Team:TU Eindhoven/the game/processing.js

From 2014.igem.org

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;(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);throw new Error("Cannot find module '"+o+"'")}var f=n[o]={exports:{}};t[o][0].call(f.exports,function(e){var n=t[o][1][e];return s(n?n:e)},f,f.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
 
-
// build script for generating processing.js
 
-
var Browser = {
 
-
  isDomPresent: true,
 
-
  navigator: navigator,
 
-
  window: window,
 
-
  document: document,
 
-
  ajax: function(url) {
 
-
    var xhr = new XMLHttpRequest();
 
-
    xhr.open("GET", url, false);
 
-
    if (xhr.overrideMimeType) {
 
-
      xhr.overrideMimeType("text/plain");
 
-
    }
 
-
    xhr.setRequestHeader("If-Modified-Since", "Fri, 01 Jan 1960 00:00:00 GMT");
 
-
    xhr.send(null);
 
-
    // failed request?
 
-
    if (xhr.status !== 200 && xhr.status !== 0) { throw ("XMLHttpRequest failed, status code " + xhr.status); }
 
-
    return xhr.responseText;
 
-
  }
 
-
};
 
-
 
-
window.Processing = require('./src/')(Browser);
 
-
 
-
},{"./src/":27}],2:[function(require,module,exports){
 
-
module.exports={
 
-
  "name": "Processing.js",
 
-
  "version": "1.4.8",
 
-
  "dependencies": {
 
-
    "argv": "~0.0.2",
 
-
    "browserify": "~2.18.1",
 
-
    "express": "~3.3.3",
 
-
    "node-minify": "~0.7.3",
 
-
    "nunjucks": "~0.1.9",
 
-
    "open": "0.0.3"
 
-
  },
 
-
  "devDependencies": {
 
-
    "grunt": "~0.4.1",
 
-
    "grunt-cli": "~0.1.8",
 
-
    "grunt-contrib-jshint": "~0.4.3"
 
-
  }
 
-
}
 
-
 
-
},{}],3:[function(require,module,exports){
 
-
/**
 
-
* A ObjectIterator is an iterator wrapper for objects. If passed object contains
 
-
* the iterator method, the object instance will be replaced by the result returned by
 
-
* this method call. If passed object is an array, the ObjectIterator instance iterates
 
-
* through its items.
 
-
*
 
-
* @param {Object} obj The object to be iterated.
 
-
*/
 
-
module.exports = function ObjectIterator(obj) {
 
-
  if (obj instanceof Array) {
 
-
    // iterate through array items
 
-
    var index = -1;
 
-
    this.hasNext = function() {
 
-
      return ++index < obj.length;
 
-
    };
 
-
    this.next = function() {
 
-
      return obj[index];
 
-
    };
 
-
  } else if (obj.iterator instanceof Function) {
 
-
    return obj.iterator();
 
-
  } else {
 
-
    throw "Unable to iterate: " + obj;
 
-
  }
 
-
};
 
-
 
-
},{}],4:[function(require,module,exports){
 
-
/**
 
-
* Processing.js environment constants
 
-
*/
 
-
module.exports = {
 
-
    X: 0,
 
-
    Y: 1,
 
-
    Z: 2,
 
-
 
-
    R: 3,
 
-
    G: 4,
 
-
    B: 5,
 
-
    A: 6,
 
-
 
-
    U: 7,
 
-
    V: 8,
 
-
 
-
    NX: 9,
 
-
    NY: 10,
 
-
    NZ: 11,
 
-
 
-
    EDGE: 12,
 
-
 
-
    // Stroke
 
-
    SR: 13,
 
-
    SG: 14,
 
-
    SB: 15,
 
-
    SA: 16,
 
-
 
-
    SW: 17,
 
-
 
-
    // Transformations (2D and 3D)
 
-
    TX: 18,
 
-
    TY: 19,
 
-
    TZ: 20,
 
-
 
-
    VX: 21,
 
-
    VY: 22,
 
-
    VZ: 23,
 
-
    VW: 24,
 
-
 
-
    // Material properties
 
-
    AR: 25,
 
-
    AG: 26,
 
-
    AB: 27,
 
-
 
-
    DR: 3,
 
-
    DG: 4,
 
-
    DB: 5,
 
-
    DA: 6,
 
-
 
-
    SPR: 28,
 
-
    SPG: 29,
 
-
    SPB: 30,
 
-
 
-
    SHINE: 31,
 
-
 
-
    ER: 32,
 
-
    EG: 33,
 
-
    EB: 34,
 
-
 
-
    BEEN_LIT: 35,
 
-
 
-
    VERTEX_FIELD_COUNT: 36,
 
-
 
-
    // Renderers
 
-
    P2D:    1,
 
-
    JAVA2D: 1,
 
-
    WEBGL:  2,
 
-
    P3D:    2,
 
-
    OPENGL: 2,
 
-
    PDF:    0,
 
-
    DXF:    0,
 
-
 
-
    // Platform IDs
 
-
    OTHER:  0,
 
-
    WINDOWS: 1,
 
-
    MAXOSX:  2,
 
-
    LINUX:  3,
 
-
 
-
    EPSILON: 0.0001,
 
-
 
-
    MAX_FLOAT:  3.4028235e+38,
 
-
    MIN_FLOAT: -3.4028235e+38,
 
-
    MAX_INT:    2147483647,
 
-
    MIN_INT:  -2147483648,
 
-
 
-
    PI:        Math.PI,
 
-
    TWO_PI:    2 * Math.PI,
 
-
    TAU:        2 * Math.PI,
 
-
    HALF_PI:    Math.PI / 2,
 
-
    THIRD_PI:  Math.PI / 3,
 
-
    QUARTER_PI: Math.PI / 4,
 
-
 
-
    DEG_TO_RAD: Math.PI / 180,
 
-
    RAD_TO_DEG: 180 / Math.PI,
 
-
 
-
    WHITESPACE: " \t\n\r\f\u00A0",
 
-
 
-
    // Color modes
 
-
    RGB:  1,
 
-
    ARGB:  2,
 
-
    HSB:  3,
 
-
    ALPHA: 4,
 
-
    CMYK:  5,
 
-
 
-
    // Image file types
 
-
    TIFF:  0,
 
-
    TARGA: 1,
 
-
    JPEG:  2,
 
-
    GIF:  3,
 
-
 
-
    // Filter/convert types
 
-
    BLUR:      11,
 
-
    GRAY:      12,
 
-
    INVERT:    13,
 
-
    OPAQUE:    14,
 
-
    POSTERIZE: 15,
 
-
    THRESHOLD: 16,
 
-
    ERODE:    17,
 
-
    DILATE:    18,
 
-
 
-
    // Blend modes
 
-
    REPLACE:    0,
 
-
    BLEND:      1 << 0,
 
-
    ADD:        1 << 1,
 
-
    SUBTRACT:  1 << 2,
 
-
    LIGHTEST:  1 << 3,
 
-
    DARKEST:    1 << 4,
 
-
    DIFFERENCE: 1 << 5,
 
-
    EXCLUSION:  1 << 6,
 
-
    MULTIPLY:  1 << 7,
 
-
    SCREEN:    1 << 8,
 
-
    OVERLAY:    1 << 9,
 
-
    HARD_LIGHT: 1 << 10,
 
-
    SOFT_LIGHT: 1 << 11,
 
-
    DODGE:      1 << 12,
 
-
    BURN:      1 << 13,
 
-
 
-
    // Color component bit masks
 
-
    ALPHA_MASK: 0xff000000,
 
-
    RED_MASK:  0x00ff0000,
 
-
    GREEN_MASK: 0x0000ff00,
 
-
    BLUE_MASK:  0x000000ff,
 
-
 
-
    // Projection matrices
 
-
    CUSTOM:      0,
 
-
    ORTHOGRAPHIC: 2,
 
-
    PERSPECTIVE:  3,
 
-
 
-
    // Shapes
 
-
    POINT:          2,
 
-
    POINTS:        2,
 
-
    LINE:          4,
 
-
    LINES:          4,
 
-
    TRIANGLE:      8,
 
-
    TRIANGLES:      9,
 
-
    TRIANGLE_STRIP: 10,
 
-
    TRIANGLE_FAN:  11,
 
-
    QUAD:          16,
 
-
    QUADS:          16,
 
-
    QUAD_STRIP:    17,
 
-
    POLYGON:        20,
 
-
    PATH:          21,
 
-
    RECT:          30,
 
-
    ELLIPSE:        31,
 
-
    ARC:            32,
 
-
    SPHERE:        40,
 
-
    BOX:            41,
 
-
 
-
    GROUP:          0,
 
-
    PRIMITIVE:      1,
 
-
    //PATH:        21, // shared with Shape PATH
 
-
    GEOMETRY:      3,
 
-
 
-
    // Shape Vertex
 
-
    VERTEX:        0,
 
-
    BEZIER_VERTEX: 1,
 
-
    CURVE_VERTEX:  2,
 
-
    BREAK:        3,
 
-
    CLOSESHAPE:    4,
 
-
 
-
    // Shape closing modes
 
-
    OPEN:  1,
 
-
    CLOSE: 2,
 
-
 
-
    // Shape drawing modes
 
-
    CORNER:          0, // Draw mode convention to use (x, y) to (width, height)
 
-
    CORNERS:        1, // Draw mode convention to use (x1, y1) to (x2, y2) coordinates
 
-
    RADIUS:          2, // Draw mode from the center, and using the radius
 
-
    CENTER_RADIUS:  2, // Deprecated! Use RADIUS instead
 
-
    CENTER:          3, // Draw from the center, using second pair of values as the diameter
 
-
    DIAMETER:        3, // Synonym for the CENTER constant. Draw from the center
 
-
    CENTER_DIAMETER: 3, // Deprecated! Use DIAMETER instead
 
-
 
-
    // Text vertical alignment modes
 
-
    BASELINE: 0,  // Default vertical alignment for text placement
 
-
    TOP:      101, // Align text to the top
 
-
    BOTTOM:  102, // Align text from the bottom, using the baseline
 
-
 
-
    // UV Texture coordinate modes
 
-
    NORMAL:    1,
 
-
    NORMALIZED: 1,
 
-
    IMAGE:      2,
 
-
 
-
    // Text placement modes
 
-
    MODEL: 4,
 
-
    SHAPE: 5,
 
-
 
-
    // Stroke modes
 
-
    SQUARE:  'butt',
 
-
    ROUND:  'round',
 
-
    PROJECT: 'square',
 
-
    MITER:  'miter',
 
-
    BEVEL:  'bevel',
 
-
 
-
    // Lighting modes
 
-
    AMBIENT:    0,
 
-
    DIRECTIONAL: 1,
 
-
    //POINT:    2, Shared with Shape constant
 
-
    SPOT:        3,
 
-
 
-
    // Key constants
 
-
 
-
    // Both key and keyCode will be equal to these values
 
-
    BACKSPACE: 8,
 
-
    TAB:      9,
 
-
    ENTER:    10,
 
-
    RETURN:    13,
 
-
    ESC:      27,
 
-
    DELETE:    127,
 
-
    CODED:    0xffff,
 
-
 
-
    // p.key will be CODED and p.keyCode will be this value
 
-
    SHIFT:    16,
 
-
    CONTROL:  17,
 
-
    ALT:      18,
 
-
    CAPSLK:    20,
 
-
    PGUP:      33,
 
-
    PGDN:      34,
 
-
    END:      35,
 
-
    HOME:      36,
 
-
    LEFT:      37,
 
-
    UP:        38,
 
-
    RIGHT:    39,
 
-
    DOWN:      40,
 
-
    F1:        112,
 
-
    F2:        113,
 
-
    F3:        114,
 
-
    F4:        115,
 
-
    F5:        116,
 
-
    F6:        117,
 
-
    F7:        118,
 
-
    F8:        119,
 
-
    F9:        120,
 
-
    F10:      121,
 
-
    F11:      122,
 
-
    F12:      123,
 
-
    NUMLK:    144,
 
-
    META:      157,
 
-
    INSERT:    155,
 
-
 
-
    // Cursor types
 
-
    ARROW:    'default',
 
-
    CROSS:    'crosshair',
 
-
    HAND:    'pointer',
 
-
    MOVE:    'move',
 
-
    TEXT:    'text',
 
-
    WAIT:    'wait',
 
-
    NOCURSOR: "url('data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='), auto",
 
-
 
-
    // Hints
 
-
    DISABLE_OPENGL_2X_SMOOTH:    1,
 
-
    ENABLE_OPENGL_2X_SMOOTH:    -1,
 
-
    ENABLE_OPENGL_4X_SMOOTH:      2,
 
-
    ENABLE_NATIVE_FONTS:          3,
 
-
    DISABLE_DEPTH_TEST:          4,
 
-
    ENABLE_DEPTH_TEST:          -4,
 
-
    ENABLE_DEPTH_SORT:            5,
 
-
    DISABLE_DEPTH_SORT:          -5,
 
-
    DISABLE_OPENGL_ERROR_REPORT:  6,
 
-
    ENABLE_OPENGL_ERROR_REPORT:  -6,
 
-
    ENABLE_ACCURATE_TEXTURES:    7,
 
-
    DISABLE_ACCURATE_TEXTURES:  -7,
 
-
    HINT_COUNT:                  10,
 
-
 
-
    // PJS defined constants
 
-
    SINCOS_LENGTH:      720,      // every half degree
 
-
    PRECISIONB:        15,        // fixed point precision is limited to 15 bits!!
 
-
    PRECISIONF:        1 << 15,
 
-
    PREC_MAXVAL:        (1 << 15) - 1,
 
-
    PREC_ALPHA_SHIFT:  24 - 15,
 
-
    PREC_RED_SHIFT:    16 - 15,
 
-
    NORMAL_MODE_AUTO:  0,
 
-
    NORMAL_MODE_SHAPE:  1,
 
-
    NORMAL_MODE_VERTEX: 2,
 
-
    MAX_LIGHTS:        8
 
-
};
 
-
 
-
},{}],5:[function(require,module,exports){
 
-
/**
 
-
* Processing.js default scope
 
-
*/
 
-
module.exports = function(options) {
 
-
 
-
  // Building defaultScope. Changing of the prototype protects
 
-
  // internal Processing code from the changes in defaultScope
 
-
  function DefaultScope() {}
 
-
  DefaultScope.prototype = options.PConstants;
 
-
 
-
  var defaultScope = new DefaultScope();
 
-
 
-
  // copy over all known Object types and helper objects
 
-
  Object.keys(options).forEach(function(prop) {
 
-
    defaultScope[prop] = options[prop];
 
-
  });
 
-
 
-
  ////////////////////////////////////////////////////////////////////////////
 
-
  // Class inheritance helper methods
 
-
  ////////////////////////////////////////////////////////////////////////////
 
-
 
-
  defaultScope.defineProperty = function(obj, name, desc) {
 
-
    if("defineProperty" in Object) {
 
-
      Object.defineProperty(obj, name, desc);
 
-
    } else {
 
-
      if (desc.hasOwnProperty("get")) {
 
-
        obj.__defineGetter__(name, desc.get);
 
-
      }
 
-
      if (desc.hasOwnProperty("set")) {
 
-
        obj.__defineSetter__(name, desc.set);
 
-
      }
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * class overloading, part 1
 
-
  */
 
-
  function overloadBaseClassFunction(object, name, basefn) {
 
-
    if (!object.hasOwnProperty(name) || typeof object[name] !== 'function') {
 
-
      // object method is not a function or just inherited from Object.prototype
 
-
      object[name] = basefn;
 
-
      return;
 
-
    }
 
-
    var fn = object[name];
 
-
    if ("$overloads" in fn) {
 
-
      // the object method already overloaded (see defaultScope.addMethod)
 
-
      // let's just change a fallback method
 
-
      fn.$defaultOverload = basefn;
 
-
      return;
 
-
    }
 
-
    if (!("$overloads" in basefn) && fn.length === basefn.length) {
 
-
      // special case when we just overriding the method
 
-
      return;
 
-
    }
 
-
    var overloads, defaultOverload;
 
-
    if ("$overloads" in basefn) {
 
-
      // let's inherit base class overloads to speed up things
 
-
      overloads = basefn.$overloads.slice(0);
 
-
      overloads[fn.length] = fn;
 
-
      defaultOverload = basefn.$defaultOverload;
 
-
    } else {
 
-
      overloads = [];
 
-
      overloads[basefn.length] = basefn;
 
-
      overloads[fn.length] = fn;
 
-
      defaultOverload = fn;
 
-
    }
 
-
    var hubfn = function() {
 
-
      var fn = hubfn.$overloads[arguments.length] ||
 
-
              ("$methodArgsIndex" in hubfn && arguments.length > hubfn.$methodArgsIndex ?
 
-
              hubfn.$overloads[hubfn.$methodArgsIndex] : null) ||
 
-
              hubfn.$defaultOverload;
 
-
      return fn.apply(this, arguments);
 
-
    };
 
-
    hubfn.$overloads = overloads;
 
-
    if ("$methodArgsIndex" in basefn) {
 
-
      hubfn.$methodArgsIndex = basefn.$methodArgsIndex;
 
-
    }
 
-
    hubfn.$defaultOverload = defaultOverload;
 
-
    hubfn.name = name;
 
-
    object[name] = hubfn;
 
-
  }
 
-
 
-
  /**
 
-
  * class overloading, part 2
 
-
  */
 
-
 
-
  function extendClass(subClass, baseClass) {
 
-
    function extendGetterSetter(propertyName) {
 
-
      defaultScope.defineProperty(subClass, propertyName, {
 
-
        get: function() {
 
-
          return baseClass[propertyName];
 
-
        },
 
-
        set: function(v) {
 
-
          baseClass[propertyName]=v;
 
-
        },
 
-
        enumerable: true
 
-
      });
 
-
    }
 
-
 
-
    var properties = [];
 
-
    for (var propertyName in baseClass) {
 
-
      if (typeof baseClass[propertyName] === 'function') {
 
-
        overloadBaseClassFunction(subClass, propertyName, baseClass[propertyName]);
 
-
      } else if(propertyName.charAt(0) !== "$" && !(propertyName in subClass)) {
 
-
        // Delaying the properties extension due to the IE9 bug (see #918).
 
-
        properties.push(propertyName);
 
-
      }
 
-
    }
 
-
    while (properties.length > 0) {
 
-
      extendGetterSetter(properties.shift());
 
-
    }
 
-
 
-
    subClass.$super = baseClass;
 
-
  }
 
-
 
-
  /**
 
-
  * class overloading, part 3
 
-
  */
 
-
  defaultScope.extendClassChain = function(base) {
 
-
    var path = [base];
 
-
    for (var self = base.$upcast; self; self = self.$upcast) {
 
-
      extendClass(self, base);
 
-
      path.push(self);
 
-
      base = self;
 
-
    }
 
-
    while (path.length > 0) {
 
-
      path.pop().$self=base;
 
-
    }
 
-
  };
 
-
 
-
  // static
 
-
  defaultScope.extendStaticMembers = function(derived, base) {
 
-
    extendClass(derived, base);
 
-
  };
 
-
 
-
  // interface
 
-
  defaultScope.extendInterfaceMembers = function(derived, base) {
 
-
    extendClass(derived, base);
 
-
  };
 
-
 
-
  /**
 
-
  * Java methods and JavaScript functions differ enough that
 
-
  * we need a special function to make sure it all links up
 
-
  * as classical hierarchical class chains.
 
-
  */
 
-
  defaultScope.addMethod = function(object, name, fn, hasMethodArgs) {
 
-
    var existingfn = object[name];
 
-
    if (existingfn || hasMethodArgs) {
 
-
      var args = fn.length;
 
-
      // builds the overload methods table
 
-
      if ("$overloads" in existingfn) {
 
-
        existingfn.$overloads[args] = fn;
 
-
      } else {
 
-
        var hubfn = function() {
 
-
          var fn = hubfn.$overloads[arguments.length] ||
 
-
                  ("$methodArgsIndex" in hubfn && arguments.length > hubfn.$methodArgsIndex ?
 
-
                  hubfn.$overloads[hubfn.$methodArgsIndex] : null) ||
 
-
                  hubfn.$defaultOverload;
 
-
          return fn.apply(this, arguments);
 
-
        };
 
-
        var overloads = [];
 
-
        if (existingfn) {
 
-
          overloads[existingfn.length] = existingfn;
 
-
        }
 
-
        overloads[args] = fn;
 
-
        hubfn.$overloads = overloads;
 
-
        hubfn.$defaultOverload = existingfn || fn;
 
-
        if (hasMethodArgs) {
 
-
          hubfn.$methodArgsIndex = args;
 
-
        }
 
-
        hubfn.name = name;
 
-
        object[name] = hubfn;
 
-
      }
 
-
    } else {
 
-
      object[name] = fn;
 
-
    }
 
-
  };
 
-
 
-
  // internal helper function
 
-
  function isNumericalJavaType(type) {
 
-
    if (typeof type !== "string") {
 
-
      return false;
 
-
    }
 
-
    return ["byte", "int", "char", "color", "float", "long", "double"].indexOf(type) !== -1;
 
-
  }
 
-
 
-
  /**
 
-
  * Java's arrays are pre-filled when declared with
 
-
  * an initial size, but no content. JS arrays are not.
 
-
  */
 
-
  defaultScope.createJavaArray = function(type, bounds) {
 
-
    var result = null,
 
-
        defaultValue = null;
 
-
    if (typeof type === "string") {
 
-
      if (type === "boolean") {
 
-
        defaultValue = false;
 
-
      } else if (isNumericalJavaType(type)) {
 
-
        defaultValue = 0;
 
-
      }
 
-
    }
 
-
    if (typeof bounds[0] === 'number') {
 
-
      var itemsCount = 0 | bounds[0];
 
-
      if (bounds.length <= 1) {
 
-
        result = [];
 
-
        result.length = itemsCount;
 
-
        for (var i = 0; i < itemsCount; ++i) {
 
-
          result[i] = defaultValue;
 
-
        }
 
-
      } else {
 
-
        result = [];
 
-
        var newBounds = bounds.slice(1);
 
-
        for (var j = 0; j < itemsCount; ++j) {
 
-
          result.push(defaultScope.createJavaArray(type, newBounds));
 
-
        }
 
-
      }
 
-
    }
 
-
    return result;
 
-
  };
 
-
 
-
  // screenWidth and screenHeight are shared by all instances.
 
-
  // and return the width/height of the browser's viewport.
 
-
  defaultScope.defineProperty(defaultScope, 'screenWidth',
 
-
    { get: function() { return window.innerWidth; } });
 
-
 
-
  defaultScope.defineProperty(defaultScope, 'screenHeight',
 
-
    { get: function() { return window.innerHeight; } });
 
-
 
-
  return defaultScope;
 
-
};
 
-
 
-
},{}],6:[function(require,module,exports){
 
-
/**
 
-
* Finalise the Processing.js object.
 
-
*/
 
-
module.exports = function finalizeProcessing(Processing, options) {
 
-
 
-
  // unpack options
 
-
  var window = options.window,
 
-
      document = options.document,
 
-
      XMLHttpRequest = window.XMLHttpRequest,
 
-
      noop = options.noop,
 
-
      isDOMPresent = options.isDOMPresent,
 
-
      version = options.version,
 
-
      undef;
 
-
 
-
  // versioning
 
-
  Processing.version = (version ? version : "@DEV-VERSION@");
 
-
 
-
  // Share lib space
 
-
  Processing.lib = {};
 
-
 
-
  /**
 
-
  * External libraries can be added to the global Processing
 
-
  * objects with the `registerLibrary` function.
 
-
  */
 
-
  Processing.registerLibrary = function(name, library) {
 
-
    Processing.lib[name] = library;
 
-
    if(library.hasOwnProperty("init")) {
 
-
      library.init(defaultScope);
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * This is the object that acts as our version of PApplet.
 
-
  * This can be called as Processing.Sketch() or as
 
-
  * Processing.Sketch(function) in which case the function
 
-
  * must be an already-compiled-to-JS sketch function.
 
-
  */
 
-
  Processing.Sketch = function(attachFunction) {
 
-
    this.attachFunction = attachFunction;
 
-
    this.options = {
 
-
      pauseOnBlur: false,
 
-
      globalKeyEvents: false
 
-
    };
 
-
 
-
    /* Optional Sketch event hooks:
 
-
    *  onLoad      - parsing/preloading is done, before sketch starts
 
-
    *  onSetup      - setup() has been called, before first draw()
 
-
    *  onPause      - noLoop() has been called, pausing draw loop
 
-
    *  onLoop      - loop() has been called, resuming draw loop
 
-
    *  onFrameStart - draw() loop about to begin
 
-
    *  onFrameEnd  - draw() loop finished
 
-
    *  onExit      - exit() done being called
 
-
    */
 
-
    this.onLoad = noop;
 
-
    this.onSetup = noop;
 
-
    this.onPause = noop;
 
-
    this.onLoop = noop;
 
-
    this.onFrameStart = noop;
 
-
    this.onFrameEnd = noop;
 
-
    this.onExit = noop;
 
-
 
-
    this.params = {};
 
-
    this.imageCache = {
 
-
      pending: 0,
 
-
      images: {},
 
-
      // Opera requires special administration for preloading
 
-
      operaCache: {},
 
-
      // Specify an optional img arg if the image is already loaded in the DOM,
 
-
      // otherwise href will get loaded.
 
-
      add: function(href, img) {
 
-
        // Prevent muliple loads for an image, in case it gets
 
-
        // preloaded more than once, or is added via JS and then preloaded.
 
-
        if (this.images[href]) {
 
-
          return;
 
-
        }
 
-
 
-
        if (!isDOMPresent) {
 
-
          this.images[href] = null;
 
-
        }
 
-
 
-
        // No image in the DOM, kick-off a background load
 
-
        if (!img) {
 
-
          img = new Image();
 
-
          img.onload = (function(owner) {
 
-
            return function() {
 
-
              owner.pending--;
 
-
            };
 
-
          }(this));
 
-
          this.pending++;
 
-
          img.src = href;
 
-
        }
 
-
 
-
        this.images[href] = img;
 
-
 
-
        // Opera will not load images until they are inserted into the DOM.
 
-
        if (window.opera) {
 
-
          var div = document.createElement("div");
 
-
          div.appendChild(img);
 
-
          // we can't use "display: none", since that makes it invisible, and thus not load
 
-
          div.style.position = "absolute";
 
-
          div.style.opacity = 0;
 
-
          div.style.width = "1px";
 
-
          div.style.height= "1px";
 
-
          if (!this.operaCache[href]) {
 
-
            document.body.appendChild(div);
 
-
            this.operaCache[href] = div;
 
-
          }
 
-
        }
 
-
      }
 
-
    };
 
-
 
-
    this.sourceCode = undefined;
 
-
    this.attach = function(processing) {
 
-
      // either attachFunction or sourceCode must be present on attach
 
-
      if(typeof this.attachFunction === "function") {
 
-
        this.attachFunction(processing);
 
-
      } else if(this.sourceCode) {
 
-
        var func = ((new Function("return (" + this.sourceCode + ");"))());
 
-
        func(processing);
 
-
        this.attachFunction = func;
 
-
      } else {
 
-
        throw "Unable to attach sketch to the processing instance";
 
-
      }
 
-
    };
 
-
 
-
    this.toString = function() {
 
-
      var i;
 
-
      var code = "((function(Sketch) {\n";
 
-
      code += "var sketch = new Sketch(\n" + this.sourceCode + ");\n";
 
-
      for(i in this.options) {
 
-
        if(this.options.hasOwnProperty(i)) {
 
-
          var value = this.options[i];
 
-
          code += "sketch.options." + i + " = " +
 
-
            (typeof value === 'string' ? '\"' + value + '\"' : "" + value) + ";\n";
 
-
        }
 
-
      }
 
-
      for(i in this.imageCache) {
 
-
        if(this.options.hasOwnProperty(i)) {
 
-
          code += "sketch.imageCache.add(\"" + i + "\");\n";
 
-
        }
 
-
      }
 
-
      // TODO serialize fonts
 
-
      code += "return sketch;\n})(Processing.Sketch))";
 
-
      return code;
 
-
    };
 
-
  };
 
-
 
-
  /**
 
-
  * aggregate all source code into a single file, then rewrite that
 
-
  * source and bind to canvas via new Processing(canvas, sourcestring).
 
-
  * @param {CANVAS} canvas The html canvas element to bind to
 
-
  * @param {String[]} source The array of files that must be loaded
 
-
  */
 
-
  var loadSketchFromSources = Processing.loadSketchFromSources = function(canvas, sources) {
 
-
    var code = [], errors = [], sourcesCount = sources.length, loaded = 0;
 
-
 
-
    function ajaxAsync(url, callback) {
 
-
      var xhr = new XMLHttpRequest();
 
-
      xhr.onreadystatechange = function() {
 
-
        if (xhr.readyState === 4) {
 
-
          var error;
 
-
          if (xhr.status !== 200 && xhr.status !== 0) {
 
-
            error = "Invalid XHR status " + xhr.status;
 
-
          } else if (xhr.responseText === "") {
 
-
            // Give a hint when loading fails due to same-origin issues on file:/// urls
 
-
            if ( ("withCredentials" in new XMLHttpRequest()) &&
 
-
                (new XMLHttpRequest()).withCredentials === false &&
 
-
                window.location.protocol === "file:" ) {
 
-
              error = "XMLHttpRequest failure, possibly due to a same-origin policy violation. You can try loading this page in another browser, or load it from http://localhost using a local webserver. See the Processing.js README for a more detailed explanation of this problem and solutions.";
 
-
            } else {
 
-
              error = "File is empty.";
 
-
            }
 
-
          }
 
-
 
-
          callback(xhr.responseText, error);
 
-
        }
 
-
      };
 
-
      xhr.open("GET", url, true);
 
-
      if (xhr.overrideMimeType) {
 
-
        xhr.overrideMimeType("application/json");
 
-
      }
 
-
      xhr.setRequestHeader("If-Modified-Since", "Fri, 01 Jan 1960 00:00:00 GMT"); // no cache
 
-
      xhr.send(null);
 
-
    }
 
-
 
-
    function loadBlock(index, filename) {
 
-
      function callback(block, error) {
 
-
        code[index] = block;
 
-
        ++loaded;
 
-
        if (error) {
 
-
          errors.push(filename + " ==> " + error);
 
-
        }
 
-
        if (loaded === sourcesCount) {
 
-
          if (errors.length === 0) {
 
-
            try {
 
-
              return new Processing(canvas, code.join("\n"));
 
-
            } catch(e) {
 
-
              console.log("Processing.js: Unable to execute pjs sketch.");
 
-
              throw e;
 
-
            }
 
-
          } else {
 
-
            throw "Processing.js: Unable to load pjs sketch files: " + errors.join("\n");
 
-
          }
 
-
        }
 
-
      }
 
-
      if (filename.charAt(0) === '#') {
 
-
        // trying to get script from the element
 
-
        var scriptElement = document.getElementById(filename.substring(1));
 
-
        if (scriptElement) {
 
-
          callback(scriptElement.text || scriptElement.textContent);
 
-
        } else {
 
-
          callback("", "Unable to load pjs sketch: element with id \'" + filename.substring(1) + "\' was not found");
 
-
        }
 
-
        return;
 
-
      }
 
-
 
-
      ajaxAsync(filename, callback);
 
-
    }
 
-
 
-
    for (var i = 0; i < sourcesCount; ++i) {
 
-
      loadBlock(i, sources[i]);
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * Automatic initialization function.
 
-
  */
 
-
  var init = function() {
 
-
    document.removeEventListener('DOMContentLoaded', init, false);
 
-
 
-
    // before running through init, clear the instances list, to prevent
 
-
    // sketch duplication when page content is dynamically swapped without
 
-
    // swapping out processing.js
 
-
    processingInstances = [];
 
-
    Processing.instances = processingInstances;
 
-
 
-
    var canvas = document.getElementsByTagName('canvas'),
 
-
      filenames;
 
-
 
-
    for (var i = 0, l = canvas.length; i < l; i++) {
 
-
      // datasrc and data-src are deprecated.
 
-
      var processingSources = canvas[i].getAttribute('data-processing-sources');
 
-
      if (processingSources === null) {
 
-
        // Temporary fallback for datasrc and data-src
 
-
        processingSources = canvas[i].getAttribute('data-src');
 
-
        if (processingSources === null) {
 
-
          processingSources = canvas[i].getAttribute('datasrc');
 
-
        }
 
-
      }
 
-
      if (processingSources) {
 
-
        filenames = processingSources.split(/\s+/g);
 
-
        for (var j = 0; j < filenames.length;) {
 
-
          if (filenames[j]) {
 
-
            j++;
 
-
          } else {
 
-
            filenames.splice(j, 1);
 
-
          }
 
-
        }
 
-
        loadSketchFromSources(canvas[i], filenames);
 
-
      }
 
-
    }
 
-
 
-
    // also process all <script>-indicated sketches, if there are any
 
-
    var s, last, source, instance,
 
-
        nodelist = document.getElementsByTagName('script'),
 
-
        scripts=[];
 
-
 
-
    // snapshot the DOM, as the nodelist is only a DOM view, and is
 
-
    // updated instantly when a script element is added or removed.
 
-
    for (s = nodelist.length - 1; s >= 0; s--) {
 
-
      scripts.push(nodelist[s]);
 
-
    }
 
-
 
-
    // iterate over all script elements to see if they contain Processing code
 
-
    for (s = 0, last = scripts.length; s < last; s++) {
 
-
      var script = scripts[s];
 
-
      if (!script.getAttribute) {
 
-
        continue;
 
-
      }
 
-
 
-
      var type = script.getAttribute("type");
 
-
      if (type && (type.toLowerCase() === "text/processing" || type.toLowerCase() === "application/processing")) {
 
-
        var target = script.getAttribute("data-processing-target");
 
-
        canvas = undef;
 
-
        if (target) {
 
-
          canvas = document.getElementById(target);
 
-
        } else {
 
-
          var nextSibling = script.nextSibling;
 
-
          while (nextSibling && nextSibling.nodeType !== 1) {
 
-
            nextSibling = nextSibling.nextSibling;
 
-
          }
 
-
          if (nextSibling && nextSibling.nodeName.toLowerCase() === "canvas") {
 
-
            canvas = nextSibling;
 
-
          }
 
-
        }
 
-
 
-
        if (canvas) {
 
-
          if (script.getAttribute("src")) {
 
-
            filenames = script.getAttribute("src").split(/\s+/);
 
-
            loadSketchFromSources(canvas, filenames);
 
-
            continue;
 
-
          }
 
-
          source =  script.textContent || script.text;
 
-
          instance = new Processing(canvas, source);
 
-
        }
 
-
      }
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * automatic loading of all sketches on the page
 
-
  */
 
-
  document.addEventListener('DOMContentLoaded', init, false);
 
-
 
-
  /**
 
-
  * Make Processing run through init after already having
 
-
  * been set up for a page. This function exists mostly for pages
 
-
  * that swap content in/out without reloading a page.
 
-
  */
 
-
  Processing.reload = function() {
 
-
    if (processingInstances.length > 0) {
 
-
      // unload sketches
 
-
      for (var i = processingInstances.length - 1; i >= 0; i--) {
 
-
        if (processingInstances[i]) {
 
-
          processingInstances[i].exit();
 
-
        }
 
-
      }
 
-
    }
 
-
    // rerun init() to scan the DOM for sketches
 
-
    init();
 
-
  };
 
-
 
-
  /**
 
-
  * Disable the automatic loading of all sketches on the page.
 
-
  * This will work as long as it's issued before DOMContentLoaded.
 
-
  */
 
-
  Processing.disableInit = function() {
 
-
    document.removeEventListener('DOMContentLoaded', init, false);
 
-
  };
 
-
 
-
  // done.
 
-
  return Processing;
 
-
};
 
-
},{}],7:[function(require,module,exports){
 
-
/**
 
-
* Returns Java equals() result for two objects. If the first object
 
-
* has the "equals" function, it preforms the call of this function.
 
-
* Otherwise the method uses the JavaScript === operator.
 
-
*
 
-
* @param {Object} obj          The first object.
 
-
* @param {Object} other        The second object.
 
-
*
 
-
* @returns {boolean}          true if the objects are equal.
 
-
*/
 
-
module.exports = function virtEquals(obj, other) {
 
-
  if (obj === null || other === null) {
 
-
    return (obj === null) && (other === null);
 
-
  }
 
-
  if (typeof (obj) === "string") {
 
-
    return obj === other;
 
-
  }
 
-
  if (typeof(obj) !== "object") {
 
-
    return obj === other;
 
-
  }
 
-
  if (obj.equals instanceof Function) {
 
-
    return obj.equals(other);
 
-
  }
 
-
  return obj === other;
 
-
};
 
-
 
-
},{}],8:[function(require,module,exports){
 
-
/**
 
-
* Returns Java hashCode() result for the object. If the object has the "hashCode" function,
 
-
* it preforms the call of this function. Otherwise it uses/creates the "$id" property,
 
-
* which is used as the hashCode.
 
-
*
 
-
* @param {Object} obj          The object.
 
-
* @returns {int}              The object's hash code.
 
-
*/
 
-
module.exports = function virtHashCode(obj, undef) {
 
-
  if (typeof(obj) === "string") {
 
-
    var hash = 0;
 
-
    for (var i = 0; i < obj.length; ++i) {
 
-
      hash = (hash * 31 + obj.charCodeAt(i)) & 0xFFFFFFFF;
 
-
    }
 
-
    return hash;
 
-
  }
 
-
  if (typeof(obj) !== "object") {
 
-
    return obj & 0xFFFFFFFF;
 
-
  }
 
-
  if (obj.hashCode instanceof Function) {
 
-
    return obj.hashCode();
 
-
  }
 
-
  if (obj.$id === undef) {
 
-
      obj.$id = ((Math.floor(Math.random() * 0x10000) - 0x8000) << 16) | Math.floor(Math.random() * 0x10000);
 
-
  }
 
-
  return obj.$id;
 
-
};
 
-
 
-
},{}],9:[function(require,module,exports){
 
-
/**
 
-
* An ArrayList stores a variable number of objects.
 
-
*
 
-
* @param {int} initialCapacity optional defines the initial capacity of the list, it's empty by default
 
-
*
 
-
* @returns {ArrayList} new ArrayList object
 
-
*/
 
-
module.exports = function(options) {
 
-
  var virtHashCode = options.virtHashCode,
 
-
      virtEquals = options.virtEquals;
 
-
 
-
  function Iterator(array) {
 
-
    var index = -1;
 
-
    this.hasNext = function() {
 
-
      return (index + 1) < array.length;
 
-
    };
 
-
 
-
    this.next = function() {
 
-
      return array[++index];
 
-
    };
 
-
 
-
    this.remove = function() {
 
-
      array.splice(index--, 1);
 
-
    };
 
-
  }
 
-
 
-
  function ArrayList(a) {
 
-
    var array = [];
 
-
 
-
    if (a && a.toArray) {
 
-
      array = a.toArray();
 
-
    }
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.get() Returns the element at the specified position in this list.
 
-
    *
 
-
    * @param {int} i index of element to return
 
-
    *
 
-
    * @returns {Object} the element at the specified position in this list.
 
-
    */
 
-
    this.get = function(i) {
 
-
      return array[i];
 
-
    };
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.contains() Returns true if this list contains the specified element.
 
-
    *
 
-
    * @param {Object} item element whose presence in this List is to be tested.
 
-
    *
 
-
    * @returns {boolean} true if the specified element is present; false otherwise.
 
-
    */
 
-
    this.contains = function(item) {
 
-
      return this.indexOf(item)>-1;
 
-
    };
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.indexOf() Returns the position this element takes in the list, or -1 if the element is not found.
 
-
    *
 
-
    * @param {Object} item element whose position in this List is to be tested.
 
-
    *
 
-
    * @returns {int} the list position that the first match for this element holds in the list, or -1 if it is not in the list.
 
-
    */
 
-
    this.indexOf = function(item) {
 
-
      for (var i = 0, len = array.length; i < len; ++i) {
 
-
        if (virtEquals(item, array[i])) {
 
-
          return i;
 
-
        }
 
-
      }
 
-
      return -1;
 
-
    };
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.lastIndexOf() Returns the index of the last occurrence of the specified element in this list,
 
-
    * or -1 if this list does not contain the element. More formally, returns the highest index i such that
 
-
    * (o==null ? get(i)==null : o.equals(get(i))), or -1 if there is no such index.
 
-
    *
 
-
    * @param {Object} item element to search for.
 
-
    *
 
-
    * @returns {int} the index of the last occurrence of the specified element in this list, or -1 if this list does not contain the element.
 
-
    */
 
-
    this.lastIndexOf = function(item) {
 
-
      for (var i = array.length-1; i >= 0; --i) {
 
-
        if (virtEquals(item, array[i])) {
 
-
          return i;
 
-
        }
 
-
      }
 
-
      return -1;
 
-
    };
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.add() Adds the specified element to this list.
 
-
    *
 
-
    * @param {int}    index  optional index at which the specified element is to be inserted
 
-
    * @param {Object} object element to be added to the list
 
-
    */
 
-
    this.add = function() {
 
-
      if (arguments.length === 1) {
 
-
        array.push(arguments[0]); // for add(Object)
 
-
      } else if (arguments.length === 2) {
 
-
        var arg0 = arguments[0];
 
-
        if (typeof arg0 === 'number') {
 
-
          if (arg0 >= 0 && arg0 <= array.length) {
 
-
            array.splice(arg0, 0, arguments[1]); // for add(i, Object)
 
-
          } else {
 
-
            throw(arg0 + " is not a valid index");
 
-
          }
 
-
        } else {
 
-
          throw(typeof arg0 + " is not a number");
 
-
        }
 
-
      } else {
 
-
        throw("Please use the proper number of parameters.");
 
-
      }
 
-
    };
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.addAll(collection) appends all of the elements in the specified
 
-
    * Collection to the end of this list, in the order that they are returned by
 
-
    * the specified Collection's Iterator.
 
-
    *
 
-
    * When called as addAll(index, collection) the elements are inserted into
 
-
    * this list at the position indicated by index.
 
-
    *
 
-
    * @param {index} Optional; specifies the position the colletion should be inserted at
 
-
    * @param {collection} Any iterable object (ArrayList, HashMap.keySet(), etc.)
 
-
    * @throws out of bounds error for negative index, or index greater than list size.
 
-
    */
 
-
    this.addAll = function(arg1, arg2) {
 
-
      // addAll(int, Collection)
 
-
      var it;
 
-
      if (typeof arg1 === "number") {
 
-
        if (arg1 < 0 || arg1 > array.length) {
 
-
          throw("Index out of bounds for addAll: " + arg1 + " greater or equal than " + array.length);
 
-
        }
 
-
        it = new ObjectIterator(arg2);
 
-
        while (it.hasNext()) {
 
-
          array.splice(arg1++, 0, it.next());
 
-
        }
 
-
      }
 
-
      // addAll(Collection)
 
-
      else {
 
-
        it = new ObjectIterator(arg1);
 
-
        while (it.hasNext()) {
 
-
          array.push(it.next());
 
-
        }
 
-
      }
 
-
    };
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.set() Replaces the element at the specified position in this list with the specified element.
 
-
    *
 
-
    * @param {int}    index  index of element to replace
 
-
    * @param {Object} object element to be stored at the specified position
 
-
    */
 
-
    this.set = function() {
 
-
      if (arguments.length === 2) {
 
-
        var arg0 = arguments[0];
 
-
        if (typeof arg0 === 'number') {
 
-
          if (arg0 >= 0 && arg0 < array.length) {
 
-
            array.splice(arg0, 1, arguments[1]);
 
-
          } else {
 
-
            throw(arg0 + " is not a valid index.");
 
-
          }
 
-
        } else {
 
-
          throw(typeof arg0 + " is not a number");
 
-
        }
 
-
      } else {
 
-
        throw("Please use the proper number of parameters.");
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.size() Returns the number of elements in this list.
 
-
    *
 
-
    * @returns {int} the number of elements in this list
 
-
    */
 
-
    this.size = function() {
 
-
      return array.length;
 
-
    };
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.clear() Removes all of the elements from this list. The list will be empty after this call returns.
 
-
    */
 
-
    this.clear = function() {
 
-
      array.length = 0;
 
-
    };
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.remove() Removes an element either based on index, if the argument is a number, or
 
-
    * by equality check, if the argument is an object.
 
-
    *
 
-
    * @param {int|Object} item either the index of the element to be removed, or the element itself.
 
-
    *
 
-
    * @returns {Object|boolean} If removal is by index, the element that was removed, or null if nothing was removed. If removal is by object, true if removal occurred, otherwise false.
 
-
    */
 
-
    this.remove = function(item) {
 
-
      if (typeof item === 'number') {
 
-
        return array.splice(item, 1)[0];
 
-
      }
 
-
      item = this.indexOf(item);
 
-
      if (item > -1) {
 
-
        array.splice(item, 1);
 
-
        return true;
 
-
      }
 
-
      return false;
 
-
    };
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.removeAll Removes from this List all of the elements from
 
-
    * the current ArrayList which are present in the passed in paramater ArrayList 'c'.
 
-
    * Shifts any succeeding elements to the left (reduces their index).
 
-
    *
 
-
    * @param {ArrayList} the ArrayList to compare to the current ArrayList
 
-
    *
 
-
    * @returns {boolean} true if the ArrayList had an element removed; false otherwise
 
-
    */
 
-
    this.removeAll = function(c) {
 
-
      var i, x, item,
 
-
          newList = new ArrayList();
 
-
      newList.addAll(this);
 
-
      this.clear();
 
-
      // For every item that exists in the original ArrayList and not in the c ArrayList
 
-
      // copy it into the empty 'this' ArrayList to create the new 'this' Array.
 
-
      for (i = 0, x = 0; i < newList.size(); i++) {
 
-
        item = newList.get(i);
 
-
        if (!c.contains(item)) {
 
-
          this.add(x++, item);
 
-
        }
 
-
      }
 
-
      if (this.size() < newList.size()) {
 
-
        return true;
 
-
      }
 
-
      return false;
 
-
    };
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.isEmpty() Tests if this list has no elements.
 
-
    *
 
-
    * @returns {boolean} true if this list has no elements; false otherwise
 
-
    */
 
-
    this.isEmpty = function() {
 
-
      return !array.length;
 
-
    };
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.clone() Returns a shallow copy of this ArrayList instance. (The elements themselves are not copied.)
 
-
    *
 
-
    * @returns {ArrayList} a clone of this ArrayList instance
 
-
    */
 
-
    this.clone = function() {
 
-
      return new ArrayList(this);
 
-
    };
 
-
 
-
    /**
 
-
    * @member ArrayList
 
-
    * ArrayList.toArray() Returns an array containing all of the elements in this list in the correct order.
 
-
    *
 
-
    * @returns {Object[]} Returns an array containing all of the elements in this list in the correct order
 
-
    */
 
-
    this.toArray = function() {
 
-
      return array.slice(0);
 
-
    };
 
-
 
-
    this.iterator = function() {
 
-
      return new Iterator(array);
 
-
    };
 
-
  }
 
-
 
-
  return ArrayList;
 
-
};
 
-
 
-
},{}],10:[function(require,module,exports){
 
-
module.exports = (function(charMap, undef) {
 
-
 
-
  var Char = function(chr) {
 
-
    if (typeof chr === 'string' && chr.length === 1) {
 
-
      this.code = chr.charCodeAt(0);
 
-
    } else if (typeof chr === 'number') {
 
-
      this.code = chr;
 
-
    } else if (chr instanceof Char) {
 
-
      this.code = chr;
 
-
    } else {
 
-
      this.code = NaN;
 
-
    }
 
-
    return (charMap[this.code] === undef) ? charMap[this.code] = this : charMap[this.code];
 
-
  };
 
-
 
-
  Char.prototype.toString = function() {
 
-
    return String.fromCharCode(this.code);
 
-
  };
 
-
 
-
  Char.prototype.valueOf = function() {
 
-
    return this.code;
 
-
  };
 
-
 
-
  return Char;
 
-
}({}));
 
-
 
-
},{}],11:[function(require,module,exports){
 
-
/**
 
-
* A HashMap stores a collection of objects, each referenced by a key. This is similar to an Array, only
 
-
* instead of accessing elements with a numeric index, a String  is used. (If you are familiar with
 
-
* associative arrays from other languages, this is the same idea.)
 
-
*
 
-
* @param {int} initialCapacity          defines the initial capacity of the map, it's 16 by default
 
-
* @param {float} loadFactor            the load factor for the map, the default is 0.75
 
-
* @param {Map} m                        gives the new HashMap the same mappings as this Map
 
-
*/
 
-
module.exports = function(options) {
 
-
  var virtHashCode = options.virtHashCode,
 
-
      virtEquals = options.virtEquals;
 
-
 
-
  /**
 
-
  * @member HashMap
 
-
  * A HashMap stores a collection of objects, each referenced by a key. This is similar to an Array, only
 
-
  * instead of accessing elements with a numeric index, a String  is used. (If you are familiar with
 
-
  * associative arrays from other languages, this is the same idea.)
 
-
  *
 
-
  * @param {int} initialCapacity          defines the initial capacity of the map, it's 16 by default
 
-
  * @param {float} loadFactor            the load factor for the map, the default is 0.75
 
-
  * @param {Map} m                        gives the new HashMap the same mappings as this Map
 
-
  */
 
-
  function HashMap() {
 
-
    if (arguments.length === 1 && arguments[0] instanceof HashMap) {
 
-
      return arguments[0].clone();
 
-
    }
 
-
 
-
    var initialCapacity = arguments.length > 0 ? arguments[0] : 16;
 
-
    var loadFactor = arguments.length > 1 ? arguments[1] : 0.75;
 
-
    var buckets = [];
 
-
    buckets.length = initialCapacity;
 
-
    var count = 0;
 
-
    var hashMap = this;
 
-
 
-
    function getBucketIndex(key) {
 
-
      var index = virtHashCode(key) % buckets.length;
 
-
      return index < 0 ? buckets.length + index : index;
 
-
    }
 
-
    function ensureLoad() {
 
-
      if (count <= loadFactor * buckets.length) {
 
-
        return;
 
-
      }
 
-
      var allEntries = [];
 
-
      for (var i = 0; i < buckets.length; ++i) {
 
-
        if (buckets[i] !== undefined) {
 
-
          allEntries = allEntries.concat(buckets[i]);
 
-
        }
 
-
      }
 
-
      var newBucketsLength = buckets.length * 2;
 
-
      buckets = [];
 
-
      buckets.length = newBucketsLength;
 
-
      for (var j = 0; j < allEntries.length; ++j) {
 
-
        var index = getBucketIndex(allEntries[j].key);
 
-
        var bucket = buckets[index];
 
-
        if (bucket === undefined) {
 
-
          buckets[index] = bucket = [];
 
-
        }
 
-
        bucket.push(allEntries[j]);
 
-
      }
 
-
    }
 
-
 
-
    function Iterator(conversion, removeItem) {
 
-
      var bucketIndex = 0;
 
-
      var itemIndex = -1;
 
-
      var endOfBuckets = false;
 
-
      var currentItem;
 
-
 
-
      function findNext() {
 
-
        while (!endOfBuckets) {
 
-
          ++itemIndex;
 
-
          if (bucketIndex >= buckets.length) {
 
-
            endOfBuckets = true;
 
-
          } else if (buckets[bucketIndex] === undefined || itemIndex >= buckets[bucketIndex].length) {
 
-
            itemIndex = -1;
 
-
            ++bucketIndex;
 
-
          } else {
 
-
            return;
 
-
          }
 
-
        }
 
-
      }
 
-
 
-
      /*
 
-
      * @member Iterator
 
-
      * Checks if the Iterator has more items
 
-
      */
 
-
      this.hasNext = function() {
 
-
        return !endOfBuckets;
 
-
      };
 
-
 
-
      /*
 
-
      * @member Iterator
 
-
      * Return the next Item
 
-
      */
 
-
      this.next = function() {
 
-
        currentItem = conversion(buckets[bucketIndex][itemIndex]);
 
-
        findNext();
 
-
        return currentItem;
 
-
      };
 
-
 
-
      /*
 
-
      * @member Iterator
 
-
      * Remove the current item
 
-
      */
 
-
      this.remove = function() {
 
-
        if (currentItem !== undefined) {
 
-
          removeItem(currentItem);
 
-
          --itemIndex;
 
-
          findNext();
 
-
        }
 
-
      };
 
-
 
-
      findNext();
 
-
    }
 
-
 
-
    function Set(conversion, isIn, removeItem) {
 
-
      this.clear = function() {
 
-
        hashMap.clear();
 
-
      };
 
-
 
-
      this.contains = function(o) {
 
-
        return isIn(o);
 
-
      };
 
-
 
-
      this.containsAll = function(o) {
 
-
        var it = o.iterator();
 
-
        while (it.hasNext()) {
 
-
          if (!this.contains(it.next())) {
 
-
            return false;
 
-
          }
 
-
        }
 
-
        return true;
 
-
      };
 
-
 
-
      this.isEmpty = function() {
 
-
        return hashMap.isEmpty();
 
-
      };
 
-
 
-
      this.iterator = function() {
 
-
        return new Iterator(conversion, removeItem);
 
-
      };
 
-
 
-
      this.remove = function(o) {
 
-
        if (this.contains(o)) {
 
-
          removeItem(o);
 
-
          return true;
 
-
        }
 
-
        return false;
 
-
      };
 
-
 
-
      this.removeAll = function(c) {
 
-
        var it = c.iterator();
 
-
        var changed = false;
 
-
        while (it.hasNext()) {
 
-
          var item = it.next();
 
-
          if (this.contains(item)) {
 
-
            removeItem(item);
 
-
            changed = true;
 
-
          }
 
-
        }
 
-
        return true;
 
-
      };
 
-
 
-
      this.retainAll = function(c) {
 
-
        var it = this.iterator();
 
-
        var toRemove = [];
 
-
        while (it.hasNext()) {
 
-
          var entry = it.next();
 
-
          if (!c.contains(entry)) {
 
-
            toRemove.push(entry);
 
-
          }
 
-
        }
 
-
        for (var i = 0; i < toRemove.length; ++i) {
 
-
          removeItem(toRemove[i]);
 
-
        }
 
-
        return toRemove.length > 0;
 
-
      };
 
-
 
-
      this.size = function() {
 
-
        return hashMap.size();
 
-
      };
 
-
 
-
      this.toArray = function() {
 
-
        var result = [];
 
-
        var it = this.iterator();
 
-
        while (it.hasNext()) {
 
-
          result.push(it.next());
 
-
        }
 
-
        return result;
 
-
      };
 
-
    }
 
-
 
-
    function Entry(pair) {
 
-
      this._isIn = function(map) {
 
-
        return map === hashMap && (pair.removed === undefined);
 
-
      };
 
-
 
-
      this.equals = function(o) {
 
-
        return virtEquals(pair.key, o.getKey());
 
-
      };
 
-
 
-
      this.getKey = function() {
 
-
        return pair.key;
 
-
      };
 
-
 
-
      this.getValue = function() {
 
-
        return pair.value;
 
-
      };
 
-
 
-
      this.hashCode = function(o) {
 
-
        return virtHashCode(pair.key);
 
-
      };
 
-
 
-
      this.setValue = function(value) {
 
-
        var old = pair.value;
 
-
        pair.value = value;
 
-
        return old;
 
-
      };
 
-
    }
 
-
 
-
    this.clear = function() {
 
-
      count = 0;
 
-
      buckets = [];
 
-
      buckets.length = initialCapacity;
 
-
    };
 
-
 
-
    this.clone = function() {
 
-
      var map = new HashMap();
 
-
      map.putAll(this);
 
-
      return map;
 
-
    };
 
-
 
-
    this.containsKey = function(key) {
 
-
      var index = getBucketIndex(key);
 
-
      var bucket = buckets[index];
 
-
      if (bucket === undefined) {
 
-
        return false;
 
-
      }
 
-
      for (var i = 0; i < bucket.length; ++i) {
 
-
        if (virtEquals(bucket[i].key, key)) {
 
-
          return true;
 
-
        }
 
-
      }
 
-
      return false;
 
-
    };
 
-
 
-
    this.containsValue = function(value) {
 
-
      for (var i = 0; i < buckets.length; ++i) {
 
-
        var bucket = buckets[i];
 
-
        if (bucket === undefined) {
 
-
          continue;
 
-
        }
 
-
        for (var j = 0; j < bucket.length; ++j) {
 
-
          if (virtEquals(bucket[j].value, value)) {
 
-
            return true;
 
-
          }
 
-
        }
 
-
      }
 
-
      return false;
 
-
    };
 
-
 
-
    this.entrySet = function() {
 
-
      return new Set(
 
-
 
-
      function(pair) {
 
-
        return new Entry(pair);
 
-
      },
 
-
 
-
      function(pair) {
 
-
        return (pair instanceof Entry) && pair._isIn(hashMap);
 
-
      },
 
-
 
-
      function(pair) {
 
-
        return hashMap.remove(pair.getKey());
 
-
      });
 
-
    };
 
-
 
-
    this.get = function(key) {
 
-
      var index = getBucketIndex(key);
 
-
      var bucket = buckets[index];
 
-
      if (bucket === undefined) {
 
-
        return null;
 
-
      }
 
-
      for (var i = 0; i < bucket.length; ++i) {
 
-
        if (virtEquals(bucket[i].key, key)) {
 
-
          return bucket[i].value;
 
-
        }
 
-
      }
 
-
      return null;
 
-
    };
 
-
 
-
    this.isEmpty = function() {
 
-
      return count === 0;
 
-
    };
 
-
 
-
    this.keySet = function() {
 
-
      return new Set(
 
-
        // get key from pair
 
-
        function(pair) {
 
-
          return pair.key;
 
-
        },
 
-
        // is-in test
 
-
        function(key) {
 
-
          return hashMap.containsKey(key);
 
-
        },
 
-
        // remove from hashmap by key
 
-
        function(key) {
 
-
          return hashMap.remove(key);
 
-
        }
 
-
      );
 
-
    };
 
-
 
-
    this.values = function() {
 
-
      return new Set(
 
-
        // get value from pair
 
-
        function(pair) {
 
-
          return pair.value;
 
-
        },
 
-
        // is-in test
 
-
        function(value) {
 
-
          return hashMap.containsValue(value);
 
-
        },
 
-
        // remove from hashmap by value
 
-
        function(value) {
 
-
          return hashMap.removeByValue(value);
 
-
        }
 
-
      );
 
-
    };
 
-
 
-
    this.put = function(key, value) {
 
-
      var index = getBucketIndex(key);
 
-
      var bucket = buckets[index];
 
-
      if (bucket === undefined) {
 
-
        ++count;
 
-
        buckets[index] = [{
 
-
          key: key,
 
-
          value: value
 
-
        }];
 
-
        ensureLoad();
 
-
        return null;
 
-
      }
 
-
      for (var i = 0; i < bucket.length; ++i) {
 
-
        if (virtEquals(bucket[i].key, key)) {
 
-
          var previous = bucket[i].value;
 
-
          bucket[i].value = value;
 
-
          return previous;
 
-
        }
 
-
      }
 
-
      ++count;
 
-
      bucket.push({
 
-
        key: key,
 
-
        value: value
 
-
      });
 
-
      ensureLoad();
 
-
      return null;
 
-
    };
 
-
 
-
    this.putAll = function(m) {
 
-
      var it = m.entrySet().iterator();
 
-
      while (it.hasNext()) {
 
-
        var entry = it.next();
 
-
        this.put(entry.getKey(), entry.getValue());
 
-
      }
 
-
    };
 
-
 
-
    this.remove = function(key) {
 
-
      var index = getBucketIndex(key);
 
-
      var bucket = buckets[index];
 
-
      if (bucket === undefined) {
 
-
        return null;
 
-
      }
 
-
      for (var i = 0; i < bucket.length; ++i) {
 
-
        if (virtEquals(bucket[i].key, key)) {
 
-
          --count;
 
-
          var previous = bucket[i].value;
 
-
          bucket[i].removed = true;
 
-
          if (bucket.length > 1) {
 
-
            bucket.splice(i, 1);
 
-
          } else {
 
-
            buckets[index] = undefined;
 
-
          }
 
-
          return previous;
 
-
        }
 
-
      }
 
-
      return null;
 
-
    };
 
-
 
-
    this.removeByValue = function(value) {
 
-
      var bucket, i, ilen, pair;
 
-
      for (bucket in buckets) {
 
-
        if (buckets.hasOwnProperty(bucket)) {
 
-
          for (i = 0, ilen = buckets[bucket].length; i < ilen; i++) {
 
-
            pair = buckets[bucket][i];
 
-
            // removal on values is based on identity, not equality
 
-
            if (pair.value === value) {
 
-
              buckets[bucket].splice(i, 1);
 
-
              return true;
 
-
            }
 
-
          }
 
-
        }
 
-
      }
 
-
      return false;
 
-
    };
 
-
 
-
    this.size = function() {
 
-
      return count;
 
-
    };
 
-
  }
 
-
 
-
  return HashMap;
 
-
};
 
-
 
-
},{}],12:[function(require,module,exports){
 
-
// module export
 
-
module.exports = function(options,undef) {
 
-
  var window = options.Browser.window,
 
-
      document = options.Browser.document,
 
-
      noop = options.noop;
 
-
 
-
  /**
 
-
  * [internal function] computeFontMetrics() calculates various metrics for text
 
-
  * placement. Currently this function computes the ascent, descent and leading
 
-
  * (from "lead", used for vertical space) values for the currently active font.
 
-
  */
 
-
  function computeFontMetrics(pfont) {
 
-
    var emQuad = 250,
 
-
        correctionFactor = pfont.size / emQuad,
 
-
        canvas = document.createElement("canvas");
 
-
    canvas.width = 2*emQuad;
 
-
    canvas.height = 2*emQuad;
 
-
    canvas.style.opacity = 0;
 
-
    var cfmFont = pfont.getCSSDefinition(emQuad+"px", "normal"),
 
-
        ctx = canvas.getContext("2d");
 
-
    ctx.font = cfmFont;
 
-
 
-
    // Size the canvas using a string with common max-ascent and max-descent letters.
 
-
    // Changing the canvas dimensions resets the context, so we must reset the font.
 
-
    var protrusions = "dbflkhyjqpg";
 
-
    canvas.width = ctx.measureText(protrusions).width;
 
-
    ctx.font = cfmFont;
 
-
 
-
    // for text lead values, we meaure a multiline text container.
 
-
    var leadDiv = document.createElement("div");
 
-
    leadDiv.style.position = "absolute";
 
-
    leadDiv.style.opacity = 0;
 
-
    leadDiv.style.fontFamily = '"' + pfont.name + '"';
 
-
    leadDiv.style.fontSize = emQuad + "px";
 
-
    leadDiv.innerHTML = protrusions + "<br/>" + protrusions;
 
-
    document.body.appendChild(leadDiv);
 
-
 
-
    var w = canvas.width,
 
-
        h = canvas.height,
 
-
        baseline = h/2;
 
-
 
-
    // Set all canvas pixeldata values to 255, with all the content
 
-
    // data being 0. This lets us scan for data[i] != 255.
 
-
    ctx.fillStyle = "white";
 
-
    ctx.fillRect(0, 0, w, h);
 
-
    ctx.fillStyle = "black";
 
-
    ctx.fillText(protrusions, 0, baseline);
 
-
    var pixelData = ctx.getImageData(0, 0, w, h).data;
 
-
 
-
    // canvas pixel data is w*4 by h*4, because R, G, B and A are separate,
 
-
    // consecutive values in the array, rather than stored as 32 bit ints.
 
-
    var i = 0,
 
-
        w4 = w * 4,
 
-
        len = pixelData.length;
 
-
 
-
    // Finding the ascent uses a normal, forward scanline
 
-
    while (++i < len && pixelData[i] === 255) {
 
-
      noop();
 
-
    }
 
-
    var ascent = Math.round(i / w4);
 
-
 
-
    // Finding the descent uses a reverse scanline
 
-
    i = len - 1;
 
-
    while (--i > 0 && pixelData[i] === 255) {
 
-
      noop();
 
-
    }
 
-
    var descent = Math.round(i / w4);
 
-
 
-
    // set font metrics
 
-
    pfont.ascent = correctionFactor * (baseline - ascent);
 
-
    pfont.descent = correctionFactor * (descent - baseline);
 
-
 
-
    // Then we try to get the real value from the browser
 
-
    if (document.defaultView.getComputedStyle) {
 
-
      var leadDivHeight = document.defaultView.getComputedStyle(leadDiv,null).getPropertyValue("height");
 
-
      leadDivHeight = correctionFactor * leadDivHeight.replace("px","");
 
-
      if (leadDivHeight >= pfont.size * 2) {
 
-
        pfont.leading = Math.round(leadDivHeight/2);
 
-
      }
 
-
    }
 
-
    document.body.removeChild(leadDiv);
 
-
 
-
    // if we're caching, cache the context used for this pfont
 
-
    if (pfont.caching) {
 
-
      return ctx;
 
-
    }
 
-
  }
 
-
 
-
  /**
 
-
  * Constructor for a system or from-file (non-SVG) font.
 
-
  */
 
-
  function PFont(name, size) {
 
-
    // according to the P5 API, new PFont() is legal (albeit completely useless)
 
-
    if (name === undef) {
 
-
      name = "";
 
-
    }
 
-
    this.name = name;
 
-
    if (size === undef) {
 
-
      size = 0;
 
-
    }
 
-
    this.size = size;
 
-
    this.glyph = false;
 
-
    this.ascent = 0;
 
-
    this.descent = 0;
 
-
    // For leading, the "safe" value uses the standard TEX ratio
 
-
    this.leading = 1.2 * size;
 
-
 
-
    // Note that an italic, bold font must used "... Bold Italic"
 
-
    // in P5. "... Italic Bold" is treated as normal/normal.
 
-
    var illegalIndicator = name.indexOf(" Italic Bold");
 
-
    if (illegalIndicator !== -1) {
 
-
      name = name.substring(0, illegalIndicator);
 
-
    }
 
-
 
-
    // determine font style
 
-
    this.style = "normal";
 
-
    var italicsIndicator = name.indexOf(" Italic");
 
-
    if (italicsIndicator !== -1) {
 
-
      name = name.substring(0, italicsIndicator);
 
-
      this.style = "italic";
 
-
    }
 
-
 
-
    // determine font weight
 
-
    this.weight = "normal";
 
-
    var boldIndicator = name.indexOf(" Bold");
 
-
    if (boldIndicator !== -1) {
 
-
      name = name.substring(0, boldIndicator);
 
-
      this.weight = "bold";
 
-
    }
 
-
 
-
    // determine font-family name
 
-
    this.family = "sans-serif";
 
-
    if (name !== undef) {
 
-
      switch(name) {
 
-
        case "sans-serif":
 
-
        case "serif":
 
-
        case "monospace":
 
-
        case "fantasy":
 
-
        case "cursive":
 
-
          this.family = name;
 
-
          break;
 
-
        default:
 
-
          this.family = '"' + name + '", sans-serif';
 
-
          break;
 
-
      }
 
-
    }
 
-
    // Calculate the ascent/descent/leading value based on
 
-
    // how the browser renders this font.
 
-
    this.context2d = computeFontMetrics(this);
 
-
    this.css = this.getCSSDefinition();
 
-
    if (this.context2d) {
 
-
      this.context2d.font = this.css;
 
-
    }
 
-
  }
 
-
 
-
  /**
 
-
  * regulates whether or not we're caching the canvas
 
-
  * 2d context for quick text width computation.
 
-
  */
 
-
  PFont.prototype.caching = true;
 
-
 
-
  /**
 
-
  * This function generates the CSS "font" string for this PFont
 
-
  */
 
-
  PFont.prototype.getCSSDefinition = function(fontSize, lineHeight) {
 
-
    if(fontSize===undef) {
 
-
      fontSize = this.size + "px";
 
-
    }
 
-
    if(lineHeight===undef) {
 
-
      lineHeight = this.leading + "px";
 
-
    }
 
-
    // CSS "font" definition: font-style font-variant font-weight font-size/line-height font-family
 
-
    var components = [this.style, "normal", this.weight, fontSize + "/" + lineHeight, this.family];
 
-
    return components.join(" ");
 
-
  };
 
-
 
-
  /**
 
-
  * Rely on the cached context2d measureText function.
 
-
  */
 
-
  PFont.prototype.measureTextWidth = function(string) {
 
-
    return this.context2d.measureText(string).width;
 
-
  };
 
-
 
-
  /**
 
-
  * FALLBACK FUNCTION -- replaces Pfont.prototype.measureTextWidth
 
-
  * when the font cache becomes too large. This contructs a new
 
-
  * canvas 2d context object for calling measureText on.
 
-
  */
 
-
  PFont.prototype.measureTextWidthFallback = function(string) {
 
-
    var canvas = document.createElement("canvas"),
 
-
        ctx = canvas.getContext("2d");
 
-
    ctx.font = this.css;
 
-
    return ctx.measureText(string).width;
 
-
  };
 
-
 
-
  /**
 
-
  * Global "loaded fonts" list, internal to PFont
 
-
  */
 
-
  PFont.PFontCache = { length: 0 };
 
-
 
-
  /**
 
-
  * This function acts as single access point for getting and caching
 
-
  * fonts across all sketches handled by an instance of Processing.js
 
-
  */
 
-
  PFont.get = function(fontName, fontSize) {
 
-
    // round fontSize to one decimal point
 
-
    fontSize = ((fontSize*10)+0.5|0)/10;
 
-
    var cache = PFont.PFontCache,
 
-
        idx = fontName+"/"+fontSize;
 
-
    if (!cache[idx]) {
 
-
      cache[idx] = new PFont(fontName, fontSize);
 
-
      cache.length++;
 
-
 
-
      // FALLBACK FUNCTIONALITY 1:
 
-
      // If the cache has become large, switch over from full caching
 
-
      // to caching only the static metrics for each new font request.
 
-
      if (cache.length === 50) {
 
-
        PFont.prototype.measureTextWidth = PFont.prototype.measureTextWidthFallback;
 
-
        PFont.prototype.caching = false;
 
-
        // clear contexts stored for each cached font
 
-
        var entry;
 
-
        for (entry in cache) {
 
-
          if (entry !== "length") {
 
-
            cache[entry].context2d = null;
 
-
          }
 
-
        }
 
-
        return new PFont(fontName, fontSize);
 
-
      }
 
-
 
-
      // FALLBACK FUNCTIONALITY 2:
 
-
      // If the cache has become too large, switch off font caching entirely.
 
-
      if (cache.length === 400) {
 
-
        PFont.PFontCache = {};
 
-
        PFont.get = PFont.getFallback;
 
-
        return new PFont(fontName, fontSize);
 
-
      }
 
-
    }
 
-
    return cache[idx];
 
-
  };
 
-
 
-
  /**
 
-
  * FALLBACK FUNCTION -- replaces PFont.get when the font cache
 
-
  * becomes too large. This function bypasses font caching entirely.
 
-
  */
 
-
  PFont.getFallback = function(fontName, fontSize) {
 
-
    return new PFont(fontName, fontSize);
 
-
  };
 
-
 
-
  /**
 
-
  * Lists all standard fonts. Due to browser limitations, this list is
 
-
  * not the system font list, like in P5, but the CSS "genre" list.
 
-
  */
 
-
  PFont.list = function() {
 
-
    return ["sans-serif", "serif", "monospace", "fantasy", "cursive"];
 
-
  };
 
-
 
-
  /**
 
-
  * Loading external fonts through @font-face rules is handled by PFont,
 
-
  * to ensure fonts loaded in this way are globally available.
 
-
  */
 
-
  PFont.preloading = {
 
-
    // template element used to compare font sizes
 
-
    template: {},
 
-
    // indicates whether or not the reference tiny font has been loaded
 
-
    initialized: false,
 
-
    // load the reference tiny font via a css @font-face rule
 
-
    initialize: function() {
 
-
      var generateTinyFont = function() {
 
-
        var encoded = "#E3KAI2wAgT1MvMg7Eo3VmNtYX7ABi3CxnbHlm" +
 
-
                      "7Abw3kaGVhZ7ACs3OGhoZWE7A53CRobXR47AY3" +
 
-
                      "AGbG9jYQ7G03Bm1heH7ABC3CBuYW1l7Ae3AgcG" +
 
-
                      "9zd7AI3AE#B3AQ2kgTY18PPPUACwAg3ALSRoo3" +
 
-
                      "#yld0xg32QAB77#E777773B#E3C#I#Q77773E#" +
 
-
                      "Q7777777772CMAIw7AB77732B#M#Q3wAB#g3B#" +
 
-
                      "E#E2BB//82BB////w#B7#gAEg3E77x2B32B#E#" +
 
-
                      "Q#MTcBAQ32gAe#M#QQJ#E32M#QQJ#I#g32Q77#";
 
-
        var expand = function(input) {
 
-
                      return "AAAAAAAA".substr(~~input ? 7-input : 6);
 
-
                    };
 
-
        return encoded.replace(/[#237]/g, expand);
 
-
      };
 
-
      var fontface = document.createElement("style");
 
-
      fontface.setAttribute("type","text/css");
 
-
      fontface.innerHTML =  "@font-face {\n" +
 
-
                            '  font-family: "PjsEmptyFont";' + "\n" +
 
-
                            "  src: url('data:application/x-font-ttf;base64,"+generateTinyFont()+"')\n" +
 
-
                            "      format('truetype');\n" +
 
-
                            "}";
 
-
      document.head.appendChild(fontface);
 
-
 
-
      // set up the template element
 
-
      var element = document.createElement("span");
 
-
      element.style.cssText = 'position: absolute; top: 0; left: 0; opacity: 0; font-family: "PjsEmptyFont", fantasy;';
 
-
      element.innerHTML = "AAAAAAAA";
 
-
      document.body.appendChild(element);
 
-
      this.template = element;
 
-
 
-
      this.initialized = true;
 
-
    },
 
-
    // Shorthand function to get the computed width for an element.
 
-
    getElementWidth: function(element) {
 
-
      return document.defaultView.getComputedStyle(element,"").getPropertyValue("width");
 
-
    },
 
-
    // time taken so far in attempting to load a font
 
-
    timeAttempted: 0,
 
-
    // returns false if no fonts are pending load, or true otherwise.
 
-
    pending: function(intervallength) {
 
-
      if (!this.initialized) {
 
-
        this.initialize();
 
-
      }
 
-
      var element,
 
-
          computedWidthFont,
 
-
          computedWidthRef = this.getElementWidth(this.template);
 
-
      for (var i = 0; i < this.fontList.length; i++) {
 
-
        // compares size of text in pixels. if equal, custom font is not yet loaded
 
-
        element = this.fontList[i];
 
-
        computedWidthFont = this.getElementWidth(element);
 
-
        if (this.timeAttempted < 4000 && computedWidthFont === computedWidthRef) {
 
-
          this.timeAttempted += intervallength;
 
-
          return true;
 
-
        } else {
 
-
          document.body.removeChild(element);
 
-
          this.fontList.splice(i--, 1);
 
-
          this.timeAttempted = 0;
 
-
        }
 
-
      }
 
-
      // if there are no more fonts to load, pending is false
 
-
      if (this.fontList.length === 0) {
 
-
        return false;
 
-
      }
 
-
      // We should have already returned before getting here.
 
-
      // But, if we do get here, length!=0 so fonts are pending.
 
-
      return true;
 
-
    },
 
-
    // fontList contains elements to compare font sizes against a template
 
-
    fontList: [],
 
-
    // addedList contains the fontnames of all the fonts loaded via @font-face
 
-
    addedList: {},
 
-
    // adds a font to the font cache
 
-
    // creates an element using the font, to start loading the font,
 
-
    // and compare against a default font to see if the custom font is loaded
 
-
    add: function(fontSrc) {
 
-
      if (!this.initialized) {
 
-
      this.initialize();
 
-
      }
 
-
      // fontSrc can be a string or a javascript object
 
-
      // acceptable fonts are .ttf, .otf, and data uri
 
-
      var fontName = (typeof fontSrc === 'object' ? fontSrc.fontFace : fontSrc),
 
-
          fontUrl = (typeof fontSrc === 'object' ? fontSrc.url : fontSrc);
 
-
 
-
      // check whether we already created the @font-face rule for this font
 
-
      if (this.addedList[fontName]) {
 
-
        return;
 
-
      }
 
-
 
-
      // if we didn't, create the @font-face rule
 
-
      var style = document.createElement("style");
 
-
      style.setAttribute("type","text/css");
 
-
      style.innerHTML = "@font-face{\n  font-family: '" + fontName + "';\n  src:  url('" + fontUrl + "');\n}\n";
 
-
      document.head.appendChild(style);
 
-
      this.addedList[fontName] = true;
 
-
 
-
      // also create the element to load and compare the new font
 
-
      var element = document.createElement("span");
 
-
      element.style.cssText = "position: absolute; top: 0; left: 0; opacity: 0;";
 
-
      element.style.fontFamily = '"' + fontName + '", "PjsEmptyFont", fantasy';
 
-
      element.innerHTML = "AAAAAAAA";
 
-
      document.body.appendChild(element);
 
-
      this.fontList.push(element);
 
-
    }
 
-
  };
 
-
 
-
  return PFont;
 
-
};
 
-
},{}],13:[function(require,module,exports){
 
-
module.exports = function(options, undef) {
 
-
 
-
  // FIXME: hack
 
-
  var p = options.p;
 
-
 
-
  /**
 
-
  * PMatrix2D is a 3x2 affine matrix implementation. The constructor accepts another PMatrix2D or a list of six float elements.
 
-
  * If no parameters are provided the matrix is set to the identity matrix.
 
-
  *
 
-
  * @param {PMatrix2D} matrix  the initial matrix to set to
 
-
  * @param {float} m00        the first element of the matrix
 
-
  * @param {float} m01        the second element of the matrix
 
-
  * @param {float} m02        the third element of the matrix
 
-
  * @param {float} m10        the fourth element of the matrix
 
-
  * @param {float} m11        the fifth element of the matrix
 
-
  * @param {float} m12        the sixth element of the matrix
 
-
  */
 
-
  var PMatrix2D = function() {
 
-
    if (arguments.length === 0) {
 
-
      this.reset();
 
-
    } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
      this.set(arguments[0].array());
 
-
    } else if (arguments.length === 6) {
 
-
      this.set(arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * PMatrix2D methods
 
-
  */
 
-
  PMatrix2D.prototype = {
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The set() function sets the matrix elements. The function accepts either another PMatrix2D, an array of elements, or a list of six floats.
 
-
    *
 
-
    * @param {PMatrix2D} matrix    the matrix to set this matrix to
 
-
    * @param {float[]} elements    an array of elements to set this matrix to
 
-
    * @param {float} m00          the first element of the matrix
 
-
    * @param {float} m01          the third element of the matrix
 
-
    * @param {float} m10          the fourth element of the matrix
 
-
    * @param {float} m11          the fith element of the matrix
 
-
    * @param {float} m12          the sixth element of the matrix
 
-
    */
 
-
    set: function() {
 
-
      if (arguments.length === 6) {
 
-
        var a = arguments;
 
-
        this.set([a[0], a[1], a[2],
 
-
                  a[3], a[4], a[5]]);
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
        this.elements = arguments[0].array();
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
        this.elements = arguments[0].slice();
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The get() function returns a copy of this PMatrix2D.
 
-
    *
 
-
    * @return {PMatrix2D} a copy of this PMatrix2D
 
-
    */
 
-
    get: function() {
 
-
      var outgoing = new PMatrix2D();
 
-
      outgoing.set(this.elements);
 
-
      return outgoing;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The reset() function sets this PMatrix2D to the identity matrix.
 
-
    */
 
-
    reset: function() {
 
-
      this.set([1, 0, 0, 0, 1, 0]);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The array() function returns a copy of the element values.
 
-
    * @addon
 
-
    *
 
-
    * @return {float[]} returns a copy of the element values
 
-
    */
 
-
    array: function array() {
 
-
      return this.elements.slice();
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The translate() function translates this matrix by moving the current coordinates to the location specified by tx and ty.
 
-
    *
 
-
    * @param {float} tx  the x-axis coordinate to move to
 
-
    * @param {float} ty  the y-axis coordinate to move to
 
-
    */
 
-
    translate: function(tx, ty) {
 
-
      this.elements[2] = tx * this.elements[0] + ty * this.elements[1] + this.elements[2];
 
-
      this.elements[5] = tx * this.elements[3] + ty * this.elements[4] + this.elements[5];
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The invTranslate() function translates this matrix by moving the current coordinates to the negative location specified by tx and ty.
 
-
    *
 
-
    * @param {float} tx  the x-axis coordinate to move to
 
-
    * @param {float} ty  the y-axis coordinate to move to
 
-
    */
 
-
    invTranslate: function(tx, ty) {
 
-
      this.translate(-tx, -ty);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The transpose() function is not used in processingjs.
 
-
    */
 
-
    transpose: function() {
 
-
      // Does nothing in Processing.
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The mult() function multiplied this matrix.
 
-
    * If two array elements are passed in the function will multiply a two element vector against this matrix.
 
-
    * If target is null or not length four, a new float array will be returned.
 
-
    * The values for vec and target can be the same (though that's less efficient).
 
-
    * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
 
-
    *
 
-
    * @param {PVector} source, target  the PVectors used to multiply this matrix
 
-
    * @param {float[]} source, target  the arrays used to multiply this matrix
 
-
    *
 
-
    * @return {PVector|float[]} returns a PVector or an array representing the new matrix
 
-
    */
 
-
    mult: function(source, target) {
 
-
      var x, y;
 
-
      if (source instanceof PVector) {
 
-
        x = source.x;
 
-
        y = source.y;
 
-
        if (!target) {
 
-
          target = new PVector();
 
-
        }
 
-
      } else if (source instanceof Array) {
 
-
        x = source[0];
 
-
        y = source[1];
 
-
        if (!target) {
 
-
          target = [];
 
-
        }
 
-
      }
 
-
      if (target instanceof Array) {
 
-
        target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2];
 
-
        target[1] = this.elements[3] * x + this.elements[4] * y + this.elements[5];
 
-
      } else if (target instanceof PVector) {
 
-
        target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2];
 
-
        target.y = this.elements[3] * x + this.elements[4] * y + this.elements[5];
 
-
        target.z = 0;
 
-
      }
 
-
      return target;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The multX() function calculates the x component of a vector from a transformation.
 
-
    *
 
-
    * @param {float} x the x component of the vector being transformed
 
-
    * @param {float} y the y component of the vector being transformed
 
-
    *
 
-
    * @return {float} returnes the result of the calculation
 
-
    */
 
-
    multX: function(x, y) {
 
-
      return (x * this.elements[0] + y * this.elements[1] + this.elements[2]);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The multY() function calculates the y component of a vector from a transformation.
 
-
    *
 
-
    * @param {float} x the x component of the vector being transformed
 
-
    * @param {float} y the y component of the vector being transformed
 
-
    *
 
-
    * @return {float} returnes the result of the calculation
 
-
    */
 
-
    multY: function(x, y) {
 
-
      return (x * this.elements[3] + y * this.elements[4] + this.elements[5]);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of skew specified in radians
 
-
    */
 
-
    skewX: function(angle) {
 
-
      this.apply(1, 0, 1, angle, 0, 0);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of skew specified in radians
 
-
    */
 
-
    skewY: function(angle) {
 
-
      this.apply(1, 0, 1,  0, angle, 0);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of skew specified in radians
 
-
    */
 
-
    shearX: function(angle) {
 
-
      this.apply(1, 0, 1, Math.tan(angle) , 0, 0);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of skew specified in radians
 
-
    */
 
-
    shearY: function(angle) {
 
-
      this.apply(1, 0, 1,  0, Math.tan(angle), 0);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The determinant() function calvculates the determinant of this matrix.
 
-
    *
 
-
    * @return {float} the determinant of the matrix
 
-
    */
 
-
    determinant: function() {
 
-
      return (this.elements[0] * this.elements[4] - this.elements[1] * this.elements[3]);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The invert() function inverts this matrix
 
-
    *
 
-
    * @return {boolean} true if successful
 
-
    */
 
-
    invert: function() {
 
-
      var d = this.determinant();
 
-
      if (Math.abs( d ) > PConstants.MIN_INT) {
 
-
        var old00 = this.elements[0];
 
-
        var old01 = this.elements[1];
 
-
        var old02 = this.elements[2];
 
-
        var old10 = this.elements[3];
 
-
        var old11 = this.elements[4];
 
-
        var old12 = this.elements[5];
 
-
        this.elements[0] =  old11 / d;
 
-
        this.elements[3] = -old10 / d;
 
-
        this.elements[1] = -old01 / d;
 
-
        this.elements[4] =  old00 / d;
 
-
        this.elements[2] = (old01 * old12 - old11 * old02) / d;
 
-
        this.elements[5] = (old10 * old02 - old00 * old12) / d;
 
-
        return true;
 
-
      }
 
-
      return false;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The scale() function increases or decreases the size of a shape by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
 
-
    * This is equivalent to a two parameter call.
 
-
    *
 
-
    * @param {float} sx  the amount to scale on the x-axis
 
-
    * @param {float} sy  the amount to scale on the y-axis
 
-
    */
 
-
    scale: function(sx, sy) {
 
-
      if (sx && !sy) {
 
-
        sy = sx;
 
-
      }
 
-
      if (sx && sy) {
 
-
        this.elements[0] *= sx;
 
-
        this.elements[1] *= sy;
 
-
        this.elements[3] *= sx;
 
-
        this.elements[4] *= sy;
 
-
      }
 
-
    },
 
-
    /**
 
-
      * @member PMatrix2D
 
-
      * The invScale() function decreases or increases the size of a shape by contracting and expanding vertices. When only one parameter is specified scale will occur in all dimensions.
 
-
      * This is equivalent to a two parameter call.
 
-
      *
 
-
      * @param {float} sx  the amount to scale on the x-axis
 
-
      * @param {float} sy  the amount to scale on the y-axis
 
-
      */
 
-
    invScale: function(sx, sy) {
 
-
      if (sx && !sy) {
 
-
        sy = sx;
 
-
      }
 
-
      this.scale(1 / sx, 1 / sy);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix2D or a list of floats can be passed in.
 
-
    *
 
-
    * @param {PMatrix2D} matrix    the matrix to apply this matrix to
 
-
    * @param {float} m00          the first element of the matrix
 
-
    * @param {float} m01          the third element of the matrix
 
-
    * @param {float} m10          the fourth element of the matrix
 
-
    * @param {float} m11          the fith element of the matrix
 
-
    * @param {float} m12          the sixth element of the matrix
 
-
    */
 
-
    apply: function() {
 
-
      var source;
 
-
      if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
        source = arguments[0].array();
 
-
      } else if (arguments.length === 6) {
 
-
        source = Array.prototype.slice.call(arguments);
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
        source = arguments[0];
 
-
      }
 
-
 
-
      var result = [0, 0, this.elements[2],
 
-
                    0, 0, this.elements[5]];
 
-
      var e = 0;
 
-
      for (var row = 0; row < 2; row++) {
 
-
        for (var col = 0; col < 3; col++, e++) {
 
-
          result[e] += this.elements[row * 3 + 0] * source[col + 0] +
 
-
                      this.elements[row * 3 + 1] * source[col + 3];
 
-
        }
 
-
      }
 
-
      this.elements = result.slice();
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix2D or elements of a matrix can be passed in.
 
-
    *
 
-
    * @param {PMatrix2D} matrix    the matrix to apply this matrix to
 
-
    * @param {float} m00          the first element of the matrix
 
-
    * @param {float} m01          the third element of the matrix
 
-
    * @param {float} m10          the fourth element of the matrix
 
-
    * @param {float} m11          the fith element of the matrix
 
-
    * @param {float} m12          the sixth element of the matrix
 
-
    */
 
-
    preApply: function() {
 
-
      var source;
 
-
      if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
        source = arguments[0].array();
 
-
      } else if (arguments.length === 6) {
 
-
        source = Array.prototype.slice.call(arguments);
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
        source = arguments[0];
 
-
      }
 
-
      var result = [0, 0, source[2],
 
-
                    0, 0, source[5]];
 
-
      result[2] = source[2] + this.elements[2] * source[0] + this.elements[5] * source[1];
 
-
      result[5] = source[5] + this.elements[2] * source[3] + this.elements[5] * source[4];
 
-
      result[0] = this.elements[0] * source[0] + this.elements[3] * source[1];
 
-
      result[3] = this.elements[0] * source[3] + this.elements[3] * source[4];
 
-
      result[1] = this.elements[1] * source[0] + this.elements[4] * source[1];
 
-
      result[4] = this.elements[1] * source[3] + this.elements[4] * source[4];
 
-
      this.elements = result.slice();
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The rotate() function rotates the matrix.
 
-
    *
 
-
    * @param {float} angle        the angle of rotation in radiants
 
-
    */
 
-
    rotate: function(angle) {
 
-
      var c = Math.cos(angle);
 
-
      var s = Math.sin(angle);
 
-
      var temp1 = this.elements[0];
 
-
      var temp2 = this.elements[1];
 
-
      this.elements[0] =  c * temp1 + s * temp2;
 
-
      this.elements[1] = -s * temp1 + c * temp2;
 
-
      temp1 = this.elements[3];
 
-
      temp2 = this.elements[4];
 
-
      this.elements[3] =  c * temp1 + s * temp2;
 
-
      this.elements[4] = -s * temp1 + c * temp2;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The rotateZ() function rotates the matrix.
 
-
    *
 
-
    * @param {float} angle        the angle of rotation in radiants
 
-
    */
 
-
    rotateZ: function(angle) {
 
-
      this.rotate(angle);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The invRotateZ() function rotates the matrix in opposite direction.
 
-
    *
 
-
    * @param {float} angle        the angle of rotation in radiants
 
-
    */
 
-
    invRotateZ: function(angle) {
 
-
      this.rotateZ(angle - Math.PI);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The print() function prints out the elements of this matrix
 
-
    */
 
-
    print: function() {
 
-
      var digits = printMatrixHelper(this.elements);
 
-
      var output = "" + p.nfs(this.elements[0], digits, 4) + " " +
 
-
                        p.nfs(this.elements[1], digits, 4) + " " +
 
-
                        p.nfs(this.elements[2], digits, 4) + "\n" +
 
-
                        p.nfs(this.elements[3], digits, 4) + " " +
 
-
                        p.nfs(this.elements[4], digits, 4) + " " +
 
-
                        p.nfs(this.elements[5], digits, 4) + "\n\n";
 
-
      p.println(output);
 
-
    }
 
-
  };
 
-
 
-
  return PMatrix2D;
 
-
};
 
-
 
-
},{}],14:[function(require,module,exports){
 
-
module.exports = function(options, undef) {
 
-
 
-
  // FIXME: hack
 
-
  var p = options.p;
 
-
 
-
  /**
 
-
  * PMatrix3D is a 4x4  matrix implementation. The constructor accepts another PMatrix3D or a list of six or sixteen float elements.
 
-
  * If no parameters are provided the matrix is set to the identity matrix.
 
-
  */
 
-
  var PMatrix3D = function() {
 
-
    // When a matrix is created, it is set to an identity matrix
 
-
    this.reset();
 
-
  };
 
-
 
-
  /**
 
-
  * PMatrix3D methods
 
-
  */
 
-
  PMatrix3D.prototype = {
 
-
    /**
 
-
    * @member PMatrix2D
 
-
    * The set() function sets the matrix elements. The function accepts either another PMatrix3D, an array of elements, or a list of six or sixteen floats.
 
-
    *
 
-
    * @param {PMatrix3D} matrix    the initial matrix to set to
 
-
    * @param {float[]} elements    an array of elements to set this matrix to
 
-
    * @param {float} m00          the first element of the matrix
 
-
    * @param {float} m01          the second element of the matrix
 
-
    * @param {float} m02          the third element of the matrix
 
-
    * @param {float} m03          the fourth element of the matrix
 
-
    * @param {float} m10          the fifth element of the matrix
 
-
    * @param {float} m11          the sixth element of the matrix
 
-
    * @param {float} m12          the seventh element of the matrix
 
-
    * @param {float} m13          the eight element of the matrix
 
-
    * @param {float} m20          the nineth element of the matrix
 
-
    * @param {float} m21          the tenth element of the matrix
 
-
    * @param {float} m22          the eleventh element of the matrix
 
-
    * @param {float} m23          the twelveth element of the matrix
 
-
    * @param {float} m30          the thirteenth element of the matrix
 
-
    * @param {float} m31          the fourtheenth element of the matrix
 
-
    * @param {float} m32          the fivetheenth element of the matrix
 
-
    * @param {float} m33          the sixteenth element of the matrix
 
-
    */
 
-
    set: function() {
 
-
      if (arguments.length === 16) {
 
-
        this.elements = Array.prototype.slice.call(arguments);
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
 
-
        this.elements = arguments[0].array();
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
        this.elements = arguments[0].slice();
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The get() function returns a copy of this PMatrix3D.
 
-
    *
 
-
    * @return {PMatrix3D} a copy of this PMatrix3D
 
-
    */
 
-
    get: function() {
 
-
      var outgoing = new PMatrix3D();
 
-
      outgoing.set(this.elements);
 
-
      return outgoing;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The reset() function sets this PMatrix3D to the identity matrix.
 
-
    */
 
-
    reset: function() {
 
-
      this.elements = [1,0,0,0,
 
-
                      0,1,0,0,
 
-
                      0,0,1,0,
 
-
                      0,0,0,1];
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The array() function returns a copy of the element values.
 
-
    * @addon
 
-
    *
 
-
    * @return {float[]} returns a copy of the element values
 
-
    */
 
-
    array: function array() {
 
-
      return this.elements.slice();
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The translate() function translates this matrix by moving the current coordinates to the location specified by tx, ty, and tz.
 
-
    *
 
-
    * @param {float} tx  the x-axis coordinate to move to
 
-
    * @param {float} ty  the y-axis coordinate to move to
 
-
    * @param {float} tz  the z-axis coordinate to move to
 
-
    */
 
-
    translate: function(tx, ty, tz) {
 
-
      if (tz === undef) {
 
-
        tz = 0;
 
-
      }
 
-
 
-
      this.elements[3]  += tx * this.elements[0]  + ty * this.elements[1]  + tz * this.elements[2];
 
-
      this.elements[7]  += tx * this.elements[4]  + ty * this.elements[5]  + tz * this.elements[6];
 
-
      this.elements[11] += tx * this.elements[8]  + ty * this.elements[9]  + tz * this.elements[10];
 
-
      this.elements[15] += tx * this.elements[12] + ty * this.elements[13] + tz * this.elements[14];
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The transpose() function transpose this matrix.
 
-
    */
 
-
    transpose: function() {
 
-
      var temp = this.elements[4];
 
-
      this.elements[4] = this.elements[1];
 
-
      this.elements[1] = temp;
 
-
 
-
      temp = this.elements[8];
 
-
      this.elements[8] = this.elements[2];
 
-
      this.elements[2] = temp;
 
-
 
-
      temp = this.elements[6];
 
-
      this.elements[6] = this.elements[9];
 
-
      this.elements[9] = temp;
 
-
 
-
      temp = this.elements[3];
 
-
      this.elements[3] = this.elements[12];
 
-
      this.elements[12] = temp;
 
-
 
-
      temp = this.elements[7];
 
-
      this.elements[7] = this.elements[13];
 
-
      this.elements[13] = temp;
 
-
 
-
      temp = this.elements[11];
 
-
      this.elements[11] = this.elements[14];
 
-
      this.elements[14] = temp;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The mult() function multiplied this matrix.
 
-
    * If two array elements are passed in the function will multiply a two element vector against this matrix.
 
-
    * If target is null or not length four, a new float array will be returned.
 
-
    * The values for vec and target can be the same (though that's less efficient).
 
-
    * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
 
-
    *
 
-
    * @param {PVector} source, target  the PVectors used to multiply this matrix
 
-
    * @param {float[]} source, target  the arrays used to multiply this matrix
 
-
    *
 
-
    * @return {PVector|float[]} returns a PVector or an array representing the new matrix
 
-
    */
 
-
    mult: function(source, target) {
 
-
      var x, y, z, w;
 
-
      if (source instanceof PVector) {
 
-
        x = source.x;
 
-
        y = source.y;
 
-
        z = source.z;
 
-
        w = 1;
 
-
        if (!target) {
 
-
          target = new PVector();
 
-
        }
 
-
      } else if (source instanceof Array) {
 
-
        x = source[0];
 
-
        y = source[1];
 
-
        z = source[2];
 
-
        w = source[3] || 1;
 
-
 
-
        if ( !target || (target.length !== 3 && target.length !== 4) ) {
 
-
          target = [0, 0, 0];
 
-
        }
 
-
      }
 
-
 
-
      if (target instanceof Array) {
 
-
        if (target.length === 3) {
 
-
          target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
 
-
          target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
 
-
          target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
 
-
        } else if (target.length === 4) {
 
-
          target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
 
-
          target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
 
-
          target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
 
-
          target[3] = this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
 
-
        }
 
-
      }
 
-
      if (target instanceof PVector) {
 
-
        target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
 
-
        target.y = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
 
-
        target.z = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
 
-
      }
 
-
      return target;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix3D or elements of a matrix can be passed in.
 
-
    *
 
-
    * @param {PMatrix3D} matrix    the matrix to apply this matrix to
 
-
    * @param {float} m00          the first element of the matrix
 
-
    * @param {float} m01          the second element of the matrix
 
-
    * @param {float} m02          the third element of the matrix
 
-
    * @param {float} m03          the fourth element of the matrix
 
-
    * @param {float} m10          the fifth element of the matrix
 
-
    * @param {float} m11          the sixth element of the matrix
 
-
    * @param {float} m12          the seventh element of the matrix
 
-
    * @param {float} m13          the eight element of the matrix
 
-
    * @param {float} m20          the nineth element of the matrix
 
-
    * @param {float} m21          the tenth element of the matrix
 
-
    * @param {float} m22          the eleventh element of the matrix
 
-
    * @param {float} m23          the twelveth element of the matrix
 
-
    * @param {float} m30          the thirteenth element of the matrix
 
-
    * @param {float} m31          the fourtheenth element of the matrix
 
-
    * @param {float} m32          the fivetheenth element of the matrix
 
-
    * @param {float} m33          the sixteenth element of the matrix
 
-
    */
 
-
    preApply: function() {
 
-
      var source;
 
-
      if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
 
-
        source = arguments[0].array();
 
-
      } else if (arguments.length === 16) {
 
-
        source = Array.prototype.slice.call(arguments);
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
        source = arguments[0];
 
-
      }
 
-
 
-
      var result = [0, 0, 0, 0,
 
-
                    0, 0, 0, 0,
 
-
                    0, 0, 0, 0,
 
-
                    0, 0, 0, 0];
 
-
      var e = 0;
 
-
      for (var row = 0; row < 4; row++) {
 
-
        for (var col = 0; col < 4; col++, e++) {
 
-
          result[e] += this.elements[col + 0] * source[row * 4 + 0] + this.elements[col + 4] *
 
-
                      source[row * 4 + 1] + this.elements[col + 8] * source[row * 4 + 2] +
 
-
                      this.elements[col + 12] * source[row * 4 + 3];
 
-
        }
 
-
      }
 
-
      this.elements = result.slice();
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix3D or a list of floats can be passed in.
 
-
    *
 
-
    * @param {PMatrix3D} matrix    the matrix to apply this matrix to
 
-
    * @param {float} m00          the first element of the matrix
 
-
    * @param {float} m01          the second element of the matrix
 
-
    * @param {float} m02          the third element of the matrix
 
-
    * @param {float} m03          the fourth element of the matrix
 
-
    * @param {float} m10          the fifth element of the matrix
 
-
    * @param {float} m11          the sixth element of the matrix
 
-
    * @param {float} m12          the seventh element of the matrix
 
-
    * @param {float} m13          the eight element of the matrix
 
-
    * @param {float} m20          the nineth element of the matrix
 
-
    * @param {float} m21          the tenth element of the matrix
 
-
    * @param {float} m22          the eleventh element of the matrix
 
-
    * @param {float} m23          the twelveth element of the matrix
 
-
    * @param {float} m30          the thirteenth element of the matrix
 
-
    * @param {float} m31          the fourtheenth element of the matrix
 
-
    * @param {float} m32          the fivetheenth element of the matrix
 
-
    * @param {float} m33          the sixteenth element of the matrix
 
-
    */
 
-
    apply: function() {
 
-
      var source;
 
-
      if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
 
-
        source = arguments[0].array();
 
-
      } else if (arguments.length === 16) {
 
-
        source = Array.prototype.slice.call(arguments);
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
        source = arguments[0];
 
-
      }
 
-
 
-
      var result = [0, 0, 0, 0,
 
-
                    0, 0, 0, 0,
 
-
                    0, 0, 0, 0,
 
-
                    0, 0, 0, 0];
 
-
      var e = 0;
 
-
      for (var row = 0; row < 4; row++) {
 
-
        for (var col = 0; col < 4; col++, e++) {
 
-
          result[e] += this.elements[row * 4 + 0] * source[col + 0] + this.elements[row * 4 + 1] *
 
-
                      source[col + 4] + this.elements[row * 4 + 2] * source[col + 8] +
 
-
                      this.elements[row * 4 + 3] * source[col + 12];
 
-
        }
 
-
      }
 
-
      this.elements = result.slice();
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The rotate() function rotates the matrix.
 
-
    *
 
-
    * @param {float} angle        the angle of rotation in radiants
 
-
    */
 
-
    rotate: function(angle, v0, v1, v2) {
 
-
      if (!v1) {
 
-
        this.rotateZ(angle);
 
-
      } else {
 
-
        // TODO should make sure this vector is normalized
 
-
        var c = Math.cos(angle);
 
-
        var s = Math.sin(angle);
 
-
        var t = 1.0 - c;
 
-
 
-
        this.apply((t * v0 * v0) + c,
 
-
                  (t * v0 * v1) - (s * v2),
 
-
                  (t * v0 * v2) + (s * v1),
 
-
                  0,
 
-
                  (t * v0 * v1) + (s * v2),
 
-
                  (t * v1 * v1) + c,
 
-
                  (t * v1 * v2) - (s * v0),
 
-
                  0,
 
-
                  (t * v0 * v2) - (s * v1),
 
-
                  (t * v1 * v2) + (s * v0),
 
-
                  (t * v2 * v2) + c,
 
-
                  0,
 
-
                  0, 0, 0, 1);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The invApply() function applies the inverted matrix to this matrix.
 
-
    *
 
-
    * @param {float} m00          the first element of the matrix
 
-
    * @param {float} m01          the second element of the matrix
 
-
    * @param {float} m02          the third element of the matrix
 
-
    * @param {float} m03          the fourth element of the matrix
 
-
    * @param {float} m10          the fifth element of the matrix
 
-
    * @param {float} m11          the sixth element of the matrix
 
-
    * @param {float} m12          the seventh element of the matrix
 
-
    * @param {float} m13          the eight element of the matrix
 
-
    * @param {float} m20          the nineth element of the matrix
 
-
    * @param {float} m21          the tenth element of the matrix
 
-
    * @param {float} m22          the eleventh element of the matrix
 
-
    * @param {float} m23          the twelveth element of the matrix
 
-
    * @param {float} m30          the thirteenth element of the matrix
 
-
    * @param {float} m31          the fourtheenth element of the matrix
 
-
    * @param {float} m32          the fivetheenth element of the matrix
 
-
    * @param {float} m33          the sixteenth element of the matrix
 
-
    *
 
-
    * @return {boolean} returns true if the operation was successful.
 
-
    */
 
-
    invApply: function() {
 
-
      if (inverseCopy === undef) {
 
-
        inverseCopy = new PMatrix3D();
 
-
      }
 
-
      var a = arguments;
 
-
      inverseCopy.set(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8],
 
-
                      a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
 
-
 
-
      if (!inverseCopy.invert()) {
 
-
        return false;
 
-
      }
 
-
      this.preApply(inverseCopy);
 
-
      return true;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The rotateZ() function rotates the matrix.
 
-
    *
 
-
    * @param {float} angle        the angle of rotation in radiants
 
-
    */
 
-
    rotateX: function(angle) {
 
-
      var c = Math.cos(angle);
 
-
      var s = Math.sin(angle);
 
-
      this.apply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The rotateY() function rotates the matrix.
 
-
    *
 
-
    * @param {float} angle        the angle of rotation in radiants
 
-
    */
 
-
    rotateY: function(angle) {
 
-
      var c = Math.cos(angle);
 
-
      var s = Math.sin(angle);
 
-
      this.apply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The rotateZ() function rotates the matrix.
 
-
    *
 
-
    * @param {float} angle        the angle of rotation in radiants
 
-
    */
 
-
    rotateZ: function(angle) {
 
-
      var c = Math.cos(angle);
 
-
      var s = Math.sin(angle);
 
-
      this.apply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The scale() function increases or decreases the size of a matrix by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
 
-
    * This is equivalent to a three parameter call.
 
-
    *
 
-
    * @param {float} sx  the amount to scale on the x-axis
 
-
    * @param {float} sy  the amount to scale on the y-axis
 
-
    * @param {float} sz  the amount to scale on the z-axis
 
-
    */
 
-
    scale: function(sx, sy, sz) {
 
-
      if (sx && !sy && !sz) {
 
-
        sy = sz = sx;
 
-
      } else if (sx && sy && !sz) {
 
-
        sz = 1;
 
-
      }
 
-
 
-
      if (sx && sy && sz) {
 
-
        this.elements[0]  *= sx;
 
-
        this.elements[1]  *= sy;
 
-
        this.elements[2]  *= sz;
 
-
        this.elements[4]  *= sx;
 
-
        this.elements[5]  *= sy;
 
-
        this.elements[6]  *= sz;
 
-
        this.elements[8]  *= sx;
 
-
        this.elements[9]  *= sy;
 
-
        this.elements[10] *= sz;
 
-
        this.elements[12] *= sx;
 
-
        this.elements[13] *= sy;
 
-
        this.elements[14] *= sz;
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of skew specified in radians
 
-
    */
 
-
    skewX: function(angle) {
 
-
      var t = Math.tan(angle);
 
-
      this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of skew specified in radians
 
-
    */
 
-
    skewY: function(angle) {
 
-
      var t = Math.tan(angle);
 
-
      this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of shear specified in radians
 
-
    */
 
-
    shearX: function(angle) {
 
-
      var t = Math.tan(angle);
 
-
      this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
    *
 
-
    * @param {float} angle  angle of shear specified in radians
 
-
    */
 
-
    shearY: function(angle) {
 
-
      var t = Math.tan(angle);
 
-
      this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
    },
 
-
    multX: function(x, y, z, w) {
 
-
      if (!z) {
 
-
        return this.elements[0] * x + this.elements[1] * y + this.elements[3];
 
-
      }
 
-
      if (!w) {
 
-
        return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
 
-
      }
 
-
      return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
 
-
    },
 
-
    multY: function(x, y, z, w) {
 
-
      if (!z) {
 
-
        return this.elements[4] * x + this.elements[5] * y + this.elements[7];
 
-
      }
 
-
      if (!w) {
 
-
        return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
 
-
      }
 
-
      return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
 
-
    },
 
-
    multZ: function(x, y, z, w) {
 
-
      if (!w) {
 
-
        return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
 
-
      }
 
-
      return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
 
-
    },
 
-
    multW: function(x, y, z, w) {
 
-
      if (!w) {
 
-
        return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15];
 
-
      }
 
-
      return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The invert() function inverts this matrix
 
-
    *
 
-
    * @return {boolean} true if successful
 
-
    */
 
-
    invert: function() {
 
-
      var fA0 = this.elements[0] * this.elements[5] - this.elements[1] * this.elements[4];
 
-
      var fA1 = this.elements[0] * this.elements[6] - this.elements[2] * this.elements[4];
 
-
      var fA2 = this.elements[0] * this.elements[7] - this.elements[3] * this.elements[4];
 
-
      var fA3 = this.elements[1] * this.elements[6] - this.elements[2] * this.elements[5];
 
-
      var fA4 = this.elements[1] * this.elements[7] - this.elements[3] * this.elements[5];
 
-
      var fA5 = this.elements[2] * this.elements[7] - this.elements[3] * this.elements[6];
 
-
      var fB0 = this.elements[8] * this.elements[13] - this.elements[9] * this.elements[12];
 
-
      var fB1 = this.elements[8] * this.elements[14] - this.elements[10] * this.elements[12];
 
-
      var fB2 = this.elements[8] * this.elements[15] - this.elements[11] * this.elements[12];
 
-
      var fB3 = this.elements[9] * this.elements[14] - this.elements[10] * this.elements[13];
 
-
      var fB4 = this.elements[9] * this.elements[15] - this.elements[11] * this.elements[13];
 
-
      var fB5 = this.elements[10] * this.elements[15] - this.elements[11] * this.elements[14];
 
-
 
-
      // Determinant
 
-
      var fDet = fA0 * fB5 - fA1 * fB4 + fA2 * fB3 + fA3 * fB2 - fA4 * fB1 + fA5 * fB0;
 
-
 
-
      // Account for a very small value
 
-
      // return false if not successful.
 
