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https://github.com/DanielnetoDotCom/YouPHPTube
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358
node_modules/three/examples/js/renderers/CSS3DRenderer.js
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358
node_modules/three/examples/js/renderers/CSS3DRenderer.js
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/**
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* Based on http://www.emagix.net/academic/mscs-project/item/camera-sync-with-css3-and-webgl-threejs
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*/
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THREE.CSS3DObject = function ( element ) {
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THREE.Object3D.call( this );
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this.element = element || document.createElement( 'div' );
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this.element.style.position = 'absolute';
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this.element.style.pointerEvents = 'auto';
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this.addEventListener( 'removed', function () {
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this.traverse( function ( object ) {
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if ( object.element instanceof Element && object.element.parentNode !== null ) {
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object.element.parentNode.removeChild( object.element );
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}
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} );
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} );
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};
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THREE.CSS3DObject.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
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constructor: THREE.CSS3DObject,
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copy: function ( source, recursive ) {
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THREE.Object3D.prototype.copy.call( this, source, recursive );
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this.element = source.element.cloneNode( true );
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return this;
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}
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} );
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THREE.CSS3DSprite = function ( element ) {
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THREE.CSS3DObject.call( this, element );
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};
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THREE.CSS3DSprite.prototype = Object.create( THREE.CSS3DObject.prototype );
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THREE.CSS3DSprite.prototype.constructor = THREE.CSS3DSprite;
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//
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THREE.CSS3DRenderer = function () {
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var _this = this;
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var _width, _height;
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var _widthHalf, _heightHalf;
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var matrix = new THREE.Matrix4();
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var cache = {
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camera: { fov: 0, style: '' },
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objects: new WeakMap()
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};
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var domElement = document.createElement( 'div' );
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domElement.style.overflow = 'hidden';
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this.domElement = domElement;
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var cameraElement = document.createElement( 'div' );
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cameraElement.style.WebkitTransformStyle = 'preserve-3d';
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cameraElement.style.transformStyle = 'preserve-3d';
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cameraElement.style.pointerEvents = 'none';
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domElement.appendChild( cameraElement );
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var isIE = /Trident/i.test( navigator.userAgent );
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this.getSize = function () {
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return {
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width: _width,
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height: _height
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};
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};
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this.setSize = function ( width, height ) {
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_width = width;
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_height = height;
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_widthHalf = _width / 2;
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_heightHalf = _height / 2;
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domElement.style.width = width + 'px';
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domElement.style.height = height + 'px';
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cameraElement.style.width = width + 'px';
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cameraElement.style.height = height + 'px';
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};
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function epsilon( value ) {
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return Math.abs( value ) < 1e-10 ? 0 : value;
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}
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function getCameraCSSMatrix( matrix ) {
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var elements = matrix.elements;
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return 'matrix3d(' +
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epsilon( elements[ 0 ] ) + ',' +
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epsilon( - elements[ 1 ] ) + ',' +
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epsilon( elements[ 2 ] ) + ',' +
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epsilon( elements[ 3 ] ) + ',' +
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epsilon( elements[ 4 ] ) + ',' +
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epsilon( - elements[ 5 ] ) + ',' +
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epsilon( elements[ 6 ] ) + ',' +
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epsilon( elements[ 7 ] ) + ',' +
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epsilon( elements[ 8 ] ) + ',' +
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epsilon( - elements[ 9 ] ) + ',' +
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epsilon( elements[ 10 ] ) + ',' +
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epsilon( elements[ 11 ] ) + ',' +
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epsilon( elements[ 12 ] ) + ',' +
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epsilon( - elements[ 13 ] ) + ',' +
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epsilon( elements[ 14 ] ) + ',' +
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epsilon( elements[ 15 ] ) +
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')';
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}
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function getObjectCSSMatrix( matrix, cameraCSSMatrix ) {
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var elements = matrix.elements;
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var matrix3d = 'matrix3d(' +
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epsilon( elements[ 0 ] ) + ',' +
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epsilon( elements[ 1 ] ) + ',' +
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epsilon( elements[ 2 ] ) + ',' +
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epsilon( elements[ 3 ] ) + ',' +
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epsilon( - elements[ 4 ] ) + ',' +
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epsilon( - elements[ 5 ] ) + ',' +
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epsilon( - elements[ 6 ] ) + ',' +
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epsilon( - elements[ 7 ] ) + ',' +
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epsilon( elements[ 8 ] ) + ',' +
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epsilon( elements[ 9 ] ) + ',' +
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epsilon( elements[ 10 ] ) + ',' +
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epsilon( elements[ 11 ] ) + ',' +
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epsilon( elements[ 12 ] ) + ',' +
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epsilon( elements[ 13 ] ) + ',' +
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epsilon( elements[ 14 ] ) + ',' +
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epsilon( elements[ 15 ] ) +
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')';
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if ( isIE ) {
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return 'translate(-50%,-50%)' +
