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Work in progress on new 2d platformer example

Josh Engebretson 10 years ago
parent
commit
e5607a6b44
69 changed files with 10255 additions and 0 deletions
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      PhysicsPlatformerNew/.gitignore
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      PhysicsPlatformerNew/PhysicsPlatformerNew.atomic
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      PhysicsPlatformerNew/Resources.asset
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      PhysicsPlatformerNew/Resources/Components.asset
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      PhysicsPlatformerNew/Resources/Components/Background.js
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      PhysicsPlatformerNew/Resources/Components/Background.js.asset
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      PhysicsPlatformerNew/Resources/Components/Level.js
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      PhysicsPlatformerNew/Resources/Components/Level.js.asset
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      PhysicsPlatformerNew/Resources/Components/MovingPlatform.js
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      PhysicsPlatformerNew/Resources/Components/MovingPlatform.js.asset
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      PhysicsPlatformerNew/Resources/Components/PhysicsTest.js
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      PhysicsPlatformerNew/Resources/Components/PhysicsTest.js.asset
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      PhysicsPlatformerNew/Resources/Components/Player.js
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      PhysicsPlatformerNew/Resources/Components/Player.js.asset
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      PhysicsPlatformerNew/Resources/Components/Star.js
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      PhysicsPlatformerNew/Resources/Components/Star.js.asset
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      PhysicsPlatformerNew/Resources/Levels.asset
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      PhysicsPlatformerNew/Resources/Levels/Background.png
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      PhysicsPlatformerNew/Resources/Levels/Background.png.asset
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      PhysicsPlatformerNew/Resources/Levels/ForestObjects.png
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      PhysicsPlatformerNew/Resources/Levels/ForestObjects.png.asset
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      PhysicsPlatformerNew/Resources/Levels/ForestObjects.tsx
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      PhysicsPlatformerNew/Resources/Levels/ForestObjects.xml
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      PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.png
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      PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.tsx
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      PhysicsPlatformerNew/Resources/Levels/ForestTrees.png
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      PhysicsPlatformerNew/Resources/Levels/ForestTrees.png.asset
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      PhysicsPlatformerNew/Resources/Levels/ForestTrees.xml
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      PhysicsPlatformerNew/Resources/Levels/Level1.tmx
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      PhysicsPlatformerNew/Resources/Levels/Level1.tmx.asset
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      PhysicsPlatformerNew/Resources/Modules.asset
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      PhysicsPlatformerNew/Resources/Modules/LevelParser.js
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      PhysicsPlatformerNew/Resources/Modules/LevelParser.js.asset
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      PhysicsPlatformerNew/Resources/Modules/gl-matrix.js
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      PhysicsPlatformerNew/Resources/Modules/gl-matrix.js.asset
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      PhysicsPlatformerNew/Resources/Prefabs.asset
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      PhysicsPlatformerNew/Resources/Prefabs/Hero.prefab
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      PhysicsPlatformerNew/Resources/Prefabs/Hero.prefab.asset
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      PhysicsPlatformerNew/Resources/Prefabs/MovingPlatform.prefab
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      PhysicsPlatformerNew/Resources/Prefabs/MovingPlatform.prefab.asset
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      PhysicsPlatformerNew/Resources/Scenes.asset
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      PhysicsPlatformerNew/Resources/Scenes/Scene.scene
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      PhysicsPlatformerNew/Resources/Scenes/Scene.scene.asset
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      PhysicsPlatformerNew/Resources/Scripts.asset
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      PhysicsPlatformerNew/Resources/Scripts/main.js
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      PhysicsPlatformerNew/Resources/Scripts/main.js.asset
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      PhysicsPlatformerNew/Resources/Sounds.asset
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      PhysicsPlatformerNew/Resources/Sounds/Coin_Bounce.ogg
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      PhysicsPlatformerNew/Resources/Sounds/Coin_Bounce.ogg.asset
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      PhysicsPlatformerNew/Resources/Sounds/CrateHit.ogg
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      PhysicsPlatformerNew/Resources/Sounds/CrateHit.ogg.asset
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      PhysicsPlatformerNew/Resources/Sounds/Jump13.ogg
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      PhysicsPlatformerNew/Resources/Sounds/Jump13.ogg.asset
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      PhysicsPlatformerNew/Resources/Sounds/JumpingBat.ogg
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      PhysicsPlatformerNew/Resources/Sounds/JumpingBat.ogg.asset
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      PhysicsPlatformerNew/Resources/Sounds/Pickup_Coin8.ogg
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      PhysicsPlatformerNew/Resources/Sounds/Pickup_Coin8.ogg.asset
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      PhysicsPlatformerNew/Resources/Sprites.asset
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      PhysicsPlatformerNew/Resources/Sprites/Hero.asset
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      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.plist
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      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.png
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      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.png.asset
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      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.scml
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      PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.scml.asset
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      PhysicsPlatformerNew/Resources/Sprites/platform.png
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      PhysicsPlatformerNew/Resources/Sprites/platform.png.asset
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      PhysicsPlatformerNew/Resources/Sprites/star.png
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      PhysicsPlatformerNew/Resources/Sprites/star.png.asset

+ 1 - 0
PhysicsPlatformerNew/.gitignore

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+Cache/*

+ 0 - 0
PhysicsPlatformerNew/PhysicsPlatformerNew.atomic


+ 5 - 0
PhysicsPlatformerNew/Resources.asset

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+{
+	"version": 1,
+	"guid": "fe69535e4ac05eee0fcc906058a5ab7f",
+	"FolderImporter": {}
+}

+ 5 - 0
PhysicsPlatformerNew/Resources/Components.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "9a8228024ca59566c3c76fdad7bd1d6c",
+	"FolderImporter": {}
+}

+ 20 - 0
PhysicsPlatformerNew/Resources/Components/Background.js

@@ -0,0 +1,20 @@
+"atomic component";
+
+var component = function(self) {
+
+    var camera = self.node.scene.getMainCamera();
+    var cameraNode = camera.node;
+
+    self.postUpdate = function() {
+
+        var pos = cameraNode.position2D;
+        pos[1] -= 4;
+        self.node.position2D = pos;
+        var zoom = 4.0 - camera.zoom;
+        self.node.scale2D = [zoom , zoom];
+
+    }
+
+}
+
+module.exports = component;

+ 7 - 0
PhysicsPlatformerNew/Resources/Components/Background.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "e4634e52ed6965e8cedd1bb4cb871287",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 46 - 0
PhysicsPlatformerNew/Resources/Components/Level.js

@@ -0,0 +1,46 @@
+
+"atomic component";
+
+var LevelParser = require("LevelParser");
+
+nodes = [];
+
+var component = function (self) {
+
+  self.start = function() {
+
+    var tileMap = self.node.getComponent("TileMap2D");
+    var tmxFile = tileMap.tmxFile;
+
+    var levelParser = new LevelParser(tileMap);
+    levelParser.createPhysics(tileMap, tmxFile);
+
+    var position = levelParser.getSpawnpoint();
+    position[1] += 1.5;
+
+    var node = self.scene.createChildPrefab("Player", "Prefabs/Hero.prefab");
+    node.position2D = position;
+
+    var platforms = levelParser.getEntities("MovingPlatform");
+
+    for (var i = 0; i < platforms.length; i++) {
+
+        var p = platforms[i];
+        var node = self.scene.createChildPrefab("MovingPlatform", "Prefabs/MovingPlatform.prefab");
+
+        node.position2D = p.start;
+        node.startPos = p.start;
+        node.stopPos = p.stop;
+
+        nodes.push(node);
+    }
+
+  }
+
+  self.update = function(timeStep) {
+
+  }
+
+}
+
+module.exports = component;