-
      if (Math.abs(fDet) <= 1e-9) {
 
-
        return false;
 
-
      }
 
-
 
-
      var kInv = [];
 
-
      kInv[0]  = +this.elements[5] * fB5 - this.elements[6] * fB4 + this.elements[7] * fB3;
 
-
      kInv[4]  = -this.elements[4] * fB5 + this.elements[6] * fB2 - this.elements[7] * fB1;
 
-
      kInv[8]  = +this.elements[4] * fB4 - this.elements[5] * fB2 + this.elements[7] * fB0;
 
-
      kInv[12] = -this.elements[4] * fB3 + this.elements[5] * fB1 - this.elements[6] * fB0;
 
-
      kInv[1]  = -this.elements[1] * fB5 + this.elements[2] * fB4 - this.elements[3] * fB3;
 
-
      kInv[5]  = +this.elements[0] * fB5 - this.elements[2] * fB2 + this.elements[3] * fB1;
 
-
      kInv[9]  = -this.elements[0] * fB4 + this.elements[1] * fB2 - this.elements[3] * fB0;
 
-
      kInv[13] = +this.elements[0] * fB3 - this.elements[1] * fB1 + this.elements[2] * fB0;
 
-
      kInv[2]  = +this.elements[13] * fA5 - this.elements[14] * fA4 + this.elements[15] * fA3;
 
-
      kInv[6]  = -this.elements[12] * fA5 + this.elements[14] * fA2 - this.elements[15] * fA1;
 
-
      kInv[10] = +this.elements[12] * fA4 - this.elements[13] * fA2 + this.elements[15] * fA0;
 
-
      kInv[14] = -this.elements[12] * fA3 + this.elements[13] * fA1 - this.elements[14] * fA0;
 
-
      kInv[3]  = -this.elements[9] * fA5 + this.elements[10] * fA4 - this.elements[11] * fA3;
 
-
      kInv[7]  = +this.elements[8] * fA5 - this.elements[10] * fA2 + this.elements[11] * fA1;
 
-
      kInv[11] = -this.elements[8] * fA4 + this.elements[9] * fA2 - this.elements[11] * fA0;
 
-
      kInv[15] = +this.elements[8] * fA3 - this.elements[9] * fA1 + this.elements[10] * fA0;
 
-
 
-
      // Inverse using Determinant
 
-
      var fInvDet = 1.0 / fDet;
 
-
      kInv[0]  *= fInvDet;
 
-
      kInv[1]  *= fInvDet;
 
-
      kInv[2]  *= fInvDet;
 
-
      kInv[3]  *= fInvDet;
 
-
      kInv[4]  *= fInvDet;
 
-
      kInv[5]  *= fInvDet;
 
-
      kInv[6]  *= fInvDet;
 
-
      kInv[7]  *= fInvDet;
 
-
      kInv[8]  *= fInvDet;
 
-
      kInv[9]  *= fInvDet;
 
-
      kInv[10] *= fInvDet;
 
-
      kInv[11] *= fInvDet;
 
-
      kInv[12] *= fInvDet;
 
-
      kInv[13] *= fInvDet;
 
-
      kInv[14] *= fInvDet;
 
-
      kInv[15] *= fInvDet;
 
-
 
-
      this.elements = kInv.slice();
 
-
      return true;
 
-
    },
 
-
    toString: function() {
 
-
      var str = "";
 
-
      for (var i = 0; i < 15; i++) {
 
-
        str += this.elements[i] + ", ";
 
-
      }
 
-
      str += this.elements[15];
 
-
      return str;
 
-
    },
 
-
    /**
 
-
    * @member PMatrix3D
 
-
    * The print() function prints out the elements of this matrix
 
-
    */
 
-
    print: function() {
 
-
      var digits = printMatrixHelper(this.elements);
 
-
 
-
      var output = ""  + p.nfs(this.elements[0], digits, 4)  + " " + p.nfs(this.elements[1], digits, 4)  +
 
-
                  " "  + p.nfs(this.elements[2], digits, 4)  + " " + p.nfs(this.elements[3], digits, 4)  +
 
-
                  "\n" + p.nfs(this.elements[4], digits, 4)  + " " + p.nfs(this.elements[5], digits, 4)  +
 
-
                  " "  + p.nfs(this.elements[6], digits, 4)  + " " + p.nfs(this.elements[7], digits, 4)  +
 
-
                  "\n" + p.nfs(this.elements[8], digits, 4)  + " " + p.nfs(this.elements[9], digits, 4)  +
 
-
                  " "  + p.nfs(this.elements[10], digits, 4) + " " + p.nfs(this.elements[11], digits, 4) +
 
-
                  "\n" + p.nfs(this.elements[12], digits, 4) + " " + p.nfs(this.elements[13], digits, 4) +
 
-
                  " "  + p.nfs(this.elements[14], digits, 4) + " " + p.nfs(this.elements[15], digits, 4) + "\n\n";
 
-
      p.println(output);
 
-
    },
 
-
    invTranslate: function(tx, ty, tz) {
 
-
      this.preApply(1, 0, 0, -tx, 0, 1, 0, -ty, 0, 0, 1, -tz, 0, 0, 0, 1);
 
-
    },
 
-
    invRotateX: function(angle) {
 
-
      var c = Math.cos(-angle);
 
-
      var s = Math.sin(-angle);
 
-
      this.preApply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
 
-
    },
 
-
    invRotateY: function(angle) {
 
-
      var c = Math.cos(-angle);
 
-
      var s = Math.sin(-angle);
 
-
      this.preApply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
 
-
    },
 
-
    invRotateZ: function(angle) {
 
-
      var c = Math.cos(-angle);
 
-
      var s = Math.sin(-angle);
 
-
      this.preApply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
 
-
    },
 
-
    invScale: function(x, y, z) {
 
-
      this.preApply([1 / x, 0, 0, 0, 0, 1 / y, 0, 0, 0, 0, 1 / z, 0, 0, 0, 0, 1]);
 
-
    }
 
-
  };
 
-
 
-
  return PMatrix3D;
 
-
};
 
-
},{}],15:[function(require,module,exports){
 
-
module.exports = function(options) {
 
-
  var PConstants = options.PConstants,
 
-
      PMatrix2D = options.PMatrix2D,
 
-
      PMatrix3D = options.PMatrix3D;
 
-
 
-
  /**
 
-
  * Datatype for storing shapes. Processing can currently load and display SVG (Scalable Vector Graphics) shapes.
 
-
  * Before a shape is used, it must be loaded with the <b>loadShape()</b> function. The <b>shape()</b> function is used to draw the shape to the display window.
 
-
  * The <b>PShape</b> object contain a group of methods, linked below, that can operate on the shape data.
 
-
  * <br><br>The <b>loadShape()</b> method supports SVG files created with Inkscape and Adobe Illustrator.
 
-
  * It is not a full SVG implementation, but offers some straightforward support for handling vector data.
 
-
  *
 
-
  * @param {int} family the shape type, one of GROUP, PRIMITIVE, PATH, or GEOMETRY
 
-
  *
 
-
  * @see #shape()
 
-
  * @see #loadShape()
 
-
  * @see #shapeMode()
 
-
  */
 
-
  var PShape = function(family) {
 
-
    this.family    = family || PConstants.GROUP;
 
-
    this.visible  = true;
 
-
    this.style    = true;
 
-
    this.children  = [];
 
-
    this.nameTable = [];
 
-
    this.params    = [];
 
-
    this.name      = "";
 
-
    this.image    = null;  //type PImage
 
-
    this.matrix    = null;
 
-
    this.kind      = null;
 
-
    this.close    = null;
 
-
    this.width    = null;
 
-
    this.height    = null;
 
-
    this.parent    = null;
 
-
  };
 
-
  /**
 
-
    * PShape methods
 
-
    * missing: findChild(), apply(), contains(), findChild(), getPrimitive(), getParams(), getVertex() , getVertexCount(),
 
-
    * getVertexCode() , getVertexCodes() , getVertexCodeCount(), getVertexX(), getVertexY(), getVertexZ()
 
-
    */
 
-
  PShape.prototype = {
 
-
    /**
 
-
    * @member PShape
 
-
    * The isVisible() function returns a boolean value "true" if the image is set to be visible, "false" if not. This is modified with the <b>setVisible()</b> parameter.
 
-
    * <br><br>The visibility of a shape is usually controlled by whatever program created the SVG file.
 
-
    * For instance, this parameter is controlled by showing or hiding the shape in the layers palette in Adobe Illustrator.
 
-
    *
 
-
    * @return {boolean}  returns "true" if the image is set to be visible, "false" if not
 
-
    */
 
-
    isVisible: function(){
 
-
      return this.visible;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The setVisible() function sets the shape to be visible or invisible. This is determined by the value of the <b>visible</b> parameter.
 
-
    * <br><br>The visibility of a shape is usually controlled by whatever program created the SVG file.
 
-
    * For instance, this parameter is controlled by showing or hiding the shape in the layers palette in Adobe Illustrator.
 
-
    *
 
-
    * @param {boolean} visible "false" makes the shape invisible and "true" makes it visible
 
-
    */
 
-
    setVisible: function (visible){
 
-
      this.visible = visible;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The disableStyle() function disables the shape's style data and uses Processing's current styles. Styles include attributes such as colors, stroke weight, and stroke joints.
 
-
    * Overrides this shape's style information and uses PGraphics styles and colors. Identical to ignoreStyles(true). Also disables styles for all child shapes.
 
-
    */
 
-
    disableStyle: function(){
 
-
      this.style = false;
 
-
      for(var i = 0, j=this.children.length; i<j; i++) {
 
-
        this.children[i].disableStyle();
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The enableStyle() function enables the shape's style data and ignores Processing's current styles. Styles include attributes such as colors, stroke weight, and stroke joints.
 
-
    */
 
-
    enableStyle: function(){
 
-
      this.style = true;
 
-
      for(var i = 0, j=this.children.length; i<j; i++) {
 
-
        this.children[i].enableStyle();
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The getFamily function returns the shape type
 
-
    *
 
-
    * @return {int} the shape type, one of GROUP, PRIMITIVE, PATH, or GEOMETRY
 
-
    */
 
-
    getFamily: function(){
 
-
      return this.family;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The getWidth() function gets the width of the drawing area (not necessarily the shape boundary).
 
-
    */
 
-
    getWidth: function(){
 
-
      return this.width;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The getHeight() function gets the height of the drawing area (not necessarily the shape boundary).
 
-
    */
 
-
    getHeight: function(){
 
-
      return this.height;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The setName() function sets the name of the shape
 
-
    *
 
-
    * @param {String} name the name of the shape
 
-
    */
 
-
    setName: function(name){
 
-
      this.name = name;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The getName() function returns the name of the shape
 
-
    *
 
-
    * @return {String} the name of the shape
 
-
    */
 
-
    getName: function(){
 
-
      return this.name;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * Called by the following (the shape() command adds the g)
 
-
    * PShape s = loadShapes("blah.svg");
 
-
    * shape(s);
 
-
    */
 
-
    draw: function(renderContext) {
 
-
      if(!renderContext) {
 
-
        throw "render context missing for draw() in PShape";
 
-
      }
 
-
      if (this.visible) {
 
-
        this.pre(renderContext);
 
-
        this.drawImpl(renderContext);
 
-
        this.post(renderContext);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * the drawImpl() function draws the SVG document.
 
-
    */
 
-
    drawImpl: function(renderContext) {
 
-
      if (this.family === PConstants.GROUP) {
 
-
        this.drawGroup(renderContext);
 
-
      } else if (this.family === PConstants.PRIMITIVE) {
 
-
        this.drawPrimitive(renderContext);
 
-
      } else if (this.family === PConstants.GEOMETRY) {
 
-
        this.drawGeometry(renderContext);
 
-
      } else if (this.family === PConstants.PATH) {
 
-
        this.drawPath(renderContext);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The drawPath() function draws the <path> part of the SVG document.
 
-
    */
 
-
    drawPath: function(renderContext) {
 
-
      var i, j;
 
-
      if (this.vertices.length === 0) { return; }
 
-
      renderContext.beginShape();
 
-
      if (this.vertexCodes.length === 0) {  // each point is a simple vertex
 
-
        if (this.vertices[0].length === 2) {  // drawing 2D vertices
 
-
          for (i = 0, j = this.vertices.length; i < j; i++) {
 
-
            renderContext.vertex(this.vertices[i][0], this.vertices[i][1]);
 
-
          }
 
-
        } else {  // drawing 3D vertices
 
-
          for (i = 0, j = this.vertices.length; i < j; i++) {
 
-
            renderContext.vertex(this.vertices[i][0],
 
-
                                this.vertices[i][1],
 
-
                                this.vertices[i][2]);
 
-
          }
 
-
        }
 
-
      } else {  // coded set of vertices
 
-
        var index = 0;
 
-
        if (this.vertices[0].length === 2) {  // drawing a 2D path
 
-
          for (i = 0, j = this.vertexCodes.length; i < j; i++) {
 
-
            if (this.vertexCodes[i] === PConstants.VERTEX) {
 
-
              renderContext.vertex(this.vertices[index][0], this.vertices[index][1], this.vertices[index].moveTo);
 
-
              renderContext.breakShape = false;
 
-
              index++;
 
-
            } else if (this.vertexCodes[i] === PConstants.BEZIER_VERTEX) {
 
-
              renderContext.bezierVertex(this.vertices[index+0][0],
 
-
                                        this.vertices[index+0][1],
 
-
                                        this.vertices[index+1][0],
 
-
                                        this.vertices[index+1][1],
 
-
                                        this.vertices[index+2][0],
 
-
                                        this.vertices[index+2][1]);
 
-
              index += 3;
 
-
            } else if (this.vertexCodes[i] === PConstants.CURVE_VERTEX) {
 
-
              renderContext.curveVertex(this.vertices[index][0],
 
-
                                        this.vertices[index][1]);
 
-
              index++;
 
-
            } else if (this.vertexCodes[i] ===  PConstants.BREAK) {
 
-
              renderContext.breakShape = true;
 
-
            }
 
-
          }
 
-
        } else {  // drawing a 3D path
 
-
          for (i = 0, j = this.vertexCodes.length; i < j; i++) {
 
-
            if (this.vertexCodes[i] === PConstants.VERTEX) {
 
-
              renderContext.vertex(this.vertices[index][0],
 
-
                                  this.vertices[index][1],
 
-
                                  this.vertices[index][2]);
 
-
              if (this.vertices[index].moveTo === true) {
 
-
                vertArray[vertArray.length-1].moveTo = true;
 
-
              } else if (this.vertices[index].moveTo === false) {
 
-
                vertArray[vertArray.length-1].moveTo = false;
 
-
              }
 
-
              renderContext.breakShape = false;
 
-
            } else if (this.vertexCodes[i] ===  PConstants.BEZIER_VERTEX) {
 
-
              renderContext.bezierVertex(this.vertices[index+0][0],
 
-
                                        this.vertices[index+0][1],
 
-
                                        this.vertices[index+0][2],
 
-
                                        this.vertices[index+1][0],
 
-
                                        this.vertices[index+1][1],
 
-
                                        this.vertices[index+1][2],
 
-
                                        this.vertices[index+2][0],
 
-
                                        this.vertices[index+2][1],
 
-
                                        this.vertices[index+2][2]);
 
-
              index += 3;
 
-
            } else if (this.vertexCodes[i] === PConstants.CURVE_VERTEX) {
 
-
              renderContext.curveVertex(this.vertices[index][0],
 
-
                                        this.vertices[index][1],
 
-
                                        this.vertices[index][2]);
 
-
              index++;
 
-
            } else if (this.vertexCodes[i] === PConstants.BREAK) {
 
-
              renderContext.breakShape = true;
 
-
            }
 
-
          }
 
-
        }
 
-
      }
 
-
      renderContext.endShape(this.close ? PConstants.CLOSE : PConstants.OPEN);
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The drawGeometry() function draws the geometry part of the SVG document.
 
-
    */
 
-
    drawGeometry: function(renderContext) {
 
-
      var i, j;
 
-
      renderContext.beginShape(this.kind);
 
-
      if (this.style) {
 
-
        for (i = 0, j = this.vertices.length; i < j; i++) {
 
-
          renderContext.vertex(this.vertices[i]);
 
-
        }
 
-
      } else {
 
-
        for (i = 0, j = this.vertices.length; i < j; i++) {
 
-
          var vert = this.vertices[i];
 
-
          if (vert[2] === 0) {
 
-
            renderContext.vertex(vert[0], vert[1]);
 
-
          } else {
 
-
            renderContext.vertex(vert[0], vert[1], vert[2]);
 
-
          }
 
-
        }
 
-
      }
 
-
      renderContext.endShape();
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The drawGroup() function draws the <g> part of the SVG document.
 
-
    */
 
-
    drawGroup: function(renderContext) {
 
-
      for (var i = 0, j = this.children.length; i < j; i++) {
 
-
        this.children[i].draw(renderContext);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The drawPrimitive() function draws SVG document shape elements. These can be point, line, triangle, quad, rect, ellipse, arc, box, or sphere.
 
-
    */
 
-
    drawPrimitive: function(renderContext) {
 
-
      if (this.kind === PConstants.POINT) {
 
-
        renderContext.point(this.params[0], this.params[1]);
 
-
      } else if (this.kind === PConstants.LINE) {
 
-
        if (this.params.length === 4) {  // 2D
 
-
          renderContext.line(this.params[0], this.params[1],
 
-
                            this.params[2], this.params[3]);
 
-
        } else {  // 3D
 
-
          renderContext.line(this.params[0], this.params[1], this.params[2],
 
-
                            this.params[3], this.params[4], this.params[5]);
 
-
        }
 
-
      } else if (this.kind === PConstants.TRIANGLE) {
 
-
        renderContext.triangle(this.params[0], this.params[1],
 
-
                              this.params[2], this.params[3],
 
-
                              this.params[4], this.params[5]);
 
-
      } else if (this.kind === PConstants.QUAD) {
 
-
        renderContext.quad(this.params[0], this.params[1],
 
-
                          this.params[2], this.params[3],
 
-
                          this.params[4], this.params[5],
 
-
                          this.params[6], this.params[7]);
 
-
      } else if (this.kind === PConstants.RECT) {
 
-
        if (this.image !== null) {
 
-
          var imMode = imageModeConvert;
 
-
          renderContext.imageMode(PConstants.CORNER);
 
-
          renderContext.image(this.image,
 
-
                              this.params[0],
 
-
                              this.params[1],
 
-
                              this.params[2],
 
-
                              this.params[3]);
 
-
          imageModeConvert = imMode;
 
-
        } else {
 
-
          var rcMode = renderContext.curRectMode;
 
-
          renderContext.rectMode(PConstants.CORNER);
 
-
          renderContext.rect(this.params[0],
 
-
                            this.params[1],
 
-
                            this.params[2],
 
-
                            this.params[3]);
 
-
          renderContext.curRectMode = rcMode;
 
-
        }
 
-
      } else if (this.kind === PConstants.ELLIPSE) {
 
-
        var elMode = renderContext.curEllipseMode;
 
-
        renderContext.ellipseMode(PConstants.CORNER);
 
-
        renderContext.ellipse(this.params[0],
 
-
                              this.params[1],
 
-
                              this.params[2],
 
-
                              this.params[3]);
 
-
        renderContext.curEllipseMode = elMode;
 
-
      } else if (this.kind === PConstants.ARC) {
 
-
        var eMode = curEllipseMode;
 
-
        renderContext.ellipseMode(PConstants.CORNER);
 
-
        renderContext.arc(this.params[0],
 
-
                          this.params[1],
 
-
                          this.params[2],
 
-
                          this.params[3],
 
-
                          this.params[4],
 
-
                          this.params[5]);
 
-
        curEllipseMode = eMode;
 
-
      } else if (this.kind === PConstants.BOX) {
 
-
        if (this.params.length === 1) {
 
-
          renderContext.box(this.params[0]);
 
-
        } else {
 
-
          renderContext.box(this.params[0], this.params[1], this.params[2]);
 
-
        }
 
-
      } else if (this.kind === PConstants.SPHERE) {
 
-
        renderContext.sphere(this.params[0]);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The pre() function performs the preparations before the SVG is drawn. This includes doing transformations and storing previous styles.
 
-
    */
 
-
    pre: function(renderContext) {
 
-
      if (this.matrix) {
 
-
        renderContext.pushMatrix();
 
-
        renderContext.transform(this.matrix);
 
-
      }
 
-
      if (this.style) {
 
-
        renderContext.pushStyle();
 
-
        this.styles(renderContext);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The post() function performs the necessary actions after the SVG is drawn. This includes removing transformations and removing added styles.
 
-
    */
 
-
    post: function(renderContext) {
 
-
      if (this.matrix) {
 
-
        renderContext.popMatrix();
 
-
      }
 
-
      if (this.style) {
 
-
        renderContext.popStyle();
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The styles() function changes the Processing's current styles
 
-
    */
 
-
    styles: function(renderContext) {
 
-
      if (this.stroke) {
 
-
        renderContext.stroke(this.strokeColor);
 
-
        renderContext.strokeWeight(this.strokeWeight);
 
-
        renderContext.strokeCap(this.strokeCap);
 
-
        renderContext.strokeJoin(this.strokeJoin);
 
-
      } else {
 
-
        renderContext.noStroke();
 
-
      }
 
-
 
-
      if (this.fill) {
 
-
        renderContext.fill(this.fillColor);
 
-
 
-
      } else {
 
-
        renderContext.noFill();
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The getChild() function extracts a child shape from a parent shape. Specify the name of the shape with the <b>target</b> parameter or the
 
-
    * layer position of the shape to get with the <b>index</b> parameter.
 
-
    * The shape is returned as a <b>PShape</b> object, or <b>null</b> is returned if there is an error.
 
-
    *
 
-
    * @param {String} target  the name of the shape to get
 
-
    * @param {int} index  the layer position of the shape to get
 
-
    *
 
-
    * @return {PShape} returns a child element of a shape as a PShape object or null if there is an error
 
-
    */
 
-
    getChild: function(child) {
 
-
      var i, j;
 
-
      if (typeof child === 'number') {
 
-
        return this.children[child];
 
-
      }
 
-
      var found;
 
-
      if(child === "" || this.name === child){
 
-
        return this;
 
-
      }
 
-
      if(this.nameTable.length > 0) {
 
-
        for(i = 0, j = this.nameTable.length; i < j || found; i++) {
 
-
          if(this.nameTable[i].getName === child) {
 
-
            found = this.nameTable[i];
 
-
            break;
 
-
          }
 
-
        }
 
-
        if (found) { return found; }
 
-
      }
 
-
      for(i = 0, j = this.children.length; i < j; i++) {
 
-
        found = this.children[i].getChild(child);
 
-
        if(found) { return found; }
 
-
      }
 
-
      return null;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The getChildCount() returns the number of children
 
-
    *
 
-
    * @return {int} returns a count of children
 
-
    */
 
-
    getChildCount: function () {
 
-
      return this.children.length;
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The addChild() adds a child to the PShape.
 
-
    *
 
-
    * @param {PShape} child the child to add
 
-
    */
 
-
    addChild: function( child ) {
 
-
      this.children.push(child);
 
-
      child.parent = this;
 
-
      if (child.getName() !== null) {
 
-
        this.addName(child.getName(), child);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The addName() functions adds a shape to the name lookup table.
 
-
    *
 
-
    * @param {String} name  the name to be added
 
-
    * @param {PShape} shape  the shape
 
-
    */
 
-
    addName: function(name,  shape) {
 
-
      if (this.parent !== null) {
 
-
        this.parent.addName( name, shape );
 
-
      } else {
 
-
        this.nameTable.push( [name, shape] );
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The translate() function specifies an amount to displace the shape. The <b>x</b> parameter specifies left/right translation, the <b>y</b> parameter specifies up/down translation, and the <b>z</b> parameter specifies translations toward/away from the screen.
 
-
    * Subsequent calls to the method accumulates the effect. For example, calling <b>translate(50, 0)</b> and then <b>translate(20, 0)</b> is the same as <b>translate(70, 0)</b>.
 
-
    * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
 
-
    * <br><br>Using this method with the <b>z</b> parameter requires using the P3D or OPENGL parameter in combination with size.
 
-
    *
 
-
    * @param {int|float} x left/right translation
 
-
    * @param {int|float} y up/down translation
 
-
    * @param {int|float} z forward/back translation
 
-
    *
 
-
    * @see PMatrix2D#translate
 
-
    * @see PMatrix3D#translate
 
-
    */
 
-
    translate: function() {
 
-
      if(arguments.length === 2)
 
-
      {
 
-
        this.checkMatrix(2);
 
-
        this.matrix.translate(arguments[0], arguments[1]);
 
-
      } else {
 
-
        this.checkMatrix(3);
 
-
        this.matrix.translate(arguments[0], arguments[1], 0);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The checkMatrix() function makes sure that the shape's matrix is 1) not null, and 2) has a matrix
 
-
    * that can handle <em>at least</em> the specified number of dimensions.
 
-
    *
 
-
    * @param {int} dimensions the specified number of dimensions
 
-
    */
 
-
    checkMatrix: function(dimensions) {
 
-
      if(this.matrix === null) {
 
-
        if(dimensions === 2) {
 
-
          this.matrix = new PMatrix2D();
 
-
        } else {
 
-
          this.matrix = new PMatrix3D();
 
-
        }
 
-
      }else if(dimensions === 3 && this.matrix instanceof PMatrix2D) {
 
-
        this.matrix = new PMatrix3D();
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The rotateX() function rotates a shape around the x-axis the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
 
-
    * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
 
-
    * Subsequent calls to the method accumulates the effect. For example, calling <b>rotateX(HALF_PI)</b> and then <b>rotateX(HALF_PI)</b> is the same as <b>rotateX(PI)</b>.
 
-
    * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
 
-
    * <br><br>This method requires a 3D renderer. You need to pass P3D or OPENGL as a third parameter into the <b>size()</b> method as shown in the example above.
 
-
    *
 
-
    * @param {float}angle angle of rotation specified in radians
 
-
    *
 
-
    * @see PMatrix3D#rotateX
 
-
    */
 
-
    rotateX: function(angle) {
 
-
      this.rotate(angle, 1, 0, 0);
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The rotateY() function rotates a shape around the y-axis the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
 
-
    * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
 
-
    * Subsequent calls to the method accumulates the effect. For example, calling <b>rotateY(HALF_PI)</b> and then <b>rotateY(HALF_PI)</b> is the same as <b>rotateY(PI)</b>.
 
-
    * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
 
-
    * <br><br>This method requires a 3D renderer. You need to pass P3D or OPENGL as a third parameter into the <b>size()</b> method as shown in the example above.
 
-
    *
 
-
    * @param {float}angle angle of rotation specified in radians
 
-
    *
 
-
    * @see PMatrix3D#rotateY
 
-
    */
 
-
    rotateY: function(angle) {
 
-
      this.rotate(angle, 0, 1, 0);
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The rotateZ() function rotates a shape around the z-axis the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
 
-
    * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
 
-
    * Subsequent calls to the method accumulates the effect. For example, calling <b>rotateZ(HALF_PI)</b> and then <b>rotateZ(HALF_PI)</b> is the same as <b>rotateZ(PI)</b>.
 
-
    * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
 
-
    * <br><br>This method requires a 3D renderer. You need to pass P3D or OPENGL as a third parameter into the <b>size()</b> method as shown in the example above.
 
-
    *
 
-
    * @param {float}angle angle of rotation specified in radians
 
-
    *
 
-
    * @see PMatrix3D#rotateZ
 
-
    */
 
-
    rotateZ: function(angle) {
 
-
      this.rotate(angle, 0, 0, 1);
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The rotate() function rotates a shape the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
 
-
    * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
 
-
    * Transformations apply to everything that happens after and subsequent calls to the method accumulates the effect.
 
-
    * For example, calling <b>rotate(HALF_PI)</b> and then <b>rotate(HALF_PI)</b> is the same as <b>rotate(PI)</b>.
 
-
    * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
 
-
    * If optional parameters x,y,z are supplied, the rotate is about the point (x, y, z).
 
-
    *
 
-
    * @param {float}angle  angle of rotation specified in radians
 
-
    * @param {float}x      x-coordinate of the point
 
-
    * @param {float}y      y-coordinate of the point
 
-
    * @param {float}z      z-coordinate of the point
 
-
    * @see PMatrix2D#rotate
 
-
    * @see PMatrix3D#rotate
 
-
    */
 
-
    rotate: function() {
 
-
      if(arguments.length === 1){
 
-
        this.checkMatrix(2);
 
-
        this.matrix.rotate(arguments[0]);
 
-
      } else {
 
-
        this.checkMatrix(3);
 
-
        this.matrix.rotate(arguments[0],
 
-
                          arguments[1],
 
-
                          arguments[2],
 
-
                          arguments[3]);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The scale() function increases or decreases the size of a shape by expanding and contracting vertices. Shapes always scale from the relative origin of their bounding box.
 
-
    * Scale values are specified as decimal percentages. For example, the method call <b>scale(2.0)</b> increases the dimension of a shape by 200%.
 
-
    * Subsequent calls to the method multiply the effect. For example, calling <b>scale(2.0)</b> and then <b>scale(1.5)</b> is the same as <b>scale(3.0)</b>.
 
-
    * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
 
-
    * <br><br>Using this fuction with the <b>z</b> parameter requires passing P3D or OPENGL into the size() parameter.
 
-
    *
 
-
    * @param {float}s      percentage to scale the object
 
-
    * @param {float}x      percentage to scale the object in the x-axis
 
-
    * @param {float}y      percentage to scale the object in the y-axis
 
-
    * @param {float}z      percentage to scale the object in the z-axis
 
-
    *
 
-
    * @see PMatrix2D#scale
 
-
    * @see PMatrix3D#scale
 
-
    */
 
-
    scale: function() {
 
-
      if(arguments.length === 2) {
 
-
        this.checkMatrix(2);
 
-
        this.matrix.scale(arguments[0], arguments[1]);
 
-
      } else if (arguments.length === 3) {
 
-
        this.checkMatrix(2);
 
-
        this.matrix.scale(arguments[0], arguments[1], arguments[2]);
 
-
      } else {
 
-
        this.checkMatrix(2);
 
-
        this.matrix.scale(arguments[0]);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The resetMatrix() function resets the matrix
 
-
    *
 
-
    * @see PMatrix2D#reset
 
-
    * @see PMatrix3D#reset
 
-
    */
 
-
    resetMatrix: function() {
 
-
      this.checkMatrix(2);
 
-
      this.matrix.reset();
 
-
    },
 
-
    /**
 
-
    * @member PShape
 
-
    * The applyMatrix() function multiplies this matrix by another matrix of type PMatrix3D or PMatrix2D.
 
-
    * Individual elements can also be provided
 
-
    *
 
-
    * @param {PMatrix3D|PMatrix2D} matrix  the matrix to multiply by
 
-
    *
 
-
    * @see PMatrix2D#apply
 
-
    * @see PMatrix3D#apply
 
-
    */
 
-
    applyMatrix: function(matrix) {
 
-
      if (arguments.length === 1) {
 
-
        this.applyMatrix(matrix.elements[0],
 
-
                        matrix.elements[1], 0,
 
-
                        matrix.elements[2],
 
-
                        matrix.elements[3],
 
-
                        matrix.elements[4], 0,
 
-
                        matrix.elements[5],
 
-
                        0, 0, 1, 0,
 
-
                        0, 0, 0, 1);
 
-
      } else if (arguments.length === 6) {
 
-
        this.checkMatrix(2);
 
-
        this.matrix.apply(arguments[0], arguments[1], arguments[2], 0,
 
-
                          arguments[3], arguments[4], arguments[5], 0,
 
-
                          0,  0,  1,  0,
 
-
                          0,  0,  0,  1);
 
-
 
-
      } else if (arguments.length === 16) {
 
-
        this.checkMatrix(3);
 
-
        this.matrix.apply(arguments[0],
 
-
                          arguments[1],
 
-
                          arguments[2],
 
-
                          arguments[3],
 
-
                          arguments[4],
 
-
                          arguments[5],
 
-
                          arguments[6],
 
-
                          arguments[7],
 
-
                          arguments[8],
 
-
                          arguments[9],
 
-
                          arguments[10],
 
-
                          arguments[11],
 
-
                          arguments[12],
 
-
                          arguments[13],
 
-
                          arguments[14],
 
-
                          arguments[15]);
 
-
      }
 
-
    }
 
-
  };
 
-
 
-
  return PShape;
 
-
};
 
-
},{}],16:[function(require,module,exports){
 
-
/**
 
-
* SVG stands for Scalable Vector Graphics, a portable graphics format. It is
 
-
* a vector format so it allows for infinite resolution and relatively small
 
-
* file sizes. Most modern media software can view SVG files, including Adobe
 
-
* products, Firefox, etc. Illustrator and Inkscape can edit SVG files.
 
-
*
 
-
* @param {PApplet} parent    typically use "this"
 
-
* @param {String} filename    name of the SVG file to load
 
-
* @param {XMLElement} xml    an XMLElement element
 
-
* @param {PShapeSVG} parent  the parent PShapeSVG
 
-
*
 
-
* @see PShape
 
-
*/
 
-
module.exports = function(options) {
 
-
  var CommonFunctions = options.CommonFunctions,
 
-
      PConstants = options.PConstants,
 
-
      PShape = options.PShape,
 
-
      XMLElement = options.XMLElement,
 
-
      colors = options.colors;
 
-
 
-
  var PShapeSVG = function() {
 
-
    PShape.call(this);                // PShape is the base class.
 
-
    if (arguments.length === 1) {    // xml element coming in
 
-
      this.element  = arguments[0];
 
-
 
-
      // set values to their defaults according to the SVG spec
 
-
      this.vertexCodes        = [];
 
-
      this.vertices            = [];
 
-
      this.opacity            = 1;
 
-
 
-
      this.stroke              = false;
 
-
      this.strokeColor        = PConstants.ALPHA_MASK;
 
-
      this.strokeWeight        = 1;
 
-
      this.strokeCap          = PConstants.SQUARE;  // BUTT in svg spec
 
-
      this.strokeJoin          = PConstants.MITER;
 
-
      this.strokeGradient      = null;
 
-
      this.strokeGradientPaint = null;
 
-
      this.strokeName          = null;
 
-
      this.strokeOpacity      = 1;
 
-
 
-
      this.fill                = true;
 
-
      this.fillColor          = PConstants.ALPHA_MASK;
 
-
      this.fillGradient        = null;
 
-
      this.fillGradientPaint  = null;
 
-
      this.fillName            = null;
 
-
      this.fillOpacity        = 1;
 
-
 
-
      if (this.element.getName() !== "svg") {
 
-
        throw("root is not <svg>, it's <" + this.element.getName() + ">");
 
-
      }
 
-
    }
 
-
    else if (arguments.length === 2) {
 
-
      if (typeof arguments[1] === 'string') {
 
-
        if (arguments[1].indexOf(".svg") > -1) { //its a filename
 
-
          this.element = new XMLElement(true, arguments[1]);
 
-
          // set values to their defaults according to the SVG spec
 
-
          this.vertexCodes        = [];
 
-
          this.vertices            = [];
 
-
          this.opacity            = 1;
 
-
 
-
          this.stroke              = false;
 
-
          this.strokeColor        = PConstants.ALPHA_MASK;
 
-
          this.strokeWeight        = 1;
 
-
          this.strokeCap          = PConstants.SQUARE;  // BUTT in svg spec
 
-
          this.strokeJoin          = PConstants.MITER;
 
-
          this.strokeGradient      = "";
 
-
          this.strokeGradientPaint = "";
 
-
          this.strokeName          = "";
 
-
          this.strokeOpacity      = 1;
 
-
 
-
          this.fill                = true;
 
-
          this.fillColor          = PConstants.ALPHA_MASK;
 
-
          this.fillGradient        = null;
 
-
          this.fillGradientPaint  = null;
 
-
          this.fillOpacity        = 1;
 
-
 
-
        }
 
-
      } else { // XMLElement
 
-
        if (arguments[0]) { // PShapeSVG
 
-
          this.element            = arguments[1];
 
-
          this.vertexCodes        = arguments[0].vertexCodes.slice();
 
-
          this.vertices            = arguments[0].vertices.slice();
 
-
 
-
          this.stroke              = arguments[0].stroke;
 
-
          this.strokeColor        = arguments[0].strokeColor;
 
-
          this.strokeWeight        = arguments[0].strokeWeight;
 
-
          this.strokeCap          = arguments[0].strokeCap;
 
-
          this.strokeJoin          = arguments[0].strokeJoin;
 
-
          this.strokeGradient      = arguments[0].strokeGradient;
 
-
          this.strokeGradientPaint = arguments[0].strokeGradientPaint;
 
-
          this.strokeName          = arguments[0].strokeName;
 
-
 
-
          this.fill                = arguments[0].fill;
 
-
          this.fillColor          = arguments[0].fillColor;
 
-
          this.fillGradient        = arguments[0].fillGradient;
 
-
          this.fillGradientPaint  = arguments[0].fillGradientPaint;
 
-
          this.fillName            = arguments[0].fillName;
 
-
          this.strokeOpacity      = arguments[0].strokeOpacity;
 
-
          this.fillOpacity        = arguments[0].fillOpacity;
 
-
          this.opacity            = arguments[0].opacity;
 
-
        }
 
-
      }
 
-
    }
 
-
 
-
    this.name      = this.element.getStringAttribute("id");
 
-
    var displayStr = this.element.getStringAttribute("display", "inline");
 
-
    this.visible  = displayStr !== "none";
 
-
    var str = this.element.getAttribute("transform");
 
-
    if (str) {
 
-
      this.matrix = this.parseMatrix(str);
 
-
    }
 
-
    // not proper parsing of the viewBox, but will cover us for cases where
 
-
    // the width and height of the object is not specified
 
-
    var viewBoxStr = this.element.getStringAttribute("viewBox");
 
-
    if ( viewBoxStr !== null ) {
 
-
      var viewBox = viewBoxStr.split(" ");
 
-
      this.width  = viewBox[2];
 
-
      this.height = viewBox[3];
 
-
    }
 
-
 
-
    // TODO if viewbox is not same as width/height, then use it to scale
 
-
    // the original objects. for now, viewbox only used when width/height
 
-
    // are empty values (which by the spec means w/h of "100%"
 
-
    var unitWidth  = this.element.getStringAttribute("width");
 
-
    var unitHeight = this.element.getStringAttribute("height");
 
-
    if (unitWidth !== null) {
 
-
      this.width  = this.parseUnitSize(unitWidth);
 
-
      this.height = this.parseUnitSize(unitHeight);
 
-
    } else {
 
-
      if ((this.width === 0) || (this.height === 0)) {
 
-
        // For the spec, the default is 100% and 100%. For purposes
 
-
        // here, insert a dummy value because this is prolly just a
 
-
        // font or something for which the w/h doesn't matter.
 
-
        this.width  = 1;
 
-
        this.height = 1;
 
-
 
-
        //show warning
 
-
        throw("The width and/or height is not " +
 
-
              "readable in the <svg> tag of this file.");
 
-
      }
 
-
    }
 
-
    this.parseColors(this.element);
 
-
    this.parseChildren(this.element);
 
-
 
-
  };
 
-
  /**
 
-
  * PShapeSVG methods
 
-
  * missing: getChild(), print(), parseStyleAttributes(), styles() - deals with strokeGradient and fillGradient
 
-
  */
 
-
  PShapeSVG.prototype = new PShape();
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseMatrix() function parses the specified SVG matrix into a PMatrix2D. Note that PMatrix2D
 
-
  * is rotated relative to the SVG definition, so parameters are rearranged
 
-
  * here. More about the transformation matrices in
 
-
  * <a href="http://www.w3.org/TR/SVG/coords.html#TransformAttribute">this section</a>
 
-
  * of the SVG documentation.
 
-
  *
 
-
  * @param {String} str text of the matrix param.
 
-
  *
 
-
  * @return {PMatrix2D} a PMatrix2D
 
-
  */
 
-
  PShapeSVG.prototype.parseMatrix = (function() {
 
-
    function getCoords(s) {
 
-
      var m = [];
 
-
      s.replace(/\((.*?)\)/, (function() {
 
-
        return function(all, params) {
 
-
          // get the coordinates that can be separated by spaces or a comma
 
-
          m = params.replace(/,+/g, " ").split(/\s+/);
 
-
        };
 
-
      }()));
 
-
      return m;
 
-
    }
 
-
 
-
    return function(str) {
 
-
      this.checkMatrix(2);
 
-
      var pieces = [];
 
-
      str.replace(/\s*(\w+)\((.*?)\)/g, function(all) {
 
-
        // get a list of transform definitions
 
-
        pieces.push(CommonFunctions.trim(all));
 
-
      });
 
-
      if (pieces.length === 0) {
 
-
        return null;
 
-
      }
 
-
 
-
      for (var i = 0, j = pieces.length; i < j; i++) {
 
-
        var m = getCoords(pieces[i]);
 
-
 
-
        if (pieces[i].indexOf("matrix") !== -1) {
 
-
          this.matrix.set(m[0], m[2], m[4], m[1], m[3], m[5]);
 
-
        } else if (pieces[i].indexOf("translate") !== -1) {
 
-
          var tx = m[0];
 
-
          var ty = (m.length === 2) ? m[1] : 0;
 
-
          this.matrix.translate(tx,ty);
 
-
        } else if (pieces[i].indexOf("scale") !== -1) {
 
-
          var sx = m[0];
 
-
          var sy = (m.length === 2) ? m[1] : m[0];
 
-
          this.matrix.scale(sx,sy);
 
-
        } else if (pieces[i].indexOf("rotate") !== -1) {
 
-
          var angle = m[0];
 
-
          if (m.length === 1) {
 
-
            this.matrix.rotate(CommonFunctions.radians(angle));
 
-
          } else if (m.length === 3) {
 
-
            this.matrix.translate(m[1], m[2]);
 
-
            this.matrix.rotate(CommonFunctions.radians(m[0]));
 
-
            this.matrix.translate(-m[1], -m[2]);
 
-
          }
 
-
        } else if (pieces[i].indexOf("skewX") !== -1) {
 
-
          this.matrix.skewX(parseFloat(m[0]));
 
-
        } else if (pieces[i].indexOf("skewY") !== -1) {
 
-
          this.matrix.skewY(m[0]);
 
-
        } else if (pieces[i].indexOf("shearX") !== -1) {
 
-
          this.matrix.shearX(m[0]);
 
-
        } else if (pieces[i].indexOf("shearY") !== -1) {
 
-
          this.matrix.shearY(m[0]);
 
-
        }
 
-
      }
 
-
      return this.matrix;
 
-
    };
 
-
  }());
 
-
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseChildren() function parses the specified XMLElement
 
-
  *
 
-
  * @param {XMLElement}element the XMLElement to parse
 
-
  */
 
-
  PShapeSVG.prototype.parseChildren = function(element) {
 
-
    var newelement = element.getChildren();
 
-
    var base = new PShape();
 
-
    var i, j;
 
-
    for (i = 0, j = newelement.length; i < j; i++) {
 
-
      var kid = this.parseChild(newelement[i]);
 
-
      if (kid) {
 
-
        base.addChild(kid);
 
-
      }
 
-
    }
 
-
    for (i = 0, j = base.children.length; i < j; i++) {
 
-
      this.children.push(base.children[i]);
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The getName() function returns the name
 
-
  *
 
-
  * @return {String} the name
 
-
  */
 
-
  PShapeSVG.prototype.getName = function() {
 
-
    return this.name;
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseChild() function parses a child XML element.
 
-
  *
 
-
  * @param {XMLElement} elem the element to parse
 
-
  *
 
-
  * @return {PShape} the newly created PShape
 
-
  */
 
-
  PShapeSVG.prototype.parseChild = function( elem ) {
 
-
    var name = elem.getName();
 
-
    var shape;
 
-
    if (name === "g") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
    } else if (name === "defs") {
 
-
      // generally this will contain gradient info, so may
 
-
      // as well just throw it into a group element for parsing
 
-
      shape = new PShapeSVG(this, elem);
 
-
    } else if (name === "line") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
      shape.parseLine();
 
-
    } else if (name === "circle") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
      shape.parseEllipse(true);
 
-
    } else if (name === "ellipse") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
      shape.parseEllipse(false);
 
-
    } else if (name === "rect") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
      shape.parseRect();
 
-
    } else if (name === "polygon") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
      shape.parsePoly(true);
 
-
    } else if (name === "polyline") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
      shape.parsePoly(false);
 
-
    } else if (name === "path") {
 
-
      shape = new PShapeSVG(this, elem);
 
-
      shape.parsePath();
 
-
    } else if (name === "radialGradient") {
 
-
      //return new RadialGradient(this, elem);
 
-
      unimplemented('PShapeSVG.prototype.parseChild, name = radialGradient');
 
-
    } else if (name === "linearGradient") {
 
-
      //return new LinearGradient(this, elem);
 
-
      unimplemented('PShapeSVG.prototype.parseChild, name = linearGradient');
 
-
    } else if (name === "text") {
 
-
      unimplemented('PShapeSVG.prototype.parseChild, name = text');
 
-
    } else if (name === "filter") {
 
-
      unimplemented('PShapeSVG.prototype.parseChild, name = filter');
 
-
    } else if (name === "mask") {
 
-
      unimplemented('PShapeSVG.prototype.parseChild, name = mask');
 
-
    } else {
 
-
      // ignoring
 
-
    }
 
-
    return shape;
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parsePath() function parses the <path> element of the svg file
 
-
  * A path is defined by including a path element which contains a d="(path data)" attribute, where the d attribute contains
 
-
  * the moveto, line, curve (both cubic and quadratic Beziers), arc and closepath instructions.
 
-
  **/
 
-
  PShapeSVG.prototype.parsePath = function() {
 
-
    this.family = PConstants.PATH;
 
-
    this.kind = 0;
 
-
    var pathDataChars = [];
 
-
    var c;
 
-
    //change multiple spaces and commas to single space
 
-
    var pathData = CommonFunctions.trim(this.element.getStringAttribute("d").replace(/[\s,]+/g,' '));
 
-
    if (pathData === null) {
 
-
      return;
 
-
    }
 
-
    pathData = pathData.split('');
 
-
    var cx    = 0,
 
-
        cy    = 0,
 
-
        ctrlX  = 0,
 
-
        ctrlY  = 0,
 
-
        ctrlX1 = 0,
 
-
        ctrlX2 = 0,
 
-
        ctrlY1 = 0,
 
-
        ctrlY2 = 0,
 
-
        endX  = 0,
 
-
        endY  = 0,
 
-
        ppx    = 0,
 
-
        ppy    = 0,
 
-
        px    = 0,
 
-
        py    = 0,
 
-
        i      = 0,
 
-
        valOf  = 0;
 
-
    var str = "";
 
-
    var tmpArray = [];
 
-
    var flag = false;
 
-
    var lastInstruction;
 
-
    var command;
 
-
    var j, k;
 
-
    while (i< pathData.length) {
 
-
      valOf = pathData[i].charCodeAt(0);
 
-
      if ((valOf >= 65 && valOf <= 90) || (valOf >= 97 && valOf <= 122)) {
 
-
        // if it's a letter
 
-
        // populate the tmpArray with coordinates
 
-
        j = i;
 
-
        i++;
 
-
        if (i < pathData.length) { // don't go over boundary of array
 
-
          tmpArray = [];
 
-
          valOf = pathData[i].charCodeAt(0);
 
-
          while (!((valOf >= 65 && valOf <= 90) ||
 
-
                  (valOf >= 97 && valOf <= 100) ||
 
-
                  (valOf >= 102 && valOf <= 122)) && flag === false) { // if its NOT a letter
 
-
            if (valOf === 32) { //if its a space and the str isn't empty
 
-
              // sometimes you get a space after the letter
 
-
              if (str !== "") {
 
-
                tmpArray.push(parseFloat(str));
 
-
                str = "";
 
-
              }
 
-
              i++;
 
-
            } else if (valOf === 45) { //if it's a -
 
-
              // allow for 'e' notation in numbers, e.g. 2.10e-9
 
-
              if (pathData[i-1].charCodeAt(0) === 101) {
 
-
                str += pathData[i].toString();
 
-
                i++;
 
-
              } else {
 
-
                // sometimes no space separator after (ex: 104.535-16.322)
 
-
                if (str !== "") {
 
-
                  tmpArray.push(parseFloat(str));
 
-
                }
 
-
                str = pathData[i].toString();
 
-
                i++;
 
-
              }
 
-
            } else {
 
-
              str += pathData[i].toString();
 
-
              i++;
 
-
            }
 
-
            if (i === pathData.length) { // don't go over boundary of array
 
-
              flag = true;
 
-
            } else {
 
-
              valOf = pathData[i].charCodeAt(0);
 
-
            }
 
-
          }
 
-
        }
 
-
        if (str !== "") {
 
-
          tmpArray.push(parseFloat(str));
 
-
          str = "";
 
-
        }
 
-
        command = pathData[j];
 
-
        valOf = command.charCodeAt(0);
 
-
        if (valOf === 77) {  // M - move to (absolute)
 
-
          if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
 
-
            // need one+ pairs of co-ordinates
 
-
            cx = tmpArray[0];
 
-
            cy = tmpArray[1];
 
-
            this.parsePathMoveto(cx, cy);
 
-
            if (tmpArray.length > 2) {
 
-
              for (j = 2, k = tmpArray.length; j < k; j+=2) {
 
-
                // absolute line to
 
-
                cx = tmpArray[j];
 
-
                cy = tmpArray[j+1];
 
-
                this.parsePathLineto(cx,cy);
 
-
              }
 
-
            }
 
-
          }
 
-
        } else if (valOf === 109) {  // m - move to (relative)
 
-
          if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
 
-
            // need one+ pairs of co-ordinates
 
-
            cx += tmpArray[0];
 
-
            cy += tmpArray[1];
 
-
            this.parsePathMoveto(cx,cy);
 
-
            if (tmpArray.length > 2) {
 
-
              for (j = 2, k = tmpArray.length; j < k; j+=2) {
 
-
                // relative line to
 
-
                cx += tmpArray[j];
 
-
                cy += tmpArray[j + 1];
 
-
                this.parsePathLineto(cx,cy);
 
-
              }
 
-
            }
 
-
          }
 
-
        } else if (valOf === 76) { // L - lineto (absolute)
 
-
          if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
 
-
            // need one+ pairs of co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=2) {
 
-
              cx = tmpArray[j];
 
-
              cy = tmpArray[j + 1];
 
-
              this.parsePathLineto(cx,cy);
 
-
            }
 
-
          }
 
-
        } else if (valOf === 108) { // l - lineto (relative)
 
-
          if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
 
-
            // need one+ pairs of co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=2) {
 
-
              cx += tmpArray[j];
 
-
              cy += tmpArray[j+1];
 
-
              this.parsePathLineto(cx,cy);
 
-
            }
 
-
          }
 
-
        } else if (valOf === 72) { // H - horizontal lineto (absolute)
 
-
          for (j = 0, k = tmpArray.length; j < k; j++) {
 
-
            // multiple x co-ordinates can be provided
 
-
            cx = tmpArray[j];
 
-
            this.parsePathLineto(cx, cy);
 
-
          }
 
-
        } else if (valOf === 104) { // h - horizontal lineto (relative)
 
-
          for (j = 0, k = tmpArray.length; j < k; j++) {
 
-
            // multiple x co-ordinates can be provided
 
-
            cx += tmpArray[j];
 
-
            this.parsePathLineto(cx, cy);
 
-
          }
 
-
        } else if (valOf === 86) { // V - vertical lineto (absolute)
 
-
          for (j = 0, k = tmpArray.length; j < k; j++) {
 
-
            // multiple y co-ordinates can be provided
 
-
            cy = tmpArray[j];
 
-
            this.parsePathLineto(cx, cy);
 
-
          }
 
-
        } else if (valOf === 118) { // v - vertical lineto (relative)
 
-
          for (j = 0, k = tmpArray.length; j < k; j++) {
 
-
            // multiple y co-ordinates can be provided
 
-
            cy += tmpArray[j];
 
-
            this.parsePathLineto(cx, cy);
 
-
          }
 
-
        } else if (valOf === 67) { // C - curve to (absolute)
 
-
          if (tmpArray.length >= 6 && tmpArray.length % 6 === 0) {
 
-
            // need one+ multiples of 6 co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=6) {
 
-
              ctrlX1 = tmpArray[j];
 
-
              ctrlY1 = tmpArray[j + 1];
 
-
              ctrlX2 = tmpArray[j + 2];
 
-
              ctrlY2 = tmpArray[j + 3];
 
-
              endX  = tmpArray[j + 4];
 
-
              endY  = tmpArray[j + 5];
 
-
              this.parsePathCurveto(ctrlX1,
 
-
                                    ctrlY1,
 
-
                                    ctrlX2,
 
-
                                    ctrlY2,
 
-
                                    endX,
 
-
                                    endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 99) { // c - curve to (relative)
 
-
          if (tmpArray.length >= 6 && tmpArray.length % 6 === 0) {
 
-
            // need one+ multiples of 6 co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=6) {
 
-
              ctrlX1 = cx + tmpArray[j];
 
-
              ctrlY1 = cy + tmpArray[j + 1];
 
-
              ctrlX2 = cx + tmpArray[j + 2];
 
-
              ctrlY2 = cy + tmpArray[j + 3];
 
-
              endX  = cx + tmpArray[j + 4];
 
-
              endY  = cy + tmpArray[j + 5];
 
-
              this.parsePathCurveto(ctrlX1,
 
-
                                    ctrlY1,
 
-
                                    ctrlX2,
 
-
                                    ctrlY2,
 
-
                                    endX,
 
-
                                    endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 83) { // S - curve to shorthand (absolute)
 
-
          if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
 
-
            // need one+ multiples of 4 co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=4) {
 
-
              if (lastInstruction.toLowerCase() ===  "c" ||
 
-
                  lastInstruction.toLowerCase() ===  "s") {
 
-
                ppx    = this.vertices[ this.vertices.length-2 ][0];
 
-
                ppy    = this.vertices[ this.vertices.length-2 ][1];
 
-
                px    = this.vertices[ this.vertices.length-1 ][0];
 
-
                py    = this.vertices[ this.vertices.length-1 ][1];
 
-
                ctrlX1 = px + (px - ppx);
 
-
                ctrlY1 = py + (py - ppy);
 
-
              } else {
 
-
                //If there is no previous curve,
 
-
                //the current point will be used as the first control point.
 
-
                ctrlX1 = this.vertices[this.vertices.length-1][0];
 
-
                ctrlY1 = this.vertices[this.vertices.length-1][1];
 
-
              }
 
-
              ctrlX2 = tmpArray[j];
 
-
              ctrlY2 = tmpArray[j + 1];
 
-
              endX  = tmpArray[j + 2];
 
-
              endY  = tmpArray[j + 3];
 
-
              this.parsePathCurveto(ctrlX1,
 
-
                                    ctrlY1,
 
-
                                    ctrlX2,
 
-
                                    ctrlY2,
 
-
                                    endX,
 
-
                                    endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 115) { // s - curve to shorthand (relative)
 
-
          if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
 
-
            // need one+ multiples of 4 co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=4) {
 
-
              if (lastInstruction.toLowerCase() ===  "c" ||
 
-
                  lastInstruction.toLowerCase() ===  "s") {
 
-
                ppx    = this.vertices[this.vertices.length-2][0];
 
-
                ppy    = this.vertices[this.vertices.length-2][1];
 
-
                px    = this.vertices[this.vertices.length-1][0];
 
-
                py    = this.vertices[this.vertices.length-1][1];
 
-
                ctrlX1 = px + (px - ppx);
 
-
                ctrlY1 = py + (py - ppy);
 
-
              } else {
 
-
                //If there is no previous curve,
 
-
                //the current point will be used as the first control point.
 
-
                ctrlX1 = this.vertices[this.vertices.length-1][0];
 
-
                ctrlY1 = this.vertices[this.vertices.length-1][1];
 
-
              }
 
-
              ctrlX2 = cx + tmpArray[j];
 
-
              ctrlY2 = cy + tmpArray[j + 1];
 
-
              endX  = cx + tmpArray[j + 2];
 
-
              endY  = cy + tmpArray[j + 3];
 
-
              this.parsePathCurveto(ctrlX1,
 
-
                                    ctrlY1,
 
-
                                    ctrlX2,
 
-
                                    ctrlY2,
 
-
                                    endX,
 
-
                                    endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 81) { // Q - quadratic curve to (absolute)
 
-
          if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
 
-
            // need one+ multiples of 4 co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=4) {
 
-
              ctrlX = tmpArray[j];
 
-
              ctrlY = tmpArray[j + 1];
 
-
              endX  = tmpArray[j + 2];
 
-
              endY  = tmpArray[j + 3];
 
-
              this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 113) { // q - quadratic curve to (relative)
 
-
          if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
 
-
            // need one+ multiples of 4 co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=4) {
 
-
              ctrlX = cx + tmpArray[j];
 
-
              ctrlY = cy + tmpArray[j + 1];
 
-
              endX  = cx + tmpArray[j + 2];
 
-
              endY  = cy + tmpArray[j + 3];
 
-
              this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 84) {
 
-
          // T - quadratic curve to shorthand (absolute)
 
-
          if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
 
-
            // need one+ pairs of co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=2) {
 
-
              if (lastInstruction.toLowerCase() ===  "q" ||
 
-
                  lastInstruction.toLowerCase() ===  "t") {
 
-
                ppx  = this.vertices[this.vertices.length-2][0];
 
-
                ppy  = this.vertices[this.vertices.length-2][1];
 
-
                px    = this.vertices[this.vertices.length-1][0];
 
-
                py    = this.vertices[this.vertices.length-1][1];
 
-
                ctrlX = px + (px - ppx);
 
-
                ctrlY = py + (py - ppy);
 
-
              } else {
 
-
                // If there is no previous command or if the previous command
 
-
                // was not a Q, q, T or t, assume the control point is
 
-
                // coincident with the current point.
 
-
                ctrlX = cx;
 
-
                ctrlY = cy;
 
-
              }
 
-
              endX  = tmpArray[j];
 
-
              endY  = tmpArray[j + 1];
 
-
              this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 116) {
 
-
          // t - quadratic curve to shorthand (relative)
 
-
          if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
 
-
            // need one+ pairs of co-ordinates
 
-
            for (j = 0, k = tmpArray.length; j < k; j+=2) {
 
-
              if (lastInstruction.toLowerCase() ===  "q" ||
 
-
                  lastInstruction.toLowerCase() ===  "t") {
 
-
                ppx  = this.vertices[this.vertices.length-2][0];
 
-
                ppy  = this.vertices[this.vertices.length-2][1];
 
-
                px    = this.vertices[this.vertices.length-1][0];
 
-
                py    = this.vertices[this.vertices.length-1][1];
 
-
                ctrlX = px + (px - ppx);
 
-
                ctrlY = py + (py - ppy);
 
-
              } else {
 
-
                // If there is no previous command or if the previous command
 
-
                // was not a Q, q, T or t, assume the control point is
 
-
                // coincident with the current point.
 
-
                ctrlX = cx;
 
-
                ctrlY = cy;
 
-
              }
 
-
              endX  = cx + tmpArray[j];
 
-
              endY  = cy + tmpArray[j + 1];
 
-
              this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
 
-
              cx = endX;
 
-
              cy = endY;
 
-
            }
 
-
          }
 
-
        } else if (valOf === 90 || valOf === 122) { // Z or z (these do the same thing)
 
-
          this.close = true;
 
-
        }
 
-
        lastInstruction = command.toString();
 
-
      } else { i++;}
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parsePath() helper function
 
-
  *
 
-
  * @see PShapeSVG#parsePath
 
-
  */
 
-
  PShapeSVG.prototype.parsePathQuadto = function(x1, y1, cx, cy, x2, y2) {
 
-
    if (this.vertices.length > 0) {
 
-
      this.parsePathCode(PConstants.BEZIER_VERTEX);
 
-
      // x1/y1 already covered by last moveto, lineto, or curveto
 
-
      this.parsePathVertex(x1 + ((cx-x1)*2/3), y1 + ((cy-y1)*2/3));
 
-
      this.parsePathVertex(x2 + ((cx-x2)*2/3), y2 + ((cy-y2)*2/3));
 
-
      this.parsePathVertex(x2, y2);
 
-
    } else {
 
-
      throw ("Path must start with M/m");
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parsePath() helper function
 
-
  *
 
-
  * @see PShapeSVG#parsePath
 
-
  */
 
-
  PShapeSVG.prototype.parsePathCurveto = function(x1,  y1, x2, y2, x3, y3) {
 
-
    if (this.vertices.length > 0) {
 
-
      this.parsePathCode(PConstants.BEZIER_VERTEX );
 
-
      this.parsePathVertex(x1, y1);
 
-
      this.parsePathVertex(x2, y2);
 
-
      this.parsePathVertex(x3, y3);
 
-
    } else {
 
-
      throw ("Path must start with M/m");
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parsePath() helper function
 
-
  *
 
-
  * @see PShapeSVG#parsePath
 
-
  */
 
-
  PShapeSVG.prototype.parsePathLineto = function(px, py) {
 
-
    if (this.vertices.length > 0) {
 
-
      this.parsePathCode(PConstants.VERTEX);
 
-
      this.parsePathVertex(px, py);
 
-
      // add property to distinguish between curContext.moveTo
 
-
      // or curContext.lineTo
 
-
      this.vertices[this.vertices.length-1].moveTo = false;
 
-
    } else {
 
-
      throw ("Path must start with M/m");
 
-
    }
 
-
  };
 
-
 
-
  PShapeSVG.prototype.parsePathMoveto = function(px, py) {
 
-
    if (this.vertices.length > 0) {
 
-
      this.parsePathCode(PConstants.BREAK);
 
-
    }
 
-
    this.parsePathCode(PConstants.VERTEX);
 
-
    this.parsePathVertex(px, py);
 
-
    // add property to distinguish between curContext.moveTo
 
-
    // or curContext.lineTo
 
-
    this.vertices[this.vertices.length-1].moveTo = true;
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parsePath() helper function
 
-
  *
 
-
  * @see PShapeSVG#parsePath
 
-
  */
 
-
  PShapeSVG.prototype.parsePathVertex = function(x,  y) {
 
-
    var verts = [];
 
-
    verts[0]  = x;
 
-
    verts[1]  = y;
 
-
    this.vertices.push(verts);
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parsePath() helper function
 
-
  *
 
-
  * @see PShapeSVG#parsePath
 
-
  */
 
-
  PShapeSVG.prototype.parsePathCode = function(what) {
 
-
    this.vertexCodes.push(what);
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parsePoly() function parses a polyline or polygon from an SVG file.
 
-
  *
 
-
  * @param {boolean}val true if shape is closed (polygon), false if not (polyline)
 
-
  */
 
-
  PShapeSVG.prototype.parsePoly = function(val) {
 
-
    this.family    = PConstants.PATH;
 
-
    this.close    = val;
 
-
    var pointsAttr = CommonFunctions.trim(this.element.getStringAttribute("points").replace(/[,\s]+/g,' '));
 
-
    if (pointsAttr !== null) {
 
-
      //split into array
 
-
      var pointsBuffer = pointsAttr.split(" ");
 
-
      if (pointsBuffer.length % 2 === 0) {
 
-
        for (var i = 0, j = pointsBuffer.length; i < j; i++) {
 
-
          var verts = [];
 
-
          verts[0]  = pointsBuffer[i];
 
-
          verts[1]  = pointsBuffer[++i];
 
-
          this.vertices.push(verts);
 
-
        }
 
-
      } else {
 
-
        throw("Error parsing polygon points: odd number of coordinates provided");
 
-
      }
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseRect() function parses a rect from an SVG file.
 
-
  */
 
-
  PShapeSVG.prototype.parseRect = function() {
 
-
    this.kind      = PConstants.RECT;
 
-
    this.family    = PConstants.PRIMITIVE;
 
-
    this.params    = [];
 
-
    this.params[0] = this.element.getFloatAttribute("x");
 
-
    this.params[1] = this.element.getFloatAttribute("y");
 
-
    this.params[2] = this.element.getFloatAttribute("width");
 
-
    this.params[3] = this.element.getFloatAttribute("height");
 
-
    if (this.params[2] < 0 || this.params[3] < 0) {
 
-
      throw("svg error: negative width or height found while parsing <rect>");
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseEllipse() function handles parsing ellipse and circle tags.
 
-
  *
 
-
  * @param {boolean}val true if this is a circle and not an ellipse
 
-
  */
 
-
  PShapeSVG.prototype.parseEllipse = function(val) {
 
-
    this.kind  = PConstants.ELLIPSE;
 
-
    this.family = PConstants.PRIMITIVE;
 
-
    this.params = [];
 
-
 
-
    this.params[0] = this.element.getFloatAttribute("cx") | 0 ;
 
-
    this.params[1] = this.element.getFloatAttribute("cy") | 0;
 
-
 
-
    var rx, ry;
 
-
    if (val) {
 
-
      rx = ry = this.element.getFloatAttribute("r");
 
-
      if (rx < 0) {
 
-
        throw("svg error: negative radius found while parsing <circle>");
 
-
      }
 
-
    } else {
 
-
      rx = this.element.getFloatAttribute("rx");
 
-
      ry = this.element.getFloatAttribute("ry");
 
-
      if (rx < 0 || ry < 0) {
 
-
        throw("svg error: negative x-axis radius or y-axis radius found while parsing <ellipse>");
 
-
      }
 
-
    }
 
-
    this.params[0] -= rx;
 
-
    this.params[1] -= ry;
 
-
 
-
    this.params[2] = rx*2;
 
-
    this.params[3] = ry*2;
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseLine() function handles parsing line tags.
 
-
  *
 
-
  * @param {boolean}val true if this is a circle and not an ellipse
 
-
  */
 
-
  PShapeSVG.prototype.parseLine = function() {
 
-
    this.kind = PConstants.LINE;
 
-
    this.family = PConstants.PRIMITIVE;
 
-
    this.params = [];
 
-
    this.params[0] = this.element.getFloatAttribute("x1");
 
-
    this.params[1] = this.element.getFloatAttribute("y1");
 
-
    this.params[2] = this.element.getFloatAttribute("x2");
 
-
    this.params[3] = this.element.getFloatAttribute("y2");
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseColors() function handles parsing the opacity, strijem stroke-width, stroke-linejoin,stroke-linecap, fill, and style attributes
 
-
  *
 
-
  * @param {XMLElement}element the element of which attributes to parse
 
-
  */
 
-
  PShapeSVG.prototype.parseColors = function(element) {
 
-
    if (element.hasAttribute("opacity")) {
 
-
      this.setOpacity(element.getAttribute("opacity"));
 
-
    }
 
-
    if (element.hasAttribute("stroke")) {
 
-
      this.setStroke(element.getAttribute("stroke"));
 
-
    }
 
-
    if (element.hasAttribute("stroke-width")) {
 
-
      // if NaN (i.e. if it's 'inherit') then default
 
-
      // back to the inherit setting
 
-
      this.setStrokeWeight(element.getAttribute("stroke-width"));
 
-
    }
 
-
    if (element.hasAttribute("stroke-linejoin") ) {
 
-
      this.setStrokeJoin(element.getAttribute("stroke-linejoin"));
 
-
    }
 
-
    if (element.hasAttribute("stroke-linecap")) {
 
-
      this.setStrokeCap(element.getStringAttribute("stroke-linecap"));
 
-
    }
 
-
    // fill defaults to black (though stroke defaults to "none")
 
-
    // http://www.w3.org/TR/SVG/painting.html#FillProperties
 
-
    if (element.hasAttribute("fill")) {
 
-
      this.setFill(element.getStringAttribute("fill"));
 
-
    }
 
-
    if (element.hasAttribute("style")) {
 
-
      var styleText  = element.getStringAttribute("style");
 
-
      var styleTokens = styleText.toString().split( ";" );
 
-
 
-
      for (var i = 0, j = styleTokens.length; i < j; i++) {
 
-
        var tokens = CommonFunctions.trim(styleTokens[i].split( ":" ));
 
-
        if (tokens[0] === "fill") {
 
-
            this.setFill(tokens[1]);
 
-
        } else if (tokens[0] === "fill-opacity") {
 
-
            this.setFillOpacity(tokens[1]);
 
-
        } else if (tokens[0] === "stroke") {
 
-
            this.setStroke(tokens[1]);
 
-
        } else if (tokens[0] === "stroke-width") {
 
-
            this.setStrokeWeight(tokens[1]);
 
-
        } else if (tokens[0] === "stroke-linecap") {
 
-
            this.setStrokeCap(tokens[1]);
 
-
        } else if (tokens[0] === "stroke-linejoin") {
 
-
            this.setStrokeJoin(tokens[1]);
 
-
        } else if (tokens[0] === "stroke-opacity") {
 
-
            this.setStrokeOpacity(tokens[1]);
 
-
        } else if (tokens[0] === "opacity") {
 
-
            this.setOpacity(tokens[1]);
 
-
        } // Other attributes are not yet implemented
 
-
      }
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} opacityText the value of fillOpacity
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setFillOpacity = function(opacityText) {
 
-
    this.fillOpacity = parseFloat(opacityText);
 
-
    this.fillColor  = this.fillOpacity * 255  << 24 |
 
-
                      this.fillColor & 0xFFFFFF;
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} fillText the value of fill
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setFill = function (fillText) {
 
-
    var opacityMask = this.fillColor & 0xFF000000;
 
-
    if (fillText === "none") {
 
-
      this.fill = false;
 
-
    } else if (fillText.indexOf("#") === 0) {
 
-
      this.fill      = true;
 
-
      if (fillText.length === 4) {
 
-
        // convert #00F to #0000FF
 
-
        fillText = fillText.replace(/#(.)(.)(.)/,"#$1$1$2$2$3$3");
 
-
      }
 
-
      this.fillColor = opacityMask |
 
-
                      (parseInt(fillText.substring(1), 16 )) &
 
-
                      0xFFFFFF;
 
-
    } else if (fillText.indexOf("rgb") === 0) {
 
-
      this.fill      = true;
 
-
      this.fillColor = opacityMask | this.parseRGB(fillText);
 
-
    } else if (fillText.indexOf("url(#") === 0) {
 
-
      this.fillName = fillText.substring(5, fillText.length - 1 );
 
-
    } else if (colors[fillText]) {
 
-
      this.fill      = true;
 
-
      this.fillColor = opacityMask |
 
-
                      (parseInt(colors[fillText].substring(1), 16)) &
 
-
                      0xFFFFFF;
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} opacity the value of opacity
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setOpacity = function(opacity) {
 
-
    this.strokeColor = parseFloat(opacity) * 255 << 24 |
 
-
                      this.strokeColor & 0xFFFFFF;
 
-
    this.fillColor  = parseFloat(opacity) * 255 << 24 |
 
-
                      this.fillColor & 0xFFFFFF;
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} strokeText the value to set stroke to
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setStroke = function(strokeText) {
 
-
    var opacityMask = this.strokeColor & 0xFF000000;
 
-
    if (strokeText === "none") {
 
-
      this.stroke = false;
 
-
    } else if (strokeText.charAt( 0 ) === "#") {
 
-
      this.stroke      = true;
 
-
      if (strokeText.length === 4) {
 
-
        // convert #00F to #0000FF
 
-
        strokeText = strokeText.replace(/#(.)(.)(.)/,"#$1$1$2$2$3$3");
 
-
      }
 
-
      this.strokeColor = opacityMask |
 
-
                        (parseInt( strokeText.substring( 1 ), 16 )) &
 
-
                        0xFFFFFF;
 
-
    } else if (strokeText.indexOf( "rgb" ) === 0 ) {
 
-
      this.stroke = true;
 
-
      this.strokeColor = opacityMask | this.parseRGB(strokeText);
 
-
    } else if (strokeText.indexOf( "url(#" ) === 0) {
 
-
      this.strokeName = strokeText.substring(5, strokeText.length - 1);
 
-
    } else if (colors[strokeText]) {
 
-
      this.stroke      = true;
 
-
      this.strokeColor = opacityMask |
 
-
                        (parseInt(colors[strokeText].substring(1), 16)) &
 
-
                        0xFFFFFF;
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} weight the value to set strokeWeight to
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setStrokeWeight = function(weight) {
 
-
    this.strokeWeight = this.parseUnitSize(weight);
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} linejoin the value to set strokeJoin to
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setStrokeJoin = function(linejoin) {
 
-
    if (linejoin === "miter") {
 
-
      this.strokeJoin = PConstants.MITER;
 
-
 
-
    } else if (linejoin === "round") {
 
-
      this.strokeJoin = PConstants.ROUND;
 
-
 
-
    } else if (linejoin === "bevel") {
 
-
      this.strokeJoin = PConstants.BEVEL;
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} linecap the value to set strokeCap to
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setStrokeCap = function (linecap) {
 
-
    if (linecap === "butt") {
 
-
      this.strokeCap = PConstants.SQUARE;
 
-
 
-
    } else if (linecap === "round") {
 
-
      this.strokeCap = PConstants.ROUND;
 
-
 
-
    } else if (linecap === "square") {
 
-
      this.strokeCap = PConstants.PROJECT;
 
-
    }
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * PShapeSVG.parseColors() helper function
 
-
  *
 
-
  * @param {String} opacityText the value to set stroke opacity to
 
-
  *
 
-
  * @see PShapeSVG#parseColors
 
-
  */
 
-
  PShapeSVG.prototype.setStrokeOpacity =  function (opacityText) {
 
-
    this.strokeOpacity = parseFloat(opacityText);
 
-
    this.strokeColor  = this.strokeOpacity * 255 << 24 |
 
-
                        this.strokeColor &
 
-
                        0xFFFFFF;
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseRGB() function parses an rbg() color string and returns a color int
 
-
  *
 
-
  * @param {String} color the color to parse in rbg() format
 
-
  *
 
-
  * @return {int} the equivalent color int
 
-
  */
 
-
  PShapeSVG.prototype.parseRGB = function(color) {
 
-
    var sub    = color.substring(color.indexOf('(') + 1, color.indexOf(')'));
 
-
    var values = sub.split(", ");
 
-
    return (values[0] << 16) | (values[1] << 8) | (values[2]);
 
-
  };
 
-
  /**
 
-
  * @member PShapeSVG
 
-
  * The parseUnitSize() function parse a size that may have a suffix for its units.
 
-
  * Ignoring cases where this could also be a percentage.
 
-
  * The <A HREF="http://www.w3.org/TR/SVG/coords.html#Units">units</A> spec:
 
-
  * <UL>
 
-
  * <LI>"1pt" equals "1.25px" (and therefore 1.25 user units)
 
-
  * <LI>"1pc" equals "15px" (and therefore 15 user units)
 
-
  * <LI>"1mm" would be "3.543307px" (3.543307 user units)
 
-
  * <LI>"1cm" equals "35.43307px" (and therefore 35.43307 user units)
 
-
  * <LI>"1in" equals "90px" (and therefore 90 user units)
 
-
  * </UL>
 
-
  */
 
-
  PShapeSVG.prototype.parseUnitSize = function (text) {
 
-
    var len = text.length - 2;
 
-
    if (len < 0) { return text; }
 
-
    if (text.indexOf("pt") === len) {
 
-
      return parseFloat(text.substring(0, len)) * 1.25;
 
-
    }
 
-
    if (text.indexOf("pc") === len) {
 
-
      return parseFloat( text.substring( 0, len)) * 15;
 
-
    }
 
-
    if (text.indexOf("mm") === len) {
 
-
      return parseFloat( text.substring(0, len)) * 3.543307;
 
-
    }
 
-
    if (text.indexOf("cm") === len) {
 
-
      return parseFloat(text.substring(0, len)) * 35.43307;
 
-
    }
 
-
    if (text.indexOf("in") === len) {
 
-
      return parseFloat(text.substring(0, len)) * 90;
 
-
    }
 
-
    if (text.indexOf("px") === len) {
 
-
      return parseFloat(text.substring(0, len));
 
-
    }
 
-
    return parseFloat(text);
 
-
  };
 
-
 
-
  return PShapeSVG;
 
-
};
 
-
 
-
},{}],17:[function(require,module,exports){
 
-
module.exports = function(options, undef) {
 
-
  var PConstants = options.PConstants;
 
-
 
-
  function PVector(x, y, z) {
 
-
    this.x = x || 0;
 
-
    this.y = y || 0;
 
-
    this.z = z || 0;
 
-
  }
 
-
 
-
  PVector.fromAngle = function(angle, v) {
 
-
    if (v === undef || v === null) {
 
-
      v = new PVector();
 
-
    }
 
-
    v.x = Math.cos(angle);
 
-
    v.y = Math.sin(angle);
 
-
    return v;
 
-
  };
 
-
 
-
  PVector.random2D = function(v) {
 
-
    return PVector.fromAngle(Math.random() * PConstants.TWO_PI, v);
 
-
  };
 
-
 
-
  PVector.random3D = function(v) {
 
-
    var angle = Math.random() * PConstants.TWO_PI;
 
-
    var vz = Math.random() * 2 - 1;
 
-
    var mult = Math.sqrt(1 - vz * vz);
 
-
    var vx = mult * Math.cos(angle);
 
-
    var vy = mult * Math.sin(angle);
 
-
    if (v === undef || v === null) {
 
-
      v = new PVector(vx, vy, vz);
 
-
    } else {
 
-
      v.set(vx, vy, vz);
 
-
    }
 
-
    return v;
 
-
  };
 
-
 
-
  PVector.dist = function(v1, v2) {
 
-
    return v1.dist(v2);
 
-
  };
 
-
 
-
  PVector.dot = function(v1, v2) {
 
-
    return v1.dot(v2);
 
-
  };
 
-
 
-
  PVector.cross = function(v1, v2) {
 
-
    return v1.cross(v2);
 
-
  };
 
-
 
-
  PVector.sub = function(v1, v2) {
 
-
    return new PVector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
 
-
  };
 
-
 
-
  PVector.angleBetween = function(v1, v2) {
 
-
    return Math.acos(v1.dot(v2) / (v1.mag() * v2.mag()));
 
-
  };
 
-
 
-
  PVector.lerp = function(v1, v2, amt) {
 
-
    // non-static lerp mutates object, but this version returns a new vector
 
-
    var retval = new PVector(v1.x, v1.y, v1.z);
 
-
    retval.lerp(v2, amt);
 
-
    return retval;
 
-
  };
 
-
 
-
  // Common vector operations for PVector
 
-
  PVector.prototype = {
 
-
    set: function(v, y, z) {
 
-
      if (arguments.length === 1) {
 
-
        this.set(v.x || v[0] || 0,
 
-
                v.y || v[1] || 0,
 
-
                v.z || v[2] || 0);
 
-
      } else {
 
-
        this.x = v;
 
-
        this.y = y;
 
-
        this.z = z;
 
-
      }
 
-
    },
 
-
    get: function() {
 
-
      return new PVector(this.x, this.y, this.z);
 
-
    },
 
-
    mag: function() {
 
-
      var x = this.x,
 
-
          y = this.y,
 
-
          z = this.z;
 
-
      return Math.sqrt(x * x + y * y + z * z);
 
-
    },
 
-
    magSq: function() {
 
-
      var x = this.x,
 
-
          y = this.y,
 
-
          z = this.z;
 
-
      return (x * x + y * y + z * z);
 
-
    },
 
-
    setMag: function(v_or_len, len) {
 
-
      if (len === undef) {
 
-
        len = v_or_len;
 
-
        this.normalize();
 
-
        this.mult(len);
 
-
      } else {
 
-
        var v = v_or_len;
 
-
        v.normalize();
 
-
        v.mult(len);
 
-
        return v;
 
-
      }
 
-
    },
 
-
    add: function(v, y, z) {
 
-
      if (arguments.length === 1) {
 
-
        this.x += v.x;
 
-
        this.y += v.y;
 
-
        this.z += v.z;
 
-
      } else {
 
-
        this.x += v;
 
-
        this.y += y;
 
-
        this.z += z;
 
-
      }
 
-
    },
 
-
    sub: function(v, y, z) {
 
-
      if (arguments.length === 1) {
 
-
        this.x -= v.x;
 
-
        this.y -= v.y;
 
-
        this.z -= v.z;
 
-
      } else {
 
-
        this.x -= v;
 
-
        this.y -= y;
 
-
        this.z -= z;
 
-
      }
 
-
    },
 
-
    mult: function(v) {
 
-
      if (typeof v === 'number') {
 
-
        this.x *= v;
 
-
        this.y *= v;
 
-
        this.z *= v;
 
-
      } else {
 
-
        this.x *= v.x;
 
-
        this.y *= v.y;
 
-
        this.z *= v.z;
 
-
      }
 
-
    },
 
-
    div: function(v) {
 
-
      if (typeof v === 'number') {
 
-
        this.x /= v;
 
-
        this.y /= v;
 
-
        this.z /= v;
 
-
      } else {
 
-
        this.x /= v.x;
 
-
        this.y /= v.y;
 
-
        this.z /= v.z;
 
-
      }
 
-
    },
 
-
    rotate: function(angle) {
 
-
      var prev_x = this.x;
 
-
      var c = Math.cos(angle);
 
-
      var s = Math.sin(angle);
 
-
      this.x = c * this.x - s * this.y;
 
-
      this.y = s * prev_x + c * this.y;
 
-
    },
 
-
    dist: function(v) {
 
-
      var dx = this.x - v.x,
 
-
          dy = this.y - v.y,
 
-
          dz = this.z - v.z;
 
-
      return Math.sqrt(dx * dx + dy * dy + dz * dz);
 
-
    },
 
-
    dot: function(v, y, z) {
 
-
      if (arguments.length === 1) {
 
-
        return (this.x * v.x + this.y * v.y + this.z * v.z);
 
-
      }
 
-
      return (this.x * v + this.y * y + this.z * z);
 
-
    },
 
-
    cross: function(v) {
 
-
      var x = this.x,
 
-
          y = this.y,
 
-
          z = this.z;
 
-
      return new PVector(y * v.z - v.y * z,
 
-
                        z * v.x - v.z * x,
 
-
                        x * v.y - v.x * y);
 
-
    },
 
-
    lerp: function(v_or_x, amt_or_y, z, amt) {
 
-
      var lerp_val = function(start, stop, amt) {
 
-
        return start + (stop - start) * amt;
 
-
      };
 
-
      var x, y;
 
-
      if (arguments.length === 2) {
 
-
        // given vector and amt
 
-
        amt = amt_or_y;
 
-
        x = v_or_x.x;
 
-
        y = v_or_x.y;
 
-
        z = v_or_x.z;
 
-
      } else {
 
-
        // given x, y, z and amt
 
-
        x = v_or_x;
 
-
        y = amt_or_y;
 
-
      }
 
-
      this.x = lerp_val(this.x, x, amt);
 
-
      this.y = lerp_val(this.y, y, amt);
 
-
      this.z = lerp_val(this.z, z, amt);
 
-
    },
 
-
    normalize: function() {
 
-
      var m = this.mag();
 
-
      if (m > 0) {
 
-
        this.div(m);
 
-
      }
 
-
    },
 
-
    limit: function(high) {
 
-
      if (this.mag() > high) {
 
-
        this.normalize();
 
-
        this.mult(high);
 
-
      }
 
-
    },
 
-
    heading: function() {
 
-
      return (-Math.atan2(-this.y, this.x));
 
-
    },
 
-
    heading2D: function() {
 
-
      return this.heading();
 
-
    },
 
-
    toString: function() {
 
-
      return "[" + this.x + ", " + this.y + ", " + this.z + "]";
 
-
    },
 
-
    array: function() {
 
-
      return [this.x, this.y, this.z];
 
-
    }
 
-
  };
 
-
 
-
  function createPVectorMethod(method) {
 
-
    return function(v1, v2) {
 
-
      var v = v1.get();
 
-
      v[method](v2);
 
-
      return v;
 
-
    };
 
-
  }
 
-
 
-
  for (var method in PVector.prototype) {
 
-
    if (PVector.prototype.hasOwnProperty(method) && !PVector.hasOwnProperty(method)) {
 
-
      PVector[method] = createPVectorMethod(method);
 
-
    }
 
-
  }
 
-
 
-
  return PVector;
 
-
};
 
-
 
-
 
-
},{}],18:[function(require,module,exports){
 
-
/**
 
-
* XMLAttribute is an attribute of a XML element.
 
-
*
 
-
* @param {String} fname    the full name of the attribute
 
-
* @param {String} n        the short name of the attribute
 
-
* @param {String} namespace the namespace URI of the attribute
 
-
* @param {String} v        the value of the attribute
 
-
* @param {String }t        the type of the attribute
 
-
*
 
-
* @see XMLElement
 
-
*/
 
-
module.exports = function() {
 
-
 
-
  var XMLAttribute = function (fname, n, nameSpace, v, t){
 
-
    this.fullName = fname || "";
 
-
    this.name = n || "";
 
-
    this.namespace = nameSpace || "";
 
-
    this.value = v;
 
-
    this.type = t;
 
-
  };
 
-
 
-
  XMLAttribute.prototype = {
 
-
    /**
 
-
    * @member XMLAttribute
 
-
    * The getName() function returns the short name of the attribute
 
-
    *
 
-
    * @return {String} the short name of the attribute
 
-
    */
 
-
    getName: function() {
 
-
      return this.name;
 
-
    },
 
-
    /**
 
-
    * @member XMLAttribute
 
-
    * The getFullName() function returns the full name of the attribute
 
-
    *
 
-
    * @return {String} the full name of the attribute
 
-
    */
 
-
    getFullName: function() {
 
-
      return this.fullName;
 
-
    },
 
-
    /**
 
-
    * @member XMLAttribute
 
-
    * The getNamespace() function returns the namespace of the attribute
 
-
    *
 
-
    * @return {String} the namespace of the attribute
 
-
    */
 
-
    getNamespace: function() {
 
-
      return this.namespace;
 
-
    },
 
-
    /**
 
-
    * @member XMLAttribute
 
-
    * The getValue() function returns the value of the attribute
 
-
    *
 
-
    * @return {String} the value of the attribute
 
-
    */
 
-
    getValue: function() {
 
-
      return this.value;
 
-
    },
 
-
    /**
 
-
    * @member XMLAttribute
 
-
    * The getValue() function returns the type of the attribute
 
-
    *
 
-
    * @return {String} the type of the attribute
 
-
    */
 
-
    getType: function() {
 
-
      return this.type;
 
-
    },
 
-
    /**
 
-
    * @member XMLAttribute
 
-
    * The setValue() function sets the value of the attribute
 
-
    *
 
-
    * @param {String} newval the new value
 
-
    */
 
-
    setValue: function(newval) {
 
-
      this.value = newval;
 
-
    }
 
-
  };
 
-
 
-
  return XMLAttribute;
 
-
};
 
-
 
-
},{}],19:[function(require,module,exports){
 
-
/**
 
-
* XMLElement is a representation of an XML object. The object is able to parse XML code
 
-
*
 
-
* @param {PApplet} parent  typically use "this"
 
-
* @param {String} filename  name of the XML/SVG file to load
 
-
* @param {String} xml      the xml/svg string
 
-
* @param {String} fullname  the full name of the element
 
-
* @param {String} namespace the namespace  of the URI
 
-
* @param {String} systemID  the system ID of the XML data where the element starts
 
-
* @param {Integer }lineNr  the line in the XML data where the element starts
 
-
*/
 
-
module.exports = function(options, undef) {
 
-
 
-
  var Browser = options.Browser,
 
-
      ajax = Browser.ajax,
 
-
      window = Browser.window,
 
-
      XMLHttpRequest = window.XMLHttpRequest,
 
-
      DOMParser = window.DOMParser,
 
-
      XMLAttribute = options. XMLAttribute;
 
-
 
-
  var XMLElement = function(selector, uri, sysid, line) {
 
-
    this.attributes = [];
 
-
    this.children  = [];
 
-
    this.fullName  = null;
 
-
    this.name      = null;
 
-
    this.namespace  = "";
 
-
    this.content = null;
 
-
    this.parent    = null;
 
-
    this.lineNr    = "";
 
-
    this.systemID  = "";
 
-
    this.type = "ELEMENT";
 
-
 
-
    if (selector) {
 
-
      if (typeof selector === "string") {
 
-
        if (uri === undef && selector.indexOf("<") > -1) {
 
-
          // load XML from text string
 
-
          this.parse(selector);
 
-
        } else {
 
-
          // XMLElement(fullname, namespace, sysid, line) format
 
-
          this.fullName = selector;
 
-
          this.namespace = uri;
 
-
          this.systemId = sysid;
 
-
          this.lineNr = line;
 
-
        }
 
-
      } else {
 
-
        // XMLElement(this,file) format
 
-
        this.parse(uri);
 
-
      }
 
-
    }
 
-
  };
 
-
  /**
 
-
  * XMLElement methods
 
-
  * missing: enumerateAttributeNames(), enumerateChildren(),
 
-
  * NOTE: parse does not work when a url is passed in
 
-
  */
 
-
  XMLElement.prototype = {
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The parse() function retrieves the file via ajax() and uses DOMParser()
 
-
    * parseFromString method to make an XML document
 
-
    * @addon
 
-
    *
 
-
    * @param {String} filename name of the XML/SVG file to load
 
-
    *
 
-
    * @throws ExceptionType Error loading document
 
-
    *
 
-
    * @see XMLElement#parseChildrenRecursive
 
-
    */
 
-
    parse: function(textstring) {
 
-
      var xmlDoc;
 
-
      try {
 
-
        var extension = textstring.substring(textstring.length-4);
 
-
        if (extension === ".xml" || extension === ".svg") {
 
-
          textstring = ajax(textstring);
 
-
        }
 
-
        xmlDoc = new DOMParser().parseFromString(textstring, "text/xml");
 
-
        var elements = xmlDoc.documentElement;
 
-
        if (elements) {
 
-
          this.parseChildrenRecursive(null, elements);
 
-
        } else {
 
-
          throw ("Error loading document");
 
-
        }
 
-
        return this;
 
-
      } catch(e) {
 
-
        throw(e);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * Internal helper function for parse().
 
-
    * Loops through the
 
-
    * @addon
 
-
    *
 
-
    * @param {XMLElement} parent                      the parent node
 
-
    * @param {XML document childNodes} elementpath    the remaining nodes that need parsing
 
-
    *
 
-
    * @return {XMLElement} the new element and its children elements
 
-
    */
 
-
    parseChildrenRecursive: function (parent, elementpath){
 
-
      var xmlelement,
 
-
        xmlattribute,
 
-
        tmpattrib,
 
-
        l, m,
 
-
        child;
 
-
      if (!parent) { // this element is the root element
 
-
        this.fullName = elementpath.localName;
 
-
        this.name    = elementpath.nodeName;
 
-
        xmlelement    = this;
 
-
      } else { // this element has a parent
 
-
        xmlelement        = new XMLElement(elementpath.nodeName);
 
-
        xmlelement.parent  = parent;
 
-
      }
 
-
 
-
      // if this is a text node, return a PCData element (parsed character data)
 
-
      if (elementpath.nodeType === 3 && elementpath.textContent !== "") {
 
-
        return this.createPCDataElement(elementpath.textContent);
 
-
      }
 
-
 
-
      // if this is a CDATA node, return a CData element (unparsed character data)
 
-
      if (elementpath.nodeType === 4) {
 
-
      return this.createCDataElement(elementpath.textContent);
 
-
      }
 
-
 
-
      // bind all attributes, if there are any
 
-
      if (elementpath.attributes) {
 
-
        for (l = 0, m = elementpath.attributes.length; l < m; l++) {
 
-
          tmpattrib    = elementpath.attributes[l];
 
-
          xmlattribute = new XMLAttribute(tmpattrib.getname,
 
-
                                          tmpattrib.nodeName,
 
-
                                          tmpattrib.namespaceURI,
 
-
                                          tmpattrib.nodeValue,
 
-
                                          tmpattrib.nodeType);
 
-
          xmlelement.attributes.push(xmlattribute);
 
-
        }
 
-
      }
 
-
 
-
      // bind all children, if there are any
 
-
      if (elementpath.childNodes) {
 
-
        for (l = 0, m = elementpath.childNodes.length; l < m; l++) {
 
-
          var node = elementpath.childNodes[l];
 
-
          child = xmlelement.parseChildrenRecursive(xmlelement, node);
 
-
          if (child !== null) {
 
-
            xmlelement.children.push(child);
 
-
          }
 
-
        }
 
-
      }
 
-
 
-
      return xmlelement;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The createElement() function Creates an empty element
 
-
    *
 
-
    * @param {String} fullName  the full name of the element
 
-
    * @param {String} namespace  the namespace URI
 
-
    * @param {String} systemID  the system ID of the XML data where the element starts
 
-
    * @param {int} lineNr    the line in the XML data where the element starts
 
-
    */
 
-
    createElement: function (fullname, namespaceuri, sysid, line) {
 
-
      if (sysid === undef) {
 
-
        return new XMLElement(fullname, namespaceuri);
 
-
      }
 
-
      return new XMLElement(fullname, namespaceuri, sysid, line);
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The createPCDataElement() function creates an element to be used for #PCDATA content.
 
-
    * Because Processing discards whitespace TEXT nodes, this method will not build an element
 
-
    * if the passed content is empty after trimming for whitespace.
 
-
    *
 
-
    * @return {XMLElement} new "pcdata" XMLElement, or null if content consists only of whitespace
 
-
    */
 
-
    createPCDataElement: function (content, isCDATA) {
 
-
      if (content.replace(/^\s+$/g,"") === "") {
 
-
        return null;
 
-
      }
 
-
      var pcdata = new XMLElement();
 
-
      pcdata.type = "TEXT";
 
-
      pcdata.content = content;
 
-
      return pcdata;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The createCDataElement() function creates an element to be used for CDATA content.
 
-
    *
 
-
    * @return {XMLElement} new "cdata" XMLElement, or null if content consists only of whitespace
 
-
    */
 
-
    createCDataElement: function (content) {
 
-
      var cdata = this.createPCDataElement(content);
 
-
      if (cdata === null) {
 
-
        return null;
 
-
      }
 
-
 
-
      cdata.type = "CDATA";
 
-
      var htmlentities = {"<": "&lt;", ">": "&gt;", "'": "&apos;", '"': "&quot;"},
 
-
          entity;
 
-
      for (entity in htmlentities) {
 
-
        if (!Object.hasOwnProperty(htmlentities,entity)) {
 
-
          content = content.replace(new RegExp(entity, "g"), htmlentities[entity]);
 
-
        }
 
-
      }
 
-
      cdata.cdata = content;
 
-
      return cdata;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The hasAttribute() function returns whether an attribute exists
 
-
    *
 
-
    * @param {String} name      name of the attribute
 
-
    * @param {String} namespace the namespace URI of the attribute
 
-
    *
 
-
    * @return {boolean} true if the attribute exists
 
-
    */
 
-
    hasAttribute: function () {
 
-
      if (arguments.length === 1) {
 
-
        return this.getAttribute(arguments[0]) !== null;
 
-
      }
 
-
      if (arguments.length === 2) {
 
-
        return this.getAttribute(arguments[0],arguments[1]) !== null;
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The equals() function checks to see if the XMLElement being passed in equals another XMLElement
 
-
    *
 
-
    * @param {XMLElement} rawElement the element to compare to
 
-
    *
 
-
    * @return {boolean} true if the element equals another element
 
-
    */
 
-
    equals: function(other) {
 
-
      if (!(other instanceof XMLElement)) {
 
-
        return false;
 
-
      }
 
-
      var i, j;
 
-
      if (this.fullName !== other.fullName) { return false; }
 
-
      if (this.attributes.length !== other.getAttributeCount()) { return false; }
 
-
      // attributes may be ordered differently
 
-
      if (this.attributes.length !== other.attributes.length) { return false; }
 
-
      var attr_name, attr_ns, attr_value, attr_type, attr_other;
 
-
      for (i = 0, j = this.attributes.length; i < j; i++) {
 
-
        attr_name = this.attributes[i].getName();
 
-
        attr_ns = this.attributes[i].getNamespace();
 
-
        attr_other = other.findAttribute(attr_name, attr_ns);
 
-
        if (attr_other === null) { return false; }
 
-
        if (this.attributes[i].getValue() !== attr_other.getValue()) { return false; }
 
-
        if (this.attributes[i].getType() !== attr_other.getType()) { return false; }
 
-
      }
 
-
      // children must be ordered identically
 
-
      if (this.children.length !== other.getChildCount()) { return false; }
 
-
      if (this.children.length>0) {
 
-
        var child1, child2;
 
-
        for (i = 0, j = this.children.length; i < j; i++) {
 
-
          child1 = this.getChild(i);
 
-
          child2 = other.getChild(i);
 
-
          if (!child1.equals(child2)) { return false; }
 
-
        }
 
-
        return true;
 
-
      }
 
-
      return (this.content === other.content);
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getContent() function returns the content of an element. If there is no such content, null is returned
 
-
    *
 
-
    * @return {String} the (possibly null) content
 
-
    */
 
-
    getContent: function(){
 
-
      if (this.type === "TEXT" || this.type === "CDATA") {
 
-
        return this.content;
 
-
      }
 
-
      var children = this.children;
 
-
      if (children.length === 1 && (children[0].type === "TEXT" || children[0].type === "CDATA")) {
 
-
        return children[0].content;
 
-
      }
 
-
      return null;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getAttribute() function returns the value of an attribute
 
-
    *
 
-
    * @param {String} name        the non-null full name of the attribute
 
-
    * @param {String} namespace    the namespace URI, which may be null
 
-
    * @param {String} defaultValue the default value of the attribute
 
-
    *
 
-
    * @return {String} the value, or defaultValue if the attribute does not exist
 
-
    */
 
-
    getAttribute: function (){
 
-
      var attribute;
 
-
      if (arguments.length === 2) {
 
-
        attribute = this.findAttribute(arguments[0]);
 
-
        if (attribute) {
 
-
          return attribute.getValue();
 
-
        }
 
-
        return arguments[1];
 
-
      } else if (arguments.length === 1) {
 
-
        attribute = this.findAttribute(arguments[0]);
 
-
        if (attribute) {
 
-
          return attribute.getValue();
 
-
        }
 
-
        return null;
 
-
      } else if (arguments.length === 3) {
 
-
        attribute = this.findAttribute(arguments[0],arguments[1]);
 
-
        if (attribute) {
 
-
          return attribute.getValue();
 
-
        }
 
-
        return arguments[2];
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getStringAttribute() function returns the string attribute of the element
 
-
    * If the <b>defaultValue</b> parameter is used and the attribute doesn't exist, the <b>defaultValue</b> value is returned.
 
-
    * When calling the function without the <b>defaultValue</b> parameter, if the attribute doesn't exist, the value 0 is returned.
 
-
    *
 
-
    * @param name        the name of the attribute
 
-
    * @param defaultValue value returned if the attribute is not found
 
-
    *
 
-
    * @return {String} the value, or defaultValue if the attribute does not exist
 
-
    */
 
-
    getStringAttribute: function() {
 
-
      if (arguments.length === 1) {
 
-
        return this.getAttribute(arguments[0]);
 
-
      }
 
-
      if (arguments.length === 2) {
 
-
        return this.getAttribute(arguments[0], arguments[1]);
 
-
      }
 
-
      return this.getAttribute(arguments[0], arguments[1],arguments[2]);
 
-
    },
 
-
    /**
 
-
    * Processing 1.5 XML API wrapper for the generic String
 
-
    * attribute getter. This may only take one argument.
 
-
    */
 
-
    getString: function(attributeName) {
 
-
      return this.getStringAttribute(attributeName);
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getFloatAttribute() function returns the float attribute of the element.
 
-
    * If the <b>defaultValue</b> parameter is used and the attribute doesn't exist, the <b>defaultValue</b> value is returned.
 
-
    * When calling the function without the <b>defaultValue</b> parameter, if the attribute doesn't exist, the value 0 is returned.
 
-
    *
 
-
    * @param name        the name of the attribute
 
-
    * @param defaultValue value returned if the attribute is not found
 
-
    *
 
-
    * @return {float} the value, or defaultValue if the attribute does not exist
 
-
    */
 
-
    getFloatAttribute: function() {
 
-
      if (arguments.length === 1 ) {
 
-
        return parseFloat(this.getAttribute(arguments[0], 0));
 
-
      }
 
-
      if (arguments.length === 2 ) {
 
-
        return this.getAttribute(arguments[0], arguments[1]);
 
-
      }
 
-
      return this.getAttribute(arguments[0], arguments[1],arguments[2]);
 
-
    },
 
-
    /**
 
-
    * Processing 1.5 XML API wrapper for the generic float
 
-
    * attribute getter. This may only take one argument.
 
-
    */
 
-
    getFloat: function(attributeName) {
 
-
      return this.getFloatAttribute(attributeName);
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getIntAttribute() function returns the integer attribute of the element.
 
-
    * If the <b>defaultValue</b> parameter is used and the attribute doesn't exist, the <b>defaultValue</b> value is returned.
 
-
    * When calling the function without the <b>defaultValue</b> parameter, if the attribute doesn't exist, the value 0 is returned.
 
-
    *
 
-
    * @param name        the name of the attribute
 
-
    * @param defaultValue value returned if the attribute is not found
 
-
    *
 
-
    * @return {int} the value, or defaultValue if the attribute does not exist
 
-
    */
 
-
    getIntAttribute: function () {
 
-
      if (arguments.length === 1) {
 
-
        return this.getAttribute( arguments[0], 0 );
 
-
      }
 
-
      if (arguments.length === 2) {
 
-
        return this.getAttribute(arguments[0], arguments[1]);
 
-
      }
 
-
      return this.getAttribute(arguments[0], arguments[1],arguments[2]);
 
-
    },
 
-
    /**
 
-
    * Processing 1.5 XML API wrapper for the generic int
 
-
    * attribute getter. This may only take one argument.
 
-
    */
 
-
    getInt: function(attributeName) {
 
-
      return this.getIntAttribute(attributeName);
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The hasChildren() function returns whether the element has children.
 
-
    *
 
-
    * @return {boolean} true if the element has children.
 
-
    */
 
-
    hasChildren: function () {
 
-
      return this.children.length > 0 ;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The addChild() function adds a child element
 
-
    *
 
-
    * @param {XMLElement} child the non-null child to add.
 
-
    */
 
-
    addChild: function (child) {
 
-
      if (child !== null) {
 
-
        child.parent = this;
 
-
        this.children.push(child);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The insertChild() function inserts a child element at the index provided
 
-
    *
 
-
    * @param {XMLElement} child  the non-null child to add.
 
-
    * @param {int} index    where to put the child.
 
-
    */
 
-
    insertChild: function (child, index) {
 
-
      if (child) {
 
-
        if ((child.getLocalName() === null) && (! this.hasChildren())) {
 
-
          var lastChild = this.children[this.children.length -1];
 
-
          if (lastChild.getLocalName() === null) {
 
-
              lastChild.setContent(lastChild.getContent() + child.getContent());
 
-
              return;
 
-
          }
 
-
        }
 
-
        child.parent = this;
 
-
        this.children.splice(index,0,child);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getChild() returns the child XMLElement as specified by the <b>index</b> parameter.
 
-
    * The value of the <b>index</b> parameter must be less than the total number of children to avoid going out of the array storing the child elements.
 
-
    * When the <b>path</b> parameter is specified, then it will return all children that match that path. The path is a series of elements and sub-elements, separated by slashes.
 
-
    *
 
-
    * @param {int} index    where to put the child.
 
-
    * @param {String} path      path to a particular element
 
-
    *
 
-
    * @return {XMLElement} the element
 
-
    */
 
-
    getChild: function (selector) {
 
-
      if (typeof selector === "number") {
 
-
        return this.children[selector];
 
-
      }
 
-
      if (selector.indexOf('/') !== -1) {
 
-
        // path traversal is required
 
-
        return this.getChildRecursive(selector.split("/"), 0);
 
-
      }
 
-
      var kid, kidName;
 
-
      for (var i = 0, j = this.getChildCount(); i < j; i++) {
 
-
        kid = this.getChild(i);
 
-
        kidName = kid.getName();
 
-
        if (kidName !== null && kidName === selector) {
 
-
            return kid;
 
-
        }
 
-
      }
 
-
      return null;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getChildren() returns all of the children as an XMLElement array.
 
-
    * When the <b>path</b> parameter is specified, then it will return all children that match that path.
 
-
    * The path is a series of elements and sub-elements, separated by slashes.
 
-
    *
 
-
    * @param {String} path      element name or path/to/element
 
-
    *
 
-
    * @return {XMLElement} array of child elements that match
 
-
    *
 
-
    * @see XMLElement#getChildCount()
 
-
    * @see XMLElement#getChild()
 
-
    */
 
-
    getChildren: function(){
 
-
      if (arguments.length === 1) {
 
-
        if (typeof arguments[0] === "number") {
 
-
          return this.getChild( arguments[0]);
 
-
        }
 
-
        if (arguments[0].indexOf('/') !== -1) { // path was given
 
-
          return this.getChildrenRecursive( arguments[0].split("/"), 0);
 
-
        }
 
-
        var matches = [];
 
-
        var kid, kidName;
 
-
        for (var i = 0, j = this.getChildCount(); i < j; i++) {
 
-
          kid = this.getChild(i);
 
-
          kidName = kid.getName();
 
-
          if (kidName !== null && kidName === arguments[0]) {
 
-
            matches.push(kid);
 
-
          }
 
-
        }
 
-
        return matches;
 
-
      }
 
-
      return this.children;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getChildCount() returns the number of children for the element.
 
-
    *
 
-
    * @return {int} the count
 
-
    *
 
-
    * @see XMLElement#getChild()
 
-
    * @see XMLElement#getChildren()
 
-
    */
 
-
    getChildCount: function() {
 
-
      return this.children.length;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * Internal helper function for getChild().
 
-
    *
 
-
    * @param {String[]} items  result of splitting the query on slashes
 
-
    * @param {int} offset  where in the items[] array we're currently looking
 
-
    *
 
-
    * @return {XMLElement} matching element or null if no match
 
-
    */
 
-
    getChildRecursive: function (items, offset) {
 
-
      // terminating clause: we are the requested candidate
 
-
      if (offset === items.length) {
 
-
        return this;
 
-
      }
 
-
      // continuation clause
 
-
      var kid, kidName, matchName = items[offset];
 
-
      for(var i = 0, j = this.getChildCount(); i < j; i++) {
 
-
          kid = this.getChild(i);
 
-
          kidName = kid.getName();
 
-
          if (kidName !== null && kidName === matchName) {
 
-
            return kid.getChildRecursive(items, offset+1);
 
-
          }
 
-
      }
 
-
      return null;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * Internal helper function for getChildren().
 
-
    *
 
-
    * @param {String[]} items  result of splitting the query on slashes
 
-
    * @param {int} offset  where in the items[] array we're currently looking
 
-
    *
 
-
    * @return {XMLElement[]} matching elements or empty array if no match
 
-
    */
 
-
    getChildrenRecursive: function (items, offset) {
 
-
      if (offset === items.length-1) {
 
-
        return this.getChildren(items[offset]);
 
-
      }
 
-
      var matches = this.getChildren(items[offset]);
 
-
      var kidMatches = [];
 
-
      for (var i = 0; i < matches.length; i++) {
 
-
        kidMatches = kidMatches.concat(matches[i].getChildrenRecursive(items, offset+1));
 
-
      }
 
-
      return kidMatches;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The isLeaf() function returns whether the element is a leaf element.
 
-
    *
 
-
    * @return {boolean} true if the element has no children.
 
-
    */
 
-
    isLeaf: function() {
 
-
      return !this.hasChildren();
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The listChildren() function put the names of all children into an array. Same as looping through
 
-
    * each child and calling getName() on each XMLElement.
 
-
    *
 
-
    * @return {String[]} a list of element names.
 
-
    */
 
-
    listChildren: function() {
 
-
      var arr = [];
 
-
      for (var i = 0, j = this.children.length; i < j; i++) {
 
-
        arr.push( this.getChild(i).getName());
 
-
      }
 
-
      return arr;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The removeAttribute() function removes an attribute
 
-
    *
 
-
    * @param {String} name        the non-null name of the attribute.
 
-
    * @param {String} namespace  the namespace URI of the attribute, which may be null.
 
