Webgl Math Library Comparisson

Benchmark created on


Description

A comparisson of several math / matrix / vector libraries to be used against webgl. The test is intended to help select the fastest library to use for webgl projects. Tests arent 100% accuret because of conversion between Float32Array and Array, but should give an estimate on the libraries performance.

Libraries Tested: Closure / goog.math, gl-matrix, N3D, NumericJS, Sylvester

Preparation HTML

<script src="https://closure-library.googlecode.com/svn/trunk/closure/goog/base.js"></script>
<script src="https://www.numericjs.com/lib/numeric-1.2.6.js"></script>
<script>
// === Sylvester ===
// Vector and Matrix mathematics modules for JavaScript
// Copyright (c) 2007 James Coglan
// 
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.

var Sylvester = {
  version: '0.1.3',
  precision: 1e-6
};

function Vector() {}
Vector.prototype = {

  // Returns element i of the vector
  e: function(i) {
    return (i < 1 || i > this.elements.length) ? null : this.elements[i-1];
  },

  // Returns the number of elements the vector has
  dimensions: function() {
    return this.elements.length;
  },

  // Returns the modulus ('length') of the vector
  modulus: function() {
    return Math.sqrt(this.dot(this));
  },

  // Returns true iff the vector is equal to the argument
  eql: function(vector) {
    var n = this.elements.length;
    var V = vector.elements || vector;
    if (n != V.length) { return false; }
    do {
      if (Math.abs(this.elements[n-1] - V[n-1]) > Sylvester.precision) { return false; }
    } while (--n);
    return true;
  },

  // Returns a copy of the vector
  dup: function() {
    return Vector.create(this.elements);
  },

  // Maps the vector to another vector according to the given function
  map: function(fn) {
    var elements = [];
    this.each(function(x, i) {
      elements.push(fn(x, i));
    });
    return Vector.create(elements);
  },
  
  // Calls the iterator for each element of the vector in turn
  each: function(fn) {
    var n = this.elements.length, k = n, i;
    do { i = k - n;
      fn(this.elements[i], i+1);
    } while (--n);
  },

  // Returns a new vector created by normalizing the receiver
  toUnitVector: function() {
    var r = this.modulus();
    if (r === 0) { return this.dup(); }
    return this.map(function(x) { return x/r; });
  },

  // Returns the angle between the vector and the argument (also a vector)
  angleFrom: function(vector) {
    var V = vector.elements || vector;
    var n = this.elements.length, k = n, i;
    if (n != V.length) { return null; }
    var dot = 0, mod1 = 0, mod2 = 0;
    // Work things out in parallel to save time
    this.each(function(x, i) {
      dot += x * V[i-1];
      mod1 += x * x;
      mod2 += V[i-1] * V[i-1];
    });
    mod1 = Math.sqrt(mod1); mod2 = Math.sqrt(mod2);
    if (mod1*mod2 === 0) { return null; }
    var theta = dot / (mod1*mod2);
    if (theta < -1) { theta = -1; }
    if (theta > 1) { theta = 1; }
    return Math.acos(theta);
  },

  // Returns true iff the vector is parallel to the argument
  isParallelTo: function(vector) {
    var angle = this.angleFrom(vector);
    return (angle === null) ? null : (angle <= Sylvester.precision);
  },

  // Returns true iff the vector is antiparallel to the argument
  isAntiparallelTo: function(vector) {
    var angle = this.angleFrom(vector);
    return (angle === null) ? null : (Math.abs(angle - Math.PI) <= Sylvester.precision);
  },

  // Returns true iff the vector is perpendicular to the argument
  isPerpendicularTo: function(vector) {
    var dot = this.dot(vector);
    return (dot === null) ? null : (Math.abs(dot) <= Sylvester.precision);
  },

  // Returns the result of adding the argument to the vector
  add: function(vector) {
    var V = vector.elements || vector;
    if (this.elements.length != V.length) { return null; }
    return this.map(function(x, i) { return x + V[i-1]; });
  },

  // Returns the result of subtracting the argument from the vector
  subtract: function(vector) {
    var V = vector.elements || vector;
    if (this.elements.length != V.length) { return null; }
    return this.map(function(x, i) { return x - V[i-1]; });
  },

  // Returns the result of multiplying the elements of the vector by the argument
  multiply: function(k) {
    return this.map(function(x) { return x*k; });
  },

  x: function(k) { return this.multiply(k); },

  // Returns the scalar product of the vector with the argument
  // Both vectors must have equal dimensionality
  dot: function(vector) {
    var V = vector.elements || vector;
    var i, product = 0, n = this.elements.length;
    if (n != V.length) { return null; }
    do { product += this.elements[n-1] * V[n-1]; } while (--n);
    return product;
  },

  // Returns the vector product of the vector with the argument
  // Both vectors must have dimensionality 3
  cross: function(vector) {
    var B = vector.elements || vector;
    if (this.elements.length != 3 || B.length != 3) { return null; }
    var A = this.elements;
    return Vector.create([
      (A[1] * B[2]) - (A[2] * B[1]),
      (A[2] * B[0]) - (A[0] * B[2]),
      (A[0] * B[1]) - (A[1] * B[0])
    ]);
  },

  // Returns the (absolute) largest element of the vector
  max: function() {
    var m = 0, n = this.elements.length, k = n, i;
    do { i = k - n;
      if (Math.abs(this.elements[i]) > Math.abs(m)) { m = this.elements[i]; }
    } while (--n);
    return m;
  },

  // Returns the index of the first match found
  indexOf: function(x) {
    var index = null, n = this.elements.length, k = n, i;
    do { i = k - n;
      if (index === null && this.elements[i] == x) {
        index = i + 1;
      }
    } while (--n);
    return index;
  },

  // Returns a diagonal matrix with the vector's elements as its diagonal elements
  toDiagonalMatrix: function() {
    return Matrix.Diagonal(this.elements);
  },

  // Returns the result of rounding the elements of the vector
  round: function() {
    return this.map(function(x) { return Math.round(x); });
  },

  // Returns a copy of the vector with elements set to the given value if they
  // differ from it by less than Sylvester.precision
  snapTo: function(x) {
    return this.map(function(y) {
      return (Math.abs(y - x) <= Sylvester.precision) ? x : y;
    });
  },

  // Returns the vector's distance from the argument, when considered as a point in space
  distanceFrom: function(obj) {
    if (obj.anchor) { return obj.distanceFrom(this); }
    var V = obj.elements || obj;
    if (V.length != this.elements.length) { return null; }
    var sum = 0, part;
    this.each(function(x, i) {
      part = x - V[i-1];
      sum += part * part;
    });
    return Math.sqrt(sum);
  },

  // Returns true if the vector is point on the given line
  liesOn: function(line) {
    return line.contains(this);
  },

  // Return true iff the vector is a point in the given plane
  liesIn: function(plane) {
    return plane.contains(this);
  },

  // Rotates the vector about the given object. The object should be a 
  // point if the vector is 2D, and a line if it is 3D. Be careful with line directions!
  rotate: function(t, obj) {
    var V, R, x, y, z;
    switch (this.elements.length) {
      case 2:
        V = obj.elements || obj;
        if (V.length != 2) { return null; }
        R = Matrix.Rotation(t).elements;
        x = this.elements[0] - V[0];
        y = this.elements[1] - V[1];
        return Vector.create([
          V[0] + R[0][0] * x + R[0][1] * y,
          V[1] + R[1][0] * x + R[1][1] * y
        ]);
        break;
      case 3:
        if (!obj.direction) { return null; }
        var C = obj.pointClosestTo(this).elements;
        R = Matrix.Rotation(t, obj.direction).elements;
        x = this.elements[0] - C[0];
        y = this.elements[1] - C[1];
        z = this.elements[2] - C[2];
        return Vector.create([
          C[0] + R[0][0] * x + R[0][1] * y + R[0][2] * z,
          C[1] + R[1][0] * x + R[1][1] * y + R[1][2] * z,
          C[2] + R[2][0] * x + R[2][1] * y + R[2][2] * z
        ]);
        break;
      default:
        return null;
    }
  },

  // Returns the result of reflecting the point in the given point, line or plane
  reflectionIn: function(obj) {
    if (obj.anchor) {
      // obj is a plane or line
      var P = this.elements.slice();
      var C = obj.pointClosestTo(P).elements;
      return Vector.create([C[0] + (C[0] - P[0]), C[1] + (C[1] - P[1]), C[2] + (C[2] - (P[2] || 0))]);
    } else {
      // obj is a point
      var Q = obj.elements || obj;
      if (this.elements.length != Q.length) { return null; }
      return this.map(function(x, i) { return Q[i-1] + (Q[i-1] - x); });
    }
  },

  // Utility to make sure vectors are 3D. If they are 2D, a zero z-component is added
  to3D: function() {
    var V = this.dup();
    switch (V.elements.length) {
      case 3: break;
      case 2: V.elements.push(0); break;
      default: return null;
    }
    return V;
  },

  // Returns a string representation of the vector
  inspect: function() {
    return '[' + this.elements.join(', ') + ']';
  },

  // Set vector's elements from an array
  setElements: function(els) {
    this.elements = (els.elements || els).slice();
    return this;
  }
};
  
// Constructor function
Vector.create = function(elements) {
  var V = new Vector();
  return V.setElements(elements);
};

// i, j, k unit vectors
Vector.i = Vector.create([1,0,0]);
Vector.j = Vector.create([0,1,0]);
Vector.k = Vector.create([0,0,1]);

// Random vector of size n
Vector.Random = function(n) {
  var elements = [];
  do { elements.push(Math.random());
  } while (--n);
  return Vector.create(elements);
};

// Vector filled with zeros
Vector.Zero = function(n) {
  var elements = [];
  do { elements.push(0);
  } while (--n);
  return Vector.create(elements);
};



function Matrix() {}
Matrix.prototype = {

  // Returns element (i,j) of the matrix
  e: function(i,j) {
    if (i < 1 || i > this.elements.length || j < 1 || j > this.elements[0].length) { return null; }
    return this.elements[i-1][j-1];
  },

  // Returns row k of the matrix as a vector
  row: function(i) {
    if (i > this.elements.length) { return null; }
    return Vector.create(this.elements[i-1]);
  },

  // Returns column k of the matrix as a vector
  col: function(j) {
    if (j > this.elements[0].length) { return null; }
    var col = [], n = this.elements.length, k = n, i;
    do { i = k - n;
      col.push(this.elements[i][j-1]);
    } while (--n);
    return Vector.create(col);
  },

  // Returns the number of rows/columns the matrix has
  dimensions: function() {
    return {rows: this.elements.length, cols: this.elements[0].length};
  },

  // Returns the number of rows in the matrix
  rows: function() {
    return this.elements.length;
  },

  // Returns the number of columns in the matrix
  cols: function() {
    return this.elements[0].length;
  },

  // Returns true iff the matrix is equal to the argument. You can supply
  // a vector as the argument, in which case the receiver must be a
  // one-column matrix equal to the vector.
  eql: function(matrix) {
    var M = matrix.elements || matrix;
    if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
    if (this.elements.length != M.length ||
        this.elements[0].length != M[0].length) { return false; }
    var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
    do { i = ki - ni;
      nj = kj;
      do { j = kj - nj;
        if (Math.abs(this.elements[i][j] - M[i][j]) > Sylvester.precision) { return false; }
      } while (--nj);
    } while (--ni);
    return true;
  },

  // Returns a copy of the matrix
  dup: function() {
    return Matrix.create(this.elements);
  },

  // Maps the matrix to another matrix (of the same dimensions) according to the given function
  map: function(fn) {
    var els = [], ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
    do { i = ki - ni;
      nj = kj;
      els[i] = [];
      do { j = kj - nj;
        els[i][j] = fn(this.elements[i][j], i + 1, j + 1);
      } while (--nj);
    } while (--ni);
    return Matrix.create(els);
  },

  // Returns true iff the argument has the same dimensions as the matrix
  isSameSizeAs: function(matrix) {
    var M = matrix.elements || matrix;
    if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
    return (this.elements.length == M.length &&
        this.elements[0].length == M[0].length);
  },

  // Returns the result of adding the argument to the matrix
  add: function(matrix) {
    var M = matrix.elements || matrix;
    if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
    if (!this.isSameSizeAs(M)) { return null; }
    return this.map(function(x, i, j) { return x + M[i-1][j-1]; });
  },

  // Returns the result of subtracting the argument from the matrix
  subtract: function(matrix) {
    var M = matrix.elements || matrix;
    if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
    if (!this.isSameSizeAs(M)) { return null; }
    return this.map(function(x, i, j) { return x - M[i-1][j-1]; });
  },

  // Returns true iff the matrix can multiply the argument from the left
  canMultiplyFromLeft: function(matrix) {
    var M = matrix.elements || matrix;
    if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
    // this.columns should equal matrix.rows
    return (this.elements[0].length == M.length);
  },

  // Returns the result of multiplying the matrix from the right by the argument.
  // If the argument is a scalar then just multiply all the elements. If the argument is
  // a vector, a vector is returned, which saves you having to remember calling
  // col(1) on the result.
  multiply: function(matrix) {
    if (!matrix.elements) {
      return this.map(function(x) { return x * matrix; });
    }
    var returnVector = matrix.modulus ? true : false;
    var M = matrix.elements || matrix;
    if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
    if (!this.canMultiplyFromLeft(M)) { return null; }
    var ni = this.elements.length, ki = ni, i, nj, kj = M[0].length, j;
    var cols = this.elements[0].length, elements = [], sum, nc, c;
    do { i = ki - ni;
      elements[i] = [];
      nj = kj;
      do { j = kj - nj;
        sum = 0;
        nc = cols;
        do { c = cols - nc;
          sum += this.elements[i][c] * M[c][j];
        } while (--nc);
        elements[i][j] = sum;
      } while (--nj);
    } while (--ni);
    var M = Matrix.create(elements);
    return returnVector ? M.col(1) : M;
  },

  x: function(matrix) { return this.multiply(matrix); },

  // Returns a submatrix taken from the matrix
  // Argument order is: start row, start col, nrows, ncols
  // Element selection wraps if the required index is outside the matrix's bounds, so you could
  // use this to perform row/column cycling or copy-augmenting.
  minor: function(a, b, c, d) {
    var elements = [], ni = c, i, nj, j;
    var rows = this.elements.length, cols = this.elements[0].length;
    do { i = c - ni;
      elements[i] = [];
      nj = d;
      do { j = d - nj;
        elements[i][j] = this.elements[(a+i-1)%rows][(b+j-1)%cols];
      } while (--nj);
    } while (--ni);
    return Matrix.create(elements);
  },

  // Returns the transpose of the matrix
  transpose: function() {
    var rows = this.elements.length, cols = this.elements[0].length;
    var elements = [], ni = cols, i, nj, j;
    do { i = cols - ni;
      elements[i] = [];
      nj = rows;
      do { j = rows - nj;
        elements[i][j] = this.elements[j][i];
      } while (--nj);
    } while (--ni);
    return Matrix.create(elements);
  },

  // Returns true iff the matrix is square
  isSquare: function() {
    return (this.elements.length == this.elements[0].length);
  },

  // Returns the (absolute) largest element of the matrix
  max: function() {
    var m = 0, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
    do { i = ki - ni;
      nj = kj;
      do { j = kj - nj;
        if (Math.abs(this.elements[i][j]) > Math.abs(m)) { m = this.elements[i][j]; }
      } while (--nj);
    } while (--ni);
    return m;
  },

  // Returns the indeces of the first match found by reading row-by-row from left to right
  indexOf: function(x) {
    var index = null, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
    do { i = ki - ni;
      nj = kj;
      do { j = kj - nj;
        if (this.elements[i][j] == x) { return {i: i+1, j: j+1}; }
      } while (--nj);
    } while (--ni);
    return null;
  },

  // If the matrix is square, returns the diagonal elements as a vector.
  // Otherwise, returns null.
  diagonal: function() {
    if (!this.isSquare) { return null; }
    var els = [], n = this.elements.length, k = n, i;
    do { i = k - n;
      els.push(this.elements[i][i]);
    } while (--n);
    return Vector.create(els);
  },

  // Make the matrix upper (right) triangular by Gaussian elimination.
  // This method only adds multiples of rows to other rows. No rows are
  // scaled up or switched, and the determinant is preserved.
  toRightTriangular: function() {
    var M = this.dup(), els;
    var n = this.elements.length, k = n, i, np, kp = this.elements[0].length, p;
    do { i = k - n;
      if (M.elements[i][i] == 0) {
        for (j = i + 1; j < k; j++) {
          if (M.elements[j][i] != 0) {
            els = []; np = kp;
            do { p = kp - np;
              els.push(M.elements[i][p] + M.elements[j][p]);
            } while (--np);
            M.elements[i] = els;
            break;
          }
        }
      }
      if (M.elements[i][i] != 0) {
        for (j = i + 1; j < k; j++) {
          var multiplier = M.elements[j][i] / M.elements[i][i];
          els = []; np = kp;
          do { p = kp - np;
            // Elements with column numbers up to an including the number
            // of the row that we're subtracting can safely be set straight to
            // zero, since that's the point of this routine and it avoids having
            // to loop over and correct rounding errors later
            els.push(p <= i ? 0 : M.elements[j][p] - M.elements[i][p] * multiplier);
          } while (--np);
          M.elements[j] = els;
        }
      }
    } while (--n);
    return M;
  },

  toUpperTriangular: function() { return this.toRightTriangular(); },

  // Returns the determinant for square matrices
  determinant: function() {
    if (!this.isSquare()) { return null; }
    var M = this.toRightTriangular();
    var det = M.elements[0][0], n = M.elements.length - 1, k = n, i;
    do { i = k - n + 1;
      det = det * M.elements[i][i];
    } while (--n);
    return det;
  },

  det: function() { return this.determinant(); },

  // Returns true iff the matrix is singular
  isSingular: function() {
    return (this.isSquare() && this.determinant() === 0);
  },

  // Returns the trace for square matrices
  trace: function() {
    if (!this.isSquare()) { return null; }
    var tr = this.elements[0][0], n = this.elements.length - 1, k = n, i;
    do { i = k - n + 1;
      tr += this.elements[i][i];
    } while (--n);
    return tr;
  },

  tr: function() { return this.trace(); },

  // Returns the rank of the matrix
  rank: function() {
    var M = this.toRightTriangular(), rank = 0;
    var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
    do { i = ki - ni;
      nj = kj;
      do { j = kj - nj;
        if (Math.abs(M.elements[i][j]) > Sylvester.precision) { rank++; break; }
      } while (--nj);
    } while (--ni);
    return rank;
  },
  
  rk: function() { return this.rank(); },

  // Returns the result of attaching the given argument to the right-hand side of the matrix
  augment: function(matrix) {
    var M = matrix.elements || matrix;
    if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
    var T = this.dup(), cols = T.elements[0].length;
    var ni = T.elements.length, ki = ni, i, nj, kj = M[0].length, j;
    if (ni != M.length) { return null; }
    do { i = ki - ni;
      nj = kj;
      do { j = kj - nj;
        T.elements[i][cols + j] = M[i][j];
      } while (--nj);
    } while (--ni);
    return T;
  },

  // Returns the inverse (if one exists) using Gauss-Jordan
  inverse: function() {
    if (!this.isSquare() || this.isSingular()) { return null; }
    var ni = this.elements.length, ki = ni, i, j;
    var M = this.augment(Matrix.I(ni)).toRightTriangular();
    var np, kp = M.elements[0].length, p, els, divisor;
    var inverse_elements = [], new_element;
    // Matrix is non-singular so there will be no zeros on the diagonal
    // Cycle through rows from last to first
    do { i = ni - 1;
      // First, normalise diagonal elements to 1
      els = []; np = kp;
      inverse_elements[i] = [];
      divisor = M.elements[i][i];
      do { p = kp - np;
        new_element = M.elements[i][p] / divisor;
        els.push(new_element);
        // Shuffle of the current row of the right hand side into the results
        // array as it will not be modified by later runs through this loop
        if (p >= ki) { inverse_elements[i].push(new_element); }
      } while (--np);
      M.elements[i] = els;
      // Then, subtract this row from those above it to
      // give the identity matrix on the left hand side
      for (j = 0; j < i; j++) {
        els = []; np = kp;
        do { p = kp - np;
          els.push(M.elements[j][p] - M.elements[i][p] * M.elements[j][i]);
        } while (--np);
        M.elements[j] = els;
      }
    } while (--ni);
    return Matrix.create(inverse_elements);
  },

  inv: function() { return this.inverse(); },

  // Returns the result of rounding all the elements
  round: function() {
    return this.map(function(x) { return Math.round(x); });
  },

  // Returns a copy of the matrix with elements set to the given value if they
  // differ from it by less than Sylvester.precision
  snapTo: function(x) {
    return this.map(function(p) {
      return (Math.abs(p - x) <= Sylvester.precision) ? x : p;
    });
  },

  // Returns a string representation of the matrix
  inspect: function() {
    var matrix_rows = [];
    var n = this.elements.length, k = n, i;
    do { i = k - n;
      matrix_rows.push(Vector.create(this.elements[i]).inspect());
    } while (--n);
    return matrix_rows.join('\n');
  },

  // Set the matrix's elements from an array. If the argument passed
  // is a vector, the resulting matrix will be a single column.
  setElements: function(els) {
    var i, elements = els.elements || els;
    if (typeof(elements[0][0]) != 'undefined') {
      var ni = elements.length, ki = ni, nj, kj, j;
      this.elements = [];
      do { i = ki - ni;
        nj = elements[i].length; kj = nj;
        this.elements[i] = [];
        do { j = kj - nj;
          this.elements[i][j] = elements[i][j];
        } while (--nj);
      } while(--ni);
      return this;
    }
    var n = elements.length, k = n;
    this.elements = [];
    do { i = k - n;
      this.elements.push([elements[i]]);
    } while (--n);
    return this;
  }
};

// Constructor function
Matrix.create = function(elements) {
  var M = new Matrix();
  return M.setElements(elements);
};

// Identity matrix of size n
Matrix.I = function(n) {
  var els = [], k = n, i, nj, j;
  do { i = k - n;
    els[i] = []; nj = k;
    do { j = k - nj;
      els[i][j] = (i == j) ? 1 : 0;
    } while (--nj);
  } while (--n);
  return Matrix.create(els);
};

// Diagonal matrix - all off-diagonal elements are zero
Matrix.Diagonal = function(elements) {
  var n = elements.length, k = n, i;
  var M = Matrix.I(n);
  do { i = k - n;
    M.elements[i][i] = elements[i];
  } while (--n);
  return M;
};

// Rotation matrix about some axis. If no axis is
// supplied, assume we're after a 2D transform
Matrix.Rotation = function(theta, a) {
  if (!a) {
    return Matrix.create([
      [Math.cos(theta),  -Math.sin(theta)],
      [Math.sin(theta),   Math.cos(theta)]
    ]);
  }
  var axis = a.dup();
  if (axis.elements.length != 3) { return null; }
  var mod = axis.modulus();
  var x = axis.elements[0]/mod, y = axis.elements[1]/mod, z = axis.elements[2]/mod;
  var s = Math.sin(theta), c = Math.cos(theta), t = 1 - c;
  // Formula derived here: http://www.gamedev.net/reference/articles/article1199.asp
  // That proof rotates the co-ordinate system so theta
  // becomes -theta and sin becomes -sin here.
  return Matrix.create([
    [ t*x*x + c, t*x*y - s*z, t*x*z + s*y ],
    [ t*x*y + s*z, t*y*y + c, t*y*z - s*x ],
    [ t*x*z - s*y, t*y*z + s*x, t*z*z + c ]
  ]);
};

// Special case rotations
Matrix.RotationX = function(t) {
  var c = Math.cos(t), s = Math.sin(t);
  return Matrix.create([
    [  1,  0,  0 ],
    [  0,  c, -s ],
    [  0,  s,  c ]
  ]);
};
Matrix.RotationY = function(t) {
  var c = Math.cos(t), s = Math.sin(t);
  return Matrix.create([
    [  c,  0,  s ],
    [  0,  1,  0 ],
    [ -s,  0,  c ]
  ]);
};
Matrix.RotationZ = function(t) {
  var c = Math.cos(t), s = Math.sin(t);
  return Matrix.create([
    [  c, -s,  0 ],
    [  s,  c,  0 ],
    [  0,  0,  1 ]
  ]);
};

// Random matrix of n rows, m columns
Matrix.Random = function(n, m) {
  return Matrix.Zero(n, m).map(
    function() { return Math.random(); }
  );
};

// Matrix filled with zeros
Matrix.Zero = function(n, m) {
  var els = [], ni = n, i, nj, j;
  do { i = n - ni;
    els[i] = [];
    nj = m;
    do { j = m - nj;
      els[i][j] = 0;
    } while (--nj);
  } while (--ni);
  return Matrix.create(els);
};



function Line() {}
Line.prototype = {

  // Returns true if the argument occupies the same space as the line
  eql: function(line) {
    return (this.isParallelTo(line) && this.contains(line.anchor));
  },

  // Returns a copy of the line
  dup: function() {
    return Line.create(this.anchor, this.direction);
  },

  // Returns the result of translating the line by the given vector/array
  translate: function(vector) {
    var V = vector.elements || vector;
    return Line.create([
      this.anchor.elements[0] + V[0],
      this.anchor.elements[1] + V[1],
      this.anchor.elements[2] + (V[2] || 0)
    ], this.direction);
  },

  // Returns true if the line is parallel to the argument. Here, 'parallel to'
  // means that the argument's direction is either parallel or antiparallel to
  // the line's own direction. A line is parallel to a plane if the two do not
  // have a unique intersection.
  isParallelTo: function(obj) {
    if (obj.normal) { return obj.isParallelTo(this); }
    var theta = this.direction.angleFrom(obj.direction);
    return (Math.abs(theta) <= Sylvester.precision || Math.abs(theta - Math.PI) <= Sylvester.precision);
  },

