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Merge branch 'master' into emailverification

Henry Oswald 11 лет назад
Родитель
Сommit
12bf268978
19 измененных файлов с 12193 добавлено и 0 удалено
  1. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.exporters.svg.min.js
  2. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.layout.forceAtlas2.min.js
  3. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.parsers.cypher.min.js
  4. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.parsers.gexf.min.js
  5. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.parsers.json.min.js
  6. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.pathfinding.astar.min.js
  7. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.plugins.animate.min.js
  8. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.plugins.dragNodes.min.js
  9. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.plugins.filter.min.js
  10. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.plugins.neighborhoods.min.js
  11. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.plugins.relativeSize.min.js
  12. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.renderers.customEdgeShapes.min.js
  13. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.renderers.customShapes.min.js
  14. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.renderers.edgeLabels.min.js
  15. 0 0
      services/web/public/js/libs/sigma-master/plugins/sigma.renderers.parallelEdges.min.js
  16. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.renderers.snapshot.min.js
  17. 1 0
      services/web/public/js/libs/sigma-master/plugins/sigma.statistics.HITS.min.js
  18. 1 0
      services/web/public/js/libs/sigma-master/sigma.min.js
  19. 12184 0
      services/web/public/js/libs/sigma-master/sigma.require.js

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services/web/public/js/libs/sigma-master/plugins/sigma.exporters.svg.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.layout.forceAtlas2.min.js


+ 1 - 0
services/web/public/js/libs/sigma-master/plugins/sigma.parsers.cypher.min.js

@@ -0,0 +1 @@
+(function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.neo4j"),sigma.utils.pkg("sigma.utils"),sigma.utils.pkg("sigma.parsers"),sigma.neo4j.send=function(a,b,c,d,e){var f,g,h,i=sigma.utils.xhr();if(f=a,"object"==typeof a&&(f=a.url,g=a.user,h=a.password),!i)throw"XMLHttpRequest not supported, cannot load the file.";f+=b,i.open(c,f,!0),g&&h&&i.setRequestHeader("Authorization","Basic "+btoa(g+":"+h)),i.setRequestHeader("Accept","application/json"),i.setRequestHeader("Content-type","application/json; charset=utf-8"),i.onreadystatechange=function(){4===i.readyState&&e(JSON.parse(i.responseText))},i.send(d)},sigma.neo4j.cypher_parse=function(a){var b,c={nodes:[],edges:[]},d={},e={};a.results[0].data.forEach(function(a){a.graph.nodes.forEach(function(a){var b={id:a.id,label:a.id,x:Math.random(),y:Math.random(),size:1,color:"#000000",neo4j_labels:a.labels,neo4j_data:a.properties};b.id in d||(d[b.id]=b)}),a.graph.relationships.forEach(function(a){var b={id:a.id,label:a.type,source:a.startNode,target:a.endNode,color:"#7D7C8E",neo4j_type:a.type,neo4j_data:a.properties};b.id in e||(e[b.id]=b)})});for(b in d)c.nodes.push(d[b]);for(b in e)c.edges.push(e[b]);return c},sigma.neo4j.cypher=function(a,b,c,d){var e,f,g="/db/data/transaction/commit";e=JSON.stringify({statements:[{statement:b,resultDataContents:["graph"],includeStats:!1}]}),f=function(a){return function(b){var d={nodes:[],edges:[]};d=sigma.neo4j.cypher_parse(b),c instanceof sigma?(c.graph.clear(),c.graph.read(d)):"object"==typeof c?(c=new sigma(c),c.graph.read(d),c.refresh()):"function"==typeof c&&(a=c,c=null),a&&a(c||d)}},sigma.neo4j.send(a,g,"POST",e,f(d))},sigma.neo4j.getLabels=function(a,b){sigma.neo4j.send(a,"/db/data/labels","GET",null,b)},sigma.neo4j.getTypes=function(a,b){sigma.neo4j.send(a,"/db/data/relationship/types","GET",null,b)}}).call(this);

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services/web/public/js/libs/sigma-master/plugins/sigma.parsers.gexf.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.parsers.json.min.js

@@ -0,0 +1 @@
+(function(a){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.parsers"),sigma.utils.pkg("sigma.utils"),sigma.utils.xhr=function(){if(window.XMLHttpRequest)return new XMLHttpRequest;var a,b;if(window.ActiveXObject){a=["Msxml2.XMLHTTP.6.0","Msxml2.XMLHTTP.3.0","Msxml2.XMLHTTP","Microsoft.XMLHTTP"];for(b in a)try{return new ActiveXObject(a[b])}catch(c){}}return null},sigma.parsers.json=function(a,b,c){var d,e=sigma.utils.xhr();if(!e)throw"XMLHttpRequest not supported, cannot load the file.";e.open("GET",a,!0),e.onreadystatechange=function(){4===e.readyState&&(d=JSON.parse(e.responseText),b instanceof sigma?(b.graph.clear(),b.graph.read(d)):"object"==typeof b?(b.graph=d,b=new sigma(b)):"function"==typeof b&&(c=b,b=null),c&&c(b||d))},e.send()}}).call(this);

+ 1 - 0
services/web/public/js/libs/sigma-master/plugins/sigma.pathfinding.astar.min.js

@@ -0,0 +1 @@
+(function(){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";var a=function(a,b,c){var d=void 0!=a&&void 0!=b&&void 0!=a.x&&void 0!=a.y&&void 0!=b.x&&void 0!=b.y;return d?(c||0)+Math.sqrt(Math.pow(b.y-a.y,2)+Math.pow(b.x-a.x,2)):void 0};sigma.classes.graph.addMethod("astar",function(b,c,d){var e=new sigma.classes.configurable({undirected:!1,pathLengthFunction:a,heuristicLengthFunction:void 0},d||{}),f=e("pathLengthFunction"),g=e("heuristicLengthFunction")||f,h=this.nodes(b),i=this.nodes(c),j={},k=[],l=function(a,b,c,d){var e=a.id,f={pathLength:c,heuristicLength:d,node:a,nodeId:e,previousNode:b};if(void 0==j[e]||j[e].pathLenth>c){j[e]=f;var g,h;for(h=0;h<k.length&&(g=k[h],!(g.heuristicLength>d));h++);k.splice(h,0,f)}};l(h,null,0,0);var m,n=!1;m=e("undirected")?this.allNeighborsIndex:this.outNeighborsIndex;for(var o,p,q,r,s,t;k.length>0;){if(o=k.shift(),o.nodeId==c){n=!0;break}for(p=Object.keys(m[o.nodeId]),t=0;t<p.length;t++)q=this.nodes(p[t]),r=f(o.node,q,o.pathLength),s=g(q,i),l(q,o.node,r,s)}if(n){for(var u=[],v=i;v;)u.unshift(v),v=j[v.id].previousNode;return u}return void 0})}).call(window);

+ 1 - 0
services/web/public/js/libs/sigma-master/plugins/sigma.plugins.animate.min.js

@@ -0,0 +1 @@
+(function(){"use strict";function a(a){if(d[a])return d[a];var b=[0,0,0];return a.match(/^#/)?(a=(a||"").replace(/^#/,""),b=3===a.length?[parseInt(a.charAt(0)+a.charAt(0),16),parseInt(a.charAt(1)+a.charAt(1),16),parseInt(a.charAt(2)+a.charAt(2),16)]:[parseInt(a.charAt(0)+a.charAt(1),16),parseInt(a.charAt(2)+a.charAt(3),16),parseInt(a.charAt(4)+a.charAt(5),16)]):a.match(/^ *rgba? *\(/)&&(a=a.match(/^ *rgba? *\( *([0-9]*) *, *([0-9]*) *, *([0-9]*) *(,.*)?\) *$/),b=[+a[1],+a[2],+a[3]]),d[a]={r:b[0],g:b[1],b:b[2]},d[a]}function b(b,c,d){b=a(b),c=a(c);var e={r:b.r*(1-d)+c.r*d,g:b.g*(1-d)+c.g*d,b:b.b*(1-d)+c.b*d};return"rgb("+[0|e.r,0|e.g,0|e.b].join(",")+")"}if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.plugins");var c=0,d={};sigma.plugins.animate=function(a,d,e){function f(){var c=(sigma.utils.dateNow()-m)/k;if(c>=1){g.forEach(function(a){for(var b in d)b in d&&(a[b]=a[d[b]])});var e,n;for(e in a.cameras)n=a.cameras[e],n.edgequadtree._enabled=!0;a.refresh(),"function"==typeof i.onComplete&&i.onComplete()}else c=l(c),g.forEach(function(a){for(var e in d)e in d&&(e.match(/color$/)?a[e]=b(h[a.id][e],a[d[e]],c):a[e]=a[d[e]]*c+h[a.id][e]*(1-c))}),a.refresh(),a.animations[j]=requestAnimationFrame(f)}var g,h,i=e||{},j=++c,k=i.duration||a.settings("animationsTime"),l="string"==typeof i.easing?sigma.utils.easings[i.easing]:"function"==typeof i.easing?i.easing:sigma.utils.easings.quadraticInOut,m=sigma.utils.dateNow();g=i.nodes&&i.nodes.length?"object"==typeof i.nodes[0]?i.nodes:a.graph.nodes(i.nodes):a.graph.nodes(),h=g.reduce(function(a,b){var c;a[b.id]={};for(c in d)c in b&&(a[b.id][c]=b[c]);return a},{}),a.animations=a.animations||Object.create({}),sigma.plugins.kill(a);var n,o;for(n in a.cameras)o=a.cameras[n],o.edgequadtree._enabled=!1;f()},sigma.plugins.kill=function(a){for(var b in a.animations||{})cancelAnimationFrame(a.animations[b]);var b,c;for(b in a.cameras)c=a.cameras[b],c.edgequadtree._enabled=!0}}).call(window);

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services/web/public/js/libs/sigma-master/plugins/sigma.plugins.dragNodes.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.plugins.filter.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.plugins.neighborhoods.min.js

@@ -0,0 +1 @@
+(function(){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.classes.graph.addMethod("neighborhood",function(a){var b,c,d,e,f,g={},h={},i={nodes:[],edges:[]};if(!this.nodes(a))return i;e=this.nodes(a),f={},f.center=!0;for(b in e)f[b]=e[b];g[a]=!0,i.nodes.push(f);for(b in this.allNeighborsIndex[a]){g[b]||(g[b]=!0,i.nodes.push(this.nodesIndex[b]));for(c in this.allNeighborsIndex[a][b])h[c]||(h[c]=!0,i.edges.push(this.edgesIndex[c]))}for(b in g)if(b!==a)for(c in g)if(c!==a&&b!==c&&this.allNeighborsIndex[b][c])for(d in this.allNeighborsIndex[b][c])h[d]||(h[d]=!0,i.edges.push(this.edgesIndex[d]));return i}),sigma.utils.pkg("sigma.plugins"),sigma.plugins.neighborhoods=function(){var a=new sigma.classes.graph;this.neighborhood=function(b){return a.neighborhood(b)},this.load=function(b,c){var d=function(){if(window.XMLHttpRequest)return new XMLHttpRequest;var a,b;if(window.ActiveXObject){a=["Msxml2.XMLHTTP.6.0","Msxml2.XMLHTTP.3.0","Msxml2.XMLHTTP","Microsoft.XMLHTTP"];for(b in a)try{return new ActiveXObject(a[b])}catch(c){}}return null}();if(!d)throw"XMLHttpRequest not supported, cannot load the data.";return d.open("GET",b,!0),d.onreadystatechange=function(){4===d.readyState&&(a.clear().read(JSON.parse(d.responseText)),c&&c())},d.send(),this},this.read=function(b){a.clear().read(b)}}}).call(window);

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services/web/public/js/libs/sigma-master/plugins/sigma.plugins.relativeSize.min.js

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+(function(){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.utils.pkg("sigma.plugins");sigma.plugins.relativeSize=function(a,b){for(var c=a.graph.nodes(),d=0;d<c.length;d++){var e=a.graph.degree(c[d].id);c[d].size=b*Math.sqrt(e)}a.refresh()}}).call(window);

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services/web/public/js/libs/sigma-master/plugins/sigma.renderers.customEdgeShapes.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.renderers.customShapes.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.renderers.edgeLabels.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.renderers.parallelEdges.min.js


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services/web/public/js/libs/sigma-master/plugins/sigma.renderers.snapshot.min.js

@@ -0,0 +1 @@
+(function(a){function b(a,b,c){var d=document.createElement("a");d.setAttribute("href",a),d.setAttribute("download",c||"graph."+b);var e=document.createEvent("MouseEvent");e.initMouseEvent("click",!0,!1,window,0,0,0,0,0,!1,!1,!1,!1,0,null),d.dispatchEvent(e),delete d}function c(a){if(a=a||{},a.format&&!(a.format in e))throw Error('sigma.renderers.snaphot: unsupported format "'+a.format+'".');var c=this,f=this instanceof sigma.renderers.webgl,g=[],h=document.createElement("canvas"),i=h.getContext("2d"),j=!1;d.forEach(function(b){if(c.contexts[b]&&(a.labels!==!1||"labels"!==b)){var d=c.domElements[b]||c.domElements.scene,e=c.contexts[b];~g.indexOf(e)||(j||(h.width=f&&e instanceof WebGLRenderingContext?d.width/2:d.width,h.height=f&&e instanceof WebGLRenderingContext?d.height/2:d.height,j=!0,a.background&&(i.rect(0,0,h.width,h.height),i.fillStyle=a.background,i.fill())),e instanceof WebGLRenderingContext?i.drawImage(d,0,0,d.width/2,d.height/2):i.drawImage(d,0,0),g.push(e))}});var k=h.toDataURL(e[a.format||"png"]);return a.download&&b(k,a.format||"png",a.filename),delete i,delete h,delete g,k}if("undefined"==typeof sigma)throw"sigma.renderers.snapshot: sigma not in scope.";var d=["scene","edges","nodes","labels"],e={png:"image/png",jpg:"image/jpeg",gif:"image/gif",tiff:"image/tiff"};sigma.renderers.canvas.prototype.snapshot=c,sigma.renderers.webgl.prototype.snapshot=c}).call(this);

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services/web/public/js/libs/sigma-master/plugins/sigma.statistics.HITS.min.js

@@ -0,0 +1 @@
+(function(){"use strict";if("undefined"==typeof sigma)throw"sigma is not declared";sigma.classes.graph.addMethod("HITS",function(a){var b={},c=1e-4,d=[],e=[],f=this.nodes(),g=(f.length,{});a||(a=!1);for(var h in f)a?(d.push(f[h]),e.push(f[h])):(this.degree(f[h].id,"out")>0&&d.push(f[h]),this.degree(f[h].id,"in")>0&&e.push(f[h])),b[f[h].id]={authority:1,hub:1};for(var i;;){i=!0;var j=0,k=0;for(var h in e){g[e[h].id]={authority:1,hub:0};var l=[];l=a?this.allNeighborsIndex[e[h].id]:this.inNeighborsIndex[e[h].id];for(var m in l)m!=e[h].id&&(g[e[h].id].authority+=b[m].hub);j+=g[e[h].id].authority}for(var h in d){g[d[h].id]?g[d[h].id].hub=1:g[d[h].id]={authority:0,hub:1};var l=[];l=a?this.allNeighborsIndex[d[h].id]:this.outNeighborsIndex[d[h].id];for(var m in l)m!=d[h].id&&(g[d[h].id].hub+=b[m].authority);k+=g[d[h].id].hub}for(var h in e)g[e[h].id].authority/=j,Math.abs((g[e[h].id].authority-b[e[h].id].authority)/b[e[h].id].authority)>=c&&(i=!1);for(var h in d)g[d[h].id].hub/=k,Math.abs((g[d[h].id].hub-b[d[h].id].hub)/b[d[h].id].hub)>=c&&(i=!1);if(b=g,g={},i)break}return b})}).call(window);

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services/web/public/js/libs/sigma-master/sigma.min.js


