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/**
 * @module Transform
 * @submodule Transform
 * @for p5
 */

function transform(p5, fn){
  /**
   * Applies a transformation matrix to the coordinate system.
   *
   * Transformations such as
   * <a href="#/p5/translate">translate()</a>,
   * <a href="#/p5/rotate">rotate()</a>, and
   * <a href="#/p5/scale">scale()</a>
   * use matrix-vector multiplication behind the scenes. A table of numbers,
   * called a matrix, encodes each transformation. The values in the matrix
   * then multiply each point on the canvas, which is represented by a vector.
   *
   * `applyMatrix()` allows for many transformations to be applied at once. See
   * <a href="https://en.wikipedia.org/wiki/Transformation_matrix" target="_blank">Wikipedia</a>
   * and <a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Matrix_math_for_the_web" target="_blank">MDN</a>
   * for more details about transformations.
   *
   * There are two ways to call `applyMatrix()` in two and three dimensions.
   *
   * In 2D mode, the parameters `a`, `b`, `c`, `d`, `e`, and `f`, correspond to
   * elements in the following transformation matrix:
   *
   * > <img style="max-width: 150px" src="assets/transformation-matrix.png"
   * alt="The transformation matrix used when applyMatrix is called in 2D mode."/>
   *
   * The numbers can be passed individually, as in
   * `applyMatrix(2, 0, 0, 0, 2, 0)`. They can also be passed in an array, as in
   * `applyMatrix([2, 0, 0, 0, 2, 0])`.
   *
   * In 3D mode, the parameters `a`, `b`, `c`, `d`, `e`, `f`, `g`, `h`, `i`,
   * `j`, `k`, `l`, `m`, `n`, `o`, and `p` correspond to elements in the
   * following transformation matrix:
   *
   * <img style="max-width: 300px" src="assets/transformation-matrix-4-4.png"
   * alt="The transformation matrix used when applyMatrix is called in 3D mode."/>
   *
   * The numbers can be passed individually, as in
   * `applyMatrix(2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1)`. They can
   * also be passed in an array, as in
   * `applyMatrix([2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1])`.
   *
   * By default, transformations accumulate. The
   * <a href="#/p5/push">push()</a> and <a href="#/p5/pop">pop()</a> functions
   * can be used to isolate transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `applyMatrix()` inside the <a href="#/p5/draw">draw()</a> function won't
   * cause shapes to transform continuously.
   *
   * @method applyMatrix
   * @param  {Array<Number>} arr an array containing the elements of the transformation matrix. Its length should be either 6 (2D) or 16 (3D).
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white circle on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Translate the origin to the center.
   *   applyMatrix(1, 0, 0, 1, 50, 50);
   *
   *   // Draw the circle at coordinates (0, 0).
   *   circle(0, 0, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white circle on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Translate the origin to the center.
   *   let m = [1, 0, 0, 1, 50, 50];
   *   applyMatrix(m);
   *
   *   // Draw the circle at coordinates (0, 0).
   *   circle(0, 0, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe("A white rectangle on a gray background. The rectangle's long axis runs from top-left to bottom-right.");
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   let angle = QUARTER_PI;
   *   let ca = cos(angle);
   *   let sa = sin(angle);
   *   applyMatrix(ca, sa, -sa, ca, 0, 0);
   *
   *   // Draw a rectangle at coordinates (50, 0).
   *   rect(50, 0, 40, 20);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe(
   *     'Two white squares on a gray background. The larger square appears at the top-center. The smaller square appears at the top-left.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Draw a square at (30, 20).
   *   square(30, 20, 40);
   *
   *   // Scale the coordinate system by a factor of 0.5.
   *   applyMatrix(0.5, 0, 0, 0.5, 0, 0);
   *
   *   // Draw a square at (30, 20).
   *   // It appears at (15, 10) after scaling.
   *   square(30, 20, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white quadrilateral on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Calculate the shear factor.
   *   let angle = QUARTER_PI;
   *   let shearFactor = 1 / tan(HALF_PI - angle);
   *
   *   // Shear the coordinate system along the x-axis.
   *   applyMatrix(1, 0, shearFactor, 1, 0, 0);
   *
   *   // Draw the square.
   *   square(0, 0, 50);
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube rotates slowly against a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system a little more each frame.
   *   let angle = frameCount * 0.01;
   *   let ca = cos(angle);
   *   let sa = sin(angle);
   *   applyMatrix(ca, 0, sa, 0, 0, 1, 0, 0, -sa, 0, ca, 0, 0, 0, 0, 1);
   *
   *   // Draw a box.
   *   box();
   * }
   */
  /**
   * @method applyMatrix
   * @param  {Number} a an element of the transformation matrix.
   * @param  {Number} b an element of the transformation matrix.
   * @param  {Number} c an element of the transformation matrix.
   * @param  {Number} d an element of the transformation matrix.
   * @param  {Number} e an element of the transformation matrix.
   * @param  {Number} f an element of the transformation matrix.
   * @chainable
   */
  /**
   * @method applyMatrix
   * @param  {Number} a
   * @param  {Number} b
   * @param  {Number} c
   * @param  {Number} d
   * @param  {Number} e
   * @param  {Number} f
   * @param  {Number} g an element of the transformation matrix.
   * @param  {Number} h an element of the transformation matrix.
   * @param  {Number} i an element of the transformation matrix.
   * @param  {Number} j an element of the transformation matrix.
   * @param  {Number} k an element of the transformation matrix.
   * @param  {Number} l an element of the transformation matrix.
   * @param  {Number} m an element of the transformation matrix.
   * @param  {Number} n an element of the transformation matrix.
   * @param  {Number} o an element of the transformation matrix.
   * @param  {Number} p an element of the transformation matrix.
   * @chainable
   */
  fn.applyMatrix = function(...args) {
    let isTypedArray = args[0] instanceof Object.getPrototypeOf(Uint8Array);
    if (Array.isArray(args[0]) || isTypedArray) {
      this._renderer.applyMatrix(...args[0]);
    } else {
      this._renderer.applyMatrix(...args);
    }
    return this;
  };

