Browse Source

Platformer2D updates

Josh Engebretson 11 years ago
parent
commit
c437f53374
62 changed files with 253 additions and 10080 deletions
  1. 0 253
      PhysicsPlatformer/Resources/Components/Avatar.js
  2. 5 10
      PhysicsPlatformer/Resources/Components/Background.js
  3. 20 16
      PhysicsPlatformer/Resources/Components/Bat.js
  4. 17 17
      PhysicsPlatformer/Resources/Components/Coin.js
  5. 0 7
      PhysicsPlatformer/Resources/Components/Fire.js
  6. 55 216
      PhysicsPlatformer/Resources/Components/Level.js
  7. 3 0
      PhysicsPlatformer/Resources/Components/LightFlicker.js
  8. 0 0
      PhysicsPlatformer/Resources/Components/Lighting.js
  9. 0 0
      PhysicsPlatformer/Resources/Components/MovingPlatform.js
  10. 0 86
      PhysicsPlatformer/Resources/Components/Platform.js
  11. 0 0
      PhysicsPlatformer/Resources/Components/Platformer.js
  12. 0 0
      PhysicsPlatformer/Resources/Components/Player.js
  13. 97 37
      PhysicsPlatformer/Resources/Components/UI.js
  14. 56 50
      PhysicsPlatformer/Resources/Components/Vine.js
  15. BIN
      PhysicsPlatformer/Resources/Levels/BG.png
  16. 0 0
      PhysicsPlatformer/Resources/Levels/Background.png
  17. 0 80
      PhysicsPlatformer/Resources/Script/Main.js
  18. 0 0
      PhysicsPlatformer/Resources/Scripts/LevelParser.js
  19. 0 0
      PhysicsPlatformer/Resources/Scripts/main.js
  20. BIN
      PhysicsPlatformer/Resources/Sprites/BG.png
  21. BIN
      PhysicsPlatformer/Resources/UI/UI_HEART_EMPTY.png
  22. BIN
      PhysicsPlatformer/Resources/UI/UI_HEART_FULL.png
  23. BIN
      PhysicsPlatformer/Resources/UI/UI_HEART_HALF.png
  24. 0 0
      PhysicsPlatformerNew/PhysicsPlatformer.atomic
  25. 0 26
      PhysicsPlatformerNew/Resources/Components/Background.js
  26. 0 64
      PhysicsPlatformerNew/Resources/Components/Bat.js
  27. 0 99
      PhysicsPlatformerNew/Resources/Components/Coin.js
  28. 0 82
      PhysicsPlatformerNew/Resources/Components/Level.js
  29. 0 45
      PhysicsPlatformerNew/Resources/Components/LightFlicker.js
  30. 0 115
      PhysicsPlatformerNew/Resources/Components/UI.js
  31. 0 69
      PhysicsPlatformerNew/Resources/Components/Vine.js
  32. BIN
      PhysicsPlatformerNew/Resources/Levels/ForestObjects.png
  33. 0 9
      PhysicsPlatformerNew/Resources/Levels/ForestObjects.tsx
  34. 0 16
      PhysicsPlatformerNew/Resources/Levels/ForestObjects.xml
  35. BIN
      PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.png
  36. 0 46
      PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.tsx
  37. BIN
      PhysicsPlatformerNew/Resources/Levels/ForestTrees.png
  38. 0 7
      PhysicsPlatformerNew/Resources/Levels/ForestTrees.xml
  39. 0 3395
      PhysicsPlatformerNew/Resources/Levels/Level1.tmx
  40. 0 4292
      PhysicsPlatformerNew/Resources/Modules/gl-matrix.js
  41. BIN
      PhysicsPlatformerNew/Resources/Sounds/Coin_Bounce.ogg
  42. BIN
      PhysicsPlatformerNew/Resources/Sounds/CrateHit.ogg
  43. BIN
      PhysicsPlatformerNew/Resources/Sounds/Jump13.ogg
  44. BIN
      PhysicsPlatformerNew/Resources/Sounds/JumpingBat.ogg
  45. BIN
      PhysicsPlatformerNew/Resources/Sounds/Pickup_Coin8.ogg
  46. 0 69
      PhysicsPlatformerNew/Resources/Sprites/Bat/Bat.scml
  47. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-1.png
  48. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-2.png
  49. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-3.png
  50. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-4.png
  51. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-5.png
  52. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-6.png
  53. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-7.png
  54. BIN
      PhysicsPlatformerNew/Resources/Sprites/Bat/bat-frame-8.png
  55. BIN
      PhysicsPlatformerNew/Resources/Sprites/GoldIcon.png
  56. 0 48
      PhysicsPlatformerNew/Resources/Sprites/GoldIcon.scml
  57. 0 10
      PhysicsPlatformerNew/Resources/Sprites/GoldIcon.xml
  58. 0 672
      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.plist
  59. BIN
      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.png
  60. 0 244
      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.scml
  61. BIN
      PhysicsPlatformerNew/Resources/Sprites/platform.png
  62. BIN
      PhysicsPlatformerNew/Resources/Sprites/vine.png

