Use doubles internally for speedup
The second argument is the end index.
It is 2*x*x

According to
http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToMatrix/
, it is 2*x*x...
Also reseting the other values to match three.js.
Update the quaternion when using it.

And set the position after, since the set rotation is resets the
translation.
Values can be infinite too.
Slerp should be able to take in a quaternion.
The implications of double.
More implications of doubles! Broken MeshPhongMaterial.

This was a pain to find.
Make color use doubles internally but expose a more permissive num interface
Added copy to IVector4
Updated creation of byte buffer views according to latest changes
Renamed context2d to context2D
Added some more casts to double for typed arrays
Switched to vector_math
Fixed face normals computation
Removed old Vector classes and interfaces
Hide html.Path in three.dart and import with prefix to avoid collisions
Fixed .cross migration error
Merge pull request #67 from andersforsell/vector_math

Fixed additional .cross migration errors
Use Matrix4.copyInverse where appropriate