-
    */
 
-
    removeAttribute: function (name , namespace) {
 
-
      this.namespace = namespace || "";
 
-
      for (var i = 0, j = this.attributes.length; i < j; i++) {
 
-
        if (this.attributes[i].getName() === name && this.attributes[i].getNamespace() === this.namespace) {
 
-
          this.attributes.splice(i, 1);
 
-
          break;
 
-
        }
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The removeChild() removes a child element.
 
-
    *
 
-
    * @param {XMLElement} child      the the non-null child to be renoved
 
-
    */
 
-
    removeChild: function(child) {
 
-
      if (child) {
 
-
        for (var i = 0, j = this.children.length; i < j; i++) {
 
-
          if (this.children[i].equals(child)) {
 
-
            this.children.splice(i, 1);
 
-
            break;
 
-
          }
 
-
        }
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The removeChildAtIndex() removes the child located at a certain index
 
-
    *
 
-
    * @param {int} index      the index of the child, where the first child has index 0
 
-
    */
 
-
    removeChildAtIndex: function(index) {
 
-
      if (this.children.length > index) { //make sure its not outofbounds
 
-
        this.children.splice(index, 1);
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The findAttribute() function searches an attribute
 
-
    *
 
-
    * @param {String} name        fullName the non-null full name of the attribute
 
-
    * @param {String} namespace  the name space, which may be null
 
-
    *
 
-
    * @return {XMLAttribute} the attribute, or null if the attribute does not exist.
 
-
    */
 
-
    findAttribute: function (name, namespace) {
 
-
      this.namespace = namespace || "";
 
-
      for (var i = 0, j = this.attributes.length; i < j; i++) {
 
-
        if (this.attributes[i].getName() === name && this.attributes[i].getNamespace() === this.namespace) {
 
-
          return this.attributes[i];
 
-
        }
 
-
      }
 
-
      return null;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The setAttribute() function sets an attribute.
 
-
    *
 
-
    * @param {String} name        the non-null full name of the attribute
 
-
    * @param {String} namespace  the non-null value of the attribute
 
-
    */
 
-
    setAttribute: function() {
 
-
      var attr;
 
-
      if (arguments.length === 3) {
 
-
        var index = arguments[0].indexOf(':');
 
-
        var name  = arguments[0].substring(index + 1);
 
-
        attr      = this.findAttribute(name, arguments[1]);
 
-
        if (attr) {
 
-
          attr.setValue(arguments[2]);
 
-
        } else {
 
-
          attr = new XMLAttribute(arguments[0], name, arguments[1], arguments[2], "CDATA");
 
-
          this.attributes.push(attr);
 
-
        }
 
-
      } else {
 
-
        attr = this.findAttribute(arguments[0]);
 
-
        if (attr) {
 
-
          attr.setValue(arguments[1]);
 
-
        } else {
 
-
          attr = new XMLAttribute(arguments[0], arguments[0], null, arguments[1], "CDATA");
 
-
          this.attributes.push(attr);
 
-
        }
 
-
      }
 
-
    },
 
-
    /**
 
-
    * Processing 1.5 XML API wrapper for the generic String
 
-
    * attribute setter. This must take two arguments.
 
-
    */
 
-
    setString: function(attribute, value) {
 
-
      this.setAttribute(attribute, value);
 
-
    },
 
-
    /**
 
-
    * Processing 1.5 XML API wrapper for the generic int
 
-
    * attribute setter. This must take two arguments.
 
-
    */
 
-
    setInt: function(attribute, value) {
 
-
      this.setAttribute(attribute, value);
 
-
    },
 
-
    /**
 
-
    * Processing 1.5 XML API wrapper for the generic float
 
-
    * attribute setter. This must take two arguments.
 
-
    */
 
-
    setFloat: function(attribute, value) {
 
-
      this.setAttribute(attribute, value);
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The setContent() function sets the #PCDATA content. It is an error to call this method with a
 
-
    * non-null value if there are child objects.
 
-
    *
 
-
    * @param {String} content    the (possibly null) content
 
-
    */
 
-
    setContent: function(content) {
 
-
      if (this.children.length > 0) {
 
-
        Processing.debug("Tried to set content for XMLElement with children"); }
 
-
      this.content = content;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The setName() function sets the full name. This method also sets the short name and clears the
 
-
    * namespace URI.
 
-
    *
 
-
    * @param {String} name        the non-null name
 
-
    * @param {String} namespace  the namespace URI, which may be null.
 
-
    */
 
-
    setName: function() {
 
-
      if (arguments.length === 1) {
 
-
        this.name      = arguments[0];
 
-
        this.fullName  = arguments[0];
 
-
        this.namespace = null;
 
-
      } else {
 
-
        var index = arguments[0].indexOf(':');
 
-
        if ((arguments[1] === null) || (index < 0)) {
 
-
            this.name = arguments[0];
 
-
        } else {
 
-
            this.name = arguments[0].substring(index + 1);
 
-
        }
 
-
        this.fullName  = arguments[0];
 
-
        this.namespace = arguments[1];
 
-
      }
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getName() function returns the full name (i.e. the name including an eventual namespace
 
-
    * prefix) of the element.
 
-
    *
 
-
    * @return {String} the name, or null if the element only contains #PCDATA.
 
-
    */
 
-
    getName: function() {
 
-
      return this.fullName;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getLocalName() function returns the local name (i.e. the name excluding an eventual namespace
 
-
    * prefix) of the element.
 
-
    *
 
-
    * @return {String} the name, or null if the element only contains #PCDATA.
 
-
    */
 
-
    getLocalName: function() {
 
-
      return this.name;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The getAttributeCount() function returns the number of attributes for the node
 
-
    * that this XMLElement represents.
 
-
    *
 
-
    * @return {int} the number of attributes in this XMLElement
 
-
    */
 
-
    getAttributeCount: function() {
 
-
      return this.attributes.length;
 
-
    },
 
-
    /**
 
-
    * @member XMLElement
 
-
    * The toString() function returns the XML definition of an XMLElement.
 
-
    *
 
-
    * @return {String} the XML definition of this XMLElement
 
-
    */
 
-
    toString: function() {
 
-
      // shortcut for text and cdata nodes
 
-
      if (this.type === "TEXT") {
 
-
        return this.content;
 
-
      }
 
-
 
-
      if (this.type === "CDATA") {
 
-
        return this.cdata;
 
-
      }
 
-
 
-
      // real XMLElements
 
-
      var tagstring = this.fullName;
 
-
      var xmlstring =  "<" + tagstring;
 
-
      var a,c;
 
-
 
-
      // serialize the attributes to XML string
 
-
      for (a = 0; a<this.attributes.length; a++) {
 
-
        var attr = this.attributes[a];
 
-
        xmlstring += " "  + attr.getName() + "=" + '"' + attr.getValue() + '"';
 
-
      }
 
-
 
-
      // serialize all children to XML string
 
-
      if (this.children.length === 0) {
 
-
        if (this.content==="") {
 
-
          xmlstring += "/>";
 
-
        } else {
 
-
          xmlstring += ">" + this.content + "</"+tagstring+">";
 
-
        }
 
-
      } else {
 
-
        xmlstring += ">";
 
-
        for (c = 0; c<this.children.length; c++) {
 
-
          xmlstring += this.children[c].toString();
 
-
        }
 
-
        xmlstring += "</" + tagstring + ">";
 
-
      }
 
-
      return xmlstring;
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * static Processing 1.5 XML API wrapper for the
 
-
  * parse method. This may only take one argument.
 
-
  */
 
-
  XMLElement.parse = function(xmlstring) {
 
-
    var element = new XMLElement();
 
-
    element.parse(xmlstring);
 
-
    return element;
 
-
  };
 
-
 
-
  return XMLElement;
 
-
};
 
-
 
-
},{}],20:[function(require,module,exports){
 
-
/**
 
-
* web colors, by name
 
-
*/
 
-
module.exports = {
 
-
    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",
 
-
    darkkhaki:            "#bdb76b",
 
-
    darkmagenta:          "#8b008b",
 
-
    darkolivegreen:      "#556b2f",
 
-
    darkorange:          "#ff8c00",
 
-
    darkorchid:          "#9932cc",
 
-
    darkred:              "#8b0000",
 
-
    darksalmon:          "#e9967a",
 
-
    darkseagreen:        "#8fbc8f",
 
-
    darkslateblue:        "#483d8b",
 
-
    darkslategray:        "#2f4f4f",
 
-
    darkturquoise:        "#00ced1",
 
-
    darkviolet:          "#9400d3",
 
-
    deeppink:            "#ff1493",
 
-
    deepskyblue:          "#00bfff",
 
-
    dimgray:              "#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",
 
-
    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",
 
-
    lightgrey:            "#d3d3d3",
 
-
    lightgreen:          "#90ee90",
 
-
    lightpink:            "#ffb6c1",
 
-
    lightsalmon:          "#ffa07a",
 
-
    lightseagreen:        "#20b2aa",
 
-
    lightskyblue:        "#87cefa",
 
-
    lightslategray:      "#778899",
 
-
    lightsteelblue:      "#b0c4de",
 
-
    lightyellow:          "#ffffe0",
 
-
    lime:                "#00ff00",
 
-
    limegreen:            "#32cd32",
 
-
    linen:                "#faf0e6",
 
-
    magenta:              "#ff00ff",
 
-
    maroon:              "#800000",
 
-
    mediumaquamarine:    "#66cdaa",
 
-
    mediumblue:          "#0000cd",
 
-
    mediumorchid:        "#ba55d3",
 
-
    mediumpurple:        "#9370d8",
 
-
    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:        "#d87093",
 
-
    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",
 
-
    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"
 
-
  };
 
-
 
-
},{}],21:[function(require,module,exports){
 
-
module.exports = function(virtHashCode, virtEquals, undef) {
 
-
 
-
  return function withProxyFunctions(p, removeFirstArgument) {
 
-
    /**
 
-
    * The contains(string) function returns true if the string passed in the parameter
 
-
    * is a substring of this string. It returns false if the string passed
 
-
    * in the parameter is not a substring of this string.
 
-
    *
 
-
    * @param {String} The string to look for in the current string
 
-
    *
 
-
    * @return {boolean} returns true if this string contains
 
-
    * the string passed as parameter. returns false, otherwise.
 
-
    *
 
-
    */
 
-
    p.__contains = function (subject, subStr) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.contains.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
      //Parameter is not null AND
 
-
      //The type of the parameter is the same as this object (string)
 
-
      //The javascript function that finds a substring returns 0 or higher
 
-
      return (
 
-
        (subject !== null) &&
 
-
        (subStr !== null) &&
 
-
        (typeof subStr === "string") &&
 
-
        (subject.indexOf(subStr) > -1)
 
-
      );
 
-
    };
 
-
 
-
    /**
 
-
    * The __replaceAll() function searches all matches between a substring (or regular expression) and a string,
 
-
    * and replaces the matched substring with a new substring
 
-
    *
 
-
    * @param {String} subject    a substring
 
-
    * @param {String} regex      a substring or a regular expression
 
-
    * @param {String} replace    the string to replace the found value
 
-
    *
 
-
    * @return {String} returns result
 
-
    *
 
-
    * @see #match
 
-
    */
 
-
    p.__replaceAll = function(subject, regex, replacement) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.replaceAll.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      return subject.replace(new RegExp(regex, "g"), replacement);
 
-
    };
 
-
 
-
    /**
 
-
    * The __replaceFirst() function searches first matche between a substring (or regular expression) and a string,
 
-
    * and replaces the matched substring with a new substring
 
-
    *
 
-
    * @param {String} subject    a substring
 
-
    * @param {String} regex      a substring or a regular expression
 
-
    * @param {String} replace    the string to replace the found value
 
-
    *
 
-
    * @return {String} returns result
 
-
    *
 
-
    * @see #match
 
-
    */
 
-
    p.__replaceFirst = function(subject, regex, replacement) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.replaceFirst.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      return subject.replace(new RegExp(regex, ""), replacement);
 
-
    };
 
-
 
-
    /**
 
-
    * The __replace() function searches all matches between a substring and a string,
 
-
    * and replaces the matched substring with a new substring
 
-
    *
 
-
    * @param {String} subject        a substring
 
-
    * @param {String} what        a substring to find
 
-
    * @param {String} replacement    the string to replace the found value
 
-
    *
 
-
    * @return {String} returns result
 
-
    */
 
-
    p.__replace = function(subject, what, replacement) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.replace.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
      if (what instanceof RegExp) {
 
-
        return subject.replace(what, replacement);
 
-
      }
 
-
 
-
      if (typeof what !== "string") {
 
-
        what = what.toString();
 
-
      }
 
-
      if (what === "") {
 
-
        return subject;
 
-
      }
 
-
 
-
      var i = subject.indexOf(what);
 
-
      if (i < 0) {
 
-
        return subject;
 
-
      }
 
-
 
-
      var j = 0, result = "";
 
-
      do {
 
-
        result += subject.substring(j, i) + replacement;
 
-
        j = i + what.length;
 
-
      } while ( (i = subject.indexOf(what, j)) >= 0);
 
-
      return result + subject.substring(j);
 
-
    };
 
-
 
-
    /**
 
-
    * The __equals() function compares two strings (or objects) to see if they are the same.
 
-
    * This method is necessary because it's not possible to compare strings using the equality operator (==).
 
-
    * Returns true if the strings are the same and false if they are not.
 
-
    *
 
-
    * @param {String} subject  a string used for comparison
 
-
    * @param {String} other  a string used for comparison with
 
-
    *
 
-
    * @return {boolean} true is the strings are the same false otherwise
 
-
    */
 
-
    p.__equals = function(subject, other) {
 
-
      if (subject.equals instanceof Function) {
 
-
        return subject.equals.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      return virtEquals(subject, other);
 
-
    };
 
-
 
-
    /**
 
-
    * The __equalsIgnoreCase() function compares two strings to see if they are the same.
 
-
    * Returns true if the strings are the same, either when forced to all lower case or
 
-
    * all upper case.
 
-
    *
 
-
    * @param {String} subject  a string used for comparison
 
-
    * @param {String} other  a string used for comparison with
 
-
    *
 
-
    * @return {boolean} true is the strings are the same, ignoring case. false otherwise
 
-
    */
 
-
    p.__equalsIgnoreCase = function(subject, other) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.equalsIgnoreCase.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      return subject.toLowerCase() === other.toLowerCase();
 
-
    };
 
-
 
-
    /**
 
-
    * The __toCharArray() function splits the string into a char array.
 
-
    *
 
-
    * @param {String} subject The string
 
-
    *
 
-
    * @return {Char[]} a char array
 
-
    */
 
-
    p.__toCharArray = function(subject) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.toCharArray.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      var chars = [];
 
-
      for (var i = 0, len = subject.length; i < len; ++i) {
 
-
        chars[i] = new Char(subject.charAt(i));
 
-
      }
 
-
      return chars;
 
-
    };
 
-
 
-
    /**
 
-
    * The __split() function splits a string using the regex delimiter
 
-
    * specified. If limit is specified, the resultant array will have number
 
-
    * of elements equal to or less than the limit.
 
-
    *
 
-
    * @param {String} subject string to be split
 
-
    * @param {String} regexp  regex string used to split the subject
 
-
    * @param {int}    limit  max number of tokens to be returned
 
-
    *
 
-
    * @return {String[]} an array of tokens from the split string
 
-
    */
 
-
    p.__split = function(subject, regex, limit) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.split.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      var pattern = new RegExp(regex);
 
-
 
-
      // If limit is not specified, use JavaScript's built-in String.split.
 
-
      if ((limit === undef) || (limit < 1)) {
 
-
        return subject.split(pattern);
 
-
      }
 
-
 
-
      // If limit is specified, JavaScript's built-in String.split has a
 
-
      // different behaviour than Java's. A Java-compatible implementation is
 
-
      // provided here.
 
-
      var result = [], currSubject = subject, pos;
 
-
      while (((pos = currSubject.search(pattern)) !== -1) && (result.length < (limit - 1))) {
 
-
        var match = pattern.exec(currSubject).toString();
 
-
        result.push(currSubject.substring(0, pos));
 
-
        currSubject = currSubject.substring(pos + match.length);
 
-
      }
 
-
      if ((pos !== -1) || (currSubject !== "")) {
 
-
        result.push(currSubject);
 
-
      }
 
-
      return result;
 
-
    };
 
-
 
-
    /**
 
-
    * The codePointAt() function returns the unicode value of the character at a given index of a string.
 
-
    *
 
-
    * @param  {int} idx        the index of the character
 
-
    *
 
-
    * @return {String} code    the String containing the unicode value of the character
 
-
    */
 
-
    p.__codePointAt = function(subject, idx) {
 
-
      var code = subject.charCodeAt(idx),
 
-
          hi,
 
-
          low;
 
-
      if (0xD800 <= code && code <= 0xDBFF) {
 
-
        hi = code;
 
-
        low = subject.charCodeAt(idx + 1);
 
-
        return ((hi - 0xD800) * 0x400) + (low - 0xDC00) + 0x10000;
 
-
      }
 
-
      return code;
 
-
    };
 
-
 
-
    /**
 
-
    * The matches() function checks whether or not a string matches a given regular expression.
 
-
    *
 
-
    * @param {String} str      the String on which the match is tested
 
-
    * @param {String} regexp  the regexp for which a match is tested
 
-
    *
 
-
    * @return {boolean} true if the string fits the regexp, false otherwise
 
-
    */
 
-
    p.__matches = function(str, regexp) {
 
-
      return (new RegExp(regexp)).test(str);
 
-
    };
 
-
 
-
    /**
 
-
    * The startsWith() function tests if a string starts with the specified prefix.  If the prefix
 
-
    * is the empty String or equal to the subject String, startsWith() will also return true.
 
-
    *
 
-
    * @param {String} prefix  the String used to compare against the start of the subject String.
 
-
    * @param {int}    toffset  (optional) an offset into the subject String where searching should begin.
 
-
    *
 
-
    * @return {boolean} true if the subject String starts with the prefix.
 
-
    */
 
-
    p.__startsWith = function(subject, prefix, toffset) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.startsWith.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      toffset = toffset || 0;
 
-
      if (toffset < 0 || toffset > subject.length) {
 
-
        return false;
 
-
      }
 
-
      return (prefix === '' || prefix === subject) ? true : (subject.indexOf(prefix) === toffset);
 
-
    };
 
-
 
-
    /**
 
-
    * The endsWith() function tests if a string ends with the specified suffix.  If the suffix
 
-
    * is the empty String, endsWith() will also return true.
 
-
    *
 
-
    * @param {String} suffix  the String used to compare against the end of the subject String.
 
-
    *
 
-
    * @return {boolean} true if the subject String starts with the prefix.
 
-
    */
 
-
    p.__endsWith = function(subject, suffix) {
 
-
      if (typeof subject !== "string") {
 
-
        return subject.endsWith.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
 
-
      var suffixLen = suffix ? suffix.length : 0;
 
-
      return (suffix === '' || suffix === subject) ? true :
 
-
        (subject.indexOf(suffix) === subject.length - suffixLen);
 
-
    };
 
-
 
-
    /**
 
-
    * The returns hash code of the.
 
-
    *
 
-
    * @param {Object} subject The string
 
-
    *
 
-
    * @return {int} a hash code
 
-
    */
 
-
    p.__hashCode = function(subject) {
 
-
      if (subject.hashCode instanceof Function) {
 
-
        return subject.hashCode.apply(subject, removeFirstArgument(arguments));
 
-
      }
 
-
      return virtHashCode(subject);
 
-
    };
 
-
 
-
    /**
 
-
    * The __printStackTrace() prints stack trace to the console.
 
-
    *
 
-
    * @param {Exception} subject The error
 
-
    */
 
-
    p.__printStackTrace = function(subject) {
 
-
      p.println("Exception: " + subject.toString() );
 
-
    };
 
-
  };
 
-
 
-
};
 
-
 
-
},{}],22:[function(require,module,exports){
 
-
/**
 
-
* For many "math" functions, we can delegate
 
-
* to the Math object. For others, we can't.
 
-
*/
 
-
module.exports = function withMath(p, undef) {
 
-
  var internalRandomGenerator = function() { return Math.random(); };
 
-
 
-
  /**
 
-
  * Calculates the absolute value (magnitude) of a number. The absolute value of a number is always positive.
 
-
  *
 
-
  * @param {int|float} value  int or float
 
-
  *
 
-
  * @returns {int|float}
 
-
  */
 
-
  p.abs = Math.abs;
 
-
 
-
  /**
 
-
  * Calculates the closest int value that is greater than or equal to the value of the parameter.
 
-
  * For example, ceil(9.03) returns the value 10.
 
-
  *
 
-
  * @param {float} value  float
 
-
  *
 
-
  * @returns {int}
 
-
  *
 
-
  * @see floor
 
-
  * @see round
 
-
  */
 
-
  p.ceil = Math.ceil;
 
-
 
-
  /**
 
-
  * Returns Euler's number e (2.71828...) raised to the power of the value parameter.
 
-
  *
 
-
  * @param {int|float} value  int or float: the exponent to raise e to
 
-
  *
 
-
  * @returns {float}
 
-
  */
 
-
  p.exp = Math.exp;
 
-
 
-
  /**
 
-
  * Calculates the closest int value that is less than or equal to the value of the parameter.
 
-
  *
 
-
  * @param {int|float} value        the value to floor
 
-
  *
 
-
  * @returns {int|float}
 
-
  *
 
-
  * @see ceil
 
-
  * @see round
 
-
  */
 
-
  p.floor = Math.floor;
 
-
 
-
  /**
 
-
  * Calculates the natural logarithm (the base-e logarithm) of a number. This function
 
-
  * expects the values greater than 0.0.
 
-
  *
 
-
  * @param {int|float} value        int or float: number must be greater then 0.0
 
-
  *
 
-
  * @returns {float}
 
-
  */
 
-
  p.log = Math.log;
 
-
 
-
  /**
 
-
  * Facilitates exponential expressions. The pow() function is an efficient way of
 
-
  * multiplying numbers by themselves (or their reciprocal) 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.
 
-
  *
 
-
  * @param {int|float} num        base of the exponential expression
 
-
  * @param {int|float} exponent  power of which to raise the base
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see sqrt
 
-
  */
 
-
  p.pow = Math.pow;
 
-
 
-
  /**
 
-
  * Calculates the integer closest to the value parameter. For example, round(9.2) returns the value 9.
 
-
  *
 
-
  * @param {float} value        number to round
 
-
  *
 
-
  * @returns {int}
 
-
  *
 
-
  * @see floor
 
-
  * @see ceil
 
-
  */
 
-
  p.round = Math.round;
 
-
  /**
 
-
  * 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.
 
-
  *
 
-
  * @param {float} value        int or float, non negative
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see pow
 
-
  * @see sq
 
-
  */
 
-
 
-
  p.sqrt = Math.sqrt;
 
-
 
-
  // Trigonometry
 
-
  /**
 
-
  * 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).
 
-
  *
 
-
  * @param {float} value        the value whose arc cosine is to be returned
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see cos
 
-
  * @see asin
 
-
  * @see atan
 
-
  */
 
-
  p.acos = Math.acos;
 
-
 
-
  /**
 
-
  * 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.
 
-
  *
 
-
  * @param {float} value        the value whose arc sine is to be returned
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see sin
 
-
  * @see acos
 
-
  * @see atan
 
-
  */
 
-
  p.asin = Math.asin;
 
-
 
-
  /**
 
-
  * 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 .
 
-
  *
 
-
  * @param {float} value        -Infinity to Infinity (exclusive)
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see tan
 
-
  * @see asin
 
-
  * @see acos
 
-
  */
 
-
  p.atan = Math.atan;
 
-
 
-
  /**
 
-
  * 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. Note: The y-coordinate of the
 
-
  * point is the first parameter and the x-coordinate is the second due the the structure of calculating the tangent.
 
-
  *
 
-
  * @param {float} y        y-coordinate of the point
 
-
  * @param {float} x        x-coordinate of the point
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see tan
 
-
  */
 
-
  p.atan2 = Math.atan2;
 
-
 
-
  /**
 
-
  * Calculates the cosine of an angle. This function expects the values of the angle parameter to be provided
 
-
  * in radians (values from 0 to PI*2). Values are returned in the range -1 to 1.
 
-
  *
 
-
  * @param {float} value        an angle in radians
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see tan
 
-
  * @see sin
 
-
  */
 
-
  p.cos = Math.cos;
 
-
 
-
  /**
 
-
  * Calculates the sine of an angle. This function expects the values of the angle parameter to be provided in
 
-
  * radians (values from 0 to 6.28). Values are returned in the range -1 to 1.
 
-
  *
 
-
  * @param {float} value        an angle in radians
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see cos
 
-
  * @see radians
 
-
  */
 
-
  p.sin = Math.sin;
 
-
 
-
  /**
 
-
  * Calculates the ratio of the sine and cosine of an angle. This function expects the values of the angle
 
-
  * parameter to be provided in radians (values from 0 to PI*2). Values are returned in the range infinity to -infinity.
 
-
  *
 
-
  * @param {float} value        an angle in radians
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see cos
 
-
  * @see sin
 
-
  * @see radians
 
-
  */
 
-
  p.tan = Math.tan;
 
-
 
-
  /**
 
-
  * Constrains a value to not exceed a maximum and minimum value.
 
-
  *
 
-
  * @param {int|float} value  the value to constrain
 
-
  * @param {int|float} value  minimum limit
 
-
  * @param {int|float} value  maximum limit
 
-
  *
 
-
  * @returns {int|float}
 
-
  *
 
-
  * @see max
 
-
  * @see min
 
-
  */
 
-
  p.constrain = function(aNumber, aMin, aMax) {
 
-
    return aNumber > aMax ? aMax : aNumber < aMin ? aMin : aNumber;
 
-
  };
 
-
 
-
  /**
 
-
  * Calculates the distance between two points.
 
-
  *
 
-
  * @param {int|float} x1    int or float: x-coordinate of the first point
 
-
  * @param {int|float} y1    int or float: y-coordinate of the first point
 
-
  * @param {int|float} z1    int or float: z-coordinate of the first point
 
-
  * @param {int|float} x2    int or float: x-coordinate of the second point
 
-
  * @param {int|float} y2    int or float: y-coordinate of the second point
 
-
  * @param {int|float} z2    int or float: z-coordinate of the second point
 
-
  *
 
-
  * @returns {float}
 
-
  */
 
-
  p.dist = function() {
 
-
    var dx, dy, dz;
 
-
    if (arguments.length === 4) {
 
-
      dx = arguments[0] - arguments[2];
 
-
      dy = arguments[1] - arguments[3];
 
-
      return Math.sqrt(dx * dx + dy * dy);
 
-
    }
 
-
    if (arguments.length === 6) {
 
-
      dx = arguments[0] - arguments[3];
 
-
      dy = arguments[1] - arguments[4];
 
-
      dz = arguments[2] - arguments[5];
 
-
      return Math.sqrt(dx * dx + dy * dy + dz * dz);
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * 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.
 
-
  *
 
-
  * @param {int|float} value1      float or int: first value
 
-
  * @param {int|float} value2      float or int: second value
 
-
  * @param {int|float} amt          float: between 0.0 and 1.0
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see curvePoint
 
-
  * @see bezierPoint
 
-
  */
 
-
  p.lerp = function(value1, value2, amt) {
 
-
    return ((value2 - value1) * amt) + value1;
 
-
  };
 
-
 
-
  /**
 
-
  * 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 coordinate (0,0) to its (x,y) value.
 
-
  * Therefore, mag() is a shortcut for writing "dist(0, 0, x, y)".
 
-
  *
 
-
  * @param {int|float} a      float or int: first value
 
-
  * @param {int|float} b      float or int: second value
 
-
  * @param {int|float} c      float or int: third value
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see dist
 
-
  */
 
-
  p.mag = function(a, b, c) {
 
-
    if (c) {
 
-
      return Math.sqrt(a * a + b * b + c * c);
 
-
    }
 
-
 
-
    return Math.sqrt(a * a + b * b);
 
-
  };
 
-
 
-
  /**
 
-
  * Re-maps a number from one range to another. In the example above, the number '25' is converted from
 
-
  * a value in the range 0..100 into a value that ranges from the left edge (0) to the right edge (width) of the screen.
 
-
  * Numbers outside the range are not clamped to 0 and 1, because out-of-range values are often intentional and useful.
 
-
  *
 
-
  * @param {float} value        The incoming value to be converted
 
-
  * @param {float} istart      Lower bound of the value's current range
 
-
  * @param {float} istop        Upper bound of the value's current range
 
-
  * @param {float} ostart      Lower bound of the value's target range
 
-
  * @param {float} ostop        Upper bound of the value's target range
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see norm
 
-
  * @see lerp
 
-
  */
 
-
  p.map = function(value, istart, istop, ostart, ostop) {
 
-
    return ostart + (ostop - ostart) * ((value - istart) / (istop - istart));
 
-
  };
 
-
 
-
  /**
 
-
  * Determines the largest value in a sequence of numbers.
 
-
  *
 
-
  * @param {int|float} value1        int or float
 
-
  * @param {int|float} value2        int or float
 
-
  * @param {int|float} value3        int or float
 
-
  * @param {int|float} array          int or float array
 
-
  *
 
-
  * @returns {int|float}
 
-
  *
 
-
  * @see min
 
-
  */
 
-
  p.max = function() {
 
-
    if (arguments.length === 2) {
 
-
      return arguments[0] < arguments[1] ? arguments[1] : arguments[0];
 
-
    }
 
-
    var numbers = arguments.length === 1 ? arguments[0] : arguments; // if single argument, array is used
 
-
    if (! ("length" in numbers && numbers.length > 0)) {
 
-
      throw "Non-empty array is expected";
 
-
    }
 
-
    var max = numbers[0],
 
-
      count = numbers.length;
 
-
    for (var i = 1; i < count; ++i) {
 
-
      if (max < numbers[i]) {
 
-
        max = numbers[i];
 
-
      }
 
-
    }
 
-
    return max;
 
-
  };
 
-
 
-
  /**
 
-
  * Determines the smallest value in a sequence of numbers.
 
-
  *
 
-
  * @param {int|float} value1        int or float
 
-
  * @param {int|float} value2        int or float
 
-
  * @param {int|float} value3        int or float
 
-
  * @param {int|float} array          int or float array
 
-
  *
 
-
  * @returns {int|float}
 
-
  *
 
-
  * @see max
 
-
  */
 
-
  p.min = function() {
 
-
    if (arguments.length === 2) {
 
-
      return arguments[0] < arguments[1] ? arguments[0] : arguments[1];
 
-
    }
 
-
    var numbers = arguments.length === 1 ? arguments[0] : arguments; // if single argument, array is used
 
-
    if (! ("length" in numbers && numbers.length > 0)) {
 
-
      throw "Non-empty array is expected";
 
-
    }
 
-
    var min = numbers[0],
 
-
      count = numbers.length;
 
-
    for (var i = 1; i < count; ++i) {
 
-
      if (min > numbers[i]) {
 
-
        min = numbers[i];
 
-
      }
 
-
    }
 
-
    return min;
 
-
  };
 
-
 
-
  /**
 
-
  * Normalizes a number from another range into a value between 0 and 1.
 
-
  * Identical to map(value, low, high, 0, 1);
 
-
  * Numbers outside the range are not clamped to 0 and 1, because out-of-range
 
-
  * values are often intentional and useful.
 
-
  *
 
-
  * @param {float} aNumber    The incoming value to be converted
 
-
  * @param {float} low        Lower bound of the value's current range
 
-
  * @param {float} high      Upper bound of the value's current range
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see map
 
-
  * @see lerp
 
-
  */
 
-
  p.norm = function(aNumber, low, high) {
 
-
    return (aNumber - low) / (high - low);
 
-
  };
 
-
 
-
  /**
 
-
  * 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.
 
-
  *
 
-
  * @param {float} value        int or float
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see sqrt
 
-
  */
 
-
  p.sq = function(aNumber) {
 
-
    return aNumber * aNumber;
 
-
  };
 
-
 
-
  /**
 
-
  * 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 degrees = PI/2 = 1.5707964. All trigonometric methods in Processing require their parameters to be specified in radians.
 
-
  *
 
-
  * @param {int|float} value        an angle in radians
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see radians
 
-
  */
 
-
  p.degrees = function(aAngle) {
 
-
    return (aAngle * 180) / Math.PI;
 
-
  };
 
-
 
-
  /**
 
-
  * Generates random numbers. Each time the random() function is called, it returns an unexpected value within
 
-
  * the specified range. If one parameter is passed to the function it will return a float between zero and the
 
-
  * value of the high parameter. The function call random(5) returns values between 0 and 5 (starting at zero,
 
-
  * up to but not including 5). If two parameters are passed, it will return a float with a value between the
 
-
  * parameters. The function call random(-5, 10.2) returns values starting at -5 up to (but not including) 10.2.
 
-
  * To convert a floating-point random number to an integer, use the int() function.
 
-
  *
 
-
  * @param {int|float} value1        if one parameter is used, the top end to random from, if two params the low end
 
-
  * @param {int|float} value2        the top end of the random range
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see randomSeed
 
-
  * @see noise
 
-
  */
 
-
  p.random = function() {
 
-
    if(arguments.length === 0) {
 
-
      return internalRandomGenerator();
 
-
    }
 
-
    if(arguments.length === 1) {
 
-
      return internalRandomGenerator() * arguments[0];
 
-
    }
 
-
    var aMin = arguments[0], aMax = arguments[1];
 
-
    return internalRandomGenerator() * (aMax - aMin) + aMin;
 
-
  };
 
-
 
-
  // Pseudo-random generator
 
-
  function Marsaglia(i1, i2) {
 
-
    // from http://www.math.uni-bielefeld.de/~sillke/ALGORITHMS/random/marsaglia-c
 
-
    var z=i1 || 362436069, w= i2 || 521288629;
 
-
    var intGenerator = function() {
 
-
      z=(36969*(z&65535)+(z>>>16)) & 0xFFFFFFFF;
 
-
      w=(18000*(w&65535)+(w>>>16)) & 0xFFFFFFFF;
 
-
      return (((z&0xFFFF)<<16) | (w&0xFFFF)) & 0xFFFFFFFF;
 
-
    };
 
-
 
-
    this.doubleGenerator = function() {
 
-
      var i = intGenerator() / 4294967296;
 
-
      return i < 0 ? 1 + i : i;
 
-
    };
 
-
    this.intGenerator = intGenerator;
 
-
  }
 
-
 
-
  Marsaglia.createRandomized = function() {
 
-
    var now = new Date();
 
-
    return new Marsaglia((now / 60000) & 0xFFFFFFFF, now & 0xFFFFFFFF);
 
-
  };
 
-
 
-
  /**
 
-
  * Sets the seed value for random(). By default, random() produces different results each time the
 
-
  * program is run. Set the value parameter to a constant to return the same pseudo-random numbers
 
-
  * each time the software is run.
 
-
  *
 
-
  * @param {int|float} seed        int
 
-
  *
 
-
  * @see random
 
-
  * @see noise
 
-
  * @see noiseSeed
 
-
  */
 
-
  p.randomSeed = function(seed) {
 
-
    internalRandomGenerator = (new Marsaglia(seed)).doubleGenerator;
 
-
    this.haveNextNextGaussian = false;
 
-
  };
 
-
 
-
  /**
 
-
  * Returns a float from a random series of numbers having a mean of 0 and standard deviation of 1. Each time
 
-
  * the randomGaussian() function is called, it returns a 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.
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see random
 
-
  * @see noise
 
-
  */
 
-
  p.randomGaussian = function() {
 
-
    if (this.haveNextNextGaussian) {
 
-
      this.haveNextNextGaussian = false;
 
-
      return this.nextNextGaussian;
 
-
    }
 
-
    var v1, v2, s;
 
-
    do {
 
-
      v1 = 2 * internalRandomGenerator() - 1; // between -1.0 and 1.0
 
-
      v2 = 2 * internalRandomGenerator() - 1; // between -1.0 and 1.0
 
-
      s = v1 * v1 + v2 * v2;
 
-
    }
 
-
    while (s >= 1 || s === 0);
 
-
 
-
    var multiplier = Math.sqrt(-2 * Math.log(s) / s);
 
-
    this.nextNextGaussian = v2 * multiplier;
 
-
    this.haveNextNextGaussian = true;
 
-
 
-
    return v1 * multiplier;
 
-
  };
 
-
 
-
  // Noise functions and helpers
 
-
  function PerlinNoise(seed) {
 
-
    var rnd = seed !== undef ? new Marsaglia(seed) : Marsaglia.createRandomized();
 
-
    var i, j;
 
-
    // http://www.noisemachine.com/talk1/17b.html
 
-
    // http://mrl.nyu.edu/~perlin/noise/
 
-
    // generate permutation
 
-
    var perm = new Uint8Array(512);
 
-
    for(i=0;i<256;++i) { perm[i] = i; }
 
-
    for(i=0;i<256;++i) { var t = perm[j = rnd.intGenerator() & 0xFF]; perm[j] = perm[i]; perm[i] = t; }
 
-
    // copy to avoid taking mod in perm[0];
 
-
    for(i=0;i<256;++i) { perm[i + 256] = perm[i]; }
 
-
 
-
    function grad3d(i,x,y,z) {
 
-
      var h = i & 15; // convert into 12 gradient directions
 
-
      var u = h<8 ? x : y,
 
-
          v = h<4 ? y : h===12||h===14 ? x : z;
 
-
      return ((h&1) === 0 ? u : -u) + ((h&2) === 0 ? v : -v);
 
-
    }
 
-
 
-
    function grad2d(i,x,y) {
 
-
      var v = (i & 1) === 0 ? x : y;
 
-
      return (i&2) === 0 ? -v : v;
 
-
    }
 
-
 
-
    function grad1d(i,x) {
 
-
      return (i&1) === 0 ? -x : x;
 
-
    }
 
-
 
-
    function lerp(t,a,b) { return a + t * (b - a); }
 
-
 
-
    this.noise3d = function(x, y, z) {
 
-
      var X = Math.floor(x)&255, Y = Math.floor(y)&255, Z = Math.floor(z)&255;
 
-
      x -= Math.floor(x); y -= Math.floor(y); z -= Math.floor(z);
 
-
      var fx = (3-2*x)*x*x, fy = (3-2*y)*y*y, fz = (3-2*z)*z*z;
 
-
      var p0 = perm[X]+Y, p00 = perm[p0] + Z, p01 = perm[p0 + 1] + Z,
 
-
          p1 = perm[X + 1] + Y, p10 = perm[p1] + Z, p11 = perm[p1 + 1] + Z;
 
-
      return lerp(fz,
 
-
        lerp(fy, lerp(fx, grad3d(perm[p00], x, y, z), grad3d(perm[p10], x-1, y, z)),
 
-
                lerp(fx, grad3d(perm[p01], x, y-1, z), grad3d(perm[p11], x-1, y-1,z))),
 
-
        lerp(fy, lerp(fx, grad3d(perm[p00 + 1], x, y, z-1), grad3d(perm[p10 + 1], x-1, y, z-1)),
 
-
                lerp(fx, grad3d(perm[p01 + 1], x, y-1, z-1), grad3d(perm[p11 + 1], x-1, y-1,z-1))));
 
-
    };
 
-
 
-
    this.noise2d = function(x, y) {
 
-
      var X = Math.floor(x)&255, Y = Math.floor(y)&255;
 
-
      x -= Math.floor(x); y -= Math.floor(y);
 
-
      var fx = (3-2*x)*x*x, fy = (3-2*y)*y*y;
 
-
      var p0 = perm[X]+Y, p1 = perm[X + 1] + Y;
 
-
      return lerp(fy,
 
-
        lerp(fx, grad2d(perm[p0], x, y), grad2d(perm[p1], x-1, y)),
 
-
        lerp(fx, grad2d(perm[p0 + 1], x, y-1), grad2d(perm[p1 + 1], x-1, y-1)));
 
-
    };
 
-
 
-
    this.noise1d = function(x) {
 
-
      var X = Math.floor(x)&255;
 
-
      x -= Math.floor(x);
 
-
      var fx = (3-2*x)*x*x;
 
-
      return lerp(fx, grad1d(perm[X], x), grad1d(perm[X+1], x-1));
 
-
    };
 
-
  }
 
-
 
-
  // processing defaults
 
-
  var noiseProfile = { generator: undef, octaves: 4, fallout: 0.5, seed: undef};
 
-
 
-
  /**
 
-
  * 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 random() 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.
 
-
  * The main difference to the random() 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). The resulting value will always be between 0.0
 
-
  * and 1.0. Processing can compute 1D, 2D and 3D noise, depending on the number of coordinates
 
-
  * given. 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.
 
-
  * 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.
 
-
  * 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
 
-
  * noise() 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.
 
-
  *
 
-
  * @param {float} x          x coordinate in noise space
 
-
  * @param {float} y          y coordinate in noise space
 
-
  * @param {float} z          z coordinate in noise space
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see random
 
-
  * @see noiseDetail
 
-
  */
 
-
  p.noise = function(x, y, z) {
 
-
    if(noiseProfile.generator === undef) {
 
-
      // caching
 
-
      noiseProfile.generator = new PerlinNoise(noiseProfile.seed);
 
-
    }
 
-
    var generator = noiseProfile.generator;
 
-
    var effect = 1, k = 1, sum = 0;
 
-
    for(var i=0; i<noiseProfile.octaves; ++i) {
 
-
      effect *= noiseProfile.fallout;
 
-
      switch (arguments.length) {
 
-
      case 1:
 
-
        sum += effect * (1 + generator.noise1d(k*x))/2; break;
 
-
      case 2:
 
-
        sum += effect * (1 + generator.noise2d(k*x, k*y))/2; break;
 
-
      case 3:
 
-
        sum += effect * (1 + generator.noise3d(k*x, k*y, k*z))/2; break;
 
-
      }
 
-
      k *= 2;
 
-
    }
 
-
    return sum;
 
-
  };
 
-
 
-
  /**
 
-
  * 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 overal intensity of the noise,
 
-
  * whereas higher octaves create finer grained details in the noise sequence. 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 noise(). By changing these parameters, the signal
 
-
  * created by the noise() function can be adapted to fit very specific needs and characteristics.
 
-
  *
 
-
  * @param {int} octaves          number of octaves to be used by the noise() function
 
-
  * @param {float} falloff        falloff factor for each octave
 
-
  *
 
-
  * @see noise
 
-
  */
 
-
  p.noiseDetail = function(octaves, fallout) {
 
-
    noiseProfile.octaves = octaves;
 
-
    if(fallout !== undef) {
 
-
      noiseProfile.fallout = fallout;
 
-
    }
 
-
  };
 
-
 
-
  /**
 
-
  * Sets the seed value for noise(). By default, noise() produces different results each
 
-
  * time the program is run. Set the value parameter to a constant to return the same
 
-
  * pseudo-random numbers each time the software is run.
 
-
  *
 
-
  * @param {int} seed        int
 
-
  *
 
-
  * @returns {float}
 
-
  *
 
-
  * @see random
 
-
  * @see radomSeed
 
-
  * @see noise
 
-
  * @see noiseDetail
 
-
  */
 
-
  p.noiseSeed = function(seed) {
 
-
    noiseProfile.seed = seed;
 
-
    noiseProfile.generator = undef;
 
-
  };
 
-
};
 
-
 
-
},{}],23:[function(require,module,exports){
 
-
/**
 
-
* Common functions traditionally on "p" that should be class functions
 
-
* that get bound to "p" when an instance is actually built, instead.
 
-
*/
 
-
module.exports = (function commonFunctions(undef) {
 
-
 
-
  var CommonFunctions = {
 
-
    /**
 
-
    * Remove whitespace characters from the beginning and ending
 
-
    * of a String or a String array. Works like String.trim() but includes the
 
-
    * unicode nbsp character as well. If an array is passed in the function will return a new array not effecting the array passed in.
 
-
    *
 
-
    * @param {String} str    the string to trim
 
-
    * @param {String[]} str  the string array to trim
 
-
    *
 
-
    * @return {String|String[]} retrurns a string or an array will removed whitespaces
 
-
    */
 
-
    trim: function(str) {
 
-
      if (str instanceof Array) {
 
-
        var arr = [];
 
-
        for (var i = 0; i < str.length; i++) {
 
-
          arr.push(str[i].replace(/^\s*/, '').replace(/\s*$/, '').replace(/\r*$/, ''));
 
-
        }
 
-
        return arr;
 
-
      }
 
-
      return str.replace(/^\s*/, '').replace(/\s*$/, '').replace(/\r*$/, '');
 
-
    },
 
-
 
-
    /**
 
-
    * 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 degrees = PI/2 = 1.5707964. All trigonometric methods in Processing require their parameters to be specified in radians.
 
-
    *
 
-
    * @param {int|float} value        an angle in radians
 
-
    *
 
-
    * @returns {float}
 
-
    *
 
-
    * @see degrees
 
-
    */
 
-
    radians: function(aAngle) {
 
-
      return (aAngle / 180) * Math.PI;
 
-
    },
 
-
 
-
    /**
 
-
    * Number-to-String formatting function. Prepends "plus" or "minus" depending
 
-
    * on whether the value is positive or negative, respectively, after padding
 
-
    * the value with zeroes on the left and right, the number of zeroes used dictated
 
-
    * by the values 'leftDigits' and 'rightDigits'. 'value' cannot be an array.
 
-
    *
 
-
    * @param {int|float} value                the number to format
 
-
    * @param {String} plus                    the prefix for positive numbers
 
-
    * @param {String} minus                    the prefix for negative numbers
 
-
    * @param {int} left                        number of digits to the left of the decimal point
 
-
    * @param {int} right                      number of digits to the right of the decimal point
 
-
    * @param {String} group                    string delimited for groups, such as the comma in "1,000"
 
-
    *
 
-
    * @returns {String or String[]}
 
-
    *
 
-
    * @see nfCore
 
-
    */
 
-
    nfCoreScalar: function (value, plus, minus, leftDigits, rightDigits, group) {
 
-
      var sign = (value < 0) ? minus : plus;
 
-
      var autoDetectDecimals = rightDigits === 0;
 
-
      var rightDigitsOfDefault = (rightDigits === undef || rightDigits < 0) ? 0 : rightDigits;
 
-
 
-
      var absValue = Math.abs(value);
 
-
      if (autoDetectDecimals) {
 
-
        rightDigitsOfDefault = 1;
 
-
        absValue *= 10;
 
-
        while (Math.abs(Math.round(absValue) - absValue) > 1e-6 && rightDigitsOfDefault < 7) {
 
-
          ++rightDigitsOfDefault;
 
-
          absValue *= 10;
 
-
        }
 
-
      } else if (rightDigitsOfDefault !== 0) {
 
-
        absValue *= Math.pow(10, rightDigitsOfDefault);
 
-
      }
 
-
 
-
      // Using Java's default rounding policy HALF_EVEN. This policy is based
 
-
      // on the idea that 0.5 values round to the nearest even number, and
 
-
      // everything else is rounded normally.
 
-
      var number, doubled = absValue * 2;
 
-
      if (Math.floor(absValue) === absValue) {
 
-
        number = absValue;
 
-
      } else if (Math.floor(doubled) === doubled) {
 
-
        var floored = Math.floor(absValue);
 
-
        number = floored + (floored % 2);
 
-
      } else {
 
-
        number = Math.round(absValue);
 
-
      }
 
-
 
-
      var buffer = "";
 
-
      var totalDigits = leftDigits + rightDigitsOfDefault;
 
-
      while (totalDigits > 0 || number > 0) {
 
-
        totalDigits--;
 
-
        buffer = "" + (number % 10) + buffer;
 
-
        number = Math.floor(number / 10);
 
-
      }
 
-
      if (group !== undef) {
 
-
        var i = buffer.length - 3 - rightDigitsOfDefault;
 
-
        while(i > 0) {
 
-
          buffer = buffer.substring(0,i) + group + buffer.substring(i);
 
-
          i-=3;
 
-
        }
 
-
      }
 
-
      if (rightDigitsOfDefault > 0) {
 
-
        return sign + buffer.substring(0, buffer.length - rightDigitsOfDefault) +
 
-
              "." + buffer.substring(buffer.length - rightDigitsOfDefault, buffer.length);
 
-
      }
 
-
      return sign + buffer;
 
-
    },
 
-
 
-
    /**
 
-
    * Number-to-String formatting function. Prepends "plus" or "minus" depending
 
-
    * on whether the value is positive or negative, respectively, after padding
 
-
    * the value with zeroes on the left and right, the number of zeroes used dictated
 
-
    * by the values 'leftDigits' and 'rightDigits'. 'value' can be an array;
 
-
    * if the input is an array, each value in it is formatted separately, and
 
-
    * an array with formatted values is returned.
 
-
    *
 
-
    * @param {int|int[]|float|float[]} value  the number(s) to format
 
-
    * @param {String} plus                    the prefix for positive numbers
 
-
    * @param {String} minus                    the prefix for negative numbers
 
-
    * @param {int} left                        number of digits to the left of the decimal point
 
-
    * @param {int} right                      number of digits to the right of the decimal point
 
-
    * @param {String} group                    string delimited for groups, such as the comma in "1,000"
 
-
    *
 
-
    * @returns {String or String[]}
 
-
    *
 
-
    * @see nfCoreScalar
 
-
    */
 
-
    nfCore: function(value, plus, minus, leftDigits, rightDigits, group) {
 
-
      if (value instanceof Array) {
 
-
        var arr = [];
 
-
        for (var i = 0, len = value.length; i < len; i++) {
 
-
          arr.push(CommonFunctions.nfCoreScalar(value[i], plus, minus, leftDigits, rightDigits, group));
 
-
        }
 
-
        return arr;
 
-
      }
 
-
      return CommonFunctions.nfCoreScalar(value, plus, minus, leftDigits, rightDigits, group);
 
-
    },
 
-
 
-
    /**
 
-
    * 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.
 
-
    * As shown in the above example, nf() is used to add zeros to the left and/or right
 
-
    * of a number. This is typically for aligning a list of numbers. To remove digits from
 
-
    * a floating-point number, use the int(), ceil(), floor(), or round() functions.
 
-
    *
 
-
    * @param {int|int[]|float|float[]} value  the number(s) to format
 
-
    * @param {int} left                        number of digits to the left of the decimal point
 
-
    * @param {int} right                      number of digits to the right of the decimal point
 
-
    *
 
-
    * @returns {String or String[]}
 
-
    *
 
-
    * @see nfs
 
-
    * @see nfp
 
-
    * @see nfc
 
-
    */
 
-
    nf: function(value, leftDigits, rightDigits) {
 
-
      return CommonFunctions.nfCore(value, "", "-", leftDigits, rightDigits);
 
-
    },
 
-
 
-
    /**
 
-
    * Utility function for formatting numbers into strings. Similar to nf()  but leaves a blank space in front
 
-
    * of positive numbers so they align with negative numbers in spite of the minus symbol. 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.
 
-
    *
 
-
    * @param {int|int[]|float|float[]} value  the number(s) to format
 
-
    * @param {int} left                        number of digits to the left of the decimal point
 
-
    * @param {int} right                      number of digits to the right of the decimal point
 
-
    *
 
-
    * @returns {String or String[]}
 
-
    *
 
-
    * @see nf
 
-
    * @see nfp
 
-
    * @see nfc
 
-
    */
 
-
    nfs: function(value, leftDigits, rightDigits) {
 
-
      return CommonFunctions.nfCore(value, " ", "-", leftDigits, rightDigits);
 
-
    },
 
-
 
-
    /**
 
-
    * 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 the digits, left, and right parameters should
 
-
    * always be positive integers.
 
-
    *
 
-
    * @param {int|int[]|float|float[]} value  the number(s) to format
 
-
    * @param {int} left                        number of digits to the left of the decimal point
 
-
    * @param {int} right                      number of digits to the right of the decimal point
 
-
    *
 
-
    * @returns {String or String[]}
 
-
    *
 
-
    * @see nfs
 
-
    * @see nf
 
-
    * @see nfc
 
-
    */
 
-
    nfp: function(value, leftDigits, rightDigits) {
 
-
      return CommonFunctions.nfCore(value, "+", "-", leftDigits, rightDigits);
 
-
    },
 
-
 
-
    /**
 
-
    * 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 digits parameter should always be a positive integer.
 
-
    *
 
-
    * @param {int|int[]|float|float[]} value  the number(s) to format
 
-
    * @param {int} left                        number of digits to the left of the decimal point
 
-
    * @param {int} right                      number of digits to the right of the decimal point
 
-
    *
 
-
    * @returns {String or String[]}
 
-
    *
 
-
    * @see nf
 
-
    * @see nfs
 
-
    * @see nfp
 
-
    */
 
-
    nfc: function(value, rightDigits) {
 
-
      return CommonFunctions.nfCore(value, "", "-", 0, rightDigits, ",");
 
-
    },
 
-
 
-
    // used to bind all common functions to "p"
 
-
    withCommonFunctions: function withCommonFunctions(p) {
 
-
      ["trim", "radians", "nf", "nfs", "nfp", "nfc"].forEach(function(f){
 
-
        p[f] = CommonFunctions[f];
 
-
      });
 
-
    }
 
-
  };
 
-
 
-
  return CommonFunctions;
 
-
}());
 
-
 
-
},{}],24:[function(require,module,exports){
 
-
/**
 
-
* Touch and Mouse event handling
 
-
*/
 
-
module.exports = function withTouch(p, curElement, attachEventHandler, document, PConstants, undef) {
 
-
 
-
  /**
 
-
  * Determine the location of the (mouse) pointer.
 
-
  */
 
-
  function calculateOffset(curElement, event) {
 
-
    var element = curElement,
 
-
      offsetX = 0,
 
-
      offsetY = 0;
 
-
 
-
    p.pmouseX = p.mouseX;
 
-
    p.pmouseY = p.mouseY;
 
-
 
-
    // Find element offset
 
-
    if (element.offsetParent) {
 
-
      do {
 
-
        offsetX += element.offsetLeft;
 
-
        offsetY += element.offsetTop;
 
-
      } while (!!(element = element.offsetParent));
 
-
    }
 
-
 
-
    // Find Scroll offset
 
-
    element = curElement;
 
-
    do {
 
-
      offsetX -= element.scrollLeft || 0;
 
-
      offsetY -= element.scrollTop || 0;
 
-
    } while (!!(element = element.parentNode));
 
-
 
-
    // Get padding and border style widths for mouse offsets
 
-
    var stylePaddingLeft, stylePaddingTop, styleBorderLeft, styleBorderTop;
 
-
    if (document.defaultView && document.defaultView.getComputedStyle) {
 
-
      stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(curElement, null).paddingLeft, 10)      || 0;
 
-
      stylePaddingTop  = parseInt(document.defaultView.getComputedStyle(curElement, null).paddingTop, 10)      || 0;
 
-
      styleBorderLeft  = parseInt(document.defaultView.getComputedStyle(curElement, null).borderLeftWidth, 10)  || 0;
 
-
      styleBorderTop  = parseInt(document.defaultView.getComputedStyle(curElement, null).borderTopWidth, 10)  || 0;
 
-
    }
 
-
 
-
    // Add padding and border style widths to offset
 
-
    offsetX += stylePaddingLeft;
 
-
    offsetY += stylePaddingTop;
 
-
 
-
    offsetX += styleBorderLeft;
 
-
    offsetY += styleBorderTop;
 
-
 
-
    // Take into account any scrolling done
 
-
    offsetX += window.pageXOffset;
 
-
    offsetY += window.pageYOffset;
 
-
 
-
    return {'X':offsetX,'Y':offsetY};
 
-
  }
 
-
 
-
  // simple relative position
 
-
  function updateMousePosition(curElement, event) {
 
-
    var offset = calculateOffset(curElement, event);
 
-
    // Dropping support for IE clientX and clientY, switching to pageX and pageY
 
-
    // so we don't have to calculate scroll offset.
 
-
    // Removed in ticket #184. See rev: 2f106d1c7017fed92d045ba918db47d28e5c16f4
 
-
    p.mouseX = event.pageX - offset.X;
 
-
    p.mouseY = event.pageY - offset.Y;
 
-
  }
 
-
 
-
  /**
 
-
  * Return a TouchEvent with canvas-specific x/y co-ordinates
 
-
  */
 
-
  function addTouchEventOffset(t) {
 
-
    var offset = calculateOffset(t.changedTouches[0].target, t.changedTouches[0]),
 
-
        i;
 
-
 
-
    for (i = 0; i < t.touches.length; i++) {
 
-
      var touch = t.touches[i];
 
-
      touch.offsetX = touch.pageX - offset.X;
 
-
      touch.offsetY = touch.pageY - offset.Y;
 
-
    }
 
-
    for (i = 0; i < t.targetTouches.length; i++) {
 
-
      var targetTouch = t.targetTouches[i];
 
-
      targetTouch.offsetX = targetTouch.pageX - offset.X;
 
-
      targetTouch.offsetY = targetTouch.pageY - offset.Y;
 
-
    }
 
-
    for (i = 0; i < t.changedTouches.length; i++) {
 
-
      var changedTouch = t.changedTouches[i];
 
-
      changedTouch.offsetX = changedTouch.pageX - offset.X;
 
-
      changedTouch.offsetY = changedTouch.pageY - offset.Y;
 
-
    }
 
-
 
-
    return t;
 
-
  }
 
-
 
-
  /**
 
-
  * Touch event support.
 
-
  */
 
-
  attachEventHandler(curElement, "touchstart", function (t) {
 
-
    // Removes unwanted behaviour of the canvas when touching canvas
 
-
    curElement.setAttribute("style","-webkit-user-select: none");
 
-
    curElement.setAttribute("onclick","void(0)");
 
-
    curElement.setAttribute("style","-webkit-tap-highlight-color:rgba(0,0,0,0)");
 
-
    // Loop though eventHandlers and remove mouse listeners
 
-
    for (var i=0, ehl=eventHandlers.length; i<ehl; i++) {
 
-
      var type = eventHandlers[i].type;
 
-
      // Have this function remove itself from the eventHandlers list too
 
-
      if (type === "mouseout" ||  type === "mousemove" ||
 
-
          type === "mousedown" || type === "mouseup" ||
 
-
          type === "DOMMouseScroll" || type === "mousewheel" || type === "touchstart") {
 
-
        detachEventHandler(eventHandlers[i]);
 
-
      }
 
-
    }
 
-
 
-
    // If there are any native touch events defined in the sketch, connect all of them
 
-
    // Otherwise, connect all of the emulated mouse events
 
-
    if (p.touchStart !== undef || p.touchMove !== undef ||
 
-
        p.touchEnd !== undef || p.touchCancel !== undef) {
 
-
      attachEventHandler(curElement, "touchstart", function(t) {
 
-
        if (p.touchStart !== undef) {
 
-
          t = addTouchEventOffset(t);
 
-
          p.touchStart(t);
 
-
        }
 
-
      });
 
-
 
-
      attachEventHandler(curElement, "touchmove", function(t) {
 
-
        if (p.touchMove !== undef) {
 
-
          t.preventDefault(); // Stop the viewport from scrolling
 
-
          t = addTouchEventOffset(t);
 
-
          p.touchMove(t);
 
-
        }
 
-
      });
 
-
 
-
      attachEventHandler(curElement, "touchend", function(t) {
 
-
        if (p.touchEnd !== undef) {
 
-
          t = addTouchEventOffset(t);
 
-
          p.touchEnd(t);
 
-
        }
 
-
      });
 
-
 
-
      attachEventHandler(curElement, "touchcancel", function(t) {
 
-
        if (p.touchCancel !== undef) {
 
-
          t = addTouchEventOffset(t);
 
-
          p.touchCancel(t);
 
-
        }
 
-
      });
 
-
 
-
    } else {
 
-
      // Emulated touch start/mouse down event
 
-
      attachEventHandler(curElement, "touchstart", function(e) {
 
-
        updateMousePosition(curElement, e.touches[0]);
 
-
 
-
        p.__mousePressed = true;
 
-
        p.mouseDragging = false;
 
-
        p.mouseButton = PConstants.LEFT;
 
-
 
-
        if (typeof p.mousePressed === "function") {
 
-
          p.mousePressed();
 
-
        }
 
-
      });
 
-
 
-
      // Emulated touch move/mouse move event
 
-
      attachEventHandler(curElement, "touchmove", function(e) {
 
-
        e.preventDefault();
 
-
        updateMousePosition(curElement, e.touches[0]);
 
-
 
-
        if (typeof p.mouseMoved === "function" && !p.__mousePressed) {
 
-
          p.mouseMoved();
 
-
        }
 
-
        if (typeof p.mouseDragged === "function" && p.__mousePressed) {
 
-
          p.mouseDragged();
 
-
          p.mouseDragging = true;
 
-
        }
 
-
      });
 
-
 
-
      // Emulated touch up/mouse up event
 
-
      attachEventHandler(curElement, "touchend", function(e) {
 
-
        p.__mousePressed = false;
 
-
 
-
        if (typeof p.mouseClicked === "function" && !p.mouseDragging) {
 
-
          p.mouseClicked();
 
-
        }
 
-
 
-
        if (typeof p.mouseReleased === "function") {
 
-
          p.mouseReleased();
 
-
        }
 
-
      });
 
-
    }
 
-
 
-
    // Refire the touch start event we consumed in this function
 
-
    curElement.dispatchEvent(t);
 
-
  });
 
-
 
-
  /**
 
-
  * Context menu toggles. Most often you will not want the
 
-
  * browser's context menu to show on a right click, but
 
-
  * sometimes, you do, so we add two unofficial functions
 
-
  * that can be used to trigger context menu behaviour.
 
-
  */
 
-
  (function() {
 
-
    var enabled = true,
 
-
        contextMenu = function(e) {
 
-
          e.preventDefault();
 
-
          e.stopPropagation();
 
-
        };
 
-
 
-
    p.disableContextMenu = function() {
 
-
      if (!enabled) {
 
-
        return;
 
-
      }
 
-
      attachEventHandler(curElement, 'contextmenu', contextMenu);
 
-
      enabled = false;
 
-
    };
 
-
 
-
    p.enableContextMenu = function() {
 
-
      if (enabled) {
 
-
        return;
 
-
      }
 
-
      detachEventHandler({elem: curElement, type: 'contextmenu', fn: contextMenu});
 
-
      enabled = true;
 
-
    };
 
-
  }());
 
-
 
-
  /**
 
-
  * Mouse moved or dragged
 
-
  */
 
-
  attachEventHandler(curElement, "mousemove", function(e) {
 
-
    updateMousePosition(curElement, e);
 
-
    if (typeof p.mouseMoved === "function" && !p.__mousePressed) {
 
-
      p.mouseMoved();
 
-
    }
 
-
    if (typeof p.mouseDragged === "function" && p.__mousePressed) {
 
-
      p.mouseDragged();
 
-
      p.mouseDragging = true;
 
-
    }
 
-
  });
 
-
 
-
  /**
 
-
  * Unofficial mouse-out handling
 
-
  */
 
-
  attachEventHandler(curElement, "mouseout", function(e) {
 
-
    if (typeof p.mouseOut === "function") {
 
-
      p.mouseOut();
 
-
    }
 
-
  });
 
-
 
-
  /**
 
-
  * Mouse over
 
-
  */
 
-
  attachEventHandler(curElement, "mouseover", function(e) {
 
-
    updateMousePosition(curElement, e);
 
-
    if (typeof p.mouseOver === "function") {
 
-
      p.mouseOver();
 
-
    }
 
-
  });
 
-
 
-
  /**
 
-
  * Disable browser's default handling for click-drag of a canvas.
 
-
  */
 
-
  curElement.onmousedown = function () {
 
-
    // make sure focus happens, but nothing else
 
-
    curElement.focus();
 
-
    return false;
 
-
  };
 
-
 
-
  /**
 
-
  * Mouse pressed or drag
 
-
  */
 
-
  attachEventHandler(curElement, "mousedown", function(e) {
 
-
    p.__mousePressed = true;
 
-
    p.mouseDragging = false;
 
-
    switch (e.which) {
 
-
    case 1:
 
-
      p.mouseButton = PConstants.LEFT;
 
-
      break;
 
-
    case 2:
 
-
      p.mouseButton = PConstants.CENTER;
 
-
      break;
 
-
    case 3:
 
-
      p.mouseButton = PConstants.RIGHT;
 
-
      break;
 
-
    }
 
-
 
-
    if (typeof p.mousePressed === "function") {
 
-
      p.mousePressed();
 
-
    }
 
-
  });
 
-
 
-
  /**
 
-
  * Mouse clicked or released
 
-
  */
 
-
  attachEventHandler(curElement, "mouseup", function(e) {
 
-
    p.__mousePressed = false;
 
-
 
-
    if (typeof p.mouseClicked === "function" && !p.mouseDragging) {
 
-
      p.mouseClicked();
 
-
    }
 
-
 
-
    if (typeof p.mouseReleased === "function") {
 
-
      p.mouseReleased();
 
-
    }
 
-
  });
 
-
 
-
  /**
 
-
  * Unofficial scroll wheel handling.
 
-
  */
 
-
  var mouseWheelHandler = function(e) {
 
-
    var delta = 0;
 
-
 
-
    if (e.wheelDelta) {
 
-
      delta = e.wheelDelta / 120;
 
-
      if (window.opera) {
 
-
        delta = -delta;
 
-
      }
 
-
    } else if (e.detail) {
 
-
      delta = -e.detail / 3;
 
-
    }
 
-
 
-
    p.mouseScroll = delta;
 
-
 
-
    if (delta && typeof p.mouseScrolled === 'function') {
 
-
      p.mouseScrolled();
 
-
    }
 
-
  };
 
-
 
-
  // Support Gecko and non-Gecko scroll events
 
-
  attachEventHandler(document, 'DOMMouseScroll', mouseWheelHandler);
 
-
  attachEventHandler(document, 'mousewheel', mouseWheelHandler);
 
-
 
-
};
 
-
 
-
},{}],25:[function(require,module,exports){
 
-
/**
 
-
* The parser for turning Processing syntax into Pjs JavaScript.
 
-
* This code is not trivial; unless you know what you're doing,
 
-
* you shouldn't be changing things in here =)
 
-
*/
 
-
module.exports = function setupParser(Processing, options) {
 
-
 
-
  var defaultScope = options.defaultScope,
 
-
      PConstants = defaultScope.PConstants,
 
-
      aFunctions = options.aFunctions,
 
-
      Browser = options.Browser,
 
-
      document = Browser.document,
 
-
      undef;
 
-
 
-
  // Processing global methods and constants for the parser
 
-
  function getGlobalMembers() {
 
-
    // The names array contains the names of everything that is inside "p."
 
-
    // When something new is added to "p." it must also be added to this list.
 
-
    var names = [ /* this code is generated by jsglobals.js */
 
-
      "abs", "acos", "alpha", "ambient", "ambientLight", "append", "applyMatrix",
 
-
      "arc", "arrayCopy", "asin", "atan", "atan2", "background", "beginCamera",
 
-
      "beginDraw", "beginShape", "bezier", "bezierDetail", "bezierPoint",
 
-
      "bezierTangent", "bezierVertex", "binary", "blend", "blendColor",
 
-
      "blit_resize", "blue", "box", "breakShape", "brightness",
 
-
      "camera", "ceil", "Character", "color", "colorMode",
 
-
      "concat", "constrain", "copy", "cos", "createFont",
 
-
      "createGraphics", "createImage", "cursor", "curve", "curveDetail",
 
-
      "curvePoint", "curveTangent", "curveTightness", "curveVertex", "day",
 
-
      "degrees", "directionalLight", "disableContextMenu",
 
-
      "dist", "draw", "ellipse", "ellipseMode", "emissive", "enableContextMenu",
 
-
      "endCamera", "endDraw", "endShape", "exit", "exp", "expand", "externals",
 
-
      "fill", "filter", "floor", "focused", "frameCount", "frameRate", "frustum",
 
-
      "get", "glyphLook", "glyphTable", "green", "height", "hex", "hint", "hour",
 
-
      "hue", "image", "imageMode", "intersect", "join", "key",
 
-
      "keyCode", "keyPressed", "keyReleased", "keyTyped", "lerp", "lerpColor",
 
-
      "lightFalloff", "lights", "lightSpecular", "line", "link", "loadBytes",
 
-
      "loadFont", "loadGlyphs", "loadImage", "loadPixels", "loadShape", "loadXML",
 
-
      "loadStrings", "log", "loop", "mag", "map", "match", "matchAll", "max",
 
-
      "millis", "min", "minute", "mix", "modelX", "modelY", "modelZ", "modes",
 
-
      "month", "mouseButton", "mouseClicked", "mouseDragged", "mouseMoved",
 
-
      "mouseOut", "mouseOver", "mousePressed", "mouseReleased", "mouseScroll",
 
-
      "mouseScrolled", "mouseX", "mouseY", "name", "nf", "nfc", "nfp", "nfs",
 
-
      "noCursor", "noFill", "noise", "noiseDetail", "noiseSeed", "noLights",
 
-
      "noLoop", "norm", "normal", "noSmooth", "noStroke", "noTint", "ortho",
 
-
      "param", "parseBoolean", "parseByte", "parseChar", "parseFloat",
 
-
      "parseInt", "peg", "perspective", "PImage", "pixels", "PMatrix2D",
 
-
      "PMatrix3D", "PMatrixStack", "pmouseX", "pmouseY", "point",
 
-
      "pointLight", "popMatrix", "popStyle", "pow", "print", "printCamera",
 
-
      "println", "printMatrix", "printProjection", "PShape", "PShapeSVG",
 
-
      "pushMatrix", "pushStyle", "quad", "radians", "random", "randomGaussian",
 
-
      "randomSeed", "rect", "rectMode", "red", "redraw", "requestImage",
 
-
      "resetMatrix", "reverse", "rotate", "rotateX", "rotateY", "rotateZ",
 
-
      "round", "saturation", "save", "saveFrame", "saveStrings", "scale",
 
-
      "screenX", "screenY", "screenZ", "second", "set", "setup", "shape",
 
-
      "shapeMode", "shared", "shearX", "shearY", "shininess", "shorten", "sin", "size", "smooth",
 
-
      "sort", "specular", "sphere", "sphereDetail", "splice", "split",
 
-
      "splitTokens", "spotLight", "sq", "sqrt", "status", "str", "stroke",
 
-
      "strokeCap", "strokeJoin", "strokeWeight", "subset", "tan", "text",
 
-
      "textAlign", "textAscent", "textDescent", "textFont", "textLeading",
 
-
      "textMode", "textSize", "texture", "textureMode", "textWidth", "tint", "toImageData",
 
-
      "touchCancel", "touchEnd", "touchMove", "touchStart", "translate", "transform",
 
-
      "triangle", "trim", "unbinary", "unhex", "updatePixels", "use3DContext",
 
-
      "vertex", "width", "XMLElement", "XML", "year", "__contains", "__equals",
 
-
      "__equalsIgnoreCase", "__frameRate", "__hashCode", "__int_cast",
 
-
      "__instanceof", "__keyPressed", "__mousePressed", "__printStackTrace",
 
-
      "__replace", "__replaceAll", "__replaceFirst", "__toCharArray", "__split",
 
-
      "__codePointAt", "__startsWith", "__endsWith", "__matches"];
 
-
 
-
    // custom functions and properties are added here
 
-
    if(aFunctions) {
 
-
      Object.keys(aFunctions).forEach(function(name) {
 
-
        names.push(name);
 
-
      });
 
-
    }
 
-
 
-
    // custom libraries that were attached to Processing
 
-
    var members = {};
 
-
    var i, l;
 
-
    for (i = 0, l = names.length; i < l ; ++i) {
 
-
      members[names[i]] = null;
 
-
    }
 
-
    for (var lib in Processing.lib) {
 
-
      if (Processing.lib.hasOwnProperty(lib)) {
 
-
        if (Processing.lib[lib].exports) {
 
-
          var exportedNames = Processing.lib[lib].exports;
 
-
          for (i = 0, l = exportedNames.length; i < l; ++i) {
 
-
          members[exportedNames[i]] = null;
 
-
          }
 
-
        }
 
-
      }
 
-
    }
 
-
    return members;
 
-
  }
 
-
 
-
  /*
 
-
 
-
    Parser converts Java-like syntax into JavaScript.
 
-
    Creates an Abstract Syntax Tree -- "Light AST" from the Java-like code.
 
-
 
-
    It is an object tree. The root object is created from the AstRoot class, which contains statements.
 
-
 
-
    A statement object can be of type: AstForStatement, AstCatchStatement, AstPrefixStatement, AstMethod, AstClass,
 
-
    AstInterface, AstFunction, AstStatementBlock and AstLabel.
 
-
 
-
    AstPrefixStatement can be a statement of type: if, switch, while, with, do, else, finally, return, throw, try, break, and continue.
 
-
 
-
    These object's toString function returns the JavaScript code for the statement.
 
-
 
-
    Any processing calls need "processing." prepended to them.
 
-
 
-
    Similarly, calls from inside classes need "$this_1.", prepended to them,
 
-
    with 1 being the depth level for inner classes.
 
-
    This includes members passed down from inheritance.
 
-
 
-
    The resulting code is then eval'd and run.
 
-
 
-
  */
 
-
 
-
  function parseProcessing(code) {
 
-
    var globalMembers = getGlobalMembers();
 
-
 
-
    // masks parentheses, brackets and braces with '"A5"'
 
-
    // where A is the bracket type, and 5 is the index in an array containing all brackets split into atoms
 
-
    // 'while(true){}' -> 'while"B1""A2"'
 
-
    // parentheses() = B, brackets[] = C and braces{} = A
 
-
    function splitToAtoms(code) {
 
-
      var atoms = [];
 
-
      var items = code.split(/([\{\[\(\)\]\}])/);
 
-
      var result = items[0];
 
-
 
-
      var stack = [];
 
-
      for(var i=1; i < items.length; i += 2) {
 
-
        var item = items[i];
 
-
        if(item === '[' || item === '{' || item === '(') {
 
-
          stack.push(result); result = item;
 
-
        } else if(item === ']' || item === '}' || item === ')') {
 
-
          var kind = item === '}' ? 'A' : item === ')' ? 'B' : 'C';
 
-
          var index = atoms.length; atoms.push(result + item);
 
-
          result = stack.pop() + '"' + kind + (index + 1) + '"';
 
-
        }
 
-
        result += items[i + 1];
 
-
      }
 
-
      atoms.unshift(result);
 
-
      return atoms;
 
-
    }
 
-
 
-
    // replaces strings and regexs keyed by index with an array of strings
 
-
    function injectStrings(code, strings) {
 
-
      return code.replace(/'(\d+)'/g, function(all, index) {
 
-
        var val = strings[index];
 
-
        if(val.charAt(0) === "/") {
 
-
          return val;
 
-
        }
 
-
        return (/^'((?:[^'\\\n])|(?:\\.[0-9A-Fa-f]*))'$/).test(val) ? "(new $p.Character(" + val + "))" : val;
 
-
      });
 
-
    }
 
-
 
-
    // trims off leading and trailing spaces
 
-
    // returns an object. object.left, object.middle, object.right, object.untrim
 
-
    function trimSpaces(string) {
 
-
      var m1 = /^\s*/.exec(string), result;
 
-
      if(m1[0].length === string.length) {
 
-
        result = {left: m1[0], middle: "", right: ""};
 
-
      } else {
 
-
        var m2 = /\s*$/.exec(string);
 
-
        result = {left: m1[0], middle: string.substring(m1[0].length, m2.index), right: m2[0]};
 
-
      }
 
-
      result.untrim = function(t) { return this.left + t + this.right; };
 
-
      return result;
 
-
    }
 
-
 
-
    // simple trim of leading and trailing spaces
 
-
    function trim(string) {
 
-
      return string.replace(/^\s+/,'').replace(/\s+$/,'');
 
-
    }
 
-
 
-
    function appendToLookupTable(table, array) {
 
-
      for(var i=0,l=array.length;i<l;++i) {
 
-
        table[array[i]] = null;
 
-
      }
 
-
      return table;
 
-
    }
 
-
 
-
    function isLookupTableEmpty(table) {
 
-
      for(var i in table) {
 
-
        if(table.hasOwnProperty(i)) {
 
-
          return false;
 
-
        }
 
-
      }
 
-
      return true;
 
-
    }
 
-
 
-
    function getAtomIndex(templ) { return templ.substring(2, templ.length - 1); }
 
-
 
-
    // remove carriage returns "\r"
 
-
    var codeWoExtraCr = code.replace(/\r\n?|\n\r/g, "\n");
 
-
 
-
    // masks strings and regexs with "'5'", where 5 is the index in an array containing all strings and regexs
 
-
    // also removes all comments
 
-
    var strings = [];
 
-
    var codeWoStrings = codeWoExtraCr.replace(/("(?:[^"\\\n]|\\.)*")|('(?:[^'\\\n]|\\.)*')|(([\[\(=|&!\^:?]\s*)(\/(?![*\/])(?:[^\/\\\n]|\\.)*\/[gim]*)\b)|(\/\/[^\n]*\n)|(\/\*(?:(?!\*\/)(?:.|\n))*\*\/)/g,
 
-
    function(all, quoted, aposed, regexCtx, prefix, regex, singleComment, comment) {
 
-
      var index;
 
-
      if(quoted || aposed) { // replace strings
 
-
        index = strings.length; strings.push(all);
 
-
        return "'" + index + "'";
 
-
      }
 
-
      if(regexCtx) { // replace RegExps
 
-
        index = strings.length; strings.push(regex);
 
-
        return prefix + "'" + index + "'";
 
-
      }
 
-
      // kill comments
 
-
      return comment !== "" ? " " : "\n";
 
-
    });
 
-
 
-
    // protect character codes from namespace collision
 
-
    codeWoStrings = codeWoStrings.replace(/__x([0-9A-F]{4})/g, function(all, hexCode) {
 
-
      // $ = __x0024
 
-
      // _ = __x005F
 
-
      // this protects existing character codes from conversion
 
-
      // __x0024 = __x005F_x0024
 
-
      return "__x005F_x" + hexCode;
 
-
    });
 
-
 
-
    // convert dollar sign to character code
 
-
    codeWoStrings = codeWoStrings.replace(/\$/g, "__x0024");
 
-
 
-
    // Remove newlines after return statements
 
-
    codeWoStrings = codeWoStrings.replace(/return\s*[\n\r]+/g, "return ");
 
-
 
-
    // removes generics
 
-
    var genericsWereRemoved;
 
-
    var codeWoGenerics = codeWoStrings;
 
-
    var replaceFunc = function(all, before, types, after) {
 
-
      if(!!before || !!after) {
 
-
        return all;
 
-
      }
 
-
      genericsWereRemoved = true;
 
-
      return "";
 
-
    };
 
-
 
-
    do {
 
-
      genericsWereRemoved = false;
 
-
      codeWoGenerics = codeWoGenerics.replace(/([<]?)<\s*((?:\?|[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\[\])*(?:\s+(?:extends|super)\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)?(?:\s*,\s*(?:\?|[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\[\])*(?:\s+(?:extends|super)\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)?)*)\s*>([=]?)/g, replaceFunc);
 
-
    } while (genericsWereRemoved);
 
-
 
-
    var atoms = splitToAtoms(codeWoGenerics);
 
-
    var replaceContext;
 
-
    var declaredClasses = {}, currentClassId, classIdSeed = 0;
 
-
 
-
    function addAtom(text, type) {
 
-
      var lastIndex = atoms.length;
 
-
      atoms.push(text);
 
-
      return '"' + type + lastIndex + '"';
 
-
    }
 
-
 
-
    function generateClassId() {
 
-
      return "class" + (++classIdSeed);
 
-
    }
 
-
 
-
    function appendClass(class_, classId, scopeId) {
 
-
      class_.classId = classId;
 
-
      class_.scopeId = scopeId;
 
-
      declaredClasses[classId] = class_;
 
-
    }
 
-
 
-
    // functions defined below
 
-
    var transformClassBody, transformInterfaceBody, transformStatementsBlock, transformStatements, transformMain, transformExpression;
 
-
 
-
    var classesRegex = /\b((?:(?:public|private|final|protected|static|abstract)\s+)*)(class|interface)\s+([A-Za-z_$][\w$]*\b)(\s+extends\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*\b)*)?(\s+implements\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*\b)*)?\s*("A\d+")/g;
 
-
    var methodsRegex = /\b((?:(?:public|private|final|protected|static|abstract|synchronized)\s+)*)((?!(?:else|new|return|throw|function|public|private|protected)\b)[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*"C\d+")*)\s*([A-Za-z_$][\w$]*\b)\s*("B\d+")(\s*throws\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)*)?\s*("A\d+"|;)/g;
 
-
    var fieldTest = /^((?:(?:public|private|final|protected|static)\s+)*)((?!(?:else|new|return|throw)\b)[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*"C\d+")*)\s*([A-Za-z_$][\w$]*\b)\s*(?:"C\d+"\s*)*([=,]|$)/;
 
-
    var cstrsRegex = /\b((?:(?:public|private|final|protected|static|abstract)\s+)*)((?!(?:new|return|throw)\b)[A-Za-z_$][\w$]*\b)\s*("B\d+")(\s*throws\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)*)?\s*("A\d+")/g;
 
-
    var attrAndTypeRegex = /^((?:(?:public|private|final|protected|static)\s+)*)((?!(?:new|return|throw)\b)[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*"C\d+")*)\s*/;
 
-
    var functionsRegex = /\bfunction(?:\s+([A-Za-z_$][\w$]*))?\s*("B\d+")\s*("A\d+")/g;
 
-
 
-
    // This converts classes, methods and functions into atoms, and adds them to the atoms array.
 
-
    // classes = E, methods = D and functions = H
 
-
    function extractClassesAndMethods(code) {
 
-
      var s = code;
 
-
      s = s.replace(classesRegex, function(all) {
 
-
        return addAtom(all, 'E');
 
-
      });
 
-
      s = s.replace(methodsRegex, function(all) {
 
-
        return addAtom(all, 'D');
 
-
      });
 
-
      s = s.replace(functionsRegex, function(all) {
 
-
        return addAtom(all, 'H');
 
-
      });
 
-
      return s;
 
-
    }
 
-
 
-
    // This converts constructors into atoms, and adds them to the atoms array.
 
-
    // constructors = G
 
-
    function extractConstructors(code, className) {
 
-
      var result = code.replace(cstrsRegex, function(all, attr, name, params, throws_, body) {
 
-
        if(name !== className) {
 
-
          return all;
 
-
        }
 
-
        return addAtom(all, 'G');
 
-
      });
 
-
      return result;
 
-
    }
 
-
 
-
    // AstParam contains the name of a parameter inside a function declaration
 
-
    function AstParam(name) {
 
-
      this.name = name;
 
-
    }
 
-
    AstParam.prototype.toString = function() {
 
-
      return this.name;
 
-
    };
 
-
    // AstParams contains an array of AstParam objects
 
-
    function AstParams(params, methodArgsParam) {
 
-
      this.params = params;
 
-
      this.methodArgsParam = methodArgsParam;
 
-
    }
 
-
    AstParams.prototype.getNames = function() {
 
-
      var names = [];
 
-
      for(var i=0,l=this.params.length;i<l;++i) {
 
-
        names.push(this.params[i].name);
 
-
      }
 
-
      return names;
 
-
    };
 
-
    AstParams.prototype.prependMethodArgs = function(body) {
 
-
      if (!this.methodArgsParam) {
 
-
        return body;
 
-
      }
 
-
      return "{\nvar " + this.methodArgsParam.name +
 
-
        " = Array.prototype.slice.call(arguments, " +
 
-
        this.params.length + ");\n" + body.substring(1);
 
-
    };
 
-
    AstParams.prototype.toString = function() {
 
-
      if(this.params.length === 0) {
 
-
        return "()";
 
-
      }
 
-
      var result = "(";
 
-
      for(var i=0,l=this.params.length;i<l;++i) {
 
-
        result += this.params[i] + ", ";
 
-
      }
 
-
      return result.substring(0, result.length - 2) + ")";
 
-
    };
 
-
 
-
    function transformParams(params) {
 
-
      var paramsWoPars = trim(params.substring(1, params.length - 1));
 
-
      var result = [], methodArgsParam = null;
 
-
      if(paramsWoPars !== "") {
 
-
        var paramList = paramsWoPars.split(",");
 
-
        for(var i=0; i < paramList.length; ++i) {
 
-
          var param = /\b([A-Za-z_$][\w$]*\b)(\s*"[ABC][\d]*")*\s*$/.exec(paramList[i]);
 
-
          if (i === paramList.length - 1 && paramList[i].indexOf('...') >= 0) {
 
-
            methodArgsParam = new AstParam(param[1]);
 
-
            break;
 
-
          }
 
-
          result.push(new AstParam(param[1]));
 
-
        }
 
-
      }
 
-
      return new AstParams(result, methodArgsParam);
 
-
    }
 
-
 
-
    function preExpressionTransform(expr) {
 
-
      var s = expr;
 
-
      // new type[] {...} --> {...}
 
-
      s = s.replace(/\bnew\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\s*"C\d+")+\s*("A\d+")/g, function(all, type, init) {
 
-
        return init;
 
-
      });
 
-
      // new Runnable() {...} --> "F???"
 
-
      s = s.replace(/\bnew\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\s*"B\d+")\s*("A\d+")/g, function(all, type, init) {
 
-
        return addAtom(all, 'F');
 
-
      });
 
-
      // function(...) { } --> "H???"
 
-
      s = s.replace(functionsRegex, function(all) {
 
-
        return addAtom(all, 'H');
 
-
      });
 
-
      // new type[?] --> createJavaArray('type', [?])
 
-
      s = s.replace(/\bnew\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)\s*("C\d+"(?:\s*"C\d+")*)/g, function(all, type, index) {
 
-
        var args = index.replace(/"C(\d+)"/g, function(all, j) { return atoms[j]; })
 
-
          .replace(/\[\s*\]/g, "[null]").replace(/\s*\]\s*\[\s*/g, ", ");
 
-
        var arrayInitializer = "{" + args.substring(1, args.length - 1) + "}";
 
-
        var createArrayArgs = "('" + type + "', " + addAtom(arrayInitializer, 'A') + ")";
 
-
        return '$p.createJavaArray' + addAtom(createArrayArgs, 'B');
 
-
      });
 
-
      // .length() --> .length
 
-
      s = s.replace(/(\.\s*length)\s*"B\d+"/g, "$1");
 
-
      // #000000 --> 0x000000
 
-
      s = s.replace(/#([0-9A-Fa-f]{6})\b/g, function(all, digits) {
 
-
        return "0xFF" + digits;
 
-
      });
 
-
      // delete (type)???, except (int)???
 
-
      s = s.replace(/"B(\d+)"(\s*(?:[\w$']|"B))/g, function(all, index, next) {
 
-
        var atom = atoms[index];
 
-
        if(!/^\(\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*\s*(?:"C\d+"\s*)*\)$/.test(atom)) {
 
-
          return all;
 
-
        }
 
-
        if(/^\(\s*int\s*\)$/.test(atom)) {
 
-
          return "(int)" + next;
 
-
        }
 
-
        var indexParts = atom.split(/"C(\d+)"/g);
 
-
        if(indexParts.length > 1) {
 
-
          // even items contains atom numbers, can check only first
 
-
          if(! /^\[\s*\]$/.test(atoms[indexParts[1]])) {
 
-
            return all; // fallback - not a cast
 
-
          }
 
-
        }
 
-
        return "" + next;
 
-
      });
 
-
      // (int)??? -> __int_cast(???)
 
-
      s = s.replace(/\(int\)([^,\]\)\}\?\:\*\+\-\/\^\|\%\&\~<\>\=]+)/g, function(all, arg) {
 
-
        var trimmed = trimSpaces(arg);
 
-
        return trimmed.untrim("__int_cast(" + trimmed.middle + ")");
 
-
      });
 
-
      // super() -> $superCstr(), super. -> $super.;
 
-
      s = s.replace(/\bsuper(\s*"B\d+")/g, "$$superCstr$1").replace(/\bsuper(\s*\.)/g, "$$super$1");
 
-
      // 000.43->0.43 and 0010f->10, but not 0010
 
-
      s = s.replace(/\b0+((\d*)(?:\.[\d*])?(?:[eE][\-\+]?\d+)?[fF]?)\b/, function(all, numberWo0, intPart) {
 
-
        if( numberWo0 === intPart) {
 
-
          return all;
 
-
        }
 
-
        return intPart === "" ? "0" + numberWo0 : numberWo0;
 
-
      });
 
-
      // 3.0f -> 3.0
 
-
      s = s.replace(/\b(\.?\d+\.?)[fF]\b/g, "$1");
 
-
      // Weird (?) parsing errors with %
 
-
      s = s.replace(/([^\s])%([^=\s])/g, "$1 % $2");
 
-
      // Since frameRate() and frameRate are different things,
 
-
      // we need to differentiate them somehow. So when we parse
 
-
      // the Processing.js source, replace frameRate so it isn't
 
-
      // confused with frameRate(), as well as keyPressed and mousePressed
 
-
      s = s.replace(/\b(frameRate|keyPressed|mousePressed)\b(?!\s*"B)/g, "__$1");
 
-
      // "boolean", "byte", "int", etc. => "parseBoolean", "parseByte", "parseInt", etc.
 
-
      s = s.replace(/\b(boolean|byte|char|float|int)\s*"B/g, function(all, name) {
 
-
        return "parse" + name.substring(0, 1).toUpperCase() + name.substring(1) + "\"B";
 
-
      });
 
-
      // "pixels" replacements:
 
-
      //  pixels[i] = c => pixels.setPixel(i,c) | pixels[i] => pixels.getPixel(i)
 
-
      //  pixels.length => pixels.getLength()
 
-
      //  pixels = ar => pixels.set(ar) | pixels => pixels.toArray()
 
-
      s = s.replace(/\bpixels\b\s*(("C(\d+)")|\.length)?(\s*=(?!=)([^,\]\)\}]+))?/g,
 
-
        function(all, indexOrLength, index, atomIndex, equalsPart, rightSide) {
 
-
          if(index) {
 
-
            var atom = atoms[atomIndex];
 
-
            if(equalsPart) {
 
-
              return "pixels.setPixel" + addAtom("(" +atom.substring(1, atom.length - 1) +
 
-
                "," + rightSide + ")", 'B');
 
-
            }
 
-
            return "pixels.getPixel" + addAtom("(" + atom.substring(1, atom.length - 1) +
 
-
              ")", 'B');
 
-
          }
 
-
          if(indexOrLength) {
 
-
            // length
 
-
            return "pixels.getLength" + addAtom("()", 'B');
 
-
          }
 
-
          if(equalsPart) {
 
-
            return "pixels.set" + addAtom("(" + rightSide + ")", 'B');
 
-
          }
 
-
          return "pixels.toArray" + addAtom("()", 'B');
 
-
        });
 
-
      // Java method replacements for: replace, replaceAll, replaceFirst, equals, hashCode, etc.
 
-
      //  xxx.replace(yyy) -> __replace(xxx, yyy)
 
-
      //  "xx".replace(yyy) -> __replace("xx", yyy)
 
-
      var repeatJavaReplacement;
 
-
      function replacePrototypeMethods(all, subject, method, atomIndex) {
 
-
        var atom = atoms[atomIndex];
 
-
        repeatJavaReplacement = true;
 
-
        var trimmed = trimSpaces(atom.substring(1, atom.length - 1));
 
-
        return "__" + method  + ( trimmed.middle === "" ? addAtom("(" + subject.replace(/\.\s*$/, "") + ")", 'B') :
 
-
          addAtom("(" + subject.replace(/\.\s*$/, "") + "," + trimmed.middle + ")", 'B') );
 
-
      }
 
-
      do {
 
-
        repeatJavaReplacement = false;
 
-
        s = s.replace(/((?:'\d+'|\b[A-Za-z_$][\w$]*\s*(?:"[BC]\d+")*)\s*\.\s*(?:[A-Za-z_$][\w$]*\s*(?:"[BC]\d+"\s*)*\.\s*)*)(replace|replaceAll|replaceFirst|contains|equals|equalsIgnoreCase|hashCode|toCharArray|printStackTrace|split|startsWith|endsWith|codePointAt|matches)\s*"B(\d+)"/g,
 
-
          replacePrototypeMethods);
 
-
      } while (repeatJavaReplacement);
 
-
      // xxx instanceof yyy -> __instanceof(xxx, yyy)
 
-
      function replaceInstanceof(all, subject, type) {
 
-
        repeatJavaReplacement = true;
 
-
        return "__instanceof" + addAtom("(" + subject + ", " + type + ")", 'B');
 
-
      }
 
-
      do {
 
-
        repeatJavaReplacement = false;
 
-
        s = s.replace(/((?:'\d+'|\b[A-Za-z_$][\w$]*\s*(?:"[BC]\d+")*)\s*(?:\.\s*[A-Za-z_$][\w$]*\s*(?:"[BC]\d+"\s*)*)*)instanceof\s+([A-Za-z_$][\w$]*\s*(?:\.\s*[A-Za-z_$][\w$]*)*)/g,
 
-
          replaceInstanceof);
 
-
      } while (repeatJavaReplacement);
 
-
      // this() -> $constr()
 
-
      s = s.replace(/\bthis(\s*"B\d+")/g, "$$constr$1");
 
-
 
-
      return s;
 
-
    }
 
-
 
-
    function AstInlineClass(baseInterfaceName, body) {
 
-
      this.baseInterfaceName = baseInterfaceName;
 
-
      this.body = body;
 
-
      body.owner = this;
 
-
    }
 
-
    AstInlineClass.prototype.toString = function() {
 
-
      return "new (" + this.body + ")";
 
-
    };
 
-
 
-
    function transformInlineClass(class_) {
 
-
      var m = new RegExp(/\bnew\s*([A-Za-z_$][\w$]*\s*(?:\.\s*[A-Za-z_$][\w$]*)*)\s*"B\d+"\s*"A(\d+)"/).exec(class_);
 
-
      var oldClassId = currentClassId, newClassId = generateClassId();
 
-
      currentClassId = newClassId;
 
-
      var uniqueClassName = m[1] + "$" + newClassId;
 
-
      var inlineClass = new AstInlineClass(uniqueClassName,
 
-
        transformClassBody(atoms[m[2]], uniqueClassName, "", "implements " + m[1]));
 
-
      appendClass(inlineClass, newClassId, oldClassId);
 
-
      currentClassId = oldClassId;
 
-
      return inlineClass;
 
-
    }
 
-
 
-
    function AstFunction(name, params, body) {
 
-
      this.name = name;
 
-
      this.params = params;
 
-
      this.body = body;
 
-
    }
 
-
    AstFunction.prototype.toString = function() {
 
-
      var oldContext = replaceContext;
 
-
      // saving "this." and parameters
 
-
      var names = appendToLookupTable({"this":null}, this.params.getNames());
 
-
      replaceContext = function (subject) {
 
-
        return names.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
 
-
      };
 
-
      var result = "function";
 
-
      if(this.name) {
 
-
        result += " " + this.name;
 
-
      }
 
-
      var body = this.params.prependMethodArgs(this.body.toString());
 
-
      result += this.params + " " + body;
 
-
      replaceContext = oldContext;
 
-
      return result;
 
-
    };
 
-
 
-
    function transformFunction(class_) {
 
-
      var m = new RegExp(/\b([A-Za-z_$][\w$]*)\s*"B(\d+)"\s*"A(\d+)"/).exec(class_);
 
-
      return new AstFunction( m[1] !== "function" ? m[1] : null,
 
-
        transformParams(atoms[m[2]]), transformStatementsBlock(atoms[m[3]]));
 
-
    }
 
-
 
-
    function AstInlineObject(members) {
 
-
      this.members = members;
 
-
    }
 
-
    AstInlineObject.prototype.toString = function() {
 
-
      var oldContext = replaceContext;
 
-
      replaceContext = function (subject) {
 
-
          return subject.name === "this" ? "this" : oldContext(subject); // saving "this."
 