  // Returns the line's perpendicular distance from the argument,
  // which can be a point, a line or a plane
  distanceFrom: function(obj) {
    if (obj.normal) { return obj.distanceFrom(this); }
    if (obj.direction) {
      // obj is a line
      if (this.isParallelTo(obj)) { return this.distanceFrom(obj.anchor); }
      var N = this.direction.cross(obj.direction).toUnitVector().elements;
      var A = this.anchor.elements, B = obj.anchor.elements;
      return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
    } else {
      // obj is a point
      var P = obj.elements || obj;
      var A = this.anchor.elements, D = this.direction.elements;
      var PA1 = P[0] - A[0], PA2 = P[1] - A[1], PA3 = (P[2] || 0) - A[2];
      var modPA = Math.sqrt(PA1*PA1 + PA2*PA2 + PA3*PA3);
      if (modPA === 0) return 0;
      // Assumes direction vector is normalized
      var cosTheta = (PA1 * D[0] + PA2 * D[1] + PA3 * D[2]) / modPA;
      var sin2 = 1 - cosTheta*cosTheta;
      return Math.abs(modPA * Math.sqrt(sin2 < 0 ? 0 : sin2));
    }
  },

  // Returns true iff the argument is a point on the line
  contains: function(point) {
    var dist = this.distanceFrom(point);
    return (dist !== null && dist <= Sylvester.precision);
  },

  // Returns true iff the line lies in the given plane
  liesIn: function(plane) {
    return plane.contains(this);
  },

  // Returns true iff the line has a unique point of intersection with the argument
  intersects: function(obj) {
    if (obj.normal) { return obj.intersects(this); }
    return (!this.isParallelTo(obj) && this.distanceFrom(obj) <= Sylvester.precision);
  },

  // Returns the unique intersection point with the argument, if one exists
  intersectionWith: function(obj) {
    if (obj.normal) { return obj.intersectionWith(this); }
    if (!this.intersects(obj)) { return null; }
    var P = this.anchor.elements, X = this.direction.elements,
        Q = obj.anchor.elements, Y = obj.direction.elements;
    var X1 = X[0], X2 = X[1], X3 = X[2], Y1 = Y[0], Y2 = Y[1], Y3 = Y[2];
    var PsubQ1 = P[0] - Q[0], PsubQ2 = P[1] - Q[1], PsubQ3 = P[2] - Q[2];
    var XdotQsubP = - X1*PsubQ1 - X2*PsubQ2 - X3*PsubQ3;
    var YdotPsubQ = Y1*PsubQ1 + Y2*PsubQ2 + Y3*PsubQ3;
    var XdotX = X1*X1 + X2*X2 + X3*X3;
    var YdotY = Y1*Y1 + Y2*Y2 + Y3*Y3;
    var XdotY = X1*Y1 + X2*Y2 + X3*Y3;
    var k = (XdotQsubP * YdotY / XdotX + XdotY * YdotPsubQ) / (YdotY - XdotY * XdotY);
    return Vector.create([P[0] + k*X1, P[1] + k*X2, P[2] + k*X3]);
  },

  // Returns the point on the line that is closest to the given point or line
  pointClosestTo: function(obj) {
    if (obj.direction) {
      // obj is a line
      if (this.intersects(obj)) { return this.intersectionWith(obj); }
      if (this.isParallelTo(obj)) { return null; }
      var D = this.direction.elements, E = obj.direction.elements;
      var D1 = D[0], D2 = D[1], D3 = D[2], E1 = E[0], E2 = E[1], E3 = E[2];
      // Create plane containing obj and the shared normal and intersect this with it
      // Thank you: http://www.cgafaq.info/wiki/Line-line_distance
      var x = (D3 * E1 - D1 * E3), y = (D1 * E2 - D2 * E1), z = (D2 * E3 - D3 * E2);
      var N = Vector.create([x * E3 - y * E2, y * E1 - z * E3, z * E2 - x * E1]);
      var P = Plane.create(obj.anchor, N);
      return P.intersectionWith(this);
    } else {
      // obj is a point
      var P = obj.elements || obj;
      if (this.contains(P)) { return Vector.create(P); }
      var A = this.anchor.elements, D = this.direction.elements;
      var D1 = D[0], D2 = D[1], D3 = D[2], A1 = A[0], A2 = A[1], A3 = A[2];
      var x = D1 * (P[1]-A2) - D2 * (P[0]-A1), y = D2 * ((P[2] || 0) - A3) - D3 * (P[1]-A2),
          z = D3 * (P[0]-A1) - D1 * ((P[2] || 0) - A3);
      var V = Vector.create([D2 * x - D3 * z, D3 * y - D1 * x, D1 * z - D2 * y]);
      var k = this.distanceFrom(P) / V.modulus();
      return Vector.create([
        P[0] + V.elements[0] * k,
        P[1] + V.elements[1] * k,
        (P[2] || 0) + V.elements[2] * k
      ]);
    }
  },

  // Returns a copy of the line rotated by t radians about the given line. Works by
  // finding the argument's closest point to this line's anchor point (call this C) and
  // rotating the anchor about C. Also rotates the line's direction about the argument's.
  // Be careful with this - the rotation axis' direction affects the outcome!
  rotate: function(t, line) {
    // If we're working in 2D
    if (typeof(line.direction) == 'undefined') { line = Line.create(line.to3D(), Vector.k); }
    var R = Matrix.Rotation(t, line.direction).elements;
    var C = line.pointClosestTo(this.anchor).elements;
    var A = this.anchor.elements, D = this.direction.elements;
    var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
    var x = A1 - C1, y = A2 - C2, z = A3 - C3;
    return Line.create([
      C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
      C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
      C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
    ], [
      R[0][0] * D[0] + R[0][1] * D[1] + R[0][2] * D[2],
      R[1][0] * D[0] + R[1][1] * D[1] + R[1][2] * D[2],
      R[2][0] * D[0] + R[2][1] * D[1] + R[2][2] * D[2]
    ]);
  },

  // Returns the line's reflection in the given point or line
  reflectionIn: function(obj) {
    if (obj.normal) {
      // obj is a plane
      var A = this.anchor.elements, D = this.direction.elements;
      var A1 = A[0], A2 = A[1], A3 = A[2], D1 = D[0], D2 = D[1], D3 = D[2];
      var newA = this.anchor.reflectionIn(obj).elements;
      // Add the line's direction vector to its anchor, then mirror that in the plane
      var AD1 = A1 + D1, AD2 = A2 + D2, AD3 = A3 + D3;
      var Q = obj.pointClosestTo([AD1, AD2, AD3]).elements;
      var newD = [Q[0] + (Q[0] - AD1) - newA[0], Q[1] + (Q[1] - AD2) - newA[1], Q[2] + (Q[2] - AD3) - newA[2]];
      return Line.create(newA, newD);
    } else if (obj.direction) {
      // obj is a line - reflection obtained by rotating PI radians about obj
      return this.rotate(Math.PI, obj);
    } else {
      // obj is a point - just reflect the line's anchor in it
      var P = obj.elements || obj;
      return Line.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.direction);
    }
  },

  // Set the line's anchor point and direction.
  setVectors: function(anchor, direction) {
    // Need to do this so that line's properties are not
    // references to the arguments passed in
    anchor = Vector.create(anchor);
    direction = Vector.create(direction);
    if (anchor.elements.length == 2) {anchor.elements.push(0); }
    if (direction.elements.length == 2) { direction.elements.push(0); }
    if (anchor.elements.length > 3 || direction.elements.length > 3) { return null; }
    var mod = direction.modulus();
    if (mod === 0) { return null; }
    this.anchor = anchor;
    this.direction = Vector.create([
      direction.elements[0] / mod,
      direction.elements[1] / mod,
      direction.elements[2] / mod
    ]);
    return this;
  }
};

  
// Constructor function
Line.create = function(anchor, direction) {
  var L = new Line();
  return L.setVectors(anchor, direction);
};

// Axes
Line.X = Line.create(Vector.Zero(3), Vector.i);
Line.Y = Line.create(Vector.Zero(3), Vector.j);
Line.Z = Line.create(Vector.Zero(3), Vector.k);



function Plane() {}
Plane.prototype = {

  // Returns true iff the plane occupies the same space as the argument
  eql: function(plane) {
    return (this.contains(plane.anchor) && this.isParallelTo(plane));
  },

  // Returns a copy of the plane
  dup: function() {
    return Plane.create(this.anchor, this.normal);
  },

  // Returns the result of translating the plane by the given vector
  translate: function(vector) {
    var V = vector.elements || vector;
    return Plane.create([
      this.anchor.elements[0] + V[0],
      this.anchor.elements[1] + V[1],
      this.anchor.elements[2] + (V[2] || 0)
    ], this.normal);
  },

  // Returns true iff the plane is parallel to the argument. Will return true
  // if the planes are equal, or if you give a line and it lies in the plane.
  isParallelTo: function(obj) {
    var theta;
    if (obj.normal) {
      // obj is a plane
      theta = this.normal.angleFrom(obj.normal);
      return (Math.abs(theta) <= Sylvester.precision || Math.abs(Math.PI - theta) <= Sylvester.precision);
    } else if (obj.direction) {
      // obj is a line
      return this.normal.isPerpendicularTo(obj.direction);
    }
    return null;
  },
  
  // Returns true iff the receiver is perpendicular to the argument
  isPerpendicularTo: function(plane) {
    var theta = this.normal.angleFrom(plane.normal);
    return (Math.abs(Math.PI/2 - theta) <= Sylvester.precision);
  },

  // Returns the plane's distance from the given object (point, line or plane)
  distanceFrom: function(obj) {
    if (this.intersects(obj) || this.contains(obj)) { return 0; }
    if (obj.anchor) {
      // obj is a plane or line
      var A = this.anchor.elements, B = obj.anchor.elements, N = this.normal.elements;
      return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
    } else {
      // obj is a point
      var P = obj.elements || obj;
      var A = this.anchor.elements, N = this.normal.elements;
      return Math.abs((A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]);
    }
  },

  // Returns true iff the plane contains the given point or line
  contains: function(obj) {
    if (obj.normal) { return null; }
    if (obj.direction) {
      return (this.contains(obj.anchor) && this.contains(obj.anchor.add(obj.direction)));
    } else {
      var P = obj.elements || obj;
      var A = this.anchor.elements, N = this.normal.elements;
      var diff = Math.abs(N[0]*(A[0] - P[0]) + N[1]*(A[1] - P[1]) + N[2]*(A[2] - (P[2] || 0)));
      return (diff <= Sylvester.precision);
    }
  },

  // Returns true iff the plane has a unique point/line of intersection with the argument
  intersects: function(obj) {
    if (typeof(obj.direction) == 'undefined' && typeof(obj.normal) == 'undefined') { return null; }
    return !this.isParallelTo(obj);
  },

  // Returns the unique intersection with the argument, if one exists. The result
  // will be a vector if a line is supplied, and a line if a plane is supplied.
  intersectionWith: function(obj) {
    if (!this.intersects(obj)) { return null; }
    if (obj.direction) {
      // obj is a line
      var A = obj.anchor.elements, D = obj.direction.elements,
          P = this.anchor.elements, N = this.normal.elements;
      var multiplier = (N[0]*(P[0]-A[0]) + N[1]*(P[1]-A[1]) + N[2]*(P[2]-A[2])) / (N[0]*D[0] + N[1]*D[1] + N[2]*D[2]);
      return Vector.create([A[0] + D[0]*multiplier, A[1] + D[1]*multiplier, A[2] + D[2]*multiplier]);
    } else if (obj.normal) {
      // obj is a plane
      var direction = this.normal.cross(obj.normal).toUnitVector();
      // To find an anchor point, we find one co-ordinate that has a value
      // of zero somewhere on the intersection, and remember which one we picked
      var N = this.normal.elements, A = this.anchor.elements,
          O = obj.normal.elements, B = obj.anchor.elements;
      var solver = Matrix.Zero(2,2), i = 0;
      while (solver.isSingular()) {
        i++;
        solver = Matrix.create([
          [ N[i%3], N[(i+1)%3] ],
          [ O[i%3], O[(i+1)%3]  ]
        ]);
      }
      // Then we solve the simultaneous equations in the remaining dimensions
      var inverse = solver.inverse().elements;
      var x = N[0]*A[0] + N[1]*A[1] + N[2]*A[2];
      var y = O[0]*B[0] + O[1]*B[1] + O[2]*B[2];
      var intersection = [
        inverse[0][0] * x + inverse[0][1] * y,
        inverse[1][0] * x + inverse[1][1] * y
      ];
      var anchor = [];
      for (var j = 1; j <= 3; j++) {
        // This formula picks the right element from intersection by
        // cycling depending on which element we set to zero above
        anchor.push((i == j) ? 0 : intersection[(j + (5 - i)%3)%3]);
      }
      return Line.create(anchor, direction);
    }
  },

  // Returns the point in the plane closest to the given point
  pointClosestTo: function(point) {
    var P = point.elements || point;
    var A = this.anchor.elements, N = this.normal.elements;
    var dot = (A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2];
    return Vector.create([P[0] + N[0] * dot, P[1] + N[1] * dot, (P[2] || 0) + N[2] * dot]);
  },

  // Returns a copy of the plane, rotated by t radians about the given line
  // See notes on Line#rotate.
  rotate: function(t, line) {
    var R = Matrix.Rotation(t, line.direction).elements;
    var C = line.pointClosestTo(this.anchor).elements;
    var A = this.anchor.elements, N = this.normal.elements;
    var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
    var x = A1 - C1, y = A2 - C2, z = A3 - C3;
    return Plane.create([
      C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
      C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
      C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
    ], [
      R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2],
      R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2],
      R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2]
    ]);
  },

  // Returns the reflection of the plane in the given point, line or plane.
  reflectionIn: function(obj) {
    if (obj.normal) {
      // obj is a plane
      var A = this.anchor.elements, N = this.normal.elements;
      var A1 = A[0], A2 = A[1], A3 = A[2], N1 = N[0], N2 = N[1], N3 = N[2];
      var newA = this.anchor.reflectionIn(obj).elements;
      // Add the plane's normal to its anchor, then mirror that in the other plane
      var AN1 = A1 + N1, AN2 = A2 + N2, AN3 = A3 + N3;
      var Q = obj.pointClosestTo([AN1, AN2, AN3]).elements;
      var newN = [Q[0] + (Q[0] - AN1) - newA[0], Q[1] + (Q[1] - AN2) - newA[1], Q[2] + (Q[2] - AN3) - newA[2]];
      return Plane.create(newA, newN);
    } else if (obj.direction) {
      // obj is a line
      return this.rotate(Math.PI, obj);
    } else {
      // obj is a point
      var P = obj.elements || obj;
      return Plane.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.normal);
    }
  },

  // Sets the anchor point and normal to the plane. If three arguments are specified,
  // the normal is calculated by assuming the three points should lie in the same plane.
  // If only two are sepcified, the second is taken to be the normal. Normal vector is
  // normalised before storage.
  setVectors: function(anchor, v1, v2) {
    anchor = Vector.create(anchor);
    anchor = anchor.to3D(); if (anchor === null) { return null; }
    v1 = Vector.create(v1);
    v1 = v1.to3D(); if (v1 === null) { return null; }
    if (typeof(v2) == 'undefined') {
      v2 = null;
    } else {
      v2 = Vector.create(v2);
      v2 = v2.to3D(); if (v2 === null) { return null; }
    }
    var A1 = anchor.elements[0], A2 = anchor.elements[1], A3 = anchor.elements[2];
    var v11 = v1.elements[0], v12 = v1.elements[1], v13 = v1.elements[2];
    var normal, mod;
    if (v2 !== null) {
      var v21 = v2.elements[0], v22 = v2.elements[1], v23 = v2.elements[2];
      normal = Vector.create([
        (v12 - A2) * (v23 - A3) - (v13 - A3) * (v22 - A2),
        (v13 - A3) * (v21 - A1) - (v11 - A1) * (v23 - A3),
        (v11 - A1) * (v22 - A2) - (v12 - A2) * (v21 - A1)
      ]);
      mod = normal.modulus();
      if (mod === 0) { return null; }
      normal = Vector.create([normal.elements[0] / mod, normal.elements[1] / mod, normal.elements[2] / mod]);
    } else {
      mod = Math.sqrt(v11*v11 + v12*v12 + v13*v13);
      if (mod === 0) { return null; }
      normal = Vector.create([v1.elements[0] / mod, v1.elements[1] / mod, v1.elements[2] / mod]);
    }
    this.anchor = anchor;
    this.normal = normal;
    return this;
  }
};

// Constructor function
Plane.create = function(anchor, v1, v2) {
  var P = new Plane();
  return P.setVectors(anchor, v1, v2);
};

// X-Y-Z planes
Plane.XY = Plane.create(Vector.Zero(3), Vector.k);
Plane.YZ = Plane.create(Vector.Zero(3), Vector.i);
Plane.ZX = Plane.create(Vector.Zero(3), Vector.j);
Plane.YX = Plane.XY; Plane.ZY = Plane.YZ; Plane.XZ = Plane.ZX;

// Utility functions
var $V = Vector.create;
var $M = Matrix.create;
var $L = Line.create;
var $P = Plane.create;
</script>
<script>
var N3D = {
  Models:{},
  GetPageSize:function(){
    var d = document, e = d.documentElement, g = d.getElementsByTagName('body')[0];  
    return {
      width:window.innerWidth || e.clientWidth || g.clientWidth,    
      height:window.innerHeight|| e.clientHeight|| g.clientHeight
    };
  }
};
N3D.Error = function(name,message) {
    this.name = name;
    this.level = "Show Stopper";
    this.message =      message; 
    this.htmlMessage =  message;
};  
N3D.Error.prototype.toString =  function(){return this.name + ": " + this.message};

function extend(child,parent){
  var F = function(){};
  F.prototype = parent.prototype;
  child.prototype = new F(); 
  child.prototype.constructor = child; 
  return child.prototype;                                   
};


(function(){
  var head = document.getElementsByTagName("head")[0];
  var master_script = document.getElementsByTagName('script');
  master_script = master_script[master_script.length-1];
  var abs_path = master_script.src.match(/.*\//);
  abs_path = abs_path ? abs_path[0] : '/';

  /* >>>> Detect support render >>>> */           
  var supp = N3D.Support = {
    Canvas:false,
    WebGL:false,
    SVG:false,
    VML:false,
    toString:function(){
      return 'Context 2D: '+this.Canvas+'\n' + 
             'WebGL: '+this.WebGL+'\n' + 
             'SVG: '+this.SVG+'\n' +
             'VML: '+this.VML;
    } 
  };
  
  var canvas = document.createElement('canvas');
  
  /* Support Canvas */
  try{
    canvas.getContext('2d');    
    supp.Canvas = true; 
  }catch(e){} 
  
  
  /* Support WebGL */                            
  if(typeof WebGLRenderingContext !== 'undefined'){
    supp.WebGL = true;
  }else{
    var types = ['webgl','experimental-webgl'];
    for(var i=0;i<length;i++){
      try{
        var ctx = canvas.getContext(types[i]);
      
        supp.WebGL = true;
        break;
      }catch(e){}  
    }
  }
  
  /* Support SVG */
  supp.SVG = document.implementation.hasFeature("http://www.w3.org/TR/SVG11/feature#Shape", "1.1")
  
  /* Support VML */
  var a = document.createElement('div');
  a.innerHTML = '<v:shape adj="1" />';
  var b = a.firstChild;
  b.style.behavior = "url(#default#VML)";
  supp.VML = b ? typeof b.adj == "object": true;
  /* <<<< Detect support render <<<< */  
  
  
function load(urls,callbacks){
  if(urls.length <= 0){
    if(callbacks.unloaded.length == 0){
      callbacks.success();
    }else{
      callbacks.error();
    }
    callbacks.complete();
    return;
  }
  var url = urls[0];
  urls.shift();
 
  if(document.getElementById(url) != null){ loader(urls,callbacks); return false;}

  var script = document.createElement('script');
  script.type = 'text/javascript';
  script.id = url;
  script.src = abs_path+url+'.js';
  head.appendChild(script);

  script.onreadystatechange = function(){
    if(script.readyState == 'loaded' || script.readyState == 'complete'){
      this.onreadystatechange = null; 
        
      load(urls,callbacks);        
    }
  };
  
  script.onerror = function(){
    callbacks.unloaded.push(this.id+' missing library file,'+this.src+' not a file'); 
    load(urls,callbacks);
    head.removeChild(this);
    return false;
  };
    
  script.onload = function(){
    load(urls,callbacks);
  };
};


N3D.require = function(){
  var urls = Array.prototype.slice.call(arguments);
  var callbacks = {
    complete: function(f){ this.complete = f || this.complete; },
    success: function(f){ this.success = f || this.success; },
    error: function(f){ this.error = f || this.error; },
    unloaded:[]
  };

  load(urls,callbacks);
  return callbacks;
};



function getAttr(el, attr) {
  var result;
  if(result = el[attr]){ return result; }
  if(el.getAttribute && (result = el.getAttribute(attr))){ return result;}
  var attrs = el.attributes;
  var length = attrs.length;

  for(var i = 0; i < length; i++){
    if(attrs[i].nodeName === attr){
      return attrs[i].nodeValue;
    }
  }
  return null;
};
  
  var require = getAttr(master_script,'require');
  
  if(require !== null){
    
    var req_load = N3D.require.apply(null,require.split(','));
    req_load.success(function(){
      var script = document.createElement('script');
      script.type = 'text/javascript';
     
      script.text = master_script.innerHTML;
      head.appendChild(script);
      
      master_script.parentNode.removeChild(master_script);
      
    });
    req_load.error(function(){
      console.log('error');
    })
  
  }
  
  N3D.SaveModel = function(name){
    var model = N3D.Models[name];
    var text = '{"vp":[1,2,3,4],"f":[0,1,2,0,2,3]}';
     
    if(model instanceof N3D.Geometry.Shapes){
      var a = document.createElement("a");
          a.download = name+'.json';
          a.href = 'data:text/javascript;charset=utf-8,'+text;
          a.style.display = "none";
          a.onclick = function(event){
            var event = event || window.event;
            var target = event.target || event.srcElement;
            document.body.removeChild(event.target);
          };
                
          document.body.appendChild(a);
          a.click();
      throw new N3D.Error('Model Exporter','export was successful');  
    }else{
      throw new N3D.Error('Model Exporter','Model "'+name+'" not found');
    }
  };

})();
</script>
<script>
/* >>>> Math.Main >>>> */
N3D.Math = (function(){
  var obj = {};
  var PI = Math.PI, floor = Math.floor, random = Math.random;
  var PI180 = PI/180, PI180_rev = 180/PI, sqrt5 = Math.sqrt(5);
  
  obj.Log10E = Math.LOG10E || 0.4342945;
  obj.Log2E = Math.LOG2E || 1.442695;
  obj.PiOver2 = PI*0.5;
  obj.PiOver4 = PI*0.25;
  obj.TwoPi = PI*2;
  obj.PiOver360 = PI/360;
  obj.PiOver180 = PI180;
  obj.Pi = PI;
  obj.AbsFloat = Math.abs;
  obj.Floor = floor;
  obj.Max = Math.max;
  obj.Min = Math.min;
  obj.Sqrt = Math.sqrt;
  obj.Pow = Math.pow;
  obj.Ceil = Math.ceil;
  obj.Round = Math.round;
  obj.Pow2 = function(n){ return n*n; };
  obj.Pow3 = function(n){ return n*n*n; };
  obj.Ceil2 = function(n){ return (~~n)+1; };
  obj.Floor2 = function(n){ return ~~n; };
  obj.RandomInt = function(min, max) {
    return min + floor(random() * (max - min + 1));
  };
  obj.RandomFloat = function(min, max) {
    return min + (random() * (max - min));
  };
  obj.AbsInt = function(n){
    var b = n >> 31; 
    return (n ^ b) - b;
  };
  
  obj.ToDegrees = function(d){
    return d * PI180_rev;
  };
  obj.ToRadians = function(d){
    return d * PI180;
  };
  
  obj.FromFibonacci = function(T){
    var phi = (1 + root5) / 2;

    var idx  = floor( Math.log(T*sqrt5) / Math.log(phi) + 0.5 );
    var u = floor( Math.pow(phi, idx)/sqrt5 + 0.5);

    return (u == T) ? idx : false;
  };
  
  obj.ToFibonacci = function(d){
    for(var a=0,b=1,c=0,f=1;f<d;f++){
      a = c + b;
      c = b;
      b = a;  
    }
    return a;
  };
  
  obj.Barycentric = function(v1,v2,v3,a1,a2){
    return v1 + (v2-v1) * a1 + (v3-v1) * a2;
  };
  
  obj.CatmullRom = function(v1, v2, v3, v4, a){
    var aS = a * a, aC = aS * a;
    return (0 * (2 * ve2 + (v3 - v1) * a + (2 * v1 - 5 * v2 + 4 * v3 - v4) * aS + (3 * v2 - v1 - 3 * v3 + v4) * aC));
  };
  
  obj.Clamp = function(v,min,max){
    return v > max ? max : (v < min ? min : v);
  };
  obj.Lerp = function(v1,v2,a){
    return v1 + (v2-v1) * a;
  };
  
  return obj;
})();
/* <<<< Math.Main <<<< */


/* >>>> Math.Matrix3 >>>> */
N3D.Math.Matrix3 = function(n0,n1,n2,n3,n4,n5,n6,n7,n8){
  this.m = [n0,n1,n2,n3,n4,n5,n6,n7,n8];

  return this;
};
N3D.Math.Matrix3.prototype = {
  constructor:N3D.Math.Matrix3,
  identity:function(){
    this.m = [
      1,0,0,
      0,1,0,
      0,0,1
    ]; 
    return this; 
  },
  determinant:function(){
  },
  inverse:function(){
    var m = this.m,
        m0 = m[0], m1 = m[1], m2 = m[2], m3 = m[3],
        m4 = m[4], m5 = m[5], m6 = m[6], m7 = m[7],
        m8 = m[8],
        a0 = (m8*m4-m7*m5),
        a1 = (m8*m1-m7*m2),
        a2 = (m5*m1-m4*m2);
    
    var det = 1/(m0*a0-m3*a1+m6*a2);
    
    m[0] =  a0*det;
    m[1] = -a1*det;
    m[2] =  a2*det;
    
