front_idill/extern/fajran-tuiojs/examples/processingjs/processing.js
changeset 30 45c889eae324
parent 29 fcf435874395
child 31 2c7fc855eba8
--- a/front_idill/extern/fajran-tuiojs/examples/processingjs/processing.js	Thu Apr 19 11:53:06 2012 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,19812 +0,0 @@
-
-(function(window, document, Math, undef) {
-
-  var nop = function(){};
-
-  var debug = (function() {
-    if ("console" in window) {
-      return function(msg) {
-        window.console.log('Processing.js: ' + msg);
-      };
-    }
-    return nop();
-  }());
-
-  var 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;
-  };
-
-  var isDOMPresent = ("document" in this) && !("fake" in this.document);
-
-  // document.head polyfill for the benefit of Firefox 3.6
-  document.head = document.head || document.getElementsByTagName('head')[0];
-
-  // 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;
-      }
-    };
-  }
-
-  var Float32Array = setupTypedArray("Float32Array", "WebGLFloatArray"),
-      Int32Array   = setupTypedArray("Int32Array",   "WebGLIntArray"),
-      Uint16Array  = setupTypedArray("Uint16Array",  "WebGLUnsignedShortArray"),
-      Uint8Array   = setupTypedArray("Uint8Array",   "WebGLUnsignedByteArray");
-
-  /* Browsers fixes end */
-
-  /**
-   * NOTE: in releases we replace symbolic PConstants.* names with their values.
-   * Using PConstants.* in code below is fine.  See tools/rewrite-pconstants.js.
-   */
-  var PConstants = {
-    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,
-    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
-  };
-
-  /**
-   * 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 "$id" property,
-   * which is used as the hashCode.
-   *
-   * @param {Object} obj          The object.
-   * @returns {int}               The object's hash code.
-   */
-  function virtHashCode(obj) {
-    if (typeof(obj) === "string") {
-      var hash = 0;
-      for (var i = 0; i < obj.length; ++i) {
-        hash = (hash * 31 + obj.charCodeAt(i)) & 0xFFFFFFFF;
-      }
-      return hash;
-    }
-    if (typeof(obj) !== "object") {
-      return obj & 0xFFFFFFFF;
-    }
-    if (obj.hashCode instanceof Function) {
-      return obj.hashCode();
-    }
-    if (obj.$id === undef) {
-        obj.$id = ((Math.floor(Math.random() * 0x10000) - 0x8000) << 16) | Math.floor(Math.random() * 0x10000);
-    }
-    return obj.$id;
-  }
-
-  /**
-   * 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.
-   */
-  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;
-  }
-
-  /**
-  * 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.
-  */
-  var ObjectIterator = function(obj) {
-    if (obj.iterator instanceof Function) {
-      return obj.iterator();
-    }
-    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 {
-      throw "Unable to iterate: " + obj;
-    }
-  };
-
-  /**
-   * 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
-   */
-  var ArrayList = (function() {
-    function Iterator(array) {
-      var index = 0;
-      this.hasNext = function() {
-        return index < array.length;
-      };
-
-      this.next = function() {
-        return array[index++];
-      };
-
-      this.remove = function() {
-        array.splice(index, 1);
-      };
-    }
-
-    function ArrayList() {
-      var array;
-      if (arguments.length === 0) {
-        array = [];
-      } else if (arguments.length > 0 && typeof arguments[0] !== 'number') {
-        array = arguments[0].toArray();
-      } else {
-        array = [];
-        array.length = 0 | arguments[0];
-      }
-
-      /**
-       * @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.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.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;
-  }());
-
-  /**
-  * 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
-  */
-  var HashMap = (function() {
-    /**
-    * @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] !== undef) {
-            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 === undef) {
-            buckets[index] = bucket = [];
-          }
-          bucket.push(allEntries[j]);
-        }
-      }
-
-      function Iterator(conversion, removeItem) {
-        var bucketIndex = 0;
-        var itemIndex = -1;
-        var endOfBuckets = false;
-
-        function findNext() {
-          while (!endOfBuckets) {
-            ++itemIndex;
-            if (bucketIndex >= buckets.length) {
-              endOfBuckets = true;
-            } else if (buckets[bucketIndex] === undef || 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() {
-          var result = conversion(buckets[bucketIndex][itemIndex]);
-          findNext();
-          return result;
-        };
-
-        /*
-        * @member Iterator
-        * Remove the current item
-        */
-        this.remove = function() {
-          removeItem(this.next());
-          --itemIndex;
-        };
-
-        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 === undef);
-        };
-
-        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 === undef) {
-          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 === undef) {
-            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 === undef) {
-          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 === undef) {
-          ++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 === undef) {
-          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] = undef;
-            }
-            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;
-  }());
-
-  var PVector = (function() {
-    function PVector(x, y, z) {
-      this.x = x || 0;
-      this.y = y || 0;
-      this.z = z || 0;
-    }
-
-    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.angleBetween = function(v1, v2) {
-      return Math.acos(v1.dot(v2) / (v1.mag() * v2.mag()));
-    };
-
-    // 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);
-      },
-      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;
-        }
-      },
-      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);
-      },
-      normalize: function() {
-        var m = this.mag();
-        if (m > 0) {
-          this.div(m);
-        }
-      },
-      limit: function(high) {
-        if (this.mag() > high) {
-          this.normalize();
-          this.mult(high);
-        }
-      },
-      heading2D: function() {
-        return (-Math.atan2(-this.y, this.x));
-      },
-      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;
-  }());
-
-  // Building defaultScope. Changing of the prototype protects
-  // internal Processing code from the changes in defaultScope
-  function DefaultScope() {}
-  DefaultScope.prototype = PConstants;
-
-  var defaultScope = new DefaultScope();
-  defaultScope.ArrayList   = ArrayList;
-  defaultScope.HashMap     = HashMap;
-  defaultScope.PVector     = PVector;
-  defaultScope.ObjectIterator = ObjectIterator;
-  defaultScope.PConstants  = PConstants;
-  //defaultScope.PImage    = PImage;     // TODO
-  //defaultScope.PShape    = PShape;     // TODO
-  //defaultScope.PShapeSVG = PShapeSVG;  // TODO
-
-  ////////////////////////////////////////////////////////////////////////////
-  // 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);
-      }
-    }
-  };
-
-  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') {
-        // Overriding all non-overriden functions
-        if (!subClass.hasOwnProperty(propertyName)) {
-          subClass[propertyName] = baseClass[propertyName];
-        }
-      } else if(propertyName.charAt(0) !== "$" && !(propertyName in subClass)) {
-        // Delaying the properties extension due to the IE9 bug (see #918).
-        properties.push(propertyName);
-      }
-    }
-    while (properties.length > 0) {
-      extendGetterSetter(properties.shift());
-    }
-  }
-
-  defaultScope.extendClassChain = function(base) {
-    var path = [base];
-    for (var self = base.$upcast; self; self = self.$upcast) {
-      extendClass(self, base);
-      path.push(self);
-      base = self;
-    }
-    while (path.length > 0) {
-      path.pop().$self=base;
-    }
-  };
-
-  defaultScope.extendStaticMembers = function(derived, base) {
-    extendClass(derived, base);
-  };
-
-  defaultScope.extendInterfaceMembers = function(derived, base) {
-    extendClass(derived, base);
-  };
-
-  defaultScope.addMethod = function(object, name, fn, superAccessor) {
-    if (object[name]) {
-      var args = fn.length,
-        oldfn = object[name];
-
-      object[name] = function() {
-        if (arguments.length === args) {
-          return fn.apply(this, arguments);
-        }
-        return oldfn.apply(this, arguments);
-      };
-    } else {
-      object[name] = fn;
-    }
-  };
-
-  defaultScope.createJavaArray = function(type, bounds) {
-    var result = null;
-    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] = 0;
-        }
-      } else {
-        result = [];
-        var newBounds = bounds.slice(1);
-        for (var j = 0; j < itemsCount; ++j) {
-          result.push(defaultScope.createJavaArray(type, newBounds));
-        }
-      }
-    }
-    return result;
-  };
-
-  var colors = {
-    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"
-  };
-
-  // 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));
-
-  // 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; } });
-
-  // Manage multiple Processing instances
-  var processingInstances = [];
-  var processingInstanceIds = {};
-
-  var removeInstance = function(id) {
-    processingInstances.splice(processingInstanceIds[id], 1);
-    delete processingInstanceIds[id];
-  };
-
-  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);
-  };
-
-
-  ////////////////////////////////////////////////////////////////////////////
-  // PFONT.JS START
-  ////////////////////////////////////////////////////////////////////////////
-
-  /**
-   * [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;
-    pfont.context2d = ctx;
-
-    // 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) {
-      nop();
-    }
-    var ascent = Math.round(i / w4);
-
-    // Finding the descent uses a reverse scanline
-    i = len - 1;
-    while (--i > 0 && pixelData[i] === 255) {
-      nop();
-    }
-    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);
-  }
-
-  // Defines system (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 = null;
-    computeFontMetrics(this);
-    this.css = this.getCSSDefinition();
-    this.context2d.font = this.css;
-  }
-
-  /**
-  * 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(" ");
-  };
-
-  /**
-  * We cannot rely on there being a 2d context available,
-  * because we support OPENGL sketches, and canvas3d has
-  * no "measureText" function in the API.
