m = {};
m.Point3D = function(x, y, z, Fl) 
{
	this.FL = 150;

	this.vpX = 0;
	this.vpY = 0;

	this.cX = 0;
	this.cY = 0;
	this.cZ = 0;

	this.x = 0;
	this.y = 0;
	this.z = 0;

	this.x = x;
	this.y = y;
	this.z = z;
	this.FL = Fl;

	this.setVanishingPoint = function(vpX, vpY)
	{
		this.vpX = vpX;
		this.vpY = vpY;
	};
	this.setCenter = function(cX,cY,cZ) 
	{
		this.cX = cX;
		this.cY = cY;
		this.cZ = cZ;
	};
	this.setPos = function(cX,cY,cZ) 
	{
		this.x = cX;
		this.y = cY;
		this.z = cZ;
	};
	this.screenX = function()
	{
		var scale = this.FL / (this.FL + this.z + this.cZ);
		return this.vpX + this.cX + this.x * scale;
	};
	this.screenY = function() 
	{
		var scale = this.FL / (this.FL + this.z + this.cZ);
		return this.vpY + this.cY + this.y * scale;
	};
	this.rotateX = function(angleX) 
	{
		var cosX = Math.cos(angleX);
		var sinX = Math.sin(angleX);
		var y1 = this.y * cosX - this.z * sinX;
		var z1 = this.z * cosX + this.y * sinX;
		this.y = y1;
		this.z = z1;
	};
	this.rotateY = function(angleY) 
	{
		var cosY = Math.cos(angleY);
		var sinY = Math.sin(angleY);
		var x1 = this.x * cosY - this.z * sinY;
		var z1 = this.z * cosY + this.x * sinY;
		this.x = x1;
		this.z = z1;
	};
	this.rotateZ = function(angleZ) 
	{
		var cosZ = Math.cos(angleZ);
		var sinZ = Math.sin(angleZ);
		var x1 = this.x * cosZ - this.y * sinZ;
		var y1 = this.y * cosZ + this.x * sinZ;
		this.x = x1;
		this.y = y1;
	};
};
m.Triangle3D = function(a, b, c, color)
{
	var pointA; this.pointA = pointA;
	var pointB; this.pointB = pointB;
	var pointC; this.pointC = pointC;

	var ID; this.ID = ID;

	this.pointA = a;
	this.pointA = b;
	this.pointA = c;
	this.color = color;

	this.draw = function(g)
	{
		if (this.isBackFace()) return;
		g.beginFill(color);
		g.moveTo(pointA.screenX, pointA.screenY);
		g.lineTo(pointB.screenX, pointB.screenY);
		g.lineTo(pointC.screenX, pointC.screenY);
		g.lineTo(pointA.screenX, pointA.screenY);
		g.endFill();
	}
	this.isBackFace = function()
	{
		var cax = pointC.screenX - pointA.screenX;
		var cay = pointC.screenY - pointA.screenY;
		var bcx = pointB.screenX - pointC.screenX;
		var bcy = pointB.screenY - pointC.screenY;
		return cax * bcy > cay * bcx;
	}
	this.depth = function()
	{
		var zpos = Math.min(pointA.z, pointB.z);
		zpos = Math.min(zpos, pointC.z);
		return zpos;
	}
};



m.Image3D = function(context, image, _vseg, _hseg)
{
	this.ctx = context;
	this.points = new Array();
	this.triangles = new Array();

	this._w = image.width;
	this._h = image.height;

	this.ix;
	this.iy;
	this.w2 = this._w / 2;
	this.h2 = this._h / 2;

	this._xMin = this._yMin = 0;
	this._xMax = this._w;
	this._yMax = this._h;
	this._hsLen = this._w / ( _hseg + 1 );
	this._vsLen = this._h / ( _vseg + 1 );

