ * loadPixels();
+ * for (var i = 0; i < halfImage; i++) {
+ * pixels[i+halfImage] = pixels[i];
+ * }
+ * updatePixels();
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.updatePixels = function (x, y, w, h) {
+ // graceful fail - if loadPixels() or set() has not been called, pixel
+ // array will be empty, ignore call to updatePixels()
+ if (this.pixels.length === 0) {
+ return;
+ }
+ this._renderer.updatePixels(x, y, w, h);
+};
+
+module.exports = p5;
+
+},{"../color/p5.Color":42,"../core/core":48,"./filters":65}],70:[function(_dereq_,module,exports){
+/**
+ * @module IO
+ * @submodule Input
+ * @for p5
+ * @requires core
+ * @requires reqwest
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var reqwest = _dereq_('reqwest');
+var opentype = _dereq_('opentype.js');
+_dereq_('../core/error_helpers');
+
+/**
+ * Checks if we are in preload and returns the last arg which will be the
+ * _decrementPreload function if called from a loadX() function. Should
+ * only be used in loadX() functions.
+ * @private
+ */
+p5._getDecrementPreload = function () {
+ var decrementPreload = arguments[arguments.length - 1];
+
+ // when in preload decrementPreload will always be the last arg as it is set
+ // with args.push() before invocation in _wrapPreload
+ if ((window.preload || (this && this.preload)) &&
+ typeof decrementPreload === 'function') {
+ return decrementPreload;
+ } else {
+ return null;
+ }
+};
+
+/**
+ * Loads an opentype font file (.otf, .ttf) from a file or a URL,
+ * and returns a PFont Object. This method is asynchronous,
+ * meaning it may not finish before the next line in your sketch
+ * is executed.
+ * <br><br>
+ * The path to the font should be relative to the HTML file
+ * that links in your sketch. Loading an from a URL or other
+ * remote location may be blocked due to your browser's built-in
+ * security.
+ *
+ * @method loadFont
+ * @param {String} path name of the file or url to load
+ * @param {Function} [callback] function to be executed after
+ * loadFont()
+ * completes
+ * @return {Object} p5.Font object
+ * @example
+ *
+ * <p>Calling loadFont() inside preload() guarantees that the load
+ * operation will have completed before setup() and draw() are called.</p>
+ *
+ * <div><code>
+ * var myFont;
+ * function preload() {
+ * myFont = loadFont('assets/AvenirNextLTPro-Demi.otf');
+ * }
+ *
+ * function setup() {
+ * fill('#ED225D');
+ * textFont(myFont);
+ * textSize(36);
+ * text('p5*js', 10, 50);
+ * }
+ * </code></div>
+ *
+ * <p>Outside of preload(), you may supply a callback function to handle the
+ * object:</p>
+ *
+ * <div><code>
+ * function setup() {
+ * loadFont('assets/AvenirNextLTPro-Demi.otf', drawText);
+ * }
+ *
+ * function drawText(font) {
+ * fill('#ED225D');
+ * textFont(font, 36);
+ * text('p5*js', 10, 50);
+ * }
+ *
+ * </code></div>
+ *
+ * <p>You can also use the string name of the font to style other HTML
+ * elements.</p>
+ *
+ * <div><code>
+ * var myFont;
+ *
+ * function preload() {
+ * myFont = loadFont('assets/Avenir.otf');
+ * }
+ *
+ * function setup() {
+ * var myDiv = createDiv('hello there');
+ * myDiv.style('font-family', 'Avenir');
+ * }
+ * </code></div>
+ */
+p5.prototype.loadFont = function (path, onSuccess, onError) {
+
+ var p5Font = new p5.Font(this);
+ var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
+
+ opentype.load(path, function (err, font) {
+
+ if (err) {
+
+ if ((typeof onError !== 'undefined') && (onError !== decrementPreload)) {
+ return onError(err);
+ }
+ throw err;
+ }
+
+ p5Font.font = font;
+
+ if (typeof onSuccess !== 'undefined') {
+ onSuccess(p5Font);
+ }
+
+ if (decrementPreload && (onSuccess !== decrementPreload)) {
+ decrementPreload();
+ }
+
+ // check that we have an acceptable font type
+ var validFontTypes = [ 'ttf', 'otf', 'woff', 'woff2' ],
+ fileNoPath = path.split('\\').pop().split('/').pop(),
+ lastDotIdx = fileNoPath.lastIndexOf('.'), fontFamily, newStyle,
+ fileExt = lastDotIdx < 1 ? null : fileNoPath.substr(lastDotIdx + 1);
+
+ // if so, add it to the DOM (name-only) for use with p5.dom
+ if (validFontTypes.indexOf(fileExt) > -1) {
+
+ fontFamily = fileNoPath.substr(0, lastDotIdx);
+ newStyle = document.createElement('style');
+ newStyle.appendChild(document.createTextNode('\n@font-face {' +
+ '\nfont-family: ' + fontFamily + ';\nsrc: url(' + path + ');\n}\n'));
+ document.head.appendChild(newStyle);
+ }
+
+ });
+
+ return p5Font;
+};
+
+//BufferedReader
+p5.prototype.createInput = function () {
+ // TODO
+ throw 'not yet implemented';
+};
+
+p5.prototype.createReader = function () {
+ // TODO
+ throw 'not yet implemented';
+};
+
+p5.prototype.loadBytes = function () {
+ // TODO
+ throw 'not yet implemented';
+};
+
+/**
+ * Loads a JSON file from a file or a URL, and returns an Object or Array.
+ * This method is asynchronous, meaning it may not finish before the next
+ * line in your sketch is executed.
+ *
+ * @method loadJSON
+ * @param {String} path name of the file or url to load
+ * @param {Function} [callback] function to be executed after
+ * loadJSON() completes, data is passed
+ * in as first argument
+ * @param {Function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ * @param {String} [datatype] "json" or "jsonp"
+ * @return {Object|Array} JSON data
+ * @example
+ *
+ * <p>Calling loadJSON() inside preload() guarantees to complete the
+ * operation before setup() and draw() are called.</p>
+ *
+ * <div><code>
+ * var weather;
+ * function preload() {
+ * var url = 'http://api.openweathermap.org/data/2.5/weather?q=London,UK'+
+ * '&APPID=7bbbb47522848e8b9c26ba35c226c734';
+ * weather = loadJSON(url);
+ * }
+ *
+ * function setup() {
+ * noLoop();
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * // get the humidity value out of the loaded JSON
+ * var humidity = weather.main.humidity;
+ * fill(0, humidity); // use the humidity value to set the alpha
+ * ellipse(width/2, height/2, 50, 50);
+ * }
+ * </code></div>
+ *
+ *
+ * <p>Outside of preload(), you may supply a callback function to handle the
+ * object:</p>
+ * <div><code>
+ * function setup() {
+ * noLoop();
+ * var url = 'http://api.openweathermap.org/data/2.5/weather?q=NewYork'+
+ * '&APPID=7bbbb47522848e8b9c26ba35c226c734';
+ * loadJSON(url, drawWeather);
+ * }
+ *
+ * function draw() {
+ * background(200);
+ * }
+ *
+ * function drawWeather(weather) {
+ * // get the humidity value out of the loaded JSON
+ * var humidity = weather.main.humidity;
+ * fill(0, humidity); // use the humidity value to set the alpha
+ * ellipse(width/2, height/2, 50, 50);
+ * }
+ * </code></div>
+ *
+ */
+p5.prototype.loadJSON = function () {
+ var path = arguments[0];
+ var callback = arguments[1];
+ var errorCallback;
+ var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
+
+ var ret = []; // array needed for preload
+ // assume jsonp for URLs
+ var t = 'json'; //= path.indexOf('http') === -1 ? 'json' : 'jsonp';
+
+ // check for explicit data type argument
+ for (var i = 2; i < arguments.length; i++) {
+ var arg = arguments[i];
+ if (typeof arg === 'string') {
+ if (arg === 'jsonp' || arg === 'json') {
+ t = arg;
+ }
+ } else if (typeof arg === 'function') {
+ errorCallback = arg;
+ }
+ }
+
+ reqwest({
+ url: path,
+ type: t,
+ crossOrigin: true,
+ error: function (resp) {
+ // pass to error callback if defined
+ if (errorCallback) {
+ errorCallback(resp);
+ } else { // otherwise log error msg
+ console.log(resp.statusText);
+ }
+ },
+ success: function (resp) {
+ for (var k in resp) {
+ ret[k] = resp[k];
+ }
+ if (typeof callback !== 'undefined') {
+ callback(resp);
+ }
+ if (decrementPreload && (callback !== decrementPreload)) {
+ decrementPreload();
+ }
+ }
+ });
+
+ return ret;
+};
+
+/**
+ * Reads the contents of a file and creates a String array of its individual
+ * lines. If the name of the file is used as the parameter, as in the above
+ * example, the file must be located in the sketch directory/folder.
+ * <br><br>
+ * Alternatively, the file maybe be loaded from anywhere on the local
+ * computer using an absolute path (something that starts with / on Unix and
+ * Linux, or a drive letter on Windows), or the filename parameter can be a
+ * URL for a file found on a network.
+ * <br><br>
+ * This method is asynchronous, meaning it may not finish before the next
+ * line in your sketch is executed.
+ *
+ * @method loadStrings
+ * @param {String} filename name of the file or url to load
+ * @param {Function} [callback] function to be executed after loadStrings()
+ * completes, Array is passed in as first
+ * argument
+ * @param {Function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ * @return {Array} Array of Strings
+ * @example
+ *
+ * <p>Calling loadStrings() inside preload() guarantees to complete the
+ * operation before setup() and draw() are called.</p>
+ *
+ * <div><code>
+ * var result;
+ * function preload() {
+ * result = loadStrings('assets/test.txt');
+ * }
+
+ * function setup() {
+ * background(200);
+ * var ind = floor(random(result.length));
+ * text(result[ind], 10, 10, 80, 80);
+ * }
+ * </code></div>
+ *
+ * <p>Outside of preload(), you may supply a callback function to handle the
+ * object:</p>
+ *
+ * <div><code>
+ * function setup() {
+ * loadStrings('assets/test.txt', pickString);
+ * }
+ *
+ * function pickString(result) {
+ * background(200);
+ * var ind = floor(random(result.length));
+ * text(result[ind], 10, 10, 80, 80);
+ * }
+ * </code></div>
+ */
+p5.prototype.loadStrings = function (path, callback, errorCallback) {
+ var ret = [];
+ var req = new XMLHttpRequest();
+ var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
+
+ req.addEventListener('error', function (resp) {
+ if (errorCallback) {
+ errorCallback(resp);
+ } else {
+ console.log(resp.responseText);
+ }
+ });
+
+ req.open('GET', path, true);
+ req.onreadystatechange = function () {
+ if (req.readyState === 4) {
+ if (req.status === 200) {
+ var arr = req.responseText.match(/[^\r\n]+/g);
+ for (var k in arr) {
+ ret[k] = arr[k];
+ }
+ if (typeof callback !== 'undefined') {
+ callback(ret);
+ }
+ if (decrementPreload && (callback !== decrementPreload)) {
+ decrementPreload();
+ }
+ } else {
+ if (errorCallback) {
+ errorCallback(req);
+ } else {
+ console.log(req.statusText);
+ }
+ //p5._friendlyFileLoadError(3, path);
+ }
+ }
+ };
+ req.send(null);
+ return ret;
+};
+
+/**
+ * <p>Reads the contents of a file or URL and creates a p5.Table object with
+ * its values. If a file is specified, it must be located in the sketch's
+ * "data" folder. The filename parameter can also be a URL to a file found
+ * online. By default, the file is assumed to be comma-separated (in CSV
+ * format). Table only looks for a header row if the 'header' option is
+ * included.</p>
+ *
+ * <p>Possible options include:
+ * <ul>
+ * <li>csv - parse the table as comma-separated values</li>
+ * <li>tsv - parse the table as tab-separated values</li>
+ * <li>header - this table has a header (title) row</li>
+ * </ul>
+ * </p>
+ *
+ * <p>When passing in multiple options, pass them in as separate parameters,
+ * seperated by commas. For example:
+ * <br><br>
+ * <code>
+ * loadTable("my_csv_file.csv", "csv", "header")
+ * </code>
+ * </p>
+ *
+ * <p> All files loaded and saved use UTF-8 encoding.</p>
+ *
+ * <p>This method is asynchronous, meaning it may not finish before the next
+ * line in your sketch is executed. Calling loadTable() inside preload()
+ * guarantees to complete the operation before setup() and draw() are called.
+ * <p>Outside of preload(), you may supply a callback function to handle the
+ * object:</p>
+ * </p>
+ *
+ * @method loadTable
+ * @param {String} filename name of the file or URL to load
+ * @param {String|Strings} [options] "header" "csv" "tsv"
+ * @param {Function} [callback] function to be executed after
+ * loadTable() completes, Table object is
+ * passed in as first argument
+ * @return {Object} Table object containing data
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the following CSV file called "mammals.csv"
+ * // located in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * //the file can be remote
+ * //table = loadTable("http://p5js.org/reference/assets/mammals.csv",
+ * // "csv", "header");
+ * }
+ *
+ * function setup() {
+ * //count the columns
+ * print(table.getRowCount() + " total rows in table");
+ * print(table.getColumnCount() + " total columns in table");
+ *
+ * print(table.getColumn("name"));
+ * //["Goat", "Leopard", "Zebra"]
+ *
+ * //cycle through the table
+ * for (var r = 0; r < table.getRowCount(); r++)
+ * for (var c = 0; c < table.getColumnCount(); c++) {
+ * print(table.getString(r, c));
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.loadTable = function (path) {
+ var callback = null;
+ var options = [];
+ var header = false;
+ var sep = ',';
+ var separatorSet = false;
+ var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
+
+ for (var i = 1; i < arguments.length; i++) {
+ if ((typeof (arguments[i]) === 'function') &&
+ (arguments[i] !== decrementPreload)) {
+ callback = arguments[i];
+ } else if (typeof (arguments[i]) === 'string') {
+ options.push(arguments[i]);
+ if (arguments[i] === 'header') {
+ header = true;
+ }
+ if (arguments[i] === 'csv') {
+ if (separatorSet) {
+ throw new Error('Cannot set multiple separator types.');
+ } else {
+ sep = ',';
+ separatorSet = true;
+ }
+ } else if (arguments[i] === 'tsv') {
+ if (separatorSet) {
+ throw new Error('Cannot set multiple separator types.');
+ } else {
+ sep = '\t';
+ separatorSet = true;
+ }
+ }
+ }
+ }
+
+ var t = new p5.Table();
+ reqwest({
+ url: path,
+ crossOrigin: true,
+ type: 'csv'
+ })
+ .then(function (resp) {
+ resp = resp.responseText;
+
+ var state = {};
+
+ // define constants
+ var PRE_TOKEN = 0,
+ MID_TOKEN = 1,
+ POST_TOKEN = 2,
+ POST_RECORD = 4;
+
+ var QUOTE = '\"',
+ CR = '\r',
+ LF = '\n';
+
+ var records = [];
+ var offset = 0;
+ var currentRecord = null;
+ var currentChar;
+
+ var recordBegin = function () {
+ state.escaped = false;
+ currentRecord = [];
+ tokenBegin();
+ };
+
+ var recordEnd = function () {
+ state.currentState = POST_RECORD;
+ records.push(currentRecord);
+ currentRecord = null;
+ };
+
+ var tokenBegin = function () {
+ state.currentState = PRE_TOKEN;
+ state.token = '';
+ };
+
+ var tokenEnd = function () {
+ currentRecord.push(state.token);
+ tokenBegin();
+ };
+
+ while (true) {
+ currentChar = resp[offset++];
+
+ // EOF
+ if (currentChar == null) {
+ if (state.escaped) {
+ throw new Error('Unclosed quote in file.');
+ }
+ if (currentRecord) {
+ tokenEnd();
+ recordEnd();
+ break;
+ }
+ }
+ if (currentRecord === null) {
+ recordBegin();
+ }
+
+ // Handle opening quote
+ if (state.currentState === PRE_TOKEN) {
+ if (currentChar === QUOTE) {
+ state.escaped = true;
+ state.currentState = MID_TOKEN;
+ continue;
+ }
+ state.currentState = MID_TOKEN;
+ }
+
+ // mid-token and escaped, look for sequences and end quote
+ if (state.currentState === MID_TOKEN && state.escaped) {
+ if (currentChar === QUOTE) {
+ if (resp[offset] === QUOTE) {
+ state.token += QUOTE;
+ offset++;
+ } else {
+ state.escaped = false;
+ state.currentState = POST_TOKEN;
+ }
+ } else {
+ state.token += currentChar;
+ }
+ continue;
+ }
+
+ // fall-through: mid-token or post-token, not escaped
+ if (currentChar === CR) {
+ if (resp[offset] === LF) {
+ offset++;
+ }
+ tokenEnd();
+ recordEnd();
+ } else if (currentChar === LF) {
+ tokenEnd();
+ recordEnd();
+ } else if (currentChar === sep) {
+ tokenEnd();
+ } else if (state.currentState === MID_TOKEN) {
+ state.token += currentChar;
+ }
+ }
+
+ // set up column names
+ if (header) {
+ t.columns = records.shift();
+ } else {
+ for (i = 0; i < records[0].length; i++) {
+ t.columns[i] = 'null';
+ }
+ }
+ var row;
+ for (i = 0; i < records.length; i++) {
+ //Handles row of 'undefined' at end of some CSVs
+ if (i === records.length - 1 && records[i].length === 1) {
+ if (records[i][0] === 'undefined') {
+ break;
+ }
+ }
+ row = new p5.TableRow();
+ row.arr = records[i];
+ row.obj = makeObject(records[i], t.columns);
+ t.addRow(row);
+ }
+ if (callback !== null) {
+ callback(t);
+ }
+ if (decrementPreload && (callback !== decrementPreload)) {
+ decrementPreload();
+ }
+ })
+ .fail(function (err, msg) {
+ p5._friendlyFileLoadError(2, path);
+ // don't get error callback mixed up with decrementPreload
+ if ((typeof callback !== 'undefined') &&
+ (callback !== decrementPreload)) {
+ callback(false);
+ }
+ });
+
+ return t;
+};
+
+// helper function to turn a row into a JSON object
+function makeObject(row, headers) {
+ var ret = {};
+ headers = headers || [];
+ if (typeof (headers) === 'undefined') {
+ for (var j = 0; j < row.length; j++) {
+ headers[j.toString()] = j;
+ }
+ }
+ for (var i = 0; i < headers.length; i++) {
+ var key = headers[i];
+ var val = row[i];
+ ret[key] = val;
+ }
+ return ret;
+}
+
+/**
+ * Reads the contents of a file and creates an XML object with its values.
+ * If the name of the file is used as the parameter, as in the above example,
+ * the file must be located in the sketch directory/folder.
+ * <br><br>
+ * Alternatively, the file maybe be loaded from anywhere on the local
+ * computer using an absolute path (something that starts with / on Unix and
+ * Linux, or a drive letter on Windows), or the filename parameter can be a
+ * URL for a file found on a network.
+ * <br><br>
+ * This method is asynchronous, meaning it may not finish before the next
+ * line in your sketch is executed. Calling loadXML() inside preload()
+ * guarantees to complete the operation before setup() and draw() are called.
+ * <br><br>
+ * Outside of preload(), you may supply a callback function to handle the
+ * object:
+ *
+ * @method loadXML
+ * @param {String} filename name of the file or URL to load
+ * @param {Function} [callback] function to be executed after loadXML()
+ * completes, XML object is passed in as
+ * first argument
+ * @param {Function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ * @return {Object} XML object containing data
+ */
+p5.prototype.loadXML = function (path, callback, errorCallback) {
+ var ret = document.implementation.createDocument(null, null);
+ var decrementPreload = p5._getDecrementPreload.apply(this, arguments);
+
+ reqwest({
+ url: path,
+ type: 'xml',
+ crossOrigin: true,
+ error: function (resp) {
+ // pass to error callback if defined
+ if (errorCallback) {
+ errorCallback(resp);
+ } else { // otherwise log error msg
+ console.log(resp.statusText);
+ }
+ //p5._friendlyFileLoadError(1,path);
+ }
+ })
+ .then(function (resp) {
+ var x = resp.documentElement;
+ ret.appendChild(x);
+ if (typeof callback !== 'undefined') {
+ callback(ret);
+ }
+ if (decrementPreload && (callback !== decrementPreload)) {
+ decrementPreload();
+ }
+ });
+ return ret;
+};
+
+// name clash with window.open
+// p5.prototype.open = function() {
+// // TODO
+
+// };
+
+p5.prototype.parseXML = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+p5.prototype.selectFolder = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+p5.prototype.selectInput = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+/**
+ * Method for executing an HTTP GET request. If data type is not specified,
+ * p5 will try to guess based on the URL, defaulting to text.
+ *
+ * @method httpGet
+ * @param {String} path name of the file or url to load
+ * @param {Object} [data] param data passed sent with request
+ * @param {String} [datatype] "json", "jsonp", "xml", or "text"
+ * @param {Function} [callback] function to be executed after
+ * httpGet() completes, data is passed in
+ * as first argument
+ * @param {Function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ */
+p5.prototype.httpGet = function () {
+ var args = Array.prototype.slice.call(arguments);
+ args.push('GET');
+ p5.prototype.httpDo.apply(this, args);
+};
+
+/**
+ * Method for executing an HTTP POST request. If data type is not specified,
+ * p5 will try to guess based on the URL, defaulting to text.
+ *
+ * @method httpPost
+ * @param {String} path name of the file or url to load
+ * @param {Object} [data] param data passed sent with request
+ * @param {String} [datatype] "json", "jsonp", "xml", or "text"
+ * @param {Function} [callback] function to be executed after
+ * httpGet() completes, data is passed in
+ * as first argument
+ * @param {Function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ */
+p5.prototype.httpPost = function () {
+ var args = Array.prototype.slice.call(arguments);
+ args.push('POST');
+ p5.prototype.httpDo.apply(this, args);
+};
+
+/**
+ * Method for executing an HTTP request. If data type is not specified,
+ * p5 will try to guess based on the URL, defaulting to text.<br><br>
+ * You may also pass a single object specifying all parameters for the
+ * request following the examples inside the reqwest() calls here:
+ * <a href='https://github.com/ded/reqwest#api'
+ * >https://github.com/ded/reqwest#api</a>
+ *
+ * @method httpDo
+ * @param {String} path name of the file or url to load
+ * @param {String} [method] either "GET", "POST", or "PUT",
+ * defaults to "GET"
+ * @param {Object} [data] param data passed sent with request
+ * @param {String} [datatype] "json", "jsonp", "xml", or "text"
+ * @param {Function} [callback] function to be executed after
+ * httpGet() completes, data is passed in
+ * as first argument
+ * @param {Function} [errorCallback] function to be executed if
+ * there is an error, response is passed
+ * in as first argument
+ */
+p5.prototype.httpDo = function () {
+ if (typeof arguments[0] === 'object') {
+ reqwest(arguments[0]);
+ } else {
+ var method = 'GET';
+ var path = arguments[0];
+ var data = {};
+ var type = '';
+ var callback;
+ var errorCallback;
+
+ for (var i = 1; i < arguments.length; i++) {
+ var a = arguments[i];
+ if (typeof a === 'string') {
+ if (a === 'GET' || a === 'POST' || a === 'PUT') {
+ method = a;
+ } else {
+ type = a;
+ }
+ } else if (typeof a === 'object') {
+ data = a;
+ } else if (typeof a === 'function') {
+ if (!callback) {
+ callback = a;
+ } else {
+ errorCallback = a;
+ }
+ }
+ }
+
+ // do some sort of smart type checking
+ if (type === '') {
+ if (path.indexOf('json') !== -1) {
+ type = 'json';
+ } else if (path.indexOf('xml') !== -1) {
+ type = 'xml';
+ } else {
+ type = 'text';
+ }
+ }
+
+ reqwest({
+ url: path,
+ method: method,
+ data: data,
+ type: type,
+ crossOrigin: true,
+ success: function (resp) {
+ if (typeof callback !== 'undefined') {
+ if (type === 'text') {
+ callback(resp.response);
+ } else {
+ callback(resp);
+ }
+ }
+ },
+ error: function (resp) {
+ if (errorCallback) {
+ errorCallback(resp);
+ } else {
+ console.log(resp.statusText);
+ }
+ }
+ });
+ }
+};
+
+/**
+ * @module IO
+ * @submodule Output
+ * @for p5
+ */
+
+window.URL = window.URL || window.webkitURL;
+
+// private array of p5.PrintWriter objects
+p5.prototype._pWriters = [];
+
+p5.prototype.beginRaw = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+p5.prototype.beginRecord = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+p5.prototype.createOutput = function () {
+ // TODO
+
+ throw 'not yet implemented';
+};
+
+p5.prototype.createWriter = function (name, extension) {
+ var newPW;
+ // check that it doesn't already exist
+ for (var i in p5.prototype._pWriters) {
+ if (p5.prototype._pWriters[i].name === name) {
+ // if a p5.PrintWriter w/ this name already exists...
+ // return p5.prototype._pWriters[i]; // return it w/ contents intact.
+ // or, could return a new, empty one with a unique name:
+ newPW = new p5.PrintWriter(name + window.millis(), extension);
+ p5.prototype._pWriters.push(newPW);
+ return newPW;
+ }
+ }
+ newPW = new p5.PrintWriter(name, extension);
+ p5.prototype._pWriters.push(newPW);
+ return newPW;
+};
+
+p5.prototype.endRaw = function () {
+ // TODO
+
+ throw 'not yet implemented';
+};
+
+p5.prototype.endRecord = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+p5.PrintWriter = function (filename, extension) {
+ var self = this;
+ this.name = filename;
+ this.content = '';
+ this.print = function (data) {
+ this.content += data;
+ };
+ this.println = function (data) {
+ this.content += data + '\n';
+ };
+ this.flush = function () {
+ this.content = '';
+ };
+ this.close = function () {
+ // convert String to Array for the writeFile Blob
+ var arr = [];
+ arr.push(this.content);
+ p5.prototype.writeFile(arr, filename, extension);
+ // remove from _pWriters array and delete self
+ for (var i in p5.prototype._pWriters) {
+ if (p5.prototype._pWriters[i].name === this.name) {
+ // remove from _pWriters array
+ p5.prototype._pWriters.splice(i, 1);
+ }
+ }
+ self.flush();
+ self = {};
+ };
+};
+
+p5.prototype.saveBytes = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+// object, filename, options --> saveJSON, saveStrings, saveTable
+// filename, [extension] [canvas] --> saveImage
+
+/**
+ * <p>Save an image, text, json, csv, wav, or html. Prompts download to
+ * the client's computer. <b>Note that it is not recommended to call save()
+ * within draw if it's looping, as the save() function will open a new save
+ * dialog every frame.</b></p>
+ * <p>The default behavior is to save the canvas as an image. You can
+ * optionally specify a filename.
+ * For example:</p>
+ * <pre class='language-javascript'><code>
+ * save();
+ * save('myCanvas.jpg'); // save a specific canvas with a filename
+ * </code></pre>
+ *
+ * <p>Alternately, the first parameter can be a pointer to a canvas
+ * p5.Element, an Array of Strings,
+ * an Array of JSON, a JSON object, a p5.Table, a p5.Image, or a
+ * p5.SoundFile (requires p5.sound). The second parameter is a filename
+ * (including extension). The third parameter is for options specific
+ * to this type of object. This method will save a file that fits the
+ * given paramaters. For example:</p>
+ *
+ * <pre class='language-javascript'><code>
+ *
+ * save('myCanvas.jpg'); // Saves canvas as an image
+ *
+ * var cnv = createCanvas(100, 100);
+ * save(cnv, 'myCanvas.jpg'); // Saves canvas as an image
+ *
+ * var gb = createGraphics(100, 100);
+ * save(gb, 'myGraphics.jpg'); // Saves p5.Renderer object as an image
+ *
+ * save(myTable, 'myTable.html'); // Saves table as html file
+ * save(myTable, 'myTable.csv',); // Comma Separated Values
+ * save(myTable, 'myTable.tsv'); // Tab Separated Values
+ *
+ * save(myJSON, 'my.json'); // Saves pretty JSON
+ * save(myJSON, 'my.json', true); // Optimizes JSON filesize
+ *
+ * save(img, 'my.png'); // Saves pImage as a png image
+ *
+ * save(arrayOfStrings, 'my.txt'); // Saves strings to a text file with line
+ * // breaks after each item in the array
+ * </code></pre>
+ *
+ * @method save
+ * @param {[Object|String]} objectOrFilename If filename is provided, will
+ * save canvas as an image with
+ * either png or jpg extension
+ * depending on the filename.
