Browse Source

Removing initial Roboman3D and replacing with new Roboman3D

Josh Engebretson 10 years ago
parent
commit
887f647649
100 changed files with 174 additions and 5129 deletions
  1. 0 0
      RoboMan3D/.gitignore
  2. 5 0
      RoboMan3D/Resources.asset
  3. 0 0
      RoboMan3D/Resources/Components.asset
  4. 128 113
      RoboMan3D/Resources/Components/AvatarController.js
  5. 0 1
      RoboMan3D/Resources/Components/AvatarController.js.asset
  6. 0 26
      RoboMan3D/Resources/Components/Crate.js
  7. 35 31
      RoboMan3D/Resources/Components/RoboMan.js
  8. 0 1
      RoboMan3D/Resources/Components/RoboMan.js.asset
  9. 0 96
      RoboMan3D/Resources/Components/Scene.js
  10. 0 19
      RoboMan3D/Resources/Components/TouchInput.js
  11. 0 28
      RoboMan3D/Resources/Data/ScreenJoystick.xml
  12. 0 6
      RoboMan3D/Resources/Materials/BlueGrid.xml
  13. 0 4
      RoboMan3D/Resources/Materials/Crate.xml
  14. 0 13
      RoboMan3D/Resources/Materials/Pallet.xml
  15. 0 5
      RoboMan3D/Resources/Materials/Robot_01_Diffuse.xml
  16. 0 0
      RoboMan3D/Resources/Models.asset
  17. BIN
      RoboMan3D/Resources/Models/Box.mdl
  18. 0 0
      RoboMan3D/Resources/Models/Crate.fbx
  19. 0 1
      RoboMan3D/Resources/Models/Crate.fbx.asset
  20. BIN
      RoboMan3D/Resources/Models/Crate.mdl
  21. 0 0
      RoboMan3D/Resources/Models/Ground.fbx
  22. 0 1
      RoboMan3D/Resources/Models/Ground.fbx.asset
  23. 0 0
      RoboMan3D/Resources/Models/Materials.asset
  24. 0 0
      RoboMan3D/Resources/Models/Materials/Crate.Basic.material
  25. 0 0
      RoboMan3D/Resources/Models/Materials/Crate.Basic.material.asset
  26. 0 0
      RoboMan3D/Resources/Models/Materials/DefaultMaterial.material
  27. 0 0
      RoboMan3D/Resources/Models/Materials/DefaultMaterial.material.asset
  28. 0 0
      RoboMan3D/Resources/Models/Materials/Pallet.material
  29. 0 0
      RoboMan3D/Resources/Models/Materials/Pallet.material.asset
  30. 0 0
      RoboMan3D/Resources/Models/Materials/Robot_01_mat.material
  31. 0 0
      RoboMan3D/Resources/Models/Materials/Robot_01_mat.material.asset
  32. 0 0
      RoboMan3D/Resources/Models/Pallet.fbx
  33. 0 1
      RoboMan3D/Resources/Models/Pallet.fbx.asset
  34. BIN
      RoboMan3D/Resources/Models/Pallet.mdl
  35. 0 0
      RoboMan3D/Resources/Models/Plane.blend
  36. 0 1
      RoboMan3D/Resources/Models/Plane.blend.asset
  37. BIN
      RoboMan3D/Resources/Models/Plane.mdl
  38. BIN
      RoboMan3D/Resources/Models/RoboMan.mdl
  39. BIN
      RoboMan3D/Resources/Models/RoboMan_Attack_Idle.ani
  40. BIN
      RoboMan3D/Resources/Models/RoboMan_Attack_JumpFall.ani
  41. BIN
      RoboMan3D/Resources/Models/RoboMan_Attack_Run.ani
  42. BIN
      RoboMan3D/Resources/Models/RoboMan_Crouch_Idle.ani
  43. BIN
      RoboMan3D/Resources/Models/RoboMan_Crouch_Walk.ani
  44. BIN
      RoboMan3D/Resources/Models/RoboMan_Normal_Idle.ani
  45. BIN
      RoboMan3D/Resources/Models/RoboMan_Normal_JumpFall.ani
  46. BIN
      RoboMan3D/Resources/Models/RoboMan_Normal_Run.ani
  47. BIN
      RoboMan3D/Resources/Models/RoboMan_Normal_Walk.ani
  48. 0 0
      RoboMan3D/Resources/Models/Robo_01.fbx
  49. 0 1
      RoboMan3D/Resources/Models/Robo_01.fbx.asset
  50. 0 0
      RoboMan3D/Resources/Modules.asset
  51. 0 0
      RoboMan3D/Resources/Modules/gl-matrix.js.asset
  52. 0 0
      RoboMan3D/Resources/Prefabs.asset
  53. 0 0
      RoboMan3D/Resources/Prefabs/Crate.prefab
  54. 0 0
      RoboMan3D/Resources/Prefabs/Crate.prefab.asset
  55. 0 0
      RoboMan3D/Resources/Prefabs/Pallet.prefab
  56. 0 1
      RoboMan3D/Resources/Prefabs/Pallet.prefab.asset
  57. 0 0
      RoboMan3D/Resources/Prefabs/Robo_01.prefab
  58. 0 1
      RoboMan3D/Resources/Prefabs/Robo_01.prefab.asset
  59. 0 0
      RoboMan3D/Resources/Prefabs/Water.prefab
  60. 0 1
      RoboMan3D/Resources/Prefabs/Water.prefab.asset
  61. 0 0
      RoboMan3D/Resources/Scenes.asset
  62. 0 0
      RoboMan3D/Resources/Scenes/EmptyScene.scene
  63. 0 0
      RoboMan3D/Resources/Scenes/EmptyScene.scene.asset
  64. 2 2
      RoboMan3D/Resources/Scenes/Test.scene
  65. 0 0
      RoboMan3D/Resources/Scenes/Test.scene.asset
  66. 0 0
      RoboMan3D/Resources/Scripts.asset
  67. 0 47
      RoboMan3D/Resources/Scripts/Utils.js
  68. 4 25
      RoboMan3D/Resources/Scripts/main.js
  69. 0 0
      RoboMan3D/Resources/Scripts/main.js.asset
  70. 0 0
      RoboMan3D/Resources/Textures.asset
  71. 0 1
      RoboMan3D/Resources/Textures/BlueGrid.png.asset
  72. 0 0
      RoboMan3D/Resources/Textures/Crate-Bump.jpg
  73. 0 1
      RoboMan3D/Resources/Textures/Crate-Bump.jpg.asset
  74. 0 0
      RoboMan3D/Resources/Textures/Crate-Diffuse.jpg
  75. 0 1
      RoboMan3D/Resources/Textures/Crate-Diffuse.jpg.asset
  76. 0 0
      RoboMan3D/Resources/Textures/Crate-Normal.jpg
  77. 0 1
      RoboMan3D/Resources/Textures/Crate-Normal.jpg.asset
  78. 0 0
      RoboMan3D/Resources/Textures/Crate-Specular.jpg
  79. 0 1
      RoboMan3D/Resources/Textures/Crate-Specular.jpg.asset
  80. BIN
      RoboMan3D/Resources/Textures/Crate.png
  81. 0 0
      RoboMan3D/Resources/Textures/Pallet-Bump.jpg
  82. 0 1
      RoboMan3D/Resources/Textures/Pallet-Bump.jpg.asset
  83. 0 0
      RoboMan3D/Resources/Textures/Pallet-Difuse.jpg
  84. 0 1
      RoboMan3D/Resources/Textures/Pallet-Difuse.jpg.asset
  85. 0 0
      RoboMan3D/Resources/Textures/Pallet-Normal.jpg
  86. 0 1
      RoboMan3D/Resources/Textures/Pallet-Normal.jpg.asset
  87. 0 0
      RoboMan3D/Resources/Textures/Pallet-Specular.jpg
  88. 0 1
      RoboMan3D/Resources/Textures/Pallet-Specular.jpg.asset
  89. BIN
      RoboMan3D/Resources/Textures/Pallet.png
  90. BIN
      RoboMan3D/Resources/Textures/Robot_01_Diffuse.png
  91. 0 1
      RoboMan3D/Resources/Textures/Robot_01_Diffuse.png.asset
  92. 0 9
      RoboMan3D/RoboMan3D.atomic
  93. 0 0
      RoboMan3D/Roboman3DNew.atomic
  94. 0 290
      Roboman3DNew/Resources/Components/AvatarController.js
  95. 0 50
      Roboman3DNew/Resources/Components/RoboMan.js
  96. 0 35
      Roboman3DNew/Resources/Components/Water.js
  97. 0 8
      Roboman3DNew/Resources/Components/Water.js.asset
  98. 0 4292
      Roboman3DNew/Resources/Modules/gl-matrix.js
  99. 0 10
      Roboman3DNew/Resources/Scripts/main.js
  100. BIN
      Roboman3DNew/Resources/Textures/BlueGrid.png