    m[3] = -(m8*m3-m6*m5)*det;
    m[4] =  (m8*m0-m6*m2)*det;
    m[5] = -(m5*m0-m3*m2)*det;
    
    m[6] =  (m7*m3-m6*m4)*det;
    m[7] = -(m7*m0-m6*m1)*det;
    m[8] =  (m4*m0-m3*m1)*det; 

    return this;
  },
  multiply:function(n){
    var m = this.m,
        nm = n.m, 
        m0 = m[0], m1 = m[1], m2 = m[2], m3 = m[3],
        m4 = m[4], m5 = m[5], m6 = m[6], m7 = m[7],
        m8 = m[8],

        n0 = nm[0], n1 = nm[1], n2 = nm[2], n3 = nm[3],
        n4 = nm[4], n5 = nm[5], n6 = nm[6], n7 = nm[7],
        n8 = nm[8];
        
        
    m[0] = m0*n0 + m1*n3 + m2*n6;
    m[1] = m0*n1 + m1*n4 + m2*n7;
    m[2] = m0*n2 + m1*n5 + m2*n8;
      
    m[3] = m3*n0 + m4*n3 + m5*n6;
    m[4] = m3*n1 + m4*n4 + m5*n7;
    m[5] = m3*n2 + m4*n5 + m5*n8;  
    
    m[6] = m6*n0 + m7*n3 + m8*n6;
    m[7] = m6*n1 + m7*n4 + m8*n7;
    m[8] = m6*n2 + m7*n5 + m8*n8; 
      
   return this;
  },
  multiplyVector3:function(v){
    var m = this.m;
    var x = v.x, y = v.y, z = v.z;

    return new $V3(
      m[0] * x + m[3] * y + m[6] * z,
      m[1] * x + m[4] * y + m[7] * z,
      m[2] * x + m[5] * y + m[8] * z
    );
  },
  transpose:function(){
    var m = this.m;
    var a1 = m[1], a2 = m[2], a5 = m[3];
                
    m[1] = m[3];
    m[2] = m[6];
    m[5] = m[7];
    
    m[3] = a1;
    m[6] = a2;
    m[7] = a5;
    
    return this;    
  },
  scale:function(x,y,z){
    var m = this.m;
    m[0] *= x; m[1] *= y; m[2] *= z;
                m[3] *= x; m[4] *= y; m[5] *= z;
                m[6] *= x; m[7] *= y; m[8] *= z;
    
    return this;
  },
  rotateX: function(angle){
    var m = this.m;
    
    var c = Math.cos(angle);
    var s = Math.sin(angle);
    
    var m1 = m[1], m4 = m[4], m7 = m[7],
        m2 = m[2], m5 = m[5], m8= m[8];

    m[1] = m1 * c + m2 *s;
    m[4] = m4 * c + m5 *s;
    m[7] = m7 * c + m8*s;

    m[2] = m1 * -s + m2 * c;
    m[6] = m4 * -s + m5 * c;
    m[10]= m7 * -s + m8* c;

    return this;
  },
  rotateY: function(angle){
    var m = this.m;
    
    var c = Math.cos(angle);
    var s = Math.sin(angle);
    var m0 = m[0], m3 = m[3], m6 = m[6],
        m2 = m[2], m5 = m[5], m8= m[8];
    
    m[0] = m0 * c + m2 * -s;
    m[3] = m3 * c + m5 * -s;
    m[6] = m6 * c + m8* -s;

    m[2] = m0 *s + m2 * c;
    m[5] = m3 *s + m5 * c;
    m[8] = m6 *s + m8* c;

    return this;
  },
  rotateZ:function(angle){
    var m = this.m;
    
    var c = Math.cos(angle);
    var s = Math.sin(angle);
    var m0 = m[0], m3 = m[3], m6 = m[6],
        m1 = m[1], m4 = m[4], m7 = m[7];

    m[0] = m0 * c + m1 *s;
    m[3] = m3 * c + m4 *s;
    m[6] = m6 * c + m7 *s;

    m[1] = m0 * -s + m1 * c;
    m[4] = m3 * -s + m4 * c;
    m[7] = m6 * -s + m7 * c; 

    return this;
  },
  toString:function(){
    var m = this.m;
    return m[0].toFixed(4)+", "+m[1].toFixed(4)+", "+m[2].toFixed(4) + "\n" +
           m[3].toFixed(4)+", "+m[4].toFixed(4)+", "+m[5].toFixed(4) + "\n" + 
           m[6].toFixed(4)+", "+m[7].toFixed(4)+", "+m[8].toFixed(4) + "\n"; 
  }
};
N3D.Math.Matrix3.Identity = function(){
  return new this(1,0,0,0,1,0,0,0,1);
};

N3D.Math.Matrix3.FromMatrix4 = function(m){
  var m = m.m;
  
  return new this(
    m[0], m[1], m[2],
    m[4], m[5], m[6],
    m[8], m[9], m[10]
  );
};

N3D.Math.Matrix3.Inverse = function(m){
  var m = this.m,
        m0 = m[0], m1 = m[1], m2 = m[2], m3 = m[3],
        m4 = m[4], m5 = m[5], m6 = m[6], m7 = m[7],
        m8 = m[8],
        a0 = (m8*m4-m7*m5),
        a1 = (m8*m1-m7*m2),
        a2 = (m5*m1-m4*m2);
    
    var det = 1/(m0*a0-m3*a1+m6*a2);
    
    return new this(
        a0*det,           -a1*det,              a2*det,
      -(m8*m3-m6*m5)*det,  (m8*m0-m6*m2)*det, -(m5*m0-m3*m2)*det,
       (m7*m3-m6*m4)*det, -(m7*m0-m6*m1)*det,  (m4*m0-m3*m1)*det 
    );

    return this;
};
/* <<<< Math.Matrix3 <<<< */


/* >>>> Math.Matrix4 >>>> */
N3D.Math.Matrix4 = function(a00,a04,a08,a12,
                            a01,a05,a09,a13,
                            a02,a06,a10,a14,
                            a03,a07,a11,a15){
  this.elements =  [
    a00,a01,a02,a03,
    a04,a05,a06,a07,
    a08,a09,a10,a11,
    a12,a13,a14,a15
  ];
  return this;

};
N3D.Math.Matrix4.prototype = {
  constructor:N3D.Math.Matrix4,
  getTranslate:function(){
    var m = this.elements;
    return new $V4(m[12],m[13],m[14],m[15]);
  },
  clone:function(){  
    var m = this.elements;
    return new this.constructor(
      m[0],m[4],m[8],m[12],
      m[1],m[5],m[9],m[13],
      m[2],m[6],m[10],m[14],
      m[3],m[7],m[11],m[15]
    );
  },
  inverse:function(){ //zkontrolovat
    var m = this.elements, 
        m00 = m[0],  m04 = m[4],  m08 = m[8],  m12 = m[12],
        m01 = m[1],  m05 = m[5],  m09 = m[9],  m13 = m[13],
        m02 = m[2],  m06 = m[6],  m10 = m[10], m14 = m[14],
        m03 = m[3],  m07 = m[7],  m11 = m[11], m15 = m[15];
        
    
    var n0 =  m05 * (m10*m15 - m11*m14) - m06 * (m09*m15 - m11*m13) + m07 * (m09*m14 - m10*m13),
        n1 =  m04 * (m10*m15 - m11*m14) - m06 * (m08*m15 - m11*m12) + m07 * (m08*m14 - m10*m12),
        n2 =  m04 * (m09*m15 - m11*m13) - m05 * (m08*m15 - m11*m12) + m07 * (m08*m13 - m09*m12),
        n3 =  m04 * (m09*m14 - m10*m13) - m05 * (m08*m14 - m10*m12) + m06 * (m08*m13 - m09*m12),  
              
        invDet = 1/(m00*n0 - m01*n1 + m02*n2 - m03*n3);
    
    m[0]  =  n0*invDet;
    m[1]  = -n1*invDet;
    m[2]  =  n2*invDet;
    m[3]  = -n3*invDet;     
    
    m[4]  = -(m01 * (m10*m15 - m11*m14) - m02 * (m09*m15 - m11*m13) + m03 * (m09*m14 - m10*m13))*invDet;  
    m[5]  =  (m00 * (m10*m15 - m11*m14) - m02 * (m08*m15 - m11*m12) + m03 * (m08*m14 - m10*m12))*invDet;
    m[6]  = -(m00 * (m09*m15 - m11*m13) - m01 * (m08*m15 - m11*m12) + m03 * (m08*m13 - m09*m12))*invDet;
    m[7]  =  (m00 * (m09*m14 - m10*m13) - m01 * (m08*m14 - m10*m12) + m02 * (m08*m13 - m09*m12))*invDet;
    
    m[8]  =  (m01 * (m06*m15 - m07*m14) - m02 * (m05*m15 - m07*m13) + m03 * (m05*m14 - m06*m13))*invDet;
    m[9]  = -(m00 * (m06*m15 - m07*m14) - m02 * (m04*m15 - m07*m12) + m03 * (m04*m14 - m06*m12))*invDet;
    m[10] =  (m00 * (m05*m15 - m07*m13) - m01 * (m04*m15 - m07*m12) + m03 * (m04*m13 - m05*m12))*invDet;
    m[11] = -(m00 * (m05*m14 - m06*m13) - m01 * (m04*m14 - m06*m12) + m02 * (m04*m13 - m05*m12))*invDet;
    
    m[12] = -(m01 * (m06*m11 - m07*m10) - m02 * (m05*m11 - m07*m09) + m03 * (m05*m10 - m06*m09))*invDet;
    m[13] =  (m00 * (m06*m11 - m07*m10) - m02 * (m04*m11 - m07*m08) + m03 * (m04*m10 - m06*m08))*invDet;
    m[14] = -(m00 * (m05*m11 - m07*m09) - m01 * (m04*m11 - m07*m08) + m03 * (m04*m09 - m05*m08))*invDet;
    m[15] =  (m00 * (m05*m10 - m06*m09) - m01 * (m04*m10 - m06*m08) + m02 * (m04*m09 - m05*m08))*invDet; 

    return this;
  },
  inverseFast:function(){
    var m = this.elements, 
        m00 = m[0],  m04 = m[4],  m08 = m[8],  m12 = m[12],
        m01 = m[1],  m05 = m[5],  m09 = m[9],  m13 = m[13],
        m02 = m[2],  m06 = m[6],  m10 = m[10], m14 = m[14],
        m03 = m[3],  m07 = m[7],  m11 = m[11], m15 = m[15];
    
    
    var a0813 = m08 * m13, a0814 = m08 * m14, a0815 = m08 * m15,
        a0912 = m09 * m12, a0914 = m09 * m14, a0915 = m09 * m15,
        a1012 = m10 * m12, a1013 = m10 * m13, a1015 = m10 * m15,
        a1112 = m11 * m12, a1113 = m11 * m13, a1114 = m11 * m14;
        
    var n0 =  m05 * (a1015 - a1114) - m06 * (a0915 - a1113) + m07 * (a0914 - a1013),
        n1 =  m04 * (a1015 - a1114) - m06 * (a0815 - a1112) + m07 * (a0814 - a1012),
        n2 =  m04 * (a0915 - a1113) - m05 * (a0815 - a1112) + m07 * (a0813 - a0912),
        n3 =  m04 * (a0914 - a1013) - m05 * (a0814 - a1012) + m06 * (a0813 - a0912),  
              
        invDet = 1/(m00*n0 - m01*n1 + m02*n2 - m03*n3);
    
    m[0]  =  n0*invDet;
    m[1]  = -n1*invDet;
    m[2]  =  n2*invDet;
    m[3]  = -n3*invDet;     
    
    m[4]  = -(m01 * (a1015 - a1114) - m02 * (a0915 - a1113) + m03 * (a0914 - a1013))*invDet;  
    m[5]  =  (m00 * (a1015 - a1114) - m02 * (a0815 - a1112) + m03 * (a0814 - a1012))*invDet;
    m[6]  = -(m00 * (a0915 - a1113) - m01 * (a0815 - a1112) + m03 * (a0813 - a0912))*invDet;
    m[7]  =  (m00 * (a0914 - a1013) - m01 * (a0814 - a1012) + m02 * (a0813 - a0912))*invDet;
    
    m[8]  =  (m01 * (m06*m15 - m07*m14) - m02 * (m05*m15 - m07*m13) + m03 * (m05*m14 - m06*m13))*invDet;
    m[9]  = -(m00 * (m06*m15 - m07*m14) - m02 * (m04*m15 - m07*m12) + m03 * (m04*m14 - m06*m12))*invDet;
    m[10] =  (m00 * (m05*m15 - m07*m13) - m01 * (m04*m15 - m07*m12) + m03 * (m04*m13 - m05*m12))*invDet;
    m[11] = -(m00 * (m05*m14 - m06*m13) - m01 * (m04*m14 - m06*m12) + m02 * (m04*m13 - m05*m12))*invDet;
    
    m[12] = -(m01 * (m06*m11 - m07*m10) - m02 * (m05*m11 - m07*m09) + m03 * (m05*m10 - m06*m09))*invDet;
    m[13] =  (m00 * (m06*m11 - m07*m10) - m02 * (m04*m11 - m07*m08) + m03 * (m04*m10 - m06*m08))*invDet;
    m[14] = -(m00 * (m05*m11 - m07*m09) - m01 * (m04*m11 - m07*m08) + m03 * (m04*m09 - m05*m08))*invDet;
    m[15] =  (m00 * (m05*m10 - m06*m09) - m01 * (m04*m10 - m06*m08) + m02 * (m04*m09 - m05*m08))*invDet; 

    return this;
  },
  multiply:function(m2){
    var m1 = this.elements,
        m2 = m2.elements, 
      
        m1_00 = m1[0],  m1_04 = m1[4],  m1_08 = m1[8],  m1_12 = m1[12],
        m1_01 = m1[1],  m1_05 = m1[5],  m1_09 = m1[9],  m1_13 = m1[13],
        m1_02 = m1[2],  m1_06 = m1[6],  m1_10 = m1[10], m1_14 = m1[14],
        m1_03 = m1[3],  m1_07 = m1[7],  m1_11 = m1[11], m1_15 = m1[15], 
                                                   
        m2_00 = m2[0],  m2_04 = m2[4],  m2_08 = m2[8],  m2_12 = m2[12],
        m2_01 = m2[1],  m2_05 = m2[5],  m2_09 = m2[9],  m2_13 = m2[13],
        m2_02 = m2[2],  m2_06 = m2[6],  m2_10 = m2[10], m2_14 = m2[14],
        m2_03 = m2[3],  m2_07 = m2[7],  m2_11 = m2[11], m2_15 = m2[15];
      
    m1[0] = m1_00*m2_00 + m1_01*m2_04 + m1_02*m2_08 + m1_03*m2_12;
    m1[4] = m1_04*m2_00 + m1_05*m2_04 + m1_06*m2_08 + m1_07*m2_12;
    m1[8] = m1_08*m2_00 + m1_09*m2_04 + m1_10*m2_08 + m1_11*m2_12;
    m1[12] = m1_12*m2_00 + m1_13*m2_04 + m1_14*m2_08 + m1_15*m2_12;
    
    m1[1] = m1_00*m2_01 + m1_01*m2_05 + m1_02*m2_09 + m1_03*m2_13;
    m1[5] = m1_04*m2_01 + m1_05*m2_05 + m1_06*m2_09 + m1_07*m2_13;
    m1[9] = m1_08*m2_01 + m1_09*m2_05 + m1_10*m2_09 + m1_11*m2_13;
    m1[13] = m1_12*m2_01 + m1_13*m2_05 + m1_14*m2_09 + m1_15*m2_13;
    
    m1[2] = m1_00*m2_02 + m1_01*m2_06 + m1_02*m2_10 + m1_03*m2_14;
    m1[6] = m1_04*m2_02 + m1_05*m2_06 + m1_06*m2_10 + m1_07*m2_14;
    m1[10] = m1_08*m2_02 + m1_09*m2_06 + m1_10*m2_10 + m1_11*m2_14;
    m1[14] = m1_12*m2_02 + m1_13*m2_06 + m1_14*m2_10 + m1_15*m2_14;
    
    m1[3] = m1_00*m2_03 + m1_01*m2_07 + m1_02*m2_11 + m1_03*m2_15;
    m1[7] = m1_04*m2_03 + m1_05*m2_07 + m1_06*m2_11 + m1_07*m2_15;
    m1[11] = m1_08*m2_03 + m1_09*m2_07 + m1_10*m2_11 + m1_11*m2_15;
    m1[15] = m1_12*m2_03 + m1_13*m2_07 + m1_14*m2_11 + m1_15*m2_15;
    
    return this;
  },
  multiplyTranspose:function(m2){
    var m1 = this.elements,
        m2 = m2.elements, 
        m1_00 = m1[0],  m1_04 = m1[4],  m1_08 = m1[8],  m1_12 = m1[12],
        m1_01 = m1[1],  m1_05 = m1[5],  m1_09 = m1[9],  m1_13 = m1[13],
        m1_02 = m1[2],  m1_06 = m1[6],  m1_10 = m1[10], m1_14 = m1[14],
        m1_03 = m1[3],  m1_07 = m1[7],  m1_11 = m1[11], m1_15 = m1[15], 
                                                   
        m2_00 = m2[0],  m2_04 = m2[4],  m2_08 = m2[8],  m2_12 = m2[12],
        m2_01 = m2[1],  m2_05 = m2[5],  m2_09 = m2[9],  m2_13 = m2[13],
        m2_02 = m2[2],  m2_06 = m2[6],  m2_10 = m2[10], m2_14 = m2[14],
        m2_03 = m2[3],  m2_07 = m2[7],  m2_11 = m2[11], m2_15 = m2[15];

    m1[0] =   m1_00*m2_00 + m1_04*m2_01 + m1_08*m2_02 + m1_12*m2_03;
    m1[1] =   m1_01*m2_00 + m1_05*m2_01 + m1_09*m2_02 + m1_13*m2_03;
    m1[2] =   m1_02*m2_00 + m1_06*m2_01 + m1_10*m2_02 + m1_14*m2_03;
    m1[3] =  m1_03*m2_00 + m1_07*m2_01 + m1_11*m2_02 + m1_15*m2_03;
    
    m1[4] =   m1_00*m2_04 + m1_04*m2_05 + m1_08*m2_06 + m1_12*m2_07;
    m1[5] =   m1_01*m2_04 + m1_05*m2_05 + m1_09*m2_06 + m1_13*m2_07;
    m1[6] =   m1_02*m2_04 + m1_06*m2_05 + m1_10*m2_06 + m1_14*m2_07;
    m1[7] =  m1_03*m2_04 + m1_07*m2_05 + m1_11*m2_06 + m1_15*m2_07;    
    
    m1[8] =   m1_00*m2_08 + m1_04*m2_09 + m1_08*m2_10 + m1_12*m2_11;
    m1[9] =   m1_01*m2_08 + m1_05*m2_09 + m1_09*m2_10 + m1_13*m2_11;
    m1[10] =  m1_02*m2_08 + m1_06*m2_09 + m1_10*m2_10 + m1_14*m2_11;
    m1[11] =  m1_03*m2_08 + m1_07*m2_09 + m1_11*m2_10 + m1_15*m2_11;
    
    m1[12] =   m1_00*m2_12 + m1_04*m2_13 + m1_08*m2_14 + m1_12*m2_15;
    m1[13] =   m1_01*m2_12 + m1_05*m2_13 + m1_09*m2_14 + m1_13*m2_15;
    m1[14] =  m1_02*m2_12 + m1_06*m2_13 + m1_10*m2_14 + m1_14*m2_15;
    m1[15] =  m1_03*m2_12 + m1_07*m2_13 + m1_11*m2_14 + m1_15*m2_15;

    return this;
  },
  multiplyVector4:function(v){
    var x = v.x, y = v.y, z = v.z, w = v.w;
    var m = this.elements;

    return new v.constructor(
      m[0]*x + m[4]*y + m[8]*z + m[12]*w,
      m[1]*x + m[5]*y + m[9]*z + m[13]*w,
      m[2]*x + m[6]*y + m[10]*z + m[14]*w,
      m[3]*x + m[7]*y + m[11]*z + m[15]*w
    );
  },
  rotateX: function(radians){
    var m = this.elements;
    
    var c = Math.cos(radians);
    var s = Math.sin(radians);
    var m04 = m[4], m05 = m[5], m06 = m[6],  m07 = m[7],
        m08 = m[8], m09 = m[9], m10 = m[10], m11= m[11];
    
    
    m[4] = m04 * c + m08 * s; m[5] = m05 * c + m09 * s; m[6] = m06 * c + m10 * s; m[7] = m07 * c + m11 * s;
    m[8] = m04 * -s + m08 * c; m[9] = m05 * -s + m09 * c; m[10] = m06 * -s + m10 * c; m[11] = m07 * -s + m11 * c;
    
    return this;
  },
  rotateY: function(radians){
    var m = this.elements;
    
    var c = Math.cos(radians);
    var s = Math.sin(radians);
    var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3],
        m08 = m[8], m09 = m[9], m10= m[10], m11= m[11];
    
    m[0] = m00 * c + m02 * -s; m[1] = m01 * c + m09 * -s; m[2] = m02 * c + m10* -s; m[3] = m03 * c + m11* -s;
    
    m[8] = m00 * s + m02 * c; m[9] = m01 * s + m09 * c; m[10]= m02 * s + m10* c; m[11] = m03 * s + m11* c;    

    return this;
  },
  rotateZ: function(radians){
    var m = this.elements;
    
    var c = Math.cos(radians);
    var s = Math.sin(radians);
    var m00 = m[0], m01 = m[1], m02 = m[2],  m03 = m[3],
        m04 = m[4], m05 = m[5], m06 = m[6],  m07 = m[7];
    
    m[0] = m00 * c + m04 * s; m[1] = m01 * c + m05 * s; m[2] = m02 * c + m06* s; m[3] = m03 * c + m07* s;
    m[4] = m00 * -s + m04 * c; m[5] = m01 * -s + m05 * c; m[6] = m02 * -s + m06* c; m[7] = m03 * -s + m07* c;

    return this;
  },  
  rotateAroundAxis:function(r,v){
    var c = Math.cos(r), s = Math.sin(r);
    
    var x = v.x,y = v.y, z = v.z, t = 1-c,
        xyt = x*y*t, xzt = x*z*t, yzt = y*z*t,
        xs = x*s, ys = y*s, zs = z*s;
        
    var m = this.elements, 
        m00 = m[0],  m04 = m[4],  m08 = m[8],  m12 = m[12],
        m01 = m[1],  m05 = m[5],  m09 = m[9],  m13 = m[13],
        m02 = m[2],  m06 = m[6],  m10 = m[10], m14 = m[14],
        m03 = m[3],  m07 = m[7],  m11 = m[11], m15 = m[15];
    
    var a00 = c+x*x*t, a04 = xyt-zs, a08 = xzt+ys,
        a01 = xyt+zs,  a05 = c+y*y*t,a09 = yzt-xs,
        a02 = xzt-ys,  a06 = yzt+xs, a10 = c+z*z*t;

    m[0] = m00*a00 + m01*a04 + m02*a08;
    m[4] = m04*a00 + m05*a04 + m06*a08;
    m[8] = m08*a00 + m09*a04 + m10*a08;
    m[12] = m12*a00 + m13*a04 + m14*a08;   
    
    m[1] = m00*a01 + m01*a05 + m02*a09;
    m[5] = m04*a01 + m05*a05 + m06*a09;
    m[9] = m08*a01 + m09*a05 + m10*a09;
    m[13] = m12*a01 + m13*a05 + m14*a09;
    
    m[2] = m00*a02 + m01*a06 + m02*a10;
    m[6] = m04*a02 + m05*a06 + m06*a10;
    m[10] = m08*a02 + m09*a06 + m10*a10;
    m[14] = m12*a02 + m13*a06 + m14*a10;

    return this;
  },
  scale:function(x,y,z){
    var m = this.elements;
    
    m[0] = m[0]*x;  m[4] = m[4]*y;  m[8] = m[8]*z;         
    m[1] = m[1]*x;  m[5] = m[5]*y;  m[9] = m[9]*z;
    m[2] = m[2]*x;  m[6] = m[6]*y;  m[10]= m[10]*z;
    m[3] = m[3]*x;  m[7] = m[7]*y;  m[11]= m[11]*z;   
    
    return this;
  },
  translate:function(x,y,z){
    var m = this.elements;
    
    m[12] = m[0]*x + m[4]*y + m[8]*z + m[12];
                m[13] = m[1]*x + m[5]*y + m[9]*z + m[13];
                m[14] = m[2]*x + m[6]*y + m[10]*z + m[14];
                m[15] = m[3]*x + m[7]*y + m[11]*z + m[15];
    
    return this;
  },
  transpose:function(){
    var m = this.elements;
    var a01 = m[1], a02 = m[2], a03 = m[3],
        a12 = m[6], a13 = m[7],
        a23 = m[11];
                
    m[1] = m[4]; m[2] = m[8]; m[3] = m[12];
    m[4] = a01;  m[6] = m[9]; m[7] = m[13];
    m[8] = a02;  m[9] = a12;  m[11] = m[14];
    m[12] = a03; m[13] = a13; m[14] = a23;
    
    return this;  
  },
  toQuaternion:function(){
    var m = this.elements, 
        m00 = m[0],  m04 = m[4],  m08 = m[8],
        m01 = m[1],  m05 = m[5],  m09 = m[9],
        m02 = m[2],  m06 = m[6],  m10 = m[10];
    var max = Math.max, sqrt = Math.sqrt;
    
    return new N3D_M_Quaternion(
      sqrt(max(0,1+m00-m05-m10))*0.5, //sqrt( max( 0, 1 + m00 - m11 - m22 ) ) / 2;
      sqrt(max(0,1-m00+m05-m10))*0.5, //sqrt( max( 0, 1 - m00 + m11 - m22 ) ) / 2;
      sqrt(max(0,1-m00-m05+m10))*0.5, //sqrt( max( 0, 1 - m00 - m11 + m22 ) ) / 2;
      sqrt(max(0,1+m00+m05+m10))*0.5  //sqrt( max( 0, 1 + m00 + m11 + m22 ) ) / 2;
    ); 
    