  /**
   * Clears all transformations applied to the coordinate system.
   *
   * @method resetMatrix
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe(
   *     'Two circles drawn on a gray background. A blue circle is at the top-left and a red circle is at the bottom-right.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Translate the origin to the center.
   *   translate(50, 50);
   *
   *   // Draw a blue circle at the coordinates (25, 25).
   *   fill('blue');
   *   circle(25, 25, 20);
   *
   *   // Clear all transformations.
   *   // The origin is now at the top-left corner.
   *   resetMatrix();
   *
   *   // Draw a red circle at the coordinates (25, 25).
   *   fill('red');
   *   circle(25, 25, 20);
   * }
   */
  fn.resetMatrix = function() {
    this._renderer.resetMatrix();
    return this;
  };

  /**
   * Rotates the coordinate system.
   *
   * By default, the positive x-axis points to the right and the positive y-axis
   * points downward. The `rotate()` function changes this orientation by
   * rotating the coordinate system about the origin. Everything drawn after
   * `rotate()` is called will appear to be rotated.
   *
   * The first parameter, `angle`, is the amount to rotate. For example, calling
   * `rotate(1)` rotates the coordinate system clockwise 1 radian which is
   * nearly 57˚. `rotate()` interprets angle values using the current
   * <a href="#/p5/angleMode">angleMode()</a>.
   *
   * The second parameter, `axis`, is optional. It's used to orient 3D rotations
   * in WebGL mode. If a <a href="#/p5.Vector">p5.Vector</a> is passed, as in
   * `rotate(QUARTER_PI, myVector)`, then the coordinate system will rotate
   * `QUARTER_PI` radians about `myVector`. If an array of vector components is
   * passed, as in `rotate(QUARTER_PI, [1, 0, 0])`, then the coordinate system
   * will rotate `QUARTER_PI` radians about a vector with the components
   * `[1, 0, 0]`.
   *
   * By default, transformations accumulate. For example, calling `rotate(1)`
   * twice has the same effect as calling `rotate(2)` once. The
   * <a href="#/p5/push">push()</a> and <a href="#/p5/pop">pop()</a> functions
   * can be used to isolate transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `rotate(1)` inside the <a href="#/p5/draw">draw()</a> function won't cause
   * shapes to spin.
   *
   * @method rotate
   * @param  {Number} angle angle of rotation in the current <a href="#/p5/angleMode">angleMode()</a>.
   * @param  {p5.Vector|Number[]} [axis] axis to rotate about in 3D.
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe(
   *     "A white rectangle on a gray background. The rectangle's long axis runs from top-left to bottom-right."
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotate(QUARTER_PI);
   *
   *   // Draw a rectangle at coordinates (50, 0).
   *   rect(50, 0, 40, 20);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe(
   *     "A white rectangle on a gray background. The rectangle's long axis runs from top-left to bottom-right."
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Rotate the coordinate system 1/16 turn.
   *   rotate(QUARTER_PI / 2);
   *
   *   // Rotate the coordinate system another 1/16 turn.
   *   rotate(QUARTER_PI / 2);
   *
   *   // Draw a rectangle at coordinates (50, 0).
   *   rect(50, 0, 40, 20);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   // Use degrees.
   *   angleMode(DEGREES);
   *
   *   describe(
   *     "A white rectangle on a gray background. The rectangle's long axis runs from top-left to bottom-right."
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotate(45);
   *
   *   // Draw a rectangle at coordinates (50, 0).
   *   rect(50, 0, 40, 20);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe(
   *     'A white rectangle on a gray background. The rectangle rotates slowly about the top-left corner. It disappears and reappears periodically.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Rotate the coordinate system a little more each frame.
   *   let angle = frameCount * 0.01;
   *   rotate(angle);
   *
   *   // Draw a rectangle at coordinates (50, 0).
   *   rect(50, 0, 40, 20);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe("A cube on a gray background. The cube's front face points to the top-right.");
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Rotate the coordinate system 1/8 turn about
   *   // the axis [1, 1, 0].
   *   let axis = createVector(1, 1, 0);
   *   rotate(QUARTER_PI, axis);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe("A cube on a gray background. The cube's front face points to the top-right.");
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Rotate the coordinate system 1/8 turn about
   *   // the axis [1, 1, 0].
   *   let axis = [1, 1, 0];
   *   rotate(QUARTER_PI, axis);
   *
   *   // Draw a box.
   *   box();
   * }
   */
  fn.rotate = function(angle, axis) {
    // p5._validateParameters('rotate', arguments);
    return this._renderer.rotate(this._toRadians(angle), axis);
  };