+ 0 - 0
Roboman3DNew/.gitignore → RoboMan3D/.gitignore


+ 5 - 0
RoboMan3D/Resources.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "b7655e5b333fee62040eb865fa21fd2b",
+	"FolderImporter": {}
+}

+ 0 - 0
Roboman3DNew/Resources/Components.asset → RoboMan3D/Resources/Components.asset


+ 128 - 113
RoboMan3D/Resources/Components/AvatarController.js

@@ -1,45 +1,54 @@
-// Atomic Component
+// designate component
+"atomic component";
+
+var inspectorFields = {
+  speed: 1.0
+}
 
 var glmatrix = require("gl-matrix");
 var quat = glmatrix.quat;
 var vec3 = glmatrix.vec3;
 
-var game = Atomic.game;
-var node = self.node;
+exports.component = function(self) {
+
+  var node = self.node;
 
-var cameraNode = game.cameraNode;
+  var cameraNode;
 
-var onGround = true;
-var okToJump = true;
-var inAirTime = 0;
+  var onGround = true;
+  var okToJump = true;
+  var inAirTime = 0;
 
-var MOVE_FORCE = 1.8;
-var INAIR_MOVE_FORCE = 0.02;
-var BRAKE_FORCE = 0.2;
-var JUMP_FORCE = 7.0;
-var YAW_SENSITIVITY = 0.1;
-var INAIR_THRESHOLD_TIME = 0.1;
+  var MOVE_FORCE = 1.8;
+  var INAIR_MOVE_FORCE = 0.02;
+  var BRAKE_FORCE = 0.2;
+  var JUMP_FORCE = 7.0;
+  var YAW_SENSITIVITY = 0.1;
+  var INAIR_THRESHOLD_TIME = 0.1;
 
-var cameraMode = 0;
+  var cameraMode = 0;
 
-var yaw = 0;
-var pitch = 0;
+  var yaw = 0;
+  var pitch = 0;
 
-var moveForward = false;
-var moveBackwards = false;
-var moveLeft = false;
-var moveRight = false;
-var mouseMoveX = 0.0;
-var mouseMoveY = 0.0;
-var button0 = false;
-var button1 = false;
+  var moveForward = false;
+  var moveBackwards = false;
+  var moveLeft = false;
+  var moveRight = false;
+  var mouseMoveX = 0.0;
+  var mouseMoveY = 0.0;
+  var button0 = false;
+  var button1 = false;
 
-var lastButton0 = false;
-var lastButton1 = false;
+  var lastButton0 = false;
+  var lastButton1 = false;
 
-self.idle = true;
+  self.idle = true;
 
-function start() {
+  self.start = function() {
+
+    var camera = node.scene.getMainCamera();
+    cameraNode = camera.node;
 
     // Create rigidbody, and set non-zero mass so that the body becomes dynamic
     var body = node.createComponent("RigidBody");
@@ -55,17 +64,18 @@ function start() {
     // Set a capsule shape for collision
     var shape = node.createComponent("CollisionShape");
     shape.setCapsule(2, 4, [0, 2, 0]);
-}
 
-function fixedUpdate(timestep) {
+  }
+
+  self.fixedUpdate = function(timestep) {
 
     var body = node.getComponent("RigidBody");
 
     // Update the in air timer. Reset if grounded
     if (!onGround)
-        inAirTimer += timeStep;
+    inAirTimer += timeStep;
     else
-        inAirTimer = 0.0;
+    inAirTimer = 0.0;
 
     // When character has been in air less than 1/10 second, it's still interpreted as being on ground
     var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
@@ -81,60 +91,64 @@ function fixedUpdate(timestep) {
     var planeVelocity = [velocity[0], 0.0, velocity[2]];
 
     if (cameraMode != 2) {
-        if (moveForward) {
-            vec3.add(moveDir, moveDir, [0, 0, 1])
-        }
-        if (moveBackwards) {
-            vec3.add(moveDir, moveDir, [0, 0, -1])
-        }
-        if (moveLeft) {
-            vec3.add(moveDir, moveDir, [-1, 0, 0])
-        }
-        if (moveRight) {
-            vec3.add(moveDir, moveDir, [1, 0, 0])
-        }
+      if (moveForward) {
+        vec3.add(moveDir, moveDir, [0, 0, 1])
+      }
+      if (moveBackwards) {
+        vec3.add(moveDir, moveDir, [0, 0, -1])
+      }
+      if (moveLeft) {
+        vec3.add(moveDir, moveDir, [-1, 0, 0])
+      }
+      if (moveRight) {
+        vec3.add(moveDir, moveDir, [1, 0, 0])
+      }
     }
 
     if (vec3.length(moveDir) > 0.0)
-        vec3.normalize(moveDir, moveDir);
+    vec3.normalize(moveDir, moveDir);
 
     vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
     vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
+
+    if (softGrounded)
+      vec3.scale(moveDir, moveDir, self.speed);
+
     body.applyImpulse(moveDir);
 
     if (softGrounded) {
 
-        // When on ground, apply a braking force to limit maximum ground velocity
-        vec3.negate(planeVelocity, planeVelocity);
-        vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
-        body.applyImpulse(planeVelocity);
-
-        // Jump. Must release jump control inbetween jumps
-        if (button1) {
-            if (okToJump) {
-                var jumpforce = [0, 1, 0];
-                vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
-                body.applyImpulse(jumpforce);
-                okToJump = false;
-            }
-        } else
-            okToJump = true;
+      // When on ground, apply a braking force to limit maximum ground velocity
+      vec3.negate(planeVelocity, planeVelocity);
+      vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
+      body.applyImpulse(planeVelocity);
+
+      // Jump. Must release jump control inbetween jumps
+      if (button1) {
+        if (okToJump) {
+          var jumpforce = [0, 1, 0];
+          vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
+          body.applyImpulse(jumpforce);
+          okToJump = false;
+        }
+      } else
+      okToJump = true;
     }
 
 
     if (softGrounded && vec3.length(moveDir) > 0.0)
-        self.idle = false;
+    self.idle = false;
     else
-        self.idle = true;
+    self.idle = true;
 
 
     // Reset grounded flag for next frame
     onGround = true;
 
 
-}
+  }
 
-function MoveCamera(timeStep) {
+  function MoveCamera(timeStep) {
 
     // Movement speed as world units per second
     var MOVE_SPEED = 10.0;
@@ -145,10 +159,10 @@ function MoveCamera(timeStep) {
     pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
 
     if (pitch < -90)
-        pitch = -90;
+    pitch = -90;
 
     if (pitch > 90)
-        pitch = 90;
+    pitch = 90;
 
     // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
     cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
@@ -156,19 +170,19 @@ function MoveCamera(timeStep) {
     var speed = MOVE_SPEED * timeStep;
 
     if (moveForward)
-        cameraNode.translate([0.0, 0.0, speed])
+    cameraNode.translate([0.0, 0.0, speed])
     if (moveBackwards)
-        cameraNode.translate([0.0, 0.0, -speed])
+    cameraNode.translate([0.0, 0.0, -speed])
     if (moveLeft)
-        cameraNode.translate([-speed, 0.0, 0.0])
+    cameraNode.translate([-speed, 0.0, 0.0])
     if (moveRight)
-        cameraNode.translate([speed, 0.0, 0.0])
+    cameraNode.translate([speed, 0.0, 0.0])
 