    /*    
    var trace = m[0] + m[5] + m[10];
    var s;
    
    if(trace>0){
      s = 0.5/Math.sqrt(trace+1);

      return new N3D_M_Vector4(
        (m[9] - m[6]) * s,
        (m[2] - m[8]) * s,
        (m[4] - m[1]) * s,
        0.25 / s
      );
    }else if((m00>m05) && (m00>m10)){
      s = 0.5/Math.sqrt(1 + m00 - m05 - m10)

      return new N3D_M_Vector4(
        0.25 / s,
        (m01 + m04) * s,
        (m02 + m08) * s,
        (m09 - m06) * s        
      );
      
    }else if(m05 > m10){
      s = 0.5/Math.sqrt(1 + m05 - m00 - m10);
      
      return new N3D_M_Vector4(
        (m01 + m04) * s,
        0.25 / s,
        (m06 + m09) * s,
        (m02 - m08) * s
      );
       
    }
    
    
    s = 0.5/Math.sqrt(1+m10 - m00 - m05);
    return new N3D_M_Vector4(
      (m02 + m08) * s,
      (m06 + m09) * s,
      0.25 / s,
      (m04 - m01) * s
    );
    */    
  },
  toString:function(){
    var e = this.elements;
    return '01: '+e[0].toFixed(3)+', 04: '+e[4].toFixed(3)+', 08: '+e[8].toFixed(3)+', 12: '+e[12].toFixed(3) + '\n' + 
           '02: '+e[1].toFixed(3)+', 05: '+e[5].toFixed(3)+', 09: '+e[9].toFixed(3)+', 13: '+e[13].toFixed(3) + '\n' + 
           '03: '+e[2].toFixed(3)+', 06: '+e[6].toFixed(3)+', 10: '+e[10].toFixed(3)+', 14: '+e[14].toFixed(3) + '\n' + 
           '04: '+e[3].toFixed(3)+', 07: '+e[7].toFixed(3)+', 11: '+e[11].toFixed(3)+', 15: '+e[15].toFixed(3);
  }
};

N3D.Math.Matrix4.Identity = function(){
  return new N3D_M_Matrix4(
    1,0,0,0,
    0,1,0,0,
    0,0,1,0,
    0,0,0,1
  );
};


N3D.Math.Matrix4.Multiply = function(m1,m2){
  var m1 = m1.elements,
      m2 = m2.elements, 
      
      m1_00 = m1[0],  m1_04 = m1[4],  m1_08 = m1[8],  m1_12 = m1[12],
      m1_01 = m1[1],  m1_05 = m1[5],  m1_09 = m1[9],  m1_13 = m1[13],
      m1_02 = m1[2],  m1_06 = m1[6],  m1_10 = m1[10], m1_14 = m1[14],
      m1_03 = m1[3],  m1_07 = m1[7],  m1_11 = m1[11], m1_15 = m1[15], 
                                                   
      m2_00 = m2[0],  m2_04 = m2[4],  m2_08 = m2[8],  m2_12 = m2[12],
      m2_01 = m2[1],  m2_05 = m2[5],  m2_09 = m2[9],  m2_13 = m2[13],
      m2_02 = m2[2],  m2_06 = m2[6],  m2_10 = m2[10], m2_14 = m2[14],
      m2_03 = m2[3],  m2_07 = m2[7],  m2_11 = m2[11], m2_15 = m2[15];
      
  return new N3D_M_Matrix4(
    m1_00*m2_00 + m1_01*m2_04 + m1_02*m2_08 + m1_03*m2_12,
    m1_04*m2_00 + m1_05*m2_04 + m1_06*m2_08 + m1_07*m2_12,
    m1_08*m2_00 + m1_09*m2_04 + m1_10*m2_08 + m1_11*m2_12,
    m1_12*m2_00 + m1_13*m2_04 + m1_14*m2_08 + m1_15*m2_12,
    
    m1_00*m2_01 + m1_01*m2_05 + m1_02*m2_09 + m1_03*m2_13,
    m1_04*m2_01 + m1_05*m2_05 + m1_06*m2_09 + m1_07*m2_13,
    m1_08*m2_01 + m1_09*m2_05 + m1_10*m2_09 + m1_11*m2_13,
    m1_12*m2_01 + m1_13*m2_05 + m1_14*m2_09 + m1_15*m2_13,
    
    m1_00*m2_02 + m1_01*m2_06 + m1_02*m2_10 + m1_03*m2_14,
    m1_04*m2_02 + m1_05*m2_06 + m1_06*m2_10 + m1_07*m2_14,
    m1_08*m2_02 + m1_09*m2_06 + m1_10*m2_10 + m1_11*m2_14,
    m1_12*m2_02 + m1_13*m2_06 + m1_14*m2_10 + m1_15*m2_14,
    
    m1_00*m2_03 + m1_01*m2_07 + m1_02*m2_11 + m1_03*m2_15,
    m1_04*m2_03 + m1_05*m2_07 + m1_06*m2_11 + m1_07*m2_15,
    m1_08*m2_03 + m1_09*m2_07 + m1_10*m2_11 + m1_11*m2_15,
    m1_12*m2_03 + m1_13*m2_07 + m1_14*m2_11 + m1_15*m2_15
  );   
};



N3D.Math.Matrix4.MultiplyTranspose = function(m1,m2){
  var m1 = m1.elements,
      m2 = m2.elements, 
      
      m1_00 = m1[0],  m1_04 = m1[4],  m1_08 = m1[8],  m1_12 = m1[12],
      m1_01 = m1[1],  m1_05 = m1[5],  m1_09 = m1[9],  m1_13 = m1[13],
      m1_02 = m1[2],  m1_06 = m1[6],  m1_10 = m1[10], m1_14 = m1[14],
      m1_03 = m1[3],  m1_07 = m1[7],  m1_11 = m1[11], m1_15 = m1[15], 
                                                   
      m2_00 = m2[0],  m2_04 = m2[4],  m2_08 = m2[8],  m2_12 = m2[12],
      m2_01 = m2[1],  m2_05 = m2[5],  m2_09 = m2[9],  m2_13 = m2[13],
      m2_02 = m2[2],  m2_06 = m2[6],  m2_10 = m2[10], m2_14 = m2[14],
      m2_03 = m2[3],  m2_07 = m2[7],  m2_11 = m2[11], m2_15 = m2[15];
    
  return new N3D_M_Matrix4(        
    m1_00*m2_00 + m1_04*m2_01 + m1_08*m2_02 + m1_12*m2_03,
    m1_00*m2_04 + m1_04*m2_05 + m1_08*m2_06 + m1_12*m2_07,
    m1_00*m2_08 + m1_04*m2_09 + m1_08*m2_10 + m1_12*m2_11,
    m1_00*m2_12 + m1_04*m2_13 + m1_08*m2_14 + m1_12*m2_15,
    
    m1_01*m2_00 + m1_05*m2_01 + m1_09*m2_02 + m1_13*m2_03,
    m1_01*m2_04 + m1_05*m2_05 + m1_09*m2_06 + m1_13*m2_07,
    m1_01*m2_08 + m1_05*m2_09 + m1_09*m2_10 + m1_13*m2_11,
    m1_01*m2_12 + m1_05*m2_13 + m1_09*m2_14 + m1_13*m2_15,
    
    m1_02*m2_00 + m1_06*m2_01 + m1_10*m2_02 + m1_14*m2_03,
    m1_02*m2_04 + m1_06*m2_05 + m1_10*m2_06 + m1_14*m2_07,
    m1_02*m2_08 + m1_06*m2_09 + m1_10*m2_10 + m1_14*m2_11,
    m1_02*m2_12 + m1_06*m2_13 + m1_10*m2_14 + m1_14*m2_15,
    
    m1_03*m2_00 + m1_07*m2_01 + m1_11*m2_02 + m1_15*m2_03,
    m1_03*m2_04 + m1_07*m2_05 + m1_11*m2_06 + m1_15*m2_07,
    m1_03*m2_08 + m1_07*m2_09 + m1_11*m2_10 + m1_15*m2_11,
    m1_03*m2_12 + m1_07*m2_13 + m1_11*m2_14 + m1_15*m2_15 
  );  
};

N3D.Math.Matrix4.CreateLookAt = function(eye,target,up){
  var f = N3D_M_Vector3.Sub(eye,target).normalize(),
      s = N3D_M_Vector3.Cross(up,f).normalize(),
      u = N3D_M_Vector3.Cross(f,s); 
      
  return new N3D_M_Matrix4(
    s.x,  u.x,  f.x,  -eye.x,
    s.y,  u.y,  f.y,  -eye.y,
    s.z,  u.z,  f.z,  -eye.z,
    0,    0,    0,    1 
  );
};

N3D.Math.Matrix4.CreateRotationX = function(r){
  var c = Math.cos(r), s = Math.sin(r);
  
  return new N3D_M_Matrix4(
    1,0,0,0,
    0,c,-s,0,
    0,s,c,0,
    0,0,0,1
  );
};


N3D.Math.Matrix4.CreateRotationY = function(r){
  var c = Math.cos(r), s = Math.sin(r);
  
  return new N3D_M_Matrix4(
    c,0,s,0,
    0,1,0,0,
    -s,0,c,0,
    0,0,0,1
  );
};
N3D.Math.Matrix4.CreateRotationZ = function(r){
  var c = Math.cos(r), s = Math.sin(r);
  
  return new N3D_M_Matrix4(
    c,-s,0,0,
    s,c,0,0,
    0,0,1,0,
    0,0,0,1
  );
};

N3D.Math.Matrix4.CreateRotationAroundAxis = function(r,v){
  var c = Math.cos(r), s = Math.sin(r);
  var x = v.x,y = v.y, z = v.z,
      t = 1-c,
      xyt = x*y*t, xzt = x*z*t, yzt = y*z*t,
      xs = x*s, ys = y*s, zs = z*s;
  
  return new N3D_M_Matrix4(
    c+x*x*t, xyt-zs,  xzt+ys,  0,
    xyt+zs,  c+y*y*t,  yzt-xs,  0,
    xzt-ys,  yzt+xs,  c+z*z*t,  0,
    0,        0,        0,        1
  );
};

N3D.Math.Matrix4.CreateScale = function(x,y,z){
  return new N3D_M_Matrix4(
    x,0,0,0,
    0,y,0,0,
    0,0,z,0,
    0,0,0,1
  );
};

N3D.Math.Matrix4.CreateTranslation = function(x,y,z){
  return new N3D_M_Matrix4(
    1,0,0,x,
    0,1,0,y,
    0,0,1,z,
    0,0,0,1
  );
};

N3D.Math.Matrix4.CreateFrustum = function(left,right,bottom,top,near,far){
  var rl = right - left,
      tb = top - bottom,
      fn = far - near,
      n2 = 2 * near;
  return new N3D_M_Matrix4(
    n2/rl,            0,                0,                0,
    0,                n2/tb,            0,                0,
    (right+left)/rl,  (top+bottom)/tb,  -(far+near)/fn,   -1,
    0,                0,                -n2*far/fn,         0
  );
};

N3D.Math.Matrix4.CreatePerspective = function(angle,aspectRatio,near,far){
  var scale = Math.tan(angle * N3D_M.PiOver360) * near,
      right = aspectRatio * scale,
      fn = far - near,
      tb = scale + scale,
      rl = right + right,
      n2 = 2 * near;
      
  return new N3D_M_Matrix4(
    n2/rl,  0,      (right-right)/rl,       0,
    0,      n2/tb,  (scale-scale)/tb,       0,
    0,      0,      -(far+near)/fn,         -1,
    0,      0,      -n2*far/fn,             0
  );
};

N3D.Math.Matrix4.CreatePerspective2 = function(angle,aspectRatio,near,far){
  var scale = Math.tan(angle * N3D_M.PiOver360) * near,
      right = aspectRatio * scale;

  return N3D_M_Matrix4.CreateFrustum(-right,right,-scale,scale,near,far);
};

N3D.Math.Matrix4.CreateOrthographic = function(l,r,b,t,n,f){
  var rl = r - l,
            tb = t - b,
            fn = f - n;
  
  return new N3D_M_Matrix4(
    2/rl,       0,          0,          0,
    0,          2/tb,       0,          0,
    0,          0,          -2/fn,      0,
    -(l+r)/rl,  -(t+b)/tb,  -(f+n)/fn,  1
  );
};

N3D.Math.Matrix4.CreateFromQuaternion = function(q){
  q.normalize();
  
  var x = q.x, y = q.y, z = q.z, w = 0;
  
  var xx = x*x, xy = x*y, xz = x*z, xw = x*w, 
      yy = y*y, yz = y*z, yw = y*w,
      zz = z*z, zw = z*w;
  
  return new N3D_M_Matrix4(
    1 - 2*(yy+zz),  2*(xy-zw),    2*(xz+yw),    0,
    2*(xy+zw),      1-2*(xx+zz),  2*(yz-xw),    0,
    2*(xz-yw),      2*(yz+xw),    1-2*(xx+yy),  0,
    0,              0,            0,            1 
     
  );
  /*var xx2 = 2*x*x, yy2 = 2*y*y, zz2 = 2*z*z;
  
  return new N3D_M_Matrix4(
    1-yy2 - zz2, 2*x*y - 2*z*w, 2*x*z + 2*y*w, 0,
    2*x*y + 2*z*w, 1-xx2 - zz2, 2*y*z - 2*x*w, 0,
    2*x*z - 2*y*w, 2*y*z + 2*x*w, 1-xx2 - yy2, 0,
    0,0,0,1 
  
  ); */
};
/* <<<< Math.Matrix4 <<<< */


/* >>>> Math.Vector2 >>>> */
N3D.Math.Vector2 = function(x,y){
  this.x = x;
  this.y = y;

  return this;
};
N3D.Math.Vector2.prototype = {
  constructor:N3D.Math.Vector2,
  xy:function(){
    return [this.x,this.y];
  },
  clone:function(){
    return new N3D_M_Vector2(this.x,this.y);
  },
  add:function(v){
    this.x += v.x;
    this.y += v.y;
    
    return this;
  },
  sub:function(v){
    this.x -= v.x;
    this.y -= v.y;
    
    return this;  
  },
  multiply:function(v){
    this.x *= v.x;
    this.y *= v.y;
    
    return this;  
  },
  scale:function(n){
    this.x *= n;
    this.y *= n;
    
    return this;
  },
  normalize:function(){
    var x = this.x,y = this.y;
    var length = Math.sqrt(x*x + y*y);
    
    this.x /= length;
    this.y /= length;
    
    return this; 
  },
  perpendicular:function(){
   var x = this.x,y = this.y;
   var scale_factor = 1 / Math.sqrt(x*x + y*y);
   
   this.x = -1 * y;
   this.y = x;
   
   return this;
  },
  divide:function(v){
    this.x /= v.x;
    this.y /= v.y;
    
    return this;  
  },
  rotate:function(angle){
    var x = this.x, y = this.y;
    
    var cos = Math.cos(angle);
    var sin = Math.sin(angle);
    
    this.x = x*cos - y*sin;
    this.y = x*sin + y*cos;
    
    return this;
  },
  dot:function(v){
    return (this.x * v.x + this.y * v.y);
  },
  toString:function(){
    return "N3D.Math.Vector2("+this.x+","+this.y+")";
  },
  negative:function(){
    return this.scale(-1);
  },
  equals:function(v){
    return (this.x == v.x && this.y == v.y);
  },
  distance:function(v){
    var x = this.x-v.x;
    var y = this.y-v.y;
    return Math.sqrt(x*x + y*y);
  }  
};
N3D.Math.Vector2.Equals = function(v1,v2){
  return (v1.x == v2.x && v1.y == v2.y);
};
N3D.Math.Vector2.Identity = function(){
  return new N3D_M_Vector2(0,0);
};
N3D.Math.Vector2.Add = function(v1,v2){
  return new N3D_M_Vector2(v2.x+v1.x,v2.y+v1.y);
};

N3D.Math.Vector2.MultiplyScalar = function(v,n){
  return new N3D_M_Vector2(v.x*n,v.y*n);
};
N3D.Math.Vector2.Dot = function(v1, v2){
  return (v1.x*v2.x + v1.y*v2.y);
};
N3D.Math.Vector2.Sub = function(v1,v2){
  return new N3D_M_Vector2(v1.x-v2.x,v1.y-v2.y);
};
N3D.Math.Vector2.Distance = function(v1,v2){
  var x = v1.x-v2.x, y = v1.y-v2.y;
  return Math.sqrt(x*x+y*y);
};
N3D.Math.Vector2.Cross = function(v1,v2){
  return new N3D_M_Vector2(
    v1.x*v2.y - v1.y*v2.x,
    v2.x*v1.y - v2.y*v1.x
  );
};

N3D.Math.Vector2.Lerp = function(v1,v2,a){
  return new N3D_M_Vector2(
    v1.x + (v2.x-v1.x) * a,
    v1.y + (v2.y-v1.y) * a,
    v1.z + (v2.z-v1.z) * a
  );
};

/* <<<< Math.Vector2 <<<< */

/* >>>> Math.Vector3 >>>> */
N3D.Math.Vector3 = function(x,y,z){
  this.x = x;
  this.y = y;
  this.z = z;
  
  return this;
};
N3D.Math.Vector3.prototype = {
  constructor:N3D.Math.Vector3,
  clone:function(){
    return new N3D_M_Vector3(this.x,this.y,this.z);
  },
  xyz:function(){
    return [this.x,this.y,this.z];
  },
  add:function(v){
    this.x += v.x;
    this.y += v.y;
    this.z += v.z;
    
    return this;
  },
  sub:function(v){
    this.x -= v.x;
    this.y -= v.y;
    this.z -= v.z;
    
    return this;
  },
  multiply:function(v){
    this.x *= v.x;
    this.y *= v.y;
    this.z *= v.z;
    
    return this;
  },
  scale:function(n){
    this.x *= n;
    this.y *= n;
    this.z *= n;
    
    return this;
  },
  cross:function(v){
    var x = this.x,y = this.y,z = this.z;
    
    this.x = y*v.z - z*v.y;
    this.y = z*v.x - x*v.z;
    this.z = x*v.y - y*v.x;
    
    return this;
  },
  dot:function(){
    var x = this.x,y = this.y,z = this.z;
    return (x*x + y*y + z*z);
  },
  length:function(){
    var x = this.x,y = this.y,z = this.z;
    return Math.sqrt(x*x + y*y + z*z);
  },
  normalize:function(){
    var x = this.x,y = this.y,z = this.z;
    var length = 1/Math.sqrt(x*x + y*y + z*z);
    
    this.x *= length;
    this.y *= length;
    this.z *= length;
    
    return this; 
  },
  negative:function(){
    this.x *= -1;
    this.y *= -1;
    this.z *= -1;
    return this;
  },
  rotateY:function(angle){
    var x = this.x, z = this.z;
    
    var c = Math.cos(angle),
        s = Math.sin(angle);
    
    this.x = z*s + x*c;
    this.z = z*c - x*s;    
    
    return this;
  },
  rounded:function(){
    this.x = ~~this.x;
    this.y = ~~this.y;
    this.z = ~~this.z;
    
    return this;
  },
  toRotationMatrix:function(r){
    var c = Math.cos(r), s = Math.sin(r);
    
    var x = this.x, y = this.y, z = this.z, t = 1-c,
        xyt = x*y*t, xzt = x*z*t, yzt = y*z*t,
        xs = x*s, ys = y*s, zs = z*s;

    return new N3D_M_Matrix4(
      c+x*x*t, xyt-zs,  xzt+ys,  0,
      xyt+zs,  c+y*y*t, yzt-xs,  0,
      xzt-ys,  yzt+xs,  c+z*z*t, 0,
      0,       0,       0,       1
    );
  },
  toVector4:function(n){
    return new N3D_M_Vector4(this.x,this.y,this.z,n);
  },
  toString:function(){
    return "N3D.Math.Vector3("+this.x+","+this.y+","+this.z+")";
  }
};
N3D.Math.Vector3.Perp = function(a,axis){
  var x = a.x, y = a.y, z = a.z;
  var par = N3D_M_Vector3.Parallel(a,axis);
  return new N3D_M_Vector3(
    x-par.x,
    y-par.y,
    z-par.z  
  );
};
N3D.Math.Vector3.Parallel = function(a,axis){
  var dot = N3D_M_Vector3.Dot(a,axis);
  var p = axis.clone();
  
  return new N3D_M_Vector3(
    axis.x*dot, axis.y*dot, axis.z*dot
  ); 
};
N3D.Math.Vector3.Identity = function(){
  return new N3D_M_Vector3(0,0,0);
};
N3D.Math.Vector3.Up = new N3D.Math.Vector3(0,1,0);
N3D.Math.Vector3.Right = new N3D.Math.Vector3(1,0,0);
N3D.Math.Vector3.Forward = new N3D.Math.Vector3(0,0,-1);

N3D.Math.Vector3.Lerp = function(v1,v2,a){
  var Lerp = N3D_M.Lerp;

  return new N3D_M_Vector3(
    Lerp(v1.x, v2.x, a),
    Lerp(v1.y, v2.y, a),
    Lerp(v1.z, v2.z, a)
  );
};
N3D.Math.Vector3.Max = function(v1,v2){
  return newN3D_M_Vector3(
    N3D_M.Max(v1.x, v2.x),
    N3D_M.Max(v1.y, v2.y),
    N3D_M.Max(v1.z, v2.z)
  );
};
N3D.Math.Vector3.Min = function(v1,v2){
  return new N3D_M_Vector3(
    N3D_M.Min(v1.x, v2.x),
    N3D_M.Min(v1.y, v2.y),
    N3D_M.Min(v1.z, v2.z)
  );
};
N3D.Math.Vector3.Herminte = function(v1,t1,v2,t2,a){
  return new N3D_M_Vector3(
    N3D_M.Hermite(v1.x, t1.x, v2.x, t2.x, a),
    N3D_M.Hermite(v1.y, t1.y, v2.y, t2.y, a),
    N3D_M.Hermite(v1.z, t1.z, v2.z, t2.z, a)
  );   
};
N3D.Math.Vector3.isZero = function(v){
  return (v.x == 0 && v.y == 0 && v.z==0);
};
N3D.Math.Vector3.Equals = function(v){
  return v instanceof N3D_M_Vector3;
};
N3D.Math.Vector3.DistanceSquared = function(v1,v2){
  return (v1.x-v2.x) * (v1.x-v2.x) + (v1.y-v2.y) * (v1.y-v2.y) + (v1.z-v2.z) * (v1.z-v2.z); 
};
N3D.Math.Vector3.Distance = function(v1,v2){
  return Math.sqrt((v1.x-v2.x) * (v1.x-v2.x) + (v1.y-v2.y) * (v1.y-v2.y) + (v1.z-v2.z) * (v1.z-v2.z));
};
N3D.Math.Vector3.Cross = function(v1, v2){
  return new N3D_M_Vector3(
    v1.y * v2.z - v1.z * v2.y,
    v1.z * v2.x - v1.x * v2.z,
    v1.x * v2.y - v1.y * v2.x  
  );
};
N3D.Math.Vector3.BaryCentric = function(v1,v2,v3,a1,a2,r){
  return new N3D_M_Vector3(
    N3D_M.Barycentric(v1.x, v2.x, v3.x, a1, a2),
    N3D_M.Barycentric(v1.y, v2.y, v3.y, a1, a2),
    N3D_M.Barycentric(v1.z, v2.z, v3.z, a1, a2)
  );
};

N3D.Math.Vector3.CatmullRom = function(v1,v2,v3,v4,a,r){
  return new N3D_M_Vector3(
    N3D_M.CatmullRom(v1.x, v2.x, v3.x, v4.x, a),
    N3D_M.CatmullRom(v1.y, v2.y, v3.y, v4.y, a),
    N3D_M.CatmullRom(v1.z, v2.z, v3.z, v4.z, a)
  );
};

N3D.Math.Vector3.Clamp = function(v1, min, max){
  return new N3D_M_Vector3(
    N3D_M.Clamp(v1.x, min.x, max.x),
    N3D_M.Clamp(v1.y, min.y, max.y),
    N3D_M.Clamp(v1.z, min.z, max.z)
  );
};
N3D.Math.Vector3.Dot = function(v1, v2){
  return (v1.x*v2.x + v1.y*v2.y + v1.z * v2.z);
};
N3D.Math.Vector3.Reflect = function(v,n){
  var dT = 2 * N3D_M_Vector3.Dot(v,n);
  return new N3D_M_Vector3(
    v.x - dT * n.x,
    v.y - dT * n.y,
    v.z - dT * n.z
  );
};
N3D.Math.Vector3.Add = function(v0,v1){
  return new N3D_M_Vector3(
    v0.x+v1.x,
    v0.y+v1.y,
    v0.z+v1.z  
  );
};

N3D.Math.Vector3.Sub = function(v0,v1){
  return new N3D_M_Vector3(
    v0.x-v1.x,
    v0.y-v1.y,
    v0.z-v1.z  
  );
};
N3D.Math.Vector3.MultiplyScalar = function(v0,n){
  return new N3D_M_Vector3(
    v0.x*n,
    v0.y*n,
    v0.z*n  
  );
};

N3D.Math.Vector3.SmoothStep = function(v1,v2,a){
  return new N3D_M_Vector3(
    N3D_M.SmoothStep(v1.x, v2.x, a),
    N3D_M.SmoothStep(v1.y, v2.y, a),
    N3D_M.SmoothStep(v1.z, v2.z, a)
  );
};

N3D_M_Vector3 = N3D.Math.Vector3;
/* <<<< Math.Vector3 <<<< */

/* >>>> Math.Vector4 >>>> */
N3D.isLoaded = true;

