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51 mengubah file dengan 6326 tambahan dan 48 penghapusan
  1. 3155 0
      build/escher.js
  2. 0 0
      build/escher.min.js
  3. 3123 0
      build/escher.module.js
  4. 1 1
      docs/BezierCurve.html
  5. 1 1
      docs/Box.html
  6. 1 1
      docs/Box2.html
  7. 1 1
      docs/BoxMask.html
  8. 1 1
      docs/Circle.html
  9. 1 1
      docs/DOM.html
  10. 1 1
      docs/EventManager.html
  11. 1 1
      docs/EventManager.js.html
  12. 1 1
      docs/Graph.html
  13. 1 1
      docs/Helpers.html
  14. 1 1
      docs/Image.html
  15. 1 1
      docs/Key.html
  16. 1 1
      docs/Line.html
  17. 1 1
      docs/Mask.html
  18. 1 1
      docs/Matrix.html
  19. 1 1
      docs/Object2D.html
  20. 1 1
      docs/Object2D.js.html
  21. 1 1
      docs/Pattern.html
  22. 1 1
      docs/Pointer.html
  23. 1 1
      docs/Renderer.html
  24. 1 1
      docs/Renderer.js.html
  25. 1 1
      docs/Text.html
  26. 1 1
      docs/UUID.html
  27. 1 1
      docs/Vector2.html
  28. 1 1
      docs/Viewport.html
  29. 1 1
      docs/Viewport.js.html
  30. 1 1
      docs/ViewportControls.html
  31. 1 1
      docs/controls_ViewportControls.js.html
  32. 1 1
      docs/index.html
  33. 1 1
      docs/input_Key.js.html
  34. 1 1
      docs/input_Pointer.js.html
  35. 1 1
      docs/math_Box2.js.html
  36. 1 1
      docs/math_Matrix.js.html
  37. 1 1
      docs/math_UUID.js.html
  38. 1 1
      docs/math_Vector2.js.html
  39. 1 1
      docs/objects_BezierCurve.js.html
  40. 1 1
      docs/objects_Box.js.html
  41. 1 1
      docs/objects_Circle.js.html
  42. 1 1
      docs/objects_DOM.js.html
  43. 1 1
      docs/objects_Graph.js.html
  44. 1 1
      docs/objects_Image.js.html
  45. 1 1
      docs/objects_Line.js.html
  46. 1 1
      docs/objects_Pattern.js.html
  47. 1 1
      docs/objects_Text.js.html
  48. 1 1
      docs/objects_mask_BoxMask.js.html
  49. 1 1
      docs/objects_mask_Mask.js.html
  50. 1 1
      docs/utils_Helpers.js.html
  51. 1 1
      package.json