-}
+  }
 
-function UpdateControls() {
+  function UpdateControls() {
 
-    var input = game.input;
+    var input = Atomic.input;
 
     moveForward = false;
     moveBackwards = false;
@@ -185,50 +199,49 @@ function UpdateControls() {
     var MOUSE_SENSITIVITY = 0.1;
 
     if (input.getKeyDown(Atomic.KEY_W))
-        moveForward = true;
+    moveForward = true;
     if (input.getKeyDown(Atomic.KEY_S))
-        moveBackwards = true;
+    moveBackwards = true;
     if (input.getKeyDown(Atomic.KEY_A))
-        moveLeft = true;
+    moveLeft = true;
     if (input.getKeyDown(Atomic.KEY_D))
-        moveRight = true;
+    moveRight = true;
 
     if (input.getKeyPress(Atomic.KEY_F))
-        button0 = true;
+    button0 = true;
     if (input.getKeyPress(Atomic.KEY_SPACE))
-        button1 = true;
+    button1 = true;
 
     mouseMoveX = input.getMouseMoveX();
     mouseMoveY = input.getMouseMoveY();
 
 
 
-}
+  }
 
-function update(timeStep) {
+  self.update = function(timeStep) {
 
     UpdateControls();
 
     if (cameraMode != 2) {
-        yaw += mouseMoveX * YAW_SENSITIVITY;
-        pitch += mouseMoveY * YAW_SENSITIVITY;
+      yaw += mouseMoveX * YAW_SENSITIVITY;
+      pitch += mouseMoveY * YAW_SENSITIVITY;
     }
 
     if (pitch < -80)
-        pitch = -80;
+    pitch = -80;
     if (pitch > 80)
-        pitch = 80;
-
+    pitch = 80;
 
     if (button0) {
-        cameraMode++;
-        if (cameraMode == 3)
-            cameraMode = 0;
+      cameraMode++;
+      if (cameraMode == 3)
+      cameraMode = 0;
     }
 
-}
+  }
 
-function postUpdate(timestep) {
+  self.postUpdate = function(timestep) {
 
     // Get camera lookat dir from character yaw + pitch
     var rot = node.getRotation();
@@ -242,34 +255,36 @@ function postUpdate(timestep) {
 
     if (cameraMode == 1) {
 
-        var headPos = headNode.getWorldPosition();
-        var offset = [0.0, 0.15, 0.2];
-        vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
-        cameraNode.setPosition(headPos);
-        cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-        quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
-        node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+      var headPos = headNode.getWorldPosition();
+      var offset = [0.0, 0.15, 0.2];
+      vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
+      cameraNode.setPosition(headPos);
+      cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+      quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
+      node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
 
     }
     if (cameraMode == 0) {
-        var aimPoint = node.getPosition();
-        var aimOffset = [0, 1.7, 0];
-        vec3.transformQuat(aimOffset, aimOffset, dir);
-        vec3.add(aimPoint, aimPoint, aimOffset);
 
-        var rayDir = vec3.create();
-        vec3.transformQuat(rayDir, [0, 0, -1], dir);
-        vec3.scale(rayDir, rayDir, 12);
+      var aimPoint = node.getWorldPosition();
+      var aimOffset = [0, 1.7, 0];
+      vec3.transformQuat(aimOffset, aimOffset, dir);
+      vec3.add(aimPoint, aimPoint, aimOffset);
 
-        vec3.add(aimPoint, aimPoint, rayDir);
+      var rayDir = vec3.create();
+      vec3.transformQuat(rayDir, [0, 0, -1], dir);
+      vec3.scale(rayDir, rayDir, 8);
 
-        cameraNode.setPosition(aimPoint);
-        cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-        quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
-        node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+      vec3.add(aimPoint, aimPoint, rayDir);
 
-    } else
-        MoveCamera(timestep);
+      cameraNode.setPosition(aimPoint);
+      cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
+      quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
+      node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
 
+    }
+    else
+      MoveCamera(timestep);
 
-}
+  }
+}

+ 0 - 1
Roboman3DNew/Resources/Components/AvatarController.js.asset → RoboMan3D/Resources/Components/AvatarController.js.asset

@@ -1,7 +1,6 @@
 {
 	"version": 1,
 	"guid": "2e6873b92066707b72678a95c1e3d516",
-	"timestamp": 1437770629,
 	"JavascriptImporter": {
 		"IsComponentFile": true
 	}

+ 0 - 26
RoboMan3D/Resources/Components/Crate.js

@@ -1,26 +0,0 @@
-// Atomic Component
-
-var game = Atomic.game;
-var node = self.node;
-
-function start() {
-
-    var cache = game.cache;
-
-    var model = node.createComponent("StaticModel");
-    model.setModel(cache.getResource("Model", "Models/Crate.mdl"));
-    model.setMaterial(cache.getResource("Material", "Materials/Crate.xml"));
-    model.castShadows = true;
-    
-    var body = node.createComponent("RigidBody");
-    body.mass = 1;
-    body.friction = 1;
-    body.collisionEventMode = Atomic.COLLISION_NEVER;
-    var shape = node.createComponent("CollisionShape");
-    shape.setBox([2, 2, 2]);
-    
-}
-
-function update(timeStep) {
-
-}

+ 35 - 31
RoboMan3D/Resources/Components/RoboMan.js

@@ -1,46 +1,50 @@
+// designate component
+"atomic component";
 
-var game = Atomic.game;
-var node = self.node;
+exports.component = function(self) {
 
-RoboMan = self;
+  var node = self.node;
 
-var controller = node.createJSComponent("AvatarController");
-var animCtrl = node.createComponent("AnimationController");
+  var animCtrl = node.getComponent("AnimationController");
+  var controller = node.getJSComponent("AvatarController");
 
-var idle = true;
+  var idle = true;
 
-function start() {
+  self.start = function() {
 
-    var cache = game.cache;
+    var camera = node.scene.getMainCamera();
 
-    var model = node.createComponent("AnimatedModel");
-    model.setModel(cache.getResource("Model", "Models/RoboMan.mdl"));
-    model.setMaterial(cache.getResource("Material", "Materials/Robot_01_Diffuse.xml"));
+    if (camera) {
 
-    model.castShadows = true;
-    
-    animCtrl.playExclusive("Models/RoboMan_Normal_Idle.ani", 0, true, 0.0);
+      camera.node.position = [0, 0, -10];
+      camera.node.pitch(20);
 
-    game.cameraNode.position = [0, 5.5, -10];
-    game.cameraNode.pitch(20);
-    
-}
+    }
+
+    animCtrl.playExclusive("Idle", 0, true, 0.0);
+
+    node.yaw(180);
+
+  }
+
+  // we need an update or it doesn't run the start, fix in JSVM
+  self.update = function(timeStep) {
+
+    node.yaw(180);
 
-// we need an update or it doesn't run the start, fix in JSVM
-function update(timeStep) {
 
     if (idle != controller.idle) {
-    
-        idle = controller.idle;
-        
-        if (idle)
-            animCtrl.playExclusive("Models/RoboMan_Normal_Idle.ani", 0, true, 0.1);
-        else
-            animCtrl.playExclusive("Models/RoboMan_Normal_Run.ani", 0, true, 0.1);
-        
-    
+
+      idle = controller.idle;
+
+      if (idle)
+        animCtrl.playExclusive("Idle", 0, true, 0.1);
+      else
+        animCtrl.playExclusive("Run", 0, true, 0.1);
+
+
     }
 
-    
+  }
 
-}
+}

+ 0 - 1
Roboman3DNew/Resources/Components/RoboMan.js.asset → RoboMan3D/Resources/Components/RoboMan.js.asset

@@ -1,7 +1,6 @@
 {
 	"version": 1,
 	"guid": "440791dfcea47d853282a4d18c03d7e2",
-	"timestamp": 1437770435,
 	"JavascriptImporter": {
 		"IsComponentFile": true
 	}