	// Points
	var x, y;
	for ( var ix = 0 ; ix <_vseg + 2 ; ix++ )
	{
		for ( var iy = 0 ; iy <_hseg + 2 ; iy++ )
		{
			x = ix * this._hsLen;
			y = iy * this._vsLen;
			this.points.push( { x: x, y: y, sx: x, sy: y } );
		}
	}
	// Triangles
	for ( var ix = 0 ; ix <_vseg + 1 ; ix++ )
	{
		for ( var iy = 0 ; iy <_hseg + 1 ; iy++ )
		{
			this.triangles.push([ this.points[ iy + ix * ( _hseg + 2 ) ],
								  this.points[ iy + ix * ( _hseg + 2 ) + 1 ] ,
								  this.points[ iy + ( ix + 1 ) * ( _hseg + 2 ) ]
								 ] );
			this.triangles.push([ this.points[ iy + ( ix + 1 ) * ( _hseg + 2 ) + 1 ],
								  this.points[ iy + ( ix + 1 ) * ( _hseg + 2 ) ] ,
								  this.points[ iy + ix * ( _hseg + 2 ) + 1 ]
								] );
		}
	}

	// Apply new coords
	this.setTransform = function( x0 , y0 , x1 , y1 , x2 , y2 , x3 , y3)
	{
		var w = this._w;
		var h = this._h;
		var l = this.points.length;

		var dx30 = x3 - x0;
		var dy30 = y3 - y0;
		var dx21 = x2 - x1;
		var dy21 = y2 - y1;

		while( --l > -1 )
		{
			var point = this.points[ l ];

			var gx = ( point.x - this._xMin ) / w;
			var gy = ( point.y - this._yMin ) / h;
			var bx = x0 + gy * ( dx30 );
			var by = y0 + gy * ( dy30 );

			point.sx = bx + gx * ( ( x1 + gy * ( dx21 ) ) - bx );
			point.sy = by + gx * ( ( y1 + gy * ( dy21 ) ) - by );
		}
		this.render();
	}

	// Draw
	this.render = function(g)
	{
		var t;
		var vertices = new Array();
		var p0 = {};
		var p1 = {};
		var p2 = {};
		var a = new Array();
		var ctx = this.ctx;

		var _sMat = Matrix.I(3);
		var _tMat = Matrix.I(3);
		var _sMat = Matrix.create([
						[  0,  0,  0 ],
						[  0,  0,  0 ],
						[  0,  0,  0 ]
						]);
		var _tMat = Matrix.create([
						[  0,  0,  0 ],
						[  0,  0,  0 ],
						[  0,  0,  0 ]
						]);

		var l = this.triangles.length;
		while( --l> -1 )
		{
			a = this.triangles[ l ];
			p0 = a[0];
			p1 = a[1];
			p2 = a[2];
	
			//trace(  p0.sx );

			var x0 = p0.sx;
			var y0 = p0.sy;
			var x1 = p1.sx;
			var y1 = p1.sy;
			var x2 = p2.sx;
			var y2 = p2.sy;
			
			var u0 = p0.x;
			var v0 = p0.y;
			var u1 = p1.x;
			var v1 = p1.y;
			var u2 = p2.x;
			var v2 = p2.y;
			
			//var poss = [{x:x0,y:y0}, {x:x1,y:y1}, {x:x2,y:y2}];
			//var uvs =  [{u:u0,v:v0}, {u:u1,v:v1}, {u:u2,v:v2}];
			var poss = [{x:x0,y:y0}, {x:x1,y:y1}, {x:x2,y:y2}];
			var uvs =  [{u:u0,v:v0}, {u:u1,v:v1}, {u:u2,v:v2}];
			
			drawTriangle(ctx, image, poss, uvs, false);
			
			/*
			_tMat.elements[0][2] = u0; // _tMat.tx = u0;
			_tMat.elements[1][2] = v0; // _tMat.ty = v0;			