+ 3155 - 0
build/escher.js

@@ -0,0 +1,3155 @@
+(function (global, factory) {
+	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
+	typeof define === 'function' && define.amd ? define(['exports'], factory) :
+	(global = global || self, factory(global.Escher = {}));
+}(this, function (exports) { 'use strict';
+
+	/**
+	 * EventManager is used to manager DOM events creationg and destruction in a single function call.
+	 *
+	 * It is used by objects to make it easier to add and remove events from global DOM objects.
+	 *
+	 * @class
+	 */
+	function EventManager()
+	{
+		/**
+		 * Stores all events in the manager, their target and callback.
+		 * 
+		 * Format [target, event, callback, active]
+		 * 
+		 * @type {Array}
+		 */
+		this.events = [];
+	}
+
+	/**
+	 * Add new event to the manager.
+	 *
+	 * @param {DOM} target Event target element.
+	 * @param {String} event Event name.
+	 * @param {Function} callback Callback function.
+	 */
+	EventManager.prototype.add = function(target, event, callback)
+	{
+		this.events.push([target, event, callback, false]);
+	};
+
+	/**
+	 * Destroys this manager and remove all events.
+	 */
+	EventManager.prototype.clear = function()
+	{
+		this.destroy();
+		this.events = [];
+	};
+
+	/**
+	 * Creates all events in this manager.
+	 */
+	EventManager.prototype.create = function()
+	{
+		for(var i = 0; i < this.events.length; i++)
+		{
+			var event = this.events[i];
+			event[0].addEventListener(event[1], event[2]);
+			event[3] = true;
+		}
+	};
+
+	/**
+	 * Removes all events in this manager.
+	 */
+	EventManager.prototype.destroy = function()
+	{
+		for(var i = 0; i < this.events.length; i++)
+		{
+			var event = this.events[i];
+			event[0].removeEventListener(event[1], event[2]);
+			event[3] = false;
+		}
+	};
+
+	/** 
+	 * Class representing a 2D vector. A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to represent points in space, directions, etc.
+	 *
+	 * @class
+	 * @param {number} x
+	 * @param {number} y
+	 */
+	function Vector2(x, y)
+	{
+		this.x = x || 0;
+		this.y = y || 0;
+	}
+
+	/**
+	 * Set vector x and y values.
+	 *
+	 * @param {number} x
+	 * @param {number} y
+	 */
+	Vector2.prototype.set = function(x, y)
+	{
+		this.x = x;
+		this.y = y;
+	};
+
+	/**
+	 * Set a scalar value into the x and y values.
+	 */
+	Vector2.prototype.setScalar = function(scalar)
+	{
+		this.x = scalar;
+		this.y = scalar;
+	};
+
+	/**
+	 * Create a clone of this vector object.
+	 */
+	Vector2.prototype.clone = function()
+	{
+		return new Vector2(this.x, this.y);
+	};
+
+	/**
+	 * Copy the content of another vector into this one.
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.copy = function(v)
+	{
+		this.x = v.x;
+		this.y = v.y;
+	};
+
+	/**
+	 * Add the content of another vector to this one.
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.add = function(v)
+	{
+		this.x += v.x;
+		this.y += v.y;
+	};
+
+	/**
+	 * Add a scalar value to booth vector components.
+	 *
+	 * @param {number} s
+	 */
+	Vector2.prototype.addScalar = function(s)
+	{
+		this.x += s;
+		this.y += s;
+	};
+
+	/** 
+	 * Add two vectors and store the result in this vector.
+	 *
+	 * @param {Vector2} a
+	 * @param {Vector2} b
+	 */
+	Vector2.prototype.addVectors = function(a, b)
+	{
+		this.x = a.x + b.x;
+		this.y = a.y + b.y;
+	};
+
+	/**
+	 * Scale a vector components and add the result to this vector.
+	 *
+	 * @param {Vector2} v
+	 * @param {number} s
+	 */
+	Vector2.prototype.addScaledVector = function(v, s)
+	{
+		this.x += v.x * s;
+		this.y += v.y * s;
+	};
+
+	/**
+	 * Subtract the content of another vector to this one.
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.sub = function(v)
+	{
+		this.x -= v.x;
+		this.y -= v.y;
+	};
+
+	/**
+	 * Subtract a scalar value to booth vector components.
+	 *
+	 * @param {number} s
+	 */
+	Vector2.prototype.subScalar = function(s)
+	{
+		this.x -= s;
+		this.y -= s;
+	};
+
+	/** 
+	 * Subtract two vectors and store the result in this vector.
+	 *
+	 * @param {Vector2} a
+	 * @param {Vector2} b
+	 */
+	Vector2.prototype.subVectors = function(a, b)
+	{
+		this.x = a.x - b.x;
+		this.y = a.y - b.y;
+	};
+
+	/**
+	 * Multiply the content of another vector to this one.
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.multiply = function(v)
+	{
+		this.x *= v.x;
+		this.y *= v.y;
+	};
+
+	/**
+	 * Multiply a scalar value by booth vector components.
+	 *
+	 * @param {number} s
+	 */
+	Vector2.prototype.multiplyScalar = function(scalar)
+	{
+		this.x *= scalar;
+		this.y *= scalar;
+	};
+
+
+	/**
+	 * Divide the content of another vector from this one.
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.divide = function(v)
+	{
+		this.x /= v.x;
+		this.y /= v.y;
+	};
+
+	/**
+	 * Divide a scalar value by booth vector components.
+	 *
+	 * @param {number} s
+	 */
+	Vector2.prototype.divideScalar = function(scalar)
+	{
+		return this.multiplyScalar(1 / scalar);
+	};
+
+	/**
+	 * Set the minimum of x and y coordinates between two vectors.
+	 *
+	 * X is set as the min between this vector and the other vector. 
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.min = function(v)
+	{
+		this.x = Math.min(this.x, v.x);
+		this.y = Math.min(this.y, v.y);
+	};
+
+	/**
+	 * Set the maximum of x and y coordinates between two vectors.
+	 *
+	 * X is set as the max between this vector and the other vector. 
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.max = function(v)
+	{
+		this.x = Math.max(this.x, v.x);
+		this.y = Math.max(this.y, v.y);
+	};
+
+	Vector2.prototype.clamp = function(min, max)
+	{
+		// assumes min < max, componentwise
+		this.x = Math.max(min.x, Math.min(max.x, this.x));
+		this.y = Math.max(min.y, Math.min(max.y, this.y));
+	};
+
+	Vector2.prototype.clampScalar = function(minVal, maxVal)
+	{
+		this.x = Math.max(minVal, Math.min(maxVal, this.x));
+		this.y = Math.max(minVal, Math.min(maxVal, this.y));
+	};
+
+	Vector2.prototype.clampLength = function(min, max)
+	{
+		var length = this.length();
+
+		return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
+	};
+
+	/**
+	 * Round the vector coordinates to integer by flooring to the smaller integer.
+	 */ 
+	Vector2.prototype.floor = function()
+	{
+		this.x = Math.floor(this.x);
+		this.y = Math.floor(this.y);
+	};
+
+	/**
+	 * Round the vector coordinates to integer by ceiling to the bigger integer.
+	 */ 
+	Vector2.prototype.ceil = function()
+	{
+		this.x = Math.ceil(this.x);
+		this.y = Math.ceil(this.y);
+	};
+
+	/**
+	 * Round the vector coordinates to their closest integer.
+	 */
+	Vector2.prototype.round = function()
+	{
+		this.x = Math.round(this.x);
+		this.y = Math.round(this.y);
+	};
+
+	/**
+	 * Negate the coordinates of this vector.
+	 */
+	Vector2.prototype.negate = function()
+	{
+		this.x = -this.x;
+		this.y = -this.y;
+
+		return this;
+	};
+
+	/**
+	 * Dot multiplication between this vector and another vector.
+	 *
+	 * @param {Vector2} vector
+	 * @return {number} Result of the dot multiplication.
+	 */
+	Vector2.prototype.dot = function(v)
+	{
+		return this.x * v.x + this.y * v.y;
+	};
+
+	/**
+	 * Cross multiplication between this vector and another vector.
+	 *
+	 * @param {Vector2} vector
+	 * @return {number} Result of the cross multiplication.
+	 */
+	Vector2.prototype.cross = function(v)
+	{
+		return this.x * v.y - this.y * v.x;
+	};
+
+	/**
+	 * Squared length of the vector.
+	 *
+	 * Faster for comparions.
+	 */
+	Vector2.prototype.lengthSq = function()
+	{
+		return this.x * this.x + this.y * this.y;
+	};
+
+	/**
+	 * Length of the vector.
+	 */
+	Vector2.prototype.length = function()
+	{
+		return Math.sqrt(this.x * this.x + this.y * this.y);
+	};
+
+	/**
+	 * Manhattan length of the vector.
+	 */
+	Vector2.prototype.manhattanLength = function()
+	{
+		return Math.abs(this.x) + Math.abs(this.y);
+	};
+
+	/**
+	 * Normalize the vector (make it length one).
+	 */
+	Vector2.prototype.normalize = function()
+	{
+		return this.divideScalar(this.length() || 1);
+	};
+
+	/**
+	 * Computes the angle in radians with respect to the positive x-axis
+	 */
+	Vector2.prototype.angle = function()
+	{
+		var angle = Math.atan2(this.y, this.x);
+
+		if(angle < 0)
+		{
+			angle += 2 * Math.PI;
+		}
+		
+		return angle;
+	};
+
+	/**
+	 * Distance between two vector positions.
+	 */
+	Vector2.prototype.distanceTo = function(v)
+	{
+		return Math.sqrt(this.distanceToSquared(v));
+	};
+
+	/**
+	 * Distance between two vector positions squared.
+	 *
+	 * Faster for comparisons.
+	 */
+	Vector2.prototype.distanceToSquared = function(v)
+	{
+		var dx = this.x - v.x;
+		var dy = this.y - v.y;
+
+		return dx * dx + dy * dy;
+	};
+
+	/**
+	 * Manhattan distance between two vector positions.
+	 */
+	Vector2.prototype.manhattanDistanceTo = function(v)
+	{
+		return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
+	};
+
+	/**
+	 * Scale the vector to have a defined length value.
+	 */
+	Vector2.prototype.setLength = function(length)
+	{
+		return this.normalize().multiplyScalar(length);
+	};
+
+	Vector2.prototype.lerp = function(v, alpha)
+	{
+		this.x += (v.x - this.x) * alpha;
+		this.y += (v.y - this.y) * alpha;
+	};
+
+	Vector2.prototype.lerpVectors = function(v1, v2, alpha)
+	{
+		return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
+	};
+
+	/**
+	 * Check if two vectors are equal.
+	 *
+	 * @param {Vector2} v
+	 */
+	Vector2.prototype.equals = function(v)
+	{
+		return ((v.x === this.x) && (v.y === this.y));
+	};
+
+	/**
+	 * Set vector value from array with a offset.
+	 *
+	 * @param {array} array
+	 * @param {number} [offset]
+	 */
+	Vector2.prototype.fromArray = function(array, offset)
+	{
+		if(offset === undefined) offset = 0;
+
+		this.x = array[offset];
+		this.y = array[offset + 1];
+	};
+
+	/**
+	 * Convert this vector to an array.
+	 *
+	 * @param {array} array
+	 * @param {number} [offset]
+	 */
+	Vector2.prototype.toArray = function(array, offset)
+	{
+		if(array === undefined) array = [];
+		if(offset === undefined) offset = 0;
+
+		array[offset] = this.x;
+		array[offset + 1] = this.y;
+
+		return array;
+	};
+
+	/**
+	 * Rotate the vector around a central point.
+	 *
+	 * @param {Vector2} center
+	 * @param {number} angle
+	 */
+	Vector2.prototype.rotateAround = function(center, angle)
+	{
+		var c = Math.cos(angle);
+		var s = Math.sin(angle);
+
+		var x = this.x - center.x;
+		var y = this.y - center.y;
+
+		this.x = x * c - y * s + center.x;
+		this.y = x * s + y * c + center.y;
+	};
+
+	/**
+	 * 2D 3x2 transformation matrix, applied to the canvas elements.
+	 *
+	 * The values of the matrix are stored in a numeric array.
+	 *
+	 * @class
+	 * @param {array} [values]
+	 */
+	function Matrix(values)
+	{
+		if(values !== undefined)
+		{
+			this.m = values;
+		}
+		else
+		{
+			this.identity();
+		}
+	}
+
+	/**
+	 * Copy the content of another matrix and store in this one.
+	 */
+	Matrix.prototype.copy = function(mat)
+	{
+		this.m = mat.m.slice(0);
+	};
+
+	/**
+	 * Create a new matrix object with a copy of the content of this one.
+	 */
+	Matrix.prototype.clone = function()
+	{
+		return new Matrix(this.m.slice(0))
+	};
+
+	/**
+	 * Reset this matrix to indentity.
+	 */
+	Matrix.prototype.identity = function()
+	{
+		this.m = [1, 0, 0, 1, 0, 0];
+	};
+
+	/**
+	 * Multiply another matrix by this one and store the result.
+	 *
+	 * @param mat Matrix array.
+	 */
+	Matrix.prototype.multiply = function(mat)
+	{
+		var m0 = this.m[0] * mat.m[0] + this.m[2] * mat.m[1];
+		var m1 = this.m[1] * mat.m[0] + this.m[3] * mat.m[1];
+		var m2 = this.m[0] * mat.m[2] + this.m[2] * mat.m[3];
+		var m3 = this.m[1] * mat.m[2] + this.m[3] * mat.m[3];
+		var m4 = this.m[0] * mat.m[4] + this.m[2] * mat.m[5] + this.m[4];
+		var m5 = this.m[1] * mat.m[4] + this.m[3] * mat.m[5] + this.m[5];
+		
+		this.m = [m0, m1, m2, m3, m4, m5];
+	};
+
+	/**
+	 * Premultiply another matrix by this one and store the result.
+	 *
+	 * @param mat Matrix array to multiply.
+	 */
+	Matrix.prototype.premultiply = function(mat)
+	{
+		var m0 = mat.m[0] * this.m[0] + mat.m[2] * this.m[1];
+		var m1 = mat.m[1] * this.m[0] + mat.m[3] * this.m[1];
+		var m2 = mat.m[0] * this.m[2] + mat.m[2] * this.m[3];
+		var m3 = mat.m[1] * this.m[2] + mat.m[3] * this.m[3];
+		var m4 = mat.m[0] * this.m[4] + mat.m[2] * this.m[5] + mat.m[4];
+		var m5 = mat.m[1] * this.m[4] + mat.m[3] * this.m[5] + mat.m[5];
+		
+		this.m = [m0, m1, m2, m3, m4, m5];
+	};
+
+	/**
+	 * Compose this transformation matrix with position scale and rotation and origin point.
+	 */
+	Matrix.prototype.compose = function(px, py, sx, sy, ox, oy, a)
+	{
+		this.m = [1, 0, 0, 1, px, py];
+
+		if(a !== 0)
+		{		
+			var c = Math.cos(a);
+			var s = Math.sin(a);
+			this.multiply(new Matrix([c, s, -s, c, 0, 0]));
+		}
+
+		if(ox !== 0 || oy !== 0)
+		{	
+			this.multiply(new Matrix([1, 0, 0, 1, -ox, -oy]));
+		}
+
+		if(sx !== 1 || sy !== 1)
+		{
+			this.scale(sx, sy);
+		}
+	};
+
+	/**
+	 * Apply translation to this matrix.
+	 */
+	Matrix.prototype.translate = function(x, y)
+	{
+		this.m[4] += this.m[0] * x + this.m[2] * y;
+		this.m[5] += this.m[1] * x + this.m[3] * y;
+	};
+
+	/**
+	 * Apply rotation to this matrix.
+	 *
+	 * @param angle Angle in radians.
+	 */
+	Matrix.prototype.rotate = function(rad)
+	{
+		var c = Math.cos(rad);
+		var s = Math.sin(rad);
+
+		var m11 = this.m[0] * c + this.m[2] * s;
+		var m12 = this.m[1] * c + this.m[3] * s;
+		var m21 = this.m[0] * -s + this.m[2] * c;
+		var m22 = this.m[1] * -s + this.m[3] * c;
+
+		this.m[0] = m11;
+		this.m[1] = m12;
+		this.m[2] = m21;
+		this.m[3] = m22;
+	};
+
+	/**
+	 * Apply scale to this matrix.
+	 */
+	Matrix.prototype.scale = function(sx, sy)
+	{
+		this.m[0] *= sx;
+		this.m[1] *= sx;
+		this.m[2] *= sy;
+		this.m[3] *= sy;
+	};
+
+	/**
+	 * Set the position of the transformation matrix.
+	 */
+	Matrix.prototype.setPosition = function(x, y)
+	{
+		this.m[4] = x;
+		this.m[5] = y;
+	};
+
+	/**
+	 * Get the scale from the transformation matrix.
+	 */
+	Matrix.prototype.getScale = function()
+	{
+		return new Vector2(this.m[0], this.m[3]);
+	};
+
+	/**
+	 * Get the position from the transformation matrix.
+	 */
+	Matrix.prototype.getPosition = function()
+	{
+		return new Vector2(this.m[4], this.m[5]);
+	};
+
+	/**
+	 * Apply skew to this matrix.
+	 */
+	Matrix.prototype.skew = function(radianX, radianY)
+	{
+		this.multiply(new Matrix([1, Math.tan(radianY), Math.tan(radianX), 1, 0, 0]));
+	};
+
+	/**
+	 * Get the matrix determinant.
+	 */
+	Matrix.prototype.determinant = function()
+	{
+		return 1 / (this.m[0] * this.m[3] - this.m[1] * this.m[2]);
+	};
+
+	/**
+	 * Get the inverse matrix.
+	 */
+	Matrix.prototype.getInverse = function()
+	{
+		var d = this.determinant();
+
+		return new Matrix([this.m[3] * d, -this.m[1] * d, -this.m[2] * d, this.m[0] * d, d * (this.m[2] * this.m[5] - this.m[3] * this.m[4]), d * (this.m[1] * this.m[4] - this.m[0] * this.m[5])]);
+	};
+
+	/**
+	 * Transform a point using this matrix.
+	 */
+	Matrix.prototype.transformPoint = function(p)
+	{
+		var px = p.x * this.m[0] + p.y * this.m[2] + this.m[4];
+		var py = p.x * this.m[1] + p.y * this.m[3] + this.m[5];
+
+		return new Vector2(px, py);
+	};
+
+	/**
+	 * Set a canvas context to use this transformation.
+	 */
+	Matrix.prototype.setContextTransform = function(context)
+	{
+		context.setTransform(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5]);
+	};
+
+	/**
+	 * Transform on top of the current context transformation.
+	 */
+	Matrix.prototype.tranformContext = function(context)
+	{
+		context.transform(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5]);
+	};
+
+	Matrix.prototype.cssTransform = function()
+	{
+		return "matrix(" + this.m[0] + "," + this.m[1] + "," + this.m[2] + "," + this.m[3] + "," + this.m[4] + "," + this.m[5] + ")";
+	};
+
+	/**
+	 * Class to implement UUID generation methods.
+	 *
+	 * @class
+	 */
+	function UUID(){}
+
+	/**
+	 * Generate new random UUID v4 as string.
+	 *
+	 * http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
+	 *
+	 * @static
+	 */
+	UUID.generate = (function ()
+	{
+		var lut = [];
+
+		for(var i = 0; i < 256; i++)
+		{
+			lut[i] = (i < 16 ? "0" : "") + (i).toString(16);
+		}
+
+		return function generateUUID()
+		{
+			var d0 = Math.random() * 0XFFFFFFFF | 0;
+			var d1 = Math.random() * 0XFFFFFFFF | 0;
+			var d2 = Math.random() * 0XFFFFFFFF | 0;
+			var d3 = Math.random() * 0XFFFFFFFF | 0;
+
+			var uuid = lut[d0 & 0xff] + lut[d0 >> 8 & 0xff] + lut[d0 >> 16 & 0xff] + lut[d0 >> 24 & 0xff] + "-" +
+				lut[d1 & 0xff] + lut[d1 >> 8 & 0xff] + "-" + lut[d1 >> 16 & 0x0f | 0x40] + lut[d1 >> 24 & 0xff] + "-" +
+				lut[d2 & 0x3f | 0x80] + lut[d2 >> 8 & 0xff] + "-" + lut[d2 >> 16 & 0xff] + lut[d2 >> 24 & 0xff] +
+				lut[d3 & 0xff] + lut[d3 >> 8 & 0xff] + lut[d3 >> 16 & 0xff] + lut[d3 >> 24 & 0xff];
+
+			return uuid.toUpperCase();
+		};
+	})();
+
+	/**
+	 * Base 2D object class, implements all the object positioning and scalling features.
+	 *
+	 * @class
+	 */
+	function Object2D()
+	{	
+		/**
+		 * UUID of the object.
+		 */
+		this.uuid = UUID.generate(); 
+
+		/**
+		 * List of children objects attached to the object.
+		 */
+		this.children = [];
+
+		/**
+		 * Parent object, the object position is affected by its parent position.
+		 */
+		this.parent = null;
+
+		/**
+		 * Depth level in the object tree, objects with higher depth are drawn on top.
+		 *
+		 * The layer value is considered first. 
+		 */
+		this.level = 0;
+
+		/**
+		 * Position of the object.
+		 */
+		this.position = new Vector2(0, 0);
+
+		/**
+		 * Origin of the object used as point of rotation.
+		 */
+		this.origin = new Vector2(0, 0);
+
+		/**
+		 * Scale of the object.
+		 */
+		this.scale = new Vector2(1, 1);
+
+		/**
+		 * Rotation of the object relative to its center.
+		 */
+		this.rotation = 0.0;
+
+		/**
+		 * Indicates if the object is visible.
+		 */
+		this.visible = true;
+
+		/**
+		 * Layer of this object, objects are sorted by layer value.
+		 *
+		 * Lower layer value is draw first.
+		 */
+		this.layer = 0;
+
+		/**
+		 * Local transformation matrix applied to the object. 
+		 */
+		this.matrix = new Matrix();
+
+		/**
+		 * Global transformation matrix multiplied by the parent matrix.
+		 *
+		 * Used to transform the object before projecting into screen coordinates.
+		 */
+		this.globalMatrix = new Matrix();
+
+		/**
+		 * Inverse of the global matrix.
+		 *
+		 * Used to convert pointer input points into object coordinates.
+		 */
+		this.inverseGlobalMatrix = new Matrix();
+
+		/**
+		 * Masks being applied to this object.
+		 *
+		 * Multiple masks can be used simultaneously.
+		 */
+		this.masks = [];
+
+		/**
+		 * If true the matrix is updated before rendering the object.
+		 */
+		this.matrixNeedsUpdate = true;
+
+		/**
+		 * Indicates if its possible to drag the object around.
+		 *
+		 * If true the onPointerDrag callback is used to update the state of the object.
+		 */
+		this.draggable = false;
+
+		/**
+		 * Indicates if this object uses pointer events.
+		 *
+		 * Can be set false to skip the pointer interaction events.
+		 */
+		this.pointerEvents = true;
+
+		/**
+		 * Flag to indicate wheter this objet ignores the viewport transformation.
+		 */
+		this.ignoreViewport = false;
+
+		/**
+		 * Flag to indicate if the context of canvas should be saved before render.
+		 */
+		this.saveContextState = true;
+
+		/**
+		 * Flag to indicate if the context of canvas should be restored after render.
+		 */
+		this.restoreContextState = true;
+
+		/**
+		 * Flag indicating if the pointer is inside of the element.
+		 *
+		 * Used to control object event.
+		 */
+		this.pointerInside = false;
+
+		/**
+		 * Flag to indicate if the object is currently being dragged.
+		 */
+		this.beingDragged = false;
+	}
+
+	/**
+	 * Traverse the object tree and run a function for all objects.
+	 *
+	 * @param callback Callback function that receives the object as parameter.
+	 */
+	Object2D.prototype.traverse = function(callback)
+	{
+		callback(this);
+
+		var children = this.children;
+
+		for(var i = 0; i < children.length; i++)
+		{
+			children[i].traverse(callback);
+		}
+	};
+
+	/**
+	 * Attach a children to the object.
+	 *
+	 * @param object Object to attach to this object.
+	 */ 
+	Object2D.prototype.add = function(object)
+	{
+		object.parent = this;
+		object.level = this.level + 1;
+
+		object.traverse(function(child)
+		{
+			if(child.onAdd !== null)
+			{
+				child.onAdd(this);
+			}
+		});
+
+		this.children.push(object);
+	};
+
+	/**
+	 * Remove object from the children list.
+	 *
+	 * @param object Object to be removed.
+	 */
+	Object2D.prototype.remove = function(object)
+	{
+		var index = this.children.indexOf(object);
+		
+		if(index !== -1)
+		{
+			var object = this.children[index];
+			object.parent = null;
+			object.level = 0;
+
+			object.traverse(function(child)
+			{
+				if(child.onRemove !== null)
+				{
+					child.onRemove(this);
+				}
+			});
+
+			this.children.splice(index, 1);
+		}
+	};
+
+	/**
+	 * Check if a point is inside of the object.
+	 */
+	Object2D.prototype.isInside = function(point)
+	{
+		return false;
+	};
+
+	/**
+	 * Update the transformation matrix of the object.
+	 */
+	Object2D.prototype.updateMatrix = function(context)
+	{
+		if(this.matrixNeedsUpdate)
+		{
+			this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
+			this.globalMatrix.copy(this.matrix);
+
+			if(this.parent !== null)
+			{	
+				this.globalMatrix.premultiply(this.parent.globalMatrix);
+			}
+
+			this.inverseGlobalMatrix = this.globalMatrix.getInverse();
+			//this.matrixNeedsUpdate = false;
+		}
+	};
+
+	/**
+	 * Apply the transform to the rendering context.
+	 *
+	 * It is assumed that the viewport transform is pre-applied to the context.
+	 *
+	 * Can also be used for pre rendering logic.
+	 *
+	 * @param {CanvasContext} context Canvas 2d drawing context.
+	 * @param {Viewport} viewport Viewport applied to the canvas.
+	 */
+	Object2D.prototype.transform = function(context, viewport)
+	{
+		this.globalMatrix.tranformContext(context);
+	};
+
+	/**
+	 * Draw the object into the canvas.
+	 *
+	 * Has to be implemented by underlying classes.
+	 *
+	 * @param {CanvasContext} context Canvas 2d drawing context.
+	 * @param {Viewport} viewport Viewport applied to the canvas.
+	 * @param {DOM} canvas DOM canvas element where the content is being drawn.
+	 */
+	Object2D.prototype.draw = function(context, viewport, canvas){};
+
+	/**
+	 * Callback method while the object is being dragged across the screen.
+	 *
+	 * By default is adds the delta value to the object position (making it follow the mouse movement).
+	 *
+	 * Delta is the movement of the pointer already translated into local object coordinates.
+	 *
+	 * Receives (pointer, viewport, delta) as arguments.
+	 */
+	Object2D.prototype.onPointerDrag = function(pointer, viewport, delta)
+	{
+		this.position.add(delta);
+	};
+
+	/**
+	 * Method called when the object its added to a parent.
+	 *
+	 * Receives (parent) as arguments.
+	 */
+	Object2D.prototype.onAdd = null;
+
+	/**
+	 * Method called when the object gets removed from its parent
+	 *
+	 * Receives (parent) as arguments.
+	 */
+	Object2D.prototype.onRemove = null;
+
+	/**
+	 * Callback method called every time before the object is draw into the canvas.
+	 *
+	 * Can be used to run preparation code, move the object, etc.
+	 */
+	Object2D.prototype.onUpdate = null;
+
+	/**
+	 * Callback method called when the pointer enters the object.
+	 *
+	 * Receives (pointer, viewport) as arguments.
+	 */
+	Object2D.prototype.onPointerEnter = null;
+
+	/**
+	 * Callback method called when the was inside of the object and leaves the object.