+ 0 - 253
PhysicsPlatformer/Resources/Components/Avatar.js

@@ -1,253 +0,0 @@
-// CONSTANTS
-var MAX_VELOCITY = 3;
-
-ThePlayer = self;
-
-var node = self.node;
-
-// Resources
-var animationSet = cache.getResource("AnimationSet2D", "Sprites/Hero/Hero.scml");
-var jumpSound = cache.getResource("Sound", "Sounds/Jump13.ogg");
-
-var sprite = node.createComponent("AnimatedSprite2D");
-sprite.setAnimation(animationSet, "Idle");
-sprite.setLayer(100);
-
-var light = node.createComponent("PointLight2D");
-light.color = [1, 1, 1, .75];
-light.softShadowLength = 20;
-light.radius = 20;
-light.castShadows = true;
-light.softShadows = true;
-light.numRays = 256;
-light.backtrace = true;
-self.light = light;
-
-if (!daytime)
-    lightGroup.addLight(light);
-
-node.createJSComponent("LightFlicker");
-
-camera.zoom = .9;
-
-node.setPosition(PlayerSpawnPoint);
-//node.scale2D = [.25, .25];
-
-var body = node.createComponent("RigidBody2D");
-body.setBodyType(Atomic.BT_DYNAMIC);
-body.fixedRotation = true;
-body.bullet = true;
-body.castShadows = false;
-
-var circle = node.createComponent("CollisionCircle2D");
-// Set radius
-circle.setRadius(.5);
-// Set density
-circle.setDensity(1.0);
-// Set friction.
-circle.friction = .2;
-// Set restitution
-circle.setRestitution(0.1);
-
-var anim = "Idle";
-var flipped = false;
-var contactCount = 0;
-var jumpDelta = 0;
-var control = false;
-
-self.onPhysicsBeginContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
-
-    if (nodeB == node) {
-        contactCount++;
-    }
-
-
-}
-
-self.onPhysicsEndContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
-
-    if (nodeB == node) {
-        contactCount--;
-    }
-}
-
-
-function start() {
-
-    self.soundSource = node.createComponent("SoundSource");
-    self.soundSource.soundType = Atomic.SOUND_EFFECT;
-
-    self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
-    self.listenToEvent(null, "PhysicsEndContact2D", self.onPhysicsEndContact2D);
-}
-
-
-var lastAnimDelta = 0;
-
-function setAnimation(animName) {
-
-    if (anim == animName || lastAnimDelta > 0)
-        return;
-
-    lastAnimDelta = .25;
-
-    sprite.setAnimation(animationSet, animName);
-    anim = animName;
-
-}
-
-function handleAnimation(timeStep) {
-
-    lastAnimDelta -= timeStep;
-
-    var vel = body.linearVelocity;
-
-    if (contactCount) {
-
-        if (vel[0] < -0 && control) {
-            if (!flipped) {
-                sprite.flipX = true;
-                flipped = true;
-
-            }
-            setAnimation("Run");
-        } else if (vel[0] > 0 && control) {
-
-            if (flipped) {
-                sprite.flipX = false;
-                flipped = false;
-
-            }
-            setAnimation("Run");
-        } else {
-
-            setAnimation("Idle");
-        }
-    } else {
-
-        if (vel[1] > 1.0) {
-            setAnimation("Jump");
-        } else if (vel[1] < -1.0) {
-            setAnimation("Land");
-        }
-
-    }
-
-
-
-}
-
-function handleInput(timeStep) {
-
-    var vel = body.linearVelocity;
-    var pos = node.position2D;
-
-    jumpDelta -= timeStep;
-
-    if (Math.abs(vel[0]) > MAX_VELOCITY) {
-        vel[0] = (vel[0] ? vel[0] < 0 ? -1 : 1 : 0) * MAX_VELOCITY;
-        body.setLinearVelocity(vel);
-    }
-
-    var left = input.getKeyDown(Atomic.KEY_A);
-    var right = input.getKeyDown(Atomic.KEY_D);
-    var jump = input.getKeyDown(Atomic.KEY_SPACE);
-    var zoomIn = input.getKeyDown(Atomic.KEY_W);
-    var zoomOut = input.getKeyDown(Atomic.KEY_S);
-    
-    if (daytime) 
-    {
-        var sunleft = input.getKeyDown(Atomic.KEY_Q);
-        var sunright = input.getKeyDown(Atomic.KEY_E);    
-        
-        if (sunleft)
-            TheSun.direction += timeStep * 100;
-        if (sunright)
-            TheSun.direction -= timeStep * 100;
-    }
-
-
-    if (input.getNumJoysticks()) {
-        var state = GetGamepadState(0);
-        if (state.axis0 < -0.5)
-            left = true;
-        if (state.axis0 > 0.5)
-            right = true;
-
-        if (state.button0)
-            jump = true;
-
-        if (state.button1)
-            zoomIn = true;
-        if (state.button2)
-            zoomOut = true;
-
-    }
-    
-    control = false;
-    if (left || right)
-        control  = true;
-
-    if (zoomIn)
-        camera.zoom += timeStep;
-
-    if (zoomOut)
-        camera.zoom -= timeStep;
-        
-    
-    if (camera.zoom > 1.5)
-        camera.zoom = 1.5;
-    if (camera.zoom < .45)
-        camera.zoom = .45;
-
-    if (left && vel[0] > -MAX_VELOCITY) {
-        body.applyLinearImpulse([-2, 0], pos, true);
-    } else if (right && vel[0] < MAX_VELOCITY) {
-        body.applyLinearImpulse([2, 0], pos, true);
-    }
-
-    if (!left && !right) {
-        vel[0] *= 0.9;
-        body.linearVelocity = vel;
-        circle.friction = 1000.0;
-    } else {
-        circle.friction = .2;
-    }
-
-    if (!contactCount)
-        circle.friction = 0.0;
-
-    if (jump && jumpDelta <= 0 && contactCount) {
-
-        jumpDelta = .25;
-        self.soundSource.gain = 0.45;
-        self.soundSource.play(jumpSound);
-
-        vel[1] = 0;
-        body.linearVelocity = vel;
-        body.applyLinearImpulse([0, 6], pos, true);
-    }
-
-}
-
-function postUpdate() {
-    // may have to set this post update
-    cameraNode.position = node.position;
-
-}
-
-function update(timeStep) {
-
-    handleInput(timeStep);
-    handleAnimation(timeStep);
-
-    if (node.position[1] < 14) {
-        //TODO: FIX, I have to set scale to 0 and the back to 1 to force 
-        // setposition catching dirty
-        node.scale2D = [0, 0];
-        node.setPosition(PlayerSpawnPoint);
-        node.scale2D = [1, 1];
-
-    }
-
-}

+ 5 - 10
PhysicsPlatformer/Resources/Components/Background.js

@@ -1,13 +1,10 @@
-// FIXME
-keepAlive = typeof(keepAlive) == "undefined" ? [] : keepAlive;
-keepAlive.push(self);
-
+var game = Atomic.game;
 var node = self.node;
 
 function start() {
 
     var sprite2D = node.createComponent("StaticSprite2D");
-    sprite2D.sprite = cache.getResource("Sprite2D", "Sprites/BG.png");
+    sprite2D.sprite = game.cache.getResource("Sprite2D", "Levels/Background.png");
     node.scale2D = [2, 2];
     sprite2D.layer = -100;
 
@@ -16,16 +13,14 @@ function start() {
 
 function postUpdate() {
 
-    var pos = cameraNode.position2D; 
+    var pos = game.cameraNode.position2D;
     pos[1] -= 4;
     node.position2D = pos;
     var zoom = 4.0 - camera.zoom;
     node.scale2D = [zoom, zoom];
-    
-    
-
 }
 
 // fixme must have an update
 function update(timeStep) {
-}
+
+}

+ 20 - 16
PhysicsPlatformer/Resources/Components/Bat.js

@@ -1,13 +1,10 @@
-// FIXME
-keepAlive = typeof(keepAlive) == "undefined" ? [] : keepAlive;
-keepAlive.push(self);
-
 var glmatrix = require("gl-matrix");
 var vec2 = glmatrix.vec2;
 
+var game = Atomic.game;
 var node = self.node;
 
-var animationSet = cache.getResource("AnimationSet2D", "Sprites/Bat/Bat.scml");
+var animationSet = game.cache.getResource("AnimationSet2D", "Sprites/Bat/Bat.scml");
 var sprite = node.createComponent("AnimatedSprite2D");
 sprite.setAnimation(animationSet, "Fly");
 sprite.setLayer(100);
@@ -15,32 +12,39 @@ node.scale2D = [.5, .5];
 
 var cwaypoint = -1;
 
-var light = node.createComponent("PointLight2D");
-light.color = [1, 1, 1, 1];
-light.radius = 4;
+var light = null;
+
+function start() {
+
+    if (!Platformer.daytime) {
 
-if (!daytime)
-    lightGroup.addLight(light);
+        light = node.createComponent("PointLight2D");
+        light.color = [1, 1, 1, 1];
+        light.radius = 4;
 
-node.createJSComponent("LightFlicker");
+        Platformer.lightGroup.addLight(light);
+
+        node.createJSComponent("LightFlicker");
+    }
+}
 
 var time = Math.random() * 10000;
 
 function update(timestep) {
 
     time += timestep * 4;
+    
+    if (light)
+        light.color = [.5 + Math.sin(time), .5 + Math.cos(time), .5 + Math.cos(-time), 1];
 
-    light.color = [ .5 + Math.sin(time), .5 + Math.cos(time),  .5 + Math.cos(-time), 1];
-
-    var waypoints = TheLevel.batWaypoints;
+    var waypoints = Platformer.batWaypoints;
     var pos = node.position2D;
-    
+
     if (cwaypoint == -1 || vec2.distance(pos, waypoints[cwaypoint]) < .5) {
         cwaypoint = Math.round(Math.random() * (waypoints.length - 1));
         return;
     }
 
-
     var dir = vec2.create();
     var goal = waypoints[cwaypoint];
 

+ 17 - 17
PhysicsPlatformer/Resources/Components/Coin.js

@@ -1,10 +1,10 @@
-// FIXME
-keepAlive = typeof(keepAlive) == "undefined" ? [] : keepAlive;
-keepAlive.push(self);
-
 var glmatrix = require("gl-matrix");
 var vec2 = glmatrix.vec2;
 
+var game = Atomic.game;
+var cameraNode = game.cameraNode;
+var cache = game.cache;
+
 var node = self.node;
 
 // Resources
@@ -16,23 +16,12 @@ var sprite = node.createComponent("AnimatedSprite2D");
 sprite.setAnimation(animationSet, "idle");
 sprite.setLayer(100);
 