+ 12184 - 0
services/web/public/js/libs/sigma-master/sigma.require.js

@@ -0,0 +1,12184 @@
+;(function(undefined) {
+  'use strict';
+
+  var __instances = {};
+
+  /**
+   * This is the sigma instances constructor. One instance of sigma represent
+   * one graph. It is possible to represent this grapĥ with several renderers
+   * at the same time. By default, the default renderer (WebGL + Canvas
+   * polyfill) will be used as the only renderer, with the container specified
+   * in the configuration.
+   *
+   * @param  {?*}    conf The configuration of the instance. There are a lot of
+   *                      different recognized forms to instantiate sigma, check
+   *                      example files, documentation in this file and unit
+   *                      tests to know more.
+   * @return {sigma}      The fresh new sigma instance.
+   *
+   * Instanciating sigma:
+   * ********************
+   * If no parameter is given to the constructor, the instance will be created
+   * without any renderer or camera. It will just instantiate the graph, and
+   * other modules will have to be instantiated through the public methods,
+   * like "addRenderer" etc:
+   *
+   *  > s0 = new sigma();
+   *  > s0.addRenderer({
+   *  >   type: 'canvas',
+   *  >   container: 'my-container-id'
+   *  > });
+   *
+   * In most of the cases, sigma will simply be used with the default renderer.
+   * Then, since the only required parameter is the DOM container, there are
+   * some simpler way to call the constructor. The four following calls do the
+   * exact same things:
+   *
+   *  > s1 = new sigma('my-container-id');
+   *  > s2 = new sigma(document.getElementById('my-container-id'));
+   *  > s3 = new sigma({
+   *  >   container: document.getElementById('my-container-id')
+   *  > });
+   *  > s4 = new sigma({
+   *  >   renderers: [{
+   *  >     container: document.getElementById('my-container-id')
+   *  >   }]
+   *  > });
+   *
+   * Recognized parameters:
+   * **********************
+   * Here is the exhaustive list of every accepted parameters, when calling the
+   * constructor with to top level configuration object (fourth case in the
+   * previous examples):
+   *
+   *   {?string} id        The id of the instance. It will be generated
+   *                       automatically if not specified.
+   *   {?array}  renderers An array containing objects describing renderers.
+   *   {?object} graph     An object containing an array of nodes and an array
+   *                       of edges, to avoid having to add them by hand later.
+   *   {?object} settings  An object containing instance specific settings that
+   *                       will override the default ones defined in the object
+   *                       sigma.settings.
+   */
+  var sigma = function(conf) {
+    // Local variables:
+    // ****************
+    var i,
+        l,
+        a,
+        c,
+        o,
+        id;
+
+    sigma.classes.dispatcher.extend(this);
+
+    // Private attributes:
+    // *******************
+    var _self = this,
+        _conf = conf || {};
+
+    // Little shortcut:
+    // ****************
+    // The configuration is supposed to have a list of the configuration
+    // objects for each renderer.
+    //  - If there are no configuration at all, then nothing is done.
+    //  - If there are no renderer list, the given configuration object will be
+    //    considered as describing the first and only renderer.
+    //  - If there are no renderer list nor "container" object, it will be
+    //    considered as the container itself (a DOM element).
+    //  - If the argument passed to sigma() is a string, it will be considered
+    //    as the ID of the DOM container.
+    if (
+      typeof _conf === 'string' ||
+      _conf instanceof HTMLElement
+    )
+      _conf = {
+        renderers: [_conf]
+      };
+    else if (Object.prototype.toString.call(_conf) === '[object Array]')
+      _conf = {
+        renderers: _conf
+      };
+
+    // Also check "renderer" and "container" keys:
+    o = _conf.renderers || _conf.renderer || _conf.container;
+    if (!_conf.renderers || _conf.renderers.length === 0)
+      if (
+        typeof o === 'string' ||
+        o instanceof HTMLElement ||
+        (typeof o === 'object' && 'container' in o)
+      )
+        _conf.renderers = [o];
+
+    // Recense the instance:
+    if (_conf.id) {
+      if (__instances[_conf.id])
+        throw 'sigma: Instance "' + _conf.id + '" already exists.';
+      Object.defineProperty(this, 'id', {
+        value: _conf.id
+      });
+    } else {
+      id = 0;
+      while (__instances[id])
+        id++;
+      Object.defineProperty(this, 'id', {
+        value: '' + id
+      });
+    }
+    __instances[this.id] = this;
+
+    // Initialize settings function:
+    this.settings = new sigma.classes.configurable(
+      sigma.settings,
+      _conf.settings || {}
+    );
+
+    // Initialize locked attributes:
+    Object.defineProperty(this, 'graph', {
+      value: new sigma.classes.graph(this.settings),
+      configurable: true
+    });
+    Object.defineProperty(this, 'middlewares', {
+      value: [],
+      configurable: true
+    });
+    Object.defineProperty(this, 'cameras', {
+      value: {},
+      configurable: true
+    });
+    Object.defineProperty(this, 'renderers', {
+      value: {},
+      configurable: true
+    });
+    Object.defineProperty(this, 'renderersPerCamera', {
+      value: {},
+      configurable: true
+    });
+    Object.defineProperty(this, 'cameraFrames', {
+      value: {},
+      configurable: true
+    });
+    Object.defineProperty(this, 'camera', {
+      get: function() {
+        return this.cameras[0];
+      }
+    });
+    Object.defineProperty(this, 'events', {
+      value: [
+        'click',
+        'rightClick',
+        'clickStage',
+        'doubleClickStage',
+        'rightClickStage',
+        'clickNode',
+        'clickNodes',
+        'doubleClickNode',
+        'doubleClickNodes',
+        'rightClickNode',
+        'rightClickNodes',
+        'overNode',
+        'overNodes',
+        'outNode',
+        'outNodes',
+        'downNode',
+        'downNodes',
+        'upNode',
+        'upNodes'
+      ],
+      configurable: true
+    });
+
+    // Add a custom handler, to redispatch events from renderers:
+    this._handler = (function(e) {
+      var k,
+          data = {};
+
+      for (k in e.data)
+        data[k] = e.data[k];
+
+      data.renderer = e.target;
+      this.dispatchEvent(e.type, data);
+    }).bind(this);
+
+    // Initialize renderers:
+    a = _conf.renderers || [];
+    for (i = 0, l = a.length; i < l; i++)
+      this.addRenderer(a[i]);
+
+    // Initialize middlewares:
+    a = _conf.middlewares || [];
+    for (i = 0, l = a.length; i < l; i++)
+      this.middlewares.push(
+        typeof a[i] === 'string' ?
+          sigma.middlewares[a[i]] :
+          a[i]
+      );
+
+    // Check if there is already a graph to fill in:
+    if (typeof _conf.graph === 'object' && _conf.graph) {
+      this.graph.read(_conf.graph);
+
+      // If a graph is given to the to the instance, the "refresh" method is
+      // directly called:
+      this.refresh();
+    }
+
+    // Deal with resize:
+    window.addEventListener('resize', function() {
+      if (_self.settings)
+        _self.refresh();
+    });
+  };
+
+
+
+
+  /**
+   * This methods will instantiate and reference a new camera. If no id is
+   * specified, then an automatic id will be generated.
+   *
+   * @param  {?string}              id Eventually the camera id.
+   * @return {sigma.classes.camera}    The fresh new camera instance.
+   */
+  sigma.prototype.addCamera = function(id) {
+    var self = this,
+        camera;
+
+    if (!arguments.length) {
+      id = 0;
+      while (this.cameras['' + id])
+        id++;
+      id = '' + id;
+    }
+
+    if (this.cameras[id])
+      throw 'sigma.addCamera: The camera "' + id + '" already exists.';
+
+    camera = new sigma.classes.camera(id, this.graph, this.settings);
+    this.cameras[id] = camera;
+
+    // Add a quadtree to the camera:
+    camera.quadtree = new sigma.classes.quad();
+
+    // Add an edgequadtree to the camera:
+    if (sigma.classes.edgequad !== undefined) {
+      camera.edgequadtree = new sigma.classes.edgequad();
+    }
+
+    camera.bind('coordinatesUpdated', function(e) {
+      self.renderCamera(camera, camera.isAnimated);
+    });
+
+    this.renderersPerCamera[id] = [];
+
+    return camera;
+  };
+
+  /**
+   * This method kills a camera, and every renderer attached to it.
+   *
+   * @param  {string|camera} v The camera to kill or its ID.
+   * @return {sigma}           Returns the instance.
+   */
+  sigma.prototype.killCamera = function(v) {
+    v = typeof v === 'string' ? this.cameras[v] : v;
+
+    if (!v)
+      throw 'sigma.killCamera: The camera is undefined.';
+
+    var i,
+        l,
+        a = this.renderersPerCamera[v.id];
+
+    for (l = a.length, i = l - 1; i >= 0; i--)
+      this.killRenderer(a[i]);
+
+    delete this.renderersPerCamera[v.id];
+    delete this.cameraFrames[v.id];
+    delete this.cameras[v.id];
+
+    if (v.kill)
+      v.kill();
+
+    return this;
+  };
+
+  /**
+   * This methods will instantiate and reference a new renderer. The "type"
+   * argument can be the constructor or its name in the "sigma.renderers"
+   * package. If no type is specified, then "sigma.renderers.def" will be used.
+   * If no id is specified, then an automatic id will be generated.
+   *
+   * @param  {?object}  options Eventually some options to give to the renderer
+   *                            constructor.
+   * @return {renderer}         The fresh new renderer instance.
+   *
+   * Recognized parameters:
+   * **********************
+   * Here is the exhaustive list of every accepted parameters in the "options"
+   * object:
+   *
+   *   {?string}            id     Eventually the renderer id.
+   *   {?(function|string)} type   Eventually the renderer constructor or its
+   *                               name in the "sigma.renderers" package.
+   *   {?(camera|string)}   camera Eventually the renderer camera or its
+   *                               id.
+   */
+  sigma.prototype.addRenderer = function(options) {
+    var id,
+        fn,
+        camera,
+        renderer,
+        o = options || {};
+
+    // Polymorphism:
+    if (typeof o === 'string')
+      o = {
+        container: document.getElementById(o)
+      };
+    else if (o instanceof HTMLElement)
+      o = {
+        container: o
+      };
+
+    // If the container still is a string, we get it by id
+    if (typeof o.container === 'string')
+      o.container = document.getElementById(o.container);
+
+    // Reference the new renderer:
+    if (!('id' in o)) {
+      id = 0;
+      while (this.renderers['' + id])
+        id++;
+      id = '' + id;
+    } else
+      id = o.id;
+
+    if (this.renderers[id])
+      throw 'sigma.addRenderer: The renderer "' + id + '" already exists.';
+
+    // Find the good constructor:
+    fn = typeof o.type === 'function' ? o.type : sigma.renderers[o.type];
+    fn = fn || sigma.renderers.def;
+
+    // Find the good camera:
+    camera = 'camera' in o ?
+      (
+        o.camera instanceof sigma.classes.camera ?
+          o.camera :
+          this.cameras[o.camera] || this.addCamera(o.camera)
+      ) :
+      this.addCamera();
+
+    if (this.cameras[camera.id] !== camera)
+      throw 'sigma.addRenderer: The camera is not properly referenced.';
+
+    // Instantiate:
+    renderer = new fn(this.graph, camera, this.settings, o);
+    this.renderers[id] = renderer;
+    Object.defineProperty(renderer, 'id', {
+      value: id
+    });
+
+    // Bind events:
+    if (renderer.bind)
+      renderer.bind(
+        [
+          'click',
+          'rightClick',
+          'clickStage',
+          'doubleClickStage',
+          'rightClickStage',
+          'clickNode',
+          'clickNodes',
+          'clickEdge',
+          'clickEdges',
+          'doubleClickNode',
+          'doubleClickNodes',
+          'doubleClickEdge',
+          'doubleClickEdges',
+          'rightClickNode',
+          'rightClickNodes',
+          'rightClickEdge',
+          'rightClickEdges',
+          'overNode',
+          'overNodes',
+          'overEdge',
+          'overEdges',
+          'outNode',
+          'outNodes',
+          'outEdge',
+          'outEdges',
+          'downNode',
+          'downNodes',
+          'downEdge',
+          'downEdges',
+          'upNode',
+          'upNodes',
+          'upEdge',
+          'upEdges'
+        ],
+        this._handler
+      );
+
+    // Reference the renderer by its camera:
+    this.renderersPerCamera[camera.id].push(renderer);
+
+    return renderer;
+  };
+
+  /**
+   * This method kills a renderer.
+   *
+   * @param  {string|renderer} v The renderer to kill or its ID.
+   * @return {sigma}             Returns the instance.
+   */
+  sigma.prototype.killRenderer = function(v) {
+    v = typeof v === 'string' ? this.renderers[v] : v;
+
+    if (!v)
+      throw 'sigma.killRenderer: The renderer is undefined.';
+
+    var a = this.renderersPerCamera[v.camera.id],
+        i = a.indexOf(v);
+
+    if (i >= 0)
+      a.splice(i, 1);
+
+    if (v.kill)
+      v.kill();
+
+    delete this.renderers[v.id];
+
+    return this;
+  };
+
+
+
+
+  /**
+   * This method calls the "render" method of each renderer, with the same
+   * arguments than the "render" method, but will also check if the renderer
+   * has a "process" method, and call it if it exists.
+   *
+   * It is useful for quadtrees or WebGL processing, for instance.
+   *
+   * @param  {?object}  options Eventually some options to give to the refresh
+   *                            method.
+   * @return {sigma}            Returns the instance itself.
+   *
+   * Recognized parameters:
+   * **********************
+   * Here is the exhaustive list of every accepted parameters in the "options"
+   * object:
+   *
+   *   {?boolean} skipIndexation A flag specifying wether or not the refresh
+   *                             function should reindex the graph in the
+   *                             quadtrees or not (default: false).
+   */
+  sigma.prototype.refresh = function(options) {
+    var i,
+        l,
+        k,
+        a,
+        c,
+        bounds,
+        prefix = 0;
+
+    options = options || {};
+
+    // Call each middleware:
+    a = this.middlewares || [];
+    for (i = 0, l = a.length; i < l; i++)
+      a[i].call(
+        this,
+        (i === 0) ? '' : 'tmp' + prefix + ':',
+        (i === l - 1) ? 'ready:' : ('tmp' + (++prefix) + ':')
+      );
+
+    // Then, for each camera, call the "rescale" middleware, unless the
+    // settings specify not to:
+    for (k in this.cameras) {
+      c = this.cameras[k];
+      if (
+        c.settings('autoRescale') &&
+        this.renderersPerCamera[c.id] &&
+        this.renderersPerCamera[c.id].length
+      )
+        sigma.middlewares.rescale.call(
+          this,
+          a.length ? 'ready:' : '',
+          c.readPrefix,
+          {
+            width: this.renderersPerCamera[c.id][0].width,
+            height: this.renderersPerCamera[c.id][0].height
+          }
+        );
+      else
+        sigma.middlewares.copy.call(
+          this,
+          a.length ? 'ready:' : '',
+          c.readPrefix
+        );
+
+      if (!options.skipIndexation) {
+        // Find graph boundaries:
+        bounds = sigma.utils.getBoundaries(
+          this.graph,
+          c.readPrefix
+        );
+
+        // Refresh quadtree:
+        c.quadtree.index(this.graph.nodes(), {
+          prefix: c.readPrefix,
+          bounds: {
+            x: bounds.minX,
+            y: bounds.minY,
+            width: bounds.maxX - bounds.minX,
+            height: bounds.maxY - bounds.minY
+          }
+        });
+
+        // Refresh edgequadtree:
+        if (
+          c.edgequadtree !== undefined &&
+          c.settings('drawEdges') &&
+          c.settings('enableEdgeHovering')
+        ) {
+          c.edgequadtree.index(this.graph, {
+            prefix: c.readPrefix,
+            bounds: {
+              x: bounds.minX,
+              y: bounds.minY,
+              width: bounds.maxX - bounds.minX,
+              height: bounds.maxY - bounds.minY
+            }
+          });
+        }
+      }
+    }
+
+    // Call each renderer:
+    a = Object.keys(this.renderers);
+    for (i = 0, l = a.length; i < l; i++)
+      if (this.renderers[a[i]].process) {
+        if (this.settings('skipErrors'))
+          try {
+            this.renderers[a[i]].process();
+          } catch (e) {
+            console.log(
+              'Warning: The renderer "' + a[i] + '" crashed on ".process()"'
+            );
+          }
+        else
+          this.renderers[a[i]].process();
+      }
+
+    this.render();
+
+    return this;
+  };
+
+  /**
+   * This method calls the "render" method of each renderer.
+   *
+   * @return {sigma} Returns the instance itself.
+   */
+  sigma.prototype.render = function() {
+    var i,
+        l,
+        a,
+        prefix = 0;
+
+    // Call each renderer:
+    a = Object.keys(this.renderers);
+    for (i = 0, l = a.length; i < l; i++)
+      if (this.settings('skipErrors'))
+        try {
+          this.renderers[a[i]].render();
+        } catch (e) {
+          if (this.settings('verbose'))
+            console.log(
+              'Warning: The renderer "' + a[i] + '" crashed on ".render()"'
+            );
+        }
+      else
+        this.renderers[a[i]].render();
+
+    return this;
+  };
+
+  /**
+   * This method calls the "render" method of each renderer that is bound to
+   * the specified camera. To improve the performances, if this method is
+   * called too often, the number of effective renderings is limitated to one
+   * per frame, unless you are using the "force" flag.
+   *
+   * @param  {sigma.classes.camera} camera The camera to render.
+   * @param  {?boolean}             force  If true, will render the camera
+   *                                       directly.
+   * @return {sigma}                       Returns the instance itself.
+   */
+  sigma.prototype.renderCamera = function(camera, force) {
+    var i,
+        l,
+        a,
+        self = this;
+
+    if (force) {
+      a = this.renderersPerCamera[camera.id];
+      for (i = 0, l = a.length; i < l; i++)
+        if (this.settings('skipErrors'))
+          try {
+            a[i].render();
+          } catch (e) {
+            if (this.settings('verbose'))
+              console.log(
+                'Warning: The renderer "' + a[i].id + '" crashed on ".render()"'
+              );
+          }
+        else
+          a[i].render();
+    } else {
+      if (!this.cameraFrames[camera.id]) {
+        a = this.renderersPerCamera[camera.id];
+        for (i = 0, l = a.length; i < l; i++)
+          if (this.settings('skipErrors'))
+            try {
+              a[i].render();
+            } catch (e) {
+              if (this.settings('verbose'))
+                console.log(
+                  'Warning: The renderer "' +
+                    a[i].id +
+                    '" crashed on ".render()"'
+                );
+            }
+          else
+            a[i].render();
+
+        this.cameraFrames[camera.id] = requestAnimationFrame(function() {
+          delete self.cameraFrames[camera.id];
+        });
+      }
+    }
+
+    return this;
+  };
+
+  /**
+   * This method calls the "kill" method of each module and destroys any
+   * reference from the instance.
+   */
+  sigma.prototype.kill = function() {
+    var k;
+
+    // Dispatching event
+    this.dispatchEvent('kill');
+
+    // Kill graph:
+    this.graph.kill();
+
+    // Kill middlewares:
+    delete this.middlewares;
+
+    // Kill each renderer:
+    for (k in this.renderers)
+      this.killRenderer(this.renderers[k]);
+
+    // Kill each camera:
+    for (k in this.cameras)
+      this.killCamera(this.cameras[k]);
+
+    delete this.renderers;
+    delete this.cameras;
+
+    // Kill everything else:
+    for (k in this)
+      if (this.hasOwnProperty(k))
+        delete this[k];
+
+    delete __instances[this.id];
+  };
+
+
+
+
+  /**
+   * Returns a clone of the instances object or a specific running instance.
+   *
+   * @param  {?string} id Eventually an instance ID.
+   * @return {object}     The related instance or a clone of the instances
+   *                      object.
+   */
+  sigma.instances = function(id) {
+    return arguments.length ?
+      __instances[id] :
+      sigma.utils.extend({}, __instances);
+  };
+
+
+
+  /**
+   * The current version of sigma:
+   */
+  sigma.version = '1.0.3';
+
+
+
+
+  /**
+   * EXPORT:
+   * *******
+   */
+  if (typeof this.sigma !== 'undefined')
+    throw 'An object called sigma is already in the global scope.';
+
+  this.sigma = sigma;
+
+}).call(this);
+
+/**
+ * conrad.js is a tiny JavaScript jobs scheduler,
+ *
+ * Version: 0.1.0
+ * Sources: http://github.com/jacomyal/conrad.js
+ * Doc:     http://github.com/jacomyal/conrad.js#readme
+ *
+ * License:
+ * --------
+ * Copyright © 2013 Alexis Jacomy, Sciences-Po médialab
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to
+ * deal in the Software without restriction, including without limitation the
+ * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+ * sell copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * The Software is provided "as is", without warranty of any kind, express or
+ * implied, including but not limited to the warranties of merchantability,
+ * fitness for a particular purpose and noninfringement. In no event shall the
+ * authors or copyright holders be liable for any claim, damages or other
+ * liability, whether in an action of contract, tort or otherwise, arising
+ * from, out of or in connection with the software or the use or other dealings
+ * in the Software.
+ */
+(function(global) {
+  'use strict';
+
+  // Check that conrad.js has not been loaded yet:
+  if (global.conrad)
+    throw new Error('conrad already exists');
+
+
+  /**
+   * PRIVATE VARIABLES:
+   * ******************
+   */
+
+  /**
+   * A flag indicating whether conrad is running or not.
+   *
+   * @type {Number}
+   */
+  var _lastFrameTime;
+
+  /**
+   * A flag indicating whether conrad is running or not.
+   *
+   * @type {Boolean}
+   */
+  var _isRunning = false;
+
+  /**
+   * The hash of registered jobs. Each job must at least have a unique ID
+   * under the key "id" and a function under the key "job". This hash
+   * contains each running job and each waiting job.
+   *
+   * @type {Object}
+   */
+  var _jobs = {};
+
+  /**
+   * The hash of currently running jobs.
+   *
+   * @type {Object}
+   */
+  var _runningJobs = {};
+
+  /**
+   * The array of currently running jobs, sorted by priority.
+   *
+   * @type {Array}
+   */
+  var _sortedByPriorityJobs = [];
+
+  /**
+   * The array of currently waiting jobs.
+   *
+   * @type {Object}
+   */
+  var _waitingJobs = {};
+
+  /**
+   * The array of finished jobs. They are stored in an array, since two jobs
+   * with the same "id" can happen at two different times.
+   *
+   * @type {Array}
+   */
+  var _doneJobs = [];
+
+  /**
+   * A dirty flag to keep conrad from starting: Indeed, when addJob() is called
+   * with several jobs, conrad must be started only at the end. This flag keeps
+   * me from duplicating the code that effectively adds a job.
+   *
+   * @type {Boolean}
+   */
+  var _noStart = false;
+
+  /**
+   * An hash containing some global settings about how conrad.js should
+   * behave.
+   *
+   * @type {Object}
+   */
+  var _parameters = {
+    frameDuration: 20,
+    history: true
+  };
+
+  /**
+   * This object contains every handlers bound to conrad events. It does not
+   * requirea any DOM implementation, since the events are all JavaScript.
+   *
+   * @type {Object}
+   */
+  var _handlers = Object.create(null);
+
+
+  /**
+   * PRIVATE FUNCTIONS:
+   * ******************
+   */
+
+  /**
+   * Will execute the handler everytime that the indicated event (or the
+   * indicated events) will be triggered.
+   *
+   * @param  {string|array|object} events  The name of the event (or the events
+   *                                       separated by spaces).
+   * @param  {function(Object)}    handler The handler to bind.
+   * @return {Object}                      Returns conrad.
+   */
+  function _bind(events, handler) {
+    var i,
+        i_end,
+        event,
+        eArray;
+
+    if (!arguments.length)
+      return;
+    else if (
+      arguments.length === 1 &&
+      Object(arguments[0]) === arguments[0]
+    )
+      for (events in arguments[0])
+        _bind(events, arguments[0][events]);
+    else if (arguments.length > 1) {
+      eArray =
+        Array.isArray(events) ?
+          events :
+          events.split(/ /);
+
+      for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
+        event = eArray[i];
+
+        if (!_handlers[event])
+          _handlers[event] = [];
+
+        // Using an object instead of directly the handler will make possible
+        // later to add flags
+        _handlers[event].push({
+          handler: handler
+        });
+      }
+    }
+  }
+
+  /**
+   * Removes the handler from a specified event (or specified events).
+   *
+   * @param  {?string}           events  The name of the event (or the events
+   *                                     separated by spaces). If undefined,
+   *                                     then all handlers are removed.
+   * @param  {?function(Object)} handler The handler to unbind. If undefined,
+   *                                     each handler bound to the event or the
+   *                                     events will be removed.
+   * @return {Object}            Returns conrad.
+   */
+  function _unbind(events, handler) {
+    var i,
+        i_end,
+        j,
+        j_end,
+        a,
+        event,
+        eArray = Array.isArray(events) ?
+                   events :
+                   events.split(/ /);
+
+    if (!arguments.length)
+      _handlers = Object.create(null);
+    else if (handler) {
+      for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
+        event = eArray[i];
+        if (_handlers[event]) {
+          a = [];
+          for (j = 0, j_end = _handlers[event].length; j !== j_end; j += 1)
+            if (_handlers[event][j].handler !== handler)
+              a.push(_handlers[event][j]);
+
+          _handlers[event] = a;
+        }
+
+        if (_handlers[event] && _handlers[event].length === 0)
+          delete _handlers[event];
+      }
+    } else
+      for (i = 0, i_end = eArray.length; i !== i_end; i += 1)
+        delete _handlers[eArray[i]];
+  }
+
+  /**
+   * Executes each handler bound to the event.
+   *
+   * @param  {string}  events The name of the event (or the events separated
+   *                          by spaces).
+   * @param  {?Object} data   The content of the event (optional).
+   * @return {Object}         Returns conrad.
+   */
+  function _dispatch(events, data) {
+    var i,
+        j,
+        i_end,
+        j_end,
+        event,
+        eventName,
+        eArray = Array.isArray(events) ?
+                   events :
+                   events.split(/ /);
+
+    data = data === undefined ? {} : data;
+
+    for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
+      eventName = eArray[i];
+
+      if (_handlers[eventName]) {
+        event = {
+          type: eventName,
+          data: data || {}
+        };
+
+        for (j = 0, j_end = _handlers[eventName].length; j !== j_end; j += 1)
+          try {
+            _handlers[eventName][j].handler(event);
+          } catch (e) {}
+      }
+    }
+  }
+
+  /**
+   * Executes the most prioritary job once, and deals with filling the stats
+   * (done, time, averageTime, currentTime, etc...).
+   *
+   * @return {?Object} Returns the job object if it has to be killed, null else.
+   */
+  function _executeFirstJob() {
+    var i,
+        l,
+        test,
+        kill,
+        pushed = false,
+        time = __dateNow(),
+        job = _sortedByPriorityJobs.shift();
+
+    // Execute the job and look at the result:
+    test = job.job();
+
+    // Deal with stats:
+    time = __dateNow() - time;
+    job.done++;
+    job.time += time;
+    job.currentTime += time;
+    job.weightTime = job.currentTime / (job.weight || 1);
+    job.averageTime = job.time / job.done;
+
+    // Check if the job has to be killed:
+    kill = job.count ? (job.count <= job.done) : !test;
+
+    // Reset priorities:
+    if (!kill) {
+      for (i = 0, l = _sortedByPriorityJobs.length; i < l; i++)
+        if (_sortedByPriorityJobs[i].weightTime > job.weightTime) {
+          _sortedByPriorityJobs.splice(i, 0, job);
+          pushed = true;
+          break;
+        }
+
+      if (!pushed)
+        _sortedByPriorityJobs.push(job);
+    }
+
+    return kill ? job : null;
+  }
+
+  /**
+   * Activates a job, by adding it to the _runningJobs object and the
+   * _sortedByPriorityJobs array. It also initializes its currentTime value.
+   *
+   * @param  {Object} job The job to activate.
+   */
+  function _activateJob(job) {
+    var l = _sortedByPriorityJobs.length;
+
+    // Add the job to the running jobs:
+    _runningJobs[job.id] = job;
+    job.status = 'running';
+
+    // Add the job to the priorities:
+    if (l) {
+      job.weightTime = _sortedByPriorityJobs[l - 1].weightTime;
+      job.currentTime = job.weightTime * (job.weight || 1);
+    }
+
+    // Initialize the job and dispatch:
+    job.startTime = __dateNow();
+    _dispatch('jobStarted', __clone(job));
+
+    _sortedByPriorityJobs.push(job);
+  }
+
+  /**
+   * The main loop of conrad.js:
+   *  . It executes job such that they all occupate the same processing time.
+   *  . It stops jobs that do not need to be executed anymore.
+   *  . It triggers callbacks when it is relevant.
+   *  . It starts waiting jobs when they need to be started.
+   *  . It injects frames to keep a constant frapes per second ratio.
+   *  . It stops itself when there are no more jobs to execute.
+   */
+  function _loop() {
+    var k,
+        o,
+        l,
+        job,
+        time,
+        deadJob;
+
+    // Deal with the newly added jobs (the _jobs object):
+    for (k in _jobs) {
+      job = _jobs[k];
+
+      if (job.after)
+        _waitingJobs[k] = job;
+      else
+        _activateJob(job);
+
+      delete _jobs[k];
+    }
+
+    // Set the _isRunning flag to false if there are no running job:
+    _isRunning = !!_sortedByPriorityJobs.length;
+
+    // Deal with the running jobs (the _runningJobs object):
+    while (
+      _sortedByPriorityJobs.length &&
+      __dateNow() - _lastFrameTime < _parameters.frameDuration
+    ) {
+      deadJob = _executeFirstJob();
+
+      // Deal with the case where the job has ended:
+      if (deadJob) {
+        _killJob(deadJob.id);
+
+        // Check for waiting jobs:
+        for (k in _waitingJobs)
+          if (_waitingJobs[k].after === deadJob.id) {
+            _activateJob(_waitingJobs[k]);
+            delete _waitingJobs[k];
+          }
+      }
+    }
+
+    // Check if conrad still has jobs to deal with, and kill it if not:
+    if (_isRunning) {
+      // Update the _lastFrameTime:
+      _lastFrameTime = __dateNow();
+
+      _dispatch('enterFrame');
+      setTimeout(_loop, 0);
+    } else
+      _dispatch('stop');
+  }
+
+  /**
+   * Adds one or more jobs, and starts the loop if no job was running before. A
+   * job is at least a unique string "id" and a function, and there are some
+   * parameters that you can specify for each job to modify the way conrad will
+   * execute it. If a job is added with the "id" of another job that is waiting
+   * or still running, an error will be thrown.
+   *
+   * When a job is added, it is referenced in the _jobs object, by its id.
+   * Then, if it has to be executed right now, it will be also referenced in
+   * the _runningJobs object. If it has to wait, then it will be added into the
+   * _waitingJobs object, until it can start.
+   *
+   * Keep reading this documentation to see how to call this method.
+   *
+   * @return {Object} Returns conrad.
+   *
+   * Adding one job:
+   * ***************
+   * Basically, a job is defined by its string id and a function (the job). It
+   * is also possible to add some parameters:
+   *
+   *  > conrad.addJob('myJobId', myJobFunction);
+   *  > conrad.addJob('myJobId', {
+   *  >   job: myJobFunction,
+   *  >   someParameter: someValue
+   *  > });
+   *  > conrad.addJob({
+   *  >   id: 'myJobId',
+   *  >   job: myJobFunction,
+   *  >   someParameter: someValue
+   *  > });
+   *
+   * Adding several jobs:
+   * ********************
+   * When adding several jobs at the same time, it is possible to specify
+   * parameters for each one individually or for all:
+   *
+   *  > conrad.addJob([
+   *  >   {
+   *  >     id: 'myJobId1',
+   *  >     job: myJobFunction1,
+   *  >     someParameter1: someValue1
+   *  >   },
+   *  >   {
+   *  >     id: 'myJobId2',
+   *  >     job: myJobFunction2,
+   *  >     someParameter2: someValue2
+   *  >   }
+   *  > ], {
+   *  >   someCommonParameter: someCommonValue
+   *  > });
+   *  > conrad.addJob({
+   *  >   myJobId1: {,
+   *  >     job: myJobFunction1,
+   *  >     someParameter1: someValue1
+   *  >   },
+   *  >   myJobId2: {,
+   *  >     job: myJobFunction2,
+   *  >     someParameter2: someValue2
+   *  >   }
+   *  > }, {
+   *  >   someCommonParameter: someCommonValue
+   *  > });
+   *  > conrad.addJob({
+   *  >   myJobId1: myJobFunction1,
+   *  >   myJobId2: myJobFunction2
+   *  > }, {
+   *  >   someCommonParameter: someCommonValue
+   *  > });
+   *
+   *  Recognized parameters:
+   *  **********************
+   *  Here is the exhaustive list of every accepted parameters:
+   *
+   *    {?Function} end      A callback to execute when the job is ended. It is
+   *                         not executed if the job is killed instead of ended
+   *                         "naturally".
+   *    {?Integer}  count    The number of time the job has to be executed.
+   *    {?Number}   weight   If specified, the job will be executed as it was
+   *                         added "weight" times.
+   *    {?String}   after    The id of another job (eventually not added yet).
+   *                         If specified, this job will start only when the
+   *                         specified "after" job is ended.
+   */
+  function _addJob(v1, v2) {
+    var i,
+        l,
+        o;
+
+    // Array of jobs:
+    if (Array.isArray(v1)) {
+      // Keep conrad to start until the last job is added:
+      _noStart = true;
+
+      for (i = 0, l = v1.length; i < l; i++)
+        _addJob(v1[i].id, __extend(v1[i], v2));
+
+      _noStart = false;
+      if (!_isRunning) {
+        // Update the _lastFrameTime:
+        _lastFrameTime = __dateNow();
+
+        _dispatch('start');
+        _loop();
+      }
+    } else if (typeof v1 === 'object') {
+      // One job (object):
+      if (typeof v1.id === 'string')
+        _addJob(v1.id, v1);
+
+      // Hash of jobs:
+      else {
+        // Keep conrad to start until the last job is added:
+        _noStart = true;
+
+        for (i in v1)
+          if (typeof v1[i] === 'function')
+            _addJob(i, __extend({
+              job: v1[i]
+            }, v2));
+          else
+            _addJob(i, __extend(v1[i], v2));
+
+        _noStart = false;
+        if (!_isRunning) {
+          // Update the _lastFrameTime:
+          _lastFrameTime = __dateNow();
+
+          _dispatch('start');
+          _loop();
+        }
+      }
+
+    // One job (string, *):
+    } else if (typeof v1 === 'string') {
+      if (_hasJob(v1))
+        throw new Error(
+          '[conrad.addJob] Job with id "' + v1 + '" already exists.'
+        );
+
+      // One job (string, function):
+      if (typeof v2 === 'function') {
+        o = {
+          id: v1,
+          done: 0,
+          time: 0,
+          status: 'waiting',
+          currentTime: 0,
+          averageTime: 0,
+          weightTime: 0,
+          job: v2
+        };
+
+      // One job (string, object):
+      } else if (typeof v2 === 'object') {
+        o = __extend(
+          {
+            id: v1,
+            done: 0,
+            time: 0,
+            status: 'waiting',
+            currentTime: 0,
+            averageTime: 0,
+            weightTime: 0
+          },
+          v2
+        );
+
+      // If none of those cases, throw an error:
+      } else
+        throw new Error('[conrad.addJob] Wrong arguments.');
+
+      // Effectively add the job:
+      _jobs[v1] = o;
+      _dispatch('jobAdded', __clone(o));
+
+      // Check if the loop has to be started:
+      if (!_isRunning && !_noStart) {
+        // Update the _lastFrameTime:
+        _lastFrameTime = __dateNow();
+
+        _dispatch('start');
+        _loop();
+      }
+
+    // If none of those cases, throw an error:
+    } else
+      throw new Error('[conrad.addJob] Wrong arguments.');
+
+    return this;
+  }
+
+  /**
+   * Kills one or more jobs, indicated by their ids. It is only possible to
+   * kill running jobs or waiting jobs. If you try to kill a job that does not
+   * exists or that is already killed, a warning will be thrown.
+   *
+   * @param  {Array|String} v1 A string job id or an array of job ids.
+   * @return {Object}       Returns conrad.
+   */
+  function _killJob(v1) {
+    var i,
+        l,
+        k,
+        a,
+        job,
+        found = false;
+
+    // Array of job ids:
+    if (Array.isArray(v1))
+      for (i = 0, l = v1.length; i < l; i++)
+        _killJob(v1[i]);
+
+    // One job's id:
+    else if (typeof v1 === 'string') {
+      a = [_runningJobs, _waitingJobs, _jobs];
+
+      // Remove the job from the hashes:
+      for (i = 0, l = a.length; i < l; i++)
+        if (v1 in a[i]) {
+          job = a[i][v1];
+
+          if (_parameters.history) {
+            job.status = 'done';
+            _doneJobs.push(job);
+          }
+
+          _dispatch('jobEnded', __clone(job));
+          delete a[i][v1];
+
+          if (typeof job.end === 'function')
+            job.end();
+
+          found = true;
+        }
+
+      // Remove the priorities array:
+      a = _sortedByPriorityJobs;
+      for (i = 0, l = a.length; i < l; i++)
+        if (a[i].id === v1) {
+          a.splice(i, 1);
+          break;
+        }
+
+      if (!found)
+        throw new Error('[conrad.killJob] Job "' + v1 + '" not found.');
+
+    // If none of those cases, throw an error:
+    } else
+      throw new Error('[conrad.killJob] Wrong arguments.');
+
+    return this;
+  }
+
+  /**
+   * Kills every running, waiting, and just added jobs.
+   *
+   * @return {Object} Returns conrad.
+   */
+  function _killAll() {
+    var k,
+        jobs = __extend(_jobs, _runningJobs, _waitingJobs);
+
+    // Take every jobs and push them into the _doneJobs object:
+    if (_parameters.history)
+      for (k in jobs) {
+        jobs[k].status = 'done';
+        _doneJobs.push(jobs[k]);
+
+        if (typeof jobs[k].end === 'function')
+          jobs[k].end();
+      }
+
+    // Reinitialize the different jobs lists:
+    _jobs = {};
+    _waitingJobs = {};
+    _runningJobs = {};
+    _sortedByPriorityJobs = [];
+
+    // In case some jobs are added right after the kill:
+    _isRunning = false;
+
+    return this;
+  }
+
+  /**
+   * Returns true if a job with the specified id is currently running or
+   * waiting, and false else.
+   *
+   * @param  {String}  id The id of the job.
+   * @return {?Object} Returns the job object if it exists.
+   */
+  function _hasJob(id) {
+    var job = _jobs[id] || _runningJobs[id] || _waitingJobs[id];
+    return job ? __extend(job) : null;
+  }
+
+  /**
+   * This method will set the setting specified by "v1" to the value specified
+   * by "v2" if both are given, and else return the current value of the
+   * settings "v1".
+   *
+   * @param  {String}   v1 The name of the property.
+   * @param  {?*}       v2 Eventually, a value to set to the specified
+   *                       property.
+   * @return {Object|*} Returns the specified settings value if "v2" is not
+   *                    given, and conrad else.
+   */
+  function _settings(v1, v2) {
+    var o;
+
+    if (typeof a1 === 'string' && arguments.length === 1)
+      return _parameters[a1];
+    else {
+      o = (typeof a1 === 'object' && arguments.length === 1) ?
+        a1 || {} :
+        {};
+      if (typeof a1 === 'string')
+        o[a1] = a2;
+
+      for (var k in o)
+        if (o[k] !== undefined)
+          _parameters[k] = o[k];
+        else
+          delete _parameters[k];
+
+      return this;
+    }
+  }
+
+  /**
+   * Returns true if conrad is currently running, and false else.
+   *
+   * @return {Boolean} Returns _isRunning.
+   */
+  function _getIsRunning() {
+    return _isRunning;
+  }
+
+  /**
+   * Unreference every jobs that are stored in the _doneJobs object. It will
+   * not be possible anymore to get stats about these jobs, but it will release
+   * the memory.
+   *
+   * @return {Object} Returns conrad.
+   */
+  function _clearHistory() {
+    _doneJobs = [];
+    return this;
+  }
+
+  /**
+   * Returns a snapshot of every data about jobs that wait to be started, are
+   * currently running or are done.
+   *
+   * It is possible to get only running, waiting or done jobs by giving
+   * "running", "waiting" or "done" as fist argument.
+   *
+   * It is also possible to get every job with a specified id by giving it as
+   * first argument. Also, using a RegExp instead of an id will return every
+   * jobs whose ids match the RegExp. And these two last use cases work as well
+   * by giving before "running", "waiting" or "done".
+   *
+   * @return {Array} The array of the matching jobs.
+   *
+   * Some call examples:
+   * *******************
+   *  > conrad.getStats('running')
+   *  > conrad.getStats('waiting')
+   *  > conrad.getStats('done')
+   *  > conrad.getStats('myJob')
+   *  > conrad.getStats(/test/)
+   *  > conrad.getStats('running', 'myRunningJob')
+   *  > conrad.getStats('running', /test/)
+   */
+  function _getStats(v1, v2) {
+    var a,
+        k,
+        i,
+        l,
+        stats,
+        pattern,
+        isPatternString;
+
+    if (!arguments.length) {
+      stats = [];
+
+      for (k in _jobs)
+        stats.push(_jobs[k]);
+
+      for (k in _waitingJobs)
+        stats.push(_waitingJobs[k]);
+
+      for (k in _runningJobs)
+        stats.push(_runningJobs[k]);
+
+      stats = stats.concat(_doneJobs);
+    }
+
+    if (typeof v1 === 'string')
+      switch (v1) {
+        case 'waiting':
+          stats = __objectValues(_waitingJobs);
+          break;
+        case 'running':
+          stats = __objectValues(_runningJobs);
+          break;
+        case 'done':
+          stats = _doneJobs;
+          break;
+        default:
+          pattern = v1;
+      }
+
+    if (v1 instanceof RegExp)
+      pattern = v1;
+
+    if (!pattern && (typeof v2 === 'string' || v2 instanceof RegExp))
+      pattern = v2;
+
+    // Filter jobs if a pattern is given:
+    if (pattern) {
+      isPatternString = typeof pattern === 'string';
+
+      if (stats instanceof Array) {
+        a = stats;
+      } else if (typeof stats === 'object') {
+        a = [];
+
+        for (k in stats)
+          a = a.concat(stats[k]);
+      } else {
+        a = [];
+
+        for (k in _jobs)
+          a.push(_jobs[k]);
+
+        for (k in _waitingJobs)
+          a.push(_waitingJobs[k]);
+
+        for (k in _runningJobs)
+          a.push(_runningJobs[k]);
+
+        a = a.concat(_doneJobs);
+      }
+
+      stats = [];
+      for (i = 0, l = a.length; i < l; i++)
+        if (isPatternString ? a[i].id === pattern : a[i].id.match(pattern))
+          stats.push(a[i]);
+    }
+
+    return __clone(stats);
+  }
+
+
+  /**
+   * TOOLS FUNCTIONS:
+   * ****************
+   */
+
+  /**
+   * This function takes any number of objects as arguments, copies from each
+   * of these objects each pair key/value into a new object, and finally
+   * returns this object.
+   *
+   * The arguments are parsed from the last one to the first one, such that
+   * when two objects have keys in common, the "earliest" object wins.
+   *
+   * Example:
+   * ********
+   *  > var o1 = {
+   *  >       a: 1,
+   *  >       b: 2,
+   *  >       c: '3'
+   *  >     },
+   *  >     o2 = {
+   *  >       c: '4',
+   *  >       d: [ 5 ]
+   *  >     };
+   *  > __extend(o1, o2);
+   *  > // Returns: {
+   *  > //   a: 1,
+   *  > //   b: 2,
+   *  > //   c: '3',
+   *  > //   d: [ 5 ]
+   *  > // };
+   *
+   * @param  {Object+} Any number of objects.
+   * @return {Object}  The merged object.
+   */
+  function __extend() {
+    var i,
+        k,
+        res = {},
+        l = arguments.length;
+
+    for (i = l - 1; i >= 0; i--)
+      for (k in arguments[i])
+        res[k] = arguments[i][k];
+
+    return res;
+  }
+
+  /**
+   * This function simply clones an object. This object must contain only
+   * objects, arrays and immutable values. Since it is not public, it does not
+   * deal with cyclic references, DOM elements and instantiated objects - so
+   * use it carefully.
+   *
+   * @param  {Object} The object to clone.
+   * @return {Object} The clone.
+   */
+  function __clone(item) {
+    var result, i, k, l;
+
+    if (!item)
+      return item;
+
+    if (Array.isArray(item)) {
+      result = [];
+      for (i = 0, l = item.length; i < l; i++)
+        result.push(__clone(item[i]));
+    } else if (typeof item === 'object') {
+      result = {};
+      for (i in item)
+        result[i] = __clone(item[i]);
+    } else
+      result = item;
+
+    return result;
+  }
+
+  /**
+   * Returns an array containing the values of an object.
+   *
+   * @param  {Object} The object.
+   * @return {Array}  The array of values.
+   */
+  function __objectValues(o) {
+    var k,
+        a = [];
+
+    for (k in o)
+      a.push(o[k]);
+
+    return a;
+  }
+
+  /**
+   * A short "Date.now()" polyfill.
+   *
+   * @return {Number} The current time (in ms).
+   */
+  function __dateNow() {
+    return Date.now ? Date.now() : new Date().getTime();
+  }
+
+  /**
+   * Polyfill for the Array.isArray function:
+   */
+  if (!Array.isArray)
+    Array.isArray = function(v) {
+      return Object.prototype.toString.call(v) === '[object Array]';
+    };
+
+
+  /**
+   * EXPORT PUBLIC API:
+   * ******************
+   */
+  var conrad = {
+    hasJob: _hasJob,
+    addJob: _addJob,
+    killJob: _killJob,
+    killAll: _killAll,
+    settings: _settings,
+    getStats: _getStats,
+    isRunning: _getIsRunning,
+    clearHistory: _clearHistory,
+
+    // Events management:
+    bind: _bind,
+    unbind: _unbind,
+
+    // Version:
+    version: '0.1.0'
+  };
+
+  if (typeof exports !== 'undefined') {
+    if (typeof module !== 'undefined' && module.exports)
+      exports = module.exports = conrad;
+    exports.conrad = conrad;
+  }
+  global.conrad = conrad;
+})(this);
+
+// Hardcoded export for the node.js version:
+var sigma = this.sigma,
+    conrad = this.conrad;
+
+sigma.conrad = conrad;
+
+// Dirty polyfills to permit sigma usage in node
+if (HTMLElement === undefined)
+  var HTMLElement = function() {};
+
+if (window === undefined)
+  var window = {
+    addEventListener: function() {}
+  };
+
+if (typeof exports !== 'undefined') {
+  if (typeof module !== 'undefined' && module.exports)
+    exports = module.exports = sigma;
+  exports.sigma = sigma;
+}
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  var _root = this;
+
+  // Initialize packages:
+  sigma.utils = sigma.utils || {};
+
+  /**
+   * MISC UTILS:
+   */
+  /**
+   * This function takes any number of objects as arguments, copies from each
+   * of these objects each pair key/value into a new object, and finally
+   * returns this object.
+   *
+   * The arguments are parsed from the last one to the first one, such that
+   * when several objects have keys in common, the "earliest" object wins.
+   *
+   * Example:
+   * ********
+   *  > var o1 = {
+   *  >       a: 1,
+   *  >       b: 2,
+   *  >       c: '3'
+   *  >     },
+   *  >     o2 = {
+   *  >       c: '4',
+   *  >       d: [ 5 ]
+   *  >     };
+   *  > sigma.utils.extend(o1, o2);
+   *  > // Returns: {
+   *  > //   a: 1,
+   *  > //   b: 2,
+   *  > //   c: '3',
+   *  > //   d: [ 5 ]
+   *  > // };
+   *
+   * @param  {object+} Any number of objects.
+   * @return {object}  The merged object.
+   */
+  sigma.utils.extend = function() {
+    var i,
+        k,
+        res = {},
+        l = arguments.length;
+
+    for (i = l - 1; i >= 0; i--)
+      for (k in arguments[i])
+        res[k] = arguments[i][k];
+
+    return res;
+  };
+
+  /**
+   * A short "Date.now()" polyfill.
+   *
+   * @return {Number} The current time (in ms).
+   */
+  sigma.utils.dateNow = function() {
+    return Date.now ? Date.now() : new Date().getTime();
+  };
+
+  /**
+   * Takes a package name as parameter and checks at each lebel if it exists,
+   * and if it does not, creates it.
+   *
+   * Example:
+   * ********
+   *  > sigma.utils.pkg('a.b.c');
+   *  > a.b.c;
+   *  > // Object {};
+   *  >
+   *  > sigma.utils.pkg('a.b.d');
+   *  > a.b;
+   *  > // Object { c: {}, d: {} };
+   *
+   * @param  {string} pkgName The name of the package to create/find.
+   * @return {object}         The related package.
+   */
+  sigma.utils.pkg = function(pkgName) {
+    return (pkgName || '').split('.').reduce(function(context, objName) {
+      return (objName in context) ?
+        context[objName] :
+        (context[objName] = {});
+    }, _root);
+  };
+
+  /**
+   * Returns a unique incremental number ID.
+   *
+   * Example:
+   * ********
+   *  > sigma.utils.id();
+   *  > // 1;
+   *  >
+   *  > sigma.utils.id();
+   *  > // 2;
+   *  >
+   *  > sigma.utils.id();
+   *  > // 3;
+   *
+   * @param  {string} pkgName The name of the package to create/find.
+   * @return {object}         The related package.
+   */
+  sigma.utils.id = (function() {
+    var i = 0;
+    return function() {