-  */
-  PFont.prototype.measureTextWidth = function(string) {
-    return this.context2d.measureText(string).width;
-  };
-
-  /**
-  * Global "loaded fonts" list, internal to PFont
-  */
-  PFont.PFontCache = {};
-
-  /**
-  * 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) {
-    var cache = PFont.PFontCache;
-    var idx = fontName+"/"+fontSize;
-    if (!cache[idx]) {
-      cache[idx] = new PFont(fontName, fontSize);
-    }
-    return cache[idx];
-  };
-
-  /**
-  * 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);
-    }
-  };
-
-
-  // add to the default scope
-  defaultScope.PFont = PFont;
-
-
-  ////////////////////////////////////////////////////////////////////////////
-  // PFONT.JS END
-  ////////////////////////////////////////////////////////////////////////////
-
-
-  var Processing = this.Processing = function(aCanvas, aCode) {
-    // Previously we allowed calling Processing as a func instead of ctor, but no longer.
-    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 (!(curElement instanceof HTMLCanvasElement)) {
-      throw("called Processing constructor without passing canvas element reference or id.");
-    }
-
-    function unimplemented(s) {
-      Processing.debug('Unimplemented - ' + s);
-    }
-
-    // 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;
-
-    // PJS specific (non-p5) methods and properties to externalize
-    p.externals = {
-      canvas:  curElement,
-      context: undef,
-      sketch:  undef
-    };
-
-    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      = nop; // needed to remove function checks
-    p.keyReleased     = nop;
-    p.keyTyped        = nop;
-    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
-        online = true,
-        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 ];
-
-    // 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;
-    }
-
-    // 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 = [];
-
-    // 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 vShaderSrcUnlitShape =
-      "varying vec4 frontColor;" +
-
-      "attribute vec3 aVertex;" +
-      "attribute vec4 aColor;" +
-
-      "uniform mat4 uView;" +
-      "uniform mat4 uProjection;" +
-      "uniform float pointSize;" +
-
-      "void main(void) {" +
-      "  frontColor = aColor;" +
-      "  gl_PointSize = pointSize;" +
-      "  gl_Position = uProjection * uView * vec4(aVertex, 1.0);" +
-      "}";
-
-    var fShaderSrcUnlitShape =
-      "#ifdef GL_ES\n" +
-      "precision highp float;\n" +
-      "#endif\n" +
-
-      "varying vec4 frontColor;" +
-
-      "void main(void){" +
-      "  gl_FragColor = frontColor;" +
-      "}";
-
-    // Shader for rect, text, box outlines, sphere outlines, point() and line()
-    var vertexShaderSource2D =
-      "varying vec4 frontColor;" +
-
-      "attribute vec3 Vertex;" +
-      "attribute vec2 aTextureCoord;" +
-      "uniform vec4 color;" +
-
-      "uniform mat4 model;" +
-      "uniform mat4 view;" +
-      "uniform mat4 projection;" +
-      "uniform float pointSize;" +
-      "varying vec2 vTextureCoord;"+
-
-      "void main(void) {" +
-      "  gl_PointSize = pointSize;" +
-      "  frontColor = color;" +
-      "  gl_Position = projection * view * model * vec4(Vertex, 1.0);" +
-      "  vTextureCoord = aTextureCoord;" +
-      "}";
-
-    var fragmentShaderSource2D =
-      "#ifdef GL_ES\n" +
-      "precision highp float;\n" +
-      "#endif\n" +
-
-      "varying vec4 frontColor;" +
-      "varying vec2 vTextureCoord;"+
-
-      "uniform sampler2D uSampler;"+
-      "uniform int picktype;"+
-
-      "void main(void){" +
-      "  if(picktype == 0){"+
-      "    gl_FragColor = frontColor;" +
-      "  }" +
-      "  else if(picktype == 1){"+
-      "    float alpha = texture2D(uSampler, vTextureCoord).a;"+
-      "    gl_FragColor = vec4(frontColor.rgb*alpha, alpha);\n"+
-      "  }"+
-      "}";
-
-    var webglMaxTempsWorkaround = /Windows/.test(navigator.userAgent);
-
-    // Vertex shader for boxes and spheres
-    var vertexShaderSource3D =
-      "varying vec4 frontColor;" +
-
-      "attribute vec3 Vertex;" +
-      "attribute vec3 Normal;" +
-      "attribute vec4 aColor;" +
-      "attribute vec2 aTexture;" +
-      "varying   vec2 vTexture;" +
-
-      "uniform vec4 color;" +
-
-      "uniform bool usingMat;" +
-      "uniform vec3 specular;" +
-      "uniform vec3 mat_emissive;" +
-      "uniform vec3 mat_ambient;" +
-      "uniform vec3 mat_specular;" +
-      "uniform float shininess;" +
-
-      "uniform mat4 model;" +
-      "uniform mat4 view;" +
-      "uniform mat4 projection;" +
-      "uniform mat4 normalTransform;" +
-
-      "uniform int lightCount;" +
-      "uniform vec3 falloff;" +
-
-      // 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 lights0;" +
-      "uniform Light lights1;" +
-      "uniform Light lights2;" +
-      "uniform Light lights3;" +
-      "uniform Light lights4;" +
-      "uniform Light lights5;" +
-      "uniform Light lights6;" +
-      "uniform Light lights7;" +
-
-     // GLSL does not support switch
-      "Light getLight(int index){" +
-      "  if(index == 0) return lights0;" +
-      "  if(index == 1) return lights1;" +
-      "  if(index == 2) return lights2;" +
-      "  if(index == 3) return lights3;" +
-      "  if(index == 4) return lights4;" +
-      "  if(index == 5) return lights5;" +
-      "  if(index == 6) return lights6;" +
-      // Do not use a conditional for the last return statement
-      // because some video cards will fail and complain that
-      // "not all paths return"
-      "  return lights7;" +
-      "}" +
-
-      "void AmbientLight( inout vec3 totalAmbient, in vec3 ecPos, in Light light ) {" +
-      // Get the vector from the light to the vertex
-      // Get the distance from the current vector to the light position
-      "  float d = length( light.position - ecPos );" +
-      "  float attenuation = 1.0 / ( falloff[0] + ( falloff[1] * d ) + ( falloff[2] * d * d ));" +
-      "  totalAmbient += light.color * attenuation;" +
-      "}" +
-
-      "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, shininess );" +
-      "  }" +
-
-      "  col += light.color * nDotVP;" +
-      "  spec += specular * powerfactor;" +
-      "}" +
-
-      "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 / ( falloff[0] + ( falloff[1] * d ) + ( falloff[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, shininess );" +
-      "  }" +
-
-      "  spec += specular * powerfactor * attenuation;" +
-      "  col += light.color * nDotVP * attenuation;" +
-      "}" +
-
-      /*
-      */
-      "void SpotLight( inout vec3 col, inout vec3 spec, in vec3 vertNormal, in vec3 ecPos, in Light light ) {" +
-      "  float spotAttenuation;" +
-      "  float powerfactor;" +
-
-      // 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 / ( falloff[0] + ( falloff[1] * d ) + ( falloff[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 = 0.0;" +
-      "  }" +
-      "  else {" +
-      "    powerfactor = pow( nDotHV, shininess );" +
-      "  }" +
-
-      "  spec += specular * powerfactor * attenuation;" +
-      "  col += light.color * nDotVP * attenuation;" +
-      "}" +
-
-      "void main(void) {" +
-      "  vec3 finalAmbient = vec3( 0.0, 0.0, 0.0 );" +
-      "  vec3 finalDiffuse = vec3( 0.0, 0.0, 0.0 );" +
-      "  vec3 finalSpecular = vec3( 0.0, 0.0, 0.0 );" +
-
-      "  vec4 col = color;" +
-
-      "  if(color[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( normalTransform * vec4( Normal, 0.0 ) ));" +
-
-      "  vec4 ecPos4 = view * model * vec4(Vertex,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( lightCount == 0 ) {" +
-      "    frontColor = col + vec4(mat_specular,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 on
-      "      if( i >= lightCount ){" +
-      "        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( usingMat == false ) {" +
-      "     frontColor = vec4(" +
-      "       vec3(col) * finalAmbient +" +
-      "       vec3(col) * finalDiffuse +" +
-      "       vec3(col) * finalSpecular," +
-      "       col[3] );" +
-      "   }" +
-      "   else{" +
-      "     frontColor = vec4( " +