			// a, b, c, d
			_tMat.elements[0][0] = ( u1 - u0 ) / this._w;
			_tMat.elements[1][0] = ( v1 - v0 ) / this._w;
			_tMat.elements[0][1] = ( u2 - u0 ) / this._h;
			_tMat.elements[1][1] = ( v2 - v0 ) / this._h;

			// a, b, c, d
			_sMat.elements[0][0] = ( x1 - x0 ) / this._w;
			_sMat.elements[1][0] = ( y1 - y0 ) / this._w;
			_sMat.elements[0][1] = ( x2 - x0 ) / this._h
			_sMat.elements[1][1] = ( y2 - y0 ) / this._h

			_sMat.elements[0][2] = x0; // _sMat.tx = x0;
			_sMat.elements[1][2] = y0; // _sMat.ty = y0;

			_tMat.inverse();
			//_tMat.add( _sMat ); // addition
			
			_tMat = __concat(_tMat, _sMat);

			var a = _tMat.elements[0][0];
			var b = _tMat.elements[1][0];
			var c = _tMat.elements[0][1];
			var d = _tMat.elements[1][1];
			var e = _tMat.elements[0][2];
			var f = _tMat.elements[1][2];

			ctx.save();

			//
			ctx.beginPath();
			ctx.moveTo(x0, y0);
			ctx.lineTo(x1, y1);
			ctx.lineTo(x2, y2);
			ctx.clip();

			trace( b + ", " + c );
			//ctx.transform(1, 0.1, 0.1, 1, 0, 0);
			ctx.setTransform(1, c, b, 1, 0, 0);
			ctx.drawImage(image, 0, 0, image.width, image.height, 0, 0, image.width, image.height);
			//

			ctx.restore();
			*/
		}
	}
	
	this.clear = function(w,h,f)
	{
		var g = this.ctx;
		g.beginPath();
		g.fillStyle = f;
		g.fillRect(0, 0, w, h);
	}
};


/* MIT-LICENSE */
/*
Copyright (c) 2009 Satoshi Ueyama

Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to
the following conditions:

The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/

window.P3D = {
	texture: null,
	g: null
};

P3D.clear = function(f, w, h) {
	var g = this.g;
	g.beginPath();
	g.fillStyle = f;
	g.fillRect(0, 0, w, h);

}

P3D.num_cmp = function(a,b){return a-b;}

P3D.drawTriangle = function(poss, uvs, shade_clr) {
	var w = this.texture.width;
	var h = this.texture.height;

	var g = this.g;
	
	var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];
	var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];

	var vA = [ uvs[1].u - uvs[0].u , uvs[1].v - uvs[0].v ];
	var vB = [ uvs[2].u - uvs[0].u , uvs[2].v - uvs[0].v ];

	vA[0] *= w;
	vA[1] *= h;

	vB[0] *= w;
	vB[1] *= h;

	var m = new M22();
	m._11 = vA[0];
	m._12 = vA[1];
	m._21 = vB[0];
	m._22 = vB[1];

	var im = m.getInvert();
	if (!im) return false;

	var a = im._11 * vAd[0] + im._12 * vBd[0];
	var b = im._21 * vAd[0] + im._22 * vBd[0];

	var c = im._11 * vAd[1] + im._12 * vBd[1];
	var d = im._21 * vAd[1] + im._22 * vBd[1];

	var wu = uvs[0].u * w;
	var hv = uvs[0].v * h;
	var du = wu * a + hv * b;
	var dv = wu * c + hv * d;

	g.save();

	g.beginPath();
	g.moveTo(poss[0].x, poss[0].y);
	g.lineTo(poss[1].x, poss[1].y);
	g.lineTo(poss[2].x, poss[2].y);
	g.clip();

	g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);