N3D.Math.Vector4 = function(x,y,z,w){
  this.x = x;
  this.y = y;
  this.z = z;
  this.w = w;
  
  return this;
};
N3D.Math.Vector4.prototype = {
  constructor:N3D.Math.Vector4,
  clone:function(){
    return new N3D.Math.Vector4(this.x,this.y,this.z,this.w);
  },
  xyz:function(){
    return [this.x,this.y,this.z];
  },
  xyzw:function(){
    return [this.x,this.y,this.z,this.w];
  },
  add:function(v){
    this.x += v.x;
    this.y += v.y;
    this.z += v.z;
    this.w += v.w;
    
    return this;
  },
  sub:function(v){
    this.x -= v.x;
    this.y -= v.y;
    this.z -= v.z;
    this.w -= v.w;
    
    return this;
  },
  multiply:function(v){
    this.x *= v.x;
    this.y *= v.y;
    this.z *= v.z;
    this.w *= v.w;
    
    return this;
  },
  scale:function(n){
    this.x *= n;
    this.y *= n;
    this.z *= n;
    this.w *= n;
    
    return this;
  },
  divide:function(v){
    this.x /= v.x;
    this.y /= v.y;
    this.z /= v.z;
    this.w /= v.w;
    
    return this;
  },
  divideScalar:function(n){
    return this.multiplyScalar(1/n);
  },
  dot:function(v){
    return (this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w);
  },
  normalize:function(){
    var x = this.x, y = this.y, z = this.z, w = this.w;
    var f = 1/Math.sqrt(x*x+y*y+z*z+w*w);
    this.x *= f;
    this.y *= f;
    this.z *= f;
    this.w *= f;
    
    return this;
  },
  length:function(){
    var x = this.x, y = this.y, z = this.z, w = this.w;
    return Math.sqrt(x*x+y*y+z*z+w*w);
  },
  multiplyMatrix4:function(m){
    var m = m.elements;
    var x = this.x, y = this.y, z = this.z,w = this.w;
    
    this.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
    this.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
    this.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
    this.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
   
    return this; 
  },
  copyFromVector4:function(o){
    this.x = o.x;
    this.y = o.y;
    this.z = o.z;
    this.w = o.w;
    
    return this;
  },
  toHomogenous: function(width,height){
    var invW = 1/this.w;
    
    var x = this.x*invW,
        y = this.y*invW,
        z = this.z*invW;

    if(-1 < x && x < 1 && -1 < y && y < 1 && -1 < z && z < 1){
      this.x = ~~((x+1)*(width*0.5)); 
      this.y = ~~((y+1)*(height*0.5));
      this.z = z; 
      this.draw = true;
      return this;  
    }
  
    this.draw = false;
    
    return false;
  },
  toString:function(){
    return "Vector4("+this.x+","+this.y+","+this.z+","+this.w+")";
  }
};
N3D.Math.Vector4.Identity = function(){
  return new this(0,0,0,1);
};
N3D.Math.Vector4.CreateFromVector3 = function(v,n){
  return new this(v.x,v.y,v.z,n);
};

N3D.Math.Vector4.Lerp = function(v1,v2,a){
  var Lerp = N3D_M.Lerp;

  return new $V4(
    Lerp(v1.x, v2.x, a),
    Lerp(v1.y, v2.y, a),
    Lerp(v1.z, v2.z, a),
    Lerp(v1.w, v2.w, a)
  );
};

N3D.Math.Vector4.Multiply = function(v1,v2){
  return new this(
    v1.x*v2.x,
    v1.y*v2.y,
    v1.z*v2.z,
    v1.w*v2.w
  );
};

N3D.Math.Vector4.Equals = function(v){
  return v instanceof this;
};
N3D.Math.Vector4.Add = function(v1,v2){
  return new this(
    v1.x+v2.x,
    v1.y+v2.y,
    v1.z+v2.z,
    v1.w+v2.w
  );
};
N3D.Math.Vector4.Sub = function(v1,v2){
  return new this(
    v1.x-v2.x,
    v1.y-v2.y,
    v1.z-v2.z,
    v1.w-v2.w  
  );
};

N3D.Math.Vector4.Projection = function(p,viewport){
  var viewport = viewport || $Game.viewport;
  p.divideNumber(p.w);
  var w = 1;
  
  if(-w <= p.x <= w && -w <= p.y <= w && -w <= p.z <= w){
    var x = (p.x+1)*(viewport.width*0.5); 
    var y = (p.y+1)*(viewport.height*0.5);
    var v = new $V2(~~x,~~y);
    v.z = p.z;
    return v;  
  }
  
  return false;
}; 
/* <<<< Math.Vector4 <<<< */

/* >>>> Math.Quaternion >>>> */
N3D.Math.Quaternion = function(x,y,z,w){
  this.x = x;
  this.y = y;
  this.z = z;
  this.w = w;
};
N3D.Math.Quaternion.prototype = {
  conjugate:function(){
    this.x *= -1;
    this.y *= -1;
    this.z *= -1;
    
    return this;
  },
  scale:function(n){
    this.x *= n;
    this.y *= n;
    this.z *= n;
    this.w *= n;
  },
  multiply:function(q){
    var q1x = this.x, q1y = this.y, q1z = this.z, q1w = this.w;
    var q2x = q.x, q2y = q.y, q2z = q.z, q2w = q.w;
    
    this.x =  q1x * q2w + q1y * q2z - q1z * q2y + q1w * q2x;
    this.y = -q1x * q2z + q1y * q2w + q1z * q2x + q1w * q2y;
    this.z =  q1x * q2y - q1y * q2x + q1z * q2w + q1w * q2z;
    this.w = -q1x * q2x - q1y * q2y - q1z * q2z + q1w * q2w;
    
    return this;
  },
  add:function(q){
    this.x += q.x;
    this.y += q.y;
    this.z += q.z;
    this.w += q.w;
    
    return this;
  },
  toMatrix4:function(){
    var x = this.x, y = this.y, z = this.z, w = this.w;
    
    var xx = x*x, xy = x*y, xz = x*z, xw = x*w;
    var yy = y*y, yz = y*z, yw = y*w;
    var zz = z*z, zw = z*w;

    
    return new N3D_M_Matrix4(
      1 - 2*yy - 2*zz,  2*xy - 2*zw,      2*xz + 2*yw,      0,
      2*xy + 2*zw,      1 - 2*xx - 2*zz,  2*yz - 2*xw,      0,
      2*xz - 2*yw,      2*yz + 2*xw,      1 - 2*xx - 2*yy,  0,
      0,                0,                0,                1
    );
  },
  identity:function(){
    this.x = 0;
    this.y = 0;
    this.z = 0;
    this.w = 1;
    
    return this;
  },
  toTransposedMatrix4:function(){
    var x = this.x, y = this.y, z = this.z, w = this.w;
    
    var xx = x*x, xy = x*y, xz = x*z, xw = x*w;
    var yy = y*y, yz = y*z, yw = y*w;
    var zz = z*z, zw = z*w;
    
    return new N3D_M_Matrix4(
      1 - 2*yy - 2*zz,  2*xy + 2*zw,      2*xz - 2*yw,        0,
      2*xy - 2*zw,      1 - 2*xx - 2*zz,  2*yz + 2*xw,        0,
      2*xz + 2*yw,      2*yz - 2*xw,      1 - 2*xx - 2*yy,    0,
      0,                0,                0,                  1 
    );
  },
  toAngleAxis:function(){
    var x = this.x, y = this.y, z = this.z, w = this.w;
    var scale = Math.sqrt(x*x + y*y + z*z);

    if (scale == 0 || w > 1 || w < -1){
      return {
        angle:0,
        axis:new N3D_M_Vector3(
          0,1,0
        )
      };
    }
    
    var invscale = 1/scale;

    return {
      angle:2 * Math.acos(w),
      axis:new N3D_M_Vector3(
        x * invscale,
        y * invscale,
        z * invscale
      )
    };
  },
  toAngles:function(){
    var x = this.x, y = this.y, z = this.z;
    
    return new N3D_M_Vector3(
      Math.atan(2*(x*y + z*w)/(1-2*(y*y+z*z))),
      Math.asin(2*(x*z - w*y)),
      Math.atan(2*(x*w +y*z)/(1-2*(z*z + w*w)))
    );
  },
  toString:function(){
    return "Quaternion("+this.x+","+this.y+","+this.z+","+this.w+")";
  }
};

N3D.Math.Quaternion.prototype.dot = N3D.Math.Vector4.prototype.dot;
N3D.Math.Quaternion.Equals = N3D.Math.Vector4.Equals;
N3D.Math.Quaternion.prototype.inverse = N3D.Math.Quaternion.prototype.conjugate;
N3D.Math.Quaternion.prototype.normalize = N3D.Math.Vector4.prototype.normalize;
N3D.Math.Quaternion.CreateFromAngles = function(x,y,z){
  x *= 0.5, y *= 0.5, z *= 0.5;
  var cos_x_2 = Math.cos(x), sin_x_2 = Math.sin(x),
      cos_y_2 = Math.cos(y), sin_y_2 = Math.sin(y),
      cos_z_2 = Math.cos(z), sin_z_2 = Math.sin(z);
  
  return new N3D_M_Quaternion(
    cos_z_2*cos_y_2*sin_x_2 - sin_z_2*sin_y_2*cos_x_2,
    cos_z_2*sin_y_2*cos_x_2 + sin_z_2*cos_y_2*sin_x_2,
    sin_z_2*cos_y_2*cos_x_2 - cos_z_2*sin_y_2*sin_x_2,
    cos_z_2*cos_y_2*cos_x_2 + sin_z_2*sin_y_2*sin_x_2
  );
};
N3D.Math.Quaternion.Lerp = function(q1,q2,time){
  var scale = 1 - time;

  return new N3D_M_Quaternion(
    q1.x*scale + q2.x*time,
    q1.y*scale + q2.y*time,
    q1.z*scale + q2.z*time,
    q1.w*scale + q2.w*time
  );
};
N3D.Math.Quaternion.Dot = function(q1,q2){
  var x1 = q1.x, y1 = q1.y, z1 = q1.z, w1 = q1.w;
  var x2 = q2.x, y2 = q2.y, z2 = q2.z, w2 = q2.w;
  
  return x1*x2 + y1*y2 + z1*z2 + w1*w2; 
};
N3D.Math.Quaternion.Slerp = function(q1,q2,time,threshold){
  var angle = q1.dot(q2);

  // make sure we use the short rotation
  if (angle < 0){
    q1.scale(-1);
    angle *= -1;
  }
  
  if (angle <= (1-threshold)){ // spherical interpolation
      var theta = Math.acos(angle);
      var invsintheta = 1/Math.sin(theta);
      var scale = Math.sin(theta * (1-time)) * invsintheta;
      var invscale = Math.sin(theta * time) * invsintheta;
      
      
      return new N3D_M_Quaternion(
        q1.x*scale + q2.x*invscale,
        q1.y*scale + q2.y*invscale,
        q1.z*scale + q2.z*invscale,
        q1.w*scale + q2.w*invscale
      );
  }
  // linear interploation
  return N3D_M_Quaternion.Lerp(q1,q2,time);
};

N3D.Math.Quaternion.CreateFromAngles2 = function(x,y,z){
  x *= 0.5, y *= 0.5, z *= 0.5;
  
  var sx = Math.sin(x), cx = Math.cos(x),
      sy = Math.sin(y), cy = Math.cos(y),
      sz = Math.sin(z), cz = Math.cos(z),
      
      cycz = cy * cz, sycz = sy * cz,
      cysz = cy * sz, sysz= sy * sz;
  
  return new N3D_M_Quaternion(
    sx * cycz - cx * sysz,
    cx * sycz + sx * cysz,
    cx * cysz - sx * sycz,
    cx * cycz + sx * sysz
  );
};

N3D.Math.Quaternion.CreateFromAngles3 = function(x,y,z){
  x *= 0.5, y *= 0.5, z *= 0.5;
  
  var c1 = Math.cos(y), s1 = Math.sin(y),
      c2 = Math.cos(z), s2 = Math.sin(z),
      c3 = Math.cos(x), s3 = Math.sin(x),
      c1c2 = c1*c2,     s1s2 = s1*s2;
  
  return new N3D_M_Quaternion(
    c1c2*s3 + s1s2*c3,
          s1*c2*c3 + c1*s2*s3,
    c1*s2*c3 - s1*c2*s3,
    c1c2*c3 - s1s2*s3
  );
};

N3D.Math.Quaternion.CreateFromAngles4 = function(x,y,z){
  x *= 0.5, y *= 0.5, z *= 0.5, w = 0;
  
  var cx = Math.cos(x), sx = Math.sin(x),
      cy = Math.cos(y), sy = Math.sin(y),
      cz = Math.cos(z), sz = Math.sin(z);
      
      
  

  return new N3D_M_Quaternion(
    cz*cx*cy-sz*sx*sy,
    sz*cx*cy+cz*sx*sy,
    cz*sx*cy-sz*cx*sy,
    cz*cx*sy+sz*sx*cy 
  );
};


N3D_M = N3D.Math;
$M4 = N3D_M_Matrix4 = N3D.Math.Matrix4; 
$M3 = N3D_M_Matrix3 = N3D.Math.Matrix3;
$V2 = N3D_M_Vector2 = N3D.Math.Vector2;
$V3 = N3D_M_Vector3 = N3D.Math.Vector3; 
$V4 = N3D_M_Vector4 = N3D.Math.Vector4;
N3D_M_Quaternion = N3D.Math.Quaternion;
</script>
<script>
/**
 * @fileoverview gl-matrix - High performance matrix and vector operations
 * @author Brandon Jones
 * @author Colin MacKenzie IV
 * @version 2.2.0
 */

/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */


(function(_global) {
  "use strict";

  var shim = {};
  if (typeof(exports) === 'undefined') {
    if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) {
      shim.exports = {};
      define(function() {
        return shim.exports;
      });
    } else {
      // gl-matrix lives in a browser, define its namespaces in global
      shim.exports = typeof(window) !== 'undefined' ? window : _global;
    }
  }
  else {
    // gl-matrix lives in commonjs, define its namespaces in exports
    shim.exports = exports;
  }

  (function(exports) {
    /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */


if(!GLMAT_EPSILON) {
    var GLMAT_EPSILON = 0.000001;
}

if(!GLMAT_ARRAY_TYPE) {
    var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
}

if(!GLMAT_RANDOM) {
    var GLMAT_RANDOM = Math.random;
}

/**
 * @class Common utilities
 * @name glMatrix
 */
var glMatrix = {};

/**
 * Sets the type of array used when creating new vectors and matricies
 *
 * @param {Type} type Array type, such as Float32Array or Array
 */
glMatrix.setMatrixArrayType = function(type) {
    GLMAT_ARRAY_TYPE = type;
}

if(typeof(exports) !== 'undefined') {
    exports.glMatrix = glMatrix;
}

var degree = Math.PI / 180;

/**
* Convert Degree To Radian
*
* @param {Number} Angle in Degrees
*/
glMatrix.toRadian = function(a){
     return a * degree;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class 2 Dimensional Vector
 * @name vec2
 */

var vec2 = {};

/**
 * Creates a new, empty vec2
 *
 * @returns {vec2} a new 2D vector
 */
vec2.create = function() {
    var out = new GLMAT_ARRAY_TYPE(2);
    out[0] = 0;
    out[1] = 0;
    return out;
};

/**
 * Creates a new vec2 initialized with values from an existing vector
 *
 * @param {vec2} a vector to clone
 * @returns {vec2} a new 2D vector
 */
vec2.clone = function(a) {
    var out = new GLMAT_ARRAY_TYPE(2);
    out[0] = a[0];
    out[1] = a[1];
    return out;
};

/**
 * Creates a new vec2 initialized with the given values
 *
 * @param {Number} x X component
 * @param {Number} y Y component
 * @returns {vec2} a new 2D vector
 */
vec2.fromValues = function(x, y) {
    var out = new GLMAT_ARRAY_TYPE(2);
    out[0] = x;
    out[1] = y;
    return out;
};

/**
 * Copy the values from one vec2 to another
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the source vector
 * @returns {vec2} out
 */
vec2.copy = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    return out;
};

/**
 * Set the components of a vec2 to the given values
 *
 * @param {vec2} out the receiving vector
 * @param {Number} x X component
 * @param {Number} y Y component
 * @returns {vec2} out
 */
vec2.set = function(out, x, y) {
    out[0] = x;
    out[1] = y;
    return out;
};

/**
 * Adds two vec2's
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {vec2} out
 */
vec2.add = function(out, a, b) {
    out[0] = a[0] + b[0];
    out[1] = a[1] + b[1];
    return out;
};

/**
 * Subtracts vector b from vector a
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {vec2} out
 */
vec2.subtract = function(out, a, b) {
    out[0] = a[0] - b[0];
    out[1] = a[1] - b[1];
    return out;
};

/**
 * Alias for {@link vec2.subtract}
 * @function
 */
vec2.sub = vec2.subtract;

/**
 * Multiplies two vec2's
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {vec2} out
 */
vec2.multiply = function(out, a, b) {
    out[0] = a[0] * b[0];
    out[1] = a[1] * b[1];
    return out;
};

/**
 * Alias for {@link vec2.multiply}
 * @function
 */
vec2.mul = vec2.multiply;

/**
 * Divides two vec2's
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {vec2} out
 */
vec2.divide = function(out, a, b) {
    out[0] = a[0] / b[0];
    out[1] = a[1] / b[1];
    return out;
};

/**
 * Alias for {@link vec2.divide}
 * @function
 */
vec2.div = vec2.divide;

/**
 * Returns the minimum of two vec2's
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {vec2} out
 */
vec2.min = function(out, a, b) {
    out[0] = Math.min(a[0], b[0]);
    out[1] = Math.min(a[1], b[1]);
    return out;
};

/**
 * Returns the maximum of two vec2's
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {vec2} out
 */
vec2.max = function(out, a, b) {
    out[0] = Math.max(a[0], b[0]);
    out[1] = Math.max(a[1], b[1]);
    return out;
};

/**
 * Scales a vec2 by a scalar number
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the vector to scale
 * @param {Number} b amount to scale the vector by
 * @returns {vec2} out
 */
vec2.scale = function(out, a, b) {
    out[0] = a[0] * b;
    out[1] = a[1] * b;
    return out;
};

/**
 * Adds two vec2's after scaling the second operand by a scalar value
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @param {Number} scale the amount to scale b by before adding
 * @returns {vec2} out
 */
vec2.scaleAndAdd = function(out, a, b, scale) {
    out[0] = a[0] + (b[0] * scale);
    out[1] = a[1] + (b[1] * scale);
    return out;
};

/**
 * Calculates the euclidian distance between two vec2's
 *
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {Number} distance between a and b
 */
vec2.distance = function(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1];
    return Math.sqrt(x*x + y*y);
};

/**
 * Alias for {@link vec2.distance}
 * @function
 */
vec2.dist = vec2.distance;

/**
 * Calculates the squared euclidian distance between two vec2's
 *
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {Number} squared distance between a and b
 */
vec2.squaredDistance = function(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1];
    return x*x + y*y;
};

/**
 * Alias for {@link vec2.squaredDistance}
 * @function
 */
vec2.sqrDist = vec2.squaredDistance;

/**
 * Calculates the length of a vec2
 *
 * @param {vec2} a vector to calculate length of
 * @returns {Number} length of a
 */
vec2.length = function (a) {
    var x = a[0],
        y = a[1];
    return Math.sqrt(x*x + y*y);
};

/**
 * Alias for {@link vec2.length}
 * @function
 */
vec2.len = vec2.length;

/**
 * Calculates the squared length of a vec2
 *
 * @param {vec2} a vector to calculate squared length of
 * @returns {Number} squared length of a
 */
vec2.squaredLength = function (a) {
    var x = a[0],
        y = a[1];
    return x*x + y*y;
};

/**
 * Alias for {@link vec2.squaredLength}
 * @function
 */
vec2.sqrLen = vec2.squaredLength;

/**
 * Negates the components of a vec2
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a vector to negate
 * @returns {vec2} out
 */
vec2.negate = function(out, a) {
    out[0] = -a[0];
    out[1] = -a[1];
    return out;
};

/**
 * Normalize a vec2
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a vector to normalize
 * @returns {vec2} out
 */
vec2.normalize = function(out, a) {
    var x = a[0],
        y = a[1];
    var len = x*x + y*y;
    if (len > 0) {
        //TODO: evaluate use of glm_invsqrt here?
        len = 1 / Math.sqrt(len);
        out[0] = a[0] * len;
        out[1] = a[1] * len;
    }
    return out;
};

/**
 * Calculates the dot product of two vec2's
 *
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {Number} dot product of a and b
 */
vec2.dot = function (a, b) {
    return a[0] * b[0] + a[1] * b[1];
};

/**
 * Computes the cross product of two vec2's
 * Note that the cross product must by definition produce a 3D vector
 *
 * @param {vec3} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @returns {vec3} out
 */
vec2.cross = function(out, a, b) {
    var z = a[0] * b[1] - a[1] * b[0];
    out[0] = out[1] = 0;
    out[2] = z;
    return out;
};

/**
 * Performs a linear interpolation between two vec2's
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the first operand
 * @param {vec2} b the second operand
 * @param {Number} t interpolation amount between the two inputs
 * @returns {vec2} out
 */
vec2.lerp = function (out, a, b, t) {
    var ax = a[0],
        ay = a[1];
    out[0] = ax + t * (b[0] - ax);
    out[1] = ay + t * (b[1] - ay);
    return out;
};

/**
 * Generates a random vector with the given scale
 *
 * @param {vec2} out the receiving vector
 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
 * @returns {vec2} out
 */
vec2.random = function (out, scale) {
    scale = scale || 1.0;
    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
    out[0] = Math.cos(r) * scale;
    out[1] = Math.sin(r) * scale;
    return out;
};

/**
 * Transforms the vec2 with a mat2
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the vector to transform
 * @param {mat2} m matrix to transform with
 * @returns {vec2} out
 */
vec2.transformMat2 = function(out, a, m) {
    var x = a[0],
        y = a[1];
    out[0] = m[0] * x + m[2] * y;
    out[1] = m[1] * x + m[3] * y;
    return out;
};

/**
 * Transforms the vec2 with a mat2d
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the vector to transform
 * @param {mat2d} m matrix to transform with
 * @returns {vec2} out
 */
vec2.transformMat2d = function(out, a, m) {
    var x = a[0],
        y = a[1];
    out[0] = m[0] * x + m[2] * y + m[4];
    out[1] = m[1] * x + m[3] * y + m[5];
    return out;
};

/**
 * Transforms the vec2 with a mat3
 * 3rd vector component is implicitly '1'
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the vector to transform
 * @param {mat3} m matrix to transform with
 * @returns {vec2} out
 */
vec2.transformMat3 = function(out, a, m) {
    var x = a[0],
        y = a[1];
    out[0] = m[0] * x + m[3] * y + m[6];
    out[1] = m[1] * x + m[4] * y + m[7];
    return out;
};

/**
 * Transforms the vec2 with a mat4
 * 3rd vector component is implicitly '0'
 * 4th vector component is implicitly '1'
 *
 * @param {vec2} out the receiving vector
 * @param {vec2} a the vector to transform
 * @param {mat4} m matrix to transform with
 * @returns {vec2} out
 */
vec2.transformMat4 = function(out, a, m) {
    var x = a[0], 
        y = a[1];
    out[0] = m[0] * x + m[4] * y + m[12];
    out[1] = m[1] * x + m[5] * y + m[13];
    return out;
};

/**
 * Perform some operation over an array of vec2s.
 *
 * @param {Array} a the array of vectors to iterate over
 * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
 * @param {Number} offset Number of elements to skip at the beginning of the array
 * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
 * @param {Function} fn Function to call for each vector in the array
 * @param {Object} [arg] additional argument to pass to fn
 * @returns {Array} a
 * @function
 */
vec2.forEach = (function() {
    var vec = vec2.create();

    return function(a, stride, offset, count, fn, arg) {
        var i, l;
        if(!stride) {
            stride = 2;
        }

        if(!offset) {
            offset = 0;
        }
        
        if(count) {
            l = Math.min((count * stride) + offset, a.length);
        } else {
            l = a.length;
        }

        for(i = offset; i < l; i += stride) {
            vec[0] = a[i]; vec[1] = a[i+1];
            fn(vec, vec, arg);
            a[i] = vec[0]; a[i+1] = vec[1];
        }
        
        return a;
    };
})();

/**
 * Returns a string representation of a vector
 *
 * @param {vec2} vec vector to represent as a string
 * @returns {String} string representation of the vector
 */
vec2.str = function (a) {
    return 'vec2(' + a[0] + ', ' + a[1] + ')';
};

if(typeof(exports) !== 'undefined') {
    exports.vec2 = vec2;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class 3 Dimensional Vector
 * @name vec3
 */

var vec3 = {};

/**
 * Creates a new, empty vec3
 *
 * @returns {vec3} a new 3D vector
 */
vec3.create = function() {
    var out = new GLMAT_ARRAY_TYPE(3);
    out[0] = 0;
    out[1] = 0;
    out[2] = 0;
    return out;
};

/**
 * Creates a new vec3 initialized with values from an existing vector
 *
 * @param {vec3} a vector to clone
 * @returns {vec3} a new 3D vector
 */
vec3.clone = function(a) {
    var out = new GLMAT_ARRAY_TYPE(3);
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    return out;
};

/**
 * Creates a new vec3 initialized with the given values
 *
 * @param {Number} x X component
 * @param {Number} y Y component
 * @param {Number} z Z component
 * @returns {vec3} a new 3D vector
 */
vec3.fromValues = function(x, y, z) {
    var out = new GLMAT_ARRAY_TYPE(3);
    out[0] = x;
    out[1] = y;
    out[2] = z;
    return out;
};

/**
 * Copy the values from one vec3 to another
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the source vector
 * @returns {vec3} out
 */
vec3.copy = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    return out;
};

/**
 * Set the components of a vec3 to the given values
 *
 * @param {vec3} out the receiving vector
 * @param {Number} x X component
 * @param {Number} y Y component
 * @param {Number} z Z component
 * @returns {vec3} out
 */
vec3.set = function(out, x, y, z) {
    out[0] = x;
    out[1] = y;
    out[2] = z;
    return out;
};

/**
 * Adds two vec3's
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {vec3} out
 */
vec3.add = function(out, a, b) {
    out[0] = a[0] + b[0];
    out[1] = a[1] + b[1];
    out[2] = a[2] + b[2];
    return out;
};