+ * If object is provided, will
+ * save depending on the object
+ * and filename (see examples
+ * above).
+ * @param {[String]} filename If an object is provided as the first
+ * parameter, then the second parameter
+ * indicates the filename,
+ * and should include an appropriate
+ * file extension (see examples above).
+ * @param {[Boolean/String]} options Additional options depend on
+ * filetype. For example, when saving JSON,
+ * <code>true</code> indicates that the
+ * output will be optimized for filesize,
+ * rather than readability.
+ */
+p5.prototype.save = function (object, _filename, _options) {
+ // parse the arguments and figure out which things we are saving
+ var args = arguments;
+ // =================================================
+ // OPTION 1: saveCanvas...
+
+ // if no arguments are provided, save canvas
+ var cnv = this._curElement.elt;
+ if (args.length === 0) {
+ p5.prototype.saveCanvas(cnv);
+ return;
+ }
+ // otherwise, parse the arguments
+
+ // if first param is a p5Graphics, then saveCanvas
+ else if (args[0] instanceof p5.Renderer ||
+ args[0] instanceof p5.Graphics) {
+ p5.prototype.saveCanvas(args[0].elt, args[1], args[2]);
+ return;
+ }
+
+ // if 1st param is String and only one arg, assume it is canvas filename
+ else if (args.length === 1 && typeof (args[0]) === 'string') {
+ p5.prototype.saveCanvas(cnv, args[0]);
+ }
+
+ // =================================================
+ // OPTION 2: extension clarifies saveStrings vs. saveJSON
+ else {
+ var extension = _checkFileExtension(args[1], args[2])[1];
+ switch (extension) {
+ case 'json':
+ p5.prototype.saveJSON(args[0], args[1], args[2]);
+ return;
+ case 'txt':
+ p5.prototype.saveStrings(args[0], args[1], args[2]);
+ return;
+ // =================================================
+ // OPTION 3: decide based on object...
+ default:
+ if (args[0] instanceof Array) {
+ p5.prototype.saveStrings(args[0], args[1], args[2]);
+ } else if (args[0] instanceof p5.Table) {
+ p5.prototype.saveTable(args[0], args[1], args[2], args[3]);
+ } else if (args[0] instanceof p5.Image) {
+ p5.prototype.saveCanvas(args[0].canvas, args[1]);
+ } else if (args[0] instanceof p5.SoundFile) {
+ p5.prototype.saveSound(args[0], args[1], args[2], args[3]);
+ }
+ }
+ }
+};
+
+/**
+ * Writes the contents of an Array or a JSON object to a .json file.
+ * The file saving process and location of the saved file will
+ * vary between web browsers.
+ *
+ * @method saveJSON
+ * @param {Array|Object} json
+ * @param {String} filename
+ * @param {Boolean} [optimize] If true, removes line breaks
+ * and spaces from the output
+ * file to optimize filesize
+ * (but not readability).
+ * @example
+ * <div><code>
+ * var json;
+ *
+ * function setup() {
+ *
+ * json = {}; // new JSON Object
+ *
+ * json.id = 0;
+ * json.species = 'Panthera leo';
+ * json.name = 'Lion';
+ *
+ * // To save, un-comment the line below, then click 'run'
+ * // saveJSONObject(json, 'lion.json');
+ * }
+ *
+ * // Saves the following to a file called "lion.json":
+ * // {
+ * // "id": 0,
+ * // "species": "Panthera leo",
+ * // "name": "Lion"
+ * // }
+ * </div></code>
+ */
+p5.prototype.saveJSON = function (json, filename, opt) {
+ var stringify;
+ if (opt) {
+ stringify = JSON.stringify(json);
+ } else {
+ stringify = JSON.stringify(json, undefined, 2);
+ }
+ console.log(stringify);
+ this.saveStrings(stringify.split('\n'), filename, 'json');
+};
+
+p5.prototype.saveJSONObject = p5.prototype.saveJSON;
+p5.prototype.saveJSONArray = p5.prototype.saveJSON;
+
+p5.prototype.saveStream = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+/**
+ * Writes an array of Strings to a text file, one line per String.
+ * The file saving process and location of the saved file will
+ * vary between web browsers.
+ *
+ * @method saveStrings
+ * @param {Array} list string array to be written
+ * @param {String} filename filename for output
+ * @example
+ * <div><code>
+ * var words = 'apple bear cat dog';
+ *
+ * // .split() outputs an Array
+ * var list = split(words, ' ');
+ *
+ * // To save the file, un-comment next line and click 'run'
+ * // saveStrings(list, 'nouns.txt');
+ *
+ * // Saves the following to a file called 'nouns.txt':
+ * //
+ * // apple
+ * // bear
+ * // cat
+ * // dog
+ * </code></div>
+ */
+p5.prototype.saveStrings = function (list, filename, extension) {
+ var ext = extension || 'txt';
+ var pWriter = this.createWriter(filename, ext);
+ for (var i = 0; i < list.length; i++) {
+ if (i < list.length - 1) {
+ pWriter.println(list[i]);
+ } else {
+ pWriter.print(list[i]);
+ }
+ }
+ pWriter.close();
+ pWriter.flush();
+};
+
+p5.prototype.saveXML = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+p5.prototype.selectOutput = function () {
+ // TODO
+ throw 'not yet implemented';
+
+};
+
+// =======
+// HELPERS
+// =======
+
+function escapeHelper(content) {
+ return content
+ .replace(/&/g, '&amp;')
+ .replace(/</g, '&lt;')
+ .replace(/>/g, '&gt;')
+ .replace(/"/g, '&quot;')
+ .replace(/'/g, '&#039;');
+}
+
+/**
+ * Writes the contents of a Table object to a file. Defaults to a
+ * text file with comma-separated-values ('csv') but can also
+ * use tab separation ('tsv'), or generate an HTML table ('html').
+ * The file saving process and location of the saved file will
+ * vary between web browsers.
+ *
+ * @method saveTable
+ * @param {p5.Table} Table the Table object to save to a file
+ * @param {String} filename the filename to which the Table should be saved
+ * @param {String} [options] can be one of "tsv", "csv", or "html"
+ * @example
+ * <div><code>
+ * var table;
+ *
+ * function setup() {
+ * table = new p5.Table();
+ *
+ * table.addColumn('id');
+ * table.addColumn('species');
+ * table.addColumn('name');
+ *
+ * var newRow = table.addRow();
+ * newRow.setNum('id', table.getRowCount() - 1);
+ * newRow.setString('species', 'Panthera leo');
+ * newRow.setString('name', 'Lion');
+ *
+ * // To save, un-comment next line then click 'run'
+ * // saveTable(table, 'new.csv');
+ * }
+ *
+ * // Saves the following to a file called 'new.csv':
+ * // id,species,name
+ * // 0,Panthera leo,Lion
+ * </code></div>
+ */
+p5.prototype.saveTable = function (table, filename, options) {
+ var pWriter = this.createWriter(filename, options);
+
+ var header = table.columns;
+
+ var sep = ','; // default to CSV
+ if (options === 'tsv') {
+ sep = '\t';
+ }
+ if (options !== 'html') {
+ // make header if it has values
+ if (header[0] !== '0') {
+ for (var h = 0; h < header.length; h++) {
+ if (h < header.length - 1) {
+ pWriter.print(header[h] + sep);
+ } else {
+ pWriter.println(header[h]);
+ }
+ }
+ }
+
+ // make rows
+ for (var i = 0; i < table.rows.length; i++) {
+ var j;
+ for (j = 0; j < table.rows[i].arr.length; j++) {
+ if (j < table.rows[i].arr.length - 1) {
+ pWriter.print(table.rows[i].arr[j] + sep);
+ } else if (i < table.rows.length - 1) {
+ pWriter.println(table.rows[i].arr[j]);
+ } else {
+ pWriter.print(table.rows[i].arr[j]); // no line break
+ }
+ }
+ }
+ }
+
+ // otherwise, make HTML
+ else {
+ pWriter.println('<html>');
+ pWriter.println('<head>');
+ var str = ' <meta http-equiv=\"content-type\" content';
+ str += '=\"text/html;charset=utf-8\" />';
+ pWriter.println(str);
+ pWriter.println('</head>');
+
+ pWriter.println('<body>');
+ pWriter.println(' <table>');
+
+ // make header if it has values
+ if (header[0] !== '0') {
+ pWriter.println(' <tr>');
+ for (var k = 0; k < header.length; k++) {
+ var e = escapeHelper(header[k]);
+ pWriter.println(' <td>' + e);
+ pWriter.println(' </td>');
+ }
+ pWriter.println(' </tr>');
+ }
+
+ // make rows
+ for (var row = 0; row < table.rows.length; row++) {
+ pWriter.println(' <tr>');
+ for (var col = 0; col < table.columns.length; col++) {
+ var entry = table.rows[row].getString(col);
+ var htmlEntry = escapeHelper(entry);
+ pWriter.println(' <td>' + htmlEntry);
+ pWriter.println(' </td>');
+ }
+ pWriter.println(' </tr>');
+ }
+ pWriter.println(' </table>');
+ pWriter.println('</body>');
+ pWriter.print('</html>');
+ }
+ // close and flush the pWriter
+ pWriter.close();
+ pWriter.flush();
+}; // end saveTable()
+
+/**
+ * Generate a blob of file data as a url to prepare for download.
+ * Accepts an array of data, a filename, and an extension (optional).
+ * This is a private function because it does not do any formatting,
+ * but it is used by saveStrings, saveJSON, saveTable etc.
+ *
+ * @param {Array} dataToDownload
+ * @param {String} filename
+ * @param {[String]} extension
+ * @private
+ */
+p5.prototype.writeFile = function (dataToDownload, filename, extension) {
+ var type = 'application\/octet-stream';
+ if (p5.prototype._isSafari()) {
+ type = 'text\/plain';
+ }
+ var blob = new Blob(dataToDownload, {
+ 'type': type
+ });
+ var href = window.URL.createObjectURL(blob);
+ p5.prototype.downloadFile(href, filename, extension);
+};
+
+/**
+ * Forces download. Accepts a url to filedata/blob, a filename,
+ * and an extension (optional).
+ * This is a private function because it does not do any formatting,
+ * but it is used by saveStrings, saveJSON, saveTable etc.
+ *
+ * @param {String} href i.e. an href generated by createObjectURL
+ * @param {[String]} filename
+ * @param {[String]} extension
+ */
+p5.prototype.downloadFile = function (href, fName, extension) {
+ var fx = _checkFileExtension(fName, extension);
+ var filename = fx[0];
+ var ext = fx[1];
+
+ var a = document.createElement('a');
+ a.href = href;
+ a.download = filename;
+
+ // Firefox requires the link to be added to the DOM before click()
+ a.onclick = destroyClickedElement;
+ a.style.display = 'none';
+ document.body.appendChild(a);
+
+ // Safari will open this file in the same page as a confusing Blob.
+ if (p5.prototype._isSafari()) {
+ var aText = 'Hello, Safari user! To download this file...\n';
+ aText += '1. Go to File --> Save As.\n';
+ aText += '2. Choose "Page Source" as the Format.\n';
+ aText += '3. Name it with this extension: .\"' + ext + '\"';
+ alert(aText);
+ }
+ a.click();
+ href = null;
+};
+
+/**
+ * Returns a file extension, or another string
+ * if the provided parameter has no extension.
+ *
+ * @param {String} filename
+ * @return {Array} [fileName, fileExtension]
+ *
+ * @private
+ */
+function _checkFileExtension(filename, extension) {
+ if (!extension || extension === true || extension === 'true') {
+ extension = '';
+ }
+ if (!filename) {
+ filename = 'untitled';
+ }
+ var ext = '';
+ // make sure the file will have a name, see if filename needs extension
+ if (filename && filename.indexOf('.') > -1) {
+ ext = filename.split('.').pop();
+ }
+ // append extension if it doesn't exist
+ if (extension) {
+ if (ext !== extension) {
+ ext = extension;
+ filename = filename + '.' + ext;
+ }
+ }
+ return [filename, ext];
+}
+p5.prototype._checkFileExtension = _checkFileExtension;
+
+/**
+ * Returns true if the browser is Safari, false if not.
+ * Safari makes trouble for downloading files.
+ *
+ * @return {Boolean} [description]
+ * @private
+ */
+p5.prototype._isSafari = function () {
+ var x = Object.prototype.toString.call(window.HTMLElement);
+ return x.indexOf('Constructor') > 0;
+};
+
+/**
+ * Helper function, a callback for download that deletes
+ * an invisible anchor element from the DOM once the file
+ * has been automatically downloaded.
+ *
+ * @private
+ */
+function destroyClickedElement(event) {
+ document.body.removeChild(event.target);
+}
+
+module.exports = p5;
+
+},{"../core/core":48,"../core/error_helpers":51,"opentype.js":8,"reqwest":27}],71:[function(_dereq_,module,exports){
+/**
+ * @module IO
+ * @submodule Table
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+
+/**
+ * Table Options
+ * <p>Generic class for handling tabular data, typically from a
+ * CSV, TSV, or other sort of spreadsheet file.</p>
+ * <p>CSV files are
+ * <a href="http://en.wikipedia.org/wiki/Comma-separated_values">
+ * comma separated values</a>, often with the data in quotes. TSV
+ * files use tabs as separators, and usually don't bother with the
+ * quotes.</p>
+ * <p>File names should end with .csv if they're comma separated.</p>
+ * <p>A rough "spec" for CSV can be found
+ * <a href="http://tools.ietf.org/html/rfc4180">here</a>.</p>
+ * <p>To load files, use the loadTable method.</p>
+ * <p>To save tables to your computer, use the save method
+ * or the saveTable method.</p>
+ *
+ * Possible options include:
+ * <ul>
+ * <li>csv - parse the table as comma-separated values
+ * <li>tsv - parse the table as tab-separated values
+ * <li>header - this table has a header (title) row
+ * </ul>
+ */
+
+/**
+ * Table objects store data with multiple rows and columns, much
+ * like in a traditional spreadsheet. Tables can be generated from
+ * scratch, dynamically, or using data from an existing file.
+ *
+ * @class p5.Table
+ * @constructor
+ * @param {Array} [rows] An array of p5.TableRow objects
+ * @return {p5.Table} p5.Table generated
+ */
+p5.Table = function (rows) {
+ /**
+ * @property columns
+ * @type {Array}
+ */
+ this.columns = [];
+
+ /**
+ * @property rows
+ * @type {Array}
+ */
+ this.rows = [];
+};
+
+/**
+ * Use addRow() to add a new row of data to a p5.Table object. By default,
+ * an empty row is created. Typically, you would store a reference to
+ * the new row in a TableRow object (see newRow in the example above),
+ * and then set individual values using set().
+ *
+ * If a p5.TableRow object is included as a parameter, then that row is
+ * duplicated and added to the table.
+ *
+ * @method addRow
+ * @param {p5.TableRow} [row] row to be added to the table
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * //add a row
+ * var newRow = table.addRow();
+ * newRow.setString("id", table.getRowCount() - 1);
+ * newRow.setString("species", "Canis Lupus");
+ * newRow.setString("name", "Wolf");
+ *
+ * //print the results
+ * for (var r = 0; r < table.getRowCount(); r++)
+ * for (var c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.addRow = function(row) {
+ // make sure it is a valid TableRow
+ var r = row || new p5.TableRow();
+
+ if (typeof(r.arr) === 'undefined' || typeof(r.obj) === 'undefined') {
+ //r = new p5.prototype.TableRow(r);
+ throw 'invalid TableRow: ' + r;
+ }
+ r.table = this;
+ this.rows.push(r);
+ return r;
+};
+
+/**
+ * Removes a row from the table object.
+ *
+ * @method removeRow
+ * @param {Number} id ID number of the row to remove
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * //remove the first row
+ * var r = table.removeRow(0);
+ *
+ * //print the results
+ * for (var r = 0; r < table.getRowCount(); r++)
+ * for (var c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.removeRow = function(id) {
+ this.rows[id].table = null; // remove reference to table
+ var chunk = this.rows.splice(id+1, this.rows.length);
+ this.rows.pop();
+ this.rows = this.rows.concat(chunk);
+};
+
+
+/**
+ * Returns a reference to the specified p5.TableRow. The reference
+ * can then be used to get and set values of the selected row.
+ *
+ * @method getRow
+ * @param {Number} rowID ID number of the row to get
+ * @return {TableRow} p5.TableRow object
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * var row = table.getRow(1);
+ * //print it column by column
+ * //note: a row is an object, not an array
+ * for (var c = 0; c < table.getColumnCount(); c++)
+ * print(row.getString(c));
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.getRow = function(r) {
+ return this.rows[r];
+};
+
+/**
+ * Gets all rows from the table. Returns an array of p5.TableRows.
+ *
+ * @method getRows
+ * @return {Array} Array of p5.TableRows
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * var rows = table.getRows();
+ *
+ * //warning: rows is an array of objects
+ * for (var r = 0; r < rows.length; r++)
+ * rows[r].set("name", "Unicorn");
+ *
+ * //print the results
+ * for (var r = 0; r < table.getRowCount(); r++)
+ * for (var c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.getRows = function() {
+ return this.rows;
+};
+
+/**
+ * Finds the first row in the Table that contains the value
+ * provided, and returns a reference to that row. Even if
+ * multiple rows are possible matches, only the first matching
+ * row is returned. The column to search may be specified by
+ * either its ID or title.
+ *
+ * @method findRow
+ * @param {String} value The value to match
+ * @param {Number|String} column ID number or title of the
+ * column to search
+ * @return {TableRow}
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * //find the animal named zebra
+ * var row = table.findRow("Zebra", "name");
+ * //find the corresponding species
+ * print(row.getString("species"));
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.findRow = function(value, column) {
+ // try the Object
+ if (typeof(column) === 'string') {
+ for (var i = 0; i < this.rows.length; i++){
+ if (this.rows[i].obj[column] === value) {
+ return this.rows[i];
+ }
+ }
+ }
+ // try the Array
+ else {
+ for (var j = 0; j < this.rows.length; j++){
+ if (this.rows[j].arr[column] === value) {
+ return this.rows[j];
+ }
+ }
+ }
+ // otherwise...
+ return null;
+};
+
+/**
+ * Finds the rows in the Table that contain the value
+ * provided, and returns references to those rows. Returns an
+ * Array, so for must be used to iterate through all the rows,
+ * as shown in the example above. The column to search may be
+ * specified by either its ID or title.
+ *
+ * @method findRows
+ * @param {String} value The value to match
+ * @param {Number|String} column ID number or title of the
+ * column to search
+ * @return {Array} An Array of TableRow objects
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * //add another goat
+ * var newRow = table.addRow();
+ * newRow.setString("id", table.getRowCount() - 1);
+ * newRow.setString("species", "Scape Goat");
+ * newRow.setString("name", "Goat");
+ *
+ * //find the rows containing animals named Goat
+ * var rows = table.findRows("Goat", "name");
+ * print(rows.length + " Goats found");
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.findRows = function(value, column) {
+ var ret = [];
+ if (typeof(column) === 'string') {
+ for (var i = 0; i < this.rows.length; i++){
+ if (this.rows[i].obj[column] === value) {
+ ret.push( this.rows[i] );
+ }
+ }
+ }
+ // try the Array
+ else {
+ for (var j = 0; j < this.rows.length; j++){
+ if (this.rows[j].arr[column] === value) {
+ ret.push( this.rows[j] );
+ }
+ }
+ }
+ return ret;
+};
+
+/**
+ * Finds the first row in the Table that matches the regular
+ * expression provided, and returns a reference to that row.
+ * Even if multiple rows are possible matches, only the first
+ * matching row is returned. The column to search may be
+ * specified by either its ID or title.
+ *
+ * @method matchRow
+ * @param {String} regexp The regular expression to match
+ * @param {String|Number} column The column ID (number) or
+ * title (string)
+ * @return {TableRow} TableRow object
+ */
+p5.Table.prototype.matchRow = function(regexp, column) {
+ if (typeof(column) === 'number') {
+ for (var j = 0; j < this.rows.length; j++) {
+ if ( this.rows[j].arr[column].match(regexp) ) {
+ return this.rows[j];
+ }
+ }
+ }
+
+ else {
+ for (var i = 0; i < this.rows.length; i++) {
+ if ( this.rows[i].obj[column].match(regexp) ) {
+ return this.rows[i];
+ }
+ }
+ }
+ return null;
+};
+
+/**
+ * Finds the first row in the Table that matches the regular
+ * expression provided, and returns a reference to that row.
+ * Even if multiple rows are possible matches, only the first
+ * matching row is returned. The column to search may be specified
+ * by either its ID or title.
+ *
+ * @method matchRows
+ * @param {String} regexp The regular expression to match
+ * @param {String|Number} [column] The column ID (number) or
+ * title (string)
+ * @return {Array} An Array of TableRow objects
+ */
+p5.Table.prototype.matchRows = function(regexp, column) {
+ var ret = [];
+ if (typeof(column) === 'number') {
+ for (var j = 0; j < this.rows.length; j++) {
+ if ( this.rows[j].arr[column].match(regexp) ) {
+ ret.push( this.rows[j] );
+ }
+ }
+ }
+
+ else {
+ for (var i = 0; i < this.rows.length; i++) {
+ if ( this.rows[i].obj[column].match(regexp) ) {
+ ret.push( this.rows[i] );
+ }
+ }
+ }
+ return ret;
+};
+
+
+/**
+ * Retrieves all values in the specified column, and returns them
+ * as an array. The column may be specified by either its ID or title.
+ *
+ * @method getColumn
+ * @param {String|Number} column String or Number of the column to return
+ * @return {Array} Array of column values
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * //getColumn returns an array that can be printed directly
+ * print(table.getColumn("species"));
+ * //outputs ["Capra hircus", "Panthera pardus", "Equus zebra"]
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.getColumn = function(value) {
+ var ret = [];
+ if (typeof(value) === 'string'){
+ for (var i = 0; i < this.rows.length; i++){
+ ret.push (this.rows[i].obj[value]);
+ }
+ } else {
+ for (var j = 0; j < this.rows.length; j++){
+ ret.push (this.rows[j].arr[value]);
+ }
+ }
+ return ret;
+};
+
+/**
+ * Removes all rows from a Table. While all rows are removed,
+ * columns and column titles are maintained.
+ *
+ * @method clearRows
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * table.clearRows();
+ * print(table.getRowCount() + " total rows in table");
+ * print(table.getColumnCount() + " total columns in table");
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.clearRows = function() {
+ delete this.rows;
+ this.rows = [];
+};
+
+/**
+ * Use addColumn() to add a new column to a Table object.
+ * Typically, you will want to specify a title, so the column
+ * may be easily referenced later by name. (If no title is
+ * specified, the new column's title will be null.)
+ *
+ * @method addColumn
+ * @param {String} [title] title of the given column
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * table.addColumn("carnivore");
+ * table.set(0, "carnivore", "no");
+ * table.set(1, "carnivore", "yes");
+ * table.set(2, "carnivore", "no");
+ *
+ * //print the results
+ * for (var r = 0; r < table.getRowCount(); r++)
+ * for (var c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.addColumn = function(title) {
+ var t = title || null;
+ this.columns.push(t);
+};
+
+/**
+ * Returns the total number of columns in a Table.
+ *
+ * @return {Number} Number of columns in this table
+ */
+p5.Table.prototype.getColumnCount = function() {
+ return this.columns.length;
+};
+
+/**
+ * Returns the total number of rows in a Table.
+ *
+ * @method getRowCount
+ * @return {Number} Number of rows in this table
+
+ */
+p5.Table.prototype.getRowCount = function() {
+ return this.rows.length;
+};
+
+/**
+ * <p>Removes any of the specified characters (or "tokens").</p>
+ *
+ * <p>If no column is specified, then the values in all columns and
+ * rows are processed. A specific column may be referenced by
+ * either its ID or title.</p>
+ *
+ * @method removeTokens
+ * @param {String} chars String listing characters to be removed
+ * @param {String|Number} [column] Column ID (number)
+ * or name (string)
+ */
+p5.Table.prototype.removeTokens = function(chars, column) {
+ var escape= function(s) {
+ return s.replace(/[-\/\\^$*+?.()|[\]{}]/g, '\\$&');
+ };
+ var charArray = [];
+ for (var i = 0; i < chars.length; i++) {
+ charArray.push( escape( chars.charAt(i) ) );
+ }
+ var regex = new RegExp(charArray.join('|'), 'g');
+
+ if (typeof(column) === 'undefined'){
+ for (var c = 0; c < this.columns.length; c++) {
+ for (var d = 0; d < this.rows.length; d++) {
+ var s = this.rows[d].arr[c];
+ s = s.replace(regex, '');
+ this.rows[d].arr[c] = s;
+ this.rows[d].obj[this.columns[c]] = s;
+ }
+ }
+ }
+ else if (typeof(column) === 'string'){
+ for (var j = 0; j < this.rows.length; j++) {
+ var val = this.rows[j].obj[column];
+ val = val.replace(regex, '');
+ this.rows[j].obj[column] = val;
+ var pos = this.columns.indexOf(column);
+ this.rows[j].arr[pos] = val;
+ }
+ }
+ else {
+ for (var k = 0; k < this.rows.length; k++) {
+ var str = this.rows[k].arr[column];
+ str = str.replace(regex, '');
+ this.rows[k].arr[column] = str;
+ this.rows[k].obj[this.columns[column]] = str;
+ }
+ }
+};
+
+/**
+ * Trims leading and trailing whitespace, such as spaces and tabs,
+ * from String table values. If no column is specified, then the
+ * values in all columns and rows are trimmed. A specific column
+ * may be referenced by either its ID or title.
+ *
+ * @method trim
+ * @param {String|Number} column Column ID (number)
+ * or name (string)
+ */
+p5.Table.prototype.trim = function(column) {
+ var regex = new RegExp( (' '), 'g');
+
+ if (typeof(column) === 'undefined'){
+ for (var c = 0; c < this.columns.length; c++) {
+ for (var d = 0; d < this.rows.length; d++) {
+ var s = this.rows[d].arr[c];
+ s = s.replace(regex, '');
+ this.rows[d].arr[c] = s;
+ this.rows[d].obj[this.columns[c]] = s;
+ }
+ }
+ }
+ else if (typeof(column) === 'string'){
+ for (var j = 0; j < this.rows.length; j++) {
+ var val = this.rows[j].obj[column];
+ val = val.replace(regex, '');
+ this.rows[j].obj[column] = val;
+ var pos = this.columns.indexOf(column);
+ this.rows[j].arr[pos] = val;
+ }
+ }
+ else {
+ for (var k = 0; k < this.rows.length; k++) {
+ var str = this.rows[k].arr[column];
+ str = str.replace(regex, '');
+ this.rows[k].arr[column] = str;
+ this.rows[k].obj[this.columns[column]] = str;
+ }
+ }
+};
+
+/**
+ * Use removeColumn() to remove an existing column from a Table
+ * object. The column to be removed may be identified by either
+ * its title (a String) or its index value (an int).
+ * removeColumn(0) would remove the first column, removeColumn(1)
+ * would remove the second column, and so on.
+ *
+ * @method removeColumn
+ * @param {String|Number} column columnName (string) or ID (number)
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * table.removeColumn("id");
+ * print(table.getColumnCount());
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.removeColumn = function(c) {
+ var cString;
+ var cNumber;
+ if (typeof(c) === 'string') {
+ // find the position of c in the columns
+ cString = c;
+ cNumber = this.columns.indexOf(c);
+ console.log('string');
+ }
+ else{
+ cNumber = c;
+ cString = this.columns[c];
+ }
+
+ var chunk = this.columns.splice(cNumber+1, this.columns.length);
+ this.columns.pop();
+ this.columns = this.columns.concat(chunk);
+
+ for (var i = 0; i < this.rows.length; i++){
+ var tempR = this.rows[i].arr;
+ var chip = tempR.splice(cNumber+1, tempR.length);
+ tempR.pop();
+ this.rows[i].arr = tempR.concat(chip);
+ delete this.rows[i].obj[cString];
+ }
+
+};
+
+
+/**
+ * Stores a value in the Table's specified row and column.