-var light = node.createComponent("PointLight2D");
-if (daytime)
-    light.color = [1, 1, .56, .4];
-else
-    light.color = [1, 1, .56, .8];
-
-light.radius = .85;
-lightGroup.addLight(light);
-
 var activated = false;
-
 var body;
+var light;
 
 function onPlayerHit() {
 
-    //ThePlayer.light.enabled = false;
-
     // sprite enabled is not removing the sprite
     light.enabled = false;
     node.scale2D = [0, 0];
@@ -45,7 +34,7 @@ function onPlayerHit() {
 
 self.onPhysicsBeginContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
 
-    if (nodeA == ThePlayer.node && nodeB == node) {
+    if (nodeA == Platformer.level.player.node && nodeB == node) {
         onPlayerHit();
     } else if (nodeB == node) {
         var vel = body.linearVelocity;
@@ -63,6 +52,16 @@ function start() {
     self.soundSource = node.createComponent("SoundSource");
     self.soundSource.soundType = Atomic.SOUND_EFFECT;
 
+    light = node.createComponent("PointLight2D");
+    if (Platformer.daytime)
+        light.color = [1, 1, .56, .4];
+    else
+        light.color = [1, 1, .56, .8];
+
+    light.radius = .85;
+    Platformer.lightGroup.addLight(light);
+
+
     // would just like to listen to body collisions here
     self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
 
@@ -75,6 +74,7 @@ function update(timeStep) {
         return false;
 
     if (vec2.distance(cameraNode.position2D, node.position2D) < 3.0) {
+    
         activated = true;
 
         body = node.createComponent("RigidBody2D");

+ 0 - 7
PhysicsPlatformer/Resources/Components/Fire.js

@@ -1,7 +0,0 @@
-
-
-var node = self.node;
-
-node.scale2D = [.2, .2];
-var fire = node.createComponent("ParticleEmitter2D");
-fire.setEffect(cache.getResource("ParticleEffect2D", "Particles/fire.pex"));

+ 55 - 216
PhysicsPlatformer/Resources/Components/Level.js

@@ -1,243 +1,82 @@
-/*
- * The Level
- */
-
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-TheLevel = self;
-
+var game = Atomic.game;
+var cache = game.cache;
+var scene = game.scene;
 var node = self.node;
 
-var tmxFile = cache.getResource("TmxFile2D", "Levels/Level1.tmx");
-
-var tileMapNode = scene.createChild("TileMap");
-tileMapNode.setPosition([0.0, 0.0, 0.0]);
-
-var tileMap = tileMapNode.createComponent("TileMap2D");
-tileMap.setTmxFile(tmxFile);
-
-PlayerSpawnPoint = [0, 0];
-
-var platforms = {};
-
-self.coinNodes = [];
-self.batNodes = [];
-
-// vec2
-self.batWaypoints = [];
-
-// parsed coins
-var coins = [];
-var bats = [];
-var vines = [];
-var fires = [];
-
-var beginContactCallbacks = {};
-
-
-self.onPhysicsBeginContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
-
-    if (beginContactCallbacks.hasOwnProperty(nodeA)) {
-        beginContactCallbacks[nodeA](world, bodyA, bodyB, nodeA, nodeB);
-    }
-
-}
-
-
-// create a platform based on start and stop TileMapObject2D
-
-function createPlatform(start, stop) {
+self.init = function(level) {
+        
+    node.createJSComponent("Lighting");
+    self.tmxFile = cache.getResource("TmxFile2D", "Levels/" + level);
+    self.tileMap = node.createComponent("TileMap2D");
+    self.tileMap.setTmxFile(self.tmxFile);
+    self.levelParser = new LevelParser(self.tileMap);
+    
+    var backgroundNode = scene.createChild("Background");
+    backgroundNode.createJSComponent("Background");
 
-    var platformNode = scene.createChild("Platform");
-    platform = platformNode.createComponent("JSComponent");
-
-    // setting the classname calls start, we need a way to provide
-    // component values before this, as anything is the component function
-    // will override the values set before className is set
-    // for now, this works
-    platform.startPos = start.position;
-    platform.stopPos = stop.position;
-    platform.className = "Platform";
-
-}
-
-function createCoin(obj) {
-
-    var coinNode = scene.createChild("Coin");
-    coinNode.position2D = obj.position;
-    coinNode.createJSComponent("Coin");
-    self.coinNodes.push(coinNode);
 }
 
-function createBat(obj) {
+function spawnPlayer() {
 
-    var batNode = scene.createChild("Bat");
-    batNode.position2D = obj.position;
-    batNode.createJSComponent("Bat");
-    self.batNodes.push(batNode);
-}
+    var position = self.levelParser.getSpawnpoint();
 
-function createVine(obj) {
+    self.playerNode = node.createChild("PlayerNode");
+    self.player = self.playerNode.createJSComponent("Player");
+    self.player.init(position);
 
-    var vineNode = scene.createChild("Vine");
-    vineNode.position2D = obj.position;
-    vineNode.createJSComponent("Vine");
 }
 
-function createFire(obj) {
-
-    var vineNode = scene.createChild("Fire");
-    vineNode.position2D = obj.position;
-    vineNode.createJSComponent("Fire");
-}
-
-function parseEntities() {
-
-    entityLayer = tileMap.getLayerByName("Entities");
-
-    if (entityLayer) {
-
-        for (var i = 0; i < entityLayer.numObjects; i++) {
-
-            var o = entityLayer.getObject(i);
-            var onode = entityLayer.getObjectNode(i);
-
-            if (o.type == "PlayerSpawn")
-                PlayerSpawnPoint = onode.position2D;
-            else if (o.type == "PlatformStart") {
-                var pnum = Number(o.getProperty("Platform"));
-
-                if (!platforms.hasOwnProperty(pnum))
-                    platforms[pnum] = [null, null];
-
-                platforms[pnum][0] = o;
-            } else if (o.type == "PlatformStop") {
-                var pnum = Number(o.getProperty("Platform"));
-
-                if (!platforms.hasOwnProperty(pnum))
-                    platforms[pnum] = [null, null];
-
-                platforms[pnum][1] = o;
-            } else if (o.type == "Coin") {
-
-                coins.push(o);
-
-            } else if (o.type == "Bat") {
+function createEntities() {
 
-                bats.push(o);
-
-            } else if (o.type == "BatWaypoint") {
-
-                self.batWaypoints.push(o.position);
-
-            } else if (o.type == "Vine") {
-
-                vines.push(o);
-
-            } else if (o.type == "Fire") {
-
-                fires.push(o);
-
-            }
-
-
-        }
+    var platforms = self.levelParser.getEntities("MovingPlatform");
+    for (var i = 0; i < platforms.length; i++) {
+        var p = platforms[i];
+        var pnode = scene.createChild("PlatformNode");
+        var platform = pnode.createJSComponent("MovingPlatform");
+        platform.init(p.start, p.stop);
     }
-
-    for (var pnum in platforms) {
-
-        createPlatform(platforms[pnum][0], platforms[pnum][1]);
-
+    
+    var vines = self.levelParser.getEntities("Vine");
+    for (var i = 0; i < vines.length; i++) {
+        var vnode  = scene.createChild("Vine");
+        var vine = vnode.createJSComponent("Vine");
+        vine.init(vines[i].position);        
     }
-
-    for (var i in coins) {
-
-        createCoin(coins[i]);
-
+    
+    var bats = self.levelParser.getEntities("Bat");
+    for (var i = 0; i < bats.length; i++) {
+        var bnode  = scene.createChild("Bat");
+        var bat = bnode.createJSComponent("Bat");
+        bnode.position2D = bats[i].position;
     }
-
-    for (var i in bats) {
-
-        createBat(bats[i]);
-
+    
+    var coins = self.levelParser.getEntities("Coin");
+    for (var i = 0; i < coins.length; i++) {
+        var cnode  = scene.createChild("Coin");
+        var coin = cnode.createJSComponent("Coin");
+        cnode.position2D = coins[i].position;
     }
-    for (var i in vines) {
-
-        createVine(vines[i]);
-
+    
+    var batWaypoints = self.levelParser.getEntities("BatWaypoint");
+    for (var i = 0; i < batWaypoints.length; i++) {
+        Platformer.batWaypoints.push(batWaypoints[i].position);
     }
-    for (var i in fires) {
-
-        createFire(fires[i]);
-
-    }
-
+    
+    
 }
 
