raubarede/Ruiby

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tmp/gemstat.rb

Summary

Maintainability
F
1 wk
Test Coverage
# encoding: utf-8
# Usage:
#   update $authors list, and LOCAL_HDOCS (where to put html file generated)
#   run this on time by hour/days
#   it create mstat directory and memorise commits counts by project (one file by project)
#   it create the html file withe webglcode, jquiry code,  3d matrix data (no dependency) ...
#
$authors= %w{wycats markbates jimweirich} # seems the most productives...
$authors1= %w{rdaubarede}

LOCAL_HTDOCS="d:/usr/"
RUBYGEMS="http://rubygems.org" 


require 'thread'
require 'json'
require 'nokogiri'
require 'open-uri'


Thread.abort_on_exception=true

############################################################################
###########################################################################
###########################################################################
###########################################################################

############### Html complete :  SurfacePlot + JQuery + scpecific code ##################

$html=<<'EEND'
<!DOCTYPE html>
<html>
<head>
  <meta http-equiv="content-type" content="text/html; charset=UTF-8">
  <title>GEMS</title>
  <script>
/*
 * SurfacePlot.js
 * Written by Greg Ross
 */
SurfacePlot = function(container){
    this.containerElement = container;
    
    this.redraw = function(){
        this.surfacePlot.init();
        this.surfacePlot.redraw();
    }
};


SurfacePlot.prototype.draw = function(data, options, basicPlotOptions, glOptions){
    var xPos = options.xPos;
    var yPos = options.yPos;
    var w = options.width;
    var h = options.height;
    var colourGradient = options.colourGradient;
    
    var fillPolygons = basicPlotOptions.fillPolygons;
    var tooltips = basicPlotOptions.tooltips;
    var renderPoints = basicPlotOptions.renderPoints;
    
    var xTitle = options.xTitle;
    var yTitle = options.yTitle;
    var zTitle = options.zTitle;
    var backColour = options.backColour;
    var axisTextColour = options.axisTextColour;
    var hideFlatMinPolygons = options.hideFlatMinPolygons;
    var tooltipColour = options.tooltipColour;
    var origin = options.origin;
    var startXAngle_canvas = options.startXAngle;
    var startZAngle_canvas = options.startZAngle;
    var zAxisTextPosition = options.zAxisTextPosition;
    
    if (this.surfacePlot) {
        
          var isOpenGL = function() {
              var openGLSelected = true;
              if (glOptions.chkControlId && document.getElementById(glOptions.chkControlId)) 
                  openGLSelected = document.getElementById(glOptions.chkControlId).checked;
                  
              return openGLSelected;
          }
          
          if (glOptions.animate && isOpenGL()) //{
              var data = this.createFrames(data, glOptions);
  //            this.surfacePlot.reRender(data, glOptions);
  //            return;
  //        }
  //        else {
              this.surfacePlot.cleanUp();
              this.containerElement.innerHTML = "";
  //        }
  
      startXAngle_canvas = this.surfacePlot.currentXAngle_canvas;
      startZAngle_canvas = this.surfacePlot.currentZAngle_canvas;
      var rotationMatrix = this.surfacePlot.rotationMatrix;
  
    }
   
    this.surfacePlot = new JSSurfacePlot(xPos, yPos, w, h, colourGradient, this.containerElement, 
      fillPolygons, tooltips, xTitle, yTitle, zTitle, renderPoints, backColour, axisTextColour, 
      hideFlatMinPolygons, tooltipColour, origin, startXAngle_canvas, startZAngle_canvas, rotationMatrix, zAxisTextPosition, 
      glOptions, data);
    
    this.surfacePlot.redraw();
};

Array.prototype.clone = function() {
    var arr = this.slice(0);
    for( var i = 0; i < this.length; i++ ) {
        if( this[i].clone ) {
            arr[i] = this[i].clone();
        }
    }
    return arr;
}
SurfacePlot.prototype.createFrames = function(newData, glOptions) {
    
    var currentData = this.surfacePlot.data;
    var numRows = newData.nRows;
    var numCols = newData.nCols;
    var currentValues = this.originalFormattedValues ? this.originalFormattedValues : currentData.formattedValues;
    var newValues = newData.formattedValues;
    this.originalFormattedValues = newValues.clone();
    var self = this;
    
    var canInterpolateFrames = function() {
        return currentData.nRows == newData.nRows && currentData.nCols == newData.nCols &&
          currentValues.length == newValues.length;
    };
    
    var getDiff = function(value1, value2) {
        if (value1 == 0)
            diff = value2;
        else if (value2 == 0)
            diff = value1;
        else if (value2 > value1)
            diff = value2 / value1;
        else if (value1 > value2)
            diff = value1 / value2;
        else
            diff = 0;
            
        if (diff < 0)
            diff *= -1;
            
        diff -= 1;
        
        return diff;
    };
    
    var getMaxZvalueDiff = function() {
        
        var maxDiff = 0;
        var diff = 0;
        var currentValue, newValue;
        
        for (var i = 0; i < numRows; i++) {
            for (var j = 0; j < numCols; j++) {
                
                currentValue = currentValues[i][j];
                newValue = newValues[i][j];
                
                var diff = getDiff(newValue, currentValue);
                
                if (diff > maxDiff) 
                    maxDiff = diff;
            }
        }
        
        return maxDiff;
        
    };
    
    if (canInterpolateFrames) {
        
        var maxDiff = getMaxZvalueDiff();
        
        if (maxDiff <= 0) 
          return newData;
          
        var numFrames = Math.min(10, Math.floor( maxDiff ));
        
        if (numFrames == 0)
          return newData;
          
        var rows = [];
        var cols = [];
        var frames = [];
          
        for (var f = 0; f < numFrames; f++) {
            
            rows = [];
            
            for (var i = 0; i < numRows; i++) {
                
                cols = [];
                
                for (var j = 0; j < numCols; j++) {
                
                    currentValue = currentValues[i][j];
                    newValue = newValues[i][j];
                    
                    var diff = newValue - currentValue;
                    
                    if (diff == 0) 
                        cols.push(newValue);
                    else {
                        var increment = (diff / numFrames) * (f+1);
                        var interpolatedValue = currentValue + increment;
                        cols.push(interpolatedValue);
                    }
                
                }
                
                rows.push(cols);
                
            }
            
            frames.push(rows);
            
        }
        
        var dataCopy = JSON.parse(JSON.stringify(newData));
        
        dataCopy.frames = true;
        dataCopy.formattedValues = frames;
        glOptions.framesPerSecond = 60;
        
        return dataCopy;
        
    }
    
    return newData;
    
}

SurfacePlot.prototype.getChart = function(){
    return this.surfacePlot;
}

SurfacePlot.prototype.cleanUp = function(){
    if (this.surfacePlot == null) 
        return;
    
    this.surfacePlot.cleanUp();
    this.surfacePlot = null;
}
JSSurfacePlot = function(x, y, width, height, colourGradient, targetElement, fillRegions, tooltips, xTitle, yTitle, zTitle, renderPoints, backColour,
   axisTextColour, hideFlatMinPolygons, tooltipColour, origin, startXAngle_canvas, startZAngle_canvas, rotationMatrix, zAxisTextPosition, glOptions, data){
    this.xTitle = xTitle;
    this.yTitle = yTitle;
    this.zTitle = zTitle;
    this.backColour = backColour;
    this.axisTextColour = axisTextColour;
    this.glOptions = glOptions;
    var targetDiv;
    var id;
    var canvas;
    var canvasContext = null;
    this.context2D = null;
    var scale = JSSurfacePlot.DEFAULT_SCALE;
    var zTextPosition = 0.5;
    
    if (startXAngle_canvas != null && startXAngle_canvas != void 0) 
        this.currentXAngle_canvas = startXAngle_canvas;
    else
      this.currentXAngle_canvas = JSSurfacePlot.DEFAULT_X_ANGLE_CANVAS;
    
    if (startZAngle_canvas != null && startZAngle_canvas != void 0) 
        this.currentZAngle_canvas = startZAngle_canvas;
    else
        this.currentZAngle_canvas = JSSurfacePlot.DEFAULT_Z_ANGLE_CANVAS;
        
    if (rotationMatrix != null && rotationMatrix != void 0) 
      this.rotationMatrix = rotationMatrix;
    else { 
      this.rotationMatrix = mat4.create();
      mat4.identity(this.rotationMatrix);
      mat4.rotate(this.rotationMatrix, degToRad(JSSurfacePlot.DEFAULT_X_ANGLE_WEBGL), [1, 0, 0]);
      mat4.rotate(this.rotationMatrix, degToRad(JSSurfacePlot.DEFAULT_Y_ANGLE_WEBGL), [0, 0, 1]);
    }
      
    if (zAxisTextPosition != null && zAxisTextPosition != void 0) 
        zTextPosition = zAxisTextPosition;
    
    this.data = data;
    var data3ds = null;
    var dataframes = null;
    var displayValues = null;
    this.numXPoints = 0;
    this.numYPoints = 0;
    var transformation;
    var cameraPosition;
    var colourGradient;
    
    var mouseDown1 = false;
    var mouseDown3 = false;
    var mousePosX = null;
    var mousePosY = null;
    var lastMousePos = new Point(0, 0);
    var mouseButton1Up = null;
    var mouseButton3Up = null;
    var mouseButton1Down = new Point(0, 0);
    var mouseButton3Down = new Point(0, 0);
    var closestPointToMouse = null;
    var xAxisHeader = "";
    var yAxisHeader = "";
    var zAxisHeader = "";
    var xAxisTitleLabel = new Tooltip(true);
    var yAxisTitleLabel = new Tooltip(true);
    var zAxisTitleLabel = new Tooltip(true);
    var tTip = new Tooltip(false, tooltipColour);
    
    this.glSurface = null;
    this.glAxes = null;
    this.useWebGL = false;
    this.gl = null;
    this.shaderProgram = null;
    this.shaderTextureProgram = null;
    this.mvMatrix = mat4.create();
    this.mvMatrixStack = [];
    this.pMatrix = mat4.create();
    var mouseDown = false;
    var lastMouseX = null;
    var lastMouseY = null;
    var canvas_support_checked = false;
    var canvas_supported = true;
    
    this.reRender = function(data, glOptions) {
        
        this.bail = true;
        this.glOptions = glOptions;
        this.data = data;
        this.dataToRender = this.data.formattedValues;
        this.frames = this.data.frames;
        this.determineMinMaxZValues();
        
        if (!this.useWebGL) {
            var maxAxisValue = this.nice_num(this.maxZValue);
            this.scaleAndNormalise(this.maxZValue / maxAxisValue);
        }
        else {
            if (this.glOptions.autoCalcZScale) 
                this.calculateZScale();
            
            this.glOptions.xTicksNum = this.glOptions.xLabels.length - 1;
            this.glOptions.yTicksNum = this.glOptions.yLabels.length - 1;
            this.glOptions.zTicksNum = this.glOptions.zLabels.length - 1;
        }
        
        var cGradient;
        
        if (colourGradient) 
            cGradient = colourGradient;
        else 
            cGradient = getDefaultColourRamp();
        
        this.colourGradientObject = new ColourGradient(this.minZValue, this.maxZValue, cGradient);
        
        var canvasWidth = width;
        var canvasHeight = height;
        
        var minMargin = 20;
        var drawingDim = canvasWidth - minMargin * 2;
        var marginX = minMargin;
        var marginY = minMargin;
        
        if (canvasWidth > canvasHeight) {
            drawingDim = canvasHeight - minMargin * 2;
            marginX = (canvasWidth - drawingDim) / 2;
        }
        else 
            if (canvasWidth < canvasHeight) {
                drawingDim = canvasWidth - minMargin * 2;
                marginY = (canvasHeight - drawingDim) / 2;
            }
        
        var xDivision = 1 / (this.numXPoints - 1);
        var yDivision = 1 / (this.numYPoints - 1);
        var xPos, yPos;
        var i, j;
        var numPoints = this.numXPoints * this.numYPoints;
        data3ds = new Array();
        dataframe = new Array();
        var index = 0;
        var colIndex;
        
        if (this.frames) {
            for (var k = 0; k < this.numFrames; k++) {
                index = 0;
                dataframe = new Array();
                for (i = 0, xPos = -0.5; i < this.numXPoints; i++, xPos += xDivision) {
                    for (j = 0, yPos = 0.5; j < this.numYPoints; j++, yPos -= yDivision) {
                        var x = xPos;
                        var y = yPos;
                        
                        if (this.useWebGL) 
                            colIndex = this.numYPoints - 1 - j;
                        else 
                            colIndex = j;
                        
                        dataframe[index] = new Point3D(x, y, this.dataToRender[k][i][colIndex]); // Reverse the y-axis to match the non-webGL surface.
                        index++;
                    }
                }
                data3ds.push(dataframe);
            }
        }
        else {
            for (i = 0, xPos = -0.5; i < this.numXPoints; i++, xPos += xDivision) {
                for (j = 0, yPos = 0.5; j < this.numYPoints; j++, yPos -= yDivision) {
                    var x = xPos;
                    var y = yPos;
                    
                    if (this.useWebGL) 
                        colIndex = this.numYPoints - 1 - j;
                    else 
                        colIndex = j;
                    
                    data3ds[index] = new Point3D(x, y, this.dataToRender[i][colIndex]); // Reverse the y-axis to match the non-webGL surface.
                    index++;
                }
            }
        }
        
        var r = hexToR(this.backColour) / 255;
        var g = hexToG(this.backColour) / 255;
        var b = hexToB(this.backColour) / 255;
        
        this.initWorldObjects(data3ds);
        
        this.gl.clearColor(r, g, b, 0); // Set the background colour.
        this.gl.enable(this.gl.DEPTH_TEST);
            
       this.allFramesRendered = false;
       this.bail = false;
       this.tick();
        
    }
    
    function getInternetExplorerVersion() // Returns the version of Internet Explorer or a -1
    // (indicating the use of another browser).
    {
        var rv = -1; // Return value assumes failure.
        if (navigator.appName == 'Microsoft Internet Explorer') {
            var ua = navigator.userAgent;
            var re = new RegExp("MSIE ([0-9]{1,}[\.0-9]{0,})");
            if (re.exec(ua) != null) 
                rv = parseFloat(RegExp.$1);
        }
        return rv;
    }
    
    function supports_canvas(){
        if (canvas_support_checked) 
            return canvas_supported;
        
        canvas_support_checked = true;
        canvas_supported = !!document.createElement('canvas').getContext;
        return canvas_supported;
    }
    
    this.init = function(){
        if (id) 
            targetElement.removeChild(targetDiv);
        
        id = this.allocateId();
        
        transformation = new Th3dtran();
        
        this.createTargetDiv();
        
        if (!targetDiv) 
            return;
        
        this.dataToRender = this.data.formattedValues;
        this.frames = this.data.frames;
        this.determineMinMaxZValues();
        this.createCanvas();
        
        if (!this.useWebGL) {
            var maxAxisValue = this.nice_num(this.maxZValue);
            this.scaleAndNormalise(this.maxZValue / maxAxisValue);
        }
        else {
            if (this.glOptions.autoCalcZScale) 
                this.calculateZScale();
            
            this.glOptions.xTicksNum = this.glOptions.xLabels.length - 1;
            this.glOptions.yTicksNum = this.glOptions.yLabels.length - 1;
            this.glOptions.zTicksNum = this.glOptions.zLabels.length - 1;
        }
    };
    
    this.determineMinMaxZValues = function(){
        this.numXPoints = this.data.nRows;
        this.numYPoints = this.data.nCols;
        this.minZValue = Number.MAX_VALUE;
        this.maxZValue = Number.MIN_VALUE;
        
        if (this.frames) {
            this.numFrames = this.dataToRender.length;
            for (var k = 0; k < this.numFrames; k++) {
                for (var i = 0; i < this.numXPoints; i++) {
                    for (var j = 0; j < this.numYPoints; j++) {
                        var value = this.dataToRender[k][i][j];
                        
                        if (value < this.minZValue) 
                            this.minZValue = value;
                        