-
      };
 
-
      var result = "";
 
-
      for(var i=0,l=this.members.length;i<l;++i) {
 
-
        if(this.members[i].label) {
 
-
          result += this.members[i].label + ": ";
 
-
        }
 
-
        result += this.members[i].value.toString() + ", ";
 
-
      }
 
-
      replaceContext = oldContext;
 
-
      return result.substring(0, result.length - 2);
 
-
    };
 
-
 
-
    function transformInlineObject(obj) {
 
-
      var members = obj.split(',');
 
-
      for(var i=0; i < members.length; ++i) {
 
-
        var label = members[i].indexOf(':');
 
-
        if(label < 0) {
 
-
          members[i] = { value: transformExpression(members[i]) };
 
-
        } else {
 
-
          members[i] = { label: trim(members[i].substring(0, label)),
 
-
            value: transformExpression( trim(members[i].substring(label + 1)) ) };
 
-
        }
 
-
      }
 
-
      return new AstInlineObject(members);
 
-
    }
 
-
 
-
    function expandExpression(expr) {
 
-
      if(expr.charAt(0) === '(' || expr.charAt(0) === '[') {
 
-
        return expr.charAt(0) + expandExpression(expr.substring(1, expr.length - 1)) + expr.charAt(expr.length - 1);
 
-
      }
 
-
      if(expr.charAt(0) === '{') {
 
-
        if(/^\{\s*(?:[A-Za-z_$][\w$]*|'\d+')\s*:/.test(expr)) {
 
-
          return "{" + addAtom(expr.substring(1, expr.length - 1), 'I') + "}";
 
-
        }
 
-
        return "[" + expandExpression(expr.substring(1, expr.length - 1)) + "]";
 
-
      }
 
-
      var trimmed = trimSpaces(expr);
 
-
      var result = preExpressionTransform(trimmed.middle);
 
-
      result = result.replace(/"[ABC](\d+)"/g, function(all, index) {
 
-
        return expandExpression(atoms[index]);
 
-
      });
 
-
      return trimmed.untrim(result);
 
-
    }
 
-
 
-
    function replaceContextInVars(expr) {
 
-
      return expr.replace(/(\.\s*)?((?:\b[A-Za-z_]|\$)[\w$]*)(\s*\.\s*([A-Za-z_$][\w$]*)(\s*\()?)?/g,
 
-
        function(all, memberAccessSign, identifier, suffix, subMember, callSign) {
 
-
          if(memberAccessSign) {
 
-
            return all;
 
-
          }
 
-
          var subject = { name: identifier, member: subMember, callSign: !!callSign };
 
-
          return replaceContext(subject) + (suffix === undef ? "" : suffix);
 
-
        });
 
-
    }
 
-
 
-
    function AstExpression(expr, transforms) {
 
-
      this.expr = expr;
 
-
      this.transforms = transforms;
 
-
    }
 
-
    AstExpression.prototype.toString = function() {
 
-
      var transforms = this.transforms;
 
-
      var expr = replaceContextInVars(this.expr);
 
-
      return expr.replace(/"!(\d+)"/g, function(all, index) {
 
-
        return transforms[index].toString();
 
-
      });
 
-
    };
 
-
 
-
    transformExpression = function(expr) {
 
-
      var transforms = [];
 
-
      var s = expandExpression(expr);
 
-
      s = s.replace(/"H(\d+)"/g, function(all, index) {
 
-
        transforms.push(transformFunction(atoms[index]));
 
-
        return '"!' + (transforms.length - 1) + '"';
 
-
      });
 
-
      s = s.replace(/"F(\d+)"/g, function(all, index) {
 
-
        transforms.push(transformInlineClass(atoms[index]));
 
-
        return '"!' + (transforms.length - 1) + '"';
 
-
      });
 
-
      s = s.replace(/"I(\d+)"/g, function(all, index) {
 
-
        transforms.push(transformInlineObject(atoms[index]));
 
-
        return '"!' + (transforms.length - 1) + '"';
 
-
      });
 
-
 
-
      return new AstExpression(s, transforms);
 
-
    };
 
-
 
-
    function AstVarDefinition(name, value, isDefault) {
 
-
      this.name = name;
 
-
      this.value = value;
 
-
      this.isDefault = isDefault;
 
-
    }
 
-
    AstVarDefinition.prototype.toString = function() {
 
-
      return this.name + ' = ' + this.value;
 
-
    };
 
-
 
-
    function transformVarDefinition(def, defaultTypeValue) {
 
-
      var eqIndex = def.indexOf("=");
 
-
      var name, value, isDefault;
 
-
      if(eqIndex < 0) {
 
-
        name = def;
 
-
        value = defaultTypeValue;
 
-
        isDefault = true;
 
-
      } else {
 
-
        name = def.substring(0, eqIndex);
 
-
        value = transformExpression(def.substring(eqIndex + 1));
 
-
        isDefault = false;
 
-
      }
 
-
      return new AstVarDefinition( trim(name.replace(/(\s*"C\d+")+/g, "")),
 
-
        value, isDefault);
 
-
    }
 
-
 
-
    function getDefaultValueForType(type) {
 
-
        if(type === "int" || type === "float") {
 
-
          return "0";
 
-
        }
 
-
        if(type === "boolean") {
 
-
          return "false";
 
-
        }
 
-
        if(type === "color") {
 
-
          return "0x00000000";
 
-
        }
 
-
        return "null";
 
-
    }
 
-
 
-
    function AstVar(definitions, varType) {
 
-
      this.definitions = definitions;
 
-
      this.varType = varType;
 
-
    }
 
-
    AstVar.prototype.getNames = function() {
 
-
      var names = [];
 
-
      for(var i=0,l=this.definitions.length;i<l;++i) {
 
-
        names.push(this.definitions[i].name);
 
-
      }
 
-
      return names;
 
-
    };
 
-
    AstVar.prototype.toString = function() {
 
-
      return "var " + this.definitions.join(",");
 
-
    };
 
-
    function AstStatement(expression) {
 
-
      this.expression = expression;
 
-
    }
 
-
    AstStatement.prototype.toString = function() {
 
-
      return this.expression.toString();
 
-
    };
 
-
 
-
    function transformStatement(statement) {
 
-
      if(fieldTest.test(statement)) {
 
-
        var attrAndType = attrAndTypeRegex.exec(statement);
 
-
        var definitions = statement.substring(attrAndType[0].length).split(",");
 
-
        var defaultTypeValue = getDefaultValueForType(attrAndType[2]);
 
-
        for(var i=0; i < definitions.length; ++i) {
 
-
          definitions[i] = transformVarDefinition(definitions[i], defaultTypeValue);
 
-
        }
 
-
        return new AstVar(definitions, attrAndType[2]);
 
-
      }
 
-
      return new AstStatement(transformExpression(statement));
 
-
    }
 
-
 
-
    function AstForExpression(initStatement, condition, step) {
 
-
      this.initStatement = initStatement;
 
-
      this.condition = condition;
 
-
      this.step = step;
 
-
    }
 
-
    AstForExpression.prototype.toString = function() {
 
-
      return "(" + this.initStatement + "; " + this.condition + "; " + this.step + ")";
 
-
    };
 
-
 
-
    function AstForInExpression(initStatement, container) {
 
-
      this.initStatement = initStatement;
 
-
      this.container = container;
 
-
    }
 
-
    AstForInExpression.prototype.toString = function() {
 
-
      var init = this.initStatement.toString();
 
-
      if(init.indexOf("=") >= 0) { // can be without var declaration
 
-
        init = init.substring(0, init.indexOf("="));
 
-
      }
 
-
      return "(" + init + " in " + this.container + ")";
 
-
    };
 
-
 
-
    function AstForEachExpression(initStatement, container) {
 
-
      this.initStatement = initStatement;
 
-
      this.container = container;
 
-
    }
 
-
    AstForEachExpression.iteratorId = 0;
 
-
    AstForEachExpression.prototype.toString = function() {
 
-
      var init = this.initStatement.toString();
 
-
      var iterator = "$it" + (AstForEachExpression.iteratorId++);
 
-
      var variableName = init.replace(/^\s*var\s*/, "").split("=")[0];
 
-
      var initIteratorAndVariable = "var " + iterator + " = new $p.ObjectIterator(" + this.container + "), " +
 
-
        variableName + " = void(0)";
 
-
      var nextIterationCondition = iterator + ".hasNext() && ((" +
 
-
        variableName + " = " + iterator + ".next()) || true)";
 
-
      return "(" + initIteratorAndVariable + "; " + nextIterationCondition + ";)";
 
-
    };
 
-
 
-
    function transformForExpression(expr) {
 
-
      var content;
 
-
      if (/\bin\b/.test(expr)) {
 
-
        content = expr.substring(1, expr.length - 1).split(/\bin\b/g);
 
-
        return new AstForInExpression( transformStatement(trim(content[0])),
 
-
          transformExpression(content[1]));
 
-
      }
 
-
      if (expr.indexOf(":") >= 0 && expr.indexOf(";") < 0) {
 
-
        content = expr.substring(1, expr.length - 1).split(":");
 
-
        return new AstForEachExpression( transformStatement(trim(content[0])),
 
-
          transformExpression(content[1]));
 
-
      }
 
-
      content = expr.substring(1, expr.length - 1).split(";");
 
-
      return new AstForExpression( transformStatement(trim(content[0])),
 
-
        transformExpression(content[1]), transformExpression(content[2]));
 
-
    }
 
-
 
-
    function sortByWeight(array) {
 
-
      array.sort(function (a,b) {
 
-
        return b.weight - a.weight;
 
-
      });
 
-
    }
 
-
 
-
    function AstInnerInterface(name, body, isStatic) {
 
-
      this.name = name;
 
-
      this.body = body;
 
-
      this.isStatic = isStatic;
 
-
      body.owner = this;
 
-
    }
 
-
    AstInnerInterface.prototype.toString = function() {
 
-
      return "" + this.body;
 
-
    };
 
-
    function AstInnerClass(name, body, isStatic) {
 
-
      this.name = name;
 
-
      this.body = body;
 
-
      this.isStatic = isStatic;
 
-
      body.owner = this;
 
-
    }
 
-
    AstInnerClass.prototype.toString = function() {
 
-
      return "" + this.body;
 
-
    };
 
-
 
-
    function transformInnerClass(class_) {
 
-
      var m = classesRegex.exec(class_); // 1 - attr, 2 - class|int, 3 - name, 4 - extends, 5 - implements, 6 - body
 
-
      classesRegex.lastIndex = 0;
 
-
      var isStatic = m[1].indexOf("static") >= 0;
 
-
      var body = atoms[getAtomIndex(m[6])], innerClass;
 
-
      var oldClassId = currentClassId, newClassId = generateClassId();
 
-
      currentClassId = newClassId;
 
-
      if(m[2] === "interface") {
 
-
        innerClass = new AstInnerInterface(m[3], transformInterfaceBody(body, m[3], m[4]), isStatic);
 
-
      } else {
 
-
        innerClass = new AstInnerClass(m[3], transformClassBody(body, m[3], m[4], m[5]), isStatic);
 
-
      }
 
-
      appendClass(innerClass, newClassId, oldClassId);
 
-
      currentClassId = oldClassId;
 
-
      return innerClass;
 
-
    }
 
-
 
-
    function AstClassMethod(name, params, body, isStatic) {
 
-
      this.name = name;
 
-
      this.params = params;
 
-
      this.body = body;
 
-
      this.isStatic = isStatic;
 
-
    }
 
-
    AstClassMethod.prototype.toString = function(){
 
-
      var paramNames = appendToLookupTable({}, this.params.getNames());
 
-
      var oldContext = replaceContext;
 
-
      replaceContext = function (subject) {
 
-
        return paramNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
 
-
      };
 
-
      var body = this.params.prependMethodArgs(this.body.toString());
 
-
      var result = "function " + this.methodId + this.params + " " + body +"\n";
 
-
      replaceContext = oldContext;
 
-
      return result;
 
-
    };
 
-
 
-
    function transformClassMethod(method) {
 
-
      var m = methodsRegex.exec(method);
 
-
      methodsRegex.lastIndex = 0;
 
-
      var isStatic = m[1].indexOf("static") >= 0;
 
-
      var body = m[6] !== ';' ? atoms[getAtomIndex(m[6])] : "{}";
 
-
      return new AstClassMethod(m[3], transformParams(atoms[getAtomIndex(m[4])]),
 
-
        transformStatementsBlock(body), isStatic );
 
-
    }
 
-
 
-
    function AstClassField(definitions, fieldType, isStatic) {
 
-
      this.definitions = definitions;
 
-
      this.fieldType = fieldType;
 
-
      this.isStatic = isStatic;
 
-
    }
 
-
    AstClassField.prototype.getNames = function() {
 
-
      var names = [];
 
-
      for(var i=0,l=this.definitions.length;i<l;++i) {
 
-
        names.push(this.definitions[i].name);
 
-
      }
 
-
      return names;
 
-
    };
 
-
    AstClassField.prototype.toString = function() {
 
-
      var thisPrefix = replaceContext({ name: "[this]" });
 
-
      if(this.isStatic) {
 
-
        var className = this.owner.name;
 
-
        var staticDeclarations = [];
 
-
        for(var i=0,l=this.definitions.length;i<l;++i) {
 
-
          var definition = this.definitions[i];
 
-
          var name = definition.name, staticName = className + "." + name;
 
-
          var declaration = "if(" + staticName + " === void(0)) {\n" +
 
-
            " " + staticName + " = " + definition.value + "; }\n" +
 
-
            "$p.defineProperty(" + thisPrefix + ", " +
 
-
            "'" + name + "', { get: function(){return " + staticName + ";}, " +
 
-
            "set: function(val){" + staticName + " = val;} });\n";
 
-
          staticDeclarations.push(declaration);
 
-
        }
 
-
        return staticDeclarations.join("");
 
-
      }
 
-
      return thisPrefix + "." + this.definitions.join("; " + thisPrefix + ".");
 
-
    };
 
-
 
-
    function transformClassField(statement) {
 
-
      var attrAndType = attrAndTypeRegex.exec(statement);
 
-
      var isStatic = attrAndType[1].indexOf("static") >= 0;
 
-
      var definitions = statement.substring(attrAndType[0].length).split(/,\s*/g);
 
-
      var defaultTypeValue = getDefaultValueForType(attrAndType[2]);
 
-
      for(var i=0; i < definitions.length; ++i) {
 
-
        definitions[i] = transformVarDefinition(definitions[i], defaultTypeValue);
 
-
      }
 
-
      return new AstClassField(definitions, attrAndType[2], isStatic);
 
-
    }
 
-
 
-
    function AstConstructor(params, body) {
 
-
      this.params = params;
 
-
      this.body = body;
 
-
    }
 
-
    AstConstructor.prototype.toString = function() {
 
-
      var paramNames = appendToLookupTable({}, this.params.getNames());
 
-
      var oldContext = replaceContext;
 
-
      replaceContext = function (subject) {
 
-
        return paramNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
 
-
      };
 
-
      var prefix = "function $constr_" + this.params.params.length + this.params.toString();
 
-
      var body = this.params.prependMethodArgs(this.body.toString());
 
-
      if(!/\$(superCstr|constr)\b/.test(body)) {
 
-
        body = "{\n$superCstr();\n" + body.substring(1);
 
-
      }
 
-
      replaceContext = oldContext;
 
-
      return prefix + body + "\n";
 
-
    };
 
-
 
-
    function transformConstructor(cstr) {
 
-
      var m = new RegExp(/"B(\d+)"\s*"A(\d+)"/).exec(cstr);
 
-
      var params = transformParams(atoms[m[1]]);
 
-
 
-
      return new AstConstructor(params, transformStatementsBlock(atoms[m[2]]));
 
-
    }
 
-
 
-
    function AstInterfaceBody(name, interfacesNames, methodsNames, fields, innerClasses, misc) {
 
-
      var i,l;
 
-
      this.name = name;
 
-
      this.interfacesNames = interfacesNames;
 
-
      this.methodsNames = methodsNames;
 
-
      this.fields = fields;
 
-
      this.innerClasses = innerClasses;
 
-
      this.misc = misc;
 
-
      for(i=0,l=fields.length; i<l; ++i) {
 
-
        fields[i].owner = this;
 
-
      }
 
-
    }
 
-
    AstInterfaceBody.prototype.getMembers = function(classFields, classMethods, classInners) {
 
-
      if(this.owner.base) {
 
-
        this.owner.base.body.getMembers(classFields, classMethods, classInners);
 
-
      }
 
-
      var i, j, l, m;
 
-
      for(i=0,l=this.fields.length;i<l;++i) {
 
-
        var fieldNames = this.fields[i].getNames();
 
-
        for(j=0,m=fieldNames.length;j<m;++j) {
 
-
          classFields[fieldNames[j]] = this.fields[i];
 
-
        }
 
-
      }
 
-
      for(i=0,l=this.methodsNames.length;i<l;++i) {
 
-
        var methodName = this.methodsNames[i];
 
-
        classMethods[methodName] = true;
 
-
      }
 
-
      for(i=0,l=this.innerClasses.length;i<l;++i) {
 
-
        var innerClass = this.innerClasses[i];
 
-
        classInners[innerClass.name] = innerClass;
 
-
      }
 
-
    };
 
-
    AstInterfaceBody.prototype.toString = function() {
 
-
      function getScopeLevel(p) {
 
-
        var i = 0;
 
-
        while(p) {
 
-
          ++i;
 
-
          p=p.scope;
 
-
        }
 
-
        return i;
 
-
      }
 
-
 
-
      var scopeLevel = getScopeLevel(this.owner);
 
-
 
-
      var className = this.name;
 
-
      var staticDefinitions = "";
 
-
      var metadata = "";
 
-
 
-
      var thisClassFields = {}, thisClassMethods = {}, thisClassInners = {};
 
-
      this.getMembers(thisClassFields, thisClassMethods, thisClassInners);
 
-
 
-
      var i, l, j, m;
 
-
 
-
      if (this.owner.interfaces) {
 
-
        // interface name can be present, but interface is not
 
-
        var resolvedInterfaces = [], resolvedInterface;
 
-
        for (i = 0, l = this.interfacesNames.length; i < l; ++i) {
 
-
          if (!this.owner.interfaces[i]) {
 
-
            continue;
 
-
          }
 
-
          resolvedInterface = replaceContext({name: this.interfacesNames[i]});
 
-
          resolvedInterfaces.push(resolvedInterface);
 
-
          staticDefinitions += "$p.extendInterfaceMembers(" + className + ", " + resolvedInterface + ");\n";
 
-
        }
 
-
        metadata += className + ".$interfaces = [" + resolvedInterfaces.join(", ") + "];\n";
 
-
      }
 
-
      metadata += className + ".$isInterface = true;\n";
 
-
      metadata += className + ".$methods = [\'" + this.methodsNames.join("\', \'") + "\'];\n";
 
-
 
-
      sortByWeight(this.innerClasses);
 
-
      for (i = 0, l = this.innerClasses.length; i < l; ++i) {
 
-
        var innerClass = this.innerClasses[i];
 
-
        if (innerClass.isStatic) {
 
-
          staticDefinitions += className + "." + innerClass.name + " = " + innerClass + ";\n";
 
-
        }
 
-
      }
 
-
 
-
      for (i = 0, l = this.fields.length; i < l; ++i) {
 
-
        var field = this.fields[i];
 
-
        if (field.isStatic) {
 
-
          staticDefinitions += className + "." + field.definitions.join(";\n" + className + ".") + ";\n";
 
-
        }
 
-
      }
 
-
 
-
      return "(function() {\n" +
 
-
        "function " + className + "() { throw \'Unable to create the interface\'; }\n" +
 
-
        staticDefinitions +
 
-
        metadata +
 
-
        "return " + className + ";\n" +
 
-
        "})()";
 
-
    };
 
-
 
-
    transformInterfaceBody = function(body, name, baseInterfaces) {
 
-
      var declarations = body.substring(1, body.length - 1);
 
-
      declarations = extractClassesAndMethods(declarations);
 
-
      declarations = extractConstructors(declarations, name);
 
-
      var methodsNames = [], classes = [];
 
-
      declarations = declarations.replace(/"([DE])(\d+)"/g, function(all, type, index) {
 
-
        if(type === 'D') { methodsNames.push(index); }
 
-
        else if(type === 'E') { classes.push(index); }
 
-
        return "";
 
-
      });
 
-
      var fields = declarations.split(/;(?:\s*;)*/g);
 
-
      var baseInterfaceNames;
 
-
      var i, l;
 
-
 
-
      if(baseInterfaces !== undef) {
 
-
        baseInterfaceNames = baseInterfaces.replace(/^\s*extends\s+(.+?)\s*$/g, "$1").split(/\s*,\s*/g);
 
-
      }
 
-
 
-
      for(i = 0, l = methodsNames.length; i < l; ++i) {
 
-
        var method = transformClassMethod(atoms[methodsNames[i]]);
 
-
        methodsNames[i] = method.name;
 
-
      }
 
-
      for(i = 0, l = fields.length - 1; i < l; ++i) {
 
-
        var field = trimSpaces(fields[i]);
 
-
        fields[i] = transformClassField(field.middle);
 
-
      }
 
-
      var tail = fields.pop();
 
-
      for(i = 0, l = classes.length; i < l; ++i) {
 
-
        classes[i] = transformInnerClass(atoms[classes[i]]);
 
-
      }
 
-
 
-
      return new AstInterfaceBody(name, baseInterfaceNames, methodsNames, fields, classes, { tail: tail });
 
-
    };
 
-
 
-
    function AstClassBody(name, baseClassName, interfacesNames, functions, methods, fields, cstrs, innerClasses, misc) {
 
-
      var i,l;
 
-
      this.name = name;
 
-
      this.baseClassName = baseClassName;
 
-
      this.interfacesNames = interfacesNames;
 
-
      this.functions = functions;
 
-
      this.methods = methods;
 
-
      this.fields = fields;
 
-
      this.cstrs = cstrs;
 
-
      this.innerClasses = innerClasses;
 
-
      this.misc = misc;
 
-
      for(i=0,l=fields.length; i<l; ++i) {
 
-
        fields[i].owner = this;
 
-
      }
 
-
    }
 
-
    AstClassBody.prototype.getMembers = function(classFields, classMethods, classInners) {
 
-
      if(this.owner.base) {
 
-
        this.owner.base.body.getMembers(classFields, classMethods, classInners);
 
-
      }
 
-
      var i, j, l, m;
 
-
      for(i=0,l=this.fields.length;i<l;++i) {
 
-
        var fieldNames = this.fields[i].getNames();
 
-
        for(j=0,m=fieldNames.length;j<m;++j) {
 
-
          classFields[fieldNames[j]] = this.fields[i];
 
-
        }
 
-
      }
 
-
      for(i=0,l=this.methods.length;i<l;++i) {
 
-
        var method = this.methods[i];
 
-
        classMethods[method.name] = method;
 
-
      }
 
-
      for(i=0,l=this.innerClasses.length;i<l;++i) {
 
-
        var innerClass = this.innerClasses[i];
 
-
        classInners[innerClass.name] = innerClass;
 
-
      }
 
-
    };
 
-
    AstClassBody.prototype.toString = function() {
 
-
      function getScopeLevel(p) {
 
-
        var i = 0;
 
-
        while(p) {
 
-
          ++i;
 
-
          p=p.scope;
 
-
        }
 
-
        return i;
 
-
      }
 
-
 
-
      var scopeLevel = getScopeLevel(this.owner);
 
-
 
-
      var selfId = "$this_" + scopeLevel;
 
-
      var className = this.name;
 
-
      var result = "var " + selfId + " = this;\n";
 
-
      var staticDefinitions = "";
 
-
      var metadata = "";
 
-
 
-
      var thisClassFields = {}, thisClassMethods = {}, thisClassInners = {};
 
-
      this.getMembers(thisClassFields, thisClassMethods, thisClassInners);
 
-
 
-
      var oldContext = replaceContext;
 
-
      replaceContext = function (subject) {
 
-
        var name = subject.name;
 
-
        if(name === "this") {
 
-
          // returns "$this_N.$self" pointer instead of "this" in cases:
 
-
          // "this()", "this.XXX()", "this", but not for "this.XXX"
 
-
          return subject.callSign || !subject.member ? selfId + ".$self" : selfId;
 
-
        }
 
-
        if(thisClassFields.hasOwnProperty(name)) {
 
-
          return thisClassFields[name].isStatic ? className + "." + name : selfId + "." + name;
 
-
        }
 
-
        if(thisClassInners.hasOwnProperty(name)) {
 
-
          return selfId + "." + name;
 
-
        }
 
-
        if(thisClassMethods.hasOwnProperty(name)) {
 
-
          return thisClassMethods[name].isStatic ? className + "." + name : selfId + ".$self." + name;
 
-
        }
 
-
        return oldContext(subject);
 
-
      };
 
-
 
-
      var resolvedBaseClassName;
 
-
      if (this.baseClassName) {
 
-
        resolvedBaseClassName = oldContext({name: this.baseClassName});
 
-
        result += "var $super = { $upcast: " + selfId + " };\n";
 
-
        result += "function $superCstr(){" + resolvedBaseClassName +
 
-
          ".apply($super,arguments);if(!('$self' in $super)) $p.extendClassChain($super)}\n";
 
-
        metadata += className + ".$base = " + resolvedBaseClassName + ";\n";
 
-
      } else {
 
-
        result += "function $superCstr(){$p.extendClassChain("+ selfId +")}\n";
 
-
      }
 
-
 
-
      if (this.owner.base) {
 
-
        // base class name can be present, but class is not
 
-
        staticDefinitions += "$p.extendStaticMembers(" + className + ", " + resolvedBaseClassName + ");\n";
 
-
      }
 
-
 
-
      var i, l, j, m;
 
-
 
-
      if (this.owner.interfaces) {
 
-
        // interface name can be present, but interface is not
 
-
        var resolvedInterfaces = [], resolvedInterface;
 
-
        for (i = 0, l = this.interfacesNames.length; i < l; ++i) {
 
-
          if (!this.owner.interfaces[i]) {
 
-
            continue;
 
-
          }
 
-
          resolvedInterface = oldContext({name: this.interfacesNames[i]});
 
-
          resolvedInterfaces.push(resolvedInterface);
 
-
          staticDefinitions += "$p.extendInterfaceMembers(" + className + ", " + resolvedInterface + ");\n";
 
-
        }
 
-
        metadata += className + ".$interfaces = [" + resolvedInterfaces.join(", ") + "];\n";
 
-
      }
 
-
 
-
      if (this.functions.length > 0) {
 
-
        result += this.functions.join('\n') + '\n';
 
-
      }
 
-
 
-
      sortByWeight(this.innerClasses);
 
-
      for (i = 0, l = this.innerClasses.length; i < l; ++i) {
 
-
        var innerClass = this.innerClasses[i];
 
-
        if (innerClass.isStatic) {
 
-
          staticDefinitions += className + "." + innerClass.name + " = " + innerClass + ";\n";
 
-
          result += selfId + "." + innerClass.name + " = " + className + "." + innerClass.name + ";\n";
 
-
        } else {
 
-
          result += selfId + "." + innerClass.name + " = " + innerClass + ";\n";
 
-
        }
 
-
      }
 
-
 
-
      for (i = 0, l = this.fields.length; i < l; ++i) {
 
-
        var field = this.fields[i];
 
-
        if (field.isStatic) {
 
-
          staticDefinitions += className + "." + field.definitions.join(";\n" + className + ".") + ";\n";
 
-
          for (j = 0, m = field.definitions.length; j < m; ++j) {
 
-
            var fieldName = field.definitions[j].name, staticName = className + "." + fieldName;
 
-
            result += "$p.defineProperty(" + selfId + ", '" + fieldName + "', {" +
 
-
              "get: function(){return " + staticName + "}, " +
 
-
              "set: function(val){" + staticName + " = val}});\n";
 
-
          }
 
-
        } else {
 
-
          result += selfId + "." + field.definitions.join(";\n" + selfId + ".") + ";\n";
 
-
        }
 
-
      }
 
-
      var methodOverloads = {};
 
-
      for (i = 0, l = this.methods.length; i < l; ++i) {
 
-
        var method = this.methods[i];
 
-
        var overload = methodOverloads[method.name];
 
-
        var methodId = method.name + "$" + method.params.params.length;
 
-
        var hasMethodArgs = !!method.params.methodArgsParam;
 
-
        if (overload) {
 
-
          ++overload;
 
-
          methodId += "_" + overload;
 
-
        } else {
 
-
          overload = 1;
 
-
        }
 
-
        method.methodId = methodId;
 
-
        methodOverloads[method.name] = overload;
 
-
        if (method.isStatic) {
 
-
          staticDefinitions += method;
 
-
          staticDefinitions += "$p.addMethod(" + className + ", '" + method.name + "', " + methodId + ", " + hasMethodArgs + ");\n";
 
-
          result += "$p.addMethod(" + selfId + ", '" + method.name + "', " + methodId + ", " + hasMethodArgs + ");\n";
 
-
        } else {
 
-
          result += method;
 
-
          result += "$p.addMethod(" + selfId + ", '" + method.name + "', " + methodId + ", " + hasMethodArgs + ");\n";
 
-
        }
 
-
      }
 
-
      result += trim(this.misc.tail);
 
-
 
-
      if (this.cstrs.length > 0) {
 
-
        result += this.cstrs.join('\n') + '\n';
 
-
      }
 
-
 
-
      result += "function $constr() {\n";
 
-
      var cstrsIfs = [];
 
-
      for (i = 0, l = this.cstrs.length; i < l; ++i) {
 
-
        var paramsLength = this.cstrs[i].params.params.length;
 
-
        var methodArgsPresent = !!this.cstrs[i].params.methodArgsParam;
 
-
        cstrsIfs.push("if(arguments.length " + (methodArgsPresent ? ">=" : "===") +
 
-
          " " + paramsLength + ") { " +
 
-
          "$constr_" + paramsLength + ".apply(" + selfId + ", arguments); }");
 
-
      }
 
-
      if(cstrsIfs.length > 0) {
 
-
        result += cstrsIfs.join(" else ") + " else ";
 
-
      }
 
-
      // ??? add check if length is 0, otherwise fail
 
-
      result += "$superCstr();\n}\n";
 
-
      result += "$constr.apply(null, arguments);\n";
 
-
 
-
      replaceContext = oldContext;
 
-
      return "(function() {\n" +
 
-
        "function " + className + "() {\n" + result + "}\n" +
 
-
        staticDefinitions +
 
-
        metadata +
 
-
        "return " + className + ";\n" +
 
-
        "})()";
 
-
    };
 
-
 
-
    transformClassBody = function(body, name, baseName, interfaces) {
 
-
      var declarations = body.substring(1, body.length - 1);
 
-
      declarations = extractClassesAndMethods(declarations);
 
-
      declarations = extractConstructors(declarations, name);
 
-
      var methods = [], classes = [], cstrs = [], functions = [];
 
-
      declarations = declarations.replace(/"([DEGH])(\d+)"/g, function(all, type, index) {
 
-
        if(type === 'D') { methods.push(index); }
 
-
        else if(type === 'E') { classes.push(index); }
 
-
        else if(type === 'H') { functions.push(index); }
 
-
        else { cstrs.push(index); }
 
-
        return "";
 
-
      });
 
-
      var fields = declarations.replace(/^(?:\s*;)+/, "").split(/;(?:\s*;)*/g);
 
-
      var baseClassName, interfacesNames;
 
-
      var i;
 
-
 
-
      if(baseName !== undef) {
 
-
        baseClassName = baseName.replace(/^\s*extends\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)\s*$/g, "$1");
 
-
      }
 
-
 
-
      if(interfaces !== undef) {
 
-
        interfacesNames = interfaces.replace(/^\s*implements\s+(.+?)\s*$/g, "$1").split(/\s*,\s*/g);
 
-
      }
 
-
 
-
      for(i = 0; i < functions.length; ++i) {
 
-
        functions[i] = transformFunction(atoms[functions[i]]);
 
-
      }
 
-
      for(i = 0; i < methods.length; ++i) {
 
-
        methods[i] = transformClassMethod(atoms[methods[i]]);
 
-
      }
 
-
      for(i = 0; i < fields.length - 1; ++i) {
 
-
        var field = trimSpaces(fields[i]);
 
-
        fields[i] = transformClassField(field.middle);
 
-
      }
 
-
      var tail = fields.pop();
 
-
      for(i = 0; i < cstrs.length; ++i) {
 
-
        cstrs[i] = transformConstructor(atoms[cstrs[i]]);
 
-
      }
 
-
      for(i = 0; i < classes.length; ++i) {
 
-
        classes[i] = transformInnerClass(atoms[classes[i]]);
 
-
      }
 
-
 
-
      return new AstClassBody(name, baseClassName, interfacesNames, functions, methods, fields, cstrs,
 
-
        classes, { tail: tail });
 
-
    };
 
-
 
-
    function AstInterface(name, body) {
 
-
      this.name = name;
 
-
      this.body = body;
 
-
      body.owner = this;
 
-
    }
 
-
    AstInterface.prototype.toString = function() {
 
-
      return "var " + this.name + " = " + this.body + ";\n" +
 
-
        "$p." + this.name + " = " + this.name + ";\n";
 
-
    };
 
-
    function AstClass(name, body) {
 
-
      this.name = name;
 
-
      this.body = body;
 
-
      body.owner = this;
 
-
    }
 
-
    AstClass.prototype.toString = function() {
 
-
      return "var " + this.name + " = " + this.body + ";\n" +
 
-
        "$p." + this.name + " = " + this.name + ";\n";
 
-
    };
 
-
 
-
    function transformGlobalClass(class_) {
 
-
      var m = classesRegex.exec(class_); // 1 - attr, 2 - class|int, 3 - name, 4 - extends, 5 - implements, 6 - body
 
-
      classesRegex.lastIndex = 0;
 
-
      var body = atoms[getAtomIndex(m[6])];
 
-
      var oldClassId = currentClassId, newClassId = generateClassId();
 
-
      currentClassId = newClassId;
 
-
      var globalClass;
 
-
      if(m[2] === "interface") {
 
-
        globalClass = new AstInterface(m[3], transformInterfaceBody(body, m[3], m[4]) );
 
-
      } else {
 
-
        globalClass = new AstClass(m[3], transformClassBody(body, m[3], m[4], m[5]) );
 
-
      }
 
-
      appendClass(globalClass, newClassId, oldClassId);
 
-
      currentClassId = oldClassId;
 
-
      return globalClass;
 
-
    }
 
-
 
-
    function AstMethod(name, params, body) {
 
-
      this.name = name;
 
-
      this.params = params;
 
-
      this.body = body;
 
-
    }
 
-
    AstMethod.prototype.toString = function(){
 
-
      var paramNames = appendToLookupTable({}, this.params.getNames());
 
-
      var oldContext = replaceContext;
 
-
      replaceContext = function (subject) {
 
-
        return paramNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
 
-
      };
 
-
      var body = this.params.prependMethodArgs(this.body.toString());
 
-
      var result = "function " + this.name + this.params + " " + body + "\n" +
 
-
                  "$p." + this.name + " = " + this.name + ";\n" +
 
-
                  this.name + " = " + this.name + ".bind($p);";
 
-
//        "$p." + this.name + " = " + this.name + ";";
 
-
      replaceContext = oldContext;
 
-
      return result;
 
-
    };
 
-
 
-
    function transformGlobalMethod(method) {
 
-
      var m = methodsRegex.exec(method);
 
-
      var result =
 
-
      methodsRegex.lastIndex = 0;
 
-
      return new AstMethod(m[3], transformParams(atoms[getAtomIndex(m[4])]),
 
-
        transformStatementsBlock(atoms[getAtomIndex(m[6])]));
 
-
    }
 
-
 
-
    function preStatementsTransform(statements) {
 
-
      var s = statements;
 
-
      // turns multiple catch blocks into one, because we have no way to properly get into them anyway.
 
-
      s = s.replace(/\b(catch\s*"B\d+"\s*"A\d+")(\s*catch\s*"B\d+"\s*"A\d+")+/g, "$1");
 
-
      return s;
 
-
    }
 
-
 
-
    function AstForStatement(argument, misc) {
 
-
      this.argument = argument;
 
-
      this.misc = misc;
 
-
    }
 
-
    AstForStatement.prototype.toString = function() {
 
-
      return this.misc.prefix + this.argument.toString();
 
-
    };
 
-
    function AstCatchStatement(argument, misc) {
 
-
      this.argument = argument;
 
-
      this.misc = misc;
 
-
    }
 
-
    AstCatchStatement.prototype.toString = function() {
 
-
      return this.misc.prefix + this.argument.toString();
 
-
    };
 
-
    function AstPrefixStatement(name, argument, misc) {
 
-
      this.name = name;
 
-
      this.argument = argument;
 
-
      this.misc = misc;
 
-
    }
 
-
    AstPrefixStatement.prototype.toString = function() {
 
-
      var result = this.misc.prefix;
 
-
      if(this.argument !== undef) {
 
-
        result += this.argument.toString();
 
-
      }
 
-
      return result;
 
-
    };
 
-
    function AstSwitchCase(expr) {
 
-
      this.expr = expr;
 
-
    }
 
-
    AstSwitchCase.prototype.toString = function() {
 
-
      return "case " + this.expr + ":";
 
-
    };
 
-
    function AstLabel(label) {
 
-
      this.label = label;
 
-
    }
 
-
    AstLabel.prototype.toString = function() {
 
-
      return this.label;
 
-
    };
 
-
 
-
    transformStatements = function(statements, transformMethod, transformClass) {
 
-
      var nextStatement = new RegExp(/\b(catch|for|if|switch|while|with)\s*"B(\d+)"|\b(do|else|finally|return|throw|try|break|continue)\b|("[ADEH](\d+)")|\b(case)\s+([^:]+):|\b([A-Za-z_$][\w$]*\s*:)|(;)/g);
 
-
      var res = [];
 
-
      statements = preStatementsTransform(statements);
 
-
      var lastIndex = 0, m, space;
 
-
      // m contains the matches from the nextStatement regexp, null if there are no matches.
 
-
      // nextStatement.exec starts searching at nextStatement.lastIndex.
 
-
      while((m = nextStatement.exec(statements)) !== null) {
 
-
        if(m[1] !== undef) { // catch, for ...
 
-
          var i = statements.lastIndexOf('"B', nextStatement.lastIndex);
 
-
          var statementsPrefix = statements.substring(lastIndex, i);
 
-
          if(m[1] === "for") {
 
-
            res.push(new AstForStatement(transformForExpression(atoms[m[2]]),
 
-
              { prefix: statementsPrefix }) );
 
-
          } else if(m[1] === "catch") {
 
-
            res.push(new AstCatchStatement(transformParams(atoms[m[2]]),
 
-
              { prefix: statementsPrefix }) );
 
-
          } else {
 
-
            res.push(new AstPrefixStatement(m[1], transformExpression(atoms[m[2]]),
 
-
              { prefix: statementsPrefix }) );
 
-
          }
 
-
        } else if(m[3] !== undef) { // do, else, ...
 
-
            res.push(new AstPrefixStatement(m[3], undef,
 
-
              { prefix: statements.substring(lastIndex, nextStatement.lastIndex) }) );
 
-
        } else if(m[4] !== undef) { // block, class and methods
 
-
          space = statements.substring(lastIndex, nextStatement.lastIndex - m[4].length);
 
-
          if(trim(space).length !== 0) { continue; } // avoiding new type[] {} construct
 
-
          res.push(space);
 
-
          var kind = m[4].charAt(1), atomIndex = m[5];
 
-
          if(kind === 'D') {
 
-
            res.push(transformMethod(atoms[atomIndex]));
 
-
          } else if(kind === 'E') {
 
-
            res.push(transformClass(atoms[atomIndex]));
 
-
          } else if(kind === 'H') {
 
-
            res.push(transformFunction(atoms[atomIndex]));
 
-
          } else {
 
-
            res.push(transformStatementsBlock(atoms[atomIndex]));
 
-
          }
 
-
        } else if(m[6] !== undef) { // switch case
 
-
          res.push(new AstSwitchCase(transformExpression(trim(m[7]))));
 
-
        } else if(m[8] !== undef) { // label
 
-
          space = statements.substring(lastIndex, nextStatement.lastIndex - m[8].length);
 
-
          if(trim(space).length !== 0) { continue; } // avoiding ?: construct
 
-
          res.push(new AstLabel(statements.substring(lastIndex, nextStatement.lastIndex)) );
 
-
        } else { // semicolon
 
-
          var statement = trimSpaces(statements.substring(lastIndex, nextStatement.lastIndex - 1));
 
-
          res.push(statement.left);
 
-
          res.push(transformStatement(statement.middle));
 
-
          res.push(statement.right + ";");
 
-
        }
 
-
        lastIndex = nextStatement.lastIndex;
 
-
      }
 
-
      var statementsTail = trimSpaces(statements.substring(lastIndex));
 
-
      res.push(statementsTail.left);
 
-
      if(statementsTail.middle !== "") {
 
-
        res.push(transformStatement(statementsTail.middle));
 
-
        res.push(";" + statementsTail.right);
 
-
      }
 
-
      return res;
 
-
    };
 
-
 
-
    function getLocalNames(statements) {
 
-
      var localNames = [];
 
-
      for(var i=0,l=statements.length;i<l;++i) {
 
-
        var statement = statements[i];
 
-
        if(statement instanceof AstVar) {
 
-
          localNames = localNames.concat(statement.getNames());
 
-
        } else if(statement instanceof AstForStatement &&
 
-
          statement.argument.initStatement instanceof AstVar) {
 
-
          localNames = localNames.concat(statement.argument.initStatement.getNames());
 
-
        } else if(statement instanceof AstInnerInterface || statement instanceof AstInnerClass ||
 
-
          statement instanceof AstInterface || statement instanceof AstClass ||
 
-
          statement instanceof AstMethod || statement instanceof AstFunction) {
 
-
          localNames.push(statement.name);
 
-
        }
 
-
      }
 
-
      return appendToLookupTable({}, localNames);
 
-
    }
 
-
 
-
    function AstStatementsBlock(statements) {
 
-
      this.statements = statements;
 
-
    }
 
-
    AstStatementsBlock.prototype.toString = function() {
 
-
      var localNames = getLocalNames(this.statements);
 
-
      var oldContext = replaceContext;
 
-
 
-
      // replacing context only when necessary
 
-
      if(!isLookupTableEmpty(localNames)) {
 
-
        replaceContext = function (subject) {
 
-
          return localNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
 
-
        };
 
-
      }
 
-
 
-
      var result = "{\n" + this.statements.join('') + "\n}";
 
-
      replaceContext = oldContext;
 
-
      return result;
 
-
    };
 
-
 
-
    transformStatementsBlock = function(block) {
 
-
      var content = trimSpaces(block.substring(1, block.length - 1));
 
-
      return new AstStatementsBlock(transformStatements(content.middle));
 
-
    };
 
-
 
-
    function AstRoot(statements) {
 
-
      this.statements = statements;
 
-
    }
 
-
    AstRoot.prototype.toString = function() {
 
-
      var classes = [], otherStatements = [], statement;
 
-
      for (var i = 0, len = this.statements.length; i < len; ++i) {
 
-
        statement = this.statements[i];
 
-
        if (statement instanceof AstClass || statement instanceof AstInterface) {
 
-
          classes.push(statement);
 
-
        } else {
 
-
          otherStatements.push(statement);
 
-
        }
 
-
      }
 
-
      sortByWeight(classes);
 
-
 
-
      var localNames = getLocalNames(this.statements);
 
-
      replaceContext = function (subject) {
 
-
        var name = subject.name;
 
-
        if(localNames.hasOwnProperty(name)) {
 
-
          return name;
 
-
        }
 
-
        if(globalMembers.hasOwnProperty(name) ||
 
-
          PConstants.hasOwnProperty(name) ||
 
-
          defaultScope.hasOwnProperty(name)) {
 
-
          return "$p." + name;
 
-
        }
 
-
        return name;
 
-
      };
 
-
      var result = "// this code was autogenerated from PJS\n" +
 
-
        "(function($p) {\n" +
 
-
        classes.join('') + "\n" +
 
-
        otherStatements.join('') + "\n})";
 
-
      replaceContext = null;
 
-
      return result;
 
-
    };
 
-
 
-
    transformMain = function() {
 
-
      var statements = extractClassesAndMethods(atoms[0]);
 
-
      statements = statements.replace(/\bimport\s+[^;]+;/g, "");
 
-
      return new AstRoot( transformStatements(statements,
 
-
        transformGlobalMethod, transformGlobalClass) );
 
-
    };
 
-
 
-
    function generateMetadata(ast) {
 
-
      var globalScope = {};
 
-
      var id, class_;
 
-
      for(id in declaredClasses) {
 
-
        if(declaredClasses.hasOwnProperty(id)) {
 
-
          class_ = declaredClasses[id];
 
-
          var scopeId = class_.scopeId, name = class_.name;
 
-
          if(scopeId) {
 
-
            var scope = declaredClasses[scopeId];
 
-
            class_.scope = scope;
 
-
            if(scope.inScope === undef) {
 
-
              scope.inScope = {};
 
-
            }
 
-
            scope.inScope[name] = class_;
 
-
          } else {
 
-
            globalScope[name] = class_;
 
-
          }
 
-
        }
 
-
      }
 
-
 
-
      function findInScopes(class_, name) {
 
-
        var parts = name.split('.');
 
-
        var currentScope = class_.scope, found;
 
-
        while(currentScope) {
 
-
          if(currentScope.hasOwnProperty(parts[0])) {
 
-
            found = currentScope[parts[0]]; break;
 
-
          }
 
-
          currentScope = currentScope.scope;
 
-
        }
 
-
        if(found === undef) {
 
-
          found = globalScope[parts[0]];
 
-
        }
 
-
        for(var i=1,l=parts.length;i<l && found;++i) {
 
-
          found = found.inScope[parts[i]];
 
-
        }
 
-
        return found;
 
-
      }
 
-
 
-
      for(id in declaredClasses) {
 
-
        if(declaredClasses.hasOwnProperty(id)) {
 
-
          class_ = declaredClasses[id];
 
-
          var baseClassName = class_.body.baseClassName;
 
-
          if(baseClassName) {
 
-
            var parent = findInScopes(class_, baseClassName);
 
-
            if (parent) {
 
-
              class_.base = parent;
 
-
              if (!parent.derived) {
 
-
                parent.derived = [];
 
-
              }
 
-
              parent.derived.push(class_);
 
-
            }
 
-
          }
 
-
          var interfacesNames = class_.body.interfacesNames,
 
-
            interfaces = [], i, l;
 
-
          if (interfacesNames && interfacesNames.length > 0) {
 
-
            for (i = 0, l = interfacesNames.length; i < l; ++i) {
 
-
              var interface_ = findInScopes(class_, interfacesNames[i]);
 
-
              interfaces.push(interface_);
 
-
              if (!interface_) {
 
-
                continue;
 
-
              }
 
-
              if (!interface_.derived) {
 
-
                interface_.derived = [];
 
-
              }
 
-
              interface_.derived.push(class_);
 
-
            }
 
-
            if (interfaces.length > 0) {
 
-
              class_.interfaces = interfaces;
 
-
            }
 
-
          }
 
-
        }
 
-
      }
 
-
    }
 
-
 
-
    function setWeight(ast) {
 
-
      var queue = [], tocheck = {};
 
-
      var id, scopeId, class_;
 
-
      // queue most inner and non-inherited
 
-
      for (id in declaredClasses) {
 
-
        if (declaredClasses.hasOwnProperty(id)) {
 
-
          class_ = declaredClasses[id];
 
-
          if (!class_.inScope && !class_.derived) {
 
-
            queue.push(id);
 
-
            class_.weight = 0;
 
-
          } else {
 
-
            var dependsOn = [];
 
-
            if (class_.inScope) {
 
-
              for (scopeId in class_.inScope) {
 
-
                if (class_.inScope.hasOwnProperty(scopeId)) {
 
-
                  dependsOn.push(class_.inScope[scopeId]);
 
-
                }
 
-
              }
 
-
            }
 
-
            if (class_.derived) {
 
-
              dependsOn = dependsOn.concat(class_.derived);
 
-
            }
 
-
            tocheck[id] = dependsOn;
 
-
          }
 
-
        }
 
-
      }
 
-
      function removeDependentAndCheck(targetId, from) {
 
-
        var dependsOn = tocheck[targetId];
 
-
        if (!dependsOn) {
 
-
          return false; // no need to process
 
-
        }
 
-
        var i = dependsOn.indexOf(from);
 
-
        if (i < 0) {
 
-
          return false;
 
-
        }
 
-
        dependsOn.splice(i, 1);
 
-
        if (dependsOn.length > 0) {
 
-
          return false;
 
-
        }
 
-
        delete tocheck[targetId];
 
-
        return true;
 
-
      }
 
-
      while (queue.length > 0) {
 
-
        id = queue.shift();
 
-
        class_ = declaredClasses[id];
 
-
        if (class_.scopeId && removeDependentAndCheck(class_.scopeId, class_)) {
 
-
          queue.push(class_.scopeId);
 
-
          declaredClasses[class_.scopeId].weight = class_.weight + 1;
 
-
        }
 
-
        if (class_.base && removeDependentAndCheck(class_.base.classId, class_)) {
 
-
          queue.push(class_.base.classId);
 
-
          class_.base.weight = class_.weight + 1;
 
-
        }
 
-
        if (class_.interfaces) {
 
-
          var i, l;
 
-
          for (i = 0, l = class_.interfaces.length; i < l; ++i) {
 
-
            if (!class_.interfaces[i] ||
 
-
                !removeDependentAndCheck(class_.interfaces[i].classId, class_)) {
 
-
              continue;
 
-
            }
 
-
            queue.push(class_.interfaces[i].classId);
 
-
            class_.interfaces[i].weight = class_.weight + 1;
 
-
          }
 
-
        }
 
-
      }
 
-
    }
 
-
 
-
    var transformed = transformMain();
 
-
    generateMetadata(transformed);
 
-
    setWeight(transformed);
 
-
 
-
    var redendered = transformed.toString();
 
-
 
-
    // remove empty extra lines with space
 
-
    redendered = redendered.replace(/\s*\n(?:[\t ]*\n)+/g, "\n\n");
 
-
 
-
    // convert character codes to characters
 
-
    redendered = redendered.replace(/__x([0-9A-F]{4})/g, function(all, hexCode) {
 
-
      return String.fromCharCode(parseInt(hexCode,16));
 
-
    });
 
-
 
-
    return injectStrings(redendered, strings);
 
-
  }// Parser ends
 
-
 
-
  function preprocessCode(aCode, sketch) {
 
-
    // Parse out @pjs directive, if any.
 
-
    var dm = new RegExp(/\/\*\s*@pjs\s+((?:[^\*]|\*+[^\*\/])*)\*\//g).exec(aCode);
 
-
    if (dm && dm.length === 2) {
 
-
      // masks contents of a JSON to be replaced later
 
-
      // to protect the contents from further parsing
 
-
      var jsonItems = [],
 
-
          directives = dm.splice(1, 2)[0].replace(/\{([\s\S]*?)\}/g, (function() {
 
-
            return function(all, item) {
 
-
              jsonItems.push(item);
 
-
              return "{" + (jsonItems.length-1) + "}";
 
-
            };
 
-
          }())).replace('\n', '').replace('\r', '').split(";");
 
-
 
-
      // We'll L/RTrim, and also remove any surrounding double quotes (e.g., just take string contents)
 
-
      var clean = function(s) {
 
-
        return s.replace(/^\s*["']?/, '').replace(/["']?\s*$/, '');
 
-
      };
 
-
 
-
      for (var i = 0, dl = directives.length; i < dl; i++) {
 
-
        var pair = directives[i].split('=');
 
-
        if (pair && pair.length === 2) {
 
-
          var key = clean(pair[0]),
 
-
              value = clean(pair[1]),
 
-
              list = [];
 
-
          // A few directives require work beyond storying key/value pairings
 
-
          if (key === "preload") {
 
-
            list = value.split(',');
 
-
            // All pre-loaded images will get put in imageCache, keyed on filename
 
-
            for (var j = 0, jl = list.length; j < jl; j++) {
 
-
              var imageName = clean(list[j]);
 
-
              sketch.imageCache.add(imageName);
 
-
            }
 
-
          // fonts can be declared as a string containing a url,
 
-
          // or a JSON object, containing a font name, and a url
 
-
          } else if (key === "font") {
 
-
            list = value.split(",");
 
-
            for (var x = 0, xl = list.length; x < xl; x++) {
 
-
              var fontName = clean(list[x]),
 
-
                  index = /^\{(\d*?)\}$/.exec(fontName);
 
-
              // if index is not null, send JSON, otherwise, send string
 
-
              PFont.preloading.add(index ? JSON.parse("{" + jsonItems[index[1]] + "}") : fontName);
 
-
            }
 
-
          } else if (key === "pauseOnBlur") {
 
-
            sketch.options.pauseOnBlur = value === "true";
 
-
          } else if (key === "globalKeyEvents") {
 
-
            sketch.options.globalKeyEvents = value === "true";
 
-
          } else if (key.substring(0, 6) === "param-") {
 
-
            sketch.params[key.substring(6)] = value;
 
-
          } else {
 
-
            sketch.options[key] = value;
 
-
          }
 
-
        }
 
-
      }
 
-
    }
 
-
    return aCode;
 
-
  }
 
-
 
-
  // Parse/compiles Processing (Java-like) syntax to JavaScript syntax
 
-
  Processing.compile = function(pdeCode) {
 
-
    var sketch = new Processing.Sketch();
 
-
    var code = preprocessCode(pdeCode, sketch);
 
-
    var compiledPde = parseProcessing(code);
 
-
    sketch.sourceCode = compiledPde;
 
-
    return sketch;
 
-
  };
 
-
 
-
  // the logger for println()
 
-
  var PjsConsole = function (document) {
 
-
    var e = {}, added = false;
 
-
    e.BufferMax = 200;
 
-
    e.wrapper = document.createElement("div");
 
-
    e.wrapper.setAttribute("style", "opacity:.75;display:block;position:fixed;bottom:0px;left:0px;right:0px;height:50px;background-color:#aaa");
 
-
    e.dragger = document.createElement("div");
 
-
    e.dragger.setAttribute("style", "display:block;border:3px black raised;cursor:n-resize;position:absolute;top:0px;left:0px;right:0px;height:5px;background-color:#333");
 
-
    e.closer = document.createElement("div");
 
-
    e.closer.onmouseover = function () {
 
-
      e.closer.style.setProperty("background-color", "#ccc");
 
-
    };
 
-
    e.closer.onmouseout = function () {
 
-
      e.closer.style.setProperty("background-color", "#ddd");
 
-
    };
 
-
    e.closer.innerHTML = "&#10006;";
 
-
    e.closer.setAttribute("style", "opacity:.5;display:block;border:3px black raised;position:absolute;top:10px;right:30px;height:20px;width:20px;background-color:#ddd;color:#000;line-height:20px;text-align:center;cursor:pointer;");
 
-
    e.javaconsole = document.createElement("div");
 
-
    e.javaconsole.setAttribute("style", "overflow-x: auto;display:block;position:absolute;left:10px;right:0px;bottom:5px;top:10px;overflow-y:scroll;height:40px;");
 
-
    e.wrapper.appendChild(e.dragger);
 
-
    e.wrapper.appendChild(e.javaconsole);
 
-
    e.wrapper.appendChild(e.closer);
 
-
    e.dragger.onmousedown = function (t) {
 
-
      e.divheight = e.wrapper.style.height;
 
-
      if (document.selection) document.selection.empty();
 
-
      else window.getSelection().removeAllRanges();
 
-
      var n = t.screenY;
 
-
      window.onmousemove = function (t) {
 
-
        e.wrapper.style.height = parseFloat(e.divheight) + (n - t.screenY) + "px";
 
-
        e.javaconsole.style.height = parseFloat(e.divheight) + (n - t.screenY) - 10 + "px";
 
-
      };
 
-
      window.onmouseup = function (t) {
 
-
        if (document.selection) document.selection.empty();
 
-
        else window.getSelection().removeAllRanges();
 
-
        e.wrapper.style.height = parseFloat(e.divheight) + (n - t.screenY) + "px";
 
-
        e.javaconsole.style.height = parseFloat(e.divheight) + (n - t.screenY) - 10 + "px";
 
-
        window.onmousemove = null;
 
-
        window.onmouseup = null;
 
-
      };
 
-
    };
 
-
    e.BufferArray = [];
 
-
    e.print = e.log = function (t) {
 
-
      // var oldheight = e.javaconsole.scrollHeight-e.javaconsole.scrollTop;
 
-
      if (e.BufferArray[e.BufferArray.length - 1]) e.BufferArray[e.BufferArray.length - 1] += (t) + "";
 
-
      else e.BufferArray.push(t);
 
-
      e.javaconsole.innerHTML = e.BufferArray.join('');
 
-
      if (e.wrapper.style.visibility === "hidden") {
 
-
        e.wrapper.style.visibility = "visible";
 
-
      }
 
-
      //if (e.BufferArray.length > e.BufferMax) e.BufferArray.splice(0, 1);
 
-
      //else e.javaconsole.scrollTop = oldheight;
 
-
      if (e.wrapper.style.visibility === "hidden") {
 
-
        e.wrapper.style.visibility = "visible";
 
-
      }
 
-
    };
 
-
    e.println = function (t) {
 
-
      if(!added) { document.body.appendChild(e.wrapper); }
 
-
      e.print(t);
 
-
      e.BufferArray.push('<br/>');
 
-
      e.javaconsole.innerHTML = e.BufferArray.join('');
 
-
      if (e.wrapper.style.visibility === "hidden") {
 
-
        e.wrapper.style.visibility = "visible";
 
-
      }
 
-
      if (e.BufferArray.length > e.BufferMax) e.BufferArray.splice(0, 1);
 
-
      else e.javaconsole.scrollTop = e.javaconsole.scrollHeight;
 
-
      if (e.wrapper.style.visibility === "hidden") {
 
-
        e.wrapper.style.visibility = "visible";
 
-
      }
 
-
    };
 
-
    e.showconsole = function () {
 
-
      e.wrapper.style.visibility = "visible";
 
-
    };
 
-
    e.hideconsole = function () {
 
-
      e.wrapper.style.visibility = "hidden";
 
-
    };
 
-
    e.closer.onclick = function () {
 
-
      e.hideconsole();
 
-
    };
 
-
    e.hideconsole();
 
-
    return e;
 
-
  };
 
-
 
-
  Processing.logger = new PjsConsole(document);
 
-
 
-
  // done
 
-
  return Processing;
 
-
};
 
-
 
-
},{}],26:[function(require,module,exports){
 
-
/**
 
-
* Processing.js object
 
-
*/
 
-
module.exports = function(options, undef) {
 
-
  var defaultScope = options.defaultScope,
 
-
      extend = options.extend,
 
-
      Browser = options.Browser,
 
-
      ajax = Browser.ajax,
 
-
      navigator = Browser.navigator,
 
-
      window = Browser.window,
 
-
      XMLHttpRequest = window.XMLHttpRequest,
 
-
      document = Browser.document,
 
-
      noop = options.noop,
 
-
 
-
      PConstants = defaultScope.PConstants;
 
-
      PFont = defaultScope.PFont,
 
-
      PShapeSVG = defaultScope.PShapeSVG,
 
-
      PVector = defaultScope.PVector,
 
-
      Char = Character = defaultScope.Char,
 
-
      ObjectIterator = defaultScope.ObjectIterator,
 
-
      XMLElement = defaultScope.XMLElement,
 
-
      XML = defaultScope.XML;
 
-
 
-
  // fascinating "read only" jshint error if we don't start a new var block here.
 
-
  var HTMLCanvasElement = window.HTMLCanvasElement,
 
-
      HTMLImageElement = window.HTMLImageElement,
 
-
      localStorage = window.localStorage;
 
-
 
-
  var isDOMPresent = ("document" in this) && !("fake" in this.document);
 
-
 
-
  // document.head polyfill for the benefit of Firefox 3.6
 
-
  if (!document.head) {
 
-
    document.head = document.getElementsByTagName('head')[0];
 
-
  }
 
-
 
-
  var Float32Array = setupTypedArray("Float32Array", "WebGLFloatArray"),
 
-
      Int32Array  = setupTypedArray("Int32Array",  "WebGLIntArray"),
 
-
      Uint16Array  = setupTypedArray("Uint16Array",  "WebGLUnsignedShortArray"),
 
-
      Uint8Array  = setupTypedArray("Uint8Array",  "WebGLUnsignedByteArray");
 
-
 
-
  // Typed Arrays: fallback to WebGL arrays or Native JS arrays if unavailable
 
-
  function setupTypedArray(name, fallback) {
 
-
    // Check if TypedArray exists, and use if so.
 
-
    if (name in window) {
 
-
      return window[name];
 
-
    }
 
-
 
-
    // Check if WebGLArray exists
 
-
    if (typeof window[fallback] === "function") {
 
-
      return window[fallback];
 
-
    }
 
-
 
-
    // Use Native JS array
 
-
    return function(obj) {
 
-
      if (obj instanceof Array) {
 
-
        return obj;
 
-
      }
 
-
      if (typeof obj === "number") {
 
-
        var arr = [];
 
-
        arr.length = obj;
 
-
        return arr;
 
-
      }
 
-
    };
 
-
  }
 
-
 
-
  /* IE9+ quirks mode check - ticket #1606 */
 
-
  if (document.documentMode >= 9 && !document.doctype) {
 
-
    throw("The doctype directive is missing. The recommended doctype in Internet Explorer is the HTML5 doctype: <!DOCTYPE html>");
 
-
  }
 
-
 
-
  // Manage multiple Processing instances
 
-
  var processingInstances = [];
 
-
  var processingInstanceIds = {};
 
-
 
-
  /**
 
-
  * instance tracking - adding new instances
 
-
  */
 
-
  var addInstance = function(processing) {
 
-
    if (processing.externals.canvas.id === undef || !processing.externals.canvas.id.length) {
 
-
      processing.externals.canvas.id = "__processing" + processingInstances.length;
 
-
    }
 
-
    processingInstanceIds[processing.externals.canvas.id] = processingInstances.length;
 
-
    processingInstances.push(processing);
 
-
  };
 
-
 
-
  /**
 
-
  * instance tracking - removal
 
-
  */
 
-
  var removeInstance = function(id) {
 
-
    processingInstances.splice(processingInstanceIds[id], 1);
 
-
    delete processingInstanceIds[id];
 
-
  };
 
-
 
-
 
-
  /**
 
-
  * The Processing object
 
-
  */
 
-
  var Processing = this.Processing = function(aCanvas, aCode, aFunctions) {
 
-
 
-
    if (!(this instanceof Processing)) {
 
-
      throw("called Processing constructor as if it were a function: missing 'new'.");
 
-
    }
 
-
 
-
    var curElement = {},
 
-
      pgraphicsMode = (aCanvas === undef && aCode === undef);
 
-
 
-
    if (pgraphicsMode) {
 
-
      curElement = document.createElement("canvas");
 
-
    } else {
 
-
      // We'll take a canvas element or a string for a canvas element's id
 
-
      curElement = typeof aCanvas === "string" ? document.getElementById(aCanvas) : aCanvas;
 
-
    }
 
-
 
-
    if (!('getContext' in curElement)) {
 
-
      throw("called Processing constructor without passing canvas element reference or id.");
 
-
    }
 
-
 
-
    function unimplemented(s) {
 
-
      Processing.debug('Unimplemented - ' + s);
 
-
    }
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // JavaScript event binding and releasing
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    var eventHandlers = [];
 
-
 
-
    function attachEventHandler(elem, type, fn) {
 
-
      if (elem.addEventListener) {
 
-
        elem.addEventListener(type, fn, false);
 
-
      } else {
 
-
        elem.attachEvent("on" + type, fn);
 
-
      }
 
-
      eventHandlers.push({elem: elem, type: type, fn: fn});
 
-
    }
 
-
 
-
    function detachEventHandler(eventHandler) {
 
-
      var elem = eventHandler.elem,
 
-
          type = eventHandler.type,
 
-
          fn  = eventHandler.fn;
 
-
      if (elem.removeEventListener) {
 
-
        elem.removeEventListener(type, fn, false);
 
-
      } else if (elem.detachEvent) {
 
-
        elem.detachEvent("on" + type, fn);
 
-
      }
 
-
    }
 
-
 
-
    function removeFirstArgument(args) {
 
-
      return Array.prototype.slice.call(args, 1);
 
-
    }
 
-
 
-
    // When something new is added to "p." it must also be added to the "names" array.
 
-
    // The names array contains the names of everything that is inside "p."
 
-
    var p = this;
 
-
 
-
    p.Char = p.Character = Char;
 
-
 
-
    // add in the Processing API functions
 
-
    extend.withCommonFunctions(p);
 
-
    extend.withMath(p);
 
-
    extend.withProxyFunctions(p, removeFirstArgument);
 
-
    extend.withTouch(p, curElement, attachEventHandler, document, PConstants);
 
-
 
-
    // custom functions and properties are added here
 
-
    if(aFunctions) {
 
-
      Object.keys(aFunctions).forEach(function(name) {
 
-
        p[name] = aFunctions[name];
 
-
      });
 
-
    }
 
-
 
-
    // PJS specific (non-p5) methods and properties to externalize
 
-
    p.externals = {
 
-
      canvas:  curElement,
 
-
      context: undef,
 
-
      sketch:  undef,
 
-
      window: window
 
-
    };
 
-
 
-
    p.name            = 'Processing.js Instance'; // Set Processing defaults / environment variables
 
-
    p.use3DContext    = false; // default '2d' canvas context
 
-
 
-
    /**
 
-
    * Confirms if a Processing program is "focused", meaning that it is
 
-
    * active and will accept input from mouse or keyboard. This variable
 
-
    * is "true" if it is focused and "false" if not. This variable is
 
-
    * often used when you want to warn people they need to click on the
 
-
    * browser before it will work.
 
-
    */
 
-
    p.focused        = false;
 
-
    p.breakShape      = false;
 
-
 
-
    // Glyph path storage for textFonts
 
-
    p.glyphTable      = {};
 
-
 
-
    // Global vars for tracking mouse position
 
-
    p.pmouseX        = 0;
 
-
    p.pmouseY        = 0;
 
-
    p.mouseX          = 0;
 
-
    p.mouseY          = 0;
 
-
    p.mouseButton    = 0;
 
-
    p.mouseScroll    = 0;
 
-
 
-
    // Undefined event handlers to be replaced by user when needed
 
-
    p.mouseClicked    = undef;
 
-
    p.mouseDragged    = undef;
 
-
    p.mouseMoved      = undef;
 
-
    p.mousePressed    = undef;
 
-
    p.mouseReleased  = undef;
 
-
    p.mouseScrolled  = undef;
 
-
    p.mouseOver      = undef;
 
-
    p.mouseOut        = undef;
 
-
    p.touchStart      = undef;
 
-
    p.touchEnd        = undef;
 
-
    p.touchMove      = undef;
 
-
    p.touchCancel    = undef;
 
-
    p.key            = undef;
 
-
    p.keyCode        = undef;
 
-
    p.keyPressed      = noop; // needed to remove function checks
 
-
    p.keyReleased    = noop;
 
-
    p.keyTyped        = noop;
 
-
    p.draw            = undef;
 
-
    p.setup          = undef;
 
-
 
-
    // Remapped vars
 
-
    p.__mousePressed  = false;
 
-
    p.__keyPressed    = false;
 
-
    p.__frameRate    = 60;
 
-
 
-
    // The current animation frame
 
-
    p.frameCount      = 0;
 
-
 
-
    // The height/width of the canvas
 
-
    p.width          = 100;
 
-
    p.height          = 100;
 
-
 
-
    // "Private" variables used to maintain state
 
-
    var curContext,
 
-
        curSketch,
 
-
        drawing, // hold a Drawing2D or Drawing3D object
 
-
        doFill = true,
 
-
        fillStyle = [1.0, 1.0, 1.0, 1.0],
 
-
        currentFillColor = 0xFFFFFFFF,
 
-
        isFillDirty = true,
 
-
        doStroke = true,
 
-
        strokeStyle = [0.0, 0.0, 0.0, 1.0],
 
-
        currentStrokeColor = 0xFF000000,
 
-
        isStrokeDirty = true,
 
-
        lineWidth = 1,
 
-
        loopStarted = false,
 
-
        renderSmooth = false,
 
-
        doLoop = true,
 
-
        looping = 0,
 
-
        curRectMode = PConstants.CORNER,
 
-
        curEllipseMode = PConstants.CENTER,
 
-
        normalX = 0,
 
-
        normalY = 0,
 
-
        normalZ = 0,
 
-
        normalMode = PConstants.NORMAL_MODE_AUTO,
 
-
        curFrameRate = 60,
 
-
        curMsPerFrame = 1000/curFrameRate,
 
-
        curCursor = PConstants.ARROW,
 
-
        oldCursor = curElement.style.cursor,
 
-
        curShape = PConstants.POLYGON,
 
-
        curShapeCount = 0,
 
-
        curvePoints = [],
 
-
        curTightness = 0,
 
-
        curveDet = 20,
 
-
        curveInited = false,
 
-
        backgroundObj = -3355444, // rgb(204, 204, 204) is the default gray background colour
 
-
        bezDetail = 20,
 
-
        colorModeA = 255,
 
-
        colorModeX = 255,
 
-
        colorModeY = 255,
 
-
        colorModeZ = 255,
 
-
        pathOpen = false,
 
-
        mouseDragging = false,
 
-
        pmouseXLastFrame = 0,
 
-
        pmouseYLastFrame = 0,
 
-
        curColorMode = PConstants.RGB,
 
-
        curTint = null,
 
-
        curTint3d = null,
 
-
        getLoaded = false,
 
-
        start = Date.now(),
 
-
        timeSinceLastFPS = start,
 
-
        framesSinceLastFPS = 0,
 
-
        textcanvas,
 
-
        curveBasisMatrix,
 
-
        curveToBezierMatrix,
 
-
        curveDrawMatrix,
 
-
        bezierDrawMatrix,
 
-
        bezierBasisInverse,
 
-
        bezierBasisMatrix,
 
-
        curContextCache = { attributes: {}, locations: {} },
 
-
        // Shaders
 
-
        programObject3D,
 
-
        programObject2D,
 
-
        programObjectUnlitShape,
 
-
        boxBuffer,
 
-
        boxNormBuffer,
 
-
        boxOutlineBuffer,
 
-
        rectBuffer,
 
-
        rectNormBuffer,
 
-
        sphereBuffer,
 
-
        lineBuffer,
 
-
        fillBuffer,
 
-
        fillColorBuffer,
 
-
        strokeColorBuffer,
 
-
        pointBuffer,
 
-
        shapeTexVBO,
 
-
        canTex,  // texture for createGraphics
 
-
        textTex,  // texture for 3d tex
 
-
        curTexture = {width:0,height:0},
 
-
        curTextureMode = PConstants.IMAGE,
 
-
        usingTexture = false,
 
-
        textBuffer,
 
-
        textureBuffer,
 
-
        indexBuffer,
 
-
        // Text alignment
 
-
        horizontalTextAlignment = PConstants.LEFT,
 
-
        verticalTextAlignment = PConstants.BASELINE,
 
-
        textMode = PConstants.MODEL,
 
-
        // Font state
 
-
        curFontName = "Arial",
 
-
        curTextSize = 12,
 
-
        curTextAscent = 9,
 
-
        curTextDescent = 2,
 
-
        curTextLeading = 14,
 
-
        curTextFont = PFont.get(curFontName, curTextSize),
 
-
        // Pixels cache
 
-
        originalContext,
 
-
        proxyContext = null,
 
-
        isContextReplaced = false,
 
-
        setPixelsCached,
 
-
        maxPixelsCached = 1000,
 
-
        pressedKeysMap = [],
 
-
        lastPressedKeyCode = null,
 
-
        codedKeys = [ PConstants.SHIFT, PConstants.CONTROL, PConstants.ALT, PConstants.CAPSLK, PConstants.PGUP, PConstants.PGDN,
 
-
                      PConstants.END, PConstants.HOME, PConstants.LEFT, PConstants.UP, PConstants.RIGHT, PConstants.DOWN, PConstants.NUMLK,
 
-
                      PConstants.INSERT, PConstants.F1, PConstants.F2, PConstants.F3, PConstants.F4, PConstants.F5, PConstants.F6, PConstants.F7,
 
-
                      PConstants.F8, PConstants.F9, PConstants.F10, PConstants.F11, PConstants.F12, PConstants.META ];
 
-
 
-
    // User can only have MAX_LIGHTS lights
 
-
    var lightCount = 0;
 
-
 
-
    //sphere stuff
 
-
    var sphereDetailV = 0,
 
-
        sphereDetailU = 0,
 
-
        sphereX = [],
 
-
        sphereY = [],
 
-
        sphereZ = [],
 
-
        sinLUT = new Float32Array(PConstants.SINCOS_LENGTH),
 
-
        cosLUT = new Float32Array(PConstants.SINCOS_LENGTH),
 
-
        sphereVerts,
 
-
        sphereNorms;
 
-
 
-
    // Camera defaults and settings
 
-
    var cam,
 
-
        cameraInv,
 
-
        modelView,
 
-
        modelViewInv,
 
-
        userMatrixStack,
 
-
        userReverseMatrixStack,
 
-
        inverseCopy,
 
-
        projection,
 
-
        manipulatingCamera = false,
 
-
        frustumMode = false,
 
-
        cameraFOV = 60 * (Math.PI / 180),
 
-
        cameraX = p.width / 2,
 
-
        cameraY = p.height / 2,
 
-
        cameraZ = cameraY / Math.tan(cameraFOV / 2),
 
-
        cameraNear = cameraZ / 10,
 
-
        cameraFar = cameraZ * 10,
 
-
        cameraAspect = p.width / p.height;
 
-
 
-
    var vertArray = [],
 
-
        curveVertArray = [],
 
-
        curveVertCount = 0,
 
-
        isCurve = false,
 
-
        isBezier = false,
 
-
        firstVert = true;
 
-
 
-
    //PShape stuff
 
-
    var curShapeMode = PConstants.CORNER;
 
-
 
-
    // Stores states for pushStyle() and popStyle().
 
-
    var styleArray = [];
 
-
 
-
    // The vertices for the box cannot be specified using a triangle strip since each
 
-
    // side of the cube must have its own set of normals.
 
-
    // Vertices are specified in a counter-clockwise order.
 
-
    // Triangles are in this order: back, front, right, bottom, left, top.
 
-
    var boxVerts = new Float32Array([
 
-
      0.5,  0.5, -0.5,  0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5,  0.5, -0.5,  0.5,  0.5, -0.5,
 
-
      0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5,  0.5,  0.5,
 
-
      0.5,  0.5, -0.5,  0.5,  0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,
 
-
      0.5, -0.5, -0.5,  0.5, -0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5, -0.5,  0.5, -0.5, -0.5,
 
-
      -0.5, -0.5, -0.5, -0.5, -0.5,  0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5,  0.5, -0.5, -0.5, -0.5, -0.5,
 
-
      0.5,  0.5,  0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5,  0.5,  0.5,  0.5,  0.5]);
 
-
 
-
    var boxOutlineVerts = new Float32Array([
 
-
      0.5,  0.5,  0.5,  0.5, -0.5,  0.5,  0.5,  0.5, -0.5,  0.5, -0.5, -0.5,
 
-
      -0.5,  0.5, -0.5, -0.5, -0.5, -0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5,
 
-
      0.5,  0.5,  0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5,
 
-
      -0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5,  0.5,  0.5,  0.5,
 
-
      0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5, -0.5, -0.5, -0.5,
 
-
      -0.5, -0.5, -0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,  0.5]);
 
-
 
-
    var boxNorms = new Float32Array([
 
-
      0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,
 
-
      0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,
 
-
      1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,
 
-
      0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,
 
-
      -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0,
 
-
      0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0]);
 
-
 
-
    // These verts are used for the fill and stroke using TRIANGLE_FAN and LINE_LOOP.
 
-
    var rectVerts = new Float32Array([0,0,0, 0,1,0, 1,1,0, 1,0,0]);
 
-
 
-
    var rectNorms = new Float32Array([0,0,1, 0,0,1, 0,0,1, 0,0,1]);
 
-
 
-
    // Shader for points and lines in begin/endShape.
 
-
    var vertexShaderSrcUnlitShape =
 
-
      "varying vec4 vFrontColor;" +
 
-
 
-
      "attribute vec3 aVertex;" +
 
-
      "attribute vec4 aColor;" +
 
-
 
-
      "uniform mat4 uView;" +
 
-
      "uniform mat4 uProjection;" +
 
-
      "uniform float uPointSize;" +
 
-
 
-
      "void main(void) {" +
 
-
      "  vFrontColor = aColor;" +
 
-
      "  gl_PointSize = uPointSize;" +
 
-
      "  gl_Position = uProjection * uView * vec4(aVertex, 1.0);" +
 
-
      "}";
 
-
 
-
    var fragmentShaderSrcUnlitShape =
 
-
      "#ifdef GL_ES\n" +
 
-
      "precision highp float;\n" +
 
-
      "#endif\n" +
 
-
 
-
      "varying vec4 vFrontColor;" +
 
-
      "uniform bool uSmooth;" +
 
-
 
-
      "void main(void){" +
 
-
      "  if(uSmooth == true){" +
 
-
      "    float dist = distance(gl_PointCoord, vec2(0.5));" +
 
-
      "    if(dist > 0.5){" +
 
-
      "      discard;" +
 
-
      "    }" +
 
-
      "  }" +
 
-
      "  gl_FragColor = vFrontColor;" +
 
-
      "}";
 
-
 
-
    // Shader for rect, text, box outlines, sphere outlines, point() and line().
 
-
    var vertexShaderSrc2D =
 
-
      "varying vec4 vFrontColor;" +
 
-
 
-
      "attribute vec3 aVertex;" +
 
-
      "attribute vec2 aTextureCoord;" +
 
-
      "uniform vec4 uColor;" +
 
-
 
-
      "uniform mat4 uModel;" +
 
-
      "uniform mat4 uView;" +
 
-
      "uniform mat4 uProjection;" +
 
-
      "uniform float uPointSize;" +
 
-
      "varying vec2 vTextureCoord;"+
 
-
 
-
      "void main(void) {" +
 
-
      "  gl_PointSize = uPointSize;" +
 
-
      "  vFrontColor = uColor;" +
 
-
      "  gl_Position = uProjection * uView * uModel * vec4(aVertex, 1.0);" +
 
-
      "  vTextureCoord = aTextureCoord;" +
 
-
      "}";
 
-
 
-
    var fragmentShaderSrc2D =
 
-
      "#ifdef GL_ES\n" +
 
-
      "precision highp float;\n" +
 
-
      "#endif\n" +
 
-
 
-
      "varying vec4 vFrontColor;" +
 
-
      "varying vec2 vTextureCoord;"+
 
-
 
-
      "uniform sampler2D uSampler;"+
 
-
      "uniform int uIsDrawingText;"+
 
-
      "uniform bool uSmooth;" +
 
-
 
-
      "void main(void){" +
 
-
      // WebGL does not support POINT_SMOOTH, so we do it ourselves
 
-
      "  if(uSmooth == true){" +
 
-
      "    float dist = distance(gl_PointCoord, vec2(0.5));" +
 
-
      "    if(dist > 0.5){" +
 
-
      "      discard;" +
 
-
      "    }" +
 
-
      "  }" +
 
-
 
-
      "  if(uIsDrawingText == 1){" +
 
-
      "    float alpha = texture2D(uSampler, vTextureCoord).a;"+
 
-
      "    gl_FragColor = vec4(vFrontColor.rgb * alpha, alpha);"+
 
-
      "  }" +
 
-
      "  else{" +
 
-
      "    gl_FragColor = vFrontColor;" +
 
-
      "  }" +
 
-
      "}";
 
-
 
-
    var webglMaxTempsWorkaround = /Windows/.test(navigator.userAgent);
 
-
 
-
    // Vertex shader for boxes and spheres.
 
-
    var vertexShaderSrc3D =
 
-
      "varying vec4 vFrontColor;" +
 
-
 
-
      "attribute vec3 aVertex;" +
 
-
      "attribute vec3 aNormal;" +
 
-
      "attribute vec4 aColor;" +
 
-
      "attribute vec2 aTexture;" +
 
-
      "varying  vec2 vTexture;" +
 
-
 
-
      "uniform vec4 uColor;" +
 
-
 
-
      "uniform bool uUsingMat;" +
 
-
      "uniform vec3 uSpecular;" +
 
-
      "uniform vec3 uMaterialEmissive;" +
 
-
      "uniform vec3 uMaterialAmbient;" +
 
-
      "uniform vec3 uMaterialSpecular;" +
 
-
      "uniform float uShininess;" +
 
-
 
-
      "uniform mat4 uModel;" +
 
-
      "uniform mat4 uView;" +
 
-
      "uniform mat4 uProjection;" +
 
-
      "uniform mat4 uNormalTransform;" +
 
-
 
-
      "uniform int uLightCount;" +
 
-
      "uniform vec3 uFalloff;" +
 
-
 
-
      // Careful changing the order of these fields. Some cards
 
-
      // have issues with memory alignment.
 
-
      "struct Light {" +
 
-
      "  int type;" +
 
-
      "  vec3 color;" +
 
-
      "  vec3 position;" +
 
-
      "  vec3 direction;" +
 
-
      "  float angle;" +
 
-
      "  vec3 halfVector;" +
 
-
      "  float concentration;" +
 
-
      "};" +
 
-
 
-
      // nVidia cards have issues with arrays of structures
 
-
      // so instead we create 8 instances of Light.
 
-
      "uniform Light uLights0;" +
 
-
      "uniform Light uLights1;" +
 
-
      "uniform Light uLights2;" +
 
-
      "uniform Light uLights3;" +
 
-
      "uniform Light uLights4;" +
 
-
      "uniform Light uLights5;" +
 
-
      "uniform Light uLights6;" +
 
-
      "uniform Light uLights7;" +
 
-
 
-
    // GLSL does not support switch.
 
-
      "Light getLight(int index){" +
 
-
      "  if(index == 0) return uLights0;" +
 
-
      "  if(index == 1) return uLights1;" +
 
-
      "  if(index == 2) return uLights2;" +
 
-
      "  if(index == 3) return uLights3;" +
 
-
      "  if(index == 4) return uLights4;" +
 
-
      "  if(index == 5) return uLights5;" +
 
-
      "  if(index == 6) return uLights6;" +
 
-
      // Do not use a conditional for the last return statement
 
-
      // because some video cards will fail and complain that
 
-
      // "not all paths return".
 
-
      "  return uLights7;" +
 
-
      "}" +
 
-
 
-
      "void AmbientLight( inout vec3 totalAmbient, in vec3 ecPos, in Light light ) {" +
 
-
      // Get the vector from the light to the vertex and
 
-
      // get the distance from the current vector to the light position.
 
-
      "  float d = length( light.position - ecPos );" +
 
-
      "  float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ));" +
 
-
      "  totalAmbient += light.color * attenuation;" +
 
-
      "}" +
 
-
 
-
      /*
 
-
        col - accumulated color
 
-
        spec - accumulated specular highlight
 
-
        vertNormal - Normal of the vertex
 
-
        ecPos - eye coordinate position
 
-
        light - light structure
 
-
      */
 
-
      "void DirectionalLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
 
-
      "  float powerFactor = 0.0;" +
 
-
      "  float nDotVP = max(0.0, dot( vertNormal, normalize(-light.position) ));" +
 
-
      "  float nDotVH = max(0.0, dot( vertNormal, normalize(-light.position-normalize(ecPos) )));" +
 
-
 
-
      "  if( nDotVP != 0.0 ){" +
 
-
      "    powerFactor = pow( nDotVH, uShininess );" +
 
-
      "  }" +
 
-
 
-
      "  col += light.color * nDotVP;" +
 
-
      "  spec += uSpecular * powerFactor;" +
 
-
      "}" +
 
-
 
-
      /*
 
-
        col - accumulated color
 
-
        spec - accumulated specular highlight
 
-
        vertNormal - Normal of the vertex
 
-
        ecPos - eye coordinate position
 
-
        light - light structure
 
-
      */
 
-
      "void PointLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
 
-
      "  float powerFactor;" +
 
-
 
-
      // Get the vector from the light to the vertex.
 
-
      "  vec3 VP = light.position - ecPos;" +
 
-
 
-
      // Get the distance from the current vector to the light position.
 
-
      "  float d = length( VP ); " +
 
-
 
-
      // Normalize the light ray so it can be used in the dot product operation.
 
-
      "  VP = normalize( VP );" +
 
-
 
-
      "  float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ));" +
 
-
 
-
      "  float nDotVP = max( 0.0, dot( vertNormal, VP ));" +
 
-
      "  vec3 halfVector = normalize( VP - normalize(ecPos) );" +
 
-
      "  float nDotHV = max( 0.0, dot( vertNormal, halfVector ));" +
 
-
 
-
      "  if( nDotVP == 0.0 ) {" +
 
-
      "    powerFactor = 0.0;" +
 
-
      "  }" +
 
-
      "  else {" +
 
-
      "    powerFactor = pow( nDotHV, uShininess );" +
 
-
      "  }" +
 
-
 
-
      "  spec += uSpecular * powerFactor * attenuation;" +
 
-
      "  col += light.color * nDotVP * attenuation;" +
 
-
      "}" +
 
-
 
-
      /*
 
-
        col - accumulated color
 
-
        spec - accumulated specular highlight
 
-
        vertNormal - Normal of the vertex
 
-
        ecPos - eye coordinate position
 
-
        light - light structure
 
-
      */
 
-
      "void SpotLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
 
-
      "  float spotAttenuation;" +
 
-
      "  float powerFactor = 0.0;" +
 
-
 
-
      // Calculate the vector from the current vertex to the light.
 
-
      "  vec3 VP = light.position - ecPos;" +
 
-
      "  vec3 ldir = normalize( -light.direction );" +
 
-
 
-
      // Get the distance from the spotlight and the vertex
 
-
      "  float d = length( VP );" +
 
-
      "  VP = normalize( VP );" +
 
-
 
-
      "  float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ) );" +
 
-
 
-
      // Dot product of the vector from vertex to light and light direction.
 
-
      "  float spotDot = dot( VP, ldir );" +
 
-
 
-
      // If the vertex falls inside the cone
 
-
      (webglMaxTempsWorkaround ? // Windows reports max temps error if light.angle is used
 
-
      "  spotAttenuation = 1.0; " :
 
-
      "  if( spotDot > cos( light.angle ) ) {" +
 
-
      "    spotAttenuation = pow( spotDot, light.concentration );" +
 
-
      "  }" +
 
-
      "  else{" +
 
-
      "    spotAttenuation = 0.0;" +
 
-
      "  }" +
 
-
      "  attenuation *= spotAttenuation;" +
 
-
      "") +
 
-
 
-
      "  float nDotVP = max( 0.0, dot( vertNormal, VP ) );" +
 
-
      "  vec3 halfVector = normalize( VP - normalize(ecPos) );" +
 
-
      "  float nDotHV = max( 0.0, dot( vertNormal, halfVector ) );" +
 
-
 
-
      "  if( nDotVP != 0.0 ) {" +
 
-
      "    powerFactor = pow( nDotHV, uShininess );" +
 
-
      "  }" +
 
-
 
-
      "  spec += uSpecular * powerFactor * attenuation;" +
 
-
      "  col += light.color * nDotVP * attenuation;" +
 
-
      "}" +
 
-
 
-
      "void main(void) {" +
 
-
      "  vec3 finalAmbient = vec3( 0.0 );" +
 
-
      "  vec3 finalDiffuse = vec3( 0.0 );" +
 
-
      "  vec3 finalSpecular = vec3( 0.0 );" +
 
-
 
-
      "  vec4 col = uColor;" +
 
-
 
-
      "  if ( uColor[0] == -1.0 ){" +
 
-
      "    col = aColor;" +
 
-
      "  }" +
 
-
 
-
      // We use the sphere vertices as the normals when we create the sphere buffer.
 
-
      // But this only works if the sphere vertices are unit length, so we
 
-
      // have to normalize the normals here. Since this is only required for spheres
 
-
      // we could consider placing this in a conditional later on.
 
-
      "  vec3 norm = normalize(vec3( uNormalTransform * vec4( aNormal, 0.0 ) ));" +
 
-
 
-
      "  vec4 ecPos4 = uView * uModel * vec4(aVertex, 1.0);" +
 
-
      "  vec3 ecPos = (vec3(ecPos4))/ecPos4.w;" +
 
-
 
-
      // If there were no lights this draw call, just use the
 
-
      // assigned fill color of the shape and the specular value.
 
-
      "  if( uLightCount == 0 ) {" +
 
-
      "    vFrontColor = col + vec4(uMaterialSpecular, 1.0);" +
 
-
      "  }" +
 
-
      "  else {" +
 
-
          // WebGL forces us to iterate over a constant value
 
-
          // so we can't iterate using lightCount.
 
-
      "    for( int i = 0; i < 8; i++ ) {" +
 
-
      "      Light l = getLight(i);" +
 
-
 
-
      // We can stop iterating if we know we have gone past
 
-
      // the number of lights which are actually on. This gives us a
 
-
      // significant performance increase with high vertex counts.
 
-
      "      if( i >= uLightCount ){" +
 
-
      "        break;" +
 
-
      "      }" +
 
-
 
-
      "      if( l.type == 0 ) {" +
 
-
      "        AmbientLight( finalAmbient, ecPos, l );" +
 
-
      "      }" +
 
-
      "      else if( l.type == 1 ) {" +
 
-
      "        DirectionalLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
 
-
      "      }" +
 
-
      "      else if( l.type == 2 ) {" +
 
-
      "        PointLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
 
-
      "      }" +
 
-
      "      else {" +
 
-
      "        SpotLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
 
-
      "      }" +
 
-
      "    }" +
 
-
 
-
      "  if( uUsingMat == false ) {" +
 
-
      "    vFrontColor = vec4(" +
 
-
      "      vec3( col ) * finalAmbient +" +
 
-
      "      vec3( col ) * finalDiffuse +" +
 
-
      "      vec3( col ) * finalSpecular," +
 
-
      "      col[3] );" +
 
-
      "  }" +
 
-
      "  else{" +
 
-
      "    vFrontColor = vec4( " +
 
-
      "      uMaterialEmissive + " +
 
-
      "      (vec3(col) * uMaterialAmbient * finalAmbient ) + " +
 
-
      "      (vec3(col) * finalDiffuse) + " +
 
-
      "      (uMaterialSpecular * finalSpecular), " +
 
-
      "      col[3] );" +
 
-
      "    }" +
 
-
      "  }" +
 
-
 
-
      "  vTexture.xy = aTexture.xy;" +
 
-
      "  gl_Position = uProjection * uView * uModel * vec4( aVertex, 1.0 );" +
 
-
      "}";
 
-
 
-
    var fragmentShaderSrc3D =
 
-
      "#ifdef GL_ES\n" +
 
-
      "precision highp float;\n" +
 
-
      "#endif\n" +
 
-
 
-
      "varying vec4 vFrontColor;" +
 
-
 
-
      "uniform sampler2D uSampler;" +
 
-
      "uniform bool uUsingTexture;" +
 
-
      "varying vec2 vTexture;" +
 
-
 
-
      // In Processing, when a texture is used, the fill color is ignored
 
-
      // vec4(1.0,1.0,1.0,0.5)
 
-
      "void main(void){" +
 
-
      "  if( uUsingTexture ){" +
 
-
      "    gl_FragColor = vec4(texture2D(uSampler, vTexture.xy)) * vFrontColor;" +
 
-
      "  }"+
 
-
      "  else{" +
 
-
      "    gl_FragColor = vFrontColor;" +
 
-
      "  }" +
 
-
      "}";
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // 3D Functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /*
 
-
    * Sets a uniform variable in a program object to a particular
 
-
    * value. Before calling this function, ensure the correct
 
-
    * program object has been installed as part of the current
 
-
    * rendering state by calling useProgram.
 
-
    *
 
-
    * On some systems, if the variable exists in the shader but isn't used,
 
-
    * the compiler will optimize it out and this function will fail.
 
-
    *
 
-
    * @param {String} cacheId
 
-
    * @param {WebGLProgram} programObj program object returned from
 
-
    * createProgramObject
 
-
    * @param {String} varName the name of the variable in the shader
 
-
    * @param {float | Array} varValue either a scalar value or an Array
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see uniformi
 
-
    * @see uniformMatrix
 
-
    */
 
-
    function uniformf(cacheId, programObj, varName, varValue) {
 
-
      var varLocation = curContextCache.locations[cacheId];
 
-
      if(varLocation === undef) {
 
-
        varLocation = curContext.getUniformLocation(programObj, varName);
 
-
        curContextCache.locations[cacheId] = varLocation;
 
-
      }
 
-
      // the variable won't be found if it was optimized out.
 
-
      if (varLocation !== null) {
 
-
        if (varValue.length === 4) {
 
-
          curContext.uniform4fv(varLocation, varValue);
 
-
        } else if (varValue.length === 3) {
 
-
          curContext.uniform3fv(varLocation, varValue);
 
-
        } else if (varValue.length === 2) {
 
-
          curContext.uniform2fv(varLocation, varValue);
 
-
        } else {
 
-
          curContext.uniform1f(varLocation, varValue);
 
-
        }
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Sets a uniform int or int array in a program object to a particular
 
-
    * value. Before calling this function, ensure the correct
 
-
    * program object has been installed as part of the current
 
-
    * rendering state.
 
-
    *
 
-
    * On some systems, if the variable exists in the shader but isn't used,
 
-
    * the compiler will optimize it out and this function will fail.
 
-
    *
 
-
    * @param {String} cacheId
 
-
    * @param {WebGLProgram} programObj program object returned from
 
-
    * createProgramObject
 
-
    * @param {String} varName the name of the variable in the shader
 
-
    * @param {int | Array} varValue either a scalar value or an Array
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see uniformf
 
-
    * @see uniformMatrix
 
-
    */
 
-
    function uniformi(cacheId, programObj, varName, varValue) {
 
-
      var varLocation = curContextCache.locations[cacheId];
 
-
      if(varLocation === undef) {
 
-
        varLocation = curContext.getUniformLocation(programObj, varName);
 
-
        curContextCache.locations[cacheId] = varLocation;
 
-
      }
 
-
      // the variable won't be found if it was optimized out.
 
-
      if (varLocation !== null) {
 
-
        if (varValue.length === 4) {
 
-
          curContext.uniform4iv(varLocation, varValue);
 
-
        } else if (varValue.length === 3) {
 
-
          curContext.uniform3iv(varLocation, varValue);
 
-
        } else if (varValue.length === 2) {
 
-
          curContext.uniform2iv(varLocation, varValue);
 
-
        } else {
 
-
          curContext.uniform1i(varLocation, varValue);
 
-
        }
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Sets the value of a uniform matrix variable in a program
 
-
    * object. Before calling this function, ensure the correct
 
-
    * program object has been installed as part of the current
 
-
    * rendering state.
 
-
    *
 
-
    * On some systems, if the variable exists in the shader but
 
-
    * isn't used, the compiler will optimize it out and this
 
-
    * function will fail.
 
-
    *
 
-
    * @param {String} cacheId
 
-
    * @param {WebGLProgram} programObj program object returned from
 
-
    * createProgramObject
 
-
    * @param {String} varName the name of the variable in the shader
 
-
    * @param {boolean} transpose must be false
 
-
    * @param {Array} matrix an array of 4, 9 or 16 values
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see uniformi
 
-
    * @see uniformf
 
-
    */
 
-
    function uniformMatrix(cacheId, programObj, varName, transpose, matrix) {
 
-
      var varLocation = curContextCache.locations[cacheId];
 
-
      if(varLocation === undef) {
 
-
        varLocation = curContext.getUniformLocation(programObj, varName);
 
-
        curContextCache.locations[cacheId] = varLocation;
 
-
      }
 
-
      // The variable won't be found if it was optimized out.
 
-
      if (varLocation !== -1) {
 
-
        if (matrix.length === 16) {
 
-
          curContext.uniformMatrix4fv(varLocation, transpose, matrix);
 
-
        } else if (matrix.length === 9) {
 
-
          curContext.uniformMatrix3fv(varLocation, transpose, matrix);
 
-
        } else {
 
-
          curContext.uniformMatrix2fv(varLocation, transpose, matrix);
 
-
        }
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Binds the VBO, sets the vertex attribute data for the program
 
-
    * object and enables the attribute.
 
-
    *
 
-
    * On some systems, if the attribute exists in the shader but
 
-
    * isn't used, the compiler will optimize it out and this
 
-
    * function will fail.
 
-
    *
 
-
    * @param {String} cacheId
 
-
    * @param {WebGLProgram} programObj program object returned from
 
-
    * createProgramObject
 
-
    * @param {String} varName the name of the variable in the shader
 
-
    * @param {int} size the number of components per vertex attribute
 
-
    * @param {WebGLBuffer} VBO Vertex Buffer Object
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see disableVertexAttribPointer
 
-
    */
 
-
    function vertexAttribPointer(cacheId, programObj, varName, size, VBO) {
 
-
      var varLocation = curContextCache.attributes[cacheId];
 
-
      if(varLocation === undef) {
 
-
        varLocation = curContext.getAttribLocation(programObj, varName);
 
-
        curContextCache.attributes[cacheId] = varLocation;
 
-
      }
 
-
      if (varLocation !== -1) {
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, VBO);
 
-
        curContext.vertexAttribPointer(varLocation, size, curContext.FLOAT, false, 0, 0);
 
-
        curContext.enableVertexAttribArray(varLocation);
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Disables a program object attribute from being sent to WebGL.
 
-
    *
 
-
    * @param {String} cacheId
 
-
    * @param {WebGLProgram} programObj program object returned from
 
-
    * createProgramObject
 
-
    * @param {String} varName name of the attribute
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see vertexAttribPointer
 
-
    */
 
-
    function disableVertexAttribPointer(cacheId, programObj, varName){
 
-
      var varLocation = curContextCache.attributes[cacheId];
 
-
      if(varLocation === undef) {
 
-
        varLocation = curContext.getAttribLocation(programObj, varName);
 
-
        curContextCache.attributes[cacheId] = varLocation;
 
-
      }
 
-
      if (varLocation !== -1) {
 
-
        curContext.disableVertexAttribArray(varLocation);
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Creates a WebGL program object.
 
-
    *
 
-
    * @param {String} vetexShaderSource
 
-
    * @param {String} fragmentShaderSource
 
-
    *
 
-
    * @returns {WebGLProgram} A program object
 
-
    */
 
-
    var createProgramObject = function(curContext, vetexShaderSource, fragmentShaderSource) {
 
-
      var vertexShaderObject = curContext.createShader(curContext.VERTEX_SHADER);
 
-
      curContext.shaderSource(vertexShaderObject, vetexShaderSource);
 
-
      curContext.compileShader(vertexShaderObject);
 
-
      if (!curContext.getShaderParameter(vertexShaderObject, curContext.COMPILE_STATUS)) {
 
-
        throw curContext.getShaderInfoLog(vertexShaderObject);
 
-
      }
 
-
 
-
      var fragmentShaderObject = curContext.createShader(curContext.FRAGMENT_SHADER);
 
-
      curContext.shaderSource(fragmentShaderObject, fragmentShaderSource);
 
-
      curContext.compileShader(fragmentShaderObject);
 
-
      if (!curContext.getShaderParameter(fragmentShaderObject, curContext.COMPILE_STATUS)) {
 
-
        throw curContext.getShaderInfoLog(fragmentShaderObject);
 
-
      }
 
-
 
-
      var programObject = curContext.createProgram();
 
-
      curContext.attachShader(programObject, vertexShaderObject);
 
-
      curContext.attachShader(programObject, fragmentShaderObject);
 
-
      curContext.linkProgram(programObject);
 
-
      if (!curContext.getProgramParameter(programObject, curContext.LINK_STATUS)) {
 
-
        throw "Error linking shaders.";
 
-
      }
 
-
 
-
      return programObject;
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // 2D/3D drawing handling
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    var imageModeCorner = function(x, y, w, h, whAreSizes) {
 
-
      return {
 
-
        x: x,
 
-
        y: y,
 
-
        w: w,
 
-
        h: h
 
-
      };
 
-
    };
 
-
    var imageModeConvert = imageModeCorner;
 
-
 
-
    var imageModeCorners = function(x, y, w, h, whAreSizes) {
 
-
      return {
 
-
        x: x,
 
-
        y: y,
 
-
        w: whAreSizes ? w : w - x,
 
-
        h: whAreSizes ? h : h - y
 
-
      };
 
-
    };
 
-
 
-
    var imageModeCenter = function(x, y, w, h, whAreSizes) {
 
-
      return {
 
-
        x: x - w / 2,
 
-
        y: y - h / 2,
 
-
        w: w,
 
-
        h: h
 
-
      };
 
-
    };
 
-
 
-
    // Objects for shared, 2D and 3D contexts
 
-
    var DrawingShared = function(){};
 
-
    var Drawing2D = function(){};
 
-
    var Drawing3D = function(){};
 
-
    var DrawingPre = function(){};
 
-
 
-
    // Setup the prototype chain
 
-
    Drawing2D.prototype = new DrawingShared();
 
-
    Drawing2D.prototype.constructor = Drawing2D;
 
-
    Drawing3D.prototype = new DrawingShared();
 
-
    Drawing3D.prototype.constructor = Drawing3D;
 
-
    DrawingPre.prototype = new DrawingShared();
 
-
    DrawingPre.prototype.constructor = DrawingPre;
 
-
 
-
    // A no-op function for when the user calls 3D functions from a 2D sketch
 
-
    // We can change this to a throw or console.error() later if we want
 
-
    DrawingShared.prototype.a3DOnlyFunction = noop;
 
-
 
-
    /**
 
-
    * The shape() function displays shapes to the screen.
 
-
    * Processing currently works with SVG shapes only.
 
-
    * The <b>shape</b> parameter specifies the shape to display and the <b>x</b>
 
-
    * and <b>y</b> parameters define the location of the shape from its
 
-
    * upper-left corner.
 
-
    * The shape is displayed at its original size unless the <b>width</b>
 
-
    * and <b>height</b> parameters specify a different size.
 
-
    * The <b>shapeMode()</b> function changes the way the parameters work.
 
-
    * A call to <b>shapeMode(CORNERS)</b>, for example, will change the width
 
-
    * and height parameters to define the x and y values of the opposite corner
 
-
    * of the shape.
 
-
    * <br><br>
 
-
    * Note complex shapes may draw awkwardly with P2D, P3D, and OPENGL. Those
 
-
    * renderers do not yet support shapes that have holes or complicated breaks.
 
-
    *
 
-
    * @param {PShape} shape      the shape to display
 
-
    * @param {int|float} x        x-coordinate of the shape
 
-
    * @param {int|float} y        y-coordinate of the shape
 
-
    * @param {int|float} width    width to display the shape
 
-
    * @param {int|float} height  height to display the shape
 
-
    *
 
-
    * @see PShape
 
-
    * @see loadShape()
 
-
    * @see shapeMode()
 
-
    */
 
-
    p.shape = function(shape, x, y, width, height) {
 
-
      if (arguments.length >= 1 && arguments[0] !== null) {
 
-
        if (shape.isVisible()) {
 
-
          p.pushMatrix();
 
-
          if (curShapeMode === PConstants.CENTER) {
 
-
            if (arguments.length === 5) {
 
-
              p.translate(x - width/2, y - height/2);
 
-
              p.scale(width / shape.getWidth(), height / shape.getHeight());
 
-
            } else if (arguments.length === 3) {
 
-
              p.translate(x - shape.getWidth()/2, - shape.getHeight()/2);
 
-
            } else {
 
-
              p.translate(-shape.getWidth()/2, -shape.getHeight()/2);
 
-
            }
 
-
          } else if (curShapeMode === PConstants.CORNER) {
 
-
            if (arguments.length === 5) {
 
-
              p.translate(x, y);
 
-
              p.scale(width / shape.getWidth(), height / shape.getHeight());
 
-
            } else if (arguments.length === 3) {
 
-
              p.translate(x, y);
 
-
            }
 
-
          } else if (curShapeMode === PConstants.CORNERS) {
 
-
            if (arguments.length === 5) {
 
-
              width  -= x;
 
-
              height -= y;
 
-
              p.translate(x, y);
 
-
              p.scale(width / shape.getWidth(), height / shape.getHeight());
 
-
            } else if (arguments.length === 3) {
 
-
              p.translate(x, y);
 
-
            }
 
-
          }
 
-
          shape.draw(p);
 
-
          if ((arguments.length === 1 && curShapeMode === PConstants.CENTER ) || arguments.length > 1) {
 
-
            p.popMatrix();
 
-
          }
 
-
        }
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * The shapeMode() function modifies the location from which shapes draw.
 
-
    * The default mode is <b>shapeMode(CORNER)</b>, which specifies the
 
-
    * location to be the upper left corner of the shape and uses the third
 
-
    * and fourth parameters of <b>shape()</b> to specify the width and height.
 
-
    * The syntax <b>shapeMode(CORNERS)</b> uses the first and second parameters
 
-
    * of <b>shape()</b> to set the location of one corner and uses the third
 
-
    * and fourth parameters to set the opposite corner.
 
-
    * The syntax <b>shapeMode(CENTER)</b> draws the shape from its center point
 
-
    * and uses the third and forth parameters of <b>shape()</b> to specify the
 
-
    * width and height.
 
-
    * The parameter must be written in "ALL CAPS" because Processing syntax
 
-
    * is case sensitive.
 
-
    *
 
-
    * @param {int} mode One of CORNER, CORNERS, CENTER
 
-
    *
 
-
    * @see shape()
 
-
    * @see rectMode()
 
-
    */
 
-
    p.shapeMode = function (mode) {
 
-
      curShapeMode = mode;
 
-
    };
 
-
 
-
    /**
 
-
    * The loadShape() function loads vector shapes into a variable of type PShape. Currently, only SVG files may be loaded.
 
-
    * In most cases, <b>loadShape()</b> should be used inside <b>setup()</b> because loading shapes inside <b>draw()</b> will reduce the speed of a sketch.
 
-
    *
 
-
    * @param {String} filename    an SVG file
 
-
    *
 
-
    * @return {PShape} a object of type PShape or null
 
-
    * @see PShape
 
-
    * @see PApplet#shape()
 
-
    * @see PApplet#shapeMode()
 
-
    */
 
-
    p.loadShape = function (filename) {
 
-
      if (arguments.length === 1) {
 
-
        if (filename.indexOf(".svg") > -1) {
 
-
          return new PShapeSVG(null, filename);
 
-
        }
 
-
      }
 
-
      return null;
 
-
    };
 
-
 
-
    /**
 
-
    * Processing 2.0 function for loading XML files.
 
-
    *
 
-
    * @param {String} uri The uri for the xml file to load.
 
-
    *
 
-
    * @return {XML} An XML object representing the xml data.
 
-
    */
 
-
    p.loadXML = function(uri) {
 
-
      return new XML(p, uri);
 
-
    };
 
-
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // 2D Matrix
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Helper function for printMatrix(). Finds the largest scalar
 
-
    * in the matrix, then number of digits left of the decimal.
 
-
    * Call from PMatrix2D and PMatrix3D's print() function.
 
-
    */
 
-
    var printMatrixHelper = function(elements) {
 
-
      var big = 0;
 
-
      for (var i = 0; i < elements.length; i++) {
 
-
        if (i !== 0) {
 
-
          big = Math.max(big, Math.abs(elements[i]));
 
-
        } else {
 
-
          big = Math.abs(elements[i]);
 
-
        }
 
-
      }
 
-
 
-
      var digits = (big + "").indexOf(".");
 
-
      if (digits === 0) {
 
-
        digits = 1;
 
-
      } else if (digits === -1) {
 
-
        digits = (big + "").length;
 
-
      }
 
-
 
-
      return digits;
 
-
    };
 
-
    /**
 
-
    * PMatrix2D is a 3x2 affine matrix implementation. The constructor accepts another PMatrix2D or a list of six float elements.
 
-
    * If no parameters are provided the matrix is set to the identity matrix.
 
-
    *
 
-
    * @param {PMatrix2D} matrix  the initial matrix to set to
 
-
    * @param {float} m00        the first element of the matrix
 
-
    * @param {float} m01        the second element of the matrix
 
-
    * @param {float} m02        the third element of the matrix
 
-
    * @param {float} m10        the fourth element of the matrix
 
-
    * @param {float} m11        the fifth element of the matrix
 
-
    * @param {float} m12        the sixth element of the matrix
 
-
    */
 
-
    var PMatrix2D = p.PMatrix2D = function() {
 
-
      if (arguments.length === 0) {
 
-
        this.reset();
 
-
      } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
        this.set(arguments[0].array());
 
-
      } else if (arguments.length === 6) {
 
-
        this.set(arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
 
-
      }
 
-
    };
 
-
    /**
 
-
    * PMatrix2D methods
 
-
    */
 
-
    PMatrix2D.prototype = {
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The set() function sets the matrix elements. The function accepts either another PMatrix2D, an array of elements, or a list of six floats.
 
-
      *
 
-
      * @param {PMatrix2D} matrix    the matrix to set this matrix to
 
-
      * @param {float[]} elements    an array of elements to set this matrix to
 
-
      * @param {float} m00          the first element of the matrix
 
-
      * @param {float} m01          the third element of the matrix
 
-
      * @param {float} m10          the fourth element of the matrix
 
-
      * @param {float} m11          the fith element of the matrix
 
-
      * @param {float} m12          the sixth element of the matrix
 
-
      */
 
-
      set: function() {
 
-
        if (arguments.length === 6) {
 
-
          var a = arguments;
 
-
          this.set([a[0], a[1], a[2],
 
-
                    a[3], a[4], a[5]]);
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
          this.elements = arguments[0].array();
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
          this.elements = arguments[0].slice();
 
-
        }
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The get() function returns a copy of this PMatrix2D.
 
-
      *
 
-
      * @return {PMatrix2D} a copy of this PMatrix2D
 
-
      */
 
-
      get: function() {
 
-
        var outgoing = new PMatrix2D();
 
-
        outgoing.set(this.elements);
 
-
        return outgoing;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The reset() function sets this PMatrix2D to the identity matrix.
 
-
      */
 
-
      reset: function() {
 
-
        this.set([1, 0, 0, 0, 1, 0]);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The array() function returns a copy of the element values.
 
-
      * @addon
 
-
      *
 
-
      * @return {float[]} returns a copy of the element values
 
-
      */
 
-
      array: function array() {
 
-
        return this.elements.slice();
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The translate() function translates this matrix by moving the current coordinates to the location specified by tx and ty.
 
-
      *
 
-
      * @param {float} tx  the x-axis coordinate to move to
 
-
      * @param {float} ty  the y-axis coordinate to move to
 
-
      */
 
-
      translate: function(tx, ty) {
 
-
        this.elements[2] = tx * this.elements[0] + ty * this.elements[1] + this.elements[2];
 
-
        this.elements[5] = tx * this.elements[3] + ty * this.elements[4] + this.elements[5];
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The invTranslate() function translates this matrix by moving the current coordinates to the negative location specified by tx and ty.
 
-
      *
 
-
      * @param {float} tx  the x-axis coordinate to move to
 
-
      * @param {float} ty  the y-axis coordinate to move to
 
-
      */
 
-
      invTranslate: function(tx, ty) {
 
-
        this.translate(-tx, -ty);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The transpose() function is not used in processingjs.
 
-
      */
 
-
      transpose: function() {
 
-
        // Does nothing in Processing.
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The mult() function multiplied this matrix.
 
-
      * If two array elements are passed in the function will multiply a two element vector against this matrix.
 
-
      * If target is null or not length four, a new float array will be returned.
 
-
      * The values for vec and target can be the same (though that's less efficient).
 
-
      * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
 
-
      *
 
-
      * @param {PVector} source, target  the PVectors used to multiply this matrix
 
-
      * @param {float[]} source, target  the arrays used to multiply this matrix
 
-
      *
 
-
      * @return {PVector|float[]} returns a PVector or an array representing the new matrix
 
-
      */
 
-
      mult: function(source, target) {
 
-
        var x, y;
 
-
        if (source instanceof PVector) {
 
-
          x = source.x;
 
-
          y = source.y;
 
-
          if (!target) {
 
-
            target = new PVector();
 
-
          }
 
-
        } else if (source instanceof Array) {
 
-
          x = source[0];
 
-
          y = source[1];
 
-
          if (!target) {
 
-
            target = [];
 
-
          }
 
-
        }
 
-
        if (target instanceof Array) {
 
-
          target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2];
 
-
          target[1] = this.elements[3] * x + this.elements[4] * y + this.elements[5];
 
-
        } else if (target instanceof PVector) {
 
-
          target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2];
 
-
          target.y = this.elements[3] * x + this.elements[4] * y + this.elements[5];
 
-
          target.z = 0;
 
-
        }
 
-
        return target;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The multX() function calculates the x component of a vector from a transformation.
 
-
      *
 
-
      * @param {float} x the x component of the vector being transformed
 
-
      * @param {float} y the y component of the vector being transformed
 
-
      *
 
-
      * @return {float} returnes the result of the calculation
 
-
      */
 
-
      multX: function(x, y) {
 
-
        return (x * this.elements[0] + y * this.elements[1] + this.elements[2]);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The multY() function calculates the y component of a vector from a transformation.
 
-
      *
 
-
      * @param {float} x the x component of the vector being transformed
 
-
      * @param {float} y the y component of the vector being transformed
 
-
      *
 
-
      * @return {float} returnes the result of the calculation
 
-
      */
 
-
      multY: function(x, y) {
 
-
        return (x * this.elements[3] + y * this.elements[4] + this.elements[5]);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of skew specified in radians
 
-
      */
 
-
      skewX: function(angle) {
 
-
        this.apply(1, 0, 1, angle, 0, 0);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of skew specified in radians
 
-
      */
 
-
      skewY: function(angle) {
 
-
        this.apply(1, 0, 1,  0, angle, 0);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of skew specified in radians
 
-
      */
 
-
      shearX: function(angle) {
 
-
        this.apply(1, 0, 1, Math.tan(angle) , 0, 0);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of skew specified in radians
 
-
      */
 
-
      shearY: function(angle) {
 
-
        this.apply(1, 0, 1,  0, Math.tan(angle), 0);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The determinant() function calvculates the determinant of this matrix.
 
-
      *
 
-
      * @return {float} the determinant of the matrix
 
-
      */
 
-
      determinant: function() {
 
-
        return (this.elements[0] * this.elements[4] - this.elements[1] * this.elements[3]);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The invert() function inverts this matrix
 
-
      *
 
-
      * @return {boolean} true if successful
 
-
      */
 
-
      invert: function() {
 
-
        var d = this.determinant();
 
-
        if (Math.abs( d ) > PConstants.MIN_INT) {
 
-
          var old00 = this.elements[0];
 
-
          var old01 = this.elements[1];
 
-
          var old02 = this.elements[2];
 
-
          var old10 = this.elements[3];
 
-
          var old11 = this.elements[4];
 
-
          var old12 = this.elements[5];
 
-
          this.elements[0] =  old11 / d;
 
-
          this.elements[3] = -old10 / d;
 
-
          this.elements[1] = -old01 / d;
 
-
          this.elements[4] =  old00 / d;
 
-
          this.elements[2] = (old01 * old12 - old11 * old02) / d;
 
-
          this.elements[5] = (old10 * old02 - old00 * old12) / d;
 
-
          return true;
 
-
        }
 
-
        return false;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The scale() function increases or decreases the size of a shape by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
 
-
      * This is equivalent to a two parameter call.
 
-
      *
 
-
      * @param {float} sx  the amount to scale on the x-axis
 
-
      * @param {float} sy  the amount to scale on the y-axis
 
-
      */
 
-
      scale: function(sx, sy) {
 
-
        if (sx && !sy) {
 
-
          sy = sx;
 
-
        }
 
-
        if (sx && sy) {
 
-
          this.elements[0] *= sx;
 
-
          this.elements[1] *= sy;
 
-
          this.elements[3] *= sx;
 
-
          this.elements[4] *= sy;
 
-
        }
 
-
      },
 
-
      /**
 
-
        * @member PMatrix2D
 
-
        * The invScale() function decreases or increases the size of a shape by contracting and expanding vertices. When only one parameter is specified scale will occur in all dimensions.
 
-
        * This is equivalent to a two parameter call.
 
-
        *
 
-
        * @param {float} sx  the amount to scale on the x-axis
 
-
        * @param {float} sy  the amount to scale on the y-axis
 
-
        */
 
-
      invScale: function(sx, sy) {
 
-
        if (sx && !sy) {
 
-
          sy = sx;
 
-
        }
 
-
        this.scale(1 / sx, 1 / sy);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix2D or a list of floats can be passed in.
 
-
      *
 
-
      * @param {PMatrix2D} matrix    the matrix to apply this matrix to
 
-
      * @param {float} m00          the first element of the matrix
 
-
      * @param {float} m01          the third element of the matrix
 
-
      * @param {float} m10          the fourth element of the matrix
 
-
      * @param {float} m11          the fith element of the matrix
 
-
      * @param {float} m12          the sixth element of the matrix
 
-
      */
 
-
      apply: function() {
 
-
        var source;
 
-
        if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
          source = arguments[0].array();
 
-
        } else if (arguments.length === 6) {
 
-
          source = Array.prototype.slice.call(arguments);
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
          source = arguments[0];
 
-
        }
 
-
 
-
        var result = [0, 0, this.elements[2],
 
-
                      0, 0, this.elements[5]];
 
-
        var e = 0;
 
-
        for (var row = 0; row < 2; row++) {
 
-
          for (var col = 0; col < 3; col++, e++) {
 
-
            result[e] += this.elements[row * 3 + 0] * source[col + 0] +
 
-
                        this.elements[row * 3 + 1] * source[col + 3];
 
-
          }
 
-
        }
 
-
        this.elements = result.slice();
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix2D or elements of a matrix can be passed in.
 
-
      *
 
-
      * @param {PMatrix2D} matrix    the matrix to apply this matrix to
 
-
      * @param {float} m00          the first element of the matrix
 
-
      * @param {float} m01          the third element of the matrix
 
-
      * @param {float} m10          the fourth element of the matrix
 
-
      * @param {float} m11          the fith element of the matrix
 
-
      * @param {float} m12          the sixth element of the matrix
 
-
      */
 
-
      preApply: function() {
 
-
        var source;
 
-
        if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
 
-
          source = arguments[0].array();
 
-
        } else if (arguments.length === 6) {
 
-
          source = Array.prototype.slice.call(arguments);
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
          source = arguments[0];
 
-
        }
 
-
        var result = [0, 0, source[2],
 
-
                      0, 0, source[5]];
 
-
        result[2] = source[2] + this.elements[2] * source[0] + this.elements[5] * source[1];
 
-
        result[5] = source[5] + this.elements[2] * source[3] + this.elements[5] * source[4];
 
-
        result[0] = this.elements[0] * source[0] + this.elements[3] * source[1];
 
-
        result[3] = this.elements[0] * source[3] + this.elements[3] * source[4];
 
-
        result[1] = this.elements[1] * source[0] + this.elements[4] * source[1];
 
-
        result[4] = this.elements[1] * source[3] + this.elements[4] * source[4];
 
-
        this.elements = result.slice();
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The rotate() function rotates the matrix.
 
-
      *
 
-
      * @param {float} angle        the angle of rotation in radiants
 
-
      */
 
-
      rotate: function(angle) {
 
-
        var c = Math.cos(angle);
 
-
        var s = Math.sin(angle);
 
-
        var temp1 = this.elements[0];
 
-
        var temp2 = this.elements[1];
 
-
        this.elements[0] =  c * temp1 + s * temp2;
 
-
        this.elements[1] = -s * temp1 + c * temp2;
 
-
        temp1 = this.elements[3];
 
-
        temp2 = this.elements[4];
 
-
        this.elements[3] =  c * temp1 + s * temp2;
 
-
        this.elements[4] = -s * temp1 + c * temp2;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The rotateZ() function rotates the matrix.
 
-
      *
 
-
      * @param {float} angle        the angle of rotation in radiants
 
-
      */
 
-
      rotateZ: function(angle) {
 
-
        this.rotate(angle);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The invRotateZ() function rotates the matrix in opposite direction.
 
-
      *
 
-
      * @param {float} angle        the angle of rotation in radiants
 
-
      */
 
-
      invRotateZ: function(angle) {
 
-
        this.rotateZ(angle - Math.PI);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The print() function prints out the elements of this matrix
 
-
      */
 
-
      print: function() {
 
-
        var digits = printMatrixHelper(this.elements);
 
-
        var output = "" + p.nfs(this.elements[0], digits, 4) + " " +
 
-
                    p.nfs(this.elements[1], digits, 4) + " " +
 
-
                    p.nfs(this.elements[2], digits, 4) + "\n" +
 
-
                    p.nfs(this.elements[3], digits, 4) + " " +
 
-
                    p.nfs(this.elements[4], digits, 4) + " " +
 
-
                    p.nfs(this.elements[5], digits, 4) + "\n\n";
 
-
        p.println(output);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * PMatrix3D is a 4x4  matrix implementation. The constructor accepts another PMatrix3D or a list of six or sixteen float elements.
 
-
    * If no parameters are provided the matrix is set to the identity matrix.
 
-
    */
 
-
    var PMatrix3D = p.PMatrix3D = function() {
 
-
      // When a matrix is created, it is set to an identity matrix
 
-
      this.reset();
 
-
    };
 
-
    /**
 
-
    * PMatrix3D methods
 
-
    */
 
-
    PMatrix3D.prototype = {
 
-
      /**
 
-
      * @member PMatrix2D
 
-
      * The set() function sets the matrix elements. The function accepts either another PMatrix3D, an array of elements, or a list of six or sixteen floats.
 