+ 7 - 0
PhysicsPlatformerNew/Resources/Components/Level.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "30de3eefa31eb0084cd2a512d6dfffe6",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 62 - 0
PhysicsPlatformerNew/Resources/Components/MovingPlatform.js

@@ -0,0 +1,62 @@
+
+var glmatrix = require("gl-matrix");
+var vec2 = glmatrix.vec2;
+
+"atomic component";
+
+var component = function (self) {
+
+// A moving platform
+
+var node = self.node;
+
+var MAX_VELOCITY = 2;
+
+var movingToStop = true;
+
+var body = self.getComponent("RigidBody2D");
+
+self.update = function(timeStep) {
+
+    var pos = node.position2D;
+    var dir = vec2.create();
+    var dist = 0.0;
+
+    if (movingToStop) {
+
+        dist = vec2.distance(pos, node.stopPos);
+
+        vec2.subtract(dir, node.stopPos, pos);
+        vec2.normalize(dir, dir);
+
+        if (dist < 0.5) {
+            movingToStop = false;
+            return;
+        }
+
+    } else {
+
+        dist = vec2.distance(pos, node.startPos);
+        vec2.subtract(dir, node.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);
+
+}
+}
+
+module.exports = component;

+ 7 - 0
PhysicsPlatformerNew/Resources/Components/MovingPlatform.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "ab9ea696dc0cb3f578f15a26a66052fa",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 35 - 0
PhysicsPlatformerNew/Resources/Components/PhysicsTest.js

@@ -0,0 +1,35 @@
+
+"atomic component";
+
+var component = function (self) {
+
+    var node = self.node;
+    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);
+    
+
+
+  self.start = function() {
+
+  }
+
+  self.update = function(timeStep) {
+
+  }
+
+}
+
+module.exports = component;

+ 7 - 0
PhysicsPlatformerNew/Resources/Components/PhysicsTest.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "2b06146ccb42c3521921006a97139644",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 174 - 0
PhysicsPlatformerNew/Resources/Components/Player.js

@@ -0,0 +1,174 @@
+
+"atomic component";
+
+module.exports = function(self) {
+
+  var node = self.node;
+  var camera = self.node.scene.getMainCamera();
+  var cameraNode = camera.node;
+  var input = Atomic.input;
+
+  var MAX_VELOCITY = 3;
+  var anim = "";
+  var flipped = false;
+  var contactCount = 0;
+  var jumpDelta = 0;
+  var control = false;
+
+  var lastAnimDelta = 0;
+
+  var spawnPosition = node.position2D;
+
+  var sprite;
+  var animationSet;
+  var jumpSound;
+
+  // physics
+  var body;
+  var circle;
+
+  self.start = function() {
+
+    sprite = node.getComponent("AnimatedSprite2D");
+    body = node.getComponent("RigidBody2D");
+    circle = node.getComponent("CollisionCircle2D");
+
+    setAnimation("Idle");
+
+    self.subscribeToEvent("PhysicsBeginContact2D", function(event) {
+      if (event.bodyB == body)
+        contactCount++;
+    });
+
+    self.subscribeToEvent("PhysicsEndContact2D", function(event) {
+      if (event.bodyB == body)
+        contactCount--;
+    });
+
+  }
+
+  self.update = function(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.position2D = spawnPosition;
+        node.scale2D = [1, 1];
+
+    }
+
+  }
+
+  self.postUpdate = function() {
+
+    cameraNode.position = node.position;
+  }
+
+  function setAnimation(animName) {
+
+      if (anim == animName || lastAnimDelta > 0)
+          return;
+
+      lastAnimDelta = .25;
+
+      sprite.setAnimation(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_LEFT) || input.getKeyDown(Atomic.KEY_A);
+      var right = input.getKeyDown(Atomic.KEY_RIGHT) || input.getKeyDown(Atomic.KEY_D);
+
+      var jump = input.getKeyDown(Atomic.KEY_UP) || input.getKeyDown(Atomic.KEY_SPACE) || input.getKeyDown(Atomic.KEY_W);
+
+      control = false;
+
+      if (left || right)
+          control = true;
+
+      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);
+      }
+
+  }
+
+}

+ 7 - 0
PhysicsPlatformerNew/Resources/Components/Player.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "afb0f4ecf67b3718dcefb19535a2ccc9",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 15 - 0
PhysicsPlatformerNew/Resources/Components/Star.js

@@ -0,0 +1,15 @@
+"atomic component";
+
+var inspectorFields = {
+  speed: 1.0
+}
+
+module.exports = function(self) {
+
+  self.update = function(timeStep) {
+
+    self.node.rotate2D(timeStep * 75 * self.speed);
+
+  }
+
+}

+ 7 - 0
PhysicsPlatformerNew/Resources/Components/Star.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "748bb525bfb2d542996c3f3cd23cf43a",
+	"JavascriptImporter": {
+		"IsComponentFile": true
+	}
+}

+ 5 - 0
PhysicsPlatformerNew/Resources/Levels.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "6cffcfd0ef6ae972603a0af9289319f4",
+	"FolderImporter": {}
+}

BIN
PhysicsPlatformerNew/Resources/Levels/Background.png


+ 5 - 0
PhysicsPlatformerNew/Resources/Levels/Background.png.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "e2c7b568c2b38a06f5108a1c338ad192",
+	"TextureImporter": {}
+}

BIN
PhysicsPlatformerNew/Resources/Levels/ForestObjects.png


+ 5 - 0
PhysicsPlatformerNew/Resources/Levels/ForestObjects.png.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "6ed5f8fdff5b2e0a47945f899b1922b1",
+	"TextureImporter": {}
+}

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

@@ -0,0 +1,9 @@
+<?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>

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

@@ -0,0 +1,16 @@
+<?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


+ 5 - 0
PhysicsPlatformerNew/Resources/Levels/ForestTilesExtruded.png.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "98758ef12f8fd3452edadcd9c3b14d7c",
+	"TextureImporter": {}
+}

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

@@ -0,0 +1,46 @@
+<?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


+ 5 - 0
PhysicsPlatformerNew/Resources/Levels/ForestTrees.png.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "6fb07ce77433cd9e4d4d166b1946a35f",
+	"TextureImporter": {}
+}

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

@@ -0,0 +1,7 @@
+<?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>

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

@@ -0,0 +1,3395 @@
+<?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"/>
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+   <ellipse/>
+  </object>
+  <object name="Coin" type="Coin" x="3897.33" y="692.766" width="65.1303" height="70.1403">
+   <ellipse/>
+  </object>
+  <object name="Coin" type="Coin" x="3738.06" y="684.556" width="65.1303" height="70.1403">
+   <ellipse/>
+  </object>
+  <object name="Coin" type="Coin" x="3660.38" y="742.456" width="65.1303" height="70.1403">
+   <ellipse/>
+  </object>
+ </objectgroup>
+</map>

+ 5 - 0
PhysicsPlatformerNew/Resources/Levels/Level1.tmx.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "629d3c67e29b84fa5b921a02b28b2a06",
+	"TMXImporter": {}
+}

+ 5 - 0
PhysicsPlatformerNew/Resources/Modules.asset

@@ -0,0 +1,5 @@
+{
+	"version": 1,
+	"guid": "2dde7885066b0c19c88d05b5fddfa9c9",
+	"FolderImporter": {}
+}