	// bounds
	var bx = [wu, wu+vA[0], wu+vB[0]];
	var by = [hv, hv+vA[1], hv+vB[1]];

	bx.sort(P3D.num_cmp);
	by.sort(P3D.num_cmp);

	var bw = bx[2] - bx[0];
	var bh = by[2] - by[0];

	if ((bx[0]+bw) <= (w-1)) bw++;
	if ((by[0]+bh) <= (h-1)) bh++;
	if (bx[0] >= 1) {bx[0]--; bw++;}
	if (by[0] >= 1) {by[0]--; bh++;}

	g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);

	if (shade_clr)
	{
		g.fillStyle = shade_clr;
		g.fillRect(bx[0], by[0], bw, bh);
	}
	g.restore();

	return true;
}

P3D.drawTestByIndexBuffer = function(pos_buf, ix_buf, culling) {
	var g = this.g;

	if ((ix_buf.length%3) != 0)
		throw "invalid index buffer length!";

	var len = ix_buf.length/3;

	var i, ibase, vbase;
	var poss = [{},{},{}];
	g.strokeWidth = 1;
	for (i = 0, ibase = 0;i < len;++i)
	{
		vbase = ix_buf[ibase++] << 2;
		poss[0].x = pos_buf[vbase++];
		poss[0].y = pos_buf[vbase  ];

		vbase = ix_buf[ibase++] << 2;
		poss[1].x = pos_buf[vbase++];
		poss[1].y = pos_buf[vbase  ];

		vbase = ix_buf[ibase++] << 2;
		poss[2].x = pos_buf[vbase++];
		poss[2].y = pos_buf[vbase  ];

		// z component of cross product < 0 ?

		var Ax = poss[1].x - poss[0].x;
		var Ay = poss[1].y - poss[0].y;
		var Cx = poss[2].x - poss[1].x;
		var Cy = poss[2].y - poss[1].y;

		var cull = ( (((Ax * Cy) - (Ay * Cx))*culling) < 0);

		g.beginPath();
		g.strokeStyle = cull ? "#592" : "#0f0";
		g.moveTo(poss[0].x, poss[0].y);
		g.lineTo(poss[1].x, poss[1].y);
		g.lineTo(poss[2].x, poss[2].y);
		g.lineTo(poss[0].x, poss[0].y);
		g.stroke();
	}
}

P3D.drawByIndexBuffer = function(pos_buf, ix_buf, tx_buf, culling, z_clip) {
	var w, h;
	var color_polygon = !this.texture;
	if (this.texture) {
		w = this.texture.width;
		h = this.texture.height;
	}

	var g = this.g;
	var m = new M22();

	if (!culling) culling = 0;

	if ((ix_buf.length%3) != 0)
		throw "invalid index buffer length!";

	var i, ibase, vbase, tbase, poss = [{},{},{}];
	var len = ix_buf.length/3;
	var uv_0u, uv_0v, uv_1u, uv_1v, uv_2u, uv_2v;

	for (i = 0, ibase = 0;i < len;++i)
	{
		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[0].x = pos_buf[vbase++]; uv_0u = tx_buf[tbase++];
		poss[0].y = pos_buf[vbase++]; uv_0v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {ibase += 2; continue;}

		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[1].x = pos_buf[vbase++]; uv_1u = tx_buf[tbase++];
		poss[1].y = pos_buf[vbase++]; uv_1v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {++ibase; continue;}

		tbase = ix_buf[ibase++] << 1
		vbase = tbase << 1;
		poss[2].x = pos_buf[vbase++]; uv_2u = tx_buf[tbase++];
		poss[2].y = pos_buf[vbase++]; uv_2v = tx_buf[tbase];
		if (z_clip && (pos_buf[vbase] < 0 || pos_buf[vbase] > 1)) {continue;}

		var vAd = [ poss[1].x - poss[0].x , poss[1].y - poss[0].y ];
		var vBd = [ poss[2].x - poss[0].x , poss[2].y - poss[0].y ];

		var vCd = [ poss[2].x - poss[1].x , poss[2].y - poss[1].y ];
		