                        if (value > this.maxZValue) 
                            this.maxZValue = value;
                    }
                }
            }
        }
        else {
            for (var i = 0; i < this.numXPoints; i++) {
                for (var j = 0; j < this.numYPoints; j++) {
                    var value = this.dataToRender[i][j];
                    
                    if (value < this.minZValue) 
                        this.minZValue = value;
                    
                    if (value > this.maxZValue) 
                        this.maxZValue = value;
                }
            }
        }
    }
    
    this.cleanUp = function(){
        this.gl = null;
        
        canvas.onmousedown = null;
        document.onmouseup = null;
        document.onmousemove = null;
        
        this.numXPoints = 0;
        this.numYPoints = 0;
        canvas = null;
        canvasContext = null;
        this.data = null;
        this.colourGradientObject = null;
        this.glSurface = null;
        this.glAxes = null;
        this.shaderProgram = null;
        this.shaderTextureProgram = null;
        this.shaderAxesProgram = null;
        this.mvMatrix = null;
        this.mvMatrixStack = null;
        this.pMatrix = null;
    }
    
    function hideTooltip(){
        tTip.hide();
    }
    
    function displayTooltip(e){
        var position = new Point(e.x, e.y);
        tTip.show(tooltips[closestPointToMouse], 200);
    }
    
    this.render = function(){
    
        if (this.useWebGL) // Render shiny WebGL surface plot.
        {
            var r = hexToR(this.backColour) / 255;
            var g = hexToG(this.backColour) / 255;
            var b = hexToB(this.backColour) / 255;
            
            this.initWorldObjects(data3ds);
            this.gl.clearColor(r, g, b, 0); // Set the background colour.
            this.gl.enable(this.gl.DEPTH_TEST);
            this.tick();
            
            return;
        }
        else // Render not quite so shiny non-GL surface-plot.
        {
            canvasContext.clearRect(0, 0, canvas.width, canvas.height);
            canvasContext.fillStyle = this.backColour;
            canvasContext.fillRect(0, 0, canvas.width, canvas.height);
            
            var canvasWidth = width;
            var canvasHeight = height;
            
            var minMargin = 20;
            var drawingDim = canvasWidth - minMargin * 2;
            var marginX = minMargin;
            var marginY = minMargin;
            
            transformation.init();
            transformation.rotate(this.currentXAngle_canvas, 0.0, this.currentZAngle_canvas);
            transformation.scale(scale);
            
            if (origin != null && origin != void 0) 
                transformation.translate(origin.x, origin.y, 0.0);
            else 
                transformation.translate(drawingDim / 2.0 + marginX, drawingDim / 2.0 + marginY, 0.0);
            
            cameraPosition = new Point3D(drawingDim / 2.0 + marginX, drawingDim / 2.0 + marginY, -1000.0);
            
            if (renderPoints) {
                for (i = 0; i < data3ds.length; i++) {
                    var point3d = data3ds[i];
                    canvasContext.fillStyle = '#ff2222';
                    var transformedPoint = transformation.ChangeObjectPoint(point3d);
                    transformedPoint.dist = distance({
                        x: transformedPoint.ax,
                        y: transformedPoint.ay
                    }, {
                        x: cameraPosition.ax,
                        y: cameraPosition.ay
                    });
                    
                    var x = transformedPoint.ax;
                    var y = transformedPoint.ay;
                    
                    canvasContext.beginPath();
                    var dotSize = JSSurfacePlot.DATA_DOT_SIZE;
                    
                    canvasContext.arc((x - (dotSize / 2)), (y - (dotSize / 2)), 1, 0, self.Math.PI * 2, true);
                    canvasContext.fill();
                }
            }
            
            var axes = this.createAxes();
            var polygons = this.createPolygons(data3ds);
            
            for (i = 0; i < axes.length; i++) 
                polygons[polygons.length] = axes[i];
            
            // Sort the polygons so that the closest ones are rendered last
            // and therefore are not occluded by those behind them.
            // This is really Painter's algorithm.
            polygons.sort(PolygonComaparator);
            
            canvasContext.lineWidth = 1;
            canvasContext.strokeStyle = '#888';
            canvasContext.lineJoin = "round";
            
            for (i = 0; i < polygons.length; i++) {
                var polygon = polygons[i];
                
                if (polygon.isAnAxis()) {
                    var p1 = polygon.getPoint(0);
                    var p2 = polygon.getPoint(1);
                    
                    canvasContext.beginPath();
                    canvasContext.moveTo(p1.ax, p1.ay);
                    canvasContext.lineTo(p2.ax, p2.ay);
                    canvasContext.stroke();
                }
                else {
                    var p1 = polygon.getPoint(0);
                    var p2 = polygon.getPoint(1);
                    var p3 = polygon.getPoint(2);
                    var p4 = polygon.getPoint(3);
                    
                    var colourValue = (p1.lz * 1.0 + p2.lz * 1.0 + p3.lz * 1.0 + p4.lz * 1.0) / 4.0;
                    
                    var rgbColour = this.colourGradientObject.getColour(colourValue);
                    var colr = "rgb(" + rgbColour.red + "," + rgbColour.green + "," + rgbColour.blue + ")";
                    canvasContext.fillStyle = colr;
                    
                    canvasContext.beginPath();
                    canvasContext.moveTo(p1.ax, p1.ay);
                    canvasContext.lineTo(p2.ax, p2.ay);
                    canvasContext.lineTo(p3.ax, p3.ay);
                    canvasContext.lineTo(p4.ax, p4.ay);
                    canvasContext.lineTo(p1.ax, p1.ay);
                    
                    if (fillRegions) 
                        canvasContext.fill();
                    else 
                        canvasContext.stroke();
                }
            }
            
            if (supports_canvas()) 
                this.renderAxisText(axes);
        }
    };
    
    this.renderAxisText = function(axes){
        var xLabelPoint = new Point3D(0.0, 0.5, 0.0);
        var yLabelPoint = new Point3D(-0.5, 0.0, 0.0);
        var zLabelPoint = new Point3D(-0.5, 0.5, zTextPosition);
        
        var transformedxLabelPoint = transformation.ChangeObjectPoint(xLabelPoint);
        var transformedyLabelPoint = transformation.ChangeObjectPoint(yLabelPoint);
        var transformedzLabelPoint = transformation.ChangeObjectPoint(zLabelPoint);
        
        var xAxis = axes[0];
        var yAxis = axes[1];
        var zAxis = axes[2];
        
        canvasContext.fillStyle = this.axisTextColour;
        
        if (xAxis.distanceFromCamera > yAxis.distanceFromCamera) {
            var xAxisLabelPosX = transformedxLabelPoint.ax;
            var xAxisLabelPosY = transformedxLabelPoint.ay;
            canvasContext.fillText(xTitle, xAxisLabelPosX, xAxisLabelPosY);
        }
        
        if (xAxis.distanceFromCamera < yAxis.distanceFromCamera) {
            var yAxisLabelPosX = transformedyLabelPoint.ax;
            var yAxisLabelPosY = transformedyLabelPoint.ay;
            canvasContext.fillText(yTitle, yAxisLabelPosX, yAxisLabelPosY);
        }
        
        if (xAxis.distanceFromCamera < zAxis.distanceFromCamera) {
            var zAxisLabelPosX = transformedzLabelPoint.ax;
            var zAxisLabelPosY = transformedzLabelPoint.ay;
            canvasContext.fillText(zTitle, zAxisLabelPosX, zAxisLabelPosY);
        }
    };
    
    var sort = function(array){
        var len = array.length;
        
        if (len < 2) {
            return array;
        }
        
        var pivot = Math.ceil(len / 2);
        return merge(sort(array.slice(0, pivot)), sort(array.slice(pivot)));
    };
    
    var merge = function(left, right){
        var result = [];
        while ((left.length > 0) && (right.length > 0)) {
            if (left[0].distanceFromCamera < right[0].distanceFromCamera) {
                result.push(left.shift());
            }
            else {
                result.push(right.shift());
            }
        }
        
        result = result.concat(left, right);
        return result;
    };
    
    
    this.createAxes = function(){
        var axisOrigin = new Point3D(-0.5, 0.5, 0);
        var xAxisEndPoint = new Point3D(0.5, 0.5, 0);
        var yAxisEndPoint = new Point3D(-0.5, -0.5, 0);
        var zAxisEndPoint = new Point3D(-0.5, 0.5, 1);
        
        var transformedAxisOrigin = transformation.ChangeObjectPoint(axisOrigin);
        var transformedXAxisEndPoint = transformation.ChangeObjectPoint(xAxisEndPoint);
        var transformedYAxisEndPoint = transformation.ChangeObjectPoint(yAxisEndPoint);
        var transformedZAxisEndPoint = transformation.ChangeObjectPoint(zAxisEndPoint);
        
        var axes = new Array();
        
        var xAxis = new Polygon(cameraPosition, true);
        xAxis.addPoint(transformedAxisOrigin);
        xAxis.addPoint(transformedXAxisEndPoint);
        xAxis.calculateCentroid();
        xAxis.calculateDistance();
        axes[axes.length] = xAxis;
        
        var yAxis = new Polygon(cameraPosition, true);
        yAxis.addPoint(transformedAxisOrigin);
        yAxis.addPoint(transformedYAxisEndPoint);
        yAxis.calculateCentroid();
        yAxis.calculateDistance();
        axes[axes.length] = yAxis;
        
        var zAxis = new Polygon(cameraPosition, true);
        zAxis.addPoint(transformedAxisOrigin);
        zAxis.addPoint(transformedZAxisEndPoint);
        zAxis.calculateCentroid();
        zAxis.calculateDistance();
        axes[axes.length] = zAxis;
        
        return axes;
    };
    
    this.createPolygons = function(data3D){
        var i;
        var j;
        var polygons = new Array();
        var index = 0;
        
        for (i = 0; i < this.numXPoints - 1; i++) {
            for (j = 0; j < this.numYPoints - 1; j++) {
                var polygon = new Polygon(cameraPosition, false);
                
                var rawP1 = data3D[j + (i * this.numYPoints)];
                var rawP2 = data3D[j + (i * this.numYPoints) + this.numYPoints];
                var rawP3 = data3D[j + (i * this.numYPoints) + this.numYPoints + 1];
                var rawP4 = data3D[j + (i * this.numYPoints) + 1];
                
                if (hideFlatMinPolygons &&
                (rawP2.lz == this.minZValue || (rawP1.lz == this.minZValue && rawP4.lz == this.minZValue) ||
                ((rawP4.lz == this.minZValue || rawP3.lz == this.minZValue) && i > 1 && j > 0))) 
                    continue;
                
                var p1 = transformation.ChangeObjectPoint(rawP1);
                var p2 = transformation.ChangeObjectPoint(rawP2);
                var p3 = transformation.ChangeObjectPoint(rawP3);
                var p4 = transformation.ChangeObjectPoint(rawP4);
                
                polygon.addPoint(p1);
                polygon.addPoint(p2);
                polygon.addPoint(p3);
                polygon.addPoint(p4);
                polygon.calculateCentroid();
                polygon.calculateDistance();
                
                polygons[index] = polygon;
                index++;
            }
        }
        
        return polygons;
    };
    
    this.getDefaultColourRamp = function(){
        var colour1 = {
            red: 0,
            green: 0,
            blue: 255
        };
        var colour2 = {
            red: 0,
            green: 255,
            blue: 255
        };
        var colour3 = {
            red: 0,
            green: 255,
            blue: 0
        };
        var colour4 = {
            red: 255,
            green: 255,
            blue: 0
        };
        var colour5 = {
            red: 255,
            green: 0,
            blue: 0
        };
        return [colour1, colour2, colour3, colour4, colour5];
    };
    
    this.redraw = function(){
        var cGradient;
        
        if (colourGradient) 
            cGradient = colourGradient;
        else 
            cGradient = getDefaultColourRamp();
        
        this.colourGradientObject = new ColourGradient(this.minZValue, this.maxZValue, cGradient);
        
        var canvasWidth = width;
        var canvasHeight = height;
        
        var minMargin = 20;
        var drawingDim = canvasWidth - minMargin * 2;
        var marginX = minMargin;
        var marginY = minMargin;
        
        if (canvasWidth > canvasHeight) {
            drawingDim = canvasHeight - minMargin * 2;
            marginX = (canvasWidth - drawingDim) / 2;
        }
        else 
            if (canvasWidth < canvasHeight) {
                drawingDim = canvasWidth - minMargin * 2;
                marginY = (canvasHeight - drawingDim) / 2;
            }
        
        var xDivision = 1 / (this.numXPoints - 1);
        var yDivision = 1 / (this.numYPoints - 1);
        var xPos, yPos;
        var i, j;
        var numPoints = this.numXPoints * this.numYPoints;
        data3ds = new Array();
        dataframe = new Array();
        var index = 0;
        var colIndex;
        
        if (this.frames) {
            for (var k = 0; k < this.numFrames; k++) {
                index = 0;
                dataframe = new Array();
                for (i = 0, xPos = -0.5; i < this.numXPoints; i++, xPos += xDivision) {
                    for (j = 0, yPos = 0.5; j < this.numYPoints; j++, yPos -= yDivision) {
                        var x = xPos;
                        var y = yPos;
                        
                        if (this.useWebGL) 
                            colIndex = this.numYPoints - 1 - j;
                        else 
                            colIndex = j;
                        
                        dataframe[index] = new Point3D(x, y, this.dataToRender[k][i][colIndex]); // Reverse the y-axis to match the non-webGL surface.
                        index++;
                    }
                }
                data3ds.push(dataframe);
            }
        }
        else {
            for (i = 0, xPos = -0.5; i < this.numXPoints; i++, xPos += xDivision) {
                for (j = 0, yPos = 0.5; j < this.numYPoints; j++, yPos -= yDivision) {
                    var x = xPos;
                    var y = yPos;
                    
                    if (this.useWebGL) 
                        colIndex = this.numYPoints - 1 - j;
                    else 
                        colIndex = j;
                    
                    data3ds[index] = new Point3D(x, y, this.dataToRender[i][colIndex]); // Reverse the y-axis to match the non-webGL surface.
                    index++;
                }
            }
        }
        
        this.render();
    };
    
    this.allocateId = function(){
        var count = 0;
        var name = "surfacePlot";
        
        do {
            count++;
        }
        while (document.getElementById(name + count))
        return name + count;
    };
    
    this.createTargetDiv = function(){
        targetDiv = document.createElement("div");
        targetDiv.id = id;
        targetDiv.className = "surfaceplot";
        targetDiv.style.background = '#ffffff';
        targetDiv.style.position = 'absolute';
        
        if (!targetElement) 
            return;//document.body.appendChild(this.targetDiv);
        else {
            targetDiv.style.position = 'relative';
            targetElement.appendChild(targetDiv);
        }
        
        targetDiv.style.left = x + "px";
        targetDiv.style.top = y + "px";
    };
    
    this.getShader = function(id){
        var shaderScript = document.getElementById(id);
        
        if (!shaderScript) {
            return null;
        }
        
        var str = "";
        var k = shaderScript.firstChild;
        
        while (k) {
            if (k.nodeType == 3) {
                str += k.textContent;
            }
            
            k = k.nextSibling;
        }
        
        var shader;
        
        if (shaderScript.type == "x-shader/x-fragment") {
            shader = this.gl.createShader(this.gl.FRAGMENT_SHADER);
        }
        else 
            if (shaderScript.type == "x-shader/x-vertex") {
                shader = this.gl.createShader(this.gl.VERTEX_SHADER);
            }
            else {
                return null;
            }
        
        this.gl.shaderSource(shader, str);
        this.gl.compileShader(shader);
        
        if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
            alert(this.gl.getShaderInfoLog(shader));
            return null;
        }
        
        return shader;
    };
    
    this.createProgram = function(fragmentShaderID, vertexShaderID){
        if (this.gl == null) 
            return null;
        
        var fragmentShader = this.getShader(fragmentShaderID);
        var vertexShader = this.getShader(vertexShaderID);
        
        if (fragmentShader == null || vertexShader == null) 
            return null;
        
        var program = this.gl.createProgram();
        this.gl.attachShader(program, vertexShader);
        this.gl.attachShader(program, fragmentShader);
        this.gl.linkProgram(program);
        
        program.pMatrixUniform = this.gl.getUniformLocation(program, "uPMatrix");
        program.mvMatrixUniform = this.gl.getUniformLocation(program, "uMVMatrix");
        
        program.nMatrixUniform = this.gl.getUniformLocation(program, "uNMatrix");
        program.axesColour = this.gl.getUniformLocation(program, "uAxesColour");
        program.ambientColorUniform = this.gl.getUniformLocation(program, "uAmbientColor");
        program.lightingDirectionUniform = this.gl.getUniformLocation(program, "uLightingDirection");
        program.directionalColorUniform = this.gl.getUniformLocation(program, "uDirectionalColor");
        
        return program;
    };
    
    
    this.initShaders = function(){
        if (this.gl == null) 
            return false;
        