+ 169 - 0
PhysicsPlatformerNew/Resources/Modules/LevelParser.js

@@ -0,0 +1,169 @@
+// Atomic Script
+
+LevelParser = function(tileMap) {
+
+    this.tileMap = tileMap;
+
+    this.entities = [];
+    this.parseEntities();
+
+}
+
+LevelParser.prototype = {
+
+    parseEntities: function() {
+
+        entityLayer = this.tileMap.getLayerByName("Entities");
+
+        var platforms = {};
+
+        if (entityLayer) {
+
+            for (var i = 0; i < entityLayer.numObjects; i++) {
+
+                var o = entityLayer.getObject(i);
+                var onode = entityLayer.getObjectNode(i);
+
+                var entity = {
+                    type: null
+                };
+
+                if (o.type == "PlayerSpawn") {
+
+                    entity.type = "PlayerSpawn";
+                    entity.position = onode.position2D;
+
+                } else if (o.type == "Vine") {
+
+                    entity.type = "Vine";
+                    entity.position = onode.position2D;
+
+                } else if (o.type == "Coin") {
+
+                    entity.type = "Coin";
+                    entity.position = onode.position2D;
+
+                } else if (o.type == "Bat") {
+
+                    entity.type = "Bat";
+                    entity.position = onode.position2D;
+
+                } else if (o.type == "BatWaypoint") {
+
+                    entity.type = "BatWaypoint";
+                    entity.position = 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;
+                }
+
+                if (entity.type)
+                    this.entities.push(entity);
+
+            }
+
+            for (var pnum in platforms) {
+
+                var entity = {
+                    type: "MovingPlatform",
+                    start: platforms[pnum][0].position,
+                    stop: platforms[pnum][1].position
+                }
+
+                this.entities.push(entity);
+            }
+
+        }
+
+    },
+
+    getEntity: function(type) {
+
+        for (var i = 0; i < this.entities.length; i++)
+            if (this.entities[i].type == type)
+                return this.entities[i];
+
+        return null;
+
+    },
+
+    getEntities: function(type) {
+
+        var entities = [];
+
+        for (var i = 0; i < this.entities.length; i++)
+            if (this.entities[i].type == type)
+                entities.push(this.entities[i]);
+
+        return entities;
+
+    },
+
+    getSpawnpoint: function(type) {
+
+        var pos = [0, 0];
+
+        var entity = this.getEntity("PlayerSpawn");
+        return entity ? entity.position : pos;
+
+    },
+
+    createPhysics: function(tileMap, tmxFile) {
+
+        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;
+
+                            }
+
+                            var shape = go.createCollisionShape(onode);
+                            shape.density = 1.0;
+                            shape.friction = 1.0;
+                            shape.restitution = .1;
+
+                        }
+                    }
+                }
+            }
+        }
+    }
+};
+
+module.exports = LevelParser;

+ 7 - 0
PhysicsPlatformerNew/Resources/Modules/LevelParser.js.asset

@@ -0,0 +1,7 @@
+{
+	"version": 1,
+	"guid": "1e5d9bd846edaabcae027b2999c82e73",
+	"JavascriptImporter": {
+		"IsComponentFile": false
+	}
+}