+	 *
+	 * Receives (pointer, viewport) as arguments.
+	 */
+	Object2D.prototype.onPointerLeave = null;
+
+	/**
+	 * Callback method while the pointer is over (inside) of the object.
+	 *
+	 * Receives (pointer, viewport) as arguments.
+	 */
+	Object2D.prototype.onPointerOver = null;
+
+	/**
+	 * Callback method called while the pointer button is pressed.
+	 *
+	 * Receives (pointer, viewport) as arguments.
+	 */
+	Object2D.prototype.onButtonPressed = null;
+
+	/**
+	 * Callback method called when the pointer button is pressed down (single time).
+	 *
+	 * Receives (pointer, viewport) as arguments.
+	 */
+	Object2D.prototype.onButtonDown = null;
+
+	/**
+	 * Callback method called when the pointer button is released (single time).
+	 *
+	 * Receives (pointer, viewport) as arguments.
+	 */
+	Object2D.prototype.onButtonUp = null;
+
+	/**
+	 * Key is used by Keyboard, Pointer, etc, to represent a key state.
+	 *
+	 * @class
+	*/
+	function Key()
+	{
+		/**
+		 * Indicates if this key is currently pressed.
+		 */
+		this.pressed = false;
+
+		/**
+		 * Indicates if this key was just pressed.
+		 */
+		this.justPressed = false;
+		
+		/**
+		 * Indicates if this key was just released.
+		 */
+		this.justReleased = false;
+	}
+
+
+	Key.DOWN = -1;
+	Key.UP = 1;
+	Key.RESET = 0;
+
+	Key.prototype.constructor = Key;
+
+	/**
+	 * Update Key status based on new key state.
+	 */
+	Key.prototype.update = function(action)
+	{
+		this.justPressed = false;
+		this.justReleased = false;
+
+		if(action === Key.DOWN)
+		{
+			if(this.pressed === false)
+			{
+				this.justPressed = true;
+			}
+			this.pressed = true;
+		}
+		else if(action === Key.UP)
+		{
+			if(this.pressed)
+			{
+				this.justReleased = true;
+			}
+			this.pressed = false;
+		}
+		else if(action === Key.RESET)
+		{
+			this.justReleased = false;
+			this.justPressed = false;
+		}
+	};
+
+	/**
+	 * Set this key attributes manually.
+	 */
+	Key.prototype.set = function(justPressed, pressed, justReleased)
+	{
+		this.justPressed = justPressed;
+		this.pressed = pressed;
+		this.justReleased = justReleased;
+	};
+
+	/**
+	 * Reset key to default values.
+	*/
+	Key.prototype.reset = function()
+	{
+		this.justPressed = false;
+		this.pressed = false;
+		this.justReleased = false;
+	};
+
+	/**
+	 * Pointer instance for input in sync with the running 3D application.
+	 *
+	 * The pointer object provided by scripts is automatically updated by the runtime handler.
+	 * 
+	 * @class
+	 * @param {DOM} domElement DOM element to craete the pointer events.
+	 * @param {Boolean} dontInitialize If true the pointer events are not created.
+	 */
+	function Pointer(domElement)
+	{
+		//Raw data
+		this._keys = new Array(5);
+		this._position = new Vector2(0, 0);
+		this._positionUpdated = false;
+		this._delta = new Vector2(0, 0);
+		this._wheel = 0;
+		this._wheelUpdated = false;
+		this._doubleClicked = new Array(5);
+
+		/**
+		 * Array with pointer buttons status.
+		 */
+		this.keys = new Array(5);
+
+		/**
+		 * Pointer position inside of the window (coordinates in window space).
+		 */
+		this.position = new Vector2(0, 0);
+
+		/**
+		 * Pointer movement (coordinates in window space).
+		 */
+		this.delta = new Vector2(0, 0);
+
+		/**
+		 * Pointer scroll wheel movement.
+		 */
+		this.wheel = 0;
+		
+		/**
+		 * Indicates a button of the pointer was double clicked.
+		 */
+		this.doubleClicked = new Array(5);
+
+		/**
+		 * DOM element where to attach the pointer events.
+		 */
+		this.domElement = (domElement !== undefined) ? domElement : window;
+
+		/**
+		 * Canvas attached to this pointer instance used to calculate position and delta in element space coordinates.
+		 */
+		this.canvas = null;
+		
+		/**
+		 * Event manager responsible for updating the raw data variables.
+		 *
+		 * Diferent events are used depending on the host platform.
+		 *
+		 * When the update method is called the raw data is reset.
+		 */
+		this.events = new EventManager();
+
+		//Initialize key instances
+		for(var i = 0; i < 5; i++)
+		{
+			this._doubleClicked[i] = false;
+			this.doubleClicked[i] = false;
+			this._keys[i] = new Key();
+			this.keys[i] = new Key();
+		}
+
+		//Self pointer
+		var self = this;
+
+		//Scroll wheel
+		if(window.onmousewheel !== undefined)
+		{
+			//Chrome, edge
+			this.events.add(this.domElement, "mousewheel", function(event)
+			{
+				self._wheel = event.deltaY;
+				self._wheelUpdated = true;
+			});
+		}
+		else if(window.addEventListener !== undefined)
+		{
+			//Firefox
+			this.events.add(this.domElement, "DOMMouseScroll", function(event)
+			{
+				self._wheel = event.detail * 30;
+				self._wheelUpdated = true;
+			});
+		}
+		else
+		{
+			this.events.add(this.domElement, "wheel", function(event)
+			{
+				self._wheel = event.deltaY;
+				self._wheelUpdated = true;
+			});
+		}
+
+		//Touchscreen input events
+		if(window.ontouchstart !== undefined || navigator.msMaxTouchPoints > 0)
+		{
+			//Auxiliar variables to calculate touch delta
+			var lastTouch = new Vector2(0, 0);
+
+			//Touch start event
+			this.events.add(this.domElement, "touchstart", function(event)
+			{
+				var touch = event.touches[0];
+
+				self.updatePosition(touch.clientX, touch.clientY, 0, 0);
+				self.updateKey(Pointer.LEFT, Key.DOWN);
+
+				lastTouch.set(touch.clientX, touch.clientY);
+			});
+
+			//Touch end event
+			this.events.add(this.domElement, "touchend", function(event)
+			{
+				self.updateKey(Pointer.LEFT, Key.UP);
+			});
+
+			//Touch cancel event
+			this.events.add(this.domElement, "touchcancel", function(event)
+			{
+				self.updateKey(Pointer.LEFT, Key.UP);
+			});
+
+			//Touch move event
+			this.events.add(document.body, "touchmove", function(event)
+			{
+				var touch = event.touches[0];
+				self.updatePosition(touch.clientX, touch.clientY, touch.clientX - lastTouch.x, touch.clientY - lastTouch.y);
+				lastTouch.set(touch.clientX, touch.clientY);
+			});
+		}
+
+		//Move
+		this.events.add(this.domElement, "mousemove", function(event)
+		{
+			self.updatePosition(event.clientX, event.clientY, event.movementX, event.movementY);
+		});
+
+		//Button pressed
+		this.events.add(this.domElement, "mousedown", function(event)
+		{
+			self.updateKey(event.which - 1, Key.DOWN);
+		});
+
+		//Button released
+		this.events.add(this.domElement, "mouseup", function(event)
+		{
+			self.updateKey(event.which - 1, Key.UP);
+		});
+
+		//Drag start
+		this.events.add(this.domElement, "dragstart", function(event)
+		{
+			self.updateKey(event.which - 1, Key.UP);
+		});
+
+		//Pointer double click
+		this.events.add(this.domElement, "dblclick", function(event)
+		{	
+			self._doubleClicked[event.which - 1] = true;
+		});
+
+		this.create();
+	}
+
+	Pointer.prototype = Pointer;
+	Pointer.prototype.constructor = Pointer;
+
+	/**
+	 * Left pointer button.
+	 */
+	Pointer.LEFT = 0;
+
+	/**
+	 * Middle pointer button.
+	 */
+	Pointer.MIDDLE = 1;
+
+	/**
+	 * Right pointer button.
+	 */
+	Pointer.RIGHT = 2;
+
+	/**
+	 * Back pointer navigation button.
+	 */
+	Pointer.BACK = 3;
+
+	/**
+	 * Forward pointer navigation button.
+	 */
+	Pointer.FORWARD = 4;
+
+	/**
+	 * Element to be used for coordinates calculation relative to that canvas.
+	 * 
+	 * @param {DOM} canvas Canvas to be attached to the Pointer instance
+	 */
+	Pointer.setCanvas = function(element)
+	{
+		this.canvas = element;
+
+		element.pointerInside = false;
+
+		element.addEventListener("mouseenter", function()
+		{
+			this.pointerInside = true;
+		});
+
+		element.addEventListener("mouseleave", function()
+		{
+			this.pointerInside = false;
+		});
+	};
+
+	/**
+	 * Check if pointer is inside attached canvas (updated async).
+	 * 
+	 * @return {boolean} True if pointer is currently inside the canvas
+	 */
+	Pointer.insideCanvas = function()
+	{
+		return this.canvas !== null && this.canvas.pointerInside;
+	};
+
+	/**
+	 * Check if pointer button is currently pressed.
+	 * 
+	 * @param {Number} button Button to check status of
+	 * @return {boolean} True if button is currently pressed
+	 */
+	Pointer.buttonPressed = function(button)
+	{
+		return this.keys[button].pressed;
+	};
+
+	/**
+	 * Check if pointer button was double clicked.
+	 * 
+	 * @param {Number} button Button to check status of
+	 * @return {boolean} True if some pointer button was just double clicked
+	 */
+	Pointer.buttonDoubleClicked = function(button)
+	{
+		return this.doubleClicked[button];
+	};
+
+	/**
+	 * Check if a pointer button was just pressed.
+	 * 
+	 * @param {Number} button Button to check status of
+	 * @return {boolean} True if button was just pressed
+	 */
+	Pointer.buttonJustPressed = function(button)
+	{
+		return this.keys[button].justPressed;
+	};
+
+	/**
+	 * Check if a pointer button was just released.
+	 * 
+	 * @param {Number} button Button to check status of
+	 * @return {boolean} True if button was just released
+	 */
+	Pointer.buttonJustReleased = function(button)
+	{
+		return this.keys[button].justReleased;
+	};
+
+	/**
+	 * Update pointer position.
+	 *
+	 * Automatically called by the runtime.
+	 * 
+	 * @param {Number} x
+	 * @param {Number} y
+	 * @param {Number} xDiff
+	 * @param {Number} yDiff
+	 */
+	Pointer.updatePosition = function(x, y, xDiff, yDiff)
+	{
+		if(this.canvas !== null)
+		{
+			var rect = this.canvas.getBoundingClientRect();
+			x -= rect.left;
+			y -= rect.top;
+		}
+
+		this._position.set(x, y);
+		this._delta.x += xDiff;
+		this._delta.y += yDiff;
+		this._positionUpdated = true;
+	};
+
+	/**
+	 * Update a pointer button.
+	 * 
+	 * Automatically called by the runtime.
+	 *
+	 * @param {Number} button
+	 * @param {Number} action
+	 */
+	Pointer.updateKey = function(button, action)
+	{
+		if(button > -1)
+		{
+			this._keys[button].update(action);
+		}
+	};
+
+	/**
+	 * Update pointer buttons state, position, wheel and delta synchronously.
+	 */
+	Pointer.update = function()
+	{
+		//Update pointer keys state
+		for(var i = 0; i < 5; i++)
+		{
+			if(this._keys[i].justPressed && this.keys[i].justPressed)
+			{
+				this._keys[i].justPressed = false;
+			}
+			if(this._keys[i].justReleased && this.keys[i].justReleased)
+			{
+				this._keys[i].justReleased = false;
+			}
+
+			this.keys[i].set(this._keys[i].justPressed, this._keys[i].pressed, this._keys[i].justReleased);
+
+			//Update pointer double click
+			if(this._doubleClicked[i] === true)
+			{
+				this.doubleClicked[i] = true;
+				this._doubleClicked[i] = false;
+			}
+			else
+			{
+				this.doubleClicked[i] = false;
+			}
+		}
+
+		//Update pointer wheel
+		if(this._wheelUpdated)
+		{
+			this.wheel = this._wheel;
+			this._wheelUpdated = false;
+		}
+		else
+		{
+			this.wheel = 0;
+		}
+
+		//Update pointer Position if needed
+		if(this._positionUpdated)
+		{
+			this.delta.copy(this._delta);
+			this.position.copy(this._position);
+
+			this._delta.set(0,0);
+			this._positionUpdated = false;
+		}
+		else
+		{
+			this.delta.x = 0;
+			this.delta.y = 0;
+		}
+	};
+
+	/**
+	 * Create pointer events.
+	 */
+	Pointer.create = function()
+	{
+		this.events.create();
+	};
+
+	/**
+	 * Dispose pointer events.
+	 */
+	Pointer.dispose = function()
+	{
+		this.events.destroy();
+	};
+
+	/**
+	 * Used to indicate how the user views the content inside of the canvas.
+	 *
+	 * @class
+	 */
+	function Viewport()
+	{
+		/**
+		 * UUID of the object.
+		 */
+		this.uuid = UUID.generate(); 
+
+		/**
+		 * Position of the object.
+		 */
+		this.position = new Vector2(0, 0);
+
+		/**
+		 * Scale of the object.
+		 */
+		this.scale = 1.0;
+
+		/**
+		 * Rotation of the object relative to its center.
+		 */
+		this.rotation = 0.0;
+
+		/**
+		 * Local transformation matrix applied to the object. 
+		 */
+		this.matrix = new Matrix();
+
+		/**
+		 * Inverse of the local transformation matrix.
+		 */
+		this.inverseMatrix = new Matrix();
+
+		/**
+		 * If true the matrix is updated before rendering the object.
+		 */
+		this.matrixNeedsUpdate = true;
+
+		/**
+		 * Flag to indicate if the viewport should move when scalling.
+		 *
+		 * For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
+		 */
+		this.moveOnScale = true;
+
+		/**
+		 * Value of the initial point of rotation if the viewport is being rotated.
+		 *
+		 * Is set to null when the viewport is not being rotated.
+		 */
+		this.rotationPoint = null;
+	}
+
+	/**
+	 * Calculate and update the viewport transformation matrix.
+	 *
+	 * Also updates the inverse matrix of the viewport.
+	 */
+	Viewport.prototype.updateMatrix = function()
+	{
+		if(this.matrixNeedsUpdate)
+		{
+			this.matrix.compose(this.position.x, this.position.y, this.scale, this.scale, 0, 0, this.rotation);
+			this.inverseMatrix = this.matrix.getInverse();
+			//this.matrixNeedsUpdate = false;
+		}
+	};
+
+	/**
+	 * Center the viewport relative to a object.
+	 *
+	 * The position of the object is used a central point, this method does not consider "box" attributes or other strucures in the object.
+	 *
+	 * @param {Object2D} object Object to be centered on the viewport.
+	 * @param {DOM} canvas Canvas element where the image is drawn.
+	 */
+	Viewport.prototype.centerObject = function(object, canvas)
+	{
+		var position = object.globalMatrix.transformPoint(new Vector2());
+		position.multiplyScalar(-this.scale);
+
+		position.x += canvas.width / 2;
+		position.y += canvas.height / 2;
+
+		this.position.copy(position);
+	};
+
+	/**
+	 * Viewport controls are used to allow the user to control the viewport.
+	 *
+	 * @class
+	 * @param {Viewport} viewport
+	 */
+	function ViewportControls(viewport)
+	{
+		/**
+		 * Viewport being controlled by this object.
+		 */
+		this.viewport = viewport;
+
+		/**
+		 * Button used to drag and viewport around.
+		 *
+		 * On touch enabled devices the touch event is represented as a LEFT button.
+		 */
+		this.dragButton = Pointer.RIGHT;
+
+		/**
+		 * Is set to true allow the viewport to be scalled.
+		 *
+		 * Scaling is performed using the pointer scroll.
+		 */
+		this.allowScale = true;
+
+		/**
+		 * Flag to indicate if the viewport should move when scalling.
+		 *
+		 * For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
+		 */
+		this.moveOnScale = true;
+
+		/**
+		 * If true allows the viewport to be rotated.
+		 *
+		 * Rotation is performed by holding the RIGHT and LEFT pointer buttons and rotating around the initial point.
+		 */
+		this.allowRotation = false;
+
+		/**
+		 * Value of the initial point of rotation if the viewport is being rotated.
+		 *
+		 * Is set to null when the viewport is not being rotated.
+		 */
+		this.rotationPoint = null;
+
+		/**
+		 * Initial rotation of the viewport.
+		 */
+		this.rotationInitial = 0;
+	}
+
+	/**
+	 * Update the viewport controls using the pointer object.
+	 *
+	 * Should be called every frame before rendering.
+	 *
+	 * @param {Pointer} pointer
+	 */
+	ViewportControls.prototype.update = function(pointer)
+	{	
+		if(this.allowScale && pointer.wheel !== 0)
+		{
+			this.viewport.scale -= pointer.wheel * 1e-3 * this.viewport.scale;
+
+			if(this.moveOnScale)
+			{	
+				var speed = pointer.wheel;
+				var halfWidth = pointer.canvas.width / 2;
+				var halfWeight = pointer.canvas.height / 2;
+
+				this.viewport.position.x += ((pointer.position.x - halfWidth) / halfWidth) * speed;
+				this.viewport.position.y += ((pointer.position.y - halfWeight) / halfWeight) * speed;
+			}
+		}
+
+		if(this.allowRotation && pointer.buttonPressed(Pointer.RIGHT) && pointer.buttonPressed(Pointer.LEFT))
+		{
+			if(this.rotationPoint === null)
+			{
+				this.rotationPoint = pointer.position.clone();
+				this.rotationInitial = this.viewport.rotation;
+			}
+			else
+			{
+				var pointer = pointer.position.clone();
+				pointer.sub(this.rotationPoint);
+				this.viewport.rotation = this.rotationInitial + pointer.angle();
+			}
+		}
+		else
+		{
+			this.rotationPoint = null;
+
+			if(pointer.buttonPressed(this.dragButton))
+			{
+				this.viewport.position.x += pointer.delta.x;
+				this.viewport.position.y += pointer.delta.y;
+			}
+		}
+	};
+
+	/**
+	 * The renderer is resposible for drawing the structure into the canvas element.
+	 *
+	 * Its also resposible for managing the canvas state.
+	 *
+	 * @class
+	 */
+	function Renderer(canvas, options)
+	{
+		if(options === undefined)
+		{
+			options = 
+			{
+				alpha: true
+			};
+		}
+
+		/**
+		 * Canvas DOM element, has to be managed by the user.
+		 */
+		this.canvas = canvas;
+
+		/**
+		 * Canvas 2D rendering context used to draw content.
+		 */
+		this.context = canvas.getContext("2d", {alpha: options.alpha});
+		this.context.imageSmoothingEnabled = true;
+		this.context.globalCompositeOperation = "source-over";
+
+		/**
+		 * Pointer input handler object.
+		 */
+		this.pointer = new Pointer();
+		this.pointer.setCanvas(canvas);
+
+		/**
+		 * Indicates if the canvas should be automatically cleared on each new frame.
+		 */
+		this.autoClear = true;
+	}
+
+	/**
+	 * Creates a infinite render loop to render the group into a viewport each frame.
+	 *
+	 * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
+	 *
+	 * @param {Object2D} group Group to be rendererd.
+	 * @param {Viewport} viewport Viewport into the objects.
+	 * @param {Function} onUpdate Function called before rendering the frame.
+	 */
+	Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
+	{
+		var self = this;
+		
+		var controls = new ViewportControls(viewport);
+
+		function loop()
+		{
+			if(onUpdate !== undefined)
+			{
+				onUpdate();
+			}
+
+			controls.update(self.pointer);
+			self.update(group, viewport);
+			requestAnimationFrame(loop);
+		}
+
+		loop();
+	};
+
+	/**
+	 * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
+	 *
+	 * Render the object using the viewport into a canvas element.
+	 *
+	 * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
+	 *
+	 * Should be called at a fixed rate preferably using the requestAnimationFrame() method, its also possible to use the createRenderLoop() method, that automatically creates a infinite render loop.
+	 *
+	 * @param object Object to be updated.
+	 * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
+	 */
+	Renderer.prototype.update = function(object, viewport)
+	{
+		// Get objects to be rendered
+		var objects = [];
+		object.traverse(function(child)
+		{
+			if(child.visible)
+			{
+				objects.push(child);
+			}
+		});
+
+		// Sort objects by layer
+		objects.sort(function(a, b)
+		{
+			if(b.layer === a.layer)
+			{
+				return b.level - a.level;
+			}
+			
+			return b.layer - a.layer;
+		});
+
+		// Pointer object update
+		var pointer = this.pointer;
+		pointer.update();
+
+		// Viewport transform matrix
+		viewport.updateMatrix();
+
+		// Project pointer coordinates
+		var point = pointer.position.clone();
+		var viewportPoint = viewport.inverseMatrix.transformPoint(point);
+
+		// Object pointer events
+		for(var i = 0; i < objects.length; i++)
+		{
+			var child = objects[i];
+			
+			//Process the
+			if(child.pointerEvents)
+			{
+				var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
+
+				// Check if the pointer pointer is inside
+				if(child.isInside(childPoint))
+				{
+					// Pointer enter
+					if(!child.pointerInside && child.onPointerEnter !== null)
+					{			
+						child.onPointerEnter(pointer, viewport);
+					}
+
+					// Pointer over
+					if(child.onPointerOver !== null)
+					{
+						child.onPointerOver(pointer, viewport);
+					}
+
+					// Pointer pressed
+					if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
+					{	
+						child.onButtonPressed(pointer, viewport);
+					}
+
+					// Just released
+					if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
+					{	
+						child.onButtonUp(pointer, viewport);
+					}
+
+					// Pointer just pressed
+					if(pointer.buttonJustPressed(Pointer.LEFT))
+					{
+						if(child.onButtonDown !== null)
+						{
+							child.onButtonDown(pointer, viewport);
+						}
+
+						// Drag object and break to only start a drag operation on the top element.
+						if(child.draggable)
+						{
+							child.beingDragged = true;
+							break;
+						}
+					}
+
+					child.pointerInside = true;
+				}
+				else if(child.pointerInside)
+				{
+					// Pointer leave
+					if(child.onPointerLeave !== null)
+					{
+						child.onPointerLeave(pointer, viewport);
+					}
+
+					child.pointerInside = false;
+				}
+
+				// Stop object drag
+				if(pointer.buttonJustReleased(Pointer.LEFT))
+				{	
+					if(child.draggable)
+					{
+						child.beingDragged = false;
+					}
+				}
+			}
+		}
+
+		// Object drag events and update logic
+		for(var i = 0; i < objects.length; i++)
+		{
+			var child = objects[i];
+
+			// Pointer drag event
+			if(child.beingDragged)
+			{	
+				var lastPosition = pointer.position.clone();
+				lastPosition.sub(pointer.delta);
+
+				var positionWorld =  viewport.inverseMatrix.transformPoint(pointer.position);
+				var lastWorld =  viewport.inverseMatrix.transformPoint(lastPosition);
+
+				// Mouse delta in world coordinates
+				positionWorld.sub(lastWorld);
+
+				if(child.onPointerDrag !== null)
+				{
+					child.onPointerDrag(pointer, viewport, positionWorld);
+				}
+			}
+
+			// On update
+			if(child.onUpdate !== null)
+			{
+				child.onUpdate();
+			}
+		}
+
+		// Update transformation matrices
+		object.traverse(function(child)
+		{
+			child.updateMatrix();
+		});
+
+		this.context.setTransform(1, 0, 0, 1, 0, 0);
+		
+		// Clear canvas content
+		if(this.autoClear)
+		{
+			this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
+		}
+
+		// Render into the canvas
+		for(var i = objects.length - 1; i >= 0; i--)
+		{	
+			if(objects[i].isMask)
+			{
+				continue;
+			}
+
+			if(objects[i].saveContextState)
+			{
+				this.context.save();
+			}
+
+			// Apply all masks
+			var masks = objects[i].masks;
+			for(var j = 0; j < masks.length; j++)
+			{
+				if(!masks[j].ignoreViewport)
+				{
+					viewport.matrix.setContextTransform(this.context);
+				}
+
+				masks[j].transform(this.context, viewport, this.canvas);
+				masks[j].clip(this.context, viewport, this.canvas);
+			}
+
+			// Set the viewport transform
+			if(!objects[i].ignoreViewport)
+			{
+				viewport.matrix.setContextTransform(this.context);
+			}
+			else if(masks.length > 0)
+			{
+				this.context.setTransform(1, 0, 0, 1, 0, 0);
+			}
+
+			// Apply the object transform to the canvas context
+			objects[i].transform(this.context, viewport, this.canvas);
+			objects[i].draw(this.context, viewport, this.canvas);
+
+			if(objects[i].restoreContextState)
+			{
+				this.context.restore();
+			}
+		}
+	};
+
+	/**
+	 * Box is described by a minimum and maximum points.
+	 *
+	 * Can be used for collision detection with points and other boxes.
+	 *
+	 * @class
+	 * @param {Vector2} min
+	 * @param {Vector2} max
+	 */
+	function Box2(min, max)
+	{
+		this.min = (min !== undefined) ? min : new Vector2();
+		this.max = (max !== undefined) ? max : new Vector2();
+	}
+
+	/**
+	 * Set the box values.
+	 *
+	 * @param {Vector2} min
+	 * @param {Vector2} max
+	 */
+	Box2.prototype.set = function(min, max)
+	{
+		this.min.copy(min);
+		this.max.copy(max);
+
+		return this;
+	};
+
+	/**
+	 * Set the box from a list of Vector2 points.
+	 *
+	 * @param {Array} points
+	 */
+	Box2.prototype.setFromPoints = function(points)
+	{
+		this.min = new Vector2(+Infinity, +Infinity);
+		this.max = new Vector2(-Infinity, -Infinity);
+
+		for(var i = 0, il = points.length; i < il; i++)
+		{
+			this.expandByPoint(points[i]);
+		}
+
+		return this;
+	};
+
+	/** 
+	 * Set the box minimum and maximum from center point and size.
+	 *
+	 * @param {Vector2} center