-
      *
 
-
      * @param {PMatrix3D} matrix    the initial matrix to set to
 
-
      * @param {float[]} elements    an array of elements to set this matrix to
 
-
      * @param {float} m00          the first element of the matrix
 
-
      * @param {float} m01          the second element of the matrix
 
-
      * @param {float} m02          the third element of the matrix
 
-
      * @param {float} m03          the fourth element of the matrix
 
-
      * @param {float} m10          the fifth element of the matrix
 
-
      * @param {float} m11          the sixth element of the matrix
 
-
      * @param {float} m12          the seventh element of the matrix
 
-
      * @param {float} m13          the eight element of the matrix
 
-
      * @param {float} m20          the nineth element of the matrix
 
-
      * @param {float} m21          the tenth element of the matrix
 
-
      * @param {float} m22          the eleventh element of the matrix
 
-
      * @param {float} m23          the twelveth element of the matrix
 
-
      * @param {float} m30          the thirteenth element of the matrix
 
-
      * @param {float} m31          the fourtheenth element of the matrix
 
-
      * @param {float} m32          the fivetheenth element of the matrix
 
-
      * @param {float} m33          the sixteenth element of the matrix
 
-
      */
 
-
      set: function() {
 
-
        if (arguments.length === 16) {
 
-
          this.elements = Array.prototype.slice.call(arguments);
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
 
-
          this.elements = arguments[0].array();
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
          this.elements = arguments[0].slice();
 
-
        }
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The get() function returns a copy of this PMatrix3D.
 
-
      *
 
-
      * @return {PMatrix3D} a copy of this PMatrix3D
 
-
      */
 
-
      get: function() {
 
-
        var outgoing = new PMatrix3D();
 
-
        outgoing.set(this.elements);
 
-
        return outgoing;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The reset() function sets this PMatrix3D to the identity matrix.
 
-
      */
 
-
      reset: function() {
 
-
        this.elements = [1,0,0,0,
 
-
                        0,1,0,0,
 
-
                        0,0,1,0,
 
-
                        0,0,0,1];
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The array() function returns a copy of the element values.
 
-
      * @addon
 
-
      *
 
-
      * @return {float[]} returns a copy of the element values
 
-
      */
 
-
      array: function array() {
 
-
        return this.elements.slice();
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The translate() function translates this matrix by moving the current coordinates to the location specified by tx, ty, and tz.
 
-
      *
 
-
      * @param {float} tx  the x-axis coordinate to move to
 
-
      * @param {float} ty  the y-axis coordinate to move to
 
-
      * @param {float} tz  the z-axis coordinate to move to
 
-
      */
 
-
      translate: function(tx, ty, tz) {
 
-
        if (tz === undef) {
 
-
          tz = 0;
 
-
        }
 
-
 
-
        this.elements[3]  += tx * this.elements[0]  + ty * this.elements[1]  + tz * this.elements[2];
 
-
        this.elements[7]  += tx * this.elements[4]  + ty * this.elements[5]  + tz * this.elements[6];
 
-
        this.elements[11] += tx * this.elements[8]  + ty * this.elements[9]  + tz * this.elements[10];
 
-
        this.elements[15] += tx * this.elements[12] + ty * this.elements[13] + tz * this.elements[14];
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The transpose() function transpose this matrix.
 
-
      */
 
-
      transpose: function() {
 
-
        var temp = this.elements[4];
 
-
        this.elements[4] = this.elements[1];
 
-
        this.elements[1] = temp;
 
-
 
-
        temp = this.elements[8];
 
-
        this.elements[8] = this.elements[2];
 
-
        this.elements[2] = temp;
 
-
 
-
        temp = this.elements[6];
 
-
        this.elements[6] = this.elements[9];
 
-
        this.elements[9] = temp;
 
-
 
-
        temp = this.elements[3];
 
-
        this.elements[3] = this.elements[12];
 
-
        this.elements[12] = temp;
 
-
 
-
        temp = this.elements[7];
 
-
        this.elements[7] = this.elements[13];
 
-
        this.elements[13] = temp;
 
-
 
-
        temp = this.elements[11];
 
-
        this.elements[11] = this.elements[14];
 
-
        this.elements[14] = temp;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The mult() function multiplied this matrix.
 
-
      * If two array elements are passed in the function will multiply a two element vector against this matrix.
 
-
      * If target is null or not length four, a new float array will be returned.
 
-
      * The values for vec and target can be the same (though that's less efficient).
 
-
      * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
 
-
      *
 
-
      * @param {PVector} source, target  the PVectors used to multiply this matrix
 
-
      * @param {float[]} source, target  the arrays used to multiply this matrix
 
-
      *
 
-
      * @return {PVector|float[]} returns a PVector or an array representing the new matrix
 
-
      */
 
-
      mult: function(source, target) {
 
-
        var x, y, z, w;
 
-
        if (source instanceof PVector) {
 
-
          x = source.x;
 
-
          y = source.y;
 
-
          z = source.z;
 
-
          w = 1;
 
-
          if (!target) {
 
-
            target = new PVector();
 
-
          }
 
-
        } else if (source instanceof Array) {
 
-
          x = source[0];
 
-
          y = source[1];
 
-
          z = source[2];
 
-
          w = source[3] || 1;
 
-
 
-
          if ( !target || (target.length !== 3 && target.length !== 4) ) {
 
-
            target = [0, 0, 0];
 
-
          }
 
-
        }
 
-
 
-
        if (target instanceof Array) {
 
-
          if (target.length === 3) {
 
-
            target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
 
-
            target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
 
-
            target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
 
-
          } else if (target.length === 4) {
 
-
            target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
 
-
            target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
 
-
            target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
 
-
            target[3] = this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
 
-
          }
 
-
        }
 
-
        if (target instanceof PVector) {
 
-
          target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
 
-
          target.y = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
 
-
          target.z = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
 
-
        }
 
-
        return target;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix3D or elements of a matrix can be passed in.
 
-
      *
 
-
      * @param {PMatrix3D} matrix    the matrix to apply this matrix to
 
-
      * @param {float} m00          the first element of the matrix
 
-
      * @param {float} m01          the second element of the matrix
 
-
      * @param {float} m02          the third element of the matrix
 
-
      * @param {float} m03          the fourth element of the matrix
 
-
      * @param {float} m10          the fifth element of the matrix
 
-
      * @param {float} m11          the sixth element of the matrix
 
-
      * @param {float} m12          the seventh element of the matrix
 
-
      * @param {float} m13          the eight element of the matrix
 
-
      * @param {float} m20          the nineth element of the matrix
 
-
      * @param {float} m21          the tenth element of the matrix
 
-
      * @param {float} m22          the eleventh element of the matrix
 
-
      * @param {float} m23          the twelveth element of the matrix
 
-
      * @param {float} m30          the thirteenth element of the matrix
 
-
      * @param {float} m31          the fourtheenth element of the matrix
 
-
      * @param {float} m32          the fivetheenth element of the matrix
 
-
      * @param {float} m33          the sixteenth element of the matrix
 
-
      */
 
-
      preApply: function() {
 
-
        var source;
 
-
        if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
 
-
          source = arguments[0].array();
 
-
        } else if (arguments.length === 16) {
 
-
          source = Array.prototype.slice.call(arguments);
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
          source = arguments[0];
 
-
        }
 
-
 
-
        var result = [0, 0, 0, 0,
 
-
                      0, 0, 0, 0,
 
-
                      0, 0, 0, 0,
 
-
                      0, 0, 0, 0];
 
-
        var e = 0;
 
-
        for (var row = 0; row < 4; row++) {
 
-
          for (var col = 0; col < 4; col++, e++) {
 
-
            result[e] += this.elements[col + 0] * source[row * 4 + 0] + this.elements[col + 4] *
 
-
                        source[row * 4 + 1] + this.elements[col + 8] * source[row * 4 + 2] +
 
-
                        this.elements[col + 12] * source[row * 4 + 3];
 
-
          }
 
-
        }
 
-
        this.elements = result.slice();
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix3D or a list of floats can be passed in.
 
-
      *
 
-
      * @param {PMatrix3D} matrix    the matrix to apply this matrix to
 
-
      * @param {float} m00          the first element of the matrix
 
-
      * @param {float} m01          the second element of the matrix
 
-
      * @param {float} m02          the third element of the matrix
 
-
      * @param {float} m03          the fourth element of the matrix
 
-
      * @param {float} m10          the fifth element of the matrix
 
-
      * @param {float} m11          the sixth element of the matrix
 
-
      * @param {float} m12          the seventh element of the matrix
 
-
      * @param {float} m13          the eight element of the matrix
 
-
      * @param {float} m20          the nineth element of the matrix
 
-
      * @param {float} m21          the tenth element of the matrix
 
-
      * @param {float} m22          the eleventh element of the matrix
 
-
      * @param {float} m23          the twelveth element of the matrix
 
-
      * @param {float} m30          the thirteenth element of the matrix
 
-
      * @param {float} m31          the fourtheenth element of the matrix
 
-
      * @param {float} m32          the fivetheenth element of the matrix
 
-
      * @param {float} m33          the sixteenth element of the matrix
 
-
      */
 
-
      apply: function() {
 
-
        var source;
 
-
        if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
 
-
          source = arguments[0].array();
 
-
        } else if (arguments.length === 16) {
 
-
          source = Array.prototype.slice.call(arguments);
 
-
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
 
-
          source = arguments[0];
 
-
        }
 
-
 
-
        var result = [0, 0, 0, 0,
 
-
                      0, 0, 0, 0,
 
-
                      0, 0, 0, 0,
 
-
                      0, 0, 0, 0];
 
-
        var e = 0;
 
-
        for (var row = 0; row < 4; row++) {
 
-
          for (var col = 0; col < 4; col++, e++) {
 
-
            result[e] += this.elements[row * 4 + 0] * source[col + 0] + this.elements[row * 4 + 1] *
 
-
                        source[col + 4] + this.elements[row * 4 + 2] * source[col + 8] +
 
-
                        this.elements[row * 4 + 3] * source[col + 12];
 
-
          }
 
-
        }
 
-
        this.elements = result.slice();
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The rotate() function rotates the matrix.
 
-
      *
 
-
      * @param {float} angle        the angle of rotation in radiants
 
-
      */
 
-
      rotate: function(angle, v0, v1, v2) {
 
-
        if (arguments.length < 4) {
 
-
          this.rotateZ(angle);
 
-
        } else {
 
-
          var v = new PVector(v0, v1, v2);
 
-
          var m = v.mag();
 
-
          if (m === 0) {
 
-
            return;
 
-
          } else if (m != 1) {
 
-
            v.normalize();
 
-
            v0 = v.x;
 
-
            v1 = v.y;
 
-
            v2 = v.z;
 
-
          }
 
-
          var c = p.cos(angle);
 
-
          var s = p.sin(angle);
 
-
          var t = 1.0 - c;
 
-
 
-
          this.apply((t * v0 * v0) + c,
 
-
                    (t * v0 * v1) - (s * v2),
 
-
                    (t * v0 * v2) + (s * v1),
 
-
                    0,
 
-
                    (t * v0 * v1) + (s * v2),
 
-
                    (t * v1 * v1) + c,
 
-
                    (t * v1 * v2) - (s * v0),
 
-
                    0,
 
-
                    (t * v0 * v2) - (s * v1),
 
-
                    (t * v1 * v2) + (s * v0),
 
-
                    (t * v2 * v2) + c,
 
-
                    0,
 
-
                    0, 0, 0, 1);
 
-
        }
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The invApply() function applies the inverted matrix to this matrix.
 
-
      *
 
-
      * @param {float} m00          the first element of the matrix
 
-
      * @param {float} m01          the second element of the matrix
 
-
      * @param {float} m02          the third element of the matrix
 
-
      * @param {float} m03          the fourth element of the matrix
 
-
      * @param {float} m10          the fifth element of the matrix
 
-
      * @param {float} m11          the sixth element of the matrix
 
-
      * @param {float} m12          the seventh element of the matrix
 
-
      * @param {float} m13          the eight element of the matrix
 
-
      * @param {float} m20          the nineth element of the matrix
 
-
      * @param {float} m21          the tenth element of the matrix
 
-
      * @param {float} m22          the eleventh element of the matrix
 
-
      * @param {float} m23          the twelveth element of the matrix
 
-
      * @param {float} m30          the thirteenth element of the matrix
 
-
      * @param {float} m31          the fourtheenth element of the matrix
 
-
      * @param {float} m32          the fivetheenth element of the matrix
 
-
      * @param {float} m33          the sixteenth element of the matrix
 
-
      *
 
-
      * @return {boolean} returns true if the operation was successful.
 
-
      */
 
-
      invApply: function() {
 
-
        if (inverseCopy === undef) {
 
-
          inverseCopy = new PMatrix3D();
 
-
        }
 
-
        var a = arguments;
 
-
        inverseCopy.set(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8],
 
-
                        a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
 
-
 
-
        if (!inverseCopy.invert()) {
 
-
          return false;
 
-
        }
 
-
        this.preApply(inverseCopy);
 
-
        return true;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The rotateZ() function rotates the matrix.
 
-
      *
 
-
      * @param {float} angle        the angle of rotation in radiants
 
-
      */
 
-
      rotateX: function(angle) {
 
-
        var c = p.cos(angle);
 
-
        var s = p.sin(angle);
 
-
        this.apply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The rotateY() function rotates the matrix.
 
-
      *
 
-
      * @param {float} angle        the angle of rotation in radiants
 
-
      */
 
-
      rotateY: function(angle) {
 
-
        var c = p.cos(angle);
 
-
        var s = p.sin(angle);
 
-
        this.apply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The rotateZ() function rotates the matrix.
 
-
      *
 
-
      * @param {float} angle        the angle of rotation in radiants
 
-
      */
 
-
      rotateZ: function(angle) {
 
-
        var c = Math.cos(angle);
 
-
        var s = Math.sin(angle);
 
-
        this.apply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The scale() function increases or decreases the size of a matrix by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
 
-
      * This is equivalent to a three parameter call.
 
-
      *
 
-
      * @param {float} sx  the amount to scale on the x-axis
 
-
      * @param {float} sy  the amount to scale on the y-axis
 
-
      * @param {float} sz  the amount to scale on the z-axis
 
-
      */
 
-
      scale: function(sx, sy, sz) {
 
-
        if (sx && !sy && !sz) {
 
-
          sy = sz = sx;
 
-
        } else if (sx && sy && !sz) {
 
-
          sz = 1;
 
-
        }
 
-
 
-
        if (sx && sy && sz) {
 
-
          this.elements[0]  *= sx;
 
-
          this.elements[1]  *= sy;
 
-
          this.elements[2]  *= sz;
 
-
          this.elements[4]  *= sx;
 
-
          this.elements[5]  *= sy;
 
-
          this.elements[6]  *= sz;
 
-
          this.elements[8]  *= sx;
 
-
          this.elements[9]  *= sy;
 
-
          this.elements[10] *= sz;
 
-
          this.elements[12] *= sx;
 
-
          this.elements[13] *= sy;
 
-
          this.elements[14] *= sz;
 
-
        }
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of skew specified in radians
 
-
      */
 
-
      skewX: function(angle) {
 
-
        var t = Math.tan(angle);
 
-
        this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of skew specified in radians
 
-
      */
 
-
      skewY: function(angle) {
 
-
        var t = Math.tan(angle);
 
-
        this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of shear specified in radians
 
-
      */
 
-
      shearX: function(angle) {
 
-
        var t = Math.tan(angle);
 
-
        this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
 
-
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
 
-
      *
 
-
      * @param {float} angle  angle of shear specified in radians
 
-
      */
 
-
      shearY: function(angle) {
 
-
        var t = Math.tan(angle);
 
-
        this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
 
-
      },
 
-
      multX: function(x, y, z, w) {
 
-
        if (!z) {
 
-
          return this.elements[0] * x + this.elements[1] * y + this.elements[3];
 
-
        }
 
-
        if (!w) {
 
-
          return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
 
-
        }
 
-
        return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
 
-
      },
 
-
      multY: function(x, y, z, w) {
 
-
        if (!z) {
 
-
          return this.elements[4] * x + this.elements[5] * y + this.elements[7];
 
-
        }
 
-
        if (!w) {
 
-
          return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
 
-
        }
 
-
        return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
 
-
      },
 
-
      multZ: function(x, y, z, w) {
 
-
        if (!w) {
 
-
          return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
 
-
        }
 
-
        return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
 
-
      },
 
-
      multW: function(x, y, z, w) {
 
-
        if (!w) {
 
-
          return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15];
 
-
        }
 
-
        return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The invert() function inverts this matrix
 
-
      *
 
-
      * @return {boolean} true if successful
 
-
      */
 
-
      invert: function() {
 
-
        var fA0 = this.elements[0] * this.elements[5] - this.elements[1] * this.elements[4];
 
-
        var fA1 = this.elements[0] * this.elements[6] - this.elements[2] * this.elements[4];
 
-
        var fA2 = this.elements[0] * this.elements[7] - this.elements[3] * this.elements[4];
 
-
        var fA3 = this.elements[1] * this.elements[6] - this.elements[2] * this.elements[5];
 
-
        var fA4 = this.elements[1] * this.elements[7] - this.elements[3] * this.elements[5];
 
-
        var fA5 = this.elements[2] * this.elements[7] - this.elements[3] * this.elements[6];
 
-
        var fB0 = this.elements[8] * this.elements[13] - this.elements[9] * this.elements[12];
 
-
        var fB1 = this.elements[8] * this.elements[14] - this.elements[10] * this.elements[12];
 
-
        var fB2 = this.elements[8] * this.elements[15] - this.elements[11] * this.elements[12];
 
-
        var fB3 = this.elements[9] * this.elements[14] - this.elements[10] * this.elements[13];
 
-
        var fB4 = this.elements[9] * this.elements[15] - this.elements[11] * this.elements[13];
 
-
        var fB5 = this.elements[10] * this.elements[15] - this.elements[11] * this.elements[14];
 
-
 
-
        // Determinant
 
-
        var fDet = fA0 * fB5 - fA1 * fB4 + fA2 * fB3 + fA3 * fB2 - fA4 * fB1 + fA5 * fB0;
 
-
 
-
        // Account for a very small value
 
-
        // return false if not successful.
 
-
        if (Math.abs(fDet) <= 1e-9) {
 
-
          return false;
 
-
        }
 
-
 
-
        var kInv = [];
 
-
        kInv[0]  = +this.elements[5] * fB5 - this.elements[6] * fB4 + this.elements[7] * fB3;
 
-
        kInv[4]  = -this.elements[4] * fB5 + this.elements[6] * fB2 - this.elements[7] * fB1;
 
-
        kInv[8]  = +this.elements[4] * fB4 - this.elements[5] * fB2 + this.elements[7] * fB0;
 
-
        kInv[12] = -this.elements[4] * fB3 + this.elements[5] * fB1 - this.elements[6] * fB0;
 
-
        kInv[1]  = -this.elements[1] * fB5 + this.elements[2] * fB4 - this.elements[3] * fB3;
 
-
        kInv[5]  = +this.elements[0] * fB5 - this.elements[2] * fB2 + this.elements[3] * fB1;
 
-
        kInv[9]  = -this.elements[0] * fB4 + this.elements[1] * fB2 - this.elements[3] * fB0;
 
-
        kInv[13] = +this.elements[0] * fB3 - this.elements[1] * fB1 + this.elements[2] * fB0;
 
-
        kInv[2]  = +this.elements[13] * fA5 - this.elements[14] * fA4 + this.elements[15] * fA3;
 
-
        kInv[6]  = -this.elements[12] * fA5 + this.elements[14] * fA2 - this.elements[15] * fA1;
 
-
        kInv[10] = +this.elements[12] * fA4 - this.elements[13] * fA2 + this.elements[15] * fA0;
 
-
        kInv[14] = -this.elements[12] * fA3 + this.elements[13] * fA1 - this.elements[14] * fA0;
 
-
        kInv[3]  = -this.elements[9] * fA5 + this.elements[10] * fA4 - this.elements[11] * fA3;
 
-
        kInv[7]  = +this.elements[8] * fA5 - this.elements[10] * fA2 + this.elements[11] * fA1;
 
-
        kInv[11] = -this.elements[8] * fA4 + this.elements[9] * fA2 - this.elements[11] * fA0;
 
-
        kInv[15] = +this.elements[8] * fA3 - this.elements[9] * fA1 + this.elements[10] * fA0;
 
-
 
-
        // Inverse using Determinant
 
-
        var fInvDet = 1.0 / fDet;
 
-
        kInv[0]  *= fInvDet;
 
-
        kInv[1]  *= fInvDet;
 
-
        kInv[2]  *= fInvDet;
 
-
        kInv[3]  *= fInvDet;
 
-
        kInv[4]  *= fInvDet;
 
-
        kInv[5]  *= fInvDet;
 
-
        kInv[6]  *= fInvDet;
 
-
        kInv[7]  *= fInvDet;
 
-
        kInv[8]  *= fInvDet;
 
-
        kInv[9]  *= fInvDet;
 
-
        kInv[10] *= fInvDet;
 
-
        kInv[11] *= fInvDet;
 
-
        kInv[12] *= fInvDet;
 
-
        kInv[13] *= fInvDet;
 
-
        kInv[14] *= fInvDet;
 
-
        kInv[15] *= fInvDet;
 
-
 
-
        this.elements = kInv.slice();
 
-
        return true;
 
-
      },
 
-
      toString: function() {
 
-
        var str = "";
 
-
        for (var i = 0; i < 15; i++) {
 
-
          str += this.elements[i] + ", ";
 
-
        }
 
-
        str += this.elements[15];
 
-
        return str;
 
-
      },
 
-
      /**
 
-
      * @member PMatrix3D
 
-
      * The print() function prints out the elements of this matrix
 
-
      */
 
-
      print: function() {
 
-
        var digits = printMatrixHelper(this.elements);
 
-
 
-
        var output = "" + p.nfs(this.elements[0], digits, 4) + " " + p.nfs(this.elements[1], digits, 4) +
 
-
                    " " + p.nfs(this.elements[2], digits, 4) + " " + p.nfs(this.elements[3], digits, 4) +
 
-
                    "\n" + p.nfs(this.elements[4], digits, 4) + " " + p.nfs(this.elements[5], digits, 4) +
 
-
                    " " + p.nfs(this.elements[6], digits, 4) + " " + p.nfs(this.elements[7], digits, 4) +
 
-
                    "\n" + p.nfs(this.elements[8], digits, 4) + " " + p.nfs(this.elements[9], digits, 4) +
 
-
                    " " + p.nfs(this.elements[10], digits, 4) + " " + p.nfs(this.elements[11], digits, 4) +
 
-
                    "\n" + p.nfs(this.elements[12], digits, 4) + " " + p.nfs(this.elements[13], digits, 4) +
 
-
                    " " + p.nfs(this.elements[14], digits, 4) + " " + p.nfs(this.elements[15], digits, 4) + "\n\n";
 
-
        p.println(output);
 
-
      },
 
-
      invTranslate: function(tx, ty, tz) {
 
-
        this.preApply(1, 0, 0, -tx, 0, 1, 0, -ty, 0, 0, 1, -tz, 0, 0, 0, 1);
 
-
      },
 
-
      invRotateX: function(angle) {
 
-
        var c = Math.cos(-angle);
 
-
        var s = Math.sin(-angle);
 
-
        this.preApply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
 
-
      },
 
-
      invRotateY: function(angle) {
 
-
        var c = Math.cos(-angle);
 
-
        var s = Math.sin(-angle);
 
-
        this.preApply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
 
-
      },
 
-
      invRotateZ: function(angle) {
 
-
        var c = Math.cos(-angle);
 
-
        var s = Math.sin(-angle);
 
-
        this.preApply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
 
-
      },
 
-
      invScale: function(x, y, z) {
 
-
        this.preApply([1 / x, 0, 0, 0, 0, 1 / y, 0, 0, 0, 0, 1 / z, 0, 0, 0, 0, 1]);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * @private
 
-
    * The matrix stack stores the transformations and translations that occur within the space.
 
-
    */
 
-
    var PMatrixStack = p.PMatrixStack = function() {
 
-
      this.matrixStack = [];
 
-
    };
 
-
 
-
    /**
 
-
    * @member PMatrixStack
 
-
    * load pushes the matrix given in the function into the stack
 
-
    *
 
-
    * @param {Object | Array} matrix the matrix to be pushed into the stack
 
-
    */
 
-
    PMatrixStack.prototype.load = function() {
 
-
      var tmpMatrix = drawing.$newPMatrix();
 
-
 
-
      if (arguments.length === 1) {
 
-
        tmpMatrix.set(arguments[0]);
 
-
      } else {
 
-
        tmpMatrix.set(arguments);
 
-
      }
 
-
      this.matrixStack.push(tmpMatrix);
 
-
    };
 
-
 
-
    Drawing2D.prototype.$newPMatrix = function() {
 
-
      return new PMatrix2D();
 
-
    };
 
-
 
-
    Drawing3D.prototype.$newPMatrix = function() {
 
-
      return new PMatrix3D();
 
-
    };
 
-
 
-
    /**
 
-
    * @member PMatrixStack
 
-
    * push adds a duplicate of the top of the stack onto the stack - uses the peek function
 
-
    */
 
-
    PMatrixStack.prototype.push = function() {
 
-
      this.matrixStack.push(this.peek());
 
-
    };
 
-
 
-
    /**
 
-
    * @member PMatrixStack
 
-
    * pop removes returns the matrix at the top of the stack
 
-
    *
 
-
    * @returns {Object} the matrix at the top of the stack
 
-
    */
 
-
    PMatrixStack.prototype.pop = function() {
 
-
      return this.matrixStack.pop();
 
-
    };
 
-
 
-
    /**
 
-
    * @member PMatrixStack
 
-
    * peek returns but doesn't remove the matrix at the top of the stack
 
-
    *
 
-
    * @returns {Object} the matrix at the top of the stack
 
-
    */
 
-
    PMatrixStack.prototype.peek = function() {
 
-
      var tmpMatrix = drawing.$newPMatrix();
 
-
 
-
      tmpMatrix.set(this.matrixStack[this.matrixStack.length - 1]);
 
-
      return tmpMatrix;
 
-
    };
 
-
 
-
    /**
 
-
    * @member PMatrixStack
 
-
    * this function multiplies the matrix at the top of the stack with the matrix given as a parameter
 
-
    *
 
-
    * @param {Object | Array} matrix the matrix to be multiplied into the stack
 
-
    */
 
-
    PMatrixStack.prototype.mult = function(matrix) {
 
-
      this.matrixStack[this.matrixStack.length - 1].apply(matrix);
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Array handling
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * The split() function breaks a string into pieces using a character or string
 
-
    * as the divider. 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.
 
-
    * If the result is a set of numbers, you can convert the String[] array to to a float[]
 
-
    * or int[] array using the datatype conversion functions int() and float() (see example above).
 
-
    * The splitTokens() function works in a similar fashion, except that it splits using a range
 
-
    * of characters instead of a specific character or sequence.
 
-
    *
 
-
    * @param {String} str      the String to be split
 
-
    * @param {String} delim    the character or String used to separate the data
 
-
    *
 
-
    * @returns {string[]} The new string array
 
-
    *
 
-
    * @see splitTokens
 
-
    * @see join
 
-
    * @see trim
 
-
    */
 
-
    p.split = function(str, delim) {
 
-
      return str.split(delim);
 
-
    };
 
-
 
-
    /**
 
-
    * The splitTokens() function splits a String at one or many character "tokens." The tokens
 
-
    * parameter specifies the character or characters to be used as a boundary.
 
-
    * If no tokens character is specified, any whitespace character is used to split.
 
-
    * Whitespace characters include tab (\t), line feed (\n), carriage return (\r), form
 
-
    * feed (\f), and space. To convert a String to an array of integers or floats, use the
 
-
    * datatype conversion functions int() and float() to convert the array of Strings.
 
-
    *
 
-
    * @param {String} str      the String to be split
 
-
    * @param {Char[]} tokens    list of individual characters that will be used as separators
 
-
    *
 
-
    * @returns {string[]} The new string array
 
-
    *
 
-
    * @see split
 
-
    * @see join
 
-
    * @see trim
 
-
    */
 
-
    p.splitTokens = function(str, tokens) {
 
-
      if (tokens === undef) {
 
-
        return str.split(/\s+/g);
 
-
      }
 
-
 
-
      var chars = tokens.split(/()/g),
 
-
          buffer = "",
 
-
          len = str.length,
 
-
          i, c,
 
-
          tokenized = [];
 
-
 
-
      for (i = 0; i < len; i++) {
 
-
        c = str[i];
 
-
        if (chars.indexOf(c) > -1) {
 
-
          if (buffer !== "") {
 
-
            tokenized.push(buffer);
 
-
          }
 
-
          buffer = "";
 
-
        } else {
 
-
          buffer += c;
 
-
        }
 
-
      }
 
-
 
-
      if (buffer !== "") {
 
-
        tokenized.push(buffer);
 
-
      }
 
-
 
-
      return tokenized;
 
-
    };
 
-
 
-
    /**
 
-
    * Expands an array by one element and adds data to the new position. The datatype of
 
-
    * the element parameter must be the same as the datatype of the array.
 
-
    * When using an array of objects, the data returned from the function must be cast to
 
-
    * the object array's data type. For example: SomeClass[] items = (SomeClass[])
 
-
    * append(originalArray, element).
 
-
    *
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
 
-
    * byte[], char[], int[], float[], or String[], or an array of objects
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} element new data for the array
 
-
    *
 
-
    * @returns Array (the same datatype as the input)
 
-
    *
 
-
    * @see shorten
 
-
    * @see expand
 
-
    */
 
-
    p.append = function(array, element) {
 
-
      array[array.length] = element;
 
-
      return array;
 
-
    };
 
-
 
-
    /**
 
-
    * Concatenates two arrays. For example, concatenating the array { 1, 2, 3 } and the
 
-
    * array { 4, 5, 6 } yields { 1, 2, 3, 4, 5, 6 }. Both parameters must be arrays of the
 
-
    * same datatype.
 
-
    * When using an array of objects, the data returned from the function must be cast to the
 
-
    * object array's data type. For example: SomeClass[] items = (SomeClass[]) concat(array1, array2).
 
-
    *
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array1 boolean[],
 
-
    * byte[], char[], int[], float[], String[], or an array of objects
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array2 boolean[],
 
-
    * byte[], char[], int[], float[], String[], or an array of objects
 
-
    *
 
-
    * @returns Array (the same datatype as the input)
 
-
    *
 
-
    * @see splice
 
-
    */
 
-
    p.concat = function(array1, array2) {
 
-
      return array1.concat(array2);
 
-
    };
 
-
 
-
    /**
 
-
    * Sorts an array of numbers from smallest to largest and 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
 
-
    * if count is the value 5, only the first five elements on the array will
 
-
    * be sorted. Alphabetical ordering is case insensitive.
 
-
    *
 
-
    * @param {String[] | int[] | float[]}  array Array of elements to sort
 
-
    * @param {int}                        numElem Number of elements to sort
 
-
    *
 
-
    * @returns {String[] | int[] | float[]} Array (same datatype as the input)
 
-
    *
 
-
    * @see reverse
 
-
    */
 
-
    p.sort = function(array, numElem) {
 
-
      var ret = [];
 
-
 
-
      // depending on the type used (int, float) or string
 
-
      // we'll need to use a different compare function
 
-
      if (array.length > 0) {
 
-
        // copy since we need to return another array
 
-
        var elemsToCopy = numElem > 0 ? numElem : array.length;
 
-
        for (var i = 0; i < elemsToCopy; i++) {
 
-
          ret.push(array[i]);
 
-
        }
 
-
        if (typeof array[0] === "string") {
 
-
          ret.sort();
 
-
        }
 
-
        // int or float
 
-
        else {
 
-
          ret.sort(function(a, b) {
 
-
            return a - b;
 
-
          });
 
-
        }
 
-
 
-
        // copy on the rest of the elements that were not sorted in case the user
 
-
        // only wanted a subset of an array to be sorted.
 
-
        if (numElem > 0) {
 
-
          for (var j = ret.length; j < array.length; j++) {
 
-
            ret.push(array[j]);
 
-
          }
 
-
        }
 
-
      }
 
-
      return ret;
 
-
    };
 
-
 
-
    /**
 
-
    * Inserts a value or array of values into an existing array. The first two parameters must
 
-
    * be of the same datatype. The array parameter defines the array which will be modified
 
-
    * and the second parameter defines the data which will be inserted. When using an array
 
-
    * of objects, the data returned from the function must be cast to the object array's data
 
-
    * type. For example: SomeClass[] items = (SomeClass[]) splice(array1, array2, index).
 
-
    *
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
 
-
    * byte[], char[], int[], float[], String[], or an array of objects
 
-
    * @param {boolean|byte|char|int|float|String|boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects}
 
-
    * value boolean, byte, char, int, float, String, boolean[], byte[], char[], int[],
 
-
    * float[], String[], or other Object: value or an array of objects to be spliced in
 
-
    * @param {int} index                position in the array from which to insert data
 
-
    *
 
-
    * @returns Array (the same datatype as the input)
 
-
    *
 
-
    * @see contract
 
-
    * @see subset
 
-
    */
 
-
    p.splice = function(array, value, index) {
 
-
 
-
      // Trying to splice an empty array into "array" in P5 won't do
 
-
      // anything, just return the original.
 
-
      if(value.length === 0)
 
-
      {
 
-
        return array;
 
-
      }
 
-
 
-
      // If the second argument was an array, we'll need to iterate over all
 
-
      // the "value" elements and add one by one because
 
-
      // array.splice(index, 0, value);
 
-
      // would create a multi-dimensional array which isn't what we want.
 
-
      if(value instanceof Array) {
 
-
        for(var i = 0, j = index; i < value.length; j++,i++) {
 
-
          array.splice(j, 0, value[i]);
 
-
        }
 
-
      } else {
 
-
        array.splice(index, 0, value);
 
-
      }
 
-
 
-
      return array;
 
-
    };
 
-
 
-
    /**
 
-
    * Extracts an array of elements from an existing array. The array parameter defines the
 
-
    * array from which the elements will be copied and the offset and length parameters determine
 
-
    * which elements to extract. If no length is given, elements will be extracted from the offset
 
-
    * to the end of the array. When specifying the offset remember the first array element is 0.
 
-
    * This function does not change the source array.
 
-
    * When using an array of objects, the data returned from the function must be cast to the
 
-
    * object array's data type.
 
-
    *
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
 
-
    * byte[], char[], int[], float[], String[], or an array of objects
 
-
    * @param {int} offset        position to begin
 
-
    * @param {int} length        number of values to extract
 
-
    *
 
-
    * @returns Array (the same datatype as the input)
 
-
    *
 
-
    * @see splice
 
-
    */
 
-
    p.subset = function(array, offset, length) {
 
-
      var end = (length !== undef) ? offset + length : array.length;
 
-
      return array.slice(offset, end);
 
-
    };
 
-
 
-
    /**
 
-
    * 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().
 
-
    *
 
-
    * @param {Array} array              array of Strings
 
-
    * @param {char|String} separator    char or String to be placed between each item
 
-
    *
 
-
    * @returns {String} The combined string
 
-
    *
 
-
    * @see split
 
-
    * @see trim
 
-
    * @see nf
 
-
    * @see nfs
 
-
    */
 
-
    p.join = function(array, seperator) {
 
-
      return array.join(seperator);
 
-
    };
 
-
 
-
    /**
 
-
    * Decreases an array by one element and returns the shortened array. When using an
 
-
    * array of objects, the data returned from the function must be cast to the object array's
 
-
    * data type. For example: SomeClass[] items = (SomeClass[]) shorten(originalArray).
 
-
    *
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array
 
-
    * boolean[], byte[], char[], int[], float[], or String[], or an array of objects
 
-
    *
 
-
    * @returns Array (the same datatype as the input)
 
-
    *
 
-
    * @see append
 
-
    * @see expand
 
-
    */
 
-
    p.shorten = function(ary) {
 
-
      var newary = [];
 
-
 
-
      // copy array into new array
 
-
      var len = ary.length;
 
-
      for (var i = 0; i < len; i++) {
 
-
        newary[i] = ary[i];
 
-
      }
 
-
      newary.pop();
 
-
 
-
      return newary;
 
-
    };
 
-
 
-
    /**
 
-
    * Increases the size of an array. By default, this function doubles the size of the array,
 
-
    * but the optional newSize parameter provides precise control over the increase in size.
 
-
    * When using an array of objects, the data returned from the function must be cast to the
 
-
    * object array's data type. For example: SomeClass[] items = (SomeClass[]) expand(originalArray).
 
-
    *
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} ary
 
-
    * boolean[], byte[], char[], int[], float[], String[], or an array of objects
 
-
    * @param {int} newSize              positive int: new size for the array
 
-
    *
 
-
    * @returns Array (the same datatype as the input)
 
-
    *
 
-
    * @see contract
 
-
    */
 
-
    p.expand = function(ary, targetSize) {
 
-
      var temp = ary.slice(0),
 
-
          newSize = targetSize || ary.length * 2;
 
-
      temp.length = newSize;
 
-
      return temp;
 
-
    };
 
-
 
-
    /**
 
-
    * 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 srcPos and into the position specified
 
-
    * by dstPos. The number of elements to copy is determined by length. The simplified version
 
-
    * with two arguments copies an entire array to another of the same size. It is equivalent
 
-
    * to "arrayCopy(src, 0, dst, 0, src.length)". This function is far more efficient for copying
 
-
    * array data than iterating through a for and copying each element.
 
-
    *
 
-
    * @param {Array} src an array of any data type: the source array
 
-
    * @param {Array} dest an array of any data type (as long as it's the same as src): the destination array
 
-
    * @param {int} srcPos    starting position in the source array
 
-
    * @param {int} destPos    starting position in the destination array
 
-
    * @param {int} length    number of array elements to be copied
 
-
    *
 
-
    * @returns none
 
-
    */
 
-
    p.arrayCopy = function() { // src, srcPos, dest, destPos, length) {
 
-
      var src, srcPos = 0, dest, destPos = 0, length;
 
-
 
-
      if (arguments.length === 2) {
 
-
        // recall itself and copy src to dest from start index 0 to 0 of src.length
 
-
        src = arguments[0];
 
-
        dest = arguments[1];
 
-
        length = src.length;
 
-
      } else if (arguments.length === 3) {
 
-
        // recall itself and copy src to dest from start index 0 to 0 of length
 
-
        src = arguments[0];
 
-
        dest = arguments[1];
 
-
        length = arguments[2];
 
-
      } else if (arguments.length === 5) {
 
-
        src = arguments[0];
 
-
        srcPos = arguments[1];
 
-
        dest = arguments[2];
 
-
        destPos = arguments[3];
 
-
        length = arguments[4];
 
-
      }
 
-
 
-
      // copy src to dest from index srcPos to index destPos of length recursivly on objects
 
-
      for (var i = srcPos, j = destPos; i < length + srcPos; i++, j++) {
 
-
        if (dest[j] !== undef) {
 
-
          dest[j] = src[i];
 
-
        } else {
 
-
          throw "array index out of bounds exception";
 
-
        }
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Reverses the order of an array.
 
-
    *
 
-
    * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]} array
 
-
    * boolean[], byte[], char[], int[], float[], or String[]
 
-
    *
 
-
    * @returns Array (the same datatype as the input)
 
-
    *
 
-
    * @see sort
 
-
    */
 
-
    p.reverse = function(array) {
 
-
      return array.reverse();
 
-
    };
 
-
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Color functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    // helper functions for internal blending modes
 
-
    p.mix = function(a, b, f) {
 
-
      return a + (((b - a) * f) >> 8);
 
-
    };
 
-
 
-
    p.peg = function(n) {
 
-
      return (n < 0) ? 0 : ((n > 255) ? 255 : n);
 
-
    };
 
-
 
-
    // blending modes
 
-
    /**
 
-
    * These are internal blending modes used for BlendColor()
 
-
    *
 
-
    * @param {Color} c1      First Color to blend
 
-
    * @param {Color} c2      Second Color to blend
 
-
    *
 
-
    * @returns {Color}        The blended Color
 
-
    *
 
-
    * @see BlendColor
 
-
    * @see Blend
 
-
    */
 
-
    p.modes = (function() {
 
-
      var ALPHA_MASK = PConstants.ALPHA_MASK,
 
-
        RED_MASK = PConstants.RED_MASK,
 
-
        GREEN_MASK = PConstants.GREEN_MASK,
 
-
        BLUE_MASK = PConstants.BLUE_MASK,
 
-
        min = Math.min,
 
-
        max = Math.max;
 
-
 
-
      function applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb) {
 
-
        var a = min(((c1 & 0xff000000) >>> 24) + f, 0xff) << 24;
 
-
 
-
        var r = (ar + (((cr - ar) * f) >> 8));
 
-
        r = ((r < 0) ? 0 : ((r > 255) ? 255 : r)) << 16;
 
-
 
-
        var g = (ag + (((cg - ag) * f) >> 8));
 
-
        g = ((g < 0) ? 0 : ((g > 255) ? 255 : g)) << 8;
 
-
 
-
        var b = ab + (((cb - ab) * f) >> 8);
 
-
        b = (b < 0) ? 0 : ((b > 255) ? 255 : b);
 
-
 
-
        return (a | r | g | b);
 
-
      }
 
-
 
-
      return {
 
-
        replace: function(c1, c2) {
 
-
          return c2;
 
-
        },
 
-
        blend: function(c1, c2) {
 
-
          var f = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK),
 
-
            ag = (c1 & GREEN_MASK),
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK),
 
-
            bg = (c2 & GREEN_MASK),
 
-
            bb = (c2 & BLUE_MASK);
 
-
 
-
          return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
 
-
                  (ar + (((br - ar) * f) >> 8)) & RED_MASK |
 
-
                  (ag + (((bg - ag) * f) >> 8)) & GREEN_MASK |
 
-
                  (ab + (((bb - ab) * f) >> 8)) & BLUE_MASK);
 
-
        },
 
-
        add: function(c1, c2) {
 
-
          var f = (c2 & ALPHA_MASK) >>> 24;
 
-
          return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
 
-
                  min(((c1 & RED_MASK) + ((c2 & RED_MASK) >> 8) * f), RED_MASK) & RED_MASK |
 
-
                  min(((c1 & GREEN_MASK) + ((c2 & GREEN_MASK) >> 8) * f), GREEN_MASK) & GREEN_MASK |
 
-
                  min((c1 & BLUE_MASK) + (((c2 & BLUE_MASK) * f) >> 8), BLUE_MASK));
 
-
        },
 
-
        subtract: function(c1, c2) {
 
-
          var f = (c2 & ALPHA_MASK) >>> 24;
 
-
          return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
 
-
                  max(((c1 & RED_MASK) - ((c2 & RED_MASK) >> 8) * f), GREEN_MASK) & RED_MASK |
 
-
                  max(((c1 & GREEN_MASK) - ((c2 & GREEN_MASK) >> 8) * f), BLUE_MASK) & GREEN_MASK |
 
-
                  max((c1 & BLUE_MASK) - (((c2 & BLUE_MASK) * f) >> 8), 0));
 
-
        },
 
-
        lightest: function(c1, c2) {
 
-
          var f = (c2 & ALPHA_MASK) >>> 24;
 
-
          return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
 
-
                  max(c1 & RED_MASK, ((c2 & RED_MASK) >> 8) * f) & RED_MASK |
 
-
                  max(c1 & GREEN_MASK, ((c2 & GREEN_MASK) >> 8) * f) & GREEN_MASK |
 
-
                  max(c1 & BLUE_MASK, ((c2 & BLUE_MASK) * f) >> 8));
 
-
        },
 
-
        darkest: function(c1, c2) {
 
-
          var f = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK),
 
-
            ag = (c1 & GREEN_MASK),
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = min(c1 & RED_MASK, ((c2 & RED_MASK) >> 8) * f),
 
-
            bg = min(c1 & GREEN_MASK, ((c2 & GREEN_MASK) >> 8) * f),
 
-
            bb = min(c1 & BLUE_MASK, ((c2 & BLUE_MASK) * f) >> 8);
 
-
 
-
          return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
 
-
                  (ar + (((br - ar) * f) >> 8)) & RED_MASK |
 
-
                  (ag + (((bg - ag) * f) >> 8)) & GREEN_MASK |
 
-
                  (ab + (((bb - ab) * f) >> 8)) & BLUE_MASK);
 
-
        },
 
-
        difference: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK),
 
-
            cr = (ar > br) ? (ar - br) : (br - ar),
 
-
            cg = (ag > bg) ? (ag - bg) : (bg - ag),
 
-
            cb = (ab > bb) ? (ab - bb) : (bb - ab);
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        exclusion: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK),
 
-
            cr = ar + br - ((ar * br) >> 7),
 
-
            cg = ag + bg - ((ag * bg) >> 7),
 
-
            cb = ab + bb - ((ab * bb) >> 7);
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        multiply: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK),
 
-
            cr = (ar * br) >> 8,
 
-
            cg = (ag * bg) >> 8,
 
-
            cb = (ab * bb) >> 8;
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        screen: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK),
 
-
            cr = 255 - (((255 - ar) * (255 - br)) >> 8),
 
-
            cg = 255 - (((255 - ag) * (255 - bg)) >> 8),
 
-
            cb = 255 - (((255 - ab) * (255 - bb)) >> 8);
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        hard_light: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK),
 
-
            cr = (br < 128) ? ((ar * br) >> 7) : (255 - (((255 - ar) * (255 - br)) >> 7)),
 
-
            cg = (bg < 128) ? ((ag * bg) >> 7) : (255 - (((255 - ag) * (255 - bg)) >> 7)),
 
-
            cb = (bb < 128) ? ((ab * bb) >> 7) : (255 - (((255 - ab) * (255 - bb)) >> 7));
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        soft_light: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK),
 
-
            cr = ((ar * br) >> 7) + ((ar * ar) >> 8) - ((ar * ar * br) >> 15),
 
-
            cg = ((ag * bg) >> 7) + ((ag * ag) >> 8) - ((ag * ag * bg) >> 15),
 
-
            cb = ((ab * bb) >> 7) + ((ab * ab) >> 8) - ((ab * ab * bb) >> 15);
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        overlay: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK),
 
-
            cr = (ar < 128) ? ((ar * br) >> 7) : (255 - (((255 - ar) * (255 - br)) >> 7)),
 
-
            cg = (ag < 128) ? ((ag * bg) >> 7) : (255 - (((255 - ag) * (255 - bg)) >> 7)),
 
-
            cb = (ab < 128) ? ((ab * bb) >> 7) : (255 - (((255 - ab) * (255 - bb)) >> 7));
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        dodge: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK);
 
-
 
-
          var cr = 255;
 
-
          if (br !== 255) {
 
-
            cr = (ar << 8) / (255 - br);
 
-
            cr = (cr < 0) ? 0 : ((cr > 255) ? 255 : cr);
 
-
          }
 
-
 
-
          var cg = 255;
 
-
          if (bg !== 255) {
 
-
            cg = (ag << 8) / (255 - bg);
 
-
            cg = (cg < 0) ? 0 : ((cg > 255) ? 255 : cg);
 
-
          }
 
-
 
-
          var cb = 255;
 
-
          if (bb !== 255) {
 
-
            cb = (ab << 8) / (255 - bb);
 
-
            cb = (cb < 0) ? 0 : ((cb > 255) ? 255 : cb);
 
-
          }
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        },
 
-
        burn: function(c1, c2) {
 
-
          var f  = (c2 & ALPHA_MASK) >>> 24,
 
-
            ar = (c1 & RED_MASK) >> 16,
 
-
            ag = (c1 & GREEN_MASK) >> 8,
 
-
            ab = (c1 & BLUE_MASK),
 
-
            br = (c2 & RED_MASK) >> 16,
 
-
            bg = (c2 & GREEN_MASK) >> 8,
 
-
            bb = (c2 & BLUE_MASK);
 
-
 
-
          var cr = 0;
 
-
          if (br !== 0) {
 
-
            cr = ((255 - ar) << 8) / br;
 
-
            cr = 255 - ((cr < 0) ? 0 : ((cr > 255) ? 255 : cr));
 
-
          }
 
-
 
-
          var cg = 0;
 
-
          if (bg !== 0) {
 
-
            cg = ((255 - ag) << 8) / bg;
 
-
            cg = 255 - ((cg < 0) ? 0 : ((cg > 255) ? 255 : cg));
 
-
          }
 
-
 
-
          var cb = 0;
 
-
          if (bb !== 0) {
 
-
            cb = ((255 - ab) << 8) / bb;
 
-
            cb = 255 - ((cb < 0) ? 0 : ((cb > 255) ? 255 : cb));
 
-
          }
 
-
 
-
          return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
 
-
        }
 
-
      };
 
-
    }());
 
-
 
-
    function color$4(aValue1, aValue2, aValue3, aValue4) {
 
-
      var r, g, b, a;
 
-
 
-
      if (curColorMode === PConstants.HSB) {
 
-
        var rgb = p.color.toRGB(aValue1, aValue2, aValue3);
 
-
        r = rgb[0];
 
-
        g = rgb[1];
 
-
        b = rgb[2];
 
-
      } else {
 
-
        r = Math.round(255 * (aValue1 / colorModeX));
 
-
        g = Math.round(255 * (aValue2 / colorModeY));
 
-
        b = Math.round(255 * (aValue3 / colorModeZ));
 
-
      }
 
-
 
-
      a = Math.round(255 * (aValue4 / colorModeA));
 
-
 
-
      // Limit values less than 0 and greater than 255
 
-
      r = (r < 0) ? 0 : r;
 
-
      g = (g < 0) ? 0 : g;
 
-
      b = (b < 0) ? 0 : b;
 
-
      a = (a < 0) ? 0 : a;
 
-
      r = (r > 255) ? 255 : r;
 
-
      g = (g > 255) ? 255 : g;
 
-
      b = (b > 255) ? 255 : b;
 
-
      a = (a > 255) ? 255 : a;
 
-
 
-
      // Create color int
 
-
      return (a << 24) & PConstants.ALPHA_MASK | (r << 16) & PConstants.RED_MASK | (g << 8) & PConstants.GREEN_MASK | b & PConstants.BLUE_MASK;
 
-
    }
 
-
 
-
    function color$2(aValue1, aValue2) {
 
-
      var a;
 
-
 
-
      // Color int and alpha
 
-
      if (aValue1 & PConstants.ALPHA_MASK) {
 
-
        a = Math.round(255 * (aValue2 / colorModeA));
 
-
        // Limit values less than 0 and greater than 255
 
-
        a = (a > 255) ? 255 : a;
 
-
        a = (a < 0) ? 0 : a;
 
-
 
-
        return aValue1 - (aValue1 & PConstants.ALPHA_MASK) + ((a << 24) & PConstants.ALPHA_MASK);
 
-
      }
 
-
      // Grayscale and alpha
 
-
      if (curColorMode === PConstants.RGB) {
 
-
        return color$4(aValue1, aValue1, aValue1, aValue2);
 
-
      }
 
-
      if (curColorMode === PConstants.HSB) {
 
-
        return color$4(0, 0, (aValue1 / colorModeX) * colorModeZ, aValue2);
 
-
      }
 
-
    }
 
-
 
-
    function color$1(aValue1) {
 
-
      // Grayscale
 
-
      if (aValue1 <= colorModeX && aValue1 >= 0) {
 
-
          if (curColorMode === PConstants.RGB) {
 
-
            return color$4(aValue1, aValue1, aValue1, colorModeA);
 
-
          }
 
-
          if (curColorMode === PConstants.HSB) {
 
-
            return color$4(0, 0, (aValue1 / colorModeX) * colorModeZ, colorModeA);
 
-
          }
 
-
      }
 
-
      // Color int
 
-
      if (aValue1) {
 
-
        if (aValue1 > 2147483647) {
 
-
          // Java Overflow
 
-
          aValue1 -= 4294967296;
 
-
        }
 
-
        return aValue1;
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * 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. More about how colors are stored can be found in
 
-
    * the reference for the color datatype.
 
-
    *
 
-
    * @param {int|float} aValue1        red or hue or grey values relative to the current color range.
 
-
    * Also can be color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
 
-
    * @param {int|float} aValue2        green or saturation values relative to the current color range
 
-
    * @param {int|float} aValue3        blue or brightness values relative to the current color range
 
-
    * @param {int|float} aValue4        relative to current color range. Represents alpha
 
-
    *
 
-
    * @returns {color} the color
 
-
    *
 
-
    * @see colorMode
 
-
    */
 
-
    p.color = function(aValue1, aValue2, aValue3, aValue4) {
 
-
 
-
      // 4 arguments: (R, G, B, A) or (H, S, B, A)
 
-
      if (aValue1 !== undef && aValue2 !== undef && aValue3 !== undef && aValue4 !== undef) {
 
-
        return color$4(aValue1, aValue2, aValue3, aValue4);
 
-
      }
 
-
 
-
      // 3 arguments: (R, G, B) or (H, S, B)
 
-
      if (aValue1 !== undef && aValue2 !== undef && aValue3 !== undef) {
 
-
        return color$4(aValue1, aValue2, aValue3, colorModeA);
 
-
      }
 
-
 
-
      // 2 arguments: (Color, A) or (Grayscale, A)
 
-
      if (aValue1 !== undef && aValue2 !== undef) {
 
-
        return color$2(aValue1, aValue2);
 
-
      }
 
-
 
-
      // 1 argument: (Grayscale) or (Color)
 
-
      if (typeof aValue1 === "number") {
 
-
        return color$1(aValue1);
 
-
      }
 
-
 
-
      // Default
 
-
      return color$4(colorModeX, colorModeY, colorModeZ, colorModeA);
 
-
    };
 
-
 
-
    // Ease of use function to extract the colour bits into a string
 
-
    p.color.toString = function(colorInt) {
 
-
      return "rgba(" + ((colorInt & PConstants.RED_MASK) >>> 16) + "," + ((colorInt & PConstants.GREEN_MASK) >>> 8) +
 
-
            "," + ((colorInt & PConstants.BLUE_MASK)) + "," + ((colorInt & PConstants.ALPHA_MASK) >>> 24) / 255 + ")";
 
-
    };
 
-
 
-
    // Easy of use function to pack rgba values into a single bit-shifted color int.
 
-
    p.color.toInt = function(r, g, b, a) {
 
-
      return (a << 24) & PConstants.ALPHA_MASK | (r << 16) & PConstants.RED_MASK | (g << 8) & PConstants.GREEN_MASK | b & PConstants.BLUE_MASK;
 
-
    };
 
-
 
-
    // Creates a simple array in [R, G, B, A] format, [255, 255, 255, 255]
 
-
    p.color.toArray = function(colorInt) {
 
-
      return [(colorInt & PConstants.RED_MASK) >>> 16, (colorInt & PConstants.GREEN_MASK) >>> 8,
 
-
              colorInt & PConstants.BLUE_MASK, (colorInt & PConstants.ALPHA_MASK) >>> 24];
 
-
    };
 
-
 
-
    // Creates a WebGL color array in [R, G, B, A] format. WebGL wants the color ranges between 0 and 1, [1, 1, 1, 1]
 
-
    p.color.toGLArray = function(colorInt) {
 
-
      return [((colorInt & PConstants.RED_MASK) >>> 16) / 255, ((colorInt & PConstants.GREEN_MASK) >>> 8) / 255,
 
-
              (colorInt & PConstants.BLUE_MASK) / 255, ((colorInt & PConstants.ALPHA_MASK) >>> 24) / 255];
 
-
    };
 
-
 
-
    // HSB conversion function from Mootools, MIT Licensed
 
-
    p.color.toRGB = function(h, s, b) {
 
-
      // Limit values greater than range
 
-
      h = (h > colorModeX) ? colorModeX : h;
 
-
      s = (s > colorModeY) ? colorModeY : s;
 
-
      b = (b > colorModeZ) ? colorModeZ : b;
 
-
 
-
      h = (h / colorModeX) * 360;
 
-
      s = (s / colorModeY) * 100;
 
-
      b = (b / colorModeZ) * 100;
 
-
 
-
      var br = Math.round(b / 100 * 255);
 
-
 
-
      if (s === 0) { // Grayscale
 
-
        return [br, br, br];
 
-
      }
 
-
      var hue = h % 360;
 
-
      var f = hue % 60;
 
-
      var p = Math.round((b * (100 - s)) / 10000 * 255);
 
-
      var q = Math.round((b * (6000 - s * f)) / 600000 * 255);
 
-
      var t = Math.round((b * (6000 - s * (60 - f))) / 600000 * 255);
 
-
      switch (Math.floor(hue / 60)) {
 
-
      case 0:
 
-
        return [br, t, p];
 
-
      case 1:
 
-
        return [q, br, p];
 
-
      case 2:
 
-
        return [p, br, t];
 
-
      case 3:
 
-
        return [p, q, br];
 
-
      case 4:
 
-
        return [t, p, br];
 
-
      case 5:
 
-
        return [br, p, q];
 
-
      }
 
-
    };
 
-
 
-
    function colorToHSB(colorInt) {
 
-
      var red, green, blue;
 
-
 
-
      red  = ((colorInt & PConstants.RED_MASK) >>> 16) / 255;
 
-
      green = ((colorInt & PConstants.GREEN_MASK) >>> 8) / 255;
 
-
      blue  = (colorInt & PConstants.BLUE_MASK) / 255;
 
-
 
-
      var max = p.max(p.max(red,green), blue),
 
-
          min = p.min(p.min(red,green), blue),
 
-
          hue, saturation;
 
-
 
-
      if (min === max) {
 
-
        return [0, 0, max*colorModeZ];
 
-
      }
 
-
      saturation = (max - min) / max;
 
-
 
-
      if (red === max) {
 
-
        hue = (green - blue) / (max - min);
 
-
      } else if (green === max) {
 
-
        hue = 2 + ((blue - red) / (max - min));
 
-
      } else {
 
-
        hue = 4 + ((red - green) / (max - min));
 
-
      }
 
-
 
-
      hue /= 6;
 
-
 
-
      if (hue < 0) {
 
-
        hue += 1;
 
-
      } else if (hue > 1) {
 
-
        hue -= 1;
 
-
      }
 
-
      return [hue*colorModeX, saturation*colorModeY, max*colorModeZ];
 
-
    }
 
-
 
-
    /**
 
-
    * Extracts the brightness value from a color.
 
-
    *
 
-
    * @param {color} colInt any value of the color datatype
 
-
    *
 
-
    * @returns {float} The brightness color value.
 
-
    *
 
-
    * @see red
 
-
    * @see green
 
-
    * @see blue
 
-
    * @see hue
 
-
    * @see saturation
 
-
    */
 
-
    p.brightness = function(colInt){
 
-
      return colorToHSB(colInt)[2];
 
-
    };
 
-
 
-
    /**
 
-
    * Extracts the saturation value from a color.
 
-
    *
 
-
    * @param {color} colInt any value of the color datatype
 
-
    *
 
-
    * @returns {float} The saturation color value.
 
-
    *
 
-
    * @see red
 
-
    * @see green
 
-
    * @see blue
 
-
    * @see hue
 
-
    * @see brightness
 
-
    */
 
-
    p.saturation = function(colInt){
 
-
      return colorToHSB(colInt)[1];
 
-
    };
 
-
 
-
    /**
 
-
    * Extracts the hue value from a color.
 
-
    *
 
-
    * @param {color} colInt any value of the color datatype
 
-
    *
 
-
    * @returns {float} The hue color value.
 
-
    *
 
-
    * @see red
 
-
    * @see green
 
-
    * @see blue
 
-
    * @see saturation
 
-
    * @see brightness
 
-
    */
 
-
    p.hue = function(colInt){
 
-
      return colorToHSB(colInt)[0];
 
-
    };
 
-
 
-
    /**
 
-
    * Extracts the red value from a color, scaled to match current colorMode().
 
-
    * This value is always returned as a float so be careful not to assign it to an int value.
 
-
    *
 
-
    * @param {color} aColor any value of the color datatype
 
-
    *
 
-
    * @returns {float} The red color value.
 
-
    *
 
-
    * @see green
 
-
    * @see blue
 
-
    * @see alpha
 
-
    * @see >> right shift
 
-
    * @see hue
 
-
    * @see saturation
 
-
    * @see brightness
 
-
    */
 
-
    p.red = function(aColor) {
 
-
      return ((aColor & PConstants.RED_MASK) >>> 16) / 255 * colorModeX;
 
-
    };
 
-
 
-
    /**
 
-
    * Extracts the green value from a color, scaled to match current colorMode().
 
-
    * This value is always returned as a float so be careful not to assign it to an int value.
 
-
    *
 
-
    * @param {color} aColor any value of the color datatype
 
-
    *
 
-
    * @returns {float} The green color value.
 
-
    *
 
-
    * @see red
 
-
    * @see blue
 
-
    * @see alpha
 
-
    * @see >> right shift
 
-
    * @see hue
 
-
    * @see saturation
 
-
    * @see brightness
 
-
    */
 
-
    p.green = function(aColor) {
 
-
      return ((aColor & PConstants.GREEN_MASK) >>> 8) / 255 * colorModeY;
 
-
    };
 
-
 
-
    /**
 
-
    * Extracts the blue value from a color, scaled to match current colorMode().
 
-
    * This value is always returned as a float so be careful not to assign it to an int value.
 
-
    *
 
-
    * @param {color} aColor any value of the color datatype
 
-
    *
 
-
    * @returns {float} The blue color value.
 
-
    *
 
-
    * @see red
 
-
    * @see green
 
-
    * @see alpha
 
-
    * @see >> right shift
 
-
    * @see hue
 
-
    * @see saturation
 
-
    * @see brightness
 
-
    */
 
-
    p.blue = function(aColor) {
 
-
      return (aColor & PConstants.BLUE_MASK) / 255 * colorModeZ;
 
-
    };
 
-
 
-
    /**
 
-
    * Extracts the alpha value from a color, scaled to match current colorMode().
 
-
    * This value is always returned as a float so be careful not to assign it to an int value.
 
-
    *
 
-
    * @param {color} aColor any value of the color datatype
 
-
    *
 
-
    * @returns {float} The alpha color value.
 
-
    *
 
-
    * @see red
 
-
    * @see green
 
-
    * @see blue
 
-
    * @see >> right shift
 
-
    * @see hue
 
-
    * @see saturation
 
-
    * @see brightness
 
-
    */
 
-
    p.alpha = function(aColor) {
 
-
      return ((aColor & PConstants.ALPHA_MASK) >>> 24) / 255 * colorModeA;
 
-
    };
 
-
 
-
    /**
 
-
    * Calculates a color or colors between two colors 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.
 
-
    *
 
-
    * @param {color} c1    interpolate from this color
 
-
    * @param {color} c2    interpolate to this color
 
-
    * @param {float} amt    between 0.0 and 1.0
 
-
    *
 
-
    * @returns {float} The blended color.
 
-
    *
 
-
    * @see blendColor
 
-
    * @see color
 
-
    */
 
-
    p.lerpColor = function(c1, c2, amt) {
 
-
      var r, g, b, a, r1, g1, b1, a1, r2, g2, b2, a2;
 
-
      var hsb1, hsb2, rgb, h, s;
 
-
      var colorBits1 = p.color(c1);
 
-
      var colorBits2 = p.color(c2);
 
-
 
-
      if (curColorMode === PConstants.HSB) {
 
-
        // Special processing for HSB mode.
 
-
        // Get HSB and Alpha values for Color 1 and 2
 
-
        hsb1 = colorToHSB(colorBits1);
 
-
        a1 = ((colorBits1 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
 
-
        hsb2 = colorToHSB(colorBits2);
 
-
        a2 = ((colorBits2 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
 
-
 
-
        // Return lerp value for each channel, for HSB components
 
-
        h = p.lerp(hsb1[0], hsb2[0], amt);
 
-
        s = p.lerp(hsb1[1], hsb2[1], amt);
 
-
        b = p.lerp(hsb1[2], hsb2[2], amt);
 
-
        rgb = p.color.toRGB(h, s, b);
 
-
        // ... and for Alpha-range
 
-
        a = p.lerp(a1, a2, amt) * colorModeA;
 
-
 
-
        return (a << 24) & PConstants.ALPHA_MASK |
 
-
              (rgb[0] << 16) & PConstants.RED_MASK |
 
-
              (rgb[1] << 8) & PConstants.GREEN_MASK |
 
-
              rgb[2] & PConstants.BLUE_MASK;
 
-
      }
 
-
 
-
      // Get RGBA values for Color 1 to floats
 
-
      r1 = (colorBits1 & PConstants.RED_MASK) >>> 16;
 
-
      g1 = (colorBits1 & PConstants.GREEN_MASK) >>> 8;
 
-
      b1 = (colorBits1 & PConstants.BLUE_MASK);
 
-
      a1 = ((colorBits1 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
 
-
 
-
      // Get RGBA values for Color 2 to floats
 
-
      r2 = (colorBits2 & PConstants.RED_MASK) >>> 16;
 
-
      g2 = (colorBits2 & PConstants.GREEN_MASK) >>> 8;
 
-
      b2 = (colorBits2 & PConstants.BLUE_MASK);
 
-
      a2 = ((colorBits2 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
 
-
 
-
      // Return lerp value for each channel, INT for color, Float for Alpha-range
 
-
      r = p.lerp(r1, r2, amt) | 0;
 
-
      g = p.lerp(g1, g2, amt) | 0;
 
-
      b = p.lerp(b1, b2, amt) | 0;
 
-
      a = p.lerp(a1, a2, amt) * colorModeA;
 
-
 
-
      return (a << 24) & PConstants.ALPHA_MASK |
 
-
            (r << 16) & PConstants.RED_MASK |
 
-
            (g << 8) & PConstants.GREEN_MASK |
 
-
            b & PConstants.BLUE_MASK;
 
-
    };
 
-
 
-
    /**
 
-
    * Changes the way Processing interprets color data. By default, fill(), stroke(), and background()
 
-
    * colors are set by values between 0 and 255 using the RGB color model. It is possible to change the
 
-
    * numerical range used for specifying colors and to switch color systems. For example, calling colorMode(RGB, 1.0)
 
-
    * will specify that values are specified between 0 and 1. The limits for defining colors are altered by setting the
 
-
    * parameters range1, range2, range3, and range 4.
 
-
    *
 
-
    * @param {MODE} mode Either RGB or HSB, corresponding to Red/Green/Blue and Hue/Saturation/Brightness
 
-
    * @param {int|float} range              range for all color elements
 
-
    * @param {int|float} range1            range for the red or hue depending on the current color mode
 
-
    * @param {int|float} range2            range for the green or saturation depending on the current color mode
 
-
    * @param {int|float} range3            range for the blue or brightness depending on the current color mode
 
-
    * @param {int|float} range4            range for the alpha
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see background
 
-
    * @see fill
 
-
    * @see stroke
 
-
    */
 
-
    p.colorMode = function() { // mode, range1, range2, range3, range4
 
-
      curColorMode = arguments[0];
 
-
      if (arguments.length > 1) {
 
-
        colorModeX  = arguments[1];
 
-
        colorModeY  = arguments[2] || arguments[1];
 
-
        colorModeZ  = arguments[3] || arguments[1];
 
-
        colorModeA  = arguments[4] || arguments[1];
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Blends two color values together based on the blending mode given as the MODE parameter.
 
-
    * The possible modes are described in the reference for the blend() function.
 
-
    *
 
-
    * @param {color} c1 color: the first color to blend
 
-
    * @param {color} c2 color: the second color to blend
 
-
    * @param {MODE} MODE Either BLEND, ADD, SUBTRACT, DARKEST, LIGHTEST, DIFFERENCE, EXCLUSION, MULTIPLY,
 
-
    * SCREEN, OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, or BURN
 
-
    *
 
-
    * @returns {float} The blended color.
 
-
    *
 
-
    * @see blend
 
-
    * @see color
 
-
    */
 
-
    p.blendColor = function(c1, c2, mode) {
 
-
      if (mode === PConstants.REPLACE) {
 
-
        return p.modes.replace(c1, c2);
 
-
      } else if (mode === PConstants.BLEND) {
 
-
        return p.modes.blend(c1, c2);
 
-
      } else if (mode === PConstants.ADD) {
 
-
        return p.modes.add(c1, c2);
 
-
      } else if (mode === PConstants.SUBTRACT) {
 
-
        return p.modes.subtract(c1, c2);
 
-
      } else if (mode === PConstants.LIGHTEST) {
 
-
        return p.modes.lightest(c1, c2);
 
-
      } else if (mode === PConstants.DARKEST) {
 
-
        return p.modes.darkest(c1, c2);
 
-
      } else if (mode === PConstants.DIFFERENCE) {
 
-
        return p.modes.difference(c1, c2);
 
-
      } else if (mode === PConstants.EXCLUSION) {
 
-
        return p.modes.exclusion(c1, c2);
 
-
      } else if (mode === PConstants.MULTIPLY) {
 
-
        return p.modes.multiply(c1, c2);
 
-
      } else if (mode === PConstants.SCREEN) {
 
-
        return p.modes.screen(c1, c2);
 
-
      } else if (mode === PConstants.HARD_LIGHT) {
 
-
        return p.modes.hard_light(c1, c2);
 
-
      } else if (mode === PConstants.SOFT_LIGHT) {
 
-
        return p.modes.soft_light(c1, c2);
 
-
      } else if (mode === PConstants.OVERLAY) {
 
-
        return p.modes.overlay(c1, c2);
 
-
      } else if (mode === PConstants.DODGE) {
 
-
        return p.modes.dodge(c1, c2);
 
-
      } else if (mode === PConstants.BURN) {
 
-
        return p.modes.burn(c1, c2);
 
-
      }
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Canvas-Matrix manipulation
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    function saveContext() {
 
-
      curContext.save();
 
-
    }
 
-
 
-
    function restoreContext() {
 
-
      curContext.restore();
 
-
      isStrokeDirty = true;
 
-
      isFillDirty = true;
 
-
    }
 
-
 
-
    /**
 
-
    * Prints the current matrix to the text window.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see pushMatrix
 
-
    * @see popMatrix
 
-
    * @see resetMatrix
 
-
    * @see applyMatrix
 
-
    */
 
-
    p.printMatrix = function() {
 
-
      modelView.print();
 
-
    };
 
-
 
-
    /**
 
-
    * Specifies an amount to displace objects within the display window. The x parameter specifies left/right translation,
 
-
    * the y parameter specifies up/down translation, and the z parameter specifies translations toward/away from the screen.
 
-
    * Using this function with the z  parameter requires using the P3D or OPENGL parameter in combination with size as shown
 
-
    * in the above example. Transformations 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 the pushMatrix() and popMatrix().
 
-
    *
 
-
    * @param {int|float} x        left/right translation
 
-
    * @param {int|float} y        up/down translation
 
-
    * @param {int|float} z        forward/back translation
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see pushMatrix
 
-
    * @see popMatrix
 
-
    * @see scale
 
-
    * @see rotate
 
-
    * @see rotateX
 
-
    * @see rotateY
 
-
    * @see rotateZ
 
-
    */
 
-
    Drawing2D.prototype.translate = function(x, y) {
 
-
      modelView.translate(x, y);
 
-
      modelViewInv.invTranslate(x, y);
 
-
      curContext.translate(x, y);
 
-
    };
 
-
 
-
    Drawing3D.prototype.translate = function(x, y, z) {
 
-
      modelView.translate(x, y, z);
 
-
      modelViewInv.invTranslate(x, y, z);
 
-
    };
 
-
 
-
    /**
 
-
    * 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%. 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. Using this fuction with the z  parameter requires passing P3D or OPENGL into the size()
 
-
    * parameter as shown in the example above. This function can be further controlled by pushMatrix() and popMatrix().
 
-
    *
 
-
    * @param {int|float} size    percentage to scale the object
 
-
    * @param {int|float} x        percentage to scale the object in the x-axis
 
-
    * @param {int|float} y        percentage to scale the object in the y-axis
 
-
    * @param {int|float} z        percentage to scale the object in the z-axis
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see pushMatrix
 
-
    * @see popMatrix
 
-
    * @see translate
 
-
    * @see rotate
 
-
    * @see rotateX
 
-
    * @see rotateY
 
-
    * @see rotateZ
 
-
    */
 
-
    Drawing2D.prototype.scale = function(x, y) {
 
-
      modelView.scale(x, y);
 
-
      modelViewInv.invScale(x, y);
 
-
      curContext.scale(x, y || x);
 
-
    };
 
-
 
-
    Drawing3D.prototype.scale = function(x, y, z) {
 
-
      modelView.scale(x, y, z);
 
-
      modelViewInv.invScale(x, y, z);
 
-
    };
 
-
 
-
 
-
    /**
 
-
    * helper function for applying a transfrom matrix to a 2D context.
 
-
    */
 
-
    Drawing2D.prototype.transform = function(pmatrix) {
 
-
      var e = pmatrix.array();
 
-
      curContext.transform(e[0],e[3],e[1],e[4],e[2],e[5]);
 
-
    };
 
-
 
-
    /**
 
-
    * helper function for applying a transfrom matrix to a 3D context.
 
-
    * not currently implemented.
 
-
    */
 
-
    Drawing3D.prototype.transformm = function(pmatrix3d) {
 
-
      throw("p.transform is currently not supported in 3D mode");
 
-
    };
 
-
 
-
 
-
    /**
 
-
    * Pushes the current transformation matrix onto the matrix stack. Understanding pushMatrix() and popMatrix()
 
-
    * requires understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate
 
-
    * system to the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are
 
-
    * used in conjuction with the other transformation methods and may be embedded to control the scope of
 
-
    * the transformations.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see popMatrix
 
-
    * @see translate
 
-
    * @see rotate
 
-
    * @see rotateX
 
-
    * @see rotateY
 
-
    * @see rotateZ
 
-
    */
 
-
    Drawing2D.prototype.pushMatrix = function() {
 
-
      userMatrixStack.load(modelView);
 
-
      userReverseMatrixStack.load(modelViewInv);
 
-
      saveContext();
 
-
    };
 
-
 
-
    Drawing3D.prototype.pushMatrix = function() {
 
-
      userMatrixStack.load(modelView);
 
-
      userReverseMatrixStack.load(modelViewInv);
 
-
    };
 
-
 
-
    /**
 
-
    * Pops the current transformation matrix off the matrix stack. Understanding pushing and popping requires
 
-
    * understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate system to
 
-
    * the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are used in
 
-
    * conjuction with the other transformation methods and may be embedded to control the scope of the transformations.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    */
 
-
    Drawing2D.prototype.popMatrix = function() {
 
-
      modelView.set(userMatrixStack.pop());
 
-
      modelViewInv.set(userReverseMatrixStack.pop());
 
-
      restoreContext();
 
-
    };
 
-
 
-
    Drawing3D.prototype.popMatrix = function() {
 
-
      modelView.set(userMatrixStack.pop());
 
-
      modelViewInv.set(userReverseMatrixStack.pop());
 
-
    };
 
-
 
-
    /**
 
-
    * Replaces the current matrix with the identity matrix. The equivalent function in OpenGL is glLoadIdentity().
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    * @see applyMatrix
 
-
    * @see printMatrix
 
-
    */
 
-
    Drawing2D.prototype.resetMatrix = function() {
 
-
      modelView.reset();
 
-
      modelViewInv.reset();
 
-
      curContext.setTransform(1,0,0,1,0,0);
 
-
    };
 
-
 
-
    Drawing3D.prototype.resetMatrix = function() {
 
-
      modelView.reset();
 
-
      modelViewInv.reset();
 
-
    };
 
-
 
-
    /**
 
-
    * 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. The equivalent function
 
-
    * in OpenGL is glMultMatrix().
 
-
    *
 
-
    * @param {int|float} n00-n15      numbers which define the 4x4 matrix to be multiplied
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    * @see resetMatrix
 
-
    * @see printMatrix
 
-
    */
 
-
    DrawingShared.prototype.applyMatrix = function() {
 
-
      var a = arguments;
 
-
      modelView.apply(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
 
-
      modelViewInv.invApply(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
 
-
    };
 
-
 
-
    Drawing2D.prototype.applyMatrix = function() {
 
-
      var a = arguments;
 
-
      for (var cnt = a.length; cnt < 16; cnt++) {
 
-
        a[cnt] = 0;
 
-
      }
 
-
      a[10] = a[15] = 1;
 
-
      DrawingShared.prototype.applyMatrix.apply(this, a);
 
-
    };
 
-
 
-
    /**
 
-
    * Rotates a shape around the x-axis the amount specified by the angle parameter. Angles should be
 
-
    * specified in radians (values from 0 to PI*2) or converted to radians with the radians()  function.
 
-
    * Objects are always rotated around their relative position to the origin and positive numbers
 
-
    * rotate objects in a counterclockwise direction. Transformations apply to everything that happens
 
-
    * after and subsequent calls to the function accumulates the effect. For example, calling rotateX(PI/2)
 
-
    * and then rotateX(PI/2) is the same as rotateX(PI). If rotateX() is called within the draw(), the
 
-
    * transformation is reset when the loop begins again. This function requires passing P3D or OPENGL
 
-
    * into the size() parameter as shown in the example above.
 
-
    *
 
-
    * @param {int|float} angleInRadians    angle of rotation specified in radians
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see rotateY
 
-
    * @see rotateZ
 
-
    * @see rotate
 
-
    * @see translate
 
-
    * @see scale
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    */
 
-
    p.rotateX = function(angleInRadians) {
 
-
      modelView.rotateX(angleInRadians);
 
-
      modelViewInv.invRotateX(angleInRadians);
 
-
    };
 
-
 
-
    /**
 
-
    * Rotates a shape around the z-axis the amount specified by the angle parameter. Angles should be
 
-
    * specified in radians (values from 0 to PI*2) or converted to radians with the radians()  function.
 
-
    * Objects are always rotated around their relative position to the origin and positive numbers
 
-
    * rotate objects in a counterclockwise direction. Transformations apply to everything that happens
 
-
    * after and subsequent calls to the function accumulates the effect. For example, calling rotateZ(PI/2)
 
-
    * and then rotateZ(PI/2) is the same as rotateZ(PI). If rotateZ() is called within the draw(), the
 
-
    * transformation is reset when the loop begins again. This function requires passing P3D or OPENGL
 
-
    * into the size() parameter as shown in the example above.
 
-
    *
 
-
    * @param {int|float} angleInRadians    angle of rotation specified in radians
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see rotateX
 
-
    * @see rotateY
 
-
    * @see rotate
 
-
    * @see translate
 
-
    * @see scale
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    */
 
-
    Drawing2D.prototype.rotateZ = function() {
 
-
      throw "rotateZ() is not supported in 2D mode. Use rotate(float) instead.";
 
-
    };
 
-
 
-
    Drawing3D.prototype.rotateZ = function(angleInRadians) {
 
-
      modelView.rotateZ(angleInRadians);
 
-
      modelViewInv.invRotateZ(angleInRadians);
 
-
    };
 
-
 
-
    /**
 
-
    * Rotates a shape around the y-axis the amount specified by the angle parameter. Angles should be
 
-
    * specified in radians (values from 0 to PI*2) or converted to radians with the radians()  function.
 
-
    * Objects are always rotated around their relative position to the origin and positive numbers
 
-
    * rotate objects in a counterclockwise direction. Transformations apply to everything that happens
 
-
    * after and subsequent calls to the function accumulates the effect. For example, calling rotateY(PI/2)
 
-
    * and then rotateY(PI/2) is the same as rotateY(PI). If rotateY() is called within the draw(), the
 
-
    * transformation is reset when the loop begins again. This function requires passing P3D or OPENGL
 
-
    * into the size() parameter as shown in the example above.
 
-
    *
 
-
    * @param {int|float} angleInRadians    angle of rotation specified in radians
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see rotateX
 
-
    * @see rotateZ
 
-
    * @see rotate
 
-
    * @see translate
 
-
    * @see scale
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    */
 
-
    p.rotateY = function(angleInRadians) {
 
-
      modelView.rotateY(angleInRadians);
 
-
      modelViewInv.invRotateY(angleInRadians);
 
-
    };
 
-
 
-
    /**
 
-
    * Rotates a shape the amount specified by the angle parameter. Angles should be specified in radians
 
-
    * (values from 0 to TWO_PI) or converted to radians with the radians() function. 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. Technically,
 
-
    * rotate() multiplies the current transformation matrix by a rotation matrix. This function can be
 
-
    * further controlled by the pushMatrix() and popMatrix().
 
-
    *
 
-
    * @param {int|float} angleInRadians    angle of rotation specified in radians
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see rotateX
 
-
    * @see rotateY
 
-
    * @see rotateZ
 
-
    * @see rotate
 
-
    * @see translate
 
-
    * @see scale
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    */
 
-
    Drawing2D.prototype.rotate = function(angleInRadians) {
 
-
      modelView.rotateZ(angleInRadians);
 
-
      modelViewInv.invRotateZ(angleInRadians);
 
-
      curContext.rotate(angleInRadians);
 
-
    };
 
-
 
-
    Drawing3D.prototype.rotate = function(angleInRadians) {
 
-
      if (arguments.length < 4) {
 
-
        p.rotateZ(angleInRadians);
 
-
      } else {
 
-
        modelView.rotate(angleInRadians, arguments[1], arguments[2], arguments[3]);
 
-
        modelViewInv.rotate((-angleInRadians), arguments[1], arguments[2], arguments[3]);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Shears a shape around the x-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to radians
 
-
    * with the radians() function. Objects are always sheared around their relative position
 
-
    * to the origin and positive numbers shear objects in a clockwise direction. 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)
 
-
    *
 
-
    * @param {int|float} angleInRadians    angle of rotation specified in radians
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see rotateX
 
-
    * @see rotateY
 
-
    * @see rotateZ
 
-
    * @see rotate
 
-
    * @see translate
 
-
    * @see scale
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    */
 
-
 
-
    Drawing2D.prototype.shearX = function(angleInRadians) {
 
-
      modelView.shearX(angleInRadians);
 
-
      curContext.transform(1,0,angleInRadians,1,0,0);
 
-
    };
 
-
 
-
    Drawing3D.prototype.shearX = function(angleInRadians) {
 
-
      modelView.shearX(angleInRadians);
 
-
    };
 
-
 
-
    /**
 
-
    * Shears a shape around the y-axis the amount specified by the angle parameter.
 
-
    * Angles should be specified in radians (values from 0 to PI*2) or converted to
 
-
    * radians with the radians() function. Objects are always sheared around their
 
-
    * relative position to the origin and positive numbers shear objects in a
 
-
    * clockwise direction. 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).
 
-
    *
 
-
    * @param {int|float} angleInRadians    angle of rotation specified in radians
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see rotateX
 
-
    * @see rotateY
 
-
    * @see rotateZ
 
-
    * @see rotate
 
-
    * @see translate
 
-
    * @see scale
 
-
    * @see popMatrix
 
-
    * @see pushMatrix
 
-
    * @see shearX
 
-
    */
 
-
 
-
  Drawing2D.prototype.shearY = function(angleInRadians) {
 
-
      modelView.shearY(angleInRadians);
 
-
      curContext.transform(1,angleInRadians,0,1,0,0);
 
-
    };
 
-
 
-
    Drawing3D.prototype.shearY = function(angleInRadians) {
 
-
      modelView.shearY(angleInRadians);
 
-
    };
 
-
 
-
    /**
 
-
    * The pushStyle() function saves the current style settings and popStyle()  restores the prior settings.
 
-
    * Note that these functions are always used together. They allow you to change the style settings and later
 
-
    * return to what you had. When a new style is started with pushStyle(), it builds on the current style information.
 
-
    * The pushStyle() and popStyle() functions can be embedded to provide more control (see the second example
 
-
    * above for a demonstration.)
 
-
    * The style information controlled by the following functions are included in the style: fill(), stroke(), tint(),
 
-
    * strokeWeight(), strokeCap(), strokeJoin(), imageMode(), rectMode(), ellipseMode(), shapeMode(), colorMode(),
 
-
    * textAlign(), textFont(), textMode(), textSize(), textLeading(), emissive(), specular(), shininess(), ambient()
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see popStyle
 
-
    */
 
-
    p.pushStyle = function() {
 
-
      // Save the canvas state.
 
-
      saveContext();
 
-
 
-
      p.pushMatrix();
 
-
 
-
      var newState = {
 
-
        'doFill': doFill,
 
-
        'currentFillColor': currentFillColor,
 
-
        'doStroke': doStroke,
 
-
        'currentStrokeColor': currentStrokeColor,
 
-
        'curTint': curTint,
 
-
        'curRectMode': curRectMode,
 
-
        'curColorMode': curColorMode,
 
-
        'colorModeX': colorModeX,
 
-
        'colorModeZ': colorModeZ,
 
-
        'colorModeY': colorModeY,
 
-
        'colorModeA': colorModeA,
 
-
        'curTextFont': curTextFont,
 
-
        'horizontalTextAlignment': horizontalTextAlignment,
 
-
        'verticalTextAlignment': verticalTextAlignment,
 
-
        'textMode': textMode,
 
-
        'curFontName': curFontName,
 
-
        'curTextSize': curTextSize,
 
-
        'curTextAscent': curTextAscent,
 
-
        'curTextDescent': curTextDescent,
 
-
        'curTextLeading': curTextLeading
 
-
      };
 
-
 
-
      styleArray.push(newState);
 
-
    };
 
-
 
-
    /**
 
-
    * The pushStyle() function saves the current style settings and popStyle()  restores the prior settings; these
 
-
    * functions are always used together. They allow you to change the style settings and later return to what you had.
 
-
    * When a new style is started with pushStyle(), it builds on the current style information. The pushStyle() and
 
-
    * popStyle() functions can be embedded to provide more control (see the second example above for a demonstration.)
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see pushStyle
 
-
    */
 
-
    p.popStyle = function() {
 
-
      var oldState = styleArray.pop();
 
-
 
-
      if (oldState) {
 
-
        restoreContext();
 
-
 
-
        p.popMatrix();
 
-
 
-
        doFill = oldState.doFill;
 
-
        currentFillColor = oldState.currentFillColor;
 
-
        doStroke = oldState.doStroke;
 
-
        currentStrokeColor = oldState.currentStrokeColor;
 
-
        curTint = oldState.curTint;
 
-
        curRectMode = oldState.curRectMode;
 
-
        curColorMode = oldState.curColorMode;
 
-
        colorModeX = oldState.colorModeX;
 
-
        colorModeZ = oldState.colorModeZ;
 
-
        colorModeY = oldState.colorModeY;
 
-
        colorModeA = oldState.colorModeA;
 
-
        curTextFont = oldState.curTextFont;
 
-
        curFontName = oldState.curFontName;
 
-
        curTextSize = oldState.curTextSize;
 
-
        horizontalTextAlignment = oldState.horizontalTextAlignment;
 
-
        verticalTextAlignment = oldState.verticalTextAlignment;
 
-
        textMode = oldState.textMode;
 
-
        curTextAscent = oldState.curTextAscent;
 
-
        curTextDescent = oldState.curTextDescent;
 
-
        curTextLeading = oldState.curTextLeading;
 
-
      } else {
 
-
        throw "Too many popStyle() without enough pushStyle()";
 
-
      }
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Time based functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Processing communicates with the clock on your computer.
 
-
    * The year() function returns the current year as an integer (2003, 2004, 2005, etc).
 
-
    *
 
-
    * @returns {float} The current year.
 
-
    *
 
-
    * @see millis
 
-
    * @see second
 
-
    * @see minute
 
-
    * @see hour
 
-
    * @see day
 
-
    * @see month
 
-
    */
 
-
    p.year = function() {
 
-
      return new Date().getFullYear();
 
-
    };
 
-
    /**
 
-
    * Processing communicates with the clock on your computer.
 
-
    * The month() function returns the current month as a value from 1 - 12.
 
-
    *
 
-
    * @returns {float} The current month.
 
-
    *
 
-
    * @see millis
 
-
    * @see second
 
-
    * @see minute
 
-
    * @see hour
 
-
    * @see day
 
-
    * @see year
 
-
    */
 
-
    p.month = function() {
 
-
      return new Date().getMonth() + 1;
 
-
    };
 
-
    /**
 
-
    * Processing communicates with the clock on your computer.
 
-
    * The day() function returns the current day as a value from 1 - 31.
 
-
    *
 
-
    * @returns {float} The current day.
 
-
    *
 
-
    * @see millis
 
-
    * @see second
 
-
    * @see minute
 
-
    * @see hour
 
-
    * @see month
 
-
    * @see year
 
-
    */
 
-
    p.day = function() {
 
-
      return new Date().getDate();
 
-
    };
 
-
    /**
 
-
    * Processing communicates with the clock on your computer.
 
-
    * The hour() function returns the current hour as a value from 0 - 23.
 
-
    *
 
-
    * @returns {float} The current hour.
 
-
    *
 
-
    * @see millis
 
-
    * @see second
 
-
    * @see minute
 
-
    * @see month
 
-
    * @see day
 
-
    * @see year
 
-
    */
 
-
    p.hour = function() {
 
-
      return new Date().getHours();
 
-
    };
 
-
    /**
 
-
    * Processing communicates with the clock on your computer.
 
-
    * The minute() function returns the current minute as a value from 0 - 59.
 
-
    *
 
-
    * @returns {float} The current minute.
 
-
    *
 
-
    * @see millis
 
-
    * @see second
 
-
    * @see month
 
-
    * @see hour
 
-
    * @see day
 
-
    * @see year
 
-
    */
 
-
    p.minute = function() {
 
-
      return new Date().getMinutes();
 
-
    };
 
-
    /**
 
-
    * Processing communicates with the clock on your computer.
 
-
    * The second() function returns the current second as a value from 0 - 59.
 
-
    *
 
-
    * @returns {float} The current minute.
 
-
    *
 
-
    * @see millis
 
-
    * @see month
 
-
    * @see minute
 
-
    * @see hour
 
-
    * @see day
 
-
    * @see year
 
-
    */
 
-
    p.second = function() {
 
-
      return new Date().getSeconds();
 
-
    };
 
-
    /**
 
-
    * Returns the number of milliseconds (thousandths of a second) since starting a sketch.
 
-
    * This information is often used for timing animation sequences.
 
-
    *
 
-
    * @returns {long} The number of milliseconds since starting the sketch.
 
-
    *
 
-
    * @see month
 
-
    * @see second
 
-
    * @see minute
 
-
    * @see hour
 
-
    * @see day
 
-
    * @see year
 
-
    */
 
-
    p.millis = function() {
 
-
      return Date.now() - start;
 
-
    };
 
-
 
-
    /**
 
-
    * 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.
 
-
    * 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).
 
-
    * Calling redraw() within draw() has no effect because draw() is continuously called anyway.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see noLoop
 
-
    * @see loop
 
-
    */
 
-
    function redrawHelper() {
 
-
      var sec = (Date.now() - timeSinceLastFPS) / 1000;
 
-
      framesSinceLastFPS++;
 
-
      var fps = framesSinceLastFPS / sec;
 
-
 
-
      // recalculate FPS every half second for better accuracy.
 
-
      if (sec > 0.5) {
 
-
        timeSinceLastFPS = Date.now();
 
-
        framesSinceLastFPS = 0;
 
-
        p.__frameRate = fps;
 
-
      }
 
-
 
-
      p.frameCount++;
 
-
    }
 
-
 
-
    Drawing2D.prototype.redraw = function() {
 
-
      redrawHelper();
 
-
 
-
      curContext.lineWidth = lineWidth;
 
-
      var pmouseXLastEvent = p.pmouseX,
 
-
          pmouseYLastEvent = p.pmouseY;
 
-
      p.pmouseX = pmouseXLastFrame;
 
-
      p.pmouseY = pmouseYLastFrame;
 
-
 
-
      saveContext();
 
-
      p.draw();
 
-
      restoreContext();
 
-
 
-
      pmouseXLastFrame = p.mouseX;
 
-
      pmouseYLastFrame = p.mouseY;
 
-
      p.pmouseX = pmouseXLastEvent;
 
-
      p.pmouseY = pmouseYLastEvent;
 
-
    };
 
-
 
-
    Drawing3D.prototype.redraw = function() {
 
-
      redrawHelper();
 
-
 
-
      var pmouseXLastEvent = p.pmouseX,
 
-
          pmouseYLastEvent = p.pmouseY;
 
-
      p.pmouseX = pmouseXLastFrame;
 
-
      p.pmouseY = pmouseYLastFrame;
 
-
      // even if the color buffer isn't cleared with background(),
 
-
      // the depth buffer needs to be cleared regardless.
 
-
      curContext.clear(curContext.DEPTH_BUFFER_BIT);
 
-
      curContextCache = { attributes: {}, locations: {} };
 
-
      // Delete all the lighting states and the materials the
 
-
      // user set in the last draw() call.
 
-
      p.noLights();
 
-
      p.lightFalloff(1, 0, 0);
 
-
      p.shininess(1);
 
-
      p.ambient(255, 255, 255);
 
-
      p.specular(0, 0, 0);
 
-
      p.emissive(0, 0, 0);
 
-
      p.camera();
 
-
      p.draw();
 
-
 
-
      pmouseXLastFrame = p.mouseX;
 
-
      pmouseYLastFrame = p.mouseY;
 
-
      p.pmouseX = pmouseXLastEvent;
 
-
      p.pmouseY = pmouseYLastEvent;
 
-
    };
 
-
 
-
    /**
 
-
    * Stops Processing from continuously executing the code within draw(). If loop() is
 
-
    * called, the code in draw() begin to run continuously again. If using noLoop() in
 
-
    * setup(), it should be the last line inside the block.
 
-
    * 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.
 
-
    * 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.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see redraw
 
-
    * @see draw
 
-
    * @see loop
 
-
    */
 
-
    p.noLoop = function() {
 
-
      doLoop = false;
 
-
      loopStarted = false;
 
-
      clearInterval(looping);
 
-
      curSketch.onPause();
 
-
    };
 
-
 
-
    /**
 
-
    * Causes Processing to continuously execute the code within draw(). If noLoop() is called,
 
-
    * the code in draw() stops executing.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see noLoop
 
-
    */
 
-
    p.loop = function() {
 
-
      if (loopStarted) {
 
-
        return;
 
-
      }
 
-
 
-
      timeSinceLastFPS = Date.now();
 
-
      framesSinceLastFPS = 0;
 
-
 
-
      looping = window.setInterval(function() {
 
-
        try {
 
-
          curSketch.onFrameStart();
 
-
          p.redraw();
 
-
          curSketch.onFrameEnd();
 
-
        } catch(e_loop) {
 
-
          window.clearInterval(looping);
 
-
          throw e_loop;
 
-
        }
 
-
      }, curMsPerFrame);
 
-
      doLoop = true;
 
-
      loopStarted = true;
 
-
      curSketch.onLoop();
 
-
    };
 
-
 
-
    /**
 
-
    * Specifies the number of frames to be displayed every second. If the processor is not
 
-
    * fast enough to maintain the specified rate, it will not be achieved. For example, the
 
-
    * function call frameRate(30) will attempt to refresh 30 times a second. It is recommended
 
-
    * to set the frame rate within setup(). The default rate is 60 frames per second.
 
-
    *
 
-
    * @param {int} aRate        number of frames per second.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see delay
 
-
    */
 
-
    p.frameRate = function(aRate) {
 
-
      curFrameRate = aRate;
 
-
      curMsPerFrame = 1000 / curFrameRate;
 
-
 
-
      // clear and reset interval
 
-
      if (doLoop) {
 
-
        p.noLoop();
 
-
        p.loop();
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Quits/stops/exits the program.
 
-
    * Rather than terminating immediately, exit() will cause the sketch to exit after draw()
 
-
    * has completed (or after setup() completes if called during the setup() method).
 
-
    *
 
-
    * @returns none
 
-
    */
 
-
    p.exit = function() {
 
-
      // cleanup
 
-
      window.clearInterval(looping);
 
-
      removeInstance(p.externals.canvas.id);
 
-
      delete(curElement.onmousedown);
 
-
 
-
      // Step through the libraries to detach them
 
-
      for (var lib in Processing.lib) {
 
-
        if (Processing.lib.hasOwnProperty(lib)) {
 
-
          if (Processing.lib[lib].hasOwnProperty("detach")) {
 
-
            Processing.lib[lib].detach(p);
 
-
          }
 
-
        }
 
-
      }
 
-
 
-
      // clean up all event handling
 
-
      var i = eventHandlers.length;
 
-
      while (i--) {
 
-
        detachEventHandler(eventHandlers[i]);
 
-
      }
 
-
      curSketch.onExit();
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // MISC functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Sets the cursor to a predefined symbol, an image, or turns it on if already hidden.
 
-
    * If you are trying to set an image as the cursor, it is recommended to make the size
 
-
    * 16x16 or 32x32 pixels. It is not possible to load an image as the cursor if you are
 
-
    * exporting your program for the Web. The values for parameters x and y must be less
 
-
    * than the dimensions of the image.
 
-
    *
 
-
    * @param {MODE} MODE either ARROW, CROSS, HAND, MOVE, TEXT, WAIT
 
-
    * @param {PImage} image      any variable of type PImage
 
-
    * @param {int}    x          the horizonal active spot of the cursor
 
-
    * @param {int}    y          the vertical active spot of the cursor
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see noCursor
 
-
    */
 
-
    p.cursor = function() {
 
-
      if (arguments.length > 1 || (arguments.length === 1 && arguments[0] instanceof p.PImage)) {
 
-
        var image = arguments[0],
 
-
          x, y;
 
-
        if (arguments.length >= 3) {
 
-
          x = arguments[1];
 
-
          y = arguments[2];
 
-
          if (x < 0 || y < 0 || y >= image.height || x >= image.width) {
 
-
            throw "x and y must be non-negative and less than the dimensions of the image";
 
-
          }
 
-
        } else {
 
-
          x = image.width >>> 1;
 
-
          y = image.height >>> 1;
 
-
        }
 
-
 
-
        // see https://developer.mozilla.org/en/Using_URL_values_for_the_cursor_property
 
-
        var imageDataURL = image.toDataURL();
 
-
        var style = "url(\"" + imageDataURL + "\") " + x + " " + y + ", default";
 
-
        curCursor = curElement.style.cursor = style;
 
-
      } else if (arguments.length === 1) {
 
-
        var mode = arguments[0];
 
-
        curCursor = curElement.style.cursor = mode;
 
-
      } else {
 
-
        curCursor = curElement.style.cursor = oldCursor;
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Hides the cursor from view.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see cursor
 
-
    */
 
-
    p.noCursor = function() {
 
-
      curCursor = curElement.style.cursor = PConstants.NOCURSOR;
 
-
    };
 
-
 
-
    /**
 
-
    * Links to a webpage either in the same window or in a new window. The complete URL
 
-
    * must be specified.
 
-
    *
 
-
    * @param {String} href      complete url as a String in quotes
 
-
    * @param {String} target    name of the window to load the URL as a string in quotes
 
-
    *
 
-
    * @returns none
 
-
    */
 
-
    p.link = function(href, target) {
 
-
      if (target !== undef) {
 
-
        window.open(href, target);
 
-
      } else {
 
-
        window.location = href;
 
-
      }
 
-
    };
 
-
 
-
    // PGraphics methods
 
-
    // These functions exist only for compatibility with P5
 
-
    p.beginDraw = noop;
 
-
    p.endDraw = noop;
 
-
 
-
    /**
 
-
    * This function takes content from a canvas and turns it into an ImageData object to be used with a PImage
 
-
    *
 
-
    * @returns {ImageData}        ImageData object to attach to a PImage (1D array of pixel data)
 
-
    *
 
-
    * @see PImage
 
-
    */
 
-
    Drawing2D.prototype.toImageData = function(x, y, w, h) {
 
-
      x = x !== undef ? x : 0;
 
-
      y = y !== undef ? y : 0;
 
-
      w = w !== undef ? w : p.width;
 
-
      h = h !== undef ? h : p.height;
 
-
      return curContext.getImageData(x, y, w, h);
 
-
    };
 
-
 
-
    Drawing3D.prototype.toImageData = function(x, y, w, h) {
 
-
      x = x !== undef ? x : 0;
 
-
      y = y !== undef ? y : 0;
 
-
      w = w !== undef ? w : p.width;
 
-
      h = h !== undef ? h : p.height;
 
-
      var c = document.createElement("canvas"),
 
-
          ctx = c.getContext("2d"),
 
-
          obj = ctx.createImageData(w, h),
 
-
          uBuff = new Uint8Array(w * h * 4);
 
-
      curContext.readPixels(x, y, w, h, curContext.RGBA, curContext.UNSIGNED_BYTE, uBuff);
 
-
      for (var i=0, ul=uBuff.length, obj_data=obj.data; i < ul; i++) {
 
-
        obj_data[i] = uBuff[(h - 1 - Math.floor(i / 4 / w)) * w * 4 + (i % (w * 4))];
 
-
      }
 
-
      return obj;
 
-
    };
 
-
 
-
    /**
 
-
    * Displays message in the browser's status area. This is the text area in the lower
 
-
    * left corner of the browser. The status() function will only work when the
 
-
    * Processing program is running in a web browser.
 
-
    *
 
-
    * @param {String} text      any valid String
 
-
    *
 
-
    * @returns none
 
-
    */
 
-
    p.status = function(text) {
 
-
      window.status = text;
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Binary Functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Converts a byte, char, int, or color to a String containing the equivalent binary
 
-
    * notation. For example color(0, 102, 153, 255) will convert to the String
 
-
    * "11111111000000000110011010011001". This function can help make your geeky debugging
 
-
    * sessions much happier.
 
-
    *
 
-
    * @param {byte|char|int|color} num          byte, char, int, color: value to convert
 
-
    * @param {int} numBits                      number of digits to return
 
-
    *
 
-
    * @returns {String}
 
-
    *
 
-
    * @see unhex
 
-
    * @see hex
 
-
    * @see unbinary
 
-
    */
 
-
    p.binary = function(num, numBits) {
 
-
      var bit;
 
-
      if (numBits > 0) {
 
-
        bit = numBits;
 
-
      } else if(num instanceof Char) {
 
-
        bit = 16;
 
-
        num |= 0; // making it int
 
-
      } else {
 
-
        // autodetect, skipping zeros
 
-
        bit = 32;
 
-
        while (bit > 1 && !((num >>> (bit - 1)) & 1)) {
 
-
          bit--;
 
-
        }
 
-
      }
 
-
      var result = "";
 
-
      while (bit > 0) {
 
-
        result += ((num >>> (--bit)) & 1) ? "1" : "0";
 
-
      }
 
-
      return result;
 
-
    };
 
-
 
-
    /**
 
-
    * Converts a String representation of a binary number to its equivalent integer value.
 
-
    * For example, unbinary("00001000") will return 8.
 
-
    *
 
-
    * @param {String} binaryString String
 
-
    *
 
-
    * @returns {Int}
 
-
    *
 
-
    * @see hex
 
-
    * @see binary
 
-
    * @see unbinary
 
-
    */
 
-
    p.unbinary = function(binaryString) {
 
-
      var i = binaryString.length - 1, mask = 1, result = 0;
 
-
      while (i >= 0) {
 
-
        var ch = binaryString[i--];
 
-
        if (ch !== '0' && ch !== '1') {
 
-
          throw "the value passed into unbinary was not an 8 bit binary number";
 
-
        }
 
-
        if (ch === '1') {
 
-
          result += mask;
 
-
        }
 
-
        mask <<= 1;
 
-
      }
 
-
      return result;
 
-
    };
 
-
 
-
    var decimalToHex = function(d, padding) {
 
-
      //if there is no padding value added, default padding to 8 else go into while statement.
 
-
      padding = (padding === undef || padding === null) ? padding = 8 : padding;
 
-
      if (d < 0) {
 
-
        d = 0xFFFFFFFF + d + 1;
 
-
      }
 
-
      var hex = Number(d).toString(16).toUpperCase();
 
-
      while (hex.length < padding) {
 
-
        hex = "0" + hex;
 
-
      }
 
-
      if (hex.length >= padding) {
 
-
        hex = hex.substring(hex.length - padding, hex.length);
 
-
      }
 
-
      return hex;
 
-
    };
 
-
 
-
    // note: since we cannot keep track of byte, int types by default the returned string is 8 chars long
 
-
    // if no 2nd argument is passed.  closest compromise we can use to match java implementation Feb 5 2010
 
-
    // also the char parser has issues with chars that are not digits or letters IE: !@#$%^&*
 
-
    /**
 
-
    * Converts a byte, char, int, or color to a String containing the equivalent hexadecimal notation.
 
-
    * For example color(0, 102, 153, 255) will convert to the String "FF006699". This function can help
 
-
    * make your geeky debugging sessions much happier.
 
-
    *
 
-
    * @param {byte|char|int|Color} value  the value to turn into a hex string
 
-
    * @param {int} digits                the number of digits to return
 
-
    *
 
-
    * @returns {String}
 
-
    *
 
-
    * @see unhex
 
-
    * @see binary
 
-
    * @see unbinary
 
-
    */
 
-
    p.hex = function(value, len) {
 
-
      if (arguments.length === 1) {
 
-
        if (value instanceof Char) {
 
-
          len = 4;
 
-
        } else { // int or byte, indistinguishable at the moment, default to 8
 
-
          len = 8;
 
-
        }
 
-
      }
 
-
      return decimalToHex(value, len);
 
-
    };
 
-
 
-
    function unhexScalar(hex) {
 
-
      var value = parseInt("0x" + hex, 16);
 
-
 
-
      // correct for int overflow java expectation
 
-
      if (value > 2147483647) {
 
-
        value -= 4294967296;
 
-
      }
 
-
      return value;
 
-
    }
 
-
 
-
    /**
 
-
    * Converts a String representation of a hexadecimal number to its equivalent integer value.
 
-
    *
 
-
    * @param {String} hex  the hex string to convert to an int
 
-
    *
 
-
    * @returns {int}
 
-
    *
 
-
    * @see hex
 
-
    * @see binary
 
-
    * @see unbinary
 
-
    */
 
-
    p.unhex = function(hex) {
 
-
      if (hex instanceof Array) {
 
-
        var arr = [];
 
-
        for (var i = 0; i < hex.length; i++) {
 
-
          arr.push(unhexScalar(hex[i]));
 
-
        }
 
-
        return arr;
 
-
      }
 
-
      return unhexScalar(hex);
 
-
    };
 
-
 
-
    // Load a file or URL into strings
 
-
    /**
 
-
    * Reads the contents of a file or url and creates a String array of its individual lines.
 
-
    * The filename parameter can also be a URL to a file found online.  If the file is not available or an error occurs,
 
-
    * null will be returned and an error message will be printed to the console. The error message does not halt
 
-
    * the program.
 
-
    *
 
-
    * @param {String} filename    name of the file or url to load
 
-
    *
 
-
    * @returns {String[]}
 
-
    *
 
-
    * @see loadBytes
 
-
    * @see saveStrings
 
-
    * @see saveBytes
 
-
    */
 
-
    p.loadStrings = function(filename) {
 
-
      if (localStorage[filename]) {
 
-
        return localStorage[filename].split("\n");
 
-
      }
 
-
 
-
      var filecontent = ajax(filename);
 
-
      if(typeof filecontent !== "string" || filecontent === "") {
 
-
        return [];
 
-
      }
 
-
 
-
      // deal with the fact that Windows uses \r\n, Unix uses \n,
 
-
      // Mac uses \r, and we actually expect \n
 
-
      filecontent = filecontent.replace(/(\r\n?)/g,"\n").replace(/\n$/,"");
 
-
 
-
      return filecontent.split("\n");
 
-
    };
 
-
 
-
    // Writes an array of strings to a file, one line per string
 
-
    /**
 
-
    * Writes an array of strings to a file, one line per string. This file is saved to the localStorage.
 
-
    *
 
-
    * @param {String} filename    name of the file to save to localStorage
 
-
    * @param {String[]} strings  string array to be written
 
-
    *
 
-
    * @see loadBytes
 
-
    * @see loadStrings
 
-
    * @see saveBytes
 
-
    */
 
-
    p.saveStrings = function(filename, strings) {
 
-
      localStorage[filename] = strings.join('\n');
 
-
    };
 
-
 
-
    /**
 
-
    * Reads the contents of a file or url and places it in a byte array. If a file is specified, it must be located in the localStorage.
 
-
    * The filename parameter can also be a URL to a file found online.
 
-
    *
 
-
    * @param {String} filename  name of a file in the localStorage or a URL.
 