+ * The row is specified by its ID, while the column may be specified
+ * by either its ID or title.
+ *
+ * @method set
+ * @param {String|Number} column column ID (Number)
+ * or title (String)
+ * @param {String|Number} value value to assign
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * table.set(0, "species", "Canis Lupus");
+ * table.set(0, "name", "Wolf");
+ *
+ * //print the results
+ * for (var r = 0; r < table.getRowCount(); r++)
+ * for (var c = 0; c < table.getColumnCount(); c++)
+ * print(table.getString(r, c));
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.set = function(row, column, value) {
+ this.rows[row].set(column, value);
+};
+
+/**
+ * Stores a Float value in the Table's specified row and column.
+ * The row is specified by its ID, while the column may be specified
+ * by either its ID or title.
+ *
+ * @method setNum
+ * @param {Number} row row ID
+ * @param {String|Number} column column ID (Number)
+ * or title (String)
+ * @param {Number} value value to assign
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * table.setNum(1, "id", 1);
+ *
+ * print(table.getColumn(0));
+ * //["0", 1, "2"]
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.setNum = function(row, column, value){
+ this.rows[row].setNum(column, value);
+};
+
+
+/**
+ * Stores a String value in the Table's specified row and column.
+ * The row is specified by its ID, while the column may be specified
+ * by either its ID or title.
+ *
+ * @method setString
+ * @param {Number} row row ID
+ * @param {String|Number} column column ID (Number)
+ * or title (String)
+ * @param {String} value value to assign
+ */
+p5.Table.prototype.setString = function(row, column, value){
+ this.rows[row].setString(column, value);
+};
+
+/**
+ * Retrieves a value from the Table's specified row and column.
+ * The row is specified by its ID, while the column may be specified by
+ * either its ID or title.
+ *
+ * @method get
+ * @param {Number} row row ID
+ * @param {String|Number} column columnName (string) or
+ * ID (number)
+ * @return {String|Number}
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * print(table.get(0, 1));
+ * //Capra hircus
+ * print(table.get(0, "species"));
+ * //Capra hircus
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.get = function(row, column) {
+ return this.rows[row].get(column);
+};
+
+/**
+ * Retrieves a Float value from the Table's specified row and column.
+ * The row is specified by its ID, while the column may be specified by
+ * either its ID or title.
+ *
+ * @method getNum
+ * @param {Number} row row ID
+ * @param {String|Number} column columnName (string) or
+ * ID (number)
+ * @return {Number}
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * print(table.getNum(1, 0) + 100);
+ * //id 1 + 100 = 101
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.getNum = function(row, column) {
+ return this.rows[row].getNum(column);
+};
+
+/**
+ * Retrieves a String value from the Table's specified row and column.
+ * The row is specified by its ID, while the column may be specified by
+ * either its ID or title.
+ *
+ * @method getString
+ * @param {Number} row row ID
+ * @param {String|Number} column columnName (string) or
+ * ID (number)
+ * @return {String}
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * var tableArray = table.getArray();
+ *
+ * //output each row as array
+ * for (var i = 0; i < tableArray.length; i++)
+ * print(tableArray[i]);
+ * }
+ * </code>
+ * </div>
+ */
+p5.Table.prototype.getString = function(row, column) {
+ return this.rows[row].getString(column);
+};
+
+/**
+ * Retrieves all table data and returns as an object. If a column name is
+ * passed in, each row object will be stored with that attribute as its
+ * title.
+ *
+ * @method getObject
+ * @param {String} headerColumn Name of the column which should be used to
+ * title each row object (optional)
+ * @return {Object}
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Given the CSV file "mammals.csv"
+ * // in the project's "assets" folder:
+ * //
+ * // id,species,name
+ * // 0,Capra hircus,Goat
+ * // 1,Panthera pardus,Leopard
+ * // 2,Equus zebra,Zebra
+ *
+ * var table;
+ *
+ * function preload() {
+ * //my table is comma separated value "csv"
+ * //and has a header specifying the columns labels
+ * table = loadTable("assets/mammals.csv", "csv", "header");
+ * }
+ *
+ * function setup() {
+ * var tableObject = table.getObject();
+ *
+ * print(tableObject);
+ * //outputs an object
+ * }
+ * </code>
+ * </div>
+
+ */
+p5.Table.prototype.getObject = function (headerColumn) {
+ var tableObject = {};
+ var obj, cPos, index;
+
+ for(var i = 0; i < this.rows.length; i++) {
+ obj = this.rows[i].obj;
+
+ if (typeof(headerColumn) === 'string'){
+ cPos = this.columns.indexOf(headerColumn); // index of columnID
+ if (cPos >= 0) {
+ index = obj[headerColumn];
+ tableObject[index] = obj;
+ } else {
+ throw 'This table has no column named "' + headerColumn +'"';
+ }
+ } else {
+ tableObject[i] = this.rows[i].obj;
+ }
+ }
+ return tableObject;
+};
+
+/**
+ * Retrieves all table data and returns it as a multidimensional array.
+ *
+ * @method getArray
+ * @return {Array}
+ */
+p5.Table.prototype.getArray = function () {
+ var tableArray = [];
+ for(var i = 0; i < this.rows.length; i++) {
+ tableArray.push(this.rows[i].arr);
+ }
+ return tableArray;
+};
+
+module.exports = p5.Table;
+
+},{"../core/core":48}],72:[function(_dereq_,module,exports){
+/**
+ * @module IO
+ * @submodule Table
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * A TableRow object represents a single row of data values,
+ * stored in columns, from a table.
+ *
+ * A Table Row contains both an ordered array, and an unordered
+ * JSON object.
+ *
+ * @class p5.TableRow
+ * @constructor
+ * @param {String} [str] optional: populate the row with a
+ * string of values, separated by the
+ * separator
+ * @param {String} [separator] comma separated values (csv) by default
+ */
+p5.TableRow = function (str, separator) {
+ var arr = [];
+ var obj = {};
+ if (str){
+ separator = separator || ',';
+ arr = str.split(separator);
+ }
+ for (var i = 0; i < arr.length; i++){
+ var key = i;
+ var val = arr[i];
+ obj[key] = val;
+ }
+ this.arr = arr;
+ this.obj = obj;
+ this.table = null;
+};
+
+/**
+ * Stores a value in the TableRow's specified column.
+ * The column may be specified by either its ID or title.
+ *
+ * @method set
+ * @param {String|Number} column Column ID (Number)
+ * or Title (String)
+ * @param {String|Number} value The value to be stored
+ */
+p5.TableRow.prototype.set = function(column, value) {
+ // if typeof column is string, use .obj
+ if (typeof(column) === 'string'){
+ var cPos = this.table.columns.indexOf(column); // index of columnID
+ if (cPos >= 0) {
+ this.obj[column] = value;
+ this.arr[cPos] = value;
+ }
+ else {
+ throw 'This table has no column named "' + column +'"';
+ }
+ }
+
+ // if typeof column is number, use .arr
+ else {
+ if (column < this.table.columns.length) {
+ this.arr[column] = value;
+ var cTitle = this.table.columns[column];
+ this.obj[cTitle] = value;
+ }
+ else {
+ throw 'Column #' + column + ' is out of the range of this table';
+ }
+ }
+};
+
+
+/**
+ * Stores a Float value in the TableRow's specified column.
+ * The column may be specified by either its ID or title.
+ *
+ * @method setNum
+ * @param {String|Number} column Column ID (Number)
+ * or Title (String)
+ * @param {Number} value The value to be stored
+ * as a Float
+ */
+p5.TableRow.prototype.setNum = function(column, value){
+ var floatVal = parseFloat(value, 10);
+ this.set(column, floatVal);
+};
+
+
+/**
+ * Stores a String value in the TableRow's specified column.
+ * The column may be specified by either its ID or title.
+ *
+ * @method setString
+ * @param {String|Number} column Column ID (Number)
+ * or Title (String)
+ * @param {String} value The value to be stored
+ * as a String
+ */
+p5.TableRow.prototype.setString = function(column, value){
+ var stringVal = value.toString();
+ this.set(column, stringVal);
+};
+
+/**
+ * Retrieves a value from the TableRow's specified column.
+ * The column may be specified by either its ID or title.
+ *
+ * @method get
+ * @param {String|Number} column columnName (string) or
+ * ID (number)
+ * @return {String|Number}
+ */
+p5.TableRow.prototype.get = function(column) {
+ if (typeof(column) === 'string'){
+ return this.obj[column];
+ } else {
+ return this.arr[column];
+ }
+};
+
+/**
+ * Retrieves a Float value from the TableRow's specified
+ * column. The column may be specified by either its ID or
+ * title.
+ *
+ * @method getNum
+ * @param {String|Number} column columnName (string) or
+ * ID (number)
+ * @return {Number} Float Floating point number
+ */
+p5.TableRow.prototype.getNum = function(column) {
+ var ret;
+ if (typeof(column) === 'string'){
+ ret = parseFloat(this.obj[column], 10);
+ } else {
+ ret = parseFloat(this.arr[column], 10);
+ }
+
+ if (ret.toString() === 'NaN') {
+ throw 'Error: ' + this.obj[column]+ ' is NaN (Not a Number)';
+ }
+ return ret;
+};
+
+/**
+ * Retrieves an String value from the TableRow's specified
+ * column. The column may be specified by either its ID or
+ * title.
+ *
+ * @method getString
+ * @param {String|Number} column columnName (string) or
+ * ID (number)
+ * @return {String} String
+ */
+p5.TableRow.prototype.getString = function(column) {
+ if (typeof(column) === 'string'){
+ return this.obj[column].toString();
+ } else {
+ return this.arr[column].toString();
+ }
+};
+
+module.exports = p5.TableRow;
+
+},{"../core/core":48}],73:[function(_dereq_,module,exports){
+/**
+ * @module Math
+ * @submodule Calculation
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * Calculates the absolute value (magnitude) of a number. Maps to Math.abs().
+ * The absolute value of a number is always positive.
+ *
+ * @method abs
+ * @param {Number} n number to compute
+ * @return {Number} absolute value of given number
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var x = -3;
+ * var y = abs(x);
+ *
+ * print(x); // -3
+ * print(y); // 3
+ * }
+ * </code></div>
+ */
+p5.prototype.abs = Math.abs;
+
+/**
+ * Calculates the closest int value that is greater than or equal to the
+ * value of the parameter. Maps to Math.ceil(). For example, ceil(9.03)
+ * returns the value 10.
+ *
+ * @method ceil
+ * @param {Number} n number to round up
+ * @return {Number} rounded up number
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ * // map, mouseX between 0 and 5.
+ * var ax = map(mouseX, 0, 100, 0, 5);
+ * var ay = 66;
+ *
+ * //Get the ceiling of the mapped number.
+ * var bx = ceil(map(mouseX, 0, 100, 0,5));
+ * var by = 33;
+ *
+ * // Multiply the mapped numbers by 20 to more easily
+ * // see the changes.
+ * stroke(0);
+ * fill(0);
+ * line(0, ay, ax * 20, ay);
+ * line(0, by, bx * 20, by);
+ *
+ * // Reformat the float returned by map and draw it.
+ * noStroke();
+ * text(nfc(ax, 2,2), ax, ay - 5);
+ * text(nfc(bx,1,1), bx, by - 5);
+ * }
+ * </code></div>
+ */
+p5.prototype.ceil = Math.ceil;
+
+/**
+ * Constrains a value between a minimum and maximum value.
+ *
+ * @method constrain
+ * @param {Number} n number to constrain
+ * @param {Number} low minimum limit
+ * @param {Number} high maximum limit
+ * @return {Number} constrained number
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ *
+ * var leftWall = 25;
+ * var rightWall = 75;
+ *
+ * // xm is just the mouseX, while
+ * // xc is the mouseX, but constrained
+ * // between the leftWall and rightWall!
+ * var xm = mouseX;
+ * var xc = constrain(mouseX, leftWall, rightWall);
+ *
+ * // Draw the walls.
+ * stroke(150);
+ * line(leftWall, 0, leftWall, height);
+ * line(rightWall, 0, rightWall, height);
+ *
+ * // Draw xm and xc as circles.
+ * noStroke();
+ * fill(150);
+ * ellipse(xm, 33, 9,9); // Not Constrained
+ * fill(0);
+ * ellipse(xc, 66, 9,9); // Constrained
+ * }
+ * </code></div>
+ */
+p5.prototype.constrain = function(n, low, high) {
+ return Math.max(Math.min(n, high), low);
+};
+
+/**
+ * Calculates the distance between two points.
+ *
+ * @method dist
+ * @param {Number} x1 x-coordinate of the first point
+ * @param {Number} y1 y-coordinate of the first point
+ * @param {Number} [z1] z-coordinate of the first point
+ * @param {Number} x2 x-coordinate of the second point
+ * @param {Number} y2 y-coordinate of the second point
+ * @param {Number} [z2] z-coordinate of the second point
+ * @return {Number} distance between the two points
+ * @example
+ * <div><code>
+ * // Move your mouse inside the canvas to see the
+ * // change in distance between two points!
+ * function draw() {
+ * background(200);
+ * fill(0);
+ *
+ * var x1 = 10;
+ * var y1 = 90;
+ * var x2 = mouseX;
+ * var y2 = mouseY;
+ *
+ * line(x1, y1, x2, y2);
+ * ellipse(x1, y1, 7, 7);
+ * ellipse(x2, y2, 7, 7);
+ *
+ * // d is the length of the line
+ * // the distance from point 1 to point 2.
+ * var d = int(dist(x1, y1, x2, y2));
+ *
+ * // Let's write d along the line we are drawing!
+ * push();
+ * translate( (x1+x2)/2, (y1+y2)/2 );
+ * rotate( atan2(y2-y1,x2-x1) );
+ * text(nfc(d,1,1), 0, -5);
+ * pop();
+ * // Fancy!
+ * }
+ * </code></div>
+ */
+p5.prototype.dist = function(x1, y1, z1, x2, y2, z2) {
+ if (arguments.length === 4) {
+ // In the case of 2d: z1 means x2 and x2 means y2
+ return Math.sqrt( (z1-x1)*(z1-x1) + (x2-y1)*(x2-y1) );
+ } else if (arguments.length === 6) {
+ return Math.sqrt( (x2-x1)*(x2-x1) + (y2-y1)*(y2-y1) + (z2-z1)*(z2-z1) );
+ }
+};
+
+/**
+ * Returns Euler's number e (2.71828...) raised to the power of the n
+ * parameter. Maps to Math.exp().
+ *
+ * @method exp
+ * @param {Number} n exponent to raise
+ * @return {Number} e^n
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ *
+ * // Compute the exp() function with a value between 0 and 2
+ * var xValue = map(mouseX, 0, width, 0, 2);
+ * var yValue = exp(xValue);
+ *
+ * var y = map(yValue, 0, 8, height, 0);
+ *
+ * var legend = "exp (" + nfc(xValue, 3) +")\n= " + nf(yValue, 1, 4);
+ * stroke(150);
+ * line(mouseX, y, mouseX, height);
+ * fill(0);
+ * text(legend, 5, 15);
+ * noStroke();
+ * ellipse (mouseX,y, 7, 7);
+ *
+ * // Draw the exp(x) curve,
+ * // over the domain of x from 0 to 2
+ * noFill();
+ * stroke(0);
+ * beginShape();
+ * for (var x = 0; x < width; x++) {
+ * xValue = map(x, 0, width, 0, 2);
+ * yValue = exp(xValue);
+ * y = map(yValue, 0, 8, height, 0);
+ * vertex(x, y);
+ * }
+ *
+ * endShape();
+ * line(0, 0, 0, height);
+ * line(0, height-1, width, height-1);
+ * }
+ * </code></div>
+ */
+p5.prototype.exp = Math.exp;
+
+/**
+ * Calculates the closest int value that is less than or equal to the
+ * value of the parameter. Maps to Math.floor().
+ *
+ * @method floor
+ * @param {Number} n number to round down
+ * @return {Number} rounded down number
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ * //map, mouseX between 0 and 5.
+ * var ax = map(mouseX, 0, 100, 0, 5);
+ * var ay = 66;
+ *
+ * //Get the floor of the mapped number.
+ * var bx = floor(map(mouseX, 0, 100, 0,5));
+ * var by = 33;
+ *
+ * // Multiply the mapped numbers by 20 to more easily
+ * // see the changes.
+ * stroke(0);
+ * fill(0);
+ * line(0, ay, ax * 20, ay);
+ * line(0, by, bx * 20, by);
+ *
+ * // Reformat the float returned by map and draw it.
+ * noStroke();
+ * text(nfc(ax, 2,2), ax, ay - 5);
+ * text(nfc(bx,1,1), bx, by - 5);
+ * }
+ * </code></div>
+ */
+p5.prototype.floor = Math.floor;
+
+/**
+ * Calculates a number between two numbers at a specific increment. The amt
+ * parameter is the amount to interpolate between the two values where 0.0
+ * equal to the first point, 0.1 is very near the first point, 0.5 is
+ * half-way in between, etc. The lerp function is convenient for creating
+ * motion along a straight path and for drawing dotted lines.
+ *
+ * @method lerp
+ * @param {Number} start first value
+ * @param {Number} stop second value
+ * @param {Number} amt number between 0.0 and 1.0
+ * @return {Number} lerped value
+ * @example
+ * <div><code>
+ * function setup() {
+ * background(200);
+ * var a = 20;
+ * var b = 80;
+ * var c = lerp(a,b, .2);
+ * var d = lerp(a,b, .5);
+ * var e = lerp(a,b, .8);
+ *
+ * var y = 50
+ *
+ * strokeWeight(5);
+ * stroke(0); // Draw the original points in black
+ * point(a, y);
+ * point(b, y);
+ *
+ * stroke(100); // Draw the lerp points in gray
+ * point(c, y);
+ * point(d, y);
+ * point(e, y);
+ * }
+ * </code></div>
+ */
+p5.prototype.lerp = function(start, stop, amt) {
+ return amt*(stop-start)+start;
+};
+
+/**
+ * Calculates the natural logarithm (the base-e logarithm) of a number. This
+ * function expects the n parameter to be a value greater than 0.0. Maps to
+ * Math.log().
+ *
+ * @method log
+ * @param {Number} n number greater than 0
+ * @return {Number} natural logarithm of n
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ * var maxX = 2.8;
+ * var maxY = 1.5;
+ *
+ * // Compute the natural log of a value between 0 and maxX
+ * var xValue = map(mouseX, 0, width, 0, maxX);
+ * if (xValue > 0) { // Cannot take the log of a negative number.
+ * var yValue = log(xValue);
+ * var y = map(yValue, -maxY, maxY, height, 0);
+ *
+ * // Display the calculation occurring.
+ * var legend = "log(" + nf(xValue, 1, 2) + ")\n= " + nf(yValue, 1, 3);
+ * stroke(150);
+ * line(mouseX, y, mouseX, height);
+ * fill(0);
+ * text (legend, 5, 15);
+ * noStroke();
+ * ellipse (mouseX, y, 7, 7);
+ * }
+ *
+ * // Draw the log(x) curve,
+ * // over the domain of x from 0 to maxX
+ * noFill();
+ * stroke(0);
+ * beginShape();
+ * for(var x=0; x < width; x++) {
+ * xValue = map(x, 0, width, 0, maxX);
+ * yValue = log(xValue);
+ * y = map(yValue, -maxY, maxY, height, 0);
+ * vertex(x, y);
+ * }
+ * endShape();
+ * line(0,0,0,height);
+ * line(0,height/2,width, height/2);
+ * }
+ * </code></div>
+ */
+p5.prototype.log = Math.log;
+
+/**
+ * Calculates the magnitude (or length) of a vector. A vector is a direction
+ * in space commonly used in computer graphics and linear algebra. Because it
+ * has no "start" position, the magnitude of a vector can be thought of as
+ * the distance from the coordinate 0,0 to its x,y value. Therefore, mag() is
+ * a shortcut for writing dist(0, 0, x, y).
+ *
+ * @method mag
+ * @param {Number} a first value
+ * @param {Number} b second value
+ * @return {Number} magnitude of vector from (0,0) to (a,b)
+ * @example
+ * <div><code>
+ * function setup() {
+ * var x1 = 20;
+ * var x2 = 80;
+ * var y1 = 30;
+ * var y2 = 70;
+ *
+ * line(0, 0, x1, y1);
+ * print(mag(x1, y1)); // Prints "36.05551"
+ * line(0, 0, x2, y1);
+ * print(mag(x2, y1)); // Prints "85.44004"
+ * line(0, 0, x1, y2);
+ * print(mag(x1, y2)); // Prints "72.8011"
+ * line(0, 0, x2, y2);
+ * print(mag(x2, y2)); // Prints "106.30146"
+ * }
+ * </code></div>
+ */
+p5.prototype.mag = function(x, y) {
+ return Math.sqrt(x*x+y*y);
+};
+
+/**
+ * Re-maps a number from one range to another.
+ * <br><br>
+ * In the first example above, the number 25 is converted from a value in the
+ * range of 0 to 100 into a value that ranges from the left edge of the
+ * window (0) to the right edge (width).
+ *
+ * @method map
+ * @param {Number} value the incoming value to be converted
+ * @param {Number} start1 lower bound of the value's current range
+ * @param {Number} stop1 upper bound of the value's current range
+ * @param {Number} start2 lower bound of the value's target range
+ * @param {Number} stop upper bound of the value's target range
+ * @return {Number} remapped number
+ * @example
+ * <div><code>
+ * var value = 25;
+ * var m = map(value, 0, 100, 0, width);
+ * ellipse(m, 50, 10, 10);
+ * </code></div>
+ *
+ * <div><code>
+ * function setup() {
+ * noStroke();
+ * }
+ *
+ * function draw() {
+ * background(204);
+ * var x1 = map(mouseX, 0, width, 25, 75);
+ * ellipse(x1, 25, 25, 25);
+ * var x2 = map(mouseX, 0, width, 0, 100);
+ * ellipse(x2, 75, 25, 25);
+ * }
+ * </code></div>
+ */
+p5.prototype.map = function(n, start1, stop1, start2, stop2) {
+ return ((n-start1)/(stop1-start1))*(stop2-start2)+start2;
+};
+
+/**
+ * Determines the largest value in a sequence of numbers, and then returns
+ * that value. max() accepts any number of Number parameters, or an Array
+ * of any length.
+ *
+ * @method max
+ * @param {Number|Array} n0 Numbers to compare
+ * @return {Number} maximum Number
+ * @example
+ * <div><code>
+ * function setup() {
+ * // Change the elements in the array and run the sketch
+ * // to show how max() works!
+ * numArray = new Array(2,1,5,4,8,9);
+ * fill(0);
+ * noStroke();
+ * text("Array Elements", 0, 10);
+ * // Draw all numbers in the array
+ * var spacing = 15;
+ * var elemsY = 25;
+ * for(var i = 0; i < numArray.length; i++) {
+ * text(numArray[i], i * spacing, elemsY);
+ * }
+ * maxX = 33;
+ * maxY = 80;
+ * // Draw the Maximum value in the array.
+ * textSize(32);
+ * text(max(numArray), maxX, maxY);
+ * }
+ * </code></div>
+ */
+p5.prototype.max = function() {
+ if (arguments[0] instanceof Array) {
+ return Math.max.apply(null,arguments[0]);
+ } else {
+ return Math.max.apply(null,arguments);
+ }
+};
+
+/**
+ * Determines the smallest value in a sequence of numbers, and then returns
+ * that value. min() accepts any number of Number parameters, or an Array
+ * of any length.
+ *
+ * @method min
+ * @param {Number|Array} n0 Numbers to compare
+ * @return {Number} minimum Number
+ * @example
+ * <div><code>
+ * function setup() {
+ * // Change the elements in the array and run the sketch
+ * // to show how min() works!
+ * numArray = new Array(2,1,5,4,8,9);
+ * fill(0);
+ * noStroke();
+ * text("Array Elements", 0, 10);
+ * // Draw all numbers in the array
+ * var spacing = 15;
+ * var elemsY = 25;
+ * for(var i = 0; i < numArray.length; i++) {
+ * text(numArray[i], i * spacing, elemsY);
+ * }
+ * maxX = 33;
+ * maxY = 80;
+ * // Draw the Minimum value in the array.
+ * textSize(32);
+ * text(min(numArray), maxX, maxY);
+ * }
+ * </code></div>
+ */
+p5.prototype.min = function() {
+ if (arguments[0] instanceof Array) {
+ return Math.min.apply(null,arguments[0]);
+ } else {
+ return Math.min.apply(null,arguments);
+ }
+};
+
+/**
+ * Normalizes a number from another range into a value between 0 and 1.
+ * Identical to map(value, low, high, 0, 1).
+ * Numbers outside of the range are not clamped to 0 and 1, because
+ * out-of-range values are often intentional and useful. (See the second
+ * example above.)
+ *
+ * @method norm
+ * @param {Number} value incoming value to be normalized
+ * @param {Number} start lower bound of the value's current range
+ * @param {Number} stop upper bound of the value's current range
+ * @return {Number} normalized number
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ * currentNum = mouseX;
+ * lowerBound = 0;
+ * upperBound = width; //100;
+ * normalized = norm(currentNum, lowerBound, upperBound);
+ * lineY = 70
+ * line(0, lineY, width, lineY);
+ * //Draw an ellipse mapped to the non-normalized value.
+ * noStroke();
+ * fill(50)
+ * var s = 7; // ellipse size
+ * ellipse(currentNum, lineY, s, s);
+ *
+ * // Draw the guide
+ * guideY = lineY + 15;
+ * text("0", 0, guideY);
+ * textAlign(RIGHT);
+ * text("100", width, guideY);
+ *
+ * // Draw the normalized value
+ * textAlign(LEFT);
+ * fill(0);
+ * textSize(32);
+ * normalY = 40;
+ * normalX = 20;
+ * text(normalized, normalX, normalY);
+ * }
+ * </code></div>
+ */
+p5.prototype.norm = function(n, start, stop) {
+ return this.map(n, start, stop, 0, 1);
+};
+
+/**
+ * Facilitates exponential expressions. The pow() function is an efficient
+ * way of multiplying numbers by themselves (or their reciprocals) in large
+ * quantities. For example, pow(3, 5) is equivalent to the expression
+ * 3*3*3*3*3 and pow(3, -5) is equivalent to 1 / 3*3*3*3*3. Maps to
+ * Math.pow().
+ *
+ * @method pow
+ * @param {Number} n base of the exponential expression
+ * @param {Number} e power by which to raise the base
+ * @return {Number} n^e
+ * @example
+ * <div><code>
+ * function setup() {
+ * //Exponentially increase the size of an ellipse.
+ * eSize = 3; // Original Size
+ * eLoc = 10; // Original Location
+ *
+ * ellipse(eLoc, eLoc, eSize, eSize);
+ *
+ * ellipse(eLoc*2, eLoc*2, pow(eSize, 2), pow(eSize, 2));
+ *
+ * ellipse(eLoc*4, eLoc*4, pow(eSize, 3), pow(eSize, 3));
+ *
+ * ellipse(eLoc*8, eLoc*8, pow(eSize, 4), pow(eSize, 4));
+ * }
+ * </code></div>
+ */
+p5.prototype.pow = Math.pow;
+
+/**
+ * Calculates the integer closest to the n parameter. For example,
+ * round(133.8) returns the value 134. Maps to Math.round().
+ *
+ * @method round
+ * @param {Number} n number to round
+ * @return {Number} rounded number
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ * //map, mouseX between 0 and 5.
+ * var ax = map(mouseX, 0, 100, 0, 5);
+ * var ay = 66;
+ *
+ * // Round the mapped number.
+ * var bx = round(map(mouseX, 0, 100, 0,5));
+ * var by = 33;
+ *
+ * // Multiply the mapped numbers by 20 to more easily
+ * // see the changes.
+ * stroke(0);
+ * fill(0);
+ * line(0, ay, ax * 20, ay);
+ * line(0, by, bx * 20, by);
+ *
+ * // Reformat the float returned by map and draw it.