  /**
   * Rotates the coordinate system about the x-axis in WebGL mode.
   *
   * The parameter, `angle`, is the amount to rotate. For example, calling
   * `rotateX(1)` rotates the coordinate system about the x-axis by 1 radian.
   * `rotateX()` interprets angle values using the current
   * <a href="#/p5/angleMode">angleMode()</a>.
   *
   * By default, transformations accumulate. For example, calling `rotateX(1)`
   * twice has the same effect as calling `rotateX(2)` once. The
   * <a href="#/p5/push">push()</a> and <a href="#/p5/pop">pop()</a> functions
   * can be used to isolate transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `rotateX(1)` inside the <a href="#/p5/draw">draw()</a> function won't cause
   * shapes to spin.
   *
   * @method  rotateX
   * @param  {Number} angle angle of rotation in the current <a href="#/p5/angleMode">angleMode()</a>.
   * @chainable
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotateX(QUARTER_PI);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/16 turn.
   *   rotateX(QUARTER_PI / 2);
   *
   *   // Rotate the coordinate system 1/16 turn.
   *   rotateX(QUARTER_PI / 2);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   // Use degrees.
   *   angleMode(DEGREES);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotateX(45);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube rotates slowly against a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system a little more each frame.
   *   let angle = frameCount * 0.01;
   *   rotateX(angle);
   *
   *   // Draw a box.
   *   box();
   * }
   */
  fn.rotateX = function(angle) {
    this._assert3d('rotateX');
    // p5._validateParameters('rotateX', arguments);
    return this._renderer.rotateX(this._toRadians(angle));
  };

  /**
   * Rotates the coordinate system about the y-axis in WebGL mode.
   *
   * The parameter, `angle`, is the amount to rotate. For example, calling
   * `rotateY(1)` rotates the coordinate system about the y-axis by 1 radian.
   * `rotateY()` interprets angle values using the current
   * <a href="#/p5/angleMode">angleMode()</a>.
   *
   * By default, transformations accumulate. For example, calling `rotateY(1)`
   * twice has the same effect as calling `rotateY(2)` once. The
   * <a href="#/p5/push">push()</a> and <a href="#/p5/pop">pop()</a> functions
   * can be used to isolate transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `rotateY(1)` inside the <a href="#/p5/draw">draw()</a> function won't cause
   * shapes to spin.
   *
   * @method rotateY
   * @param  {Number} angle angle of rotation in the current <a href="#/p5/angleMode">angleMode()</a>.
   * @chainable
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotateY(QUARTER_PI);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/16 turn.
   *   rotateY(QUARTER_PI / 2);
   *
   *   // Rotate the coordinate system 1/16 turn.
   *   rotateY(QUARTER_PI / 2);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   // Use degrees.
   *   angleMode(DEGREES);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotateY(45);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube rotates slowly against a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system a little more each frame.
   *   let angle = frameCount * 0.01;
   *   rotateY(angle);
   *
   *   // Draw a box.
   *   box();
   * }
   */
  fn.rotateY = function(angle) {
    this._assert3d('rotateY');
    // p5._validateParameters('rotateY', arguments);
    return this._renderer.rotateY(this._toRadians(angle));
  };

  /**
   * Rotates the coordinate system about the z-axis in WebGL mode.
   *
   * The parameter, `angle`, is the amount to rotate. For example, calling
   * `rotateZ(1)` rotates the coordinate system about the z-axis by 1 radian.
   * `rotateZ()` interprets angle values using the current
   * <a href="#/p5/angleMode">angleMode()</a>.
   *
   * By default, transformations accumulate. For example, calling `rotateZ(1)`
   * twice has the same effect as calling `rotateZ(2)` once. The
   * <a href="#/p5/push">push()</a> and <a href="#/p5/pop">pop()</a> functions
   * can be used to isolate transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `rotateZ(1)` inside the <a href="#/p5/draw">draw()</a> function won't cause
   * shapes to spin.
   *
   * @method rotateZ
   * @param  {Number} angle angle of rotation in the current <a href="#/p5/angleMode">angleMode()</a>.
   * @chainable
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotateZ(QUARTER_PI);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/16 turn.
   *   rotateZ(QUARTER_PI / 2);
   *
   *   // Rotate the coordinate system 1/16 turn.
   *   rotateZ(QUARTER_PI / 2);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   // Use degrees.
   *   angleMode(DEGREES);
   *
   *   describe('A white cube on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system 1/8 turn.
   *   rotateZ(45);
   *
   *   // Draw a box.
   *   box();
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe('A white cube rotates slowly against a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Rotate the coordinate system a little more each frame.
   *   let angle = frameCount * 0.01;
   *   rotateZ(angle);
   *
   *   // Draw a box.
   *   box();
   * }
   */
  fn.rotateZ = function(angle) {
    this._assert3d('rotateZ');
    // p5._validateParameters('rotateZ', arguments);
    return this._renderer.rotateZ(this._toRadians(angle));
  };