+	 * @param {Vector2} size
+	 */
+	Box2.prototype.setFromCenterAndSize = function(center, size)
+	{
+		var v1 = new Vector2();
+		var halfSize = v1.copy(size).multiplyScalar(0.5);
+		this.min.copy(center).sub(halfSize);
+		this.max.copy(center).add(halfSize);
+
+		return this;
+	};
+
+	/**
+	 * Clone the box into a new object.
+	 *
+	 * Should be used when it it necessary to make operations to this box.
+	 *
+	 * @return {Box2} New box object with the copy of this object.
+	 */
+	Box2.prototype.clone = function()
+	{
+		var box = new Box2();
+		box.copy(this);
+		return box;
+	};
+
+	/**
+	 * Copy the box value from another box.
+	 *
+	 * @param {Box2} point
+	 */
+	Box2.prototype.copy = function(box)
+	{
+		this.min.copy(box.min);
+		this.max.copy(box.max);
+	};
+
+	/**
+	 * Check if the box is empty (size equals zero or is negative).
+	 *
+	 * The box size is condireded valid on two negative axis.
+	 *
+	 * @return {boolean} True if the box is empty.
+	 */
+	Box2.prototype.isEmpty = function()
+	{
+		return (this.max.x < this.min.x) || (this.max.y < this.min.y);
+	};
+
+	/**
+	 * Calculate the center point of the box.
+	 *
+	 * @param {Vector2} [target] Vector to store the result.
+	 * @return {Vector2} Central point of the box.
+	 */
+	Box2.prototype.getCenter = function(target)
+	{
+		if(target === undefined)
+		{
+			target = new Vector2();
+		}
+
+		this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
+
+		return target;
+	};
+
+	/**
+	 * Get the size of the box from its min and max points.
+	 *
+	 * @param {Vector2} [target] Vector to store the result.
+	 * @return {Vector2} Vector with the calculated size.
+	 */
+	Box2.prototype.getSize = function(target)
+	{
+		if(target === undefined)
+		{
+			target = new Vector2();
+		}
+
+		this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
+
+		return target;
+	};
+
+	/**
+	 * Expand the box to contain a new point.
+	 *
+	 * @param {Vector2} point
+	 */
+	Box2.prototype.expandByPoint = function(point)
+	{
+		this.min.min(point);
+		this.max.max(point);
+
+		return this;
+	};
+
+	/**
+	 * Expand the box by adding a border with the vector size.
+	 *
+	 * Vector is subtracted from min and added to the max points.
+	 *
+	 * @param {Vector2} vector
+	 */
+	Box2.prototype.expandByVector = function(vector)
+	{
+		this.min.sub(vector);
+		this.max.add(vector);
+	};
+
+	/**
+	 * Expand the box by adding a border with the scalar value.
+	 *
+	 * @param {number} scalar
+	 */
+	Box2.prototype.expandByScalar = function(scalar)
+	{
+		this.min.addScalar(-scalar);
+		this.max.addScalar(scalar);
+	};
+
+	/**
+	 * Check if the box contains a point inside.
+	 *
+	 * @param {Vector2} point
+	 * @return {boolean} True if the box contains point.
+	 */
+	Box2.prototype.containsPoint = function(point)
+	{
+		return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
+	};
+
+	/**
+	 * Check if the box fully contains another box inside (different from intersects box).
+	 *
+	 * Only returns true if the box is fully contained.
+	 *
+	 * @param {Box2} box
+	 * @return {boolean} True if the box contains box.
+	 */
+	Box2.prototype.containsBox = function(box)
+	{
+		return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
+	};
+
+	/**
+	 * Check if two boxes intersect each other, using 4 splitting planes to rule out intersections.
+	 * 
+	 * @param {Box2} box
+	 * @return {boolean} True if the boxes intersect each other.
+	 */
+	Box2.prototype.intersectsBox = function(box)
+	{
+		return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
+	};
+
+	/**
+	 * Calculate the distance to a point.
+	 *
+	 * @param {Vector2} point
+	 * @return {number} Distance to point calculated.
+	 */
+	Box2.prototype.distanceToPoint = function(point)
+	{
+		var v = new Vector2();
+		var clampedPoint = v.copy(point).clamp(this.min, this.max);
+		return clampedPoint.sub(point).length();
+	};
+
+	/**
+	 * Make a intersection between this box and another box.
+	 *
+	 * Store the result in this object.
+	 *
+	 * @param {Box2} box
+	 */
+	Box2.prototype.intersect = function(box)
+	{
+		this.min.max(box.min);
+		this.max.min(box.max);
+	};
+
+	/**
+	 * Make a union between this box and another box.
+	 *
+	 * Store the result in this object.
+	 *
+	 * @param {Box2} box
+	 */
+	Box2.prototype.union = function(box)
+	{
+		this.min.min(box.min);
+		this.max.max(box.max);
+	};
+
+	/**
+	 * Translate the box by a offset value, adds the offset to booth min and max.
+	 *
+	 * @param {Vector2} offset
+	 */
+	Box2.prototype.translate = function(offset)
+	{
+		this.min.add(offset);
+		this.max.add(offset);
+	};
+
+	/**
+	 * Checks if two boxes are equal.
+	 *
+	 * @param {Box2} box
+	 * @return {boolean} True if the two boxes are equal.
+	 */
+	Box2.prototype.equals = function(box)
+	{
+		return box.min.equals(this.min) && box.max.equals(this.max);
+	};
+
+	/**
+	 * A mask can be used to set the drawing region.
+	 *
+	 * Masks are treated as objects their shape is used to filter other objects shape.
+	 *
+	 * Multiple mask objects can be active simulatenously, they have to be attached to the object mask list to filter the render region.
+	 *
+	 * A mask objects is draw using the context.clip() method.
+	 *
+	 * @class
+	 */
+	function Mask()
+	{
+		Object2D.call(this);
+	}
+
+	Mask.prototype = Object.create(Object2D.prototype);
+
+	Mask.prototype.isMask = true;
+
+	/**
+	 * Clip the canvas context, to ensure that next objects being drawn are cliped to the path stored here.
+	 *
+	 * @param {CanvasContext} context Canvas 2d drawing context.
+	 * @param {Viewport} viewport Viewport applied to the canvas.
+	 * @param {DOM} canvas DOM canvas element where the content is being drawn.
+	 */
+	Mask.prototype.clip = function(context, viewport, canvas){};
+
+	/**
+	 * Box mask can be used to clear a box mask region.
+	 *
+	 * It will limit the drwaing region to this box.
+	 *
+	 * @class
+	 * @extends {Mask}
+	 */
+	function BoxMask()
+	{
+		Mask.call(this);
+
+		/**
+		 * Box object containing the size of the object.
+		 */
+		this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35));
+
+		/**
+		 * If inverted the mask considers the outside of the box instead of the inside.
+		 */
+		this.invert = false;
+	}
+
+	BoxMask.prototype = Object.create(Mask.prototype);
+
+	BoxMask.prototype.isInside = function(point)
+	{
+		return this.box.containsPoint(point);
+	};
+
+	BoxMask.prototype.clip = function(context, viewport, canvas)
+	{
+		context.beginPath();
+		
+		var width = this.box.max.x - this.box.min.x;
+		
+		if(this.invert)
+		{	
+			context.rect(this.box.min.x - 1e4, -5e3, 1e4, 1e4);
+			context.rect(this.box.max.x, -5e3, 1e4, 1e4);
+			context.rect(this.box.min.x, this.box.min.y - 1e4, width, 1e4);
+			context.rect(this.box.min.x, this.box.max.y, width, 1e4);
+		}
+		else
+		{
+			var height = this.box.max.y - this.box.min.y;
+			context.fillRect(this.box.min.x, this.box.min.y, width, height);
+		}
+
+		context.clip();
+	};
+
+	/**
+	 * Circle object draw a circular object, into the canvas.
+	 *
+	 * @class
+	 */
+	function Circle()
+	{
+		Object2D.call(this);
+
+		/**
+		 * Radius of the circle.
+		 */
+		this.radius = 10.0;
+
+		/**
+		 * Color of the circle border line.
+		 */
+		this.strokeStyle = "#000000";
+
+		/**
+		 * Line width.
+		 */
+		this.lineWidth = 1;
+
+		/**
+		 * Background color of the circle.
+		 */
+		this.fillStyle = "#FFFFFF";
+	}
+
+	Circle.prototype = Object.create(Object2D.prototype);
+
+	Circle.prototype.isInside = function(point)
+	{
+		return point.length() <= this.radius;
+	};
+
+	Circle.prototype.onPointerEnter = function(pointer, viewport)
+	{
+		this.fillStyle = "#CCCCCC";
+	};
+
+	Circle.prototype.onPointerLeave = function(pointer, viewport)
+	{
+		this.fillStyle = "#FFFFFF";
+	};
+
+	Circle.prototype.draw = function(context, viewport, canvas)
+	{
+		context.beginPath();
+		context.arc(0, 0, this.radius, 0, 2 * Math.PI);
+		
+		context.fillStyle = this.fillStyle;
+		context.fill();
+
+		context.lineWidth = this.lineWidth;
+		context.strokeStyle = this.strokeStyle;
+		context.stroke();
+	};
+
+	/**
+	 * Class contains helper functions to create editing object tools.
+	 *
+	 * @class
+	 */
+	function Helpers(){}
+
+	/**
+	 * Create a rotation tool helper.
+	 *
+	 * When the object is dragged is changes the parent object rotation.
+	 *
+	 * @static
+	 */
+	Helpers.rotateTool = function(object)
+	{
+		var tool = new Circle();
+		tool.radius = 4;
+		tool.layer = object.layer + 1;
+		tool.onPointerDrag = function(pointer, viewport, delta)
+		{
+			object.rotation += delta.x * 1e-3;
+		};
+		object.add(tool);
+	};
+
+	/**
+	 * Create a box resize helper and attach it to an object to change the size of the object box.
+	 *
+	 * Each helper is positioned on one corner of the box, and the value of the corner is copied to the boxes as they are dragged.
+	 *
+	 * This method required to object to have a box property.
+	 *
+	 * @static
+	 */
+	Helpers.boxResizeTool = function(object)
+	{
+		if(object.box === undefined)
+		{
+			console.warn("escher.js: Helpers.boxResizeTool(), object box property missing.");
+			return;
+		}
+
+		function updateHelpers()
+		{
+			topRight.position.copy(object.box.min);
+			bottomLeft.position.copy(object.box.max);
+			topLeft.position.set(object.box.max.x, object.box.min.y);
+			bottomRight.position.set(object.box.min.x, object.box.max.y);
+		}
+
+		var topRight = new Circle();
+		topRight.radius = 4;
+		topRight.layer = object.layer + 1;
+		topRight.draggable = true;
+		topRight.onPointerDrag = function(pointer, viewport, delta)
+		{
+			Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+			object.box.min.copy(topRight.position);
+			updateHelpers();
+		};
+		object.add(topRight);
+
+		var topLeft = new Circle();
+		topLeft.radius = 4;
+		topLeft.layer = object.layer + 1;
+		topLeft.draggable = true;
+		topLeft.onPointerDrag = function(pointer, viewport, delta)
+		{
+			Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+			object.box.max.x = topLeft.position.x;
+			object.box.min.y = topLeft.position.y;
+			updateHelpers();
+		};
+		object.add(topLeft);
+
+		var bottomLeft = new Circle();
+		bottomLeft.radius = 4;
+		bottomLeft.layer = object.layer + 1;
+		bottomLeft.draggable = true;
+		bottomLeft.onPointerDrag = function(pointer, viewport, delta)
+		{
+			Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+			object.box.max.copy(bottomLeft.position);
+			updateHelpers();
+		};
+		object.add(bottomLeft);
+
+		var bottomRight = new Circle();
+		bottomRight.radius = 4;
+		bottomRight.layer = object.layer + 1;
+		bottomRight.draggable = true;
+		bottomRight.onPointerDrag = function(pointer, viewport, delta)
+		{
+			Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+			object.box.min.x = bottomRight.position.x;
+			object.box.max.y = bottomRight.position.y;
+			updateHelpers();
+		};
+		object.add(bottomRight);
+
+		updateHelpers();
+	};
+
+	/**
+	 * Box object draw a box.
+	 *
+	 * @class
+	 */
+	function Box()
+	{
+		Object2D.call(this);
+
+		/**
+		 * Box object containing the size of the object.
+		 */
+		this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35));
+
+		/**
+		 * Color of the box border line.
+		 */
+		this.strokeStyle = "#000000";
+
+		/**
+		 * Line width.
+		 */
+		this.lineWidth = 1;
+
+		/**
+		 * Background color of the box.
+		 */
+		this.fillStyle = "#FFFFFF";
+	}
+
+	Box.prototype = Object.create(Object2D.prototype);
+
+	Box.prototype.onPointerEnter = function(pointer, viewport)
+	{
+		this.fillStyle = "#CCCCCC";
+	};
+
+	Box.prototype.onPointerLeave = function(pointer, viewport)
+	{
+		this.fillStyle = "#FFFFFF";
+	};
+
+	Box.prototype.isInside = function(point)
+	{
+		return this.box.containsPoint(point);
+	};
+
+	Box.prototype.draw = function(context, viewport, canvas)
+	{
+		var width = this.box.max.x - this.box.min.x;
+		var height = this.box.max.y - this.box.min.y;
+
+		context.fillStyle = this.fillStyle;
+		context.fillRect(this.box.min.x, this.box.min.y, width, height);
+
+		context.lineWidth = this.lineWidth;
+		context.strokeStyle = this.strokeStyle;
+		context.strokeRect(this.box.min.x, this.box.min.y, width, height);
+	};
+
+	/**
+	 * Line object draw a line from one point to another.
+	 *
+	 * @class
+	 */
+	function Line()
+	{
+		Object2D.call(this);
+
+		/**
+		 * Initial point of the line.
+		 *
+		 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+		 */
+		this.from = new Vector2();
+
+		/**
+		 * Final point of the line.
+		 *
+		 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+		 */
+		this.to = new Vector2();
+
+		/**
+		 * Color of the line.
+		 */
+		this.strokeStyle = "#000000";
+
+		/**
+		 * Dash line pattern to be used, is empty draws a solid line.
+		 */
+		this.dashPattern = [5, 5];
+
+		/**
+		 * Line width.
+		 */
+		this.lineWidth = 1;
+	}
+
+	Line.prototype = Object.create(Object2D.prototype);
+
+	Line.prototype.draw = function(context, viewport, canvas)
+	{
+		context.lineWidth = this.lineWidth;
+		context.strokeStyle = this.strokeStyle;
+		context.setLineDash(this.dashPattern);
+		
+		context.beginPath();
+		context.moveTo(this.from.x, this.from.y);
+		context.lineTo(this.to.x, this.to.y);
+		context.stroke();
+	};
+
+	/**
+	 * Text element, used to draw text into the canvas.
+	 *
+	 * @class
+	 */
+	function Text()
+	{
+		Object2D.call(this);
+
+		/**
+		 * Text value.
+		 */
+		this.text = "";
+
+		/**
+		 * Font of the text.
+		 */
+		this.font = "16px Arial";
+
+		/**
+		 * Color (style) of the text.
+		 */
+		this.color = "#000000";
+
+		/**
+		 * Text align property.
+		 */
+		this.textAlign = "center";
+	}
+
+	Text.prototype = Object.create(Object2D.prototype);
+
+	Text.prototype.draw = function(context, viewport, canvas)
+	{
+		context.font = this.font;
+		context.textAlign = this.textAlign;
+		context.fillStyle = this.color;
+		context.textBaseline = "middle";
+		
+		context.fillText(this.text, 0, 0);
+	};
+
+	/**
+	 * Image object is used to draw an image from URL.
+	 *
+	 * @class
+	 * @param {string} [src] Source URL of the image.
+	 */
+	function Image(src)
+	{
+		Object2D.call(this);
+		
+		/**
+		 * Box object containing the size of the object.
+		 */
+		this.box = new Box2();
+
+		/**
+		 * Image source DOM element.
+		 */
+		this.image = document.createElement("img");
+
+		if(src !== undefined)
+		{
+			this.setImage(src);
+		}
+	}
+
+	Image.prototype = Object.create(Object2D.prototype);
+
+	/**
+	 * Set the image of the object.
+	 *
+	 * Automatically sets the box size to match the image.
+	 *
+	 * @param {string} src Source URL of the image.
+	 */
+	Image.prototype.setImage = function(src)
+	{
+		var self = this;
+
+		this.image.onload = function()
+		{
+			self.box.min.set(0, 0);
+			self.box.max.set(this.naturalWidth, this.naturalHeight);
+		};
+		this.image.src = src;
+	};
+
+	Image.prototype.isInside = function(point)
+	{
+		return this.box.containsPoint(point);
+	};
+
+	Image.prototype.draw = function(context, viewport, canvas)
+	{
+		if(this.image.src.length > 0)
+		{
+			context.drawImage(this.image, 0, 0, this.image.naturalWidth, this.image.naturalHeight, this.box.min.x, this.box.min.y, this.box.max.x - this.box.min.x, this.box.max.y - this.box.min.y);
+		}
+	};
+
+	/**
+	 * A DOM object transformed using CSS3D to ver included in the graph.
+	 *
+	 * DOM objects always stay on top of everything else, mouse events are not supported for these.
+	 *
+	 * Use the normal DOM events for interaction.
+	 *
+	 * @class
+	 * @param parentDOM Parent DOM element that contains the drawing canvas.
+	 * @param type Type of the DOM element (e.g. "div", "p", ...)
+	 */
+	function DOM(parentDOM, type)
+	{
+		Object2D.call(this);
+
+		/**
+		 * Parent element that contains this DOM div.
+		 */
+		this.parentDOM = parentDOM;
+
+		/**
+		 * DOM element contained by this object.
+		 *
+		 * Bye default it has the pointerEvents style set to none.
+		 */
+		this.element = document.createElement("div");
+		this.element.style.transformStyle = "preserve-3d";
+		this.element.style.position = "absolute";
+		this.element.style.top = "0px";
+		this.element.style.bottom = "0px";
+		this.element.style.transformOrigin = "0px 0px";
+		this.element.style.overflow = "auto";
+		this.element.style.pointerEvents = "none";
+		
+		/**
+		 * Size of the DOM element (in world coordinates).
+		 */
+		this.size = new Vector2(100, 100);
+	}
+
+	DOM.prototype = Object.create(Object2D.prototype);
+
+	DOM.prototype.onAdd = function()
+	{
+		this.parentDOM.appendChild(this.element);
+	};
+
+	DOM.prototype.onRemove = function()
+	{
+		this.parentDOM.removeChild(this.element);
+	};
+
+	DOM.prototype.transform = function(context, viewport, canvas)
+	{
+		// CSS trasnformation matrix
+		var projection = viewport.matrix.clone();
+		projection.multiply(this.globalMatrix);
+		this.element.style.transform = projection.cssTransform();
+
+		// Size of the element
+		this.element.style.width = this.size.x + "px";
+		this.element.style.height = this.size.y + "px";
+
+		// Visibility
+		this.element.style.display = this.visible ? "block" : "none"; 
+	};
+
+	/**
+	 * Pattern object draw a image repeated as a pattern.
+	 *
+	 * Its similar to the Image class but the image can be repeat infinitly.
+	 *
+	 * @class
+	 */
+	function Pattern(src)
+	{
+		Object2D.call(this);
+
+		/**
+		 * Box object containing the size of the object.
+		 */
+		this.box = new Box2();
+
+		/**
+		 * Image source DOM element.
+		 */
+		this.image = document.createElement("img");
+
+		/**
+		 * A DOMString indicating how to repeat the pattern image.
+		 */
+		this.repetition = "repeat";
+
+		if(src !== undefined)
+		{
+			this.setImage(src);
+		}
+	}
+
+	Pattern.prototype = Object.create(Object2D.prototype);
+
+	/**
+	 * Set the image of the object.
+	 *
+	 * Automatically sets the box size to match the image.
+	 */
+	Pattern.prototype.setImage = function(src)
+	{
+		var self = this;
+
+		this.image.onload = function()
+		{
+			self.box.min.set(0, 0);
+			self.box.max.set(this.naturalWidth, this.naturalHeight);
+		};
+		this.image.src = src;
+	};
+
+	Pattern.prototype.isInside = function(point)
+	{
+		return this.box.containsPoint(point);
+	};
+
+	Pattern.prototype.draw = function(context, viewport, canvas)
+	{
+		var width = this.box.max.x - this.box.min.x;
+		var height = this.box.max.y - this.box.min.y;
+
+		if(this.image.src.length > 0)
+		{
+			var pattern = context.createPattern(this.image, this.repetition);
+
+			context.fillStyle = pattern;
+			context.fillRect(this.box.min.x, this.box.min.y, width, height);
+		}
+	};
+
+	/**
+	 * Graph object is used to draw simple graph data into the canvas.
+	 *
+	 * Graph data is composed of X, Y values.
+	 *
+	 * @class
+	 */
+	function Graph()
+	{
+		Object2D.call(this);
+
+		/**
+		 * Graph object containing the size of the object.
+		 */
+		this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35));
+
+		/**
+		 * Color of the box border line.
+		 */
+		this.strokeStyle = "rgb(0, 153, 255)";
+
+		/**
+		 * Line width.
+		 */
+		this.lineWidth = 1;
+
+		/**
+		 * Background color of the box.
+		 */
+		this.fillStyle = "rgba(0, 153, 255, 0.3)";
+
+		/**
+		 * Minimum value of the graph.
+		 */
+		this.min = 0;
+
+		/**
+		 * Maximum value of the graph.
+		 */
+		this.max = 10;
+
+		/**
+		 * Data to be presented in the graph.
+		 *
+		 * The array should store numeric values.
+		 */
+		this.data = [];
+	}
+
+	Graph.prototype = Object.create(Object2D.prototype);
+
+	Graph.prototype.isInside = function(point)
+	{
+		return this.box.containsPoint(point);
+	};
+
+	Graph.prototype.draw = function(context, viewport, canvas)
+	{
+		if(this.data.length === 0)
+		{
+			return;
+		}
+		
+		var width = this.box.max.x - this.box.min.x;
+		var height = this.box.max.y - this.box.min.y;
+
+		context.lineWidth = this.lineWidth;
+		context.strokeStyle = this.strokeStyle;
+		context.beginPath();
+			
+		var step = width / (this.data.length - 1);
+		var gamma = this.max - this.min;
+
+		context.moveTo(this.box.min.x, this.box.max.y - ((this.data[0] - this.min) / gamma) * height);
+		
+		for(var i = 1, s = step; i < this.data.length; s += step, i++)
+		{
+			context.lineTo(this.box.min.x + s, this.box.max.y - ((this.data[i] - this.min) / gamma) * height);
+		}
+
+		context.stroke();
+
+		if(this.fillStyle !== null)
+		{
+			context.fillStyle = this.fillStyle;
+
+			context.lineTo(this.box.max.x, this.box.max.y);
+			context.lineTo(this.box.min.x, this.box.max.y);
+			context.fill();
+		}
+	};
+
+	/**
+	 * BezierCurve object draw as bezier curve between two points.
+	 *
+	 * @class
+	 */
+	function BezierCurve()
+	{
+		Object2D.call(this);
+
+		/**
+		 * Initial point of the curve.
+		 *
+		 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+		 */
+		this.from = new Vector2();
+
+		/**
+		 * Intial position control point, indicates the tangent of the bezier curve on the first point.
+		 */
+		this.fromCp = new Vector2();
+
+		/**
+		 * Final point of the curve.
+		 *
+		 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+		 */
+		this.to = new Vector2();
+
+		/**
+		 * Final position control point, indicates the tangent of the bezier curve on the last point.
+		 */
+		this.toCp = new Vector2();
+
+		/**
+		 * Color of the line.
+		 */
+		this.strokeStyle = "#000000";
+
+		/**
+		 * Dash line pattern to be used, is empty draws a solid line.
+		 */
+		this.dashPattern = [5, 5];
+
+		/**
+		 * BezierCurve width.
+		 */
+		this.lineWidth = 1;
+	}
+
+	BezierCurve.prototype = Object.create(Object2D.prototype);
+
+	/**
+	 * Create a bezier curve helper, to edit the bezier curve anchor points.
+	 *
+	 * @static
+	 */
+	BezierCurve.curveHelper = function(object)
+	{
+		var fromCp = new Circle();
+		fromCp.radius = 3;
+		fromCp.layer = object.layer + 1;
+		fromCp.draggable = true;
+		fromCp.onPointerDrag = function(pointer, viewport, delta)
+		{
+			Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+			object.fromCp.copy(fromCp.position);
+		};
+		object.parent.add(fromCp);
+
+		var fromLine = new Line();
+		fromLine.from = object.from;
+		fromLine.to = object.fromCp;
+		object.parent.add(fromLine);
+
+
+		var toCp = new Circle();
+		toCp.radius = 3;
+		toCp.layer = object.layer + 1;
+		toCp.draggable = true;
+		toCp.onPointerDrag = function(pointer, viewport, delta)
+		{
+			Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+			object.toCp.copy(toCp.position);
+		};
+		object.parent.add(toCp);
+
+		var toLine = new Line();
+		toLine.from = object.to;
+		toLine.to = object.toCp;
+		object.parent.add(toLine);
+	};
+
+	BezierCurve.prototype.draw = function(context, viewport, canvas)
+	{
+		context.lineWidth = this.lineWidth;
+		context.strokeStyle = this.strokeStyle;
+		context.setLineDash(this.dashPattern);
+		
+		context.beginPath();
+		context.moveTo(this.from.x, this.from.y);
+		context.bezierCurveTo(this.fromCp.x, this.fromCp.y, this.toCp.x, this.toCp.y, this.to.x, this.to.y);
+		context.stroke();
+	};
+
+	exports.BezierCurve = BezierCurve;
+	exports.Box = Box;
+	exports.Box2 = Box2;
+	exports.BoxMask = BoxMask;
+	exports.Circle = Circle;
+	exports.DOM = DOM;
+	exports.EventManager = EventManager;
+	exports.Graph = Graph;
+	exports.Helpers = Helpers;
+	exports.Image = Image;
+	exports.Key = Key;
+	exports.Line = Line;
+	exports.Mask = Mask;
+	exports.Matrix = Matrix;
+	exports.Object2D = Object2D;
+	exports.Pattern = Pattern;
+	exports.Pointer = Pointer;
+	exports.Renderer = Renderer;
+	exports.Text = Text;
+	exports.UUID = UUID;
+	exports.Vector2 = Vector2;
+	exports.Viewport = Viewport;
+	exports.ViewportControls = ViewportControls;
+
+	Object.defineProperty(exports, '__esModule', { value: true });
+
+}));