+      return ++i;
+    };
+  })();
+
+  /**
+   * This function takes an hexa color (for instance "#ffcc00" or "#fc0") or a
+   * rgb / rgba color (like "rgb(255,255,12)" or "rgba(255,255,12,1)") and
+   * returns an integer equal to "r * 255 * 255 + g * 255 + b", to gain some
+   * memory in the data given to WebGL shaders.
+   *
+   * @param  {string} val The hexa or rgba color.
+   * @return {number}     The number value.
+   */
+  sigma.utils.floatColor = function(val) {
+    var result = [0, 0, 0];
+
+    if (val.match(/^#/)) {
+      val = (val || '').replace(/^#/, '');
+      result = (val.length === 3) ?
+        [
+          parseInt(val.charAt(0) + val.charAt(0), 16),
+          parseInt(val.charAt(1) + val.charAt(1), 16),
+          parseInt(val.charAt(2) + val.charAt(2), 16)
+        ] :
+        [
+          parseInt(val.charAt(0) + val.charAt(1), 16),
+          parseInt(val.charAt(2) + val.charAt(3), 16),
+          parseInt(val.charAt(4) + val.charAt(5), 16)
+        ];
+    } else if (val.match(/^ *rgba? *\(/)) {
+      val = val.match(
+        /^ *rgba? *\( *([0-9]*) *, *([0-9]*) *, *([0-9]*) *(,.*)?\) *$/
+      );
+      result = [
+        +val[1],
+        +val[2],
+        +val[3]
+      ];
+    }
+
+    return (
+      result[0] * 256 * 256 +
+      result[1] * 256 +
+      result[2]
+    );
+  };
+
+    /**
+   * Perform a zoom into a camera, with or without animation, to the
+   * coordinates indicated using a specified ratio.
+   *
+   * Recognized parameters:
+   * **********************
+   * Here is the exhaustive list of every accepted parameters in the animation
+   * object:
+   *
+   *   {?number} duration     An amount of time that means the duration of the
+   *                          animation. If this parameter doesn't exist the
+   *                          zoom will be performed without animation.
+   *   {?function} onComplete A function to perform it after the animation. It
+   *                          will be performed even if there is no duration.
+   *
+   * @param {camera}     The camera where perform the zoom.
+   * @param {x}          The X coordiantion where the zoom goes.
+   * @param {y}          The Y coordiantion where the zoom goes.
+   * @param {ratio}      The ratio to apply it to the current camera ratio.
+   * @param {?animation} A dictionary with options for a possible animation.
+   */
+  sigma.utils.zoomTo = function(camera, x, y, ratio, animation) {
+    var settings = camera.settings,
+        count,
+        newRatio,
+        animationSettings,
+        coordinates;
+
+    // Create the newRatio dealing with min / max:
+    newRatio = Math.max(
+      settings('zoomMin'),
+      Math.min(
+        settings('zoomMax'),
+        camera.ratio * ratio
+      )
+    );
+
+    // Check that the new ratio is different from the initial one:
+    if (newRatio !== camera.ratio) {
+      // Create the coordinates variable:
+      ratio = newRatio / camera.ratio;
+      coordinates = {
+        x: x * (1 - ratio) + camera.x,
+        y: y * (1 - ratio) + camera.y,
+        ratio: newRatio
+      };
+
+      if (animation && animation.duration) {
+        // Complete the animation setings:
+        count = sigma.misc.animation.killAll(camera);
+        animation = sigma.utils.extend(
+          animation,
+          {
+            easing: count ? 'quadraticOut' : 'quadraticInOut'
+          }
+        );
+
+        sigma.misc.animation.camera(camera, coordinates, animation);
+      } else {
+        camera.goTo(coordinates);
+        if (animation && animation.onComplete)
+          animation.onComplete();
+      }
+    }
+  };
+
+  /**
+   * Return the control point coordinates for a quadratic bezier curve.
+   *
+   * @param  {number} x1  The X coordinate of the start point.
+   * @param  {number} y1  The Y coordinate of the start point.
+   * @param  {number} x2  The X coordinate of the end point.
+   * @param  {number} y2  The Y coordinate of the end point.
+   * @return {x,y}        The control point coordinates.
+   */
+  sigma.utils.getQuadraticControlPoint = function(x1, y1, x2, y2) {
+    return {
+      x: (x1 + x2) / 2 + (y2 - y1) / 4,
+      y: (y1 + y2) / 2 + (x1 - x2) / 4
+    };
+  };
+
+  /**
+    * Compute the coordinates of the point positioned
+    * at length t in the quadratic bezier curve.
+    *
+    * @param  {number} t  In [0,1] the step percentage to reach
+    *                     the point in the curve from the context point.
+    * @param  {number} x1 The X coordinate of the context point.
+    * @param  {number} y1 The Y coordinate of the context point.
+    * @param  {number} x2 The X coordinate of the ending point.
+    * @param  {number} y2 The Y coordinate of the ending point.
+    * @param  {number} xi The X coordinate of the control point.
+    * @param  {number} yi The Y coordinate of the control point.
+    * @return {object}    {x,y}.
+  */
+  sigma.utils.getPointOnQuadraticCurve = function(t, x1, y1, x2, y2, xi, yi) {
+    // http://stackoverflow.com/a/5634528
+    return {
+      x: Math.pow(1 - t, 2) * x1 + 2 * (1 - t) * t * xi + Math.pow(t, 2) * x2,
+      y: Math.pow(1 - t, 2) * y1 + 2 * (1 - t) * t * yi + Math.pow(t, 2) * y2
+    };
+  };
+
+  /**
+    * Compute the coordinates of the point positioned
+    * at length t in the cubic bezier curve.
+    *
+    * @param  {number} t  In [0,1] the step percentage to reach
+    *                     the point in the curve from the context point.
+    * @param  {number} x1 The X coordinate of the context point.
+    * @param  {number} y1 The Y coordinate of the context point.
+    * @param  {number} x2 The X coordinate of the end point.
+    * @param  {number} y2 The Y coordinate of the end point.
+    * @param  {number} cx The X coordinate of the first control point.
+    * @param  {number} cy The Y coordinate of the first control point.
+    * @param  {number} dx The X coordinate of the second control point.
+    * @param  {number} dy The Y coordinate of the second control point.
+    * @return {object}    {x,y} The point at t.
+  */
+  sigma.utils.getPointOnBezierCurve =
+    function(t, x1, y1, x2, y2, cx, cy, dx, dy) {
+    // http://stackoverflow.com/a/15397596
+    // Blending functions:
+    var B0_t = Math.pow(1 - t, 3),
+        B1_t = 3 * t * Math.pow(1 - t, 2),
+        B2_t = 3 * Math.pow(t, 2) * (1 - t),
+        B3_t = Math.pow(t, 3);
+
+    return {
+      x: (B0_t * x1) + (B1_t * cx) + (B2_t * dx) + (B3_t * x2),
+      y: (B0_t * y1) + (B1_t * cy) + (B2_t * dy) + (B3_t * y2)
+    };
+  };
+
+  /**
+   * Return the coordinates of the two control points for a self loop (i.e.
+   * where the start point is also the end point) computed as a cubic bezier
+   * curve.
+   *
+   * @param  {number} x    The X coordinate of the node.
+   * @param  {number} y    The Y coordinate of the node.
+   * @param  {number} size The node size.
+   * @return {x1,y1,x2,y2} The coordinates of the two control points.
+   */
+  sigma.utils.getSelfLoopControlPoints = function(x , y, size) {
+    return {
+      x1: x - size * 7,
+      y1: y,
+      x2: x,
+      y2: y + size * 7
+    };
+  };
+
+  /**
+   * Return the euclidian distance between two points of a plane
+   * with an orthonormal basis.
+   *
+   * @param  {number} x1  The X coordinate of the first point.
+   * @param  {number} y1  The Y coordinate of the first point.
+   * @param  {number} x2  The X coordinate of the second point.
+   * @param  {number} y2  The Y coordinate of the second point.
+   * @return {number}     The euclidian distance.
+   */
+  sigma.utils.getDistance = function(x0, y0, x1, y1) {
+    return Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2));
+  };
+
+  /**
+   * Return the coordinates of the intersection points of two circles.
+   *
+   * @param  {number} x0  The X coordinate of center location of the first
+   *                      circle.
+   * @param  {number} y0  The Y coordinate of center location of the first
+   *                      circle.
+   * @param  {number} r0  The radius of the first circle.
+   * @param  {number} x1  The X coordinate of center location of the second
+   *                      circle.
+   * @param  {number} y1  The Y coordinate of center location of the second
+   *                      circle.
+   * @param  {number} r1  The radius of the second circle.
+   * @return {xi,yi}      The coordinates of the intersection points.
+   */
+  sigma.utils.getCircleIntersection = function(x0, y0, r0, x1, y1, r1) {
+    // http://stackoverflow.com/a/12219802
+    var a, dx, dy, d, h, rx, ry, x2, y2;
+
+    // dx and dy are the vertical and horizontal distances between the circle
+    // centers:
+    dx = x1 - x0;
+    dy = y1 - y0;
+
+    // Determine the straight-line distance between the centers:
+    d = Math.sqrt((dy * dy) + (dx * dx));
+
+    // Check for solvability:
+    if (d > (r0 + r1)) {
+        // No solution. circles do not intersect.
+        return false;
+    }
+    if (d < Math.abs(r0 - r1)) {
+        // No solution. one circle is contained in the other.
+        return false;
+    }
+
+    //'point 2' is the point where the line through the circle intersection
+    // points crosses the line between the circle centers.
+
+    // Determine the distance from point 0 to point 2:
+    a = ((r0 * r0) - (r1 * r1) + (d * d)) / (2.0 * d);
+
+    // Determine the coordinates of point 2:
+    x2 = x0 + (dx * a / d);
+    y2 = y0 + (dy * a / d);
+
+    // Determine the distance from point 2 to either of the intersection
+    // points:
+    h = Math.sqrt((r0 * r0) - (a * a));
+
+    // Determine the offsets of the intersection points from point 2:
+    rx = -dy * (h / d);
+    ry = dx * (h / d);
+
+    // Determine the absolute intersection points:
+    var xi = x2 + rx;
+    var xi_prime = x2 - rx;
+    var yi = y2 + ry;
+    var yi_prime = y2 - ry;
+
+    return {xi: xi, xi_prime: xi_prime, yi: yi, yi_prime: yi_prime};
+  };
+
+  /**
+    * Check if a point is on a line segment.
+    *
+    * @param  {number} x       The X coordinate of the point to check.
+    * @param  {number} y       The Y coordinate of the point to check.
+    * @param  {number} x1      The X coordinate of the line start point.
+    * @param  {number} y1      The Y coordinate of the line start point.
+    * @param  {number} x2      The X coordinate of the line end point.
+    * @param  {number} y2      The Y coordinate of the line end point.
+    * @param  {number} epsilon The precision (consider the line thickness).
+    * @return {boolean}        True if point is "close to" the line
+    *                          segment, false otherwise.
+  */
+  sigma.utils.isPointOnSegment = function(x, y, x1, y1, x2, y2, epsilon) {
+    // http://stackoverflow.com/a/328122
+    var crossProduct = Math.abs((y - y1) * (x2 - x1) - (x - x1) * (y2 - y1)),
+        d = sigma.utils.getDistance(x1, y1, x2, y2),
+        nCrossProduct = crossProduct / d; // normalized cross product
+
+    return (nCrossProduct < epsilon &&
+     Math.min(x1, x2) <= x && x <= Math.max(x1, x2) &&
+     Math.min(y1, y2) <= y && y <= Math.max(y1, y2));
+  };
+
+  /**
+    * Check if a point is on a quadratic bezier curve segment with a thickness.
+    *
+    * @param  {number} x       The X coordinate of the point to check.
+    * @param  {number} y       The Y coordinate of the point to check.
+    * @param  {number} x1      The X coordinate of the curve start point.
+    * @param  {number} y1      The Y coordinate of the curve start point.
+    * @param  {number} x2      The X coordinate of the curve end point.
+    * @param  {number} y2      The Y coordinate of the curve end point.
+    * @param  {number} cpx     The X coordinate of the curve control point.
+    * @param  {number} cpy     The Y coordinate of the curve control point.
+    * @param  {number} epsilon The precision (consider the line thickness).
+    * @return {boolean}        True if (x,y) is on the curve segment,
+    *                          false otherwise.
+  */
+  sigma.utils.isPointOnQuadraticCurve =
+    function(x, y, x1, y1, x2, y2, cpx, cpy, epsilon) {
+    // Fails if the point is too far from the extremities of the segment,
+    // preventing for more costly computation:
+    var dP1P2 = sigma.utils.getDistance(x1, y1, x2, y2);
+    if (Math.abs(x - x1) > dP1P2 || Math.abs(y - y1) > dP1P2) {
+      return false;
+    }
+
+    var dP1 = sigma.utils.getDistance(x, y, x1, y1),
+        dP2 = sigma.utils.getDistance(x, y, x2, y2),
+        t = 0.5,
+        r = (dP1 < dP2) ? -0.01 : 0.01,
+        rThreshold = 0.001,
+        i = 100,
+        pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy),
+        dt = sigma.utils.getDistance(x, y, pt.x, pt.y),
+        old_dt;
+
+    // This algorithm minimizes the distance from the point to the curve. It
+    // find the optimal t value where t=0 is the start point and t=1 is the end
+    // point of the curve, starting from t=0.5.
+    // It terminates because it runs a maximum of i interations.
+    while (i-- > 0 &&
+      t >= 0 && t <= 1 &&
+      (dt > epsilon) &&
+      (r > rThreshold || r < -rThreshold)) {
+      old_dt = dt;
+      pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy);
+      dt = sigma.utils.getDistance(x, y, pt.x, pt.y);
+
+      if (dt > old_dt) {
+        // not the right direction:
+        // halfstep in the opposite direction
+        r = -r / 2;
+        t += r;
+      }
+      else if (t + r < 0 || t + r > 1) {
+        // oops, we've gone too far:
+        // revert with a halfstep
+        r = r / 2;
+        dt = old_dt;
+      }
+      else {
+        // progress:
+        t += r;
+      }
+    }
+
+    return dt < epsilon;
+  };
+
+
+  /**
+    * Check if a point is on a cubic bezier curve segment with a thickness.
+    *
+    * @param  {number} x       The X coordinate of the point to check.
+    * @param  {number} y       The Y coordinate of the point to check.
+    * @param  {number} x1      The X coordinate of the curve start point.
+    * @param  {number} y1      The Y coordinate of the curve start point.
+    * @param  {number} x2      The X coordinate of the curve end point.
+    * @param  {number} y2      The Y coordinate of the curve end point.
+    * @param  {number} cpx1    The X coordinate of the 1st curve control point.
+    * @param  {number} cpy1    The Y coordinate of the 1st curve control point.
+    * @param  {number} cpx2    The X coordinate of the 2nd curve control point.
+    * @param  {number} cpy2    The Y coordinate of the 2nd curve control point.
+    * @param  {number} epsilon The precision (consider the line thickness).
+    * @return {boolean}        True if (x,y) is on the curve segment,
+    *                          false otherwise.
+  */
+  sigma.utils.isPointOnBezierCurve =
+    function(x, y, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2, epsilon) {
+    // Fails if the point is too far from the extremities of the segment,
+    // preventing for more costly computation:
+    var dP1CP1 = sigma.utils.getDistance(x1, y1, cpx1, cpy1);
+    if (Math.abs(x - x1) > dP1CP1 || Math.abs(y - y1) > dP1CP1) {
+      return false;
+    }
+
+    var dP1 = sigma.utils.getDistance(x, y, x1, y1),
+        dP2 = sigma.utils.getDistance(x, y, x2, y2),
+        t = 0.5,
+        r = (dP1 < dP2) ? -0.01 : 0.01,
+        rThreshold = 0.001,
+        i = 100,
+        pt = sigma.utils.getPointOnBezierCurve(
+          t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2),
+        dt = sigma.utils.getDistance(x, y, pt.x, pt.y),
+        old_dt;
+
+    // This algorithm minimizes the distance from the point to the curve. It
+    // find the optimal t value where t=0 is the start point and t=1 is the end
+    // point of the curve, starting from t=0.5.
+    // It terminates because it runs a maximum of i interations.
+    while (i-- > 0 &&
+      t >= 0 && t <= 1 &&
+      (dt > epsilon) &&
+      (r > rThreshold || r < -rThreshold)) {
+      old_dt = dt;
+      pt = sigma.utils.getPointOnBezierCurve(
+        t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2);
+      dt = sigma.utils.getDistance(x, y, pt.x, pt.y);
+
+      if (dt > old_dt) {
+        // not the right direction:
+        // halfstep in the opposite direction
+        r = -r / 2;
+        t += r;
+      }
+      else if (t + r < 0 || t + r > 1) {
+        // oops, we've gone too far:
+        // revert with a halfstep
+        r = r / 2;
+        dt = old_dt;
+      }
+      else {
+        // progress:
+        t += r;
+      }
+    }
+
+    return dt < epsilon;
+  };
+
+
+  /**
+   * ************
+   * EVENTS UTILS:
+   * ************
+   */
+  /**
+   * Here are some useful functions to unify extraction of the information we
+   * need with mouse events and touch events, from different browsers:
+   */
+
+  /**
+   * Extract the local X position from a mouse or touch event.
+   *
+   * @param  {event}  e A mouse or touch event.
+   * @return {number}   The local X value of the mouse.
+   */
+  sigma.utils.getX = function(e) {
+    return (
+      (e.offsetX !== undefined && e.offsetX) ||
+      (e.layerX !== undefined && e.layerX) ||
+      (e.clientX !== undefined && e.clientX)
+    );
+  };
+
+  /**
+   * Extract the local Y position from a mouse or touch event.
+   *
+   * @param  {event}  e A mouse or touch event.
+   * @return {number}   The local Y value of the mouse.
+   */
+  sigma.utils.getY = function(e) {
+    return (
+      (e.offsetY !== undefined && e.offsetY) ||
+      (e.layerY !== undefined && e.layerY) ||
+      (e.clientY !== undefined && e.clientY)
+    );
+  };
+
+  /**
+   * Extract the width from a mouse or touch event.
+   *
+   * @param  {event}  e A mouse or touch event.
+   * @return {number}   The width of the event's target.
+   */
+  sigma.utils.getWidth = function(e) {
+    var w = (!e.target.ownerSVGElement) ?
+              e.target.width :
+              e.target.ownerSVGElement.width;
+
+    return (
+      (typeof w === 'number' && w) ||
+      (w !== undefined && w.baseVal !== undefined && w.baseVal.value)
+    );
+  };
+
+  /**
+   * Extract the height from a mouse or touch event.
+   *
+   * @param  {event}  e A mouse or touch event.
+   * @return {number}   The height of the event's target.
+   */
+  sigma.utils.getHeight = function(e) {
+    var h = (!e.target.ownerSVGElement) ?
+              e.target.height :
+              e.target.ownerSVGElement.height;
+
+    return (
+      (typeof h === 'number' && h) ||
+      (h !== undefined && h.baseVal !== undefined && h.baseVal.value)
+    );
+  };
+
+  /**
+   * Extract the wheel delta from a mouse or touch event.
+   *
+   * @param  {event}  e A mouse or touch event.
+   * @return {number}   The wheel delta of the mouse.
+   */
+  sigma.utils.getDelta = function(e) {
+    return (
+      (e.wheelDelta !== undefined && e.wheelDelta) ||
+      (e.detail !== undefined && -e.detail)
+    );
+  };
+
+  /**
+   * Returns the offset of a DOM element.
+   *
+   * @param  {DOMElement} dom The element to retrieve the position.
+   * @return {object}         The offset of the DOM element (top, left).
+   */
+  sigma.utils.getOffset = function(dom) {
+    var left = 0,
+        top = 0;
+
+    while (dom) {
+      top = top + parseInt(dom.offsetTop);
+      left = left + parseInt(dom.offsetLeft);
+      dom = dom.offsetParent;
+    }
+
+    return {
+      top: top,
+      left: left
+    };
+  };
+
+  /**
+   * Simulates a "double click" event.
+   *
+   * @param  {HTMLElement} target   The event target.
+   * @param  {string}      type     The event type.
+   * @param  {function}    callback The callback to execute.
+   */
+  sigma.utils.doubleClick = function(target, type, callback) {
+    var clicks = 0,
+        self = this,
+        handlers;
+
+    target._doubleClickHandler = target._doubleClickHandler || {};
+    target._doubleClickHandler[type] = target._doubleClickHandler[type] || [];
+    handlers = target._doubleClickHandler[type];
+
+    handlers.push(function(e) {
+      clicks++;
+
+      if (clicks === 2) {
+        clicks = 0;
+        return callback(e);
+      } else if (clicks === 1) {
+        setTimeout(function() {
+          clicks = 0;
+        }, sigma.settings.doubleClickTimeout);
+      }
+    });
+
+    target.addEventListener(type, handlers[handlers.length - 1], false);
+  };
+
+  /**
+   * Unbind simulated "double click" events.
+   *
+   * @param  {HTMLElement} target   The event target.
+   * @param  {string}      type     The event type.
+   */
+  sigma.utils.unbindDoubleClick = function(target, type) {
+    var handler,
+        handlers = (target._doubleClickHandler || {})[type] || [];
+
+    while ((handler = handlers.pop())) {
+      target.removeEventListener(type, handler);
+    }
+
+    delete (target._doubleClickHandler || {})[type];
+  };
+
+
+
+
+  /**
+   * Here are just some of the most basic easing functions, used for the
+   * animated camera "goTo" calls.
+   *
+   * If you need some more easings functions, don't hesitate to add them to
+   * sigma.utils.easings. But I will not add some more here or merge PRs
+   * containing, because I do not want sigma sources full of overkill and never
+   * used stuff...
+   */
+  sigma.utils.easings = sigma.utils.easings || {};
+  sigma.utils.easings.linearNone = function(k) {
+    return k;
+  };
+  sigma.utils.easings.quadraticIn = function(k) {
+    return k * k;
+  };
+  sigma.utils.easings.quadraticOut = function(k) {
+    return k * (2 - k);
+  };
+  sigma.utils.easings.quadraticInOut = function(k) {
+    if ((k *= 2) < 1)
+      return 0.5 * k * k;
+    return - 0.5 * (--k * (k - 2) - 1);
+  };
+  sigma.utils.easings.cubicIn = function(k) {
+    return k * k * k;
+  };
+  sigma.utils.easings.cubicOut = function(k) {
+    return --k * k * k + 1;
+  };
+  sigma.utils.easings.cubicInOut = function(k) {
+    if ((k *= 2) < 1)
+      return 0.5 * k * k * k;
+    return 0.5 * ((k -= 2) * k * k + 2);
+  };
+
+
+
+
+  /**
+   * ************
+   * WEBGL UTILS:
+   * ************
+   */
+  /**
+   * Loads a WebGL shader and returns it.
+   *
+   * @param  {WebGLContext}           gl           The WebGLContext to use.
+   * @param  {string}                 shaderSource The shader source.
+   * @param  {number}                 shaderType   The type of shader.
+   * @param  {function(string): void} error        Callback for errors.
+   * @return {WebGLShader}                         The created shader.
+   */
+  sigma.utils.loadShader = function(gl, shaderSource, shaderType, error) {
+    var compiled,
+        shader = gl.createShader(shaderType);
+
+    // Load the shader source
+    gl.shaderSource(shader, shaderSource);
+
+    // Compile the shader
+    gl.compileShader(shader);
+
+    // Check the compile status
+    compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
+
+    // If something went wrong:
+    if (!compiled) {
+      if (error) {
+        error(
+          'Error compiling shader "' + shader + '":' +
+          gl.getShaderInfoLog(shader)
+        );
+      }
+
+      gl.deleteShader(shader);
+      return null;
+    }
+
+    return shader;
+  };
+
+  /**
+   * Creates a program, attaches shaders, binds attrib locations, links the
+   * program and calls useProgram.
+   *
+   * @param  {Array.<WebGLShader>}    shaders   The shaders to attach.
+   * @param  {Array.<string>}         attribs   The attribs names.
+   * @param  {Array.<number>}         locations The locations for the attribs.
+   * @param  {function(string): void} error     Callback for errors.
+   * @return {WebGLProgram}                     The created program.
+   */
+  sigma.utils.loadProgram = function(gl, shaders, attribs, loc, error) {
+    var i,
+        linked,
+        program = gl.createProgram();
+
+    for (i = 0; i < shaders.length; ++i)
+      gl.attachShader(program, shaders[i]);
+
+    if (attribs)
+      for (i = 0; i < attribs.length; ++i)
+        gl.bindAttribLocation(
+          program,
+          locations ? locations[i] : i,
+          opt_attribs[i]
+        );
+
+    gl.linkProgram(program);
+
+    // Check the link status
+    linked = gl.getProgramParameter(program, gl.LINK_STATUS);
+    if (!linked) {
+      if (error)
+        error('Error in program linking: ' + gl.getProgramInfoLog(program));
+
+      gl.deleteProgram(program);
+      return null;
+    }
+
+    return program;
+  };
+
+
+
+
+  /**
+   * *********
+   * MATRICES:
+   * *********
+   * The following utils are just here to help generating the transformation
+   * matrices for the WebGL renderers.
+   */
+  sigma.utils.pkg('sigma.utils.matrices');
+
+  /**
+   * The returns a 3x3 translation matrix.
+   *
+   * @param  {number} dx The X translation.
+   * @param  {number} dy The Y translation.
+   * @return {array}     Returns the matrix.
+   */
+  sigma.utils.matrices.translation = function(dx, dy) {
+    return [
+      1, 0, 0,
+      0, 1, 0,
+      dx, dy, 1
+    ];
+  };
+
+  /**
+   * The returns a 3x3 or 2x2 rotation matrix.
+   *
+   * @param  {number}  angle The rotation angle.
+   * @param  {boolean} m2    If true, the function will return a 2x2 matrix.
+   * @return {array}         Returns the matrix.
+   */
+  sigma.utils.matrices.rotation = function(angle, m2) {
+    var cos = Math.cos(angle),
+        sin = Math.sin(angle);
+
+    return m2 ? [
+      cos, -sin,
+      sin, cos
+    ] : [
+      cos, -sin, 0,
+      sin, cos, 0,
+      0, 0, 1
+    ];
+  };
+
+  /**
+   * The returns a 3x3 or 2x2 homothetic transformation matrix.
+   *
+   * @param  {number}  ratio The scaling ratio.
+   * @param  {boolean} m2    If true, the function will return a 2x2 matrix.
+   * @return {array}         Returns the matrix.
+   */
+  sigma.utils.matrices.scale = function(ratio, m2) {
+    return m2 ? [
+      ratio, 0,
+      0, ratio
+    ] : [
+      ratio, 0, 0,
+      0, ratio, 0,
+      0, 0, 1
+    ];
+  };
+
+  /**
+   * The returns a 3x3 or 2x2 homothetic transformation matrix.
+   *
+   * @param  {array}   a  The first matrix.
+   * @param  {array}   b  The second matrix.
+   * @param  {boolean} m2 If true, the function will assume both matrices are
+   *                      2x2.
+   * @return {array}      Returns the matrix.
+   */
+  sigma.utils.matrices.multiply = function(a, b, m2) {
+    var l = m2 ? 2 : 3,
+        a00 = a[0 * l + 0],
+        a01 = a[0 * l + 1],
+        a02 = a[0 * l + 2],
+        a10 = a[1 * l + 0],
+        a11 = a[1 * l + 1],
+        a12 = a[1 * l + 2],
+        a20 = a[2 * l + 0],
+        a21 = a[2 * l + 1],
+        a22 = a[2 * l + 2],
+        b00 = b[0 * l + 0],
+        b01 = b[0 * l + 1],
+        b02 = b[0 * l + 2],
+        b10 = b[1 * l + 0],
+        b11 = b[1 * l + 1],
+        b12 = b[1 * l + 2],
+        b20 = b[2 * l + 0],
+        b21 = b[2 * l + 1],
+        b22 = b[2 * l + 2];
+
+    return m2 ? [
+      a00 * b00 + a01 * b10,
+      a00 * b01 + a01 * b11,
+      a10 * b00 + a11 * b10,
+      a10 * b01 + a11 * b11
+    ] : [
+      a00 * b00 + a01 * b10 + a02 * b20,
+      a00 * b01 + a01 * b11 + a02 * b21,
+      a00 * b02 + a01 * b12 + a02 * b22,
+      a10 * b00 + a11 * b10 + a12 * b20,
+      a10 * b01 + a11 * b11 + a12 * b21,
+      a10 * b02 + a11 * b12 + a12 * b22,
+      a20 * b00 + a21 * b10 + a22 * b20,
+      a20 * b01 + a21 * b11 + a22 * b21,
+      a20 * b02 + a21 * b12 + a22 * b22
+    ];
+  };
+}).call(this);
+
+;(function(global) {
+  'use strict';
+
+  /**
+   * http://paulirish.com/2011/requestanimationframe-for-smart-animating/
+   * http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
+   * requestAnimationFrame polyfill by Erik Möller.
+   * fixes from Paul Irish and Tino Zijdel
+   * MIT license
+   */
+  var x,
+      lastTime = 0,
+      vendors = ['ms', 'moz', 'webkit', 'o'];
+
+  for (x = 0; x < vendors.length && !global.requestAnimationFrame; x++) {
+    global.requestAnimationFrame =
+      global[vendors[x] + 'RequestAnimationFrame'];
+    global.cancelAnimationFrame =
+      global[vendors[x] + 'CancelAnimationFrame'] ||
+      global[vendors[x] + 'CancelRequestAnimationFrame'];
+  }
+
+  if (!global.requestAnimationFrame)
+    global.requestAnimationFrame = function(callback, element) {
+      var currTime = new Date().getTime(),
+          timeToCall = Math.max(0, 16 - (currTime - lastTime)),
+          id = global.setTimeout(
+            function() {
+              callback(currTime + timeToCall);
+            },
+            timeToCall
+          );
+
+      lastTime = currTime + timeToCall;
+      return id;
+    };
+
+  if (!global.cancelAnimationFrame)
+    global.cancelAnimationFrame = function(id) {
+      clearTimeout(id);
+    };
+
+  /**
+   * Function.prototype.bind polyfill found on MDN.
+   * https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/bind#Compatibility
+   * Public domain
+   */
+  if (!Function.prototype.bind)
+    Function.prototype.bind = function(oThis) {
+      if (typeof this !== 'function')
+        // Closest thing possible to the ECMAScript 5 internal IsCallable
+        // function:
+        throw new TypeError(
+          'Function.prototype.bind - what is trying to be bound is not callable'
+        );
+
+      var aArgs = Array.prototype.slice.call(arguments, 1),
+          fToBind = this,
+          fNOP,
+          fBound;
+
+      fNOP = function() {};
+      fBound = function() {
+        return fToBind.apply(
+          this instanceof fNOP && oThis ?
+            this :
+            oThis,
+          aArgs.concat(Array.prototype.slice.call(arguments))
+        );
+      };
+
+      fNOP.prototype = this.prototype;
+      fBound.prototype = new fNOP();
+
+      return fBound;
+    };
+})(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Packages initialization:
+  sigma.utils.pkg('sigma.settings');
+
+  var settings = {
+    /**
+     * GRAPH SETTINGS:
+     * ***************
+     */
+    // {boolean} Indicates if the data have to be cloned in methods to add
+    //           nodes or edges.
+    clone: true,
+    // {boolean} Indicates if nodes "id" values and edges "id", "source" and
+    //           "target" values must be set as immutable.
+    immutable: true,
+    // {boolean} Indicates if sigma can log its errors and warnings.
+    verbose: false,
+
+
+    /**
+     * RENDERERS SETTINGS:
+     * *******************
+     */
+    // {string}
+    classPrefix: 'sigma',
+    // {string}
+    defaultNodeType: 'def',
+    // {string}
+    defaultEdgeType: 'def',
+    // {string}
+    defaultLabelColor: '#000',
+    // {string}
+    defaultEdgeColor: '#000',
+    // {string}
+    defaultNodeColor: '#000',
+    // {string}
+    defaultLabelSize: 14,
+    // {string} Indicates how to choose the edges color. Available values:
+    //          "source", "target", "default"
+    edgeColor: 'source',
+    // {number} Defines the minimal edge's arrow display size.
+    minArrowSize: 0,
+    // {string}
+    font: 'arial',
+    // {string} Example: 'bold'
+    fontStyle: '',
+    // {string} Indicates how to choose the labels color. Available values:
+    //          "node", "default"
+    labelColor: 'default',
+    // {string} Indicates how to choose the labels size. Available values:
+    //          "fixed", "proportional"
+    labelSize: 'fixed',
+    // {string} The ratio between the font size of the label and the node size.
+    labelSizeRatio: 1,
+    // {number} The minimum size a node must have to see its label displayed.
+    labelThreshold: 8,
+    // {number} The oversampling factor used in WebGL renderer.
+    webglOversamplingRatio: 2,
+    // {number} The size of the border of hovered nodes.
+    borderSize: 0,
+    // {number} The default hovered node border's color.
+    defaultNodeBorderColor: '#000',
+    // {number} The hovered node's label font. If not specified, will heritate
+    //          the "font" value.
+    hoverFont: '',
+    // {boolean} If true, then only one node can be hovered at a time.
+    singleHover: true,
+    // {string} Example: 'bold'
+    hoverFontStyle: '',
+    // {string} Indicates how to choose the hovered nodes shadow color.
+    //          Available values: "node", "default"
+    labelHoverShadow: 'default',
+    // {string}
+    labelHoverShadowColor: '#000',
+    // {string} Indicates how to choose the hovered nodes color.
+    //          Available values: "node", "default"
+    nodeHoverColor: 'node',
+    // {string}
+    defaultNodeHoverColor: '#000',
+    // {string} Indicates how to choose the hovered nodes background color.
+    //          Available values: "node", "default"
+    labelHoverBGColor: 'default',
+    // {string}
+    defaultHoverLabelBGColor: '#fff',
+    // {string} Indicates how to choose the hovered labels color.
+    //          Available values: "node", "default"
+    labelHoverColor: 'default',
+    // {string}
+    defaultLabelHoverColor: '#000',
+    // {string} Indicates how to choose the edges hover color. Available values:
+    //          "edge", "default"
+    edgeHoverColor: 'edge',
+    // {number} The size multiplicator of hovered edges.
+    edgeHoverSizeRatio: 1,
+    // {string}
+    defaultEdgeHoverColor: '#000',
+    // {boolean} Indicates if the edge extremities must be hovered when the
+    //           edge is hovered.
+    edgeHoverExtremities: false,
+    // {booleans} The different drawing modes:
+    //           false: Layered not displayed.
+    //           true: Layered displayed.
+    drawEdges: true,
+    drawNodes: true,
+    drawLabels: true,
+    drawEdgeLabels: false,
+    // {boolean} Indicates if the edges must be drawn in several frames or in
+    //           one frame, as the nodes and labels are drawn.
+    batchEdgesDrawing: false,
+    // {boolean} Indicates if the edges must be hidden during dragging and
+    //           animations.
+    hideEdgesOnMove: false,
+    // {numbers} The different batch sizes, when elements are displayed in
+    //           several frames.
+    canvasEdgesBatchSize: 500,
+    webglEdgesBatchSize: 1000,
+
+
+
+
+    /**
+     * RESCALE SETTINGS:
+     * *****************
+     */
+    // {string} Indicates of to scale the graph relatively to its container.
+    //          Available values: "inside", "outside"
+    scalingMode: 'inside',
+    // {number} The margin to keep around the graph.
+    sideMargin: 0,
+    // {number} Determine the size of the smallest and the biggest node / edges
+    //          on the screen. This mapping makes easier to display the graph,
+    //          avoiding too big nodes that take half of the screen, or too
+    //          small ones that are not readable. If the two parameters are
+    //          equals, then the minimal display size will be 0. And if they
+    //          are both equal to 0, then there is no mapping, and the radius
+    //          of the nodes will be their size.
+    minEdgeSize: 0.5,
+    maxEdgeSize: 1,
+    minNodeSize: 1,
+    maxNodeSize: 8,
+
+
+
+
+    /**
+     * CAPTORS SETTINGS:
+     * *****************
+     */
+    // {boolean}
+    touchEnabled: true,
+    // {boolean}
+    mouseEnabled: true,
+    // {boolean}
+    mouseWheelEnabled: true,
+    // {boolean}
+    doubleClickEnabled: true,
+    // {boolean} Defines whether the custom events such as "clickNode" can be
+    //           used.
+    eventsEnabled: true,
+    // {number} Defines by how much multiplicating the zooming level when the
+    //          user zooms with the mouse-wheel.
+    zoomingRatio: 1.7,
+    // {number} Defines by how much multiplicating the zooming level when the
+    //          user zooms by double clicking.
+    doubleClickZoomingRatio: 2.2,
+    // {number} The minimum zooming level.
+    zoomMin: 0.0625,
+    // {number} The maximum zooming level.
+    zoomMax: 2,
+    // {number} The duration of animations following a mouse scrolling.
+    mouseZoomDuration: 200,
+    // {number} The duration of animations following a mouse double click.
+    doubleClickZoomDuration: 200,
+    // {number} The duration of animations following a mouse dropping.
+    mouseInertiaDuration: 200,
+    // {number} The inertia power (mouse captor).
+    mouseInertiaRatio: 3,
+    // {number} The duration of animations following a touch dropping.
+    touchInertiaDuration: 200,
+    // {number} The inertia power (touch captor).
+    touchInertiaRatio: 3,
+    // {number} The maximum time between two clicks to make it a double click.
+    doubleClickTimeout: 300,
+    // {number} The maximum time between two taps to make it a double tap.
+    doubleTapTimeout: 300,
+    // {number} The maximum time of dragging to trigger intertia.
+    dragTimeout: 200,
+
+
+
+
+    /**
+     * GLOBAL SETTINGS:
+     * ****************
+     */
+    // {boolean} Determines whether the instance has to refresh itself
+    //           automatically when a "resize" event is dispatched from the
+    //           window object.
+    autoResize: true,
+    // {boolean} Determines whether the "rescale" middleware has to be called
+    //           automatically for each camera on refresh.
+    autoRescale: true,
+    // {boolean} If set to false, the camera method "goTo" will basically do
+    //           nothing.
+    enableCamera: true,
+    // {boolean} If set to false, the nodes cannot be hovered.
+    enableHovering: true,
+    // {boolean} If set to true, the edges can be hovered.
+    enableEdgeHovering: false,
+    // {number} The size of the area around the edges to activate hovering.
+    edgeHoverPrecision: 5,
+    // {boolean} If set to true, the rescale middleware will ignore node sizes
+    //           to determine the graphs boundings.
+    rescaleIgnoreSize: false,
+    // {boolean} Determines if the core has to try to catch errors on
+    //           rendering.
+    skipErrors: false,
+
+
+
+
+    /**
+     * CAMERA SETTINGS:
+     * ****************
+     */
+    // {number} The power degrees applied to the nodes/edges size relatively to
+    //          the zooming level. Basically:
+    //           > onScreenR = Math.pow(zoom, nodesPowRatio) * R
+    //           > onScreenT = Math.pow(zoom, edgesPowRatio) * T
+    nodesPowRatio: 0.5,
+    edgesPowRatio: 0.5,
+
+
+
+
+    /**
+     * ANIMATIONS SETTINGS:
+     * ********************
+     */
+    // {number} The default animation time.
+    animationsTime: 200
+  };
+
+  // Export the previously designed settings:
+  sigma.settings = sigma.utils.extend(sigma.settings || {}, settings);
+}).call(this);
+
+;(function() {
+  'use strict';
+
+  /**
+   * Dispatcher constructor.
+   *
+   * @return {dispatcher} The new dispatcher instance.
+   */
+  var dispatcher = function() {
+    Object.defineProperty(this, '_handlers', {
+      value: {}
+    });
+  };
+
+
+
+
+  /**
+   * Will execute the handler everytime that the indicated event (or the
+   * indicated events) will be triggered.
+   *
+   * @param  {string}           events  The name of the event (or the events
+   *                                    separated by spaces).
+   * @param  {function(Object)} handler The handler to bind.
+   * @return {dispatcher}               Returns the instance itself.
+   */
+  dispatcher.prototype.bind = function(events, handler) {
+    var i,
+        l,
+        event,
+        eArray;
+
+    if (
+      arguments.length === 1 &&
+      typeof arguments[0] === 'object'
+    )
+      for (events in arguments[0])
+        this.bind(events, arguments[0][events]);
+    else if (
+      arguments.length === 2 &&
+      typeof arguments[1] === 'function'
+    ) {
+      eArray = typeof events === 'string' ? events.split(' ') : events;
+
+      for (i = 0, l = eArray.length; i !== l; i += 1) {
+        event = eArray[i];
+
+        // Check that event is not '':
+        if (!event)
+          continue;
+
+        if (!this._handlers[event])
+          this._handlers[event] = [];
+
+        // Using an object instead of directly the handler will make possible
+        // later to add flags
+        this._handlers[event].push({
+          handler: handler
+        });
+      }
+    } else
+      throw 'bind: Wrong arguments.';
+
+    return this;
+  };
+
+  /**
+   * Removes the handler from a specified event (or specified events).
+   *
+   * @param  {?string}           events  The name of the event (or the events
+   *                                     separated by spaces). If undefined,
+   *                                     then all handlers are removed.
+   * @param  {?function(object)} handler The handler to unbind. If undefined,
+   *                                     each handler bound to the event or the
+   *                                     events will be removed.
+   * @return {dispatcher}                Returns the instance itself.
+   */
+  dispatcher.prototype.unbind = function(events, handler) {
+    var i,
+        n,
+        j,
+        m,
+        k,
+        a,
+        event,
+        eArray = typeof events === 'string' ? events.split(' ') : events;
+
+    if (!arguments.length) {
+      for (k in this._handlers)
+        delete this._handlers[k];
+      return this;
+    }
+
+    if (handler) {
+      for (i = 0, n = eArray.length; i !== n; i += 1) {
+        event = eArray[i];
+        if (this._handlers[event]) {
+          a = [];
+          for (j = 0, m = this._handlers[event].length; j !== m; j += 1)
+            if (this._handlers[event][j].handler !== handler)
+              a.push(this._handlers[event][j]);
+
+          this._handlers[event] = a;
+        }
+
+        if (this._handlers[event] && this._handlers[event].length === 0)
+          delete this._handlers[event];
+      }
+    } else
+      for (i = 0, n = eArray.length; i !== n; i += 1)
+        delete this._handlers[eArray[i]];
+
+    return this;
+  };
+
+  /**
+   * Executes each handler bound to the event
+   *
+   * @param  {string}     events The name of the event (or the events separated
+   *                             by spaces).
+   * @param  {?object}    data   The content of the event (optional).
+   * @return {dispatcher}        Returns the instance itself.
+   */
+  dispatcher.prototype.dispatchEvent = function(events, data) {
+    var i,
+        n,
+        j,
+        m,
+        a,
+        event,
+        eventName,
+        self = this,
+        eArray = typeof events === 'string' ? events.split(' ') : events;
+
+    data = data === undefined ? {} : data;
+
+    for (i = 0, n = eArray.length; i !== n; i += 1) {
+      eventName = eArray[i];
+
+      if (this._handlers[eventName]) {
+        event = self.getEvent(eventName, data);
+        a = [];
+
+        for (j = 0, m = this._handlers[eventName].length; j !== m; j += 1) {
+          this._handlers[eventName][j].handler(event);
+          if (!this._handlers[eventName][j].one)
+            a.push(this._handlers[eventName][j]);
+        }
+
+        this._handlers[eventName] = a;
+      }
+    }
+
+    return this;
+  };
+
+  /**
+   * Return an event object.
+   *
+   * @param  {string}  events The name of the event.
+   * @param  {?object} data   The content of the event (optional).
+   * @return {object}         Returns the instance itself.
+   */
+  dispatcher.prototype.getEvent = function(event, data) {
+    return {
+      type: event,
+      data: data || {},
+      target: this
+    };
+  };
+
+  /**
+   * A useful function to deal with inheritance. It will make the target
+   * inherit the prototype of the class dispatcher as well as its constructor.
+   *
+   * @param {object} target The target.
+   */
+  dispatcher.extend = function(target, args) {
+    var k;
+
+    for (k in dispatcher.prototype)
+      if (dispatcher.prototype.hasOwnProperty(k))
+        target[k] = dispatcher.prototype[k];
+
+    dispatcher.apply(target, args);
+  };
+
+
+
+
+  /**
+   * EXPORT:
+   * *******
+   */
+  if (typeof this.sigma !== 'undefined') {
+    this.sigma.classes = this.sigma.classes || {};
+    this.sigma.classes.dispatcher = dispatcher;
+  } else if (typeof exports !== 'undefined') {
+    if (typeof module !== 'undefined' && module.exports)
+      exports = module.exports = dispatcher;
+    exports.dispatcher = dispatcher;
+  } else
+    this.dispatcher = dispatcher;
+}).call(this);
+
+;(function() {
+  'use strict';
+
+  /**
+   * This utils aims to facilitate the manipulation of each instance setting.
+   * Using a function instead of an object brings two main advantages: First,
+   * it will be easier in the future to catch settings updates through a
+   * function than an object. Second, giving it a full object will "merge" it
+   * to the settings object properly, keeping us to have to always add a loop.
+   *
+   * @return {configurable} The "settings" function.
+   */
+  var configurable = function() {
+    var i,
+        l,
+        data = {},
+        datas = Array.prototype.slice.call(arguments, 0);
+
+    /**
+     * The method to use to set or get any property of this instance.
+     *
+     * @param  {string|object}    a1 If it is a string and if a2 is undefined,
+     *                               then it will return the corresponding
+     *                               property. If it is a string and if a2 is
+     *                               set, then it will set a2 as the property
+     *                               corresponding to a1, and return this. If
+     *                               it is an object, then each pair string +
+     *                               object(or any other type) will be set as a
+     *                               property.
+     * @param  {*?}               a2 The new property corresponding to a1 if a1
+     *                               is a string.
+     * @return {*|configurable}      Returns itself or the corresponding
+     *                               property.
+     *
+     * Polymorphism:
+     * *************
+     * Here are some basic use examples:
+     *
+     *  > settings = new configurable();
+     *  > settings('mySetting', 42);
+     *  > settings('mySetting'); // Logs: 42
+     *  > settings('mySetting', 123);
+     *  > settings('mySetting'); // Logs: 123
+     *  > settings({mySetting: 456});
+     *  > settings('mySetting'); // Logs: 456
+     *
+     * Also, it is possible to use the function as a fallback:
+     *  > settings({mySetting: 'abc'}, 'mySetting');  // Logs: 'abc'
+     *  > settings({hisSetting: 'abc'}, 'mySetting'); // Logs: 456
+     */
+    var settings = function(a1, a2) {
+      var o,
+          i,
+          l,
+          k;
+
+      if (arguments.length === 1 && typeof a1 === 'string') {
+        if (data[a1] !== undefined)
+          return data[a1];
+        for (i = 0, l = datas.length; i < l; i++)
+          if (datas[i][a1] !== undefined)
+            return datas[i][a1];
+        return undefined;
+      } else if (typeof a1 === 'object' && typeof a2 === 'string') {
+        return (a1 || {})[a2] !== undefined ? a1[a2] : settings(a2);
+      } else {
+        o = (typeof a1 === 'object' && a2 === undefined) ? a1 : {};
+
+        if (typeof a1 === 'string')
+          o[a1] = a2;
+
+        for (i = 0, k = Object.keys(o), l = k.length; i < l; i++)
+          data[k[i]] = o[k[i]];
+
+        return this;
+      }
+    };
+
+    /**
+     * This method returns a new configurable function, with new objects
+     *
+     * @param  {object*}  Any number of objects to search in.
+     * @return {function} Returns the function. Check its documentation to know
+     *                    more about how it works.
+     */
+    settings.embedObjects = function() {
+      var args = datas.concat(
+        data
+      ).concat(
+        Array.prototype.splice.call(arguments, 0)
+      );
+
+      return configurable.apply({}, args);
+    };
+
+    // Initialize
+    for (i = 0, l = arguments.length; i < l; i++)
+      settings(arguments[i]);
+
+    return settings;
+  };
+
+  /**
+   * EXPORT:
+   * *******
+   */
+  if (typeof this.sigma !== 'undefined') {
+    this.sigma.classes = this.sigma.classes || {};
+    this.sigma.classes.configurable = configurable;
+  } else if (typeof exports !== 'undefined') {
+    if (typeof module !== 'undefined' && module.exports)
+      exports = module.exports = configurable;
+    exports.configurable = configurable;
+  } else
+    this.configurable = configurable;
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  var _methods = Object.create(null),
+      _indexes = Object.create(null),
+      _initBindings = Object.create(null),
+      _methodBindings = Object.create(null),
+      _methodBeforeBindings = Object.create(null),
+      _defaultSettings = {
+        immutable: true,
+        clone: true
+      },
+      _defaultSettingsFunction = function(key) {
+        return _defaultSettings[key];
+      };
+
+  /**
+   * The graph constructor. It initializes the data and the indexes, and binds
+   * the custom indexes and methods to its own scope.
+   *
+   * Recognized parameters:
+   * **********************
+   * Here is the exhaustive list of every accepted parameters in the settings
+   * object:
+   *
+   *   {boolean} clone     Indicates if the data have to be cloned in methods
+   *                       to add nodes or edges.
+   *   {boolean} immutable Indicates if nodes "id" values and edges "id",
+   *                       "source" and "target" values must be set as
+   *                       immutable.
+   *
+   * @param  {?configurable} settings Eventually a settings function.
+   * @return {graph}                  The new graph instance.
+   */
+  var graph = function(settings) {
+    var k,
+        fn,
+        data;
+
+    /**
+     * DATA:
+     * *****
+     * Every data that is callable from graph methods are stored in this "data"
+     * object. This object will be served as context for all these methods,
+     * and it is possible to add other type of data in it.
+     */
+    data = {
+      /**
+       * SETTINGS FUNCTION:
+       * ******************
+       */
+      settings: settings || _defaultSettingsFunction,
+
+      /**
+       * MAIN DATA:
+       * **********
+       */
+      nodesArray: [],
+      edgesArray: [],
+
+      /**
+       * GLOBAL INDEXES:
+       * ***************
+       * These indexes just index data by ids.
+       */
+      nodesIndex: Object.create(null),
+      edgesIndex: Object.create(null),
+
+      /**
+       * LOCAL INDEXES:
+       * **************
+       * These indexes refer from node to nodes. Each key is an id, and each
