text: ;(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);throw new Error("Cannot find module '"+o+"'")}var f=n[o]={exports:{}};t[o][0].call(f.exports,function(e){var n=t[o][1][e];return s(n?n:e)},f,f.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
  // build script for generating processing.js
  
  var Browser = {
    isDomPresent: true,
    navigator: navigator,
    window: window,
    document: document,
    ajax: function(url) {
      var xhr = new XMLHttpRequest();
      xhr.open("GET", url, false);
      if (xhr.overrideMimeType) {
        xhr.overrideMimeType("text/plain");
      }
      xhr.setRequestHeader("If-Modified-Since", "Fri, 01 Jan 1960 00:00:00 GMT");
      xhr.send(null);
      // failed request?
      if (xhr.status !== 200 && xhr.status !== 0) { throw ("XMLHttpRequest failed, status code " + xhr.status); }
      return xhr.responseText;
    }
  };
  
  window.Processing = require('./src/')(Browser);
  
  },{"./src/":27}],2:[function(require,module,exports){
  module.exports={
    "name": "Processing.js",
    "version": "1.4.8",
    "dependencies": {
      "argv": "~0.0.2",
      "browserify": "~2.18.1",
      "express": "~3.3.3",
      "node-minify": "~0.7.3",
      "nunjucks": "~0.1.9",
      "open": "0.0.3"
    },
    "devDependencies": {
      "grunt": "~0.4.1",
      "grunt-cli": "~0.1.8",
      "grunt-contrib-jshint": "~0.4.3"
    }
  }
  
  },{}],3:[function(require,module,exports){
  /**
  * A ObjectIterator is an iterator wrapper for objects. If passed object contains
  * the iterator method, the object instance will be replaced by the result returned by
  * this method call. If passed object is an array, the ObjectIterator instance iterates
  * through its items.
  *
  * @param {Object} obj The object to be iterated.
  */
  module.exports = function ObjectIterator(obj) {
    if (obj instanceof Array) {
      // iterate through array items
      var index = -1;
      this.hasNext = function() {
        return ++index < obj.length;
      };
      this.next = function() {
        return obj[index];
      };
    } else if (obj.iterator instanceof Function) {
      return obj.iterator();
    } else {
      throw "Unable to iterate: " + obj;
    }
  };
  
  },{}],4:[function(require,module,exports){
  /**
   * Processing.js environment constants
   */
  module.exports = {
      X: 0,
      Y: 1,
      Z: 2,
  
      R: 3,
      G: 4,
      B: 5,
      A: 6,
  
      U: 7,
      V: 8,
  
      NX: 9,
      NY: 10,
      NZ: 11,
  
      EDGE: 12,
  
      // Stroke
      SR: 13,
      SG: 14,
      SB: 15,
      SA: 16,
  
      SW: 17,
  
      // Transformations (2D and 3D)
      TX: 18,
      TY: 19,
      TZ: 20,
  
      VX: 21,
      VY: 22,
      VZ: 23,
      VW: 24,
  
      // Material properties
      AR: 25,
      AG: 26,
      AB: 27,
  
      DR: 3,
      DG: 4,
      DB: 5,
      DA: 6,
  
      SPR: 28,
      SPG: 29,
      SPB: 30,
  
      SHINE: 31,
  
      ER: 32,
      EG: 33,
      EB: 34,
  
      BEEN_LIT: 35,
  
      VERTEX_FIELD_COUNT: 36,
  
      // Renderers
      P2D:    1,
      JAVA2D: 1,
      WEBGL:  2,
      P3D:    2,
      OPENGL: 2,
      PDF:    0,
      DXF:    0,
  
      // Platform IDs
      OTHER:   0,
      WINDOWS: 1,
      MAXOSX:  2,
      LINUX:   3,
  
      EPSILON: 0.0001,
  
      MAX_FLOAT:  3.4028235e+38,
      MIN_FLOAT: -3.4028235e+38,
      MAX_INT:    2147483647,
      MIN_INT:   -2147483648,
  
      PI:         Math.PI,
      TWO_PI:     2 * Math.PI,
      TAU:        2 * Math.PI,
      HALF_PI:    Math.PI / 2,
      THIRD_PI:   Math.PI / 3,
      QUARTER_PI: Math.PI / 4,
  
      DEG_TO_RAD: Math.PI / 180,
      RAD_TO_DEG: 180 / Math.PI,
  
      WHITESPACE: " \t\n\r\f\u00A0",
  
      // Color modes
      RGB:   1,
      ARGB:  2,
      HSB:   3,
      ALPHA: 4,
      CMYK:  5,
  
      // Image file types
      TIFF:  0,
      TARGA: 1,
      JPEG:  2,
      GIF:   3,
  
      // Filter/convert types
      BLUR:      11,
      GRAY:      12,
      INVERT:    13,
      OPAQUE:    14,
      POSTERIZE: 15,
      THRESHOLD: 16,
      ERODE:     17,
      DILATE:    18,
  
      // Blend modes
      REPLACE:    0,
      BLEND:      1 << 0,
      ADD:        1 << 1,
      SUBTRACT:   1 << 2,
      LIGHTEST:   1 << 3,
      DARKEST:    1 << 4,
      DIFFERENCE: 1 << 5,
      EXCLUSION:  1 << 6,
      MULTIPLY:   1 << 7,
      SCREEN:     1 << 8,
      OVERLAY:    1 << 9,
      HARD_LIGHT: 1 << 10,
      SOFT_LIGHT: 1 << 11,
      DODGE:      1 << 12,
      BURN:       1 << 13,
  
      // Color component bit masks
      ALPHA_MASK: 0xff000000,
      RED_MASK:   0x00ff0000,
      GREEN_MASK: 0x0000ff00,
      BLUE_MASK:  0x000000ff,
  
      // Projection matrices
      CUSTOM:       0,
      ORTHOGRAPHIC: 2,
      PERSPECTIVE:  3,
  
      // Shapes
      POINT:          2,
      POINTS:         2,
      LINE:           4,
      LINES:          4,
      TRIANGLE:       8,
      TRIANGLES:      9,
      TRIANGLE_STRIP: 10,
      TRIANGLE_FAN:   11,
      QUAD:           16,
      QUADS:          16,
      QUAD_STRIP:     17,
      POLYGON:        20,
      PATH:           21,
      RECT:           30,
      ELLIPSE:        31,
      ARC:            32,
      SPHERE:         40,
      BOX:            41,
  
      GROUP:          0,
      PRIMITIVE:      1,
      //PATH:         21, // shared with Shape PATH
      GEOMETRY:       3,
  
      // Shape Vertex
      VERTEX:        0,
      BEZIER_VERTEX: 1,
      CURVE_VERTEX:  2,
      BREAK:         3,
      CLOSESHAPE:    4,
  
      // Shape closing modes
      OPEN:  1,
      CLOSE: 2,
  
      // Shape drawing modes
      CORNER:          0, // Draw mode convention to use (x, y) to (width, height)
      CORNERS:         1, // Draw mode convention to use (x1, y1) to (x2, y2) coordinates
      RADIUS:          2, // Draw mode from the center, and using the radius
      CENTER_RADIUS:   2, // Deprecated! Use RADIUS instead
      CENTER:          3, // Draw from the center, using second pair of values as the diameter
      DIAMETER:        3, // Synonym for the CENTER constant. Draw from the center
      CENTER_DIAMETER: 3, // Deprecated! Use DIAMETER instead
  
      // Text vertical alignment modes
      BASELINE: 0,   // Default vertical alignment for text placement
      TOP:      101, // Align text to the top
      BOTTOM:   102, // Align text from the bottom, using the baseline
  
      // UV Texture coordinate modes
      NORMAL:     1,
      NORMALIZED: 1,
      IMAGE:      2,
  
      // Text placement modes
      MODEL: 4,
      SHAPE: 5,
  
      // Stroke modes
      SQUARE:  'butt',
      ROUND:   'round',
      PROJECT: 'square',
      MITER:   'miter',
      BEVEL:   'bevel',
  
      // Lighting modes
      AMBIENT:     0,
      DIRECTIONAL: 1,
      //POINT:     2, Shared with Shape constant
      SPOT:        3,
  
      // Key constants
  
      // Both key and keyCode will be equal to these values
      BACKSPACE: 8,
      TAB:       9,
      ENTER:     10,
      RETURN:    13,
      ESC:       27,
      DELETE:    127,
      CODED:     0xffff,
  
      // p.key will be CODED and p.keyCode will be this value
      SHIFT:     16,
      CONTROL:   17,
      ALT:       18,
      CAPSLK:    20,
      PGUP:      33,
      PGDN:      34,
      END:       35,
      HOME:      36,
      LEFT:      37,
      UP:        38,
      RIGHT:     39,
      DOWN:      40,
      F1:        112,
      F2:        113,
      F3:        114,
      F4:        115,
      F5:        116,
      F6:        117,
      F7:        118,
      F8:        119,
      F9:        120,
      F10:       121,
      F11:       122,
      F12:       123,
      NUMLK:     144,
      META:      157,
      INSERT:    155,
  
      // Cursor types
      ARROW:    'default',
      CROSS:    'crosshair',
      HAND:     'pointer',
      MOVE:     'move',
      TEXT:     'text',
      WAIT:     'wait',
      NOCURSOR: "url('data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw=='), auto",
  
      // Hints
      DISABLE_OPENGL_2X_SMOOTH:     1,
      ENABLE_OPENGL_2X_SMOOTH:     -1,
      ENABLE_OPENGL_4X_SMOOTH:      2,
      ENABLE_NATIVE_FONTS:          3,
      DISABLE_DEPTH_TEST:           4,
      ENABLE_DEPTH_TEST:           -4,
      ENABLE_DEPTH_SORT:            5,
      DISABLE_DEPTH_SORT:          -5,
      DISABLE_OPENGL_ERROR_REPORT:  6,
      ENABLE_OPENGL_ERROR_REPORT:  -6,
      ENABLE_ACCURATE_TEXTURES:     7,
      DISABLE_ACCURATE_TEXTURES:   -7,
      HINT_COUNT:                  10,
  
      // PJS defined constants
      SINCOS_LENGTH:      720,       // every half degree
      PRECISIONB:         15,        // fixed point precision is limited to 15 bits!!
      PRECISIONF:         1 << 15,
      PREC_MAXVAL:        (1 << 15) - 1,
      PREC_ALPHA_SHIFT:   24 - 15,
      PREC_RED_SHIFT:     16 - 15,
      NORMAL_MODE_AUTO:   0,
      NORMAL_MODE_SHAPE:  1,
      NORMAL_MODE_VERTEX: 2,
      MAX_LIGHTS:         8
  };
  
  },{}],5:[function(require,module,exports){
  /**
   * Processing.js default scope
   */
  module.exports = function(options) {
  
    // Building defaultScope. Changing of the prototype protects
    // internal Processing code from the changes in defaultScope
    function DefaultScope() {}
    DefaultScope.prototype = options.PConstants;
  
    var defaultScope = new DefaultScope();
  
    // copy over all known Object types and helper objects
    Object.keys(options).forEach(function(prop) {
      defaultScope[prop] = options[prop];
    });
  
    ////////////////////////////////////////////////////////////////////////////
    // Class inheritance helper methods
    ////////////////////////////////////////////////////////////////////////////
  
    defaultScope.defineProperty = function(obj, name, desc) {
      if("defineProperty" in Object) {
        Object.defineProperty(obj, name, desc);
      } else {
        if (desc.hasOwnProperty("get")) {
          obj.__defineGetter__(name, desc.get);
        }
        if (desc.hasOwnProperty("set")) {
          obj.__defineSetter__(name, desc.set);
        }
      }
    };
  
    /**
     * class overloading, part 1
     */
    function overloadBaseClassFunction(object, name, basefn) {
      if (!object.hasOwnProperty(name) || typeof object[name] !== 'function') {
        // object method is not a function or just inherited from Object.prototype
        object[name] = basefn;
        return;
      }
      var fn = object[name];
      if ("$overloads" in fn) {
        // the object method already overloaded (see defaultScope.addMethod)
        // let's just change a fallback method
        fn.$defaultOverload = basefn;
        return;
      }
      if (!("$overloads" in basefn) && fn.length === basefn.length) {
        // special case when we just overriding the method
        return;
      }
      var overloads, defaultOverload;
      if ("$overloads" in basefn) {
        // let's inherit base class overloads to speed up things
        overloads = basefn.$overloads.slice(0);
        overloads[fn.length] = fn;
        defaultOverload = basefn.$defaultOverload;
      } else {
        overloads = [];
        overloads[basefn.length] = basefn;
        overloads[fn.length] = fn;
        defaultOverload = fn;
      }
      var hubfn = function() {
        var fn = hubfn.$overloads[arguments.length] ||
                 ("$methodArgsIndex" in hubfn && arguments.length > hubfn.$methodArgsIndex ?
                 hubfn.$overloads[hubfn.$methodArgsIndex] : null) ||
                 hubfn.$defaultOverload;
        return fn.apply(this, arguments);
      };
      hubfn.$overloads = overloads;
      if ("$methodArgsIndex" in basefn) {
        hubfn.$methodArgsIndex = basefn.$methodArgsIndex;
      }
      hubfn.$defaultOverload = defaultOverload;
      hubfn.name = name;
      object[name] = hubfn;
    }
  
    /**
     * class overloading, part 2
     */
  
    function extendClass(subClass, baseClass) {
      function extendGetterSetter(propertyName) {
        defaultScope.defineProperty(subClass, propertyName, {
          get: function() {
            return baseClass[propertyName];
          },
          set: function(v) {
            baseClass[propertyName]=v;
          },
          enumerable: true
        });
      }
  
      var properties = [];
      for (var propertyName in baseClass) {
        if (typeof baseClass[propertyName] === 'function') {
          overloadBaseClassFunction(subClass, propertyName, baseClass[propertyName]);
        } else if(propertyName.charAt(0) !== "$" && !(propertyName in subClass)) {
          // Delaying the properties extension due to the IE9 bug (see #918).
          properties.push(propertyName);
        }
      }
      while (properties.length > 0) {
        extendGetterSetter(properties.shift());
      }
  
      subClass.$super = baseClass;
    }
  
    /**
     * class overloading, part 3
     */
    defaultScope.extendClassChain = function(base) {
      var path = [base];
      for (var self = base.$upcast; self; self = self.$upcast) {
        extendClass(self, base);
        path.push(self);
        base = self;
      }
      while (path.length > 0) {
        path.pop().$self=base;
      }
    };
  
    // static
    defaultScope.extendStaticMembers = function(derived, base) {
      extendClass(derived, base);
    };
  
    // interface
    defaultScope.extendInterfaceMembers = function(derived, base) {
      extendClass(derived, base);
    };
  
    /**
     * Java methods and JavaScript functions differ enough that
     * we need a special function to make sure it all links up
     * as classical hierarchical class chains.
     */
    defaultScope.addMethod = function(object, name, fn, hasMethodArgs) {
      var existingfn = object[name];
      if (existingfn || hasMethodArgs) {
        var args = fn.length;
        // builds the overload methods table
        if ("$overloads" in existingfn) {
          existingfn.$overloads[args] = fn;
        } else {
          var hubfn = function() {
            var fn = hubfn.$overloads[arguments.length] ||
                     ("$methodArgsIndex" in hubfn && arguments.length > hubfn.$methodArgsIndex ?
                     hubfn.$overloads[hubfn.$methodArgsIndex] : null) ||
                     hubfn.$defaultOverload;
            return fn.apply(this, arguments);
          };
          var overloads = [];
          if (existingfn) {
            overloads[existingfn.length] = existingfn;
          }
          overloads[args] = fn;
          hubfn.$overloads = overloads;
          hubfn.$defaultOverload = existingfn || fn;
          if (hasMethodArgs) {
            hubfn.$methodArgsIndex = args;
          }
          hubfn.name = name;
          object[name] = hubfn;
        }
      } else {
        object[name] = fn;
      }
    };
  
    // internal helper function
    function isNumericalJavaType(type) {
      if (typeof type !== "string") {
        return false;
      }
      return ["byte", "int", "char", "color", "float", "long", "double"].indexOf(type) !== -1;
    }
  
    /**
     * Java's arrays are pre-filled when declared with
     * an initial size, but no content. JS arrays are not.
     */
    defaultScope.createJavaArray = function(type, bounds) {
      var result = null,
          defaultValue = null;
      if (typeof type === "string") {
        if (type === "boolean") {
          defaultValue = false;
        } else if (isNumericalJavaType(type)) {
          defaultValue = 0;
        }
      }
      if (typeof bounds[0] === 'number') {
        var itemsCount = 0 | bounds[0];
        if (bounds.length <= 1) {
          result = [];
          result.length = itemsCount;
          for (var i = 0; i < itemsCount; ++i) {
            result[i] = defaultValue;
          }
        } else {
          result = [];
          var newBounds = bounds.slice(1);
          for (var j = 0; j < itemsCount; ++j) {
            result.push(defaultScope.createJavaArray(type, newBounds));
          }
        }
      }
      return result;
    };
  
    // screenWidth and screenHeight are shared by all instances.
    // and return the width/height of the browser's viewport.
    defaultScope.defineProperty(defaultScope, 'screenWidth',
      { get: function() { return window.innerWidth; } });
  
    defaultScope.defineProperty(defaultScope, 'screenHeight',
      { get: function() { return window.innerHeight; } });
  
    return defaultScope;
  };
  
  },{}],6:[function(require,module,exports){
  /**
   * Finalise the Processing.js object.
   */
  module.exports = function finalizeProcessing(Processing, options) {
  
    // unpack options
    var window = options.window,
        document = options.document,
        XMLHttpRequest = window.XMLHttpRequest,
        noop = options.noop,
        isDOMPresent = options.isDOMPresent,
        version = options.version,
        undef;
  
    // versioning
    Processing.version = (version ? version : "@DEV-VERSION@");
  
    // Share lib space
    Processing.lib = {};
  
    /**
     * External libraries can be added to the global Processing
     * objects with the `registerLibrary` function.
     */
    Processing.registerLibrary = function(name, library) {
      Processing.lib[name] = library;
      if(library.hasOwnProperty("init")) {
        library.init(defaultScope);
      }
    };
  
    /**
     * This is the object that acts as our version of PApplet.
     * This can be called as Processing.Sketch() or as
     * Processing.Sketch(function) in which case the function
     * must be an already-compiled-to-JS sketch function.
     */
    Processing.Sketch = function(attachFunction) {
      this.attachFunction = attachFunction;
      this.options = {
        pauseOnBlur: false,
        globalKeyEvents: false
      };
  
      /* Optional Sketch event hooks:
       *   onLoad       - parsing/preloading is done, before sketch starts
       *   onSetup      - setup() has been called, before first draw()
       *   onPause      - noLoop() has been called, pausing draw loop
       *   onLoop       - loop() has been called, resuming draw loop
       *   onFrameStart - draw() loop about to begin
       *   onFrameEnd   - draw() loop finished
       *   onExit       - exit() done being called
       */
      this.onLoad = noop;
      this.onSetup = noop;
      this.onPause = noop;
      this.onLoop = noop;
      this.onFrameStart = noop;
      this.onFrameEnd = noop;
      this.onExit = noop;
  
      this.params = {};
      this.imageCache = {
        pending: 0,
        images: {},
        // Opera requires special administration for preloading
        operaCache: {},
        // Specify an optional img arg if the image is already loaded in the DOM,
        // otherwise href will get loaded.
        add: function(href, img) {
          // Prevent muliple loads for an image, in case it gets
          // preloaded more than once, or is added via JS and then preloaded.
          if (this.images[href]) {
            return;
          }
  
          if (!isDOMPresent) {
            this.images[href] = null;
          }
  
          // No image in the DOM, kick-off a background load
          if (!img) {
            img = new Image();
            img.onload = (function(owner) {
              return function() {
                owner.pending--;
              };
            }(this));
            this.pending++;
            img.src = href;
          }
  
          this.images[href] = img;
  
          // Opera will not load images until they are inserted into the DOM.
          if (window.opera) {
            var div = document.createElement("div");
            div.appendChild(img);
            // we can't use "display: none", since that makes it invisible, and thus not load
            div.style.position = "absolute";
            div.style.opacity = 0;
            div.style.width = "1px";
            div.style.height= "1px";
            if (!this.operaCache[href]) {
              document.body.appendChild(div);
              this.operaCache[href] = div;
            }
          }
        }
      };
  
      this.sourceCode = undefined;
      this.attach = function(processing) {
        // either attachFunction or sourceCode must be present on attach
        if(typeof this.attachFunction === "function") {
          this.attachFunction(processing);
        } else if(this.sourceCode) {
          var func = ((new Function("return (" + this.sourceCode + ");"))());
          func(processing);
          this.attachFunction = func;
        } else {
          throw "Unable to attach sketch to the processing instance";
        }
      };
  
      this.toString = function() {
        var i;
        var code = "((function(Sketch) {\n";
        code += "var sketch = new Sketch(\n" + this.sourceCode + ");\n";
        for(i in this.options) {
          if(this.options.hasOwnProperty(i)) {
            var value = this.options[i];
            code += "sketch.options." + i + " = " +
              (typeof value === 'string' ? '\"' + value + '\"' : "" + value) + ";\n";
          }
        }
        for(i in this.imageCache) {
          if(this.options.hasOwnProperty(i)) {
            code += "sketch.imageCache.add(\"" + i + "\");\n";
          }
        }
        // TODO serialize fonts
        code += "return sketch;\n})(Processing.Sketch))";
        return code;
      };
    };
  
    /**
     * aggregate all source code into a single file, then rewrite that
     * source and bind to canvas via new Processing(canvas, sourcestring).
     * @param {CANVAS} canvas The html canvas element to bind to
     * @param {String[]} source The array of files that must be loaded
     */
    var loadSketchFromSources = Processing.loadSketchFromSources = function(canvas, sources) {
      var code = [], errors = [], sourcesCount = sources.length, loaded = 0;
  
      function ajaxAsync(url, callback) {
        var xhr = new XMLHttpRequest();
        xhr.onreadystatechange = function() {
          if (xhr.readyState === 4) {
            var error;
            if (xhr.status !== 200 && xhr.status !== 0) {
              error = "Invalid XHR status " + xhr.status;
            } else if (xhr.responseText === "") {
              // Give a hint when loading fails due to same-origin issues on file:/// urls
              if ( ("withCredentials" in new XMLHttpRequest()) &&
                   (new XMLHttpRequest()).withCredentials === false &&
                   window.location.protocol === "file:" ) {
                error = "XMLHttpRequest failure, possibly due to a same-origin policy violation. You can try loading this page in another browser, or load it from http://localhost using a local webserver. See the Processing.js README for a more detailed explanation of this problem and solutions.";
              } else {
                error = "File is empty.";
              }
            }
  
            callback(xhr.responseText, error);
          }
        };
        xhr.open("GET", url, true);
        if (xhr.overrideMimeType) {
          xhr.overrideMimeType("application/json");
        }
        xhr.setRequestHeader("If-Modified-Since", "Fri, 01 Jan 1960 00:00:00 GMT"); // no cache
        xhr.send(null);
      }
  
      function loadBlock(index, filename) {
        function callback(block, error) {
          code[index] = block;
          ++loaded;
          if (error) {
            errors.push(filename + " ==> " + error);
          }
          if (loaded === sourcesCount) {
            if (errors.length === 0) {
              try {
                return new Processing(canvas, code.join("\n"));
              } catch(e) {
                console.log("Processing.js: Unable to execute pjs sketch.");
                throw e;
              }
            } else {
              throw "Processing.js: Unable to load pjs sketch files: " + errors.join("\n");
            }
          }
        }
        if (filename.charAt(0) === '#') {
          // trying to get script from the element
          var scriptElement = document.getElementById(filename.substring(1));
          if (scriptElement) {
            callback(scriptElement.text || scriptElement.textContent);
          } else {
            callback("", "Unable to load pjs sketch: element with id \'" + filename.substring(1) + "\' was not found");
          }
          return;
        }
  
        ajaxAsync(filename, callback);
      }
  
      for (var i = 0; i < sourcesCount; ++i) {
        loadBlock(i, sources[i]);
      }
    };
  
    /**
     * Automatic initialization function.
     */
    var init = function() {
      document.removeEventListener('DOMContentLoaded', init, false);
  
      // before running through init, clear the instances list, to prevent
      // sketch duplication when page content is dynamically swapped without
      // swapping out processing.js
      processingInstances = [];
      Processing.instances = processingInstances;
  
      var canvas = document.getElementsByTagName('canvas'),
        filenames;
  
      for (var i = 0, l = canvas.length; i < l; i++) {
        // datasrc and data-src are deprecated.
        var processingSources = canvas[i].getAttribute('data-processing-sources');
        if (processingSources === null) {
          // Temporary fallback for datasrc and data-src
          processingSources = canvas[i].getAttribute('data-src');
          if (processingSources === null) {
            processingSources = canvas[i].getAttribute('datasrc');
          }
        }
        if (processingSources) {
          filenames = processingSources.split(/\s+/g);
          for (var j = 0; j < filenames.length;) {
            if (filenames[j]) {
              j++;
            } else {
              filenames.splice(j, 1);
            }
          }
          loadSketchFromSources(canvas[i], filenames);
        }
      }
  
      // also process all <script>-indicated sketches, if there are any
      var s, last, source, instance,
          nodelist = document.getElementsByTagName('script'),
          scripts=[];
  
      // snapshot the DOM, as the nodelist is only a DOM view, and is
      // updated instantly when a script element is added or removed.
      for (s = nodelist.length - 1; s >= 0; s--) {
        scripts.push(nodelist[s]);
      }
  
      // iterate over all script elements to see if they contain Processing code
      for (s = 0, last = scripts.length; s < last; s++) {
        var script = scripts[s];
        if (!script.getAttribute) {
          continue;
        }
  
        var type = script.getAttribute("type");
        if (type && (type.toLowerCase() === "text/processing" || type.toLowerCase() === "application/processing")) {
          var target = script.getAttribute("data-processing-target");
          canvas = undef;
          if (target) {
            canvas = document.getElementById(target);
          } else {
            var nextSibling = script.nextSibling;
            while (nextSibling && nextSibling.nodeType !== 1) {
              nextSibling = nextSibling.nextSibling;
            }
            if (nextSibling && nextSibling.nodeName.toLowerCase() === "canvas") {
              canvas = nextSibling;
            }
          }
  
          if (canvas) {
            if (script.getAttribute("src")) {
              filenames = script.getAttribute("src").split(/\s+/);
              loadSketchFromSources(canvas, filenames);
              continue;
            }
            source =  script.textContent || script.text;
            instance = new Processing(canvas, source);
          }
        }
      }
    };
  
    /**
     * automatic loading of all sketches on the page
     */
    document.addEventListener('DOMContentLoaded', init, false);
  
    /**
     * Make Processing run through init after already having
     * been set up for a page. This function exists mostly for pages
     * that swap content in/out without reloading a page.
     */
    Processing.reload = function() {
      if (processingInstances.length > 0) {
        // unload sketches
        for (var i = processingInstances.length - 1; i >= 0; i--) {
          if (processingInstances[i]) {
            processingInstances[i].exit();
          }
        }
      }
      // rerun init() to scan the DOM for sketches
      init();
    };
  
    /**
     * Disable the automatic loading of all sketches on the page.
     * This will work as long as it's issued before DOMContentLoaded.
     */
    Processing.disableInit = function() {
      document.removeEventListener('DOMContentLoaded', init, false);
    };
  
    // done.
    return Processing;
  };
  },{}],7:[function(require,module,exports){
  /**
   * Returns Java equals() result for two objects. If the first object
   * has the "equals" function, it preforms the call of this function.
   * Otherwise the method uses the JavaScript === operator.
   *
   * @param {Object} obj          The first object.
   * @param {Object} other        The second object.
   *
   * @returns {boolean}           true if the objects are equal.
   */
  module.exports = function virtEquals(obj, other) {
    if (obj === null || other === null) {
      return (obj === null) && (other === null);
    }
    if (typeof (obj) === "string") {
      return obj === other;
    }
    if (typeof(obj) !== "object") {
      return obj === other;
    }
    if (obj.equals instanceof Function) {
      return obj.equals(other);
    }
    return obj === other;
  };
  
  },{}],8:[function(require,module,exports){
  /**
   * Returns Java hashCode() result for the object. If the object has the "hashCode" function,
   * it preforms the call of this function. Otherwise it uses/creates the "$id" property,
   * which is used as the hashCode.
   *
   * @param {Object} obj          The object.
   * @returns {int}               The object's hash code.
   */
  module.exports = function virtHashCode(obj, undef) {
    if (typeof(obj) === "string") {
      var hash = 0;
      for (var i = 0; i < obj.length; ++i) {
        hash = (hash * 31 + obj.charCodeAt(i)) & 0xFFFFFFFF;
      }
      return hash;
    }
    if (typeof(obj) !== "object") {
      return obj & 0xFFFFFFFF;
    }
    if (obj.hashCode instanceof Function) {
      return obj.hashCode();
    }
    if (obj.$id === undef) {
        obj.$id = ((Math.floor(Math.random() * 0x10000) - 0x8000) << 16) | Math.floor(Math.random() * 0x10000);
    }
    return obj.$id;
  };
  
  },{}],9:[function(require,module,exports){
  /**
   * An ArrayList stores a variable number of objects.
   *
   * @param {int} initialCapacity optional defines the initial capacity of the list, it's empty by default
   *
   * @returns {ArrayList} new ArrayList object
   */
  module.exports = function(options) {
    var virtHashCode = options.virtHashCode,
        virtEquals = options.virtEquals;
  
    function Iterator(array) {
      var index = -1;
      this.hasNext = function() {
        return (index + 1) < array.length;
      };
  
      this.next = function() {
        return array[++index];
      };
  
      this.remove = function() {
        array.splice(index--, 1);
      };
    }
  
    function ArrayList(a) {
      var array = [];
  
      if (a && a.toArray) {
        array = a.toArray();
      }
  
      /**
       * @member ArrayList
       * ArrayList.get() Returns the element at the specified position in this list.
       *
       * @param {int} i index of element to return
       *
       * @returns {Object} the element at the specified position in this list.
       */
      this.get = function(i) {
        return array[i];
      };
      /**
       * @member ArrayList
       * ArrayList.contains() Returns true if this list contains the specified element.
       *
       * @param {Object} item element whose presence in this List is to be tested.
       *
       * @returns {boolean} true if the specified element is present; false otherwise.
       */
      this.contains = function(item) {
        return this.indexOf(item)>-1;
      };
      /**
       * @member ArrayList
       * ArrayList.indexOf() Returns the position this element takes in the list, or -1 if the element is not found.
       *
       * @param {Object} item element whose position in this List is to be tested.
       *
       * @returns {int} the list position that the first match for this element holds in the list, or -1 if it is not in the list.
       */
      this.indexOf = function(item) {
        for (var i = 0, len = array.length; i < len; ++i) {
          if (virtEquals(item, array[i])) {
            return i;
          }
        }
        return -1;
      };
      /**
       * @member ArrayList
       * ArrayList.lastIndexOf() Returns the index of the last occurrence of the specified element in this list,
       * or -1 if this list does not contain the element. More formally, returns the highest index i such that
       * (o==null ? get(i)==null : o.equals(get(i))), or -1 if there is no such index.
       *
       * @param {Object} item element to search for.
       *
       * @returns {int} the index of the last occurrence of the specified element in this list, or -1 if this list does not contain the element.
       */
      this.lastIndexOf = function(item) {
        for (var i = array.length-1; i >= 0; --i) {
          if (virtEquals(item, array[i])) {
            return i;
          }
        }
        return -1;
      };
      /**
       * @member ArrayList
       * ArrayList.add() Adds the specified element to this list.
       *
       * @param {int}    index  optional index at which the specified element is to be inserted
       * @param {Object} object element to be added to the list
       */
      this.add = function() {
        if (arguments.length === 1) {
          array.push(arguments[0]); // for add(Object)
        } else if (arguments.length === 2) {
          var arg0 = arguments[0];
          if (typeof arg0 === 'number') {
            if (arg0 >= 0 && arg0 <= array.length) {
              array.splice(arg0, 0, arguments[1]); // for add(i, Object)
            } else {
              throw(arg0 + " is not a valid index");
            }
          } else {
            throw(typeof arg0 + " is not a number");
          }
        } else {
          throw("Please use the proper number of parameters.");
        }
      };
      /**
       * @member ArrayList
       * ArrayList.addAll(collection) appends all of the elements in the specified
       * Collection to the end of this list, in the order that they are returned by
       * the specified Collection's Iterator.
       *
       * When called as addAll(index, collection) the elements are inserted into
       * this list at the position indicated by index.
       *
       * @param {index} Optional; specifies the position the colletion should be inserted at
       * @param {collection} Any iterable object (ArrayList, HashMap.keySet(), etc.)
       * @throws out of bounds error for negative index, or index greater than list size.
       */
      this.addAll = function(arg1, arg2) {
        // addAll(int, Collection)
        var it;
        if (typeof arg1 === "number") {
          if (arg1 < 0 || arg1 > array.length) {
            throw("Index out of bounds for addAll: " + arg1 + " greater or equal than " + array.length);
          }
          it = new ObjectIterator(arg2);
          while (it.hasNext()) {
            array.splice(arg1++, 0, it.next());
          }
        }
        // addAll(Collection)
        else {
          it = new ObjectIterator(arg1);
          while (it.hasNext()) {
            array.push(it.next());
          }
        }
      };
      /**
       * @member ArrayList
       * ArrayList.set() Replaces the element at the specified position in this list with the specified element.
       *
       * @param {int}    index  index of element to replace
       * @param {Object} object element to be stored at the specified position
       */
      this.set = function() {
        if (arguments.length === 2) {
          var arg0 = arguments[0];
          if (typeof arg0 === 'number') {
            if (arg0 >= 0 && arg0 < array.length) {
              array.splice(arg0, 1, arguments[1]);
            } else {
              throw(arg0 + " is not a valid index.");
            }
          } else {
            throw(typeof arg0 + " is not a number");
          }
        } else {
          throw("Please use the proper number of parameters.");
        }
      };
  
      /**
       * @member ArrayList
       * ArrayList.size() Returns the number of elements in this list.
       *
       * @returns {int} the number of elements in this list
       */
      this.size = function() {
        return array.length;
      };
  
      /**
       * @member ArrayList
       * ArrayList.clear() Removes all of the elements from this list. The list will be empty after this call returns.
       */
      this.clear = function() {
        array.length = 0;
      };
  
      /**
       * @member ArrayList
       * ArrayList.remove() Removes an element either based on index, if the argument is a number, or
       * by equality check, if the argument is an object.
       *
       * @param {int|Object} item either the index of the element to be removed, or the element itself.
       *
       * @returns {Object|boolean} If removal is by index, the element that was removed, or null if nothing was removed. If removal is by object, true if removal occurred, otherwise false.
       */
      this.remove = function(item) {
        if (typeof item === 'number') {
          return array.splice(item, 1)[0];
        }
        item = this.indexOf(item);
        if (item > -1) {
          array.splice(item, 1);
          return true;
        }
        return false;
      };
  
       /**
       * @member ArrayList
       * ArrayList.removeAll Removes from this List all of the elements from
       * the current ArrayList which are present in the passed in paramater ArrayList 'c'.
       * Shifts any succeeding elements to the left (reduces their index).
       *
       * @param {ArrayList} the ArrayList to compare to the current ArrayList
       *
       * @returns {boolean} true if the ArrayList had an element removed; false otherwise
       */
      this.removeAll = function(c) {
        var i, x, item,
            newList = new ArrayList();
        newList.addAll(this);
        this.clear();
        // For every item that exists in the original ArrayList and not in the c ArrayList
        // copy it into the empty 'this' ArrayList to create the new 'this' Array.
        for (i = 0, x = 0; i < newList.size(); i++) {
          item = newList.get(i);
          if (!c.contains(item)) {
            this.add(x++, item);
          }
        }
        if (this.size() < newList.size()) {
          return true;
        }
        return false;
      };
  
      /**
       * @member ArrayList
       * ArrayList.isEmpty() Tests if this list has no elements.
       *
       * @returns {boolean} true if this list has no elements; false otherwise
       */
      this.isEmpty = function() {
         return !array.length;
      };
  
      /**
       * @member ArrayList
       * ArrayList.clone() Returns a shallow copy of this ArrayList instance. (The elements themselves are not copied.)
       *
       * @returns {ArrayList} a clone of this ArrayList instance
       */
      this.clone = function() {
        return new ArrayList(this);
      };
  
      /**
       * @member ArrayList
       * ArrayList.toArray() Returns an array containing all of the elements in this list in the correct order.
       *
       * @returns {Object[]} Returns an array containing all of the elements in this list in the correct order
       */
      this.toArray = function() {
        return array.slice(0);
      };
  
      this.iterator = function() {
        return new Iterator(array);
      };
    }
  
    return ArrayList;
  };
  
  },{}],10:[function(require,module,exports){
  module.exports = (function(charMap, undef) {
  
    var Char = function(chr) {
      if (typeof chr === 'string' && chr.length === 1) {
        this.code = chr.charCodeAt(0);
      } else if (typeof chr === 'number') {
        this.code = chr;
      } else if (chr instanceof Char) {
        this.code = chr;
      } else {
        this.code = NaN;
      }
      return (charMap[this.code] === undef) ? charMap[this.code] = this : charMap[this.code];
    };
  
    Char.prototype.toString = function() {
      return String.fromCharCode(this.code);
    };
  
    Char.prototype.valueOf = function() {
      return this.code;
    };
  
    return Char;
  }({}));
  
  },{}],11:[function(require,module,exports){
  /**
  * A HashMap stores a collection of objects, each referenced by a key. This is similar to an Array, only
  * instead of accessing elements with a numeric index, a String  is used. (If you are familiar with
  * associative arrays from other languages, this is the same idea.)
  *
  * @param {int} initialCapacity          defines the initial capacity of the map, it's 16 by default
  * @param {float} loadFactor             the load factor for the map, the default is 0.75
  * @param {Map} m                        gives the new HashMap the same mappings as this Map
  */
  module.exports = function(options) {
    var virtHashCode = options.virtHashCode,
        virtEquals = options.virtEquals;
  
    /**
    * @member HashMap
    * A HashMap stores a collection of objects, each referenced by a key. This is similar to an Array, only
    * instead of accessing elements with a numeric index, a String  is used. (If you are familiar with
    * associative arrays from other languages, this is the same idea.)
    *
    * @param {int} initialCapacity          defines the initial capacity of the map, it's 16 by default
    * @param {float} loadFactor             the load factor for the map, the default is 0.75
    * @param {Map} m                        gives the new HashMap the same mappings as this Map
    */
    function HashMap() {
      if (arguments.length === 1 && arguments[0] instanceof HashMap) {
        return arguments[0].clone();
      }
  
      var initialCapacity = arguments.length > 0 ? arguments[0] : 16;
      var loadFactor = arguments.length > 1 ? arguments[1] : 0.75;
      var buckets = [];
      buckets.length = initialCapacity;
      var count = 0;
      var hashMap = this;
  
      function getBucketIndex(key) {
        var index = virtHashCode(key) % buckets.length;
        return index < 0 ? buckets.length + index : index;
      }
      function ensureLoad() {
        if (count <= loadFactor * buckets.length) {
          return;
        }
        var allEntries = [];
        for (var i = 0; i < buckets.length; ++i) {
          if (buckets[i] !== undefined) {
            allEntries = allEntries.concat(buckets[i]);
          }
        }
        var newBucketsLength = buckets.length * 2;
        buckets = [];
        buckets.length = newBucketsLength;
        for (var j = 0; j < allEntries.length; ++j) {
          var index = getBucketIndex(allEntries[j].key);
          var bucket = buckets[index];
          if (bucket === undefined) {
            buckets[index] = bucket = [];
          }
          bucket.push(allEntries[j]);
        }
      }
  
      function Iterator(conversion, removeItem) {
        var bucketIndex = 0;
        var itemIndex = -1;
        var endOfBuckets = false;
        var currentItem;
  
        function findNext() {
          while (!endOfBuckets) {
            ++itemIndex;
            if (bucketIndex >= buckets.length) {
              endOfBuckets = true;
            } else if (buckets[bucketIndex] === undefined || itemIndex >= buckets[bucketIndex].length) {
              itemIndex = -1;
              ++bucketIndex;
            } else {
              return;
            }
          }
        }
  
        /*
        * @member Iterator
        * Checks if the Iterator has more items
        */
        this.hasNext = function() {
          return !endOfBuckets;
        };
  
        /*
        * @member Iterator
        * Return the next Item
        */
        this.next = function() {
          currentItem = conversion(buckets[bucketIndex][itemIndex]);
          findNext();
          return currentItem;
        };
  
        /*
        * @member Iterator
        * Remove the current item
        */
        this.remove = function() {
          if (currentItem !== undefined) {
            removeItem(currentItem);
            --itemIndex;
            findNext();
          }
        };
  
        findNext();
      }
  
      function Set(conversion, isIn, removeItem) {
        this.clear = function() {
          hashMap.clear();
        };
  
        this.contains = function(o) {
          return isIn(o);
        };
  
        this.containsAll = function(o) {
          var it = o.iterator();
          while (it.hasNext()) {
            if (!this.contains(it.next())) {
              return false;
            }
          }
          return true;
        };
  
        this.isEmpty = function() {
          return hashMap.isEmpty();
        };
  
        this.iterator = function() {
          return new Iterator(conversion, removeItem);
        };
  
        this.remove = function(o) {
          if (this.contains(o)) {
            removeItem(o);
            return true;
          }
          return false;
        };
  
        this.removeAll = function(c) {
          var it = c.iterator();
          var changed = false;
          while (it.hasNext()) {
            var item = it.next();
            if (this.contains(item)) {
              removeItem(item);
              changed = true;
            }
          }
          return true;
        };
  
        this.retainAll = function(c) {
          var it = this.iterator();
          var toRemove = [];
          while (it.hasNext()) {
            var entry = it.next();
            if (!c.contains(entry)) {
              toRemove.push(entry);
            }
          }
          for (var i = 0; i < toRemove.length; ++i) {
            removeItem(toRemove[i]);
          }
          return toRemove.length > 0;
        };
  
        this.size = function() {
          return hashMap.size();
        };
  
        this.toArray = function() {
          var result = [];
          var it = this.iterator();
          while (it.hasNext()) {
            result.push(it.next());
          }
          return result;
        };
      }
  
      function Entry(pair) {
        this._isIn = function(map) {
          return map === hashMap && (pair.removed === undefined);
        };
  
        this.equals = function(o) {
          return virtEquals(pair.key, o.getKey());
        };
  
        this.getKey = function() {
          return pair.key;
        };
  
        this.getValue = function() {
          return pair.value;
        };
  
        this.hashCode = function(o) {
          return virtHashCode(pair.key);
        };
  
        this.setValue = function(value) {
          var old = pair.value;
          pair.value = value;
          return old;
        };
      }
  
      this.clear = function() {
        count = 0;
        buckets = [];
        buckets.length = initialCapacity;
      };
  
      this.clone = function() {
        var map = new HashMap();
        map.putAll(this);
        return map;
      };
  
      this.containsKey = function(key) {
        var index = getBucketIndex(key);
        var bucket = buckets[index];
        if (bucket === undefined) {
          return false;
        }
        for (var i = 0; i < bucket.length; ++i) {
          if (virtEquals(bucket[i].key, key)) {
            return true;
          }
        }
        return false;
      };
  
      this.containsValue = function(value) {
        for (var i = 0; i < buckets.length; ++i) {
          var bucket = buckets[i];
          if (bucket === undefined) {
            continue;
          }
          for (var j = 0; j < bucket.length; ++j) {
            if (virtEquals(bucket[j].value, value)) {
              return true;
            }
          }
        }
        return false;
      };
  
      this.entrySet = function() {
        return new Set(
  
        function(pair) {
          return new Entry(pair);
        },
  
        function(pair) {
          return (pair instanceof Entry) && pair._isIn(hashMap);
        },
  
        function(pair) {
          return hashMap.remove(pair.getKey());
        });
      };
  
      this.get = function(key) {
        var index = getBucketIndex(key);
        var bucket = buckets[index];
        if (bucket === undefined) {
          return null;
        }
        for (var i = 0; i < bucket.length; ++i) {
          if (virtEquals(bucket[i].key, key)) {
            return bucket[i].value;
          }
        }
        return null;
      };
  
      this.isEmpty = function() {
        return count === 0;
      };
  
      this.keySet = function() {
        return new Set(
          // get key from pair
          function(pair) {
            return pair.key;
          },
          // is-in test
          function(key) {
            return hashMap.containsKey(key);
          },
          // remove from hashmap by key
          function(key) {
            return hashMap.remove(key);
          }
        );
      };
  
      this.values = function() {
        return new Set(
          // get value from pair
          function(pair) {
            return pair.value;
          },
          // is-in test
          function(value) {
            return hashMap.containsValue(value);
          },
          // remove from hashmap by value
          function(value) {
            return hashMap.removeByValue(value);
          }
        );
      };
  
      this.put = function(key, value) {
        var index = getBucketIndex(key);
        var bucket = buckets[index];
        if (bucket === undefined) {
          ++count;
          buckets[index] = [{
            key: key,
            value: value
          }];
          ensureLoad();
          return null;
        }
        for (var i = 0; i < bucket.length; ++i) {
          if (virtEquals(bucket[i].key, key)) {
            var previous = bucket[i].value;
            bucket[i].value = value;
            return previous;
          }
        }
        ++count;
        bucket.push({
          key: key,
          value: value
        });
        ensureLoad();
        return null;
      };
  
      this.putAll = function(m) {
        var it = m.entrySet().iterator();
        while (it.hasNext()) {
          var entry = it.next();
          this.put(entry.getKey(), entry.getValue());
        }
      };
  
      this.remove = function(key) {
        var index = getBucketIndex(key);
        var bucket = buckets[index];
        if (bucket === undefined) {
          return null;
        }
        for (var i = 0; i < bucket.length; ++i) {
          if (virtEquals(bucket[i].key, key)) {
            --count;
            var previous = bucket[i].value;
            bucket[i].removed = true;
            if (bucket.length > 1) {
              bucket.splice(i, 1);
            } else {
              buckets[index] = undefined;
            }
            return previous;
          }
        }
        return null;
      };
  
      this.removeByValue = function(value) {
        var bucket, i, ilen, pair;
        for (bucket in buckets) {
          if (buckets.hasOwnProperty(bucket)) {
            for (i = 0, ilen = buckets[bucket].length; i < ilen; i++) {
              pair = buckets[bucket][i];
              // removal on values is based on identity, not equality
              if (pair.value === value) {
                buckets[bucket].splice(i, 1);
                return true;
              }
            }
          }
        }
        return false;
      };
  
      this.size = function() {
        return count;
      };
    }
  
    return HashMap;
  };
  
  },{}],12:[function(require,module,exports){
  // module export
  module.exports = function(options,undef) {
    var window = options.Browser.window,
        document = options.Browser.document,
        noop = options.noop;
  
    /**
     * [internal function] computeFontMetrics() calculates various metrics for text
     * placement. Currently this function computes the ascent, descent and leading
     * (from "lead", used for vertical space) values for the currently active font.
     */
    function computeFontMetrics(pfont) {
      var emQuad = 250,
          correctionFactor = pfont.size / emQuad,
          canvas = document.createElement("canvas");
      canvas.width = 2*emQuad;
      canvas.height = 2*emQuad;
      canvas.style.opacity = 0;
      var cfmFont = pfont.getCSSDefinition(emQuad+"px", "normal"),
          ctx = canvas.getContext("2d");
      ctx.font = cfmFont;
  
      // Size the canvas using a string with common max-ascent and max-descent letters.
      // Changing the canvas dimensions resets the context, so we must reset the font.
      var protrusions = "dbflkhyjqpg";
      canvas.width = ctx.measureText(protrusions).width;
      ctx.font = cfmFont;
  
      // for text lead values, we meaure a multiline text container.
      var leadDiv = document.createElement("div");
      leadDiv.style.position = "absolute";
      leadDiv.style.opacity = 0;
      leadDiv.style.fontFamily = '"' + pfont.name + '"';
      leadDiv.style.fontSize = emQuad + "px";
      leadDiv.innerHTML = protrusions + "<br/>" + protrusions;
      document.body.appendChild(leadDiv);
  
      var w = canvas.width,
          h = canvas.height,
          baseline = h/2;
  
      // Set all canvas pixeldata values to 255, with all the content
      // data being 0. This lets us scan for data[i] != 255.
      ctx.fillStyle = "white";
      ctx.fillRect(0, 0, w, h);
      ctx.fillStyle = "black";
      ctx.fillText(protrusions, 0, baseline);
      var pixelData = ctx.getImageData(0, 0, w, h).data;
  
      // canvas pixel data is w*4 by h*4, because R, G, B and A are separate,
      // consecutive values in the array, rather than stored as 32 bit ints.
      var i = 0,
          w4 = w * 4,
          len = pixelData.length;
  
      // Finding the ascent uses a normal, forward scanline
      while (++i < len && pixelData[i] === 255) {
        noop();
      }
      var ascent = Math.round(i / w4);
  
      // Finding the descent uses a reverse scanline
      i = len - 1;
      while (--i > 0 && pixelData[i] === 255) {
        noop();
      }
      var descent = Math.round(i / w4);
  
      // set font metrics
      pfont.ascent = correctionFactor * (baseline - ascent);
      pfont.descent = correctionFactor * (descent - baseline);
  
      // Then we try to get the real value from the browser
      if (document.defaultView.getComputedStyle) {
        var leadDivHeight = document.defaultView.getComputedStyle(leadDiv,null).getPropertyValue("height");
        leadDivHeight = correctionFactor * leadDivHeight.replace("px","");
        if (leadDivHeight >= pfont.size * 2) {
          pfont.leading = Math.round(leadDivHeight/2);
        }
      }
      document.body.removeChild(leadDiv);
  
      // if we're caching, cache the context used for this pfont
      if (pfont.caching) {
        return ctx;
      }
    }
  
    /**
     * Constructor for a system or from-file (non-SVG) font.
     */
    function PFont(name, size) {
      // according to the P5 API, new PFont() is legal (albeit completely useless)
      if (name === undef) {
        name = "";
      }
      this.name = name;
      if (size === undef) {
        size = 0;
      }
      this.size = size;
      this.glyph = false;
      this.ascent = 0;
      this.descent = 0;
      // For leading, the "safe" value uses the standard TEX ratio
      this.leading = 1.2 * size;
  
      // Note that an italic, bold font must used "... Bold Italic"
      // in P5. "... Italic Bold" is treated as normal/normal.
      var illegalIndicator = name.indexOf(" Italic Bold");
      if (illegalIndicator !== -1) {
        name = name.substring(0, illegalIndicator);
      }
  
      // determine font style
      this.style = "normal";
      var italicsIndicator = name.indexOf(" Italic");
      if (italicsIndicator !== -1) {
        name = name.substring(0, italicsIndicator);
        this.style = "italic";
      }
  
      // determine font weight
      this.weight = "normal";
      var boldIndicator = name.indexOf(" Bold");
      if (boldIndicator !== -1) {
        name = name.substring(0, boldIndicator);
        this.weight = "bold";
      }
  
      // determine font-family name
      this.family = "sans-serif";
      if (name !== undef) {
        switch(name) {
          case "sans-serif":
          case "serif":
          case "monospace":
          case "fantasy":
          case "cursive":
            this.family = name;
            break;
          default:
            this.family = '"' + name + '", sans-serif';
            break;
        }
      }
      // Calculate the ascent/descent/leading value based on
      // how the browser renders this font.
      this.context2d = computeFontMetrics(this);
      this.css = this.getCSSDefinition();
      if (this.context2d) {
        this.context2d.font = this.css;
      }
    }
  
    /**
     * regulates whether or not we're caching the canvas
     * 2d context for quick text width computation.
     */
    PFont.prototype.caching = true;
  
    /**
     * This function generates the CSS "font" string for this PFont
     */
    PFont.prototype.getCSSDefinition = function(fontSize, lineHeight) {
      if(fontSize===undef) {
        fontSize = this.size + "px";
      }
      if(lineHeight===undef) {
        lineHeight = this.leading + "px";
      }
      // CSS "font" definition: font-style font-variant font-weight font-size/line-height font-family
      var components = [this.style, "normal", this.weight, fontSize + "/" + lineHeight, this.family];
      return components.join(" ");
    };
  
    /**
     * Rely on the cached context2d measureText function.
     */
    PFont.prototype.measureTextWidth = function(string) {
      return this.context2d.measureText(string).width;
    };
  
    /**
     * FALLBACK FUNCTION -- replaces Pfont.prototype.measureTextWidth
     * when the font cache becomes too large. This contructs a new
     * canvas 2d context object for calling measureText on.
     */
    PFont.prototype.measureTextWidthFallback = function(string) {
      var canvas = document.createElement("canvas"),
          ctx = canvas.getContext("2d");
      ctx.font = this.css;
      return ctx.measureText(string).width;
    };
  
    /**
     * Global "loaded fonts" list, internal to PFont
     */
    PFont.PFontCache = { length: 0 };
  
    /**
     * This function acts as single access point for getting and caching
     * fonts across all sketches handled by an instance of Processing.js
     */
    PFont.get = function(fontName, fontSize) {
      // round fontSize to one decimal point
      fontSize = ((fontSize*10)+0.5|0)/10;
      var cache = PFont.PFontCache,
          idx = fontName+"/"+fontSize;
      if (!cache[idx]) {
        cache[idx] = new PFont(fontName, fontSize);
        cache.length++;
  
        // FALLBACK FUNCTIONALITY 1:
        // If the cache has become large, switch over from full caching
        // to caching only the static metrics for each new font request.
        if (cache.length === 50) {
          PFont.prototype.measureTextWidth = PFont.prototype.measureTextWidthFallback;
          PFont.prototype.caching = false;
          // clear contexts stored for each cached font
          var entry;
          for (entry in cache) {
            if (entry !== "length") {
              cache[entry].context2d = null;
            }
          }
          return new PFont(fontName, fontSize);
        }
  
        // FALLBACK FUNCTIONALITY 2:
        // If the cache has become too large, switch off font caching entirely.
        if (cache.length === 400) {
          PFont.PFontCache = {};
          PFont.get = PFont.getFallback;
          return new PFont(fontName, fontSize);
        }
      }
      return cache[idx];
    };
  
    /**
     * FALLBACK FUNCTION -- replaces PFont.get when the font cache
     * becomes too large. This function bypasses font caching entirely.
     */
    PFont.getFallback = function(fontName, fontSize) {
      return new PFont(fontName, fontSize);
    };
  
    /**
     * Lists all standard fonts. Due to browser limitations, this list is
     * not the system font list, like in P5, but the CSS "genre" list.
     */
    PFont.list = function() {
      return ["sans-serif", "serif", "monospace", "fantasy", "cursive"];
    };
  
    /**
     * Loading external fonts through @font-face rules is handled by PFont,
     * to ensure fonts loaded in this way are globally available.
     */
    PFont.preloading = {
      // template element used to compare font sizes
      template: {},
      // indicates whether or not the reference tiny font has been loaded
      initialized: false,
      // load the reference tiny font via a css @font-face rule
      initialize: function() {
        var generateTinyFont = function() {
          var encoded = "#E3KAI2wAgT1MvMg7Eo3VmNtYX7ABi3CxnbHlm" +
                        "7Abw3kaGVhZ7ACs3OGhoZWE7A53CRobXR47AY3" +
                        "AGbG9jYQ7G03Bm1heH7ABC3CBuYW1l7Ae3AgcG" +
                        "9zd7AI3AE#B3AQ2kgTY18PPPUACwAg3ALSRoo3" +
                        "#yld0xg32QAB77#E777773B#E3C#I#Q77773E#" +
                        "Q7777777772CMAIw7AB77732B#M#Q3wAB#g3B#" +
                        "E#E2BB//82BB////w#B7#gAEg3E77x2B32B#E#" +
                        "Q#MTcBAQ32gAe#M#QQJ#E32M#QQJ#I#g32Q77#";
          var expand = function(input) {
                         return "AAAAAAAA".substr(~~input ? 7-input : 6);
                       };
          return encoded.replace(/[#237]/g, expand);
        };
        var fontface = document.createElement("style");
        fontface.setAttribute("type","text/css");
        fontface.innerHTML =  "@font-face {\n" +
                              '  font-family: "PjsEmptyFont";' + "\n" +
                              "  src: url('data:application/x-font-ttf;base64,"+generateTinyFont()+"')\n" +
                              "       format('truetype');\n" +
                              "}";
        document.head.appendChild(fontface);
  
        // set up the template element
        var element = document.createElement("span");
        element.style.cssText = 'position: absolute; top: -1000; left: 0; opacity: 0; font-family: "PjsEmptyFont", fantasy;';
        element.innerHTML = "AAAAAAAA";
        // TODO: font cause error in browser
        //document.body.appendChild(element);
        this.template = element;
  
        this.initialized = true;
      },
      // Shorthand function to get the computed width for an element.
      getElementWidth: function(element) {
        return document.defaultView.getComputedStyle(element,"").getPropertyValue("width");
      },
      // time taken so far in attempting to load a font
      timeAttempted: 0,
      // returns false if no fonts are pending load, or true otherwise.
      pending: function(intervallength) {
        if (!this.initialized) {
          this.initialize();
        }
        var element,
            computedWidthFont,
            computedWidthRef = this.getElementWidth(this.template);
        for (var i = 0; i < this.fontList.length; i++) {
          // compares size of text in pixels. if equal, custom font is not yet loaded
          element = this.fontList[i];
          computedWidthFont = this.getElementWidth(element);
          if (this.timeAttempted < 4000 && computedWidthFont === computedWidthRef) {
            this.timeAttempted += intervallength;
            return true;
          } else {
            document.body.removeChild(element);
            this.fontList.splice(i--, 1);
            this.timeAttempted = 0;
          }
        }
        // if there are no more fonts to load, pending is false
        if (this.fontList.length === 0) {
          return false;
        }
        // We should have already returned before getting here.
        // But, if we do get here, length!=0 so fonts are pending.
        return true;
      },
      // fontList contains elements to compare font sizes against a template
      fontList: [],
      // addedList contains the fontnames of all the fonts loaded via @font-face
      addedList: {},
      // adds a font to the font cache
      // creates an element using the font, to start loading the font,
      // and compare against a default font to see if the custom font is loaded
      add: function(fontSrc) {
        if (!this.initialized) {
         this.initialize();
        }
        // fontSrc can be a string or a javascript object
        // acceptable fonts are .ttf, .otf, and data uri
        var fontName = (typeof fontSrc === 'object' ? fontSrc.fontFace : fontSrc),
            fontUrl = (typeof fontSrc === 'object' ? fontSrc.url : fontSrc);
  
        // check whether we already created the @font-face rule for this font
        if (this.addedList[fontName]) {
          return;
        }
  
        // if we didn't, create the @font-face rule
        var style = document.createElement("style");
        style.setAttribute("type","text/css");
        style.innerHTML = "@font-face{\n  font-family: '" + fontName + "';\n  src:  url('" + fontUrl + "');\n}\n";
        document.head.appendChild(style);
        this.addedList[fontName] = true;
  
        // also create the element to load and compare the new font
        var element = document.createElement("span");
        element.style.cssText = "position: absolute; top: 0; left: 0; opacity: 0;";
        element.style.fontFamily = '"' + fontName + '", "PjsEmptyFont", fantasy';
        element.innerHTML = "AAAAAAAA";
        document.body.appendChild(element);
        this.fontList.push(element);
      }
    };
  
    return PFont;
  };
  },{}],13:[function(require,module,exports){
  module.exports = function(options, undef) {
  
    // FIXME: hack
    var p = options.p;
  
    /**
     * PMatrix2D is a 3x2 affine matrix implementation. The constructor accepts another PMatrix2D or a list of six float elements.
     * If no parameters are provided the matrix is set to the identity matrix.
     *
     * @param {PMatrix2D} matrix  the initial matrix to set to
     * @param {float} m00         the first element of the matrix
     * @param {float} m01         the second element of the matrix
     * @param {float} m02         the third element of the matrix
     * @param {float} m10         the fourth element of the matrix
     * @param {float} m11         the fifth element of the matrix
     * @param {float} m12         the sixth element of the matrix
     */
    var PMatrix2D = function() {
      if (arguments.length === 0) {
        this.reset();
      } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
        this.set(arguments[0].array());
      } else if (arguments.length === 6) {
        this.set(arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
      }
    };
  
    /**
     * PMatrix2D methods
     */
    PMatrix2D.prototype = {
      /**
       * @member PMatrix2D
       * The set() function sets the matrix elements. The function accepts either another PMatrix2D, an array of elements, or a list of six floats.
       *
       * @param {PMatrix2D} matrix    the matrix to set this matrix to
       * @param {float[]} elements    an array of elements to set this matrix to
       * @param {float} m00           the first element of the matrix
       * @param {float} m01           the third element of the matrix
       * @param {float} m10           the fourth element of the matrix
       * @param {float} m11           the fith element of the matrix
       * @param {float} m12           the sixth element of the matrix
       */
      set: function() {
        if (arguments.length === 6) {
          var a = arguments;
          this.set([a[0], a[1], a[2],
                    a[3], a[4], a[5]]);
        } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
          this.elements = arguments[0].array();
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
          this.elements = arguments[0].slice();
        }
      },
      /**
       * @member PMatrix2D
       * The get() function returns a copy of this PMatrix2D.
       *
       * @return {PMatrix2D} a copy of this PMatrix2D
       */
      get: function() {
        var outgoing = new PMatrix2D();
        outgoing.set(this.elements);
        return outgoing;
      },
      /**
       * @member PMatrix2D
       * The reset() function sets this PMatrix2D to the identity matrix.
       */
      reset: function() {
        this.set([1, 0, 0, 0, 1, 0]);
      },
      /**
       * @member PMatrix2D
       * The array() function returns a copy of the element values.
       * @addon
       *
       * @return {float[]} returns a copy of the element values
       */
      array: function array() {
        return this.elements.slice();
      },
      /**
       * @member PMatrix2D
       * The translate() function translates this matrix by moving the current coordinates to the location specified by tx and ty.
       *
       * @param {float} tx  the x-axis coordinate to move to
       * @param {float} ty  the y-axis coordinate to move to
       */
      translate: function(tx, ty) {
        this.elements[2] = tx * this.elements[0] + ty * this.elements[1] + this.elements[2];
        this.elements[5] = tx * this.elements[3] + ty * this.elements[4] + this.elements[5];
      },
      /**
       * @member PMatrix2D
       * The invTranslate() function translates this matrix by moving the current coordinates to the negative location specified by tx and ty.
       *
       * @param {float} tx  the x-axis coordinate to move to
       * @param {float} ty  the y-axis coordinate to move to
       */
      invTranslate: function(tx, ty) {
        this.translate(-tx, -ty);
      },
       /**
       * @member PMatrix2D
       * The transpose() function is not used in processingjs.
       */
      transpose: function() {
        // Does nothing in Processing.
      },
      /**
       * @member PMatrix2D
       * The mult() function multiplied this matrix.
       * If two array elements are passed in the function will multiply a two element vector against this matrix.
       * If target is null or not length four, a new float array will be returned.
       * The values for vec and target can be the same (though that's less efficient).
       * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
       *
       * @param {PVector} source, target  the PVectors used to multiply this matrix
       * @param {float[]} source, target  the arrays used to multiply this matrix
       *
       * @return {PVector|float[]} returns a PVector or an array representing the new matrix
       */
      mult: function(source, target) {
        var x, y;
        if (source instanceof PVector) {
          x = source.x;
          y = source.y;
          if (!target) {
            target = new PVector();
          }
        } else if (source instanceof Array) {
          x = source[0];
          y = source[1];
          if (!target) {
            target = [];
          }
        }
        if (target instanceof Array) {
          target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2];
          target[1] = this.elements[3] * x + this.elements[4] * y + this.elements[5];
        } else if (target instanceof PVector) {
          target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2];
          target.y = this.elements[3] * x + this.elements[4] * y + this.elements[5];
          target.z = 0;
        }
        return target;
      },
      /**
       * @member PMatrix2D
       * The multX() function calculates the x component of a vector from a transformation.
       *
       * @param {float} x the x component of the vector being transformed
       * @param {float} y the y component of the vector being transformed
       *
       * @return {float} returnes the result of the calculation
       */
      multX: function(x, y) {
        return (x * this.elements[0] + y * this.elements[1] + this.elements[2]);
      },
      /**
       * @member PMatrix2D
       * The multY() function calculates the y component of a vector from a transformation.
       *
       * @param {float} x the x component of the vector being transformed
       * @param {float} y the y component of the vector being transformed
       *
       * @return {float} returnes the result of the calculation
       */
      multY: function(x, y) {
        return (x * this.elements[3] + y * this.elements[4] + this.elements[5]);
      },
      /**
       * @member PMatrix2D
       * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of skew specified in radians
       */
      skewX: function(angle) {
        this.apply(1, 0, 1, angle, 0, 0);
      },
      /**
       * @member PMatrix2D
       * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of skew specified in radians
       */
      skewY: function(angle) {
        this.apply(1, 0, 1,  0, angle, 0);
      },
      /**
       * @member PMatrix2D
       * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of skew specified in radians
       */
      shearX: function(angle) {
        this.apply(1, 0, 1, Math.tan(angle) , 0, 0);
      },
      /**
       * @member PMatrix2D
       * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of skew specified in radians
       */
      shearY: function(angle) {
        this.apply(1, 0, 1,  0, Math.tan(angle), 0);
      },
      /**
       * @member PMatrix2D
       * The determinant() function calvculates the determinant of this matrix.
       *
       * @return {float} the determinant of the matrix
       */
      determinant: function() {
        return (this.elements[0] * this.elements[4] - this.elements[1] * this.elements[3]);
      },
      /**
       * @member PMatrix2D
       * The invert() function inverts this matrix
       *
       * @return {boolean} true if successful
       */
      invert: function() {
        var d = this.determinant();
        if (Math.abs( d ) > PConstants.MIN_INT) {
          var old00 = this.elements[0];
          var old01 = this.elements[1];
          var old02 = this.elements[2];
          var old10 = this.elements[3];
          var old11 = this.elements[4];
          var old12 = this.elements[5];
          this.elements[0] =  old11 / d;
          this.elements[3] = -old10 / d;
          this.elements[1] = -old01 / d;
          this.elements[4] =  old00 / d;
          this.elements[2] = (old01 * old12 - old11 * old02) / d;
          this.elements[5] = (old10 * old02 - old00 * old12) / d;
          return true;
        }
        return false;
      },
      /**
       * @member PMatrix2D
       * The scale() function increases or decreases the size of a shape by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
       * This is equivalent to a two parameter call.
       *
       * @param {float} sx  the amount to scale on the x-axis
       * @param {float} sy  the amount to scale on the y-axis
       */
      scale: function(sx, sy) {
        if (sx && !sy) {
          sy = sx;
        }
        if (sx && sy) {
          this.elements[0] *= sx;
          this.elements[1] *= sy;
          this.elements[3] *= sx;
          this.elements[4] *= sy;
        }
      },
       /**
        * @member PMatrix2D
        * The invScale() function decreases or increases the size of a shape by contracting and expanding vertices. When only one parameter is specified scale will occur in all dimensions.
        * This is equivalent to a two parameter call.
        *
        * @param {float} sx  the amount to scale on the x-axis
        * @param {float} sy  the amount to scale on the y-axis
        */
      invScale: function(sx, sy) {
        if (sx && !sy) {
          sy = sx;
        }
        this.scale(1 / sx, 1 / sy);
      },
      /**
       * @member PMatrix2D
       * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix2D or a list of floats can be passed in.
       *
       * @param {PMatrix2D} matrix    the matrix to apply this matrix to
       * @param {float} m00           the first element of the matrix
       * @param {float} m01           the third element of the matrix
       * @param {float} m10           the fourth element of the matrix
       * @param {float} m11           the fith element of the matrix
       * @param {float} m12           the sixth element of the matrix
       */
      apply: function() {
        var source;
        if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
          source = arguments[0].array();
        } else if (arguments.length === 6) {
          source = Array.prototype.slice.call(arguments);
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
          source = arguments[0];
        }
  
        var result = [0, 0, this.elements[2],
                      0, 0, this.elements[5]];
        var e = 0;
        for (var row = 0; row < 2; row++) {
          for (var col = 0; col < 3; col++, e++) {
            result[e] += this.elements[row * 3 + 0] * source[col + 0] +
                         this.elements[row * 3 + 1] * source[col + 3];
          }
        }
        this.elements = result.slice();
      },
      /**
       * @member PMatrix2D
       * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix2D or elements of a matrix can be passed in.
       *
       * @param {PMatrix2D} matrix    the matrix to apply this matrix to
       * @param {float} m00           the first element of the matrix
       * @param {float} m01           the third element of the matrix
       * @param {float} m10           the fourth element of the matrix
       * @param {float} m11           the fith element of the matrix
       * @param {float} m12           the sixth element of the matrix
       */
      preApply: function() {
        var source;
        if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
          source = arguments[0].array();
        } else if (arguments.length === 6) {
          source = Array.prototype.slice.call(arguments);
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
          source = arguments[0];
        }
        var result = [0, 0, source[2],
                      0, 0, source[5]];
        result[2] = source[2] + this.elements[2] * source[0] + this.elements[5] * source[1];
        result[5] = source[5] + this.elements[2] * source[3] + this.elements[5] * source[4];
        result[0] = this.elements[0] * source[0] + this.elements[3] * source[1];
        result[3] = this.elements[0] * source[3] + this.elements[3] * source[4];
        result[1] = this.elements[1] * source[0] + this.elements[4] * source[1];
        result[4] = this.elements[1] * source[3] + this.elements[4] * source[4];
        this.elements = result.slice();
      },
      /**
       * @member PMatrix2D
       * The rotate() function rotates the matrix.
       *
       * @param {float} angle         the angle of rotation in radiants
       */
      rotate: function(angle) {
        var c = Math.cos(angle);
        var s = Math.sin(angle);
        var temp1 = this.elements[0];
        var temp2 = this.elements[1];
        this.elements[0] =  c * temp1 + s * temp2;
        this.elements[1] = -s * temp1 + c * temp2;
        temp1 = this.elements[3];
        temp2 = this.elements[4];
        this.elements[3] =  c * temp1 + s * temp2;
        this.elements[4] = -s * temp1 + c * temp2;
      },
      /**
       * @member PMatrix2D
       * The rotateZ() function rotates the matrix.
       *
       * @param {float} angle         the angle of rotation in radiants
       */
      rotateZ: function(angle) {
        this.rotate(angle);
      },
      /**
       * @member PMatrix2D
       * The invRotateZ() function rotates the matrix in opposite direction.
       *
       * @param {float} angle         the angle of rotation in radiants
       */
      invRotateZ: function(angle) {
        this.rotateZ(angle - Math.PI);
      },
      /**
       * @member PMatrix2D
       * The print() function prints out the elements of this matrix
       */
      print: function() {
        var digits = printMatrixHelper(this.elements);
        var output = "" + p.nfs(this.elements[0], digits, 4) + " " +
                          p.nfs(this.elements[1], digits, 4) + " " +
                          p.nfs(this.elements[2], digits, 4) + "\n" +
                          p.nfs(this.elements[3], digits, 4) + " " +
                          p.nfs(this.elements[4], digits, 4) + " " +
                          p.nfs(this.elements[5], digits, 4) + "\n\n";
        p.println(output);
      }
    };
  
    return PMatrix2D;
  };
  
  },{}],14:[function(require,module,exports){
  module.exports = function(options, undef) {
  
    // FIXME: hack
    var p = options.p;
  
    /**
     * PMatrix3D is a 4x4  matrix implementation. The constructor accepts another PMatrix3D or a list of six or sixteen float elements.
     * If no parameters are provided the matrix is set to the identity matrix.
     */
    var PMatrix3D = function() {
      // When a matrix is created, it is set to an identity matrix
      this.reset();
    };
  
    /**
     * PMatrix3D methods
     */
    PMatrix3D.prototype = {
      /**
       * @member PMatrix2D
       * The set() function sets the matrix elements. The function accepts either another PMatrix3D, an array of elements, or a list of six or sixteen floats.
       *
       * @param {PMatrix3D} matrix    the initial matrix to set to
       * @param {float[]} elements    an array of elements to set this matrix to
       * @param {float} m00           the first element of the matrix
       * @param {float} m01           the second element of the matrix
       * @param {float} m02           the third element of the matrix
       * @param {float} m03           the fourth element of the matrix
       * @param {float} m10           the fifth element of the matrix
       * @param {float} m11           the sixth element of the matrix
       * @param {float} m12           the seventh element of the matrix
       * @param {float} m13           the eight element of the matrix
       * @param {float} m20           the nineth element of the matrix
       * @param {float} m21           the tenth element of the matrix
       * @param {float} m22           the eleventh element of the matrix
       * @param {float} m23           the twelveth element of the matrix
       * @param {float} m30           the thirteenth element of the matrix
       * @param {float} m31           the fourtheenth element of the matrix
       * @param {float} m32           the fivetheenth element of the matrix
       * @param {float} m33           the sixteenth element of the matrix
       */
      set: function() {
        if (arguments.length === 16) {
          this.elements = Array.prototype.slice.call(arguments);
        } else if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
          this.elements = arguments[0].array();
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
          this.elements = arguments[0].slice();
        }
      },
      /**
       * @member PMatrix3D
       * The get() function returns a copy of this PMatrix3D.
       *
       * @return {PMatrix3D} a copy of this PMatrix3D
       */
      get: function() {
        var outgoing = new PMatrix3D();
        outgoing.set(this.elements);
        return outgoing;
      },
      /**
       * @member PMatrix3D
       * The reset() function sets this PMatrix3D to the identity matrix.
       */
      reset: function() {
        this.elements = [1,0,0,0,
                         0,1,0,0,
                         0,0,1,0,
                         0,0,0,1];
      },
      /**
       * @member PMatrix3D
       * The array() function returns a copy of the element values.
       * @addon
       *
       * @return {float[]} returns a copy of the element values
       */
      array: function array() {
        return this.elements.slice();
      },
      /**
       * @member PMatrix3D
       * The translate() function translates this matrix by moving the current coordinates to the location specified by tx, ty, and tz.
       *
       * @param {float} tx  the x-axis coordinate to move to
       * @param {float} ty  the y-axis coordinate to move to
       * @param {float} tz  the z-axis coordinate to move to
       */
      translate: function(tx, ty, tz) {
        if (tz === undef) {
          tz = 0;
        }
  
        this.elements[3]  += tx * this.elements[0]  + ty * this.elements[1]  + tz * this.elements[2];
        this.elements[7]  += tx * this.elements[4]  + ty * this.elements[5]  + tz * this.elements[6];
        this.elements[11] += tx * this.elements[8]  + ty * this.elements[9]  + tz * this.elements[10];
        this.elements[15] += tx * this.elements[12] + ty * this.elements[13] + tz * this.elements[14];
      },
      /**
       * @member PMatrix3D
       * The transpose() function transpose this matrix.
       */
      transpose: function() {
        var temp = this.elements[4];
        this.elements[4] = this.elements[1];
        this.elements[1] = temp;
  
        temp = this.elements[8];
        this.elements[8] = this.elements[2];
        this.elements[2] = temp;
  
        temp = this.elements[6];
        this.elements[6] = this.elements[9];
        this.elements[9] = temp;
  
        temp = this.elements[3];
        this.elements[3] = this.elements[12];
        this.elements[12] = temp;
  
        temp = this.elements[7];
        this.elements[7] = this.elements[13];
        this.elements[13] = temp;
  
        temp = this.elements[11];
        this.elements[11] = this.elements[14];
        this.elements[14] = temp;
      },
      /**
       * @member PMatrix3D
       * The mult() function multiplied this matrix.
       * If two array elements are passed in the function will multiply a two element vector against this matrix.
       * If target is null or not length four, a new float array will be returned.
       * The values for vec and target can be the same (though that's less efficient).
       * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
       *
       * @param {PVector} source, target  the PVectors used to multiply this matrix
       * @param {float[]} source, target  the arrays used to multiply this matrix
       *
       * @return {PVector|float[]} returns a PVector or an array representing the new matrix
       */
      mult: function(source, target) {
        var x, y, z, w;
        if (source instanceof PVector) {
          x = source.x;
          y = source.y;
          z = source.z;
          w = 1;
          if (!target) {
            target = new PVector();
          }
        } else if (source instanceof Array) {
          x = source[0];
          y = source[1];
          z = source[2];
          w = source[3] || 1;
  
          if ( !target || (target.length !== 3 && target.length !== 4) ) {
            target = [0, 0, 0];
          }
        }
  
        if (target instanceof Array) {
          if (target.length === 3) {
            target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
            target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
            target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
          } else if (target.length === 4) {
            target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
            target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
            target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
            target[3] = this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
          }
        }
        if (target instanceof PVector) {
          target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
          target.y = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
          target.z = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
        }
        return target;
      },
      /**
       * @member PMatrix3D
       * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix3D or elements of a matrix can be passed in.
       *
       * @param {PMatrix3D} matrix    the matrix to apply this matrix to
       * @param {float} m00           the first element of the matrix
       * @param {float} m01           the second element of the matrix
       * @param {float} m02           the third element of the matrix
       * @param {float} m03           the fourth element of the matrix
       * @param {float} m10           the fifth element of the matrix
       * @param {float} m11           the sixth element of the matrix
       * @param {float} m12           the seventh element of the matrix
       * @param {float} m13           the eight element of the matrix
       * @param {float} m20           the nineth element of the matrix
       * @param {float} m21           the tenth element of the matrix
       * @param {float} m22           the eleventh element of the matrix
       * @param {float} m23           the twelveth element of the matrix
       * @param {float} m30           the thirteenth element of the matrix
       * @param {float} m31           the fourtheenth element of the matrix
       * @param {float} m32           the fivetheenth element of the matrix
       * @param {float} m33           the sixteenth element of the matrix
       */
      preApply: function() {
        var source;
        if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
          source = arguments[0].array();
        } else if (arguments.length === 16) {
          source = Array.prototype.slice.call(arguments);
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
          source = arguments[0];
        }
  
        var result = [0, 0, 0, 0,
                      0, 0, 0, 0,
                      0, 0, 0, 0,
                      0, 0, 0, 0];
        var e = 0;
        for (var row = 0; row < 4; row++) {
          for (var col = 0; col < 4; col++, e++) {
            result[e] += this.elements[col + 0] * source[row * 4 + 0] + this.elements[col + 4] *
                         source[row * 4 + 1] + this.elements[col + 8] * source[row * 4 + 2] +
                         this.elements[col + 12] * source[row * 4 + 3];
          }
        }
        this.elements = result.slice();
      },
      /**
       * @member PMatrix3D
       * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix3D or a list of floats can be passed in.
       *
       * @param {PMatrix3D} matrix    the matrix to apply this matrix to
       * @param {float} m00           the first element of the matrix
       * @param {float} m01           the second element of the matrix
       * @param {float} m02           the third element of the matrix
       * @param {float} m03           the fourth element of the matrix
       * @param {float} m10           the fifth element of the matrix
       * @param {float} m11           the sixth element of the matrix
       * @param {float} m12           the seventh element of the matrix
       * @param {float} m13           the eight element of the matrix
       * @param {float} m20           the nineth element of the matrix
       * @param {float} m21           the tenth element of the matrix
       * @param {float} m22           the eleventh element of the matrix
       * @param {float} m23           the twelveth element of the matrix
       * @param {float} m30           the thirteenth element of the matrix
       * @param {float} m31           the fourtheenth element of the matrix
       * @param {float} m32           the fivetheenth element of the matrix
       * @param {float} m33           the sixteenth element of the matrix
       */
      apply: function() {
        var source;
        if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
          source = arguments[0].array();
        } else if (arguments.length === 16) {
          source = Array.prototype.slice.call(arguments);
        } else if (arguments.length === 1 && arguments[0] instanceof Array) {
          source = arguments[0];
        }
  
        var result = [0, 0, 0, 0,
                      0, 0, 0, 0,
                      0, 0, 0, 0,
                      0, 0, 0, 0];
        var e = 0;
        for (var row = 0; row < 4; row++) {
          for (var col = 0; col < 4; col++, e++) {
            result[e] += this.elements[row * 4 + 0] * source[col + 0] + this.elements[row * 4 + 1] *
                         source[col + 4] + this.elements[row * 4 + 2] * source[col + 8] +
                         this.elements[row * 4 + 3] * source[col + 12];
          }
        }
        this.elements = result.slice();
      },
      /**
       * @member PMatrix3D
       * The rotate() function rotates the matrix.
       *
       * @param {float} angle         the angle of rotation in radiants
       */
      rotate: function(angle, v0, v1, v2) {
        if (!v1) {
          this.rotateZ(angle);
        } else {
          // TODO should make sure this vector is normalized
          var c = Math.cos(angle);
          var s = Math.sin(angle);
          var t = 1.0 - c;
  
          this.apply((t * v0 * v0) + c,
                     (t * v0 * v1) - (s * v2),
                     (t * v0 * v2) + (s * v1),
                     0,
                     (t * v0 * v1) + (s * v2),
                     (t * v1 * v1) + c,
                     (t * v1 * v2) - (s * v0),
                     0,
                     (t * v0 * v2) - (s * v1),
                     (t * v1 * v2) + (s * v0),
                     (t * v2 * v2) + c,
                     0,
                     0, 0, 0, 1);
        }
      },
      /**
       * @member PMatrix3D
       * The invApply() function applies the inverted matrix to this matrix.
       *
       * @param {float} m00           the first element of the matrix
       * @param {float} m01           the second element of the matrix
       * @param {float} m02           the third element of the matrix
       * @param {float} m03           the fourth element of the matrix
       * @param {float} m10           the fifth element of the matrix
       * @param {float} m11           the sixth element of the matrix
       * @param {float} m12           the seventh element of the matrix
       * @param {float} m13           the eight element of the matrix
       * @param {float} m20           the nineth element of the matrix
       * @param {float} m21           the tenth element of the matrix
       * @param {float} m22           the eleventh element of the matrix
       * @param {float} m23           the twelveth element of the matrix
       * @param {float} m30           the thirteenth element of the matrix
       * @param {float} m31           the fourtheenth element of the matrix
       * @param {float} m32           the fivetheenth element of the matrix
       * @param {float} m33           the sixteenth element of the matrix
       *
       * @return {boolean} returns true if the operation was successful.
       */
      invApply: function() {
        if (inverseCopy === undef) {
          inverseCopy = new PMatrix3D();
        }
        var a = arguments;
        inverseCopy.set(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8],
                        a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
  
        if (!inverseCopy.invert()) {
          return false;
        }
        this.preApply(inverseCopy);
        return true;
      },
      /**
       * @member PMatrix3D
       * The rotateZ() function rotates the matrix.
       *
       * @param {float} angle         the angle of rotation in radiants
       */
      rotateX: function(angle) {
        var c = Math.cos(angle);
        var s = Math.sin(angle);
        this.apply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
      },
      /**
       * @member PMatrix3D
       * The rotateY() function rotates the matrix.
       *
       * @param {float} angle         the angle of rotation in radiants
       */
      rotateY: function(angle) {
        var c = Math.cos(angle);
        var s = Math.sin(angle);
        this.apply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
      },
      /**
       * @member PMatrix3D
       * The rotateZ() function rotates the matrix.
       *
       * @param {float} angle         the angle of rotation in radiants
       */
      rotateZ: function(angle) {
        var c = Math.cos(angle);
        var s = Math.sin(angle);
        this.apply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
      },
      /**
       * @member PMatrix3D
       * The scale() function increases or decreases the size of a matrix by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
       * This is equivalent to a three parameter call.
       *
       * @param {float} sx  the amount to scale on the x-axis
       * @param {float} sy  the amount to scale on the y-axis
       * @param {float} sz  the amount to scale on the z-axis
       */
      scale: function(sx, sy, sz) {
        if (sx && !sy && !sz) {
          sy = sz = sx;
        } else if (sx && sy && !sz) {
          sz = 1;
        }
  
        if (sx && sy && sz) {
          this.elements[0]  *= sx;
          this.elements[1]  *= sy;
          this.elements[2]  *= sz;
          this.elements[4]  *= sx;
          this.elements[5]  *= sy;
          this.elements[6]  *= sz;
          this.elements[8]  *= sx;
          this.elements[9]  *= sy;
          this.elements[10] *= sz;
          this.elements[12] *= sx;
          this.elements[13] *= sy;
          this.elements[14] *= sz;
        }
      },
      /**
       * @member PMatrix3D
       * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of skew specified in radians
       */
      skewX: function(angle) {
        var t = Math.tan(angle);
        this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
      },
      /**
       * @member PMatrix3D
       * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of skew specified in radians
       */
      skewY: function(angle) {
        var t = Math.tan(angle);
        this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
      },
      /**
       * @member PMatrix3D
       * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of shear specified in radians
       */
      shearX: function(angle) {
        var t = Math.tan(angle);
        this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
      },
      /**
       * @member PMatrix3D
       * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
       * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
       *
       * @param {float} angle  angle of shear specified in radians
       */
      shearY: function(angle) {
        var t = Math.tan(angle);
        this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
      },
      multX: function(x, y, z, w) {
        if (!z) {
          return this.elements[0] * x + this.elements[1] * y + this.elements[3];
        }
        if (!w) {
          return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
        }
        return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
      },
      multY: function(x, y, z, w) {
        if (!z) {
          return this.elements[4] * x + this.elements[5] * y + this.elements[7];
        }
        if (!w) {
          return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
        }
        return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
      },
      multZ: function(x, y, z, w) {
        if (!w) {
          return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
        }
        return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
      },
      multW: function(x, y, z, w) {
        if (!w) {
          return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15];
        }
        return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
      },
      /**
       * @member PMatrix3D
       * The invert() function inverts this matrix
       *
       * @return {boolean} true if successful
       */
      invert: function() {
        var fA0 = this.elements[0] * this.elements[5] - this.elements[1] * this.elements[4];
        var fA1 = this.elements[0] * this.elements[6] - this.elements[2] * this.elements[4];
        var fA2 = this.elements[0] * this.elements[7] - this.elements[3] * this.elements[4];
        var fA3 = this.elements[1] * this.elements[6] - this.elements[2] * this.elements[5];
        var fA4 = this.elements[1] * this.elements[7] - this.elements[3] * this.elements[5];
        var fA5 = this.elements[2] * this.elements[7] - this.elements[3] * this.elements[6];
        var fB0 = this.elements[8] * this.elements[13] - this.elements[9] * this.elements[12];
        var fB1 = this.elements[8] * this.elements[14] - this.elements[10] * this.elements[12];
        var fB2 = this.elements[8] * this.elements[15] - this.elements[11] * this.elements[12];
        var fB3 = this.elements[9] * this.elements[14] - this.elements[10] * this.elements[13];
        var fB4 = this.elements[9] * this.elements[15] - this.elements[11] * this.elements[13];
        var fB5 = this.elements[10] * this.elements[15] - this.elements[11] * this.elements[14];
  
        // Determinant
        var fDet = fA0 * fB5 - fA1 * fB4 + fA2 * fB3 + fA3 * fB2 - fA4 * fB1 + fA5 * fB0;
  
        // Account for a very small value
        // return false if not successful.
        if (Math.abs(fDet) <= 1e-9) {
          return false;
        }
  
        var kInv = [];
        kInv[0]  = +this.elements[5] * fB5 - this.elements[6] * fB4 + this.elements[7] * fB3;
        kInv[4]  = -this.elements[4] * fB5 + this.elements[6] * fB2 - this.elements[7] * fB1;
        kInv[8]  = +this.elements[4] * fB4 - this.elements[5] * fB2 + this.elements[7] * fB0;
        kInv[12] = -this.elements[4] * fB3 + this.elements[5] * fB1 - this.elements[6] * fB0;
        kInv[1]  = -this.elements[1] * fB5 + this.elements[2] * fB4 - this.elements[3] * fB3;
        kInv[5]  = +this.elements[0] * fB5 - this.elements[2] * fB2 + this.elements[3] * fB1;
        kInv[9]  = -this.elements[0] * fB4 + this.elements[1] * fB2 - this.elements[3] * fB0;
        kInv[13] = +this.elements[0] * fB3 - this.elements[1] * fB1 + this.elements[2] * fB0;
        kInv[2]  = +this.elements[13] * fA5 - this.elements[14] * fA4 + this.elements[15] * fA3;
        kInv[6]  = -this.elements[12] * fA5 + this.elements[14] * fA2 - this.elements[15] * fA1;
        kInv[10] = +this.elements[12] * fA4 - this.elements[13] * fA2 + this.elements[15] * fA0;
        kInv[14] = -this.elements[12] * fA3 + this.elements[13] * fA1 - this.elements[14] * fA0;
        kInv[3]  = -this.elements[9] * fA5 + this.elements[10] * fA4 - this.elements[11] * fA3;
        kInv[7]  = +this.elements[8] * fA5 - this.elements[10] * fA2 + this.elements[11] * fA1;
        kInv[11] = -this.elements[8] * fA4 + this.elements[9] * fA2 - this.elements[11] * fA0;
        kInv[15] = +this.elements[8] * fA3 - this.elements[9] * fA1 + this.elements[10] * fA0;
  
        // Inverse using Determinant
        var fInvDet = 1.0 / fDet;
        kInv[0]  *= fInvDet;
        kInv[1]  *= fInvDet;
        kInv[2]  *= fInvDet;
        kInv[3]  *= fInvDet;
        kInv[4]  *= fInvDet;
        kInv[5]  *= fInvDet;
        kInv[6]  *= fInvDet;
        kInv[7]  *= fInvDet;
        kInv[8]  *= fInvDet;
        kInv[9]  *= fInvDet;
        kInv[10] *= fInvDet;
        kInv[11] *= fInvDet;
        kInv[12] *= fInvDet;
        kInv[13] *= fInvDet;
        kInv[14] *= fInvDet;
        kInv[15] *= fInvDet;
  
        this.elements = kInv.slice();
        return true;
      },
      toString: function() {
        var str = "";
        for (var i = 0; i < 15; i++) {
          str += this.elements[i] + ", ";
        }
        str += this.elements[15];
        return str;
      },
      /**
       * @member PMatrix3D
       * The print() function prints out the elements of this matrix
       */
      print: function() {
        var digits = printMatrixHelper(this.elements);
  
        var output = ""   + p.nfs(this.elements[0], digits, 4)  + " " + p.nfs(this.elements[1], digits, 4)  +
                     " "  + p.nfs(this.elements[2], digits, 4)  + " " + p.nfs(this.elements[3], digits, 4)  +
                     "\n" + p.nfs(this.elements[4], digits, 4)  + " " + p.nfs(this.elements[5], digits, 4)  +
                     " "  + p.nfs(this.elements[6], digits, 4)  + " " + p.nfs(this.elements[7], digits, 4)  +
                     "\n" + p.nfs(this.elements[8], digits, 4)  + " " + p.nfs(this.elements[9], digits, 4)  +
                     " "  + p.nfs(this.elements[10], digits, 4) + " " + p.nfs(this.elements[11], digits, 4) +
                     "\n" + p.nfs(this.elements[12], digits, 4) + " " + p.nfs(this.elements[13], digits, 4) +
                     " "  + p.nfs(this.elements[14], digits, 4) + " " + p.nfs(this.elements[15], digits, 4) + "\n\n";
        p.println(output);
      },
      invTranslate: function(tx, ty, tz) {
        this.preApply(1, 0, 0, -tx, 0, 1, 0, -ty, 0, 0, 1, -tz, 0, 0, 0, 1);
      },
      invRotateX: function(angle) {
        var c = Math.cos(-angle);
        var s = Math.sin(-angle);
        this.preApply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
      },
      invRotateY: function(angle) {
        var c = Math.cos(-angle);
        var s = Math.sin(-angle);
        this.preApply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
      },
      invRotateZ: function(angle) {
        var c = Math.cos(-angle);
        var s = Math.sin(-angle);
        this.preApply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
      },
      invScale: function(x, y, z) {
        this.preApply([1 / x, 0, 0, 0, 0, 1 / y, 0, 0, 0, 0, 1 / z, 0, 0, 0, 0, 1]);
      }
    };
  
    return PMatrix3D;
  };
  },{}],15:[function(require,module,exports){
  module.exports = function(options) {
    var PConstants = options.PConstants,
        PMatrix2D = options.PMatrix2D,
        PMatrix3D = options.PMatrix3D;
  