/**
 * Subtracts vector b from vector a
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {vec3} out
 */
vec3.subtract = function(out, a, b) {
    out[0] = a[0] - b[0];
    out[1] = a[1] - b[1];
    out[2] = a[2] - b[2];
    return out;
};

/**
 * Alias for {@link vec3.subtract}
 * @function
 */
vec3.sub = vec3.subtract;

/**
 * Multiplies two vec3's
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {vec3} out
 */
vec3.multiply = function(out, a, b) {
    out[0] = a[0] * b[0];
    out[1] = a[1] * b[1];
    out[2] = a[2] * b[2];
    return out;
};

/**
 * Alias for {@link vec3.multiply}
 * @function
 */
vec3.mul = vec3.multiply;

/**
 * Divides two vec3's
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {vec3} out
 */
vec3.divide = function(out, a, b) {
    out[0] = a[0] / b[0];
    out[1] = a[1] / b[1];
    out[2] = a[2] / b[2];
    return out;
};

/**
 * Alias for {@link vec3.divide}
 * @function
 */
vec3.div = vec3.divide;

/**
 * Returns the minimum of two vec3's
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {vec3} out
 */
vec3.min = function(out, a, b) {
    out[0] = Math.min(a[0], b[0]);
    out[1] = Math.min(a[1], b[1]);
    out[2] = Math.min(a[2], b[2]);
    return out;
};

/**
 * Returns the maximum of two vec3's
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {vec3} out
 */
vec3.max = function(out, a, b) {
    out[0] = Math.max(a[0], b[0]);
    out[1] = Math.max(a[1], b[1]);
    out[2] = Math.max(a[2], b[2]);
    return out;
};

/**
 * Scales a vec3 by a scalar number
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the vector to scale
 * @param {Number} b amount to scale the vector by
 * @returns {vec3} out
 */
vec3.scale = function(out, a, b) {
    out[0] = a[0] * b;
    out[1] = a[1] * b;
    out[2] = a[2] * b;
    return out;
};

/**
 * Adds two vec3's after scaling the second operand by a scalar value
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @param {Number} scale the amount to scale b by before adding
 * @returns {vec3} out
 */
vec3.scaleAndAdd = function(out, a, b, scale) {
    out[0] = a[0] + (b[0] * scale);
    out[1] = a[1] + (b[1] * scale);
    out[2] = a[2] + (b[2] * scale);
    return out;
};

/**
 * Calculates the euclidian distance between two vec3's
 *
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {Number} distance between a and b
 */
vec3.distance = function(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1],
        z = b[2] - a[2];
    return Math.sqrt(x*x + y*y + z*z);
};

/**
 * Alias for {@link vec3.distance}
 * @function
 */
vec3.dist = vec3.distance;

/**
 * Calculates the squared euclidian distance between two vec3's
 *
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {Number} squared distance between a and b
 */
vec3.squaredDistance = function(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1],
        z = b[2] - a[2];
    return x*x + y*y + z*z;
};

/**
 * Alias for {@link vec3.squaredDistance}
 * @function
 */
vec3.sqrDist = vec3.squaredDistance;

/**
 * Calculates the length of a vec3
 *
 * @param {vec3} a vector to calculate length of
 * @returns {Number} length of a
 */
vec3.length = function (a) {
    var x = a[0],
        y = a[1],
        z = a[2];
    return Math.sqrt(x*x + y*y + z*z);
};

/**
 * Alias for {@link vec3.length}
 * @function
 */
vec3.len = vec3.length;

/**
 * Calculates the squared length of a vec3
 *
 * @param {vec3} a vector to calculate squared length of
 * @returns {Number} squared length of a
 */
vec3.squaredLength = function (a) {
    var x = a[0],
        y = a[1],
        z = a[2];
    return x*x + y*y + z*z;
};

/**
 * Alias for {@link vec3.squaredLength}
 * @function
 */
vec3.sqrLen = vec3.squaredLength;

/**
 * Negates the components of a vec3
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a vector to negate
 * @returns {vec3} out
 */
vec3.negate = function(out, a) {
    out[0] = -a[0];
    out[1] = -a[1];
    out[2] = -a[2];
    return out;
};

/**
 * Normalize a vec3
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a vector to normalize
 * @returns {vec3} out
 */
vec3.normalize = function(out, a) {
    var x = a[0],
        y = a[1],
        z = a[2];
    var len = x*x + y*y + z*z;
    if (len > 0) {
        //TODO: evaluate use of glm_invsqrt here?
        len = 1 / Math.sqrt(len);
        out[0] = a[0] * len;
        out[1] = a[1] * len;
        out[2] = a[2] * len;
    }
    return out;
};

/**
 * Calculates the dot product of two vec3's
 *
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {Number} dot product of a and b
 */
vec3.dot = function (a, b) {
    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
};

/**
 * Computes the cross product of two vec3's
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @returns {vec3} out
 */
vec3.cross = function(out, a, b) {
    var ax = a[0], ay = a[1], az = a[2],
        bx = b[0], by = b[1], bz = b[2];

    out[0] = ay * bz - az * by;
    out[1] = az * bx - ax * bz;
    out[2] = ax * by - ay * bx;
    return out;
};

/**
 * Performs a linear interpolation between two vec3's
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the first operand
 * @param {vec3} b the second operand
 * @param {Number} t interpolation amount between the two inputs
 * @returns {vec3} out
 */
vec3.lerp = function (out, a, b, t) {
    var ax = a[0],
        ay = a[1],
        az = a[2];
    out[0] = ax + t * (b[0] - ax);
    out[1] = ay + t * (b[1] - ay);
    out[2] = az + t * (b[2] - az);
    return out;
};

/**
 * Generates a random vector with the given scale
 *
 * @param {vec3} out the receiving vector
 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
 * @returns {vec3} out
 */
vec3.random = function (out, scale) {
    scale = scale || 1.0;

    var r = GLMAT_RANDOM() * 2.0 * Math.PI;
    var z = (GLMAT_RANDOM() * 2.0) - 1.0;
    var zScale = Math.sqrt(1.0-z*z) * scale;

    out[0] = Math.cos(r) * zScale;
    out[1] = Math.sin(r) * zScale;
    out[2] = z * scale;
    return out;
};

/**
 * Transforms the vec3 with a mat4.
 * 4th vector component is implicitly '1'
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the vector to transform
 * @param {mat4} m matrix to transform with
 * @returns {vec3} out
 */
vec3.transformMat4 = function(out, a, m) {
    var x = a[0], y = a[1], z = a[2];
    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
    return out;
};

/**
 * Transforms the vec3 with a mat3.
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the vector to transform
 * @param {mat4} m the 3x3 matrix to transform with
 * @returns {vec3} out
 */
vec3.transformMat3 = function(out, a, m) {
    var x = a[0], y = a[1], z = a[2];
    out[0] = x * m[0] + y * m[3] + z * m[6];
    out[1] = x * m[1] + y * m[4] + z * m[7];
    out[2] = x * m[2] + y * m[5] + z * m[8];
    return out;
};

/**
 * Transforms the vec3 with a quat
 *
 * @param {vec3} out the receiving vector
 * @param {vec3} a the vector to transform
 * @param {quat} q quaternion to transform with
 * @returns {vec3} out
 */
vec3.transformQuat = function(out, a, q) {
    // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations

    var x = a[0], y = a[1], z = a[2],
        qx = q[0], qy = q[1], qz = q[2], qw = q[3],

        // calculate quat * vec
        ix = qw * x + qy * z - qz * y,
        iy = qw * y + qz * x - qx * z,
        iz = qw * z + qx * y - qy * x,
        iw = -qx * x - qy * y - qz * z;

    // calculate result * inverse quat
    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
    return out;
};

/**
 * Perform some operation over an array of vec3s.
 *
 * @param {Array} a the array of vectors to iterate over
 * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
 * @param {Number} offset Number of elements to skip at the beginning of the array
 * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
 * @param {Function} fn Function to call for each vector in the array
 * @param {Object} [arg] additional argument to pass to fn
 * @returns {Array} a
 * @function
 */
vec3.forEach = (function() {
    var vec = vec3.create();

    return function(a, stride, offset, count, fn, arg) {
        var i, l;
        if(!stride) {
            stride = 3;
        }

        if(!offset) {
            offset = 0;
        }
        
        if(count) {
            l = Math.min((count * stride) + offset, a.length);
        } else {
            l = a.length;
        }

        for(i = offset; i < l; i += stride) {
            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
            fn(vec, vec, arg);
            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
        }
        
        return a;
    };
})();

/**
 * Returns a string representation of a vector
 *
 * @param {vec3} vec vector to represent as a string
 * @returns {String} string representation of the vector
 */
vec3.str = function (a) {
    return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
};

if(typeof(exports) !== 'undefined') {
    exports.vec3 = vec3;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class 4 Dimensional Vector
 * @name vec4
 */

var vec4 = {};

/**
 * Creates a new, empty vec4
 *
 * @returns {vec4} a new 4D vector
 */
vec4.create = function() {
    var out = new GLMAT_ARRAY_TYPE(4);
    out[0] = 0;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    return out;
};

/**
 * Creates a new vec4 initialized with values from an existing vector
 *
 * @param {vec4} a vector to clone
 * @returns {vec4} a new 4D vector
 */
vec4.clone = function(a) {
    var out = new GLMAT_ARRAY_TYPE(4);
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    return out;
};

/**
 * Creates a new vec4 initialized with the given values
 *
 * @param {Number} x X component
 * @param {Number} y Y component
 * @param {Number} z Z component
 * @param {Number} w W component
 * @returns {vec4} a new 4D vector
 */
vec4.fromValues = function(x, y, z, w) {
    var out = new GLMAT_ARRAY_TYPE(4);
    out[0] = x;
    out[1] = y;
    out[2] = z;
    out[3] = w;
    return out;
};

/**
 * Copy the values from one vec4 to another
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the source vector
 * @returns {vec4} out
 */
vec4.copy = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    return out;
};

/**
 * Set the components of a vec4 to the given values
 *
 * @param {vec4} out the receiving vector
 * @param {Number} x X component
 * @param {Number} y Y component
 * @param {Number} z Z component
 * @param {Number} w W component
 * @returns {vec4} out
 */
vec4.set = function(out, x, y, z, w) {
    out[0] = x;
    out[1] = y;
    out[2] = z;
    out[3] = w;
    return out;
};

/**
 * Adds two vec4's
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {vec4} out
 */
vec4.add = function(out, a, b) {
    out[0] = a[0] + b[0];
    out[1] = a[1] + b[1];
    out[2] = a[2] + b[2];
    out[3] = a[3] + b[3];
    return out;
};

/**
 * Subtracts vector b from vector a
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {vec4} out
 */
vec4.subtract = function(out, a, b) {
    out[0] = a[0] - b[0];
    out[1] = a[1] - b[1];
    out[2] = a[2] - b[2];
    out[3] = a[3] - b[3];
    return out;
};

/**
 * Alias for {@link vec4.subtract}
 * @function
 */
vec4.sub = vec4.subtract;

/**
 * Multiplies two vec4's
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {vec4} out
 */
vec4.multiply = function(out, a, b) {
    out[0] = a[0] * b[0];
    out[1] = a[1] * b[1];
    out[2] = a[2] * b[2];
    out[3] = a[3] * b[3];
    return out;
};

/**
 * Alias for {@link vec4.multiply}
 * @function
 */
vec4.mul = vec4.multiply;

/**
 * Divides two vec4's
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {vec4} out
 */
vec4.divide = function(out, a, b) {
    out[0] = a[0] / b[0];
    out[1] = a[1] / b[1];
    out[2] = a[2] / b[2];
    out[3] = a[3] / b[3];
    return out;
};

/**
 * Alias for {@link vec4.divide}
 * @function
 */
vec4.div = vec4.divide;

/**
 * Returns the minimum of two vec4's
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {vec4} out
 */
vec4.min = function(out, a, b) {
    out[0] = Math.min(a[0], b[0]);
    out[1] = Math.min(a[1], b[1]);
    out[2] = Math.min(a[2], b[2]);
    out[3] = Math.min(a[3], b[3]);
    return out;
};

/**
 * Returns the maximum of two vec4's
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {vec4} out
 */
vec4.max = function(out, a, b) {
    out[0] = Math.max(a[0], b[0]);
    out[1] = Math.max(a[1], b[1]);
    out[2] = Math.max(a[2], b[2]);
    out[3] = Math.max(a[3], b[3]);
    return out;
};

/**
 * Scales a vec4 by a scalar number
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the vector to scale
 * @param {Number} b amount to scale the vector by
 * @returns {vec4} out
 */
vec4.scale = function(out, a, b) {
    out[0] = a[0] * b;
    out[1] = a[1] * b;
    out[2] = a[2] * b;
    out[3] = a[3] * b;
    return out;
};

/**
 * Adds two vec4's after scaling the second operand by a scalar value
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @param {Number} scale the amount to scale b by before adding
 * @returns {vec4} out
 */
vec4.scaleAndAdd = function(out, a, b, scale) {
    out[0] = a[0] + (b[0] * scale);
    out[1] = a[1] + (b[1] * scale);
    out[2] = a[2] + (b[2] * scale);
    out[3] = a[3] + (b[3] * scale);
    return out;
};

/**
 * Calculates the euclidian distance between two vec4's
 *
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {Number} distance between a and b
 */
vec4.distance = function(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1],
        z = b[2] - a[2],
        w = b[3] - a[3];
    return Math.sqrt(x*x + y*y + z*z + w*w);
};

/**
 * Alias for {@link vec4.distance}
 * @function
 */
vec4.dist = vec4.distance;

/**
 * Calculates the squared euclidian distance between two vec4's
 *
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {Number} squared distance between a and b
 */
vec4.squaredDistance = function(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1],
        z = b[2] - a[2],
        w = b[3] - a[3];
    return x*x + y*y + z*z + w*w;
};

/**
 * Alias for {@link vec4.squaredDistance}
 * @function
 */
vec4.sqrDist = vec4.squaredDistance;

/**
 * Calculates the length of a vec4
 *
 * @param {vec4} a vector to calculate length of
 * @returns {Number} length of a
 */
vec4.length = function (a) {
    var x = a[0],
        y = a[1],
        z = a[2],
        w = a[3];
    return Math.sqrt(x*x + y*y + z*z + w*w);
};

/**
 * Alias for {@link vec4.length}
 * @function
 */
vec4.len = vec4.length;

/**
 * Calculates the squared length of a vec4
 *
 * @param {vec4} a vector to calculate squared length of
 * @returns {Number} squared length of a
 */
vec4.squaredLength = function (a) {
    var x = a[0],
        y = a[1],
        z = a[2],
        w = a[3];
    return x*x + y*y + z*z + w*w;
};

/**
 * Alias for {@link vec4.squaredLength}
 * @function
 */
vec4.sqrLen = vec4.squaredLength;

/**
 * Negates the components of a vec4
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a vector to negate
 * @returns {vec4} out
 */
vec4.negate = function(out, a) {
    out[0] = -a[0];
    out[1] = -a[1];
    out[2] = -a[2];
    out[3] = -a[3];
    return out;
};

/**
 * Normalize a vec4
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a vector to normalize
 * @returns {vec4} out
 */
vec4.normalize = function(out, a) {
    var x = a[0],
        y = a[1],
        z = a[2],
        w = a[3];
    var len = x*x + y*y + z*z + w*w;
    if (len > 0) {
        len = 1 / Math.sqrt(len);
        out[0] = a[0] * len;
        out[1] = a[1] * len;
        out[2] = a[2] * len;
        out[3] = a[3] * len;
    }
    return out;
};

/**
 * Calculates the dot product of two vec4's
 *
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @returns {Number} dot product of a and b
 */
vec4.dot = function (a, b) {
    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
};

/**
 * Performs a linear interpolation between two vec4's
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the first operand
 * @param {vec4} b the second operand
 * @param {Number} t interpolation amount between the two inputs
 * @returns {vec4} out
 */
vec4.lerp = function (out, a, b, t) {
    var ax = a[0],
        ay = a[1],
        az = a[2],
        aw = a[3];
    out[0] = ax + t * (b[0] - ax);
    out[1] = ay + t * (b[1] - ay);
    out[2] = az + t * (b[2] - az);
    out[3] = aw + t * (b[3] - aw);
    return out;
};

/**
 * Generates a random vector with the given scale
 *
 * @param {vec4} out the receiving vector
 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
 * @returns {vec4} out
 */
vec4.random = function (out, scale) {
    scale = scale || 1.0;

    //TODO: This is a pretty awful way of doing this. Find something better.
    out[0] = GLMAT_RANDOM();
    out[1] = GLMAT_RANDOM();
    out[2] = GLMAT_RANDOM();
    out[3] = GLMAT_RANDOM();
    vec4.normalize(out, out);
    vec4.scale(out, out, scale);
    return out;
};

/**
 * Transforms the vec4 with a mat4.
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the vector to transform
 * @param {mat4} m matrix to transform with
 * @returns {vec4} out
 */
vec4.transformMat4 = function(out, a, m) {
    var x = a[0], y = a[1], z = a[2], w = a[3];
    out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
    out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
    out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
    out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
    return out;
};

/**
 * Transforms the vec4 with a quat
 *
 * @param {vec4} out the receiving vector
 * @param {vec4} a the vector to transform
 * @param {quat} q quaternion to transform with
 * @returns {vec4} out
 */
vec4.transformQuat = function(out, a, q) {
    var x = a[0], y = a[1], z = a[2],
        qx = q[0], qy = q[1], qz = q[2], qw = q[3],

        // calculate quat * vec
        ix = qw * x + qy * z - qz * y,
        iy = qw * y + qz * x - qx * z,
        iz = qw * z + qx * y - qy * x,
        iw = -qx * x - qy * y - qz * z;

    // calculate result * inverse quat
    out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
    out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
    out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
    return out;
};

/**
 * Perform some operation over an array of vec4s.
 *
 * @param {Array} a the array of vectors to iterate over
 * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
 * @param {Number} offset Number of elements to skip at the beginning of the array
 * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
 * @param {Function} fn Function to call for each vector in the array
 * @param {Object} [arg] additional argument to pass to fn
 * @returns {Array} a
 * @function
 */
vec4.forEach = (function() {
    var vec = vec4.create();

    return function(a, stride, offset, count, fn, arg) {
        var i, l;
        if(!stride) {
            stride = 4;
        }

        if(!offset) {
            offset = 0;
        }
        
        if(count) {
            l = Math.min((count * stride) + offset, a.length);
        } else {
            l = a.length;
        }

        for(i = offset; i < l; i += stride) {
            vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3];
            fn(vec, vec, arg);
            a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3];
        }
        
        return a;
    };
})();

/**
 * Returns a string representation of a vector
 *
 * @param {vec4} vec vector to represent as a string
 * @returns {String} string representation of the vector
 */
vec4.str = function (a) {
    return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
};

if(typeof(exports) !== 'undefined') {
    exports.vec4 = vec4;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class 2x2 Matrix
 * @name mat2
 */

var mat2 = {};

/**
 * Creates a new identity mat2
 *
 * @returns {mat2} a new 2x2 matrix
 */
mat2.create = function() {
    var out = new GLMAT_ARRAY_TYPE(4);
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 1;
    return out;
};

/**
 * Creates a new mat2 initialized with values from an existing matrix
 *
 * @param {mat2} a matrix to clone
 * @returns {mat2} a new 2x2 matrix
 */
mat2.clone = function(a) {
    var out = new GLMAT_ARRAY_TYPE(4);
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    return out;
};

/**
 * Copy the values from one mat2 to another
 *
 * @param {mat2} out the receiving matrix
 * @param {mat2} a the source matrix
 * @returns {mat2} out
 */
mat2.copy = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    return out;
};

/**
 * Set a mat2 to the identity matrix
 *
 * @param {mat2} out the receiving matrix
 * @returns {mat2} out
 */
mat2.identity = function(out) {
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 1;
    return out;
};

/**
 * Transpose the values of a mat2
 *
 * @param {mat2} out the receiving matrix
 * @param {mat2} a the source matrix
 * @returns {mat2} out
 */
mat2.transpose = function(out, a) {
    // If we are transposing ourselves we can skip a few steps but have to cache some values
    if (out === a) {
        var a1 = a[1];
        out[1] = a[2];
        out[2] = a1;
    } else {
        out[0] = a[0];
        out[1] = a[2];
        out[2] = a[1];
        out[3] = a[3];
    }
    
    return out;
};

/**
 * Inverts a mat2
 *
 * @param {mat2} out the receiving matrix
 * @param {mat2} a the source matrix
 * @returns {mat2} out
 */
mat2.invert = function(out, a) {
    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],

        // Calculate the determinant
        det = a0 * a3 - a2 * a1;

    if (!det) {
        return null;
    }
    det = 1.0 / det;
    
    out[0] =  a3 * det;
    out[1] = -a1 * det;
    out[2] = -a2 * det;
    out[3] =  a0 * det;

    return out;
};

/**
 * Calculates the adjugate of a mat2
 *
 * @param {mat2} out the receiving matrix
 * @param {mat2} a the source matrix
 * @returns {mat2} out
 */
mat2.adjoint = function(out, a) {
    // Caching this value is nessecary if out == a
    var a0 = a[0];
    out[0] =  a[3];
    out[1] = -a[1];
    out[2] = -a[2];
    out[3] =  a0;

    return out;
};

/**
 * Calculates the determinant of a mat2
 *
 * @param {mat2} a the source matrix
 * @returns {Number} determinant of a
 */
mat2.determinant = function (a) {
    return a[0] * a[3] - a[2] * a[1];
};

/**
 * Multiplies two mat2's
 *
 * @param {mat2} out the receiving matrix
 * @param {mat2} a the first operand
 * @param {mat2} b the second operand
 * @returns {mat2} out
 */
mat2.multiply = function (out, a, b) {
    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
    var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
    out[0] = a0 * b0 + a1 * b2;
    out[1] = a0 * b1 + a1 * b3;
    out[2] = a2 * b0 + a3 * b2;
    out[3] = a2 * b1 + a3 * b3;
    return out;
};

/**
 * Alias for {@link mat2.multiply}
 * @function
 */
mat2.mul = mat2.multiply;

/**
 * Rotates a mat2 by the given angle
 *
 * @param {mat2} out the receiving matrix
 * @param {mat2} a the matrix to rotate
 * @param {Number} rad the angle to rotate the matrix by
 * @returns {mat2} out
 */
mat2.rotate = function (out, a, rad) {
    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
        s = Math.sin(rad),
        c = Math.cos(rad);
    out[0] = a0 *  c + a1 * s;
    out[1] = a0 * -s + a1 * c;
    out[2] = a2 *  c + a3 * s;
    out[3] = a2 * -s + a3 * c;
    return out;
};

/**
 * Scales the mat2 by the dimensions in the given vec2
 *
 * @param {mat2} out the receiving matrix
 * @param {mat2} a the matrix to rotate
 * @param {vec2} v the vec2 to scale the matrix by
 * @returns {mat2} out
 **/
mat2.scale = function(out, a, v) {
    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
        v0 = v[0], v1 = v[1];
    out[0] = a0 * v0;
    out[1] = a1 * v1;
    out[2] = a2 * v0;
    out[3] = a3 * v1;
    return out;
};

/**
 * Returns a string representation of a mat2
 *
 * @param {mat2} mat matrix to represent as a string
 * @returns {String} string representation of the matrix
 */
mat2.str = function (a) {
    return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
};

if(typeof(exports) !== 'undefined') {
    exports.mat2 = mat2;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class 2x3 Matrix
 * @name mat2d
 * 
 * @description 
 * A mat2d contains six elements defined as:
 * <pre>
 * [a, b,
 *  c, d,
 *  tx,ty]
 * </pre>
 * This is a short form for the 3x3 matrix:
 * <pre>
 * [a, b, 0
 *  c, d, 0
 *  tx,ty,1]
 * </pre>
 * The last column is ignored so the array is shorter and operations are faster.
 */

var mat2d = {};

/**
 * Creates a new identity mat2d
 *
 * @returns {mat2d} a new 2x3 matrix
 */
mat2d.create = function() {
    var out = new GLMAT_ARRAY_TYPE(6);
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 1;
    out[4] = 0;
    out[5] = 0;
    return out;
};

/**
 * Creates a new mat2d initialized with values from an existing matrix
 *
 * @param {mat2d} a matrix to clone
 * @returns {mat2d} a new 2x3 matrix
 */
mat2d.clone = function(a) {
    var out = new GLMAT_ARRAY_TYPE(6);
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    out[4] = a[4];
    out[5] = a[5];
    return out;
};

/**
 * Copy the values from one mat2d to another
 *
 * @param {mat2d} out the receiving matrix
 * @param {mat2d} a the source matrix
 * @returns {mat2d} out
 */
mat2d.copy = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    out[4] = a[4];
    out[5] = a[5];
    return out;
};

/**
 * Set a mat2d to the identity matrix
 *
 * @param {mat2d} out the receiving matrix
 * @returns {mat2d} out
 */
mat2d.identity = function(out) {
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 1;
    out[4] = 0;
    out[5] = 0;
    return out;
};

/**
 * Inverts a mat2d
 *
 * @param {mat2d} out the receiving matrix
 * @param {mat2d} a the source matrix
 * @returns {mat2d} out
 */
mat2d.invert = function(out, a) {
    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
        atx = a[4], aty = a[5];

    var det = aa * ad - ab * ac;
    if(!det){
        return null;
    }
    det = 1.0 / det;

    out[0] = ad * det;
    out[1] = -ab * det;
    out[2] = -ac * det;
    out[3] = aa * det;
    out[4] = (ac * aty - ad * atx) * det;
    out[5] = (ab * atx - aa * aty) * det;
    return out;
};

/**
 * Calculates the determinant of a mat2d
 *
 * @param {mat2d} a the source matrix
 * @returns {Number} determinant of a
 */
mat2d.determinant = function (a) {
    return a[0] * a[3] - a[1] * a[2];
};