+       * value is the array of the ids of related nodes.
+       */
+      inNeighborsIndex: Object.create(null),
+      outNeighborsIndex: Object.create(null),
+      allNeighborsIndex: Object.create(null),
+
+      inNeighborsCount: Object.create(null),
+      outNeighborsCount: Object.create(null),
+      allNeighborsCount: Object.create(null)
+    };
+
+    // Execute bindings:
+    for (k in _initBindings)
+      _initBindings[k].call(data);
+
+    // Add methods to both the scope and the data objects:
+    for (k in _methods) {
+      fn = __bindGraphMethod(k, data, _methods[k]);
+      this[k] = fn;
+      data[k] = fn;
+    }
+  };
+
+
+
+
+  /**
+   * A custom tool to bind methods such that function that are bound to it will
+   * be executed anytime the method is called.
+   *
+   * @param  {string}   methodName The name of the method to bind.
+   * @param  {object}   scope      The scope where the method must be executed.
+   * @param  {function} fn         The method itself.
+   * @return {function}            The new method.
+   */
+  function __bindGraphMethod(methodName, scope, fn) {
+    var result = function() {
+      var k,
+          res;
+
+      // Execute "before" bound functions:
+      for (k in _methodBeforeBindings[methodName])
+        _methodBeforeBindings[methodName][k].apply(scope, arguments);
+
+      // Apply the method:
+      res = fn.apply(scope, arguments);
+
+      // Execute bound functions:
+      for (k in _methodBindings[methodName])
+        _methodBindings[methodName][k].apply(scope, arguments);
+
+      // Return res:
+      return res;
+    };
+
+    return result;
+  }
+
+  /**
+   * This custom tool function removes every pair key/value from an hash. The
+   * goal is to avoid creating a new object while some other references are
+   * still hanging in some scopes...
+   *
+   * @param  {object} obj The object to empty.
+   * @return {object}     The empty object.
+   */
+  function __emptyObject(obj) {
+    var k;
+
+    for (k in obj)
+      if (!('hasOwnProperty' in obj) || obj.hasOwnProperty(k))
+        delete obj[k];
+
+    return obj;
+  }
+
+
+
+
+  /**
+   * This global method adds a method that will be bound to the futurly created
+   * graph instances.
+   *
+   * Since these methods will be bound to their scope when the instances are
+   * created, it does not use the prototype. Because of that, methods have to
+   * be added before instances are created to make them available.
+   *
+   * Here is an example:
+   *
+   *  > graph.addMethod('getNodesCount', function() {
+   *  >   return this.nodesArray.length;
+   *  > });
+   *  >
+   *  > var myGraph = new graph();
+   *  > console.log(myGraph.getNodesCount()); // outputs 0
+   *
+   * @param  {string}   methodName The name of the method.
+   * @param  {function} fn         The method itself.
+   * @return {object}              The global graph constructor.
+   */
+  graph.addMethod = function(methodName, fn) {
+    if (
+      typeof methodName !== 'string' ||
+      typeof fn !== 'function' ||
+      arguments.length !== 2
+    )
+      throw 'addMethod: Wrong arguments.';
+
+    if (_methods[methodName] || graph[methodName])
+      throw 'The method "' + methodName + '" already exists.';
+
+    _methods[methodName] = fn;
+    _methodBindings[methodName] = Object.create(null);
+    _methodBeforeBindings[methodName] = Object.create(null);
+
+    return this;
+  };
+
+  /**
+   * This global method returns true if the method has already been added, and
+   * false else.
+   *
+   * Here are some examples:
+   *
+   *  > graph.hasMethod('addNode'); // returns true
+   *  > graph.hasMethod('hasMethod'); // returns true
+   *  > graph.hasMethod('unexistingMethod'); // returns false
+   *
+   * @param  {string}  methodName The name of the method.
+   * @return {boolean}            The result.
+   */
+  graph.hasMethod = function(methodName) {
+    return !!(_methods[methodName] || graph[methodName]);
+  };
+
+  /**
+   * This global methods attaches a function to a method. Anytime the specified
+   * method is called, the attached function is called right after, with the
+   * same arguments and in the same scope. The attached function is called
+   * right before if the last argument is true, unless the method is the graph
+   * constructor.
+   *
+   * To attach a function to the graph constructor, use 'constructor' as the
+   * method name (first argument).
+   *
+   * The main idea is to have a clean way to keep custom indexes up to date,
+   * for instance:
+   *
+   *  > var timesAddNodeCalled = 0;
+   *  > graph.attach('addNode', 'timesAddNodeCalledInc', function() {
+   *  >   timesAddNodeCalled++;
+   *  > });
+   *  >
+   *  > var myGraph = new graph();
+   *  > console.log(timesAddNodeCalled); // outputs 0
+   *  >
+   *  > myGraph.addNode({ id: '1' }).addNode({ id: '2' });
+   *  > console.log(timesAddNodeCalled); // outputs 2
+   *
+   * The idea for calling a function before is to provide pre-processors, for
+   * instance:
+   *
+   *  > var colorPalette = { Person: '#C3CBE1', Place: '#9BDEBD' };
+   *  > graph.attach('addNode', 'applyNodeColorPalette', function(n) {
+   *  >   n.color = colorPalette[n.category];
+   *  > }, true);
+   *  >
+   *  > var myGraph = new graph();
+   *  > myGraph.addNode({ id: 'n0', category: 'Person' });
+   *  > console.log(myGraph.nodes('n0').color); // outputs '#C3CBE1'
+   *
+   * @param  {string}   methodName The name of the related method or
+   *                               "constructor".
+   * @param  {string}   key        The key to identify the function to attach.
+   * @param  {function} fn         The function to bind.
+   * @param  {boolean}  before     If true the function is called right before.
+   * @return {object}              The global graph constructor.
+   */
+  graph.attach = function(methodName, key, fn, before) {
+    if (
+      typeof methodName !== 'string' ||
+      typeof key !== 'string' ||
+      typeof fn !== 'function' ||
+      arguments.length < 3 ||
+      arguments.length > 4
+    )
+      throw 'attach: Wrong arguments.';
+
+    var bindings;
+
+    if (methodName === 'constructor')
+      bindings = _initBindings;
+    else {
+      if (before) {
+        if (!_methodBeforeBindings[methodName])
+        throw 'The method "' + methodName + '" does not exist.';
+
+        bindings = _methodBeforeBindings[methodName];
+      }
+      else {
+        if (!_methodBindings[methodName])
+          throw 'The method "' + methodName + '" does not exist.';
+
+        bindings = _methodBindings[methodName];
+      }
+    }
+
+    if (bindings[key])
+      throw 'A function "' + key + '" is already attached ' +
+            'to the method "' + methodName + '".';
+
+    bindings[key] = fn;
+
+    return this;
+  };
+
+  /**
+   * Alias of attach(methodName, key, fn, true).
+   */
+  graph.attachBefore = function(methodName, key, fn) {
+    return this.attach(methodName, key, fn, true);
+  };
+
+  /**
+   * This methods is just an helper to deal with custom indexes. It takes as
+   * arguments the name of the index and an object containing all the different
+   * functions to bind to the methods.
+   *
+   * Here is a basic example, that creates an index to keep the number of nodes
+   * in the current graph. It also adds a method to provide a getter on that
+   * new index:
+   *
+   *  > sigma.classes.graph.addIndex('nodesCount', {
+   *  >   constructor: function() {
+   *  >     this.nodesCount = 0;
+   *  >   },
+   *  >   addNode: function() {
+   *  >     this.nodesCount++;
+   *  >   },
+   *  >   dropNode: function() {
+   *  >     this.nodesCount--;
+   *  >   }
+   *  > });
+   *  >
+   *  > sigma.classes.graph.addMethod('getNodesCount', function() {
+   *  >   return this.nodesCount;
+   *  > });
+   *  >
+   *  > var myGraph = new sigma.classes.graph();
+   *  > console.log(myGraph.getNodesCount()); // outputs 0
+   *  >
+   *  > myGraph.addNode({ id: '1' }).addNode({ id: '2' });
+   *  > console.log(myGraph.getNodesCount()); // outputs 2
+   *
+   * @param  {string} name     The name of the index.
+   * @param  {object} bindings The object containing the functions to bind.
+   * @return {object}          The global graph constructor.
+   */
+  graph.addIndex = function(name, bindings) {
+    if (
+      typeof name !== 'string' ||
+      Object(bindings) !== bindings ||
+      arguments.length !== 2
+    )
+      throw 'addIndex: Wrong arguments.';
+
+    if (_indexes[name])
+      throw 'The index "' + name + '" already exists.';
+
+    var k;
+
+    // Store the bindings:
+    _indexes[name] = bindings;
+
+    // Attach the bindings:
+    for (k in bindings)
+      if (typeof bindings[k] !== 'function')
+        throw 'The bindings must be functions.';
+      else
+        graph.attach(k, name, bindings[k]);
+
+    return this;
+  };
+
+
+
+
+  /**
+   * This method adds a node to the graph. The node must be an object, with a
+   * string under the key "id". Except for this, it is possible to add any
+   * other attribute, that will be preserved all along the manipulations.
+   *
+   * If the graph option "clone" has a truthy value, the node will be cloned
+   * when added to the graph. Also, if the graph option "immutable" has a
+   * truthy value, its id will be defined as immutable.
+   *
+   * @param  {object} node The node to add.
+   * @return {object}      The graph instance.
+   */
+  graph.addMethod('addNode', function(node) {
+    // Check that the node is an object and has an id:
+    if (Object(node) !== node || arguments.length !== 1)
+      throw 'addNode: Wrong arguments.';
+
+    if (typeof node.id !== 'string' && typeof node.id !== 'number')
+      throw 'The node must have a string or number id.';
+
+    if (this.nodesIndex[node.id])
+      throw 'The node "' + node.id + '" already exists.';
+
+    var k,
+        id = node.id,
+        validNode = Object.create(null);
+
+    // Check the "clone" option:
+    if (this.settings('clone')) {
+      for (k in node)
+        if (k !== 'id')
+          validNode[k] = node[k];
+    } else
+      validNode = node;
+
+    // Check the "immutable" option:
+    if (this.settings('immutable'))
+      Object.defineProperty(validNode, 'id', {
+        value: id,
+        enumerable: true
+      });
+    else
+      validNode.id = id;
+
+    // Add empty containers for edges indexes:
+    this.inNeighborsIndex[id] = Object.create(null);
+    this.outNeighborsIndex[id] = Object.create(null);
+    this.allNeighborsIndex[id] = Object.create(null);
+
+    this.inNeighborsCount[id] = 0;
+    this.outNeighborsCount[id] = 0;
+    this.allNeighborsCount[id] = 0;
+
+    // Add the node to indexes:
+    this.nodesArray.push(validNode);
+    this.nodesIndex[validNode.id] = validNode;
+
+    // Return the current instance:
+    return this;
+  });
+
+  /**
+   * This method adds an edge to the graph. The edge must be an object, with a
+   * string under the key "id", and strings under the keys "source" and
+   * "target" that design existing nodes. Except for this, it is possible to
+   * add any other attribute, that will be preserved all along the
+   * manipulations.
+   *
+   * If the graph option "clone" has a truthy value, the edge will be cloned
+   * when added to the graph. Also, if the graph option "immutable" has a
+   * truthy value, its id, source and target will be defined as immutable.
+   *
+   * @param  {object} edge The edge to add.
+   * @return {object}      The graph instance.
+   */
+  graph.addMethod('addEdge', function(edge) {
+    // Check that the edge is an object and has an id:
+    if (Object(edge) !== edge || arguments.length !== 1)
+      throw 'addEdge: Wrong arguments.';
+
+    if (typeof edge.id !== 'string' && typeof edge.id !== 'number')
+      throw 'The edge must have a string or number id.';
+
+    if ((typeof edge.source !== 'string' && typeof edge.source !== 'number') ||
+        !this.nodesIndex[edge.source])
+      throw 'The edge source must have an existing node id.';
+
+    if ((typeof edge.target !== 'string' && typeof edge.target !== 'number') ||
+        !this.nodesIndex[edge.target])
+      throw 'The edge target must have an existing node id.';
+
+    if (this.edgesIndex[edge.id])
+      throw 'The edge "' + edge.id + '" already exists.';
+
+    var k,
+        validEdge = Object.create(null);
+
+    // Check the "clone" option:
+    if (this.settings('clone')) {
+      for (k in edge)
+        if (k !== 'id' && k !== 'source' && k !== 'target')
+          validEdge[k] = edge[k];
+    } else
+      validEdge = edge;
+
+    // Check the "immutable" option:
+    if (this.settings('immutable')) {
+      Object.defineProperty(validEdge, 'id', {
+        value: edge.id,
+        enumerable: true
+      });
+
+      Object.defineProperty(validEdge, 'source', {
+        value: edge.source,
+        enumerable: true
+      });
+
+      Object.defineProperty(validEdge, 'target', {
+        value: edge.target,
+        enumerable: true
+      });
+    } else {
+      validEdge.id = edge.id;
+      validEdge.source = edge.source;
+      validEdge.target = edge.target;
+    }
+
+    // Add the edge to indexes:
+    this.edgesArray.push(validEdge);
+    this.edgesIndex[validEdge.id] = validEdge;
+
+    if (!this.inNeighborsIndex[validEdge.target][validEdge.source])
+      this.inNeighborsIndex[validEdge.target][validEdge.source] =
+        Object.create(null);
+    this.inNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] =
+      validEdge;
+
+    if (!this.outNeighborsIndex[validEdge.source][validEdge.target])
+      this.outNeighborsIndex[validEdge.source][validEdge.target] =
+        Object.create(null);
+    this.outNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] =
+      validEdge;
+
+    if (!this.allNeighborsIndex[validEdge.source][validEdge.target])
+      this.allNeighborsIndex[validEdge.source][validEdge.target] =
+        Object.create(null);
+    this.allNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] =
+      validEdge;
+
+    if (validEdge.target !== validEdge.source) {
+      if (!this.allNeighborsIndex[validEdge.target][validEdge.source])
+        this.allNeighborsIndex[validEdge.target][validEdge.source] =
+          Object.create(null);
+      this.allNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] =
+        validEdge;
+    }
+
+    // Keep counts up to date:
+    this.inNeighborsCount[validEdge.target]++;
+    this.outNeighborsCount[validEdge.source]++;
+    this.allNeighborsCount[validEdge.target]++;
+    this.allNeighborsCount[validEdge.source]++;
+
+    return this;
+  });
+
+  /**
+   * This method drops a node from the graph. It also removes each edge that is
+   * bound to it, through the dropEdge method. An error is thrown if the node
+   * does not exist.
+   *
+   * @param  {string} id The node id.
+   * @return {object}    The graph instance.
+   */
+  graph.addMethod('dropNode', function(id) {
+    // Check that the arguments are valid:
+    if ((typeof id !== 'string' && typeof id !== 'number') ||
+        arguments.length !== 1)
+      throw 'dropNode: Wrong arguments.';
+
+    if (!this.nodesIndex[id])
+      throw 'The node "' + id + '" does not exist.';
+
+    var i, k, l;
+
+    // Remove the node from indexes:
+    delete this.nodesIndex[id];
+    for (i = 0, l = this.nodesArray.length; i < l; i++)
+      if (this.nodesArray[i].id === id) {
+        this.nodesArray.splice(i, 1);
+        break;
+      }
+
+    // Remove related edges:
+    for (i = this.edgesArray.length - 1; i >= 0; i--)
+      if (this.edgesArray[i].source === id || this.edgesArray[i].target === id)
+        this.dropEdge(this.edgesArray[i].id);
+
+    // Remove related edge indexes:
+    delete this.inNeighborsIndex[id];
+    delete this.outNeighborsIndex[id];
+    delete this.allNeighborsIndex[id];
+
+    delete this.inNeighborsCount[id];
+    delete this.outNeighborsCount[id];
+    delete this.allNeighborsCount[id];
+
+    for (k in this.nodesIndex) {
+      delete this.inNeighborsIndex[k][id];
+      delete this.outNeighborsIndex[k][id];
+      delete this.allNeighborsIndex[k][id];
+    }
+
+    return this;
+  });
+
+  /**
+   * This method drops an edge from the graph. An error is thrown if the edge
+   * does not exist.
+   *
+   * @param  {string} id The edge id.
+   * @return {object}    The graph instance.
+   */
+  graph.addMethod('dropEdge', function(id) {
+    // Check that the arguments are valid:
+    if ((typeof id !== 'string' && typeof id !== 'number') ||
+        arguments.length !== 1)
+      throw 'dropEdge: Wrong arguments.';
+
+    if (!this.edgesIndex[id])
+      throw 'The edge "' + id + '" does not exist.';
+
+    var i, l, edge;
+
+    // Remove the edge from indexes:
+    edge = this.edgesIndex[id];
+    delete this.edgesIndex[id];
+    for (i = 0, l = this.edgesArray.length; i < l; i++)
+      if (this.edgesArray[i].id === id) {
+        this.edgesArray.splice(i, 1);
+        break;
+      }
+
+    delete this.inNeighborsIndex[edge.target][edge.source][edge.id];
+    if (!Object.keys(this.inNeighborsIndex[edge.target][edge.source]).length)
+      delete this.inNeighborsIndex[edge.target][edge.source];
+
+    delete this.outNeighborsIndex[edge.source][edge.target][edge.id];
+    if (!Object.keys(this.outNeighborsIndex[edge.source][edge.target]).length)
+      delete this.outNeighborsIndex[edge.source][edge.target];
+
+    delete this.allNeighborsIndex[edge.source][edge.target][edge.id];
+    if (!Object.keys(this.allNeighborsIndex[edge.source][edge.target]).length)
+      delete this.allNeighborsIndex[edge.source][edge.target];
+
+    if (edge.target !== edge.source) {
+      delete this.allNeighborsIndex[edge.target][edge.source][edge.id];
+      if (!Object.keys(this.allNeighborsIndex[edge.target][edge.source]).length)
+        delete this.allNeighborsIndex[edge.target][edge.source];
+    }
+
+    this.inNeighborsCount[edge.target]--;
+    this.outNeighborsCount[edge.source]--;
+    this.allNeighborsCount[edge.source]--;
+    this.allNeighborsCount[edge.target]--;
+
+    return this;
+  });
+
+  /**
+   * This method destroys the current instance. It basically empties each index
+   * and methods attached to the graph.
+   */
+  graph.addMethod('kill', function() {
+    // Delete arrays:
+    this.nodesArray.length = 0;
+    this.edgesArray.length = 0;
+    delete this.nodesArray;
+    delete this.edgesArray;
+
+    // Delete indexes:
+    delete this.nodesIndex;
+    delete this.edgesIndex;
+    delete this.inNeighborsIndex;
+    delete this.outNeighborsIndex;
+    delete this.allNeighborsIndex;
+    delete this.inNeighborsCount;
+    delete this.outNeighborsCount;
+    delete this.allNeighborsCount;
+  });
+
+  /**
+   * This method empties the nodes and edges arrays, as well as the different
+   * indexes.
+   *
+   * @return {object} The graph instance.
+   */
+  graph.addMethod('clear', function() {
+    this.nodesArray.length = 0;
+    this.edgesArray.length = 0;
+
+    // Due to GC issues, I prefer not to create new object. These objects are
+    // only available from the methods and attached functions, but still, it is
+    // better to prevent ghost references to unrelevant data...
+    __emptyObject(this.nodesIndex);
+    __emptyObject(this.edgesIndex);
+    __emptyObject(this.nodesIndex);
+    __emptyObject(this.inNeighborsIndex);
+    __emptyObject(this.outNeighborsIndex);
+    __emptyObject(this.allNeighborsIndex);
+    __emptyObject(this.inNeighborsCount);
+    __emptyObject(this.outNeighborsCount);
+    __emptyObject(this.allNeighborsCount);
+
+    return this;
+  });
+
+  /**
+   * This method reads an object and adds the nodes and edges, through the
+   * proper methods "addNode" and "addEdge".
+   *
+   * Here is an example:
+   *
+   *  > var myGraph = new graph();
+   *  > myGraph.read({
+   *  >   nodes: [
+   *  >     { id: 'n0' },
+   *  >     { id: 'n1' }
+   *  >   ],
+   *  >   edges: [
+   *  >     {
+   *  >       id: 'e0',
+   *  >       source: 'n0',
+   *  >       target: 'n1'
+   *  >     }
+   *  >   ]
+   *  > });
+   *  >
+   *  > console.log(
+   *  >   myGraph.nodes().length,
+   *  >   myGraph.edges().length
+   *  > ); // outputs 2 1
+   *
+   * @param  {object} g The graph object.
+   * @return {object}   The graph instance.
+   */
+  graph.addMethod('read', function(g) {
+    var i,
+        a,
+        l;
+
+    a = g.nodes || [];
+    for (i = 0, l = a.length; i < l; i++)
+      this.addNode(a[i]);
+
+    a = g.edges || [];
+    for (i = 0, l = a.length; i < l; i++)
+      this.addEdge(a[i]);
+
+    return this;
+  });
+
+  /**
+   * This methods returns one or several nodes, depending on how it is called.
+   *
+   * To get the array of nodes, call "nodes" without argument. To get a
+   * specific node, call it with the id of the node. The get multiple node,
+   * call it with an array of ids, and it will return the array of nodes, in
+   * the same order.
+   *
+   * @param  {?(string|array)} v Eventually one id, an array of ids.
+   * @return {object|array}      The related node or array of nodes.
+   */
+  graph.addMethod('nodes', function(v) {
+    // Clone the array of nodes and return it:
+    if (!arguments.length)
+      return this.nodesArray.slice(0);
+
+    // Return the related node:
+    if (arguments.length === 1 &&
+        (typeof v === 'string' || typeof v === 'number'))
+      return this.nodesIndex[v];
+
+    // Return an array of the related node:
+    if (
+      arguments.length === 1 &&
+      Object.prototype.toString.call(v) === '[object Array]'
+    ) {
+      var i,
+          l,
+          a = [];
+
+      for (i = 0, l = v.length; i < l; i++)
+        if (typeof v[i] === 'string' || typeof v[i] === 'number')
+          a.push(this.nodesIndex[v[i]]);
+        else
+          throw 'nodes: Wrong arguments.';
+
+      return a;
+    }
+
+    throw 'nodes: Wrong arguments.';
+  });
+
+  /**
+   * This methods returns the degree of one or several nodes, depending on how
+   * it is called. It is also possible to get incoming or outcoming degrees
+   * instead by specifying 'in' or 'out' as a second argument.
+   *
+   * @param  {string|array} v     One id, an array of ids.
+   * @param  {?string}      which Which degree is required. Values are 'in',
+   *                              'out', and by default the normal degree.
+   * @return {number|array}       The related degree or array of degrees.
+   */
+  graph.addMethod('degree', function(v, which) {
+    // Check which degree is required:
+    which = {
+      'in': this.inNeighborsCount,
+      'out': this.outNeighborsCount
+    }[which || ''] || this.allNeighborsCount;
+
+    // Return the related node:
+    if (typeof v === 'string' || typeof v === 'number')
+      return which[v];
+
+    // Return an array of the related node:
+    if (Object.prototype.toString.call(v) === '[object Array]') {
+      var i,
+          l,
+          a = [];
+
+      for (i = 0, l = v.length; i < l; i++)
+        if (typeof v[i] === 'string' || typeof v[i] === 'number')
+          a.push(which[v[i]]);
+        else
+          throw 'degree: Wrong arguments.';
+
+      return a;
+    }
+
+    throw 'degree: Wrong arguments.';
+  });
+
+  /**
+   * This methods returns one or several edges, depending on how it is called.
+   *
+   * To get the array of edges, call "edges" without argument. To get a
+   * specific edge, call it with the id of the edge. The get multiple edge,
+   * call it with an array of ids, and it will return the array of edges, in
+   * the same order.
+   *
+   * @param  {?(string|array)} v Eventually one id, an array of ids.
+   * @return {object|array}      The related edge or array of edges.
+   */
+  graph.addMethod('edges', function(v) {
+    // Clone the array of edges and return it:
+    if (!arguments.length)
+      return this.edgesArray.slice(0);
+
+    // Return the related edge:
+    if (arguments.length === 1 &&
+        (typeof v === 'string' || typeof v === 'number'))
+      return this.edgesIndex[v];
+
+    // Return an array of the related edge:
+    if (
+      arguments.length === 1 &&
+      Object.prototype.toString.call(v) === '[object Array]'
+    ) {
+      var i,
+          l,
+          a = [];
+
+      for (i = 0, l = v.length; i < l; i++)
+        if (typeof v[i] === 'string' || typeof v[i] === 'number')
+          a.push(this.edgesIndex[v[i]]);
+        else
+          throw 'edges: Wrong arguments.';
+
+      return a;
+    }
+
+    throw 'edges: Wrong arguments.';
+  });
+
+
+  /**
+   * EXPORT:
+   * *******
+   */
+  if (typeof sigma !== 'undefined') {
+    sigma.classes = sigma.classes || Object.create(null);
+    sigma.classes.graph = graph;
+  } else if (typeof exports !== 'undefined') {
+    if (typeof module !== 'undefined' && module.exports)
+      exports = module.exports = graph;
+    exports.graph = graph;
+  } else
+    this.graph = graph;
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  sigma.utils.pkg('sigma.classes');
+
+  /**
+   * The camera constructor. It just initializes its attributes and methods.
+   *
+   * @param  {string}       id       The id.
+   * @param  {sigma.classes.graph}  graph    The graph.
+   * @param  {configurable} settings The settings function.
+   * @param  {?object}      options  Eventually some overriding options.
+   * @return {camera}                Returns the fresh new camera instance.
+   */
+  sigma.classes.camera = function(id, graph, settings, options) {
+    sigma.classes.dispatcher.extend(this);
+
+    Object.defineProperty(this, 'graph', {
+      value: graph
+    });
+    Object.defineProperty(this, 'id', {
+      value: id
+    });
+    Object.defineProperty(this, 'readPrefix', {
+      value: 'read_cam' + id + ':'
+    });
+    Object.defineProperty(this, 'prefix', {
+      value: 'cam' + id + ':'
+    });
+
+    this.x = 0;
+    this.y = 0;
+    this.ratio = 1;
+    this.angle = 0;
+    this.isAnimated = false;
+    this.settings = (typeof options === 'object' && options) ?
+      settings.embedObject(options) :
+      settings;
+  };
+
+  /**
+   * Updates the camera position.
+   *
+   * @param  {object} coordinates The new coordinates object.
+   * @return {camera}             Returns the camera.
+   */
+  sigma.classes.camera.prototype.goTo = function(coordinates) {
+    if (!this.settings('enableCamera'))
+      return this;
+
+    var i,
+        l,
+        c = coordinates || {},
+        keys = ['x', 'y', 'ratio', 'angle'];
+
+    for (i = 0, l = keys.length; i < l; i++)
+      if (c[keys[i]] !== undefined) {
+        if (typeof c[keys[i]] === 'number' && !isNaN(c[keys[i]]))
+          this[keys[i]] = c[keys[i]];
+        else
+          throw 'Value for "' + keys[i] + '" is not a number.';
+      }
+
+    this.dispatchEvent('coordinatesUpdated');
+    return this;
+  };
+
+  /**
+   * This method takes a graph and computes for each node and edges its
+   * coordinates relatively to the center of the camera. Basically, it will
+   * compute the coordinates that will be used by the graphic renderers.
+   *
+   * Since it should be possible to use different cameras and different
+   * renderers, it is possible to specify a prefix to put before the new
+   * coordinates (to get something like "node.camera1_x")
+   *
+   * @param  {?string} read    The prefix of the coordinates to read.
+   * @param  {?string} write   The prefix of the coordinates to write.
+   * @param  {?object} options Eventually an object of options. Those can be:
+   *                           - A restricted nodes array.
+   *                           - A restricted edges array.
+   *                           - A width.
+   *                           - A height.
+   * @return {camera}        Returns the camera.
+   */
+  sigma.classes.camera.prototype.applyView = function(read, write, options) {
+    options = options || {};
+    write = write !== undefined ? write : this.prefix;
+    read = read !== undefined ? read : this.readPrefix;
+
+    var nodes = options.nodes || this.graph.nodes(),
+        edges = options.edges || this.graph.edges();
+
+    var i,
+        l,
+        node,
+        cos = Math.cos(this.angle),
+        sin = Math.sin(this.angle);
+
+    for (i = 0, l = nodes.length; i < l; i++) {
+      node = nodes[i];
+      node[write + 'x'] =
+        (
+          ((node[read + 'x'] || 0) - this.x) * cos +
+          ((node[read + 'y'] || 0) - this.y) * sin
+        ) / this.ratio + (options.width || 0) / 2;
+      node[write + 'y'] =
+        (
+          ((node[read + 'y'] || 0) - this.y) * cos -
+          ((node[read + 'x'] || 0) - this.x) * sin
+        ) / this.ratio + (options.height || 0) / 2;
+      node[write + 'size'] =
+        (node[read + 'size'] || 0) /
+        Math.pow(this.ratio, this.settings('nodesPowRatio'));
+    }
+
+    for (i = 0, l = edges.length; i < l; i++) {
+      edges[i][write + 'size'] =
+        (edges[i][read + 'size'] || 0) /
+        Math.pow(this.ratio, this.settings('edgesPowRatio'));
+    }
+
+    return this;
+  };
+
+  /**
+   * This function converts the coordinates of a point from the frame of the
+   * camera to the frame of the graph.
+   *
+   * @param  {number} x The X coordinate of the point in the frame of the
+   *                    camera.
+   * @param  {number} y The Y coordinate of the point in the frame of the
+   *                    camera.
+   * @return {object}   The point coordinates in the frame of the graph.
+   */
+  sigma.classes.camera.prototype.graphPosition = function(x, y, vector) {
+    var X = 0,
+        Y = 0,
+        cos = Math.cos(this.angle),
+        sin = Math.sin(this.angle);
+
+    // Revert the origin differential vector:
+    if (!vector) {
+      X = - (this.x * cos + this.y * sin) / this.ratio;
+      Y = - (this.y * cos - this.x * sin) / this.ratio;
+    }
+
+    return {
+      x: (x * cos + y * sin) / this.ratio + X,
+      y: (y * cos - x * sin) / this.ratio + Y
+    };
+  };
+
+  /**
+   * This function converts the coordinates of a point from the frame of the
+   * graph to the frame of the camera.
+   *
+   * @param  {number} x The X coordinate of the point in the frame of the
+   *                    graph.
+   * @param  {number} y The Y coordinate of the point in the frame of the
+   *                    graph.
+   * @return {object}   The point coordinates in the frame of the camera.
+   */
+  sigma.classes.camera.prototype.cameraPosition = function(x, y, vector) {
+    var X = 0,
+        Y = 0,
+        cos = Math.cos(this.angle),
+        sin = Math.sin(this.angle);
+
+    // Revert the origin differential vector:
+    if (!vector) {
+      X = - (this.x * cos + this.y * sin) / this.ratio;
+      Y = - (this.y * cos - this.x * sin) / this.ratio;
+    }
+
+    return {
+      x: ((x - X) * cos - (y - Y) * sin) * this.ratio,
+      y: ((y - Y) * cos + (x - X) * sin) * this.ratio
+    };
+  };
+
+  /**
+   * This method returns the transformation matrix of the camera. This is
+   * especially useful to apply the camera view directly in shaders, in case of
+   * WebGL rendering.
+   *
+   * @return {array} The transformation matrix.
+   */
+  sigma.classes.camera.prototype.getMatrix = function() {
+    var scale = sigma.utils.matrices.scale(1 / this.ratio),
+        rotation = sigma.utils.matrices.rotation(this.angle),
+        translation = sigma.utils.matrices.translation(-this.x, -this.y),
+        matrix = sigma.utils.matrices.multiply(
+          translation,
+          sigma.utils.matrices.multiply(
+            rotation,
+            scale
+          )
+        );
+
+    return matrix;
+  };
+
+  /**
+   * Taking a width and a height as parameters, this method returns the
+   * coordinates of the rectangle representing the camera on screen, in the
+   * graph's referentiel.
+   *
+   * To keep displaying labels of nodes going out of the screen, the method
+   * keeps a margin around the screen in the returned rectangle.
+   *
+   * @param  {number} width  The width of the screen.
+   * @param  {number} height The height of the screen.
+   * @return {object}        The rectangle as x1, y1, x2 and y2, representing
+   *                         two opposite points.
+   */
+  sigma.classes.camera.prototype.getRectangle = function(width, height) {
+    var widthVect = this.cameraPosition(width, 0, true),
+        heightVect = this.cameraPosition(0, height, true),
+        centerVect = this.cameraPosition(width / 2, height / 2, true),
+        marginX = this.cameraPosition(width / 4, 0, true).x,
+        marginY = this.cameraPosition(0, height / 4, true).y;
+
+    return {
+      x1: this.x - centerVect.x - marginX,
+      y1: this.y - centerVect.y - marginY,
+      x2: this.x - centerVect.x + marginX + widthVect.x,
+      y2: this.y - centerVect.y - marginY + widthVect.y,
+      height: Math.sqrt(
+        Math.pow(heightVect.x, 2) +
+        Math.pow(heightVect.y + 2 * marginY, 2)
+      )
+    };
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  /**
+   * Sigma Quadtree Module
+   * =====================
+   *
+   * Author: Guillaume Plique (Yomguithereal)
+   * Version: 0.2
+   */
+
+
+
+  /**
+   * Quad Geometric Operations
+   * -------------------------
+   *
+   * A useful batch of geometric operations used by the quadtree.
+   */
+
+  var _geom = {
+
+    /**
+     * Transforms a graph node with x, y and size into an
+     * axis-aligned square.
+     *
+     * @param  {object} A graph node with at least a point (x, y) and a size.
+     * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+     */
+    pointToSquare: function(n) {
+      return {
+        x1: n.x - n.size,
+        y1: n.y - n.size,
+        x2: n.x + n.size,
+        y2: n.y - n.size,
+        height: n.size * 2
+      };
+    },
+
+    /**
+     * Checks whether a rectangle is axis-aligned.
+     *
+     * @param  {object}  A rectangle defined by two points
+     *                   (x1, y1) and (x2, y2).
+     * @return {boolean} True if the rectangle is axis-aligned.
+     */
+    isAxisAligned: function(r) {
+      return r.x1 === r.x2 || r.y1 === r.y2;
+    },
+
+    /**
+     * Compute top points of an axis-aligned rectangle. This is useful in
+     * cases when the rectangle has been rotated (left, right or bottom up) and
+     * later operations need to know the top points.
+     *
+     * @param  {object} An axis-aligned rectangle defined by two points
+     *                  (x1, y1), (x2, y2) and height.
+     * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height.
+     */
+    axisAlignedTopPoints: function(r) {
+
+      // Basic
+      if (r.y1 === r.y2 && r.x1 < r.x2)
+        return r;
+
+      // Rotated to right
+      if (r.x1 === r.x2 && r.y2 > r.y1)
+        return {
+          x1: r.x1 - r.height, y1: r.y1,
+          x2: r.x1, y2: r.y1,
+          height: r.height
+        };
+
+      // Rotated to left
+      if (r.x1 === r.x2 && r.y2 < r.y1)
+        return {
+          x1: r.x1, y1: r.y2,
+          x2: r.x2 + r.height, y2: r.y2,
+          height: r.height
+        };
+
+      // Bottom's up
+      return {
+        x1: r.x2, y1: r.y1 - r.height,
+        x2: r.x1, y2: r.y1 - r.height,
+        height: r.height
+      };
+    },
+
+    /**
+     * Get coordinates of a rectangle's lower left corner from its top points.
+     *
+     * @param  {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+     * @return {object} Coordinates of the corner (x, y).
+     */
+    lowerLeftCoor: function(r) {
+      var width = (
+        Math.sqrt(
+          Math.pow(r.x2 - r.x1, 2) +
+          Math.pow(r.y2 - r.y1, 2)
+        )
+      );
+
+      return {
+        x: r.x1 - (r.y2 - r.y1) * r.height / width,
+        y: r.y1 + (r.x2 - r.x1) * r.height / width
+      };
+    },
+
+    /**
+     * Get coordinates of a rectangle's lower right corner from its top points
+     * and its lower left corner.
+     *
+     * @param  {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+     * @param  {object} A corner's coordinates (x, y).
+     * @return {object} Coordinates of the corner (x, y).
+     */
+    lowerRightCoor: function(r, llc) {
+      return {
+        x: llc.x - r.x1 + r.x2,
+        y: llc.y - r.y1 + r.y2
+      };
+    },
+
+    /**
+     * Get the coordinates of all the corners of a rectangle from its top point.
+     *
+     * @param  {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+     * @return {array}  An array of the four corners' coordinates (x, y).
+     */
+    rectangleCorners: function(r) {
+      var llc = this.lowerLeftCoor(r),
+          lrc = this.lowerRightCoor(r, llc);
+
+      return [
+        {x: r.x1, y: r.y1},
+        {x: r.x2, y: r.y2},
+        {x: llc.x, y: llc.y},
+        {x: lrc.x, y: lrc.y}
+      ];
+    },
+
+    /**
+     * Split a square defined by its boundaries into four.
+     *
+     * @param  {object} Boundaries of the square (x, y, width, height).
+     * @return {array}  An array containing the four new squares, themselves
+     *                  defined by an array of their four corners (x, y).
+     */
+    splitSquare: function(b) {
+      return [
+        [
+          {x: b.x, y: b.y},
+          {x: b.x + b.width / 2, y: b.y},
+          {x: b.x, y: b.y + b.height / 2},
+          {x: b.x + b.width / 2, y: b.y + b.height / 2}
+        ],
+        [
+          {x: b.x + b.width / 2, y: b.y},
+          {x: b.x + b.width, y: b.y},
+          {x: b.x + b.width / 2, y: b.y + b.height / 2},
+          {x: b.x + b.width, y: b.y + b.height / 2}
+        ],
+        [
+          {x: b.x, y: b.y + b.height / 2},
+          {x: b.x + b.width / 2, y: b.y + b.height / 2},
+          {x: b.x, y: b.y + b.height},
+          {x: b.x + b.width / 2, y: b.y + b.height}
+        ],
+        [
+          {x: b.x + b.width / 2, y: b.y + b.height / 2},
+          {x: b.x + b.width, y: b.y + b.height / 2},
+          {x: b.x + b.width / 2, y: b.y + b.height},
+          {x: b.x + b.width, y: b.y + b.height}
+        ]
+      ];
+    },
+
+    /**
+     * Compute the four axis between corners of rectangle A and corners of
+     * rectangle B. This is needed later to check an eventual collision.
+     *
+     * @param  {array} An array of rectangle A's four corners (x, y).
+     * @param  {array} An array of rectangle B's four corners (x, y).
+     * @return {array} An array of four axis defined by their coordinates (x,y).
+     */
+    axis: function(c1, c2) {
+      return [
+        {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y},
+        {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y},
+        {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y},
+        {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y}
+      ];
+    },
+
+    /**
+     * Project a rectangle's corner on an axis.
+     *
+     * @param  {object} Coordinates of a corner (x, y).
+     * @param  {object} Coordinates of an axis (x, y).
+     * @return {object} The projection defined by coordinates (x, y).
+     */
+    projection: function(c, a) {
+      var l = (
+        (c.x * a.x + c.y * a.y) /
+        (Math.pow(a.x, 2) + Math.pow(a.y, 2))
+      );
+
+      return {
+        x: l * a.x,
+        y: l * a.y
+      };
+    },
+
+    /**
+     * Check whether two rectangles collide on one particular axis.
+     *
+     * @param  {object}   An axis' coordinates (x, y).
+     * @param  {array}    Rectangle A's corners.
+     * @param  {array}    Rectangle B's corners.
+     * @return {boolean}  True if the rectangles collide on the axis.
+     */
+    axisCollision: function(a, c1, c2) {
+      var sc1 = [],
+          sc2 = [];
+
+      for (var ci = 0; ci < 4; ci++) {
+        var p1 = this.projection(c1[ci], a),
+            p2 = this.projection(c2[ci], a);
+
+        sc1.push(p1.x * a.x + p1.y * a.y);
+        sc2.push(p2.x * a.x + p2.y * a.y);
+      }
+
+      var maxc1 = Math.max.apply(Math, sc1),
+          maxc2 = Math.max.apply(Math, sc2),
+          minc1 = Math.min.apply(Math, sc1),
+          minc2 = Math.min.apply(Math, sc2);
+
+      return (minc2 <= maxc1 && maxc2 >= minc1);
+    },
+
+    /**
+     * Check whether two rectangles collide on each one of their four axis. If
+     * all axis collide, then the two rectangles do collide on the plane.
+     *
+     * @param  {array}    Rectangle A's corners.
+     * @param  {array}    Rectangle B's corners.
+     * @return {boolean}  True if the rectangles collide.
+     */
+    collision: function(c1, c2) {
+      var axis = this.axis(c1, c2),
+          col = true;
+
+      for (var i = 0; i < 4; i++)
+        col = col && this.axisCollision(axis[i], c1, c2);
+
+      return col;
+    }
+  };
+
+
+  /**
+   * Quad Functions
+   * ------------
+   *
+   * The Quadtree functions themselves.
+   * For each of those functions, we consider that in a splitted quad, the
+   * index of each node is the following:
+   * 0: top left
+   * 1: top right
+   * 2: bottom left
+   * 3: bottom right
+   *
+   * Moreover, the hereafter quad's philosophy is to consider that if an element
+   * collides with more than one nodes, this element belongs to each of the
+   * nodes it collides with where other would let it lie on a higher node.
+   */
+
+  /**
+   * Get the index of the node containing the point in the quad
+   *
+   * @param  {object}  point      A point defined by coordinates (x, y).
+   * @param  {object}  quadBounds Boundaries of the quad (x, y, width, heigth).
+   * @return {integer}            The index of the node containing the point.
+   */
+  function _quadIndex(point, quadBounds) {
+    var xmp = quadBounds.x + quadBounds.width / 2,
+        ymp = quadBounds.y + quadBounds.height / 2,
+        top = (point.y < ymp),
+        left = (point.x < xmp);
+
+    if (top) {
+      if (left)
+        return 0;
+      else
+        return 1;
+    }
+    else {
+      if (left)
+        return 2;
+      else
+        return 3;
+    }
+  }
+
+  /**
+   * Get a list of indexes of nodes containing an axis-aligned rectangle
+   *
+   * @param  {object}  rectangle   A rectangle defined by two points (x1, y1),
+   *                               (x2, y2) and height.
+   * @param  {array}   quadCorners An array of the quad nodes' corners.
+   * @return {array}               An array of indexes containing one to
+   *                               four integers.
+   */
+  function _quadIndexes(rectangle, quadCorners) {
+    var indexes = [];
+
+    // Iterating through quads
+    for (var i = 0; i < 4; i++)
+      if ((rectangle.x2 >= quadCorners[i][0].x) &&
+          (rectangle.x1 <= quadCorners[i][1].x) &&
+          (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) &&
+          (rectangle.y1 <= quadCorners[i][2].y))
+        indexes.push(i);
+
+    return indexes;
+  }
+
+  /**
+   * Get a list of indexes of nodes containing a non-axis-aligned rectangle
+   *
+   * @param  {array}  corners      An array containing each corner of the
+   *                               rectangle defined by its coordinates (x, y).
+   * @param  {array}  quadCorners  An array of the quad nodes' corners.
+   * @return {array}               An array of indexes containing one to
+   *                               four integers.
+   */
+  function _quadCollision(corners, quadCorners) {
+    var indexes = [];
+
+    // Iterating through quads
+    for (var i = 0; i < 4; i++)
+      if (_geom.collision(corners, quadCorners[i]))
+        indexes.push(i);
+
+    return indexes;
+  }
+
+  /**
+   * Subdivide a quad by creating a node at a precise index. The function does
+   * not generate all four nodes not to potentially create unused nodes.
+   *
+   * @param  {integer}  index The index of the node to create.
+   * @param  {object}   quad  The quad object to subdivide.
+   * @return {object}         A new quad representing the node created.
+   */
+  function _quadSubdivide(index, quad) {
+    var next = quad.level + 1,
+        subw = Math.round(quad.bounds.width / 2),
+        subh = Math.round(quad.bounds.height / 2),
+        qx = Math.round(quad.bounds.x),
+        qy = Math.round(quad.bounds.y),
+        x,
+        y;
+
+    switch (index) {
+      case 0:
+        x = qx;
+        y = qy;
+        break;
+      case 1:
+        x = qx + subw;
+        y = qy;
+        break;
+      case 2:
+        x = qx;
+        y = qy + subh;
+        break;
+      case 3:
+        x = qx + subw;
+        y = qy + subh;
+        break;
+    }
+
+    return _quadTree(
+      {x: x, y: y, width: subw, height: subh},
+      next,
+      quad.maxElements,
+      quad.maxLevel
+    );
+  }
+
+  /**
+   * Recursively insert an element into the quadtree. Only points
+   * with size, i.e. axis-aligned squares, may be inserted with this
+   * method.
+   *
+   * @param  {object}  el         The element to insert in the quadtree.
+   * @param  {object}  sizedPoint A sized point defined by two top points
+   *                              (x1, y1), (x2, y2) and height.
+   * @param  {object}  quad       The quad in which to insert the element.
+   * @return {undefined}          The function does not return anything.
+   */
+  function _quadInsert(el, sizedPoint, quad) {
+    if (quad.level < quad.maxLevel) {
+
+      // Searching appropriate quads
+      var indexes = _quadIndexes(sizedPoint, quad.corners);
+
+      // Iterating
+      for (var i = 0, l = indexes.length; i < l; i++) {
+
+        // Subdividing if necessary
+        if (quad.nodes[indexes[i]] === undefined)
+          quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad);
+
+        // Recursion
+        _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]);
+      }
+    }
+    else {
+
+      // Pushing the element in a leaf node
+      quad.elements.push(el);
+    }
+  }
+
+  /**
+   * Recursively retrieve every elements held by the node containing the
+   * searched point.
+   *
+   * @param  {object}  point The searched point (x, y).
+   * @param  {object}  quad  The searched quad.
+   * @return {array}         An array of elements contained in the relevant
+   *                         node.
+   */
+  function _quadRetrievePoint(point, quad) {
+    if (quad.level < quad.maxLevel) {
+      var index = _quadIndex(point, quad.bounds);
+
+      // If node does not exist we return an empty list
+      if (quad.nodes[index] !== undefined) {
+        return _quadRetrievePoint(point, quad.nodes[index]);
+      }
+      else {
+        return [];
+      }
+    }
+    else {
+      return quad.elements;
+    }
+  }
+
+  /**
+   * Recursively retrieve every elements contained within an rectangular area
+   * that may or may not be axis-aligned.
+   *
+   * @param  {object|array} rectData       The searched area defined either by
+   *                                       an array of four corners (x, y) in
+   *                                       the case of a non-axis-aligned
+   *                                       rectangle or an object with two top
+   *                                       points (x1, y1), (x2, y2) and height.
+   * @param  {object}       quad           The searched quad.
+   * @param  {function}     collisionFunc  The collision function used to search
+   *                                       for node indexes.
+   * @param  {array?}       els            The retrieved elements.
+   * @return {array}                       An array of elements contained in the
+   *                                       area.
+   */
+  function _quadRetrieveArea(rectData, quad, collisionFunc, els) {
+    els = els || {};
+
+    if (quad.level < quad.maxLevel) {
+      var indexes = collisionFunc(rectData, quad.corners);
+
+      for (var i = 0, l = indexes.length; i < l; i++)
+        if (quad.nodes[indexes[i]] !== undefined)
+          _quadRetrieveArea(
+            rectData,
+            quad.nodes[indexes[i]],
+            collisionFunc,
+            els
+          );
+    } else
+      for (var j = 0, m = quad.elements.length; j < m; j++)
+        if (els[quad.elements[j].id] === undefined)
+          els[quad.elements[j].id] = quad.elements[j];
+
+    return els;
+  }
+
+  /**
+   * Creates the quadtree object itself.
+   *
+   * @param  {object}   bounds       The boundaries of the quad defined by an
+   *                                 origin (x, y), width and heigth.
+   * @param  {integer}  level        The level of the quad in the tree.
+   * @param  {integer}  maxElements  The max number of element in a leaf node.
+   * @param  {integer}  maxLevel     The max recursion level of the tree.
+   * @return {object}                The quadtree object.
+   */
+  function _quadTree(bounds, level, maxElements, maxLevel) {
+    return {
+      level: level || 0,
+      bounds: bounds,
+      corners: _geom.splitSquare(bounds),
+      maxElements: maxElements || 20,
+      maxLevel: maxLevel || 4,
+      elements: [],
+      nodes: []
+    };
+  }
+
+
+  /**
+   * Sigma Quad Constructor
+   * ----------------------
+   *
+   * The quad API as exposed to sigma.
+   */
+
+  /**
+   * The quad core that will become the sigma interface with the quadtree.
+   *
+   * property {object} _tree  Property holding the quadtree object.
+   * property {object} _geom  Exposition of the _geom namespace for testing.
+   * property {object} _cache Cache for the area method.
+   */
+  var quad = function() {
+    this._geom = _geom;
+    this._tree = null;
+    this._cache = {
+      query: false,
+      result: false
+    };
+  };
+
+  /**
+   * Index a graph by inserting its nodes into the quadtree.
+   *
+   * @param  {array}  nodes   An array of nodes to index.
+   * @param  {object} params  An object of parameters with at least the quad
+   *                          bounds.
+   * @return {object}         The quadtree object.
+   *
+   * Parameters:
+   * ----------
+   * bounds:      {object}   boundaries of the quad defined by its origin (x, y)
+   *                         width and heigth.
+   * prefix:      {string?}  a prefix for node geometric attributes.
+   * maxElements: {integer?} the max number of elements in a leaf node.
+   * maxLevel:    {integer?} the max recursion level of the tree.
+   */
+  quad.prototype.index = function(nodes, params) {
+
+    // Enforcing presence of boundaries
+    if (!params.bounds)
+      throw 'sigma.classes.quad.index: bounds information not given.';
+
+    // Prefix
+    var prefix = params.prefix || '';
+
+    // Building the tree
+    this._tree = _quadTree(