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+ 0 - 0
build/escher.min.js


+ 3123 - 0
build/escher.module.js

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+/**
+ * EventManager is used to manager DOM events creationg and destruction in a single function call.
+ *
+ * It is used by objects to make it easier to add and remove events from global DOM objects.
+ *
+ * @class
+ */
+function EventManager()
+{
+	/**
+	 * Stores all events in the manager, their target and callback.
+	 * 
+	 * Format [target, event, callback, active]
+	 * 
+	 * @type {Array}
+	 */
+	this.events = [];
+}
+
+/**
+ * Add new event to the manager.
+ *
+ * @param {DOM} target Event target element.
+ * @param {String} event Event name.
+ * @param {Function} callback Callback function.
+ */
+EventManager.prototype.add = function(target, event, callback)
+{
+	this.events.push([target, event, callback, false]);
+};
+
+/**
+ * Destroys this manager and remove all events.
+ */
+EventManager.prototype.clear = function()
+{
+	this.destroy();
+	this.events = [];
+};
+
+/**
+ * Creates all events in this manager.
+ */
+EventManager.prototype.create = function()
+{
+	for(var i = 0; i < this.events.length; i++)
+	{
+		var event = this.events[i];
+		event[0].addEventListener(event[1], event[2]);
+		event[3] = true;
+	}
+};
+
+/**
+ * Removes all events in this manager.
+ */
+EventManager.prototype.destroy = function()
+{
+	for(var i = 0; i < this.events.length; i++)
+	{
+		var event = this.events[i];
+		event[0].removeEventListener(event[1], event[2]);
+		event[3] = false;
+	}
+};
+
+/** 
+ * Class representing a 2D vector. A 2D vector is an ordered pair of numbers (labeled x and y), which can be used to represent points in space, directions, etc.
+ *
+ * @class
+ * @param {number} x
+ * @param {number} y
+ */
+function Vector2(x, y)
+{
+	this.x = x || 0;
+	this.y = y || 0;
+}
+
+/**
+ * Set vector x and y values.
+ *
+ * @param {number} x
+ * @param {number} y
+ */
+Vector2.prototype.set = function(x, y)
+{
+	this.x = x;
+	this.y = y;
+};
+
+/**
+ * Set a scalar value into the x and y values.
+ */
+Vector2.prototype.setScalar = function(scalar)
+{
+	this.x = scalar;
+	this.y = scalar;
+};
+
+/**
+ * Create a clone of this vector object.
+ */
+Vector2.prototype.clone = function()
+{
+	return new Vector2(this.x, this.y);
+};
+
+/**
+ * Copy the content of another vector into this one.
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.copy = function(v)
+{
+	this.x = v.x;
+	this.y = v.y;
+};
+
+/**
+ * Add the content of another vector to this one.
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.add = function(v)
+{
+	this.x += v.x;
+	this.y += v.y;
+};
+
+/**
+ * Add a scalar value to booth vector components.
+ *
+ * @param {number} s
+ */
+Vector2.prototype.addScalar = function(s)
+{
+	this.x += s;
+	this.y += s;
+};
+
+/** 
+ * Add two vectors and store the result in this vector.
+ *
+ * @param {Vector2} a
+ * @param {Vector2} b
+ */
+Vector2.prototype.addVectors = function(a, b)
+{
+	this.x = a.x + b.x;
+	this.y = a.y + b.y;
+};
+
+/**
+ * Scale a vector components and add the result to this vector.
+ *
+ * @param {Vector2} v
+ * @param {number} s
+ */
+Vector2.prototype.addScaledVector = function(v, s)
+{
+	this.x += v.x * s;
+	this.y += v.y * s;
+};
+
+/**
+ * Subtract the content of another vector to this one.
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.sub = function(v)
+{
+	this.x -= v.x;
+	this.y -= v.y;
+};
+
+/**
+ * Subtract a scalar value to booth vector components.
+ *
+ * @param {number} s
+ */
+Vector2.prototype.subScalar = function(s)
+{
+	this.x -= s;
+	this.y -= s;
+};
+
+/** 
+ * Subtract two vectors and store the result in this vector.
+ *
+ * @param {Vector2} a
+ * @param {Vector2} b
+ */
+Vector2.prototype.subVectors = function(a, b)
+{
+	this.x = a.x - b.x;
+	this.y = a.y - b.y;
+};
+
+/**
+ * Multiply the content of another vector to this one.
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.multiply = function(v)
+{
+	this.x *= v.x;
+	this.y *= v.y;
+};
+
+/**
+ * Multiply a scalar value by booth vector components.
+ *
+ * @param {number} s
+ */
+Vector2.prototype.multiplyScalar = function(scalar)
+{
+	this.x *= scalar;
+	this.y *= scalar;
+};
+
+
+/**
+ * Divide the content of another vector from this one.
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.divide = function(v)
+{
+	this.x /= v.x;
+	this.y /= v.y;
+};
+
+/**
+ * Divide a scalar value by booth vector components.
+ *
+ * @param {number} s
+ */
+Vector2.prototype.divideScalar = function(scalar)
+{
+	return this.multiplyScalar(1 / scalar);
+};
+
+/**
+ * Set the minimum of x and y coordinates between two vectors.
+ *
+ * X is set as the min between this vector and the other vector. 
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.min = function(v)
+{
+	this.x = Math.min(this.x, v.x);
+	this.y = Math.min(this.y, v.y);
+};
+
+/**
+ * Set the maximum of x and y coordinates between two vectors.
+ *
+ * X is set as the max between this vector and the other vector. 
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.max = function(v)
+{
+	this.x = Math.max(this.x, v.x);
+	this.y = Math.max(this.y, v.y);
+};
+
+Vector2.prototype.clamp = function(min, max)
+{
+	// assumes min < max, componentwise
+	this.x = Math.max(min.x, Math.min(max.x, this.x));
+	this.y = Math.max(min.y, Math.min(max.y, this.y));
+};
+
+Vector2.prototype.clampScalar = function(minVal, maxVal)
+{
+	this.x = Math.max(minVal, Math.min(maxVal, this.x));
+	this.y = Math.max(minVal, Math.min(maxVal, this.y));
+};
+
+Vector2.prototype.clampLength = function(min, max)
+{
+	var length = this.length();
+
+	return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length)));
+};
+
+/**
+ * Round the vector coordinates to integer by flooring to the smaller integer.
+ */ 
+Vector2.prototype.floor = function()
+{
+	this.x = Math.floor(this.x);
+	this.y = Math.floor(this.y);
+};
+
+/**
+ * Round the vector coordinates to integer by ceiling to the bigger integer.
+ */ 
+Vector2.prototype.ceil = function()
+{
+	this.x = Math.ceil(this.x);
+	this.y = Math.ceil(this.y);
+};
+
+/**
+ * Round the vector coordinates to their closest integer.
+ */
+Vector2.prototype.round = function()
+{
+	this.x = Math.round(this.x);
+	this.y = Math.round(this.y);
+};
+
+/**
+ * Negate the coordinates of this vector.
+ */
+Vector2.prototype.negate = function()
+{
+	this.x = -this.x;
+	this.y = -this.y;
+
+	return this;
+};
+
+/**
+ * Dot multiplication between this vector and another vector.
+ *
+ * @param {Vector2} vector
+ * @return {number} Result of the dot multiplication.
+ */
+Vector2.prototype.dot = function(v)
+{
+	return this.x * v.x + this.y * v.y;
+};
+
+/**
+ * Cross multiplication between this vector and another vector.
+ *
+ * @param {Vector2} vector
+ * @return {number} Result of the cross multiplication.
+ */
+Vector2.prototype.cross = function(v)
+{
+	return this.x * v.y - this.y * v.x;
+};
+
+/**
+ * Squared length of the vector.
+ *
+ * Faster for comparions.
+ */
+Vector2.prototype.lengthSq = function()
+{
+	return this.x * this.x + this.y * this.y;
+};
+
+/**
+ * Length of the vector.
+ */
+Vector2.prototype.length = function()
+{
+	return Math.sqrt(this.x * this.x + this.y * this.y);
+};
+
+/**
+ * Manhattan length of the vector.
+ */
+Vector2.prototype.manhattanLength = function()
+{
+	return Math.abs(this.x) + Math.abs(this.y);
+};
+
+/**
+ * Normalize the vector (make it length one).
+ */
+Vector2.prototype.normalize = function()
+{
+	return this.divideScalar(this.length() || 1);
+};
+
+/**
+ * Computes the angle in radians with respect to the positive x-axis
+ */
+Vector2.prototype.angle = function()
+{
+	var angle = Math.atan2(this.y, this.x);
+
+	if(angle < 0)
+	{
+		angle += 2 * Math.PI;
+	}
+	
+	return angle;
+};
+
+/**
+ * Distance between two vector positions.
+ */
+Vector2.prototype.distanceTo = function(v)
+{
+	return Math.sqrt(this.distanceToSquared(v));
+};
+
+/**
+ * Distance between two vector positions squared.
+ *
+ * Faster for comparisons.
+ */
+Vector2.prototype.distanceToSquared = function(v)
+{
+	var dx = this.x - v.x;
+	var dy = this.y - v.y;
+
+	return dx * dx + dy * dy;
+};
+
+/**
+ * Manhattan distance between two vector positions.
+ */
+Vector2.prototype.manhattanDistanceTo = function(v)
+{
+	return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
+};
+
+/**
+ * Scale the vector to have a defined length value.
+ */
+Vector2.prototype.setLength = function(length)
+{
+	return this.normalize().multiplyScalar(length);
+};
+
+Vector2.prototype.lerp = function(v, alpha)
+{
+	this.x += (v.x - this.x) * alpha;
+	this.y += (v.y - this.y) * alpha;
+};
+
+Vector2.prototype.lerpVectors = function(v1, v2, alpha)
+{
+	return this.subVectors(v2, v1).multiplyScalar(alpha).add(v1);
+};
+
+/**
+ * Check if two vectors are equal.
+ *
+ * @param {Vector2} v
+ */
+Vector2.prototype.equals = function(v)
+{
+	return ((v.x === this.x) && (v.y === this.y));
+};
+
+/**
+ * Set vector value from array with a offset.
+ *
+ * @param {array} array
+ * @param {number} [offset]
+ */
+Vector2.prototype.fromArray = function(array, offset)
+{
+	if(offset === undefined) offset = 0;
+
+	this.x = array[offset];
+	this.y = array[offset + 1];
+};
+
+/**
+ * Convert this vector to an array.
+ *
+ * @param {array} array
+ * @param {number} [offset]
+ */
+Vector2.prototype.toArray = function(array, offset)
+{
+	if(array === undefined) array = [];
+	if(offset === undefined) offset = 0;
+
+	array[offset] = this.x;
+	array[offset + 1] = this.y;
+
+	return array;
+};
+
+/**
+ * Rotate the vector around a central point.
+ *
+ * @param {Vector2} center
+ * @param {number} angle
+ */
+Vector2.prototype.rotateAround = function(center, angle)
+{
+	var c = Math.cos(angle);
+	var s = Math.sin(angle);
+
+	var x = this.x - center.x;
+	var y = this.y - center.y;
+
+	this.x = x * c - y * s + center.x;
+	this.y = x * s + y * c + center.y;
+};
+
+/**
+ * 2D 3x2 transformation matrix, applied to the canvas elements.
+ *
+ * The values of the matrix are stored in a numeric array.
+ *
+ * @class
+ * @param {array} [values]
+ */
+function Matrix(values)
+{
+	if(values !== undefined)
+	{
+		this.m = values;
+	}
+	else
+	{
+		this.identity();
+	}
+}
+
+/**
+ * Copy the content of another matrix and store in this one.
+ */
+Matrix.prototype.copy = function(mat)
+{
+	this.m = mat.m.slice(0);
+};
+
+/**
+ * Create a new matrix object with a copy of the content of this one.
+ */
+Matrix.prototype.clone = function()
+{
+	return new Matrix(this.m.slice(0))
+};
+
+/**
+ * Reset this matrix to indentity.
+ */
+Matrix.prototype.identity = function()
+{
+	this.m = [1, 0, 0, 1, 0, 0];
+};
+
+/**
+ * Multiply another matrix by this one and store the result.
+ *
+ * @param mat Matrix array.
+ */
+Matrix.prototype.multiply = function(mat)
+{
+	var m0 = this.m[0] * mat.m[0] + this.m[2] * mat.m[1];
+	var m1 = this.m[1] * mat.m[0] + this.m[3] * mat.m[1];
+	var m2 = this.m[0] * mat.m[2] + this.m[2] * mat.m[3];
+	var m3 = this.m[1] * mat.m[2] + this.m[3] * mat.m[3];
+	var m4 = this.m[0] * mat.m[4] + this.m[2] * mat.m[5] + this.m[4];
+	var m5 = this.m[1] * mat.m[4] + this.m[3] * mat.m[5] + this.m[5];
+	
+	this.m = [m0, m1, m2, m3, m4, m5];
+};
+
+/**
+ * Premultiply another matrix by this one and store the result.
+ *
+ * @param mat Matrix array to multiply.
+ */
+Matrix.prototype.premultiply = function(mat)
+{
+	var m0 = mat.m[0] * this.m[0] + mat.m[2] * this.m[1];
+	var m1 = mat.m[1] * this.m[0] + mat.m[3] * this.m[1];
+	var m2 = mat.m[0] * this.m[2] + mat.m[2] * this.m[3];
+	var m3 = mat.m[1] * this.m[2] + mat.m[3] * this.m[3];
+	var m4 = mat.m[0] * this.m[4] + mat.m[2] * this.m[5] + mat.m[4];
+	var m5 = mat.m[1] * this.m[4] + mat.m[3] * this.m[5] + mat.m[5];
+	
+	this.m = [m0, m1, m2, m3, m4, m5];
+};
+
+/**
+ * Compose this transformation matrix with position scale and rotation and origin point.
+ */
+Matrix.prototype.compose = function(px, py, sx, sy, ox, oy, a)
+{
+	this.m = [1, 0, 0, 1, px, py];
+
+	if(a !== 0)
+	{		
+		var c = Math.cos(a);
+		var s = Math.sin(a);
+		this.multiply(new Matrix([c, s, -s, c, 0, 0]));
+	}
+
+	if(ox !== 0 || oy !== 0)
+	{	
+		this.multiply(new Matrix([1, 0, 0, 1, -ox, -oy]));
+	}
+
+	if(sx !== 1 || sy !== 1)
+	{
+		this.scale(sx, sy);
+	}
+};
+
+/**
+ * Apply translation to this matrix.
+ */
+Matrix.prototype.translate = function(x, y)
+{
+	this.m[4] += this.m[0] * x + this.m[2] * y;
+	this.m[5] += this.m[1] * x + this.m[3] * y;
+};
+
+/**
+ * Apply rotation to this matrix.
+ *
+ * @param angle Angle in radians.
+ */
+Matrix.prototype.rotate = function(rad)
+{
+	var c = Math.cos(rad);
+	var s = Math.sin(rad);
+
+	var m11 = this.m[0] * c + this.m[2] * s;
+	var m12 = this.m[1] * c + this.m[3] * s;
+	var m21 = this.m[0] * -s + this.m[2] * c;
+	var m22 = this.m[1] * -s + this.m[3] * c;
+
+	this.m[0] = m11;
+	this.m[1] = m12;
+	this.m[2] = m21;
+	this.m[3] = m22;
+};
+
+/**
+ * Apply scale to this matrix.
+ */
+Matrix.prototype.scale = function(sx, sy)
+{
+	this.m[0] *= sx;
+	this.m[1] *= sx;
+	this.m[2] *= sy;
+	this.m[3] *= sy;
+};
+
+/**
+ * Set the position of the transformation matrix.
+ */
+Matrix.prototype.setPosition = function(x, y)
+{
+	this.m[4] = x;
+	this.m[5] = y;
+};
+
+/**
+ * Get the scale from the transformation matrix.
+ */
+Matrix.prototype.getScale = function()
+{
+	return new Vector2(this.m[0], this.m[3]);
+};
+
+/**
+ * Get the position from the transformation matrix.
+ */
+Matrix.prototype.getPosition = function()
+{
+	return new Vector2(this.m[4], this.m[5]);
+};
+
+/**
+ * Apply skew to this matrix.
+ */
+Matrix.prototype.skew = function(radianX, radianY)
+{
+	this.multiply(new Matrix([1, Math.tan(radianY), Math.tan(radianX), 1, 0, 0]));
+};
+
+/**
+ * Get the matrix determinant.
+ */
+Matrix.prototype.determinant = function()
+{
+	return 1 / (this.m[0] * this.m[3] - this.m[1] * this.m[2]);
+};
+
+/**
+ * Get the inverse matrix.
+ */
+Matrix.prototype.getInverse = function()
+{
+	var d = this.determinant();
+
+	return new Matrix([this.m[3] * d, -this.m[1] * d, -this.m[2] * d, this.m[0] * d, d * (this.m[2] * this.m[5] - this.m[3] * this.m[4]), d * (this.m[1] * this.m[4] - this.m[0] * this.m[5])]);
+};
+
+/**
+ * Transform a point using this matrix.
+ */
+Matrix.prototype.transformPoint = function(p)
+{
+	var px = p.x * this.m[0] + p.y * this.m[2] + this.m[4];
+	var py = p.x * this.m[1] + p.y * this.m[3] + this.m[5];
+
+	return new Vector2(px, py);
+};
+
+/**
+ * Set a canvas context to use this transformation.
+ */
+Matrix.prototype.setContextTransform = function(context)
+{
+	context.setTransform(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5]);
+};
+
+/**
+ * Transform on top of the current context transformation.
+ */
+Matrix.prototype.tranformContext = function(context)
+{
+	context.transform(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5]);
+};
+
+Matrix.prototype.cssTransform = function()
+{
+	return "matrix(" + this.m[0] + "," + this.m[1] + "," + this.m[2] + "," + this.m[3] + "," + this.m[4] + "," + this.m[5] + ")";
+};
+
+/**
+ * Class to implement UUID generation methods.
+ *
+ * @class
+ */
+function UUID(){}
+
+/**
+ * Generate new random UUID v4 as string.
+ *
+ * http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
+ *
+ * @static
+ */
+UUID.generate = (function ()
+{
+	var lut = [];
+
+	for(var i = 0; i < 256; i++)
+	{
+		lut[i] = (i < 16 ? "0" : "") + (i).toString(16);
+	}
+
+	return function generateUUID()
+	{
+		var d0 = Math.random() * 0XFFFFFFFF | 0;
+		var d1 = Math.random() * 0XFFFFFFFF | 0;
+		var d2 = Math.random() * 0XFFFFFFFF | 0;
+		var d3 = Math.random() * 0XFFFFFFFF | 0;
+
+		var uuid = lut[d0 & 0xff] + lut[d0 >> 8 & 0xff] + lut[d0 >> 16 & 0xff] + lut[d0 >> 24 & 0xff] + "-" +
+			lut[d1 & 0xff] + lut[d1 >> 8 & 0xff] + "-" + lut[d1 >> 16 & 0x0f | 0x40] + lut[d1 >> 24 & 0xff] + "-" +
+			lut[d2 & 0x3f | 0x80] + lut[d2 >> 8 & 0xff] + "-" + lut[d2 >> 16 & 0xff] + lut[d2 >> 24 & 0xff] +
+			lut[d3 & 0xff] + lut[d3 >> 8 & 0xff] + lut[d3 >> 16 & 0xff] + lut[d3 >> 24 & 0xff];
+
+		return uuid.toUpperCase();
+	};
+})();
+
+/**
+ * Base 2D object class, implements all the object positioning and scalling features.
+ *
+ * @class
+ */
+function Object2D()
+{	
+	/**
+	 * UUID of the object.
+	 */
+	this.uuid = UUID.generate(); 
+
+	/**
+	 * List of children objects attached to the object.
+	 */
+	this.children = [];
+
+	/**
+	 * Parent object, the object position is affected by its parent position.
+	 */
+	this.parent = null;
+
+	/**
+	 * Depth level in the object tree, objects with higher depth are drawn on top.
+	 *
+	 * The layer value is considered first. 
+	 */
+	this.level = 0;
+
+	/**
+	 * Position of the object.
+	 */
+	this.position = new Vector2(0, 0);
+
+	/**
+	 * Origin of the object used as point of rotation.
+	 */
+	this.origin = new Vector2(0, 0);
+
+	/**
+	 * Scale of the object.
+	 */
+	this.scale = new Vector2(1, 1);
+
+	/**
+	 * Rotation of the object relative to its center.
+	 */
+	this.rotation = 0.0;
+
+	/**
+	 * Indicates if the object is visible.
+	 */
+	this.visible = true;
+
+	/**
+	 * Layer of this object, objects are sorted by layer value.
+	 *
+	 * Lower layer value is draw first.
+	 */
+	this.layer = 0;
+
+	/**
+	 * Local transformation matrix applied to the object. 
+	 */
+	this.matrix = new Matrix();
+
+	/**
+	 * Global transformation matrix multiplied by the parent matrix.
+	 *
+	 * Used to transform the object before projecting into screen coordinates.
+	 */
+	this.globalMatrix = new Matrix();
+
+	/**
+	 * Inverse of the global matrix.
+	 *
+	 * Used to convert pointer input points into object coordinates.
+	 */
+	this.inverseGlobalMatrix = new Matrix();
+
+	/**
+	 * Masks being applied to this object.
+	 *
+	 * Multiple masks can be used simultaneously.
+	 */
+	this.masks = [];
+
+	/**
+	 * If true the matrix is updated before rendering the object.
+	 */
+	this.matrixNeedsUpdate = true;
+
+	/**
+	 * Indicates if its possible to drag the object around.
+	 *
+	 * If true the onPointerDrag callback is used to update the state of the object.
+	 */
+	this.draggable = false;
+
+	/**
+	 * Indicates if this object uses pointer events.
+	 *
+	 * Can be set false to skip the pointer interaction events.
+	 */
+	this.pointerEvents = true;
+
+	/**
+	 * Flag to indicate wheter this objet ignores the viewport transformation.
+	 */
+	this.ignoreViewport = false;
+
+	/**
+	 * Flag to indicate if the context of canvas should be saved before render.
+	 */
+	this.saveContextState = true;
+
+	/**
+	 * Flag to indicate if the context of canvas should be restored after render.
+	 */
+	this.restoreContextState = true;
+
+	/**
+	 * Flag indicating if the pointer is inside of the element.
+	 *
+	 * Used to control object event.
+	 */
+	this.pointerInside = false;
+
+	/**
+	 * Flag to indicate if the object is currently being dragged.
+	 */
+	this.beingDragged = false;
+}
+
+/**
+ * Traverse the object tree and run a function for all objects.
+ *
+ * @param callback Callback function that receives the object as parameter.
+ */
+Object2D.prototype.traverse = function(callback)
+{
+	callback(this);
+
+	var children = this.children;
+
+	for(var i = 0; i < children.length; i++)
+	{
+		children[i].traverse(callback);
+	}
+};
+
+/**
+ * Attach a children to the object.
+ *
+ * @param object Object to attach to this object.
+ */ 
+Object2D.prototype.add = function(object)
+{
+	object.parent = this;
+	object.level = this.level + 1;
+
+	object.traverse(function(child)
+	{
+		if(child.onAdd !== null)
+		{
+			child.onAdd(this);
+		}
+	});
+
+	this.children.push(object);
+};
+
+/**
+ * Remove object from the children list.
+ *
+ * @param object Object to be removed.
+ */
+Object2D.prototype.remove = function(object)
+{
+	var index = this.children.indexOf(object);
+	
+	if(index !== -1)
+	{
+		var object = this.children[index];
+		object.parent = null;
+		object.level = 0;
+
+		object.traverse(function(child)
+		{
+			if(child.onRemove !== null)
+			{
+				child.onRemove(this);
+			}
+		});
+
+		this.children.splice(index, 1);
+	}
+};
+
+/**
+ * Check if a point is inside of the object.
+ */
+Object2D.prototype.isInside = function(point)
+{
+	return false;
+};
+
+/**
+ * Update the transformation matrix of the object.
+ */
+Object2D.prototype.updateMatrix = function(context)
+{
+	if(this.matrixNeedsUpdate)
+	{
+		this.matrix.compose(this.position.x, this.position.y, this.scale.x, this.scale.y, this.origin.x, this.origin.y, this.rotation);
+		this.globalMatrix.copy(this.matrix);
+
+		if(this.parent !== null)
+		{	
+			this.globalMatrix.premultiply(this.parent.globalMatrix);
+		}
+
+		this.inverseGlobalMatrix = this.globalMatrix.getInverse();
+		//this.matrixNeedsUpdate = false;
+	}
+};
+
+/**
+ * Apply the transform to the rendering context.
+ *
+ * It is assumed that the viewport transform is pre-applied to the context.
+ *
+ * Can also be used for pre rendering logic.
+ *
+ * @param {CanvasContext} context Canvas 2d drawing context.
+ * @param {Viewport} viewport Viewport applied to the canvas.
+ */
+Object2D.prototype.transform = function(context, viewport)
+{
+	this.globalMatrix.tranformContext(context);
+};
+
+/**
+ * Draw the object into the canvas.
+ *
+ * Has to be implemented by underlying classes.
+ *
+ * @param {CanvasContext} context Canvas 2d drawing context.
+ * @param {Viewport} viewport Viewport applied to the canvas.
+ * @param {DOM} canvas DOM canvas element where the content is being drawn.
+ */
+Object2D.prototype.draw = function(context, viewport, canvas){};
+
+/**
+ * Callback method while the object is being dragged across the screen.
+ *
+ * By default is adds the delta value to the object position (making it follow the mouse movement).
+ *
+ * Delta is the movement of the pointer already translated into local object coordinates.
+ *
+ * Receives (pointer, viewport, delta) as arguments.
+ */
+Object2D.prototype.onPointerDrag = function(pointer, viewport, delta)
+{
+	this.position.add(delta);
+};
+
+/**
+ * Method called when the object its added to a parent.
+ *
+ * Receives (parent) as arguments.
+ */
+Object2D.prototype.onAdd = null;
+
+/**
+ * Method called when the object gets removed from its parent
+ *
+ * Receives (parent) as arguments.
+ */
+Object2D.prototype.onRemove = null;
+
+/**
+ * Callback method called every time before the object is draw into the canvas.
+ *
+ * Can be used to run preparation code, move the object, etc.
+ */
+Object2D.prototype.onUpdate = null;
+
+/**
+ * Callback method called when the pointer enters the object.
+ *
+ * Receives (pointer, viewport) as arguments.
+ */
+Object2D.prototype.onPointerEnter = null;
+
+/**
+ * Callback method called when the was inside of the object and leaves the object.