-function parsePhysics() {
-
-    physicsLayer = tileMap.getLayerByName("Physics");
-
-    if (physicsLayer) {
-
-        for (var i = 0; i < physicsLayer.numObjects; i++) {
-
-            var o = physicsLayer.getObject(i);
-
-            var onode = physicsLayer.getObjectNode(i);
-            var group = tmxFile.getTileObjectGroup(o.tileGid);
-            var obody = null;
-
-            if (group) {
-
-                for (var j = 0; j < group.numObjects; j++) {
-
-                    var go = group.getObject(j);
-
-                    if (go.validCollisionShape()) {
-
-                        if (!obody) {
-                            obody = onode.createComponent("RigidBody2D");
-                            obody.bodyType = Atomic.BT_DYNAMIC;
-                            obody.awake = false;
+function start() {
 
-                        }
+    // create the physics
+    self.levelParser.createPhysics(self.tileMap, self.tmxFile);
 
-                        var shape = go.createCollisionShape(onode);
-                        shape.density = 1.0;
-                        shape.friction = 1.0;
-                        shape.restitution = .1;
+    createEntities();
 
-                        if (o.type == "Crate") {
-                            /*
-                            var soundSource = onode.createComponent("SoundSource");
-                            soundSource.soundType = Atomic.SOUND_EFFECT;
-                            soundSource.gain = .25;
-                            var crateSound = cache.getResource("Sound", "Sounds/CrateHit.ogg");
-                            beginContactCallbacks[onode] = function(world, bodyA, bodyB, nodeA, nodeB) {
+    // spawn the player
+    spawnPlayer();
 
-                                var vel = obody.linearVelocity;
-                                if (vec2.length(vel) > 2) {
-                                    soundSource.play(crateSound);
-                                }
-                            }
-                            */
-                        }
-                    }
-                }
-            }
-        }
-    }
 }
 
-// fixme must have an update
 function update(timeStep) {
-}
-
-function start() {
-    self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
-    parsePhysics();
-    parseEntities();
 
 }

+ 3 - 0
PhysicsPlatformer/Resources/Components/LightFlicker.js

@@ -15,6 +15,9 @@ time = 100;
 
 self.light.radius = baseRange * flicker.charCodeAt(index)/255;
 
+function start() {
+}
+
 function update(timestep) {
 
 	time += timestep;

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Lighting.js → PhysicsPlatformer/Resources/Components/Lighting.js


+ 0 - 0
PhysicsPlatformerNew/Resources/Components/MovingPlatform.js → PhysicsPlatformer/Resources/Components/MovingPlatform.js


+ 0 - 86
PhysicsPlatformer/Resources/Components/Platform.js

@@ -1,86 +0,0 @@
-// A moving platform
-
-// FIXME
-keepAlive = typeof(keepAlive) == "undefined" ? [] : keepAlive;
-keepAlive.push(self);
-
-var MAX_VELOCITY = 2;
-
-var movingToStop = true;
-
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-var node = self.node;
-
-var body;
-
-function start() {
-
-    var sprite2D = node.createComponent("StaticSprite2D");
-    sprite2D.sprite = cache.getResource("Sprite2D", "Sprites/platform.png");
-
-    // start at the start positon
-    node.position2D = self.startPos;
-
-    body = node.createComponent("RigidBody2D");
-    body.setBodyType(Atomic.BT_KINEMATIC);
-    body.fixedRotation = true;
-
-    // Create box
-    var box = node.createComponent("CollisionBox2D");
-    // Set size
-    box.setSize([2.5, .55]);
-    // Set density
-    box.setDensity(1.0);
-    // Set friction
-    box.setFriction(1.0);
-    // Set restitution
-    box.setRestitution(0.1);
-
-
-}
-
-function update(timeStep) {
-
-    var pos = node.position2D;
-    var dir = vec2.create();
-    var dist = 0.0;
-    
-    if (movingToStop) {
-
-        dist = vec2.distance(pos, self.stopPos);
-
-        vec2.subtract(dir,  self.stopPos, pos);
-        vec2.normalize(dir, dir);       
-        
-        if (dist < 0.5) {
-            movingToStop = false;
-            return;
-        }
-
-    } else {
-    
-        dist = vec2.distance(pos, self.startPos);
-        vec2.subtract(dir, self.startPos, pos);
-        vec2.normalize(dir, dir);
-
-        if (dist < 0.5) {
-            movingToStop = true;
-            return;
-        }
-    
-    }
-               
-    vec2.scale(dir, dir, dist);
-    
-    if (vec2.length(dir) > MAX_VELOCITY) {
-        vec2.normalize(dir, dir);
-        vec2.scale(dir, dir, MAX_VELOCITY );
-    }
-    
-    body.setLinearVelocity(dir);
-    
-
-
-}

+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Platformer.js → PhysicsPlatformer/Resources/Components/Platformer.js


+ 0 - 0
PhysicsPlatformerNew/Resources/Components/Player.js → PhysicsPlatformer/Resources/Components/Player.js


+ 97 - 37
PhysicsPlatformer/Resources/Components/UI.js

@@ -1,55 +1,115 @@
-gameui = GetGameUI();
 
-var hearts = [];
+var game = Atomic.game;
+var ui = game.ui;
+var root = ui.getRoot();
 
-var count = 0;
+var uiStyle = game.cache.getResource("XMLFile", "UI/DefaultStyle.xml");
+root.defaultStyle = uiStyle;
 
-function update(timeStep) {
+var window = new Atomic.Window();
+root.addChild(window);
 
+window.setMinSize(384, 192);
 
-}
+window.setAlignment(Atomic.HA_CENTER, Atomic.VA_CENTER);
 
-function start() {
+window.setLayout(Atomic.LM_VERTICAL, 6, [6, 6, 6, 6]);
+window.setName("Window");
+
+var titleBar = new Atomic.UIElement();
+titleBar.setMinSize(0, 24);
+titleBar.setVerticalAlignment(Atomic.VA_TOP);
+titleBar.setLayoutMode(Atomic.LM_HORIZONTAL);
+
+// Create the Window title Text
+var windowTitle = new Atomic.Text();
+windowTitle.setName("WindowTitle");
+windowTitle.setText("Please select Daytime of Nighttime");
+titleBar.addChild(windowTitle);
+
+window.addChild(titleBar);
+
+// Daytime button
+var button = new Atomic.Button();
+button.setName ("Daytime");
+button.setMinHeight(48);
+
+var buttonText = new Atomic.Text();
+
+buttonText.text = "Daytime";
+var font = game.cache.getResource("Font", "Fonts/Anonymous Pro.ttf");
+
+buttonText.setFont(font, 12);
+buttonText.color = [1, 1, 0, 1];
+
+buttonText.horizontalAlignment = Atomic.HA_CENTER;
+buttonText.verticalAlignment = Atomic.VA_CENTER;
+button.addChild(buttonText);
+
+window.addChild(button);
+button.setStyleAuto();
+
+// Nighttime button
+button = new Atomic.Button();
+button.setName ("Nighttime");
+button.setMinHeight(48);
 