  /**
   * Scales the coordinate system.
   *
   * By default, shapes are drawn at their original scale. A rectangle that's 50
   * pixels wide appears to take up half the width of a 100 pixel-wide canvas.
   * The `scale()` function can shrink or stretch the coordinate system so that
   * shapes appear at different sizes. There are two ways to call `scale()` with
   * parameters that set the scale factor(s).
   *
   * The first way to call `scale()` uses numbers to set the amount of scaling.
   * The first parameter, `s`, sets the amount to scale each axis. For example,
   * calling `scale(2)` stretches the x-, y-, and z-axes by a factor of 2. The
   * next two parameters, `y` and `z`, are optional. They set the amount to
   * scale the y- and z-axes. For example, calling `scale(2, 0.5, 1)` stretches
   * the x-axis by a factor of 2, shrinks the y-axis by a factor of 0.5, and
   * leaves the z-axis unchanged.
   *
   * The second way to call `scale()` uses a <a href="#/p5.Vector">p5.Vector</a>
   * object to set the scale factors. For example, calling `scale(myVector)`
   * uses the x-, y-, and z-components of `myVector` to set the amount of
   * scaling along the x-, y-, and z-axes. Doing so is the same as calling
   * `scale(myVector.x, myVector.y, myVector.z)`.
   *
   * By default, transformations accumulate. For example, calling `scale(1)`
   * twice has the same effect as calling `scale(2)` once. The
   * <a href="#/p5/push">push()</a> and <a href="#/p5/pop">pop()</a> functions
   * can be used to isolate transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `scale(2)` inside the <a href="#/p5/draw">draw()</a> function won't cause
   * shapes to grow continuously.
   *
   * @method scale
   * @param  {Number|p5.Vector|Number[]} s amount to scale along the positive x-axis.
   * @param  {Number} [y] amount to scale along the positive y-axis. Defaults to `s`.
   * @param  {Number} [z] amount to scale along the positive z-axis. Defaults to `y`.
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe(
   *     'Two white squares on a gray background. The larger square appears at the top-center. The smaller square appears at the top-left.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Draw a square at (30, 20).
   *   square(30, 20, 40);
   *
   *   // Scale the coordinate system by a factor of 0.5.
   *   scale(0.5);
   *
   *   // Draw a square at (30, 20).
   *   // It appears at (15, 10) after scaling.
   *   square(30, 20, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A rectangle and a square drawn in white on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Draw a square at (30, 20).
   *   square(30, 20, 40);
   *
   *   // Scale the coordinate system by factors of
   *   // 0.5 along the x-axis and
   *   // 1.3 along the y-axis.
   *   scale(0.5, 1.3);
   *
   *   // Draw a square at (30, 20).
   *   // It appears as a rectangle at (15, 26) after scaling.
   *   square(30, 20, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A rectangle and a square drawn in white on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Draw a square at (30, 20).
   *   square(30, 20, 40);
   *
   *   // Create a p5.Vector object.
   *   let v = createVector(0.5, 1.3);
   *
   *   // Scale the coordinate system by factors of
   *   // 0.5 along the x-axis and
   *   // 1.3 along the y-axis.
   *   scale(v);
   *
   *   // Draw a square at (30, 20).
   *   // It appears as a rectangle at (15, 26) after scaling.
   *   square(30, 20, 40);
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe(
   *     'A red box and a blue box drawn on a gray background. The red box appears embedded in the blue box.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Turn on the lights.
   *   lights();
   *
   *   // Style the spheres.
   *   noStroke();
   *
   *   // Draw the red sphere.
   *   fill('red');
   *   box();
   *
   *   // Scale the coordinate system by factors of
   *   // 0.5 along the x-axis and
   *   // 1.3 along the y-axis and
   *   // 2 along the z-axis.
   *   scale(0.5, 1.3, 2);
   *
   *   // Draw the blue sphere.
   *   fill('blue');
   *   box();
   * }
   */
  /**
   * @method scale
   * @param  {p5.Vector|Number[]} scales vector whose components should be used to scale.
   * @chainable
   */
  fn.scale = function(x, y, z) {
    // p5._validateParameters('scale', arguments);
    // Only check for Vector argument type if Vector is available
    if (x instanceof p5.Vector) {
      const v = x;
      x = v.x;
      y = v.y;
      z = v.z;
    } else if (Array.isArray(x)) {
      const rg = x;
      x = rg[0];
      y = rg[1];
      z = rg[2] || 1;
    }
    if (isNaN(y)) {
      y = z = x;
    } else if (isNaN(z)) {
      z = 1;
    }

    return this._renderer.scale(x, y, z);
  };

  /**
   * Shears the x-axis so that shapes appear skewed.
   *
   * By default, the x- and y-axes are perpendicular. The `shearX()` function
   * transforms the coordinate system so that x-coordinates are translated while
   * y-coordinates are fixed.
   *
   * The first parameter, `angle`, is the amount to shear. For example, calling
   * `shearX(1)` transforms all x-coordinates using the formula
   * `x = x + y * tan(angle)`. `shearX()` interprets angle values using the
   * current <a href="#/p5/angleMode">angleMode()</a>.
   *
   * By default, transformations accumulate. For example, calling
   * `shearX(1)` twice has the same effect as calling `shearX(2)` once. The
   * <a href="#/p5/push">push()</a> and
   * <a href="#/p5/pop">pop()</a> functions can be used to isolate
   * transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `shearX(1)` inside the <a href="#/p5/draw">draw()</a> function won't
   * cause shapes to shear continuously.
   *
   * @method shearX
   * @param  {Number} angle angle to shear by in the current <a href="#/p5/angleMode">angleMode()</a>.
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white quadrilateral on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Shear the coordinate system along the x-axis.
   *   shearX(QUARTER_PI);
   *
   *   // Draw the square.
   *   square(0, 0, 50);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   // Use degrees.
   *   angleMode(DEGREES);
   *
   *   describe('A white quadrilateral on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Shear the coordinate system along the x-axis.
   *   shearX(45);
   *
   *   // Draw the square.
   *   square(0, 0, 50);
   * }
   */
  fn.shearX = function(angle) {
    // p5._validateParameters('shearX', arguments);
    const rad = this._toRadians(angle);
    this._renderer.applyMatrix(1, 0, Math.tan(rad), 1, 0, 0);
    return this;
  };