+ 0 - 96
RoboMan3D/Resources/Components/Scene.js

@@ -1,96 +0,0 @@
-var game = Atomic.game;
-var node = self.node;
-
-var world;
-
-var drawDebug = false;
-var debugRenderer;
-
-function createPhysics() {
-
-    var scene = game.scene;
-    world = scene.createComponent("PhysicsWorld");
-
-    // create the grid plane
-    var planeNode = scene.createChild("Plane");
-    planeNode.scale = [100.0, 1.0, 100.0];
-    planeNode.position = [0, -.5, 0];
-    var planeObject = planeNode.createComponent("StaticModel");
-
-    var model = game.cache.getResource("Model", "Models/Box.mdl");
-    var material = game.cache.getResource("Material", "Materials/BlueGrid.xml");
-
-    planeObject.model = model;
-    planeObject.material = material;
-
-    planeNode.createComponent("RigidBody");
-    var shape = planeNode.createComponent("CollisionShape");
-    shape.setBox([1, 1, 1]);
-
-    CreateCrateStack(10, 10, 10);
-    CreateCrateStack(-10, 10, 10);
-    CreateCrateStack(10, -10, 10);
-    CreateCrateStack(-10, -10, 10);
-
-}
-
-
-function start() {
-
-    var scene = game.scene;
-
-    // debug renderer for showing physics
-    if (drawDebug)
-        debugRenderer = scene.createComponent("DebugRenderer");
-
-
-    // zone
-    var zoneNode = scene.createChild("Zone")
-    var zone = zoneNode.createComponent("Zone");
-    zone.boundingBox = [-1000, -1000, -1000, 1000, 1000, 1000];
-    zone.ambientColor = [0.15, 0.15, 0.15];
-    zone.fogColor = [0.5, 0.5, 0.7, 1.0];
-    zone.fogStart = 10;
-    zone.fogEnd = 100;
-
-    var lightNode = scene.createChild("Directional Light");
-    lightNode.direction = [0.6, -1.0, 0.8];
-    var light = lightNode.createComponent("Light")
-    light.lightType = Atomic.LIGHT_DIRECTIONAL;
-
-    light.castShadows = true;
-
-    // If we're running on android tweak the shadows
-    if (Atomic.platform == "Android") {
-
-        light.setShadowCascade(20.0, 50.0, 200.0, 0.0, 0.9);
-        light.shadowIntensity = 0.33;
-    } else {
-        light.setShadowCascade(10.0, 50.0, 200.0, 0.0, 0.8);
-    }
-
-    light.setShadowBias(0.00025, 0.5);
-    light.specularIntensity = 8;
-
-    createPhysics();
-
-    // add the roboman
-    var roboman = node.createChild("TheRoboMan");
-    roboman.createJSComponent("RoboMan");
-    roboman.position = [0, 0, 0];
-
-}
-
-function postRenderUpdate() {
-
-    world.drawDebugGeometry(debugRenderer, true);
-
-}
-
-// we need an update or it doesn't run the start, fix in JSVM
-function update(timeStep) {
-
-    if (drawDebug)
-        self.listenToEvent(null, "PostRenderUpdate", postRenderUpdate);
-
-}

+ 0 - 19
RoboMan3D/Resources/Components/TouchInput.js

@@ -1,19 +0,0 @@
-
-// Atomic Component
-
-var game = Atomic.game;
-var node = self.node;
-var input = game.input;
-
-function start() {
-
-	// input.setTouchEmulation(true);
-    var layout = game.cache.getResource("XMLFile", "Data/ScreenJoystick.xml");
-    var uiStyle = game.cache.getResource("XMLFile", "UI/DefaultStyle.xml");    
-    input.addScreenJoystick(layout, uiStyle);
-
-}
-
-function update(timeStep) {
-
-}

+ 0 - 28
RoboMan3D/Resources/Data/ScreenJoystick.xml

@@ -1,28 +0,0 @@
-<?xml version="1.0"?>
-<element inherit="UI/ScreenJoystick.xml">
-    <replace sel="/element/element[./attribute[@name='Name' and @value='Button0']]/element[./attribute[@name='Name' and @value='Label']]/attribute[@name='Text']/@value">Jump</replace>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Button0']]">
-        <attribute name="Is Visible" value="true" />
-        <element type="Text">
-        <attribute name="Name" value="KeyBinding" />
-        <attribute name="Text" value="SPACE" />
-        </element>
-    </add>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Button1']]">
-        <attribute name="Is Visible" value="false" />
-    </add>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Button2']]">
-        <element type="Text">
-            <attribute name="Name" value="KeyBinding" />
-            <attribute name="Text" value="SELECT" />
-        </element>
-    </add>
-    <replace sel="/element/element[./attribute[@name='Name' and @value='Hat0']]/attribute[@name='Position']/@value">12 -76</replace>
-    <add sel="/element/element[./attribute[@name='Name' and @value='Hat0']]">
-        <attribute name="Is Visible" value="true" />
-        <element type="Text">
-            <attribute name="Name" value="KeyBinding" />
-            <attribute name="Text" value="WSAD" />
-                    </element>
-    </add>
-</element>

+ 0 - 6
RoboMan3D/Resources/Materials/BlueGrid.xml

@@ -1,6 +0,0 @@
-<material>
-    <technique name="Techniques/Diff.xml" quality="0" />
-    <texture unit="diffuse" name="Textures/BlueGrid.png" />
-    <parameter name="UOffset" value="32 0 0 0" />
-    <parameter name="VOffset" value="0 32 0 0" />
-</material>

+ 0 - 4
RoboMan3D/Resources/Materials/Crate.xml

@@ -1,4 +0,0 @@
-<material>
-    <technique name="Techniques/Diff.xml" />
-    <texture unit="diffuse" name="Textures/Crate.png" />
-</material>

+ 0 - 13
RoboMan3D/Resources/Materials/Pallet.xml

@@ -1,13 +0,0 @@
-<?xml version="1.0"?>
-<material>
-	<technique name="Techniques/Diff.xml" quality="0" loddistance="0" />
-	<parameter name="UOffset" value="1 0 0 0" />
-	<parameter name="VOffset" value="0 1 0 0" />
-	<parameter name="MatDiffColor" value="1 1 1 1" />
-	<parameter name="MatEmissiveColor" value="0 0 0" />
-	<parameter name="MatEnvMapColor" value="1 1 1" />
-	<parameter name="MatSpecColor" value="0 0 0 1" />
-	<cull value="ccw" />
-	<shadowcull value="ccw" />
-	<depthbias constant="0" slopescaled="0" />
-</material>

+ 0 - 5
RoboMan3D/Resources/Materials/Robot_01_Diffuse.xml

@@ -1,5 +0,0 @@
-<material>
-    <technique name="Techniques/Diff.xml" />
-    <texture unit="diffuse" name="Textures/Robot_01_Diffuse.png" />
-    <parameter name="MatSpecColor" value="0.1 0.1 0.1 16" />
-</material>

+ 0 - 0
Roboman3DNew/Resources/Models.asset → RoboMan3D/Resources/Models.asset


BIN
RoboMan3D/Resources/Models/Box.mdl


+ 0 - 0
Roboman3DNew/Resources/Models/Crate.fbx → RoboMan3D/Resources/Models/Crate.fbx


+ 0 - 1
Roboman3DNew/Resources/Models/Crate.fbx.asset → RoboMan3D/Resources/Models/Crate.fbx.asset

@@ -1,7 +1,6 @@
 {
 	"version": 1,
 	"guid": "36ba46e851eaa3896f434f50d34cbda6",
-	"timestamp": 1436890665,
 	"ModelImporter": {
 		"scale": 1,
 		"importAnimations": false,

BIN
RoboMan3D/Resources/Models/Crate.mdl


+ 0 - 0
Roboman3DNew/Resources/Models/Ground.fbx → RoboMan3D/Resources/Models/Ground.fbx


+ 0 - 1
Roboman3DNew/Resources/Models/Ground.fbx.asset → RoboMan3D/Resources/Models/Ground.fbx.asset

@@ -1,7 +1,6 @@
 {
 	"version": 1,
 	"guid": "15934bd919b214d7f7810775e5d852d3",
-	"timestamp": 1436890665,
 	"ModelImporter": {
 		"scale": 1,
 		"importAnimations": false,