-      "       mat_emissive + " +
-      "       (vec3(col) * mat_ambient * finalAmbient) + " +
-      "       (vec3(col) * finalDiffuse) + " +
-      "       (mat_specular * finalSpecular), " +
-      "       col[3] );" +
-      "    }" +
-      "  }" +
-
-      "  vTexture.xy = aTexture.xy;" +
-      "  gl_Position = projection * view * model * vec4( Vertex, 1.0 );" +
-      "}";
-
-    var fragmentShaderSource3D =
-      "#ifdef GL_ES\n" +
-      "precision highp float;\n" +
-      "#endif\n" +
-
-      "varying vec4 frontColor;" +
-
-      "uniform sampler2D sampler;" +
-      "uniform bool usingTexture;" +
-      "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(usingTexture){" +
-      "    gl_FragColor = vec4(texture2D(sampler, vTexture.xy)) * frontColor;" +
-      "  }"+
-      "  else{" +
-      "    gl_FragColor = frontColor;" +
-      "  }" +
-      "}";
-
-    ////////////////////////////////////////////////////////////////////////////
-    // 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 {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 {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 {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 {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 {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 = nop;
-
-    ////////////////////////////////////////////////////////////////////////////
-    // Char handling
-    ////////////////////////////////////////////////////////////////////////////
-    var charMap = {};
-
-    var Char = p.Character = 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;
-    };
-
-    /**
-     * 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 = p.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(){
-        if (this.visible) {
-          this.pre();
-          this.drawImpl();
-          this.post();
-        }
-      },
-      /**
-       * @member PShape
-       * the drawImpl() function draws the SVG document.
-       */
-      drawImpl: function(){
-        if (this.family === PConstants.GROUP) {
-          this.drawGroup();
-        } else if (this.family === PConstants.PRIMITIVE) {
-          this.drawPrimitive();
-        } else if (this.family === PConstants.GEOMETRY) {
-          this.drawGeometry();
-        } else if (this.family === PConstants.PATH) {
-          this.drawPath();
-        }
-      },
-      /**
-       * @member PShape
-       * The drawPath() function draws the <path> part of the SVG document.
-       */
-      drawPath: function(){
-        var i, j;
-        if (this.vertices.length === 0) { return; }
-        p.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++) {
-              p.vertex(this.vertices[i][0], this.vertices[i][1]);
-            }
-          } else {  // drawing 3D vertices
-            for (i = 0, j = this.vertices.length; i < j; i++) {
-              p.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) {
-                p.vertex(this.vertices[index][0], this.vertices[index][1]);
-                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;
-                }
-                p.breakShape = false;
-                index++;
-              } else if (this.vertexCodes[i] === PConstants.BEZIER_VERTEX) {
-                p.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) {
-                p.curveVertex(this.vertices[index][0],
-                              this.vertices[index][1]);
-                index++;
-              } else if (this.vertexCodes[i] ===  PConstants.BREAK) {
-                p.breakShape = true;
-              }
-            }
-          } else {  // drawing a 3D path
-            for (i = 0, j = this.vertexCodes.length; i < j; i++) {
-              if (this.vertexCodes[i] === PConstants.VERTEX) {
-                p.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;
-                }
-                p.breakShape = false;
-              } else if (this.vertexCodes[i] ===  PConstants.BEZIER_VERTEX) {
-                p.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) {
-                p.curveVertex(this.vertices[index][0],
-                              this.vertices[index][1],
-                              this.vertices[index][2]);
-                index++;
-              } else if (this.vertexCodes[i] === PConstants.BREAK) {
-                p.breakShape = true;
-              }
-            }
-          }
-        }
-        p.endShape(this.close ? PConstants.CLOSE : PConstants.OPEN);
-      },
-      /**
-       * @member PShape
-       * The drawGeometry() function draws the geometry part of the SVG document.
-       */
-      drawGeometry: function() {
-        var i, j;
-        p.beginShape(this.kind);
-        if (this.style) {
-          for (i = 0, j = this.vertices.length; i < j; i++) {
-            p.vertex(this.vertices[i]);
-          }
-        } else {
-          for (i = 0, j = this.vertices.length; i < j; i++) {
-            var vert = this.vertices[i];
-            if (vert[2] === 0) {
-              p.vertex(vert[0], vert[1]);
-            } else {
-              p.vertex(vert[0], vert[1], vert[2]);
-            }
-          }
-        }
-        p.endShape();
-      },
-      /**
-       * @member PShape
-       * The drawGroup() function draws the <g> part of the SVG document.
-       */
-      drawGroup: function() {
-        for (var i = 0, j = this.children.length; i < j; i++) {
-          this.children[i].draw();
-        }
-      },
-      /**
-       * @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() {
-        if (this.kind === PConstants.POINT) {
-          p.point(this.params[0], this.params[1]);
-        } else if (this.kind === PConstants.LINE) {
-          if (this.params.length === 4) {  // 2D
-            p.line(this.params[0], this.params[1],
-                   this.params[2], this.params[3]);
-          } else {  // 3D
-            p.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) {
-          p.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) {
-          p.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) {
-            p.imageMode(PConstants.CORNER);
-            p.image(this.image,
-                    this.params[0],
-                    this.params[1],
-                    this.params[2],
-                    this.params[3]);
-          } else {
-            p.rectMode(PConstants.CORNER);
-            p.rect(this.params[0],
-                   this.params[1],
-                   this.params[2],
-                   this.params[3]);
-          }
-        } else if (this.kind === PConstants.ELLIPSE) {
-          p.ellipseMode(PConstants.CORNER);
-          p.ellipse(this.params[0],
-                    this.params[1],
-                    this.params[2],
-                    this.params[3]);
-        } else if (this.kind === PConstants.ARC) {
-          p.ellipseMode(PConstants.CORNER);
-          p.arc(this.params[0],
-                this.params[1],
-                this.params[2],
-                this.params[3],
-                this.params[4],
-                this.params[5]);
-        } else if (this.kind === PConstants.BOX) {
-          if (this.params.length === 1) {
-            p.box(this.params[0]);
-          } else {
-            p.box(this.params[0], this.params[1], this.params[2]);
-          }
-        } else if (this.kind === PConstants.SPHERE) {
-          p.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() {
-        if (this.matrix) {
-          p.pushMatrix();
-          curContext.transform(this.matrix.elements[0],
-                               this.matrix.elements[3],
-                               this.matrix.elements[1],
-                               this.matrix.elements[4],
-                               this.matrix.elements[2],
-                               this.matrix.elements[5]);
-          //p.applyMatrix(this.matrix.elements[0],this.matrix.elements[0]);
-        }
-        if (this.style) {
-          p.pushStyle();
-          this.styles();
-        }
-      },
-      /**
-       * @member PShape
-       * The post() function performs the necessary actions after the SVG is drawn. This includes removing transformations and removing added styles.