		// z component of cross product < 0 ?
		if( (((vAd[0] * vCd[1]) - (vAd[1] * vCd[0]))*culling) < 0)
			continue;

		if (color_polygon) {
			g.fillStyle = uv_0u;

			g.beginPath();
			g.moveTo(poss[0].x, poss[0].y);
			g.lineTo(poss[1].x, poss[1].y);
			g.lineTo(poss[2].x, poss[2].y);
			g.fill();
			continue;
		}

		var vA = [ uv_1u - uv_0u , uv_1v - uv_0v ];
		var vB = [ uv_2u - uv_0u , uv_2v - uv_0v ];

		vA[0] *= w;
		vA[1] *= h;

		vB[0] *= w;
		vB[1] *= h;

		m._11 = vA[0];
		m._12 = vA[1];
		m._21 = vB[0];
		m._22 = vB[1];

		var im = m.getInvert();
		if (!im) { continue;}

		var a = im._11 * vAd[0] + im._12 * vBd[0];
		var b = im._21 * vAd[0] + im._22 * vBd[0];

		var c = im._11 * vAd[1] + im._12 * vBd[1];
		var d = im._21 * vAd[1] + im._22 * vBd[1];

		var wu = uv_0u * w;
		var hv = uv_0v * h;
		var du = wu * a + hv * b;
		var dv = wu * c + hv * d;

		g.save();

		g.beginPath();
		g.moveTo(poss[0].x, poss[0].y);
		g.lineTo(poss[1].x, poss[1].y);
		g.lineTo(poss[2].x, poss[2].y);
		g.clip();
		g.transform(a, c, b, d, poss[0].x - du, poss[0].y - dv);

		// bounds
		var bx = [wu, wu+vA[0], wu+vB[0]];
		var by = [hv, hv+vA[1], hv+vB[1]];

		bx.sort(P3D.num_cmp);
		by.sort(P3D.num_cmp);

		var bw = bx[2] - bx[0];
		var bh = by[2] - by[0];

		if ((bx[0]+bw) <= (w-1)) bw++;
		if ((by[0]+bh) <= (h-1)) bh++;
		if (bx[0] >= 1) {bx[0]--; bw++;}
		if (by[0] >= 1) {by[0]--; bh++;}

		g.drawImage(this.texture, bx[0], by[0], bw, bh, bx[0], by[0], bw, bh);
/*
		if (shade_clr) {
			g.fillStyle = shade_clr;
			g.fillRect(bx[0], by[0], bw, bh);
		}
*/
		g.restore();

	}

}

function Vec3(_x, _y, _z)
{
	this.x = _x || 0;
	this.y = _y || 0;
	this.z = _z || 0;
}

Vec3.prototype = {
	zero: function() {
		this.x = this.y = this.z = 0;
	},

	sub: function(v) {
		this.x -= v.x;
		this.y -= v.y;
		this.z -= v.z;

		return this;
	},

	add: function(v) {
		this.x += v.x;
		this.y += v.y;
		this.z += v.z;

		return this;
	},

	copyFrom: function(v) {
		this.x = v.x;
		this.y = v.y;
		this.z = v.z;

		return this;
	},

	norm:function() {
		return Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
	},

	normalize: function() {
		var nrm = Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
		if (nrm != 0)
		{
			this.x /= nrm;
			this.y /= nrm;
			this.z /= nrm;
		}
		return this;
	},

	smul: function(k) {
		this.x *= k;
		this.y *= k;
		this.z *= k;


		return this;
	},

	dpWith: function(v)	{
		return this.x*v.x + this.y*v.y + this.z*v.z;
	},

	cp: function(v, w) {
		this.x = (w.y * v.z) - (w.z * v.y);
		this.y = (w.z * v.x) - (w.x * v.z);
		this.z = (w.x * v.y) - (w.y * v.x);