+ 0 - 0
Roboman3DNew/Resources/Models/Materials.asset → RoboMan3D/Resources/Models/Materials.asset


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/Crate.Basic.material → RoboMan3D/Resources/Models/Materials/Crate.Basic.material


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/Crate.Basic.material.asset → RoboMan3D/Resources/Models/Materials/Crate.Basic.material.asset


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/DefaultMaterial.material → RoboMan3D/Resources/Models/Materials/DefaultMaterial.material


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/DefaultMaterial.material.asset → RoboMan3D/Resources/Models/Materials/DefaultMaterial.material.asset


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/Pallet.material → RoboMan3D/Resources/Models/Materials/Pallet.material


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/Pallet.material.asset → RoboMan3D/Resources/Models/Materials/Pallet.material.asset


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/Robot_01_mat.material → RoboMan3D/Resources/Models/Materials/Robot_01_mat.material


+ 0 - 0
Roboman3DNew/Resources/Models/Materials/Robot_01_mat.material.asset → RoboMan3D/Resources/Models/Materials/Robot_01_mat.material.asset


+ 0 - 0
Roboman3DNew/Resources/Models/Pallet.fbx → RoboMan3D/Resources/Models/Pallet.fbx


+ 0 - 1
Roboman3DNew/Resources/Models/Pallet.fbx.asset → RoboMan3D/Resources/Models/Pallet.fbx.asset

@@ -1,7 +1,6 @@
 {
 	"version": 1,
 	"guid": "57fddae4d4352ac0b9c3036f28f9e62b",
-	"timestamp": 1436890665,
 	"ModelImporter": {
 		"scale": 4,
 		"importAnimations": false,

BIN
RoboMan3D/Resources/Models/Pallet.mdl


+ 0 - 0
Roboman3DNew/Resources/Models/Plane.blend → RoboMan3D/Resources/Models/Plane.blend


+ 0 - 1
Roboman3DNew/Resources/Models/Plane.blend.asset → RoboMan3D/Resources/Models/Plane.blend.asset

@@ -1,7 +1,6 @@
 {
 	"version": 1,
 	"guid": "895f519a3a33e921a43471088cba958b",
-	"timestamp": 1436890665,
 	"ModelImporter": {
 		"scale": 1,
 		"importAnimations": false,

BIN
RoboMan3D/Resources/Models/Plane.mdl


BIN
RoboMan3D/Resources/Models/RoboMan.mdl


BIN
RoboMan3D/Resources/Models/RoboMan_Attack_Idle.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Attack_JumpFall.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Attack_Run.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Crouch_Idle.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Crouch_Walk.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Normal_Idle.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Normal_JumpFall.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Normal_Run.ani


BIN
RoboMan3D/Resources/Models/RoboMan_Normal_Walk.ani


+ 0 - 0
Roboman3DNew/Resources/Models/Robo_01.fbx → RoboMan3D/Resources/Models/Robo_01.fbx


+ 0 - 1
Roboman3DNew/Resources/Models/Robo_01.fbx.asset → RoboMan3D/Resources/Models/Robo_01.fbx.asset

@@ -1,7 +1,6 @@
 {
 	"version": 1,
 	"guid": "e30fa79a0b75b75cbe5b03a73baa28a5",
-	"timestamp": 1436890665,
 	"ModelImporter": {
 		"scale": 0.5,
 		"importAnimations": true,

+ 0 - 0
Roboman3DNew/Resources/Modules.asset → RoboMan3D/Resources/Modules.asset


+ 0 - 0
Roboman3DNew/Resources/Modules/gl-matrix.js.asset → RoboMan3D/Resources/Modules/gl-matrix.js.asset


+ 0 - 0
Roboman3DNew/Resources/Prefabs.asset → RoboMan3D/Resources/Prefabs.asset


+ 0 - 0
Roboman3DNew/Resources/Prefabs/Crate.prefab → RoboMan3D/Resources/Prefabs/Crate.prefab


+ 0 - 0
Roboman3DNew/Resources/Prefabs/Crate.prefab.asset → RoboMan3D/Resources/Prefabs/Crate.prefab.asset


+ 0 - 0
Roboman3DNew/Resources/Prefabs/Pallet.prefab → RoboMan3D/Resources/Prefabs/Pallet.prefab


+ 0 - 1
Roboman3DNew/Resources/Prefabs/Pallet.prefab.asset → RoboMan3D/Resources/Prefabs/Pallet.prefab.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "9e1083378dc59da1d98981cf2acf9f7c",
-	"timestamp": 1436890665,
 	"PrefabImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Prefabs/Robo_01.prefab → RoboMan3D/Resources/Prefabs/Robo_01.prefab


+ 0 - 1
Roboman3DNew/Resources/Prefabs/Robo_01.prefab.asset → RoboMan3D/Resources/Prefabs/Robo_01.prefab.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "fd7bc91efd0b91d949c35435539dcbc8",
-	"timestamp": 1437770282,
 	"PrefabImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Prefabs/Water.prefab → RoboMan3D/Resources/Prefabs/Water.prefab


+ 0 - 1
Roboman3DNew/Resources/Prefabs/Water.prefab.asset → RoboMan3D/Resources/Prefabs/Water.prefab.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "59441bd8e6b45f7db38165c3cfca4255",
-	"timestamp": 1436890665,
 	"PrefabImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Scenes.asset → RoboMan3D/Resources/Scenes.asset


+ 0 - 0
Roboman3DNew/Resources/Scenes/EmptyScene.scene → RoboMan3D/Resources/Scenes/EmptyScene.scene


+ 0 - 0
Roboman3DNew/Resources/Scenes/EmptyScene.scene.asset → RoboMan3D/Resources/Scenes/EmptyScene.scene.asset


+ 2 - 2
Roboman3DNew/Resources/Scenes/Test.scene → RoboMan3D/Resources/Scenes/Test.scene

@@ -5,8 +5,8 @@
 	<attribute name="Smoothing Constant" value="50" />
 	<attribute name="Snap Threshold" value="5" />
 	<attribute name="Elapsed Time" value="0" />
-	<attribute name="Next Replicated Node ID" value="431" />
-	<attribute name="Next Replicated Component ID" value="2036" />
+	<attribute name="Next Replicated Node ID" value="432" />
+	<attribute name="Next Replicated Component ID" value="2040" />
 	<attribute name="Next Local Node ID" value="16778496" />
 	<attribute name="Next Local Component ID" value="16777216" />
 	<attribute name="Variables" />

+ 0 - 0
Roboman3DNew/Resources/Scenes/Test.scene.asset → RoboMan3D/Resources/Scenes/Test.scene.asset


+ 0 - 0
Roboman3DNew/Resources/Scripts.asset → RoboMan3D/Resources/Scripts.asset


+ 0 - 47
RoboMan3D/Resources/Scripts/Utils.js

@@ -1,47 +0,0 @@
-
-
-
-function CreateCrateStack(x, z, crates) {
-
-    var scene = Atomic.game.scene;
-
-    y = 1;
-
-    for (var i = 0; i < crates; i++) {
-        
-        var crate = scene.createChild("Crate");
-        crate.position = [x, y, z]; 
-        crate.createJSComponent("Crate");
-        
-        y += 2;
-        
-    }
-
-}
-
-function QuatFromEuler(x, y, z) {
-
-    M_PI = 3.14159265358979323846264338327950288;
-
-    var q = [0, 0, 0, 0];
-
-    // Order of rotations: Z first, then X, then Y (mimics typical FPS camera with gimbal lock at top/bottom)
-    x *= (M_PI / 360);
-    y *= (M_PI / 360);
-    z *= (M_PI / 360);
-    var sinX = Math.sin(x);
-    var cosX = Math.cos(x);
-    var sinY = Math.sin(y);
-    var cosY = Math.cos(y);
-    var sinZ = Math.sin(z);
-    var cosZ = Math.cos(z);
-
-    q[0] = cosY * cosX * cosZ + sinY * sinX * sinZ;
-    q[1] = cosY * sinX * cosZ + sinY * cosX * sinZ;
-    q[2] = sinY * cosX * cosZ - cosY * sinX * sinZ;
-    q[3] = cosY * cosX * sinZ - sinY * sinX * cosZ;
-
-    return q;
-}
-
-