        // Non-texture shaders
        this.shaderProgram = this.createProgram("shader-fs", "shader-vs");
        
        // Texture shaders
        this.shaderTextureProgram = this.createProgram("texture-shader-fs", "texture-shader-vs");
        
        // Axes shaders
        this.shaderAxesProgram = this.createProgram("axes-shader-fs", "axes-shader-vs");
        
        if (!this.gl.getProgramParameter(this.shaderProgram, this.gl.LINK_STATUS)) {
            return false;
        }
        
        return true;
    };
    
    this.mvPushMatrix = function(surfacePlot){
        var copy = mat4.create();
        mat4.set(surfacePlot.mvMatrix, copy);
        surfacePlot.mvMatrixStack.push(copy);
    };
    
    this.mvPopMatrix = function(surfacePlot){
        if (surfacePlot.mvMatrixStack.length == 0) {
            throw "Invalid popMatrix!";
        }
        
        surfacePlot.mvMatrix = surfacePlot.mvMatrixStack.pop();
    };
    
    this.setMatrixUniforms = function(program, pMatrix, mvMatrix){
        this.gl.uniformMatrix4fv(program.pMatrixUniform, false, pMatrix);
        this.gl.uniformMatrix4fv(program.mvMatrixUniform, false, mvMatrix);
        
        var normalMatrix = mat3.create();
        mat4.toInverseMat3(mvMatrix, normalMatrix);
        mat3.transpose(normalMatrix);
        this.gl.uniformMatrix3fv(program.nMatrixUniform, false, normalMatrix);
    };
    
    this.initWorldObjects = function(data3D){
        if (this.frames) {
            this.glSurface = new GLSurface(data3D[0], this);
            this.glAxes = new GLAxes(data3D[0], this);
        }
        else {
            this.glSurface = new GLSurface(data3D, this);
            this.glAxes = new GLAxes(data3D, this);
        }
    };
    
    // WebGL mouse handlers:
    var shiftPressed = false;
    
    this.handleMouseUp = function(event){
        mouseDown = false;
    };
    
    this.drawScene = function(){
        this.mvPushMatrix(this);
        
        this.gl.useProgram(this.shaderProgram);
        
        // Enable the vertex arrays for the current shader.
        this.shaderProgram.vertexPositionAttribute = this.gl.getAttribLocation(this.shaderProgram, "aVertexPosition");
        this.gl.enableVertexAttribArray(this.shaderProgram.vertexPositionAttribute);
        this.shaderProgram.vertexNormalAttribute = this.gl.getAttribLocation(this.shaderProgram, "aVertexNormal");
        this.gl.enableVertexAttribArray(this.shaderProgram.vertexNormalAttribute);
        this.shaderProgram.vertexColorAttribute = this.gl.getAttribLocation(this.shaderProgram, "aVertexColor");
        this.gl.enableVertexAttribArray(this.shaderProgram.vertexColorAttribute);
        
        this.gl.viewport(0, 0, this.gl.viewportWidth, this.gl.viewportHeight);
        this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
        mat4.perspective(5, this.gl.viewportWidth / this.gl.viewportHeight, 0.1, 100.0, this.pMatrix);
        mat4.identity(this.mvMatrix);
        
        mat4.translate(this.mvMatrix, [0.0, -0.3, -19.0]);
        
        mat4.multiply(this.mvMatrix, this.rotationMatrix);
        
        var useLighting = true;
        
        if (useLighting) {
            this.gl.uniform3f(this.shaderProgram.ambientColorUniform, 0.2, 0.2, 0.2);
            
            var lightingDirection = [0.0, 0.0, 1.0];
            
            var adjustedLD = vec3.create();
            vec3.normalize(lightingDirection, adjustedLD);
            vec3.scale(adjustedLD, -1);
            this.gl.uniform3fv(this.shaderProgram.lightingDirectionUniform, adjustedLD);
            
            this.gl.uniform3f(this.shaderProgram.directionalColorUniform, 0.8, 0.8, 0.8);
        }
        
        // Disable the vertex arrays for the current shader.
        this.gl.disableVertexAttribArray(this.shaderProgram.vertexPositionAttribute);
        this.gl.disableVertexAttribArray(this.shaderProgram.vertexNormalAttribute);
        this.gl.disableVertexAttribArray(this.shaderProgram.vertexColorAttribute);
        
        this.glAxes.draw();
        
        if (this.frames && !this.allFramesRendered) {
        
            var timeNow = new Date().getTime();
            
            elapsed = timeNow - lastTime;
            
            if (elapsed > 1000/this.glOptions.framesPerSecond) {
                if (!this.currentFrame) {
                    this.currentFrame = 1;
                }
                
                this.glSurface.updateSurface(data3ds[this.currentFrame]);
                
                if (this.currentFrame < this.numFrames - 1) 
                    this.currentFrame++;
                else {
                    this.allFramesRendered = true;
                    this.currentFrame = 0;
                }
                    
                lastTime = timeNow;
            }
            
        }
        
        this.glSurface.draw();
        
        this.mvPopMatrix(this);
    };
    
    var lastTime = 0;
    var elapsed = 0;
    
    this.tick = function(){
        var self = this;
        
        if (this.gl == null) 
            return;
        
        var animator = function(){
            if (self.gl == null || self.bail) 
                return;
            
            self.drawScene();
            requestAnimFrame(animator);
        };
        
        requestAnimFrame(animator);
    };
    
    this.isWebGlEnabled = function(){
        var enabled = true;
        
        if (this.glOptions.chkControlId && document.getElementById(this.glOptions.chkControlId)) 
            enabled = document.getElementById(this.glOptions.chkControlId).checked;
        
        return enabled && this.initShaders();
    };
    
    this.rotate = function(deltaX, deltaY){
        var newRotationMatrix = mat4.create();
        mat4.identity(newRotationMatrix);
        
        mat4.rotate(newRotationMatrix, degToRad(deltaX / 2), [0, 1, 0]);
        mat4.rotate(newRotationMatrix, degToRad(deltaY / 2), [1, 0, 0]);
        mat4.multiply(newRotationMatrix, this.rotationMatrix, this.rotationMatrix);
    }
    
    this.handleMouseMove = function(event, context){
    
        if (!mouseDown) {
            return;
        }
        
        var newX = event.clientX;
        var newY = event.clientY;
        
        var deltaX = newX - lastMouseX;
        var deltaY = newY - lastMouseY;
        var newRotationMatrix = mat4.create();
        mat4.identity(newRotationMatrix);
        
        if (shiftPressed) // scale
        {
            var s = deltaY < 0 ? 1.05 : 0.95;
            mat4.scale(newRotationMatrix, [s, s, s]);
            mat4.multiply(newRotationMatrix, this.rotationMatrix, this.rotationMatrix);
        }
        else // rotate
        {
            mat4.rotate(newRotationMatrix, degToRad(deltaX / 2), [0, 1, 0]);
            mat4.rotate(newRotationMatrix, degToRad(deltaY / 2), [1, 0, 0]);
            mat4.multiply(newRotationMatrix, this.rotationMatrix, this.rotationMatrix);
            
            if (this.otherPlots) {
                var numPlots = this.otherPlots.length;
                for (var i = 0; i < numPlots; i++) {
                    this.otherPlots[i].rotate(deltaX, deltaY);
                }
            }
        }
        
        lastMouseX = newX;
        lastMouseY = newY;
    };
    
    this.initGL = function(canvas){
        var canUseWebGL = false;
        
        try {
            this.gl = canvas.getContext("experimental-webgl", {
                alpha: false
            });
            this.gl.viewportWidth = canvas.width;
            this.gl.viewportHeight = canvas.height;
        } 
        catch (e) {
        }
        
        if (this.gl) {
            canUseWebGL = this.isWebGlEnabled();
            var self = this;
            
            var handleMouseDown = function(event){
                shiftPressed = isShiftPressed(event);
                
                mouseDown = true;
                lastMouseX = event.clientX;
                lastMouseY = event.clientY;
                
                document.onmouseup = self.handleMouseUp;
                document.onmousemove = function(event){
                    self.handleMouseMove(event, self)
                };//self.handleMouseMove;
            };
            
            canvas.onmousedown = handleMouseDown;
            document.onmouseup = this.handleMouseUp;
            document.onmousemove = function(event){
                self.handleMouseMove(event, self)
            };//this.handleMouseMove;
        }
        
        return canUseWebGL;
    };
    
    this.initCanvas = function(){
        canvas.className = "surfacePlotCanvas";
        canvas.setAttribute("width", width);
        canvas.setAttribute("height", height);
        canvas.style.left = '0px';
        canvas.style.top = '0px';
        
        targetDiv.appendChild(canvas);
    };
    
    this.scaleAndNormalise = function(scaleFactor){
        if (this.frames) {
            // Need to clone the data.
            var values = this.data.formattedValues.slice(0);
            var numRows = this.data.nRows;
            
            for (var i = 0; i < this.numFrames; i++) {
                values[i] = this.data.formattedValues[i].slice(0);
                
                for (var j = 0; j < numRows; j++) 
                    values[i][j] = this.data.formattedValues[i][j].slice(0);
            }
            
            // Now, do the scaling.
            var numRows = values[0].length;
            var numCols = values[0][0].length;
            
            for (var k = 0; k < this.numFrames; k++) 
                for (var i = 0; i < numRows; i++) 
                    for (var j = 0; j < numCols; j++) 
                        values[k][i][j] = (values[k][i][j] / this.maxZValue) * scaleFactor;
            
            this.dataToRender = values;
        }
        else {
            // Need to clone the data.
            var values = this.data.formattedValues.slice(0);
            var numRows = this.data.nRows;
            
            for (var i = 0; i < numRows; i++) 
                values[i] = this.data.formattedValues[i].slice(0);
            
            // Now, do the scaling.
            var numRows = values.length;
            var numCols = values[0].length;
            
            for (var i = 0; i < numRows; i++) 
                for (var j = 0; j < numCols; j++) 
                    values[i][j] = (values[i][j] / this.maxZValue) * scaleFactor;
            
            this.dataToRender = values;
        }
        
        // Recalculate the new min and max values.
        this.determineMinMaxZValues();
    }
    
    this.log = function(base, value){
        return Math.log(value) / Math.log(base);
    }
    
    this.nice_num = function(x, round){
        var exp = Math.floor(log(10, x));
        var f = x / Math.pow(10, exp);
        var nf;
        
        if (round) {
            if (f < 1.5) 
                nf = 1;
            else 
                if (f < 3) 
                    nf = 2;
                else 
                    if (f < 7) 
                        nf = 5;
                    else 
                        nf = 10;
        }
        else {
            if (f <= 1) 
                nf = 1;
            else 
                if (f <= 2) 
                    nf = 2;
                else 
                    if (f <= 5) 
                        nf = 5;
                    else 
                        nf = 10;
        }
        
        return nf * Math.pow(10, exp);
    }
    
    this.calculateZScale = function(){
        // Calculate the z-axis labels.
        var maxAxisValue = this.nice_num(this.maxZValue);
        var labels = [];
        var ticks = 10;
        var interval = maxAxisValue / ticks;
        var rounded2dp;
        
        for (var i = 0; i <= ticks; i++) {
            rounded2dp = Math.round(i * interval * 100) / 100;
            labels.push(rounded2dp);
        }
        
        this.glOptions.zLabels = labels;
        
        // Scale the values accordingly.
        var scaleFactor = this.maxZValue / maxAxisValue;
        this.scaleAndNormalise(scaleFactor);
    }
    
    this.createCanvas = function(){
        canvas = document.createElement("canvas");
        
        if (!supports_canvas()) {
            G_vmlCanvasManager.initElement(canvas);
            canvas.style.width = width;
            canvas.style.height = height;
        }
        else {
            this.initCanvas();
            this.useWebGL = this.initGL(canvas);
        }
        
        
        if (!this.useWebGL) {
            targetDiv.removeChild(canvas);
            canvas = document.createElement("canvas");
            
            this.initCanvas();
            
            canvasContext = canvas.getContext("2d");
            canvasContext.font = "bold 18px sans-serif";
            canvasContext.clearRect(0, 0, canvas.width, canvas.height);
            
            canvasContext.fillStyle = '#000';
            
            canvasContext.fillRect(0, 0, canvas.width, canvas.height);
            
            canvasContext.beginPath();
            canvasContext.rect(0, 0, canvas.width, canvas.height);
            canvasContext.strokeStyle = '#888';
            canvasContext.stroke();
            
            canvas.owner = this;
            canvas.onmousemove = this.mouseIsMoving;
            canvas.onmouseout = hideTooltip;
            canvas.onmousedown = this.mouseDownd;
            canvas.onmouseup = this.mouseUpd;
            
            canvas.addEventListener("touchstart", this.mouseDownd, false);
            canvas.addEventListener("touchmove", this.mouseIsMoving, false);
            canvas.addEventListener("touchend", this.mouseUpd, false);
            canvas.addEventListener("touchcancel", hideTooltip, false);
        }
        else 
            this.createHiddenCanvasForGLText();
    };
    
    this.createHiddenCanvasForGLText = function(){
        var hiddenCanvas = document.createElement("canvas");
        hiddenCanvas.setAttribute("width", 512);
        hiddenCanvas.setAttribute("height", 512);
        this.context2D = hiddenCanvas.getContext('2d');
        hiddenCanvas.style.display = 'none';
        targetDiv.appendChild(hiddenCanvas);
    };
    
    // Mouse events for the non-webGL version of the surface plot.
    this.mouseDownd = function(e){
        if (isShiftPressed(e)) {
            mouseDown3 = true;
            mouseButton3Down = getMousePositionFromEvent(e);
        }
        else {
            mouseDown1 = true;
            mouseButton1Down = getMousePositionFromEvent(e);
        }
    };
    
    this.mouseUpd = function(e){
        if (mouseDown1) {
            mouseButton1Up = lastMousePos;
        }
        else 
            if (mouseDown3) {
                mouseButton3Up = lastMousePos;
            }
        
        mouseDown1 = false;
        mouseDown3 = false;
    };
    
    this.mouseIsMoving = function(e){
        var self = e.target.owner;
        var currentPos = getMousePositionFromEvent(e);
        
        if (mouseDown1) {
            hideTooltip();
            self.calculateRotation(currentPos);
        }
        else 
            if (mouseDown3) {
                hideTooltip();
                self.calculateScale(currentPos);
            }
            else {
                closestPointToMouse = null;
                var closestDist = Number.MAX_VALUE;
                
                for (var i = 0; i < data3ds.length; i++) {
                    var point = data3ds[i];
                    var dist = distance({
                        x: point.ax,
                        y: point.ay
                    }, currentPos);
                    
                    if (dist < closestDist) {
                        closestDist = dist;
                        closestPointToMouse = i;
                    }
                }
                
                if (closestDist > 32) {
                    hideTooltip();
                    return;
                }
                
                displayTooltip(currentPos);
            }
            
        return false;
    };
    
    function isShiftPressed(e){
        var shiftPressed = 0;
        
        if (parseInt(navigator.appVersion) > 3) {
            var evt = navigator.appName == "Netscape" ? e : event;
            
            if (navigator.appName == "Netscape" && parseInt(navigator.appVersion) == 4) {
                // NETSCAPE 4 CODE
                var mString = (e.modifiers + 32).toString(2).substring(3, 6);
                shiftPressed = (mString.charAt(0) == "1");
            }
            else {
                // NEWER BROWSERS [CROSS-PLATFORM]
                shiftPressed = evt.shiftKey;
            }
            
            if (shiftPressed) 
                return true;
        }
        
        return false;
    }
    
    function getMousePositionFromEvent(e){
        if (getInternetExplorerVersion() > -1) {
            var e = window.event;
            
            if (e.srcElement.getAttribute('Stroked')) {
                if (mousePosX == null || mousePosY == null) 
                    return;
            }
            else {
                mousePosX = e.offsetX;
                mousePosY = e.offsetY;
            }
        }
        else 
            if (e.layerX || e.layerX == 0) // Firefox
            {
                mousePosX = e.layerX;
                mousePosY = e.layerY;
            }
            else if (e.offsetX || e.offsetX == 0) // Opera
            {
                mousePosX = e.offsetX;
                mousePosY = e.offsetY;
            }
            else if (e.touches[0].pageX || e.touches[0].pageX == 0) //touch events
            {
                mousePosX = e.touches[0].pageX;
                mousePosY = e.touches[0].pageY;
            }
        
        var currentPos = new Point(mousePosX, mousePosY);
        
        return currentPos;
    }
    
    this.calculateRotation = function(e){
        lastMousePos = new Point(this.currentZAngle_canvas, this.currentXAngle_canvas);
        
        if (mouseButton1Up == null) {
            mouseButton1Up = new Point(this.currentZAngle_canvas, this.currentXAngle_canvas);
        }
        
        if (mouseButton1Down != null) {
            lastMousePos = new Point(mouseButton1Up.x + (mouseButton1Down.x - e.x),//
 mouseButton1Up.y + (mouseButton1Down.y - e.y));
        }
        
        this.currentZAngle_canvas = lastMousePos.x % 360;
        this.currentXAngle_canvas = lastMousePos.y % 360;
        
        closestPointToMouse = null;
        this.render();
    };
    
    this.calculateScale = function(e){
        lastMousePos = new Point(0, JSSurfacePlot.DEFAULT_SCALE / JSSurfacePlot.SCALE_FACTOR);
        
        if (mouseButton3Up == null) {
            mouseButton3Up = new Point(0, JSSurfacePlot.DEFAULT_SCALE / JSSurfacePlot.SCALE_FACTOR);
        }
        
        if (mouseButton3Down != null) {
            lastMousePos = new Point(mouseButton3Up.x + (mouseButton3Down.x - e.x),//
 mouseButton3Up.y + (mouseButton3Down.y - e.y));
        }
        
        scale = lastMousePos.y * JSSurfacePlot.SCALE_FACTOR;
        
        if (scale < JSSurfacePlot.MIN_SCALE) 
            scale = JSSurfacePlot.MIN_SCALE + 1;
        else 
            if (scale > JSSurfacePlot.MAX_SCALE) 
                scale = JSSurfacePlot.MAX_SCALE - 1;
        
        lastMousePos.y = scale / JSSurfacePlot.SCALE_FACTOR;
        
        closestPointToMouse = null;
        this.render();
    };
    
    this.init();
};