+ 5020 - 0
PhysicsPlatformerNew/Resources/Modules/gl-matrix.js

@@ -0,0 +1,5020 @@
+/**
+ * @fileoverview gl-matrix - High performance matrix and vector operations
+ * @author Brandon Jones
+ * @author Colin MacKenzie IV
+ * @version 2.3.1
+ */
+
+/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE. */
+
+(function webpackUniversalModuleDefinition(root, factory) {
+	if(typeof exports === 'object' && typeof module === 'object')
+		module.exports = factory();
+	else if(typeof define === 'function' && define.amd)
+		define(factory);
+	else {
+		var a = factory();
+		for(var i in a) (typeof exports === 'object' ? exports : root)[i] = a[i];
+	}
+})(this, function() {
+return /******/ (function(modules) { // webpackBootstrap
+/******/ 	// The module cache
+/******/ 	var installedModules = {};
+
+/******/ 	// The require function
+/******/ 	function __webpack_require__(moduleId) {
+
+/******/ 		// Check if module is in cache
+/******/ 		if(installedModules[moduleId])
+/******/ 			return installedModules[moduleId].exports;
+
+/******/ 		// Create a new module (and put it into the cache)
+/******/ 		var module = installedModules[moduleId] = {
+/******/ 			exports: {},
+/******/ 			id: moduleId,
+/******/ 			loaded: false
+/******/ 		};
+
+/******/ 		// Execute the module function
+/******/ 		modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
+
+/******/ 		// Flag the module as loaded
+/******/ 		module.loaded = true;
+
+/******/ 		// Return the exports of the module
+/******/ 		return module.exports;
+/******/ 	}
+
+
+/******/ 	// expose the modules object (__webpack_modules__)
+/******/ 	__webpack_require__.m = modules;
+
+/******/ 	// expose the module cache
+/******/ 	__webpack_require__.c = installedModules;
+
+/******/ 	// __webpack_public_path__
+/******/ 	__webpack_require__.p = "";
+
+/******/ 	// Load entry module and return exports
+/******/ 	return __webpack_require__(0);
+/******/ })
+/************************************************************************/
+/******/ ([
+/* 0 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/**
+	 * @fileoverview gl-matrix - High performance matrix and vector operations
+	 * @author Brandon Jones
+	 * @author Colin MacKenzie IV
+	 * @version 2.3.1
+	 */
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+	// END HEADER
+
+	exports.glMatrix = __webpack_require__(1);
+	exports.mat2 = __webpack_require__(2);
+	exports.mat2d = __webpack_require__(3);
+	exports.mat3 = __webpack_require__(4);
+	exports.mat4 = __webpack_require__(5);
+	exports.quat = __webpack_require__(6);
+	exports.vec2 = __webpack_require__(9);
+	exports.vec3 = __webpack_require__(7);
+	exports.vec4 = __webpack_require__(8);
+
+/***/ },
+/* 1 */
+/***/ function(module, exports) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	/**
+	 * @class Common utilities
+	 * @name glMatrix
+	 */
+	var glMatrix = {};
+
+	// Constants
+	glMatrix.EPSILON = 0.000001;
+	glMatrix.ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
+	glMatrix.RANDOM = Math.random;
+
+	/**
+	 * 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) {
+	    glMatrix.ARRAY_TYPE = type;
+	}
+
+	var degree = Math.PI / 180;
+
+	/**
+	* Convert Degree To Radian
+	*
+	* @param {Number} Angle in Degrees
+	*/
+	glMatrix.toRadian = function(a){
+	     return a * degree;
+	}
+
+	module.exports = glMatrix;
+
+
+/***/ },
+/* 2 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 2x2 Matrix
+	 * @name mat2
+	 */
+	var mat2 = {};
+
+	/**
+	 * Creates a new identity mat2
+	 *
+	 * @returns {mat2} a new 2x2 matrix
+	 */
+	mat2.create = function() {
+	    var out = new glMatrix.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 glMatrix.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;
+	};
+
+	/**
+	 * Creates a matrix from a given angle
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2.identity(dest);
+	 *     mat2.rotate(dest, dest, rad);
+	 *
+	 * @param {mat2} out mat2 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat2} out
+	 */
+	mat2.fromRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+	    out[0] = c;
+	    out[1] = s;
+	    out[2] = -s;
+	    out[3] = c;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2.identity(dest);
+	 *     mat2.scale(dest, dest, vec);
+	 *
+	 * @param {mat2} out mat2 receiving operation result
+	 * @param {vec2} v Scaling vector
+	 * @returns {mat2} out
+	 */
+	mat2.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = v[1];
+	    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];
+	};
+
+
+	module.exports = mat2;
+
+
+/***/ },
+/* 3 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @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 glMatrix.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 glMatrix.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;
+	};
+
+	/**
+	 * Creates a matrix from a given angle
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2d.identity(dest);
+	 *     mat2d.rotate(dest, dest, rad);
+	 *
+	 * @param {mat2d} out mat2d receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat2d} out
+	 */
+	mat2d.fromRotation = function(out, rad) {
+	    var s = Math.sin(rad), c = Math.cos(rad);
+	    out[0] = c;
+	    out[1] = s;
+	    out[2] = -s;
+	    out[3] = c;
+	    out[4] = 0;
+	    out[5] = 0;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2d.identity(dest);
+	 *     mat2d.scale(dest, dest, vec);
+	 *
+	 * @param {mat2d} out mat2d receiving operation result
+	 * @param {vec2} v Scaling vector
+	 * @returns {mat2d} out
+	 */
+	mat2d.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = v[1];
+	    out[4] = 0;
+	    out[5] = 0;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector translation
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat2d.identity(dest);
+	 *     mat2d.translate(dest, dest, vec);
+	 *
+	 * @param {mat2d} out mat2d receiving operation result
+	 * @param {vec2} v Translation vector
+	 * @returns {mat2d} out
+	 */
+	mat2d.fromTranslation = function(out, v) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 1;
+	    out[4] = v[0];
+	    out[5] = v[1];
+	    return out;
+	}
+
+	/**
+	 * Returns a string representation of a mat2d
+	 *
+	 * @param {mat2d} a matrix to represent as a string
+	 * @returns {String} string representation of the matrix
+	 */
+	mat2d.str = function (a) {
+	    return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' +
+	                    a[3] + ', ' + a[4] + ', ' + a[5] + ')';
+	};
+
+	/**
+	 * 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))
+	};
+
+	module.exports = mat2d;
+
+
+/***/ },
+/* 4 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 3x3 Matrix
+	 * @name mat3
+	 */
+	var mat3 = {};
+
+	/**
+	 * Creates a new identity mat3
+	 *
+	 * @returns {mat3} a new 3x3 matrix
+	 */
+	mat3.create = function() {
+	    var out = new glMatrix.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 glMatrix.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;
+	};
+
+	/**
+	 * Creates a matrix from a vector translation
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat3.identity(dest);
+	 *     mat3.translate(dest, dest, vec);
+	 *
+	 * @param {mat3} out mat3 receiving operation result
+	 * @param {vec2} v Translation vector
+	 * @returns {mat3} out
+	 */
+	mat3.fromTranslation = function(out, v) {
+	    out[0] = 1;
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 1;
+	    out[5] = 0;
+	    out[6] = v[0];
+	    out[7] = v[1];
+	    out[8] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a given angle
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat3.identity(dest);
+	 *     mat3.rotate(dest, dest, rad);
+	 *
+	 * @param {mat3} out mat3 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat3} out
+	 */
+	mat3.fromRotation = function(out, rad) {
+	    var s = Math.sin(rad), c = Math.cos(rad);
+
+	    out[0] = c;
+	    out[1] = s;
+	    out[2] = 0;
+
+	    out[3] = -s;
+	    out[4] = c;
+	    out[5] = 0;
+
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat3.identity(dest);
+	 *     mat3.scale(dest, dest, vec);
+	 *
+	 * @param {mat3} out mat3 receiving operation result
+	 * @param {vec2} v Scaling vector
+	 * @returns {mat3} out
+	 */
+	mat3.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+
+	    out[3] = 0;
+	    out[4] = v[1];
+	    out[5] = 0;
+
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 1;
+	    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)))
+	};
+
+
+	module.exports = mat3;
+
+
+/***/ },
+/* 5 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @class 4x4 Matrix
+	 * @name mat4
+	 */
+	var mat4 = {};
+
+	/**
+	 * Creates a new identity mat4
+	 *
+	 * @returns {mat4} a new 4x4 matrix
+	 */
+	mat4.create = function() {
+	    var out = new glMatrix.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 glMatrix.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 around the given axis
+	 *
+	 * @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) < glMatrix.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 vector translation
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.translate(dest, dest, vec);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {vec3} v Translation vector
+	 * @returns {mat4} out
+	 */
+	mat4.fromTranslation = function(out, v) {
+	    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] = v[0];
+	    out[13] = v[1];
+	    out[14] = v[2];
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a vector scaling
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.scale(dest, dest, vec);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {vec3} v Scaling vector
+	 * @returns {mat4} out
+	 */
+	mat4.fromScaling = function(out, v) {
+	    out[0] = v[0];
+	    out[1] = 0;
+	    out[2] = 0;
+	    out[3] = 0;
+	    out[4] = 0;
+	    out[5] = v[1];
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = 0;
+	    out[10] = v[2];
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from a given angle around a given axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotate(dest, dest, rad, axis);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @param {vec3} axis the axis to rotate around
+	 * @returns {mat4} out
+	 */
+	mat4.fromRotation = function(out, rad, axis) {
+	    var x = axis[0], y = axis[1], z = axis[2],
+	        len = Math.sqrt(x * x + y * y + z * z),
+	        s, c, t;
+
+	    if (Math.abs(len) < glMatrix.EPSILON) { return null; }
+
+	    len = 1 / len;
+	    x *= len;
+	    y *= len;
+	    z *= len;
+
+	    s = Math.sin(rad);
+	    c = Math.cos(rad);
+	    t = 1 - c;
+
+	    // Perform rotation-specific matrix multiplication
+	    out[0] = x * x * t + c;
+	    out[1] = y * x * t + z * s;
+	    out[2] = z * x * t - y * s;
+	    out[3] = 0;
+	    out[4] = x * y * t - z * s;
+	    out[5] = y * y * t + c;
+	    out[6] = z * y * t + x * s;
+	    out[7] = 0;
+	    out[8] = x * z * t + y * s;
+	    out[9] = y * z * t - x * s;
+	    out[10] = z * z * t + c;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from the given angle around the X axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotateX(dest, dest, rad);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.fromXRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+
+	    // Perform axis-specific matrix multiplication
+	    out[0]  = 1;
+	    out[1]  = 0;
+	    out[2]  = 0;
+	    out[3]  = 0;
+	    out[4] = 0;
+	    out[5] = c;
+	    out[6] = s;
+	    out[7] = 0;
+	    out[8] = 0;
+	    out[9] = -s;
+	    out[10] = c;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from the given angle around the Y axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotateY(dest, dest, rad);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.fromYRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+