+ 4 - 25
RoboMan3D/Resources/Scripts/main.js

@@ -1,31 +1,10 @@
-
 // This script is the main entry point of the game
 
-require("AtomicGame");
-Atomic.script("Utils.js");
-
-Atomic.game.init(start, update);
-
-// called at the start of play
-function start() {
-
-	var game = Atomic.game;
+var scene = Atomic.player.loadScene("Scenes/Test.scene");
 
-	// create a 2D scene
-	game.createScene3D();
-	
-	// create the game component
-	var node = game.scene.createChild("TheScene");
-	node.createJSComponent("Scene");
-	
-    if (Atomic.platform == "iOS" || Atomic.platform == "Android")
-	    node.createJSComponent("TouchInput");
-	
-
-}
-
-// called per frame
+// called per frame, optional
 function update(timeStep) {
-       
 
 }
+
+exports.update = update;

+ 0 - 0
Roboman3DNew/Resources/Scripts/main.js.asset → RoboMan3D/Resources/Scripts/main.js.asset


+ 0 - 0
Roboman3DNew/Resources/Textures.asset → RoboMan3D/Resources/Textures.asset


+ 0 - 1
Roboman3DNew/Resources/Textures/BlueGrid.png.asset → RoboMan3D/Resources/Textures/BlueGrid.png.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "f23157495cd9f8b0a41bdbf4b780b353",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Textures/Crate-Bump.jpg → RoboMan3D/Resources/Textures/Crate-Bump.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Crate-Bump.jpg.asset → RoboMan3D/Resources/Textures/Crate-Bump.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "31b7f68671b5580c0951abb15af193a9",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Textures/Crate-Diffuse.jpg → RoboMan3D/Resources/Textures/Crate-Diffuse.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Crate-Diffuse.jpg.asset → RoboMan3D/Resources/Textures/Crate-Diffuse.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "e6126ed129fabe92c167289aba92c051",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Textures/Crate-Normal.jpg → RoboMan3D/Resources/Textures/Crate-Normal.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Crate-Normal.jpg.asset → RoboMan3D/Resources/Textures/Crate-Normal.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "142e85dfba0ab7d971371dd25795627a",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Textures/Crate-Specular.jpg → RoboMan3D/Resources/Textures/Crate-Specular.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Crate-Specular.jpg.asset → RoboMan3D/Resources/Textures/Crate-Specular.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "e4a719a307e46a878668edd4447e1e3c",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

BIN
RoboMan3D/Resources/Textures/Crate.png


+ 0 - 0
Roboman3DNew/Resources/Textures/Pallet-Bump.jpg → RoboMan3D/Resources/Textures/Pallet-Bump.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Pallet-Bump.jpg.asset → RoboMan3D/Resources/Textures/Pallet-Bump.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "04d8b8652f43376a52054bc8b687b8c0",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Textures/Pallet-Difuse.jpg → RoboMan3D/Resources/Textures/Pallet-Difuse.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Pallet-Difuse.jpg.asset → RoboMan3D/Resources/Textures/Pallet-Difuse.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "b9a3026da1599521f2dc742d9512fe99",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Textures/Pallet-Normal.jpg → RoboMan3D/Resources/Textures/Pallet-Normal.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Pallet-Normal.jpg.asset → RoboMan3D/Resources/Textures/Pallet-Normal.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "4c0c21f8c0a547acdf1c7d5abf222965",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 0
Roboman3DNew/Resources/Textures/Pallet-Specular.jpg → RoboMan3D/Resources/Textures/Pallet-Specular.jpg


+ 0 - 1
Roboman3DNew/Resources/Textures/Pallet-Specular.jpg.asset → RoboMan3D/Resources/Textures/Pallet-Specular.jpg.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "f008b9a2156cf7c89dc0a8b804b1bd89",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

BIN
RoboMan3D/Resources/Textures/Pallet.png


BIN
RoboMan3D/Resources/Textures/Robot_01_Diffuse.png


+ 0 - 1
Roboman3DNew/Resources/Textures/Robot_01_Diffuse.png.asset → RoboMan3D/Resources/Textures/Robot_01_Diffuse.png.asset

@@ -1,6 +1,5 @@
 {
 	"version": 1,
 	"guid": "63abd2ae74f973dbccbe1da6fce2ad44",
-	"timestamp": 1436890665,
 	"TextureImporter": {}
 }

+ 0 - 9
RoboMan3D/RoboMan3D.atomic

@@ -1,9 +0,0 @@
-{
-   "version": 1,
-   "project": {
-      "version": "1.0.0"
-   },
-   "platforms": [
-      "mac", "windows"
-   ]
-}