-    var musicFile = cache.getResource("Sound", "Sounds/JumpingBat.ogg");
-    musicFile.looped = true;
-    var musicNode = scene.createChild("MusicNode");
-    var musicSource = musicNode.createComponent("SoundSource");
-    musicSource.gain = 1.0;
-    musicSource.soundType = Atomic.SOUND_MUSIC;
-    musicSource.play(musicFile);
+buttonText = new Atomic.Text();
 
+buttonText.text = "Nighttime";
 
-    // Construct new Text object
-    scoreText = new Atomic.Text();
+buttonText.setFont(font, 12);
+buttonText.color = [0, 1, 1, 1];
 
-    scoreText.text = "Score: 0";
-    var font = cache.getResource("Font", "Fonts/Anonymous Pro.ttf");
+buttonText.horizontalAlignment = Atomic.HA_CENTER;
+buttonText.verticalAlignment = Atomic.VA_CENTER;
+button.addChild(buttonText);
 
-    scoreText.setFont(font, 30);
-    scoreText.color = [0, 1, 0, 1];
+window.addChild(button);
+button.setStyleAuto();
 
-    //-- Align Text center-screen
-    scoreText.horizontalAlignment = Atomic.HA_LEFT;
-    scoreText.verticalAlignment = Atomic.VA_TOP;
+window.movable = true;
+window.resizeable = true;
 
-    //gameui.addChild(scoreText);
+window.setStyleAuto();
+titleBar.setStyleAuto();
+windowTitle.setStyleAuto();
 
-    var heartContainer = new Atomic.UIElement();
-    heartContainer.setPosition(-16, 48);
-    heartContainer.horizontalAlignment = Atomic.HA_RIGHT;
-    heartContainer.layoutMode = Atomic.LM_HORIZONTAL;
-    heartContainer.layoutSpacing = 16;
-    gameui.addChild(heartContainer);
 
-    var heart = cache.getResource("Texture2D", "UI/UI_HEART_FULL.png");
+self.onMouseClick = function(element) {
 
-    for (var i = 0; i < 3; i++) {
-        image = new Atomic.Sprite();
-        image.setTexture(heart);
-        image.setFixedSize(48, 48);
-        heartContainer.addChild(image);
-        hearts.push(image);
+    var go = 0;
+    
+    if (element.name == "Daytime") {
+        go = 1;
     }
+    
+    if (element.name == "Nighttime") {
+        go = 2;    
+    }
+   
+    if (go) {
+    
+        root.removeChild(window);
+    
+        var platformerNode = game.scene.createChild("Platformer");
+        var platformer = platformerNode.createJSComponent("Platformer");
+        
+        platformer.init(go == 1);
+    
+    }
+    
+}
+
+function start() {
+
+    self.listenToEvent(null, "UIMouseClick", self.onMouseClick );
+
+}
+
+function update(timeStep) {
+
+    
+    
+}
 
-}

+ 56 - 50
PhysicsPlatformer/Resources/Components/Vine.js

@@ -1,63 +1,69 @@
 // Rope Vine
 
+var game = Atomic.game;
+
 var NUM_OBJECTS = 10;
 
 var node = self.node;
 
-var x = node.position2D[0];
-var y = node.position2D[1];
 node.position = [0, 0, 0];
 
-function start() {
-
-    // create the node body
-    var groundBody = node.createComponent("RigidBody2D");
-    groundBody.castShadows = false;
-
-    var prevBody = groundBody;
-
-    for (var i = 0; i < NUM_OBJECTS; i++) {
-
-        // can we create off our node instead of scene?
-        var vnode = scene.createChild("RigidBody");
-        
-        var sprite2D = vnode.createComponent("StaticSprite2D");
-        sprite2D.sprite = cache.getResource("Sprite2D", "Sprites/vine.png");
-        
-        var vbody = vnode.createComponent("RigidBody2D");
-        vbody.castShadows = false;
-        vbody.bodyType = Atomic.BT_DYNAMIC;
-
-        // Create box
-        var vbox = vnode.createComponent("CollisionBox2D");
-        // Set friction
-        vbox.friction = .2;
-        // Set mask bits.
-        vbox.maskBits = 0xFFFF & ~0x0002;
-
-        vnode.position = [x + 0.5 + 1.0 * i, y, 0.0];
-        vbox.size = [1.0, 0.1];
-        vbox.density = 5.0;
-        vbox.categoryBits = 0x0001;
-        
-        if (i == NUM_OBJECTS - 1)
-            vbody.angularDamping = 0.4;
-        
-        var joint = vnode.createComponent("ConstraintRevolute2D");
-        joint.otherBody = prevBody;
-        joint.anchor = [x + i, y];
-        joint.collideConnected = false;
-        prevBody = vbody;
+self.init = function(position) {
 
-    }
+        var x = position[0];
+        var y = position[1];
+
+        // create the node body
+        var groundBody = node.createComponent("RigidBody2D");
+        groundBody.castShadows = false;
+
+        var prevBody = groundBody;
+
+        for (var i = 0; i < NUM_OBJECTS; i++) {
+
+            var vnode = game.scene.createChild("RigidBody");
+
+            var sprite2D = vnode.createComponent("StaticSprite2D");
+            sprite2D.sprite = game.cache.getResource("Sprite2D", "Sprites/vine.png");
+
+            var vbody = vnode.createComponent("RigidBody2D");
+            vbody.castShadows = false;
+            vbody.bodyType = Atomic.BT_DYNAMIC;
+
+            // Create box
+            var vbox = vnode.createComponent("CollisionBox2D");
+            // Set friction
+            vbox.friction = .2;
+            // Set mask bits.
+            vbox.maskBits = 0xFFFF & ~0x0002;
 
-    var constraintRope = node.createComponent("ConstraintRope2D");
-    constraintRope.otherBody = prevBody;
-    constraintRope.ownerBodyAnchor = [x, y];
-    constraintRope.maxLength = (NUM_OBJECTS + 0.01);
+            vnode.position = [x + 0.5 + 1.0 * i, y, 0.0];
+            vbox.size = [1.0, 0.1];
+            vbox.density = 5.0;
+            vbox.categoryBits = 0x0001;
+
+            if (i == NUM_OBJECTS - 1)
+                vbody.angularDamping = 0.4;
+
+            var joint = vnode.createComponent("ConstraintRevolute2D");
+            joint.otherBody = prevBody;
+            joint.anchor = [x + i, y];
+            joint.collideConnected = false;
+            prevBody = vbody;
+
+        }
+
+        var constraintRope = node.createComponent("ConstraintRope2D");
+        constraintRope.otherBody = prevBody;
+        constraintRope.ownerBodyAnchor = [x, y];
+        constraintRope.maxLength = (NUM_OBJECTS + 0.01);
+
+
+    }
     
+    function start() {
+    
+    }
     
-}
     // fixme must have an update
-function update(timeStep) {
-}
+function update(timeStep) {}

BIN
PhysicsPlatformer/Resources/Levels/BG.png


+ 0 - 0
PhysicsPlatformerNew/Resources/Levels/Background.png → PhysicsPlatformer/Resources/Levels/Background.png