		return this;
	},

	toString: function() {
		return this.x + ", " + this.y + "," + this.z;
	}
}

function M44(cpy)
{
	if (cpy)
		this.copyFrom(cpy);
	else {
		this.ident();
	}
}

M44.prototype = {
	ident: function() {
			  this._12 = this._13 = this._14 = 0;
		this._21 =       this._23 = this._24 = 0;
		this._31 = this._32 =       this._34 = 0;
		this._41 = this._42 = this._43 =       0;

		this._11 = this._22 = this._33 = this._44 = 1;

		return this;
	},

	copyFrom: function(m) {
		this._11 = m._11;
		this._12 = m._12;
		this._13 = m._13;
		this._14 = m._14;

		this._21 = m._21;
		this._22 = m._22;
		this._23 = m._23;
		this._24 = m._24;

		this._31 = m._31;
		this._32 = m._32;
		this._33 = m._33;
		this._34 = m._34;

		this._41 = m._41;
		this._42 = m._42;
		this._43 = m._43;
		this._44 = m._44;

		return this;
	},

	transVec3: function(out, x, y, z) {
		out[0] = x * this._11 + y * this._21 + z * this._31 + this._41;
		out[1] = x * this._12 + y * this._22 + z * this._32 + this._42;
		out[2] = x * this._13 + y * this._23 + z * this._33 + this._43;
		out[3] = x * this._14 + y * this._24 + z * this._34 + this._44;
	},

	transVec3Rot: function(out, x, y, z) {
		out[0] = x * this._11 + y * this._21 + z * this._31;
		out[1] = x * this._12 + y * this._22 + z * this._32;
		out[2] = x * this._13 + y * this._23 + z * this._33;
	},

	perspectiveLH: function(vw, vh, z_near, z_far) {
		this._11 = 2.0*z_near/vw;
		this._12 = 0;
		this._13 = 0;
		this._14 = 0;

		this._21 = 0;
		this._22 = 2*z_near/vh;
		this._23 = 0;
		this._24 = 0;

		this._31 = 0;
		this._32 = 0;
		this._33 = z_far/(z_far-z_near);
		this._34 = 1;

		this._41 = 0;
		this._42 = 0;
		this._43 = z_near*z_far/(z_near-z_far);
		this._44 = 0;

		return this;
	},

	lookAtLH: function(aUp, aFrom, aAt) {
		var aX = new Vec3();
		var aY = new Vec3();
	
		var aZ = new Vec3(aAt.x, aAt.y, aAt.z);
		aZ.sub(aFrom).normalize();
	
		aX.cp(aUp, aZ).normalize();
		aY.cp(aZ, aX);
	
		this._11 = aX.x;  this._12 = aY.x;  this._13 = aZ.x;  this._14 = 0;
		this._21 = aX.y;  this._22 = aY.y;  this._23 = aZ.y;  this._24 = 0;
		this._31 = aX.z;  this._32 = aY.z;  this._33 = aZ.z;  this._34 = 0;
	
		this._41 = -aFrom.dpWith(aX);
		this._42 = -aFrom.dpWith(aY);
		this._43 = -aFrom.dpWith(aZ);
		this._44 = 1;
	
	    return this;
	},

	mul: function(A, B) {
		this._11 = A._11*B._11  +  A._12*B._21  +  A._13*B._31  +  A._14*B._41;
		this._12 = A._11*B._12  +  A._12*B._22  +  A._13*B._32  +  A._14*B._42;
		this._13 = A._11*B._13  +  A._12*B._23  +  A._13*B._33  +  A._14*B._43;
		this._14 = A._11*B._14  +  A._12*B._24  +  A._13*B._34  +  A._14*B._44;

		this._21 = A._21*B._11  +  A._22*B._21  +  A._23*B._31  +  A._24*B._41;
		this._22 = A._21*B._12  +  A._22*B._22  +  A._23*B._32  +  A._24*B._42;
		this._23 = A._21*B._13  +  A._22*B._23  +  A._23*B._33  +  A._24*B._43;
		this._24 = A._21*B._14  +  A._22*B._24  +  A._23*B._34  +  A._24*B._44;

