diff www/oi/js/processing.js @ 100:d802954248a7

new svgs for oi version
author Rob Canning <rob@foo.net>
date Wed, 10 Dec 2014 12:17:19 +0000
parents
children
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/www/oi/js/processing.js	Wed Dec 10 12:17:19 2014 +0000
@@ -0,0 +1,21645 @@
+;(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: 0; left: 0; opacity: 0; font-family: "PjsEmptyFont", fantasy;';
+      element.innerHTML = "AAAAAAAA";
+      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");
+        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])
+;
\ No newline at end of file