    /**
     * Datatype for storing shapes. Processing can currently load and display SVG (Scalable Vector Graphics) shapes.
     * Before a shape is used, it must be loaded with the <b>loadShape()</b> function. The <b>shape()</b> function is used to draw the shape to the display window.
     * The <b>PShape</b> object contain a group of methods, linked below, that can operate on the shape data.
     * <br><br>The <b>loadShape()</b> method supports SVG files created with Inkscape and Adobe Illustrator.
     * It is not a full SVG implementation, but offers some straightforward support for handling vector data.
     *
     * @param {int} family the shape type, one of GROUP, PRIMITIVE, PATH, or GEOMETRY
     *
     * @see #shape()
     * @see #loadShape()
     * @see #shapeMode()
     */
    var PShape = function(family) {
      this.family    = family || PConstants.GROUP;
      this.visible   = true;
      this.style     = true;
      this.children  = [];
      this.nameTable = [];
      this.params    = [];
      this.name      = "";
      this.image     = null;  //type PImage
      this.matrix    = null;
      this.kind      = null;
      this.close     = null;
      this.width     = null;
      this.height    = null;
      this.parent    = null;
    };
    /**
      * PShape methods
      * missing: findChild(), apply(), contains(), findChild(), getPrimitive(), getParams(), getVertex() , getVertexCount(),
      * getVertexCode() , getVertexCodes() , getVertexCodeCount(), getVertexX(), getVertexY(), getVertexZ()
      */
    PShape.prototype = {
      /**
       * @member PShape
       * The isVisible() function returns a boolean value "true" if the image is set to be visible, "false" if not. This is modified with the <b>setVisible()</b> parameter.
       * <br><br>The visibility of a shape is usually controlled by whatever program created the SVG file.
       * For instance, this parameter is controlled by showing or hiding the shape in the layers palette in Adobe Illustrator.
       *
       * @return {boolean}  returns "true" if the image is set to be visible, "false" if not
       */
      isVisible: function(){
        return this.visible;
      },
      /**
       * @member PShape
       * The setVisible() function sets the shape to be visible or invisible. This is determined by the value of the <b>visible</b> parameter.
       * <br><br>The visibility of a shape is usually controlled by whatever program created the SVG file.
       * For instance, this parameter is controlled by showing or hiding the shape in the layers palette in Adobe Illustrator.
       *
       * @param {boolean} visible "false" makes the shape invisible and "true" makes it visible
       */
      setVisible: function (visible){
        this.visible = visible;
      },
      /**
       * @member PShape
       * The disableStyle() function disables the shape's style data and uses Processing's current styles. Styles include attributes such as colors, stroke weight, and stroke joints.
       * Overrides this shape's style information and uses PGraphics styles and colors. Identical to ignoreStyles(true). Also disables styles for all child shapes.
       */
      disableStyle: function(){
        this.style = false;
        for(var i = 0, j=this.children.length; i<j; i++) {
          this.children[i].disableStyle();
        }
      },
      /**
       * @member PShape
       * The enableStyle() function enables the shape's style data and ignores Processing's current styles. Styles include attributes such as colors, stroke weight, and stroke joints.
       */
      enableStyle: function(){
        this.style = true;
        for(var i = 0, j=this.children.length; i<j; i++) {
          this.children[i].enableStyle();
        }
      },
      /**
       * @member PShape
       * The getFamily function returns the shape type
       *
       * @return {int} the shape type, one of GROUP, PRIMITIVE, PATH, or GEOMETRY
       */
      getFamily: function(){
        return this.family;
      },
      /**
       * @member PShape
       * The getWidth() function gets the width of the drawing area (not necessarily the shape boundary).
       */
      getWidth: function(){
        return this.width;
      },
      /**
       * @member PShape
       * The getHeight() function gets the height of the drawing area (not necessarily the shape boundary).
       */
      getHeight: function(){
        return this.height;
      },
      /**
       * @member PShape
       * The setName() function sets the name of the shape
       *
       * @param {String} name the name of the shape
       */
      setName: function(name){
        this.name = name;
      },
      /**
       * @member PShape
       * The getName() function returns the name of the shape
       *
       * @return {String} the name of the shape
       */
      getName: function(){
        return this.name;
      },
      /**
       * @member PShape
       * Called by the following (the shape() command adds the g)
       * PShape s = loadShapes("blah.svg");
       * shape(s);
       */
      draw: function(renderContext) {
        if(!renderContext) {
          throw "render context missing for draw() in PShape";
        }
        if (this.visible) {
          this.pre(renderContext);
          this.drawImpl(renderContext);
          this.post(renderContext);
        }
      },
      /**
       * @member PShape
       * the drawImpl() function draws the SVG document.
       */
      drawImpl: function(renderContext) {
        if (this.family === PConstants.GROUP) {
          this.drawGroup(renderContext);
        } else if (this.family === PConstants.PRIMITIVE) {
          this.drawPrimitive(renderContext);
        } else if (this.family === PConstants.GEOMETRY) {
          this.drawGeometry(renderContext);
        } else if (this.family === PConstants.PATH) {
          this.drawPath(renderContext);
        }
      },
      /**
       * @member PShape
       * The drawPath() function draws the <path> part of the SVG document.
       */
      drawPath: function(renderContext) {
        var i, j;
        if (this.vertices.length === 0) { return; }
        renderContext.beginShape();
        if (this.vertexCodes.length === 0) {  // each point is a simple vertex
          if (this.vertices[0].length === 2) {  // drawing 2D vertices
            for (i = 0, j = this.vertices.length; i < j; i++) {
              renderContext.vertex(this.vertices[i][0], this.vertices[i][1]);
            }
          } else {  // drawing 3D vertices
            for (i = 0, j = this.vertices.length; i < j; i++) {
              renderContext.vertex(this.vertices[i][0],
                                   this.vertices[i][1],
                                   this.vertices[i][2]);
            }
          }
        } else {  // coded set of vertices
          var index = 0;
          if (this.vertices[0].length === 2) {  // drawing a 2D path
            for (i = 0, j = this.vertexCodes.length; i < j; i++) {
              if (this.vertexCodes[i] === PConstants.VERTEX) {
                renderContext.vertex(this.vertices[index][0], this.vertices[index][1], this.vertices[index].moveTo);
                renderContext.breakShape = false;
                index++;
              } else if (this.vertexCodes[i] === PConstants.BEZIER_VERTEX) {
                renderContext.bezierVertex(this.vertices[index+0][0],
                                           this.vertices[index+0][1],
                                           this.vertices[index+1][0],
                                           this.vertices[index+1][1],
                                           this.vertices[index+2][0],
                                           this.vertices[index+2][1]);
                index += 3;
              } else if (this.vertexCodes[i] === PConstants.CURVE_VERTEX) {
                renderContext.curveVertex(this.vertices[index][0],
                                          this.vertices[index][1]);
                index++;
              } else if (this.vertexCodes[i] ===  PConstants.BREAK) {
                renderContext.breakShape = true;
              }
            }
          } else {  // drawing a 3D path
            for (i = 0, j = this.vertexCodes.length; i < j; i++) {
              if (this.vertexCodes[i] === PConstants.VERTEX) {
                renderContext.vertex(this.vertices[index][0],
                                     this.vertices[index][1],
                                     this.vertices[index][2]);
                if (this.vertices[index].moveTo === true) {
                  vertArray[vertArray.length-1].moveTo = true;
                } else if (this.vertices[index].moveTo === false) {
                  vertArray[vertArray.length-1].moveTo = false;
                }
                renderContext.breakShape = false;
              } else if (this.vertexCodes[i] ===  PConstants.BEZIER_VERTEX) {
                renderContext.bezierVertex(this.vertices[index+0][0],
                                           this.vertices[index+0][1],
                                           this.vertices[index+0][2],
                                           this.vertices[index+1][0],
                                           this.vertices[index+1][1],
                                           this.vertices[index+1][2],
                                           this.vertices[index+2][0],
                                           this.vertices[index+2][1],
                                           this.vertices[index+2][2]);
                index += 3;
              } else if (this.vertexCodes[i] === PConstants.CURVE_VERTEX) {
                renderContext.curveVertex(this.vertices[index][0],
                                          this.vertices[index][1],
                                          this.vertices[index][2]);
                index++;
              } else if (this.vertexCodes[i] === PConstants.BREAK) {
                renderContext.breakShape = true;
              }
            }
          }
        }
        renderContext.endShape(this.close ? PConstants.CLOSE : PConstants.OPEN);
      },
      /**
       * @member PShape
       * The drawGeometry() function draws the geometry part of the SVG document.
       */
      drawGeometry: function(renderContext) {
        var i, j;
        renderContext.beginShape(this.kind);
        if (this.style) {
          for (i = 0, j = this.vertices.length; i < j; i++) {
            renderContext.vertex(this.vertices[i]);
          }
        } else {
          for (i = 0, j = this.vertices.length; i < j; i++) {
            var vert = this.vertices[i];
            if (vert[2] === 0) {
              renderContext.vertex(vert[0], vert[1]);
            } else {
              renderContext.vertex(vert[0], vert[1], vert[2]);
            }
          }
        }
        renderContext.endShape();
      },
      /**
       * @member PShape
       * The drawGroup() function draws the <g> part of the SVG document.
       */
      drawGroup: function(renderContext) {
        for (var i = 0, j = this.children.length; i < j; i++) {
          this.children[i].draw(renderContext);
        }
      },
      /**
       * @member PShape
       * The drawPrimitive() function draws SVG document shape elements. These can be point, line, triangle, quad, rect, ellipse, arc, box, or sphere.
       */
      drawPrimitive: function(renderContext) {
        if (this.kind === PConstants.POINT) {
          renderContext.point(this.params[0], this.params[1]);
        } else if (this.kind === PConstants.LINE) {
          if (this.params.length === 4) {  // 2D
            renderContext.line(this.params[0], this.params[1],
                              this.params[2], this.params[3]);
          } else {  // 3D
            renderContext.line(this.params[0], this.params[1], this.params[2],
                               this.params[3], this.params[4], this.params[5]);
          }
        } else if (this.kind === PConstants.TRIANGLE) {
          renderContext.triangle(this.params[0], this.params[1],
                                 this.params[2], this.params[3],
                                 this.params[4], this.params[5]);
        } else if (this.kind === PConstants.QUAD) {
          renderContext.quad(this.params[0], this.params[1],
                             this.params[2], this.params[3],
                             this.params[4], this.params[5],
                             this.params[6], this.params[7]);
        } else if (this.kind === PConstants.RECT) {
          if (this.image !== null) {
            var imMode = imageModeConvert;
            renderContext.imageMode(PConstants.CORNER);
            renderContext.image(this.image,
                                this.params[0],
                                this.params[1],
                                this.params[2],
                                this.params[3]);
            imageModeConvert = imMode;
          } else {
            var rcMode = renderContext.curRectMode;
            renderContext.rectMode(PConstants.CORNER);
            renderContext.rect(this.params[0],
                               this.params[1],
                               this.params[2],
                               this.params[3]);
            renderContext.curRectMode = rcMode;
          }
        } else if (this.kind === PConstants.ELLIPSE) {
          var elMode = renderContext.curEllipseMode;
          renderContext.ellipseMode(PConstants.CORNER);
          renderContext.ellipse(this.params[0],
                                this.params[1],
                                this.params[2],
                                this.params[3]);
          renderContext.curEllipseMode = elMode;
        } else if (this.kind === PConstants.ARC) {
          var eMode = curEllipseMode;
          renderContext.ellipseMode(PConstants.CORNER);
          renderContext.arc(this.params[0],
                            this.params[1],
                            this.params[2],
                            this.params[3],
                            this.params[4],
                            this.params[5]);
          curEllipseMode = eMode;
        } else if (this.kind === PConstants.BOX) {
          if (this.params.length === 1) {
            renderContext.box(this.params[0]);
          } else {
            renderContext.box(this.params[0], this.params[1], this.params[2]);
          }
        } else if (this.kind === PConstants.SPHERE) {
          renderContext.sphere(this.params[0]);
        }
      },
      /**
       * @member PShape
       * The pre() function performs the preparations before the SVG is drawn. This includes doing transformations and storing previous styles.
       */
      pre: function(renderContext) {
        if (this.matrix) {
          renderContext.pushMatrix();
          renderContext.transform(this.matrix);
        }
        if (this.style) {
          renderContext.pushStyle();
          this.styles(renderContext);
        }
      },
      /**
       * @member PShape
       * The post() function performs the necessary actions after the SVG is drawn. This includes removing transformations and removing added styles.
       */
      post: function(renderContext) {
        if (this.matrix) {
          renderContext.popMatrix();
        }
        if (this.style) {
          renderContext.popStyle();
        }
      },
      /**
       * @member PShape
       * The styles() function changes the Processing's current styles
       */
      styles: function(renderContext) {
        if (this.stroke) {
          renderContext.stroke(this.strokeColor);
          renderContext.strokeWeight(this.strokeWeight);
          renderContext.strokeCap(this.strokeCap);
          renderContext.strokeJoin(this.strokeJoin);
        } else {
          renderContext.noStroke();
        }
  
        if (this.fill) {
          renderContext.fill(this.fillColor);
  
        } else {
          renderContext.noFill();
        }
      },
      /**
       * @member PShape
       * The getChild() function extracts a child shape from a parent shape. Specify the name of the shape with the <b>target</b> parameter or the
       * layer position of the shape to get with the <b>index</b> parameter.
       * The shape is returned as a <b>PShape</b> object, or <b>null</b> is returned if there is an error.
       *
       * @param {String} target   the name of the shape to get
       * @param {int} index   the layer position of the shape to get
       *
       * @return {PShape} returns a child element of a shape as a PShape object or null if there is an error
       */
      getChild: function(child) {
        var i, j;
        if (typeof child === 'number') {
          return this.children[child];
        }
        var found;
        if(child === "" || this.name === child){
          return this;
        }
        if(this.nameTable.length > 0) {
          for(i = 0, j = this.nameTable.length; i < j || found; i++) {
            if(this.nameTable[i].getName === child) {
              found = this.nameTable[i];
              break;
            }
          }
          if (found) { return found; }
        }
        for(i = 0, j = this.children.length; i < j; i++) {
          found = this.children[i].getChild(child);
          if(found) { return found; }
        }
        return null;
      },
      /**
       * @member PShape
       * The getChildCount() returns the number of children
       *
       * @return {int} returns a count of children
       */
      getChildCount: function () {
        return this.children.length;
      },
      /**
       * @member PShape
       * The addChild() adds a child to the PShape.
       *
       * @param {PShape} child the child to add
       */
      addChild: function( child ) {
        this.children.push(child);
        child.parent = this;
        if (child.getName() !== null) {
          this.addName(child.getName(), child);
        }
      },
      /**
       * @member PShape
       * The addName() functions adds a shape to the name lookup table.
       *
       * @param {String} name   the name to be added
       * @param {PShape} shape  the shape
       */
      addName: function(name,  shape) {
        if (this.parent !== null) {
          this.parent.addName( name, shape );
        } else {
          this.nameTable.push( [name, shape] );
        }
      },
      /**
       * @member PShape
       * The translate() function specifies an amount to displace the shape. The <b>x</b> parameter specifies left/right translation, the <b>y</b> parameter specifies up/down translation, and the <b>z</b> parameter specifies translations toward/away from the screen.
       * Subsequent calls to the method accumulates the effect. For example, calling <b>translate(50, 0)</b> and then <b>translate(20, 0)</b> is the same as <b>translate(70, 0)</b>.
       * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
       * <br><br>Using this method with the <b>z</b> parameter requires using the P3D or OPENGL parameter in combination with size.
       *
       * @param {int|float} x left/right translation
       * @param {int|float} y up/down translation
       * @param {int|float} z forward/back translation
       *
       * @see PMatrix2D#translate
       * @see PMatrix3D#translate
       */
      translate: function() {
        if(arguments.length === 2)
        {
          this.checkMatrix(2);
          this.matrix.translate(arguments[0], arguments[1]);
        } else {
          this.checkMatrix(3);
          this.matrix.translate(arguments[0], arguments[1], 0);
        }
      },
      /**
       * @member PShape
       * The checkMatrix() function makes sure that the shape's matrix is 1) not null, and 2) has a matrix
       * that can handle <em>at least</em> the specified number of dimensions.
       *
       * @param {int} dimensions the specified number of dimensions
       */
      checkMatrix: function(dimensions) {
        if(this.matrix === null) {
          if(dimensions === 2) {
            this.matrix = new PMatrix2D();
          } else {
            this.matrix = new PMatrix3D();
          }
        }else if(dimensions === 3 && this.matrix instanceof PMatrix2D) {
          this.matrix = new PMatrix3D();
        }
      },
      /**
       * @member PShape
       * The rotateX() function rotates a shape around the x-axis the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
       * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
       * Subsequent calls to the method accumulates the effect. For example, calling <b>rotateX(HALF_PI)</b> and then <b>rotateX(HALF_PI)</b> is the same as <b>rotateX(PI)</b>.
       * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
       * <br><br>This method requires a 3D renderer. You need to pass P3D or OPENGL as a third parameter into the <b>size()</b> method as shown in the example above.
       *
       * @param {float}angle angle of rotation specified in radians
       *
       * @see PMatrix3D#rotateX
       */
      rotateX: function(angle) {
        this.rotate(angle, 1, 0, 0);
      },
      /**
       * @member PShape
       * The rotateY() function rotates a shape around the y-axis the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
       * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
       * Subsequent calls to the method accumulates the effect. For example, calling <b>rotateY(HALF_PI)</b> and then <b>rotateY(HALF_PI)</b> is the same as <b>rotateY(PI)</b>.
       * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
       * <br><br>This method requires a 3D renderer. You need to pass P3D or OPENGL as a third parameter into the <b>size()</b> method as shown in the example above.
       *
       * @param {float}angle angle of rotation specified in radians
       *
       * @see PMatrix3D#rotateY
       */
      rotateY: function(angle) {
        this.rotate(angle, 0, 1, 0);
      },
      /**
       * @member PShape
       * The rotateZ() function rotates a shape around the z-axis the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
       * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
       * Subsequent calls to the method accumulates the effect. For example, calling <b>rotateZ(HALF_PI)</b> and then <b>rotateZ(HALF_PI)</b> is the same as <b>rotateZ(PI)</b>.
       * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
       * <br><br>This method requires a 3D renderer. You need to pass P3D or OPENGL as a third parameter into the <b>size()</b> method as shown in the example above.
       *
       * @param {float}angle angle of rotation specified in radians
       *
       * @see PMatrix3D#rotateZ
       */
      rotateZ: function(angle) {
        this.rotate(angle, 0, 0, 1);
      },
      /**
       * @member PShape
       * The rotate() function rotates a shape the amount specified by the <b>angle</b> parameter. Angles should be specified in radians (values from 0 to TWO_PI) or converted to radians with the <b>radians()</b> method.
       * <br><br>Shapes are always rotated around the upper-left corner of their bounding box. Positive numbers rotate objects in a clockwise direction.
       * Transformations apply to everything that happens after and subsequent calls to the method accumulates the effect.
       * For example, calling <b>rotate(HALF_PI)</b> and then <b>rotate(HALF_PI)</b> is the same as <b>rotate(PI)</b>.
       * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
       * If optional parameters x,y,z are supplied, the rotate is about the point (x, y, z).
       *
       * @param {float}angle  angle of rotation specified in radians
       * @param {float}x      x-coordinate of the point
       * @param {float}y      y-coordinate of the point
       * @param {float}z      z-coordinate of the point
       * @see PMatrix2D#rotate
       * @see PMatrix3D#rotate
       */
      rotate: function() {
        if(arguments.length === 1){
          this.checkMatrix(2);
          this.matrix.rotate(arguments[0]);
        } else {
          this.checkMatrix(3);
          this.matrix.rotate(arguments[0],
                             arguments[1],
                             arguments[2],
                             arguments[3]);
        }
      },
      /**
       * @member PShape
       * The scale() function increases or decreases the size of a shape by expanding and contracting vertices. Shapes always scale from the relative origin of their bounding box.
       * Scale values are specified as decimal percentages. For example, the method call <b>scale(2.0)</b> increases the dimension of a shape by 200%.
       * Subsequent calls to the method multiply the effect. For example, calling <b>scale(2.0)</b> and then <b>scale(1.5)</b> is the same as <b>scale(3.0)</b>.
       * This transformation is applied directly to the shape, it's not refreshed each time <b>draw()</b> is run.
       * <br><br>Using this fuction with the <b>z</b> parameter requires passing P3D or OPENGL into the size() parameter.
       *
       * @param {float}s      percentage to scale the object
       * @param {float}x      percentage to scale the object in the x-axis
       * @param {float}y      percentage to scale the object in the y-axis
       * @param {float}z      percentage to scale the object in the z-axis
       *
       * @see PMatrix2D#scale
       * @see PMatrix3D#scale
       */
      scale: function() {
        if(arguments.length === 2) {
          this.checkMatrix(2);
          this.matrix.scale(arguments[0], arguments[1]);
        } else if (arguments.length === 3) {
          this.checkMatrix(2);
          this.matrix.scale(arguments[0], arguments[1], arguments[2]);
        } else {
          this.checkMatrix(2);
          this.matrix.scale(arguments[0]);
        }
      },
      /**
       * @member PShape
       * The resetMatrix() function resets the matrix
       *
       * @see PMatrix2D#reset
       * @see PMatrix3D#reset
       */
      resetMatrix: function() {
        this.checkMatrix(2);
        this.matrix.reset();
      },
      /**
       * @member PShape
       * The applyMatrix() function multiplies this matrix by another matrix of type PMatrix3D or PMatrix2D.
       * Individual elements can also be provided
       *
       * @param {PMatrix3D|PMatrix2D} matrix   the matrix to multiply by
       *
       * @see PMatrix2D#apply
       * @see PMatrix3D#apply
       */
      applyMatrix: function(matrix) {
        if (arguments.length === 1) {
          this.applyMatrix(matrix.elements[0],
                           matrix.elements[1], 0,
                           matrix.elements[2],
                           matrix.elements[3],
                           matrix.elements[4], 0,
                           matrix.elements[5],
                           0, 0, 1, 0,
                           0, 0, 0, 1);
        } else if (arguments.length === 6) {
          this.checkMatrix(2);
          this.matrix.apply(arguments[0], arguments[1], arguments[2], 0,
                            arguments[3], arguments[4], arguments[5], 0,
                            0,   0,   1,   0,
                            0,   0,   0,   1);
  
        } else if (arguments.length === 16) {
          this.checkMatrix(3);
          this.matrix.apply(arguments[0],
                            arguments[1],
                            arguments[2],
                            arguments[3],
                            arguments[4],
                            arguments[5],
                            arguments[6],
                            arguments[7],
                            arguments[8],
                            arguments[9],
                            arguments[10],
                            arguments[11],
                            arguments[12],
                            arguments[13],
                            arguments[14],
                            arguments[15]);
        }
      }
    };
  
    return PShape;
  };
  },{}],16:[function(require,module,exports){
  /**
   * SVG stands for Scalable Vector Graphics, a portable graphics format. It is
   * a vector format so it allows for infinite resolution and relatively small
   * file sizes. Most modern media software can view SVG files, including Adobe
   * products, Firefox, etc. Illustrator and Inkscape can edit SVG files.
   *
   * @param {PApplet} parent     typically use "this"
   * @param {String} filename    name of the SVG file to load
   * @param {XMLElement} xml     an XMLElement element
   * @param {PShapeSVG} parent   the parent PShapeSVG
   *
   * @see PShape
   */
  module.exports = function(options) {
    var CommonFunctions = options.CommonFunctions,
        PConstants = options.PConstants,
        PShape = options.PShape,
        XMLElement = options.XMLElement,
        colors = options.colors;
  
    var PShapeSVG = function() {
      PShape.call(this);                // PShape is the base class.
      if (arguments.length === 1) {     // xml element coming in
        this.element  = arguments[0];
  
        // set values to their defaults according to the SVG spec
        this.vertexCodes         = [];
        this.vertices            = [];
        this.opacity             = 1;
  
        this.stroke              = false;
        this.strokeColor         = PConstants.ALPHA_MASK;
        this.strokeWeight        = 1;
        this.strokeCap           = PConstants.SQUARE;  // BUTT in svg spec
        this.strokeJoin          = PConstants.MITER;
        this.strokeGradient      = null;
        this.strokeGradientPaint = null;
        this.strokeName          = null;
        this.strokeOpacity       = 1;
  
        this.fill                = true;
        this.fillColor           = PConstants.ALPHA_MASK;
        this.fillGradient        = null;
        this.fillGradientPaint   = null;
        this.fillName            = null;
        this.fillOpacity         = 1;
  
        if (this.element.getName() !== "svg") {
          throw("root is not <svg>, it's <" + this.element.getName() + ">");
        }
      }
      else if (arguments.length === 2) {
        if (typeof arguments[1] === 'string') {
          if (arguments[1].indexOf(".svg") > -1) { //its a filename
            this.element = new XMLElement(true, arguments[1]);
            // set values to their defaults according to the SVG spec
            this.vertexCodes         = [];
            this.vertices            = [];
            this.opacity             = 1;
  
            this.stroke              = false;
            this.strokeColor         = PConstants.ALPHA_MASK;
            this.strokeWeight        = 1;
            this.strokeCap           = PConstants.SQUARE;  // BUTT in svg spec
            this.strokeJoin          = PConstants.MITER;
            this.strokeGradient      = "";
            this.strokeGradientPaint = "";
            this.strokeName          = "";
            this.strokeOpacity       = 1;
  
            this.fill                = true;
            this.fillColor           = PConstants.ALPHA_MASK;
            this.fillGradient        = null;
            this.fillGradientPaint   = null;
            this.fillOpacity         = 1;
  
          }
        } else { // XMLElement
          if (arguments[0]) { // PShapeSVG
            this.element             = arguments[1];
            this.vertexCodes         = arguments[0].vertexCodes.slice();
            this.vertices            = arguments[0].vertices.slice();
  
            this.stroke              = arguments[0].stroke;
            this.strokeColor         = arguments[0].strokeColor;
            this.strokeWeight        = arguments[0].strokeWeight;
            this.strokeCap           = arguments[0].strokeCap;
            this.strokeJoin          = arguments[0].strokeJoin;
            this.strokeGradient      = arguments[0].strokeGradient;
            this.strokeGradientPaint = arguments[0].strokeGradientPaint;
            this.strokeName          = arguments[0].strokeName;
  
            this.fill                = arguments[0].fill;
            this.fillColor           = arguments[0].fillColor;
            this.fillGradient        = arguments[0].fillGradient;
            this.fillGradientPaint   = arguments[0].fillGradientPaint;
            this.fillName            = arguments[0].fillName;
            this.strokeOpacity       = arguments[0].strokeOpacity;
            this.fillOpacity         = arguments[0].fillOpacity;
            this.opacity             = arguments[0].opacity;
          }
        }
      }
  
      this.name      = this.element.getStringAttribute("id");
      var displayStr = this.element.getStringAttribute("display", "inline");
      this.visible   = displayStr !== "none";
      var str = this.element.getAttribute("transform");
      if (str) {
        this.matrix = this.parseMatrix(str);
      }
      // not proper parsing of the viewBox, but will cover us for cases where
      // the width and height of the object is not specified
      var viewBoxStr = this.element.getStringAttribute("viewBox");
      if ( viewBoxStr !== null ) {
        var viewBox = viewBoxStr.split(" ");
        this.width  = viewBox[2];
        this.height = viewBox[3];
      }
  
      // TODO if viewbox is not same as width/height, then use it to scale
      // the original objects. for now, viewbox only used when width/height
      // are empty values (which by the spec means w/h of "100%"
      var unitWidth  = this.element.getStringAttribute("width");
      var unitHeight = this.element.getStringAttribute("height");
      if (unitWidth !== null) {
        this.width  = this.parseUnitSize(unitWidth);
        this.height = this.parseUnitSize(unitHeight);
      } else {
        if ((this.width === 0) || (this.height === 0)) {
          // For the spec, the default is 100% and 100%. For purposes
          // here, insert a dummy value because this is prolly just a
          // font or something for which the w/h doesn't matter.
          this.width  = 1;
          this.height = 1;
  
          //show warning
          throw("The width and/or height is not " +
                "readable in the <svg> tag of this file.");
        }
      }
      this.parseColors(this.element);
      this.parseChildren(this.element);
  
    };
    /**
     * PShapeSVG methods
     * missing: getChild(), print(), parseStyleAttributes(), styles() - deals with strokeGradient and fillGradient
     */
    PShapeSVG.prototype = new PShape();
    /**
     * @member PShapeSVG
     * The parseMatrix() function parses the specified SVG matrix into a PMatrix2D. Note that PMatrix2D
     * is rotated relative to the SVG definition, so parameters are rearranged
     * here. More about the transformation matrices in
     * <a href="http://www.w3.org/TR/SVG/coords.html#TransformAttribute">this section</a>
     * of the SVG documentation.
     *
     * @param {String} str text of the matrix param.
     *
     * @return {PMatrix2D} a PMatrix2D
     */
    PShapeSVG.prototype.parseMatrix = (function() {
      function getCoords(s) {
        var m = [];
        s.replace(/\((.*?)\)/, (function() {
          return function(all, params) {
            // get the coordinates that can be separated by spaces or a comma
            m = params.replace(/,+/g, " ").split(/\s+/);
          };
        }()));
        return m;
      }
  
      return function(str) {
        this.checkMatrix(2);
        var pieces = [];
        str.replace(/\s*(\w+)\((.*?)\)/g, function(all) {
          // get a list of transform definitions
          pieces.push(CommonFunctions.trim(all));
        });
        if (pieces.length === 0) {
          return null;
        }
  
        for (var i = 0, j = pieces.length; i < j; i++) {
          var m = getCoords(pieces[i]);
  
          if (pieces[i].indexOf("matrix") !== -1) {
            this.matrix.set(m[0], m[2], m[4], m[1], m[3], m[5]);
          } else if (pieces[i].indexOf("translate") !== -1) {
            var tx = m[0];
            var ty = (m.length === 2) ? m[1] : 0;
            this.matrix.translate(tx,ty);
          } else if (pieces[i].indexOf("scale") !== -1) {
            var sx = m[0];
            var sy = (m.length === 2) ? m[1] : m[0];
            this.matrix.scale(sx,sy);
          } else if (pieces[i].indexOf("rotate") !== -1) {
            var angle = m[0];
            if (m.length === 1) {
              this.matrix.rotate(CommonFunctions.radians(angle));
            } else if (m.length === 3) {
              this.matrix.translate(m[1], m[2]);
              this.matrix.rotate(CommonFunctions.radians(m[0]));
              this.matrix.translate(-m[1], -m[2]);
            }
          } else if (pieces[i].indexOf("skewX") !== -1) {
            this.matrix.skewX(parseFloat(m[0]));
          } else if (pieces[i].indexOf("skewY") !== -1) {
            this.matrix.skewY(m[0]);
          } else if (pieces[i].indexOf("shearX") !== -1) {
            this.matrix.shearX(m[0]);
          } else if (pieces[i].indexOf("shearY") !== -1) {
            this.matrix.shearY(m[0]);
          }
        }
        return this.matrix;
      };
    }());
  
    /**
     * @member PShapeSVG
     * The parseChildren() function parses the specified XMLElement
     *
     * @param {XMLElement}element the XMLElement to parse
     */
    PShapeSVG.prototype.parseChildren = function(element) {
      var newelement = element.getChildren();
      var base = new PShape();
      var i, j;
      for (i = 0, j = newelement.length; i < j; i++) {
        var kid = this.parseChild(newelement[i]);
        if (kid) {
          base.addChild(kid);
        }
      }
      for (i = 0, j = base.children.length; i < j; i++) {
        this.children.push(base.children[i]);
      }
    };
    /**
     * @member PShapeSVG
     * The getName() function returns the name
     *
     * @return {String} the name
     */
    PShapeSVG.prototype.getName = function() {
      return this.name;
    };
    /**
     * @member PShapeSVG
     * The parseChild() function parses a child XML element.
     *
     * @param {XMLElement} elem the element to parse
     *
     * @return {PShape} the newly created PShape
     */
    PShapeSVG.prototype.parseChild = function( elem ) {
      var name = elem.getName();
      var shape;
      if (name === "g") {
        shape = new PShapeSVG(this, elem);
      } else if (name === "defs") {
        // generally this will contain gradient info, so may
        // as well just throw it into a group element for parsing
        shape = new PShapeSVG(this, elem);
      } else if (name === "line") {
        shape = new PShapeSVG(this, elem);
        shape.parseLine();
      } else if (name === "circle") {
        shape = new PShapeSVG(this, elem);
        shape.parseEllipse(true);
      } else if (name === "ellipse") {
        shape = new PShapeSVG(this, elem);
        shape.parseEllipse(false);
      } else if (name === "rect") {
        shape = new PShapeSVG(this, elem);
        shape.parseRect();
      } else if (name === "polygon") {
        shape = new PShapeSVG(this, elem);
        shape.parsePoly(true);
      } else if (name === "polyline") {
        shape = new PShapeSVG(this, elem);
        shape.parsePoly(false);
      } else if (name === "path") {
        shape = new PShapeSVG(this, elem);
        shape.parsePath();
      } else if (name === "radialGradient") {
        //return new RadialGradient(this, elem);
        unimplemented('PShapeSVG.prototype.parseChild, name = radialGradient');
      } else if (name === "linearGradient") {
        //return new LinearGradient(this, elem);
        unimplemented('PShapeSVG.prototype.parseChild, name = linearGradient');
      } else if (name === "text") {
        unimplemented('PShapeSVG.prototype.parseChild, name = text');
      } else if (name === "filter") {
        unimplemented('PShapeSVG.prototype.parseChild, name = filter');
      } else if (name === "mask") {
        unimplemented('PShapeSVG.prototype.parseChild, name = mask');
      } else {
        // ignoring
      }
      return shape;
    };
    /**
     * @member PShapeSVG
     * The parsePath() function parses the <path> element of the svg file
     * A path is defined by including a path element which contains a d="(path data)" attribute, where the d attribute contains
     * the moveto, line, curve (both cubic and quadratic Beziers), arc and closepath instructions.
     **/
    PShapeSVG.prototype.parsePath = function() {
      this.family = PConstants.PATH;
      this.kind = 0;
      var pathDataChars = [];
      var c;
      //change multiple spaces and commas to single space
      var pathData = CommonFunctions.trim(this.element.getStringAttribute("d").replace(/[\s,]+/g,' '));
      if (pathData === null) {
        return;
      }
      pathData = pathData.split('');
      var cx     = 0,
          cy     = 0,
          ctrlX  = 0,
          ctrlY  = 0,
          ctrlX1 = 0,
          ctrlX2 = 0,
          ctrlY1 = 0,
          ctrlY2 = 0,
          endX   = 0,
          endY   = 0,
          ppx    = 0,
          ppy    = 0,
          px     = 0,
          py     = 0,
          i      = 0,
          valOf  = 0;
      var str = "";
      var tmpArray = [];
      var flag = false;
      var lastInstruction;
      var command;
      var j, k;
      while (i< pathData.length) {
        valOf = pathData[i].charCodeAt(0);
        if ((valOf >= 65 && valOf <= 90) || (valOf >= 97 && valOf <= 122)) {
          // if it's a letter
          // populate the tmpArray with coordinates
          j = i;
          i++;
          if (i < pathData.length) { // don't go over boundary of array
            tmpArray = [];
            valOf = pathData[i].charCodeAt(0);
            while (!((valOf >= 65 && valOf <= 90) ||
                     (valOf >= 97 && valOf <= 100) ||
                     (valOf >= 102 && valOf <= 122)) && flag === false) { // if its NOT a letter
              if (valOf === 32) { //if its a space and the str isn't empty
                // sometimes you get a space after the letter
                if (str !== "") {
                  tmpArray.push(parseFloat(str));
                  str = "";
                }
                i++;
              } else if (valOf === 45) { //if it's a -
                // allow for 'e' notation in numbers, e.g. 2.10e-9
                if (pathData[i-1].charCodeAt(0) === 101) {
                  str += pathData[i].toString();
                  i++;
                } else {
                  // sometimes no space separator after (ex: 104.535-16.322)
                  if (str !== "") {
                    tmpArray.push(parseFloat(str));
                  }
                  str = pathData[i].toString();
                  i++;
                }
              } else {
                str += pathData[i].toString();
                i++;
              }
              if (i === pathData.length) { // don't go over boundary of array
                flag = true;
              } else {
                valOf = pathData[i].charCodeAt(0);
              }
            }
          }
          if (str !== "") {
            tmpArray.push(parseFloat(str));
            str = "";
          }
          command = pathData[j];
          valOf = command.charCodeAt(0);
          if (valOf === 77) {  // M - move to (absolute)
            if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
              // need one+ pairs of co-ordinates
              cx = tmpArray[0];
              cy = tmpArray[1];
              this.parsePathMoveto(cx, cy);
              if (tmpArray.length > 2) {
                for (j = 2, k = tmpArray.length; j < k; j+=2) {
                  // absolute line to
                  cx = tmpArray[j];
                  cy = tmpArray[j+1];
                  this.parsePathLineto(cx,cy);
                }
              }
            }
          } else if (valOf === 109) {  // m - move to (relative)
            if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
              // need one+ pairs of co-ordinates
              cx += tmpArray[0];
              cy += tmpArray[1];
              this.parsePathMoveto(cx,cy);
              if (tmpArray.length > 2) {
                for (j = 2, k = tmpArray.length; j < k; j+=2) {
                  // relative line to
                  cx += tmpArray[j];
                  cy += tmpArray[j + 1];
                  this.parsePathLineto(cx,cy);
                }
              }
            }
          } else if (valOf === 76) { // L - lineto (absolute)
            if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
              // need one+ pairs of co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=2) {
                cx = tmpArray[j];
                cy = tmpArray[j + 1];
                this.parsePathLineto(cx,cy);
              }
            }
          } else if (valOf === 108) { // l - lineto (relative)
            if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
              // need one+ pairs of co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=2) {
                cx += tmpArray[j];
                cy += tmpArray[j+1];
                this.parsePathLineto(cx,cy);
              }
            }
          } else if (valOf === 72) { // H - horizontal lineto (absolute)
            for (j = 0, k = tmpArray.length; j < k; j++) {
              // multiple x co-ordinates can be provided
              cx = tmpArray[j];
              this.parsePathLineto(cx, cy);
            }
          } else if (valOf === 104) { // h - horizontal lineto (relative)
            for (j = 0, k = tmpArray.length; j < k; j++) {
              // multiple x co-ordinates can be provided
              cx += tmpArray[j];
              this.parsePathLineto(cx, cy);
            }
          } else if (valOf === 86) { // V - vertical lineto (absolute)
            for (j = 0, k = tmpArray.length; j < k; j++) {
              // multiple y co-ordinates can be provided
              cy = tmpArray[j];
              this.parsePathLineto(cx, cy);
            }
          } else if (valOf === 118) { // v - vertical lineto (relative)
            for (j = 0, k = tmpArray.length; j < k; j++) {
              // multiple y co-ordinates can be provided
              cy += tmpArray[j];
              this.parsePathLineto(cx, cy);
            }
          } else if (valOf === 67) { // C - curve to (absolute)
            if (tmpArray.length >= 6 && tmpArray.length % 6 === 0) {
              // need one+ multiples of 6 co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=6) {
                ctrlX1 = tmpArray[j];
                ctrlY1 = tmpArray[j + 1];
                ctrlX2 = tmpArray[j + 2];
                ctrlY2 = tmpArray[j + 3];
                endX   = tmpArray[j + 4];
                endY   = tmpArray[j + 5];
                this.parsePathCurveto(ctrlX1,
                                      ctrlY1,
                                      ctrlX2,
                                      ctrlY2,
                                      endX,
                                      endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 99) { // c - curve to (relative)
            if (tmpArray.length >= 6 && tmpArray.length % 6 === 0) {
              // need one+ multiples of 6 co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=6) {
                ctrlX1 = cx + tmpArray[j];
                ctrlY1 = cy + tmpArray[j + 1];
                ctrlX2 = cx + tmpArray[j + 2];
                ctrlY2 = cy + tmpArray[j + 3];
                endX   = cx + tmpArray[j + 4];
                endY   = cy + tmpArray[j + 5];
                this.parsePathCurveto(ctrlX1,
                                      ctrlY1,
                                      ctrlX2,
                                      ctrlY2,
                                      endX,
                                      endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 83) { // S - curve to shorthand (absolute)
            if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
              // need one+ multiples of 4 co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=4) {
                if (lastInstruction.toLowerCase() ===  "c" ||
                    lastInstruction.toLowerCase() ===  "s") {
                  ppx    = this.vertices[ this.vertices.length-2 ][0];
                  ppy    = this.vertices[ this.vertices.length-2 ][1];
                  px     = this.vertices[ this.vertices.length-1 ][0];
                  py     = this.vertices[ this.vertices.length-1 ][1];
                  ctrlX1 = px + (px - ppx);
                  ctrlY1 = py + (py - ppy);
                } else {
                  //If there is no previous curve,
                  //the current point will be used as the first control point.
                  ctrlX1 = this.vertices[this.vertices.length-1][0];
                  ctrlY1 = this.vertices[this.vertices.length-1][1];
                }
                ctrlX2 = tmpArray[j];
                ctrlY2 = tmpArray[j + 1];
                endX   = tmpArray[j + 2];
                endY   = tmpArray[j + 3];
                this.parsePathCurveto(ctrlX1,
                                      ctrlY1,
                                      ctrlX2,
                                      ctrlY2,
                                      endX,
                                      endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 115) { // s - curve to shorthand (relative)
            if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
              // need one+ multiples of 4 co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=4) {
                if (lastInstruction.toLowerCase() ===  "c" ||
                    lastInstruction.toLowerCase() ===  "s") {
                  ppx    = this.vertices[this.vertices.length-2][0];
                  ppy    = this.vertices[this.vertices.length-2][1];
                  px     = this.vertices[this.vertices.length-1][0];
                  py     = this.vertices[this.vertices.length-1][1];
                  ctrlX1 = px + (px - ppx);
                  ctrlY1 = py + (py - ppy);
                } else {
                  //If there is no previous curve,
                  //the current point will be used as the first control point.
                  ctrlX1 = this.vertices[this.vertices.length-1][0];
                  ctrlY1 = this.vertices[this.vertices.length-1][1];
                }
                ctrlX2 = cx + tmpArray[j];
                ctrlY2 = cy + tmpArray[j + 1];
                endX   = cx + tmpArray[j + 2];
                endY   = cy + tmpArray[j + 3];
                this.parsePathCurveto(ctrlX1,
                                      ctrlY1,
                                      ctrlX2,
                                      ctrlY2,
                                      endX,
                                      endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 81) { // Q - quadratic curve to (absolute)
            if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
              // need one+ multiples of 4 co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=4) {
                ctrlX = tmpArray[j];
                ctrlY = tmpArray[j + 1];
                endX  = tmpArray[j + 2];
                endY  = tmpArray[j + 3];
                this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 113) { // q - quadratic curve to (relative)
            if (tmpArray.length >= 4 && tmpArray.length % 4 === 0) {
              // need one+ multiples of 4 co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=4) {
                ctrlX = cx + tmpArray[j];
                ctrlY = cy + tmpArray[j + 1];
                endX  = cx + tmpArray[j + 2];
                endY  = cy + tmpArray[j + 3];
                this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 84) {
            // T - quadratic curve to shorthand (absolute)
            if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
              // need one+ pairs of co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=2) {
                if (lastInstruction.toLowerCase() ===  "q" ||
                    lastInstruction.toLowerCase() ===  "t") {
                  ppx   = this.vertices[this.vertices.length-2][0];
                  ppy   = this.vertices[this.vertices.length-2][1];
                  px    = this.vertices[this.vertices.length-1][0];
                  py    = this.vertices[this.vertices.length-1][1];
                  ctrlX = px + (px - ppx);
                  ctrlY = py + (py - ppy);
                } else {
                  // If there is no previous command or if the previous command
                  // was not a Q, q, T or t, assume the control point is
                  // coincident with the current point.
                  ctrlX = cx;
                  ctrlY = cy;
                }
                endX  = tmpArray[j];
                endY  = tmpArray[j + 1];
                this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 116) {
            // t - quadratic curve to shorthand (relative)
            if (tmpArray.length >= 2 && tmpArray.length % 2 === 0) {
              // need one+ pairs of co-ordinates
              for (j = 0, k = tmpArray.length; j < k; j+=2) {
                if (lastInstruction.toLowerCase() ===  "q" ||
                    lastInstruction.toLowerCase() ===  "t") {
                  ppx   = this.vertices[this.vertices.length-2][0];
                  ppy   = this.vertices[this.vertices.length-2][1];
                  px    = this.vertices[this.vertices.length-1][0];
                  py    = this.vertices[this.vertices.length-1][1];
                  ctrlX = px + (px - ppx);
                  ctrlY = py + (py - ppy);
                } else {
                  // If there is no previous command or if the previous command
                  // was not a Q, q, T or t, assume the control point is
                  // coincident with the current point.
                  ctrlX = cx;
                  ctrlY = cy;
                }
                endX  = cx + tmpArray[j];
                endY  = cy + tmpArray[j + 1];
                this.parsePathQuadto(cx, cy, ctrlX, ctrlY, endX, endY);
                cx = endX;
                cy = endY;
              }
            }
          } else if (valOf === 90 || valOf === 122) { // Z or z (these do the same thing)
            this.close = true;
          }
          lastInstruction = command.toString();
        } else { i++;}
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parsePath() helper function
     *
     * @see PShapeSVG#parsePath
     */
    PShapeSVG.prototype.parsePathQuadto = function(x1, y1, cx, cy, x2, y2) {
      if (this.vertices.length > 0) {
        this.parsePathCode(PConstants.BEZIER_VERTEX);
        // x1/y1 already covered by last moveto, lineto, or curveto
        this.parsePathVertex(x1 + ((cx-x1)*2/3), y1 + ((cy-y1)*2/3));
        this.parsePathVertex(x2 + ((cx-x2)*2/3), y2 + ((cy-y2)*2/3));
        this.parsePathVertex(x2, y2);
      } else {
        throw ("Path must start with M/m");
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parsePath() helper function
     *
     * @see PShapeSVG#parsePath
     */
    PShapeSVG.prototype.parsePathCurveto = function(x1,  y1, x2, y2, x3, y3) {
      if (this.vertices.length > 0) {
        this.parsePathCode(PConstants.BEZIER_VERTEX );
        this.parsePathVertex(x1, y1);
        this.parsePathVertex(x2, y2);
        this.parsePathVertex(x3, y3);
      } else {
        throw ("Path must start with M/m");
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parsePath() helper function
     *
     * @see PShapeSVG#parsePath
     */
    PShapeSVG.prototype.parsePathLineto = function(px, py) {
      if (this.vertices.length > 0) {
        this.parsePathCode(PConstants.VERTEX);
        this.parsePathVertex(px, py);
        // add property to distinguish between curContext.moveTo
        // or curContext.lineTo
        this.vertices[this.vertices.length-1].moveTo = false;
      } else {
        throw ("Path must start with M/m");
      }
    };
  
    PShapeSVG.prototype.parsePathMoveto = function(px, py) {
      if (this.vertices.length > 0) {
        this.parsePathCode(PConstants.BREAK);
      }
      this.parsePathCode(PConstants.VERTEX);
      this.parsePathVertex(px, py);
      // add property to distinguish between curContext.moveTo
      // or curContext.lineTo
      this.vertices[this.vertices.length-1].moveTo = true;
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parsePath() helper function
     *
     * @see PShapeSVG#parsePath
     */
    PShapeSVG.prototype.parsePathVertex = function(x,  y) {
      var verts = [];
      verts[0]  = x;
      verts[1]  = y;
      this.vertices.push(verts);
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parsePath() helper function
     *
     * @see PShapeSVG#parsePath
     */
    PShapeSVG.prototype.parsePathCode = function(what) {
      this.vertexCodes.push(what);
    };
    /**
     * @member PShapeSVG
     * The parsePoly() function parses a polyline or polygon from an SVG file.
     *
     * @param {boolean}val true if shape is closed (polygon), false if not (polyline)
     */
    PShapeSVG.prototype.parsePoly = function(val) {
      this.family    = PConstants.PATH;
      this.close     = val;
      var pointsAttr = CommonFunctions.trim(this.element.getStringAttribute("points").replace(/[,\s]+/g,' '));
      if (pointsAttr !== null) {
        //split into array
        var pointsBuffer = pointsAttr.split(" ");
        if (pointsBuffer.length % 2 === 0) {
          for (var i = 0, j = pointsBuffer.length; i < j; i++) {
            var verts = [];
            verts[0]  = pointsBuffer[i];
            verts[1]  = pointsBuffer[++i];
            this.vertices.push(verts);
          }
        } else {
          throw("Error parsing polygon points: odd number of coordinates provided");
        }
      }
    };
    /**
     * @member PShapeSVG
     * The parseRect() function parses a rect from an SVG file.
     */
    PShapeSVG.prototype.parseRect = function() {
      this.kind      = PConstants.RECT;
      this.family    = PConstants.PRIMITIVE;
      this.params    = [];
      this.params[0] = this.element.getFloatAttribute("x");
      this.params[1] = this.element.getFloatAttribute("y");
      this.params[2] = this.element.getFloatAttribute("width");
      this.params[3] = this.element.getFloatAttribute("height");
      if (this.params[2] < 0 || this.params[3] < 0) {
        throw("svg error: negative width or height found while parsing <rect>");
      }
    };
    /**
     * @member PShapeSVG
     * The parseEllipse() function handles parsing ellipse and circle tags.
     *
     * @param {boolean}val true if this is a circle and not an ellipse
     */
    PShapeSVG.prototype.parseEllipse = function(val) {
      this.kind   = PConstants.ELLIPSE;
      this.family = PConstants.PRIMITIVE;
      this.params = [];
  
      this.params[0] = this.element.getFloatAttribute("cx") | 0 ;
      this.params[1] = this.element.getFloatAttribute("cy") | 0;
  
      var rx, ry;
      if (val) {
        rx = ry = this.element.getFloatAttribute("r");
        if (rx < 0) {
          throw("svg error: negative radius found while parsing <circle>");
        }
      } else {
        rx = this.element.getFloatAttribute("rx");
        ry = this.element.getFloatAttribute("ry");
        if (rx < 0 || ry < 0) {
          throw("svg error: negative x-axis radius or y-axis radius found while parsing <ellipse>");
        }
      }
      this.params[0] -= rx;
      this.params[1] -= ry;
  
      this.params[2] = rx*2;
      this.params[3] = ry*2;
    };
    /**
     * @member PShapeSVG
     * The parseLine() function handles parsing line tags.
     *
     * @param {boolean}val true if this is a circle and not an ellipse
     */
    PShapeSVG.prototype.parseLine = function() {
      this.kind = PConstants.LINE;
      this.family = PConstants.PRIMITIVE;
      this.params = [];
      this.params[0] = this.element.getFloatAttribute("x1");
      this.params[1] = this.element.getFloatAttribute("y1");
      this.params[2] = this.element.getFloatAttribute("x2");
      this.params[3] = this.element.getFloatAttribute("y2");
    };
    /**
     * @member PShapeSVG
     * The parseColors() function handles parsing the opacity, strijem stroke-width, stroke-linejoin,stroke-linecap, fill, and style attributes
     *
     * @param {XMLElement}element the element of which attributes to parse
     */
    PShapeSVG.prototype.parseColors = function(element) {
      if (element.hasAttribute("opacity")) {
        this.setOpacity(element.getAttribute("opacity"));
      }
      if (element.hasAttribute("stroke")) {
        this.setStroke(element.getAttribute("stroke"));
      }
      if (element.hasAttribute("stroke-width")) {
        // if NaN (i.e. if it's 'inherit') then default
        // back to the inherit setting
        this.setStrokeWeight(element.getAttribute("stroke-width"));
      }
      if (element.hasAttribute("stroke-linejoin") ) {
        this.setStrokeJoin(element.getAttribute("stroke-linejoin"));
      }
      if (element.hasAttribute("stroke-linecap")) {
        this.setStrokeCap(element.getStringAttribute("stroke-linecap"));
      }
      // fill defaults to black (though stroke defaults to "none")
      // http://www.w3.org/TR/SVG/painting.html#FillProperties
      if (element.hasAttribute("fill")) {
        this.setFill(element.getStringAttribute("fill"));
      }
      if (element.hasAttribute("style")) {
        var styleText   = element.getStringAttribute("style");
        var styleTokens = styleText.toString().split( ";" );
  
        for (var i = 0, j = styleTokens.length; i < j; i++) {
          var tokens = CommonFunctions.trim(styleTokens[i].split( ":" ));
          if (tokens[0] === "fill") {
              this.setFill(tokens[1]);
          } else if (tokens[0] === "fill-opacity") {
              this.setFillOpacity(tokens[1]);
          } else if (tokens[0] === "stroke") {
              this.setStroke(tokens[1]);
          } else if (tokens[0] === "stroke-width") {
              this.setStrokeWeight(tokens[1]);
          } else if (tokens[0] === "stroke-linecap") {
              this.setStrokeCap(tokens[1]);
          } else if (tokens[0] === "stroke-linejoin") {
              this.setStrokeJoin(tokens[1]);
          } else if (tokens[0] === "stroke-opacity") {
              this.setStrokeOpacity(tokens[1]);
          } else if (tokens[0] === "opacity") {
              this.setOpacity(tokens[1]);
          } // Other attributes are not yet implemented
        }
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} opacityText the value of fillOpacity
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setFillOpacity = function(opacityText) {
      this.fillOpacity = parseFloat(opacityText);
      this.fillColor   = this.fillOpacity * 255  << 24 |
                         this.fillColor & 0xFFFFFF;
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} fillText the value of fill
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setFill = function (fillText) {
      var opacityMask = this.fillColor & 0xFF000000;
      if (fillText === "none") {
        this.fill = false;
      } else if (fillText.indexOf("#") === 0) {
        this.fill      = true;
        if (fillText.length === 4) {
          // convert #00F to #0000FF
          fillText = fillText.replace(/#(.)(.)(.)/,"#$1$1$2$2$3$3");
        }
        this.fillColor = opacityMask |
                         (parseInt(fillText.substring(1), 16 )) &
                         0xFFFFFF;
      } else if (fillText.indexOf("rgb") === 0) {
        this.fill      = true;
        this.fillColor = opacityMask | this.parseRGB(fillText);
      } else if (fillText.indexOf("url(#") === 0) {
        this.fillName = fillText.substring(5, fillText.length - 1 );
      } else if (colors[fillText]) {
        this.fill      = true;
        this.fillColor = opacityMask |
                         (parseInt(colors[fillText].substring(1), 16)) &
                         0xFFFFFF;
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} opacity the value of opacity
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setOpacity = function(opacity) {
      this.strokeColor = parseFloat(opacity) * 255 << 24 |
                         this.strokeColor & 0xFFFFFF;
      this.fillColor   = parseFloat(opacity) * 255 << 24 |
                         this.fillColor & 0xFFFFFF;
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} strokeText the value to set stroke to
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setStroke = function(strokeText) {
      var opacityMask = this.strokeColor & 0xFF000000;
      if (strokeText === "none") {
        this.stroke = false;
      } else if (strokeText.charAt( 0 ) === "#") {
        this.stroke      = true;
        if (strokeText.length === 4) {
          // convert #00F to #0000FF
          strokeText = strokeText.replace(/#(.)(.)(.)/,"#$1$1$2$2$3$3");
        }
        this.strokeColor = opacityMask |
                           (parseInt( strokeText.substring( 1 ), 16 )) &
                           0xFFFFFF;
      } else if (strokeText.indexOf( "rgb" ) === 0 ) {
        this.stroke = true;
        this.strokeColor = opacityMask | this.parseRGB(strokeText);
      } else if (strokeText.indexOf( "url(#" ) === 0) {
        this.strokeName = strokeText.substring(5, strokeText.length - 1);
      } else if (colors[strokeText]) {
        this.stroke      = true;
        this.strokeColor = opacityMask |
                           (parseInt(colors[strokeText].substring(1), 16)) &
                           0xFFFFFF;
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} weight the value to set strokeWeight to
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setStrokeWeight = function(weight) {
      this.strokeWeight = this.parseUnitSize(weight);
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} linejoin the value to set strokeJoin to
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setStrokeJoin = function(linejoin) {
      if (linejoin === "miter") {
        this.strokeJoin = PConstants.MITER;
  
      } else if (linejoin === "round") {
        this.strokeJoin = PConstants.ROUND;
  
      } else if (linejoin === "bevel") {
        this.strokeJoin = PConstants.BEVEL;
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} linecap the value to set strokeCap to
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setStrokeCap = function (linecap) {
      if (linecap === "butt") {
        this.strokeCap = PConstants.SQUARE;
  
      } else if (linecap === "round") {
        this.strokeCap = PConstants.ROUND;
  
      } else if (linecap === "square") {
        this.strokeCap = PConstants.PROJECT;
      }
    };
    /**
     * @member PShapeSVG
     * PShapeSVG.parseColors() helper function
     *
     * @param {String} opacityText the value to set stroke opacity to
     *
     * @see PShapeSVG#parseColors
     */
    PShapeSVG.prototype.setStrokeOpacity =  function (opacityText) {
      this.strokeOpacity = parseFloat(opacityText);
      this.strokeColor   = this.strokeOpacity * 255 << 24 |
                           this.strokeColor &
                           0xFFFFFF;
    };
    /**
     * @member PShapeSVG
     * The parseRGB() function parses an rbg() color string and returns a color int
     *
     * @param {String} color the color to parse in rbg() format
     *
     * @return {int} the equivalent color int
     */
    PShapeSVG.prototype.parseRGB = function(color) {
      var sub    = color.substring(color.indexOf('(') + 1, color.indexOf(')'));
      var values = sub.split(", ");
      return (values[0] << 16) | (values[1] << 8) | (values[2]);
    };
    /**
     * @member PShapeSVG
     * The parseUnitSize() function parse a size that may have a suffix for its units.
     * Ignoring cases where this could also be a percentage.
     * The <A HREF="http://www.w3.org/TR/SVG/coords.html#Units">units</A> spec:
     * <UL>
     * <LI>"1pt" equals "1.25px" (and therefore 1.25 user units)
     * <LI>"1pc" equals "15px" (and therefore 15 user units)
     * <LI>"1mm" would be "3.543307px" (3.543307 user units)
     * <LI>"1cm" equals "35.43307px" (and therefore 35.43307 user units)
     * <LI>"1in" equals "90px" (and therefore 90 user units)
     * </UL>
     */
    PShapeSVG.prototype.parseUnitSize = function (text) {
      var len = text.length - 2;
      if (len < 0) { return text; }
      if (text.indexOf("pt") === len) {
        return parseFloat(text.substring(0, len)) * 1.25;
      }
      if (text.indexOf("pc") === len) {
        return parseFloat( text.substring( 0, len)) * 15;
      }
      if (text.indexOf("mm") === len) {
        return parseFloat( text.substring(0, len)) * 3.543307;
      }
      if (text.indexOf("cm") === len) {
        return parseFloat(text.substring(0, len)) * 35.43307;
      }
      if (text.indexOf("in") === len) {
        return parseFloat(text.substring(0, len)) * 90;
      }
      if (text.indexOf("px") === len) {
        return parseFloat(text.substring(0, len));
      }
      return parseFloat(text);
    };
  
    return PShapeSVG;
  };
  
  },{}],17:[function(require,module,exports){
  module.exports = function(options, undef) {
    var PConstants = options.PConstants;
  
    function PVector(x, y, z) {
      this.x = x || 0;
      this.y = y || 0;
      this.z = z || 0;
    }
  
    PVector.fromAngle = function(angle, v) {
      if (v === undef || v === null) {
        v = new PVector();
      }
      v.x = Math.cos(angle);
      v.y = Math.sin(angle);
      return v;
    };
  
    PVector.random2D = function(v) {
      return PVector.fromAngle(Math.random() * PConstants.TWO_PI, v);
    };
  
    PVector.random3D = function(v) {
      var angle = Math.random() * PConstants.TWO_PI;
      var vz = Math.random() * 2 - 1;
      var mult = Math.sqrt(1 - vz * vz);
      var vx = mult * Math.cos(angle);
      var vy = mult * Math.sin(angle);
      if (v === undef || v === null) {
        v = new PVector(vx, vy, vz);
      } else {
        v.set(vx, vy, vz);
      }
      return v;
    };
  
    PVector.dist = function(v1, v2) {
      return v1.dist(v2);
    };
  
    PVector.dot = function(v1, v2) {
      return v1.dot(v2);
    };
  
    PVector.cross = function(v1, v2) {
      return v1.cross(v2);
    };
  
    PVector.sub = function(v1, v2) {
      return new PVector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
    };
  
    PVector.angleBetween = function(v1, v2) {
      return Math.acos(v1.dot(v2) / (v1.mag() * v2.mag()));
    };
  
    PVector.lerp = function(v1, v2, amt) {
      // non-static lerp mutates object, but this version returns a new vector
      var retval = new PVector(v1.x, v1.y, v1.z);
      retval.lerp(v2, amt);
      return retval;
    };
  
    // Common vector operations for PVector
    PVector.prototype = {
      set: function(v, y, z) {
        if (arguments.length === 1) {
          this.set(v.x || v[0] || 0,
                   v.y || v[1] || 0,
                   v.z || v[2] || 0);
        } else {
          this.x = v;
          this.y = y;
          this.z = z;
        }
      },
      get: function() {
        return new PVector(this.x, this.y, this.z);
      },
      mag: function() {
        var x = this.x,
            y = this.y,
            z = this.z;
        return Math.sqrt(x * x + y * y + z * z);
      },
      magSq: function() {
        var x = this.x,
            y = this.y,
            z = this.z;
        return (x * x + y * y + z * z);
      },
      setMag: function(v_or_len, len) {
        if (len === undef) {
          len = v_or_len;
          this.normalize();
          this.mult(len);
        } else {
          var v = v_or_len;
          v.normalize();
          v.mult(len);
          return v;
        }
      },
      add: function(v, y, z) {
        if (arguments.length === 1) {
          this.x += v.x;
          this.y += v.y;
          this.z += v.z;
        } else {
          this.x += v;
          this.y += y;
          this.z += z;
        }
      },
      sub: function(v, y, z) {
        if (arguments.length === 1) {
          this.x -= v.x;
          this.y -= v.y;
          this.z -= v.z;
        } else {
          this.x -= v;
          this.y -= y;
          this.z -= z;
        }
      },
      mult: function(v) {
        if (typeof v === 'number') {
          this.x *= v;
          this.y *= v;
          this.z *= v;
        } else {
          this.x *= v.x;
          this.y *= v.y;
          this.z *= v.z;
        }
      },
      div: function(v) {
        if (typeof v === 'number') {
          this.x /= v;
          this.y /= v;
          this.z /= v;
        } else {
          this.x /= v.x;
          this.y /= v.y;
          this.z /= v.z;
        }
      },
      rotate: function(angle) {
        var prev_x = this.x;
        var c = Math.cos(angle);
        var s = Math.sin(angle);
        this.x = c * this.x - s * this.y;
        this.y = s * prev_x + c * this.y;
      },
      dist: function(v) {
        var dx = this.x - v.x,
            dy = this.y - v.y,
            dz = this.z - v.z;
        return Math.sqrt(dx * dx + dy * dy + dz * dz);
      },
      dot: function(v, y, z) {
        if (arguments.length === 1) {
          return (this.x * v.x + this.y * v.y + this.z * v.z);
        }
        return (this.x * v + this.y * y + this.z * z);
      },
      cross: function(v) {
        var x = this.x,
            y = this.y,
            z = this.z;
        return new PVector(y * v.z - v.y * z,
                           z * v.x - v.z * x,
                           x * v.y - v.x * y);
      },
      lerp: function(v_or_x, amt_or_y, z, amt) {
        var lerp_val = function(start, stop, amt) {
          return start + (stop - start) * amt;
        };
        var x, y;
        if (arguments.length === 2) {
          // given vector and amt
          amt = amt_or_y;
          x = v_or_x.x;
          y = v_or_x.y;
          z = v_or_x.z;
        } else {
          // given x, y, z and amt
          x = v_or_x;
          y = amt_or_y;
        }
        this.x = lerp_val(this.x, x, amt);
        this.y = lerp_val(this.y, y, amt);
        this.z = lerp_val(this.z, z, amt);
      },
      normalize: function() {
        var m = this.mag();
        if (m > 0) {
          this.div(m);
        }
      },
      limit: function(high) {
        if (this.mag() > high) {
          this.normalize();
          this.mult(high);
        }
      },
      heading: function() {
        return (-Math.atan2(-this.y, this.x));
      },
      heading2D: function() {
        return this.heading();
      },
      toString: function() {
        return "[" + this.x + ", " + this.y + ", " + this.z + "]";
      },
      array: function() {
        return [this.x, this.y, this.z];
      }
    };
  
    function createPVectorMethod(method) {
      return function(v1, v2) {
        var v = v1.get();
        v[method](v2);
        return v;
      };
    }
  
    for (var method in PVector.prototype) {
      if (PVector.prototype.hasOwnProperty(method) && !PVector.hasOwnProperty(method)) {
        PVector[method] = createPVectorMethod(method);
      }
    }
  
    return PVector;
  };
  
  
  },{}],18:[function(require,module,exports){
  /**
   * XMLAttribute is an attribute of a XML element.
   *
   * @param {String} fname     the full name of the attribute
   * @param {String} n         the short name of the attribute
   * @param {String} namespace the namespace URI of the attribute
   * @param {String} v         the value of the attribute
   * @param {String }t         the type of the attribute
   *
   * @see XMLElement
   */
  module.exports = function() {
  
    var XMLAttribute = function (fname, n, nameSpace, v, t){
      this.fullName = fname || "";
      this.name = n || "";
      this.namespace = nameSpace || "";
      this.value = v;
      this.type = t;
    };
  
    XMLAttribute.prototype = {
      /**
       * @member XMLAttribute
       * The getName() function returns the short name of the attribute
       *
       * @return {String} the short name of the attribute
       */
      getName: function() {
        return this.name;
      },
      /**
       * @member XMLAttribute
       * The getFullName() function returns the full name of the attribute
       *
       * @return {String} the full name of the attribute
       */
      getFullName: function() {
        return this.fullName;
      },
      /**
       * @member XMLAttribute
       * The getNamespace() function returns the namespace of the attribute
       *
       * @return {String} the namespace of the attribute
       */
      getNamespace: function() {
        return this.namespace;
      },
      /**
       * @member XMLAttribute
       * The getValue() function returns the value of the attribute
       *
       * @return {String} the value of the attribute
       */
      getValue: function() {
        return this.value;
      },
      /**
       * @member XMLAttribute
       * The getValue() function returns the type of the attribute
       *
       * @return {String} the type of the attribute
       */
      getType: function() {
        return this.type;
      },
      /**
       * @member XMLAttribute
       * The setValue() function sets the value of the attribute
       *
       * @param {String} newval the new value
       */
      setValue: function(newval) {
        this.value = newval;
      }
    };
  
    return XMLAttribute;
  };
  
  },{}],19:[function(require,module,exports){
  /**
   * XMLElement is a representation of an XML object. The object is able to parse XML code
   *
   * @param {PApplet} parent   typically use "this"
   * @param {String} filename  name of the XML/SVG file to load
   * @param {String} xml       the xml/svg string
   * @param {String} fullname  the full name of the element
   * @param {String} namespace the namespace  of the URI
   * @param {String} systemID  the system ID of the XML data where the element starts
   * @param {Integer }lineNr   the line in the XML data where the element starts
   */
  module.exports = function(options, undef) {
  
    var Browser = options.Browser,
        ajax = Browser.ajax,
        window = Browser.window,
        XMLHttpRequest = window.XMLHttpRequest,
        DOMParser = window.DOMParser,
        XMLAttribute = options. XMLAttribute;
  
    var XMLElement = function(selector, uri, sysid, line) {
      this.attributes = [];
      this.children   = [];
      this.fullName   = null;
      this.name       = null;
      this.namespace  = "";
      this.content = null;
      this.parent    = null;
      this.lineNr     = "";
      this.systemID   = "";
      this.type = "ELEMENT";
  
      if (selector) {
        if (typeof selector === "string") {
          if (uri === undef && selector.indexOf("<") > -1) {
            // load XML from text string
            this.parse(selector);
          } else {
            // XMLElement(fullname, namespace, sysid, line) format
            this.fullName = selector;
            this.namespace = uri;
            this.systemId = sysid;
            this.lineNr = line;
          }
        } else {
          // XMLElement(this,file) format
          this.parse(uri);
        }
      }
    };
    /**
     * XMLElement methods
     * missing: enumerateAttributeNames(), enumerateChildren(),
     * NOTE: parse does not work when a url is passed in
     */
    XMLElement.prototype = {
      /**
       * @member XMLElement
       * The parse() function retrieves the file via ajax() and uses DOMParser()
       * parseFromString method to make an XML document
       * @addon
       *
       * @param {String} filename name of the XML/SVG file to load
       *
       * @throws ExceptionType Error loading document
       *
       * @see XMLElement#parseChildrenRecursive
       */
      parse: function(textstring) {
        var xmlDoc;
        try {
          var extension = textstring.substring(textstring.length-4);
          if (extension === ".xml" || extension === ".svg") {
            textstring = ajax(textstring);
          }
          xmlDoc = new DOMParser().parseFromString(textstring, "text/xml");
          var elements = xmlDoc.documentElement;
          if (elements) {
            this.parseChildrenRecursive(null, elements);
          } else {
            throw ("Error loading document");
          }
          return this;
        } catch(e) {
          throw(e);
        }
      },
      /**
       * @member XMLElement
       * Internal helper function for parse().
       * Loops through the
       * @addon
       *
       * @param {XMLElement} parent                      the parent node
       * @param {XML document childNodes} elementpath    the remaining nodes that need parsing
       *
       * @return {XMLElement} the new element and its children elements
       */
      parseChildrenRecursive: function (parent, elementpath){
        var xmlelement,
          xmlattribute,
          tmpattrib,
          l, m,
          child;
        if (!parent) { // this element is the root element
          this.fullName = elementpath.localName;
          this.name     = elementpath.nodeName;
          xmlelement    = this;
        } else { // this element has a parent
          xmlelement         = new XMLElement(elementpath.nodeName);
          xmlelement.parent  = parent;
        }
  
        // if this is a text node, return a PCData element (parsed character data)
        if (elementpath.nodeType === 3 && elementpath.textContent !== "") {
          return this.createPCDataElement(elementpath.textContent);
        }
  
        // if this is a CDATA node, return a CData element (unparsed character data)
        if (elementpath.nodeType === 4) {
         return this.createCDataElement(elementpath.textContent);
        }
  
        // bind all attributes, if there are any
        if (elementpath.attributes) {
          for (l = 0, m = elementpath.attributes.length; l < m; l++) {
            tmpattrib    = elementpath.attributes[l];
            xmlattribute = new XMLAttribute(tmpattrib.getname,
                                            tmpattrib.nodeName,
                                            tmpattrib.namespaceURI,
                                            tmpattrib.nodeValue,
                                            tmpattrib.nodeType);
            xmlelement.attributes.push(xmlattribute);
          }
        }
  
        // bind all children, if there are any
        if (elementpath.childNodes) {
          for (l = 0, m = elementpath.childNodes.length; l < m; l++) {
            var node = elementpath.childNodes[l];
            child = xmlelement.parseChildrenRecursive(xmlelement, node);
            if (child !== null) {
              xmlelement.children.push(child);
            }
          }
        }
  
        return xmlelement;
      },
      /**
       * @member XMLElement
       * The createElement() function Creates an empty element
       *
       * @param {String} fullName   the full name of the element
       * @param {String} namespace  the namespace URI
       * @param {String} systemID   the system ID of the XML data where the element starts
       * @param {int} lineNr    the line in the XML data where the element starts
       */
      createElement: function (fullname, namespaceuri, sysid, line) {
        if (sysid === undef) {
          return new XMLElement(fullname, namespaceuri);
        }
        return new XMLElement(fullname, namespaceuri, sysid, line);
      },
      /**
       * @member XMLElement
       * The createPCDataElement() function creates an element to be used for #PCDATA content.
       * Because Processing discards whitespace TEXT nodes, this method will not build an element
       * if the passed content is empty after trimming for whitespace.
       *
       * @return {XMLElement} new "pcdata" XMLElement, or null if content consists only of whitespace
       */
      createPCDataElement: function (content, isCDATA) {
        if (content.replace(/^\s+$/g,"") === "") {
          return null;
        }
        var pcdata = new XMLElement();
        pcdata.type = "TEXT";
        pcdata.content = content;
        return pcdata;
      },
      /**
       * @member XMLElement
       * The createCDataElement() function creates an element to be used for CDATA content.
       *
       * @return {XMLElement} new "cdata" XMLElement, or null if content consists only of whitespace
       */
      createCDataElement: function (content) {
        var cdata = this.createPCDataElement(content);
        if (cdata === null) {
          return null;
        }
  
        cdata.type = "CDATA";
        var htmlentities = {"<": "&lt;", ">": "&gt;", "'": "&apos;", '"': "&quot;"},
            entity;
        for (entity in htmlentities) {
          if (!Object.hasOwnProperty(htmlentities,entity)) {
            content = content.replace(new RegExp(entity, "g"), htmlentities[entity]);
          }
        }
        cdata.cdata = content;
        return cdata;
      },
      /**
       * @member XMLElement
       * The hasAttribute() function returns whether an attribute exists
       *
       * @param {String} name      name of the attribute
       * @param {String} namespace the namespace URI of the attribute
       *
       * @return {boolean} true if the attribute exists
       */
      hasAttribute: function () {
        if (arguments.length === 1) {
          return this.getAttribute(arguments[0]) !== null;
        }
        if (arguments.length === 2) {
          return this.getAttribute(arguments[0],arguments[1]) !== null;
        }
      },
      /**
       * @member XMLElement
       * The equals() function checks to see if the XMLElement being passed in equals another XMLElement
       *
       * @param {XMLElement} rawElement the element to compare to
       *
       * @return {boolean} true if the element equals another element
       */
      equals: function(other) {
        if (!(other instanceof XMLElement)) {
          return false;
        }
        var i, j;
        if (this.fullName !== other.fullName) { return false; }
        if (this.attributes.length !== other.getAttributeCount()) { return false; }
        // attributes may be ordered differently
        if (this.attributes.length !== other.attributes.length) { return false; }
        var attr_name, attr_ns, attr_value, attr_type, attr_other;
        for (i = 0, j = this.attributes.length; i < j; i++) {
          attr_name = this.attributes[i].getName();
          attr_ns = this.attributes[i].getNamespace();
          attr_other = other.findAttribute(attr_name, attr_ns);
          if (attr_other === null) { return false; }
          if (this.attributes[i].getValue() !== attr_other.getValue()) { return false; }
          if (this.attributes[i].getType() !== attr_other.getType()) { return false; }
        }
        // children must be ordered identically
        if (this.children.length !== other.getChildCount()) { return false; }
        if (this.children.length>0) {
          var child1, child2;
          for (i = 0, j = this.children.length; i < j; i++) {
            child1 = this.getChild(i);
            child2 = other.getChild(i);
            if (!child1.equals(child2)) { return false; }
          }
          return true;
        }
        return (this.content === other.content);
      },
      /**
       * @member XMLElement
       * The getContent() function returns the content of an element. If there is no such content, null is returned
       *
       * @return {String} the (possibly null) content
       */
      getContent: function(){
        if (this.type === "TEXT" || this.type === "CDATA") {
          return this.content;
        }
        var children = this.children;
        if (children.length === 1 && (children[0].type === "TEXT" || children[0].type === "CDATA")) {
          return children[0].content;
        }
        return null;
      },
      /**
       * @member XMLElement
       * The getAttribute() function returns the value of an attribute
       *
       * @param {String} name         the non-null full name of the attribute
       * @param {String} namespace    the namespace URI, which may be null
       * @param {String} defaultValue the default value of the attribute
       *
       * @return {String} the value, or defaultValue if the attribute does not exist
       */
      getAttribute: function (){
        var attribute;
        if (arguments.length === 2) {
          attribute = this.findAttribute(arguments[0]);
          if (attribute) {
            return attribute.getValue();
          }
          return arguments[1];
        } else if (arguments.length === 1) {
          attribute = this.findAttribute(arguments[0]);
          if (attribute) {
            return attribute.getValue();
          }
          return null;
        } else if (arguments.length === 3) {
          attribute = this.findAttribute(arguments[0],arguments[1]);
          if (attribute) {
            return attribute.getValue();
          }
          return arguments[2];
        }
      },
      /**
       * @member XMLElement
       * The getStringAttribute() function returns the string attribute of the element
       * If the <b>defaultValue</b> parameter is used and the attribute doesn't exist, the <b>defaultValue</b> value is returned.
       * When calling the function without the <b>defaultValue</b> parameter, if the attribute doesn't exist, the value 0 is returned.
       *
       * @param name         the name of the attribute
       * @param defaultValue value returned if the attribute is not found
       *
       * @return {String} the value, or defaultValue if the attribute does not exist
       */
      getStringAttribute: function() {
        if (arguments.length === 1) {
          return this.getAttribute(arguments[0]);
        }
        if (arguments.length === 2) {
          return this.getAttribute(arguments[0], arguments[1]);
        }
        return this.getAttribute(arguments[0], arguments[1],arguments[2]);
      },
      /**
       * Processing 1.5 XML API wrapper for the generic String
       * attribute getter. This may only take one argument.
       */
      getString: function(attributeName) {
        return this.getStringAttribute(attributeName);
      },
      /**
       * @member XMLElement
       * The getFloatAttribute() function returns the float attribute of the element.
       * If the <b>defaultValue</b> parameter is used and the attribute doesn't exist, the <b>defaultValue</b> value is returned.
       * When calling the function without the <b>defaultValue</b> parameter, if the attribute doesn't exist, the value 0 is returned.
       *
       * @param name         the name of the attribute
       * @param defaultValue value returned if the attribute is not found
       *
       * @return {float} the value, or defaultValue if the attribute does not exist
       */
      getFloatAttribute: function() {
        if (arguments.length === 1 ) {
          return parseFloat(this.getAttribute(arguments[0], 0));
        }
        if (arguments.length === 2 ) {
          return this.getAttribute(arguments[0], arguments[1]);
        }
        return this.getAttribute(arguments[0], arguments[1],arguments[2]);
      },
      /**
       * Processing 1.5 XML API wrapper for the generic float
       * attribute getter. This may only take one argument.
       */
      getFloat: function(attributeName) {
        return this.getFloatAttribute(attributeName);
      },
      /**
       * @member XMLElement
       * The getIntAttribute() function returns the integer attribute of the element.
       * If the <b>defaultValue</b> parameter is used and the attribute doesn't exist, the <b>defaultValue</b> value is returned.
       * When calling the function without the <b>defaultValue</b> parameter, if the attribute doesn't exist, the value 0 is returned.
       *
       * @param name         the name of the attribute
       * @param defaultValue value returned if the attribute is not found
       *
       * @return {int} the value, or defaultValue if the attribute does not exist
       */
      getIntAttribute: function () {
        if (arguments.length === 1) {
          return this.getAttribute( arguments[0], 0 );
        }
        if (arguments.length === 2) {
          return this.getAttribute(arguments[0], arguments[1]);
        }
        return this.getAttribute(arguments[0], arguments[1],arguments[2]);
      },
      /**
       * Processing 1.5 XML API wrapper for the generic int
       * attribute getter. This may only take one argument.
       */
      getInt: function(attributeName) {
        return this.getIntAttribute(attributeName);
      },
      /**
       * @member XMLElement
       * The hasChildren() function returns whether the element has children.
       *
       * @return {boolean} true if the element has children.
       */
      hasChildren: function () {
        return this.children.length > 0 ;
      },
      /**
       * @member XMLElement
       * The addChild() function adds a child element
       *
       * @param {XMLElement} child the non-null child to add.
       */
      addChild: function (child) {
        if (child !== null) {
          child.parent = this;
          this.children.push(child);
        }
      },
      /**
       * @member XMLElement
       * The insertChild() function inserts a child element at the index provided
       *
       * @param {XMLElement} child  the non-null child to add.
       * @param {int} index     where to put the child.
       */
      insertChild: function (child, index) {
        if (child) {
          if ((child.getLocalName() === null) && (! this.hasChildren())) {
            var lastChild = this.children[this.children.length -1];
            if (lastChild.getLocalName() === null) {
                lastChild.setContent(lastChild.getContent() + child.getContent());
                return;
            }
          }
          child.parent = this;
          this.children.splice(index,0,child);
        }
      },
      /**
       * @member XMLElement
       * The getChild() returns the child XMLElement as specified by the <b>index</b> parameter.
       * The value of the <b>index</b> parameter must be less than the total number of children to avoid going out of the array storing the child elements.
       * When the <b>path</b> parameter is specified, then it will return all children that match that path. The path is a series of elements and sub-elements, separated by slashes.
       *
       * @param {int} index     where to put the child.
       * @param {String} path       path to a particular element
       *
       * @return {XMLElement} the element
       */
      getChild: function (selector) {
        if (typeof selector === "number") {
          return this.children[selector];
        }
        if (selector.indexOf('/') !== -1) {
          // path traversal is required
          return this.getChildRecursive(selector.split("/"), 0);
        }
        var kid, kidName;
        for (var i = 0, j = this.getChildCount(); i < j; i++) {
          kid = this.getChild(i);
          kidName = kid.getName();
          if (kidName !== null && kidName === selector) {
              return kid;
          }
        }
        return null;
      },
      /**
       * @member XMLElement
       * The getChildren() returns all of the children as an XMLElement array.
       * When the <b>path</b> parameter is specified, then it will return all children that match that path.
       * The path is a series of elements and sub-elements, separated by slashes.
       *
       * @param {String} path       element name or path/to/element
       *
       * @return {XMLElement} array of child elements that match
       *
       * @see XMLElement#getChildCount()
       * @see XMLElement#getChild()
       */
      getChildren: function(){
        if (arguments.length === 1) {
          if (typeof arguments[0] === "number") {
            return this.getChild( arguments[0]);
          }
          if (arguments[0].indexOf('/') !== -1) { // path was given
            return this.getChildrenRecursive( arguments[0].split("/"), 0);
          }
          var matches = [];
          var kid, kidName;
          for (var i = 0, j = this.getChildCount(); i < j; i++) {
            kid = this.getChild(i);
            kidName = kid.getName();
            if (kidName !== null && kidName === arguments[0]) {
              matches.push(kid);
            }
          }
          return matches;
        }
        return this.children;
      },
      /**
       * @member XMLElement
       * The getChildCount() returns the number of children for the element.
       *
       * @return {int} the count
       *
       * @see XMLElement#getChild()
       * @see XMLElement#getChildren()
       */
      getChildCount: function() {
        return this.children.length;
      },
      /**
       * @member XMLElement
       * Internal helper function for getChild().
       *
       * @param {String[]} items   result of splitting the query on slashes
       * @param {int} offset   where in the items[] array we're currently looking
       *
       * @return {XMLElement} matching element or null if no match
       */
      getChildRecursive: function (items, offset) {
        // terminating clause: we are the requested candidate
        if (offset === items.length) {
          return this;
        }
        // continuation clause
        var kid, kidName, matchName = items[offset];
        for(var i = 0, j = this.getChildCount(); i < j; i++) {
            kid = this.getChild(i);
            kidName = kid.getName();
            if (kidName !== null && kidName === matchName) {
              return kid.getChildRecursive(items, offset+1);
            }
        }
        return null;
      },
      /**
       * @member XMLElement
       * Internal helper function for getChildren().
       *
       * @param {String[]} items   result of splitting the query on slashes
       * @param {int} offset   where in the items[] array we're currently looking
       *
       * @return {XMLElement[]} matching elements or empty array if no match
       */
      getChildrenRecursive: function (items, offset) {
        if (offset === items.length-1) {
          return this.getChildren(items[offset]);
        }
        var matches = this.getChildren(items[offset]);
        var kidMatches = [];
        for (var i = 0; i < matches.length; i++) {
          kidMatches = kidMatches.concat(matches[i].getChildrenRecursive(items, offset+1));
        }
        return kidMatches;
      },
      /**
       * @member XMLElement
       * The isLeaf() function returns whether the element is a leaf element.
       *
       * @return {boolean} true if the element has no children.
       */
      isLeaf: function() {
        return !this.hasChildren();
      },
      /**
       * @member XMLElement
       * The listChildren() function put the names of all children into an array. Same as looping through
       * each child and calling getName() on each XMLElement.
       *
       * @return {String[]} a list of element names.
       */
      listChildren: function() {
        var arr = [];
        for (var i = 0, j = this.children.length; i < j; i++) {
          arr.push( this.getChild(i).getName());
        }
        return arr;
      },
      /**
       * @member XMLElement
       * The removeAttribute() function removes an attribute
       *
       * @param {String} name        the non-null name of the attribute.
       * @param {String} namespace   the namespace URI of the attribute, which may be null.
       */
      removeAttribute: function (name , namespace) {
        this.namespace = namespace || "";
        for (var i = 0, j = this.attributes.length; i < j; i++) {
          if (this.attributes[i].getName() === name && this.attributes[i].getNamespace() === this.namespace) {
            this.attributes.splice(i, 1);
            break;
          }
        }
      },
      /**
       * @member XMLElement
       * The removeChild() removes a child element.
       *
       * @param {XMLElement} child      the the non-null child to be renoved
       */
      removeChild: function(child) {
        if (child) {
          for (var i = 0, j = this.children.length; i < j; i++) {
            if (this.children[i].equals(child)) {
              this.children.splice(i, 1);
              break;
            }
          }
        }
      },
      /**
       * @member XMLElement
       * The removeChildAtIndex() removes the child located at a certain index
       *
       * @param {int} index      the index of the child, where the first child has index 0
       */
      removeChildAtIndex: function(index) {
        if (this.children.length > index) { //make sure its not outofbounds
          this.children.splice(index, 1);
        }
      },
      /**
       * @member XMLElement
       * The findAttribute() function searches an attribute
       *
       * @param {String} name        fullName the non-null full name of the attribute
       * @param {String} namespace   the name space, which may be null
       *
       * @return {XMLAttribute} the attribute, or null if the attribute does not exist.
       */
      findAttribute: function (name, namespace) {
        this.namespace = namespace || "";
        for (var i = 0, j = this.attributes.length; i < j; i++) {
          if (this.attributes[i].getName() === name && this.attributes[i].getNamespace() === this.namespace) {
             return this.attributes[i];
          }
        }
        return null;
      },
      /**
       * @member XMLElement
       * The setAttribute() function sets an attribute.
       *
       * @param {String} name        the non-null full name of the attribute
       * @param {String} namespace   the non-null value of the attribute
       */
      setAttribute: function() {
        var attr;
        if (arguments.length === 3) {
          var index = arguments[0].indexOf(':');
          var name  = arguments[0].substring(index + 1);
          attr      = this.findAttribute(name, arguments[1]);
          if (attr) {
            attr.setValue(arguments[2]);
          } else {
            attr = new XMLAttribute(arguments[0], name, arguments[1], arguments[2], "CDATA");
            this.attributes.push(attr);
          }
        } else {
          attr = this.findAttribute(arguments[0]);
          if (attr) {
            attr.setValue(arguments[1]);
          } else {
            attr = new XMLAttribute(arguments[0], arguments[0], null, arguments[1], "CDATA");
            this.attributes.push(attr);
          }
        }
      },
      /**
       * Processing 1.5 XML API wrapper for the generic String
       * attribute setter. This must take two arguments.
       */
      setString: function(attribute, value) {
        this.setAttribute(attribute, value);
      },
      /**
       * Processing 1.5 XML API wrapper for the generic int
       * attribute setter. This must take two arguments.
       */
      setInt: function(attribute, value) {
        this.setAttribute(attribute, value);
      },
      /**
       * Processing 1.5 XML API wrapper for the generic float
       * attribute setter. This must take two arguments.
       */
      setFloat: function(attribute, value) {
        this.setAttribute(attribute, value);
      },
      /**
       * @member XMLElement
       * The setContent() function sets the #PCDATA content. It is an error to call this method with a
       * non-null value if there are child objects.
       *
       * @param {String} content     the (possibly null) content
       */
      setContent: function(content) {
        if (this.children.length > 0) {
          Processing.debug("Tried to set content for XMLElement with children"); }
        this.content = content;
      },
      /**
       * @member XMLElement
       * The setName() function sets the full name. This method also sets the short name and clears the
       * namespace URI.
       *
       * @param {String} name        the non-null name
       * @param {String} namespace   the namespace URI, which may be null.
       */
      setName: function() {
        if (arguments.length === 1) {
          this.name      = arguments[0];
          this.fullName  = arguments[0];
          this.namespace = null;
        } else {
          var index = arguments[0].indexOf(':');
          if ((arguments[1] === null) || (index < 0)) {
              this.name = arguments[0];
          } else {
              this.name = arguments[0].substring(index + 1);
          }
          this.fullName  = arguments[0];
          this.namespace = arguments[1];
        }
      },
      /**
       * @member XMLElement
       * The getName() function returns the full name (i.e. the name including an eventual namespace
       * prefix) of the element.
       *
       * @return {String} the name, or null if the element only contains #PCDATA.
       */
      getName: function() {
        return this.fullName;
      },
      /**
       * @member XMLElement
       * The getLocalName() function returns the local name (i.e. the name excluding an eventual namespace
       * prefix) of the element.
       *
       * @return {String} the name, or null if the element only contains #PCDATA.
       */
      getLocalName: function() {
        return this.name;
      },
      /**
       * @member XMLElement
       * The getAttributeCount() function returns the number of attributes for the node
       * that this XMLElement represents.
       *
       * @return {int} the number of attributes in this XMLElement
       */
      getAttributeCount: function() {
        return this.attributes.length;
      },
      /**
       * @member XMLElement
       * The toString() function returns the XML definition of an XMLElement.
       *
       * @return {String} the XML definition of this XMLElement
       */
      toString: function() {
        // shortcut for text and cdata nodes
        if (this.type === "TEXT") {
          return this.content;
        }
  
        if (this.type === "CDATA") {
          return this.cdata;
        }
  
        // real XMLElements
        var tagstring = this.fullName;
        var xmlstring =  "<" + tagstring;
        var a,c;
  