+ 0 - 80
PhysicsPlatformer/Resources/Script/Main.js

@@ -1,80 +0,0 @@
-var game = Atomic.game
-cache = game.cache;
-graphics = game.graphics;
-renderer = game.renderer;
-engine = game.engine;
-input = game.input;
-
-
-var halfWidth = graphics.width * Atomic.PIXEL_SIZE * 0.5;
-var halfHeight = graphics.height * Atomic.PIXEL_SIZE * 0.5;
-var enableDebugHud = false;
-
-function Start() {
-
-    if (enableDebugHud) {
-        var uiStyle = cache.getResource("XMLFile", "UI/DefaultStyle.xml");
-        var debugHud = engine.createDebugHud();
-        debugHud.defaultStyle = uiStyle;
-        debugHud.toggleAll();        
-    }
-
-    CreateScene();
-}
-
-function Update() {
-    
-   //physicsWorld.drawDebugGeometry();
-
-}
-
-
-function CreateScene() {
-
-    daytime = false;
-
-    game.createScene2D();
-    scene = game.scene;
-    cameraNode = game.cameraNode;
-    camera = game.camera;
-
-    
-    physicsWorld = scene.createComponent("PhysicsWorld2D");
-    
-    physicsWorld.continuousPhysics = false;
-    physicsWorld.subStepping = false;
-
-        
-    // currently lightgroup must be created after viewport 0 is set
-    lightGroupNode = scene.createChild("LightGroup");
-    lightGroup = lightGroupNode.createComponent("Light2DGroup");
-    lightGroup.setPhysicsWorld(physicsWorld);
-    if (daytime)
-        lightGroup.ambientColor = [1, 1, 1, 1];
-    else
-        lightGroup.ambientColor = [.8, .8, .8, .25];
-    
-    
-    if (daytime)
-    {
-        TheSun = scene.createComponent("DirectionalLight2D");
-        TheSun.color = [1, 1, 1, 0.15];
-        TheSun.castShadows = true;
-        TheSun.numRays = 1024;
-        TheSun.backtrace = false;        
-        lightGroup.addLight(TheSun);
-    }
-    
-    //uiNode = scene.createChild("UI");
-    //uiNode.createJSComponent("UI");
- 
-    levelNode = scene.createChild("Level");
-    levelNode.createJSComponent("Level");
-    avatarNode = scene.createChild("Avatar");
-    avatarNode.createJSComponent("Avatar");
-    backgroundNode = scene.createChild("Background");
-    backgroundNode .createJSComponent("Background");       
-    
-    
-
-}

+ 0 - 0
PhysicsPlatformerNew/Resources/Scripts/LevelParser.js → PhysicsPlatformer/Resources/Scripts/LevelParser.js


+ 0 - 0
PhysicsPlatformerNew/Resources/Scripts/main.js → PhysicsPlatformer/Resources/Scripts/main.js


BIN
PhysicsPlatformer/Resources/Sprites/BG.png


BIN
PhysicsPlatformer/Resources/UI/UI_HEART_EMPTY.png


BIN
PhysicsPlatformer/Resources/UI/UI_HEART_FULL.png


BIN
PhysicsPlatformer/Resources/UI/UI_HEART_HALF.png


+ 0 - 0
PhysicsPlatformerNew/PhysicsPlatformer.atomic


+ 0 - 26
PhysicsPlatformerNew/Resources/Components/Background.js

@@ -1,26 +0,0 @@
-var game = Atomic.game;
-var node = self.node;
-
-function start() {
-
-    var sprite2D = node.createComponent("StaticSprite2D");
-    sprite2D.sprite = game.cache.getResource("Sprite2D", "Levels/Background.png");
-    node.scale2D = [2, 2];
-    sprite2D.layer = -100;
-
-}
-
-
-function postUpdate() {
-
-    var pos = game.cameraNode.position2D;
-    pos[1] -= 4;
-    node.position2D = pos;
-    var zoom = 4.0 - camera.zoom;
-    node.scale2D = [zoom, zoom];
-}
-
-// fixme must have an update
-function update(timeStep) {
-
-}

+ 0 - 64
PhysicsPlatformerNew/Resources/Components/Bat.js

@@ -1,64 +0,0 @@
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-var game = Atomic.game;
-var node = self.node;
-
-var animationSet = game.cache.getResource("AnimationSet2D", "Sprites/Bat/Bat.scml");
-var sprite = node.createComponent("AnimatedSprite2D");
-sprite.setAnimation(animationSet, "Fly");
-sprite.setLayer(100);
-node.scale2D = [.5, .5];
-
-var cwaypoint = -1;
-
-var light = null;
-
-function start() {
-
-    if (!Platformer.daytime) {
-
-        light = node.createComponent("PointLight2D");
-        light.color = [1, 1, 1, 1];
-        light.radius = 4;
-
-        Platformer.lightGroup.addLight(light);
-
-        node.createJSComponent("LightFlicker");
-    }
-}
-
-var time = Math.random() * 10000;
-
-function update(timestep) {
-
-    time += timestep * 4;
-    
-    if (light)
-        light.color = [.5 + Math.sin(time), .5 + Math.cos(time), .5 + Math.cos(-time), 1];
-
-    var waypoints = Platformer.batWaypoints;
-    var pos = node.position2D;
-
-    if (cwaypoint == -1 || vec2.distance(pos, waypoints[cwaypoint]) < .5) {
-        cwaypoint = Math.round(Math.random() * (waypoints.length - 1));
-        return;
-    }
-
-    var dir = vec2.create();
-    var goal = waypoints[cwaypoint];
-
-    vec2.subtract(dir, goal, pos);
-    vec2.normalize(dir, dir);
-    vec2.scale(dir, dir, timestep * 2);
-
-    if (dir[0] < 0)
-        sprite.flipX = true;
-    else
-        sprite.flipX = false;
-
-    vec2.add(pos, pos, dir);
-    node.position2D = pos;
-
-
-}

+ 0 - 99
PhysicsPlatformerNew/Resources/Components/Coin.js

@@ -1,99 +0,0 @@
-var glmatrix = require("gl-matrix");
-var vec2 = glmatrix.vec2;
-
-var game = Atomic.game;
-var cameraNode = game.cameraNode;
-var cache = game.cache;
-
-var node = self.node;
-
-// Resources
-var animationSet = cache.getResource("AnimationSet2D", "Sprites/GoldIcon.scml");
-var coinSound = cache.getResource("Sound", "Sounds/Pickup_Coin8.ogg");
-var coinBounceSound = cache.getResource("Sound", "Sounds/Coin_Bounce.ogg");
-
-var sprite = node.createComponent("AnimatedSprite2D");
-sprite.setAnimation(animationSet, "idle");
-sprite.setLayer(100);
-
-var activated = false;
-var body;
-var light;
-
-function onPlayerHit() {
-
-    // sprite enabled is not removing the sprite
-    light.enabled = false;
-    node.scale2D = [0, 0];
-    sprite.enabled = false;
-    body.enabled = false;
-    self.soundSource.gain = 1.0;
-    self.soundSource.play(coinSound);
-
-}
-
-self.onPhysicsBeginContact2D = function(world, bodyA, bodyB, nodeA, nodeB) {
-
-    if (nodeA == Platformer.level.player.node && nodeB == node) {
-        onPlayerHit();
-    } else if (nodeB == node) {
-        var vel = body.linearVelocity;
-        if (vec2.length(vel) > 3) {
-            self.soundSource.gain = .3;
-            self.soundSource.play(coinBounceSound);
-        }
-    }
-
-}
-
-
-function start() {
-
-    self.soundSource = node.createComponent("SoundSource");
-    self.soundSource.soundType = Atomic.SOUND_EFFECT;
-
-    light = node.createComponent("PointLight2D");
-    if (Platformer.daytime)
-        light.color = [1, 1, .56, .4];
-    else
-        light.color = [1, 1, .56, .8];
-
-    light.radius = .85;
-    Platformer.lightGroup.addLight(light);
-
-
-    // would just like to listen to body collisions here
-    self.listenToEvent(null, "PhysicsBeginContact2D", self.onPhysicsBeginContact2D);
-
-
-}
-
-function update(timeStep) {
-
-    if (activated)
-        return false;
-
-    if (vec2.distance(cameraNode.position2D, node.position2D) < 3.0) {
-    
-        activated = true;
-
-        body = node.createComponent("RigidBody2D");
-        body.setBodyType(Atomic.BT_DYNAMIC);
-        body.fixedRotation = true;
-        body.castShadows = false;
-
-        var circle = node.createComponent("CollisionCircle2D");
-
-        // Set radius
-        circle.setRadius(.3);
-        // Set density
-        circle.setDensity(1.0);
-        // Set friction.
-        circle.friction = .2;
-        // Set restitution
-        circle.setRestitution(.8);
-
-
-    }
-
-}