  /**
   * Shears the y-axis so that shapes appear skewed.
   *
   * By default, the x- and y-axes are perpendicular. The `shearY()` function
   * transforms the coordinate system so that y-coordinates are translated while
   * x-coordinates are fixed.
   *
   * The first parameter, `angle`, is the amount to shear. For example, calling
   * `shearY(1)` transforms all y-coordinates using the formula
   * `y = y + x * tan(angle)`. `shearY()` interprets angle values using the
   * current <a href="#/p5/angleMode">angleMode()</a>.
   *
   * By default, transformations accumulate. For example, calling
   * `shearY(1)` twice has the same effect as calling `shearY(2)` once. The
   * <a href="#/p5/push">push()</a> and
   * <a href="#/p5/pop">pop()</a> functions can be used to isolate
   * transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `shearY(1)` inside the <a href="#/p5/draw">draw()</a> function won't
   * cause shapes to shear continuously.
   *
   * @method shearY
   * @param  {Number} angle angle to shear by in the current <a href="#/p5/angleMode">angleMode()</a>.
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white quadrilateral on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Shear the coordinate system along the y-axis.
   *   shearY(QUARTER_PI);
   *
   *   // Draw the square.
   *   square(0, 0, 50);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   // Use degrees.
   *   angleMode(DEGREES);
   *
   *   describe('A white quadrilateral on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Shear the coordinate system along the y-axis.
   *   shearY(45);
   *
   *   // Draw the square.
   *   square(0, 0, 50);
   * }
   */
  fn.shearY = function(angle) {
    // p5._validateParameters('shearY', arguments);
    const rad = this._toRadians(angle);
    this._renderer.applyMatrix(1, Math.tan(rad), 0, 1, 0, 0);
    return this;
  };

  /**
   * Translates the coordinate system.
   *
   * By default, the origin `(0, 0)` is at the sketch's top-left corner in 2D
   * mode and center in WebGL mode. The `translate()` function shifts the origin
   * to a different position. Everything drawn after `translate()` is called
   * will appear to be shifted. There are two ways to call `translate()` with
   * parameters that set the origin's position.
   *
   * The first way to call `translate()` uses numbers to set the amount of
   * translation. The first two parameters, `x` and `y`, set the amount to
   * translate along the positive x- and y-axes. For example, calling
   * `translate(20, 30)` translates the origin 20 pixels along the x-axis and 30
   * pixels along the y-axis. The third parameter, `z`, is optional. It sets the
   * amount to translate along the positive z-axis. For example, calling
   * `translate(20, 30, 40)` translates the origin 20 pixels along the x-axis,
   * 30 pixels along the y-axis, and 40 pixels along the z-axis.
   *
   * The second way to call `translate()` uses a
   * <a href="#/p5.Vector">p5.Vector</a> object to set the amount of
   * translation. For example, calling `translate(myVector)` uses the x-, y-,
   * and z-components of `myVector` to set the amount to translate along the x-,
   * y-, and z-axes. Doing so is the same as calling
   * `translate(myVector.x, myVector.y, myVector.z)`.
   *
   * By default, transformations accumulate. For example, calling
   * `translate(10, 0)` twice has the same effect as calling
   * `translate(20, 0)` once. The <a href="#/p5/push">push()</a> and
   * <a href="#/p5/pop">pop()</a> functions can be used to isolate
   * transformations within distinct drawing groups.
   *
   * Note: Transformations are reset at the beginning of the draw loop. Calling
   * `translate(10, 0)` inside the <a href="#/p5/draw">draw()</a> function won't
   * cause shapes to move continuously.
   *
   * @method translate
   * @param  {Number} x amount to translate along the positive x-axis.
   * @param  {Number} y amount to translate along the positive y-axis.
   * @param  {Number} [z] amount to translate along the positive z-axis.
   * @chainable
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white circle on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Translate the origin to the center.
   *   translate(50, 50);
   *
   *   // Draw a circle at coordinates (0, 0).
   *   circle(0, 0, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe(
   *     'Two circles drawn on a gray background. The blue circle on the right overlaps the red circle at the center.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Translate the origin to the center.
   *   translate(50, 50);
   *
   *   // Draw the red circle.
   *   fill('red');
   *   circle(0, 0, 40);
   *
   *   // Translate the origin to the right.
   *   translate(25, 0);
   *
   *   // Draw the blue circle.
   *   fill('blue');
   *   circle(0, 0, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white circle moves slowly from left to right on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Calculate the x-coordinate.
   *   let x = frameCount * 0.2;
   *
   *   // Translate the origin.
   *   translate(x, 50);
   *
   *   // Draw a circle at coordinates (0, 0).
   *   circle(0, 0, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   describe('A white circle on a gray background.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Create a p5.Vector object.
   *   let v = createVector(50, 50);
   *
   *   // Translate the origin by the vector.
   *   translate(v);
   *
   *   // Draw a circle at coordinates (0, 0).
   *   circle(0, 0, 40);
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe(
   *     'Two spheres sitting side-by-side on gray background. The sphere at the center is red. The sphere on the right is blue.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Turn on the lights.
   *   lights();
   *
   *   // Style the spheres.
   *   noStroke();
   *
   *   // Draw the red sphere.
   *   fill('red');
   *   sphere(10);
   *
   *   // Translate the origin to the right.
   *   translate(30, 0, 0);
   *
   *   // Draw the blue sphere.
   *   fill('blue');
   *   sphere(10);
   * }
   */
  /**
   * @method translate
   * @param  {p5.Vector} vector vector by which to translate.
   * @chainable
   */
  fn.translate = function(x, y, z) {
    // p5._validateParameters('translate', arguments);
    if (this._renderer.isP3D) {
      return this._renderer.translate(x, y, z);
    } else {
      return this._renderer.translate(x, y);
    }
  };