+	    // Perform axis-specific matrix multiplication
+	    out[0]  = c;
+	    out[1]  = 0;
+	    out[2]  = -s;
+	    out[3]  = 0;
+	    out[4] = 0;
+	    out[5] = 1;
+	    out[6] = 0;
+	    out[7] = 0;
+	    out[8] = s;
+	    out[9] = 0;
+	    out[10] = c;
+	    out[11] = 0;
+	    out[12] = 0;
+	    out[13] = 0;
+	    out[14] = 0;
+	    out[15] = 1;
+	    return out;
+	}
+
+	/**
+	 * Creates a matrix from the given angle around the Z axis
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.rotateZ(dest, dest, rad);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {Number} rad the angle to rotate the matrix by
+	 * @returns {mat4} out
+	 */
+	mat4.fromZRotation = function(out, rad) {
+	    var s = Math.sin(rad),
+	        c = Math.cos(rad);
+
+	    // Perform axis-specific matrix multiplication
+	    out[0]  = c;
+	    out[1]  = s;
+	    out[2]  = 0;
+	    out[3]  = 0;
+	    out[4] = -s;
+	    out[5] = c;
+	    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 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;
+	};
+
+	/**
+	 * Creates a matrix from a quaternion rotation, vector translation and vector scale
+	 * 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);
+	 *     mat4.scale(dest, scale)
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {quat4} q Rotation quaternion
+	 * @param {vec3} v Translation vector
+	 * @param {vec3} s Scaling vector
+	 * @returns {mat4} out
+	 */
+	mat4.fromRotationTranslationScale = function (out, q, v, s) {
+	    // 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,
+	        sx = s[0],
+	        sy = s[1],
+	        sz = s[2];
+
+	    out[0] = (1 - (yy + zz)) * sx;
+	    out[1] = (xy + wz) * sx;
+	    out[2] = (xz - wy) * sx;
+	    out[3] = 0;
+	    out[4] = (xy - wz) * sy;
+	    out[5] = (1 - (xx + zz)) * sy;
+	    out[6] = (yz + wx) * sy;
+	    out[7] = 0;
+	    out[8] = (xz + wy) * sz;
+	    out[9] = (yz - wx) * sz;
+	    out[10] = (1 - (xx + yy)) * sz;
+	    out[11] = 0;
+	    out[12] = v[0];
+	    out[13] = v[1];
+	    out[14] = v[2];
+	    out[15] = 1;
+
+	    return out;
+	};
+
+	/**
+	 * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin
+	 * This is equivalent to (but much faster than):
+	 *
+	 *     mat4.identity(dest);
+	 *     mat4.translate(dest, vec);
+	 *     mat4.translate(dest, origin);
+	 *     var quatMat = mat4.create();
+	 *     quat4.toMat4(quat, quatMat);
+	 *     mat4.multiply(dest, quatMat);
+	 *     mat4.scale(dest, scale)
+	 *     mat4.translate(dest, negativeOrigin);
+	 *
+	 * @param {mat4} out mat4 receiving operation result
+	 * @param {quat4} q Rotation quaternion
+	 * @param {vec3} v Translation vector
+	 * @param {vec3} s Scaling vector
+	 * @param {vec3} o The origin vector around which to scale and rotate
+	 * @returns {mat4} out
+	 */
+	mat4.fromRotationTranslationScaleOrigin = function (out, q, v, s, o) {
+	  // 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,
+
+	      sx = s[0],
+	      sy = s[1],
+	      sz = s[2],
+
+	      ox = o[0],
+	      oy = o[1],
+	      oz = o[2];
+
+	  out[0] = (1 - (yy + zz)) * sx;
+	  out[1] = (xy + wz) * sx;
+	  out[2] = (xz - wy) * sx;
+	  out[3] = 0;
+	  out[4] = (xy - wz) * sy;
+	  out[5] = (1 - (xx + zz)) * sy;
+	  out[6] = (yz + wx) * sy;
+	  out[7] = 0;
+	  out[8] = (xz + wy) * sz;
+	  out[9] = (yz - wx) * sz;
+	  out[10] = (1 - (xx + yy)) * sz;
+	  out[11] = 0;
+	  out[12] = v[0] + ox - (out[0] * ox + out[4] * oy + out[8] * oz);
+	  out[13] = v[1] + oy - (out[1] * ox + out[5] * oy + out[9] * oz);
+	  out[14] = v[2] + oz - (out[2] * ox + out[6] * oy + out[10] * oz);
+	  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 perspective projection matrix with the given field of view.
+	 * This is primarily useful for generating projection matrices to be used
+	 * with the still experiemental WebVR API.
+	 *
+	 * @param {mat4} out mat4 frustum matrix will be written into
+	 * @param {number} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees
+	 * @param {number} near Near bound of the frustum
+	 * @param {number} far Far bound of the frustum
+	 * @returns {mat4} out
+	 */
+	mat4.perspectiveFromFieldOfView = function (out, fov, near, far) {
+	    var upTan = Math.tan(fov.upDegrees * Math.PI/180.0),
+	        downTan = Math.tan(fov.downDegrees * Math.PI/180.0),
+	        leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0),
+	        rightTan = Math.tan(fov.rightDegrees * Math.PI/180.0),
+	        xScale = 2.0 / (leftTan + rightTan),
+	        yScale = 2.0 / (upTan + downTan);
+
+	    out[0] = xScale;
+	    out[1] = 0.0;
+	    out[2] = 0.0;
+	    out[3] = 0.0;
+	    out[4] = 0.0;
+	    out[5] = yScale;
+	    out[6] = 0.0;
+	    out[7] = 0.0;
+	    out[8] = -((leftTan - rightTan) * xScale * 0.5);
+	    out[9] = ((upTan - downTan) * yScale * 0.5);
+	    out[10] = far / (near - far);
+	    out[11] = -1.0;
+	    out[12] = 0.0;
+	    out[13] = 0.0;
+	    out[14] = (far * near) / (near - far);
+	    out[15] = 0.0;
+	    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) < glMatrix.EPSILON &&
+	        Math.abs(eyey - centery) < glMatrix.EPSILON &&
+	        Math.abs(eyez - centerz) < glMatrix.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) ))
+	};
+
+
+	module.exports = mat4;
+
+
+/***/ },
+/* 6 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+	var mat3 = __webpack_require__(4);
+	var vec3 = __webpack_require__(7);
+	var vec4 = __webpack_require__(8);
+
+	/**
+	 * @class Quaternion
+	 * @name quat
+	 */
+	var quat = {};
+
+	/**
+	 * Creates a new identity quat
+	 *
+	 * @returns {quat} a new quaternion
+	 */
+	quat.create = function() {
+	    var out = new glMatrix.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;
+	};
+
+	/**
+	 * Performs a spherical linear interpolation with two control points
+	 *
+	 * @param {quat} out the receiving quaternion
+	 * @param {quat} a the first operand
+	 * @param {quat} b the second operand
+	 * @param {quat} c the third operand
+	 * @param {quat} d the fourth operand
+	 * @param {Number} t interpolation amount
+	 * @returns {quat} out
+	 */
+	quat.sqlerp = (function () {
+	  var temp1 = quat.create();
+	  var temp2 = quat.create();
+
+	  return function (out, a, b, c, d, t) {
+	    quat.slerp(temp1, a, d, t);
+	    quat.slerp(temp2, b, c, t);
+	    quat.slerp(out, temp1, temp2, 2 * t * (1 - t));
+
+	    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] + ')';
+	};
+
+	module.exports = quat;
+
+
+/***/ },
+/* 7 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @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 glMatrix.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 glMatrix.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 glMatrix.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;
+	};
+
+	/**
+	 * Performs a hermite interpolation with two control points
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @param {vec3} c the third operand
+	 * @param {vec3} d the fourth operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {vec3} out
+	 */
+	vec3.hermite = function (out, a, b, c, d, t) {
+	  var factorTimes2 = t * t,
+	      factor1 = factorTimes2 * (2 * t - 3) + 1,
+	      factor2 = factorTimes2 * (t - 2) + t,
+	      factor3 = factorTimes2 * (t - 1),
+	      factor4 = factorTimes2 * (3 - 2 * t);
+
+	  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
+	  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
+	  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
+
+	  return out;
+	};
+
+	/**
+	 * Performs a bezier interpolation with two control points
+	 *
+	 * @param {vec3} out the receiving vector
+	 * @param {vec3} a the first operand
+	 * @param {vec3} b the second operand
+	 * @param {vec3} c the third operand
+	 * @param {vec3} d the fourth operand
+	 * @param {Number} t interpolation amount between the two inputs
+	 * @returns {vec3} out
+	 */
+	vec3.bezier = function (out, a, b, c, d, t) {
+	  var inverseFactor = 1 - t,
+	      inverseFactorTimesTwo = inverseFactor * inverseFactor,
+	      factorTimes2 = t * t,
+	      factor1 = inverseFactorTimesTwo * inverseFactor,
+	      factor2 = 3 * t * inverseFactorTimesTwo,
+	      factor3 = 3 * factorTimes2 * inverseFactor,
+	      factor4 = factorTimes2 * t;
+
+	  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
+	  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
+	  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
+
+	  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 = glMatrix.RANDOM() * 2.0 * Math.PI;
+	    var z = (glMatrix.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;
+	    };
+	})();
+
+	/**
+	 * Get the angle between two 3D vectors
+	 * @param {vec3} a The first operand
+	 * @param {vec3} b The second operand
+	 * @returns {Number} The angle in radians
+	 */
+	vec3.angle = function(a, b) {
+
+	    var tempA = vec3.fromValues(a[0], a[1], a[2]);
+	    var tempB = vec3.fromValues(b[0], b[1], b[2]);
+
+	    vec3.normalize(tempA, tempA);
+	    vec3.normalize(tempB, tempB);
+
+	    var cosine = vec3.dot(tempA, tempB);
+
+	    if(cosine > 1.0){
+	        return 0;
+	    } else {
+	        return Math.acos(cosine);
+	    }
+	};
+
+	/**
+	 * 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] + ')';
+	};
+
+	module.exports = vec3;
+
+
+/***/ },
+/* 8 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @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 glMatrix.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 glMatrix.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 glMatrix.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] = x * len;
+	        out[1] = y * len;
+	        out[2] = z * len;
+	        out[3] = w * 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] = glMatrix.RANDOM();
+	    out[1] = glMatrix.RANDOM();
+	    out[2] = glMatrix.RANDOM();
+	    out[3] = glMatrix.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;
+	    out[3] = a[3];
+	    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] + ')';
+	};
+
+	module.exports = vec4;
+
+
+/***/ },
+/* 9 */
+/***/ function(module, exports, __webpack_require__) {
+
+	/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
+
+	Permission is hereby granted, free of charge, to any person obtaining a copy
+	of this software and associated documentation files (the "Software"), to deal
+	in the Software without restriction, including without limitation the rights
+	to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+	copies of the Software, and to permit persons to whom the Software is
+	furnished to do so, subject to the following conditions:
+
+	The above copyright notice and this permission notice shall be included in
+	all copies or substantial portions of the Software.
+
+	THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+	IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+	FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+	AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+	LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+	OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+	THE SOFTWARE. */
+
+	var glMatrix = __webpack_require__(1);
+
+	/**
+	 * @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 glMatrix.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 glMatrix.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 glMatrix.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 = glMatrix.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] + ')';
+	};
+
+	module.exports = vec2;
+
+
+/***/ }
+/******/ ])
+});
+;