+ 0 - 82
PhysicsPlatformerNew/Resources/Components/Level.js

@@ -1,82 +0,0 @@
-var game = Atomic.game;
-var cache = game.cache;
-var scene = game.scene;
-var node = self.node;
-
-self.init = function(level) {
-        
-    node.createJSComponent("Lighting");
-    self.tmxFile = cache.getResource("TmxFile2D", "Levels/" + level);
-    self.tileMap = node.createComponent("TileMap2D");
-    self.tileMap.setTmxFile(self.tmxFile);
-    self.levelParser = new LevelParser(self.tileMap);
-    
-    var backgroundNode = scene.createChild("Background");
-    backgroundNode.createJSComponent("Background");
-
-}
-
-function spawnPlayer() {
-
-    var position = self.levelParser.getSpawnpoint();
-
-    self.playerNode = node.createChild("PlayerNode");
-    self.player = self.playerNode.createJSComponent("Player");
-    self.player.init(position);
-
-}
-
-function createEntities() {
-
-    var platforms = self.levelParser.getEntities("MovingPlatform");
-    for (var i = 0; i < platforms.length; i++) {
-        var p = platforms[i];
-        var pnode = scene.createChild("PlatformNode");
-        var platform = pnode.createJSComponent("MovingPlatform");
-        platform.init(p.start, p.stop);
-    }
-    
-    var vines = self.levelParser.getEntities("Vine");
-    for (var i = 0; i < vines.length; i++) {
-        var vnode  = scene.createChild("Vine");
-        var vine = vnode.createJSComponent("Vine");
-        vine.init(vines[i].position);        
-    }
-    
-    var bats = self.levelParser.getEntities("Bat");
-    for (var i = 0; i < bats.length; i++) {
-        var bnode  = scene.createChild("Bat");
-        var bat = bnode.createJSComponent("Bat");
-        bnode.position2D = bats[i].position;
-    }
-    
-    var coins = self.levelParser.getEntities("Coin");
-    for (var i = 0; i < coins.length; i++) {
-        var cnode  = scene.createChild("Coin");
-        var coin = cnode.createJSComponent("Coin");
-        cnode.position2D = coins[i].position;
-    }
-    
-    var batWaypoints = self.levelParser.getEntities("BatWaypoint");
-    for (var i = 0; i < batWaypoints.length; i++) {
-        Platformer.batWaypoints.push(batWaypoints[i].position);
-    }
-    
-    
-}
-
-function start() {
-
-    // create the physics
-    self.levelParser.createPhysics(self.tileMap, self.tmxFile);
-
-    createEntities();
-
-    // spawn the player
-    spawnPlayer();
-
-}
-
-function update(timeStep) {
-
-}

+ 0 - 45
PhysicsPlatformerNew/Resources/Components/LightFlicker.js

@@ -1,45 +0,0 @@
-
-// a flickering light component
-
-var node = self.node;
-self.light = node.getComponent("PointLight2D");
-var baseRange = self.light.radius;
-var targetValue = baseRange;
-
-
-flicker = "mmmaaaammmaaaabcdefgabcdefg";
-var index = Math.random() * (flicker.length - 1);
-
-// make sure first update catches
-time = 100;
-
-self.light.radius = baseRange * flicker.charCodeAt(index)/255;
-
-function start() {
-}
-
-function update(timestep) {
-
-	time += timestep;
-	if (time > .025)
-	{
-		index++;
-		time = 0.0;
-		if (index >= flicker.length)
-			index = 0;
-
-		targetValue = baseRange * (flicker.charCodeAt(index)/255);
-		
-	}
-
-	if (self.light.radius< targetValue)
-		self.light.radius += timestep * 2;
-
-	if (self.light.radius > targetValue)
-		self.light.radius -= timestep * 2;
-		
-    self.light.softShadowLength = self.light.radius;
-		
-
-}
-

+ 0 - 115
PhysicsPlatformerNew/Resources/Components/UI.js

@@ -1,115 +0,0 @@
-
-var game = Atomic.game;
-var ui = game.ui;
-var root = ui.getRoot();
-
-var uiStyle = game.cache.getResource("XMLFile", "UI/DefaultStyle.xml");
-root.defaultStyle = uiStyle;
-
-var window = new Atomic.Window();
-root.addChild(window);
-
-window.setMinSize(384, 192);
-
-window.setAlignment(Atomic.HA_CENTER, Atomic.VA_CENTER);
-
-window.setLayout(Atomic.LM_VERTICAL, 6, [6, 6, 6, 6]);
-window.setName("Window");
-
-var titleBar = new Atomic.UIElement();
-titleBar.setMinSize(0, 24);
-titleBar.setVerticalAlignment(Atomic.VA_TOP);
-titleBar.setLayoutMode(Atomic.LM_HORIZONTAL);
-
-// Create the Window title Text
-var windowTitle = new Atomic.Text();
-windowTitle.setName("WindowTitle");
-windowTitle.setText("Please select Daytime of Nighttime");
-titleBar.addChild(windowTitle);
-
-window.addChild(titleBar);
-
-// Daytime button
-var button = new Atomic.Button();
-button.setName ("Daytime");
-button.setMinHeight(48);
-
-var buttonText = new Atomic.Text();
-
-buttonText.text = "Daytime";
-var font = game.cache.getResource("Font", "Fonts/Anonymous Pro.ttf");
-
-buttonText.setFont(font, 12);
-buttonText.color = [1, 1, 0, 1];
-
-buttonText.horizontalAlignment = Atomic.HA_CENTER;
-buttonText.verticalAlignment = Atomic.VA_CENTER;
-button.addChild(buttonText);
-
-window.addChild(button);
-button.setStyleAuto();
-
-// Nighttime button
-button = new Atomic.Button();
-button.setName ("Nighttime");
-button.setMinHeight(48);
-
-buttonText = new Atomic.Text();
-
-buttonText.text = "Nighttime";
-
-buttonText.setFont(font, 12);
-buttonText.color = [0, 1, 1, 1];
-
-buttonText.horizontalAlignment = Atomic.HA_CENTER;
-buttonText.verticalAlignment = Atomic.VA_CENTER;
-button.addChild(buttonText);
-
-window.addChild(button);
-button.setStyleAuto();
-
-window.movable = true;
-window.resizeable = true;
-
-window.setStyleAuto();
-titleBar.setStyleAuto();
-windowTitle.setStyleAuto();
-
-
-self.onMouseClick = function(element) {
-
-    var go = 0;
-    
-    if (element.name == "Daytime") {
-        go = 1;
-    }
-    
-    if (element.name == "Nighttime") {
-        go = 2;    
-    }
-   
-    if (go) {
-    
-        root.removeChild(window);
-    
-        var platformerNode = game.scene.createChild("Platformer");
-        var platformer = platformerNode.createJSComponent("Platformer");
-        
-        platformer.init(go == 1);
-    
-    }
-    
-}
-
-function start() {
-
-    self.listenToEvent(null, "UIMouseClick", self.onMouseClick );
-
-}
-
-function update(timeStep) {
-
-    
-    
-}
-