GLText = function(data3D, text, pos, angle, surfacePlot, axis, align){
    this.shaderTextureProgram = surfacePlot.shaderTextureProgram;
    this.currenShader = null;
    this.gl = surfacePlot.gl;
    this.setMatrixUniforms = surfacePlot.setMatrixUniforms;
    
    this.vertexTextureCoordBuffer = null;
    this.textureVertexPositionBuffer = null;
    this.textureVertexIndexBuffer = null;
    this.context2D = surfacePlot.context2D;
    this.mvPushMatrix = surfacePlot.mvPushMatrix;
    this.mvPopMatrix = surfacePlot.mvPopMatrix;
    this.texture;
    this.text = text;
    this.angle = angle;
    this.pos = pos;
    this.surfacePlot = surfacePlot;
    this.textMetrics = null;
    this.axis = axis;
    this.align = align;
    
    this.setUpTextArea = function(){
        this.context2D.font = 'normal 28px Verdana';
        this.context2D.fillStyle = 'rgba(255,255,255,0)';
        this.context2D.fillRect(0, 0, 512, 512);
        this.context2D.lineWidth = 3;
        this.context2D.textAlign = 'left';
        this.context2D.textBaseline = 'top';
    };
    
    this.writeTextToCanvas = function(text, idx){
        this.context2D.save();
        this.context2D.clearRect(0, 0, 512, 512);
        this.context2D.fillStyle = 'rgba(255, 255, 255, 0)';
        this.context2D.fillRect(0, 0, 512, 512);
        
        var r = hexToR(this.surfacePlot.axisTextColour);
        var g = hexToG(this.surfacePlot.axisTextColour);
        var b = hexToB(this.surfacePlot.axisTextColour);
        
        this.context2D.fillStyle = 'rgba(' + r + ', ' + g + ', ' + b + ', 255)'; // Set the axis label colour.
        this.textMetrics = this.context2D.measureText(text);
        
        if (this.axis == "y" || this.align == "left") 
            this.context2D.fillText(text, 0, 0);
        else 
            if (!this.align) 
                this.context2D.fillText(text, 512 - this.textMetrics.width, 0);
        
        if (this.align == "centre") 
            this.context2D.fillText(text, 256 - this.textMetrics.width / 2, 0);
        if (this.align == "right") 
            this.context2D.fillText(text, 512 - this.textMetrics.width, 0);
        
        this.setTextureFromCanvas(this.context2D.canvas, this.texture, 0);
        
        this.context2D.restore();
    };
    
    this.setTextureFromCanvas = function(canvas, textTexture, idx){
        this.gl.activeTexture(this.gl.TEXTURE0 + idx);
        this.gl.bindTexture(this.gl.TEXTURE_2D, textTexture);
        this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, true);
        this.gl.texImage2D(this.gl.TEXTURE_2D, 0, this.gl.RGBA, this.gl.RGBA, this.gl.UNSIGNED_BYTE, canvas);
        
        if (isPowerOfTwo(canvas.width) && isPowerOfTwo(canvas.height)) {
            this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
            this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);
        }
        else {
            this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.LINEAR);
            this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
            this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
        }
        
        this.gl.bindTexture(this.gl.TEXTURE_2D, textTexture);
    };
    
    function isPowerOfTwo(value){
        return ((value & (value - 1)) == 0);
    }
    
    this.initTextBuffers = function(){
    
        // Text texture vertices
        this.textureVertexPositionBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVertexPositionBuffer);
        this.textureVertexPositionBuffer.itemSize = 3;
        this.textureVertexPositionBuffer.numItems = 4;
        this.shaderTextureProgram.textureCoordAttribute = this.gl.getAttribLocation(this.shaderTextureProgram, "aTextureCoord");
        this.gl.vertexAttribPointer(this.shaderTextureProgram.textureCoordAttribute, this.textureVertexPositionBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
        
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVertexPositionBuffer);
        
        // Where we render the text.
        var texturePositionCoords = [-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5];
        
        this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(texturePositionCoords), this.gl.STATIC_DRAW);
        
        // Texture index buffer.
        this.textureVertexIndexBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.textureVertexIndexBuffer);
        
        var textureVertexIndices = [0, 1, 2, 0, 2, 3];
        
        this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(textureVertexIndices), this.gl.STATIC_DRAW);
        this.textureVertexIndexBuffer.itemSize = 1;
        this.textureVertexIndexBuffer.numItems = 6;
        
        // Text textures
        this.vertexTextureCoordBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexTextureCoordBuffer);
        this.vertexTextureCoordBuffer.itemSize = 2;
        this.vertexTextureCoordBuffer.numItems = 4;
        this.gl.vertexAttribPointer(this.shaderTextureProgram.textureCoordAttribute, this.vertexTextureCoordBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
        
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexTextureCoordBuffer);
        
        var textureCoords = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0];
        
        this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(textureCoords), this.gl.STATIC_DRAW);
    };
    
    this.initTextBuffers();
    this.setUpTextArea();
    
    this.texture = this.gl.createTexture();
    this.writeTextToCanvas(this.text, this.idx);
};

GLText.prototype.draw = function(){
    this.mvPushMatrix(this.surfacePlot);
    
    var rotationMatrix = mat4.create();
    mat4.identity(rotationMatrix);
    
    if (this.axis == "y") {
        mat4.translate(rotationMatrix, [0.0, 0.5, 0.5]);
        mat4.translate(rotationMatrix, [this.pos.x + 0.53, this.pos.y + 0.6, this.pos.z - 0.5]);
        mat4.rotate(rotationMatrix, degToRad(this.angle), [1, 0, 0]);
        mat4.translate(rotationMatrix, [0.0, -0.5, -0.5]);
    }
    else 
        if (this.axis == "x") {
            mat4.translate(rotationMatrix, [0.5, 0.5, 0.0]);
            mat4.translate(rotationMatrix, [this.pos.x - 0.5, this.pos.y + 0.47, this.pos.z - 0.5]);
            mat4.rotate(rotationMatrix, degToRad(this.angle), [0, 0, 1]);
            mat4.translate(rotationMatrix, [-0.5, -0.5, 0]);
        }
        else 
            if (this.axis == "z" && this.align == "centre") // Main Z-axis label.
            {
                mat4.translate(rotationMatrix, [0.0, 0.5, 0.5]);
                mat4.translate(rotationMatrix, [this.pos.x - 0.3, this.pos.y + 0.5, this.pos.z - 0.5]);
                mat4.rotate(rotationMatrix, degToRad(this.angle), [1, 0, 0]);
                mat4.rotate(rotationMatrix, degToRad(this.angle), [0, 0, 1]);
                mat4.translate(rotationMatrix, [0.0, -0.5, -0.5]);
            }
            else 
                if (this.axis == "z" && !this.align) {
                    mat4.translate(rotationMatrix, [0.0, 0.5, 0.5]);
                    mat4.translate(rotationMatrix, [this.pos.x - 0.53, this.pos.y + 0.5, this.pos.z - 0.5]);
                    mat4.rotate(rotationMatrix, degToRad(this.angle), [1, 0, 0]);
                    mat4.translate(rotationMatrix, [0.0, -0.5, -0.5]);
                }
    
    mat4.multiply(this.surfacePlot.mvMatrix, rotationMatrix);
    
    // Enable blending for transparency.
    this.gl.blendFunc(this.gl.SRC_ALPHA, this.gl.ONE_MINUS_SRC_ALPHA);
    this.gl.enable(this.gl.BLEND);
    this.gl.disable(this.gl.DEPTH_TEST);
    
    // Text
    this.currentShader = this.shaderTextureProgram;
    this.gl.useProgram(this.currentShader);
    
    // Enable the vertex arrays for the current shader.
    this.currentShader.vertexPositionAttribute = this.gl.getAttribLocation(this.currentShader, "aVertexPosition");
    this.gl.enableVertexAttribArray(this.currentShader.vertexPositionAttribute);
    this.currentShader.textureCoordAttribute = this.gl.getAttribLocation(this.currentShader, "aTextureCoord");
    this.gl.enableVertexAttribArray(this.currentShader.textureCoordAttribute);
    
    this.shaderTextureProgram.samplerUniform = this.gl.getUniformLocation(this.shaderTextureProgram, "uSampler");
    
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.textureVertexPositionBuffer);
    this.gl.vertexAttribPointer(this.currentShader.vertexPositionAttribute, this.textureVertexPositionBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
    
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.vertexTextureCoordBuffer);
    this.gl.vertexAttribPointer(this.currentShader.textureCoordAttribute, this.vertexTextureCoordBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
    
    this.gl.bindTexture(this.gl.TEXTURE_2D, this.texture);
    this.gl.uniform1i(this.currentShader.samplerUniform, 0);
    
    this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.textureVertexIndexBuffer);
    
    this.setMatrixUniforms(this.currentShader, this.surfacePlot.pMatrix, this.surfacePlot.mvMatrix);
    
    this.gl.drawElements(this.gl.TRIANGLES, this.textureVertexIndexBuffer.numItems, this.gl.UNSIGNED_SHORT, 0);
    
    // Disable blending for transparency.
    this.gl.disable(this.gl.BLEND);
    this.gl.enable(this.gl.DEPTH_TEST);
    
    // Disable the vertex arrays for the current shader.
    this.gl.disableVertexAttribArray(this.currentShader.vertexPositionAttribute);
    this.gl.disableVertexAttribArray(this.currentShader.textureCoordAttribute);
    
    this.mvPopMatrix(this.surfacePlot);
};

/*
 * This class represents the axes for the webGL plot.
 */
GLAxes = function(data3D, surfacePlot){
    this.shaderProgram = surfacePlot.shaderAxesProgram;
    this.currenShader = null;
    this.gl = surfacePlot.gl;
    this.numXPoints = surfacePlot.numXPoints;
    this.numYPoints = surfacePlot.numYPoints;
    this.data3D = data3D;
    this.setMatrixUniforms = surfacePlot.setMatrixUniforms;
    this.axesVertexPositionBuffer = null;
    this.axesMinorVertexPositionBuffer = null;
    this.surfaceVertexColorBuffer = null;
    this.surfacePlot = surfacePlot;
    
    this.labels = [];
    
    this.initAxesBuffers = function(){
        var vertices = [];
        var minorVertices = [];
        var axisExtent = 0.5;
        
        var axisOrigin = [-axisExtent, axisExtent, 0];
        var xAxisEndPoint = [axisExtent, axisExtent, 0];
        var yAxisEndPoint = [-axisExtent, -axisExtent, 0];
        var zAxisEndPoint = [-axisExtent, axisExtent, axisExtent * 2];
        
        var xAxisEndPoint2 = [axisExtent, -axisExtent, 0];
        var zAxisEndPoint2 = [-axisExtent, -axisExtent, axisExtent * 2];
        
        // X
        vertices = vertices.concat(yAxisEndPoint);
        vertices = vertices.concat(xAxisEndPoint2);
        
        // Y
        vertices = vertices.concat(xAxisEndPoint2);
        vertices = vertices.concat(xAxisEndPoint);
        
        // Z2
        vertices = vertices.concat(yAxisEndPoint);
        vertices = vertices.concat(zAxisEndPoint2);
        
        // Major axis lines.
        this.axesVertexPositionBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.axesVertexPositionBuffer);
        
        this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(vertices), this.gl.DYNAMIC_DRAW);
        this.axesVertexPositionBuffer.itemSize = 3;
        this.axesVertexPositionBuffer.numItems = vertices.length / 3;
        
        // Minor axis lines
        var lineIntervalX = axisExtent / (this.surfacePlot.glOptions.xTicksNum / 2);
        var lineIntervalY = axisExtent / (this.surfacePlot.glOptions.yTicksNum / 2);
        var lineIntervalZ = axisExtent / (this.surfacePlot.glOptions.zTicksNum / 2);
        
        var i = 0;
        
        // X-axis division lines
        for (var count = 0; count <= this.surfacePlot.glOptions.xTicksNum; i += lineIntervalX, count++) {
            // X-axis labels.
            var labels = this.surfacePlot.glOptions.xLabels;
            var label = labels[count];
            
            labelPos = {
                x: yAxisEndPoint[0] + i - 0.02,
                y: yAxisEndPoint[1] - 1,
                z: yAxisEndPoint[2]
            };
            glText = new GLText(data3D, label, labelPos, 90, surfacePlot, "x");
            this.labels.push(glText);
            
            // X-axis divisions.
            minorVertices = minorVertices.concat([axisOrigin[0] + i, axisOrigin[1], axisOrigin[2]]);
            minorVertices = minorVertices.concat([yAxisEndPoint[0] + i, yAxisEndPoint[1], yAxisEndPoint[2]]);
            
            // back wall x-axis divisions.
            minorVertices = minorVertices.concat([axisOrigin[0] + i, axisOrigin[1], 0]);
            minorVertices = minorVertices.concat([axisOrigin[0] + i, axisOrigin[1], axisExtent * 2]);
        }
        
        i = 0;
        
        // Y-axis division lines
        for (var count = 0; count <= this.surfacePlot.glOptions.yTicksNum; i += lineIntervalY, count++) {
            // Y-axis labels.
            var labels = this.surfacePlot.glOptions.yLabels;
            var label = labels[this.surfacePlot.glOptions.yTicksNum - count];
            
            labelPos = {
                x: xAxisEndPoint[0],
                y: xAxisEndPoint[1] - i - 1.06,
                z: xAxisEndPoint[2]
            };
            glText = new GLText(data3D, label, labelPos, 0, surfacePlot, "y");
            this.labels.push(glText);
            
            // y-axis divisions
            minorVertices = minorVertices.concat([axisOrigin[0], axisOrigin[1] - i, axisOrigin[2]]);
            minorVertices = minorVertices.concat([xAxisEndPoint[0], xAxisEndPoint[1] - i, xAxisEndPoint[2]]);
            
            // left wall y-axis divisions.
            minorVertices = minorVertices.concat([axisOrigin[0], axisOrigin[1] - i, 0]);
            minorVertices = minorVertices.concat([axisOrigin[0], axisOrigin[1] - i, axisExtent * 2]);
        }
        
        i = 0;
        