-
    *
 
-
    * @returns {byte[]}
 
-
    *
 
-
    * @see loadStrings
 
-
    * @see saveStrings
 
-
    * @see saveBytes
 
-
    */
 
-
    p.loadBytes = function(url) {
 
-
      var string = ajax(url);
 
-
      var ret = [];
 
-
 
-
      for (var i = 0; i < string.length; i++) {
 
-
        ret.push(string.charCodeAt(i));
 
-
      }
 
-
 
-
      return ret;
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // String Functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    /**
 
-
    * The matchAll() function is identical to match(), except that it returns an array of all matches in
 
-
    * the specified String, rather than just the first.
 
-
    *
 
-
    * @param {String} aString  the String to search inside
 
-
    * @param {String} aRegExp  the regexp to be used for matching
 
-
    *
 
-
    * @return {String[]} returns an array of matches
 
-
    *
 
-
    * @see #match
 
-
    */
 
-
    p.matchAll = function(aString, aRegExp) {
 
-
      var results = [],
 
-
          latest;
 
-
      var regexp = new RegExp(aRegExp, "g");
 
-
      while ((latest = regexp.exec(aString)) !== null) {
 
-
        results.push(latest);
 
-
        if (latest[0].length === 0) {
 
-
          ++regexp.lastIndex;
 
-
        }
 
-
      }
 
-
      return results.length > 0 ? results : null;
 
-
    };
 
-
    /**
 
-
    * The match() function matches a string with a regular expression, and returns the match as an
 
-
    * array. The first index is the matching expression, and array elements
 
-
    * [1] and higher represent each of the groups (sequences found in parens).
 
-
    *
 
-
    * @param {String} str      the String to be searched
 
-
    * @param {String} regexp  the regexp to be used for matching
 
-
    *
 
-
    * @return {String[]} an array of matching strings
 
-
    */
 
-
    p.match = function(str, regexp) {
 
-
      return str.match(regexp);
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Other java specific functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
 
-
    var logBuffer = [];
 
-
 
-
    /**
 
-
    * The println() function writes to the console area of the Processing environment.
 
-
    * Each call to this function creates a new line of output. Individual elements can be separated with quotes ("") and joined with the string concatenation operator (+).
 
-
    *
 
-
    * @param {String} message the string to write to the console
 
-
    *
 
-
    * @see #join
 
-
    * @see #print
 
-
    */
 
-
    p.println = function(message) {
 
-
      Processing.logger.println(message);
 
-
    };
 
-
    /**
 
-
    * The print() function writes to the console area of the Processing environment.
 
-
    *
 
-
    * @param {String} message the string to write to the console
 
-
    *
 
-
    * @see #join
 
-
    */
 
-
    p.print = function(message) {
 
-
      Processing.logger.print(message);
 
-
    };
 
-
 
-
    // Alphanumeric chars arguments automatically converted to numbers when
 
-
    // passed in, and will come out as numbers.
 
-
    p.str = function(val) {
 
-
      if (val instanceof Array) {
 
-
        var arr = [];
 
-
        for (var i = 0; i < val.length; i++) {
 
-
          arr.push(val[i].toString() + "");
 
-
        }
 
-
        return arr;
 
-
      }
 
-
      return (val.toString() + "");
 
-
    };
 
-
 
-
 
-
    // Conversion
 
-
    function booleanScalar(val) {
 
-
      if (typeof val === 'number') {
 
-
        return val !== 0;
 
-
      }
 
-
      if (typeof val === 'boolean') {
 
-
        return val;
 
-
      }
 
-
      if (typeof val === 'string') {
 
-
        return val.toLowerCase() === 'true';
 
-
      }
 
-
      if (val instanceof Char) {
 
-
        // 1, T or t
 
-
        return val.code === 49 || val.code === 84 || val.code === 116;
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Converts the passed parameter to the function to its boolean value.
 
-
    * It will return an array of booleans if an array is passed in.
 
-
    *
 
-
    * @param {int, byte, string} val          the parameter to be converted to boolean
 
-
    * @param {int[], byte[], string[]} val    the array to be converted to boolean[]
 
-
    *
 
-
    * @return {boolean|boolean[]} returns a boolean or an array of booleans
 
-
    */
 
-
    p.parseBoolean = function (val) {
 
-
      if (val instanceof Array) {
 
-
        var ret = [];
 
-
        for (var i = 0; i < val.length; i++) {
 
-
          ret.push(booleanScalar(val[i]));
 
-
        }
 
-
        return ret;
 
-
      }
 
-
      return booleanScalar(val);
 
-
    };
 
-
 
-
    /**
 
-
    * Converts the passed parameter to the function to its byte value.
 
-
    * A byte is a number between -128 and 127.
 
-
    * It will return an array of bytes if an array is passed in.
 
-
    *
 
-
    * @param {int, char} what        the parameter to be conveted to byte
 
-
    * @param {int[], char[]} what    the array to be converted to byte[]
 
-
    *
 
-
    * @return {byte|byte[]} returns a byte or an array of bytes
 
-
    */
 
-
    p.parseByte = function(what) {
 
-
      if (what instanceof Array) {
 
-
        var bytes = [];
 
-
        for (var i = 0; i < what.length; i++) {
 
-
          bytes.push((0 - (what[i] & 0x80)) | (what[i] & 0x7F));
 
-
        }
 
-
        return bytes;
 
-
      }
 
-
      return (0 - (what & 0x80)) | (what & 0x7F);
 
-
    };
 
-
 
-
    /**
 
-
    * Converts the passed parameter to the function to its char value.
 
-
    * It will return an array of chars if an array is passed in.
 
-
    *
 
-
    * @param {int, byte} key        the parameter to be conveted to char
 
-
    * @param {int[], byte[]} key    the array to be converted to char[]
 
-
    *
 
-
    * @return {char|char[]} returns a char or an array of chars
 
-
    */
 
-
    p.parseChar = function(key) {
 
-
      if (typeof key === "number") {
 
-
        return new Char(String.fromCharCode(key & 0xFFFF));
 
-
      }
 
-
      if (key instanceof Array) {
 
-
        var ret = [];
 
-
        for (var i = 0; i < key.length; i++) {
 
-
          ret.push(new Char(String.fromCharCode(key[i] & 0xFFFF)));
 
-
        }
 
-
        return ret;
 
-
      }
 
-
      throw "char() may receive only one argument of type int, byte, int[], or byte[].";
 
-
    };
 
-
 
-
    // Processing doc claims good argument types are: int, char, byte, boolean,
 
-
    // String, int[], char[], byte[], boolean[], String[].
 
-
    // floats should not work. However, floats with only zeroes right of the
 
-
    // decimal will work because JS converts those to int.
 
-
    function floatScalar(val) {
 
-
      if (typeof val === 'number') {
 
-
        return val;
 
-
      }
 
-
      if (typeof val === 'boolean') {
 
-
        return val ? 1 : 0;
 
-
      }
 
-
      if (typeof val === 'string') {
 
-
        return parseFloat(val);
 
-
      }
 
-
      if (val instanceof Char) {
 
-
        return val.code;
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Converts the passed parameter to the function to its float value.
 
-
    * It will return an array of floats if an array is passed in.
 
-
    *
 
-
    * @param {int, char, boolean, string} val            the parameter to be conveted to float
 
-
    * @param {int[], char[], boolean[], string[]} val    the array to be converted to float[]
 
-
    *
 
-
    * @return {float|float[]} returns a float or an array of floats
 
-
    */
 
-
    p.parseFloat = function(val) {
 
-
      if (val instanceof Array) {
 
-
        var ret = [];
 
-
        for (var i = 0; i < val.length; i++) {
 
-
          ret.push(floatScalar(val[i]));
 
-
        }
 
-
        return ret;
 
-
      }
 
-
      return floatScalar(val);
 
-
    };
 
-
 
-
    function intScalar(val, radix) {
 
-
      if (typeof val === 'number') {
 
-
        return val & 0xFFFFFFFF;
 
-
      }
 
-
      if (typeof val === 'boolean') {
 
-
        return val ? 1 : 0;
 
-
      }
 
-
      if (typeof val === 'string') {
 
-
        var number = parseInt(val, radix || 10); // Default to decimal radix.
 
-
        return number & 0xFFFFFFFF;
 
-
      }
 
-
      if (val instanceof Char) {
 
-
        return val.code;
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * Converts the passed parameter to the function to its int value.
 
-
    * It will return an array of ints if an array is passed in.
 
-
    *
 
-
    * @param {string, char, boolean, float} val            the parameter to be conveted to int
 
-
    * @param {string[], char[], boolean[], float[]} val    the array to be converted to int[]
 
-
    * @param {int} radix                                  optional the radix of the number (for js compatibility)
 
-
    *
 
-
    * @return {int|int[]} returns a int or an array of ints
 
-
    */
 
-
    p.parseInt = function(val, radix) {
 
-
      if (val instanceof Array) {
 
-
        var ret = [];
 
-
        for (var i = 0; i < val.length; i++) {
 
-
          if (typeof val[i] === 'string' && !/^\s*[+\-]?\d+\s*$/.test(val[i])) {
 
-
            ret.push(0);
 
-
          } else {
 
-
            ret.push(intScalar(val[i], radix));
 
-
          }
 
-
        }
 
-
        return ret;
 
-
      }
 
-
      return intScalar(val, radix);
 
-
    };
 
-
 
-
    p.__int_cast = function(val) {
 
-
      return 0|val;
 
-
    };
 
-
 
-
    p.__instanceof = function(obj, type) {
 
-
      if (typeof type !== "function") {
 
-
        throw "Function is expected as type argument for instanceof operator";
 
-
      }
 
-
 
-
      if (typeof obj === "string") {
 
-
        // special case for strings
 
-
        return type === Object || type === String;
 
-
      }
 
-
 
-
      if (obj instanceof type) {
 
-
        // fast check if obj is already of type instance
 
-
        return true;
 
-
      }
 
-
 
-
      if (typeof obj !== "object" || obj === null) {
 
-
        return false; // not an object or null
 
-
      }
 
-
 
-
      var objType = obj.constructor;
 
-
      if (type.$isInterface) {
 
-
        // expecting the interface
 
-
        // queueing interfaces from type and its base classes
 
-
        var interfaces = [];
 
-
        while (objType) {
 
-
          if (objType.$interfaces) {
 
-
            interfaces = interfaces.concat(objType.$interfaces);
 
-
          }
 
-
          objType = objType.$base;
 
-
        }
 
-
        while (interfaces.length > 0) {
 
-
          var i = interfaces.shift();
 
-
          if (i === type) {
 
-
            return true;
 
-
          }
 
-
          // wide search in base interfaces
 
-
          if (i.$interfaces) {
 
-
            interfaces = interfaces.concat(i.$interfaces);
 
-
          }
 
-
        }
 
-
        return false;
 
-
      }
 
-
 
-
      while (objType.hasOwnProperty("$base")) {
 
-
        objType = objType.$base;
 
-
        if (objType === type) {
 
-
          return true; // object was found
 
-
        }
 
-
      }
 
-
 
-
      return false;
 
-
    };
 
-
 
-
    /**
 
-
    * Defines the dimension of the display window in units of pixels. The size() function must
 
-
    * be the first line in setup(). If size() is not called, the default size of the window is
 
-
    * 100x100 pixels. The system variables width and height are set by the parameters passed to
 
-
    * the size() function.
 
-
    *
 
-
    * @param {int} aWidth    width of the display window in units of pixels
 
-
    * @param {int} aHeight    height of the display window in units of pixels
 
-
    * @param {MODE} aMode    Either P2D, P3D, JAVA2D, or OPENGL
 
-
    *
 
-
    * @see createGraphics
 
-
    * @see screen
 
-
    */
 
-
    DrawingShared.prototype.size = function(aWidth, aHeight, aMode) {
 
-
      if (doStroke) {
 
-
        p.stroke(0);
 
-
      }
 
-
 
-
      if (doFill) {
 
-
        p.fill(255);
 
-
      }
 
-
 
-
      // The default 2d context has already been created in the p.init() stage if
 
-
      // a 3d context was not specified. This is so that a 2d context will be
 
-
      // available if size() was not called.
 
-
      var savedProperties = {
 
-
        fillStyle: curContext.fillStyle,
 
-
        strokeStyle: curContext.strokeStyle,
 
-
        lineCap: curContext.lineCap,
 
-
        lineJoin: curContext.lineJoin
 
-
      };
 
-
      // remove the style width and height properties to ensure that the canvas gets set to
 
-
      // aWidth and aHeight coming in
 
-
      if (curElement.style.length > 0 ) {
 
-
        curElement.style.removeProperty("width");
 
-
        curElement.style.removeProperty("height");
 
-
      }
 
-
 
-
      curElement.width = p.width = aWidth || 100;
 
-
      curElement.height = p.height = aHeight || 100;
 
-
 
-
      for (var prop in savedProperties) {
 
-
        if (savedProperties.hasOwnProperty(prop)) {
 
-
          curContext[prop] = savedProperties[prop];
 
-
        }
 
-
      }
 
-
 
-
      // make sure to set the default font the first time round.
 
-
      p.textFont(curTextFont);
 
-
 
-
      // Set the background to whatever it was called last as if background() was called before size()
 
-
      // If background() hasn't been called before, set background() to a light gray
 
-
      p.background();
 
-
 
-
      // set 5% for pixels to cache (or 1000)
 
-
      maxPixelsCached = Math.max(1000, aWidth * aHeight * 0.05);
 
-
 
-
      // Externalize the context
 
-
      p.externals.context = curContext;
 
-
 
-
      for (var i = 0; i < PConstants.SINCOS_LENGTH; i++) {
 
-
        sinLUT[i] = p.sin(i * (PConstants.PI / 180) * 0.5);
 
-
        cosLUT[i] = p.cos(i * (PConstants.PI / 180) * 0.5);
 
-
      }
 
-
    };
 
-
 
-
    Drawing2D.prototype.size = function(aWidth, aHeight, aMode) {
 
-
      if (curContext === undef) {
 
-
        // size() was called without p.init() default context, i.e. p.createGraphics()
 
-
        curContext = curElement.getContext("2d");
 
-
        userMatrixStack = new PMatrixStack();
 
-
        userReverseMatrixStack = new PMatrixStack();
 
-
        modelView = new PMatrix2D();
 
-
        modelViewInv = new PMatrix2D();
 
-
      }
 
-
 
-
      DrawingShared.prototype.size.apply(this, arguments);
 
-
    };
 
-
 
-
    Drawing3D.prototype.size = (function() {
 
-
      var size3DCalled = false;
 
-
 
-
      return function size(aWidth, aHeight, aMode) {
 
-
        if (size3DCalled) {
 
-
          throw "Multiple calls to size() for 3D renders are not allowed.";
 
-
        }
 
-
        size3DCalled = true;
 
-
 
-
        function getGLContext(canvas) {
 
-
          var ctxNames = ['experimental-webgl', 'webgl', 'webkit-3d'],
 
-
              gl;
 
-
 
-
          for (var i=0, l=ctxNames.length; i<l; i++) {
 
-
            gl = canvas.getContext(ctxNames[i], {antialias: false, preserveDrawingBuffer: true});
 
-
            if (gl) {
 
-
              break;
 
-
            }
 
-
          }
 
-
 
-
          return gl;
 
-
        }
 
-
 
-
        // Get the 3D rendering context.
 
-
        try {
 
-
          // If the HTML <canvas> dimensions differ from the
 
-
          // dimensions specified in the size() call in the sketch, for
 
-
          // 3D sketches, browsers will either not render or render the
 
-
          // scene incorrectly. To fix this, we need to adjust the
 
-
          // width and height attributes of the canvas.
 
-
          curElement.width = p.width = aWidth || 100;
 
-
          curElement.height = p.height = aHeight || 100;
 
-
          curContext = getGLContext(curElement);
 
-
          canTex = curContext.createTexture();
 
-
          textTex = curContext.createTexture();
 
-
        } catch(e_size) {
 
-
          Processing.debug(e_size);
 
-
        }
 
-
 
-
        if (!curContext) {
 
-
          throw "WebGL context is not supported on this browser.";
 
-
        }
 
-
 
-
        // Set defaults
 
-
        curContext.viewport(0, 0, curElement.width, curElement.height);
 
-
        curContext.enable(curContext.DEPTH_TEST);
 
-
        curContext.enable(curContext.BLEND);
 
-
        curContext.blendFunc(curContext.SRC_ALPHA, curContext.ONE_MINUS_SRC_ALPHA);
 
-
 
-
        // Create the program objects to render 2D (points, lines) and
 
-
        // 3D (spheres, boxes) shapes. Because 2D shapes are not lit,
 
-
        // lighting calculations are ommitted from this program object.
 
-
        programObject2D = createProgramObject(curContext, vertexShaderSrc2D, fragmentShaderSrc2D);
 
-
 
-
        programObjectUnlitShape = createProgramObject(curContext, vertexShaderSrcUnlitShape, fragmentShaderSrcUnlitShape);
 
-
 
-
        // Set the default point and line width for the 2D and unlit shapes.
 
-
        p.strokeWeight(1);
 
-
 
-
        // Now that the programs have been compiled, we can set the default
 
-
        // states for the lights.
 
-
        programObject3D = createProgramObject(curContext, vertexShaderSrc3D, fragmentShaderSrc3D);
 
-
        curContext.useProgram(programObject3D);
 
-
 
-
        // Assume we aren't using textures by default.
 
-
        uniformi("usingTexture3d", programObject3D, "usingTexture", usingTexture);
 
-
 
-
        // Set some defaults.
 
-
        p.lightFalloff(1, 0, 0);
 
-
        p.shininess(1);
 
-
        p.ambient(255, 255, 255);
 
-
        p.specular(0, 0, 0);
 
-
        p.emissive(0, 0, 0);
 
-
 
-
        // Create buffers for 3D primitives
 
-
        boxBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, boxBuffer);
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, boxVerts, curContext.STATIC_DRAW);
 
-
 
-
        boxNormBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, boxNormBuffer);
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, boxNorms, curContext.STATIC_DRAW);
 
-
 
-
        boxOutlineBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, boxOutlineBuffer);
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, boxOutlineVerts, curContext.STATIC_DRAW);
 
-
 
-
        // used to draw the rectangle and the outline
 
-
        rectBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, rectBuffer);
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, rectVerts, curContext.STATIC_DRAW);
 
-
 
-
        rectNormBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, rectNormBuffer);
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, rectNorms, curContext.STATIC_DRAW);
 
-
 
-
        // The sphere vertices are specified dynamically since the user
 
-
        // can change the level of detail. Everytime the user does that
 
-
        // using sphereDetail(), the new vertices are calculated.
 
-
        sphereBuffer = curContext.createBuffer();
 
-
 
-
        lineBuffer = curContext.createBuffer();
 
-
 
-
        // Shape buffers
 
-
        fillBuffer = curContext.createBuffer();
 
-
        fillColorBuffer = curContext.createBuffer();
 
-
        strokeColorBuffer = curContext.createBuffer();
 
-
        shapeTexVBO = curContext.createBuffer();
 
-
 
-
        pointBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, pointBuffer);
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([0, 0, 0]), curContext.STATIC_DRAW);
 
-
 
-
        textBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, textBuffer );
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([1,1,0,-1,1,0,-1,-1,0,1,-1,0]), curContext.STATIC_DRAW);
 
-
 
-
        textureBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ARRAY_BUFFER, textureBuffer);
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([0,0,1,0,1,1,0,1]), curContext.STATIC_DRAW);
 
-
 
-
        indexBuffer = curContext.createBuffer();
 
-
        curContext.bindBuffer(curContext.ELEMENT_ARRAY_BUFFER, indexBuffer);
 
-
        curContext.bufferData(curContext.ELEMENT_ARRAY_BUFFER, new Uint16Array([0,1,2,2,3,0]), curContext.STATIC_DRAW);
 
-
 
-
        cam = new PMatrix3D();
 
-
        cameraInv = new PMatrix3D();
 
-
        modelView = new PMatrix3D();
 
-
        modelViewInv = new PMatrix3D();
 
-
        projection = new PMatrix3D();
 
-
        p.camera();
 
-
        p.perspective();
 
-
 
-
        userMatrixStack = new PMatrixStack();
 
-
        userReverseMatrixStack = new PMatrixStack();
 
-
        // used by both curve and bezier, so just init here
 
-
        curveBasisMatrix = new PMatrix3D();
 
-
        curveToBezierMatrix = new PMatrix3D();
 
-
        curveDrawMatrix = new PMatrix3D();
 
-
        bezierDrawMatrix = new PMatrix3D();
 
-
        bezierBasisInverse = new PMatrix3D();
 
-
        bezierBasisMatrix = new PMatrix3D();
 
-
        bezierBasisMatrix.set(-1, 3, -3, 1, 3, -6, 3, 0, -3, 3, 0, 0, 1, 0, 0, 0);
 
-
 
-
        DrawingShared.prototype.size.apply(this, arguments);
 
-
      };
 
-
    }());
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Lights
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Adds an ambient light. Ambient light doesn't come from a specific direction,
 
-
    * the rays have light have bounced around so much that objects are evenly lit
 
-
    * from all sides. Ambient lights are almost always used in combination with
 
-
    * other types of lights. Lights need to be included in the <b>draw()</b> to
 
-
    * remain persistent in a looping program. Placing them in the <b>setup()</b>
 
-
    * of a looping program will cause them to only have an effect the first time
 
-
    * through the loop. The effect of the parameters is determined by the current
 
-
    * color mode.
 
-
    *
 
-
    * @param {int | float} r red or hue value
 
-
    * @param {int | float} g green or hue value
 
-
    * @param {int | float} b blue or hue value
 
-
    *
 
-
    * @param {int | float} x x position of light (used for falloff)
 
-
    * @param {int | float} y y position of light (used for falloff)
 
-
    * @param {int | float} z z position of light (used for falloff)
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see lights
 
-
    * @see directionalLight
 
-
    * @see pointLight
 
-
    * @see spotLight
 
-
    */
 
-
    Drawing2D.prototype.ambientLight = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.ambientLight = function(r, g, b, x, y, z) {
 
-
      if (lightCount === PConstants.MAX_LIGHTS) {
 
-
        throw "can only create " + PConstants.MAX_LIGHTS + " lights";
 
-
      }
 
-
 
-
      var pos = new PVector(x, y, z);
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.mult(pos, pos);
 
-
 
-
      // Instead of calling p.color, we do the calculations ourselves to
 
-
      // reduce property lookups.
 
-
      var col = color$4(r, g, b, 0);
 
-
      var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
 
-
                            ((col & PConstants.GREEN_MASK) >>> 8) / 255,
 
-
                            (col & PConstants.BLUE_MASK) / 255 ];
 
-
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
 
-
      uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
 
-
      uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 0);
 
-
      uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
 
-
    };
 
-
 
-
    /**
 
-
    * Adds a directional light. Directional light comes from one direction and
 
-
    * is stronger when hitting a surface squarely and weaker if it hits at a
 
-
    * gentle angle. After hitting a surface, a directional lights scatters in
 
-
    * all directions. Lights need to be included in the <b>draw()</b> to remain
 
-
    * persistent in a looping program. Placing them in the <b>setup()</b> of a
 
-
    * looping program will cause them to only have an effect the first time
 
-
    * through the loop. The affect of the <br>r</b>, <br>g</b>, and <br>b</b>
 
-
    * parameters is determined by the current color mode. The <b>nx</b>,
 
-
    * <b>ny</b>, and <b>nz</b> parameters specify the direction the light is
 
-
    * facing. For example, setting <b>ny</b> to -1 will cause the geometry to be
 
-
    * lit from below (the light is facing directly upward).
 
-
    *
 
-
    * @param {int | float} r red or hue value
 
-
    * @param {int | float} g green or hue value
 
-
    * @param {int | float} b blue or hue value
 
-
    *
 
-
    * @param {int | float} nx direction along the x axis
 
-
    * @param {int | float} ny direction along the y axis
 
-
    * @param {int | float} nz direction along the z axis
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see lights
 
-
    * @see ambientLight
 
-
    * @see pointLight
 
-
    * @see spotLight
 
-
    */
 
-
    Drawing2D.prototype.directionalLight = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.directionalLight = function(r, g, b, nx, ny, nz) {
 
-
      if (lightCount === PConstants.MAX_LIGHTS) {
 
-
        throw "can only create " + PConstants.MAX_LIGHTS + " lights";
 
-
      }
 
-
 
-
      curContext.useProgram(programObject3D);
 
-
 
-
      var mvm = new PMatrix3D();
 
-
      mvm.scale(1, -1, 1);
 
-
      mvm.apply(modelView.array());
 
-
      mvm = mvm.array();
 
-
 
-
      // We need to multiply the direction by the model view matrix, but
 
-
      // the mult function checks the w component of the vector, if it isn't
 
-
      // present, it uses 1, so we manually multiply.
 
-
      var dir = [
 
-
        mvm[0] * nx + mvm[4] * ny + mvm[8] * nz,
 
-
        mvm[1] * nx + mvm[5] * ny + mvm[9] * nz,
 
-
        mvm[2] * nx + mvm[6] * ny + mvm[10] * nz
 
-
      ];
 
-
 
-
      // Instead of calling p.color, we do the calculations ourselves to
 
-
      // reduce property lookups.
 
-
      var col = color$4(r, g, b, 0);
 
-
      var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
 
-
                            ((col & PConstants.GREEN_MASK) >>> 8) / 255,
 
-
                            (col & PConstants.BLUE_MASK) / 255 ];
 
-
 
-
      uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
 
-
      uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", dir);
 
-
      uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 1);
 
-
      uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the falloff rates for point lights, spot lights, and ambient lights.
 
-
    * The parameters are used to determine the falloff with the following equation:
 
-
    *
 
-
    * d = distance from light position to vertex position
 
-
    * falloff = 1 / (CONSTANT + d * LINEAR + (d*d) * QUADRATIC)
 
-
    *
 
-
    * Like <b>fill()</b>, it affects only the elements which are created after it in the
 
-
    * code. The default value if <b>LightFalloff(1.0, 0.0, 0.0)</b>. Thinking about an
 
-
    * ambient light with a falloff can be tricky. It is used, for example, if you
 
-
    * wanted a region of your scene to be lit ambiently one color and another region
 
-
    * to be lit ambiently by another color, you would use an ambient light with location
 
-
    * and falloff. You can think of it as a point light that doesn't care which direction
 
-
    * a surface is facing.
 
-
    *
 
-
    * @param {int | float} constant constant value for determining falloff
 
-
    * @param {int | float} linear linear value for determining falloff
 
-
    * @param {int | float} quadratic quadratic value for determining falloff
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see lights
 
-
    * @see ambientLight
 
-
    * @see pointLight
 
-
    * @see spotLight
 
-
    * @see lightSpecular
 
-
    */
 
-
    Drawing2D.prototype.lightFalloff = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.lightFalloff = function(constant, linear, quadratic) {
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformf("uFalloff3d", programObject3D, "uFalloff", [constant, linear, quadratic]);
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the specular color for lights. Like <b>fill()</b>, it affects only the
 
-
    * elements which are created after it in the code. Specular refers to light
 
-
    * which bounces off a surface in a perferred direction (rather than bouncing
 
-
    * in all directions like a diffuse light) and is used for creating highlights.
 
-
    * The specular quality of a light interacts with the specular material qualities
 
-
    * set through the <b>specular()</b> and <b>shininess()</b> functions.
 
-
    *
 
-
    * @param {int | float} r red or hue value
 
-
    * @param {int | float} g green or hue value
 
-
    * @param {int | float} b blue or hue value
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see lights
 
-
    * @see ambientLight
 
-
    * @see pointLight
 
-
    * @see spotLight
 
-
    */
 
-
    Drawing2D.prototype.lightSpecular = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.lightSpecular = function(r, g, b) {
 
-
 
-
      // Instead of calling p.color, we do the calculations ourselves to
 
-
      // reduce property lookups.
 
-
      var col = color$4(r, g, b, 0);
 
-
      var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
 
-
                            ((col & PConstants.GREEN_MASK) >>> 8) / 255,
 
-
                            (col & PConstants.BLUE_MASK) / 255 ];
 
-
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformf("uSpecular3d", programObject3D, "uSpecular", normalizedCol);
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the default ambient light, directional light, falloff, and specular
 
-
    * values. The defaults are ambientLight(128, 128, 128) and
 
-
    * directionalLight(128, 128, 128, 0, 0, -1), lightFalloff(1, 0, 0), and
 
-
    * lightSpecular(0, 0, 0). Lights need to be included in the draw() to remain
 
-
    * persistent in a looping program. Placing them in the setup() of a looping
 
-
    * program will cause them to only have an effect the first time through the
 
-
    * loop.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see ambientLight
 
-
    * @see directionalLight
 
-
    * @see pointLight
 
-
    * @see spotLight
 
-
    * @see noLights
 
-
    *
 
-
    */
 
-
    p.lights = function() {
 
-
      p.ambientLight(128, 128, 128);
 
-
      p.directionalLight(128, 128, 128, 0, 0, -1);
 
-
      p.lightFalloff(1, 0, 0);
 
-
      p.lightSpecular(0, 0, 0);
 
-
    };
 
-
 
-
    /**
 
-
    * Adds a point light. Lights need to be included in the <b>draw()</b> to remain
 
-
    * persistent in a looping program. Placing them in the <b>setup()</b> of a
 
-
    * looping program will cause them to only have an effect the first time through
 
-
    * the loop. The affect of the <b>r</b>, <b>g</b>, and <b>b</b> parameters
 
-
    * is determined by the current color mode. The <b>x</b>, <b>y</b>, and <b>z</b>
 
-
    * parameters set the position of the light.
 
-
    *
 
-
    * @param {int | float} r red or hue value
 
-
    * @param {int | float} g green or hue value
 
-
    * @param {int | float} b blue or hue value
 
-
    * @param {int | float} x x coordinate of the light
 
-
    * @param {int | float} y y coordinate of the light
 
-
    * @param {int | float} z z coordinate of the light
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see lights
 
-
    * @see directionalLight
 
-
    * @see ambientLight
 
-
    * @see spotLight
 
-
    */
 
-
    Drawing2D.prototype.pointLight = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.pointLight = function(r, g, b, x, y, z) {
 
-
      if (lightCount === PConstants.MAX_LIGHTS) {
 
-
        throw "can only create " + PConstants.MAX_LIGHTS + " lights";
 
-
      }
 
-
 
-
      // Place the point in view space once instead of once per vertex
 
-
      // in the shader.
 
-
      var pos = new PVector(x, y, z);
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.mult(pos, pos);
 
-
 
-
      // Instead of calling p.color, we do the calculations ourselves to
 
-
      // reduce property lookups.
 
-
      var col = color$4(r, g, b, 0);
 
-
      var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
 
-
                            ((col & PConstants.GREEN_MASK) >>> 8) / 255,
 
-
                            (col & PConstants.BLUE_MASK) / 255 ];
 
-
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
 
-
      uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
 
-
      uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 2);
 
-
      uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
 
-
    };
 
-
 
-
    /**
 
-
    * Disable all lighting. Lighting is turned off by default and enabled with
 
-
    * the lights() method. This function can be used to disable lighting so
 
-
    * that 2D geometry (which does not require lighting) can be drawn after a
 
-
    * set of lighted 3D geometry.
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see lights
 
-
    */
 
-
    Drawing2D.prototype.noLights = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.noLights = function() {
 
-
      lightCount = 0;
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformi("uLightCount3d", programObject3D, "uLightCount", lightCount);
 
-
    };
 
-
 
-
    /**
 
-
    * Adds a spot light. Lights need to be included in the <b>draw()</b> to
 
-
    * remain persistent in a looping program. Placing them in the <b>setup()</b>
 
-
    * of a looping program will cause them to only have an effect the first time
 
-
    * through the loop. The affect of the <b>r</b>, <b>g</b>, and <b>b</b> parameters
 
-
    * is determined by the current color mode. The <b>x</b>, <b>y</b>, and <b>z</b>
 
-
    * parameters specify the position of the light and <b>nx</b>, <b>ny</b>, <b>nz</b>
 
-
    * specify the direction or light. The angle parameter affects <b>angle</b> of the
 
-
    * spotlight cone.
 
-
    *
 
-
    * @param {int | float} r red or hue value
 
-
    * @param {int | float} g green or hue value
 
-
    * @param {int | float} b blue or hue value
 
-
    * @param {int | float} x coordinate of the light
 
-
    * @param {int | float} y coordinate of the light
 
-
    * @param {int | float} z coordinate of the light
 
-
    * @param {int | float} nx direction along the x axis
 
-
    * @param {int | float} ny direction along the y axis
 
-
    * @param {int | float} nz direction along the z axis
 
-
    * @param {float} angle angle of the spotlight cone
 
-
    * @param {float} concentration exponent determining the center bias of the cone
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see lights
 
-
    * @see directionalLight
 
-
    * @see ambientLight
 
-
    * @see pointLight
 
-
    */
 
-
    Drawing2D.prototype.spotLight = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.spotLight = function(r, g, b, x, y, z, nx, ny, nz, angle, concentration) {
 
-
      if (lightCount === PConstants.MAX_LIGHTS) {
 
-
        throw "can only create " + PConstants.MAX_LIGHTS + " lights";
 
-
      }
 
-
 
-
      curContext.useProgram(programObject3D);
 
-
 
-
      // multiply the position and direction by the model view matrix
 
-
      // once per object rather than once per vertex.
 
-
      var pos = new PVector(x, y, z);
 
-
      var mvm = new PMatrix3D();
 
-
      mvm.scale(1, -1, 1);
 
-
      mvm.apply(modelView.array());
 
-
      mvm.mult(pos, pos);
 
-
 
-
      // Convert to array since we need to directly access the elements.
 
-
      mvm = mvm.array();
 
-
 
-
      // We need to multiply the direction by the model view matrix, but
 
-
      // the mult function checks the w component of the vector, if it isn't
 
-
      // present, it uses 1, so we use a very small value as a work around.
 
-
      var dir = [
 
-
          mvm[0] * nx + mvm[4] * ny + mvm[8] * nz,
 
-
          mvm[1] * nx + mvm[5] * ny + mvm[9] * nz,
 
-
          mvm[2] * nx + mvm[6] * ny + mvm[10] * nz
 
-
      ];
 
-
 
-
      // Instead of calling p.color, we do the calculations ourselves to
 
-
      // reduce property lookups.
 
-
      var col = color$4(r, g, b, 0);
 
-
      var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
 
-
                            ((col & PConstants.GREEN_MASK) >>> 8) / 255,
 
-
                            (col & PConstants.BLUE_MASK) / 255 ];
 
-
 
-
      uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
 
-
      uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
 
-
      uniformf("uLights.direction.3d." + lightCount, programObject3D, "uLights" + lightCount + ".direction", dir);
 
-
      uniformf("uLights.concentration.3d." + lightCount, programObject3D, "uLights" + lightCount + ".concentration", concentration);
 
-
      uniformf("uLights.angle.3d." + lightCount, programObject3D, "uLights" + lightCount + ".angle", angle);
 
-
      uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 3);
 
-
      uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Camera functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * The <b>beginCamera()</b> and <b>endCamera()</b> functions enable advanced customization of the camera space.
 
-
    * The functions are useful if you want to more control over camera movement, however for most users, the <b>camera()</b>
 
-
    * function will be sufficient.<br /><br />The camera functions will replace any transformations (such as <b>rotate()</b>
 
-
    * or <b>translate()</b>) that occur before them in <b>draw()</b>, but they will not automatically replace the camera
 
-
    * transform itself. For this reason, camera functions should be placed at the beginning of <b>draw()</b> (so that
 
-
    * transformations happen afterwards), and the <b>camera()</b> function can be used after <b>beginCamera()</b> if
 
-
    * you want to reset the camera before applying transformations.<br /><br />This function sets the matrix mode to the
 
-
    * camera matrix so calls such as <b>translate()</b>, <b>rotate()</b>, applyMatrix() and resetMatrix() affect the camera.
 
-
    * <b>beginCamera()</b> should always be used with a following <b>endCamera()</b> and pairs of <b>beginCamera()</b> and
 
-
    * <b>endCamera()</b> cannot be nested.
 
-
    *
 
-
    * @see camera
 
-
    * @see endCamera
 
-
    * @see applyMatrix
 
-
    * @see resetMatrix
 
-
    * @see translate
 
-
    * @see rotate
 
-
    * @see scale
 
-
    */
 
-
    Drawing2D.prototype.beginCamera = function() {
 
-
      throw ("beginCamera() is not available in 2D mode");
 
-
    };
 
-
 
-
    Drawing3D.prototype.beginCamera = function() {
 
-
      if (manipulatingCamera) {
 
-
        throw ("You cannot call beginCamera() again before calling endCamera()");
 
-
      }
 
-
      manipulatingCamera = true;
 
-
      modelView = cameraInv;
 
-
      modelViewInv = cam;
 
-
    };
 
-
 
-
    /**
 
-
    * The <b>beginCamera()</b> and <b>endCamera()</b> functions enable advanced customization of the camera space.
 
-
    * Please see the reference for <b>beginCamera()</b> for a description of how the functions are used.
 
-
    *
 
-
    * @see beginCamera
 
-
    */
 
-
    Drawing2D.prototype.endCamera = function() {
 
-
      throw ("endCamera() is not available in 2D mode");
 
-
    };
 
-
 
-
    Drawing3D.prototype.endCamera = function() {
 
-
      if (!manipulatingCamera) {
 
-
        throw ("You cannot call endCamera() before calling beginCamera()");
 
-
      }
 
-
      modelView.set(cam);
 
-
      modelViewInv.set(cameraInv);
 
-
      manipulatingCamera = false;
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the position of the camera through setting the eye position, the center of the scene, and which axis is facing
 
-
    * upward. Moving the eye position and the direction it is pointing (the center of the scene) allows the images to be
 
-
    * seen from different angles. The version without any parameters sets the camera to the default position, pointing to
 
-
    * the center of the display window with the Y axis as up. The default values are camera(width/2.0, height/2.0,
 
-
    * (height/2.0) / tan(PI*60.0 / 360.0), width/2.0, height/2.0, 0, 0, 1, 0). This function is similar to gluLookAt()
 
-
    * in OpenGL, but it first clears the current camera settings.
 
-
    *
 
-
    * @param {float} eyeX    x-coordinate for the eye
 
-
    * @param {float} eyeY    y-coordinate for the eye
 
-
    * @param {float} eyeZ    z-coordinate for the eye
 
-
    * @param {float} centerX x-coordinate for the center of the scene
 
-
    * @param {float} centerY y-coordinate for the center of the scene
 
-
    * @param {float} centerZ z-coordinate for the center of the scene
 
-
    * @param {float} upX    usually 0.0, 1.0, -1.0
 
-
    * @param {float} upY    usually 0.0, 1.0, -1.0
 
-
    * @param {float} upZ    usually 0.0, 1.0, -1.0
 
-
    *
 
-
    * @see beginCamera
 
-
    * @see endCamera
 
-
    * @see frustum
 
-
    */
 
-
    p.camera = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
 
-
      if (eyeX === undef) {
 
-
        // Workaround if createGraphics is used.
 
-
        cameraX = p.width / 2;
 
-
        cameraY = p.height / 2;
 
-
        cameraZ = cameraY / Math.tan(cameraFOV / 2);
 
-
        eyeX = cameraX;
 
-
        eyeY = cameraY;
 
-
        eyeZ = cameraZ;
 
-
        centerX = cameraX;
 
-
        centerY = cameraY;
 
-
        centerZ = 0;
 
-
        upX = 0;
 
-
        upY = 1;
 
-
        upZ = 0;
 
-
      }
 
-
 
-
      var z = new PVector(eyeX - centerX, eyeY - centerY, eyeZ - centerZ);
 
-
      var y = new PVector(upX, upY, upZ);
 
-
      z.normalize();
 
-
      var x = PVector.cross(y, z);
 
-
      y = PVector.cross(z, x);
 
-
      x.normalize();
 
-
      y.normalize();
 
-
 
-
      var xX = x.x,
 
-
          xY = x.y,
 
-
          xZ = x.z;
 
-
 
-
      var yX = y.x,
 
-
          yY = y.y,
 
-
          yZ = y.z;
 
-
 
-
      var zX = z.x,
 
-
          zY = z.y,
 
-
          zZ = z.z;
 
-
 
-
      cam.set(xX, xY, xZ, 0, yX, yY, yZ, 0, zX, zY, zZ, 0, 0, 0, 0, 1);
 
-
 
-
      cam.translate(-eyeX, -eyeY, -eyeZ);
 
-
 
-
      cameraInv.reset();
 
-
      cameraInv.invApply(xX, xY, xZ, 0, yX, yY, yZ, 0, zX, zY, zZ, 0, 0, 0, 0, 1);
 
-
 
-
      cameraInv.translate(eyeX, eyeY, eyeZ);
 
-
 
-
      modelView.set(cam);
 
-
      modelViewInv.set(cameraInv);
 
-
    };
 
-
 
-
    /**
 
-
    * Sets a perspective projection applying foreshortening, making distant objects appear smaller than closer ones. The
 
-
    * parameters define a viewing volume with the shape of truncated pyramid. Objects near to the front of the volume appear
 
-
    * their actual size, while farther objects appear smaller. This projection simulates the perspective of the world more
 
-
    * accurately than orthographic projection. The version of perspective without parameters sets the default perspective and
 
-
    * the version with four parameters allows the programmer to set the area precisely. The default values are:
 
-
    * perspective(PI/3.0, width/height, cameraZ/10.0, cameraZ*10.0) where cameraZ is ((height/2.0) / tan(PI*60.0/360.0));
 
-
    *
 
-
    * @param {float} fov    field-of-view angle (in radians) for vertical direction
 
-
    * @param {float} aspect  ratio of width to height
 
-
    * @param {float} zNear  z-position of nearest clipping plane
 
-
    * @param {float} zFar    z-positions of farthest clipping plane
 
-
    */
 
-
    p.perspective = function(fov, aspect, near, far) {
 
-
      if (arguments.length === 0) {
 
-
        //in case canvas is resized
 
-
        cameraY = curElement.height / 2;
 
-
        cameraZ = cameraY / Math.tan(cameraFOV / 2);
 
-
        cameraNear = cameraZ / 10;
 
-
        cameraFar = cameraZ * 10;
 
-
        cameraAspect = p.width / p.height;
 
-
        fov = cameraFOV;
 
-
        aspect = cameraAspect;
 
-
        near = cameraNear;
 
-
        far = cameraFar;
 
-
      }
 
-
 
-
      var yMax, yMin, xMax, xMin;
 
-
      yMax = near * Math.tan(fov / 2);
 
-
      yMin = -yMax;
 
-
      xMax = yMax * aspect;
 
-
      xMin = yMin * aspect;
 
-
      p.frustum(xMin, xMax, yMin, yMax, near, far);
 
-
    };
 
-
 
-
    /**
 
-
    * Sets a perspective matrix defined through the parameters. Works like glFrustum, except it wipes out the current
 
-
    * perspective matrix rather than muliplying itself with it.
 
-
    *
 
-
    * @param {float} left  left coordinate of the clipping plane
 
-
    * @param {float} right  right coordinate of the clipping plane
 
-
    * @param {float} bottom bottom coordinate of the clipping plane
 
-
    * @param {float} top    top coordinate of the clipping plane
 
-
    * @param {float} near  near coordinate of the clipping plane
 
-
    * @param {float} far    far coordinate of the clipping plane
 
-
    *
 
-
    * @see beginCamera
 
-
    * @see camera
 
-
    * @see endCamera
 
-
    * @see perspective
 
-
    */
 
-
    Drawing2D.prototype.frustum = function() {
 
-
      throw("Processing.js: frustum() is not supported in 2D mode");
 
-
    };
 
-
 
-
    Drawing3D.prototype.frustum = function(left, right, bottom, top, near, far) {
 
-
      frustumMode = true;
 
-
      projection = new PMatrix3D();
 
-
      projection.set((2 * near) / (right - left), 0, (right + left) / (right - left),
 
-
                    0, 0, (2 * near) / (top - bottom), (top + bottom) / (top - bottom),
 
-
                    0, 0, 0, -(far + near) / (far - near), -(2 * far * near) / (far - near),
 
-
                    0, 0, -1, 0);
 
-
      var proj = new PMatrix3D();
 
-
      proj.set(projection);
 
-
      proj.transpose();
 
-
      curContext.useProgram(programObject2D);
 
-
      uniformMatrix("projection2d", programObject2D, "uProjection", false, proj.array());
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformMatrix("projection3d", programObject3D, "uProjection", false, proj.array());
 
-
      curContext.useProgram(programObjectUnlitShape);
 
-
      uniformMatrix("uProjectionUS", programObjectUnlitShape, "uProjection", false, proj.array());
 
-
    };
 
-
 
-
    /**
 
-
    * Sets an orthographic projection and defines a parallel clipping volume. All objects with the same dimension appear
 
-
    * the same size, regardless of whether they are near or far from the camera. The parameters to this function specify
 
-
    * the clipping volume where left and right are the minimum and maximum x values, top and bottom are the minimum and
 
-
    * maximum y values, and near and far are the minimum and maximum z values. If no parameters are given, the default
 
-
    * is used: ortho(0, width, 0, height, -10, 10).
 
-
    *
 
-
    * @param {float} left  left plane of the clipping volume
 
-
    * @param {float} right  right plane of the clipping volume
 
-
    * @param {float} bottom bottom plane of the clipping volume
 
-
    * @param {float} top    top plane of the clipping volume
 
-
    * @param {float} near  maximum distance from the origin to the viewer
 
-
    * @param {float} far    maximum distance from the origin away from the viewer
 
-
    */
 
-
    p.ortho = function(left, right, bottom, top, near, far) {
 
-
      if (arguments.length === 0) {
 
-
        left = 0;
 
-
        right = p.width;
 
-
        bottom = 0;
 
-
        top = p.height;
 
-
        near = -10;
 
-
        far = 10;
 
-
      }
 
-
 
-
      var x = 2 / (right - left);
 
-
      var y = 2 / (top - bottom);
 
-
      var z = -2 / (far - near);
 
-
 
-
      var tx = -(right + left) / (right - left);
 
-
      var ty = -(top + bottom) / (top - bottom);
 
-
      var tz = -(far + near) / (far - near);
 
-
 
-
      projection = new PMatrix3D();
 
-
      projection.set(x, 0, 0, tx, 0, y, 0, ty, 0, 0, z, tz, 0, 0, 0, 1);
 
-
 
-
      var proj = new PMatrix3D();
 
-
      proj.set(projection);
 
-
      proj.transpose();
 
-
      curContext.useProgram(programObject2D);
 
-
      uniformMatrix("projection2d", programObject2D, "uProjection", false, proj.array());
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformMatrix("projection3d", programObject3D, "uProjection", false, proj.array());
 
-
      curContext.useProgram(programObjectUnlitShape);
 
-
      uniformMatrix("uProjectionUS", programObjectUnlitShape, "uProjection", false, proj.array());
 
-
      frustumMode = false;
 
-
    };
 
-
    /**
 
-
    * The printProjection() prints the current projection matrix to the text window.
 
-
    */
 
-
    p.printProjection = function() {
 
-
      projection.print();
 
-
    };
 
-
    /**
 
-
    * The printCamera() function prints the current camera matrix.
 
-
    */
 
-
    p.printCamera = function() {
 
-
      cam.print();
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Shapes
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    /**
 
-
    * The box() function renders a box. A box is an extruded rectangle. A box with equal dimension on all sides is a cube.
 
-
    * Calling this function with only one parameter will create a cube.
 
-
    *
 
-
    * @param {int|float} w  dimension of the box in the x-dimension
 
-
    * @param {int|float} h  dimension of the box in the y-dimension
 
-
    * @param {int|float} d  dimension of the box in the z-dimension
 
-
    */
 
-
    Drawing2D.prototype.box = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.box = function(w, h, d) {
 
-
      // user can uniformly scale the box by
 
-
      // passing in only one argument.
 
-
      if (!h || !d) {
 
-
        h = d = w;
 
-
      }
 
-
 
-
      // Modeling transformation
 
-
      var model = new PMatrix3D();
 
-
      model.scale(w, h, d);
 
-
 
-
      // Viewing transformation needs to have Y flipped
 
-
      // becuase that's what Processing does.
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      if (doFill) {
 
-
        curContext.useProgram(programObject3D);
 
-
        uniformMatrix("model3d", programObject3D, "uModel", false, model.array());
 
-
        uniformMatrix("view3d", programObject3D, "uView", false, view.array());
 
-
        // Fix stitching problems. (lines get occluded by triangles
 
-
        // since they share the same depth values). This is not entirely
 
-
        // working, but it's a start for drawing the outline. So
 
-
        // developers can start playing around with styles.
 
-
        curContext.enable(curContext.POLYGON_OFFSET_FILL);
 
-
        curContext.polygonOffset(1, 1);
 
-
        uniformf("color3d", programObject3D, "uColor", fillStyle);
 
-
 
-
        // Calculating the normal matrix can be expensive, so only
 
-
        // do it if it's necessary.
 
-
        if(lightCount > 0){
 
-
          // Create the normal transformation matrix.
 
-
          var v = new PMatrix3D();
 
-
          v.set(view);
 
-
 
-
          var m = new PMatrix3D();
 
-
          m.set(model);
 
-
 
-
          v.mult(m);
 
-
 
-
          var normalMatrix = new PMatrix3D();
 
-
          normalMatrix.set(v);
 
-
          normalMatrix.invert();
 
-
          normalMatrix.transpose();
 
-
 
-
          uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
 
-
          vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, boxNormBuffer);
 
-
        }
 
-
        else{
 
-
          disableVertexAttribPointer("aNormal3d", programObject3D, "aNormal");
 
-
        }
 
-
 
-
        vertexAttribPointer("aVertex3d", programObject3D, "aVertex", 3, boxBuffer);
 
-
 
-
        // Turn off per vertex colors.
 
-
        disableVertexAttribPointer("aColor3d", programObject3D, "aColor");
 
-
        disableVertexAttribPointer("aTexture3d", programObject3D, "aTexture");
 
-
 
-
        curContext.drawArrays(curContext.TRIANGLES, 0, boxVerts.length / 3);
 
-
        curContext.disable(curContext.POLYGON_OFFSET_FILL);
 
-
      }
 
-
 
-
      // Draw the box outline.
 
-
      if (lineWidth > 0 && doStroke) {
 
-
        curContext.useProgram(programObject2D);
 
-
        uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
 
-
        uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
 
-
        uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
 
-
        uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
 
-
        vertexAttribPointer("vertex2d", programObject2D, "aVertex", 3, boxOutlineBuffer);
 
-
        disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
 
-
        curContext.drawArrays(curContext.LINES, 0, boxOutlineVerts.length / 3);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * The initSphere() function is a helper function used by <b>sphereDetail()</b>
 
-
    * This function creates and stores sphere vertices every time the user changes sphere detail.
 
-
    *
 
-
    * @see #sphereDetail
 
-
    */
 
-
    var initSphere = function() {
 
-
      var i;
 
-
      sphereVerts = [];
 
-
 
-
      for (i = 0; i < sphereDetailU; i++) {
 
-
        sphereVerts.push(0);
 
-
        sphereVerts.push(-1);
 
-
        sphereVerts.push(0);
 
-
        sphereVerts.push(sphereX[i]);
 
-
        sphereVerts.push(sphereY[i]);
 
-
        sphereVerts.push(sphereZ[i]);
 
-
      }
 
-
      sphereVerts.push(0);
 
-
      sphereVerts.push(-1);
 
-
      sphereVerts.push(0);
 
-
      sphereVerts.push(sphereX[0]);
 
-
      sphereVerts.push(sphereY[0]);
 
-
      sphereVerts.push(sphereZ[0]);
 
-
 
-
      var v1, v11, v2;
 
-
 
-
      // middle rings
 
-
      var voff = 0;
 
-
      for (i = 2; i < sphereDetailV; i++) {
 
-
        v1 = v11 = voff;
 
-
        voff += sphereDetailU;
 
-
        v2 = voff;
 
-
        for (var j = 0; j < sphereDetailU; j++) {
 
-
          sphereVerts.push(sphereX[v1]);
 
-
          sphereVerts.push(sphereY[v1]);
 
-
          sphereVerts.push(sphereZ[v1++]);
 
-
          sphereVerts.push(sphereX[v2]);
 
-
          sphereVerts.push(sphereY[v2]);
 
-
          sphereVerts.push(sphereZ[v2++]);
 
-
        }
 
-
 
-
        // close each ring
 
-
        v1 = v11;
 
-
        v2 = voff;
 
-
 
-
        sphereVerts.push(sphereX[v1]);
 
-
        sphereVerts.push(sphereY[v1]);
 
-
        sphereVerts.push(sphereZ[v1]);
 
-
        sphereVerts.push(sphereX[v2]);
 
-
        sphereVerts.push(sphereY[v2]);
 
-
        sphereVerts.push(sphereZ[v2]);
 
-
      }
 
-
 
-
      // add the northern cap
 
-
      for (i = 0; i < sphereDetailU; i++) {
 
-
        v2 = voff + i;
 
-
 
-
        sphereVerts.push(sphereX[v2]);
 
-
        sphereVerts.push(sphereY[v2]);
 
-
        sphereVerts.push(sphereZ[v2]);
 
-
        sphereVerts.push(0);
 
-
        sphereVerts.push(1);
 
-
        sphereVerts.push(0);
 
-
      }
 
-
 
-
      sphereVerts.push(sphereX[voff]);
 
-
      sphereVerts.push(sphereY[voff]);
 
-
      sphereVerts.push(sphereZ[voff]);
 
-
      sphereVerts.push(0);
 
-
      sphereVerts.push(1);
 
-
      sphereVerts.push(0);
 
-
 
-
      //set the buffer data
 
-
      curContext.bindBuffer(curContext.ARRAY_BUFFER, sphereBuffer);
 
-
      curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(sphereVerts), curContext.STATIC_DRAW);
 
-
    };
 
-
 
-
    /**
 
-
    * The sphereDetail() function controls the detail used to render a sphere by adjusting the number of
 
-
    * vertices of the sphere mesh. The default resolution is 30, which creates
 
-
    * a fairly detailed sphere definition with vertices every 360/30 = 12
 
-
    * degrees. If you're going to render a great number of spheres per frame,
 
-
    * it is advised to reduce the level of detail using this function.
 
-
    * The setting stays active until <b>sphereDetail()</b> is called again with
 
-
    * a new parameter and so should <i>not</i> be called prior to every
 
-
    * <b>sphere()</b> statement, unless you wish to render spheres with
 
-
    * different settings, e.g. using less detail for smaller spheres or ones
 
-
    * further away from the camera. To control the detail of the horizontal
 
-
    * and vertical resolution independently, use the version of the functions
 
-
    * with two parameters. Calling this function with one parameter sets the number of segments
 
-
    *(minimum of 3) used per full circle revolution. This is equivalent to calling the function with
 
-
    * two identical values.
 
-
    *
 
-
    * @param {int} ures    number of segments used horizontally (longitudinally) per full circle revolution
 
-
    * @param {int} vres    number of segments used vertically (latitudinally) from top to bottom
 
-
    *
 
-
    * @see #sphere()
 
-
    */
 
-
    p.sphereDetail = function(ures, vres) {
 
-
      var i;
 
-
 
-
      if (arguments.length === 1) {
 
-
        ures = vres = arguments[0];
 
-
      }
 
-
 
-
      if (ures < 3) {
 
-
        ures = 3;
 
-
      } // force a minimum res
 
-
      if (vres < 2) {
 
-
        vres = 2;
 
-
      } // force a minimum res
 
-
      // if it hasn't changed do nothing
 
-
      if ((ures === sphereDetailU) && (vres === sphereDetailV)) {
 
-
        return;
 
-
      }
 
-
 
-
      var delta = PConstants.SINCOS_LENGTH / ures;
 
-
      var cx = new Float32Array(ures);
 
-
      var cz = new Float32Array(ures);
 
-
      // calc unit circle in XZ plane
 
-
      for (i = 0; i < ures; i++) {
 
-
        cx[i] = cosLUT[((i * delta) % PConstants.SINCOS_LENGTH) | 0];
 
-
        cz[i] = sinLUT[((i * delta) % PConstants.SINCOS_LENGTH) | 0];
 
-
      }
 
-
 
-
      // computing vertexlist
 
-
      // vertexlist starts at south pole
 
-
      var vertCount = ures * (vres - 1) + 2;
 
-
      var currVert = 0;
 
-
 
-
      // re-init arrays to store vertices
 
-
      sphereX = new Float32Array(vertCount);
 
-
      sphereY = new Float32Array(vertCount);
 
-
      sphereZ = new Float32Array(vertCount);
 
-
 
-
      var angle_step = (PConstants.SINCOS_LENGTH * 0.5) / vres;
 
-
      var angle = angle_step;
 
-
 
-
      // step along Y axis
 
-
      for (i = 1; i < vres; i++) {
 
-
        var curradius = sinLUT[(angle % PConstants.SINCOS_LENGTH) | 0];
 
-
        var currY = -cosLUT[(angle % PConstants.SINCOS_LENGTH) | 0];
 
-
        for (var j = 0; j < ures; j++) {
 
-
          sphereX[currVert] = cx[j] * curradius;
 
-
          sphereY[currVert] = currY;
 
-
          sphereZ[currVert++] = cz[j] * curradius;
 
-
        }
 
-
        angle += angle_step;
 
-
      }
 
-
      sphereDetailU = ures;
 
-
      sphereDetailV = vres;
 
-
 
-
      // make the sphere verts and norms
 
-
      initSphere();
 
-
    };
 
-
 
-
    /**
 
-
    * The sphere() function draws a sphere with radius r centered at coordinate 0, 0, 0.
 
-
    * A sphere is a hollow ball made from tessellated triangles.
 
-
    *
 
-
    * @param {int|float} r the radius of the sphere
 
-
    */
 
-
    Drawing2D.prototype.sphere = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.sphere = function() {
 
-
      var sRad = arguments[0];
 
-
 
-
      if ((sphereDetailU < 3) || (sphereDetailV < 2)) {
 
-
        p.sphereDetail(30);
 
-
      }
 
-
 
-
      // Modeling transformation.
 
-
      var model = new PMatrix3D();
 
-
      model.scale(sRad, sRad, sRad);
 
-
 
-
      // viewing transformation needs to have Y flipped
 
-
      // becuase that's what Processing does.
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      if (doFill) {
 
-
        // Calculating the normal matrix can be expensive, so only
 
-
        // do it if it's necessary.
 
-
        if(lightCount > 0){
 
-
          // Create a normal transformation matrix.
 
-
          var v = new PMatrix3D();
 
-
          v.set(view);
 
-
 
-
          var m = new PMatrix3D();
 
-
          m.set(model);
 
-
 
-
          v.mult(m);
 
-
 
-
          var normalMatrix = new PMatrix3D();
 
-
          normalMatrix.set(v);
 
-
          normalMatrix.invert();
 
-
          normalMatrix.transpose();
 
-
 
-
          uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
 
-
          vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, sphereBuffer);
 
-
        }
 
-
        else{
 
-
          disableVertexAttribPointer("aNormal3d", programObject3D, "aNormal");
 
-
        }
 
-
 
-
        curContext.useProgram(programObject3D);
 
-
        disableVertexAttribPointer("aTexture3d", programObject3D, "aTexture");
 
-
 
-
        uniformMatrix("uModel3d", programObject3D, "uModel", false, model.array());
 
-
        uniformMatrix("uView3d", programObject3D, "uView", false, view.array());
 
-
        vertexAttribPointer("aVertex3d", programObject3D, "aVertex", 3, sphereBuffer);
 
-
 
-
        // Turn off per vertex colors.
 
-
        disableVertexAttribPointer("aColor3d", programObject3D, "aColor");
 
-
 
-
        // fix stitching problems. (lines get occluded by triangles
 
-
        // since they share the same depth values). This is not entirely
 
-
        // working, but it's a start for drawing the outline. So
 
-
        // developers can start playing around with styles.
 
-
        curContext.enable(curContext.POLYGON_OFFSET_FILL);
 
-
        curContext.polygonOffset(1, 1);
 
-
        uniformf("uColor3d", programObject3D, "uColor", fillStyle);
 
-
        curContext.drawArrays(curContext.TRIANGLE_STRIP, 0, sphereVerts.length / 3);
 
-
        curContext.disable(curContext.POLYGON_OFFSET_FILL);
 
-
      }
 
-
 
-
      // Draw the sphere outline.
 
-
      if (lineWidth > 0 && doStroke) {
 
-
        curContext.useProgram(programObject2D);
 
-
        uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
 
-
        uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
 
-
        vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, sphereBuffer);
 
-
        disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
 
-
        uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
 
-
        uniformi("uIsDrawingText", programObject2D, "uIsDrawingText", false);
 
-
        curContext.drawArrays(curContext.LINE_STRIP, 0, sphereVerts.length / 3);
 
-
      }
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Coordinates
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Returns the three-dimensional X, Y, Z position in model space. This returns
 
-
    * the X value for a given coordinate based on the current set of transformations
 
-
    * (scale, rotate, translate, etc.) The X value can be used to place an object
 
-
    * in space relative to the location of the original point once the transformations
 
-
    * are no longer in use.<br />
 
-
    * <br />
 
-
    *
 
-
    * @param {int | float} x 3D x coordinate to be mapped
 
-
    * @param {int | float} y 3D y coordinate to be mapped
 
-
    * @param {int | float} z 3D z coordinate to be mapped
 
-
    *
 
-
    * @returns {float}
 
-
    *
 
-
    * @see modelY
 
-
    * @see modelZ
 
-
    */
 
-
    p.modelX = function(x, y, z) {
 
-
      var mv = modelView.array();
 
-
      var ci = cameraInv.array();
 
-
 
-
      var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
 
-
      var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
 
-
      var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
 
-
      var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
 
-
 
-
      var ox = ci[0] * ax + ci[1] * ay + ci[2] * az + ci[3] * aw;
 
-
      var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
 
-
 
-
      return (ow !== 0) ? ox / ow : ox;
 
-
    };
 
-
 
-
    /**
 
-
    * Returns the three-dimensional X, Y, Z position in model space. This returns
 
-
    * the Y value for a given coordinate based on the current set of transformations
 
-
    * (scale, rotate, translate, etc.) The Y value can be used to place an object in
 
-
    * space relative to the location of the original point once the transformations
 
-
    * are no longer in use.<br />
 
-
    * <br />
 
-
    *
 
-
    * @param {int | float} x 3D x coordinate to be mapped
 
-
    * @param {int | float} y 3D y coordinate to be mapped
 
-
    * @param {int | float} z 3D z coordinate to be mapped
 
-
    *
 
-
    * @returns {float}
 
-
    *
 
-
    * @see modelX
 
-
    * @see modelZ
 
-
    */
 
-
    p.modelY = function(x, y, z) {
 
-
      var mv = modelView.array();
 
-
      var ci = cameraInv.array();
 
-
 
-
      var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
 
-
      var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
 
-
      var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
 
-
      var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
 
-
 
-
      var oy = ci[4] * ax + ci[5] * ay + ci[6] * az + ci[7] * aw;
 
-
      var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
 
-
 
-
      return (ow !== 0) ? oy / ow : oy;
 
-
    };
 
-
 
-
    /**
 
-
    * Returns the three-dimensional X, Y, Z position in model space. This returns
 
-
    * the Z value for a given coordinate based on the current set of transformations
 
-
    * (scale, rotate, translate, etc.) The Z value can be used to place an object in
 
-
    * space relative to the location of the original point once the transformations
 
-
    * are no longer in use.
 
-
    *
 
-
    * @param {int | float} x 3D x coordinate to be mapped
 
-
    * @param {int | float} y 3D y coordinate to be mapped
 
-
    * @param {int | float} z 3D z coordinate to be mapped
 
-
    *
 
-
    * @returns {float}
 
-
    *
 
-
    * @see modelX
 
-
    * @see modelY
 
-
    */
 
-
    p.modelZ = function(x, y, z) {
 
-
      var mv = modelView.array();
 
-
      var ci = cameraInv.array();
 
-
 
-
      var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
 
-
      var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
 
-
      var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
 
-
      var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
 
-
 
-
      var oz = ci[8] * ax + ci[9] * ay + ci[10] * az + ci[11] * aw;
 
-
      var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
 
-
 
-
      return (ow !== 0) ? oz / ow : oz;
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Material Properties
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Sets the ambient reflectance for shapes drawn to the screen. This is
 
-
    * combined with the ambient light component of environment. The color
 
-
    * components set through the parameters define the reflectance. For example in
 
-
    * the default color mode, setting v1=255, v2=126, v3=0, would cause all the
 
-
    * red light to reflect and half of the green light to reflect. Used in combination
 
-
    * with <b>emissive()</b>, <b>specular()</b>, and <b>shininess()</b> in setting
 
-
    * the materal properties of shapes.
 
-
    *
 
-
    * @param {int | float} gray
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see emissive
 
-
    * @see specular
 
-
    * @see shininess
 
-
    */
 
-
    Drawing2D.prototype.ambient = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.ambient = function(v1, v2, v3) {
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
 
-
      var col = p.color(v1, v2, v3);
 
-
      uniformf("uMaterialAmbient3d", programObject3D, "uMaterialAmbient", p.color.toGLArray(col).slice(0, 3));
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the emissive color of the material used for drawing shapes
 
-
    * drawn to the screen. Used in combination with ambient(), specular(),
 
-
    * and shininess() in setting the material properties of shapes.
 
-
    *
 
-
    * Can be called in the following ways:
 
-
    *
 
-
    * emissive(gray)
 
-
    * @param {int | float} gray number specifying value between white and black
 
-
    *
 
-
    * emissive(color)
 
-
    * @param {color} color any value of the color datatype
 
-
    *
 
-
    * emissive(v1, v2, v3)
 
-
    * @param {int | float} v1 red or hue value
 
-
    * @param {int | float} v2 green or saturation value
 
-
    * @param {int | float} v3 blue or brightness value
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see ambient
 
-
    * @see specular
 
-
    * @see shininess
 
-
    */
 
-
    Drawing2D.prototype.emissive = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.emissive = function(v1, v2, v3) {
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
 
-
      var col = p.color(v1, v2, v3);
 
-
      uniformf("uMaterialEmissive3d", programObject3D, "uMaterialEmissive", p.color.toGLArray(col).slice(0, 3));
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the amount of gloss in the surface of shapes. Used in combination with
 
-
    * <b>ambient()</b>, <b>specular()</b>, and <b>emissive()</b> in setting the
 
-
    * material properties of shapes.
 
-
    *
 
-
    * @param {float} shine degree of shininess
 
-
    *
 
-
    * @returns none
 
-
    */
 
-
    Drawing2D.prototype.shininess = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.shininess = function(shine) {
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
 
-
      uniformf("uShininess3d", programObject3D, "uShininess", shine);
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the specular color of the materials used for shapes drawn to the screen,
 
-
    * which sets the color of hightlights. Specular refers to light which bounces
 
-
    * off a surface in a perferred direction (rather than bouncing in all directions
 
-
    * like a diffuse light). Used in combination with emissive(), ambient(), and
 
-
    * shininess() in setting the material properties of shapes.
 
-
    *
 
-
    * Can be called in the following ways:
 
-
    *
 
-
    * specular(gray)
 
-
    * @param {int | float} gray number specifying value between white and black
 
-
    *
 
-
    * specular(gray, alpha)
 
-
    * @param {int | float} gray number specifying value between white and black
 
-
    * @param {int | float} alpha opacity
 
-
    *
 
-
    * specular(color)
 
-
    * @param {color} color any value of the color datatype
 
-
    *
 
-
    * specular(v1, v2, v3)
 
-
    * @param {int | float} v1 red or hue value
 
-
    * @param {int | float} v2 green or saturation value
 
-
    * @param {int | float} v3 blue or brightness value
 
-
    *
 
-
    * specular(v1, v2, v3, alpha)
 
-
    * @param {int | float} v1 red or hue value
 
-
    * @param {int | float} v2 green or saturation value
 
-
    * @param {int | float} v3 blue or brightness value
 
-
    * @param {int | float} alpha opacity
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see ambient
 
-
    * @see emissive
 
-
    * @see shininess
 
-
    */
 
-
    Drawing2D.prototype.specular = DrawingShared.prototype.a3DOnlyFunction;
 
-
 
-
    Drawing3D.prototype.specular = function(v1, v2, v3) {
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
 
-
      var col = p.color(v1, v2, v3);
 
-
      uniformf("uMaterialSpecular3d", programObject3D, "uMaterialSpecular", p.color.toGLArray(col).slice(0, 3));
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Coordinates
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Takes a three-dimensional X, Y, Z position and returns the X value for
 
-
    * where it will appear on a (two-dimensional) screen.
 
-
    *
 
-
    * @param {int | float} x 3D x coordinate to be mapped
 
-
    * @param {int | float} y 3D y coordinate to be mapped
 
-
    * @param {int | float} z 3D z optional coordinate to be mapped
 
-
    *
 
-
    * @returns {float}
 
-
    *
 
-
    * @see screenY
 
-
    * @see screenZ
 
-
    */
 
-
    p.screenX = function( x, y, z ) {
 
-
      var mv = modelView.array();
 
-
      if( mv.length === 16 )
 
-
      {
 
-
        var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
 
-
        var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
 
-
        var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
 
-
        var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
 
-
 
-
        var pj = projection.array();
 
-
 
-
        var ox = pj[ 0]*ax + pj[ 1]*ay + pj[ 2]*az + pj[ 3]*aw;
 
-
        var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
 
-
 
-
        if ( ow !== 0 ){
 
-
          ox /= ow;
 
-
        }
 
-
        return p.width * ( 1 + ox ) / 2.0;
 
-
      }
 
-
      // We assume that we're in 2D
 
-
      return modelView.multX(x, y);
 
-
    };
 
-
 
-
    /**
 
-
    * Takes a three-dimensional X, Y, Z position and returns the Y value for
 
-
    * where it will appear on a (two-dimensional) screen.
 
-
    *
 
-
    * @param {int | float} x 3D x coordinate to be mapped
 
-
    * @param {int | float} y 3D y coordinate to be mapped
 
-
    * @param {int | float} z 3D z optional coordinate to be mapped
 
-
    *
 
-
    * @returns {float}
 
-
    *
 
-
    * @see screenX
 
-
    * @see screenZ
 
-
    */
 
-
    p.screenY = function screenY( x, y, z ) {
 
-
      var mv = modelView.array();
 
-
      if( mv.length === 16 ) {
 
-
        var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
 
-
        var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
 
-
        var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
 
-
        var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
 
-
 
-
        var pj = projection.array();
 
-
 
-
        var oy = pj[ 4]*ax + pj[ 5]*ay + pj[ 6]*az + pj[ 7]*aw;
 
-
        var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
 
-
 
-
        if ( ow !== 0 ){
 
-
          oy /= ow;
 
-
        }
 
-
        return p.height * ( 1 + oy ) / 2.0;
 
-
      }
 
-
      // We assume that we're in 2D
 
-
      return modelView.multY(x, y);
 
-
    };
 
-
 
-
    /**
 
-
    * Takes a three-dimensional X, Y, Z position and returns the Z value for
 
-
    * where it will appear on a (two-dimensional) screen.
 
-
    *
 
-
    * @param {int | float} x 3D x coordinate to be mapped
 
-
    * @param {int | float} y 3D y coordinate to be mapped
 
-
    * @param {int | float} z 3D z coordinate to be mapped
 
-
    *
 
-
    * @returns {float}
 
-
    *
 
-
    * @see screenX
 
-
    * @see screenY
 
-
    */
 
-
    p.screenZ = function screenZ( x, y, z ) {
 
-
      var mv = modelView.array();
 
-
      if( mv.length !== 16 ) {
 
-
        return 0;
 
-
      }
 
-
 
-
      var pj = projection.array();
 
-
 
-
      var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
 
-
      var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
 
-
      var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
 
-
      var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
 
-
 
-
      var oz = pj[ 8]*ax + pj[ 9]*ay + pj[10]*az + pj[11]*aw;
 
-
      var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
 
-
 
-
      if ( ow !== 0 ) {
 
-
        oz /= ow;
 
-
      }
 
-
      return ( oz + 1 ) / 2.0;
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Style functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    /**
 
-
    * The fill() function sets the color used to fill shapes. For example, if you run <b>fill(204, 102, 0)</b>, 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 <b>colorMode()</b>
 
-
    *(the default color space is RGB, with each value in the range from 0 to 255).
 
-
    * <br><br>When using hexadecimal notation to specify a color, use "#" or "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA).
 
-
    * The # syntax uses six digits to specify a color (the way colors are specified in HTML and CSS). When using the hexadecimal notation starting with "0x",
 
-
    * the hexadecimal value must be specified with eight characters; the first two characters define the alpha component and the remainder the red, green, and blue components.
 
-
    * <br><br>The value for the parameter "gray" must be less than or equal to the current maximum value as specified by <b>colorMode()</b>. The default maximum value is 255.
 
-
    * <br><br>To change the color of an image (or a texture), use tint().
 
-
    *
 
-
    * @param {int|float} gray    number specifying value between white and black
 
-
    * @param {int|float} value1  red or hue value
 
-
    * @param {int|float} value2  green or saturation value
 
-
    * @param {int|float} value3  blue or brightness value
 
-
    * @param {int|float} alpha  opacity of the fill
 
-
    * @param {Color} color      any value of the color datatype
 
-
    * @param {int} hex          color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
 
-
    *
 
-
    * @see #noFill()
 
-
    * @see #stroke()
 
-
    * @see #tint()
 
-
    * @see #background()
 
-
    * @see #colorMode()
 
-
    */
 
-
    DrawingShared.prototype.fill = function() {
 
-
      var color = p.color.apply(this, arguments);
 
-
      if(color === currentFillColor && doFill) {
 
-
        return;
 
-
      }
 
-
      doFill = true;
 
-
      currentFillColor = color;
 
-
    };
 
-
 
-
    Drawing2D.prototype.fill = function() {
 
-
      DrawingShared.prototype.fill.apply(this, arguments);
 
-
      isFillDirty = true;
 
-
    };
 
-
 
-
    Drawing3D.prototype.fill = function() {
 
-
      DrawingShared.prototype.fill.apply(this, arguments);
 
-
      fillStyle = p.color.toGLArray(currentFillColor);
 
-
    };
 
-
 
-
    function executeContextFill() {
 
-
      if(doFill) {
 
-
        if(isFillDirty) {
 
-
          curContext.fillStyle = p.color.toString(currentFillColor);
 
-
          isFillDirty = false;
 
-
        }
 
-
        curContext.fill();
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * The noFill() function disables filling geometry. If both <b>noStroke()</b> and <b>noFill()</b>
 
-
    * are called, no shapes will be drawn to the screen.
 
-
    *
 
-
    * @see #fill()
 
-
    *
 
-
    */
 
-
    p.noFill = function() {
 
-
      doFill = false;
 
-
    };
 
-
 
-
    /**
 
-
    * The stroke() function 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 <b>colorMode()</b> (the default color space is RGB, with each
 
-
    * value in the range from 0 to 255).
 
-
    * <br><br>When using hexadecimal notation to specify a color, use "#" or
 
-
    * "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA). The # syntax uses six
 
-
    * digits to specify a color (the way colors are specified in HTML and CSS).
 
-
    * When using the hexadecimal notation starting with "0x", the hexadecimal
 
-
    * value must be specified with eight characters; the first two characters
 
-
    * define the alpha component and the remainder the red, green, and blue
 
-
    * components.
 
-
    * <br><br>The value for the parameter "gray" must be less than or equal
 
-
    * to the current maximum value as specified by <b>colorMode()</b>.
 
-
    * The default maximum value is 255.
 
-
    *
 
-
    * @param {int|float} gray    number specifying value between white and black
 
-
    * @param {int|float} value1  red or hue value
 
-
    * @param {int|float} value2  green or saturation value
 
-
    * @param {int|float} value3  blue or brightness value
 
-
    * @param {int|float} alpha  opacity of the stroke
 
-
    * @param {Color} color      any value of the color datatype
 
-
    * @param {int} hex          color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
 
-
    *
 
-
    * @see #fill()
 
-
    * @see #noStroke()
 
-
    * @see #tint()
 
-
    * @see #background()
 
-
    * @see #colorMode()
 
-
    */
 
-
    DrawingShared.prototype.stroke = function() {
 
-
      var color = p.color.apply(this, arguments);
 
-
      if(color === currentStrokeColor && doStroke) {
 
-
        return;
 
-
      }
 
-
      doStroke = true;
 
-
      currentStrokeColor = color;
 
-
    };
 
-
 
-
    Drawing2D.prototype.stroke = function() {
 
-
      DrawingShared.prototype.stroke.apply(this, arguments);
 
-
      isStrokeDirty = true;
 
-
    };
 
-
 
-
    Drawing3D.prototype.stroke = function() {
 
-
      DrawingShared.prototype.stroke.apply(this, arguments);
 
-
      strokeStyle = p.color.toGLArray(currentStrokeColor);
 
-
    };
 
-
 
-
    function executeContextStroke() {
 
-
      if(doStroke) {
 
-
        if(isStrokeDirty) {
 
-
          curContext.strokeStyle = p.color.toString(currentStrokeColor);
 
-
          isStrokeDirty = false;
 
-
        }
 
-
        curContext.stroke();
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * The noStroke() function disables drawing the stroke (outline). If both <b>noStroke()</b> and
 
-
    * <b>noFill()</b> are called, no shapes will be drawn to the screen.
 
-
    *
 
-
    * @see #stroke()
 
-
    */
 
-
    p.noStroke = function() {
 
-
      doStroke = false;
 
-
    };
 
-
 
-
    /**
 
-
    * The strokeWeight() function sets the width of the stroke used for lines, points, and the border around shapes.
 
-
    * All widths are set in units of pixels.
 
-
    *
 
-
    * @param {int|float} w the weight (in pixels) of the stroke
 
-
    */
 
-
    DrawingShared.prototype.strokeWeight = function(w) {
 
-
      lineWidth = w;
 
-
    };
 
-
 
-
    Drawing2D.prototype.strokeWeight = function(w) {
 
-
      DrawingShared.prototype.strokeWeight.apply(this, arguments);
 
-
      curContext.lineWidth = w;
 
-
    };
 
-
 
-
    Drawing3D.prototype.strokeWeight = function(w) {
 
-
      DrawingShared.prototype.strokeWeight.apply(this, arguments);
 
-
 
-
      // Processing groups the weight of points and lines under this one function,
 
-
      // but for WebGL, we need to set a uniform for points and call a function for line.
 
-
 
-
      curContext.useProgram(programObject2D);
 
-
      uniformf("pointSize2d", programObject2D, "uPointSize", w);
 
-
 
-
      curContext.useProgram(programObjectUnlitShape);
 
-
      uniformf("pointSizeUnlitShape", programObjectUnlitShape, "uPointSize", w);
 
-
 
-
      curContext.lineWidth(w);
 
-
    };
 
-
 
-
    /**
 
-
    * The strokeCap() function sets the style for rendering line endings. These ends are either squared, extended, or rounded and
 
-
    * specified with the corresponding parameters SQUARE, PROJECT, and ROUND. The default cap is ROUND.
 
-
    * This function is not available with the P2D, P3D, or OPENGL renderers
 
-
    *
 
-
    * @param {int} value Either SQUARE, PROJECT, or ROUND
 
-
    */
 
-
    p.strokeCap = function(value) {
 
-
      drawing.$ensureContext().lineCap = value;
 
-
    };
 
-
 
-
    /**
 
-
    * The strokeJoin() function 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.
 
-
    * This function is not available with the P2D, P3D, or OPENGL renderers
 
-
    *
 
-
    * @param {int} value Either SQUARE, PROJECT, or ROUND
 
-
    */
 
-
    p.strokeJoin = function(value) {
 
-
      drawing.$ensureContext().lineJoin = value;
 
-
    };
 
-
 
-
    /**
 
-
    * The smooth() function draws all geometry with smooth (anti-aliased) edges. This will slow down the frame rate of the application,
 
-
    * but will enhance the visual refinement. <br/><br/>
 
-
    * Note that smooth() will also improve image quality of resized images, and noSmooth() will disable image (and font) smoothing altogether.
 
-
    * When working with a 3D sketch, smooth will draw points as circles rather than squares.
 
-
    *
 
-
    * @see #noSmooth()
 
-
    * @see #hint()
 
-
    * @see #size()
 
-
    */
 
-
 
-
    Drawing2D.prototype.smooth = function() {
 
-
      renderSmooth = true;
 
-
      var style = curElement.style;
 
-
      style.setProperty("image-rendering", "optimizeQuality", "important");
 
-
      style.setProperty("-ms-interpolation-mode", "bicubic", "important");
 
-
      if (curContext.hasOwnProperty("mozImageSmoothingEnabled")) {
 
-
        curContext.mozImageSmoothingEnabled = true;
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.smooth = function(){
 
-
      renderSmooth = true;
 
-
    };
 
-
 
-
    /**
 
-
    * The noSmooth() function draws all geometry with jagged (aliased) edges.
 
-
    *
 
-
    * @see #smooth()
 
-
    */
 
-
 
-
    Drawing2D.prototype.noSmooth = function() {
 
-
      renderSmooth = false;
 
-
      var style = curElement.style;
 
-
      style.setProperty("image-rendering", "optimizeSpeed", "important");
 
-
      style.setProperty("image-rendering", "-moz-crisp-edges", "important");
 
-
      style.setProperty("image-rendering", "-webkit-optimize-contrast", "important");
 
-
      style.setProperty("image-rendering", "optimize-contrast", "important");
 
-
      style.setProperty("-ms-interpolation-mode", "nearest-neighbor", "important");
 
-
      if (curContext.hasOwnProperty("mozImageSmoothingEnabled")) {
 
-
        curContext.mozImageSmoothingEnabled = false;
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.noSmooth = function(){
 
-
      renderSmooth = false;
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Vector drawing functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    /**
 
-
    * The point() function 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, and the optional third value
 
-
    * is the depth value. Drawing this shape in 3D using the <b>z</b>
 
-
    * parameter requires the P3D or OPENGL parameter in combination with
 
-
    * size as shown in the above example.
 
-
    *
 
-
    * @param {int|float} x x-coordinate of the point
 
-
    * @param {int|float} y y-coordinate of the point
 
-
    * @param {int|float} z z-coordinate of the point
 
-
    *
 
-
    * @see #beginShape()
 
-
    */
 
-
    Drawing2D.prototype.point = function(x, y) {
 
-
      if (!doStroke) {
 
-
        return;
 
-
      }
 
-
 
-
      x = Math.round(x);
 
-
      y = Math.round(y);
 
-
      curContext.fillStyle = p.color.toString(currentStrokeColor);
 
-
      isFillDirty = true;
 
-
      // Draw a circle for any point larger than 1px
 
-
      if (lineWidth > 1) {
 
-
        curContext.beginPath();
 
-
        curContext.arc(x, y, lineWidth / 2, 0, PConstants.TWO_PI, false);
 
-
        curContext.fill();
 
-
      } else {
 
-
        curContext.fillRect(x, y, 1, 1);
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.point = function(x, y, z) {
 
-
      var model = new PMatrix3D();
 
-
 
-
      // move point to position
 
-
      model.translate(x, y, z || 0);
 
-
      model.transpose();
 
-
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      curContext.useProgram(programObject2D);
 
-
      uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
 
-
      uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
 
-
 
-
      if (lineWidth > 0 && doStroke) {
 
-
        // this will be replaced with the new bit shifting color code
 
-
        uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
 
-
        uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
 
-
        uniformi("uSmooth2d", programObject2D, "uSmooth", renderSmooth);
 
-
        vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, pointBuffer);
 
-
        disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
 
-
        curContext.drawArrays(curContext.POINTS, 0, 1);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Using the <b>beginShape()</b> and <b>endShape()</b> functions allow creating more complex forms.
 
-
    * <b>beginShape()</b> begins recording vertices for a shape and <b>endShape()</b> stops recording.
 
-
    * The value of the <b>MODE</b> parameter tells it which types of shapes to create from the provided vertices.
 
-
    * With no mode specified, the shape can be any irregular polygon. After calling the <b>beginShape()</b> function,
 
-
    * a series of <b>vertex()</b> commands must follow. To stop drawing the shape, call <b>endShape()</b>.
 
-
    * The <b>vertex()</b> function with two parameters specifies a position in 2D and the <b>vertex()</b>
 
-
    * function with three parameters specifies a position in 3D. Each shape will be outlined with the current
 
-
    * stroke color and filled with the fill color.
 
-
    *
 
-
    * @param {int} MODE either POINTS, LINES, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP.
 
-
    *
 
-
    * @see endShape
 
-
    * @see vertex
 
-
    * @see curveVertex
 
-
    * @see bezierVertex
 
-
    */
 
-
    p.beginShape = function(type) {
 
-
      curShape = type;
 
-
      curvePoints = [];
 
-
      vertArray = [];
 
-
    };
 
-
 
-
    /**
 
-
    * All shapes are constructed by connecting a series of vertices. <b>vertex()</b> is used to specify the vertex
 
-
    * coordinates for points, lines, triangles, quads, and polygons and is used exclusively within the <b>beginShape()</b>
 
-
    * and <b>endShape()</b> function. <br /><br />Drawing a vertex in 3D using the <b>z</b> parameter requires the P3D or
 
-
    * OPENGL parameter in combination with size as shown in the above example.<br /><br />This function is also used to map a
 
-
    * texture onto the geometry. The <b>texture()</b> function declares the texture to apply to the geometry and the <b>u</b>
 
-
    * and <b>v</b> coordinates set define the mapping of this texture to the form. By default, the coordinates used for
 
-
    * <b>u</b> and <b>v</b> are specified in relation to the image's size in pixels, but this relation can be changed with
 
-
    * <b>textureMode()</b>.
 
-
    *
 
-
    * @param {int | float} x x-coordinate of the vertex
 
-
    * @param {int | float} y y-coordinate of the vertex
 
-
    * @param {boolean} moveto flag to indicate whether this is a new subpath
 
-
    *
 
-
    * @see beginShape
 
-
    * @see endShape
 
-
    * @see bezierVertex
 
-
    * @see curveVertex
 
-
    * @see texture
 
-
    */
 
-
 
-
    Drawing2D.prototype.vertex = function(x, y, moveTo) {
 
-
      var vert = [];
 
-
 
-
      if (firstVert) { firstVert = false; }
 
-
      vert.isVert = true;
 
-
 
-
      vert[0] = x;
 
-
      vert[1] = y;
 
-
      vert[2] = 0;
 
-
      vert[3] = 0;
 
-
      vert[4] = 0;
 
-
 
-
      // fill and stroke color
 
-
      vert[5] = currentFillColor;
 
-
      vert[6] = currentStrokeColor;
 
-
 
-
      vertArray.push(vert);
 
-
      if (moveTo) {
 
-
        vertArray[vertArray.length-1].moveTo = moveTo;
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.vertex = function(x, y, z, u, v) {
 
-
      var vert = [];
 
-
 
-
      if (firstVert) { firstVert = false; }
 
-
      vert.isVert = true;
 
-
 
-
      if (v === undef && usingTexture) {
 
-
        v = u;
 
-
        u = z;
 
-
        z = 0;
 
-
      }
 
-
 
-
      // Convert u and v to normalized coordinates
 
-
      if (u !== undef && v !== undef) {
 
-
        if (curTextureMode === PConstants.IMAGE) {
 
-
          u /= curTexture.width;
 
-
          v /= curTexture.height;
 
-
        }
 
-
        u = u > 1 ? 1 : u;
 
-
        u = u < 0 ? 0 : u;
 
-
        v = v > 1 ? 1 : v;
 
-
        v = v < 0 ? 0 : v;
 
-
      }
 
-
 
-
      vert[0] = x;
 
-
      vert[1] = y;
 
-
      vert[2] = z || 0;
 
-
      vert[3] = u || 0;
 
-
      vert[4] = v || 0;
 
-
 
-
      // fill rgba
 
-
      vert[5] = fillStyle[0];
 
-
      vert[6] = fillStyle[1];
 
-
      vert[7] = fillStyle[2];
 
-
      vert[8] = fillStyle[3];
 
-
      // stroke rgba
 
-
      vert[9] = strokeStyle[0];
 
-
      vert[10] = strokeStyle[1];
 
-
      vert[11] = strokeStyle[2];
 
-
      vert[12] = strokeStyle[3];
 
-
      //normals
 
-
      vert[13] = normalX;
 
-
      vert[14] = normalY;
 
-
      vert[15] = normalZ;
 
-
 
-
      vertArray.push(vert);
 
-
    };
 
-
 
-
    /**
 
-
    * @private
 
-
    * Renders 3D points created from calls to vertex and beginShape/endShape
 
-
    *
 
-
    * @param {Array} vArray an array of vertex coordinate
 
-
    * @param {Array} cArray an array of colours used for the vertices
 
-
    *
 
-
    * @see beginShape
 
-
    * @see endShape
 
-
    * @see vertex
 
-
    */
 
-
    var point3D = function(vArray, cArray){
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      curContext.useProgram(programObjectUnlitShape);
 
-
 
-
      uniformMatrix("uViewUS", programObjectUnlitShape, "uView", false, view.array());
 
-
      uniformi("uSmoothUS", programObjectUnlitShape, "uSmooth", renderSmooth);
 
-
 
-
      vertexAttribPointer("aVertexUS", programObjectUnlitShape, "aVertex", 3, pointBuffer);
 
-
      curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW);
 
-
 
-
      vertexAttribPointer("aColorUS", programObjectUnlitShape, "aColor", 4, fillColorBuffer);
 
-
      curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW);
 
-
 
-
      curContext.drawArrays(curContext.POINTS, 0, vArray.length/3);
 
-
    };
 
-
 
-
    /**
 
-
    * @private
 
-
    * Renders 3D lines created from calls to beginShape/vertex/endShape - based on the mode specified LINES, LINE_LOOP, etc.
 
-
    *
 
-
    * @param {Array} vArray an array of vertex coordinate
 
-
    * @param {String} mode  either LINES, LINE_LOOP, or LINE_STRIP
 
-
    * @param {Array} cArray an array of colours used for the vertices
 
-
    *
 
-
    * @see beginShape
 
-
    * @see endShape
 
-
    * @see vertex
 
-
    */
 
-
    var line3D = function(vArray, mode, cArray){
 
-
      var ctxMode;
 
-
      if (mode === "LINES"){
 
-
        ctxMode = curContext.LINES;
 
-
      }
 
-
      else if(mode === "LINE_LOOP"){
 
-
        ctxMode = curContext.LINE_LOOP;
 
-
      }
 
-
      else{
 
-
        ctxMode = curContext.LINE_STRIP;
 
-
      }
 
-
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      curContext.useProgram(programObjectUnlitShape);
 
-
      uniformMatrix("uViewUS", programObjectUnlitShape, "uView", false, view.array());
 
-
      vertexAttribPointer("aVertexUS", programObjectUnlitShape, "aVertex", 3, lineBuffer);
 
-
      curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW);
 
-
      vertexAttribPointer("aColorUS", programObjectUnlitShape, "aColor", 4, strokeColorBuffer);
 
-
      curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW);
 
-
      curContext.drawArrays(ctxMode, 0, vArray.length/3);
 
-
    };
 
-
 
-
    /**
 
-
    * @private
 
-
    * Render filled shapes created from calls to beginShape/vertex/endShape - based on the mode specified TRIANGLES, etc.
 
-
    *
 
-
    * @param {Array} vArray an array of vertex coordinate
 
-
    * @param {String} mode  either LINES, LINE_LOOP, or LINE_STRIP
 
-
    * @param {Array} cArray an array of colours used for the vertices
 
-
    * @param {Array} tArray an array of u,v coordinates for textures
 
-
    *
 
-
    * @see beginShape
 
-
    * @see endShape
 
-
    * @see vertex
 
-
    */
 
-
    var fill3D = function(vArray, mode, cArray, tArray){
 
-
      var ctxMode;
 
-
      if (mode === "TRIANGLES") {
 
-
        ctxMode = curContext.TRIANGLES;
 
-
      } else if(mode === "TRIANGLE_FAN") {
 
-
        ctxMode = curContext.TRIANGLE_FAN;
 
-
      } else {
 
-
        ctxMode = curContext.TRIANGLE_STRIP;
 
-
      }
 
-
 
-
      var view = new PMatrix3D();
 
-
      view.scale( 1, -1, 1 );
 
-
      view.apply( modelView.array() );
 
-
      view.transpose();
 
-
 
-
      curContext.useProgram( programObject3D );
 
-
      uniformMatrix( "model3d", programObject3D, "uModel", false,  [1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1] );
 
-
      uniformMatrix( "view3d", programObject3D, "uView", false, view.array() );
 
-
      curContext.enable( curContext.POLYGON_OFFSET_FILL );
 
-
      curContext.polygonOffset( 1, 1 );
 
-
      uniformf( "color3d", programObject3D, "uColor", [-1,0,0,0] );
 
-
      vertexAttribPointer( "vertex3d", programObject3D, "aVertex", 3, fillBuffer );
 
-
      curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW );
 
-
 
-
      // if we are using a texture and a tint, then overwrite the
 
-
      // contents of the color buffer with the current tint
 
-
      if ( usingTexture && curTint !== null ){
 
-
        curTint3d( cArray );
 
-
      }
 
-
 
-
      vertexAttribPointer( "aColor3d", programObject3D, "aColor", 4, fillColorBuffer );
 
-
      curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW );
 
-
 
-
      // No support for lights....yet
 
-
      disableVertexAttribPointer( "aNormal3d", programObject3D, "aNormal" );
 
-
 
-
      if ( usingTexture ) {
 
-
        uniformi( "uUsingTexture3d", programObject3D, "uUsingTexture", usingTexture );
 
-
        vertexAttribPointer( "aTexture3d", programObject3D, "aTexture", 2, shapeTexVBO );
 
-
        curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(tArray), curContext.STREAM_DRAW );
 
-
      }
 
-
 
-
      curContext.drawArrays( ctxMode, 0, vArray.length/3 );
 
-
      curContext.disable( curContext.POLYGON_OFFSET_FILL );
 
-
    };
 
-
 
-
    /**
 
-
    * this series of three operations is used a lot in Drawing2D.prototype.endShape
 
-
    * and has been split off as its own function, to tighten the code and allow for
 
-
    * fewer bugs.
 
-
    */
 
-
    function fillStrokeClose() {
 
-
      executeContextFill();
 
-
      executeContextStroke();
 
-
      curContext.closePath();
 
-
    }
 
-
 
-
    /**
 
-
    * 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.
 
-
    *
 
-
    * @param {int} MODE Use CLOSE to close the shape
 
-
    *
 
-
    * @see beginShape
 
-
    */
 
-
    Drawing2D.prototype.endShape = function(mode) {
 
-
      // Duplicated in Drawing3D; too many variables used
 
-
      if (vertArray.length === 0) { return; }
 
-
 
-
      var closeShape = mode === PConstants.CLOSE;
 
-
 
-
      // if the shape is closed, the first element is also the last element
 
-
      if (closeShape) {
 
-
        vertArray.push(vertArray[0]);
 
-
      }
 
-
 
-
      var lineVertArray = [];
 
-
      var fillVertArray = [];
 
-
      var colorVertArray = [];
 
-
      var strokeVertArray = [];
 
-
      var texVertArray = [];
 
-
      var cachedVertArray;
 
-
 
-
      firstVert = true;
 
-
      var i, j, k;
 
-
      var vertArrayLength = vertArray.length;
 
-
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        for (j = 0; j < 3; j++) {
 
-
          fillVertArray.push(cachedVertArray[j]);
 
-
        }
 
-
      }
 
-
 
-
      // 5,6,7,8
 
-
      // R,G,B,A - fill colour
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        for (j = 5; j < 9; j++) {
 
-
          colorVertArray.push(cachedVertArray[j]);
 
-
        }
 
-
      }
 
-
 
-
      // 9,10,11,12
 
-
      // R, G, B, A - stroke colour
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        for (j = 9; j < 13; j++) {
 
-
          strokeVertArray.push(cachedVertArray[j]);
 
-
        }
 
-
      }
 
-
 
-
      // texture u,v
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        texVertArray.push(cachedVertArray[3]);
 
-
        texVertArray.push(cachedVertArray[4]);
 
-
      }
 
-
 
-
      // curveVertex
 
-
      if ( isCurve && (curShape === PConstants.POLYGON || curShape === undef) ) {
 
-
        if (vertArrayLength > 3) {
 
-
          var b = [],
 
-
              s = 1 - curTightness;
 
-
          curContext.beginPath();
 
-
          curContext.moveTo(vertArray[1][0], vertArray[1][1]);
 
-
            /*
 
-
            * Matrix to convert from Catmull-Rom to cubic Bezier
 
-
            * where t = curTightness
 
-
            * |0        1          0        0      |
 
-
            * |(t-1)/6  1          (1-t)/6  0      |
 
-
            * |0        (1-t)/6    1        (t-1)/6 |
 
-
            * |0        0          0        0      |
 
-
            */
 
-
          for (i = 1; (i+2) < vertArrayLength; i++) {
 
-
            cachedVertArray = vertArray[i];
 
-
            b[0] = [cachedVertArray[0], cachedVertArray[1]];
 
-
            b[1] = [cachedVertArray[0] + (s * vertArray[i+1][0] - s * vertArray[i-1][0]) / 6,
 
-
                  cachedVertArray[1] + (s * vertArray[i+1][1] - s * vertArray[i-1][1]) / 6];
 
-
            b[2] = [vertArray[i+1][0] + (s * vertArray[i][0] - s * vertArray[i+2][0]) / 6,
 
-
                  vertArray[i+1][1] + (s * vertArray[i][1] - s * vertArray[i+2][1]) / 6];
 
-
            b[3] = [vertArray[i+1][0], vertArray[i+1][1]];
 
-
            curContext.bezierCurveTo(b[1][0], b[1][1], b[2][0], b[2][1], b[3][0], b[3][1]);
 
-
          }
 
-
          fillStrokeClose();
 
-
        }
 
-
      }
 
-
 
-
      // bezierVertex
 
-
      else if ( isBezier && (curShape === PConstants.POLYGON || curShape === undef) ) {
 
-
        curContext.beginPath();
 
-
        for (i = 0; i < vertArrayLength; i++) {
 
-
          cachedVertArray = vertArray[i];
 
-
          if (vertArray[i].isVert) { //if it is a vertex move to the position
 
-
            if (vertArray[i].moveTo) {
 
-
              curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
 
-
            } else {
 
-
              curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
 
-
            }
 
-
          } else { //otherwise continue drawing bezier
 
-
            curContext.bezierCurveTo(vertArray[i][0], vertArray[i][1], vertArray[i][2], vertArray[i][3], vertArray[i][4], vertArray[i][5]);
 
-
          }
 
-
        }
 
-
        fillStrokeClose();
 
-
      }
 
-
 
-
      // render the vertices provided
 
-
      else {
 
-
        if (curShape === PConstants.POINTS) {
 
-
          for (i = 0; i < vertArrayLength; i++) {
 
-
            cachedVertArray = vertArray[i];
 
-
            if (doStroke) {
 
-
              p.stroke(cachedVertArray[6]);
 
-
            }
 
-
            p.point(cachedVertArray[0], cachedVertArray[1]);
 
-
          }
 
-
        } else if (curShape === PConstants.LINES) {
 
-
          for (i = 0; (i + 1) < vertArrayLength; i+=2) {
 
-
            cachedVertArray = vertArray[i];
 
-
            if (doStroke) {
 
-
              p.stroke(vertArray[i+1][6]);
 
-
            }
 
-
            p.line(cachedVertArray[0], cachedVertArray[1], vertArray[i+1][0], vertArray[i+1][1]);
 
-
          }
 
-
        } else if (curShape === PConstants.TRIANGLES) {
 
-
          for (i = 0; (i + 2) < vertArrayLength; i+=3) {
 
-
            cachedVertArray = vertArray[i];
 
-
            curContext.beginPath();
 
-
            curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
 
-
            curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
 
-
            curContext.lineTo(vertArray[i+2][0], vertArray[i+2][1]);
 
-
            curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
 
-
 
-
            if (doFill) {
 
-
              p.fill(vertArray[i+2][5]);
 
-
              executeContextFill();
 
-
            }
 
-
            if (doStroke) {
 
-
              p.stroke(vertArray[i+2][6]);
 
-
              executeContextStroke();
 
-
            }
 
-
 
-
            curContext.closePath();
 
-
          }
 
-
        } else if (curShape === PConstants.TRIANGLE_STRIP) {
 
-
          for (i = 0; (i+1) < vertArrayLength; i++) {
 
-
            cachedVertArray = vertArray[i];
 
-
            curContext.beginPath();
 
-
            curContext.moveTo(vertArray[i+1][0], vertArray[i+1][1]);
 
-
            curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
 
-
 
-
            if (doStroke) {
 
-
              p.stroke(vertArray[i+1][6]);
 
-
            }
 
-
            if (doFill) {
 
-
              p.fill(vertArray[i+1][5]);
 
-
            }
 
-
 
-
            if (i + 2 < vertArrayLength) {
 
-
              curContext.lineTo(vertArray[i+2][0], vertArray[i+2][1]);
 
-
              if (doStroke) {
 
-
                p.stroke(vertArray[i+2][6]);
 
-
              }
 
-
              if (doFill) {
 
-
                p.fill(vertArray[i+2][5]);
 
-
              }
 
-
            }
 
-
            fillStrokeClose();
 
-
          }
 
-
        } else if (curShape === PConstants.TRIANGLE_FAN) {
 
-
          if (vertArrayLength > 2) {
 
-
            curContext.beginPath();
 
-
            curContext.moveTo(vertArray[0][0], vertArray[0][1]);
 
-
            curContext.lineTo(vertArray[1][0], vertArray[1][1]);
 
-
            curContext.lineTo(vertArray[2][0], vertArray[2][1]);
 
-
 
-
            if (doFill) {
 
-
              p.fill(vertArray[2][5]);
 
-
              executeContextFill();
 
-
            }
 
-
            if (doStroke) {
 
-
              p.stroke(vertArray[2][6]);
 
-
              executeContextStroke();
 
-
            }
 
-
 
-
            curContext.closePath();
 
-
            for (i = 3; i < vertArrayLength; i++) {
 
-
              cachedVertArray = vertArray[i];
 
-
              curContext.beginPath();
 
-
              curContext.moveTo(vertArray[0][0], vertArray[0][1]);
 
-
              curContext.lineTo(vertArray[i-1][0], vertArray[i-1][1]);
 
-
              curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
 
-
 
-
              if (doFill) {
 
-
                p.fill(cachedVertArray[5]);
 
-
                executeContextFill();
 
-
              }
 
-
              if (doStroke) {
 
-
                p.stroke(cachedVertArray[6]);
 
-
                executeContextStroke();
 
-
              }
 
-
 
-
              curContext.closePath();
 
-
            }
 
-
          }
 
-
        } else if (curShape === PConstants.QUADS) {
 
-
          for (i = 0; (i + 3) < vertArrayLength; i+=4) {
 
-
            cachedVertArray = vertArray[i];
 
-
            curContext.beginPath();
 
-
            curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
 
-
            for (j = 1; j < 4; j++) {
 
-
              curContext.lineTo(vertArray[i+j][0], vertArray[i+j][1]);
 
-
            }
 
-
            curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
 
-
 
-
            if (doFill) {
 
-
              p.fill(vertArray[i+3][5]);
 
-
              executeContextFill();
 
-
            }
 
-
            if (doStroke) {
 
-
              p.stroke(vertArray[i+3][6]);
 
-
              executeContextStroke();
 
-
            }
 
-
 
-
            curContext.closePath();
 
-
          }
 
-
        } else if (curShape === PConstants.QUAD_STRIP) {
 
-
          if (vertArrayLength > 3) {
 
-
            for (i = 0; (i+1) < vertArrayLength; i+=2) {
 
-
              cachedVertArray = vertArray[i];
 
-
              curContext.beginPath();
 
-
              if (i+3 < vertArrayLength) {
 
-
                curContext.moveTo(vertArray[i+2][0], vertArray[i+2][1]);
 
-
                curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
 
-
                curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
 
-
                curContext.lineTo(vertArray[i+3][0], vertArray[i+3][1]);
 
-
 
-
                if (doFill) {
 
-
                  p.fill(vertArray[i+3][5]);
 
-
                }
 
-
                if (doStroke) {
 
-
                  p.stroke(vertArray[i+3][6]);
 
-
                }
 
-
              } else {
 
-
                curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
 
-
                curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
 
-
              }
 
-
              fillStrokeClose();
 
-
            }
 
-
          }
 
-
        } else {
 
-
          curContext.beginPath();
 
-
          curContext.moveTo(vertArray[0][0], vertArray[0][1]);
 
-
          for (i = 1; i < vertArrayLength; i++) {
 
-
            cachedVertArray = vertArray[i];
 
-
            if (cachedVertArray.isVert) { //if it is a vertex move to the position
 
-
              if (cachedVertArray.moveTo) {
 
-
                curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
 
-
              } else {
 
-
                curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
 
-
              }
 
-
            }
 
-
          }
 
-
          fillStrokeClose();
 
-
        }
 
-
      }
 
-
 
-
      // Reset some settings
 
-
      isCurve = false;
 
-
      isBezier = false;
 
-
      curveVertArray = [];
 
-
      curveVertCount = 0;
 
-
 
-
      // 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) {
 
-
        vertArray.pop();
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.endShape = function(mode) {
 
-
      // Duplicated in Drawing3D; too many variables used
 
-
      if (vertArray.length === 0) { return; }
 
-
 
-
      var closeShape = mode === PConstants.CLOSE;
 
-
      var lineVertArray = [];
 
-
      var fillVertArray = [];
 
-
      var colorVertArray = [];
 
-
      var strokeVertArray = [];
 
-
      var texVertArray = [];
 
-
      var cachedVertArray;
 
-
 
-
      firstVert = true;
 
-
      var i, j, k;
 
-
      var vertArrayLength = vertArray.length;
 
-
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        for (j = 0; j < 3; j++) {
 
-
          fillVertArray.push(cachedVertArray[j]);
 
-
        }
 
-
      }
 
-
 
-
      // 5,6,7,8
 
-
      // R,G,B,A - fill colour
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        for (j = 5; j < 9; j++) {
 
-
          colorVertArray.push(cachedVertArray[j]);
 
-
        }
 
-
      }
 
-
 
-
      // 9,10,11,12
 
-
      // R, G, B, A - stroke colour
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        for (j = 9; j < 13; j++) {
 
-
          strokeVertArray.push(cachedVertArray[j]);
 
-
        }
 
-
      }
 
-
 
-
      // texture u,v
 
-
      for (i = 0; i < vertArrayLength; i++) {
 
-
        cachedVertArray = vertArray[i];
 
-
        texVertArray.push(cachedVertArray[3]);
 
-
        texVertArray.push(cachedVertArray[4]);
 
-
      }
 
-
 
-
      // if shape is closed, push the first point into the last point (including colours)
 
-
      if (closeShape) {
 
-
        fillVertArray.push(vertArray[0][0]);
 
-
        fillVertArray.push(vertArray[0][1]);
 
-
        fillVertArray.push(vertArray[0][2]);
 
-
 
-
        for (i = 5; i < 9; i++) {
 
-
          colorVertArray.push(vertArray[0][i]);
 
-
        }
 
-
 
-
        for (i = 9; i < 13; i++) {
 
-
          strokeVertArray.push(vertArray[0][i]);
 
-
        }
 
-
 
-
        texVertArray.push(vertArray[0][3]);
 
-
        texVertArray.push(vertArray[0][4]);
 
-
      }
 
-
      // End duplication
 
-
 
-
      // curveVertex
 
-
      if ( isCurve && (curShape === PConstants.POLYGON || curShape === undef) ) {
 
-
        lineVertArray = fillVertArray;
 
-
        if (doStroke) {
 
-
          line3D(lineVertArray, null, strokeVertArray);
 
-
        }
 
-
        if (doFill) {
 
-
          fill3D(fillVertArray, null, colorVertArray);
 
-
        }
 
-
      }
 
-
      // bezierVertex
 
-
      else if ( isBezier && (curShape === PConstants.POLYGON || curShape === undef) ) {
 
-
        lineVertArray = fillVertArray;
 
-
        lineVertArray.splice(lineVertArray.length - 3);
 
-
        strokeVertArray.splice(strokeVertArray.length - 4);
 
-
        if (doStroke) {
 
-
          line3D(lineVertArray, null, strokeVertArray);
 
-
        }
 
-
        if (doFill) {
 
-
          fill3D(fillVertArray, "TRIANGLES", colorVertArray);
 
-
        }
 
-
      }
 
-
 
-
      // render the vertices provided
 
-
      else {
 
-
        if (curShape === PConstants.POINTS) {      // if POINTS was the specified parameter in beginShape
 
-
          for (i = 0; i < vertArrayLength; i++) {  // loop through and push the point location information to the array
 
-
            cachedVertArray = vertArray[i];
 
-
            for (j = 0; j < 3; j++) {
 
-
              lineVertArray.push(cachedVertArray[j]);
 
-
            }
 
-
          }
 
-
          point3D(lineVertArray, strokeVertArray);  // render function for points
 
-
        } else if (curShape === PConstants.LINES) { // if LINES was the specified parameter in beginShape
 
-
          for (i = 0; i < vertArrayLength; i++) {  // loop through and push the point location information to the array
 
-
            cachedVertArray = vertArray[i];
 
-
            for (j = 0; j < 3; j++) {
 
-
              lineVertArray.push(cachedVertArray[j]);
 
-
            }
 
-
          }
 
-
          for (i = 0; i < vertArrayLength; i++) {  // loop through and push the color information to the array
 
-
            cachedVertArray = vertArray[i];
 
-
            for (j = 5; j < 9; j++) {
 
-
              colorVertArray.push(cachedVertArray[j]);
 
-
            }
 
-
          }
 
-
          line3D(lineVertArray, "LINES", strokeVertArray);  // render function for lines
 
-
        } else if (curShape === PConstants.TRIANGLES) {    // if TRIANGLES was the specified parameter in beginShape
 
-
          if (vertArrayLength > 2) {
 
-
            for (i = 0; (i+2) < vertArrayLength; i+=3) {  // loop through the array per triangle
 
-
              fillVertArray = [];
 
-
              texVertArray = [];
 
-
              lineVertArray = [];
 
-
              colorVertArray = [];
 
-
              strokeVertArray = [];
 
-
              for (j = 0; j < 3; j++) {
 
-
                for (k = 0; k < 3; k++) {                  // loop through and push
 
-
                  lineVertArray.push(vertArray[i+j][k]);    // the line point location information
 
-
                  fillVertArray.push(vertArray[i+j][k]);    // and fill point location information
 
-
                }
 
-
              }
 
-
              for (j = 0; j < 3; j++) {                    // loop through and push the texture information
 
-
                for (k = 3; k < 5; k++) {
 
-
                  texVertArray.push(vertArray[i+j][k]);
 
-
                }
 
-
              }
 
-
              for (j = 0; j < 3; j++) {
 
-
                for (k = 5; k < 9; k++) {                  // loop through and push
 
-
                  colorVertArray.push(vertArray[i+j][k]);  // the colour information
 
-
                  strokeVertArray.push(vertArray[i+j][k+4]);// and the stroke information
 
-
                }
 
-
              }
 
-
              if (doStroke) {
 
-
                line3D(lineVertArray, "LINE_LOOP", strokeVertArray );              // line render function
 
-
              }
 
-
              if (doFill || usingTexture) {
 
-
                fill3D(fillVertArray, "TRIANGLES", colorVertArray, texVertArray);  // fill shape render function
 
-
              }
 
-
            }
 
-
          }
 
-
        } else if (curShape === PConstants.TRIANGLE_STRIP) {    // if TRIANGLE_STRIP was the specified parameter in beginShape
 
-
          if (vertArrayLength > 2) {
 
-
            for (i = 0; (i+2) < vertArrayLength; i++) {
 
-
              lineVertArray = [];
 
-
              fillVertArray = [];
 
-
              strokeVertArray = [];
 
-
              colorVertArray = [];
 
-
              texVertArray = [];
 
-
              for (j = 0; j < 3; j++) {
 
-
                for (k = 0; k < 3; k++) {
 
-
                  lineVertArray.push(vertArray[i+j][k]);
 
-
                  fillVertArray.push(vertArray[i+j][k]);
 
-
                }
 
-
              }
 
-
              for (j = 0; j < 3; j++) {
 
-
                for (k = 3; k < 5; k++) {
 
-
                  texVertArray.push(vertArray[i+j][k]);
 
-
                }
 
-
              }
 
-
              for (j = 0; j < 3; j++) {
 
-
                for (k = 5; k < 9; k++) {
 
-
                  strokeVertArray.push(vertArray[i+j][k+4]);
 
-
                  colorVertArray.push(vertArray[i+j][k]);
 
-
                }
 
-
              }
 
-
 
-
              if (doFill || usingTexture) {
 
-
                fill3D(fillVertArray, "TRIANGLE_STRIP", colorVertArray, texVertArray);
 
-
              }
 
-
              if (doStroke) {
 
-
                line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
 
-
              }
 
-
            }
 
-
          }
 
-
        } else if (curShape === PConstants.TRIANGLE_FAN) {
 
-
          if (vertArrayLength > 2) {
 
-
            for (i = 0; i < 3; i++) {
 
-
              cachedVertArray = vertArray[i];
 
-
              for (j = 0; j < 3; j++) {
 
-
                lineVertArray.push(cachedVertArray[j]);
 
-
              }
 
-
            }
 
-
            for (i = 0; i < 3; i++) {
 
-
              cachedVertArray = vertArray[i];
 
-
              for (j = 9; j < 13; j++) {
 
-
                strokeVertArray.push(cachedVertArray[j]);
 
-
              }
 
-
            }
 
-
            if (doStroke) {
 
-
              line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
 
-
            }
 
-
 
-
            for (i = 2; (i+1) < vertArrayLength; i++) {
 
-
              lineVertArray = [];
 
-
              strokeVertArray = [];
 
-
              lineVertArray.push(vertArray[0][0]);
 
-
              lineVertArray.push(vertArray[0][1]);
 
-
              lineVertArray.push(vertArray[0][2]);
 
-
 
-
              strokeVertArray.push(vertArray[0][9]);
 
-
              strokeVertArray.push(vertArray[0][10]);
 
-
              strokeVertArray.push(vertArray[0][11]);
 
-
              strokeVertArray.push(vertArray[0][12]);
 
-
 
-
              for (j = 0; j < 2; j++) {
 
-
                for (k = 0; k < 3; k++) {
 
-
                  lineVertArray.push(vertArray[i+j][k]);
 
-
                }
 
-
              }
 
-
              for (j = 0; j < 2; j++) {
 
-
                for (k = 9; k < 13; k++) {
 
-
                  strokeVertArray.push(vertArray[i+j][k]);
 
-
                }
 
-
              }
 
-
              if (doStroke) {
 
-
                line3D(lineVertArray, "LINE_STRIP",strokeVertArray);
 
-
              }
 
-
            }
 
-
            if (doFill || usingTexture) {
 
-
              fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray, texVertArray);
 
-
            }
 
-
          }
 
-
        } else if (curShape === PConstants.QUADS) {
 
-
          for (i = 0; (i + 3) < vertArrayLength; i+=4) {
 
-
            lineVertArray = [];
 
-
            for (j = 0; j < 4; j++) {
 
-
              cachedVertArray = vertArray[i+j];
 
-
              for (k = 0; k < 3; k++) {
 
-
                lineVertArray.push(cachedVertArray[k]);
 
-
              }
 
-
            }
 
-
            if (doStroke) {
 
-
              line3D(lineVertArray, "LINE_LOOP",strokeVertArray);
 
-
            }
 
-
 
-
            if (doFill) {
 
-
              fillVertArray = [];
 
-
              colorVertArray = [];
 
-
              texVertArray = [];
 
-
              for (j = 0; j < 3; j++) {
 
-
                fillVertArray.push(vertArray[i][j]);
 
-
              }
 
-
              for (j = 5; j < 9; j++) {
 
-
                colorVertArray.push(vertArray[i][j]);
 
-
              }
 
-
 
-
              for (j = 0; j < 3; j++) {
 
-
                fillVertArray.push(vertArray[i+1][j]);
 
-
              }
 
-
              for (j = 5; j < 9; j++) {
 
-
                colorVertArray.push(vertArray[i+1][j]);
 
-
              }
 
-
 
-
              for (j = 0; j < 3; j++) {
 
-
                fillVertArray.push(vertArray[i+3][j]);
 
-
              }
 
-
              for (j = 5; j < 9; j++) {
 
-
                colorVertArray.push(vertArray[i+3][j]);
 
-
              }
 
-
 
-
              for (j = 0; j < 3; j++) {
 
-
                fillVertArray.push(vertArray[i+2][j]);
 
-
              }
 
-
              for (j = 5; j < 9; j++) {
 
-
                colorVertArray.push(vertArray[i+2][j]);
 
-
              }
 
-
 
-
              if (usingTexture) {
 
-
                texVertArray.push(vertArray[i+0][3]);
 
-
                texVertArray.push(vertArray[i+0][4]);
 
-
                texVertArray.push(vertArray[i+1][3]);
 
-
                texVertArray.push(vertArray[i+1][4]);
 
-
                texVertArray.push(vertArray[i+3][3]);
 
-
                texVertArray.push(vertArray[i+3][4]);
 
-
                texVertArray.push(vertArray[i+2][3]);
 
-
                texVertArray.push(vertArray[i+2][4]);
 
-
              }
 
-
 
-
              fill3D(fillVertArray, "TRIANGLE_STRIP", colorVertArray, texVertArray);
 
-
            }
 
-
          }
 
-
        } else if (curShape === PConstants.QUAD_STRIP) {
 
-
          var tempArray = [];
 
-
          if (vertArrayLength > 3) {
 
-
            for (i = 0; i < 2; i++) {
 
-
              cachedVertArray = vertArray[i];
 
-
              for (j = 0; j < 3; j++) {
 
-
                lineVertArray.push(cachedVertArray[j]);
 
-
              }
 
-
            }
 
-
 
-
            for (i = 0; i < 2; i++) {
 
-
              cachedVertArray = vertArray[i];
 
-
              for (j = 9; j < 13; j++) {
 
-
                strokeVertArray.push(cachedVertArray[j]);
 
-
              }
 
-
            }
 
-
 
-
            line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
 
-
            if (vertArrayLength > 4 && vertArrayLength % 2 > 0) {
 
-
              tempArray = fillVertArray.splice(fillVertArray.length - 3);
 
-
              vertArray.pop();
 
-
            }
 
-
            for (i = 0; (i+3) < vertArrayLength; i+=2) {
 
-
              lineVertArray = [];
 
-
              strokeVertArray = [];
 
-
              for (j = 0; j < 3; j++) {
 
-
                lineVertArray.push(vertArray[i+1][j]);
 
-
              }
 
-
              for (j = 0; j < 3; j++) {
 
-
                lineVertArray.push(vertArray[i+3][j]);
 
-
              }
 
-
              for (j = 0; j < 3; j++) {
 
-
                lineVertArray.push(vertArray[i+2][j]);
 
-
              }
 
-
              for (j = 0; j < 3; j++) {
 
-
                lineVertArray.push(vertArray[i+0][j]);
 
-
              }
 
-
              for (j = 9; j < 13; j++) {
 
-
                strokeVertArray.push(vertArray[i+1][j]);
 
-
              }
 
-
              for (j = 9; j < 13; j++) {
 
-
                strokeVertArray.push(vertArray[i+3][j]);
 
-
              }
 
-
              for (j = 9; j < 13; j++) {
 
-
                strokeVertArray.push(vertArray[i+2][j]);
 
-
              }
 
-
              for (j = 9; j < 13; j++) {
 
-
                strokeVertArray.push(vertArray[i+0][j]);
 
-
              }
 
-
              if (doStroke) {
 
-
                line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
 
-
              }
 
-
            }
 
-
 
-
            if (doFill || usingTexture) {
 
-
              fill3D(fillVertArray, "TRIANGLE_LIST", colorVertArray, texVertArray);
 
-
            }
 
-
          }
 
-
        }
 
-
        // If the user didn't specify a type (LINES, TRIANGLES, etc)
 
-
        else {
 
-
          // If only one vertex was specified, it must be a point
 
-
          if (vertArrayLength === 1) {
 
-
            for (j = 0; j < 3; j++) {
 
-
              lineVertArray.push(vertArray[0][j]);
 
-
            }
 
-
            for (j = 9; j < 13; j++) {
 
-
              strokeVertArray.push(vertArray[0][j]);
 
-
            }
 
-
            point3D(lineVertArray,strokeVertArray);
 
-
          } else {
 
-
            for (i = 0; i < vertArrayLength; i++) {
 
-
              cachedVertArray = vertArray[i];
 
-
              for (j = 0; j < 3; j++) {
 
-
                lineVertArray.push(cachedVertArray[j]);
 
-
              }
 
-
              for (j = 5; j < 9; j++) {
 
-
                strokeVertArray.push(cachedVertArray[j]);
 
-
              }
 
-
            }
 
-
            if (doStroke && closeShape) {
 
-
              line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
 
-
            } else if (doStroke && !closeShape) {
 
-
              line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
 
-
            }
 
-
 
-
            // fill is ignored if textures are used
 
-
            if (doFill || usingTexture) {
 
-
              fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray, texVertArray);
 
-
            }
 
-
          }
 
-
        }
 
-
        // everytime beginShape is followed by a call to
 
-
        // texture(), texturing it turned back on. We do this to
 
-
        // figure out if the shape should be textured or filled
 
-
        // with a color.
 
