anchor.diff:        object.lookAt( target );
   
         // distanceToSquared
  -      if ( new Vector3.copy(lastPosition).sub( object.position ).length2 > 0.0 ) {
  +      if ( (lastPosition - object.position).length2 > 0.0 ) {
           //
           dispatchEvent( changeEvent );
   
  -        lastPosition.copyInto( object.position );
  +        lastPosition.setFrom( object.position );
   
         }
   
  
positive.code: 
          } else {
  
            quaternion.setAxisAngle( axis, angle * ( dynamicDampingFactor - 1.0 ) );
            quaternion.rotate( _rotateStart );
  
          }
  
negative.code: 
          angle *= rotateSpeed;
  
          quaternion.setAxisAngle( axis, angle );
  
          // TODO Check that vector_math's Quaternion.rotate is equivalent to multiplyVector3
          quaternion.rotate( _eye );
  