        // Z-axis division lines
        for (var count = 0; count <= this.surfacePlot.glOptions.zTicksNum; i += lineIntervalZ, count++) {
            // Z-axis labels.
            var labels = this.surfacePlot.glOptions.zLabels;
            var label = labels[count];
            
            var labelPos = {
                x: yAxisEndPoint[0],
                y: yAxisEndPoint[1] - 1,
                z: yAxisEndPoint[2] + i + 0.03
            };
            var glText = new GLText(data3D, label, labelPos, 90, surfacePlot, "z");
            this.labels.push(glText);
            
            // Z-axis divisions
            minorVertices = minorVertices.concat([axisOrigin[0], axisOrigin[1], axisOrigin[2] + i]);
            minorVertices = minorVertices.concat([yAxisEndPoint[0], yAxisEndPoint[1], yAxisEndPoint[2] + i]);
            
            // back wall z-axis divisions
            minorVertices = minorVertices.concat([axisOrigin[0], axisOrigin[1], axisOrigin[2] + i]);
            minorVertices = minorVertices.concat([xAxisEndPoint[0], xAxisEndPoint[1], xAxisEndPoint[2] + i]);
            
        }
        
        // Set up the main X-axis label.
        var labelPos = {
            x: 0.5,
            y: yAxisEndPoint[1] - 1.35,
            z: yAxisEndPoint[2]
        };
        var glText = new GLText(data3D, this.surfacePlot.xTitle, labelPos, 0, surfacePlot, "x", "centre");
        this.labels.push(glText);
        
        // Set up the main Y-axis label.
        labelPos = {
            x: xAxisEndPoint[0] + 0.2,
            y: -0.5,
            z: xAxisEndPoint[2]
        };
        glText = new GLText(data3D, this.surfacePlot.yTitle, labelPos, 90, surfacePlot, "x", "centre");
        this.labels.push(glText);
        
        // Set up the main Z-axis label.
        labelPos = {
            x: yAxisEndPoint[0],
            y: yAxisEndPoint[1] - 1,
            z: 0.5
        };
        glText = new GLText(data3D, this.surfacePlot.zTitle, labelPos, 90, surfacePlot, "z", "centre");
        this.labels.push(glText);
        
        // Set up the minor axis grid lines.
        this.axesMinorVertexPositionBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.axesMinorVertexPositionBuffer);
        
        this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(minorVertices), this.gl.DYNAMIC_DRAW);
        this.axesMinorVertexPositionBuffer.itemSize = 3;
        this.axesMinorVertexPositionBuffer.numItems = minorVertices.length / 3;
    };
    
    this.initAxesBuffers();
};

GLAxes.prototype.draw = function(){
    this.currentShader = this.shaderProgram;
    this.gl.useProgram(this.currentShader);
    
    // Enable the vertex array for the current shader.
    this.currentShader.vertexPositionAttribute = this.gl.getAttribLocation(this.currentShader, "aVertexPosition");
    this.gl.enableVertexAttribArray(this.currentShader.vertexPositionAttribute);
    
    this.gl.uniform3f(this.currentShader.axesColour, 0.0, 0.0, 0.0); // Set the colour of the Major axis lines.
    // Major axis lines
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.axesVertexPositionBuffer);
    this.gl.vertexAttribPointer(this.currentShader.vertexPositionAttribute, this.axesVertexPositionBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
    
    this.gl.lineWidth(2);
    this.setMatrixUniforms(this.currentShader, this.surfacePlot.pMatrix, this.surfacePlot.mvMatrix);
    this.gl.drawArrays(this.gl.LINES, 0, this.axesVertexPositionBuffer.numItems);
    
    // Minor axis lines
    this.gl.uniform3f(this.currentShader.axesColour, 0.3, 0.3, 0.3); // Set the colour of the minor axis grid lines.
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.axesMinorVertexPositionBuffer);
    this.gl.vertexAttribPointer(this.currentShader.vertexPositionAttribute, this.axesMinorVertexPositionBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
    
    this.gl.lineWidth(1);
    this.gl.drawArrays(this.gl.LINES, 0, this.axesMinorVertexPositionBuffer.numItems);
    
    // Render the axis labels.
    var numLabels = this.labels.length;
    
    // Enable the vertex array for the current shader.
    this.gl.disableVertexAttribArray(this.currentShader.vertexPositionAttribute);
    
    for (var i = 0; i < numLabels; i++) 
        this.labels[i].draw();
};

/*
 * A webGL surface without axes nor any other decoration.
 */
GLSurface = function(data3D, surfacePlot){
    this.shaderProgram = surfacePlot.shaderProgram;
    this.currentShader = null;
    this.gl = surfacePlot.gl;
    this.numXPoints = surfacePlot.numXPoints;
    this.numYPoints = surfacePlot.numYPoints;
    this.data3D = data3D;
    this.colourGradientObject = surfacePlot.colourGradientObject;
    this.setMatrixUniforms = surfacePlot.setMatrixUniforms;
    
    this.surfaceVertexPositionBuffer = null;
    this.surfaceVertexColorBuffer = null;
    this.surfaceVertexNormalBuffer = null;
    this.surfaceVertexIndexBuffer = null;
    this.surfacePlot = surfacePlot;
    
    this.initSurfaceBuffers = function(){
        var i;
        var j;
        var vertices = [];
        var colors = [];
        var vertexNormals = [];
        
        for (i = 0; i < this.numXPoints - 1; i++) {
            for (j = 0; j < this.numYPoints - 1; j++) {
                // Create surface vertices.
                var rawP1 = this.data3D[j + (i * this.numYPoints)];
                var rawP2 = this.data3D[j + (i * this.numYPoints) + this.numYPoints];
                var rawP3 = this.data3D[j + (i * this.numYPoints) + this.numYPoints + 1];
                var rawP4 = this.data3D[j + (i * this.numYPoints) + 1];
                
                vertices.push(rawP1.ax);
                vertices.push(rawP1.ay);
                vertices.push(rawP1.az);
                
                vertices.push(rawP2.ax);
                vertices.push(rawP2.ay);
                vertices.push(rawP2.az);
                
                vertices.push(rawP3.ax);
                vertices.push(rawP3.ay);
                vertices.push(rawP3.az);
                
                vertices.push(rawP4.ax);
                vertices.push(rawP4.ay);
                vertices.push(rawP4.az);
                
                // Surface colours.
                var rgb1 = this.colourGradientObject.getColour(rawP1.lz * 1.0);
                var rgb2 = this.colourGradientObject.getColour(rawP2.lz * 1.0);
                var rgb3 = this.colourGradientObject.getColour(rawP3.lz * 1.0);
                var rgb4 = this.colourGradientObject.getColour(rawP4.lz * 1.0);
                
                colors.push(rgb1.red / 255);
                colors.push(rgb1.green / 255);
                colors.push(rgb1.blue / 255, 1.0);
                colors.push(rgb2.red / 255);
                colors.push(rgb2.green / 255);
                colors.push(rgb2.blue / 255, 1.0);
                colors.push(rgb3.red / 255);
                colors.push(rgb3.green / 255);
                colors.push(rgb3.blue / 255, 1.0);
                colors.push(rgb4.red / 255);
                colors.push(rgb4.green / 255);
                colors.push(rgb4.blue / 255, 1.0);
                
                // Normal of triangle 1.
                var v1 = [rawP2.ax - rawP1.ax, rawP2.ay - rawP1.ay, rawP2.az - rawP1.az];
                var v2 = [rawP3.ax - rawP1.ax, rawP3.ay - rawP1.ay, rawP3.az - rawP1.az];
                var cp1 = vec3.create();
                cp1 = vec3.cross(v1, v2);
                cp1 = vec3.normalize(v1, v2);
                
                // Normal of triangle 2.
                v1 = [rawP3.ax - rawP1.ax, rawP3.ay - rawP1.ay, rawP3.az - rawP1.az];
                v2 = [rawP4.ax - rawP1.ax, rawP4.ay - rawP1.ay, rawP4.az - rawP1.az];
                var cp2 = vec3.create();
                cp2 = vec3.cross(v1, v2);
                cp2 = vec3.normalize(v1, v2);
                
                // Store normals for lighting.
                vertexNormals.push(cp1[0]);
                vertexNormals.push(cp1[1]);
                vertexNormals.push(cp1[2]);
                vertexNormals.push(cp1[0]);
                vertexNormals.push(cp1[1]);
                vertexNormals.push(cp1[2]);
                vertexNormals.push(cp2[0]);
                vertexNormals.push(cp2[1]);
                vertexNormals.push(cp2[2]);
                vertexNormals.push(cp2[0]);
                vertexNormals.push(cp2[1]);
                vertexNormals.push(cp2[2]);
            }
        }
        
        this.surfaceVertexPositionBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexPositionBuffer);
        
        this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(vertices), this.gl.DYNAMIC_DRAW);
        this.surfaceVertexPositionBuffer.itemSize = 3;
        this.surfaceVertexPositionBuffer.numItems = vertices.length / 3;
        
        this.surfaceVertexNormalBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexNormalBuffer);
        
        this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(vertexNormals), this.gl.DYNAMIC_DRAW);
        this.surfaceVertexNormalBuffer.itemSize = 3;
        this.surfaceVertexNormalBuffer.numItems = vertices.length / 3;
        
        this.surfaceVertexColorBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexColorBuffer);
        
        this.gl.bufferData(this.gl.ARRAY_BUFFER, new Float32Array(colors), this.gl.DYNAMIC_DRAW);
        this.surfaceVertexColorBuffer.itemSize = 4;
        this.surfaceVertexColorBuffer.numItems = vertices.length / 3;
        
        this.surfaceVertexIndexBuffer = this.gl.createBuffer();
        this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.surfaceVertexIndexBuffer);
        
        var numQuads = ((this.numXPoints - 1) * (this.numYPoints - 1)) / 2;
        var surfaceVertexIndices = [];
        
        for (var i = 0; i < (numQuads * 8); i += 4) {
            surfaceVertexIndices.push(i);
            surfaceVertexIndices.push(i + 1);
            surfaceVertexIndices.push(i + 2);
            surfaceVertexIndices.push(i);
            surfaceVertexIndices.push(i + 2);
            surfaceVertexIndices.push(i + 3);
        }
        
        this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(surfaceVertexIndices), this.gl.DYNAMIC_DRAW);
        this.surfaceVertexIndexBuffer.itemSize = 1;
        this.surfaceVertexIndexBuffer.numItems = surfaceVertexIndices.length;
    };
    
    this.updateSurface = function(data){
        var i;
        var j;
        var vertices = [];
        var colors = [];
        var vertexNormals = [];
        
        for (i = 0; i < this.numXPoints - 1; i++) {
            for (j = 0; j < this.numYPoints - 1; j++) {
                // Create surface vertices.
                var rawP1 = data[j + (i * this.numYPoints)];
                var rawP2 = data[j + (i * this.numYPoints) + this.numYPoints];
                var rawP3 = data[j + (i * this.numYPoints) + this.numYPoints + 1];
                var rawP4 = data[j + (i * this.numYPoints) + 1];
                
                //rawP1.az = Math.random();
                
                vertices.push(rawP1.ax);
                vertices.push(rawP1.ay);
                vertices.push(rawP1.az);
                
                vertices.push(rawP2.ax);
                vertices.push(rawP2.ay);
                vertices.push(rawP2.az);
                
                vertices.push(rawP3.ax);
                vertices.push(rawP3.ay);
                vertices.push(rawP3.az);
                
                vertices.push(rawP4.ax);
                vertices.push(rawP4.ay);
                vertices.push(rawP4.az);
                
                // Surface colours.
                var rgb1 = this.colourGradientObject.getColour(rawP1.lz * 1.0);
                var rgb2 = this.colourGradientObject.getColour(rawP2.lz * 1.0);
                var rgb3 = this.colourGradientObject.getColour(rawP3.lz * 1.0);
                var rgb4 = this.colourGradientObject.getColour(rawP4.lz * 1.0);
                
                colors.push(rgb1.red / 255);
                colors.push(rgb1.green / 255);
                colors.push(rgb1.blue / 255, 1.0);
                colors.push(rgb2.red / 255);
                colors.push(rgb2.green / 255);
                colors.push(rgb2.blue / 255, 1.0);
                colors.push(rgb3.red / 255);
                colors.push(rgb3.green / 255);
                colors.push(rgb3.blue / 255, 1.0);
                colors.push(rgb4.red / 255);
                colors.push(rgb4.green / 255);
                colors.push(rgb4.blue / 255, 1.0);
                
                // Normal of triangle 1.
                var v1 = [rawP2.ax - rawP1.ax, rawP2.ay - rawP1.ay, rawP2.az - rawP1.az];
                var v2 = [rawP3.ax - rawP1.ax, rawP3.ay - rawP1.ay, rawP3.az - rawP1.az];
                var cp1 = vec3.create();
                cp1 = vec3.cross(v1, v2);
                cp1 = vec3.normalize(v1, v2);
                
                // Normal of triangle 2.
                v1 = [rawP3.ax - rawP1.ax, rawP3.ay - rawP1.ay, rawP3.az - rawP1.az];
                v2 = [rawP4.ax - rawP1.ax, rawP4.ay - rawP1.ay, rawP4.az - rawP1.az];
                var cp2 = vec3.create();
                cp2 = vec3.cross(v1, v2);
                cp2 = vec3.normalize(v1, v2);
                
                // Store normals for lighting.
                vertexNormals.push(cp1[0]);
                vertexNormals.push(cp1[1]);
                vertexNormals.push(cp1[2]);
                vertexNormals.push(cp1[0]);
                vertexNormals.push(cp1[1]);
                vertexNormals.push(cp1[2]);
                vertexNormals.push(cp2[0]);
                vertexNormals.push(cp2[1]);
                vertexNormals.push(cp2[2]);
                vertexNormals.push(cp2[0]);
                vertexNormals.push(cp2[1]);
                vertexNormals.push(cp2[2]);
            }
        }
        
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexPositionBuffer);
        this.gl.bufferSubData(this.gl.ARRAY_BUFFER, 0, new Float32Array(vertices));
        
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexNormalBuffer);
        this.gl.bufferSubData(this.gl.ARRAY_BUFFER, 0, new Float32Array(vertexNormals));
        
        this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexColorBuffer);
        this.gl.bufferSubData(this.gl.ARRAY_BUFFER, 0, new Float32Array(colors));
        
        this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.surfaceVertexIndexBuffer);
        
        var numQuads = ((this.numXPoints - 1) * (this.numYPoints - 1)) / 2;
        var surfaceVertexIndices = [];
        
        for (var i = 0; i < (numQuads * 8); i += 4) {
            surfaceVertexIndices.push(i);
            surfaceVertexIndices.push(i + 1);
            surfaceVertexIndices.push(i + 2);
            surfaceVertexIndices.push(i);
            surfaceVertexIndices.push(i + 2);
            surfaceVertexIndices.push(i + 3);
        }
        
        this.gl.bufferSubData(this.gl.ELEMENT_ARRAY_BUFFER, 0, new Uint16Array(surfaceVertexIndices));
    };
    
    this.initSurfaceBuffers();
};

GLSurface.prototype.draw = function(){
    this.currentShader = this.shaderProgram;
    this.gl.useProgram(this.currentShader);
    
    // Enable the vertex arrays for the current shader.
    this.currentShader.vertexPositionAttribute = this.gl.getAttribLocation(this.currentShader, "aVertexPosition");
    this.gl.enableVertexAttribArray(this.currentShader.vertexPositionAttribute);
    this.currentShader.vertexNormalAttribute = this.gl.getAttribLocation(this.currentShader, "aVertexNormal");
    this.gl.enableVertexAttribArray(this.currentShader.vertexNormalAttribute);
    this.currentShader.vertexColorAttribute = this.gl.getAttribLocation(this.currentShader, "aVertexColor");
    this.gl.enableVertexAttribArray(this.currentShader.vertexColorAttribute);
    
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexPositionBuffer);
    this.gl.vertexAttribPointer(this.currentShader.vertexPositionAttribute, this.surfaceVertexPositionBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
    
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexColorBuffer);
    this.gl.vertexAttribPointer(this.currentShader.vertexColorAttribute, this.surfaceVertexColorBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
    
    this.gl.bindBuffer(this.gl.ARRAY_BUFFER, this.surfaceVertexNormalBuffer);
    this.gl.vertexAttribPointer(this.currentShader.vertexNormalAttribute, this.surfaceVertexNormalBuffer.itemSize, this.gl.FLOAT, false, 0, 0);
    
    this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, this.surfaceVertexIndexBuffer);
    
    this.setMatrixUniforms(this.currentShader, this.surfacePlot.pMatrix, this.surfacePlot.mvMatrix);
    
    this.gl.drawElements(this.gl.TRIANGLES, this.surfaceVertexIndexBuffer.numItems, this.gl.UNSIGNED_SHORT, 0);
    