-       */
-      post: function() {
-        if (this.matrix) {
-          p.popMatrix();
-        }
-        if (this.style) {
-          p.popStyle();
-        }
-      },
-      /**
-       * @member PShape
-       * The styles() function changes the Processing's current styles
-       */
-      styles: function() {
-        if (this.stroke) {
-          p.stroke(this.strokeColor);
-          p.strokeWeight(this.strokeWeight);
-          p.strokeCap(this.strokeCap);
-          p.strokeJoin(this.strokeJoin);
-        } else {
-          p.noStroke();
-        }
-
-        if (this.fill) {
-          p.fill(this.fillColor);
-
-        } else {
-          p.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 p.PMatrix2D();
-          } else {
-            this.matrix = new p.PMatrix3D();
-          }
-        }else if(dimensions === 3 && this.matrix instanceof p.PMatrix2D) {
-          this.matrix = new p.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]);
-        }
-      }
-    };
-
-    /**
-     * 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
-     */
-    var PShapeSVG = p.PShapeSVG = function() {
-      p.PShape.call( this ); // PShape is the base class.
-      if (arguments.length === 1) { //xml element coming in
-        this.element  = arguments[0] ;//new p.XMLElement(null, 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 p.XMLElement(null, 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(p.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(p.radians(angle));
-            } else if (m.length === 3) {
-              this.matrix.translate(m[1], m[2]);
-              this.matrix.rotate(p.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]);
-          }
-        }
-        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 children   = new p.PShape();
-      for (var i = 0, j = newelement.length; i < j; i++) {
-        var kid = this.parseChild(newelement[i]);
-        if (kid) {
-          children.addChild(kid);
-        }
-      }
-      this.children.push(children);
-    };
-    /**
-     * @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
-        nop();
-      }
-      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 = p.trim(this.element.getStringAttribute("d")
-                            .replace(/[\s,]+/g,' '));
-      if (pathData === null) {
-        return;
-      }
-      pathData = p.__toCharArray(pathData);
-      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].valueOf();
-        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].valueOf();
-            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].valueOf() === 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].valueOf();
-              }
-            }
-          }
-          if (str !== "") {
-            tmpArray.push(parseFloat(str));
-            str = "";
-          }
-          command = pathData[j];
-          valOf = command.valueOf();
-          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 = p.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 = p.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);
-    };
-    /**
-     * 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();
-          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;
-    };
-
-    /**
-     * XMLAttribute is an attribute of a XML element. This is an internal class
-     *
-     * @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
-     */
-    var XMLAttribute = function(fname, n, nameSpace, v, t){
-      this.fullName = fname || "";
-      this.name = n || "";
-      this.namespace = nameSpace || "";
-      this.value = v;
-      this.type = t;
-    };
-    /**
-     * XMLAttribute methods
-     */
-    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;
-      }
-    };
-
-    /**
-     * 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
-     */
-    var XMLElement = p.XMLElement = function() {
-      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 (arguments.length === 4) {
-        this.fullName   = arguments[0] || "";
-        if (arguments[1]) {
-          this.name = arguments[1];
-        } else {
-          var index = this.fullName.indexOf(':');
-          if (index >= 0) {
-            this.name = this.fullName.substring(index + 1);
-          } else {
-            this.name = this.fullName;
-          }
-        }
-        this.namespace = arguments[1];
-        this.lineNr    = arguments[3];
-        this.systemID  = arguments[2];
-      }
-      else if ((arguments.length === 2 && arguments[1].indexOf(".") > -1) ) {
-        // filename or svg xml element
-        this.parse(arguments[arguments.length -1]);
-      } else if (arguments.length === 1 && typeof arguments[0] === "string"){
-        this.parse(arguments[0]);
-      }
-    };
-    /**
-     * 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.localName, elementpath.nodeName, "", "");
-          xmlelement.parent  = parent;
-        }
-
-        // if this is a text node, return a PCData element, instead of an XML element.
-        if(elementpath.nodeType === 3 && elementpath.textContent !== "") {
-          return this.createPCDataElement(elementpath.textContent);
-        }
-
-        // bind all 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
-        for (l = 0, m = elementpath.childNodes.length; l < m; l++) {
-          var node = elementpath.childNodes[l];
-          if (node.nodeType === 1 || node.nodeType === 3) { // ELEMENT_NODE or TEXT_NODE
-            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 () {
-        if (arguments.length === 2) {
-          return new XMLElement(arguments[0], arguments[1], null, null);
-        }
-        return new XMLElement(arguments[0], arguments[1], arguments[2], arguments[3]);
-      },
-      /**
-       * @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 "test" XMLElement, or null if content consists only of whitespace
-       */
-      createPCDataElement: function (content) {
-        if(content.replace(/^\s+$/g,"") === "") {
-          return null;
-        }
-        var pcdata = new XMLElement();
-        pcdata.content = content;
-        pcdata.type = "TEXT";
-        return pcdata;
-      },
-      /**
-       * @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.name !== other.getLocalName()) { 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") {
-          return this.content;
-        }
-        var children = this.children;
-        if (children.length === 1 && children[0].type === "TEXT") {
-          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 (){
-        if (typeof arguments[0]  === "number") {
-          return this.children[arguments[0]];
-        }
-        if (arguments[0].indexOf('/') !== -1) { // path was given
-          this.getChildRecursive(arguments[0].split("/"), 0);
-          return null;
-        }
-        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]) {
-              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) {
-        var kid, kidName;
-        for(var i = 0, j = this.getChildCount(); i < j; i++) {
-            kid = this.getChild(i);
-            kidName = kid.getName();
-            if (kidName !== null && kidName === items[offset]) {
-              if (offset === items.length-1) {
-                return kid;
-              }
-              offset += 1;
-              return kid.getChildRecursive(items, offset);
-            }
-        }
-        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 nodes
-        if(this.type==="TEXT") { return this.content; }
-
-        // real XMLElements
-        var tagstring = (this.namespace !== "" && this.namespace !== this.name ? this.namespace + ":" : "") + this.name;
-        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;
-    };
-
-    ////////////////////////////////////////////////////////////////////////////
-    // 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 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 (!v1) {
-          this.rotateZ(angle);
-        } else {
-          // TODO should make sure this vector is normalized
-          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);
-      },
-      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 (arguments.length === 1) {
-        tokens = "\n\t\r\f ";
-      }
-
-      tokens = "[" + tokens + "]";
-
-      var ary = [];
-      var index = 0;
-      var pos = str.search(tokens);
-
-      while (pos >= 0) {
-        if (pos === 0) {
-          str = str.substring(1);
-        } else {
-          ary[index] = str.substring(0, pos);
-          index++;
-          str = str.substring(pos);
-        }
-        pos = str.search(tokens);
-      }
-
-      if (str.length > 0) {
-        ary[index] = str;
-      }
-
-      if (ary.length === 0) {
-        ary = undef;
-      }
-
-      return ary;
-    };
-
-    /**
-    * 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);
-    };
-
-    /**
-    * 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) {
-      p.rotateZ(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();
-      }
-    };
-
-    ////////////////////////////////////////////////////////////////////////////
-    // 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);
-      }
-    }
-
-    /**
-    * Quits/stops/exits the program. Programs without a draw() function exit automatically
-    * after the last line has run, but programs with draw() run continuously until the
-    * program is manually stopped or exit() is run.