+ 0 - 69
PhysicsPlatformerNew/Resources/Components/Vine.js

@@ -1,69 +0,0 @@
-// Rope Vine
-
-var game = Atomic.game;
-
-var NUM_OBJECTS = 10;
-
-var node = self.node;
-
-node.position = [0, 0, 0];
-
-self.init = function(position) {
-
-        var x = position[0];
-        var y = position[1];
-
-        // create the node body
-        var groundBody = node.createComponent("RigidBody2D");
-        groundBody.castShadows = false;
-
-        var prevBody = groundBody;
-
-        for (var i = 0; i < NUM_OBJECTS; i++) {
-
-            var vnode = game.scene.createChild("RigidBody");
-
-            var sprite2D = vnode.createComponent("StaticSprite2D");
-            sprite2D.sprite = game.cache.getResource("Sprite2D", "Sprites/vine.png");
-
-            var vbody = vnode.createComponent("RigidBody2D");
-            vbody.castShadows = false;
-            vbody.bodyType = Atomic.BT_DYNAMIC;
-
-            // Create box
-            var vbox = vnode.createComponent("CollisionBox2D");
-            // Set friction
-            vbox.friction = .2;
-            // Set mask bits.
-            vbox.maskBits = 0xFFFF & ~0x0002;
-
-            vnode.position = [x + 0.5 + 1.0 * i, y, 0.0];
-            vbox.size = [1.0, 0.1];
-            vbox.density = 5.0;
-            vbox.categoryBits = 0x0001;
-
-            if (i == NUM_OBJECTS - 1)
-                vbody.angularDamping = 0.4;
-
-            var joint = vnode.createComponent("ConstraintRevolute2D");
-            joint.otherBody = prevBody;
-            joint.anchor = [x + i, y];
-            joint.collideConnected = false;
-            prevBody = vbody;
-
-        }
-
-        var constraintRope = node.createComponent("ConstraintRope2D");
-        constraintRope.otherBody = prevBody;
-        constraintRope.ownerBodyAnchor = [x, y];
-        constraintRope.maxLength = (NUM_OBJECTS + 0.01);
-
-
-    }
-    
-    function start() {
-    
-    }
-    
-    // fixme must have an update
-function update(timeStep) {}

BIN
PhysicsPlatformerNew/Resources/Levels/ForestObjects.png


+ 0 - 9
PhysicsPlatformerNew/Resources/Levels/ForestObjects.tsx

@@ -1,9 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<tileset name="ForestObjects" tilewidth="64" tileheight="64">
- <image source="ForestObjects.png" width="128" height="577"/>
- <tile id="8">
-  <objectgroup draworder="index">
-   <object x="1.67936" y="1.95925" width="60.1769" height="60.4568"/>
-  </objectgroup>
- </tile>
-</tileset>

+ 0 - 16
PhysicsPlatformerNew/Resources/Levels/ForestObjects.xml

@@ -1,16 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<!-- Created with TexturePacker http://www.codeandweb.com/texturepacker-->
-<!-- $TexturePacker:SmartUpdate:e788f07fbeac14f709d16bd77fce0583:05b97a0f16371179130b5ad807afb44d:9e8afac693ad7eeedc1ba812ea636f21$ -->
-<TextureAtlas imagePath="ForestObjects.png">
-    <SubTexture name="Bush_1" x="0" y="0" width="128" height="64"/>
-    <SubTexture name="Bush_2" x="0" y="64" width="128" height="64"/>
-    <SubTexture name="Bush_3" x="0" y="128" width="128" height="64"/>
-    <SubTexture name="Bush_4" x="0" y="192" width="128" height="64"/>
-    <SubTexture name="Crate" x="0" y="256" width="64" height="64"/>
-    <SubTexture name="Mushroom_1" x="64" y="256" width="64" height="64"/>
-    <SubTexture name="Mushroom_2" x="0" y="320" width="64" height="64"/>
-    <SubTexture name="Sign_1" x="64" y="320" width="63" height="65"/>
-    <SubTexture name="Sign_2" x="0" y="385" width="64" height="64"/>
-    <SubTexture name="Stone" x="0" y="449" width="128" height="64"/>
-    <SubTexture name="Tree_1" x="0" y="513" width="128" height="64"/>
-</TextureAtlas>

BIN
PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.png


+ 0 - 46
PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.tsx

@@ -1,46 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<tileset name="ForestTilesExtruded" tilewidth="128" tileheight="128" spacing="2" margin="2">
- <image source="ForestTilesExtruded.png" width="512" height="1024"/>
- <tile id="0">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="4">
-  <objectgroup draworder="index">
-   <object x="2" y="35" width="49" height="58"/>
-   <object x="52" y="36" width="76" height="90"/>
-  </objectgroup>
- </tile>
- <tile id="5">
-  <objectgroup draworder="index">
-   <object x="2" y="35" width="125" height="90"/>
-  </objectgroup>
- </tile>
- <tile id="6">
-  <objectgroup draworder="index">
-   <object x="0" y="35" width="78" height="91"/>
-   <object x="79" y="35" width="46" height="52"/>
-  </objectgroup>
- </tile>
- <tile id="10">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="11">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="12">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
- <tile id="14">
-  <objectgroup draworder="index">
-   <object x="0" y="0" width="128" height="128"/>
-  </objectgroup>
- </tile>
-</tileset>

BIN
PhysicsPlatformerNew/Resources/Levels/ForestTrees.png


+ 0 - 7
PhysicsPlatformerNew/Resources/Levels/ForestTrees.xml

@@ -1,7 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<!-- Created with TexturePacker http://www.codeandweb.com/texturepacker-->
-<!-- $TexturePacker:SmartUpdate:1cc599bad4335d72119edc411021f3d0:ad42b512df53163a6d37f98084396bd2:3a1712f7d7348dd2e88dd4a6fe8f35f6$ -->
-<TextureAtlas imagePath="ForestTrees.png">
-    <SubTexture name="Tree_2" x="0" y="0" width="256" height="256"/>
-    <SubTexture name="Tree_3" x="0" y="256" width="256" height="256"/>
-</TextureAtlas>

+ 0 - 3395
PhysicsPlatformerNew/Resources/Levels/Level1.tmx

@@ -1,3395 +0,0 @@
-<?xml version="1.0" encoding="UTF-8"?>
-<map version="1.0" orientation="orthogonal" renderorder="right-down" width="48" height="32" tilewidth="128" tileheight="128">
- <tileset firstgid="1" source="ForestTilesExtruded.tsx"/>
- <tileset firstgid="22" name="ForestTrees" tilewidth="256" tileheight="256">
-  <image source="ForestTrees.png" width="256" height="512"/>
- </tileset>
- <tileset firstgid="24" source="ForestObjects.tsx"/>
- <objectgroup name="Object Layer 1">
-  <object gid="33" x="4203.93" y="1794.42"/>
-  <object gid="33" x="3692.06" y="1574.69"/>
-  <object gid="33" x="3347.33" y="1793.41"/>
-  <object gid="31" x="4428.42" y="1792.54"/>
-  <object gid="30" x="4364.43" y="1792.7"/>
-  <object gid="34" x="3400.94" y="1794.5"/>
-  <object gid="36" x="1351.73" y="1282.59"/>
-  <object gid="35" x="4294.91" y="1796.86"/>
-  <object gid="22" x="1128.02" y="1285.47"/>
-  <object gid="23" x="848.785" y="1283.28"/>
-  <object gid="34" x="1069.62" y="1284.74"/>
-  <object gid="33" x="991.872" y="1283.64"/>
-  <object gid="24" x="792.771" y="1282.58"/>
-  <object gid="25" x="856.642" y="1282.58"/>
-  <object gid="28" x="2973.91" y="1794.57"/>
-  <object gid="29" x="3037.72" y="1795.16"/>
- </objectgroup>
- <layer name="Water" width="48" height="32">
-  <data>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
-   <tile gid="0"/>
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-   <tile gid="0"/>
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-   <tile gid="0"/>
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-   <tile gid="0"/>
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+ 0 - 4292
PhysicsPlatformerNew/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);

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PhysicsPlatformerNew/Resources/Sounds/Coin_Bounce.ogg


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PhysicsPlatformerNew/Resources/Sounds/CrateHit.ogg


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PhysicsPlatformerNew/Resources/Sounds/Jump13.ogg


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PhysicsPlatformerNew/Resources/Sounds/JumpingBat.ogg


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PhysicsPlatformerNew/Resources/Sounds/Pickup_Coin8.ogg


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