+ *
+ * Receives (pointer, viewport) as arguments.
+ */
+Object2D.prototype.onPointerLeave = null;
+
+/**
+ * Callback method while the pointer is over (inside) of the object.
+ *
+ * Receives (pointer, viewport) as arguments.
+ */
+Object2D.prototype.onPointerOver = null;
+
+/**
+ * Callback method called while the pointer button is pressed.
+ *
+ * Receives (pointer, viewport) as arguments.
+ */
+Object2D.prototype.onButtonPressed = null;
+
+/**
+ * Callback method called when the pointer button is pressed down (single time).
+ *
+ * Receives (pointer, viewport) as arguments.
+ */
+Object2D.prototype.onButtonDown = null;
+
+/**
+ * Callback method called when the pointer button is released (single time).
+ *
+ * Receives (pointer, viewport) as arguments.
+ */
+Object2D.prototype.onButtonUp = null;
+
+/**
+ * Key is used by Keyboard, Pointer, etc, to represent a key state.
+ *
+ * @class
+*/
+function Key()
+{
+	/**
+	 * Indicates if this key is currently pressed.
+	 */
+	this.pressed = false;
+
+	/**
+	 * Indicates if this key was just pressed.
+	 */
+	this.justPressed = false;
+	
+	/**
+	 * Indicates if this key was just released.
+	 */
+	this.justReleased = false;
+}
+
+
+Key.DOWN = -1;
+Key.UP = 1;
+Key.RESET = 0;
+
+Key.prototype.constructor = Key;
+
+/**
+ * Update Key status based on new key state.
+ */
+Key.prototype.update = function(action)
+{
+	this.justPressed = false;
+	this.justReleased = false;
+
+	if(action === Key.DOWN)
+	{
+		if(this.pressed === false)
+		{
+			this.justPressed = true;
+		}
+		this.pressed = true;
+	}
+	else if(action === Key.UP)
+	{
+		if(this.pressed)
+		{
+			this.justReleased = true;
+		}
+		this.pressed = false;
+	}
+	else if(action === Key.RESET)
+	{
+		this.justReleased = false;
+		this.justPressed = false;
+	}
+};
+
+/**
+ * Set this key attributes manually.
+ */
+Key.prototype.set = function(justPressed, pressed, justReleased)
+{
+	this.justPressed = justPressed;
+	this.pressed = pressed;
+	this.justReleased = justReleased;
+};
+
+/**
+ * Reset key to default values.
+*/
+Key.prototype.reset = function()
+{
+	this.justPressed = false;
+	this.pressed = false;
+	this.justReleased = false;
+};
+
+/**
+ * Pointer instance for input in sync with the running 3D application.
+ *
+ * The pointer object provided by scripts is automatically updated by the runtime handler.
+ * 
+ * @class
+ * @param {DOM} domElement DOM element to craete the pointer events.
+ * @param {Boolean} dontInitialize If true the pointer events are not created.
+ */
+function Pointer(domElement)
+{
+	//Raw data
+	this._keys = new Array(5);
+	this._position = new Vector2(0, 0);
+	this._positionUpdated = false;
+	this._delta = new Vector2(0, 0);
+	this._wheel = 0;
+	this._wheelUpdated = false;
+	this._doubleClicked = new Array(5);
+
+	/**
+	 * Array with pointer buttons status.
+	 */
+	this.keys = new Array(5);
+
+	/**
+	 * Pointer position inside of the window (coordinates in window space).
+	 */
+	this.position = new Vector2(0, 0);
+
+	/**
+	 * Pointer movement (coordinates in window space).
+	 */
+	this.delta = new Vector2(0, 0);
+
+	/**
+	 * Pointer scroll wheel movement.
+	 */
+	this.wheel = 0;
+	
+	/**
+	 * Indicates a button of the pointer was double clicked.
+	 */
+	this.doubleClicked = new Array(5);
+
+	/**
+	 * DOM element where to attach the pointer events.
+	 */
+	this.domElement = (domElement !== undefined) ? domElement : window;
+
+	/**
+	 * Canvas attached to this pointer instance used to calculate position and delta in element space coordinates.
+	 */
+	this.canvas = null;
+	
+	/**
+	 * Event manager responsible for updating the raw data variables.
+	 *
+	 * Diferent events are used depending on the host platform.
+	 *
+	 * When the update method is called the raw data is reset.
+	 */
+	this.events = new EventManager();
+
+	//Initialize key instances
+	for(var i = 0; i < 5; i++)
+	{
+		this._doubleClicked[i] = false;
+		this.doubleClicked[i] = false;
+		this._keys[i] = new Key();
+		this.keys[i] = new Key();
+	}
+
+	//Self pointer
+	var self = this;
+
+	//Scroll wheel
+	if(window.onmousewheel !== undefined)
+	{
+		//Chrome, edge
+		this.events.add(this.domElement, "mousewheel", function(event)
+		{
+			self._wheel = event.deltaY;
+			self._wheelUpdated = true;
+		});
+	}
+	else if(window.addEventListener !== undefined)
+	{
+		//Firefox
+		this.events.add(this.domElement, "DOMMouseScroll", function(event)
+		{
+			self._wheel = event.detail * 30;
+			self._wheelUpdated = true;
+		});
+	}
+	else
+	{
+		this.events.add(this.domElement, "wheel", function(event)
+		{
+			self._wheel = event.deltaY;
+			self._wheelUpdated = true;
+		});
+	}
+
+	//Touchscreen input events
+	if(window.ontouchstart !== undefined || navigator.msMaxTouchPoints > 0)
+	{
+		//Auxiliar variables to calculate touch delta
+		var lastTouch = new Vector2(0, 0);
+
+		//Touch start event
+		this.events.add(this.domElement, "touchstart", function(event)
+		{
+			var touch = event.touches[0];
+
+			self.updatePosition(touch.clientX, touch.clientY, 0, 0);
+			self.updateKey(Pointer.LEFT, Key.DOWN);
+
+			lastTouch.set(touch.clientX, touch.clientY);
+		});
+
+		//Touch end event
+		this.events.add(this.domElement, "touchend", function(event)
+		{
+			self.updateKey(Pointer.LEFT, Key.UP);
+		});
+
+		//Touch cancel event
+		this.events.add(this.domElement, "touchcancel", function(event)
+		{
+			self.updateKey(Pointer.LEFT, Key.UP);
+		});
+
+		//Touch move event
+		this.events.add(document.body, "touchmove", function(event)
+		{
+			var touch = event.touches[0];
+			self.updatePosition(touch.clientX, touch.clientY, touch.clientX - lastTouch.x, touch.clientY - lastTouch.y);
+			lastTouch.set(touch.clientX, touch.clientY);
+		});
+	}
+
+	//Move
+	this.events.add(this.domElement, "mousemove", function(event)
+	{
+		self.updatePosition(event.clientX, event.clientY, event.movementX, event.movementY);
+	});
+
+	//Button pressed
+	this.events.add(this.domElement, "mousedown", function(event)
+	{
+		self.updateKey(event.which - 1, Key.DOWN);
+	});
+
+	//Button released
+	this.events.add(this.domElement, "mouseup", function(event)
+	{
+		self.updateKey(event.which - 1, Key.UP);
+	});
+
+	//Drag start
+	this.events.add(this.domElement, "dragstart", function(event)
+	{
+		self.updateKey(event.which - 1, Key.UP);
+	});
+
+	//Pointer double click
+	this.events.add(this.domElement, "dblclick", function(event)
+	{	
+		self._doubleClicked[event.which - 1] = true;
+	});
+
+	this.create();
+}
+
+Pointer.prototype = Pointer;
+Pointer.prototype.constructor = Pointer;
+
+/**
+ * Left pointer button.
+ */
+Pointer.LEFT = 0;
+
+/**
+ * Middle pointer button.
+ */
+Pointer.MIDDLE = 1;
+
+/**
+ * Right pointer button.
+ */
+Pointer.RIGHT = 2;
+
+/**
+ * Back pointer navigation button.
+ */
+Pointer.BACK = 3;
+
+/**
+ * Forward pointer navigation button.
+ */
+Pointer.FORWARD = 4;
+
+/**
+ * Element to be used for coordinates calculation relative to that canvas.
+ * 
+ * @param {DOM} canvas Canvas to be attached to the Pointer instance
+ */
+Pointer.setCanvas = function(element)
+{
+	this.canvas = element;
+
+	element.pointerInside = false;
+
+	element.addEventListener("mouseenter", function()
+	{
+		this.pointerInside = true;
+	});
+
+	element.addEventListener("mouseleave", function()
+	{
+		this.pointerInside = false;
+	});
+};
+
+/**
+ * Check if pointer is inside attached canvas (updated async).
+ * 
+ * @return {boolean} True if pointer is currently inside the canvas
+ */
+Pointer.insideCanvas = function()
+{
+	return this.canvas !== null && this.canvas.pointerInside;
+};
+
+/**
+ * Check if pointer button is currently pressed.
+ * 
+ * @param {Number} button Button to check status of
+ * @return {boolean} True if button is currently pressed
+ */
+Pointer.buttonPressed = function(button)
+{
+	return this.keys[button].pressed;
+};
+
+/**
+ * Check if pointer button was double clicked.
+ * 
+ * @param {Number} button Button to check status of
+ * @return {boolean} True if some pointer button was just double clicked
+ */
+Pointer.buttonDoubleClicked = function(button)
+{
+	return this.doubleClicked[button];
+};
+
+/**
+ * Check if a pointer button was just pressed.
+ * 
+ * @param {Number} button Button to check status of
+ * @return {boolean} True if button was just pressed
+ */
+Pointer.buttonJustPressed = function(button)
+{
+	return this.keys[button].justPressed;
+};
+
+/**
+ * Check if a pointer button was just released.
+ * 
+ * @param {Number} button Button to check status of
+ * @return {boolean} True if button was just released
+ */
+Pointer.buttonJustReleased = function(button)
+{
+	return this.keys[button].justReleased;
+};
+
+/**
+ * Update pointer position.
+ *
+ * Automatically called by the runtime.
+ * 
+ * @param {Number} x
+ * @param {Number} y
+ * @param {Number} xDiff
+ * @param {Number} yDiff
+ */
+Pointer.updatePosition = function(x, y, xDiff, yDiff)
+{
+	if(this.canvas !== null)
+	{
+		var rect = this.canvas.getBoundingClientRect();
+		x -= rect.left;
+		y -= rect.top;
+	}
+
+	this._position.set(x, y);
+	this._delta.x += xDiff;
+	this._delta.y += yDiff;
+	this._positionUpdated = true;
+};
+
+/**
+ * Update a pointer button.
+ * 
+ * Automatically called by the runtime.
+ *
+ * @param {Number} button
+ * @param {Number} action
+ */
+Pointer.updateKey = function(button, action)
+{
+	if(button > -1)
+	{
+		this._keys[button].update(action);
+	}
+};
+
+/**
+ * Update pointer buttons state, position, wheel and delta synchronously.
+ */
+Pointer.update = function()
+{
+	//Update pointer keys state
+	for(var i = 0; i < 5; i++)
+	{
+		if(this._keys[i].justPressed && this.keys[i].justPressed)
+		{
+			this._keys[i].justPressed = false;
+		}
+		if(this._keys[i].justReleased && this.keys[i].justReleased)
+		{
+			this._keys[i].justReleased = false;
+		}
+
+		this.keys[i].set(this._keys[i].justPressed, this._keys[i].pressed, this._keys[i].justReleased);
+
+		//Update pointer double click
+		if(this._doubleClicked[i] === true)
+		{
+			this.doubleClicked[i] = true;
+			this._doubleClicked[i] = false;
+		}
+		else
+		{
+			this.doubleClicked[i] = false;
+		}
+	}
+
+	//Update pointer wheel
+	if(this._wheelUpdated)
+	{
+		this.wheel = this._wheel;
+		this._wheelUpdated = false;
+	}
+	else
+	{
+		this.wheel = 0;
+	}
+
+	//Update pointer Position if needed
+	if(this._positionUpdated)
+	{
+		this.delta.copy(this._delta);
+		this.position.copy(this._position);
+
+		this._delta.set(0,0);
+		this._positionUpdated = false;
+	}
+	else
+	{
+		this.delta.x = 0;
+		this.delta.y = 0;
+	}
+};
+
+/**
+ * Create pointer events.
+ */
+Pointer.create = function()
+{
+	this.events.create();
+};
+
+/**
+ * Dispose pointer events.
+ */
+Pointer.dispose = function()
+{
+	this.events.destroy();
+};
+
+/**
+ * Used to indicate how the user views the content inside of the canvas.
+ *
+ * @class
+ */
+function Viewport()
+{
+	/**
+	 * UUID of the object.
+	 */
+	this.uuid = UUID.generate(); 
+
+	/**
+	 * Position of the object.
+	 */
+	this.position = new Vector2(0, 0);
+
+	/**
+	 * Scale of the object.
+	 */
+	this.scale = 1.0;
+
+	/**
+	 * Rotation of the object relative to its center.
+	 */
+	this.rotation = 0.0;
+
+	/**
+	 * Local transformation matrix applied to the object. 
+	 */
+	this.matrix = new Matrix();
+
+	/**
+	 * Inverse of the local transformation matrix.
+	 */
+	this.inverseMatrix = new Matrix();
+
+	/**
+	 * If true the matrix is updated before rendering the object.
+	 */
+	this.matrixNeedsUpdate = true;
+
+	/**
+	 * Flag to indicate if the viewport should move when scalling.
+	 *
+	 * For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
+	 */
+	this.moveOnScale = true;
+
+	/**
+	 * Value of the initial point of rotation if the viewport is being rotated.
+	 *
+	 * Is set to null when the viewport is not being rotated.
+	 */
+	this.rotationPoint = null;
+}
+
+/**
+ * Calculate and update the viewport transformation matrix.
+ *
+ * Also updates the inverse matrix of the viewport.
+ */
+Viewport.prototype.updateMatrix = function()
+{
+	if(this.matrixNeedsUpdate)
+	{
+		this.matrix.compose(this.position.x, this.position.y, this.scale, this.scale, 0, 0, this.rotation);
+		this.inverseMatrix = this.matrix.getInverse();
+		//this.matrixNeedsUpdate = false;
+	}
+};
+
+/**
+ * Center the viewport relative to a object.
+ *
+ * The position of the object is used a central point, this method does not consider "box" attributes or other strucures in the object.
+ *
+ * @param {Object2D} object Object to be centered on the viewport.
+ * @param {DOM} canvas Canvas element where the image is drawn.
+ */
+Viewport.prototype.centerObject = function(object, canvas)
+{
+	var position = object.globalMatrix.transformPoint(new Vector2());
+	position.multiplyScalar(-this.scale);
+
+	position.x += canvas.width / 2;
+	position.y += canvas.height / 2;
+
+	this.position.copy(position);
+};
+
+/**
+ * Viewport controls are used to allow the user to control the viewport.
+ *
+ * @class
+ * @param {Viewport} viewport
+ */
+function ViewportControls(viewport)
+{
+	/**
+	 * Viewport being controlled by this object.
+	 */
+	this.viewport = viewport;
+
+	/**
+	 * Button used to drag and viewport around.
+	 *
+	 * On touch enabled devices the touch event is represented as a LEFT button.
+	 */
+	this.dragButton = Pointer.RIGHT;
+
+	/**
+	 * Is set to true allow the viewport to be scalled.
+	 *
+	 * Scaling is performed using the pointer scroll.
+	 */
+	this.allowScale = true;
+
+	/**
+	 * Flag to indicate if the viewport should move when scalling.
+	 *
+	 * For some application its easier to focus the target if the viewport moves to the pointer location while scalling.
+	 */
+	this.moveOnScale = true;
+
+	/**
+	 * If true allows the viewport to be rotated.
+	 *
+	 * Rotation is performed by holding the RIGHT and LEFT pointer buttons and rotating around the initial point.
+	 */
+	this.allowRotation = false;
+
+	/**
+	 * Value of the initial point of rotation if the viewport is being rotated.
+	 *
+	 * Is set to null when the viewport is not being rotated.
+	 */
+	this.rotationPoint = null;
+
+	/**
+	 * Initial rotation of the viewport.
+	 */
+	this.rotationInitial = 0;
+}
+
+/**
+ * Update the viewport controls using the pointer object.
+ *
+ * Should be called every frame before rendering.
+ *
+ * @param {Pointer} pointer
+ */
+ViewportControls.prototype.update = function(pointer)
+{	
+	if(this.allowScale && pointer.wheel !== 0)
+	{
+		this.viewport.scale -= pointer.wheel * 1e-3 * this.viewport.scale;
+
+		if(this.moveOnScale)
+		{	
+			var speed = pointer.wheel;
+			var halfWidth = pointer.canvas.width / 2;
+			var halfWeight = pointer.canvas.height / 2;
+
+			this.viewport.position.x += ((pointer.position.x - halfWidth) / halfWidth) * speed;
+			this.viewport.position.y += ((pointer.position.y - halfWeight) / halfWeight) * speed;
+		}
+	}
+
+	if(this.allowRotation && pointer.buttonPressed(Pointer.RIGHT) && pointer.buttonPressed(Pointer.LEFT))
+	{
+		if(this.rotationPoint === null)
+		{
+			this.rotationPoint = pointer.position.clone();
+			this.rotationInitial = this.viewport.rotation;
+		}
+		else
+		{
+			var pointer = pointer.position.clone();
+			pointer.sub(this.rotationPoint);
+			this.viewport.rotation = this.rotationInitial + pointer.angle();
+		}
+	}
+	else
+	{
+		this.rotationPoint = null;
+
+		if(pointer.buttonPressed(this.dragButton))
+		{
+			this.viewport.position.x += pointer.delta.x;
+			this.viewport.position.y += pointer.delta.y;
+		}
+	}
+};
+
+/**
+ * The renderer is resposible for drawing the structure into the canvas element.
+ *
+ * Its also resposible for managing the canvas state.
+ *
+ * @class
+ */
+function Renderer(canvas, options)
+{
+	if(options === undefined)
+	{
+		options = 
+		{
+			alpha: true
+		};
+	}
+
+	/**
+	 * Canvas DOM element, has to be managed by the user.
+	 */
+	this.canvas = canvas;
+
+	/**
+	 * Canvas 2D rendering context used to draw content.
+	 */
+	this.context = canvas.getContext("2d", {alpha: options.alpha});
+	this.context.imageSmoothingEnabled = true;
+	this.context.globalCompositeOperation = "source-over";
+
+	/**
+	 * Pointer input handler object.
+	 */
+	this.pointer = new Pointer();
+	this.pointer.setCanvas(canvas);
+
+	/**
+	 * Indicates if the canvas should be automatically cleared on each new frame.
+	 */
+	this.autoClear = true;
+}
+
+/**
+ * Creates a infinite render loop to render the group into a viewport each frame.
+ *
+ * The render loop cannot be destroyed, and it automatically creates a viewport controls object.
+ *
+ * @param {Object2D} group Group to be rendererd.
+ * @param {Viewport} viewport Viewport into the objects.
+ * @param {Function} onUpdate Function called before rendering the frame.
+ */
+Renderer.prototype.createRenderLoop = function(group, viewport, onUpdate)
+{
+	var self = this;
+	
+	var controls = new ViewportControls(viewport);
+
+	function loop()
+	{
+		if(onUpdate !== undefined)
+		{
+			onUpdate();
+		}
+
+		controls.update(self.pointer);
+		self.update(group, viewport);
+		requestAnimationFrame(loop);
+	}
+
+	loop();
+};
+
+/**
+ * Update the renderer state, update the input handlers, calculate the object and viewport transformation matrices.
+ *
+ * Render the object using the viewport into a canvas element.
+ *
+ * The canvas state is saved and restored for each individual object, ensuring that the code of one object does not affect another one.
+ *
+ * Should be called at a fixed rate preferably using the requestAnimationFrame() method, its also possible to use the createRenderLoop() method, that automatically creates a infinite render loop.
+ *
+ * @param object Object to be updated.
+ * @param viewport Viewport to be updated (should be the one where the objects will be rendered after).
+ */
+Renderer.prototype.update = function(object, viewport)
+{
+	// Get objects to be rendered
+	var objects = [];
+	object.traverse(function(child)
+	{
+		if(child.visible)
+		{
+			objects.push(child);
+		}
+	});
+
+	// Sort objects by layer
+	objects.sort(function(a, b)
+	{
+		if(b.layer === a.layer)
+		{
+			return b.level - a.level;
+		}
+		
+		return b.layer - a.layer;
+	});
+
+	// Pointer object update
+	var pointer = this.pointer;
+	pointer.update();
+
+	// Viewport transform matrix
+	viewport.updateMatrix();
+
+	// Project pointer coordinates
+	var point = pointer.position.clone();
+	var viewportPoint = viewport.inverseMatrix.transformPoint(point);
+
+	// Object pointer events
+	for(var i = 0; i < objects.length; i++)
+	{
+		var child = objects[i];
+		
+		//Process the
+		if(child.pointerEvents)
+		{
+			var childPoint = child.inverseGlobalMatrix.transformPoint(child.ignoreViewport ? point : viewportPoint);
+
+			// Check if the pointer pointer is inside
+			if(child.isInside(childPoint))
+			{
+				// Pointer enter
+				if(!child.pointerInside && child.onPointerEnter !== null)
+				{			
+					child.onPointerEnter(pointer, viewport);
+				}
+
+				// Pointer over
+				if(child.onPointerOver !== null)
+				{
+					child.onPointerOver(pointer, viewport);
+				}
+
+				// Pointer pressed
+				if(pointer.buttonPressed(Pointer.LEFT) && child.onButtonPressed !== null)
+				{	
+					child.onButtonPressed(pointer, viewport);
+				}
+
+				// Just released
+				if(pointer.buttonJustReleased(Pointer.LEFT) && child.onButtonUp !== null)
+				{	
+					child.onButtonUp(pointer, viewport);
+				}
+
+				// Pointer just pressed
+				if(pointer.buttonJustPressed(Pointer.LEFT))
+				{
+					if(child.onButtonDown !== null)
+					{
+						child.onButtonDown(pointer, viewport);
+					}
+
+					// Drag object and break to only start a drag operation on the top element.
+					if(child.draggable)
+					{
+						child.beingDragged = true;
+						break;
+					}
+				}
+
+				child.pointerInside = true;
+			}
+			else if(child.pointerInside)
+			{
+				// Pointer leave
+				if(child.onPointerLeave !== null)
+				{
+					child.onPointerLeave(pointer, viewport);
+				}
+
+				child.pointerInside = false;
+			}
+
+			// Stop object drag
+			if(pointer.buttonJustReleased(Pointer.LEFT))
+			{	
+				if(child.draggable)
+				{
+					child.beingDragged = false;
+				}
+			}
+		}
+	}
+
+	// Object drag events and update logic
+	for(var i = 0; i < objects.length; i++)
+	{
+		var child = objects[i];
+
+		// Pointer drag event
+		if(child.beingDragged)
+		{	
+			var lastPosition = pointer.position.clone();
+			lastPosition.sub(pointer.delta);
+
+			var positionWorld =  viewport.inverseMatrix.transformPoint(pointer.position);
+			var lastWorld =  viewport.inverseMatrix.transformPoint(lastPosition);
+
+			// Mouse delta in world coordinates
+			positionWorld.sub(lastWorld);
+
+			if(child.onPointerDrag !== null)
+			{
+				child.onPointerDrag(pointer, viewport, positionWorld);
+			}
+		}
+
+		// On update
+		if(child.onUpdate !== null)
+		{
+			child.onUpdate();
+		}
+	}
+
+	// Update transformation matrices
+	object.traverse(function(child)
+	{
+		child.updateMatrix();
+	});
+
+	this.context.setTransform(1, 0, 0, 1, 0, 0);
+	
+	// Clear canvas content
+	if(this.autoClear)
+	{
+		this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
+	}
+
+	// Render into the canvas
+	for(var i = objects.length - 1; i >= 0; i--)
+	{	
+		if(objects[i].isMask)
+		{
+			continue;
+		}
+
+		if(objects[i].saveContextState)
+		{
+			this.context.save();
+		}
+
+		// Apply all masks
+		var masks = objects[i].masks;
+		for(var j = 0; j < masks.length; j++)
+		{
+			if(!masks[j].ignoreViewport)
+			{
+				viewport.matrix.setContextTransform(this.context);
+			}
+
+			masks[j].transform(this.context, viewport, this.canvas);
+			masks[j].clip(this.context, viewport, this.canvas);
+		}
+
+		// Set the viewport transform
+		if(!objects[i].ignoreViewport)
+		{
+			viewport.matrix.setContextTransform(this.context);
+		}
+		else if(masks.length > 0)
+		{
+			this.context.setTransform(1, 0, 0, 1, 0, 0);
+		}
+
+		// Apply the object transform to the canvas context
+		objects[i].transform(this.context, viewport, this.canvas);
+		objects[i].draw(this.context, viewport, this.canvas);
+
+		if(objects[i].restoreContextState)
+		{
+			this.context.restore();
+		}
+	}
+};
+
+/**
+ * Box is described by a minimum and maximum points.
+ *
+ * Can be used for collision detection with points and other boxes.
+ *
+ * @class
+ * @param {Vector2} min
+ * @param {Vector2} max
+ */
+function Box2(min, max)
+{
+	this.min = (min !== undefined) ? min : new Vector2();
+	this.max = (max !== undefined) ? max : new Vector2();
+}
+
+/**
+ * Set the box values.
+ *
+ * @param {Vector2} min
+ * @param {Vector2} max
+ */
+Box2.prototype.set = function(min, max)
+{
+	this.min.copy(min);
+	this.max.copy(max);
+
+	return this;
+};
+
+/**
+ * Set the box from a list of Vector2 points.
+ *
+ * @param {Array} points