-    * 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() {
-      window.clearInterval(looping);
-
-      removeInstance(p.externals.canvas.id);
-
-      // 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);
-          }
-        }
-      }
-
-      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 = nop;
-    p.endDraw = nop;
-
-    /**
-     * 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;
-    };
-
-    /**
-    * 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
-    */
-    function nfCoreScalar(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
-    */
-    function nfCore(value, plus, minus, leftDigits, rightDigits, group) {
-      if (value instanceof Array) {
-        var arr = [];
-        for (var i = 0, len = value.length; i < len; i++) {
-          arr.push(nfCoreScalar(value[i], plus, minus, leftDigits, rightDigits, group));
-        }
-        return arr;
-      }
-      return 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
-    */
-    p.nf = function(value, leftDigits, rightDigits) { return 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
-    */
-    p.nfs = function(value, leftDigits, rightDigits) { return 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
-    */
-    p.nfp = function(value, leftDigits, rightDigits) { return 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
-    */
-    p.nfc = function(value, leftDigits, rightDigits) { return nfCore(value, "", "-", leftDigits, rightDigits, ","); };
-
-    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;
-    };
-
-    /**
-     * Removes the first argument from the arguments set -- shifts.
-     *
-     * @param {Arguments} args  The Arguments object.
-     *
-     * @return {Object[]}       Returns an array of arguments except first one.
-     *
-     * @see #match
-     */
-    function removeFirstArgument(args) {
-      return Array.prototype.slice.call(args, 1);
-    }
-
-    ////////////////////////////////////////////////////////////////////////////
-    // 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 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));
-      }
-
-      // TODO use virtEquals for HashMap here
-      return subject.valueOf() === other.valueOf();
-    };
-    /**
-     * 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 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);
-    };
-    /**
-     * 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);
-    };
-
-    ////////////////////////////////////////////////////////////////////////////
-    // Other java specific functions
-    ////////////////////////////////////////////////////////////////////////////
-
-    /**
-     * 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() );
-    };
-
-    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) {
-      var bufferLen = logBuffer.length;
-      if (bufferLen) {
-        Processing.logger.log(logBuffer.join(""));
-        logBuffer.length = 0; // clear log buffer
-      }
-
-      if (arguments.length === 0 && bufferLen === 0) {
-        Processing.logger.log("");
-      } else if (arguments.length !== 0) {
-        Processing.logger.log(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) {
-      logBuffer.push(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() + "");
-    };
-    /**
-     * 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
-     */
-    p.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*$/, '');
-    };
-
-    // 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;
-    };
-
-    ////////////////////////////////////////////////////////////////////////////
-    // Math functions
-    ////////////////////////////////////////////////////////////////////////////
-
-    // Calculation
-    /**
-    * 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;
-
-    /**
-    * 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);
-      }
-    };
-
-    /**
-    * 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 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 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;
-
-    /**
-    * 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);
-    };
-
-    /**
-    * 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;
-
-    /**
-    * 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;
-    };
-
-    /**
-    * 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;
-
-    /**
-    * 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;
-    };
-
-    /**
-    * 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
-    */
-    p.radians = function(aAngle) {
-      return (aAngle / 180) * Math.PI;
-    };
-
-    /**
-    * 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;
-
-    var currentRandom = Math.random;
-
-    /**
-    * 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 currentRandom();
-      }
-      if(arguments.length === 1) {
-        return currentRandom() * arguments[0];
-      }
-      var aMin = arguments[0], aMax = arguments[1];
-      return currentRandom() * (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 nextInt = function() {
-        z=(36969*(z&65535)+(z>>>16)) & 0xFFFFFFFF;
-        w=(18000*(w&65535)+(w>>>16)) & 0xFFFFFFFF;
-        return (((z&0xFFFF)<<16) | (w&0xFFFF)) & 0xFFFFFFFF;
-      };
-
-      this.nextDouble = function() {
-        var i = nextInt() / 4294967296;
-        return i < 0 ? 1 + i : i;
-      };
-      this.nextInt = nextInt;
-    }
-    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) {
-      currentRandom = (new Marsaglia(seed)).nextDouble;
-    };
-
-    // Random
-    // We have two random()'s in the code... what does this do ? and which one is current ?
-    p.Random = function(seed) {
-      var haveNextNextGaussian = false, nextNextGaussian, random;
-
-      this.nextGaussian = function() {
-        if (haveNextNextGaussian) {
-          haveNextNextGaussian = false;
-          return nextNextGaussian;
-        }
-        var v1, v2, s;
-        do {
-          v1 = 2 * random() - 1; // between -1.0 and 1.0
-          v2 = 2 * random() - 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);
-        nextNextGaussian = v2 * multiplier;
-        haveNextNextGaussian = true;
-
-        return v1 * multiplier;
-      };
-
-      // by default use standard random, otherwise seeded
-      random = (seed === undef) ? Math.random : (new Marsaglia(seed)).nextDouble;
-    };
-
-    // 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.nextInt() & 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;
-    };
-
-    /**
-    * 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});
-            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(); // texture
-          textTex = curContext.createTexture(); // texture
-        } 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 could be ommitted from that program object.
-        programObject2D = createProgramObject(curContext, vertexShaderSource2D, fragmentShaderSource2D);
-
-        programObjectUnlitShape = createProgramObject(curContext, vShaderSrcUnlitShape, fShaderSrcUnlitShape);
-
-        // Set the default point and line width for the 2D and unlit shapes.
-        p.strokeWeight(1.0);
-
-        // Now that the programs have been compiled, we can set the default
-        // states for the lights.
-        programObject3D = createProgramObject(curContext, vertexShaderSource3D, fragmentShaderSource3D);
-        curContext.useProgram(programObject3D);
-
-        // assume we aren't using textures by default
-        uniformi("usingTexture3d", programObject3D, "usingTexture", usingTexture);
-        // assume that we arn't tinting by default
-        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("lights.color.3d." + lightCount, programObject3D, "lights" + lightCount + ".color", normalizedCol);
-      uniformf("lights.position.3d." + lightCount, programObject3D, "lights" + lightCount + ".position", pos.array());
-      uniformi("lights.type.3d." + lightCount, programObject3D, "lights" + lightCount + ".type", 0);
-      uniformi("lightCount3d", programObject3D, "lightCount", ++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("lights.color.3d." + lightCount, programObject3D, "lights" + lightCount + ".color", normalizedCol);
-      uniformf("lights.position.3d." + lightCount, programObject3D, "lights" + lightCount + ".position", dir);
-      uniformi("lights.type.3d." + lightCount, programObject3D, "lights" + lightCount + ".type", 1);
-      uniformi("lightCount3d", programObject3D, "lightCount", ++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("falloff3d", programObject3D, "falloff", [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("specular3d", programObject3D, "specular", 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("lights.color.3d." + lightCount, programObject3D, "lights" + lightCount + ".color", normalizedCol);
-      uniformf("lights.position.3d." + lightCount, programObject3D, "lights" + lightCount + ".position", pos.array());
-      uniformi("lights.type.3d." + lightCount, programObject3D, "lights" + lightCount + ".type", 2);
-      uniformi("lightCount3d", programObject3D, "lightCount", ++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("lightCount3d", programObject3D, "lightCount", 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("lights.color.3d." + lightCount, programObject3D, "lights" + lightCount + ".color", normalizedCol);
-      uniformf("lights.position.3d." + lightCount, programObject3D, "lights" + lightCount + ".position", pos.array());
-      uniformf("lights.direction.3d." + lightCount, programObject3D, "lights" + lightCount + ".direction", dir);
-      uniformf("lights.concentration.3d." + lightCount, programObject3D, "lights" + lightCount + ".concentration", concentration);
-      uniformf("lights.angle.3d." + lightCount, programObject3D, "lights" + lightCount + ".angle", angle);
-      uniformi("lights.type.3d." + lightCount, programObject3D, "lights" + lightCount + ".type", 3);
-      uniformi("lightCount3d", programObject3D, "lightCount", ++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, "projection", false, proj.array());
-      curContext.useProgram(programObject3D);