-
        usingTexture = false;
 
-
        curContext.useProgram(programObject3D);
 
-
        uniformi("usingTexture3d", programObject3D, "uUsingTexture", usingTexture);
 
-
      }
 
-
 
-
      // Reset some settings
 
-
      isCurve = false;
 
-
      isBezier = false;
 
-
      curveVertArray = [];
 
-
      curveVertCount = 0;
 
-
    };
 
-
 
-
    /**
 
-
    * The function splineForward() setup forward-differencing matrix to be used for speedy
 
-
    * curve rendering. It's based on using a specific number
 
-
    * of curve segments and just doing incremental adds for each
 
-
    * vertex of the segment, rather than running the mathematically
 
-
    * expensive cubic equation. This function is used by both curveDetail and bezierDetail.
 
-
    *
 
-
    * @param {int} segments      number of curve segments to use when drawing
 
-
    * @param {PMatrix3D} matrix  target object for the new matrix
 
-
    */
 
-
    var splineForward = function(segments, matrix) {
 
-
      var f = 1.0 / segments;
 
-
      var ff = f * f;
 
-
      var fff = ff * f;
 
-
 
-
      matrix.set(0, 0, 0, 1, fff, ff, f, 0, 6 * fff, 2 * ff, 0, 0, 6 * fff, 0, 0, 0);
 
-
    };
 
-
 
-
    /**
 
-
    * The curveInit() function set the number of segments to use when drawing a Catmull-Rom
 
-
    * curve, and setting the s parameter, which defines how tightly
 
-
    * the curve fits to each vertex. Catmull-Rom curves are actually
 
-
    * a subset of this curve type where the s is set to zero.
 
-
    * This in an internal function used by curveDetail() and curveTightness().
 
-
    */
 
-
    var curveInit = function() {
 
-
      // allocate only if/when used to save startup time
 
-
      if (!curveDrawMatrix) {
 
-
        curveBasisMatrix = new PMatrix3D();
 
-
        curveDrawMatrix = new PMatrix3D();
 
-
        curveInited = true;
 
-
      }
 
-
 
-
      var s = curTightness;
 
-
      curveBasisMatrix.set((s - 1) / 2, (s + 3) / 2, (-3 - s) / 2, (1 - s) / 2,
 
-
                          (1 - s), (-5 - s) / 2, (s + 2), (s - 1) / 2,
 
-
                          (s - 1) / 2, 0, (1 - s) / 2, 0, 0, 1, 0, 0);
 
-
 
-
      splineForward(curveDet, curveDrawMatrix);
 
-
 
-
      if (!bezierBasisInverse) {
 
-
        //bezierBasisInverse = bezierBasisMatrix.get();
 
-
        //bezierBasisInverse.invert();
 
-
        curveToBezierMatrix = new PMatrix3D();
 
-
      }
 
-
 
-
      // TODO only needed for PGraphicsJava2D? if so, move it there
 
-
      // actually, it's generally useful for other renderers, so keep it
 
-
      // or hide the implementation elsewhere.
 
-
      curveToBezierMatrix.set(curveBasisMatrix);
 
-
      curveToBezierMatrix.preApply(bezierBasisInverse);
 
-
 
-
      // multiply the basis and forward diff matrices together
 
-
      // saves much time since this needn't be done for each curve
 
-
      curveDrawMatrix.apply(curveBasisMatrix);
 
-
    };
 
-
 
-
    /**
 
-
    * Specifies vertex coordinates for Bezier curves. Each call to <b>bezierVertex()</b> defines the position of two control
 
-
    * points and one anchor point of a Bezier curve, adding a new segment to a line or shape. The first time
 
-
    * <b>bezierVertex()</b> is used within a <b>beginShape()</b> call, it must be prefaced with a call to <b>vertex()</b>
 
-
    * to set the first anchor point. This function must be used between <b>beginShape()</b> and <b>endShape()</b> and only
 
-
    * when there is no MODE parameter specified to <b>beginShape()</b>. Using the 3D version of requires rendering with P3D
 
-
    * or OPENGL (see the Environment reference for more information). <br /> <br /> <b>NOTE: </b> Fill does not work properly yet.
 
-
    *
 
-
    * @param {float | int} cx1 The x-coordinate of 1st control point
 
-
    * @param {float | int} cy1 The y-coordinate of 1st control point
 
-
    * @param {float | int} cz1 The z-coordinate of 1st control point
 
-
    * @param {float | int} cx2 The x-coordinate of 2nd control point
 
-
    * @param {float | int} cy2 The y-coordinate of 2nd control point
 
-
    * @param {float | int} cz2 The z-coordinate of 2nd control point
 
-
    * @param {float | int} x  The x-coordinate of the anchor point
 
-
    * @param {float | int} y  The y-coordinate of the anchor point
 
-
    * @param {float | int} z  The z-coordinate of the anchor point
 
-
    *
 
-
    * @see curveVertex
 
-
    * @see vertex
 
-
    * @see bezier
 
-
    */
 
-
    Drawing2D.prototype.bezierVertex = function() {
 
-
      isBezier = true;
 
-
      var vert = [];
 
-
      if (firstVert) {
 
-
        throw ("vertex() must be used at least once before calling bezierVertex()");
 
-
      }
 
-
 
-
      for (var i = 0; i < arguments.length; i++) {
 
-
        vert[i] = arguments[i];
 
-
      }
 
-
      vertArray.push(vert);
 
-
      vertArray[vertArray.length -1].isVert = false;
 
-
    };
 
-
 
-
    Drawing3D.prototype.bezierVertex = function() {
 
-
      isBezier = true;
 
-
      var vert = [];
 
-
      if (firstVert) {
 
-
        throw ("vertex() must be used at least once before calling bezierVertex()");
 
-
      }
 
-
 
-
      if (arguments.length === 9) {
 
-
        if (bezierDrawMatrix === undef) {
 
-
          bezierDrawMatrix = new PMatrix3D();
 
-
        }
 
-
        // setup matrix for forward differencing to speed up drawing
 
-
        var lastPoint = vertArray.length - 1;
 
-
        splineForward( bezDetail, bezierDrawMatrix );
 
-
        bezierDrawMatrix.apply( bezierBasisMatrix );
 
-
        var draw = bezierDrawMatrix.array();
 
-
        var x1 = vertArray[lastPoint][0],
 
-
            y1 = vertArray[lastPoint][1],
 
-
            z1 = vertArray[lastPoint][2];
 
-
        var xplot1 = draw[4] * x1 + draw[5] * arguments[0] + draw[6] * arguments[3] + draw[7] * arguments[6];
 
-
        var xplot2 = draw[8] * x1 + draw[9] * arguments[0] + draw[10]* arguments[3] + draw[11]* arguments[6];
 
-
        var xplot3 = draw[12]* x1 + draw[13]* arguments[0] + draw[14]* arguments[3] + draw[15]* arguments[6];
 
-
 
-
        var yplot1 = draw[4] * y1 + draw[5] * arguments[1] + draw[6] * arguments[4] + draw[7] * arguments[7];
 
-
        var yplot2 = draw[8] * y1 + draw[9] * arguments[1] + draw[10]* arguments[4] + draw[11]* arguments[7];
 
-
        var yplot3 = draw[12]* y1 + draw[13]* arguments[1] + draw[14]* arguments[4] + draw[15]* arguments[7];
 
-
 
-
        var zplot1 = draw[4] * z1 + draw[5] * arguments[2] + draw[6] * arguments[5] + draw[7] * arguments[8];
 
-
        var zplot2 = draw[8] * z1 + draw[9] * arguments[2] + draw[10]* arguments[5] + draw[11]* arguments[8];
 
-
        var zplot3 = draw[12]* z1 + draw[13]* arguments[2] + draw[14]* arguments[5] + draw[15]* arguments[8];
 
-
        for (var j = 0; j < bezDetail; j++) {
 
-
          x1 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
 
-
          y1 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
 
-
          z1 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
 
-
          p.vertex(x1, y1, z1);
 
-
        }
 
-
        p.vertex(arguments[6], arguments[7], arguments[8]);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Sets a texture to be applied to vertex points. The <b>texture()</b> function
 
-
    * must be called between <b>beginShape()</b> and <b>endShape()</b> and before
 
-
    * any calls to vertex().
 
-
    *
 
-
    * When textures are in use, the fill color is ignored. Instead, use tint() to
 
-
    * specify the color of the texture as it is applied to the shape.
 
-
    *
 
-
    * @param {PImage} pimage the texture to apply
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see textureMode
 
-
    * @see beginShape
 
-
    * @see endShape
 
-
    * @see vertex
 
-
    */
 
-
    p.texture = function(pimage) {
 
-
      var curContext = drawing.$ensureContext();
 
-
 
-
      if (pimage.__texture) {
 
-
        curContext.bindTexture(curContext.TEXTURE_2D, pimage.__texture);
 
-
      } else if (pimage.localName === "canvas") {
 
-
        curContext.bindTexture(curContext.TEXTURE_2D, canTex);
 
-
        curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, pimage);
 
-
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
 
-
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR);
 
-
        curContext.generateMipmap(curContext.TEXTURE_2D);
 
-
        curTexture.width = pimage.width;
 
-
        curTexture.height = pimage.height;
 
-
      } else {
 
-
        var texture = curContext.createTexture(),
 
-
            cvs = document.createElement('canvas'),
 
-
            cvsTextureCtx = cvs.getContext('2d'),
 
-
            pot;
 
-
 
-
        // WebGL requires power of two textures
 
-
        if (pimage.width & (pimage.width-1) === 0) {
 
-
          cvs.width = pimage.width;
 
-
        } else {
 
-
          pot = 1;
 
-
          while (pot < pimage.width) {
 
-
            pot *= 2;
 
-
          }
 
-
          cvs.width = pot;
 
-
        }
 
-
 
-
        if (pimage.height & (pimage.height-1) === 0) {
 
-
          cvs.height = pimage.height;
 
-
        } else {
 
-
          pot = 1;
 
-
          while (pot < pimage.height) {
 
-
            pot *= 2;
 
-
          }
 
-
          cvs.height = pot;
 
-
        }
 
-
 
-
        cvsTextureCtx.drawImage(pimage.sourceImg, 0, 0, pimage.width, pimage.height, 0, 0, cvs.width, cvs.height);
 
-
 
-
        curContext.bindTexture(curContext.TEXTURE_2D, texture);
 
-
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR_MIPMAP_LINEAR);
 
-
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
 
-
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_T, curContext.CLAMP_TO_EDGE);
 
-
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_S, curContext.CLAMP_TO_EDGE);
 
-
        curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, cvs);
 
-
        curContext.generateMipmap(curContext.TEXTURE_2D);
 
-
 
-
        pimage.__texture = texture;
 
-
        curTexture.width = pimage.width;
 
-
        curTexture.height = pimage.height;
 
-
      }
 
-
 
-
      usingTexture = true;
 
-
      curContext.useProgram(programObject3D);
 
-
      uniformi("usingTexture3d", programObject3D, "uUsingTexture", usingTexture);
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the coordinate space for texture mapping. There are two options, IMAGE,
 
-
    * which refers to the actual coordinates of the image, and NORMALIZED, which
 
-
    * refers to a normalized space of values ranging from 0 to 1. The default mode
 
-
    * is IMAGE. In IMAGE, if an image is 100 x 200 pixels, mapping the image onto
 
-
    * the entire size of a quad would require the points (0,0) (0,100) (100,200) (0,200).
 
-
    * The same mapping in NORMAL_SPACE is (0,0) (0,1) (1,1) (0,1).
 
-
    *
 
-
    * @param MODE either IMAGE or NORMALIZED
 
-
    *
 
-
    * @returns none
 
-
    *
 
-
    * @see texture
 
-
    */
 
-
    p.textureMode = function(mode){
 
-
      curTextureMode = mode;
 
-
    };
 
-
    /**
 
-
    * The curveVertexSegment() function handle emitting a specific segment of Catmull-Rom curve. Internal helper function used by <b>curveVertex()</b>.
 
-
    */
 
-
    var curveVertexSegment = function(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4) {
 
-
      var x0 = x2;
 
-
      var y0 = y2;
 
-
      var z0 = z2;
 
-
 
-
      var draw = curveDrawMatrix.array();
 
-
 
-
      var xplot1 = draw[4] * x1 + draw[5] * x2 + draw[6] * x3 + draw[7] * x4;
 
-
      var xplot2 = draw[8] * x1 + draw[9] * x2 + draw[10] * x3 + draw[11] * x4;
 
-
      var xplot3 = draw[12] * x1 + draw[13] * x2 + draw[14] * x3 + draw[15] * x4;
 
-
 
-
      var yplot1 = draw[4] * y1 + draw[5] * y2 + draw[6] * y3 + draw[7] * y4;
 
-
      var yplot2 = draw[8] * y1 + draw[9] * y2 + draw[10] * y3 + draw[11] * y4;
 
-
      var yplot3 = draw[12] * y1 + draw[13] * y2 + draw[14] * y3 + draw[15] * y4;
 
-
 
-
      var zplot1 = draw[4] * z1 + draw[5] * z2 + draw[6] * z3 + draw[7] * z4;
 
-
      var zplot2 = draw[8] * z1 + draw[9] * z2 + draw[10] * z3 + draw[11] * z4;
 
-
      var zplot3 = draw[12] * z1 + draw[13] * z2 + draw[14] * z3 + draw[15] * z4;
 
-
 
-
      p.vertex(x0, y0, z0);
 
-
      for (var j = 0; j < curveDet; j++) {
 
-
        x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
 
-
        y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
 
-
        z0 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
 
-
        p.vertex(x0, y0, z0);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Specifies vertex coordinates for curves. This function may only be used between <b>beginShape()</b> and
 
-
    * <b>endShape()</b> and only when there is no MODE parameter specified to <b>beginShape()</b>. The first and last points
 
-
    * in a series of <b>curveVertex()</b> 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
 
-
    * <b>curveVertex()</b> will draw the curve between the second, third, and fourth points. The <b>curveVertex()</b> function
 
-
    * is an implementation of Catmull-Rom splines. Using the 3D version of requires rendering with P3D or OPENGL (see the
 
-
    * Environment reference for more information). <br /> <br /><b>NOTE: </b> Fill does not work properly yet.
 
-
    *
 
-
    * @param {float | int} x The x-coordinate of the vertex
 
-
    * @param {float | int} y The y-coordinate of the vertex
 
-
    * @param {float | int} z The z-coordinate of the vertex
 
-
    *
 
-
    * @see curve
 
-
    * @see beginShape
 
-
    * @see endShape
 
-
    * @see vertex
 
-
    * @see bezierVertex
 
-
    */
 
-
    Drawing2D.prototype.curveVertex = function(x, y) {
 
-
      isCurve = true;
 
-
 
-
      p.vertex(x, y);
 
-
    };
 
-
 
-
    Drawing3D.prototype.curveVertex = function(x, y, z) {
 
-
      isCurve = true;
 
-
 
-
      if (!curveInited) {
 
-
        curveInit();
 
-
      }
 
-
      var vert = [];
 
-
      vert[0] = x;
 
-
      vert[1] = y;
 
-
      vert[2] = z;
 
-
      curveVertArray.push(vert);
 
-
      curveVertCount++;
 
-
 
-
      if (curveVertCount > 3) {
 
-
        curveVertexSegment( curveVertArray[curveVertCount-4][0],
 
-
                            curveVertArray[curveVertCount-4][1],
 
-
                            curveVertArray[curveVertCount-4][2],
 
-
                            curveVertArray[curveVertCount-3][0],
 
-
                            curveVertArray[curveVertCount-3][1],
 
-
                            curveVertArray[curveVertCount-3][2],
 
-
                            curveVertArray[curveVertCount-2][0],
 
-
                            curveVertArray[curveVertCount-2][1],
 
-
                            curveVertArray[curveVertCount-2][2],
 
-
                            curveVertArray[curveVertCount-1][0],
 
-
                            curveVertArray[curveVertCount-1][1],
 
-
                            curveVertArray[curveVertCount-1][2] );
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * The curve() function draws a curved line on the screen. The first and second parameters
 
-
    * specify the beginning control point and the last two parameters specify
 
-
    * the ending control point. The middle parameters specify the start and
 
-
    * stop of the curve. Longer curves can be created by putting a series of
 
-
    * <b>curve()</b> functions together or using <b>curveVertex()</b>.
 
-
    * An additional function called <b>curveTightness()</b> provides control
 
-
    * for the visual quality of the curve. The <b>curve()</b> function is an
 
-
    * implementation of Catmull-Rom splines. Using the 3D version of requires
 
-
    * rendering with P3D or OPENGL (see the Environment reference for more
 
-
    * information).
 
-
    *
 
-
    * @param {int|float} x1 coordinates for the beginning control point
 
-
    * @param {int|float} y1 coordinates for the beginning control point
 
-
    * @param {int|float} z1 coordinates for the beginning control point
 
-
    * @param {int|float} x2 coordinates for the first point
 
-
    * @param {int|float} y2 coordinates for the first point
 
-
    * @param {int|float} z2 coordinates for the first point
 
-
    * @param {int|float} x3 coordinates for the second point
 
-
    * @param {int|float} y3 coordinates for the second point
 
-
    * @param {int|float} z3 coordinates for the second point
 
-
    * @param {int|float} x4 coordinates for the ending control point
 
-
    * @param {int|float} y4 coordinates for the ending control point
 
-
    * @param {int|float} z4 coordinates for the ending control point
 
-
    *
 
-
    * @see #curveVertex()
 
-
    * @see #curveTightness()
 
-
    * @see #bezier()
 
-
    */
 
-
    Drawing2D.prototype.curve = function(x1, y1, x2, y2, x3, y3, x4, y4) {
 
-
      p.beginShape();
 
-
      p.curveVertex(x1, y1);
 
-
      p.curveVertex(x2, y2);
 
-
      p.curveVertex(x3, y3);
 
-
      p.curveVertex(x4, y4);
 
-
      p.endShape();
 
-
    };
 
-
 
-
    Drawing3D.prototype.curve = function(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4) {
 
-
      if (z4 !== undef) {
 
-
        p.beginShape();
 
-
        p.curveVertex(x1, y1, z1);
 
-
        p.curveVertex(x2, y2, z2);
 
-
        p.curveVertex(x3, y3, z3);
 
-
        p.curveVertex(x4, y4, z4);
 
-
        p.endShape();
 
-
        return;
 
-
      }
 
-
      p.beginShape();
 
-
      p.curveVertex(x1, y1);
 
-
      p.curveVertex(z1, x2);
 
-
      p.curveVertex(y2, z2);
 
-
      p.curveVertex(x3, y3);
 
-
      p.endShape();
 
-
    };
 
-
 
-
    /**
 
-
    * The curveTightness() function modifies the quality of forms created with <b>curve()</b> and
 
-
    * <b>curveVertex()</b>. The parameter <b>squishy</b> determines how the
 
-
    * curve fits to the vertex points. The value 0.0 is the default value for
 
-
    * <b>squishy</b> (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.
 
-
    *
 
-
    * @param {float} tightness amount of deformation from the original vertices
 
-
    *
 
-
    * @see #curve()
 
-
    * @see #curveVertex()
 
-
    *
 
-
    */
 
-
    p.curveTightness = function(tightness) {
 
-
      curTightness = tightness;
 
-
    };
 
-
 
-
    /**
 
-
    * The curveDetail() function sets the resolution at which curves display. The default value is 20.
 
-
    * This function is only useful when using the P3D or OPENGL renderer.
 
-
    *
 
-
    * @param {int} detail resolution of the curves
 
-
    *
 
-
    * @see curve()
 
-
    * @see curveVertex()
 
-
    * @see curveTightness()
 
-
    */
 
-
    p.curveDetail = function(detail) {
 
-
      curveDet = detail;
 
-
      curveInit();
 
-
    };
 
-
 
-
    /**
 
-
    * Modifies the location from which rectangles draw. The default mode is rectMode(CORNER), which
 
-
    * specifies the location to be the upper left corner of the shape and uses the third and fourth
 
-
    * parameters of rect() to specify the width and height. The syntax rectMode(CORNERS) uses the
 
-
    * first and second parameters of rect() to set the location of one corner and uses the third and
 
-
    * fourth parameters to set the opposite corner. The syntax rectMode(CENTER) draws the image from
 
-
    * its center point and uses the third and forth parameters of rect() to specify the image's width
 
-
    * and height. The syntax rectMode(RADIUS) draws the image from its center point and uses the third
 
-
    * and forth parameters of rect()  to specify half of the image's width and height. The parameter must
 
-
    * be written in ALL CAPS because Processing is a case sensitive language. Note: In version 125, the
 
-
    * mode named CENTER_RADIUS was shortened to RADIUS.
 
-
    *
 
-
    * @param {MODE} MODE      Either CORNER, CORNERS, CENTER, or RADIUS
 
-
    *
 
-
    * @see rect
 
-
    */
 
-
    p.rectMode = function(aRectMode) {
 
-
      curRectMode = aRectMode;
 
-
    };
 
-
 
-
    /**
 
-
    * Modifies the location from which images draw. The default mode is imageMode(CORNER), which specifies
 
-
    * the location to be the upper left corner and uses the fourth and fifth parameters of image() to set
 
-
    * the image's width and height. The syntax imageMode(CORNERS) uses the second and third parameters of
 
-
    * image() to set the location of one corner of the image and uses the fourth and fifth parameters to
 
-
    * set the opposite corner. Use imageMode(CENTER) to draw images centered at the given x and y position.
 
-
    * The parameter to imageMode() must be written in ALL CAPS because Processing is a case sensitive language.
 
-
    *
 
-
    * @param {MODE} MODE      Either CORNER, CORNERS, or CENTER
 
-
    *
 
-
    * @see loadImage
 
-
    * @see PImage
 
-
    * @see image
 
-
    * @see background
 
-
    */
 
-
    p.imageMode = function(mode) {
 
-
      switch (mode) {
 
-
      case PConstants.CORNER:
 
-
        imageModeConvert = imageModeCorner;
 
-
        break;
 
-
      case PConstants.CORNERS:
 
-
        imageModeConvert = imageModeCorners;
 
-
        break;
 
-
      case PConstants.CENTER:
 
-
        imageModeConvert = imageModeCenter;
 
-
        break;
 
-
      default:
 
-
        throw "Invalid imageMode";
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * The origin of the ellipse is modified by the ellipseMode() function. The default configuration is
 
-
    * ellipseMode(CENTER), which specifies the location of the ellipse as the center of the shape. The RADIUS
 
-
    * mode is the same, but the width and height parameters to ellipse()  specify the radius of the ellipse,
 
-
    * rather than the diameter. The CORNER mode draws the shape from the upper-left corner of its bounding box.
 
-
    * The CORNERS mode uses the four parameters to ellipse() to set two opposing corners of the ellipse's bounding
 
-
    * box. The parameter must be written in "ALL CAPS" because Processing is a case sensitive language.
 
-
    *
 
-
    * @param {MODE} MODE      Either CENTER, RADIUS, CORNER, or CORNERS.
 
-
    *
 
-
    * @see ellipse
 
-
    */
 
-
    p.ellipseMode = function(aEllipseMode) {
 
-
      curEllipseMode = aEllipseMode;
 
-
    };
 
-
 
-
    /**
 
-
    * The arc() function draws an arc in the display window.
 
-
    * Arcs are drawn along the outer edge of an ellipse defined by the
 
-
    * <b>x</b>, <b>y</b>, <b>width</b> and <b>height</b> parameters.
 
-
    * The origin or the arc's ellipse may be changed with the
 
-
    * <b>ellipseMode()</b> function.
 
-
    * The <b>start</b> and <b>stop</b> parameters specify the angles
 
-
    * at which to draw the arc.
 
-
    *
 
-
    * @param {float} a      x-coordinate of the arc's ellipse
 
-
    * @param {float} b      y-coordinate of the arc's ellipse
 
-
    * @param {float} c      width of the arc's ellipse
 
-
    * @param {float} d      height of the arc's ellipse
 
-
    * @param {float} start  angle to start the arc, specified in radians
 
-
    * @param {float} stop    angle to stop the arc, specified in radians
 
-
    *
 
-
    * @see #ellipseMode()
 
-
    * @see #ellipse()
 
-
    */
 
-
    p.arc = function(x, y, width, height, start, stop) {
 
-
      if (width <= 0 || stop < start) { return; }
 
-
 
-
      if (curEllipseMode === PConstants.CORNERS) {
 
-
        width = width - x;
 
-
        height = height - y;
 
-
      } else if (curEllipseMode === PConstants.RADIUS) {
 
-
        x = x - width;
 
-
        y = y - height;
 
-
        width = width * 2;
 
-
        height = height * 2;
 
-
      } else if (curEllipseMode === PConstants.CENTER) {
 
-
        x = x - width/2;
 
-
        y = y - height/2;
 
-
      }
 
-
      // make sure that we're starting at a useful point
 
-
      while (start < 0) {
 
-
        start += PConstants.TWO_PI;
 
-
        stop += PConstants.TWO_PI;
 
-
      }
 
-
      if (stop - start > PConstants.TWO_PI) {
 
-
        start = 0;
 
-
        stop = PConstants.TWO_PI;
 
-
      }
 
-
      var hr = width / 2,
 
-
          vr = height / 2,
 
-
          centerX = x + hr,
 
-
          centerY = y + vr,
 
-
          startLUT = 0 | (0.5 + start * p.RAD_TO_DEG * 2),
 
-
          stopLUT  = 0 | (0.5 + stop * p.RAD_TO_DEG * 2),
 
-
          i, j;
 
-
      if (doFill) {
 
-
        // shut off stroke for a minute
 
-
        var savedStroke = doStroke;
 
-
        doStroke = false;
 
-
        p.beginShape();
 
-
        p.vertex(centerX, centerY);
 
-
        for (i = startLUT; i <= stopLUT; i++) {
 
-
          j = i % PConstants.SINCOS_LENGTH;
 
-
          p.vertex(centerX + cosLUT[j] * hr, centerY + sinLUT[j] * vr);
 
-
        }
 
-
        p.endShape(PConstants.CLOSE);
 
-
        doStroke = savedStroke;
 
-
      }
 
-
 
-
      if (doStroke) {
 
-
        // and doesn't include the first (center) vertex.
 
-
        var savedFill = doFill;
 
-
        doFill = false;
 
-
        p.beginShape();
 
-
        for (i = startLUT; i <= stopLUT; i++) {
 
-
          j = i % PConstants.SINCOS_LENGTH;
 
-
          p.vertex(centerX + cosLUT[j] * hr, centerY + sinLUT[j] * vr);
 
-
        }
 
-
        p.endShape();
 
-
        doFill = savedFill;
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * 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()  method 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. The version with six parameters allows the line
 
-
    * to be placed anywhere within XYZ space. Drawing this shape in 3D using the z parameter requires the P3D or
 
-
    * OPENGL parameter in combination with size.
 
-
    *
 
-
    * @param {int|float} x1      x-coordinate of the first point
 
-
    * @param {int|float} y1      y-coordinate of the first point
 
-
    * @param {int|float} z1      z-coordinate of the first point
 
-
    * @param {int|float} x2      x-coordinate of the second point
 
-
    * @param {int|float} y2      y-coordinate of the second point
 
-
    * @param {int|float} z2      z-coordinate of the second point
 
-
    *
 
-
    * @see strokeWeight
 
-
    * @see strokeJoin
 
-
    * @see strokeCap
 
-
    * @see beginShape
 
-
    */
 
-
    Drawing2D.prototype.line = function(x1, y1, x2, y2) {
 
-
      if (!doStroke) {
 
-
        return;
 
-
      }
 
-
      x1 = Math.round(x1);
 
-
      x2 = Math.round(x2);
 
-
      y1 = Math.round(y1);
 
-
      y2 = Math.round(y2);
 
-
      // A line is only defined if it has different start and end coordinates.
 
-
      // If they are the same, we call point instead.
 
-
      if (x1 === x2 && y1 === y2) {
 
-
        p.point(x1, y1);
 
-
        return;
 
-
      }
 
-
 
-
      var swap = undef,
 
-
          lineCap = undef,
 
-
          drawCrisp = true,
 
-
          currentModelView = modelView.array(),
 
-
          identityMatrix = [1, 0, 0, 0, 1, 0];
 
-
      // Test if any transformations have been applied to the sketch
 
-
      for (var i = 0; i < 6 && drawCrisp; i++) {
 
-
        drawCrisp = currentModelView[i] === identityMatrix[i];
 
-
      }
 
-
      /* Draw crisp lines if the line is vertical or horizontal with the following method
 
-
      * If any transformations have been applied to the sketch, don't make the line crisp
 
-
      * If the line is directed up or to the left, reverse it by swapping x1/x2 or y1/y2
 
-
      * Make the line 1 pixel longer to work around cross-platform canvas implementations
 
-
      * If the lineWidth is odd, translate the line by 0.5 in the perpendicular direction
 
-
      * Even lineWidths do not need to be translated because the canvas will draw them on pixel boundaries
 
-
      * Change the cap to butt-end to work around cross-platform canvas implementations
 
-
      * Reverse the translate and lineCap canvas state changes after drawing the line
 
-
      */
 
-
      if (drawCrisp) {
 
-
        if (x1 === x2) {
 
-
          if (y1 > y2) {
 
-
            swap = y1;
 
-
            y1 = y2;
 
-
            y2 = swap;
 
-
          }
 
-
          y2++;
 
-
          if (lineWidth % 2 === 1) {
 
-
            curContext.translate(0.5, 0.0);
 
-
          }
 
-
        } else if (y1 === y2) {
 
-
          if (x1 > x2) {
 
-
            swap = x1;
 
-
            x1 = x2;
 
-
            x2 = swap;
 
-
          }
 
-
          x2++;
 
-
          if (lineWidth % 2 === 1) {
 
-
            curContext.translate(0.0, 0.5);
 
-
          }
 
-
        }
 
-
        if (lineWidth === 1) {
 
-
          lineCap = curContext.lineCap;
 
-
          curContext.lineCap = 'butt';
 
-
        }
 
-
      }
 
-
      curContext.beginPath();
 
-
      curContext.moveTo(x1 || 0, y1 || 0);
 
-
      curContext.lineTo(x2 || 0, y2 || 0);
 
-
      executeContextStroke();
 
-
      if (drawCrisp) {
 
-
        if (x1 === x2 && lineWidth % 2 === 1) {
 
-
          curContext.translate(-0.5, 0.0);
 
-
        } else if (y1 === y2 && lineWidth % 2 === 1) {
 
-
          curContext.translate(0.0, -0.5);
 
-
        }
 
-
        if (lineWidth === 1) {
 
-
          curContext.lineCap = lineCap;
 
-
        }
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.line = function(x1, y1, z1, x2, y2, z2) {
 
-
      if (y2 === undef || z2 === undef) { // 2D line called in 3D context
 
-
        z2 = 0;
 
-
        y2 = x2;
 
-
        x2 = z1;
 
-
        z1 = 0;
 
-
      }
 
-
 
-
      // a line is only defined if it has different start and end coordinates.
 
-
      // If they are the same, we call point instead.
 
-
      if (x1===x2 && y1===y2 && z1===z2) {
 
-
        p.point(x1,y1,z1);
 
-
        return;
 
-
      }
 
-
 
-
      var lineVerts = [x1, y1, z1, x2, y2, z2];
 
-
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      if (lineWidth > 0 && doStroke) {
 
-
        curContext.useProgram(programObject2D);
 
-
 
-
        uniformMatrix("uModel2d", programObject2D, "uModel", false, [1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1]);
 
-
        uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
 
-
 
-
        uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
 
-
        uniformi("uIsDrawingText", programObject2D, "uIsDrawingText", false);
 
-
 
-
        vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, lineBuffer);
 
-
        disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
 
-
 
-
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(lineVerts), curContext.STREAM_DRAW);
 
-
        curContext.drawArrays(curContext.LINES, 0, 2);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Draws a 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. The
 
-
    * middle parameters specify the control points which define the shape of the curve. Bezier curves were developed
 
-
    * by French engineer Pierre Bezier. Using the 3D version of requires rendering with P3D or OPENGL (see the
 
-
    * Environment reference for more information).
 
-
    *
 
-
    * @param {int | float} x1,y1,z1    coordinates for the first anchor point
 
-
    * @param {int | float} cx1,cy1,cz1 coordinates for the first control point
 
-
    * @param {int | float} cx2,cy2,cz2 coordinates for the second control point
 
-
    * @param {int | float} x2,y2,z2    coordinates for the second anchor point
 
-
    *
 
-
    * @see bezierVertex
 
-
    * @see curve
 
-
    */
 
-
    Drawing2D.prototype.bezier = function() {
 
-
      if (arguments.length !== 8) {
 
-
        throw("You must use 8 parameters for bezier() in 2D mode");
 
-
      }
 
-
 
-
      p.beginShape();
 
-
      p.vertex( arguments[0], arguments[1] );
 
-
      p.bezierVertex( arguments[2], arguments[3],
 
-
                      arguments[4], arguments[5],
 
-
                      arguments[6], arguments[7] );
 
-
      p.endShape();
 
-
    };
 
-
 
-
    Drawing3D.prototype.bezier = function() {
 
-
      if (arguments.length !== 12) {
 
-
        throw("You must use 12 parameters for bezier() in 3D mode");
 
-
      }
 
-
 
-
      p.beginShape();
 
-
      p.vertex( arguments[0], arguments[1], arguments[2] );
 
-
      p.bezierVertex( arguments[3], arguments[4], arguments[5],
 
-
                      arguments[6], arguments[7], arguments[8],
 
-
                      arguments[9], arguments[10], arguments[11] );
 
-
      p.endShape();
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the resolution at which Beziers display. The default value is 20. This function is only useful when using the P3D
 
-
    * or OPENGL renderer as the default (JAVA2D) renderer does not use this information.
 
-
    *
 
-
    * @param {int} detail resolution of the curves
 
-
    *
 
-
    * @see curve
 
-
    * @see curveVertex
 
-
    * @see curveTightness
 
-
    */
 
-
    p.bezierDetail = function( detail ){
 
-
      bezDetail = detail;
 
-
    };
 
-
 
-
    /**
 
-
    * The bezierPoint() function evalutes quadratic bezier at point t for points a, b, c, d.
 
-
    * The parameter t varies between 0 and 1. The a and d parameters are the
 
-
    * on-curve points, b and c are the control points. To make a two-dimensional
 
-
    * curve, call this function once with the x coordinates and a second time
 
-
    * with the y coordinates to get the location of a bezier curve at t.
 
-
    *
 
-
    * @param {float} a  coordinate of first point on the curve
 
-
    * @param {float} b  coordinate of first control point
 
-
    * @param {float} c  coordinate of second control point
 
-
    * @param {float} d  coordinate of second point on the curve
 
-
    * @param {float} t  value between 0 and 1
 
-
    *
 
-
    * @see #bezier()
 
-
    * @see #bezierVertex()
 
-
    * @see #curvePoint()
 
-
    */
 
-
    p.bezierPoint = function(a, b, c, d, t) {
 
-
      return (1 - t) * (1 - t) * (1 - t) * a + 3 * (1 - t) * (1 - t) * t * b + 3 * (1 - t) * t * t * c + t * t * t * d;
 
-
    };
 
-
 
-
    /**
 
-
    * The bezierTangent() function calculates the tangent of a point on a Bezier curve. There is a good
 
-
    * definition of "tangent" at Wikipedia: <a href="http://en.wikipedia.org/wiki/Tangent" target="new">http://en.wikipedia.org/wiki/Tangent</a>
 
-
    *
 
-
    * @param {float} a  coordinate of first point on the curve
 
-
    * @param {float} b  coordinate of first control point
 
-
    * @param {float} c  coordinate of second control point
 
-
    * @param {float} d  coordinate of second point on the curve
 
-
    * @param {float} t  value between 0 and 1
 
-
    *
 
-
    * @see #bezier()
 
-
    * @see #bezierVertex()
 
-
    * @see #curvePoint()
 
-
    */
 
-
    p.bezierTangent = function(a, b, c, d, t) {
 
-
      return (3 * t * t * (-a + 3 * b - 3 * c + d) + 6 * t * (a - 2 * b + c) + 3 * (-a + b));
 
-
    };
 
-
 
-
    /**
 
-
    * The curvePoint() function evalutes the Catmull-Rom curve at point 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.
 
-
    *
 
-
    * @param {int|float} a  coordinate of first point on the curve
 
-
    * @param {int|float} b  coordinate of second point on the curve
 
-
    * @param {int|float} c  coordinate of third point on the curve
 
-
    * @param {int|float} d  coordinate of fourth point on the curve
 
-
    * @param {float} t      value between 0 and 1
 
-
    *
 
-
    * @see #curve()
 
-
    * @see #curveVertex()
 
-
    * @see #bezierPoint()
 
-
    */
 
-
    p.curvePoint = function(a, b, c, d, t) {
 
-
      return 0.5 * ((2 * b) + (-a + c) * t + (2 * a - 5 * b + 4 * c - d) * t * t + (-a + 3 * b - 3 * c + d) * t * t * t);
 
-
    };
 
-
 
-
    /**
 
-
    * The curveTangent() function calculates the tangent of a point on a Catmull-Rom curve.
 
-
    * There is a good definition of "tangent" at Wikipedia: <a href="http://en.wikipedia.org/wiki/Tangent" target="new">http://en.wikipedia.org/wiki/Tangent</a>.
 
-
    *
 
-
    * @param {int|float} a  coordinate of first point on the curve
 
-
    * @param {int|float} b  coordinate of first control point
 
-
    * @param {int|float} c  coordinate of second control point
 
-
    * @param {int|float} d  coordinate of second point on the curve
 
-
    * @param {float} t      value between 0 and 1
 
-
    *
 
-
    * @see #curve()
 
-
    * @see #curveVertex()
 
-
    * @see #curvePoint()
 
-
    * @see #bezierTangent()
 
-
    */
 
-
    p.curveTangent = function(a, b, c, d, t) {
 
-
      return 0.5 * ((-a + c) + 2 * (2 * a - 5 * b + 4 * c - d) * t + 3 * (-a + 3 * b - 3 * c + d) * t * t);
 
-
    };
 
-
 
-
    /**
 
-
    * 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.
 
-
    *
 
-
    * @param {int | float} x1 x-coordinate of the first point
 
-
    * @param {int | float} y1 y-coordinate of the first point
 
-
    * @param {int | float} x2 x-coordinate of the second point
 
-
    * @param {int | float} y2 y-coordinate of the second point
 
-
    * @param {int | float} x3 x-coordinate of the third point
 
-
    * @param {int | float} y3 y-coordinate of the third point
 
-
    */
 
-
    p.triangle = function(x1, y1, x2, y2, x3, y3) {
 
-
      p.beginShape(PConstants.TRIANGLES);
 
-
      p.vertex(x1, y1, 0);
 
-
      p.vertex(x2, y2, 0);
 
-
      p.vertex(x3, y3, 0);
 
-
      p.endShape();
 
-
    };
 
-
 
-
    /**
 
-
    * 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.
 
-
    *
 
-
    * @param {float | int} x1 x-coordinate of the first corner
 
-
    * @param {float | int} y1 y-coordinate of the first corner
 
-
    * @param {float | int} x2 x-coordinate of the second corner
 
-
    * @param {float | int} y2 y-coordinate of the second corner
 
-
    * @param {float | int} x3 x-coordinate of the third corner
 
-
    * @param {float | int} y3 y-coordinate of the third corner
 
-
    * @param {float | int} x4 x-coordinate of the fourth corner
 
-
    * @param {float | int} y4 y-coordinate of the fourth corner
 
-
    */
 
-
    p.quad = function(x1, y1, x2, y2, x3, y3, x4, y4) {
 
-
      p.beginShape(PConstants.QUADS);
 
-
      p.vertex(x1, y1, 0);
 
-
      p.vertex(x2, y2, 0);
 
-
      p.vertex(x3, y3, 0);
 
-
      p.vertex(x4, y4, 0);
 
-
      p.endShape();
 
-
    };
 
-
 
-
    var roundedRect$2d = function(x, y, width, height, tl, tr, br, bl) {
 
-
      if (bl === undef) {
 
-
        tr = tl;
 
-
        br = tl;
 
-
        bl = tl;
 
-
      }
 
-
      var halfWidth = width / 2,
 
-
          halfHeight = height / 2;
 
-
      if (tl > halfWidth || tl > halfHeight) {
 
-
        tl = Math.min(halfWidth, halfHeight);
 
-
      }
 
-
      if (tr > halfWidth || tr > halfHeight) {
 
-
        tr = Math.min(halfWidth, halfHeight);
 
-
      }
 
-
      if (br > halfWidth || br > halfHeight) {
 
-
        br = Math.min(halfWidth, halfHeight);
 
-
      }
 
-
      if (bl > halfWidth || bl > halfHeight) {
 
-
        bl = Math.min(halfWidth, halfHeight);
 
-
      }
 
-
      // Translate the stroke by (0.5, 0.5) to draw a crisp border
 
-
      if (!doFill || doStroke) {
 
-
        curContext.translate(0.5, 0.5);
 
-
      }
 
-
      curContext.beginPath();
 
-
      curContext.moveTo(x + tl, y);
 
-
      curContext.lineTo(x + width - tr, y);
 
-
      curContext.quadraticCurveTo(x + width, y, x + width, y + tr);
 
-
      curContext.lineTo(x + width, y + height - br);
 
-
      curContext.quadraticCurveTo(x + width, y + height, x + width - br, y + height);
 
-
      curContext.lineTo(x + bl, y + height);
 
-
      curContext.quadraticCurveTo(x, y + height, x, y + height - bl);
 
-
      curContext.lineTo(x, y + tl);
 
-
      curContext.quadraticCurveTo(x, y, x + tl, y);
 
-
      if (!doFill || doStroke) {
 
-
        curContext.translate(-0.5, -0.5);
 
-
      }
 
-
      executeContextFill();
 
-
      executeContextStroke();
 
-
    };
 
-
 
-
    /**
 
-
    * Draws a rectangle to the screen. A rectangle is a four-sided shape with every angle at ninety
 
-
    * degrees. The first two parameters set the location, the third sets the width, and the fourth
 
-
    * sets the height. The origin is changed with the rectMode() function.
 
-
    *
 
-
    * @param {int|float} x        x-coordinate of the rectangle
 
-
    * @param {int|float} y        y-coordinate of the rectangle
 
-
    * @param {int|float} width    width of the rectangle
 
-
    * @param {int|float} height  height of the rectangle
 
-
    *
 
-
    * @see rectMode
 
-
    * @see quad
 
-
    */
 
-
    Drawing2D.prototype.rect = function(x, y, width, height, tl, tr, br, bl) {
 
-
      if (!width && !height) {
 
-
        return;
 
-
      }
 
-
 
-
      if (curRectMode === PConstants.CORNERS) {
 
-
        width -= x;
 
-
        height -= y;
 
-
      } else if (curRectMode === PConstants.RADIUS) {
 
-
        width *= 2;
 
-
        height *= 2;
 
-
        x -= width / 2;
 
-
        y -= height / 2;
 
-
      } else if (curRectMode === PConstants.CENTER) {
 
-
        x -= width / 2;
 
-
        y -= height / 2;
 
-
      }
 
-
 
-
      x = Math.round(x);
 
-
      y = Math.round(y);
 
-
      width = Math.round(width);
 
-
      height = Math.round(height);
 
-
      if (tl !== undef) {
 
-
        roundedRect$2d(x, y, width, height, tl, tr, br, bl);
 
-
        return;
 
-
      }
 
-
 
-
      // Translate the line by (0.5, 0.5) to draw a crisp rectangle border
 
-
      if (doStroke && lineWidth % 2 === 1) {
 
-
        curContext.translate(0.5, 0.5);
 
-
      }
 
-
      curContext.beginPath();
 
-
      curContext.rect(x, y, width, height);
 
-
      executeContextFill();
 
-
      executeContextStroke();
 
-
      if (doStroke && lineWidth % 2 === 1) {
 
-
        curContext.translate(-0.5, -0.5);
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.rect = function(x, y, width, height, tl, tr, br, bl) {
 
-
      if (tl !== undef) {
 
-
        throw "rect() with rounded corners is not supported in 3D mode";
 
-
      }
 
-
 
-
      if (curRectMode === PConstants.CORNERS) {
 
-
        width -= x;
 
-
        height -= y;
 
-
      } else if (curRectMode === PConstants.RADIUS) {
 
-
        width *= 2;
 
-
        height *= 2;
 
-
        x -= width / 2;
 
-
        y -= height / 2;
 
-
      } else if (curRectMode === PConstants.CENTER) {
 
-
        x -= width / 2;
 
-
        y -= height / 2;
 
-
      }
 
-
 
-
      // Modeling transformation
 
-
      var model = new PMatrix3D();
 
-
      model.translate(x, y, 0);
 
-
      model.scale(width, height, 1);
 
-
      model.transpose();
 
-
 
-
      // viewing transformation needs to have Y flipped
 
-
      // becuase that's what Processing does.
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      if (lineWidth > 0 && doStroke) {
 
-
        curContext.useProgram(programObject2D);
 
-
        uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
 
-
        uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
 
-
        uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
 
-
        uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
 
-
        vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, rectBuffer);
 
-
        disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
 
-
        curContext.drawArrays(curContext.LINE_LOOP, 0, rectVerts.length / 3);
 
-
      }
 
-
 
-
      if (doFill) {
 
-
        curContext.useProgram(programObject3D);
 
-
        uniformMatrix("uModel3d", programObject3D, "uModel", false, model.array());
 
-
        uniformMatrix("uView3d", programObject3D, "uView", false, view.array());
 
-
 
-
        // fix stitching problems. (lines get occluded by triangles
 
-
        // since they share the same depth values). This is not entirely
 
-
        // working, but it's a start for drawing the outline. So
 
-
        // developers can start playing around with styles.
 
-
        curContext.enable(curContext.POLYGON_OFFSET_FILL);
 
-
        curContext.polygonOffset(1, 1);
 
-
 
-
        uniformf("color3d", programObject3D, "uColor", fillStyle);
 
-
 
-
        if(lightCount > 0){
 
-
          var v = new PMatrix3D();
 
-
          v.set(view);
 
-
 
-
          var m = new PMatrix3D();
 
-
          m.set(model);
 
-
 
-
          v.mult(m);
 
-
 
-
          var normalMatrix = new PMatrix3D();
 
-
          normalMatrix.set(v);
 
-
          normalMatrix.invert();
 
-
          normalMatrix.transpose();
 
-
 
-
          uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
 
-
          vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, rectNormBuffer);
 
-
        }
 
-
        else{
 
-
          disableVertexAttribPointer("normal3d", programObject3D, "aNormal");
 
-
        }
 
-
 
-
        vertexAttribPointer("vertex3d", programObject3D, "aVertex", 3, rectBuffer);
 
-
 
-
        curContext.drawArrays(curContext.TRIANGLE_FAN, 0, rectVerts.length / 3);
 
-
        curContext.disable(curContext.POLYGON_OFFSET_FILL);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Draws an ellipse (oval) in the display window. An ellipse with an equal <b>width</b> and <b>height</b> is a circle.
 
-
    * The first two parameters set the location, the third sets the width, and the fourth sets the height. The origin may be
 
-
    * changed with the <b>ellipseMode()</b> function.
 
-
    *
 
-
    * @param {float|int} x      x-coordinate of the ellipse
 
-
    * @param {float|int} y      y-coordinate of the ellipse
 
-
    * @param {float|int} width  width of the ellipse
 
-
    * @param {float|int} height height of the ellipse
 
-
    *
 
-
    * @see ellipseMode
 
-
    */
 
-
    Drawing2D.prototype.ellipse = function(x, y, width, height) {
 
-
      x = x || 0;
 
-
      y = y || 0;
 
-
 
-
      if (width <= 0 && height <= 0) {
 
-
        return;
 
-
      }
 
-
 
-
      if (curEllipseMode === PConstants.RADIUS) {
 
-
        width *= 2;
 
-
        height *= 2;
 
-
      } else if (curEllipseMode === PConstants.CORNERS) {
 
-
        width = width - x;
 
-
        height = height - y;
 
-
        x += width / 2;
 
-
        y += height / 2;
 
-
      } else if (curEllipseMode === PConstants.CORNER) {
 
-
        x += width / 2;
 
-
        y += height / 2;
 
-
      }
 
-
 
-
      // Shortcut for drawing a 2D circle
 
-
      if (width === height) {
 
-
        curContext.beginPath();
 
-
        curContext.arc(x, y, width / 2, 0, PConstants.TWO_PI, false);
 
-
        executeContextFill();
 
-
        executeContextStroke();
 
-
      } else {
 
-
        var w = width / 2,
 
-
            h = height / 2,
 
-
            C = 0.5522847498307933,
 
-
            c_x = C * w,
 
-
            c_y = C * h;
 
-
 
-
        p.beginShape();
 
-
        p.vertex(x + w, y);
 
-
        p.bezierVertex(x + w, y - c_y, x + c_x, y - h, x, y - h);
 
-
        p.bezierVertex(x - c_x, y - h, x - w, y - c_y, x - w, y);
 
-
        p.bezierVertex(x - w, y + c_y, x - c_x, y + h, x, y + h);
 
-
        p.bezierVertex(x + c_x, y + h, x + w, y + c_y, x + w, y);
 
-
        p.endShape();
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.ellipse = function(x, y, width, height) {
 
-
      x = x || 0;
 
-
      y = y || 0;
 
-
 
-
      if (width <= 0 && height <= 0) {
 
-
        return;
 
-
      }
 
-
 
-
      if (curEllipseMode === PConstants.RADIUS) {
 
-
        width *= 2;
 
-
        height *= 2;
 
-
      } else if (curEllipseMode === PConstants.CORNERS) {
 
-
        width = width - x;
 
-
        height = height - y;
 
-
        x += width / 2;
 
-
        y += height / 2;
 
-
      } else if (curEllipseMode === PConstants.CORNER) {
 
-
        x += width / 2;
 
-
        y += height / 2;
 
-
      }
 
-
 
-
      var w = width / 2,
 
-
          h = height / 2,
 
-
          C = 0.5522847498307933,
 
-
          c_x = C * w,
 
-
          c_y = C * h;
 
-
 
-
      p.beginShape();
 
-
      p.vertex(x + w, y);
 
-
      p.bezierVertex(x + w, y - c_y, 0, x + c_x, y - h, 0, x, y - h, 0);
 
-
      p.bezierVertex(x - c_x, y - h, 0, x - w, y - c_y, 0, x - w, y, 0);
 
-
      p.bezierVertex(x - w, y + c_y, 0, x - c_x, y + h, 0, x, y + h, 0);
 
-
      p.bezierVertex(x + c_x, y + h, 0, x + w, y + c_y, 0, x + w, y, 0);
 
-
      p.endShape();
 
-
 
-
      if (doFill) {
 
-
        //temporary workaround to not working fills for bezier -- will fix later
 
-
        var xAv = 0, yAv = 0, i, j;
 
-
        for (i = 0; i < vertArray.length; i++) {
 
-
          xAv += vertArray[i][0];
 
-
          yAv += vertArray[i][1];
 
-
        }
 
-
        xAv /= vertArray.length;
 
-
        yAv /= vertArray.length;
 
-
        var vert = [],
 
-
            fillVertArray = [],
 
-
            colorVertArray = [];
 
-
        vert[0] = xAv;
 
-
        vert[1] = yAv;
 
-
        vert[2] = 0;
 
-
        vert[3] = 0;
 
-
        vert[4] = 0;
 
-
        vert[5] = fillStyle[0];
 
-
        vert[6] = fillStyle[1];
 
-
        vert[7] = fillStyle[2];
 
-
        vert[8] = fillStyle[3];
 
-
        vert[9] = strokeStyle[0];
 
-
        vert[10] = strokeStyle[1];
 
-
        vert[11] = strokeStyle[2];
 
-
        vert[12] = strokeStyle[3];
 
-
        vert[13] = normalX;
 
-
        vert[14] = normalY;
 
-
        vert[15] = normalZ;
 
-
        vertArray.unshift(vert);
 
-
        for (i = 0; i < vertArray.length; i++) {
 
-
          for (j = 0; j < 3; j++) {
 
-
            fillVertArray.push(vertArray[i][j]);
 
-
          }
 
-
          for (j = 5; j < 9; j++) {
 
-
            colorVertArray.push(vertArray[i][j]);
 
-
          }
 
-
        }
 
-
        fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the current normal vector. This is for drawing three dimensional shapes and surfaces and
 
-
    * specifies a vector perpendicular to the surface of the shape which determines how lighting affects
 
-
    * it. Processing attempts to automatically assign normals to shapes, but since that's imperfect,
 
-
    * this is a better option when you want more control. This function is identical to glNormal3f() in OpenGL.
 
-
    *
 
-
    * @param {float} nx      x direction
 
-
    * @param {float} ny      y direction
 
-
    * @param {float} nz      z direction
 
-
    *
 
-
    * @see beginShape
 
-
    * @see endShape
 
-
    * @see lights
 
-
    */
 
-
    p.normal = function(nx, ny, nz) {
 
-
      if (arguments.length !== 3 || !(typeof nx === "number" && typeof ny === "number" && typeof nz === "number")) {
 
-
        throw "normal() requires three numeric arguments.";
 
-
      }
 
-
 
-
      normalX = nx;
 
-
      normalY = ny;
 
-
      normalZ = nz;
 
-
 
-
      if (curShape !== 0) {
 
-
        if (normalMode === PConstants.NORMAL_MODE_AUTO) {
 
-
          normalMode = PConstants.NORMAL_MODE_SHAPE;
 
-
        } else if (normalMode === PConstants.NORMAL_MODE_SHAPE) {
 
-
          normalMode = PConstants.NORMAL_MODE_VERTEX;
 
-
        }
 
-
      }
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Raster drawing functions
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * Saves an image from the display window. Images are saved in TIFF, TARGA, JPEG, and PNG format
 
-
    * depending on the extension within the filename  parameter. For example, "image.tif" will have
 
-
    * a TIFF image and "image.png" will save a PNG image. If no extension is included in the filename,
 
-
    * the image will save in TIFF format and .tif will be added to the name. These files are saved to
 
-
    * the sketch's folder, which may be opened by selecting "Show sketch folder" from the "Sketch" menu.
 
-
    * It is not possible to use save() while running the program in a web browser.  All images saved
 
-
    * from the main drawing window will be opaque. To save images without a background, use createGraphics().
 
-
    *
 
-
    * @param {String} filename      any sequence of letters and numbers
 
-
    *
 
-
    * @see saveFrame
 
-
    * @see createGraphics
 
-
    */
 
-
    p.save = function(file, img) {
 
-
      // file is unused at the moment
 
-
      // may implement this differently in later release
 
-
      if (img !== undef) {
 
-
        return window.open(img.toDataURL(),"_blank");
 
-
      }
 
-
      return window.open(p.externals.canvas.toDataURL(),"_blank");
 
-
    };
 
-
 
-
    var saveNumber = 0;
 
-
 
-
    p.saveFrame = function(file) {
 
-
      if(file === undef) {
 
-
        // use default name template if parameter is not specified
 
-
        file = "screen-####.png";
 
-
      }
 
-
      // Increment changeable part: screen-0000.png, screen-0001.png, ...
 
-
      var frameFilename = file.replace(/#+/, function(all) {
 
-
        var s = "" + (saveNumber++);
 
-
        while(s.length < all.length) {
 
-
          s = "0" + s;
 
-
        }
 
-
        return s;
 
-
      });
 
-
      p.save(frameFilename);
 
-
    };
 
-
 
-
    var utilityContext2d = document.createElement("canvas").getContext("2d");
 
-
 
-
    var canvasDataCache = [undef, undef, undef]; // we need three for now
 
-
 
-
    function getCanvasData(obj, w, h) {
 
-
      var canvasData = canvasDataCache.shift();
 
-
 
-
      if (canvasData === undef) {
 
-
        canvasData = {};
 
-
        canvasData.canvas = document.createElement("canvas");
 
-
        canvasData.context = canvasData.canvas.getContext('2d');
 
-
      }
 
-
 
-
      canvasDataCache.push(canvasData);
 
-
 
-
      var canvas = canvasData.canvas, context = canvasData.context,
 
-
          width = w || obj.width, height = h || obj.height;
 
-
 
-
      canvas.width = width;
 
-
      canvas.height = height;
 
-
 
-
      if (!obj) {
 
-
        context.clearRect(0, 0, width, height);
 
-
      } else if ("data" in obj) { // ImageData
 
-
        context.putImageData(obj, 0, 0);
 
-
      } else {
 
-
        context.clearRect(0, 0, width, height);
 
-
        context.drawImage(obj, 0, 0, width, height);
 
-
      }
 
-
      return canvasData;
 
-
    }
 
-
 
-
    /**
 
-
    * Handle the sketch code for pixels[] and pixels.length
 
-
    * parser code converts pixels[] to getPixels()
 
-
    * or setPixels(), .length becomes getLength()
 
-
    */
 
-
    function buildPixelsObject(pImage) {
 
-
      return {
 
-
 
-
        getLength: (function(aImg) {
 
-
          return function() {
 
-
            if (aImg.isRemote) {
 
-
              throw "Image is loaded remotely. Cannot get length.";
 
-
            } else {
 
-
              return aImg.imageData.data.length ? aImg.imageData.data.length/4 : 0;
 
-
            }
 
-
          };
 
-
        }(pImage)),
 
-
 
-
        getPixel: (function(aImg) {
 
-
          return function(i) {
 
-
            var offset = i*4,
 
-
              data = aImg.imageData.data;
 
-
 
-
            if (aImg.isRemote) {
 
-
              throw "Image is loaded remotely. Cannot get pixels.";
 
-
            }
 
-
 
-
            return (data[offset+3] << 24) & PConstants.ALPHA_MASK |
 
-
                  (data[offset] << 16) & PConstants.RED_MASK |
 
-
                  (data[offset+1] << 8) & PConstants.GREEN_MASK |
 
-
                  data[offset+2] & PConstants.BLUE_MASK;
 
-
          };
 
-
        }(pImage)),
 
-
 
-
        setPixel: (function(aImg) {
 
-
          return function(i, c) {
 
-
            var offset = i*4,
 
-
              data = aImg.imageData.data;
 
-
 
-
            if (aImg.isRemote) {
 
-
              throw "Image is loaded remotely. Cannot set pixel.";
 
-
            }
 
-
 
-
            data[offset+0] = (c & PConstants.RED_MASK) >>> 16;
 
-
            data[offset+1] = (c & PConstants.GREEN_MASK) >>> 8;
 
-
            data[offset+2] = (c & PConstants.BLUE_MASK);
 
-
            data[offset+3] = (c & PConstants.ALPHA_MASK) >>> 24;
 
-
            aImg.__isDirty = true;
 
-
          };
 
-
        }(pImage)),
 
-
 
-
        toArray: (function(aImg) {
 
-
          return function() {
 
-
            var arr = [],
 
-
              data = aImg.imageData.data,
 
-
              length = aImg.width * aImg.height;
 
-
 
-
            if (aImg.isRemote) {
 
-
              throw "Image is loaded remotely. Cannot get pixels.";
 
-
            }
 
-
 
-
            for (var i = 0, offset = 0; i < length; i++, offset += 4) {
 
-
              arr.push( (data[offset+3] << 24) & PConstants.ALPHA_MASK |
 
-
                        (data[offset] << 16) & PConstants.RED_MASK |
 
-
                        (data[offset+1] << 8) & PConstants.GREEN_MASK |
 
-
                        data[offset+2] & PConstants.BLUE_MASK );
 
-
            }
 
-
            return arr;
 
-
          };
 
-
        }(pImage)),
 
-
 
-
        set: (function(aImg) {
 
-
          return function(arr) {
 
-
            var offset,
 
-
              data,
 
-
              c;
 
-
            if (this.isRemote) {
 
-
              throw "Image is loaded remotely. Cannot set pixels.";
 
-
            }
 
-
 
-
            data = aImg.imageData.data;
 
-
            for (var i = 0, aL = arr.length; i < aL; i++) {
 
-
              c = arr[i];
 
-
              offset = i*4;
 
-
 
-
              data[offset+0] = (c & PConstants.RED_MASK) >>> 16;
 
-
              data[offset+1] = (c & PConstants.GREEN_MASK) >>> 8;
 
-
              data[offset+2] = (c & PConstants.BLUE_MASK);
 
-
              data[offset+3] = (c & PConstants.ALPHA_MASK) >>> 24;
 
-
            }
 
-
            aImg.__isDirty = true;
 
-
          };
 
-
        }(pImage))
 
-
 
-
      };
 
-
    }
 
-
 
-
    /**
 
-
    * Datatype for storing images. Processing can display .gif, .jpg, .tga, 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 PImage object contains fields for the width and height of the image, as well as an array called
 
-
    * pixels[]  which contains the values for every pixel in the image. A group of methods, described below,
 
-
    * allow easy access to the image's pixels and alpha channel and simplify the process of compositing.
 
-
    * 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. To create a new image, use the createImage() function (do not use new PImage()).
 
-
    *
 
-
    * @param {int} width                image width
 
-
    * @param {int} height              image height
 
-
    * @param {MODE} format              Either RGB, ARGB, ALPHA (grayscale alpha channel)
 
-
    *
 
-
    * @returns {PImage}
 
-
    *
 
-
    * @see loadImage
 
-
    * @see imageMode
 
-
    * @see createImage
 
-
    */
 
-
    var PImage = function(aWidth, aHeight, aFormat) {
 
-
 
-
      // Keep track of whether or not the cached imageData has been touched.
 
-
      this.__isDirty = false;
 
-
 
-
      if (aWidth instanceof HTMLImageElement) {
 
-
        // convert an <img> to a PImage
 
-
        this.fromHTMLImageData(aWidth);
 
-
      } else if (aHeight || aFormat) {
 
-
        this.width = aWidth || 1;
 
-
        this.height = aHeight || 1;
 
-
 
-
        // Stuff a canvas into sourceImg so image() calls can use drawImage like an <img>
 
-
        var canvas = this.sourceImg = document.createElement("canvas");
 
-
        canvas.width = this.width;
 
-
        canvas.height = this.height;
 
-
 
-
        var imageData = this.imageData = canvas.getContext('2d').createImageData(this.width, this.height);
 
-
        this.format = (aFormat === PConstants.ARGB || aFormat === PConstants.ALPHA) ? aFormat : PConstants.RGB;
 
-
        if (this.format === PConstants.RGB) {
 
-
          // Set the alpha channel of an RGB image to opaque.
 
-
          for (var i = 3, data = this.imageData.data, len = data.length; i < len; i += 4) {
 
-
            data[i] = 255;
 
-
          }
 
-
        }
 
-
 
-
        this.__isDirty = true;
 
-
        this.updatePixels();
 
-
      } else {
 
-
        this.width = 0;
 
-
        this.height = 0;
 
-
        this.imageData = utilityContext2d.createImageData(1, 1);
 
-
        this.format = PConstants.ARGB;
 
-
      }
 
-
 
-
      this.pixels = buildPixelsObject(this);
 
-
    };
 
-
    PImage.prototype = {
 
-
 
-
      /**
 
-
      * Temporary hack to deal with cross-Processing-instance created PImage.  See
 
-
      * tickets #1623 and #1644.
 
-
      */
 
-
      __isPImage: true,
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * Updates the image with the data in its pixels[] array. Use in conjunction with loadPixels(). If
 
-
      * you're only reading pixels from the array, there's no need to call updatePixels().
 
-
      * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule
 
-
      * is that any time you want to manipulate the pixels[] array, you must first call loadPixels(), and
 
-
      * after changes have been made, call updatePixels(). Even if the renderer may not seem to use this
 
-
      * function in the current Processing release, this will always be subject to change.
 
-
      * Currently, none of the renderers use the additional parameters to updatePixels().
 
-
      */
 
-
      updatePixels: function() {
 
-
        var canvas = this.sourceImg;
 
-
        if (canvas && canvas instanceof HTMLCanvasElement && this.__isDirty) {
 
-
          canvas.getContext('2d').putImageData(this.imageData, 0, 0);
 
-
        }
 
-
        this.__isDirty = false;
 
-
      },
 
-
 
-
      fromHTMLImageData: function(htmlImg) {
 
-
        // convert an <img> to a PImage
 
-
        var canvasData = getCanvasData(htmlImg);
 
-
        try {
 
-
          var imageData = canvasData.context.getImageData(0, 0, htmlImg.width, htmlImg.height);
 
-
          this.fromImageData(imageData);
 
-
        } catch(e) {
 
-
          if (htmlImg.width && htmlImg.height) {
 
-
            this.isRemote = true;
 
-
            this.width = htmlImg.width;
 
-
            this.height = htmlImg.height;
 
-
          }
 
-
        }
 
-
        this.sourceImg = htmlImg;
 
-
      },
 
-
 
-
      'get': function(x, y, w, h) {
 
-
        if (!arguments.length) {
 
-
          return p.get(this);
 
-
        }
 
-
        if (arguments.length === 2) {
 
-
          return p.get(x, y, this);
 
-
        }
 
-
        if (arguments.length === 4) {
 
-
          return p.get(x, y, w, h, this);
 
-
        }
 
-
      },
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * Changes the color of any pixel or writes an image directly into the image. The x and y parameter
 
-
      * specify the pixel or the upper-left corner of the image. The color parameter specifies the color value.
 
-
      * Setting the color of a single pixel with set(x, y) is easy, but not as fast as putting the data
 
-
      * directly into pixels[]. The equivalent statement to "set(x, y, #000000)" using pixels[] is
 
-
      * "pixels[y*width+x] = #000000". Processing requires calling loadPixels() to load the display window
 
-
      * data into the pixels[] array before getting the values and calling updatePixels() to update the window.
 
-
      *
 
-
      * @param {int} x        x-coordinate of the pixel or upper-left corner of the image
 
-
      * @param {int} y        y-coordinate of the pixel or upper-left corner of the image
 
-
      * @param {color} color  any value of the color datatype
 
-
      *
 
-
      * @see get
 
-
      * @see pixels[]
 
-
      * @see copy
 
-
      */
 
-
      'set': function(x, y, c) {
 
-
        p.set(x, y, c, this);
 
-
        this.__isDirty = true;
 
-
      },
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * Blends a region of pixels into the image specified by the img parameter. These copies utilize full
 
-
      * alpha channel support and a choice of the following modes to blend the colors of source pixels (A)
 
-
      * with the ones of pixels in the destination image (B):
 
-
      * BLEND - linear interpolation of colours: C = A*factor + B
 
-
      * ADD - additive blending with white clip: C = min(A*factor + B, 255)
 
-
      * SUBTRACT - subtractive blending with black clip: C = max(B - A*factor, 0)
 
-
      * DARKEST - only the darkest colour succeeds: C = min(A*factor, B)
 
-
      * LIGHTEST - only the lightest colour succeeds: C = max(A*factor, B)
 
-
      * DIFFERENCE - subtract colors from underlying image.
 
-
      * EXCLUSION - similar to DIFFERENCE, but less extreme.
 
-
      * MULTIPLY - Multiply the colors, result will always be darker.
 
-
      * SCREEN - Opposite multiply, uses inverse values of the colors.
 
-
      * OVERLAY - A mix of MULTIPLY and SCREEN. Multiplies dark values, and screens light values.
 
-
      * HARD_LIGHT - SCREEN when greater than 50% gray, MULTIPLY when lower.
 
-
      * SOFT_LIGHT - Mix of DARKEST and LIGHTEST. Works like OVERLAY, but not as harsh.
 
-
      * DODGE - Lightens light tones and increases contrast, ignores darks. Called "Color Dodge" in Illustrator and Photoshop.
 
-
      * BURN - Darker areas are applied, increasing contrast, ignores lights. Called "Color Burn" in Illustrator and Photoshop.
 
-
      * All modes use the alpha information (highest byte) of source image pixels as the blending factor.
 
-
      * If the source and destination regions are different sizes, the image will be automatically resized to
 
-
      * match the destination size. If the srcImg parameter is not used, the display window is used as the source image.
 
-
      * This function ignores imageMode().
 
-
      *
 
-
      * @param {int} x              X coordinate of the source's upper left corner
 
-
      * @param {int} y              Y coordinate of the source's upper left corner
 
-
      * @param {int} width          source image width
 
-
      * @param {int} height        source image height
 
-
      * @param {int} dx            X coordinate of the destinations's upper left corner
 
-
      * @param {int} dy            Y coordinate of the destinations's upper left corner
 
-
      * @param {int} dwidth        destination image width
 
-
      * @param {int} dheight        destination image height
 
-
      * @param {PImage} srcImg      an image variable referring to the source image
 
-
      * @param {MODE} MODE          Either BLEND, ADD, SUBTRACT, LIGHTEST, DARKEST, DIFFERENCE, EXCLUSION,
 
-
      * MULTIPLY, SCREEN, OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, BURN
 
-
      *
 
-
      * @see alpha
 
-
      * @see copy
 
-
      */
 
-
      blend: function(srcImg, x, y, width, height, dx, dy, dwidth, dheight, MODE) {
 
-
        if (arguments.length === 9) {
 
-
          p.blend(this, srcImg, x, y, width, height, dx, dy, dwidth, dheight, this);
 
-
        } else if (arguments.length === 10) {
 
-
          p.blend(srcImg, x, y, width, height, dx, dy, dwidth, dheight, MODE, this);
 
-
        }
 
-
        delete this.sourceImg;
 
-
      },
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * Copies a region of pixels from one image into another. If the source and destination regions
 
-
      * aren't the same size, it will automatically resize source pixels to fit the specified target region.
 
-
      * No alpha information is used in the process, however if the source image has an alpha channel set,
 
-
      * it will be copied as well. This function ignores imageMode().
 
-
      *
 
-
      * @param {int} sx            X coordinate of the source's upper left corner
 
-
      * @param {int} sy            Y coordinate of the source's upper left corner
 
-
      * @param {int} swidth        source image width
 
-
      * @param {int} sheight        source image height
 
-
      * @param {int} dx            X coordinate of the destinations's upper left corner
 
-
      * @param {int} dy            Y coordinate of the destinations's upper left corner
 
-
      * @param {int} dwidth        destination image width
 
-
      * @param {int} dheight        destination image height
 
-
      * @param {PImage} srcImg      an image variable referring to the source image
 
-
      *
 
-
      * @see alpha
 
-
      * @see blend
 
-
      */
 
-
      copy: function(srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, dheight) {
 
-
        if (arguments.length === 8) {
 
-
          p.blend(this, srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, PConstants.REPLACE, this);
 
-
        } else if (arguments.length === 9) {
 
-
          p.blend(srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, dheight, PConstants.REPLACE, this);
 
-
        }
 
-
        delete this.sourceImg;
 
-
      },
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * Filters an image as defined by one of the following modes:
 
-
      * THRESHOLD - converts the image to black and white pixels depending if they are above or below
 
-
      * the threshold defined by the level parameter. The level must be between 0.0 (black) and 1.0(white).
 
-
      * If no level is specified, 0.5 is used.
 
-
      * GRAY - converts any colors in the image to grayscale equivalents
 
-
      * INVERT - sets each pixel to its inverse value
 
-
      * POSTERIZE - limits each channel of the image to the number of colors specified as the level parameter
 
-
      * BLUR - executes a Guassian blur with the level parameter specifying the extent of the blurring.
 
-
      * If no level parameter is used, the blur is equivalent to Guassian blur of radius 1.
 
-
      * OPAQUE - sets the alpha channel to entirely opaque.
 
-
      * ERODE - reduces the light areas with the amount defined by the level parameter.
 
-
      * DILATE - increases the light areas with the amount defined by the level parameter
 
-
      *
 
-
      * @param {MODE} MODE        Either THRESHOLD, GRAY, INVERT, POSTERIZE, BLUR, OPAQUE, ERODE, or DILATE
 
-
      * @param {int|float} param  in the range from 0 to 1
 
-
      */
 
-
      filter: function(mode, param) {
 
-
        if (arguments.length === 2) {
 
-
          p.filter(mode, param, this);
 
-
        } else if (arguments.length === 1) {
 
-
          // no param specified, send null to show its invalid
 
-
          p.filter(mode, null, this);
 
-
        }
 
-
        delete this.sourceImg;
 
-
      },
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * Saves the image into a file. Images are saved in TIFF, TARGA, JPEG, and PNG format depending on
 
-
      * the extension within the filename  parameter. For example, "image.tif" will have a TIFF image and
 
-
      * "image.png" will save a PNG image. If no extension is included in the filename, the image will save
 
-
      * in TIFF format and .tif will be added to the name. These files are saved to the sketch's folder,
 
-
      * which may be opened by selecting "Show sketch folder" from the "Sketch" menu. It is not possible to
 
-
      * use save() while running the program in a web browser.
 
-
      * To save an image created within the code, rather than through loading, it's necessary to make the
 
-
      * image with the createImage() function so it is aware of the location of the program and can therefore
 
-
      * save the file to the right place. See the createImage() reference for more information.
 
-
      *
 
-
      * @param {String} filename        a sequence of letters and numbers
 
-
      */
 
-
      save: function(file){
 
-
        p.save(file,this);
 
-
      },
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * 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.
 
-
      *
 
-
      * @param {int} wide        the resized image width
 
-
      * @param {int} high        the resized image height
 
-
      *
 
-
      * @see get
 
-
      */
 
-
      resize: function(w, h) {
 
-
        if (this.isRemote) { // Remote images cannot access imageData
 
-
          throw "Image is loaded remotely. Cannot resize.";
 
-
        }
 
-
        if (this.width !== 0 || this.height !== 0) {
 
-
          // make aspect ratio if w or h is 0
 
-
          if (w === 0 && h !== 0) {
 
-
            w = Math.floor(this.width / this.height * h);
 
-
          } else if (h === 0 && w !== 0) {
 
-
            h = Math.floor(this.height / this.width * w);
 
-
          }
 
-
          // put 'this.imageData' into a new canvas
 
-
          var canvas = getCanvasData(this.imageData).canvas;
 
-
          // pull imageData object out of canvas into ImageData object
 
-
          var imageData = getCanvasData(canvas, w, h).context.getImageData(0, 0, w, h);
 
-
          // set this as new pimage
 
-
          this.fromImageData(imageData);
 
-
        }
 
-
      },
 
-
 
-
      /**
 
-
      * @member PImage
 
-
      * Masks part of an image from displaying by loading another image and using it as an alpha channel.
 
-
      * This mask image should only contain grayscale data, but only the blue color channel is used. The
 
-
      * mask image needs to be the same size as the image to which it is applied.
 
-
      * In addition to using a mask image, an integer array containing the alpha channel data can be
 
-
      * specified directly. This method is useful for creating dynamically generated alpha masks. This
 
-
      * array must be of the same length as the target image's pixels array and should contain only grayscale
 
-
      * data of values between 0-255.
 
-
      *
 
-
      * @param {PImage} maskImg        any PImage object used as the alpha channel for "img", needs to be same
 
-
      *                                size as "img"
 
-
      * @param {int[]} maskArray        any array of Integer numbers used as the alpha channel, needs to be same
 
-
      *                                length as the image's pixel array
 
-
      */
 
-
      mask: function(mask) {
 
-
        var obj = this.toImageData(),
 
-
            i,
 
-
            size;
 
-
 
-
        if (mask instanceof PImage || mask.__isPImage) {
 
-
          if (mask.width === this.width && mask.height === this.height) {
 
-
            mask = mask.toImageData();
 
-
 
-
            for (i = 2, size = this.width * this.height * 4; i < size; i += 4) {
 
-
              // using it as an alpha channel
 
-
              obj.data[i + 1] = mask.data[i];
 
-
              // but only the blue color channel
 
-
            }
 
-
          } else {
 
-
            throw "mask must have the same dimensions as PImage.";
 
-
          }
 
-
        } else if (mask instanceof Array) {
 
-
          if (this.width * this.height === mask.length) {
 
-
            for (i = 0, size = mask.length; i < size; ++i) {
 
-
              obj.data[i * 4 + 3] = mask[i];
 
-
            }
 
-
          } else {
 
-
            throw "mask array must be the same length as PImage pixels array.";
 
-
          }
 
-
        }
 
-
 
-
        this.fromImageData(obj);
 
-
      },
 
-
 
-
      // These are intentionally left blank for PImages, we work live with pixels and draw as necessary
 
-
      /**
 
-
      * @member PImage
 
-
      * Loads the pixel data for the image into its pixels[] array. This function must always be called
 
-
      * before reading from or writing to pixels[].
 
-
      * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the
 
-
      * rule is that any time you want to manipulate the pixels[] array, you must first call loadPixels(),
 
-
      * and after changes have been made, call updatePixels(). Even if the renderer may not seem to use
 
-
      * this function in the current Processing release, this will always be subject to change.
 
-
      */
 
-
      loadPixels: noop,
 
-
 
-
      toImageData: function() {
 
-
        if (this.isRemote) {
 
-
          return this.sourceImg;
 
-
        }
 
-
 
-
        if (!this.__isDirty) {
 
-
          return this.imageData;
 
-
        }
 
-
 
-
        var canvasData = getCanvasData(this.sourceImg);
 
-
        return canvasData.context.getImageData(0, 0, this.width, this.height);
 
-
      },
 
-
 
-
      toDataURL: function() {
 
-
        if (this.isRemote) { // Remote images cannot access imageData
 
-
          throw "Image is loaded remotely. Cannot create dataURI.";
 
-
        }
 
-
        var canvasData = getCanvasData(this.imageData);
 
-
        return canvasData.canvas.toDataURL();
 
-
      },
 
-
 
-
      fromImageData: function(canvasImg) {
 
-
        var w = canvasImg.width,
 
-
          h = canvasImg.height,
 
-
          canvas = document.createElement('canvas'),
 
-
          ctx = canvas.getContext('2d');
 
-
 
-
        this.width = canvas.width = w;
 
-
        this.height = canvas.height = h;
 
-
 
-
        ctx.putImageData(canvasImg, 0, 0);
 
-
 
-
        // changed for 0.9
 
-
        this.format = PConstants.ARGB;
 
-
 
-
        this.imageData = canvasImg;
 
-
        this.sourceImg = canvas;
 
-
      }
 
-
    };
 
-
 
-
    p.PImage = PImage;
 
-
 
-
    /**
 
-
    * Creates a new PImage (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. The format parameter defines how
 
-
    * the pixels are stored. See the PImage reference for more information.
 
-
    * Be sure to include all three parameters, specifying only the width and height (but no format) will
 
-
    * produce a strange error.
 
-
    * Advanced users please note that createImage() should be used instead of the syntax new PImage().
 
-
    *
 
-
    * @param {int} width                image width
 
-
    * @param {int} height              image height
 
-
    * @param {MODE} format              Either RGB, ARGB, ALPHA (grayscale alpha channel)
 
-
    *
 
-
    * @returns {PImage}
 
-
    *
 
-
    * @see PImage
 
-
    * @see PGraphics
 
-
    */
 
-
    p.createImage = function(w, h, mode) {
 
-
      return new PImage(w,h,mode);
 
-
    };
 
-
 
-
    // Loads an image for display. Type is an extension. Callback is fired on load.
 
-
    /**
 
-
    * Loads an image into a variable of type PImage. Four types of images ( .gif, .jpg, .tga, .png) images may
 
-
    * be loaded. To load correctly, images must be located in the data directory of the current sketch. In most
 
-
    * cases, load all images in setup() to preload them at the start of the program. Loading images inside draw()
 
-
    * will reduce the speed of a program.
 
-
    * The filename parameter can also be a URL to a file found online. For security reasons, a Processing sketch
 
-
    * found online can only download files from the same server from which it came. Getting around this restriction
 
-
    * requires a signed applet.
 
-
    * The extension parameter is used to determine the image type in cases where the image filename does not end
 
-
    * with a proper extension. Specify the extension as the second parameter to loadImage(), as shown in the
 
-
    * third example on this page.
 
-
    * If an image is not loaded successfully, the null value is returned and an error message will be printed to
 
-
    * the console. The error message does not halt the program, however the null value may cause a NullPointerException
 
-
    * if your code does not check whether the value returned from loadImage() is null.
 
-
    * Depending on the type of error, a PImage object may still be returned, but the width and height of the image
 
-
    * will be set to -1. This happens if bad image data is returned or cannot be decoded properly. Sometimes this happens
 
-
    * with image URLs that produce a 403 error or that redirect to a password prompt, because loadImage() will attempt
 
-
    * to interpret the HTML as image data.
 
-
    *
 
-
    * @param {String} filename        name of file to load, can be .gif, .jpg, .tga, or a handful of other image
 
-
    *                                types depending on your platform.
 
-
    * @param {String} extension      the type of image to load, for example "png", "gif", "jpg"
 
-
    *
 
-
    * @returns {PImage}
 
-
    *
 
-
    * @see PImage
 
-
    * @see image
 
-
    * @see imageMode
 
-
    * @see background
 
-
    */
 
-
    p.loadImage = function(file, type, callback) {
 
-
      // if type is specified, we just ignore it
 
-
 
-
      var pimg;
 
-
      // if image is in the preloader cache return a new PImage
 
-
      if (curSketch.imageCache.images[file]) {
 
-
        pimg = new PImage(curSketch.imageCache.images[file]);
 
-
        pimg.loaded = true;
 
-
        return pimg;
 
-
      }
 
-
      // else async load it
 
-
      pimg = new PImage();
 
-
      var img = document.createElement('img');
 
-
 
-
      pimg.sourceImg = img;
 
-
 
-
      img.onload = (function(aImage, aPImage, aCallback) {
 
-
        var image = aImage;
 
-
        var pimg = aPImage;
 
-
        var callback = aCallback;
 
-
        return function() {
 
-
          // change the <img> object into a PImage now that its loaded
 
-
          pimg.fromHTMLImageData(image);
 
-
          pimg.loaded = true;
 
-
          if (callback) {
 
-
            callback();
 
-
          }
 
-
        };
 
-
      }(img, pimg, callback));
 
-
 
-
      img.src = file; // needs to be called after the img.onload function is declared or it wont work in opera
 
-
      return pimg;
 
-
    };
 
-
 
-
    // async loading of large images, same functionality as loadImage above
 
-
    /**
 
-
    * This function load images on a separate thread so that your sketch does not freeze while images load during
 
-
    * setup(). While the image is loading, its width and height will be 0. If an error occurs while loading the image,
 
-
    * its width and height will be set to -1. You'll know when the image has loaded properly because its width and
 
-
    * height will be greater than 0. Asynchronous image loading (particularly when downloading from a server) can
 
-
    * dramatically improve performance.
 
-
    * The extension parameter is used to determine the image type in cases where the image filename does not end
 
-
    * with a proper extension. Specify the extension as the second parameter to requestImage().
 
-
    *
 
-
    * @param {String} filename        name of file to load, can be .gif, .jpg, .tga, or a handful of other image
 
-
    *                                types depending on your platform.
 
-
    * @param {String} extension      the type of image to load, for example "png", "gif", "jpg"
 
-
    *
 
-
    * @returns {PImage}
 
-
    *
 
-
    * @see PImage
 
-
    * @see loadImage
 
-
    */
 
-
    p.requestImage = p.loadImage;
 
-
 
-
    function get$2(x,y) {
 
-
      var data;
 
-
      // return the color at x,y (int) of curContext
 
-
      if (x >= p.width || x < 0 || y < 0 || y >= p.height) {
 
-
        // x,y is outside image return transparent black
 
-
        return 0;
 
-
      }
 
-
 
-
      // loadPixels() has been called
 
-
      if (isContextReplaced) {
 
-
        var offset = ((0|x) + p.width * (0|y)) * 4;
 
-
        data = p.imageData.data;
 
-
        return (data[offset + 3] << 24) & PConstants.ALPHA_MASK |
 
-
              (data[offset] << 16) & PConstants.RED_MASK |
 
-
              (data[offset + 1] << 8) & PConstants.GREEN_MASK |
 
-
              data[offset + 2] & PConstants.BLUE_MASK;
 
-
      }
 
-
 
-
      // x,y is inside canvas space
 
-
      data = p.toImageData(0|x, 0|y, 1, 1).data;
 
-
      return (data[3] << 24) & PConstants.ALPHA_MASK |
 
-
            (data[0] << 16) & PConstants.RED_MASK |
 
-
            (data[1] << 8) & PConstants.GREEN_MASK |
 
-
            data[2] & PConstants.BLUE_MASK;
 
-
    }
 
-
    function get$3(x,y,img) {
 
-
      if (img.isRemote) { // Remote images cannot access imageData
 
-
        throw "Image is loaded remotely. Cannot get x,y.";
 
-
      }
 
-
      // PImage.get(x,y) was called, return the color (int) at x,y of img
 
-
      var offset = y * img.width * 4 + (x * 4),
 
-
          data = img.imageData.data;
 
-
      return (data[offset + 3] << 24) & PConstants.ALPHA_MASK |
 
-
            (data[offset] << 16) & PConstants.RED_MASK |
 
-
            (data[offset + 1] << 8) & PConstants.GREEN_MASK |
 
-
            data[offset + 2] & PConstants.BLUE_MASK;
 
-
    }
 
-
    function get$4(x, y, w, h) {
 
-
      // return a PImage of w and h from cood x,y of curContext
 
-
      var c = new PImage(w, h, PConstants.ARGB);
 
-
      c.fromImageData(p.toImageData(x, y, w, h));
 
-
      return c;
 
-
    }
 
-
    function get$5(x, y, w, h, img) {
 
-
      if (img.isRemote) { // Remote images cannot access imageData
 
-
        throw "Image is loaded remotely. Cannot get x,y,w,h.";
 
-
      }
 
-
      // PImage.get(x,y,w,h) was called, return x,y,w,h PImage of img
 
-
      // offset start point needs to be *4
 
-
      var c = new PImage(w, h, PConstants.ARGB), cData = c.imageData.data,
 
-
        imgWidth = img.width, imgHeight = img.height, imgData = img.imageData.data;
 
-
      // Don't need to copy pixels from the image outside ranges.
 
-
      var startRow = Math.max(0, -y), startColumn = Math.max(0, -x),
 
-
        stopRow = Math.min(h, imgHeight - y), stopColumn = Math.min(w, imgWidth - x);
 
-
      for (var i = startRow; i < stopRow; ++i) {
 
-
        var sourceOffset = ((y + i) * imgWidth + (x + startColumn)) * 4;
 
-
        var targetOffset = (i * w + startColumn) * 4;
 
-
        for (var j = startColumn; j < stopColumn; ++j) {
 
-
          cData[targetOffset++] = imgData[sourceOffset++];
 
-
          cData[targetOffset++] = imgData[sourceOffset++];
 
-
          cData[targetOffset++] = imgData[sourceOffset++];
 
-
          cData[targetOffset++] = imgData[sourceOffset++];
 
-
        }
 
-
      }
 
-
      c.__isDirty = true;
 
-
      return c;
 
-
    }
 
-
 
-
    // Gets a single pixel or block of pixels from the current Canvas Context or a PImage
 
-
    /**
 
-
    * Reads the color of any pixel or grabs a section of an image. If no parameters are specified, the entire
 
-
    * image is returned. Get the value of one pixel by specifying an x,y coordinate. Get a section of the display
 
-
    * window by specifying an additional width and height parameter. If the pixel requested is outside of the image
 
-
    * window, black is returned. The numbers returned are scaled according to the current color ranges, but only RGB
 
-
    * values are returned by this function. For example, even though you may have drawn a shape with colorMode(HSB),
 
-
    * the numbers returned will be in RGB.
 
-
    * 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[] is "pixels[y*width+x]". Processing
 
-
    * requires calling loadPixels() to load the display window data into the pixels[] array before getting the values.
 
-
    * This function ignores imageMode().
 
-
    *
 
-
    * @param {int} x            x-coordinate of the pixel
 
-
    * @param {int} y            y-coordinate of the pixel
 
-
    * @param {int} width        width of pixel rectangle to get
 
-
    * @param {int} height      height of pixel rectangle to get
 
-
    *
 
-
    * @returns {Color|PImage}
 
-
    *
 
-
    * @see set
 
-
    * @see pixels[]
 
-
    * @see imageMode
 
-
    */
 
-
    p.get = function(x, y, w, h, img) {
 
-
      // for 0 2 and 4 arguments use curContext, otherwise PImage.get was called
 
-
      if (img !== undefined) {
 
-
        return get$5(x, y, w, h, img);
 
-
      }
 
-
      if (h !== undefined) {
 
-
        return get$4(x, y, w, h);
 
-
      }
 
-
      if (w !== undefined) {
 
-
        return get$3(x, y, w);
 
-
      }
 
-
      if (y !== undefined) {
 
-
        return get$2(x, y);
 
-
      }
 
-
      if (x !== undefined) {
 
-
        // PImage.get() was called, return a new PImage
 
-
        return get$5(0, 0, x.width, x.height, x);
 
-
      }
 
-
 
-
      return get$4(0, 0, p.width, p.height);
 
-
    };
 
-
 
-
    /**
 
-
    * Creates and returns a new <b>PGraphics</b> object of the types P2D, P3D, and JAVA2D. Use this class if you need to draw
 
-
    * into an off-screen graphics buffer. It's not possible to use <b>createGraphics()</b> with OPENGL, because it doesn't
 
-
    * allow offscreen use. The DXF and PDF renderers require the filename parameter. <br /><br /> It's important to call
 
-
    * any drawing commands between beginDraw() and endDraw() statements. This is also true for any commands that affect
 
-
    * drawing, such as smooth() or colorMode().<br /><br /> Unlike the main drawing surface which is completely opaque,
 
-
    * surfaces created with createGraphics() can have transparency. This makes it possible to draw into a graphics and
 
-
    * maintain the alpha channel.
 
-
    *
 
-
    * @param {int} width      width in pixels
 
-
    * @param {int} height      height in pixels
 
-
    * @param {int} renderer    Either P2D, P3D, JAVA2D, PDF, DXF
 
-
    * @param {String} filename the name of the file (not supported yet)
 
-
    */
 
-
    p.createGraphics = function(w, h, render) {
 
-
      var pg = new Processing();
 
-
      pg.size(w, h, render);
 
-
      pg.background(0,0);
 
-
      return pg;
 
-
    };
 
-
 
-
    // pixels caching
 
-
    function resetContext() {
 
-
      if(isContextReplaced) {
 
-
        curContext = originalContext;
 
-
        isContextReplaced = false;
 
-
 
-
        p.updatePixels();
 
-
      }
 
-
    }
 
-
    function SetPixelContextWrapper() {
 
-
      function wrapFunction(newContext, name) {
 
-
        function wrapper() {
 
-
          resetContext();
 
-
          curContext[name].apply(curContext, arguments);
 
-
        }
 
-
        newContext[name] = wrapper;
 
-
      }
 
-
      function wrapProperty(newContext, name) {
 
-
        function getter() {
 
-
          resetContext();
 
-
          return curContext[name];
 
-
        }
 
-
        function setter(value) {
 
-
          resetContext();
 
-
          curContext[name] = value;
 
-
        }
 
-
        p.defineProperty(newContext, name, { get: getter, set: setter });
 
-
      }
 
-
      for(var n in curContext) {
 
-
        if(typeof curContext[n] === 'function') {
 
-
          wrapFunction(this, n);
 
-
        } else {
 
-
          wrapProperty(this, n);
 
-
        }
 
-
      }
 
-
    }
 
-
    function replaceContext() {
 
-
      if(isContextReplaced) {
 
-
        return;
 
-
      }
 
-
      p.loadPixels();
 
-
      if(proxyContext === null) {
 
-
        originalContext = curContext;
 
-
        proxyContext = new SetPixelContextWrapper();
 
-
      }
 
-
      isContextReplaced = true;
 
-
      curContext = proxyContext;
 
-
      setPixelsCached = 0;
 
-
    }
 
-
 
-
    function set$3(x, y, c) {
 
-
      if (x < p.width && x >= 0 && y >= 0 && y < p.height) {
 
-
        replaceContext();
 
-
        p.pixels.setPixel((0|x)+p.width*(0|y), c);
 
-
        if(++setPixelsCached > maxPixelsCached) {
 
-
          resetContext();
 
-
        }
 
-
      }
 
-
    }
 
-
    function set$4(x, y, obj, img) {
 
-
      if (img.isRemote) { // Remote images cannot access imageData
 
-
        throw "Image is loaded remotely. Cannot set x,y.";
 
-
      }
 
-
      var c = p.color.toArray(obj);
 
-
      var offset = y * img.width * 4 + (x*4);
 
-
      var data = img.imageData.data;
 
-
      data[offset] = c[0];
 
-
      data[offset+1] = c[1];
 
-
      data[offset+2] = c[2];
 
-
      data[offset+3] = c[3];
 
-
    }
 
-
 
-
    // Paints a pixel array into the canvas
 
-
    /**
 
-
    * Changes the color of any pixel or writes an image directly into the display window. The x and y parameters
 
-
    * specify the pixel to change and the color  parameter specifies the color value. The color parameter is affected
 
-
    * by the current color mode (the default is RGB values from 0 to 255). When setting an image, the x and y
 
-
    * parameters define the coordinates for the upper-left corner of the image.
 
-
    * Setting the color of a single pixel with set(x, y) is easy, but not as fast as putting the data directly
 
-
    * into pixels[]. The equivalent statement to "set(x, y, #000000)" using pixels[] is "pixels[y*width+x] = #000000".
 
-
    * You must call loadPixels() to load the display window data into the pixels[] array before setting the values
 
-
    * and calling updatePixels() to update the window with any changes. This function ignores imageMode().
 
-
    *
 
-
    * @param {int} x            x-coordinate of the pixel
 
-
    * @param {int} y            y-coordinate of the pixel
 
-
    * @param {Color} obj        any value of the color datatype
 
-
    * @param {PImage} img      any valid variable of type PImage
 
-
    *
 
-
    * @see get
 
-
    * @see pixels[]
 
-
    * @see imageMode
 
-
    */
 
-
    p.set = function(x, y, obj, img) {
 
-
      var color, oldFill;
 
-
      if (arguments.length === 3) {
 
-
        // called p.set(), was it with a color or a img ?
 
-
        if (typeof obj === "number") {
 
-
          set$3(x, y, obj);
 
-
        } else if (obj instanceof PImage || obj.__isPImage) {
 
-
          p.image(obj, x, y);
 
-
        }
 
-
      } else if (arguments.length === 4) {
 
-
        // PImage.set(x,y,c) was called, set coordinate x,y color to c of img
 
-
        set$4(x, y, obj, img);
 
-
      }
 
-
    };
 
-
    p.imageData = {};
 
-
 
-
    // handle the sketch code for pixels[]
 
-
    // parser code converts pixels[] to getPixels() or setPixels(),
 
-
    // .length becomes getLength()
 
-
    /**
 
-
    * Array containing the values for all the pixels in the display window. These values are of the color datatype.
 
-
    * This array is the size of the display window. For example, if the image is 100x100 pixels, there will be 10000
 
-
    * values and if the window is 200x300 pixels, there will be 60000 values. The index value defines the position
 
-
    * of a value within the array. For example, the statment color b = pixels[230] will set the variable b to be
 
-
    * equal to the value at that location in the array.
 
-
    * 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.
 