+      params.bounds,
+      0,
+      params.maxElements,
+      params.maxLevel
+    );
+
+    // Inserting graph nodes into the tree
+    for (var i = 0, l = nodes.length; i < l; i++) {
+
+      // Inserting node
+      _quadInsert(
+        nodes[i],
+        _geom.pointToSquare({
+          x: nodes[i][prefix + 'x'],
+          y: nodes[i][prefix + 'y'],
+          size: nodes[i][prefix + 'size']
+        }),
+        this._tree
+      );
+    }
+
+    // Reset cache:
+    this._cache = {
+      query: false,
+      result: false
+    };
+
+    // remove?
+    return this._tree;
+  };
+
+  /**
+   * Retrieve every graph nodes held by the quadtree node containing the
+   * searched point.
+   *
+   * @param  {number} x of the point.
+   * @param  {number} y of the point.
+   * @return {array}  An array of nodes retrieved.
+   */
+  quad.prototype.point = function(x, y) {
+    return this._tree ?
+      _quadRetrievePoint({x: x, y: y}, this._tree) || [] :
+      [];
+  };
+
+  /**
+   * Retrieve every graph nodes within a rectangular area. The methods keep the
+   * last area queried in cache for optimization reason and will act differently
+   * for the same reason if the area is axis-aligned or not.
+   *
+   * @param  {object} A rectangle defined by two top points (x1, y1), (x2, y2)
+   *                  and height.
+   * @return {array}  An array of nodes retrieved.
+   */
+  quad.prototype.area = function(rect) {
+    var serialized = JSON.stringify(rect),
+        collisionFunc,
+        rectData;
+
+    // Returning cache?
+    if (this._cache.query === serialized)
+      return this._cache.result;
+
+    // Axis aligned ?
+    if (_geom.isAxisAligned(rect)) {
+      collisionFunc = _quadIndexes;
+      rectData = _geom.axisAlignedTopPoints(rect);
+    }
+    else {
+      collisionFunc = _quadCollision;
+      rectData = _geom.rectangleCorners(rect);
+    }
+
+    // Retrieving nodes
+    var nodes = this._tree ?
+      _quadRetrieveArea(
+        rectData,
+        this._tree,
+        collisionFunc
+      ) :
+      [];
+
+    // Object to array
+    var nodesArray = [];
+    for (var i in nodes)
+      nodesArray.push(nodes[i]);
+
+    // Caching
+    this._cache.query = serialized;
+    this._cache.result = nodesArray;
+
+    return nodesArray;
+  };
+
+
+  /**
+   * EXPORT:
+   * *******
+   */
+  if (typeof this.sigma !== 'undefined') {
+    this.sigma.classes = this.sigma.classes || {};
+    this.sigma.classes.quad = quad;
+  } else if (typeof exports !== 'undefined') {
+    if (typeof module !== 'undefined' && module.exports)
+      exports = module.exports = quad;
+    exports.quad = quad;
+  } else
+    this.quad = quad;
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  /**
+   * Sigma Quadtree Module for edges
+   * ===============================
+   *
+   * Author: Sébastien Heymann,
+   *   from the quad of Guillaume Plique (Yomguithereal)
+   * Version: 0.2
+   */
+
+
+
+  /**
+   * Quad Geometric Operations
+   * -------------------------
+   *
+   * A useful batch of geometric operations used by the quadtree.
+   */
+
+  var _geom = {
+
+    /**
+     * Transforms a graph node with x, y and size into an
+     * axis-aligned square.
+     *
+     * @param  {object} A graph node with at least a point (x, y) and a size.
+     * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+     */
+    pointToSquare: function(n) {
+      return {
+        x1: n.x - n.size,
+        y1: n.y - n.size,
+        x2: n.x + n.size,
+        y2: n.y - n.size,
+        height: n.size * 2
+      };
+    },
+
+    /**
+     * Transforms a graph edge with x1, y1, x2, y2 and size into an
+     * axis-aligned square.
+     *
+     * @param  {object} A graph edge with at least two points
+     *                  (x1, y1), (x2, y2) and a size.
+     * @return {object} A square: two points (x1, y1), (x2, y2) and height.
+     */
+    lineToSquare: function(e) {
+      if (e.y1 < e.y2) {
+        // (e.x1, e.y1) on top
+        if (e.x1 < e.x2) {
+          // (e.x1, e.y1) on left
+          return {
+            x1: e.x1 - e.size,
+            y1: e.y1 - e.size,
+            x2: e.x2 + e.size,
+            y2: e.y1 - e.size,
+            height: e.y2 - e.y1 + e.size * 2
+          };
+        }
+        // (e.x1, e.y1) on right
+        return {
+          x1: e.x2 - e.size,
+          y1: e.y1 - e.size,
+          x2: e.x1 + e.size,
+          y2: e.y1 - e.size,
+          height: e.y2 - e.y1 + e.size * 2
+        };
+      }
+
+      // (e.x2, e.y2) on top
+      if (e.x1 < e.x2) {
+        // (e.x1, e.y1) on left
+        return {
+          x1: e.x1 - e.size,
+          y1: e.y2 - e.size,
+          x2: e.x2 + e.size,
+          y2: e.y2 - e.size,
+          height: e.y1 - e.y2 + e.size * 2
+        };
+      }
+      // (e.x2, e.y2) on right
+      return {
+        x1: e.x2 - e.size,
+        y1: e.y2 - e.size,
+        x2: e.x1 + e.size,
+        y2: e.y2 - e.size,
+        height: e.y1 - e.y2 + e.size * 2
+      };
+    },
+
+    /**
+     * Transforms a graph edge of type 'curve' with x1, y1, x2, y2,
+     * control point and size into an axis-aligned square.
+     *
+     * @param  {object} e  A graph edge with at least two points
+     *                     (x1, y1), (x2, y2) and a size.
+     * @param  {object} cp A control point (x,y).
+     * @return {object}    A square: two points (x1, y1), (x2, y2) and height.
+     */
+    quadraticCurveToSquare: function(e, cp) {
+      var pt = sigma.utils.getPointOnQuadraticCurve(
+        0.5,
+        e.x1,
+        e.y1,
+        e.x2,
+        e.y2,
+        cp.x,
+        cp.y
+      );
+
+      // Bounding box of the two points and the point at the middle of the
+      // curve:
+      var minX = Math.min(e.x1, e.x2, pt.x),
+          maxX = Math.max(e.x1, e.x2, pt.x),
+          minY = Math.min(e.y1, e.y2, pt.y),
+          maxY = Math.max(e.y1, e.y2, pt.y);
+
+      return {
+        x1: minX - e.size,
+        y1: minY - e.size,
+        x2: maxX + e.size,
+        y2: minY - e.size,
+        height: maxY - minY + e.size * 2
+      };
+    },
+
+    /**
+     * Transforms a graph self loop into an axis-aligned square.
+     *
+     * @param  {object} n A graph node with a point (x, y) and a size.
+     * @return {object}   A square: two points (x1, y1), (x2, y2) and height.
+     */
+    selfLoopToSquare: function(n) {
+      // Fitting to the curve is too costly, we compute a larger bounding box
+      // using the control points:
+      var cp = sigma.utils.getSelfLoopControlPoints(n.x, n.y, n.size);
+
+      // Bounding box of the point and the two control points:
+      var minX = Math.min(n.x, cp.x1, cp.x2),
+          maxX = Math.max(n.x, cp.x1, cp.x2),
+          minY = Math.min(n.y, cp.y1, cp.y2),
+          maxY = Math.max(n.y, cp.y1, cp.y2);
+
+      return {
+        x1: minX - n.size,
+        y1: minY - n.size,
+        x2: maxX + n.size,
+        y2: minY - n.size,
+        height: maxY - minY + n.size * 2
+      };
+    },
+
+    /**
+     * Checks whether a rectangle is axis-aligned.
+     *
+     * @param  {object}  A rectangle defined by two points
+     *                   (x1, y1) and (x2, y2).
+     * @return {boolean} True if the rectangle is axis-aligned.
+     */
+    isAxisAligned: function(r) {
+      return r.x1 === r.x2 || r.y1 === r.y2;
+    },
+
+    /**
+     * Compute top points of an axis-aligned rectangle. This is useful in
+     * cases when the rectangle has been rotated (left, right or bottom up) and
+     * later operations need to know the top points.
+     *
+     * @param  {object} An axis-aligned rectangle defined by two points
+     *                  (x1, y1), (x2, y2) and height.
+     * @return {object} A rectangle: two points (x1, y1), (x2, y2) and height.
+     */
+    axisAlignedTopPoints: function(r) {
+
+      // Basic
+      if (r.y1 === r.y2 && r.x1 < r.x2)
+        return r;
+
+      // Rotated to right
+      if (r.x1 === r.x2 && r.y2 > r.y1)
+        return {
+          x1: r.x1 - r.height, y1: r.y1,
+          x2: r.x1, y2: r.y1,
+          height: r.height
+        };
+
+      // Rotated to left
+      if (r.x1 === r.x2 && r.y2 < r.y1)
+        return {
+          x1: r.x1, y1: r.y2,
+          x2: r.x2 + r.height, y2: r.y2,
+          height: r.height
+        };
+
+      // Bottom's up
+      return {
+        x1: r.x2, y1: r.y1 - r.height,
+        x2: r.x1, y2: r.y1 - r.height,
+        height: r.height
+      };
+    },
+
+    /**
+     * Get coordinates of a rectangle's lower left corner from its top points.
+     *
+     * @param  {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+     * @return {object} Coordinates of the corner (x, y).
+     */
+    lowerLeftCoor: function(r) {
+      var width = (
+        Math.sqrt(
+          Math.pow(r.x2 - r.x1, 2) +
+          Math.pow(r.y2 - r.y1, 2)
+        )
+      );
+
+      return {
+        x: r.x1 - (r.y2 - r.y1) * r.height / width,
+        y: r.y1 + (r.x2 - r.x1) * r.height / width
+      };
+    },
+
+    /**
+     * Get coordinates of a rectangle's lower right corner from its top points
+     * and its lower left corner.
+     *
+     * @param  {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+     * @param  {object} A corner's coordinates (x, y).
+     * @return {object} Coordinates of the corner (x, y).
+     */
+    lowerRightCoor: function(r, llc) {
+      return {
+        x: llc.x - r.x1 + r.x2,
+        y: llc.y - r.y1 + r.y2
+      };
+    },
+
+    /**
+     * Get the coordinates of all the corners of a rectangle from its top point.
+     *
+     * @param  {object} A rectangle defined by two points (x1, y1) and (x2, y2).
+     * @return {array}  An array of the four corners' coordinates (x, y).
+     */
+    rectangleCorners: function(r) {
+      var llc = this.lowerLeftCoor(r),
+          lrc = this.lowerRightCoor(r, llc);
+
+      return [
+        {x: r.x1, y: r.y1},
+        {x: r.x2, y: r.y2},
+        {x: llc.x, y: llc.y},
+        {x: lrc.x, y: lrc.y}
+      ];
+    },
+
+    /**
+     * Split a square defined by its boundaries into four.
+     *
+     * @param  {object} Boundaries of the square (x, y, width, height).
+     * @return {array}  An array containing the four new squares, themselves
+     *                  defined by an array of their four corners (x, y).
+     */
+    splitSquare: function(b) {
+      return [
+        [
+          {x: b.x, y: b.y},
+          {x: b.x + b.width / 2, y: b.y},
+          {x: b.x, y: b.y + b.height / 2},
+          {x: b.x + b.width / 2, y: b.y + b.height / 2}
+        ],
+        [
+          {x: b.x + b.width / 2, y: b.y},
+          {x: b.x + b.width, y: b.y},
+          {x: b.x + b.width / 2, y: b.y + b.height / 2},
+          {x: b.x + b.width, y: b.y + b.height / 2}
+        ],
+        [
+          {x: b.x, y: b.y + b.height / 2},
+          {x: b.x + b.width / 2, y: b.y + b.height / 2},
+          {x: b.x, y: b.y + b.height},
+          {x: b.x + b.width / 2, y: b.y + b.height}
+        ],
+        [
+          {x: b.x + b.width / 2, y: b.y + b.height / 2},
+          {x: b.x + b.width, y: b.y + b.height / 2},
+          {x: b.x + b.width / 2, y: b.y + b.height},
+          {x: b.x + b.width, y: b.y + b.height}
+        ]
+      ];
+    },
+
+    /**
+     * Compute the four axis between corners of rectangle A and corners of
+     * rectangle B. This is needed later to check an eventual collision.
+     *
+     * @param  {array} An array of rectangle A's four corners (x, y).
+     * @param  {array} An array of rectangle B's four corners (x, y).
+     * @return {array} An array of four axis defined by their coordinates (x,y).
+     */
+    axis: function(c1, c2) {
+      return [
+        {x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y},
+        {x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y},
+        {x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y},
+        {x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y}
+      ];
+    },
+
+    /**
+     * Project a rectangle's corner on an axis.
+     *
+     * @param  {object} Coordinates of a corner (x, y).
+     * @param  {object} Coordinates of an axis (x, y).
+     * @return {object} The projection defined by coordinates (x, y).
+     */
+    projection: function(c, a) {
+      var l = (
+        (c.x * a.x + c.y * a.y) /
+        (Math.pow(a.x, 2) + Math.pow(a.y, 2))
+      );
+
+      return {
+        x: l * a.x,
+        y: l * a.y
+      };
+    },
+
+    /**
+     * Check whether two rectangles collide on one particular axis.
+     *
+     * @param  {object}   An axis' coordinates (x, y).
+     * @param  {array}    Rectangle A's corners.
+     * @param  {array}    Rectangle B's corners.
+     * @return {boolean}  True if the rectangles collide on the axis.
+     */
+    axisCollision: function(a, c1, c2) {
+      var sc1 = [],
+          sc2 = [];
+
+      for (var ci = 0; ci < 4; ci++) {
+        var p1 = this.projection(c1[ci], a),
+            p2 = this.projection(c2[ci], a);
+
+        sc1.push(p1.x * a.x + p1.y * a.y);
+        sc2.push(p2.x * a.x + p2.y * a.y);
+      }
+
+      var maxc1 = Math.max.apply(Math, sc1),
+          maxc2 = Math.max.apply(Math, sc2),
+          minc1 = Math.min.apply(Math, sc1),
+          minc2 = Math.min.apply(Math, sc2);
+
+      return (minc2 <= maxc1 && maxc2 >= minc1);
+    },
+
+    /**
+     * Check whether two rectangles collide on each one of their four axis. If
+     * all axis collide, then the two rectangles do collide on the plane.
+     *
+     * @param  {array}    Rectangle A's corners.
+     * @param  {array}    Rectangle B's corners.
+     * @return {boolean}  True if the rectangles collide.
+     */
+    collision: function(c1, c2) {
+      var axis = this.axis(c1, c2),
+          col = true;
+
+      for (var i = 0; i < 4; i++)
+        col = col && this.axisCollision(axis[i], c1, c2);
+
+      return col;
+    }
+  };
+
+
+  /**
+   * Quad Functions
+   * ------------
+   *
+   * The Quadtree functions themselves.
+   * For each of those functions, we consider that in a splitted quad, the
+   * index of each node is the following:
+   * 0: top left
+   * 1: top right
+   * 2: bottom left
+   * 3: bottom right
+   *
+   * Moreover, the hereafter quad's philosophy is to consider that if an element
+   * collides with more than one nodes, this element belongs to each of the
+   * nodes it collides with where other would let it lie on a higher node.
+   */
+
+  /**
+   * Get the index of the node containing the point in the quad
+   *
+   * @param  {object}  point      A point defined by coordinates (x, y).
+   * @param  {object}  quadBounds Boundaries of the quad (x, y, width, heigth).
+   * @return {integer}            The index of the node containing the point.
+   */
+  function _quadIndex(point, quadBounds) {
+    var xmp = quadBounds.x + quadBounds.width / 2,
+        ymp = quadBounds.y + quadBounds.height / 2,
+        top = (point.y < ymp),
+        left = (point.x < xmp);
+
+    if (top) {
+      if (left)
+        return 0;
+      else
+        return 1;
+    }
+    else {
+      if (left)
+        return 2;
+      else
+        return 3;
+    }
+  }
+
+  /**
+   * Get a list of indexes of nodes containing an axis-aligned rectangle
+   *
+   * @param  {object}  rectangle   A rectangle defined by two points (x1, y1),
+   *                               (x2, y2) and height.
+   * @param  {array}   quadCorners An array of the quad nodes' corners.
+   * @return {array}               An array of indexes containing one to
+   *                               four integers.
+   */
+  function _quadIndexes(rectangle, quadCorners) {
+    var indexes = [];
+
+    // Iterating through quads
+    for (var i = 0; i < 4; i++)
+      if ((rectangle.x2 >= quadCorners[i][0].x) &&
+          (rectangle.x1 <= quadCorners[i][1].x) &&
+          (rectangle.y1 + rectangle.height >= quadCorners[i][0].y) &&
+          (rectangle.y1 <= quadCorners[i][2].y))
+        indexes.push(i);
+
+    return indexes;
+  }
+
+  /**
+   * Get a list of indexes of nodes containing a non-axis-aligned rectangle
+   *
+   * @param  {array}  corners      An array containing each corner of the
+   *                               rectangle defined by its coordinates (x, y).
+   * @param  {array}  quadCorners  An array of the quad nodes' corners.
+   * @return {array}               An array of indexes containing one to
+   *                               four integers.
+   */
+  function _quadCollision(corners, quadCorners) {
+    var indexes = [];
+
+    // Iterating through quads
+    for (var i = 0; i < 4; i++)
+      if (_geom.collision(corners, quadCorners[i]))
+        indexes.push(i);
+
+    return indexes;
+  }
+
+  /**
+   * Subdivide a quad by creating a node at a precise index. The function does
+   * not generate all four nodes not to potentially create unused nodes.
+   *
+   * @param  {integer}  index The index of the node to create.
+   * @param  {object}   quad  The quad object to subdivide.
+   * @return {object}         A new quad representing the node created.
+   */
+  function _quadSubdivide(index, quad) {
+    var next = quad.level + 1,
+        subw = Math.round(quad.bounds.width / 2),
+        subh = Math.round(quad.bounds.height / 2),
+        qx = Math.round(quad.bounds.x),
+        qy = Math.round(quad.bounds.y),
+        x,
+        y;
+
+    switch (index) {
+      case 0:
+        x = qx;
+        y = qy;
+        break;
+      case 1:
+        x = qx + subw;
+        y = qy;
+        break;
+      case 2:
+        x = qx;
+        y = qy + subh;
+        break;
+      case 3:
+        x = qx + subw;
+        y = qy + subh;
+        break;
+    }
+
+    return _quadTree(
+      {x: x, y: y, width: subw, height: subh},
+      next,
+      quad.maxElements,
+      quad.maxLevel
+    );
+  }
+
+  /**
+   * Recursively insert an element into the quadtree. Only points
+   * with size, i.e. axis-aligned squares, may be inserted with this
+   * method.
+   *
+   * @param  {object}  el         The element to insert in the quadtree.
+   * @param  {object}  sizedPoint A sized point defined by two top points
+   *                              (x1, y1), (x2, y2) and height.
+   * @param  {object}  quad       The quad in which to insert the element.
+   * @return {undefined}          The function does not return anything.
+   */
+  function _quadInsert(el, sizedPoint, quad) {
+    if (quad.level < quad.maxLevel) {
+
+      // Searching appropriate quads
+      var indexes = _quadIndexes(sizedPoint, quad.corners);
+
+      // Iterating
+      for (var i = 0, l = indexes.length; i < l; i++) {
+
+        // Subdividing if necessary
+        if (quad.nodes[indexes[i]] === undefined)
+          quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad);
+
+        // Recursion
+        _quadInsert(el, sizedPoint, quad.nodes[indexes[i]]);
+      }
+    }
+    else {
+
+      // Pushing the element in a leaf node
+      quad.elements.push(el);
+    }
+  }
+
+  /**
+   * Recursively retrieve every elements held by the node containing the
+   * searched point.
+   *
+   * @param  {object}  point The searched point (x, y).
+   * @param  {object}  quad  The searched quad.
+   * @return {array}         An array of elements contained in the relevant
+   *                         node.
+   */
+  function _quadRetrievePoint(point, quad) {
+    if (quad.level < quad.maxLevel) {
+      var index = _quadIndex(point, quad.bounds);
+
+      // If node does not exist we return an empty list
+      if (quad.nodes[index] !== undefined) {
+        return _quadRetrievePoint(point, quad.nodes[index]);
+      }
+      else {
+        return [];
+      }
+    }
+    else {
+      return quad.elements;
+    }
+  }
+
+  /**
+   * Recursively retrieve every elements contained within an rectangular area
+   * that may or may not be axis-aligned.
+   *
+   * @param  {object|array} rectData       The searched area defined either by
+   *                                       an array of four corners (x, y) in
+   *                                       the case of a non-axis-aligned
+   *                                       rectangle or an object with two top
+   *                                       points (x1, y1), (x2, y2) and height.
+   * @param  {object}       quad           The searched quad.
+   * @param  {function}     collisionFunc  The collision function used to search
+   *                                       for node indexes.
+   * @param  {array?}       els            The retrieved elements.
+   * @return {array}                       An array of elements contained in the
+   *                                       area.
+   */
+  function _quadRetrieveArea(rectData, quad, collisionFunc, els) {
+    els = els || {};
+
+    if (quad.level < quad.maxLevel) {
+      var indexes = collisionFunc(rectData, quad.corners);
+
+      for (var i = 0, l = indexes.length; i < l; i++)
+        if (quad.nodes[indexes[i]] !== undefined)
+          _quadRetrieveArea(
+            rectData,
+            quad.nodes[indexes[i]],
+            collisionFunc,
+            els
+          );
+    } else
+      for (var j = 0, m = quad.elements.length; j < m; j++)
+        if (els[quad.elements[j].id] === undefined)
+          els[quad.elements[j].id] = quad.elements[j];
+
+    return els;
+  }
+
+  /**
+   * Creates the quadtree object itself.
+   *
+   * @param  {object}   bounds       The boundaries of the quad defined by an
+   *                                 origin (x, y), width and heigth.
+   * @param  {integer}  level        The level of the quad in the tree.
+   * @param  {integer}  maxElements  The max number of element in a leaf node.
+   * @param  {integer}  maxLevel     The max recursion level of the tree.
+   * @return {object}                The quadtree object.
+   */
+  function _quadTree(bounds, level, maxElements, maxLevel) {
+    return {
+      level: level || 0,
+      bounds: bounds,
+      corners: _geom.splitSquare(bounds),
+      maxElements: maxElements || 40,
+      maxLevel: maxLevel || 8,
+      elements: [],
+      nodes: []
+    };
+  }
+
+
+  /**
+   * Sigma Quad Constructor
+   * ----------------------
+   *
+   * The edgequad API as exposed to sigma.
+   */
+
+  /**
+   * The edgequad core that will become the sigma interface with the quadtree.
+   *
+   * property {object} _tree     Property holding the quadtree object.
+   * property {object} _geom     Exposition of the _geom namespace for testing.
+   * property {object} _cache    Cache for the area method.
+   * property {boolean} _enabled Can index and retreive elements.
+   */
+  var edgequad = function() {
+    this._geom = _geom;
+    this._tree = null;
+    this._cache = {
+      query: false,
+      result: false
+    };
+    this._enabled = true;
+  };
+
+  /**
+   * Index a graph by inserting its edges into the quadtree.
+   *
+   * @param  {object} graph   A graph instance.
+   * @param  {object} params  An object of parameters with at least the quad
+   *                          bounds.
+   * @return {object}         The quadtree object.
+   *
+   * Parameters:
+   * ----------
+   * bounds:      {object}   boundaries of the quad defined by its origin (x, y)
+   *                         width and heigth.
+   * prefix:      {string?}  a prefix for edge geometric attributes.
+   * maxElements: {integer?} the max number of elements in a leaf node.
+   * maxLevel:    {integer?} the max recursion level of the tree.
+   */
+  edgequad.prototype.index = function(graph, params) {
+    if (!this._enabled)
+      return this._tree;
+
+    // Enforcing presence of boundaries
+    if (!params.bounds)
+      throw 'sigma.classes.edgequad.index: bounds information not given.';
+
+    // Prefix
+    var prefix = params.prefix || '',
+        cp,
+        source,
+        target,
+        n,
+        e;
+
+    // Building the tree
+    this._tree = _quadTree(
+      params.bounds,
+      0,
+      params.maxElements,
+      params.maxLevel
+    );
+
+    var edges = graph.edges();
+
+    // Inserting graph edges into the tree
+    for (var i = 0, l = edges.length; i < l; i++) {
+      source = graph.nodes(edges[i].source);
+      target = graph.nodes(edges[i].target);
+      e = {
+        x1: source[prefix + 'x'],
+        y1: source[prefix + 'y'],
+        x2: target[prefix + 'x'],
+        y2: target[prefix + 'y'],
+        size: edges[i][prefix + 'size'] || 0
+      };
+
+      // Inserting edge
+      if (edges[i].type === 'curve' || edges[i].type === 'curvedArrow') {
+        if (source.id === target.id) {
+          n = {
+            x: source[prefix + 'x'],
+            y: source[prefix + 'y'],
+            size: source[prefix + 'size'] || 0
+          };
+          _quadInsert(
+            edges[i],
+            _geom.selfLoopToSquare(n),
+            this._tree);
+        }
+        else {
+          cp = sigma.utils.getQuadraticControlPoint(e.x1, e.y1, e.x2, e.y2);
+          _quadInsert(
+            edges[i],
+            _geom.quadraticCurveToSquare(e, cp),
+            this._tree);
+        }
+      }
+      else {
+        _quadInsert(
+          edges[i],
+          _geom.lineToSquare(e),
+          this._tree);
+      }
+    }
+
+    // Reset cache:
+    this._cache = {
+      query: false,
+      result: false
+    };
+
+    // remove?
+    return this._tree;
+  };
+
+  /**
+   * Retrieve every graph edges held by the quadtree node containing the
+   * searched point.
+   *
+   * @param  {number} x of the point.
+   * @param  {number} y of the point.
+   * @return {array}  An array of edges retrieved.
+   */
+  edgequad.prototype.point = function(x, y) {
+    if (!this._enabled)
+      return [];
+
+    return this._tree ?
+      _quadRetrievePoint({x: x, y: y}, this._tree) || [] :
+      [];
+  };
+
+  /**
+   * Retrieve every graph edges within a rectangular area. The methods keep the
+   * last area queried in cache for optimization reason and will act differently
+   * for the same reason if the area is axis-aligned or not.
+   *
+   * @param  {object} A rectangle defined by two top points (x1, y1), (x2, y2)
+   *                  and height.
+   * @return {array}  An array of edges retrieved.
+   */
+  edgequad.prototype.area = function(rect) {
+    if (!this._enabled)
+      return [];
+
+    var serialized = JSON.stringify(rect),
+        collisionFunc,
+        rectData;
+
+    // Returning cache?
+    if (this._cache.query === serialized)
+      return this._cache.result;
+
+    // Axis aligned ?
+    if (_geom.isAxisAligned(rect)) {
+      collisionFunc = _quadIndexes;
+      rectData = _geom.axisAlignedTopPoints(rect);
+    }
+    else {
+      collisionFunc = _quadCollision;
+      rectData = _geom.rectangleCorners(rect);
+    }
+
+    // Retrieving edges
+    var edges = this._tree ?
+      _quadRetrieveArea(
+        rectData,
+        this._tree,
+        collisionFunc
+      ) :
+      [];
+
+    // Object to array
+    var edgesArray = [];
+    for (var i in edges)
+      edgesArray.push(edges[i]);
+
+    // Caching
+    this._cache.query = serialized;
+    this._cache.result = edgesArray;
+
+    return edgesArray;
+  };
+
+
+  /**
+   * EXPORT:
+   * *******
+   */
+  if (typeof this.sigma !== 'undefined') {
+    this.sigma.classes = this.sigma.classes || {};
+    this.sigma.classes.edgequad = edgequad;
+  } else if (typeof exports !== 'undefined') {
+    if (typeof module !== 'undefined' && module.exports)
+      exports = module.exports = edgequad;
+    exports.edgequad = edgequad;
+  } else
+    this.edgequad = edgequad;
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.captors');
+
+  /**
+   * The user inputs default captor. It deals with mouse events, keyboards
+   * events and touch events.
+   *
+   * @param  {DOMElement}   target   The DOM element where the listeners will be
+   *                                 bound.
+   * @param  {camera}       camera   The camera related to the target.
+   * @param  {configurable} settings The settings function.
+   * @return {sigma.captor}          The fresh new captor instance.
+   */
+  sigma.captors.mouse = function(target, camera, settings) {
+    var _self = this,
+        _target = target,
+        _camera = camera,
+        _settings = settings,
+
+        // CAMERA MANAGEMENT:
+        // ******************
+        // The camera position when the user starts dragging:
+        _startCameraX,
+        _startCameraY,
+        _startCameraAngle,
+
+        // The latest stage position:
+        _lastCameraX,
+        _lastCameraY,
+        _lastCameraAngle,
+        _lastCameraRatio,
+
+        // MOUSE MANAGEMENT:
+        // *****************
+        // The mouse position when the user starts dragging:
+        _startMouseX,
+        _startMouseY,
+
+        _isMouseDown,
+        _isMoving,
+        _hasDragged,
+        _downStartTime,
+        _movingTimeoutId;
+
+    sigma.classes.dispatcher.extend(this);
+
+    sigma.utils.doubleClick(_target, 'click', _doubleClickHandler);
+    _target.addEventListener('DOMMouseScroll', _wheelHandler, false);
+    _target.addEventListener('mousewheel', _wheelHandler, false);
+    _target.addEventListener('mousemove', _moveHandler, false);
+    _target.addEventListener('mousedown', _downHandler, false);
+    _target.addEventListener('click', _clickHandler, false);
+    _target.addEventListener('mouseout', _outHandler, false);
+    document.addEventListener('mouseup', _upHandler, false);
+
+
+
+
+    /**
+     * This method unbinds every handlers that makes the captor work.
+     */
+    this.kill = function() {
+      sigma.utils.unbindDoubleClick(_target, 'click');
+      _target.removeEventListener('DOMMouseScroll', _wheelHandler);
+      _target.removeEventListener('mousewheel', _wheelHandler);
+      _target.removeEventListener('mousemove', _moveHandler);
+      _target.removeEventListener('mousedown', _downHandler);
+      _target.removeEventListener('click', _clickHandler);
+      _target.removeEventListener('mouseout', _outHandler);
+      document.removeEventListener('mouseup', _upHandler);
+    };
+
+
+
+
+    // MOUSE EVENTS:
+    // *************
+
+    /**
+     * The handler listening to the 'move' mouse event. It will effectively
+     * drag the graph.
+     *
+     * @param {event} e A mouse event.
+     */
+    function _moveHandler(e) {
+      var x,
+          y,
+          pos;
+
+      // Dispatch event:
+      if (_settings('mouseEnabled'))
+        _self.dispatchEvent('mousemove', {
+          x: sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
+          y: sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
+          clientX: e.clientX,
+          clientY: e.clientY,
+          ctrlKey: e.ctrlKey,
+          metaKey: e.metaKey,
+          altKey: e.altKey,
+          shiftKey: e.shiftKey
+        });
+
+      if (_settings('mouseEnabled') && _isMouseDown) {
+        _isMoving = true;
+        _hasDragged = true;
+
+        if (_movingTimeoutId)
+          clearTimeout(_movingTimeoutId);
+
+        _movingTimeoutId = setTimeout(function() {
+          _isMoving = false;
+        }, _settings('dragTimeout'));
+
+        sigma.misc.animation.killAll(_camera);
+
+        _camera.isMoving = true;
+        pos = _camera.cameraPosition(
+          sigma.utils.getX(e) - _startMouseX,
+          sigma.utils.getY(e) - _startMouseY,
+          true
+        );
+
+        x = _startCameraX - pos.x;
+        y = _startCameraY - pos.y;
+
+        if (x !== _camera.x || y !== _camera.y) {
+          _lastCameraX = _camera.x;
+          _lastCameraY = _camera.y;
+
+          _camera.goTo({
+            x: x,
+            y: y
+          });
+        }
+
+        if (e.preventDefault)
+          e.preventDefault();
+        else
+          e.returnValue = false;
+
+        e.stopPropagation();
+        return false;
+      }
+    }
+
+    /**
+     * The handler listening to the 'up' mouse event. It will stop dragging the
+     * graph.
+     *
+     * @param {event} e A mouse event.
+     */
+    function _upHandler(e) {
+      if (_settings('mouseEnabled') && _isMouseDown) {
+        _isMouseDown = false;
+        if (_movingTimeoutId)
+          clearTimeout(_movingTimeoutId);
+
+        _camera.isMoving = false;
+
+        var x = sigma.utils.getX(e),
+            y = sigma.utils.getY(e);
+
+        if (_isMoving) {
+          sigma.misc.animation.killAll(_camera);
+          sigma.misc.animation.camera(
+            _camera,
+            {
+              x: _camera.x +
+                _settings('mouseInertiaRatio') * (_camera.x - _lastCameraX),
+              y: _camera.y +
+                _settings('mouseInertiaRatio') * (_camera.y - _lastCameraY)
+            },
+            {
+              easing: 'quadraticOut',
+              duration: _settings('mouseInertiaDuration')
+            }
+          );
+        } else if (
+          _startMouseX !== x ||
+          _startMouseY !== y
+        )
+          _camera.goTo({
+            x: _camera.x,
+            y: _camera.y
+          });
+
+        _self.dispatchEvent('mouseup', {
+          x: x - sigma.utils.getWidth(e) / 2,
+          y: y - sigma.utils.getHeight(e) / 2,
+          clientX: e.clientX,
+          clientY: e.clientY,
+          ctrlKey: e.ctrlKey,
+          metaKey: e.metaKey,
+          altKey: e.altKey,
+          shiftKey: e.shiftKey
+        });
+
+        // Update _isMoving flag:
+        _isMoving = false;
+      }
+    }
+
+    /**
+     * The handler listening to the 'down' mouse event. It will start observing
+     * the mouse position for dragging the graph.
+     *
+     * @param {event} e A mouse event.
+     */
+    function _downHandler(e) {
+      if (_settings('mouseEnabled')) {
+        _startCameraX = _camera.x;
+        _startCameraY = _camera.y;
+
+        _lastCameraX = _camera.x;
+        _lastCameraY = _camera.y;
+
+        _startMouseX = sigma.utils.getX(e);
+        _startMouseY = sigma.utils.getY(e);
+
+        _hasDragged = false;
+        _downStartTime = (new Date()).getTime();
+
+        switch (e.which) {
+          case 2:
+            // Middle mouse button pressed
+            // Do nothing.
+            break;
+          case 3:
+            // Right mouse button pressed
+            _self.dispatchEvent('rightclick', {
+              x: _startMouseX - sigma.utils.getWidth(e) / 2,
+              y: _startMouseY - sigma.utils.getHeight(e) / 2,
+              clientX: e.clientX,
+              clientY: e.clientY,
+              ctrlKey: e.ctrlKey,
+              metaKey: e.metaKey,
+              altKey: e.altKey,
+              shiftKey: e.shiftKey
+            });
+            break;
+          // case 1:
+          default:
+            // Left mouse button pressed
+            _isMouseDown = true;
+
+            _self.dispatchEvent('mousedown', {
+              x: _startMouseX - sigma.utils.getWidth(e) / 2,
+              y: _startMouseY - sigma.utils.getHeight(e) / 2,
+              clientX: e.clientX,
+              clientY: e.clientY,
+              ctrlKey: e.ctrlKey,
+              metaKey: e.metaKey,
+              altKey: e.altKey,
+              shiftKey: e.shiftKey
+            });
+        }
+      }
+    }
+
+    /**
+     * The handler listening to the 'out' mouse event. It will just redispatch
+     * the event.
+     *
+     * @param {event} e A mouse event.
+     */
+    function _outHandler(e) {
+      if (_settings('mouseEnabled'))
+        _self.dispatchEvent('mouseout');
+    }
+
+    /**
+     * The handler listening to the 'click' mouse event. It will redispatch the
+     * click event, but with normalized X and Y coordinates.
+     *
+     * @param {event} e A mouse event.
+     */
+    function _clickHandler(e) {
+      if (_settings('mouseEnabled'))
+        _self.dispatchEvent('click', {
+          x: sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
+          y: sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
+          clientX: e.clientX,
+          clientY: e.clientY,
+          ctrlKey: e.ctrlKey,
+          metaKey: e.metaKey,
+          altKey: e.altKey,
+          shiftKey: e.shiftKey,
+          isDragging:
+            (((new Date()).getTime() - _downStartTime) > 100) &&
+            _hasDragged
+        });
+
+      if (e.preventDefault)
+        e.preventDefault();
+      else
+        e.returnValue = false;
+
+      e.stopPropagation();
+      return false;
+    }
+
+    /**
+     * The handler listening to the double click custom event. It will
+     * basically zoom into the graph.
+     *
+     * @param {event} e A mouse event.
+     */
+    function _doubleClickHandler(e) {
+      var pos,
+          ratio,
+          animation;
+
+      if (_settings('mouseEnabled')) {
+        ratio = 1 / _settings('doubleClickZoomingRatio');
+
+        _self.dispatchEvent('doubleclick', {
+          x: _startMouseX - sigma.utils.getWidth(e) / 2,
+          y: _startMouseY - sigma.utils.getHeight(e) / 2,
+          clientX: e.clientX,
+          clientY: e.clientY,
+          ctrlKey: e.ctrlKey,
+          metaKey: e.metaKey,
+          altKey: e.altKey,
+          shiftKey: e.shiftKey
+        });
+
+        if (_settings('doubleClickEnabled')) {
+          pos = _camera.cameraPosition(
+            sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
+            sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
+            true
+          );
+
+          animation = {
+            duration: _settings('doubleClickZoomDuration')
+          };
+
+          sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
+        }
+
+        if (e.preventDefault)
+          e.preventDefault();
+        else
+          e.returnValue = false;
+
+        e.stopPropagation();
+        return false;
+      }
+    }
+
+    /**
+     * The handler listening to the 'wheel' mouse event. It will basically zoom
+     * in or not into the graph.
+     *
+     * @param {event} e A mouse event.
+     */
+    function _wheelHandler(e) {
+      var pos,
+          ratio,
+          animation;
+
+      if (_settings('mouseEnabled') && _settings('mouseWheelEnabled')) {
+        ratio = sigma.utils.getDelta(e) > 0 ?
+          1 / _settings('zoomingRatio') :
+          _settings('zoomingRatio');
+
+        pos = _camera.cameraPosition(
+          sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
+          sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
+          true
+        );
+
+        animation = {
+          duration: _settings('mouseZoomDuration')
+        };
+
+        sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
+
+        if (e.preventDefault)
+          e.preventDefault();
+        else
+          e.returnValue = false;
+
+        e.stopPropagation();
+        return false;
+      }
+    }
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.captors');
+
+  /**
+   * The user inputs default captor. It deals with mouse events, keyboards
+   * events and touch events.
+   *
+   * @param  {DOMElement}   target   The DOM element where the listeners will be
+   *                                 bound.
+   * @param  {camera}       camera   The camera related to the target.
+   * @param  {configurable} settings The settings function.
+   * @return {sigma.captor}          The fresh new captor instance.
+   */
+  sigma.captors.touch = function(target, camera, settings) {
+    var _self = this,
+        _target = target,
+        _camera = camera,
+        _settings = settings,
+
+        // CAMERA MANAGEMENT:
+        // ******************
+        // The camera position when the user starts dragging:
+        _startCameraX,
+        _startCameraY,
+        _startCameraAngle,
+        _startCameraRatio,
+
+        // The latest stage position:
+        _lastCameraX,
+        _lastCameraY,
+        _lastCameraAngle,
+        _lastCameraRatio,
+
+        // TOUCH MANAGEMENT:
+        // *****************
+        // Touches that are down:
+        _downTouches = [],
+
+        _startTouchX0,
+        _startTouchY0,
+        _startTouchX1,
+        _startTouchY1,
+        _startTouchAngle,
+        _startTouchDistance,
+
+        _touchMode,
+
+        _isMoving,
+        _doubleTap,
+        _movingTimeoutId;
+
+    sigma.classes.dispatcher.extend(this);
+
+    sigma.utils.doubleClick(_target, 'touchstart', _doubleTapHandler);
+    _target.addEventListener('touchstart', _handleStart, false);
+    _target.addEventListener('touchend', _handleLeave, false);
+    _target.addEventListener('touchcancel', _handleLeave, false);
+    _target.addEventListener('touchleave', _handleLeave, false);
+    _target.addEventListener('touchmove', _handleMove, false);
+
+    function position(e) {
+      var offset = sigma.utils.getOffset(_target);
+
+      return {
+        x: e.pageX - offset.left,
+        y: e.pageY - offset.top
+      };
+    }
+
+
+
+
+    /**
+     * This method unbinds every handlers that makes the captor work.
+     */
+    this.kill = function() {
+      sigma.utils.unbindDoubleClick(_target, 'touchstart');
+      _target.addEventListener('touchstart', _handleStart);
+      _target.addEventListener('touchend', _handleLeave);
+      _target.addEventListener('touchcancel', _handleLeave);
+      _target.addEventListener('touchleave', _handleLeave);
+      _target.addEventListener('touchmove', _handleMove);
+    };
+
+
+
+
+    // TOUCH EVENTS:
+    // *************
+    /**
+     * The handler listening to the 'touchstart' event. It will set the touch
+     * mode ("_touchMode") and start observing the user touch moves.
+     *
+     * @param {event} e A touch event.
+     */
+    function _handleStart(e) {
+      if (_settings('touchEnabled')) {
+        var x0,
+            x1,
+            y0,
+            y1,
+            pos0,
+            pos1;
+
+        _downTouches = e.touches;
+
+        switch (_downTouches.length) {
+          case 1:
+            _camera.isMoving = true;
+            _touchMode = 1;
+
+            _startCameraX = _camera.x;
+            _startCameraY = _camera.y;
+
+            _lastCameraX = _camera.x;
+            _lastCameraY = _camera.y;
+
+            pos0 = position(_downTouches[0]);
+            _startTouchX0 = pos0.x;
+            _startTouchY0 = pos0.y;
+
+            break;
+          case 2:
+            _camera.isMoving = true;
+            _touchMode = 2;
+
+            pos0 = position(_downTouches[0]);
+            pos1 = position(_downTouches[1]);
+            x0 = pos0.x;
+            y0 = pos0.y;
+            x1 = pos1.x;
+            y1 = pos1.y;
+
+            _lastCameraX = _camera.x;
+            _lastCameraY = _camera.y;
+
+            _startCameraAngle = _camera.angle;
+            _startCameraRatio = _camera.ratio;
+
+            _startCameraX = _camera.x;
+            _startCameraY = _camera.y;
+
+            _startTouchX0 = x0;
+            _startTouchY0 = y0;
+            _startTouchX1 = x1;
+            _startTouchY1 = y1;
+
+            _startTouchAngle = Math.atan2(
+              _startTouchY1 - _startTouchY0,
+              _startTouchX1 - _startTouchX0
+            );
+            _startTouchDistance = Math.sqrt(
+              Math.pow(_startTouchY1 - _startTouchY0, 2) +
+              Math.pow(_startTouchX1 - _startTouchX0, 2)
+            );
+
+            e.preventDefault();
+            return false;
+        }
+      }
+    }
+
+    /**
+     * The handler listening to the 'touchend', 'touchcancel' and 'touchleave'
+     * event. It will update the touch mode if there are still at least one
+     * finger, and stop dragging else.
+     *
+     * @param {event} e A touch event.
+     */
+    function _handleLeave(e) {
+      if (_settings('touchEnabled')) {
+        _downTouches = e.touches;
+        var inertiaRatio = _settings('touchInertiaRatio');
+
+        if (_movingTimeoutId) {
+          _isMoving = false;
+          clearTimeout(_movingTimeoutId);
+        }
+
+        switch (_touchMode) {
+          case 2:
+            if (e.touches.length === 1) {
+              _handleStart(e);
+
+              e.preventDefault();
+              break;
+            }
+            /* falls through */
+          case 1:
+            _camera.isMoving = false;
+            _self.dispatchEvent('stopDrag');
+
+            if (_isMoving) {
+              _doubleTap = false;
+              sigma.misc.animation.camera(
+                _camera,
+                {
+                  x: _camera.x +
+                    inertiaRatio * (_camera.x - _lastCameraX),
+                  y: _camera.y +
+                    inertiaRatio * (_camera.y - _lastCameraY)
+                },
+                {
+                  easing: 'quadraticOut',
+                  duration: _settings('touchInertiaDuration')
+                }
+              );
+            }
+
+            _isMoving = false;
+            _touchMode = 0;
+            break;
+        }
+      }
+    }
+
+    /**
+     * The handler listening to the 'touchmove' event. It will effectively drag
+     * the graph, and eventually zooms and turn it if the user is using two
+     * fingers.
+     *
+     * @param {event} e A touch event.
+     */
+    function _handleMove(e) {
+      if (!_doubleTap && _settings('touchEnabled')) {
+        var x0,
+            x1,
+            y0,
+            y1,
+            cos,
+            sin,
+            end,
+            pos0,
+            pos1,
+            diff,
+            start,
+            dAngle,
+            dRatio,
+            newStageX,
+            newStageY,
+            newStageRatio,
+            newStageAngle;
+
+        _downTouches = e.touches;
+        _isMoving = true;
+
+        if (_movingTimeoutId)
+          clearTimeout(_movingTimeoutId);
+
+        _movingTimeoutId = setTimeout(function() {
+          _isMoving = false;
+        }, _settings('dragTimeout'));
+
+        switch (_touchMode) {
+          case 1:
+            pos0 = position(_downTouches[0]);
+            x0 = pos0.x;
+            y0 = pos0.y;
+
+            diff = _camera.cameraPosition(
+              x0 - _startTouchX0,
+              y0 - _startTouchY0,
+              true
+            );
+
+            newStageX = _startCameraX - diff.x;
+            newStageY = _startCameraY - diff.y;
+
+            if (newStageX !== _camera.x || newStageY !== _camera.y) {
+              _lastCameraX = _camera.x;
+              _lastCameraY = _camera.y;
+
+              _camera.goTo({
+                x: newStageX,
+                y: newStageY
+              });
+
+              _self.dispatchEvent('mousemove', {
+                x: pos0.x - sigma.utils.getWidth(e) / 2,
+                y: pos0.y - sigma.utils.getHeight(e) / 2,
+                clientX: e.clientX,
+                clientY: e.clientY,
+                ctrlKey: e.ctrlKey,
+                metaKey: e.metaKey,
+                altKey: e.altKey,
+                shiftKey: e.shiftKey
+              });
+
+              _self.dispatchEvent('drag');
+            }
+            break;
+          case 2:
+            pos0 = position(_downTouches[0]);
+            pos1 = position(_downTouches[1]);
+            x0 = pos0.x;
+            y0 = pos0.y;
+            x1 = pos1.x;
+            y1 = pos1.y;
+
+            start = _camera.cameraPosition(
+              (_startTouchX0 + _startTouchX1) / 2 -
+                sigma.utils.getWidth(e) / 2,
+              (_startTouchY0 + _startTouchY1) / 2 -
+                sigma.utils.getHeight(e) / 2,
+              true
+            );
+            end = _camera.cameraPosition(
+              (x0 + x1) / 2 - sigma.utils.getWidth(e) / 2,
+              (y0 + y1) / 2 - sigma.utils.getHeight(e) / 2,
+              true
+            );
+
+            dAngle = Math.atan2(y1 - y0, x1 - x0) - _startTouchAngle;
+            dRatio = Math.sqrt(
+              Math.pow(y1 - y0, 2) + Math.pow(x1 - x0, 2)
+            ) / _startTouchDistance;
+
+            // Translation:
+            x0 = start.x;
+            y0 = start.y;
+
+            // Homothetic transformation:
+            newStageRatio = _startCameraRatio / dRatio;
+            x0 = x0 * dRatio;
+            y0 = y0 * dRatio;
+
+            // Rotation:
+            newStageAngle = _startCameraAngle - dAngle;
+            cos = Math.cos(-dAngle);
+            sin = Math.sin(-dAngle);
+            x1 = x0 * cos + y0 * sin;
+            y1 = y0 * cos - x0 * sin;
+            x0 = x1;
+            y0 = y1;
+
+            // Finalize:
+            newStageX = x0 - end.x + _startCameraX;
+            newStageY = y0 - end.y + _startCameraY;
+
+            if (
+              newStageRatio !== _camera.ratio ||
+              newStageAngle !== _camera.angle ||
+              newStageX !== _camera.x ||
+              newStageY !== _camera.y
+            ) {
+              _lastCameraX = _camera.x;
+              _lastCameraY = _camera.y;
+              _lastCameraAngle = _camera.angle;
+              _lastCameraRatio = _camera.ratio;
+
+              _camera.goTo({
+                x: newStageX,
+                y: newStageY,
+                angle: newStageAngle,
+                ratio: newStageRatio
+              });
+
+              _self.dispatchEvent('drag');
+            }
+
+            break;
+        }
+
+        e.preventDefault();
+        return false;
+      }
+    }
+
+    /**
+     * The handler listening to the double tap custom event. It will
+     * basically zoom into the graph.
+     *
+     * @param {event} e A touch event.
+     */
+    function _doubleTapHandler(e) {
+      var pos,
+          ratio,
+          animation;
+
+      if (e.touches && e.touches.length === 1 && _settings('touchEnabled')) {
+        _doubleTap = true;
+
+        ratio = 1 / _settings('doubleClickZoomingRatio');
+
+        pos = position(e.touches[0]);
+        _self.dispatchEvent('doubleclick', {
+          x: pos.x - sigma.utils.getWidth(e) / 2,
+          y: pos.y - sigma.utils.getHeight(e) / 2,
+          clientX: e.clientX,
+          clientY: e.clientY,
+          ctrlKey: e.ctrlKey,
+          metaKey: e.metaKey,
+          altKey: e.altKey,
+          shiftKey: e.shiftKey
+        });
+
+        if (_settings('doubleClickEnabled')) {
+          pos = _camera.cameraPosition(
+            pos.x - sigma.utils.getWidth(e) / 2,
+            pos.y - sigma.utils.getHeight(e) / 2,
+            true
+          );
+
+          animation = {
+            duration: _settings('doubleClickZoomDuration'),