        // serialize the attributes to XML string
        for (a = 0; a<this.attributes.length; a++) {
          var attr = this.attributes[a];
          xmlstring += " "  + attr.getName() + "=" + '"' + attr.getValue() + '"';
        }
  
        // serialize all children to XML string
        if (this.children.length === 0) {
          if (this.content==="") {
            xmlstring += "/>";
          } else {
            xmlstring += ">" + this.content + "</"+tagstring+">";
          }
        } else {
          xmlstring += ">";
          for (c = 0; c<this.children.length; c++) {
            xmlstring += this.children[c].toString();
          }
          xmlstring += "</" + tagstring + ">";
        }
        return xmlstring;
       }
    };
  
    /**
     * static Processing 1.5 XML API wrapper for the
     * parse method. This may only take one argument.
     */
    XMLElement.parse = function(xmlstring) {
      var element = new XMLElement();
      element.parse(xmlstring);
      return element;
    };
  
    return XMLElement;
  };
  
  },{}],20:[function(require,module,exports){
  /**
   * web colors, by name
   */
  module.exports = {
      aliceblue:            "#f0f8ff",
      antiquewhite:         "#faebd7",
      aqua:                 "#00ffff",
      aquamarine:           "#7fffd4",
      azure:                "#f0ffff",
      beige:                "#f5f5dc",
      bisque:               "#ffe4c4",
      black:                "#000000",
      blanchedalmond:       "#ffebcd",
      blue:                 "#0000ff",
      blueviolet:           "#8a2be2",
      brown:                "#a52a2a",
      burlywood:            "#deb887",
      cadetblue:            "#5f9ea0",
      chartreuse:           "#7fff00",
      chocolate:            "#d2691e",
      coral:                "#ff7f50",
      cornflowerblue:       "#6495ed",
      cornsilk:             "#fff8dc",
      crimson:              "#dc143c",
      cyan:                 "#00ffff",
      darkblue:             "#00008b",
      darkcyan:             "#008b8b",
      darkgoldenrod:        "#b8860b",
      darkgray:             "#a9a9a9",
      darkgreen:            "#006400",
      darkkhaki:            "#bdb76b",
      darkmagenta:          "#8b008b",
      darkolivegreen:       "#556b2f",
      darkorange:           "#ff8c00",
      darkorchid:           "#9932cc",
      darkred:              "#8b0000",
      darksalmon:           "#e9967a",
      darkseagreen:         "#8fbc8f",
      darkslateblue:        "#483d8b",
      darkslategray:        "#2f4f4f",
      darkturquoise:        "#00ced1",
      darkviolet:           "#9400d3",
      deeppink:             "#ff1493",
      deepskyblue:          "#00bfff",
      dimgray:              "#696969",
      dodgerblue:           "#1e90ff",
      firebrick:            "#b22222",
      floralwhite:          "#fffaf0",
      forestgreen:          "#228b22",
      fuchsia:              "#ff00ff",
      gainsboro:            "#dcdcdc",
      ghostwhite:           "#f8f8ff",
      gold:                 "#ffd700",
      goldenrod:            "#daa520",
      gray:                 "#808080",
      green:                "#008000",
      greenyellow:          "#adff2f",
      honeydew:             "#f0fff0",
      hotpink:              "#ff69b4",
      indianred:            "#cd5c5c",
      indigo:               "#4b0082",
      ivory:                "#fffff0",
      khaki:                "#f0e68c",
      lavender:             "#e6e6fa",
      lavenderblush:        "#fff0f5",
      lawngreen:            "#7cfc00",
      lemonchiffon:         "#fffacd",
      lightblue:            "#add8e6",
      lightcoral:           "#f08080",
      lightcyan:            "#e0ffff",
      lightgoldenrodyellow: "#fafad2",
      lightgrey:            "#d3d3d3",
      lightgreen:           "#90ee90",
      lightpink:            "#ffb6c1",
      lightsalmon:          "#ffa07a",
      lightseagreen:        "#20b2aa",
      lightskyblue:         "#87cefa",
      lightslategray:       "#778899",
      lightsteelblue:       "#b0c4de",
      lightyellow:          "#ffffe0",
      lime:                 "#00ff00",
      limegreen:            "#32cd32",
      linen:                "#faf0e6",
      magenta:              "#ff00ff",
      maroon:               "#800000",
      mediumaquamarine:     "#66cdaa",
      mediumblue:           "#0000cd",
      mediumorchid:         "#ba55d3",
      mediumpurple:         "#9370d8",
      mediumseagreen:       "#3cb371",
      mediumslateblue:      "#7b68ee",
      mediumspringgreen:    "#00fa9a",
      mediumturquoise:      "#48d1cc",
      mediumvioletred:      "#c71585",
      midnightblue:         "#191970",
      mintcream:            "#f5fffa",
      mistyrose:            "#ffe4e1",
      moccasin:             "#ffe4b5",
      navajowhite:          "#ffdead",
      navy:                 "#000080",
      oldlace:              "#fdf5e6",
      olive:                "#808000",
      olivedrab:            "#6b8e23",
      orange:               "#ffa500",
      orangered:            "#ff4500",
      orchid:               "#da70d6",
      palegoldenrod:        "#eee8aa",
      palegreen:            "#98fb98",
      paleturquoise:        "#afeeee",
      palevioletred:        "#d87093",
      papayawhip:           "#ffefd5",
      peachpuff:            "#ffdab9",
      peru:                 "#cd853f",
      pink:                 "#ffc0cb",
      plum:                 "#dda0dd",
      powderblue:           "#b0e0e6",
      purple:               "#800080",
      red:                  "#ff0000",
      rosybrown:            "#bc8f8f",
      royalblue:            "#4169e1",
      saddlebrown:          "#8b4513",
      salmon:               "#fa8072",
      sandybrown:           "#f4a460",
      seagreen:             "#2e8b57",
      seashell:             "#fff5ee",
      sienna:               "#a0522d",
      silver:               "#c0c0c0",
      skyblue:              "#87ceeb",
      slateblue:            "#6a5acd",
      slategray:            "#708090",
      snow:                 "#fffafa",
      springgreen:          "#00ff7f",
      steelblue:            "#4682b4",
      tan:                  "#d2b48c",
      teal:                 "#008080",
      thistle:              "#d8bfd8",
      tomato:               "#ff6347",
      turquoise:            "#40e0d0",
      violet:               "#ee82ee",
      wheat:                "#f5deb3",
      white:                "#ffffff",
      whitesmoke:           "#f5f5f5",
      yellow:               "#ffff00",
      yellowgreen:          "#9acd32"
    };
  
  },{}],21:[function(require,module,exports){
  module.exports = function(virtHashCode, virtEquals, undef) {
  
    return function withProxyFunctions(p, removeFirstArgument) {
      /**
       * The contains(string) function returns true if the string passed in the parameter
       * is a substring of this string. It returns false if the string passed
       * in the parameter is not a substring of this string.
       *
       * @param {String} The string to look for in the current string
       *
       * @return {boolean} returns true if this string contains
       * the string passed as parameter. returns false, otherwise.
       *
       */
      p.__contains = function (subject, subStr) {
        if (typeof subject !== "string") {
          return subject.contains.apply(subject, removeFirstArgument(arguments));
        }
        //Parameter is not null AND
        //The type of the parameter is the same as this object (string)
        //The javascript function that finds a substring returns 0 or higher
        return (
          (subject !== null) &&
          (subStr !== null) &&
          (typeof subStr === "string") &&
          (subject.indexOf(subStr) > -1)
        );
      };
  
      /**
       * The __replaceAll() function searches all matches between a substring (or regular expression) and a string,
       * and replaces the matched substring with a new substring
       *
       * @param {String} subject    a substring
       * @param {String} regex      a substring or a regular expression
       * @param {String} replace    the string to replace the found value
       *
       * @return {String} returns result
       *
       * @see #match
       */
      p.__replaceAll = function(subject, regex, replacement) {
        if (typeof subject !== "string") {
          return subject.replaceAll.apply(subject, removeFirstArgument(arguments));
        }
  
        return subject.replace(new RegExp(regex, "g"), replacement);
      };
  
      /**
       * The __replaceFirst() function searches first matche between a substring (or regular expression) and a string,
       * and replaces the matched substring with a new substring
       *
       * @param {String} subject    a substring
       * @param {String} regex      a substring or a regular expression
       * @param {String} replace    the string to replace the found value
       *
       * @return {String} returns result
       *
       * @see #match
       */
      p.__replaceFirst = function(subject, regex, replacement) {
        if (typeof subject !== "string") {
          return subject.replaceFirst.apply(subject, removeFirstArgument(arguments));
        }
  
        return subject.replace(new RegExp(regex, ""), replacement);
      };
  
      /**
       * The __replace() function searches all matches between a substring and a string,
       * and replaces the matched substring with a new substring
       *
       * @param {String} subject         a substring
       * @param {String} what         a substring to find
       * @param {String} replacement    the string to replace the found value
       *
       * @return {String} returns result
       */
      p.__replace = function(subject, what, replacement) {
        if (typeof subject !== "string") {
          return subject.replace.apply(subject, removeFirstArgument(arguments));
        }
        if (what instanceof RegExp) {
          return subject.replace(what, replacement);
        }
  
        if (typeof what !== "string") {
          what = what.toString();
        }
        if (what === "") {
          return subject;
        }
  
        var i = subject.indexOf(what);
        if (i < 0) {
          return subject;
        }
  
        var j = 0, result = "";
        do {
          result += subject.substring(j, i) + replacement;
          j = i + what.length;
        } while ( (i = subject.indexOf(what, j)) >= 0);
        return result + subject.substring(j);
      };
  
      /**
       * The __equals() function compares two strings (or objects) to see if they are the same.
       * This method is necessary because it's not possible to compare strings using the equality operator (==).
       * Returns true if the strings are the same and false if they are not.
       *
       * @param {String} subject  a string used for comparison
       * @param {String} other  a string used for comparison with
       *
       * @return {boolean} true is the strings are the same false otherwise
       */
      p.__equals = function(subject, other) {
        if (subject.equals instanceof Function) {
          return subject.equals.apply(subject, removeFirstArgument(arguments));
        }
  
        return virtEquals(subject, other);
      };
  
      /**
       * The __equalsIgnoreCase() function compares two strings to see if they are the same.
       * Returns true if the strings are the same, either when forced to all lower case or
       * all upper case.
       *
       * @param {String} subject  a string used for comparison
       * @param {String} other  a string used for comparison with
       *
       * @return {boolean} true is the strings are the same, ignoring case. false otherwise
       */
      p.__equalsIgnoreCase = function(subject, other) {
        if (typeof subject !== "string") {
          return subject.equalsIgnoreCase.apply(subject, removeFirstArgument(arguments));
        }
  
        return subject.toLowerCase() === other.toLowerCase();
      };
  
      /**
       * The __toCharArray() function splits the string into a char array.
       *
       * @param {String} subject The string
       *
       * @return {Char[]} a char array
       */
      p.__toCharArray = function(subject) {
        if (typeof subject !== "string") {
          return subject.toCharArray.apply(subject, removeFirstArgument(arguments));
        }
  
        var chars = [];
        for (var i = 0, len = subject.length; i < len; ++i) {
          chars[i] = new Char(subject.charAt(i));
        }
        return chars;
      };
  
      /**
       * The __split() function splits a string using the regex delimiter
       * specified. If limit is specified, the resultant array will have number
       * of elements equal to or less than the limit.
       *
       * @param {String} subject string to be split
       * @param {String} regexp  regex string used to split the subject
       * @param {int}    limit   max number of tokens to be returned
       *
       * @return {String[]} an array of tokens from the split string
       */
      p.__split = function(subject, regex, limit) {
        if (typeof subject !== "string") {
          return subject.split.apply(subject, removeFirstArgument(arguments));
        }
  
        var pattern = new RegExp(regex);
  
        // If limit is not specified, use JavaScript's built-in String.split.
        if ((limit === undef) || (limit < 1)) {
          return subject.split(pattern);
        }
  
        // If limit is specified, JavaScript's built-in String.split has a
        // different behaviour than Java's. A Java-compatible implementation is
        // provided here.
        var result = [], currSubject = subject, pos;
        while (((pos = currSubject.search(pattern)) !== -1) && (result.length < (limit - 1))) {
          var match = pattern.exec(currSubject).toString();
          result.push(currSubject.substring(0, pos));
          currSubject = currSubject.substring(pos + match.length);
        }
        if ((pos !== -1) || (currSubject !== "")) {
          result.push(currSubject);
        }
        return result;
      };
  
      /**
       * The codePointAt() function returns the unicode value of the character at a given index of a string.
       *
       * @param  {int} idx         the index of the character
       *
       * @return {String} code     the String containing the unicode value of the character
       */
      p.__codePointAt = function(subject, idx) {
        var code = subject.charCodeAt(idx),
            hi,
            low;
        if (0xD800 <= code && code <= 0xDBFF) {
          hi = code;
          low = subject.charCodeAt(idx + 1);
          return ((hi - 0xD800) * 0x400) + (low - 0xDC00) + 0x10000;
        }
        return code;
      };
  
      /**
       * The matches() function checks whether or not a string matches a given regular expression.
       *
       * @param {String} str      the String on which the match is tested
       * @param {String} regexp   the regexp for which a match is tested
       *
       * @return {boolean} true if the string fits the regexp, false otherwise
       */
      p.__matches = function(str, regexp) {
        return (new RegExp(regexp)).test(str);
      };
  
      /**
       * The startsWith() function tests if a string starts with the specified prefix.  If the prefix
       * is the empty String or equal to the subject String, startsWith() will also return true.
       *
       * @param {String} prefix   the String used to compare against the start of the subject String.
       * @param {int}    toffset  (optional) an offset into the subject String where searching should begin.
       *
       * @return {boolean} true if the subject String starts with the prefix.
       */
      p.__startsWith = function(subject, prefix, toffset) {
        if (typeof subject !== "string") {
          return subject.startsWith.apply(subject, removeFirstArgument(arguments));
        }
  
        toffset = toffset || 0;
        if (toffset < 0 || toffset > subject.length) {
          return false;
        }
        return (prefix === '' || prefix === subject) ? true : (subject.indexOf(prefix) === toffset);
      };
  
      /**
       * The endsWith() function tests if a string ends with the specified suffix.  If the suffix
       * is the empty String, endsWith() will also return true.
       *
       * @param {String} suffix   the String used to compare against the end of the subject String.
       *
       * @return {boolean} true if the subject String starts with the prefix.
       */
      p.__endsWith = function(subject, suffix) {
        if (typeof subject !== "string") {
          return subject.endsWith.apply(subject, removeFirstArgument(arguments));
        }
  
        var suffixLen = suffix ? suffix.length : 0;
        return (suffix === '' || suffix === subject) ? true :
          (subject.indexOf(suffix) === subject.length - suffixLen);
      };
  
      /**
       * The returns hash code of the.
       *
       * @param {Object} subject The string
       *
       * @return {int} a hash code
       */
      p.__hashCode = function(subject) {
        if (subject.hashCode instanceof Function) {
          return subject.hashCode.apply(subject, removeFirstArgument(arguments));
        }
        return virtHashCode(subject);
      };
  
      /**
       * The __printStackTrace() prints stack trace to the console.
       *
       * @param {Exception} subject The error
       */
      p.__printStackTrace = function(subject) {
        p.println("Exception: " + subject.toString() );
      };
    };
  
  };
  
  },{}],22:[function(require,module,exports){
  /**
   * For many "math" functions, we can delegate
   * to the Math object. For others, we can't.
   */
  module.exports = function withMath(p, undef) {
    var internalRandomGenerator = function() { return Math.random(); };
  
    /**
    * Calculates the absolute value (magnitude) of a number. The absolute value of a number is always positive.
    *
    * @param {int|float} value   int or float
    *
    * @returns {int|float}
    */
    p.abs = Math.abs;
  
    /**
    * Calculates the closest int value that is greater than or equal to the value of the parameter.
    * For example, ceil(9.03) returns the value 10.
    *
    * @param {float} value   float
    *
    * @returns {int}
    *
    * @see floor
    * @see round
    */
    p.ceil = Math.ceil;
  
    /**
    * Returns Euler's number e (2.71828...) raised to the power of the value parameter.
    *
    * @param {int|float} value   int or float: the exponent to raise e to
    *
    * @returns {float}
    */
    p.exp = Math.exp;
  
    /**
    * Calculates the closest int value that is less than or equal to the value of the parameter.
    *
    * @param {int|float} value        the value to floor
    *
    * @returns {int|float}
    *
    * @see ceil
    * @see round
    */
    p.floor = Math.floor;
  
    /**
    * Calculates the natural logarithm (the base-e logarithm) of a number. This function
    * expects the values greater than 0.0.
    *
    * @param {int|float} value        int or float: number must be greater then 0.0
    *
    * @returns {float}
    */
    p.log = Math.log;
  
    /**
    * Facilitates exponential expressions. The pow() function is an efficient way of
    * multiplying numbers by themselves (or their reciprocal) in large quantities.
    * For example, pow(3, 5) is equivalent to the expression 3*3*3*3*3 and pow(3, -5)
    * is equivalent to 1 / 3*3*3*3*3.
    *
    * @param {int|float} num        base of the exponential expression
    * @param {int|float} exponent   power of which to raise the base
    *
    * @returns {float}
    *
    * @see sqrt
    */
    p.pow = Math.pow;
  
    /**
    * Calculates the integer closest to the value parameter. For example, round(9.2) returns the value 9.
    *
    * @param {float} value        number to round
    *
    * @returns {int}
    *
    * @see floor
    * @see ceil
    */
    p.round = Math.round;
    /**
    * Calculates the square root of a number. The square root of a number is always positive,
    * even though there may be a valid negative root. The square root s of number a is such
    * that s*s = a. It is the opposite of squaring.
    *
    * @param {float} value        int or float, non negative
    *
    * @returns {float}
    *
    * @see pow
    * @see sq
    */
  
    p.sqrt = Math.sqrt;
  
    // Trigonometry
    /**
    * The inverse of cos(), returns the arc cosine of a value. This function expects the
    * values in the range of -1 to 1 and values are returned in the range 0 to PI (3.1415927).
    *
    * @param {float} value        the value whose arc cosine is to be returned
    *
    * @returns {float}
    *
    * @see cos
    * @see asin
    * @see atan
    */
    p.acos = Math.acos;
  
    /**
    * The inverse of sin(), returns the arc sine of a value. This function expects the values
    * in the range of -1 to 1 and values are returned in the range -PI/2 to PI/2.
    *
    * @param {float} value        the value whose arc sine is to be returned
    *
    * @returns {float}
    *
    * @see sin
    * @see acos
    * @see atan
    */
    p.asin = Math.asin;
  
    /**
    * The inverse of tan(), returns the arc tangent of a value. This function expects the values
    * in the range of -Infinity to Infinity (exclusive) and values are returned in the range -PI/2 to PI/2 .
    *
    * @param {float} value        -Infinity to Infinity (exclusive)
    *
    * @returns {float}
    *
    * @see tan
    * @see asin
    * @see acos
    */
    p.atan = Math.atan;
  
    /**
    * Calculates the angle (in radians) from a specified point to the coordinate origin as measured from
    * the positive x-axis. Values are returned as a float in the range from PI to -PI. The atan2() function
    * is most often used for orienting geometry to the position of the cursor. Note: The y-coordinate of the
    * point is the first parameter and the x-coordinate is the second due the the structure of calculating the tangent.
    *
    * @param {float} y        y-coordinate of the point
    * @param {float} x        x-coordinate of the point
    *
    * @returns {float}
    *
    * @see tan
    */
    p.atan2 = Math.atan2;
  
    /**
    * Calculates the cosine of an angle. This function expects the values of the angle parameter to be provided
    * in radians (values from 0 to PI*2). Values are returned in the range -1 to 1.
    *
    * @param {float} value        an angle in radians
    *
    * @returns {float}
    *
    * @see tan
    * @see sin
    */
    p.cos = Math.cos;
  
    /**
    * Calculates the sine of an angle. This function expects the values of the angle parameter to be provided in
    * radians (values from 0 to 6.28). Values are returned in the range -1 to 1.
    *
    * @param {float} value        an angle in radians
    *
    * @returns {float}
    *
    * @see cos
    * @see radians
    */
    p.sin = Math.sin;
  
    /**
    * Calculates the ratio of the sine and cosine of an angle. This function expects the values of the angle
    * parameter to be provided in radians (values from 0 to PI*2). Values are returned in the range infinity to -infinity.
    *
    * @param {float} value        an angle in radians
    *
    * @returns {float}
    *
    * @see cos
    * @see sin
    * @see radians
    */
    p.tan = Math.tan;
  
    /**
    * Constrains a value to not exceed a maximum and minimum value.
    *
    * @param {int|float} value   the value to constrain
    * @param {int|float} value   minimum limit
    * @param {int|float} value   maximum limit
    *
    * @returns {int|float}
    *
    * @see max
    * @see min
    */
    p.constrain = function(aNumber, aMin, aMax) {
      return aNumber > aMax ? aMax : aNumber < aMin ? aMin : aNumber;
    };
  
    /**
    * Calculates the distance between two points.
    *
    * @param {int|float} x1     int or float: x-coordinate of the first point
    * @param {int|float} y1     int or float: y-coordinate of the first point
    * @param {int|float} z1     int or float: z-coordinate of the first point
    * @param {int|float} x2     int or float: x-coordinate of the second point
    * @param {int|float} y2     int or float: y-coordinate of the second point
    * @param {int|float} z2     int or float: z-coordinate of the second point
    *
    * @returns {float}
    */
    p.dist = function() {
      var dx, dy, dz;
      if (arguments.length === 4) {
        dx = arguments[0] - arguments[2];
        dy = arguments[1] - arguments[3];
        return Math.sqrt(dx * dx + dy * dy);
      }
      if (arguments.length === 6) {
        dx = arguments[0] - arguments[3];
        dy = arguments[1] - arguments[4];
        dz = arguments[2] - arguments[5];
        return Math.sqrt(dx * dx + dy * dy + dz * dz);
      }
    };
  
    /**
    * Calculates a number between two numbers at a specific increment. The amt  parameter is the
    * amount to interpolate between the two values where 0.0 equal to the first point, 0.1 is very
    * near the first point, 0.5 is half-way in between, etc. The lerp function is convenient for
    * creating motion along a straight path and for drawing dotted lines.
    *
    * @param {int|float} value1       float or int: first value
    * @param {int|float} value2       float or int: second value
    * @param {int|float} amt          float: between 0.0 and 1.0
    *
    * @returns {float}
    *
    * @see curvePoint
    * @see bezierPoint
    */
    p.lerp = function(value1, value2, amt) {
      return ((value2 - value1) * amt) + value1;
    };
  
    /**
    * Calculates the magnitude (or length) of a vector. A vector is a direction in space commonly
    * used in computer graphics and linear algebra. Because it has no "start" position, the magnitude
    * of a vector can be thought of as the distance from coordinate (0,0) to its (x,y) value.
    * Therefore, mag() is a shortcut for writing "dist(0, 0, x, y)".
    *
    * @param {int|float} a       float or int: first value
    * @param {int|float} b       float or int: second value
    * @param {int|float} c       float or int: third value
    *
    * @returns {float}
    *
    * @see dist
    */
    p.mag = function(a, b, c) {
      if (c) {
        return Math.sqrt(a * a + b * b + c * c);
      }
  
      return Math.sqrt(a * a + b * b);
    };
  
    /**
    * Re-maps a number from one range to another. In the example above, the number '25' is converted from
    * a value in the range 0..100 into a value that ranges from the left edge (0) to the right edge (width) of the screen.
    * Numbers outside the range are not clamped to 0 and 1, because out-of-range values are often intentional and useful.
    *
    * @param {float} value        The incoming value to be converted
    * @param {float} istart       Lower bound of the value's current range
    * @param {float} istop        Upper bound of the value's current range
    * @param {float} ostart       Lower bound of the value's target range
    * @param {float} ostop        Upper bound of the value's target range
    *
    * @returns {float}
    *
    * @see norm
    * @see lerp
    */
    p.map = function(value, istart, istop, ostart, ostop) {
      return ostart + (ostop - ostart) * ((value - istart) / (istop - istart));
    };
  
    /**
    * Determines the largest value in a sequence of numbers.
    *
    * @param {int|float} value1         int or float
    * @param {int|float} value2         int or float
    * @param {int|float} value3         int or float
    * @param {int|float} array          int or float array
    *
    * @returns {int|float}
    *
    * @see min
    */
    p.max = function() {
      if (arguments.length === 2) {
        return arguments[0] < arguments[1] ? arguments[1] : arguments[0];
      }
      var numbers = arguments.length === 1 ? arguments[0] : arguments; // if single argument, array is used
      if (! ("length" in numbers && numbers.length > 0)) {
        throw "Non-empty array is expected";
      }
      var max = numbers[0],
        count = numbers.length;
      for (var i = 1; i < count; ++i) {
        if (max < numbers[i]) {
          max = numbers[i];
        }
      }
      return max;
    };
  
    /**
    * Determines the smallest value in a sequence of numbers.
    *
    * @param {int|float} value1         int or float
    * @param {int|float} value2         int or float
    * @param {int|float} value3         int or float
    * @param {int|float} array          int or float array
    *
    * @returns {int|float}
    *
    * @see max
    */
    p.min = function() {
      if (arguments.length === 2) {
        return arguments[0] < arguments[1] ? arguments[0] : arguments[1];
      }
      var numbers = arguments.length === 1 ? arguments[0] : arguments; // if single argument, array is used
      if (! ("length" in numbers && numbers.length > 0)) {
        throw "Non-empty array is expected";
      }
      var min = numbers[0],
        count = numbers.length;
      for (var i = 1; i < count; ++i) {
        if (min > numbers[i]) {
          min = numbers[i];
        }
      }
      return min;
    };
  
    /**
    * Normalizes a number from another range into a value between 0 and 1.
    * Identical to map(value, low, high, 0, 1);
    * Numbers outside the range are not clamped to 0 and 1, because out-of-range
    * values are often intentional and useful.
    *
    * @param {float} aNumber    The incoming value to be converted
    * @param {float} low        Lower bound of the value's current range
    * @param {float} high       Upper bound of the value's current range
    *
    * @returns {float}
    *
    * @see map
    * @see lerp
    */
    p.norm = function(aNumber, low, high) {
      return (aNumber - low) / (high - low);
    };
  
    /**
    * Squares a number (multiplies a number by itself). The result is always a positive number,
    * as multiplying two negative numbers always yields a positive result. For example, -1 * -1 = 1.
    *
    * @param {float} value        int or float
    *
    * @returns {float}
    *
    * @see sqrt
    */
    p.sq = function(aNumber) {
      return aNumber * aNumber;
    };
  
    /**
    * Converts a radian measurement to its corresponding value in degrees. Radians and degrees are two ways of
    * measuring the same thing. There are 360 degrees in a circle and 2*PI radians in a circle. For example,
    * 90 degrees = PI/2 = 1.5707964. All trigonometric methods in Processing require their parameters to be specified in radians.
    *
    * @param {int|float} value        an angle in radians
    *
    * @returns {float}
    *
    * @see radians
    */
    p.degrees = function(aAngle) {
      return (aAngle * 180) / Math.PI;
    };
  
    /**
    * Generates random numbers. Each time the random() function is called, it returns an unexpected value within
    * the specified range. If one parameter is passed to the function it will return a float between zero and the
    * value of the high parameter. The function call random(5) returns values between 0 and 5 (starting at zero,
    * up to but not including 5). If two parameters are passed, it will return a float with a value between the
    * parameters. The function call random(-5, 10.2) returns values starting at -5 up to (but not including) 10.2.
    * To convert a floating-point random number to an integer, use the int() function.
    *
    * @param {int|float} value1         if one parameter is used, the top end to random from, if two params the low end
    * @param {int|float} value2         the top end of the random range
    *
    * @returns {float}
    *
    * @see randomSeed
    * @see noise
    */
    p.random = function() {
      if(arguments.length === 0) {
        return internalRandomGenerator();
      }
      if(arguments.length === 1) {
        return internalRandomGenerator() * arguments[0];
      }
      var aMin = arguments[0], aMax = arguments[1];
      return internalRandomGenerator() * (aMax - aMin) + aMin;
    };
  
    // Pseudo-random generator
    function Marsaglia(i1, i2) {
      // from http://www.math.uni-bielefeld.de/~sillke/ALGORITHMS/random/marsaglia-c
      var z=i1 || 362436069, w= i2 || 521288629;
      var intGenerator = function() {
        z=(36969*(z&65535)+(z>>>16)) & 0xFFFFFFFF;
        w=(18000*(w&65535)+(w>>>16)) & 0xFFFFFFFF;
        return (((z&0xFFFF)<<16) | (w&0xFFFF)) & 0xFFFFFFFF;
      };
  
      this.doubleGenerator = function() {
        var i = intGenerator() / 4294967296;
        return i < 0 ? 1 + i : i;
      };
      this.intGenerator = intGenerator;
    }
  
    Marsaglia.createRandomized = function() {
      var now = new Date();
      return new Marsaglia((now / 60000) & 0xFFFFFFFF, now & 0xFFFFFFFF);
    };
  
    /**
    * Sets the seed value for random(). By default, random() produces different results each time the
    * program is run. Set the value parameter to a constant to return the same pseudo-random numbers
    * each time the software is run.
    *
    * @param {int|float} seed         int
    *
    * @see random
    * @see noise
    * @see noiseSeed
    */
    p.randomSeed = function(seed) {
      internalRandomGenerator = (new Marsaglia(seed)).doubleGenerator;
      this.haveNextNextGaussian = false;
    };
  
    /**
    * Returns a float from a random series of numbers having a mean of 0 and standard deviation of 1. Each time
    * the randomGaussian() function is called, it returns a number fitting a Gaussian, or normal, distribution.
    * There is theoretically no minimum or maximum value that randomGaussian() might return. Rather, there is just a
    * very low probability that values far from the mean will be returned; and a higher probability that numbers
    * near the mean will be returned.
    *
    * @returns {float}
    *
    * @see random
    * @see noise
    */
    p.randomGaussian = function() {
      if (this.haveNextNextGaussian) {
        this.haveNextNextGaussian = false;
        return this.nextNextGaussian;
      }
      var v1, v2, s;
      do {
        v1 = 2 * internalRandomGenerator() - 1; // between -1.0 and 1.0
        v2 = 2 * internalRandomGenerator() - 1; // between -1.0 and 1.0
        s = v1 * v1 + v2 * v2;
      }
      while (s >= 1 || s === 0);
  
      var multiplier = Math.sqrt(-2 * Math.log(s) / s);
      this.nextNextGaussian = v2 * multiplier;
      this.haveNextNextGaussian = true;
  
      return v1 * multiplier;
    };
  
    // Noise functions and helpers
    function PerlinNoise(seed) {
      var rnd = seed !== undef ? new Marsaglia(seed) : Marsaglia.createRandomized();
      var i, j;
      // http://www.noisemachine.com/talk1/17b.html
      // http://mrl.nyu.edu/~perlin/noise/
      // generate permutation
      var perm = new Uint8Array(512);
      for(i=0;i<256;++i) { perm[i] = i; }
      for(i=0;i<256;++i) { var t = perm[j = rnd.intGenerator() & 0xFF]; perm[j] = perm[i]; perm[i] = t; }
      // copy to avoid taking mod in perm[0];
      for(i=0;i<256;++i) { perm[i + 256] = perm[i]; }
  
      function grad3d(i,x,y,z) {
        var h = i & 15; // convert into 12 gradient directions
        var u = h<8 ? x : y,
            v = h<4 ? y : h===12||h===14 ? x : z;
        return ((h&1) === 0 ? u : -u) + ((h&2) === 0 ? v : -v);
      }
  
      function grad2d(i,x,y) {
        var v = (i & 1) === 0 ? x : y;
        return (i&2) === 0 ? -v : v;
      }
  
      function grad1d(i,x) {
        return (i&1) === 0 ? -x : x;
      }
  
      function lerp(t,a,b) { return a + t * (b - a); }
  
      this.noise3d = function(x, y, z) {
        var X = Math.floor(x)&255, Y = Math.floor(y)&255, Z = Math.floor(z)&255;
        x -= Math.floor(x); y -= Math.floor(y); z -= Math.floor(z);
        var fx = (3-2*x)*x*x, fy = (3-2*y)*y*y, fz = (3-2*z)*z*z;
        var p0 = perm[X]+Y, p00 = perm[p0] + Z, p01 = perm[p0 + 1] + Z,
            p1 = perm[X + 1] + Y, p10 = perm[p1] + Z, p11 = perm[p1 + 1] + Z;
        return lerp(fz,
          lerp(fy, lerp(fx, grad3d(perm[p00], x, y, z), grad3d(perm[p10], x-1, y, z)),
                   lerp(fx, grad3d(perm[p01], x, y-1, z), grad3d(perm[p11], x-1, y-1,z))),
          lerp(fy, lerp(fx, grad3d(perm[p00 + 1], x, y, z-1), grad3d(perm[p10 + 1], x-1, y, z-1)),
                   lerp(fx, grad3d(perm[p01 + 1], x, y-1, z-1), grad3d(perm[p11 + 1], x-1, y-1,z-1))));
      };
  
      this.noise2d = function(x, y) {
        var X = Math.floor(x)&255, Y = Math.floor(y)&255;
        x -= Math.floor(x); y -= Math.floor(y);
        var fx = (3-2*x)*x*x, fy = (3-2*y)*y*y;
        var p0 = perm[X]+Y, p1 = perm[X + 1] + Y;
        return lerp(fy,
          lerp(fx, grad2d(perm[p0], x, y), grad2d(perm[p1], x-1, y)),
          lerp(fx, grad2d(perm[p0 + 1], x, y-1), grad2d(perm[p1 + 1], x-1, y-1)));
      };
  
      this.noise1d = function(x) {
        var X = Math.floor(x)&255;
        x -= Math.floor(x);
        var fx = (3-2*x)*x*x;
        return lerp(fx, grad1d(perm[X], x), grad1d(perm[X+1], x-1));
      };
    }
  
    // processing defaults
    var noiseProfile = { generator: undef, octaves: 4, fallout: 0.5, seed: undef};
  
    /**
    * Returns the Perlin noise value at specified coordinates. Perlin noise is a random sequence
    * generator producing a more natural ordered, harmonic succession of numbers compared to the
    * standard random() function. It was invented by Ken Perlin in the 1980s and been used since
    * in graphical applications to produce procedural textures, natural motion, shapes, terrains etc.
    * The main difference to the random() function is that Perlin noise is defined in an infinite
    * n-dimensional space where each pair of coordinates corresponds to a fixed semi-random value
    * (fixed only for the lifespan of the program). The resulting value will always be between 0.0
    * and 1.0. Processing can compute 1D, 2D and 3D noise, depending on the number of coordinates
    * given. The noise value can be animated by moving through the noise space as demonstrated in
    * the example above. The 2nd and 3rd dimension can also be interpreted as time.
    * The actual noise is structured similar to an audio signal, in respect to the function's use
    * of frequencies. Similar to the concept of harmonics in physics, perlin noise is computed over
    * several octaves which are added together for the final result.
    * Another way to adjust the character of the resulting sequence is the scale of the input
    * coordinates. As the function works within an infinite space the value of the coordinates
    * doesn't matter as such, only the distance between successive coordinates does (eg. when using
    * noise() within a loop). As a general rule the smaller the difference between coordinates, the
    * smoother the resulting noise sequence will be. Steps of 0.005-0.03 work best for most applications,
    * but this will differ depending on use.
    *
    * @param {float} x          x coordinate in noise space
    * @param {float} y          y coordinate in noise space
    * @param {float} z          z coordinate in noise space
    *
    * @returns {float}
    *
    * @see random
    * @see noiseDetail
    */
    p.noise = function(x, y, z) {
      if(noiseProfile.generator === undef) {
        // caching
        noiseProfile.generator = new PerlinNoise(noiseProfile.seed);
      }
      var generator = noiseProfile.generator;
      var effect = 1, k = 1, sum = 0;
      for(var i=0; i<noiseProfile.octaves; ++i) {
        effect *= noiseProfile.fallout;
        switch (arguments.length) {
        case 1:
          sum += effect * (1 + generator.noise1d(k*x))/2; break;
        case 2:
          sum += effect * (1 + generator.noise2d(k*x, k*y))/2; break;
        case 3:
          sum += effect * (1 + generator.noise3d(k*x, k*y, k*z))/2; break;
        }
        k *= 2;
      }
      return sum;
    };
  
    /**
    * Adjusts the character and level of detail produced by the Perlin noise function.
    * Similar to harmonics in physics, noise is computed over several octaves. Lower octaves
    * contribute more to the output signal and as such define the overal intensity of the noise,
    * whereas higher octaves create finer grained details in the noise sequence. By default,
    * noise is computed over 4 octaves with each octave contributing exactly half than its
    * predecessor, starting at 50% strength for the 1st octave. This falloff amount can be
    * changed by adding an additional function parameter. Eg. a falloff factor of 0.75 means
    * each octave will now have 75% impact (25% less) of the previous lower octave. Any value
    * between 0.0 and 1.0 is valid, however note that values greater than 0.5 might result in
    * greater than 1.0 values returned by noise(). By changing these parameters, the signal
    * created by the noise() function can be adapted to fit very specific needs and characteristics.
    *
    * @param {int} octaves          number of octaves to be used by the noise() function
    * @param {float} falloff        falloff factor for each octave
    *
    * @see noise
    */
    p.noiseDetail = function(octaves, fallout) {
      noiseProfile.octaves = octaves;
      if(fallout !== undef) {
        noiseProfile.fallout = fallout;
      }
    };
  
    /**
    * Sets the seed value for noise(). By default, noise() produces different results each
    * time the program is run. Set the value parameter to a constant to return the same
    * pseudo-random numbers each time the software is run.
    *
    * @param {int} seed         int
    *
    * @returns {float}
    *
    * @see random
    * @see radomSeed
    * @see noise
    * @see noiseDetail
    */
    p.noiseSeed = function(seed) {
      noiseProfile.seed = seed;
      noiseProfile.generator = undef;
    };
  };
  
  },{}],23:[function(require,module,exports){
  /**
   * Common functions traditionally on "p" that should be class functions
   * that get bound to "p" when an instance is actually built, instead.
   */
  module.exports = (function commonFunctions(undef) {
  
    var CommonFunctions = {
      /**
       * Remove whitespace characters from the beginning and ending
       * of a String or a String array. Works like String.trim() but includes the
       * unicode nbsp character as well. If an array is passed in the function will return a new array not effecting the array passed in.
       *
       * @param {String} str    the string to trim
       * @param {String[]} str  the string array to trim
       *
       * @return {String|String[]} retrurns a string or an array will removed whitespaces
       */
      trim: function(str) {
        if (str instanceof Array) {
          var arr = [];
          for (var i = 0; i < str.length; i++) {
            arr.push(str[i].replace(/^\s*/, '').replace(/\s*$/, '').replace(/\r*$/, ''));
          }
          return arr;
        }
        return str.replace(/^\s*/, '').replace(/\s*$/, '').replace(/\r*$/, '');
      },
  
      /**
       * Converts a degree measurement to its corresponding value in radians. Radians and degrees are two ways of
       * measuring the same thing. There are 360 degrees in a circle and 2*PI radians in a circle. For example,
       * 90 degrees = PI/2 = 1.5707964. All trigonometric methods in Processing require their parameters to be specified in radians.
       *
       * @param {int|float} value        an angle in radians
       *
       * @returns {float}
       *
       * @see degrees
       */
      radians: function(aAngle) {
        return (aAngle / 180) * Math.PI;
      },
  
      /**
       * Number-to-String formatting function. Prepends "plus" or "minus" depending
       * on whether the value is positive or negative, respectively, after padding
       * the value with zeroes on the left and right, the number of zeroes used dictated
       * by the values 'leftDigits' and 'rightDigits'. 'value' cannot be an array.
       *
       * @param {int|float} value                 the number to format
       * @param {String} plus                     the prefix for positive numbers
       * @param {String} minus                    the prefix for negative numbers
       * @param {int} left                        number of digits to the left of the decimal point
       * @param {int} right                       number of digits to the right of the decimal point
       * @param {String} group                    string delimited for groups, such as the comma in "1,000"
       *
       * @returns {String or String[]}
       *
       * @see nfCore
       */
      nfCoreScalar: function (value, plus, minus, leftDigits, rightDigits, group) {
        var sign = (value < 0) ? minus : plus;
        var autoDetectDecimals = rightDigits === 0;
        var rightDigitsOfDefault = (rightDigits === undef || rightDigits < 0) ? 0 : rightDigits;
  
        var absValue = Math.abs(value);
        if (autoDetectDecimals) {
          rightDigitsOfDefault = 1;
          absValue *= 10;
          while (Math.abs(Math.round(absValue) - absValue) > 1e-6 && rightDigitsOfDefault < 7) {
            ++rightDigitsOfDefault;
            absValue *= 10;
          }
        } else if (rightDigitsOfDefault !== 0) {
          absValue *= Math.pow(10, rightDigitsOfDefault);
        }
  
        // Using Java's default rounding policy HALF_EVEN. This policy is based
        // on the idea that 0.5 values round to the nearest even number, and
        // everything else is rounded normally.
        var number, doubled = absValue * 2;
        if (Math.floor(absValue) === absValue) {
          number = absValue;
        } else if (Math.floor(doubled) === doubled) {
          var floored = Math.floor(absValue);
          number = floored + (floored % 2);
        } else {
          number = Math.round(absValue);
        }
  
        var buffer = "";
        var totalDigits = leftDigits + rightDigitsOfDefault;
        while (totalDigits > 0 || number > 0) {
          totalDigits--;
          buffer = "" + (number % 10) + buffer;
          number = Math.floor(number / 10);
        }
        if (group !== undef) {
          var i = buffer.length - 3 - rightDigitsOfDefault;
          while(i > 0) {
            buffer = buffer.substring(0,i) + group + buffer.substring(i);
            i-=3;
          }
        }
        if (rightDigitsOfDefault > 0) {
          return sign + buffer.substring(0, buffer.length - rightDigitsOfDefault) +
                 "." + buffer.substring(buffer.length - rightDigitsOfDefault, buffer.length);
        }
        return sign + buffer;
      },
  
      /**
      * Number-to-String formatting function. Prepends "plus" or "minus" depending
      * on whether the value is positive or negative, respectively, after padding
      * the value with zeroes on the left and right, the number of zeroes used dictated
      * by the values 'leftDigits' and 'rightDigits'. 'value' can be an array;
      * if the input is an array, each value in it is formatted separately, and
      * an array with formatted values is returned.
      *
      * @param {int|int[]|float|float[]} value   the number(s) to format
      * @param {String} plus                     the prefix for positive numbers
      * @param {String} minus                    the prefix for negative numbers
      * @param {int} left                        number of digits to the left of the decimal point
      * @param {int} right                       number of digits to the right of the decimal point
      * @param {String} group                    string delimited for groups, such as the comma in "1,000"
      *
      * @returns {String or String[]}
      *
      * @see nfCoreScalar
      */
      nfCore: function(value, plus, minus, leftDigits, rightDigits, group) {
        if (value instanceof Array) {
          var arr = [];
          for (var i = 0, len = value.length; i < len; i++) {
            arr.push(CommonFunctions.nfCoreScalar(value[i], plus, minus, leftDigits, rightDigits, group));
          }
          return arr;
        }
        return CommonFunctions.nfCoreScalar(value, plus, minus, leftDigits, rightDigits, group);
      },
  
      /**
      * Utility function for formatting numbers into strings. There are two versions, one for
      * formatting floats and one for formatting ints. The values for the digits, left, and
      * right parameters should always be positive integers.
      * As shown in the above example, nf() is used to add zeros to the left and/or right
      * of a number. This is typically for aligning a list of numbers. To remove digits from
      * a floating-point number, use the int(), ceil(), floor(), or round() functions.
      *
      * @param {int|int[]|float|float[]} value   the number(s) to format
      * @param {int} left                        number of digits to the left of the decimal point
      * @param {int} right                       number of digits to the right of the decimal point
      *
      * @returns {String or String[]}
      *
      * @see nfs
      * @see nfp
      * @see nfc
      */
      nf: function(value, leftDigits, rightDigits) {
        return CommonFunctions.nfCore(value, "", "-", leftDigits, rightDigits);
      },
  
      /**
      * Utility function for formatting numbers into strings. Similar to nf()  but leaves a blank space in front
      * of positive numbers so they align with negative numbers in spite of the minus symbol. There are two
      * versions, one for formatting floats and one for formatting ints. The values for the digits, left,
      * and right parameters should always be positive integers.
      *
      * @param {int|int[]|float|float[]} value   the number(s) to format
      * @param {int} left                        number of digits to the left of the decimal point
      * @param {int} right                       number of digits to the right of the decimal point
      *
      * @returns {String or String[]}
      *
      * @see nf
      * @see nfp
      * @see nfc
      */
      nfs: function(value, leftDigits, rightDigits) {
        return CommonFunctions.nfCore(value, " ", "-", leftDigits, rightDigits);
      },
  
      /**
      * Utility function for formatting numbers into strings. Similar to nf()  but puts a "+" in front of
      * positive numbers and a "-" in front of negative numbers. There are two versions, one for formatting
      * floats and one for formatting ints. The values for the digits, left, and right parameters should
      * always be positive integers.
      *
      * @param {int|int[]|float|float[]} value   the number(s) to format
      * @param {int} left                        number of digits to the left of the decimal point
      * @param {int} right                       number of digits to the right of the decimal point
      *
      * @returns {String or String[]}
      *
      * @see nfs
      * @see nf
      * @see nfc
      */
      nfp: function(value, leftDigits, rightDigits) {
        return CommonFunctions.nfCore(value, "+", "-", leftDigits, rightDigits);
      },
  
      /**
      * Utility function for formatting numbers into strings and placing appropriate commas to mark
      * units of 1000. There are two versions, one for formatting ints and one for formatting an array
      * of ints. The value for the digits parameter should always be a positive integer.
      *
      * @param {int|int[]|float|float[]} value   the number(s) to format
      * @param {int} left                        number of digits to the left of the decimal point
      * @param {int} right                       number of digits to the right of the decimal point
      *
      * @returns {String or String[]}
      *
      * @see nf
      * @see nfs
      * @see nfp
      */
      nfc: function(value, rightDigits) {
        return CommonFunctions.nfCore(value, "", "-", 0, rightDigits, ",");
      },
  
      // used to bind all common functions to "p"
      withCommonFunctions: function withCommonFunctions(p) {
        ["trim", "radians", "nf", "nfs", "nfp", "nfc"].forEach(function(f){
          p[f] = CommonFunctions[f];
        });
      }
    };
  
    return CommonFunctions;
  }());
  
  },{}],24:[function(require,module,exports){
  /**
   * Touch and Mouse event handling
   */
  module.exports = function withTouch(p, curElement, attachEventHandler, document, PConstants, undef) {
  
    /**
     * Determine the location of the (mouse) pointer.
     */
    function calculateOffset(curElement, event) {
      var element = curElement,
        offsetX = 0,
        offsetY = 0;
  
      p.pmouseX = p.mouseX;
      p.pmouseY = p.mouseY;
  
      // Find element offset
      if (element.offsetParent) {
        do {
          offsetX += element.offsetLeft;
          offsetY += element.offsetTop;
        } while (!!(element = element.offsetParent));
      }
  
      // Find Scroll offset
      element = curElement;
      do {
        offsetX -= element.scrollLeft || 0;
        offsetY -= element.scrollTop || 0;
      } while (!!(element = element.parentNode));
  
      // Get padding and border style widths for mouse offsets
      var stylePaddingLeft, stylePaddingTop, styleBorderLeft, styleBorderTop;
      if (document.defaultView && document.defaultView.getComputedStyle) {
        stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(curElement, null).paddingLeft, 10)      || 0;
        stylePaddingTop  = parseInt(document.defaultView.getComputedStyle(curElement, null).paddingTop, 10)       || 0;
        styleBorderLeft  = parseInt(document.defaultView.getComputedStyle(curElement, null).borderLeftWidth, 10)  || 0;
        styleBorderTop   = parseInt(document.defaultView.getComputedStyle(curElement, null).borderTopWidth, 10)   || 0;
      }
  
      // Add padding and border style widths to offset
      offsetX += stylePaddingLeft;
      offsetY += stylePaddingTop;
  
      offsetX += styleBorderLeft;
      offsetY += styleBorderTop;
  
      // Take into account any scrolling done
      offsetX += window.pageXOffset;
      offsetY += window.pageYOffset;
  
      return {'X':offsetX,'Y':offsetY};
    }
  
    // simple relative position
    function updateMousePosition(curElement, event) {
      var offset = calculateOffset(curElement, event);
      // Dropping support for IE clientX and clientY, switching to pageX and pageY
      // so we don't have to calculate scroll offset.
      // Removed in ticket #184. See rev: 2f106d1c7017fed92d045ba918db47d28e5c16f4
      p.mouseX = event.pageX - offset.X;
      p.mouseY = event.pageY - offset.Y;
    }
  
    /**
     * Return a TouchEvent with canvas-specific x/y co-ordinates
     */
    function addTouchEventOffset(t) {
      var offset = calculateOffset(t.changedTouches[0].target, t.changedTouches[0]),
          i;
  
      for (i = 0; i < t.touches.length; i++) {
        var touch = t.touches[i];
        touch.offsetX = touch.pageX - offset.X;
        touch.offsetY = touch.pageY - offset.Y;
      }
      for (i = 0; i < t.targetTouches.length; i++) {
        var targetTouch = t.targetTouches[i];
        targetTouch.offsetX = targetTouch.pageX - offset.X;
        targetTouch.offsetY = targetTouch.pageY - offset.Y;
      }
      for (i = 0; i < t.changedTouches.length; i++) {
        var changedTouch = t.changedTouches[i];
        changedTouch.offsetX = changedTouch.pageX - offset.X;
        changedTouch.offsetY = changedTouch.pageY - offset.Y;
      }
  
      return t;
    }
  
    /**
     * Touch event support.
     */
    attachEventHandler(curElement, "touchstart", function (t) {
      // Removes unwanted behaviour of the canvas when touching canvas
      curElement.setAttribute("style","-webkit-user-select: none");
      curElement.setAttribute("onclick","void(0)");
      curElement.setAttribute("style","-webkit-tap-highlight-color:rgba(0,0,0,0)");
      // Loop though eventHandlers and remove mouse listeners
      for (var i=0, ehl=eventHandlers.length; i<ehl; i++) {
        var type = eventHandlers[i].type;
        // Have this function remove itself from the eventHandlers list too
        if (type === "mouseout" ||  type === "mousemove" ||
            type === "mousedown" || type === "mouseup" ||
            type === "DOMMouseScroll" || type === "mousewheel" || type === "touchstart") {
          detachEventHandler(eventHandlers[i]);
        }
      }
  
      // If there are any native touch events defined in the sketch, connect all of them
      // Otherwise, connect all of the emulated mouse events
      if (p.touchStart !== undef || p.touchMove !== undef ||
          p.touchEnd !== undef || p.touchCancel !== undef) {
        attachEventHandler(curElement, "touchstart", function(t) {
          if (p.touchStart !== undef) {
            t = addTouchEventOffset(t);
            p.touchStart(t);
          }
        });
  
        attachEventHandler(curElement, "touchmove", function(t) {
          if (p.touchMove !== undef) {
            t.preventDefault(); // Stop the viewport from scrolling
            t = addTouchEventOffset(t);
            p.touchMove(t);
          }
        });
  
        attachEventHandler(curElement, "touchend", function(t) {
          if (p.touchEnd !== undef) {
            t = addTouchEventOffset(t);
            p.touchEnd(t);
          }
        });
  
        attachEventHandler(curElement, "touchcancel", function(t) {
          if (p.touchCancel !== undef) {
            t = addTouchEventOffset(t);
            p.touchCancel(t);
          }
        });
  
      } else {
        // Emulated touch start/mouse down event
        attachEventHandler(curElement, "touchstart", function(e) {
          updateMousePosition(curElement, e.touches[0]);
  
          p.__mousePressed = true;
          p.mouseDragging = false;
          p.mouseButton = PConstants.LEFT;
  
          if (typeof p.mousePressed === "function") {
            p.mousePressed();
          }
        });
  
        // Emulated touch move/mouse move event
        attachEventHandler(curElement, "touchmove", function(e) {
          e.preventDefault();
          updateMousePosition(curElement, e.touches[0]);
  
          if (typeof p.mouseMoved === "function" && !p.__mousePressed) {
            p.mouseMoved();
          }
          if (typeof p.mouseDragged === "function" && p.__mousePressed) {
            p.mouseDragged();
            p.mouseDragging = true;
          }
        });
  
        // Emulated touch up/mouse up event
        attachEventHandler(curElement, "touchend", function(e) {
          p.__mousePressed = false;
  
          if (typeof p.mouseClicked === "function" && !p.mouseDragging) {
            p.mouseClicked();
          }
  
          if (typeof p.mouseReleased === "function") {
            p.mouseReleased();
          }
        });
      }
  
      // Refire the touch start event we consumed in this function
      curElement.dispatchEvent(t);
    });
  
    /**
     * Context menu toggles. Most often you will not want the
     * browser's context menu to show on a right click, but
     * sometimes, you do, so we add two unofficial functions
     * that can be used to trigger context menu behaviour.
     */
    (function() {
      var enabled = true,
          contextMenu = function(e) {
            e.preventDefault();
            e.stopPropagation();
          };
  
      p.disableContextMenu = function() {
        if (!enabled) {
          return;
        }
        attachEventHandler(curElement, 'contextmenu', contextMenu);
        enabled = false;
      };
  
      p.enableContextMenu = function() {
        if (enabled) {
          return;
        }
        detachEventHandler({elem: curElement, type: 'contextmenu', fn: contextMenu});
        enabled = true;
      };
    }());
  
    /**
     * Mouse moved or dragged
     */
    attachEventHandler(curElement, "mousemove", function(e) {
      updateMousePosition(curElement, e);
      if (typeof p.mouseMoved === "function" && !p.__mousePressed) {
        p.mouseMoved();
      }
      if (typeof p.mouseDragged === "function" && p.__mousePressed) {
        p.mouseDragged();
        p.mouseDragging = true;
      }
    });
  
    /**
     * Unofficial mouse-out handling
     */
    attachEventHandler(curElement, "mouseout", function(e) {
      if (typeof p.mouseOut === "function") {
        p.mouseOut();
      }
    });
  
    /**
     * Mouse over
     */
    attachEventHandler(curElement, "mouseover", function(e) {
      updateMousePosition(curElement, e);
      if (typeof p.mouseOver === "function") {
        p.mouseOver();
      }
    });
  
    /**
     * Disable browser's default handling for click-drag of a canvas.
     */
    curElement.onmousedown = function () {
      // make sure focus happens, but nothing else
      curElement.focus();
      return false;
    };
  
    /**
     * Mouse pressed or drag
     */
    attachEventHandler(curElement, "mousedown", function(e) {
      p.__mousePressed = true;
      p.mouseDragging = false;
      switch (e.which) {
      case 1:
        p.mouseButton = PConstants.LEFT;
        break;
      case 2:
        p.mouseButton = PConstants.CENTER;
        break;
      case 3:
        p.mouseButton = PConstants.RIGHT;
        break;
      }
  
      if (typeof p.mousePressed === "function") {
        p.mousePressed();
      }
    });
  
    /**
     * Mouse clicked or released
     */
    attachEventHandler(curElement, "mouseup", function(e) {
      p.__mousePressed = false;
  
      if (typeof p.mouseClicked === "function" && !p.mouseDragging) {
        p.mouseClicked();
      }
  
      if (typeof p.mouseReleased === "function") {
        p.mouseReleased();
      }
    });
  
    /**
     * Unofficial scroll wheel handling.
     */
    var mouseWheelHandler = function(e) {
      var delta = 0;
  
      if (e.wheelDelta) {
        delta = e.wheelDelta / 120;
        if (window.opera) {
          delta = -delta;
        }
      } else if (e.detail) {
        delta = -e.detail / 3;
      }
  
      p.mouseScroll = delta;
  
      if (delta && typeof p.mouseScrolled === 'function') {
        p.mouseScrolled();
      }
    };
  
    // Support Gecko and non-Gecko scroll events
    attachEventHandler(document, 'DOMMouseScroll', mouseWheelHandler);
    attachEventHandler(document, 'mousewheel', mouseWheelHandler);
  
  };
  
  },{}],25:[function(require,module,exports){
  /**
   * The parser for turning Processing syntax into Pjs JavaScript.
   * This code is not trivial; unless you know what you're doing,
   * you shouldn't be changing things in here =)
   */
  module.exports = function setupParser(Processing, options) {
  
    var defaultScope = options.defaultScope,
        PConstants = defaultScope.PConstants,
        aFunctions = options.aFunctions,
        Browser = options.Browser,
        document = Browser.document,
        undef;
  
    // Processing global methods and constants for the parser
    function getGlobalMembers() {
      // The names array contains the names of everything that is inside "p."
      // When something new is added to "p." it must also be added to this list.
      var names = [ /* this code is generated by jsglobals.js */
        "abs", "acos", "alpha", "ambient", "ambientLight", "append", "applyMatrix",
        "arc", "arrayCopy", "asin", "atan", "atan2", "background", "beginCamera",
        "beginDraw", "beginShape", "bezier", "bezierDetail", "bezierPoint",
        "bezierTangent", "bezierVertex", "binary", "blend", "blendColor",
        "blit_resize", "blue", "box", "breakShape", "brightness",
        "camera", "ceil", "Character", "color", "colorMode",
        "concat", "constrain", "copy", "cos", "createFont",
        "createGraphics", "createImage", "cursor", "curve", "curveDetail",
        "curvePoint", "curveTangent", "curveTightness", "curveVertex", "day",
        "degrees", "directionalLight", "disableContextMenu",
        "dist", "draw", "ellipse", "ellipseMode", "emissive", "enableContextMenu",
        "endCamera", "endDraw", "endShape", "exit", "exp", "expand", "externals",
        "fill", "filter", "floor", "focused", "frameCount", "frameRate", "frustum",
        "get", "glyphLook", "glyphTable", "green", "height", "hex", "hint", "hour",
        "hue", "image", "imageMode", "intersect", "join", "key",
        "keyCode", "keyPressed", "keyReleased", "keyTyped", "lerp", "lerpColor",
        "lightFalloff", "lights", "lightSpecular", "line", "link", "loadBytes",
        "loadFont", "loadGlyphs", "loadImage", "loadPixels", "loadShape", "loadXML",
        "loadStrings", "log", "loop", "mag", "map", "match", "matchAll", "max",
        "millis", "min", "minute", "mix", "modelX", "modelY", "modelZ", "modes",
        "month", "mouseButton", "mouseClicked", "mouseDragged", "mouseMoved",
        "mouseOut", "mouseOver", "mousePressed", "mouseReleased", "mouseScroll",
        "mouseScrolled", "mouseX", "mouseY", "name", "nf", "nfc", "nfp", "nfs",
        "noCursor", "noFill", "noise", "noiseDetail", "noiseSeed", "noLights",
        "noLoop", "norm", "normal", "noSmooth", "noStroke", "noTint", "ortho",
        "param", "parseBoolean", "parseByte", "parseChar", "parseFloat",
        "parseInt", "peg", "perspective", "PImage", "pixels", "PMatrix2D",
        "PMatrix3D", "PMatrixStack", "pmouseX", "pmouseY", "point",
        "pointLight", "popMatrix", "popStyle", "pow", "print", "printCamera",
        "println", "printMatrix", "printProjection", "PShape", "PShapeSVG",
        "pushMatrix", "pushStyle", "quad", "radians", "random", "randomGaussian",
        "randomSeed", "rect", "rectMode", "red", "redraw", "requestImage",
        "resetMatrix", "reverse", "rotate", "rotateX", "rotateY", "rotateZ",
        "round", "saturation", "save", "saveFrame", "saveStrings", "scale",
        "screenX", "screenY", "screenZ", "second", "set", "setup", "shape",
        "shapeMode", "shared", "shearX", "shearY", "shininess", "shorten", "sin", "size", "smooth",
        "sort", "specular", "sphere", "sphereDetail", "splice", "split",
        "splitTokens", "spotLight", "sq", "sqrt", "status", "str", "stroke",
        "strokeCap", "strokeJoin", "strokeWeight", "subset", "tan", "text",
        "textAlign", "textAscent", "textDescent", "textFont", "textLeading",
        "textMode", "textSize", "texture", "textureMode", "textWidth", "tint", "toImageData",
        "touchCancel", "touchEnd", "touchMove", "touchStart", "translate", "transform",
        "triangle", "trim", "unbinary", "unhex", "updatePixels", "use3DContext",
        "vertex", "width", "XMLElement", "XML", "year", "__contains", "__equals",
        "__equalsIgnoreCase", "__frameRate", "__hashCode", "__int_cast",
        "__instanceof", "__keyPressed", "__mousePressed", "__printStackTrace",
        "__replace", "__replaceAll", "__replaceFirst", "__toCharArray", "__split",
        "__codePointAt", "__startsWith", "__endsWith", "__matches"];
  
      // custom functions and properties are added here
      if(aFunctions) {
        Object.keys(aFunctions).forEach(function(name) {
          names.push(name);
        });
      }
  
      // custom libraries that were attached to Processing
      var members = {};
      var i, l;
      for (i = 0, l = names.length; i < l ; ++i) {
        members[names[i]] = null;
      }
      for (var lib in Processing.lib) {
        if (Processing.lib.hasOwnProperty(lib)) {
          if (Processing.lib[lib].exports) {
            var exportedNames = Processing.lib[lib].exports;
            for (i = 0, l = exportedNames.length; i < l; ++i) {
             members[exportedNames[i]] = null;
            }
          }
        }
      }
      return members;
    }
  
    /*
  
      Parser converts Java-like syntax into JavaScript.
      Creates an Abstract Syntax Tree -- "Light AST" from the Java-like code.
  
      It is an object tree. The root object is created from the AstRoot class, which contains statements.
  
      A statement object can be of type: AstForStatement, AstCatchStatement, AstPrefixStatement, AstMethod, AstClass,
      AstInterface, AstFunction, AstStatementBlock and AstLabel.
  
      AstPrefixStatement can be a statement of type: if, switch, while, with, do, else, finally, return, throw, try, break, and continue.
  
      These object's toString function returns the JavaScript code for the statement.
  
      Any processing calls need "processing." prepended to them.
  
      Similarly, calls from inside classes need "$this_1.", prepended to them,
      with 1 being the depth level for inner classes.
      This includes members passed down from inheritance.
  
      The resulting code is then eval'd and run.
  
    */
  
    function parseProcessing(code) {
      var globalMembers = getGlobalMembers();
  
      // masks parentheses, brackets and braces with '"A5"'
      // where A is the bracket type, and 5 is the index in an array containing all brackets split into atoms
      // 'while(true){}' -> 'while"B1""A2"'
      // parentheses() = B, brackets[] = C and braces{} = A
      function splitToAtoms(code) {
        var atoms = [];
        var items = code.split(/([\{\[\(\)\]\}])/);
        var result = items[0];
  
        var stack = [];
        for(var i=1; i < items.length; i += 2) {
          var item = items[i];
          if(item === '[' || item === '{' || item === '(') {
            stack.push(result); result = item;
          } else if(item === ']' || item === '}' || item === ')') {
            var kind = item === '}' ? 'A' : item === ')' ? 'B' : 'C';
            var index = atoms.length; atoms.push(result + item);
            result = stack.pop() + '"' + kind + (index + 1) + '"';
          }
          result += items[i + 1];
        }
        atoms.unshift(result);
        return atoms;
      }
  
      // replaces strings and regexs keyed by index with an array of strings
      function injectStrings(code, strings) {
        return code.replace(/'(\d+)'/g, function(all, index) {
          var val = strings[index];
          if(val.charAt(0) === "/") {
            return val;
          }
          return (/^'((?:[^'\\\n])|(?:\\.[0-9A-Fa-f]*))'$/).test(val) ? "(new $p.Character(" + val + "))" : val;
        });
      }
  
      // trims off leading and trailing spaces
      // returns an object. object.left, object.middle, object.right, object.untrim
      function trimSpaces(string) {
        var m1 = /^\s*/.exec(string), result;
        if(m1[0].length === string.length) {
          result = {left: m1[0], middle: "", right: ""};
        } else {
          var m2 = /\s*$/.exec(string);
          result = {left: m1[0], middle: string.substring(m1[0].length, m2.index), right: m2[0]};
        }
        result.untrim = function(t) { return this.left + t + this.right; };
        return result;
      }
  
      // simple trim of leading and trailing spaces
      function trim(string) {
        return string.replace(/^\s+/,'').replace(/\s+$/,'');
      }
  
      function appendToLookupTable(table, array) {
        for(var i=0,l=array.length;i<l;++i) {
          table[array[i]] = null;
        }
        return table;
      }
  
      function isLookupTableEmpty(table) {
        for(var i in table) {
          if(table.hasOwnProperty(i)) {
            return false;
          }
        }
        return true;
      }
  
      function getAtomIndex(templ) { return templ.substring(2, templ.length - 1); }
  
      // remove carriage returns "\r"
      var codeWoExtraCr = code.replace(/\r\n?|\n\r/g, "\n");
  
      // masks strings and regexs with "'5'", where 5 is the index in an array containing all strings and regexs
      // also removes all comments
      var strings = [];
      var codeWoStrings = codeWoExtraCr.replace(/("(?:[^"\\\n]|\\.)*")|('(?:[^'\\\n]|\\.)*')|(([\[\(=|&!\^:?]\s*)(\/(?![*\/])(?:[^\/\\\n]|\\.)*\/[gim]*)\b)|(\/\/[^\n]*\n)|(\/\*(?:(?!\*\/)(?:.|\n))*\*\/)/g,
      function(all, quoted, aposed, regexCtx, prefix, regex, singleComment, comment) {
        var index;
        if(quoted || aposed) { // replace strings
          index = strings.length; strings.push(all);
          return "'" + index + "'";
        }
        if(regexCtx) { // replace RegExps
          index = strings.length; strings.push(regex);
          return prefix + "'" + index + "'";
        }
        // kill comments
        return comment !== "" ? " " : "\n";
      });
  
      // protect character codes from namespace collision
      codeWoStrings = codeWoStrings.replace(/__x([0-9A-F]{4})/g, function(all, hexCode) {
        // $ = __x0024
        // _ = __x005F
        // this protects existing character codes from conversion
        // __x0024 = __x005F_x0024
        return "__x005F_x" + hexCode;
      });
  
      // convert dollar sign to character code
      codeWoStrings = codeWoStrings.replace(/\$/g, "__x0024");
  
      // Remove newlines after return statements
      codeWoStrings = codeWoStrings.replace(/return\s*[\n\r]+/g, "return ");
  
      // removes generics
      var genericsWereRemoved;
      var codeWoGenerics = codeWoStrings;
      var replaceFunc = function(all, before, types, after) {
        if(!!before || !!after) {
          return all;
        }
        genericsWereRemoved = true;
        return "";
      };
  
      do {
        genericsWereRemoved = false;
        codeWoGenerics = codeWoGenerics.replace(/([<]?)<\s*((?:\?|[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\[\])*(?:\s+(?:extends|super)\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)?(?:\s*,\s*(?:\?|[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\[\])*(?:\s+(?:extends|super)\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)?)*)\s*>([=]?)/g, replaceFunc);
      } while (genericsWereRemoved);
  
      var atoms = splitToAtoms(codeWoGenerics);
      var replaceContext;
      var declaredClasses = {}, currentClassId, classIdSeed = 0;
  
      function addAtom(text, type) {
        var lastIndex = atoms.length;
        atoms.push(text);
        return '"' + type + lastIndex + '"';
      }
  
      function generateClassId() {
        return "class" + (++classIdSeed);
      }
  
      function appendClass(class_, classId, scopeId) {
        class_.classId = classId;
        class_.scopeId = scopeId;
        declaredClasses[classId] = class_;
      }
  
      // functions defined below
      var transformClassBody, transformInterfaceBody, transformStatementsBlock, transformStatements, transformMain, transformExpression;
  
      var classesRegex = /\b((?:(?:public|private|final|protected|static|abstract)\s+)*)(class|interface)\s+([A-Za-z_$][\w$]*\b)(\s+extends\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*\b)*)?(\s+implements\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*\b)*)?\s*("A\d+")/g;
      var methodsRegex = /\b((?:(?:public|private|final|protected|static|abstract|synchronized)\s+)*)((?!(?:else|new|return|throw|function|public|private|protected)\b)[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*"C\d+")*)\s*([A-Za-z_$][\w$]*\b)\s*("B\d+")(\s*throws\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)*)?\s*("A\d+"|;)/g;
      var fieldTest = /^((?:(?:public|private|final|protected|static)\s+)*)((?!(?:else|new|return|throw)\b)[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*"C\d+")*)\s*([A-Za-z_$][\w$]*\b)\s*(?:"C\d+"\s*)*([=,]|$)/;
      var cstrsRegex = /\b((?:(?:public|private|final|protected|static|abstract)\s+)*)((?!(?:new|return|throw)\b)[A-Za-z_$][\w$]*\b)\s*("B\d+")(\s*throws\s+[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*,\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)*)?\s*("A\d+")/g;
      var attrAndTypeRegex = /^((?:(?:public|private|final|protected|static)\s+)*)((?!(?:new|return|throw)\b)[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*(?:\s*"C\d+")*)\s*/;
      var functionsRegex = /\bfunction(?:\s+([A-Za-z_$][\w$]*))?\s*("B\d+")\s*("A\d+")/g;
  
      // This converts classes, methods and functions into atoms, and adds them to the atoms array.
      // classes = E, methods = D and functions = H
      function extractClassesAndMethods(code) {
        var s = code;
        s = s.replace(classesRegex, function(all) {
          return addAtom(all, 'E');
        });
        s = s.replace(methodsRegex, function(all) {
          return addAtom(all, 'D');
        });
        s = s.replace(functionsRegex, function(all) {
          return addAtom(all, 'H');
        });
        return s;
      }
  
      // This converts constructors into atoms, and adds them to the atoms array.
      // constructors = G
      function extractConstructors(code, className) {
        var result = code.replace(cstrsRegex, function(all, attr, name, params, throws_, body) {
          if(name !== className) {
            return all;
          }
          return addAtom(all, 'G');
        });
        return result;
      }
  
      // AstParam contains the name of a parameter inside a function declaration
      function AstParam(name) {
        this.name = name;
      }
      AstParam.prototype.toString = function() {
        return this.name;
      };
      // AstParams contains an array of AstParam objects
      function AstParams(params, methodArgsParam) {
        this.params = params;
        this.methodArgsParam = methodArgsParam;
      }
      AstParams.prototype.getNames = function() {
        var names = [];
        for(var i=0,l=this.params.length;i<l;++i) {
          names.push(this.params[i].name);
        }
        return names;
      };
      AstParams.prototype.prependMethodArgs = function(body) {
        if (!this.methodArgsParam) {
          return body;
        }
        return "{\nvar " + this.methodArgsParam.name +
          " = Array.prototype.slice.call(arguments, " +
          this.params.length + ");\n" + body.substring(1);
      };
      AstParams.prototype.toString = function() {
        if(this.params.length === 0) {
          return "()";
        }
        var result = "(";
        for(var i=0,l=this.params.length;i<l;++i) {
          result += this.params[i] + ", ";
        }
        return result.substring(0, result.length - 2) + ")";
      };
  
      function transformParams(params) {
        var paramsWoPars = trim(params.substring(1, params.length - 1));
        var result = [], methodArgsParam = null;
        if(paramsWoPars !== "") {
          var paramList = paramsWoPars.split(",");
          for(var i=0; i < paramList.length; ++i) {
            var param = /\b([A-Za-z_$][\w$]*\b)(\s*"[ABC][\d]*")*\s*$/.exec(paramList[i]);
            if (i === paramList.length - 1 && paramList[i].indexOf('...') >= 0) {
              methodArgsParam = new AstParam(param[1]);
              break;
            }
            result.push(new AstParam(param[1]));
          }
        }
        return new AstParams(result, methodArgsParam);
      }
  
      function preExpressionTransform(expr) {
        var s = expr;
        // new type[] {...} --> {...}
        s = s.replace(/\bnew\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\s*"C\d+")+\s*("A\d+")/g, function(all, type, init) {
          return init;
        });
        // new Runnable() {...} --> "F???"
        s = s.replace(/\bnew\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)(?:\s*"B\d+")\s*("A\d+")/g, function(all, type, init) {
          return addAtom(all, 'F');
        });
        // function(...) { } --> "H???"
        s = s.replace(functionsRegex, function(all) {
          return addAtom(all, 'H');
        });
        // new type[?] --> createJavaArray('type', [?])
        s = s.replace(/\bnew\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)\s*("C\d+"(?:\s*"C\d+")*)/g, function(all, type, index) {
          var args = index.replace(/"C(\d+)"/g, function(all, j) { return atoms[j]; })
            .replace(/\[\s*\]/g, "[null]").replace(/\s*\]\s*\[\s*/g, ", ");
          var arrayInitializer = "{" + args.substring(1, args.length - 1) + "}";
          var createArrayArgs = "('" + type + "', " + addAtom(arrayInitializer, 'A') + ")";
          return '$p.createJavaArray' + addAtom(createArrayArgs, 'B');
        });
        // .length() --> .length
        s = s.replace(/(\.\s*length)\s*"B\d+"/g, "$1");
        // #000000 --> 0x000000
        s = s.replace(/#([0-9A-Fa-f]{6})\b/g, function(all, digits) {
          return "0xFF" + digits;
        });
        // delete (type)???, except (int)???
        s = s.replace(/"B(\d+)"(\s*(?:[\w$']|"B))/g, function(all, index, next) {
          var atom = atoms[index];
          if(!/^\(\s*[A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*\s*(?:"C\d+"\s*)*\)$/.test(atom)) {
            return all;
          }
          if(/^\(\s*int\s*\)$/.test(atom)) {
            return "(int)" + next;
          }
          var indexParts = atom.split(/"C(\d+)"/g);
          if(indexParts.length > 1) {
            // even items contains atom numbers, can check only first
            if(! /^\[\s*\]$/.test(atoms[indexParts[1]])) {
              return all; // fallback - not a cast
            }
          }
          return "" + next;
        });
        // (int)??? -> __int_cast(???)
        s = s.replace(/\(int\)([^,\]\)\}\?\:\*\+\-\/\^\|\%\&\~<\>\=]+)/g, function(all, arg) {
          var trimmed = trimSpaces(arg);
          return trimmed.untrim("__int_cast(" + trimmed.middle + ")");
        });
        // super() -> $superCstr(), super. -> $super.;
        s = s.replace(/\bsuper(\s*"B\d+")/g, "$$superCstr$1").replace(/\bsuper(\s*\.)/g, "$$super$1");
        // 000.43->0.43 and 0010f->10, but not 0010
        s = s.replace(/\b0+((\d*)(?:\.[\d*])?(?:[eE][\-\+]?\d+)?[fF]?)\b/, function(all, numberWo0, intPart) {
          if( numberWo0 === intPart) {
            return all;
          }
          return intPart === "" ? "0" + numberWo0 : numberWo0;
        });
        // 3.0f -> 3.0
        s = s.replace(/\b(\.?\d+\.?)[fF]\b/g, "$1");
        // Weird (?) parsing errors with %
        s = s.replace(/([^\s])%([^=\s])/g, "$1 % $2");
        // Since frameRate() and frameRate are different things,
        // we need to differentiate them somehow. So when we parse
        // the Processing.js source, replace frameRate so it isn't
        // confused with frameRate(), as well as keyPressed and mousePressed
        s = s.replace(/\b(frameRate|keyPressed|mousePressed)\b(?!\s*"B)/g, "__$1");
        // "boolean", "byte", "int", etc. => "parseBoolean", "parseByte", "parseInt", etc.
        s = s.replace(/\b(boolean|byte|char|float|int)\s*"B/g, function(all, name) {
          return "parse" + name.substring(0, 1).toUpperCase() + name.substring(1) + "\"B";
        });
        // "pixels" replacements:
        //   pixels[i] = c => pixels.setPixel(i,c) | pixels[i] => pixels.getPixel(i)
        //   pixels.length => pixels.getLength()
        //   pixels = ar => pixels.set(ar) | pixels => pixels.toArray()
        s = s.replace(/\bpixels\b\s*(("C(\d+)")|\.length)?(\s*=(?!=)([^,\]\)\}]+))?/g,
          function(all, indexOrLength, index, atomIndex, equalsPart, rightSide) {
            if(index) {
              var atom = atoms[atomIndex];
              if(equalsPart) {
                return "pixels.setPixel" + addAtom("(" +atom.substring(1, atom.length - 1) +
                  "," + rightSide + ")", 'B');
              }
              return "pixels.getPixel" + addAtom("(" + atom.substring(1, atom.length - 1) +
                ")", 'B');
            }
            if(indexOrLength) {
              // length
              return "pixels.getLength" + addAtom("()", 'B');
            }
            if(equalsPart) {
              return "pixels.set" + addAtom("(" + rightSide + ")", 'B');
            }
            return "pixels.toArray" + addAtom("()", 'B');
          });
        // Java method replacements for: replace, replaceAll, replaceFirst, equals, hashCode, etc.
        //   xxx.replace(yyy) -> __replace(xxx, yyy)
        //   "xx".replace(yyy) -> __replace("xx", yyy)
        var repeatJavaReplacement;
        function replacePrototypeMethods(all, subject, method, atomIndex) {
          var atom = atoms[atomIndex];
          repeatJavaReplacement = true;
          var trimmed = trimSpaces(atom.substring(1, atom.length - 1));
          return "__" + method  + ( trimmed.middle === "" ? addAtom("(" + subject.replace(/\.\s*$/, "") + ")", 'B') :
            addAtom("(" + subject.replace(/\.\s*$/, "") + "," + trimmed.middle + ")", 'B') );
        }
        do {
          repeatJavaReplacement = false;
          s = s.replace(/((?:'\d+'|\b[A-Za-z_$][\w$]*\s*(?:"[BC]\d+")*)\s*\.\s*(?:[A-Za-z_$][\w$]*\s*(?:"[BC]\d+"\s*)*\.\s*)*)(replace|replaceAll|replaceFirst|contains|equals|equalsIgnoreCase|hashCode|toCharArray|printStackTrace|split|startsWith|endsWith|codePointAt|matches)\s*"B(\d+)"/g,
            replacePrototypeMethods);
        } while (repeatJavaReplacement);
        // xxx instanceof yyy -> __instanceof(xxx, yyy)
        function replaceInstanceof(all, subject, type) {
          repeatJavaReplacement = true;
          return "__instanceof" + addAtom("(" + subject + ", " + type + ")", 'B');
        }
        do {
          repeatJavaReplacement = false;
          s = s.replace(/((?:'\d+'|\b[A-Za-z_$][\w$]*\s*(?:"[BC]\d+")*)\s*(?:\.\s*[A-Za-z_$][\w$]*\s*(?:"[BC]\d+"\s*)*)*)instanceof\s+([A-Za-z_$][\w$]*\s*(?:\.\s*[A-Za-z_$][\w$]*)*)/g,
            replaceInstanceof);
        } while (repeatJavaReplacement);
        // this() -> $constr()
        s = s.replace(/\bthis(\s*"B\d+")/g, "$$constr$1");
  
        return s;
      }
  
      function AstInlineClass(baseInterfaceName, body) {
        this.baseInterfaceName = baseInterfaceName;
        this.body = body;
        body.owner = this;
      }
      AstInlineClass.prototype.toString = function() {
        return "new (" + this.body + ")";
      };
  
      function transformInlineClass(class_) {
        var m = new RegExp(/\bnew\s*([A-Za-z_$][\w$]*\s*(?:\.\s*[A-Za-z_$][\w$]*)*)\s*"B\d+"\s*"A(\d+)"/).exec(class_);
        var oldClassId = currentClassId, newClassId = generateClassId();
        currentClassId = newClassId;
        var uniqueClassName = m[1] + "$" + newClassId;
        var inlineClass = new AstInlineClass(uniqueClassName,
          transformClassBody(atoms[m[2]], uniqueClassName, "", "implements " + m[1]));
        appendClass(inlineClass, newClassId, oldClassId);
        currentClassId = oldClassId;
        return inlineClass;
      }
  
      function AstFunction(name, params, body) {
        this.name = name;
        this.params = params;
        this.body = body;
      }
      AstFunction.prototype.toString = function() {
        var oldContext = replaceContext;
        // saving "this." and parameters
        var names = appendToLookupTable({"this":null}, this.params.getNames());
        replaceContext = function (subject) {
          return names.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
        };
        var result = "function";
        if(this.name) {
          result += " " + this.name;
        }
        var body = this.params.prependMethodArgs(this.body.toString());
        result += this.params + " " + body;
        replaceContext = oldContext;
        return result;
      };
  
      function transformFunction(class_) {
        var m = new RegExp(/\b([A-Za-z_$][\w$]*)\s*"B(\d+)"\s*"A(\d+)"/).exec(class_);
        return new AstFunction( m[1] !== "function" ? m[1] : null,
          transformParams(atoms[m[2]]), transformStatementsBlock(atoms[m[3]]));
      }
  
      function AstInlineObject(members) {
        this.members = members;
      }
      AstInlineObject.prototype.toString = function() {
        var oldContext = replaceContext;
        replaceContext = function (subject) {
            return subject.name === "this" ? "this" : oldContext(subject); // saving "this."
        };
        var result = "";
        for(var i=0,l=this.members.length;i<l;++i) {
          if(this.members[i].label) {
            result += this.members[i].label + ": ";
          }
          result += this.members[i].value.toString() + ", ";
        }
        replaceContext = oldContext;
        return result.substring(0, result.length - 2);
      };
  
      function transformInlineObject(obj) {
        var members = obj.split(',');
        for(var i=0; i < members.length; ++i) {
          var label = members[i].indexOf(':');
          if(label < 0) {
            members[i] = { value: transformExpression(members[i]) };
          } else {
            members[i] = { label: trim(members[i].substring(0, label)),
              value: transformExpression( trim(members[i].substring(label + 1)) ) };
          }
        }
        return new AstInlineObject(members);
      }
  
      function expandExpression(expr) {
        if(expr.charAt(0) === '(' || expr.charAt(0) === '[') {
          return expr.charAt(0) + expandExpression(expr.substring(1, expr.length - 1)) + expr.charAt(expr.length - 1);
        }
        if(expr.charAt(0) === '{') {
          if(/^\{\s*(?:[A-Za-z_$][\w$]*|'\d+')\s*:/.test(expr)) {
            return "{" + addAtom(expr.substring(1, expr.length - 1), 'I') + "}";
          }
          return "[" + expandExpression(expr.substring(1, expr.length - 1)) + "]";
        }
        var trimmed = trimSpaces(expr);
        var result = preExpressionTransform(trimmed.middle);
        result = result.replace(/"[ABC](\d+)"/g, function(all, index) {
          return expandExpression(atoms[index]);
        });
        return trimmed.untrim(result);
      }
  
      function replaceContextInVars(expr) {
        return expr.replace(/(\.\s*)?((?:\b[A-Za-z_]|\$)[\w$]*)(\s*\.\s*([A-Za-z_$][\w$]*)(\s*\()?)?/g,
          function(all, memberAccessSign, identifier, suffix, subMember, callSign) {
            if(memberAccessSign) {
              return all;
            }
            var subject = { name: identifier, member: subMember, callSign: !!callSign };
            return replaceContext(subject) + (suffix === undef ? "" : suffix);
          });
      }
  
      function AstExpression(expr, transforms) {
        this.expr = expr;
        this.transforms = transforms;
      }
      AstExpression.prototype.toString = function() {
        var transforms = this.transforms;
        var expr = replaceContextInVars(this.expr);
        return expr.replace(/"!(\d+)"/g, function(all, index) {
          return transforms[index].toString();
        });
      };
  
      transformExpression = function(expr) {
        var transforms = [];
        var s = expandExpression(expr);
        s = s.replace(/"H(\d+)"/g, function(all, index) {
          transforms.push(transformFunction(atoms[index]));
          return '"!' + (transforms.length - 1) + '"';
        });
        s = s.replace(/"F(\d+)"/g, function(all, index) {
          transforms.push(transformInlineClass(atoms[index]));
          return '"!' + (transforms.length - 1) + '"';
        });
        s = s.replace(/"I(\d+)"/g, function(all, index) {
          transforms.push(transformInlineObject(atoms[index]));
          return '"!' + (transforms.length - 1) + '"';
        });
  
        return new AstExpression(s, transforms);
      };
  
      function AstVarDefinition(name, value, isDefault) {
        this.name = name;
        this.value = value;
        this.isDefault = isDefault;
      }
      AstVarDefinition.prototype.toString = function() {
        return this.name + ' = ' + this.value;
      };
  
      function transformVarDefinition(def, defaultTypeValue) {
        var eqIndex = def.indexOf("=");
        var name, value, isDefault;
        if(eqIndex < 0) {
          name = def;
          value = defaultTypeValue;
          isDefault = true;
        } else {
          name = def.substring(0, eqIndex);
          value = transformExpression(def.substring(eqIndex + 1));
          isDefault = false;
        }
        return new AstVarDefinition( trim(name.replace(/(\s*"C\d+")+/g, "")),
          value, isDefault);
      }
  
      function getDefaultValueForType(type) {
          if(type === "int" || type === "float") {
            return "0";
          }
          if(type === "boolean") {
            return "false";
          }
          if(type === "color") {
            return "0x00000000";
          }
          return "null";
      }
  
      function AstVar(definitions, varType) {
        this.definitions = definitions;
        this.varType = varType;
      }
      AstVar.prototype.getNames = function() {
        var names = [];
        for(var i=0,l=this.definitions.length;i<l;++i) {
          names.push(this.definitions[i].name);
        }
        return names;
      };
      AstVar.prototype.toString = function() {
        return "var " + this.definitions.join(",");
      };
      function AstStatement(expression) {
        this.expression = expression;
      }
      AstStatement.prototype.toString = function() {
        return this.expression.toString();
      };
  
      function transformStatement(statement) {
        if(fieldTest.test(statement)) {
          var attrAndType = attrAndTypeRegex.exec(statement);
          var definitions = statement.substring(attrAndType[0].length).split(",");
          var defaultTypeValue = getDefaultValueForType(attrAndType[2]);
          for(var i=0; i < definitions.length; ++i) {
            definitions[i] = transformVarDefinition(definitions[i], defaultTypeValue);
          }
          return new AstVar(definitions, attrAndType[2]);
        }
        return new AstStatement(transformExpression(statement));
      }
  
      function AstForExpression(initStatement, condition, step) {
        this.initStatement = initStatement;
        this.condition = condition;
        this.step = step;
      }
      AstForExpression.prototype.toString = function() {
        return "(" + this.initStatement + "; " + this.condition + "; " + this.step + ")";
      };
  
      function AstForInExpression(initStatement, container) {
        this.initStatement = initStatement;
        this.container = container;
      }
      AstForInExpression.prototype.toString = function() {
        var init = this.initStatement.toString();
        if(init.indexOf("=") >= 0) { // can be without var declaration
          init = init.substring(0, init.indexOf("="));
        }
        return "(" + init + " in " + this.container + ")";
      };
  
      function AstForEachExpression(initStatement, container) {
        this.initStatement = initStatement;
        this.container = container;
      }
      AstForEachExpression.iteratorId = 0;
      AstForEachExpression.prototype.toString = function() {
        var init = this.initStatement.toString();
        var iterator = "$it" + (AstForEachExpression.iteratorId++);
        var variableName = init.replace(/^\s*var\s*/, "").split("=")[0];
        var initIteratorAndVariable = "var " + iterator + " = new $p.ObjectIterator(" + this.container + "), " +
           variableName + " = void(0)";
        var nextIterationCondition = iterator + ".hasNext() && ((" +
           variableName + " = " + iterator + ".next()) || true)";
        return "(" + initIteratorAndVariable + "; " + nextIterationCondition + ";)";
      };
  
      function transformForExpression(expr) {
        var content;
        if (/\bin\b/.test(expr)) {
          content = expr.substring(1, expr.length - 1).split(/\bin\b/g);
          return new AstForInExpression( transformStatement(trim(content[0])),
            transformExpression(content[1]));
        }
        if (expr.indexOf(":") >= 0 && expr.indexOf(";") < 0) {
          content = expr.substring(1, expr.length - 1).split(":");
          return new AstForEachExpression( transformStatement(trim(content[0])),
            transformExpression(content[1]));
        }
        content = expr.substring(1, expr.length - 1).split(";");
        return new AstForExpression( transformStatement(trim(content[0])),
          transformExpression(content[1]), transformExpression(content[2]));
      }
  
      function sortByWeight(array) {
        array.sort(function (a,b) {
          return b.weight - a.weight;
        });
      }
  
      function AstInnerInterface(name, body, isStatic) {
        this.name = name;
        this.body = body;
        this.isStatic = isStatic;
        body.owner = this;
      }
      AstInnerInterface.prototype.toString = function() {
        return "" + this.body;
      };
      function AstInnerClass(name, body, isStatic) {
        this.name = name;
        this.body = body;
        this.isStatic = isStatic;
        body.owner = this;
      }
      AstInnerClass.prototype.toString = function() {
        return "" + this.body;
      };
  
      function transformInnerClass(class_) {
        var m = classesRegex.exec(class_); // 1 - attr, 2 - class|int, 3 - name, 4 - extends, 5 - implements, 6 - body
        classesRegex.lastIndex = 0;
        var isStatic = m[1].indexOf("static") >= 0;
        var body = atoms[getAtomIndex(m[6])], innerClass;
        var oldClassId = currentClassId, newClassId = generateClassId();
        currentClassId = newClassId;
        if(m[2] === "interface") {
          innerClass = new AstInnerInterface(m[3], transformInterfaceBody(body, m[3], m[4]), isStatic);
        } else {
          innerClass = new AstInnerClass(m[3], transformClassBody(body, m[3], m[4], m[5]), isStatic);
        }
        appendClass(innerClass, newClassId, oldClassId);
        currentClassId = oldClassId;
        return innerClass;
      }
  
      function AstClassMethod(name, params, body, isStatic) {
        this.name = name;
        this.params = params;
        this.body = body;
        this.isStatic = isStatic;
      }
      AstClassMethod.prototype.toString = function(){
        var paramNames = appendToLookupTable({}, this.params.getNames());
        var oldContext = replaceContext;
        replaceContext = function (subject) {
          return paramNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
        };
        var body = this.params.prependMethodArgs(this.body.toString());
        var result = "function " + this.methodId + this.params + " " + body +"\n";
        replaceContext = oldContext;
        return result;
      };
  
      function transformClassMethod(method) {
        var m = methodsRegex.exec(method);
        methodsRegex.lastIndex = 0;
        var isStatic = m[1].indexOf("static") >= 0;
        var body = m[6] !== ';' ? atoms[getAtomIndex(m[6])] : "{}";
        return new AstClassMethod(m[3], transformParams(atoms[getAtomIndex(m[4])]),
          transformStatementsBlock(body), isStatic );
      }
  