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+	"version": 1,
+	"guid": "9d1d603e8237985b31c3c61de479f451",
+	"JavascriptImporter": {
+		"IsComponentFile": false
+	}
+}

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+{
+	"version": 1,
+	"guid": "bb667f53a0fb77105a5729899df9573f",
+	"FolderImporter": {}
+}

+ 29 - 0
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+<?xml version="1.0"?>
+<node id="2540">
+	<attribute name="Is Enabled" value="true" />
+	<attribute name="Name" value="Hero" />
+	<attribute name="Position" value="0 0 0" />
+	<attribute name="Rotation" value="1 0 0 0" />
+	<attribute name="Scale" value="1 1 1" />
+	<attribute name="Variables" />
+	<component type="AnimatedSprite2D" id="1979">
+		<attribute name="Animation Set" value="AnimationSet2D;Sprites/Hero/Hero.scml" />
+		<attribute name="Layer" value="100" />
+		<attribute name="Animation" value="Run" />
+	</component>
+	<component type="RigidBody2D" id="1982">
+		<attribute name="Body Type" value="Dynamic" />
+		<attribute name="Fixed Rotation" value="true" />
+		<attribute name="Bullet" value="true" />
+		<attribute name="CastShadows" value="false" />
+	</component>
+	<component type="CollisionCircle2D" id="1984">
+		<attribute name="Radius" value="0.5" />
+		<attribute name="Density" value="1" />
+		<attribute name="Restitution" value="0.1" />
+		<attribute name="Friction" value="0.2" />
+	</component>
+	<component type="JSComponent" id="4617">
+		<attribute name="ComponentFile" value="JSComponentFile;Components/Player.js" />
+	</component>
+</node>

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+{
+	"version": 1,
+	"guid": "a462c0403813898c4ff614172c27466e",
+	"PrefabImporter": {}
+}

+ 27 - 0
PhysicsPlatformerNew/Resources/Prefabs/MovingPlatform.prefab

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+<?xml version="1.0"?>
+<node id="3263">
+	<attribute name="Is Enabled" value="true" />
+	<attribute name="Name" value="MovingPlatform" />
+	<attribute name="Position" value="24.1102 26.6486 0" />
+	<attribute name="Rotation" value="1 0 0 0" />
+	<attribute name="Scale" value="1 1 1" />
+	<attribute name="Variables" />
+	<component type="StaticSprite2D" id="5491">
+		<attribute name="Sprite" value="Sprite2D;Sprites/platform.png" />
+	</component>
+	<component type="RigidBody2D" id="5492">
+		<attribute name="Body Type" value="Kinematic" />
+		<attribute name="Fixed Rotation" value="true" />
+	</component>
+	<component type="CollisionBox2D" id="6365">
+		<attribute name="Size" value="2.5 0.55" />
+		<attribute name="Category Bits" value="1" />
+		<attribute name="Mask Bits" value="65535" />
+		<attribute name="Density" value="1" />
+		<attribute name="Friction" value="1" />
+		<attribute name="Restitution" value="0.1" />
+	</component>
+	<component type="JSComponent" id="7238">
+		<attribute name="ComponentFile" value="JSComponentFile;Components/MovingPlatform.js" />
+	</component>
+</node>

+ 5 - 0
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+{
+	"version": 1,
+	"guid": "02975a29ce68203f8d14474595daf735",
+	"PrefabImporter": {}
+}

+ 5 - 0
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+{
+	"version": 1,
+	"guid": "c6ba26e2ed2e24f99a341e210b84a6a7",
+	"FolderImporter": {}
+}