+            onComplete: function() {
+              _doubleTap = false;
+            }
+          };
+
+          sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
+        }
+
+        if (e.preventDefault)
+          e.preventDefault();
+        else
+          e.returnValue = false;
+
+        e.stopPropagation();
+        return false;
+      }
+    }
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  if (typeof conrad === 'undefined')
+    throw 'conrad is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.renderers');
+
+  /**
+   * This function is the constructor of the canvas sigma's renderer.
+   *
+   * @param  {sigma.classes.graph}            graph    The graph to render.
+   * @param  {sigma.classes.camera}           camera   The camera.
+   * @param  {configurable}           settings The sigma instance settings
+   *                                           function.
+   * @param  {object}                 object   The options object.
+   * @return {sigma.renderers.canvas}          The renderer instance.
+   */
+  sigma.renderers.canvas = function(graph, camera, settings, options) {
+    if (typeof options !== 'object')
+      throw 'sigma.renderers.canvas: Wrong arguments.';
+
+    if (!(options.container instanceof HTMLElement))
+      throw 'Container not found.';
+
+    var k,
+        i,
+        l,
+        a,
+        fn,
+        self = this;
+
+    sigma.classes.dispatcher.extend(this);
+
+    // Initialize main attributes:
+    Object.defineProperty(this, 'conradId', {
+      value: sigma.utils.id()
+    });
+    this.graph = graph;
+    this.camera = camera;
+    this.contexts = {};
+    this.domElements = {};
+    this.options = options;
+    this.container = this.options.container;
+    this.settings = (
+        typeof options.settings === 'object' &&
+        options.settings
+      ) ?
+        settings.embedObjects(options.settings) :
+        settings;
+
+    // Node indexes:
+    this.nodesOnScreen = [];
+    this.edgesOnScreen = [];
+
+    // Conrad related attributes:
+    this.jobs = {};
+
+    // Find the prefix:
+    this.options.prefix = 'renderer' + this.conradId + ':';
+
+    // Initialize the DOM elements:
+    if (
+      !this.settings('batchEdgesDrawing')
+    ) {
+      this.initDOM('canvas', 'scene');
+      this.contexts.edges = this.contexts.scene;
+      this.contexts.nodes = this.contexts.scene;
+      this.contexts.labels = this.contexts.scene;
+    } else {
+      this.initDOM('canvas', 'edges');
+      this.initDOM('canvas', 'scene');
+      this.contexts.nodes = this.contexts.scene;
+      this.contexts.labels = this.contexts.scene;
+    }
+
+    this.initDOM('canvas', 'mouse');
+    this.contexts.hover = this.contexts.mouse;
+
+    // Initialize captors:
+    this.captors = [];
+    a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch];
+    for (i = 0, l = a.length; i < l; i++) {
+      fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]];
+      this.captors.push(
+        new fn(
+          this.domElements.mouse,
+          this.camera,
+          this.settings
+        )
+      );
+    }
+
+    // Deal with sigma events:
+    sigma.misc.bindEvents.call(this, this.options.prefix);
+    sigma.misc.drawHovers.call(this, this.options.prefix);
+
+    this.resize(false);
+  };
+
+
+
+
+  /**
+   * This method renders the graph on the canvases.
+   *
+   * @param  {?object}                options Eventually an object of options.
+   * @return {sigma.renderers.canvas}         Returns the instance itself.
+   */
+  sigma.renderers.canvas.prototype.render = function(options) {
+    options = options || {};
+
+    var a,
+        i,
+        k,
+        l,
+        o,
+        id,
+        end,
+        job,
+        start,
+        edges,
+        renderers,
+        rendererType,
+        batchSize,
+        tempGCO,
+        index = {},
+        graph = this.graph,
+        nodes = this.graph.nodes,
+        prefix = this.options.prefix || '',
+        drawEdges = this.settings(options, 'drawEdges'),
+        drawNodes = this.settings(options, 'drawNodes'),
+        drawLabels = this.settings(options, 'drawLabels'),
+        drawEdgeLabels = this.settings(options, 'drawEdgeLabels'),
+        embedSettings = this.settings.embedObjects(options, {
+          prefix: this.options.prefix
+        });
+
+    // Call the resize function:
+    this.resize(false);
+
+    // Check the 'hideEdgesOnMove' setting:
+    if (this.settings(options, 'hideEdgesOnMove'))
+      if (this.camera.isAnimated || this.camera.isMoving)
+        drawEdges = false;
+
+    // Apply the camera's view:
+    this.camera.applyView(
+      undefined,
+      this.options.prefix,
+      {
+        width: this.width,
+        height: this.height
+      }
+    );
+
+    // Clear canvases:
+    this.clear();
+
+    // Kill running jobs:
+    for (k in this.jobs)
+      if (conrad.hasJob(k))
+        conrad.killJob(k);
+
+    // Find which nodes are on screen:
+    this.edgesOnScreen = [];
+    this.nodesOnScreen = this.camera.quadtree.area(
+      this.camera.getRectangle(this.width, this.height)
+    );
+
+    for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
+      index[a[i].id] = a[i];
+
+    // Draw edges:
+    // - If settings('batchEdgesDrawing') is true, the edges are displayed per
+    //   batches. If not, they are drawn in one frame.
+    if (drawEdges) {
+      // First, let's identify which edges to draw. To do this, we just keep
+      // every edges that have at least one extremity displayed according to
+      // the quadtree and the "hidden" attribute. We also do not keep hidden
+      // edges.
+      for (a = graph.edges(), i = 0, l = a.length; i < l; i++) {
+        o = a[i];
+        if (
+          (index[o.source] || index[o.target]) &&
+          (!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden)
+        )
+          this.edgesOnScreen.push(o);
+      }
+
+      // If the "batchEdgesDrawing" settings is true, edges are batched:
+      if (this.settings(options, 'batchEdgesDrawing')) {
+        id = 'edges_' + this.conradId;
+        batchSize = embedSettings('canvasEdgesBatchSize');
+
+        edges = this.edgesOnScreen;
+        l = edges.length;
+
+        start = 0;
+        end = Math.min(edges.length, start + batchSize);
+
+        job = function() {
+          tempGCO = this.contexts.edges.globalCompositeOperation;
+          this.contexts.edges.globalCompositeOperation = 'destination-over';
+
+          renderers = sigma.canvas.edges;
+          for (i = start; i < end; i++) {
+            o = edges[i];
+            (renderers[
+              o.type || this.settings(options, 'defaultEdgeType')
+            ] || renderers.def)(
+              o,
+              graph.nodes(o.source),
+              graph.nodes(o.target),
+              this.contexts.edges,
+              embedSettings
+            );
+          }
+
+          // Draw edge labels:
+          if (drawEdgeLabels) {
+            renderers = sigma.canvas.edges.labels;
+            for (i = start; i < end; i++) {
+              o = edges[i];
+              if (!o.hidden)
+                (renderers[
+                  o.type || this.settings(options, 'defaultEdgeType')
+                ] || renderers.def)(
+                  o,
+                  graph.nodes(o.source),
+                  graph.nodes(o.target),
+                  this.contexts.labels,
+                  embedSettings
+                );
+            }
+          }
+
+          // Restore original globalCompositeOperation:
+          this.contexts.edges.globalCompositeOperation = tempGCO;
+
+          // Catch job's end:
+          if (end === edges.length) {
+            delete this.jobs[id];
+            return false;
+          }
+
+          start = end + 1;
+          end = Math.min(edges.length, start + batchSize);
+          return true;
+        };
+
+        this.jobs[id] = job;
+        conrad.addJob(id, job.bind(this));
+
+      // If not, they are drawn in one frame:
+      } else {
+        renderers = sigma.canvas.edges;
+        for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) {
+          o = a[i];
+          (renderers[
+            o.type || this.settings(options, 'defaultEdgeType')
+          ] || renderers.def)(
+            o,
+            graph.nodes(o.source),
+            graph.nodes(o.target),
+            this.contexts.edges,
+            embedSettings
+          );
+        }
+
+        // Draw edge labels:
+        // - No batching
+        if (drawEdgeLabels) {
+          renderers = sigma.canvas.edges.labels;
+          for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++)
+            if (!a[i].hidden)
+              (renderers[
+                a[i].type || this.settings(options, 'defaultEdgeType')
+              ] || renderers.def)(
+                a[i],
+                graph.nodes(a[i].source),
+                graph.nodes(a[i].target),
+                this.contexts.labels,
+                embedSettings
+              );
+        }
+      }
+    }
+
+    // Draw nodes:
+    // - No batching
+    if (drawNodes) {
+      renderers = sigma.canvas.nodes;
+      for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
+        if (!a[i].hidden)
+          (renderers[
+            a[i].type || this.settings(options, 'defaultNodeType')
+          ] || renderers.def)(
+            a[i],
+            this.contexts.nodes,
+            embedSettings
+          );
+    }
+
+    // Draw labels:
+    // - No batching
+    if (drawLabels) {
+      renderers = sigma.canvas.labels;
+      for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
+        if (!a[i].hidden)
+          (renderers[
+            a[i].type || this.settings(options, 'defaultNodeType')
+          ] || renderers.def)(
+            a[i],
+            this.contexts.labels,
+            embedSettings
+          );
+    }
+
+    this.dispatchEvent('render');
+
+    return this;
+  };
+
+  /**
+   * This method creates a DOM element of the specified type, switches its
+   * position to "absolute", references it to the domElements attribute, and
+   * finally appends it to the container.
+   *
+   * @param  {string} tag The label tag.
+   * @param  {string} id  The id of the element (to store it in "domElements").
+   */
+  sigma.renderers.canvas.prototype.initDOM = function(tag, id) {
+    var dom = document.createElement(tag);
+
+    dom.style.position = 'absolute';
+    dom.setAttribute('class', 'sigma-' + id);
+
+    this.domElements[id] = dom;
+    this.container.appendChild(dom);
+
+    if (tag.toLowerCase() === 'canvas')
+      this.contexts[id] = dom.getContext('2d');
+  };
+
+  /**
+   * This method resizes each DOM elements in the container and stores the new
+   * dimensions. Then, it renders the graph.
+   *
+   * @param  {?number}                width  The new width of the container.
+   * @param  {?number}                height The new height of the container.
+   * @return {sigma.renderers.canvas}        Returns the instance itself.
+   */
+  sigma.renderers.canvas.prototype.resize = function(w, h) {
+    var k,
+        oldWidth = this.width,
+        oldHeight = this.height,
+        pixelRatio = 1;
+        // TODO:
+        // *****
+        // This pixelRatio is the solution to display with the good definition
+        // on canvases on Retina displays (ie oversampling). Unfortunately, it
+        // has a huge performance cost...
+        //  > pixelRatio = window.devicePixelRatio || 1;
+
+    if (w !== undefined && h !== undefined) {
+      this.width = w;
+      this.height = h;
+    } else {
+      this.width = this.container.offsetWidth;
+      this.height = this.container.offsetHeight;
+
+      w = this.width;
+      h = this.height;
+    }
+
+    if (oldWidth !== this.width || oldHeight !== this.height) {
+      for (k in this.domElements) {
+        this.domElements[k].style.width = w + 'px';
+        this.domElements[k].style.height = h + 'px';
+
+        if (this.domElements[k].tagName.toLowerCase() === 'canvas') {
+          this.domElements[k].setAttribute('width', (w * pixelRatio) + 'px');
+          this.domElements[k].setAttribute('height', (h * pixelRatio) + 'px');
+
+          if (pixelRatio !== 1)
+            this.contexts[k].scale(pixelRatio, pixelRatio);
+        }
+      }
+    }
+
+    return this;
+  };
+
+  /**
+   * This method clears each canvas.
+   *
+   * @return {sigma.renderers.canvas} Returns the instance itself.
+   */
+  sigma.renderers.canvas.prototype.clear = function() {
+    var k;
+
+    for (k in this.domElements)
+      if (this.domElements[k].tagName === 'CANVAS')
+        this.domElements[k].width = this.domElements[k].width;
+
+    return this;
+  };
+
+  /**
+   * This method kills contexts and other attributes.
+   */
+  sigma.renderers.canvas.prototype.kill = function() {
+    var k,
+        captor;
+
+    // Kill captors:
+    while ((captor = this.captors.pop()))
+      captor.kill();
+    delete this.captors;
+
+    // Kill contexts:
+    for (k in this.domElements) {
+      this.domElements[k].parentNode.removeChild(this.domElements[k]);
+      delete this.domElements[k];
+      delete this.contexts[k];
+    }
+    delete this.domElements;
+    delete this.contexts;
+  };
+
+
+
+
+  /**
+   * The labels, nodes and edges renderers are stored in the three following
+   * objects. When an element is drawn, its type will be checked and if a
+   * renderer with the same name exists, it will be used. If not found, the
+   * default renderer will be used instead.
+   *
+   * They are stored in different files, in the "./canvas" folder.
+   */
+  sigma.utils.pkg('sigma.canvas.nodes');
+  sigma.utils.pkg('sigma.canvas.edges');
+  sigma.utils.pkg('sigma.canvas.labels');
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.renderers');
+
+  /**
+   * This function is the constructor of the canvas sigma's renderer.
+   *
+   * @param  {sigma.classes.graph}            graph    The graph to render.
+   * @param  {sigma.classes.camera}           camera   The camera.
+   * @param  {configurable}           settings The sigma instance settings
+   *                                           function.
+   * @param  {object}                 object   The options object.
+   * @return {sigma.renderers.canvas}          The renderer instance.
+   */
+  sigma.renderers.webgl = function(graph, camera, settings, options) {
+    if (typeof options !== 'object')
+      throw 'sigma.renderers.webgl: Wrong arguments.';
+
+    if (!(options.container instanceof HTMLElement))
+      throw 'Container not found.';
+
+    var k,
+        i,
+        l,
+        a,
+        fn,
+        _self = this;
+
+    sigma.classes.dispatcher.extend(this);
+
+    // Conrad related attributes:
+    this.jobs = {};
+
+    Object.defineProperty(this, 'conradId', {
+      value: sigma.utils.id()
+    });
+
+    // Initialize main attributes:
+    this.graph = graph;
+    this.camera = camera;
+    this.contexts = {};
+    this.domElements = {};
+    this.options = options;
+    this.container = this.options.container;
+    this.settings = (
+        typeof options.settings === 'object' &&
+        options.settings
+      ) ?
+        settings.embedObjects(options.settings) :
+        settings;
+
+    // Find the prefix:
+    this.options.prefix = this.camera.readPrefix;
+
+    // Initialize programs hash
+    Object.defineProperty(this, 'nodePrograms', {
+      value: {}
+    });
+    Object.defineProperty(this, 'edgePrograms', {
+      value: {}
+    });
+    Object.defineProperty(this, 'nodeFloatArrays', {
+      value: {}
+    });
+    Object.defineProperty(this, 'edgeFloatArrays', {
+      value: {}
+    });
+
+    // Initialize the DOM elements:
+    if (this.settings(options, 'batchEdgesDrawing')) {
+      this.initDOM('canvas', 'edges', true);
+      this.initDOM('canvas', 'nodes', true);
+    } else {
+      this.initDOM('canvas', 'scene', true);
+      this.contexts.nodes = this.contexts.scene;
+      this.contexts.edges = this.contexts.scene;
+    }
+
+    this.initDOM('canvas', 'labels');
+    this.initDOM('canvas', 'mouse');
+    this.contexts.hover = this.contexts.mouse;
+
+    // Initialize captors:
+    this.captors = [];
+    a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch];
+    for (i = 0, l = a.length; i < l; i++) {
+      fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]];
+      this.captors.push(
+        new fn(
+          this.domElements.mouse,
+          this.camera,
+          this.settings
+        )
+      );
+    }
+
+    // Deal with sigma events:
+    sigma.misc.bindEvents.call(this, this.camera.prefix);
+    sigma.misc.drawHovers.call(this, this.camera.prefix);
+
+    this.resize();
+  };
+
+
+
+
+  /**
+   * This method will generate the nodes and edges float arrays. This step is
+   * separated from the "render" method, because to keep WebGL efficient, since
+   * all the camera and middlewares are modelised as matrices and they do not
+   * require the float arrays to be regenerated.
+   *
+   * Basically, when the user moves the camera or applies some specific linear
+   * transformations, this process step will be skipped, and the "render"
+   * method will efficiently refresh the rendering.
+   *
+   * And when the user modifies the graph colors or positions (applying a new
+   * layout or filtering the colors, for instance), this "process" step will be
+   * required to regenerate the float arrays.
+   *
+   * @return {sigma.renderers.webgl} Returns the instance itself.
+   */
+  sigma.renderers.webgl.prototype.process = function() {
+    var a,
+        i,
+        l,
+        k,
+        type,
+        renderer,
+        graph = this.graph,
+        options = sigma.utils.extend(options, this.options);
+
+    // Empty float arrays:
+    for (k in this.nodeFloatArrays)
+      delete this.nodeFloatArrays[k];
+
+    for (k in this.edgeFloatArrays)
+      delete this.edgeFloatArrays[k];
+
+    // Sort edges and nodes per types:
+    for (a = graph.edges(), i = 0, l = a.length; i < l; i++) {
+      type = a[i].type || this.settings(options, 'defaultEdgeType');
+      k = (type && sigma.webgl.edges[type]) ? type : 'def';
+
+      if (!this.edgeFloatArrays[k])
+        this.edgeFloatArrays[k] = {
+          edges: []
+        };
+
+      this.edgeFloatArrays[k].edges.push(a[i]);
+    }
+
+    for (a = graph.nodes(), i = 0, l = a.length; i < l; i++) {
+      type = a[i].type || this.settings(options, 'defaultNodeType');
+      k = (type && sigma.webgl.nodes[type]) ? type : 'def';
+
+      if (!this.nodeFloatArrays[k])
+        this.nodeFloatArrays[k] = {
+          nodes: []
+        };
+
+      this.nodeFloatArrays[k].nodes.push(a[i]);
+    }
+
+    // Push edges:
+    for (k in this.edgeFloatArrays) {
+      renderer = sigma.webgl.edges[k];
+
+      for (a = this.edgeFloatArrays[k].edges, i = 0, l = a.length; i < l; i++) {
+        if (!this.edgeFloatArrays[k].array)
+          this.edgeFloatArrays[k].array = new Float32Array(
+            a.length * renderer.POINTS * renderer.ATTRIBUTES
+          );
+
+        // Just check that the edge and both its extremities are visible:
+        if (
+          !a[i].hidden &&
+          !graph.nodes(a[i].source).hidden &&
+          !graph.nodes(a[i].target).hidden
+        )
+          renderer.addEdge(
+            a[i],
+            graph.nodes(a[i].source),
+            graph.nodes(a[i].target),
+            this.edgeFloatArrays[k].array,
+            i * renderer.POINTS * renderer.ATTRIBUTES,
+            options.prefix,
+            this.settings
+          );
+      }
+    }
+
+    // Push nodes:
+    for (k in this.nodeFloatArrays) {
+      renderer = sigma.webgl.nodes[k];
+
+      for (a = this.nodeFloatArrays[k].nodes, i = 0, l = a.length; i < l; i++) {
+        if (!this.nodeFloatArrays[k].array)
+          this.nodeFloatArrays[k].array = new Float32Array(
+            a.length * renderer.POINTS * renderer.ATTRIBUTES
+          );
+
+        // Just check that the edge and both its extremities are visible:
+        if (
+          !a[i].hidden
+        )
+          renderer.addNode(
+            a[i],
+            this.nodeFloatArrays[k].array,
+            i * renderer.POINTS * renderer.ATTRIBUTES,
+            options.prefix,
+            this.settings
+          );
+      }
+    }
+
+    return this;
+  };
+
+
+
+
+  /**
+   * This method renders the graph. It basically calls each program (and
+   * generate them if they do not exist yet) to render nodes and edges, batched
+   * per renderer.
+   *
+   * As in the canvas renderer, it is possible to display edges, nodes and / or
+   * labels in batches, to make the whole thing way more scalable.
+   *
+   * @param  {?object}               params Eventually an object of options.
+   * @return {sigma.renderers.webgl}        Returns the instance itself.
+   */
+  sigma.renderers.webgl.prototype.render = function(params) {
+    var a,
+        i,
+        l,
+        k,
+        o,
+        program,
+        renderer,
+        self = this,
+        graph = this.graph,
+        nodesGl = this.contexts.nodes,
+        edgesGl = this.contexts.edges,
+        matrix = this.camera.getMatrix(),
+        options = sigma.utils.extend(params, this.options),
+        drawLabels = this.settings(options, 'drawLabels'),
+        drawEdges = this.settings(options, 'drawEdges'),
+        drawNodes = this.settings(options, 'drawNodes');
+
+    // Call the resize function:
+    this.resize(false);
+
+    // Check the 'hideEdgesOnMove' setting:
+    if (this.settings(options, 'hideEdgesOnMove'))
+      if (this.camera.isAnimated || this.camera.isMoving)
+        drawEdges = false;
+
+    // Clear canvases:
+    this.clear();
+
+    // Translate matrix to [width/2, height/2]:
+    matrix = sigma.utils.matrices.multiply(
+      matrix,
+      sigma.utils.matrices.translation(this.width / 2, this.height / 2)
+    );
+
+    // Kill running jobs:
+    for (k in this.jobs)
+      if (conrad.hasJob(k))
+        conrad.killJob(k);
+
+    if (drawEdges) {
+      if (this.settings(options, 'batchEdgesDrawing'))
+        (function() {
+          var a,
+              k,
+              i,
+              id,
+              job,
+              arr,
+              end,
+              start,
+              renderer,
+              batchSize,
+              currentProgram;
+
+          id = 'edges_' + this.conradId;
+          batchSize = this.settings(options, 'webglEdgesBatchSize');
+          a = Object.keys(this.edgeFloatArrays);
+
+          if (!a.length)
+            return;
+          i = 0;
+          renderer = sigma.webgl.edges[a[i]];
+          arr = this.edgeFloatArrays[a[i]].array;
+          start = 0;
+          end = Math.min(
+            start + batchSize * renderer.POINTS,
+            arr.length / renderer.ATTRIBUTES
+          );
+
+          job = function() {
+            // Check program:
+            if (!this.edgePrograms[a[i]])
+              this.edgePrograms[a[i]] = renderer.initProgram(edgesGl);
+
+            if (start < end) {
+              edgesGl.useProgram(this.edgePrograms[a[i]]);
+              renderer.render(
+                edgesGl,
+                this.edgePrograms[a[i]],
+                arr,
+                {
+                  settings: this.settings,
+                  matrix: matrix,
+                  width: this.width,
+                  height: this.height,
+                  ratio: this.camera.ratio,
+                  scalingRatio: this.settings(
+                    options,
+                    'webglOversamplingRatio'
+                  ),
+                  start: start,
+                  count: end - start
+                }
+              );
+            }
+
+            // Catch job's end:
+            if (
+              end >= arr.length / renderer.ATTRIBUTES &&
+              i === a.length - 1
+            ) {
+              delete this.jobs[id];
+              return false;
+            }
+
+            if (end >= arr.length / renderer.ATTRIBUTES) {
+              i++;
+              arr = this.edgeFloatArrays[a[i]].array;
+              renderer = sigma.webgl.edges[a[i]];
+              start = 0;
+              end = Math.min(
+                start + batchSize * renderer.POINTS,
+                arr.length / renderer.ATTRIBUTES
+              );
+            } else {
+              start = end;
+              end = Math.min(
+                start + batchSize * renderer.POINTS,
+                arr.length / renderer.ATTRIBUTES
+              );
+            }
+
+            return true;
+          };
+
+          this.jobs[id] = job;
+          conrad.addJob(id, job.bind(this));
+        }).call(this);
+      else {
+        for (k in this.edgeFloatArrays) {
+          renderer = sigma.webgl.edges[k];
+
+          // Check program:
+          if (!this.edgePrograms[k])
+            this.edgePrograms[k] = renderer.initProgram(edgesGl);
+
+          // Render
+          if (this.edgeFloatArrays[k]) {
+            edgesGl.useProgram(this.edgePrograms[k]);
+            renderer.render(
+              edgesGl,
+              this.edgePrograms[k],
+              this.edgeFloatArrays[k].array,
+              {
+                settings: this.settings,
+                matrix: matrix,
+                width: this.width,
+                height: this.height,
+                ratio: this.camera.ratio,
+                scalingRatio: this.settings(options, 'webglOversamplingRatio')
+              }
+            );
+          }
+        }
+      }
+    }
+
+    if (drawNodes) {
+      // Enable blending:
+      nodesGl.blendFunc(nodesGl.SRC_ALPHA, nodesGl.ONE_MINUS_SRC_ALPHA);
+      nodesGl.enable(nodesGl.BLEND);
+
+      for (k in this.nodeFloatArrays) {
+        renderer = sigma.webgl.nodes[k];
+
+        // Check program:
+        if (!this.nodePrograms[k])
+          this.nodePrograms[k] = renderer.initProgram(nodesGl);
+
+        // Render
+        if (this.nodeFloatArrays[k]) {
+          nodesGl.useProgram(this.nodePrograms[k]);
+          renderer.render(
+            nodesGl,
+            this.nodePrograms[k],
+            this.nodeFloatArrays[k].array,
+            {
+              settings: this.settings,
+              matrix: matrix,
+              width: this.width,
+              height: this.height,
+              ratio: this.camera.ratio,
+              scalingRatio: this.settings(options, 'webglOversamplingRatio')
+            }
+          );
+        }
+      }
+    }
+
+    if (drawLabels) {
+      a = this.camera.quadtree.area(
+        this.camera.getRectangle(this.width, this.height)
+      );
+
+      // Apply camera view to these nodes:
+      this.camera.applyView(
+        undefined,
+        undefined,
+        {
+          nodes: a,
+          edges: [],
+          width: this.width,
+          height: this.height
+        }
+      );
+
+      o = function(key) {
+        return self.settings({
+          prefix: self.camera.prefix
+        }, key);
+      };
+
+      for (i = 0, l = a.length; i < l; i++)
+        if (!a[i].hidden)
+          (
+            sigma.canvas.labels[
+              a[i].type ||
+              this.settings(options, 'defaultNodeType')
+            ] || sigma.canvas.labels.def
+          )(a[i], this.contexts.labels, o);
+    }
+
+    this.dispatchEvent('render');
+
+    return this;
+  };
+
+
+
+
+  /**
+   * This method creates a DOM element of the specified type, switches its
+   * position to "absolute", references it to the domElements attribute, and
+   * finally appends it to the container.
+   *
+   * @param  {string}   tag   The label tag.
+   * @param  {string}   id    The id of the element (to store it in
+   *                          "domElements").
+   * @param  {?boolean} webgl Will init the WebGL context if true.
+   */
+  sigma.renderers.webgl.prototype.initDOM = function(tag, id, webgl) {
+    var gl,
+        dom = document.createElement(tag),
+        self = this;
+
+    dom.style.position = 'absolute';
+    dom.setAttribute('class', 'sigma-' + id);
+
+    this.domElements[id] = dom;
+    this.container.appendChild(dom);
+
+    if (tag.toLowerCase() === 'canvas') {
+      this.contexts[id] = dom.getContext(webgl ? 'experimental-webgl' : '2d', {
+        preserveDrawingBuffer: true
+      });
+
+      // Adding webgl context loss listeners
+      if (webgl) {
+        dom.addEventListener('webglcontextlost', function(e) {
+          e.preventDefault();
+        }, false);
+
+        dom.addEventListener('webglcontextrestored', function(e) {
+          self.render();
+        }, false);
+      }
+    }
+  };
+
+  /**
+   * This method resizes each DOM elements in the container and stores the new
+   * dimensions. Then, it renders the graph.
+   *
+   * @param  {?number}               width  The new width of the container.
+   * @param  {?number}               height The new height of the container.
+   * @return {sigma.renderers.webgl}        Returns the instance itself.
+   */
+  sigma.renderers.webgl.prototype.resize = function(w, h) {
+    var k,
+        oldWidth = this.width,
+        oldHeight = this.height;
+
+    if (w !== undefined && h !== undefined) {
+      this.width = w;
+      this.height = h;
+    } else {
+      this.width = this.container.offsetWidth;
+      this.height = this.container.offsetHeight;
+
+      w = this.width;
+      h = this.height;
+    }
+
+    if (oldWidth !== this.width || oldHeight !== this.height) {
+      for (k in this.domElements) {
+        this.domElements[k].style.width = w + 'px';
+        this.domElements[k].style.height = h + 'px';
+
+        if (this.domElements[k].tagName.toLowerCase() === 'canvas') {
+          // If simple 2D canvas:
+          if (this.contexts[k] && this.contexts[k].scale) {
+            this.domElements[k].setAttribute('width', w + 'px');
+            this.domElements[k].setAttribute('height', h + 'px');
+          } else {
+            this.domElements[k].setAttribute(
+              'width',
+              (w * this.settings('webglOversamplingRatio')) + 'px'
+            );
+            this.domElements[k].setAttribute(
+              'height',
+              (h * this.settings('webglOversamplingRatio')) + 'px'
+            );
+          }
+        }
+      }
+    }
+
+    // Scale:
+    for (k in this.contexts)
+      if (this.contexts[k] && this.contexts[k].viewport)
+        this.contexts[k].viewport(
+          0,
+          0,
+          this.width * this.settings('webglOversamplingRatio'),
+          this.height * this.settings('webglOversamplingRatio')
+        );
+
+    return this;
+  };
+
+  /**
+   * This method clears each canvas.
+   *
+   * @return {sigma.renderers.webgl} Returns the instance itself.
+   */
+  sigma.renderers.webgl.prototype.clear = function() {
+    var k;
+
+    for (k in this.domElements)
+      if (this.domElements[k].tagName === 'CANVAS')
+        this.domElements[k].width = this.domElements[k].width;
+
+    this.contexts.nodes.clear(this.contexts.nodes.COLOR_BUFFER_BIT);
+    this.contexts.edges.clear(this.contexts.edges.COLOR_BUFFER_BIT);
+
+    return this;
+  };
+
+  /**
+   * This method kills contexts and other attributes.
+   */
+  sigma.renderers.webgl.prototype.kill = function() {
+    var k,
+        captor;
+
+    // Kill captors:
+    while ((captor = this.captors.pop()))
+      captor.kill();
+    delete this.captors;
+
+    // Kill contexts:
+    for (k in this.domElements) {
+      this.domElements[k].parentNode.removeChild(this.domElements[k]);
+      delete this.domElements[k];
+      delete this.contexts[k];
+    }
+    delete this.domElements;
+    delete this.contexts;
+  };
+
+
+
+
+  /**
+   * The object "sigma.webgl.nodes" contains the different WebGL node
+   * renderers. The default one draw nodes as discs. Here are the attributes
+   * any node renderer must have:
+   *
+   * {number}   POINTS      The number of points required to draw a node.
+   * {number}   ATTRIBUTES  The number of attributes needed to draw one point.
+   * {function} addNode     A function that adds a node to the data stack that
+   *                        will be given to the buffer. Here is the arguments:
+   *                        > {object}       node
+   *                        > {number}       index   The node index in the
+   *                                                 nodes array.
+   *                        > {Float32Array} data    The stack.
+   *                        > {object}       options Some options.
+   * {function} render      The function that will effectively render the nodes
+   *                        into the buffer.
+   *                        > {WebGLRenderingContext} gl
+   *                        > {WebGLProgram}          program
+   *                        > {Float32Array} data    The stack to give to the
+   *                                                 buffer.
+   *                        > {object}       params  An object containing some
+   *                                                 options, like width,
+   *                                                 height, the camera ratio.
+   * {function} initProgram The function that will initiate the program, with
+   *                        the relevant shaders and parameters. It must return
+   *                        the newly created program.
+   *
+   * Check sigma.webgl.nodes.def or sigma.webgl.nodes.fast to see how it
+   * works more precisely.
+   */
+  sigma.utils.pkg('sigma.webgl.nodes');
+
+
+
+
+  /**
+   * The object "sigma.webgl.edges" contains the different WebGL edge
+   * renderers. The default one draw edges as direct lines. Here are the
+   * attributes any edge renderer must have:
+   *
+   * {number}   POINTS      The number of points required to draw an edge.
+   * {number}   ATTRIBUTES  The number of attributes needed to draw one point.
+   * {function} addEdge     A function that adds an edge to the data stack that
+   *                        will be given to the buffer. Here is the arguments:
+   *                        > {object}       edge
+   *                        > {object}       source
+   *                        > {object}       target
+   *                        > {Float32Array} data    The stack.
+   *                        > {object}       options Some options.
+   * {function} render      The function that will effectively render the edges
+   *                        into the buffer.
+   *                        > {WebGLRenderingContext} gl
+   *                        > {WebGLProgram}          program
+   *                        > {Float32Array} data    The stack to give to the
+   *                                                 buffer.
+   *                        > {object}       params  An object containing some
+   *                                                 options, like width,
+   *                                                 height, the camera ratio.
+   * {function} initProgram The function that will initiate the program, with
+   *                        the relevant shaders and parameters. It must return
+   *                        the newly created program.
+   *
+   * Check sigma.webgl.edges.def or sigma.webgl.edges.fast to see how it
+   * works more precisely.
+   */
+  sigma.utils.pkg('sigma.webgl.edges');
+
+
+
+
+  /**
+   * The object "sigma.canvas.labels" contains the different
+   * label renderers for the WebGL renderer. Since displaying texts in WebGL is
+   * definitely painful and since there a way less labels to display than nodes
+   * or edges, the default renderer simply renders them in a canvas.
+   *
+   * A labels renderer is a simple function, taking as arguments the related
+   * node, the renderer and a settings function.
+   */
+  sigma.utils.pkg('sigma.canvas.labels');
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  if (typeof conrad === 'undefined')
+    throw 'conrad is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.renderers');
+
+  /**
+   * This function is the constructor of the svg sigma's renderer.
+   *
+   * @param  {sigma.classes.graph}            graph    The graph to render.
+   * @param  {sigma.classes.camera}           camera   The camera.
+   * @param  {configurable}           settings The sigma instance settings
+   *                                           function.
+   * @param  {object}                 object   The options object.
+   * @return {sigma.renderers.svg}             The renderer instance.
+   */
+  sigma.renderers.svg = function(graph, camera, settings, options) {
+    if (typeof options !== 'object')
+      throw 'sigma.renderers.svg: Wrong arguments.';
+
+    if (!(options.container instanceof HTMLElement))
+      throw 'Container not found.';
+
+    var i,
+        l,
+        a,
+        fn,
+        self = this;
+
+    sigma.classes.dispatcher.extend(this);
+
+    // Initialize main attributes:
+    this.graph = graph;
+    this.camera = camera;
+    this.domElements = {
+      graph: null,
+      groups: {},
+      nodes: {},
+      edges: {},
+      labels: {},
+      hovers: {}
+    };
+    this.measurementCanvas = null;
+    this.options = options;
+    this.container = this.options.container;
+    this.settings = (
+        typeof options.settings === 'object' &&
+        options.settings
+      ) ?
+        settings.embedObjects(options.settings) :
+        settings;
+
+    // Is the renderer meant to be freestyle?
+    this.settings('freeStyle', !!this.options.freeStyle);
+
+    // SVG xmlns
+    this.settings('xmlns', 'http://www.w3.org/2000/svg');
+
+    // Indexes:
+    this.nodesOnScreen = [];
+    this.edgesOnScreen = [];
+
+    // Find the prefix:
+    this.options.prefix = 'renderer' + sigma.utils.id() + ':';
+
+    // Initialize the DOM elements
+    this.initDOM('svg');
+
+    // Initialize captors:
+    this.captors = [];
+    a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch];
+    for (i = 0, l = a.length; i < l; i++) {
+      fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]];
+      this.captors.push(
+        new fn(
+          this.domElements.graph,
+          this.camera,
+          this.settings
+        )
+      );
+    }
+
+    // Bind resize:
+    window.addEventListener('resize', function() {
+      self.resize();
+    });
+
+    // Deal with sigma events:
+    // TODO: keep an option to override the DOM events?
+    sigma.misc.bindDOMEvents.call(this, this.domElements.graph);
+    this.bindHovers(this.options.prefix);
+
+    // Resize
+    this.resize(false);
+  };
+
+  /**
+   * This method renders the graph on the svg scene.
+   *
+   * @param  {?object}                options Eventually an object of options.
+   * @return {sigma.renderers.svg}            Returns the instance itself.
+   */
+  sigma.renderers.svg.prototype.render = function(options) {
+    options = options || {};
+
+    var a,
+        i,
+        k,
+        e,
+        l,
+        o,
+        source,
+        target,
+        start,
+        edges,
+        renderers,
+        subrenderers,
+        index = {},
+        graph = this.graph,
+        nodes = this.graph.nodes,
+        prefix = this.options.prefix || '',
+        drawEdges = this.settings(options, 'drawEdges'),
+        drawNodes = this.settings(options, 'drawNodes'),
+        drawLabels = this.settings(options, 'drawLabels'),
+        embedSettings = this.settings.embedObjects(options, {
+          prefix: this.options.prefix,
+          forceLabels: this.options.forceLabels
+        });
+
+    // Check the 'hideEdgesOnMove' setting:
+    if (this.settings(options, 'hideEdgesOnMove'))
+      if (this.camera.isAnimated || this.camera.isMoving)
+        drawEdges = false;
+
+    // Apply the camera's view:
+    this.camera.applyView(
+      undefined,
+      this.options.prefix,
+      {
+        width: this.width,
+        height: this.height
+      }
+    );
+
+    // Hiding everything
+    // TODO: find a more sensible way to perform this operation
+    this.hideDOMElements(this.domElements.nodes);
+    this.hideDOMElements(this.domElements.edges);
+    this.hideDOMElements(this.domElements.labels);
+
+    // Find which nodes are on screen
+    this.edgesOnScreen = [];
+    this.nodesOnScreen = this.camera.quadtree.area(
+      this.camera.getRectangle(this.width, this.height)
+    );
+
+    // Node index
+    for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
+      index[a[i].id] = a[i];
+
+    // Find which edges are on screen
+    for (a = graph.edges(), i = 0, l = a.length; i < l; i++) {
+      o = a[i];
+      if (
+        (index[o.source] || index[o.target]) &&
+        (!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden)
+      )
+        this.edgesOnScreen.push(o);
+    }
+
+    // Display nodes
+    //---------------
+    renderers = sigma.svg.nodes;
+    subrenderers = sigma.svg.labels;
+
+    //-- First we create the nodes which are not already created
+    if (drawNodes)
+      for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) {
+        if (!a[i].hidden && !this.domElements.nodes[a[i].id]) {
+
+          // Node
+          e = (renderers[a[i].type] || renderers.def).create(
+            a[i],
+            embedSettings
+          );
+
+          this.domElements.nodes[a[i].id] = e;
+          this.domElements.groups.nodes.appendChild(e);
+
+          // Label
+          e = (subrenderers[a[i].type] || subrenderers.def).create(
+            a[i],
+            embedSettings
+          );
+
+          this.domElements.labels[a[i].id] = e;
+          this.domElements.groups.labels.appendChild(e);
+        }
+      }
+
+    //-- Second we update the nodes
+    if (drawNodes)
+      for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) {
+
+        if (a[i].hidden)
+          continue;
+
+        // Node
+        (renderers[a[i].type] || renderers.def).update(
+          a[i],
+          this.domElements.nodes[a[i].id],
+          embedSettings
+        );
+
+        // Label
+        (subrenderers[a[i].type] || subrenderers.def).update(
+          a[i],
+          this.domElements.labels[a[i].id],
+          embedSettings
+        );
+      }
+
+    // Display edges
+    //---------------
+    renderers = sigma.svg.edges;
+
+    //-- First we create the edges which are not already created
+    if (drawEdges)
+      for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) {
+        if (!this.domElements.edges[a[i].id]) {
+          source = nodes(a[i].source);
+          target = nodes(a[i].target);
+
+          e = (renderers[a[i].type] || renderers.def).create(
+            a[i],
+            source,
+            target,
+            embedSettings
+          );
+
+          this.domElements.edges[a[i].id] = e;
+          this.domElements.groups.edges.appendChild(e);
+        }
+       }
+
+    //-- Second we update the edges
+    if (drawEdges)
+      for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) {
+        source = nodes(a[i].source);
+        target = nodes(a[i].target);
+
+        (renderers[a[i].type] || renderers.def).update(
+          a[i],
+          this.domElements.edges[a[i].id],
+          source,
+          target,
+          embedSettings
+        );
+       }
+
+    this.dispatchEvent('render');
+
+    return this;
+  };
+
+  /**
+   * This method creates a DOM element of the specified type, switches its
+   * position to "absolute", references it to the domElements attribute, and
+   * finally appends it to the container.
+   *
+   * @param  {string} tag The label tag.
+   * @param  {string} id  The id of the element (to store it in "domElements").
+   */
+  sigma.renderers.svg.prototype.initDOM = function(tag) {
+    var dom = document.createElementNS(this.settings('xmlns'), tag),
+        c = this.settings('classPrefix'),
+        g,
+        l,
+        i;
+
+    dom.style.position = 'absolute';
+    dom.setAttribute('class', c + '-svg');
+
+    // Setting SVG namespace
+    dom.setAttribute('xmlns', this.settings('xmlns'));
+    dom.setAttribute('xmlns:xlink', 'http://www.w3.org/1999/xlink');
+    dom.setAttribute('version', '1.1');
+
+    // Creating the measurement canvas
+    var canvas = document.createElement('canvas');
+    canvas.setAttribute('class', c + '-measurement-canvas');
+
+    // Appending elements
+    this.domElements.graph = this.container.appendChild(dom);
+
+    // Creating groups
+    var groups = ['edges', 'nodes', 'labels', 'hovers'];
+    for (i = 0, l = groups.length; i < l; i++) {
+      g = document.createElementNS(this.settings('xmlns'), 'g');
+
+      g.setAttributeNS(null, 'id', c + '-group-' + groups[i]);
+      g.setAttributeNS(null, 'class', c + '-group');
+
+      this.domElements.groups[groups[i]] =
+        this.domElements.graph.appendChild(g);
+    }
+
+    // Appending measurement canvas
+    this.container.appendChild(canvas);
+    this.measurementCanvas = canvas.getContext('2d');
+  };
+
+  /**
+   * This method hides a batch of SVG DOM elements.
+   *
+   * @param  {array}                  elements  An array of elements to hide.
+   * @param  {object}                 renderer  The renderer to use.
+   * @return {sigma.renderers.svg}              Returns the instance itself.
+   */
+  sigma.renderers.svg.prototype.hideDOMElements = function(elements) {
+    var o,
+        i;
+
+    for (i in elements) {
+      o = elements[i];
+      sigma.svg.utils.hide(o);
+    }
+
+    return this;
+  };
+
+  /**
+   * This method binds the hover events to the renderer.
+   *
+   * @param  {string} prefix The renderer prefix.
+   */
+  // TODO: add option about whether to display hovers or not
+  sigma.renderers.svg.prototype.bindHovers = function(prefix) {
+    var renderers = sigma.svg.hovers,
+        self = this,
+        hoveredNode;
+
+    function overNode(e) {
+      var node = e.data.node,
+          embedSettings = self.settings.embedObjects({
+            prefix: prefix
+          });
+
+      if (!embedSettings('enableHovering'))
+        return;
+
+      var hover = (renderers[node.type] || renderers.def).create(
+        node,
+        self.domElements.nodes[node.id],
+        self.measurementCanvas,
+        embedSettings
+      );
+
+      self.domElements.hovers[node.id] = hover;
+
+      // Inserting the hover in the dom
+      self.domElements.groups.hovers.appendChild(hover);
+      hoveredNode = node;
+    }
+
+    function outNode(e) {
+      var node = e.data.node,
+          embedSettings = self.settings.embedObjects({
+            prefix: prefix
+          });
+
+      if (!embedSettings('enableHovering'))
+        return;
+
+      // Deleting element
+      self.domElements.groups.hovers.removeChild(
+        self.domElements.hovers[node.id]
+      );
+      hoveredNode = null;
+      delete self.domElements.hovers[node.id];
+
+      // Reinstate
+      self.domElements.groups.nodes.appendChild(
+        self.domElements.nodes[node.id]
+      );
+    }
+
+    // OPTIMIZE: perform a real update rather than a deletion
+    function update() {
+      if (!hoveredNode)
+        return;
+
+      var embedSettings = self.settings.embedObjects({
+            prefix: prefix
+          });
+
+      // Deleting element before update
+      self.domElements.groups.hovers.removeChild(
+        self.domElements.hovers[hoveredNode.id]
+      );
+      delete self.domElements.hovers[hoveredNode.id];
+
+      var hover = (renderers[hoveredNode.type] || renderers.def).create(
+        hoveredNode,
+        self.domElements.nodes[hoveredNode.id],
+        self.measurementCanvas,
+        embedSettings
+      );
+
+      self.domElements.hovers[hoveredNode.id] = hover;
+
+      // Inserting the hover in the dom
+      self.domElements.groups.hovers.appendChild(hover);
+    }
+
+    // Binding events
+    this.bind('overNode', overNode);
+    this.bind('outNode', outNode);
+
+    // Update on render
+    this.bind('render', update);
+  };
+
+  /**
+   * This method resizes each DOM elements in the container and stores the new
+   * dimensions. Then, it renders the graph.
+   *
+   * @param  {?number}                width  The new width of the container.
+   * @param  {?number}                height The new height of the container.
+   * @return {sigma.renderers.svg}           Returns the instance itself.
+   */
+  sigma.renderers.svg.prototype.resize = function(w, h) {
+    var oldWidth = this.width,
+        oldHeight = this.height,
+        pixelRatio = 1;
+
+    if (w !== undefined && h !== undefined) {
+      this.width = w;
+      this.height = h;
+    } else {
+      this.width = this.container.offsetWidth;
+      this.height = this.container.offsetHeight;
+
+      w = this.width;
+      h = this.height;
+    }
+
+    if (oldWidth !== this.width || oldHeight !== this.height) {
+      this.domElements.graph.style.width = w + 'px';
+      this.domElements.graph.style.height = h + 'px';
+
+      if (this.domElements.graph.tagName.toLowerCase() === 'svg') {
+        this.domElements.graph.setAttribute('width', (w * pixelRatio));
+        this.domElements.graph.setAttribute('height', (h * pixelRatio));
+      }
+    }
+
+    return this;
+  };
+
+
+  /**
+   * The labels, nodes and edges renderers are stored in the three following
+   * objects. When an element is drawn, its type will be checked and if a
+   * renderer with the same name exists, it will be used. If not found, the
+   * default renderer will be used instead.
+   *
+   * They are stored in different files, in the "./svg" folder.
+   */
+  sigma.utils.pkg('sigma.svg.nodes');
+  sigma.utils.pkg('sigma.svg.edges');
+  sigma.utils.pkg('sigma.svg.labels');
+}).call(this);
+
+;(function(global) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.renderers');
+
+  // Check if WebGL is enabled:
+  var canvas,
+      webgl = !!global.WebGLRenderingContext;
+  if (webgl) {
+    canvas = document.createElement('canvas');
+    try {
+      webgl = !!(
+        canvas.getContext('webgl') ||
+        canvas.getContext('experimental-webgl')
+      );
+    } catch (e) {
+      webgl = false;
+    }
+  }
+
+  // Copy the good renderer:
+  sigma.renderers.def = webgl ?
+    sigma.renderers.webgl :
+    sigma.renderers.canvas;
+})(this);
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.webgl.nodes');
+
+  /**
+   * This node renderer will display nodes as discs, shaped in triangles with
+   * the gl.TRIANGLES display mode. So, to be more precise, to draw one node,