      function AstClassField(definitions, fieldType, isStatic) {
        this.definitions = definitions;
        this.fieldType = fieldType;
        this.isStatic = isStatic;
      }
      AstClassField.prototype.getNames = function() {
        var names = [];
        for(var i=0,l=this.definitions.length;i<l;++i) {
          names.push(this.definitions[i].name);
        }
        return names;
      };
      AstClassField.prototype.toString = function() {
        var thisPrefix = replaceContext({ name: "[this]" });
        if(this.isStatic) {
          var className = this.owner.name;
          var staticDeclarations = [];
          for(var i=0,l=this.definitions.length;i<l;++i) {
            var definition = this.definitions[i];
            var name = definition.name, staticName = className + "." + name;
            var declaration = "if(" + staticName + " === void(0)) {\n" +
              " " + staticName + " = " + definition.value + "; }\n" +
              "$p.defineProperty(" + thisPrefix + ", " +
              "'" + name + "', { get: function(){return " + staticName + ";}, " +
              "set: function(val){" + staticName + " = val;} });\n";
            staticDeclarations.push(declaration);
          }
          return staticDeclarations.join("");
        }
        return thisPrefix + "." + this.definitions.join("; " + thisPrefix + ".");
      };
  
      function transformClassField(statement) {
        var attrAndType = attrAndTypeRegex.exec(statement);
        var isStatic = attrAndType[1].indexOf("static") >= 0;
        var definitions = statement.substring(attrAndType[0].length).split(/,\s*/g);
        var defaultTypeValue = getDefaultValueForType(attrAndType[2]);
        for(var i=0; i < definitions.length; ++i) {
          definitions[i] = transformVarDefinition(definitions[i], defaultTypeValue);
        }
        return new AstClassField(definitions, attrAndType[2], isStatic);
      }
  
      function AstConstructor(params, body) {
        this.params = params;
        this.body = body;
      }
      AstConstructor.prototype.toString = function() {
        var paramNames = appendToLookupTable({}, this.params.getNames());
        var oldContext = replaceContext;
        replaceContext = function (subject) {
          return paramNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
        };
        var prefix = "function $constr_" + this.params.params.length + this.params.toString();
        var body = this.params.prependMethodArgs(this.body.toString());
        if(!/\$(superCstr|constr)\b/.test(body)) {
          body = "{\n$superCstr();\n" + body.substring(1);
        }
        replaceContext = oldContext;
        return prefix + body + "\n";
      };
  
      function transformConstructor(cstr) {
        var m = new RegExp(/"B(\d+)"\s*"A(\d+)"/).exec(cstr);
        var params = transformParams(atoms[m[1]]);
  
        return new AstConstructor(params, transformStatementsBlock(atoms[m[2]]));
      }
  
      function AstInterfaceBody(name, interfacesNames, methodsNames, fields, innerClasses, misc) {
        var i,l;
        this.name = name;
        this.interfacesNames = interfacesNames;
        this.methodsNames = methodsNames;
        this.fields = fields;
        this.innerClasses = innerClasses;
        this.misc = misc;
        for(i=0,l=fields.length; i<l; ++i) {
          fields[i].owner = this;
        }
      }
      AstInterfaceBody.prototype.getMembers = function(classFields, classMethods, classInners) {
        if(this.owner.base) {
          this.owner.base.body.getMembers(classFields, classMethods, classInners);
        }
        var i, j, l, m;
        for(i=0,l=this.fields.length;i<l;++i) {
          var fieldNames = this.fields[i].getNames();
          for(j=0,m=fieldNames.length;j<m;++j) {
            classFields[fieldNames[j]] = this.fields[i];
          }
        }
        for(i=0,l=this.methodsNames.length;i<l;++i) {
          var methodName = this.methodsNames[i];
          classMethods[methodName] = true;
        }
        for(i=0,l=this.innerClasses.length;i<l;++i) {
          var innerClass = this.innerClasses[i];
          classInners[innerClass.name] = innerClass;
        }
      };
      AstInterfaceBody.prototype.toString = function() {
        function getScopeLevel(p) {
          var i = 0;
          while(p) {
            ++i;
            p=p.scope;
          }
          return i;
        }
  
        var scopeLevel = getScopeLevel(this.owner);
  
        var className = this.name;
        var staticDefinitions = "";
        var metadata = "";
  
        var thisClassFields = {}, thisClassMethods = {}, thisClassInners = {};
        this.getMembers(thisClassFields, thisClassMethods, thisClassInners);
  
        var i, l, j, m;
  
        if (this.owner.interfaces) {
          // interface name can be present, but interface is not
          var resolvedInterfaces = [], resolvedInterface;
          for (i = 0, l = this.interfacesNames.length; i < l; ++i) {
            if (!this.owner.interfaces[i]) {
              continue;
            }
            resolvedInterface = replaceContext({name: this.interfacesNames[i]});
            resolvedInterfaces.push(resolvedInterface);
            staticDefinitions += "$p.extendInterfaceMembers(" + className + ", " + resolvedInterface + ");\n";
          }
          metadata += className + ".$interfaces = [" + resolvedInterfaces.join(", ") + "];\n";
        }
        metadata += className + ".$isInterface = true;\n";
        metadata += className + ".$methods = [\'" + this.methodsNames.join("\', \'") + "\'];\n";
  
        sortByWeight(this.innerClasses);
        for (i = 0, l = this.innerClasses.length; i < l; ++i) {
          var innerClass = this.innerClasses[i];
          if (innerClass.isStatic) {
            staticDefinitions += className + "." + innerClass.name + " = " + innerClass + ";\n";
          }
        }
  
        for (i = 0, l = this.fields.length; i < l; ++i) {
          var field = this.fields[i];
          if (field.isStatic) {
            staticDefinitions += className + "." + field.definitions.join(";\n" + className + ".") + ";\n";
          }
        }
  
        return "(function() {\n" +
          "function " + className + "() { throw \'Unable to create the interface\'; }\n" +
          staticDefinitions +
          metadata +
          "return " + className + ";\n" +
          "})()";
      };
  
      transformInterfaceBody = function(body, name, baseInterfaces) {
        var declarations = body.substring(1, body.length - 1);
        declarations = extractClassesAndMethods(declarations);
        declarations = extractConstructors(declarations, name);
        var methodsNames = [], classes = [];
        declarations = declarations.replace(/"([DE])(\d+)"/g, function(all, type, index) {
          if(type === 'D') { methodsNames.push(index); }
          else if(type === 'E') { classes.push(index); }
          return "";
        });
        var fields = declarations.split(/;(?:\s*;)*/g);
        var baseInterfaceNames;
        var i, l;
  
        if(baseInterfaces !== undef) {
          baseInterfaceNames = baseInterfaces.replace(/^\s*extends\s+(.+?)\s*$/g, "$1").split(/\s*,\s*/g);
        }
  
        for(i = 0, l = methodsNames.length; i < l; ++i) {
          var method = transformClassMethod(atoms[methodsNames[i]]);
          methodsNames[i] = method.name;
        }
        for(i = 0, l = fields.length - 1; i < l; ++i) {
          var field = trimSpaces(fields[i]);
          fields[i] = transformClassField(field.middle);
        }
        var tail = fields.pop();
        for(i = 0, l = classes.length; i < l; ++i) {
          classes[i] = transformInnerClass(atoms[classes[i]]);
        }
  
        return new AstInterfaceBody(name, baseInterfaceNames, methodsNames, fields, classes, { tail: tail });
      };
  
      function AstClassBody(name, baseClassName, interfacesNames, functions, methods, fields, cstrs, innerClasses, misc) {
        var i,l;
        this.name = name;
        this.baseClassName = baseClassName;
        this.interfacesNames = interfacesNames;
        this.functions = functions;
        this.methods = methods;
        this.fields = fields;
        this.cstrs = cstrs;
        this.innerClasses = innerClasses;
        this.misc = misc;
        for(i=0,l=fields.length; i<l; ++i) {
          fields[i].owner = this;
        }
      }
      AstClassBody.prototype.getMembers = function(classFields, classMethods, classInners) {
        if(this.owner.base) {
          this.owner.base.body.getMembers(classFields, classMethods, classInners);
        }
        var i, j, l, m;
        for(i=0,l=this.fields.length;i<l;++i) {
          var fieldNames = this.fields[i].getNames();
          for(j=0,m=fieldNames.length;j<m;++j) {
            classFields[fieldNames[j]] = this.fields[i];
          }
        }
        for(i=0,l=this.methods.length;i<l;++i) {
          var method = this.methods[i];
          classMethods[method.name] = method;
        }
        for(i=0,l=this.innerClasses.length;i<l;++i) {
          var innerClass = this.innerClasses[i];
          classInners[innerClass.name] = innerClass;
        }
      };
      AstClassBody.prototype.toString = function() {
        function getScopeLevel(p) {
          var i = 0;
          while(p) {
            ++i;
            p=p.scope;
          }
          return i;
        }
  
        var scopeLevel = getScopeLevel(this.owner);
  
        var selfId = "$this_" + scopeLevel;
        var className = this.name;
        var result = "var " + selfId + " = this;\n";
        var staticDefinitions = "";
        var metadata = "";
  
        var thisClassFields = {}, thisClassMethods = {}, thisClassInners = {};
        this.getMembers(thisClassFields, thisClassMethods, thisClassInners);
  
        var oldContext = replaceContext;
        replaceContext = function (subject) {
          var name = subject.name;
          if(name === "this") {
            // returns "$this_N.$self" pointer instead of "this" in cases:
            // "this()", "this.XXX()", "this", but not for "this.XXX"
            return subject.callSign || !subject.member ? selfId + ".$self" : selfId;
          }
          if(thisClassFields.hasOwnProperty(name)) {
            return thisClassFields[name].isStatic ? className + "." + name : selfId + "." + name;
          }
          if(thisClassInners.hasOwnProperty(name)) {
            return selfId + "." + name;
          }
          if(thisClassMethods.hasOwnProperty(name)) {
            return thisClassMethods[name].isStatic ? className + "." + name : selfId + ".$self." + name;
          }
          return oldContext(subject);
        };
  
        var resolvedBaseClassName;
        if (this.baseClassName) {
          resolvedBaseClassName = oldContext({name: this.baseClassName});
          result += "var $super = { $upcast: " + selfId + " };\n";
          result += "function $superCstr(){" + resolvedBaseClassName +
            ".apply($super,arguments);if(!('$self' in $super)) $p.extendClassChain($super)}\n";
          metadata += className + ".$base = " + resolvedBaseClassName + ";\n";
        } else {
          result += "function $superCstr(){$p.extendClassChain("+ selfId +")}\n";
        }
  
        if (this.owner.base) {
          // base class name can be present, but class is not
          staticDefinitions += "$p.extendStaticMembers(" + className + ", " + resolvedBaseClassName + ");\n";
        }
  
        var i, l, j, m;
  
        if (this.owner.interfaces) {
          // interface name can be present, but interface is not
          var resolvedInterfaces = [], resolvedInterface;
          for (i = 0, l = this.interfacesNames.length; i < l; ++i) {
            if (!this.owner.interfaces[i]) {
              continue;
            }
            resolvedInterface = oldContext({name: this.interfacesNames[i]});
            resolvedInterfaces.push(resolvedInterface);
            staticDefinitions += "$p.extendInterfaceMembers(" + className + ", " + resolvedInterface + ");\n";
          }
          metadata += className + ".$interfaces = [" + resolvedInterfaces.join(", ") + "];\n";
        }
  
        if (this.functions.length > 0) {
          result += this.functions.join('\n') + '\n';
        }
  
        sortByWeight(this.innerClasses);
        for (i = 0, l = this.innerClasses.length; i < l; ++i) {
          var innerClass = this.innerClasses[i];
          if (innerClass.isStatic) {
            staticDefinitions += className + "." + innerClass.name + " = " + innerClass + ";\n";
            result += selfId + "." + innerClass.name + " = " + className + "." + innerClass.name + ";\n";
          } else {
            result += selfId + "." + innerClass.name + " = " + innerClass + ";\n";
          }
        }
  
        for (i = 0, l = this.fields.length; i < l; ++i) {
          var field = this.fields[i];
          if (field.isStatic) {
            staticDefinitions += className + "." + field.definitions.join(";\n" + className + ".") + ";\n";
            for (j = 0, m = field.definitions.length; j < m; ++j) {
              var fieldName = field.definitions[j].name, staticName = className + "." + fieldName;
              result += "$p.defineProperty(" + selfId + ", '" + fieldName + "', {" +
                "get: function(){return " + staticName + "}, " +
                "set: function(val){" + staticName + " = val}});\n";
            }
          } else {
            result += selfId + "." + field.definitions.join(";\n" + selfId + ".") + ";\n";
          }
        }
        var methodOverloads = {};
        for (i = 0, l = this.methods.length; i < l; ++i) {
          var method = this.methods[i];
          var overload = methodOverloads[method.name];
          var methodId = method.name + "$" + method.params.params.length;
          var hasMethodArgs = !!method.params.methodArgsParam;
          if (overload) {
            ++overload;
            methodId += "_" + overload;
          } else {
            overload = 1;
          }
          method.methodId = methodId;
          methodOverloads[method.name] = overload;
          if (method.isStatic) {
            staticDefinitions += method;
            staticDefinitions += "$p.addMethod(" + className + ", '" + method.name + "', " + methodId + ", " + hasMethodArgs + ");\n";
            result += "$p.addMethod(" + selfId + ", '" + method.name + "', " + methodId + ", " + hasMethodArgs + ");\n";
          } else {
            result += method;
            result += "$p.addMethod(" + selfId + ", '" + method.name + "', " + methodId + ", " + hasMethodArgs + ");\n";
          }
        }
        result += trim(this.misc.tail);
  
        if (this.cstrs.length > 0) {
          result += this.cstrs.join('\n') + '\n';
        }
  
        result += "function $constr() {\n";
        var cstrsIfs = [];
        for (i = 0, l = this.cstrs.length; i < l; ++i) {
          var paramsLength = this.cstrs[i].params.params.length;
          var methodArgsPresent = !!this.cstrs[i].params.methodArgsParam;
          cstrsIfs.push("if(arguments.length " + (methodArgsPresent ? ">=" : "===") +
            " " + paramsLength + ") { " +
            "$constr_" + paramsLength + ".apply(" + selfId + ", arguments); }");
        }
        if(cstrsIfs.length > 0) {
          result += cstrsIfs.join(" else ") + " else ";
        }
        // ??? add check if length is 0, otherwise fail
        result += "$superCstr();\n}\n";
        result += "$constr.apply(null, arguments);\n";
  
        replaceContext = oldContext;
        return "(function() {\n" +
          "function " + className + "() {\n" + result + "}\n" +
          staticDefinitions +
          metadata +
          "return " + className + ";\n" +
          "})()";
      };
  
      transformClassBody = function(body, name, baseName, interfaces) {
        var declarations = body.substring(1, body.length - 1);
        declarations = extractClassesAndMethods(declarations);
        declarations = extractConstructors(declarations, name);
        var methods = [], classes = [], cstrs = [], functions = [];
        declarations = declarations.replace(/"([DEGH])(\d+)"/g, function(all, type, index) {
          if(type === 'D') { methods.push(index); }
          else if(type === 'E') { classes.push(index); }
          else if(type === 'H') { functions.push(index); }
          else { cstrs.push(index); }
          return "";
        });
        var fields = declarations.replace(/^(?:\s*;)+/, "").split(/;(?:\s*;)*/g);
        var baseClassName, interfacesNames;
        var i;
  
        if(baseName !== undef) {
          baseClassName = baseName.replace(/^\s*extends\s+([A-Za-z_$][\w$]*\b(?:\s*\.\s*[A-Za-z_$][\w$]*\b)*)\s*$/g, "$1");
        }
  
        if(interfaces !== undef) {
          interfacesNames = interfaces.replace(/^\s*implements\s+(.+?)\s*$/g, "$1").split(/\s*,\s*/g);
        }
  
        for(i = 0; i < functions.length; ++i) {
          functions[i] = transformFunction(atoms[functions[i]]);
        }
        for(i = 0; i < methods.length; ++i) {
          methods[i] = transformClassMethod(atoms[methods[i]]);
        }
        for(i = 0; i < fields.length - 1; ++i) {
          var field = trimSpaces(fields[i]);
          fields[i] = transformClassField(field.middle);
        }
        var tail = fields.pop();
        for(i = 0; i < cstrs.length; ++i) {
          cstrs[i] = transformConstructor(atoms[cstrs[i]]);
        }
        for(i = 0; i < classes.length; ++i) {
          classes[i] = transformInnerClass(atoms[classes[i]]);
        }
  
        return new AstClassBody(name, baseClassName, interfacesNames, functions, methods, fields, cstrs,
          classes, { tail: tail });
      };
  
      function AstInterface(name, body) {
        this.name = name;
        this.body = body;
        body.owner = this;
      }
      AstInterface.prototype.toString = function() {
        return "var " + this.name + " = " + this.body + ";\n" +
          "$p." + this.name + " = " + this.name + ";\n";
      };
      function AstClass(name, body) {
        this.name = name;
        this.body = body;
        body.owner = this;
      }
      AstClass.prototype.toString = function() {
        return "var " + this.name + " = " + this.body + ";\n" +
          "$p." + this.name + " = " + this.name + ";\n";
      };
  
      function transformGlobalClass(class_) {
        var m = classesRegex.exec(class_); // 1 - attr, 2 - class|int, 3 - name, 4 - extends, 5 - implements, 6 - body
        classesRegex.lastIndex = 0;
        var body = atoms[getAtomIndex(m[6])];
        var oldClassId = currentClassId, newClassId = generateClassId();
        currentClassId = newClassId;
        var globalClass;
        if(m[2] === "interface") {
          globalClass = new AstInterface(m[3], transformInterfaceBody(body, m[3], m[4]) );
        } else {
          globalClass = new AstClass(m[3], transformClassBody(body, m[3], m[4], m[5]) );
        }
        appendClass(globalClass, newClassId, oldClassId);
        currentClassId = oldClassId;
        return globalClass;
      }
  
      function AstMethod(name, params, body) {
        this.name = name;
        this.params = params;
        this.body = body;
      }
      AstMethod.prototype.toString = function(){
        var paramNames = appendToLookupTable({}, this.params.getNames());
        var oldContext = replaceContext;
        replaceContext = function (subject) {
          return paramNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
        };
        var body = this.params.prependMethodArgs(this.body.toString());
        var result = "function " + this.name + this.params + " " + body + "\n" +
                     "$p." + this.name + " = " + this.name + ";\n" +
                     this.name + " = " + this.name + ".bind($p);";
  //        "$p." + this.name + " = " + this.name + ";";
        replaceContext = oldContext;
        return result;
      };
  
      function transformGlobalMethod(method) {
        var m = methodsRegex.exec(method);
        var result =
        methodsRegex.lastIndex = 0;
        return new AstMethod(m[3], transformParams(atoms[getAtomIndex(m[4])]),
          transformStatementsBlock(atoms[getAtomIndex(m[6])]));
      }
  
      function preStatementsTransform(statements) {
        var s = statements;
        // turns multiple catch blocks into one, because we have no way to properly get into them anyway.
        s = s.replace(/\b(catch\s*"B\d+"\s*"A\d+")(\s*catch\s*"B\d+"\s*"A\d+")+/g, "$1");
        return s;
      }
  
      function AstForStatement(argument, misc) {
        this.argument = argument;
        this.misc = misc;
      }
      AstForStatement.prototype.toString = function() {
        return this.misc.prefix + this.argument.toString();
      };
      function AstCatchStatement(argument, misc) {
        this.argument = argument;
        this.misc = misc;
      }
      AstCatchStatement.prototype.toString = function() {
        return this.misc.prefix + this.argument.toString();
      };
      function AstPrefixStatement(name, argument, misc) {
        this.name = name;
        this.argument = argument;
        this.misc = misc;
      }
      AstPrefixStatement.prototype.toString = function() {
        var result = this.misc.prefix;
        if(this.argument !== undef) {
          result += this.argument.toString();
        }
        return result;
      };
      function AstSwitchCase(expr) {
        this.expr = expr;
      }
      AstSwitchCase.prototype.toString = function() {
        return "case " + this.expr + ":";
      };
      function AstLabel(label) {
        this.label = label;
      }
      AstLabel.prototype.toString = function() {
        return this.label;
      };
  
      transformStatements = function(statements, transformMethod, transformClass) {
        var nextStatement = new RegExp(/\b(catch|for|if|switch|while|with)\s*"B(\d+)"|\b(do|else|finally|return|throw|try|break|continue)\b|("[ADEH](\d+)")|\b(case)\s+([^:]+):|\b([A-Za-z_$][\w$]*\s*:)|(;)/g);
        var res = [];
        statements = preStatementsTransform(statements);
        var lastIndex = 0, m, space;
        // m contains the matches from the nextStatement regexp, null if there are no matches.
        // nextStatement.exec starts searching at nextStatement.lastIndex.
        while((m = nextStatement.exec(statements)) !== null) {
          if(m[1] !== undef) { // catch, for ...
            var i = statements.lastIndexOf('"B', nextStatement.lastIndex);
            var statementsPrefix = statements.substring(lastIndex, i);
            if(m[1] === "for") {
              res.push(new AstForStatement(transformForExpression(atoms[m[2]]),
                { prefix: statementsPrefix }) );
            } else if(m[1] === "catch") {
              res.push(new AstCatchStatement(transformParams(atoms[m[2]]),
                { prefix: statementsPrefix }) );
            } else {
              res.push(new AstPrefixStatement(m[1], transformExpression(atoms[m[2]]),
                { prefix: statementsPrefix }) );
            }
          } else if(m[3] !== undef) { // do, else, ...
              res.push(new AstPrefixStatement(m[3], undef,
                { prefix: statements.substring(lastIndex, nextStatement.lastIndex) }) );
          } else if(m[4] !== undef) { // block, class and methods
            space = statements.substring(lastIndex, nextStatement.lastIndex - m[4].length);
            if(trim(space).length !== 0) { continue; } // avoiding new type[] {} construct
            res.push(space);
            var kind = m[4].charAt(1), atomIndex = m[5];
            if(kind === 'D') {
              res.push(transformMethod(atoms[atomIndex]));
            } else if(kind === 'E') {
              res.push(transformClass(atoms[atomIndex]));
            } else if(kind === 'H') {
              res.push(transformFunction(atoms[atomIndex]));
            } else {
              res.push(transformStatementsBlock(atoms[atomIndex]));
            }
          } else if(m[6] !== undef) { // switch case
            res.push(new AstSwitchCase(transformExpression(trim(m[7]))));
          } else if(m[8] !== undef) { // label
            space = statements.substring(lastIndex, nextStatement.lastIndex - m[8].length);
            if(trim(space).length !== 0) { continue; } // avoiding ?: construct
            res.push(new AstLabel(statements.substring(lastIndex, nextStatement.lastIndex)) );
          } else { // semicolon
            var statement = trimSpaces(statements.substring(lastIndex, nextStatement.lastIndex - 1));
            res.push(statement.left);
            res.push(transformStatement(statement.middle));
            res.push(statement.right + ";");
          }
          lastIndex = nextStatement.lastIndex;
        }
        var statementsTail = trimSpaces(statements.substring(lastIndex));
        res.push(statementsTail.left);
        if(statementsTail.middle !== "") {
          res.push(transformStatement(statementsTail.middle));
          res.push(";" + statementsTail.right);
        }
        return res;
      };
  
      function getLocalNames(statements) {
        var localNames = [];
        for(var i=0,l=statements.length;i<l;++i) {
          var statement = statements[i];
          if(statement instanceof AstVar) {
            localNames = localNames.concat(statement.getNames());
          } else if(statement instanceof AstForStatement &&
            statement.argument.initStatement instanceof AstVar) {
            localNames = localNames.concat(statement.argument.initStatement.getNames());
          } else if(statement instanceof AstInnerInterface || statement instanceof AstInnerClass ||
            statement instanceof AstInterface || statement instanceof AstClass ||
            statement instanceof AstMethod || statement instanceof AstFunction) {
            localNames.push(statement.name);
          }
        }
        return appendToLookupTable({}, localNames);
      }
  
      function AstStatementsBlock(statements) {
        this.statements = statements;
      }
      AstStatementsBlock.prototype.toString = function() {
        var localNames = getLocalNames(this.statements);
        var oldContext = replaceContext;
  
        // replacing context only when necessary
        if(!isLookupTableEmpty(localNames)) {
          replaceContext = function (subject) {
            return localNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
          };
        }
  
        var result = "{\n" + this.statements.join('') + "\n}";
        replaceContext = oldContext;
        return result;
      };
  
      transformStatementsBlock = function(block) {
        var content = trimSpaces(block.substring(1, block.length - 1));
        return new AstStatementsBlock(transformStatements(content.middle));
      };
  
      function AstRoot(statements) {
        this.statements = statements;
      }
      AstRoot.prototype.toString = function() {
        var classes = [], otherStatements = [], statement;
        for (var i = 0, len = this.statements.length; i < len; ++i) {
          statement = this.statements[i];
          if (statement instanceof AstClass || statement instanceof AstInterface) {
            classes.push(statement);
          } else {
            otherStatements.push(statement);
          }
        }
        sortByWeight(classes);
  
        var localNames = getLocalNames(this.statements);
        replaceContext = function (subject) {
          var name = subject.name;
          if(localNames.hasOwnProperty(name)) {
            return name;
          }
          if(globalMembers.hasOwnProperty(name) ||
             PConstants.hasOwnProperty(name) ||
             defaultScope.hasOwnProperty(name)) {
            return "$p." + name;
          }
          return name;
        };
        var result = "// this code was autogenerated from PJS\n" +
          "(function($p) {\n" +
          classes.join('') + "\n" +
          otherStatements.join('') + "\n})";
        replaceContext = null;
        return result;
      };
  
      transformMain = function() {
        var statements = extractClassesAndMethods(atoms[0]);
        statements = statements.replace(/\bimport\s+[^;]+;/g, "");
        return new AstRoot( transformStatements(statements,
          transformGlobalMethod, transformGlobalClass) );
      };
  
      function generateMetadata(ast) {
        var globalScope = {};
        var id, class_;
        for(id in declaredClasses) {
          if(declaredClasses.hasOwnProperty(id)) {
            class_ = declaredClasses[id];
            var scopeId = class_.scopeId, name = class_.name;
            if(scopeId) {
              var scope = declaredClasses[scopeId];
              class_.scope = scope;
              if(scope.inScope === undef) {
                scope.inScope = {};
              }
              scope.inScope[name] = class_;
            } else {
              globalScope[name] = class_;
            }
          }
        }
  
        function findInScopes(class_, name) {
          var parts = name.split('.');
          var currentScope = class_.scope, found;
          while(currentScope) {
            if(currentScope.hasOwnProperty(parts[0])) {
              found = currentScope[parts[0]]; break;
            }
            currentScope = currentScope.scope;
          }
          if(found === undef) {
            found = globalScope[parts[0]];
          }
          for(var i=1,l=parts.length;i<l && found;++i) {
            found = found.inScope[parts[i]];
          }
          return found;
        }
  
        for(id in declaredClasses) {
          if(declaredClasses.hasOwnProperty(id)) {
            class_ = declaredClasses[id];
            var baseClassName = class_.body.baseClassName;
            if(baseClassName) {
              var parent = findInScopes(class_, baseClassName);
              if (parent) {
                class_.base = parent;
                if (!parent.derived) {
                  parent.derived = [];
                }
                parent.derived.push(class_);
              }
            }
            var interfacesNames = class_.body.interfacesNames,
              interfaces = [], i, l;
            if (interfacesNames && interfacesNames.length > 0) {
              for (i = 0, l = interfacesNames.length; i < l; ++i) {
                var interface_ = findInScopes(class_, interfacesNames[i]);
                interfaces.push(interface_);
                if (!interface_) {
                  continue;
                }
                if (!interface_.derived) {
                  interface_.derived = [];
                }
                interface_.derived.push(class_);
              }
              if (interfaces.length > 0) {
                class_.interfaces = interfaces;
              }
            }
          }
        }
      }
  
      function setWeight(ast) {
        var queue = [], tocheck = {};
        var id, scopeId, class_;
        // queue most inner and non-inherited
        for (id in declaredClasses) {
          if (declaredClasses.hasOwnProperty(id)) {
            class_ = declaredClasses[id];
            if (!class_.inScope && !class_.derived) {
              queue.push(id);
              class_.weight = 0;
            } else {
              var dependsOn = [];
              if (class_.inScope) {
                for (scopeId in class_.inScope) {
                  if (class_.inScope.hasOwnProperty(scopeId)) {
                    dependsOn.push(class_.inScope[scopeId]);
                  }
                }
              }
              if (class_.derived) {
                dependsOn = dependsOn.concat(class_.derived);
              }
              tocheck[id] = dependsOn;
            }
          }
        }
        function removeDependentAndCheck(targetId, from) {
          var dependsOn = tocheck[targetId];
          if (!dependsOn) {
            return false; // no need to process
          }
          var i = dependsOn.indexOf(from);
          if (i < 0) {
            return false;
          }
          dependsOn.splice(i, 1);
          if (dependsOn.length > 0) {
            return false;
          }
          delete tocheck[targetId];
          return true;
        }
        while (queue.length > 0) {
          id = queue.shift();
          class_ = declaredClasses[id];
          if (class_.scopeId && removeDependentAndCheck(class_.scopeId, class_)) {
            queue.push(class_.scopeId);
            declaredClasses[class_.scopeId].weight = class_.weight + 1;
          }
          if (class_.base && removeDependentAndCheck(class_.base.classId, class_)) {
            queue.push(class_.base.classId);
            class_.base.weight = class_.weight + 1;
          }
          if (class_.interfaces) {
            var i, l;
            for (i = 0, l = class_.interfaces.length; i < l; ++i) {
              if (!class_.interfaces[i] ||
                  !removeDependentAndCheck(class_.interfaces[i].classId, class_)) {
                continue;
              }
              queue.push(class_.interfaces[i].classId);
              class_.interfaces[i].weight = class_.weight + 1;
            }
          }
        }
      }
  
      var transformed = transformMain();
      generateMetadata(transformed);
      setWeight(transformed);
  
      var redendered = transformed.toString();
  
      // remove empty extra lines with space
      redendered = redendered.replace(/\s*\n(?:[\t ]*\n)+/g, "\n\n");
  
      // convert character codes to characters
      redendered = redendered.replace(/__x([0-9A-F]{4})/g, function(all, hexCode) {
        return String.fromCharCode(parseInt(hexCode,16));
      });
  
      return injectStrings(redendered, strings);
    }// Parser ends
  
    function preprocessCode(aCode, sketch) {
      // Parse out @pjs directive, if any.
      var dm = new RegExp(/\/\*\s*@pjs\s+((?:[^\*]|\*+[^\*\/])*)\*\//g).exec(aCode);
      if (dm && dm.length === 2) {
        // masks contents of a JSON to be replaced later
        // to protect the contents from further parsing
        var jsonItems = [],
            directives = dm.splice(1, 2)[0].replace(/\{([\s\S]*?)\}/g, (function() {
              return function(all, item) {
                jsonItems.push(item);
                return "{" + (jsonItems.length-1) + "}";
              };
            }())).replace('\n', '').replace('\r', '').split(";");
  
        // We'll L/RTrim, and also remove any surrounding double quotes (e.g., just take string contents)
        var clean = function(s) {
          return s.replace(/^\s*["']?/, '').replace(/["']?\s*$/, '');
        };
  
        for (var i = 0, dl = directives.length; i < dl; i++) {
          var pair = directives[i].split('=');
          if (pair && pair.length === 2) {
            var key = clean(pair[0]),
                value = clean(pair[1]),
                list = [];
            // A few directives require work beyond storying key/value pairings
            if (key === "preload") {
              list = value.split(',');
              // All pre-loaded images will get put in imageCache, keyed on filename
              for (var j = 0, jl = list.length; j < jl; j++) {
                var imageName = clean(list[j]);
                sketch.imageCache.add(imageName);
              }
            // fonts can be declared as a string containing a url,
            // or a JSON object, containing a font name, and a url
            } else if (key === "font") {
              list = value.split(",");
              for (var x = 0, xl = list.length; x < xl; x++) {
                var fontName = clean(list[x]),
                    index = /^\{(\d*?)\}$/.exec(fontName);
                // if index is not null, send JSON, otherwise, send string
                PFont.preloading.add(index ? JSON.parse("{" + jsonItems[index[1]] + "}") : fontName);
              }
            } else if (key === "pauseOnBlur") {
              sketch.options.pauseOnBlur = value === "true";
            } else if (key === "globalKeyEvents") {
              sketch.options.globalKeyEvents = value === "true";
            } else if (key.substring(0, 6) === "param-") {
              sketch.params[key.substring(6)] = value;
            } else {
              sketch.options[key] = value;
            }
          }
        }
      }
      return aCode;
    }
  
    // Parse/compiles Processing (Java-like) syntax to JavaScript syntax
    Processing.compile = function(pdeCode) {
      var sketch = new Processing.Sketch();
      var code = preprocessCode(pdeCode, sketch);
      var compiledPde = parseProcessing(code);
      sketch.sourceCode = compiledPde;
      return sketch;
    };
  
    // the logger for println()
    var PjsConsole = function (document) {
      var e = {}, added = false;
      e.BufferMax = 200;
      e.wrapper = document.createElement("div");
      e.wrapper.setAttribute("style", "opacity:.75;display:block;position:fixed;bottom:0px;left:0px;right:0px;height:50px;background-color:#aaa");
      e.dragger = document.createElement("div");
      e.dragger.setAttribute("style", "display:block;border:3px black raised;cursor:n-resize;position:absolute;top:0px;left:0px;right:0px;height:5px;background-color:#333");
      e.closer = document.createElement("div");
      e.closer.onmouseover = function () {
        e.closer.style.setProperty("background-color", "#ccc");
      };
      e.closer.onmouseout = function () {
        e.closer.style.setProperty("background-color", "#ddd");
      };
      e.closer.innerHTML = "&#10006;";
      e.closer.setAttribute("style", "opacity:.5;display:block;border:3px black raised;position:absolute;top:10px;right:30px;height:20px;width:20px;background-color:#ddd;color:#000;line-height:20px;text-align:center;cursor:pointer;");
      e.javaconsole = document.createElement("div");
      e.javaconsole.setAttribute("style", "overflow-x: auto;display:block;position:absolute;left:10px;right:0px;bottom:5px;top:10px;overflow-y:scroll;height:40px;");
      e.wrapper.appendChild(e.dragger);
      e.wrapper.appendChild(e.javaconsole);
      e.wrapper.appendChild(e.closer);
      e.dragger.onmousedown = function (t) {
        e.divheight = e.wrapper.style.height;
        if (document.selection) document.selection.empty();
        else window.getSelection().removeAllRanges();
        var n = t.screenY;
        window.onmousemove = function (t) {
          e.wrapper.style.height = parseFloat(e.divheight) + (n - t.screenY) + "px";
          e.javaconsole.style.height = parseFloat(e.divheight) + (n - t.screenY) - 10 + "px";
        };
        window.onmouseup = function (t) {
          if (document.selection) document.selection.empty();
          else window.getSelection().removeAllRanges();
          e.wrapper.style.height = parseFloat(e.divheight) + (n - t.screenY) + "px";
          e.javaconsole.style.height = parseFloat(e.divheight) + (n - t.screenY) - 10 + "px";
          window.onmousemove = null;
          window.onmouseup = null;
        };
      };
      e.BufferArray = [];
      e.print = e.log = function (t) {
        // var oldheight = e.javaconsole.scrollHeight-e.javaconsole.scrollTop;
        if (e.BufferArray[e.BufferArray.length - 1]) e.BufferArray[e.BufferArray.length - 1] += (t) + "";
        else e.BufferArray.push(t);
        e.javaconsole.innerHTML = e.BufferArray.join('');
        if (e.wrapper.style.visibility === "hidden") {
          e.wrapper.style.visibility = "visible";
        }
        //if (e.BufferArray.length > e.BufferMax) e.BufferArray.splice(0, 1);
        //else e.javaconsole.scrollTop = oldheight;
        if (e.wrapper.style.visibility === "hidden") {
          e.wrapper.style.visibility = "visible";
        }
      };
      e.println = function (t) {
        if(!added) { document.body.appendChild(e.wrapper); }
        e.print(t);
        e.BufferArray.push('<br/>');
        e.javaconsole.innerHTML = e.BufferArray.join('');
        if (e.wrapper.style.visibility === "hidden") {
          e.wrapper.style.visibility = "visible";
        }
        if (e.BufferArray.length > e.BufferMax) e.BufferArray.splice(0, 1);
        else e.javaconsole.scrollTop = e.javaconsole.scrollHeight;
        if (e.wrapper.style.visibility === "hidden") {
          e.wrapper.style.visibility = "visible";
        }
      };
      e.showconsole = function () {
        e.wrapper.style.visibility = "visible";
      };
      e.hideconsole = function () {
        e.wrapper.style.visibility = "hidden";
      };
      e.closer.onclick = function () {
        e.hideconsole();
      };
      e.hideconsole();
      return e;
    };
  
    Processing.logger = new PjsConsole(document);
  
    // done
    return Processing;
  };
  
  },{}],26:[function(require,module,exports){
  /**
   * Processing.js object
   */
   module.exports = function(options, undef) {
    var defaultScope = options.defaultScope,
        extend = options.extend,
        Browser = options.Browser,
        ajax = Browser.ajax,
        navigator = Browser.navigator,
        window = Browser.window,
        XMLHttpRequest = window.XMLHttpRequest,
        document = Browser.document,
        noop = options.noop,
  
        PConstants = defaultScope.PConstants;
        PFont = defaultScope.PFont,
        PShapeSVG = defaultScope.PShapeSVG,
        PVector = defaultScope.PVector,
        Char = Character = defaultScope.Char,
        ObjectIterator = defaultScope.ObjectIterator,
        XMLElement = defaultScope.XMLElement,
        XML = defaultScope.XML;
  
    // fascinating "read only" jshint error if we don't start a new var block here.
    var HTMLCanvasElement = window.HTMLCanvasElement,
        HTMLImageElement = window.HTMLImageElement,
        localStorage = window.localStorage;
  
    var isDOMPresent = ("document" in this) && !("fake" in this.document);
  
    // document.head polyfill for the benefit of Firefox 3.6
    if (!document.head) {
      document.head = document.getElementsByTagName('head')[0];
    }
  
    var Float32Array = setupTypedArray("Float32Array", "WebGLFloatArray"),
        Int32Array   = setupTypedArray("Int32Array",   "WebGLIntArray"),
        Uint16Array  = setupTypedArray("Uint16Array",  "WebGLUnsignedShortArray"),
        Uint8Array   = setupTypedArray("Uint8Array",   "WebGLUnsignedByteArray");
  
    // Typed Arrays: fallback to WebGL arrays or Native JS arrays if unavailable
    function setupTypedArray(name, fallback) {
      // Check if TypedArray exists, and use if so.
      if (name in window) {
        return window[name];
      }
  
      // Check if WebGLArray exists
      if (typeof window[fallback] === "function") {
        return window[fallback];
      }
  
      // Use Native JS array
      return function(obj) {
        if (obj instanceof Array) {
          return obj;
        }
        if (typeof obj === "number") {
          var arr = [];
          arr.length = obj;
          return arr;
        }
      };
    }
  
    /* IE9+ quirks mode check - ticket #1606 */
    if (document.documentMode >= 9 && !document.doctype) {
      throw("The doctype directive is missing. The recommended doctype in Internet Explorer is the HTML5 doctype: <!DOCTYPE html>");
    }
  
    // Manage multiple Processing instances
    var processingInstances = [];
    var processingInstanceIds = {};
  
    /**
     * instance tracking - adding new instances
     */
    var addInstance = function(processing) {
      if (processing.externals.canvas.id === undef || !processing.externals.canvas.id.length) {
        processing.externals.canvas.id = "__processing" + processingInstances.length;
      }
      processingInstanceIds[processing.externals.canvas.id] = processingInstances.length;
      processingInstances.push(processing);
    };
  
    /**
     * instance tracking - removal
     */
    var removeInstance = function(id) {
      processingInstances.splice(processingInstanceIds[id], 1);
      delete processingInstanceIds[id];
    };
  
  
    /**
     * The Processing object
     */
    var Processing = this.Processing = function(aCanvas, aCode, aFunctions) {
  
      if (!(this instanceof Processing)) {
        throw("called Processing constructor as if it were a function: missing 'new'.");
      }
  
      var curElement = {},
        pgraphicsMode = (aCanvas === undef && aCode === undef);
  
      if (pgraphicsMode) {
        curElement = document.createElement("canvas");
      } else {
        // We'll take a canvas element or a string for a canvas element's id
        curElement = typeof aCanvas === "string" ? document.getElementById(aCanvas) : aCanvas;
      }
  
      if (!('getContext' in curElement)) {
        throw("called Processing constructor without passing canvas element reference or id.");
      }
  
      function unimplemented(s) {
        Processing.debug('Unimplemented - ' + s);
      }
  
      ////////////////////////////////////////////////////////////////////////////
      // JavaScript event binding and releasing
      ////////////////////////////////////////////////////////////////////////////
  
      var eventHandlers = [];
  
      function attachEventHandler(elem, type, fn) {
        if (elem.addEventListener) {
          elem.addEventListener(type, fn, false);
        } else {
          elem.attachEvent("on" + type, fn);
        }
        eventHandlers.push({elem: elem, type: type, fn: fn});
      }
  
      function detachEventHandler(eventHandler) {
        var elem = eventHandler.elem,
            type = eventHandler.type,
            fn   = eventHandler.fn;
        if (elem.removeEventListener) {
          elem.removeEventListener(type, fn, false);
        } else if (elem.detachEvent) {
          elem.detachEvent("on" + type, fn);
        }
      }
  
      function removeFirstArgument(args) {
        return Array.prototype.slice.call(args, 1);
      }
  
      // When something new is added to "p." it must also be added to the "names" array.
      // The names array contains the names of everything that is inside "p."
      var p = this;
  
      p.Char = p.Character = Char;
  
      // add in the Processing API functions
      extend.withCommonFunctions(p);
      extend.withMath(p);
      extend.withProxyFunctions(p, removeFirstArgument);
      extend.withTouch(p, curElement, attachEventHandler, document, PConstants);
  
      // custom functions and properties are added here
      if(aFunctions) {
        Object.keys(aFunctions).forEach(function(name) {
          p[name] = aFunctions[name];
        });
      }
  
      // PJS specific (non-p5) methods and properties to externalize
      p.externals = {
        canvas:  curElement,
        context: undef,
        sketch:  undef,
        window: window
      };
  
      p.name            = 'Processing.js Instance'; // Set Processing defaults / environment variables
      p.use3DContext    = false; // default '2d' canvas context
  
      /**
       * Confirms if a Processing program is "focused", meaning that it is
       * active and will accept input from mouse or keyboard. This variable
       * is "true" if it is focused and "false" if not. This variable is
       * often used when you want to warn people they need to click on the
       * browser before it will work.
      */
      p.focused         = false;
      p.breakShape      = false;
  
      // Glyph path storage for textFonts
      p.glyphTable      = {};
  
      // Global vars for tracking mouse position
      p.pmouseX         = 0;
      p.pmouseY         = 0;
      p.mouseX          = 0;
      p.mouseY          = 0;
      p.mouseButton     = 0;
      p.mouseScroll     = 0;
  
      // Undefined event handlers to be replaced by user when needed
      p.mouseClicked    = undef;
      p.mouseDragged    = undef;
      p.mouseMoved      = undef;
      p.mousePressed    = undef;
      p.mouseReleased   = undef;
      p.mouseScrolled   = undef;
      p.mouseOver       = undef;
      p.mouseOut        = undef;
      p.touchStart      = undef;
      p.touchEnd        = undef;
      p.touchMove       = undef;
      p.touchCancel     = undef;
      p.key             = undef;
      p.keyCode         = undef;
      p.keyPressed      = noop; // needed to remove function checks
      p.keyReleased     = noop;
      p.keyTyped        = noop;
      p.draw            = undef;
      p.setup           = undef;
  
      // Remapped vars
      p.__mousePressed  = false;
      p.__keyPressed    = false;
      p.__frameRate     = 60;
  
      // The current animation frame
      p.frameCount      = 0;
  
      // The height/width of the canvas
      p.width           = 100;
      p.height          = 100;
  
      // "Private" variables used to maintain state
      var curContext,
          curSketch,
          drawing, // hold a Drawing2D or Drawing3D object
          doFill = true,
          fillStyle = [1.0, 1.0, 1.0, 1.0],
          currentFillColor = 0xFFFFFFFF,
          isFillDirty = true,
          doStroke = true,
          strokeStyle = [0.0, 0.0, 0.0, 1.0],
          currentStrokeColor = 0xFF000000,
          isStrokeDirty = true,
          lineWidth = 1,
          loopStarted = false,
          renderSmooth = false,
          doLoop = true,
          looping = 0,
          curRectMode = PConstants.CORNER,
          curEllipseMode = PConstants.CENTER,
          normalX = 0,
          normalY = 0,
          normalZ = 0,
          normalMode = PConstants.NORMAL_MODE_AUTO,
          curFrameRate = 60,
          curMsPerFrame = 1000/curFrameRate,
          curCursor = PConstants.ARROW,
          oldCursor = curElement.style.cursor,
          curShape = PConstants.POLYGON,
          curShapeCount = 0,
          curvePoints = [],
          curTightness = 0,
          curveDet = 20,
          curveInited = false,
          backgroundObj = -3355444, // rgb(204, 204, 204) is the default gray background colour
          bezDetail = 20,
          colorModeA = 255,
          colorModeX = 255,
          colorModeY = 255,
          colorModeZ = 255,
          pathOpen = false,
          mouseDragging = false,
          pmouseXLastFrame = 0,
          pmouseYLastFrame = 0,
          curColorMode = PConstants.RGB,
          curTint = null,
          curTint3d = null,
          getLoaded = false,
          start = Date.now(),
          timeSinceLastFPS = start,
          framesSinceLastFPS = 0,
          textcanvas,
          curveBasisMatrix,
          curveToBezierMatrix,
          curveDrawMatrix,
          bezierDrawMatrix,
          bezierBasisInverse,
          bezierBasisMatrix,
          curContextCache = { attributes: {}, locations: {} },
          // Shaders
          programObject3D,
          programObject2D,
          programObjectUnlitShape,
          boxBuffer,
          boxNormBuffer,
          boxOutlineBuffer,
          rectBuffer,
          rectNormBuffer,
          sphereBuffer,
          lineBuffer,
          fillBuffer,
          fillColorBuffer,
          strokeColorBuffer,
          pointBuffer,
          shapeTexVBO,
          canTex,   // texture for createGraphics
          textTex,   // texture for 3d tex
          curTexture = {width:0,height:0},
          curTextureMode = PConstants.IMAGE,
          usingTexture = false,
          textBuffer,
          textureBuffer,
          indexBuffer,
          // Text alignment
          horizontalTextAlignment = PConstants.LEFT,
          verticalTextAlignment = PConstants.BASELINE,
          textMode = PConstants.MODEL,
          // Font state
          curFontName = "Arial",
          curTextSize = 12,
          curTextAscent = 9,
          curTextDescent = 2,
          curTextLeading = 14,
          curTextFont = PFont.get(curFontName, curTextSize),
          // Pixels cache
          originalContext,
          proxyContext = null,
          isContextReplaced = false,
          setPixelsCached,
          maxPixelsCached = 1000,
          pressedKeysMap = [],
          lastPressedKeyCode = null,
          codedKeys = [ PConstants.SHIFT, PConstants.CONTROL, PConstants.ALT, PConstants.CAPSLK, PConstants.PGUP, PConstants.PGDN,
                        PConstants.END, PConstants.HOME, PConstants.LEFT, PConstants.UP, PConstants.RIGHT, PConstants.DOWN, PConstants.NUMLK,
                        PConstants.INSERT, PConstants.F1, PConstants.F2, PConstants.F3, PConstants.F4, PConstants.F5, PConstants.F6, PConstants.F7,
                        PConstants.F8, PConstants.F9, PConstants.F10, PConstants.F11, PConstants.F12, PConstants.META ];
  
      // User can only have MAX_LIGHTS lights
      var lightCount = 0;
  
      //sphere stuff
      var sphereDetailV = 0,
          sphereDetailU = 0,
          sphereX = [],
          sphereY = [],
          sphereZ = [],
          sinLUT = new Float32Array(PConstants.SINCOS_LENGTH),
          cosLUT = new Float32Array(PConstants.SINCOS_LENGTH),
          sphereVerts,
          sphereNorms;
  
      // Camera defaults and settings
      var cam,
          cameraInv,
          modelView,
          modelViewInv,
          userMatrixStack,
          userReverseMatrixStack,
          inverseCopy,
          projection,
          manipulatingCamera = false,
          frustumMode = false,
          cameraFOV = 60 * (Math.PI / 180),
          cameraX = p.width / 2,
          cameraY = p.height / 2,
          cameraZ = cameraY / Math.tan(cameraFOV / 2),
          cameraNear = cameraZ / 10,
          cameraFar = cameraZ * 10,
          cameraAspect = p.width / p.height;
  
      var vertArray = [],
          curveVertArray = [],
          curveVertCount = 0,
          isCurve = false,
          isBezier = false,
          firstVert = true;
  
      //PShape stuff
      var curShapeMode = PConstants.CORNER;
  
      // Stores states for pushStyle() and popStyle().
      var styleArray = [];
  
      // The vertices for the box cannot be specified using a triangle strip since each
      // side of the cube must have its own set of normals.
      // Vertices are specified in a counter-clockwise order.
      // Triangles are in this order: back, front, right, bottom, left, top.
      var boxVerts = new Float32Array([
         0.5,  0.5, -0.5,  0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5,  0.5, -0.5,  0.5,  0.5, -0.5,
         0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5,  0.5,  0.5,
         0.5,  0.5, -0.5,  0.5,  0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,
         0.5, -0.5, -0.5,  0.5, -0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5, -0.5,  0.5, -0.5, -0.5,
        -0.5, -0.5, -0.5, -0.5, -0.5,  0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5,  0.5, -0.5, -0.5, -0.5, -0.5,
         0.5,  0.5,  0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5,  0.5,  0.5,  0.5,  0.5]);
  
      var boxOutlineVerts = new Float32Array([
         0.5,  0.5,  0.5,  0.5, -0.5,  0.5,  0.5,  0.5, -0.5,  0.5, -0.5, -0.5,
        -0.5,  0.5, -0.5, -0.5, -0.5, -0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5,
         0.5,  0.5,  0.5,  0.5,  0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5,
        -0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,  0.5,  0.5,  0.5,  0.5,  0.5,
         0.5, -0.5,  0.5,  0.5, -0.5, -0.5,  0.5, -0.5, -0.5, -0.5, -0.5, -0.5,
        -0.5, -0.5, -0.5, -0.5, -0.5,  0.5, -0.5, -0.5,  0.5,  0.5, -0.5,  0.5]);
  
      var boxNorms = new Float32Array([
         0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,
         0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,
         1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,
         0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,
        -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0, -1,  0,  0,
         0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0,  0,  1,  0]);
  
      // These verts are used for the fill and stroke using TRIANGLE_FAN and LINE_LOOP.
      var rectVerts = new Float32Array([0,0,0, 0,1,0, 1,1,0, 1,0,0]);
  
      var rectNorms = new Float32Array([0,0,1, 0,0,1, 0,0,1, 0,0,1]);
  
      // Shader for points and lines in begin/endShape.
      var vertexShaderSrcUnlitShape =
        "varying vec4 vFrontColor;" +
  
        "attribute vec3 aVertex;" +
        "attribute vec4 aColor;" +
  
        "uniform mat4 uView;" +
        "uniform mat4 uProjection;" +
        "uniform float uPointSize;" +
  
        "void main(void) {" +
        "  vFrontColor = aColor;" +
        "  gl_PointSize = uPointSize;" +
        "  gl_Position = uProjection * uView * vec4(aVertex, 1.0);" +
        "}";
  
      var fragmentShaderSrcUnlitShape =
        "#ifdef GL_ES\n" +
        "precision highp float;\n" +
        "#endif\n" +
  
        "varying vec4 vFrontColor;" +
        "uniform bool uSmooth;" +
  
        "void main(void){" +
        "  if(uSmooth == true){" +
        "    float dist = distance(gl_PointCoord, vec2(0.5));" +
        "    if(dist > 0.5){" +
        "      discard;" +
        "    }" +
        "  }" +
        "  gl_FragColor = vFrontColor;" +
        "}";
  
      // Shader for rect, text, box outlines, sphere outlines, point() and line().
      var vertexShaderSrc2D =
        "varying vec4 vFrontColor;" +
  
        "attribute vec3 aVertex;" +
        "attribute vec2 aTextureCoord;" +
        "uniform vec4 uColor;" +
  
        "uniform mat4 uModel;" +
        "uniform mat4 uView;" +
        "uniform mat4 uProjection;" +
        "uniform float uPointSize;" +
        "varying vec2 vTextureCoord;"+
  
        "void main(void) {" +
        "  gl_PointSize = uPointSize;" +
        "  vFrontColor = uColor;" +
        "  gl_Position = uProjection * uView * uModel * vec4(aVertex, 1.0);" +
        "  vTextureCoord = aTextureCoord;" +
        "}";
  
      var fragmentShaderSrc2D =
        "#ifdef GL_ES\n" +
        "precision highp float;\n" +
        "#endif\n" +
  
        "varying vec4 vFrontColor;" +
        "varying vec2 vTextureCoord;"+
  
        "uniform sampler2D uSampler;"+
        "uniform int uIsDrawingText;"+
        "uniform bool uSmooth;" +
  
        "void main(void){" +
        // WebGL does not support POINT_SMOOTH, so we do it ourselves
        "  if(uSmooth == true){" +
        "    float dist = distance(gl_PointCoord, vec2(0.5));" +
        "    if(dist > 0.5){" +
        "      discard;" +
        "    }" +
        "  }" +
  
        "  if(uIsDrawingText == 1){" +
        "    float alpha = texture2D(uSampler, vTextureCoord).a;"+
        "    gl_FragColor = vec4(vFrontColor.rgb * alpha, alpha);"+
        "  }" +
        "  else{" +
        "    gl_FragColor = vFrontColor;" +
        "  }" +
        "}";
  
      var webglMaxTempsWorkaround = /Windows/.test(navigator.userAgent);
  
      // Vertex shader for boxes and spheres.
      var vertexShaderSrc3D =
        "varying vec4 vFrontColor;" +
  
        "attribute vec3 aVertex;" +
        "attribute vec3 aNormal;" +
        "attribute vec4 aColor;" +
        "attribute vec2 aTexture;" +
        "varying   vec2 vTexture;" +
  
        "uniform vec4 uColor;" +
  
        "uniform bool uUsingMat;" +
        "uniform vec3 uSpecular;" +
        "uniform vec3 uMaterialEmissive;" +
        "uniform vec3 uMaterialAmbient;" +
        "uniform vec3 uMaterialSpecular;" +
        "uniform float uShininess;" +
  
        "uniform mat4 uModel;" +
        "uniform mat4 uView;" +
        "uniform mat4 uProjection;" +
        "uniform mat4 uNormalTransform;" +
  
        "uniform int uLightCount;" +
        "uniform vec3 uFalloff;" +
  
        // Careful changing the order of these fields. Some cards
        // have issues with memory alignment.
        "struct Light {" +
        "  int type;" +
        "  vec3 color;" +
        "  vec3 position;" +
        "  vec3 direction;" +
        "  float angle;" +
        "  vec3 halfVector;" +
        "  float concentration;" +
        "};" +
  
        // nVidia cards have issues with arrays of structures
        // so instead we create 8 instances of Light.
        "uniform Light uLights0;" +
        "uniform Light uLights1;" +
        "uniform Light uLights2;" +
        "uniform Light uLights3;" +
        "uniform Light uLights4;" +
        "uniform Light uLights5;" +
        "uniform Light uLights6;" +
        "uniform Light uLights7;" +
  
       // GLSL does not support switch.
        "Light getLight(int index){" +
        "  if(index == 0) return uLights0;" +
        "  if(index == 1) return uLights1;" +
        "  if(index == 2) return uLights2;" +
        "  if(index == 3) return uLights3;" +
        "  if(index == 4) return uLights4;" +
        "  if(index == 5) return uLights5;" +
        "  if(index == 6) return uLights6;" +
        // Do not use a conditional for the last return statement
        // because some video cards will fail and complain that
        // "not all paths return".
        "  return uLights7;" +
        "}" +
  
        "void AmbientLight( inout vec3 totalAmbient, in vec3 ecPos, in Light light ) {" +
        // Get the vector from the light to the vertex and
        // get the distance from the current vector to the light position.
        "  float d = length( light.position - ecPos );" +
        "  float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ));" +
        "  totalAmbient += light.color * attenuation;" +
        "}" +
  
        /*
          col - accumulated color
          spec - accumulated specular highlight
          vertNormal - Normal of the vertex
          ecPos - eye coordinate position
          light - light structure
        */
        "void DirectionalLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
        "  float powerFactor = 0.0;" +
        "  float nDotVP = max(0.0, dot( vertNormal, normalize(-light.position) ));" +
        "  float nDotVH = max(0.0, dot( vertNormal, normalize(-light.position-normalize(ecPos) )));" +
  
        "  if( nDotVP != 0.0 ){" +
        "    powerFactor = pow( nDotVH, uShininess );" +
        "  }" +
  
        "  col += light.color * nDotVP;" +
        "  spec += uSpecular * powerFactor;" +
        "}" +
  
        /*
          col - accumulated color
          spec - accumulated specular highlight
          vertNormal - Normal of the vertex
          ecPos - eye coordinate position
          light - light structure
        */
        "void PointLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
        "  float powerFactor;" +
  
        // Get the vector from the light to the vertex.
        "   vec3 VP = light.position - ecPos;" +
  
        // Get the distance from the current vector to the light position.
        "  float d = length( VP ); " +
  
        // Normalize the light ray so it can be used in the dot product operation.
        "  VP = normalize( VP );" +
  
        "  float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ));" +
  
        "  float nDotVP = max( 0.0, dot( vertNormal, VP ));" +
        "  vec3 halfVector = normalize( VP - normalize(ecPos) );" +
        "  float nDotHV = max( 0.0, dot( vertNormal, halfVector ));" +
  
        "  if( nDotVP == 0.0 ) {" +
        "    powerFactor = 0.0;" +
        "  }" +
        "  else {" +
        "    powerFactor = pow( nDotHV, uShininess );" +
        "  }" +
  
        "  spec += uSpecular * powerFactor * attenuation;" +
        "  col += light.color * nDotVP * attenuation;" +
        "}" +
  
        /*
          col - accumulated color
          spec - accumulated specular highlight
          vertNormal - Normal of the vertex
          ecPos - eye coordinate position
          light - light structure
        */
        "void SpotLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
        "  float spotAttenuation;" +
        "  float powerFactor = 0.0;" +
  
        // Calculate the vector from the current vertex to the light.
        "  vec3 VP = light.position - ecPos;" +
        "  vec3 ldir = normalize( -light.direction );" +
  
        // Get the distance from the spotlight and the vertex
        "  float d = length( VP );" +
        "  VP = normalize( VP );" +
  
        "  float attenuation = 1.0 / ( uFalloff[0] + ( uFalloff[1] * d ) + ( uFalloff[2] * d * d ) );" +
  
        // Dot product of the vector from vertex to light and light direction.
        "  float spotDot = dot( VP, ldir );" +
  
        // If the vertex falls inside the cone
        (webglMaxTempsWorkaround ? // Windows reports max temps error if light.angle is used
        "  spotAttenuation = 1.0; " :
        "  if( spotDot > cos( light.angle ) ) {" +
        "    spotAttenuation = pow( spotDot, light.concentration );" +
        "  }" +
        "  else{" +
        "    spotAttenuation = 0.0;" +
        "  }" +
        "  attenuation *= spotAttenuation;" +
        "") +
  
        "  float nDotVP = max( 0.0, dot( vertNormal, VP ) );" +
        "  vec3 halfVector = normalize( VP - normalize(ecPos) );" +
        "  float nDotHV = max( 0.0, dot( vertNormal, halfVector ) );" +
  
        "  if( nDotVP != 0.0 ) {" +
        "    powerFactor = pow( nDotHV, uShininess );" +
        "  }" +
  
        "  spec += uSpecular * powerFactor * attenuation;" +
        "  col += light.color * nDotVP * attenuation;" +
        "}" +
  
        "void main(void) {" +
        "  vec3 finalAmbient = vec3( 0.0 );" +
        "  vec3 finalDiffuse = vec3( 0.0 );" +
        "  vec3 finalSpecular = vec3( 0.0 );" +
  
        "  vec4 col = uColor;" +
  
        "  if ( uColor[0] == -1.0 ){" +
        "    col = aColor;" +
        "  }" +
  
        // We use the sphere vertices as the normals when we create the sphere buffer.
        // But this only works if the sphere vertices are unit length, so we
        // have to normalize the normals here. Since this is only required for spheres
        // we could consider placing this in a conditional later on.
        "  vec3 norm = normalize(vec3( uNormalTransform * vec4( aNormal, 0.0 ) ));" +
  
        "  vec4 ecPos4 = uView * uModel * vec4(aVertex, 1.0);" +
        "  vec3 ecPos = (vec3(ecPos4))/ecPos4.w;" +
  
        // If there were no lights this draw call, just use the
        // assigned fill color of the shape and the specular value.
        "  if( uLightCount == 0 ) {" +
        "    vFrontColor = col + vec4(uMaterialSpecular, 1.0);" +
        "  }" +
        "  else {" +
             // WebGL forces us to iterate over a constant value
             // so we can't iterate using lightCount.
        "    for( int i = 0; i < 8; i++ ) {" +
        "      Light l = getLight(i);" +
  
        // We can stop iterating if we know we have gone past
        // the number of lights which are actually on. This gives us a
        // significant performance increase with high vertex counts.
        "      if( i >= uLightCount ){" +
        "        break;" +
        "      }" +
  
        "      if( l.type == 0 ) {" +
        "        AmbientLight( finalAmbient, ecPos, l );" +
        "      }" +
        "      else if( l.type == 1 ) {" +
        "        DirectionalLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
        "      }" +
        "      else if( l.type == 2 ) {" +
        "        PointLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
        "      }" +
        "      else {" +
        "        SpotLight( finalDiffuse, finalSpecular, norm, ecPos, l );" +
        "      }" +
        "    }" +
  
        "   if( uUsingMat == false ) {" +
        "     vFrontColor = vec4(" +
        "       vec3( col ) * finalAmbient +" +
        "       vec3( col ) * finalDiffuse +" +
        "       vec3( col ) * finalSpecular," +
        "       col[3] );" +
        "   }" +
        "   else{" +
        "     vFrontColor = vec4( " +
        "       uMaterialEmissive + " +
        "       (vec3(col) * uMaterialAmbient * finalAmbient ) + " +
        "       (vec3(col) * finalDiffuse) + " +
        "       (uMaterialSpecular * finalSpecular), " +
        "       col[3] );" +
        "    }" +
        "  }" +
  
        "  vTexture.xy = aTexture.xy;" +
        "  gl_Position = uProjection * uView * uModel * vec4( aVertex, 1.0 );" +
        "}";
  
      var fragmentShaderSrc3D =
        "#ifdef GL_ES\n" +
        "precision highp float;\n" +
        "#endif\n" +
  
        "varying vec4 vFrontColor;" +
  
        "uniform sampler2D uSampler;" +
        "uniform bool uUsingTexture;" +
        "varying vec2 vTexture;" +
  
        // In Processing, when a texture is used, the fill color is ignored
        // vec4(1.0,1.0,1.0,0.5)
        "void main(void){" +
        "  if( uUsingTexture ){" +
        "    gl_FragColor = vec4(texture2D(uSampler, vTexture.xy)) * vFrontColor;" +
        "  }"+
        "  else{" +
        "    gl_FragColor = vFrontColor;" +
        "  }" +
        "}";
  
      ////////////////////////////////////////////////////////////////////////////
      // 3D Functions
      ////////////////////////////////////////////////////////////////////////////
  
      /*
       * Sets a uniform variable in a program object to a particular
       * value. Before calling this function, ensure the correct
       * program object has been installed as part of the current
       * rendering state by calling useProgram.
       *
       * On some systems, if the variable exists in the shader but isn't used,
       * the compiler will optimize it out and this function will fail.
       *
       * @param {String} cacheId
       * @param {WebGLProgram} programObj program object returned from
       * createProgramObject
       * @param {String} varName the name of the variable in the shader
       * @param {float | Array} varValue either a scalar value or an Array
       *
       * @returns none
       *
       * @see uniformi
       * @see uniformMatrix
      */
      function uniformf(cacheId, programObj, varName, varValue) {
        var varLocation = curContextCache.locations[cacheId];
        if(varLocation === undef) {
          varLocation = curContext.getUniformLocation(programObj, varName);
          curContextCache.locations[cacheId] = varLocation;
        }
        // the variable won't be found if it was optimized out.
        if (varLocation !== null) {
          if (varValue.length === 4) {
            curContext.uniform4fv(varLocation, varValue);
          } else if (varValue.length === 3) {
            curContext.uniform3fv(varLocation, varValue);
          } else if (varValue.length === 2) {
            curContext.uniform2fv(varLocation, varValue);
          } else {
            curContext.uniform1f(varLocation, varValue);
          }
        }
      }
  
      /**
       * Sets a uniform int or int array in a program object to a particular
       * value. Before calling this function, ensure the correct
       * program object has been installed as part of the current
       * rendering state.
       *
       * On some systems, if the variable exists in the shader but isn't used,
       * the compiler will optimize it out and this function will fail.
       *
       * @param {String} cacheId
       * @param {WebGLProgram} programObj program object returned from
       * createProgramObject
       * @param {String} varName the name of the variable in the shader
       * @param {int | Array} varValue either a scalar value or an Array
       *
       * @returns none
       *
       * @see uniformf
       * @see uniformMatrix
      */
      function uniformi(cacheId, programObj, varName, varValue) {
        var varLocation = curContextCache.locations[cacheId];
        if(varLocation === undef) {
          varLocation = curContext.getUniformLocation(programObj, varName);
          curContextCache.locations[cacheId] = varLocation;
        }
        // the variable won't be found if it was optimized out.
        if (varLocation !== null) {
          if (varValue.length === 4) {
            curContext.uniform4iv(varLocation, varValue);
          } else if (varValue.length === 3) {
            curContext.uniform3iv(varLocation, varValue);
          } else if (varValue.length === 2) {
            curContext.uniform2iv(varLocation, varValue);
          } else {
            curContext.uniform1i(varLocation, varValue);
          }
        }
      }
  
      /**
       * Sets the value of a uniform matrix variable in a program
       * object. Before calling this function, ensure the correct
       * program object has been installed as part of the current
       * rendering state.
       *
       * On some systems, if the variable exists in the shader but
       * isn't used, the compiler will optimize it out and this
       * function will fail.
       *
       * @param {String} cacheId
       * @param {WebGLProgram} programObj program object returned from
       * createProgramObject
       * @param {String} varName the name of the variable in the shader
       * @param {boolean} transpose must be false
       * @param {Array} matrix an array of 4, 9 or 16 values
       *
       * @returns none
       *
       * @see uniformi
       * @see uniformf
      */
      function uniformMatrix(cacheId, programObj, varName, transpose, matrix) {
        var varLocation = curContextCache.locations[cacheId];
        if(varLocation === undef) {
          varLocation = curContext.getUniformLocation(programObj, varName);
          curContextCache.locations[cacheId] = varLocation;
        }
        // The variable won't be found if it was optimized out.
        if (varLocation !== -1) {
          if (matrix.length === 16) {
            curContext.uniformMatrix4fv(varLocation, transpose, matrix);
          } else if (matrix.length === 9) {
            curContext.uniformMatrix3fv(varLocation, transpose, matrix);
          } else {
            curContext.uniformMatrix2fv(varLocation, transpose, matrix);
          }
        }
      }
  
      /**
       * Binds the VBO, sets the vertex attribute data for the program
       * object and enables the attribute.
       *
       * On some systems, if the attribute exists in the shader but
       * isn't used, the compiler will optimize it out and this
       * function will fail.
       *
       * @param {String} cacheId
       * @param {WebGLProgram} programObj program object returned from
       * createProgramObject
       * @param {String} varName the name of the variable in the shader
       * @param {int} size the number of components per vertex attribute
       * @param {WebGLBuffer} VBO Vertex Buffer Object
       *
       * @returns none
       *
       * @see disableVertexAttribPointer
      */
      function vertexAttribPointer(cacheId, programObj, varName, size, VBO) {
        var varLocation = curContextCache.attributes[cacheId];
        if(varLocation === undef) {
          varLocation = curContext.getAttribLocation(programObj, varName);
          curContextCache.attributes[cacheId] = varLocation;
        }
        if (varLocation !== -1) {
          curContext.bindBuffer(curContext.ARRAY_BUFFER, VBO);
          curContext.vertexAttribPointer(varLocation, size, curContext.FLOAT, false, 0, 0);
          curContext.enableVertexAttribArray(varLocation);
        }
      }
  
      /**
       * Disables a program object attribute from being sent to WebGL.
       *
       * @param {String} cacheId
       * @param {WebGLProgram} programObj program object returned from
       * createProgramObject
       * @param {String} varName name of the attribute
       *
       * @returns none
       *
       * @see vertexAttribPointer
      */
      function disableVertexAttribPointer(cacheId, programObj, varName){
        var varLocation = curContextCache.attributes[cacheId];
        if(varLocation === undef) {
          varLocation = curContext.getAttribLocation(programObj, varName);
          curContextCache.attributes[cacheId] = varLocation;
        }
        if (varLocation !== -1) {
          curContext.disableVertexAttribArray(varLocation);
        }
      }
  
      /**
       * Creates a WebGL program object.
       *
       * @param {String} vetexShaderSource
       * @param {String} fragmentShaderSource
       *
       * @returns {WebGLProgram} A program object
      */
      var createProgramObject = function(curContext, vetexShaderSource, fragmentShaderSource) {
        var vertexShaderObject = curContext.createShader(curContext.VERTEX_SHADER);
        curContext.shaderSource(vertexShaderObject, vetexShaderSource);
        curContext.compileShader(vertexShaderObject);
        if (!curContext.getShaderParameter(vertexShaderObject, curContext.COMPILE_STATUS)) {
          throw curContext.getShaderInfoLog(vertexShaderObject);
        }
  
        var fragmentShaderObject = curContext.createShader(curContext.FRAGMENT_SHADER);
        curContext.shaderSource(fragmentShaderObject, fragmentShaderSource);
        curContext.compileShader(fragmentShaderObject);
        if (!curContext.getShaderParameter(fragmentShaderObject, curContext.COMPILE_STATUS)) {
          throw curContext.getShaderInfoLog(fragmentShaderObject);
        }
  
        var programObject = curContext.createProgram();
        curContext.attachShader(programObject, vertexShaderObject);
        curContext.attachShader(programObject, fragmentShaderObject);
        curContext.linkProgram(programObject);
        if (!curContext.getProgramParameter(programObject, curContext.LINK_STATUS)) {
          throw "Error linking shaders.";
        }
  
        return programObject;
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // 2D/3D drawing handling
      ////////////////////////////////////////////////////////////////////////////
      var imageModeCorner = function(x, y, w, h, whAreSizes) {
        return {
          x: x,
          y: y,
          w: w,
          h: h
        };
      };
      var imageModeConvert = imageModeCorner;
  
      var imageModeCorners = function(x, y, w, h, whAreSizes) {
        return {
          x: x,
          y: y,
          w: whAreSizes ? w : w - x,
          h: whAreSizes ? h : h - y
        };
      };
  
      var imageModeCenter = function(x, y, w, h, whAreSizes) {
        return {
          x: x - w / 2,
          y: y - h / 2,
          w: w,
          h: h
        };
      };
  
      // Objects for shared, 2D and 3D contexts
      var DrawingShared = function(){};
      var Drawing2D = function(){};
      var Drawing3D = function(){};
      var DrawingPre = function(){};
  
      // Setup the prototype chain
      Drawing2D.prototype = new DrawingShared();
      Drawing2D.prototype.constructor = Drawing2D;
      Drawing3D.prototype = new DrawingShared();
      Drawing3D.prototype.constructor = Drawing3D;
      DrawingPre.prototype = new DrawingShared();
      DrawingPre.prototype.constructor = DrawingPre;
  
      // A no-op function for when the user calls 3D functions from a 2D sketch
      // We can change this to a throw or console.error() later if we want
      DrawingShared.prototype.a3DOnlyFunction = noop;
  
      /**
       * The shape() function displays shapes to the screen.
       * Processing currently works with SVG shapes only.
       * The <b>shape</b> parameter specifies the shape to display and the <b>x</b>
       * and <b>y</b> parameters define the location of the shape from its
       * upper-left corner.
       * The shape is displayed at its original size unless the <b>width</b>
       * and <b>height</b> parameters specify a different size.
       * The <b>shapeMode()</b> function changes the way the parameters work.
       * A call to <b>shapeMode(CORNERS)</b>, for example, will change the width
       * and height parameters to define the x and y values of the opposite corner
       * of the shape.
       * <br><br>
       * Note complex shapes may draw awkwardly with P2D, P3D, and OPENGL. Those
       * renderers do not yet support shapes that have holes or complicated breaks.
       *
       * @param {PShape} shape       the shape to display
       * @param {int|float} x        x-coordinate of the shape
       * @param {int|float} y        y-coordinate of the shape
       * @param {int|float} width    width to display the shape
       * @param {int|float} height   height to display the shape
       *
       * @see PShape
       * @see loadShape()
       * @see shapeMode()
       */
      p.shape = function(shape, x, y, width, height) {
        if (arguments.length >= 1 && arguments[0] !== null) {
          if (shape.isVisible()) {
            p.pushMatrix();
            if (curShapeMode === PConstants.CENTER) {
              if (arguments.length === 5) {
                p.translate(x - width/2, y - height/2);
                p.scale(width / shape.getWidth(), height / shape.getHeight());
              } else if (arguments.length === 3) {
                p.translate(x - shape.getWidth()/2, - shape.getHeight()/2);
              } else {
                p.translate(-shape.getWidth()/2, -shape.getHeight()/2);
              }
            } else if (curShapeMode === PConstants.CORNER) {
              if (arguments.length === 5) {
                p.translate(x, y);
                p.scale(width / shape.getWidth(), height / shape.getHeight());
              } else if (arguments.length === 3) {
                p.translate(x, y);
              }
            } else if (curShapeMode === PConstants.CORNERS) {
              if (arguments.length === 5) {
                width  -= x;
                height -= y;
                p.translate(x, y);
                p.scale(width / shape.getWidth(), height / shape.getHeight());
              } else if (arguments.length === 3) {
                p.translate(x, y);
              }
            }
            shape.draw(p);
            if ((arguments.length === 1 && curShapeMode === PConstants.CENTER ) || arguments.length > 1) {
              p.popMatrix();
            }
          }
        }
      };
  
      /**
       * The shapeMode() function modifies the location from which shapes draw.
       * The default mode is <b>shapeMode(CORNER)</b>, which specifies the
       * location to be the upper left corner of the shape and uses the third
       * and fourth parameters of <b>shape()</b> to specify the width and height.
       * The syntax <b>shapeMode(CORNERS)</b> uses the first and second parameters
       * of <b>shape()</b> to set the location of one corner and uses the third
       * and fourth parameters to set the opposite corner.
       * The syntax <b>shapeMode(CENTER)</b> draws the shape from its center point
       * and uses the third and forth parameters of <b>shape()</b> to specify the
       * width and height.
       * The parameter must be written in "ALL CAPS" because Processing syntax
       * is case sensitive.
       *
       * @param {int} mode One of CORNER, CORNERS, CENTER
       *
       * @see shape()
       * @see rectMode()
       */
      p.shapeMode = function (mode) {
        curShapeMode = mode;
      };
  
      /**
       * The loadShape() function loads vector shapes into a variable of type PShape. Currently, only SVG files may be loaded.
       * In most cases, <b>loadShape()</b> should be used inside <b>setup()</b> because loading shapes inside <b>draw()</b> will reduce the speed of a sketch.
       *
       * @param {String} filename     an SVG file
       *
       * @return {PShape} a object of type PShape or null
       * @see PShape
       * @see PApplet#shape()
       * @see PApplet#shapeMode()
       */
      p.loadShape = function (filename) {
        if (arguments.length === 1) {
          if (filename.indexOf(".svg") > -1) {
            return new PShapeSVG(null, filename);
          }
        }
        return null;
      };
  
      /**
       * Processing 2.0 function for loading XML files.
       *
       * @param {String} uri The uri for the xml file to load.
       *
       * @return {XML} An XML object representing the xml data.
       */
      p.loadXML = function(uri) {
        return new XML(p, uri);
      };
  
  
      ////////////////////////////////////////////////////////////////////////////
      // 2D Matrix
      ////////////////////////////////////////////////////////////////////////////
  
      /**
       * Helper function for printMatrix(). Finds the largest scalar
       * in the matrix, then number of digits left of the decimal.
       * Call from PMatrix2D and PMatrix3D's print() function.
       */
      var printMatrixHelper = function(elements) {
        var big = 0;
        for (var i = 0; i < elements.length; i++) {
          if (i !== 0) {
            big = Math.max(big, Math.abs(elements[i]));
          } else {
            big = Math.abs(elements[i]);
          }
        }
  
        var digits = (big + "").indexOf(".");
        if (digits === 0) {
          digits = 1;
        } else if (digits === -1) {
          digits = (big + "").length;
        }
  
        return digits;
      };
      /**
       * PMatrix2D is a 3x2 affine matrix implementation. The constructor accepts another PMatrix2D or a list of six float elements.
       * If no parameters are provided the matrix is set to the identity matrix.
       *
       * @param {PMatrix2D} matrix  the initial matrix to set to
       * @param {float} m00         the first element of the matrix
       * @param {float} m01         the second element of the matrix
       * @param {float} m02         the third element of the matrix
       * @param {float} m10         the fourth element of the matrix
       * @param {float} m11         the fifth element of the matrix
       * @param {float} m12         the sixth element of the matrix
       */
      var PMatrix2D = p.PMatrix2D = function() {
        if (arguments.length === 0) {
          this.reset();
        } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
          this.set(arguments[0].array());
        } else if (arguments.length === 6) {
          this.set(arguments[0], arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
        }
      };
      /**
       * PMatrix2D methods
       */
      PMatrix2D.prototype = {
        /**
         * @member PMatrix2D
         * The set() function sets the matrix elements. The function accepts either another PMatrix2D, an array of elements, or a list of six floats.
         *
         * @param {PMatrix2D} matrix    the matrix to set this matrix to
         * @param {float[]} elements    an array of elements to set this matrix to
         * @param {float} m00           the first element of the matrix
         * @param {float} m01           the third element of the matrix
         * @param {float} m10           the fourth element of the matrix
         * @param {float} m11           the fith element of the matrix
         * @param {float} m12           the sixth element of the matrix
         */
        set: function() {
          if (arguments.length === 6) {
            var a = arguments;
            this.set([a[0], a[1], a[2],
                      a[3], a[4], a[5]]);
          } else if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
            this.elements = arguments[0].array();
          } else if (arguments.length === 1 && arguments[0] instanceof Array) {
            this.elements = arguments[0].slice();
          }
        },
        /**
         * @member PMatrix2D
         * The get() function returns a copy of this PMatrix2D.
         *
         * @return {PMatrix2D} a copy of this PMatrix2D
         */
        get: function() {
          var outgoing = new PMatrix2D();
          outgoing.set(this.elements);
          return outgoing;
        },
        /**
         * @member PMatrix2D
         * The reset() function sets this PMatrix2D to the identity matrix.
         */
        reset: function() {
          this.set([1, 0, 0, 0, 1, 0]);
        },
        /**
         * @member PMatrix2D
         * The array() function returns a copy of the element values.
         * @addon
         *
         * @return {float[]} returns a copy of the element values
         */
        array: function array() {
          return this.elements.slice();
        },
        /**
         * @member PMatrix2D
         * The translate() function translates this matrix by moving the current coordinates to the location specified by tx and ty.
         *
         * @param {float} tx  the x-axis coordinate to move to
         * @param {float} ty  the y-axis coordinate to move to
         */
        translate: function(tx, ty) {
          this.elements[2] = tx * this.elements[0] + ty * this.elements[1] + this.elements[2];
          this.elements[5] = tx * this.elements[3] + ty * this.elements[4] + this.elements[5];
        },
        /**
         * @member PMatrix2D
         * The invTranslate() function translates this matrix by moving the current coordinates to the negative location specified by tx and ty.
         *
         * @param {float} tx  the x-axis coordinate to move to
         * @param {float} ty  the y-axis coordinate to move to
         */
        invTranslate: function(tx, ty) {
          this.translate(-tx, -ty);
        },
         /**
         * @member PMatrix2D
         * The transpose() function is not used in processingjs.
         */
        transpose: function() {
          // Does nothing in Processing.
        },
        /**
         * @member PMatrix2D
         * The mult() function multiplied this matrix.
         * If two array elements are passed in the function will multiply a two element vector against this matrix.
         * If target is null or not length four, a new float array will be returned.
         * The values for vec and target can be the same (though that's less efficient).
         * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
         *
         * @param {PVector} source, target  the PVectors used to multiply this matrix
         * @param {float[]} source, target  the arrays used to multiply this matrix
         *
         * @return {PVector|float[]} returns a PVector or an array representing the new matrix
         */
        mult: function(source, target) {
          var x, y;
          if (source instanceof PVector) {
            x = source.x;
            y = source.y;
            if (!target) {
              target = new PVector();
            }
          } else if (source instanceof Array) {
            x = source[0];
            y = source[1];
            if (!target) {
              target = [];
            }
          }
          if (target instanceof Array) {
            target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2];
            target[1] = this.elements[3] * x + this.elements[4] * y + this.elements[5];
          } else if (target instanceof PVector) {
            target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2];
            target.y = this.elements[3] * x + this.elements[4] * y + this.elements[5];
            target.z = 0;
          }
          return target;
        },
        /**
         * @member PMatrix2D
         * The multX() function calculates the x component of a vector from a transformation.
         *
         * @param {float} x the x component of the vector being transformed
         * @param {float} y the y component of the vector being transformed
         *
         * @return {float} returnes the result of the calculation
         */
        multX: function(x, y) {
          return (x * this.elements[0] + y * this.elements[1] + this.elements[2]);
        },
        /**
         * @member PMatrix2D
         * The multY() function calculates the y component of a vector from a transformation.
         *
         * @param {float} x the x component of the vector being transformed
         * @param {float} y the y component of the vector being transformed
         *
         * @return {float} returnes the result of the calculation
         */
        multY: function(x, y) {
          return (x * this.elements[3] + y * this.elements[4] + this.elements[5]);
        },
        /**
         * @member PMatrix2D
         * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of skew specified in radians
         */
        skewX: function(angle) {
          this.apply(1, 0, 1, angle, 0, 0);
        },
        /**
         * @member PMatrix2D
         * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of skew specified in radians
         */
        skewY: function(angle) {
          this.apply(1, 0, 1,  0, angle, 0);
        },
        /**
         * @member PMatrix2D
         * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of skew specified in radians
         */
        shearX: function(angle) {
          this.apply(1, 0, 1, Math.tan(angle) , 0, 0);
        },
        /**
         * @member PMatrix2D
         * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of skew specified in radians
         */
        shearY: function(angle) {
          this.apply(1, 0, 1,  0, Math.tan(angle), 0);
        },
        /**
         * @member PMatrix2D
         * The determinant() function calvculates the determinant of this matrix.
         *
         * @return {float} the determinant of the matrix
         */
        determinant: function() {
          return (this.elements[0] * this.elements[4] - this.elements[1] * this.elements[3]);
        },
        /**
         * @member PMatrix2D
         * The invert() function inverts this matrix
         *
         * @return {boolean} true if successful
         */
        invert: function() {
          var d = this.determinant();
          if (Math.abs( d ) > PConstants.MIN_INT) {
            var old00 = this.elements[0];
            var old01 = this.elements[1];
            var old02 = this.elements[2];
            var old10 = this.elements[3];
            var old11 = this.elements[4];
            var old12 = this.elements[5];
            this.elements[0] =  old11 / d;
            this.elements[3] = -old10 / d;
            this.elements[1] = -old01 / d;
            this.elements[4] =  old00 / d;
            this.elements[2] = (old01 * old12 - old11 * old02) / d;
            this.elements[5] = (old10 * old02 - old00 * old12) / d;
            return true;
          }
          return false;
        },
        /**
         * @member PMatrix2D
         * The scale() function increases or decreases the size of a shape by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
         * This is equivalent to a two parameter call.
         *
         * @param {float} sx  the amount to scale on the x-axis
         * @param {float} sy  the amount to scale on the y-axis
         */
        scale: function(sx, sy) {
          if (sx && !sy) {
            sy = sx;
          }
          if (sx && sy) {
            this.elements[0] *= sx;
            this.elements[1] *= sy;
            this.elements[3] *= sx;
            this.elements[4] *= sy;
          }
        },
         /**
          * @member PMatrix2D
          * The invScale() function decreases or increases the size of a shape by contracting and expanding vertices. When only one parameter is specified scale will occur in all dimensions.
          * This is equivalent to a two parameter call.
          *
          * @param {float} sx  the amount to scale on the x-axis
          * @param {float} sy  the amount to scale on the y-axis
          */
        invScale: function(sx, sy) {
          if (sx && !sy) {
            sy = sx;
          }
          this.scale(1 / sx, 1 / sy);
        },
        /**
         * @member PMatrix2D
         * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix2D or a list of floats can be passed in.
         *
         * @param {PMatrix2D} matrix    the matrix to apply this matrix to
         * @param {float} m00           the first element of the matrix
         * @param {float} m01           the third element of the matrix
         * @param {float} m10           the fourth element of the matrix
         * @param {float} m11           the fith element of the matrix
         * @param {float} m12           the sixth element of the matrix
         */
        apply: function() {
          var source;
          if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
            source = arguments[0].array();
          } else if (arguments.length === 6) {
            source = Array.prototype.slice.call(arguments);
          } else if (arguments.length === 1 && arguments[0] instanceof Array) {
            source = arguments[0];
          }
  
          var result = [0, 0, this.elements[2],
                        0, 0, this.elements[5]];
          var e = 0;
          for (var row = 0; row < 2; row++) {
            for (var col = 0; col < 3; col++, e++) {
              result[e] += this.elements[row * 3 + 0] * source[col + 0] +
                           this.elements[row * 3 + 1] * source[col + 3];
            }
          }
          this.elements = result.slice();
        },
        /**
         * @member PMatrix2D
         * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix2D or elements of a matrix can be passed in.
         *
         * @param {PMatrix2D} matrix    the matrix to apply this matrix to
         * @param {float} m00           the first element of the matrix
         * @param {float} m01           the third element of the matrix
         * @param {float} m10           the fourth element of the matrix
         * @param {float} m11           the fith element of the matrix
         * @param {float} m12           the sixth element of the matrix
         */
        preApply: function() {
          var source;
          if (arguments.length === 1 && arguments[0] instanceof PMatrix2D) {
            source = arguments[0].array();
          } else if (arguments.length === 6) {
            source = Array.prototype.slice.call(arguments);
          } else if (arguments.length === 1 && arguments[0] instanceof Array) {
            source = arguments[0];
          }
          var result = [0, 0, source[2],
                        0, 0, source[5]];
          result[2] = source[2] + this.elements[2] * source[0] + this.elements[5] * source[1];
          result[5] = source[5] + this.elements[2] * source[3] + this.elements[5] * source[4];
          result[0] = this.elements[0] * source[0] + this.elements[3] * source[1];
          result[3] = this.elements[0] * source[3] + this.elements[3] * source[4];
          result[1] = this.elements[1] * source[0] + this.elements[4] * source[1];
          result[4] = this.elements[1] * source[3] + this.elements[4] * source[4];
          this.elements = result.slice();
        },
        /**
         * @member PMatrix2D
         * The rotate() function rotates the matrix.
         *
         * @param {float} angle         the angle of rotation in radiants
         */
        rotate: function(angle) {
          var c = Math.cos(angle);
          var s = Math.sin(angle);
          var temp1 = this.elements[0];
          var temp2 = this.elements[1];
          this.elements[0] =  c * temp1 + s * temp2;
          this.elements[1] = -s * temp1 + c * temp2;
          temp1 = this.elements[3];
          temp2 = this.elements[4];
          this.elements[3] =  c * temp1 + s * temp2;
          this.elements[4] = -s * temp1 + c * temp2;
        },
        /**
         * @member PMatrix2D
         * The rotateZ() function rotates the matrix.
         *
         * @param {float} angle         the angle of rotation in radiants
         */
        rotateZ: function(angle) {
          this.rotate(angle);
        },
        /**
         * @member PMatrix2D
         * The invRotateZ() function rotates the matrix in opposite direction.
         *
         * @param {float} angle         the angle of rotation in radiants
         */
        invRotateZ: function(angle) {
          this.rotateZ(angle - Math.PI);
        },
        /**
         * @member PMatrix2D
         * The print() function prints out the elements of this matrix
         */
        print: function() {
          var digits = printMatrixHelper(this.elements);
          var output = "" + p.nfs(this.elements[0], digits, 4) + " " +
                       p.nfs(this.elements[1], digits, 4) + " " +
                       p.nfs(this.elements[2], digits, 4) + "\n" +
                       p.nfs(this.elements[3], digits, 4) + " " +
                       p.nfs(this.elements[4], digits, 4) + " " +
                       p.nfs(this.elements[5], digits, 4) + "\n\n";
          p.println(output);
        }
      };
  