+ 67 - 0
PhysicsPlatformerNew/Resources/Scenes/Scene.scene

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+<?xml version="1.0"?>
+<scene id="1">
+	<attribute name="Name" value="" />
+	<attribute name="Time Scale" value="1" />
+	<attribute name="Smoothing Constant" value="50" />
+	<attribute name="Snap Threshold" value="5" />
+	<attribute name="Elapsed Time" value="0" />
+	<attribute name="Next Replicated Node ID" value="4706" />
+	<attribute name="Next Replicated Component ID" value="7244" />
+	<attribute name="Next Local Node ID" value="16778564" />
+	<attribute name="Next Local Component ID" value="16777262" />
+	<attribute name="Variables" />
+	<attribute name="Variable Names" value="" />
+	<component type="Octree" id="2" />
+	<component type="DebugRenderer" id="3" />
+	<component type="Renderer2D" id="1976" />
+	<component type="PhysicsWorld2D" id="1983">
+		<attribute name="Draw Shape" value="true" />
+		<attribute name="Allow Sleeping" value="true" />
+		<attribute name="Warm Starting" value="true" />
+		<attribute name="Continuous Physics" value="true" />
+		<attribute name="Sub Stepping" value="true" />
+		<attribute name="Auto Clear Forces" value="true" />
+	</component>
+	<node id="361">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Camera" />
+		<attribute name="Position" value="9.83147 30.4133 -5" />
+		<attribute name="Rotation" value="1 0 0 0" />
+		<attribute name="Scale" value="1 1 1" />
+		<attribute name="Variables" />
+		<component type="Camera" id="1973">
+			<attribute name="Near Clip" value="0" />
+			<attribute name="Orthographic" value="true" />
+			<attribute name="Orthographic Size" value="8" />
+		</component>
+	</node>
+	<node id="370">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="Background" />
+		<attribute name="Position" value="25.9511 17.7401 0" />
+		<attribute name="Rotation" value="1 0 0 0" />
+		<attribute name="Scale" value="6 6 1" />
+		<attribute name="Variables" />
+		<component type="StaticSprite2D" id="1987">
+			<attribute name="Layer" value="-100" />
+			<attribute name="Sprite" value="Sprite2D;Levels/Background.png" />
+		</component>
+		<component type="JSComponent" id="1988">
+			<attribute name="ComponentFile" value="JSComponentFile;Components/Background.js" />
+		</component>
+	</node>
+	<node id="376">
+		<attribute name="Is Enabled" value="true" />
+		<attribute name="Name" value="LevelMap" />
+		<attribute name="Position" value="0 0 0" />
+		<attribute name="Rotation" value="1 0 0 0" />
+		<attribute name="Scale" value="1 1 1" />
+		<attribute name="Variables" />
+		<component type="TileMap2D" id="1994">
+			<attribute name="Tmx File" value="TmxFile2D;Levels/Level1.tmx" />
+		</component>
+		<component type="JSComponent" id="4611">
+			<attribute name="ComponentFile" value="JSComponentFile;Components/Level.js" />
+		</component>
+	</node>
+</scene>

+ 5 - 0
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+{
+	"version": 1,
+	"guid": "16c924b822aa34823a4497d26ed51dd7",
+	"SceneImporter": {}
+}

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+{
+	"version": 1,
+	"guid": "f97311913877dd397d032fe49457c9fe",
+	"FolderImporter": {}
+}

+ 3 - 0
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@@ -0,0 +1,3 @@
+// This script is the main entry point of the game
+
+Atomic.player.loadScene("Scenes/Scene.scene");

+ 7 - 0
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+{
+	"version": 1,
+	"guid": "84de56fd431abc89c7082fce962c08b2",
+	"JavascriptImporter": {
+		"IsComponentFile": false
+	}
+}

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+	"version": 1,
+	"guid": "21c41751fce350b4c7c3b1996b76ed99",
+	"FolderImporter": {}
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+	"guid": "a815d6a460b59a3042351ab44e67c49e",
+	"AudioImporter": {}
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+	"guid": "79ffe89a88f73b86d2311c3b9305e800",
+	"AudioImporter": {}
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+	"guid": "8eac84b868e3aa554358288035286aa7",
+	"AudioImporter": {}
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+	"guid": "ab467202b35528a71e95efbc97893dbd",
+	"AudioImporter": {}
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+ 5 - 0
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+	"version": 1,
+	"guid": "96c4244cb493e7707d7b4f7650c99300",
+	"AudioImporter": {}
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+	"version": 1,
+	"guid": "f39fd3b232aa0b40b69ca24da5867077",
+	"FolderImporter": {}
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+	"version": 1,
+	"guid": "e6a649e6b37e586ec11c1389b7c31e47",
+	"FolderImporter": {}
+}

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+<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+    <dict>
+        <key>frames</key>
+        <dict>
+            <key>Dead__000.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{2,2},{147,150}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{147,150}}</string>
+                <key>sourceSize</key>
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+            <dict>
+                <key>frame</key>
+                <string>{{151,2},{147,150}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{147,150}}</string>
+                <key>sourceSize</key>
+                <string>{147,150}</string>
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+            <key>Dead__002.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{300,2},{147,150}}</string>
+                <key>offset</key>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{147,150}}</string>
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+                <string>{147,150}</string>
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+            <key>Dead__003.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{449,2},{147,150}}</string>
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+                <false/>
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+                <string>{{0,0},{147,150}}</string>
+                <key>sourceSize</key>
+                <string>{147,150}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{598,2},{147,150}}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{147,150}}</string>
+                <key>sourceSize</key>
+                <string>{147,150}</string>
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+            <dict>
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+                <string>{{747,2},{147,150}}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{147,150}}</string>
+                <key>sourceSize</key>
+                <string>{147,150}</string>
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+            <key>Dead__006.png</key>
+            <dict>
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+                <false/>
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+            <dict>
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+                <key>sourceColorRect</key>
+                <string>{{0,0},{147,150}}</string>
+                <key>sourceSize</key>
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+            <dict>
+                <key>frame</key>
+                <string>{{449,154},{147,150}}</string>
+                <key>offset</key>
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+                <false/>
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+                <key>offset</key>
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+                <string>{{0,0},{80,122}}</string>
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+            <dict>
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+                <key>sourceColorRect</key>
+                <string>{{0,0},{80,122}}</string>
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+            <dict>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{80,122}}</string>
+                <key>sourceSize</key>
+                <string>{80,122}</string>
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+            <key>Idle__006.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{84,306},{80,122}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{80,122}}</string>
+                <key>sourceSize</key>
+                <string>{80,122}</string>
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+            <key>Idle__007.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{166,306},{80,122}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
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+                <string>{80,122}</string>
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+                <string>{{248,306},{80,122}}</string>
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+            <dict>
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+                <string>{{330,306},{80,122}}</string>
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+            <dict>
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+                <string>{{516,306},{102,134}}</string>
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+                <string>{0,0}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{620,306},{102,134}}</string>
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+                <string>{0,0}</string>
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+                <string>{{0,0},{102,134}}</string>
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+                <string>{102,134}</string>
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+            <dict>
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+                <string>{{724,306},{102,134}}</string>
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+                <string>{0,0}</string>
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+                <string>{{0,0},{102,134}}</string>
+                <key>sourceSize</key>
+                <string>{102,134}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{828,306},{102,134}}</string>
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+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{102,134}}</string>
+                <key>sourceSize</key>
+                <string>{102,134}</string>
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+            <dict>
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+                <string>{{2,442},{102,134}}</string>
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+                <false/>
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+                <key>sourceSize</key>
+                <string>{102,134}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{106,442},{102,134}}</string>
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+                <string>{0,0}</string>
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+                <string>{102,134}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{314,442},{102,134}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{102,134}}</string>
+                <key>sourceSize</key>
+                <string>{102,134}</string>
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+            <key>Jump__009.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{418,442},{102,134}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{102,134}}</string>
+                <key>sourceSize</key>
+                <string>{102,134}</string>
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+            <key>Run__000.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{522,442},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
+                <key>rotated</key>
+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Run__001.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{628,442},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
+                <key>rotated</key>
+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Run__002.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{734,442},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
+                <key>rotated</key>
+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Run__003.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{840,442},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
+                <key>rotated</key>
+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Run__004.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{2,578},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
+                <key>rotated</key>
+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Run__005.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{108,578},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Run__006.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{214,578},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
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+                <string>{104,127}</string>
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+            <dict>
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+                <string>{{0,0},{104,127}}</string>
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+                <string>{104,127}</string>
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+            <dict>
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+                <string>{{426,578},{104,127}}</string>
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+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Run__009.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{532,578},{104,127}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{104,127}}</string>
+                <key>sourceSize</key>
+                <string>{104,127}</string>
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+            <key>Slide__000.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{638,578},{99,97}}</string>
+                <key>offset</key>
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+                <key>sourceColorRect</key>
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+                <string>{99,97}</string>
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+            <key>Slide__001.png</key>
+            <dict>
+                <key>frame</key>
+                <string>{{739,578},{99,97}}</string>
+                <key>offset</key>
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+                <false/>
+                <key>sourceColorRect</key>
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+                <string>{{840,578},{99,97}}</string>
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+            <dict>
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+                <string>{{2,707},{99,97}}</string>
+                <key>offset</key>
+                <string>{0,0}</string>
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+                <string>{99,97}</string>
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+            <dict>
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+                <string>{{103,707},{99,97}}</string>
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+                <string>{0,0}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{99,97}}</string>
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+                <string>{99,97}</string>
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+                <string>{{204,707},{99,97}}</string>
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+            <dict>
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+                <string>{99,97}</string>
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+                <string>{{0,0},{99,97}}</string>
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+                <string>{99,97}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{507,707},{99,97}}</string>
+                <key>offset</key>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{99,97}}</string>
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+                <string>{99,97}</string>
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+            <dict>
+                <key>frame</key>
+                <string>{{608,707},{99,97}}</string>
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+                <false/>
+                <key>sourceColorRect</key>
+                <string>{{0,0},{99,97}}</string>
+                <key>sourceSize</key>
+                <string>{99,97}</string>
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+        <key>metadata</key>
+        <dict>
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+            <integer>2</integer>
+            <key>realTextureFileName</key>
+            <string>Hero.png</string>
+            <key>size</key>
+            <string>{1024,1024}</string>
+            <key>smartupdate</key>
+            <string>$TexturePacker:SmartUpdate:6b6e73b58a1e885fe67e45b7be872d42:7caf00b865dece39cdf63e34213716d6:39db81978b5d821c653ed2e674af469f$</string>
+            <key>textureFileName</key>
+            <string>Hero.png</string>
+        </dict>
+    </dict>
+</plist>