+ */
+Box2.prototype.setFromPoints = function(points)
+{
+	this.min = new Vector2(+Infinity, +Infinity);
+	this.max = new Vector2(-Infinity, -Infinity);
+
+	for(var i = 0, il = points.length; i < il; i++)
+	{
+		this.expandByPoint(points[i]);
+	}
+
+	return this;
+};
+
+/** 
+ * Set the box minimum and maximum from center point and size.
+ *
+ * @param {Vector2} center
+ * @param {Vector2} size
+ */
+Box2.prototype.setFromCenterAndSize = function(center, size)
+{
+	var v1 = new Vector2();
+	var halfSize = v1.copy(size).multiplyScalar(0.5);
+	this.min.copy(center).sub(halfSize);
+	this.max.copy(center).add(halfSize);
+
+	return this;
+};
+
+/**
+ * Clone the box into a new object.
+ *
+ * Should be used when it it necessary to make operations to this box.
+ *
+ * @return {Box2} New box object with the copy of this object.
+ */
+Box2.prototype.clone = function()
+{
+	var box = new Box2();
+	box.copy(this);
+	return box;
+};
+
+/**
+ * Copy the box value from another box.
+ *
+ * @param {Box2} point
+ */
+Box2.prototype.copy = function(box)
+{
+	this.min.copy(box.min);
+	this.max.copy(box.max);
+};
+
+/**
+ * Check if the box is empty (size equals zero or is negative).
+ *
+ * The box size is condireded valid on two negative axis.
+ *
+ * @return {boolean} True if the box is empty.
+ */
+Box2.prototype.isEmpty = function()
+{
+	return (this.max.x < this.min.x) || (this.max.y < this.min.y);
+};
+
+/**
+ * Calculate the center point of the box.
+ *
+ * @param {Vector2} [target] Vector to store the result.
+ * @return {Vector2} Central point of the box.
+ */
+Box2.prototype.getCenter = function(target)
+{
+	if(target === undefined)
+	{
+		target = new Vector2();
+	}
+
+	this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
+
+	return target;
+};
+
+/**
+ * Get the size of the box from its min and max points.
+ *
+ * @param {Vector2} [target] Vector to store the result.
+ * @return {Vector2} Vector with the calculated size.
+ */
+Box2.prototype.getSize = function(target)
+{
+	if(target === undefined)
+	{
+		target = new Vector2();
+	}
+
+	this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
+
+	return target;
+};
+
+/**
+ * Expand the box to contain a new point.
+ *
+ * @param {Vector2} point
+ */
+Box2.prototype.expandByPoint = function(point)
+{
+	this.min.min(point);
+	this.max.max(point);
+
+	return this;
+};
+
+/**
+ * Expand the box by adding a border with the vector size.
+ *
+ * Vector is subtracted from min and added to the max points.
+ *
+ * @param {Vector2} vector
+ */
+Box2.prototype.expandByVector = function(vector)
+{
+	this.min.sub(vector);
+	this.max.add(vector);
+};
+
+/**
+ * Expand the box by adding a border with the scalar value.
+ *
+ * @param {number} scalar
+ */
+Box2.prototype.expandByScalar = function(scalar)
+{
+	this.min.addScalar(-scalar);
+	this.max.addScalar(scalar);
+};
+
+/**
+ * Check if the box contains a point inside.
+ *
+ * @param {Vector2} point
+ * @return {boolean} True if the box contains point.
+ */
+Box2.prototype.containsPoint = function(point)
+{
+	return point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y ? false : true;
+};
+
+/**
+ * Check if the box fully contains another box inside (different from intersects box).
+ *
+ * Only returns true if the box is fully contained.
+ *
+ * @param {Box2} box
+ * @return {boolean} True if the box contains box.
+ */
+Box2.prototype.containsBox = function(box)
+{
+	return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
+};
+
+/**
+ * Check if two boxes intersect each other, using 4 splitting planes to rule out intersections.
+ * 
+ * @param {Box2} box
+ * @return {boolean} True if the boxes intersect each other.
+ */
+Box2.prototype.intersectsBox = function(box)
+{
+	return box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
+};
+
+/**
+ * Calculate the distance to a point.
+ *
+ * @param {Vector2} point
+ * @return {number} Distance to point calculated.
+ */
+Box2.prototype.distanceToPoint = function(point)
+{
+	var v = new Vector2();
+	var clampedPoint = v.copy(point).clamp(this.min, this.max);
+	return clampedPoint.sub(point).length();
+};
+
+/**
+ * Make a intersection between this box and another box.
+ *
+ * Store the result in this object.
+ *
+ * @param {Box2} box
+ */
+Box2.prototype.intersect = function(box)
+{
+	this.min.max(box.min);
+	this.max.min(box.max);
+};
+
+/**
+ * Make a union between this box and another box.
+ *
+ * Store the result in this object.
+ *
+ * @param {Box2} box
+ */
+Box2.prototype.union = function(box)
+{
+	this.min.min(box.min);
+	this.max.max(box.max);
+};
+
+/**
+ * Translate the box by a offset value, adds the offset to booth min and max.
+ *
+ * @param {Vector2} offset
+ */
+Box2.prototype.translate = function(offset)
+{
+	this.min.add(offset);
+	this.max.add(offset);
+};
+
+/**
+ * Checks if two boxes are equal.
+ *
+ * @param {Box2} box
+ * @return {boolean} True if the two boxes are equal.
+ */
+Box2.prototype.equals = function(box)
+{
+	return box.min.equals(this.min) && box.max.equals(this.max);
+};
+
+/**
+ * A mask can be used to set the drawing region.
+ *
+ * Masks are treated as objects their shape is used to filter other objects shape.
+ *
+ * Multiple mask objects can be active simulatenously, they have to be attached to the object mask list to filter the render region.
+ *
+ * A mask objects is draw using the context.clip() method.
+ *
+ * @class
+ */
+function Mask()
+{
+	Object2D.call(this);
+}
+
+Mask.prototype = Object.create(Object2D.prototype);
+
+Mask.prototype.isMask = true;
+
+/**
+ * Clip the canvas context, to ensure that next objects being drawn are cliped to the path stored here.
+ *
+ * @param {CanvasContext} context Canvas 2d drawing context.
+ * @param {Viewport} viewport Viewport applied to the canvas.
+ * @param {DOM} canvas DOM canvas element where the content is being drawn.
+ */
+Mask.prototype.clip = function(context, viewport, canvas){};
+
+/**
+ * Box mask can be used to clear a box mask region.
+ *
+ * It will limit the drwaing region to this box.
+ *
+ * @class
+ * @extends {Mask}
+ */
+function BoxMask()
+{
+	Mask.call(this);
+
+	/**
+	 * Box object containing the size of the object.
+	 */
+	this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35));
+
+	/**
+	 * If inverted the mask considers the outside of the box instead of the inside.
+	 */
+	this.invert = false;
+}
+
+BoxMask.prototype = Object.create(Mask.prototype);
+
+BoxMask.prototype.isInside = function(point)
+{
+	return this.box.containsPoint(point);
+};
+
+BoxMask.prototype.clip = function(context, viewport, canvas)
+{
+	context.beginPath();
+	
+	var width = this.box.max.x - this.box.min.x;
+	
+	if(this.invert)
+	{	
+		context.rect(this.box.min.x - 1e4, -5e3, 1e4, 1e4);
+		context.rect(this.box.max.x, -5e3, 1e4, 1e4);
+		context.rect(this.box.min.x, this.box.min.y - 1e4, width, 1e4);
+		context.rect(this.box.min.x, this.box.max.y, width, 1e4);
+	}
+	else
+	{
+		var height = this.box.max.y - this.box.min.y;
+		context.fillRect(this.box.min.x, this.box.min.y, width, height);
+	}
+
+	context.clip();
+};
+
+/**
+ * Circle object draw a circular object, into the canvas.
+ *
+ * @class
+ */
+function Circle()
+{
+	Object2D.call(this);
+
+	/**
+	 * Radius of the circle.
+	 */
+	this.radius = 10.0;
+
+	/**
+	 * Color of the circle border line.
+	 */
+	this.strokeStyle = "#000000";
+
+	/**
+	 * Line width.
+	 */
+	this.lineWidth = 1;
+
+	/**
+	 * Background color of the circle.
+	 */
+	this.fillStyle = "#FFFFFF";
+}
+
+Circle.prototype = Object.create(Object2D.prototype);
+
+Circle.prototype.isInside = function(point)
+{
+	return point.length() <= this.radius;
+};
+
+Circle.prototype.onPointerEnter = function(pointer, viewport)
+{
+	this.fillStyle = "#CCCCCC";
+};
+
+Circle.prototype.onPointerLeave = function(pointer, viewport)
+{
+	this.fillStyle = "#FFFFFF";
+};
+
+Circle.prototype.draw = function(context, viewport, canvas)
+{
+	context.beginPath();
+	context.arc(0, 0, this.radius, 0, 2 * Math.PI);
+	
+	context.fillStyle = this.fillStyle;
+	context.fill();
+
+	context.lineWidth = this.lineWidth;
+	context.strokeStyle = this.strokeStyle;
+	context.stroke();
+};
+
+/**
+ * Class contains helper functions to create editing object tools.
+ *
+ * @class
+ */
+function Helpers(){}
+
+/**
+ * Create a rotation tool helper.
+ *
+ * When the object is dragged is changes the parent object rotation.
+ *
+ * @static
+ */
+Helpers.rotateTool = function(object)
+{
+	var tool = new Circle();
+	tool.radius = 4;
+	tool.layer = object.layer + 1;
+	tool.onPointerDrag = function(pointer, viewport, delta)
+	{
+		object.rotation += delta.x * 1e-3;
+	};
+	object.add(tool);
+};
+
+/**
+ * Create a box resize helper and attach it to an object to change the size of the object box.
+ *
+ * Each helper is positioned on one corner of the box, and the value of the corner is copied to the boxes as they are dragged.
+ *
+ * This method required to object to have a box property.
+ *
+ * @static
+ */
+Helpers.boxResizeTool = function(object)
+{
+	if(object.box === undefined)
+	{
+		console.warn("escher.js: Helpers.boxResizeTool(), object box property missing.");
+		return;
+	}
+
+	function updateHelpers()
+	{
+		topRight.position.copy(object.box.min);
+		bottomLeft.position.copy(object.box.max);
+		topLeft.position.set(object.box.max.x, object.box.min.y);
+		bottomRight.position.set(object.box.min.x, object.box.max.y);
+	}
+
+	var topRight = new Circle();
+	topRight.radius = 4;
+	topRight.layer = object.layer + 1;
+	topRight.draggable = true;
+	topRight.onPointerDrag = function(pointer, viewport, delta)
+	{
+		Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+		object.box.min.copy(topRight.position);
+		updateHelpers();
+	};
+	object.add(topRight);
+
+	var topLeft = new Circle();
+	topLeft.radius = 4;
+	topLeft.layer = object.layer + 1;
+	topLeft.draggable = true;
+	topLeft.onPointerDrag = function(pointer, viewport, delta)
+	{
+		Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+		object.box.max.x = topLeft.position.x;
+		object.box.min.y = topLeft.position.y;
+		updateHelpers();
+	};
+	object.add(topLeft);
+
+	var bottomLeft = new Circle();
+	bottomLeft.radius = 4;
+	bottomLeft.layer = object.layer + 1;
+	bottomLeft.draggable = true;
+	bottomLeft.onPointerDrag = function(pointer, viewport, delta)
+	{
+		Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+		object.box.max.copy(bottomLeft.position);
+		updateHelpers();
+	};
+	object.add(bottomLeft);
+
+	var bottomRight = new Circle();
+	bottomRight.radius = 4;
+	bottomRight.layer = object.layer + 1;
+	bottomRight.draggable = true;
+	bottomRight.onPointerDrag = function(pointer, viewport, delta)
+	{
+		Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+
+		object.box.min.x = bottomRight.position.x;
+		object.box.max.y = bottomRight.position.y;
+		updateHelpers();
+	};
+	object.add(bottomRight);
+
+	updateHelpers();
+};
+
+/**
+ * Box object draw a box.
+ *
+ * @class
+ */
+function Box()
+{
+	Object2D.call(this);
+
+	/**
+	 * Box object containing the size of the object.
+	 */
+	this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35));
+
+	/**
+	 * Color of the box border line.
+	 */
+	this.strokeStyle = "#000000";
+
+	/**
+	 * Line width.
+	 */
+	this.lineWidth = 1;
+
+	/**
+	 * Background color of the box.
+	 */
+	this.fillStyle = "#FFFFFF";
+}
+
+Box.prototype = Object.create(Object2D.prototype);
+
+Box.prototype.onPointerEnter = function(pointer, viewport)
+{
+	this.fillStyle = "#CCCCCC";
+};
+
+Box.prototype.onPointerLeave = function(pointer, viewport)
+{
+	this.fillStyle = "#FFFFFF";
+};
+
+Box.prototype.isInside = function(point)
+{
+	return this.box.containsPoint(point);
+};
+
+Box.prototype.draw = function(context, viewport, canvas)
+{
+	var width = this.box.max.x - this.box.min.x;
+	var height = this.box.max.y - this.box.min.y;
+
+	context.fillStyle = this.fillStyle;
+	context.fillRect(this.box.min.x, this.box.min.y, width, height);
+
+	context.lineWidth = this.lineWidth;
+	context.strokeStyle = this.strokeStyle;
+	context.strokeRect(this.box.min.x, this.box.min.y, width, height);
+};
+
+/**
+ * Line object draw a line from one point to another.
+ *
+ * @class
+ */
+function Line()
+{
+	Object2D.call(this);
+
+	/**
+	 * Initial point of the line.
+	 *
+	 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+	 */
+	this.from = new Vector2();
+
+	/**
+	 * Final point of the line.
+	 *
+	 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+	 */
+	this.to = new Vector2();
+
+	/**
+	 * Color of the line.
+	 */
+	this.strokeStyle = "#000000";
+
+	/**
+	 * Dash line pattern to be used, is empty draws a solid line.
+	 */
+	this.dashPattern = [5, 5];
+
+	/**
+	 * Line width.
+	 */
+	this.lineWidth = 1;
+}
+
+Line.prototype = Object.create(Object2D.prototype);
+
+Line.prototype.draw = function(context, viewport, canvas)
+{
+	context.lineWidth = this.lineWidth;
+	context.strokeStyle = this.strokeStyle;
+	context.setLineDash(this.dashPattern);
+	
+	context.beginPath();
+	context.moveTo(this.from.x, this.from.y);
+	context.lineTo(this.to.x, this.to.y);
+	context.stroke();
+};
+
+/**
+ * Text element, used to draw text into the canvas.
+ *
+ * @class
+ */
+function Text()
+{
+	Object2D.call(this);
+
+	/**
+	 * Text value.
+	 */
+	this.text = "";
+
+	/**
+	 * Font of the text.
+	 */
+	this.font = "16px Arial";
+
+	/**
+	 * Color (style) of the text.
+	 */
+	this.color = "#000000";
+
+	/**
+	 * Text align property.
+	 */
+	this.textAlign = "center";
+}
+
+Text.prototype = Object.create(Object2D.prototype);
+
+Text.prototype.draw = function(context, viewport, canvas)
+{
+	context.font = this.font;
+	context.textAlign = this.textAlign;
+	context.fillStyle = this.color;
+	context.textBaseline = "middle";
+	
+	context.fillText(this.text, 0, 0);
+};
+
+/**
+ * Image object is used to draw an image from URL.
+ *
+ * @class
+ * @param {string} [src] Source URL of the image.
+ */
+function Image(src)
+{
+	Object2D.call(this);
+	
+	/**
+	 * Box object containing the size of the object.
+	 */
+	this.box = new Box2();
+
+	/**
+	 * Image source DOM element.
+	 */
+	this.image = document.createElement("img");
+
+	if(src !== undefined)
+	{
+		this.setImage(src);
+	}
+}
+
+Image.prototype = Object.create(Object2D.prototype);
+
+/**
+ * Set the image of the object.
+ *
+ * Automatically sets the box size to match the image.
+ *
+ * @param {string} src Source URL of the image.
+ */
+Image.prototype.setImage = function(src)
+{
+	var self = this;
+
+	this.image.onload = function()
+	{
+		self.box.min.set(0, 0);
+		self.box.max.set(this.naturalWidth, this.naturalHeight);
+	};
+	this.image.src = src;
+};
+
+Image.prototype.isInside = function(point)
+{
+	return this.box.containsPoint(point);
+};
+
+Image.prototype.draw = function(context, viewport, canvas)
+{
+	if(this.image.src.length > 0)
+	{
+		context.drawImage(this.image, 0, 0, this.image.naturalWidth, this.image.naturalHeight, this.box.min.x, this.box.min.y, this.box.max.x - this.box.min.x, this.box.max.y - this.box.min.y);
+	}
+};
+
+/**
+ * A DOM object transformed using CSS3D to ver included in the graph.
+ *
+ * DOM objects always stay on top of everything else, mouse events are not supported for these.
+ *
+ * Use the normal DOM events for interaction.
+ *
+ * @class
+ * @param parentDOM Parent DOM element that contains the drawing canvas.
+ * @param type Type of the DOM element (e.g. "div", "p", ...)
+ */
+function DOM(parentDOM, type)
+{
+	Object2D.call(this);
+
+	/**
+	 * Parent element that contains this DOM div.
+	 */
+	this.parentDOM = parentDOM;
+
+	/**
+	 * DOM element contained by this object.
+	 *
+	 * Bye default it has the pointerEvents style set to none.
+	 */
+	this.element = document.createElement("div");
+	this.element.style.transformStyle = "preserve-3d";
+	this.element.style.position = "absolute";
+	this.element.style.top = "0px";
+	this.element.style.bottom = "0px";
+	this.element.style.transformOrigin = "0px 0px";
+	this.element.style.overflow = "auto";
+	this.element.style.pointerEvents = "none";
+	
+	/**
+	 * Size of the DOM element (in world coordinates).
+	 */
+	this.size = new Vector2(100, 100);
+}
+
+DOM.prototype = Object.create(Object2D.prototype);
+
+DOM.prototype.onAdd = function()
+{
+	this.parentDOM.appendChild(this.element);
+};
+
+DOM.prototype.onRemove = function()
+{
+	this.parentDOM.removeChild(this.element);
+};
+
+DOM.prototype.transform = function(context, viewport, canvas)
+{
+	// CSS trasnformation matrix
+	var projection = viewport.matrix.clone();
+	projection.multiply(this.globalMatrix);
+	this.element.style.transform = projection.cssTransform();
+
+	// Size of the element
+	this.element.style.width = this.size.x + "px";
+	this.element.style.height = this.size.y + "px";
+
+	// Visibility
+	this.element.style.display = this.visible ? "block" : "none"; 
+};
+
+/**
+ * Pattern object draw a image repeated as a pattern.
+ *
+ * Its similar to the Image class but the image can be repeat infinitly.
+ *
+ * @class
+ */
+function Pattern(src)
+{
+	Object2D.call(this);
+
+	/**
+	 * Box object containing the size of the object.
+	 */
+	this.box = new Box2();
+
+	/**
+	 * Image source DOM element.
+	 */
+	this.image = document.createElement("img");
+
+	/**
+	 * A DOMString indicating how to repeat the pattern image.
+	 */
+	this.repetition = "repeat";
+
+	if(src !== undefined)
+	{
+		this.setImage(src);
+	}
+}
+
+Pattern.prototype = Object.create(Object2D.prototype);
+
+/**
+ * Set the image of the object.
+ *
+ * Automatically sets the box size to match the image.
+ */
+Pattern.prototype.setImage = function(src)
+{
+	var self = this;
+
+	this.image.onload = function()
+	{
+		self.box.min.set(0, 0);
+		self.box.max.set(this.naturalWidth, this.naturalHeight);
+	};
+	this.image.src = src;
+};
+
+Pattern.prototype.isInside = function(point)
+{
+	return this.box.containsPoint(point);
+};
+
+Pattern.prototype.draw = function(context, viewport, canvas)
+{
+	var width = this.box.max.x - this.box.min.x;
+	var height = this.box.max.y - this.box.min.y;
+
+	if(this.image.src.length > 0)
+	{
+		var pattern = context.createPattern(this.image, this.repetition);
+
+		context.fillStyle = pattern;
+		context.fillRect(this.box.min.x, this.box.min.y, width, height);
+	}
+};
+
+/**
+ * Graph object is used to draw simple graph data into the canvas.
+ *
+ * Graph data is composed of X, Y values.
+ *
+ * @class
+ */
+function Graph()
+{
+	Object2D.call(this);
+
+	/**
+	 * Graph object containing the size of the object.
+	 */
+	this.box = new Box2(new Vector2(-50, -35), new Vector2(50, 35));
+
+	/**
+	 * Color of the box border line.
+	 */
+	this.strokeStyle = "rgb(0, 153, 255)";
+
+	/**
+	 * Line width.
+	 */
+	this.lineWidth = 1;
+
+	/**
+	 * Background color of the box.
+	 */
+	this.fillStyle = "rgba(0, 153, 255, 0.3)";
+
+	/**
+	 * Minimum value of the graph.
+	 */
+	this.min = 0;
+
+	/**
+	 * Maximum value of the graph.
+	 */
+	this.max = 10;
+
+	/**
+	 * Data to be presented in the graph.
+	 *
+	 * The array should store numeric values.
+	 */
+	this.data = [];
+}
+
+Graph.prototype = Object.create(Object2D.prototype);
+
+Graph.prototype.isInside = function(point)
+{
+	return this.box.containsPoint(point);
+};
+
+Graph.prototype.draw = function(context, viewport, canvas)
+{
+	if(this.data.length === 0)
+	{
+		return;
+	}
+	
+	var width = this.box.max.x - this.box.min.x;
+	var height = this.box.max.y - this.box.min.y;
+
+	context.lineWidth = this.lineWidth;
+	context.strokeStyle = this.strokeStyle;
+	context.beginPath();
+		
+	var step = width / (this.data.length - 1);
+	var gamma = this.max - this.min;
+
+	context.moveTo(this.box.min.x, this.box.max.y - ((this.data[0] - this.min) / gamma) * height);
+	
+	for(var i = 1, s = step; i < this.data.length; s += step, i++)
+	{
+		context.lineTo(this.box.min.x + s, this.box.max.y - ((this.data[i] - this.min) / gamma) * height);
+	}
+
+	context.stroke();
+
+	if(this.fillStyle !== null)
+	{
+		context.fillStyle = this.fillStyle;
+
+		context.lineTo(this.box.max.x, this.box.max.y);
+		context.lineTo(this.box.min.x, this.box.max.y);
+		context.fill();
+	}
+};
+
+/**
+ * BezierCurve object draw as bezier curve between two points.
+ *
+ * @class
+ */
+function BezierCurve()
+{
+	Object2D.call(this);
+
+	/**
+	 * Initial point of the curve.
+	 *
+	 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+	 */
+	this.from = new Vector2();
+
+	/**
+	 * Intial position control point, indicates the tangent of the bezier curve on the first point.
+	 */
+	this.fromCp = new Vector2();
+
+	/**
+	 * Final point of the curve.
+	 *
+	 * Can be equal to the position object of another object. (Making it automatically follow that object.)
+	 */
+	this.to = new Vector2();
+
+	/**
+	 * Final position control point, indicates the tangent of the bezier curve on the last point.
+	 */
+	this.toCp = new Vector2();
+
+	/**
+	 * Color of the line.
+	 */
+	this.strokeStyle = "#000000";
+
+	/**
+	 * Dash line pattern to be used, is empty draws a solid line.
+	 */
+	this.dashPattern = [5, 5];
+
+	/**
+	 * BezierCurve width.
+	 */
+	this.lineWidth = 1;
+}
+
+BezierCurve.prototype = Object.create(Object2D.prototype);
+
+/**
+ * Create a bezier curve helper, to edit the bezier curve anchor points.
+ *
+ * @static
+ */
+BezierCurve.curveHelper = function(object)
+{
+	var fromCp = new Circle();
+	fromCp.radius = 3;
+	fromCp.layer = object.layer + 1;
+	fromCp.draggable = true;
+	fromCp.onPointerDrag = function(pointer, viewport, delta)
+	{
+		Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+		object.fromCp.copy(fromCp.position);
+	};
+	object.parent.add(fromCp);
+
+	var fromLine = new Line();
+	fromLine.from = object.from;
+	fromLine.to = object.fromCp;
+	object.parent.add(fromLine);
+
+
+	var toCp = new Circle();
+	toCp.radius = 3;
+	toCp.layer = object.layer + 1;
+	toCp.draggable = true;
+	toCp.onPointerDrag = function(pointer, viewport, delta)
+	{
+		Object2D.prototype.onPointerDrag.call(this, pointer, viewport, delta);
+		object.toCp.copy(toCp.position);
+	};
+	object.parent.add(toCp);
+
+	var toLine = new Line();
+	toLine.from = object.to;
+	toLine.to = object.toCp;
+	object.parent.add(toLine);
+};
+
+BezierCurve.prototype.draw = function(context, viewport, canvas)
+{
+	context.lineWidth = this.lineWidth;
+	context.strokeStyle = this.strokeStyle;
+	context.setLineDash(this.dashPattern);
+	
+	context.beginPath();
+	context.moveTo(this.from.x, this.from.y);
+	context.bezierCurveTo(this.fromCp.x, this.fromCp.y, this.toCp.x, this.toCp.y, this.to.x, this.to.y);
+	context.stroke();
+};
+
+export { BezierCurve, Box, Box2, BoxMask, Circle, DOM, EventManager, Graph, Helpers, Image, Key, Line, Mask, Matrix, Object2D, Pattern, Pointer, Renderer, Text, UUID, Vector2, Viewport, ViewportControls };