      /**
       * PMatrix3D is a 4x4  matrix implementation. The constructor accepts another PMatrix3D or a list of six or sixteen float elements.
       * If no parameters are provided the matrix is set to the identity matrix.
       */
      var PMatrix3D = p.PMatrix3D = function() {
        // When a matrix is created, it is set to an identity matrix
        this.reset();
      };
      /**
       * PMatrix3D methods
       */
      PMatrix3D.prototype = {
        /**
         * @member PMatrix2D
         * The set() function sets the matrix elements. The function accepts either another PMatrix3D, an array of elements, or a list of six or sixteen floats.
         *
         * @param {PMatrix3D} matrix    the initial matrix to set to
         * @param {float[]} elements    an array of elements to set this matrix to
         * @param {float} m00           the first element of the matrix
         * @param {float} m01           the second element of the matrix
         * @param {float} m02           the third element of the matrix
         * @param {float} m03           the fourth element of the matrix
         * @param {float} m10           the fifth element of the matrix
         * @param {float} m11           the sixth element of the matrix
         * @param {float} m12           the seventh element of the matrix
         * @param {float} m13           the eight element of the matrix
         * @param {float} m20           the nineth element of the matrix
         * @param {float} m21           the tenth element of the matrix
         * @param {float} m22           the eleventh element of the matrix
         * @param {float} m23           the twelveth element of the matrix
         * @param {float} m30           the thirteenth element of the matrix
         * @param {float} m31           the fourtheenth element of the matrix
         * @param {float} m32           the fivetheenth element of the matrix
         * @param {float} m33           the sixteenth element of the matrix
         */
        set: function() {
          if (arguments.length === 16) {
            this.elements = Array.prototype.slice.call(arguments);
          } else if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
            this.elements = arguments[0].array();
          } else if (arguments.length === 1 && arguments[0] instanceof Array) {
            this.elements = arguments[0].slice();
          }
        },
        /**
         * @member PMatrix3D
         * The get() function returns a copy of this PMatrix3D.
         *
         * @return {PMatrix3D} a copy of this PMatrix3D
         */
        get: function() {
          var outgoing = new PMatrix3D();
          outgoing.set(this.elements);
          return outgoing;
        },
        /**
         * @member PMatrix3D
         * The reset() function sets this PMatrix3D to the identity matrix.
         */
        reset: function() {
          this.elements = [1,0,0,0,
                           0,1,0,0,
                           0,0,1,0,
                           0,0,0,1];
        },
        /**
         * @member PMatrix3D
         * The array() function returns a copy of the element values.
         * @addon
         *
         * @return {float[]} returns a copy of the element values
         */
        array: function array() {
          return this.elements.slice();
        },
        /**
         * @member PMatrix3D
         * The translate() function translates this matrix by moving the current coordinates to the location specified by tx, ty, and tz.
         *
         * @param {float} tx  the x-axis coordinate to move to
         * @param {float} ty  the y-axis coordinate to move to
         * @param {float} tz  the z-axis coordinate to move to
         */
        translate: function(tx, ty, tz) {
          if (tz === undef) {
            tz = 0;
          }
  
          this.elements[3]  += tx * this.elements[0]  + ty * this.elements[1]  + tz * this.elements[2];
          this.elements[7]  += tx * this.elements[4]  + ty * this.elements[5]  + tz * this.elements[6];
          this.elements[11] += tx * this.elements[8]  + ty * this.elements[9]  + tz * this.elements[10];
          this.elements[15] += tx * this.elements[12] + ty * this.elements[13] + tz * this.elements[14];
        },
        /**
         * @member PMatrix3D
         * The transpose() function transpose this matrix.
         */
        transpose: function() {
          var temp = this.elements[4];
          this.elements[4] = this.elements[1];
          this.elements[1] = temp;
  
          temp = this.elements[8];
          this.elements[8] = this.elements[2];
          this.elements[2] = temp;
  
          temp = this.elements[6];
          this.elements[6] = this.elements[9];
          this.elements[9] = temp;
  
          temp = this.elements[3];
          this.elements[3] = this.elements[12];
          this.elements[12] = temp;
  
          temp = this.elements[7];
          this.elements[7] = this.elements[13];
          this.elements[13] = temp;
  
          temp = this.elements[11];
          this.elements[11] = this.elements[14];
          this.elements[14] = temp;
        },
        /**
         * @member PMatrix3D
         * The mult() function multiplied this matrix.
         * If two array elements are passed in the function will multiply a two element vector against this matrix.
         * If target is null or not length four, a new float array will be returned.
         * The values for vec and target can be the same (though that's less efficient).
         * If two PVectors are passed in the function multiply the x and y coordinates of a PVector against this matrix.
         *
         * @param {PVector} source, target  the PVectors used to multiply this matrix
         * @param {float[]} source, target  the arrays used to multiply this matrix
         *
         * @return {PVector|float[]} returns a PVector or an array representing the new matrix
         */
        mult: function(source, target) {
          var x, y, z, w;
          if (source instanceof PVector) {
            x = source.x;
            y = source.y;
            z = source.z;
            w = 1;
            if (!target) {
              target = new PVector();
            }
          } else if (source instanceof Array) {
            x = source[0];
            y = source[1];
            z = source[2];
            w = source[3] || 1;
  
            if ( !target || (target.length !== 3 && target.length !== 4) ) {
              target = [0, 0, 0];
            }
          }
  
          if (target instanceof Array) {
            if (target.length === 3) {
              target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
              target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
              target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
            } else if (target.length === 4) {
              target[0] = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
              target[1] = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
              target[2] = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
              target[3] = this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
            }
          }
          if (target instanceof PVector) {
            target.x = this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
            target.y = this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
            target.z = this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
          }
          return target;
        },
        /**
         * @member PMatrix3D
         * The preApply() function applies another matrix to the left of this one. Note that either a PMatrix3D or elements of a matrix can be passed in.
         *
         * @param {PMatrix3D} matrix    the matrix to apply this matrix to
         * @param {float} m00           the first element of the matrix
         * @param {float} m01           the second element of the matrix
         * @param {float} m02           the third element of the matrix
         * @param {float} m03           the fourth element of the matrix
         * @param {float} m10           the fifth element of the matrix
         * @param {float} m11           the sixth element of the matrix
         * @param {float} m12           the seventh element of the matrix
         * @param {float} m13           the eight element of the matrix
         * @param {float} m20           the nineth element of the matrix
         * @param {float} m21           the tenth element of the matrix
         * @param {float} m22           the eleventh element of the matrix
         * @param {float} m23           the twelveth element of the matrix
         * @param {float} m30           the thirteenth element of the matrix
         * @param {float} m31           the fourtheenth element of the matrix
         * @param {float} m32           the fivetheenth element of the matrix
         * @param {float} m33           the sixteenth element of the matrix
         */
        preApply: function() {
          var source;
          if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
            source = arguments[0].array();
          } else if (arguments.length === 16) {
            source = Array.prototype.slice.call(arguments);
          } else if (arguments.length === 1 && arguments[0] instanceof Array) {
            source = arguments[0];
          }
  
          var result = [0, 0, 0, 0,
                        0, 0, 0, 0,
                        0, 0, 0, 0,
                        0, 0, 0, 0];
          var e = 0;
          for (var row = 0; row < 4; row++) {
            for (var col = 0; col < 4; col++, e++) {
              result[e] += this.elements[col + 0] * source[row * 4 + 0] + this.elements[col + 4] *
                           source[row * 4 + 1] + this.elements[col + 8] * source[row * 4 + 2] +
                           this.elements[col + 12] * source[row * 4 + 3];
            }
          }
          this.elements = result.slice();
        },
        /**
         * @member PMatrix3D
         * The apply() function multiplies the current matrix by the one specified through the parameters. Note that either a PMatrix3D or a list of floats can be passed in.
         *
         * @param {PMatrix3D} matrix    the matrix to apply this matrix to
         * @param {float} m00           the first element of the matrix
         * @param {float} m01           the second element of the matrix
         * @param {float} m02           the third element of the matrix
         * @param {float} m03           the fourth element of the matrix
         * @param {float} m10           the fifth element of the matrix
         * @param {float} m11           the sixth element of the matrix
         * @param {float} m12           the seventh element of the matrix
         * @param {float} m13           the eight element of the matrix
         * @param {float} m20           the nineth element of the matrix
         * @param {float} m21           the tenth element of the matrix
         * @param {float} m22           the eleventh element of the matrix
         * @param {float} m23           the twelveth element of the matrix
         * @param {float} m30           the thirteenth element of the matrix
         * @param {float} m31           the fourtheenth element of the matrix
         * @param {float} m32           the fivetheenth element of the matrix
         * @param {float} m33           the sixteenth element of the matrix
         */
        apply: function() {
          var source;
          if (arguments.length === 1 && arguments[0] instanceof PMatrix3D) {
            source = arguments[0].array();
          } else if (arguments.length === 16) {
            source = Array.prototype.slice.call(arguments);
          } else if (arguments.length === 1 && arguments[0] instanceof Array) {
            source = arguments[0];
          }
  
          var result = [0, 0, 0, 0,
                        0, 0, 0, 0,
                        0, 0, 0, 0,
                        0, 0, 0, 0];
          var e = 0;
          for (var row = 0; row < 4; row++) {
            for (var col = 0; col < 4; col++, e++) {
              result[e] += this.elements[row * 4 + 0] * source[col + 0] + this.elements[row * 4 + 1] *
                           source[col + 4] + this.elements[row * 4 + 2] * source[col + 8] +
                           this.elements[row * 4 + 3] * source[col + 12];
            }
          }
          this.elements = result.slice();
        },
        /**
         * @member PMatrix3D
         * The rotate() function rotates the matrix.
         *
         * @param {float} angle         the angle of rotation in radiants
         */
        rotate: function(angle, v0, v1, v2) {
          if (arguments.length < 4) {
            this.rotateZ(angle);
          } else {
            var v = new PVector(v0, v1, v2);
            var m = v.mag();
            if (m === 0) {
              return;
            } else if (m != 1) {
              v.normalize();
              v0 = v.x;
              v1 = v.y;
              v2 = v.z;
            }
            var c = p.cos(angle);
            var s = p.sin(angle);
            var t = 1.0 - c;
  
            this.apply((t * v0 * v0) + c,
                       (t * v0 * v1) - (s * v2),
                       (t * v0 * v2) + (s * v1),
                       0,
                       (t * v0 * v1) + (s * v2),
                       (t * v1 * v1) + c,
                       (t * v1 * v2) - (s * v0),
                       0,
                       (t * v0 * v2) - (s * v1),
                       (t * v1 * v2) + (s * v0),
                       (t * v2 * v2) + c,
                       0,
                       0, 0, 0, 1);
          }
        },
        /**
         * @member PMatrix3D
         * The invApply() function applies the inverted matrix to this matrix.
         *
         * @param {float} m00           the first element of the matrix
         * @param {float} m01           the second element of the matrix
         * @param {float} m02           the third element of the matrix
         * @param {float} m03           the fourth element of the matrix
         * @param {float} m10           the fifth element of the matrix
         * @param {float} m11           the sixth element of the matrix
         * @param {float} m12           the seventh element of the matrix
         * @param {float} m13           the eight element of the matrix
         * @param {float} m20           the nineth element of the matrix
         * @param {float} m21           the tenth element of the matrix
         * @param {float} m22           the eleventh element of the matrix
         * @param {float} m23           the twelveth element of the matrix
         * @param {float} m30           the thirteenth element of the matrix
         * @param {float} m31           the fourtheenth element of the matrix
         * @param {float} m32           the fivetheenth element of the matrix
         * @param {float} m33           the sixteenth element of the matrix
         *
         * @return {boolean} returns true if the operation was successful.
         */
        invApply: function() {
          if (inverseCopy === undef) {
            inverseCopy = new PMatrix3D();
          }
          var a = arguments;
          inverseCopy.set(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8],
                          a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
  
          if (!inverseCopy.invert()) {
            return false;
          }
          this.preApply(inverseCopy);
          return true;
        },
        /**
         * @member PMatrix3D
         * The rotateZ() function rotates the matrix.
         *
         * @param {float} angle         the angle of rotation in radiants
         */
        rotateX: function(angle) {
          var c = p.cos(angle);
          var s = p.sin(angle);
          this.apply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
        },
        /**
         * @member PMatrix3D
         * The rotateY() function rotates the matrix.
         *
         * @param {float} angle         the angle of rotation in radiants
         */
        rotateY: function(angle) {
          var c = p.cos(angle);
          var s = p.sin(angle);
          this.apply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
        },
        /**
         * @member PMatrix3D
         * The rotateZ() function rotates the matrix.
         *
         * @param {float} angle         the angle of rotation in radiants
         */
        rotateZ: function(angle) {
          var c = Math.cos(angle);
          var s = Math.sin(angle);
          this.apply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
        },
        /**
         * @member PMatrix3D
         * The scale() function increases or decreases the size of a matrix by expanding and contracting vertices. When only one parameter is specified scale will occur in all dimensions.
         * This is equivalent to a three parameter call.
         *
         * @param {float} sx  the amount to scale on the x-axis
         * @param {float} sy  the amount to scale on the y-axis
         * @param {float} sz  the amount to scale on the z-axis
         */
        scale: function(sx, sy, sz) {
          if (sx && !sy && !sz) {
            sy = sz = sx;
          } else if (sx && sy && !sz) {
            sz = 1;
          }
  
          if (sx && sy && sz) {
            this.elements[0]  *= sx;
            this.elements[1]  *= sy;
            this.elements[2]  *= sz;
            this.elements[4]  *= sx;
            this.elements[5]  *= sy;
            this.elements[6]  *= sz;
            this.elements[8]  *= sx;
            this.elements[9]  *= sy;
            this.elements[10] *= sz;
            this.elements[12] *= sx;
            this.elements[13] *= sy;
            this.elements[14] *= sz;
          }
        },
        /**
         * @member PMatrix3D
         * The skewX() function skews the matrix along the x-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of skew specified in radians
         */
        skewX: function(angle) {
          var t = Math.tan(angle);
          this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
        },
        /**
         * @member PMatrix3D
         * The skewY() function skews the matrix along the y-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of skew specified in radians
         */
        skewY: function(angle) {
          var t = Math.tan(angle);
          this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
        },
        /**
         * @member PMatrix3D
         * The shearX() function shears the matrix along the x-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of shear specified in radians
         */
        shearX: function(angle) {
          var t = Math.tan(angle);
          this.apply(1, t, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
        },
        /**
         * @member PMatrix3D
         * The shearY() function shears the matrix along the y-axis the amount specified by the angle parameter.
         * Angles should be specified in radians (values from 0 to PI*2) or converted to radians with the <b>radians()</b> function.
         *
         * @param {float} angle  angle of shear specified in radians
         */
        shearY: function(angle) {
          var t = Math.tan(angle);
          this.apply(1, 0, 0, 0, t, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
        },
        multX: function(x, y, z, w) {
          if (!z) {
            return this.elements[0] * x + this.elements[1] * y + this.elements[3];
          }
          if (!w) {
            return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3];
          }
          return this.elements[0] * x + this.elements[1] * y + this.elements[2] * z + this.elements[3] * w;
        },
        multY: function(x, y, z, w) {
          if (!z) {
            return this.elements[4] * x + this.elements[5] * y + this.elements[7];
          }
          if (!w) {
            return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7];
          }
          return this.elements[4] * x + this.elements[5] * y + this.elements[6] * z + this.elements[7] * w;
        },
        multZ: function(x, y, z, w) {
          if (!w) {
            return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11];
          }
          return this.elements[8] * x + this.elements[9] * y + this.elements[10] * z + this.elements[11] * w;
        },
        multW: function(x, y, z, w) {
          if (!w) {
            return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15];
          }
          return this.elements[12] * x + this.elements[13] * y + this.elements[14] * z + this.elements[15] * w;
        },
        /**
         * @member PMatrix3D
         * The invert() function inverts this matrix
         *
         * @return {boolean} true if successful
         */
        invert: function() {
          var fA0 = this.elements[0] * this.elements[5] - this.elements[1] * this.elements[4];
          var fA1 = this.elements[0] * this.elements[6] - this.elements[2] * this.elements[4];
          var fA2 = this.elements[0] * this.elements[7] - this.elements[3] * this.elements[4];
          var fA3 = this.elements[1] * this.elements[6] - this.elements[2] * this.elements[5];
          var fA4 = this.elements[1] * this.elements[7] - this.elements[3] * this.elements[5];
          var fA5 = this.elements[2] * this.elements[7] - this.elements[3] * this.elements[6];
          var fB0 = this.elements[8] * this.elements[13] - this.elements[9] * this.elements[12];
          var fB1 = this.elements[8] * this.elements[14] - this.elements[10] * this.elements[12];
          var fB2 = this.elements[8] * this.elements[15] - this.elements[11] * this.elements[12];
          var fB3 = this.elements[9] * this.elements[14] - this.elements[10] * this.elements[13];
          var fB4 = this.elements[9] * this.elements[15] - this.elements[11] * this.elements[13];
          var fB5 = this.elements[10] * this.elements[15] - this.elements[11] * this.elements[14];
  
          // Determinant
          var fDet = fA0 * fB5 - fA1 * fB4 + fA2 * fB3 + fA3 * fB2 - fA4 * fB1 + fA5 * fB0;
  
          // Account for a very small value
          // return false if not successful.
          if (Math.abs(fDet) <= 1e-9) {
            return false;
          }
  
          var kInv = [];
          kInv[0]  = +this.elements[5] * fB5 - this.elements[6] * fB4 + this.elements[7] * fB3;
          kInv[4]  = -this.elements[4] * fB5 + this.elements[6] * fB2 - this.elements[7] * fB1;
          kInv[8]  = +this.elements[4] * fB4 - this.elements[5] * fB2 + this.elements[7] * fB0;
          kInv[12] = -this.elements[4] * fB3 + this.elements[5] * fB1 - this.elements[6] * fB0;
          kInv[1]  = -this.elements[1] * fB5 + this.elements[2] * fB4 - this.elements[3] * fB3;
          kInv[5]  = +this.elements[0] * fB5 - this.elements[2] * fB2 + this.elements[3] * fB1;
          kInv[9]  = -this.elements[0] * fB4 + this.elements[1] * fB2 - this.elements[3] * fB0;
          kInv[13] = +this.elements[0] * fB3 - this.elements[1] * fB1 + this.elements[2] * fB0;
          kInv[2]  = +this.elements[13] * fA5 - this.elements[14] * fA4 + this.elements[15] * fA3;
          kInv[6]  = -this.elements[12] * fA5 + this.elements[14] * fA2 - this.elements[15] * fA1;
          kInv[10] = +this.elements[12] * fA4 - this.elements[13] * fA2 + this.elements[15] * fA0;
          kInv[14] = -this.elements[12] * fA3 + this.elements[13] * fA1 - this.elements[14] * fA0;
          kInv[3]  = -this.elements[9] * fA5 + this.elements[10] * fA4 - this.elements[11] * fA3;
          kInv[7]  = +this.elements[8] * fA5 - this.elements[10] * fA2 + this.elements[11] * fA1;
          kInv[11] = -this.elements[8] * fA4 + this.elements[9] * fA2 - this.elements[11] * fA0;
          kInv[15] = +this.elements[8] * fA3 - this.elements[9] * fA1 + this.elements[10] * fA0;
  
          // Inverse using Determinant
          var fInvDet = 1.0 / fDet;
          kInv[0]  *= fInvDet;
          kInv[1]  *= fInvDet;
          kInv[2]  *= fInvDet;
          kInv[3]  *= fInvDet;
          kInv[4]  *= fInvDet;
          kInv[5]  *= fInvDet;
          kInv[6]  *= fInvDet;
          kInv[7]  *= fInvDet;
          kInv[8]  *= fInvDet;
          kInv[9]  *= fInvDet;
          kInv[10] *= fInvDet;
          kInv[11] *= fInvDet;
          kInv[12] *= fInvDet;
          kInv[13] *= fInvDet;
          kInv[14] *= fInvDet;
          kInv[15] *= fInvDet;
  
          this.elements = kInv.slice();
          return true;
        },
        toString: function() {
          var str = "";
          for (var i = 0; i < 15; i++) {
            str += this.elements[i] + ", ";
          }
          str += this.elements[15];
          return str;
        },
        /**
         * @member PMatrix3D
         * The print() function prints out the elements of this matrix
         */
        print: function() {
          var digits = printMatrixHelper(this.elements);
  
          var output = "" + p.nfs(this.elements[0], digits, 4) + " " + p.nfs(this.elements[1], digits, 4) +
                       " " + p.nfs(this.elements[2], digits, 4) + " " + p.nfs(this.elements[3], digits, 4) +
                       "\n" + p.nfs(this.elements[4], digits, 4) + " " + p.nfs(this.elements[5], digits, 4) +
                       " " + p.nfs(this.elements[6], digits, 4) + " " + p.nfs(this.elements[7], digits, 4) +
                       "\n" + p.nfs(this.elements[8], digits, 4) + " " + p.nfs(this.elements[9], digits, 4) +
                       " " + p.nfs(this.elements[10], digits, 4) + " " + p.nfs(this.elements[11], digits, 4) +
                       "\n" + p.nfs(this.elements[12], digits, 4) + " " + p.nfs(this.elements[13], digits, 4) +
                       " " + p.nfs(this.elements[14], digits, 4) + " " + p.nfs(this.elements[15], digits, 4) + "\n\n";
          p.println(output);
        },
        invTranslate: function(tx, ty, tz) {
          this.preApply(1, 0, 0, -tx, 0, 1, 0, -ty, 0, 0, 1, -tz, 0, 0, 0, 1);
        },
        invRotateX: function(angle) {
          var c = Math.cos(-angle);
          var s = Math.sin(-angle);
          this.preApply([1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1]);
        },
        invRotateY: function(angle) {
          var c = Math.cos(-angle);
          var s = Math.sin(-angle);
          this.preApply([c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1]);
        },
        invRotateZ: function(angle) {
          var c = Math.cos(-angle);
          var s = Math.sin(-angle);
          this.preApply([c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
        },
        invScale: function(x, y, z) {
          this.preApply([1 / x, 0, 0, 0, 0, 1 / y, 0, 0, 0, 0, 1 / z, 0, 0, 0, 0, 1]);
        }
      };
  
      /**
       * @private
       * The matrix stack stores the transformations and translations that occur within the space.
       */
      var PMatrixStack = p.PMatrixStack = function() {
        this.matrixStack = [];
      };
  
      /**
       * @member PMatrixStack
       * load pushes the matrix given in the function into the stack
       *
       * @param {Object | Array} matrix the matrix to be pushed into the stack
       */
      PMatrixStack.prototype.load = function() {
        var tmpMatrix = drawing.$newPMatrix();
  
        if (arguments.length === 1) {
          tmpMatrix.set(arguments[0]);
        } else {
          tmpMatrix.set(arguments);
        }
        this.matrixStack.push(tmpMatrix);
      };
  
      Drawing2D.prototype.$newPMatrix = function() {
        return new PMatrix2D();
      };
  
      Drawing3D.prototype.$newPMatrix = function() {
        return new PMatrix3D();
      };
  
      /**
       * @member PMatrixStack
       * push adds a duplicate of the top of the stack onto the stack - uses the peek function
       */
      PMatrixStack.prototype.push = function() {
        this.matrixStack.push(this.peek());
      };
  
      /**
       * @member PMatrixStack
       * pop removes returns the matrix at the top of the stack
       *
       * @returns {Object} the matrix at the top of the stack
       */
      PMatrixStack.prototype.pop = function() {
        return this.matrixStack.pop();
      };
  
      /**
       * @member PMatrixStack
       * peek returns but doesn't remove the matrix at the top of the stack
       *
       * @returns {Object} the matrix at the top of the stack
       */
      PMatrixStack.prototype.peek = function() {
        var tmpMatrix = drawing.$newPMatrix();
  
        tmpMatrix.set(this.matrixStack[this.matrixStack.length - 1]);
        return tmpMatrix;
      };
  
      /**
       * @member PMatrixStack
       * this function multiplies the matrix at the top of the stack with the matrix given as a parameter
       *
       * @param {Object | Array} matrix the matrix to be multiplied into the stack
       */
      PMatrixStack.prototype.mult = function(matrix) {
        this.matrixStack[this.matrixStack.length - 1].apply(matrix);
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Array handling
      ////////////////////////////////////////////////////////////////////////////
  
      /**
      * The split() function breaks a string into pieces using a character or string
      * as the divider. The delim  parameter specifies the character or characters that
      * mark the boundaries between each piece. A String[] array is returned that contains
      * each of the pieces.
      * If the result is a set of numbers, you can convert the String[] array to to a float[]
      * or int[] array using the datatype conversion functions int() and float() (see example above).
      * The splitTokens() function works in a similar fashion, except that it splits using a range
      * of characters instead of a specific character or sequence.
      *
      * @param {String} str       the String to be split
      * @param {String} delim     the character or String used to separate the data
      *
      * @returns {string[]} The new string array
      *
      * @see splitTokens
      * @see join
      * @see trim
      */
      p.split = function(str, delim) {
        return str.split(delim);
      };
  
      /**
      * The splitTokens() function splits a String at one or many character "tokens." The tokens
      * parameter specifies the character or characters to be used as a boundary.
      * If no tokens character is specified, any whitespace character is used to split.
      * Whitespace characters include tab (\t), line feed (\n), carriage return (\r), form
      * feed (\f), and space. To convert a String to an array of integers or floats, use the
      * datatype conversion functions int() and float() to convert the array of Strings.
      *
      * @param {String} str       the String to be split
      * @param {Char[]} tokens    list of individual characters that will be used as separators
      *
      * @returns {string[]} The new string array
      *
      * @see split
      * @see join
      * @see trim
      */
      p.splitTokens = function(str, tokens) {
        if (tokens === undef) {
          return str.split(/\s+/g);
        }
  
        var chars = tokens.split(/()/g),
            buffer = "",
            len = str.length,
            i, c,
            tokenized = [];
  
        for (i = 0; i < len; i++) {
          c = str[i];
          if (chars.indexOf(c) > -1) {
            if (buffer !== "") {
              tokenized.push(buffer);
            }
            buffer = "";
          } else {
            buffer += c;
          }
        }
  
        if (buffer !== "") {
          tokenized.push(buffer);
        }
  
        return tokenized;
      };
  
      /**
      * Expands an array by one element and adds data to the new position. The datatype of
      * the element parameter must be the same as the datatype of the array.
      * When using an array of objects, the data returned from the function must be cast to
      * the object array's data type. For example: SomeClass[] items = (SomeClass[])
      * append(originalArray, element).
      *
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
      * byte[], char[], int[], float[], or String[], or an array of objects
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} element new data for the array
      *
      * @returns Array (the same datatype as the input)
      *
      * @see shorten
      * @see expand
      */
      p.append = function(array, element) {
        array[array.length] = element;
        return array;
      };
  
      /**
      * Concatenates two arrays. For example, concatenating the array { 1, 2, 3 } and the
      * array { 4, 5, 6 } yields { 1, 2, 3, 4, 5, 6 }. Both parameters must be arrays of the
      * same datatype.
      * When using an array of objects, the data returned from the function must be cast to the
      * object array's data type. For example: SomeClass[] items = (SomeClass[]) concat(array1, array2).
      *
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array1 boolean[],
      * byte[], char[], int[], float[], String[], or an array of objects
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array2 boolean[],
      * byte[], char[], int[], float[], String[], or an array of objects
      *
      * @returns Array (the same datatype as the input)
      *
      * @see splice
      */
      p.concat = function(array1, array2) {
        return array1.concat(array2);
      };
  
      /**
       * Sorts an array of numbers from smallest to largest and puts an array of
       * words in alphabetical order. The original array is not modified, a
       * re-ordered array is returned. The count parameter states the number of
       * elements to sort. For example if there are 12 elements in an array and
       * if count is the value 5, only the first five elements on the array will
       * be sorted. Alphabetical ordering is case insensitive.
       *
       * @param {String[] | int[] | float[]}  array Array of elements to sort
       * @param {int}                         numElem Number of elements to sort
       *
       * @returns {String[] | int[] | float[]} Array (same datatype as the input)
       *
       * @see reverse
      */
      p.sort = function(array, numElem) {
        var ret = [];
  
        // depending on the type used (int, float) or string
        // we'll need to use a different compare function
        if (array.length > 0) {
          // copy since we need to return another array
          var elemsToCopy = numElem > 0 ? numElem : array.length;
          for (var i = 0; i < elemsToCopy; i++) {
            ret.push(array[i]);
          }
          if (typeof array[0] === "string") {
            ret.sort();
          }
          // int or float
          else {
            ret.sort(function(a, b) {
              return a - b;
            });
          }
  
          // copy on the rest of the elements that were not sorted in case the user
          // only wanted a subset of an array to be sorted.
          if (numElem > 0) {
            for (var j = ret.length; j < array.length; j++) {
              ret.push(array[j]);
            }
          }
        }
        return ret;
      };
  
      /**
      * Inserts a value or array of values into an existing array. The first two parameters must
      * be of the same datatype. The array parameter defines the array which will be modified
      * and the second parameter defines the data which will be inserted. When using an array
      * of objects, the data returned from the function must be cast to the object array's data
      * type. For example: SomeClass[] items = (SomeClass[]) splice(array1, array2, index).
      *
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
      * byte[], char[], int[], float[], String[], or an array of objects
      * @param {boolean|byte|char|int|float|String|boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects}
      * value boolean, byte, char, int, float, String, boolean[], byte[], char[], int[],
      * float[], String[], or other Object: value or an array of objects to be spliced in
      * @param {int} index                position in the array from which to insert data
      *
      * @returns Array (the same datatype as the input)
      *
      * @see contract
      * @see subset
      */
      p.splice = function(array, value, index) {
  
        // Trying to splice an empty array into "array" in P5 won't do
        // anything, just return the original.
        if(value.length === 0)
        {
          return array;
        }
  
        // If the second argument was an array, we'll need to iterate over all
        // the "value" elements and add one by one because
        // array.splice(index, 0, value);
        // would create a multi-dimensional array which isn't what we want.
        if(value instanceof Array) {
          for(var i = 0, j = index; i < value.length; j++,i++) {
            array.splice(j, 0, value[i]);
          }
        } else {
          array.splice(index, 0, value);
        }
  
        return array;
      };
  
      /**
      * Extracts an array of elements from an existing array. The array parameter defines the
      * array from which the elements will be copied and the offset and length parameters determine
      * which elements to extract. If no length is given, elements will be extracted from the offset
      * to the end of the array. When specifying the offset remember the first array element is 0.
      * This function does not change the source array.
      * When using an array of objects, the data returned from the function must be cast to the
      * object array's data type.
      *
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array boolean[],
      * byte[], char[], int[], float[], String[], or an array of objects
      * @param {int} offset         position to begin
      * @param {int} length         number of values to extract
      *
      * @returns Array (the same datatype as the input)
      *
      * @see splice
      */
      p.subset = function(array, offset, length) {
        var end = (length !== undef) ? offset + length : array.length;
        return array.slice(offset, end);
      };
  
      /**
      * Combines an array of Strings into one String, each separated by the character(s) used for
      * the separator parameter. To join arrays of ints or floats, it's necessary to first convert
      * them to strings using nf() or nfs().
      *
      * @param {Array} array              array of Strings
      * @param {char|String} separator    char or String to be placed between each item
      *
      * @returns {String} The combined string
      *
      * @see split
      * @see trim
      * @see nf
      * @see nfs
      */
      p.join = function(array, seperator) {
        return array.join(seperator);
      };
  
      /**
      * Decreases an array by one element and returns the shortened array. When using an
      * array of objects, the data returned from the function must be cast to the object array's
      * data type. For example: SomeClass[] items = (SomeClass[]) shorten(originalArray).
      *
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} array
      * boolean[], byte[], char[], int[], float[], or String[], or an array of objects
      *
      * @returns Array (the same datatype as the input)
      *
      * @see append
      * @see expand
      */
      p.shorten = function(ary) {
        var newary = [];
  
        // copy array into new array
        var len = ary.length;
        for (var i = 0; i < len; i++) {
          newary[i] = ary[i];
        }
        newary.pop();
  
        return newary;
      };
  
      /**
      * Increases the size of an array. By default, this function doubles the size of the array,
      * but the optional newSize parameter provides precise control over the increase in size.
      * When using an array of objects, the data returned from the function must be cast to the
      * object array's data type. For example: SomeClass[] items = (SomeClass[]) expand(originalArray).
      *
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]|array of objects} ary
      * boolean[], byte[], char[], int[], float[], String[], or an array of objects
      * @param {int} newSize              positive int: new size for the array
      *
      * @returns Array (the same datatype as the input)
      *
      * @see contract
      */
      p.expand = function(ary, targetSize) {
        var temp = ary.slice(0),
            newSize = targetSize || ary.length * 2;
        temp.length = newSize;
        return temp;
      };
  
      /**
      * Copies an array (or part of an array) to another array. The src array is copied to the
      * dst array, beginning at the position specified by srcPos and into the position specified
      * by dstPos. The number of elements to copy is determined by length. The simplified version
      * with two arguments copies an entire array to another of the same size. It is equivalent
      * to "arrayCopy(src, 0, dst, 0, src.length)". This function is far more efficient for copying
      * array data than iterating through a for and copying each element.
      *
      * @param {Array} src an array of any data type: the source array
      * @param {Array} dest an array of any data type (as long as it's the same as src): the destination array
      * @param {int} srcPos     starting position in the source array
      * @param {int} destPos    starting position in the destination array
      * @param {int} length     number of array elements to be copied
      *
      * @returns none
      */
      p.arrayCopy = function() { // src, srcPos, dest, destPos, length) {
        var src, srcPos = 0, dest, destPos = 0, length;
  
        if (arguments.length === 2) {
          // recall itself and copy src to dest from start index 0 to 0 of src.length
          src = arguments[0];
          dest = arguments[1];
          length = src.length;
        } else if (arguments.length === 3) {
          // recall itself and copy src to dest from start index 0 to 0 of length
          src = arguments[0];
          dest = arguments[1];
          length = arguments[2];
        } else if (arguments.length === 5) {
          src = arguments[0];
          srcPos = arguments[1];
          dest = arguments[2];
          destPos = arguments[3];
          length = arguments[4];
        }
  
        // copy src to dest from index srcPos to index destPos of length recursivly on objects
        for (var i = srcPos, j = destPos; i < length + srcPos; i++, j++) {
          if (dest[j] !== undef) {
            dest[j] = src[i];
          } else {
            throw "array index out of bounds exception";
          }
        }
      };
  
      /**
      * Reverses the order of an array.
      *
      * @param {boolean[]|byte[]|char[]|int[]|float[]|String[]} array
      * boolean[], byte[], char[], int[], float[], or String[]
      *
      * @returns Array (the same datatype as the input)
      *
      * @see sort
      */
      p.reverse = function(array) {
        return array.reverse();
      };
  
  
      ////////////////////////////////////////////////////////////////////////////
      // Color functions
      ////////////////////////////////////////////////////////////////////////////
  
      // helper functions for internal blending modes
      p.mix = function(a, b, f) {
        return a + (((b - a) * f) >> 8);
      };
  
      p.peg = function(n) {
        return (n < 0) ? 0 : ((n > 255) ? 255 : n);
      };
  
      // blending modes
      /**
      * These are internal blending modes used for BlendColor()
      *
      * @param {Color} c1       First Color to blend
      * @param {Color} c2       Second Color to blend
      *
      * @returns {Color}        The blended Color
      *
      * @see BlendColor
      * @see Blend
      */
      p.modes = (function() {
        var ALPHA_MASK = PConstants.ALPHA_MASK,
          RED_MASK = PConstants.RED_MASK,
          GREEN_MASK = PConstants.GREEN_MASK,
          BLUE_MASK = PConstants.BLUE_MASK,
          min = Math.min,
          max = Math.max;
  
        function applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb) {
          var a = min(((c1 & 0xff000000) >>> 24) + f, 0xff) << 24;
  
          var r = (ar + (((cr - ar) * f) >> 8));
          r = ((r < 0) ? 0 : ((r > 255) ? 255 : r)) << 16;
  
          var g = (ag + (((cg - ag) * f) >> 8));
          g = ((g < 0) ? 0 : ((g > 255) ? 255 : g)) << 8;
  
          var b = ab + (((cb - ab) * f) >> 8);
          b = (b < 0) ? 0 : ((b > 255) ? 255 : b);
  
          return (a | r | g | b);
        }
  
        return {
          replace: function(c1, c2) {
            return c2;
          },
          blend: function(c1, c2) {
            var f = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK),
              ag = (c1 & GREEN_MASK),
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK),
              bg = (c2 & GREEN_MASK),
              bb = (c2 & BLUE_MASK);
  
            return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
                    (ar + (((br - ar) * f) >> 8)) & RED_MASK |
                    (ag + (((bg - ag) * f) >> 8)) & GREEN_MASK |
                    (ab + (((bb - ab) * f) >> 8)) & BLUE_MASK);
          },
          add: function(c1, c2) {
            var f = (c2 & ALPHA_MASK) >>> 24;
            return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
                    min(((c1 & RED_MASK) + ((c2 & RED_MASK) >> 8) * f), RED_MASK) & RED_MASK |
                    min(((c1 & GREEN_MASK) + ((c2 & GREEN_MASK) >> 8) * f), GREEN_MASK) & GREEN_MASK |
                    min((c1 & BLUE_MASK) + (((c2 & BLUE_MASK) * f) >> 8), BLUE_MASK));
          },
          subtract: function(c1, c2) {
            var f = (c2 & ALPHA_MASK) >>> 24;
            return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
                    max(((c1 & RED_MASK) - ((c2 & RED_MASK) >> 8) * f), GREEN_MASK) & RED_MASK |
                    max(((c1 & GREEN_MASK) - ((c2 & GREEN_MASK) >> 8) * f), BLUE_MASK) & GREEN_MASK |
                    max((c1 & BLUE_MASK) - (((c2 & BLUE_MASK) * f) >> 8), 0));
          },
          lightest: function(c1, c2) {
            var f = (c2 & ALPHA_MASK) >>> 24;
            return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
                    max(c1 & RED_MASK, ((c2 & RED_MASK) >> 8) * f) & RED_MASK |
                    max(c1 & GREEN_MASK, ((c2 & GREEN_MASK) >> 8) * f) & GREEN_MASK |
                    max(c1 & BLUE_MASK, ((c2 & BLUE_MASK) * f) >> 8));
          },
          darkest: function(c1, c2) {
            var f = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK),
              ag = (c1 & GREEN_MASK),
              ab = (c1 & BLUE_MASK),
              br = min(c1 & RED_MASK, ((c2 & RED_MASK) >> 8) * f),
              bg = min(c1 & GREEN_MASK, ((c2 & GREEN_MASK) >> 8) * f),
              bb = min(c1 & BLUE_MASK, ((c2 & BLUE_MASK) * f) >> 8);
  
            return (min(((c1 & ALPHA_MASK) >>> 24) + f, 0xff) << 24 |
                    (ar + (((br - ar) * f) >> 8)) & RED_MASK |
                    (ag + (((bg - ag) * f) >> 8)) & GREEN_MASK |
                    (ab + (((bb - ab) * f) >> 8)) & BLUE_MASK);
          },
          difference: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK),
              cr = (ar > br) ? (ar - br) : (br - ar),
              cg = (ag > bg) ? (ag - bg) : (bg - ag),
              cb = (ab > bb) ? (ab - bb) : (bb - ab);
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          exclusion: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK),
              cr = ar + br - ((ar * br) >> 7),
              cg = ag + bg - ((ag * bg) >> 7),
              cb = ab + bb - ((ab * bb) >> 7);
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          multiply: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK),
              cr = (ar * br) >> 8,
              cg = (ag * bg) >> 8,
              cb = (ab * bb) >> 8;
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          screen: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK),
              cr = 255 - (((255 - ar) * (255 - br)) >> 8),
              cg = 255 - (((255 - ag) * (255 - bg)) >> 8),
              cb = 255 - (((255 - ab) * (255 - bb)) >> 8);
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          hard_light: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK),
              cr = (br < 128) ? ((ar * br) >> 7) : (255 - (((255 - ar) * (255 - br)) >> 7)),
              cg = (bg < 128) ? ((ag * bg) >> 7) : (255 - (((255 - ag) * (255 - bg)) >> 7)),
              cb = (bb < 128) ? ((ab * bb) >> 7) : (255 - (((255 - ab) * (255 - bb)) >> 7));
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          soft_light: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK),
              cr = ((ar * br) >> 7) + ((ar * ar) >> 8) - ((ar * ar * br) >> 15),
              cg = ((ag * bg) >> 7) + ((ag * ag) >> 8) - ((ag * ag * bg) >> 15),
              cb = ((ab * bb) >> 7) + ((ab * ab) >> 8) - ((ab * ab * bb) >> 15);
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          overlay: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK),
              cr = (ar < 128) ? ((ar * br) >> 7) : (255 - (((255 - ar) * (255 - br)) >> 7)),
              cg = (ag < 128) ? ((ag * bg) >> 7) : (255 - (((255 - ag) * (255 - bg)) >> 7)),
              cb = (ab < 128) ? ((ab * bb) >> 7) : (255 - (((255 - ab) * (255 - bb)) >> 7));
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          dodge: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK);
  
            var cr = 255;
            if (br !== 255) {
              cr = (ar << 8) / (255 - br);
              cr = (cr < 0) ? 0 : ((cr > 255) ? 255 : cr);
            }
  
            var cg = 255;
            if (bg !== 255) {
              cg = (ag << 8) / (255 - bg);
              cg = (cg < 0) ? 0 : ((cg > 255) ? 255 : cg);
            }
  
            var cb = 255;
            if (bb !== 255) {
              cb = (ab << 8) / (255 - bb);
              cb = (cb < 0) ? 0 : ((cb > 255) ? 255 : cb);
            }
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          },
          burn: function(c1, c2) {
            var f  = (c2 & ALPHA_MASK) >>> 24,
              ar = (c1 & RED_MASK) >> 16,
              ag = (c1 & GREEN_MASK) >> 8,
              ab = (c1 & BLUE_MASK),
              br = (c2 & RED_MASK) >> 16,
              bg = (c2 & GREEN_MASK) >> 8,
              bb = (c2 & BLUE_MASK);
  
            var cr = 0;
            if (br !== 0) {
              cr = ((255 - ar) << 8) / br;
              cr = 255 - ((cr < 0) ? 0 : ((cr > 255) ? 255 : cr));
            }
  
            var cg = 0;
            if (bg !== 0) {
              cg = ((255 - ag) << 8) / bg;
              cg = 255 - ((cg < 0) ? 0 : ((cg > 255) ? 255 : cg));
            }
  
            var cb = 0;
            if (bb !== 0) {
              cb = ((255 - ab) << 8) / bb;
              cb = 255 - ((cb < 0) ? 0 : ((cb > 255) ? 255 : cb));
            }
  
            return applyMode(c1, f, ar, ag, ab, br, bg, bb, cr, cg, cb);
          }
        };
      }());
  
      function color$4(aValue1, aValue2, aValue3, aValue4) {
        var r, g, b, a;
  
        if (curColorMode === PConstants.HSB) {
          var rgb = p.color.toRGB(aValue1, aValue2, aValue3);
          r = rgb[0];
          g = rgb[1];
          b = rgb[2];
        } else {
          r = Math.round(255 * (aValue1 / colorModeX));
          g = Math.round(255 * (aValue2 / colorModeY));
          b = Math.round(255 * (aValue3 / colorModeZ));
        }
  
        a = Math.round(255 * (aValue4 / colorModeA));
  
        // Limit values less than 0 and greater than 255
        r = (r < 0) ? 0 : r;
        g = (g < 0) ? 0 : g;
        b = (b < 0) ? 0 : b;
        a = (a < 0) ? 0 : a;
        r = (r > 255) ? 255 : r;
        g = (g > 255) ? 255 : g;
        b = (b > 255) ? 255 : b;
        a = (a > 255) ? 255 : a;
  
        // Create color int
        return (a << 24) & PConstants.ALPHA_MASK | (r << 16) & PConstants.RED_MASK | (g << 8) & PConstants.GREEN_MASK | b & PConstants.BLUE_MASK;
      }
  
      function color$2(aValue1, aValue2) {
        var a;
  
        // Color int and alpha
        if (aValue1 & PConstants.ALPHA_MASK) {
          a = Math.round(255 * (aValue2 / colorModeA));
          // Limit values less than 0 and greater than 255
          a = (a > 255) ? 255 : a;
          a = (a < 0) ? 0 : a;
  
          return aValue1 - (aValue1 & PConstants.ALPHA_MASK) + ((a << 24) & PConstants.ALPHA_MASK);
        }
        // Grayscale and alpha
        if (curColorMode === PConstants.RGB) {
          return color$4(aValue1, aValue1, aValue1, aValue2);
        }
        if (curColorMode === PConstants.HSB) {
          return color$4(0, 0, (aValue1 / colorModeX) * colorModeZ, aValue2);
        }
      }
  
      function color$1(aValue1) {
        // Grayscale
        if (aValue1 <= colorModeX && aValue1 >= 0) {
            if (curColorMode === PConstants.RGB) {
              return color$4(aValue1, aValue1, aValue1, colorModeA);
            }
            if (curColorMode === PConstants.HSB) {
              return color$4(0, 0, (aValue1 / colorModeX) * colorModeZ, colorModeA);
            }
        }
        // Color int
        if (aValue1) {
          if (aValue1 > 2147483647) {
            // Java Overflow
            aValue1 -= 4294967296;
          }
          return aValue1;
        }
      }
  
      /**
      * Creates colors for storing in variables of the color datatype. The parameters are
      * interpreted as RGB or HSB values depending on the current colorMode(). The default
      * mode is RGB values from 0 to 255 and therefore, the function call color(255, 204, 0)
      * will return a bright yellow color. More about how colors are stored can be found in
      * the reference for the color datatype.
      *
      * @param {int|float} aValue1        red or hue or grey values relative to the current color range.
      * Also can be color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
      * @param {int|float} aValue2        green or saturation values relative to the current color range
      * @param {int|float} aValue3        blue or brightness values relative to the current color range
      * @param {int|float} aValue4        relative to current color range. Represents alpha
      *
      * @returns {color} the color
      *
      * @see colorMode
      */
      p.color = function(aValue1, aValue2, aValue3, aValue4) {
        // 4 arguments: (R, G, B, A) or (H, S, B, A)
        if (aValue1 !== undef && aValue2 !== undef && aValue3 !== undef && aValue4 !== undef) {
          return color$4(aValue1, aValue2, aValue3, aValue4);
        }
  
        // 3 arguments: (R, G, B) or (H, S, B)
        if (aValue1 !== undef && aValue2 !== undef && aValue3 !== undef) {
          return color$4(aValue1, aValue2, aValue3, colorModeA);
        }
  
        // 2 arguments: (Color, A) or (Grayscale, A)
        if (aValue1 !== undef && aValue2 !== undef) {
          return color$2(aValue1, aValue2);
        }
  
        // 1 argument: (Grayscale) or (Color)
        if (typeof aValue1 === "number") {
          return color$1(aValue1);
        }
  
        // Default
        return color$4(colorModeX, colorModeY, colorModeZ, colorModeA);
      };
  
      // Ease of use function to extract the colour bits into a string
      p.color.toString = function(colorInt) {
        return "rgba(" + ((colorInt & PConstants.RED_MASK) >>> 16) + "," + ((colorInt & PConstants.GREEN_MASK) >>> 8) +
               "," + ((colorInt & PConstants.BLUE_MASK)) + "," + ((colorInt & PConstants.ALPHA_MASK) >>> 24) / 255 + ")";
      };
  
      // Easy of use function to pack rgba values into a single bit-shifted color int.
      p.color.toInt = function(r, g, b, a) {
        return (a << 24) & PConstants.ALPHA_MASK | (r << 16) & PConstants.RED_MASK | (g << 8) & PConstants.GREEN_MASK | b & PConstants.BLUE_MASK;
      };
  
      // Creates a simple array in [R, G, B, A] format, [255, 255, 255, 255]
      p.color.toArray = function(colorInt) {
        return [(colorInt & PConstants.RED_MASK) >>> 16, (colorInt & PConstants.GREEN_MASK) >>> 8,
                colorInt & PConstants.BLUE_MASK, (colorInt & PConstants.ALPHA_MASK) >>> 24];
      };
  
      // Creates a WebGL color array in [R, G, B, A] format. WebGL wants the color ranges between 0 and 1, [1, 1, 1, 1]
      p.color.toGLArray = function(colorInt) {
        return [((colorInt & PConstants.RED_MASK) >>> 16) / 255, ((colorInt & PConstants.GREEN_MASK) >>> 8) / 255,
                (colorInt & PConstants.BLUE_MASK) / 255, ((colorInt & PConstants.ALPHA_MASK) >>> 24) / 255];
      };
  
      // HSB conversion function from Mootools, MIT Licensed
      p.color.toRGB = function(h, s, b) {
        // Limit values greater than range
        h = (h > colorModeX) ? colorModeX : h;
        s = (s > colorModeY) ? colorModeY : s;
        b = (b > colorModeZ) ? colorModeZ : b;
  
        h = (h / colorModeX) * 360;
        s = (s / colorModeY) * 100;
        b = (b / colorModeZ) * 100;
  
        var br = Math.round(b / 100 * 255);
  
        if (s === 0) { // Grayscale
          return [br, br, br];
        }
        var hue = h % 360;
        var f = hue % 60;
        var p = Math.round((b * (100 - s)) / 10000 * 255);
        var q = Math.round((b * (6000 - s * f)) / 600000 * 255);
        var t = Math.round((b * (6000 - s * (60 - f))) / 600000 * 255);
        switch (Math.floor(hue / 60)) {
        case 0:
          return [br, t, p];
        case 1:
          return [q, br, p];
        case 2:
          return [p, br, t];
        case 3:
          return [p, q, br];
        case 4:
          return [t, p, br];
        case 5:
          return [br, p, q];
        }
      };
  
      function colorToHSB(colorInt) {
        var red, green, blue;
  
        red   = ((colorInt & PConstants.RED_MASK) >>> 16) / 255;
        green = ((colorInt & PConstants.GREEN_MASK) >>> 8) / 255;
        blue  = (colorInt & PConstants.BLUE_MASK) / 255;
  
        var max = p.max(p.max(red,green), blue),
            min = p.min(p.min(red,green), blue),
            hue, saturation;
  
        if (min === max) {
          return [0, 0, max*colorModeZ];
        }
        saturation = (max - min) / max;
  
        if (red === max) {
          hue = (green - blue) / (max - min);
        } else if (green === max) {
          hue = 2 + ((blue - red) / (max - min));
        } else {
          hue = 4 + ((red - green) / (max - min));
        }
  
        hue /= 6;
  
        if (hue < 0) {
          hue += 1;
        } else if (hue > 1) {
          hue -= 1;
        }
        return [hue*colorModeX, saturation*colorModeY, max*colorModeZ];
      }
  
      /**
      * Extracts the brightness value from a color.
      *
      * @param {color} colInt any value of the color datatype
      *
      * @returns {float} The brightness color value.
      *
      * @see red
      * @see green
      * @see blue
      * @see hue
      * @see saturation
      */
      p.brightness = function(colInt){
        return colorToHSB(colInt)[2];
      };
  
      /**
      * Extracts the saturation value from a color.
      *
      * @param {color} colInt any value of the color datatype
      *
      * @returns {float} The saturation color value.
      *
      * @see red
      * @see green
      * @see blue
      * @see hue
      * @see brightness
      */
      p.saturation = function(colInt){
        return colorToHSB(colInt)[1];
      };
  
      /**
      * Extracts the hue value from a color.
      *
      * @param {color} colInt any value of the color datatype
      *
      * @returns {float} The hue color value.
      *
      * @see red
      * @see green
      * @see blue
      * @see saturation
      * @see brightness
      */
      p.hue = function(colInt){
        return colorToHSB(colInt)[0];
      };
  
      /**
      * Extracts the red value from a color, scaled to match current colorMode().
      * This value is always returned as a float so be careful not to assign it to an int value.
      *
      * @param {color} aColor any value of the color datatype
      *
      * @returns {float} The red color value.
      *
      * @see green
      * @see blue
      * @see alpha
      * @see >> right shift
      * @see hue
      * @see saturation
      * @see brightness
      */
      p.red = function(aColor) {
        return ((aColor & PConstants.RED_MASK) >>> 16) / 255 * colorModeX;
      };
  
      /**
      * Extracts the green value from a color, scaled to match current colorMode().
      * This value is always returned as a float so be careful not to assign it to an int value.
      *
      * @param {color} aColor any value of the color datatype
      *
      * @returns {float} The green color value.
      *
      * @see red
      * @see blue
      * @see alpha
      * @see >> right shift
      * @see hue
      * @see saturation
      * @see brightness
      */
      p.green = function(aColor) {
        return ((aColor & PConstants.GREEN_MASK) >>> 8) / 255 * colorModeY;
      };
  
      /**
      * Extracts the blue value from a color, scaled to match current colorMode().
      * This value is always returned as a float so be careful not to assign it to an int value.
      *
      * @param {color} aColor any value of the color datatype
      *
      * @returns {float} The blue color value.
      *
      * @see red
      * @see green
      * @see alpha
      * @see >> right shift
      * @see hue
      * @see saturation
      * @see brightness
      */
      p.blue = function(aColor) {
        return (aColor & PConstants.BLUE_MASK) / 255 * colorModeZ;
      };
  
      /**
      * Extracts the alpha value from a color, scaled to match current colorMode().
      * This value is always returned as a float so be careful not to assign it to an int value.
      *
      * @param {color} aColor any value of the color datatype
      *
      * @returns {float} The alpha color value.
      *
      * @see red
      * @see green
      * @see blue
      * @see >> right shift
      * @see hue
      * @see saturation
      * @see brightness
      */
      p.alpha = function(aColor) {
        return ((aColor & PConstants.ALPHA_MASK) >>> 24) / 255 * colorModeA;
      };
  
      /**
      * Calculates a color or colors between two colors at a specific increment.
      * The amt parameter is the amount to interpolate between the two values where 0.0
      * equal to the first point, 0.1 is very near the first point, 0.5 is half-way in between, etc.
      *
      * @param {color} c1     interpolate from this color
      * @param {color} c2     interpolate to this color
      * @param {float} amt    between 0.0 and 1.0
      *
      * @returns {float} The blended color.
      *
      * @see blendColor
      * @see color
      */
      p.lerpColor = function(c1, c2, amt) {
        var r, g, b, a, r1, g1, b1, a1, r2, g2, b2, a2;
        var hsb1, hsb2, rgb, h, s;
        var colorBits1 = p.color(c1);
        var colorBits2 = p.color(c2);
  
        if (curColorMode === PConstants.HSB) {
          // Special processing for HSB mode.
          // Get HSB and Alpha values for Color 1 and 2
          hsb1 = colorToHSB(colorBits1);
          a1 = ((colorBits1 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
          hsb2 = colorToHSB(colorBits2);
          a2 = ((colorBits2 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
  
          // Return lerp value for each channel, for HSB components
          h = p.lerp(hsb1[0], hsb2[0], amt);
          s = p.lerp(hsb1[1], hsb2[1], amt);
          b = p.lerp(hsb1[2], hsb2[2], amt);
          rgb = p.color.toRGB(h, s, b);
          // ... and for Alpha-range
          a = p.lerp(a1, a2, amt) * colorModeA;
  
          return (a << 24) & PConstants.ALPHA_MASK |
                 (rgb[0] << 16) & PConstants.RED_MASK |
                 (rgb[1] << 8) & PConstants.GREEN_MASK |
                 rgb[2] & PConstants.BLUE_MASK;
        }
  
        // Get RGBA values for Color 1 to floats
        r1 = (colorBits1 & PConstants.RED_MASK) >>> 16;
        g1 = (colorBits1 & PConstants.GREEN_MASK) >>> 8;
        b1 = (colorBits1 & PConstants.BLUE_MASK);
        a1 = ((colorBits1 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
  
        // Get RGBA values for Color 2 to floats
        r2 = (colorBits2 & PConstants.RED_MASK) >>> 16;
        g2 = (colorBits2 & PConstants.GREEN_MASK) >>> 8;
        b2 = (colorBits2 & PConstants.BLUE_MASK);
        a2 = ((colorBits2 & PConstants.ALPHA_MASK) >>> 24) / colorModeA;
  
        // Return lerp value for each channel, INT for color, Float for Alpha-range
        r = p.lerp(r1, r2, amt) | 0;
        g = p.lerp(g1, g2, amt) | 0;
        b = p.lerp(b1, b2, amt) | 0;
        a = p.lerp(a1, a2, amt) * colorModeA;
  
        return (a << 24) & PConstants.ALPHA_MASK |
               (r << 16) & PConstants.RED_MASK |
               (g << 8) & PConstants.GREEN_MASK |
               b & PConstants.BLUE_MASK;
      };
  
      /**
      * Changes the way Processing interprets color data. By default, fill(), stroke(), and background()
      * colors are set by values between 0 and 255 using the RGB color model. It is possible to change the
      * numerical range used for specifying colors and to switch color systems. For example, calling colorMode(RGB, 1.0)
      * will specify that values are specified between 0 and 1. The limits for defining colors are altered by setting the
      * parameters range1, range2, range3, and range 4.
      *
      * @param {MODE} mode Either RGB or HSB, corresponding to Red/Green/Blue and Hue/Saturation/Brightness
      * @param {int|float} range              range for all color elements
      * @param {int|float} range1             range for the red or hue depending on the current color mode
      * @param {int|float} range2             range for the green or saturation depending on the current color mode
      * @param {int|float} range3             range for the blue or brightness depending on the current color mode
      * @param {int|float} range4             range for the alpha
      *
      * @returns none
      *
      * @see background
      * @see fill
      * @see stroke
      */
      p.colorMode = function() { // mode, range1, range2, range3, range4
        curColorMode = arguments[0];
        if (arguments.length > 1) {
          colorModeX   = arguments[1];
          colorModeY   = arguments[2] || arguments[1];
          colorModeZ   = arguments[3] || arguments[1];
          colorModeA   = arguments[4] || arguments[1];
        }
      };
  
      /**
      * Blends two color values together based on the blending mode given as the MODE parameter.
      * The possible modes are described in the reference for the blend() function.
      *
      * @param {color} c1 color: the first color to blend
      * @param {color} c2 color: the second color to blend
      * @param {MODE} MODE Either BLEND, ADD, SUBTRACT, DARKEST, LIGHTEST, DIFFERENCE, EXCLUSION, MULTIPLY,
      * SCREEN, OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, or BURN
      *
      * @returns {float} The blended color.
      *
      * @see blend
      * @see color
      */
      p.blendColor = function(c1, c2, mode) {
        if (mode === PConstants.REPLACE) {
          return p.modes.replace(c1, c2);
        } else if (mode === PConstants.BLEND) {
          return p.modes.blend(c1, c2);
        } else if (mode === PConstants.ADD) {
          return p.modes.add(c1, c2);
        } else if (mode === PConstants.SUBTRACT) {
          return p.modes.subtract(c1, c2);
        } else if (mode === PConstants.LIGHTEST) {
          return p.modes.lightest(c1, c2);
        } else if (mode === PConstants.DARKEST) {
          return p.modes.darkest(c1, c2);
        } else if (mode === PConstants.DIFFERENCE) {
          return p.modes.difference(c1, c2);
        } else if (mode === PConstants.EXCLUSION) {
          return p.modes.exclusion(c1, c2);
        } else if (mode === PConstants.MULTIPLY) {
          return p.modes.multiply(c1, c2);
        } else if (mode === PConstants.SCREEN) {
          return p.modes.screen(c1, c2);
        } else if (mode === PConstants.HARD_LIGHT) {
          return p.modes.hard_light(c1, c2);
        } else if (mode === PConstants.SOFT_LIGHT) {
          return p.modes.soft_light(c1, c2);
        } else if (mode === PConstants.OVERLAY) {
          return p.modes.overlay(c1, c2);
        } else if (mode === PConstants.DODGE) {
          return p.modes.dodge(c1, c2);
        } else if (mode === PConstants.BURN) {
          return p.modes.burn(c1, c2);
        }
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Canvas-Matrix manipulation
      ////////////////////////////////////////////////////////////////////////////
  
      function saveContext() {
        curContext.save();
      }
  
      function restoreContext() {
        curContext.restore();
        isStrokeDirty = true;
        isFillDirty = true;
      }
  
      /**
      * Prints the current matrix to the text window.
      *
      * @returns none
      *
      * @see pushMatrix
      * @see popMatrix
      * @see resetMatrix
      * @see applyMatrix
      */
      p.printMatrix = function() {
        modelView.print();
      };
  
      /**
      * Specifies an amount to displace objects within the display window. The x parameter specifies left/right translation,
      * the y parameter specifies up/down translation, and the z parameter specifies translations toward/away from the screen.
      * Using this function with the z  parameter requires using the P3D or OPENGL parameter in combination with size as shown
      * in the above example. Transformations apply to everything that happens after and subsequent calls to the function
      * accumulates the effect. For example, calling translate(50, 0) and then translate(20, 0) is the same as translate(70, 0).
      * If translate() is called within draw(), the transformation is reset when the loop begins again.
      * This function can be further controlled by the pushMatrix() and popMatrix().
      *
      * @param {int|float} x        left/right translation
      * @param {int|float} y        up/down translation
      * @param {int|float} z        forward/back translation
      *
      * @returns none
      *
      * @see pushMatrix
      * @see popMatrix
      * @see scale
      * @see rotate
      * @see rotateX
      * @see rotateY
      * @see rotateZ
      */
      Drawing2D.prototype.translate = function(x, y) {
        modelView.translate(x, y);
        modelViewInv.invTranslate(x, y);
        curContext.translate(x, y);
      };
  
      Drawing3D.prototype.translate = function(x, y, z) {
        modelView.translate(x, y, z);
        modelViewInv.invTranslate(x, y, z);
      };
  
      /**
      * Increases or decreases the size of a shape by expanding and contracting vertices. Objects always scale from their
      * relative origin to the coordinate system. Scale values are specified as decimal percentages. For example, the
      * function call scale(2.0) increases the dimension of a shape by 200%. Transformations apply to everything that
      * happens after and subsequent calls to the function multiply the effect. For example, calling scale(2.0) and
      * then scale(1.5) is the same as scale(3.0). If scale() is called within draw(), the transformation is reset when
      * the loop begins again. Using this fuction with the z  parameter requires passing P3D or OPENGL into the size()
      * parameter as shown in the example above. This function can be further controlled by pushMatrix() and popMatrix().
      *
      * @param {int|float} size     percentage to scale the object
      * @param {int|float} x        percentage to scale the object in the x-axis
      * @param {int|float} y        percentage to scale the object in the y-axis
      * @param {int|float} z        percentage to scale the object in the z-axis
      *
      * @returns none
      *
      * @see pushMatrix
      * @see popMatrix
      * @see translate
      * @see rotate
      * @see rotateX
      * @see rotateY
      * @see rotateZ
      */
      Drawing2D.prototype.scale = function(x, y) {
        modelView.scale(x, y);
        modelViewInv.invScale(x, y);
        curContext.scale(x, y || x);
      };
  
      Drawing3D.prototype.scale = function(x, y, z) {
        modelView.scale(x, y, z);
        modelViewInv.invScale(x, y, z);
      };
  
  
      /**
       * helper function for applying a transfrom matrix to a 2D context.
       */
      Drawing2D.prototype.transform = function(pmatrix) {
        var e = pmatrix.array();
        curContext.transform(e[0],e[3],e[1],e[4],e[2],e[5]);
      };
  
      /**
       * helper function for applying a transfrom matrix to a 3D context.
       * not currently implemented.
       */
      Drawing3D.prototype.transformm = function(pmatrix3d) {
        throw("p.transform is currently not supported in 3D mode");
      };
  
  
      /**
      * Pushes the current transformation matrix onto the matrix stack. Understanding pushMatrix() and popMatrix()
      * requires understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate
      * system to the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are
      * used in conjuction with the other transformation methods and may be embedded to control the scope of
      * the transformations.
      *
      * @returns none
      *
      * @see popMatrix
      * @see translate
      * @see rotate
      * @see rotateX
      * @see rotateY
      * @see rotateZ
      */
      Drawing2D.prototype.pushMatrix = function() {
        userMatrixStack.load(modelView);
        userReverseMatrixStack.load(modelViewInv);
        saveContext();
      };
  
      Drawing3D.prototype.pushMatrix = function() {
        userMatrixStack.load(modelView);
        userReverseMatrixStack.load(modelViewInv);
      };
  
      /**
      * Pops the current transformation matrix off the matrix stack. Understanding pushing and popping requires
      * understanding the concept of a matrix stack. The pushMatrix() function saves the current coordinate system to
      * the stack and popMatrix() restores the prior coordinate system. pushMatrix() and popMatrix() are used in
      * conjuction with the other transformation methods and may be embedded to control the scope of the transformations.
      *
      * @returns none
      *
      * @see popMatrix
      * @see pushMatrix
      */
      Drawing2D.prototype.popMatrix = function() {
        modelView.set(userMatrixStack.pop());
        modelViewInv.set(userReverseMatrixStack.pop());
        restoreContext();
      };
  
      Drawing3D.prototype.popMatrix = function() {
        modelView.set(userMatrixStack.pop());
        modelViewInv.set(userReverseMatrixStack.pop());
      };
  
      /**
      * Replaces the current matrix with the identity matrix. The equivalent function in OpenGL is glLoadIdentity().
      *
      * @returns none
      *
      * @see popMatrix
      * @see pushMatrix
      * @see applyMatrix
      * @see printMatrix
      */
      Drawing2D.prototype.resetMatrix = function() {
        modelView.reset();
        modelViewInv.reset();
        curContext.setTransform(1,0,0,1,0,0);
      };
  
      Drawing3D.prototype.resetMatrix = function() {
        modelView.reset();
        modelViewInv.reset();
      };
  
      /**
      * Multiplies the current matrix by the one specified through the parameters. This is very slow because it will
      * try to calculate the inverse of the transform, so avoid it whenever possible. The equivalent function
      * in OpenGL is glMultMatrix().
      *
      * @param {int|float} n00-n15      numbers which define the 4x4 matrix to be multiplied
      *
      * @returns none
      *
      * @see popMatrix
      * @see pushMatrix
      * @see resetMatrix
      * @see printMatrix
      */
      DrawingShared.prototype.applyMatrix = function() {
        var a = arguments;
        modelView.apply(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
        modelViewInv.invApply(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
      };
  
      Drawing2D.prototype.applyMatrix = function() {
        var a = arguments;
        for (var cnt = a.length; cnt < 16; cnt++) {
          a[cnt] = 0;
        }
        a[10] = a[15] = 1;
        DrawingShared.prototype.applyMatrix.apply(this, a);
      };
  
      /**
      * Rotates a shape around the x-axis the amount specified by the angle parameter. Angles should be
      * specified in radians (values from 0 to PI*2) or converted to radians with the radians()  function.
      * Objects are always rotated around their relative position to the origin and positive numbers
      * rotate objects in a counterclockwise direction. Transformations apply to everything that happens
      * after and subsequent calls to the function accumulates the effect. For example, calling rotateX(PI/2)
      * and then rotateX(PI/2) is the same as rotateX(PI). If rotateX() is called within the draw(), the
      * transformation is reset when the loop begins again. This function requires passing P3D or OPENGL
      * into the size() parameter as shown in the example above.
      *
      * @param {int|float} angleInRadians     angle of rotation specified in radians
      *
      * @returns none
      *
      * @see rotateY
      * @see rotateZ
      * @see rotate
      * @see translate
      * @see scale
      * @see popMatrix
      * @see pushMatrix
      */
      p.rotateX = function(angleInRadians) {
        modelView.rotateX(angleInRadians);
        modelViewInv.invRotateX(angleInRadians);
      };
  
      /**
      * Rotates a shape around the z-axis the amount specified by the angle parameter. Angles should be
      * specified in radians (values from 0 to PI*2) or converted to radians with the radians()  function.
      * Objects are always rotated around their relative position to the origin and positive numbers
      * rotate objects in a counterclockwise direction. Transformations apply to everything that happens
      * after and subsequent calls to the function accumulates the effect. For example, calling rotateZ(PI/2)
      * and then rotateZ(PI/2) is the same as rotateZ(PI). If rotateZ() is called within the draw(), the
      * transformation is reset when the loop begins again. This function requires passing P3D or OPENGL
      * into the size() parameter as shown in the example above.
      *
      * @param {int|float} angleInRadians     angle of rotation specified in radians
      *
      * @returns none
      *
      * @see rotateX
      * @see rotateY
      * @see rotate
      * @see translate
      * @see scale
      * @see popMatrix
      * @see pushMatrix
      */
      Drawing2D.prototype.rotateZ = function() {
        throw "rotateZ() is not supported in 2D mode. Use rotate(float) instead.";
      };
  
      Drawing3D.prototype.rotateZ = function(angleInRadians) {
        modelView.rotateZ(angleInRadians);
        modelViewInv.invRotateZ(angleInRadians);
      };
  
      /**
      * Rotates a shape around the y-axis the amount specified by the angle parameter. Angles should be
      * specified in radians (values from 0 to PI*2) or converted to radians with the radians()  function.
      * Objects are always rotated around their relative position to the origin and positive numbers
      * rotate objects in a counterclockwise direction. Transformations apply to everything that happens
      * after and subsequent calls to the function accumulates the effect. For example, calling rotateY(PI/2)
      * and then rotateY(PI/2) is the same as rotateY(PI). If rotateY() is called within the draw(), the
      * transformation is reset when the loop begins again. This function requires passing P3D or OPENGL
      * into the size() parameter as shown in the example above.
      *
      * @param {int|float} angleInRadians     angle of rotation specified in radians
      *
      * @returns none
      *
      * @see rotateX
      * @see rotateZ
      * @see rotate
      * @see translate
      * @see scale
      * @see popMatrix
      * @see pushMatrix
      */
      p.rotateY = function(angleInRadians) {
        modelView.rotateY(angleInRadians);
        modelViewInv.invRotateY(angleInRadians);
      };
  
      /**
      * Rotates a shape the amount specified by the angle parameter. Angles should be specified in radians
      * (values from 0 to TWO_PI) or converted to radians with the radians() function. Objects are always
      * rotated around their relative position to the origin and positive numbers rotate objects in a
      * clockwise direction. Transformations apply to everything that happens after and subsequent calls
      * to the function accumulates the effect. For example, calling rotate(HALF_PI) and then rotate(HALF_PI)
      * is the same as rotate(PI). All tranformations are reset when draw() begins again. Technically,
      * rotate() multiplies the current transformation matrix by a rotation matrix. This function can be
      * further controlled by the pushMatrix() and popMatrix().
      *
      * @param {int|float} angleInRadians     angle of rotation specified in radians
      *
      * @returns none
      *
      * @see rotateX
      * @see rotateY
      * @see rotateZ
      * @see rotate
      * @see translate
      * @see scale
      * @see popMatrix
      * @see pushMatrix
      */
      Drawing2D.prototype.rotate = function(angleInRadians) {
        modelView.rotateZ(angleInRadians);
        modelViewInv.invRotateZ(angleInRadians);
        curContext.rotate(angleInRadians);
      };
  
      Drawing3D.prototype.rotate = function(angleInRadians) {
        if (arguments.length < 4) {
          p.rotateZ(angleInRadians);
        } else {
          modelView.rotate(angleInRadians, arguments[1], arguments[2], arguments[3]);
          modelViewInv.rotate((-angleInRadians), arguments[1], arguments[2], arguments[3]);
        }
      };
  
      /**
      * Shears a shape around the x-axis the amount specified by the angle parameter.
      * Angles should be specified in radians (values from 0 to PI*2) or converted to radians
      * with the radians() function. Objects are always sheared around their relative position
      * to the origin and positive numbers shear objects in a clockwise direction. Transformations
      * apply to everything that happens after and subsequent calls to the function accumulates the
      * effect. For example, calling shearX(PI/2) and then shearX(PI/2) is the same as shearX(PI)
      *
      * @param {int|float} angleInRadians     angle of rotation specified in radians
      *
      * @returns none
      *
      * @see rotateX
      * @see rotateY
      * @see rotateZ
      * @see rotate
      * @see translate
      * @see scale
      * @see popMatrix
      * @see pushMatrix
      */
  
      Drawing2D.prototype.shearX = function(angleInRadians) {
        modelView.shearX(angleInRadians);
        curContext.transform(1,0,angleInRadians,1,0,0);
      };
  
      Drawing3D.prototype.shearX = function(angleInRadians) {
        modelView.shearX(angleInRadians);
      };
  
      /**
      * Shears a shape around the y-axis the amount specified by the angle parameter.
      * Angles should be specified in radians (values from 0 to PI*2) or converted to
      * radians with the radians() function. Objects are always sheared around their
      * relative position to the origin and positive numbers shear objects in a
      * clockwise direction. Transformations apply to everything that happens after
      * and subsequent calls to the function accumulates the effect. For example,
      * calling shearY(PI/2) and then shearY(PI/2) is the same as shearY(PI).
      *
      * @param {int|float} angleInRadians     angle of rotation specified in radians
      *
      * @returns none
      *
      * @see rotateX
      * @see rotateY
      * @see rotateZ
      * @see rotate
      * @see translate
      * @see scale
      * @see popMatrix
      * @see pushMatrix
      * @see shearX
      */
  
     Drawing2D.prototype.shearY = function(angleInRadians) {
        modelView.shearY(angleInRadians);
        curContext.transform(1,angleInRadians,0,1,0,0);
      };
  
      Drawing3D.prototype.shearY = function(angleInRadians) {
        modelView.shearY(angleInRadians);
      };
  
      /**
      * The pushStyle() function saves the current style settings and popStyle()  restores the prior settings.
      * Note that these functions are always used together. They allow you to change the style settings and later
      * return to what you had. When a new style is started with pushStyle(), it builds on the current style information.
      * The pushStyle() and popStyle() functions can be embedded to provide more control (see the second example
      * above for a demonstration.)
      * The style information controlled by the following functions are included in the style: fill(), stroke(), tint(),
      * strokeWeight(), strokeCap(), strokeJoin(), imageMode(), rectMode(), ellipseMode(), shapeMode(), colorMode(),
      * textAlign(), textFont(), textMode(), textSize(), textLeading(), emissive(), specular(), shininess(), ambient()
      *
      * @returns none
      *
      * @see popStyle
      */
      p.pushStyle = function() {
        // Save the canvas state.
        saveContext();
  
        p.pushMatrix();
  
        var newState = {
          'doFill': doFill,
          'currentFillColor': currentFillColor,
          'doStroke': doStroke,
          'currentStrokeColor': currentStrokeColor,
          'curTint': curTint,
          'curRectMode': curRectMode,
          'curColorMode': curColorMode,
          'colorModeX': colorModeX,
          'colorModeZ': colorModeZ,
          'colorModeY': colorModeY,
          'colorModeA': colorModeA,
          'curTextFont': curTextFont,
          'horizontalTextAlignment': horizontalTextAlignment,
          'verticalTextAlignment': verticalTextAlignment,
          'textMode': textMode,
          'curFontName': curFontName,
          'curTextSize': curTextSize,
          'curTextAscent': curTextAscent,
          'curTextDescent': curTextDescent,
          'curTextLeading': curTextLeading
        };
  
        styleArray.push(newState);
      };
  
      /**
      * The pushStyle() function saves the current style settings and popStyle()  restores the prior settings; these
      * functions are always used together. They allow you to change the style settings and later return to what you had.
      * When a new style is started with pushStyle(), it builds on the current style information. The pushStyle() and
      * popStyle() functions can be embedded to provide more control (see the second example above for a demonstration.)
      *
      * @returns none
      *
      * @see pushStyle
      */
      p.popStyle = function() {
        var oldState = styleArray.pop();
  
        if (oldState) {
          restoreContext();
  
          p.popMatrix();
  
          doFill = oldState.doFill;
          currentFillColor = oldState.currentFillColor;
          doStroke = oldState.doStroke;
          currentStrokeColor = oldState.currentStrokeColor;
          curTint = oldState.curTint;
          curRectMode = oldState.curRectMode;
          curColorMode = oldState.curColorMode;
          colorModeX = oldState.colorModeX;
          colorModeZ = oldState.colorModeZ;
          colorModeY = oldState.colorModeY;
          colorModeA = oldState.colorModeA;
          curTextFont = oldState.curTextFont;
          curFontName = oldState.curFontName;
          curTextSize = oldState.curTextSize;
          horizontalTextAlignment = oldState.horizontalTextAlignment;
          verticalTextAlignment = oldState.verticalTextAlignment;
          textMode = oldState.textMode;
          curTextAscent = oldState.curTextAscent;
          curTextDescent = oldState.curTextDescent;
          curTextLeading = oldState.curTextLeading;
        } else {
          throw "Too many popStyle() without enough pushStyle()";
        }
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Time based functions
      ////////////////////////////////////////////////////////////////////////////
  
      /**
      * Processing communicates with the clock on your computer.
      * The year() function returns the current year as an integer (2003, 2004, 2005, etc).
      *
      * @returns {float} The current year.
      *
      * @see millis
      * @see second
      * @see minute
      * @see hour
      * @see day
      * @see month
      */
      p.year = function() {
        return new Date().getFullYear();
      };
      /**
      * Processing communicates with the clock on your computer.
      * The month() function returns the current month as a value from 1 - 12.
      *
      * @returns {float} The current month.
      *
      * @see millis
      * @see second
      * @see minute
      * @see hour
      * @see day
      * @see year
      */
      p.month = function() {
        return new Date().getMonth() + 1;
      };
      /**
      * Processing communicates with the clock on your computer.
      * The day() function returns the current day as a value from 1 - 31.
      *
      * @returns {float} The current day.
      *
      * @see millis
      * @see second
      * @see minute
      * @see hour
      * @see month
      * @see year
      */
      p.day = function() {
        return new Date().getDate();
      };
      /**
      * Processing communicates with the clock on your computer.
      * The hour() function returns the current hour as a value from 0 - 23.
      *
      * @returns {float} The current hour.
      *
      * @see millis
      * @see second
      * @see minute
      * @see month
      * @see day
      * @see year
      */
      p.hour = function() {
        return new Date().getHours();
      };
      /**
      * Processing communicates with the clock on your computer.
      * The minute() function returns the current minute as a value from 0 - 59.
      *
      * @returns {float} The current minute.
      *
      * @see millis
      * @see second
      * @see month
      * @see hour
      * @see day
      * @see year
      */
      p.minute = function() {
        return new Date().getMinutes();
      };
      /**
      * Processing communicates with the clock on your computer.
      * The second() function returns the current second as a value from 0 - 59.
      *
      * @returns {float} The current minute.
      *
      * @see millis
      * @see month
      * @see minute
      * @see hour
      * @see day
      * @see year
      */
      p.second = function() {
        return new Date().getSeconds();
      };
      /**
      * Returns the number of milliseconds (thousandths of a second) since starting a sketch.
      * This information is often used for timing animation sequences.
      *
      * @returns {long} The number of milliseconds since starting the sketch.
      *
      * @see month
      * @see second
      * @see minute
      * @see hour
      * @see day
      * @see year
      */
      p.millis = function() {
        return Date.now() - start;
      };
  
      /**
      * Executes the code within draw() one time. This functions allows the program to update
      * the display window only when necessary, for example when an event registered by
      * mousePressed() or keyPressed() occurs.
      * In structuring a program, it only makes sense to call redraw() within events such as
      * mousePressed(). This is because redraw() does not run draw() immediately (it only sets
      * a flag that indicates an update is needed).
      * Calling redraw() within draw() has no effect because draw() is continuously called anyway.
      *
      * @returns none
      *
      * @see noLoop
      * @see loop
      */
      function redrawHelper() {
        var sec = (Date.now() - timeSinceLastFPS) / 1000;
        framesSinceLastFPS++;
        var fps = framesSinceLastFPS / sec;
  
        // recalculate FPS every half second for better accuracy.
        if (sec > 0.5) {
          timeSinceLastFPS = Date.now();
          framesSinceLastFPS = 0;
          p.__frameRate = fps;
        }
  
        p.frameCount++;
      }
  
      Drawing2D.prototype.redraw = function() {
        redrawHelper();
  
        curContext.lineWidth = lineWidth;
        var pmouseXLastEvent = p.pmouseX,
            pmouseYLastEvent = p.pmouseY;
        p.pmouseX = pmouseXLastFrame;
        p.pmouseY = pmouseYLastFrame;
  
        saveContext();
        p.draw();
        restoreContext();
  
        pmouseXLastFrame = p.mouseX;
        pmouseYLastFrame = p.mouseY;
        p.pmouseX = pmouseXLastEvent;
        p.pmouseY = pmouseYLastEvent;
      };
  
      Drawing3D.prototype.redraw = function() {
        redrawHelper();
  
        var pmouseXLastEvent = p.pmouseX,
            pmouseYLastEvent = p.pmouseY;
        p.pmouseX = pmouseXLastFrame;
        p.pmouseY = pmouseYLastFrame;
        // even if the color buffer isn't cleared with background(),
        // the depth buffer needs to be cleared regardless.
        curContext.clear(curContext.DEPTH_BUFFER_BIT);
        curContextCache = { attributes: {}, locations: {} };
        // Delete all the lighting states and the materials the
        // user set in the last draw() call.
        p.noLights();
        p.lightFalloff(1, 0, 0);
        p.shininess(1);
        p.ambient(255, 255, 255);
        p.specular(0, 0, 0);
        p.emissive(0, 0, 0);
        p.camera();
        p.draw();
  
        pmouseXLastFrame = p.mouseX;
        pmouseYLastFrame = p.mouseY;
        p.pmouseX = pmouseXLastEvent;
        p.pmouseY = pmouseYLastEvent;
      };
  
      /**
      * Stops Processing from continuously executing the code within draw(). If loop() is
      * called, the code in draw() begin to run continuously again. If using noLoop() in
      * setup(), it should be the last line inside the block.
      * When noLoop() is used, it's not possible to manipulate or access the screen inside event
      * handling functions such as mousePressed() or keyPressed(). Instead, use those functions
      * to call redraw() or loop(), which will run draw(), which can update the screen properly.
      * This means that when noLoop() has been called, no drawing can happen, and functions like
      * saveFrame() or loadPixels() may not be used.
      * Note that if the sketch is resized, redraw() will be called to update the sketch, even
      * after noLoop() has been specified. Otherwise, the sketch would enter an odd state until
      * loop() was called.
      *
      * @returns none
      *
      * @see redraw
      * @see draw
      * @see loop
      */
      p.noLoop = function() {
        doLoop = false;
        loopStarted = false;
        clearInterval(looping);
        curSketch.onPause();
      };
  
      /**
      * Causes Processing to continuously execute the code within draw(). If noLoop() is called,
      * the code in draw() stops executing.
      *
      * @returns none
      *
      * @see noLoop
      */
      p.loop = function() {
        if (loopStarted) {
          return;
        }
  
        timeSinceLastFPS = Date.now();
        framesSinceLastFPS = 0;
  
        looping = window.setInterval(function() {
          try {
            curSketch.onFrameStart();
            p.redraw();
            curSketch.onFrameEnd();
          } catch(e_loop) {
            window.clearInterval(looping);
            throw e_loop;
          }
        }, curMsPerFrame);
        doLoop = true;
        loopStarted = true;
        curSketch.onLoop();
      };
  
      /**
      * Specifies the number of frames to be displayed every second. If the processor is not
      * fast enough to maintain the specified rate, it will not be achieved. For example, the
      * function call frameRate(30) will attempt to refresh 30 times a second. It is recommended
      * to set the frame rate within setup(). The default rate is 60 frames per second.
      *
      * @param {int} aRate        number of frames per second.
      *
      * @returns none
      *
      * @see delay
      */
      p.frameRate = function(aRate) {
        curFrameRate = aRate;
        curMsPerFrame = 1000 / curFrameRate;
  
        // clear and reset interval
        if (doLoop) {
          p.noLoop();
          p.loop();
        }
      };
  
      /**
      * Quits/stops/exits the program.
      * Rather than terminating immediately, exit() will cause the sketch to exit after draw()
      * has completed (or after setup() completes if called during the setup() method).
      *
      * @returns none
      */
      p.exit = function() {
        // cleanup
        window.clearInterval(looping);
        removeInstance(p.externals.canvas.id);
        delete(curElement.onmousedown);
  
        // Step through the libraries to detach them
        for (var lib in Processing.lib) {
          if (Processing.lib.hasOwnProperty(lib)) {
            if (Processing.lib[lib].hasOwnProperty("detach")) {
              Processing.lib[lib].detach(p);
            }
          }
        }
  
        // clean up all event handling
        var i = eventHandlers.length;
        while (i--) {
          detachEventHandler(eventHandlers[i]);
        }
        curSketch.onExit();
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // MISC functions
      ////////////////////////////////////////////////////////////////////////////
  
      /**
      * Sets the cursor to a predefined symbol, an image, or turns it on if already hidden.
      * If you are trying to set an image as the cursor, it is recommended to make the size
      * 16x16 or 32x32 pixels. It is not possible to load an image as the cursor if you are
      * exporting your program for the Web. The values for parameters x and y must be less
      * than the dimensions of the image.
      *
      * @param {MODE} MODE either ARROW, CROSS, HAND, MOVE, TEXT, WAIT
      * @param {PImage} image       any variable of type PImage
      * @param {int}    x           the horizonal active spot of the cursor
      * @param {int}    y           the vertical active spot of the cursor
      *
      * @returns none
      *
      * @see noCursor
      */
      p.cursor = function() {
        if (arguments.length > 1 || (arguments.length === 1 && arguments[0] instanceof p.PImage)) {
          var image = arguments[0],
            x, y;
          if (arguments.length >= 3) {
            x = arguments[1];
            y = arguments[2];
            if (x < 0 || y < 0 || y >= image.height || x >= image.width) {
              throw "x and y must be non-negative and less than the dimensions of the image";
            }
          } else {
            x = image.width >>> 1;
            y = image.height >>> 1;
          }
  
          // see https://developer.mozilla.org/en/Using_URL_values_for_the_cursor_property
          var imageDataURL = image.toDataURL();
          var style = "url(\"" + imageDataURL + "\") " + x + " " + y + ", default";
          curCursor = curElement.style.cursor = style;
        } else if (arguments.length === 1) {
          var mode = arguments[0];
          curCursor = curElement.style.cursor = mode;
        } else {
          curCursor = curElement.style.cursor = oldCursor;
        }
      };
  
      /**
      * Hides the cursor from view.
      *
      * @returns none
      *
      * @see cursor
      */
      p.noCursor = function() {
        curCursor = curElement.style.cursor = PConstants.NOCURSOR;
      };
  
      /**
      * Links to a webpage either in the same window or in a new window. The complete URL
      * must be specified.
      *
      * @param {String} href      complete url as a String in quotes
      * @param {String} target    name of the window to load the URL as a string in quotes
      *
      * @returns none
      */
      p.link = function(href, target) {
        if (target !== undef) {
          window.open(href, target);
        } else {
          window.location = href;
        }
      };
  
      // PGraphics methods
      // These functions exist only for compatibility with P5
      p.beginDraw = noop;
      p.endDraw = noop;
  
      /**
       * This function takes content from a canvas and turns it into an ImageData object to be used with a PImage
       *
       * @returns {ImageData}        ImageData object to attach to a PImage (1D array of pixel data)
       *
       * @see PImage
       */
      Drawing2D.prototype.toImageData = function(x, y, w, h) {
        x = x !== undef ? x : 0;
        y = y !== undef ? y : 0;
        w = w !== undef ? w : p.width;
        h = h !== undef ? h : p.height;
        return curContext.getImageData(x, y, w, h);
      };
  
      Drawing3D.prototype.toImageData = function(x, y, w, h) {
        x = x !== undef ? x : 0;
        y = y !== undef ? y : 0;
        w = w !== undef ? w : p.width;
        h = h !== undef ? h : p.height;
        var c = document.createElement("canvas"),
            ctx = c.getContext("2d"),
            obj = ctx.createImageData(w, h),
            uBuff = new Uint8Array(w * h * 4);
        curContext.readPixels(x, y, w, h, curContext.RGBA, curContext.UNSIGNED_BYTE, uBuff);
        for (var i=0, ul=uBuff.length, obj_data=obj.data; i < ul; i++) {
          obj_data[i] = uBuff[(h - 1 - Math.floor(i / 4 / w)) * w * 4 + (i % (w * 4))];
        }
        return obj;
      };
  
      /**
      * Displays message in the browser's status area. This is the text area in the lower
      * left corner of the browser. The status() function will only work when the
      * Processing program is running in a web browser.
      *
      * @param {String} text      any valid String
      *
      * @returns none
      */
      p.status = function(text) {
        window.status = text;
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Binary Functions
      ////////////////////////////////////////////////////////////////////////////
  
      /**
      * Converts a byte, char, int, or color to a String containing the equivalent binary
      * notation. For example color(0, 102, 153, 255) will convert to the String
      * "11111111000000000110011010011001". This function can help make your geeky debugging
      * sessions much happier.
      *
      * @param {byte|char|int|color} num          byte, char, int, color: value to convert
      * @param {int} numBits                      number of digits to return
      *
      * @returns {String}
      *
      * @see unhex
      * @see hex
      * @see unbinary
      */
      p.binary = function(num, numBits) {
        var bit;
        if (numBits > 0) {
          bit = numBits;
        } else if(num instanceof Char) {
          bit = 16;
          num |= 0; // making it int
        } else {
          // autodetect, skipping zeros
          bit = 32;
          while (bit > 1 && !((num >>> (bit - 1)) & 1)) {
            bit--;
          }
        }
        var result = "";
        while (bit > 0) {
          result += ((num >>> (--bit)) & 1) ? "1" : "0";
        }
        return result;
      };
  
      /**
      * Converts a String representation of a binary number to its equivalent integer value.
      * For example, unbinary("00001000") will return 8.
      *
      * @param {String} binaryString String
      *
      * @returns {Int}
      *
      * @see hex
      * @see binary
      * @see unbinary
      */
      p.unbinary = function(binaryString) {
        var i = binaryString.length - 1, mask = 1, result = 0;
        while (i >= 0) {
          var ch = binaryString[i--];
          if (ch !== '0' && ch !== '1') {
            throw "the value passed into unbinary was not an 8 bit binary number";
          }
          if (ch === '1') {
            result += mask;
          }
          mask <<= 1;
        }
        return result;
      };
  
      var decimalToHex = function(d, padding) {
        //if there is no padding value added, default padding to 8 else go into while statement.
        padding = (padding === undef || padding === null) ? padding = 8 : padding;
        if (d < 0) {
          d = 0xFFFFFFFF + d + 1;
        }
        var hex = Number(d).toString(16).toUpperCase();
        while (hex.length < padding) {
          hex = "0" + hex;
        }
        if (hex.length >= padding) {
          hex = hex.substring(hex.length - padding, hex.length);
        }
        return hex;
      };
  
      // note: since we cannot keep track of byte, int types by default the returned string is 8 chars long
      // if no 2nd argument is passed.  closest compromise we can use to match java implementation Feb 5 2010
      // also the char parser has issues with chars that are not digits or letters IE: !@#$%^&*
      /**
      * Converts a byte, char, int, or color to a String containing the equivalent hexadecimal notation.
      * For example color(0, 102, 153, 255) will convert to the String "FF006699". This function can help
      * make your geeky debugging sessions much happier.
      *
      * @param {byte|char|int|Color} value   the value to turn into a hex string
      * @param {int} digits                 the number of digits to return
      *
      * @returns {String}
      *
      * @see unhex
      * @see binary
      * @see unbinary
      */
      p.hex = function(value, len) {
        if (arguments.length === 1) {
          if (value instanceof Char) {
            len = 4;
          } else { // int or byte, indistinguishable at the moment, default to 8
            len = 8;
          }
        }
        return decimalToHex(value, len);
      };
  
      function unhexScalar(hex) {
        var value = parseInt("0x" + hex, 16);
  
        // correct for int overflow java expectation
        if (value > 2147483647) {
          value -= 4294967296;
        }
        return value;
      }
  
      /**
      * Converts a String representation of a hexadecimal number to its equivalent integer value.
      *
      * @param {String} hex   the hex string to convert to an int
      *
      * @returns {int}
      *
      * @see hex
      * @see binary
      * @see unbinary
      */
      p.unhex = function(hex) {
        if (hex instanceof Array) {
          var arr = [];
          for (var i = 0; i < hex.length; i++) {
            arr.push(unhexScalar(hex[i]));
          }
          return arr;
        }
        return unhexScalar(hex);
      };
  
      // Load a file or URL into strings
      /**
      * Reads the contents of a file or url and creates a String array of its individual lines.
      * The filename parameter can also be a URL to a file found online.  If the file is not available or an error occurs,
      * null will be returned and an error message will be printed to the console. The error message does not halt
      * the program.
      *
      * @param {String} filename    name of the file or url to load
      *
      * @returns {String[]}
      *
      * @see loadBytes
      * @see saveStrings
      * @see saveBytes
      */
      p.loadStrings = function(filename) {
        if (localStorage[filename]) {
          return localStorage[filename].split("\n");
        }
  
        var filecontent = ajax(filename);
        if(typeof filecontent !== "string" || filecontent === "") {
          return [];
        }
  
        // deal with the fact that Windows uses \r\n, Unix uses \n,
        // Mac uses \r, and we actually expect \n
        filecontent = filecontent.replace(/(\r\n?)/g,"\n").replace(/\n$/,"");
  
        return filecontent.split("\n");
      };
  