BIN
PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.png


+ 5 - 0
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+	"guid": "657e92c2a2318e493d808d76c31118ca",
+	"TextureImporter": {}
+}

+ 244 - 0
PhysicsPlatformerNew/Resources/Sprites/Hero/Hero.scml

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+<?xml version="1.0" encoding="UTF-8"?>
+<spriter_data scml_version="1.0" generator="BrashMonkey Spriter" generator_version="r2">
+    <folder id="0" name="Frames">
+        <file id="0" name="Idle__009.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="1" name="Idle__000.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="2" name="Idle__001.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="3" name="Idle__002.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="4" name="Idle__003.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="5" name="Idle__004.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="6" name="Idle__005.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="7" name="Idle__006.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="8" name="Idle__007.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="9" name="Idle__008.png" width="319" height="486" pivot_x="0" pivot_y="1"/>
+        <file id="10" name="Run__009.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="11" name="Run__000.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="12" name="Run__001.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="13" name="Run__002.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="14" name="Run__003.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="15" name="Run__004.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="16" name="Run__005.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="17" name="Run__006.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="18" name="Run__007.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="19" name="Run__008.png" width="415" height="507" pivot_x="0" pivot_y="1"/>
+        <file id="20" name="Jump__005.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="21" name="Jump__000.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="22" name="Jump__001.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="23" name="Jump__002.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="24" name="Jump__003.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="25" name="Jump__004.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="26" name="Jump__006.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="27" name="Jump__007.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="28" name="Jump__008.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+        <file id="29" name="Jump__009.png" width="407" height="536" pivot_x="0" pivot_y="1"/>
+    </folder>
+    <entity id="0" name="Hero">
+        <animation id="0" name="Run" length="750" interval="100">
+            <mainline>
+                <key id="0">
+                    <object_ref id="0" timeline="0" key="0" z_index="0"/>
+                </key>
+                <key id="1" time="75">
+                    <object_ref id="0" timeline="0" key="1" z_index="0"/>
+                </key>
+                <key id="2" time="150">
+                    <object_ref id="0" timeline="0" key="2" z_index="0"/>
+                </key>
+                <key id="3" time="225">
+                    <object_ref id="0" timeline="0" key="3" z_index="0"/>
+                </key>
+                <key id="4" time="300">
+                    <object_ref id="0" timeline="0" key="4" z_index="0"/>
+                </key>
+                <key id="5" time="375">
+                    <object_ref id="0" timeline="0" key="5" z_index="0"/>
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+                <key id="6" time="445">
+                    <object_ref id="0" timeline="0" key="5" z_index="0"/>
+                </key>
+                <key id="7" time="450">
+                    <object_ref id="0" timeline="0" key="6" z_index="0"/>
+                </key>
+                <key id="8" time="525">
+                    <object_ref id="0" timeline="0" key="7" z_index="0"/>
+                </key>
+                <key id="9" time="600">
+                    <object_ref id="0" timeline="0" key="8" z_index="0"/>
+                </key>
+                <key id="10" time="675">
+                    <object_ref id="0" timeline="0" key="9" z_index="0"/>
+                </key>
+            </mainline>
+            <timeline id="0" name="Run__000">
+                <key id="0" spin="0">
+                    <object folder="0" file="11" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="1" time="75" spin="0">
+                    <object folder="0" file="12" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="2" time="150" spin="0">
+                    <object folder="0" file="13" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="3" time="225" spin="0">
+                    <object folder="0" file="14" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="4" time="300" spin="0">
+                    <object folder="0" file="15" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="5" time="375" spin="0">
+                    <object folder="0" file="16" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="6" time="450" spin="0">
+                    <object folder="0" file="17" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="7" time="525" spin="0">
+                    <object folder="0" file="18" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="8" time="600" spin="0">
+                    <object folder="0" file="19" x="-41.75" y="76.75" angle="0"/>
+                </key>
+                <key id="9" time="675" spin="0">
+                    <object folder="0" file="10" x="-41.75" y="76.75" angle="0"/>
+                </key>
+            </timeline>
+        </animation>
+        <animation id="1" name="Jump" length="250" interval="100" looping="false">
+            <mainline>
+                <key id="0">
+                    <object_ref id="0" timeline="0" key="0" z_index="0"/>
+                </key>
+                <key id="1" time="41">
+                    <object_ref id="0" timeline="0" key="1" z_index="0"/>
+                </key>
+                <key id="2" time="83">
+                    <object_ref id="0" timeline="0" key="2" z_index="0"/>
+                </key>
+                <key id="3" time="125">
+                    <object_ref id="0" timeline="0" key="3" z_index="0"/>
+                </key>
+                <key id="4" time="166">
+                    <object_ref id="0" timeline="0" key="4" z_index="0"/>
+                </key>
+                <key id="5" time="208">
+                    <object_ref id="0" timeline="0" key="5" z_index="0"/>
+                </key>
+            </mainline>
+            <timeline id="0" name="Jump__000">
+                <key id="0" spin="0">
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