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 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/Renderer.html

@@ -750,7 +750,7 @@
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/Renderer.js.html

@@ -333,7 +333,7 @@ export {Renderer};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/Text.html

@@ -413,7 +413,7 @@
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/UUID.html

@@ -227,7 +227,7 @@
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/Vector2.html

@@ -4679,7 +4679,7 @@
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/Viewport.html

@@ -975,7 +975,7 @@
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/Viewport.js.html

@@ -141,7 +141,7 @@ export {Viewport};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/ViewportControls.html

@@ -789,7 +789,7 @@
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/controls_ViewportControls.js.html

@@ -151,7 +151,7 @@ export {ViewportControls};</code></pre>
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/index.html

@@ -56,7 +56,7 @@
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/input_Key.js.html

@@ -126,7 +126,7 @@ export {Key};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/input_Pointer.js.html

@@ -443,7 +443,7 @@ export {Pointer};</code></pre>
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/math_Box2.js.html

@@ -316,7 +316,7 @@ export {Box2};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/math_Matrix.js.html

@@ -274,7 +274,7 @@ export {Matrix};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/math_UUID.js.html

@@ -83,7 +83,7 @@ export {UUID};</code></pre>
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/math_Vector2.js.html

@@ -485,7 +485,7 @@ export {Vector2};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_BezierCurve.js.html

@@ -154,7 +154,7 @@ export {BezierCurve};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_Box.js.html

@@ -111,7 +111,7 @@ export {Box};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_Circle.js.html

@@ -107,7 +107,7 @@ export {Circle};</code></pre>
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_DOM.js.html

@@ -114,7 +114,7 @@ export {DOM};</code></pre>
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_Graph.js.html

@@ -143,7 +143,7 @@ export {Graph};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_Image.js.html

@@ -109,7 +109,7 @@ export {Image};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_Line.js.html

@@ -101,7 +101,7 @@ export {Line};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_Pattern.js.html

@@ -121,7 +121,7 @@ export {Pattern};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_Text.js.html

@@ -89,7 +89,7 @@ export {Text};
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
docs/objects_mask_BoxMask.js.html

@@ -100,7 +100,7 @@ export {BoxMask};</code></pre>
 <br class="clear">
 
 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

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docs/objects_mask_Mask.js.html

@@ -77,7 +77,7 @@ export {Mask};</code></pre>
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 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
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@@ -155,7 +155,7 @@ export {Helpers};</code></pre>
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 <footer>
-    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:55:28 GMT+0100 (Western European Summer Time)
+    Documentation generated by <a href="https://github.com/jsdoc/jsdoc">JSDoc 3.6.2</a> on Thu Jun 13 2019 11:59:09 GMT+0100 (Western European Summer Time)
 </footer>
 
 <script> prettyPrint(); </script>

+ 1 - 1
package.json

@@ -1,6 +1,6 @@
 {
 	"name": "escher.js",
-	"version": "0.1.0",
+	"version": "0.1.1",
 	"description": "escher.js is a web library for building interactive diagrams and graphs.",
 	"main": "build/escher.min.js",
 	"repository": {

Beberapa file tidak ditampilkan karena terlalu banyak file yang berubah dalam diff ini