      // Writes an array of strings to a file, one line per string
      /**
      * Writes an array of strings to a file, one line per string. This file is saved to the localStorage.
      *
      * @param {String} filename    name of the file to save to localStorage
      * @param {String[]} strings   string array to be written
      *
      * @see loadBytes
      * @see loadStrings
      * @see saveBytes
      */
      p.saveStrings = function(filename, strings) {
        localStorage[filename] = strings.join('\n');
      };
  
      /**
      * Reads the contents of a file or url and places it in a byte array. If a file is specified, it must be located in the localStorage.
      * The filename parameter can also be a URL to a file found online.
      *
      * @param {String} filename   name of a file in the localStorage or a URL.
      *
      * @returns {byte[]}
      *
      * @see loadStrings
      * @see saveStrings
      * @see saveBytes
      */
      p.loadBytes = function(url) {
        var string = ajax(url);
        var ret = [];
  
        for (var i = 0; i < string.length; i++) {
          ret.push(string.charCodeAt(i));
        }
  
        return ret;
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // String Functions
      ////////////////////////////////////////////////////////////////////////////
      /**
       * The matchAll() function is identical to match(), except that it returns an array of all matches in
       * the specified String, rather than just the first.
       *
       * @param {String} aString  the String to search inside
       * @param {String} aRegExp  the regexp to be used for matching
       *
       * @return {String[]} returns an array of matches
       *
       * @see #match
       */
      p.matchAll = function(aString, aRegExp) {
        var results = [],
            latest;
        var regexp = new RegExp(aRegExp, "g");
        while ((latest = regexp.exec(aString)) !== null) {
          results.push(latest);
          if (latest[0].length === 0) {
            ++regexp.lastIndex;
          }
        }
        return results.length > 0 ? results : null;
      };
      /**
       * The match() function matches a string with a regular expression, and returns the match as an
       * array. The first index is the matching expression, and array elements
       * [1] and higher represent each of the groups (sequences found in parens).
       *
       * @param {String} str      the String to be searched
       * @param {String} regexp   the regexp to be used for matching
       *
       * @return {String[]} an array of matching strings
       */
      p.match = function(str, regexp) {
        return str.match(regexp);
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Other java specific functions
      ////////////////////////////////////////////////////////////////////////////
  
  
      var logBuffer = [];
  
      /**
       * The println() function writes to the console area of the Processing environment.
       * Each call to this function creates a new line of output. Individual elements can be separated with quotes ("") and joined with the string concatenation operator (+).
       *
       * @param {String} message the string to write to the console
       *
       * @see #join
       * @see #print
       */
      p.println = function(message) {
        Processing.logger.println(message);
      };
      /**
       * The print() function writes to the console area of the Processing environment.
       *
       * @param {String} message the string to write to the console
       *
       * @see #join
       */
      p.print = function(message) {
        Processing.logger.print(message);
      };
  
      // Alphanumeric chars arguments automatically converted to numbers when
      // passed in, and will come out as numbers.
      p.str = function(val) {
        if (val instanceof Array) {
          var arr = [];
          for (var i = 0; i < val.length; i++) {
            arr.push(val[i].toString() + "");
          }
          return arr;
        }
        return (val.toString() + "");
      };
  
  
      // Conversion
      function booleanScalar(val) {
        if (typeof val === 'number') {
          return val !== 0;
        }
        if (typeof val === 'boolean') {
          return val;
        }
        if (typeof val === 'string') {
          return val.toLowerCase() === 'true';
        }
        if (val instanceof Char) {
          // 1, T or t
          return val.code === 49 || val.code === 84 || val.code === 116;
        }
      }
  
      /**
       * Converts the passed parameter to the function to its boolean value.
       * It will return an array of booleans if an array is passed in.
       *
       * @param {int, byte, string} val          the parameter to be converted to boolean
       * @param {int[], byte[], string[]} val    the array to be converted to boolean[]
       *
       * @return {boolean|boolean[]} returns a boolean or an array of booleans
       */
      p.parseBoolean = function (val) {
        if (val instanceof Array) {
          var ret = [];
          for (var i = 0; i < val.length; i++) {
            ret.push(booleanScalar(val[i]));
          }
          return ret;
        }
        return booleanScalar(val);
      };
  
      /**
       * Converts the passed parameter to the function to its byte value.
       * A byte is a number between -128 and 127.
       * It will return an array of bytes if an array is passed in.
       *
       * @param {int, char} what        the parameter to be conveted to byte
       * @param {int[], char[]} what    the array to be converted to byte[]
       *
       * @return {byte|byte[]} returns a byte or an array of bytes
       */
      p.parseByte = function(what) {
        if (what instanceof Array) {
          var bytes = [];
          for (var i = 0; i < what.length; i++) {
            bytes.push((0 - (what[i] & 0x80)) | (what[i] & 0x7F));
          }
          return bytes;
        }
        return (0 - (what & 0x80)) | (what & 0x7F);
      };
  
      /**
       * Converts the passed parameter to the function to its char value.
       * It will return an array of chars if an array is passed in.
       *
       * @param {int, byte} key        the parameter to be conveted to char
       * @param {int[], byte[]} key    the array to be converted to char[]
       *
       * @return {char|char[]} returns a char or an array of chars
       */
      p.parseChar = function(key) {
        if (typeof key === "number") {
          return new Char(String.fromCharCode(key & 0xFFFF));
        }
        if (key instanceof Array) {
          var ret = [];
          for (var i = 0; i < key.length; i++) {
            ret.push(new Char(String.fromCharCode(key[i] & 0xFFFF)));
          }
          return ret;
        }
        throw "char() may receive only one argument of type int, byte, int[], or byte[].";
      };
  
      // Processing doc claims good argument types are: int, char, byte, boolean,
      // String, int[], char[], byte[], boolean[], String[].
      // floats should not work. However, floats with only zeroes right of the
      // decimal will work because JS converts those to int.
      function floatScalar(val) {
        if (typeof val === 'number') {
          return val;
        }
        if (typeof val === 'boolean') {
          return val ? 1 : 0;
        }
        if (typeof val === 'string') {
          return parseFloat(val);
        }
        if (val instanceof Char) {
          return val.code;
        }
      }
  
      /**
       * Converts the passed parameter to the function to its float value.
       * It will return an array of floats if an array is passed in.
       *
       * @param {int, char, boolean, string} val            the parameter to be conveted to float
       * @param {int[], char[], boolean[], string[]} val    the array to be converted to float[]
       *
       * @return {float|float[]} returns a float or an array of floats
       */
      p.parseFloat = function(val) {
        if (val instanceof Array) {
          var ret = [];
          for (var i = 0; i < val.length; i++) {
            ret.push(floatScalar(val[i]));
          }
          return ret;
        }
        return floatScalar(val);
      };
  
      function intScalar(val, radix) {
        if (typeof val === 'number') {
          return val & 0xFFFFFFFF;
        }
        if (typeof val === 'boolean') {
          return val ? 1 : 0;
        }
        if (typeof val === 'string') {
          var number = parseInt(val, radix || 10); // Default to decimal radix.
          return number & 0xFFFFFFFF;
        }
        if (val instanceof Char) {
          return val.code;
        }
      }
  
      /**
       * Converts the passed parameter to the function to its int value.
       * It will return an array of ints if an array is passed in.
       *
       * @param {string, char, boolean, float} val            the parameter to be conveted to int
       * @param {string[], char[], boolean[], float[]} val    the array to be converted to int[]
       * @param {int} radix                                   optional the radix of the number (for js compatibility)
       *
       * @return {int|int[]} returns a int or an array of ints
       */
      p.parseInt = function(val, radix) {
        if (val instanceof Array) {
          var ret = [];
          for (var i = 0; i < val.length; i++) {
            if (typeof val[i] === 'string' && !/^\s*[+\-]?\d+\s*$/.test(val[i])) {
              ret.push(0);
            } else {
              ret.push(intScalar(val[i], radix));
            }
          }
          return ret;
        }
        return intScalar(val, radix);
      };
  
      p.__int_cast = function(val) {
        return 0|val;
      };
  
      p.__instanceof = function(obj, type) {
        if (typeof type !== "function") {
          throw "Function is expected as type argument for instanceof operator";
        }
  
        if (typeof obj === "string") {
          // special case for strings
          return type === Object || type === String;
        }
  
        if (obj instanceof type) {
          // fast check if obj is already of type instance
          return true;
        }
  
        if (typeof obj !== "object" || obj === null) {
          return false; // not an object or null
        }
  
        var objType = obj.constructor;
        if (type.$isInterface) {
          // expecting the interface
          // queueing interfaces from type and its base classes
          var interfaces = [];
          while (objType) {
            if (objType.$interfaces) {
              interfaces = interfaces.concat(objType.$interfaces);
            }
            objType = objType.$base;
          }
          while (interfaces.length > 0) {
            var i = interfaces.shift();
            if (i === type) {
              return true;
            }
            // wide search in base interfaces
            if (i.$interfaces) {
              interfaces = interfaces.concat(i.$interfaces);
            }
          }
          return false;
        }
  
        while (objType.hasOwnProperty("$base")) {
          objType = objType.$base;
          if (objType === type) {
            return true; // object was found
          }
        }
  
        return false;
      };
  
      /**
      * Defines the dimension of the display window in units of pixels. The size() function must
      * be the first line in setup(). If size() is not called, the default size of the window is
      * 100x100 pixels. The system variables width and height are set by the parameters passed to
      * the size() function.
      *
      * @param {int} aWidth     width of the display window in units of pixels
      * @param {int} aHeight    height of the display window in units of pixels
      * @param {MODE} aMode     Either P2D, P3D, JAVA2D, or OPENGL
      *
      * @see createGraphics
      * @see screen
      */
      DrawingShared.prototype.size = function(aWidth, aHeight, aMode) {
        if (doStroke) {
          p.stroke(0);
        }
  
        if (doFill) {
          p.fill(255);
        }
  
        // The default 2d context has already been created in the p.init() stage if
        // a 3d context was not specified. This is so that a 2d context will be
        // available if size() was not called.
        var savedProperties = {
          fillStyle: curContext.fillStyle,
          strokeStyle: curContext.strokeStyle,
          lineCap: curContext.lineCap,
          lineJoin: curContext.lineJoin
        };
        // remove the style width and height properties to ensure that the canvas gets set to
        // aWidth and aHeight coming in
        if (curElement.style.length > 0 ) {
          curElement.style.removeProperty("width");
          curElement.style.removeProperty("height");
        }
  
        curElement.width = p.width = aWidth || 100;
        curElement.height = p.height = aHeight || 100;
  
        for (var prop in savedProperties) {
          if (savedProperties.hasOwnProperty(prop)) {
            curContext[prop] = savedProperties[prop];
          }
        }
  
        // make sure to set the default font the first time round.
        p.textFont(curTextFont);
  
        // Set the background to whatever it was called last as if background() was called before size()
        // If background() hasn't been called before, set background() to a light gray
        p.background();
  
        // set 5% for pixels to cache (or 1000)
        maxPixelsCached = Math.max(1000, aWidth * aHeight * 0.05);
  
        // Externalize the context
        p.externals.context = curContext;
  
        for (var i = 0; i < PConstants.SINCOS_LENGTH; i++) {
          sinLUT[i] = p.sin(i * (PConstants.PI / 180) * 0.5);
          cosLUT[i] = p.cos(i * (PConstants.PI / 180) * 0.5);
        }
      };
  
      Drawing2D.prototype.size = function(aWidth, aHeight, aMode) {
        if (curContext === undef) {
          // size() was called without p.init() default context, i.e. p.createGraphics()
          curContext = curElement.getContext("2d");
          curContext['imageSmoothingEnabled'] = false;       /* standard */
          curContext['mozImageSmoothingEnabled'] = false;    /* Firefox */
          curContext['oImageSmoothingEnabled'] = false;      /* Opera */
          curContext['webkitImageSmoothingEnabled'] = false; /* Safari */
          curContext['msImageSmoothingEnabled'] = false;     /* IE */
  
          userMatrixStack = new PMatrixStack();
          userReverseMatrixStack = new PMatrixStack();
          modelView = new PMatrix2D();
          modelViewInv = new PMatrix2D();
        }
  
        DrawingShared.prototype.size.apply(this, arguments);
      };
  
      Drawing3D.prototype.size = (function() {
        var size3DCalled = false;
  
        return function size(aWidth, aHeight, aMode) {
          if (size3DCalled) {
            throw "Multiple calls to size() for 3D renders are not allowed.";
          }
          size3DCalled = true;
  
          function getGLContext(canvas) {
            var ctxNames = ['experimental-webgl', 'webgl', 'webkit-3d'],
                gl;
  
            for (var i=0, l=ctxNames.length; i<l; i++) {
              gl = canvas.getContext(ctxNames[i], {antialias: false, preserveDrawingBuffer: true});
              if (gl) {
                break;
              }
            }
  
            return gl;
          }
  
          // Get the 3D rendering context.
          try {
            // If the HTML <canvas> dimensions differ from the
            // dimensions specified in the size() call in the sketch, for
            // 3D sketches, browsers will either not render or render the
            // scene incorrectly. To fix this, we need to adjust the
            // width and height attributes of the canvas.
            curElement.width = p.width = aWidth || 100;
            curElement.height = p.height = aHeight || 100;
            curContext = getGLContext(curElement);
            canTex = curContext.createTexture();
            textTex = curContext.createTexture();
          } catch(e_size) {
            Processing.debug(e_size);
          }
  
          if (!curContext) {
            throw "WebGL context is not supported on this browser.";
          }
  
          // Set defaults
          curContext.viewport(0, 0, curElement.width, curElement.height);
          curContext.enable(curContext.DEPTH_TEST);
          curContext.enable(curContext.BLEND);
          curContext.blendFunc(curContext.SRC_ALPHA, curContext.ONE_MINUS_SRC_ALPHA);
  
          // Create the program objects to render 2D (points, lines) and
          // 3D (spheres, boxes) shapes. Because 2D shapes are not lit,
          // lighting calculations are ommitted from this program object.
          programObject2D = createProgramObject(curContext, vertexShaderSrc2D, fragmentShaderSrc2D);
  
          programObjectUnlitShape = createProgramObject(curContext, vertexShaderSrcUnlitShape, fragmentShaderSrcUnlitShape);
  
          // Set the default point and line width for the 2D and unlit shapes.
          p.strokeWeight(1);
  
          // Now that the programs have been compiled, we can set the default
          // states for the lights.
          programObject3D = createProgramObject(curContext, vertexShaderSrc3D, fragmentShaderSrc3D);
          curContext.useProgram(programObject3D);
  
          // Assume we aren't using textures by default.
          uniformi("usingTexture3d", programObject3D, "usingTexture", usingTexture);
  
          // Set some defaults.
          p.lightFalloff(1, 0, 0);
          p.shininess(1);
          p.ambient(255, 255, 255);
          p.specular(0, 0, 0);
          p.emissive(0, 0, 0);
  
          // Create buffers for 3D primitives
          boxBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, boxBuffer);
          curContext.bufferData(curContext.ARRAY_BUFFER, boxVerts, curContext.STATIC_DRAW);
  
          boxNormBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, boxNormBuffer);
          curContext.bufferData(curContext.ARRAY_BUFFER, boxNorms, curContext.STATIC_DRAW);
  
          boxOutlineBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, boxOutlineBuffer);
          curContext.bufferData(curContext.ARRAY_BUFFER, boxOutlineVerts, curContext.STATIC_DRAW);
  
          // used to draw the rectangle and the outline
          rectBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, rectBuffer);
          curContext.bufferData(curContext.ARRAY_BUFFER, rectVerts, curContext.STATIC_DRAW);
  
          rectNormBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, rectNormBuffer);
          curContext.bufferData(curContext.ARRAY_BUFFER, rectNorms, curContext.STATIC_DRAW);
  
          // The sphere vertices are specified dynamically since the user
          // can change the level of detail. Everytime the user does that
          // using sphereDetail(), the new vertices are calculated.
          sphereBuffer = curContext.createBuffer();
  
          lineBuffer = curContext.createBuffer();
  
          // Shape buffers
          fillBuffer = curContext.createBuffer();
          fillColorBuffer = curContext.createBuffer();
          strokeColorBuffer = curContext.createBuffer();
          shapeTexVBO = curContext.createBuffer();
  
          pointBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, pointBuffer);
          curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([0, 0, 0]), curContext.STATIC_DRAW);
  
          textBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, textBuffer );
          curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([1,1,0,-1,1,0,-1,-1,0,1,-1,0]), curContext.STATIC_DRAW);
  
          textureBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ARRAY_BUFFER, textureBuffer);
          curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array([0,0,1,0,1,1,0,1]), curContext.STATIC_DRAW);
  
          indexBuffer = curContext.createBuffer();
          curContext.bindBuffer(curContext.ELEMENT_ARRAY_BUFFER, indexBuffer);
          curContext.bufferData(curContext.ELEMENT_ARRAY_BUFFER, new Uint16Array([0,1,2,2,3,0]), curContext.STATIC_DRAW);
  
          cam = new PMatrix3D();
          cameraInv = new PMatrix3D();
          modelView = new PMatrix3D();
          modelViewInv = new PMatrix3D();
          projection = new PMatrix3D();
          p.camera();
          p.perspective();
  
          userMatrixStack = new PMatrixStack();
          userReverseMatrixStack = new PMatrixStack();
          // used by both curve and bezier, so just init here
          curveBasisMatrix = new PMatrix3D();
          curveToBezierMatrix = new PMatrix3D();
          curveDrawMatrix = new PMatrix3D();
          bezierDrawMatrix = new PMatrix3D();
          bezierBasisInverse = new PMatrix3D();
          bezierBasisMatrix = new PMatrix3D();
          bezierBasisMatrix.set(-1, 3, -3, 1, 3, -6, 3, 0, -3, 3, 0, 0, 1, 0, 0, 0);
  
          DrawingShared.prototype.size.apply(this, arguments);
        };
      }());
  
      ////////////////////////////////////////////////////////////////////////////
      // Lights
      ////////////////////////////////////////////////////////////////////////////
  
      /**
       * Adds an ambient light. Ambient light doesn't come from a specific direction,
       * the rays have light have bounced around so much that objects are evenly lit
       * from all sides. Ambient lights are almost always used in combination with
       * other types of lights. Lights need to be included in the <b>draw()</b> to
       * remain persistent in a looping program. Placing them in the <b>setup()</b>
       * of a looping program will cause them to only have an effect the first time
       * through the loop. The effect of the parameters is determined by the current
       * color mode.
       *
       * @param {int | float} r red or hue value
       * @param {int | float} g green or hue value
       * @param {int | float} b blue or hue value
       *
       * @param {int | float} x x position of light (used for falloff)
       * @param {int | float} y y position of light (used for falloff)
       * @param {int | float} z z position of light (used for falloff)
       *
       * @returns none
       *
       * @see lights
       * @see directionalLight
       * @see pointLight
       * @see spotLight
      */
      Drawing2D.prototype.ambientLight = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.ambientLight = function(r, g, b, x, y, z) {
        if (lightCount === PConstants.MAX_LIGHTS) {
          throw "can only create " + PConstants.MAX_LIGHTS + " lights";
        }
  
        var pos = new PVector(x, y, z);
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.mult(pos, pos);
  
        // Instead of calling p.color, we do the calculations ourselves to
        // reduce property lookups.
        var col = color$4(r, g, b, 0);
        var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
                              ((col & PConstants.GREEN_MASK) >>> 8) / 255,
                               (col & PConstants.BLUE_MASK) / 255 ];
  
        curContext.useProgram(programObject3D);
        uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
        uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
        uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 0);
        uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
      };
  
      /**
       * Adds a directional light. Directional light comes from one direction and
       * is stronger when hitting a surface squarely and weaker if it hits at a
       * gentle angle. After hitting a surface, a directional lights scatters in
       * all directions. Lights need to be included in the <b>draw()</b> to remain
       * persistent in a looping program. Placing them in the <b>setup()</b> of a
       * looping program will cause them to only have an effect the first time
       * through the loop. The affect of the <br>r</b>, <br>g</b>, and <br>b</b>
       * parameters is determined by the current color mode. The <b>nx</b>,
       * <b>ny</b>, and <b>nz</b> parameters specify the direction the light is
       * facing. For example, setting <b>ny</b> to -1 will cause the geometry to be
       * lit from below (the light is facing directly upward).
       *
       * @param {int | float} r red or hue value
       * @param {int | float} g green or hue value
       * @param {int | float} b blue or hue value
       *
       * @param {int | float} nx direction along the x axis
       * @param {int | float} ny direction along the y axis
       * @param {int | float} nz direction along the z axis
       *
       * @returns none
       *
       * @see lights
       * @see ambientLight
       * @see pointLight
       * @see spotLight
      */
      Drawing2D.prototype.directionalLight = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.directionalLight = function(r, g, b, nx, ny, nz) {
        if (lightCount === PConstants.MAX_LIGHTS) {
          throw "can only create " + PConstants.MAX_LIGHTS + " lights";
        }
  
        curContext.useProgram(programObject3D);
  
        var mvm = new PMatrix3D();
        mvm.scale(1, -1, 1);
        mvm.apply(modelView.array());
        mvm = mvm.array();
  
        // We need to multiply the direction by the model view matrix, but
        // the mult function checks the w component of the vector, if it isn't
        // present, it uses 1, so we manually multiply.
        var dir = [
          mvm[0] * nx + mvm[4] * ny + mvm[8] * nz,
          mvm[1] * nx + mvm[5] * ny + mvm[9] * nz,
          mvm[2] * nx + mvm[6] * ny + mvm[10] * nz
        ];
  
        // Instead of calling p.color, we do the calculations ourselves to
        // reduce property lookups.
        var col = color$4(r, g, b, 0);
        var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
                              ((col & PConstants.GREEN_MASK) >>> 8) / 255,
                               (col & PConstants.BLUE_MASK) / 255 ];
  
        uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
        uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", dir);
        uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 1);
        uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
      };
  
      /**
       * Sets the falloff rates for point lights, spot lights, and ambient lights.
       * The parameters are used to determine the falloff with the following equation:
       *
       * d = distance from light position to vertex position
       * falloff = 1 / (CONSTANT + d * LINEAR + (d*d) * QUADRATIC)
       *
       * Like <b>fill()</b>, it affects only the elements which are created after it in the
       * code. The default value if <b>LightFalloff(1.0, 0.0, 0.0)</b>. Thinking about an
       * ambient light with a falloff can be tricky. It is used, for example, if you
       * wanted a region of your scene to be lit ambiently one color and another region
       * to be lit ambiently by another color, you would use an ambient light with location
       * and falloff. You can think of it as a point light that doesn't care which direction
       * a surface is facing.
       *
       * @param {int | float} constant constant value for determining falloff
       * @param {int | float} linear linear value for determining falloff
       * @param {int | float} quadratic quadratic value for determining falloff
       *
       * @returns none
       *
       * @see lights
       * @see ambientLight
       * @see pointLight
       * @see spotLight
       * @see lightSpecular
      */
      Drawing2D.prototype.lightFalloff = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.lightFalloff = function(constant, linear, quadratic) {
        curContext.useProgram(programObject3D);
        uniformf("uFalloff3d", programObject3D, "uFalloff", [constant, linear, quadratic]);
      };
  
      /**
       * Sets the specular color for lights. Like <b>fill()</b>, it affects only the
       * elements which are created after it in the code. Specular refers to light
       * which bounces off a surface in a perferred direction (rather than bouncing
       * in all directions like a diffuse light) and is used for creating highlights.
       * The specular quality of a light interacts with the specular material qualities
       * set through the <b>specular()</b> and <b>shininess()</b> functions.
       *
       * @param {int | float} r red or hue value
       * @param {int | float} g green or hue value
       * @param {int | float} b blue or hue value
       *
       * @returns none
       *
       * @see lights
       * @see ambientLight
       * @see pointLight
       * @see spotLight
      */
      Drawing2D.prototype.lightSpecular = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.lightSpecular = function(r, g, b) {
  
        // Instead of calling p.color, we do the calculations ourselves to
        // reduce property lookups.
        var col = color$4(r, g, b, 0);
        var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
                              ((col & PConstants.GREEN_MASK) >>> 8) / 255,
                               (col & PConstants.BLUE_MASK) / 255 ];
  
        curContext.useProgram(programObject3D);
        uniformf("uSpecular3d", programObject3D, "uSpecular", normalizedCol);
      };
  
      /**
       * Sets the default ambient light, directional light, falloff, and specular
       * values. The defaults are ambientLight(128, 128, 128) and
       * directionalLight(128, 128, 128, 0, 0, -1), lightFalloff(1, 0, 0), and
       * lightSpecular(0, 0, 0). Lights need to be included in the draw() to remain
       * persistent in a looping program. Placing them in the setup() of a looping
       * program will cause them to only have an effect the first time through the
       * loop.
       *
       * @returns none
       *
       * @see ambientLight
       * @see directionalLight
       * @see pointLight
       * @see spotLight
       * @see noLights
       *
      */
      p.lights = function() {
        p.ambientLight(128, 128, 128);
        p.directionalLight(128, 128, 128, 0, 0, -1);
        p.lightFalloff(1, 0, 0);
        p.lightSpecular(0, 0, 0);
      };
  
      /**
       * Adds a point light. Lights need to be included in the <b>draw()</b> to remain
       * persistent in a looping program. Placing them in the <b>setup()</b> of a
       * looping program will cause them to only have an effect the first time through
       * the loop. The affect of the <b>r</b>, <b>g</b>, and <b>b</b> parameters
       * is determined by the current color mode. The <b>x</b>, <b>y</b>, and <b>z</b>
       * parameters set the position of the light.
       *
       * @param {int | float} r red or hue value
       * @param {int | float} g green or hue value
       * @param {int | float} b blue or hue value
       * @param {int | float} x x coordinate of the light
       * @param {int | float} y y coordinate of the light
       * @param {int | float} z z coordinate of the light
       *
       * @returns none
       *
       * @see lights
       * @see directionalLight
       * @see ambientLight
       * @see spotLight
      */
      Drawing2D.prototype.pointLight = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.pointLight = function(r, g, b, x, y, z) {
        if (lightCount === PConstants.MAX_LIGHTS) {
          throw "can only create " + PConstants.MAX_LIGHTS + " lights";
        }
  
        // Place the point in view space once instead of once per vertex
        // in the shader.
        var pos = new PVector(x, y, z);
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.mult(pos, pos);
  
        // Instead of calling p.color, we do the calculations ourselves to
        // reduce property lookups.
        var col = color$4(r, g, b, 0);
        var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
                              ((col & PConstants.GREEN_MASK) >>> 8) / 255,
                               (col & PConstants.BLUE_MASK) / 255 ];
  
        curContext.useProgram(programObject3D);
        uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
        uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
        uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 2);
        uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
      };
  
      /**
       * Disable all lighting. Lighting is turned off by default and enabled with
       * the lights() method. This function can be used to disable lighting so
       * that 2D geometry (which does not require lighting) can be drawn after a
       * set of lighted 3D geometry.
       *
       * @returns none
       *
       * @see lights
      */
      Drawing2D.prototype.noLights = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.noLights = function() {
        lightCount = 0;
        curContext.useProgram(programObject3D);
        uniformi("uLightCount3d", programObject3D, "uLightCount", lightCount);
      };
  
      /**
       * Adds a spot light. Lights need to be included in the <b>draw()</b> to
       * remain persistent in a looping program. Placing them in the <b>setup()</b>
       * of a looping program will cause them to only have an effect the first time
       * through the loop. The affect of the <b>r</b>, <b>g</b>, and <b>b</b> parameters
       * is determined by the current color mode. The <b>x</b>, <b>y</b>, and <b>z</b>
       * parameters specify the position of the light and <b>nx</b>, <b>ny</b>, <b>nz</b>
       * specify the direction or light. The angle parameter affects <b>angle</b> of the
       * spotlight cone.
       *
       * @param {int | float} r red or hue value
       * @param {int | float} g green or hue value
       * @param {int | float} b blue or hue value
       * @param {int | float} x coordinate of the light
       * @param {int | float} y coordinate of the light
       * @param {int | float} z coordinate of the light
       * @param {int | float} nx direction along the x axis
       * @param {int | float} ny direction along the y axis
       * @param {int | float} nz direction along the z axis
       * @param {float} angle angle of the spotlight cone
       * @param {float} concentration exponent determining the center bias of the cone
       *
       * @returns none
       *
       * @see lights
       * @see directionalLight
       * @see ambientLight
       * @see pointLight
      */
      Drawing2D.prototype.spotLight = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.spotLight = function(r, g, b, x, y, z, nx, ny, nz, angle, concentration) {
        if (lightCount === PConstants.MAX_LIGHTS) {
          throw "can only create " + PConstants.MAX_LIGHTS + " lights";
        }
  
        curContext.useProgram(programObject3D);
  
        // multiply the position and direction by the model view matrix
        // once per object rather than once per vertex.
        var pos = new PVector(x, y, z);
        var mvm = new PMatrix3D();
        mvm.scale(1, -1, 1);
        mvm.apply(modelView.array());
        mvm.mult(pos, pos);
  
        // Convert to array since we need to directly access the elements.
        mvm = mvm.array();
  
        // We need to multiply the direction by the model view matrix, but
        // the mult function checks the w component of the vector, if it isn't
        // present, it uses 1, so we use a very small value as a work around.
        var dir = [
            mvm[0] * nx + mvm[4] * ny + mvm[8] * nz,
            mvm[1] * nx + mvm[5] * ny + mvm[9] * nz,
            mvm[2] * nx + mvm[6] * ny + mvm[10] * nz
        ];
  
        // Instead of calling p.color, we do the calculations ourselves to
        // reduce property lookups.
        var col = color$4(r, g, b, 0);
        var normalizedCol = [ ((col & PConstants.RED_MASK) >>> 16) / 255,
                              ((col & PConstants.GREEN_MASK) >>> 8) / 255,
                               (col & PConstants.BLUE_MASK) / 255 ];
  
        uniformf("uLights.color.3d." + lightCount, programObject3D, "uLights" + lightCount + ".color", normalizedCol);
        uniformf("uLights.position.3d." + lightCount, programObject3D, "uLights" + lightCount + ".position", pos.array());
        uniformf("uLights.direction.3d." + lightCount, programObject3D, "uLights" + lightCount + ".direction", dir);
        uniformf("uLights.concentration.3d." + lightCount, programObject3D, "uLights" + lightCount + ".concentration", concentration);
        uniformf("uLights.angle.3d." + lightCount, programObject3D, "uLights" + lightCount + ".angle", angle);
        uniformi("uLights.type.3d." + lightCount, programObject3D, "uLights" + lightCount + ".type", 3);
        uniformi("uLightCount3d", programObject3D, "uLightCount", ++lightCount);
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Camera functions
      ////////////////////////////////////////////////////////////////////////////
  
      /**
       * The <b>beginCamera()</b> and <b>endCamera()</b> functions enable advanced customization of the camera space.
       * The functions are useful if you want to more control over camera movement, however for most users, the <b>camera()</b>
       * function will be sufficient.<br /><br />The camera functions will replace any transformations (such as <b>rotate()</b>
       * or <b>translate()</b>) that occur before them in <b>draw()</b>, but they will not automatically replace the camera
       * transform itself. For this reason, camera functions should be placed at the beginning of <b>draw()</b> (so that
       * transformations happen afterwards), and the <b>camera()</b> function can be used after <b>beginCamera()</b> if
       * you want to reset the camera before applying transformations.<br /><br />This function sets the matrix mode to the
       * camera matrix so calls such as <b>translate()</b>, <b>rotate()</b>, applyMatrix() and resetMatrix() affect the camera.
       * <b>beginCamera()</b> should always be used with a following <b>endCamera()</b> and pairs of <b>beginCamera()</b> and
       * <b>endCamera()</b> cannot be nested.
       *
       * @see camera
       * @see endCamera
       * @see applyMatrix
       * @see resetMatrix
       * @see translate
       * @see rotate
       * @see scale
       */
      Drawing2D.prototype.beginCamera = function() {
        throw ("beginCamera() is not available in 2D mode");
      };
  
      Drawing3D.prototype.beginCamera = function() {
        if (manipulatingCamera) {
          throw ("You cannot call beginCamera() again before calling endCamera()");
        }
        manipulatingCamera = true;
        modelView = cameraInv;
        modelViewInv = cam;
      };
  
      /**
       * The <b>beginCamera()</b> and <b>endCamera()</b> functions enable advanced customization of the camera space.
       * Please see the reference for <b>beginCamera()</b> for a description of how the functions are used.
       *
       * @see beginCamera
       */
      Drawing2D.prototype.endCamera = function() {
        throw ("endCamera() is not available in 2D mode");
      };
  
      Drawing3D.prototype.endCamera = function() {
        if (!manipulatingCamera) {
          throw ("You cannot call endCamera() before calling beginCamera()");
        }
        modelView.set(cam);
        modelViewInv.set(cameraInv);
        manipulatingCamera = false;
      };
  
      /**
       * Sets the position of the camera through setting the eye position, the center of the scene, and which axis is facing
       * upward. Moving the eye position and the direction it is pointing (the center of the scene) allows the images to be
       * seen from different angles. The version without any parameters sets the camera to the default position, pointing to
       * the center of the display window with the Y axis as up. The default values are camera(width/2.0, height/2.0,
       * (height/2.0) / tan(PI*60.0 / 360.0), width/2.0, height/2.0, 0, 0, 1, 0). This function is similar to gluLookAt()
       * in OpenGL, but it first clears the current camera settings.
       *
       * @param {float} eyeX    x-coordinate for the eye
       * @param {float} eyeY    y-coordinate for the eye
       * @param {float} eyeZ    z-coordinate for the eye
       * @param {float} centerX x-coordinate for the center of the scene
       * @param {float} centerY y-coordinate for the center of the scene
       * @param {float} centerZ z-coordinate for the center of the scene
       * @param {float} upX     usually 0.0, 1.0, -1.0
       * @param {float} upY     usually 0.0, 1.0, -1.0
       * @param {float} upZ     usually 0.0, 1.0, -1.0
       *
       * @see beginCamera
       * @see endCamera
       * @see frustum
       */
      p.camera = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
        if (eyeX === undef) {
          // Workaround if createGraphics is used.
          cameraX = p.width / 2;
          cameraY = p.height / 2;
          cameraZ = cameraY / Math.tan(cameraFOV / 2);
          eyeX = cameraX;
          eyeY = cameraY;
          eyeZ = cameraZ;
          centerX = cameraX;
          centerY = cameraY;
          centerZ = 0;
          upX = 0;
          upY = 1;
          upZ = 0;
        }
  
        var z = new PVector(eyeX - centerX, eyeY - centerY, eyeZ - centerZ);
        var y = new PVector(upX, upY, upZ);
        z.normalize();
        var x = PVector.cross(y, z);
        y = PVector.cross(z, x);
        x.normalize();
        y.normalize();
  
        var xX = x.x,
            xY = x.y,
            xZ = x.z;
  
        var yX = y.x,
            yY = y.y,
            yZ = y.z;
  
        var zX = z.x,
            zY = z.y,
            zZ = z.z;
  
        cam.set(xX, xY, xZ, 0, yX, yY, yZ, 0, zX, zY, zZ, 0, 0, 0, 0, 1);
  
        cam.translate(-eyeX, -eyeY, -eyeZ);
  
        cameraInv.reset();
        cameraInv.invApply(xX, xY, xZ, 0, yX, yY, yZ, 0, zX, zY, zZ, 0, 0, 0, 0, 1);
  
        cameraInv.translate(eyeX, eyeY, eyeZ);
  
        modelView.set(cam);
        modelViewInv.set(cameraInv);
      };
  
      /**
       * Sets a perspective projection applying foreshortening, making distant objects appear smaller than closer ones. The
       * parameters define a viewing volume with the shape of truncated pyramid. Objects near to the front of the volume appear
       * their actual size, while farther objects appear smaller. This projection simulates the perspective of the world more
       * accurately than orthographic projection. The version of perspective without parameters sets the default perspective and
       * the version with four parameters allows the programmer to set the area precisely. The default values are:
       * perspective(PI/3.0, width/height, cameraZ/10.0, cameraZ*10.0) where cameraZ is ((height/2.0) / tan(PI*60.0/360.0));
       *
       * @param {float} fov     field-of-view angle (in radians) for vertical direction
       * @param {float} aspect  ratio of width to height
       * @param {float} zNear   z-position of nearest clipping plane
       * @param {float} zFar    z-positions of farthest clipping plane
       */
      p.perspective = function(fov, aspect, near, far) {
        if (arguments.length === 0) {
          //in case canvas is resized
          cameraY = curElement.height / 2;
          cameraZ = cameraY / Math.tan(cameraFOV / 2);
          cameraNear = cameraZ / 10;
          cameraFar = cameraZ * 10;
          cameraAspect = p.width / p.height;
          fov = cameraFOV;
          aspect = cameraAspect;
          near = cameraNear;
          far = cameraFar;
        }
  
        var yMax, yMin, xMax, xMin;
        yMax = near * Math.tan(fov / 2);
        yMin = -yMax;
        xMax = yMax * aspect;
        xMin = yMin * aspect;
        p.frustum(xMin, xMax, yMin, yMax, near, far);
      };
  
      /**
       * Sets a perspective matrix defined through the parameters. Works like glFrustum, except it wipes out the current
       * perspective matrix rather than muliplying itself with it.
       *
       * @param {float} left   left coordinate of the clipping plane
       * @param {float} right  right coordinate of the clipping plane
       * @param {float} bottom bottom coordinate of the clipping plane
       * @param {float} top    top coordinate of the clipping plane
       * @param {float} near   near coordinate of the clipping plane
       * @param {float} far    far coordinate of the clipping plane
       *
       * @see beginCamera
       * @see camera
       * @see endCamera
       * @see perspective
       */
      Drawing2D.prototype.frustum = function() {
        throw("Processing.js: frustum() is not supported in 2D mode");
      };
  
      Drawing3D.prototype.frustum = function(left, right, bottom, top, near, far) {
        frustumMode = true;
        projection = new PMatrix3D();
        projection.set((2 * near) / (right - left), 0, (right + left) / (right - left),
                       0, 0, (2 * near) / (top - bottom), (top + bottom) / (top - bottom),
                       0, 0, 0, -(far + near) / (far - near), -(2 * far * near) / (far - near),
                       0, 0, -1, 0);
        var proj = new PMatrix3D();
        proj.set(projection);
        proj.transpose();
        curContext.useProgram(programObject2D);
        uniformMatrix("projection2d", programObject2D, "uProjection", false, proj.array());
        curContext.useProgram(programObject3D);
        uniformMatrix("projection3d", programObject3D, "uProjection", false, proj.array());
        curContext.useProgram(programObjectUnlitShape);
        uniformMatrix("uProjectionUS", programObjectUnlitShape, "uProjection", false, proj.array());
      };
  
      /**
       * Sets an orthographic projection and defines a parallel clipping volume. All objects with the same dimension appear
       * the same size, regardless of whether they are near or far from the camera. The parameters to this function specify
       * the clipping volume where left and right are the minimum and maximum x values, top and bottom are the minimum and
       * maximum y values, and near and far are the minimum and maximum z values. If no parameters are given, the default
       * is used: ortho(0, width, 0, height, -10, 10).
       *
       * @param {float} left   left plane of the clipping volume
       * @param {float} right  right plane of the clipping volume
       * @param {float} bottom bottom plane of the clipping volume
       * @param {float} top    top plane of the clipping volume
       * @param {float} near   maximum distance from the origin to the viewer
       * @param {float} far    maximum distance from the origin away from the viewer
       */
      p.ortho = function(left, right, bottom, top, near, far) {
        if (arguments.length === 0) {
          left = 0;
          right = p.width;
          bottom = 0;
          top = p.height;
          near = -10;
          far = 10;
        }
  
        var x = 2 / (right - left);
        var y = 2 / (top - bottom);
        var z = -2 / (far - near);
  
        var tx = -(right + left) / (right - left);
        var ty = -(top + bottom) / (top - bottom);
        var tz = -(far + near) / (far - near);
  
        projection = new PMatrix3D();
        projection.set(x, 0, 0, tx, 0, y, 0, ty, 0, 0, z, tz, 0, 0, 0, 1);
  
        var proj = new PMatrix3D();
        proj.set(projection);
        proj.transpose();
        curContext.useProgram(programObject2D);
        uniformMatrix("projection2d", programObject2D, "uProjection", false, proj.array());
        curContext.useProgram(programObject3D);
        uniformMatrix("projection3d", programObject3D, "uProjection", false, proj.array());
        curContext.useProgram(programObjectUnlitShape);
        uniformMatrix("uProjectionUS", programObjectUnlitShape, "uProjection", false, proj.array());
        frustumMode = false;
      };
      /**
       * The printProjection() prints the current projection matrix to the text window.
       */
      p.printProjection = function() {
        projection.print();
      };
      /**
       * The printCamera() function prints the current camera matrix.
       */
      p.printCamera = function() {
        cam.print();
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Shapes
      ////////////////////////////////////////////////////////////////////////////
      /**
       * The box() function renders a box. A box is an extruded rectangle. A box with equal dimension on all sides is a cube.
       * Calling this function with only one parameter will create a cube.
       *
       * @param {int|float} w  dimension of the box in the x-dimension
       * @param {int|float} h  dimension of the box in the y-dimension
       * @param {int|float} d  dimension of the box in the z-dimension
       */
      Drawing2D.prototype.box = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.box = function(w, h, d) {
        // user can uniformly scale the box by
        // passing in only one argument.
        if (!h || !d) {
          h = d = w;
        }
  
        // Modeling transformation
        var model = new PMatrix3D();
        model.scale(w, h, d);
  
        // Viewing transformation needs to have Y flipped
        // becuase that's what Processing does.
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        if (doFill) {
          curContext.useProgram(programObject3D);
          uniformMatrix("model3d", programObject3D, "uModel", false, model.array());
          uniformMatrix("view3d", programObject3D, "uView", false, view.array());
          // Fix stitching problems. (lines get occluded by triangles
          // since they share the same depth values). This is not entirely
          // working, but it's a start for drawing the outline. So
          // developers can start playing around with styles.
          curContext.enable(curContext.POLYGON_OFFSET_FILL);
          curContext.polygonOffset(1, 1);
          uniformf("color3d", programObject3D, "uColor", fillStyle);
  
          // Calculating the normal matrix can be expensive, so only
          // do it if it's necessary.
          if(lightCount > 0){
            // Create the normal transformation matrix.
            var v = new PMatrix3D();
            v.set(view);
  
            var m = new PMatrix3D();
            m.set(model);
  
            v.mult(m);
  
            var normalMatrix = new PMatrix3D();
            normalMatrix.set(v);
            normalMatrix.invert();
            normalMatrix.transpose();
  
            uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
            vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, boxNormBuffer);
          }
          else{
            disableVertexAttribPointer("aNormal3d", programObject3D, "aNormal");
          }
  
          vertexAttribPointer("aVertex3d", programObject3D, "aVertex", 3, boxBuffer);
  
          // Turn off per vertex colors.
          disableVertexAttribPointer("aColor3d", programObject3D, "aColor");
          disableVertexAttribPointer("aTexture3d", programObject3D, "aTexture");
  
          curContext.drawArrays(curContext.TRIANGLES, 0, boxVerts.length / 3);
          curContext.disable(curContext.POLYGON_OFFSET_FILL);
        }
  
        // Draw the box outline.
        if (lineWidth > 0 && doStroke) {
          curContext.useProgram(programObject2D);
          uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
          uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
          uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
          uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
          vertexAttribPointer("vertex2d", programObject2D, "aVertex", 3, boxOutlineBuffer);
          disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
          curContext.drawArrays(curContext.LINES, 0, boxOutlineVerts.length / 3);
        }
      };
  
      /**
       * The initSphere() function is a helper function used by <b>sphereDetail()</b>
       * This function creates and stores sphere vertices every time the user changes sphere detail.
       *
       * @see #sphereDetail
       */
      var initSphere = function() {
        var i;
        sphereVerts = [];
  
        for (i = 0; i < sphereDetailU; i++) {
          sphereVerts.push(0);
          sphereVerts.push(-1);
          sphereVerts.push(0);
          sphereVerts.push(sphereX[i]);
          sphereVerts.push(sphereY[i]);
          sphereVerts.push(sphereZ[i]);
        }
        sphereVerts.push(0);
        sphereVerts.push(-1);
        sphereVerts.push(0);
        sphereVerts.push(sphereX[0]);
        sphereVerts.push(sphereY[0]);
        sphereVerts.push(sphereZ[0]);
  
        var v1, v11, v2;
  
        // middle rings
        var voff = 0;
        for (i = 2; i < sphereDetailV; i++) {
          v1 = v11 = voff;
          voff += sphereDetailU;
          v2 = voff;
          for (var j = 0; j < sphereDetailU; j++) {
            sphereVerts.push(sphereX[v1]);
            sphereVerts.push(sphereY[v1]);
            sphereVerts.push(sphereZ[v1++]);
            sphereVerts.push(sphereX[v2]);
            sphereVerts.push(sphereY[v2]);
            sphereVerts.push(sphereZ[v2++]);
          }
  
          // close each ring
          v1 = v11;
          v2 = voff;
  
          sphereVerts.push(sphereX[v1]);
          sphereVerts.push(sphereY[v1]);
          sphereVerts.push(sphereZ[v1]);
          sphereVerts.push(sphereX[v2]);
          sphereVerts.push(sphereY[v2]);
          sphereVerts.push(sphereZ[v2]);
        }
  
        // add the northern cap
        for (i = 0; i < sphereDetailU; i++) {
          v2 = voff + i;
  
          sphereVerts.push(sphereX[v2]);
          sphereVerts.push(sphereY[v2]);
          sphereVerts.push(sphereZ[v2]);
          sphereVerts.push(0);
          sphereVerts.push(1);
          sphereVerts.push(0);
        }
  
        sphereVerts.push(sphereX[voff]);
        sphereVerts.push(sphereY[voff]);
        sphereVerts.push(sphereZ[voff]);
        sphereVerts.push(0);
        sphereVerts.push(1);
        sphereVerts.push(0);
  
        //set the buffer data
        curContext.bindBuffer(curContext.ARRAY_BUFFER, sphereBuffer);
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(sphereVerts), curContext.STATIC_DRAW);
      };
  
      /**
       * The sphereDetail() function controls the detail used to render a sphere by adjusting the number of
       * vertices of the sphere mesh. The default resolution is 30, which creates
       * a fairly detailed sphere definition with vertices every 360/30 = 12
       * degrees. If you're going to render a great number of spheres per frame,
       * it is advised to reduce the level of detail using this function.
       * The setting stays active until <b>sphereDetail()</b> is called again with
       * a new parameter and so should <i>not</i> be called prior to every
       * <b>sphere()</b> statement, unless you wish to render spheres with
       * different settings, e.g. using less detail for smaller spheres or ones
       * further away from the camera. To control the detail of the horizontal
       * and vertical resolution independently, use the version of the functions
       * with two parameters. Calling this function with one parameter sets the number of segments
       *(minimum of 3) used per full circle revolution. This is equivalent to calling the function with
       * two identical values.
       *
       * @param {int} ures    number of segments used horizontally (longitudinally) per full circle revolution
       * @param {int} vres    number of segments used vertically (latitudinally) from top to bottom
       *
       * @see #sphere()
       */
      p.sphereDetail = function(ures, vres) {
        var i;
  
        if (arguments.length === 1) {
          ures = vres = arguments[0];
        }
  
        if (ures < 3) {
          ures = 3;
        } // force a minimum res
        if (vres < 2) {
          vres = 2;
        } // force a minimum res
        // if it hasn't changed do nothing
        if ((ures === sphereDetailU) && (vres === sphereDetailV)) {
          return;
        }
  
        var delta = PConstants.SINCOS_LENGTH / ures;
        var cx = new Float32Array(ures);
        var cz = new Float32Array(ures);
        // calc unit circle in XZ plane
        for (i = 0; i < ures; i++) {
          cx[i] = cosLUT[((i * delta) % PConstants.SINCOS_LENGTH) | 0];
          cz[i] = sinLUT[((i * delta) % PConstants.SINCOS_LENGTH) | 0];
        }
  
        // computing vertexlist
        // vertexlist starts at south pole
        var vertCount = ures * (vres - 1) + 2;
        var currVert = 0;
  
        // re-init arrays to store vertices
        sphereX = new Float32Array(vertCount);
        sphereY = new Float32Array(vertCount);
        sphereZ = new Float32Array(vertCount);
  
        var angle_step = (PConstants.SINCOS_LENGTH * 0.5) / vres;
        var angle = angle_step;
  
        // step along Y axis
        for (i = 1; i < vres; i++) {
          var curradius = sinLUT[(angle % PConstants.SINCOS_LENGTH) | 0];
          var currY = -cosLUT[(angle % PConstants.SINCOS_LENGTH) | 0];
          for (var j = 0; j < ures; j++) {
            sphereX[currVert] = cx[j] * curradius;
            sphereY[currVert] = currY;
            sphereZ[currVert++] = cz[j] * curradius;
          }
          angle += angle_step;
        }
        sphereDetailU = ures;
        sphereDetailV = vres;
  
        // make the sphere verts and norms
        initSphere();
      };
  
      /**
       * The sphere() function draws a sphere with radius r centered at coordinate 0, 0, 0.
       * A sphere is a hollow ball made from tessellated triangles.
       *
       * @param {int|float} r the radius of the sphere
       */
      Drawing2D.prototype.sphere = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.sphere = function() {
        var sRad = arguments[0];
  
        if ((sphereDetailU < 3) || (sphereDetailV < 2)) {
          p.sphereDetail(30);
        }
  
        // Modeling transformation.
        var model = new PMatrix3D();
        model.scale(sRad, sRad, sRad);
  
        // viewing transformation needs to have Y flipped
        // becuase that's what Processing does.
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        if (doFill) {
          // Calculating the normal matrix can be expensive, so only
          // do it if it's necessary.
          if(lightCount > 0){
            // Create a normal transformation matrix.
            var v = new PMatrix3D();
            v.set(view);
  
            var m = new PMatrix3D();
            m.set(model);
  
            v.mult(m);
  
            var normalMatrix = new PMatrix3D();
            normalMatrix.set(v);
            normalMatrix.invert();
            normalMatrix.transpose();
  
            uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
            vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, sphereBuffer);
          }
          else{
            disableVertexAttribPointer("aNormal3d", programObject3D, "aNormal");
          }
  
          curContext.useProgram(programObject3D);
          disableVertexAttribPointer("aTexture3d", programObject3D, "aTexture");
  
          uniformMatrix("uModel3d", programObject3D, "uModel", false, model.array());
          uniformMatrix("uView3d", programObject3D, "uView", false, view.array());
          vertexAttribPointer("aVertex3d", programObject3D, "aVertex", 3, sphereBuffer);
  
          // Turn off per vertex colors.
          disableVertexAttribPointer("aColor3d", programObject3D, "aColor");
  
          // fix stitching problems. (lines get occluded by triangles
          // since they share the same depth values). This is not entirely
          // working, but it's a start for drawing the outline. So
          // developers can start playing around with styles.
          curContext.enable(curContext.POLYGON_OFFSET_FILL);
          curContext.polygonOffset(1, 1);
          uniformf("uColor3d", programObject3D, "uColor", fillStyle);
          curContext.drawArrays(curContext.TRIANGLE_STRIP, 0, sphereVerts.length / 3);
          curContext.disable(curContext.POLYGON_OFFSET_FILL);
        }
  
        // Draw the sphere outline.
        if (lineWidth > 0 && doStroke) {
          curContext.useProgram(programObject2D);
          uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
          uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
          vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, sphereBuffer);
          disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
          uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
          uniformi("uIsDrawingText", programObject2D, "uIsDrawingText", false);
          curContext.drawArrays(curContext.LINE_STRIP, 0, sphereVerts.length / 3);
        }
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Coordinates
      ////////////////////////////////////////////////////////////////////////////
  
      /**
       * Returns the three-dimensional X, Y, Z position in model space. This returns
       * the X value for a given coordinate based on the current set of transformations
       * (scale, rotate, translate, etc.) The X value can be used to place an object
       * in space relative to the location of the original point once the transformations
       * are no longer in use.<br />
       * <br />
       *
       * @param {int | float} x 3D x coordinate to be mapped
       * @param {int | float} y 3D y coordinate to be mapped
       * @param {int | float} z 3D z coordinate to be mapped
       *
       * @returns {float}
       *
       * @see modelY
       * @see modelZ
      */
      p.modelX = function(x, y, z) {
        var mv = modelView.array();
        var ci = cameraInv.array();
  
        var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
        var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
        var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
        var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
  
        var ox = ci[0] * ax + ci[1] * ay + ci[2] * az + ci[3] * aw;
        var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
  
        return (ow !== 0) ? ox / ow : ox;
      };
  
      /**
       * Returns the three-dimensional X, Y, Z position in model space. This returns
       * the Y value for a given coordinate based on the current set of transformations
       * (scale, rotate, translate, etc.) The Y value can be used to place an object in
       * space relative to the location of the original point once the transformations
       * are no longer in use.<br />
       * <br />
       *
       * @param {int | float} x 3D x coordinate to be mapped
       * @param {int | float} y 3D y coordinate to be mapped
       * @param {int | float} z 3D z coordinate to be mapped
       *
       * @returns {float}
       *
       * @see modelX
       * @see modelZ
      */
      p.modelY = function(x, y, z) {
        var mv = modelView.array();
        var ci = cameraInv.array();
  
        var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
        var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
        var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
        var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
  
        var oy = ci[4] * ax + ci[5] * ay + ci[6] * az + ci[7] * aw;
        var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
  
        return (ow !== 0) ? oy / ow : oy;
      };
  
      /**
       * Returns the three-dimensional X, Y, Z position in model space. This returns
       * the Z value for a given coordinate based on the current set of transformations
       * (scale, rotate, translate, etc.) The Z value can be used to place an object in
       * space relative to the location of the original point once the transformations
       * are no longer in use.
       *
       * @param {int | float} x 3D x coordinate to be mapped
       * @param {int | float} y 3D y coordinate to be mapped
       * @param {int | float} z 3D z coordinate to be mapped
       *
       * @returns {float}
       *
       * @see modelX
       * @see modelY
      */
      p.modelZ = function(x, y, z) {
        var mv = modelView.array();
        var ci = cameraInv.array();
  
        var ax = mv[0] * x + mv[1] * y + mv[2] * z + mv[3];
        var ay = mv[4] * x + mv[5] * y + mv[6] * z + mv[7];
        var az = mv[8] * x + mv[9] * y + mv[10] * z + mv[11];
        var aw = mv[12] * x + mv[13] * y + mv[14] * z + mv[15];
  
        var oz = ci[8] * ax + ci[9] * ay + ci[10] * az + ci[11] * aw;
        var ow = ci[12] * ax + ci[13] * ay + ci[14] * az + ci[15] * aw;
  
        return (ow !== 0) ? oz / ow : oz;
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Material Properties
      ////////////////////////////////////////////////////////////////////////////
  
      /**
       * Sets the ambient reflectance for shapes drawn to the screen. This is
       * combined with the ambient light component of environment. The color
       * components set through the parameters define the reflectance. For example in
       * the default color mode, setting v1=255, v2=126, v3=0, would cause all the
       * red light to reflect and half of the green light to reflect. Used in combination
       * with <b>emissive()</b>, <b>specular()</b>, and <b>shininess()</b> in setting
       * the materal properties of shapes.
       *
       * @param {int | float} gray
       *
       * @returns none
       *
       * @see emissive
       * @see specular
       * @see shininess
      */
      Drawing2D.prototype.ambient = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.ambient = function(v1, v2, v3) {
        curContext.useProgram(programObject3D);
        uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
        var col = p.color(v1, v2, v3);
        uniformf("uMaterialAmbient3d", programObject3D, "uMaterialAmbient", p.color.toGLArray(col).slice(0, 3));
      };
  
      /**
       * Sets the emissive color of the material used for drawing shapes
       * drawn to the screen. Used in combination with ambient(), specular(),
       * and shininess() in setting the material properties of shapes.
       *
       * Can be called in the following ways:
       *
       * emissive(gray)
       * @param {int | float} gray number specifying value between white and black
       *
       * emissive(color)
       * @param {color} color any value of the color datatype
       *
       * emissive(v1, v2, v3)
       * @param {int | float} v1 red or hue value
       * @param {int | float} v2 green or saturation value
       * @param {int | float} v3 blue or brightness value
       *
       * @returns none
       *
       * @see ambient
       * @see specular
       * @see shininess
      */
      Drawing2D.prototype.emissive = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.emissive = function(v1, v2, v3) {
        curContext.useProgram(programObject3D);
        uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
        var col = p.color(v1, v2, v3);
        uniformf("uMaterialEmissive3d", programObject3D, "uMaterialEmissive", p.color.toGLArray(col).slice(0, 3));
      };
  
      /**
       * Sets the amount of gloss in the surface of shapes. Used in combination with
       * <b>ambient()</b>, <b>specular()</b>, and <b>emissive()</b> in setting the
       * material properties of shapes.
       *
       * @param {float} shine degree of shininess
       *
       * @returns none
      */
      Drawing2D.prototype.shininess = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.shininess = function(shine) {
        curContext.useProgram(programObject3D);
        uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
        uniformf("uShininess3d", programObject3D, "uShininess", shine);
      };
  
      /**
       * Sets the specular color of the materials used for shapes drawn to the screen,
       * which sets the color of hightlights. Specular refers to light which bounces
       * off a surface in a perferred direction (rather than bouncing in all directions
       * like a diffuse light). Used in combination with emissive(), ambient(), and
       * shininess() in setting the material properties of shapes.
       *
       * Can be called in the following ways:
       *
       * specular(gray)
       * @param {int | float} gray number specifying value between white and black
       *
       * specular(gray, alpha)
       * @param {int | float} gray number specifying value between white and black
       * @param {int | float} alpha opacity
       *
       * specular(color)
       * @param {color} color any value of the color datatype
       *
       * specular(v1, v2, v3)
       * @param {int | float} v1 red or hue value
       * @param {int | float} v2 green or saturation value
       * @param {int | float} v3 blue or brightness value
       *
       * specular(v1, v2, v3, alpha)
       * @param {int | float} v1 red or hue value
       * @param {int | float} v2 green or saturation value
       * @param {int | float} v3 blue or brightness value
       * @param {int | float} alpha opacity
       *
       * @returns none
       *
       * @see ambient
       * @see emissive
       * @see shininess
      */
      Drawing2D.prototype.specular = DrawingShared.prototype.a3DOnlyFunction;
  
      Drawing3D.prototype.specular = function(v1, v2, v3) {
        curContext.useProgram(programObject3D);
        uniformi("uUsingMat3d", programObject3D, "uUsingMat", true);
        var col = p.color(v1, v2, v3);
        uniformf("uMaterialSpecular3d", programObject3D, "uMaterialSpecular", p.color.toGLArray(col).slice(0, 3));
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Coordinates
      ////////////////////////////////////////////////////////////////////////////
  
      /**
       * Takes a three-dimensional X, Y, Z position and returns the X value for
       * where it will appear on a (two-dimensional) screen.
       *
       * @param {int | float} x 3D x coordinate to be mapped
       * @param {int | float} y 3D y coordinate to be mapped
       * @param {int | float} z 3D z optional coordinate to be mapped
       *
       * @returns {float}
       *
       * @see screenY
       * @see screenZ
      */
      p.screenX = function( x, y, z ) {
        var mv = modelView.array();
        if( mv.length === 16 )
        {
          var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
          var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
          var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
          var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
  
          var pj = projection.array();
  
          var ox = pj[ 0]*ax + pj[ 1]*ay + pj[ 2]*az + pj[ 3]*aw;
          var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
  
          if ( ow !== 0 ){
            ox /= ow;
          }
          return p.width * ( 1 + ox ) / 2.0;
        }
        // We assume that we're in 2D
        return modelView.multX(x, y);
      };
  
      /**
       * Takes a three-dimensional X, Y, Z position and returns the Y value for
       * where it will appear on a (two-dimensional) screen.
       *
       * @param {int | float} x 3D x coordinate to be mapped
       * @param {int | float} y 3D y coordinate to be mapped
       * @param {int | float} z 3D z optional coordinate to be mapped
       *
       * @returns {float}
       *
       * @see screenX
       * @see screenZ
      */
      p.screenY = function screenY( x, y, z ) {
        var mv = modelView.array();
        if( mv.length === 16 ) {
          var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
          var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
          var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
          var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
  
          var pj = projection.array();
  
          var oy = pj[ 4]*ax + pj[ 5]*ay + pj[ 6]*az + pj[ 7]*aw;
          var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
  
          if ( ow !== 0 ){
            oy /= ow;
          }
          return p.height * ( 1 + oy ) / 2.0;
        }
        // We assume that we're in 2D
        return modelView.multY(x, y);
      };
  
      /**
       * Takes a three-dimensional X, Y, Z position and returns the Z value for
       * where it will appear on a (two-dimensional) screen.
       *
       * @param {int | float} x 3D x coordinate to be mapped
       * @param {int | float} y 3D y coordinate to be mapped
       * @param {int | float} z 3D z coordinate to be mapped
       *
       * @returns {float}
       *
       * @see screenX
       * @see screenY
      */
      p.screenZ = function screenZ( x, y, z ) {
        var mv = modelView.array();
        if( mv.length !== 16 ) {
          return 0;
        }
  
        var pj = projection.array();
  
        var ax = mv[ 0]*x + mv[ 1]*y + mv[ 2]*z + mv[ 3];
        var ay = mv[ 4]*x + mv[ 5]*y + mv[ 6]*z + mv[ 7];
        var az = mv[ 8]*x + mv[ 9]*y + mv[10]*z + mv[11];
        var aw = mv[12]*x + mv[13]*y + mv[14]*z + mv[15];
  
        var oz = pj[ 8]*ax + pj[ 9]*ay + pj[10]*az + pj[11]*aw;
        var ow = pj[12]*ax + pj[13]*ay + pj[14]*az + pj[15]*aw;
  
        if ( ow !== 0 ) {
          oz /= ow;
        }
        return ( oz + 1 ) / 2.0;
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Style functions
      ////////////////////////////////////////////////////////////////////////////
      /**
       * The fill() function sets the color used to fill shapes. For example, if you run <b>fill(204, 102, 0)</b>, all subsequent shapes will be filled with orange.
       * This color is either specified in terms of the RGB or HSB color depending on the current <b>colorMode()</b>
       *(the default color space is RGB, with each value in the range from 0 to 255).
       * <br><br>When using hexadecimal notation to specify a color, use "#" or "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA).
       * The # syntax uses six digits to specify a color (the way colors are specified in HTML and CSS). When using the hexadecimal notation starting with "0x",
       * the hexadecimal value must be specified with eight characters; the first two characters define the alpha component and the remainder the red, green, and blue components.
       * <br><br>The value for the parameter "gray" must be less than or equal to the current maximum value as specified by <b>colorMode()</b>. The default maximum value is 255.
       * <br><br>To change the color of an image (or a texture), use tint().
       *
       * @param {int|float} gray    number specifying value between white and black
       * @param {int|float} value1  red or hue value
       * @param {int|float} value2  green or saturation value
       * @param {int|float} value3  blue or brightness value
       * @param {int|float} alpha   opacity of the fill
       * @param {Color} color       any value of the color datatype
       * @param {int} hex           color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
       *
       * @see #noFill()
       * @see #stroke()
       * @see #tint()
       * @see #background()
       * @see #colorMode()
       */
      DrawingShared.prototype.fill = function() {
        var color = p.color.apply(this, arguments);
        if(color === currentFillColor && doFill) {
          return;
        }
        doFill = true;
        currentFillColor = color;
      };
  
      Drawing2D.prototype.fill = function() {
        DrawingShared.prototype.fill.apply(this, arguments);
        isFillDirty = true;
      };
  
      Drawing3D.prototype.fill = function() {
        DrawingShared.prototype.fill.apply(this, arguments);
        fillStyle = p.color.toGLArray(currentFillColor);
      };
  
      function executeContextFill() {
        if(doFill) {
          if(isFillDirty) {
            curContext.fillStyle = p.color.toString(currentFillColor);
            isFillDirty = false;
          }
          curContext.fill();
        }
      }
  
      /**
       * The noFill() function disables filling geometry. If both <b>noStroke()</b> and <b>noFill()</b>
       * are called, no shapes will be drawn to the screen.
       *
       * @see #fill()
       *
       */
      p.noFill = function() {
        doFill = false;
      };
  
      /**
       * The stroke() function sets the color used to draw lines and borders around shapes. This color
       * is either specified in terms of the RGB or HSB color depending on the
       * current <b>colorMode()</b> (the default color space is RGB, with each
       * value in the range from 0 to 255).
       * <br><br>When using hexadecimal notation to specify a color, use "#" or
       * "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA). The # syntax uses six
       * digits to specify a color (the way colors are specified in HTML and CSS).
       * When using the hexadecimal notation starting with "0x", the hexadecimal
       * value must be specified with eight characters; the first two characters
       * define the alpha component and the remainder the red, green, and blue
       * components.
       * <br><br>The value for the parameter "gray" must be less than or equal
       * to the current maximum value as specified by <b>colorMode()</b>.
       * The default maximum value is 255.
       *
       * @param {int|float} gray    number specifying value between white and black
       * @param {int|float} value1  red or hue value
       * @param {int|float} value2  green or saturation value
       * @param {int|float} value3  blue or brightness value
       * @param {int|float} alpha   opacity of the stroke
       * @param {Color} color       any value of the color datatype
       * @param {int} hex           color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
       *
       * @see #fill()
       * @see #noStroke()
       * @see #tint()
       * @see #background()
       * @see #colorMode()
       */
      DrawingShared.prototype.stroke = function() {
        var color = p.color.apply(this, arguments);
        if(color === currentStrokeColor && doStroke) {
          return;
        }
        doStroke = true;
        currentStrokeColor = color;
      };
  
      Drawing2D.prototype.stroke = function() {
        DrawingShared.prototype.stroke.apply(this, arguments);
        isStrokeDirty = true;
      };
  
      Drawing3D.prototype.stroke = function() {
        DrawingShared.prototype.stroke.apply(this, arguments);
        strokeStyle = p.color.toGLArray(currentStrokeColor);
      };
  
      function executeContextStroke() {
        if(doStroke) {
          if(isStrokeDirty) {
            curContext.strokeStyle = p.color.toString(currentStrokeColor);
            isStrokeDirty = false;
          }
          curContext.stroke();
        }
      }
  
      /**
       * The noStroke() function disables drawing the stroke (outline). If both <b>noStroke()</b> and
       * <b>noFill()</b> are called, no shapes will be drawn to the screen.
       *
       * @see #stroke()
       */
      p.noStroke = function() {
        doStroke = false;
      };
  
      /**
       * The strokeWeight() function sets the width of the stroke used for lines, points, and the border around shapes.
       * All widths are set in units of pixels.
       *
       * @param {int|float} w the weight (in pixels) of the stroke
       */
      DrawingShared.prototype.strokeWeight = function(w) {
        lineWidth = w;
      };
  
      Drawing2D.prototype.strokeWeight = function(w) {
        DrawingShared.prototype.strokeWeight.apply(this, arguments);
        curContext.lineWidth = w;
      };
  
      Drawing3D.prototype.strokeWeight = function(w) {
        DrawingShared.prototype.strokeWeight.apply(this, arguments);
  
        // Processing groups the weight of points and lines under this one function,
        // but for WebGL, we need to set a uniform for points and call a function for line.
  
        curContext.useProgram(programObject2D);
        uniformf("pointSize2d", programObject2D, "uPointSize", w);
  
        curContext.useProgram(programObjectUnlitShape);
        uniformf("pointSizeUnlitShape", programObjectUnlitShape, "uPointSize", w);
  
        curContext.lineWidth(w);
      };
  
      /**
       * The strokeCap() function sets the style for rendering line endings. These ends are either squared, extended, or rounded and
       * specified with the corresponding parameters SQUARE, PROJECT, and ROUND. The default cap is ROUND.
       * This function is not available with the P2D, P3D, or OPENGL renderers
       *
       * @param {int} value Either SQUARE, PROJECT, or ROUND
       */
      p.strokeCap = function(value) {
        drawing.$ensureContext().lineCap = value;
      };
  
      /**
       * The strokeJoin() function sets the style of the joints which connect line segments.
       * These joints are either mitered, beveled, or rounded and specified with the corresponding parameters MITER, BEVEL, and ROUND. The default joint is MITER.
       * This function is not available with the P2D, P3D, or OPENGL renderers
       *
       * @param {int} value Either SQUARE, PROJECT, or ROUND
       */
      p.strokeJoin = function(value) {
        drawing.$ensureContext().lineJoin = value;
      };
  
      /**
       * The smooth() function draws all geometry with smooth (anti-aliased) edges. This will slow down the frame rate of the application,
       * but will enhance the visual refinement. <br/><br/>
       * Note that smooth() will also improve image quality of resized images, and noSmooth() will disable image (and font) smoothing altogether.
       * When working with a 3D sketch, smooth will draw points as circles rather than squares.
       *
       * @see #noSmooth()
       * @see #hint()
       * @see #size()
       */
  
      Drawing2D.prototype.smooth = function() {
        renderSmooth = true;
        var style = curElement.style;
        style.setProperty("image-rendering", "optimizeQuality", "important");
        style.setProperty("-ms-interpolation-mode", "bicubic", "important");
        if (curContext.hasOwnProperty("mozImageSmoothingEnabled")) {
          curContext.mozImageSmoothingEnabled = true;
        }
      };
  
      Drawing3D.prototype.smooth = function(){
        renderSmooth = true;
      };
  
      /**
       * The noSmooth() function draws all geometry with jagged (aliased) edges.
       *
       * @see #smooth()
       */
  
      Drawing2D.prototype.noSmooth = function() {
        renderSmooth = false;
        var style = curElement.style;
        style.setProperty("image-rendering", "optimizeSpeed", "important");
        style.setProperty("image-rendering", "-moz-crisp-edges", "important");
        style.setProperty("image-rendering", "-webkit-optimize-contrast", "important");
        style.setProperty("image-rendering", "optimize-contrast", "important");
        style.setProperty("-ms-interpolation-mode", "nearest-neighbor", "important");
        if (curContext.hasOwnProperty("mozImageSmoothingEnabled")) {
          curContext.mozImageSmoothingEnabled = false;
        }
      };
  
      Drawing3D.prototype.noSmooth = function(){
        renderSmooth = false;
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Vector drawing functions
      ////////////////////////////////////////////////////////////////////////////
      /**
       * The point() function draws a point, a coordinate in space at the dimension of one pixel.
       * The first parameter is the horizontal value for the point, the second
       * value is the vertical value for the point, and the optional third value
       * is the depth value. Drawing this shape in 3D using the <b>z</b>
       * parameter requires the P3D or OPENGL parameter in combination with
       * size as shown in the above example.
       *
       * @param {int|float} x x-coordinate of the point
       * @param {int|float} y y-coordinate of the point
       * @param {int|float} z z-coordinate of the point
       *
       * @see #beginShape()
       */
      Drawing2D.prototype.point = function(x, y) {
        if (!doStroke) {
          return;
        }
  
        x = Math.round(x);
        y = Math.round(y);
        curContext.fillStyle = p.color.toString(currentStrokeColor);
        isFillDirty = true;
        // Draw a circle for any point larger than 1px
        if (lineWidth > 1) {
          curContext.beginPath();
          curContext.arc(x, y, lineWidth / 2, 0, PConstants.TWO_PI, false);
          curContext.fill();
        } else {
          curContext.fillRect(x, y, 1, 1);
        }
      };
  
      Drawing3D.prototype.point = function(x, y, z) {
        var model = new PMatrix3D();
  
        // move point to position
        model.translate(x, y, z || 0);
        model.transpose();
  
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        curContext.useProgram(programObject2D);
        uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
        uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
  
        if (lineWidth > 0 && doStroke) {
          // this will be replaced with the new bit shifting color code
          uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
          uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
          uniformi("uSmooth2d", programObject2D, "uSmooth", renderSmooth);
          vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, pointBuffer);
          disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
          curContext.drawArrays(curContext.POINTS, 0, 1);
        }
      };
  
      /**
       * Using the <b>beginShape()</b> and <b>endShape()</b> functions allow creating more complex forms.
       * <b>beginShape()</b> begins recording vertices for a shape and <b>endShape()</b> stops recording.
       * The value of the <b>MODE</b> parameter tells it which types of shapes to create from the provided vertices.
       * With no mode specified, the shape can be any irregular polygon. After calling the <b>beginShape()</b> function,
       * a series of <b>vertex()</b> commands must follow. To stop drawing the shape, call <b>endShape()</b>.
       * The <b>vertex()</b> function with two parameters specifies a position in 2D and the <b>vertex()</b>
       * function with three parameters specifies a position in 3D. Each shape will be outlined with the current
       * stroke color and filled with the fill color.
       *
       * @param {int} MODE either POINTS, LINES, TRIANGLES, TRIANGLE_FAN, TRIANGLE_STRIP, QUADS, and QUAD_STRIP.
       *
       * @see endShape
       * @see vertex
       * @see curveVertex
       * @see bezierVertex
       */
      p.beginShape = function(type) {
        curShape = type;
        curvePoints = [];
        vertArray = [];
      };
  
      /**
       * All shapes are constructed by connecting a series of vertices. <b>vertex()</b> is used to specify the vertex
       * coordinates for points, lines, triangles, quads, and polygons and is used exclusively within the <b>beginShape()</b>
       * and <b>endShape()</b> function. <br /><br />Drawing a vertex in 3D using the <b>z</b> parameter requires the P3D or
       * OPENGL parameter in combination with size as shown in the above example.<br /><br />This function is also used to map a
       * texture onto the geometry. The <b>texture()</b> function declares the texture to apply to the geometry and the <b>u</b>
       * and <b>v</b> coordinates set define the mapping of this texture to the form. By default, the coordinates used for
       * <b>u</b> and <b>v</b> are specified in relation to the image's size in pixels, but this relation can be changed with
       * <b>textureMode()</b>.
       *
       * @param {int | float} x x-coordinate of the vertex
       * @param {int | float} y y-coordinate of the vertex
       * @param {boolean} moveto flag to indicate whether this is a new subpath
       *
       * @see beginShape
       * @see endShape
       * @see bezierVertex
       * @see curveVertex
       * @see texture
       */
  
      Drawing2D.prototype.vertex = function(x, y, moveTo) {
        var vert = [];
  
        if (firstVert) { firstVert = false; }
        vert.isVert = true;
  
        vert[0] = x;
        vert[1] = y;
        vert[2] = 0;
        vert[3] = 0;
        vert[4] = 0;
  
        // fill and stroke color
        vert[5] = currentFillColor;
        vert[6] = currentStrokeColor;
  
        vertArray.push(vert);
        if (moveTo) {
          vertArray[vertArray.length-1].moveTo = moveTo;
        }
      };
  
      Drawing3D.prototype.vertex = function(x, y, z, u, v) {
        var vert = [];
  
        if (firstVert) { firstVert = false; }
        vert.isVert = true;
  
        if (v === undef && usingTexture) {
          v = u;
          u = z;
          z = 0;
        }
  
        // Convert u and v to normalized coordinates
        if (u !== undef && v !== undef) {
          if (curTextureMode === PConstants.IMAGE) {
            u /= curTexture.width;
            v /= curTexture.height;
          }
          u = u > 1 ? 1 : u;
          u = u < 0 ? 0 : u;
          v = v > 1 ? 1 : v;
          v = v < 0 ? 0 : v;
        }
  
        vert[0] = x;
        vert[1] = y;
        vert[2] = z || 0;
        vert[3] = u || 0;
        vert[4] = v || 0;
  
        // fill rgba
        vert[5] = fillStyle[0];
        vert[6] = fillStyle[1];
        vert[7] = fillStyle[2];
        vert[8] = fillStyle[3];
        // stroke rgba
        vert[9] = strokeStyle[0];
        vert[10] = strokeStyle[1];
        vert[11] = strokeStyle[2];
        vert[12] = strokeStyle[3];
        //normals
        vert[13] = normalX;
        vert[14] = normalY;
        vert[15] = normalZ;
  
        vertArray.push(vert);
      };
  
      /**
       * @private
       * Renders 3D points created from calls to vertex and beginShape/endShape
       *
       * @param {Array} vArray an array of vertex coordinate
       * @param {Array} cArray an array of colours used for the vertices
       *
       * @see beginShape
       * @see endShape
       * @see vertex
       */
      var point3D = function(vArray, cArray){
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        curContext.useProgram(programObjectUnlitShape);
  
        uniformMatrix("uViewUS", programObjectUnlitShape, "uView", false, view.array());
        uniformi("uSmoothUS", programObjectUnlitShape, "uSmooth", renderSmooth);
  
        vertexAttribPointer("aVertexUS", programObjectUnlitShape, "aVertex", 3, pointBuffer);
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW);
  
        vertexAttribPointer("aColorUS", programObjectUnlitShape, "aColor", 4, fillColorBuffer);
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW);
  
        curContext.drawArrays(curContext.POINTS, 0, vArray.length/3);
      };
  
      /**
       * @private
       * Renders 3D lines created from calls to beginShape/vertex/endShape - based on the mode specified LINES, LINE_LOOP, etc.
       *
       * @param {Array} vArray an array of vertex coordinate
       * @param {String} mode  either LINES, LINE_LOOP, or LINE_STRIP
       * @param {Array} cArray an array of colours used for the vertices
       *
       * @see beginShape
       * @see endShape
       * @see vertex
       */
      var line3D = function(vArray, mode, cArray){
        var ctxMode;
        if (mode === "LINES"){
          ctxMode = curContext.LINES;
        }
        else if(mode === "LINE_LOOP"){
          ctxMode = curContext.LINE_LOOP;
        }
        else{
          ctxMode = curContext.LINE_STRIP;
        }
  
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        curContext.useProgram(programObjectUnlitShape);
        uniformMatrix("uViewUS", programObjectUnlitShape, "uView", false, view.array());
        vertexAttribPointer("aVertexUS", programObjectUnlitShape, "aVertex", 3, lineBuffer);
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW);
        vertexAttribPointer("aColorUS", programObjectUnlitShape, "aColor", 4, strokeColorBuffer);
        curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW);
        curContext.drawArrays(ctxMode, 0, vArray.length/3);
      };
  
      /**
       * @private
       * Render filled shapes created from calls to beginShape/vertex/endShape - based on the mode specified TRIANGLES, etc.
       *
       * @param {Array} vArray an array of vertex coordinate
       * @param {String} mode  either LINES, LINE_LOOP, or LINE_STRIP
       * @param {Array} cArray an array of colours used for the vertices
       * @param {Array} tArray an array of u,v coordinates for textures
       *
       * @see beginShape
       * @see endShape
       * @see vertex
       */
      var fill3D = function(vArray, mode, cArray, tArray){
        var ctxMode;
        if (mode === "TRIANGLES") {
          ctxMode = curContext.TRIANGLES;
        } else if(mode === "TRIANGLE_FAN") {
          ctxMode = curContext.TRIANGLE_FAN;
        } else {
          ctxMode = curContext.TRIANGLE_STRIP;
        }
  
        var view = new PMatrix3D();
        view.scale( 1, -1, 1 );
        view.apply( modelView.array() );
        view.transpose();
  
        curContext.useProgram( programObject3D );
        uniformMatrix( "model3d", programObject3D, "uModel", false,  [1,0,0,0,  0,1,0,0,   0,0,1,0,   0,0,0,1] );
        uniformMatrix( "view3d", programObject3D, "uView", false, view.array() );
        curContext.enable( curContext.POLYGON_OFFSET_FILL );
        curContext.polygonOffset( 1, 1 );
        uniformf( "color3d", programObject3D, "uColor", [-1,0,0,0] );
        vertexAttribPointer( "vertex3d", programObject3D, "aVertex", 3, fillBuffer );
        curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(vArray), curContext.STREAM_DRAW );
  
        // if we are using a texture and a tint, then overwrite the
        // contents of the color buffer with the current tint
        if ( usingTexture && curTint !== null ){
          curTint3d( cArray );
        }
  
        vertexAttribPointer( "aColor3d", programObject3D, "aColor", 4, fillColorBuffer );
        curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(cArray), curContext.STREAM_DRAW );
  
        // No support for lights....yet
        disableVertexAttribPointer( "aNormal3d", programObject3D, "aNormal" );
  
        if ( usingTexture ) {
          uniformi( "uUsingTexture3d", programObject3D, "uUsingTexture", usingTexture );
          vertexAttribPointer( "aTexture3d", programObject3D, "aTexture", 2, shapeTexVBO );
          curContext.bufferData( curContext.ARRAY_BUFFER, new Float32Array(tArray), curContext.STREAM_DRAW );
        }
  
        curContext.drawArrays( ctxMode, 0, vArray.length/3 );
        curContext.disable( curContext.POLYGON_OFFSET_FILL );
      };
  
      /**
       * this series of three operations is used a lot in Drawing2D.prototype.endShape
       * and has been split off as its own function, to tighten the code and allow for
       * fewer bugs.
       */
      function fillStrokeClose() {
        executeContextFill();
        executeContextStroke();
        curContext.closePath();
      }
  
      /**
       * The endShape() function is the companion to beginShape() and may only be called after beginShape().
       * When endshape() is called, all of image data defined since the previous call to beginShape() is written
       * into the image buffer.
       *
       * @param {int} MODE Use CLOSE to close the shape
       *
       * @see beginShape
       */
      Drawing2D.prototype.endShape = function(mode) {
        // Duplicated in Drawing3D; too many variables used
        if (vertArray.length === 0) { return; }
  
        var closeShape = mode === PConstants.CLOSE;
  
        // if the shape is closed, the first element is also the last element
        if (closeShape) {
          vertArray.push(vertArray[0]);
        }
  
        var lineVertArray = [];
        var fillVertArray = [];
        var colorVertArray = [];
        var strokeVertArray = [];
        var texVertArray = [];
        var cachedVertArray;
  
        firstVert = true;
        var i, j, k;
        var vertArrayLength = vertArray.length;
  
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          for (j = 0; j < 3; j++) {
            fillVertArray.push(cachedVertArray[j]);
          }
        }
  
        // 5,6,7,8
        // R,G,B,A - fill colour
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          for (j = 5; j < 9; j++) {
            colorVertArray.push(cachedVertArray[j]);
          }
        }
  
        // 9,10,11,12
        // R, G, B, A - stroke colour
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          for (j = 9; j < 13; j++) {
            strokeVertArray.push(cachedVertArray[j]);
          }
        }
  
        // texture u,v
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          texVertArray.push(cachedVertArray[3]);
          texVertArray.push(cachedVertArray[4]);
        }
  
        // curveVertex
        if ( isCurve && (curShape === PConstants.POLYGON || curShape === undef) ) {
          if (vertArrayLength > 3) {
            var b = [],
                s = 1 - curTightness;
            curContext.beginPath();
            curContext.moveTo(vertArray[1][0], vertArray[1][1]);
              /*
              * Matrix to convert from Catmull-Rom to cubic Bezier
              * where t = curTightness
              * |0         1          0         0       |
              * |(t-1)/6   1          (1-t)/6   0       |
              * |0         (1-t)/6    1         (t-1)/6 |
              * |0         0          0         0       |
              */
            for (i = 1; (i+2) < vertArrayLength; i++) {
              cachedVertArray = vertArray[i];
              b[0] = [cachedVertArray[0], cachedVertArray[1]];
              b[1] = [cachedVertArray[0] + (s * vertArray[i+1][0] - s * vertArray[i-1][0]) / 6,
                     cachedVertArray[1] + (s * vertArray[i+1][1] - s * vertArray[i-1][1]) / 6];
              b[2] = [vertArray[i+1][0] + (s * vertArray[i][0] - s * vertArray[i+2][0]) / 6,
                     vertArray[i+1][1] + (s * vertArray[i][1] - s * vertArray[i+2][1]) / 6];
              b[3] = [vertArray[i+1][0], vertArray[i+1][1]];
              curContext.bezierCurveTo(b[1][0], b[1][1], b[2][0], b[2][1], b[3][0], b[3][1]);
            }
            fillStrokeClose();
          }
        }
  
        // bezierVertex
        else if ( isBezier && (curShape === PConstants.POLYGON || curShape === undef) ) {
          curContext.beginPath();
          for (i = 0; i < vertArrayLength; i++) {
            cachedVertArray = vertArray[i];
            if (vertArray[i].isVert) { //if it is a vertex move to the position
              if (vertArray[i].moveTo) {
                curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
              } else {
                curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
              }
            } else { //otherwise continue drawing bezier
              curContext.bezierCurveTo(vertArray[i][0], vertArray[i][1], vertArray[i][2], vertArray[i][3], vertArray[i][4], vertArray[i][5]);
            }
          }
          fillStrokeClose();
        }
  
        // render the vertices provided
        else {
          if (curShape === PConstants.POINTS) {
            for (i = 0; i < vertArrayLength; i++) {
              cachedVertArray = vertArray[i];
              if (doStroke) {
                p.stroke(cachedVertArray[6]);
              }
              p.point(cachedVertArray[0], cachedVertArray[1]);
            }
          } else if (curShape === PConstants.LINES) {
            for (i = 0; (i + 1) < vertArrayLength; i+=2) {
              cachedVertArray = vertArray[i];
              if (doStroke) {
                p.stroke(vertArray[i+1][6]);
              }
              p.line(cachedVertArray[0], cachedVertArray[1], vertArray[i+1][0], vertArray[i+1][1]);
            }
          } else if (curShape === PConstants.TRIANGLES) {
            for (i = 0; (i + 2) < vertArrayLength; i+=3) {
              cachedVertArray = vertArray[i];
              curContext.beginPath();
              curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
              curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
              curContext.lineTo(vertArray[i+2][0], vertArray[i+2][1]);
              curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
  
              if (doFill) {
                p.fill(vertArray[i+2][5]);
                executeContextFill();
              }
              if (doStroke) {
                p.stroke(vertArray[i+2][6]);
                executeContextStroke();
              }
  
              curContext.closePath();
            }
          } else if (curShape === PConstants.TRIANGLE_STRIP) {
            for (i = 0; (i+1) < vertArrayLength; i++) {
              cachedVertArray = vertArray[i];
              curContext.beginPath();
              curContext.moveTo(vertArray[i+1][0], vertArray[i+1][1]);
              curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
  
              if (doStroke) {
                p.stroke(vertArray[i+1][6]);
              }
              if (doFill) {
                p.fill(vertArray[i+1][5]);
              }
  
              if (i + 2 < vertArrayLength) {
                curContext.lineTo(vertArray[i+2][0], vertArray[i+2][1]);
                if (doStroke) {
                  p.stroke(vertArray[i+2][6]);
                }
                if (doFill) {
                  p.fill(vertArray[i+2][5]);
                }
              }
              fillStrokeClose();
            }
          } else if (curShape === PConstants.TRIANGLE_FAN) {
            if (vertArrayLength > 2) {
              curContext.beginPath();
              curContext.moveTo(vertArray[0][0], vertArray[0][1]);
              curContext.lineTo(vertArray[1][0], vertArray[1][1]);
              curContext.lineTo(vertArray[2][0], vertArray[2][1]);
  
              if (doFill) {
                p.fill(vertArray[2][5]);
                executeContextFill();
              }
              if (doStroke) {
                p.stroke(vertArray[2][6]);
                executeContextStroke();
              }
  
              curContext.closePath();
              for (i = 3; i < vertArrayLength; i++) {
                cachedVertArray = vertArray[i];
                curContext.beginPath();
                curContext.moveTo(vertArray[0][0], vertArray[0][1]);
                curContext.lineTo(vertArray[i-1][0], vertArray[i-1][1]);
                curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
  
                if (doFill) {
                  p.fill(cachedVertArray[5]);
                  executeContextFill();
                }
                if (doStroke) {
                  p.stroke(cachedVertArray[6]);
                  executeContextStroke();
                }
  
                curContext.closePath();
              }
            }
          } else if (curShape === PConstants.QUADS) {
            for (i = 0; (i + 3) < vertArrayLength; i+=4) {
              cachedVertArray = vertArray[i];
              curContext.beginPath();
              curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
              for (j = 1; j < 4; j++) {
                curContext.lineTo(vertArray[i+j][0], vertArray[i+j][1]);
              }
              curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
  
              if (doFill) {
                p.fill(vertArray[i+3][5]);
                executeContextFill();
              }
              if (doStroke) {
                p.stroke(vertArray[i+3][6]);
                executeContextStroke();
              }
  
              curContext.closePath();
            }
          } else if (curShape === PConstants.QUAD_STRIP) {
            if (vertArrayLength > 3) {
              for (i = 0; (i+1) < vertArrayLength; i+=2) {
                cachedVertArray = vertArray[i];
                curContext.beginPath();
                if (i+3 < vertArrayLength) {
                  curContext.moveTo(vertArray[i+2][0], vertArray[i+2][1]);
                  curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
                  curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
                  curContext.lineTo(vertArray[i+3][0], vertArray[i+3][1]);
  
                  if (doFill) {
                    p.fill(vertArray[i+3][5]);
                  }
                  if (doStroke) {
                    p.stroke(vertArray[i+3][6]);
                  }
                } else {
                  curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
                  curContext.lineTo(vertArray[i+1][0], vertArray[i+1][1]);
                }
                fillStrokeClose();
              }
            }
          } else {
            curContext.beginPath();
            curContext.moveTo(vertArray[0][0], vertArray[0][1]);
            for (i = 1; i < vertArrayLength; i++) {
              cachedVertArray = vertArray[i];
              if (cachedVertArray.isVert) { //if it is a vertex move to the position
                if (cachedVertArray.moveTo) {
                  curContext.moveTo(cachedVertArray[0], cachedVertArray[1]);
                } else {
                  curContext.lineTo(cachedVertArray[0], cachedVertArray[1]);
                }
              }
            }
            fillStrokeClose();
          }
        }
  
        // Reset some settings
        isCurve = false;
        isBezier = false;
        curveVertArray = [];
        curveVertCount = 0;
  
        // If the shape is closed, the first element was added as last element.
        // We must remove it again to prevent the list of vertices from growing
        // over successive calls to endShape(CLOSE)
        if (closeShape) {
          vertArray.pop();
        }
      };
  
      Drawing3D.prototype.endShape = function(mode) {
        // Duplicated in Drawing3D; too many variables used
        if (vertArray.length === 0) { return; }
  
        var closeShape = mode === PConstants.CLOSE;
        var lineVertArray = [];
        var fillVertArray = [];
        var colorVertArray = [];
        var strokeVertArray = [];
        var texVertArray = [];
        var cachedVertArray;
  
        firstVert = true;
        var i, j, k;
        var vertArrayLength = vertArray.length;
  
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          for (j = 0; j < 3; j++) {
            fillVertArray.push(cachedVertArray[j]);
          }
        }
  
        // 5,6,7,8
        // R,G,B,A - fill colour
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          for (j = 5; j < 9; j++) {
            colorVertArray.push(cachedVertArray[j]);
          }
        }
  
        // 9,10,11,12
        // R, G, B, A - stroke colour
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          for (j = 9; j < 13; j++) {
            strokeVertArray.push(cachedVertArray[j]);
          }
        }
  
        // texture u,v
        for (i = 0; i < vertArrayLength; i++) {
          cachedVertArray = vertArray[i];
          texVertArray.push(cachedVertArray[3]);
          texVertArray.push(cachedVertArray[4]);
        }
  