/**
 * Multiplies two mat2d's
 *
 * @param {mat2d} out the receiving matrix
 * @param {mat2d} a the first operand
 * @param {mat2d} b the second operand
 * @returns {mat2d} out
 */
mat2d.multiply = function (out, a, b) {
    var aa = a[0], ab = a[1], ac = a[2], ad = a[3],
        atx = a[4], aty = a[5],
        ba = b[0], bb = b[1], bc = b[2], bd = b[3],
        btx = b[4], bty = b[5];

    out[0] = aa*ba + ab*bc;
    out[1] = aa*bb + ab*bd;
    out[2] = ac*ba + ad*bc;
    out[3] = ac*bb + ad*bd;
    out[4] = ba*atx + bc*aty + btx;
    out[5] = bb*atx + bd*aty + bty;
    return out;
};

/**
 * Alias for {@link mat2d.multiply}
 * @function
 */
mat2d.mul = mat2d.multiply;


/**
 * Rotates a mat2d by the given angle
 *
 * @param {mat2d} out the receiving matrix
 * @param {mat2d} a the matrix to rotate
 * @param {Number} rad the angle to rotate the matrix by
 * @returns {mat2d} out
 */
mat2d.rotate = function (out, a, rad) {
    var aa = a[0],
        ab = a[1],
        ac = a[2],
        ad = a[3],
        atx = a[4],
        aty = a[5],
        st = Math.sin(rad),
        ct = Math.cos(rad);

    out[0] = aa*ct + ab*st;
    out[1] = -aa*st + ab*ct;
    out[2] = ac*ct + ad*st;
    out[3] = -ac*st + ct*ad;
    out[4] = ct*atx + st*aty;
    out[5] = ct*aty - st*atx;
    return out;
};

/**
 * Scales the mat2d by the dimensions in the given vec2
 *
 * @param {mat2d} out the receiving matrix
 * @param {mat2d} a the matrix to translate
 * @param {vec2} v the vec2 to scale the matrix by
 * @returns {mat2d} out
 **/
mat2d.scale = function(out, a, v) {
    var vx = v[0], vy = v[1];
    out[0] = a[0] * vx;
    out[1] = a[1] * vy;
    out[2] = a[2] * vx;
    out[3] = a[3] * vy;
    out[4] = a[4] * vx;
    out[5] = a[5] * vy;
    return out;
};

/**
 * Translates the mat2d by the dimensions in the given vec2
 *
 * @param {mat2d} out the receiving matrix
 * @param {mat2d} a the matrix to translate
 * @param {vec2} v the vec2 to translate the matrix by
 * @returns {mat2d} out
 **/
mat2d.translate = function(out, a, v) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    out[4] = a[4] + v[0];
    out[5] = a[5] + v[1];
    return out;
};

/**
 * Returns a string representation of a mat2d
 *
 * @param {mat2d} a matrix to represent as a string
 * @returns {String} string representation of the matrix
 */
mat2d.str = function (a) {
    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + 
                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
};

if(typeof(exports) !== 'undefined') {
    exports.mat2d = mat2d;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class 3x3 Matrix
 * @name mat3
 */

var mat3 = {};

/**
 * Creates a new identity mat3
 *
 * @returns {mat3} a new 3x3 matrix
 */
mat3.create = function() {
    var out = new GLMAT_ARRAY_TYPE(9);
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 1;
    out[5] = 0;
    out[6] = 0;
    out[7] = 0;
    out[8] = 1;
    return out;
};

/**
 * Copies the upper-left 3x3 values into the given mat3.
 *
 * @param {mat3} out the receiving 3x3 matrix
 * @param {mat4} a   the source 4x4 matrix
 * @returns {mat3} out
 */
mat3.fromMat4 = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[4];
    out[4] = a[5];
    out[5] = a[6];
    out[6] = a[8];
    out[7] = a[9];
    out[8] = a[10];
    return out;
};

/**
 * Creates a new mat3 initialized with values from an existing matrix
 *
 * @param {mat3} a matrix to clone
 * @returns {mat3} a new 3x3 matrix
 */
mat3.clone = function(a) {
    var out = new GLMAT_ARRAY_TYPE(9);
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    out[4] = a[4];
    out[5] = a[5];
    out[6] = a[6];
    out[7] = a[7];
    out[8] = a[8];
    return out;
};

/**
 * Copy the values from one mat3 to another
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the source matrix
 * @returns {mat3} out
 */
mat3.copy = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    out[4] = a[4];
    out[5] = a[5];
    out[6] = a[6];
    out[7] = a[7];
    out[8] = a[8];
    return out;
};

/**
 * Set a mat3 to the identity matrix
 *
 * @param {mat3} out the receiving matrix
 * @returns {mat3} out
 */
mat3.identity = function(out) {
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 1;
    out[5] = 0;
    out[6] = 0;
    out[7] = 0;
    out[8] = 1;
    return out;
};

/**
 * Transpose the values of a mat3
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the source matrix
 * @returns {mat3} out
 */
mat3.transpose = function(out, a) {
    // If we are transposing ourselves we can skip a few steps but have to cache some values
    if (out === a) {
        var a01 = a[1], a02 = a[2], a12 = a[5];
        out[1] = a[3];
        out[2] = a[6];
        out[3] = a01;
        out[5] = a[7];
        out[6] = a02;
        out[7] = a12;
    } else {
        out[0] = a[0];
        out[1] = a[3];
        out[2] = a[6];
        out[3] = a[1];
        out[4] = a[4];
        out[5] = a[7];
        out[6] = a[2];
        out[7] = a[5];
        out[8] = a[8];
    }
    
    return out;
};

/**
 * Inverts a mat3
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the source matrix
 * @returns {mat3} out
 */
mat3.invert = function(out, a) {
    var a00 = a[0], a01 = a[1], a02 = a[2],
        a10 = a[3], a11 = a[4], a12 = a[5],
        a20 = a[6], a21 = a[7], a22 = a[8],

        b01 = a22 * a11 - a12 * a21,
        b11 = -a22 * a10 + a12 * a20,
        b21 = a21 * a10 - a11 * a20,

        // Calculate the determinant
        det = a00 * b01 + a01 * b11 + a02 * b21;

    if (!det) { 
        return null; 
    }
    det = 1.0 / det;

    out[0] = b01 * det;
    out[1] = (-a22 * a01 + a02 * a21) * det;
    out[2] = (a12 * a01 - a02 * a11) * det;
    out[3] = b11 * det;
    out[4] = (a22 * a00 - a02 * a20) * det;
    out[5] = (-a12 * a00 + a02 * a10) * det;
    out[6] = b21 * det;
    out[7] = (-a21 * a00 + a01 * a20) * det;
    out[8] = (a11 * a00 - a01 * a10) * det;
    return out;
};

/**
 * Calculates the adjugate of a mat3
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the source matrix
 * @returns {mat3} out
 */
mat3.adjoint = function(out, a) {
    var a00 = a[0], a01 = a[1], a02 = a[2],
        a10 = a[3], a11 = a[4], a12 = a[5],
        a20 = a[6], a21 = a[7], a22 = a[8];

    out[0] = (a11 * a22 - a12 * a21);
    out[1] = (a02 * a21 - a01 * a22);
    out[2] = (a01 * a12 - a02 * a11);
    out[3] = (a12 * a20 - a10 * a22);
    out[4] = (a00 * a22 - a02 * a20);
    out[5] = (a02 * a10 - a00 * a12);
    out[6] = (a10 * a21 - a11 * a20);
    out[7] = (a01 * a20 - a00 * a21);
    out[8] = (a00 * a11 - a01 * a10);
    return out;
};

/**
 * Calculates the determinant of a mat3
 *
 * @param {mat3} a the source matrix
 * @returns {Number} determinant of a
 */
mat3.determinant = function (a) {
    var a00 = a[0], a01 = a[1], a02 = a[2],
        a10 = a[3], a11 = a[4], a12 = a[5],
        a20 = a[6], a21 = a[7], a22 = a[8];

    return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
};

/**
 * Multiplies two mat3's
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the first operand
 * @param {mat3} b the second operand
 * @returns {mat3} out
 */
mat3.multiply = function (out, a, b) {
    var a00 = a[0], a01 = a[1], a02 = a[2],
        a10 = a[3], a11 = a[4], a12 = a[5],
        a20 = a[6], a21 = a[7], a22 = a[8],

        b00 = b[0], b01 = b[1], b02 = b[2],
        b10 = b[3], b11 = b[4], b12 = b[5],
        b20 = b[6], b21 = b[7], b22 = b[8];

    out[0] = b00 * a00 + b01 * a10 + b02 * a20;
    out[1] = b00 * a01 + b01 * a11 + b02 * a21;
    out[2] = b00 * a02 + b01 * a12 + b02 * a22;

    out[3] = b10 * a00 + b11 * a10 + b12 * a20;
    out[4] = b10 * a01 + b11 * a11 + b12 * a21;
    out[5] = b10 * a02 + b11 * a12 + b12 * a22;

    out[6] = b20 * a00 + b21 * a10 + b22 * a20;
    out[7] = b20 * a01 + b21 * a11 + b22 * a21;
    out[8] = b20 * a02 + b21 * a12 + b22 * a22;
    return out;
};

/**
 * Alias for {@link mat3.multiply}
 * @function
 */
mat3.mul = mat3.multiply;

/**
 * Translate a mat3 by the given vector
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the matrix to translate
 * @param {vec2} v vector to translate by
 * @returns {mat3} out
 */
mat3.translate = function(out, a, v) {
    var a00 = a[0], a01 = a[1], a02 = a[2],
        a10 = a[3], a11 = a[4], a12 = a[5],
        a20 = a[6], a21 = a[7], a22 = a[8],
        x = v[0], y = v[1];

    out[0] = a00;
    out[1] = a01;
    out[2] = a02;

    out[3] = a10;
    out[4] = a11;
    out[5] = a12;

    out[6] = x * a00 + y * a10 + a20;
    out[7] = x * a01 + y * a11 + a21;
    out[8] = x * a02 + y * a12 + a22;
    return out;
};

/**
 * Rotates a mat3 by the given angle
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the matrix to rotate
 * @param {Number} rad the angle to rotate the matrix by
 * @returns {mat3} out
 */
mat3.rotate = function (out, a, rad) {
    var a00 = a[0], a01 = a[1], a02 = a[2],
        a10 = a[3], a11 = a[4], a12 = a[5],
        a20 = a[6], a21 = a[7], a22 = a[8],

        s = Math.sin(rad),
        c = Math.cos(rad);

    out[0] = c * a00 + s * a10;
    out[1] = c * a01 + s * a11;
    out[2] = c * a02 + s * a12;

    out[3] = c * a10 - s * a00;
    out[4] = c * a11 - s * a01;
    out[5] = c * a12 - s * a02;

    out[6] = a20;
    out[7] = a21;
    out[8] = a22;
    return out;
};

/**
 * Scales the mat3 by the dimensions in the given vec2
 *
 * @param {mat3} out the receiving matrix
 * @param {mat3} a the matrix to rotate
 * @param {vec2} v the vec2 to scale the matrix by
 * @returns {mat3} out
 **/
mat3.scale = function(out, a, v) {
    var x = v[0], y = v[1];

    out[0] = x * a[0];
    out[1] = x * a[1];
    out[2] = x * a[2];

    out[3] = y * a[3];
    out[4] = y * a[4];
    out[5] = y * a[5];

    out[6] = a[6];
    out[7] = a[7];
    out[8] = a[8];
    return out;
};

/**
 * Copies the values from a mat2d into a mat3
 *
 * @param {mat3} out the receiving matrix
 * @param {mat2d} a the matrix to copy
 * @returns {mat3} out
 **/
mat3.fromMat2d = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = 0;

    out[3] = a[2];
    out[4] = a[3];
    out[5] = 0;

    out[6] = a[4];
    out[7] = a[5];
    out[8] = 1;
    return out;
};

/**
* Calculates a 3x3 matrix from the given quaternion
*
* @param {mat3} out mat3 receiving operation result
* @param {quat} q Quaternion to create matrix from
*
* @returns {mat3} out
*/
mat3.fromQuat = function (out, q) {
    var x = q[0], y = q[1], z = q[2], w = q[3],
        x2 = x + x,
        y2 = y + y,
        z2 = z + z,

        xx = x * x2,
        yx = y * x2,
        yy = y * y2,
        zx = z * x2,
        zy = z * y2,
        zz = z * z2,
        wx = w * x2,
        wy = w * y2,
        wz = w * z2;

    out[0] = 1 - yy - zz;
    out[3] = yx - wz;
    out[6] = zx + wy;

    out[1] = yx + wz;
    out[4] = 1 - xx - zz;
    out[7] = zy - wx;

    out[2] = zx - wy;
    out[5] = zy + wx;
    out[8] = 1 - xx - yy;

    return out;
};

/**
* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
*
* @param {mat3} out mat3 receiving operation result
* @param {mat4} a Mat4 to derive the normal matrix from
*
* @returns {mat3} out
*/
mat3.normalFromMat4 = function (out, a) {
    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],

        b00 = a00 * a11 - a01 * a10,
        b01 = a00 * a12 - a02 * a10,
        b02 = a00 * a13 - a03 * a10,
        b03 = a01 * a12 - a02 * a11,
        b04 = a01 * a13 - a03 * a11,
        b05 = a02 * a13 - a03 * a12,
        b06 = a20 * a31 - a21 * a30,
        b07 = a20 * a32 - a22 * a30,
        b08 = a20 * a33 - a23 * a30,
        b09 = a21 * a32 - a22 * a31,
        b10 = a21 * a33 - a23 * a31,
        b11 = a22 * a33 - a23 * a32,

        // Calculate the determinant
        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

    if (!det) { 
        return null; 
    }
    det = 1.0 / det;

    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
    out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
    out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;

    out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
    out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
    out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;

    out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
    out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
    out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;

    return out;
};

/**
 * Returns a string representation of a mat3
 *
 * @param {mat3} mat matrix to represent as a string
 * @returns {String} string representation of the matrix
 */
mat3.str = function (a) {
    return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + 
                    a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + 
                    a[6] + ', ' + a[7] + ', ' + a[8] + ')';
};

if(typeof(exports) !== 'undefined') {
    exports.mat3 = mat3;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class 4x4 Matrix
 * @name mat4
 */

var mat4 = {};

/**
 * Creates a new identity mat4
 *
 * @returns {mat4} a new 4x4 matrix
 */
mat4.create = function() {
    var out = new GLMAT_ARRAY_TYPE(16);
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 0;
    out[5] = 1;
    out[6] = 0;
    out[7] = 0;
    out[8] = 0;
    out[9] = 0;
    out[10] = 1;
    out[11] = 0;
    out[12] = 0;
    out[13] = 0;
    out[14] = 0;
    out[15] = 1;
    return out;
};

/**
 * Creates a new mat4 initialized with values from an existing matrix
 *
 * @param {mat4} a matrix to clone
 * @returns {mat4} a new 4x4 matrix
 */
mat4.clone = function(a) {
    var out = new GLMAT_ARRAY_TYPE(16);
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    out[4] = a[4];
    out[5] = a[5];
    out[6] = a[6];
    out[7] = a[7];
    out[8] = a[8];
    out[9] = a[9];
    out[10] = a[10];
    out[11] = a[11];
    out[12] = a[12];
    out[13] = a[13];
    out[14] = a[14];
    out[15] = a[15];
    return out;
};

/**
 * Copy the values from one mat4 to another
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the source matrix
 * @returns {mat4} out
 */
mat4.copy = function(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    out[2] = a[2];
    out[3] = a[3];
    out[4] = a[4];
    out[5] = a[5];
    out[6] = a[6];
    out[7] = a[7];
    out[8] = a[8];
    out[9] = a[9];
    out[10] = a[10];
    out[11] = a[11];
    out[12] = a[12];
    out[13] = a[13];
    out[14] = a[14];
    out[15] = a[15];
    return out;
};

/**
 * Set a mat4 to the identity matrix
 *
 * @param {mat4} out the receiving matrix
 * @returns {mat4} out
 */
mat4.identity = function(out) {
    out[0] = 1;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 0;
    out[5] = 1;
    out[6] = 0;
    out[7] = 0;
    out[8] = 0;
    out[9] = 0;
    out[10] = 1;
    out[11] = 0;
    out[12] = 0;
    out[13] = 0;
    out[14] = 0;
    out[15] = 1;
    return out;
};

/**
 * Transpose the values of a mat4
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the source matrix
 * @returns {mat4} out
 */
mat4.transpose = function(out, a) {
    // If we are transposing ourselves we can skip a few steps but have to cache some values
    if (out === a) {
        var a01 = a[1], a02 = a[2], a03 = a[3],
            a12 = a[6], a13 = a[7],
            a23 = a[11];

        out[1] = a[4];
        out[2] = a[8];
        out[3] = a[12];
        out[4] = a01;
        out[6] = a[9];
        out[7] = a[13];
        out[8] = a02;
        out[9] = a12;
        out[11] = a[14];
        out[12] = a03;
        out[13] = a13;
        out[14] = a23;
    } else {
        out[0] = a[0];
        out[1] = a[4];
        out[2] = a[8];
        out[3] = a[12];
        out[4] = a[1];
        out[5] = a[5];
        out[6] = a[9];
        out[7] = a[13];
        out[8] = a[2];
        out[9] = a[6];
        out[10] = a[10];
        out[11] = a[14];
        out[12] = a[3];
        out[13] = a[7];
        out[14] = a[11];
        out[15] = a[15];
    }
    
    return out;
};

/**
 * Inverts a mat4
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the source matrix
 * @returns {mat4} out
 */
mat4.invert = function(out, a) {
    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],

        b00 = a00 * a11 - a01 * a10,
        b01 = a00 * a12 - a02 * a10,
        b02 = a00 * a13 - a03 * a10,
        b03 = a01 * a12 - a02 * a11,
        b04 = a01 * a13 - a03 * a11,
        b05 = a02 * a13 - a03 * a12,
        b06 = a20 * a31 - a21 * a30,
        b07 = a20 * a32 - a22 * a30,
        b08 = a20 * a33 - a23 * a30,
        b09 = a21 * a32 - a22 * a31,
        b10 = a21 * a33 - a23 * a31,
        b11 = a22 * a33 - a23 * a32,

        // Calculate the determinant
        det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;

    if (!det) { 
        return null; 
    }
    det = 1.0 / det;

    out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
    out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
    out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
    out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
    out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
    out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
    out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
    out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
    out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
    out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
    out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
    out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
    out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
    out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
    out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
    out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;

    return out;
};

/**
 * Calculates the adjugate of a mat4
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the source matrix
 * @returns {mat4} out
 */
mat4.adjoint = function(out, a) {
    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];

    out[0]  =  (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
    out[1]  = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
    out[2]  =  (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
    out[3]  = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
    out[4]  = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
    out[5]  =  (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
    out[6]  = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
    out[7]  =  (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
    out[8]  =  (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
    out[9]  = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
    out[10] =  (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
    out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
    out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
    out[13] =  (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
    out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
    out[15] =  (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
    return out;
};

/**
 * Calculates the determinant of a mat4
 *
 * @param {mat4} a the source matrix
 * @returns {Number} determinant of a
 */
mat4.determinant = function (a) {
    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15],

        b00 = a00 * a11 - a01 * a10,
        b01 = a00 * a12 - a02 * a10,
        b02 = a00 * a13 - a03 * a10,
        b03 = a01 * a12 - a02 * a11,
        b04 = a01 * a13 - a03 * a11,
        b05 = a02 * a13 - a03 * a12,
        b06 = a20 * a31 - a21 * a30,
        b07 = a20 * a32 - a22 * a30,
        b08 = a20 * a33 - a23 * a30,
        b09 = a21 * a32 - a22 * a31,
        b10 = a21 * a33 - a23 * a31,
        b11 = a22 * a33 - a23 * a32;

    // Calculate the determinant
    return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
};

/**
 * Multiplies two mat4's
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the first operand
 * @param {mat4} b the second operand
 * @returns {mat4} out
 */
mat4.multiply = function (out, a, b) {
    var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
        a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
        a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
        a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];

    // Cache only the current line of the second matrix
    var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];  
    out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;

    b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
    out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;

    b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
    out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;

    b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
    out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
    return out;
};

/**
 * Alias for {@link mat4.multiply}
 * @function
 */
mat4.mul = mat4.multiply;

/**
 * Translate a mat4 by the given vector
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the matrix to translate
 * @param {vec3} v vector to translate by
 * @returns {mat4} out
 */
mat4.translate = function (out, a, v) {
    var x = v[0], y = v[1], z = v[2],
        a00, a01, a02, a03,
        a10, a11, a12, a13,
        a20, a21, a22, a23,
        a30, a31, a32, a33;

        a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
        a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
        a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];
        a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15];
    
    out[0] = a00 + a03*x;
    out[1] = a01 + a03*y;
    out[2] = a02 + a03*z;
    out[3] = a03;

    out[4] = a10 + a13*x;
    out[5] = a11 + a13*y;
    out[6] = a12 + a13*z;
    out[7] = a13;

    out[8] = a20 + a23*x;
    out[9] = a21 + a23*y;
    out[10] = a22 + a23*z;
    out[11] = a23;
    out[12] = a30 + a33*x;
    out[13] = a31 + a33*y;
    out[14] = a32 + a33*z;
    out[15] = a33;

    return out;
};
/**
 * Scales the mat4 by the dimensions in the given vec3
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the matrix to scale
 * @param {vec3} v the vec3 to scale the matrix by
 * @returns {mat4} out
 **/
mat4.scale = function(out, a, v) {
    var x = v[0], y = v[1], z = v[2];

    out[0] = a[0] * x;
    out[1] = a[1] * x;
    out[2] = a[2] * x;
    out[3] = a[3] * x;
    out[4] = a[4] * y;
    out[5] = a[5] * y;
    out[6] = a[6] * y;
    out[7] = a[7] * y;
    out[8] = a[8] * z;
    out[9] = a[9] * z;
    out[10] = a[10] * z;
    out[11] = a[11] * z;
    out[12] = a[12];
    out[13] = a[13];
    out[14] = a[14];
    out[15] = a[15];
    return out;
};

/**
 * Rotates a mat4 by the given angle
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the matrix to rotate
 * @param {Number} rad the angle to rotate the matrix by
 * @param {vec3} axis the axis to rotate around
 * @returns {mat4} out
 */
mat4.rotate = function (out, a, rad, axis) {
    var x = axis[0], y = axis[1], z = axis[2],
        len = Math.sqrt(x * x + y * y + z * z),
        s, c, t,
        a00, a01, a02, a03,
        a10, a11, a12, a13,
        a20, a21, a22, a23,
        b00, b01, b02,
        b10, b11, b12,
        b20, b21, b22;

    if (Math.abs(len) < GLMAT_EPSILON) { return null; }
    
    len = 1 / len;
    x *= len;
    y *= len;
    z *= len;

    s = Math.sin(rad);
    c = Math.cos(rad);
    t = 1 - c;

    a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3];
    a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7];
    a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11];

    // Construct the elements of the rotation matrix
    b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
    b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
    b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;

    // Perform rotation-specific matrix multiplication
    out[0] = a00 * b00 + a10 * b01 + a20 * b02;
    out[1] = a01 * b00 + a11 * b01 + a21 * b02;
    out[2] = a02 * b00 + a12 * b01 + a22 * b02;
    out[3] = a03 * b00 + a13 * b01 + a23 * b02;
    out[4] = a00 * b10 + a10 * b11 + a20 * b12;
    out[5] = a01 * b10 + a11 * b11 + a21 * b12;
    out[6] = a02 * b10 + a12 * b11 + a22 * b12;
    out[7] = a03 * b10 + a13 * b11 + a23 * b12;
    out[8] = a00 * b20 + a10 * b21 + a20 * b22;
    out[9] = a01 * b20 + a11 * b21 + a21 * b22;
    out[10] = a02 * b20 + a12 * b21 + a22 * b22;
    out[11] = a03 * b20 + a13 * b21 + a23 * b22;

    if (a !== out) { // If the source and destination differ, copy the unchanged last row
        out[12] = a[12];
        out[13] = a[13];
        out[14] = a[14];
        out[15] = a[15];
    }
    return out;
};

/**
 * Rotates a matrix by the given angle around the X axis
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the matrix to rotate
 * @param {Number} rad the angle to rotate the matrix by
 * @returns {mat4} out
 */
mat4.rotateX = function (out, a, rad) {
    var s = Math.sin(rad),
        c = Math.cos(rad),
        a10 = a[4],
        a11 = a[5],
        a12 = a[6],
        a13 = a[7],
        a20 = a[8],
        a21 = a[9],
        a22 = a[10],
        a23 = a[11];

    if (a !== out) { // If the source and destination differ, copy the unchanged rows
        out[0]  = a[0];
        out[1]  = a[1];
        out[2]  = a[2];
        out[3]  = a[3];
        out[12] = a[12];
        out[13] = a[13];
        out[14] = a[14];
        out[15] = a[15];
    }

    // Perform axis-specific matrix multiplication
    out[4] = a10 * c + a20 * s;
    out[5] = a11 * c + a21 * s;
    out[6] = a12 * c + a22 * s;
    out[7] = a13 * c + a23 * s;
    out[8] = a20 * c - a10 * s;
    out[9] = a21 * c - a11 * s;
    out[10] = a22 * c - a12 * s;
    out[11] = a23 * c - a13 * s;
    return out;
};

/**
 * Rotates a matrix by the given angle around the Y axis
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the matrix to rotate
 * @param {Number} rad the angle to rotate the matrix by
 * @returns {mat4} out
 */
mat4.rotateY = function (out, a, rad) {
    var s = Math.sin(rad),
        c = Math.cos(rad),
        a00 = a[0],
        a01 = a[1],
        a02 = a[2],
        a03 = a[3],
        a20 = a[8],
        a21 = a[9],
        a22 = a[10],
        a23 = a[11];

    if (a !== out) { // If the source and destination differ, copy the unchanged rows
        out[4]  = a[4];
        out[5]  = a[5];
        out[6]  = a[6];
        out[7]  = a[7];
        out[12] = a[12];
        out[13] = a[13];
        out[14] = a[14];
        out[15] = a[15];
    }

    // Perform axis-specific matrix multiplication
    out[0] = a00 * c - a20 * s;
    out[1] = a01 * c - a21 * s;
    out[2] = a02 * c - a22 * s;
    out[3] = a03 * c - a23 * s;
    out[8] = a00 * s + a20 * c;
    out[9] = a01 * s + a21 * c;
    out[10] = a02 * s + a22 * c;
    out[11] = a03 * s + a23 * c;
    return out;
};