-      uniformMatrix("projection3d", programObject3D, "projection", 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, "projection", false, proj.array());
-      curContext.useProgram(programObject3D);
-      uniformMatrix("projection3d", programObject3D, "projection", 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, "model", false, model.array());
-        uniformMatrix("view3d", programObject3D, "view", 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, "color", 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("normalTransform3d", programObject3D, "normalTransform", false, normalMatrix.array());
-          vertexAttribPointer("normal3d", programObject3D, "Normal", 3, boxNormBuffer);
-        }
-        else{
-          disableVertexAttribPointer("normal3d", programObject3D, "Normal");
-        }
-
-        vertexAttribPointer("vertex3d", programObject3D, "Vertex", 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);
-      }
-
-      if (lineWidth > 0 && doStroke) {
-        curContext.useProgram(programObject2D);
-        uniformMatrix("model2d", programObject2D, "model", false, model.array());
-        uniformMatrix("view2d", programObject2D, "view", false, view.array());
-        uniformf("color2d", programObject2D, "color", strokeStyle);
-        uniformi("picktype2d", programObject2D, "picktype", 0);
-        vertexAttribPointer("vertex2d", programObject2D, "Vertex", 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("normalTransform3d", programObject3D, "normalTransform", false, normalMatrix.array());
-          vertexAttribPointer("normal3d", programObject3D, "Normal", 3, sphereBuffer);
-        }
-        else{
-          disableVertexAttribPointer("normal3d", programObject3D, "Normal");
-        }
-
-        curContext.useProgram(programObject3D);
-        disableVertexAttribPointer("aTexture3d", programObject3D, "aTexture");
-
-        uniformMatrix("model3d", programObject3D, "model", false, model.array());
-        uniformMatrix("view3d", programObject3D, "view", false, view.array());
-        vertexAttribPointer("vertex3d", programObject3D, "Vertex", 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("color3d", programObject3D, "color", fillStyle);
-        curContext.drawArrays(curContext.TRIANGLE_STRIP, 0, sphereVerts.length / 3);
-        curContext.disable(curContext.POLYGON_OFFSET_FILL);
-      }
-
-      if (lineWidth > 0 && doStroke) {
-        curContext.useProgram(programObject2D);
-        uniformMatrix("model2d", programObject2D, "model", false, model.array());
-        uniformMatrix("view2d", programObject2D, "view", false, view.array());
-        vertexAttribPointer("vertex2d", programObject2D, "Vertex", 3, sphereBuffer);
-        disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
-        uniformf("color2d", programObject2D, "color", strokeStyle);
-        uniformi("picktype2d", programObject2D, "picktype", 0);
-        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("usingMat3d", programObject3D, "usingMat", true);
-      var col = p.color(v1, v2, v3);
-      uniformf("mat_ambient3d", programObject3D, "mat_ambient", 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("usingMat3d", programObject3D, "usingMat", true);
-      var col = p.color(v1, v2, v3);
-      uniformf("mat_emissive3d", programObject3D, "mat_emissive", 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("usingMat3d", programObject3D, "usingMat", true);
-      uniformf("shininess3d", programObject3D, "shininess", 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("usingMat3d", programObject3D, "usingMat", true);
-      var col = p.color(v1, v2, v3);
-      uniformf("mat_specular3d", programObject3D, "mat_specular", 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(arguments[0], arguments[1], arguments[2], arguments[3]);
-      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(arguments[0], arguments[1], arguments[2], arguments[3]);
-      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, "pointSize", w);
-
-      curContext.useProgram(programObjectUnlitShape);
-      uniformf("pointSizeUnlitShape", programObjectUnlitShape, "pointSize", 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.
-     *
-     * @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 = nop;
-
-    /**
-     * 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 = nop;
-
-    ////////////////////////////////////////////////////////////////////////////
-    // 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("model2d", programObject2D, "model", false, model.array());
-      uniformMatrix("view2d", programObject2D, "view", false, view.array());
-
-      if (lineWidth > 0 && doStroke) {
-        // this will be replaced with the new bit shifting color code
-        uniformf("color2d", programObject2D, "color", strokeStyle);
-        uniformi("picktype2d", programObject2D, "picktype", 0);
-        vertexAttribPointer("vertex2d", programObject2D, "Vertex", 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 {int | float} z z-coordinate of the vertex
-     * @param {int | float} u horizontal coordinate for the texture mapping
-     * @param {int | float} v vertical coordinate for the texture mapping
-     *
-     * @see beginShape
-     * @see endShape
-     * @see bezierVertex
-     * @see curveVertex
-     * @see texture
-     */
-
-    Drawing2D.prototype.vertex = function(x, y, u, v) {
-      var vert = [];
-
-      if (firstVert) { firstVert = false; }
-      vert["isVert"] = true;
-
-      vert[0] = x;
-      vert[1] = y;
-      vert[2] = 0;
-      vert[3] = u;
-      vert[4] = v;
-
-      // fill and stroke color
-      vert[5] = currentFillColor;
-      vert[6] = currentStrokeColor;
-
-      vertArray.push(vert);
-    };
-
-    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());
-
-      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, "model", false,  [1,0,0,0,  0,1,0,0,   0,0,1,0,   0,0,0,1] );
-      uniformMatrix("view3d", programObject3D, "view", false, view.array() );
-      curContext.enable( curContext.POLYGON_OFFSET_FILL );
-      curContext.polygonOffset( 1, 1 );
-      uniformf("color3d", programObject3D, "color", [-1,0,0,0]);
-      vertexAttribPointer("vertex3d", programObject3D, "Vertex", 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("normal3d", programObject3D, "Normal");
-
-      if (usingTexture) {
-        uniformi("usingTexture3d", programObject3D, "usingTexture", 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, "usingTexture", 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, "usingTexture", 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() {
-      if (arguments.length === 8) { // curve(x1, y1, x2, y2, x3, y3, x4, y4)
-        p.beginShape();
-        p.curveVertex(arguments[0], arguments[1]);
-        p.curveVertex(arguments[2], arguments[3]);
-        p.curveVertex(arguments[4], arguments[5]);
-        p.curveVertex(arguments[6], arguments[7]);
-        p.endShape();
-      }
-    };
-
-    Drawing3D.prototype.curve = function() {
-      if (arguments.length === 12) { // curve( x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4);
-        p.beginShape();
-        p.curveVertex(arguments[0], arguments[1], arguments[2]);
-        p.curveVertex(arguments[3], arguments[4], arguments[5]);
-        p.curveVertex(arguments[6], arguments[7], arguments[8]);
-        p.curveVertex(arguments[9], arguments[10], arguments[11]);
-        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;
-      var vr = height / 2;
-      var centerX = x + hr;
-      var centerY = y + vr;
-      var startLUT = 0 | (-0.5 + start * p.RAD_TO_DEG * 2);
-      var stopLUT  = 0 | (0.5 + stop * p.RAD_TO_DEG * 2);
-      var 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("model2d", programObject2D, "model", false, [1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1]);
-        uniformMatrix("view2d", programObject2D, "view", false, view.array());
-
-        uniformf("color2d", programObject2D, "color", strokeStyle);
-        uniformi("picktype2d", programObject2D, "picktype", 0);
-
-        vertexAttribPointer("vertex2d", programObject2D, "Vertex", 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("model2d", programObject2D, "model", false, model.array());
-        uniformMatrix("view2d", programObject2D, "view", false, view.array());
-        uniformf("color2d", programObject2D, "color", strokeStyle);
-        uniformi("picktype2d", programObject2D, "picktype", 0);
-        vertexAttribPointer("vertex2d", programObject2D, "Vertex", 3, rectBuffer);
-        disableVertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord");
-        curContext.drawArrays(curContext.LINE_LOOP, 0, rectVerts.length / 3);
-      }
-
-      if (doFill) {
-        curContext.useProgram(programObject3D);
-        uniformMatrix("model3d", programObject3D, "model", false, model.array());
-        uniformMatrix("view3d", programObject3D, "view", 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, "color", 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("normalTransform3d", programObject3D, "normalTransform", false, normalMatrix.array());
-          vertexAttribPointer("normal3d", programObject3D, "Normal", 3, rectNormBuffer);
-        }
-        else{
-          disableVertexAttribPointer("normal3d", programObject3D, "Normal");
-        }
-
-        vertexAttribPointer("vertex3d", programObject3D, "Vertex", 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: nop,
-
-      toImageData: function() {
-        if (this.isRemote) {
-          return this.sourceImg;
-        }
-
-        if (!this.__isDirty) {
-          return this.imageData;
-        }
-
-        var canvasData = getCanvasData(this.imageData);
-        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 add it with a . to file to make the filename
-      if (type) {
-        file = file + "." + type;
-      }
-      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);
-      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);
-      }
-    };
-
-    /**
-     * 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.$ensureContext();
-      curContext.font = curTextFont.css;
-    };
-
-    /**
-     * textSize() Sets the current font size in pixels.