+ * noStroke();
+ * text(nfc(ax, 2,2), ax, ay - 5);
+ * text(nfc(bx,1,1), bx, by - 5);
+ * }
+ * </code></div>
+ */
+p5.prototype.round = Math.round;
+
+/**
+ * Squares a number (multiplies a number by itself). The result is always a
+ * positive number, as multiplying two negative numbers always yields a
+ * positive result. For example, -1 * -1 = 1.
+ *
+ * @method sq
+ * @param {Number} n number to square
+ * @return {Number} squared number
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ * eSize = 7;
+ * x1 = map(mouseX, 0, width, 0, 10);
+ * y1 = 80;
+ * x2 = sq(x1);
+ * y2 = 20;
+ *
+ * // Draw the non-squared.
+ * line(0, y1, width, y1);
+ * ellipse(x1, y1, eSize, eSize);
+ *
+ * // Draw the squared.
+ * line(0, y2, width, y2);
+ * ellipse(x2, y2, eSize, eSize);
+ *
+ * // Draw dividing line.
+ * stroke(100)
+ * line(0, height/2, width, height/2);
+ *
+ * // Draw text.
+ * var spacing = 15;
+ * noStroke();
+ * fill(0);
+ * text("x = " + x1, 0, y1 + spacing);
+ * text("sq(x) = " + x2, 0, y2 + spacing);
+ * }
+ * </code></div>
+ */
+p5.prototype.sq = function(n) { return n*n; };
+
+/**
+ * Calculates the square root of a number. The square root of a number is
+ * always positive, even though there may be a valid negative root. The
+ * square root s of number a is such that s*s = a. It is the opposite of
+ * squaring. Maps to Math.sqrt().
+ *
+ * @method sqrt
+ * @param {Number} n non-negative number to square root
+ * @return {Number} square root of number
+ * @example
+ * <div><code>
+ * function draw() {
+ * background(200);
+ * eSize = 7;
+ * x1 = mouseX;
+ * y1 = 80;
+ * x2 = sqrt(x1);
+ * y2 = 20;
+ *
+ * // Draw the non-squared.
+ * line(0, y1, width, y1);
+ * ellipse(x1, y1, eSize, eSize);
+ *
+ * // Draw the squared.
+ * line(0, y2, width, y2);
+ * ellipse(x2, y2, eSize, eSize);
+ *
+ * // Draw dividing line.
+ * stroke(100)
+ * line(0, height/2, width, height/2);
+ *
+ * // Draw text.
+ * noStroke();
+ * fill(0);
+ * var spacing = 15;
+ * text("x = " + x1, 0, y1 + spacing);
+ * text("sqrt(x) = " + x2, 0, y2 + spacing);
+ * }
+ * </code></div>
+ */
+p5.prototype.sqrt = Math.sqrt;
+
+module.exports = p5;
+
+},{"../core/core":48}],74:[function(_dereq_,module,exports){
+/**
+ * @module Math
+ * @submodule Math
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+
+/**
+ * Creates a new p5.Vector (the datatype for storing vectors). This provides a
+ * two or three dimensional vector, specifically a Euclidean (also known as
+ * geometric) vector. A vector is an entity that has both magnitude and
+ * direction.
+ *
+ * @method createVector
+ * @param {Number} [x] x component of the vector
+ * @param {Number} [y] y component of the vector
+ * @param {Number} [z] z component of the vector
+ */
+p5.prototype.createVector = function (x, y, z) {
+ if (this instanceof p5) {
+ return new p5.Vector(this, arguments);
+ } else {
+ return new p5.Vector(x, y, z);
+ }
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],75:[function(_dereq_,module,exports){
+//////////////////////////////////////////////////////////////
+
+// http://mrl.nyu.edu/~perlin/noise/
+// Adapting from PApplet.java
+// which was adapted from toxi
+// which was adapted from the german demo group farbrausch
+// as used in their demo "art": http://www.farb-rausch.de/fr010src.zip
+
+// someday we might consider using "improved noise"
+// http://mrl.nyu.edu/~perlin/paper445.pdf
+// See: https://github.com/shiffman/The-Nature-of-Code-Examples-p5.js/
+// blob/master/introduction/Noise1D/noise.js
+
+/**
+ * @module Math
+ * @submodule Noise
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+var PERLIN_YWRAPB = 4;
+var PERLIN_YWRAP = 1<<PERLIN_YWRAPB;
+var PERLIN_ZWRAPB = 8;
+var PERLIN_ZWRAP = 1<<PERLIN_ZWRAPB;
+var PERLIN_SIZE = 4095;
+
+var perlin_octaves = 4; // default to medium smooth
+var perlin_amp_falloff = 0.5; // 50% reduction/octave
+
+var scaled_cosine = function(i) {
+ return 0.5*(1.0-Math.cos(i*Math.PI));
+};
+
+var perlin; // will be initialized lazily by noise() or noiseSeed()
+
+
+/**
+ * Returns the Perlin noise value at specified coordinates. Perlin noise is
+ * a random sequence generator producing a more natural ordered, harmonic
+ * succession of numbers compared to the standard <b>random()</b> function.
+ * It was invented by Ken Perlin in the 1980s and been used since in
+ * graphical applications to produce procedural textures, natural motion,
+ * shapes, terrains etc.<br /><br /> The main difference to the
+ * <b>random()</b> function is that Perlin noise is defined in an infinite
+ * n-dimensional space where each pair of coordinates corresponds to a
+ * fixed semi-random value (fixed only for the lifespan of the program; see
+ * the noiseSeed() function). p5.js can compute 1D, 2D and 3D noise,
+ * depending on the number of coordinates given. The resulting value will
+ * always be between 0.0 and 1.0. The noise value can be animated by moving
+ * through the noise space as demonstrated in the example above. The 2nd
+ * and 3rd dimension can also be interpreted as time.<br /><br />The actual
+ * noise is structured similar to an audio signal, in respect to the
+ * function's use of frequencies. Similar to the concept of harmonics in
+ * physics, perlin noise is computed over several octaves which are added
+ * together for the final result. <br /><br />Another way to adjust the
+ * character of the resulting sequence is the scale of the input
+ * coordinates. As the function works within an infinite space the value of
+ * the coordinates doesn't matter as such, only the distance between
+ * successive coordinates does (eg. when using <b>noise()</b> within a
+ * loop). As a general rule the smaller the difference between coordinates,
+ * the smoother the resulting noise sequence will be. Steps of 0.005-0.03
+ * work best for most applications, but this will differ depending on use.
+ *
+ *
+ * @method noise
+ * @param {Number} x x-coordinate in noise space
+ * @param {Number} y y-coordinate in noise space
+ * @param {Number} z z-coordinate in noise space
+ * @return {Number} Perlin noise value (between 0 and 1) at specified
+ * coordinates
+ * @example
+ * <div>
+ * <code>var xoff = 0.0;
+ *
+ * function draw() {
+ * background(204);
+ * xoff = xoff + .01;
+ * var n = noise(xoff) * width;
+ * line(n, 0, n, height);
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>var noiseScale=0.02;
+ *
+ * function draw() {
+ * background(0);
+ * for (var x=0; x < width; x++) {
+ * var noiseVal = noise((mouseX+x)*noiseScale, mouseY*noiseScale);
+ * stroke(noiseVal*255);
+ * line(x, mouseY+noiseVal*80, x, height);
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.noise = function(x,y,z) {
+ y = y || 0;
+ z = z || 0;
+
+ if (perlin == null) {
+ perlin = new Array(PERLIN_SIZE + 1);
+ for (var i = 0; i < PERLIN_SIZE + 1; i++) {
+ perlin[i] = Math.random();
+ }
+ }
+
+ if (x<0) { x=-x; }
+ if (y<0) { y=-y; }
+ if (z<0) { z=-z; }
+
+ var xi=Math.floor(x), yi=Math.floor(y), zi=Math.floor(z);
+ var xf = x - xi;
+ var yf = y - yi;
+ var zf = z - zi;
+ var rxf, ryf;
+
+ var r=0;
+ var ampl=0.5;
+
+ var n1,n2,n3;
+
+ for (var o=0; o<perlin_octaves; o++) {
+ var of=xi+(yi<<PERLIN_YWRAPB)+(zi<<PERLIN_ZWRAPB);
+
+ rxf = scaled_cosine(xf);
+ ryf = scaled_cosine(yf);
+
+ n1 = perlin[of&PERLIN_SIZE];
+ n1 += rxf*(perlin[(of+1)&PERLIN_SIZE]-n1);
+ n2 = perlin[(of+PERLIN_YWRAP)&PERLIN_SIZE];
+ n2 += rxf*(perlin[(of+PERLIN_YWRAP+1)&PERLIN_SIZE]-n2);
+ n1 += ryf*(n2-n1);
+
+ of += PERLIN_ZWRAP;
+ n2 = perlin[of&PERLIN_SIZE];
+ n2 += rxf*(perlin[(of+1)&PERLIN_SIZE]-n2);
+ n3 = perlin[(of+PERLIN_YWRAP)&PERLIN_SIZE];
+ n3 += rxf*(perlin[(of+PERLIN_YWRAP+1)&PERLIN_SIZE]-n3);
+ n2 += ryf*(n3-n2);
+
+ n1 += scaled_cosine(zf)*(n2-n1);
+
+ r += n1*ampl;
+ ampl *= perlin_amp_falloff;
+ xi<<=1;
+ xf*=2;
+ yi<<=1;
+ yf*=2;
+ zi<<=1;
+ zf*=2;
+
+ if (xf>=1.0) { xi++; xf--; }
+ if (yf>=1.0) { yi++; yf--; }
+ if (zf>=1.0) { zi++; zf--; }
+ }
+ return r;
+};
+
+
+/**
+ *
+ * Adjusts the character and level of detail produced by the Perlin noise
+ * function. Similar to harmonics in physics, noise is computed over
+ * several octaves. Lower octaves contribute more to the output signal and
+ * as such define the overall intensity of the noise, whereas higher octaves
+ * create finer grained details in the noise sequence.
+ * <br><br>
+ * By default, noise is computed over 4 octaves with each octave contributing
+ * exactly half than its predecessor, starting at 50% strength for the 1st
+ * octave. This falloff amount can be changed by adding an additional function
+ * parameter. Eg. a falloff factor of 0.75 means each octave will now have
+ * 75% impact (25% less) of the previous lower octave. Any value between
+ * 0.0 and 1.0 is valid, however note that values greater than 0.5 might
+ * result in greater than 1.0 values returned by <b>noise()</b>.
+ * <br><br>
+ * By changing these parameters, the signal created by the <b>noise()</b>
+ * function can be adapted to fit very specific needs and characteristics.
+ *
+ * @method noiseDetail
+ * @param {Number} lod number of octaves to be used by the noise
+ * @param {Number} falloff falloff factor for each octave
+ * @example
+ * <div>
+ * <code>
+ *
+ * var noiseVal;
+ * var noiseScale=0.02;
+ *
+ * function setup() {
+ * createCanvas(100,100);
+ * }
+ *
+ * function draw() {
+ * background(0);
+ * for (var y = 0; y < height; y++) {
+ * for (var x = 0; x < width/2; x++) {
+ * noiseDetail(2,0.2);
+ * noiseVal = noise((mouseX+x) * noiseScale,
+ * (mouseY+y) * noiseScale);
+ * stroke(noiseVal*255);
+ * point(x,y);
+ * noiseDetail(8,0.65);
+ * noiseVal = noise((mouseX + x + width/2) * noiseScale,
+ * (mouseY + y) * noiseScale);
+ * stroke(noiseVal*255);
+ * point(x + width/2, y);
+ * }
+ * }
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.noiseDetail = function(lod, falloff) {
+ if (lod>0) { perlin_octaves=lod; }
+ if (falloff>0) { perlin_amp_falloff=falloff; }
+};
+
+/**
+ * Sets the seed value for <b>noise()</b>. By default, <b>noise()</b>
+ * produces different results each time the program is run. Set the
+ * <b>value</b> parameter to a constant to return the same pseudo-random
+ * numbers each time the software is run.
+ *
+ * @method noiseSeed
+ * @param {Number} seed the seed value
+ * @example
+ * <div>
+ * <code>var xoff = 0.0;
+ *
+ * function setup() {
+ * noiseSeed(99);
+ * stroke(0, 10);
+ * }
+ *
+ * function draw() {
+ * xoff = xoff + .01;
+ * var n = noise(xoff) * width;
+ * line(n, 0, n, height);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.noiseSeed = function(seed) {
+ // Linear Congruential Generator
+ // Variant of a Lehman Generator
+ var lcg = (function() {
+ // Set to values from http://en.wikipedia.org/wiki/Numerical_Recipes
+ // m is basically chosen to be large (as it is the max period)
+ // and for its relationships to a and c
+ var m = 4294967296,
+ // a - 1 should be divisible by m's prime factors
+ a = 1664525,
+ // c and m should be co-prime
+ c = 1013904223,
+ seed, z;
+ return {
+ setSeed : function(val) {
+ // pick a random seed if val is undefined or null
+ // the >>> 0 casts the seed to an unsigned 32-bit integer
+ z = seed = (val == null ? Math.random() * m : val) >>> 0;
+ },
+ getSeed : function() {
+ return seed;
+ },
+ rand : function() {
+ // define the recurrence relationship
+ z = (a * z + c) % m;
+ // return a float in [0, 1)
+ // if z = m then z / m = 0 therefore (z % m) / m < 1 always
+ return z / m;
+ }
+ };
+ }());
+
+ lcg.setSeed(seed);
+ perlin = new Array(PERLIN_SIZE + 1);
+ for (var i = 0; i < PERLIN_SIZE + 1; i++) {
+ perlin[i] = lcg.rand();
+ }
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],76:[function(_dereq_,module,exports){
+/**
+ * @module Math
+ * @submodule Math
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var polarGeometry = _dereq_('./polargeometry');
+var constants = _dereq_('../core/constants');
+
+/**
+ * A class to describe a two or three dimensional vector, specifically
+ * a Euclidean (also known as geometric) vector. A vector is an entity
+ * that has both magnitude and direction. The datatype, however, stores
+ * the components of the vector (x, y for 2D, and x, y, z for 3D). The magnitude
+ * and direction can be accessed via the methods mag() and heading().
+ * <br><br>
+ * In many of the p5.js examples, you will see p5.Vector used to describe a
+ * position, velocity, or acceleration. For example, if you consider a rectangle
+ * moving across the screen, at any given instant it has a position (a vector
+ * that points from the origin to its location), a velocity (the rate at which
+ * the object's position changes per time unit, expressed as a vector), and
+ * acceleration (the rate at which the object's velocity changes per time
+ * unit, expressed as a vector).
+ * <br><br>
+ * Since vectors represent groupings of values, we cannot simply use
+ * traditional addition/multiplication/etc. Instead, we'll need to do some
+ * "vector" math, which is made easy by the methods inside the p5.Vector class.
+ *
+ * @class p5.Vector
+ * @constructor
+ * @param {Number} [x] x component of the vector
+ * @param {Number} [y] y component of the vector
+ * @param {Number} [z] z component of the vector
+ * @example
+ * <div>
+ * <code>
+ * var v1 = createVector(40, 50);
+ * var v2 = createVector(40, 50);
+ *
+ * ellipse(v1.x, v1.y, 50, 50);
+ * ellipse(v2.x, v2.y, 50, 50);
+ * v1.add(v2);
+ * ellipse(v1.x, v1.y, 50, 50);
+ * </code>
+ * </div>
+ */
+p5.Vector = function() {
+ var x,y,z;
+ // This is how it comes in with createVector()
+ if(arguments[0] instanceof p5) {
+ // save reference to p5 if passed in
+ this.p5 = arguments[0];
+ x = arguments[1][0] || 0;
+ y = arguments[1][1] || 0;
+ z = arguments[1][2] || 0;
+ // This is what we'll get with new p5.Vector()
+ } else {
+ x = arguments[0] || 0;
+ y = arguments[1] || 0;
+ z = arguments[2] || 0;
+ }
+ /**
+ * The x component of the vector
+ * @property x
+ * @type {Number}
+ */
+ this.x = x;
+ /**
+ * The y component of the vector
+ * @property y
+ * @type {Number}
+ */
+ this.y = y;
+ /**
+ * The z component of the vector
+ * @property z
+ * @type {Number}
+ */
+ this.z = z;
+};
+
+/**
+ * Returns a string representation of a vector v by calling String(v)
+ * or v.toString(). This method is useful for logging vectors in the
+ * console.
+ * @method toString
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var v = createVector(20,30);
+ * print(String(v)); // prints "p5.Vector Object : [20, 30, 0]"
+ * }
+ * </div></code>
+ *
+ */
+p5.Vector.prototype.toString = function p5VectorToString() {
+ return 'p5.Vector Object : ['+ this.x +', '+ this.y +', '+ this.z + ']';
+};
+
+/**
+ * Sets the x, y, and z component of the vector using two or three separate
+ * variables, the data from a p5.Vector, or the values from a float array.
+ * @method set
+ *
+ * @param {Number|p5.Vector|Array} [x] the x component of the vector or a
+ * p5.Vector or an Array
+ * @param {Number} [y] the y component of the vector
+ * @param {Number} [z] the z component of the vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * function setup() {
+ * var v = createVector(1, 2, 3);
+ * v.set(4,5,6); // Sets vector to [4, 5, 6]
+ *
+ * var v1 = createVector(0, 0, 0);
+ * var arr = [1, 2, 3];
+ * v1.set(arr); // Sets vector to [1, 2, 3]
+ * }
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.set = function (x, y, z) {
+ if (x instanceof p5.Vector) {
+ this.x = x.x || 0;
+ this.y = x.y || 0;
+ this.z = x.z || 0;
+ return this;
+ }
+ if (x instanceof Array) {
+ this.x = x[0] || 0;
+ this.y = x[1] || 0;
+ this.z = x[2] || 0;
+ return this;
+ }
+ this.x = x || 0;
+ this.y = y || 0;
+ this.z = z || 0;
+ return this;
+};
+
+/**
+ * Gets a copy of the vector, returns a p5.Vector object.
+ *
+ * @method copy
+ * @return {p5.Vector} the copy of the p5.Vector object
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(1, 2, 3);
+ * var v2 = v.copy();
+ * print(v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
+ * // Prints "true"
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.copy = function () {
+ if (this.p5) {
+ return new p5.Vector(this.p5,[this.x, this.y, this.z]);
+ } else {
+ return new p5.Vector(this.x,this.y,this.z);
+ }
+};
+
+/**
+ * Adds x, y, and z components to a vector, adds one vector to another, or
+ * adds two independent vectors together. The version of the method that adds
+ * two vectors together is a static method and returns a p5.Vector, the others
+ * acts directly on the vector. See the examples for more context.
+ *
+ * @method add
+ * @chainable
+ * @param {Number|p5.Vector|Array} x the x component of the vector to be
+ * added or a p5.Vector or an Array
+ * @param {Number} [y] the y component of the vector to be
+ * added
+ * @param {Number} [z] the z component of the vector to be
+ * added
+ * @return {p5.Vector} the p5.Vector object.
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(1, 2, 3);
+ * v.add(4,5,6);
+ * // v's compnents are set to [5, 7, 9]
+ * </code>
+ * </div>
+ * <div class="norender">
+ * <code>
+ * // Static method
+ * var v1 = createVector(1, 2, 3);
+ * var v2 = createVector(2, 3, 4);
+ *
+ * var v3 = p5.Vector.add(v1, v2);
+ * // v3 has components [3, 5, 7]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.add = function (x, y, z) {
+ if (x instanceof p5.Vector) {
+ this.x += x.x || 0;
+ this.y += x.y || 0;
+ this.z += x.z || 0;
+ return this;
+ }
+ if (x instanceof Array) {
+ this.x += x[0] || 0;
+ this.y += x[1] || 0;
+ this.z += x[2] || 0;
+ return this;
+ }
+ this.x += x || 0;
+ this.y += y || 0;
+ this.z += z || 0;
+ return this;
+};
+
+/**
+ * Subtracts x, y, and z components from a vector, subtracts one vector from
+ * another, or subtracts two independent vectors. The version of the method
+ * that subtracts two vectors is a static method and returns a p5.Vector, the
+ * other acts directly on the vector. See the examples for more context.
+ *
+ * @method sub
+ * @chainable
+ * @param {Number|p5.Vector|Array} x the x component of the vector or a
+ * p5.Vector or an Array
+ * @param {Number} [y] the y component of the vector
+ * @param {Number} [z] the z component of the vector
+ * @return {p5.Vector} p5.Vector object.
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(4, 5, 6);
+ * v.sub(1, 1, 1);
+ * // v's compnents are set to [3, 4, 5]
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * // Static method
+ * var v1 = createVector(2, 3, 4);
+ * var v2 = createVector(1, 2, 3);
+ *
+ * var v3 = p5.Vector.sub(v1, v2);
+ * // v3 has compnents [1, 1, 1]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.sub = function (x, y, z) {
+ if (x instanceof p5.Vector) {
+ this.x -= x.x || 0;
+ this.y -= x.y || 0;
+ this.z -= x.z || 0;
+ return this;
+ }
+ if (x instanceof Array) {
+ this.x -= x[0] || 0;
+ this.y -= x[1] || 0;
+ this.z -= x[2] || 0;
+ return this;
+ }
+ this.x -= x || 0;
+ this.y -= y || 0;
+ this.z -= z || 0;
+ return this;
+};
+
+/**
+ * Multiply the vector by a scalar. The static version of this method
+ * creates a new p5.Vector while the non static version acts on the vector
+ * directly. See the examples for more context.
+ *
+ * @method mult
+ * @chainable
+ * @param {Number} n the number to multiply with the vector
+ * @return {p5.Vector} a reference to the p5.Vector object (allow chaining)
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(1, 2, 3);
+ * v.mult(2);
+ * // v's compnents are set to [2, 4, 6]
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * // Static method
+ * var v1 = createVector(1, 2, 3);
+ * var v2 = p5.Vector.mult(v1, 2);
+ * // v2 has compnents [2, 4, 6]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.mult = function (n) {
+ this.x *= n || 0;
+ this.y *= n || 0;
+ this.z *= n || 0;
+ return this;
+};
+
+/**
+ * Divide the vector by a scalar. The static version of this method creates a
+ * new p5.Vector while the non static version acts on the vector directly.
+ * See the examples for more context.
+ *
+ * @method div
+ * @chainable
+ * @param {number} n the number to divide the vector by
+ * @return {p5.Vector} a reference to the p5.Vector object (allow chaining)
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(6, 4, 2);
+ * v.div(2); //v's compnents are set to [3, 2, 1]
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * // Static method
+ * var v1 = createVector(6, 4, 2);
+ * var v2 = p5.Vector.div(v, 2);
+ * // v2 has compnents [3, 2, 1]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.div = function (n) {
+ this.x /= n;
+ this.y /= n;
+ this.z /= n;
+ return this;
+};
+
+/**
+ * Calculates the magnitude (length) of the vector and returns the result as
+ * a float (this is simply the equation sqrt(x*x + y*y + z*z).)
+ *
+ * @method mag
+ * @return {Number} magnitude of the vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(20.0, 30.0, 40.0);
+ * var m = v.mag(10);
+ * print(m); // Prints "53.85164807134504"
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.mag = function () {
+ return Math.sqrt(this.magSq());
+};
+
+/**
+ * Calculates the squared magnitude of the vector and returns the result
+ * as a float (this is simply the equation <em>(x*x + y*y + z*z)</em>.)
+ * Faster if the real length is not required in the
+ * case of comparing vectors, etc.
+ *
+ * @method magSq
+ * @return {number} squared magnitude of the vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * // Static method
+ * var v1 = createVector(6, 4, 2);
+ * print(v1.magSq()); // Prints "56"
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.magSq = function () {
+ var x = this.x, y = this.y, z = this.z;
+ return (x * x + y * y + z * z);
+};
+
+/**
+ * Calculates the dot product of two vectors. The version of the method
+ * that computes the dot product of two independent vectors is a static
+ * method. See the examples for more context.
+ *
+ *
+ * @method dot
+ * @param {Number|p5.Vector} x x component of the vector or a p5.Vector
+ * @param {Number} [y] y component of the vector
+ * @param {Number} [z] z component of the vector
+ * @return {Number} the dot product
+ *
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(1, 2, 3);
+ * var v2 = createVector(2, 3, 4);
+ *
+ * print(v1.dot(v2)); // Prints "20"
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * //Static method
+ * var v1 = createVector(1, 2, 3);
+ * var v2 = createVector(3, 2, 1);
+ * print (p5.Vector.dot(v1, v2)); // Prints "10"
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.dot = function (x, y, z) {
+ if (x instanceof p5.Vector) {
+ return this.dot(x.x, x.y, x.z);
+ }
+ return this.x * (x || 0) +
+ this.y * (y || 0) +
+ this.z * (z || 0);
+};
+
+/**
+ * Calculates and returns a vector composed of the cross product between
+ * two vectors. Both the static and non static methods return a new p5.Vector.
+ * See the examples for more context.
+ *
+ * @method cross
+ * @param {p5.Vector} v p5.Vector to be crossed
+ * @return {p5.Vector} p5.Vector composed of cross product
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(1, 2, 3);
+ * var v2 = createVector(1, 2, 3);
+ *
+ * v1.cross(v2); // v's components are [0, 0, 0]
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * // Static method
+ * var v1 = createVector(1, 0, 0);
+ * var v2 = createVector(0, 1, 0);
+ *
+ * var crossProduct = p5.Vector.cross(v1, v2);
+ * // crossProduct has components [0, 0, 1]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.cross = function (v) {
+ var x = this.y * v.z - this.z * v.y;
+ var y = this.z * v.x - this.x * v.z;
+ var z = this.x * v.y - this.y * v.x;
+ if (this.p5) {
+ return new p5.Vector(this.p5,[x,y,z]);
+ } else {
+ return new p5.Vector(x,y,z);
+ }
+};
+
+/**
+ * Calculates the Euclidean distance between two points (considering a
+ * point as a vector object).
+ *
+ * @method dist
+ * @param {p5.Vector} v the x, y, and z coordinates of a p5.Vector
+ * @return {Number} the distance
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(1, 0, 0);
+ * var v2 = createVector(0, 1, 0);
+ *
+ * var distance = v1.dist(v2); // distance is 1.4142...
+ * </code>
+ * </div>
+ * <div class="norender">
+ * <code>
+ * // Static method
+ * var v1 = createVector(1, 0, 0);
+ * var v2 = createVector(0, 1, 0);
+ *
+ * var distance = p5.Vector.dist(v1,v2);
+ * // distance is 1.4142...
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.dist = function (v) {
+ var d = v.copy().sub(this);
+ return d.mag();
+};
+
+/**
+ * Normalize the vector to length 1 (make it a unit vector).
+ *
+ * @method normalize
+ * @return {p5.Vector} normalized p5.Vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(10, 20, 2);
+ * // v has compnents [10.0, 20.0, 2.0]
+ * v.normalize();
+ * // v's compnents are set to
+ * // [0.4454354, 0.8908708, 0.089087084]
+ * </code>
+ * </div>
+ *
+ */
+p5.Vector.prototype.normalize = function () {
+ return this.div(this.mag());
+};
+
+/**
+ * Limit the magnitude of this vector to the value used for the <b>max</b>
+ * parameter.
+ *
+ * @method limit
+ * @param {Number} max the maximum magnitude for the vector
+ * @return {p5.Vector} the modified p5.Vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(10, 20, 2);
+ * // v has compnents [10.0, 20.0, 2.0]
+ * v.limit(5);
+ * // v's compnents are set to
+ * // [2.2271771, 4.4543543, 0.4454354]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.limit = function (l) {
+ var mSq = this.magSq();
+ if(mSq > l*l) {
+ this.div(Math.sqrt(mSq)); //normalize it
+ this.mult(l);
+ }
+ return this;
+};
+
+/**
+ * Set the magnitude of this vector to the value used for the <b>len</b>
+ * parameter.