		this._31 = A._31*B._11  +  A._32*B._21  +  A._33*B._31  +  A._34*B._41;
		this._32 = A._31*B._12  +  A._32*B._22  +  A._33*B._32  +  A._34*B._42;
		this._33 = A._31*B._13  +  A._32*B._23  +  A._33*B._33  +  A._34*B._43;
		this._34 = A._31*B._14  +  A._32*B._24  +  A._33*B._34  +  A._34*B._44;

		this._41 = A._41*B._11  +  A._42*B._21  +  A._43*B._31  +  A._44*B._41;
		this._42 = A._41*B._12  +  A._42*B._22  +  A._43*B._32  +  A._44*B._42;
		this._43 = A._41*B._13  +  A._42*B._23  +  A._43*B._33  +  A._44*B._43;
		this._44 = A._41*B._14  +  A._42*B._24  +  A._43*B._34  +  A._44*B._44;

		return this;
	},

	translate: function(x, y, z) {
		this._11 = 1;  this._12 = 0;  this._13 = 0;  this._14 = 0;
		this._21 = 0;  this._22 = 1;  this._23 = 0;  this._24 = 0;
		this._31 = 0;  this._32 = 0;  this._33 = 1;  this._34 = 0;

		this._41 = x;  this._42 = y;  this._43 = z;  this._44 = 1;
		return this;
	},

	transpose33: function() {
		var t;

		t = this._12;
		this._12 = this._21;
		this._21 = t;

		t = this._13;
		this._13 = this._31;
		this._31 = t;

		t = this._23;
		this._23 = this._32;
		this._32 = t;

		return this;
	},

	// OpenGL style rotation
	glRotate: function(angle, x, y, z) {
		var s = Math.sin( angle );
		var c = Math.cos( angle );

		var xx = x * x;
		var yy = y * y;
		var zz = z * z;
		var xy = x * y;
		var yz = y * z;
		var zx = z * x;
		var xs = x * s;
		var ys = y * s;
		var zs = z * s;
		var one_c = 1.0 - c;
/*
		this._11 = (one_c * xx) + c;
		this._21 = (one_c * xy) - zs;
		this._31 = (one_c * zx) + ys;
		this._41 = 0;

		this._12 = (one_c * xy) + zs;
		this._22 = (one_c * yy) + c;
		this._32 = (one_c * yz) - xs;
		this._42 = 0;

		this._13 = (one_c * zx) - ys;
		this._23 = (one_c * yz) + xs;
		this._33 = (one_c * zz) + c;
		this._43 = 0;

		this._14 = 0;
		this._24 = 0;
		this._34 = 0;
		this._44 = 1;
*/

		this._11 = (one_c * xx) + c;
		this._12 = (one_c * xy) - zs;
		this._13 = (one_c * zx) + ys;
		this._14 = 0;

		this._21 = (one_c * xy) + zs;
		this._22 = (one_c * yy) + c;
		this._23 = (one_c * yz) - xs;
		this._24 = 0;

		this._31 = (one_c * zx) - ys;
		this._32 = (one_c * yz) + xs;
		this._33 = (one_c * zz) + c;
		this._34 = 0;

		this._41 = 0;
		this._42 = 0;
		this._43 = 0;
		this._44 = 1;

		return this;
	}

}

// matrix 2x2
function M22()
{
	this._11 = 1;
	this._12 = 0;
	this._21 = 0;
	this._22 = 1;
}

M22.prototype.getInvert = function()
{
	var out = new M22();
	var det = this._11 * this._22 - this._12 * this._21;
	if (det > -0.0001 && det < 0.0001)
		return null;

	out._11 = this._22 / det;
	out._22 = this._11 / det;

	out._12 = -this._12 / det;
	out._21 = -this._21 / det;

	return out;
}	