-     *
-     * @param {int|float} size font size in pixels
-     *
-     * @see #textFont
-     * @see #loadFont
-     * @see #PFont
-     * @see #text
-     */
-    p.textSize = function(size) {
-      if (size !== curTextSize) {
-        curTextFont = PFont.get(curFontName, size);
-        curTextSize = size;
-        // recache metrics
-        curTextAscent = curTextFont.ascent;
-        curTextDescent = curTextFont.descent;
-        curTextLeading = curTextFont.leading;
-        var curContext = drawing.$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("vertex2d", programObject2D, "Vertex", 3, textBuffer);
-      vertexAttribPointer("aTextureCoord2d", programObject2D, "aTextureCoord", 2, textureBuffer);
-      uniformi("uSampler2d", programObject2D, "uSampler", [0]);
-      uniformi("picktype2d", programObject2D, "picktype", 1);
-      uniformMatrix("model2d", programObject2D, "model", false,  model.array());
-      uniformMatrix("view2d", programObject2D, "view", false, view.array());
-      uniformf("color2d", programObject2D, "color", 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.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.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.$init = nop;
-
-    Drawing2D.prototype.$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.$init = function() {
-      // For ref/perf test compatibility until those are fixed
-      p.use3DContext = true;
-    };
-
-    DrawingShared.prototype.$ensureContext = function() {
-      return curContext;
-    };
-
-    //////////////////////////////////////////////////////////////////////////
-    // Touch and Mouse event handling
-    //////////////////////////////////////////////////////////////////////////
-
-    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));
-
-      // 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};
-    }
-
-    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;
-    }
-
-    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);
-    });
-
-    (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;
-      };
-    }());
-
-    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;
-      }
-    });
-
-    attachEventHandler(curElement, "mouseout", function(e) {
-      if (typeof p.mouseOut === "function") {
-        p.mouseOut();
-      }
-    });
-
-    attachEventHandler(curElement, "mouseover", function(e) {
-      updateMousePosition(curElement, e);
-      if (typeof p.mouseOver === "function") {
-        p.mouseOver();
-      }
-    });
-
-    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();
-      }
-    });
-
-    attachEventHandler(curElement, "mouseup", function(e) {
-      p.__mousePressed = false;
-
-      if (typeof p.mouseClicked === "function" && !p.mouseDragging) {
-        p.mouseClicked();
-      }
-
-      if (typeof p.mouseReleased === "function") {
-        p.mouseReleased();
-      }
-    });
-
-    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);
-
-    //////////////////////////////////////////////////////////////////////////
-    // Keyboard Events
-    //////////////////////////////////////////////////////////////////////////
-
-    // Get the DOM element if string was passed
-    if (typeof curElement === "string") {
-      curElement = document.getElementById(curElement);
-    }
-
-    // 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);
-      };
-    }
-  }; // Processing() ends
-
-  // Place-holder for overridable debugging function
-  Processing.debug = debug;
-
-  Processing.prototype = defaultScope;
-
-//#if PARSER
-  // 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",
-      "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", "Random",
-      "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", "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",
-      "triangle", "trim", "unbinary", "unhex", "updatePixels", "use3DContext",
-      "vertex", "width", "XMLElement", "year", "__contains", "__equals",
-      "__equalsIgnoreCase", "__frameRate", "__hashCode", "__int_cast",
-      "__instanceof", "__keyPressed", "__mousePressed", "__printStackTrace",
-      "__replace", "__replaceAll", "__replaceFirst", "__toCharArray", "__split",
-      "__codePointAt", "__startsWith", "__endsWith"];
-
-    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";
-    });
-
-    // 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) {
-      this.params = params;
-    }
-    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.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 = [];
-      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]);
-          result.push(new AstParam(param[1]));
-        }
-      }
-      return new AstParams(result);
-    }
-
-    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)\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;
-      }
-      result += this.params + " " + this.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 result = "function " + this.methodId + this.params + " " + this.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 $constr_" + this.params.params.length + this.params.toString();
-      var body = this.body.toString();
-      if(!/\$(superCstr|constr)\b/.test(body)) {
-        body = "{\n$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 + "$" + method.params.params.length;
-        if (overload) {
-          ++overload;
-          methodId += "_" + overload;
-        } else {
-          overload = 1;
-        }
-        method.methodId = methodId;
-        methodOverloads[method.name] = overload;
-        if (method.isStatic) {
-          staticDefinitions += method;
-          staticDefinitions += "$p.addMethod(" + className + ", '" + method.name + "', " + methodId + ");\n";
-          result += "$p.addMethod(" + selfId + ", '" + method.name + "', " + methodId + ");\n";
-        } else {
-          result += method;
-          result += "$p.addMethod(" + selfId + ", '" + method.name + "', " + methodId + ");\n";
-        }
-      }
-      result += trim(this.misc.tail);
-
-      if (this.cstrs.length > 0) {
-        result += this.cstrs.join('\n') + '\n';
-      }
-
-      result += "function $constr() {\n";
-      var cstrsIfs = [];
-      for (i = 0, l = this.cstrs.length; i < l; ++i) {
-        var paramsLength = this.cstrs[i].params.params.length;
-        cstrsIfs.push("if(arguments.length === " + paramsLength + ") { " +
-          "$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" +
-        "$p." + this.name + " = " + this.name + ";\n";
-    };
-
-    function transformGlobalClass(class_) {
-      var m = classesRegex.exec(class_); // 1 - attr, 2 - class|int, 3 - name, 4 - extends, 5 - implements, 6 - body
-      classesRegex.lastIndex = 0;
-      var body = atoms[getAtomIndex(m[6])];
-      var oldClassId = currentClassId, newClassId = generateClassId();
-      currentClassId = newClassId;
-      var globalClass;
-      if(m[2] === "interface") {
-        globalClass = new AstInterface(m[3], transformInterfaceBody(body, m[3], m[4]) );
-      } else {
-        globalClass = new AstClass(m[3], transformClassBody(body, m[3], m[4], m[5]) );
-      }
-      appendClass(globalClass, newClassId, oldClassId);
-      currentClassId = oldClassId;
-      return globalClass;
-    }
-
-    function AstMethod(name, params, body) {
-      this.name = name;
-      this.params = params;
-      this.body = body;
-    }
-    AstMethod.prototype.toString = function(){
-      var paramNames = appendToLookupTable({}, this.params.getNames());
-      var oldContext = replaceContext;
-      replaceContext = function (subject) {
-        return paramNames.hasOwnProperty(subject.name) ? subject.name : oldContext(subject);
-      };
-      var result = "function " + this.name + this.params + " " + this.body + "\n" +
-        "$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");
-
-    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;
-  };
-//#endif
-
-  // tinylog lite JavaScript library
-  // http://purl.eligrey.com/tinylog/lite
-  /*global tinylog,print*/
-  var tinylogLite = (function() {
-    "use strict";
-
-    var tinylogLite = {},
-      undef = "undefined",
-      func = "function",
-      False = !1,
-      True = !0,
-      logLimit = 512,
-      log = "log";
-
-    if (typeof tinylog !== undef && typeof tinylog[log] === func) {
-      // pre-existing tinylog present
-      tinylogLite[log] = tinylog[log];
-    } else if (typeof document !== undef && !document.fake) {
-      (function() {
-        // DOM document
-        var doc = document,
-
-        $div = "div",
-        $style = "style",
-        $title = "title",
-
-        containerStyles = {
-          zIndex: 10000,
-          position: "fixed",
-          bottom: "0px",
-          width: "100%",
-          height: "15%",
-          fontFamily: "sans-serif",
-          color: "#ccc",
-          backgroundColor: "black"
-        },
-        outputStyles = {
-          position: "relative",
-          fontFamily: "monospace",
-          overflow: "auto",
-          height: "100%",
-          paddingTop: "5px"
-        },
-        resizerStyles = {
-          height: "5px",
-          marginTop: "-5px",
-          cursor: "n-resize",
-          backgroundColor: "darkgrey"
-        },