+   * it will store three times the center of node, with the color and the size,
+   * and an angle indicating which "corner" of the triangle to draw.
+   *
+   * The fragment shader does not deal with anti-aliasing, so make sure that
+   * you deal with it somewhere else in the code (by default, the WebGL
+   * renderer will oversample the rendering through the webglOversamplingRatio
+   * value).
+   */
+  sigma.webgl.nodes.def = {
+    POINTS: 3,
+    ATTRIBUTES: 5,
+    addNode: function(node, data, i, prefix, settings) {
+      var color = sigma.utils.floatColor(
+        node.color || settings('defaultNodeColor')
+      );
+
+      data[i++] = node[prefix + 'x'];
+      data[i++] = node[prefix + 'y'];
+      data[i++] = node[prefix + 'size'];
+      data[i++] = color;
+      data[i++] = 0;
+
+      data[i++] = node[prefix + 'x'];
+      data[i++] = node[prefix + 'y'];
+      data[i++] = node[prefix + 'size'];
+      data[i++] = color;
+      data[i++] = 2 * Math.PI / 3;
+
+      data[i++] = node[prefix + 'x'];
+      data[i++] = node[prefix + 'y'];
+      data[i++] = node[prefix + 'size'];
+      data[i++] = color;
+      data[i++] = 4 * Math.PI / 3;
+    },
+    render: function(gl, program, data, params) {
+      var buffer;
+
+      // Define attributes:
+      var positionLocation =
+            gl.getAttribLocation(program, 'a_position'),
+          sizeLocation =
+            gl.getAttribLocation(program, 'a_size'),
+          colorLocation =
+            gl.getAttribLocation(program, 'a_color'),
+          angleLocation =
+            gl.getAttribLocation(program, 'a_angle'),
+          resolutionLocation =
+            gl.getUniformLocation(program, 'u_resolution'),
+          matrixLocation =
+            gl.getUniformLocation(program, 'u_matrix'),
+          ratioLocation =
+            gl.getUniformLocation(program, 'u_ratio'),
+          scaleLocation =
+            gl.getUniformLocation(program, 'u_scale');
+
+      buffer = gl.createBuffer();
+      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+      gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
+
+      gl.uniform2f(resolutionLocation, params.width, params.height);
+      gl.uniform1f(
+        ratioLocation,
+        1 / Math.pow(params.ratio, params.settings('nodesPowRatio'))
+      );
+      gl.uniform1f(scaleLocation, params.scalingRatio);
+      gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
+
+      gl.enableVertexAttribArray(positionLocation);
+      gl.enableVertexAttribArray(sizeLocation);
+      gl.enableVertexAttribArray(colorLocation);
+      gl.enableVertexAttribArray(angleLocation);
+
+      gl.vertexAttribPointer(
+        positionLocation,
+        2,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        0
+      );
+      gl.vertexAttribPointer(
+        sizeLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        8
+      );
+      gl.vertexAttribPointer(
+        colorLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        12
+      );
+      gl.vertexAttribPointer(
+        angleLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        16
+      );
+
+      gl.drawArrays(
+        gl.TRIANGLES,
+        params.start || 0,
+        params.count || (data.length / this.ATTRIBUTES)
+      );
+    },
+    initProgram: function(gl) {
+      var vertexShader,
+          fragmentShader,
+          program;
+
+      vertexShader = sigma.utils.loadShader(
+        gl,
+        [
+          'attribute vec2 a_position;',
+          'attribute float a_size;',
+          'attribute float a_color;',
+          'attribute float a_angle;',
+
+          'uniform vec2 u_resolution;',
+          'uniform float u_ratio;',
+          'uniform float u_scale;',
+          'uniform mat3 u_matrix;',
+
+          'varying vec4 color;',
+          'varying vec2 center;',
+          'varying float radius;',
+
+          'void main() {',
+            // Multiply the point size twice:
+            'radius = a_size * u_ratio;',
+
+            // Scale from [[-1 1] [-1 1]] to the container:
+            'vec2 position = (u_matrix * vec3(a_position, 1)).xy;',
+            // 'center = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);',
+            'center = position * u_scale;',
+            'center = vec2(center.x, u_scale * u_resolution.y - center.y);',
+
+            'position = position +',
+              '2.0 * radius * vec2(cos(a_angle), sin(a_angle));',
+            'position = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);',
+
+            'radius = radius * u_scale;',
+
+            'gl_Position = vec4(position, 0, 1);',
+
+            // Extract the color:
+            'float c = a_color;',
+            'color.b = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.g = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
+            'color.a = 1.0;',
+          '}'
+        ].join('\n'),
+        gl.VERTEX_SHADER
+      );
+
+      fragmentShader = sigma.utils.loadShader(
+        gl,
+        [
+          'precision mediump float;',
+
+          'varying vec4 color;',
+          'varying vec2 center;',
+          'varying float radius;',
+
+          'void main(void) {',
+            'vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);',
+
+            'vec2 m = gl_FragCoord.xy - center;',
+            'float diff = radius - sqrt(m.x * m.x + m.y * m.y);',
+
+            // Here is how we draw a disc instead of a square:
+            'if (diff > 0.0)',
+              'gl_FragColor = color;',
+            'else',
+              'gl_FragColor = color0;',
+          '}'
+        ].join('\n'),
+        gl.FRAGMENT_SHADER
+      );
+
+      program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
+
+      return program;
+    }
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.webgl.nodes');
+
+  /**
+   * This node renderer will display nodes in the fastest way: Nodes are basic
+   * squares, drawn through the gl.POINTS drawing method. The size of the nodes
+   * are represented with the "gl_PointSize" value in the vertex shader.
+   *
+   * It is the fastest node renderer here since the buffer just takes one line
+   * to draw each node (with attributes "x", "y", "size" and "color").
+   *
+   * Nevertheless, this method has some problems, especially due to some issues
+   * with the gl.POINTS:
+   *  - First, if the center of a node is outside the scene, the point will not
+   *    be drawn, even if it should be partly on screen.
+   *  - I tried applying a fragment shader similar to the one in the default
+   *    node renderer to display them as discs, but it did not work fine on
+   *    some computers settings, filling the discs with weird gradients not
+   *    depending on the actual color.
+   */
+  sigma.webgl.nodes.fast = {
+    POINTS: 1,
+    ATTRIBUTES: 4,
+    addNode: function(node, data, i, prefix, settings) {
+      data[i++] = node[prefix + 'x'];
+      data[i++] = node[prefix + 'y'];
+      data[i++] = node[prefix + 'size'];
+      data[i++] = sigma.utils.floatColor(
+        node.color || settings('defaultNodeColor')
+      );
+    },
+    render: function(gl, program, data, params) {
+      var buffer;
+
+      // Define attributes:
+      var positionLocation =
+            gl.getAttribLocation(program, 'a_position'),
+          sizeLocation =
+            gl.getAttribLocation(program, 'a_size'),
+          colorLocation =
+            gl.getAttribLocation(program, 'a_color'),
+          resolutionLocation =
+            gl.getUniformLocation(program, 'u_resolution'),
+          matrixLocation =
+            gl.getUniformLocation(program, 'u_matrix'),
+          ratioLocation =
+            gl.getUniformLocation(program, 'u_ratio'),
+          scaleLocation =
+            gl.getUniformLocation(program, 'u_scale');
+
+      buffer = gl.createBuffer();
+      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+      gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
+
+      gl.uniform2f(resolutionLocation, params.width, params.height);
+      gl.uniform1f(
+        ratioLocation,
+        1 / Math.pow(params.ratio, params.settings('nodesPowRatio'))
+      );
+      gl.uniform1f(scaleLocation, params.scalingRatio);
+      gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
+
+      gl.enableVertexAttribArray(positionLocation);
+      gl.enableVertexAttribArray(sizeLocation);
+      gl.enableVertexAttribArray(colorLocation);
+
+      gl.vertexAttribPointer(
+        positionLocation,
+        2,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        0
+      );
+      gl.vertexAttribPointer(
+        sizeLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        8
+      );
+      gl.vertexAttribPointer(
+        colorLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        12
+      );
+
+      gl.drawArrays(
+        gl.POINTS,
+        params.start || 0,
+        params.count || (data.length / this.ATTRIBUTES)
+      );
+    },
+    initProgram: function(gl) {
+      var vertexShader,
+          fragmentShader,
+          program;
+
+      vertexShader = sigma.utils.loadShader(
+        gl,
+        [
+          'attribute vec2 a_position;',
+          'attribute float a_size;',
+          'attribute float a_color;',
+
+          'uniform vec2 u_resolution;',
+          'uniform float u_ratio;',
+          'uniform float u_scale;',
+          'uniform mat3 u_matrix;',
+
+          'varying vec4 color;',
+
+          'void main() {',
+            // Scale from [[-1 1] [-1 1]] to the container:
+            'gl_Position = vec4(',
+              '((u_matrix * vec3(a_position, 1)).xy /',
+                'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
+              '0,',
+              '1',
+            ');',
+
+            // Multiply the point size twice:
+            //  - x SCALING_RATIO to correct the canvas scaling
+            //  - x 2 to correct the formulae
+            'gl_PointSize = a_size * u_ratio * u_scale * 2.0;',
+
+            // Extract the color:
+            'float c = a_color;',
+            'color.b = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.g = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
+            'color.a = 1.0;',
+          '}'
+        ].join('\n'),
+        gl.VERTEX_SHADER
+      );
+
+      fragmentShader = sigma.utils.loadShader(
+        gl,
+        [
+          'precision mediump float;',
+
+          'varying vec4 color;',
+
+          'void main(void) {',
+            'gl_FragColor = color;',
+          '}'
+        ].join('\n'),
+        gl.FRAGMENT_SHADER
+      );
+
+      program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
+
+      return program;
+    }
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.webgl.edges');
+
+  /**
+   * This edge renderer will display edges as lines going from the source node
+   * to the target node. To deal with edge thicknesses, the lines are made of
+   * two triangles forming rectangles, with the gl.TRIANGLES drawing mode.
+   *
+   * It is expensive, since drawing a single edge requires 6 points, each
+   * having 7 attributes (source position, target position, thickness, color
+   * and a flag indicating which vertice of the rectangle it is).
+   */
+  sigma.webgl.edges.def = {
+    POINTS: 6,
+    ATTRIBUTES: 7,
+    addEdge: function(edge, source, target, data, i, prefix, settings) {
+      var w = (edge[prefix + 'size'] || 1) / 2,
+          x1 = source[prefix + 'x'],
+          y1 = source[prefix + 'y'],
+          x2 = target[prefix + 'x'],
+          y2 = target[prefix + 'y'],
+          color = edge.color;
+
+      if (!color)
+        switch (settings('edgeColor')) {
+          case 'source':
+            color = source.color || settings('defaultNodeColor');
+            break;
+          case 'target':
+            color = target.color || settings('defaultNodeColor');
+            break;
+          default:
+            color = settings('defaultEdgeColor');
+            break;
+        }
+
+      // Normalize color:
+      color = sigma.utils.floatColor(color);
+
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = w;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = 1.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = w;
+      data[i++] = 1.0;
+      data[i++] = color;
+
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = w;
+      data[i++] = 0.0;
+      data[i++] = color;
+    },
+    render: function(gl, program, data, params) {
+      var buffer;
+
+      // Define attributes:
+      var colorLocation =
+            gl.getAttribLocation(program, 'a_color'),
+          positionLocation1 =
+            gl.getAttribLocation(program, 'a_position1'),
+          positionLocation2 =
+            gl.getAttribLocation(program, 'a_position2'),
+          thicknessLocation =
+            gl.getAttribLocation(program, 'a_thickness'),
+          minusLocation =
+            gl.getAttribLocation(program, 'a_minus'),
+          resolutionLocation =
+            gl.getUniformLocation(program, 'u_resolution'),
+          matrixLocation =
+            gl.getUniformLocation(program, 'u_matrix'),
+          matrixHalfPiLocation =
+            gl.getUniformLocation(program, 'u_matrixHalfPi'),
+          matrixHalfPiMinusLocation =
+            gl.getUniformLocation(program, 'u_matrixHalfPiMinus'),
+          ratioLocation =
+            gl.getUniformLocation(program, 'u_ratio'),
+          scaleLocation =
+            gl.getUniformLocation(program, 'u_scale');
+
+      buffer = gl.createBuffer();
+      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+      gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
+
+      gl.uniform2f(resolutionLocation, params.width, params.height);
+      gl.uniform1f(
+        ratioLocation,
+        params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio'))
+      );
+      gl.uniform1f(scaleLocation, params.scalingRatio);
+      gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
+      gl.uniformMatrix2fv(
+        matrixHalfPiLocation,
+        false,
+        sigma.utils.matrices.rotation(Math.PI / 2, true)
+      );
+      gl.uniformMatrix2fv(
+        matrixHalfPiMinusLocation,
+        false,
+        sigma.utils.matrices.rotation(-Math.PI / 2, true)
+      );
+
+      gl.enableVertexAttribArray(colorLocation);
+      gl.enableVertexAttribArray(positionLocation1);
+      gl.enableVertexAttribArray(positionLocation2);
+      gl.enableVertexAttribArray(thicknessLocation);
+      gl.enableVertexAttribArray(minusLocation);
+
+      gl.vertexAttribPointer(positionLocation1,
+        2,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        0
+      );
+      gl.vertexAttribPointer(positionLocation2,
+        2,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        8
+      );
+      gl.vertexAttribPointer(thicknessLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        16
+      );
+      gl.vertexAttribPointer(minusLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        20
+      );
+      gl.vertexAttribPointer(colorLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        24
+      );
+
+      gl.drawArrays(
+        gl.TRIANGLES,
+        params.start || 0,
+        params.count || (data.length / this.ATTRIBUTES)
+      );
+    },
+    initProgram: function(gl) {
+      var vertexShader,
+          fragmentShader,
+          program;
+
+      vertexShader = sigma.utils.loadShader(
+        gl,
+        [
+          'attribute vec2 a_position1;',
+          'attribute vec2 a_position2;',
+          'attribute float a_thickness;',
+          'attribute float a_minus;',
+          'attribute float a_color;',
+
+          'uniform vec2 u_resolution;',
+          'uniform float u_ratio;',
+          'uniform float u_scale;',
+          'uniform mat3 u_matrix;',
+          'uniform mat2 u_matrixHalfPi;',
+          'uniform mat2 u_matrixHalfPiMinus;',
+
+          'varying vec4 color;',
+
+          'void main() {',
+            // Find the good point:
+            'vec2 position = a_thickness * u_ratio *',
+              'normalize(a_position2 - a_position1);',
+
+            'mat2 matrix = a_minus * u_matrixHalfPiMinus +',
+              '(1.0 - a_minus) * u_matrixHalfPi;',
+
+            'position = matrix * position + a_position1;',
+
+            // Scale from [[-1 1] [-1 1]] to the container:
+            'gl_Position = vec4(',
+              '((u_matrix * vec3(position, 1)).xy /',
+                'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
+              '0,',
+              '1',
+            ');',
+
+            // Extract the color:
+            'float c = a_color;',
+            'color.b = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.g = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
+            'color.a = 1.0;',
+          '}'
+        ].join('\n'),
+        gl.VERTEX_SHADER
+      );
+
+      fragmentShader = sigma.utils.loadShader(
+        gl,
+        [
+          'precision mediump float;',
+
+          'varying vec4 color;',
+
+          'void main(void) {',
+            'gl_FragColor = color;',
+          '}'
+        ].join('\n'),
+        gl.FRAGMENT_SHADER
+      );
+
+      program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
+
+      return program;
+    }
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.webgl.edges');
+
+  /**
+   * This edge renderer will display edges as lines with the gl.LINES display
+   * mode. Since this mode does not support well thickness, edges are all drawn
+   * with the same thickness (3px), independantly of the edge attributes or the
+   * zooming ratio.
+   */
+  sigma.webgl.edges.fast = {
+    POINTS: 2,
+    ATTRIBUTES: 3,
+    addEdge: function(edge, source, target, data, i, prefix, settings) {
+      var w = (edge[prefix + 'size'] || 1) / 2,
+          x1 = source[prefix + 'x'],
+          y1 = source[prefix + 'y'],
+          x2 = target[prefix + 'x'],
+          y2 = target[prefix + 'y'],
+          color = edge.color;
+
+      if (!color)
+        switch (settings('edgeColor')) {
+          case 'source':
+            color = source.color || settings('defaultNodeColor');
+            break;
+          case 'target':
+            color = target.color || settings('defaultNodeColor');
+            break;
+          default:
+            color = settings('defaultEdgeColor');
+            break;
+        }
+
+      // Normalize color:
+      color = sigma.utils.floatColor(color);
+
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = color;
+    },
+    render: function(gl, program, data, params) {
+      var buffer;
+
+      // Define attributes:
+      var colorLocation =
+            gl.getAttribLocation(program, 'a_color'),
+          positionLocation =
+            gl.getAttribLocation(program, 'a_position'),
+          resolutionLocation =
+            gl.getUniformLocation(program, 'u_resolution'),
+          matrixLocation =
+            gl.getUniformLocation(program, 'u_matrix');
+
+      buffer = gl.createBuffer();
+      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+      gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
+
+      gl.uniform2f(resolutionLocation, params.width, params.height);
+      gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
+
+      gl.enableVertexAttribArray(positionLocation);
+      gl.enableVertexAttribArray(colorLocation);
+
+      gl.vertexAttribPointer(positionLocation,
+        2,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        0
+      );
+      gl.vertexAttribPointer(colorLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        8
+      );
+
+      gl.lineWidth(3);
+      gl.drawArrays(
+        gl.LINES,
+        params.start || 0,
+        params.count || (data.length / this.ATTRIBUTES)
+      );
+    },
+    initProgram: function(gl) {
+      var vertexShader,
+          fragmentShader,
+          program;
+
+      vertexShader = sigma.utils.loadShader(
+        gl,
+        [
+          'attribute vec2 a_position;',
+          'attribute float a_color;',
+
+          'uniform vec2 u_resolution;',
+          'uniform mat3 u_matrix;',
+
+          'varying vec4 color;',
+
+          'void main() {',
+            // Scale from [[-1 1] [-1 1]] to the container:
+            'gl_Position = vec4(',
+              '((u_matrix * vec3(a_position, 1)).xy /',
+                'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
+              '0,',
+              '1',
+            ');',
+
+            // Extract the color:
+            'float c = a_color;',
+            'color.b = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.g = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
+            'color.a = 1.0;',
+          '}'
+        ].join('\n'),
+        gl.VERTEX_SHADER
+      );
+
+      fragmentShader = sigma.utils.loadShader(
+        gl,
+        [
+          'precision mediump float;',
+
+          'varying vec4 color;',
+
+          'void main(void) {',
+            'gl_FragColor = color;',
+          '}'
+        ].join('\n'),
+        gl.FRAGMENT_SHADER
+      );
+
+      program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
+
+      return program;
+    }
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.webgl.edges');
+
+  /**
+   * This edge renderer will display edges as arrows going from the source node
+   * to the target node. To deal with edge thicknesses, the lines are made of
+   * three triangles: two forming rectangles, with the gl.TRIANGLES drawing
+   * mode.
+   *
+   * It is expensive, since drawing a single edge requires 9 points, each
+   * having a lot of attributes.
+   */
+  sigma.webgl.edges.arrow = {
+    POINTS: 9,
+    ATTRIBUTES: 11,
+    addEdge: function(edge, source, target, data, i, prefix, settings) {
+      var w = (edge[prefix + 'size'] || 1) / 2,
+          x1 = source[prefix + 'x'],
+          y1 = source[prefix + 'y'],
+          x2 = target[prefix + 'x'],
+          y2 = target[prefix + 'y'],
+          targetSize = target[prefix + 'size'],
+          color = edge.color;
+
+      if (!color)
+        switch (settings('edgeColor')) {
+          case 'source':
+            color = source.color || settings('defaultNodeColor');
+            break;
+          case 'target':
+            color = target.color || settings('defaultNodeColor');
+            break;
+          default:
+            color = settings('defaultEdgeColor');
+            break;
+        }
+
+      // Normalize color:
+      color = sigma.utils.floatColor(color);
+
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 1.0;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 0.0;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      // Arrow head:
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = 1.0;
+      data[i++] = -1.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = color;
+
+      data[i++] = x2;
+      data[i++] = y2;
+      data[i++] = x1;
+      data[i++] = y1;
+      data[i++] = w;
+      data[i++] = targetSize;
+      data[i++] = 1.0;
+      data[i++] = 0.0;
+      data[i++] = 1.0;
+      data[i++] = 1.0;
+      data[i++] = color;
+    },
+    render: function(gl, program, data, params) {
+      var buffer;
+
+      // Define attributes:
+      var positionLocation1 =
+            gl.getAttribLocation(program, 'a_pos1'),
+          positionLocation2 =
+            gl.getAttribLocation(program, 'a_pos2'),
+          thicknessLocation =
+            gl.getAttribLocation(program, 'a_thickness'),
+          targetSizeLocation =
+            gl.getAttribLocation(program, 'a_tSize'),
+          delayLocation =
+            gl.getAttribLocation(program, 'a_delay'),
+          minusLocation =
+            gl.getAttribLocation(program, 'a_minus'),
+          headLocation =
+            gl.getAttribLocation(program, 'a_head'),
+          headPositionLocation =
+            gl.getAttribLocation(program, 'a_headPosition'),
+          colorLocation =
+            gl.getAttribLocation(program, 'a_color'),
+          resolutionLocation =
+            gl.getUniformLocation(program, 'u_resolution'),
+          matrixLocation =
+            gl.getUniformLocation(program, 'u_matrix'),
+          matrixHalfPiLocation =
+            gl.getUniformLocation(program, 'u_matrixHalfPi'),
+          matrixHalfPiMinusLocation =
+            gl.getUniformLocation(program, 'u_matrixHalfPiMinus'),
+          ratioLocation =
+            gl.getUniformLocation(program, 'u_ratio'),
+          nodeRatioLocation =
+            gl.getUniformLocation(program, 'u_nodeRatio'),
+          arrowHeadLocation =
+            gl.getUniformLocation(program, 'u_arrowHead'),
+          scaleLocation =
+            gl.getUniformLocation(program, 'u_scale');
+
+      buffer = gl.createBuffer();
+      gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+      gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
+
+      gl.uniform2f(resolutionLocation, params.width, params.height);
+      gl.uniform1f(
+        ratioLocation,
+        params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio'))
+      );
+      gl.uniform1f(
+        nodeRatioLocation,
+        Math.pow(params.ratio, params.settings('nodesPowRatio')) /
+        params.ratio
+      );
+      gl.uniform1f(arrowHeadLocation, 5.0);
+      gl.uniform1f(scaleLocation, params.scalingRatio);
+      gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
+      gl.uniformMatrix2fv(
+        matrixHalfPiLocation,
+        false,
+        sigma.utils.matrices.rotation(Math.PI / 2, true)
+      );
+      gl.uniformMatrix2fv(
+        matrixHalfPiMinusLocation,
+        false,
+        sigma.utils.matrices.rotation(-Math.PI / 2, true)
+      );
+
+      gl.enableVertexAttribArray(positionLocation1);
+      gl.enableVertexAttribArray(positionLocation2);
+      gl.enableVertexAttribArray(thicknessLocation);
+      gl.enableVertexAttribArray(targetSizeLocation);
+      gl.enableVertexAttribArray(delayLocation);
+      gl.enableVertexAttribArray(minusLocation);
+      gl.enableVertexAttribArray(headLocation);
+      gl.enableVertexAttribArray(headPositionLocation);
+      gl.enableVertexAttribArray(colorLocation);
+
+      gl.vertexAttribPointer(positionLocation1,
+        2,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        0
+      );
+      gl.vertexAttribPointer(positionLocation2,
+        2,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        8
+      );
+      gl.vertexAttribPointer(thicknessLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        16
+      );
+      gl.vertexAttribPointer(targetSizeLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        20
+      );
+      gl.vertexAttribPointer(delayLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        24
+      );
+      gl.vertexAttribPointer(minusLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        28
+      );
+      gl.vertexAttribPointer(headLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        32
+      );
+      gl.vertexAttribPointer(headPositionLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        36
+      );
+      gl.vertexAttribPointer(colorLocation,
+        1,
+        gl.FLOAT,
+        false,
+        this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
+        40
+      );
+
+      gl.drawArrays(
+        gl.TRIANGLES,
+        params.start || 0,
+        params.count || (data.length / this.ATTRIBUTES)
+      );
+    },
+    initProgram: function(gl) {
+      var vertexShader,
+          fragmentShader,
+          program;
+
+      vertexShader = sigma.utils.loadShader(
+        gl,
+        [
+          'attribute vec2 a_pos1;',
+          'attribute vec2 a_pos2;',
+          'attribute float a_thickness;',
+          'attribute float a_tSize;',
+          'attribute float a_delay;',
+          'attribute float a_minus;',
+          'attribute float a_head;',
+          'attribute float a_headPosition;',
+          'attribute float a_color;',
+
+          'uniform vec2 u_resolution;',
+          'uniform float u_ratio;',
+          'uniform float u_nodeRatio;',
+          'uniform float u_arrowHead;',
+          'uniform float u_scale;',
+          'uniform mat3 u_matrix;',
+          'uniform mat2 u_matrixHalfPi;',
+          'uniform mat2 u_matrixHalfPiMinus;',
+
+          'varying vec4 color;',
+
+          'void main() {',
+            // Find the good point:
+            'vec2 pos = normalize(a_pos2 - a_pos1);',
+
+            'mat2 matrix = (1.0 - a_head) *',
+              '(',
+                'a_minus * u_matrixHalfPiMinus +',
+                '(1.0 - a_minus) * u_matrixHalfPi',
+              ') + a_head * (',
+                'a_headPosition * u_matrixHalfPiMinus * 0.6 +',
+                '(a_headPosition * a_headPosition - 1.0) * mat2(1.0)',
+              ');',
+
+            'pos = a_pos1 + (',
+              // Deal with body:
+              '(1.0 - a_head) * a_thickness * u_ratio * matrix * pos +',
+              // Deal with head:
+              'a_head * u_arrowHead * a_thickness * u_ratio * matrix * pos +',
+              // Deal with delay:
+              'a_delay * pos * (',
+                'a_tSize / u_nodeRatio +',
+                'u_arrowHead * a_thickness * u_ratio',
+              ')',
+            ');',
+
+            // Scale from [[-1 1] [-1 1]] to the container:
+            'gl_Position = vec4(',
+              '((u_matrix * vec3(pos, 1)).xy /',
+                'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
+              '0,',
+              '1',
+            ');',
+
+            // Extract the color:
+            'float c = a_color;',
+            'color.b = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.g = mod(c, 256.0); c = floor(c / 256.0);',
+            'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
+            'color.a = 1.0;',
+          '}'
+        ].join('\n'),
+        gl.VERTEX_SHADER
+      );
+
+      fragmentShader = sigma.utils.loadShader(
+        gl,
+        [
+          'precision mediump float;',
+
+          'varying vec4 color;',
+
+          'void main(void) {',
+            'gl_FragColor = color;',
+          '}'
+        ].join('\n'),
+        gl.FRAGMENT_SHADER
+      );
+
+      program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
+
+      return program;
+    }
+  };
+})();
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.canvas.labels');
+
+  /**
+   * This label renderer will just display the label on the right of the node.
+   *
+   * @param  {object}                   node     The node object.
+   * @param  {CanvasRenderingContext2D} context  The canvas context.
+   * @param  {configurable}             settings The settings function.
+   */
+  sigma.canvas.labels.def = function(node, context, settings) {
+    var fontSize,
+        prefix = settings('prefix') || '',
+        size = node[prefix + 'size'];
+
+    if (size < settings('labelThreshold'))
+      return;
+
+    if (!node.label || typeof node.label !== 'string')
+      return;
+
+    fontSize = (settings('labelSize') === 'fixed') ?
+      settings('defaultLabelSize') :
+      settings('labelSizeRatio') * size;
+
+    context.font = (settings('fontStyle') ? settings('fontStyle') + ' ' : '') +
+      fontSize + 'px ' + settings('font');
+    context.fillStyle = (settings('labelColor') === 'node') ?
+      (node.color || settings('defaultNodeColor')) :
+      settings('defaultLabelColor');
+
+    context.fillText(
+      node.label,
+      Math.round(node[prefix + 'x'] + size + 3),
+      Math.round(node[prefix + 'y'] + fontSize / 3)
+    );
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.canvas.hovers');
+
+  /**
+   * This hover renderer will basically display the label with a background.
+   *
+   * @param  {object}                   node     The node object.
+   * @param  {CanvasRenderingContext2D} context  The canvas context.
+   * @param  {configurable}             settings The settings function.
+   */
+  sigma.canvas.hovers.def = function(node, context, settings) {
+    var x,
+        y,
+        w,
+        h,
+        e,
+        fontStyle = settings('hoverFontStyle') || settings('fontStyle'),
+        prefix = settings('prefix') || '',
+        size = node[prefix + 'size'],
+        fontSize = (settings('labelSize') === 'fixed') ?
+          settings('defaultLabelSize') :
+          settings('labelSizeRatio') * size;
+
+    // Label background:
+    context.font = (fontStyle ? fontStyle + ' ' : '') +
+      fontSize + 'px ' + (settings('hoverFont') || settings('font'));
+
+    context.beginPath();
+    context.fillStyle = settings('labelHoverBGColor') === 'node' ?
+      (node.color || settings('defaultNodeColor')) :
+      settings('defaultHoverLabelBGColor');
+
+    if (node.label && settings('labelHoverShadow')) {
+      context.shadowOffsetX = 0;
+      context.shadowOffsetY = 0;
+      context.shadowBlur = 8;
+      context.shadowColor = settings('labelHoverShadowColor');
+    }
+
+    if (node.label && typeof node.label === 'string') {
+      x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2);
+      y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2);
+      w = Math.round(
+        context.measureText(node.label).width + fontSize / 2 + size + 7
+      );
+      h = Math.round(fontSize + 4);
+      e = Math.round(fontSize / 2 + 2);
+
+      context.moveTo(x, y + e);
+      context.arcTo(x, y, x + e, y, e);
+      context.lineTo(x + w, y);
+      context.lineTo(x + w, y + h);
+      context.lineTo(x + e, y + h);
+      context.arcTo(x, y + h, x, y + h - e, e);
+      context.lineTo(x, y + e);
+
+      context.closePath();
+      context.fill();
+
+      context.shadowOffsetX = 0;
+      context.shadowOffsetY = 0;
+      context.shadowBlur = 0;
+    }
+
+    // Node border:
+    if (settings('borderSize') > 0) {
+      context.beginPath();
+      context.fillStyle = settings('nodeBorderColor') === 'node' ?
+        (node.color || settings('defaultNodeColor')) :
+        settings('defaultNodeBorderColor');
+      context.arc(
+        node[prefix + 'x'],
+        node[prefix + 'y'],
+        size + settings('borderSize'),
+        0,
+        Math.PI * 2,
+        true
+      );
+      context.closePath();
+      context.fill();
+    }
+
+    // Node:
+    var nodeRenderer = sigma.canvas.nodes[node.type] || sigma.canvas.nodes.def;
+    nodeRenderer(node, context, settings);
+
+    // Display the label:
+    if (node.label && typeof node.label === 'string') {
+      context.fillStyle = (settings('labelHoverColor') === 'node') ?
+        (node.color || settings('defaultNodeColor')) :
+        settings('defaultLabelHoverColor');
+
+      context.fillText(
+        node.label,
+        Math.round(node[prefix + 'x'] + size + 3),
+        Math.round(node[prefix + 'y'] + fontSize / 3)
+      );
+    }
+  };
+}).call(this);
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.nodes');
+
+  /**
+   * The default node renderer. It renders the node as a simple disc.
+   *
+   * @param  {object}                   node     The node object.
+   * @param  {CanvasRenderingContext2D} context  The canvas context.
+   * @param  {configurable}             settings The settings function.
+   */
+  sigma.canvas.nodes.def = function(node, context, settings) {
+    var prefix = settings('prefix') || '';
+
+    context.fillStyle = node.color || settings('defaultNodeColor');
+    context.beginPath();
+    context.arc(
+      node[prefix + 'x'],
+      node[prefix + 'y'],
+      node[prefix + 'size'],
+      0,
+      Math.PI * 2,
+      true
+    );
+
+    context.closePath();
+    context.fill();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edges');
+
+  /**
+   * The default edge renderer. It renders the edge as a simple line.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edges.def = function(edge, source, target, context, settings) {
+    var color = edge.color,
+        prefix = settings('prefix') || '',
+        size = edge[prefix + 'size'] || 1,
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor');
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(
+      source[prefix + 'x'],
+      source[prefix + 'y']
+    );
+    context.lineTo(
+      target[prefix + 'x'],
+      target[prefix + 'y']
+    );
+    context.stroke();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edges');
+
+  /**
+   * This edge renderer will display edges as curves.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edges.curve = function(edge, source, target, context, settings) {
+    var color = edge.color,
+        prefix = settings('prefix') || '',
+        size = edge[prefix + 'size'] || 1,
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor'),
+        cp = {},
+        sSize = source[prefix + 'size'],
+        sX = source[prefix + 'x'],
+        sY = source[prefix + 'y'],
+        tX = target[prefix + 'x'],
+        tY = target[prefix + 'y'];
+
+    cp = (source.id === target.id) ?
+      sigma.utils.getSelfLoopControlPoints(sX, sY, sSize) :
+      sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(sX, sY);
+    if (source.id === target.id) {
+      context.bezierCurveTo(cp.x1, cp.y1, cp.x2, cp.y2, tX, tY);
+    } else {
+      context.quadraticCurveTo(cp.x, cp.y, tX, tY);
+    }
+    context.stroke();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edges');
+
+  /**
+   * This edge renderer will display edges as arrows going from the source node
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edges.arrow = function(edge, source, target, context, settings) {
+    var color = edge.color,
+        prefix = settings('prefix') || '',
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor'),
+        size = edge[prefix + 'size'] || 1,
+        tSize = target[prefix + 'size'],
+        sX = source[prefix + 'x'],
+        sY = source[prefix + 'y'],
+        tX = target[prefix + 'x'],
+        tY = target[prefix + 'y'],
+        aSize = Math.max(size * 2.5, settings('minArrowSize')),
+        d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)),
+        aX = sX + (tX - sX) * (d - aSize - tSize) / d,
+        aY = sY + (tY - sY) * (d - aSize - tSize) / d,
+        vX = (tX - sX) * aSize / d,
+        vY = (tY - sY) * aSize / d;
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(sX, sY);
+    context.lineTo(
+      aX,
+      aY
+    );
+    context.stroke();
+
+    context.fillStyle = color;
+    context.beginPath();
+    context.moveTo(aX + vX, aY + vY);
+    context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
+    context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
+    context.lineTo(aX + vX, aY + vY);
+    context.closePath();
+    context.fill();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edges');
+
+  /**
+   * This edge renderer will display edges as curves with arrow heading.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edges.curvedArrow =
+    function(edge, source, target, context, settings) {
+    var color = edge.color,
+        prefix = settings('prefix') || '',
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor'),
+        cp = {},
+        size = edge[prefix + 'size'] || 1,
+        tSize = target[prefix + 'size'],
+        sX = source[prefix + 'x'],
+        sY = source[prefix + 'y'],
+        tX = target[prefix + 'x'],
+        tY = target[prefix + 'y'],
+        aSize = Math.max(size * 2.5, settings('minArrowSize')),
+        d,
+        aX,
+        aY,
+        vX,
+        vY;
+
+    cp = (source.id === target.id) ?
+      sigma.utils.getSelfLoopControlPoints(sX, sY, tSize) :
+      sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
+
+    if (source.id === target.id) {
+      d = Math.sqrt(Math.pow(tX - cp.x1, 2) + Math.pow(tY - cp.y1, 2));
+      aX = cp.x1 + (tX - cp.x1) * (d - aSize - tSize) / d;
+      aY = cp.y1 + (tY - cp.y1) * (d - aSize - tSize) / d;
+      vX = (tX - cp.x1) * aSize / d;
+      vY = (tY - cp.y1) * aSize / d;
+    }
+    else {
+      d = Math.sqrt(Math.pow(tX - cp.x, 2) + Math.pow(tY - cp.y, 2));
+      aX = cp.x + (tX - cp.x) * (d - aSize - tSize) / d;
+      aY = cp.y + (tY - cp.y) * (d - aSize - tSize) / d;
+      vX = (tX - cp.x) * aSize / d;
+      vY = (tY - cp.y) * aSize / d;
+    }
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(sX, sY);
+    if (source.id === target.id) {
+      context.bezierCurveTo(cp.x2, cp.y2, cp.x1, cp.y1, aX, aY);
+    } else {
+      context.quadraticCurveTo(cp.x, cp.y, aX, aY);
+    }
+    context.stroke();
+
+    context.fillStyle = color;
+    context.beginPath();
+    context.moveTo(aX + vX, aY + vY);
+    context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
+    context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
+    context.lineTo(aX + vX, aY + vY);
+    context.closePath();
+    context.fill();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edgehovers');
+
+  /**
+   * This hover renderer will display the edge with a different color or size.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edgehovers.def =
+    function(edge, source, target, context, settings) {
+      var color = edge.color,
+        prefix = settings('prefix') || '',
+        size = edge[prefix + 'size'] || 1,
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor');
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    if (settings('edgeHoverColor') === 'edge') {
+      color = edge.hover_color || color;
+    } else {
+      color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
+    }
+    size *= settings('edgeHoverSizeRatio');
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(
+      source[prefix + 'x'],
+      source[prefix + 'y']
+    );
+    context.lineTo(
+      target[prefix + 'x'],
+      target[prefix + 'y']
+    );
+    context.stroke();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edgehovers');
+
+  /**
+   * This hover renderer will display the edge with a different color or size.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edgehovers.curve =
+    function(edge, source, target, context, settings) {
+    var color = edge.color,
+        prefix = settings('prefix') || '',
+        size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1),
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor'),
+        cp = {},
+        sSize = source[prefix + 'size'],
+        sX = source[prefix + 'x'],
+        sY = source[prefix + 'y'],
+        tX = target[prefix + 'x'],
+        tY = target[prefix + 'y'];
+
+    cp = (source.id === target.id) ?
+      sigma.utils.getSelfLoopControlPoints(sX, sY, sSize) :
+      sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    if (settings('edgeHoverColor') === 'edge') {
+      color = edge.hover_color || color;
+    } else {
+      color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
+    }
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(sX, sY);
+    if (source.id === target.id) {
+      context.bezierCurveTo(cp.x1, cp.y1, cp.x2, cp.y2, tX, tY);
+    } else {
+      context.quadraticCurveTo(cp.x, cp.y, tX, tY);
+    }
+    context.stroke();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edgehovers');
+
+  /**
+   * This hover renderer will display the edge with a different color or size.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edgehovers.arrow =
+    function(edge, source, target, context, settings) {
+    var color = edge.color,
+        prefix = settings('prefix') || '',
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor'),
+        size = edge[prefix + 'size'] || 1,
+        tSize = target[prefix + 'size'],
+        sX = source[prefix + 'x'],
+        sY = source[prefix + 'y'],
+        tX = target[prefix + 'x'],
+        tY = target[prefix + 'y'];
+
+    size = (edge.hover) ?
+      settings('edgeHoverSizeRatio') * size : size;
+    var aSize = size * 2.5,
+        d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)),
+        aX = sX + (tX - sX) * (d - aSize - tSize) / d,
+        aY = sY + (tY - sY) * (d - aSize - tSize) / d,
+        vX = (tX - sX) * aSize / d,
+        vY = (tY - sY) * aSize / d;
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    if (settings('edgeHoverColor') === 'edge') {
+      color = edge.hover_color || color;
+    } else {
+      color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
+    }
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(sX, sY);
+    context.lineTo(
+      aX,
+      aY
+    );
+    context.stroke();
+
+    context.fillStyle = color;
+    context.beginPath();
+    context.moveTo(aX + vX, aY + vY);
+    context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
+    context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
+    context.lineTo(aX + vX, aY + vY);
+    context.closePath();
+    context.fill();
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.canvas.edgehovers');
+
+  /**
+   * This hover renderer will display the edge with a different color or size.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.edgehovers.curvedArrow =
+    function(edge, source, target, context, settings) {
+    var color = edge.color,
+        prefix = settings('prefix') || '',
+        edgeColor = settings('edgeColor'),
+        defaultNodeColor = settings('defaultNodeColor'),
+        defaultEdgeColor = settings('defaultEdgeColor'),
+        cp = {},
+        size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1),
+        tSize = target[prefix + 'size'],
+        sX = source[prefix + 'x'],
+        sY = source[prefix + 'y'],
+        tX = target[prefix + 'x'],
+        tY = target[prefix + 'y'],
+        d,
+        aSize,
+        aX,
+        aY,
+        vX,
+        vY;
+
+    cp = (source.id === target.id) ?
+      sigma.utils.getSelfLoopControlPoints(sX, sY, tSize) :
+      sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
+
+    if (source.id === target.id) {
+      d = Math.sqrt(Math.pow(tX - cp.x1, 2) + Math.pow(tY - cp.y1, 2));
+      aSize = size * 2.5;
+      aX = cp.x1 + (tX - cp.x1) * (d - aSize - tSize) / d;
+      aY = cp.y1 + (tY - cp.y1) * (d - aSize - tSize) / d;
+      vX = (tX - cp.x1) * aSize / d;
+      vY = (tY - cp.y1) * aSize / d;
+    }
+    else {
+      d = Math.sqrt(Math.pow(tX - cp.x, 2) + Math.pow(tY - cp.y, 2));
+      aSize = size * 2.5;
+      aX = cp.x + (tX - cp.x) * (d - aSize - tSize) / d;
+      aY = cp.y + (tY - cp.y) * (d - aSize - tSize) / d;
+      vX = (tX - cp.x) * aSize / d;
+      vY = (tY - cp.y) * aSize / d;
+    }
+
+    if (!color)
+      switch (edgeColor) {
+        case 'source':
+          color = source.color || defaultNodeColor;
+          break;
+        case 'target':
+          color = target.color || defaultNodeColor;
+          break;
+        default:
+          color = defaultEdgeColor;
+          break;
+      }
+
+    if (settings('edgeHoverColor') === 'edge') {
+      color = edge.hover_color || color;
+    } else {
+      color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
+    }
+
+    context.strokeStyle = color;
+    context.lineWidth = size;
+    context.beginPath();
+    context.moveTo(sX, sY);
+    if (source.id === target.id) {
+      context.bezierCurveTo(cp.x2, cp.y2, cp.x1, cp.y1, aX, aY);
+    } else {
+      context.quadraticCurveTo(cp.x, cp.y, aX, aY);
+    }
+    context.stroke();
+
+    context.fillStyle = color;
+    context.beginPath();
+    context.moveTo(aX + vX, aY + vY);
+    context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
+    context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
+    context.lineTo(aX + vX, aY + vY);
+    context.closePath();
+    context.fill();
+  };
+})();
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.canvas.extremities');
+
+  /**
+   * The default renderer for hovered edge extremities. It renders the edge
+   * extremities as hovered.
+   *
+   * @param  {object}                   edge         The edge object.
+   * @param  {object}                   source node  The edge source node.
+   * @param  {object}                   target node  The edge target node.
+   * @param  {CanvasRenderingContext2D} context      The canvas context.
+   * @param  {configurable}             settings     The settings function.
+   */
+  sigma.canvas.extremities.def =
+    function(edge, source, target, context, settings) {
+    // Source Node:
+    (
+      sigma.canvas.hovers[source.type] ||
+      sigma.canvas.hovers.def
+    ) (
+      source, context, settings
+    );
+
+    // Target Node:
+    (
+      sigma.canvas.hovers[target.type] ||
+      sigma.canvas.hovers.def
+    ) (
+      target, context, settings
+    );
+  };
+}).call(this);
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.svg.utils');
+
+  /**
+   * Some useful functions used by sigma's SVG renderer.
+   */
+  sigma.svg.utils = {
+
+    /**
+     * SVG Element show.
+     *
+     * @param  {DOMElement}               element   The DOM element to show.
+     */
+    show: function(element) {
+      element.style.display = '';
+      return this;
+    },
+
+    /**
+     * SVG Element hide.
+     *
+     * @param  {DOMElement}               element   The DOM element to hide.
+     */
+    hide: function(element) {
+      element.style.display = 'none';
+      return this;
+    }
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.svg.nodes');
+
+  /**
+   * The default node renderer. It renders the node as a simple disc.
+   */
+  sigma.svg.nodes.def = {
+
+    /**
+     * SVG Element creation.
+     *
+     * @param  {object}                   node     The node object.
+     * @param  {configurable}             settings The settings function.
+     */
+    create: function(node, settings) {
+      var prefix = settings('prefix') || '',
+          circle = document.createElementNS(settings('xmlns'), 'circle');
+
+      // Defining the node's circle
+      circle.setAttributeNS(null, 'data-node-id', node.id);
+      circle.setAttributeNS(null, 'class', settings('classPrefix') + '-node');
+      circle.setAttributeNS(
+        null, 'fill', node.color || settings('defaultNodeColor'));
+
+      // Returning the DOM Element
+      return circle;
+    },
+
+    /**
+     * SVG Element update.
+     *
+     * @param  {object}                   node     The node object.
+     * @param  {DOMElement}               circle   The node DOM element.
+     * @param  {configurable}             settings The settings function.
+     */
+    update: function(node, circle, settings) {
+      var prefix = settings('prefix') || '';
+
+      // Applying changes
+      // TODO: optimize - check if necessary
+      circle.setAttributeNS(null, 'cx', node[prefix + 'x']);