  /**
   * Begins a drawing group that contains its own styles and transformations.
   *
   * By default, styles such as <a href="#/p5/fill">fill()</a> and
   * transformations such as <a href="#/p5/rotate">rotate()</a> are applied to
   * all drawing that follows. The `push()` and <a href="#/p5/pop">pop()</a>
   * functions can limit the effect of styles and transformations to a specific
   * group of shapes, images, and text. For example, a group of shapes could be
   * translated to follow the mouse without affecting the rest of the sketch:
   *
   * ```js
   * // Begin the drawing group.
   * push();
   *
   * // Translate the origin to the mouse's position.
   * translate(mouseX, mouseY);
   *
   * // Style the face.
   * noStroke();
   * fill('green');
   *
   * // Draw the face.
   * circle(0, 0, 60);
   *
   * // Style the eyes.
   * fill('white');
   *
   * // Draw the left eye.
   * ellipse(-20, -20, 30, 20);
   *
   * // Draw the right eye.
   * ellipse(20, -20, 30, 20);
   *
   * // End the drawing group.
   * pop();
   *
   * // Draw a bug.
   * let x = random(0, 100);
   * let y = random(0, 100);
   * text('🦟', x, y);
   * ```
   *
   * In the code snippet above, the bug's position isn't affected by
   * `translate(mouseX, mouseY)` because that transformation is contained
   * between `push()` and <a href="#/p5/pop">pop()</a>. The bug moves around
   * the entire canvas as expected.
   *
   * Note: `push()` and <a href="#/p5/pop">pop()</a> are always called as a
   * pair. Both functions are required to begin and end a drawing group.
   *
   * `push()` and <a href="#/p5/pop">pop()</a> can also be nested to create
   * subgroups. For example, the code snippet above could be changed to give
   * more detail to the frog’s eyes:
   *
   * ```js
   * // Begin the drawing group.
   * push();
   *
   * // Translate the origin to the mouse's position.
   * translate(mouseX, mouseY);
   *
   * // Style the face.
   * noStroke();
   * fill('green');
   *
   * // Draw a face.
   * circle(0, 0, 60);
   *
   * // Style the eyes.
   * fill('white');
   *
   * // Draw the left eye.
   * push();
   * translate(-20, -20);
   * ellipse(0, 0, 30, 20);
   * fill('black');
   * circle(0, 0, 8);
   * pop();
   *
   * // Draw the right eye.
   * push();
   * translate(20, -20);
   * ellipse(0, 0, 30, 20);
   * fill('black');
   * circle(0, 0, 8);
   * pop();
   *
   * // End the drawing group.
   * pop();
   *
   * // Draw a bug.
   * let x = random(0, 100);
   * let y = random(0, 100);
   * text('🦟', x, y);
   * ```
   *
   * In this version, the code to draw each eye is contained between its own
   * `push()` and <a href="#/p5/pop">pop()</a> functions. Doing so makes it
   * easier to add details in the correct part of a drawing.
   *
   * `push()` and <a href="#/p5/pop">pop()</a> contain the effects of the
   * following functions:
   *
   * - <a href="#/p5/fill">fill()</a>
   * - <a href="#/p5/noFill">noFill()</a>
   * - <a href="#/p5/noStroke">noStroke()</a>
   * - <a href="#/p5/stroke">stroke()</a>
   * - <a href="#/p5/tint">tint()</a>
   * - <a href="#/p5/noTint">noTint()</a>
   * - <a href="#/p5/strokeWeight">strokeWeight()</a>
   * - <a href="#/p5/strokeCap">strokeCap()</a>
   * - <a href="#/p5/strokeJoin">strokeJoin()</a>
   * - <a href="#/p5/imageMode">imageMode()</a>
   * - <a href="#/p5/rectMode">rectMode()</a>
   * - <a href="#/p5/ellipseMode">ellipseMode()</a>
   * - <a href="#/p5/colorMode">colorMode()</a>
   * - <a href="#/p5/textAlign">textAlign()</a>
   * - <a href="#/p5/textFont">textFont()</a>
   * - <a href="#/p5/textSize">textSize()</a>
   * - <a href="#/p5/textLeading">textLeading()</a>
   * - <a href="#/p5/applyMatrix">applyMatrix()</a>
   * - <a href="#/p5/resetMatrix">resetMatrix()</a>
   * - <a href="#/p5/rotate">rotate()</a>
   * - <a href="#/p5/scale">scale()</a>
   * - <a href="#/p5/shearX">shearX()</a>
   * - <a href="#/p5/shearY">shearY()</a>
   * - <a href="#/p5/translate">translate()</a>
   *
   * In WebGL mode, `push()` and <a href="#/p5/pop">pop()</a> contain the
   * effects of a few additional styles:
   *
   * - <a href="#/p5/setCamera">setCamera()</a>
   * - <a href="#/p5/ambientLight">ambientLight()</a>
   * - <a href="#/p5/directionalLight">directionalLight()</a>
   * - <a href="#/p5/pointLight">pointLight()</a> <a href="#/p5/texture">texture()</a>
   * - <a href="#/p5/specularMaterial">specularMaterial()</a>
   * - <a href="#/p5/shininess">shininess()</a>
   * - <a href="#/p5/normalMaterial">normalMaterial()</a>
   * - <a href="#/p5/shader">shader()</a>
   *
   * @method push
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Draw the left circle.
   *   circle(25, 50, 20);
   *
   *   // Begin the drawing group.
   *   push();
   *
   *   // Translate the origin to the center.
   *   translate(50, 50);
   *
   *   // Style the circle.
   *   strokeWeight(5);
   *   stroke('royalblue');
   *   fill('orange');
   *
   *   // Draw the circle.
   *   circle(0, 0, 20);
   *
   *   // End the drawing group.
   *   pop();
   *
   *   // Draw the right circle.
   *   circle(75, 50, 20);
   *
   *   describe(
   *     'Three circles drawn in a row on a gray background. The left and right circles are white with thin, black borders. The middle circle is orange with a thick, blue border.'
   *   );
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   // Slow the frame rate.
   *   frameRate(24);
   *
   *   describe('A mosquito buzzes in front of a green frog. The frog follows the mouse as the user moves.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Begin the drawing group.
   *   push();
   *
   *   // Translate the origin to the mouse's position.
   *   translate(mouseX, mouseY);
   *
   *   // Style the face.
   *   noStroke();
   *   fill('green');
   *
   *   // Draw a face.
   *   circle(0, 0, 60);
   *
   *   // Style the eyes.
   *   fill('white');
   *
   *   // Draw the left eye.
   *   push();
   *   translate(-20, -20);
   *   ellipse(0, 0, 30, 20);
   *   fill('black');
   *   circle(0, 0, 8);
   *   pop();
   *
   *   // Draw the right eye.
   *   push();
   *   translate(20, -20);
   *   ellipse(0, 0, 30, 20);
   *   fill('black');
   *   circle(0, 0, 8);
   *   pop();
   *
   *   // End the drawing group.
   *   pop();
   *
   *   // Draw a bug.
   *   let x = random(0, 100);
   *   let y = random(0, 100);
   *   text('🦟', x, y);
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe(
   *     'Two spheres drawn on a gray background. The sphere on the left is red and lit from the front. The sphere on the right is a blue wireframe.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Draw the red sphere.
   *   push();
   *   translate(-25, 0, 0);
   *   noStroke();
   *   directionalLight(255, 0, 0, 0, 0, -1);
   *   sphere(20);
   *   pop();
   *
   *   // Draw the blue sphere.
   *   push();
   *   translate(25, 0, 0);
   *   strokeWeight(0.3);
   *   stroke(0, 0, 255);
   *   noFill();
   *   sphere(20);
   *   pop();
   * }
   */
  fn.push = function() {
    this._renderer.push();
  };