+ *
+ * @method setMag
+ * @param {number} len the new length for this vector
+ * @return {p5.Vector} the modified p5.Vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(10, 20, 2);
+ * // v has compnents [10.0, 20.0, 2.0]
+ * v1.setMag(10);
+ * // v's compnents are set to [6.0, 8.0, 0.0]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.setMag = function (n) {
+ return this.normalize().mult(n);
+};
+
+/**
+ * Calculate the angle of rotation for this vector (only 2D vectors)
+ *
+ * @method heading
+ * @return {Number} the angle of rotation
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var v1 = createVector(30,50);
+ * print(v1.heading()); // 1.0303768265243125
+ *
+ * var v1 = createVector(40,50);
+ * print(v1.heading()); // 0.8960553845713439
+ *
+ * var v1 = createVector(30,70);
+ * print(v1.heading()); // 1.1659045405098132
+ * }
+ * </div></code>
+ */
+p5.Vector.prototype.heading = function () {
+ var h = Math.atan2(this.y, this.x);
+ if (this.p5) {
+ if (this.p5._angleMode === constants.RADIANS) {
+ return h;
+ } else {
+ return polarGeometry.radiansToDegrees(h);
+ }
+ } else {
+ return h;
+ }
+};
+
+/**
+ * Rotate the vector by an angle (only 2D vectors), magnitude remains the
+ * same
+ *
+ * @method rotate
+ * @param {number} angle the angle of rotation
+ * @return {p5.Vector} the modified p5.Vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(10.0, 20.0);
+ * // v has compnents [10.0, 20.0, 0.0]
+ * v.rotate(HALF_PI);
+ * // v's compnents are set to [-20.0, 9.999999, 0.0]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.rotate = function (a) {
+ if (this.p5) {
+ if (this.p5._angleMode === constants.DEGREES) {
+ a = polarGeometry.degreesToRadians(a);
+ }
+ }
+ var newHeading = this.heading() + a;
+ var mag = this.mag();
+ this.x = Math.cos(newHeading) * mag;
+ this.y = Math.sin(newHeading) * mag;
+ return this;
+};
+
+/**
+ * Linear interpolate the vector to another vector
+ *
+ * @method lerp
+ * @param {p5.Vector} x the x component or the p5.Vector to lerp to
+ * @param {p5.Vector} [y] y the y component
+ * @param {p5.Vector} [z] z the z component
+ * @param {Number} amt the amount of interpolation; some value between 0.0
+ * (old vector) and 1.0 (new vector). 0.1 is very near
+ * the new vector. 0.5 is halfway in between.
+ * @return {p5.Vector} the modified p5.Vector
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = createVector(1, 1, 0);
+ *
+ * v.lerp(3, 3, 0, 0.5); // v now has components [2,2,0]
+ * </code>
+ * </div>
+ *
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(0, 0, 0);
+ * var v2 = createVector(100, 100, 0);
+ *
+ * var v3 = p5.Vector.lerp(v1, v2, 0.5);
+ * // v3 has components [50,50,0]
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.lerp = function (x, y, z, amt) {
+ if (x instanceof p5.Vector) {
+ return this.lerp(x.x, x.y, x.z, y);
+ }
+ this.x += (x - this.x) * amt || 0;
+ this.y += (y - this.y) * amt || 0;
+ this.z += (z - this.z) * amt || 0;
+ return this;
+};
+
+/**
+ * Return a representation of this vector as a float array. This is only
+ * for temporary use. If used in any other fashion, the contents should be
+ * copied by using the <b>p5.Vector.copy()</b> method to copy into your own
+ * array.
+ *
+ * @method array
+ * @return {Array} an Array with the 3 values
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var v = createVector(20,30);
+ * print(v.array()); // Prints : Array [20, 30, 0]
+ * }
+ * </div></code>
+ * <div class="norender">
+ * <code>
+ * var v = createVector(10.0, 20.0, 30.0);
+ * var f = v.array();
+ * print(f[0]); // Prints "10.0"
+ * print(f[1]); // Prints "20.0"
+ * print(f[2]); // Prints "30.0"
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.array = function () {
+ return [this.x || 0, this.y || 0, this.z || 0];
+};
+
+/**
+ * Equality check against a p5.Vector
+ *
+ * @method equals
+ * @param {Number|p5.Vector|Array} [x] the x component of the vector or a
+ * p5.Vector or an Array
+ * @param {Number} [y] the y component of the vector
+ * @param {Number} [z] the z component of the vector
+ * @return {Boolean} whether the vectors are equals
+ * @example
+ * <div class = "norender"><code>
+ * v1 = createVector(5,10,20);
+ * v2 = createVector(5,10,20);
+ * v3 = createVector(13,10,19);
+ *
+ * print(v1.equals(v2.x,v2.y,v2.z)); // true
+ * print(v1.equals(v3.x,v3.y,v3.z)); // false
+ * </div></code>
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(10.0, 20.0, 30.0);
+ * var v2 = createVector(10.0, 20.0, 30.0);
+ * var v3 = createVector(0.0, 0.0, 0.0);
+ * print (v1.equals(v2)) // true
+ * print (v1.equals(v3)) // false
+ * </code>
+ * </div>
+ */
+p5.Vector.prototype.equals = function (x, y, z) {
+ var a, b, c;
+ if (x instanceof p5.Vector) {
+ a = x.x || 0;
+ b = x.y || 0;
+ c = x.z || 0;
+ } else if (x instanceof Array) {
+ a = x[0] || 0;
+ b = x[1] || 0;
+ c = x[2] || 0;
+ } else {
+ a = x || 0;
+ b = y || 0;
+ c = z || 0;
+ }
+ return this.x === a && this.y === b && this.z === c;
+};
+
+
+// Static Methods
+
+
+/**
+ * Make a new 2D unit vector from an angle
+ *
+ * @method fromAngle
+ * @static
+ * @param {Number} angle the desired angle
+ * @return {p5.Vector} the new p5.Vector object
+ * @example
+ * <div>
+ * <code>
+ * function draw() {
+ * background (200);
+ *
+ * // Create a variable, proportional to the mouseX,
+ * // varying from 0-360, to represent an angle in degrees.
+ * angleMode(DEGREES);
+ * var myDegrees = map(mouseX, 0,width, 0,360);
+ *
+ * // Display that variable in an onscreen text.
+ * // (Note the nfc() function to truncate additional decimal places,
+ * // and the "\xB0" character for the degree symbol.)
+ * var readout = "angle = " + nfc(myDegrees,1,1) + "\xB0"
+ * noStroke();
+ * fill (0);
+ * text (readout, 5, 15);
+ *
+ * // Create a p5.Vector using the fromAngle function,
+ * // and extract its x and y components.
+ * var v = p5.Vector.fromAngle(radians(myDegrees));
+ * var vx = v.x;
+ * var vy = v.y;
+ *
+ * push();
+ * translate (width/2, height/2);
+ * noFill();
+ * stroke (150);
+ * line (0,0, 30,0);
+ * stroke (0);
+ * line (0,0, 30*vx, 30*vy);
+ * pop()
+ * }
+ * </code>
+ * </div>
+ */
+p5.Vector.fromAngle = function(angle) {
+ if (this.p5) {
+ if (this.p5._angleMode === constants.DEGREES) {
+ angle = polarGeometry.degreesToRadians(angle);
+ }
+ }
+ if (this.p5) {
+ return new p5.Vector(this.p5,[Math.cos(angle),Math.sin(angle),0]);
+ } else {
+ return new p5.Vector(Math.cos(angle),Math.sin(angle),0);
+ }
+};
+
+/**
+ * Make a new 2D unit vector from a random angle
+ *
+ * @method random2D
+ * @static
+ * @return {p5.Vector} the new p5.Vector object
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = p5.Vector.random2D();
+ * // May make v's attributes something like:
+ * // [0.61554617, -0.51195765, 0.0] or
+ * // [-0.4695841, -0.14366731, 0.0] or
+ * // [0.6091097, -0.22805278, 0.0]
+ * </code>
+ * </div>
+ */
+p5.Vector.random2D = function () {
+ var angle;
+ // A lot of nonsense to determine if we know about a
+ // p5 sketch and whether we should make a random angle in degrees or radians
+ if (this.p5) {
+ if (this.p5._angleMode === constants.DEGREES) {
+ angle = this.p5.random(360);
+ } else {
+ angle = this.p5.random(constants.TWO_PI);
+ }
+ } else {
+ angle = Math.random()*Math.PI*2;
+ }
+ return this.fromAngle(angle);
+};
+
+/**
+ * Make a new random 3D unit vector.
+ *
+ * @method random3D
+ * @static
+ * @return {p5.Vector} the new p5.Vector object
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v = p5.Vector.random3D();
+ * // May make v's attributes something like:
+ * // [0.61554617, -0.51195765, 0.599168] or
+ * // [-0.4695841, -0.14366731, -0.8711202] or
+ * // [0.6091097, -0.22805278, -0.7595902]
+ * </code>
+ * </div>
+ */
+p5.Vector.random3D = function () {
+ var angle,vz;
+ // If we know about p5
+ if (this.p5) {
+ angle = this.p5.random(0,constants.TWO_PI);
+ vz = this.p5.random(-1,1);
+ } else {
+ angle = Math.random()*Math.PI*2;
+ vz = Math.random()*2-1;
+ }
+ var vx = Math.sqrt(1-vz*vz)*Math.cos(angle);
+ var vy = Math.sqrt(1-vz*vz)*Math.sin(angle);
+ if (this.p5) {
+ return new p5.Vector(this.p5,[vx,vy,vz]);
+ } else {
+ return new p5.Vector(vx,vy,vz);
+ }
+};
+
+
+/**
+ * Adds two vectors together and returns a new one.
+ *
+ * @static
+ * @param {p5.Vector} v1 a p5.Vector to add
+ * @param {p5.Vector} v2 a p5.Vector to add
+ * @param {p5.Vector} target if undefined a new vector will be created
+ * @return {p5.Vector} the resulting p5.Vector
+ *
+ */
+
+p5.Vector.add = function (v1, v2, target) {
+ if (!target) {
+ target = v1.copy();
+ } else {
+ target.set(v1);
+ }
+ target.add(v2);
+ return target;
+};
+
+/**
+ * Subtracts one p5.Vector from another and returns a new one. The second
+ * vector (v2) is subtracted from the first (v1), resulting in v1-v2.
+ *
+ * @static
+ * @param {p5.Vector} v1 a p5.Vector to subtract from
+ * @param {p5.Vector} v2 a p5.Vector to subtract
+ * @param {p5.Vector} target if undefined a new vector will be created
+ * @return {p5.Vector} the resulting p5.Vector
+ */
+
+p5.Vector.sub = function (v1, v2, target) {
+ if (!target) {
+ target = v1.copy();
+ } else {
+ target.set(v1);
+ }
+ target.sub(v2);
+ return target;
+};
+
+
+/**
+ * Multiplies a vector by a scalar and returns a new vector.
+ *
+ * @static
+ * @param {p5.Vector} v the p5.Vector to multiply
+ * @param {Number} n the scalar
+ * @param {p5.Vector} target if undefined a new vector will be created
+ * @return {p5.Vector} the resulting new p5.Vector
+ */
+p5.Vector.mult = function (v, n, target) {
+ if (!target) {
+ target = v.copy();
+ } else {
+ target.set(v);
+ }
+ target.mult(n);
+ return target;
+};
+
+/**
+ * Divides a vector by a scalar and returns a new vector.
+ *
+ * @static
+ * @param {p5.Vector} v the p5.Vector to divide
+ * @param {Number} n the scalar
+ * @param {p5.Vector} target if undefined a new vector will be created
+ * @return {p5.Vector} the resulting new p5.Vector
+ */
+p5.Vector.div = function (v, n, target) {
+ if (!target) {
+ target = v.copy();
+ } else {
+ target.set(v);
+ }
+ target.div(n);
+ return target;
+};
+
+
+/**
+ * Calculates the dot product of two vectors.
+ *
+ * @static
+ * @param {p5.Vector} v1 the first p5.Vector
+ * @param {p5.Vector} v2 the second p5.Vector
+ * @return {Number} the dot product
+ */
+p5.Vector.dot = function (v1, v2) {
+ return v1.dot(v2);
+};
+
+/**
+ * Calculates the cross product of two vectors.
+ *
+ * @static
+ * @param {p5.Vector} v1 the first p5.Vector
+ * @param {p5.Vector} v2 the second p5.Vector
+ * @return {Number} the cross product
+ */
+p5.Vector.cross = function (v1, v2) {
+ return v1.cross(v2);
+};
+
+/**
+ * Calculates the Euclidean distance between two points (considering a
+ * point as a vector object).
+ *
+ * @static
+ * @param {p5.Vector} v1 the first p5.Vector
+ * @param {p5.Vector} v2 the second p5.Vector
+ * @return {Number} the distance
+ */
+p5.Vector.dist = function (v1,v2) {
+ return v1.dist(v2);
+};
+
+/**
+ * Linear interpolate a vector to another vector and return the result as a
+ * new vector.
+ *
+ * @static
+ * @param {p5.Vector} v1 a starting p5.Vector
+ * @param {p5.Vector} v2 the p5.Vector to lerp to
+ * @param {Number} the amount of interpolation; some value between 0.0
+ * (old vector) and 1.0 (new vector). 0.1 is very near
+ * the new vector. 0.5 is halfway in between.
+ */
+p5.Vector.lerp = function (v1, v2, amt, target) {
+ if (!target) {
+ target = v1.copy();
+ } else {
+ target.set(v1);
+ }
+ target.lerp(v2, amt);
+ return target;
+};
+
+/**
+ * Calculates and returns the angle (in radians) between two vectors.
+ * @method angleBetween
+ * @static
+ * @param {p5.Vector} v1 the x, y, and z components of a p5.Vector
+ * @param {p5.Vector} v2 the x, y, and z components of a p5.Vector
+ * @return {Number} the angle between (in radians)
+ * @example
+ * <div class="norender">
+ * <code>
+ * var v1 = createVector(1, 0, 0);
+ * var v2 = createVector(0, 1, 0);
+ *
+ * var angle = p5.Vector.angleBetween(v1, v2);
+ * // angle is PI/2
+ * </code>
+ * </div>
+ */
+p5.Vector.angleBetween = function (v1, v2) {
+ var angle = Math.acos(v1.dot(v2) / (v1.mag() * v2.mag()));
+ if (this.p5) {
+ if (this.p5._angleMode === constants.DEGREES) {
+ angle = polarGeometry.radiansToDegrees(angle);
+ }
+ }
+ return angle;
+};
+
+module.exports = p5.Vector;
+
+},{"../core/constants":47,"../core/core":48,"./polargeometry":77}],77:[function(_dereq_,module,exports){
+
+module.exports = {
+
+ degreesToRadians: function(x) {
+ return 2 * Math.PI * x / 360;
+ },
+
+ radiansToDegrees: function(x) {
+ return 360 * x / (2 * Math.PI);
+ }
+
+};
+
+},{}],78:[function(_dereq_,module,exports){
+/**
+ * @module Math
+ * @submodule Random
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+var seeded = false;
+
+// Linear Congruential Generator
+// Variant of a Lehman Generator
+var lcg = (function() {
+ // Set to values from http://en.wikipedia.org/wiki/Numerical_Recipes
+ // m is basically chosen to be large (as it is the max period)
+ // and for its relationships to a and c
+ var m = 4294967296,
+ // a - 1 should be divisible by m's prime factors
+ a = 1664525,
+ // c and m should be co-prime
+ c = 1013904223,
+ seed, z;
+ return {
+ setSeed : function(val) {
+ // pick a random seed if val is undefined or null
+ // the >>> 0 casts the seed to an unsigned 32-bit integer
+ z = seed = (val == null ? Math.random() * m : val) >>> 0;
+ },
+ getSeed : function() {
+ return seed;
+ },
+ rand : function() {
+ // define the recurrence relationship
+ z = (a * z + c) % m;
+ // return a float in [0, 1)
+ // if z = m then z / m = 0 therefore (z % m) / m < 1 always
+ return z / m;
+ }
+ };
+}());
+
+/**
+ * Sets the seed value for random().
+ *
+ * By default, random() produces different results each time the program
+ * is run. Set the seed parameter to a constant to return the same
+ * pseudo-random numbers each time the software is run.
+ *
+ * @method randomSeed
+ * @param {Number} seed the seed value
+ * @example
+ * <div>
+ * <code>
+ * randomSeed(99);
+ * for (var i=0; i < 100; i++) {
+ * var r = random(0, 255);
+ * stroke(r);
+ * line(i, 0, i, 100);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.randomSeed = function(seed) {
+ lcg.setSeed(seed);
+ seeded = true;
+};
+
+/**
+ * Return a random number.
+ *
+ * Takes either 0, 1 or 2 arguments.
+ * If no argument is given, returns a random number between 0 and 1.
+ * If one argument is given, returns a random number between 0 and the number.
+ * If two arguments are given, returns a random number between them,
+ * inclusive.
+ *
+ * @method random
+ * @param {Number} min the lower bound
+ * @param {Number} max the upper bound
+ * @return {Number} the random number
+ * @example
+ * <div>
+ * <code>
+ * for (var i = 0; i < 100; i++) {
+ * var r = random(50);
+ * stroke(r*5);
+ * line(50, i, 50+r, i);
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * for (var i = 0; i < 100; i++) {
+ * var r = random(-50, 50);
+ * line(50,i,50+r,i);
+ * }
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * // Get a random element from an array
+ * var words = [ "apple", "bear", "cat", "dog" ];
+ * var index = floor(random(words.length)); // Convert to integer
+ * text(words[index],10,50); // Displays one of the four words
+ * </code>
+ * </div>
+ */
+p5.prototype.random = function (min, max) {
+
+ var rand;
+
+ if (seeded) {
+ rand = lcg.rand();
+ } else {
+ rand = Math.random();
+ }
+
+ if (arguments.length === 0) {
+ return rand;
+ } else
+ if (arguments.length === 1) {
+ return rand * min;
+ } else {
+ if (min > max) {
+ var tmp = min;
+ min = max;
+ max = tmp;
+ }
+
+ return rand * (max-min) + min;
+ }
+};
+
+
+/**
+ *
+ * Returns a random number fitting a Gaussian, or
+ * normal, distribution. There is theoretically no minimum or maximum
+ * value that randomGaussian() might return. Rather, there is
+ * just a very low probability that values far from the mean will be
+ * returned; and a higher probability that numbers near the mean will
+ * be returned.
+ * <br><br>
+ * Takes either 0, 1 or 2 arguments.<br>
+ * If no args, returns a mean of 0 and standard deviation of 1.<br>
+ * If one arg, that arg is the mean (standard deviation is 1).<br>
+ * If two args, first is mean, second is standard deviation.
+ *
+ * @method randomGaussian
+ * @param {Number} mean the mean
+ * @param {Number} sd the standard deviation
+ * @return {Number} the random number
+ * @example
+ * <div>
+ * <code>for (var y = 0; y < 100; y++) {
+ * var x = randomGaussian(50,15);
+ * line(50, y, x, y);
+ *}
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ *var distribution = new Array(360);
+ *
+ *function setup() {
+ * createCanvas(100, 100);
+ * for (var i = 0; i < distribution.length; i++) {
+ * distribution[i] = floor(randomGaussian(0,15));
+ * }
+ *}
+ *
+ *function draw() {
+ * background(204);
+ *
+ * translate(width/2, width/2);
+ *
+ * for (var i = 0; i < distribution.length; i++) {
+ * rotate(TWO_PI/distribution.length);
+ * stroke(0);
+ * var dist = abs(distribution[i]);
+ * line(0, 0, dist, 0);
+ * }
+ *}
+ * </code>
+ * </div>
+ */
+var y2;
+var previous = false;
+p5.prototype.randomGaussian = function(mean, sd) {
+ var y1,x1,x2,w;
+ if (previous) {
+ y1 = y2;
+ previous = false;
+ } else {
+ do {
+ x1 = this.random(2) - 1;
+ x2 = this.random(2) - 1;
+ w = x1 * x1 + x2 * x2;
+ } while (w >= 1);
+ w = Math.sqrt((-2 * Math.log(w))/w);
+ y1 = x1 * w;
+ y2 = x2 * w;
+ previous = true;
+ }
+
+ var m = mean || 0;
+ var s = sd || 1;
+ return y1*s + m;
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],79:[function(_dereq_,module,exports){
+/**
+ * @module Math
+ * @submodule Trigonometry
+ * @for p5
+ * @requires core
+ * @requires polargeometry
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var polarGeometry = _dereq_('./polargeometry');
+var constants = _dereq_('../core/constants');
+
+p5.prototype._angleMode = constants.RADIANS;
+
+/**
+ * The inverse of cos(), returns the arc cosine of a value. This function
+ * expects the values in the range of -1 to 1 and values are returned in
+ * the range 0 to PI (3.1415927).
+ *
+ * @method acos
+ * @param {Number} value the value whose arc cosine is to be returned
+ * @return {Number} the arc cosine of the given value
+ *
+ * @example
+ * <div class= “norender">
+ * <code>
+ * var a = PI;
+ * var c = cos(a);
+ * var ac = acos(c);
+ * // Prints: "3.1415927 : -1.0 : 3.1415927"
+ * println(a + " : " + c + " : " + ac);
+ * </code>
+ * </div>
+ *
+ * <div class= “norender">
+ * <code>
+ * var a = PI + PI/4.0;
+ * var c = cos(a);
+ * var ac = acos(c);
+ * // Prints: "3.926991 : -0.70710665 : 2.3561943"
+ * println(a + " : " + c + " : " + ac);
+ * </code>
+ * </div>
+ */
+p5.prototype.acos = function(ratio) {
+ if (this._angleMode === constants.RADIANS) {
+ return Math.acos(ratio);
+ } else {
+ return polarGeometry.radiansToDegrees(Math.acos(ratio));
+ }
+};
+
+/**
+ * The inverse of sin(), returns the arc sine of a value. This function
+ * expects the values in the range of -1 to 1 and values are returned
+ * in the range -PI/2 to PI/2.
+ *
+ * @method asin
+ * @param {Number} value the value whose arc sine is to be returned
+ * @return {Number} the arc sine of the given value
+ *
+ * @example
+ * <div class= “norender">
+ * <code>
+ * var a = PI + PI/3;
+ * var s = sin(a);
+ * var as = asin(s);
+ * // Prints: "1.0471976 : 0.86602545 : 1.0471976"
+ * println(a + " : " + s + " : " + as);
+ * </code>
+ * </div>
+ *
+ * <div class= “norender">
+ * <code>
+ * var a = PI + PI/3.0;
+ * var s = sin(a);
+ * var as = asin(s);
+ * // Prints: "4.1887903 : -0.86602545 : -1.0471976"
+ * println(a + " : " + s + " : " + as);
+ * </code>
+ * </div>
+ *
+ */
+p5.prototype.asin = function(ratio) {
+ if (this._angleMode === constants.RADIANS) {
+ return Math.asin(ratio);
+ } else {
+ return polarGeometry.radiansToDegrees(Math.asin(ratio));
+ }
+};
+
+/**
+ * The inverse of tan(), returns the arc tangent of a value. This function
+ * expects the values in the range of -Infinity to Infinity (exclusive) and
+ * values are returned in the range -PI/2 to PI/2.
+ *
+ * @method atan
+ * @param {Number} value the value whose arc tangent is to be returned
+ * @return {Number} the arc tangent of the given value
+ *
+ * @example
+ * <div class= “norender">
+ * <code>
+ * var a = PI + PI/3;
+ * var t = tan(a);
+ * var at = atan(t);
+ * // Prints: "1.0471976 : 1.7320509 : 1.0471976"
+ * println(a + " : " + t + " : " + at);
+ * </code>
+ * </div>
+ *
+ * <div class= “norender">
+ * <code>
+ * var a = PI + PI/3.0;
+ * var t = tan(a);
+ * var at = atan(t);
+ * // Prints: "4.1887903 : 1.7320513 : 1.0471977"
+ * println(a + " : " + t + " : " + at);
+ * </code>
+ * </div>
+ *
+ */
+p5.prototype.atan = function(ratio) {
+ if (this._angleMode === constants.RADIANS) {
+ return Math.atan(ratio);
+ } else {
+ return polarGeometry.radiansToDegrees(Math.atan(ratio));
+ }
+};
+
+/**
+ * Calculates the angle (in radians) from a specified point to the coordinate
+ * origin as measured from the positive x-axis. Values are returned as a
+ * float in the range from PI to -PI. The atan2() function is most often used
+ * for orienting geometry to the position of the cursor.
+ * <br><br>
+ * Note: The y-coordinate of the point is the first parameter, and the
+ * x-coordinate is the second parameter, due the the structure of calculating
+ * the tangent.
+ *
+ * @method atan2
+ * @param {Number} y y-coordinate of the point
+ * @param {Number} x x-coordinate of the point
+ * @return {Number} the arc tangent of the given point
+ *
+ * @example
+ * <div>
+ * <code>
+ * function draw() {
+ * background(204);
+ * translate(width/2, height/2);
+ * var a = atan2(mouseY-height/2, mouseX-width/2);
+ * rotate(a);
+ * rect(-30, -5, 60, 10);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.atan2 = function (y, x) {
+ if (this._angleMode === constants.RADIANS) {
+ return Math.atan2(y, x);
+ } else {
+ return polarGeometry.radiansToDegrees(Math.atan2(y, x));
+ }
+};
+
+/**
+ * Calculates the cosine of an angle. This function takes into account the
+ * current angleMode. Values are returned in the range -1 to 1.
+ *
+ * @method cos
+ * @param {Number} angle the angle
+ * @return {Number} the cosine of the angle
+ *
+ * @example
+ * <div>
+ * <code>
+ * var a = 0.0;
+ * var inc = TWO_PI/25.0;
+ * for (var i = 0; i < 25; i++) {
+ * line(i*4, 50, i*4, 50+cos(a)*40.0);
+ * a = a + inc;
+ * }
+ * </code>
+ * </div>
+ *
+ */
+p5.prototype.cos = function(angle) {
+ if (this._angleMode === constants.RADIANS) {
+ return Math.cos(angle);
+ } else {
+ return Math.cos(this.radians(angle));
+ }
+};
+
+/**
+ * Calculates the sine of an angle. This function takes into account the
+ * current angleMode. Values are returned in the range -1 to 1.
+ *
+ * @method sin
+ * @param {Number} angle the angle
+ * @return {Number} the sine of the angle
+ *
+ * @example
+ * <div>
+ * <code>
+ * var a = 0.0;
+ * var inc = TWO_PI/25.0;
+ * for (var i = 0; i < 25; i++) {
+ * line(i*4, 50, i*4, 50+sin(a)*40.0);
+ * a = a + inc;
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.sin = function(angle) {
+ if (this._angleMode === constants.RADIANS) {
+ return Math.sin(angle);
+ } else {
+ return Math.sin(this.radians(angle));
+ }
+};
+
+/**
+ * Calculates the tangent of an angle. This function takes into account
+ * the current angleMode. Values are returned in the range -1 to 1.
+ *
+ * @method tan
+ * @param {Number} angle the angle
+ * @return {Number} the tangent of the angle
+ *
+ * @example
+ * <div>
+ * <code>
+ * var a = 0.0;
+ * var inc = TWO_PI/50.0;
+ * for (var i = 0; i < 100; i = i+2) {
+ * line(i, 50, i, 50+tan(a)*2.0);
+ * a = a + inc;
+ * }
+ * </code>
+ * </div>
+ *
+ */
+p5.prototype.tan = function(angle) {
+ if (this._angleMode === constants.RADIANS) {
+ return Math.tan(angle);
+ } else {
+ return Math.tan(this.radians(angle));
+ }
+};
+
+/**
+ * Converts a radian measurement to its corresponding value in degrees.
+ * Radians and degrees are two ways of measuring the same thing. There are
+ * 360 degrees in a circle and 2*PI radians in a circle. For example,
+ * 90° = PI/2 = 1.5707964.
+ *
+ * @method degrees
+ * @param {Number} radians the radians value to convert to degrees
+ * @return {Number} the converted angle
+ *
+ *
+ * @example
+ * <div class= “norender">
+ * <code>
+ * var rad = PI/4;
+ * var deg = degrees(rad);
+ * println(rad + " radians is " + deg + " degrees");
+ * // Prints: 45 degrees is 0.7853981633974483 radians
+ * </code>
+ * </div>
+ *
+ */
+p5.prototype.degrees = function(angle) {
+ return polarGeometry.radiansToDegrees(angle);
+};
+
+/**
+ * Converts a degree measurement to its corresponding value in radians.