+ 0 - 0
Roboman3DNew/Roboman3DNew.atomic → RoboMan3D/Roboman3DNew.atomic


+ 0 - 290
Roboman3DNew/Resources/Components/AvatarController.js

@@ -1,290 +0,0 @@
-// designate component
-"atomic component";
-
-var inspectorFields = {
-  speed: 1.0
-}
-
-var glmatrix = require("gl-matrix");
-var quat = glmatrix.quat;
-var vec3 = glmatrix.vec3;
-
-module.exports = function(self) {
-
-  var node = self.node;
-
-  var cameraNode;
-
-  var onGround = true;
-  var okToJump = true;
-  var inAirTime = 0;
-
-  var MOVE_FORCE = 1.8;
-  var INAIR_MOVE_FORCE = 0.02;
-  var BRAKE_FORCE = 0.2;
-  var JUMP_FORCE = 7.0;
-  var YAW_SENSITIVITY = 0.1;
-  var INAIR_THRESHOLD_TIME = 0.1;
-
-  var cameraMode = 0;
-
-  var yaw = 0;
-  var pitch = 0;
-
-  var moveForward = false;
-  var moveBackwards = false;
-  var moveLeft = false;
-  var moveRight = false;
-  var mouseMoveX = 0.0;
-  var mouseMoveY = 0.0;
-  var button0 = false;
-  var button1 = false;
-
-  var lastButton0 = false;
-  var lastButton1 = false;
-
-  self.idle = true;
-
-  self.start = function() {
-
-    var camera = node.scene.getMainCamera();
-    cameraNode = camera.node;
-
-    // Create rigidbody, and set non-zero mass so that the body becomes dynamic
-    var body = node.createComponent("RigidBody");
-    body.mass = 1.0;
-
-    // Set zero angular factor so that physics doesn't turn the character on its own.
-    // Instead we will control the character yaw manually
-    body.angularFactor = [0, 0, 0];
-
-    // Set the rigidbody to signal collision also when in rest, so that we get ground collisions properly
-    body.collisionEventMode = Atomic.COLLISION_ALWAYS;
-
-    // Set a capsule shape for collision
-    var shape = node.createComponent("CollisionShape");
-    shape.setCapsule(2, 4, [0, 2, 0]);
-
-  }
-
-  self.fixedUpdate = function(timestep) {
-
-    var body = node.getComponent("RigidBody");
-
-    // Update the in air timer. Reset if grounded
-    if (!onGround)
-    inAirTimer += timeStep;
-    else
-    inAirTimer = 0.0;
-
-    // When character has been in air less than 1/10 second, it's still interpreted as being on ground
-    var softGrounded = inAirTimer < INAIR_THRESHOLD_TIME;
-
-    var rot = node.getRotation();
-
-    var moveDir = [0, 0, 0];
-
-    // Update movement & animation
-    var velocity = body.getLinearVelocity();
-
-    // Velocity on the XZ plane
-    var planeVelocity = [velocity[0], 0.0, velocity[2]];
-
-    if (cameraMode != 2) {
-      if (moveForward) {
-        vec3.add(moveDir, moveDir, [0, 0, 1])
-      }
-      if (moveBackwards) {
-        vec3.add(moveDir, moveDir, [0, 0, -1])
-      }
-      if (moveLeft) {
-        vec3.add(moveDir, moveDir, [-1, 0, 0])
-      }
-      if (moveRight) {
-        vec3.add(moveDir, moveDir, [1, 0, 0])
-      }
-    }
-
-    if (vec3.length(moveDir) > 0.0)
-    vec3.normalize(moveDir, moveDir);
-
-    vec3.transformQuat(moveDir, moveDir, [rot[1], rot[2], rot[3], rot[0]]);
-    vec3.scale(moveDir, moveDir, (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
-
-    if (softGrounded)
-      vec3.scale(moveDir, moveDir, self.speed);
-
-    body.applyImpulse(moveDir);
-
-    if (softGrounded) {
-
-      // When on ground, apply a braking force to limit maximum ground velocity
-      vec3.negate(planeVelocity, planeVelocity);
-      vec3.scale(planeVelocity, planeVelocity, BRAKE_FORCE);
-      body.applyImpulse(planeVelocity);
-
-      // Jump. Must release jump control inbetween jumps
-      if (button1) {
-        if (okToJump) {
-          var jumpforce = [0, 1, 0];
-          vec3.scale(jumpforce, jumpforce, JUMP_FORCE);
-          body.applyImpulse(jumpforce);
-          okToJump = false;
-        }
-      } else
-      okToJump = true;
-    }
-
-
-    if (softGrounded && vec3.length(moveDir) > 0.0)
-    self.idle = false;
-    else
-    self.idle = true;
-
-
-    // Reset grounded flag for next frame
-    onGround = true;
-
-
-  }
-
-  function MoveCamera(timeStep) {
-
-    // Movement speed as world units per second
-    var MOVE_SPEED = 10.0;
-    // Mouse sensitivity as degrees per pixel
-    var MOUSE_SENSITIVITY = 0.1;
-
-    yaw = yaw + MOUSE_SENSITIVITY * mouseMoveX;
-    pitch = pitch + MOUSE_SENSITIVITY * mouseMoveY;
-
-    if (pitch < -90)
-    pitch = -90;
-
-    if (pitch > 90)
-    pitch = 90;
-
-    // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
-    cameraNode.rotation = QuatFromEuler(pitch, yaw, 0.0);
-
-    var speed = MOVE_SPEED * timeStep;
-
-    if (moveForward)
-    cameraNode.translate([0.0, 0.0, speed])
-    if (moveBackwards)
-    cameraNode.translate([0.0, 0.0, -speed])
-    if (moveLeft)
-    cameraNode.translate([-speed, 0.0, 0.0])
-    if (moveRight)
-    cameraNode.translate([speed, 0.0, 0.0])
-
-  }
-
-  function UpdateControls() {
-
-    var input = Atomic.input;
-
-    moveForward = false;
-    moveBackwards = false;
-    moveLeft = false;
-    moveRight = false;
-    mouseMoveX = 0.0;
-    mouseMoveY = 0.0;
-    button0 = false;
-    button1 = false;
-
-    // Movement speed as world units per second
-    var MOVE_SPEED = 20.0;
-    // Mouse sensitivity as degrees per pixel
-    var MOUSE_SENSITIVITY = 0.1;
-
-    if (input.getKeyDown(Atomic.KEY_W))
-    moveForward = true;
-    if (input.getKeyDown(Atomic.KEY_S))
-    moveBackwards = true;
-    if (input.getKeyDown(Atomic.KEY_A))
-    moveLeft = true;
-    if (input.getKeyDown(Atomic.KEY_D))
-    moveRight = true;
-
-    if (input.getKeyPress(Atomic.KEY_F))
-    button0 = true;
-    if (input.getKeyPress(Atomic.KEY_SPACE))
-    button1 = true;
-
-    mouseMoveX = input.getMouseMoveX();
-    mouseMoveY = input.getMouseMoveY();
-
-
-
-  }
-
-  self.update = function(timeStep) {
-
-    UpdateControls();
-
-    if (cameraMode != 2) {
-      yaw += mouseMoveX * YAW_SENSITIVITY;
-      pitch += mouseMoveY * YAW_SENSITIVITY;
-    }
-
-    if (pitch < -80)
-    pitch = -80;
-    if (pitch > 80)
-    pitch = 80;
-
-    if (button0) {
-      cameraMode++;
-      if (cameraMode == 3)
-      cameraMode = 0;
-    }
-
-  }
-
-  self.postUpdate = function(timestep) {
-
-    // Get camera lookat dir from character yaw + pitch
-    var rot = node.getRotation();
-
-    dir = quat.create();
-    quat.setAxisAngle(dir, [1, 0, 0], (pitch * Math.PI / 180.0));
-
-    quat.multiply(dir, [rot[1], rot[2], rot[3], rot[0]], dir);
-
-    var headNode = node.getChild("Head_Tip", true);
-
-    if (cameraMode == 1) {
-
-      var headPos = headNode.getWorldPosition();
-      var offset = [0.0, 0.15, 0.2];
-      vec3.add(headPos, headPos, vec3.transformQuat(offset, offset, [rot[1], rot[2], rot[3], rot[0]]));
-      cameraNode.setPosition(headPos);
-      cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-      quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
-      node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-
-    }
-    if (cameraMode == 0) {
-
-      var aimPoint = node.getWorldPosition();
-      var aimOffset = [0, 1.7, 0];
-      vec3.transformQuat(aimOffset, aimOffset, dir);
-      vec3.add(aimPoint, aimPoint, aimOffset);
-
-      var rayDir = vec3.create();
-      vec3.transformQuat(rayDir, [0, 0, -1], dir);
-      vec3.scale(rayDir, rayDir, 8);
-
-      vec3.add(aimPoint, aimPoint, rayDir);
-
-      cameraNode.setPosition(aimPoint);
-      cameraNode.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-      quat.setAxisAngle(dir, [0, 1, 0], (yaw * Math.PI / 180.0));
-      node.setRotation([dir[3], dir[0], dir[1], dir[2]]);
-
-    }
-    else
-      MoveCamera(timestep);
-
-  }
-}

+ 0 - 50
Roboman3DNew/Resources/Components/RoboMan.js

@@ -1,50 +0,0 @@
-// designate component
-"atomic component";
-
-module.exports = function(self) {
-
-  var node = self.node;
-
-  var animCtrl = node.getComponent("AnimationController");
-  var controller = node.getJSComponent("AvatarController");
-
-  var idle = true;
-
-  self.start = function() {
-
-    var camera = node.scene.getMainCamera();
-
-    if (camera) {
-
-      camera.node.position = [0, 0, -10];
-      camera.node.pitch(20);
-
-    }
-
-    animCtrl.playExclusive("Idle", 0, true, 0.0);
-
-    node.yaw(180);
-
-  }
-
-  // we need an update or it doesn't run the start, fix in JSVM
-  self.update = function(timeStep) {
-
-    node.yaw(180);
-
-
-    if (idle != controller.idle) {
-
-      idle = controller.idle;
-
-      if (idle)
-        animCtrl.playExclusive("Idle", 0, true, 0.1);
-      else
-        animCtrl.playExclusive("Run", 0, true, 0.1);
-
-
-    }
-
-  }
-
-}

+ 0 - 35
Roboman3DNew/Resources/Components/Water.js

@@ -1,35 +0,0 @@
-// Water component
-"use strict";
-"atomic component";
-
-exports.fields = {
-  myBooleanField: true,
-  myStringField: "Default",
-  myNumberField: 42,
-  myVector3Field: [ Atomic.VAR_VECTOR3, [1,2,3] ]
-}
-
-module.exports = function(self) {
-
-/*
-  var game = Atomic.game;
-  var node = self.node;
-
-  print (self.myBooleanField);
-  print (self.myStringField);
-  print (self.myNumberField);
-  print (self.myVector3Field);
-
-  self.start = function() {
-
-    var water = node.getComponent("StaticModel");
-    water.material = game.cache.getResource("Material", "Materials/Water.xml");
-
-  }
-
-  self.update = function(timeStep) {
-
-  }
-  */
-
-}