        // if shape is closed, push the first point into the last point (including colours)
        if (closeShape) {
          fillVertArray.push(vertArray[0][0]);
          fillVertArray.push(vertArray[0][1]);
          fillVertArray.push(vertArray[0][2]);
  
          for (i = 5; i < 9; i++) {
            colorVertArray.push(vertArray[0][i]);
          }
  
          for (i = 9; i < 13; i++) {
            strokeVertArray.push(vertArray[0][i]);
          }
  
          texVertArray.push(vertArray[0][3]);
          texVertArray.push(vertArray[0][4]);
        }
        // End duplication
  
        // curveVertex
        if ( isCurve && (curShape === PConstants.POLYGON || curShape === undef) ) {
          lineVertArray = fillVertArray;
          if (doStroke) {
            line3D(lineVertArray, null, strokeVertArray);
          }
          if (doFill) {
            fill3D(fillVertArray, null, colorVertArray);
          }
        }
        // bezierVertex
        else if ( isBezier && (curShape === PConstants.POLYGON || curShape === undef) ) {
          lineVertArray = fillVertArray;
          lineVertArray.splice(lineVertArray.length - 3);
          strokeVertArray.splice(strokeVertArray.length - 4);
          if (doStroke) {
            line3D(lineVertArray, null, strokeVertArray);
          }
          if (doFill) {
            fill3D(fillVertArray, "TRIANGLES", colorVertArray);
          }
        }
  
        // render the vertices provided
        else {
          if (curShape === PConstants.POINTS) {       // if POINTS was the specified parameter in beginShape
            for (i = 0; i < vertArrayLength; i++) {  // loop through and push the point location information to the array
              cachedVertArray = vertArray[i];
              for (j = 0; j < 3; j++) {
                lineVertArray.push(cachedVertArray[j]);
              }
            }
            point3D(lineVertArray, strokeVertArray);  // render function for points
          } else if (curShape === PConstants.LINES) { // if LINES was the specified parameter in beginShape
            for (i = 0; i < vertArrayLength; i++) {  // loop through and push the point location information to the array
              cachedVertArray = vertArray[i];
              for (j = 0; j < 3; j++) {
                lineVertArray.push(cachedVertArray[j]);
              }
            }
            for (i = 0; i < vertArrayLength; i++) {  // loop through and push the color information to the array
              cachedVertArray = vertArray[i];
              for (j = 5; j < 9; j++) {
                colorVertArray.push(cachedVertArray[j]);
              }
            }
            line3D(lineVertArray, "LINES", strokeVertArray);  // render function for lines
          } else if (curShape === PConstants.TRIANGLES) {     // if TRIANGLES was the specified parameter in beginShape
            if (vertArrayLength > 2) {
              for (i = 0; (i+2) < vertArrayLength; i+=3) {   // loop through the array per triangle
                fillVertArray = [];
                texVertArray = [];
                lineVertArray = [];
                colorVertArray = [];
                strokeVertArray = [];
                for (j = 0; j < 3; j++) {
                  for (k = 0; k < 3; k++) {                   // loop through and push
                    lineVertArray.push(vertArray[i+j][k]);    // the line point location information
                    fillVertArray.push(vertArray[i+j][k]);    // and fill point location information
                  }
                }
                for (j = 0; j < 3; j++) {                     // loop through and push the texture information
                  for (k = 3; k < 5; k++) {
                    texVertArray.push(vertArray[i+j][k]);
                  }
                }
                for (j = 0; j < 3; j++) {
                  for (k = 5; k < 9; k++) {                   // loop through and push
                    colorVertArray.push(vertArray[i+j][k]);   // the colour information
                    strokeVertArray.push(vertArray[i+j][k+4]);// and the stroke information
                  }
                }
                if (doStroke) {
                  line3D(lineVertArray, "LINE_LOOP", strokeVertArray );               // line render function
                }
                if (doFill || usingTexture) {
                  fill3D(fillVertArray, "TRIANGLES", colorVertArray, texVertArray);   // fill shape render function
                }
              }
            }
          } else if (curShape === PConstants.TRIANGLE_STRIP) {    // if TRIANGLE_STRIP was the specified parameter in beginShape
            if (vertArrayLength > 2) {
              for (i = 0; (i+2) < vertArrayLength; i++) {
                lineVertArray = [];
                fillVertArray = [];
                strokeVertArray = [];
                colorVertArray = [];
                texVertArray = [];
                for (j = 0; j < 3; j++) {
                  for (k = 0; k < 3; k++) {
                    lineVertArray.push(vertArray[i+j][k]);
                    fillVertArray.push(vertArray[i+j][k]);
                  }
                }
                for (j = 0; j < 3; j++) {
                  for (k = 3; k < 5; k++) {
                    texVertArray.push(vertArray[i+j][k]);
                  }
                }
                for (j = 0; j < 3; j++) {
                  for (k = 5; k < 9; k++) {
                    strokeVertArray.push(vertArray[i+j][k+4]);
                    colorVertArray.push(vertArray[i+j][k]);
                  }
                }
  
                if (doFill || usingTexture) {
                  fill3D(fillVertArray, "TRIANGLE_STRIP", colorVertArray, texVertArray);
                }
                if (doStroke) {
                  line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
                }
              }
            }
          } else if (curShape === PConstants.TRIANGLE_FAN) {
            if (vertArrayLength > 2) {
              for (i = 0; i < 3; i++) {
                cachedVertArray = vertArray[i];
                for (j = 0; j < 3; j++) {
                  lineVertArray.push(cachedVertArray[j]);
                }
              }
              for (i = 0; i < 3; i++) {
                cachedVertArray = vertArray[i];
                for (j = 9; j < 13; j++) {
                  strokeVertArray.push(cachedVertArray[j]);
                }
              }
              if (doStroke) {
                line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
              }
  
              for (i = 2; (i+1) < vertArrayLength; i++) {
                lineVertArray = [];
                strokeVertArray = [];
                lineVertArray.push(vertArray[0][0]);
                lineVertArray.push(vertArray[0][1]);
                lineVertArray.push(vertArray[0][2]);
  
                strokeVertArray.push(vertArray[0][9]);
                strokeVertArray.push(vertArray[0][10]);
                strokeVertArray.push(vertArray[0][11]);
                strokeVertArray.push(vertArray[0][12]);
  
                for (j = 0; j < 2; j++) {
                  for (k = 0; k < 3; k++) {
                    lineVertArray.push(vertArray[i+j][k]);
                  }
                }
                for (j = 0; j < 2; j++) {
                  for (k = 9; k < 13; k++) {
                    strokeVertArray.push(vertArray[i+j][k]);
                  }
                }
                if (doStroke) {
                  line3D(lineVertArray, "LINE_STRIP",strokeVertArray);
                }
              }
              if (doFill || usingTexture) {
                fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray, texVertArray);
              }
            }
          } else if (curShape === PConstants.QUADS) {
            for (i = 0; (i + 3) < vertArrayLength; i+=4) {
              lineVertArray = [];
              for (j = 0; j < 4; j++) {
                cachedVertArray = vertArray[i+j];
                for (k = 0; k < 3; k++) {
                  lineVertArray.push(cachedVertArray[k]);
                }
              }
              if (doStroke) {
                line3D(lineVertArray, "LINE_LOOP",strokeVertArray);
              }
  
              if (doFill) {
                fillVertArray = [];
                colorVertArray = [];
                texVertArray = [];
                for (j = 0; j < 3; j++) {
                  fillVertArray.push(vertArray[i][j]);
                }
                for (j = 5; j < 9; j++) {
                  colorVertArray.push(vertArray[i][j]);
                }
  
                for (j = 0; j < 3; j++) {
                  fillVertArray.push(vertArray[i+1][j]);
                }
                for (j = 5; j < 9; j++) {
                  colorVertArray.push(vertArray[i+1][j]);
                }
  
                for (j = 0; j < 3; j++) {
                  fillVertArray.push(vertArray[i+3][j]);
                }
                for (j = 5; j < 9; j++) {
                  colorVertArray.push(vertArray[i+3][j]);
                }
  
                for (j = 0; j < 3; j++) {
                  fillVertArray.push(vertArray[i+2][j]);
                }
                for (j = 5; j < 9; j++) {
                  colorVertArray.push(vertArray[i+2][j]);
                }
  
                if (usingTexture) {
                  texVertArray.push(vertArray[i+0][3]);
                  texVertArray.push(vertArray[i+0][4]);
                  texVertArray.push(vertArray[i+1][3]);
                  texVertArray.push(vertArray[i+1][4]);
                  texVertArray.push(vertArray[i+3][3]);
                  texVertArray.push(vertArray[i+3][4]);
                  texVertArray.push(vertArray[i+2][3]);
                  texVertArray.push(vertArray[i+2][4]);
                }
  
                fill3D(fillVertArray, "TRIANGLE_STRIP", colorVertArray, texVertArray);
              }
            }
          } else if (curShape === PConstants.QUAD_STRIP) {
            var tempArray = [];
            if (vertArrayLength > 3) {
              for (i = 0; i < 2; i++) {
                cachedVertArray = vertArray[i];
                for (j = 0; j < 3; j++) {
                  lineVertArray.push(cachedVertArray[j]);
                }
              }
  
              for (i = 0; i < 2; i++) {
                cachedVertArray = vertArray[i];
                for (j = 9; j < 13; j++) {
                  strokeVertArray.push(cachedVertArray[j]);
                }
              }
  
              line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
              if (vertArrayLength > 4 && vertArrayLength % 2 > 0) {
                tempArray = fillVertArray.splice(fillVertArray.length - 3);
                vertArray.pop();
              }
              for (i = 0; (i+3) < vertArrayLength; i+=2) {
                lineVertArray = [];
                strokeVertArray = [];
                for (j = 0; j < 3; j++) {
                  lineVertArray.push(vertArray[i+1][j]);
                }
                for (j = 0; j < 3; j++) {
                  lineVertArray.push(vertArray[i+3][j]);
                }
                for (j = 0; j < 3; j++) {
                  lineVertArray.push(vertArray[i+2][j]);
                }
                for (j = 0; j < 3; j++) {
                  lineVertArray.push(vertArray[i+0][j]);
                }
                for (j = 9; j < 13; j++) {
                  strokeVertArray.push(vertArray[i+1][j]);
                }
                for (j = 9; j < 13; j++) {
                  strokeVertArray.push(vertArray[i+3][j]);
                }
                for (j = 9; j < 13; j++) {
                  strokeVertArray.push(vertArray[i+2][j]);
                }
                for (j = 9; j < 13; j++) {
                  strokeVertArray.push(vertArray[i+0][j]);
                }
                if (doStroke) {
                  line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
                }
              }
  
              if (doFill || usingTexture) {
                fill3D(fillVertArray, "TRIANGLE_LIST", colorVertArray, texVertArray);
              }
            }
          }
          // If the user didn't specify a type (LINES, TRIANGLES, etc)
          else {
            // If only one vertex was specified, it must be a point
            if (vertArrayLength === 1) {
              for (j = 0; j < 3; j++) {
                lineVertArray.push(vertArray[0][j]);
              }
              for (j = 9; j < 13; j++) {
                strokeVertArray.push(vertArray[0][j]);
              }
              point3D(lineVertArray,strokeVertArray);
            } else {
              for (i = 0; i < vertArrayLength; i++) {
                cachedVertArray = vertArray[i];
                for (j = 0; j < 3; j++) {
                  lineVertArray.push(cachedVertArray[j]);
                }
                for (j = 5; j < 9; j++) {
                  strokeVertArray.push(cachedVertArray[j]);
                }
              }
              if (doStroke && closeShape) {
                line3D(lineVertArray, "LINE_LOOP", strokeVertArray);
              } else if (doStroke && !closeShape) {
                line3D(lineVertArray, "LINE_STRIP", strokeVertArray);
              }
  
              // fill is ignored if textures are used
              if (doFill || usingTexture) {
                fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray, texVertArray);
              }
            }
          }
          // everytime beginShape is followed by a call to
          // texture(), texturing it turned back on. We do this to
          // figure out if the shape should be textured or filled
          // with a color.
          usingTexture = false;
          curContext.useProgram(programObject3D);
          uniformi("usingTexture3d", programObject3D, "uUsingTexture", usingTexture);
        }
  
        // Reset some settings
        isCurve = false;
        isBezier = false;
        curveVertArray = [];
        curveVertCount = 0;
      };
  
      /**
       * The function splineForward() setup forward-differencing matrix to be used for speedy
       * curve rendering. It's based on using a specific number
       * of curve segments and just doing incremental adds for each
       * vertex of the segment, rather than running the mathematically
       * expensive cubic equation. This function is used by both curveDetail and bezierDetail.
       *
       * @param {int} segments      number of curve segments to use when drawing
       * @param {PMatrix3D} matrix  target object for the new matrix
       */
      var splineForward = function(segments, matrix) {
        var f = 1.0 / segments;
        var ff = f * f;
        var fff = ff * f;
  
        matrix.set(0, 0, 0, 1, fff, ff, f, 0, 6 * fff, 2 * ff, 0, 0, 6 * fff, 0, 0, 0);
      };
  
      /**
       * The curveInit() function set the number of segments to use when drawing a Catmull-Rom
       * curve, and setting the s parameter, which defines how tightly
       * the curve fits to each vertex. Catmull-Rom curves are actually
       * a subset of this curve type where the s is set to zero.
       * This in an internal function used by curveDetail() and curveTightness().
       */
      var curveInit = function() {
        // allocate only if/when used to save startup time
        if (!curveDrawMatrix) {
          curveBasisMatrix = new PMatrix3D();
          curveDrawMatrix = new PMatrix3D();
          curveInited = true;
        }
  
        var s = curTightness;
        curveBasisMatrix.set((s - 1) / 2, (s + 3) / 2, (-3 - s) / 2, (1 - s) / 2,
                             (1 - s), (-5 - s) / 2, (s + 2), (s - 1) / 2,
                             (s - 1) / 2, 0, (1 - s) / 2, 0, 0, 1, 0, 0);
  
        splineForward(curveDet, curveDrawMatrix);
  
        if (!bezierBasisInverse) {
          //bezierBasisInverse = bezierBasisMatrix.get();
          //bezierBasisInverse.invert();
          curveToBezierMatrix = new PMatrix3D();
        }
  
        // TODO only needed for PGraphicsJava2D? if so, move it there
        // actually, it's generally useful for other renderers, so keep it
        // or hide the implementation elsewhere.
        curveToBezierMatrix.set(curveBasisMatrix);
        curveToBezierMatrix.preApply(bezierBasisInverse);
  
        // multiply the basis and forward diff matrices together
        // saves much time since this needn't be done for each curve
        curveDrawMatrix.apply(curveBasisMatrix);
      };
  
      /**
       * Specifies vertex coordinates for Bezier curves. Each call to <b>bezierVertex()</b> defines the position of two control
       * points and one anchor point of a Bezier curve, adding a new segment to a line or shape. The first time
       * <b>bezierVertex()</b> is used within a <b>beginShape()</b> call, it must be prefaced with a call to <b>vertex()</b>
       * to set the first anchor point. This function must be used between <b>beginShape()</b> and <b>endShape()</b> and only
       * when there is no MODE parameter specified to <b>beginShape()</b>. Using the 3D version of requires rendering with P3D
       * or OPENGL (see the Environment reference for more information). <br /> <br /> <b>NOTE: </b> Fill does not work properly yet.
       *
       * @param {float | int} cx1 The x-coordinate of 1st control point
       * @param {float | int} cy1 The y-coordinate of 1st control point
       * @param {float | int} cz1 The z-coordinate of 1st control point
       * @param {float | int} cx2 The x-coordinate of 2nd control point
       * @param {float | int} cy2 The y-coordinate of 2nd control point
       * @param {float | int} cz2 The z-coordinate of 2nd control point
       * @param {float | int} x   The x-coordinate of the anchor point
       * @param {float | int} y   The y-coordinate of the anchor point
       * @param {float | int} z   The z-coordinate of the anchor point
       *
       * @see curveVertex
       * @see vertex
       * @see bezier
       */
      Drawing2D.prototype.bezierVertex = function() {
        isBezier = true;
        var vert = [];
        if (firstVert) {
          throw ("vertex() must be used at least once before calling bezierVertex()");
        }
  
        for (var i = 0; i < arguments.length; i++) {
          vert[i] = arguments[i];
        }
        vertArray.push(vert);
        vertArray[vertArray.length -1].isVert = false;
      };
  
      Drawing3D.prototype.bezierVertex = function() {
        isBezier = true;
        var vert = [];
        if (firstVert) {
          throw ("vertex() must be used at least once before calling bezierVertex()");
        }
  
        if (arguments.length === 9) {
          if (bezierDrawMatrix === undef) {
            bezierDrawMatrix = new PMatrix3D();
          }
          // setup matrix for forward differencing to speed up drawing
          var lastPoint = vertArray.length - 1;
          splineForward( bezDetail, bezierDrawMatrix );
          bezierDrawMatrix.apply( bezierBasisMatrix );
          var draw = bezierDrawMatrix.array();
          var x1 = vertArray[lastPoint][0],
              y1 = vertArray[lastPoint][1],
              z1 = vertArray[lastPoint][2];
          var xplot1 = draw[4] * x1 + draw[5] * arguments[0] + draw[6] * arguments[3] + draw[7] * arguments[6];
          var xplot2 = draw[8] * x1 + draw[9] * arguments[0] + draw[10]* arguments[3] + draw[11]* arguments[6];
          var xplot3 = draw[12]* x1 + draw[13]* arguments[0] + draw[14]* arguments[3] + draw[15]* arguments[6];
  
          var yplot1 = draw[4] * y1 + draw[5] * arguments[1] + draw[6] * arguments[4] + draw[7] * arguments[7];
          var yplot2 = draw[8] * y1 + draw[9] * arguments[1] + draw[10]* arguments[4] + draw[11]* arguments[7];
          var yplot3 = draw[12]* y1 + draw[13]* arguments[1] + draw[14]* arguments[4] + draw[15]* arguments[7];
  
          var zplot1 = draw[4] * z1 + draw[5] * arguments[2] + draw[6] * arguments[5] + draw[7] * arguments[8];
          var zplot2 = draw[8] * z1 + draw[9] * arguments[2] + draw[10]* arguments[5] + draw[11]* arguments[8];
          var zplot3 = draw[12]* z1 + draw[13]* arguments[2] + draw[14]* arguments[5] + draw[15]* arguments[8];
          for (var j = 0; j < bezDetail; j++) {
            x1 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
            y1 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
            z1 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
            p.vertex(x1, y1, z1);
          }
          p.vertex(arguments[6], arguments[7], arguments[8]);
        }
      };
  
      /**
       * Sets a texture to be applied to vertex points. The <b>texture()</b> function
       * must be called between <b>beginShape()</b> and <b>endShape()</b> and before
       * any calls to vertex().
       *
       * When textures are in use, the fill color is ignored. Instead, use tint() to
       * specify the color of the texture as it is applied to the shape.
       *
       * @param {PImage} pimage the texture to apply
       *
       * @returns none
       *
       * @see textureMode
       * @see beginShape
       * @see endShape
       * @see vertex
      */
      p.texture = function(pimage) {
        var curContext = drawing.$ensureContext();
  
        if (pimage.__texture) {
          curContext.bindTexture(curContext.TEXTURE_2D, pimage.__texture);
        } else if (pimage.localName === "canvas") {
          curContext.bindTexture(curContext.TEXTURE_2D, canTex);
          curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, pimage);
          curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
          curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR);
          curContext.generateMipmap(curContext.TEXTURE_2D);
          curTexture.width = pimage.width;
          curTexture.height = pimage.height;
        } else {
          var texture = curContext.createTexture(),
              cvs = document.createElement('canvas'),
              cvsTextureCtx = cvs.getContext('2d'),
              pot;
  
          // WebGL requires power of two textures
          if (pimage.width & (pimage.width-1) === 0) {
            cvs.width = pimage.width;
          } else {
            pot = 1;
            while (pot < pimage.width) {
              pot *= 2;
            }
            cvs.width = pot;
          }
  
          if (pimage.height & (pimage.height-1) === 0) {
            cvs.height = pimage.height;
          } else {
            pot = 1;
            while (pot < pimage.height) {
              pot *= 2;
            }
            cvs.height = pot;
          }
  
          cvsTextureCtx.drawImage(pimage.sourceImg, 0, 0, pimage.width, pimage.height, 0, 0, cvs.width, cvs.height);
  
          curContext.bindTexture(curContext.TEXTURE_2D, texture);
          curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR_MIPMAP_LINEAR);
          curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
          curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_T, curContext.CLAMP_TO_EDGE);
          curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_S, curContext.CLAMP_TO_EDGE);
          curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, cvs);
          curContext.generateMipmap(curContext.TEXTURE_2D);
  
          pimage.__texture = texture;
          curTexture.width = pimage.width;
          curTexture.height = pimage.height;
        }
  
        usingTexture = true;
        curContext.useProgram(programObject3D);
        uniformi("usingTexture3d", programObject3D, "uUsingTexture", usingTexture);
      };
  
      /**
       * Sets the coordinate space for texture mapping. There are two options, IMAGE,
       * which refers to the actual coordinates of the image, and NORMALIZED, which
       * refers to a normalized space of values ranging from 0 to 1. The default mode
       * is IMAGE. In IMAGE, if an image is 100 x 200 pixels, mapping the image onto
       * the entire size of a quad would require the points (0,0) (0,100) (100,200) (0,200).
       * The same mapping in NORMAL_SPACE is (0,0) (0,1) (1,1) (0,1).
       *
       * @param MODE either IMAGE or NORMALIZED
       *
       * @returns none
       *
       * @see texture
      */
      p.textureMode = function(mode){
        curTextureMode = mode;
      };
      /**
       * The curveVertexSegment() function handle emitting a specific segment of Catmull-Rom curve. Internal helper function used by <b>curveVertex()</b>.
       */
      var curveVertexSegment = function(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4) {
        var x0 = x2;
        var y0 = y2;
        var z0 = z2;
  
        var draw = curveDrawMatrix.array();
  
        var xplot1 = draw[4] * x1 + draw[5] * x2 + draw[6] * x3 + draw[7] * x4;
        var xplot2 = draw[8] * x1 + draw[9] * x2 + draw[10] * x3 + draw[11] * x4;
        var xplot3 = draw[12] * x1 + draw[13] * x2 + draw[14] * x3 + draw[15] * x4;
  
        var yplot1 = draw[4] * y1 + draw[5] * y2 + draw[6] * y3 + draw[7] * y4;
        var yplot2 = draw[8] * y1 + draw[9] * y2 + draw[10] * y3 + draw[11] * y4;
        var yplot3 = draw[12] * y1 + draw[13] * y2 + draw[14] * y3 + draw[15] * y4;
  
        var zplot1 = draw[4] * z1 + draw[5] * z2 + draw[6] * z3 + draw[7] * z4;
        var zplot2 = draw[8] * z1 + draw[9] * z2 + draw[10] * z3 + draw[11] * z4;
        var zplot3 = draw[12] * z1 + draw[13] * z2 + draw[14] * z3 + draw[15] * z4;
  
        p.vertex(x0, y0, z0);
        for (var j = 0; j < curveDet; j++) {
          x0 += xplot1; xplot1 += xplot2; xplot2 += xplot3;
          y0 += yplot1; yplot1 += yplot2; yplot2 += yplot3;
          z0 += zplot1; zplot1 += zplot2; zplot2 += zplot3;
          p.vertex(x0, y0, z0);
        }
      };
  
      /**
       * Specifies vertex coordinates for curves. This function may only be used between <b>beginShape()</b> and
       * <b>endShape()</b> and only when there is no MODE parameter specified to <b>beginShape()</b>. The first and last points
       * in a series of <b>curveVertex()</b> lines will be used to guide the beginning and end of a the curve. A minimum of four
       * points is required to draw a tiny curve between the second and third points. Adding a fifth point with
       * <b>curveVertex()</b> will draw the curve between the second, third, and fourth points. The <b>curveVertex()</b> function
       * is an implementation of Catmull-Rom splines. Using the 3D version of requires rendering with P3D or OPENGL (see the
       * Environment reference for more information). <br /> <br /><b>NOTE: </b> Fill does not work properly yet.
       *
       * @param {float | int} x The x-coordinate of the vertex
       * @param {float | int} y The y-coordinate of the vertex
       * @param {float | int} z The z-coordinate of the vertex
       *
       * @see curve
       * @see beginShape
       * @see endShape
       * @see vertex
       * @see bezierVertex
       */
      Drawing2D.prototype.curveVertex = function(x, y) {
        isCurve = true;
  
        p.vertex(x, y);
      };
  
      Drawing3D.prototype.curveVertex = function(x, y, z) {
        isCurve = true;
  
        if (!curveInited) {
          curveInit();
        }
        var vert = [];
        vert[0] = x;
        vert[1] = y;
        vert[2] = z;
        curveVertArray.push(vert);
        curveVertCount++;
  
        if (curveVertCount > 3) {
          curveVertexSegment( curveVertArray[curveVertCount-4][0],
                              curveVertArray[curveVertCount-4][1],
                              curveVertArray[curveVertCount-4][2],
                              curveVertArray[curveVertCount-3][0],
                              curveVertArray[curveVertCount-3][1],
                              curveVertArray[curveVertCount-3][2],
                              curveVertArray[curveVertCount-2][0],
                              curveVertArray[curveVertCount-2][1],
                              curveVertArray[curveVertCount-2][2],
                              curveVertArray[curveVertCount-1][0],
                              curveVertArray[curveVertCount-1][1],
                              curveVertArray[curveVertCount-1][2] );
        }
      };
  
      /**
       * The curve() function draws a curved line on the screen. The first and second parameters
       * specify the beginning control point and the last two parameters specify
       * the ending control point. The middle parameters specify the start and
       * stop of the curve. Longer curves can be created by putting a series of
       * <b>curve()</b> functions together or using <b>curveVertex()</b>.
       * An additional function called <b>curveTightness()</b> provides control
       * for the visual quality of the curve. The <b>curve()</b> function is an
       * implementation of Catmull-Rom splines. Using the 3D version of requires
       * rendering with P3D or OPENGL (see the Environment reference for more
       * information).
       *
       * @param {int|float} x1 coordinates for the beginning control point
       * @param {int|float} y1 coordinates for the beginning control point
       * @param {int|float} z1 coordinates for the beginning control point
       * @param {int|float} x2 coordinates for the first point
       * @param {int|float} y2 coordinates for the first point
       * @param {int|float} z2 coordinates for the first point
       * @param {int|float} x3 coordinates for the second point
       * @param {int|float} y3 coordinates for the second point
       * @param {int|float} z3 coordinates for the second point
       * @param {int|float} x4 coordinates for the ending control point
       * @param {int|float} y4 coordinates for the ending control point
       * @param {int|float} z4 coordinates for the ending control point
       *
       * @see #curveVertex()
       * @see #curveTightness()
       * @see #bezier()
       */
      Drawing2D.prototype.curve = function(x1, y1, x2, y2, x3, y3, x4, y4) {
        p.beginShape();
        p.curveVertex(x1, y1);
        p.curveVertex(x2, y2);
        p.curveVertex(x3, y3);
        p.curveVertex(x4, y4);
        p.endShape();
      };
  
      Drawing3D.prototype.curve = function(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4) {
        if (z4 !== undef) {
          p.beginShape();
          p.curveVertex(x1, y1, z1);
          p.curveVertex(x2, y2, z2);
          p.curveVertex(x3, y3, z3);
          p.curveVertex(x4, y4, z4);
          p.endShape();
          return;
        }
        p.beginShape();
        p.curveVertex(x1, y1);
        p.curveVertex(z1, x2);
        p.curveVertex(y2, z2);
        p.curveVertex(x3, y3);
        p.endShape();
      };
  
      /**
       * The curveTightness() function modifies the quality of forms created with <b>curve()</b> and
       * <b>curveVertex()</b>. The parameter <b>squishy</b> determines how the
       * curve fits to the vertex points. The value 0.0 is the default value for
       * <b>squishy</b> (this value defines the curves to be Catmull-Rom splines)
       * and the value 1.0 connects all the points with straight lines.
       * Values within the range -5.0 and 5.0 will deform the curves but
       * will leave them recognizable and as values increase in magnitude,
       * they will continue to deform.
       *
       * @param {float} tightness amount of deformation from the original vertices
       *
       * @see #curve()
       * @see #curveVertex()
       *
       */
      p.curveTightness = function(tightness) {
        curTightness = tightness;
      };
  
      /**
       * The curveDetail() function sets the resolution at which curves display. The default value is 20.
       * This function is only useful when using the P3D or OPENGL renderer.
       *
       * @param {int} detail resolution of the curves
       *
       * @see curve()
       * @see curveVertex()
       * @see curveTightness()
       */
      p.curveDetail = function(detail) {
        curveDet = detail;
        curveInit();
      };
  
      /**
      * Modifies the location from which rectangles draw. The default mode is rectMode(CORNER), which
      * specifies the location to be the upper left corner of the shape and uses the third and fourth
      * parameters of rect() to specify the width and height. The syntax rectMode(CORNERS) uses the
      * first and second parameters of rect() to set the location of one corner and uses the third and
      * fourth parameters to set the opposite corner. The syntax rectMode(CENTER) draws the image from
      * its center point and uses the third and forth parameters of rect() to specify the image's width
      * and height. The syntax rectMode(RADIUS) draws the image from its center point and uses the third
      * and forth parameters of rect()  to specify half of the image's width and height. The parameter must
      * be written in ALL CAPS because Processing is a case sensitive language. Note: In version 125, the
      * mode named CENTER_RADIUS was shortened to RADIUS.
      *
      * @param {MODE} MODE      Either CORNER, CORNERS, CENTER, or RADIUS
      *
      * @see rect
      */
      p.rectMode = function(aRectMode) {
        curRectMode = aRectMode;
      };
  
      /**
      * Modifies the location from which images draw. The default mode is imageMode(CORNER), which specifies
      * the location to be the upper left corner and uses the fourth and fifth parameters of image() to set
      * the image's width and height. The syntax imageMode(CORNERS) uses the second and third parameters of
      * image() to set the location of one corner of the image and uses the fourth and fifth parameters to
      * set the opposite corner. Use imageMode(CENTER) to draw images centered at the given x and y position.
      * The parameter to imageMode() must be written in ALL CAPS because Processing is a case sensitive language.
      *
      * @param {MODE} MODE      Either CORNER, CORNERS, or CENTER
      *
      * @see loadImage
      * @see PImage
      * @see image
      * @see background
      */
      p.imageMode = function(mode) {
        switch (mode) {
        case PConstants.CORNER:
          imageModeConvert = imageModeCorner;
          break;
        case PConstants.CORNERS:
          imageModeConvert = imageModeCorners;
          break;
        case PConstants.CENTER:
          imageModeConvert = imageModeCenter;
          break;
        default:
          throw "Invalid imageMode";
        }
      };
  
      /**
      * The origin of the ellipse is modified by the ellipseMode() function. The default configuration is
      * ellipseMode(CENTER), which specifies the location of the ellipse as the center of the shape. The RADIUS
      * mode is the same, but the width and height parameters to ellipse()  specify the radius of the ellipse,
      * rather than the diameter. The CORNER mode draws the shape from the upper-left corner of its bounding box.
      * The CORNERS mode uses the four parameters to ellipse() to set two opposing corners of the ellipse's bounding
      * box. The parameter must be written in "ALL CAPS" because Processing is a case sensitive language.
      *
      * @param {MODE} MODE      Either CENTER, RADIUS, CORNER, or CORNERS.
      *
      * @see ellipse
      */
      p.ellipseMode = function(aEllipseMode) {
        curEllipseMode = aEllipseMode;
      };
  
      /**
       * The arc() function draws an arc in the display window.
       * Arcs are drawn along the outer edge of an ellipse defined by the
       * <b>x</b>, <b>y</b>, <b>width</b> and <b>height</b> parameters.
       * The origin or the arc's ellipse may be changed with the
       * <b>ellipseMode()</b> function.
       * The <b>start</b> and <b>stop</b> parameters specify the angles
       * at which to draw the arc.
       *
       * @param {float} a       x-coordinate of the arc's ellipse
       * @param {float} b       y-coordinate of the arc's ellipse
       * @param {float} c       width of the arc's ellipse
       * @param {float} d       height of the arc's ellipse
       * @param {float} start   angle to start the arc, specified in radians
       * @param {float} stop    angle to stop the arc, specified in radians
       *
       * @see #ellipseMode()
       * @see #ellipse()
       */
      p.arc = function(x, y, width, height, start, stop) {
        if (width <= 0 || stop < start) { return; }
  
        if (curEllipseMode === PConstants.CORNERS) {
          width = width - x;
          height = height - y;
        } else if (curEllipseMode === PConstants.RADIUS) {
          x = x - width;
          y = y - height;
          width = width * 2;
          height = height * 2;
        } else if (curEllipseMode === PConstants.CENTER) {
          x = x - width/2;
          y = y - height/2;
        }
        // make sure that we're starting at a useful point
        while (start < 0) {
          start += PConstants.TWO_PI;
          stop += PConstants.TWO_PI;
        }
        if (stop - start > PConstants.TWO_PI) {
          start = 0;
          stop = PConstants.TWO_PI;
        }
        var hr = width / 2,
            vr = height / 2,
            centerX = x + hr,
            centerY = y + vr,
            startLUT = 0 | (0.5 + start * p.RAD_TO_DEG * 2),
            stopLUT  = 0 | (0.5 + stop * p.RAD_TO_DEG * 2),
            i, j;
        if (doFill) {
          // shut off stroke for a minute
          var savedStroke = doStroke;
          doStroke = false;
          p.beginShape();
          p.vertex(centerX, centerY);
          for (i = startLUT; i <= stopLUT; i++) {
            j = i % PConstants.SINCOS_LENGTH;
            p.vertex(centerX + cosLUT[j] * hr, centerY + sinLUT[j] * vr);
          }
          p.endShape(PConstants.CLOSE);
          doStroke = savedStroke;
        }
  
        if (doStroke) {
          // and doesn't include the first (center) vertex.
          var savedFill = doFill;
          doFill = false;
          p.beginShape();
          for (i = startLUT; i <= stopLUT; i++) {
            j = i % PConstants.SINCOS_LENGTH;
            p.vertex(centerX + cosLUT[j] * hr, centerY + sinLUT[j] * vr);
          }
          p.endShape();
          doFill = savedFill;
        }
      };
  
      /**
      * Draws a line (a direct path between two points) to the screen. The version of line() with four parameters
      * draws the line in 2D. To color a line, use the stroke() function. A line cannot be filled, therefore the
      * fill()  method will not affect the color of a line. 2D lines are drawn with a width of one pixel by default,
      * but this can be changed with the strokeWeight()  function. The version with six parameters allows the line
      * to be placed anywhere within XYZ space. Drawing this shape in 3D using the z parameter requires the P3D or
      * OPENGL parameter in combination with size.
      *
      * @param {int|float} x1       x-coordinate of the first point
      * @param {int|float} y1       y-coordinate of the first point
      * @param {int|float} z1       z-coordinate of the first point
      * @param {int|float} x2       x-coordinate of the second point
      * @param {int|float} y2       y-coordinate of the second point
      * @param {int|float} z2       z-coordinate of the second point
      *
      * @see strokeWeight
      * @see strokeJoin
      * @see strokeCap
      * @see beginShape
      */
      Drawing2D.prototype.line = function(x1, y1, x2, y2) {
        if (!doStroke) {
          return;
        }
        x1 = Math.round(x1);
        x2 = Math.round(x2);
        y1 = Math.round(y1);
        y2 = Math.round(y2);
        // A line is only defined if it has different start and end coordinates.
        // If they are the same, we call point instead.
        if (x1 === x2 && y1 === y2) {
          p.point(x1, y1);
          return;
        }
  
        var swap = undef,
            lineCap = undef,
            drawCrisp = true,
            currentModelView = modelView.array(),
            identityMatrix = [1, 0, 0, 0, 1, 0];
        // Test if any transformations have been applied to the sketch
        for (var i = 0; i < 6 && drawCrisp; i++) {
          drawCrisp = currentModelView[i] === identityMatrix[i];
        }
        /* Draw crisp lines if the line is vertical or horizontal with the following method
         * If any transformations have been applied to the sketch, don't make the line crisp
         * If the line is directed up or to the left, reverse it by swapping x1/x2 or y1/y2
         * Make the line 1 pixel longer to work around cross-platform canvas implementations
         * If the lineWidth is odd, translate the line by 0.5 in the perpendicular direction
         * Even lineWidths do not need to be translated because the canvas will draw them on pixel boundaries
         * Change the cap to butt-end to work around cross-platform canvas implementations
         * Reverse the translate and lineCap canvas state changes after drawing the line
         */
        if (drawCrisp) {
          if (x1 === x2) {
            if (y1 > y2) {
              swap = y1;
              y1 = y2;
              y2 = swap;
            }
            y2++;
            if (lineWidth % 2 === 1) {
              curContext.translate(0.5, 0.0);
            }
          } else if (y1 === y2) {
            if (x1 > x2) {
              swap = x1;
              x1 = x2;
              x2 = swap;
            }
            x2++;
            if (lineWidth % 2 === 1) {
              curContext.translate(0.0, 0.5);
            }
          }
          if (lineWidth === 1) {
            lineCap = curContext.lineCap;
            curContext.lineCap = 'butt';
          }
        }
        curContext.beginPath();
        curContext.moveTo(x1 || 0, y1 || 0);
        curContext.lineTo(x2 || 0, y2 || 0);
        executeContextStroke();
        if (drawCrisp) {
          if (x1 === x2 && lineWidth % 2 === 1) {
            curContext.translate(-0.5, 0.0);
          } else if (y1 === y2 && lineWidth % 2 === 1) {
            curContext.translate(0.0, -0.5);
          }
          if (lineWidth === 1) {
            curContext.lineCap = lineCap;
          }
        }
      };
  
      Drawing3D.prototype.line = function(x1, y1, z1, x2, y2, z2) {
        if (y2 === undef || z2 === undef) { // 2D line called in 3D context
          z2 = 0;
          y2 = x2;
          x2 = z1;
          z1 = 0;
        }
  
        // a line is only defined if it has different start and end coordinates.
        // If they are the same, we call point instead.
        if (x1===x2 && y1===y2 && z1===z2) {
          p.point(x1,y1,z1);
          return;
        }
  
        var lineVerts = [x1, y1, z1, x2, y2, z2];
  
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        if (lineWidth > 0 && doStroke) {
          curContext.useProgram(programObject2D);
  
          uniformMatrix("uModel2d", programObject2D, "uModel", false, [1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1]);
          uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
  
          uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
          uniformi("uIsDrawingText", programObject2D, "uIsDrawingText", false);
  
          vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, lineBuffer);
          disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
  
          curContext.bufferData(curContext.ARRAY_BUFFER, new Float32Array(lineVerts), curContext.STREAM_DRAW);
          curContext.drawArrays(curContext.LINES, 0, 2);
        }
      };
  
      /**
       * Draws a Bezier curve on the screen. These curves are defined by a series of anchor and control points. The first
       * two parameters specify the first anchor point and the last two parameters specify the other anchor point. The
       * middle parameters specify the control points which define the shape of the curve. Bezier curves were developed
       * by French engineer Pierre Bezier. Using the 3D version of requires rendering with P3D or OPENGL (see the
       * Environment reference for more information).
       *
       * @param {int | float} x1,y1,z1    coordinates for the first anchor point
       * @param {int | float} cx1,cy1,cz1 coordinates for the first control point
       * @param {int | float} cx2,cy2,cz2 coordinates for the second control point
       * @param {int | float} x2,y2,z2    coordinates for the second anchor point
       *
       * @see bezierVertex
       * @see curve
       */
      Drawing2D.prototype.bezier = function() {
        if (arguments.length !== 8) {
          throw("You must use 8 parameters for bezier() in 2D mode");
        }
  
        p.beginShape();
        p.vertex( arguments[0], arguments[1] );
        p.bezierVertex( arguments[2], arguments[3],
                        arguments[4], arguments[5],
                        arguments[6], arguments[7] );
        p.endShape();
      };
  
      Drawing3D.prototype.bezier = function() {
        if (arguments.length !== 12) {
          throw("You must use 12 parameters for bezier() in 3D mode");
        }
  
        p.beginShape();
        p.vertex( arguments[0], arguments[1], arguments[2] );
        p.bezierVertex( arguments[3], arguments[4], arguments[5],
                        arguments[6], arguments[7], arguments[8],
                        arguments[9], arguments[10], arguments[11] );
        p.endShape();
      };
  
      /**
       * Sets the resolution at which Beziers display. The default value is 20. This function is only useful when using the P3D
       * or OPENGL renderer as the default (JAVA2D) renderer does not use this information.
       *
       * @param {int} detail resolution of the curves
       *
       * @see curve
       * @see curveVertex
       * @see curveTightness
       */
      p.bezierDetail = function( detail ){
        bezDetail = detail;
      };
  
      /**
       * The bezierPoint() function evalutes quadratic bezier at point t for points a, b, c, d.
       * The parameter t varies between 0 and 1. The a and d parameters are the
       * on-curve points, b and c are the control points. To make a two-dimensional
       * curve, call this function once with the x coordinates and a second time
       * with the y coordinates to get the location of a bezier curve at t.
       *
       * @param {float} a   coordinate of first point on the curve
       * @param {float} b   coordinate of first control point
       * @param {float} c   coordinate of second control point
       * @param {float} d   coordinate of second point on the curve
       * @param {float} t   value between 0 and 1
       *
       * @see #bezier()
       * @see #bezierVertex()
       * @see #curvePoint()
       */
      p.bezierPoint = function(a, b, c, d, t) {
        return (1 - t) * (1 - t) * (1 - t) * a + 3 * (1 - t) * (1 - t) * t * b + 3 * (1 - t) * t * t * c + t * t * t * d;
      };
  
      /**
       * The bezierTangent() function calculates the tangent of a point on a Bezier curve. There is a good
       * definition of "tangent" at Wikipedia: <a href="http://en.wikipedia.org/wiki/Tangent" target="new">http://en.wikipedia.org/wiki/Tangent</a>
       *
       * @param {float} a   coordinate of first point on the curve
       * @param {float} b   coordinate of first control point
       * @param {float} c   coordinate of second control point
       * @param {float} d   coordinate of second point on the curve
       * @param {float} t   value between 0 and 1
       *
       * @see #bezier()
       * @see #bezierVertex()
       * @see #curvePoint()
       */
      p.bezierTangent = function(a, b, c, d, t) {
        return (3 * t * t * (-a + 3 * b - 3 * c + d) + 6 * t * (a - 2 * b + c) + 3 * (-a + b));
      };
  
      /**
       * The curvePoint() function evalutes the Catmull-Rom curve at point t for points a, b, c, d. The
       * parameter t varies between 0 and 1, a and d are points on the curve,
       * and b and c are the control points. This can be done once with the x
       * coordinates and a second time with the y coordinates to get the
       * location of a curve at t.
       *
       * @param {int|float} a   coordinate of first point on the curve
       * @param {int|float} b   coordinate of second point on the curve
       * @param {int|float} c   coordinate of third point on the curve
       * @param {int|float} d   coordinate of fourth point on the curve
       * @param {float} t       value between 0 and 1
       *
       * @see #curve()
       * @see #curveVertex()
       * @see #bezierPoint()
       */
      p.curvePoint = function(a, b, c, d, t) {
        return 0.5 * ((2 * b) + (-a + c) * t + (2 * a - 5 * b + 4 * c - d) * t * t + (-a + 3 * b - 3 * c + d) * t * t * t);
      };
  
      /**
       * The curveTangent() function calculates the tangent of a point on a Catmull-Rom curve.
       * There is a good definition of "tangent" at Wikipedia: <a href="http://en.wikipedia.org/wiki/Tangent" target="new">http://en.wikipedia.org/wiki/Tangent</a>.
       *
       * @param {int|float} a   coordinate of first point on the curve
       * @param {int|float} b   coordinate of first control point
       * @param {int|float} c   coordinate of second control point
       * @param {int|float} d   coordinate of second point on the curve
       * @param {float} t       value between 0 and 1
       *
       * @see #curve()
       * @see #curveVertex()
       * @see #curvePoint()
       * @see #bezierTangent()
       */
      p.curveTangent = function(a, b, c, d, t) {
        return 0.5 * ((-a + c) + 2 * (2 * a - 5 * b + 4 * c - d) * t + 3 * (-a + 3 * b - 3 * c + d) * t * t);
      };
  
      /**
       * A triangle is a plane created by connecting three points. The first two arguments specify the first point,
       * the middle two arguments specify the second point, and the last two arguments specify the third point.
       *
       * @param {int | float} x1 x-coordinate of the first point
       * @param {int | float} y1 y-coordinate of the first point
       * @param {int | float} x2 x-coordinate of the second point
       * @param {int | float} y2 y-coordinate of the second point
       * @param {int | float} x3 x-coordinate of the third point
       * @param {int | float} y3 y-coordinate of the third point
       */
      p.triangle = function(x1, y1, x2, y2, x3, y3) {
        p.beginShape(PConstants.TRIANGLES);
        p.vertex(x1, y1, 0);
        p.vertex(x2, y2, 0);
        p.vertex(x3, y3, 0);
        p.endShape();
      };
  
      /**
       * A quad is a quadrilateral, a four sided polygon. It is similar to a rectangle, but the angles between its
       * edges are not constrained to ninety degrees. The first pair of parameters (x1,y1) sets the first vertex
       * and the subsequent pairs should proceed clockwise or counter-clockwise around the defined shape.
       *
       * @param {float | int} x1 x-coordinate of the first corner
       * @param {float | int} y1 y-coordinate of the first corner
       * @param {float | int} x2 x-coordinate of the second corner
       * @param {float | int} y2 y-coordinate of the second corner
       * @param {float | int} x3 x-coordinate of the third corner
       * @param {float | int} y3 y-coordinate of the third corner
       * @param {float | int} x4 x-coordinate of the fourth corner
       * @param {float | int} y4 y-coordinate of the fourth corner
       */
      p.quad = function(x1, y1, x2, y2, x3, y3, x4, y4) {
        p.beginShape(PConstants.QUADS);
        p.vertex(x1, y1, 0);
        p.vertex(x2, y2, 0);
        p.vertex(x3, y3, 0);
        p.vertex(x4, y4, 0);
        p.endShape();
      };
  
      var roundedRect$2d = function(x, y, width, height, tl, tr, br, bl) {
        if (bl === undef) {
          tr = tl;
          br = tl;
          bl = tl;
        }
        var halfWidth = width / 2,
            halfHeight = height / 2;
        if (tl > halfWidth || tl > halfHeight) {
          tl = Math.min(halfWidth, halfHeight);
        }
        if (tr > halfWidth || tr > halfHeight) {
          tr = Math.min(halfWidth, halfHeight);
        }
        if (br > halfWidth || br > halfHeight) {
          br = Math.min(halfWidth, halfHeight);
        }
        if (bl > halfWidth || bl > halfHeight) {
          bl = Math.min(halfWidth, halfHeight);
        }
        // Translate the stroke by (0.5, 0.5) to draw a crisp border
        if (!doFill || doStroke) {
          curContext.translate(0.5, 0.5);
        }
        curContext.beginPath();
        curContext.moveTo(x + tl, y);
        curContext.lineTo(x + width - tr, y);
        curContext.quadraticCurveTo(x + width, y, x + width, y + tr);
        curContext.lineTo(x + width, y + height - br);
        curContext.quadraticCurveTo(x + width, y + height, x + width - br, y + height);
        curContext.lineTo(x + bl, y + height);
        curContext.quadraticCurveTo(x, y + height, x, y + height - bl);
        curContext.lineTo(x, y + tl);
        curContext.quadraticCurveTo(x, y, x + tl, y);
        if (!doFill || doStroke) {
          curContext.translate(-0.5, -0.5);
        }
        executeContextFill();
        executeContextStroke();
      };
  
      /**
      * Draws a rectangle to the screen. A rectangle is a four-sided shape with every angle at ninety
      * degrees. The first two parameters set the location, the third sets the width, and the fourth
      * sets the height. The origin is changed with the rectMode() function.
      *
      * @param {int|float} x        x-coordinate of the rectangle
      * @param {int|float} y        y-coordinate of the rectangle
      * @param {int|float} width    width of the rectangle
      * @param {int|float} height   height of the rectangle
      *
      * @see rectMode
      * @see quad
      */
      Drawing2D.prototype.rect = function(x, y, width, height, tl, tr, br, bl) {
        if (!width && !height) {
          return;
        }
  
        if (curRectMode === PConstants.CORNERS) {
          width -= x;
          height -= y;
        } else if (curRectMode === PConstants.RADIUS) {
          width *= 2;
          height *= 2;
          x -= width / 2;
          y -= height / 2;
        } else if (curRectMode === PConstants.CENTER) {
          x -= width / 2;
          y -= height / 2;
        }
  
        x = Math.round(x);
        y = Math.round(y);
        width = Math.round(width);
        height = Math.round(height);
        if (tl !== undef) {
          roundedRect$2d(x, y, width, height, tl, tr, br, bl);
          return;
        }
  
        // Translate the line by (0.5, 0.5) to draw a crisp rectangle border
        if (doStroke && lineWidth % 2 === 1) {
          curContext.translate(0.5, 0.5);
        }
        curContext.beginPath();
        curContext.rect(x, y, width, height);
        executeContextFill();
        executeContextStroke();
        if (doStroke && lineWidth % 2 === 1) {
          curContext.translate(-0.5, -0.5);
        }
      };
  
      Drawing3D.prototype.rect = function(x, y, width, height, tl, tr, br, bl) {
        if (tl !== undef) {
          throw "rect() with rounded corners is not supported in 3D mode";
        }
  
        if (curRectMode === PConstants.CORNERS) {
          width -= x;
          height -= y;
        } else if (curRectMode === PConstants.RADIUS) {
          width *= 2;
          height *= 2;
          x -= width / 2;
          y -= height / 2;
        } else if (curRectMode === PConstants.CENTER) {
          x -= width / 2;
          y -= height / 2;
        }
  
        // Modeling transformation
        var model = new PMatrix3D();
        model.translate(x, y, 0);
        model.scale(width, height, 1);
        model.transpose();
  
        // viewing transformation needs to have Y flipped
        // becuase that's what Processing does.
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        if (lineWidth > 0 && doStroke) {
          curContext.useProgram(programObject2D);
          uniformMatrix("uModel2d", programObject2D, "uModel", false, model.array());
          uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
          uniformf("uColor2d", programObject2D, "uColor", strokeStyle);
          uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", false);
          vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, rectBuffer);
          disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
          curContext.drawArrays(curContext.LINE_LOOP, 0, rectVerts.length / 3);
        }
  
        if (doFill) {
          curContext.useProgram(programObject3D);
          uniformMatrix("uModel3d", programObject3D, "uModel", false, model.array());
          uniformMatrix("uView3d", programObject3D, "uView", false, view.array());
  
          // fix stitching problems. (lines get occluded by triangles
          // since they share the same depth values). This is not entirely
          // working, but it's a start for drawing the outline. So
          // developers can start playing around with styles.
          curContext.enable(curContext.POLYGON_OFFSET_FILL);
          curContext.polygonOffset(1, 1);
  
          uniformf("color3d", programObject3D, "uColor", fillStyle);
  
          if(lightCount > 0){
            var v = new PMatrix3D();
            v.set(view);
  
            var m = new PMatrix3D();
            m.set(model);
  
            v.mult(m);
  
            var normalMatrix = new PMatrix3D();
            normalMatrix.set(v);
            normalMatrix.invert();
            normalMatrix.transpose();
  
            uniformMatrix("uNormalTransform3d", programObject3D, "uNormalTransform", false, normalMatrix.array());
            vertexAttribPointer("aNormal3d", programObject3D, "aNormal", 3, rectNormBuffer);
          }
          else{
            disableVertexAttribPointer("normal3d", programObject3D, "aNormal");
          }
  
          vertexAttribPointer("vertex3d", programObject3D, "aVertex", 3, rectBuffer);
  
          curContext.drawArrays(curContext.TRIANGLE_FAN, 0, rectVerts.length / 3);
          curContext.disable(curContext.POLYGON_OFFSET_FILL);
        }
      };
  
      /**
       * Draws an ellipse (oval) in the display window. An ellipse with an equal <b>width</b> and <b>height</b> is a circle.
       * The first two parameters set the location, the third sets the width, and the fourth sets the height. The origin may be
       * changed with the <b>ellipseMode()</b> function.
       *
       * @param {float|int} x      x-coordinate of the ellipse
       * @param {float|int} y      y-coordinate of the ellipse
       * @param {float|int} width  width of the ellipse
       * @param {float|int} height height of the ellipse
       *
       * @see ellipseMode
       */
      Drawing2D.prototype.ellipse = function(x, y, width, height) {
        x = x || 0;
        y = y || 0;
  
        if (width <= 0 && height <= 0) {
          return;
        }
  
        if (curEllipseMode === PConstants.RADIUS) {
          width *= 2;
          height *= 2;
        } else if (curEllipseMode === PConstants.CORNERS) {
          width = width - x;
          height = height - y;
          x += width / 2;
          y += height / 2;
        } else if (curEllipseMode === PConstants.CORNER) {
          x += width / 2;
          y += height / 2;
        }
  
        // Shortcut for drawing a 2D circle
        if (width === height) {
          curContext.beginPath();
          curContext.arc(x, y, width / 2, 0, PConstants.TWO_PI, false);
          executeContextFill();
          executeContextStroke();
        } else {
          var w = width / 2,
              h = height / 2,
              C = 0.5522847498307933,
              c_x = C * w,
              c_y = C * h;
  
          p.beginShape();
          p.vertex(x + w, y);
          p.bezierVertex(x + w, y - c_y, x + c_x, y - h, x, y - h);
          p.bezierVertex(x - c_x, y - h, x - w, y - c_y, x - w, y);
          p.bezierVertex(x - w, y + c_y, x - c_x, y + h, x, y + h);
          p.bezierVertex(x + c_x, y + h, x + w, y + c_y, x + w, y);
          p.endShape();
        }
      };
  
      Drawing3D.prototype.ellipse = function(x, y, width, height) {
        x = x || 0;
        y = y || 0;
  
        if (width <= 0 && height <= 0) {
          return;
        }
  
        if (curEllipseMode === PConstants.RADIUS) {
          width *= 2;
          height *= 2;
        } else if (curEllipseMode === PConstants.CORNERS) {
          width = width - x;
          height = height - y;
          x += width / 2;
          y += height / 2;
        } else if (curEllipseMode === PConstants.CORNER) {
          x += width / 2;
          y += height / 2;
        }
  
        var w = width / 2,
            h = height / 2,
            C = 0.5522847498307933,
            c_x = C * w,
            c_y = C * h;
  
        p.beginShape();
        p.vertex(x + w, y);
        p.bezierVertex(x + w, y - c_y, 0, x + c_x, y - h, 0, x, y - h, 0);
        p.bezierVertex(x - c_x, y - h, 0, x - w, y - c_y, 0, x - w, y, 0);
        p.bezierVertex(x - w, y + c_y, 0, x - c_x, y + h, 0, x, y + h, 0);
        p.bezierVertex(x + c_x, y + h, 0, x + w, y + c_y, 0, x + w, y, 0);
        p.endShape();
  
        if (doFill) {
          //temporary workaround to not working fills for bezier -- will fix later
          var xAv = 0, yAv = 0, i, j;
          for (i = 0; i < vertArray.length; i++) {
            xAv += vertArray[i][0];
            yAv += vertArray[i][1];
          }
          xAv /= vertArray.length;
          yAv /= vertArray.length;
          var vert = [],
              fillVertArray = [],
              colorVertArray = [];
          vert[0] = xAv;
          vert[1] = yAv;
          vert[2] = 0;
          vert[3] = 0;
          vert[4] = 0;
          vert[5] = fillStyle[0];
          vert[6] = fillStyle[1];
          vert[7] = fillStyle[2];
          vert[8] = fillStyle[3];
          vert[9] = strokeStyle[0];
          vert[10] = strokeStyle[1];
          vert[11] = strokeStyle[2];
          vert[12] = strokeStyle[3];
          vert[13] = normalX;
          vert[14] = normalY;
          vert[15] = normalZ;
          vertArray.unshift(vert);
          for (i = 0; i < vertArray.length; i++) {
            for (j = 0; j < 3; j++) {
              fillVertArray.push(vertArray[i][j]);
            }
            for (j = 5; j < 9; j++) {
              colorVertArray.push(vertArray[i][j]);
            }
          }
          fill3D(fillVertArray, "TRIANGLE_FAN", colorVertArray);
        }
      };
  
      /**
      * Sets the current normal vector. This is for drawing three dimensional shapes and surfaces and
      * specifies a vector perpendicular to the surface of the shape which determines how lighting affects
      * it. Processing attempts to automatically assign normals to shapes, but since that's imperfect,
      * this is a better option when you want more control. This function is identical to glNormal3f() in OpenGL.
      *
      * @param {float} nx       x direction
      * @param {float} ny       y direction
      * @param {float} nz       z direction
      *
      * @see beginShape
      * @see endShape
      * @see lights
      */
      p.normal = function(nx, ny, nz) {
        if (arguments.length !== 3 || !(typeof nx === "number" && typeof ny === "number" && typeof nz === "number")) {
          throw "normal() requires three numeric arguments.";
        }
  
        normalX = nx;
        normalY = ny;
        normalZ = nz;
  
        if (curShape !== 0) {
          if (normalMode === PConstants.NORMAL_MODE_AUTO) {
            normalMode = PConstants.NORMAL_MODE_SHAPE;
          } else if (normalMode === PConstants.NORMAL_MODE_SHAPE) {
            normalMode = PConstants.NORMAL_MODE_VERTEX;
          }
        }
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Raster drawing functions
      ////////////////////////////////////////////////////////////////////////////
  
      /**
      * Saves an image from the display window. Images are saved in TIFF, TARGA, JPEG, and PNG format
      * depending on the extension within the filename  parameter. For example, "image.tif" will have
      * a TIFF image and "image.png" will save a PNG image. If no extension is included in the filename,
      * the image will save in TIFF format and .tif will be added to the name. These files are saved to
      * the sketch's folder, which may be opened by selecting "Show sketch folder" from the "Sketch" menu.
      * It is not possible to use save() while running the program in a web browser.  All images saved
      * from the main drawing window will be opaque. To save images without a background, use createGraphics().
      *
      * @param {String} filename      any sequence of letters and numbers
      *
      * @see saveFrame
      * @see createGraphics
      */
      p.save = function(file, img) {
        // file is unused at the moment
        // may implement this differently in later release
        if (img !== undef) {
          return window.open(img.toDataURL(),"_blank");
        }
        return window.open(p.externals.canvas.toDataURL(),"_blank");
      };
  
      var saveNumber = 0;
  
      p.saveFrame = function(file) {
        if(file === undef) {
          // use default name template if parameter is not specified
          file = "screen-####.png";
        }
        // Increment changeable part: screen-0000.png, screen-0001.png, ...
        var frameFilename = file.replace(/#+/, function(all) {
          var s = "" + (saveNumber++);
          while(s.length < all.length) {
            s = "0" + s;
          }
          return s;
        });
        p.save(frameFilename);
      };
  
      var utilityContext2d = document.createElement("canvas").getContext("2d");
  
      var canvasDataCache = [undef, undef, undef]; // we need three for now
  
      function getCanvasData(obj, w, h) {
        var canvasData = canvasDataCache.shift();
  
        if (canvasData === undef) {
          canvasData = {};
          canvasData.canvas = document.createElement("canvas");
          canvasData.context = canvasData.canvas.getContext('2d');
        }
  
        canvasDataCache.push(canvasData);
  
        var canvas = canvasData.canvas, context = canvasData.context,
            width = w || obj.width, height = h || obj.height;
  
        canvas.width = width;
        canvas.height = height;
  
        if (!obj) {
          context.clearRect(0, 0, width, height);
        } else if ("data" in obj) { // ImageData
          context.putImageData(obj, 0, 0);
        } else {
          context.clearRect(0, 0, width, height);
          context.drawImage(obj, 0, 0, width, height);
        }
        return canvasData;
      }
  
      /**
       * Handle the sketch code for pixels[] and pixels.length
       * parser code converts pixels[] to getPixels()
       * or setPixels(), .length becomes getLength()
       */
      function buildPixelsObject(pImage) {
        return {
  
          getLength: (function(aImg) {
            return function() {
              if (aImg.isRemote) {
                throw "Image is loaded remotely. Cannot get length.";
              } else {
                return aImg.imageData.data.length ? aImg.imageData.data.length/4 : 0;
              }
            };
          }(pImage)),
  
          getPixel: (function(aImg) {
            return function(i) {
              var offset = i*4,
                data = aImg.imageData.data;
  
              if (aImg.isRemote) {
                throw "Image is loaded remotely. Cannot get pixels.";
              }
  
              return (data[offset+3] << 24) & PConstants.ALPHA_MASK |
                     (data[offset] << 16) & PConstants.RED_MASK |
                     (data[offset+1] << 8) & PConstants.GREEN_MASK |
                     data[offset+2] & PConstants.BLUE_MASK;
            };
          }(pImage)),
  
          setPixel: (function(aImg) {
            return function(i, c) {
              var offset = i*4,
                data = aImg.imageData.data;
  
              if (aImg.isRemote) {
                throw "Image is loaded remotely. Cannot set pixel.";
              }
  
              data[offset+0] = (c & PConstants.RED_MASK) >>> 16;
              data[offset+1] = (c & PConstants.GREEN_MASK) >>> 8;
              data[offset+2] = (c & PConstants.BLUE_MASK);
              data[offset+3] = (c & PConstants.ALPHA_MASK) >>> 24;
              aImg.__isDirty = true;
            };
          }(pImage)),
  
          toArray: (function(aImg) {
            return function() {
              var arr = [],
                data = aImg.imageData.data,
                length = aImg.width * aImg.height;
  
              if (aImg.isRemote) {
                throw "Image is loaded remotely. Cannot get pixels.";
              }
  
              for (var i = 0, offset = 0; i < length; i++, offset += 4) {
                arr.push( (data[offset+3] << 24) & PConstants.ALPHA_MASK |
                          (data[offset] << 16) & PConstants.RED_MASK |
                          (data[offset+1] << 8) & PConstants.GREEN_MASK |
                          data[offset+2] & PConstants.BLUE_MASK );
              }
              return arr;
            };
          }(pImage)),
  
          set: (function(aImg) {
            return function(arr) {
              var offset,
                data,
                c;
              if (this.isRemote) {
                throw "Image is loaded remotely. Cannot set pixels.";
              }
  
              data = aImg.imageData.data;
              for (var i = 0, aL = arr.length; i < aL; i++) {
                c = arr[i];
                offset = i*4;
  
                data[offset+0] = (c & PConstants.RED_MASK) >>> 16;
                data[offset+1] = (c & PConstants.GREEN_MASK) >>> 8;
                data[offset+2] = (c & PConstants.BLUE_MASK);
                data[offset+3] = (c & PConstants.ALPHA_MASK) >>> 24;
              }
              aImg.__isDirty = true;
            };
          }(pImage))
  
        };
      }
  
      /**
      * Datatype for storing images. Processing can display .gif, .jpg, .tga, and .png images. Images may be
      * displayed in 2D and 3D space. Before an image is used, it must be loaded with the loadImage() function.
      * The PImage object contains fields for the width and height of the image, as well as an array called
      * pixels[]  which contains the values for every pixel in the image. A group of methods, described below,
      * allow easy access to the image's pixels and alpha channel and simplify the process of compositing.
      * Before using the pixels[] array, be sure to use the loadPixels() method on the image to make sure that the
      * pixel data is properly loaded. To create a new image, use the createImage() function (do not use new PImage()).
      *
      * @param {int} width                image width
      * @param {int} height               image height
      * @param {MODE} format              Either RGB, ARGB, ALPHA (grayscale alpha channel)
      *
      * @returns {PImage}
      *
      * @see loadImage
      * @see imageMode
      * @see createImage
      */
      var PImage = function(aWidth, aHeight, aFormat) {
  
        // Keep track of whether or not the cached imageData has been touched.
        this.__isDirty = false;
  
        if (aWidth instanceof HTMLImageElement) {
          // convert an <img> to a PImage
          this.fromHTMLImageData(aWidth);
        } else if (aHeight || aFormat) {
          this.width = aWidth || 1;
          this.height = aHeight || 1;
  
          // Stuff a canvas into sourceImg so image() calls can use drawImage like an <img>
          var canvas = this.sourceImg = document.createElement("canvas");
          canvas.width = this.width;
          canvas.height = this.height;
  
          var imageData = this.imageData = canvas.getContext('2d').createImageData(this.width, this.height);
          this.format = (aFormat === PConstants.ARGB || aFormat === PConstants.ALPHA) ? aFormat : PConstants.RGB;
          if (this.format === PConstants.RGB) {
            // Set the alpha channel of an RGB image to opaque.
            for (var i = 3, data = this.imageData.data, len = data.length; i < len; i += 4) {
              data[i] = 255;
            }
          }
  
          this.__isDirty = true;
          this.updatePixels();
        } else {
          this.width = 0;
          this.height = 0;
          this.imageData = utilityContext2d.createImageData(1, 1);
          this.format = PConstants.ARGB;
        }
  
        this.pixels = buildPixelsObject(this);
      };
      PImage.prototype = {
  
        /**
         * Temporary hack to deal with cross-Processing-instance created PImage.  See
         * tickets #1623 and #1644.
         */
        __isPImage: true,
  
        /**
        * @member PImage
        * Updates the image with the data in its pixels[] array. Use in conjunction with loadPixels(). If
        * you're only reading pixels from the array, there's no need to call updatePixels().
        * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule
        * is that any time you want to manipulate the pixels[] array, you must first call loadPixels(), and
        * after changes have been made, call updatePixels(). Even if the renderer may not seem to use this
        * function in the current Processing release, this will always be subject to change.
        * Currently, none of the renderers use the additional parameters to updatePixels().
        */
        updatePixels: function() {
          var canvas = this.sourceImg;
          if (canvas && canvas instanceof HTMLCanvasElement && this.__isDirty) {
            canvas.getContext('2d').putImageData(this.imageData, 0, 0);
          }
          this.__isDirty = false;
        },
  
        fromHTMLImageData: function(htmlImg) {
          // convert an <img> to a PImage
          var canvasData = getCanvasData(htmlImg);
          try {
            var imageData = canvasData.context.getImageData(0, 0, htmlImg.width, htmlImg.height);
            this.fromImageData(imageData);
          } catch(e) {
            if (htmlImg.width && htmlImg.height) {
              this.isRemote = true;
              this.width = htmlImg.width;
              this.height = htmlImg.height;
            }
          }
          this.sourceImg = htmlImg;
        },
  
        'get': function(x, y, w, h) {
          if (!arguments.length) {
            return p.get(this);
          }
          if (arguments.length === 2) {
            return p.get(x, y, this);
          }
          if (arguments.length === 4) {
            return p.get(x, y, w, h, this);
          }
        },
  
        /**
        * @member PImage
        * Changes the color of any pixel or writes an image directly into the image. The x and y parameter
        * specify the pixel or the upper-left corner of the image. The color parameter specifies the color value.
        * Setting the color of a single pixel with set(x, y) is easy, but not as fast as putting the data
        * directly into pixels[]. The equivalent statement to "set(x, y, #000000)" using pixels[] is
        * "pixels[y*width+x] = #000000". Processing requires calling loadPixels() to load the display window
        * data into the pixels[] array before getting the values and calling updatePixels() to update the window.
        *
        * @param {int} x        x-coordinate of the pixel or upper-left corner of the image
        * @param {int} y        y-coordinate of the pixel or upper-left corner of the image
        * @param {color} color  any value of the color datatype
        *
        * @see get
        * @see pixels[]
        * @see copy
        */
        'set': function(x, y, c) {
          p.set(x, y, c, this);
          this.__isDirty = true;
        },
  
        /**
        * @member PImage
        * Blends a region of pixels into the image specified by the img parameter. These copies utilize full
        * alpha channel support and a choice of the following modes to blend the colors of source pixels (A)
        * with the ones of pixels in the destination image (B):
        * BLEND - linear interpolation of colours: C = A*factor + B
        * ADD - additive blending with white clip: C = min(A*factor + B, 255)
        * SUBTRACT - subtractive blending with black clip: C = max(B - A*factor, 0)
        * DARKEST - only the darkest colour succeeds: C = min(A*factor, B)
        * LIGHTEST - only the lightest colour succeeds: C = max(A*factor, B)
        * DIFFERENCE - subtract colors from underlying image.
        * EXCLUSION - similar to DIFFERENCE, but less extreme.
        * MULTIPLY - Multiply the colors, result will always be darker.
        * SCREEN - Opposite multiply, uses inverse values of the colors.
        * OVERLAY - A mix of MULTIPLY and SCREEN. Multiplies dark values, and screens light values.
        * HARD_LIGHT - SCREEN when greater than 50% gray, MULTIPLY when lower.
        * SOFT_LIGHT - Mix of DARKEST and LIGHTEST. Works like OVERLAY, but not as harsh.
        * DODGE - Lightens light tones and increases contrast, ignores darks. Called "Color Dodge" in Illustrator and Photoshop.
        * BURN - Darker areas are applied, increasing contrast, ignores lights. Called "Color Burn" in Illustrator and Photoshop.
        * All modes use the alpha information (highest byte) of source image pixels as the blending factor.
        * If the source and destination regions are different sizes, the image will be automatically resized to
        * match the destination size. If the srcImg parameter is not used, the display window is used as the source image.
        * This function ignores imageMode().
        *
        * @param {int} x              X coordinate of the source's upper left corner
        * @param {int} y              Y coordinate of the source's upper left corner
        * @param {int} width          source image width
        * @param {int} height         source image height
        * @param {int} dx             X coordinate of the destinations's upper left corner
        * @param {int} dy             Y coordinate of the destinations's upper left corner
        * @param {int} dwidth         destination image width
        * @param {int} dheight        destination image height
        * @param {PImage} srcImg      an image variable referring to the source image
        * @param {MODE} MODE          Either BLEND, ADD, SUBTRACT, LIGHTEST, DARKEST, DIFFERENCE, EXCLUSION,
        * MULTIPLY, SCREEN, OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, BURN
        *
        * @see alpha
        * @see copy
        */
        blend: function(srcImg, x, y, width, height, dx, dy, dwidth, dheight, MODE) {
          if (arguments.length === 9) {
            p.blend(this, srcImg, x, y, width, height, dx, dy, dwidth, dheight, this);
          } else if (arguments.length === 10) {
            p.blend(srcImg, x, y, width, height, dx, dy, dwidth, dheight, MODE, this);
          }
          delete this.sourceImg;
        },
  
        /**
        * @member PImage
        * Copies a region of pixels from one image into another. If the source and destination regions
        * aren't the same size, it will automatically resize source pixels to fit the specified target region.
        * No alpha information is used in the process, however if the source image has an alpha channel set,
        * it will be copied as well. This function ignores imageMode().
        *
        * @param {int} sx             X coordinate of the source's upper left corner
        * @param {int} sy             Y coordinate of the source's upper left corner
        * @param {int} swidth         source image width
        * @param {int} sheight        source image height
        * @param {int} dx             X coordinate of the destinations's upper left corner
        * @param {int} dy             Y coordinate of the destinations's upper left corner
        * @param {int} dwidth         destination image width
        * @param {int} dheight        destination image height
        * @param {PImage} srcImg      an image variable referring to the source image
        *
        * @see alpha
        * @see blend
        */
        copy: function(srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, dheight) {
          if (arguments.length === 8) {
            p.blend(this, srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, PConstants.REPLACE, this);
          } else if (arguments.length === 9) {
            p.blend(srcImg, sx, sy, swidth, sheight, dx, dy, dwidth, dheight, PConstants.REPLACE, this);
          }
          delete this.sourceImg;
        },
  
        /**
        * @member PImage
        * Filters an image as defined by one of the following modes:
        * THRESHOLD - converts the image to black and white pixels depending if they are above or below
        * the threshold defined by the level parameter. The level must be between 0.0 (black) and 1.0(white).
        * If no level is specified, 0.5 is used.
        * GRAY - converts any colors in the image to grayscale equivalents
        * INVERT - sets each pixel to its inverse value
        * POSTERIZE - limits each channel of the image to the number of colors specified as the level parameter
        * BLUR - executes a Guassian blur with the level parameter specifying the extent of the blurring.
        * If no level parameter is used, the blur is equivalent to Guassian blur of radius 1.
        * OPAQUE - sets the alpha channel to entirely opaque.
        * ERODE - reduces the light areas with the amount defined by the level parameter.
        * DILATE - increases the light areas with the amount defined by the level parameter
        *
        * @param {MODE} MODE        Either THRESHOLD, GRAY, INVERT, POSTERIZE, BLUR, OPAQUE, ERODE, or DILATE
        * @param {int|float} param  in the range from 0 to 1
        */
        filter: function(mode, param) {
          if (arguments.length === 2) {
            p.filter(mode, param, this);
          } else if (arguments.length === 1) {
            // no param specified, send null to show its invalid
            p.filter(mode, null, this);
          }
          delete this.sourceImg;
        },
  
        /**
        * @member PImage
        * Saves the image into a file. Images are saved in TIFF, TARGA, JPEG, and PNG format depending on
        * the extension within the filename  parameter. For example, "image.tif" will have a TIFF image and
        * "image.png" will save a PNG image. If no extension is included in the filename, the image will save
        * in TIFF format and .tif will be added to the name. These files are saved to the sketch's folder,
        * which may be opened by selecting "Show sketch folder" from the "Sketch" menu. It is not possible to
        * use save() while running the program in a web browser.
        * To save an image created within the code, rather than through loading, it's necessary to make the
        * image with the createImage() function so it is aware of the location of the program and can therefore
        * save the file to the right place. See the createImage() reference for more information.
        *
        * @param {String} filename        a sequence of letters and numbers
        */
        save: function(file){
          p.save(file,this);
        },
  
        /**
        * @member PImage
        * Resize the image to a new width and height. To make the image scale proportionally, use 0 as the
        * value for the wide or high parameter.
        *
        * @param {int} wide         the resized image width
        * @param {int} high         the resized image height
        *
        * @see get
        */
        resize: function(w, h) {
          if (this.isRemote) { // Remote images cannot access imageData
            throw "Image is loaded remotely. Cannot resize.";
          }
          if (this.width !== 0 || this.height !== 0) {
            // make aspect ratio if w or h is 0
            if (w === 0 && h !== 0) {
              w = Math.floor(this.width / this.height * h);
            } else if (h === 0 && w !== 0) {
              h = Math.floor(this.height / this.width * w);
            }
            // put 'this.imageData' into a new canvas
            var canvas = getCanvasData(this.imageData).canvas;
            // pull imageData object out of canvas into ImageData object
            var imageData = getCanvasData(canvas, w, h).context.getImageData(0, 0, w, h);
            // set this as new pimage
            this.fromImageData(imageData);
          }
        },
  
        /**
        * @member PImage
        * Masks part of an image from displaying by loading another image and using it as an alpha channel.
        * This mask image should only contain grayscale data, but only the blue color channel is used. The
        * mask image needs to be the same size as the image to which it is applied.
        * In addition to using a mask image, an integer array containing the alpha channel data can be
        * specified directly. This method is useful for creating dynamically generated alpha masks. This
        * array must be of the same length as the target image's pixels array and should contain only grayscale
        * data of values between 0-255.
        *
        * @param {PImage} maskImg         any PImage object used as the alpha channel for "img", needs to be same
        *                                 size as "img"
        * @param {int[]} maskArray        any array of Integer numbers used as the alpha channel, needs to be same
        *                                 length as the image's pixel array
        */
        mask: function(mask) {
          var obj = this.toImageData(),
              i,
              size;
  
          if (mask instanceof PImage || mask.__isPImage) {
            if (mask.width === this.width && mask.height === this.height) {
              mask = mask.toImageData();
  
              for (i = 2, size = this.width * this.height * 4; i < size; i += 4) {
                // using it as an alpha channel
                obj.data[i + 1] = mask.data[i];
                // but only the blue color channel
              }
            } else {
              throw "mask must have the same dimensions as PImage.";
            }
          } else if (mask instanceof Array) {
            if (this.width * this.height === mask.length) {
              for (i = 0, size = mask.length; i < size; ++i) {
                obj.data[i * 4 + 3] = mask[i];
              }
            } else {
              throw "mask array must be the same length as PImage pixels array.";
            }
          }
  
          this.fromImageData(obj);
        },
  
        // These are intentionally left blank for PImages, we work live with pixels and draw as necessary
        /**
        * @member PImage
        * Loads the pixel data for the image into its pixels[] array. This function must always be called
        * before reading from or writing to pixels[].
        * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the
        * rule is that any time you want to manipulate the pixels[] array, you must first call loadPixels(),
        * and after changes have been made, call updatePixels(). Even if the renderer may not seem to use
        * this function in the current Processing release, this will always be subject to change.
        */
        loadPixels: noop,
  
        toImageData: function() {
          if (this.isRemote) {
            return this.sourceImg;
          }
  
          if (!this.__isDirty) {
            return this.imageData;
          }
  
          var canvasData = getCanvasData(this.sourceImg);
          return canvasData.context.getImageData(0, 0, this.width, this.height);
        },
  
        toDataURL: function() {
          if (this.isRemote) { // Remote images cannot access imageData
            throw "Image is loaded remotely. Cannot create dataURI.";
          }
          var canvasData = getCanvasData(this.imageData);
          return canvasData.canvas.toDataURL();
        },
  
        fromImageData: function(canvasImg) {
          var w = canvasImg.width,
            h = canvasImg.height,
            canvas = document.createElement('canvas'),
            ctx = canvas.getContext('2d');
  
          this.width = canvas.width = w;
          this.height = canvas.height = h;
  
          ctx.putImageData(canvasImg, 0, 0);
  
          // changed for 0.9
          this.format = PConstants.ARGB;
  
          this.imageData = canvasImg;
          this.sourceImg = canvas;
        }
      };
  
      p.PImage = PImage;
  
      /**
      * Creates a new PImage (the datatype for storing images). This provides a fresh buffer of pixels to play
      * with. Set the size of the buffer with the width and height parameters. The format parameter defines how
      * the pixels are stored. See the PImage reference for more information.
      * Be sure to include all three parameters, specifying only the width and height (but no format) will
      * produce a strange error.
      * Advanced users please note that createImage() should be used instead of the syntax new PImage().
      *
      * @param {int} width                image width
      * @param {int} height               image height
      * @param {MODE} format              Either RGB, ARGB, ALPHA (grayscale alpha channel)
      *
      * @returns {PImage}
      *
      * @see PImage
      * @see PGraphics
      */
      p.createImage = function(w, h, mode) {
        return new PImage(w,h,mode);
      };
  
      // Loads an image for display. Type is an extension. Callback is fired on load.
      /**
      * Loads an image into a variable of type PImage. Four types of images ( .gif, .jpg, .tga, .png) images may
      * be loaded. To load correctly, images must be located in the data directory of the current sketch. In most
      * cases, load all images in setup() to preload them at the start of the program. Loading images inside draw()
      * will reduce the speed of a program.
      * The filename parameter can also be a URL to a file found online. For security reasons, a Processing sketch
      * found online can only download files from the same server from which it came. Getting around this restriction
      * requires a signed applet.
      * The extension parameter is used to determine the image type in cases where the image filename does not end
      * with a proper extension. Specify the extension as the second parameter to loadImage(), as shown in the
      * third example on this page.
      * If an image is not loaded successfully, the null value is returned and an error message will be printed to
      * the console. The error message does not halt the program, however the null value may cause a NullPointerException
      * if your code does not check whether the value returned from loadImage() is null.
      * Depending on the type of error, a PImage object may still be returned, but the width and height of the image
      * will be set to -1. This happens if bad image data is returned or cannot be decoded properly. Sometimes this happens
      * with image URLs that produce a 403 error or that redirect to a password prompt, because loadImage() will attempt
      * to interpret the HTML as image data.
      *
      * @param {String} filename        name of file to load, can be .gif, .jpg, .tga, or a handful of other image
      *                                 types depending on your platform.
      * @param {String} extension       the type of image to load, for example "png", "gif", "jpg"
      *
      * @returns {PImage}
      *
      * @see PImage
      * @see image
      * @see imageMode
      * @see background
      */
      p.loadImage = function(file, type, callback) {
        // if type is specified, we just ignore it
  
        var pimg;
        // if image is in the preloader cache return a new PImage
        if (curSketch.imageCache.images[file]) {
          pimg = new PImage(curSketch.imageCache.images[file]);
          pimg.loaded = true;
          return pimg;
        }
        // else async load it
        pimg = new PImage();
        var img = document.createElement('img');
  
        pimg.sourceImg = img;
  
        img.onload = (function(aImage, aPImage, aCallback) {
          var image = aImage;
          var pimg = aPImage;
          var callback = aCallback;
          return function() {
            // change the <img> object into a PImage now that its loaded
            pimg.fromHTMLImageData(image);
            pimg.loaded = true;
            if (callback) {
              callback();
            }
          };
        }(img, pimg, callback));
  
        img.src = file; // needs to be called after the img.onload function is declared or it wont work in opera
        return pimg;
      };
  
      // async loading of large images, same functionality as loadImage above
      /**
      * This function load images on a separate thread so that your sketch does not freeze while images load during
      * setup(). While the image is loading, its width and height will be 0. If an error occurs while loading the image,
      * its width and height will be set to -1. You'll know when the image has loaded properly because its width and
      * height will be greater than 0. Asynchronous image loading (particularly when downloading from a server) can
      * dramatically improve performance.
      * The extension parameter is used to determine the image type in cases where the image filename does not end
      * with a proper extension. Specify the extension as the second parameter to requestImage().
      *
      * @param {String} filename        name of file to load, can be .gif, .jpg, .tga, or a handful of other image
      *                                 types depending on your platform.
      * @param {String} extension       the type of image to load, for example "png", "gif", "jpg"
      *
      * @returns {PImage}
      *
      * @see PImage
      * @see loadImage
      */
      p.requestImage = p.loadImage;
  
      function get$2(x,y) {
        var data;
        // return the color at x,y (int) of curContext
        if (x >= p.width || x < 0 || y < 0 || y >= p.height) {
          // x,y is outside image return transparent black
          return 0;
        }
  
        // loadPixels() has been called
        if (isContextReplaced) {
          var offset = ((0|x) + p.width * (0|y)) * 4;
          data = p.imageData.data;
          return (data[offset + 3] << 24) & PConstants.ALPHA_MASK |
                 (data[offset] << 16) & PConstants.RED_MASK |
                 (data[offset + 1] << 8) & PConstants.GREEN_MASK |
                 data[offset + 2] & PConstants.BLUE_MASK;
        }
  
        // x,y is inside canvas space
        data = p.toImageData(0|x, 0|y, 1, 1).data;
        return (data[3] << 24) & PConstants.ALPHA_MASK |
               (data[0] << 16) & PConstants.RED_MASK |
               (data[1] << 8) & PConstants.GREEN_MASK |
               data[2] & PConstants.BLUE_MASK;
      }
      function get$3(x,y,img) {
        if (img.isRemote) { // Remote images cannot access imageData
          throw "Image is loaded remotely. Cannot get x,y.";
        }
        // PImage.get(x,y) was called, return the color (int) at x,y of img
        var offset = y * img.width * 4 + (x * 4),
            data = img.imageData.data;
        return (data[offset + 3] << 24) & PConstants.ALPHA_MASK |
               (data[offset] << 16) & PConstants.RED_MASK |
               (data[offset + 1] << 8) & PConstants.GREEN_MASK |
               data[offset + 2] & PConstants.BLUE_MASK;
      }
      function get$4(x, y, w, h) {
        // return a PImage of w and h from cood x,y of curContext
        var c = new PImage(w, h, PConstants.ARGB);
        c.fromImageData(p.toImageData(x, y, w, h));
        return c;
      }
      function get$5(x, y, w, h, img) {
        if (img.isRemote) { // Remote images cannot access imageData
          throw "Image is loaded remotely. Cannot get x,y,w,h.";
        }
        // PImage.get(x,y,w,h) was called, return x,y,w,h PImage of img
        // offset start point needs to be *4
        var c = new PImage(w, h, PConstants.ARGB), cData = c.imageData.data,
          imgWidth = img.width, imgHeight = img.height, imgData = img.imageData.data;
        // Don't need to copy pixels from the image outside ranges.
        var startRow = Math.max(0, -y), startColumn = Math.max(0, -x),
          stopRow = Math.min(h, imgHeight - y), stopColumn = Math.min(w, imgWidth - x);
        for (var i = startRow; i < stopRow; ++i) {
          var sourceOffset = ((y + i) * imgWidth + (x + startColumn)) * 4;
          var targetOffset = (i * w + startColumn) * 4;
          for (var j = startColumn; j < stopColumn; ++j) {
            cData[targetOffset++] = imgData[sourceOffset++];
            cData[targetOffset++] = imgData[sourceOffset++];
            cData[targetOffset++] = imgData[sourceOffset++];
            cData[targetOffset++] = imgData[sourceOffset++];
          }
        }
        c.__isDirty = true;
        return c;
      }
  
      // Gets a single pixel or block of pixels from the current Canvas Context or a PImage
      /**
      * Reads the color of any pixel or grabs a section of an image. If no parameters are specified, the entire
      * image is returned. Get the value of one pixel by specifying an x,y coordinate. Get a section of the display
      * window by specifying an additional width and height parameter. If the pixel requested is outside of the image
      * window, black is returned. The numbers returned are scaled according to the current color ranges, but only RGB
      * values are returned by this function. For example, even though you may have drawn a shape with colorMode(HSB),
      * the numbers returned will be in RGB.
      * Getting the color of a single pixel with get(x, y) is easy, but not as fast as grabbing the data directly
      * from pixels[]. The equivalent statement to "get(x, y)" using pixels[] is "pixels[y*width+x]". Processing
      * requires calling loadPixels() to load the display window data into the pixels[] array before getting the values.
      * This function ignores imageMode().
      *
      * @param {int} x            x-coordinate of the pixel
      * @param {int} y            y-coordinate of the pixel
      * @param {int} width        width of pixel rectangle to get
      * @param {int} height       height of pixel rectangle to get
      *
      * @returns {Color|PImage}
      *
      * @see set
      * @see pixels[]
      * @see imageMode
      */
      p.get = function(x, y, w, h, img) {
        // for 0 2 and 4 arguments use curContext, otherwise PImage.get was called
        if (img !== undefined) {
          return get$5(x, y, w, h, img);
        }
        if (h !== undefined) {
          return get$4(x, y, w, h);
        }
        if (w !== undefined) {
          return get$3(x, y, w);
        }
        if (y !== undefined) {
          return get$2(x, y);
        }
        if (x !== undefined) {
          // PImage.get() was called, return a new PImage
          return get$5(0, 0, x.width, x.height, x);
        }
  
        return get$4(0, 0, p.width, p.height);
      };
  
      /**
       * Creates and returns a new <b>PGraphics</b> object of the types P2D, P3D, and JAVA2D. Use this class if you need to draw
       * into an off-screen graphics buffer. It's not possible to use <b>createGraphics()</b> with OPENGL, because it doesn't
       * allow offscreen use. The DXF and PDF renderers require the filename parameter. <br /><br /> It's important to call
       * any drawing commands between beginDraw() and endDraw() statements. This is also true for any commands that affect
       * drawing, such as smooth() or colorMode().<br /><br /> Unlike the main drawing surface which is completely opaque,
       * surfaces created with createGraphics() can have transparency. This makes it possible to draw into a graphics and
       * maintain the alpha channel.
       *
       * @param {int} width       width in pixels
       * @param {int} height      height in pixels
       * @param {int} renderer    Either P2D, P3D, JAVA2D, PDF, DXF
       * @param {String} filename the name of the file (not supported yet)
       */
      p.createGraphics = function(w, h, render) {
        var pg = new Processing();
        pg.size(w, h, render);
        pg.background(0,0);
        return pg;
      };
  
      // pixels caching
      function resetContext() {
        if(isContextReplaced) {
          curContext = originalContext;
          isContextReplaced = false;
  
          p.updatePixels();
        }
      }
      function SetPixelContextWrapper() {
        function wrapFunction(newContext, name) {
          function wrapper() {
            resetContext();
            curContext[name].apply(curContext, arguments);
          }
          newContext[name] = wrapper;
        }
        function wrapProperty(newContext, name) {
          function getter() {
            resetContext();
            return curContext[name];
          }
          function setter(value) {
            resetContext();
            curContext[name] = value;
          }
          p.defineProperty(newContext, name, { get: getter, set: setter });
        }
        for(var n in curContext) {
          if(typeof curContext[n] === 'function') {
            wrapFunction(this, n);
          } else {
            wrapProperty(this, n);
          }
        }
      }
      function replaceContext() {
        if(isContextReplaced) {
          return;
        }
        p.loadPixels();
        if(proxyContext === null) {
          originalContext = curContext;
          proxyContext = new SetPixelContextWrapper();
        }
        isContextReplaced = true;
        curContext = proxyContext;
        setPixelsCached = 0;
      }
  
      function set$3(x, y, c) {
        if (x < p.width && x >= 0 && y >= 0 && y < p.height) {
          replaceContext();
          p.pixels.setPixel((0|x)+p.width*(0|y), c);
          if(++setPixelsCached > maxPixelsCached) {
            resetContext();
          }
        }
      }
      function set$4(x, y, obj, img) {
        if (img.isRemote) { // Remote images cannot access imageData
          throw "Image is loaded remotely. Cannot set x,y.";
        }
        var c = p.color.toArray(obj);
        var offset = y * img.width * 4 + (x*4);
        var data = img.imageData.data;
        data[offset] = c[0];
        data[offset+1] = c[1];
        data[offset+2] = c[2];
        data[offset+3] = c[3];
      }
  
      // Paints a pixel array into the canvas
      /**
      * Changes the color of any pixel or writes an image directly into the display window. The x and y parameters
      * specify the pixel to change and the color  parameter specifies the color value. The color parameter is affected
      * by the current color mode (the default is RGB values from 0 to 255). When setting an image, the x and y
      * parameters define the coordinates for the upper-left corner of the image.
      * Setting the color of a single pixel with set(x, y) is easy, but not as fast as putting the data directly
      * into pixels[]. The equivalent statement to "set(x, y, #000000)" using pixels[] is "pixels[y*width+x] = #000000".
      * You must call loadPixels() to load the display window data into the pixels[] array before setting the values
      * and calling updatePixels() to update the window with any changes. This function ignores imageMode().
      *
      * @param {int} x            x-coordinate of the pixel
      * @param {int} y            y-coordinate of the pixel
      * @param {Color} obj        any value of the color datatype
      * @param {PImage} img       any valid variable of type PImage
      *
      * @see get
      * @see pixels[]
      * @see imageMode
      */
      p.set = function(x, y, obj, img) {
        var color, oldFill;
        if (arguments.length === 3) {
          // called p.set(), was it with a color or a img ?
          if (typeof obj === "number") {
            set$3(x, y, obj);
          } else if (obj instanceof PImage || obj.__isPImage) {
            p.image(obj, x, y);
          }
        } else if (arguments.length === 4) {
          // PImage.set(x,y,c) was called, set coordinate x,y color to c of img
          set$4(x, y, obj, img);
        }
      };
      p.imageData = {};
  