+ * Radians and degrees are two ways of measuring the same thing. There are
+ * 360 degrees in a circle and 2*PI radians in a circle. For example,
+ * 90° = PI/2 = 1.5707964.
+ *
+ * @method radians
+ * @param {Number} degrees the degree value to convert to radians
+ * @return {Number} the converted angle
+ *
+ * @example
+ * <div class= “norender">
+ * <code>
+ * var deg = 45.0;
+ * var rad = radians(deg);
+ * println(deg + " degrees is " + rad + " radians");
+ * // Prints: 45 degrees is 0.7853981633974483 radians
+ * </code>
+ * </div>
+ */
+p5.prototype.radians = function(angle) {
+ return polarGeometry.degreesToRadians(angle);
+};
+
+/**
+ * Sets the current mode of p5 to given mode. Default mode is RADIANS.
+ *
+ * @method angleMode
+ * @param {Number/Constant} mode either RADIANS or DEGREES
+ *
+ * @example
+ * <div>
+ * <code>
+ * function draw(){
+ * background(204);
+ * angleMode(DEGREES); // Change the mode to DEGREES
+ * var a = atan2(mouseY-height/2, mouseX-width/2);
+ * translate(width/2, height/2);
+ * push();
+ * rotate(a);
+ * rect(-20, -5, 40, 10); // Larger rectangle is rotating in degrees
+ * pop();
+ * angleMode(RADIANS); // Change the mode to RADIANS
+ * rotate(a); // var a stays the same
+ * rect(-40, -5, 20, 10); // Smaller rectangle is rotating in radians
+ * }
+ * </code>
+ * </div>
+ *
+ */
+p5.prototype.angleMode = function(mode) {
+ if (mode === constants.DEGREES || mode === constants.RADIANS) {
+ this._angleMode = mode;
+ }
+};
+
+module.exports = p5;
+
+},{"../core/constants":47,"../core/core":48,"./polargeometry":77}],80:[function(_dereq_,module,exports){
+/**
+ * @module Typography
+ * @submodule Attributes
+ * @for p5
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * Sets the current alignment for drawing text. The parameters LEFT, CENTER,
+ * and RIGHT set the alignment of text in relation to the values for
+ * the x and y parameters of the text() function.
+ *
+ * @method textAlign
+ * @param {Number/Constant} horizAlign horizontal alignment, either LEFT,
+ * CENTER, or RIGHT
+ * @param {Number/Constant} vertAlign vertical alignment, either TOP,
+ * BOTTOM, CENTER, or BASELINE
+ * @return {Number}
+ * @example
+ * <div>
+ * <code>
+ * textSize(16);
+ * textAlign(RIGHT);
+ * text("ABCD", 50, 30);
+ * textAlign(CENTER);
+ * text("EFGH", 50, 50);
+ * textAlign(LEFT);
+ * text("IJKL", 50, 70);
+ * </code>
+ * </div>
+ */
+p5.prototype.textAlign = function(horizAlign, vertAlign) {
+ return this._renderer.textAlign.apply(this._renderer, arguments);
+};
+
+/**
+ * Sets/gets the spacing, in pixels, between lines of text. This
+ * setting will be used in all subsequent calls to the text() function.
+ *
+ * @method textLeading
+ * @param {Number} leading the size in pixels for spacing between lines
+ * @return {Object|Number}
+ * @example
+ * <div>
+ * <code>
+ * // Text to display. The "\n" is a "new line" character
+ * lines = "L1\nL2\nL3";
+ * textSize(12);
+ *
+ * textLeading(10); // Set leading to 10
+ * text(lines, 10, 25);
+ *
+ * textLeading(20); // Set leading to 20
+ * text(lines, 40, 25);
+ *
+ * textLeading(30); // Set leading to 30
+ * text(lines, 70, 25);
+ * </code>
+ * </div>
+ */
+p5.prototype.textLeading = function(theLeading) {
+ return this._renderer.textLeading.apply(this._renderer, arguments);
+};
+
+/**
+ * Sets/gets the current font size. This size will be used in all subsequent
+ * calls to the text() function. Font size is measured in pixels.
+ *
+ * @method textSize
+ * @param {Number} theSize the size of the letters in units of pixels
+ * @return {Object|Number}
+ * @example
+ * <div>
+ * <code>
+ * textSize(12);
+ * text("Font Size 12", 10, 30);
+ * textSize(14);
+ * text("Font Size 14", 10, 60);
+ * textSize(16);
+ * text("Font Size 16", 10, 90);
+ * </code>
+ * </div>
+ */
+p5.prototype.textSize = function(theSize) {
+ return this._renderer.textSize.apply(this._renderer, arguments);
+};
+
+/**
+ * Sets/gets the style of the text for system fonts to NORMAL, ITALIC, or BOLD.
+ * Note: this may be is overridden by CSS styling. For non-system fonts
+ * (opentype, truetype, etc.) please load styled fonts instead.
+ *
+ * @method textStyle
+ * @param {Number/Constant} theStyle styling for text, either NORMAL,
+ * ITALIC, or BOLD
+ * @return {Object|String}
+ * @example
+ * <div>
+ * <code>
+ * strokeWeight(0);
+ * textSize(12);
+ * textStyle(NORMAL);
+ * text("Font Style Normal", 10, 30);
+ * textStyle(ITALIC);
+ * text("Font Style Italic", 10, 60);
+ * textStyle(BOLD);
+ * text("Font Style Bold", 10, 90);
+ * </code>
+ * </div>
+ */
+p5.prototype.textStyle = function(theStyle) {
+ return this._renderer.textStyle.apply(this._renderer, arguments);
+};
+
+/**
+ * Calculates and returns the width of any character or text string.
+ *
+ * @method textWidth
+ * @param {String} theText the String of characters to measure
+ * @return {Number}
+ * @example
+ * <div>
+ * <code>
+ * textSize(28);
+ *
+ * var aChar = 'P';
+ * var cWidth = textWidth(aChar);
+ * text(aChar, 0, 40);
+ * line(cWidth, 0, cWidth, 50);
+ *
+ * var aString = "p5.js";
+ * var sWidth = textWidth(aString);
+ * text(aString, 0, 85);
+ * line(sWidth, 50, sWidth, 100);
+ * </code>
+ * </div>
+ */
+p5.prototype.textWidth = function(theText) {
+ return this._renderer.textWidth.apply(this._renderer, arguments);
+};
+
+/**
+ * Returns the ascent of the current font at its current size. The ascent
+ * represents the distance, in pixels, of the tallest character above
+ * the baseline.
+ *
+ * @return {Number}
+ * @example
+ * <div>
+ * <code>
+ * var base = height * 0.75;
+ * var scalar = 0.8; // Different for each font
+ *
+ * textSize(32); // Set initial text size
+ * var asc = textAscent() * scalar; // Calc ascent
+ * line(0, base - asc, width, base - asc);
+ * text("dp", 0, base); // Draw text on baseline
+ *
+ * textSize(64); // Increase text size
+ * asc = textAscent() * scalar; // Recalc ascent
+ * line(40, base - asc, width, base - asc);
+ * text("dp", 40, base); // Draw text on baseline
+ * </code>
+ * </div>
+ */
+p5.prototype.textAscent = function() {
+ return this._renderer.textAscent();
+};
+
+/**
+ * Returns the descent of the current font at its current size. The descent
+ * represents the distance, in pixels, of the character with the longest
+ * descender below the baseline.
+ *
+ * @return {Number}
+ * @example
+ * <div>
+ * <code>
+ * var base = height * 0.75;
+ * var scalar = 0.8; // Different for each font
+ *
+ * textSize(32); // Set initial text size
+ * var desc = textDescent() * scalar; // Calc ascent
+ * line(0, base+desc, width, base+desc);
+ * text("dp", 0, base); // Draw text on baseline
+ *
+ * textSize(64); // Increase text size
+ * desc = textDescent() * scalar; // Recalc ascent
+ * line(40, base + desc, width, base + desc);
+ * text("dp", 40, base); // Draw text on baseline
+ * </code>
+ * </div>
+ */
+p5.prototype.textDescent = function() {
+ return this._renderer.textDescent();
+};
+
+/**
+ * Helper function to measure ascent and descent.
+ */
+p5.prototype._updateTextMetrics = function() {
+ return this._renderer._updateTextMetrics();
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],81:[function(_dereq_,module,exports){
+/**
+ * @module Typography
+ * @submodule Loading & Displaying
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var constants = _dereq_('../core/constants');
+
+_dereq_('../core/error_helpers');
+
+
+/**
+ * Draws text to the screen. Displays the information specified in the first
+ * parameter on the screen in the position specified by the additional
+ * parameters. A default font will be used unless a font is set with the
+ * textFont() function and a default size will be used unless a font is set
+ * with textSize(). Change the color of the text with the fill() function.
+ * Change the outline of the text with the stroke() and strokeWeight()
+ * functions.
+ * <br><br>
+ * The text displays in relation to the textAlign() function, which gives the
+ * option to draw to the left, right, and center of the coordinates.
+ * <br><br>
+ * The x2 and y2 parameters define a rectangular area to display within and
+ * may only be used with string data. When these parameters are specified,
+ * they are interpreted based on the current rectMode() setting. Text that
+ * does not fit completely within the rectangle specified will not be drawn
+ * to the screen.
+ *
+ * @method text
+ * @param {String} str the alphanumeric symbols to be displayed
+ * @param {Number} x x-coordinate of text
+ * @param {Number} y y-coordinate of text
+ * @param {Number} x2 by default, the width of the text box,
+ * see rectMode() for more info
+ * @param {Number} y2 by default, the height of the text box,
+ * see rectMode() for more info
+ * @return {Object} this
+ * @example
+ * <div>
+ * <code>
+ * textSize(32);
+ * text("word", 10, 30);
+ * fill(0, 102, 153);
+ * text("word", 10, 60);
+ * fill(0, 102, 153, 51);
+ * text("word", 10, 90);
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * s = "The quick brown fox jumped over the lazy dog.";
+ * fill(50);
+ * text(s, 10, 10, 70, 80); // Text wraps within text box
+ * </code>
+ * </div>
+ */
+p5.prototype.text = function(str, x, y, maxWidth, maxHeight) {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ this._validateParameters(
+ 'text',
+ args,
+ [
+ ['*', 'Number', 'Number'],
+ ['*', 'Number', 'Number', 'Number', 'Number']
+ ]
+ );
+
+ return (!(this._renderer._doFill || this._renderer._doStroke)) ? this :
+ this._renderer.text.apply(this._renderer, arguments);
+};
+
+/**
+ * Sets the current font that will be drawn with the text() function.
+ *
+ * @method textFont
+ * @param {Object|String} f a font loaded via loadFont(), or a String
+ * representing a browser-based dfault font.
+ * @return {Object} this
+ * @example
+ * <div>
+ * <code>
+ * fill(0);
+ * textSize(12);
+ * textFont("Georgia");
+ * text("Georgia", 12, 30);
+ * textFont("Helvetica");
+ * text("Helvetica", 12, 60);
+ * </code>
+ * </div>
+ * <div>
+ * <code>
+ * var fontRegular, fontItalic, fontBold;
+ * function preload() {
+ * fontRegular = loadFont("assets/Regular.otf");
+ * fontItalic = loadFont("assets/Italic.ttf");
+ * fontBold = loadFont("assets/Bold.ttf");
+ * }
+ * function setup() {
+ * background(210);
+ * fill(0).strokeWeight(0).textSize(10);
+ * textFont(fontRegular);
+ * text("Font Style Normal", 10, 30);
+ * textFont(fontItalic);
+ * text("Font Style Italic", 10, 50);
+ * textFont(fontBold);
+ * text("Font Style Bold", 10, 70);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.textFont = function(theFont, theSize) {
+
+ if (arguments.length) {
+
+ if (!theFont) {
+
+ throw Error('null font passed to textFont');
+ }
+
+ this._renderer._setProperty('_textFont', theFont);
+
+ if (theSize) {
+
+ this._renderer._setProperty('_textSize', theSize);
+ this._renderer._setProperty('_textLeading',
+ theSize * constants._DEFAULT_LEADMULT);
+ }
+
+ return this._renderer._applyTextProperties();
+ }
+
+ return this;
+};
+
+module.exports = p5;
+
+},{"../core/constants":47,"../core/core":48,"../core/error_helpers":51}],82:[function(_dereq_,module,exports){
+/**
+ * This module defines the p5.Font class and functions for
+ * drawing text to the display canvas.
+ * @module Typography
+ * @submodule Font
+ * @requires core
+ * @requires constants
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+var constants = _dereq_('../core/constants');
+
+/*
+ * TODO:
+ *
+ * API:
+ * -- textBounds()
+ * -- getPath()
+ * -- getPoints()
+ *
+ * ===========================================
+ * -- PFont functions:
+ * PFont.list()
+ *
+ * -- kerning
+ * -- alignment: justified?
+ * -- integrate p5.dom? (later)
+ */
+
+/**
+ * Base class for font handling
+ * @class p5.Font
+ * @constructor
+ * @param {Object} [pInst] pointer to p5 instance
+ */
+p5.Font = function(p) {
+
+ this.parent = p;
+
+ this.cache = {};
+
+ /**
+ * Underlying opentype font implementation
+ * @property font
+ */
+ this.font = undefined;
+};
+
+p5.Font.prototype.list = function() {
+
+ // TODO
+ throw 'not yet implemented';
+};
+
+/**
+ * Returns a tight bounding box for the given text string using this
+ * font (currently only supports single lines)
+ *
+ * @method textBounds
+ * @param {String} line a line of text
+ * @param {Number} x x-position
+ * @param {Number} y y-position
+ * @param {Number} fontSize font size to use (optional)
+ * @param {Object} options opentype options (optional)
+ *
+ * @return {Object} a rectangle object with properties: x, y, w, h
+ *
+ * @example
+ * <div>
+ * <code>
+ * var font;
+ * var textString = 'Lorem ipsum dolor sit amet.';
+ * function preload() {
+ * font = loadFont('./assets/Regular.otf');
+ * };
+ * function setup() {
+ * background(210);
+ *
+ * var bbox = font.textBounds(textString, 10, 30, 12);
+ * fill(255);
+ * stroke(0);
+ * rect(bbox.x, bbox.y, bbox.w, bbox.h);
+ * fill(0);
+ * noStroke();
+ *
+ * textFont(font);
+ * textSize(12);
+ * text(textString, 10, 30);
+ * };
+ * </code>
+ * </div>
+ */
+p5.Font.prototype.textBounds = function(str, x, y, fontSize, options) {
+
+ x = x !== undefined ? x : 0;
+ y = y !== undefined ? y : 0;
+ fontSize = fontSize || this.parent._renderer._textSize;
+
+ var result = this.cache[cacheKey('textBounds', str, x, y, fontSize)];
+ if (!result) {
+
+ var xCoords = [], yCoords = [], self = this,
+ scale = this._scale(fontSize), minX, minY, maxX, maxY;
+
+ this.font.forEachGlyph(str, x, y, fontSize, options,
+ function(glyph, gX, gY, gFontSize) {
+
+ xCoords.push(gX);
+ yCoords.push(gY);
+
+ var gm = glyph.getMetrics();
+
+ if (glyph.name !== 'space') {
+
+ xCoords.push(gX + (gm.xMax * scale));
+ yCoords.push(gY + (-gm.yMin * scale));
+ yCoords.push(gY + (-gm.yMax * scale));
+
+ } else { // NOTE: deals with broken metrics for spaces in opentype.js
+
+ xCoords.push(gX + self.font.charToGlyph(' ').advanceWidth *
+ self._scale(fontSize));
+ }
+ });
+
+ minX = Math.max(0, Math.min.apply(null, xCoords));
+ minY = Math.max(0, Math.min.apply(null, yCoords));
+ maxX = Math.max(0, Math.max.apply(null, xCoords));
+ maxY = Math.max(0, Math.max.apply(null, yCoords));
+
+ result = {
+ x: minX,
+ y: minY,
+ h: maxY - minY,
+ w: maxX - minX,
+ advance: minX - x
+ };
+
+ this.cache[cacheKey('textBounds', str, x, y, fontSize)] = result;
+ }
+ //else console.log('cache-hit');
+
+ return result;
+};
+
+
+/**
+ * Computes an array of points following the path for specified text
+ *
+ * @param {String} txt a line of text
+ * @param {Number} x x-position
+ * @param {Number} y y-position
+ * @param {Number} fontSize font size to use (optional)
+ * @param {Object} options an (optional) object that can contain:
+ *
+ * <br>sampleFactor - the ratio of path-length to number of samples
+ * (default=.25); higher values yield more points and are therefore
+ * more precise
+ *
+ * <br>simplifyThreshold - if set to a non-zero value, collinear points will be
+ * be removed from the polygon; the value represents the threshold angle to use
+ * when determining whether two edges are collinear
+ *
+ * @return {Array} an array of points, each with x, y, alpha (the path angle)
+ */
+p5.Font.prototype.textToPoints = function(txt, x, y, fontSize, options) {
+
+ var xoff = 0, result = [], glyphs = this._getGlyphs(txt);
+
+ fontSize = fontSize || this.parent._renderer._textSize;
+
+ for (var i = 0; i < glyphs.length; i++) {
+
+ var gpath = glyphs[i].getPath(x, y, fontSize),
+ paths = splitPaths(gpath.commands);
+
+ for (var j = 0; j < paths.length; j++) {
+
+ var pts = pathToPoints(paths[j], options);
+
+ for (var k = 0; k < pts.length; k++) {
+ pts[k].x += xoff;
+ result.push(pts[k]);
+ }
+ }
+
+ xoff += glyphs[i].advanceWidth * this._scale(fontSize);
+ }
+
+ return result;
+};
+
+// ----------------------------- End API ------------------------------
+
+/**
+ * Returns the set of opentype glyphs for the supplied string.
+ *
+ * Note that there is not a strict one-to-one mapping between characters
+ * and glyphs, so the list of returned glyphs can be larger or smaller
+ * than the length of the given string.
+ *
+ * @param {String} str the string to be converted
+ * @return {array} the opentype glyphs
+ */
+p5.Font.prototype._getGlyphs = function(str) {
+
+ return this.font.stringToGlyphs(str);
+};
+
+/**
+ * Returns an opentype path for the supplied string and position.
+ *
+ * @param {String} line a line of text
+ * @param {Number} x x-position
+ * @param {Number} y y-position
+ * @param {Object} options opentype options (optional)
+ * @return {Object} the opentype path
+ */
+p5.Font.prototype._getPath = function(line, x, y, options) {
+
+ var p = this.parent,
+ ctx = p._renderer.drawingContext,
+ pos = this._handleAlignment(p, ctx, line, x, y);
+
+ return this.font.getPath(line, pos.x, pos.y, p._renderer._textSize, options);
+};
+
+/*
+ * Creates an SVG-formatted path-data string
+ * (See http://www.w3.org/TR/SVG/paths.html#PathData)
+ * from the given opentype path or string/position
+ *
+ * @param {Object} path an opentype path, OR the following:
+ *
+ * @param {String} line a line of text
+ * @param {Number} x x-position
+ * @param {Number} y y-position
+ * @param {Object} options opentype options (optional), set options.decimals
+ * to set the decimal precision of the path-data
+ *
+ * @return {Object} this p5.Font object
+ */
+p5.Font.prototype._getPathData = function(line, x, y, options) {
+
+ var decimals = 3;
+
+ // create path from string/position
+ if (typeof line === 'string' && arguments.length > 2) {
+
+ line = this._getPath(line, x, y, options);
+ }
+ // handle options specified in 2nd arg
+ else if (typeof x === 'object') {
+
+ options = x;
+ }
+
+ // handle svg arguments
+ if (options && typeof options.decimals === 'number') {
+
+ decimals = options.decimals;
+ }
+
+ return line.toPathData(decimals);
+};
+
+/*
+ * Creates an SVG <path> element, as a string,
+ * from the given opentype path or string/position
+ *
+ * @param {Object} path an opentype path, OR the following:
+ *
+ * @param {String} line a line of text
+ * @param {Number} x x-position
+ * @param {Number} y y-position
+ * @param {Object} options opentype options (optional), set options.decimals
+ * to set the decimal precision of the path-data in the <path> element,
+ * options.fill to set the fill color for the <path> element,
+ * options.stroke to set the stroke color for the <path> element,
+ * options.strokeWidth to set the strokeWidth for the <path> element.