+ 0 - 8
Roboman3DNew/Resources/Components/Water.js.asset

@@ -1,8 +0,0 @@
-{
-	"version": 1,
-	"guid": "ade2d2eee893df6b25df33f9961145d3",
-	"timestamp": 1437768347,
-	"JavascriptImporter": {
-		"IsComponentFile": true
-	}
-}

+ 0 - 4292
Roboman3DNew/Resources/Modules/gl-matrix.js

@@ -1,4292 +0,0 @@
-/**
- * @fileoverview gl-matrix - High performance matrix and vector operations
- * @author Brandon Jones
- * @author Colin MacKenzie IV
- * @version 2.2.2
- */
-
-/* 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 matrices
- *
- * @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;
-};
-
-/**
- * Returns the inverse of the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {vec2} a vector to invert
- * @returns {vec2} out
- */
-vec2.inverse = function(out, a) {
-  out[0] = 1.0 / a[0];
-  out[1] = 1.0 / 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;
-};
-
-/**
- * Returns the inverse of the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {vec3} a vector to invert
- * @returns {vec3} out
- */
-vec3.inverse = function(out, a) {
-  out[0] = 1.0 / a[0];
-  out[1] = 1.0 / a[1];
-  out[2] = 1.0 / 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],
-        w = m[3] * x + m[7] * y + m[11] * z + m[15];
-    w = w || 1.0;
-    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;
-    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;
-};
-
-/**
- * Rotate a 3D vector around the x-axis
- * @param {vec3} out The receiving vec3
- * @param {vec3} a The vec3 point to rotate
- * @param {vec3} b The origin of the rotation
- * @param {Number} c The angle of rotation
- * @returns {vec3} out
- */
-vec3.rotateX = function(out, a, b, c){
-   var p = [], r=[];
-	  //Translate point to the origin
-	  p[0] = a[0] - b[0];
-	  p[1] = a[1] - b[1];
-  	p[2] = a[2] - b[2];
-
-	  //perform rotation
-	  r[0] = p[0];
-	  r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
-	  r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
-
-	  //translate to correct position
-	  out[0] = r[0] + b[0];
-	  out[1] = r[1] + b[1];
-	  out[2] = r[2] + b[2];
-
-  	return out;
-};
-
-/**
- * Rotate a 3D vector around the y-axis
- * @param {vec3} out The receiving vec3
- * @param {vec3} a The vec3 point to rotate
- * @param {vec3} b The origin of the rotation
- * @param {Number} c The angle of rotation
- * @returns {vec3} out
- */
-vec3.rotateY = function(out, a, b, c){
-  	var p = [], r=[];
-  	//Translate point to the origin
-  	p[0] = a[0] - b[0];
-  	p[1] = a[1] - b[1];
-  	p[2] = a[2] - b[2];
-  
-  	//perform rotation
-  	r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
-  	r[1] = p[1];
-  	r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
-  
-  	//translate to correct position
-  	out[0] = r[0] + b[0];
-  	out[1] = r[1] + b[1];
-  	out[2] = r[2] + b[2];
-  
-  	return out;
-};
-
-/**
- * Rotate a 3D vector around the z-axis
- * @param {vec3} out The receiving vec3
- * @param {vec3} a The vec3 point to rotate
- * @param {vec3} b The origin of the rotation
- * @param {Number} c The angle of rotation
- * @returns {vec3} out
- */
-vec3.rotateZ = function(out, a, b, c){
-  	var p = [], r=[];
-  	//Translate point to the origin
-  	p[0] = a[0] - b[0];
-  	p[1] = a[1] - b[1];
-  	p[2] = a[2] - b[2];
-  
-  	//perform rotation
-  	r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
-  	r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
-  	r[2] = p[2];
-  
-  	//translate to correct position
-  	out[0] = r[0] + b[0];
-  	out[1] = r[1] + b[1];
-  	out[2] = r[2] + b[2];
-  
-  	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;
-};
-
-/**
- * Returns the inverse of the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {vec4} a vector to invert
- * @returns {vec4} out
- */
-vec4.inverse = function(out, a) {
-  out[0] = 1.0 / a[0];
-  out[1] = 1.0 / a[1];
-  out[2] = 1.0 / a[2];
-  out[3] = 1.0 / 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 vec4s 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 + a2 * b1;
-    out[1] = a1 * b0 + a3 * b1;
-    out[2] = a0 * b2 + a2 * b3;
-    out[3] = a1 * b2 + 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 + a2 * s;
-    out[1] = a1 *  c + a3 * s;
-    out[2] = a0 * -s + a2 * c;
-    out[3] = a1 * -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 * v0;
-    out[2] = a2 * v1;
-    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] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat2
- *
- * @param {mat2} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat2.frob = function (a) {
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2)))
-};
-
-/**
- * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
- * @param {mat2} L the lower triangular matrix 
- * @param {mat2} D the diagonal matrix 
- * @param {mat2} U the upper triangular matrix 
- * @param {mat2} a the input matrix to factorize
- */
-
-mat2.LDU = function (L, D, U, a) { 
-    L[2] = a[2]/a[0]; 
-    U[0] = a[0]; 
-    U[1] = a[1]; 
-    U[3] = a[3] - L[2] * U[1]; 
-    return [L, D, U];       
-}; 
-
-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, c, tx,
- *  b, d, ty]
- * </pre>
- * This is a short form for the 3x3 matrix:
- * <pre>
- * [a, c, tx,
- *  b, d, ty,
- *  0, 0, 1]
- * </pre>
- * The last row 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 a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5];
-    out[0] = a0 * b0 + a2 * b1;
-    out[1] = a1 * b0 + a3 * b1;
-    out[2] = a0 * b2 + a2 * b3;
-    out[3] = a1 * b2 + a3 * b3;
-    out[4] = a0 * b4 + a2 * b5 + a4;
-    out[5] = a1 * b4 + a3 * b5 + a5;
-    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 a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        s = Math.sin(rad),
-        c = Math.cos(rad);
-    out[0] = a0 *  c + a2 * s;
-    out[1] = a1 *  c + a3 * s;
-    out[2] = a0 * -s + a2 * c;
-    out[3] = a1 * -s + a3 * c;
-    out[4] = a4;
-    out[5] = a5;
-    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 a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0 * v0;
-    out[1] = a1 * v0;
-    out[2] = a2 * v1;
-    out[3] = a3 * v1;
-    out[4] = a4;
-    out[5] = a5;
-    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) {
-    var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5],
-        v0 = v[0], v1 = v[1];
-    out[0] = a0;
-    out[1] = a1;
-    out[2] = a2;
-    out[3] = a3;
-    out[4] = a0 * v0 + a2 * v1 + a4;
-    out[5] = a1 * v0 + a3 * v1 + a5;
-    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] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat2d
- *
- * @param {mat2d} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat2d.frob = function (a) { 
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1))
-}; 
-
-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] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat3
- *
- * @param {mat3} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat3.frob = function (a) {
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2)))
-};
-
-
-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;
-
-    if (a === out) {
-        out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
-        out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
-        out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
-        out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
-    } else {
-        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];
-
-        out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03;
-        out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13;
-        out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23;
-
-        out[12] = a00 * x + a10 * y + a20 * z + a[12];
-        out[13] = a01 * x + a11 * y + a21 * z + a[13];
-        out[14] = a02 * x + a12 * y + a22 * z + a[14];
-        out[15] = a03 * x + a13 * y + a23 * z + a[15];
-    }
-
-    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] + ')';
-};
-
-/**
- * Returns Frobenius norm of a mat4
- *
- * @param {mat4} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-mat4.frob = function (a) {
-    return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) ))
-};
-
-
-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[5]-m[7])*fRoot;
-        out[1] = (m[6]-m[2])*fRoot;
-        out[2] = (m[1]-m[3])*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[j*3+k] - m[k*3+j]) * 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);

+ 0 - 10
Roboman3DNew/Resources/Scripts/main.js

@@ -1,10 +0,0 @@
-// This script is the main entry point of the game
-
-var scene = Atomic.player.loadScene("Scenes/Test.scene");
-
-// called per frame, optional
-function update(timeStep) {
-
-}
-
-exports.update = update;

BIN
Roboman3DNew/Resources/Textures/BlueGrid.png


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