/**
 * Rotates a matrix by the given angle around the Z axis
 *
 * @param {mat4} out the receiving matrix
 * @param {mat4} a the matrix to rotate
 * @param {Number} rad the angle to rotate the matrix by
 * @returns {mat4} out
 */
mat4.rotateZ = function (out, a, rad) {
    var s = Math.sin(rad),
        c = Math.cos(rad),
        a00 = a[0],
        a01 = a[1],
        a02 = a[2],
        a03 = a[3],
        a10 = a[4],
        a11 = a[5],
        a12 = a[6],
        a13 = a[7];

    if (a !== out) { // If the source and destination differ, copy the unchanged last row
        out[8]  = a[8];
        out[9]  = a[9];
        out[10] = a[10];
        out[11] = a[11];
        out[12] = a[12];
        out[13] = a[13];
        out[14] = a[14];
        out[15] = a[15];
    }

    // Perform axis-specific matrix multiplication
    out[0] = a00 * c + a10 * s;
    out[1] = a01 * c + a11 * s;
    out[2] = a02 * c + a12 * s;
    out[3] = a03 * c + a13 * s;
    out[4] = a10 * c - a00 * s;
    out[5] = a11 * c - a01 * s;
    out[6] = a12 * c - a02 * s;
    out[7] = a13 * c - a03 * s;
    return out;
};

/**
 * Creates a matrix from a quaternion rotation and vector translation
 * This is equivalent to (but much faster than):
 *
 *     mat4.identity(dest);
 *     mat4.translate(dest, vec);
 *     var quatMat = mat4.create();
 *     quat4.toMat4(quat, quatMat);
 *     mat4.multiply(dest, quatMat);
 *
 * @param {mat4} out mat4 receiving operation result
 * @param {quat4} q Rotation quaternion
 * @param {vec3} v Translation vector
 * @returns {mat4} out
 */
mat4.fromRotationTranslation = function (out, q, v) {
    // Quaternion math
    var x = q[0], y = q[1], z = q[2], w = q[3],
        x2 = x + x,
        y2 = y + y,
        z2 = z + z,

        xx = x * x2,
        xy = x * y2,
        xz = x * z2,
        yy = y * y2,
        yz = y * z2,
        zz = z * z2,
        wx = w * x2,
        wy = w * y2,
        wz = w * z2;

    out[0] = 1 - (yy + zz);
    out[1] = xy + wz;
    out[2] = xz - wy;
    out[3] = 0;
    out[4] = xy - wz;
    out[5] = 1 - (xx + zz);
    out[6] = yz + wx;
    out[7] = 0;
    out[8] = xz + wy;
    out[9] = yz - wx;
    out[10] = 1 - (xx + yy);
    out[11] = 0;
    out[12] = v[0];
    out[13] = v[1];
    out[14] = v[2];
    out[15] = 1;
    
    return out;
};

mat4.fromQuat = function (out, q) {
    var x = q[0], y = q[1], z = q[2], w = q[3],
        x2 = x + x,
        y2 = y + y,
        z2 = z + z,

        xx = x * x2,
        yx = y * x2,
        yy = y * y2,
        zx = z * x2,
        zy = z * y2,
        zz = z * z2,
        wx = w * x2,
        wy = w * y2,
        wz = w * z2;

    out[0] = 1 - yy - zz;
    out[1] = yx + wz;
    out[2] = zx - wy;
    out[3] = 0;

    out[4] = yx - wz;
    out[5] = 1 - xx - zz;
    out[6] = zy + wx;
    out[7] = 0;

    out[8] = zx + wy;
    out[9] = zy - wx;
    out[10] = 1 - xx - yy;
    out[11] = 0;

    out[12] = 0;
    out[13] = 0;
    out[14] = 0;
    out[15] = 1;

    return out;
};

/**
 * Generates a frustum matrix with the given bounds
 *
 * @param {mat4} out mat4 frustum matrix will be written into
 * @param {Number} left Left bound of the frustum
 * @param {Number} right Right bound of the frustum
 * @param {Number} bottom Bottom bound of the frustum
 * @param {Number} top Top bound of the frustum
 * @param {Number} near Near bound of the frustum
 * @param {Number} far Far bound of the frustum
 * @returns {mat4} out
 */
mat4.frustum = function (out, left, right, bottom, top, near, far) {
    var rl = 1 / (right - left),
        tb = 1 / (top - bottom),
        nf = 1 / (near - far);
    out[0] = (near * 2) * rl;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 0;
    out[5] = (near * 2) * tb;
    out[6] = 0;
    out[7] = 0;
    out[8] = (right + left) * rl;
    out[9] = (top + bottom) * tb;
    out[10] = (far + near) * nf;
    out[11] = -1;
    out[12] = 0;
    out[13] = 0;
    out[14] = (far * near * 2) * nf;
    out[15] = 0;
    return out;
};

/**
 * Generates a perspective projection matrix with the given bounds
 *
 * @param {mat4} out mat4 frustum matrix will be written into
 * @param {number} fovy Vertical field of view in radians
 * @param {number} aspect Aspect ratio. typically viewport width/height
 * @param {number} near Near bound of the frustum
 * @param {number} far Far bound of the frustum
 * @returns {mat4} out
 */
mat4.perspective = function (out, fovy, aspect, near, far) {
    var f = 1.0 / Math.tan(fovy / 2),
        nf = 1 / (near - far);
    out[0] = f / aspect;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 0;
    out[5] = f;
    out[6] = 0;
    out[7] = 0;
    out[8] = 0;
    out[9] = 0;
    out[10] = (far + near) * nf;
    out[11] = -1;
    out[12] = 0;
    out[13] = 0;
    out[14] = (2 * far * near) * nf;
    out[15] = 0;
    return out;
};

/**
 * Generates a orthogonal projection matrix with the given bounds
 *
 * @param {mat4} out mat4 frustum matrix will be written into
 * @param {number} left Left bound of the frustum
 * @param {number} right Right bound of the frustum
 * @param {number} bottom Bottom bound of the frustum
 * @param {number} top Top bound of the frustum
 * @param {number} near Near bound of the frustum
 * @param {number} far Far bound of the frustum
 * @returns {mat4} out
 */
mat4.ortho = function (out, left, right, bottom, top, near, far) {
    var lr = 1 / (left - right),
        bt = 1 / (bottom - top),
        nf = 1 / (near - far);
    out[0] = -2 * lr;
    out[1] = 0;
    out[2] = 0;
    out[3] = 0;
    out[4] = 0;
    out[5] = -2 * bt;
    out[6] = 0;
    out[7] = 0;
    out[8] = 0;
    out[9] = 0;
    out[10] = 2 * nf;
    out[11] = 0;
    out[12] = (left + right) * lr;
    out[13] = (top + bottom) * bt;
    out[14] = (far + near) * nf;
    out[15] = 1;
    return out;
};

/**
 * Generates a look-at matrix with the given eye position, focal point, and up axis
 *
 * @param {mat4} out mat4 frustum matrix will be written into
 * @param {vec3} eye Position of the viewer
 * @param {vec3} center Point the viewer is looking at
 * @param {vec3} up vec3 pointing up
 * @returns {mat4} out
 */
mat4.lookAt = function (out, eye, center, up) {
    var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
        eyex = eye[0],
        eyey = eye[1],
        eyez = eye[2],
        upx = up[0],
        upy = up[1],
        upz = up[2],
        centerx = center[0],
        centery = center[1],
        centerz = center[2];

    if (Math.abs(eyex - centerx) < GLMAT_EPSILON &&
        Math.abs(eyey - centery) < GLMAT_EPSILON &&
        Math.abs(eyez - centerz) < GLMAT_EPSILON) {
        return mat4.identity(out);
    }

    z0 = eyex - centerx;
    z1 = eyey - centery;
    z2 = eyez - centerz;

    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
    z0 *= len;
    z1 *= len;
    z2 *= len;

    x0 = upy * z2 - upz * z1;
    x1 = upz * z0 - upx * z2;
    x2 = upx * z1 - upy * z0;
    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
    if (!len) {
        x0 = 0;
        x1 = 0;
        x2 = 0;
    } else {
        len = 1 / len;
        x0 *= len;
        x1 *= len;
        x2 *= len;
    }

    y0 = z1 * x2 - z2 * x1;
    y1 = z2 * x0 - z0 * x2;
    y2 = z0 * x1 - z1 * x0;

    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
    if (!len) {
        y0 = 0;
        y1 = 0;
        y2 = 0;
    } else {
        len = 1 / len;
        y0 *= len;
        y1 *= len;
        y2 *= len;
    }

    out[0] = x0;
    out[1] = y0;
    out[2] = z0;
    out[3] = 0;
    out[4] = x1;
    out[5] = y1;
    out[6] = z1;
    out[7] = 0;
    out[8] = x2;
    out[9] = y2;
    out[10] = z2;
    out[11] = 0;
    out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
    out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
    out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
    out[15] = 1;

    return out;
};

/**
 * Returns a string representation of a mat4
 *
 * @param {mat4} mat matrix to represent as a string
 * @returns {String} string representation of the matrix
 */
mat4.str = function (a) {
    return 'mat4(' + 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(typeof(exports) !== 'undefined') {
    exports.mat4 = mat4;
}
;
/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

  * Redistributions of source code must retain the above copyright notice, this
    list of conditions and the following disclaimer.
  * Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation 
    and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */

/**
 * @class Quaternion
 * @name quat
 */

var quat = {};

/**
 * Creates a new identity quat
 *
 * @returns {quat} a new quaternion
 */
quat.create = function() {
    var out = new GLMAT_ARRAY_TYPE(4);
    out[0] = 0;
    out[1] = 0;
    out[2] = 0;
    out[3] = 1;
    return out;
};

/**
 * Sets a quaternion to represent the shortest rotation from one
 * vector to another.
 *
 * Both vectors are assumed to be unit length.
 *
 * @param {quat} out the receiving quaternion.
 * @param {vec3} a the initial vector
 * @param {vec3} b the destination vector
 * @returns {quat} out
 */
quat.rotationTo = (function() {
    var tmpvec3 = vec3.create();
    var xUnitVec3 = vec3.fromValues(1,0,0);
    var yUnitVec3 = vec3.fromValues(0,1,0);

    return function(out, a, b) {
        var dot = vec3.dot(a, b);
        if (dot < -0.999999) {
            vec3.cross(tmpvec3, xUnitVec3, a);
            if (vec3.length(tmpvec3) < 0.000001)
                vec3.cross(tmpvec3, yUnitVec3, a);
            vec3.normalize(tmpvec3, tmpvec3);
            quat.setAxisAngle(out, tmpvec3, Math.PI);
            return out;
        } else if (dot > 0.999999) {
            out[0] = 0;
            out[1] = 0;
            out[2] = 0;
            out[3] = 1;
            return out;
        } else {
            vec3.cross(tmpvec3, a, b);
            out[0] = tmpvec3[0];
            out[1] = tmpvec3[1];
            out[2] = tmpvec3[2];
            out[3] = 1 + dot;
            return quat.normalize(out, out);
        }
    };
})();

/**
 * Sets the specified quaternion with values corresponding to the given
 * axes. Each axis is a vec3 and is expected to be unit length and
 * perpendicular to all other specified axes.
 *
 * @param {vec3} view  the vector representing the viewing direction
 * @param {vec3} right the vector representing the local "right" direction
 * @param {vec3} up    the vector representing the local "up" direction
 * @returns {quat} out
 */
quat.setAxes = (function() {
    var matr = mat3.create();

    return function(out, view, right, up) {
        matr[0] = right[0];
        matr[3] = right[1];
        matr[6] = right[2];

        matr[1] = up[0];
        matr[4] = up[1];
        matr[7] = up[2];

        matr[2] = -view[0];
        matr[5] = -view[1];
        matr[8] = -view[2];

        return quat.normalize(out, quat.fromMat3(out, matr));
    };
})();

/**
 * Creates a new quat initialized with values from an existing quaternion
 *
 * @param {quat} a quaternion to clone
 * @returns {quat} a new quaternion
 * @function
 */
quat.clone = vec4.clone;

/**
 * Creates a new quat initialized with the given values
 *
 * @param {Number} x X component
 * @param {Number} y Y component
 * @param {Number} z Z component
 * @param {Number} w W component
 * @returns {quat} a new quaternion
 * @function
 */
quat.fromValues = vec4.fromValues;

/**
 * Copy the values from one quat to another
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a the source quaternion
 * @returns {quat} out
 * @function
 */
quat.copy = vec4.copy;

/**
 * Set the components of a quat to the given values
 *
 * @param {quat} out the receiving quaternion
 * @param {Number} x X component
 * @param {Number} y Y component
 * @param {Number} z Z component
 * @param {Number} w W component
 * @returns {quat} out
 * @function
 */
quat.set = vec4.set;

/**
 * Set a quat to the identity quaternion
 *
 * @param {quat} out the receiving quaternion
 * @returns {quat} out
 */
quat.identity = function(out) {
    out[0] = 0;
    out[1] = 0;
    out[2] = 0;
    out[3] = 1;
    return out;
};

/**
 * Sets a quat from the given angle and rotation axis,
 * then returns it.
 *
 * @param {quat} out the receiving quaternion
 * @param {vec3} axis the axis around which to rotate
 * @param {Number} rad the angle in radians
 * @returns {quat} out
 **/
quat.setAxisAngle = function(out, axis, rad) {
    rad = rad * 0.5;
    var s = Math.sin(rad);
    out[0] = s * axis[0];
    out[1] = s * axis[1];
    out[2] = s * axis[2];
    out[3] = Math.cos(rad);
    return out;
};

/**
 * Adds two quat's
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a the first operand
 * @param {quat} b the second operand
 * @returns {quat} out
 * @function
 */
quat.add = vec4.add;

/**
 * Multiplies two quat's
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a the first operand
 * @param {quat} b the second operand
 * @returns {quat} out
 */
quat.multiply = function(out, a, b) {
    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
        bx = b[0], by = b[1], bz = b[2], bw = b[3];

    out[0] = ax * bw + aw * bx + ay * bz - az * by;
    out[1] = ay * bw + aw * by + az * bx - ax * bz;
    out[2] = az * bw + aw * bz + ax * by - ay * bx;
    out[3] = aw * bw - ax * bx - ay * by - az * bz;
    return out;
};

/**
 * Alias for {@link quat.multiply}
 * @function
 */
quat.mul = quat.multiply;

/**
 * Scales a quat by a scalar number
 *
 * @param {quat} out the receiving vector
 * @param {quat} a the vector to scale
 * @param {Number} b amount to scale the vector by
 * @returns {quat} out
 * @function
 */
quat.scale = vec4.scale;

/**
 * Rotates a quaternion by the given angle about the X axis
 *
 * @param {quat} out quat receiving operation result
 * @param {quat} a quat to rotate
 * @param {number} rad angle (in radians) to rotate
 * @returns {quat} out
 */
quat.rotateX = function (out, a, rad) {
    rad *= 0.5; 

    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
        bx = Math.sin(rad), bw = Math.cos(rad);

    out[0] = ax * bw + aw * bx;
    out[1] = ay * bw + az * bx;
    out[2] = az * bw - ay * bx;
    out[3] = aw * bw - ax * bx;
    return out;
};

/**
 * Rotates a quaternion by the given angle about the Y axis
 *
 * @param {quat} out quat receiving operation result
 * @param {quat} a quat to rotate
 * @param {number} rad angle (in radians) to rotate
 * @returns {quat} out
 */
quat.rotateY = function (out, a, rad) {
    rad *= 0.5; 

    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
        by = Math.sin(rad), bw = Math.cos(rad);

    out[0] = ax * bw - az * by;
    out[1] = ay * bw + aw * by;
    out[2] = az * bw + ax * by;
    out[3] = aw * bw - ay * by;
    return out;
};

/**
 * Rotates a quaternion by the given angle about the Z axis
 *
 * @param {quat} out quat receiving operation result
 * @param {quat} a quat to rotate
 * @param {number} rad angle (in radians) to rotate
 * @returns {quat} out
 */
quat.rotateZ = function (out, a, rad) {
    rad *= 0.5; 

    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
        bz = Math.sin(rad), bw = Math.cos(rad);

    out[0] = ax * bw + ay * bz;
    out[1] = ay * bw - ax * bz;
    out[2] = az * bw + aw * bz;
    out[3] = aw * bw - az * bz;
    return out;
};

/**
 * Calculates the W component of a quat from the X, Y, and Z components.
 * Assumes that quaternion is 1 unit in length.
 * Any existing W component will be ignored.
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a quat to calculate W component of
 * @returns {quat} out
 */
quat.calculateW = function (out, a) {
    var x = a[0], y = a[1], z = a[2];

    out[0] = x;
    out[1] = y;
    out[2] = z;
    out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
    return out;
};

/**
 * Calculates the dot product of two quat's
 *
 * @param {quat} a the first operand
 * @param {quat} b the second operand
 * @returns {Number} dot product of a and b
 * @function
 */
quat.dot = vec4.dot;

/**
 * Performs a linear interpolation between two quat's
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a the first operand
 * @param {quat} b the second operand
 * @param {Number} t interpolation amount between the two inputs
 * @returns {quat} out
 * @function
 */
quat.lerp = vec4.lerp;

/**
 * Performs a spherical linear interpolation between two quat
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a the first operand
 * @param {quat} b the second operand
 * @param {Number} t interpolation amount between the two inputs
 * @returns {quat} out
 */
quat.slerp = function (out, a, b, t) {
    // benchmarks:
    //    http://jsperf.com/quaternion-slerp-implementations

    var ax = a[0], ay = a[1], az = a[2], aw = a[3],
        bx = b[0], by = b[1], bz = b[2], bw = b[3];

    var        omega, cosom, sinom, scale0, scale1;

    // calc cosine
    cosom = ax * bx + ay * by + az * bz + aw * bw;
    // adjust signs (if necessary)
    if ( cosom < 0.0 ) {
        cosom = -cosom;
        bx = - bx;
        by = - by;
        bz = - bz;
        bw = - bw;
    }
    // calculate coefficients
    if ( (1.0 - cosom) > 0.000001 ) {
        // standard case (slerp)
        omega  = Math.acos(cosom);
        sinom  = Math.sin(omega);
        scale0 = Math.sin((1.0 - t) * omega) / sinom;
        scale1 = Math.sin(t * omega) / sinom;
    } else {        
        // "from" and "to" quaternions are very close 
        //  ... so we can do a linear interpolation
        scale0 = 1.0 - t;
        scale1 = t;
    }
    // calculate final values
    out[0] = scale0 * ax + scale1 * bx;
    out[1] = scale0 * ay + scale1 * by;
    out[2] = scale0 * az + scale1 * bz;
    out[3] = scale0 * aw + scale1 * bw;
    
    return out;
};

/**
 * Calculates the inverse of a quat
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a quat to calculate inverse of
 * @returns {quat} out
 */
quat.invert = function(out, a) {
    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3],
        dot = a0*a0 + a1*a1 + a2*a2 + a3*a3,
        invDot = dot ? 1.0/dot : 0;
    
    // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0

    out[0] = -a0*invDot;
    out[1] = -a1*invDot;
    out[2] = -a2*invDot;
    out[3] = a3*invDot;
    return out;
};

/**
 * Calculates the conjugate of a quat
 * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a quat to calculate conjugate of
 * @returns {quat} out
 */
quat.conjugate = function (out, a) {
    out[0] = -a[0];
    out[1] = -a[1];
    out[2] = -a[2];
    out[3] = a[3];
    return out;
};

/**
 * Calculates the length of a quat
 *
 * @param {quat} a vector to calculate length of
 * @returns {Number} length of a
 * @function
 */
quat.length = vec4.length;

/**
 * Alias for {@link quat.length}
 * @function
 */
quat.len = quat.length;

/**
 * Calculates the squared length of a quat
 *
 * @param {quat} a vector to calculate squared length of
 * @returns {Number} squared length of a
 * @function
 */
quat.squaredLength = vec4.squaredLength;

/**
 * Alias for {@link quat.squaredLength}
 * @function
 */
quat.sqrLen = quat.squaredLength;

/**
 * Normalize a quat
 *
 * @param {quat} out the receiving quaternion
 * @param {quat} a quaternion to normalize
 * @returns {quat} out
 * @function
 */
quat.normalize = vec4.normalize;

/**
 * Creates a quaternion from the given 3x3 rotation matrix.
 *
 * NOTE: The resultant quaternion is not normalized, so you should be sure
 * to renormalize the quaternion yourself where necessary.
 *
 * @param {quat} out the receiving quaternion
 * @param {mat3} m rotation matrix
 * @returns {quat} out
 * @function
 */
quat.fromMat3 = function(out, m) {
    // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
    // article "Quaternion Calculus and Fast Animation".
    var fTrace = m[0] + m[4] + m[8];
    var fRoot;

    if ( fTrace > 0.0 ) {
        // |w| > 1/2, may as well choose w > 1/2
        fRoot = Math.sqrt(fTrace + 1.0);  // 2w
        out[3] = 0.5 * fRoot;
        fRoot = 0.5/fRoot;  // 1/(4w)
        out[0] = (m[7]-m[5])*fRoot;
        out[1] = (m[2]-m[6])*fRoot;
        out[2] = (m[3]-m[1])*fRoot;
    } else {
        // |w| <= 1/2
        var i = 0;
        if ( m[4] > m[0] )
          i = 1;
        if ( m[8] > m[i*3+i] )
          i = 2;
        var j = (i+1)%3;
        var k = (i+2)%3;
        
        fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
        out[i] = 0.5 * fRoot;
        fRoot = 0.5 / fRoot;
        out[3] = (m[k*3+j] - m[j*3+k]) * fRoot;
        out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
        out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
    }
    
    return out;
};

/**
 * Returns a string representation of a quatenion
 *
 * @param {quat} vec vector to represent as a string
 * @returns {String} string representation of the vector
 */
quat.str = function (a) {
    return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
};

if(typeof(exports) !== 'undefined') {
    exports.quat = quat;
}
;













  })(shim.exports);
})(this);
</script>
<script>
goog.require('goog.math.Vec3');
goog.require('goog.math.Matrix');
//N3D.require("Math.Vector3");
</script>

Setup

var mArrData = [0, 0, 0, 0, 0, 0, 0, 0, 0];
    var m1ArrData = [0, 0, 0, 0, 0, 0, 0, 0, 0];
    var mData = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
    var m1Data = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
    
    for(var i = 0; i < 9; i++) {
        mArrData[i] = Math.random();
        m1ArrData[i] = Math.random();
    }
    
    for(var i = 0; i < 3; i++) {
        for(var j = 0; j < 3; j++) {
            mData[i][j] = mArrData[i + j];
            m1Data[i][j] = m1ArrData[i + j];
        }
    }

Test runner

Ready to run.

Testing in
TestOps/sec
Closure : Vector
var v1 = new goog.math.Vec3(1,2,3);
var v2 = new goog.math.Vec3(4,5,6);

v1.add(v2);
v1.normalize();
v1 = goog.math.Vec3.cross(v2, v1);

//Need to convert to Float32Array as it is required for webgl

var v1_32 = new Float32Array([v1.x, v1.y, v1.z]);
var v2_32 = new Float32Array([v2.x, v2.y, v2.z]);
ready
glMatrix : Vector
var v1 = vec3.create([1,2,3]);
var v2 = vec3.create([4,5,6]);

vec3.add(v1, v2, v1);
vec3.normalize(v1, v1);
vec3.cross(v1, v2, v1);
ready
N3D: Vector
var v1 = new $V3(1,2,3);
var v2 = new $V3(4,5,6);

v1.add(v2);
v1.normalize();
v1.cross(v2);

var v1_32 = new Float32Array([v1.x, v1.y, v1.z]);
var v2_32 = new Float32Array([v2.x, v2.y, v2.z]);
ready
NumericJS : Vector
var v1 = new Float32Array([1, 2, 3]);
var v2 = new Float32Array([4, 5, 6]);
v1 = numeric.add(v1, v2);
//Cannot find any norm / cross product stuff in numeric so use vec3
vec3.normalize(v1, v1);
vec3.cross(v1, v2, v1);
ready
Sylvester : Vector
var v1 = $V([1, 2, 3]);
var v2 = $V([4, 5, 6]);

v1 = v1.add(v2);
v1 = v1.toUnitVector();
v1 = v1.cross(v2);

var v1_32 = new Float32Array(v1.elements);
var v2_32 = new Float32Array(v2.elements);
ready
Closure : Matrix
var m1 = new goog.math.Matrix(mData);
var m2 = new goog.math.Matrix(m1Data);

m1.multiply(m2);
m1 = m1.getInverse();

var m1_32 = new Float32Array(m1.array_);
var m2_32 = new Float32Array(m2.array_);
ready
glMatrix : Matrix
var m1 = mat3.clone(mArrData);
var m2 = mat3.clone(m1ArrData);

mat3.multiply(m1, m1, m2);
mat3.invert(m1, m1);
ready
N3D: Matrix
var m1 = new $M3(mArrData[0], mArrData[1], mArrData[2], mArrData[3], mArrData[4], mArrData[5], mArrData[6], mArrData[7], mArrData[8]);
var m2 = new $M3(m1ArrData[0], m1ArrData[1], m1ArrData[2], m1ArrData[3], m1ArrData[4], m1ArrData[5], m1ArrData[6], m1ArrData[7], m1ArrData[8]);

m1.multiply(m2);
m1.inverse();

var m1_32 = new Float32Array(m1.m);
var m2_132 = new Float32Array(m2.m);
ready
NumericJS : Matrix
var m1 = numeric.mul(mArrData, m1ArrData);
m1 = numeric.inv(m1);

var m1_32 = new Float32Array(m1);
var m2_32 = new Float32Array(m1ArrData);
ready
Sylvester : Matrix
var m1 = $M(mArrData);
var m2 = $M(m1ArrData);

m1.multiply(m2);
m1.inverse();

var m1_32 = new Float32Array(m1.elements);
var m2_32 = new Float32Array(m2.elements);
ready

Revisions

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