-
    *
 
-
    * @param {int} index      must not exceed the size of the array
 
-
    *
 
-
    * @see loadPixels
 
-
    * @see updatePixels
 
-
    * @see get
 
-
    * @see set
 
-
    * @see PImage
 
-
    */
 
-
    p.pixels = {
 
-
      getLength: function() { return p.imageData.data.length ? p.imageData.data.length/4 : 0; },
 
-
      getPixel: function(i) {
 
-
        var offset = i*4, data = p.imageData.data;
 
-
        return (data[offset+3] << 24) & 0xff000000 |
 
-
              (data[offset+0] << 16) & 0x00ff0000 |
 
-
              (data[offset+1] << 8) & 0x0000ff00 |
 
-
              data[offset+2] & 0x000000ff;
 
-
      },
 
-
      setPixel: function(i,c) {
 
-
        var offset = i*4, data = p.imageData.data;
 
-
        data[offset+0] = (c & 0x00ff0000) >>> 16; // RED_MASK
 
-
        data[offset+1] = (c & 0x0000ff00) >>> 8;  // GREEN_MASK
 
-
        data[offset+2] = (c & 0x000000ff);        // BLUE_MASK
 
-
        data[offset+3] = (c & 0xff000000) >>> 24; // ALPHA_MASK
 
-
      },
 
-
      toArray: function() {
 
-
        var arr = [], length = p.imageData.width * p.imageData.height, data = p.imageData.data;
 
-
        for (var i = 0, offset = 0; i < length; i++, offset += 4) {
 
-
          arr.push((data[offset+3] << 24) & 0xff000000 |
 
-
                  (data[offset+0] << 16) & 0x00ff0000 |
 
-
                  (data[offset+1] << 8) & 0x0000ff00 |
 
-
                  data[offset+2] & 0x000000ff);
 
-
        }
 
-
        return arr;
 
-
      },
 
-
      set: function(arr) {
 
-
        for (var i = 0, aL = arr.length; i < aL; i++) {
 
-
          this.setPixel(i, arr[i]);
 
-
        }
 
-
      }
 
-
    };
 
-
 
-
    // Gets a 1-Dimensional pixel array from Canvas
 
-
    /**
 
-
    * 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[].
 
-
    * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule is that
 
-
    * any time you want to manipulate the pixels[] array, you must first call loadPixels(), and after changes
 
-
    * have been made, call updatePixels(). Even if the renderer may not seem to use this function in the current
 
-
    * Processing release, this will always be subject to change.
 
-
    *
 
-
    * @see pixels[]
 
-
    * @see updatePixels
 
-
    */
 
-
    p.loadPixels = function() {
 
-
      p.imageData = drawing.$ensureContext().getImageData(0, 0, p.width, p.height);
 
-
    };
 
-
 
-
    // Draws a 1-Dimensional pixel array to Canvas
 
-
    /**
 
-
    * 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() unless there are changes.
 
-
    * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule is that
 
-
    * any time you want to manipulate the pixels[] array, you must first call loadPixels(), and after changes
 
-
    * have been made, call updatePixels(). Even if the renderer may not seem to use this function in the current
 
-
    * Processing release, this will always be subject to change.
 
-
    * Currently, none of the renderers use the additional parameters to updatePixels(), however this may be
 
-
    * implemented in the future.
 
-
    *
 
-
    * @see loadPixels
 
-
    * @see pixels[]
 
-
    */
 
-
    p.updatePixels = function() {
 
-
      if (p.imageData) {
 
-
        drawing.$ensureContext().putImageData(p.imageData, 0, 0);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Set various hints and hacks for the renderer. This is used to handle obscure rendering features that cannot be
 
-
    * implemented in a consistent manner across renderers. Many options will often graduate to standard features
 
-
    * instead of hints over time.
 
-
    * hint(ENABLE_OPENGL_4X_SMOOTH) - Enable 4x anti-aliasing for OpenGL. This can help force anti-aliasing if
 
-
    * it has not been enabled by the user. On some graphics cards, this can also be set by the graphics driver's
 
-
    * control panel, however not all cards make this available. This hint must be called immediately after the
 
-
    * size() command because it resets the renderer, obliterating any settings and anything drawn (and like size(),
 
-
    * re-running the code that came before it again).
 
-
    * hint(DISABLE_OPENGL_2X_SMOOTH) - In Processing 1.0, Processing always enables 2x smoothing when the OpenGL
 
-
    * renderer is used. This hint disables the default 2x smoothing and returns the smoothing behavior found in
 
-
    * earlier releases, where smooth() and noSmooth() could be used to enable and disable smoothing, though the
 
-
    * quality was inferior.
 
-
    * hint(ENABLE_NATIVE_FONTS) - Use the native version fonts when they are installed, rather than the bitmapped
 
-
    * version from a .vlw file. This is useful with the JAVA2D renderer setting, as it will improve font rendering
 
-
    * speed. This is not enabled by default, because it can be misleading while testing because the type will look
 
-
    * great on your machine (because you have the font installed) but lousy on others' machines if the identical
 
-
    * font is unavailable. This option can only be set per-sketch, and must be called before any use of textFont().
 
-
    * hint(DISABLE_DEPTH_TEST) - Disable the zbuffer, allowing you to draw on top of everything at will. When depth
 
-
    * testing is disabled, items will be drawn to the screen sequentially, like a painting. This hint is most often
 
-
    * used to draw in 3D, then draw in 2D on top of it (for instance, to draw GUI controls in 2D on top of a 3D
 
-
    * interface). Starting in release 0149, this will also clear the depth buffer. Restore the default with
 
-
    * hint(ENABLE_DEPTH_TEST), but note that with the depth buffer cleared, any 3D drawing that happens later in
 
-
    * draw() will ignore existing shapes on the screen.
 
-
    * hint(ENABLE_DEPTH_SORT) - Enable primitive z-sorting of triangles and lines in P3D and OPENGL. This can slow
 
-
    * performance considerably, and the algorithm is not yet perfect. Restore the default with hint(DISABLE_DEPTH_SORT).
 
-
    * hint(DISABLE_OPENGL_ERROR_REPORT) - Speeds up the OPENGL renderer setting by not checking for errors while
 
-
    * running. Undo with hint(ENABLE_OPENGL_ERROR_REPORT).
 
-
    * As of release 0149, unhint() has been removed in favor of adding additional ENABLE/DISABLE constants to reset
 
-
    * the default behavior. This prevents the double negatives, and also reinforces which hints can be enabled or disabled.
 
-
    *
 
-
    * @param {MODE} item          constant: name of the hint to be enabled or disabled
 
-
    *
 
-
    * @see PGraphics
 
-
    * @see createGraphics
 
-
    * @see size
 
-
    */
 
-
    p.hint = function(which) {
 
-
      var curContext = drawing.$ensureContext();
 
-
      if (which === PConstants.DISABLE_DEPTH_TEST) {
 
-
        curContext.disable(curContext.DEPTH_TEST);
 
-
        curContext.depthMask(false);
 
-
        curContext.clear(curContext.DEPTH_BUFFER_BIT);
 
-
      }
 
-
      else if (which === PConstants.ENABLE_DEPTH_TEST) {
 
-
        curContext.enable(curContext.DEPTH_TEST);
 
-
        curContext.depthMask(true);
 
-
      }
 
-
      else if (which === PConstants.ENABLE_OPENGL_2X_SMOOTH ||
 
-
              which === PConstants.ENABLE_OPENGL_4X_SMOOTH){
 
-
        renderSmooth = true;
 
-
      }
 
-
      else if (which === PConstants.DISABLE_OPENGL_2X_SMOOTH){
 
-
        renderSmooth = false;
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * The background() function sets the color used for the background of the Processing window.
 
-
    * The default background is light gray. In the <b>draw()</b> function, the background color is used to clear the display window at the beginning of each frame.
 
-
    * An image can also be used as the background for a sketch, however its width and height must be the same size as the sketch window.
 
-
    * To resize an image 'b' to the size of the sketch window, use b.resize(width, height).
 
-
    * Images used as background will ignore the current <b>tint()</b> setting.
 
-
    * For the main drawing surface, the alpha value will be ignored. However,
 
-
    * alpha can be used on PGraphics objects from <b>createGraphics()</b>. This is
 
-
    * the only way to set all the pixels partially transparent, for instance.
 
-
    * If the 'gray' parameter is passed in the function sets the background to a grayscale value, based on the
 
-
    * current colorMode.
 
-
    * <p>
 
-
    * Note that background() should be called before any transformations occur,
 
-
    * because some implementations may require the current transformation matrix
 
-
    * to be identity before drawing.
 
-
    *
 
-
    * @param {int|float} gray    specifies a value between white and black
 
-
    * @param {int|float} value1  red or hue value (depending on the current color mode)
 
-
    * @param {int|float} value2  green or saturation value (depending on the current color mode)
 
-
    * @param {int|float} value3  blue or brightness value (depending on the current color mode)
 
-
    * @param {int|float} alpha  opacity of the background
 
-
    * @param {Color} color      any value of the color datatype
 
-
    * @param {int} hex          color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
 
-
    * @param {PImage} image      an instance of a PImage to use as a background
 
-
    *
 
-
    * @see #stroke()
 
-
    * @see #fill()
 
-
    * @see #tint()
 
-
    * @see #colorMode()
 
-
    */
 
-
    var backgroundHelper = function(arg1, arg2, arg3, arg4) {
 
-
      var obj;
 
-
 
-
      if (arg1 instanceof PImage || arg1.__isPImage) {
 
-
        obj = arg1;
 
-
 
-
        if (!obj.loaded) {
 
-
          throw "Error using image in background(): PImage not loaded.";
 
-
        }
 
-
        if(obj.width !== p.width || obj.height !== p.height){
 
-
          throw "Background image must be the same dimensions as the canvas.";
 
-
        }
 
-
      } else {
 
-
        obj = p.color(arg1, arg2, arg3, arg4);
 
-
      }
 
-
 
-
      backgroundObj = obj;
 
-
    };
 
-
 
-
    Drawing2D.prototype.background = function(arg1, arg2, arg3, arg4) {
 
-
      if (arg1 !== undef) {
 
-
        backgroundHelper(arg1, arg2, arg3, arg4);
 
-
      }
 
-
 
-
      if (backgroundObj instanceof PImage || backgroundObj.__isPImage) {
 
-
        saveContext();
 
-
        curContext.setTransform(1, 0, 0, 1, 0, 0);
 
-
        p.image(backgroundObj, 0, 0);
 
-
        restoreContext();
 
-
      } else {
 
-
        saveContext();
 
-
        curContext.setTransform(1, 0, 0, 1, 0, 0);
 
-
 
-
        // If the background is transparent
 
-
        if (p.alpha(backgroundObj) !== colorModeA) {
 
-
          curContext.clearRect(0,0, p.width, p.height);
 
-
        }
 
-
        curContext.fillStyle = p.color.toString(backgroundObj);
 
-
        curContext.fillRect(0, 0, p.width, p.height);
 
-
        isFillDirty = true;
 
-
        restoreContext();
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.background = function(arg1, arg2, arg3, arg4) {
 
-
      if (arguments.length > 0) {
 
-
        backgroundHelper(arg1, arg2, arg3, arg4);
 
-
      }
 
-
 
-
      var c = p.color.toGLArray(backgroundObj);
 
-
      curContext.clearColor(c[0], c[1], c[2], c[3]);
 
-
      curContext.clear(curContext.COLOR_BUFFER_BIT | curContext.DEPTH_BUFFER_BIT);
 
-
 
-
      // An image as a background in 3D is not implemented yet
 
-
    };
 
-
 
-
    // Draws an image to the Canvas
 
-
    /**
 
-
    * Displays images to the screen. The images must be in the sketch's "data" directory to load correctly. Select "Add
 
-
    * file..." from the "Sketch" menu to add the image. Processing currently works with GIF, JPEG, and Targa images. The
 
-
    * color of an image may be modified with the tint() function and if a GIF has transparency, it will maintain its
 
-
    * transparency. The img parameter specifies the image to display and the x and y parameters define the location of
 
-
    * the image from its upper-left corner. The image is displayed at its original size unless the width and height
 
-
    * parameters specify a different size. The imageMode() function changes the way the parameters work. A call to
 
-
    * imageMode(CORNERS) will change the width and height parameters to define the x and y values of the opposite
 
-
    * corner of the image.
 
-
    *
 
-
    * @param {PImage} img            the image to display
 
-
    * @param {int|float} x          x-coordinate of the image
 
-
    * @param {int|float} y          y-coordinate of the image
 
-
    * @param {int|float} width      width to display the image
 
-
    * @param {int|float} height      height to display the image
 
-
    *
 
-
    * @see loadImage
 
-
    * @see PImage
 
-
    * @see imageMode
 
-
    * @see tint
 
-
    * @see background
 
-
    * @see alpha
 
-
    */
 
-
    Drawing2D.prototype.image = function(img, x, y, w, h) {
 
-
      // Fix fractional positions
 
-
      x = Math.round(x);
 
-
      y = Math.round(y);
 
-
 
-
      if (img.width > 0) {
 
-
        var wid = w || img.width;
 
-
        var hgt = h || img.height;
 
-
 
-
        var bounds = imageModeConvert(x || 0, y || 0, w || img.width, h || img.height, arguments.length < 4);
 
-
        var fastImage = !!img.sourceImg && curTint === null;
 
-
        if (fastImage) {
 
-
          var htmlElement = img.sourceImg;
 
-
          if (img.__isDirty) {
 
-
            img.updatePixels();
 
-
          }
 
-
          // Using HTML element's width and height in case if the image was resized.
 
-
          curContext.drawImage(htmlElement, 0, 0,
 
-
            htmlElement.width, htmlElement.height, bounds.x, bounds.y, bounds.w, bounds.h);
 
-
        } else {
 
-
          var obj = img.toImageData();
 
-
 
-
          // Tint the image
 
-
          if (curTint !== null) {
 
-
            curTint(obj);
 
-
            img.__isDirty = true;
 
-
          }
 
-
 
-
          curContext.drawImage(getCanvasData(obj).canvas, 0, 0,
 
-
            img.width, img.height, bounds.x, bounds.y, bounds.w, bounds.h);
 
-
        }
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.image = function(img, x, y, w, h) {
 
-
      if (img.width > 0) {
 
-
        // Fix fractional positions
 
-
        x = Math.round(x);
 
-
        y = Math.round(y);
 
-
        w = w || img.width;
 
-
        h = h || img.height;
 
-
 
-
        p.beginShape(p.QUADS);
 
-
        p.texture(img);
 
-
        p.vertex(x, y, 0, 0, 0);
 
-
        p.vertex(x, y+h, 0, 0, h);
 
-
        p.vertex(x+w, y+h, 0, w, h);
 
-
        p.vertex(x+w, y, 0, w, 0);
 
-
        p.endShape();
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * The tint() function sets the fill value for displaying images. Images can be tinted to
 
-
    * specified colors or made transparent by setting the alpha.
 
-
    * <br><br>To make an image transparent, but not change it's color,
 
-
    * use white as the tint color and specify an alpha value. For instance,
 
-
    * tint(255, 128) will make an image 50% transparent (unless
 
-
    * <b>colorMode()</b> has been used).
 
-
    *
 
-
    * <br><br>When using hexadecimal notation to specify a color, use "#" or
 
-
    * "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA). The # syntax uses six
 
-
    * digits to specify a color (the way colors are specified in HTML and CSS).
 
-
    * When using the hexadecimal notation starting with "0x", the hexadecimal
 
-
    * value must be specified with eight characters; the first two characters
 
-
    * define the alpha component and the remainder the red, green, and blue
 
-
    * components.
 
-
    * <br><br>The value for the parameter "gray" must be less than or equal
 
-
    * to the current maximum value as specified by <b>colorMode()</b>.
 
-
    * The default maximum value is 255.
 
-
    * <br><br>The tint() method is also used to control the coloring of
 
-
    * textures in 3D.
 
-
    *
 
-
    * @param {int|float} gray    any valid number
 
-
    * @param {int|float} alpha    opacity of the image
 
-
    * @param {int|float} value1  red or hue value
 
-
    * @param {int|float} value2  green or saturation value
 
-
    * @param {int|float} value3  blue or brightness value
 
-
    * @param {int|float} color    any value of the color datatype
 
-
    * @param {int} hex            color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
 
-
    *
 
-
    * @see #noTint()
 
-
    * @see #image()
 
-
    */
 
-
    p.tint = function(a1, a2, a3, a4) {
 
-
      var tintColor = p.color(a1, a2, a3, a4);
 
-
      var r = p.red(tintColor) / colorModeX;
 
-
      var g = p.green(tintColor) / colorModeY;
 
-
      var b = p.blue(tintColor) / colorModeZ;
 
-
      var a = p.alpha(tintColor) / colorModeA;
 
-
      curTint = function(obj) {
 
-
        var data = obj.data,
 
-
            length = 4 * obj.width * obj.height;
 
-
        for (var i = 0; i < length;) {
 
-
          data[i++] *= r;
 
-
          data[i++] *= g;
 
-
          data[i++] *= b;
 
-
          data[i++] *= a;
 
-
        }
 
-
      };
 
-
      // for overriding the color buffer when 3d rendering
 
-
      curTint3d = function(data){
 
-
        for (var i = 0; i < data.length;) {
 
-
          data[i++] = r;
 
-
          data[i++] = g;
 
-
          data[i++] = b;
 
-
          data[i++] = a;
 
-
        }
 
-
      };
 
-
    };
 
-
 
-
    /**
 
-
    * The noTint() function removes the current fill value for displaying images and reverts to displaying images with their original hues.
 
-
    *
 
-
    * @see #tint()
 
-
    * @see #image()
 
-
    */
 
-
    p.noTint = function() {
 
-
      curTint = null;
 
-
      curTint3d = null;
 
-
    };
 
-
 
-
    /**
 
-
    * Copies a region of pixels from the display window to another area of the display window and copies a region of pixels from an
 
-
    * image used as the srcImg  parameter into the display window. If the source and destination regions aren't the same size, it will
 
-
    * automatically resize the source pixels to fit the specified target region. No alpha information is used in the process, however
 
-
    * if the source image has an alpha channel set, it will be copied as well. This function ignores imageMode().
 
-
    *
 
-
    * @param {int} x            X coordinate of the source's upper left corner
 
-
    * @param {int} y            Y coordinate of the source's upper left corner
 
-
    * @param {int} width        source image width
 
-
    * @param {int} height      source image height
 
-
    * @param {int} dx          X coordinate of the destination's upper left corner
 
-
    * @param {int} dy          Y coordinate of the destination's upper left corner
 
-
    * @param {int} dwidth      destination image width
 
-
    * @param {int} dheight      destination image height
 
-
    * @param {PImage} srcImg    image variable referring to the source image
 
-
    *
 
-
    * @see blend
 
-
    * @see get
 
-
    */
 
-
    p.copy = function(src, sx, sy, sw, sh, dx, dy, dw, dh) {
 
-
      if (dh === undef) {
 
-
        // shift everything, and introduce p
 
-
        dh = dw;
 
-
        dw = dy;
 
-
        dy = dx;
 
-
        dx = sh;
 
-
        sh = sw;
 
-
        sw = sy;
 
-
        sy = sx;
 
-
        sx = src;
 
-
        src = p;
 
-
      }
 
-
      p.blend(src, sx, sy, sw, sh, dx, dy, dw, dh, PConstants.REPLACE);
 
-
    };
 
-
 
-
    /**
 
-
    * Blends a region of pixels from one image into another (or in itself again) with full alpha channel support. There
 
-
    * is a choice of the following modes to blend the source pixels (A) with the ones of pixels in the destination image (B):
 
-
    * BLEND - linear interpolation of colours: C = A*factor + B
 
-
    * ADD - additive blending with white clip: C = min(A*factor + B, 255)
 
-
    * SUBTRACT - subtractive blending with black clip: C = max(B - A*factor, 0)
 
-
    * DARKEST - only the darkest colour succeeds: C = min(A*factor, B)
 
-
    * LIGHTEST - only the lightest colour succeeds: C = max(A*factor, B)
 
-
    * DIFFERENCE - subtract colors from underlying image.
 
-
    * EXCLUSION - similar to DIFFERENCE, but less extreme.
 
-
    * MULTIPLY - Multiply the colors, result will always be darker.
 
-
    * SCREEN - Opposite multiply, uses inverse values of the colors.
 
-
    * OVERLAY - A mix of MULTIPLY and SCREEN. Multiplies dark values, and screens light values.
 
-
    * HARD_LIGHT - SCREEN when greater than 50% gray, MULTIPLY when lower.
 
-
    * SOFT_LIGHT - Mix of DARKEST and LIGHTEST. Works like OVERLAY, but not as harsh.
 
-
    * DODGE - Lightens light tones and increases contrast, ignores darks. Called "Color Dodge" in Illustrator and Photoshop.
 
-
    * BURN - Darker areas are applied, increasing contrast, ignores lights. Called "Color Burn" in Illustrator and Photoshop.
 
-
    * All modes use the alpha information (highest byte) of source image pixels as the blending factor. If the source and
 
-
    * destination regions are different sizes, the image will be automatically resized to match the destination size. If the
 
-
    * srcImg parameter is not used, the display window is used as the source image.  This function ignores imageMode().
 
-
    *
 
-
    * @param {int} x            X coordinate of the source's upper left corner
 
-
    * @param {int} y            Y coordinate of the source's upper left corner
 
-
    * @param {int} width        source image width
 
-
    * @param {int} height      source image height
 
-
    * @param {int} dx          X coordinate of the destination's upper left corner
 
-
    * @param {int} dy          Y coordinate of the destination's upper left corner
 
-
    * @param {int} dwidth      destination image width
 
-
    * @param {int} dheight      destination image height
 
-
    * @param {PImage} srcImg    image variable referring to the source image
 
-
    * @param {PImage} MODE      Either BLEND, ADD, SUBTRACT, LIGHTEST, DARKEST, DIFFERENCE, EXCLUSION, MULTIPLY, SCREEN,
 
-
    *                          OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, BURN
 
-
    * @see filter
 
-
    */
 
-
    p.blend = function(src, sx, sy, sw, sh, dx, dy, dw, dh, mode, pimgdest) {
 
-
      if (src.isRemote) {
 
-
        throw "Image is loaded remotely. Cannot blend image.";
 
-
      }
 
-
 
-
      if (mode === undef) {
 
-
        // shift everything, and introduce p
 
-
        mode = dh;
 
-
        dh = dw;
 
-
        dw = dy;
 
-
        dy = dx;
 
-
        dx = sh;
 
-
        sh = sw;
 
-
        sw = sy;
 
-
        sy = sx;
 
-
        sx = src;
 
-
        src = p;
 
-
      }
 
-
 
-
      var sx2 = sx + sw,
 
-
        sy2 = sy + sh,
 
-
        dx2 = dx + dw,
 
-
        dy2 = dy + dh,
 
-
        dest = pimgdest || p;
 
-
 
-
      // check if pimgdest is there and pixels, if so this was a call from pimg.blend
 
-
      if (pimgdest === undef || mode === undef) {
 
-
        p.loadPixels();
 
-
      }
 
-
 
-
      src.loadPixels();
 
-
 
-
      if (src === p && p.intersect(sx, sy, sx2, sy2, dx, dy, dx2, dy2)) {
 
-
        p.blit_resize(p.get(sx, sy, sx2 - sx, sy2 - sy), 0, 0, sx2 - sx - 1, sy2 - sy - 1,
 
-
                      dest.imageData.data, dest.width, dest.height, dx, dy, dx2, dy2, mode);
 
-
      } else {
 
-
        p.blit_resize(src, sx, sy, sx2, sy2, dest.imageData.data, dest.width, dest.height, dx, dy, dx2, dy2, mode);
 
-
      }
 
-
 
-
      if (pimgdest === undef) {
 
-
        p.updatePixels();
 
-
      }
 
-
    };
 
-
 
-
    // helper function for filter()
 
-
    var buildBlurKernel = function(r) {
 
-
      var radius = p.floor(r * 3.5), i, radiusi;
 
-
      radius = (radius < 1) ? 1 : ((radius < 248) ? radius : 248);
 
-
      if (p.shared.blurRadius !== radius) {
 
-
        p.shared.blurRadius = radius;
 
-
        p.shared.blurKernelSize = 1 + (p.shared.blurRadius<<1);
 
-
        p.shared.blurKernel = new Float32Array(p.shared.blurKernelSize);
 
-
        var sharedBlurKernal = p.shared.blurKernel;
 
-
        var sharedBlurKernelSize = p.shared.blurKernelSize;
 
-
        var sharedBlurRadius = p.shared.blurRadius;
 
-
        // init blurKernel
 
-
        for (i = 0; i < sharedBlurKernelSize; i++) {
 
-
          sharedBlurKernal[i] = 0;
 
-
        }
 
-
        var radiusiSquared = (radius - 1) * (radius - 1);
 
-
        for (i = 1; i < radius; i++) {
 
-
          sharedBlurKernal[radius + i] = sharedBlurKernal[radiusi] = radiusiSquared;
 
-
        }
 
-
        sharedBlurKernal[radius] = radius * radius;
 
-
      }
 
-
    };
 
-
 
-
    var blurARGB = function(r, aImg) {
 
-
      var sum, cr, cg, cb, ca, c, m;
 
-
      var read, ri, ym, ymi, bk0;
 
-
      var wh = aImg.pixels.getLength();
 
-
      var r2 = new Float32Array(wh);
 
-
      var g2 = new Float32Array(wh);
 
-
      var b2 = new Float32Array(wh);
 
-
      var a2 = new Float32Array(wh);
 
-
      var yi = 0;
 
-
      var x, y, i, offset;
 
-
 
-
      buildBlurKernel(r);
 
-
 
-
      var aImgHeight = aImg.height;
 
-
      var aImgWidth = aImg.width;
 
-
      var sharedBlurKernelSize = p.shared.blurKernelSize;
 
-
      var sharedBlurRadius = p.shared.blurRadius;
 
-
      var sharedBlurKernal = p.shared.blurKernel;
 
-
      var pix = aImg.imageData.data;
 
-
 
-
      for (y = 0; y < aImgHeight; y++) {
 
-
        for (x = 0; x < aImgWidth; x++) {
 
-
          cb = cg = cr = ca = sum = 0;
 
-
          read = x - sharedBlurRadius;
 
-
          if (read<0) {
 
-
            bk0 = -read;
 
-
            read = 0;
 
-
          } else {
 
-
            if (read >= aImgWidth) {
 
-
              break;
 
-
            }
 
-
            bk0=0;
 
-
          }
 
-
          for (i = bk0; i < sharedBlurKernelSize; i++) {
 
-
            if (read >= aImgWidth) {
 
-
              break;
 
-
            }
 
-
            offset = (read + yi) *4;
 
-
            m = sharedBlurKernal[i];
 
-
            ca += m * pix[offset + 3];
 
-
            cr += m * pix[offset];
 
-
            cg += m * pix[offset + 1];
 
-
            cb += m * pix[offset + 2];
 
-
            sum += m;
 
-
            read++;
 
-
          }
 
-
          ri = yi + x;
 
-
          a2[ri] = ca / sum;
 
-
          r2[ri] = cr / sum;
 
-
          g2[ri] = cg / sum;
 
-
          b2[ri] = cb / sum;
 
-
        }
 
-
        yi += aImgWidth;
 
-
      }
 
-
 
-
      yi = 0;
 
-
      ym = -sharedBlurRadius;
 
-
      ymi = ym*aImgWidth;
 
-
 
-
      for (y = 0; y < aImgHeight; y++) {
 
-
        for (x = 0; x < aImgWidth; x++) {
 
-
          cb = cg = cr = ca = sum = 0;
 
-
          if (ym<0) {
 
-
            bk0 = ri = -ym;
 
-
            read = x;
 
-
          } else {
 
-
            if (ym >= aImgHeight) {
 
-
              break;
 
-
            }
 
-
            bk0 = 0;
 
-
            ri = ym;
 
-
            read = x + ymi;
 
-
          }
 
-
          for (i = bk0; i < sharedBlurKernelSize; i++) {
 
-
            if (ri >= aImgHeight) {
 
-
              break;
 
-
            }
 
-
            m = sharedBlurKernal[i];
 
-
            ca += m * a2[read];
 
-
            cr += m * r2[read];
 
-
            cg += m * g2[read];
 
-
            cb += m * b2[read];
 
-
            sum += m;
 
-
            ri++;
 
-
            read += aImgWidth;
 
-
          }
 
-
          offset = (x + yi) *4;
 
-
          pix[offset] = cr / sum;
 
-
          pix[offset + 1] = cg / sum;
 
-
          pix[offset + 2] = cb / sum;
 
-
          pix[offset + 3] = ca / sum;
 
-
        }
 
-
        yi += aImgWidth;
 
-
        ymi += aImgWidth;
 
-
        ym++;
 
-
      }
 
-
    };
 
-
 
-
    // helper funtion for ERODE and DILATE modes of filter()
 
-
    var dilate = function(isInverted, aImg) {
 
-
      var currIdx = 0;
 
-
      var maxIdx = aImg.pixels.getLength();
 
-
      var out = new Int32Array(maxIdx);
 
-
      var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
 
-
      var idxRight, idxLeft, idxUp, idxDown,
 
-
          colRight, colLeft, colUp, colDown,
 
-
          lumRight, lumLeft, lumUp, lumDown;
 
-
 
-
      if (!isInverted) {
 
-
        // erosion (grow light areas)
 
-
        while (currIdx<maxIdx) {
 
-
          currRowIdx = currIdx;
 
-
          maxRowIdx = currIdx + aImg.width;
 
-
          while (currIdx < maxRowIdx) {
 
-
            colOrig = colOut = aImg.pixels.getPixel(currIdx);
 
-
            idxLeft = currIdx - 1;
 
-
            idxRight = currIdx + 1;
 
-
            idxUp = currIdx - aImg.width;
 
-
            idxDown = currIdx + aImg.width;
 
-
            if (idxLeft < currRowIdx) {
 
-
              idxLeft = currIdx;
 
-
            }
 
-
            if (idxRight >= maxRowIdx) {
 
-
              idxRight = currIdx;
 
-
            }
 
-
            if (idxUp < 0) {
 
-
              idxUp = 0;
 
-
            }
 
-
            if (idxDown >= maxIdx) {
 
-
              idxDown = currIdx;
 
-
            }
 
-
            colUp = aImg.pixels.getPixel(idxUp);
 
-
            colLeft = aImg.pixels.getPixel(idxLeft);
 
-
            colDown = aImg.pixels.getPixel(idxDown);
 
-
            colRight = aImg.pixels.getPixel(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;
 
-
          }
 
-
        }
 
-
      } else {
 
-
        // dilate (grow dark areas)
 
-
        while (currIdx < maxIdx) {
 
-
          currRowIdx = currIdx;
 
-
          maxRowIdx = currIdx + aImg.width;
 
-
          while (currIdx < maxRowIdx) {
 
-
            colOrig = colOut = aImg.pixels.getPixel(currIdx);
 
-
            idxLeft = currIdx - 1;
 
-
            idxRight = currIdx + 1;
 
-
            idxUp = currIdx - aImg.width;
 
-
            idxDown = currIdx + aImg.width;
 
-
            if (idxLeft < currRowIdx) {
 
-
              idxLeft = currIdx;
 
-
            }
 
-
            if (idxRight >= maxRowIdx) {
 
-
              idxRight = currIdx;
 
-
            }
 
-
            if (idxUp < 0) {
 
-
              idxUp = 0;
 
-
            }
 
-
            if (idxDown >= maxIdx) {
 
-
              idxDown = currIdx;
 
-
            }
 
-
            colUp = aImg.pixels.getPixel(idxUp);
 
-
            colLeft = aImg.pixels.getPixel(idxLeft);
 
-
            colDown = aImg.pixels.getPixel(idxDown);
 
-
            colRight = aImg.pixels.getPixel(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;
 
-
          }
 
-
        }
 
-
      }
 
-
      aImg.pixels.set(out);
 
-
      //p.arraycopy(out,0,pixels,0,maxIdx);
 
-
    };
 
-
 
-
    /**
 
-
    * Filters the display window as defined by one of the following modes:
 
-
    * THRESHOLD - converts the image to black and white pixels depending if they are above or below the threshold
 
-
    * defined by the level parameter. The level must be between 0.0 (black) and 1.0(white). If no level is specified, 0.5 is used.
 
-
    * GRAY - converts any colors in the image to grayscale equivalents
 
-
    * INVERT - sets each pixel to its inverse value
 
-
    * POSTERIZE - limits each channel of the image to the number of colors specified as the level parameter
 
-
    * BLUR - executes a Guassian blur with the level parameter specifying the extent of the blurring. If no level parameter is
 
-
    * used, the blur is equivalent to Guassian blur of radius 1.
 
-
    * OPAQUE - sets the alpha channel to entirely opaque.
 
-
    * ERODE - reduces the light areas with the amount defined by the level parameter.
 
-
    * DILATE - increases the light areas with the amount defined by the level parameter.
 
-
    *
 
-
    * @param {MODE} MODE          Either THRESHOLD, GRAY, INVERT, POSTERIZE, BLUR, OPAQUE, ERODE, or DILATE
 
-
    * @param {int|float} level    defines the quality of the filter
 
-
    *
 
-
    * @see blend
 
-
    */
 
-
    p.filter = function(kind, param, aImg){
 
-
      var img, col, lum, i;
 
-
 
-
      if (arguments.length === 3) {
 
-
        aImg.loadPixels();
 
-
        img = aImg;
 
-
      } else {
 
-
        p.loadPixels();
 
-
        img = p;
 
-
      }
 
-
 
-
      if (param === undef) {
 
-
        param = null;
 
-
      }
 
-
      if (img.isRemote) { // Remote images cannot access imageData
 
-
        throw "Image is loaded remotely. Cannot filter image.";
 
-
      }
 
-
      // begin filter process
 
-
      var imglen = img.pixels.getLength();
 
-
      switch (kind) {
 
-
        case PConstants.BLUR:
 
-
          var radius = param || 1; // if no param specified, use 1 (default for p5)
 
-
          blurARGB(radius, img);
 
-
          break;
 
-
 
-
        case PConstants.GRAY:
 
-
          if (img.format === PConstants.ALPHA) { //trouble
 
-
            // for an alpha image, convert it to an opaque grayscale
 
-
            for (i = 0; i < imglen; i++) {
 
-
              col = 255 - img.pixels.getPixel(i);
 
-
              img.pixels.setPixel(i,(0xff000000 | (col << 16) | (col << 8) | col));
 
-
            }
 
-
            img.format = PConstants.RGB; //trouble
 
-
          } else {
 
-
            for (i = 0; i < imglen; i++) {
 
-
              col = img.pixels.getPixel(i);
 
-
              lum = (77*(col>>16&0xff) + 151*(col>>8&0xff) + 28*(col&0xff))>>8;
 
-
              img.pixels.setPixel(i,((col & PConstants.ALPHA_MASK) | lum<<16 | lum<<8 | lum));
 
-
            }
 
-
          }
 
-
          break;
 
-
 
-
        case PConstants.INVERT:
 
-
          for (i = 0; i < imglen; i++) {
 
-
            img.pixels.setPixel(i, (img.pixels.getPixel(i) ^ 0xffffff));
 
-
          }
 
-
          break;
 
-
 
-
        case PConstants.POSTERIZE:
 
-
          if (param === null) {
 
-
            throw "Use filter(POSTERIZE, int levels) instead of filter(POSTERIZE)";
 
-
          }
 
-
          var levels = p.floor(param);
 
-
          if ((levels < 2) || (levels > 255)) {
 
-
            throw "Levels must be between 2 and 255 for filter(POSTERIZE, levels)";
 
-
          }
 
-
          var levels1 = levels - 1;
 
-
          for (i = 0; i < imglen; i++) {
 
-
            var rlevel = (img.pixels.getPixel(i) >> 16) & 0xff;
 
-
            var glevel = (img.pixels.getPixel(i) >> 8) & 0xff;
 
-
            var blevel = img.pixels.getPixel(i) & 0xff;
 
-
            rlevel = (((rlevel * levels) >> 8) * 255) / levels1;
 
-
            glevel = (((glevel * levels) >> 8) * 255) / levels1;
 
-
            blevel = (((blevel * levels) >> 8) * 255) / levels1;
 
-
            img.pixels.setPixel(i, ((0xff000000 & img.pixels.getPixel(i)) | (rlevel << 16) | (glevel << 8) | blevel));
 
-
          }
 
-
          break;
 
-
 
-
        case PConstants.OPAQUE:
 
-
          for (i = 0; i < imglen; i++) {
 
-
            img.pixels.setPixel(i, (img.pixels.getPixel(i) | 0xff000000));
 
-
          }
 
-
          img.format = PConstants.RGB; //trouble
 
-
          break;
 
-
 
-
        case PConstants.THRESHOLD:
 
-
          if (param === null) {
 
-
            param = 0.5;
 
-
          }
 
-
          if ((param < 0) || (param > 1)) {
 
-
            throw "Level must be between 0 and 1 for filter(THRESHOLD, level)";
 
-
          }
 
-
          var thresh = p.floor(param * 255);
 
-
          for (i = 0; i < imglen; i++) {
 
-
            var max = p.max((img.pixels.getPixel(i) & PConstants.RED_MASK) >> 16, p.max((img.pixels.getPixel(i) & PConstants.GREEN_MASK) >> 8, (img.pixels.getPixel(i) & PConstants.BLUE_MASK)));
 
-
            img.pixels.setPixel(i, ((img.pixels.getPixel(i) & PConstants.ALPHA_MASK) | ((max < thresh) ? 0x000000 : 0xffffff)));
 
-
          }
 
-
          break;
 
-
 
-
        case PConstants.ERODE:
 
-
          dilate(true, img);
 
-
          break;
 
-
 
-
        case PConstants.DILATE:
 
-
          dilate(false, img);
 
-
          break;
 
-
      }
 
-
      img.updatePixels();
 
-
    };
 
-
 
-
 
-
    // shared variables for blit_resize(), filter_new_scanline(), filter_bilinear(), filter()
 
-
    // change this in the future to not be exposed to p
 
-
    p.shared = {
 
-
      fracU: 0,
 
-
      ifU: 0,
 
-
      fracV: 0,
 
-
      ifV: 0,
 
-
      u1: 0,
 
-
      u2: 0,
 
-
      v1: 0,
 
-
      v2: 0,
 
-
      sX: 0,
 
-
      sY: 0,
 
-
      iw: 0,
 
-
      iw1: 0,
 
-
      ih1: 0,
 
-
      ul: 0,
 
-
      ll: 0,
 
-
      ur: 0,
 
-
      lr: 0,
 
-
      cUL: 0,
 
-
      cLL: 0,
 
-
      cUR: 0,
 
-
      cLR: 0,
 
-
      srcXOffset: 0,
 
-
      srcYOffset: 0,
 
-
      r: 0,
 
-
      g: 0,
 
-
      b: 0,
 
-
      a: 0,
 
-
      srcBuffer: null,
 
-
      blurRadius: 0,
 
-
      blurKernelSize: 0,
 
-
      blurKernel: null
 
-
    };
 
-
 
-
    p.intersect = function(sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2) {
 
-
      var sw = sx2 - sx1 + 1;
 
-
      var sh = sy2 - sy1 + 1;
 
-
      var dw = dx2 - dx1 + 1;
 
-
      var dh = dy2 - dy1 + 1;
 
-
      if (dx1 < sx1) {
 
-
        dw += dx1 - sx1;
 
-
        if (dw > sw) {
 
-
          dw = sw;
 
-
        }
 
-
      } else {
 
-
        var w = sw + sx1 - dx1;
 
-
        if (dw > w) {
 
-
          dw = w;
 
-
        }
 
-
      }
 
-
      if (dy1 < sy1) {
 
-
        dh += dy1 - sy1;
 
-
        if (dh > sh) {
 
-
          dh = sh;
 
-
        }
 
-
      } else {
 
-
        var h = sh + sy1 - dy1;
 
-
        if (dh > h) {
 
-
          dh = h;
 
-
        }
 
-
      }
 
-
      return ! (dw <= 0 || dh <= 0);
 
-
    };
 
-
 
-
    var blendFuncs = {};
 
-
    blendFuncs[PConstants.BLEND] = p.modes.blend;
 
-
    blendFuncs[PConstants.ADD] = p.modes.add;
 
-
    blendFuncs[PConstants.SUBTRACT] = p.modes.subtract;
 
-
    blendFuncs[PConstants.LIGHTEST] = p.modes.lightest;
 
-
    blendFuncs[PConstants.DARKEST] = p.modes.darkest;
 
-
    blendFuncs[PConstants.REPLACE] = p.modes.replace;
 
-
    blendFuncs[PConstants.DIFFERENCE] = p.modes.difference;
 
-
    blendFuncs[PConstants.EXCLUSION] = p.modes.exclusion;
 
-
    blendFuncs[PConstants.MULTIPLY] = p.modes.multiply;
 
-
    blendFuncs[PConstants.SCREEN] = p.modes.screen;
 
-
    blendFuncs[PConstants.OVERLAY] = p.modes.overlay;
 
-
    blendFuncs[PConstants.HARD_LIGHT] = p.modes.hard_light;
 
-
    blendFuncs[PConstants.SOFT_LIGHT] = p.modes.soft_light;
 
-
    blendFuncs[PConstants.DODGE] = p.modes.dodge;
 
-
    blendFuncs[PConstants.BURN] = p.modes.burn;
 
-
 
-
    p.blit_resize = function(img, srcX1, srcY1, srcX2, srcY2, destPixels,
 
-
                            screenW, screenH, destX1, destY1, destX2, destY2, mode) {
 
-
      var x, y;
 
-
      if (srcX1 < 0) {
 
-
        srcX1 = 0;
 
-
      }
 
-
      if (srcY1 < 0) {
 
-
        srcY1 = 0;
 
-
      }
 
-
      if (srcX2 >= img.width) {
 
-
        srcX2 = img.width - 1;
 
-
      }
 
-
      if (srcY2 >= img.height) {
 
-
        srcY2 = img.height - 1;
 
-
      }
 
-
      var srcW = srcX2 - srcX1;
 
-
      var srcH = srcY2 - srcY1;
 
-
      var destW = destX2 - destX1;
 
-
      var destH = destY2 - destY1;
 
-
 
-
      if (destW <= 0 || destH <= 0 || srcW <= 0 || srcH <= 0 || destX1 >= screenW ||
 
-
          destY1 >= screenH || srcX1 >= img.width || srcY1 >= img.height) {
 
-
        return;
 
-
      }
 
-
 
-
      var dx = Math.floor(srcW / destW * PConstants.PRECISIONF);
 
-
      var dy = Math.floor(srcH / destH * PConstants.PRECISIONF);
 
-
 
-
      var pshared = p.shared;
 
-
 
-
      pshared.srcXOffset = Math.floor(destX1 < 0 ? -destX1 * dx : srcX1 * PConstants.PRECISIONF);
 
-
      pshared.srcYOffset = Math.floor(destY1 < 0 ? -destY1 * dy : srcY1 * PConstants.PRECISIONF);
 
-
      if (destX1 < 0) {
 
-
        destW += destX1;
 
-
        destX1 = 0;
 
-
      }
 
-
      if (destY1 < 0) {
 
-
        destH += destY1;
 
-
        destY1 = 0;
 
-
      }
 
-
      destW = Math.min(destW, screenW - destX1);
 
-
      destH = Math.min(destH, screenH - destY1);
 
-
 
-
      var destOffset = destY1 * screenW + destX1;
 
-
      var destColor;
 
-
 
-
      pshared.srcBuffer = img.imageData.data;
 
-
      pshared.iw = img.width;
 
-
      pshared.iw1 = img.width - 1;
 
-
      pshared.ih1 = img.height - 1;
 
-
 
-
      // cache for speed
 
-
      var filterBilinear = p.filter_bilinear,
 
-
        filterNewScanline = p.filter_new_scanline,
 
-
        blendFunc = blendFuncs[mode],
 
-
        blendedColor,
 
-
        idx,
 
-
        cULoffset,
 
-
        cURoffset,
 
-
        cLLoffset,
 
-
        cLRoffset,
 
-
        ALPHA_MASK = PConstants.ALPHA_MASK,
 
-
        RED_MASK = PConstants.RED_MASK,
 
-
        GREEN_MASK = PConstants.GREEN_MASK,
 
-
        BLUE_MASK = PConstants.BLUE_MASK,
 
-
        PREC_MAXVAL = PConstants.PREC_MAXVAL,
 
-
        PRECISIONB = PConstants.PRECISIONB,
 
-
        PREC_RED_SHIFT = PConstants.PREC_RED_SHIFT,
 
-
        PREC_ALPHA_SHIFT = PConstants.PREC_ALPHA_SHIFT,
 
-
        srcBuffer = pshared.srcBuffer,
 
-
        min = Math.min;
 
-
 
-
      for (y = 0; y < destH; y++) {
 
-
 
-
        pshared.sX = pshared.srcXOffset;
 
-
        pshared.fracV = pshared.srcYOffset & PREC_MAXVAL;
 
-
        pshared.ifV = PREC_MAXVAL - pshared.fracV;
 
-
        pshared.v1 = (pshared.srcYOffset >> PRECISIONB) * pshared.iw;
 
-
        pshared.v2 = min((pshared.srcYOffset >> PRECISIONB) + 1, pshared.ih1) * pshared.iw;
 
-
 
-
        for (x = 0; x < destW; x++) {
 
-
          idx = (destOffset + x) * 4;
 
-
 
-
          destColor = (destPixels[idx + 3] << 24) &
 
-
                      ALPHA_MASK | (destPixels[idx] << 16) &
 
-
                      RED_MASK  | (destPixels[idx + 1] << 8) &
 
-
                      GREEN_MASK |  destPixels[idx + 2] & BLUE_MASK;
 
-
 
-
          pshared.fracU = pshared.sX & PREC_MAXVAL;
 
-
          pshared.ifU = PREC_MAXVAL - pshared.fracU;
 
-
          pshared.ul = (pshared.ifU * pshared.ifV) >> PRECISIONB;
 
-
          pshared.ll = (pshared.ifU * pshared.fracV) >> PRECISIONB;
 
-
          pshared.ur = (pshared.fracU * pshared.ifV) >> PRECISIONB;
 
-
          pshared.lr = (pshared.fracU * pshared.fracV) >> PRECISIONB;
 
-
          pshared.u1 = (pshared.sX >> PRECISIONB);
 
-
          pshared.u2 = min(pshared.u1 + 1, pshared.iw1);
 
-
 
-
          cULoffset = (pshared.v1 + pshared.u1) * 4;
 
-
          cURoffset = (pshared.v1 + pshared.u2) * 4;
 
-
          cLLoffset = (pshared.v2 + pshared.u1) * 4;
 
-
          cLRoffset = (pshared.v2 + pshared.u2) * 4;
 
-
 
-
          pshared.cUL = (srcBuffer[cULoffset + 3] << 24) &
 
-
                        ALPHA_MASK | (srcBuffer[cULoffset] << 16) &
 
-
                        RED_MASK  | (srcBuffer[cULoffset + 1] << 8) &
 
-
                        GREEN_MASK |  srcBuffer[cULoffset + 2] & BLUE_MASK;
 
-
 
-
          pshared.cUR = (srcBuffer[cURoffset + 3] << 24) &
 
-
                        ALPHA_MASK | (srcBuffer[cURoffset] << 16) &
 
-
                        RED_MASK  | (srcBuffer[cURoffset + 1] << 8) &
 
-
                        GREEN_MASK |  srcBuffer[cURoffset + 2] & BLUE_MASK;
 
-
 
-
          pshared.cLL = (srcBuffer[cLLoffset + 3] << 24) &
 
-
                        ALPHA_MASK | (srcBuffer[cLLoffset] << 16) &
 
-
                        RED_MASK  | (srcBuffer[cLLoffset + 1] << 8) &
 
-
                        GREEN_MASK |  srcBuffer[cLLoffset + 2] & BLUE_MASK;
 
-
 
-
          pshared.cLR = (srcBuffer[cLRoffset + 3] << 24) &
 
-
                        ALPHA_MASK | (srcBuffer[cLRoffset] << 16) &
 
-
                        RED_MASK  | (srcBuffer[cLRoffset + 1] << 8) &
 
-
                        GREEN_MASK |  srcBuffer[cLRoffset + 2] & BLUE_MASK;
 
-
 
-
          pshared.r = ((pshared.ul * ((pshared.cUL & RED_MASK) >> 16) +
 
-
                      pshared.ll * ((pshared.cLL & RED_MASK) >> 16) +
 
-
                      pshared.ur * ((pshared.cUR & RED_MASK) >> 16) +
 
-
                      pshared.lr * ((pshared.cLR & RED_MASK) >> 16)) << PREC_RED_SHIFT) & RED_MASK;
 
-
          pshared.g = ((pshared.ul * (pshared.cUL & GREEN_MASK) +
 
-
                      pshared.ll * (pshared.cLL & GREEN_MASK) +
 
-
                      pshared.ur * (pshared.cUR & GREEN_MASK) +
 
-
                      pshared.lr * (pshared.cLR & GREEN_MASK)) >>> PRECISIONB) & GREEN_MASK;
 
-
          pshared.b = (pshared.ul * (pshared.cUL & BLUE_MASK) +
 
-
                      pshared.ll * (pshared.cLL & BLUE_MASK) +
 
-
                      pshared.ur * (pshared.cUR & BLUE_MASK) +
 
-
                      pshared.lr * (pshared.cLR & BLUE_MASK)) >>> PRECISIONB;
 
-
          pshared.a = ((pshared.ul * ((pshared.cUL & ALPHA_MASK) >>> 24) +
 
-
                      pshared.ll * ((pshared.cLL & ALPHA_MASK) >>> 24) +
 
-
                      pshared.ur * ((pshared.cUR & ALPHA_MASK) >>> 24) +
 
-
                      pshared.lr * ((pshared.cLR & ALPHA_MASK) >>> 24)) << PREC_ALPHA_SHIFT) & ALPHA_MASK;
 
-
 
-
          blendedColor = blendFunc(destColor, (pshared.a | pshared.r | pshared.g | pshared.b));
 
-
 
-
          destPixels[idx]    = (blendedColor & RED_MASK) >>> 16;
 
-
          destPixels[idx + 1] = (blendedColor & GREEN_MASK) >>> 8;
 
-
          destPixels[idx + 2] = (blendedColor & BLUE_MASK);
 
-
          destPixels[idx + 3] = (blendedColor & ALPHA_MASK) >>> 24;
 
-
 
-
          pshared.sX += dx;
 
-
        }
 
-
        destOffset += screenW;
 
-
        pshared.srcYOffset += dy;
 
-
      }
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // Font handling
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
 
-
    /**
 
-
    * loadFont() Loads a font into a variable of type PFont.
 
-
    *
 
-
    * @param {String} name filename of the font to load
 
-
    * @param {int|float} size option font size (used internally)
 
-
    *
 
-
    * @returns {PFont} new PFont object
 
-
    *
 
-
    * @see #PFont
 
-
    * @see #textFont
 
-
    * @see #text
 
-
    * @see #createFont
 
-
    */
 
-
    p.loadFont = function(name, size) {
 
-
      if (name === undef) {
 
-
        throw("font name required in loadFont.");
 
-
      }
 
-
      if (name.indexOf(".svg") === -1) {
 
-
        if (size === undef) {
 
-
          size = curTextFont.size;
 
-
        }
 
-
        return PFont.get(name, size);
 
-
      }
 
-
      // If the font is a glyph, calculate by SVG table
 
-
      var font = p.loadGlyphs(name);
 
-
 
-
      return {
 
-
        name: name,
 
-
        css: '12px sans-serif',
 
-
        glyph: true,
 
-
        units_per_em: font.units_per_em,
 
-
        horiz_adv_x: 1 / font.units_per_em * font.horiz_adv_x,
 
-
        ascent: font.ascent,
 
-
        descent: font.descent,
 
-
        width: function(str) {
 
-
          var width = 0;
 
-
          var len = str.length;
 
-
          for (var i = 0; i < len; i++) {
 
-
            try {
 
-
              width += parseFloat(p.glyphLook(p.glyphTable[name], str[i]).horiz_adv_x);
 
-
            }
 
-
            catch(e) {
 
-
              Processing.debug(e);
 
-
            }
 
-
          }
 
-
          return width / p.glyphTable[name].units_per_em;
 
-
        }
 
-
      };
 
-
    };
 
-
 
-
    /**
 
-
    * createFont() Loads a font into a variable of type PFont.
 
-
    * Smooth and charset are ignored in Processing.js.
 
-
    *
 
-
    * @param {String}    name    filename of the font to load
 
-
    * @param {int|float} size    font size in pixels
 
-
    * @param {boolean}  smooth  not used in Processing.js
 
-
    * @param {char[]}    charset not used in Processing.js
 
-
    *
 
-
    * @returns {PFont} new PFont object
 
-
    *
 
-
    * @see #PFont
 
-
    * @see #textFont
 
-
    * @see #text
 
-
    * @see #loadFont
 
-
    */
 
-
    p.createFont = function(name, size) {
 
-
      // because Processing.js only deals with real fonts,
 
-
      // createFont is simply a wrapper for loadFont/2
 
-
      return p.loadFont(name, size);
 
-
    };
 
-
 
-
    /**
 
-
    * textFont() Sets the current font.
 
-
    *
 
-
    * @param {PFont}    pfont the PFont to load as current text font
 
-
    * @param {int|float} size optional font size in pixels
 
-
    *
 
-
    * @see #createFont
 
-
    * @see #loadFont
 
-
    * @see #PFont
 
-
    * @see #text
 
-
    */
 
-
    p.textFont = function(pfont, size) {
 
-
      if (size !== undef) {
 
-
        // If we're using an SVG glyph font, don't load from cache
 
-
        if (!pfont.glyph) {
 
-
          pfont = PFont.get(pfont.name, size);
 
-
        }
 
-
        curTextSize = size;
 
-
      }
 
-
      curTextFont = pfont;
 
-
      curFontName = curTextFont.name;
 
-
      curTextAscent = curTextFont.ascent;
 
-
      curTextDescent = curTextFont.descent;
 
-
      curTextLeading = curTextFont.leading;
 
-
      var curContext = drawing.$ensureContext();
 
-
      curContext.font = curTextFont.css;
 
-
    };
 
-
 
-
    /**
 
-
    * textSize() Sets the current font size in pixels.
 
-
    *
 
-
    * @param {int|float} size font size in pixels
 
-
    *
 
-
    * @see #textFont
 
-
    * @see #loadFont
 
-
    * @see #PFont
 
-
    * @see #text
 
-
    */
 
-
    p.textSize = function(size) {
 
-
      curTextFont = PFont.get(curFontName, size);
 
-
      curTextSize = size;
 
-
      // recache metrics
 
-
      curTextAscent = curTextFont.ascent;
 
-
      curTextDescent = curTextFont.descent;
 
-
      curTextLeading = curTextFont.leading;
 
-
      var curContext = drawing.$ensureContext();
 
-
      curContext.font = curTextFont.css;
 
-
    };
 
-
 
-
    /**
 
-
    * textAscent() returns the maximum height a character extends above the baseline of the
 
-
    * current font at its current size, in pixels.
 
-
    *
 
-
    * @returns {float} height of the current font above the baseline, at its current size, in pixels
 
-
    *
 
-
    * @see #textDescent
 
-
    */
 
-
    p.textAscent = function() {
 
-
      return curTextAscent;
 
-
    };
 
-
 
-
    /**
 
-
    * textDescent() returns the maximum depth a character will protrude below the baseline of
 
-
    * the current font at its current size, in pixels.
 
-
    *
 
-
    * @returns {float} depth of the current font below the baseline, at its current size, in pixels
 
-
    *
 
-
    * @see #textAscent
 
-
    */
 
-
    p.textDescent = function() {
 
-
      return curTextDescent;
 
-
    };
 
-
 
-
    /**
 
-
    * textLeading() Sets the current font's leading, which is the distance
 
-
    * from baseline to baseline over consecutive lines, with additional vertical
 
-
    * spacing taking into account. Usually this value is 1.2 or 1.25 times the
 
-
    * textsize, but this value can be changed to effect vertically compressed
 
-
    * or stretched text.
 
-
    *
 
-
    * @param {int|float} the desired baseline-to-baseline size in pixels
 
-
    */
 
-
    p.textLeading = function(leading) {
 
-
      curTextLeading = leading;
 
-
    };
 
-
 
-
    /**
 
-
    * textAlign() Sets the current alignment for drawing text.
 
-
    *
 
-
    * @param {int} ALIGN  Horizontal alignment, either LEFT, CENTER, or RIGHT
 
-
    * @param {int} YALIGN optional vertical alignment, either TOP, BOTTOM, CENTER, or BASELINE
 
-
    *
 
-
    * @see #loadFont
 
-
    * @see #PFont
 
-
    * @see #text
 
-
    */
 
-
    p.textAlign = function(xalign, yalign) {
 
-
      horizontalTextAlignment = xalign;
 
-
      verticalTextAlignment = yalign || PConstants.BASELINE;
 
-
    };
 
-
 
-
    /**
 
-
    * toP5String converts things with arbitrary data type into
 
-
    * string values, for text rendering.
 
-
    *
 
-
    * @param {any} any object that can be converted into a string
 
-
    *
 
-
    * @return {String} the string representation of the input
 
-
    */
 
-
    function toP5String(obj) {
 
-
      if(obj instanceof String) {
 
-
        return obj;
 
-
      }
 
-
      if(typeof obj === 'number') {
 
-
        // check if an int
 
-
        if(obj === (0 | obj)) {
 
-
          return obj.toString();
 
-
        }
 
-
        return p.nf(obj, 0, 3);
 
-
      }
 
-
      if(obj === null || obj === undef) {
 
-
        return "";
 
-
      }
 
-
      return obj.toString();
 
-
    }
 
-
 
-
    /**
 
-
    * textWidth() Calculates and returns the width of any character or text string in pixels.
 
-
    *
 
-
    * @param {char|String} str char or String to be measured
 
-
    *
 
-
    * @return {float} width of char or String in pixels
 
-
    *
 
-
    * @see #loadFont
 
-
    * @see #PFont
 
-
    * @see #text
 
-
    * @see #textFont
 
-
    */
 
-
    Drawing2D.prototype.textWidth = function(str) {
 
-
      var lines = toP5String(str).split(/\r?\n/g), width = 0;
 
-
      var i, linesCount = lines.length;
 
-
 
-
      curContext.font = curTextFont.css;
 
-
      for (i = 0; i < linesCount; ++i) {
 
-
        width = Math.max(width, curTextFont.measureTextWidth(lines[i]));
 
-
      }
 
-
      return width | 0;
 
-
    };
 
-
 
-
    Drawing3D.prototype.textWidth = function(str) {
 
-
      var lines = toP5String(str).split(/\r?\n/g), width = 0;
 
-
      var i, linesCount = lines.length;
 
-
      if (textcanvas === undef) {
 
-
        textcanvas = document.createElement("canvas");
 
-
      }
 
-
 
-
      var textContext = textcanvas.getContext("2d");
 
-
      textContext.font = curTextFont.css;
 
-
 
-
      for (i = 0; i < linesCount; ++i) {
 
-
        width = Math.max(width, textContext.measureText(lines[i]).width);
 
-
      }
 
-
      return width | 0;
 
-
    };
 
-
 
-
    // A lookup table for characters that can not be referenced by Object
 
-
    p.glyphLook = function(font, chr) {
 
-
      try {
 
-
        switch (chr) {
 
-
        case "1":
 
-
          return font.one;
 
-
        case "2":
 
-
          return font.two;
 
-
        case "3":
 
-
          return font.three;
 
-
        case "4":
 
-
          return font.four;
 
-
        case "5":
 
-
          return font.five;
 
-
        case "6":
 
-
          return font.six;
 
-
        case "7":
 
-
          return font.seven;
 
-
        case "8":
 
-
          return font.eight;
 
-
        case "9":
 
-
          return font.nine;
 
-
        case "0":
 
-
          return font.zero;
 
-
        case " ":
 
-
          return font.space;
 
-
        case "$":
 
-
          return font.dollar;
 
-
        case "!":
 
-
          return font.exclam;
 
-
        case '"':
 
-
          return font.quotedbl;
 
-
        case "#":
 
-
          return font.numbersign;
 
-
        case "%":
 
-
          return font.percent;
 
-
        case "&":
 
-
          return font.ampersand;
 
-
        case "'":
 
-
          return font.quotesingle;
 
-
        case "(":
 
-
          return font.parenleft;
 
-
        case ")":
 
-
          return font.parenright;
 
-
        case "*":
 
-
          return font.asterisk;
 
-
        case "+":
 
-
          return font.plus;
 
-
        case ",":
 
-
          return font.comma;
 
-
        case "-":
 
-
          return font.hyphen;
 
-
        case ".":
 
-
          return font.period;
 
-
        case "/":
 
-
          return font.slash;
 
-
        case "_":
 
-
          return font.underscore;
 
-
        case ":":
 
-
          return font.colon;
 
-
        case ";":
 
-
          return font.semicolon;
 
-
        case "<":
 
-
          return font.less;
 
-
        case "=":
 
-
          return font.equal;
 
-
        case ">":
 
-
          return font.greater;
 
-
        case "?":
 
-
          return font.question;
 
-
        case "@":
 
-
          return font.at;
 
-
        case "[":
 
-
          return font.bracketleft;
 
-
        case "\\":
 
-
          return font.backslash;
 
-
        case "]":
 
-
          return font.bracketright;
 
-
        case "^":
 
-
          return font.asciicircum;
 
-
        case "`":
 
-
          return font.grave;
 
-
        case "{":
 
-
          return font.braceleft;
 
-
        case "|":
 
-
          return font.bar;
 
-
        case "}":
 
-
          return font.braceright;
 
-
        case "~":
 
-
          return font.asciitilde;
 
-
          // If the character is not 'special', access it by object reference
 
-
        default:
 
-
          return font[chr];
 
-
        }
 
-
      } catch(e) {
 
-
        Processing.debug(e);
 
-
      }
 
-
    };
 
-
 
-
    // Print some text to the Canvas
 
-
    Drawing2D.prototype.text$line = function(str, x, y, z, align) {
 
-
      var textWidth = 0, xOffset = 0;
 
-
      // If the font is a standard Canvas font...
 
-
      if (!curTextFont.glyph) {
 
-
        if (str && ("fillText" in curContext)) {
 
-
          if (isFillDirty) {
 
-
            curContext.fillStyle = p.color.toString(currentFillColor);
 
-
            isFillDirty = false;
 
-
          }
 
-
 
-
          // horizontal offset/alignment
 
-
          if(align === PConstants.RIGHT || align === PConstants.CENTER) {
 
-
            textWidth = curTextFont.measureTextWidth(str);
 
-
 
-
            if(align === PConstants.RIGHT) {
 
-
              xOffset = -textWidth;
 
-
            } else { // if(align === PConstants.CENTER)
 
-
              xOffset = -textWidth/2;
 
-
            }
 
-
          }
 
-
 
-
          curContext.fillText(str, x+xOffset, y);
 
-
        }
 
-
      } else {
 
-
        // If the font is a Batik SVG font...
 
-
        var font = p.glyphTable[curFontName];
 
-
        saveContext();
 
-
        curContext.translate(x, y + curTextSize);
 
-
 
-
        // horizontal offset/alignment
 
-
        if(align === PConstants.RIGHT || align === PConstants.CENTER) {
 
-
          textWidth = font.width(str);
 
-
 
-
          if(align === PConstants.RIGHT) {
 
-
            xOffset = -textWidth;
 
-
          } else { // if(align === PConstants.CENTER)
 
-
            xOffset = -textWidth/2;
 
-
          }
 
-
        }
 
-
 
-
        var upem  = font.units_per_em,
 
-
          newScale = 1 / upem * curTextSize;
 
-
 
-
        curContext.scale(newScale, newScale);
 
-
 
-
        for (var i=0, len=str.length; i < len; i++) {
 
-
          // Test character against glyph table
 
-
          try {
 
-
            p.glyphLook(font, str[i]).draw();
 
-
          } catch(e) {
 
-
            Processing.debug(e);
 
-
          }
 
-
        }
 
-
        restoreContext();
 
-
      }
 
-
    };
 
-
 
-
    Drawing3D.prototype.text$line = function(str, x, y, z, align) {
 
-
      // handle case for 3d text
 
-
      if (textcanvas === undef) {
 
-
        textcanvas = document.createElement("canvas");
 
-
      }
 
-
      var oldContext = curContext;
 
-
      curContext = textcanvas.getContext("2d");
 
-
      curContext.font = curTextFont.css;
 
-
      var textWidth = curTextFont.measureTextWidth(str);
 
-
      textcanvas.width = textWidth;
 
-
      textcanvas.height = curTextSize;
 
-
      curContext = textcanvas.getContext("2d"); // refreshes curContext
 
-
      curContext.font = curTextFont.css;
 
-
      curContext.textBaseline="top";
 
-
 
-
      // paint on 2D canvas
 
-
      Drawing2D.prototype.text$line(str,0,0,0,PConstants.LEFT);
 
-
 
-
      // use it as a texture
 
-
      var aspect = textcanvas.width/textcanvas.height;
 
-
      curContext = oldContext;
 
-
 
-
      curContext.bindTexture(curContext.TEXTURE_2D, textTex);
 
-
      curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, textcanvas);
 
-
      curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
 
-
      curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR);
 
-
      curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_T, curContext.CLAMP_TO_EDGE);
 
-
      curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_S, curContext.CLAMP_TO_EDGE);
 
-
      // If we don't have a power of two texture, we can't mipmap it.
 
-
      // curContext.generateMipmap(curContext.TEXTURE_2D);
 
-
 
-
      // horizontal offset/alignment
 
-
      var xOffset = 0;
 
-
      if (align === PConstants.RIGHT) {
 
-
        xOffset = -textWidth;
 
-
      } else if(align === PConstants.CENTER) {
 
-
        xOffset = -textWidth/2;
 
-
      }
 
-
      var model = new PMatrix3D();
 
-
      var scalefactor = curTextSize * 0.5;
 
-
      model.translate(x+xOffset-scalefactor/2, y-scalefactor, z);
 
-
      model.scale(-aspect*scalefactor, -scalefactor, scalefactor);
 
-
      model.translate(-1, -1, -1);
 
-
      model.transpose();
 
-
 
-
      var view = new PMatrix3D();
 
-
      view.scale(1, -1, 1);
 
-
      view.apply(modelView.array());
 
-
      view.transpose();
 
-
 
-
      curContext.useProgram(programObject2D);
 
-
      vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, textBuffer);
 
-
      vertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord", 2, textureBuffer);
 
-
      uniformi("uSampler2d", programObject2D, "uSampler", [0]);
 
-
 
-
      uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", true);
 
-
 
-
      uniformMatrix("uModel2d", programObject2D, "uModel", false,  model.array());
 
-
      uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
 
-
      uniformf("uColor2d", programObject2D, "uColor", fillStyle);
 
-
      curContext.bindBuffer(curContext.ELEMENT_ARRAY_BUFFER, indexBuffer);
 
-
      curContext.drawElements(curContext.TRIANGLES, 6, curContext.UNSIGNED_SHORT, 0);
 
-
    };
 
-
 
-
 
-
    /**
 
-
    * unbounded text function (z is an optional argument)
 
-
    */
 
-
    function text$4(str, x, y, z) {
 
-
      var lines, linesCount;
 
-
      if(str.indexOf('\n') < 0) {
 
-
        lines = [str];
 
-
        linesCount = 1;
 
-
      } else {
 
-
        lines = str.split(/\r?\n/g);
 
-
        linesCount = lines.length;
 
-
      }
 
-
      // handle text line-by-line
 
-
 
-
      var yOffset = 0;
 
-
      if(verticalTextAlignment === PConstants.TOP) {
 
-
        yOffset = curTextAscent + curTextDescent;
 
-
      } else if(verticalTextAlignment === PConstants.CENTER) {
 
-
        yOffset = curTextAscent/2 - (linesCount-1)*curTextLeading/2;
 
-
      } else if(verticalTextAlignment === PConstants.BOTTOM) {
 
-
        yOffset = -(curTextDescent + (linesCount-1)*curTextLeading);
 
-
      }
 
-
 
-
      for(var i=0;i<linesCount;++i) {
 
-
        var line = lines[i];
 
-
        drawing.text$line(line, x, y + yOffset, z, horizontalTextAlignment);
 
-
        yOffset += curTextLeading;
 
-
      }
 
-
    }
 
-
 
-
 
-
    /**
 
-
    * box-bounded text function (z is an optional argument)
 
-
    */
 
-
    function text$6(str, x, y, width, height, z) {
 
-
      // 'fail' on 0-valued dimensions
 
-
      if (str.length === 0 || width === 0 || height === 0) {
 
-
        return;
 
-
      }
 
-
      // also 'fail' if the text height is larger than the bounding height
 
-
      if(curTextSize > height) {
 
-
        return;
 
-
      }
 
-
 
-
      var spaceMark = -1;
 
-
      var start = 0;
 
-
      var lineWidth = 0;
 
-
      var drawCommands = [];
 
-
 
-
      // run through text, character-by-character
 
-
      for (var charPos=0, len=str.length; charPos < len; charPos++)
 
-
      {
 
-
        var currentChar = str[charPos];
 
-
        var spaceChar = (currentChar === " ");
 
-
        var letterWidth = curTextFont.measureTextWidth(currentChar);
 
-
 
-
        // if we aren't looking at a newline, and the text still fits, keep processing
 
-
        if (currentChar !== "\n" && (lineWidth + letterWidth <= width)) {
 
-
          if (spaceChar) { spaceMark = charPos; }
 
-
          lineWidth += letterWidth;
 
-
        }
 
-
 
-
        // if we're looking at a newline, or the text no longer fits, push the section that fit into the drawcommand list
 
-
        else
 
-
        {
 
-
          if (spaceMark + 1 === start) {
 
-
            if(charPos>0) {
 
-
              // Whole line without spaces so far.
 
-
              spaceMark = charPos;
 
-
            } else {
 
-
              // 'fail', because the line can't even fit the first character
 
-
              return;
 
-
            }
 
-
          }
 
-
 
-
          if (currentChar === "\n") {
 
-
            drawCommands.push({text:str.substring(start, charPos), width: lineWidth});
 
-
            start = charPos + 1;
 
-
          } else {
 
-
            // current is not a newline, which means the line doesn't fit in box. push text.
 
-
            // In Processing 1.5.1, the space is also pushed, so we push up to spaceMark+1,
 
-
            // rather than up to spaceMark, as was the case for Processing 1.5 and earlier.
 
-
            drawCommands.push({text:str.substring(start, spaceMark+1), width: lineWidth});
 
-
            start = spaceMark + 1;
 
-
          }
 
-
 
-
          // newline + return
 
-
          lineWidth = 0;
 
-
          charPos = start - 1;
 
-
        }
 
-
      }
 
-
 
-
      // push the remaining text
 
-
      if (start < len) {
 
-
        drawCommands.push({text:str.substring(start), width: lineWidth});
 
-
      }
 
-
 
-
      // resolve horizontal alignment
 
-
      var xOffset = 1,
 
-
          yOffset = curTextAscent;
 
-
      if (horizontalTextAlignment === PConstants.CENTER) {
 
-
        xOffset = width/2;
 
-
      } else if (horizontalTextAlignment === PConstants.RIGHT) {
 
-
        xOffset = width;
 
-
      }
 
-
 
-
      // resolve vertical alignment
 
-
      var linesCount = drawCommands.length,
 
-
          visibleLines = Math.min(linesCount, Math.floor(height/curTextLeading));
 
-
      if(verticalTextAlignment === PConstants.TOP) {
 
-
        yOffset = curTextAscent + curTextDescent;
 
-
      } else if(verticalTextAlignment === PConstants.CENTER) {
 
-
        yOffset = (height/2) - curTextLeading * (visibleLines/2 - 1);
 
-
      } else if(verticalTextAlignment === PConstants.BOTTOM) {
 
-
        yOffset = curTextDescent + curTextLeading;
 
-
      }
 
-
 
-
      var command,
 
-
          drawCommand,
 
-
          leading;
 
-
      for (command = 0; command < linesCount; command++) {
 
-
        leading = command * curTextLeading;
 
-
        // stop if not enough space for one more line draw
 
-
        if (yOffset + leading > height - curTextDescent) {
 
-
          break;
 
-
        }
 
-
        drawCommand = drawCommands[command];
 
-
        drawing.text$line(drawCommand.text, x + xOffset, y + yOffset + leading, z, horizontalTextAlignment);
 
-
      }
 
-
    }
 
-
 
-
    /**
 
-
    * text() Draws text to the screen.
 
-
    *
 
-
    * @param {String|char|int|float} data      the alphanumeric symbols to be displayed
 
-
    * @param {int|float}            x          x-coordinate of text
 
-
    * @param {int|float}            y          y-coordinate of text
 
-
    * @param {int|float}            z          optional z-coordinate of text
 
-
    * @param {String}                stringdata optional letters to be displayed
 
-
    * @param {int|float}            width      optional width of text box
 
-
    * @param {int|float}            height    optional height of text box
 
-
    *
 
-
    * @see #textAlign
 
-
    * @see #textMode
 
-
    * @see #loadFont
 
-
    * @see #PFont
 
-
    * @see #textFont
 
-
    */
 
-
    p.text = function() {
 
-
      if (textMode === PConstants.SHAPE) {
 
-
        // TODO: requires beginRaw function
 
-
        return;
 
-
      }
 
-
      if (arguments.length === 3) { // for text( str, x, y)
 
-
        text$4(toP5String(arguments[0]), arguments[1], arguments[2], 0);
 
-
      } else if (arguments.length === 4) { // for text( str, x, y, z)
 
-
        text$4(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3]);
 
-
      } else if (arguments.length === 5) { // for text( str, x, y , width, height)
 
-
        text$6(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3], arguments[4], 0);
 
-
      } else if (arguments.length === 6) { // for text( stringdata, x, y , width, height, z)
 
-
        text$6(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
 
-
      }
 
-
    };
 
-
 
-
    /**
 
-
    * Sets the way text draws to the screen. In the default configuration (the MODEL mode), it's possible to rotate,
 
-
    * scale, and place letters in two and three dimensional space. <br /><br /> Changing to SCREEN mode draws letters
 
-
    * directly to the front of the window and greatly increases rendering quality and speed when used with the P2D and
 
-
    * P3D renderers. textMode(SCREEN) with OPENGL and JAVA2D (the default) renderers will generally be slower, though
 
-
    * pixel accurate with P2D and P3D. With textMode(SCREEN), the letters draw at the actual size of the font (in pixels)
 
-
    * and therefore calls to <b>textSize()</b> will not affect the size of the letters. To create a font at the size you
 
-
    * desire, use the "Create font..." option in the Tools menu, or use the createFont() function. When using textMode(SCREEN),
 
-
    * any z-coordinate passed to a text() command will be ignored, because your computer screen is...flat!
 
-
    *
 
-
    * @param {int} MODE Either MODEL, SCREEN or SHAPE (not yet supported)
 
-
    *
 
-
    * @see loadFont
 
-
    * @see PFont
 
-
    * @see text
 
-
    * @see textFont
 
-
    * @see createFont
 
-
    */
 
-
    p.textMode = function(mode){
 
-
      textMode = mode;
 
-
    };
 
-
 
-
    // Load Batik SVG Fonts and parse to pre-def objects for quick rendering
 
-
    p.loadGlyphs = function(url) {
 
-
      var x, y, cx, cy, nx, ny, d, a, lastCom, lenC, horiz_adv_x, getXY = '[0-9\\-]+', path;
 
-
 
-
      // Return arrays of SVG commands and coords
 
-
      // get this to use p.matchAll() - will need to work around the lack of null return
 
-
      var regex = function(needle, hay) {
 
-
        var i = 0,
 
-
          results = [],
 
-
          latest, regexp = new RegExp(needle, "g");
 
-
        latest = results[i] = regexp.exec(hay);
 
-
        while (latest) {
 
-
          i++;
 
-
          latest = results[i] = regexp.exec(hay);
 
-
        }
 
-
        return results;
 
-
      };
 
-
 
-
      var buildPath = function(d) {
 
-
        var c = regex("[A-Za-z][0-9\\- ]+|Z", d);
 
-
        var beforePathDraw = function() {
 
-
          saveContext();
 
-
          return drawing.$ensureContext();
 
-
        };
 
-
        var afterPathDraw = function() {
 
-
          executeContextFill();
 
-
          executeContextStroke();
 
-
          restoreContext();
 
-
        };
 
-
 
-
        // Begin storing path object
 
-
        path = "return {draw:function(){var curContext=beforePathDraw();curContext.beginPath();";
 
-
 
-
        x = 0;
 
-
        y = 0;
 
-
        cx = 0;
 
-
        cy = 0;
 
-
        nx = 0;
 
-
        ny = 0;
 
-
        d = 0;
 
-
        a = 0;
 
-
        lastCom = "";
 
-
        lenC = c.length - 1;
 
-
 
-
        // Loop through SVG commands translating to canvas eqivs functions in path object
 
-
        for (var j = 0; j < lenC; j++) {
 
-
          var com = c[j][0], xy = regex(getXY, com);
 
-
 
-
          switch (com[0]) {
 
-
            case "M":
 
-
              //curContext.moveTo(x,-y);
 
-
              x = parseFloat(xy[0][0]);
 
-
              y = parseFloat(xy[1][0]);
 
-
              path += "curContext.moveTo(" + x + "," + (-y) + ");";
 
-
              break;
 
-
 
-
            case "L":
 
-
              //curContext.lineTo(x,-y);
 
-
              x = parseFloat(xy[0][0]);
 
-
              y = parseFloat(xy[1][0]);
 
-
              path += "curContext.lineTo(" + x + "," + (-y) + ");";
 
-
              break;
 
-
 
-
            case "H":
 
-
              //curContext.lineTo(x,-y)
 
-
              x = parseFloat(xy[0][0]);
 
-
              path += "curContext.lineTo(" + x + "," + (-y) + ");";
 
-
              break;
 
-
 
-
            case "V":
 
-
              //curContext.lineTo(x,-y);
 
-
              y = parseFloat(xy[0][0]);
 
-
              path += "curContext.lineTo(" + x + "," + (-y) + ");";
 
-
              break;
 
-
 
-
            case "T":
 
-
              //curContext.quadraticCurveTo(cx,-cy,nx,-ny);
 
-
              nx = parseFloat(xy[0][0]);
 
-
              ny = parseFloat(xy[1][0]);
 
-
 
-
              if (lastCom === "Q" || lastCom === "T") {
 
-
                d = Math.sqrt(Math.pow(x - cx, 2) + Math.pow(cy - y, 2));
 
-
                a = Math.PI + Math.atan2(cx - x, cy - y);
 
-
                cx = x + (Math.sin(a) * (d));
 
-
                cy = y + (Math.cos(a) * (d));
 
-
              } else {
 
-
                cx = x;
 
-
                cy = y;
 
-
              }
 
-
 
-
              path += "curContext.quadraticCurveTo(" + cx + "," + (-cy) + "," + nx + "," + (-ny) + ");";
 
-
              x = nx;
 
-
              y = ny;
 
-
              break;
 
-
 
-
            case "Q":
 
-
              //curContext.quadraticCurveTo(cx,-cy,nx,-ny);
 
-
              cx = parseFloat(xy[0][0]);
 
-
              cy = parseFloat(xy[1][0]);
 
-
              nx = parseFloat(xy[2][0]);
 
-
              ny = parseFloat(xy[3][0]);
 
-
              path += "curContext.quadraticCurveTo(" + cx + "," + (-cy) + "," + nx + "," + (-ny) + ");";
 
-
              x = nx;
 
-
              y = ny;
 
-
              break;
 
-
 
-
            case "Z":
 
-
              //curContext.closePath();
 
-
              path += "curContext.closePath();";
 
-
              break;
 
-
          }
 
-
          lastCom = com[0];
 
-
        }
 
-
 
-
        path += "afterPathDraw();";
 
-
        path += "curContext.translate(" + horiz_adv_x + ",0);";
 
-
        path += "}}";
 
-
 
-
        return ((new Function("beforePathDraw", "afterPathDraw", path))(beforePathDraw, afterPathDraw));
 
-
      };
 
-
 
-
      // Parse SVG font-file into block of Canvas commands
 
-
      var parseSVGFont = function(svg) {
 
-
        // Store font attributes
 
-
        var font = svg.getElementsByTagName("font");
 
-
        p.glyphTable[url].horiz_adv_x = font[0].getAttribute("horiz-adv-x");
 
-
 
-
        var font_face = svg.getElementsByTagName("font-face")[0];
 
-
        p.glyphTable[url].units_per_em = parseFloat(font_face.getAttribute("units-per-em"));
 
-
        p.glyphTable[url].ascent = parseFloat(font_face.getAttribute("ascent"));
 
-
        p.glyphTable[url].descent = parseFloat(font_face.getAttribute("descent"));
 
-
 
-
        var glyph = svg.getElementsByTagName("glyph"),
 
-
          len = glyph.length;
 
-
 
-
        // Loop through each glyph in the SVG
 
-
        for (var i = 0; i < len; i++) {
 
-
          // Store attributes for this glyph
 
-
          var unicode = glyph[i].getAttribute("unicode");
 
-
          var name = glyph[i].getAttribute("glyph-name");
 
-
          horiz_adv_x = glyph[i].getAttribute("horiz-adv-x");
 
-
          if (horiz_adv_x === null) {
 
-
            horiz_adv_x = p.glyphTable[url].horiz_adv_x;
 
-
          }
 
-
          d = glyph[i].getAttribute("d");
 
-
          // Split path commands in glpyh
 
-
          if (d !== undef) {
 
-
            path = buildPath(d);
 
-
            // Store glyph data to table object
 
-
            p.glyphTable[url][name] = {
 
-
              name: name,
 
-
              unicode: unicode,
 
-
              horiz_adv_x: horiz_adv_x,
 
-
              draw: path.draw
 
-
            };
 
-
          }
 
-
        } // finished adding glyphs to table
 
-
      };
 
-
 
-
      // Load and parse Batik SVG font as XML into a Processing Glyph object
 
-
      var loadXML = function() {
 
-
        var xmlDoc;
 
-
 
-
        try {
 
-
          xmlDoc = document.implementation.createDocument("", "", null);
 
-
        }
 
-
        catch(e_fx_op) {
 
-
          Processing.debug(e_fx_op.message);
 
-
          return;
 
-
        }
 
-
 
-
        try {
 
-
          xmlDoc.async = false;
 
-
          xmlDoc.load(url);
 
-
          parseSVGFont(xmlDoc.getElementsByTagName("svg")[0]);
 
-
        }
 
-
        catch(e_sf_ch) {
 
-
          // Google Chrome, Safari etc.
 
-
          Processing.debug(e_sf_ch);
 
-
          try {
 
-
            var xmlhttp = new window.XMLHttpRequest();
 
-
            xmlhttp.open("GET", url, false);
 
-
            xmlhttp.send(null);
 
-
            parseSVGFont(xmlhttp.responseXML.documentElement);
 
-
          }
 
-
          catch(e) {
 
-
            Processing.debug(e_sf_ch);
 
-
          }
 
-
        }
 
-
      };
 
-
 
-
      // Create a new object in glyphTable to store this font
 
-
      p.glyphTable[url] = {};
 
-
 
-
      // Begin loading the Batik SVG font...
 
-
      loadXML(url);
 
-
 
-
      // Return the loaded font for attribute grabbing
 
-
      return p.glyphTable[url];
 
-
    };
 
-
 
-
    /**
 
-
    * Gets the sketch parameter value. The parameter can be defined as the canvas attribute with
 
-
    * the "data-processing-" prefix or provided in the pjs directive (e.g. param-test="52").
 
-
    * The function tries the canvas attributes, then the pjs directive content.
 
-
    *
 
-
    * @param  {String}    name          The name of the param to read.
 
-
    *
 
-
    * @returns {String}    The parameter value, or null if parameter is not defined.
 
-
    */
 
-
    p.param = function(name) {
 
-
      // trying attribute that was specified in CANVAS
 
-
      var attributeName = "data-processing-" + name;
 
-
      if (curElement.hasAttribute(attributeName)) {
 
-
        return curElement.getAttribute(attributeName);
 
-
      }
 
-
      // trying child PARAM elements of the CANVAS
 
-
      for (var i = 0, len = curElement.childNodes.length; i < len; ++i) {
 
-
        var item = curElement.childNodes.item(i);
 
-
        if (item.nodeType !== 1 || item.tagName.toLowerCase() !== "param") {
 
-
          continue;
 
-
        }
 
-
        if (item.getAttribute("name") === name) {
 
-
          return item.getAttribute("value");
 
-
        }
 
-
      }
 
-
      // fallback to default params
 
-
      if (curSketch.params.hasOwnProperty(name)) {
 
-
        return curSketch.params[name];
 
-
      }
 
-
      return null;
 
-
    };
 
-
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    // 2D/3D methods wiring utils
 
-
    ////////////////////////////////////////////////////////////////////////////
 
-
    function wireDimensionalFunctions(mode) {
 
-
      // Drawing2D/Drawing3D
 
-
      if (mode === '3D') {
 
-
        drawing = new Drawing3D();
 
-
      } else if (mode === '2D') {
 
-
        drawing = new Drawing2D();
 
-
      } else {
 
-
        drawing = new DrawingPre();
 
-
      }
 
-
 
-
      // Wire up functions (Use DrawingPre properties names)
 
-
      for (var i in DrawingPre.prototype) {
 
-
        if (DrawingPre.prototype.hasOwnProperty(i) && i.indexOf("$") < 0) {
 
-
          p[i] = drawing[i];
 
-
        }
 
-
      }
 
-
 
-
      // Run initialization
 
-
      drawing.$init();
 
-
    }
 
-
 
-
    function createDrawingPreFunction(name) {
 
-
      return function() {
 
-
        wireDimensionalFunctions("2D");
 
-
        return drawing[name].apply(this, arguments);
 
-
      };
 
-
    }
 
-
    DrawingPre.prototype.translate = createDrawingPreFunction("translate");
 
-
    DrawingPre.prototype.transform = createDrawingPreFunction("transform");
 
-
    DrawingPre.prototype.scale = createDrawingPreFunction("scale");
 
-
    DrawingPre.prototype.pushMatrix = createDrawingPreFunction("pushMatrix");
 
-
    DrawingPre.prototype.popMatrix = createDrawingPreFunction("popMatrix");
 
-
    DrawingPre.prototype.resetMatrix = createDrawingPreFunction("resetMatrix");
 
-
    DrawingPre.prototype.applyMatrix = createDrawingPreFunction("applyMatrix");
 
-
    DrawingPre.prototype.rotate = createDrawingPreFunction("rotate");
 
-
    DrawingPre.prototype.rotateZ = createDrawingPreFunction("rotateZ");
 
-
    DrawingPre.prototype.shearX = createDrawingPreFunction("shearX");
 
-
    DrawingPre.prototype.shearY = createDrawingPreFunction("shearY");
 
-
    DrawingPre.prototype.redraw = createDrawingPreFunction("redraw");
 
-
    DrawingPre.prototype.toImageData = createDrawingPreFunction("toImageData");
 
-
    DrawingPre.prototype.ambientLight = createDrawingPreFunction("ambientLight");
 
-
    DrawingPre.prototype.directionalLight = createDrawingPreFunction("directionalLight");
 
-
    DrawingPre.prototype.lightFalloff = createDrawingPreFunction("lightFalloff");
 
-
    DrawingPre.prototype.lightSpecular = createDrawingPreFunction("lightSpecular");
 
-
    DrawingPre.prototype.pointLight = createDrawingPreFunction("pointLight");
 
-
    DrawingPre.prototype.noLights = createDrawingPreFunction("noLights");
 
-
    DrawingPre.prototype.spotLight = createDrawingPreFunction("spotLight");
 
-
    DrawingPre.prototype.beginCamera = createDrawingPreFunction("beginCamera");
 
-
    DrawingPre.prototype.endCamera = createDrawingPreFunction("endCamera");
 
-
    DrawingPre.prototype.frustum = createDrawingPreFunction("frustum");
 
-
    DrawingPre.prototype.box = createDrawingPreFunction("box");
 
-
    DrawingPre.prototype.sphere = createDrawingPreFunction("sphere");
 
-
    DrawingPre.prototype.ambient = createDrawingPreFunction("ambient");
 
-
    DrawingPre.prototype.emissive = createDrawingPreFunction("emissive");
 
-
    DrawingPre.prototype.shininess = createDrawingPreFunction("shininess");
 
-
    DrawingPre.prototype.specular = createDrawingPreFunction("specular");
 
-
    DrawingPre.prototype.fill = createDrawingPreFunction("fill");
 
-
    DrawingPre.prototype.stroke = createDrawingPreFunction("stroke");
 
-
    DrawingPre.prototype.strokeWeight = createDrawingPreFunction("strokeWeight");
 
-
    DrawingPre.prototype.smooth = createDrawingPreFunction("smooth");
 
-
    DrawingPre.prototype.noSmooth = createDrawingPreFunction("noSmooth");
 
-
    DrawingPre.prototype.point = createDrawingPreFunction("point");
 
-
    DrawingPre.prototype.vertex = createDrawingPreFunction("vertex");
 
-
    DrawingPre.prototype.endShape = createDrawingPreFunction("endShape");
 
-
    DrawingPre.prototype.bezierVertex = createDrawingPreFunction("bezierVertex");
 
-
    DrawingPre.prototype.curveVertex = createDrawingPreFunction("curveVertex");
 
-
    DrawingPre.prototype.curve = createDrawingPreFunction("curve");
 
-
    DrawingPre.prototype.line = createDrawingPreFunction("line");
 
-
    DrawingPre.prototype.bezier = createDrawingPreFunction("bezier");
 
-
    DrawingPre.prototype.rect = createDrawingPreFunction("rect");
 
-
    DrawingPre.prototype.ellipse = createDrawingPreFunction("ellipse");
 
-
    DrawingPre.prototype.background = createDrawingPreFunction("background");
 
-
    DrawingPre.prototype.image = createDrawingPreFunction("image");
 
-
    DrawingPre.prototype.textWidth = createDrawingPreFunction("textWidth");
 
-
    DrawingPre.prototype.text$line = createDrawingPreFunction("text$line");
 
-
    DrawingPre.prototype.$ensureContext = createDrawingPreFunction("$ensureContext");
 
-
    DrawingPre.prototype.$newPMatrix = createDrawingPreFunction("$newPMatrix");
 
-
 
-
    DrawingPre.prototype.size = function(aWidth, aHeight, aMode) {
 
-
      wireDimensionalFunctions(aMode === PConstants.WEBGL ? "3D" : "2D");
 
-
      p.size(aWidth, aHeight, aMode);
 
-
    };
 
-
 
-
    DrawingPre.prototype.$init = noop;
 
-
 
-
    Drawing2D.prototype.$init = function() {
 
-
      // Setup default 2d canvas context.
 
-
      // Moving this here removes the number of times we need to check the 3D variable
 
-
      p.size(p.width, p.height);
 
-
 
-
      curContext.lineCap = 'round';
 
-
 
-
      // Set default stroke and fill color
 
-
      p.noSmooth();
 
-
      p.disableContextMenu();
 
-
    };
 
-
    Drawing3D.prototype.$init = function() {
 
-
      // For ref/perf test compatibility until those are fixed
 
-
      p.use3DContext = true;
 
-
      p.disableContextMenu();
 
-
    };
 
-
 
-
    DrawingShared.prototype.$ensureContext = function() {
 
-
      return curContext;
 
-
    };
 
-
 
-
    //////////////////////////////////////////////////////////////////////////
 
-
    // Keyboard Events
 
-
    //////////////////////////////////////////////////////////////////////////
 
-
 
-
    // In order to catch key events in a canvas, it needs to be "specially focusable",
 
-
    // by assigning it a tabindex. If no tabindex is specified on-page, set this to 0.
 
-
    if (!curElement.getAttribute("tabindex")) {
 
-
      curElement.setAttribute("tabindex", 0);
 
-
    }
 
-
 
-
    function getKeyCode(e) {
 
-
      var code = e.which || e.keyCode;
 
-
      switch (code) {
 
-
        case 13: // ENTER
 
-
          return 10;
 
-
        case 91: // META L (Saf/Mac)
 
-
        case 93: // META R (Saf/Mac)
 
-
        case 224: // META (FF/Mac)
 
-
          return 157;
 
-
        case 57392: // CONTROL (Op/Mac)
 
-
          return 17;
 
-
        case 46: // DELETE
 
-
          return 127;
 
-
        case 45: // INSERT
 
-
          return 155;
 
-
      }
 
-
      return code;
 
-
    }
 
-
 
-
    function getKeyChar(e) {
 
-
      var c = e.which || e.keyCode;
 
-
      var anyShiftPressed = e.shiftKey || e.ctrlKey || e.altKey || e.metaKey;
 
-
      switch (c) {
 
-
        case 13:
 
-
          c = anyShiftPressed ? 13 : 10; // RETURN vs ENTER (Mac)
 
-
          break;
 
-
        case 8:
 
-
          c = anyShiftPressed ? 127 : 8; // DELETE vs BACKSPACE (Mac)
 
-
          break;
 
-
      }
 
-
      return new Char(c);
 
-
    }
 
-
 
-
    function suppressKeyEvent(e) {
 
-
      if (typeof e.preventDefault === "function") {
 
-
        e.preventDefault();
 
-
      } else if (typeof e.stopPropagation === "function") {
 
-
        e.stopPropagation();
 
-
      }
 
-
      return false;
 
-
    }
 
-
 
-
    function updateKeyPressed() {
 
-
      var ch;
 
-
      for (ch in pressedKeysMap) {
 
-
        if (pressedKeysMap.hasOwnProperty(ch)) {
 
-
          p.__keyPressed = true;
 
-
          return;
 
-
        }
 
-
      }
 
-
      p.__keyPressed = false;
 
-
    }
 
-
 
-
    function resetKeyPressed() {
 
-
      p.__keyPressed = false;
 
-
      pressedKeysMap = [];
 
-
      lastPressedKeyCode = null;
 
-
    }
 
-
 
-
    function simulateKeyTyped(code, c) {
 
-
      pressedKeysMap[code] = c;
 
-
      lastPressedKeyCode = null;
 
-
      p.key = c;
 
-
      p.keyCode = code;
 
-
      p.keyPressed();
 
-
      p.keyCode = 0;
 
-
      p.keyTyped();
 
-
      updateKeyPressed();
 
-
    }
 
-
 
-
    function handleKeydown(e) {
 
-
      var code = getKeyCode(e);
 
-
      if (code === PConstants.DELETE) {
 
-
        simulateKeyTyped(code, new Char(127));
 
-
        return;
 
-
      }
 
-
      if (codedKeys.indexOf(code) < 0) {
 
-
        lastPressedKeyCode = code;
 
-
        return;
 
-
      }
 
-
      var c = new Char(PConstants.CODED);
 
-
      p.key = c;
 
-
      p.keyCode = code;
 
-
      pressedKeysMap[code] = c;
 
-
      p.keyPressed();
 
-
      lastPressedKeyCode = null;
 
-
      updateKeyPressed();
 
-
      return suppressKeyEvent(e);
 
-
    }
 
-
 
-
    function handleKeypress(e) {
 
-
      if (lastPressedKeyCode === null) {
 
-
        return; // processed in handleKeydown
 
-
      }
 
-
      var code = lastPressedKeyCode, c = getKeyChar(e);
 
-
      simulateKeyTyped(code, c);
 
-
      return suppressKeyEvent(e);
 
-
    }
 
-
 
-
    function handleKeyup(e) {
 
-
      var code = getKeyCode(e), c = pressedKeysMap[code];
 
-
      if (c === undef) {
 
-
        return; // no keyPressed event was generated.
 
-
      }
 
-
      p.key = c;
 
-
      p.keyCode = code;
 
-
      p.keyReleased();
 
-
      delete pressedKeysMap[code];
 
-
      updateKeyPressed();
 
-
    }
 
-
 
-
    // Send aCode Processing syntax to be converted to JavaScript
 
-
    if (!pgraphicsMode) {
 
-
      if (aCode instanceof Processing.Sketch) {
 
-
        // Use sketch as is
 
-
        curSketch = aCode;
 
-
      } else if (typeof aCode === "function") {
 
-
        // Wrap function with default sketch parameters
 
-
        curSketch = new Processing.Sketch(aCode);
 
-
      } else if (!aCode) {
 
-
        // Empty sketch
 
-
        curSketch = new Processing.Sketch(function (){});
 
-
      } else {
 
-
  //#if PARSER
 
-
        // Compile the code
 
-
        curSketch = Processing.compile(aCode);
 
-
  //#else
 
-
  //      throw "PJS compile is not supported";
 
-
  //#endif
 
-
      }
 
-
 
-
      // Expose internal field for diagnostics and testing
 
-
      p.externals.sketch = curSketch;
 
-
 
-
      wireDimensionalFunctions();
 
-
 
-
      // the onfocus and onblur events are handled in two parts.
 
-
      // 1) the p.focused property is handled per sketch
 
-
      curElement.onfocus = function() {
 
-
        p.focused = true;
 
-
      };
 
-
 
-
      curElement.onblur = function() {
 
-
        p.focused = false;
 
-
        if (!curSketch.options.globalKeyEvents) {
 
-
          resetKeyPressed();
 
-
        }
 
-
      };
 
-
 
-
      // 2) looping status is handled per page, based on the pauseOnBlur @pjs directive
 
-
      if (curSketch.options.pauseOnBlur) {
 
-
        attachEventHandler(window, 'focus', function() {
 
-
          if (doLoop) {
 
-
            p.loop();
 
-
          }
 
-
        });
 
-
 
-
        attachEventHandler(window, 'blur', function() {
 
-
          if (doLoop && loopStarted) {
 
-
            p.noLoop();
 
-
            doLoop = true; // make sure to keep this true after the noLoop call
 
-
          }
 
-
          resetKeyPressed();
 
-
        });
 
-
      }
 
-
 
-
      // if keyboard events should be handled globally, the listeners should
 
-
      // be bound to the document window, rather than to the current canvas
 
-
      var keyTrigger = curSketch.options.globalKeyEvents ? window : curElement;
 
-
      attachEventHandler(keyTrigger, "keydown", handleKeydown);
 
-
      attachEventHandler(keyTrigger, "keypress", handleKeypress);
 
-
      attachEventHandler(keyTrigger, "keyup", handleKeyup);
 
-
 
-
      // Step through the libraries that were attached at doc load...
 
-
      for (var i in Processing.lib) {
 
-
        if (Processing.lib.hasOwnProperty(i)) {
 
-
          if(Processing.lib[i].hasOwnProperty("attach")) {
 
-
            // use attach function if present
 
-
            Processing.lib[i].attach(p);
 
-
          } else if(Processing.lib[i] instanceof Function)  {
 
-
            // Init the libraries in the context of this p_instance (legacy)
 
-
            Processing.lib[i].call(this);
 
-
          }
 
-
        }
 
-
      }
 
-
 
-
      // sketch execute test interval, used to reschedule
 
-
      // an execute when preloads have not yet finished.
 
-
      var retryInterval = 100;
 
-
 
-
      var executeSketch = function(processing) {
 
-
        // Don't start until all specified images and fonts in the cache are preloaded
 
-
        if (!(curSketch.imageCache.pending || PFont.preloading.pending(retryInterval))) {
 
-
          // the opera preload cache can only be cleared once we start
 
-
          if (window.opera) {
 
-
            var link,
 
-
                element,
 
-
                operaCache=curSketch.imageCache.operaCache;
 
-
            for (link in operaCache) {
 
-
              if(operaCache.hasOwnProperty(link)) {
 
-
                element = operaCache[link];
 
-
                if (element !== null) {
 
-
                  document.body.removeChild(element);
 
-
                }
 
-
                delete(operaCache[link]);
 
-
              }
 
-
            }
 
-
          }
 
-
 
-
          curSketch.attach(processing, defaultScope);
 
-
 
-
          // pass a reference to the p instance for this sketch.
 
-
          curSketch.onLoad(processing);
 
-
 
-
          // Run void setup()
 
-
          if (processing.setup) {
 
-
            processing.setup();
 
-
            // if any transforms were performed in setup reset to identity matrix
 
-
            // so draw loop is unpolluted
 
-
            processing.resetMatrix();
 
-
            curSketch.onSetup();
 
-
          }
 
-
 
-
          // some pixels can be cached, flushing
 
-
          resetContext();
 
-
 
-
          if (processing.draw) {
 
-
            if (!doLoop) {
 
-
              processing.redraw();
 
-
            } else {
 
-
              processing.loop();
 
-
            }
 
-
          }
 
-
        } else {
 
-
          window.setTimeout(function() { executeSketch(processing); }, retryInterval);
 
-
        }
 
-
      };
 
-
 
-
      // Only store an instance of non-createGraphics instances.
 
-
      addInstance(this);
 
-
 
-
      // The parser adds custom methods to the processing context
 
-
      // this renames p to processing so these methods will run
 
-
      executeSketch(p);
 
-
    } else {
 
-
      // No executable sketch was specified
 
-
      // or called via createGraphics
 
-
      curSketch = new Processing.Sketch();
 
-
 
-
      wireDimensionalFunctions();
 
-
 
-
      // Hack to make PGraphics work again after splitting size()
 
-
      p.size = function(w, h, render) {
 
-
        if (render && render === PConstants.WEBGL) {
 
-
          wireDimensionalFunctions('3D');
 
-
        } else {
 
-
          wireDimensionalFunctions('2D');
 
-
        }
 
-
 
-
        p.size(w, h, render);
 
-
      };
 
-
    }
 
-
  };
 
-
 
-
  // Place-holder for overridable debugging function
 
-
  Processing.debug = (function() {
 
-
    if ("console" in window) {
 
-
      return function(msg) {
 
-
        window.console.log('Processing.js: ' + msg);
 
-
      };
 
-
    }
 
-
    return noop;
 
-
  }());
 
-
 
-
  // bind prototype
 
-
  Processing.prototype = defaultScope;
 
-
 
-
  /**
 
-
  * instance store and lookup
 
-
  */
 
-
  Processing.instances = processingInstances;
 
-
  Processing.getInstanceById = function(name) {
 
-
    return processingInstances[processingInstanceIds[name]];
 
-
  };
 
-
 
-
  // Unsupported Processing File and I/O operations.
 
-
  (function(Processing) {
 
-
    var unsupportedP5 = ("open() createOutput() createInput() BufferedReader selectFolder() " +
 
-
                        "dataPath() createWriter() selectOutput() beginRecord() " +
 
-
                        "saveStream() endRecord() selectInput() saveBytes() createReader() " +
 
-
                        "beginRaw() endRaw() PrintWriter delay()").split(" "),
 
-
        count = unsupportedP5.length,
 
-
        prettyName,
 
-
        p5Name;
 
-
 
-
    function createUnsupportedFunc(n) {
 
-
      return function() {
 
-
        throw "Processing.js does not support " + n + ".";
 
-
      };
 
-
    }
 
-
 
-
    while (count--) {
 
-
      prettyName = unsupportedP5[count];
 
-
      p5Name = prettyName.replace("()", "");
 
-
      Processing[p5Name] = createUnsupportedFunc(prettyName);
 
-
    }
 
-
  }(defaultScope));
 
-
 
-
  // we're done. Return our object.
 
-
  return Processing;
 
-
};
 
-
 
-
},{}],27:[function(require,module,exports){
 
-
// Base source files
 
-
var source = {
 
-
  virtEquals: require("./Helpers/virtEquals"),
 
-
  virtHashCode: require("./Helpers/virtHashCode"),
 
-
  ObjectIterator: require("./Helpers/ObjectIterator"),
 
-
  PConstants: require("./Helpers/PConstants"),
 
-
  ArrayList: require("./Objects/ArrayList"),
 
-
  HashMap: require("./Objects/HashMap"),
 
-
  PVector: require("./Objects/PVector"),
 
-
  PFont: require("./Objects/PFont"),
 
-
  Char: require("./Objects/Char"),
 
-
  XMLAttribute: require("./Objects/XMLAttribute"),
 
-
  XMLElement: require("./Objects/XMLElement"),
 
-
  PMatrix2D: require("./Objects/PMatrix2D"),
 
-
  PMatrix3D: require("./Objects/PMatrix3D"),
 
-
  PShape: require("./Objects/PShape"),
 
-
  colors: require("./Objects/webcolors"),
 
-
  PShapeSVG:  require("./Objects/PShapeSVG"),
 
-
  CommonFunctions: require("./P5Functions/commonFunctions"),
 
-
  defaultScope: require("./Helpers/defaultScope"),
 
-
  Processing: require("./Processing"),
 
-
  setupParser: require("./Parser/Parser"),
 
-
  finalize: require("./Helpers/finalizeProcessing")
 
-
};
 
-
 
-
// Additional code that gets tacked onto "p" during
 
-
// instantiation of a Processing sketch.
 
-
source.extend = {
 
-
  withMath: require("./P5Functions/Math.js"),
 
-
  withProxyFunctions: require("./P5Functions/JavaProxyFunctions")(source.virtHashCode, source.virtEquals),
 
-
  withTouch: require("./P5Functions/touchmouse"),
 
-
  withCommonFunctions: source.CommonFunctions.withCommonFunctions
 
-
};
 
-
 
-
/**
 
-
* Processing.js building function
 
-
*/
 
-
module.exports = function buildProcessingJS(Browser, testHarness) {
 
-
  var noop = function(){},
 
-
      virtEquals = source.virtEquals,
 
-
      virtHashCode = source.virtHashCode,
 
-
      PConstants = source.PConstants,
 
-
      CommonFunctions = source.CommonFunctions,
 
-
      ObjectIterator = source.ObjectIterator,
 
-
      Char = source.Char,
 
-
      XMLAttribute = source.XMLAttribute(),
 
-
 
-
      ArrayList = source.ArrayList({
 
-
        virtHashCode: virtHashCode,
 
-
        virtEquals: virtEquals
 
-
      }),
 
-
 
-
      HashMap = source.HashMap({
 
-
        virtHashCode: virtHashCode,
 
-
        virtEquals: virtEquals
 
-
      }),
 
-
 
-
      PVector = source.PVector({
 
-
        PConstants: PConstants
 
-
      }),
 
-
 
-
      PFont = source.PFont({
 
-
        Browser: Browser,
 
-
        noop: noop
 
-
      }),
 
-
 
-
      XMLElement = source.XMLElement({
 
-
        Browser: Browser,
 
-
        XMLAttribute: XMLAttribute
 
-
      }),
 
-
 
-
      PMatrix2D = source.PMatrix2D({
 
-
        p:CommonFunctions
 
-
      }),
 
-
 
-
      PMatrix3D = source.PMatrix3D({
 
-
        p:CommonFunctions
 
-
      }),
 
-
 
-
      PShape = source.PShape({
 
-
        PConstants: PConstants,
 
-
        PMatrix2D: PMatrix2D,
 
-
        PMatrix3D: PMatrix3D
 
-
      }),
 
-
 
-
      PShapeSVG = source.PShapeSVG({
 
-
        CommonFunctions: CommonFunctions,
 
-
        PConstants: PConstants,
 
-
        PShape: PShape,
 
-
        XMLElement: XMLElement,
 
-
        colors: source.colors
 
-
      }),
 
-
 
-
      defaultScope = source.defaultScope({
 
-
        ArrayList: ArrayList,
 
-
        HashMap: HashMap,
 
-
        PVector: PVector,
 
-
        PFont: PFont,
 
-
        PShapeSVG: PShapeSVG,
 
-
        ObjectIterator: ObjectIterator,
 
-
        PConstants: PConstants,
 
-
        Char: Char,
 
-
        XMLElement: XMLElement,
 
-
        XML: XMLElement
 
-
      }),
 
-
 
-
      Processing = source.Processing({
 
-
        defaultScope: defaultScope,
 
-
        Browser: Browser,
 
-
        extend: source.extend,
 
-
        noop: noop
 
-
      });
 
-
 
-
  // set up the Processing syntax parser
 
-
  Processing = source.setupParser(Processing, {
 
-
    Browser: Browser,
 
-
    aFunctions: testHarness,
 
-
    defaultScope: defaultScope
 
-
  });
 
-
 
-
  // finalise the Processing object
 
-
  Processing = source.finalize(Processing, {
 
-
    version: require('../package.json').version,
 
-
    isDomPresent: false || Browser.isDomPresent,
 
-
    window: Browser.window,
 
-
    document: Browser.document,
 
-
    noop: noop
 
-
  });
 
-
 
-
  // done.
 
-
  return Processing;
 
-
};
 
-
 
-
},{"../package.json":2,"./Helpers/ObjectIterator":3,"./Helpers/PConstants":4,"./Helpers/defaultScope":5,"./Helpers/finalizeProcessing":6,"./Helpers/virtEquals":7,"./Helpers/virtHashCode":8,"./Objects/ArrayList":9,"./Objects/Char":10,"./Objects/HashMap":11,"./Objects/PFont":12,"./Objects/PMatrix2D":13,"./Objects/PMatrix3D":14,"./Objects/PShape":15,"./Objects/PShapeSVG":16,"./Objects/PVector":17,"./Objects/XMLAttribute":18,"./Objects/XMLElement":19,"./Objects/webcolors":20,"./P5Functions/JavaProxyFunctions":21,"./P5Functions/Math.js":22,"./P5Functions/commonFunctions":23,"./P5Functions/touchmouse":24,"./Parser/Parser":25,"./Processing":26}]},{},[1])
 
-
;
 

Latest revision as of 09:51, 16 July 2014