    // Disable the vertex arrays for the current shader.
    this.gl.disableVertexAttribArray(this.currentShader.vertexPositionAttribute);
    this.gl.disableVertexAttribArray(this.currentShader.vertexNormalAttribute);
    this.gl.disableVertexAttribArray(this.currentShader.vertexColorAttribute);
};

/**
 * Given two coordinates, return the Euclidean distance
 * between them
 */
function distance(p1, p2){
    return Math.sqrt(((p1.x - p2.x) *
    (p1.x -
    p2.x)) +
    ((p1.y - p2.y) * (p1.y - p2.y)));
}

/*
 * Matrix3d: This class represents a 3D matrix.
 * ********************************************
 */
Matrix3d = function(){
    this.matrix = new Array();
    this.numRows = 4;
    this.numCols = 4;
    
    this.init = function(){
        this.matrix = new Array();
        
        for (var i = 0; i < this.numRows; i++) {
            this.matrix[i] = new Array();
        }
    };
    
    this.getMatrix = function(){
        return this.matrix;
    };
    
    this.matrixReset = function(){
        for (var i = 0; i < this.numRows; i++) {
            for (var j = 0; j < this.numCols; j++) {
                this.matrix[i][j] = 0;
            }
        }
    };
    
    this.matrixIdentity = function(){
        this.matrixReset();
        this.matrix[0][0] = this.matrix[1][1] = this.matrix[2][2] = this.matrix[3][3] = 1;
    };
    
    this.matrixCopy = function(newM){
        var temp = new Matrix3d();
        var i, j;
        
        for (i = 0; i < this.numRows; i++) {
            for (j = 0; j < this.numCols; j++) {
                temp.getMatrix()[i][j] = (this.matrix[i][0] * newM.getMatrix()[0][j]) + (this.matrix[i][1] * newM.getMatrix()[1][j]) + (this.matrix[i][2] * newM.getMatrix()[2][j]) + (this.matrix[i][3] * newM.getMatrix()[3][j]);
            }
        }
        
        for (i = 0; i < this.numRows; i++) {
            this.matrix[i][0] = temp.getMatrix()[i][0];
            this.matrix[i][1] = temp.getMatrix()[i][1];
            this.matrix[i][2] = temp.getMatrix()[i][2];
            this.matrix[i][3] = temp.getMatrix()[i][3];
        }
    };
    
    this.matrixMult = function(m1, m2){
        var temp = new Matrix3d();
        var i, j;
        
        for (i = 0; i < this.numRows; i++) {
            for (j = 0; j < this.numCols; j++) {
                temp.getMatrix()[i][j] = (m2.getMatrix()[i][0] * m1.getMatrix()[0][j]) + (m2.getMatrix()[i][1] * m1.getMatrix()[1][j]) + (m2.getMatrix()[i][2] * m1.getMatrix()[2][j]) + (m2.getMatrix()[i][3] * m1.getMatrix()[3][j]);
            }
        }
        
        for (i = 0; i < this.numRows; i++) {
            m1.getMatrix()[i][0] = temp.getMatrix()[i][0];
            m1.getMatrix()[i][1] = temp.getMatrix()[i][1];
            m1.getMatrix()[i][2] = temp.getMatrix()[i][2];
            m1.getMatrix()[i][3] = temp.getMatrix()[i][3];
        }
    };
    
    this.toString = function(){
        return this.matrix.toString();
    }
    
    this.init();
};

/*
 * Point3D: This class represents a 3D point.
 * ******************************************
 */
Point3D = function(x, y, z){
    this.displayValue = "";
    
    this.lx;
    this.ly;
    this.lz;
    this.lt;
    
    this.wx;
    this.wy;
    this.wz;
    this.wt;
    
    this.ax;
    this.ay;
    this.az;
    this.at;
    
    this.dist;
    
    this.initPoint = function(){
        this.lx = this.ly = this.lz = this.ax = this.ay = this.az = this.at = this.wx = this.wy = this.wz = 0;
        this.lt = this.wt = 1;
    };
    
    this.init = function(x, y, z){
        this.initPoint();
        this.lx = x;
        this.ly = y;
        this.lz = z;
        
        this.ax = this.lx;
        this.ay = this.ly;
        this.az = this.lz;
    };
    
    this.init(x, y, z);
};

/*
 * Polygon: This class represents a polygon on the surface plot.
 * ************************************************************
 */
Polygon = function(cameraPosition, isAxis){
    this.points = new Array();
    this.cameraPosition = cameraPosition;
    this.isAxis = isAxis;
    this.centroid = null;
    this.distanceFromCamera = null;
    
    this.isAnAxis = function(){
        return this.isAxis;
    };
    
    this.addPoint = function(point){
        this.points[this.points.length] = point;
    };
    
    this.distance = function(){
        return this.distance2(this.cameraPosition, this.centroid);
    };
    
    this.calculateDistance = function(){
        this.distanceFromCamera = this.distance();
    };
    
    this.calculateCentroid = function(){
        var xCentre = 0;
        var yCentre = 0;
        var zCentre = 0;
        
        var numPoints = this.points.length * 1.0;
        
        for (var i = 0; i < numPoints; i++) {
            xCentre += this.points[i].ax;
            yCentre += this.points[i].ay;
            zCentre += this.points[i].az;
        }
        
        xCentre /= numPoints;
        yCentre /= numPoints;
        zCentre /= numPoints;
        
        this.centroid = new Point3D(xCentre, yCentre, zCentre);
    };
    
    this.distance2 = function(p1, p2){
        return ((p1.ax - p2.ax) * (p1.ax - p2.ax)) + ((p1.ay - p2.ay) * (p1.ay - p2.ay)) + ((p1.az - p2.az) * (p1.az - p2.az));
    };
    
    this.getPoint = function(i){
        return this.points[i];
    };
};

/*
 * PolygonComaparator: Class used to sort arrays of polygons.
 * ************************************************************
 */
PolygonComaparator = function(p1, p2){
    var diff = p1.distanceFromCamera - p2.distanceFromCamera;
    
    if (diff == 0) 
        return 0;
    else 
        if (diff < 0) 
            return -1;
        else 
            if (diff > 0) 
                return 1;
    
    return 0;
};

/*
 * Th3dtran: Class for matrix manipuation.
 * ************************************************************
 */
Th3dtran = function(){
    this.rMat;
    this.rMatrix;
    this.objectMatrix;
    
    this.init = function(){
        this.rMat = new Matrix3d();
        this.rMatrix = new Matrix3d();
        this.objectMatrix = new Matrix3d();
        
        this.initMatrix();
    };
    
    this.initMatrix = function(){
        this.objectMatrix.matrixIdentity();
    };
    
    this.translate = function(x, y, z){
        this.rMat.matrixIdentity();
        this.rMat.getMatrix()[3][0] = x;
        this.rMat.getMatrix()[3][1] = y;
        this.rMat.getMatrix()[3][2] = z;
        
        this.objectMatrix.matrixCopy(this.rMat);
    };
    
    this.rotate = function(x, y, z){
        var rx = x * (Math.PI / 180.0);
        var ry = y * (Math.PI / 180.0);
        var rz = z * (Math.PI / 180.0);
        
        this.rMatrix.matrixIdentity();
        this.rMat.matrixIdentity();
        this.rMat.getMatrix()[1][1] = Math.cos(rx);
        this.rMat.getMatrix()[1][2] = Math.sin(rx);
        this.rMat.getMatrix()[2][1] = -(Math.sin(rx));
        this.rMat.getMatrix()[2][2] = Math.cos(rx);
        this.rMatrix.matrixMult(this.rMatrix, this.rMat);
        
        this.rMat.matrixIdentity();
        this.rMat.getMatrix()[0][0] = Math.cos(ry);
        this.rMat.getMatrix()[0][2] = -(Math.sin(ry));
        this.rMat.getMatrix()[2][0] = Math.sin(ry);
        this.rMat.getMatrix()[2][2] = Math.cos(ry);
        this.rMat.matrixMult(this.rMatrix, this.rMat);
        
        this.rMat.matrixIdentity();
        this.rMat.getMatrix()[0][0] = Math.cos(rz);
        this.rMat.getMatrix()[0][1] = Math.sin(rz);
        this.rMat.getMatrix()[1][0] = -(Math.sin(rz));
        this.rMat.getMatrix()[1][1] = Math.cos(rz);
        this.rMat.matrixMult(this.rMatrix, this.rMat);
        
        this.objectMatrix.matrixCopy(this.rMatrix);
    };
    
    this.scale = function(scale){
        this.rMat.matrixIdentity();
        this.rMat.getMatrix()[0][0] = scale;
        this.rMat.getMatrix()[1][1] = scale;
        this.rMat.getMatrix()[2][2] = scale;
        
        this.objectMatrix.matrixCopy(this.rMat);
    };
    
    this.ChangeObjectPoint = function(p){
        p.ax = (p.lx * this.objectMatrix.getMatrix()[0][0] + p.ly * this.objectMatrix.getMatrix()[1][0] + p.lz * this.objectMatrix.getMatrix()[2][0] + this.objectMatrix.getMatrix()[3][0]);
        p.ay = (p.lx * this.objectMatrix.getMatrix()[0][1] + p.ly * this.objectMatrix.getMatrix()[1][1] + p.lz * this.objectMatrix.getMatrix()[2][1] + this.objectMatrix.getMatrix()[3][1]);
        p.az = (p.lx * this.objectMatrix.getMatrix()[0][2] + p.ly * this.objectMatrix.getMatrix()[1][2] + p.lz * this.objectMatrix.getMatrix()[2][2] + this.objectMatrix.getMatrix()[3][2]);
        
        return p;
    };
    
    this.init();
};

/*
 * Point: A simple 2D point.
 * ************************************************************
 */
Point = function(x, y){
    this.x = x;
    this.y = y;
};

/*
 * This function displays tooltips and was adapted from original code by Michael Leigeber.
 * See http://www.leigeber.com/
 */
Tooltip = function(useExplicitPositions, tooltipColour){
    var top = 3;
    var left = 3;
    var maxw = 300;
    var speed = 10;
    var timer = 20;
    var endalpha = 95;
    var alpha = 0;
    var tt, t, c, b, h;
    var ie = document.all ? true : false;
    
    this.show = function(v, w){
        if (tt == null) {
            tt = document.createElement('div');
            tt.style.color = tooltipColour;
            
            tt.style.position = 'absolute';
            tt.style.display = 'block';
            
            t = document.createElement('div');
            
            t.style.display = 'block';
            t.style.height = '5px';
            t.style.marginleft = '5px';
            t.style.overflow = 'hidden';
            
            c = document.createElement('div');
            
            b = document.createElement('div');
            
            tt.appendChild(t);
            tt.appendChild(c);
            tt.appendChild(b);
            document.body.appendChild(tt);
            
            if (!ie) {
                tt.style.opacity = 0;
                tt.style.filter = 'alpha(opacity=0)';
            }
            else 
                tt.style.opacity = 1;
            
            
        }
        
        if (!useExplicitPositions) 
            document.onmousemove = this.pos;
        
        tt.style.display = 'block';
        c.innerHTML = '<span style="font-weight:bold; font-family: arial;">' + v + '</span>';
        tt.style.width = w ? w + 'px' : 'auto';
        
        if (!w && ie) {
            t.style.display = 'none';
            b.style.display = 'none';
            tt.style.width = tt.offsetWidth;
            t.style.display = 'block';
            b.style.display = 'block';
        }
        
        if (tt.offsetWidth > maxw) {
            tt.style.width = maxw + 'px';
        }
        
        h = parseInt(tt.offsetHeight) + top;
        
        if (!ie) {
            clearInterval(tt.timer);
            tt.timer = setInterval(function(){
                fade(1)
            }, timer);
        }
    };
    
    this.setPos = function(e){
        tt.style.top = e.y + 'px';
        tt.style.left = e.x + 'px';
    };
    
    this.pos = function(e){
        var u = ie ? event.clientY + document.documentElement.scrollTop : e.pageY;
        var l = ie ? event.clientX + document.documentElement.scrollLeft : e.pageX;
        tt.style.top = (u - h) + 'px';
        tt.style.left = (l + left) + 'px';
        tt.style.zIndex = 999999999999;
    };
    
    function fade(d){
        var a = alpha;
        
        if ((a != endalpha && d == 1) || (a != 0 && d == -1)) {
            var i = speed;
            
            if (endalpha - a < speed && d == 1) {
                i = endalpha - a;
            }
            else 
                if (alpha < speed && d == -1) {
                    i = a;
                }
            
            alpha = a + (i * d);
            tt.style.opacity = alpha * .01;
            tt.style.filter = 'alpha(opacity=' + alpha + ')';
        }
        else {
            clearInterval(tt.timer);
            
            if (d == -1) {
                tt.style.display = 'none';
            }
        }
    }
    
    this.hide = function(){
        if (tt == null) 
            return;
        
        if (!ie) {
            clearInterval(tt.timer);
            tt.timer = setInterval(function(){
                fade(-1)
            }, timer);
        }
        else {
            tt.style.display = 'none';
        }
    };
};

degToRad = function(degrees){
    return degrees * Math.PI / 180;
};

function hexToR(h){
    return parseInt((cutHex(h)).substring(0, 2), 16)
}

function hexToG(h){
    return parseInt((cutHex(h)).substring(2, 4), 16)
}

function hexToB(h){
    return parseInt((cutHex(h)).substring(4, 6), 16)
}

function cutHex(h){
    return (h.charAt(0) == "#") ? h.substring(1, 7) : h
}

log = function(base, value){
    return Math.log(value) / Math.log(base);
};

JSSurfacePlot.DEFAULT_X_ANGLE_CANVAS = 47;
JSSurfacePlot.DEFAULT_Z_ANGLE_CANVAS = 47;
JSSurfacePlot.DEFAULT_X_ANGLE_WEBGL = -70;
JSSurfacePlot.DEFAULT_Y_ANGLE_WEBGL = -42;
JSSurfacePlot.DATA_DOT_SIZE = 5;
JSSurfacePlot.DEFAULT_SCALE = 350;
JSSurfacePlot.MIN_SCALE = 50;
JSSurfacePlot.MAX_SCALE = 1100;
JSSurfacePlot.SCALE_FACTOR = 1.4;