-        closeButtonStyles = {
-          position: "absolute",
-          top: "5px",
-          right: "20px",
-          color: "#111",
-          MozBorderRadius: "4px",
-          webkitBorderRadius: "4px",
-          borderRadius: "4px",
-          cursor: "pointer",
-          fontWeight: "normal",
-          textAlign: "center",
-          padding: "3px 5px",
-          backgroundColor: "#333",
-          fontSize: "12px"
-        },
-        entryStyles = {
-          //borderBottom: "1px solid #d3d3d3",
-          minHeight: "16px"
-        },
-        entryTextStyles = {
-          fontSize: "12px",
-          margin: "0 8px 0 8px",
-          maxWidth: "100%",
-          whiteSpace: "pre-wrap",
-          overflow: "auto"
-        },
-
-        view = doc.defaultView,
-          docElem = doc.documentElement,
-          docElemStyle = docElem[$style],
-
-        setStyles = function() {
-          var i = arguments.length,
-            elemStyle, styles, style;
-
-          while (i--) {
-            styles = arguments[i--];
-            elemStyle = arguments[i][$style];
-
-            for (style in styles) {
-              if (styles.hasOwnProperty(style)) {
-                elemStyle[style] = styles[style];
-              }
-            }
-          }
-        },
-
-        observer = function(obj, event, handler) {
-          if (obj.addEventListener) {
-            obj.addEventListener(event, handler, False);
-          } else if (obj.attachEvent) {
-            obj.attachEvent("on" + event, handler);
-          }
-          return [obj, event, handler];
-        },
-        unobserve = function(obj, event, handler) {
-          if (obj.removeEventListener) {
-            obj.removeEventListener(event, handler, False);
-          } else if (obj.detachEvent) {
-            obj.detachEvent("on" + event, handler);
-          }
-        },
-        clearChildren = function(node) {
-          var children = node.childNodes,
-            child = children.length;
-
-          while (child--) {
-            node.removeChild(children.item(0));
-          }
-        },
-        append = function(to, elem) {
-          return to.appendChild(elem);
-        },
-        createElement = function(localName) {
-          return doc.createElement(localName);
-        },
-        createTextNode = function(text) {
-          return doc.createTextNode(text);
-        },
-
-        createLog = tinylogLite[log] = function(message) {
-          // don't show output log until called once
-          var uninit,
-            originalPadding = docElemStyle.paddingBottom,
-            container = createElement($div),
-            containerStyle = container[$style],
-            resizer = append(container, createElement($div)),
-            output = append(container, createElement($div)),
-            closeButton = append(container, createElement($div)),
-            resizingLog = False,
-            previousHeight = False,
-            previousScrollTop = False,
-            messages = 0,
-
-            updateSafetyMargin = function() {
-              // have a blank space large enough to fit the output box at the page bottom
-              docElemStyle.paddingBottom = container.clientHeight + "px";
-            },
-            setContainerHeight = function(height) {
-              var viewHeight = view.innerHeight,
-                resizerHeight = resizer.clientHeight;
-
-              // constrain the container inside the viewport's dimensions
-              if (height < 0) {
-                height = 0;
-              } else if (height + resizerHeight > viewHeight) {
-                height = viewHeight - resizerHeight;
-              }
-
-              containerStyle.height = height / viewHeight * 100 + "%";
-
-              updateSafetyMargin();
-            },
-            observers = [
-              observer(doc, "mousemove", function(evt) {
-                if (resizingLog) {
-                  setContainerHeight(view.innerHeight - evt.clientY);
-                  output.scrollTop = previousScrollTop;
-                }
-              }),
-
-              observer(doc, "mouseup", function() {
-                if (resizingLog) {
-                  resizingLog = previousScrollTop = False;
-                }
-              }),
-
-              observer(resizer, "dblclick", function(evt) {
-                evt.preventDefault();
-
-                if (previousHeight) {
-                  setContainerHeight(previousHeight);
-                  previousHeight = False;
-                } else {
-                  previousHeight = container.clientHeight;
-                  containerStyle.height = "0px";
-                }
-              }),
-
-              observer(resizer, "mousedown", function(evt) {
-                evt.preventDefault();
-                resizingLog = True;
-                previousScrollTop = output.scrollTop;
-              }),
-
-              observer(resizer, "contextmenu", function() {
-                resizingLog = False;
-              }),
-
-              observer(closeButton, "click", function() {
-                uninit();
-              })
-            ];
-
-          uninit = function() {
-            // remove observers
-            var i = observers.length;
-
-            while (i--) {
-              unobserve.apply(tinylogLite, observers[i]);
-            }
-
-            // remove tinylog lite from the DOM
-            docElem.removeChild(container);
-            docElemStyle.paddingBottom = originalPadding;
-
-            clearChildren(output);
-            clearChildren(container);
-
-            tinylogLite[log] = createLog;
-          };
-
-          setStyles(
-          container, containerStyles, output, outputStyles, resizer, resizerStyles, closeButton, closeButtonStyles);
-
-          closeButton[$title] = "Close Log";
-          append(closeButton, createTextNode("\u2716"));
-
-          resizer[$title] = "Double-click to toggle log minimization";
-
-          docElem.insertBefore(container, docElem.firstChild);
-
-          tinylogLite[log] = function(message) {
-            if (messages === logLimit) {
-              output.removeChild(output.firstChild);
-            } else {
-              messages++;
-            }
-
-            var entry = append(output, createElement($div)),
-              entryText = append(entry, createElement($div));
-
-            entry[$title] = (new Date()).toLocaleTimeString();
-
-            setStyles(
-            entry, entryStyles, entryText, entryTextStyles);
-
-            append(entryText, createTextNode(message));
-            output.scrollTop = output.scrollHeight;
-          };
-
-          tinylogLite[log](message);
-          updateSafetyMargin();
-        };
-      }());
-    } else if (typeof print === func) { // JS shell
-      tinylogLite[log] = print;
-    }
-
-    return tinylogLite;
-  }());
-  // end of tinylog lite JavaScript library
-
-  Processing.logger = tinylogLite;
-
-  Processing.version = "@VERSION@";
-
-  // Share lib space
-  Processing.lib = {};
-
-  Processing.registerLibrary = function(name, desc) {
-    Processing.lib[name] = desc;
-
-    if(desc.hasOwnProperty("init")) {
-      desc.init(defaultScope);
-    }
-  };
-
-  // Store Processing instances. Only Processing.instances,
-  // Processing.getInstanceById are exposed.
-  Processing.instances = processingInstances;
-
-  Processing.getInstanceById = function(name) {
-    return processingInstances[processingInstanceIds[name]];
-  };
-
-  Processing.Sketch = function(attachFunction) {
-    this.attachFunction = attachFunction; // can be optional
-    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 = nop;
-    this.onSetup = nop;
-    this.onPause = nop;
-    this.onLoop = nop;
-    this.onFrameStart = nop;
-    this.onFrameEnd = nop;
-    this.onExit = nop;
-
-    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";
-      }
-    };
-//#if PARSER
-    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;
-    };
-//#endif
-  };
-
-//#if PARSER
-  /**
-   * 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 = 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) {
-              throw "Processing.js: Unable to execute pjs sketch: " + 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);
-
-    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(' ');
-        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 scripts = document.getElementsByTagName('script');
-    var s, source, instance;
-    for (s = 0; s < scripts.length; 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.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);
-        }
-      }
-    }
-  };
-
-  /**
-   * Make loadSketchFromSources publically visible
-   */
-  Processing.loadSketchFromSources = loadSketchFromSources;
-
-  /**
-   * Disable the automatic loading of all sketches on the page
-   */
-  Processing.disableInit = function() {
-    if(isDOMPresent) {
-      document.removeEventListener('DOMContentLoaded', init, false);
-    }
-  };
-//#endif
-
-  if(isDOMPresent) {
-    window['Processing'] = Processing;
-//#if PARSER
-    document.addEventListener('DOMContentLoaded', init, false);
-//#endif
-  } else {
-    // DOM is not found
-    this.Processing = Processing;
-  }
-}(window, window.document, Math));