  /**
   * Ends a drawing group that contains its own styles and transformations.
   *
   * By default, styles such as <a href="#/p5/fill">fill()</a> and
   * transformations such as <a href="#/p5/rotate">rotate()</a> are applied to
   * all drawing that follows. The <a href="#/p5/push">push()</a> and `pop()`
   * functions can limit the effect of styles and transformations to a specific
   * group of shapes, images, and text. For example, a group of shapes could be
   * translated to follow the mouse without affecting the rest of the sketch:
   *
   * ```js
   * // Begin the drawing group.
   * push();
   *
   * // Translate the origin to the mouse's position.
   * translate(mouseX, mouseY);
   *
   * // Style the face.
   * noStroke();
   * fill('green');
   *
   * // Draw the face.
   * circle(0, 0, 60);
   *
   * // Style the eyes.
   * fill('white');
   *
   * // Draw the left eye.
   * ellipse(-20, -20, 30, 20);
   *
   * // Draw the right eye.
   * ellipse(20, -20, 30, 20);
   *
   * // End the drawing group.
   * pop();
   *
   * // Draw a bug.
   * let x = random(0, 100);
   * let y = random(0, 100);
   * text('🦟', x, y);
   * ```
   *
   * In the code snippet above, the bug's position isn't affected by
   * `translate(mouseX, mouseY)` because that transformation is contained
   * between <a href="#/p5/push">push()</a> and `pop()`. The bug moves around
   * the entire canvas as expected.
   *
   * Note: <a href="#/p5/push">push()</a> and `pop()` are always called as a
   * pair. Both functions are required to begin and end a drawing group.
   *
   * <a href="#/p5/push">push()</a> and `pop()` can also be nested to create
   * subgroups. For example, the code snippet above could be changed to give
   * more detail to the frog’s eyes:
   *
   * ```js
   * // Begin the drawing group.
   * push();
   *
   * // Translate the origin to the mouse's position.
   * translate(mouseX, mouseY);
   *
   * // Style the face.
   * noStroke();
   * fill('green');
   *
   * // Draw a face.
   * circle(0, 0, 60);
   *
   * // Style the eyes.
   * fill('white');
   *
   * // Draw the left eye.
   * push();
   * translate(-20, -20);
   * ellipse(0, 0, 30, 20);
   * fill('black');
   * circle(0, 0, 8);
   * pop();
   *
   * // Draw the right eye.
   * push();
   * translate(20, -20);
   * ellipse(0, 0, 30, 20);
   * fill('black');
   * circle(0, 0, 8);
   * pop();
   *
   * // End the drawing group.
   * pop();
   *
   * // Draw a bug.
   * let x = random(0, 100);
   * let y = random(0, 100);
   * text('🦟', x, y);
   * ```
   *
   * In this version, the code to draw each eye is contained between its own
   * <a href="#/p5/push">push()</a> and `pop()` functions. Doing so makes it
   * easier to add details in the correct part of a drawing.
   *
   * <a href="#/p5/push">push()</a> and `pop()` contain the effects of the
   * following functions:
   *
   * - <a href="#/p5/fill">fill()</a>
   * - <a href="#/p5/noFill">noFill()</a>
   * - <a href="#/p5/noStroke">noStroke()</a>
   * - <a href="#/p5/stroke">stroke()</a>
   * - <a href="#/p5/tint">tint()</a>
   * - <a href="#/p5/noTint">noTint()</a>
   * - <a href="#/p5/strokeWeight">strokeWeight()</a>
   * - <a href="#/p5/strokeCap">strokeCap()</a>
   * - <a href="#/p5/strokeJoin">strokeJoin()</a>
   * - <a href="#/p5/imageMode">imageMode()</a>
   * - <a href="#/p5/rectMode">rectMode()</a>
   * - <a href="#/p5/ellipseMode">ellipseMode()</a>
   * - <a href="#/p5/colorMode">colorMode()</a>
   * - <a href="#/p5/textAlign">textAlign()</a>
   * - <a href="#/p5/textFont">textFont()</a>
   * - <a href="#/p5/textSize">textSize()</a>
   * - <a href="#/p5/textLeading">textLeading()</a>
   * - <a href="#/p5/applyMatrix">applyMatrix()</a>