+ *
+ * @return {Object} this p5.Font object
+ */
+p5.Font.prototype._getSVG = function(line, x, y, options) {
+
+ var decimals = 3;
+
+ // create path from string/position
+ if (typeof line === 'string' && arguments.length > 2) {
+
+ line = this._getPath(line, x, y, options);
+ }
+ // handle options specified in 2nd arg
+ else if (typeof x === 'object') {
+
+ options = x;
+ }
+
+ // handle svg arguments
+ if (options) {
+ if (typeof options.decimals === 'number') {
+ decimals = options.decimals;
+ }
+ if (typeof options.strokeWidth === 'number') {
+ line.strokeWidth = options.strokeWidth;
+ }
+ if (typeof options.fill !== 'undefined') {
+ line.fill = options.fill;
+ }
+ if (typeof options.stroke !== 'undefined') {
+ line.stroke = options.stroke;
+ }
+ }
+
+ return line.toSVG(decimals);
+};
+
+/*
+ * Renders an opentype path or string/position
+ * to the current graphics context
+ *
+ * @param {Object} path an opentype path, OR the following:
+ *
+ * @param {String} line a line of text
+ * @param {Number} x x-position
+ * @param {Number} y y-position
+ * @param {Object} options opentype options (optional)
+ *
+ * @return {Object} this p5.Font object
+ */
+p5.Font.prototype._renderPath = function(line, x, y, options) {
+
+ var pdata, pg = (options && options.renderer) || this.parent._renderer,
+ ctx = pg.drawingContext;
+
+ if (typeof line === 'object' && line.commands) {
+
+ pdata = line.commands;
+ } else {
+
+ //pos = handleAlignment(p, ctx, line, x, y);
+ pdata = this._getPath(line, x, y, pg._textSize, options).commands;
+ }
+
+ ctx.beginPath();
+ for (var i = 0; i < pdata.length; i += 1) {
+
+ var cmd = pdata[i];
+ if (cmd.type === 'M') {
+ ctx.moveTo(cmd.x, cmd.y);
+ } else if (cmd.type === 'L') {
+ ctx.lineTo(cmd.x, cmd.y);
+ } else if (cmd.type === 'C') {
+ ctx.bezierCurveTo(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y);
+ } else if (cmd.type === 'Q') {
+ ctx.quadraticCurveTo(cmd.x1, cmd.y1, cmd.x, cmd.y);
+ } else if (cmd.type === 'Z') {
+ ctx.closePath();
+ }
+ }
+
+ // only draw stroke if manually set by user
+ if (pg._doStroke && pg._strokeSet) {
+
+ ctx.stroke();
+ }
+
+ if (pg._doFill) {
+
+ // if fill hasn't been set by user, use default-text-fill
+ ctx.fillStyle = pg._fillSet ? ctx.fillStyle : constants._DEFAULT_TEXT_FILL;
+ ctx.fill();
+ }
+
+ return this;
+};
+
+p5.Font.prototype._textWidth = function(str, fontSize) {
+
+ if (str === ' ') { // special case for now
+
+ return this.font.charToGlyph(' ').advanceWidth * this._scale(fontSize);
+ }
+
+ var bounds = this.textBounds(str, 0, 0, fontSize);
+ return bounds.w + bounds.advance;
+};
+
+p5.Font.prototype._textAscent = function(fontSize) {
+
+ return this.font.ascender * this._scale(fontSize);
+};
+
+p5.Font.prototype._textDescent = function(fontSize) {
+
+ return -this.font.descender * this._scale(fontSize);
+};
+
+p5.Font.prototype._scale = function(fontSize) {
+
+ return (1 / this.font.unitsPerEm) * (fontSize ||
+ this.parent._renderer._textSize);
+};
+
+p5.Font.prototype._handleAlignment = function(p, ctx, line, x, y) {
+
+ var textWidth = this._textWidth(line),
+ textAscent = this._textAscent(),
+ textDescent = this._textDescent(),
+ textHeight = textAscent + textDescent;
+
+ if (ctx.textAlign === constants.CENTER) {
+ x -= textWidth / 2;
+ } else if (ctx.textAlign === constants.RIGHT) {
+ x -= textWidth;
+ }
+
+ if (ctx.textBaseline === constants.TOP) {
+ y += textHeight;
+ } else if (ctx.textBaseline === constants._CTX_MIDDLE) {
+ y += textHeight / 2 - textDescent;
+ } else if (ctx.textBaseline === constants.BOTTOM) {
+ y -= textDescent;
+ }
+
+ return { x: x, y: y };
+};
+
+// path-utils
+
+function pathToPoints(cmds, options) {
+
+ var opts = parseOpts(options, {
+ sampleFactor: 0.1,
+ simplifyThreshold: 0,
+ });
+
+ var len = pointAtLength(cmds,0,1), // total-length
+ t = len / (len * opts.sampleFactor),
+ pts = [];
+
+ for (var i = 0; i < len; i += t) {
+ pts.push(pointAtLength(cmds, i));
+ }
+
+ if (opts.simplifyThreshold) {
+ /*var count = */simplify(pts, opts.simplifyThreshold);
+ //console.log('Simplify: removed ' + count + ' pts');
+ }
+
+ return pts;
+}
+
+function simplify(pts, angle) {
+
+ angle = (typeof angle === 'undefined') ? 0 : angle;
+
+ var num = 0;
+ for (var i = pts.length - 1; pts.length > 3 && i >= 0; --i) {
+
+ if (collinear(at(pts, i - 1), at(pts, i), at(pts, i + 1), angle)) {
+
+ // Remove the middle point
+ pts.splice(i % pts.length, 1);
+ num++;
+ }
+ }
+ return num;
+}
+
+function splitPaths(cmds) {
+
+ var paths = [], current;
+ for (var i = 0; i < cmds.length; i++) {
+ if (cmds[i].type === 'M') {
+ if (current) {
+ paths.push(current);
+ }
+ current = [];
+ }
+ current.push(cmdToArr(cmds[i]));
+ }
+ paths.push(current);
+
+ return paths;
+}
+
+function cmdToArr(cmd) {
+
+ var arr = [ cmd.type ];
+ if (cmd.type === 'M' || cmd.type === 'L') { // moveto or lineto
+ arr.push(cmd.x, cmd.y);
+ } else if (cmd.type === 'C') {
+ arr.push(cmd.x1, cmd.y1, cmd.x2, cmd.y2, cmd.x, cmd.y);
+ } else if (cmd.type === 'Q') {
+ arr.push(cmd.x1, cmd.y1, cmd.x, cmd.y);
+ }
+ // else if (cmd.type === 'Z') { /* no-op */ }
+ return arr;
+}
+
+function parseOpts(options, defaults) {
+
+ if (typeof options !== 'object') {
+ options = defaults;
+ }
+ else {
+ for (var key in defaults) {
+ if (typeof options[key] === 'undefined') {
+ options[key] = defaults[key];
+ }
+ }
+ }
+ return options;
+}
+
+//////////////////////// Helpers ////////////////////////////
+
+function at(v, i) {
+ var s = v.length;
+ return v[i < 0 ? i % s + s : i % s];
+}
+
+function collinear(a, b, c, thresholdAngle) {
+
+ if (!thresholdAngle) {
+ return areaTriangle(a, b, c) === 0;
+ }
+
+ if (typeof collinear.tmpPoint1 === 'undefined') {
+ collinear.tmpPoint1 = [];
+ collinear.tmpPoint2 = [];
+ }
+
+ var ab = collinear.tmpPoint1, bc = collinear.tmpPoint2;
+ ab.x = b.x - a.x;
+ ab.y = b.y - a.y;
+ bc.x = c.x - b.x;
+ bc.y = c.y - b.y;
+
+ var dot = ab.x * bc.x + ab.y * bc.y,
+ magA = Math.sqrt(ab.x * ab.x + ab.y * ab.y),
+ magB = Math.sqrt(bc.x * bc.x + bc.y * bc.y),
+ angle = Math.acos(dot / (magA * magB));
+
+ return angle < thresholdAngle;
+}
+
+function areaTriangle(a, b, c) {
+ return (((b[0] - a[0]) * (c[1] - a[1])) - ((c[0] - a[0]) * (b[1] - a[1])));
+}
+
+// Portions of below code copyright 2008 Dmitry Baranovskiy (via MIT license)
+
+function findDotsAtSegment(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, t) {
+
+ var t1 = 1 - t, t13 = Math.pow(t1, 3), t12 = Math.pow(t1, 2), t2 = t * t,
+ t3 = t2 * t, x = t13 * p1x + t12 * 3 * t * c1x + t1 * 3 * t * t * c2x +
+ t3 * p2x, y = t13 * p1y + t12 * 3 * t * c1y + t1 * 3 * t * t * c2y +
+ t3 * p2y, mx = p1x + 2 * t * (c1x - p1x) + t2 * (c2x - 2 * c1x + p1x),
+ my = p1y + 2 * t * (c1y - p1y) + t2 * (c2y - 2 * c1y + p1y),
+ nx = c1x + 2 * t * (c2x - c1x) + t2 * (p2x - 2 * c2x + c1x),
+ ny = c1y + 2 * t * (c2y - c1y) + t2 * (p2y - 2 * c2y + c1y),
+ ax = t1 * p1x + t * c1x, ay = t1 * p1y + t * c1y,
+ cx = t1 * c2x + t * p2x, cy = t1 * c2y + t * p2y,
+ alpha = (90 - Math.atan2(mx - nx, my - ny) * 180 / Math.PI);
+
+ if (mx > nx || my < ny) { alpha += 180; }
+
+ return { x: x, y: y, m: { x: mx, y: my }, n: { x: nx, y: ny },
+ start: { x: ax, y: ay }, end: { x: cx, y: cy }, alpha: alpha
+ };
+}
+
+function getPointAtSegmentLength(p1x,p1y,c1x,c1y,c2x,c2y,p2x,p2y,length) {
+ return (length == null) ? bezlen(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y) :
+ findDotsAtSegment(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y,
+ getTatLen(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, length));
+}
+
+function pointAtLength(path, length, istotal) {
+ path = path2curve(path);
+ var x, y, p, l, sp = '', subpaths = {}, point, len = 0;
+ for (var i = 0, ii = path.length; i < ii; i++) {
+ p = path[i];
+ if (p[0] === 'M') {
+ x = +p[1];
+ y = +p[2];
+ } else {
+ l = getPointAtSegmentLength(x, y, p[1], p[2], p[3], p[4], p[5], p[6]);
+ if (len + l > length) {
+ if (!istotal) {
+ point = getPointAtSegmentLength(x, y, p[1], p[2], p[3], p[4], p[5],
+ p[6], length - len);
+ return { x: point.x, y: point.y, alpha: point.alpha };
+ }
+ }
+ len += l;
+ x = +p[5];
+ y = +p[6];
+ }
+ sp += p.shift() + p;
+ }
+ subpaths.end = sp;
+
+ point = istotal ? len : findDotsAtSegment
+ (x, y, p[0], p[1], p[2], p[3], p[4], p[5], 1);
+
+ if (point.alpha) {
+ point = { x: point.x, y: point.y, alpha: point.alpha };
+ }
+
+ return point;
+}
+
+function pathToAbsolute(pathArray) {
+
+ var res = [], x = 0, y = 0, mx = 0, my = 0, start = 0;
+ if (pathArray[0][0] === 'M') {
+ x = +pathArray[0][1];
+ y = +pathArray[0][2];
+ mx = x;
+ my = y;
+ start++;
+ res[0] = ['M', x, y];
+ }
+
+ var dots,crz = pathArray.length===3 && pathArray[0][0]==='M' &&
+ pathArray[1][0].toUpperCase()==='R' && pathArray[2][0].toUpperCase()==='Z';
+
+ for (var r, pa, i = start, ii = pathArray.length; i < ii; i++) {
+ res.push(r = []);
+ pa = pathArray[i];
+ if (pa[0] !== String.prototype.toUpperCase.call(pa[0])) {
+ r[0] = String.prototype.toUpperCase.call(pa[0]);
+ switch (r[0]) {
+ case 'A':
+ r[1] = pa[1];
+ r[2] = pa[2];
+ r[3] = pa[3];
+ r[4] = pa[4];
+ r[5] = pa[5];
+ r[6] = +(pa[6] + x);
+ r[7] = +(pa[7] + y);
+ break;
+ case 'V':
+ r[1] = +pa[1] + y;
+ break;
+ case 'H':
+ r[1] = +pa[1] + x;
+ break;
+ case 'R':
+ dots = [x, y].concat(pa.slice(1));
+ for (var j = 2, jj = dots.length; j < jj; j++) {
+ dots[j] = +dots[j] + x;
+ dots[++j] = +dots[j] + y;
+ }
+ res.pop();
+ res = res.concat(catmullRom2bezier(dots, crz));
+ break;
+ case 'M':
+ mx = +pa[1] + x;
+ my = +pa[2] + y;
+ break;
+ default:
+ for (j = 1, jj = pa.length; j < jj; j++) {
+ r[j] = +pa[j] + ((j % 2) ? x : y);
+ }
+ }
+ } else if (pa[0] === 'R') {
+ dots = [x, y].concat(pa.slice(1));
+ res.pop();
+ res = res.concat(catmullRom2bezier(dots, crz));
+ r = ['R'].concat(pa.slice(-2));
+ } else {
+ for (var k = 0, kk = pa.length; k < kk; k++) {
+ r[k] = pa[k];
+ }
+ }
+ switch (r[0]) {
+ case 'Z':
+ x = mx;
+ y = my;
+ break;
+ case 'H':
+ x = r[1];
+ break;
+ case 'V':
+ y = r[1];
+ break;
+ case 'M':
+ mx = r[r.length - 2];
+ my = r[r.length - 1];
+ break;
+ default:
+ x = r[r.length - 2];
+ y = r[r.length - 1];
+ }
+ }
+ return res;
+}
+
+function path2curve(path, path2) {
+
+ var p = pathToAbsolute(path), p2 = path2 && pathToAbsolute(path2),
+ attrs = { x: 0, y: 0, bx: 0, by: 0, X: 0, Y: 0, qx: null, qy: null },
+ attrs2 = { x: 0, y: 0, bx: 0, by: 0, X: 0, Y: 0, qx: null, qy: null },
+
+ processPath = function(path, d, pcom) {
+ var nx, ny, tq = { T: 1, Q: 1 };
+ if (!path) { return ['C', d.x, d.y, d.x, d.y, d.x, d.y]; }
+ if (!(path[0] in tq)) { d.qx = d.qy = null; }
+ switch (path[0]) {
+ case 'M':
+ d.X = path[1];
+ d.Y = path[2];
+ break;
+ case 'A':
+ path = ['C'].concat(a2c.apply(0, [d.x, d.y].concat(path.slice(1))));
+ break;
+ case 'S':
+ if (pcom === 'C' || pcom === 'S') {
+ nx = d.x * 2 - d.bx;
+ ny = d.y * 2 - d.by;
+ } else {
+ nx = d.x;
+ ny = d.y;
+ }
+ path = ['C', nx, ny].concat(path.slice(1));
+ break;
+ case 'T':
+ if (pcom === 'Q' || pcom === 'T') {
+ d.qx = d.x * 2 - d.qx;
+ d.qy = d.y * 2 - d.qy;
+ } else {
+ d.qx = d.x;
+ d.qy = d.y;
+ }
+ path = ['C'].concat(q2c(d.x, d.y, d.qx, d.qy, path[1], path[2]));
+ break;
+ case 'Q':
+ d.qx = path[1];
+ d.qy = path[2];
+ path = ['C'].concat(q2c(d.x,d.y,path[1],path[2],path[3],path[4]));
+ break;
+ case 'L':
+ path = ['C'].concat(l2c(d.x, d.y, path[1], path[2]));
+ break;
+ case 'H':
+ path = ['C'].concat(l2c(d.x, d.y, path[1], d.y));
+ break;
+ case 'V':
+ path = ['C'].concat(l2c(d.x, d.y, d.x, path[1]));
+ break;
+ case 'Z':
+ path = ['C'].concat(l2c(d.x, d.y, d.X, d.Y));
+ break;
+ }
+ return path;
+ },
+
+ fixArc = function(pp, i) {
+ if (pp[i].length > 7) {
+ pp[i].shift();
+ var pi = pp[i];
+ while (pi.length) {
+ pcoms1[i] = 'A';
+ if (p2) { pcoms2[i] = 'A'; }
+ pp.splice(i++, 0, ['C'].concat(pi.splice(0, 6)));
+ }
+ pp.splice(i, 1);
+ ii = Math.max(p.length, p2 && p2.length || 0);
+ }
+ },
+
+ fixM = function(path1, path2, a1, a2, i) {
+ if (path1 && path2 && path1[i][0] === 'M' && path2[i][0] !== 'M') {
+ path2.splice(i, 0, ['M', a2.x, a2.y]);
+ a1.bx = 0;
+ a1.by = 0;
+ a1.x = path1[i][1];
+ a1.y = path1[i][2];
+ ii = Math.max(p.length, p2 && p2.length || 0);
+ }
+ },
+
+ pcoms1 = [], // path commands of original path p
+ pcoms2 = [], // path commands of original path p2
+ pfirst = '', // temporary holder for original path command
+ pcom = ''; // holder for previous path command of original path
+
+ for (var i = 0, ii = Math.max(p.length, p2 && p2.length || 0); i < ii; i++) {
+ if (p[i]) { pfirst = p[i][0]; } // save current path command
+
+ if (pfirst !== 'C') {
+ pcoms1[i] = pfirst; // Save current path command
+ if (i) { pcom = pcoms1[i - 1]; } // Get previous path command pcom
+ }
+ p[i] = processPath(p[i], attrs, pcom);
+
+ if (pcoms1[i] !== 'A' && pfirst === 'C') { pcoms1[i] = 'C'; }
+
+ fixArc(p, i); // fixArc adds also the right amount of A:s to pcoms1
+
+ if (p2) { // the same procedures is done to p2
+ if (p2[i]) { pfirst = p2[i][0]; }
+ if (pfirst !== 'C') {
+ pcoms2[i] = pfirst;
+ if (i) { pcom = pcoms2[i - 1]; }
+ }
+ p2[i] = processPath(p2[i], attrs2, pcom);
+
+ if (pcoms2[i] !== 'A' && pfirst === 'C') { pcoms2[i] = 'C'; }
+
+ fixArc(p2, i);
+ }
+ fixM(p, p2, attrs, attrs2, i);
+ fixM(p2, p, attrs2, attrs, i);
+ var seg = p[i], seg2 = p2 && p2[i], seglen = seg.length,
+ seg2len = p2 && seg2.length;
+ attrs.x = seg[seglen - 2];
+ attrs.y = seg[seglen - 1];
+ attrs.bx = parseFloat(seg[seglen - 4]) || attrs.x;
+ attrs.by = parseFloat(seg[seglen - 3]) || attrs.y;
+ attrs2.bx = p2 && (parseFloat(seg2[seg2len - 4]) || attrs2.x);
+ attrs2.by = p2 && (parseFloat(seg2[seg2len - 3]) || attrs2.y);
+ attrs2.x = p2 && seg2[seg2len - 2];
+ attrs2.y = p2 && seg2[seg2len - 1];
+ }
+
+ return p2 ? [p, p2] : p;
+}
+
+function a2c(x1, y1, rx, ry, angle, lac, sweep_flag, x2, y2, recursive) {
+ // for more information of where this Math came from visit:
+ // http://www.w3.org/TR/SVG11/implnote.html#ArcImplementationNotes
+ var PI = Math.PI, _120 = PI * 120 / 180, f1, f2, cx, cy,
+ rad = PI / 180 * (+angle || 0), res = [], xy,
+ rotate = function (x, y, rad) {
+ var X = x * Math.cos(rad) - y * Math.sin(rad),
+ Y = x * Math.sin(rad) + y * Math.cos(rad);
+ return { x: X, y: Y };
+ };
+ if (!recursive) {
+ xy = rotate(x1, y1, -rad);
+ x1 = xy.x;
+ y1 = xy.y;
+ xy = rotate(x2, y2, -rad);
+ x2 = xy.x;
+ y2 = xy.y;
+ var x = (x1 - x2) / 2, y = (y1 - y2) / 2,
+ h = (x * x) / (rx * rx) + (y * y) / (ry * ry);
+ if (h > 1) {
+ h = Math.sqrt(h);
+ rx = h * rx;
+ ry = h * ry;
+ }
+ var rx2 = rx * rx, ry2 = ry * ry,
+ k = (lac === sweep_flag ? -1 : 1) * Math.sqrt(Math.abs
+ ((rx2 * ry2 - rx2 * y * y - ry2 * x * x)/(rx2 * y * y + ry2 * x * x)));
+
+ cx = k * rx * y / ry + (x1 + x2) / 2;
+ cy = k * -ry * x / rx + (y1 + y2) / 2;
+ f1 = Math.asin(((y1 - cy) / ry).toFixed(9));
+ f2 = Math.asin(((y2 - cy) / ry).toFixed(9));
+
+ f1 = x1 < cx ? PI - f1 : f1;
+ f2 = x2 < cx ? PI - f2 : f2;
+
+ if (f1 < 0) { f1 = PI * 2 + f1; }
+ if (f2 < 0) { f2 = PI * 2 + f2; }
+
+ if (sweep_flag && f1 > f2) {
+ f1 = f1 - PI * 2;
+ }
+ if (!sweep_flag && f2 > f1) {
+ f2 = f2 - PI * 2;
+ }
+ } else {
+ f1 = recursive[0];
+ f2 = recursive[1];
+ cx = recursive[2];
+ cy = recursive[3];
+ }
+ var df = f2 - f1;
+ if (Math.abs(df) > _120) {
+ var f2old = f2, x2old = x2, y2old = y2;
+ f2 = f1 + _120 * (sweep_flag && f2 > f1 ? 1 : -1);
+ x2 = cx + rx * Math.cos(f2);
+ y2 = cy + ry * Math.sin(f2);
+ res = a2c(x2, y2, rx, ry, angle, 0, sweep_flag, x2old, y2old,
+ [f2, f2old, cx, cy]);
+ }
+ df = f2 - f1;
+ var c1 = Math.cos(f1),
+ s1 = Math.sin(f1),
+ c2 = Math.cos(f2),
+ s2 = Math.sin(f2),
+ t = Math.tan(df / 4),
+ hx = 4 / 3 * rx * t,
+ hy = 4 / 3 * ry * t,
+ m1 = [x1, y1],
+ m2 = [x1 + hx * s1, y1 - hy * c1],
+ m3 = [x2 + hx * s2, y2 - hy * c2],
+ m4 = [x2, y2];
+ m2[0] = 2 * m1[0] - m2[0];
+ m2[1] = 2 * m1[1] - m2[1];
+ if (recursive) {
+ return [m2, m3, m4].concat(res);
+ } else {
+ res = [m2, m3, m4].concat(res).join().split(',');
+ var newres = [];
+ for (var i = 0, ii = res.length; i < ii; i++) {
+ newres[i] = i % 2 ? rotate(res[i - 1], res[i], rad).y : rotate(res[i],
+ res[i + 1], rad).x;
+ }
+ return newres;
+ }
+}
+
+// http://schepers.cc/getting-to-the-point
+function catmullRom2bezier(crp, z) {
+ var d = [];
+ for (var i = 0, iLen = crp.length; iLen - 2 * !z > i; i += 2) {
+ var p = [{
+ x: +crp[i - 2],
+ y: +crp[i - 1]
+ }, {
+ x: +crp[i],
+ y: +crp[i + 1]
+ }, {
+ x: +crp[i + 2],
+ y: +crp[i + 3]
+ }, {
+ x: +crp[i + 4],
+ y: +crp[i + 5]
+ }];
+ if (z) {
+ if (!i) {
+ p[0] = {
+ x: +crp[iLen - 2],
+ y: +crp[iLen - 1]
+ };
+ } else if (iLen - 4 === i) {
+ p[3] = {
+ x: +crp[0],
+ y: +crp[1]
+ };
+ } else if (iLen - 2 === i) {
+ p[2] = {
+ x: +crp[0],
+ y: +crp[1]
+ };
+ p[3] = {
+ x: +crp[2],
+ y: +crp[3]
+ };
+ }
+ } else {
+ if (iLen - 4 === i) {
+ p[3] = p[2];
+ } else if (!i) {
+ p[0] = {
+ x: +crp[i],
+ y: +crp[i + 1]
+ };
+ }
+ }
+ d.push(['C', (-p[0].x + 6 * p[1].x + p[2].x) / 6, (-p[0].y + 6 * p[1].y +
+ p[2].y) / 6, (p[1].x + 6 * p[2].x - p[3].x) / 6, (p[1].y + 6 * p[2].y -
+ p[3].y) / 6, p[2].x, p[2].y ]);
+ }
+
+ return d;
+}
+
+function l2c(x1, y1, x2, y2) { return [x1, y1, x2, y2, x2, y2]; }
+
+function q2c(x1, y1, ax, ay, x2, y2) {
+ var _13 = 1 / 3, _23 = 2 / 3;
+ return [
+ _13 * x1 + _23 * ax, _13 * y1 + _23 * ay,
+ _13 * x2 + _23 * ax, _13 * y2 + _23 * ay, x2, y2
+ ];
+}
+
+function bezlen(x1, y1, x2, y2, x3, y3, x4, y4, z) {
+ if (z == null) { z = 1; }
+ z = z > 1 ? 1 : z < 0 ? 0 : z;
+ var z2 = z / 2,
+ n = 12, Tvalues = [-0.1252, 0.1252, -0.3678, 0.3678, -0.5873, 0.5873,
+ -0.7699, 0.7699, -0.9041, 0.9041, -0.9816, 0.9816],
+ sum = 0, Cvalues = [0.2491, 0.2491, 0.2335, 0.2335, 0.2032, 0.2032,
+ 0.1601, 0.1601, 0.1069, 0.1069, 0.0472, 0.0472 ];
+ for (var i = 0; i < n; i++) {
+ var ct = z2 * Tvalues[i] + z2,
+ xbase = base3(ct, x1, x2, x3, x4),
+ ybase = base3(ct, y1, y2, y3, y4),
+ comb = xbase * xbase + ybase * ybase;
+ sum += Cvalues[i] * Math.sqrt(comb);
+ }
+ return z2 * sum;
+}
+
+function getTatLen(x1, y1, x2, y2, x3, y3, x4, y4, ll) {
+ if (ll < 0 || bezlen(x1, y1, x2, y2, x3, y3, x4, y4) < ll) {
+ return;
+ }
+ var t = 1, step = t / 2, t2 = t - step, l, e = 0.01;
+ l = bezlen(x1, y1, x2, y2, x3, y3, x4, y4, t2);
+ while (Math.abs(l - ll) > e) {
+ step /= 2;
+ t2 += (l < ll ? 1 : -1) * step;
+ l = bezlen(x1, y1, x2, y2, x3, y3, x4, y4, t2);
+ }
+ return t2;
+}
+
+function base3(t, p1, p2, p3, p4) {
+ var t1 = -3 * p1 + 9 * p2 - 9 * p3 + 3 * p4,
+ t2 = t * t1 + 6 * p1 - 12 * p2 + 6 * p3;
+ return t * t2 - 3 * p1 + 3 * p2;
+}
+
+function cacheKey() {
+ var args = new Array(arguments.length);
+ for (var i = 0; i < args.length; ++i) {
+ args[i] = arguments[i];
+ }
+ i = args.length;
+ var hash = '';
+ while (i--) {
+ hash += (args[i] === Object(args[i])) ?
+ JSON.stringify(args[i]) : args[i];
+ }
+ return hash;
+}
+
+module.exports = p5.Font;
+
+},{"../core/constants":47,"../core/core":48}],83:[function(_dereq_,module,exports){
+/**
+ * @module Data
+ * @submodule Array Functions
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * Adds a value to the end of an array. Extends the length of
+ * the array by one. Maps to Array.push().
+ *
+ * @method append
+ * @param {Array} array Array to append
+ * @param {any} value to be added to the Array
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ *
+ * var myArray = new Array("Mango", "Apple", "Papaya")
+ * print(myArray) // ["Mango", "Apple", "Papaya"]
+ *
+ * append(myArray, "Peach")
+ * print(myArray) // ["Mango", "Apple", "Papaya", "Peach"]
+ *
+ * }
+ * </div></code>
+ */
+p5.prototype.append = function(array, value) {
+ array.push(value);
+ return array;
+};
+
+/**
+ * Copies an array (or part of an array) to another array. The src array is
+ * copied to the dst array, beginning at the position specified by
+ * srcPosition and into the position specified by dstPosition. The number of
+ * elements to copy is determined by length. Note that copying values
+ * overwrites existing values in the destination array. To append values
+ * instead of overwriting them, use concat().
+ * <br><br>
+ * The simplified version with only two arguments, arrayCopy(src, dst),
+ * copies an entire array to another of the same size. It is equivalent to
+ * arrayCopy(src, 0, dst, 0, src.length).
+ * <br><br>
+ * Using this function is far more efficient for copying array data than
+ * iterating through a for() loop and copying each element individually.
+ *
+ * @method arrayCopy
+ * @param {Array} src the source Array
+ * @param {Number} [srcPosition] starting position in the source Array
+ * @param {Array} dst the destination Array
+ * @param {Number} [dstPosition] starting position in the destination Array
+ * @param {Number} [length] number of Array elements to be copied
+ *
+ * @example
+ * <div class="norender"><code>
+ * function setup() {
+ *
+ * var src = new Array("A", "B", "C");
+ * var dst = new Array( 1 , 2 , 3 );
+ * var srcPosition = 1;
+ * var dstPosition = 0;
+ * var length = 2;
+ *
+ * print(src); // ["A", "B", "C"]
+ * print(dst); // [ 1 , 2 , 3 ]
+ *
+ * arrayCopy(src, srcPosition, dst, dstPosition, length);
+ * print(dst); // ["B", "C", 3]
+ *
+ * }
+ * </div></code>
+ */
+p5.prototype.arrayCopy = function(
+ src,
+ srcPosition,
+ dst,
+ dstPosition,
+ length) {
+
+ // the index to begin splicing from dst array
+ var start,
+ end;
+
+ if (typeof length !== 'undefined') {
+
+ end = Math.min(length, src.length);
+ start = dstPosition;
+ src = src.slice(srcPosition, end + srcPosition);
+
+ } else {
+
+ if (typeof dst !== 'undefined') { // src, dst, length
+ // rename so we don't get confused
+ end = dst;
+ end = Math.min(end, src.length);
+ } else { // src, dst
+ end = src.length;
+ }
+
+ start = 0;
+ // rename so we don't get confused
+ dst = srcPosition;
+ src = src.slice(0, end);
+ }
+
+ // Since we are not returning the array and JavaScript is pass by reference
+ // we must modify the actual values of the array
+ // instead of reassigning arrays
+ Array.prototype.splice.apply(dst, [start, end].concat(src));
+
+};
+
+/**
+ * Concatenates two arrays, maps to Array.concat(). Does not modify the
+ * input arrays.
+ *
+ * @method concat
+ * @param {Array} a first Array to concatenate
+ * @param {Array} b second Array to concatenate
+ * @return {Array} concatenated array
+ *
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var arr1 = new Array("A", "B", "C");
+ * var arr2 = new Array( 1 , 2 , 3 );
+ *
+ * print(arr1); // ["A","B","C"]
+ * print(arr2); // [1,2,3]
+ *
+ * var arr3 = concat(arr1, arr2);
+ *
+ * print(arr1); // ["A","B","C"]
+ * print(arr2); // [1,2,3]
+ * print(arr3); // ["A","B","C",1,2,3]
+ *
+ * }
+ * </div></code>
+ */
+p5.prototype.concat = function(list0, list1) {
+ return list0.concat(list1);
+};
+
+/**
+ * Reverses the order of an array, maps to Array.reverse()
+ *
+ * @method reverse
+ * @param {Array} list Array to reverse
+ * @example
+ * <div class="norender"><code>
+ * function setup() {
+ * var myArray = new Array("A", "B", "C");
+ * print(myArray); // ["A","B","C"]
+ *
+ * reverse(myArray);
+ * print(myArray); // ["C","B","A"]
+ * }
+ * </div></code>
+ */
+p5.prototype.reverse = function(list) {
+ return list.reverse();
+};
+
+/**
+ * Decreases an array by one element and returns the shortened array,
+ * maps to Array.pop().
+ *
+ * @method shorten
+ * @param {Array} list Array to shorten
+ * @return {Array} shortened Array
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var myArray = new Array("A", "B", "C");
+ * print(myArray); // ["A","B","C"]
+ *
+ * var newArray = shorten(myArray);
+ * print(myArray); // ["A","B","C"]
+ * print(newArray); // ["A","B"]
+ * }
+ * </div></code>
+ */
+p5.prototype.shorten = function(list) {
+ list.pop();
+ return list;
+};
+
+/**
+ * Randomizes the order of the elements of an array. Implements
+ * <a href="http://Bost.Ocks.org/mike/shuffle/" target=_blank>
+ * Fisher-Yates Shuffle Algorithm</a>.
+ *
+ * @method shuffle
+ * @param {Array} array Array to shuffle
+ * @param {Boolean} [bool] modify passed array
+ * @return {Array} shuffled Array
+ * @example
+ * <div><code>
+ * function setup() {
+ * var regularArr = ['ABC', 'def', createVector(), TAU, Math.E];
+ * print(regularArr);
+ * shuffle(regularArr, true); // force modifications to passed array
+ * print(regularArr);
+ *
+ * // By default shuffle() returns a shuffled cloned array:
+ * var newArr = shuffle(regularArr);
+ * print(regularArr);
+ * print(newArr);
+ * }
+ * </code></div>
+ */
+p5.prototype.shuffle = function(arr, bool) {
+ var isView = ArrayBuffer && ArrayBuffer.isView && ArrayBuffer.isView(arr);
+ arr = bool || isView ? arr : arr.slice();
+
+ var rnd, tmp, idx = arr.length;
+ while (idx > 1) {
+ rnd = Math.random()*idx | 0;
+
+ tmp = arr[--idx];
+ arr[idx] = arr[rnd];
+ arr[rnd] = tmp;
+ }
+
+ return arr;
+};
+
+/**
+ * Sorts an array of numbers from smallest to largest, or puts an array of
+ * words in alphabetical order. The original array is not modified; a
+ * re-ordered array is returned. The count parameter states the number of
+ * elements to sort. For example, if there are 12 elements in an array and
+ * count is set to 5, only the first 5 elements in the array will be sorted.
+ *
+ * @method sort
+ * @param {Array} list Array to sort
+ * @param {Number} [count] number of elements to sort, starting from 0
+ *
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var words = new Array("banana", "apple", "pear","lime");
+ * print(words); // ["banana", "apple", "pear", "lime"]
+ * var count = 4; // length of array
+ *
+ * sort(words, count);
+ * print(words); // ["apple", "banana", "lime", "pear"]
+ * }
+ * </div></code>
+ * <div class = "norender"><code>
+ * function setup() {
+ * var numbers = new Array(2,6,1,5,14,9,8,12);
+ * print(numbers); // [2,6,1,5,14,9,8,12]
+ * var count = 5; // Less than the length of the array
+ *
+ * sort(numbers, count);
+ * print(numbers); // [1,2,5,6,14,9,8,12]
+ * }
+ * </div></code>
+ */
+p5.prototype.sort = function(list, count) {
+ var arr = count ? list.slice(0, Math.min(count, list.length)) : list;
+ var rest = count ? list.slice(Math.min(count, list.length)) : [];
+ if (typeof arr[0] === 'string') {
+ arr = arr.sort();
+ } else {
+ arr = arr.sort(function(a,b){return a-b;});
+ }
+ return arr.concat(rest);
+};
+
+/**
+ * Inserts a value or an array of values into an existing array. The first
+ * parameter specifies the initial array to be modified, and the second
+ * parameter defines the data to be inserted. The third parameter is an index
+ * value which specifies the array position from which to insert data.
+ * (Remember that array index numbering starts at zero, so the first position
+ * is 0, the second position is 1, and so on.)