+      circle.setAttributeNS(null, 'cy', node[prefix + 'y']);
+      circle.setAttributeNS(null, 'r', node[prefix + 'size']);
+
+      // Updating only if not freestyle
+      if (!settings('freeStyle'))
+        circle.setAttributeNS(
+          null, 'fill', node.color || settings('defaultNodeColor'));
+
+      // Showing
+      circle.style.display = '';
+
+      return this;
+    }
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.svg.edges');
+
+  /**
+   * The default edge renderer. It renders the node as a simple line.
+   */
+  sigma.svg.edges.def = {
+
+    /**
+     * SVG Element creation.
+     *
+     * @param  {object}                   edge       The edge object.
+     * @param  {object}                   source     The source node object.
+     * @param  {object}                   target     The target node object.
+     * @param  {configurable}             settings   The settings function.
+     */
+    create: function(edge, source, target, settings) {
+      var color = edge.color,
+          prefix = settings('prefix') || '',
+          edgeColor = settings('edgeColor'),
+          defaultNodeColor = settings('defaultNodeColor'),
+          defaultEdgeColor = settings('defaultEdgeColor');
+
+      if (!color)
+        switch (edgeColor) {
+          case 'source':
+            color = source.color || defaultNodeColor;
+            break;
+          case 'target':
+            color = target.color || defaultNodeColor;
+            break;
+          default:
+            color = defaultEdgeColor;
+            break;
+        }
+
+      var line = document.createElementNS(settings('xmlns'), 'line');
+
+      // Attributes
+      line.setAttributeNS(null, 'data-edge-id', edge.id);
+      line.setAttributeNS(null, 'class', settings('classPrefix') + '-edge');
+      line.setAttributeNS(null, 'stroke', color);
+
+      return line;
+    },
+
+    /**
+     * SVG Element update.
+     *
+     * @param  {object}                   edge       The edge object.
+     * @param  {DOMElement}               line       The line DOM Element.
+     * @param  {object}                   source     The source node object.
+     * @param  {object}                   target     The target node object.
+     * @param  {configurable}             settings   The settings function.
+     */
+    update: function(edge, line, source, target, settings) {
+      var prefix = settings('prefix') || '';
+
+      line.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1);
+      line.setAttributeNS(null, 'x1', source[prefix + 'x']);
+      line.setAttributeNS(null, 'y1', source[prefix + 'y']);
+      line.setAttributeNS(null, 'x2', target[prefix + 'x']);
+      line.setAttributeNS(null, 'y2', target[prefix + 'y']);
+
+      // Showing
+      line.style.display = '';
+
+      return this;
+    }
+  };
+})();
+
+;(function() {
+  'use strict';
+
+  sigma.utils.pkg('sigma.svg.edges');
+
+  /**
+   * The curve edge renderer. It renders the node as a bezier curve.
+   */
+  sigma.svg.edges.curve = {
+
+    /**
+     * SVG Element creation.
+     *
+     * @param  {object}                   edge       The edge object.
+     * @param  {object}                   source     The source node object.
+     * @param  {object}                   target     The target node object.
+     * @param  {configurable}             settings   The settings function.
+     */
+    create: function(edge, source, target, settings) {
+      var color = edge.color,
+          prefix = settings('prefix') || '',
+          edgeColor = settings('edgeColor'),
+          defaultNodeColor = settings('defaultNodeColor'),
+          defaultEdgeColor = settings('defaultEdgeColor');
+
+      if (!color)
+        switch (edgeColor) {
+          case 'source':
+            color = source.color || defaultNodeColor;
+            break;
+          case 'target':
+            color = target.color || defaultNodeColor;
+            break;
+          default:
+            color = defaultEdgeColor;
+            break;
+        }
+
+      var path = document.createElementNS(settings('xmlns'), 'path');
+
+      // Attributes
+      path.setAttributeNS(null, 'data-edge-id', edge.id);
+      path.setAttributeNS(null, 'class', settings('classPrefix') + '-edge');
+      path.setAttributeNS(null, 'stroke', color);
+
+      return path;
+    },
+
+    /**
+     * SVG Element update.
+     *
+     * @param  {object}                   edge       The edge object.
+     * @param  {DOMElement}               line       The line DOM Element.
+     * @param  {object}                   source     The source node object.
+     * @param  {object}                   target     The target node object.
+     * @param  {configurable}             settings   The settings function.
+     */
+    update: function(edge, path, source, target, settings) {
+      var prefix = settings('prefix') || '';
+
+      path.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1);
+
+      // Control point
+      var cx = (source[prefix + 'x'] + target[prefix + 'x']) / 2 +
+        (target[prefix + 'y'] - source[prefix + 'y']) / 4,
+          cy = (source[prefix + 'y'] + target[prefix + 'y']) / 2 +
+        (source[prefix + 'x'] - target[prefix + 'x']) / 4;
+
+      // Path
+      var p = 'M' + source[prefix + 'x'] + ',' + source[prefix + 'y'] + ' ' +
+              'Q' + cx + ',' + cy + ' ' +
+              target[prefix + 'x'] + ',' + target[prefix + 'y'];
+
+      // Updating attributes
+      path.setAttributeNS(null, 'd', p);
+      path.setAttributeNS(null, 'fill', 'none');
+
+      // Showing
+      path.style.display = '';
+
+      return this;
+    }
+  };
+})();
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.svg.labels');
+
+  /**
+   * The default label renderer. It renders the label as a simple text.
+   */
+  sigma.svg.labels.def = {
+
+    /**
+     * SVG Element creation.
+     *
+     * @param  {object}                   node       The node object.
+     * @param  {configurable}             settings   The settings function.
+     */
+    create: function(node, settings) {
+      var prefix = settings('prefix') || '',
+          size = node[prefix + 'size'],
+          text = document.createElementNS(settings('xmlns'), 'text');
+
+      var fontSize = (settings('labelSize') === 'fixed') ?
+        settings('defaultLabelSize') :
+        settings('labelSizeRatio') * size;
+
+      var fontColor = (settings('labelColor') === 'node') ?
+        (node.color || settings('defaultNodeColor')) :
+        settings('defaultLabelColor');
+
+      text.setAttributeNS(null, 'data-label-target', node.id);
+      text.setAttributeNS(null, 'class', settings('classPrefix') + '-label');
+      text.setAttributeNS(null, 'font-size', fontSize);
+      text.setAttributeNS(null, 'font-family', settings('font'));
+      text.setAttributeNS(null, 'fill', fontColor);
+
+      text.innerHTML = node.label;
+      text.textContent = node.label;
+
+      return text;
+    },
+
+    /**
+     * SVG Element update.
+     *
+     * @param  {object}                   node     The node object.
+     * @param  {DOMElement}               text     The label DOM element.
+     * @param  {configurable}             settings The settings function.
+     */
+    update: function(node, text, settings) {
+      var prefix = settings('prefix') || '',
+          size = node[prefix + 'size'];
+
+      var fontSize = (settings('labelSize') === 'fixed') ?
+        settings('defaultLabelSize') :
+        settings('labelSizeRatio') * size;
+
+      // Case when we don't want to display the label
+      if (!settings('forceLabels') && size < settings('labelThreshold'))
+        return;
+
+      if (typeof node.label !== 'string')
+        return;
+
+      // Updating
+      text.setAttributeNS(null, 'x',
+        Math.round(node[prefix + 'x'] + size + 3));
+      text.setAttributeNS(null, 'y',
+        Math.round(node[prefix + 'y'] + fontSize / 3));
+
+      // Showing
+      text.style.display = '';
+
+      return this;
+    }
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.svg.hovers');
+
+  /**
+   * The default hover renderer.
+   */
+  sigma.svg.hovers.def = {
+
+    /**
+     * SVG Element creation.
+     *
+     * @param  {object}           node               The node object.
+     * @param  {CanvasElement}    measurementCanvas  A fake canvas handled by
+     *                            the svg to perform some measurements and
+     *                            passed by the renderer.
+     * @param  {DOMElement}       nodeCircle         The node DOM Element.
+     * @param  {configurable}     settings           The settings function.
+     */
+    create: function(node, nodeCircle, measurementCanvas, settings) {
+
+      // Defining visual properties
+      var x,
+          y,
+          w,
+          h,
+          e,
+          d,
+          fontStyle = settings('hoverFontStyle') || settings('fontStyle'),
+          prefix = settings('prefix') || '',
+          size = node[prefix + 'size'],
+          fontSize = (settings('labelSize') === 'fixed') ?
+            settings('defaultLabelSize') :
+            settings('labelSizeRatio') * size,
+          fontColor = (settings('labelHoverColor') === 'node') ?
+                        (node.color || settings('defaultNodeColor')) :
+                        settings('defaultLabelHoverColor');
+
+      // Creating elements
+      var group = document.createElementNS(settings('xmlns'), 'g'),
+          rectangle = document.createElementNS(settings('xmlns'), 'rect'),
+          circle = document.createElementNS(settings('xmlns'), 'circle'),
+          text = document.createElementNS(settings('xmlns'), 'text');
+
+      // Defining properties
+      group.setAttributeNS(null, 'class', settings('classPrefix') + '-hover');
+      group.setAttributeNS(null, 'data-node-id', node.id);
+
+      if (typeof node.label === 'string') {
+
+        // Text
+        text.innerHTML = node.label;
+        text.textContent = node.label;
+        text.setAttributeNS(
+            null,
+            'class',
+            settings('classPrefix') + '-hover-label');
+        text.setAttributeNS(null, 'font-size', fontSize);
+        text.setAttributeNS(null, 'font-family', settings('font'));
+        text.setAttributeNS(null, 'fill', fontColor);
+        text.setAttributeNS(null, 'x',
+          Math.round(node[prefix + 'x'] + size + 3));
+        text.setAttributeNS(null, 'y',
+          Math.round(node[prefix + 'y'] + fontSize / 3));
+
+        // Measures
+        // OPTIMIZE: Find a better way than a measurement canvas
+        x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2);
+        y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2);
+        w = Math.round(
+          measurementCanvas.measureText(node.label).width +
+            fontSize / 2 + size + 9
+        );
+        h = Math.round(fontSize + 4);
+        e = Math.round(fontSize / 2 + 2);
+
+        // Circle
+        circle.setAttributeNS(
+            null,
+            'class',
+            settings('classPrefix') + '-hover-area');
+        circle.setAttributeNS(null, 'fill', '#fff');
+        circle.setAttributeNS(null, 'cx', node[prefix + 'x']);
+        circle.setAttributeNS(null, 'cy', node[prefix + 'y']);
+        circle.setAttributeNS(null, 'r', e);
+
+        // Rectangle
+        rectangle.setAttributeNS(
+            null,
+            'class',
+            settings('classPrefix') + '-hover-area');
+        rectangle.setAttributeNS(null, 'fill', '#fff');
+        rectangle.setAttributeNS(null, 'x', node[prefix + 'x'] + e / 4);
+        rectangle.setAttributeNS(null, 'y', node[prefix + 'y'] - e);
+        rectangle.setAttributeNS(null, 'width', w);
+        rectangle.setAttributeNS(null, 'height', h);
+      }
+
+      // Appending childs
+      group.appendChild(circle);
+      group.appendChild(rectangle);
+      group.appendChild(text);
+      group.appendChild(nodeCircle);
+
+      return group;
+    }
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.middlewares');
+  sigma.utils.pkg('sigma.utils');
+
+  /**
+   * This middleware will rescale the graph such that it takes an optimal space
+   * on the renderer.
+   *
+   * As each middleware, this function is executed in the scope of the sigma
+   * instance.
+   *
+   * @param {?string} readPrefix  The read prefix.
+   * @param {?string} writePrefix The write prefix.
+   * @param {object}  options     The parameters.
+   */
+  sigma.middlewares.rescale = function(readPrefix, writePrefix, options) {
+    var i,
+        l,
+        a,
+        b,
+        c,
+        d,
+        scale,
+        margin,
+        n = this.graph.nodes(),
+        e = this.graph.edges(),
+        settings = this.settings.embedObjects(options || {}),
+        bounds = settings('bounds') || sigma.utils.getBoundaries(
+          this.graph,
+          readPrefix,
+          true
+        ),
+        minX = bounds.minX,
+        minY = bounds.minY,
+        maxX = bounds.maxX,
+        maxY = bounds.maxY,
+        sizeMax = bounds.sizeMax,
+        weightMax = bounds.weightMax,
+        w = settings('width') || 1,
+        h = settings('height') || 1,
+        rescaleSettings = settings('autoRescale'),
+        validSettings = {
+          nodePosition: 1,
+          nodeSize: 1,
+          edgeSize: 1
+        };
+
+    /**
+     * What elements should we rescale?
+     */
+    if (!(rescaleSettings instanceof Array))
+      rescaleSettings = ['nodePosition', 'nodeSize', 'edgeSize'];
+
+    for (i = 0, l = rescaleSettings.length; i < l; i++)
+      if (!validSettings[rescaleSettings[i]])
+        throw new Error(
+          'The rescale setting "' + rescaleSettings[i] + '" is not recognized.'
+        );
+
+    var np = ~rescaleSettings.indexOf('nodePosition'),
+        ns = ~rescaleSettings.indexOf('nodeSize'),
+        es = ~rescaleSettings.indexOf('edgeSize');
+
+    /**
+     * First, we compute the scaling ratio, without considering the sizes
+     * of the nodes : Each node will have its center in the canvas, but might
+     * be partially out of it.
+     */
+    scale = settings('scalingMode') === 'outside' ?
+      Math.max(
+        w / Math.max(maxX - minX, 1),
+        h / Math.max(maxY - minY, 1)
+      ) :
+      Math.min(
+        w / Math.max(maxX - minX, 1),
+        h / Math.max(maxY - minY, 1)
+      );
+
+    /**
+     * Then, we correct that scaling ratio considering a margin, which is
+     * basically the size of the biggest node.
+     * This has to be done as a correction since to compare the size of the
+     * biggest node to the X and Y values, we have to first get an
+     * approximation of the scaling ratio.
+     **/
+    margin =
+      (
+        settings('rescaleIgnoreSize') ?
+          0 :
+          (settings('maxNodeSize') || sizeMax) / scale
+      ) +
+      (settings('sideMargin') || 0);
+    maxX += margin;
+    minX -= margin;
+    maxY += margin;
+    minY -= margin;
+
+    // Fix the scaling with the new extrema:
+    scale = settings('scalingMode') === 'outside' ?
+      Math.max(
+        w / Math.max(maxX - minX, 1),
+        h / Math.max(maxY - minY, 1)
+      ) :
+      Math.min(
+        w / Math.max(maxX - minX, 1),
+        h / Math.max(maxY - minY, 1)
+      );
+
+    // Size homothetic parameters:
+    if (!settings('maxNodeSize') && !settings('minNodeSize')) {
+      a = 1;
+      b = 0;
+    } else if (settings('maxNodeSize') === settings('minNodeSize')) {
+      a = 0;
+      b = +settings('maxNodeSize');
+    } else {
+      a = (settings('maxNodeSize') - settings('minNodeSize')) / sizeMax;
+      b = +settings('minNodeSize');
+    }
+
+    if (!settings('maxEdgeSize') && !settings('minEdgeSize')) {
+      c = 1;
+      d = 0;
+    } else if (settings('maxEdgeSize') === settings('minEdgeSize')) {
+      c = 0;
+      d = +settings('minEdgeSize');
+    } else {
+      c = (settings('maxEdgeSize') - settings('minEdgeSize')) / weightMax;
+      d = +settings('minEdgeSize');
+    }
+
+    // Rescale the nodes and edges:
+    for (i = 0, l = e.length; i < l; i++)
+      e[i][writePrefix + 'size'] =
+        e[i][readPrefix + 'size'] * (es ? c : 1) + (es ? d : 0);
+
+    for (i = 0, l = n.length; i < l; i++) {
+      n[i][writePrefix + 'size'] =
+        n[i][readPrefix + 'size'] * (ns ? a : 1) + (ns ? b : 0);
+      n[i][writePrefix + 'x'] =
+        (n[i][readPrefix + 'x'] - (maxX + minX) / 2) * (np ? scale : 1);
+      n[i][writePrefix + 'y'] =
+        (n[i][readPrefix + 'y'] - (maxY + minY) / 2) * (np ? scale : 1);
+    }
+  };
+
+  sigma.utils.getBoundaries = function(graph, prefix, doEdges) {
+    var i,
+        l,
+        e = graph.edges(),
+        n = graph.nodes(),
+        weightMax = -Infinity,
+        sizeMax = -Infinity,
+        minX = Infinity,
+        minY = Infinity,
+        maxX = -Infinity,
+        maxY = -Infinity;
+
+    if (doEdges)
+      for (i = 0, l = e.length; i < l; i++)
+        weightMax = Math.max(e[i][prefix + 'size'], weightMax);
+
+    for (i = 0, l = n.length; i < l; i++) {
+      sizeMax = Math.max(n[i][prefix + 'size'], sizeMax);
+      maxX = Math.max(n[i][prefix + 'x'], maxX);
+      minX = Math.min(n[i][prefix + 'x'], minX);
+      maxY = Math.max(n[i][prefix + 'y'], maxY);
+      minY = Math.min(n[i][prefix + 'y'], minY);
+    }
+
+    weightMax = weightMax || 1;
+    sizeMax = sizeMax || 1;
+
+    return {
+      weightMax: weightMax,
+      sizeMax: sizeMax,
+      minX: minX,
+      minY: minY,
+      maxX: maxX,
+      maxY: maxY
+    };
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.middlewares');
+
+  /**
+   * This middleware will just copy the graphic properties.
+   *
+   * @param {?string} readPrefix  The read prefix.
+   * @param {?string} writePrefix The write prefix.
+   */
+  sigma.middlewares.copy = function(readPrefix, writePrefix) {
+    var i,
+        l,
+        a;
+
+    if (writePrefix + '' === readPrefix + '')
+      return;
+
+    a = this.graph.nodes();
+    for (i = 0, l = a.length; i < l; i++) {
+      a[i][writePrefix + 'x'] = a[i][readPrefix + 'x'];
+      a[i][writePrefix + 'y'] = a[i][readPrefix + 'y'];
+      a[i][writePrefix + 'size'] = a[i][readPrefix + 'size'];
+    }
+
+    a = this.graph.edges();
+    for (i = 0, l = a.length; i < l; i++)
+      a[i][writePrefix + 'size'] = a[i][readPrefix + 'size'];
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.misc.animation.running');
+
+  /**
+   * Generates a unique ID for the animation.
+   *
+   * @return {string} Returns the new ID.
+   */
+  var _getID = (function() {
+    var id = 0;
+    return function() {
+      return '' + (++id);
+    };
+  })();
+
+  /**
+   * This function animates a camera. It has to be called with the camera to
+   * animate, the values of the coordinates to reach and eventually some
+   * options. It returns a number id, that you can use to kill the animation,
+   * with the method sigma.misc.animation.kill(id).
+   *
+   * The available options are:
+   *
+   *   {?number}            duration   The duration of the animation.
+   *   {?function}          onNewFrame A callback to execute when the animation
+   *                                   enter a new frame.
+   *   {?function}          onComplete A callback to execute when the animation
+   *                                   is completed or killed.
+   *   {?(string|function)} easing     The name of a function from the package
+   *                                   sigma.utils.easings, or a custom easing
+   *                                   function.
+   *
+   * @param  {camera}  camera  The camera to animate.
+   * @param  {object}  target  The coordinates to reach.
+   * @param  {?object} options Eventually an object to specify some options to
+   *                           the function. The available options are
+   *                           presented in the description of the function.
+   * @return {number}          The animation id, to make it easy to kill
+   *                           through the method "sigma.misc.animation.kill".
+   */
+  sigma.misc.animation.camera = function(camera, val, options) {
+    if (
+      !(camera instanceof sigma.classes.camera) ||
+      typeof val !== 'object' ||
+      !val
+    )
+      throw 'animation.camera: Wrong arguments.';
+
+    if (
+      typeof val.x !== 'number' &&
+      typeof val.y !== 'number' &&
+      typeof val.ratio !== 'number' &&
+      typeof val.angle !== 'number'
+    )
+      throw 'There must be at least one valid coordinate in the given val.';
+
+    var fn,
+        id,
+        anim,
+        easing,
+        duration,
+        initialVal,
+        o = options || {},
+        start = sigma.utils.dateNow();
+
+    // Store initial values:
+    initialVal = {
+      x: camera.x,
+      y: camera.y,
+      ratio: camera.ratio,
+      angle: camera.angle
+    };
+
+    duration = o.duration;
+    easing = typeof o.easing !== 'function' ?
+      sigma.utils.easings[o.easing || 'quadraticInOut'] :
+      o.easing;
+
+    fn = function() {
+      var coef,
+          t = o.duration ? (sigma.utils.dateNow() - start) / o.duration : 1;
+
+      // If the animation is over:
+      if (t >= 1) {
+        camera.isAnimated = false;
+        camera.goTo({
+          x: val.x !== undefined ? val.x : initialVal.x,
+          y: val.y !== undefined ? val.y : initialVal.y,
+          ratio: val.ratio !== undefined ? val.ratio : initialVal.ratio,
+          angle: val.angle !== undefined ? val.angle : initialVal.angle
+        });
+
+        cancelAnimationFrame(id);
+        delete sigma.misc.animation.running[id];
+
+        // Check callbacks:
+        if (typeof o.onComplete === 'function')
+          o.onComplete();
+
+      // Else, let's keep going:
+      } else {
+        coef = easing(t);
+        camera.isAnimated = true;
+        camera.goTo({
+          x: val.x !== undefined ?
+            initialVal.x + (val.x - initialVal.x) * coef :
+            initialVal.x,
+          y: val.y !== undefined ?
+            initialVal.y + (val.y - initialVal.y) * coef :
+            initialVal.y,
+          ratio: val.ratio !== undefined ?
+            initialVal.ratio + (val.ratio - initialVal.ratio) * coef :
+            initialVal.ratio,
+          angle: val.angle !== undefined ?
+            initialVal.angle + (val.angle - initialVal.angle) * coef :
+            initialVal.angle
+        });
+
+        // Check callbacks:
+        if (typeof o.onNewFrame === 'function')
+          o.onNewFrame();
+
+        anim.frameId = requestAnimationFrame(fn);
+      }
+    };
+
+    id = _getID();
+    anim = {
+      frameId: requestAnimationFrame(fn),
+      target: camera,
+      type: 'camera',
+      options: o,
+      fn: fn
+    };
+    sigma.misc.animation.running[id] = anim;
+
+    return id;
+  };
+
+  /**
+   * Kills a running animation. It triggers the eventual onComplete callback.
+   *
+   * @param  {number} id  The id of the animation to kill.
+   * @return {object}     Returns the sigma.misc.animation package.
+   */
+  sigma.misc.animation.kill = function(id) {
+    if (arguments.length !== 1 || typeof id !== 'number')
+      throw 'animation.kill: Wrong arguments.';
+
+    var o = sigma.misc.animation.running[id];
+
+    if (o) {
+      cancelAnimationFrame(id);
+      delete sigma.misc.animation.running[o.frameId];
+
+      if (o.type === 'camera')
+        o.target.isAnimated = false;
+
+      // Check callbacks:
+      if (typeof (o.options || {}).onComplete === 'function')
+        o.options.onComplete();
+    }
+
+    return this;
+  };
+
+  /**
+   * Kills every running animations, or only the one with the specified type,
+   * if a string parameter is given.
+   *
+   * @param  {?(string|object)} filter A string to filter the animations to kill
+   *                                   on their type (example: "camera"), or an
+   *                                   object to filter on their target.
+   * @return {number}                  Returns the number of animations killed
+   *                                   that way.
+   */
+  sigma.misc.animation.killAll = function(filter) {
+    var o,
+        id,
+        count = 0,
+        type = typeof filter === 'string' ? filter : null,
+        target = typeof filter === 'object' ? filter : null,
+        running = sigma.misc.animation.running;
+
+    for (id in running)
+      if (
+        (!type || running[id].type === type) &&
+        (!target || running[id].target === target)
+      ) {
+        o = sigma.misc.animation.running[id];
+        cancelAnimationFrame(o.frameId);
+        delete sigma.misc.animation.running[id];
+
+        if (o.type === 'camera')
+          o.target.isAnimated = false;
+
+        // Increment counter:
+        count++;
+
+        // Check callbacks:
+        if (typeof (o.options || {}).onComplete === 'function')
+          o.options.onComplete();
+      }
+
+    return count;
+  };
+
+  /**
+   * Returns "true" if any animation that is currently still running matches
+   * the filter given to the function.
+   *
+   * @param  {string|object} filter A string to filter the animations to kill
+   *                                on their type (example: "camera"), or an
+   *                                object to filter on their target.
+   * @return {boolean}              Returns true if any running animation
+   *                                matches.
+   */
+  sigma.misc.animation.has = function(filter) {
+    var id,
+        type = typeof filter === 'string' ? filter : null,
+        target = typeof filter === 'object' ? filter : null,
+        running = sigma.misc.animation.running;
+
+    for (id in running)
+      if (
+        (!type || running[id].type === type) &&
+        (!target || running[id].target === target)
+      )
+        return true;
+
+    return false;
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.misc');
+
+  /**
+   * This helper will bind any no-DOM renderer (for instance canvas or WebGL)
+   * to its captors, to properly dispatch the good events to the sigma instance
+   * to manage clicking, hovering etc...
+   *
+   * It has to be called in the scope of the related renderer.
+   */
+  sigma.misc.bindEvents = function(prefix) {
+    var i,
+        l,
+        mX,
+        mY,
+        captor,
+        self = this;
+
+    function getNodes(e) {
+      if (e) {
+        mX = 'x' in e.data ? e.data.x : mX;
+        mY = 'y' in e.data ? e.data.y : mY;
+      }
+
+      var i,
+          j,
+          l,
+          n,
+          x,
+          y,
+          s,
+          inserted,
+          selected = [],
+          modifiedX = mX + self.width / 2,
+          modifiedY = mY + self.height / 2,
+          point = self.camera.cameraPosition(
+            mX,
+            mY
+          ),
+          nodes = self.camera.quadtree.point(
+            point.x,
+            point.y
+          );
+
+      if (nodes.length)
+        for (i = 0, l = nodes.length; i < l; i++) {
+          n = nodes[i];
+          x = n[prefix + 'x'];
+          y = n[prefix + 'y'];
+          s = n[prefix + 'size'];
+
+          if (
+            !n.hidden &&
+            modifiedX > x - s &&
+            modifiedX < x + s &&
+            modifiedY > y - s &&
+            modifiedY < y + s &&
+            Math.sqrt(
+              Math.pow(modifiedX - x, 2) +
+              Math.pow(modifiedY - y, 2)
+            ) < s
+          ) {
+            // Insert the node:
+            inserted = false;
+
+            for (j = 0; j < selected.length; j++)
+              if (n.size > selected[j].size) {
+                selected.splice(j, 0, n);
+                inserted = true;
+                break;
+              }
+
+            if (!inserted)
+              selected.push(n);
+          }
+        }
+
+      return selected;
+    }
+
+
+    function getEdges(e) {
+      if (!self.settings('enableEdgeHovering')) {
+        // No event if the setting is off:
+        return [];
+      }
+
+      var isCanvas = (
+        sigma.renderers.canvas && self instanceof sigma.renderers.canvas);
+
+      if (!isCanvas) {
+        // A quick hardcoded rule to prevent people from using this feature
+        // with the WebGL renderer (which is not good enough at the moment):
+        throw new Error(
+          'The edge events feature is not compatible with the WebGL renderer'
+        );
+      }
+
+      if (e) {
+        mX = 'x' in e.data ? e.data.x : mX;
+        mY = 'y' in e.data ? e.data.y : mY;
+      }
+
+      var i,
+          j,
+          l,
+          a,
+          edge,
+          s,
+          maxEpsilon = self.settings('edgeHoverPrecision'),
+          source,
+          target,
+          cp,
+          nodeIndex = {},
+          inserted,
+          selected = [],
+          modifiedX = mX + self.width / 2,
+          modifiedY = mY + self.height / 2,
+          point = self.camera.cameraPosition(
+            mX,
+            mY
+          ),
+          edges = [];
+
+      if (isCanvas) {
+        var nodesOnScreen = self.camera.quadtree.area(
+          self.camera.getRectangle(self.width, self.height)
+        );
+        for (a = nodesOnScreen, i = 0, l = a.length; i < l; i++)
+          nodeIndex[a[i].id] = a[i];
+      }
+
+      if (self.camera.edgequadtree !== undefined) {
+        edges = self.camera.edgequadtree.point(
+          point.x,
+          point.y
+        );
+      }
+
+      function insertEdge(selected, edge) {
+        inserted = false;
+
+        for (j = 0; j < selected.length; j++)
+          if (edge.size > selected[j].size) {
+            selected.splice(j, 0, edge);
+            inserted = true;
+            break;
+          }
+
+        if (!inserted)
+          selected.push(edge);
+      }
+
+      if (edges.length)
+        for (i = 0, l = edges.length; i < l; i++) {
+          edge = edges[i];
+          source = self.graph.nodes(edge.source);
+          target = self.graph.nodes(edge.target);
+          // (HACK) we can't get edge[prefix + 'size'] on WebGL renderer:
+          s = edge[prefix + 'size'] ||
+              edge['read_' + prefix + 'size'];
+
+          // First, let's identify which edges are drawn. To do this, we keep
+          // every edges that have at least one extremity displayed according to
+          // the quadtree and the "hidden" attribute. We also do not keep hidden
+          // edges.
+          // Then, let's check if the mouse is on the edge (we suppose that it
+          // is a line segment).
+
+          if (
+            !edge.hidden &&
+            !source.hidden && !target.hidden &&
+            (!isCanvas ||
+              (nodeIndex[edge.source] || nodeIndex[edge.target])) &&
+            sigma.utils.getDistance(
+              source[prefix + 'x'],
+              source[prefix + 'y'],
+              modifiedX,
+              modifiedY) > source[prefix + 'size'] &&
+            sigma.utils.getDistance(
+              target[prefix + 'x'],
+              target[prefix + 'y'],
+              modifiedX,
+              modifiedY) > target[prefix + 'size']
+          ) {
+            if (edge.type == 'curve' || edge.type == 'curvedArrow') {
+              if (source.id === target.id) {
+                cp = sigma.utils.getSelfLoopControlPoints(
+                  source[prefix + 'x'],
+                  source[prefix + 'y'],
+                  source[prefix + 'size']
+                );
+                if (
+                  sigma.utils.isPointOnBezierCurve(
+                  modifiedX,
+                  modifiedY,
+                  source[prefix + 'x'],
+                  source[prefix + 'y'],
+                  target[prefix + 'x'],
+                  target[prefix + 'y'],
+                  cp.x1,
+                  cp.y1,
+                  cp.x2,
+                  cp.y2,
+                  Math.max(s, maxEpsilon)
+                )) {
+                  insertEdge(selected, edge);
+                }
+              }
+              else {
+                cp = sigma.utils.getQuadraticControlPoint(
+                  source[prefix + 'x'],
+                  source[prefix + 'y'],
+                  target[prefix + 'x'],
+                  target[prefix + 'y']);
+                if (
+                  sigma.utils.isPointOnQuadraticCurve(
+                  modifiedX,
+                  modifiedY,
+                  source[prefix + 'x'],
+                  source[prefix + 'y'],
+                  target[prefix + 'x'],
+                  target[prefix + 'y'],
+                  cp.x,
+                  cp.y,
+                  Math.max(s, maxEpsilon)
+                )) {
+                  insertEdge(selected, edge);
+                }
+              }
+            } else if (
+                sigma.utils.isPointOnSegment(
+                modifiedX,
+                modifiedY,
+                source[prefix + 'x'],
+                source[prefix + 'y'],
+                target[prefix + 'x'],
+                target[prefix + 'y'],
+                Math.max(s, maxEpsilon)
+              )) {
+              insertEdge(selected, edge);
+            }
+          }
+        }
+
+      return selected;
+    }
+
+
+    function bindCaptor(captor) {
+      var nodes,
+          edges,
+          overNodes = {},
+          overEdges = {};
+
+      function onClick(e) {
+        if (!self.settings('eventsEnabled'))
+          return;
+
+        self.dispatchEvent('click', e.data);
+
+        nodes = getNodes(e);
+        edges = getEdges(e);
+
+        if (nodes.length) {
+          self.dispatchEvent('clickNode', {
+            node: nodes[0],
+            captor: e.data
+          });
+          self.dispatchEvent('clickNodes', {
+            node: nodes,
+            captor: e.data
+          });
+        } else if (edges.length) {
+          self.dispatchEvent('clickEdge', {
+            edge: edges[0],
+            captor: e.data
+          });
+          self.dispatchEvent('clickEdges', {
+            edge: edges,
+            captor: e.data
+          });
+        } else
+          self.dispatchEvent('clickStage', {captor: e.data});
+      }
+
+      function onDoubleClick(e) {
+        if (!self.settings('eventsEnabled'))
+          return;
+
+        self.dispatchEvent('doubleClick', e.data);
+
+        nodes = getNodes(e);
+        edges = getEdges(e);
+
+        if (nodes.length) {
+          self.dispatchEvent('doubleClickNode', {
+            node: nodes[0],
+            captor: e.data
+          });
+          self.dispatchEvent('doubleClickNodes', {
+            node: nodes,
+            captor: e.data
+          });
+        } else if (edges.length) {
+          self.dispatchEvent('doubleClickEdge', {
+            edge: edges[0],
+            captor: e.data
+          });
+          self.dispatchEvent('doubleClickEdges', {
+            edge: edges,
+            captor: e.data
+          });
+        } else
+          self.dispatchEvent('doubleClickStage', {captor: e.data});
+      }
+
+      function onRightClick(e) {
+        if (!self.settings('eventsEnabled'))
+          return;
+
+        self.dispatchEvent('rightClick', e.data);
+
+        nodes = getNodes(e);
+        edges = getEdges(e);
+
+        if (nodes.length) {
+          self.dispatchEvent('rightClickNode', {
+            node: nodes[0],
+            captor: e.data
+          });
+          self.dispatchEvent('rightClickNodes', {
+            node: nodes,
+            captor: e.data
+          });
+        } else if (edges.length) {
+          self.dispatchEvent('rightClickEdge', {
+            edge: edges[0],
+            captor: e.data
+          });
+          self.dispatchEvent('rightClickEdges', {
+            edge: edges,
+            captor: e.data
+          });
+        } else
+          self.dispatchEvent('rightClickStage', {captor: e.data});
+      }
+
+      function onOut(e) {
+        if (!self.settings('eventsEnabled'))
+          return;
+
+        var k,
+            i,
+            l,
+            le,
+            outNodes = [],
+            outEdges = [];
+
+        for (k in overNodes)
+          outNodes.push(overNodes[k]);
+
+        overNodes = {};
+        // Dispatch both single and multi events:
+        for (i = 0, l = outNodes.length; i < l; i++)
+          self.dispatchEvent('outNode', {
+            node: outNodes[i],
+            captor: e.data
+          });
+        if (outNodes.length)
+          self.dispatchEvent('outNodes', {
+            nodes: outNodes,
+            captor: e.data
+          });
+
+        overEdges = {};
+        // Dispatch both single and multi events:
+        for (i = 0, le = outEdges.length; i < le; i++)
+          self.dispatchEvent('outEdge', {
+            edge: outEdges[i],
+            captor: e.data
+          });
+        if (outEdges.length)
+          self.dispatchEvent('outEdges', {
+            edges: outEdges,
+            captor: e.data
+          });
+      }
+
+      function onMove(e) {
+        if (!self.settings('eventsEnabled'))
+          return;
+
+        nodes = getNodes(e);
+        edges = getEdges(e);
+
+        var i,
+            k,
+            node,
+            edge,
+            newOutNodes = [],
+            newOverNodes = [],
+            currentOverNodes = {},
+            l = nodes.length,
+            newOutEdges = [],
+            newOverEdges = [],
+            currentOverEdges = {},
+            le = edges.length;
+
+        // Check newly overred nodes:
+        for (i = 0; i < l; i++) {
+          node = nodes[i];
+          currentOverNodes[node.id] = node;
+          if (!overNodes[node.id]) {
+            newOverNodes.push(node);
+            overNodes[node.id] = node;
+          }
+        }
+
+        // Check no more overred nodes:
+        for (k in overNodes)
+          if (!currentOverNodes[k]) {
+            newOutNodes.push(overNodes[k]);
+            delete overNodes[k];
+          }
+
+        // Dispatch both single and multi events:
+        for (i = 0, l = newOverNodes.length; i < l; i++)
+          self.dispatchEvent('overNode', {
+            node: newOverNodes[i],
+            captor: e.data
+          });
+        for (i = 0, l = newOutNodes.length; i < l; i++)
+          self.dispatchEvent('outNode', {
+            node: newOutNodes[i],
+            captor: e.data
+          });
+        if (newOverNodes.length)
+          self.dispatchEvent('overNodes', {
+            nodes: newOverNodes,
+            captor: e.data
+          });
+        if (newOutNodes.length)
+          self.dispatchEvent('outNodes', {
+            nodes: newOutNodes,
+            captor: e.data
+          });
+
+        // Check newly overred edges:
+        for (i = 0; i < le; i++) {
+          edge = edges[i];
+          currentOverEdges[edge.id] = edge;
+          if (!overEdges[edge.id]) {
+            newOverEdges.push(edge);
+            overEdges[edge.id] = edge;
+          }
+        }
+
+        // Check no more overred edges:
+        for (k in overEdges)
+          if (!currentOverEdges[k]) {
+            newOutEdges.push(overEdges[k]);
+            delete overEdges[k];
+          }
+
+        // Dispatch both single and multi events:
+        for (i = 0, le = newOverEdges.length; i < le; i++)
+          self.dispatchEvent('overEdge', {
+            edge: newOverEdges[i],
+            captor: e.data
+          });
+        for (i = 0, le = newOutEdges.length; i < le; i++)
+          self.dispatchEvent('outEdge', {
+            edge: newOutEdges[i],
+            captor: e.data
+          });
+        if (newOverEdges.length)
+          self.dispatchEvent('overEdges', {
+            edges: newOverEdges,
+            captor: e.data
+          });
+        if (newOutEdges.length)
+          self.dispatchEvent('outEdges', {
+            edges: newOutEdges,
+            captor: e.data
+          });
+      }
+
+      // Bind events:
+      captor.bind('click', onClick);
+      captor.bind('mousedown', onMove);
+      captor.bind('mouseup', onMove);
+      captor.bind('mousemove', onMove);
+      captor.bind('mouseout', onOut);
+      captor.bind('doubleclick', onDoubleClick);
+      captor.bind('rightclick', onRightClick);
+      self.bind('render', onMove);
+    }
+
+    for (i = 0, l = this.captors.length; i < l; i++)
+      bindCaptor(this.captors[i]);
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.misc');
+
+  /**
+   * This helper will bind any DOM renderer (for instance svg)
+   * to its captors, to properly dispatch the good events to the sigma instance
+   * to manage clicking, hovering etc...
+   *
+   * It has to be called in the scope of the related renderer.
+   */
+  sigma.misc.bindDOMEvents = function(container) {
+    var self = this,
+        graph = this.graph;
+
+    // DOMElement abstraction
+    function Element(domElement) {
+
+      // Helpers
+      this.attr = function(attrName) {
+        return domElement.getAttributeNS(null, attrName);
+      };
+
+      // Properties
+      this.tag = domElement.tagName;
+      this.class = this.attr('class');
+      this.id = this.attr('id');
+
+      // Methods
+      this.isNode = function() {
+        return !!~this.class.indexOf(self.settings('classPrefix') + '-node');
+      };
+
+      this.isEdge = function() {
+        return !!~this.class.indexOf(self.settings('classPrefix') + '-edge');
+      };
+
+      this.isHover = function() {
+        return !!~this.class.indexOf(self.settings('classPrefix') + '-hover');
+      };
+    }
+
+    // Click
+    function click(e) {
+      if (!self.settings('eventsEnabled'))
+        return;
+
+      // Generic event
+      self.dispatchEvent('click', e);
+
+      // Are we on a node?
+      var element = new Element(e.target);
+
+      if (element.isNode())
+        self.dispatchEvent('clickNode', {
+          node: graph.nodes(element.attr('data-node-id'))
+        });
+      else
+        self.dispatchEvent('clickStage');
+
+      e.preventDefault();
+      e.stopPropagation();
+    }
+
+    // Double click
+    function doubleClick(e) {
+      if (!self.settings('eventsEnabled'))
+        return;
+
+      // Generic event
+      self.dispatchEvent('doubleClick', e);
+
+      // Are we on a node?
+      var element = new Element(e.target);
+
+      if (element.isNode())
+        self.dispatchEvent('doubleClickNode', {
+          node: graph.nodes(element.attr('data-node-id'))
+        });
+      else
+        self.dispatchEvent('doubleClickStage');
+
+      e.preventDefault();
+      e.stopPropagation();
+    }
+
+    // On over
+    function onOver(e) {
+      var target = e.toElement || e.target;
+
+      if (!self.settings('eventsEnabled') || !target)
+        return;
+
+      var el = new Element(target);
+
+      if (el.isNode()) {
+        self.dispatchEvent('overNode', {
+          node: graph.nodes(el.attr('data-node-id'))
+        });
+      }
+      else if (el.isEdge()) {
+        var edge = graph.edges(el.attr('data-edge-id'));
+        self.dispatchEvent('overEdge', {
+          edge: edge,
+          source: graph.nodes(edge.source),
+          target: graph.nodes(edge.target)
+        });
+      }
+    }
+
+    // On out
+    function onOut(e) {
+      var target = e.fromElement || e.originalTarget;
+
+      if (!self.settings('eventsEnabled'))
+        return;
+
+      var el = new Element(target);
+
+      if (el.isNode()) {
+        self.dispatchEvent('outNode', {
+          node: graph.nodes(el.attr('data-node-id'))
+        });
+      }
+      else if (el.isEdge()) {
+        var edge = graph.edges(el.attr('data-edge-id'));
+        self.dispatchEvent('outEdge', {
+          edge: edge,
+          source: graph.nodes(edge.source),
+          target: graph.nodes(edge.target)
+        });
+      }
+    }
+
+    // Registering Events:
+
+    // Click
+    container.addEventListener('click', click, false);
+    sigma.utils.doubleClick(container, 'click', doubleClick);
+
+    // Touch counterparts
+    container.addEventListener('touchstart', click, false);
+    sigma.utils.doubleClick(container, 'touchstart', doubleClick);
+
+    // Mouseover
+    container.addEventListener('mouseover', onOver, true);
+
+    // Mouseout
+    container.addEventListener('mouseout', onOut, true);
+  };
+}).call(this);
+
+;(function(undefined) {
+  'use strict';
+
+  if (typeof sigma === 'undefined')
+    throw 'sigma is not declared';
+
+  // Initialize packages:
+  sigma.utils.pkg('sigma.misc');
+
+  /**
+   * This method listens to "overNode", "outNode", "overEdge" and "outEdge"
+   * events from a renderer and renders the nodes differently on the top layer.
+   * The goal is to make any node label readable with the mouse, and to
+   * highlight hovered nodes and edges.
+   *
+   * It has to be called in the scope of the related renderer.
+   */
+  sigma.misc.drawHovers = function(prefix) {
+    var self = this,
+        hoveredNodes = {},
+        hoveredEdges = {};
+
+    this.bind('overNode', function(event) {
+      var node = event.data.node;
+      if (!node.hidden) {
+        hoveredNodes[node.id] = node;
+        draw();
+      }
+    });
+
+    this.bind('outNode', function(event) {
+      delete hoveredNodes[event.data.node.id];
+      draw();
+    });
+
+    this.bind('overEdge', function(event) {
+      var edge = event.data.edge;
+      if (!edge.hidden) {
+        hoveredEdges[edge.id] = edge;
+        draw();
+      }
+    });
+
+    this.bind('outEdge', function(event) {
+      delete hoveredEdges[event.data.edge.id];
+      draw();
+    });
+
+    this.bind('render', function(event) {
+      draw();
+    });
+
+    function draw() {
+      // Clear self.contexts.hover:
+      self.contexts.hover.canvas.width = self.contexts.hover.canvas.width;
+
+      var k,
+          source,
+          target,
+          hoveredNode,
+          hoveredEdge,
+          defaultNodeType = self.settings('defaultNodeType'),
+          defaultEdgeType = self.settings('defaultEdgeType'),
+          nodeRenderers = sigma.canvas.hovers,
+          edgeRenderers = sigma.canvas.edgehovers,
+          extremitiesRenderers = sigma.canvas.extremities,
+          embedSettings = self.settings.embedObjects({
+            prefix: prefix
+          });
+
+      // Node render: single hover
+      if (
+        embedSettings('enableHovering') &&
+        embedSettings('singleHover') &&
+        Object.keys(hoveredNodes).length
+      ) {
+        hoveredNode = hoveredNodes[Object.keys(hoveredNodes)[0]];
+        (
+          nodeRenderers[hoveredNode.type] ||
+          nodeRenderers[defaultNodeType] ||
+          nodeRenderers.def
+        )(
+          hoveredNode,
+          self.contexts.hover,
+          embedSettings
+        );
+      }
+
+      // Node render: multiple hover
+      if (
+        embedSettings('enableHovering') &&
+        !embedSettings('singleHover')
+      )
+        for (k in hoveredNodes)
+          (
+            nodeRenderers[hoveredNodes[k].type] ||
+            nodeRenderers[defaultNodeType] ||
+            nodeRenderers.def
+          )(
+            hoveredNodes[k],
+            self.contexts.hover,
+            embedSettings
+          );
+
+      // Edge render: single hover
+      if (
+        embedSettings('enableEdgeHovering') &&
+        embedSettings('singleHover') &&
+        Object.keys(hoveredEdges).length
+      ) {
+        hoveredEdge = hoveredEdges[Object.keys(hoveredEdges)[0]];
+        source = self.graph.nodes(hoveredEdge.source);
+        target = self.graph.nodes(hoveredEdge.target);
+
+        if (! hoveredEdge.hidden) {
+          (
+            edgeRenderers[hoveredEdge.type] ||
+            edgeRenderers[defaultEdgeType] ||
+            edgeRenderers.def
+          ) (
+            hoveredEdge,
+            source,
+            target,
+            self.contexts.hover,
+            embedSettings
+          );
+
+          if (embedSettings('edgeHoverExtremities')) {
+            (
+              extremitiesRenderers[hoveredEdge.type] ||
+              extremitiesRenderers.def
+            )(
+              hoveredEdge,
+              source,
+              target,
+              self.contexts.hover,
+              embedSettings
+            );
+
+          } else {
+            // Avoid edges rendered over nodes:
+            (
+              sigma.canvas.nodes[source.type] ||
+              sigma.canvas.nodes.def
+            ) (
+              source,
+              self.contexts.hover,
+              embedSettings
+            );
+            (
+              sigma.canvas.nodes[target.type] ||
+              sigma.canvas.nodes.def
+            ) (
+              target,
+              self.contexts.hover,
+              embedSettings
+            );
+          }
+        }
+      }
+
+      // Edge render: multiple hover
+      if (
+        embedSettings('enableEdgeHovering') &&
+        !embedSettings('singleHover')
+      ) {
+        for (k in hoveredEdges) {
+          hoveredEdge = hoveredEdges[k];
+          source = self.graph.nodes(hoveredEdge.source);
+          target = self.graph.nodes(hoveredEdge.target);
+
+          if (!hoveredEdge.hidden) {
+            (
+              edgeRenderers[hoveredEdge.type] ||
+              edgeRenderers[defaultEdgeType] ||
+              edgeRenderers.def
+            ) (
+              hoveredEdge,
+              source,
+              target,
+              self.contexts.hover,
+              embedSettings
+            );
+
+            if (embedSettings('edgeHoverExtremities')) {
+              (
+                extremitiesRenderers[hoveredEdge.type] ||
+                extremitiesRenderers.def
+              )(
+                hoveredEdge,
+                source,
+                target,
+                self.contexts.hover,
+                embedSettings
+              );
+            } else {
+              // Avoid edges rendered over nodes:
+              (
+                sigma.canvas.nodes[source.type] ||
+                sigma.canvas.nodes.def
+              ) (
+                source,
+                self.contexts.hover,
+                embedSettings
+              );
+              (
+                sigma.canvas.nodes[target.type] ||
+                sigma.canvas.nodes.def
+              ) (
+                target,
+                self.contexts.hover,
+                embedSettings
+              );
+            }
+          }
+        }
+      }
+    }
+  };
+}).call(this);

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