   * - <a href="#/p5/resetMatrix">resetMatrix()</a>
   * - <a href="#/p5/rotate">rotate()</a>
   * - <a href="#/p5/scale">scale()</a>
   * - <a href="#/p5/shearX">shearX()</a>
   * - <a href="#/p5/shearY">shearY()</a>
   * - <a href="#/p5/translate">translate()</a>
   *
   * In WebGL mode, <a href="#/p5/push">push()</a> and `pop()` contain the
   * effects of a few additional styles:
   *
   * - <a href="#/p5/setCamera">setCamera()</a>
   * - <a href="#/p5/ambientLight">ambientLight()</a>
   * - <a href="#/p5/directionalLight">directionalLight()</a>
   * - <a href="#/p5/pointLight">pointLight()</a> <a href="#/p5/texture">texture()</a>
   * - <a href="#/p5/specularMaterial">specularMaterial()</a>
   * - <a href="#/p5/shininess">shininess()</a>
   * - <a href="#/p5/normalMaterial">normalMaterial()</a>
   * - <a href="#/p5/shader">shader()</a>
   *
   * @method pop
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   background(200);
   *
   *   // Draw the left circle.
   *   circle(25, 50, 20);
   *
   *   // Begin the drawing group.
   *   push();
   *
   *   // Translate the origin to the center.
   *   translate(50, 50);
   *
   *   // Style the circle.
   *   strokeWeight(5);
   *   stroke('royalblue');
   *   fill('orange');
   *
   *   // Draw the circle.
   *   circle(0, 0, 20);
   *
   *   // End the drawing group.
   *   pop();
   *
   *   // Draw the right circle.
   *   circle(75, 50, 20);
   *
   *   describe(
   *     'Three circles drawn in a row on a gray background. The left and right circles are white with thin, black borders. The middle circle is orange with a thick, blue border.'
   *   );
   * }
   *
   * @example
   * function setup() {
   *   createCanvas(100, 100);
   *
   *   // Slow the frame rate.
   *   frameRate(24);
   *
   *   describe('A mosquito buzzes in front of a green frog. The frog follows the mouse as the user moves.');
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Begin the drawing group.
   *   push();
   *
   *   // Translate the origin to the mouse's position.
   *   translate(mouseX, mouseY);
   *
   *   // Style the face.
   *   noStroke();
   *   fill('green');
   *
   *   // Draw a face.
   *   circle(0, 0, 60);
   *
   *   // Style the eyes.
   *   fill('white');
   *
   *   // Draw the left eye.
   *   push();
   *   translate(-20, -20);
   *   ellipse(0, 0, 30, 20);
   *   fill('black');
   *   circle(0, 0, 8);
   *   pop();
   *
   *   // Draw the right eye.
   *   push();
   *   translate(20, -20);
   *   ellipse(0, 0, 30, 20);
   *   fill('black');
   *   circle(0, 0, 8);
   *   pop();
   *
   *   // End the drawing group.
   *   pop();
   *
   *   // Draw a bug.
   *   let x = random(0, 100);
   *   let y = random(0, 100);
   *   text('🦟', x, y);
   * }
   *
   * @example
   * // Click and drag the mouse to view the scene from different angles.
   *
   * function setup() {
   *   createCanvas(100, 100, WEBGL);
   *
   *   describe(
   *     'Two spheres drawn on a gray background. The sphere on the left is red and lit from the front. The sphere on the right is a blue wireframe.'
   *   );
   * }
   *
   * function draw() {
   *   background(200);
   *
   *   // Enable orbiting with the mouse.
   *   orbitControl();
   *
   *   // Draw the red sphere.
   *   push();
   *   translate(-25, 0, 0);
   *   noStroke();
   *   directionalLight(255, 0, 0, 0, 0, -1);
   *   sphere(20);
   *   pop();
   *
   *   // Draw the blue sphere.
   *   push();
   *   translate(25, 0, 0);
   *   strokeWeight(0.3);
   *   stroke(0, 0, 255);
   *   noFill();
   *   sphere(20);
   *   pop();
   * }
   */
  fn.pop = function() {
    this._renderer.pop();
  };
}

if(typeof p5 !== 'undefined'){
  transform(p5, p5.prototype);
}

export { transform as default };