+ *
+ * @method splice
+ * @param {Array} list Array to splice into
+ * @param {any} value value to be spliced in
+ * @param {Number} position in the array from which to insert data
+ *
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var myArray = new Array(0,1,2,3,4);
+ * var insArray = new Array("A","B","C");
+ * print(myArray); // [0,1,2,3,4]
+ * print(insArray); // ["A","B","C"]
+ *
+ * splice(myArray, insArray, 3);
+ * print(myArray); // [0,1,2,"A","B","C",3,4]
+ * }
+ * </div></code>
+ */
+p5.prototype.splice = function(list, value, index) {
+
+ // note that splice returns spliced elements and not an array
+ Array.prototype.splice.apply(list, [index, 0].concat(value));
+
+ return list;
+};
+
+/**
+ * Extracts an array of elements from an existing array. The list parameter
+ * defines the array from which the elements will be copied, and the start
+ * and count parameters specify which elements to extract. If no count is
+ * given, elements will be extracted from the start to the end of the array.
+ * When specifying the start, remember that the first array element is 0.
+ * This function does not change the source array.
+ *
+ * @method subset
+ * @param {Array} list Array to extract from
+ * @param {Number} start position to begin
+ * @param {Number} [count] number of values to extract
+ * @return {Array} Array of extracted elements
+ *
+ * @example
+ * <div class = "norender"><code>
+ * function setup() {
+ * var myArray = new Array(1,2,3,4,5);
+ * print(myArray); // [1,2,3,4,5]
+ *
+ * var sub1 = subset(myArray, 0, 3);
+ * var sub2 = subset(myArray, 2, 2);
+ * print(sub1); // [1,2,3]
+ * print(sub2); // [3,4]
+ * }
+ * </div></code>
+ */
+p5.prototype.subset = function(list, start, count) {
+ if (typeof count !== 'undefined') {
+ return list.slice(start, start + count);
+ } else {
+ return list.slice(start, list.length);
+ }
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],84:[function(_dereq_,module,exports){
+/**
+ * @module Data
+ * @submodule Conversion
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * Converts a string to its floating point representation. The contents of a
+ * string must resemble a number, or NaN (not a number) will be returned.
+ * For example, float("1234.56") evaluates to 1234.56, but float("giraffe")
+ * will return NaN.
+ *
+ * @method float
+ * @param {String} str float string to parse
+ * @return {Number} floating point representation of string
+ * @example
+ * <div><code>
+ * var str = '20';
+ * var diameter = float(str);
+ * ellipse(width/2, height/2, diameter, diameter);
+ * </code></div>
+ */
+p5.prototype.float = function(str) {
+ return parseFloat(str);
+};
+
+/**
+ * Converts a boolean, string, or float to its integer representation.
+ * When an array of values is passed in, then an int array of the same length
+ * is returned.
+ *
+ * @method int
+ * @param {String|Boolean|Number|Array} n value to parse
+ * @return {Number} integer representation of value
+ * @example
+ * <div class='norender'><code>
+ * print(int("10")); // 10
+ * print(int(10.31)); // 10
+ * print(int(-10)); // -10
+ * print(int(true)); // 1
+ * print(int(false)); // 0
+ * print(int([false, true, "10.3", 9.8])); // [0, 1, 10, 9]
+ * </code></div>
+ */
+p5.prototype.int = function(n, radix) {
+ if (typeof n === 'string') {
+ radix = radix || 10;
+ return parseInt(n, radix);
+ } else if (typeof n === 'number') {
+ return n | 0;
+ } else if (typeof n === 'boolean') {
+ return n ? 1 : 0;
+ } else if (n instanceof Array) {
+ return n.map(function(n) { return p5.prototype.int(n, radix); });
+ }
+};
+
+/**
+ * Converts a boolean, string or number to its string representation.
+ * When an array of values is passed in, then an array of strings of the same
+ * length is returned.
+ *
+ * @method str
+ * @param {String|Boolean|Number|Array} n value to parse
+ * @return {String} string representation of value
+ * @example
+ * <div class='norender'><code>
+ * print(str("10")); // "10"
+ * print(str(10.31)); // "10.31"
+ * print(str(-10)); // "-10"
+ * print(str(true)); // "true"
+ * print(str(false)); // "false"
+ * print(str([true, "10.3", 9.8])); // [ "true", "10.3", "9.8" ]
+ * </code></div>
+ */
+p5.prototype.str = function(n) {
+ if (n instanceof Array) {
+ return n.map(p5.prototype.str);
+ } else {
+ return String(n);
+ }
+};
+
+/**
+ * Converts a number or string to its boolean representation.
+ * For a number, any non-zero value (positive or negative) evaluates to true,
+ * while zero evaluates to false. For a string, the value "true" evaluates to
+ * true, while any other value evaluates to false. When an array of number or
+ * string values is passed in, then a array of booleans of the same length is
+ * returned.
+ *
+ * @method boolean
+ * @param {String|Boolean|Number|Array} n value to parse
+ * @return {Boolean} boolean representation of value
+ * @example
+ * <div class='norender'><code>
+ * print(boolean(0)); // false
+ * print(boolean(1)); // true
+ * print(boolean("true")); // true
+ * print(boolean("abcd")); // false
+ * print(boolean([0, 12, "true"])); // [false, true, false]
+ * </code></div>
+ */
+p5.prototype.boolean = function(n) {
+ if (typeof n === 'number') {
+ return n !== 0;
+ } else if (typeof n === 'string') {
+ return n.toLowerCase() === 'true';
+ } else if (typeof n === 'boolean') {
+ return n;
+ } else if (n instanceof Array) {
+ return n.map(p5.prototype.boolean);
+ }
+};
+
+/**
+ * Converts a number, string or boolean to its byte representation.
+ * A byte can be only a whole number between -128 and 127, so when a value
+ * outside of this range is converted, it wraps around to the corresponding
+ * byte representation. When an array of number, string or boolean values is
+ * passed in, then an array of bytes the same length is returned.
+ *
+ * @method byte
+ * @param {String|Boolean|Number|Array} n value to parse
+ * @return {Number} byte representation of value
+ * @example
+ * <div class='norender'><code>
+ * print(byte(127)); // 127
+ * print(byte(128)); // -128
+ * print(byte(23.4)); // 23
+ * print(byte("23.4")); // 23
+ * print(byte(true)); // 1
+ * print(byte([0, 255, "100"])); // [0, -1, 100]
+ * </code></div>
+ */
+p5.prototype.byte = function(n) {
+ var nn = p5.prototype.int(n, 10);
+ if (typeof nn === 'number') {
+ return ((nn + 128) % 256) - 128;
+ } else if (nn instanceof Array) {
+ return nn.map(p5.prototype.byte);
+ }
+};
+
+/**
+ * Converts a number or string to its corresponding single-character
+ * string representation. If a string parameter is provided, it is first
+ * parsed as an integer and then translated into a single-character string.
+ * When an array of number or string values is passed in, then an array of
+ * single-character strings of the same length is returned.
+ *
+ * @method char
+ * @param {String|Number|Array} n value to parse
+ * @return {String} string representation of value
+ * @example
+ * <div class='norender'><code>
+ * print(char(65)); // "A"
+ * print(char("65")); // "A"
+ * print(char([65, 66, 67])); // [ "A", "B", "C" ]
+ * print(join(char([65, 66, 67]), '')); // "ABC"
+ * </code></div>
+ */
+p5.prototype.char = function(n) {
+ if (typeof n === 'number' && !isNaN(n)) {
+ return String.fromCharCode(n);
+ } else if (n instanceof Array) {
+ return n.map(p5.prototype.char);
+ } else if (typeof n === 'string') {
+ return p5.prototype.char(parseInt(n, 10));
+ }
+};
+
+/**
+ * Converts a single-character string to its corresponding integer
+ * representation. When an array of single-character string values is passed
+ * in, then an array of integers of the same length is returned.
+ *
+ * @method unchar
+ * @param {String|Array} n value to parse
+ * @return {Number} integer representation of value
+ * @example
+ * <div class='norender'><code>
+ * print(unchar("A")); // 65
+ * print(unchar(["A", "B", "C"])); // [ 65, 66, 67 ]
+ * print(unchar(split("ABC", ""))); // [ 65, 66, 67 ]
+ * </code></div>
+ */
+p5.prototype.unchar = function(n) {
+ if (typeof n === 'string' && n.length === 1) {
+ return n.charCodeAt(0);
+ } else if (n instanceof Array) {
+ return n.map(p5.prototype.unchar);
+ }
+};
+
+/**
+ * Converts a number to a string in its equivalent hexadecimal notation. If a
+ * second parameter is passed, it is used to set the number of characters to
+ * generate in the hexadecimal notation. When an array is passed in, an
+ * array of strings in hexadecimal notation of the same length is returned.
+ *
+ * @method hex
+ * @param {Number|Array} n value to parse
+ * @return {String} hexadecimal string representation of value
+ * @example
+ * <div class='norender'><code>
+ * print(hex(255)); // "000000FF"
+ * print(hex(255, 6)); // "0000FF"
+ * print(hex([0, 127, 255], 6)); // [ "000000", "00007F", "0000FF" ]
+ * </code></div>
+ */
+p5.prototype.hex = function(n, digits) {
+ digits = (digits === undefined || digits === null) ? digits = 8 : digits;
+ if (n instanceof Array) {
+ return n.map(function(n) { return p5.prototype.hex(n, digits); });
+ } else if (typeof n === 'number') {
+ if (n < 0) {
+ n = 0xFFFFFFFF + n + 1;
+ }
+ var hex = Number(n).toString(16).toUpperCase();
+ while (hex.length < digits) {
+ hex = '0' + hex;
+ }
+ if (hex.length >= digits) {
+ hex = hex.substring(hex.length - digits, hex.length);
+ }
+ return hex;
+ }
+};
+
+/**
+ * Converts a string representation of a hexadecimal number to its equivalent
+ * integer value. When an array of strings in hexadecimal notation is passed
+ * in, an array of integers of the same length is returned.
+ *
+ * @method unhex
+ * @param {String|Array} n value to parse
+ * @return {Number} integer representation of hexadecimal value
+ * @example
+ * <div class='norender'><code>
+ * print(unhex("A")); // 10
+ * print(unhex("FF")); // 255
+ * print(unhex(["FF", "AA", "00"])); // [ 255, 170, 0 ]
+ * </code></div>
+ */
+p5.prototype.unhex = function(n) {
+ if (n instanceof Array) {
+ return n.map(p5.prototype.unhex);
+ } else {
+ return parseInt('0x' + n, 16);
+ }
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],85:[function(_dereq_,module,exports){
+/**
+ * @module Data
+ * @submodule String Functions
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+//return p5; //LM is this a mistake?
+
+/**
+ * Combines an array of Strings into one String, each separated by the
+ * character(s) used for the separator parameter. To join arrays of ints or
+ * floats, it's necessary to first convert them to Strings using nf() or
+ * nfs().
+ *
+ * @method join
+ * @param {Array} list array of Strings to be joined
+ * @param {String} separator String to be placed between each item
+ * @return {String} joined String
+ * @example
+ * <div>
+ * <code>
+ * var array = ["Hello", "world!"]
+ * var separator = " "
+ * var message = join(array, separator);
+ * text(message, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.join = function(list, separator) {
+ return list.join(separator);
+};
+
+/**
+ * This function is used to apply a regular expression to a piece of text,
+ * and return matching groups (elements found inside parentheses) as a
+ * String array. If there are no matches, a null value will be returned.
+ * If no groups are specified in the regular expression, but the sequence
+ * matches, an array of length 1 (with the matched text as the first element
+ * of the array) will be returned.
+ * <br><br>
+ * To use the function, first check to see if the result is null. If the
+ * result is null, then the sequence did not match at all. If the sequence
+ * did match, an array is returned.
+ * <br><br>
+ * If there are groups (specified by sets of parentheses) in the regular
+ * expression, then the contents of each will be returned in the array.
+ * Element [0] of a regular expression match returns the entire matching
+ * string, and the match groups start at element [1] (the first group is [1],
+ * the second [2], and so on).
+ *
+ * @method match
+ * @param {String} str the String to be searched
+ * @param {String} regexp the regexp to be used for matching
+ * @return {Array} Array of Strings found
+ * @example
+ * <div>
+ * <code>
+ * var string = "Hello p5js*!"
+ * var regexp = "p5js\\*"
+ * var match = match(string, regexp);
+ * text(match, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.match = function(str, reg) {
+ return str.match(reg);
+};
+
+/**
+ * This function is used to apply a regular expression to a piece of text,
+ * and return a list of matching groups (elements found inside parentheses)
+ * as a two-dimensional String array. If there are no matches, a null value
+ * will be returned. If no groups are specified in the regular expression,
+ * but the sequence matches, a two dimensional array is still returned, but
+ * the second dimension is only of length one.
+ * <br><br>
+ * To use the function, first check to see if the result is null. If the
+ * result is null, then the sequence did not match at all. If the sequence
+ * did match, a 2D array is returned.
+ * <br><br>
+ * If there are groups (specified by sets of parentheses) in the regular
+ * expression, then the contents of each will be returned in the array.
+ * Assuming a loop with counter variable i, element [i][0] of a regular
+ * expression match returns the entire matching string, and the match groups
+ * start at element [i][1] (the first group is [i][1], the second [i][2],
+ * and so on).
+ *
+ * @method matchAll
+ * @param {String} str the String to be searched
+ * @param {String} regexp the regexp to be used for matching
+ * @return {Array} 2d Array of Strings found
+ * @example
+ * <div class="norender">
+ * <code>
+ * var string = "Hello p5js*! Hello world!"
+ * var regexp = "Hello"
+ * matchAll(string, regexp);
+ * </code>
+ * </div>
+
+ */
+p5.prototype.matchAll = function(str, reg) {
+ var re = new RegExp(reg, 'g');
+ var match = re.exec(str);
+ var matches = [];
+ while (match !== null) {
+ matches.push(match);
+ // matched text: match[0]
+ // match start: match.index
+ // capturing group n: match[n]
+ match = re.exec(str);
+ }
+ return matches;
+};
+
+/**
+ * Utility function for formatting numbers into strings. There are two
+ * versions: one for formatting floats, and one for formatting ints.
+ * The values for the digits, left, and right parameters should always
+ * be positive integers.
+ *
+ * @method nf
+ * @param {Number|Array} num the Number to format
+ * @param {Number} [left] number of digits to the left of the
+ * decimal point
+ * @param {Number} [right] number of digits to the right of the
+ * decimal point
+ * @return {String|Array} formatted String
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * background(200);
+ * var num = 112.53106115;
+ *
+ * noStroke();
+ * fill(0);
+ * textSize(14);
+ * // Draw formatted numbers
+ * text(nf(num, 5, 2), 10, 20);
+ *
+ * text(nf(num, 4, 3), 10, 55);
+ *
+ * text(nf(num, 3, 6), 10, 85);
+ *
+ * // Draw dividing lines
+ * stroke(120);
+ * line(0, 30, width, 30);
+ * line(0, 65, width, 65);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.nf = function () {
+ if (arguments[0] instanceof Array) {
+ var a = arguments[1];
+ var b = arguments[2];
+ return arguments[0].map(function (x) {
+ return doNf(x, a, b);
+ });
+ }
+ else{
+ var typeOfFirst = Object.prototype.toString.call(arguments[0]);
+ if(typeOfFirst === '[object Arguments]'){
+ if(arguments[0].length===3){
+ return this.nf(arguments[0][0],arguments[0][1],arguments[0][2]);
+ }
+ else if(arguments[0].length===2){
+ return this.nf(arguments[0][0],arguments[0][1]);
+ }
+ else{
+ return this.nf(arguments[0][0]);
+ }
+ }
+ else {
+ return doNf.apply(this, arguments);
+ }
+ }
+};
+
+function doNf() {
+ var num = arguments[0];
+ var neg = num < 0;
+ var n = neg ? num.toString().substring(1) : num.toString();
+ var decimalInd = n.indexOf('.');
+ var intPart = decimalInd !== -1 ? n.substring(0, decimalInd) : n;
+ var decPart = decimalInd !== -1 ? n.substring(decimalInd + 1) : '';
+ var str = neg ? '-' : '';
+ if (arguments.length === 3) {
+ var decimal = '';
+ if(decimalInd !== -1 || arguments[2] - decPart.length > 0){
+ decimal = '.';
+ }
+ if (decPart.length > arguments[2]) {
+ decPart = decPart.substring(0, arguments[2]);
+ }
+ for (var i = 0; i < arguments[1] - intPart.length; i++) {
+ str += '0';
+ }
+ str += intPart;
+ str += decimal;
+ str += decPart;
+ for (var j = 0; j < arguments[2] - decPart.length; j++) {
+ str += '0';
+ }
+ return str;
+ }
+ else {
+ for (var k = 0; k < Math.max(arguments[1] - intPart.length, 0); k++) {
+ str += '0';
+ }
+ str += n;
+ return str;
+ }
+}
+
+/**
+ * Utility function for formatting numbers into strings and placing
+ * appropriate commas to mark units of 1000. There are two versions: one
+ * for formatting ints, and one for formatting an array of ints. The value
+ * for the right parameter should always be a positive integer.
+ *
+ * @method nfc
+ * @param {Number|Array} num the Number to format
+ * @param {Number} [right] number of digits to the right of the
+ * decimal point
+ * @return {String|Array} formatted String
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * background(200);
+ * var num = 11253106.115;
+ * var numArr = new Array(1,1,2);
+ *
+ * noStroke();
+ * fill(0);
+ * textSize(12);
+ *
+ * // Draw formatted numbers
+ * text(nfc(num, 4, 2), 10, 30);
+ * text(nfc(numArr, 2, 1), 10, 80);
+ *
+ * // Draw dividing line
+ * stroke(120);
+ * line(0, 50, width, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.nfc = function () {
+ if (arguments[0] instanceof Array) {
+ var a = arguments[1];
+ return arguments[0].map(function (x) {
+ return doNfc(x, a);
+ });
+ } else {
+ return doNfc.apply(this, arguments);
+ }
+};
+function doNfc() {
+ var num = arguments[0].toString();
+ var dec = num.indexOf('.');
+ var rem = dec !== -1 ? num.substring(dec) : '';
+ var n = dec !== -1 ? num.substring(0, dec) : num;
+ n = n.toString().replace(/\B(?=(\d{3})+(?!\d))/g, ',');
+ if (arguments[1] === 0) {
+ rem = '';
+ }
+ else if(arguments[1] !== undefined){
+ if(arguments[1] > rem.length){
+ rem+= dec === -1 ? '.' : '';
+ var len = arguments[1] - rem.length + 1;
+ for(var i =0; i< len; i++){
+ rem += '0';
+ }
+ }
+ else{
+ rem = rem.substring(0, arguments[1] + 1);
+ }
+ }
+ return n + rem;
+}
+
+/**
+ * Utility function for formatting numbers into strings. Similar to nf() but
+ * puts a "+" in front of positive numbers and a "-" in front of negative
+ * numbers. There are two versions: one for formatting floats, and one for
+ * formatting ints. The values for left, and right parameters
+ * should always be positive integers.
+ *
+ * @method nfp
+ * @param {Number|Array} num the Number to format
+ * @param {Number} [left] number of digits to the left of the decimal
+ * point
+ * @param {Number} [right] number of digits to the right of the
+ * decimal point
+ * @return {String|Array} formatted String
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * background(200);
+ * var num1 = 11253106.115;
+ * var num2 = -11253106.115;
+ *
+ * noStroke();
+ * fill(0);
+ * textSize(12);
+ *
+ * // Draw formatted numbers
+ * text(nfp(num1, 4, 2), 10, 30);
+ * text(nfp(num2, 4, 2), 10, 80);
+ *
+ * // Draw dividing line
+ * stroke(120);
+ * line(0, 50, width, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.nfp = function() {
+ var nfRes = this.nf.apply(this, arguments);
+ if (nfRes instanceof Array) {
+ return nfRes.map(addNfp);
+ } else {
+ return addNfp(nfRes);
+ }
+};
+
+function addNfp() {
+ return (
+ parseFloat(arguments[0]) > 0) ?
+ '+'+arguments[0].toString() :
+ arguments[0].toString();
+}
+
+/**
+ * Utility function for formatting numbers into strings. Similar to nf() but
+ * puts a " " (space) in front of positive numbers and a "-" in front of
+ * negative numbers. There are two versions: one for formatting floats, and
+ * one for formatting ints. The values for the digits, left, and right
+ * parameters should always be positive integers.
+ *
+ * @method nfs
+ * @param {Number|Array} num the Number to format
+ * @param {Number} [left] number of digits to the left of the decimal
+ * point
+ * @param {Number} [right] number of digits to the right of the
+ * decimal point
+ * @return {String|Array} formatted String
+ * @example
+ * <div>
+ * <code>
+ * function setup() {
+ * background(200);
+ * var num1 = 11253106.115;
+ * var num2 = -11253106.115;
+ *
+ * noStroke();
+ * fill(0);
+ * textSize(12);
+ * // Draw formatted numbers
+ * text(nfs(num1, 4, 2), 10, 30);
+ *
+ * text(nfs(num2, 4, 2), 10, 80);
+ *
+ * // Draw dividing line
+ * stroke(120);
+ * line(0, 50, width, 50);
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.nfs = function() {
+ var nfRes = this.nf.apply(this, arguments);
+ if (nfRes instanceof Array) {
+ return nfRes.map(addNfs);
+ } else {
+ return addNfs(nfRes);
+ }
+};
+
+function addNfs() {
+ return (
+ parseFloat(arguments[0]) > 0) ?
+ ' '+arguments[0].toString() :
+ arguments[0].toString();
+}
+
+/**
+ * The split() function maps to String.split(), it breaks a String into
+ * pieces using a character or string as the delimiter. The delim parameter
+ * specifies the character or characters that mark the boundaries between
+ * each piece. A String[] array is returned that contains each of the pieces.
+ *
+ * The splitTokens() function works in a similar fashion, except that it
+ * splits using a range of characters instead of a specific character or
+ * sequence.
+ *
+ * @method split
+ * @param {String} value the String to be split
+ * @param {String} delim the String used to separate the data
+ * @return {Array} Array of Strings
+ * @example
+ * <div>
+ * <code>
+ * var names = "Pat,Xio,Alex"
+ * var splitString = split(names, ",");
+ * text(splitString[0], 5, 30);
+ * text(splitString[1], 5, 50);
+ * text(splitString[2], 5, 70);
+ * </code>
+ * </div>
+ */
+p5.prototype.split = function(str, delim) {
+ return str.split(delim);
+};
+
+/**
+ * The splitTokens() function splits a String at one or many character
+ * delimiters or "tokens." The delim parameter specifies the character or
+ * characters to be used as a boundary.
+ * <br><br>
+ * If no delim characters are specified, any whitespace character is used to
+ * split. Whitespace characters include tab (\t), line feed (\n), carriage
+ * return (\r), form feed (\f), and space.
+ *
+ * @method splitTokens
+ * @param {String} value the String to be split
+ * @param {String} [delim] list of individual Strings that will be used as
+ * separators
+ * @return {Array} Array of Strings
+ * @example
+ * <div class = "norender">
+ * <code>
+ * function setup() {
+ * var myStr = "Mango, Banana, Lime";
+ * var myStrArr = splitTokens(myStr, ",");
+ *
+ * print(myStrArr); // prints : ["Mango"," Banana"," Lime"]
+ * }
+ * </code>
+ * </div>
+ */
+p5.prototype.splitTokens = function() {
+ var d,sqo,sqc,str;
+ str = arguments[1];
+ if (arguments.length > 1) {
+ sqc = /\]/g.exec(str);
+ sqo = /\[/g.exec(str);
+ if ( sqo && sqc ) {
+ str = str.slice(0, sqc.index) + str.slice(sqc.index+1);
+ sqo = /\[/g.exec(str);
+ str = str.slice(0, sqo.index) + str.slice(sqo.index+1);
+ d = new RegExp('[\\['+str+'\\]]','g');
+ } else if ( sqc ) {
+ str = str.slice(0, sqc.index) + str.slice(sqc.index+1);
+ d = new RegExp('[' + str + '\\]]', 'g');
+ } else if(sqo) {
+ str = str.slice(0, sqo.index) + str.slice(sqo.index+1);
+ d = new RegExp('[' + str + '\\[]', 'g');
+ } else {
+ d = new RegExp('[' + str + ']', 'g');
+ }
+ } else {
+ d = /\s/g;
+ }
+ return arguments[0].split(d).filter(function(n){return n;});
+};
+
+/**
+ * Removes whitespace characters from the beginning and end of a String. In
+ * addition to standard whitespace characters such as space, carriage return,
+ * and tab, this function also removes the Unicode "nbsp" character.
+ *
+ * @method trim
+ * @param {String|Array} [str] a String or Array of Strings to be trimmed
+ * @return {String|Array} a trimmed String or Array of Strings
+ * @example
+ * <div>
+ * <code>
+ * var string = trim(" No new lines\n ");
+ * text(string +" here", 2, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.trim = function(str) {
+ if (str instanceof Array) {
+ return str.map(this.trim);
+ } else {
+ return str.trim();
+ }
+};
+
+module.exports = p5;
+
+},{"../core/core":48}],86:[function(_dereq_,module,exports){
+/**
+ * @module Input
+ * @submodule Time & Date
+ * @for p5
+ * @requires core
+ */
+
+'use strict';
+
+var p5 = _dereq_('../core/core');
+
+/**
+ * p5.js communicates with the clock on your computer. The day() function
+ * returns the current day as a value from 1 - 31.
+ *
+ * @method day
+ * @return {Number} the current day
+ * @example
+ * <div>
+ * <code>
+ * var day = day();
+ * text("Current day: \n" + day, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.day = function() {
+ return new Date().getDate();
+};
+
+/**
+ * p5.js communicates with the clock on your computer. The hour() function
+ * returns the current hour as a value from 0 - 23.
+ *
+ * @method hour
+ * @return {Number} the current hour
+ * @example
+ * <div>
+ * <code>
+ * var hour = hour();
+ * text("Current hour:\n" + hour, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.hour = function() {
+ return new Date().getHours();
+};
+
+/**
+ * p5.js communicates with the clock on your computer. The minute() function
+ * returns the current minute as a value from 0 - 59.
+ *
+ * @method minute
+ * @return {Number} the current minute
+ * @example
+ * <div>
+ * <code>
+ * var minute = minute();
+ * text("Current minute: \n" + minute, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.minute = function() {
+ return new Date().getMinutes();
+};
+
+/**
+ * Returns the number of milliseconds (thousandths of a second) since
+ * starting the program. This information is often used for timing events and
+ * animation sequences.
+ *
+ * @method millis
+ * @return {Number} the number of milliseconds since starting the program
+ * @example
+ * <div>
+ * <code>
+ * var millisecond = millis();
+ * text("Milliseconds \nrunning: \n" + millisecond, 5, 40);
+ * </code>
+ * </div>
+ */
+p5.prototype.millis = function() {
+ return window.performance.now();
+};
+
+/**
+ * p5.js communicates with the clock on your computer. The month() function
+ * returns the current month as a value from 1 - 12.
+ *
+ * @method month
+ * @return {Number} the current month
+ * @example
+ * <div>
+ * <code>
+ * var month = month();
+ * text("Current month: \n" + month, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.month = function() {
+ return new Date().getMonth() + 1; //January is 0!
+};
+
+/**
+ * p5.js communicates with the clock on your computer. The second() function
+ * returns the current second as a value from 0 - 59.
+ *
+ * @method second
+ * @return {Number} the current second
+ * @example
+ * <div>
+ * <code>
+ * var second = second();
+ * text("Current second: \n" + second, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.second = function() {
+ return new Date().getSeconds();
+};
+
+/**
+ * p5.js communicates with the clock on your computer. The year() function
+ * returns the current year as an integer (2014, 2015, 2016, etc).
+ *
+ * @method year
+ * @return {Number} the current year
+ * @example
+ * <div>
+ * <code>
+ * var year = year();
+ * text("Current year: \n" + year, 5, 50);
+ * </code>
+ * </div>
+ */
+p5.prototype.year = function() {
+ return new Date().getFullYear();
+};
+
+module.exports = p5;
+
+},{"../core/core":48}]},{},[39])(39)
+}); \ No newline at end of file