/*
 * ColourGradient.js
 *
 * Written by Greg Ross
 
 */
ColourGradient = function(minValue, maxValue, rgbColourArray)
{
  /**
     * Return a colour from a position on the path in RGB space that is proportioal to
     * the number specified in relation to the minimum and maximum values from which the
     * bounds of the path are derived.
     * @member ColourGradient
     * @param value
     */
    this.getColour = function (value) {
        if (isNaN(value))
            return rgbColourArray[0];

        if (value < minValue || rgbColourArray.length == 1)
            return rgbColourArray[0];
        else if (value < minValue || value > maxValue || rgbColourArray.length == 1) {
            return rgbColourArray[rgbColourArray.length - 1];
        }

        var scaledValue = mapValueToZeroOneInterval(value, minValue, maxValue);

        return getPointOnColourRamp(scaledValue);
    };
  
  function getPointOnColourRamp(value)
  {
    var numberOfColours = rgbColourArray.length;
    var scaleWidth = 1 / (numberOfColours - 1);
    var index = (value / scaleWidth);
    var index = parseInt(index + "");
        
    index = index ==  (numberOfColours - 1) ? index - 1 : index;
    
    var rgb1 = rgbColourArray[index];
    var rgb2 = rgbColourArray[index + 1];
    
    if (rgb1 == void 0 || rgb2 == void 0)
      return rgbColourArray[0];
    
    var closestToOrigin, furthestFromOrigin;
    
    if (distanceFromRgbOrigin(rgb1) > distanceFromRgbOrigin(rgb2))
    {
      closestToOrigin = rgb2;
      furthestFromOrigin = rgb1;
    }
    else
    {
      closestToOrigin = rgb1;
      furthestFromOrigin = rgb2;
    }
    
    var t;
    
    if (closestToOrigin == rgb2)
      t = 1 - mapValueToZeroOneInterval(value, index * scaleWidth, (index + 1) * scaleWidth);
    else
      t = mapValueToZeroOneInterval(value, index * scaleWidth, (index + 1) * scaleWidth);
      
    var diff = [
      t * (furthestFromOrigin.red - closestToOrigin.red),
      t * (furthestFromOrigin.green - closestToOrigin.green), 
      t * (furthestFromOrigin.blue - closestToOrigin.blue)];
    
    var r = closestToOrigin.red + diff[0];
    var g = closestToOrigin.green + diff[1];
    var b = closestToOrigin.blue + diff[2];
    
    r = parseInt(r);
    g = parseInt(g);
    b = parseInt(b);
    
    var colr = {
      red:r,
      green:g,
      blue:b
    };
    
    return colr;
  }

  function distanceFromRgbOrigin(rgb)
  {
    return (rgb.red * rgb.red) + (rgb.green * rgb.green) + (rgb.blue * rgb.blue);
  }

  function mapValueToZeroOneInterval(value, minValue, maxValue)
  {
    if (minValue == maxValue) return 0;
    
    var factor = (value - minValue) / (maxValue - minValue);
    return factor;
  }
};// glMatrix v0.9.5
glMatrixArrayType=typeof Float32Array!="undefined"?Float32Array:typeof WebGLFloatArray!="undefined"?WebGLFloatArray:Array;var vec3={};vec3.create=function(a){var b=new glMatrixArrayType(3);if(a){b[0]=a[0];b[1]=a[1];b[2]=a[2]}return b};vec3.set=function(a,b){b[0]=a[0];b[1]=a[1];b[2]=a[2];return b};vec3.add=function(a,b,c){if(!c||a==c){a[0]+=b[0];a[1]+=b[1];a[2]+=b[2];return a}c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];return c};
vec3.subtract=function(a,b,c){if(!c||a==c){a[0]-=b[0];a[1]-=b[1];a[2]-=b[2];return a}c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];return c};vec3.negate=function(a,b){b||(b=a);b[0]=-a[0];b[1]=-a[1];b[2]=-a[2];return b};vec3.scale=function(a,b,c){if(!c||a==c){a[0]*=b;a[1]*=b;a[2]*=b;return a}c[0]=a[0]*b;c[1]=a[1]*b;c[2]=a[2]*b;return c};
vec3.normalize=function(a,b){b||(b=a);var c=a[0],d=a[1],e=a[2],g=Math.sqrt(c*c+d*d+e*e);if(g){if(g==1){b[0]=c;b[1]=d;b[2]=e;return b}}else{b[0]=0;b[1]=0;b[2]=0;return b}g=1/g;b[0]=c*g;b[1]=d*g;b[2]=e*g;return b};vec3.cross=function(a,b,c){c||(c=a);var d=a[0],e=a[1];a=a[2];var g=b[0],f=b[1];b=b[2];c[0]=e*b-a*f;c[1]=a*g-d*b;c[2]=d*f-e*g;return c};vec3.length=function(a){var b=a[0],c=a[1];a=a[2];return Math.sqrt(b*b+c*c+a*a)};vec3.dot=function(a,b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]};
vec3.direction=function(a,b,c){c||(c=a);var d=a[0]-b[0],e=a[1]-b[1];a=a[2]-b[2];b=Math.sqrt(d*d+e*e+a*a);if(!b){c[0]=0;c[1]=0;c[2]=0;return c}b=1/b;c[0]=d*b;c[1]=e*b;c[2]=a*b;return c};vec3.lerp=function(a,b,c,d){d||(d=a);d[0]=a[0]+c*(b[0]-a[0]);d[1]=a[1]+c*(b[1]-a[1]);d[2]=a[2]+c*(b[2]-a[2]);return d};vec3.str=function(a){return"["+a[0]+", "+a[1]+", "+a[2]+"]"};var mat3={};
mat3.create=function(a){var b=new glMatrixArrayType(9);if(a){b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9]}return b};mat3.set=function(a,b){b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];return b};mat3.identity=function(a){a[0]=1;a[1]=0;a[2]=0;a[3]=0;a[4]=1;a[5]=0;a[6]=0;a[7]=0;a[8]=1;return a};
mat3.transpose=function(a,b){if(!b||a==b){var c=a[1],d=a[2],e=a[5];a[1]=a[3];a[2]=a[6];a[3]=c;a[5]=a[7];a[6]=d;a[7]=e;return a}b[0]=a[0];b[1]=a[3];b[2]=a[6];b[3]=a[1];b[4]=a[4];b[5]=a[7];b[6]=a[2];b[7]=a[5];b[8]=a[8];return b};mat3.toMat4=function(a,b){b||(b=mat4.create());b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=0;b[4]=a[3];b[5]=a[4];b[6]=a[5];b[7]=0;b[8]=a[6];b[9]=a[7];b[10]=a[8];b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return b};
mat3.str=function(a){return"["+a[0]+", "+a[1]+", "+a[2]+", "+a[3]+", "+a[4]+", "+a[5]+", "+a[6]+", "+a[7]+", "+a[8]+"]"};var mat4={};mat4.create=function(a){var b=new glMatrixArrayType(16);if(a){b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=a[12];b[13]=a[13];b[14]=a[14];b[15]=a[15]}return b};
mat4.set=function(a,b){b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=a[12];b[13]=a[13];b[14]=a[14];b[15]=a[15];return b};mat4.identity=function(a){a[0]=1;a[1]=0;a[2]=0;a[3]=0;a[4]=0;a[5]=1;a[6]=0;a[7]=0;a[8]=0;a[9]=0;a[10]=1;a[11]=0;a[12]=0;a[13]=0;a[14]=0;a[15]=1;return a};
mat4.transpose=function(a,b){if(!b||a==b){var c=a[1],d=a[2],e=a[3],g=a[6],f=a[7],h=a[11];a[1]=a[4];a[2]=a[8];a[3]=a[12];a[4]=c;a[6]=a[9];a[7]=a[13];a[8]=d;a[9]=g;a[11]=a[14];a[12]=e;a[13]=f;a[14]=h;return a}b[0]=a[0];b[1]=a[4];b[2]=a[8];b[3]=a[12];b[4]=a[1];b[5]=a[5];b[6]=a[9];b[7]=a[13];b[8]=a[2];b[9]=a[6];b[10]=a[10];b[11]=a[14];b[12]=a[3];b[13]=a[7];b[14]=a[11];b[15]=a[15];return b};
mat4.determinant=function(a){var b=a[0],c=a[1],d=a[2],e=a[3],g=a[4],f=a[5],h=a[6],i=a[7],j=a[8],k=a[9],l=a[10],o=a[11],m=a[12],n=a[13],p=a[14];a=a[15];return m*k*h*e-j*n*h*e-m*f*l*e+g*n*l*e+j*f*p*e-g*k*p*e-m*k*d*i+j*n*d*i+m*c*l*i-b*n*l*i-j*c*p*i+b*k*p*i+m*f*d*o-g*n*d*o-m*c*h*o+b*n*h*o+g*c*p*o-b*f*p*o-j*f*d*a+g*k*d*a+j*c*h*a-b*k*h*a-g*c*l*a+b*f*l*a};
mat4.inverse=function(a,b){b||(b=a);var c=a[0],d=a[1],e=a[2],g=a[3],f=a[4],h=a[5],i=a[6],j=a[7],k=a[8],l=a[9],o=a[10],m=a[11],n=a[12],p=a[13],r=a[14],s=a[15],A=c*h-d*f,B=c*i-e*f,t=c*j-g*f,u=d*i-e*h,v=d*j-g*h,w=e*j-g*i,x=k*p-l*n,y=k*r-o*n,z=k*s-m*n,C=l*r-o*p,D=l*s-m*p,E=o*s-m*r,q=1/(A*E-B*D+t*C+u*z-v*y+w*x);b[0]=(h*E-i*D+j*C)*q;b[1]=(-d*E+e*D-g*C)*q;b[2]=(p*w-r*v+s*u)*q;b[3]=(-l*w+o*v-m*u)*q;b[4]=(-f*E+i*z-j*y)*q;b[5]=(c*E-e*z+g*y)*q;b[6]=(-n*w+r*t-s*B)*q;b[7]=(k*w-o*t+m*B)*q;b[8]=(f*D-h*z+j*x)*q;
b[9]=(-c*D+d*z-g*x)*q;b[10]=(n*v-p*t+s*A)*q;b[11]=(-k*v+l*t-m*A)*q;b[12]=(-f*C+h*y-i*x)*q;b[13]=(c*C-d*y+e*x)*q;b[14]=(-n*u+p*B-r*A)*q;b[15]=(k*u-l*B+o*A)*q;return b};mat4.toRotationMat=function(a,b){b||(b=mat4.create());b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];b[4]=a[4];b[5]=a[5];b[6]=a[6];b[7]=a[7];b[8]=a[8];b[9]=a[9];b[10]=a[10];b[11]=a[11];b[12]=0;b[13]=0;b[14]=0;b[15]=1;return b};
mat4.toMat3=function(a,b){b||(b=mat3.create());b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[4];b[4]=a[5];b[5]=a[6];b[6]=a[8];b[7]=a[9];b[8]=a[10];return b};mat4.toInverseMat3=function(a,b){var c=a[0],d=a[1],e=a[2],g=a[4],f=a[5],h=a[6],i=a[8],j=a[9],k=a[10],l=k*f-h*j,o=-k*g+h*i,m=j*g-f*i,n=c*l+d*o+e*m;if(!n)return null;n=1/n;b||(b=mat3.create());b[0]=l*n;b[1]=(-k*d+e*j)*n;b[2]=(h*d-e*f)*n;b[3]=o*n;b[4]=(k*c-e*i)*n;b[5]=(-h*c+e*g)*n;b[6]=m*n;b[7]=(-j*c+d*i)*n;b[8]=(f*c-d*g)*n;return b};
mat4.multiply=function(a,b,c){c||(c=a);var d=a[0],e=a[1],g=a[2],f=a[3],h=a[4],i=a[5],j=a[6],k=a[7],l=a[8],o=a[9],m=a[10],n=a[11],p=a[12],r=a[13],s=a[14];a=a[15];var A=b[0],B=b[1],t=b[2],u=b[3],v=b[4],w=b[5],x=b[6],y=b[7],z=b[8],C=b[9],D=b[10],E=b[11],q=b[12],F=b[13],G=b[14];b=b[15];c[0]=A*d+B*h+t*l+u*p;c[1]=A*e+B*i+t*o+u*r;c[2]=A*g+B*j+t*m+u*s;c[3]=A*f+B*k+t*n+u*a;c[4]=v*d+w*h+x*l+y*p;c[5]=v*e+w*i+x*o+y*r;c[6]=v*g+w*j+x*m+y*s;c[7]=v*f+w*k+x*n+y*a;c[8]=z*d+C*h+D*l+E*p;c[9]=z*e+C*i+D*o+E*r;c[10]=z*
g+C*j+D*m+E*s;c[11]=z*f+C*k+D*n+E*a;c[12]=q*d+F*h+G*l+b*p;c[13]=q*e+F*i+G*o+b*r;c[14]=q*g+F*j+G*m+b*s;c[15]=q*f+F*k+G*n+b*a;return c};mat4.multiplyVec3=function(a,b,c){c||(c=b);var d=b[0],e=b[1];b=b[2];c[0]=a[0]*d+a[4]*e+a[8]*b+a[12];c[1]=a[1]*d+a[5]*e+a[9]*b+a[13];c[2]=a[2]*d+a[6]*e+a[10]*b+a[14];return c};
mat4.multiplyVec4=function(a,b,c){c||(c=b);var d=b[0],e=b[1],g=b[2];b=b[3];c[0]=a[0]*d+a[4]*e+a[8]*g+a[12]*b;c[1]=a[1]*d+a[5]*e+a[9]*g+a[13]*b;c[2]=a[2]*d+a[6]*e+a[10]*g+a[14]*b;c[3]=a[3]*d+a[7]*e+a[11]*g+a[15]*b;return c};
mat4.translate=function(a,b,c){var d=b[0],e=b[1];b=b[2];if(!c||a==c){a[12]=a[0]*d+a[4]*e+a[8]*b+a[12];a[13]=a[1]*d+a[5]*e+a[9]*b+a[13];a[14]=a[2]*d+a[6]*e+a[10]*b+a[14];a[15]=a[3]*d+a[7]*e+a[11]*b+a[15];return a}var g=a[0],f=a[1],h=a[2],i=a[3],j=a[4],k=a[5],l=a[6],o=a[7],m=a[8],n=a[9],p=a[10],r=a[11];c[0]=g;c[1]=f;c[2]=h;c[3]=i;c[4]=j;c[5]=k;c[6]=l;c[7]=o;c[8]=m;c[9]=n;c[10]=p;c[11]=r;c[12]=g*d+j*e+m*b+a[12];c[13]=f*d+k*e+n*b+a[13];c[14]=h*d+l*e+p*b+a[14];c[15]=i*d+o*e+r*b+a[15];return c};
mat4.scale=function(a,b,c){var d=b[0],e=b[1];b=b[2];if(!c||a==c){a[0]*=d;a[1]*=d;a[2]*=d;a[3]*=d;a[4]*=e;a[5]*=e;a[6]*=e;a[7]*=e;a[8]*=b;a[9]*=b;a[10]*=b;a[11]*=b;return a}c[0]=a[0]*d;c[1]=a[1]*d;c[2]=a[2]*d;c[3]=a[3]*d;c[4]=a[4]*e;c[5]=a[5]*e;c[6]=a[6]*e;c[7]=a[7]*e;c[8]=a[8]*b;c[9]=a[9]*b;c[10]=a[10]*b;c[11]=a[11]*b;c[12]=a[12];c[13]=a[13];c[14]=a[14];c[15]=a[15];return c};
mat4.rotate=function(a,b,c,d){var e=c[0],g=c[1];c=c[2];var f=Math.sqrt(e*e+g*g+c*c);if(!f)return null;if(f!=1){f=1/f;e*=f;g*=f;c*=f}var h=Math.sin(b),i=Math.cos(b),j=1-i;b=a[0];f=a[1];var k=a[2],l=a[3],o=a[4],m=a[5],n=a[6],p=a[7],r=a[8],s=a[9],A=a[10],B=a[11],t=e*e*j+i,u=g*e*j+c*h,v=c*e*j-g*h,w=e*g*j-c*h,x=g*g*j+i,y=c*g*j+e*h,z=e*c*j+g*h;e=g*c*j-e*h;g=c*c*j+i;if(d){if(a!=d){d[12]=a[12];d[13]=a[13];d[14]=a[14];d[15]=a[15]}}else d=a;d[0]=b*t+o*u+r*v;d[1]=f*t+m*u+s*v;d[2]=k*t+n*u+A*v;d[3]=l*t+p*u+B*
v;d[4]=b*w+o*x+r*y;d[5]=f*w+m*x+s*y;d[6]=k*w+n*x+A*y;d[7]=l*w+p*x+B*y;d[8]=b*z+o*e+r*g;d[9]=f*z+m*e+s*g;d[10]=k*z+n*e+A*g;d[11]=l*z+p*e+B*g;return d};mat4.rotateX=function(a,b,c){var d=Math.sin(b);b=Math.cos(b);var e=a[4],g=a[5],f=a[6],h=a[7],i=a[8],j=a[9],k=a[10],l=a[11];if(c){if(a!=c){c[0]=a[0];c[1]=a[1];c[2]=a[2];c[3]=a[3];c[12]=a[12];c[13]=a[13];c[14]=a[14];c[15]=a[15]}}else c=a;c[4]=e*b+i*d;c[5]=g*b+j*d;c[6]=f*b+k*d;c[7]=h*b+l*d;c[8]=e*-d+i*b;c[9]=g*-d+j*b;c[10]=f*-d+k*b;c[11]=h*-d+l*b;return c};
mat4.rotateY=function(a,b,c){var d=Math.sin(b);b=Math.cos(b);var e=a[0],g=a[1],f=a[2],h=a[3],i=a[8],j=a[9],k=a[10],l=a[11];if(c){if(a!=c){c[4]=a[4];c[5]=a[5];c[6]=a[6];c[7]=a[7];c[12]=a[12];c[13]=a[13];c[14]=a[14];c[15]=a[15]}}else c=a;c[0]=e*b+i*-d;c[1]=g*b+j*-d;c[2]=f*b+k*-d;c[3]=h*b+l*-d;c[8]=e*d+i*b;c[9]=g*d+j*b;c[10]=f*d+k*b;c[11]=h*d+l*b;return c};
mat4.rotateZ=function(a,b,c){var d=Math.sin(b);b=Math.cos(b);var e=a[0],g=a[1],f=a[2],h=a[3],i=a[4],j=a[5],k=a[6],l=a[7];if(c){if(a!=c){c[8]=a[8];c[9]=a[9];c[10]=a[10];c[11]=a[11];c[12]=a[12];c[13]=a[13];c[14]=a[14];c[15]=a[15]}}else c=a;c[0]=e*b+i*d;c[1]=g*b+j*d;c[2]=f*b+k*d;c[3]=h*b+l*d;c[4]=e*-d+i*b;c[5]=g*-d+j*b;c[6]=f*-d+k*b;c[7]=h*-d+l*b;return c};
mat4.frustum=function(a,b,c,d,e,g,f){f||(f=mat4.create());var h=b-a,i=d-c,j=g-e;f[0]=e*2/h;f[1]=0;f[2]=0;f[3]=0;f[4]=0;f[5]=e*2/i;f[6]=0;f[7]=0;f[8]=(b+a)/h;f[9]=(d+c)/i;f[10]=-(g+e)/j;f[11]=-1;f[12]=0;f[13]=0;f[14]=-(g*e*2)/j;f[15]=0;return f};mat4.perspective=function(a,b,c,d,e){a=c*Math.tan(a*Math.PI/360);b=a*b;return mat4.frustum(-b,b,-a,a,c,d,e)};
mat4.ortho=function(a,b,c,d,e,g,f){f||(f=mat4.create());var h=b-a,i=d-c,j=g-e;f[0]=2/h;f[1]=0;f[2]=0;f[3]=0;f[4]=0;f[5]=2/i;f[6]=0;f[7]=0;f[8]=0;f[9]=0;f[10]=-2/j;f[11]=0;f[12]=-(a+b)/h;f[13]=-(d+c)/i;f[14]=-(g+e)/j;f[15]=1;return f};
mat4.lookAt=function(a,b,c,d){d||(d=mat4.create());var e=a[0],g=a[1];a=a[2];var f=c[0],h=c[1],i=c[2];c=b[1];var j=b[2];if(e==b[0]&&g==c&&a==j)return mat4.identity(d);var k,l,o,m;c=e-b[0];j=g-b[1];b=a-b[2];m=1/Math.sqrt(c*c+j*j+b*b);c*=m;j*=m;b*=m;k=h*b-i*j;i=i*c-f*b;f=f*j-h*c;if(m=Math.sqrt(k*k+i*i+f*f)){m=1/m;k*=m;i*=m;f*=m}else f=i=k=0;h=j*f-b*i;l=b*k-c*f;o=c*i-j*k;if(m=Math.sqrt(h*h+l*l+o*o)){m=1/m;h*=m;l*=m;o*=m}else o=l=h=0;d[0]=k;d[1]=h;d[2]=c;d[3]=0;d[4]=i;d[5]=l;d[6]=j;d[7]=0;d[8]=f;d[9]=
o;d[10]=b;d[11]=0;d[12]=-(k*e+i*g+f*a);d[13]=-(h*e+l*g+o*a);d[14]=-(c*e+j*g+b*a);d[15]=1;return d};mat4.str=function(a){return"["+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]+"]"};quat4={};quat4.create=function(a){var b=new glMatrixArrayType(4);if(a){b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3]}return b};quat4.set=function(a,b){b[0]=a[0];b[1]=a[1];b[2]=a[2];b[3]=a[3];return b};
quat4.calculateW=function(a,b){var c=a[0],d=a[1],e=a[2];if(!b||a==b){a[3]=-Math.sqrt(Math.abs(1-c*c-d*d-e*e));return a}b[0]=c;b[1]=d;b[2]=e;b[3]=-Math.sqrt(Math.abs(1-c*c-d*d-e*e));return b};quat4.inverse=function(a,b){if(!b||a==b){a[0]*=1;a[1]*=1;a[2]*=1;return a}b[0]=-a[0];b[1]=-a[1];b[2]=-a[2];b[3]=a[3];return b};quat4.length=function(a){var b=a[0],c=a[1],d=a[2];a=a[3];return Math.sqrt(b*b+c*c+d*d+a*a)};
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quat4.str=function(a){return"["+a[0]+", "+a[1]+", "+a[2]+", "+a[3]+"]"};/*
 * Copyright 2010, Google Inc.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of Google Inc. nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */


/**
 * @fileoverview This file contains functions every webgl program will need
 * a version of one way or another.
 *
 * Instead of setting up a context manually it is recommended to
 * use. This will check for success or failure. On failure it
 * will attempt to present an approriate message to the user.
 *
 *       gl = WebGLUtils.setupWebGL(canvas);
 *
 * For animated WebGL apps use of setTimeout or setInterval are
 * discouraged. It is recommended you structure your rendering
 * loop like this.
 *
 *       function render() {
 *         window.requestAnimFrame(render, canvas);
 *
 *         // do rendering
 *         ...
 *       }
 *       render();
 *
 * This will call your rendering function up to the refresh rate
 * of your display but will stop rendering if your app is not
 * visible.
 */

WebGLUtils = function() {

/**
 * Creates the HTLM for a failure message
 * @param {string} canvasContainerId id of container of th
 *        canvas.
 * @return {string} The html.
 */
var makeFailHTML = function(msg) {
  return '' +
    '<table style="background-color: #8CE; width: 100%; height: 100%;"><tr>' +
    '<td align="center">' +
    '<div style="display: table-cell; vertical-align: middle;">' +
    '<div style="">' + msg + '</div>' +
    '</div>' +
    '</td></tr></table>';
};

/**
 * Mesasge for getting a webgl browser
 * @type {string}
 */
var GET_A_WEBGL_BROWSER = '' +
  'This page requires a browser that supports WebGL.<br/>' +
  '<a href="http://get.webgl.org">Click here to upgrade your browser.</a>';

/**
 * Mesasge for need better hardware
 * @type {string}
 */
var OTHER_PROBLEM = '' +
  "It doesn't appear your computer can support WebGL.<br/>" +
  '<a href="http://get.webgl.org/troubleshooting/">Click here for more information.</a>';

/**
 * Creates a webgl context. If creation fails it will
 * change the contents of the container of the <canvas>
 * tag to an error message with the correct links for WebGL.
 * @param {Element} canvas. The canvas element to create a
 *     context from.
 * @param {WebGLContextCreationAttirbutes} opt_attribs Any
 *     creation attributes you want to pass in.
 * @param {function:(msg)} opt_onError An function to call
 *     if there is an error during creation.
 * @return {WebGLRenderingContext} The created context.
 */
var setupWebGL = function(canvas, opt_attribs, opt_onError) {
  function handleCreationError(msg) {
    var container = canvas.parentNode;
    if (container) {
      var str = window.WebGLRenderingContext ?
           OTHER_PROBLEM :
           GET_A_WEBGL_BROWSER;
      if (msg) {
        str += "<br/><br/>Status: " + msg;
      }
      container.innerHTML = makeFailHTML(str);
    }
  };

  opt_onError = opt_onError || handleCreationError;

  if (canvas.addEventListener) {
    canvas.addEventListener("webglcontextcreationerror", function(event) {
          opt_onError(event.statusMessage);
        }, false);
  }
  var context = create3DContext(canvas, opt_attribs);
  if (!context) {
    if (!window.WebGLRenderingContext) {
      opt_onError("");
    }
  }
  return context;
};

/**
 * Creates a webgl context.
 * @param {!Canvas} canvas The canvas tag to get context
 *     from. If one is not passed in one will be created.
 * @return {!WebGLContext} The created context.
 */
var create3DContext = function(canvas, opt_attribs) {
  var names = ["webgl", "experimental-webgl", "webkit-3d", "moz-webgl"];
  var context = null;
  for (var ii = 0; ii < names.length; ++ii) {
    try {
      context = canvas.getContext(names[ii], opt_attribs);
    } catch(e) {}
    if (context) {
      break;
    }
  }
  return context;
}

return {
  create3DContext: create3DContext,
  setupWebGL: setupWebGL
};
}();

/**
 * Provides requestAnimationFrame in a cross browser way.
 */
window.requestAnimFrame = (function() {
  return window.requestAnimationFrame ||
         window.webkitRequestAnimationFrame ||
         window.mozRequestAnimationFrame ||
         window.oRequestAnimationFrame ||
         window.msRequestAnimationFrame ||
         function(/* function FrameRequestCallback */ callback, /* DOMElement Element */ element) {
           window.setTimeout(callback, 1000/60);
         };
})();

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</script>

  <style type='text/css'>
    body { }
    div#surfacePlotDiv {
    margin-left: 10px;
    margin-top:  10px;
    border-style: solid;
    border-width: 0px;
    border-color: #A0A0A0;
    width: 100%;
    height: 100%;
}
</style>
<script type='text/javascript'>//<![CDATA[ 


/////////////////////////////////////////////////////////////////////////////////////
/////////////////////// Draw Gems Curves ... ////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////

$( window ).load(function() {

var data=[{data: [0,0,0,0], name: ""}];
data=%DATA% ;


function dataToMatrix(data) {
  var m={
    dim: [0,0],
    matrice: [],
    xlabel: [],
    ylabel: [],
    valueName: "",
    colName:"Project",
    rowName:"Times"
  };
  for (var i=0;i<data.length;i++) {
     var dico=data[i];
     m.xlabel.push(dico.name);
     m.dim=[i+1,dico.data.length];
     m.matrice.push(dico.data);
  }  
  return(m);
};

function setUp(m) {
    data = {
        nRows: m.dim[0],
        nCols: m.dim[1],
        formattedValues:  m.matrice
    };
    // Define a colour gradient.
    var colour1 = { red: 0,    green: 100,   blue: 255};
    var colour2 = { red: 0,    green: 255, blue: 255     };
    var colour3 = { red: 0,    green: 255, blue: 100     };
    var colour4 = { red: 255,  green: 255, blue: 0     };
    var colour5 = { red: 255,  green: 0,   blue: 0     };

    var colours = [colour1, colour2, colour3, colour4, colour5];
    var chartOrigin = { x: 200, y: 265 };
    // Options for the basic canvas plot.
    basicPlotOptions = {
        fillPolygons: false,
        tooltips:  new Array(),
        renderPoints: true
    }

    // These labels are used when autoCalcZScale is true and false :)
    glOptions = {
        xLabels:  m.xlabel,
        yLabels: m.ylabel,
        autoCalcZScale: true
    };

    // Options common to both types of plot.
    options = {
        xPos: 30,yPos: 90,
        width:  window.innerWidth-100,height:  window.innerHeight-100,
        colourGradient: colours,xTitle: "",  // !..  m.rowName
        yTitle: "",  // !.. m.colName
        zTitle:  m.valueName,backColour: '#ffffff',
        axisTextColour: '#040700',hideFlatMinPolygons: false,
        origin: chartOrigin};
    var surfacePlot = new SurfacePlot(document.getElementById("surfacePlotDiv"));
    surfacePlot.draw(data, options, basicPlotOptions, glOptions);
} 

 function matrix( rows, cols, defaultValue) {
  var arr = [];
  for(var i=0; i < rows; i++){
      arr.push([]);
      arr[i].push( new Array(cols));
      for(var j=0; j < cols; j++) arr[i][j] = defaultValue;
  }
  return(arr);
}

setUp( dataToMatrix(data) ) ;

});
//]]>  
</script>
<body>
<div id="surfacePlotDiv"></div>
<script id="shader-fs" type="x-shader/x-fragment">
    #ifdef GL_ES
    precision highp float;
    #endif
    varying vec4 vColor;
    varying vec3 vLightWeighting;
    void main(void)
    {
    gl_FragColor = vec4(vColor.rgb * vLightWeighting, vColor.a);
    }
</script>
<script id="shader-vs" type="x-shader/x-vertex">
    attribute vec3 aVertexPosition;
    attribute vec3 aVertexNormal;
    attribute vec4 aVertexColor;
    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;
    uniform mat3 uNMatrix;
    varying vec4 vColor;
    uniform vec3 uAmbientColor;
    uniform vec3 uLightingDirection;
    uniform vec3 uDirectionalColor;
    varying vec3 vLightWeighting;
    void main(void)
    {
    gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
    vec3 transformedNormal = uNMatrix * aVertexNormal;
    float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
    vLightWeighting = uAmbientColor + uDirectionalColor * directionalLightWeighting;
    vColor = aVertexColor;
    }
</script>
<script id="axes-shader-fs" type="x-shader/x-fragment">
    precision mediump float;
    varying vec4 vColor;
    void main(void)
    {
    gl_FragColor = vColor;
    }
</script>
<script id="axes-shader-vs" type="x-shader/x-vertex">
    attribute vec3 aVertexPosition;
    attribute vec4 aVertexColor;
    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;
    varying vec4 vColor;
    uniform vec3 uAxesColour;
    void main(void)
    {
    gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
    vColor =  vec4(uAxesColour, 1.0);
    }
</script>
<script id="texture-shader-fs" type="x-shader/x-fragment">
    #ifdef GL_ES
    precision highp float;
    #endif
    varying vec2 vTextureCoord;
    uniform sampler2D uSampler;
    void main(void)
    {
    gl_FragColor = texture2D(uSampler, vTextureCoord);
    }
</script>
<script id="texture-shader-vs" type="x-shader/x-vertex">
    attribute vec3 aVertexPosition;
    attribute vec2 aTextureCoord;
    varying vec2 vTextureCoord;
    uniform mat4 uMVMatrix;
    uniform mat4 uPMatrix;
    void main(void)
    {
    gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
    vTextureCoord = aTextureCoord;
    }
</script>
</body></html>
EEND

###########################################################################
###########################################################################
###########################################################################
###########################################################################


=begin
https://rubygems.org/api/v1/downloads/NAME-VERS.json
{"total_downloads":8584,"version_downloads":96}
=end

$result=Queue.new
def analyse(index,name,version) 
  url=RUBYGEMS+'/api/v1/downloads/NAME-VERS.json'.
        gsub('NAME',name.strip).
        gsub('VERS',version.strip)
  #puts "#{index} #{url} : #{name} / #{version} ..."
  json = eval( open(url).read.gsub('":', '"  => ' ) )
  total=json["total_downloads"]
  actual=json["version_downloads"]
  out=memo(name,total)  
  Thread.current[:output] = [name,out]
rescue
  puts 'ERROR for "' + url + '"  ===> '  + $!.to_s
end

NB=40
def memo(name,total)
  fname="mstat/#{name.downcase}.data"
  content= File.exists?(fname) ? eval( File.read(fname) ) : [0]*(NB+1)
  p content if name=="rack"
  last= content[0]==0 ? total : content[0]
  p last if name=="rack"
  content=[total]+(content << (total-last))[-NB..-1]
  p content if name=="rack"
  File.write(fname,content.inspect)
  #puts "#{fname} => #{content}"
  content[1..-1]
end

############################## M A I N ########################
=begin
<a href="/gems/Ruiby" class="profile-rubygem">
    Ruiby
    <em>0.135.0</em>
</a>
=end

puts "start..."
def main(ss)
 
  lth=[]
  no=0
  Dir.mkdir('mstat') unless Dir.exists?('mstat')
  (ss=="1" ? $authors1 : $authors).each do |aut|
    doc = Nokogiri::HTML(open(RUBYGEMS+'/profiles/'+aut))
    doc.css('a.profile-rubygem').each do |a|
      version=a.css('em').inner_html
      name =a.inner_html.split("<")[0].strip
      if name !~ /^acti/ 
        lth << Thread.new(no,name,version) { |j,n,v| analyse(j,n,v)  }
        no+=1
      end
    end
  end
  p $html.encoding

  result=lth.map { |th| th.join()[:output] }
  sdata=result.map { |(name,data)|  { name: name, data: data } }.select {|a| a[:data] }
  sdata=sdata.sort { |a,b| b[:data].last <=> a[:data].last }[0..14]
  p JSON.generate(sdata).encoding
  File.write("#{LOCAL_HTDOCS}/gems#{ss}.html",
      $html.
      encode!('UTF-8', 'binary', invalid: :replace, undef: :replace, replace: '').
      gsub("%DATA%",JSON.generate(sdata))
  )
end

if ARGV.size>0 
  loop {
    main("") rescue p $!
    sleep(ARGV[0].to_i*60)
  }
else
   main("1")
   system(Dir.exists?("c:/") ? 'start' : 'gnome-open' ,"http://localhost/gems1.html") 
end