      // handle the sketch code for pixels[]
      // parser code converts pixels[] to getPixels() or setPixels(),
      // .length becomes getLength()
      /**
      * Array containing the values for all the pixels in the display window. These values are of the color datatype.
      * This array is the size of the display window. For example, if the image is 100x100 pixels, there will be 10000
      * values and if the window is 200x300 pixels, there will be 60000 values. The index value defines the position
      * of a value within the array. For example, the statment color b = pixels[230] will set the variable b to be
      * equal to the value at that location in the array.
      * Before accessing this array, the data must loaded with the loadPixels() function. After the array data has
      * been modified, the updatePixels() function must be run to update the changes.
      *
      * @param {int} index      must not exceed the size of the array
      *
      * @see loadPixels
      * @see updatePixels
      * @see get
      * @see set
      * @see PImage
      */
      p.pixels = {
        getLength: function() { return p.imageData.data.length ? p.imageData.data.length/4 : 0; },
        getPixel: function(i) {
          var offset = i*4, data = p.imageData.data;
          return (data[offset+3] << 24) & 0xff000000 |
                 (data[offset+0] << 16) & 0x00ff0000 |
                 (data[offset+1] << 8) & 0x0000ff00 |
                 data[offset+2] & 0x000000ff;
        },
        setPixel: function(i,c) {
          var offset = i*4, data = p.imageData.data;
          data[offset+0] = (c & 0x00ff0000) >>> 16; // RED_MASK
          data[offset+1] = (c & 0x0000ff00) >>> 8;  // GREEN_MASK
          data[offset+2] = (c & 0x000000ff);        // BLUE_MASK
          data[offset+3] = (c & 0xff000000) >>> 24; // ALPHA_MASK
        },
        toArray: function() {
          var arr = [], length = p.imageData.width * p.imageData.height, data = p.imageData.data;
          for (var i = 0, offset = 0; i < length; i++, offset += 4) {
            arr.push((data[offset+3] << 24) & 0xff000000 |
                     (data[offset+0] << 16) & 0x00ff0000 |
                     (data[offset+1] << 8) & 0x0000ff00 |
                     data[offset+2] & 0x000000ff);
          }
          return arr;
        },
        set: function(arr) {
          for (var i = 0, aL = arr.length; i < aL; i++) {
            this.setPixel(i, arr[i]);
          }
        }
      };
  
      // Gets a 1-Dimensional pixel array from Canvas
      /**
      * Loads the pixel data for the display window into the pixels[] array. This function must always be called
      * before reading from or writing to pixels[].
      * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule is that
      * any time you want to manipulate the pixels[] array, you must first call loadPixels(), and after changes
      * have been made, call updatePixels(). Even if the renderer may not seem to use this function in the current
      * Processing release, this will always be subject to change.
      *
      * @see pixels[]
      * @see updatePixels
      */
      p.loadPixels = function() {
        p.imageData = drawing.$ensureContext().getImageData(0, 0, p.width, p.height);
      };
  
      // Draws a 1-Dimensional pixel array to Canvas
      /**
      * Updates the display window with the data in the pixels[] array. Use in conjunction with loadPixels(). If
      * you're only reading pixels from the array, there's no need to call updatePixels() unless there are changes.
      * Certain renderers may or may not seem to require loadPixels() or updatePixels(). However, the rule is that
      * any time you want to manipulate the pixels[] array, you must first call loadPixels(), and after changes
      * have been made, call updatePixels(). Even if the renderer may not seem to use this function in the current
      * Processing release, this will always be subject to change.
      * Currently, none of the renderers use the additional parameters to updatePixels(), however this may be
      * implemented in the future.
      *
      * @see loadPixels
      * @see pixels[]
      */
      p.updatePixels = function() {
        if (p.imageData) {
          drawing.$ensureContext().putImageData(p.imageData, 0, 0);
        }
      };
  
      /**
      * Set various hints and hacks for the renderer. This is used to handle obscure rendering features that cannot be
      * implemented in a consistent manner across renderers. Many options will often graduate to standard features
      * instead of hints over time.
      * hint(ENABLE_OPENGL_4X_SMOOTH) - Enable 4x anti-aliasing for OpenGL. This can help force anti-aliasing if
      * it has not been enabled by the user. On some graphics cards, this can also be set by the graphics driver's
      * control panel, however not all cards make this available. This hint must be called immediately after the
      * size() command because it resets the renderer, obliterating any settings and anything drawn (and like size(),
      * re-running the code that came before it again).
      * hint(DISABLE_OPENGL_2X_SMOOTH) - In Processing 1.0, Processing always enables 2x smoothing when the OpenGL
      * renderer is used. This hint disables the default 2x smoothing and returns the smoothing behavior found in
      * earlier releases, where smooth() and noSmooth() could be used to enable and disable smoothing, though the
      * quality was inferior.
      * hint(ENABLE_NATIVE_FONTS) - Use the native version fonts when they are installed, rather than the bitmapped
      * version from a .vlw file. This is useful with the JAVA2D renderer setting, as it will improve font rendering
      * speed. This is not enabled by default, because it can be misleading while testing because the type will look
      * great on your machine (because you have the font installed) but lousy on others' machines if the identical
      * font is unavailable. This option can only be set per-sketch, and must be called before any use of textFont().
      * hint(DISABLE_DEPTH_TEST) - Disable the zbuffer, allowing you to draw on top of everything at will. When depth
      * testing is disabled, items will be drawn to the screen sequentially, like a painting. This hint is most often
      * used to draw in 3D, then draw in 2D on top of it (for instance, to draw GUI controls in 2D on top of a 3D
      * interface). Starting in release 0149, this will also clear the depth buffer. Restore the default with
      * hint(ENABLE_DEPTH_TEST), but note that with the depth buffer cleared, any 3D drawing that happens later in
      * draw() will ignore existing shapes on the screen.
      * hint(ENABLE_DEPTH_SORT) - Enable primitive z-sorting of triangles and lines in P3D and OPENGL. This can slow
      * performance considerably, and the algorithm is not yet perfect. Restore the default with hint(DISABLE_DEPTH_SORT).
      * hint(DISABLE_OPENGL_ERROR_REPORT) - Speeds up the OPENGL renderer setting by not checking for errors while
      * running. Undo with hint(ENABLE_OPENGL_ERROR_REPORT).
      * As of release 0149, unhint() has been removed in favor of adding additional ENABLE/DISABLE constants to reset
      * the default behavior. This prevents the double negatives, and also reinforces which hints can be enabled or disabled.
      *
      * @param {MODE} item          constant: name of the hint to be enabled or disabled
      *
      * @see PGraphics
      * @see createGraphics
      * @see size
      */
      p.hint = function(which) {
        var curContext = drawing.$ensureContext();
        if (which === PConstants.DISABLE_DEPTH_TEST) {
           curContext.disable(curContext.DEPTH_TEST);
           curContext.depthMask(false);
           curContext.clear(curContext.DEPTH_BUFFER_BIT);
        }
        else if (which === PConstants.ENABLE_DEPTH_TEST) {
           curContext.enable(curContext.DEPTH_TEST);
           curContext.depthMask(true);
        }
        else if (which === PConstants.ENABLE_OPENGL_2X_SMOOTH ||
                 which === PConstants.ENABLE_OPENGL_4X_SMOOTH){
          renderSmooth = true;
        }
        else if (which === PConstants.DISABLE_OPENGL_2X_SMOOTH){
          renderSmooth = false;
        }
      };
  
      /**
       * The background() function sets the color used for the background of the Processing window.
       * The default background is light gray. In the <b>draw()</b> function, the background color is used to clear the display window at the beginning of each frame.
       * An image can also be used as the background for a sketch, however its width and height must be the same size as the sketch window.
       * To resize an image 'b' to the size of the sketch window, use b.resize(width, height).
       * Images used as background will ignore the current <b>tint()</b> setting.
       * For the main drawing surface, the alpha value will be ignored. However,
       * alpha can be used on PGraphics objects from <b>createGraphics()</b>. This is
       * the only way to set all the pixels partially transparent, for instance.
       * If the 'gray' parameter is passed in the function sets the background to a grayscale value, based on the
       * current colorMode.
       * <p>
       * Note that background() should be called before any transformations occur,
       * because some implementations may require the current transformation matrix
       * to be identity before drawing.
       *
       * @param {int|float} gray    specifies a value between white and black
       * @param {int|float} value1  red or hue value (depending on the current color mode)
       * @param {int|float} value2  green or saturation value (depending on the current color mode)
       * @param {int|float} value3  blue or brightness value (depending on the current color mode)
       * @param {int|float} alpha   opacity of the background
       * @param {Color} color       any value of the color datatype
       * @param {int} hex           color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
       * @param {PImage} image      an instance of a PImage to use as a background
       *
       * @see #stroke()
       * @see #fill()
       * @see #tint()
       * @see #colorMode()
       */
      var backgroundHelper = function(arg1, arg2, arg3, arg4) {
        var obj;
  
        if (arg1 instanceof PImage || arg1.__isPImage) {
          obj = arg1;
  
          if (!obj.loaded) {
            throw "Error using image in background(): PImage not loaded.";
          }
          if(obj.width !== p.width || obj.height !== p.height){
            throw "Background image must be the same dimensions as the canvas.";
          }
        } else {
          obj = p.color(arg1, arg2, arg3, arg4);
        }
  
        backgroundObj = obj;
      };
  
      Drawing2D.prototype.background = function(arg1, arg2, arg3, arg4) {
        if (arg1 !== undef) {
          backgroundHelper(arg1, arg2, arg3, arg4);
        }
  
        if (backgroundObj instanceof PImage || backgroundObj.__isPImage) {
          saveContext();
          curContext.setTransform(1, 0, 0, 1, 0, 0);
          p.image(backgroundObj, 0, 0);
          restoreContext();
        } else {
          saveContext();
          curContext.setTransform(1, 0, 0, 1, 0, 0);
  
          // If the background is transparent
          if (p.alpha(backgroundObj) !== colorModeA) {
            curContext.clearRect(0,0, p.width, p.height);
          }
          curContext.fillStyle = p.color.toString(backgroundObj);
          curContext.fillRect(0, 0, p.width, p.height);
          isFillDirty = true;
          restoreContext();
        }
      };
  
      Drawing3D.prototype.background = function(arg1, arg2, arg3, arg4) {
        if (arguments.length > 0) {
          backgroundHelper(arg1, arg2, arg3, arg4);
        }
  
        var c = p.color.toGLArray(backgroundObj);
        curContext.clearColor(c[0], c[1], c[2], c[3]);
        curContext.clear(curContext.COLOR_BUFFER_BIT | curContext.DEPTH_BUFFER_BIT);
  
        // An image as a background in 3D is not implemented yet
      };
  
      // Draws an image to the Canvas
      /**
      * Displays images to the screen. The images must be in the sketch's "data" directory to load correctly. Select "Add
      * file..." from the "Sketch" menu to add the image. Processing currently works with GIF, JPEG, and Targa images. The
      * color of an image may be modified with the tint() function and if a GIF has transparency, it will maintain its
      * transparency. The img parameter specifies the image to display and the x and y parameters define the location of
      * the image from its upper-left corner. The image is displayed at its original size unless the width and height
      * parameters specify a different size. The imageMode() function changes the way the parameters work. A call to
      * imageMode(CORNERS) will change the width and height parameters to define the x and y values of the opposite
      * corner of the image.
      *
      * @param {PImage} img            the image to display
      * @param {int|float} x           x-coordinate of the image
      * @param {int|float} y           y-coordinate of the image
      * @param {int|float} width       width to display the image
      * @param {int|float} height      height to display the image
      *
      * @see loadImage
      * @see PImage
      * @see imageMode
      * @see tint
      * @see background
      * @see alpha
      */
      Drawing2D.prototype.image = function(img, x, y, w, h) {
        // Fix fractional positions
        x = Math.round(x);
        y = Math.round(y);
  
        if (img.width > 0) {
          var wid = w || img.width;
          var hgt = h || img.height;
  
          var bounds = imageModeConvert(x || 0, y || 0, w || img.width, h || img.height, arguments.length < 4);
          var fastImage = !!img.sourceImg && curTint === null;
          if (fastImage) {
            var htmlElement = img.sourceImg;
            if (img.__isDirty) {
              img.updatePixels();
            }
            // Using HTML element's width and height in case if the image was resized.
            curContext.drawImage(htmlElement, 0, 0,
              htmlElement.width, htmlElement.height, bounds.x, bounds.y, bounds.w, bounds.h);
          } else {
            var obj = img.toImageData();
  
            // Tint the image
            if (curTint !== null) {
              curTint(obj);
              img.__isDirty = true;
            }
  
            curContext.drawImage(getCanvasData(obj).canvas, 0, 0,
              img.width, img.height, bounds.x, bounds.y, bounds.w, bounds.h);
          }
        }
      };
  
      Drawing3D.prototype.image = function(img, x, y, w, h) {
        if (img.width > 0) {
          // Fix fractional positions
          x = Math.round(x);
          y = Math.round(y);
          w = w || img.width;
          h = h || img.height;
  
          p.beginShape(p.QUADS);
          p.texture(img);
          p.vertex(x, y, 0, 0, 0);
          p.vertex(x, y+h, 0, 0, h);
          p.vertex(x+w, y+h, 0, w, h);
          p.vertex(x+w, y, 0, w, 0);
          p.endShape();
        }
      };
  
      /**
       * The tint() function sets the fill value for displaying images. Images can be tinted to
       * specified colors or made transparent by setting the alpha.
       * <br><br>To make an image transparent, but not change it's color,
       * use white as the tint color and specify an alpha value. For instance,
       * tint(255, 128) will make an image 50% transparent (unless
       * <b>colorMode()</b> has been used).
       *
       * <br><br>When using hexadecimal notation to specify a color, use "#" or
       * "0x" before the values (e.g. #CCFFAA, 0xFFCCFFAA). The # syntax uses six
       * digits to specify a color (the way colors are specified in HTML and CSS).
       * When using the hexadecimal notation starting with "0x", the hexadecimal
       * value must be specified with eight characters; the first two characters
       * define the alpha component and the remainder the red, green, and blue
       * components.
       * <br><br>The value for the parameter "gray" must be less than or equal
       * to the current maximum value as specified by <b>colorMode()</b>.
       * The default maximum value is 255.
       * <br><br>The tint() method is also used to control the coloring of
       * textures in 3D.
       *
       * @param {int|float} gray    any valid number
       * @param {int|float} alpha    opacity of the image
       * @param {int|float} value1  red or hue value
       * @param {int|float} value2  green or saturation value
       * @param {int|float} value3  blue or brightness value
       * @param {int|float} color    any value of the color datatype
       * @param {int} hex            color value in hexadecimal notation (i.e. #FFCC00 or 0xFFFFCC00)
       *
       * @see #noTint()
       * @see #image()
       */
      p.tint = function(a1, a2, a3, a4) {
        var tintColor = p.color(a1, a2, a3, a4);
        var r = p.red(tintColor) / colorModeX;
        var g = p.green(tintColor) / colorModeY;
        var b = p.blue(tintColor) / colorModeZ;
        var a = p.alpha(tintColor) / colorModeA;
        curTint = function(obj) {
          var data = obj.data,
              length = 4 * obj.width * obj.height;
          for (var i = 0; i < length;) {
            data[i++] *= r;
            data[i++] *= g;
            data[i++] *= b;
            data[i++] *= a;
          }
        };
        // for overriding the color buffer when 3d rendering
        curTint3d = function(data){
          for (var i = 0; i < data.length;) {
            data[i++] = r;
            data[i++] = g;
            data[i++] = b;
            data[i++] = a;
          }
        };
      };
  
      /**
       * The noTint() function removes the current fill value for displaying images and reverts to displaying images with their original hues.
       *
       * @see #tint()
       * @see #image()
       */
      p.noTint = function() {
        curTint = null;
        curTint3d = null;
      };
  
      /**
      * Copies a region of pixels from the display window to another area of the display window and copies a region of pixels from an
      * image used as the srcImg  parameter into the display window. If the source and destination regions aren't the same size, it will
      * automatically resize the source pixels to fit the specified target region. No alpha information is used in the process, however
      * if the source image has an alpha channel set, it will be copied as well. This function ignores imageMode().
      *
      * @param {int} x            X coordinate of the source's upper left corner
      * @param {int} y            Y coordinate of the source's upper left corner
      * @param {int} width        source image width
      * @param {int} height       source image height
      * @param {int} dx           X coordinate of the destination's upper left corner
      * @param {int} dy           Y coordinate of the destination's upper left corner
      * @param {int} dwidth       destination image width
      * @param {int} dheight      destination image height
      * @param {PImage} srcImg    image variable referring to the source image
      *
      * @see blend
      * @see get
      */
      p.copy = function(src, sx, sy, sw, sh, dx, dy, dw, dh) {
        if (dh === undef) {
          // shift everything, and introduce p
          dh = dw;
          dw = dy;
          dy = dx;
          dx = sh;
          sh = sw;
          sw = sy;
          sy = sx;
          sx = src;
          src = p;
        }
        p.blend(src, sx, sy, sw, sh, dx, dy, dw, dh, PConstants.REPLACE);
      };
  
      /**
      * Blends a region of pixels from one image into another (or in itself again) with full alpha channel support. There
      * is a choice of the following modes to blend the source pixels (A) with the ones of pixels in the destination image (B):
      * BLEND - linear interpolation of colours: C = A*factor + B
      * ADD - additive blending with white clip: C = min(A*factor + B, 255)
      * SUBTRACT - subtractive blending with black clip: C = max(B - A*factor, 0)
      * DARKEST - only the darkest colour succeeds: C = min(A*factor, B)
      * LIGHTEST - only the lightest colour succeeds: C = max(A*factor, B)
      * DIFFERENCE - subtract colors from underlying image.
      * EXCLUSION - similar to DIFFERENCE, but less extreme.
      * MULTIPLY - Multiply the colors, result will always be darker.
      * SCREEN - Opposite multiply, uses inverse values of the colors.
      * OVERLAY - A mix of MULTIPLY and SCREEN. Multiplies dark values, and screens light values.
      * HARD_LIGHT - SCREEN when greater than 50% gray, MULTIPLY when lower.
      * SOFT_LIGHT - Mix of DARKEST and LIGHTEST. Works like OVERLAY, but not as harsh.
      * DODGE - Lightens light tones and increases contrast, ignores darks. Called "Color Dodge" in Illustrator and Photoshop.
      * BURN - Darker areas are applied, increasing contrast, ignores lights. Called "Color Burn" in Illustrator and Photoshop.
      * All modes use the alpha information (highest byte) of source image pixels as the blending factor. If the source and
      * destination regions are different sizes, the image will be automatically resized to match the destination size. If the
      * srcImg parameter is not used, the display window is used as the source image.  This function ignores imageMode().
      *
      * @param {int} x            X coordinate of the source's upper left corner
      * @param {int} y            Y coordinate of the source's upper left corner
      * @param {int} width        source image width
      * @param {int} height       source image height
      * @param {int} dx           X coordinate of the destination's upper left corner
      * @param {int} dy           Y coordinate of the destination's upper left corner
      * @param {int} dwidth       destination image width
      * @param {int} dheight      destination image height
      * @param {PImage} srcImg    image variable referring to the source image
      * @param {PImage} MODE      Either BLEND, ADD, SUBTRACT, LIGHTEST, DARKEST, DIFFERENCE, EXCLUSION, MULTIPLY, SCREEN,
      *                           OVERLAY, HARD_LIGHT, SOFT_LIGHT, DODGE, BURN
      * @see filter
      */
      p.blend = function(src, sx, sy, sw, sh, dx, dy, dw, dh, mode, pimgdest) {
        if (src.isRemote) {
          throw "Image is loaded remotely. Cannot blend image.";
        }
  
        if (mode === undef) {
          // shift everything, and introduce p
          mode = dh;
          dh = dw;
          dw = dy;
          dy = dx;
          dx = sh;
          sh = sw;
          sw = sy;
          sy = sx;
          sx = src;
          src = p;
        }
  
        var sx2 = sx + sw,
          sy2 = sy + sh,
          dx2 = dx + dw,
          dy2 = dy + dh,
          dest = pimgdest || p;
  
        // check if pimgdest is there and pixels, if so this was a call from pimg.blend
        if (pimgdest === undef || mode === undef) {
          p.loadPixels();
        }
  
        src.loadPixels();
  
        if (src === p && p.intersect(sx, sy, sx2, sy2, dx, dy, dx2, dy2)) {
          p.blit_resize(p.get(sx, sy, sx2 - sx, sy2 - sy), 0, 0, sx2 - sx - 1, sy2 - sy - 1,
                        dest.imageData.data, dest.width, dest.height, dx, dy, dx2, dy2, mode);
        } else {
          p.blit_resize(src, sx, sy, sx2, sy2, dest.imageData.data, dest.width, dest.height, dx, dy, dx2, dy2, mode);
        }
  
        if (pimgdest === undef) {
          p.updatePixels();
        }
      };
  
      // helper function for filter()
      var buildBlurKernel = function(r) {
        var radius = p.floor(r * 3.5), i, radiusi;
        radius = (radius < 1) ? 1 : ((radius < 248) ? radius : 248);
        if (p.shared.blurRadius !== radius) {
          p.shared.blurRadius = radius;
          p.shared.blurKernelSize = 1 + (p.shared.blurRadius<<1);
          p.shared.blurKernel = new Float32Array(p.shared.blurKernelSize);
          var sharedBlurKernal = p.shared.blurKernel;
          var sharedBlurKernelSize = p.shared.blurKernelSize;
          var sharedBlurRadius = p.shared.blurRadius;
          // init blurKernel
          for (i = 0; i < sharedBlurKernelSize; i++) {
            sharedBlurKernal[i] = 0;
          }
          var radiusiSquared = (radius - 1) * (radius - 1);
          for (i = 1; i < radius; i++) {
            sharedBlurKernal[radius + i] = sharedBlurKernal[radiusi] = radiusiSquared;
          }
          sharedBlurKernal[radius] = radius * radius;
        }
      };
  
      var blurARGB = function(r, aImg) {
        var sum, cr, cg, cb, ca, c, m;
        var read, ri, ym, ymi, bk0;
        var wh = aImg.pixels.getLength();
        var r2 = new Float32Array(wh);
        var g2 = new Float32Array(wh);
        var b2 = new Float32Array(wh);
        var a2 = new Float32Array(wh);
        var yi = 0;
        var x, y, i, offset;
  
        buildBlurKernel(r);
  
        var aImgHeight = aImg.height;
        var aImgWidth = aImg.width;
        var sharedBlurKernelSize = p.shared.blurKernelSize;
        var sharedBlurRadius = p.shared.blurRadius;
        var sharedBlurKernal = p.shared.blurKernel;
        var pix = aImg.imageData.data;
  
        for (y = 0; y < aImgHeight; y++) {
          for (x = 0; x < aImgWidth; x++) {
            cb = cg = cr = ca = sum = 0;
            read = x - sharedBlurRadius;
            if (read<0) {
              bk0 = -read;
              read = 0;
            } else {
              if (read >= aImgWidth) {
                break;
              }
              bk0=0;
            }
            for (i = bk0; i < sharedBlurKernelSize; i++) {
              if (read >= aImgWidth) {
                break;
              }
              offset = (read + yi) *4;
              m = sharedBlurKernal[i];
              ca += m * pix[offset + 3];
              cr += m * pix[offset];
              cg += m * pix[offset + 1];
              cb += m * pix[offset + 2];
              sum += m;
              read++;
            }
            ri = yi + x;
            a2[ri] = ca / sum;
            r2[ri] = cr / sum;
            g2[ri] = cg / sum;
            b2[ri] = cb / sum;
          }
          yi += aImgWidth;
        }
  
        yi = 0;
        ym = -sharedBlurRadius;
        ymi = ym*aImgWidth;
  
        for (y = 0; y < aImgHeight; y++) {
          for (x = 0; x < aImgWidth; x++) {
            cb = cg = cr = ca = sum = 0;
            if (ym<0) {
              bk0 = ri = -ym;
              read = x;
            } else {
              if (ym >= aImgHeight) {
                break;
              }
              bk0 = 0;
              ri = ym;
              read = x + ymi;
            }
            for (i = bk0; i < sharedBlurKernelSize; i++) {
              if (ri >= aImgHeight) {
                break;
              }
              m = sharedBlurKernal[i];
              ca += m * a2[read];
              cr += m * r2[read];
              cg += m * g2[read];
              cb += m * b2[read];
              sum += m;
              ri++;
              read += aImgWidth;
            }
            offset = (x + yi) *4;
            pix[offset] = cr / sum;
            pix[offset + 1] = cg / sum;
            pix[offset + 2] = cb / sum;
            pix[offset + 3] = ca / sum;
          }
          yi += aImgWidth;
          ymi += aImgWidth;
          ym++;
        }
      };
  
      // helper funtion for ERODE and DILATE modes of filter()
      var dilate = function(isInverted, aImg) {
        var currIdx = 0;
        var maxIdx = aImg.pixels.getLength();
        var out = new Int32Array(maxIdx);
        var currRowIdx, maxRowIdx, colOrig, colOut, currLum;
        var idxRight, idxLeft, idxUp, idxDown,
            colRight, colLeft, colUp, colDown,
            lumRight, lumLeft, lumUp, lumDown;
  
        if (!isInverted) {
          // erosion (grow light areas)
          while (currIdx<maxIdx) {
            currRowIdx = currIdx;
            maxRowIdx = currIdx + aImg.width;
            while (currIdx < maxRowIdx) {
              colOrig = colOut = aImg.pixels.getPixel(currIdx);
              idxLeft = currIdx - 1;
              idxRight = currIdx + 1;
              idxUp = currIdx - aImg.width;
              idxDown = currIdx + aImg.width;
              if (idxLeft < currRowIdx) {
                idxLeft = currIdx;
              }
              if (idxRight >= maxRowIdx) {
                idxRight = currIdx;
              }
              if (idxUp < 0) {
                idxUp = 0;
              }
              if (idxDown >= maxIdx) {
                idxDown = currIdx;
              }
              colUp = aImg.pixels.getPixel(idxUp);
              colLeft = aImg.pixels.getPixel(idxLeft);
              colDown = aImg.pixels.getPixel(idxDown);
              colRight = aImg.pixels.getPixel(idxRight);
  
              // compute luminance
              currLum = 77*(colOrig>>16&0xff) + 151*(colOrig>>8&0xff) + 28*(colOrig&0xff);
              lumLeft = 77*(colLeft>>16&0xff) + 151*(colLeft>>8&0xff) + 28*(colLeft&0xff);
              lumRight = 77*(colRight>>16&0xff) + 151*(colRight>>8&0xff) + 28*(colRight&0xff);
              lumUp = 77*(colUp>>16&0xff) + 151*(colUp>>8&0xff) + 28*(colUp&0xff);
              lumDown = 77*(colDown>>16&0xff) + 151*(colDown>>8&0xff) + 28*(colDown&0xff);
  
              if (lumLeft > currLum) {
                colOut = colLeft;
                currLum = lumLeft;
              }
              if (lumRight > currLum) {
                colOut = colRight;
                currLum = lumRight;
              }
              if (lumUp > currLum) {
                colOut = colUp;
                currLum = lumUp;
              }
              if (lumDown > currLum) {
                colOut = colDown;
                currLum = lumDown;
              }
              out[currIdx++] = colOut;
            }
          }
        } else {
          // dilate (grow dark areas)
          while (currIdx < maxIdx) {
            currRowIdx = currIdx;
            maxRowIdx = currIdx + aImg.width;
            while (currIdx < maxRowIdx) {
              colOrig = colOut = aImg.pixels.getPixel(currIdx);
              idxLeft = currIdx - 1;
              idxRight = currIdx + 1;
              idxUp = currIdx - aImg.width;
              idxDown = currIdx + aImg.width;
              if (idxLeft < currRowIdx) {
                idxLeft = currIdx;
              }
              if (idxRight >= maxRowIdx) {
                idxRight = currIdx;
              }
              if (idxUp < 0) {
                idxUp = 0;
              }
              if (idxDown >= maxIdx) {
                idxDown = currIdx;
              }
              colUp = aImg.pixels.getPixel(idxUp);
              colLeft = aImg.pixels.getPixel(idxLeft);
              colDown = aImg.pixels.getPixel(idxDown);
              colRight = aImg.pixels.getPixel(idxRight);
  
              // compute luminance
              currLum = 77*(colOrig>>16&0xff) + 151*(colOrig>>8&0xff) + 28*(colOrig&0xff);
              lumLeft = 77*(colLeft>>16&0xff) + 151*(colLeft>>8&0xff) + 28*(colLeft&0xff);
              lumRight = 77*(colRight>>16&0xff) + 151*(colRight>>8&0xff) + 28*(colRight&0xff);
              lumUp = 77*(colUp>>16&0xff) + 151*(colUp>>8&0xff) + 28*(colUp&0xff);
              lumDown = 77*(colDown>>16&0xff) + 151*(colDown>>8&0xff) + 28*(colDown&0xff);
  
              if (lumLeft < currLum) {
                colOut = colLeft;
                currLum = lumLeft;
              }
              if (lumRight < currLum) {
                colOut = colRight;
                currLum = lumRight;
              }
              if (lumUp < currLum) {
                colOut = colUp;
                currLum = lumUp;
              }
              if (lumDown < currLum) {
                colOut = colDown;
                currLum = lumDown;
              }
              out[currIdx++]=colOut;
            }
          }
        }
        aImg.pixels.set(out);
        //p.arraycopy(out,0,pixels,0,maxIdx);
      };
  
      /**
      * Filters the display window as defined by one of the following modes:
      * THRESHOLD - converts the image to black and white pixels depending if they are above or below the threshold
      * defined by the level parameter. The level must be between 0.0 (black) and 1.0(white). If no level is specified, 0.5 is used.
      * GRAY - converts any colors in the image to grayscale equivalents
      * INVERT - sets each pixel to its inverse value
      * POSTERIZE - limits each channel of the image to the number of colors specified as the level parameter
      * BLUR - executes a Guassian blur with the level parameter specifying the extent of the blurring. If no level parameter is
      * used, the blur is equivalent to Guassian blur of radius 1.
      * OPAQUE - sets the alpha channel to entirely opaque.
      * ERODE - reduces the light areas with the amount defined by the level parameter.
      * DILATE - increases the light areas with the amount defined by the level parameter.
      *
      * @param {MODE} MODE          Either THRESHOLD, GRAY, INVERT, POSTERIZE, BLUR, OPAQUE, ERODE, or DILATE
      * @param {int|float} level    defines the quality of the filter
      *
      * @see blend
      */
      p.filter = function(kind, param, aImg){
        var img, col, lum, i;
  
        if (arguments.length === 3) {
          aImg.loadPixels();
          img = aImg;
        } else {
          p.loadPixels();
          img = p;
        }
  
        if (param === undef) {
          param = null;
        }
        if (img.isRemote) { // Remote images cannot access imageData
          throw "Image is loaded remotely. Cannot filter image.";
        }
        // begin filter process
        var imglen = img.pixels.getLength();
        switch (kind) {
          case PConstants.BLUR:
            var radius = param || 1; // if no param specified, use 1 (default for p5)
            blurARGB(radius, img);
            break;
  
          case PConstants.GRAY:
            if (img.format === PConstants.ALPHA) { //trouble
              // for an alpha image, convert it to an opaque grayscale
              for (i = 0; i < imglen; i++) {
                col = 255 - img.pixels.getPixel(i);
                img.pixels.setPixel(i,(0xff000000 | (col << 16) | (col << 8) | col));
              }
              img.format = PConstants.RGB; //trouble
            } else {
              for (i = 0; i < imglen; i++) {
                col = img.pixels.getPixel(i);
                lum = (77*(col>>16&0xff) + 151*(col>>8&0xff) + 28*(col&0xff))>>8;
                img.pixels.setPixel(i,((col & PConstants.ALPHA_MASK) | lum<<16 | lum<<8 | lum));
              }
            }
            break;
  
          case PConstants.INVERT:
            for (i = 0; i < imglen; i++) {
              img.pixels.setPixel(i, (img.pixels.getPixel(i) ^ 0xffffff));
            }
            break;
  
          case PConstants.POSTERIZE:
            if (param === null) {
              throw "Use filter(POSTERIZE, int levels) instead of filter(POSTERIZE)";
            }
            var levels = p.floor(param);
            if ((levels < 2) || (levels > 255)) {
              throw "Levels must be between 2 and 255 for filter(POSTERIZE, levels)";
            }
            var levels1 = levels - 1;
            for (i = 0; i < imglen; i++) {
              var rlevel = (img.pixels.getPixel(i) >> 16) & 0xff;
              var glevel = (img.pixels.getPixel(i) >> 8) & 0xff;
              var blevel = img.pixels.getPixel(i) & 0xff;
              rlevel = (((rlevel * levels) >> 8) * 255) / levels1;
              glevel = (((glevel * levels) >> 8) * 255) / levels1;
              blevel = (((blevel * levels) >> 8) * 255) / levels1;
              img.pixels.setPixel(i, ((0xff000000 & img.pixels.getPixel(i)) | (rlevel << 16) | (glevel << 8) | blevel));
            }
            break;
  
          case PConstants.OPAQUE:
            for (i = 0; i < imglen; i++) {
              img.pixels.setPixel(i, (img.pixels.getPixel(i) | 0xff000000));
            }
            img.format = PConstants.RGB; //trouble
            break;
  
          case PConstants.THRESHOLD:
            if (param === null) {
              param = 0.5;
            }
            if ((param < 0) || (param > 1)) {
              throw "Level must be between 0 and 1 for filter(THRESHOLD, level)";
            }
            var thresh = p.floor(param * 255);
            for (i = 0; i < imglen; i++) {
              var max = p.max((img.pixels.getPixel(i) & PConstants.RED_MASK) >> 16, p.max((img.pixels.getPixel(i) & PConstants.GREEN_MASK) >> 8, (img.pixels.getPixel(i) & PConstants.BLUE_MASK)));
              img.pixels.setPixel(i, ((img.pixels.getPixel(i) & PConstants.ALPHA_MASK) | ((max < thresh) ? 0x000000 : 0xffffff)));
            }
            break;
  
          case PConstants.ERODE:
            dilate(true, img);
            break;
  
          case PConstants.DILATE:
            dilate(false, img);
            break;
        }
        img.updatePixels();
      };
  
  
      // shared variables for blit_resize(), filter_new_scanline(), filter_bilinear(), filter()
      // change this in the future to not be exposed to p
      p.shared = {
        fracU: 0,
        ifU: 0,
        fracV: 0,
        ifV: 0,
        u1: 0,
        u2: 0,
        v1: 0,
        v2: 0,
        sX: 0,
        sY: 0,
        iw: 0,
        iw1: 0,
        ih1: 0,
        ul: 0,
        ll: 0,
        ur: 0,
        lr: 0,
        cUL: 0,
        cLL: 0,
        cUR: 0,
        cLR: 0,
        srcXOffset: 0,
        srcYOffset: 0,
        r: 0,
        g: 0,
        b: 0,
        a: 0,
        srcBuffer: null,
        blurRadius: 0,
        blurKernelSize: 0,
        blurKernel: null
      };
  
      p.intersect = function(sx1, sy1, sx2, sy2, dx1, dy1, dx2, dy2) {
        var sw = sx2 - sx1 + 1;
        var sh = sy2 - sy1 + 1;
        var dw = dx2 - dx1 + 1;
        var dh = dy2 - dy1 + 1;
        if (dx1 < sx1) {
          dw += dx1 - sx1;
          if (dw > sw) {
            dw = sw;
          }
        } else {
          var w = sw + sx1 - dx1;
          if (dw > w) {
            dw = w;
          }
        }
        if (dy1 < sy1) {
          dh += dy1 - sy1;
          if (dh > sh) {
            dh = sh;
          }
        } else {
          var h = sh + sy1 - dy1;
          if (dh > h) {
            dh = h;
          }
        }
        return ! (dw <= 0 || dh <= 0);
      };
  
      var blendFuncs = {};
      blendFuncs[PConstants.BLEND] = p.modes.blend;
      blendFuncs[PConstants.ADD] = p.modes.add;
      blendFuncs[PConstants.SUBTRACT] = p.modes.subtract;
      blendFuncs[PConstants.LIGHTEST] = p.modes.lightest;
      blendFuncs[PConstants.DARKEST] = p.modes.darkest;
      blendFuncs[PConstants.REPLACE] = p.modes.replace;
      blendFuncs[PConstants.DIFFERENCE] = p.modes.difference;
      blendFuncs[PConstants.EXCLUSION] = p.modes.exclusion;
      blendFuncs[PConstants.MULTIPLY] = p.modes.multiply;
      blendFuncs[PConstants.SCREEN] = p.modes.screen;
      blendFuncs[PConstants.OVERLAY] = p.modes.overlay;
      blendFuncs[PConstants.HARD_LIGHT] = p.modes.hard_light;
      blendFuncs[PConstants.SOFT_LIGHT] = p.modes.soft_light;
      blendFuncs[PConstants.DODGE] = p.modes.dodge;
      blendFuncs[PConstants.BURN] = p.modes.burn;
  
      p.blit_resize = function(img, srcX1, srcY1, srcX2, srcY2, destPixels,
                               screenW, screenH, destX1, destY1, destX2, destY2, mode) {
        var x, y;
        if (srcX1 < 0) {
          srcX1 = 0;
        }
        if (srcY1 < 0) {
          srcY1 = 0;
        }
        if (srcX2 >= img.width) {
          srcX2 = img.width - 1;
        }
        if (srcY2 >= img.height) {
          srcY2 = img.height - 1;
        }
        var srcW = srcX2 - srcX1;
        var srcH = srcY2 - srcY1;
        var destW = destX2 - destX1;
        var destH = destY2 - destY1;
  
        if (destW <= 0 || destH <= 0 || srcW <= 0 || srcH <= 0 || destX1 >= screenW ||
            destY1 >= screenH || srcX1 >= img.width || srcY1 >= img.height) {
          return;
        }
  
        var dx = Math.floor(srcW / destW * PConstants.PRECISIONF);
        var dy = Math.floor(srcH / destH * PConstants.PRECISIONF);
  
        var pshared = p.shared;
  
        pshared.srcXOffset = Math.floor(destX1 < 0 ? -destX1 * dx : srcX1 * PConstants.PRECISIONF);
        pshared.srcYOffset = Math.floor(destY1 < 0 ? -destY1 * dy : srcY1 * PConstants.PRECISIONF);
        if (destX1 < 0) {
          destW += destX1;
          destX1 = 0;
        }
        if (destY1 < 0) {
          destH += destY1;
          destY1 = 0;
        }
        destW = Math.min(destW, screenW - destX1);
        destH = Math.min(destH, screenH - destY1);
  
        var destOffset = destY1 * screenW + destX1;
        var destColor;
  
        pshared.srcBuffer = img.imageData.data;
        pshared.iw = img.width;
        pshared.iw1 = img.width - 1;
        pshared.ih1 = img.height - 1;
  
        // cache for speed
        var filterBilinear = p.filter_bilinear,
          filterNewScanline = p.filter_new_scanline,
          blendFunc = blendFuncs[mode],
          blendedColor,
          idx,
          cULoffset,
          cURoffset,
          cLLoffset,
          cLRoffset,
          ALPHA_MASK = PConstants.ALPHA_MASK,
          RED_MASK = PConstants.RED_MASK,
          GREEN_MASK = PConstants.GREEN_MASK,
          BLUE_MASK = PConstants.BLUE_MASK,
          PREC_MAXVAL = PConstants.PREC_MAXVAL,
          PRECISIONB = PConstants.PRECISIONB,
          PREC_RED_SHIFT = PConstants.PREC_RED_SHIFT,
          PREC_ALPHA_SHIFT = PConstants.PREC_ALPHA_SHIFT,
          srcBuffer = pshared.srcBuffer,
          min = Math.min;
  
        for (y = 0; y < destH; y++) {
  
          pshared.sX = pshared.srcXOffset;
          pshared.fracV = pshared.srcYOffset & PREC_MAXVAL;
          pshared.ifV = PREC_MAXVAL - pshared.fracV;
          pshared.v1 = (pshared.srcYOffset >> PRECISIONB) * pshared.iw;
          pshared.v2 = min((pshared.srcYOffset >> PRECISIONB) + 1, pshared.ih1) * pshared.iw;
  
          for (x = 0; x < destW; x++) {
            idx = (destOffset + x) * 4;
  
            destColor = (destPixels[idx + 3] << 24) &
                        ALPHA_MASK | (destPixels[idx] << 16) &
                        RED_MASK   | (destPixels[idx + 1] << 8) &
                        GREEN_MASK |  destPixels[idx + 2] & BLUE_MASK;
  
            pshared.fracU = pshared.sX & PREC_MAXVAL;
            pshared.ifU = PREC_MAXVAL - pshared.fracU;
            pshared.ul = (pshared.ifU * pshared.ifV) >> PRECISIONB;
            pshared.ll = (pshared.ifU * pshared.fracV) >> PRECISIONB;
            pshared.ur = (pshared.fracU * pshared.ifV) >> PRECISIONB;
            pshared.lr = (pshared.fracU * pshared.fracV) >> PRECISIONB;
            pshared.u1 = (pshared.sX >> PRECISIONB);
            pshared.u2 = min(pshared.u1 + 1, pshared.iw1);
  
            cULoffset = (pshared.v1 + pshared.u1) * 4;
            cURoffset = (pshared.v1 + pshared.u2) * 4;
            cLLoffset = (pshared.v2 + pshared.u1) * 4;
            cLRoffset = (pshared.v2 + pshared.u2) * 4;
  
            pshared.cUL = (srcBuffer[cULoffset + 3] << 24) &
                          ALPHA_MASK | (srcBuffer[cULoffset] << 16) &
                          RED_MASK   | (srcBuffer[cULoffset + 1] << 8) &
                          GREEN_MASK |  srcBuffer[cULoffset + 2] & BLUE_MASK;
  
            pshared.cUR = (srcBuffer[cURoffset + 3] << 24) &
                          ALPHA_MASK | (srcBuffer[cURoffset] << 16) &
                          RED_MASK   | (srcBuffer[cURoffset + 1] << 8) &
                          GREEN_MASK |  srcBuffer[cURoffset + 2] & BLUE_MASK;
  
            pshared.cLL = (srcBuffer[cLLoffset + 3] << 24) &
                          ALPHA_MASK | (srcBuffer[cLLoffset] << 16) &
                          RED_MASK   | (srcBuffer[cLLoffset + 1] << 8) &
                          GREEN_MASK |  srcBuffer[cLLoffset + 2] & BLUE_MASK;
  
            pshared.cLR = (srcBuffer[cLRoffset + 3] << 24) &
                          ALPHA_MASK | (srcBuffer[cLRoffset] << 16) &
                          RED_MASK   | (srcBuffer[cLRoffset + 1] << 8) &
                          GREEN_MASK |  srcBuffer[cLRoffset + 2] & BLUE_MASK;
  
            pshared.r = ((pshared.ul * ((pshared.cUL & RED_MASK) >> 16) +
                         pshared.ll * ((pshared.cLL & RED_MASK) >> 16) +
                         pshared.ur * ((pshared.cUR & RED_MASK) >> 16) +
                         pshared.lr * ((pshared.cLR & RED_MASK) >> 16)) << PREC_RED_SHIFT) & RED_MASK;
            pshared.g = ((pshared.ul * (pshared.cUL & GREEN_MASK) +
                         pshared.ll * (pshared.cLL & GREEN_MASK) +
                         pshared.ur * (pshared.cUR & GREEN_MASK) +
                         pshared.lr * (pshared.cLR & GREEN_MASK)) >>> PRECISIONB) & GREEN_MASK;
            pshared.b = (pshared.ul * (pshared.cUL & BLUE_MASK) +
                         pshared.ll * (pshared.cLL & BLUE_MASK) +
                         pshared.ur * (pshared.cUR & BLUE_MASK) +
                         pshared.lr * (pshared.cLR & BLUE_MASK)) >>> PRECISIONB;
            pshared.a = ((pshared.ul * ((pshared.cUL & ALPHA_MASK) >>> 24) +
                         pshared.ll * ((pshared.cLL & ALPHA_MASK) >>> 24) +
                         pshared.ur * ((pshared.cUR & ALPHA_MASK) >>> 24) +
                         pshared.lr * ((pshared.cLR & ALPHA_MASK) >>> 24)) << PREC_ALPHA_SHIFT) & ALPHA_MASK;
  
            blendedColor = blendFunc(destColor, (pshared.a | pshared.r | pshared.g | pshared.b));
  
            destPixels[idx]     = (blendedColor & RED_MASK) >>> 16;
            destPixels[idx + 1] = (blendedColor & GREEN_MASK) >>> 8;
            destPixels[idx + 2] = (blendedColor & BLUE_MASK);
            destPixels[idx + 3] = (blendedColor & ALPHA_MASK) >>> 24;
  
            pshared.sX += dx;
          }
          destOffset += screenW;
          pshared.srcYOffset += dy;
        }
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // Font handling
      ////////////////////////////////////////////////////////////////////////////
  
      /**
       * loadFont() Loads a font into a variable of type PFont.
       *
       * @param {String} name filename of the font to load
       * @param {int|float} size option font size (used internally)
       *
       * @returns {PFont} new PFont object
       *
       * @see #PFont
       * @see #textFont
       * @see #text
       * @see #createFont
       */
      p.loadFont = function(name, size) {
        if (name === undef) {
          throw("font name required in loadFont.");
        }
        if (name.indexOf(".svg") === -1) {
          if (size === undef) {
            size = curTextFont.size;
          }
          return PFont.get(name, size);
        }
        // If the font is a glyph, calculate by SVG table
        var font = p.loadGlyphs(name);
  
        return {
          name: name,
          css: '12px sans-serif',
          glyph: true,
          units_per_em: font.units_per_em,
          horiz_adv_x: 1 / font.units_per_em * font.horiz_adv_x,
          ascent: font.ascent,
          descent: font.descent,
          width: function(str) {
            var width = 0;
            var len = str.length;
            for (var i = 0; i < len; i++) {
              try {
                width += parseFloat(p.glyphLook(p.glyphTable[name], str[i]).horiz_adv_x);
              }
              catch(e) {
                Processing.debug(e);
              }
            }
            return width / p.glyphTable[name].units_per_em;
          }
        };
      };
  
      /**
       * createFont() Loads a font into a variable of type PFont.
       * Smooth and charset are ignored in Processing.js.
       *
       * @param {String}    name    filename of the font to load
       * @param {int|float} size    font size in pixels
       * @param {boolean}   smooth  not used in Processing.js
       * @param {char[]}    charset not used in Processing.js
       *
       * @returns {PFont} new PFont object
       *
       * @see #PFont
       * @see #textFont
       * @see #text
       * @see #loadFont
       */
      p.createFont = function(name, size) {
        // because Processing.js only deals with real fonts,
        // createFont is simply a wrapper for loadFont/2
        return p.loadFont(name, size);
      };
  
      /**
       * textFont() Sets the current font.
       *
       * @param {PFont}     pfont the PFont to load as current text font
       * @param {int|float} size optional font size in pixels
       *
       * @see #createFont
       * @see #loadFont
       * @see #PFont
       * @see #text
       */
      p.textFont = function(pfont, size) {
        if (size !== undef) {
          // If we're using an SVG glyph font, don't load from cache
          if (!pfont.glyph) {
            pfont = PFont.get(pfont.name, size);
          }
          curTextSize = size;
        }
        curTextFont = pfont;
        curFontName = curTextFont.name;
        curTextAscent = curTextFont.ascent;
        curTextDescent = curTextFont.descent;
        curTextLeading = curTextFont.leading;
        var curContext = drawing.$ensureContext();
        curContext.font = curTextFont.css;
      };
  
      /**
       * textSize() Sets the current font size in pixels.
       *
       * @param {int|float} size font size in pixels
       *
       * @see #textFont
       * @see #loadFont
       * @see #PFont
       * @see #text
       */
      p.textSize = function(size) {
        curTextFont = PFont.get(curFontName, size);
        curTextSize = size;
        // recache metrics
        curTextAscent = curTextFont.ascent;
        curTextDescent = curTextFont.descent;
        curTextLeading = curTextFont.leading;
        var curContext = drawing.$ensureContext();
        curContext.font = curTextFont.css;
      };
  
      /**
       * textAscent() returns the maximum height a character extends above the baseline of the
       * current font at its current size, in pixels.
       *
       * @returns {float} height of the current font above the baseline, at its current size, in pixels
       *
       * @see #textDescent
       */
      p.textAscent = function() {
        return curTextAscent;
      };
  
      /**
       * textDescent() returns the maximum depth a character will protrude below the baseline of
       * the current font at its current size, in pixels.
       *
       * @returns {float} depth of the current font below the baseline, at its current size, in pixels
       *
       * @see #textAscent
       */
      p.textDescent = function() {
        return curTextDescent;
      };
  
      /**
       * textLeading() Sets the current font's leading, which is the distance
       * from baseline to baseline over consecutive lines, with additional vertical
       * spacing taking into account. Usually this value is 1.2 or 1.25 times the
       * textsize, but this value can be changed to effect vertically compressed
       * or stretched text.
       *
       * @param {int|float} the desired baseline-to-baseline size in pixels
       */
      p.textLeading = function(leading) {
        curTextLeading = leading;
      };
  
      /**
       * textAlign() Sets the current alignment for drawing text.
       *
       * @param {int} ALIGN  Horizontal alignment, either LEFT, CENTER, or RIGHT
       * @param {int} YALIGN optional vertical alignment, either TOP, BOTTOM, CENTER, or BASELINE
       *
       * @see #loadFont
       * @see #PFont
       * @see #text
       */
      p.textAlign = function(xalign, yalign) {
        horizontalTextAlignment = xalign;
        verticalTextAlignment = yalign || PConstants.BASELINE;
      };
  
      /**
       * toP5String converts things with arbitrary data type into
       * string values, for text rendering.
       *
       * @param {any} any object that can be converted into a string
       *
       * @return {String} the string representation of the input
       */
      function toP5String(obj) {
        if(obj instanceof String) {
          return obj;
        }
        if(typeof obj === 'number') {
          // check if an int
          if(obj === (0 | obj)) {
            return obj.toString();
          }
          return p.nf(obj, 0, 3);
        }
        if(obj === null || obj === undef) {
          return "";
        }
        return obj.toString();
      }
  
      /**
       * textWidth() Calculates and returns the width of any character or text string in pixels.
       *
       * @param {char|String} str char or String to be measured
       *
       * @return {float} width of char or String in pixels
       *
       * @see #loadFont
       * @see #PFont
       * @see #text
       * @see #textFont
       */
      Drawing2D.prototype.textWidth = function(str) {
        var lines = toP5String(str).split(/\r?\n/g), width = 0;
        var i, linesCount = lines.length;
  
        curContext.font = curTextFont.css;
        for (i = 0; i < linesCount; ++i) {
          width = Math.max(width, curTextFont.measureTextWidth(lines[i]));
        }
        return width | 0;
      };
  
      Drawing3D.prototype.textWidth = function(str) {
        var lines = toP5String(str).split(/\r?\n/g), width = 0;
        var i, linesCount = lines.length;
        if (textcanvas === undef) {
          textcanvas = document.createElement("canvas");
        }
  
        var textContext = textcanvas.getContext("2d");
        textContext.font = curTextFont.css;
  
        for (i = 0; i < linesCount; ++i) {
          width = Math.max(width, textContext.measureText(lines[i]).width);
        }
        return width | 0;
      };
  
      // A lookup table for characters that can not be referenced by Object
      p.glyphLook = function(font, chr) {
        try {
          switch (chr) {
          case "1":
            return font.one;
          case "2":
            return font.two;
          case "3":
            return font.three;
          case "4":
            return font.four;
          case "5":
            return font.five;
          case "6":
            return font.six;
          case "7":
            return font.seven;
          case "8":
            return font.eight;
          case "9":
            return font.nine;
          case "0":
            return font.zero;
          case " ":
            return font.space;
          case "$":
            return font.dollar;
          case "!":
            return font.exclam;
          case '"':
            return font.quotedbl;
          case "#":
            return font.numbersign;
          case "%":
            return font.percent;
          case "&":
            return font.ampersand;
          case "'":
            return font.quotesingle;
          case "(":
            return font.parenleft;
          case ")":
            return font.parenright;
          case "*":
            return font.asterisk;
          case "+":
            return font.plus;
          case ",":
            return font.comma;
          case "-":
            return font.hyphen;
          case ".":
            return font.period;
          case "/":
            return font.slash;
          case "_":
            return font.underscore;
          case ":":
            return font.colon;
          case ";":
            return font.semicolon;
          case "<":
            return font.less;
          case "=":
            return font.equal;
          case ">":
            return font.greater;
          case "?":
            return font.question;
          case "@":
            return font.at;
          case "[":
            return font.bracketleft;
          case "\\":
            return font.backslash;
          case "]":
            return font.bracketright;
          case "^":
            return font.asciicircum;
          case "`":
            return font.grave;
          case "{":
            return font.braceleft;
          case "|":
            return font.bar;
          case "}":
            return font.braceright;
          case "~":
            return font.asciitilde;
            // If the character is not 'special', access it by object reference
          default:
            return font[chr];
          }
        } catch(e) {
          Processing.debug(e);
        }
      };
  
      // Print some text to the Canvas
      Drawing2D.prototype.text$line = function(str, x, y, z, align) {
        var textWidth = 0, xOffset = 0;
        // If the font is a standard Canvas font...
        if (!curTextFont.glyph) {
          if (str && ("fillText" in curContext)) {
            if (isFillDirty) {
              curContext.fillStyle = p.color.toString(currentFillColor);
              isFillDirty = false;
            }
  
            // horizontal offset/alignment
            if(align === PConstants.RIGHT || align === PConstants.CENTER) {
              textWidth = curTextFont.measureTextWidth(str);
  
              if(align === PConstants.RIGHT) {
                xOffset = -textWidth;
              } else { // if(align === PConstants.CENTER)
                xOffset = -textWidth/2;
              }
            }
  
            curContext.fillText(str, x+xOffset, y);
          }
        } else {
          // If the font is a Batik SVG font...
          var font = p.glyphTable[curFontName];
          saveContext();
          curContext.translate(x, y + curTextSize);
  
          // horizontal offset/alignment
          if(align === PConstants.RIGHT || align === PConstants.CENTER) {
            textWidth = font.width(str);
  
            if(align === PConstants.RIGHT) {
              xOffset = -textWidth;
            } else { // if(align === PConstants.CENTER)
              xOffset = -textWidth/2;
            }
          }
  
          var upem   = font.units_per_em,
            newScale = 1 / upem * curTextSize;
  
          curContext.scale(newScale, newScale);
  
          for (var i=0, len=str.length; i < len; i++) {
            // Test character against glyph table
            try {
              p.glyphLook(font, str[i]).draw();
            } catch(e) {
              Processing.debug(e);
            }
          }
          restoreContext();
        }
      };
  
      Drawing3D.prototype.text$line = function(str, x, y, z, align) {
        // handle case for 3d text
        if (textcanvas === undef) {
          textcanvas = document.createElement("canvas");
        }
        var oldContext = curContext;
        curContext = textcanvas.getContext("2d");
        curContext.font = curTextFont.css;
        var textWidth = curTextFont.measureTextWidth(str);
        textcanvas.width = textWidth;
        textcanvas.height = curTextSize;
        curContext = textcanvas.getContext("2d"); // refreshes curContext
        curContext.font = curTextFont.css;
        curContext.textBaseline="top";
  
        // paint on 2D canvas
        Drawing2D.prototype.text$line(str,0,0,0,PConstants.LEFT);
  
        // use it as a texture
        var aspect = textcanvas.width/textcanvas.height;
        curContext = oldContext;
  
        curContext.bindTexture(curContext.TEXTURE_2D, textTex);
        curContext.texImage2D(curContext.TEXTURE_2D, 0, curContext.RGBA, curContext.RGBA, curContext.UNSIGNED_BYTE, textcanvas);
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MAG_FILTER, curContext.LINEAR);
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_MIN_FILTER, curContext.LINEAR);
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_T, curContext.CLAMP_TO_EDGE);
        curContext.texParameteri(curContext.TEXTURE_2D, curContext.TEXTURE_WRAP_S, curContext.CLAMP_TO_EDGE);
        // If we don't have a power of two texture, we can't mipmap it.
        // curContext.generateMipmap(curContext.TEXTURE_2D);
  
        // horizontal offset/alignment
        var xOffset = 0;
        if (align === PConstants.RIGHT) {
          xOffset = -textWidth;
        } else if(align === PConstants.CENTER) {
          xOffset = -textWidth/2;
        }
        var model = new PMatrix3D();
        var scalefactor = curTextSize * 0.5;
        model.translate(x+xOffset-scalefactor/2, y-scalefactor, z);
        model.scale(-aspect*scalefactor, -scalefactor, scalefactor);
        model.translate(-1, -1, -1);
        model.transpose();
  
        var view = new PMatrix3D();
        view.scale(1, -1, 1);
        view.apply(modelView.array());
        view.transpose();
  
        curContext.useProgram(programObject2D);
        vertexAttribPointer("aVertex2d", programObject2D, "aVertex", 3, textBuffer);
        vertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord", 2, textureBuffer);
        uniformi("uSampler2d", programObject2D, "uSampler", [0]);
  
        uniformi("uIsDrawingText2d", programObject2D, "uIsDrawingText", true);
  
        uniformMatrix("uModel2d", programObject2D, "uModel", false,  model.array());
        uniformMatrix("uView2d", programObject2D, "uView", false, view.array());
        uniformf("uColor2d", programObject2D, "uColor", fillStyle);
        curContext.bindBuffer(curContext.ELEMENT_ARRAY_BUFFER, indexBuffer);
        curContext.drawElements(curContext.TRIANGLES, 6, curContext.UNSIGNED_SHORT, 0);
      };
  
  
      /**
      * unbounded text function (z is an optional argument)
      */
      function text$4(str, x, y, z) {
        var lines, linesCount;
        if(str.indexOf('\n') < 0) {
          lines = [str];
          linesCount = 1;
        } else {
          lines = str.split(/\r?\n/g);
          linesCount = lines.length;
        }
        // handle text line-by-line
  
        var yOffset = 0;
        if(verticalTextAlignment === PConstants.TOP) {
          yOffset = curTextAscent + curTextDescent;
        } else if(verticalTextAlignment === PConstants.CENTER) {
          yOffset = curTextAscent/2 - (linesCount-1)*curTextLeading/2;
        } else if(verticalTextAlignment === PConstants.BOTTOM) {
          yOffset = -(curTextDescent + (linesCount-1)*curTextLeading);
        }
  
        for(var i=0;i<linesCount;++i) {
          var line = lines[i];
          drawing.text$line(line, x, y + yOffset, z, horizontalTextAlignment);
          yOffset += curTextLeading;
        }
      }
  
  
      /**
      * box-bounded text function (z is an optional argument)
      */
      function text$6(str, x, y, width, height, z) {
        // 'fail' on 0-valued dimensions
        if (str.length === 0 || width === 0 || height === 0) {
          return;
        }
        // also 'fail' if the text height is larger than the bounding height
        if(curTextSize > height) {
          return;
        }
  
        var spaceMark = -1;
        var start = 0;
        var lineWidth = 0;
        var drawCommands = [];
  
        // run through text, character-by-character
        for (var charPos=0, len=str.length; charPos < len; charPos++)
        {
          var currentChar = str[charPos];
          var spaceChar = (currentChar === " ");
          var letterWidth = curTextFont.measureTextWidth(currentChar);
  
          // if we aren't looking at a newline, and the text still fits, keep processing
          if (currentChar !== "\n" && (lineWidth + letterWidth <= width)) {
            if (spaceChar) { spaceMark = charPos; }
            lineWidth += letterWidth;
          }
  
          // if we're looking at a newline, or the text no longer fits, push the section that fit into the drawcommand list
          else
          {
            if (spaceMark + 1 === start) {
              if(charPos>0) {
                // Whole line without spaces so far.
                spaceMark = charPos;
              } else {
                // 'fail', because the line can't even fit the first character
                return;
              }
            }
  
            if (currentChar === "\n") {
              drawCommands.push({text:str.substring(start, charPos), width: lineWidth});
              start = charPos + 1;
            } else {
              // current is not a newline, which means the line doesn't fit in box. push text.
              // In Processing 1.5.1, the space is also pushed, so we push up to spaceMark+1,
              // rather than up to spaceMark, as was the case for Processing 1.5 and earlier.
              drawCommands.push({text:str.substring(start, spaceMark+1), width: lineWidth});
              start = spaceMark + 1;
            }
  
            // newline + return
            lineWidth = 0;
            charPos = start - 1;
          }
        }
  
        // push the remaining text
        if (start < len) {
          drawCommands.push({text:str.substring(start), width: lineWidth});
        }
  
        // resolve horizontal alignment
        var xOffset = 1,
            yOffset = curTextAscent;
        if (horizontalTextAlignment === PConstants.CENTER) {
          xOffset = width/2;
        } else if (horizontalTextAlignment === PConstants.RIGHT) {
          xOffset = width;
        }
  
        // resolve vertical alignment
        var linesCount = drawCommands.length,
            visibleLines = Math.min(linesCount, Math.floor(height/curTextLeading));
        if(verticalTextAlignment === PConstants.TOP) {
          yOffset = curTextAscent + curTextDescent;
        } else if(verticalTextAlignment === PConstants.CENTER) {
          yOffset = (height/2) - curTextLeading * (visibleLines/2 - 1);
        } else if(verticalTextAlignment === PConstants.BOTTOM) {
          yOffset = curTextDescent + curTextLeading;
        }
  
        var command,
            drawCommand,
            leading;
        for (command = 0; command < linesCount; command++) {
          leading = command * curTextLeading;
          // stop if not enough space for one more line draw
          if (yOffset + leading > height - curTextDescent) {
            break;
          }
          drawCommand = drawCommands[command];
          drawing.text$line(drawCommand.text, x + xOffset, y + yOffset + leading, z, horizontalTextAlignment);
        }
      }
  
      /**
       * text() Draws text to the screen.
       *
       * @param {String|char|int|float} data       the alphanumeric symbols to be displayed
       * @param {int|float}             x          x-coordinate of text
       * @param {int|float}             y          y-coordinate of text
       * @param {int|float}             z          optional z-coordinate of text
       * @param {String}                stringdata optional letters to be displayed
       * @param {int|float}             width      optional width of text box
       * @param {int|float}             height     optional height of text box
       *
       * @see #textAlign
       * @see #textMode
       * @see #loadFont
       * @see #PFont
       * @see #textFont
       */
      p.text = function() {
        if (textMode === PConstants.SHAPE) {
          // TODO: requires beginRaw function
          return;
        }
        if (arguments.length === 3) { // for text( str, x, y)
          text$4(toP5String(arguments[0]), arguments[1], arguments[2], 0);
        } else if (arguments.length === 4) { // for text( str, x, y, z)
          text$4(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3]);
        } else if (arguments.length === 5) { // for text( str, x, y , width, height)
          text$6(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3], arguments[4], 0);
        } else if (arguments.length === 6) { // for text( stringdata, x, y , width, height, z)
          text$6(toP5String(arguments[0]), arguments[1], arguments[2], arguments[3], arguments[4], arguments[5]);
        }
      };
  
      /**
       * Sets the way text draws to the screen. In the default configuration (the MODEL mode), it's possible to rotate,
       * scale, and place letters in two and three dimensional space. <br /><br /> Changing to SCREEN mode draws letters
       * directly to the front of the window and greatly increases rendering quality and speed when used with the P2D and
       * P3D renderers. textMode(SCREEN) with OPENGL and JAVA2D (the default) renderers will generally be slower, though
       * pixel accurate with P2D and P3D. With textMode(SCREEN), the letters draw at the actual size of the font (in pixels)
       * and therefore calls to <b>textSize()</b> will not affect the size of the letters. To create a font at the size you
       * desire, use the "Create font..." option in the Tools menu, or use the createFont() function. When using textMode(SCREEN),
       * any z-coordinate passed to a text() command will be ignored, because your computer screen is...flat!
       *
       * @param {int} MODE Either MODEL, SCREEN or SHAPE (not yet supported)
       *
       * @see loadFont
       * @see PFont
       * @see text
       * @see textFont
       * @see createFont
       */
      p.textMode = function(mode){
        textMode = mode;
      };
  
      // Load Batik SVG Fonts and parse to pre-def objects for quick rendering
      p.loadGlyphs = function(url) {
        var x, y, cx, cy, nx, ny, d, a, lastCom, lenC, horiz_adv_x, getXY = '[0-9\\-]+', path;
  
        // Return arrays of SVG commands and coords
        // get this to use p.matchAll() - will need to work around the lack of null return
        var regex = function(needle, hay) {
          var i = 0,
            results = [],
            latest, regexp = new RegExp(needle, "g");
          latest = results[i] = regexp.exec(hay);
          while (latest) {
            i++;
            latest = results[i] = regexp.exec(hay);
          }
          return results;
        };
  
        var buildPath = function(d) {
          var c = regex("[A-Za-z][0-9\\- ]+|Z", d);
          var beforePathDraw = function() {
            saveContext();
            return drawing.$ensureContext();
          };
          var afterPathDraw = function() {
            executeContextFill();
            executeContextStroke();
            restoreContext();
          };
  
          // Begin storing path object
          path = "return {draw:function(){var curContext=beforePathDraw();curContext.beginPath();";
  
          x = 0;
          y = 0;
          cx = 0;
          cy = 0;
          nx = 0;
          ny = 0;
          d = 0;
          a = 0;
          lastCom = "";
          lenC = c.length - 1;
  
          // Loop through SVG commands translating to canvas eqivs functions in path object
          for (var j = 0; j < lenC; j++) {
            var com = c[j][0], xy = regex(getXY, com);
  
            switch (com[0]) {
              case "M":
                //curContext.moveTo(x,-y);
                x = parseFloat(xy[0][0]);
                y = parseFloat(xy[1][0]);
                path += "curContext.moveTo(" + x + "," + (-y) + ");";
                break;
  
              case "L":
                //curContext.lineTo(x,-y);
                x = parseFloat(xy[0][0]);
                y = parseFloat(xy[1][0]);
                path += "curContext.lineTo(" + x + "," + (-y) + ");";
                break;
  
              case "H":
                //curContext.lineTo(x,-y)
                x = parseFloat(xy[0][0]);
                path += "curContext.lineTo(" + x + "," + (-y) + ");";
                break;
  
              case "V":
                //curContext.lineTo(x,-y);
                y = parseFloat(xy[0][0]);
                path += "curContext.lineTo(" + x + "," + (-y) + ");";
                break;
  
              case "T":
                //curContext.quadraticCurveTo(cx,-cy,nx,-ny);
                nx = parseFloat(xy[0][0]);
                ny = parseFloat(xy[1][0]);
  
                if (lastCom === "Q" || lastCom === "T") {
                  d = Math.sqrt(Math.pow(x - cx, 2) + Math.pow(cy - y, 2));
                  a = Math.PI + Math.atan2(cx - x, cy - y);
                  cx = x + (Math.sin(a) * (d));
                  cy = y + (Math.cos(a) * (d));
                } else {
                  cx = x;
                  cy = y;
                }
  
                path += "curContext.quadraticCurveTo(" + cx + "," + (-cy) + "," + nx + "," + (-ny) + ");";
                x = nx;
                y = ny;
                break;
  
              case "Q":
                //curContext.quadraticCurveTo(cx,-cy,nx,-ny);
                cx = parseFloat(xy[0][0]);
                cy = parseFloat(xy[1][0]);
                nx = parseFloat(xy[2][0]);
                ny = parseFloat(xy[3][0]);
                path += "curContext.quadraticCurveTo(" + cx + "," + (-cy) + "," + nx + "," + (-ny) + ");";
                x = nx;
                y = ny;
                break;
  
              case "Z":
                //curContext.closePath();
                path += "curContext.closePath();";
                break;
            }
            lastCom = com[0];
          }
  
          path += "afterPathDraw();";
          path += "curContext.translate(" + horiz_adv_x + ",0);";
          path += "}}";
  
          return ((new Function("beforePathDraw", "afterPathDraw", path))(beforePathDraw, afterPathDraw));
        };
  
        // Parse SVG font-file into block of Canvas commands
        var parseSVGFont = function(svg) {
          // Store font attributes
          var font = svg.getElementsByTagName("font");
          p.glyphTable[url].horiz_adv_x = font[0].getAttribute("horiz-adv-x");
  
          var font_face = svg.getElementsByTagName("font-face")[0];
          p.glyphTable[url].units_per_em = parseFloat(font_face.getAttribute("units-per-em"));
          p.glyphTable[url].ascent = parseFloat(font_face.getAttribute("ascent"));
          p.glyphTable[url].descent = parseFloat(font_face.getAttribute("descent"));
  
          var glyph = svg.getElementsByTagName("glyph"),
            len = glyph.length;
  
          // Loop through each glyph in the SVG
          for (var i = 0; i < len; i++) {
            // Store attributes for this glyph
            var unicode = glyph[i].getAttribute("unicode");
            var name = glyph[i].getAttribute("glyph-name");
            horiz_adv_x = glyph[i].getAttribute("horiz-adv-x");
            if (horiz_adv_x === null) {
              horiz_adv_x = p.glyphTable[url].horiz_adv_x;
            }
            d = glyph[i].getAttribute("d");
            // Split path commands in glpyh
            if (d !== undef) {
              path = buildPath(d);
              // Store glyph data to table object
              p.glyphTable[url][name] = {
                name: name,
                unicode: unicode,
                horiz_adv_x: horiz_adv_x,
                draw: path.draw
              };
            }
          } // finished adding glyphs to table
        };
  
        // Load and parse Batik SVG font as XML into a Processing Glyph object
        var loadXML = function() {
          var xmlDoc;
  
          try {
            xmlDoc = document.implementation.createDocument("", "", null);
          }
          catch(e_fx_op) {
            Processing.debug(e_fx_op.message);
            return;
          }
  
          try {
            xmlDoc.async = false;
            xmlDoc.load(url);
            parseSVGFont(xmlDoc.getElementsByTagName("svg")[0]);
          }
          catch(e_sf_ch) {
            // Google Chrome, Safari etc.
            Processing.debug(e_sf_ch);
            try {
              var xmlhttp = new window.XMLHttpRequest();
              xmlhttp.open("GET", url, false);
              xmlhttp.send(null);
              parseSVGFont(xmlhttp.responseXML.documentElement);
            }
            catch(e) {
              Processing.debug(e_sf_ch);
            }
          }
        };
  
        // Create a new object in glyphTable to store this font
        p.glyphTable[url] = {};
  
        // Begin loading the Batik SVG font...
        loadXML(url);
  
        // Return the loaded font for attribute grabbing
        return p.glyphTable[url];
      };
  
      /**
       * Gets the sketch parameter value. The parameter can be defined as the canvas attribute with
       * the "data-processing-" prefix or provided in the pjs directive (e.g. param-test="52").
       * The function tries the canvas attributes, then the pjs directive content.
       *
       * @param   {String}    name          The name of the param to read.
       *
       * @returns {String}    The parameter value, or null if parameter is not defined.
       */
      p.param = function(name) {
        // trying attribute that was specified in CANVAS
        var attributeName = "data-processing-" + name;
        if (curElement.hasAttribute(attributeName)) {
          return curElement.getAttribute(attributeName);
        }
        // trying child PARAM elements of the CANVAS
        for (var i = 0, len = curElement.childNodes.length; i < len; ++i) {
          var item = curElement.childNodes.item(i);
          if (item.nodeType !== 1 || item.tagName.toLowerCase() !== "param") {
            continue;
          }
          if (item.getAttribute("name") === name) {
            return item.getAttribute("value");
          }
        }
        // fallback to default params
        if (curSketch.params.hasOwnProperty(name)) {
          return curSketch.params[name];
        }
        return null;
      };
  
      ////////////////////////////////////////////////////////////////////////////
      // 2D/3D methods wiring utils
      ////////////////////////////////////////////////////////////////////////////
      function wireDimensionalFunctions(mode) {
        // Drawing2D/Drawing3D
        if (mode === '3D') {
          drawing = new Drawing3D();
        } else if (mode === '2D') {
          drawing = new Drawing2D();
        } else {
          drawing = new DrawingPre();
        }
  
        // Wire up functions (Use DrawingPre properties names)
        for (var i in DrawingPre.prototype) {
          if (DrawingPre.prototype.hasOwnProperty(i) && i.indexOf("$") < 0) {
            p[i] = drawing[i];
          }
        }
  
        // Run initialization
        drawing.$init();
      }
  
      function createDrawingPreFunction(name) {
        return function() {
          wireDimensionalFunctions("2D");
          return drawing[name].apply(this, arguments);
        };
      }
      DrawingPre.prototype.translate = createDrawingPreFunction("translate");
      DrawingPre.prototype.transform = createDrawingPreFunction("transform");
      DrawingPre.prototype.scale = createDrawingPreFunction("scale");
      DrawingPre.prototype.pushMatrix = createDrawingPreFunction("pushMatrix");
      DrawingPre.prototype.popMatrix = createDrawingPreFunction("popMatrix");
      DrawingPre.prototype.resetMatrix = createDrawingPreFunction("resetMatrix");
      DrawingPre.prototype.applyMatrix = createDrawingPreFunction("applyMatrix");
      DrawingPre.prototype.rotate = createDrawingPreFunction("rotate");
      DrawingPre.prototype.rotateZ = createDrawingPreFunction("rotateZ");
      DrawingPre.prototype.shearX = createDrawingPreFunction("shearX");
      DrawingPre.prototype.shearY = createDrawingPreFunction("shearY");
      DrawingPre.prototype.redraw = createDrawingPreFunction("redraw");
      DrawingPre.prototype.toImageData = createDrawingPreFunction("toImageData");
      DrawingPre.prototype.ambientLight = createDrawingPreFunction("ambientLight");
      DrawingPre.prototype.directionalLight = createDrawingPreFunction("directionalLight");
      DrawingPre.prototype.lightFalloff = createDrawingPreFunction("lightFalloff");
      DrawingPre.prototype.lightSpecular = createDrawingPreFunction("lightSpecular");
      DrawingPre.prototype.pointLight = createDrawingPreFunction("pointLight");
      DrawingPre.prototype.noLights = createDrawingPreFunction("noLights");
      DrawingPre.prototype.spotLight = createDrawingPreFunction("spotLight");
      DrawingPre.prototype.beginCamera = createDrawingPreFunction("beginCamera");
      DrawingPre.prototype.endCamera = createDrawingPreFunction("endCamera");
      DrawingPre.prototype.frustum = createDrawingPreFunction("frustum");
      DrawingPre.prototype.box = createDrawingPreFunction("box");
      DrawingPre.prototype.sphere = createDrawingPreFunction("sphere");
      DrawingPre.prototype.ambient = createDrawingPreFunction("ambient");
      DrawingPre.prototype.emissive = createDrawingPreFunction("emissive");
      DrawingPre.prototype.shininess = createDrawingPreFunction("shininess");
      DrawingPre.prototype.specular = createDrawingPreFunction("specular");
      DrawingPre.prototype.fill = createDrawingPreFunction("fill");
      DrawingPre.prototype.stroke = createDrawingPreFunction("stroke");
      DrawingPre.prototype.strokeWeight = createDrawingPreFunction("strokeWeight");
      DrawingPre.prototype.smooth = createDrawingPreFunction("smooth");
      DrawingPre.prototype.noSmooth = createDrawingPreFunction("noSmooth");
      DrawingPre.prototype.point = createDrawingPreFunction("point");
      DrawingPre.prototype.vertex = createDrawingPreFunction("vertex");
      DrawingPre.prototype.endShape = createDrawingPreFunction("endShape");
      DrawingPre.prototype.bezierVertex = createDrawingPreFunction("bezierVertex");
      DrawingPre.prototype.curveVertex = createDrawingPreFunction("curveVertex");
      DrawingPre.prototype.curve = createDrawingPreFunction("curve");
      DrawingPre.prototype.line = createDrawingPreFunction("line");
      DrawingPre.prototype.bezier = createDrawingPreFunction("bezier");
      DrawingPre.prototype.rect = createDrawingPreFunction("rect");
      DrawingPre.prototype.ellipse = createDrawingPreFunction("ellipse");
      DrawingPre.prototype.background = createDrawingPreFunction("background");
      DrawingPre.prototype.image = createDrawingPreFunction("image");
      DrawingPre.prototype.textWidth = createDrawingPreFunction("textWidth");
      DrawingPre.prototype.text$line = createDrawingPreFunction("text$line");
      DrawingPre.prototype.$ensureContext = createDrawingPreFunction("$ensureContext");
      DrawingPre.prototype.$newPMatrix = createDrawingPreFunction("$newPMatrix");
  
      DrawingPre.prototype.size = function(aWidth, aHeight, aMode) {
        wireDimensionalFunctions(aMode === PConstants.WEBGL ? "3D" : "2D");
        p.size(aWidth, aHeight, aMode);
      };
  
      DrawingPre.prototype.$init = noop;
  
      Drawing2D.prototype.$init = function() {
        // Setup default 2d canvas context.
        // Moving this here removes the number of times we need to check the 3D variable
        p.size(p.width, p.height);
  
        curContext.lineCap = 'round';
  
        // Set default stroke and fill color
        p.noSmooth();
        p.disableContextMenu();
      };
      Drawing3D.prototype.$init = function() {
        // For ref/perf test compatibility until those are fixed
        p.use3DContext = true;
        p.disableContextMenu();
      };
  
      DrawingShared.prototype.$ensureContext = function() {
        return curContext;
      };
  
      //////////////////////////////////////////////////////////////////////////
      // Keyboard Events
      //////////////////////////////////////////////////////////////////////////
  
      // In order to catch key events in a canvas, it needs to be "specially focusable",
      // by assigning it a tabindex. If no tabindex is specified on-page, set this to 0.
      if (!curElement.getAttribute("tabindex")) {
        curElement.setAttribute("tabindex", 0);
      }
  
      function getKeyCode(e) {
        var code = e.which || e.keyCode;
        switch (code) {
          case 13: // ENTER
            return 10;
          case 91: // META L (Saf/Mac)
          case 93: // META R (Saf/Mac)
          case 224: // META (FF/Mac)
            return 157;
          case 57392: // CONTROL (Op/Mac)
            return 17;
          case 46: // DELETE
            return 127;
          case 45: // INSERT
            return 155;
        }
        return code;
      }
  
      function getKeyChar(e) {
        var c = e.which || e.keyCode;
        var anyShiftPressed = e.shiftKey || e.ctrlKey || e.altKey || e.metaKey;
        switch (c) {
          case 13:
            c = anyShiftPressed ? 13 : 10; // RETURN vs ENTER (Mac)
            break;
          case 8:
            c = anyShiftPressed ? 127 : 8; // DELETE vs BACKSPACE (Mac)
            break;
        }
        return new Char(c);
      }
  
      function suppressKeyEvent(e) {
        if (typeof e.preventDefault === "function") {
          e.preventDefault();
        } else if (typeof e.stopPropagation === "function") {
          e.stopPropagation();
        }
        return false;
      }
  
      function updateKeyPressed() {
        var ch;
        for (ch in pressedKeysMap) {
          if (pressedKeysMap.hasOwnProperty(ch)) {
            p.__keyPressed = true;
            return;
          }
        }
        p.__keyPressed = false;
      }
  
      function resetKeyPressed() {
        p.__keyPressed = false;
        pressedKeysMap = [];
        lastPressedKeyCode = null;
      }
  
      function simulateKeyTyped(code, c) {
        pressedKeysMap[code] = c;
        lastPressedKeyCode = null;
        p.key = c;
        p.keyCode = code;
        p.keyPressed();
        p.keyCode = 0;
        p.keyTyped();
        updateKeyPressed();
      }
  
      function handleKeydown(e) {
        var code = getKeyCode(e);
        if (code === PConstants.DELETE) {
          simulateKeyTyped(code, new Char(127));
          return;
        }
        if (codedKeys.indexOf(code) < 0) {
          lastPressedKeyCode = code;
          return;
        }
        var c = new Char(PConstants.CODED);
        p.key = c;
        p.keyCode = code;
        pressedKeysMap[code] = c;
        p.keyPressed();
        lastPressedKeyCode = null;
        updateKeyPressed();
        return suppressKeyEvent(e);
      }
  
      function handleKeypress(e) {
        if (lastPressedKeyCode === null) {
          return; // processed in handleKeydown
        }
        var code = lastPressedKeyCode, c = getKeyChar(e);
        simulateKeyTyped(code, c);
        return suppressKeyEvent(e);
      }
  
      function handleKeyup(e) {
        var code = getKeyCode(e), c = pressedKeysMap[code];
        if (c === undef) {
          return; // no keyPressed event was generated.
        }
        p.key = c;
        p.keyCode = code;
        p.keyReleased();
        delete pressedKeysMap[code];
        updateKeyPressed();
      }
  
      // Send aCode Processing syntax to be converted to JavaScript
      if (!pgraphicsMode) {
        if (aCode instanceof Processing.Sketch) {
          // Use sketch as is
          curSketch = aCode;
        } else if (typeof aCode === "function") {
          // Wrap function with default sketch parameters
          curSketch = new Processing.Sketch(aCode);
        } else if (!aCode) {
          // Empty sketch
          curSketch = new Processing.Sketch(function (){});
        } else {
    //#if PARSER
          // Compile the code
          curSketch = Processing.compile(aCode);
    //#else
    //      throw "PJS compile is not supported";
    //#endif
        }
  
        // Expose internal field for diagnostics and testing
        p.externals.sketch = curSketch;
  
        wireDimensionalFunctions();
  
        // the onfocus and onblur events are handled in two parts.
        // 1) the p.focused property is handled per sketch
        curElement.onfocus = function() {
          p.focused = true;
        };
  
        curElement.onblur = function() {
          p.focused = false;
          if (!curSketch.options.globalKeyEvents) {
            resetKeyPressed();
          }
        };
  
        // 2) looping status is handled per page, based on the pauseOnBlur @pjs directive
        if (curSketch.options.pauseOnBlur) {
          attachEventHandler(window, 'focus', function() {
            if (doLoop) {
              p.loop();
            }
          });
  
          attachEventHandler(window, 'blur', function() {
            if (doLoop && loopStarted) {
              p.noLoop();
              doLoop = true; // make sure to keep this true after the noLoop call
            }
            resetKeyPressed();
          });
        }
  
        // if keyboard events should be handled globally, the listeners should
        // be bound to the document window, rather than to the current canvas
        var keyTrigger = curSketch.options.globalKeyEvents ? window : curElement;
        attachEventHandler(keyTrigger, "keydown", handleKeydown);
        attachEventHandler(keyTrigger, "keypress", handleKeypress);
        attachEventHandler(keyTrigger, "keyup", handleKeyup);
  
        // Step through the libraries that were attached at doc load...
        for (var i in Processing.lib) {
          if (Processing.lib.hasOwnProperty(i)) {
            if(Processing.lib[i].hasOwnProperty("attach")) {
              // use attach function if present
              Processing.lib[i].attach(p);
            } else if(Processing.lib[i] instanceof Function)  {
              // Init the libraries in the context of this p_instance (legacy)
              Processing.lib[i].call(this);
            }
          }
        }
  
        // sketch execute test interval, used to reschedule
        // an execute when preloads have not yet finished.
        var retryInterval = 100;
  
        var executeSketch = function(processing) {
          // Don't start until all specified images and fonts in the cache are preloaded
          if (!(curSketch.imageCache.pending || PFont.preloading.pending(retryInterval))) {
            // the opera preload cache can only be cleared once we start
            if (window.opera) {
              var link,
                  element,
                  operaCache=curSketch.imageCache.operaCache;
              for (link in operaCache) {
                if(operaCache.hasOwnProperty(link)) {
                  element = operaCache[link];
                  if (element !== null) {
                    document.body.removeChild(element);
                  }
                  delete(operaCache[link]);
                }
              }
            }
  
            curSketch.attach(processing, defaultScope);
  
            // pass a reference to the p instance for this sketch.
            curSketch.onLoad(processing);
  
            // Run void setup()
            if (processing.setup) {
              processing.setup();
              // if any transforms were performed in setup reset to identity matrix
              // so draw loop is unpolluted
              processing.resetMatrix();
              curSketch.onSetup();
            }
  
            // some pixels can be cached, flushing
            resetContext();
  
            if (processing.draw) {
              if (!doLoop) {
                processing.redraw();
              } else {
                processing.loop();
              }
            }
          } else {
            window.setTimeout(function() { executeSketch(processing); }, retryInterval);
          }
        };
  
        // Only store an instance of non-createGraphics instances.
        addInstance(this);
  
        // The parser adds custom methods to the processing context
        // this renames p to processing so these methods will run
        executeSketch(p);
      } else {
        // No executable sketch was specified
        // or called via createGraphics
        curSketch = new Processing.Sketch();
  
        wireDimensionalFunctions();
  
        // Hack to make PGraphics work again after splitting size()
        p.size = function(w, h, render) {
          if (render && render === PConstants.WEBGL) {
            wireDimensionalFunctions('3D');
          } else {
            wireDimensionalFunctions('2D');
          }
  
          p.size(w, h, render);
        };
      }
    };
  
    // Place-holder for overridable debugging function
    Processing.debug = (function() {
      if ("console" in window) {
        return function(msg) {
          window.console.log('Processing.js: ' + msg);
        };
      }
      return noop;
    }());
  
    // bind prototype
    Processing.prototype = defaultScope;
  
    /**
     * instance store and lookup
     */
    Processing.instances = processingInstances;
    Processing.getInstanceById = function(name) {
      return processingInstances[processingInstanceIds[name]];
    };
  
    // Unsupported Processing File and I/O operations.
    (function(Processing) {
      var unsupportedP5 = ("open() createOutput() createInput() BufferedReader selectFolder() " +
                           "dataPath() createWriter() selectOutput() beginRecord() " +
                           "saveStream() endRecord() selectInput() saveBytes() createReader() " +
                           "beginRaw() endRaw() PrintWriter delay()").split(" "),
          count = unsupportedP5.length,
          prettyName,
          p5Name;
  
      function createUnsupportedFunc(n) {
        return function() {
          throw "Processing.js does not support " + n + ".";
        };
      }
  
      while (count--) {
        prettyName = unsupportedP5[count];
        p5Name = prettyName.replace("()", "");
        Processing[p5Name] = createUnsupportedFunc(prettyName);
      }
    }(defaultScope));
  
    // we're done. Return our object.
    return Processing;
  };
  
  },{}],27:[function(require,module,exports){
  // Base source files
  var source = {
    virtEquals: require("./Helpers/virtEquals"),
    virtHashCode: require("./Helpers/virtHashCode"),
    ObjectIterator: require("./Helpers/ObjectIterator"),
    PConstants: require("./Helpers/PConstants"),
    ArrayList: require("./Objects/ArrayList"),
    HashMap: require("./Objects/HashMap"),
    PVector: require("./Objects/PVector"),
    PFont: require("./Objects/PFont"),
    Char: require("./Objects/Char"),
    XMLAttribute: require("./Objects/XMLAttribute"),
    XMLElement: require("./Objects/XMLElement"),
    PMatrix2D: require("./Objects/PMatrix2D"),
    PMatrix3D: require("./Objects/PMatrix3D"),
    PShape: require("./Objects/PShape"),
    colors: require("./Objects/webcolors"),
    PShapeSVG:  require("./Objects/PShapeSVG"),
    CommonFunctions: require("./P5Functions/commonFunctions"),
    defaultScope: require("./Helpers/defaultScope"),
    Processing: require("./Processing"),
    setupParser: require("./Parser/Parser"),
    finalize: require("./Helpers/finalizeProcessing")
  };
  
  // Additional code that gets tacked onto "p" during
  // instantiation of a Processing sketch.
  source.extend = {
    withMath: require("./P5Functions/Math.js"),
    withProxyFunctions: require("./P5Functions/JavaProxyFunctions")(source.virtHashCode, source.virtEquals),
    withTouch: require("./P5Functions/touchmouse"),
    withCommonFunctions: source.CommonFunctions.withCommonFunctions
  };
  
  /**
   * Processing.js building function
   */
  module.exports = function buildProcessingJS(Browser, testHarness) {
    var noop = function(){},
        virtEquals = source.virtEquals,
        virtHashCode = source.virtHashCode,
        PConstants = source.PConstants,
        CommonFunctions = source.CommonFunctions,
        ObjectIterator = source.ObjectIterator,
        Char = source.Char,
        XMLAttribute = source.XMLAttribute(),
  
        ArrayList = source.ArrayList({
          virtHashCode: virtHashCode,
          virtEquals: virtEquals
        }),
  
        HashMap = source.HashMap({
          virtHashCode: virtHashCode,
          virtEquals: virtEquals
        }),
  
        PVector = source.PVector({
          PConstants: PConstants
        }),
  
        PFont = source.PFont({
          Browser: Browser,
          noop: noop
        }),
  
        XMLElement = source.XMLElement({
          Browser: Browser,
          XMLAttribute: XMLAttribute
        }),
  
        PMatrix2D = source.PMatrix2D({
          p:CommonFunctions
        }),
  
        PMatrix3D = source.PMatrix3D({
          p:CommonFunctions
        }),
  
        PShape = source.PShape({
          PConstants: PConstants,
          PMatrix2D: PMatrix2D,
          PMatrix3D: PMatrix3D
        }),
  
        PShapeSVG = source.PShapeSVG({
          CommonFunctions: CommonFunctions,
          PConstants: PConstants,
          PShape: PShape,
          XMLElement: XMLElement,
          colors: source.colors
        }),
  
        defaultScope = source.defaultScope({
          ArrayList: ArrayList,
          HashMap: HashMap,
          PVector: PVector,
          PFont: PFont,
          PShapeSVG: PShapeSVG,
          ObjectIterator: ObjectIterator,
          PConstants: PConstants,
          Char: Char,
          XMLElement: XMLElement,
          XML: XMLElement
        }),
  
        Processing = source.Processing({
          defaultScope: defaultScope,
          Browser: Browser,
          extend: source.extend,
          noop: noop
        });
  
    // set up the Processing syntax parser
    Processing = source.setupParser(Processing, {
      Browser: Browser,
      aFunctions: testHarness,
      defaultScope: defaultScope
    });
  
    // finalise the Processing object
    Processing = source.finalize(Processing, {
      version: require('../package.json').version,
      isDomPresent: false || Browser.isDomPresent,
      window: Browser.window,
      document: Browser.document,
      noop: noop
    });
  
    // done.
    return Processing;
  };
  
  },{"../package.json":2,"./Helpers/ObjectIterator":3,"./Helpers/PConstants":4,"./Helpers/defaultScope":5,"./Helpers/finalizeProcessing":6,"./Helpers/virtEquals":7,"./Helpers/virtHashCode":8,"./Objects/ArrayList":9,"./Objects/Char":10,"./Objects/HashMap":11,"./Objects/PFont":12,"./Objects/PMatrix2D":13,"./Objects/PMatrix3D":14,"./Objects/PShape":15,"./Objects/PShapeSVG":16,"./Objects/PVector":17,"./Objects/XMLAttribute":18,"./Objects/XMLElement":19,"./Objects/webcolors":20,"./P5Functions/JavaProxyFunctions":21,"./P5Functions/Math.js":22,"./P5Functions/commonFunctions":23,"./P5Functions/touchmouse":24,"./Parser/Parser":25,"./Processing":26}]},{},[1])
  ;