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'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)' +
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cameraCSSMatrix +
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matrix3d;
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}
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return 'translate(-50%,-50%)' + matrix3d;
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}
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function renderObject( object, scene, camera, cameraCSSMatrix ) {
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if ( object instanceof THREE.CSS3DObject ) {
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object.onBeforeRender( _this, scene, camera );
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var style;
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if ( object instanceof THREE.CSS3DSprite ) {
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// http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
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matrix.copy( camera.matrixWorldInverse );
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matrix.transpose();
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matrix.copyPosition( object.matrixWorld );
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matrix.scale( object.scale );
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matrix.elements[ 3 ] = 0;
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matrix.elements[ 7 ] = 0;
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matrix.elements[ 11 ] = 0;
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matrix.elements[ 15 ] = 1;
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style = getObjectCSSMatrix( matrix, cameraCSSMatrix );
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} else {
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style = getObjectCSSMatrix( object.matrixWorld, cameraCSSMatrix );
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}
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var element = object.element;
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var cachedObject = cache.objects.get( object );
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if ( cachedObject === undefined || cachedObject.style !== style ) {
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element.style.WebkitTransform = style;
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element.style.transform = style;
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var objectData = { style: style };
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if ( isIE ) {
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objectData.distanceToCameraSquared = getDistanceToSquared( camera, object );
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}
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cache.objects.set( object, objectData );
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}
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element.style.display = object.visible ? '' : 'none';
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if ( element.parentNode !== cameraElement ) {
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cameraElement.appendChild( element );
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}
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object.onAfterRender( _this, scene, camera );
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}
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for ( var i = 0, l = object.children.length; i < l; i ++ ) {
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renderObject( object.children[ i ], scene, camera, cameraCSSMatrix );
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}
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}
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var getDistanceToSquared = function () {
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var a = new THREE.Vector3();
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var b = new THREE.Vector3();
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return function ( object1, object2 ) {
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a.setFromMatrixPosition( object1.matrixWorld );
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b.setFromMatrixPosition( object2.matrixWorld );
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return a.distanceToSquared( b );
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};
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}();
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function filterAndFlatten( scene ) {
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var result = [];
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scene.traverse( function ( object ) {
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if ( object instanceof THREE.CSS3DObject ) result.push( object );
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} );
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return result;
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}
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function zOrder( scene ) {
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var sorted = filterAndFlatten( scene ).sort( function ( a, b ) {
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var distanceA = cache.objects.get( a ).distanceToCameraSquared;
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var distanceB = cache.objects.get( b ).distanceToCameraSquared;
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return distanceA - distanceB;
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} );
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var zMax = sorted.length;
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for ( var i = 0, l = sorted.length; i < l; i ++ ) {
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sorted[ i ].element.style.zIndex = zMax - i;
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}
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}
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this.render = function ( scene, camera ) {
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var fov = camera.projectionMatrix.elements[ 5 ] * _heightHalf;
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if ( cache.camera.fov !== fov ) {
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if ( camera.isPerspectiveCamera ) {
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domElement.style.WebkitPerspective = fov + 'px';
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domElement.style.perspective = fov + 'px';
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} else {
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domElement.style.WebkitPerspective = '';
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domElement.style.perspective = '';
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}
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cache.camera.fov = fov;
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}
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if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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if ( camera.parent === null ) camera.updateMatrixWorld();
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if ( camera.isOrthographicCamera ) {
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var tx = - ( camera.right + camera.left ) / 2;
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var ty = ( camera.top + camera.bottom ) / 2;
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}
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var cameraCSSMatrix = camera.isOrthographicCamera ?
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'scale(' + fov + ')' + 'translate(' + epsilon( tx ) + 'px,' + epsilon( ty ) + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse ) :
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'translateZ(' + fov + 'px)' + getCameraCSSMatrix( camera.matrixWorldInverse );
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var style = cameraCSSMatrix +
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'translate(' + _widthHalf + 'px,' + _heightHalf + 'px)';
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if ( cache.camera.style !== style && ! isIE ) {
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cameraElement.style.WebkitTransform = style;
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cameraElement.style.transform = style;
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cache.camera.style = style;
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}
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renderObject( scene, scene, camera, cameraCSSMatrix );
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if ( isIE ) {
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// IE10 and 11 does not support 'preserve-3d'.
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// Thus, z-order in 3D will not work.
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// We have to calc z-order manually and set CSS z-index for IE.
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// FYI: z-index can't handle object intersection
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zOrder( scene );
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}
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};
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};
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